This is the full developer documentation for grandocs # grandocs > The MA Lighting manuals — searchable, in clean markdown, built for humans and AI agents. grandMA3 The current MA generation — user manual, quick start guide, and per-device quick manuals, version by version. grandMA2 The workhorse. Full manual mirror, including content the official legacy help site no longer serves. dot2 Compact console docs, preserved — keywords, views, and guided tours. Agent-ready Every page has a markdown twin. llms.txt, MCP server, and installable skills — see [Building with AI](/building-with-ai/). Unofficial mirror grandocs is a fan-maintained mirror. All documentation content belongs to [MA Lighting International GmbH](https://www.malighting.com/). For authoritative answers, always cross-check the [official help](https://help.malighting.com/). # About grandocs > What grandocs is, where the content comes from, and why it exists. grandocs is an **unofficial, fan-maintained mirror** of MA Lighting’s product documentation — grandMA3, grandMA2, dot2, and the supporting utilities — rebuilt as clean, searchable markdown. ## Why it exists [Section titled “Why it exists”](#why-it-exists) * **Search.** Full-text search across every manual. * **Markdown.** Every page is real markdown, formatted for reading — and every page has a raw `.md` twin URL for AI agents and scripts. * **Preservation.** The legacy MA help platform (`help2.malighting.com`) went offline; this project preserves multi-version grandMA2 and dot2 content that is no longer published anywhere. * **Agents.** llms.txt, an MCP server, and installable skills make these docs usable from Claude, ChatGPT, Cursor, and friends. ## Where the content comes from [Section titled “Where the content comes from”](#where-the-content-comes-from) All documentation content is crawled from the official [help.malighting.com](https://help.malighting.com/) and belongs to [MA Lighting International GmbH](https://www.malighting.com/). Every page links its canonical source. This site is not affiliated with or endorsed by MA Lighting. For authoritative or safety-relevant information (conformity, electrical specs), always consult the official documentation. ## The project [Section titled “The project”](#the-project) Source, crawler, and skills live at [github.com/ThatGuySam/grandocs](https://github.com/ThatGuySam/grandocs). Issues and corrections welcome. # Building with AI > How AI agents consume grandocs — llms.txt, per-page markdown twins, an MCP server, and installable skills for grandMA documentation. grandocs is built agent-first. There are four ways in — use whichever your tooling supports. ## 1. llms.txt [Section titled “1. llms.txt”](#1-llmstxt) Three machine-readable indexes, generated at build time: * [`/llms.txt`](/llms.txt) — curated index with usage instructions * [`/llms-full.txt`](/llms-full.txt) — the full corpus (latest versions) inlined * [`/llms-small.txt`](/llms-small.txt) — a compact variant for small context windows The `llms.txt` preamble tells agents the conventions below: default to grandMA3 2.4 but honor the user’s actual console version, and always cite the canonical `help.malighting.com` page. ## 2. Markdown twins [Section titled “2. Markdown twins”](#2-markdown-twins) Append `.md` to **any** docs URL to get the raw markdown — the same convention Stripe uses. For example: ```plaintext https://grandocs.samcarlton.com/grandma3/2-4/cue_store/ → the page https://grandocs.samcarlton.com/grandma3/2-4/cue_store.md → raw markdown ``` Every page also carries a **Copy as Markdown** button and **Open in ChatGPT / Claude** links in its header. ## 3. MCP server [Section titled “3. MCP server”](#3-mcp-server) A stateless [Model Context Protocol](https://modelcontextprotocol.io) server over grandocs’ search index. Tools: `search_docs`, `get_page`, `command_lookup`, and `list_products_versions`. ```bash # Claude Code claude mcp add --transport http grandocs https://grandocs-mcp.samcarlton.workers.dev/mcp ``` Cursor, Claude Desktop, and other clients: see the [MCP server README](https://github.com/ThatGuySam/grandocs/tree/starlight-rebuild/mcp). ## 4. Skills [Section titled “4. Skills”](#4-skills) Installable agent skills for grandMA documentation work — for Claude Code, Cursor, and 20+ other agents: ```bash npx skills add ThatGuySam/grandocs ``` Includes `grandma3-docs`, `grandma2-dot2-docs`, `grandma-command-syntax`, `grandma3-lua-api`, `grandma-macro-writer`, and `grandma-troubleshooting`. *** Unofficial mirror grandocs is fan-maintained. All content belongs to [MA Lighting International GmbH](https://www.malighting.com/). For authoritative or safety-relevant information, always cite the canonical [official help](https://help.malighting.com/) page linked on each topic. # dot2 User Manual ![](/img/dot2/08_dot2_user_manual-067c6b.png) # Background > Background colors are displayed in the columns ID and Name. Background colors are displayed in the columns ID and Name.  **Olive Green:** ![](/img/dot2/dot2_window_fixture-schedule_olive-green_background_v1-4-33a4a6.png) *Figure 1: Background Color – Olive Green* Olive green background indicates fixtures that are not affected by React to Master. For more information on React to Master see [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # Command History > The command history colors are visible in the command line view. The command history colors are visible in the [command line view](/dot2/key_view_commandline/). ## Green [Section titled “Green”](#green) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory01_1-0-88e8e7.png)\ Green indicates, that this is a command or a short cut of a [command](/dot2/key_commands_overview/). ## Yellow [Section titled “Yellow”](#yellow) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory02_1-0-afa4eb.png)\ Yellow indicates, that this is an [error message](/dot2/key_error_messages/). ## White [Section titled “White”](#white) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory03_1-0-16663b.png)\ White indicates, that is default command text. ## Related Links [Section titled “Related Links”](#related-links) * [Command Line View](/dot2/key_view_commandline/) * [Control Elements - Command Line](/dot2/key_widget_commandlineinput/) * [How to use the Command Line?](/dot2/key_ht_usecommandline/) * [Commands](/dot2/key_commands_overview/) * [Error Messages](/dot2/key_error_messages/) # Commands > In this chapter you will see all commands in detail. In this chapter you will see all commands in detail. You can read about every command and which options you have. Related links are included to jump to another page for further information. To get help to a specific command on the console. 1. Press Help. 2. Press the respective command key. 3. Press Please. The help to the entered command appears on screen 1. # Control Elements > After creating a new show or loading a show, you get into thefault screen. After creating a new show or loading a show, you get into the\*\*\*\* default screen. The default screen at screen 1 displays the fixtures view. ![](/img/dot2/dot2_viewsandwindows_controlelements02_1-2-c0f586.png) *Figure 1: Screen 1* Screen 1 has the following subareas. 1. [Title Bar](/dot2/key_title_bar/) with information in which view you are and different icons. 2. [Preset Type Bar](/dot2/key_widget_presettypebar/) for the navigation between the preset types. 3. Clock shows the selected [system clock](/dot2/key_window_systemclock/) time. 4. [Status and Message Icons](/dot2/key_window_statusandmessages/)\*\*\*\* displays icons regarding status and messages of the console. To open the status and messages view, tap on the icons. 5. [Command Line](/dot2/key_widget_commandlineinput/) shows you all the commands you entered into the console. 6. [Encoder Bar](/dot2/key_widget_encoderbar/) with information about the function from the respective encoder. Screen 2 and all further screens load the saved settings. ![](/img/dot2/dot2_viewsandwindows_controlelements_01_1-1-3-e8e4c7.png)\ *Figure 2: Screen 2* Screen 2 and all further screens has the following subareas. 1. [Title Bar](/dot2/key_title_bar/) with information in which view you are and different icons. 2. [View Bar](/dot2/key_widget_viewbar/)\*\*\*\* for the navigation between the views. 3. [Executor Bar](/dot2/key_widget_executorlabelbar/) with information about the stored executors. 4. View Area shows the selected view. # Error Handling > If the dot2 is not working like in the description of the following manual, there are the following opportunities. If the dot2 is not working like in the description of the following manual, there are the following opportunities. * **Error message**: You can not go forward to the next step of the description and you get an error message:\ Refer to, [Error Messages ](/dot2/key_error_messages/)and repeat the procedure.\ If the problem is still there contact the technical support. * **System is not working:** If you can not go forward to the next step of the description and you do not get an error message:\ Contact the technical support and describe the last steps you did. If the console crashes, use the commands [ChrashLogCopy](/dot2/key_keyword_crashlogcopy/) and [CrashLogList](/dot2/key_keyword_crashloglist/) to get further information for the technical support. ## Technical Service and Support [Section titled “Technical Service and Support”](#technical-service-and-support) MA Lighting and its extensive distributor network offer an unparalleled technical service.\ Call on our expertise for help with any problem, no matter if it is regarding operation, software features, software installations or trouble shooting.\ \ Please send an email (in English or German) to the tech support with your contact details and subject information. See the email address of the tech support in footer. \ This e-mail service is monitored during MA Lighting’s regular business hours in Germany from 8.30 a.m. until 5 p.m., Monday through Friday.\ \ **For emergency services please contact your local MA distributor or the MA Lighting Service Hotline.\ Call: +49.5251.688865-99. Please note, this 24/7 hotline is strictly for emergency cases – for people being in trouble out in the field.** # Error Messages > If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page. Phone: +49 5251 688 865 27 Phone for emergency services only: +49 5251 688 865 99 **(Use this hotline only if troubles occur shortly before an upcoming event.)** | Error | Reason | | ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | # 0 Unknown error | There is an unknown error in the console. | | # 1 Unknown command | The command entered is unknown. | | # 2 Input too long | The command entered is too long. | | # 3 Illegal character | The command entered is illegal. | | # 4 Command not implemented | The console does not support the command entered. | | # 5 Number expected | The console expects a number. | | # 6 IP expected | The console expects an IP address. | | # 7 Number too large | The number entered is too large. | | # 8 Number too small | The number entered in the command is too small (minimum 1 character). | | # 9 Number too large | The number entered in the command is too large (maximum 1 character). | | # 10 Expected | The console expects more input. | | # 11 Expected argument | The command entered is missing an argument. | | # 12 Expected name | The console expects a name, for example if the [command Label](/dot2/key_keyword_label/) was canceled.  | | # 13 Illegal name | The object name entered is not allowed. Use English characters only. | | # 14 Object does not exist | The object you tried to work with does not exist (for example if you tried to assign a function to an executor without any cues stored). | | # 15 Object not accessible | The object entered is not accessible. | | # 16 Resize forbidden | It is forbidden to resize the command entered. | | # 17 Delete forbidden | It is forbidden to use the command Delete to delete an object. | | # 18 Create forbidden | Is is forbidden to use the command Create to create an object. | | # 19 Illegal range | The value entered exceeds the range of the value allowed. | | # 20 Cannot leave current destination | You cannot leave the current destination as this may cause a multi user conflict. | | # 21 Cannot enter destination | Another user is currently accessing the destination. | | # 22 File not found | You are trying to import a non-existing file. | | # 23 File format invalid | The format of the file is incorrect for the destination. | | # 24 No unique sequence given | You are trying to access a cue of multiple sequences. | | # 25 No unique page given | The command entered needs a unique page number. | | # 26 Syntax error | The syntax entered is incorrect. | | # 27 No cue source given | Cue number is missing in the source. | | # 28 Illegal cue number | The number of the cue entered is invalid. | | # 29 No default executor | You are trying to access a default executor, but you have not selected one yet. | | # 30 Limit exceeded | You are exceeding the limit. | | # 31 Unknown option | The option you have selected does not exist. | | # 32 Destination not empty, no copy mode given | You are trying to copy an object to a destination already occupied by another object, and you have not specified yet how the console is to react. | | # 33 No cue for part given | The number of cue required is missing. | | # 34 Edit single object only | You are trying to edit multiple objects, but you only can edit one. | | # 35 Too many numbers | There are too many numbers in the command. | | # 36 Copy N to M elements not supported | You are trying to copy a larger number of objects to a smaller number of objects. | | # 37 Move N to M elements not supported | You are trying to move a larger number of objects to a smaller number of objects. | | # 38 Move 1 to M elements not supported | You are trying to move one object to several destinations. | | # 39 Missing hardware | You are trying to access hardware you do not have. | | # 40 Illegal layer | The layer you are trying to access is illegal. | | # 41 Illegal file name | The file name entered is invalid. | | # 42 Login needed | Login is required. | | # 43 Insufficient user rights | You do not have sufficient user rights. | | # 44 Not a valid clone source | The source of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 45 Not a valid clone destination | The destination of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 46  Clone source fixture list expected | The console expects a list of the source fixture. | | # 47 Clone destination fixture list expected | The console expects a list of the destination fixture. | | # 48 Expected object to be cloned | The console expects more fixtures. | | # 49 Invalid version | This version does not support this function. | | # 50 Illegal time format | The time format entered is invalid. | | # 51 Operation aborted by user | You canceled the operation. | | # 52 Variable not found | The variable entered is empty or does not exist. | | # 53 Preview is only for cues | The object entered does not support preview. | | # 54 Object does not support info command | The object entered does not have information. | | # 55 Object is locked | You are trying to access an object that is locked. | | # 56 Illegal destination | The object cannot be moved to the destination. | | # 57 Edit not possible | You cannot edit the object. | | # 58 Move not possible | You cannot move the object. | | # 59 Copy not possible | You cannot copy the object. | | # 60 Command not supported | The command entered is invalid. | | # 61 Insert forbidden | You cannot insert the object. | | # 62 Can not assign | You cannot assign the object. | | # 63 Value too small | The value entered is too small. | | # 64 Value too big | The value entered is too large. | | # 65 No cut or copy buffer for paste | You cannot paste since the clipboard is empty. | | # 66 Cut buffer is empty | You cannot paste since the clipboard is empty. | | # 67 Paste not possible | You cannot paste since the clipboard is empty. | | # 68 Command not executed | The execution of the command entered cannot be fulfilled (for example if you try to enable an executor without cues). | |   |   | # Executor > These executor colors are visible in the executor bar, in the executor bar window, and in the change functions of executor window. These executor colors are visible in the [executor bar](/dot2/key_widget_executorlabelbar/), in the [executor bar window](/dot2/key_window_playback/), and in the [change functions of executor window](/dot2/key_window_changefunctionsofexecutor/). If an executor is in its neutral position, the executor color is in a darker shade. For more information about executors, refer to [What are executors?](/dot2/key_wi_executors/) ## Olive Green [Section titled “Olive Green”](#olive-green) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executor01_1-0-4412cb.png) Olive green executor indicates, that this is an executor with a cue list on it. ## Blue [Section titled “Blue”](#blue) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executor02_1-0-804c61.png) Blue executor indicates, that this is an executor with a [chaser](/dot2/key_glossary/) on it. ## Brown [Section titled “Brown”](#brown) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executobrown03_1-0-0385d6.png) Brown executor indicates, that this is an executor with a [group master](/dot2/key_glossary/) on it. ## Grass Green [Section titled “Grass Green”](#grass-green) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorgrassgreen04_1-0-711c85.png) Grass green indicates, that this is an executor with a [special master](/dot2/key_glossary/) on it. ## Big Stripes [Section titled “Big Stripes”](#big-stripes) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorbigstripes05_1-0-863b88.png) Big stripes indicates, that this is an auto fixed executor. ## Small Stripes [Section titled “Small Stripes”](#small-stripes) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorsmallstripes06_1-0-a6bcab.png) Small stripes indicates, that this is a manual fixed executor, by a [fix command](/dot2/key_keyword_fix/). # Glossary > Art-Net: ## A [Section titled “A”](#a) **Art-Net:** Art-Net Ethernet communication standard. A protocol for transmitting the lighting control protocol DMX 512-A over the User Datagram Protocol of the Internet Protocol suite. To use Art-Net see [Network Protocols Configuration window](/dot2/key_window_networkprotocols/). **Attributes:** Controllable function of a fixture, e.g. pan or gobowheel3. **Auto Fixed:** All executors which are not in the neutral position will be automatically fixed if you change the page. ## B [Section titled “B”](#b) **Blind:** Create cues without DMX output. Refer to, [Blind Key](/dot2/key_key_blind/). **B.O.** (black out): Brings dimmer values to zero. Refer to, [B.O. Key](/dot2/key_key_bo/). **BPM** (beats per minute): Speed of a chasers and effects is counted in beats per minute. Refer to, [Select Trig View](/dot2/key_viewitem_selecttrig/). **Button Wing:** Is an extension for the console with additional executor buttons. ## C [Section titled “C”](#c) **Channel:** Refer to, DMX channel. **ChannelSets:** Predefined values in the fixture type for faster access in the fixture. Refer to , [Video Preset Type](/dot2/key_viewitem_video/). **Chaser:** A chaser is an executor mode that runs in a loop, random or bounces in the cue list. Refer to, [Settings of Executor View](/dot2/key_window_settingsofexecutor/) or [Cues View](/dot2/key_viewitem_cue/). **Cmd** (Command): Instructions you enter into the console. **Command Area:** The right area on the console, below screen 1, including all command keys and encoders. **Command Line:** Located on screen 1, to enter commands into the console. Refer to, [How to use the Command Line](/dot2/key_ht_usecommandline/) or [Command Line](/dot2/key_widget_commandlineinput/). **Control:** Control attributes are, e.g. lamp control, fixture global and scan rate. \*\*\*\*Preset type number seven. Refer to, [Control Preset Type View](/dot2/key_viewitem_control/). **Cue:** A look on stage. Refer to, [What is a Cue](/dot2/key_wi_cues/), [How to work with Cues](/dot2/key_ht_cues/) or [Cue View](/dot2/key_viewitem_cue/). **Cue List:** List with more than one cue, stored on an executor. ## D [Section titled “D”](#d) **Dimmer Wheel:** The wheel rightmost on the console. It is always assigned to the dimmer attributes of the selected fixtures. **DMX** (digital multiplex, DMX 512): Communication protocol that connect light consoles with fixture types. **DMX address:** Is the start address which you have on the fixture and in console. Set the DMX address of a fixture in the console, in the [Select DMX Address Window](/dot2/key_window_selectdmxaddress/). **DMX channel:** Each attribute of a fixture needs one (8bit) or two (16bit) DMX channels. 512 DMX channels are one DMX universe. To see all channels of the eight available DMX universes, open the [DMX view](/dot2/key_viewitem_dmx/). **DMX footprint:** Is an indicator for how many DMX channels the fixture type needs. **DMX universe:** One DMX universe contains 512 DMX channels. You can connect one universe to one XLR connector. **DVI-D** (digital visual interface - digital): Connection for external screen. ## E [Section titled “E”](#e) **Effect:** Manipulates and creates looping changes of values from attributes. **Encoder:** The four round rotary knobs below screen 1, to control values of attributes or scroll on the screen. **Ethernet:** Network connections on the console. You can insert a RJ45 Ethercon. **Executor:** Button and fader executor on the console and executor in the [virtual playbacks view](/dot2/key_viewitem_virtualplayback/). You store cues on an executor. **Executor Button:** Physical key on the console to execute cues. **Executor Fader:** Physical fader on the console to execute cues. **Executor Time Master:** Overrides cue fade and on/off times and sets the cue delay to zero. ## F [Section titled “F”](#f) **Fade time:** Time for changing from one value to another value. **Fader Wing:** Is an extension for the console with additional faders and executor buttons. **Feature:** Group of attributes for a better overview. Refer to, [Video Preset Type](/dot2/key_viewitem_video/). **Fixture ID:** Unique identifier for each fixture. You set the fixture ID in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). **Fixture Library:** Library with all common fixture types to import fixture types into the show file. Refer to, [Import Fixture Type Window.](/dot2/key_window_importfixturetype/) **Fixture Type:** Every device you can control from the console. In the fixture type is the assignment of the attributes to the DMX channels. **Flip:** Flip is a function to change the pan and tilt combination and point your fixture in the same direction. Refer to, [Position Preset Type View](/dot2/key_viewitem_position/). **Frame** (fps = frames per second): Is a picture frequency. The default setting is 30 fps. From this follows that 1 frame is equivalent to 0.03 seconds. Refer to, [Calculator View](/dot2/key_view_calculator/). ## G [Section titled “G”](#g) **Grand master:** Fader rightmost at the console to reduce all dimmer values. Refer to, [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Group:** To have a quick selection, store selected fixtures in groups. Refer to, [Groups View](/dot2/key_viewitem_group/). ## H [Section titled “H”](#h) **Hue:** The color of a color notation in an angle between 0 and 360 degrees. ## I [Section titled “I”](#i) **Instances:** Single controls of the fixture types, e.g. one pixel of a LED panel. Refer to, [Import Fixture Type… Window](/dot2/key_window_importfixturetype/). **Iris:** An aperture that controls the beam size of a fixture. ## M [Section titled “M”](#m) **Macro:** Prerecorded command combinations. **[]()Master Rate:** The master rate multiplies all timings by a factor.\ The factors from the master rate goes from Stop (= no further output) via 1:1 (=stored timings) up to 256 (=multiplies the timing by 256).\ The master rate is a dynamic fader that means, if that fader has the position of 50 % the rate fader has the factor 1:1. From 1:1 the fader goes dynamic up to 256 that equates a fader position from 100 %. It is the same from 1:1 down to Stop. **[]()Master Speed:** Controls the speed of effects in cues and the playback speed of chasers. **MIDI** (musical instrument digital interface): A standard to exchange control signals with the console. Refer to, [Remote Inputs Configuration Window](/dot2/key_window_remote/). **MSC** (MIDI Show Control):\   MSC sends the executor functions via MIDI signal to another device, e.g. another console or a MIDI sequencer. Refer to, [MIDI Show Control Window](/dot2/key_window_midishowcontrol/). ## N [Section titled “N”](#n) **Natural Values:** The dot2 displays all raw channel views in natural values with one decimal place.\ Usually the range is from 0 to 100 and equates the DMX values from 0 to 255.\ Exception: The range from pan is -270 to 270 and from tilt is -125 to 155. ## O [Section titled “O”](#o) **Out Delay**: Wait time for dimmer values going to a lower intensity level. ## P [Section titled “P”](#p) **Pan:** Horizontal movement axis of an fixture. Refer, to [Position Preset View](/dot2/key_viewitem_position/). **Presets:** There are nine preset types to control from the console. Refer to, [Preset Pool View](/dot2/key_viewitem_preset/) and [Preset Type Bar](/dot2/key_widget_presettypebar/). **Priority:** Some values have a higher priority than others. In other words, they will not be overwritten by those with a lower priority. The programmer, for instance, has a higher priority than an executor.  **Programmer:** Is a container with the current selection of fixtures and values of manual adjusted attributes. Those values are red values. Refer to, [Value colors](/dot2/key_systemcolors_values/). **[]()Program Time Master:** The program time master controls the fade times of all program values and effects, between 0 and 10 seconds.\ This affects both, the adding of new values into the programmer, and the removing of values from the programmer with the Clear key.\ The program time master is a fade executor. Refer to, [Empty Executor Window](/dot2/key_window_emptyexecutor/). ## R [Section titled “R”](#r) **Rpm** (revolution per minute):\ Rotationspeed of a gobowheel in the unit revolution per minute, refer to [Gobo Preset Type View](/dot2/key_viewitem_gobo/). ## S [Section titled “S”](#s) **Shutter:** Fast open and close of the light output of a fixture type. **SMPTE** (society of motion picture and television engineers): Is a timecode to synchronize different devices from different manufacturers in the audio and video technology. Refer to, [Select Trig View.](/dot2/key_viewitem_selecttrig/)\ dot2 receives 24, 25, or 30 frames per second. For more information see [Timecode Configuration](/dot2/key_window_timecode/#frames_second).  **Snap:** A lot of fixture types with gobo and color wheels have snap channels.\ That means those attributes will be directly executed disregarding the cue fade time. **Snap Percent:** Is a setting after how much percent of the fade time the attribute will be executed.\ The default value for snap channels is 0 %. Refer to, [Cues View](/dot2/key_viewitem_cue/). **Special Master:** Is an executor with a special function, e.g. [Program Time Master](#Program%20Time%20Master) or [Master Rate](#Master%20Rate). **Speed Master:** See [Master Speed](#Speed%20Master).  **Strobe:** Repeating fast open and close of the light output of a fixture. **Super Priority (!):** Super Priority (!) has a higher priority than that of other playbacks and the programmer. For more information see [Settings of Executor](/dot2/key_window_settingsofexecutor/).  ## T [Section titled “T”](#t) **Tilt:** Vertical movement axis of an fixture. Refer, to [Position Preset View](/dot2/key_viewitem_position/). **Trig** (Trigger): Call of a cue. ## U [Section titled “U”](#u) **Universe:** Refer to, [DMX universe](#DMX%20universe). ## W [Section titled “W”](#w) **Web remote:** Grants remote access to the dot2 console via a web browser. For more information see [Global Settings](/dot2/key_window_globalsettings/).  **Wing:** Refer to, Fader Wing or Button Wing. ## X [Section titled “X”](#x) **XFade**: Is the right fader next to the Master Fader. With the XFade you fade manual from one cue to the next cue. **XLR A-D:** Four pin connector for DMX signal at the back of the console. Refer to, [Getting Started Guide - Physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). # Hints for Operating * Get at first an **overview** about the console. * **Read** the context sensitive [help](/dot2/key_viewitem_help/). * **Save** the show file **frequently** by double press [Backup](/dot2/key_key_backup/) or use the auto save function. Refer to, [Backup window](/dot2/key_window_backup/). * **Save** the show file **additional** on a USB drive. * **Label** cues, executors, groups, presets, and so on, immediately after storing. Refer to, [Label Command](/dot2/key_keyword_label/). * Connect an **external touch screen** for advanced handling and the best overview. We recommend the **ELO 1928L** (Intelli - touch 4wire touch technology) or the **ELO 2200L** (Intelli - touch 4wire touch technology for Europe/Middle-East/Africa region). Refer to, [How to use external screens?](/dot2/key_ht_useexternalscreen/). * If you are working on a **live show**, store a **program time fader** on an executor. Refer to, [Empty Executor Window](/dot2/key_window_emptyexecutor/). * Use **presets** for programming. If you update the show, any changes you make in the presets will link to the cues. Refer to, [How to work with Presets?](/dot2/key_ht_presets/). # Add, patch, change, and delete fixtures > On this page we'll have a look at the workflow when adding and patching fixtures in our show. We'll also look at removing fixture types that we don't use. On this page we’ll have a look at the workflow when adding and patching fixtures in our show. We’ll also look at removing fixture types that we don’t use. ## A new and empty show [Section titled “A new and empty show”](#a-new-and-empty-show) In a new and empty show we need to add some fixtures before we can do anything with the dot2. If you already have some fixtures in your show, then you can jump down to the [Adding fixtures in a show with fixtures section](#Adding%20fixture%20in%20a%20not%20empty%20show) of this help page. Press the Setup key. This opens the [Setup](/dot2/key_window_setup/) menu. Here you’ll find a button called Patch & Fixture Schedule.  Please tap this button. Now we can see a list of all the fixtures (we don’t have yet) in our show. Right now it very empty; we need to add some fixtures. Tap the button called Add New Fixtures on the right side of the right screen.  This opens the [Add New Fixtures](/dot2/key_window_addnewfixtures/) view. Here we have 6 different green input fields where we need to adjust the content. The 6 different things we need to define is: * **Type** - This is the fixture type we want to add to our show * **Quantity** - This is the amount of the above selected fixture type we want to add. * **ID** - This is the fixture ID number of the first fixture we want to add. If you add more than one fixture then they will be enumerated from this number. Two fixtures can’t have the same ID number and all fixtures need to have a ID number. * **Name** - This is the suggested name for the fixture. You can change this to whatever you want. If you end the name with a space and then a number, then the fixtures will be enumerated from this number - if you add more than one fixture. * **Patch** - This is the DMX patch address of the first fixture you add. If you are adding more than one, then the fixtures will be patched at the next available address from this number. * **Offset** - This can be used to automatically add empty DMX channels between your fixtures. Some of the fields have three small dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). This usually opens a drop down menu. The plus/minus icons are used to increment or decrement the value. The small keyboard icon ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) will open an on-screen keyboard. ### Type [Section titled “Type”](#type) If you tap the three dots in the type field, then you can see a list of fixture types imported into our show. This usually includes a simple dimmer fixture and some different LED fixtures. You can select one of fixtures in the list. If the fixture you are trying to add isn’t in the list, then you can tap the Select other… buttons next to the green input field. This will open the [fixture type library](/dot2/key_window_importfixturetype/). Here you can select one of the fixture types and import it into your show. This means that you take a copy out of the library and put it into your show. You can use the encoders to change the drive. **Internal** is the internal drive of the dot2, If you have a USB drive connected, then you can change to the library on the USB drive. The other encoders are used to change the fixture manufacturer, the fixture type and if the fixture have more than one mode, then you can use the right encoder to select the mode of the fixture. You can also type something in the green search field. Here you can write the manufacturer or fixture name or just some of it in any combination. The search is done on both the manufacturer and fixtures. Once you have located and selected the fixture you want to add you can tap the Ok button in the upper right corner. ### Quantity [Section titled “Quantity”](#quantity) You can adjust the amount of fixtures you want to add. You can tap the input field and use the numeric keys to change the number or you can use the - and + on the right side of the input field to adjust the number. You can also turn the middle left encoder. Set the quantity to the amount of fixtures you want to add. ### ID [Section titled “ID”](#id) All fixtures in our show needs an unique ID number. Two fixtures can’t have the same ID number and all fixtures needs to have an ID number. You can adjust the ID number the same ways as with the quantity. And you have an extra option. If you tap the Select… button you open the [Select Fixture ID(s) window](/dot2/key_window_selectfixturesidswindow/). This can be used to visually see what fixture ID are available and what IDs are used. Right now you have an empty show so there aren’t any ID conflicts or already used IDs. Let’s return to this when we add fixture to a show that already have some fixtures. Select the ID number of the first fixture. ### Name [Section titled “Name”](#name) You can give your fixtures a name that makes it easier for you to remember what they are. You can tap the small keyboard icon ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) to open the onscreen keyboard or you can use an external keyboard. If you give it a name and then make a space and add a number then the fixtures will be enumerated from this number, if you are adding more than one fixture. The name doesn’t have to be unique.    ### Patch [Section titled “Patch”](#patch) The fixtures we add needs a DMX patch address for us to be able to control them. The dot2 suggest the first available address after the last patched fixture. You have several options for adjusting this value. If you tap the three white dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the input field gives you an drop down that allows you to adjust the universe number and the DMX address in the selected universe. You can tap the input field and use the numeric keys to input a DMX address. If you type it in directly, then you need to separate the universe number and DMX address using a dot.  You can also tap the Select… button on the right side (next to the Offset) and open the [Select DMX Address.. window](/dot2/key_window_selectdmxaddress/). This allows you to select the universe on the left side of the window and scroll through and select an address in the selected universe on the right side of the view. You can use the left and right encoders to select the universe and the DMX address. The middle right encoder can be used to set the Offset (read about it below). When you have selected a DMX address, you can tap the Ok button in the upper right corner to confirm you choice in the Select DMX Address window. The patch address needs to be unique. You can’t have fixtures that uses the same DMX addresses. ### Offset [Section titled “Offset”](#offset) The Offset can be used to automatically add empty DMX channels between your fixtures. If you add 10 fixtures that each use 16 DMX channels, then the console will patch then right next to each other without any gap between them. So the first will be at address 1 the next at 17, next at 34, etc. If you want a gab, then you can automatically add this. If you set the offset higher than the amount of channels that the fixture use then this will be the start address for the fixtures. E.g. we patch the 10 fixtures with 16 channels and have the offset at 20, then the first will be at 1, next will be at 21, next at 41, next at 61, etc. This can be easier to address unless you are not running out of DMX channels.   When you have adjusted the input fields to your liking, then you can tap the Ok button in the upper right corner to confirm you choices.  This takes you back to the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/). Now you can see the fixtures you have added. Each Fixture gets its own row and the columns allow you to edit any field you desire. To learn more about the details of the Patch and Fixture window, please follow the link above. To finalize the changes to our show and add the fixture please tap the Done button in the upper right corner. This gives you a window that asks you to confirm that you want to apply the changes in your show. Tap the big Apply All Changes button. You have now added some fixtures to your show. ## Multipatch a fixture [Section titled “Multipatch a fixture”](#multipatch-a-fixture) You can create a multipatch fixture. It’s a way to have multiple patchable DMX addresses connected to one Fixture ID. You select the fixture you want to multipatch and then tap Create Multipatch (in Setup - > “Patch & Fixture Schedule”). Now you type how many extra DMX patch address you want. This gives you extra lines in the Patch and Fixture Schedule under the fixture you selected. Each line can have their own name and own DMX address. The dot2 will then mirror the DMX output on these DMX addresses. The selected fixture and the multipatches share the same Fixture ID. Multi patch fixtures appear as extra fixtures you can position in the dot2 3D visualizer. To accept the new multipatched fixtures you’ll need to exit the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/) by pressing Done in the upper right corner and Apply all changes. ## []()Add fixtures in a show that already have some fixtures [Section titled “Add fixtures in a show that already have some fixtures”](#add-fixtures-in-a-show-that-already-have-some-fixtures) If your show already have some fixtures but you need to add new ones, then you need to pay attention to the already existing fixtures in your show. The process is nearly the same as described above, but now your show already have some fixtures, and since some of the settings for the fixtures need to be unique, then you’ll need to add fixtures with unique ID and patch information. Press the Setup key and then the Patch & Fixture Schedule button. This gives us the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/). Here you can see the existing fixtures. To add more you need to tap the Add New Fixtures button. Now you need to adjust the five input fields to match your needs.  Some of the windows will now look a little different, since we now have fixtures in the show. If you tap the Select… button next the ID field, you’ll now see that some of the ID fields in the [Select Fixture ID(s) window](/dot2/key_window_selectfixturesidswindow/) are now grayed out and there’s a fixture name in the IDs that are occupied. The same happens in the [Select DMX Address.. window](/dot2/key_window_selectdmxaddress/). Tap the Select… button next to the Patch input field. Here you can now see on the universe selector on the left side of the screen that the existing fixtures are occupying some of the DMX addresses in the universes - some of the area inside the square is filled. You need to select available fixture ID numbers and patch addresses. This needs to be unique numbers. When you have adjusted the green input fields to meet your requirements, then you can tap the Ok button in the upper right corner. Then exit the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/) by tapping the Done in the upper right corner to confirm this is your new fixture setup. And finally confirm that you want to Apply All Changes. ## Change the fixture type [Section titled “Change the fixture type”](#change-the-fixture-type) You can change the fixture type of your already patched fixtures. The console will do it’s very best to replace the programmed values. If you change the fixture type on a fixture you have already programmed, then the console will keep as much of the data as possible. It’ll try to convert the data to the nearest value. E.g. if you have programmed some LED wash lights and then replace them with something that only have a color wheel, then the console will try to select the nearest matching color on the wheel. This is not a fool proof system. So it’s a good idea to program using presets. That makes it easier to correct the programming after the fixture type change. If you want to change the fixture type then you press Setup and then Patch & Fixture Schedule. Then select the fixture(s) you want to change and tap Change Fixture Type. This will open the [Select Fixture Type.. window](/dot2/key_window_selectfixturetype/). Here you can see all the current fixture types in your show. Here you can select one of the fixture types or you can tap where it says Import in the title bar. This will open the [Import Fixture Type window](/dot2/key_window_importfixturetype/) - here you can import a new fixture type into your show. When you have selected the fixture type you want then you can tap Ok in the upper right corner. If you change the fixture type to something that uses a different amount on DMX channels, then you might need to re-patch your fixtures. **Important:**\ Changing fixture types to fixture types that have more DMX channels does not delete the old patch, instead it displays the invalid patch address in red.  When changing fixture types to fixture types three instance can occur and as a result a warning pop-up appears: ![](/img/dot2/dot2_how-to_add-patch-change-delete-fixture_collision-popup_v1-3-f4d3df.png) *Figure 1: Pop-up Patch Collision* 1. Address overlap: Invalid patch addresses are displayed in red in the Patch and Fixture Schedule.  2. Address overlap and fixture collision: If you tap Ok in the pop-up Patch Collision, the patch addresses are deleted. This is indicated by a minus in brackets. 3. Fixtures collision: If you tap Cancel in the pop-up Patch Collision, fixtures that overlap are displayed in red. Fixtures that collided with other fixtures do not have patch addresses any longer. This is indicated by a minus in brackets.  Then tap  Done to exit the Fixture schedule and then Apply All Changes. Now you have changed the fixture type. Now you should check your cues. ## Delete unused Fixture types [Section titled “Delete unused Fixture types”](#delete-unused-fixture-types) When we looked at changing the fixture type, we looked at the [Select Fixture Type.. window](/dot2/key_window_selectfixturetype/). Here we can also delete unused Fixture Types. Open it as described above. In the title bar there’s a trash can icon ![](/img/dot2/dot2_viewsandwindows_selectfixturetype07_1-1-3-144135.png). If you select one of the Fixture types and then tap this icon then it will ask you if you really want to delete the fixture type. Here you can confirm it or cancel the operation. You can’t delete fixture types that are assigned and patched! # Work with chasers > Chasers are cue lists that run in a special mode. Chasers are cue lists that run in a special mode.  So you’ll need a cue list with some cues. If you don’t know how to make this please have a look at [How to work with cues](/dot2/key_ht_cues/). ## Setting the executor in Chaser mode [Section titled “Setting the executor in Chaser mode”](#setting-the-executor-in-chaser-mode) Once you got some cues on an executor, you can put it into chaser mode. This is done by first opening the cue view for the executor you want to change. Press the ![view](/img/dot2/view-5d8039.png) key and then one of the keys associated with the executor with the cue list you want to change.  This opens the [Cues view](/dot2/key_viewitem_cue/). In the upper right corner of this view there’s a Tool icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) - tap it. This opens the [Settings of Executor](/dot2/key_window_settingsofexecutor/) window. The first setting is the “Is Chaser” setting. Tap the green area next to this until you don’t have the stop sign but the checkmark. Now you have changed the mode of the executor. A cue list running as a chaser ignores the cues timings and triggers stored in the cue list. So the timing columns are grayed out when the Chaser mode is selected. In the settings for the executor, you can also set the off time (or tap it in the cue view title bar). If you set this time, then this will be used for fading the chaser off if you use the Off key or [Off command](/dot2/key_keyword_off/). The Off time also works as an **On time** for chasers. This means that it will fade the stored parameters in using the time you have set when you start the chaser. ## Changing the settings of the chaser [Section titled “Changing the settings of the chaser”](#changing-the-settings-of-the-chaser) There are different settings that adjust how the chaser is running. These settings can be changed when we again look at the Cues on the executor. So if you close the Settings window by tapping the Esc button in the upper left corner, then you return to the Cues view - if you don’t, then press the ![view](/img/dot2/view-5d8039.png) key and then one of the keys associated with the executor. In the cues view you can now see a different bar at the bottom of the screen and your encoders have some different parameters. This is the bar at the bottom of the Cues view: ![](/img/dot2/dot2_viewsandwindows_cuesview03_1-0-4d3fd6.png) And this is the new parameters on the encoders: ![](/img/dot2/dot2_viewsandwindows_cuesview04_1-0-697a2b.png) With the two center encoders you can control the Fade percent between the chaser steps (cues) and speed of the Chaser. The Fade is the time used to fade from one step to the next. The fade times stored in the cue list is ignored and the Fade is the one controlling if the values fade or snap (change instantly). The higher the number is, the more time is used to fade. It’s expressed as a percent number. This is because it’s expressed as a time available based on the speed of the chaser. The Speed is a number expressed in BPM (Beats Per Minute). This tells us the number of steps (cues) it runs per minute. The chaser bar at the bottom of the cues view allows us to control how the chaser is running. The two green areas at the top determines if the chaser is looping and the order it runs the steps. The left setting adjust the direction. Pressing the three white dots opens the menu. You have the following options: * **Forward** - will run the steps from the one with the lowest number to the one with the highest. * **Backward** - is run from the one with the highest number to the one with the lowest.  * **Bounce** - will begins as a forward, then when reaching the highest number it will begin to run backwards. The result is a constant change of direction. * **Random** - is choosing a random cues/step as the next one. The right setting decide how the chaser loops. Pressing the three white dots gives you the following options: * **Endless** - will have the chaser running until you stops it * **Shoot-Off** - will run the chaser once and then turn off. If the running order is random, then it will run the amount of steps/cues, but not necessarily all the different cues/step!  * **Shoot-On** - is the same as Shoot-Off but it will pause after the final step/cue. The bottom half of this gives you controls to play the chaser (for any of the shoot modes) or pause it. There are also three buttons that changes the speed. You can half the speed, double it or reset it to what the encoder below is originally set to. You can dynamically change the speed of the chaser. Press and hold the Speed key while you tap one of the keys associated with the chaser. This adjust the speed to you tapping. This is a function called “Learn”. This can be assigned to one of the keys associated with the chaser. Press and hold the ![ma](/img/dot2/ma_1-85eed0.png) key and then press the Label key (=assign command), release the ![ma](/img/dot2/ma_1-85eed0.png) key and press Speed (notice that your command line says Assign Learn Now press the key you want to be Learn. This can also be done using the [Change Function of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor](/dot2/key_window_settingsofexecutor/) window. ## Running the chaser [Section titled “Running the chaser”](#running-the-chaser) You can start the chaser by moving the fader from 0% and above 0%, this will run the chaser. You can also use a [Go](/dot2/key_keyword_go/) or [On](/dot2/key_keyword_on/) command to run it in the direction you have set. If you use the [GoBack](/dot2/key_keyword_goback/) command then the chaser runs, but in the opposite direction. The [Toggle](/dot2/key_keyword_toggle/) command will toggle the current running status of the chaser. [Off](/dot2/key_keyword_off/) command will stop the chaser. The [Flash](/dot2/key_keyword_flash/) command will run the Chaser as long as you keep the key pressed. You can assign all these commands to keys associated with the chaser or you can use them temporary by pressing the function key on the dot2 and then one of the keys associated with the chaser. # Work with cues > Cues contain values for some or all fixtures. If you are looking for more general knowledge about the what cues are, then please have a look at the What are cue Cues contain values for some or all fixtures. If you are looking for more general knowledge about the what cues are, then please have a look at the [What are cues](/dot2/key_wi_cues/) help page. In this help page we are going to have look at how to work with the cues. ## Create cues [Section titled “Create cues”](#create-cues) Cues are organized in a cue list on an executor. You can store cues on any executor that isn’t a group master or a special master. You need some fixtures and some values in your programmer. If you don’t know what I’m talking about please have a look at the [What is the Programmer](/dot2/key_wa_programmer/) and [How to add and patch fixtures](/dot2/key_ht_addandpatchfixtures/) help pages. With some active values in your programmer you can choose to store this information in a cue. This can be on the main executor or on one of the other executors. If you don’t know what executors are please read the  [What are executors](/dot2/key_wi_executors/) help page. If you want to store your values in a cue on the main executor press Store Please. This will store the first available cue number. If you don’t have anything on the main executor before doing this then you’ll now have cue number 1. If you have cue number 1, then you’ll not store the values directly. Instead you’ll be asked what you want to do. This is generally the case the second time you store a cue on an executor. You’ll get this Choose Store Method window: ![](/img/dot2/dot2_viewsandwindows_choosestoremethod01_1-0-647393.png)\ *Figure 1: Choose store method.*  There are four options here: * **Merge** - This option will add the values to the existing values in the cue. * **Remove** - This will remove the existing values of the same type that you currently have active in your programmer. * **Overwrite** -  This will delete the current content of the cue and add your active value to the cue. * **Create Second Cue** - This option is only available when you have a cue list with only one cue. Pressing this will add your currently active values to a new cue number 2. If you want to store a specific cue number then you can use a more precise command input. E.g. you want to store cue number 5. Then you can use the follow key presses: Store Cue 5 Please. You can even add a cue timing while storing it. E.g. you want to store cue number 5 with a fade time of 3 seconds. To do this press the following keys: Store Cue 5 Time (= [Fade](/dot2/key_keyword_fade/) command) 3 Please. If you don’t specify the cue timing when you store the cue, then it uses the default times set in the [Time Defaults window](/dot2/key_window_timedefaults/). You can set these by pressing the Time key (with an empty command line). It could look like this: ![](/img/dot2/dot2_viewsandwindows_timedefaults01_1-0-43331d.png)\ *Figure 2: Time defaults window.*   If you want to store your cue on a different executor (not the main executor), the you need to press a key associated with the executor. E.g. you want to store cue number 2 on a specific executor. Then you’ll need to press the following keys: Store Cue 2 and then press one of the keys associated with the executor where you want the cue.   Storing a cue will do an Auto Unblock. This means that after you have stored a cue all unchanged values are removed. Please use the Protect function (read below) if you want to “block” a cue. The dot2 is a tracking console. If you don’t know what this means please have a look at the [What is tracking](/dot2/key_wi_tracking/) help page. ## Update a cue [Section titled “Update a cue”](#update-a-cue) You can always store your current active programmer content into any cue you want. But if you have an active cue running, then you have the possibility to use the Update key. It’s a faster work flow. If you press Update Please, then you update the active cue on the main executor. If you press Update followed by a key on one of the other executors, then you update the active cue on that executor. If there isn’t an active cue, then nothing happens. Update will give you a windows asking how to update. There are two modes called **Normal** and **Cue Only**. Normal will do a tracking update and Cue only will preserve the values in the following cue. Updating the cue will do an Auto Unblock. This means that after an update all stored, but unchanged values are removed. Please use the Protect function (read below) if you want to “block” a cue. ## Naming a cue [Section titled “Naming a cue”](#naming-a-cue) Right after you store a cue there’s the Label pop-up. If you press this, then you are taken to the [Enter Name for window](/dot2/key_window_enternameforwindow/). If you need to label a cue after it’s created, then you can use the Label key. E.g. you want to label cue number 2 in the main executor: Label Cue 2 Please. You can also open a [Cues view](/dot2/key_viewitem_cue/) and press in the cue name you want to change. If you keep pressing it for around 2 seconds, then you also get the Enter Name for window. ## Change the cue timing [Section titled “Change the cue timing”](#change-the-cue-timing) There are many different timings in a cue. They can be seen in the [Cue view](/dot2/key_viewitem_cue/). The usual (In)Fade and Out Fade values set the times used respectively by the attributes going up in value and the attributes going down in value. The factory default is that the Out Fade is set to the Fade (or InFade) time. So no matter what you set the fade time to, then the OutFade will be the same. But you have the possibility to separate them. You can also set a delay for the OutFade. This is a time that the console will wait before beginning the OutFade. All available Preset Types have their own timings for fade and delay. Setting this will overwrite the set cue timing for the values changing in that Preset Type. ### Default timing [Section titled “Default timing”](#default-timing) You can press the Time key to open the [Time Defaults window](/dot2/key_window_timedefaults/). Here you can set the times that will be used as a default when you create new cues. ### Set a time when storing [Section titled “Set a time when storing”](#set-a-time-when-storing) You can overwrite the default timing when you store a cue. E.g. you want to store cue 3 with a fade time of 5 seconds: Store Cue 3 Time (= Fade command) 5 Please. The Time key have a special function when you use it in a command. In the above example you can keep pressing the Time key to change between the different available timings in the cue - although not the preset type timings.  ### Change timing in Cues view [Section titled “Change timing in Cues view”](#change-timing-in-cues-view) When you have a Cues view visible then you can press and hold on a value in the view to change the time value. You can also use the scroll encoder to select the time field you want to change and then tap the encoder. This will give you the [Calculator view](/dot2/key_view_calculator/). Use this to set the new value. You can also press the Edit key and then the field in the Cues view that you want to change, this also gives you the Calculator view. ## Cue triggers [Section titled “Cue triggers”](#cue-triggers) Each cue have a trigger. This is what makes the cue run. There are several triggers: * **Go** - The cue only triggers when it gets a Go command. * **Time** - When you select Time, then you need to specify the time in the Trig Time column. The time you set will begin to count down when the previous cue is triggered. * **Follow** - A follow cue will trigger when the previous cue is done with all the fades. * **Sound** - The sound trigger is triggering the cue when the console receives sound spikes. You’ll find different sound options in the “Trig Time” column. The options called “Snd” and then a number is different set frequencies. You can see the incoming sound in the [Sound Input Configuration view](/dot2/key_window_soundinput/), found in the [Tools Menu](/dot2/key_window_tools/).  * **BPM** - The cue can be triggered based on the measured BPM from the sound input. This can also be seen in the Sound Input Configuration view. * **Timcode** - Your cue can be triggered by incoming time code signal. You need to set the trigger time in the “Trig Time” column. The timecode used can be set in the [Settings of Executor view](/dot2/key_window_settingsofexecutor/). The timecode can be recorded - please read more about this in the [Cue view](/dot2/key_viewitem_cue/). **Important**\ When a cue is triggered by timecode then the cue is always **Asserted**. This means that all tracked values are asserted when the cue is triggered. ## Protect a cue [Section titled “Protect a cue”](#protect-a-cue) You can protect your cues from tracking values changing the look of the cue. There’s a protected column in the Cue view. This will draw a white line above the cue to indicate that tracking stops here. A protected cue functions as a “block” or “mark” cue. This means that it will assert values (including tracked values) from the cue, when you run it. If you run backwards out of a protected cue, then fixtures will fade back to the values they had in the previous cues. If this is a tracked value then it’ will use the fade time from the cue where they originally got the values. E.g. Fixture 1 get s a values of 100% in cue 1 and 50% in cue 2 (fade time 5 seconds). You also have cue 3 (fade time 1 second) with no changes for fixture 1. Then you store cue 4 with fixture 1 at 0% and a fade time of 0 seconds. Cue 4 is a protected cue. If you are in cue 4 and press Go- and fade to cue 3, then fixture 1 will fade to 50% (from cue 2) and it’ll use the fade time from cue 2. So other fixtures stored in cue 3 will use the fade time from cue 3 but Fixture 1, that have tracked values, will use 5 seconds. ## Go to a specific cue in a cue list [Section titled “Go to a specific cue in a cue list”](#go-to-a-specific-cue-in-a-cue-list) You can go to a specific cue by pressing the Goto key. You go to the cue as soon as you execute the command (with Please) E.g. you want to go to cue number 3, but you don’t want to run through the other cues to get there: Goto Cue 3 Please. This can also be done using a specific fade time. E.g. you want to go to cue number 10, but cue 10 have a 2 minute fade time. You just need to be in cue 10, so you would like to overwrite the cue fade: Goto Cue 1 0 Time (= Fade command) 1 Please. Now you fade into cue 10 in 1 second. ## Copy a cue [Section titled “Copy a cue”](#copy-a-cue) You can copy a cue to a different cue by using the Copy key. The copy operation can have two copy options. “CueOnly” will copy your cue without tracking the copied values, but leaving the cues following the new cue without changing their look. “Status” is used to include tracked values in the source cue. If this isn’t activated, then you’ll only copy the attribute values that are actually stored in the source cue. Depending on your copy destination, then you also have some different options. If you are copying to a new, not already existing, cue then you can just copy the cue. If you copy to an already existing cue, then you can choose to merge the new values into the destination or you can choose to overwrite the existing values with the new ones - this will delete all the existing values and apply the new values.  E.g. you want to copy your cue 2 at a new location. It’s going to be cue number 3.5 - you want the tracked values from cue number 1 to be included and you don’t want to change cue number 4: Copy Cue 2 At 3 . 5 Please. Then you get a Choose Copy method window like this: ![](/img/dot2/dot2_viewsandwindows_choosecopymethod01_1-0-3b80b0.png)\ *Figure 3: Choose copy method.* This might look a little different depending on if you already got a cue 3.5 or if its a new cue we are creating. Make sure status have a checkmark, and if you can see the “CueOnly” option, then make sure it also have a checkmark. Now tap Copy or Merge depending on your options. Coping a cue will do an Auto Unblock. This means that after the copy all unchanged values are removed. Please use the Protect function (read above) if you want to “block” a cue. ## Move a cue [Section titled “Move a cue”](#move-a-cue) You can move a cue by using the Move key. E.g. you want to move cue 2 at cue 6 (doesn’t exist right now): Move Cue 2 At 6 Please. This will move the cue without asking any question. If you move a cue to an already existing cue then you are asked if you really want to. The existing values in the destination cue will be overwritten. ## Renumber the cue list [Section titled “Renumber the cue list”](#renumber-the-cue-list) You can renumber a single cue or a range of cues. Press and hold a cue number in the Cues view. This opens the [Edit Cue Number(s) window](/dot2/key_window_editcuenumbers/). It could look like this: ![](/img/dot2/dot2_viewsandwindows_editcuenumbers01_1-0-9a1d39.png)\ *Figure 4: Edit Cue Number window.* At the top of this window you can set the range of cue you want to renumber. Then you set the new beginning number and the step width for the cues. When you are happy with your settings, then you tap the Renumber button. You can’t use renumber to move a cue - and the cue list always have to be in numeric order. So you can only renumber the cue(s) inside the boundaries of any cues before and or after the set range. ## Deleting a Cue [Section titled “Deleting a Cue”](#deleting-a-cue) You can delete a cue by using the Delete key. When you delete a cue, you might be asked if you want to delete the cue the “Normal” way or using “Cue Only”. You are only asked if you delete a cue that isn’t the last cue. “Normal” will result in values tracking from the previous cue into the next. Values that might been changed in the cue you are deleting. “Cue Only” will leave the following cues looking the way they did before you delete the cue.    ## Related links [Section titled “Related links”](#related-links) [What is the Programmer](/dot2/key_wa_programmer/) [What are cues](/dot2/key_wi_cues/) [What is tracking](/dot2/key_wi_tracking/) [What are executors](/dot2/key_wi_executors/) # Work with effects > Effects are the dynamic transition from one value to another. It always moves between two values - and only two. We can control how it should get from one value ## Effect theory [Section titled “Effect theory”](#effect-theory) Effects are the dynamic transition from one value to another. It always moves between two values - and only two. We can control how it should get from one value to the other, we can control the speed and whether all fixtures should do this at the same point on time or if they should be spread out over the looping time. Each of the different Preset Types have some predefined effects that you can modify.  All the different effects values are programmer values that you can store in cues. This is the only place we can playback effects.  Let’s examine some of these settings. Let’s begin with the two values. In the purple effect title bar you’ll find two buttons called Low Value and High Value. These are used to access and change those values. Some effects can use a Width and Softness. To learn more about what effects are, please have a look at the [What are Effects](/dot2/key_wa_effects/) and the [Effects view](/dot2/key_viewitem_effect/) help pages. ## Build an effect in your programmer [Section titled “Build an effect in your programmer”](#build-an-effect-in-your-programmer) To build an effect in your programmer you need to select the fixtures you want to use the effect, and you need to select the Preset Type you want the effect to use. Then in the title bar of the preset type tap the effects icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) - or press the Effect key. This opens the effects view for the selected Preset Type. Now you can select one of the predefined effect templates for the preset type you have selected (not “Off” or “Stomp”) - there isn’t any effects for the Control, Shaper and Video preset types, so please select something else. The left encoder can be used to adjust the “High” and “Low” value. You can also adjust these by tapping the respective buttons in the title bar. You can use presets as the values. The center left encoder controls the Speed of the effect. A higher number makes the effect run faster. The center right encoder controls the Phase. This is the spreading of the fixtures over the time of the effect cyclic loop. If there’s one value here, then all your fixture are at the same time in the looping cycle. and the result is that they are all changing together. Even if you now turn the encoder, then nothing really seems to happen. This is because all the fixtures are still at the same point in the loop, we are just moving where in the loop. If you want to spread all the fixtures out evenly in the cycle, then they need to have a phase from 0 to 360 degrees. If you press the encoder, then you can see some predefined spreads. One is called 0..360 and there is one called 0..-360. You can use these two to spread your fixtures evenly in the loop. The difference is the direction of the effect. A third predefined phase is the Mirror (0…360…0), This will split you selection in two and make the effect run in a wing or mirror style. You can also type your own e.g. 0 Thru 180 or -360 thru 0 thru -360. These spreads can also be made using the different modes of the Align key in combination with turning the encoder. Play around with it and also try to exceed the 360 number. There’s often effects called something like “Soft” or “Hard”. These effects will change between the high and low values with either a soft (sinus) or hard (PWM) curve. You can often adjust this by using the right encoder while you press the ![ma](/img/dot2/ma_1-85eed0.png) key.  Dimmer and color effects can often be adjusted in width. The width control how many of your selected fixtures are using the “High” value and how many are using the “Low” value. Width can be adjusted on the right encoder (without pressing the ![ma](/img/dot2/ma_1-85eed0.png) key). Tapping the encoder gives you access to some predefined values called One, Two or Three. These can be used to set the amount of fixtures using the high value. When a fixture is under the influence of an effect, then there’s a magenta marker next to the Fixture ID. ## Store an effect [Section titled “Store an effect”](#store-an-effect) Once you have build your effect to your liking, then you can store it. You can store it in an existing cue or you can store it in a new cue or even in a preset. The effects will begin when you run the cue, and it will fade in using the fade time of the cue.  Note that effects are solely templates in presets. Changes that were subsequently made to the effect do not change the cues which contain this very effect.  ## Stop an effect [Section titled “Stop an effect”](#stop-an-effect) You can stop an effect that is running in a cue by stopping the executor or you can program a cue where it stops. To program a cue where the effects stops you need to have some active “stop” values in your programmer. We use a special effect called “Stomp” to stop effects values. Select the fixture you want to stop running an effect and select the Preset Type of the running effect. Now open the effects editor by pressing the Effect key. Here you can tap the Stomp button. Don’t tap the Off button. This will just take values out of your programmer. It doesn’t stop your effect. You need to have the Stomp value in your programmer and store this as a cue after the one where the effect is started.  If you don’t have any fixtures selected when you tap Stomp then you are stopping all fixtures using an effect in that Preset Type. Effects will stop using the fade time in the cue. ## Grab running effects [Section titled “Grab running effects”](#grabrunning-effects) If you need to grab an effect from a cue and store it in a new cue, then you need to have the “source” cue running - could be in preview ([What are Preview and Blind](/dot2/key_wa_previewandblind/)) - select the fixtures running the effect and activate the preset type that’s running the effect. Now you have these effect values in your programmer and can store it somewhere else. One of the advantages of storing your effects in presets and then use the (effect) preset in the cue is that it’s a lot easier to grab the value. Simply tap the preset. # Work with groups > This page is about the different things you can do with groups. This page is about the different things you can do with groups. ## Create a new Group [Section titled “Create a new Group”](#create-a-new-group) First you need to create groups. This is the workflow to create a group: 1. Select some fixtures 2. Press Store then Group 3. Now you have some options:  1. Tap an empty group in the Group View on the screen. 2. Type a specific number followed by Please 3. Press Please to create the group on the next available group.  ## Name a Group [Section titled “Name a Group”](#name-a-group) When you store a group by tapping the screen or by typing a specific number, then you are presented with a small pop-up that you can press to immediately name the group. Pressing it opens the [Enter Name for window](/dot2/key_window_enternameforwindow/). Here you type any name you want. You can also at this point just begin to type on an external keyboard. This will also open the [Enter Name for window](/dot2/key_window_enternameforwindow/). If you already have a group and you need to name it or rename it, then you can press the Label key and then select the group you want to label. This also opens the [Enter Name for window](/dot2/key_window_enternameforwindow/). 1. Press Label 2. Press Group, then you have some options 1. Tap a group in the Groups View 2. Press the numeric keys corresponding to the group number you want and finish with Please.  ## Call/Use/Select a Group [Section titled “Call/Use/Select a Group”](#calluseselect-a-group) When you need to use the group all you need to select it. 1. Press Group 2. From here you have two options: 1. Tap the group on the screen - if you have a Group View on one of your screens then you don’t need to press group first. 2. Press the numeric keys corresponding to the group number you want then you can continue. You could assign a value or make changes to your selection. If your group have a unique name, then you have another option. You can press the command line and tap “g” (short for group), space and then the name of the group followed by enter - this might be faster on an external keyboard. ## Copy a Group [Section titled “Copy a Group”](#copy-a-group) You can make a copy of a group. You’ll then create a new group that have the exact same selection as the source group (the way it looks when you did the copy). If you then change the group, the copy will not change. 1. Press Copy 2. Press Group 3. Again you have several options: 1. tap the group (or groups) you want to copy, then tap an empty location. 2. using the keys only needs to be done in a certain order:  1. press the numeric keys corresponding to the group number you want to copy (source) 2. press At 3. press the numeric key corresponding with the location for the copy (destination) 4. press Please If you select more than one group and then copy to a new location then you will create several copies at the same time. ## Move a Group [Section titled “Move a Group”](#move-a-group) To move a group you basically needs to do the same as when you copy it. 1. Press Move 2. Press Group 3. You have several options: 1. Tap the group (or groups) you want to move, then tap an empty location. 2. Using the keys only needs to be done in a certain order:  1. press the numeric keys corresponding to the group number you want to move (source) 2. press At 3. press the numeric key corresponding with the new location for the group (destination) 4. press Please Again you can move several groups at the same time. If you move a group to a location that already have a group then the two groups will swap position. ## Merge groups [Section titled “Merge groups”](#merge-groups) If you copy a group (using the above mentions copy method) to a location that already have a group, then you are given the option to Overwrite, Merge or Cancel the operation. Selecting Merge will merge the selection of the two groups into one. Overwrite will delete the content of the group at the destination location.    ## Delete a group [Section titled “Delete a group”](#delete-a-group) To delete a group you need to press Delete and then select the group you want to delete. ## Create a Group Master [Section titled “Create a Group Master”](#create-a-group-master) You can create group masters on your executor faders. These can be used to limit the output of the fixtures stored on the group master. The limit works proportional. Meaning that if you have a group master at 100% with your fixture at 50% and you then turn the master down to 50%, then your fixture will output 25%. If a fixture is limited by one group master, then this will limit the output no matter if it’s turned up by a different group master. It’s a lowest takes precedence principle. 1. Select the fixture(s) you want on your group master. 2. Press Store  3. Press Group 4. Press one of the keys associated with the executor where you want the group master.   ## Related links [Section titled “Related links”](#related-links) [What is Groups](/dot2/key_wi_groups/) [Groups View](/dot2/key_viewitem_group/) [Group Key](/dot2/key_keyword_group/) # How to... > In the "How to..." section we'll try to give you short explanations and examples on practical use of different elements in the dot2. In the “How to…” section we’ll try to give you short explanations and examples on practical use of different elements in the dot2. It could be how to create groups, how to rename a cue, what you need to do to connect a wing or a lot of different other things. If you need to find out what these things are, you should have a look in the [What are…](/dot2/key_wi_this/) section. # Work with presets > Presets are a set of values that a specific selection of fixtures can use. This value set is stored in a special preset pool that allows you to use the same val Presets are a set of values that a specific selection of fixtures can use. This value set is stored in a special preset pool that allows you to use the same value sets again and again. If you store the preset in a cue, then you store a link for some attributes for some specific fixtures to the preset. This means that you don’t actually store the values in the cue, but a link to the preset. If you then update the values in the preset, then the look of your cues will change. If you want to learn more generally about what the presets are, then you can read the [What are Presets](/dot2/key_wi_presets/) help page. Now we’ll look at how to actually work with them. ## Create some presets [Section titled “Create some presets”](#create-some-presets) I assume you have a show with some fixtures that have different types of attributes. There are different preset types. The preset types change depending on what fixtures you have added to your show. You can see the different preset types on the right side of the right screen. You can make a Preset view on one the other screens using the view bar or you can open it on the right screen by pressing the Preset key. It might make more sense to open the preset view on a screen that isn’t the right one. Do this and then see the title bar of the preset view change when you select the different Presets Types on the right side of the right screen. Each Preset Type have it’s own preset pool. This also means that you can only store Dimmer values in a Dimmer Preset pool. The exception to this is the All preset type. The All type can store all values across the different other Preset types. Let’s try to make some dimmer presets (I assume you have added some fixtures that have a dimmer channel). Select some of your fixtures, give them a dimmer value in your programmer (if you don’t know what the programmer is then you should first learn about this - [follow this link](/dot2/key_wa_programmer/)). Now press the Store key and then an empty pool object in the Dimmer Preset pool. Now you can see that you have created a Dimmer Preset.  You can do the same with any of your available Preset types. Remember that you can only store Dimmer values in a Dimmer Preset. The same is valid for each of the different Preset Types - except the All presets. Try to have dimmer and color values in your programmer. Then tap All on the menu on the right screen. Press Store and then one of the All Presets. Now you have stored a preset that have both dimmer and color values. Notice that tapping the All button opens the All preset pool on screen 1. You can also open this All preset pool by pressing ![ma](/img/dot2/ma_1-85eed0.png) + 0. ## Naming presets [Section titled “Naming presets”](#naming-presets) If you start to type on an external keyboard directly after storing a preset, then you are labeling the preset. You might also notice a label pop-up when you store a preset. Tapping this will open the naming window. If you need to label a preset long after it’s stored then you can press the Label key and then the preset you want to label. This also opens the Naming window. The dot2 will try to name the preset based on it’s best guess. This doesn’t work if there’s no definite value. An example is position presets. The dot2 simply doesn’t know what the fixtures are pointed at, so auto-naming them doesn’t make sense. ## Call/Use/Select a Preset [Section titled “Call/Use/Select a Preset”](#calluseselect-a-preset) If you store a preset, then you get the link to the preset directly in your programmer. This allows you to store a cue directly afterwards and have the preset in the cue. If you need to use a preset, after you have created them, then you have the following options. If you don’t have any fixture selected, then you can tap the preset you want to use. The first tap selects all the fixtures that can use the preset. You’ll need to tap it again to actually get the preset in your programmer. If you have a selection of fixture and you tap a preset then it’s only the fixtures that can actually use the preset that gets the preset in the programmer. Once you have the preset values in your programmer, then you can store a cue, a new preset or take the values out of your programmer again.  ## Update a preset [Section titled “Update a preset”](#update-a-preset) If you need to update the values in the preset then you need to select the fixtures you want to update and give them the value you want, then press the Update key and tap the preset you want to update. This is the same as pressing Store followed by the preset you want to update and then choose Merge in the [Choose Store Method window](/dot2/key_window_choosestoremethod/). Now the values in your preset have changed. If you use the preset in a cue somewhere then this cue will now look different - it uses the updated values. If you have used a preset in a cue and you add new values (not changing the existing ones) or add more fixtures to the preset, then this new information isn’t added in your previous saved cue. Cues only looks for the values that was originally stored in the cue. ## Delete a preset [Section titled “Delete a preset”](#delete-a-preset) You can delete a preset by pressing Delete and then the preset you want to delete. If the preset is used somewhere, then you get a warning window, asking if you really want to delete the preset. If you choose to delete a used preset, then the values currently in the preset are copied to the cues where it’s used. So your cues still works. If you Oops this deletion, then you get the preset back but the link between the cue and preset is still broken and you won’t get that back.     ## Related links [Section titled “Related links”](#related-links) [What are Presets](/dot2/key_wi_presets/) [What is the Programmer](/dot2/key_wa_programmer/) # Reset the console > The factory reset, returns the dot2 console to the state it was in, when it was first time powered. The factory reset, returns the dot2 console to the state it was in, when it was first time powered.\ This is useful for troubleshooting problems that might be caused by settings that were changed after first time powered.\ Or if you just want to delete everything stored on the console. **Important:**\ A factory reset will completely format and empty the dot2 hard disk. **Requirements:** * An empty USB stick * A connected external monitor * A connected USB keyboard ![](/img/dot2/ht_reset_1_0-43e905.png) 1. Download the latest **dot2\*\*\*\*\*.imgz** file and the **MA StickMAker** at [www.malighting.com](http://www.malighting.com). 2. Install the MA StickMAker by double click at the **StickMaker-x.x.x.x.exe**.\ You will be guided through the installation process. 3. Insert an empty USB stick in your computer. 4. Open the MA StickMAker by double click at the desktop icon.\ The MA StickMAker opens. 5. Select the **USB drive**, then click at the three dots and select the **dot2\*.imgz** file. Click **Start**.\ The stick will be formatted to a Linux stick and the image will be written to the stick. 6. Insert the formatted USB stick at the USB port at the back of the console. 7. Press the **power button** at the back of the console and press several times **F10** on the keyboard until the password request appears. 8. Press **Enter**, select your **USB stick**, and press **Enter**. 9. Select **Factory Reset**.\ The console resets and reboots. The factory reset is complete. # Save and load your show > Your shows can be saved to the internal drive of the dot2 console. But it can also be saved to an external USB drive. When you have shows stored, you can load t Your shows can be saved to the internal drive of the dot2 console. But it can also be saved to an external USB drive. When you have shows stored, you can load them into console and play them back. ## The Backup menu [Section titled “The Backup menu”](#the-backup-menu) All this is controlled using the [Backup menu](/dot2/key_window_backup/). You access this by pressing the Backup key. The menu can look like this: ![](/img/dot2/dot2_viewsandwindows_backupwindow01_1-2-a38b5c.png) *Figure 1: Backup Window* At the heart of this menu are the four big buttons. Above these buttons you can see the name of your currently loaded show and the last time it was saved. The right encoder allows you to choose between the four buttons. Below the four buttons you are told if there’s an USB drive attached to your console or not. If there’s an USB drive attached then saving your show will save the show both on the internal drive and on the external drive. Below this is an Auto Save function. Here you can choose a time interval which will be used as a countdown for when the console will automatically save the show.  ## New Show [Section titled “New Show”](#new-show) Tapping the New Show button or using the encoder to select it and then shortly pressing the encoder open the [New Show window](/dot2/key_window_newshow/). Here you can create a new empty show. You type in the name of your new show and tap the onscreen Enter (a left arrow with a 90 degree angle) or press the Please key. ## Load Show [Section titled “Load Show”](#load-show) Tapping the Load Show button or using the encoder to select it and then shortly pressing the encoder opens the [Load Show window](/dot2/key_window_loadshow/). Here you can choose the left encoder to select the drive from where you wish to load a saved show. The options are the Internal, Demoshows or USB Drive (if connected). This list is also on the left side of the screen. Demoshows are some shows that are made by MA. They can be used to play around with the different functionality in the console without having to go through the process of programming an entire show. Once you have selected the drive you can see a list of available saved shows in the right side of the screen. You can use the right encoder to scroll through the list of shows. Shortly press the encoder to load the selected show. ## Delete Show [Section titled “Delete Show”](#delete-show) To delete a show you’ll also need to go into the Load Show menu. Here you can select the show you want to delete and then you tap the trash can icon in the title bar at the top. You can’t delete the demo shows. ## Save Show [Section titled “Save Show”](#save-show) Tapping the Save Show button or using the encoder to select it and then shortly pressing the encoder, saves your current show using the already given name.  This can also be done when you are not in the Backup menu, by pressing the Backup key twice (like double clicking a mouse). ## Save Show as… [Section titled “Save Show as…”](#save-show-as) Tapping the Save Show as… button or using the encoder to select it and then shortly pressing the encoder opens the [Save Show as… window](/dot2/key_window_saveshowas/). Here you can save your current show under a different name. It looks a lot like the New Show window. It basically an input field and the on screen keyboard.   You can exit the Backup menu by pressing the Backup key. the Esc key or the Esc in the upper left corner. This takes you out of the Backup menu without making any changes. In many of the windows opened by the backup menus you’ll have an Ok button in the upper right corner. This can be used to confirm your choice of name or selection of show file to load.    ## Load your dot2 show in grandMA2 [Section titled “Load your dot2 show in grandMA2”](#load-your-dot2-show-in-grandma2) You can load your dot2 show on a grandMA2 (from grandMA2 version 3.1). Once your show have been loaded in grandMA2, then you **cannot** take it back to the dot2. The easiest way is to save your show is on a USB drive. Then take the same USB drive and connect it into the grandMA2. This will create the correct folder structure on the USB drive.  Then you’ll need to connect the USB drive to a computer and manually move or copy the show file from the show folder inside the dot2 folder to the show folder in the gma2 folder. Then plug the USB drive back into the grandMA2 and load the show from the drive. You’ll get a grandMA2 show that have all the show data from the dot2, but all the areas that are not defined by the dot2 will be the factory defaults. You can load a dot2 show file in the grandMA2 - but not a grandMA2 show file in the dot2! **Hint:**\ For more information on how to load a show that was preprogramed in a previous version and saved see the info box in the topic [Backup](/dot2/key_window_backup/). # Turn the console on and off > Figure 1: Power Switch at the back of the console ![](/img/dot2/dot2_power-switch_v1-1-e7b597.png) *Figure 1: Power Switch at the back of the console* *** ## Turn the Console on [Section titled “Turn the Console on”](#turn-the-console-on) * Press the power switch at the back of the console. The console starts booting. The booting screen is displayed. If the console is ready, the last saved show file opens. If you turn on the console the first time, the start screen opens. ![](/img/dot2/dot2_start-screen_v1-2-60daae.png) *Figure 2: dot2 start screen* *** ## Turn the Console off [Section titled “Turn the Console off”](#turn-the-console-off) **Warning:**\ Save the show file before you turn off the console. Press Backup Backup or go to the [Backup window](/dot2/key_window_backup/).\ If you do not save the show file first, the show data will be lost. * Press the power switch at the back of the console. The console is turned off. # Update the console > You can update the dot2 console in two different ways. You can update the dot2 console in two different ways.  The current software version is displayed in the [System Information Window](/dot2/key_window_systeminformation/). ## Update the console via Setup [Section titled “Update the console via Setup”](#update-the-console-via-setup) 1. Download the latest **dot2\*.update** file at [www.malighting.com](http://www.malighting.com). 2. Copy the content into the root directory via a standard USB stick.  3. Make sure there is only one update file in the root directory at a time.  4. Insert the USB stick into the USB port on the back of the console. 5. Press Setup and tap Software Update in the column **Console**. \ The [Software Update via USB](/dot2/key_window_softwareupdate/) opens. 6. Tap Update.\ The console asks if you want to save the show file. 7. Tap Save Showfile.\ The console copies the update files and asks if you want to reboot now. 8. Tap Reboot Now.\ The console reboots and installs update files. 9. After the update the console reboots again. The console has now been updated and is ready to be used.    ## Update the console via Linux USB stick [Section titled “Update the console via Linux USB stick”](#update-the-console-via-linux-usb-stick) 1. Download the latest **dot2\*imgz** file and the **MA StickMAker** on [www.malighting.com. ](http://www.malighting.com.%C2%A0) 2. To install the MA StickMAker on your PC, double-click on **StickMaker-x.x.x.x.exe**.\ You will be guided through the installation process.  3. Insert an empty USB stick into your PC.  4. To open the MA StickMAker, double-click on the desktop icon.\ The MA StickMAker opens.  5. Select the **USB drive** and then click on the three dots and select the **dot2\*imgz** file.  6. Then click on **Start**.\ The stick will be formatted into a Linux stick and the image will be written to the stick.  7. Insert the formatted USB stick into the USB port on the back of the console.  8. Connect an external monitor and an USB keyboard to the console.  9. Turn on the monitor and then turn on the console.  10. Press the **power button** on the back of the console and press **F10** on the keyboard several times until the password request appears on the external monitor.  11. Press **Enter**.  12. Select your **USB stick** and press **Enter**.  13. A pop-up opens after a while asking if you would like to update the console or if you would like to do the factory reset.  14. Select on **Factory Reset**.  15. The console resets and starts rebooting.  16. To complete the factory reset, agree to the License Agreement.  The factory reset has now been completed and the console subsequently displays the release notes. The console has now been updated and is ready to be used.  **Important:**\ All show files and imported fixture types will be deleted from the internal hard drive during factory reset. The console will then be reset to its delivery condition. # Use web remote > dot2 provides an operating system that is independent from the web remote interface. To connect the web remote to your dot2 console, make sure your tablet or co []()dot2 provides an operating system that is independent from the web remote interface. To connect the web remote to your dot2 console, make sure your tablet or computer network interface has the same subnet as your console. **Important:**\ Use one of these web browser versions to run the web remote on your PC, smartphone or tablet:\ -Internet Explorer 10\ -Safari and iOS 8.1\ -Opera 26\ -Chrome 31\ -Chrome for Android 39\ -Firefox 33\ If the browser you use does not meet at least the minimum of the requirements necessary for the usage of the web remote, an HTML fallback page will be displayed.  **Hint:**\ It is possible to connect up to three web remotes to one console.  **Hint:**\ It is also possible to use the web remote on the dot2 onPC.    Connect the web remote: 1. Enable the web remote in **Setup – Global Settings**.\ Tap the prohibition sign to check the green box in Web Remote. 2. Type the IP address (see in the brackets) of the dot 2 console into your web browser. 3. The window **Web Remote** opens. 4. Type the default password “remote”. ![](/img/dot2/dot2_vw_web-remote_password_v1-4-e623da.png) *Figure 1: Enter password for web remote* 5. Tap **Login**. It is possible to adjust the display of the web remote to the device you use.  To do so: -Tap Main Menu.\ -Tap Settings.\ -To display the web remote on a smart phone, tap Phone.\ The web remote fits now the display of your smart phone.  ![](/img/dot2/dot2_how-to_web-remote_phone_v1-4-1d5f15.png) *Figure 2: Web Remote – Setting “Phone”* -To display the web remote on a tablet, tap Tablet.\ The web remote fits now the display of your tablet.  ![](/img/dot2/dot2_how-to_web-remote_tablet_v1-4-fc94b7.png) *Figure 3: Web Remote – Setting “Tablet”* *** ## Web Remote Password [Section titled “Web Remote Password”](#web-remote-password) To change the password of the web remote on the console: 1. Press Setup 2. Tap Global Settings. For more information on how to change the eth0 IP on the console see the command [SetIP](/dot2/key_keyword_setip/). # Use Encoders in the onPC > Unlike the real console, you don't have any encoders in the onPC. Unlike the real console, you don’t have any encoders in the onPC. You do have the [Encoder Bar](/dot2/key_widget_encoderbar/). ![](/img/dot2/dot2_viewsandwindows_controlelements_encoderbar_1-1-168aac.png) *Encoder Bar.* This can be operated by the mouse. If you left click on one of the four area in the Encoder Bar, then it’s the equivalent to a short press on the physical encoder. A click-and-hold while you move the mouse up and down is like scrolling the encoder - while you hold the left mouse button and move the mouse, you can go outside the Encoder Bar. You can also do this by selecting one of the controllers in the special preset type dialogs and then turn your mouse scroll wheel (if you have one).   For moving the cursor in sheets it’s better to use the arrow keys on your keyboard. You’ll need to click somewhere inside the sheet first. # Use the command line > The dot2 is technically a command line console. Everything that happens is also a command that's executed in the command line. The dot2 is technically a command line console. Everything that happens is also a command that’s executed in the command line. To learn more about the actual commands you can write, please have a look at the [commands section](/dot2/key_commands_overview/) in this manual (also link below). This is what the command line looks like: ![](/img/dot2/dot2_viewsandwindows_controlelements_commandline_1_1-0-8274d7.png) It’s almost always visible on the right screen. If you tap this then you open the Command Line view. It could look like this: ![](/img/dot2/dot2_viewsandwindows_commandlineview02_1-1-897de2.png) Here you can use the onscreen keyboard to type in the commands and you can see the command history and the response from the console. You can also use an external keyboard in the command line. When the command line have the focus, then you can use the Up and Down keys to select previously used commands - then you can execute the command by pressing the Please key. You can also use the up and down arrows on an  external keyboard. The command history is also a view you can have visible on one of the internal screens or on the external screen.    ## Related links [Section titled “Related links”](#related-links) [Commands section](/dot2/key_commands_overview/) [Command Line view](/dot2/key_view_commandline/) # Use external input triggers > The remote inputs are external inputs that you can connect and use to trigger events in the dot2 console. There's currently three different input types that you The remote inputs are external inputs that you can connect and use to trigger events in the dot2 console. There’s currently three different input types that you can use: Analog (contact closure), MIDI and DMX. You can setup the remote inputs by pressing the Setup key and then the Remote Input button. This gives you the [Remote Inputs Configuration view](/dot2/key_window_remote/). On the left side you can see the three different input types and you can see if they are enabled (green checkmark) or disabled (red stop sign). You can change this by using the left encoder to select the input type you want and then tap the encoder. This will toggle the current status. You can also toggle this by tapping the input type. For each input type there’s also a small gray box. This will flash green when there’s an active input. On the right side of each of the inputs you can choose what should happen when the input is triggered. This table have 6 columns. ![](/img/dot2/dot2_ht_useexternalinput_01_1-2-2722d7.png) *Figure 1: Remote Input table columns.* The first column is the remote input number. This changes name depending on the selected input. **Type** can be three different things: * **None** - If the type is None then the remote input isn’t used.  * **Exec** - If you choose Executor then your remote input will trigger some executor.  * **CMD** - If you choose Command then you can write a command the trigger should execute. The four other columns become relevant depending on the type you have selected. If you have chosen **Exec**, then you get access to the **Page**, **Executor** and **Function** columns. You need to specify a specific page number or select “Current” in the **Page** column, then select the **Executor** number of the executor you want to trigger. The **Function** column allows you to select one of three different things: **Button 2**, **Fader** and **Button 1** - if you choose an executor that only have one key, then you can only select **Button 1**. Depending on the input type then your keys and faders react different in the input. But this is basically the physical keys and faders for the selected executor. If you have chosen **CMD** type, then you can access the **CMD** column. Here you can type a command you want the trigger to execute. Have a look at the [Commands](/dot2/key_commands_overview/) section of this manual to learn more about the commands. The following is a description of the three different input types. ## Analog Input [Section titled “Analog Input”](#analog-input) To use the analog input trigger, connect a third-party device with a D-sub 15 connector with connected keys. You can have 12 contact closure switches that send between 5 and 15 volts into one of the pins on the d-sub 15. One of the pins supply 5 volts so you don’t need an external power supply as long as you don’t use cables that are too long.  The analog triggers are on/off only. They don’t support variable input.  This is the pinout of the d-sub: * Pin 1 = Analog input 1 * Pin 2 = Analog input 3 * Pin 3 = Analog input 5 * Pin 4 = Analog input 7 * Pin 5 = Analog input 9 * Pin 6 = Analog input 11 * Pin 7 = + 3.3 volts * Pin 8 = Common Ground * Pin 9 = Analog input 2 * Pin 10 = Analog input 4 * Pin 11 = Analog input 6 * Pin 12 = Analog input 8 * Pin 13 = Analog input 10 * Pin 14 = Analog input 12 * Pin 15 = Not used ## MIDI Input [Section titled “MIDI Input”](#midi-input) The MIDI input reacts to MIDI notes received. You can assign a trigger to note 0 to 127 - so there are 128 different MIDI triggers. The triggers react to the velocity information. This means that a fader can be position according to the received velocity. Executor buttons also react to MIDI “On” and “Off” commands. ## DMX Input [Section titled “DMX Input”](#dmx-input) The DMX input reacts to the DMX input connector as well as the network protocols Art-Net input and sACN input on the dot2. All three inputs use the internal DMX universe 9. The DMX remote input can use all the 512 DMX channels. Executor buttons and commands are executed if the DMX input is in the 128 to 255 range. It also supports variable input so you can control the position of the executor fader - it then reacts to the 1 to 255 range. The activity indicator only lights up if the input is triggering something. So if you only have Executor buttons and commands, then the input value needs to be 127 and above before the indicator is active. For executor faders it’ll activate when the input is above 0. **Important:**\ -Incoming DMX values are displayed in the DMX view in universe 9.\ -If DMX values are sent to a single DMX channel from several inputs simultaneously, Art-Net and sACN for instance, subsequently the higher value (HTP) will be applied. # Use the external screen > You can connect an external screen with a DVI connector. The DVI output from the dot2 is a digital only output. This means that you cannot attach a DVI to VGA a You can connect an external screen with a DVI connector. The DVI output from the dot2 is a digital only output. This means that you cannot attach a DVI to VGA adaptor and attach a VGA screen. It needs to be a digital screen with a DVI connector. It’s very important to know that you can seriously harm the dot2 console if you connect or disconnect a DVI screen while the device is turned on. It’s important that you only connect or disconnect the screen when the dot2 console is turned off. The dot2 registers the resolution of the screen and uses the optimal resolution. The maximum supported resolution is 1920 x 1200 pixels. The external screen can be a touch screen. This is what the dot2 is designed for. **Hint:**\ Please follow this external link (Internet connection required) for screen recommendations. Once the screen is connected, you can turn on the console. Then you can press the Setup key and then the Select Views for External Screen. It could look like this: ![](/img/dot2/dot2_viewsandwindows_selectviewexternal01_1-2_1-75f6a9.png) *Figure 1: Select View for External Screen.* In the left side you can choose what screen arrangement you like - the amount an arrangement of different view tiles. You can see what the tile arrangement looks like on the top middle part. The lower middle part shows you all the special views and the right side bar shows you all the standard views.   This can also be done on the fly on the external screen. Tap (or use a mouse to click) one of the tiles on the screen and then select a different view in the View Bar on the right side of the external screen. The View Bar on the external screen could look like this: ![](/img/dot2/dot2_ht_useexternalscreen_01_1-1-3-5f105e.png)\ *Figure 2: External screen right side bar.* More… opens the Select View for external screen on the actual external screen. Here you also have access to the special views.   If you use a USB mouse and leave the mouse cursor on the external screen and don’t move it for 120 seconds, then the cursor will be hidden (or become a small 1 pixel dot). It’ll return when you move the mouse again. # Use MIDI and MIDI Show Control (MSC) > The dot2 can handle different types of MIDI and it can both transmit and receive MIDI. The dot2 can handle different types of MIDI and it can both transmit and receive MIDI. You can see the incoming and outgoing MIDI data on a console by pressing Tools and then [MIDI Monitor](/dot2/key_window_midimonitor/). If you are using a dot2 onPC, then you need to setup your MIDI in and outputs. This is also done in Tools menu. Here you can tap [MIDI Configuration](/dot2/key_window_midiconfiguration/) and select what MIDI devices you use to receive and transmit MIDI. ## MIDI note remote input [Section titled “MIDI note remote input”](#midi-note-remote-input) This is a system to use received MIDI notes to trigger different things in the console. It’s all set up in the [Remote Inputs Configuration view](/dot2/key_window_remote/). Her you have the option to map incoming MIDI Note signals to executors or to trigger a command that you write in the configuration. You can use the MIDI Velocity to set the position of a fader.  MIDI Remote Input only triggers the executors on the console that receives the MIDI signal. ## MIDI note output [Section titled “MIDI note output”](#midi-note-output) You can send MIDI notes from cues or directly from the command line. You can use the [MIDI Note command](/dot2/key_keyword_midinote/) to transmit MIDI Note data. Please read more details about the command in the command description. The MIDI Note command is transmitted from a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that transmit the MIDI. ## MIDI Show Control (MSC) input [Section titled “MIDI Show Control (MSC) input”](#midi-show-control-msc-input) The console can be controlled by any device that can send MIDI Show Control. There’s a lot of settings regarding MSC. You can find them in Setup and then [MIDI Show Control](/dot2/key_window_midishowcontrol/). Her you can change the settings to match the settings in the transmitter (often a Show Control software or some Sound software). When you use MSC you can only control executors on the first page or the Main Executor. The MSC data needs to be transmitted to a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that  reacts to the MIDI. Read more about the MSC concept [below](#msc_concept). ## MIDI Show Control (MSC) output [Section titled “MIDI Show Control (MSC) output”](#midi-show-control-msc-output) The dot2 can transmit MSC commands to a device. This can be used to control other devices (like sound samplers). All the settings for this is found in Setup and then [MIDI Show Control](/dot2/key_window_midishowcontrol/). Here you need to set your settings to match the MSC receiver. The MSC data is transmitted from a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that transmit the MIDI. Read more about the MSC concept [below](#msc_concept). ## MIDI Time Code (MTC) [Section titled “MIDI Time Code (MTC)”](#midi-time-code-mtc) The console can receive MTC and use that to automatically run cues on executors. The executor you want to be controlled by MTC needs to have “MIDI” selected in the [Settings of Executor window](/dot2/key_window_settingsofexecutor/). Then you need to have some cues in that executor that uses Timecode as the trigger. When Timecode is the trigger, then you can set a time in the “Trig Time” column. When your incoming MTC reaches the time you have set in the Trig Time column, then the cue is triggered. You don’t need to have the cue as the next cue, it’ll jump to the cue that have the time that matches the incoming MTC. Just remember to have the fader up. You can type the times manually or you can tap TC Record in the Cues view title bar. This will start a recording function. Then you can do a normal Go to the Timecode cues and it will record the time into the Trig Time column. You can also use the [Record command](/dot2/key_keyword_record/) to activate this timecode record function. When you have an active recording going on then you’ll have a flashing red circle with a white “T” icon  next to the Command line input. There’ll also be a flashing red circle in the Cues view and in the Executor Bar. You turn off the Record function by tapping the TC Record again.   MTC can be enabled and disabled in the [Timecode Configuration window](/dot2/key_window_timecode/) in Setup. If you have turned off all the incoming timecodes then you can’t tap the TC Record button. The incoming MTC can come into the system from any console/onPC in the session - not just the master.   ## []()The MSC Concept [Section titled “The MSC Concept”](#the-msc-concept) The MSC command structure and syntax is based on the general SysEx structure defined by MMA (MIDI Manufacturers Association). It was released in 1991 as an extension to the general MIDI. The raw MIDI information is written in hex octets (two hexadecimal numbers). Different software manufacturers might present the MSC in an interpreted way and show the data in a more human readable form. This can of course be nice, but since we cannot describe every way this can be presented, this manual is looking at the raw data. The message format looks like this: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | |   |   |   |   |   |   |   | * **F0 7F** is the header that identifies the message as “universal system exclusive” and a “real time” message. * **Device ID** is the device or group number. * **02** is a hex octet specifying that the message is MSC. * **Command Format** is an octet that specifies the equipment type. * **Command** is an octet that defines the command type * **Data** is the actual data. This might change depending on the command type. * **F7** is a closing octet finishing the message. ### Device ID [Section titled “Device ID”](#device-id) The device ID is an octet actually divided into three different sections: * **00 to 6F**:\ This is the 112 different specific devices that can be identified. * **70 to 7E**:\ This is the 15 group numbers. * **7F**:\ This is a broadcast ID that all devices listen to. In dot2 the device ID and group ID can be set for both incoming and outgoing messages. For transmitting MSC it can only transmit one octet in the **Device ID** location. The **Send to** setting (described above) selects which one of the three different sections ID that should be transmitted.  ### Command Format [Section titled “Command Format”](#command-format) The command format octet denotes the type of equipment that should receive the message (or at least respond). dot2 only transmit and respond to three different formats: * **01**:\ This is the **General Lighting** format * **02**:\ This is **Moving Lights** format. * **7F**:\ This is an **All** format that all equipment should respond to. ### Command [Section titled “Command”](#command) The command octet denotes the type of command in the message. The command type will dictate the data information. dot2 supports 7 different command types: * **01 (Go)**:\ This is the same as a Goto command in dot2. It needs to be followed by a cue number. * **02 (Stop)**:\ This is the same as a Pause command in dot2. This can be followed by a cue number. * **03 (Resume)**:\ This will “un-plause” a cue. If a specific cue has been paused, then the cue number needs to be specified with this command. * **04 (Timed\_Go)**:\ This can be used to perform a Goto with a specific fade time. It needs both the time and the cue number - in that order. * **06 (Set)**:\ Set can be used to set the position of faders. It needs the fader number and page followed by the position. * **07 (Fire)**:\ This can be used to trigger macros. The macro number needs to follow the command. Only macro 1 to 255 can be triggered. * **0B (Go\_Off)**:\ This command can be used “Off” executors. This needs to followed by a cue number. ### Data [Section titled “Data”](#data) **01 (Go):** As stated above: This is interpreted as a GOTO command. A cue number needs to be specified. The cue number also needs to be transmitted in hex octets and the complete cue number including the decimals needs to be transmitted. If cue number 4 is to be triggered then the complete number is **4.000** - the number with all decimal numbers separated by a dot (Hex value 2E). Decimal numbers in hex is some of the easiest to convert. It needs a “3” in front. This means that decimal **4** becomes **34** in hex. The complete cue number including the dot is then: **34 2E 30 30 30**. If the station is set to **Default Only** in the Send MSC In Exec option, then this all that needs to be added after the command. **Example:** Triggering cue number **21.5** on the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 32 31 2E 35 30 30 | F7 | If the setting is not Default Only, then an executor and page needs to be specified. There are two options for separating the executor number and the page number. It can be separated by a dot (hex = 2E) or by a space (hex = 20). The cue number and the executor/page data needs to be separated by a hex value **00**. **Example:** Triggering cue number **37.2** on executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 2E 31 | F7 | Same example but with a space separated executor and page: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 20 31 | F7 |   **02 (Stop):** This is like hitting the pause button. Please read the section above for a better understanding of the hex cue numbering system. With the **Default Only** option there does not need to be any extra data since it is the executor that is paused. **Example:** Stopping the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 02 |   | F7 | If the station is transmitting MSC, then it will transmit a cue number **0.000**. This is like sending a “pause running cue” command. If the settings are not **Default Only** but one of the two Exec/Page options, then the cue 0 also needs to be transmitted.  **Example:** Stopping executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 02 | 30 2E 30 30 30 00 35 2E 31 | F7 |   **03 (Resume):** This is the only way to continue a paused cue. The only difference between the Stop and Resume commands are the “02” and “03”. **Example:** Continuing the fade paused above (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 03 | 30 2E 30 30 30 00 35 2E 31 | F7 | If the Default Only setting is chosen then the command is **F0 7F 7F 02 7F 03 F7** to continue the fade.   **04 (Timed\_Go):** This is the same as the **01 (Go)** command but with a specified time. Please read (and understand) about the **01 (GO)** command and data above. Just to make this a bit simpler we are going to pretend that the “Default Only” option is turned on in the MSC options in Setup. To transmit a timed Goto the time needs to be specified first and then the cue number. The time is specified by five hex octets. They represent (in order) **Hour**, **Minute**, **Second**, **Frame**,\*\*\*\* and **Fraction**. The hour, minute, and second sections are very strait forward. The number needs to be transmitted in hex numbers. It is possible to transmit a value above the normal limit for example 64 seconds (hex = 40). The station will transmit this as 1 minute and 4 seconds. Right now the console will not accept any time specified in the Frame and Fraction sections. But it transmit values below a second in the Frame section. The console divides the second into 24 frames. So 0.5 seconds is 12 Frames and the received hex number would be **0C**. **Example:** Goto cue 75 with the fade time of 20 seconds (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 00 14 00 00 37 35 2E 30 30 30 | F7 | **Example:** Goto cue 5.4 with the fade time of 1 minute on executor 3 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 01 00 00 00 35 2E 34 30 30 00 33 2E 31 | F7 |   **06 (Set):** The set command is used to move a fader to specific position. The 06 command is followed by two hex octets that indicates the fader and then two more octets that dictates the position.   The first of the two numbers for the fader is the fader number (on a page). The fader number 1 is hex number **00**, the second is **01** and so on. Remember that this is a hex number so fader 16 have hex number **0F** and decimal 17 is hex **10**. The second of the two numbers for the faders are the page number. This is a little different page 1 is hex number **01**and page 2 is hex **02** and so on. So executor 1 on page 1 is **00 01**.   Calculating the position in hex numbers is a bit more tricky. The faders position is defined by a coarse and fine value. The scale for both values is 128 steps (most MIDI is in 128 steps). The fine value is transmitted first followed by the coarse value. The desired fader position (in decimal) need to be multiplied by 1.28. The resulting integer is the coarse value. The remainder (everything on the right side of the separator) should be multiplied by 128 to get the fine value. The two decimal numbers then needs to be converted to hex. **Example:** The fader 3 on page 2 needs to be moved to 45%. First convert the position. 1. Multiply 45 by 1.28 = 57.6 2. Coarse value is 57. 3. Multiply 0.6 by 128 = 76.8 4. Fine value is 76. 5. Convert decimal 57 to hex = 39. 6. Convert decimal 76 to hex = 4C. 7. Fine is transmitted before coarse so the position is: 4C 39 The MSC message is (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 02 02 4C 39 | F7 |   A fade time can be added after the fader and position data. The time format explained in the 04 command is used. **Example:** Moving fader 15 on page 1 to 100% in 5 seconds (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 0E 01 7F 7F 00 00 05 00 00 | F7 |   The console only transmit the position of some faders - executors with sequences and all the green colored special masters (for the selected executor), but it accepts positions for all faders that have something assigned.   **07 (Fire):** Macros can be fired by this command. It needs to be followed by a single octet specifying the macro number. Macro number 1 is hex number **01**. Hex number **FF** is macro number 255. **Example**: Triggering macro number 24 (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 07 | 18 | F7 |   **0B (Go\_Off):** Executors can be turned off using the **0B** command. A cue number needs to be transmitted - cue 0 can be used. **Example**: Send an Off command to executor 9 on page 5 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 0B | 30 2E 30 30 30 00 39 2E 35 | F7 | ### MIDI via Ethernet [Section titled “MIDI via Ethernet”](#midi-via-ethernet) MSC can sent using Ethernet. It is transmitted as a UDP message. The MSC message is the same as described above, but the MSC message needs a header for the date to be accepted by the dot2. The header is separated into two parts. The first is identifying the message as a dot2 MSC message: **47 4D 41 00 4D 53 43 00** - it translates to GMA MSC. The second part is four octets describing the length of the message - including the header. It is written as little endian byte format (least significant first). This is calculated by counting the number of octets and then convert the decimal number into hex. Usually we only needs the first octet (it allows for messages up to 255 octets) although all four needs to be sent.   **Examples:** Send a go command to cue 35. The MSC message is: **F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7**. This is 13 octets. The header is always 12 octets. So the combined length is 25 octets. Decimal 25 is **18** in hex. The entire message is: **47 4D 41 00 4D 53 43 00 18 00 00 00 F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7**   Trigger macro 1 is: **F0 7F 7F 02 7F 07 01 F7** - 8 octets. Plus the 12 from the header is decimal 20 = 13 hex. The message is: **47 4D 41 00 4D 53 43 00 13 00 00 00 F0 7F 7F 02 7F 07 01 F7** # Connect nodes, wings, 3D and onPC > There are several things you can connect together. Everything is connected on an Ethernet network infrastructure. This means that you need to connect all device There are several things you can connect together. Everything is connected on an Ethernet network infrastructure. This means that you need to connect all devices using Ethernet cables (of Cat.5E quality or higher) to a switch that has a bandwidth of a minimum of 100 Mbit/s and the switch needs to be able to handle multicast. All devices in the network use IPv6 to talk to each other – so the switch needs to be able to handle this as well.  If you do not know what IPv6 is and you have trouble with the connections, please read the [What is IPv6 help page](/dot2/key_wa_ipv6/). If you have any doubt about what switch to use, please contact your local distributor. They will help you to select an appropriate switch.  ## dot2 Wings [Section titled “dot2 Wings”](#dot2-wings) You can connect wings to your dot2 console or to dot2 onPC. The wings are assigned to a specific device. If this device is lost on the network then the wing loses its functionality and waits to be assigned to a different device. There are two types of wings: the dot2 Fader wing (F-wing) and the dot2 Button wing (B-wing). Each provides more physical executors and an extra screen. Since the wings are connected directly to a specific device you will need to open the setup menu on the device you want to connect a wing to. In the Setup menu you will find a button called dot2 Wings, tap this. Then the [Wings view](/dot2/key_window_wings/) opens. Here you can tap one of the free slots (yellow bar on the left side) of the same type as your wing. There are only five slots for each device. Depending on your devices you might only have few free slots. Slots that are occupied by the console have a red bar on the left side – they are called “fixed, internally”. Slots that are currently occupied by an external wing will have a green bar on the left side. If you tap a free slot, you will see the wings that are available in your network. If you do not see any wings here, then you need to check your network and the connections. Also, make sure everything is powered on. If you see a wing on the left side of the screen, then tap it. The wing you have selected will now flash all the keys. This makes it possible to identify the selected wing in a multi wings setup. When the correct wing is flashing, tap the Assign Selected button.   You have assigned and connected a wing. You can now exit the menu. ## dot2 consoles, dot2 onPC and dot2 3D visualizer [Section titled “dot2 consoles, dot2 onPC and dot2 3D visualizer”](#dot2-consoles-dot2-onpc-and-dot2-3d-visualizer) Everything, except for wings, is connected to a session. Wings are connected to a specific device. It is possible to run 4 separate sessions in your network (session ID 1-4). Devices with the same session ID work with the same show file and session timeout takes place within a couple of seconds. Moreover, dot2 consoles and onPC work in Tracking Backup within the same session. Additionally, devices can be invited or they can intentionally join the session.  **Important:**\ All session members have to have the same streaming version of the software.  To use network protocols such as sACN and / or Art-Net, a session has to be started first. Furthermore, all protocols are sent by the session Master.  **Important:**\ Two stations in Master with the same session ID will always cause a session collision. For more information see [Session Collision](/dot2/key_window_sessioncollision/).  The session status is displayed in the message center. For more information see [Status and Messages](/dot2/key_window_statusandmessages/).  The session system allows greater flexibility with regards to backup and redundancy. Press Setup and then the Sessions button. This opens the [Network Setup view](/dot2/key_window_networksetup/). This view is separated into two parts. The top part shows if your console or onPC is currently in a network session or not. If the button on the right side displays Start a new or join an existing session, then press it to see the 4 different sessions. If there are devices using one of the sessions, then the session button will have the session name and will display Join Session. If there is no session running, then choose one of the sessions and begin a new session. Now you can add more devices to your session. If the button in the top part displays Stop/Leave session, then the console is already connected to a session and you can add more devices to your session. The lower part of the Network Setup view shows the devices in your session. They are separated into each type of device. If you have devices in your network and they are in your session, then they have a green background color. The device you are currently looking at will have a brighter green background color. If you are missing a device that previously has been in your session, then it gets a red background color. You can see the IPv6 address, name and version number of the connected devices. A device with a red text in the version number is a device that does not have the same version as you do. You can tap the Add button to see all the unconnected devices in your network. Here you can select the device you want to add to your session. When you choose one, then it will be connected to your session and it will get the show file that the session is running. If there are no devices in the [Select a Station view](/dot2/key_window_selectstation/), then the console cannot see the device in the network. However, if you expect to see a device, then check your network cables and power first. If you have connected a console with an onPC, then you have full control of 4096 DMX channels. The onPC functions as a backup for your console. So if your console  stops working for some reason (could be if the power disappears), then your onPC will take over and you can still control 4096 DMX channels. The DMX output of the console does not work if the console does not work. So you can add dot2 Node4 (1K)s to your network. This allows you to have a backup or remote DMX output.  ## dot2 Node4 (1K) [Section titled “dot2 Node4 (1K)”](#dot2-node4-1k) Connecting Node4s to your system works the same as described above. Nodes cannot initialize a session, they are connected and listen to the conversation on the network. They then take the DMX information in the session and convert it into real DMX output.   The dot2 Node4 (1K) allows you to control 1024 DMX channels if you connect a dot2 onPC and a dot2 Node4 (1K). A dot2 onPC can only control 1024 channels if it’s not connected to a dot2 console.  The nodes are little bit different in the Network setup view. You can set what universes the node outputs. In the list it could look like this: ![](/img/dot2/dot2_ht_connectwingsnodes3donpc_01_1-2-2085b9.png) *Figure 1: Node setup.* Here you can see the connected node output 4 universes. You can change which universes each port is outputting by selecting the cell and tapping the right side encoder. Each DMX port is independent from other ports. This means that each port can output any of the 8 available DMX universes. You can change the Hostname of the node by selecting the cell and tapping the right side encoder. Then type a new name for the node. # Installation of dot2 onPC > For running the dot2 onPC software, it is necessary to copy and install the program files on your PC. For running the dot2 onPC software, it is necessary to copy and install the program files on your PC. The installation is possible in every root directory or in the **standard directory** “C:\ProgramData\MA Lighting Technologies\dot2”. To make sure that there are no troubles with the installation, deactivate your safety software. 1. Download the installation file from [www.malighting.com](http://www.malighting.com) . 2. Start the file with a double click. The installation program opens. You get detailed hints and information regarding the installation.\ Watch out for the suggested directory and change it if you want to.\ The installation directory is not changeable in the dot2 onPC. After confirmation, the program files will be copied into the selected directory. # Introduction > MA Lighting embodies an extraordinary approach towards professional lighting control and enjoys an enviable reputation for quality and reliability. Now MA prese MA Lighting embodies an extraordinary approach towards professional lighting control and enjoys an enviable reputation for quality and reliability. Now MA presents a new compact series of lighting control solutions – the dot2 range. Designed for small and mid-sized projects and installations, dot2 offers advanced functionality without confusing options. Intuitive operation is the core of the dot2 philosophy and with all connectivity onboard, the dot2 range is suitable for most theater, touring, corporate, television and education lighting environments. Discover the free dot2 onPC software and the free dot2 3D visualization software. Test it for yourself! # Intended Use > The dot2 is a console intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and other media via DMX signal. The dot2 is a console intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and other media via DMX signal. Every other use is not intended and could follow personal injury and damage to property. MA Lighting does not cover damages which can result of a not intended use of the console. # Align > The Align key is used to spread out the values on multiple selected fixtures. The Align key is used to spread out the values on multiple selected fixtures.  The Align function has five different modes: * **Align Off**: All values are the same. This is the default mode.   * **Align <**: This will keep the value of the first selected fixture and spread the value to the last selected fixture. * In this example the ten fixtures (selected from 1 to 10)  are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_left-5678d3.png) *Figure 1: Align < example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 5 0 Thru 1 Please. * **Align >**: This will keep the value of the last selected fixture and spread the value to the first selected fixture. * In this example the ten fixtures (selected from 1 to 10) are set to 50% and then the align function is applied and the encoder turned(down). This is the result: ![](/img/dot2/dot2_keys_align_right-87d37f.png) *Figure 2: Align > example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 0 Thru 5 0 Please. * **Align ><**: This will keep the value of the middle of your selection and spread out the value to the first and last. Like a seesaw or center pivot point. * In this example the ten fixtures (selected from 1 to 10)  are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_center-1a05c6.png) *Figure 3: Align >< example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 1 0 0 Thru 0 Please. * **Align <>**: This will keep the values on the first and last fixtures in your selection and spread out the value towards the middle of your selection. Like an arrow. * In this example the ten fixtures (selected from 1 to 10)  are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_sides-3d26ec.png) *Figure 4: Align <> example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 5 0 Thru 0 Thru 5 0 Please. When you press the Align key, you will toggle through these five modes. A small information balloon appears on screen 1 telling you the selected mode.  If you have selected something other than “Align Off” then you’ll now align the next attribute you change when you turn the encoders or use the Preset Type views. As soon as you begin to change a new thing, then the Align function jumps back to “Align Off”.   This key doesn’t interact with your command line entry. The different Align’s are also available as [Macros](/dot2/key_viewitem_macro/). # At > The At key is used to apply a value or to indicate a location. The At key is used to apply a value or to indicate a location. ## Apply values [Section titled “Apply values”](#apply-values) When used to apply value you could use it like this: At 7 5 Please This would set the dimmer value to 75% on your current selection.   You can press it twice to give your selected fixtures 100%. At At will immediately set the dimmer of your select fixtures to 100%    You can apply a set of values to a fixture from the current values of a different fixture. E.g. giving fixture number 2 the same values as fixture number 1: Fixture 2 At Fixture 1 Please ## As an indication of location [Section titled “As an indication of location”](#as-an-indication-of-location) You can also use the At key as a location indicator. It can be used to copy or move information from one location to another. E.g. copying group 1 to group 2:  Copy Group 1 At Group 2 Instead using the hard keys you can also do most of these examples by pressing the screens. A location can also be the position of a fader. E.g. moving fader number 1 to 100 in 2 seconds Exec 1 At 1 0 0 Time 2 Please The actual executed command is different then the keys you pressed it actually says: Executor 1 at 100 Fade 2  Be aware that your physical fader doesn’t move! ## Related link [Section titled “Related link”](#related-link) [At command](/dot2/key_keyword_at/). # Backup > Pressing the Backup key will open and close the Backup Window on screen 1. Pressing the Backup key will open and close the [Backup Window](/dot2/key_window_backup/) on screen 1. Here you can create a new show, load a saved show, save your current show and save your current show with a new name. If you press the key fast twice (like a double click) you will save your show immediately. This can only be done if you *don’t* have the backup menu open.  If you have a USB memory stick in the console then it will also store your show to the stick. ## Quick Save [Section titled “Quick Save”](#quick-save) A fast double press on the Backup key will save your current show. This only works if you don’t have the Backup Window open when you do the double press. ## Related Links [Section titled “Related Links”](#related-links) [Backup  Window](/dot2/key_window_backup/) [How to save and load your show](/dot2/key_ht_saveandloadshow/) # Blind > Pressing the Blind key will toggle whether the content in your programmer is giving you live output or not. Pressing the Blind key will toggle whether the content in your programmer is giving you live output or not. I.e. if you want to store something on an executor but you don’t want to disturb what’s currently going on at the stage. Then (with an empty programmer) you press the Blind key, select some fixture, do what you want to do, store it, clear the content in your programmer and then press the Blind again. Nothing happened on stage, it was all hidden from the output. If you deactivate blind while you have values in your programmer, then these values will become visible on the output. If you have an active Program Time fader, then it will use the time set on the fader - read more about the Program time fader in [What is the Programmer](/dot2/key_wa_programmer/). or in the [Magic Speed view](/dot2/key_viewitem_speed/). Similar, if you activate blind with values in your programmer, then these values will be hidden from the output - changing the current look on stage. ## Related Links [Section titled “Related Links”](#related-links) [What is Preview and Blind](/dot2/key_wa_previewandblind/) [Blind command](/dot2/key_keyword_blind/) # B.O. > The B.O. key is used to inhibit dimmer output. All dimmer values will go to 0% as long as you press this key. Releasing it will restore the values. The B.O. key is used to inhibit dimmer output. All dimmer values will go to 0% as long as you press this key. Releasing it will restore the values. You can also accomplish this using the Grand Master fader, but here you can set it to a variable output between 100% and 0%. # Clear > The Clear key is used to release the selection and values in your programmer. The Clear key is used to release the selection and values in your programmer. If you have some fixtures selected and you press the Clear key, then you will no longer have any fixtures selected. If you have some values in your programmer but no selection, you will release the values and they will go back to the default values or values they might get from an executor. If you have both a selection and values, you’ll need to press the Clear key twice. First press will clear your selection, second clear will release the values.    If you press and hold the Clear key for about a second, then you’ll also clear both your selection and your values. ## Related Link [Section titled “Related Link”](#related-link) [What is the Programmer](/dot2/key_wa_programmer/) # Copy > The Copy key is used to copy something from one location to another (valid) location. The Copy key is used to copy something from one location to another (valid) location. E.g. you want to copy group 1 to group 2 Copy Group 1 At 2 Please If you want to make a copy of cue number 2 to a (new) cue 9 in the main cue list, you can use the following keys: Copy Cue 2 At 9 Please this will give you a selection box on screen 1 where you need to choose Copy. If you need to copy cue number 2 from the main cue list to a different executor, then you need to specify the executor. The same example but coping to executor number 4: Copy Cue 2 At 9 Exec 4 Please, same selection box where you select Copy. You can also use ranges. Copy Cue 2 Thru 4 At Cue 9 Please will create cue 9, 10 and 11 (if you had cue 2, 3 and 4). Cue 9 will be the same as 2, 10 is like 3 and 11 is like 4. If you copy from one source to a destination *range*, then you create several similar cues. E.g. copying cue 2 to cue 15, 16 and 17 will create three copies of cue 2 located at cue 15, 16 and 17. This is the key strokes: Copy Cue 2 at 1 5 Thru 1 7 Please again you’ll need to select copy in the selection box.   If you try to copy information to an already existing location you have two options: Overwrite or Merge. Overwrite will delete the current value. Merge will add new values and overwrite existing values.  ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Copy key, then you’ll get the [Clone command](/dot2/key_keyword_clone/). This is used to make a fixture do exactly what another fixture is doing. If fixture number 1 is used in some groups, presets and cue list, then it can be a hassle if you need fixture number 5 to do the exact same tings. You would have to manually check where fixture 1 is used and then re program fixture 5 to do the same. Clone can help you with this. When you clone something you are often presented with some options on screen 1. * ‘Cancel’ is used to cancel the clone operation. * ‘Low Prio Merge’ is the default option. It means Low priority merge. It will only clone the values from fixture 1 when there’s a values and where fixture 5 doesn’t have any values already - it doesn’t destroy any already existing programming for fixture 5. * ‘Merge’ will clone all the values from fixture 1 into fixture 5. If Fixture 5 had something programmed where fixture 1 also had something, than the values will be the same as fixture 1. If Fixture 5 have something programmed that fixture 1 doesn’t , then these values will stay. * ‘Overwrite’ will delete all existing values for fixture 5 and clone the values from fixture 1. Here’s some examples: In your entire show you need fixture 5 to be a copy of fixture 1 and what fixture 5 had isn’t needed anymore: ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At 5 Please now select Overwrite on screen 1  In executor 3 you need fixture 5 to be a copy of fixture 1 and what fixture 5 had isn’t needed anymore: ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At 5 If Exec 3 Please now select Overwrite on screen 1  In executor 3 you need the fixtures in group 2 to be a copy of fixture 1 and since we are not completely sure if the fixture in group 2 is used already, then we should do a Low Prio Merge : ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At Group 2 If Exec 3 Please now select Low Prio Merge on screen 1  There’s a very big range of possibilities when cloning. Please also have a look at the [Clone command](/dot2/key_keyword_clone/) description.  ## Related link [Section titled “Related link”](#related-link) [Copy command](/dot2/key_keyword_copy/) [Clone command](/dot2/key_keyword_clone/) # Cue > Pressing the Cue key will open the cue list for the main executor on screen 1. Pressing the Cue key will open the cue list for the main executor on screen 1. It is also used when you need to specify that you are working or accessing a cue. E.g. if you need to copy cue 2 at cue 9 you should type: Copy Cue 2 At 9 Please If you need to go to cue 3 on executor 5, you press the following keys: Goto Cue 3 Exec 5 Please ## Related Links [Section titled “Related Links”](#related-links) [Cue Command](/dot2/key_keyword_cue/) [What is Cues](/dot2/key_wi_cues/) [How to work with Cues](/dot2/key_ht_cues/) # Go- (Large) > The large     Go-     key under the main executor faders is locked to only perform a go backwards with cue timing on the main cue list. The function can't be ch The large     Go-     key under the main executor faders is locked to only perform a go backwards with cue timing on the main cue list. The function can’t be changed. The command it executes is actually called DefGoBack. Don’t mistake this key with the small Go- key in the command area - Read about that key [here](/dot2/key_key_goback/). # Go+ (Large) > The large     Go+     key under the main executor faders is locked to only perform a go forward with cue timing on the main cue list. The function can't be chan The large     Go+     key under the main executor faders is locked to only perform a go forward with cue timing on the main cue list. The function can’t be changed. The command is actually DefGoForward. Don’t mistake this key with the small Go+ key in the command area - Read about that key [here](/dot2/key_key_goforward/). # Pause (Large) > The big   Pause   key under the main executor is locked to this executor. It will perform a pause on the running fades and effects on the main executor. The fun The big   Pause   key under the main executor is locked to this executor. It will perform a pause on the running fades and effects on the main executor. The function can’t be changed. You can resume the fade and effects again by pressing the   Pause   key once more.     Go-    will fade back to the previous cue.    Go+    will begin a fade to the next cue. The actual command run by the   Pause   key is called DefGoPause. Don’t mistake this with the small Pause key in the command keys section. Read about that one [here](/dot2/key_key_pause/). # Delete > The Delete key is used to delete something in your show. The Delete key is used to delete something in your show.  E.g. you want to delete group 2: Delete Group 2 Please If you delete a cue in the middle of the cue list, you are presented with a window that allows you to choose how the rest of the cues should be affected. The option are Normal delete or Delete cue only. The normal delete might change how the next cue looks. Delete cue only will not affect the following cues. E.g. in your main cue list, you don’t need cue number 3 anymore, but you need cue number 4 to stay the same: Delete Cue 3 Please and now select Delete cue only. IF you need to delete a cue in one of the other cue lists, then you need to specify which one. E.g. you want to delete cue 5 in the cue list on executor 3 and the changes should track into cue 6: Delete Cue 5 and now press one of the keys associated with executor 3. This will give you the window with the options of Normal Delete or Delete cue only. Tap Normal Delete.   If you want a better understanding of tracking and how the values are affected through the cues, you can reed about tracking [here](/dot2/key_wi_tracking/) or by following the link at the end of this page.    ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Delete key give you access to the [Remove command](/dot2/key_keyword_remove/). This is used if you need to removed stored values from a cue. E.g. you want to remove the fixture 4 dimmer values from cue number 2. Fixture 4 Please - This selects fixture number 4. So what we do from here is only affecting this fixture. ![ma](/img/dot2/ma-36da5c.png)+Delete (gives the Remove command) now press Dimmer  in the Preset Type bar on the right side of screen 1 - This gives the dimmer the special Remove value in the dimmer (see Fixture View in Sheet mode) Store Cue 2 Please - This removes the dimmer values from cue number 2. Leaving the values from a previous cue tracking through cue 2.  ## Related Links [Section titled “Related Links”](#related-links) [What is Tracking](/dot2/key_wi_tracking/) [Remove Command](/dot2/key_keyword_remove/) # DMX > The DMX key gives you access to different functions. The DMX key gives you access to different functions. ## DMX View [Section titled “DMX View”](#dmx-view) Pressing the DMX key will open the [DMX view](/dot2/key_viewitem_dmx/) on screen 1. This is used to display your current DMX output.  ## DMX tester [Section titled “DMX tester”](#dmx-tester) The [DMX command](/dot2/key_keyword_dmx/) can be used to turn on specific DMX channels directly with out having to patch fixtures to the DMX address - This is called DMX Tester. DMX channels that are controlling by the DMX Tester have a high priority in the output. This means that it “locks” the channel while the DMX Tester have the control. You need to release the DMX channel from the Tester before it acts normal again. **For example:** DMX 1 At 100 Will turn DMX channel at 100% = a DMX value of 255. Off DMX 1 Will release the DMX channel from the DMX Tester. ## Select a Fixture [Section titled “Select a Fixture”](#select-a-fixture) It can also be used to select a fixture that uses a DMX channel. **For example:** DMX 2.40 Selects the fixture that uses DMX channel number 40 on the second DMX universe. ## Direct patching [Section titled “Direct patching”](#direct-patching) You can use the DMX key, and the [DMX command](/dot2/key_keyword_dmx/), to patch fixtures. **For example:** Assign Fixture 5 at DMX 2.1 This will patch fixture 5 to DMX address 1 in the second universe. Delete DMX 3.1 This will unpatch whatever fixture is patched to the first DMX address in the third universe. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) The DMX key can also give you access to the [DmxUniverse command](/dot2/key_keyword_dmxuniverse/). If you press and hold the ![ma](/img/dot2/ma_1-85eed0.png) key while you press the DMX key, then you get the command. This can be used unpatch entire DMX universe (Delete DmxUnivese 1) - be careful doing that. It can be oops’ed, but it’s generally not a good idea in a live situation! Besides deleting an universe, you can also move the entire universe using the [move command](/dot2/key_keyword_move/).  You can also park and unpark entire universes. Please follow the link above to read more. # [dot] > The  .  key is used as a separator when typing commands like cue numbers. The  .  key is used as a separator when typing commands like cue numbers. E.g. you want to store cue number 2.5 in the main cue list: Store Cue 2  .  5 Please   This key is also used as a shortcut. Pressing it twice (like a double click) will take the value of 0% in your programmer for the currently selected fixtures. This is a command called [Zero](/dot2/key_keyword_zero/). E.g. you have selected fixture number 1 and want to put it to 0% all you need to do is to press  … ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) while pressing the  .  key will give you the [Default command](/dot2/key_keyword_default/). This is used to get the default value (the value a fixture have when nothing tells it otherwise). It technically creates a link to this value as if it was a preset. This can be useful in some rare situations. # Down > The Down key can be used to scroll or move the cursor down in some views. The Down key can be used to scroll or move the cursor down in some views.  It can also be used to change the value of the last touched attribute in the Preset Type Views. ## Related link [Section titled “Related link”](#related-link) [Up Key](/dot2/key_key_up/) # Edit > The Edit key is used to edit the object you press after you've pressed the key. The Edit key is used to edit the object you press after you’ve pressed the key. If you press Please after you’ve pressed Edit, then you edit the current active cue on the main cue list. You can edit all elements in a cue list. Actually you can edit almost anything. When using the onPC or having an external mouse connected, then you can right click the mouse to get the edit function. Most of the time you can press the encoder to get the edit function.  ## Related link [Section titled “Related link”](#related-link) [Edit Command ](/dot2/key_keyword_edit/) # Effect > The Effect key opens the Effects view. Here you can work with the different effects in the console. The Effect key opens the Effects view. Here you can work with the different effects in the console. To learn more about the effects and how to use them, please read the [What are Effects](/dot2/key_wa_effects/) and [How to Work with Effects](/dot2/key_ht_effects/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then the Effects key, then you’ll get the [SyncEffects command](/dot2/key_keyword_synceffects/).  This is used to synchronize multiple running effects. ## Related links [Section titled “Related links”](#related-links) [What are Effects](/dot2/key_wa_effects/) [How to Work with Effects](/dot2/key_ht_effects/) [Effects View](/dot2/key_viewitem_effect/) [SyncEffects Command](/dot2/key_keyword_synceffects/) # [Encoder] > Pressing the !encoder key will change the resolution on your encoders to allows you more precise operation. There's a small pop-up balloon on screen 1 that tell Pressing the ![encoder](/img/dot2/encoder-36b017.png) key will change the resolution on your encoders to allows you more precise operation. There’s a small pop-up balloon on screen 1 that tells you that the encoders speed are set to “Slow”. # Esc > The Esc key is used to cancel the current action and will usually close any temporary open windows. The Esc key is used to cancel the current action and will usually close any temporary open windows. # Exec (Executor) > Pressing the Exec key will open the Executors Pool view. Here you can directly access all your executors. You can move cue lists around or make copies. Pressing the Exec key will open the [Executors Pool view](/dot2/key_viewitem_executorpool/). Here you can directly access all your executors. You can move cue lists around or make copies. The key can also be used to specify a specific executor - If you are using it as a command ([Executor Command](/dot2/key_keyword_executor/)). E.g. you want to run cue number 4 on executor number 6. here’s the keys you need to press (using only keys): Goto 4 Exec 6 Please If you want to move executor 1 at executor 6: Move Exec 1 At 6 Please If you want to move the main executor (number 0.1.1) to executor 4: Move Exec 0 . 1 . 1 At 4 Please   ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the Exec key will give you the [Virtual playback view](/dot2/key_viewitem_virtualplayback/) on the right screen. Here you can have access to the playbacks/executors on the wings even tough you don’t physically have the wings. # [Exec Flash] > The !flash (called Executor Flash) key under the fader executors can have different functions. The default function is the Flash function. This will activate th The ![flash](/img/dot2/flash_1-0a29ca.png) (called Executor Flash) key under the fader executors can have different functions. The default function is the Flash function. This will activate the first cue, ignoring the cue times, and keep the master level to full as long as the button is pressed.  You can change the function on this key, by using the [Change Functions of Executor Buttons ](/dot2/key_window_changefunctionsofexecutor/)window. You reach this page by pressing the lower area on the screen above your executor, then press the tool icon in the title bar in the window that opens. Then you get the Change Functions of Executor Buttons window. Follow the link above to read about the different functions a key can have. ## Related links [Section titled “Related links”](#related-links) [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) [What is Executors](/dot2/key_wi_executors/) # [Exec Go] > The !go (called Executor Go) key under the fader executors can have different functions. The default function is the Go function. This will go to the next avail The ![go](/img/dot2/go_1-db7d7b.png) (called Executor Go) key under the fader executors can have different functions. The default function is the Go function. This will go to the next available cue on the executor.  You can change the function on this key, by using the [Change Functions of Executor Buttons ](/dot2/key_window_changefunctionsofexecutor/)window. You reach this page by pressing the lower area on the screen above your executor, then press the tool icon in the title bar in the window that opens. Then you get the Change Functions of Executor Buttons window. Follow the link above (or below) to read about the different functions a key can have. ## Related links [Section titled “Related links”](#related-links) [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) [What is Executors](/dot2/key_wi_executors/) # Fix > This key is used to fix and unfix executors. This key is used to fix and unfix executors. To fix an executor, press the Fix key and then a key associated with the executor you want to fix. A fixed executor will stay visible even when you change the page. If the new page already have an executor assigned to this location, you will not be able to reach the executor on the new page unless you unfixed the executor from the previous page. To unfix an executor you also press the Fix key and then press a key associated with an already fixed executor. If you unfix an executor with an active cue it will be unfixed unless the executor actually belongs to a different page. In that case it will become Autofixed. You can not have an active executor that isn’t visible. When you run a cue on a currently visible executor and change the page, then the executor will stay visible (and active) - it’s called Autofix. This function can globally be turned off in **Setup** -> [Global Settings](/dot2/key_window_globalsettings/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the Fix key will lock the console. This means that you can’t operate it and any faders being moved will not affect the output. You can unlock it again using the same key combination. If you have an external keyboard then you can also press the “Pause” key. ##   ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Fix Command](/dot2/key_keyword_fix/) # Fixture > The Fixture key will open the Fixtures View on screen one. The Fixture key will open the [Fixtures View](/dot2/key_viewitem_fixture/) on screen one.  The key can also be used to directly access the [Fixture command](/dot2/key_keyword_fixture/), that can be used to select fixtures using the keys. E.g. you want to select fixture 1 to 5 and 9. You can do this using these keys: Fixture 1 Thru 5 + 9 Please ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Fixture key gives you the [Selection Command](/dot2/key_keyword_selection/). This command doesn’t do much. The only real purpose for this is in combination with Off. If you want to knockout the currently selected fixtures of the programmer, then you can do the following: Off ![ma](/img/dot2/ma-36da5c.png)+Fixture Please This will remove the programmer values of the selected fixtures and clear the selection. ## Related links [Section titled “Related links”](#related-links) [Fixtures View](/dot2/key_viewitem_fixture/) [Fixture command](/dot2/key_keyword_fixture/) [Selection Command](/dot2/key_keyword_selection/) # Flash > The Flash key can be used to temporary use the flash function on one of the executors. The Flash key can be used to temporary use the flash function on one of the executors. Pressing Flash followed by any of the keys associated with an executor will temporary keep the master level at full as long as you keep the executor key pressed. If the executor was not active, then it will activate the first cue - ignoring the cue timing. When you release the key, then the key will get its normal function again and the master level is returned to it’s previous position. If you didn’t have an active cue on the executor when you flashed it, then it will also make sure you don’t have active cues when you release the flash. ## Related link [Section titled “Related link”](#related-link) [Flash Command](/dot2/key_keyword_flash/) [What is Executors](/dot2/key_wi_executors/) # Full > Pressing the Full key will put the selected fixtures at a dimmer value of 100% (= full) in your programmer. Pressing the Full key will put the selected fixtures at a dimmer value of 100% (= full) in your programmer. If you don’t have a selection of fixtures, then this key won’t do anything. ## Related link [Section titled “Related link”](#related-link) [Full Command](/dot2/key_keyword_full/) # Go- > The Go- key is used to execute a GoBack command on an executor. It will take you to the previous cue with the cue timing. Press this key followed by any key ass The Go- key is used to execute a [GoBack command](/dot2/key_keyword_goback/) on an executor. It will take you to the previous cue with the cue timing. Press this key followed by any key associated with an executor. Don’t mistake this key with the big Go- key under the main executor faders - Read about it [here](/dot2/key_key_defgominus/). ## Related link [Section titled “Related link”](#related-link) [GoBack Command](/dot2/key_keyword_goback/) # [GoFastBack] <<< > The <<< key is used to go back to the previous cue without any cue timing. The <<< key is used to go back to the previous cue without any cue timing. Pressing <<< followed by a key associated with an executor will take you one cue back in 0 seconds. A <<< Please will do it on the main cue list. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the <<< key will give you the [Black command](/dot2/key_keyword_black/). This is used to temporary blackout an executor. It’ll put the dimmers to 0 but keep the other attributes active as long as you keep the executor key pressed. If the dimmers get’s values from other executors, then they might still output dimmer values. When you release the key, then the dimmer values return.   E.g. you want to temporary turn down the dimmer values of executor 3 to 0%. Press the ![ma](/img/dot2/ma-36da5c.png)+<<< keys, now press and hold one of the keys associated with executor number 3. The output will now be 0% as long as you keep the executor key pressed. ## Related link [Section titled “Related link”](#related-link) [<<< or GoFastBack Command](/dot2/key_keyword_skipminus/) [Black command](/dot2/key_keyword_black/) # [GoFastForward] >>> > The >>> key is used to go forward to the next cue without any cue timing and without running any automatic cue following. The >>> key is used to go forward to the next cue without any cue timing and without running any automatic cue following. Pressing >>> followed by a key associated with an executor will take you one cue forward, on that executor, in 0 seconds and will not run any timed cues or follow cue afterwards. Pressing >>> Please will do this on the main cue list. ## Related link [Section titled “Related link”](#related-link) [>>> or GoFastForward Command](/dot2/key_keyword_skipplus/) # Go+ > The Go+ key is used to do a go forward (with time) on any executor. First press Go+ then any key associated with the executor. The Go+ key is used to do a go forward (with time) on any executor. First press Go+ then any key associated with the executor. Don’t mistake this key with the big Go+ key under the main executor faders - Read about it [here](/dot2/key_key_defgoplus/). As a default you already have the Go forward function on the ![go](/img/dot2/go_1-db7d7b.png) key in the executors with a fader. The executors without faders will have the [Toggle command](/dot2/key_keyword_toggle/) on the ![go](/img/dot2/go_1-db7d7b.png) key. You can change this functionality in the [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Go+ key will give you access to the [Unpark command](/dot2/key_keyword_unpark/). This can be used to unpark (or release) any parked element. E.g. you need to unpark fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Go+ Fixture 1 Please Fixtures or attributes can be parked using the [Park command](/dot2/key_keyword_park/) or the Pause [key](/dot2/key_key_pause/). ## Related link [Section titled “Related link”](#related-link) [Go Command](/dot2/key_keyword_go/) [Unpark Command](/dot2/key_keyword_unpark/) [Park Command](/dot2/key_keyword_park/) [Pause Key](/dot2/key_key_pause/) # Goto > The Goto key will give you the Goto Command. It can be used to jump to a specific cue on your main executor or a different specified executor, using the cue tim The Goto key will give you the [Goto Command](/dot2/key_keyword_goto/). It can be used to jump to a specific cue on your main executor or a different specified executor, using the cue timing of the cue you are going to. Unless you specify something else.   Here are some examples: You want to go to cue number 4 in your main cue list using the cue timing of cue 4: Goto 4 Please Notice that you don’t need to press the Cue key - the console figures out that you are calling a cue.    If you need to use a different timing (let’s say 1 second, because you don’t want to wait the 30 minutes the cue originally have), then you could do this: Goto 4 Time (gives you the Fade command) 1 before you press the Please key (to execute the command) have a look at your command line. It looks like this: Goto Cue 4 Fade 1 That is the actual command that the console uses.  So even though you press the Time key you’ll get the [Fade command](/dot2/key_keyword_fade/).   If you need to go to cue 2 in 4 seconds on executor 5 you can press the following keys: Goto 2 Time (gives you the Fade command) 4 Exec 5 Please Or you can do a mix. Goto 2 Time (gives you the Fade command) 4 and then press a key associated with executor 5. # Group > The Group key will open a Groups View on screen 1. It will also put the Group command in the command line, ready for use. The Group key will open a [Groups View](/dot2/key_viewitem_group/) on screen 1. It will also put the [Group command](/dot2/key_keyword_group/) in the command line, ready for use. E.g. you want to select the fixtures stored in group number 1: Group 1 Please Or directly give the fixtures stored in group a value: Group 1 At 5 0 Please  ## Related links [Section titled “Related links”](#related-links) [What are Groups](/dot2/key_wi_groups/) [How to work with Groups](/dot2/key_ht_groups/) # Help > The Help key allows you fast access to helping information - this manual. The Help key allows you fast access to helping information - this manual. If you press Help followed by Please, then you get the [Help View](/dot2/key_viewitem_help/) on screen 1. It opens on the first page of the manual. Press and hold the Help and then pressing a different key will open the help view on the help page for that key. If you just shortly press the Help key and then one of the other keys and then press Please, then you get the help page for that command (works on most keys, but not all). E.g. if you need help about the group command then you can do the following: Help Group Please This open the help page about the group command. If you press Help and then the title bar of any view,then you’ll get the help page of that view (works on most views - not all on screen 1).   ## Related links [Section titled “Related links”](#related-links) [Help View](/dot2/key_viewitem_help/) [Help Command](/dot2/key_keyword_help/) # Highlt (Highlight) > The Highlt (highlight) key is used to toggle the highlight mode. The Highlt (highlight) key is used to toggle the highlight mode. When highlight is on, then all your \_selected \_fixtures will usually output a dimmer value of 100% and most fixtures will turn open white without any gobos. The Highlight values are defined by the fixture profile and cannot be changed in the console. They will stay like this as long as they are selected *and* highlight is on. You don’t need to gives your fixtures any value in the programmer. Highlight will temporary overwrite the outputting values, but not put the dimmer, color and gobo in your programmer. If you press and hold the Highlt key then your selected fixture will begin to flash as long as you keep the key pressed. This is a great feature if you try to locate a fixture in your rig. # If > Pressing the If key gives you the IfOutput command. Pressing the If key gives you the [IfOutput command](/dot2/key_keyword_ifoutput/). This can be used to select fixtures. Depending on what you press after the If key you’ll get a selection of different fixtures. You can select fixtures based on what’s currently on, currently using a preset, or is on and part of a specific group. To learn more about the different options, please follow the link above. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma_1-85eed0.png) together with the If key, will give you the [If command](/dot2/key_keyword_if/). This allows you to limit selections of fixtures or as a limitation in various operations. Please follow the link above the learn more about the If command. # Label > The Label key can be used to label almost all elements. The Label key can be used to label almost all elements. Pressing Label followed by an executor, preset, group or a lot of other objects, will open the [Enter Name for… window](/dot2/key_window_enternameforwindow/). Here you can type a new name for the object. You can label multiple things at the same time. And if you end the name with a space and a number, then the objects will be enumerated. E.g. you want to label fixtures 1 to 10. The first should be “Dimmer 1” and the last one should be “Dimmer 10”. Label Fixture 1 Thru 1 0 Please now type in Dimmer 1 in the  Enter Name for… window. That’s it. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Label key. then you get the [Assign command](/dot2/key_keyword_assign/). This can be used as a shortcut  in different functions. For example when assigning fade times, other functions to executor keys or when patching fixtures. Read about it by following the link above or below.  Related links [Label Command](/dot2/key_keyword_label/) [Assign Command](/dot2/key_keyword_assign/) # MA > The !ma key is a modifier key. When it's pressed with other keys, they get an alternate function. The ![ma](/img/dot2/ma-36da5c.png) key is a modifier key. When it’s pressed with other keys, they get an alternate function. The alternate functions are described under each key. This is a list of all the Keys that have an alternative function: | **Key:** | **Alternative command or function:** | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | [<<<](/dot2/key_key_gofastback/) | [Black](/dot2/key_keyword_black/) command. | | [0 \[Numeric key\]](/dot2/key_key_numeric/) | Opens the [All Preset Pool](/dot2/key_viewitem_preset/). | | [1 - 9 \[Numeric keys\]](/dot2/key_key_numeric/) | Opens the matching Preset Controls on the right screen. | | [Copy](/dot2/key_key_copy/) | [Clone](/dot2/key_keyword_clone/) command. | | [Delete](/dot2/key_key_delete/) | [Remove](/dot2/key_keyword_remove/) command. | | [DMX](/dot2/key_key_dmx/) | [DMXUniverse](/dot2/key_keyword_dmxuniverse/) command. | | [Exec](/dot2/key_key_exec/) | Opens the [Virtual Playbacks view](/dot2/key_viewitem_virtualplayback/). | | [Fix](/dot2/key_key_fix/) | Locks the console. It can be unlocked using the same key combination. | | [Fixture](/dot2/key_key_fixture/) | [Selection](/dot2/key_keyword_selection/) command. | | [Flash](/dot2/key_key_flash/) | [Top](/dot2/key_keyword_top/) command. | | [Go+](/dot2/key_key_goforward/) | [Unpark](/dot2/key_keyword_unpark/) command. | | [Label](/dot2/key_key_label/) | [Assign](/dot2/key_keyword_assign/) command. | | [Move](/dot2/key_key_move/) | [Replace](/dot2/key_keyword_replace/) command. | | [Off](/dot2/key_key_off/) | Opens the [Off Menu](/dot2/key_window_off/). | | [On](/dot2/key_key_on/) | [Call](/dot2/key_keyword_call/) command. | | [Pause](/dot2/key_key_pause/) | [Park](/dot2/key_keyword_park/) command. | | [Please](/dot2/key_key_please/) | Sets focus to the command line and opens the [Command Line View](/dot2/key_view_commandline/). | | [Preset](/dot2/key_key_preset/) | [PresetType](/dot2/key_keyword_presettype/) command. | | [Store](/dot2/key_key_store/) | [StoreLook](/dot2/key_keyword_storelook/) command. | | [Toggle](/dot2/key_key_toggle/) | [Temp](/dot2/key_keyword_temp/) command. |   Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) also gives a few other changes on the screens: It makes a temporary change in the [DMX view](/dot2/key_viewitem_dmx/). When you press and hold the ![ma](/img/dot2/ma-36da5c.png) key, then you see the DMX address instead of the DMX value. There is also a change in the [Executor Bar](/dot2/key_widget_executorlabelbar/). Here you’ll see the executor numbers and the keys and faders function symbols, on the area where you normally see the cues and content of the executor. In the [Fixture Symbol and Fixture Layout Views](/dot2/key_viewitem_fixture/) you can see the currently active color and gobo in each symbol (even though the dimmer might be at 0%) and you can see the fixture name above the symbol, when you have the ![ma](/img/dot2/ma-36da5c.png) key pressed. # Macro > When you press the Macro key, then you'll get the macros pool view on screen 1. Here you have direct access to all the macros. When you press the Macro key, then you’ll get the [macros pool view](/dot2/key_viewitem_macro/) on screen 1. Here you have direct access to all the macros.   If you want to directly run a macro you can also do this using the key. E.g. if you want to run macro number one: Macro 1 Please  ## Related Links [Section titled “Related Links”](#related-links) [Macros Pool View](/dot2/key_viewitem_macro/) [Macro Command](/dot2/key_keyword_macro/) # Magic > Pressing the Magic key will open the Magic Speed view. Pressing the Magic key will open the [Magic Speed view](/dot2/key_viewitem_speed/). Here you have access to the 4 different timing and speed faders. These 4 faders can also be assigned to physical fader executors - have a look at the [Speed](/dot2/key_key_speed/) and [Time](/dot2/key_key_time/) keys. # [Minus] - > The  -  key have two main functions. The  -  key have two main functions.  It can be used for fixture selection and for assigning values. A third use is to change the executor page. ## Fixture selection [Section titled “Fixture selection”](#fixture-selection) E.g. you want to select the fixtures in group five but not fixture number two (a part of group five). Group 5  -  Fixture 2 Please If you already have selected group five and want to remove fixture two from your selection, you can do this:  -  2 Please ## Assigning values [Section titled “Assigning values”](#assigning-values) The  -  key can be used to assign a dimmer value lower than the current value - Remember, you can’t go below 0% on the dimmer. E.g. you have a selection of fixtures at a dimmer value of 50% and you want to lower it 20%. Here’s what you type (you have already selected the fixtures): At  -  2 0 Please That would do the trick. There’s a little extra function to the  -  key. If you press it twice it automatically take 10% off the value. So you could have archived the same by pressing the  -  key four times. ### Absolute value or relative value [Section titled “Absolute value or relative value”](#absolute-value-or-relative-value) The description above is about setting a relative value. You can also set an absolute negative value on attributes like pan and tilt. The difference between a relative or absolute value is a space between the minus sign and the number. To set a relative value you could write in the command line at - 5 (execute command by pressing Please). An absolute value would be written at -5 (execute command by pressing Please). If you want to use the keys, then you can press At - (hold it while you type the value) 5 Please, Holding the minus while typing the value removes the space between the sign and the value. Using the calculator (you can get this by a short tap on the encoder for the value you want to set) you can tap the +/- button to add the sign without a space. For relative values you can use the - button. ## Page selection [Section titled “Page selection”](#page-selection) You can use the  -  key to change the active page. If you want to go to the previous page you can use the following keys: Page  -  Please You can also use calculations. If you are on page five and want to go to page two you could use the following keys: Page  -  3 Please ## Related links [Section titled “Related links”](#related-links) [- \[Minus\] Command](/dot2/key_keyword_minus/) [Calculator Window](/dot2/key_view_calculator/) # Move > The Move key can be used to move objects around. In the following examples I use a group, but it can be almost anything. The Move key can be used to move objects around. In the following examples I use a group, but it can be almost anything. E.g. you want to move group one to group five: Move Group 1 At 5 Please If the destination isn’t empty, then the two objects will exchange position.   You can also move several objects at the same time. Move Group 1 + 2 At 5 Please Will move group 1 at 5 and group 2 at 6.   It can also move executors around. E.g. you want to move the main executor (number 0.1.1) to executor 5 on page 3: Move Exec 0 . 1 . 1 At Exec 3 . 5 Please   ## Related link [Section titled “Related link”](#related-link) [Move Command](/dot2/key_keyword_move/) # Next > The Next key can be used to step through the fixtures. The Next key can be used to step through the fixtures. If you don’t have a selection of fixtures, it will start with the fixture with the lowest fixture ID. With each press it’ll select the next fixture. If you have a selection of fixtures, then it will step through the selection (in the selection order). If you have used one of the MAtricks macros to select some of the fixtures in a total selection, then you can select the other part of your selection using the Next key.  The Prev key will take you backwards through the fixtures.  The Set key will reselect all fixtures. ## Related links [Section titled “Related links”](#related-links) [Prev Key](/dot2/key_key_prev/) [Set Key](/dot2/key_key_set/) # [Numeric keys] > The numeric keys are the keys numbered 0 through 9. The numeric keys are the keys numbered 0 through 9. They are used for selection of fixtures and to assign values and a lot of other situation where you need to type a number.. ### For example: [Section titled “For example:”](#for-example) Selecting fixture one: Fixture 1 Please Selecting two fixtures: Fixture 1 + 2 Please Selecting a range of fixtures: Fixture 1 Thru 5 Please Selecting a range taking one fixture out and give the rest 50%: Fixture 1 Thru 1 0  -  4  At 5 0 Please Selecting a group and give it 50%: Group 1 0 At 5 0 Please   ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then one of the numeric keys will open the Preset Type controls matching the Preset Type on the right screen. The numbers relate to the following preset types: * 0 - This actually opens the All Preset Pool. There are no “All” controls. * 1 - This is the **Dimmer** Preset Type. * 2 - This is the **Position** Preset Type. * 3 - This is the **Gobo** Preset Type. * 4 - This is the **Color** Preset Type. * 5 - This is the **Beam** Preset Type. * 6 - This is the **Focus** Preset Type. * 7 - This is the **Control** Preset Type. * 8 - This is the **Shapers** Preset Type. * 9 - This is the **Video** Preset Type. # Off > Off can be used to turn off active executors or to remove values from your programmer. Off can be used to turn off active executors or to remove values from your programmer. ## Off an executor [Section titled “Off an executor”](#off-an-executor) If you need to turn off an executor you can press Off then any key associated to the executor. You can also be specific using the keys: Off Exec 1 Please Off can also be assigned to an executor key using the [Assign command](/dot2/key_keyword_assign/) (![ma](/img/dot2/ma-36da5c.png)+Label) or the [Change Function of Executors Buttons](/dot2/key_window_changefunctionsofexecutor/) window. ## Off fixtures or values [Section titled “Off fixtures or values”](#off-fixturesor-values) You can remove values or fixture from your programmer by pressing Off followed by what you want to remove. If you need to remove an entire fixture you can press Off followed by the fixture in a fixture view or using the command Off Fixture 1 Please Will remove fixture one from the programmer.   You can remove an entire Preset Type from your programmer for the currently selected fixtures by pressing Off followed by pressing the preset type in the preset type bar on screen 1 or use keys: Off ![ma](/img/dot2/ma-36da5c.png)+1 Please This command will remove all dimmer values (preset type 1) in the programmer for the *selected* fixtures. When you combine the ![ma](/img/dot2/ma_1-85eed0.png) key with numbers then you have direct access to the preset types.   ## The Off window [Section titled “The Off window”](#the-off-window) You can open an [Off window](/dot2/key_window_off/) by pressing the ![ma](/img/dot2/ma_1-85eed0.png) key together with the Off key. In the off window you can turn off and reset different elements like the executors, special masters and the programmer.    ## Related links [Section titled “Related links”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [Off Command](/dot2/key_keyword_off/) [Off window](/dot2/key_window_off/) # On > On can be used to turn on inactive executors or to activate values in your programmer. On can be used to turn on inactive executors or to activate values in your programmer. ## Turn On an Executor [Section titled “Turn On an Executor”](#turn-on-an-executor) If you need to turn on an executor you can press On then any key associated to the executor. You can also be specific using the keys: On Exec 1 Please On can also be assigned to an executor key using the [Assign command](/dot2/key_keyword_assign/) (![ma](/img/dot2/ma-36da5c.png)+Label) or the [Change Function of Executors Buttons](/dot2/key_window_changefunctionsofexecutor/) window. ## Turn On fixtures or values [Section titled “Turn On fixtures or values”](#turn-on-fixturesor-values) You can activate values or fixture in your programmer by pressing On followed by what you want to activate. If you need to activate an entire fixture you can press On followed by the fixture in a fixture view or using the command On Fixture 1 Please Will activate all parameters for fixture one in the programmer. If you need to activate an entire Preset Type in your programmer you can press On followed by pressing the preset type in the preset type bar on screen 1 or use keys: On ![ma](/img/dot2/ma-36da5c.png)+1 Please Will activate all dimmer values (preset type 1) for the *selected* fixtures. Pressing the ![ma](/img/dot2/ma-36da5c.png) key and a number at the same time will give you fast access to the corresponding Preset Type. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) When you press and hold the ![ma](/img/dot2/ma-36da5c.png) and then the On key, you’ll get the [Call command](/dot2/key_keyword_call/). This can be used to call presets. ![ma](/img/dot2/ma-36da5c.png)+On (gives you the Call command) Preset 4 . 1 Please This will call the values stored in preset 1 in preset type 4 into your programmer without selecting the fixtures first. It can also be used to activate values stored in (and up to) a cue. If you need to store the look of cue 3, you can use the Call function to activate these values using the following keys: ![ma](/img/dot2/ma-36da5c.png)+On (gives you the Call command) Cue 3 Please Read more about the Call command by following the links above and below.  ## Related links [Section titled “Related links”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [On Command](/dot2/key_keyword_on/) [Call command](/dot2/key_keyword_call/) # Oops > The Oops key performs an undo for most things you do in the console. The Oops key performs an undo for most things you do in the console.  E.g. if you have store the wrong cue, then you can press Oops and you’ll no longer have the cue, but the values are back in your programmer.   If you are in the process of typing a command and haven’t executed it yet (by pressing Please), then you can use Oops as a backspace function. # Page > The Page key is used to access the different pages of executors. The Page key is used to access the different pages of executors. It opens the [Page View](/dot2/key_viewitem_page/) on screen 1. Here you can tap a page to change page. You also have easy access to name, move, copy and delete pages. You can also use the Page key to change directly to a page. Page 5 Please Will change all your executors to page five if the page exists. If a page doesn’t exists then you need to store it first (Store Page 5 Please). You can also use Page + and Page - to change pages. ## Related links [Section titled “Related links”](#related-links) [Page Command](/dot2/key_keyword_page/) [Page View](/dot2/key_viewitem_page/) [Page+ Key](/dot2/key_key_pagenext/) [Page- Key](/dot2/key_key_pageprevious/) # Page+ > The Page+ key is used to change to the next page of executors. The Page+ key is used to change to the next page of executors.  Page- gives you the previous page. If the page doesn’t exits then the page is created. If you need to go to a specific page then you can use the Page key in combination with the page number. If you need to learn more about the executor pages then please read the [What is Executors](/dot2/key_wi_executors/). ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Page Command](/dot2/key_keyword_page/) [Page Key](/dot2/key_key_page/) [Page- Key](/dot2/key_key_pageprevious/) # Page- > The Page- key is used to change to the previous page of executors - the lowest number is 1. The Page- key is used to change to the previous page of executors - the lowest number is 1.  Page+ gives you the next page. If the page doesn’t exits then the page is created. If you need to go to a specific page then you can use the Page key in combination with the page number. If you need to learn more about the executor pages then please read the [What is Executors](/dot2/key_wi_executors/). ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Page Command](/dot2/key_keyword_page/) [Page Key](/dot2/key_key_page/) [Page+ Key](/dot2/key_key_pagenext/) # Pause > The Pause key is used to pause any running fades on an executor. First press Pause then any key associated with the executor where you need to pause the fade. T The Pause key is used to pause any running fades on an executor. First press Pause then any key associated with the executor where you need to pause the fade. This will stop the fading where it is. You can start the fade again by pressing Pause and then the executor or if you need to go back you can press Go- and then the executor.  Don’t mistake this key with the big Pause key under the main executor faders - Read about it [here](/dot2/key_key_defpause/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Pause key will give you access to the [Park command](/dot2/key_keyword_park/). This can be used to park (or lock) any parameter or fixture. E.g. you need to park fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Pause Fixture 1 Please This locks all parameters of fixture 1. If you open the DMX view, then you can see the parked fixtures and their DMX channels indicated by a blue background. Also if you have any parked fixtures you’ll see a blue parking icon next to the command line on screen 1. Fixtures or attributes can be unparked using the [Unpark command](/dot2/key_keyword_unpark/) or the combination of the ![ma](/img/dot2/ma-36da5c.png) and  Go+ key. E.g. you need to unpark fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Go+ Fixture 1 Please If you want to unpark everything then you can also use the [Tools menu](/dot2/key_window_tools/). Here you’ll find a Unpark all DMX channels button. ## Related link [Section titled “Related link”](#related-link) [Pause Command](/dot2/key_keyword_pause/) [Park Command](/dot2/key_keyword_park/) [Unpark Command](/dot2/key_keyword_unpark/) [Go+ Key](/dot2/key_key_goforward/) [Tools Menu](/dot2/key_window_tools/) # Please > The Please key is used to execute a command. The Please key is used to execute a command. If you use an external keyboard, then you can use the Enter key. You can toggle between activating or deactivating all the different functions (attributes) for the selected fixture(s). When you have a selection, press the Please key twice, notice in the Fixture view (sheet mode) that all functions background turn red. Pressing the Please key once will now toggle the activation. To learn more about what this mean, please read the [What is The Programmer](/dot2/key_wa_programmer/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key plus the Please key then you open the [command line](/dot2/key_view_commandline/) view and gives the input focus to the command line. This is an easy way to begin typing commands from a keyboard. ## Related links  [Section titled “Related links ”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [Command Line View](/dot2/key_view_commandline/) # [Plus] + > The  +  key have two main functions. The  +  key have two main functions.  It can be used for fixture selection and for assigning values. A third use is to change the executor page. ## Fixture selection [Section titled “Fixture selection”](#fixture-selection) E.g. you want to select the fixtures in group five and fixture number two (not a part of group five). Group 5  +  Fixture 2 Please If you already have selected group five you can do this to add fixture two to your selection:  +  2 Please ## Assigning values [Section titled “Assigning values”](#assigning-values) The  +  key can be used to assign a value higher than the current value - Remember, you can’t go above 100% on the dimmer. E.g. you have a selection of fixtures at a dimmer value of 50% and you want to raise it 20%. Here’s what you type (you have already selected the fixtures): At  +  2 0 Please That would do the trick. There’s a little extra function to the  +  key. If you press it twice it automatically adds 10% to the value. So you could have archived the same by pressing the  +  key four times. ### Absolute value or relative value [Section titled “Absolute value or relative value”](#absolute-value-or-relative-value) The description above is about setting a relative value. You can also set an absolute positive value. The difference between a relative or absolute value is a space between the plus sign and the number. To set a relative value you could write in the command line at + 5 (execute command by pressing Please). An absolute value would be written at +5 (execute command by pressing Please). The positive value is usually implied unless you specify differently - so you just need to type at 5 Please. Using keys you can just press At 5 Please. If you for some reason need to add the plus the you can press At + (hold it while you type the value) 5 Please, Holding the plus while typing the value removes the space between the sign and the value. Both will set the value at positive 5. Using the calculator (you can get this by a short tap on the encoder for the value you want to set) you can tap the +/- button to add the sign without a space. For relative values you can use the + button. ## Page selection [Section titled “Page selection”](#page-selection) You can use the  +  key to change the active page. If you want to go to the next page you can use the following keys: Page  +  Please You can also use calculations. If you are on page two and want to go to page five you could use the following keys: Page  +  3 Please ## Related links [Section titled “Related links”](#related-links) [+ \[Plus\] Command](/dot2/key_keyword_plus/) [Calculator Window](/dot2/key_view_calculator/) # Preset > When you press the Preset key then you see the Preset Pools view on screen 1 and gives you the Preset command in the command line. When you press the Preset key then you see the [Preset Pools view](/dot2/key_viewitem_preset/) on screen 1 and gives you the [Preset command](/dot2/key_keyword_preset/) in the command line. If you need to learn about presets, please follow the links to the [What is Presets](/dot2/key_wi_presets/) and the [How to Work with Presets](/dot2/key_ht_presets/) pages. ## Preset Views [Section titled “Preset Views”](#preset-views) This view changes according to the selected preset type. E.g. if you select the Color in the Preset type bar on the right side of screen 1 then the Preset view will show you all the color presets, if you select Position then it shows you the position presets. The Preset view allows you to tap the presets on the screen to load the values. Please read the [How to Work with Presets](/dot2/key_ht_presets/) to learn details about this process. ## Preset Command [Section titled “Preset Command”](#preset-command) The preset command primary function is to assign presets to fixtures. This might be easier to do using the screens, but you can also do this using the keys and thus the commands. If you need to use the position preset number 1 on fixture 1, then you can type the following (from an empty programmer): Fixture 1 At Preset 2  .  1 Please In this example we use the “2.1” to tell the console that its’s the first preset in the Position preset type. The number 2 in this command tells the console that it’s a Position. The 1 tells it that it’s the first one.  On the right side of screen 1 you can see all the different preset types. The top one is number 1, then second is number 2 and so on. This is not a fixed list. This changes depending of your patched fixtures. It does usually follow a specific order. For instance is Dimmer always before Position. So in the example from before we can see that the Position is the second preset type.   ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) When you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Preset key then you get the [PresetType command](/dot2/key_keyword_presettype/).  This can be used to activate the different preset types. It’s the same as tapping the different buttons on the screen. Since the number can change depending on your patched fixtures, then it’s preferred to use the preset type name. But then you need to write it in the command line. ![ma](/img/dot2/ma-36da5c.png)+Preset 1 is often the same as PresetType “Dimmer”. ## Related links [Section titled “Related links”](#related-links) [What is Presets](/dot2/key_wi_presets/) [How to Work with Presets](/dot2/key_ht_presets/) [Preset Pools view](/dot2/key_viewitem_preset/) [Preset command](/dot2/key_keyword_preset/) [PresetType Command](/dot2/key_keyword_presettype/) # Prev (Previous) > The Prev key can be used to step back through the fixtures. The Prev key can be used to step back through the fixtures. If you don’t have a selection of fixtures, it will start with the fixture with the highest ID number. With each press it’ll select the previous fixture, going down in ID number. If you have a selection of fixtures, then it will step backwards through the selection (in the selection order). If you have used one of the MAtricks macros to select some of the fixtures in a total selection, then you can select the other part of your selection using the Prev key.  The Next key will take you forward through the fixtures. The Set key will reselect all fixtures. ## Related links [Section titled “Related links”](#related-links) [Next Key](/dot2/key_key_next/) [Set Key](/dot2/key_key_set/) # Prvw (Preview) > The Prvw key is used to enter the Preview mode and to run commands in preview. The Prvw key is used to enter the Preview mode and to run commands in preview. The command executed by the key is the [Preview command](/dot2/key_keyword_previewexecutor/). This allows you to run cues and program without affecting the output of your console. As long as you are in the preview mode, then your programmer functions as the blind function, but you can also run cues with their cues timings. Your screens will show you the cue content and if you have a dot2 3D connected then you can see the previewed cues in the 3D. Pressing the Prvw (Preview) key followed by Please will take you into the Preview mode. The Prvw key will flash while you are in the preview mode. You can see the cue timing into the next cue by pressing the small Go+ and then the Prvw key. You can also do a go back by pressing the (small) Go- and then the Prvw key. You can exit the preview mode by pressing the Off key followed by Prvw. You can chose to preview a specific cue: Prvw Cue 3 Please will preview cue number 3 on the main executor. You can preview a different executor (than the main): Prvw followed by one of the executor keys on any executor with a cuelist will preview this executor.   ## Related link [Section titled “Related link”](#related-link) [Preview command](/dot2/key_keyword_previewexecutor/) # Select > Pressing the Select key gives you the Select command. Pressing the Select key gives you the [Select command](/dot2/key_keyword_select/). This can be used to select the fixtures used on an executor.   E.g. you need to select all the fixtures used in the cue list on executor 2: Press Select and now press any of the keys associated with executor number 2.   Or if you need to select the fixtures stored in cue number 3 on executor 5: Select Cue 3 Exec 5 Please   ## Related link [Section titled “Related link”](#related-link) [Select command](/dot2/key_keyword_select/) # Set > The Set key is used together with the Next and Prev key. The Set key is used together with the Next and Prev key. This is used when you have selected some fixtures and you want to work with one of the fixtures in your selection. Then you can use the Next and Prev keys to step through your fixtures. If you need to reselect all the fixtures in your selection, then you can press Set. ## Related links [Section titled “Related links”](#related-links) [Next Key](/dot2/key_key_next/) [Prev (Previous) Key](/dot2/key_key_prev/) # Setup > Pressing the Setup key will open and close the Setup Window on screen 1. Pressing the Setup key will open and close the [Setup Window](/dot2/key_window_setup/) on screen 1. Here you can change the setup of your show and console. Here you also add and patch fixtures. Please follow the link above to read more about the setup. # Speed > The Speed key allows you to set the running speed in chasers and effects. To learn more about chasers, please have a look at What are Chasers and How to use Cha The Speed key allows you to set the running speed in chasers and effects. To learn more about chasers, please have a look at [What are Chasers](/dot2/key_wi_chasers/) and [How to use Chasers](/dot2/key_ht_chasers/). Pressing the Speed key enters the [Learn command](/dot2/key_keyword_learn/) into the command line.  If you have a chaser or an effect, press and hold the Speed key while you tap any of the keys associated with the executor whit the chaser. This will set the chaser´s running speed to the BPM of your taps.  ## Speed Masters [Section titled “Speed Masters”](#speed-masters) The Speed key can also be used to create five Special Masters. Press Store Speed and then a key on the executor where you want the Master. This will open a window like this: ![](/img/dot2/dot2_views-and-windows_store-speed_v1-3-cb5068.png) *Figure 1: Window – Select Speed Master* A Master Speed fader can be used to dynamically adjust the speed used by chasers and effects stored in cues. A Master Rate fader can be used to dynamically adjust the timing of the cues. Read more about these five masters in the [Magic Speed view](/dot2/key_viewitem_speed/). These five speed faders can be enabled or disabled for each executor. It can be adjusted in the [Settings of Executor](/dot2/key_window_settingsofexecutor/). # Store > The Store key is used when you need to store something. The Store key is used when you need to store something. You store the content of your programmer, what you store depends on what you press or tap after Store.  Here are some examples: Store Cue 1 Please This will store the active values in your programmer in cue number one on the main executor. Store Color Pool Button 1 This will store your active color values in color preset number 1 Store Preset 4 . 1 Please Will store preset number one in preset type four (often color when using moving fixtures).    Often when you store something on a location that already have content, you are asked what to do. There are often the same options: Merge will add the values to your location. Remove will not store your active values, but instead delete any already existing values from the location.  Overwrite will store your active values and delete all other values. Create second cue will store your active values in a new second cue (only an option when you a store something into a cue list with only one cue). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) key and then the Store key will give you the [StoreLook command](/dot2/key_keyword_storelook/). When you store a cue with StoreLook then you store the current dimmer values for all your fixtures in the console. It also stores all attributes for the fixtures with a dimmer value above 0. So not just your active programmer values, but every dimmer value and all attribute value for fixtures with dimmer output. ![ma](/img/dot2/ma-36da5c.png)+Store (this will give you the StoreLook command) Cue 1 Please Creates a cue number one with every attribute from fixtures with dimmer value above 0 and all dimmer values (even the ones with 0%) on the main executor. When you store a cue using StoreLook. then you’ll also get a Protected cue - read more about protected cues in the [How to work with Cues](/dot2/key_ht_cues/).  ## Related links [Section titled “Related links”](#related-links) [Store Command](/dot2/key_keyword_store/) [What is The Programmer](/dot2/key_wa_programmer/) [StoreLook Command](/dot2/key_keyword_storelook/) # Thru > The Thru key can be used to define a range. This can be a range in selection or in values. The Thru key can be used to define a range. This can be a range in selection or in values. ## Selection range [Section titled “Selection range”](#selection-range) You can use Thru to select a range of fixtures, groups or a lot of other things. If you want to select fixtures 1 + 2 + 3 + 4 + 5, then you can use the following: Fixture 1 Thru 5 Please If 1 is the first fixture then you don’t need to type number 1: Fixture Thru 5 Please That selects all fixtures with ID number up to 5. If fixture 5 is the fixture with the highest ID, then we can do it shorter: Fixture Thru Please This will select all fixture from the one with the lowest number and all the way to the one with the highest number. If you don’t define anything else then the console will use fixture: Thru Please This selects all fixtures in your show.   Instead of Fixture you can use a lot of other things. It could be Groups, Presets, Macros etc.  ## Value range [Section titled “Value range”](#value-range) When you have a selection of fixtures, then you can give them values in a range. At 1 0 Thru 1 0 0 Please This command will spread the values from 10% to 100% over your selected fixtures. You can also use more than two values in your spread. At 1 0 Thru 1 0 0 Thru 1 0 Please This will spread the values from 10% and then half of your selection will get the values up to 100% and the second half will then spread back down to 10%. ## Related link [Section titled “Related link”](#related-link) [Thru Command](/dot2/key_keyword_thru/) # Time > Pressing the Time key opens the Time defaults window. Pressing the Time key opens the [Time defaults window](/dot2/key_window_timedefaults/). Using this window you can set the different times used when storing new cues.   If you are storing a cue and you have pressed the Store key, then the Time key will flash when you have set a different default timing than the factory defaults.   Also when you are storing cues, you can temporary store a different time than your defaults using the Time key. When using Time with Store you get the [Fade Command](/dot2/key_keyword_fade/). ## Example [Section titled “Example”](#example) You want to store cue 2 with a fade time of 3 seconds. You press: Store Cue 2 Time 3 Please Notice that the command line is actually changing the time command into fade: Store Cue 2 Fade 3   If you continue to press the Time key during the store operation, you can get to all the different possible timings in a cue (except the preset type timings). Store Cue 1 Time 2 Time 3 Time 4 Time 5 Time 6 Time 7  Gives you this in the command line: Store Cue 1 Fade 2 OutFade 3 Delay 4 OutDelay 5 SnapPercent 6 CmdDelay 7   ## Special Masters [Section titled “Special Masters”](#special-masters) You can use the Time key to create two different special masters. Pressing Store Time and then press an empty executor key will give you the following window: ![](/img/dot2/dot2_viewsandwindows_storetime_1-1-3-7ce8e0.png)*Figure 1: Select Time Master type window.* Here you can select one of the two master types. The Exec (Executor) Time will overwrite the fade times stored in cues and use the time you set on the fader as a cross fade between cues. All delay times are ignored. The Prog (Programmer) Time will be used to fade all your programmer value changes. This includes toggling in and out of Blind. You can read more about the different Speed and Time Masters in [Magic Speed view](/dot2/key_viewitem_speed/).     ## Related links [Section titled “Related links”](#related-links) [Time defaults window](/dot2/key_window_timedefaults/) [Fade command](/dot2/key_keyword_fade/) [OutFade command](/dot2/key_keyword_outfade/) [Delay command](/dot2/key_keyword_delay/) [OutDelay command](/dot2/key_keyword_outdelay/) [SnapPercent command](/dot2/key_keyword_snappercent/) [CmdDelay command](https://help.malighting.com/dot2/en/help/d5b0bc10-d172-4986-bb2e-437bc693ee7e.html) # Toggle > The Toggle key will execute the Toggle command. The Toggle key will execute the [Toggle command](/dot2/key_keyword_toggle/).  This will turn on or off an executor. If an executor is active then you can deactivate it by pressing Toggle and then the executor. If it’s not active then it will turn on when you use the command. If you know what status you want the executor to have, then you can use the On and Off keys. This is the default function for the executors without faders. If you need this function on any executor key, then you can press ![ma](/img/dot2/ma-36da5c.png) and Label keys together (this will give you the [Assign command](/dot2/key_keyword_assign/)), then press Toggle and then the desired executor key. You can also use the [Change Functions of Executor Buttons Window](/dot2/key_window_changefunctionsofexecutor/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Toggle key then you get the [Temp command](/dot2/key_keyword_temp/). This can be used to run an executor temporary. When you press the ![ma](/img/dot2/ma-36da5c.png) + Toggle and then press a key associated with an executor, then the executor will be active as long as you hold the key pressed. When you press the executor key the actual Temp command is executed and when you release the key, then you execute a Temp Off. This will also turn off the executor if it was running before you did the “temp”. You can assign the Temp function to a key just like described above. ## Related link [Section titled “Related link”](#related-link) [Toggle Command](/dot2/key_keyword_toggle/) [On Command](/dot2/key_keyword_on/) [Off Command](/dot2/key_keyword_off/) [Change Functions of Executor Buttons Window](/dot2/key_window_changefunctionsofexecutor/) [Temp Command](/dot2/key_keyword_temp/) # Tools > Pressing the Tools key will open and close the Tools Window on screen 1. Pressing the Tools key will open and close the [Tools Window](/dot2/key_window_tools/) on screen 1. Here you have access to different helping tools. Please follow the link above to read more about the different things you can do in the Tools menu. # Up > The Up key can be used to scroll or move the cursor up in some views. The Up key can be used to scroll or move the cursor up in some views.  It can also be used to change the value of the last touched attribute in the Preset Type Views. ## Related link [Section titled “Related link”](#related-link) [Down Key](/dot2/key_key_down/) # Update > Pressing the Update key will store the active programmer values into the current cue. Pressing the Update key will store the active programmer values into the current cue. If you don’t specify an executor then it will do it on the main executor.  You can do it on other executors by pressing Update and then one of the keys associated with the executor and the active running cue you want to update. If you update an executor that isn’t active, then it will update the first cue in that executor.   ## Related link [Section titled “Related link”](#related-link) [Update Command](/dot2/key_keyword_update/) # View [Eye] > This is called the View key. This is called the View key. Pressing the ![eye](/img/dot2/eye_1-352bc0.png) key allows you to view different cue lists. If you follow this key with a Please, then you are shown the cue list of the main executor. If you press the ![eye](/img/dot2/eye_1-352bc0.png) key and then one of the keys associated with one of the other executors, then you are shown the detailed cue list for that executor. ## Related link [Section titled “Related link”](#related-link) [Cue list view](/dot2/key_viewitem_cue/) # Keys > This section contains a list of all physical keys on the console and a description of each of them. This section contains a list of all physical keys on the console and a description of each of them. # Assign > This page describes the syntax and how to use thAssignommand. This page describes the syntax and how to use the **Assign** command. To go to the Assign command press and hold ![ma](/img/dot2/ma-36da5c.png) key and Label on the console.\ Assign is in the [command line](/dot2/key_widget_commandlineinput/), now. Assign ## Description [Section titled “Description”](#description) With the Assign command, you can create assignments between * a fixture and a DMX address * a function and an executor button * a fade time and cues of an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Assign a fixture to a DMX address. Assign Fixture 21 DMX 2.1 2\. Assign a function to an executor button. Assign Flash 3\. Assign fade time to cues of an executor. Assign Fade 10 Cue 2 Exec 1 4\. Assign fade time to the current cue of the main executor. Assign Fade 10 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will patch the fixture ID 21 to the DMX address 2.1. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Fixture 2 1 DMX 2 . 1 Please. The fixture ID 21 is patched to the DMX address 2.1. Double check the correct patch in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will assign a function to an executor. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Flash and the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png). The function flash is assigned to the respective executor button. Double check the assigned function in the [Change Functions of Executor Buttons View](/dot2/key_window_changefunctionsofexecutor/). ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will assign a fade time of 10 to the cue 1 of the executor 5. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 1 0 Cue 1 Exec 5 Please. The fade time of 10 is assigned to the cue 1 of the executor 5, now. Double check the assigned fade time in the respective [Cues View](/dot2/key_viewitem_cue/). ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will assign the fade time 5 to the current cue of the main executor. Make sure that the current cue is running.\ If the main executor is off, the fade time will be assigned to each cue of the cue list. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 5 Please. The fade time 5 is assigned to the current cue of the main executor. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Fade Command](/dot2/key_keyword_fade/) * [Time Key](/dot2/key_key_time/) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Change Functions of Executor Buttons View](/dot2/key_window_changefunctionsofexecutor/) * [Cues View](/dot2/key_viewitem_cue/) # At > This page describes the syntax and how to use thAtommand. This page describes the syntax and how to use the\*\* At\*\* command. To go to the At command, press the At key on the console.\ **At** is in the [command line](/dot2/key_widget_commandlineinput/), now. At ## Description [Section titled “Description”](#description) With the **At** command, you can * apply values to selected fixtures * apply presets to selected fixtures * apply a value from a fixture to another fixture * apply a value to an executor * use it as a helping command for e.g. a copy function ## Syntax [Section titled “Syntax”](#syntax) 1\. Apply values to the selected fixtures: At 50 2\. Apply presets to selected fixtures: At Preset 1.2 3\. Apply a value from a fixture to another fixture: Fixture 1 At Fixture 2 4\. Apply a value to an executor. Executor 1 At 50 5\. Use the **At** command as a helping command for a e.g. a copy function. Copy Cue 2 At 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will apply the dimmer value to 50 % to the selected fixtures. At 5 0 Please All selected fixtures have the dimmer value 50. Double check the dimmer value in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). If the master fader is not set to 100 %, the values in the Fixture Symbol View are smaller than in the Fixture Sheet View. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will apply a dimmer preset object to all selected fixtures. 1\. Go to the [Preset Pool Dimmer](/dot2/key_viewitem_preset/).\ 2\. Tap a dimmer preset object. OR At Preset 1 . 2 Please All selected fixtures have the selected dimmer preset objects. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will apply the values from fixture 1 to fixture 2. Select at first the fixture which should get the value and then the fixture where the value comes from. 1\. Select the fixture which should get the value Fixture 2 2\. Select the fixture where the value comes from. At Fixture 1 Please Fixture 2 has the value from fixture 1. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will apply the executor 3 to the value 50 %. The physical fader doesn´t move. To apply the value to the main executor, do not type in an executor number, just Exec. Exec 3 At 5 0 Please The executor 3 has now 50 %. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will copy the Cue 2 to the Cue 3.\ You need the **At** command as a helping command. Copy Cue 2 At 3 Please The system asks you to choose the copy method. ## Related Links [Section titled “Related Links”](#related-links) * [At Key](/dot2/key_key_at/) * [Command Line](/dot2/key_widget_commandlineinput/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Preset Pools](/dot2/key_viewitem_preset/) # Black > This page describes the syntax and how to use thBlackommand. This page describes the syntax and how to use the **Black** command. To go to the **Black** command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and the <<< [\[GoFastBack\] key](/dot2/key_key_gofastback/) on the console. ## Description [Section titled “Description”](#description) With the black command you set the dimmer attribute of an executor to 0 % * temporary, as long as you press and hold the executor * with a command ## Syntax [Section titled “Syntax”](#syntax) To set the dimmer attribute of an executor to 0 %. Black ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will temporary set the dimmer attribute of executor 3 to 0 % as long as you press and hold the executor. Press and hold ![ma](/img/dot2/ma-36da5c.png) and <<< \[GoFastBack] (=Black) and press and hold the respective executor button ![go](/img/dot2/go_1-db7d7b.png). As long as you hold the executor button, the black command will be executed. As soon as you leave the executor button, the executor is back in its normal status. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the dimmer attributes of executor 3 to 0 %, by a command. Press and hold ![ma](/img/dot2/ma-36da5c.png) and <<< \[GoFastBack] (=Black) Exec 3 Please. The dimmer values are set to 0 %. To bring a button executor back in its normal status, press the button executor twice.\ To bring a fader executor back in its normal status, move the fader to 0 % and up again. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [<<< \[GoFastBack\] Key](/dot2/key_key_gofastback/) * [Change Functions of Executor Buttons](/dot2/key_window_changefunctionsofexecutor/) * [Select Functions of Executor Buttons](/dot2/key_window_selectfunctionofexecutor/) # Blind > This page describes the syntax and how to use thlind command. This page describes the syntax and how to use the\*\*\*\* blind command. If you enter the blind command in the console, by press the Blind key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word blind in. To go to the blind command press the Blind key on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the blind command you can turn the live output of the programmer on or off.\ This is useful for programming light without an actual output. The blind command is a toggle function. If blind is on and you press Blind, blind is off. If blind is off and you press Blind, blind is on. ## Syntax [Section titled “Syntax”](#syntax) Turn blind on or off. Blind ## Example [Section titled “Example”](#example) Let´s assume, you will turn blind on for further programming but you don´t want to disturb what is going on at stage. Press Blind. The console gives you feedback that blind is on at the bottom of screen 1.\ All values in the programmer has no actual output. Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Related Links [Section titled “Related Links”](#related-links) * [Blind Key](/dot2/key_key_blind/) * [Command Line View](/dot2/key_view_commandline/) * [What is the Programmer?](/dot2/key_wa_programmer/) # Call > This page describes the syntax and how to use thCallommand. This page describes the syntax and how to use the **Call** command. To go to the **Call** command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and On on the console.\ **Call** is in the [command line](/dot2/key_widget_commandlineinput/), now. Call ## Description [Section titled “Description”](#description) With the **Call** command, you can call: * Presets from the preset pool into the [programmer](/dot2/key_wa_programmer/) for all supporting fixtures of these attributes * The status of a cue as actual output and the values of the cue into the programmer as storable values, but without selecting the fixtures ## Syntax [Section titled “Syntax”](#syntax) 1\. Call a preset from the preset pool into the programmer. Call Preset 1.1 2\. Call a cue. Call Cue 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will call the dimmer preset 1 from the dimmer preset pool (= 1) into the programmer. Press and hold ![ma](/img/dot2/ma-36da5c.png) + On (=Call) and Preset 1 . 1 Please. The dimmer preset 1 is in the programmer for all supporting fixtures of these preset type. **Hint:**\ Double check the programmer values in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will store a cue 4 (= green background and actor on stage).\ The light for actor on stage is currently in the programmer along with the selected fixtures.\ Now, you call cue 3 (= green background) to the current selection of fixtures and values into the programmer. ![](/img/dot2/dot2_commands_call01_1-2-374dcb.png) *Figure 1: Light for actor on stage in the programmer* Press and hold ![ma](/img/dot2/ma-36da5c.png) + On (=Call) and Cue 3 Please. ![](/img/dot2/dot2_commands_call02_1-2-468116.png) *Figure 2: Light for actor on stage and cue 3 values are in the programmer* The cue 3 is called and you see the actual output along with your previous selections of fixtures and their values.\ All values of cue 3 are in the programmer and they are storable.\ No fixture from cue 3 is selected.\ You can still adjust the values of the fixture selection.\ If everything looks nice, store cue 4 (=green background with actor on stage) on an executor. # Clone > This page describes the syntax and how to use the Cloneommand. This page describes the syntax and how to use the **Clone** command. To go to the Clone command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and Copy on the console.\ Clone is in the [command line](/dot2/key_widget_commandlineinput/) now. ## Description [Section titled “Description”](#description) With the Clone command, you copy all values from a fixture to another fixture throughout the entire show file.\ This includes cues, presets, and groups. The clone command works like a batch processing for the [At command](/dot2/key_keyword_at/) along with [Update command](/dot2/key_keyword_update/). ## Syntax [Section titled “Syntax”](#syntax) Clone fixture 1 at fixture 2. Clone Fixture 1 At 2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you did programming for 2 fixtures (ID 1 and 2) and then you realize you will add three more fixtures at this spot doing the same as the other one. ![](/img/dot2/dot2_commands_clone01_1-2-8158aa.png) *Figure 1: Fixture 1 and 2 are programmed ready* Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 + 2 At 3 Thru 5 Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 1 and 2 are cloned at fixture 3 thru 5. All fixtures doing exactly the same. ![](/img/dot2/dot2_commands_clone02_1-2-dbd23b.png) *Figure 2: Fixture 1 and 2 are cloned at fixture 3 thru 5* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will clone the fixtures (ID 31 and 32) only on executor 1, because you need one more fixtures for the actors light. The [If command](/dot2/key_keyword_if/) limited the Clone command, that the cloning work only for the executor 1. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 31 + 32 At 33 Thru 35 If and the respective executor button ![go](/img/dot2/go_1-db7d7b.png)  Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 31 and 32 are cloned at fixture 33 thru 35, only on executor 1. # Copy > This page describes the syntax and how to use thopy command. This page describes the syntax and how to use the\*\*\*\* copy command. To go to the copy command press Copy on the console. ## Description [Section titled “Description”](#description) With the copy command, you can copy: * Groups to another group * Cues to another cue * Pages to another page in the [page pool](/dot2/key_viewitem_page/) * Executors to another executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Copy a group to another group. Copy Group 1 At 2 2\. Copy a cue to another cue on the main executor. Copy Cue 1 At 2 3\. Copy a cue from the main executor to another executor. Copy Cue 1 At 2 Executor 4 4\. Copy a cue to another cue on a normal executor. Copy Exec 2 Cue 1 At Exec 2 Cue 3 5\. Copy a page to another page in the [page pool](/dot2/key_viewitem_page/). Copy Page 1 At Page 2 6\. Copy the main executor to another executor. Copy Executor 0.1.1 At Executor 1.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will copy a group 1 at group 2. There are two ways to do this: a) Press Copy Group 1 At 2 Please. b) Press Copy, then tap at the group 1 in the [groups view](/dot2/key_viewitem_group/) and then tap at group 2. Group 1 is copied at group 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will copy cue 1 at cue 10 on the main executor. Press Copy 1 (= Cue 1) At 10 Please. The console ask to [choose the copy method](/dot2/key_window_choosecopymethod/). Cue 1 is copied at cue 10 on the main executor. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will copy cue 1 from the main executor at cue 2 on executor 4. Press Copy 1 (= Cue 1) At 2 Exec 4 Please. The console ask to [choose the copy method](/dot2/key_window_choosecopymethod/). Cue 1 is copied from the main executor at cue 2 on executor 4. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will copy cue 1 on executor 2 to cue 2 on executor 2. Press Copy Exec 2 Cue 1 At Exec 2 Cue 2 Please. Cue 1 from executor 2 is copied at cue 2 on executor 2. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you have a repertoire of pages with all possible songs and you will pick some pages (songs) for tonights event. There are two ways to do this: a) Press Copy Page 100 At 1 Please. b) Press Copy, tap at page 100 in the [page pool](/dot2/key_viewitem_page/), press At, tap at page 1. Page 100 is copied at page 1. ## Example 6 [Section titled “Example 6”](#example-6) Let´s assume, you will copy the main executor to executor 2 on page 1. There are three ways to do this: a) Press Copy and then one of the large main executor buttons, e.g. the large Pause and then press executor button 2 ![go](/img/dot2/go_1-db7d7b.png) . b) Press Copy tap at the main executor in the [executor bar window](/dot2/key_window_playback/) and then tap at the empty executor 2. c) Press Copy Exec 0 . 1 . 1 At Exec 1 . 2 Please. The main executor is copied to executor 2 on page 1. # CrashLogCopy > This page describes the syntax and how to use thCrashLogCopyommand. This page describes the syntax and how to use the **CrashLogCopy** command. To use the CrashLogCopy command, type **CrashLogCopy** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the CrashLogCopy command, you can copy crash log files to the inserted USB stick. The crash log files are in the folder **dot2\temp**. To delete crash log files from the dot2 console, use the [CrashLogDelete command](/dot2/key_keyword_crashlogdelete/). For more information, refer to [Error Handling](/dot2/key_error_handling/). ## Syntax [Section titled “Syntax”](#syntax) CrashLogCopy ## Example [Section titled “Example”](#example) Let´s assume, the console crashes and you will get a crash log file for technical support. 1\. Type in the command line: CrashLogCopy 2\. Press Please. The crash log file is on the inserted USB stick in the folder dot2\temp. # CrashLogDelete > This page describes the syntax and how to use thCrashLogDeleteommand. This page describes the syntax and how to use the **CrashLogDelete** command. To use the CrashLogDelete command, type **CrashLogDelete** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the CrashLogDelete command, you can delete the crash logs from the console. Use the CrashLogDelete command, after the technical support has received the crash log file. ## Syntax [Section titled “Syntax”](#syntax) CrashLogDelete ## Example [Section titled “Example”](#example) Let´s assume, the technical support solved the problem and you will delete the crash log files from the console. 1\. Type in the command line: CrashLogDelete 2\. Press Please. All crash log files from the console are deleted. # CrashLogList > This page describes the syntax and how to use thCrashLogListommand. This page describes the syntax and how to use the **CrashLogList** command. To use the CrashLogList command, type **CrashLogList** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) The CrashLogList command displays in the [command line view](/dot2/key_view_commandline/), if a crash log file exist. To export the crash log file, use the [CrashLogCopy Command](/dot2/key_keyword_crashlogcopy/). For more information, refer to [Error Handling](/dot2/key_error_handling/). ## Syntax [Section titled “Syntax”](#syntax) CrashLogList ## Example [Section titled “Example”](#example) Let´s assume, the console crashes and you will check if a crash log file is provided. 1\. Type in the command line: CrashLogList 2\. Press Please. The [command line view](/dot2/key_view_commandline/) displays, if a crash log file is provided. # Cue > This page describes the syntax and how to use the cue command. This page describes the syntax and how to use the cue command. To go to the cue command press Cue on the console. ## Description [Section titled “Description”](#description) With the cue command you can e.g. * select all fixtures of a cue in the fixtures view * copy a cue * go to a cue ## Syntax [Section titled “Syntax”](#syntax) 1\. Select the fixtures of a cue. Cue 1 2\. Copy a cue. Copy Cue 2 At 9 3\. Go to a cue. Goto Cue 3 Executor 5 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will select all fixtures of cue 1 from the executor 1. Cue 1  Exec 1 Please All fixtures from cue 1, executor 1 are selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will select all fixtures of cue 1 from the main executor. Cue 1 Please All fixtures types from cue 1, main executor are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will copy cue 2 at cue 9. Press Copy 2 (=Cue 2) At 9 Please. Cue 2 is copied at cue 9. ## Related Links [Section titled “Related Links”](#related-links) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Cue Key](/dot2/key_key_cue/) # Default > This page describes the syntax and how to use thefault command. This page describes the syntax and how to use the\*\*\*\* default command. To go to the default command press and hold ![ma](/img/dot2/ma-36da5c.png) and . on the console.\ Default is in the [command line](/dot2/key_widget_commandlineinput/). Default ## Description [Section titled “Description”](#description) With the default command you can set all attributes back to their default values * of fixtures * of a preset type ## Syntax [Section titled “Syntax”](#syntax) 1\. Set all attributes of a fixture back to their default values. Fixture 1 Default 2\. Set the attributes of a preset type back to their default values for the selected fixtures in the [fixtures view](/dot2/key_viewitem_fixture/). Default PresetType “POSITION” ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will set all attributes of fixture 1 back to their default values. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) and tap on fixture 1 in the fixtures view. b) Press Fixture 1 ![ma](/img/dot2/ma-36da5c.png) + . (=Default). c) Select fixture 1 in the fixtures view, press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) Please. ![](/img/dot2/dot2_commands_default01_1-2-1a2f32.png) *Figure 1: Fixture 1 set to default* All attributes of fixture 1 are set to the default values.\ All attributes of fixture 1 are active in the programmer. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will set the attributes of the preset type position back to their default values, for the current selected fixture. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) and tap Position in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) 2 Please. c) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) and type in the command line Position with the virtual keyboard. The attributes of the preset type position are set to the default values, for all selected fixture.\ The values are active in the programmer. # Delay > This page describes the syntax and how to use the Delay command. This page describes the syntax and how to use the Delay command. To go to the Delay command it is necessary to press another function key before, e.g. Store and then three times Time. ## Description [Section titled “Description”](#description) With the Delay command you indicate delay times for cues. ## Syntax [Section titled “Syntax”](#syntax) Create a new cue 1 with a delay time of 3 seconds. Store Cue 1 Delay 3 ## Example [Section titled “Example”](#example) Let´s assume, you will store a new cue 1 on the main executor with a delay time of 3 seconds. Press Store 1  (= Cue 1) three times Time (= Delay) 3 Please. Cue 1 is stored on the main executor with a delay time of 3 seconds. Double check the delay time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) # Delete > This page describes the syntax and how to use thelete command. This page describes the syntax and how to use the\*\*\*\* delete command. To go to the delete command, press Delete on the console.\ Delete is in the [command line](/dot2/key_widget_commandlineinput/), now. ## Description [Section titled “Description”](#description) With the delete command, you can * delete cues from a cue list * delete pool objects (e.g. preset type, groups) from the respective pool (e.g. position [preset type pool](/dot2/key_viewitem_preset/), [groups pool](/dot2/key_viewitem_group/)) * unpatch fixtures from the DMX universe ## Syntax [Section titled “Syntax”](#syntax) 1\. Delete a cue from a cue list. Delete Cue 1 Executor 1 2\. Delete a pool object from the respective pool. Delete Preset 1.1 3\. Unpatch a fixture from the DMX universe. Delete Fixture 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will delete cue 1 from the main executor. There are three different ways to do this: a) Press Delete 1 (= Cue 1) Please. b) Press Delete 1 (= Cue 1) and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the large Go on the console. If a cue list is stored on the main executor, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete cue 1 from a executor 1. There are three different ways to do this: a) Press Delete 1 (= Cue 1) Exec 1 Please. b) Press Delete 1 (= Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the respective executor button  ![go](/img/dot2/go_1-db7d7b.png) on the console. If a cue list is stored on executor 1, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete the dimmer preset 1 in the dimmer preset pool. 1\. Open the [dimmer presets pool](/dot2/key_viewitem_preset/). There are two ways to do this: a) Press Delete Preset 1 Please. b) Press Delete and tap on preset 1 in the dimmer presets pool. Preset 1 is deleted from the dimmer preset pool. If the preset is used in a cue, the console asks to confirm the process.\ The connection from the preset to the cue will be lost and the values from the preset will be directly stored in the cues.\   ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will unpatch fixture 1 from the DMX universe. Press Delete and tap on fixture 1 in the fixtures view. The console asks to confirm the unpatch process. Tap OK. Fixture 1 is unpatched. Double check the patched fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # Dmx > This page describes the syntax and how to use thmx command. This page describes the syntax and how to use the\*\*\*\* Dmx command. To go to the Dmx command, press DMX on the console.\ Dmx is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Dmx command you can: * Make a DMX test. * Turn off the DMX tester. * Select a fixture on a DMX address. * Patch fixture to a DMX address. * Unpatch fixtures from a DMX address. ## Syntax [Section titled “Syntax”](#syntax) 1\. Make a DMX test. DMX 1.7 At 100 2\. Turn off the DMX tester. Off DMX Thru 3\. Select a fixture on a DMX address. DMX 2.2 4\. Patch fixtures to a DMX address. Assign Fixture 1 At DMX 2.1 5\. Unpatch fixtures from a DMX address. Delete DMX 1.7 ## Example 1 [Section titled “Example 1”](#example-1) **Important:**\ If the DMX tester is on, all parked values and values from the programmer will be blocked by the dmx test value.\ To turn off the DMX tester, refer to example 2 or open the [tools window](/dot2/key_window_tools/). Let´s assume you will make a DMX test with the DMX address 1.7 and set the DMX value at 100 %. Press DMX 1 . 7 At 1 0 0 Please. The DMX value is 254 and is displayed with a red background in the [DMX View](/dot2/key_viewitem_dmx/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will turn off all DMX tester values by using the DMX command. Press Off DMX Thru Please. All DMX tester values are off. **Hint:**\ You can also use the [tools window](/dot2/key_window_tools/) to turn off the DMX tester. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will figure out which fixture is patched at DMX address 2.2. Press DMX 2 . 2 Please. The fixture patched at DMX address 2.2 is selected. **Hint:**\ If you are looking for a fixture patched at universe 1, just press DMX 2 Please. The universe is not necessary for universe 1. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will patch fixture 1 to a the DMX address 2.1. Press ![ma](/img/dot2/ma-36da5c.png) + Label (= [Assign](/dot2/key_keyword_assign/)) Fixture 1 At DMX 2 . 1 Please. Fixture 1 is patched at DMX address 2.1. **Hint:**\ Double-check the DMX address in the [DMX View](/dot2/key_viewitem_dmx/) or the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will unpatch the fixture with the DMX address 1.7. Press Delete DMX 1 . 7 Please . The fixture with the DMX address 1.7 is unpatched. **Hint:**\ Double-check the DMX address in the [DMX View](/dot2/key_viewitem_dmx/) or the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # DmxUniverse > This page describes the syntax and how to use thmxUniverse command. This page describes the syntax and how to use the\*\*\*\* DmxUniverse command. To go to the DmxUniverse command press and hold ![ma](/img/dot2/ma-36da5c.png) and DMX on the console.\ DmxUniverse is in the [command line](/dot2/key_widget_commandlineinput/). DmxUniverse ## Description [Section titled “Description”](#description) With the DmxUniverse command, you can * unpark all DMX channels of a universe * unpatch all DMX channels of a universe ## Syntax [Section titled “Syntax”](#syntax) 1\. Unpark all DMX channels of a universe. Unpark DmxUniverse 1 2\. Unpatch all DMX channels of a universe. Delete DmxUniverse 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will unpark all DMX channels from DMX Universe 1. Press ![ma](/img/dot2/ma-36da5c.png) + small Go + (= Unpark) ![ma](/img/dot2/ma-36da5c.png) + DMX (=DmxUniverse) 1 Please. All DMX channels are unparked. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will unpatch all DMX channels from DMX universe 2. Press Delete ![ma](/img/dot2/ma-36da5c.png) + DMX (=DmxUniverse) 2 Please. The console asks to confirm the unpatch process.\ Tap Ok or press Please. All DMX channels are unpatched from DMX universe 2. ## Related Links [Section titled “Related Links”](#related-links) * [DMX Key](/dot2/key_key_dmx/) * [Unpark Command](/dot2/key_keyword_unpark/) # Edit > This page describes the syntax and how to use thdit command. This page describes the syntax and how to use the\*\*\*\* Edit command. To go to the Edit command press Edit on the console. ## Description [Section titled “Description”](#description) With the Edit command, you can edit * open the cues view of an executor * cues * presets * groups As long as you are in the edit mode, the Edit key is flashing. To update the edited values, press Update Please. To leave the edit mode, press Esc. ## Syntax [Section titled “Syntax”](#syntax) 1\. Open the cues view of an executor. Edit Executor 1 2\. Edit a cue. Edit Executor 1 Cue 2 3\. Edit a preset. Edit Preset 1 4\. Edit a group. Edit Group 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the [cues view](/dot2/key_viewitem_cue/) of executor 1 on screen 1. There are two ways to do this: a) Press Edit Exec 1 Please. b) Press Edit and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . The cues view of executor 1 is visible at screen 1. For this function, you can also use the  ![view](/img/dot2/view-5d8039.png) [view key](/dot2/key_key_view/) / [view command](/dot2/key_keyword_view/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will edit cue 2 on executor 1. Press Edit 2 (= Cue 2) Exec 1 Please. The fixtures from cue 2 are selected in the fixtures view and the values are active in the programmer (red values with red background).\ The tracked values from cue 1 are displayed in red. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will edit the current active cue on the main executor. Press Edit and then the large Go. The fixtures from the current cue are selected and the values are active in the programmer (red values with red background).\ The tracked values are displayed in red. If no cue on the main executor is active, cue 1 from the main executor will be loaded in the programmer. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will edit a preset 1 of the position presets. 1. Open the position [presets pool](/dot2/key_viewitem_preset/). 2. Press Edit and tap on preset 1 in the position presets pool. The fixtures stored in preset 1 are selected in the fixtures view and the stored values are active in the programmer. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will edit a group 1 in the [groups pool](/dot2/key_viewitem_group/). There are two ways to do this: a) Open the groups pool. Press Edit and tap at group 1. b) Press Edit Group 1 Please. All fixtures from group 1 are selected in the [fixtures view](/dot2/key_viewitem_fixture/). ## Related Links [Section titled “Related Links”](#related-links) * [Edit Key](/dot2/key_key_edit/) * [Cues View](/dot2/key_viewitem_cue/) * [View Key](/dot2/key_key_view/) * [View Command](/dot2/key_keyword_view/) * [Presets Pools](/dot2/key_viewitem_preset/) # Effect > This page describes the syntax and how to use the Effectommand. This page describes the syntax and how to use the **Effect** command. To go to the Effect command, press Effect on the console. ## Description [Section titled “Description”](#description) With the Effect command, you can start effects for the selected fixtures by using the effect object number. The effect object numbers are in the upper left corner of an effect tile. For more information, refer to [effects view](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) Start dimmer effect 3 for the selected fixtures. At Effect 3 ## Example [Section titled “Example”](#example) Let´s assume, you will start dimmer effect 3 for the selected fixtures. * Press At Effect 3 Please. Dimmer effect 3 starts for the selected fixtures in the programmer. **Hint:**\ You can also just tap on the effect in the [dimmer effect view](/dot2/key_viewitem_effect/). For more information, refer to [How to work with Effects?](/dot2/key_ht_effects/) # Executor > This page describes the syntax and how to use the Executor command. This page describes the syntax and how to use the Executor command. To go to the Executor command press Exec on the console.\ Executor is in the [command line](/dot2/key_widget_commandlineinput/) now. Executor ## Description [Section titled “Description”](#description) With the Executor command you can, e.g. * select all fixtures stored on an executor * delete executors from the [executor pool](/dot2/key_viewitem_executorpool/) and the respective executor button on the console * delete cues from executors * set the intensity of an executor * trigger an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures stored on an executor. Executor 1 2\. Delete an executor from the executor pool and the respective executor button on the console. Delete Executor 1 3\. Delete a cue from an executor. Delete Cue 1 Executor 1 4\. Set the intensity of an executor to 50 %. Executor 1 At 50 5\. Trigger an executor with a go. Go Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all fixtures used in the cue list of executor 1. There are two ways to do this. a) Press Exec 1 Please. b) Press Exec and then tap on the object tile of executor 1. All fixtures stored in the cue list of executor one are selected in the [fixtures view](/dot2/key_viewitem_fixture/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete executor 1 from the actual page of the [executor pool](/dot2/key_viewitem_executorpool/). There are two ways to do this. a) Press Delete Exec 1 Please. b) Press Delete Exec and then tap on the object tile of executor 1. Executor 1 is deleted from the actual page of the executor pool. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete cue 1 from a executor button 1. There are three different ways to do this. a) Press Delete 1 (= Cue 1) Exec 1 Please. b) Press Delete 1 (= Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the respective executor button  ![go](/img/dot2/go_1-db7d7b.png) on the console. If a cue list is stored on executor 1, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will set intensity of executor 1 at 50 %. **Important:**\ The physical fader doesn´t move.\ To grab the fader again, you have to move the fader once to the actual value.\ The fader is working. **Hint:**\ To apply values to the main executor, type only Exec in the command line without an executor number. Press Exec 1 At 50 Please. The executor has now 50 %. This is the same as you would move the fader up to 50 %. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will trigger executor 1 by a [Go command](/dot2/key_keyword_go/). Press the small Go + (=Go ) Exec 1 Please. Executor 1 is triggered by a Go command. This is the same as your executor button is assigned with a Go command. # Fade > This page describes the syntax and how to use the fade command. This page describes the syntax and how to use the fade command. To go to the fade command it is necessary to press another function key before, e.g. Store Time (=Fade). ## Description [Section titled “Description”](#description) With the fade command, you indicate fade times * to go to a cue with a fade time * for a new created cue with fade time * in a existing cue ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to cue 2 with a fade time of 3 seconds. Goto Cue 2 Fade 3 2\. Create a new cue 1 with a fade time of 3 seconds. Store Cue 1 Fade 3 3\. Assign a fade time of 5 seconds to the existing cue 3 on executor 1. Assign Fade 3 Cue 1 Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will go to cue 2 on executor 1 with a fade time of 3 seconds. Press Goto Cue 2 Exec 1 Time (=Fade) 3 Please. The console goes to cue 2 on executor 1 with a fade time of 3 seconds. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will store a new cue 1 on the main executor with a fade time of 3 seconds. Press Store 1  (= Cue 1) Time (=Fade) 3 Please. Cue 1 is stored on the main executor with a fade time of 3 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will assign the existing cue 3 on executor 1 with a fade time of 5 seconds. Press ![MA](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 5 Cue 3 Exec 1 Please. Double check the fade time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Store Command](/dot2/key_keyword_store/) * [Assign Command](/dot2/key_keyword_assign/) # Fix > This page describes the syntax and how to use the fix command. This page describes the syntax and how to use the fix command. To go to the fix command, press Fix on the console. ## Description [Section titled “Description”](#description) The fix command is a toggle function.\ With the fix command, you can fix and unfix an executor in the [executor bar](/dot2/key_widget_executorlabelbar/) and [executor bar view](/dot2/key_window_playback/), no matter what page you are. ## Syntax [Section titled “Syntax”](#syntax) Fix and unfix a executor. Fix Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will fix executor 6 to have the executor always visible in the [executor bar](/dot2/key_widget_executorlabelbar/), no matter what page you are. Press Fix Exec 6 Please. Executor 6 is fixed now. A fixed executor is displayed with [small stripes](/dot2/key_executor_colors/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will unfix executor 6 because you don´t need it anymore always visible in the executor bar. Press Fix Exec 6 Please. Executor 6 is unfixed now. ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Executor](/dot2/key_executor_colors/) * [Executor Bar](/dot2/key_widget_executorlabelbar/) # Fixture > This page describes the syntax and how to use the fixture command. This page describes the syntax and how to use the fixture command. To go to the fixture command, press Fixture on the console. ## Description [Section titled “Description”](#description) With the fixture command you select fixtures in the [fixtures view](/dot2/key_viewitem_fixture/). ## Syntax [Section titled “Syntax”](#syntax) Select fixtures. Fixture 10 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all dimmers fixtures 1 thru 10. Press Fixture 1 Thru 10 Please. All fixtures from 1 to 10 are selected in the fixtures view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will just select subfixture 5 of the fixture cluster 11. Press Fixture 11 . 5 Please. Subfixture 5 of fixture cluster 11 is selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Fixture Key](/dot2/key_key_fixture/) * [System Colors](/dot2/key_system_colors/) # Flash > This page describes the syntax and how to use the flash command. This page describes the syntax and how to use the flash command. To go to the flash command, press Flash on the console. ## Description [Section titled “Description”](#description) With the flash command you set all values from the first cue and the dimmer attribute of an executor, temporary to 100 %, as long as you press and hold the executor button.\ The flash command ignores all cue timings and individual timings. ## Syntax [Section titled “Syntax”](#syntax) To set the dimmer attribute to 100 %. Flash ## Example [Section titled “Example”](#example) Let´s assume you will temporary set the dimmer attribute of executor 3 to 100 % as long as you press and hold the executor. There are two ways to do this: a) If you did not change the default [functions of the executor buttons](/dot2/key_window_changefunctionsofexecutor/), you can just press ![Flash](/img/dot2/flash_1-0a29ca.png) of executor 3. b) Press Flash and press and hold the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . As long as you hold the executor button, the flash command will be executed. As soon as you leave the executor button, the executor is back in its previous status. ## Related Links [Section titled “Related Links”](#related-links) * [Flash Key](/dot2/key_key_flash/) * [Executor Flash](/dot2/key_key_execflash/) * [Change Functions of Executor Buttons](/dot2/key_window_changefunctionsofexecutor/) # Full > This page describes the syntax and how to use thull command. This page describes the syntax and how to use the\*\*\*\* full command. **Important:**\ If you type the full command in the console, by press the Full key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word full in. To go to the full command, press Full on the console.\ The full command will be directly executed. ## Description [Section titled “Description”](#description) With the full command you set the intensity to 100 % of: * The selected fixtures * A selection of fixtures * An executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Set the intensity of the selected fixtures to 100 %. Full 2\. Set the intensity of a selection of fixtures to 100 %. Fixture 1 Thru 3 Full 3\. Set the intensity of an executor to 100 %. Executor 1 Full ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will set the intensity of the selected fixtures to 100 %. ![](/img/dot2/dot2_commands_zero01_1-2-3cef3e.png) *Figure 1: Fixture at 0%* * Press Full. The full command will be directly executed.\ The values of the selected fixtures are set to 100 % and they are active in the programmer. ![](/img/dot2/dot2_commands_zero02_1-2-afc61e.png) *Figure 2: Fixtures at full* **Hint:**\ Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the intensity of the fixtures 1 thru 3 to 100 %. **Important:**\ Make sure, that no fixtures are selected. If fixtures are selected, the full command will be always execute to all selected fixtures. * Press Fixture 1 Thru 3 Full . The full command will be directly executed.\ The values of the fixtures 1 thru 3 are set to 100 % and they are active in the programmer. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will set the intensity of the executor 1 to 100 %.\ This is the same if you would move the fader of executor 1 upwards to the top (= 100 %). **Important:**\ The physical fader doesn´t move.\ To grab the fader after the executed full command, move the fader once to the top by yourself.\ The fader works again. * Press Exec 1 Full . The full command will be directly executed.\ The intensity of the executor is set to 100 %. # FullHighlight > This page describes the syntax and how to use thullHighlight command. This page describes the syntax and how to use the\*\*\*\* FullHighlight command. **Important:**\ If you type the FullHighlight command in the console, by press and hold  ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight), the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word FullHighlight in. To go to the FullHighlight command, press and hold  ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight) at the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the FullHighlight command, you have all highlight values in the programmer and as actual output.\ The highlight values are defined from the fixture type library. ## Syntax [Section titled “Syntax”](#syntax) To have all highlight values from the selected fixtures in the programmer. FullHighlight ## Example [Section titled “Example”](#example) Let´s assume, you have selected fixture 1-4 and you will set them to FullHighlight. Press  ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight). The FullHighlight command will be directly executed.\ All highlight values are active in the programmer and you have them as actual output. ![](/img/dot2/dot2_commands_fullhighlight01_1-2-d7aa01.png) *Figure 1: Fixtures with highlight values* # Go > This page describes the syntax and how to use tho command. This page describes the syntax and how to use the\*\*\*\* go command. To go to the go command, press the small Go + on the console. ## Description [Section titled “Description”](#description) With the go command you can e.g. * go to the next cue of a cue list * start running an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to the next cue of a cue list. Go 2\. Start running an executor. Go Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, the executor 1 is running and you will go forward to the next cue on the cue list stored on executor 1. There are two ways to do this. a) Press the small Go + (= Go) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go + (= Go) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The next cue is running. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, the executor 1 is off and you will start it running. There are two ways to do this. a) Press the small Go + (= Go) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go + (= Go) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The executor starts running with the first cue. ## Related Links [Section titled “Related Links”](#related-links) * [Small Go + Key](/dot2/key_key_goforward/) * [Executor Go Key](/dot2/key_key_execgo/) # GoBack > This page describes the syntax and how to use thoBacommand. This page describes the syntax and how to use the\*\*\*\* GoBack\*\*\*\* command. To go to the GoBack command, press the small Go - on the console. ## Description [Section titled “Description”](#description) With the GoBack command, you go back to the previous cue on a cue list. ## Syntax [Section titled “Syntax”](#syntax) Go back to the previous cue on a cue list. GoBack ## Example [Section titled “Example”](#example) Let´s assume, the executor 1 is running and you will go back to the previous cue on the cue list stored on executor 1. There are two ways to do this. a) Press the small Go - (= GoBack) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go - (= GoBack) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The previous cue is running. ## Related Links [Section titled “Related Links”](#related-links) * [Small Go - Key](/dot2/key_key_goback/) * [Executor Bar View](/dot2/key_window_playback/) # Goto > This page describes the syntax and how to use thoto command. This page describes the syntax and how to use the\*\*\*\* Goto command. To go to the Goto command, press the Goto on the console. ## Description [Section titled “Description”](#description) With the Goto command, you go to a specific cue on an executor * directly along with the cue timings * with fade time ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to cue 2 on executor 1. Goto Cue 2 Executor 1 2\. Go to cue 2 on executor 1 with a fade time of 5 seconds. Goto Cue 2 Executor 1 Fade 5 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will directly execute cue 2 on the main executor. Press Goto 2 (= Cue 2) Please. Cue 2 from the main executor will be executed. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will directly execute cue 2 on executor 1. There are three ways to do this. a) Press Goto 2 (= Cue 2) and then the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). b) Press Goto 2 (= Cue 2) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). c) Press Goto 2 (= Cue 2) Exec 1 Please. Cue 2 from executor 1 will be executed. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will go to cue 2 on executor 1 with a fade time of 5 seconds. Press Goto 2 (= Cue 2) Exec 1 Time (=Fade) 5 Please. Cue 2 will be executed with a fade time of 5 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [Goto Key](/dot2/key_key_goto/) * [Please Key](/dot2/key_key_please/) # Group > This page describes the syntax and how to use the group command. This page describes the syntax and how to use the group command. To go to the group command, press Group on the console. ## Description [Section titled “Description”](#description) With the group command you select a group from the [groups pool](/dot2/key_viewitem_group/).\ All fixtures stored in the group are selected in the [fixtures view](/dot2/key_viewitem_fixture/).\ The order of the selected fixtures is the same order as you select the fixtures and stored them in a group. ## Syntax [Section titled “Syntax”](#syntax) Select a group in the groups pool along with the stored fixtures in it. Group 1 ## Example [Section titled “Example”](#example) Let´s assume, you will select all stored fixtures in group 1. There a two ways to do this. a) Tap at group 1 in the [groups pool](/dot2/key_viewitem_group/). b) Press Group 1 Please. All fixtures stored in group 1 are selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [Group Key](/dot2/key_key_group/) * [Groups Pool](/dot2/key_viewitem_group/) # Help > This page describes the syntax and how to use the help command. This page describes the syntax and how to use the help command. To go to the help command, press Help on the console. ## Description [Section titled “Description”](#description) With the help command you open the manual * in general * context sensitive to a command ## Syntax [Section titled “Syntax”](#syntax) 1\. Open the manual on the console. Help 2\. Open the context sensitive help to a command. Help Fix ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the manual of the MA dot 2. Press Help Please. Opens the manual on screen 1. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will open the context sensitive help to the fix command. Press Help Fix Please. Opens the help to the fix command on screen 1. ## Related Links [Section titled “Related Links”](#related-links) * [Help Key](/dot2/key_key_help/) * [Please Key](/dot2/key_key_please/) # If > This page describes the syntax and how to use the if command. This page describes the syntax and how to use the if command. To go to the if command, press and hold  ![ma](/img/dot2/ma_1-85eed0.png)  + If (= If) on the console. ## Description [Section titled “Description”](#description) With the if command you can e.g. * deselect fixtures from the current selection if they are not in a group * limit the [clone command](/dot2/key_keyword_clone/) and clones only if the fixtures is stored on an executor * limit the [delete command](/dot2/key_keyword_delete/) and deletes only a fixture from a cue * select fixtures only if they are overlapping ## Syntax [Section titled “Syntax”](#syntax) 1\. Deselect fixtures from the current selection if not stored in group 1. If Group 1 2\. Limit the clone command. Clone Fixture 33 If Executor 1 3\. Limit the delete command. Delete Cue 3 If Fixture 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will deselect all current selected fixtures if they are not stored in group 1. Press and hold  ![ma](/img/dot2/ma_1-85eed0.png)  + If (= If) Group 1 Please. All fixtures which are not stored in group 1 are deselected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will clone the fixture 1 only on executor 2, because you need one more fixtures for the actors light. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 33 Thru 35  ![ma](/img/dot2/ma_1-85eed0.png)  + If  (= If) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png)  Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 1 is cloned at fixture 33 thru 35, only on executor 1. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete just fixture 1 from cue 2 on the main executor. Press Delete 2 (=Cue 2)  ![ma](/img/dot2/ma_1-85eed0.png) +  If (= If) Fixture 1 Please. Fixture 1 is deleted from Cue 2 on the main executor. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will only select the fixtures if they are in the group 1 (front truss) and group 2 (wash lights). Press Group 1 ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) Group 2 Please. All fixtures which are overlapping in group 1 and 2 are selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [If Key](/dot2/key_key_if/) * [Clone Command](/dot2/key_keyword_clone/) * [Delete Command](/dot2/key_keyword_delete/) # IfOutput > This page describes the syntax and how to use the IfOutput command. This page describes the syntax and how to use the IfOutput command. To go to the IfOutput command, press If (= IfOutput) on the console. ## Description [Section titled “Description”](#description) With the IfOutput command you can select all fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) with a current * dimmer output above zero * dimmer output in a range * preset output ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures with a current dimmer output above zero. IfOutput 2\. Select all fixtures with the current dimmer output between 50 and 75. IfOutput At 50 Thru 75 3\. Select all fixtures with the current output of color preset cyan. IfOutput Preset 4.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all fixtures with a current dimmer output above zero. Press If (= IfOutput) Please. All fixtures with a current dimmer output are selected in the fixtures view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will select all fixtures with a current dimmer output between 50 and 75. Press If (= IfOutput) At 50 Thru 75 Please. All fixtures with a current dimmer output between 50 and 75 are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will select all fixtures using currently the color preset “cyan” (4.2) to give them a new color preset “orange”. There are two ways to do this: a) Press If (= IfOutput) and tap at preset “Cyan” in the color presets pool. b) Press If (= IfOutput) Preset 4 (= preset pool color) . 2 (= second preset in the color preset pool) Please. All fixtures using currently color preset “Cyan” (4.2) are selected and it is easy to give them another color preset. ## Related Links [Section titled “Related Links”](#related-links) * [If Key](/dot2/key_key_if/) * [Fixtures View](/dot2/key_viewitem_fixture/) # Invert > This page describes the syntax and how to use thInvertommand. This page describes the syntax and how to use the **Invert** command. To go to the Invert command, press Macro on the console and tap at Macro 22 “Invert”.\ Invert is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the invert command you can: * Select fixtures which are currently not selected in the [fixtures view](/dot2/key_viewitem_fixture/) * Deselect fixtures which are currently selected in the [fixtures view](/dot2/key_viewitem_fixture/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Invert all fixtures in group 1. Invert Group 1 2\. Invert fixture selection. Invert Fixture 1 Thru 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, every second fixture from group 1 is selected in the fixtures view to assign them a blue color.\ Now, you will select all other from group 1 to assign them an other color. ![](/img/dot2/dot2_commands_invert01_1-2-ad4c49.png) *Figure 1: Every second fixture of group 1 are selected* 1. Press Macro on the console. The [Macros Pool View](/dot2/key_viewitem_macro/) opens. 2. Tap at Macro 22 “Invert”, press Group 1 Please. All other fixtures in group 1 are selected to assign them an other color. ![](/img/dot2/dot2_commands_invert02_1-2-6e215d.png) *Figure 2: The other fixtures of group 1 are selected* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have fixture 1, 3 and 5 selected. Now you will select fixture 2 and 4. ![](/img/dot2/dot2_commands_invert03_1-2-1228ea.png) *Figure 3: Fixture 1 + 3 + 5 are selected* 1. Press Macro on the console. The [Macros Pool View](/dot2/key_viewitem_macro/) opens. 2. Tap at Macro 22 “Invert”, press Fixture 1 Thru 5 Please. The fixture selection from fixture 1 thru 5 is inverted. The fixture 2 and 4 are selected. ![](/img/dot2/dot2_commands_invert04_1-2-3a89b7.png) *Figure 4: Previous fixture selection is inverted* # Label > This page describes the syntax and how to use the label command. This page describes the syntax and how to use the label command. To go to the label command, press Label on the console. ## Description [Section titled “Description”](#description) With the label command, you can label e.g. * fixtures in the [fixtures sheet view](/dot2/key_viewitem_fixture/) * groups in the [groups pool](/dot2/key_viewitem_group/) * presets in the [presets pool](/dot2/key_viewitem_preset/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Label a fixture. Label Fixture 1 2\. Label a group. Label Group 1 3\. Label a preset. Label Preset ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will label the fixtures 1 thru 10 as Mac700 with a consecutive number at the end, in the fixtures sheet view. There are two ways to to this. a) Press Label Fixture 1 Thru 10 Please. b) Press Label and select the fixtures 1 thru 10 in the fixtures view. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “Mac700 1”. Fixture 1 Thru 10 are labeled as Mac700 with a consecutive number at the end, in the fixtures sheet view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will label group 1 as “All Studio Colors” in the groups pool. There are two ways to to this. a) Press Label Group 1 Please. b) Press Label and tap at group 1 in the groups pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “All Studio Colors”. The group is labeled as “All Studio Colors”. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will label the a color preset as “Dark Red”. There are two ways to to this. a) Press Label Preset 4 (=Color Preset Pool) . 1 (=Preset Object 1) Please. b) Press Label and tap at the preset 1 in the color preset pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “Dark Red”. The color preset is labeled as “Dark Red”. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Groups Pool](/dot2/key_viewitem_group/) * [Presets Pool](/dot2/key_viewitem_preset/) # Learn > This page describes the syntax and how to use the learn command. This page describes the syntax and how to use the learn command. To go to the learn command, press Speed on the console.\ Learn is in the [command line](/dot2/key_widget_commandlineinput/) now. Learn ## Description [Section titled “Description”](#description) With the learn command you set the speed by tapping for: * Chaser * Effects * Master rate * Master speed ## Syntax [Section titled “Syntax”](#syntax) Set the speed of objects by tapping. Learn ## Examples [Section titled “Examples”](#examples) Here are a few examples how you can use the learn command. ### Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will set the speed of a chaser. Press and hold Speed (= Learn) and press the executor button of the chaser several times in that speed you like to have it. The chaser learns the speed of the tapping of the executor button. ### Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will set the speed of an effect. Press and hold Speed (= Learn) and press the executor button of the effect several times in that speed you like to have it. The effect learns the speed of the tapping of the executor button. ### Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will set the speed of the master rate. Press and hold Speed (= Learn) and press the executor button of the master rate several times in that speed you like to have it. The master rate learns the speed of the tapping of the executor button. # Macro > This page describes the syntax and how to use the marco command. This page describes the syntax and how to use the marco command. To go to the macro command, press Macro on the console. ## Description [Section titled “Description”](#description) With the macro command, you start a macro from the [macro pool](/dot2/key_viewitem_macro/). ## Syntax [Section titled “Syntax”](#syntax) Start a macro. Macro 1 ## Example [Section titled “Example”](#example) Let´s assume, you will start macro 1 (e.g. +5 %) to the selected fixtures. Press Macro 1 Please. Macro 1 is started. ## Related Links [Section titled “Related Links”](#related-links) * [Macro Key](/dot2/key_key_macro/) * [Macro Pool](/dot2/key_viewitem_macro/) # MidiNote > This page describes the syntax and how to use thMidiNoteommand. This page describes the syntax and how to use the **MidiNote** command. To use the MidiNote command, type **MidiNote** or the short cut **Mn** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the MidiNote command, you send MIDI Note messages via the Midi Out port at the back of the console. If a MIDI channel is entered in the command, the entered MIDI channel will be used.\ If no MIDI channel is entered, the MIDI out channel in the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) is used. If a velocity is entered in the command, the entered velocity will be used.\ If no velocity is entered, velocity 127 (full) will be used. If the dot2 is in a session, the MIDI Notes messages will be send only on the session master to avoid double traffic. If the Off command is used, a MidiNote Off is sent. **Hint:**\ To double-check the sent MIDI Notes, press Tools and tap under column MIDI at in the MIDI Monitor. For more information, see [MIDI Monitor](/dot2/key_window_midimonitor/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Send MIDI Note with the selected MIDI channel from the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) and full velocity (127). MidiNote 12 2\. Send MIDI Note with defined MIDI channel and full velocity (127). MidiNote 1.12 3\. Send MIDI Note with the selected MIDI channel from the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) and a velocity of 60. MidiNote 12 60 4\. Send a MIDINote Off. MidiNote 14 Off ## Example [Section titled “Example”](#example) Let´s assume, you will send a MIDI note on a specific cue to trigger a sound station. **Requirements:** * Connected sound station device e.g. computer on the MIDI Out connector. * Stored cue on an executor. Open the [cues view](/dot2/key_viewitem_cue/) and type in the CMD (= command) column the following syntax: MidiNote 12 ![](/img/dot2/dot2_commands_midinote01_1-1-3-2445ec.png)*Figure 1: Cues View with MIDI Notes in the CMD column* The MIDI note will be send if the cue is executed and will trigger the connected sound station. # - [Minus] > This page describes the syntax and how to use the - [Minus]ommand. This page describes the syntax and how to use the - \[Minus]\*\*\*\* command. ## Description [Section titled “Description”](#description) With the - \[Minus] command you can: * Deselect objects from a selection list * Reduce the dimmer value * Call the previous page ## Syntax [Section titled “Syntax”](#syntax) 1\. Remove objects from a list: \- 5 2\. Reduce dimmer values: At - 12 3\. Call previous page: Page - The - \[Minus] command is a helping command and needs a second command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you have a long selection list with fixtures and you will deselect one of them. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 1: All fixtures selected* * Press - 5 Please on the console. The fixture ID 5 is removed from the selection list. ![](/img/dot2/dot2_commands_minus02_1-2-63f6eb.png) *Figure 2: Fixture 5 is removed from the selection list* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have a long selection list with fixtures and you will deselect fixture ID 5 thru 7. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 3: All fixtures selected* * Press - 5 Thru 7 Please on the console. The fixture ID 5 thru 7 are removed from the selection list. ![](/img/dot2/dot2_commands_minus05_1-2-6da372.png) *Figure 4: Fixture 5 thru 7 are removed from the selection list* ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will reduce the dimmer value by 12 % from selected fixtures. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 5: Dimmer at 50* * Press At - 12 Please on the console. The dimmer values are reduced by 12 %. ![](/img/dot2/dot2_commands_minus04_1-2-c130e4.png) *Figure 6: Dimmer reduced by 12%* **Hint:**\ To reduce the dimmer value by 10 %, press the - key twice. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will call the previous page * Press Page - Please on the console. The previous page opens. # Move > This page describes the syntax and how to use the move command. This page describes the syntax and how to use the move command. To go to the move command, press Move on the console. ## Description [Section titled “Description”](#description) With the move command you can move objects e.g.: * Groups to another position in the [groups pool](/dot2/key_viewitem_group/) * Presets to another position in the [presets pool](/dot2/key_viewitem_preset/) * Executors to another position in the [executor pool](/dot2/key_viewitem_executorpool/) or to another [page pool](/dot2/key_viewitem_page/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Move a group to another position. Move Group 1 At 3 2\. Move a preset to another position. Move Preset 1 At 3 3\. Move an executor to another position on the same page. Move Executor 1 At 3 4\. Move an executor to another position on another page. Move Executor 1.1 At 2.1 5\. Move the main executor to executor six at page 1. Move Executor 0.1.1 at 1.6 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will move group 50 at 1. There are two ways to do this. a) Press Move Group 50 At 1 Please. b) Press Move, tap on group 50 in the [groups pool](/dot2/key_viewitem_group/), and then tap at object tile 1. Group 50 is moved and is now group 1. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will move color preset type 2 at 5. **Hint:**\ If you move a preset type what is used in a cue, the assignment in the cue will redirect automatically to the new preset type number. 1\. Open the [color presets pool](/dot2/key_viewitem_preset/). There are two ways to do this. a) Press Move Preset 2 At 5 Please. b) Press Move, tap on color preset 2 in the color presets pool, and then tap at object tile 5. Color preset 2 is moved and is now color preset 5. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will move the executor from position 1 at position 6. There are three ways to do this: a) Press Move Exec 1 At 6 Please. b) Press Move, tap on executor 1 in the [executor pool](/dot2/key_viewitem_executorpool/) and then tap on executor 6. c) Press Move, press executor button 1 ![go](/img/dot2/go_1-db7d7b.png) on the console and then press executor button 6 ![go](/img/dot2/go_1-db7d7b.png) at the console. The executor is moved from position 1 at position 6. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will move executor 1 from page 1 at page 2. There are three ways to do this: a) Press Move Exec 1 (=Page 1) . 1 (=Executor 1) At Exec 2 (=Page 2) . 1 (=Executor 1) Please. b) Press Move, tap on executor 1 at page 1 in the [executor pool](/dot2/key_viewitem_executorpool/) and tap on executor 1 at page 2. c) Press Move, tap on executor 1 at page 1 in the [executor bar view](/dot2/key_widget_executorlabelbar/) and tap on executor 1 at page 2. Executor 1 is moved from page 1 at page 2. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will move the main executor to executor 6 on page 1. There are three ways to do this: a) Press Move and then one of the large main executor buttons, e.g. the large Pause and then press executor button 6 ![go](/img/dot2/go_1-db7d7b.png). b) Press Move Exec 0 . 1 . 1 (= Main Executor] At Exec 1 (=Page 1) . 6 (=Executor 6) Please. c) Press Move, tap on main executor in the [executor bar view](/dot2/key_window_playback/) and tap on executor 6 at page 1. The main executor is moved to executor 6 on page 1. # Off > This page describes the syntax and how to use the off command. This page describes the syntax and how to use the off command. To go to the off command, press Off on the console. ## Description [Section titled “Description”](#description) With the off command you can * turn an executor off * turn an executor with fade time off * turn off all normal executors assigned with a cue list * remove selected fixtures from the [fixtures view](/dot2/key_viewitem_fixture/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn off the main executor. Off 2\. Turn off an executor with fade time. Off Executor 1 Fade 2 3\. Turn off all normal executors with a cue list. Off Thru 4\. Remove fixtures along with their values from the programmer in the fixtures view. Off Fixture 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn executor 1 off. There are three ways to do this. a) Press Off, and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press Off Exec 1 Please. c) Press Off, and tap the respective executor button in the [executor bar view](/dot2/key_window_playback/). Executor 1 is off. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will turn executor 1 off with a fade time of 2 seconds. Press Off Exec 1 Time (=Fade) 2 Please. Executor 1 will go off by a fade time of 2 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will turn off all normal executors with a cue list. Press Off Thru Please. All normal executors with a cue list are off. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you have selected the fixtures 1 thru 10 and you will remove fixture 5 along with their values from the programmer in the fixtures view. There are two ways to do this: a) Press Off and then tap on fixture 5 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press Off Fixture 5 Please. Fixture 5 and their values are removed from the selection. ## Related Links [Section titled “Related Links”](#related-links) * [Off Key](/dot2/key_key_off/) * [Executor Bar View](/dot2/key_window_playback/) * [Fixtures View](/dot2/key_viewitem_fixture/) # On > This page describes the syntax and how to use the on command. This page describes the syntax and how to use the on command. To go to the on command, press On on the console. ## Description [Section titled “Description”](#description) With the on command you can * turn on an executor * turn on an executor with fade time * turn on all normal executors assigned with a cue list * activate all values of a fixture in the programmer * activate all values from a preset type for the selected fixtures in the programmer ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn on an executor. On 2\. Turn on an executor with fade time. On Executor 1 Fade 2 3\. Turn on all normal executors with a cue list. On Thru 4\. Activate all values of a fixture in the programmer. On Fixture 1 5\. Active all values from a preset type for the selected fixtures in the programmer. On PresetType 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn on executor 1. There are three ways to do this. a) Press On, and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press On Exec 1 Please. c) Press On, and tap the respective executor button in the [executor bar view](/dot2/key_window_playback/). Executor 1 is on. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will turn on executor 1 with a fade time of 2 seconds. Press On Exec 1 Time (=Fade) 2 Please. Executor 1 will go on with a fade time of 2 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will turn on all normal executors with a cue list on the current page. Press On Thru Please. All normal executors with a cue list on the current page are turned on. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will activate all values from fixture 1 thru 10 in the programmer. There are two ways to do this: a) Press On Fixture 1 Thru 10 Please. b) Select fixture 1 thru 10 in the fixtures view and press twice Please. All values from fixture 1 thru 10 are active in the programmer. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will active all dimmer values for the selected fixtures in the programmer. There are three ways to do this: a) Press On  ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) 1 Please. b) Press On  ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) Dimmer Please. c) Double press Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The dimmer values from the selected fixtures are active in the programmer. ## Related Links [Section titled “Related Links”](#related-links) * [On Key](/dot2/key_key_on/) * [Executor Bar View](/dot2/key_window_playback/) * [Please Key](/dot2/key_key_please/) # OutDelay > This page describes the syntax and how to use the OutDelay command. This page describes the syntax and how to use the OutDelay command. To go to the OutDelay command it is necessary to press another function key before, e.g. Store and then four times Time. ## Description [Section titled “Description”](#description) With the OutDelay command, you can store a cue and set its out delay time.\ Out delay is a waiting time for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) Store a cue and set its out delay time. Store Cue 1 OutDelay 4 ## Example [Section titled “Example”](#example) Let´s assume, you will store a new cue 1 on the main executor and set its out delay time of 4 seconds. There are three ways to do this: a) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 Please. b) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 and the large Go. c) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). Cue 1 is stored on the main executor with an out delay time of 4 seconds. Double check the out delay time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Executor Bar Window](/dot2/key_window_playback/) # OutFade > This page describes the syntax and how to use the OutFade command. This page describes the syntax and how to use the OutFade command. To go to the OutFade command it is necessary to press another function key before, e.g. Store and press Time twice (= OutFade). ## Description [Section titled “Description”](#description) With the OutFade command, you can indicate out fade times * for a new cue with out fade time * in a existing cue Indicate out fade times for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) 1\. Store a new cue 1 with an out fade time of 4 seconds. Store Cue 1 OutFade 4 2\. Assign a out fade time of 5 seconds to the existing cue 3 on executor 1. Assign OutFade 5 Cue 3 Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will store a new cue on the main executor with an out fade time of 4 seconds. Press Store 1 (= Cue 1) two times Time (= OutFade) 4 Please. Cue 1 is stored with an out fade time of 4 seconds. Double check the cue timing in the [Cues View](/dot2/key_viewitem_cue/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will assign an out fade time of 5 seconds to the existing cue 3 stored on executor 1. Press ![MA](/img/dot2/ma-36da5c.png) + Label (=Assign) two times Time (= OutFade) 5 Cue 3 Exec 1 Please. Cue 3 on executor 1 has now an out fade time of 5 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Store Command](/dot2/key_keyword_store/) # Page > This page describes the syntax and how to use the page command. This page describes the syntax and how to use the page command. To go to the page command, press Page on the console. ## Description [Section titled “Description”](#description) With the page command, you can e.g. * turn off all executors from a page * delete a page * store a page * label a page ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn off all executors from a page. Off Page 1 2\. Delete a page. Delete Page 1 3\. Store a new page. Store Page 2 4\. Label a page. Label Page 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn off all executor on page 1. There are two ways to do this: a) Press Off Page 1 Please. b) Press Off and tap on page 1 in the [page pool](/dot2/key_viewitem_page/). All executors stored on page 1 are off. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete all executors stored on page 1. There are two ways to do this. a) Press Delete Page 1 Please. b) Press Delete and tap on page 1 in the [page pool](/dot2/key_viewitem_page/). All executors stored on page 1 are deleted. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will create a new page 3. There are two ways to do this: a) Press Store Page 3 Please. b) Press Page + until you reach page 3. Page 3 is created. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will label page 2 as effects. There are two ways to do this: a) Press Label Page 2 Please. b) Press Label and tap on page 2 in the [page pool](/dot2/key_viewitem_page/). The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens. ## Related Links [Section titled “Related Links”](#related-links) * [Page Pool View](/dot2/key_viewitem_page/) * [Page Key](/dot2/key_key_page/) * [Page + Key](/dot2/key_key_pagenext/) # Park > This page describes the syntax and how to use thark command. This page describes the syntax and how to use the\*\*\*\* Park command. To go to the Park command, press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) on the console.\ Park is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Park command, you can park * the current value of a fixture * a specific value of a fixture * the values of a preset type from a fixture selection * a specific DMX channel Parked DMX channels are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). If you want to unpark DMX channels, open the [tools window](/dot2/key_window_tools/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Park the the current values of a fixture. Park Fixture 1 2\. Park all attributes of fixture 1 at 100 %. Park Fixture 1 At 100 3\. Park the values of the dimmer preset type of the current fixture selection. Park PresetType Dimmer 4\. Park a specific DMX channel. Park DMX 1.1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will park the current values of fixture 1. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) Fixture 1 Please. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will park all attributes of fixture 1 at 100 %. Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) Fixture 1 At 1 0 0 Please. All attributes of fixture 1 are parked at 100 %. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will park all dimmer values of the current fixture selection. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) and enter in the command line the word Dimmer. Tap Enter. All dimmer values of the current fixture selection are parked. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will park DMX channel 1.2. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at DMX channel 1.2 in the [DMX view](/dot2/key_viewitem_dmx/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) DMX 1 . 2 Please. DMX channel 1.2 is parked. ## Related Links [Section titled “Related Links”](#related-links) * [DMX View](/dot2/key_viewitem_dmx/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Preset Type Bar](/dot2/key_widget_presettypebar/) # Pause > This page describes the syntax and how to use the pause command. This page describes the syntax and how to use the pause command. To go to the pause command, press the small Pause key on the console. ## Description [Section titled “Description”](#description) With the pause command, you can * pause a crossfade between two cues * stop a current pause of an executor The pause command is a toggle function.\ If the executor is running, the pause command will set it to a pause.\ If the executor is set to a pause, the pause command will stop the pause and keep him running again. ## Syntax [Section titled “Syntax”](#syntax) To pause and stop a pause of an executor. Pause Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will pause the chaser on executor 1. Press the small Pause and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. The executor 1 is set to pause. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will stop the pause on executor 1 and keep the chaser running again. Press the small Pause and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. The executor is running again. ## Related Links [Section titled “Related Links”](#related-links) * [Pause Key](/dot2/key_key_pause/) * [Executor Button \[Go\]](/dot2/key_key_execgo/) # + [Plus] > This page describes the syntax and how to use the + [Plus]ommand. This page describes the syntax and how to use the + \[Plus]\*\*\*\* command. ## Description [Section titled “Description”](#description) With the + \[Plus] command you can: * Add objects to a selection list * Add the dimmer value * Call the next page ## Syntax [Section titled “Syntax”](#syntax) 1\. Add objects from a list: \+ 5 2\. Add dimmer values: At + 12 3\. Call next page: Page + The + \[Plus]\*\*\*\* command is a helping command and needs a further command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you have a long selection list with fixtures and you will add one to them. ![](/img/dot2/dot2_commands_minus02_1-2-63f6eb.png) *Figure 1: Fixture selection list - one fixture is missing* * Press + 5 Please on the console. The fixture ID 5 is added to the selection list. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 2: Complete fixtures selection list* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have a long selection list with fixtures and you will add fixture ID 5 thru 7. ![](/img/dot2/dot2_commands_minus05_1-2-6da372.png) *Figure 3: Fixture selection list - fixture 5 thru 7 are missing* * Press + 5 Thru 7 Please on the console. The fixture IDs 5 thru 7 are added to the selection list. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 4: Complete fixture selection list* ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will add the dimmer value by 12% from selected fixtures. ![](/img/dot2/dot2_commands_minus04_1-2-c130e4.png) *Figure 5: Dimmer at 38%* * Press At + 12 Please on the console. The dimmer values are added by 12%. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 6: Dimmer at 50%* **Hint:**\ To add the dimmer value by 10%, press the + key twice. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will call the next page. * Press Page + Please on the console. The next page opens. # Preset > This page describes the syntax and how to use the preset command. This page describes the syntax and how to use the preset command. To go to the preset command, press Preset on the console. ## Description [Section titled “Description”](#description) With the preset command, you can e.g. * label a preset * apply presets to fixtures ## Syntax [Section titled “Syntax”](#syntax) 1\. Label a preset. Label Preset 1 2\. Apply a preset to a fixture. Fixture 1 At Preset 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will label dimmer preset 1 as “close”. 1\. Open the [dimmer presets pool](/dot2/key_viewitem_preset/). 2\. a) Press Label Preset 1 Please. 2\. b) Press Label and tap on preset 1 in the dimmer preset pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will apply color preset 2 (= red) to fixture 1. There are two ways to do this: a) Select fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/), open the [color presets pool](/dot2/key_viewitem_preset/) and tap on preset 2 (= red). b) Press Fixture 1 At Preset 4 (= color presets pool) . 2 (= preset 2 red) Please. Preset 2 from the color preset pool is applied at fixture 1. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Key](/dot2/key_key_preset/) * [Presets Pools](/dot2/key_viewitem_preset/) # PresetType > This page describes the syntax and how to use the PresetType command. This page describes the syntax and how to use the PresetType command. To go to the PresetType command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Preset on the console. ## Description [Section titled “Description”](#description) With the PresetType command, you open a * preset type pool by preset type number * preset type pool by preset type name ## Syntax [Section titled “Syntax”](#syntax) 1\. Open a preset type pool by preset type number. PresetType 1 2\. Open a preset type pool by preset type name. PresetType Dimmer ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the color preset pool by number.\ Requirement: Presets is selected in the [view bar.](/dot2/key_widget_viewbar/) There are two ways to do this: a) Tap Color in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) 4 (= number of the color preset type) Please. The color preset pool is open. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will open the control preset type pool by preset type name.\ Requirement: Presets is selected in the [view bar](/dot2/key_widget_viewbar/) There are two ways to do this: a) Tap Control in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) and enter in the command line the word Control. Tap Enter. The control preset pool is open. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Key](/dot2/key_key_preset/) * [MA Key](/dot2/key_key_ma/) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [How to work with Presets?](/dot2/key_ht_presets/) # Preview > This page describes the syntax and how to use the preview command. This page describes the syntax and how to use the preview command. To go to the preview command, press Prvw on the console.\ Preview is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Preview command you get a preview of the programmed output in the [fixtures view](/dot2/key_viewitem_fixture/) and in the dot2 3D, without having an actual DMX output. You can use the Preview command for preview * executors * cues **Hint:**\ If the console is in the preview mode, the Prvw key is blinking and the title bar of the fixtures sheet changes into red. **Hint:**\ To leave the preview mode, press Esc or Off Prvw on the console. ## Syntax [Section titled “Syntax”](#syntax) 1\. To get a preview from an executor 102. Preview ExecButton1 1.102 2\. To get a preview from cue 1 on the main executor. Preview Cue 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will have a preview of the programmed executor 102 without having an actual DMX output. There are five ways to do this: a) Press Prvw and tap at executor 102 in the [executor bar window](/dot2/key_window_playback/). b) Press Prvw and tap at executor 102 in the [executor pool view](/dot2/key_viewitem_executorpool/). c) Press Prvw and tap at executor 102 in the [virtual playbacks view](/dot2/key_viewitem_virtualplayback/). d) Press Prvw and press the actual executor button of executor 102 on the console. e) Press Prvw Exec 1 0 2 Please. The preview of executor 102 is visible in the [fixtures view](/dot2/key_viewitem_fixture/) without having a DMX output. **Hint:**\ To have a quick overview in the preview mode about different executors at the same time, press and hold the Prvw key and press the different executor buttons on the console. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will have a preview of cue 1 on the main executor without having an actual DMX output. **Requirement:** The main executor is off. There are three ways to do this: a) Press Prvw and tap at cue 1 in the [cues view](/dot2/key_viewitem_cue/) of the main executor. b) Press Prvw Cue 1 Please. c) Press Prvw Please. The preview of cue 1 on the main executor is visible in the [fixtures view](/dot2/key_viewitem_fixture/) without having a DMX output. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will step thru the cue list on the main executor with cue timing and without having an actual DMX output. 1\. Open the main executor in the preview mode, press Prvw Please.\ Cue 1 on the main executor is in preview. 2\. Press the small Go+ (=Go) Prvw.\ Cue 2 on the main executor is in preview with cue timing, e.g. fade. **Hint:**\ To go back from cue 2 to cue 1 in the preview mode use the small Go- and Prvw on the console. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will step thru the cue list stored on executor 2 without having actual DMX output. 1\. Open executor 2 in the preview mode, press Prvw and the executor button of executor 2 ![go](/img/dot2/go_1-db7d7b.png)\ Cue 1 of Executor 2 is in preview. 2\. Press Prvw and then Next.\ Cue 2 of Executor 2 is in preview. 3\. Repeat step 2 until you reach the end of the cue list. **Hint:**\ To step thru the cue list backwards, press Prvw Prev. # Rate > This page describes the syntax and how to use the rate command. This page describes the syntax and how to use the rate command. To go to the rate command it is necessary to press another function key before, e.g. Store and then Speed. ## Description [Section titled “Description”](#description) With the rate command you can store on an executor a: * Master Speed * Master Rate For more information about what is a master speed or a master rate, refer to the [glossary](/dot2/key_glossary/). ## Syntax [Section titled “Syntax”](#syntax) Store a master speed or master rate on an executor. Store Rate ## Example [Section titled “Example”](#example) Let´s assume, you will store a master rate on executor 6. There are four ways to do this: a) Press Store Speed (= Rate) Exec 6 Please. b) Press Store Speed (= Rate) and press the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). c) Press Store Speed (= Rate) and tap on executor 6 in the [executor bar view](/dot2/key_window_playback/). d) Tap on empty executor 6 in the executor bar view. The [empty executor window](/dot2/key_window_emptyexecutor/) opens. Tap \[Store]>\[Speed]>\[Executor], then tap Master Rate. # Record > This page describes the syntax and how to use thRecordommand. This page describes the syntax and how to use the **Record** command. To use the Record command, type **Record** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Record command you can, * turn on * turn off a timecode record for an executor. ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn on a timecode record. Record On 2\. Turn off a timecode record. Record Off ## Example [Section titled “Example”](#example) Let´s assume, you will start a timecode record for executor 6. 1\. Open the [command line window](/dot2/key_view_commandline/) to use the virtual keyboard and type Record On Executor 6 2\. Press Please. The timecode record starts and the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible in the [executor bar](/dot2/key_widget_executorlabelbar/) and the [executor bar window](/dot2/key_window_playback/). # Release > This page describes the syntax and how to use the command Release. This page describes the syntax and how to use the command **Release**.  To use this command, type **Release** into the [command line](/dot2/key_widget_commandlineinput/).  ## Description  [Section titled “Description ”](#description) With the command **Release** it is possible to: * Enter **release values** for attributes in the programmer by a given object list. This list is filtered by the current selection. \*\* Important:\*\*\ Release values that are stored with the option “Merge” release previously tracked values in the tracking list and the fixtures use their default values.  **Important:**\ -If you release an object, the command **Release** will be applied to the value layer.\ -If you release an effect, the command **Release** will be applied to the effect layer.  ## Syntax [Section titled “Syntax”](#syntax) 1. To enter **release values** for all attributes in the programmer within the selection of fixtures in the value layer, type into the command line:  Release Selection The letter **R** will be subsequently displayed in the value layer.  2. To enter **release values** for attributes of pan and tilt in the programmer within the selection of fixtures, type into the command line:  Release PresetType “position” 3.  To enter release values for an effect in the programmer, number 4 for instance, type into the command line: Release Effect 4 # Remove > This page describes the syntax and how to use the remove command. This page describes the syntax and how to use the remove command. To go to the remove command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Delete on the console. ## Description [Section titled “Description”](#description) With the remove command, you remove stored values from a cue.\ Remove works always along with a merge in a existing cue. ## Syntax [Section titled “Syntax”](#syntax) Remove dimmer values. Remove PresetType Dimmer ## Example [Section titled “Example”](#example) Let´s assume, you will remove the dimmer value of fixture 4 in cue 2. 1\. Select the fixture type in the [fixtures view](/dot2/key_viewitem_fixture/). 2\. Press ![ma](/img/dot2/ma-36da5c.png) + Delete (= Remove) and tap on Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/).\     The remove value is in the fixtures sheet view visible. ![](/img/dot2/dot2_commands_remove01_1-2-cf113f.png) *Figure 1: Remove values in the fixture sheet* 3\. Press Store 2 (= Cue 2) Please. The dimmer values of fixture 4 in cue 2 are removed. # Replace > This page describes the syntax and how to use the replace command. This page describes the syntax and how to use the replace command. To go to the replace command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Move on the console.\ Replace is in the command line. If you press Move after a Replace is in the command line, the command will be With. ## Description [Section titled “Description”](#description) With the replace command, you can replace * Presets with Presets * Fixtures with Fixtures * Groups with Groups for an executor or in the show file. ## Syntax [Section titled “Syntax”](#syntax) 1\. Replace a preset if it is used on a executor. Replace Preset 1 With Preset 2 If Executor 1.2 2\. Replace a fixture. Replace Fixture 1 With Fixture 2 3\. Replace a group. Replace Group 1 With Group 2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will replace position preset 4 “Singer” with position preset 5 “Piano” if it is used on executor 2. 1. Open the position presets pool. 2. Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace), tap at preset 4, press Move (=With), tap at preset 5, press If and executor button 2 ![go](/img/dot2/go_1-db7d7b.png) Please. Replace Preset 2.4 With Preset 2.5 If ExecButton 1.2 The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Preset 4 “Singer” is replaced with preset 5 “Piano” if it was used on executor 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will replace fixture 1 with fixture 2 if it is used on executor 1. Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Fixture 1 Move (=With) Fixture 2 If, press executor button 1 ![go](/img/dot2/go_1-db7d7b.png). Replace Fixture 1 With Fixture 2 If ExecButton 1.1 The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Fixture 1 is replaced with fixture 2 if it was used on executor 1. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will replace group 1 with group 2. **Important:**\ Replace group will not replace the group in the groups view.\ It will replace the fixtures using in the group in the show file. This is the same as replace fixture with fixture. There are two ways to do this: a) Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Group 1 Move (=With) Group 2 Please. b) Open the [groups view](/dot2/key_viewitem_group/). Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace), tap at Group 1, press Move (=With), tap at  Group 2 Please. The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. All fixtures stored in group 1 are replaced with the fixtures stored in group 2. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will delete fixture 1 from all places where it is stored in (groups, presets and executors). Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Fixture 1 Move (=With) Please. The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Fixture 1 is deleted from all places in the show file, where it was stored in. # Select > This page describes the syntax and how to use thelect command. This page describes the syntax and how to use the\*\*\*\* select command. To go to the select command, press Select on the console. ## Description [Section titled “Description”](#description) With the select command, you select fixtures * by DMX address * from a cue list stored on a executor * from a specific cue The selected fixtures are displayed in the [fixtures view](/dot2/key_viewitem_fixture/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Select fixtures in the fixtures view by DMX address. Select Dmx 1.1 2\. Select all fixtures from a cue list stored on a executor. Select ExecButton1 1.1 3\. Select all fixtures in a specific cue. Select Cue 1 ExecButton1 1.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select the fixture using the DMX address 1.1. Press Select and tap in the [DMX view](/dot2/key_viewitem_dmx/) at 1.1. The fixture with the DMX address 1.1 is selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will select all fixtures from the cue list, stored on executor 1. There are three ways to do this: a) Press Select and then press the respective executor button e.g. ![Go](/img/dot2/go_1-db7d7b.png). b) Press Select and then tap on executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Select Exec 1 Please. All fixtures stored on executor 1 are selected in the fixtures view. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will select all fixtures from cue 1 on executor 1. There are three ways to do this: a) Press Select Cue 1 and then press the respective executor button e.g. ![Go](/img/dot2/go_1-db7d7b.png). b) Press Select Cue 1 and then tap on executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Select Cue 1 Exec 1 Please. All fixtures from cue 1 on executor 1 are selected. ## Related Links [Section titled “Related Links”](#related-links) * [Select Key](/dot2/key_key_select/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Executor Bar View](/dot2/key_widget_executorlabelbar/) * [DMX View](/dot2/key_viewitem_dmx/) # Selection > This page describes the syntax and how to use the Selection command. This page describes the syntax and how to use the Selection command. To go to the Selection command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Fixture on the console. ## Description [Section titled “Description”](#description) With the Selection command, you can deselect the current selection of fixtures.\ The fixtures are removed from the [programmer](/dot2/key_wa_programmer/). ## Syntax [Section titled “Syntax”](#syntax) Deselect the current selection of fixtures and remove them from the programmer. Off Selection ## Example [Section titled “Example”](#example) Let´s assume, you will deselect the current selection of fixtures and remove them from the programmer. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 1: Selected fixtures in the programmer.* ![](/img/dot2/dot2_commands_selection01_1-2-e39544.png) *Figure 2: Deselected fixtures in the programmer.* Press Off  ![ma](/img/dot2/ma-36da5c.png) + Fixture (= Selection) Please. The current selection of fixtures is deselected. # SetIP > This page describes the syntax and the use of thSetIPommand. This page describes the syntax and the use of the **SetIP** command. To use the SetIP command, type **SetIP** into the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) **Important:**\ Before using the SetIP command, save the show file. To save the show file, press Backup Backup.Reboot the console after executing the SetIP command. This is very important for the console to apply the new IP address.  **Important:**\ The Art-Net IP address has to start with 2.x.x.x. or 10.x.x.x. . With the SetIP command, you can: * Change the Art-Net IP address * Change the sACN IP / Web remote address * See the available Ethernet interfaces along with their IP address in the [command line window](/dot2/key_view_commandline/). After changing the IP address, reboot the console. ## Syntax [Section titled “Syntax”](#syntax) 1\. Changes the Art-Net IP address. SetIP eth0:1 2.2.3.5 2\. Changes the sACN IP / Web remote address. SetIP eth0 192.168.0.5 3\. Displays the available Ethernet interfaces along with their IP address in the [command line window](/dot2/key_view_commandline/). SetIP ## Example [Section titled “Example”](#example) Let´s assume you change the Art-Net IP address in your network. 1\. To save the show file, press Backup Backup. 2\. Open the [command line window](/dot2/key_view_commandline/) to use the virtual keyboard and type: SetIP eth0:1 2.2.3.5 3\. Press Please.\ The console asks if you want to reboot now. 4\. Tap Reboot Now. The console reboots and the new IP address is applied. # <<< [GoFastBack] > This page describes the syntax and how to use the <<< [GoFastBack]ommand. This page describes the syntax and how to use the **<<< \[GoFastBack]** command. ## Description [Section titled “Description”](#description) With the **<<< \[GoFastBack]** command, you jump to the previous cue in the cue list without timing. Let´s assume, you have a long cue list with timings and you will have a quick overview about your cue list without waiting for each cue timing. ![](/img/dot2/dot2_commands_gofastforward01_1-0-7e53d8.png) With the **<<< \[GoFastBack]** command you can do this. ## Syntax [Section titled “Syntax”](#syntax) <<< The command **<<< \[GoFastBack]** needs the following arguments: * **<<< \[GoFastBack]** * **Executor**: Press the executor button on which the cue list is stored you like to jump in. ## Example [Section titled “Example”](#example) To be faster, press and hold the <<< key and press the respective executor button several times. * <<< Go - (Large)\ Jumps to the previous cue in the main cue list without timing. * <<< Executor 1.1\ Jumps to the previous cue in the executor 1.1 without timing. ## Related Links [Section titled “Related Links”](#related-links) * [<<< \[GoFastBack\] Key](/dot2/key_key_gofastback/) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Cues View](/dot2/key_viewitem_cue/) # >>> [GoFastForward] > This page describes the syntax and how to use the >>> [GoFastForward]ommand. This page describes the syntax and how to use the **>>> \[GoFastForward]** command. ## Description [Section titled “Description”](#description) With the **>>> \[GoFastForward]** command, you jump to the next cue in the cue list without timing. Let´s assume, you have a long cue list with timings and you will have a quick overview about your cue list without waiting for each cue timing. ![](/img/dot2/dot2_commands_gofastforward01_1-0-7e53d8.png) With the **>>> \[GoFastForward]** command you can do this. Use the **>>> \[GoFastForward]** instead of the **Go** command if you do not need the timings of the cues. ## Syntax [Section titled “Syntax”](#syntax) \>>> Executor The command **>>> \[GoFastForward]** needs the following arguments: * **>>> \[GoFastForward]** * **Executor**: Press the executor button on which the cue list is stored you like to jump in. ## Example [Section titled “Example”](#example) To be faster, press and hold the >>> key and press the respective executor button several times. * \>>> Please\ Jumps to the next cue in the main cue list without timing. * \>>> Go + (Large)\ Jumps to the next cue in the main cue list without timing. * \>>> Executor 1.1\ Jumps to the next cue in the executor 1.1 without timing. ## Related Links [Section titled “Related Links”](#related-links) * [>>> GoFastForward Key](/dot2/key_key_gofastforward/) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Go Command](/dot2/key_keyword_go/) * [Cues View](/dot2/key_viewitem_cue/) # SnapPercent > This page describes the syntax and how to use the SnapPercent command. This page describes the syntax and how to use the SnapPercent command. To go to the SnapPercent command, it is necessary to press another function key before, e.g. Store and then five times Time. ## Description [Section titled “Description”](#description) With the SnapPercent command, you set a snap time.\ The snap time is a delay time for non fading parameters, eg. gobo or colorwheel. ## Syntax [Section titled “Syntax”](#syntax) 1\. Store a cue with a snap percent of 4 %. Store Cue 1 SnapPercent 4 2\. Assign a snap percent to an existing cue. Assign Cue 1 SnapPercent 4 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will store a new cue 1 on executor 4 with a snap percent of 2. There are three ways to do this: a) Press Store 1 (= Cue 1) Exec 4 five times Time (= SnapPercent) 2 Please. b) Press Store 1 (= Cue 1) five times Time (= SnapPercent) 2 and press the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). c) Press Store 1 (= Cue 1) five times Time (= SnapPercent) 2 and tap on executor 4 in the [executor bar view](/dot2/key_window_playback/). Cue 1 is stored on executor 4 along with a snap percent of 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have stored cue 1 on the main executor and now you will add a snap percent of 2. Press  ![ma](/img/dot2/ma-36da5c.png) + Label (= Assign ) 1 (= Cue 1) five times Time (= SnapPercent) 2 Please. The snap percent of 2 is assigned at cue 1 on the main executor. Double check the assigned snap percent in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) # Solo > To enter the Solo command in the command line, press !ma + Highlt or type Solo or the shortcut Son the command line. To enter the Solo command in the command line, press ![ma](/img/dot2/ma_1-85eed0.png) + Highlt or type **Solo** or the shortcut **So** in the command line. ## Description [Section titled “Description”](#description) The Solo command forces the dimmer attributes of all unselected fixtures to zero. Only the selected fixtures will have an intensity output. This function is often used to focus gobos or to position fixtures. **Hint:**\ It is possible to protect fixtures against Solo. To do so disable React to Master in the Patch and Fixture Schedule. For more information on **React to Master** see the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/).  If Solo is on, Highlt starts to blink and the Solo symbol is displayed in the message view ![](/img/dot2/dot2_icon_solo_v1-4-8a1ac8.png).  **Important:**\ If only a few fixtures are selected, the event location will go black. # Stomp > This page describes the syntax and how to use thtomp command. This page describes the syntax and how to use the\*\*\*\* Stomp command. To go to the Stomp command press and hold  ![ma](/img/dot2/ma_1-85eed0.png) + At (= Stomp) on the console. ## Description [Section titled “Description”](#description) With the Stomp command, you mute running effects.\ This is useful for pan tilt effects, because they are relative effects and a new pan tilt value does not mute the current effect. The stomp command is the same as the stomp in the [effects view](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) Mute a running effect. Stomp ## Example [Section titled “Example”](#example) Let´s assume, you will mute all position preset type effects. There are two ways to do this: a) Open the [position effects view](/dot2/key_viewitem_position/) and tap at Stomp. b) Press ![ma](/img/dot2/ma_1-85eed0.png) + At (= Stomp) and tap at Position in the [preset type bar](/dot2/key_widget_presettypebar/). All position effects are mute. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [At Key](/dot2/key_key_at/) * [Effects View](/dot2/key_viewitem_effect/) # Store > This page describes the syntax and how to use the Store command. This page describes the syntax and how to use the Store command. To go to the Store command, press Store on the console. ## Description [Section titled “Description”](#description) With the Store command, you can store e.g. * a cue on an executor * a selection of fixtures as a group in the [groups view](/dot2/key_viewitem_group/) * an active value in a [preset pool](/dot2/key_viewitem_preset/) * a master speed or master rate fader on an executor For more information about cues, refer to [How to work with Cues?](/dot2/key_ht_cues/) ## Syntax [Section titled “Syntax”](#syntax) Store a cue on an executor. Store Cue 1 Executor 1.1 Store a selection of fixtures as a group in the groups view. Store Group 1 Store an active dimmer value as dimmer preset in the dimmer presets pool. Store Preset 1.1 Store a master speed fader on an executor. Store Rate Executor 1.3 ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will store the created cue as cue 1 on the main executor. ![](/img/dot2/dot2_commands_store01_1-0-3e3016.png) ![](/img/dot2/dot2_commands_store02_1-0-2e388b.png) There are three different ways to do this. a) Press Store 1 (=Cue 1) Please. b) Press Store 1 (=Cue 1) and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). c) Press Store and press the large Go on the console. If it is the second cue on the executor button, the console will ask you to choose the store method. The cue is stored on the main executor as cue 1. *** ### Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will store the created cue on an executor button 1. ![](/img/dot2/dot2_commands_store03_1-0-4e4928.png) ![](/img/dot2/dot2_commands_store04_1-0-bac54c.png) There are three different ways to do this. a) Press Store 1 (=Cue 1) Exec 1 Please. b) Press Store 1 (=Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Store 1 (=Cue 1) and press the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png) on the console. The cue is stored on executor 1. *** ### Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will store a selection of fixtures as group 1 in the [groups view](/dot2/key_viewitem_group/). There are two different ways to do this. a) Press Store Group 1 Please. b) Press Store and tap on the button of group 1 in the groups view. The selection of fixtures is stored as group 1 in the groups view. *** ### Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will store an active dimmer value as dimmer preset 1 in the dimmer [preset pool](/dot2/key_viewitem_preset/). There are two different ways to do this. a) Press Store Preset 1 (= dimmer preset pool) . 1 (= preset object 1) Please. b) Press Store and tap on the button of dimmer preset 1\*\*\*\* in the dimmer preset pool. The dimmer value is stored as dimmer preset 1 in the dimmer preset pool. *** ### Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will store a master speed fader on executor 3. There are three different ways to do this. a) Press Store Speed (= Rate) Exec 3 Please. b) Press Store Speed (= Rate) and tap on the executor 3 in the [executor bar view](/dot2/key_window_playback/). c) Press Store Speed (= Rate) press the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png) on the console. The console asks, to select the speed master type. Tap Master Speed. A master speed fader is stored on executor 3. # StoreLook > This page describes the syntax and how to use the StoreLook command. This page describes the syntax and how to use the StoreLook command. To go to the StoreLook command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Store on the console. ## Description [Section titled “Description”](#description) With the StoreLook command, you can store your actual look as a cue on an executor. The StoreLook command stores all dimmer values from all fixtures in the show.\ If the dimmer value is bigger than 0 it stores additional all further attributes.\ If the dimmer value is 0, it stores only the dimmer value because there is no further actual output of the fixture. A cue stored with the StoreLook command is automatically set to protected. Previous tracked values does not affect a cue stored with StoreLook. For more information about protected, refer to [Cues View](/dot2/key_viewitem_cue/) or [How to work with cues](/dot2/key_ht_cues/). For more information about tracking, refer to [What is Tracking?](/dot2/key_wi_tracking/) ## Syntax [Section titled “Syntax”](#syntax) Store the actual look from all fixtures in the show. StoreLook ## Example [Section titled “Example”](#example) Let´s assume you will store the actual look from all fixtures in the show as a cue on executor 1. ![](/img/dot2/dot2_commands_storelook01_1-2-dd93a1.png) *Figure 1: Fixtures Sheet before store with StoreLook* ![](/img/dot2/dot2_commands_storelook02_1-2-267b3e.png) *Figure 2: Fixtures Sheet after store with StoreLook* Press ![ma](/img/dot2/ma-36da5c.png) + Store (=StoreLook) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . All dimmer values are stored.\ All attributes are stored if the dimmer value was bigger than 0. For more information about the colors in the [fixtures sheet](/dot2/key_viewitem_fixture/), refer to [System Colors - Values.](/dot2/key_systemcolors_values/) # SyncEffects > This page describes the syntax and how to use thyncEffects command. This page describes the syntax and how to use the\*\*\*\* SyncEffects command. **Important:**\ If you type the SyncEffects command in the console, by press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects), the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word SyncEffects in. To go to the SyncEffects command press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects) on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the SyncEffects command, you synchronize all running effects. **Hint:**\ You can also use the Sync button in the [Effects View](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) To synchronize all running effects. SyncEffects ## Example [Section titled “Example”](#example) Let´s assume you have fixture 1-8 running with a dimmer PWM (=Pulse-width modulation) effect and fixture 11-18 also running with a dimmer PWM effect.\ They are not synchronized and you want to have them synchronized. ![](/img/dot2/dot2_commands_synceffects01_1-2-ffdb36.png) *Figure 1: Before SyncEffects* Press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects). The SyncEffects command will be directly executed. All running effects are synchronized. ![](/img/dot2/dot2_commands_synceffects02_1-2-59e04c.png) *Figure 2: After SyncEffects* ## Related Links [Section titled “Related Links”](#related-links) * [Effects View](/dot2/key_viewitem_effect/) * [What are Effects?](/dot2/key_wa_effects/) * [How to work with Effects?](/dot2/key_ht_effects/) * [MA Key](/dot2/key_key_ma/) # Temp > This page describes the syntax and how to use themp command. This page describes the syntax and how to use the\*\*\*\* Temp command. To go to the Temp command, press and hold the ![ma](/img/dot2/ma-36da5c.png) and Toggle on the console. ## Description [Section titled “Description”](#description) With the Temp command you can temporary turn an executor on, as long as you hold the executor button.\ The Temp command follows the cue timing, off timing and the position of the executor fader. If you keep the hands off from the executor button, the executor is off again. The Temp Off command will be executed. ## Syntax [Section titled “Syntax”](#syntax) Turn the executor temporary on. Temp Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will temporary turn the executor 1 on, until you keep the hands off. Press ![ma](/img/dot2/ma-36da5c.png) + Toggle (=Temp) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . The executor is on as long as you hold the key. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [Toggle Key](/dot2/key_key_toggle/) * [Executor Bar View](/dot2/key_window_playback/) # Thru > This page describes the syntax and how to use the thru command. This page describes the syntax and how to use the thru command. To go to the Thru command, press Thru on the console. ## Description [Section titled “Description”](#description) With the Thru command you can * select all fixtures in the fixtures view * select the range of fixtures in the fixtures view * delete cues and all following cues, from the main executor * delete cues and all following cues, from an executor button ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures in fixtures view. Fixture Thru 2.  Select the a range of a fixtures in the fixtures view. Fixture 5 Thru 10 3\. Delete cues and all following cues, from the main executor. Delete Cue 3 Thru 4\. Delete cues and all following cues, from an executor button. Delete Cue 3 Thru Executor 2 The Thru command is a helping command and needs a second command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will select all the fixtures in the show. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 1: Selected fixtures* Press Thru (=Fixture Thru) Please. All fixtures in the show are selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will select fixture 5 thru 10. Press Fixture 5 Thru 1 0 Please. The fixtures from 5 thru 10 are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will delete cue 3 and all following cues from the main executor. Press Delete Cue 3 Thru Please. Cue 3 and all following cues are deleted from the main executor. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will delete cue 3 and all following executors from executor button 1. **Important:**\ After you pressed Delete Cue it appears on screen 1 the main cue list.\ Continue the command with the **cue number** and the **executor number /** press an **executor button**. The cue will be deleted on the entered executor.\ If you do not enter an executor number / press an executor button, the cue will be deleted on the main cue list. Press Delete Cue 3 Thru and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . Or Press Delete Cue 3 Thru Exec 1 Please. Cue 3 and all following cues of the executor 1 are deleted. ## Related Links [Section titled “Related Links”](#related-links) * [Thru Key](/dot2/key_key_thru/) * [Delete Key](/dot2/key_key_delete/) * [Fixture Key](/dot2/key_key_fixture/) * [How to work with Cues?](/dot2/key_ht_cues/) # Toggle > This page describes the syntax and how to use the toggle command. This page describes the syntax and how to use the toggle command. To go to the toggle command, press Toggle on the console. ## Description [Section titled “Description”](#description) With the toggle command, you toggle between status on and off depending on the current status. If the current status of the executor is off, the toggle will make it on, and turned.\ Toggle is the default function on all executor buttons. ## Syntax [Section titled “Syntax”](#syntax) Toggle executor 1. Toggle Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will toggle the executor 1. There are three ways to do this: a) Press Toggle and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . b) Press Toggle Exec 1 Please. c) Press Toggle and then the respective executor in the [executor bar view](/dot2/key_window_playback/). The executor has the turned status. ## Related Links [Section titled “Related Links”](#related-links) * [Toggle Key](/dot2/key_key_toggle/) * [Exec (Executor) Key](/dot2/key_key_exec/) * [Please Key](/dot2/key_key_please/) * [Executor Bar View](/dot2/key_window_playback/) # Top > This page describes the syntax and how to use the top command. This page describes the syntax and how to use the top command. To go to the top command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Flash on the console. ## Description [Section titled “Description”](#description) With the top command you can jump to the top of a cue list from an executor * directly * with fade time The first cue of the cue list will be executed. The top command is basically a [Goto command](/dot2/key_keyword_goto/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Jump directly to the top of a cue list from an executor. Top Executor 1 2\. Jump with fade time to the top of a cue list from an executor. Top Executor 1 Fade 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will jump directly to the top of a cue list from the executor 1. To get a dimmer output, make sure that the fader of an exutor is not at 0 %.\ If the fader is at 0 % you get no dimmer output. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) Exec 1 Please. c) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The first cue of the cue list will be executed. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will jump to the top of a cue list from executor 1 with the fade time of 3 seconds. Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) Exec 1 Time (=Fade) 3 Please. The first cue of the cue list will be executed with a fade time of 3 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [Goto Command](/dot2/key_keyword_goto/) * [Goto Key](/dot2/key_key_goto/) * [Exec (Executor) Key](/dot2/key_key_exec/) # Unpark > This page describes the syntax and how to use thnpark command. This page describes the syntax and how to use the\*\*\*\* unpark command. To go to the unpark command, press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) at the console.\ Unpark is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Unpark command, you unpark previous parked DMX channels * of a fixture * of preset type attributes from a fixture selection Parked channels are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). To unpark all previous parked DMX channels, open the [tools window](/dot2/key_window_tools/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Unpark a previous parked fixture. Unpark Fixture 1 2\. Unpark a previous parked DMX channel. Unpark Dmx 1.34 3\. Unpark preset type attributes of the current fixture selection. Unpark PresetType Dimmer ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will unpark the previous parked fixture 1. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap at fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) Fixture 1 Please. Fixture 1 is unparked. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will unpark the previous parked DMX channel 1.34. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap at the DMX channel 1.34 in the [DMX view](/dot2/key_viewitem_dmx/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) DMX 1 . 3 4 Please. DMX channel 1.34 is unparked. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will unpark the previous parked dimmer attributes of the current fixture selection. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) ![ma](/img/dot2/ma-36da5c.png) + Preset and enter in the command line the word Dimmer. Tap Enter. The previous parked dimmer attributes of the current fixture selection is unparked. ## Related Links [Section titled “Related Links”](#related-links) * [Tools Window](/dot2/key_window_tools/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [DMX View](/dot2/key_viewitem_dmx/) * [Go+ Key (Small)](/dot2/key_key_goforward/) * [MA Key](/dot2/key_key_ma/) # Update > This page describes the syntax and how to use thpdate command. This page describes the syntax and how to use the\*\*\*\* update command. To go the update command, press Update on the console. ## Description [Section titled “Description”](#description) With the update command, you can update * groups * presets * cues ## Syntax [Section titled “Syntax”](#syntax) Update ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you edited a group 1 by using the [edit command](/dot2/key_keyword_edit/), and now you will apply the changes to group 1. An indicator that the update function is available is the flashing Update key on the console. Press Update Please. The console asks, if you want to update Group 1. Tap Ok.\ Group 1 is updated. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you edited preset 1 by using the [edit command](/dot2/key_keyword_edit/), and now you will apply the changes to preset 1. Press Update Please. The console asks, if you want to update Preset 1. Tap Ok.\ Preset 1 is updated. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you have some values in the programmer and you will update preset 1 to these values. There are two ways to do this: a) Press Update and tap at preset 1 in the [preset pools view](/dot2/key_viewitem_preset/). b) Press Update Preset 1 Please. Preset 1 is updated with the values in the programmer. After an update, the fixtures sheet view displays the name of the preset.\ To see the values stored in the preset, tap and hold the preset tile. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will update cue 2 on executor 2 with the values in the programmer. There are three ways to do this: a) Press Update 2 (=Cue 2) Exec 2 Please. b) Press Update 2 (=Cue 2) and press executor button 2 ![go](/img/dot2/go_1-db7d7b.png) . c) Press Update 2 (=Cue 2) and tap at executor 2 in the [executor bar window](/dot2/key_window_playback/). If cue 2 on executor 2 is your current active cue, press Update and the executor button 2 ![go](/img/dot2/go_1-db7d7b.png). Cue 2 of executor 2 is updated with the values in the programmer. ## Related Links [Section titled “Related Links”](#related-links) * [Edit Command](/dot2/key_keyword_edit/) * [Update Key](/dot2/key_key_update/) * [What is a Programmer?](/dot2/key_wa_programmer/)  * [Presets Pools View](/dot2/key_viewitem_preset/) # View [Eye] > This page describes the syntax and how to use thiew command. This page describes the syntax and how to use the\*\*\*\* view command. To go to the view command, press the ![view](/img/dot2/eye_1-352bc0.png) key on the console. ## Description [Section titled “Description”](#description) With the view command you can view the [cues of executors](/dot2/key_viewitem_cue/). ## Syntax [Section titled “Syntax”](#syntax) View the cues from executor 1. View Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will see the cues of executor 3 on page 1. ![](/img/dot2/dot2_commands_view01_1-2-f2198b.png) *Figure 1: Cues View* Press ![view](/img/dot2/eye_1-352bc0.png) and then respective executor button ![go](/img/dot2/go_1-db7d7b.png). The cues view of the executor is visible on screen 1. ## Related Links [Section titled “Related Links”](#related-links) * [View \[Eye\] Key](/dot2/key_key_view/) * [Cues View](/dot2/key_viewitem_cue/) # Zero > This page describes the syntax and how to use thero command. This page describes the syntax and how to use the\*\*\*\* zero command. **Important:**\ If you type the Zero command in the console, by double press the . key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word zero in. To go to the zero command double press the . key on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the zero command you can set the intensity to zero: * of the current selected fixtures * of a selection of fixtures * from an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Set the intensity from the current selected fixtures to zero. Zero 2\. Set the intensity of a selection of fixtures to zero. Fixture 1 Thru 3 Zero 3\. Set the intensity from an executor to zero. Executor 1 Zero ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will set the intensity of all selected fixtures to zero. ![](/img/dot2/dot2_commands_zero02_1-2-afc61e.png) *Figure 1: Dimmer at 100 %* ![](/img/dot2/dot2_commands_zero01_1-2-3cef3e.png) *Figure 2: Dimmer at 0%* Press . .. The zero command will be directly executed.\ The values of the selected fixtures are zero. **Hint:**\ Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the intensity of the fixtures 1 thru 3 to zero. **Important:**\ Make sure, that no fixtures are selected. If fixtures are selected, the zero command will be always execute to all selected fixtures. Press Fixture 1 Thru 3 . .. The Zero command will be directly executed.\ The values of the fixtures 1 thru 3 are zero. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will set the intensity of the fixtures from the executor 1 to zero. **Important:**\ The physical fader doesn´t move. Press Exec 1 . .. The values from the fixtures of the executor 1 are set to zero. # New in the Manual > This is an outline of all changes that took place in the latest version compared to the previous version of the manual. This is an outline of all changes that took place in the latest version compared to the previous version of the manual. After every software update the manual will be updated as well. | Topic | Description | | ------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ | | [Macros Pool](/dot2/key_viewitem_macro/) | Editable macros can be created. Macro pop-ups prompt user for input. @ character as placeholder for user commands. | | [Icons](/dot2/key_views_and_windows_icons/) | Padlock icon added. | | [Calibrate Screens](/dot2/key_window_calibratescreens/) | Reboot message pop-up added | # System Colors > After some actions, the dot2 gives you directly feedback in color form. After some actions, the dot2 gives you directly feedback in color form. The following examples will explain it. ## Gray Color [Section titled “Gray Color”](#gray-color) ![](/img/dot2/dot2_systemcolors_grey_1-2-69380e.png) *Figure 1: Gray color* Gray color indicates a not selected object. It is the default color. ## Yellow Color [Section titled “Yellow Color”](#yellow-color) ![](/img/dot2/dot2_gettingstarted_controllingdimmers_02_1-2-735c64.png) *Figure 2: Yellow color* Yellow color indicates a selected object, e.g. fixture or group. ## Red Color [Section titled “Red Color”](#red-color) ![](/img/dot2/dot2_gettingstarted_programmer_01_1-0-e8f0b1.png) *Figure 3: Red color* Red color indicates that this value comes from the programmer and you can store it, e.g. [preset type bar](/dot2/key_widget_presettypebar/) or [fixtures sheet view](/dot2/key_viewitem_fixture/). ## Purple Color [Section titled “Purple Color”](#purple-color) ![](/img/dot2/dot2_systemcolors_purple_1-2-77613c.png) *Figure 4: Purple color* Purple color indicates a running effect in the [fixtures view](/dot2/key_viewitem_fixture/) or in the [title bar](/dot2/key_title_bar/) of the preset types if the low or high values are visible for effects. In the preset pools it indicates a stored effect. # System Requirements dot2 onPC > If you want to run the dot2 onPC on your PC, here´s what it take. If you want to run the dot2 onPC on your PC, here´s what it take. |   | Minimum | Recommended | | ---------------- | --------------------------------------------------------------------- | ----------- | | Operating system | Windows® 7 Windows® 8 Windows® 8.1  Windows® 10 all with admin rights |   | | Processor | CPU Dual Core 2.4 GHz or faster with SSE2 support |   | | RAM | 2 GB | 4 GB | | Hard disk | 32 GB available space | type SSD | | Graphic card | Any graphic card with hardware acceleration and 512 MB |   | | Resolution | 1920 x 1080 Full HD |   | | Network card | 100BASE-TX, 1000BASE-T  | 1000BASE-T | IBM® compatible PC or notebook necessary. Additional requirements to use certain features: * To use Art-Net with a dot2 onPC and Windows® 8 or Windows® 8.1, it is necessary to start the application as administrator. * To change settings like the system clock, you need admin rights on your Windows® system. * To use the online help manual, you need internet access. We recommend that you visit your PC manufacturer´s website for info about updated drivers and hardware compatibility. # Values > The value colors are visible in the Fixtures Sheet View. The value colors are visible in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). ## Cyan Value [Section titled “Cyan Value”](#cyan-value) ![](/img/dot2/dot2_systemcolors_valuecolors01_1-0-e3e485.png) Cyan values comes from the main executor and indicates all attributes which are changed in the current cue.\ It indicates also dimmer values which are getting bigger. ## Green Value [Section titled “Green Value”](#green-value) ![](/img/dot2/dot2_systemcolors_valuecolors07_1-0-baf53a.png) Green values comes from the main executor and indicates dimmer values which are getting smaller. ## Grey Value [Section titled “Grey Value”](#grey-value) ![](/img/dot2/dot2_systemcolors_valuecolors02_1-0-e80230.png) Grey values indicates that this is a default value. ## Magenta Value [Section titled “Magenta Value”](#magenta-value) ![](/img/dot2/dot2_systemcolors_valuecolors06_1-0-1d7ac4.png) Magenta values indicates that this value is a tracked value from the main executor.\ Those are values from a previous cue, which are not stored in the actual cue. ## Red Value [Section titled “Red Value”](#red-value) ![](/img/dot2/dot2_systemcolors_valuecolors03_1-0-ef89c3.png) Red values indicates that this value comes from the programmer. ## Red Background [Section titled “Red Background”](#red-background) ![](/img/dot2/dot2_systemcolors_valuecolors04_1-0-82edfc.png) Red background color indicates that this value is in the programmer and you can store this values.\ This is an active programmer value. ## Bright Yellow Value [Section titled “Bright Yellow Value”](#bright-yellow-value) ![](/img/dot2/dot2_systemcolors_valuecolors05_1-0-5f18ce.png) Bright yellow values indicates that this value comes from a normal executor. ## Dark Yellow Value [Section titled “Dark Yellow Value”](#dark-yellow-value) ![](/img/dot2/dot2_systemcolors_valuecolors08_1-0-90024b.png) Dark yellow values indicates that this value is a tracked value from a normal executor. # Title Bar > Every view has a title bar with information in which view you are and different icons. Every view has a title bar with information in which view you are and different icons. ![](/img/dot2/dot2_viewsandwindows_fixtures_title-bar_v1-3-3391c7.png) *Figure 1: Normal Title Bar* All changes you are do in a gray title bar mode interact directly with the console. There are different title bar icons, depending on the view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png)\ **Symbol View**: Located in the [fixtures view](/dot2/key_viewitem_fixture/) title bar.\ Tap to switch to the symbol view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png)\ **Sheet View**: Located in the fixtures view title bar.\ Tap to switch to the sheet view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png)\ **Layout View:** Located in the fixtures view title bar.\ Tap to switch to the layout view. ![](/img/dot2/dot2_sheet-view_toggle-name-value_v1-3-34925d.png)\ **Values Only:** Located in the title bar of the fixture view.\ Tap to switch between names and values. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png)\ **Pin:** Located in the title bar from the fixture view, [presets view](/dot2/key_viewitem_preset/), cues view and [DMX view](/dot2/key_viewitem_dmx/).\ Tap to pin your view and deactivate the dynamic view mode. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png)\ **Tool**: Located in the cues and [executor bar window](/dot2/key_window_playback/) title bar.\ Tap to go to the cue settings. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar12_1-0-5026f9.png)\ **Trash Can**: Located in the [load show window](/dot2/key_window_loadshow/) title bar.\ Tap to delete a show. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar06_1-0-2c77b7.png)**\ **View**: Located in the [DMX view](/dot2/key_viewitem_dmx/) title bar.\ Tap to get the full view with attributes or remove the full view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar07_1-0-4b21f0.png)\ **Minimize**: Located in the [executor bar window](/dot2/key_window_playback/) title bar.\ Tap to minimize the executor bar window to the executor bar.\ If you see this icon, you can also close the view by swiping from the top of the screen to the bottom. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar10_1-0-665c20.png)\ **Jump Back**: Located in the [select fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) view title bar.\ Tap to jump backwards to the next available fixture ID. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar11_1-0-c5fbbb.png)\ **Jump Forwards**: Located in the [select fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) view title bar.\ Tap to jump forwards to the next available fixture ID.. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png)\ **Effect Loop:** Located in the preset type views title bar.\ Tap to open the corresponding effect view. ![](/img/dot2/dot2_viewsandwindows_setup03_1-0-a06d74.png)\ **Information Sign:** Located in the [Setup](/dot2/key_window_setup/).\ Tap to open the [System Information Window](/dot2/key_window_systeminformation/). ![](/img/dot2/dot2_viewsandwindows_backupwindow05_1-2-7092aa.png)\ **Backup Icon:** Located in the [Load Show Window](/dot2/key_window_loadshow/).\ Tap to see the .backup files. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png)\ Esc**: Located on the left side of a title bar.\ Tap to leave the current view. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png)\ OK**: Located on the right side of a title bar.\ Tap to confirm your changes. ![](/img/dot2/dot2_viewsandwindows_wingstatistics02_1-1-2847f2.png)\ **Frame:** Located on the right side of the [Wing & Nodes Diagnosis Window](/dot2/key_window_wingsandnodesdiagnosis/).\ Tap to identify the selected device in the network. ## Effect Mode Title Bar [Section titled “Effect Mode Title Bar”](#effect-mode-title-bar) If an effect is running on the selected fixtures and the preset type of the running effect is selected in the [preset type bar](/dot2/key_widget_presettypebar/), the preset type view changes into an effect mode and gets a purple title bar. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview04_1-2-09bb5c.png) *Figure 2: Effect Mode Title Bar* ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar18_1-2-9882e9.png)\ **Effect Loop:**\ Located in the preset type views title bar.\ Tap to open the corresponding effect view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar19_1-2-c8bb54.png)\ **Normal Value:**\ Displays the current effect between the selected low value and high value.\ Tap to overwrite the running effect with a normal value. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar20_1-2-fec7e5.png)\ **Low Value:**\ Tap to change the lowest value of the selected effect. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar21_1-2-c3f570.png)\ **High Value:**\ Tap to change the highest value of the selected effect. ## Preview Title Bar [Section titled “Preview Title Bar”](#preview-title-bar) If the preview mode is on, the fixtures view changes into a preview mode and gets an red title bar. ![](/img/dot2/dot2_views-and-windows_control-elements_title-bar03_v1-3-2b94c7.png) *Figure 3: Preview title bar* To leave the preview mode, press Off Prvw. ## Patch and Fixture Schedule Title Bar [Section titled “Patch and Fixture Schedule Title Bar”](#patch-and-fixture-schedule-title-bar) All title bars starting from the Patch and Fixture Schedule are displayed in blue. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar15_1-0-54e7b8.png) *Figure 4: Patch and Fixture Schedule Title Bar* A blue title bar displays, that this is a mode in which the changes do not interact directly with the console.\ They need to apply by a **Done** ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule_1-0-ab6d78.png). # Calculator > The Calculator View appears always if you enter or edit values of attributes. The **Calculator View** appears always if you enter or edit values of attributes. The calculator is a dynamic view. The functions change regarding the value and the attribute. ![](/img/dot2/dot2_viewsandwindows_calculatorview19_1-2-5ab81c.png) *Calculator view* The title bar displays the attribute, the unit and sometimes the range of the values. Below the title bar is the green edit line. To clear the line, tap ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png) on the right of the edit line. The calculator view includes always a number pad at the left of the view. ![](/img/dot2/dot2_viewsandwindows_calculatorview16_1-0-8b3b93.png) Applied functions has a brown background. ![](/img/dot2/dot2_viewsandwindows_calculatorview17_1-0-fc6663.png) To bring your attribute to link to the current default settings of the fixture type, tap Default Link. To confirm the value, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The calculator view will close. To leave the Calculator View, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Default Calculator Buttons [Section titled “Default Calculator Buttons”](#default-calculator-buttons) The following buttons are in all calculator views available. The buttons are located right beside the number pad and they are working with the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview02_1-0-00e07c.png)\ Tap to delete the next sign left from the cursor. ![](/img/dot2/dot2_viewsandwindows_calculatorview03_1-0-bdcdcd.png)\ Tap to delete marked values or the next sign right from the cursor. ![](/img/dot2/dot2_viewsandwindows_calculatorview04_1-0-d57e0d.png)\ Tap to go at the beginning of the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview05_1-0-25ce94.png)\ Tap to go at the end of the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview06_1-0-4ca0a0.png)\ Tap to go one sign back. ![](/img/dot2/dot2_viewsandwindows_calculatorview07_1-0-f2f2ef.png)\ Tap to go one sign forward. ![](/img/dot2/dot2_viewsandwindows_calculatorview18_1-0-4ec44c.png)\ Tap to insert a prefix. ![](/img/dot2/dot2_viewsandwindows_calculatorview08_1-0-798c93.png)\ Tap to confirm and apply the value. The calculator view will close. ## Time Calculator Buttons [Section titled “Time Calculator Buttons”](#time-calculator-buttons) The following buttons are available for editing time attributes, depending on the attribute. The buttons are located below the number pad. ![](/img/dot2/dot2_viewsandwindows_calculatorview09_1-0-21428b.png)\ Tap to enter days. ![](/img/dot2/dot2_viewsandwindows_calculatorview10_1-0-5eb382.png)\ Tap to enter hours. ![](/img/dot2/dot2_viewsandwindows_calculatorview11_1-0-f7f641.png)\ Tap to enter minutes. ![](/img/dot2/dot2_viewsandwindows_calculatorview12_1-0-1642f5.png)\ Tap to enter seconds. ![](/img/dot2/dot2_viewsandwindows_calculatorview13_1-0-cc47e2.png)\ Tap to enter frames. The default setting is 30 fps (frames per second). From this follows that 1 frame is equivalent to 0.03 seconds. ![](/img/dot2/dot2_viewsandwindows_calculatorview14_1-0-c8b50a.png)\ Tap to have the same time for Out Fade like In Fade. ![](/img/dot2/dot2_viewsandwindows_calculatorview15_1-0-62408e.png)\ Tap to have the same time for Out Delay like In Delay. ## Trig Time Calculator Buttons [Section titled “Trig Time Calculator Buttons”](#trig-time-calculator-buttons) The following buttons are available in the calculator for trig time, if the cue trigger is set to sound. With these buttons you choose the used frequency. **All:**\ Is a mathematical calculation between Snd1, Snd2, Snd3, Snd4, Snd5, Snd6, and Snd7. **Bass:**\ Is a mathematical calculation between Snd1 and Snd2. **Med:**\ Is a mathematical calculation between Snd3, Snd4, and Snd5. **High:**\ Is a mathematical calculation between Snd6 and Snd7. **Snd1:**\ ​57 Hz ​**Snd2:**\ ​115 Hz ​**Snd3:**\ 230 Hz **Snd4:**\ 460 Hz **Snd5:**\ 920 Hz **Snd6:**\ 1,8 kHz **Snd7:**\ 3,7 kHz ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_calculatorview20_1-0-d62a9e.png) **Value(s):**\ To edit a value, turn the encoder left or right. **Scroll:**\ To confirm a value and close the calculator, press or tap the encoder. # Command Line > To go to the Command Line View, tap in the command line To go to the **Command Line View**, tap in the [command line](/dot2/key_widget_commandlineinput/) \- or - tap More… in the view bar and tap Command Line. ![](/img/dot2/dot2_viewsandwindows_commandlineview02_1-1-897de2.png) The command line view displays in the upper area all inserted commands along with the response from the console. Error messages are also displayed. Every command line start with the clock time (24 hours system) in hours, minutes, seconds and milliseconds. After the time is the command history displayed. To scroll vertical, use the vertical scroll bar.\ To scroll horizontal, tap in the view and move the view from right to left. If you are not at the end of the command history, there is a direction arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png) displayed.\ To go to the end of the command history, tap the directions arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png). Below the command history is the [command line](/dot2/key_widget_commandlineinput/). Below the command line is the virtual keyboard. To leave the command line view, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Feedback [Section titled “Feedback”](#feedback) The command history has different feedback messages. **Error:** ![](/img/dot2/dot2_viewsandwindows_commandhistory01_1-0-9c8bf7.png)\ The entered command is wrong. **Executing:** ![](/img/dot2/dot2_viewsandwindows_commandhistory02_1-0-8c340d.png)\ The entered command is executed. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_commandlineview01_1-0-eaae7a.png) **Cursor:**\ To move the cursor in the command line left or right, turn the encoder left or right. **History:**\ To scroll in the commands forwards and backwards and display the command in the command line, turn the encoder left or right. **Scroll:**\ To scroll in the command history up or down, turn the encoder left or right.\ To scroll in the command history left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Command Line](/dot2/key_command_history_colors/) * [Control Elements - Command Line](/dot2/key_widget_commandlineinput/) # Oops > To go to the Oops View on screen 1, press and hold the Oops. The Oops View opens on screen 1. To go to the **Oops View** on screen 1, press and hold the Oops. The Oops View opens on screen 1. ![](/img/dot2/dot2_viewsandwindows_oopsview01_1-1-3-a60cbf.png)*Figure 1: Oops View* The Oops View displays the last 128 actions. There are two columns in the Oops View. The column **Ago** displays how long ago the action was executed.\ The column **Description** displays the description of the action. To select actions, tap in the line.\ If you want to select an action to undo them, you have to start from the latest one and go backwards.\ It is not possible to select just one action in the middle of the list and undo them. Selected actions have a green background. To undo selected actions, tap Undo Selected in the [Title Bar](/dot2/key_title_bar/). To leave the Oops View, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) **Scroll:**\ To select actions, turn the encoder left or right.\ To undo the selected actions, press the encoder. # Beam Preset Type > To go to thBeam Preset Type View, tap Beam in the Preset Type Bar. To go to the **Beam Preset Type View**, tap Beam in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png)  and press 5, for preset type 5 (= Beam). The beam preset type view is only active if the selected fixture has a beam attributes. The beam preset type view is fragmented in the **Shutter/Strobe/Iris View**, the **Prisma 1 View** and the **Raw Beam Views** (depending on the fixture types). **Important:**\ The beam sliders works absolute. A tap on a beam slider sets a new beam value and does not follow the already set beam  values.\ The respective encoders works relative to the already set beam values. To open the beam [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the beam preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Shutter/Strobe/Iris View [Section titled “Shutter/Strobe/Iris View”](#shutterstrobeiris-view) The Sutter/Strobe/Iris View is the first tab of the beam preset type view. ![](/img/dot2/dot2_viewsandwindows_beampresettype01_1-0-616c38.png) In the shutter/strobe/iris view, you control the the strobe in hertz (Hz), the strobe duration in seconds (s) and the iris in percent (%). ## Strobe [Section titled “Strobe”](#strobe) To select the shutter speed in Hz, move the strobe slider up or down. There are five strobe value buttons right beside the strobe slider (depending on the fixture type). **Open:**\ Tap to open the shutter. **Close:**\ Tap to close the shutter. **Strobe:**\ Tap to use the strobe effect from the fixture (shutter opens and closes). **Pulse:**\ Tap to use the pulse effect from the fixture. **Random:**\ Tap to use the random effect from the fixture. The selected fixtures will have strobe along with a derangement. ## Strobe Duration [Section titled “Strobe Duration”](#strobe-duration) To select the strobe duration in seconds, move the strobe duration slider up or down. ## Iris [Section titled “Iris”](#iris) To select the iris width in percent, move the iris slider up or down. There are five iris value buttons right beside the iris slider (depending on the fixture type). **Open:**\ Tap to open the iris. **Close:**\ Tap to close the iris as much as possible. **Strobe:**\ Tap to use the strobe effect from the fixture. **Pulse Open:**\ Tap to use the pulse open effect from the fixture. **Pulse Close:**\ Tap to use the pulse close effect from the fixture. ## Prisma 1 View [Section titled “Prisma 1 View”](#prisma-1-view) The Prisma 1 View is the second tab of the beam preset type view. ![](/img/dot2/dot2_viewsandwindows_beampresettype02_1-0-c526de.png) In the prisma view, you can select a prisma and use prisma functions from the selected fixture. To select a prisma, tap on the prisma. To deselect the prisma, tap **Off**. ## Raw Beam View [Section titled “Raw Beam View”](#raw-beam-view) The raw beam views are located after the prisma views. ![](/img/dot2/dot2_viewsandwindows_beampresettype03_1-0-e80adc.png) In the raw beam view, you control the raw beam values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_beampresettype04_1-0-6aef85.png) To select the value, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Calculator](/dot2/key_view_calculator/) * [How to work with Presets?](/dot2/key_ht_presets/) * [What is Presets?](/dot2/key_wi_presets/) # Color Preset Type > To go to the Color Preset Type View, tap Colon the Preset Type Bar. To go to the **Color Preset Type View**, tap Color\*\*\*\* in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png)  and press 4, for preset type 4 (= Color). The color preset type view is only active if the selected fixture has a color attributes. The color preset type view has three default tabs: The **Picker View**, the **Fader View**, **Swatchbook View.**\ Depending on the fixture type additional **Raw Color Views**. **Important:**\ The color picker and the color sliders works absolute. A tap on the color picker or the color slider sets a new color value and does not follow the already set color values.\ The respective encoders works relative to the already set color values. To open the color [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the color preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Picker View [Section titled “Picker View”](#picker-view) The picker view is the first tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview01_1-0-5f54df.png)*Figure 1: Color picker view* In this view, you select the color from the color picker. You have access to all attributes of the color mix system or the color wheels. The x-axis of the color picker, displays the hue from 0 to 360 degrees.\ The y-axis of the color picker, displays the saturation from 0 % to 100 %. The cross hairs shows which color is selected. To select the brightness, swipe the **Bright.-Fader** up or down. To select from which color attributes should the selected color mostly be mixed from, swipe the **Q-Fader** up or down.\ **Primary** = The selected color will be mixed only from RGB attributes.\ **Max** = The selected color will be mixed from RGB attributes and if available from additional attributes, e.g. white or amber.\ **Pure** = The selected color will be mostly mixed from additional color  attributes. ## Fader View [Section titled “Fader View”](#fader-view) The fader view is the second tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview02_1-0-2aea6d.png)*Figure 2: Fader View* In this view, you select the color from the color faders.\ There are three different ways of the color mix system, each with three faders. **1. Hue - Sat. - Bright.**\ First fader displays the hue in degrees.\ Second fader displays the saturation in percent.\ Third fader displays the brightness in percent. **2. Cyan - Magenta - Yellow**\ First fader displays the cyan ratio in percent.\ Second fader displays the magenta ratio in percent.\ Third fader displays the yellow ratio in percent. **3. Red - Green - Blue**\ First fader displays the red ratio in percent.\ Second fader displays the green ratio in percent.\ Third fader displays the blue ratio in percent. To select from which color attributes should the selected color mostly be mixed from, swipe the **Q-Fader** up or down. ## Swatchbook View [Section titled “Swatchbook View”](#swatchbook-view) The swatchbook view is the third tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview03_1-0-2bc900.png)*Figure 3: Swatchbook view* In this view, you select the color from a swatchbook. There are two tables in this view: **Swatchbook Table** and **Color Table**. **1. Swatchbook Table**\ This table has two columns: **No.** and **Name**.\ The column **No.** displays the number of the swatchbook.\ The column **Name** displays the name of the swatchbook. **2. Color Table**\ This table has four columns: **No.**, **Name**, **Key** and **Color**.\ The column **No.** displays the number of the row.\ The column **Name** displays the name of the color.\ The column **Key** displays the key of the color from the swatchbook.\ The column **Color** displays the color along with the RGB code. ## Raw Color Views [Section titled “Raw Color Views”](#raw-color-views) The raw color views starts after the third tab in the color preset view, depending on the fixture type. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview03_1-0_1-2bb802.png)*Figure 4: Raw color view* In the raw color view, you control the raw color channel values in percent from the selected fixtures. All fixture types with CMY are displayed as inverted RGB. To select the DMX values from the color channel, move the slider up and down. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The color preset type view has different encoder bars depending on the selected view. ### Color Picker and Color Fader Encoder Bar [Section titled “Color Picker and Color Fader Encoder Bar”](#color-picker-and-color-fader-encoder-bar) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview05_1-0-a5a1a2.png)\ *Figure 5: Color picker and color fader encoder bar* To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Hue or Red:**\ To select the hue or red of a color, turn the encoder left or right. **Saturation or Green:**\ To select the saturation or green of a color, turn the encoder left or right. **Brightness or Blue:**\ To select the brightness or blue of a color, turn the encoder left or right. **Q:**\ To control the Q-Fader, turn the encoder left or right. ### Swatchbook Encoder Bar [Section titled “Swatchbook Encoder Bar”](#swatchbook-encoder-bar) If swatchbook is selected as color preset type view, the swatchbook encoder bar is displayed.\ \ ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview07_1-1-3-5701f5.png)\ *Figure 6: Swatchbook encoder bar* **Scroll Swatchbook:**\ To scroll in the swatchbook table, turn the encoder left or right. **Scroll Color:**\ To scroll in the color table, turn the encoder left or right.\ To select a color, press the encoder. # Control Preset Type > To go to the Control Preset Type View, tap Control in the Preset Type Bar. To go to the **Control Preset Type View**, tap Control in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 7, for preset type 7 (= Control). The control preset type view is only active if the selected fixture type has a control channel. The control preset type view has one default tab **control view** and depending on the fixture type **raw control views**. ## Control View [Section titled “Control View”](#control-view) The control view is the first tab of the control preset type view. ![](/img/dot2/dot2_viewsandwindows_controlpresettype01_1-0-c290e4.png) In the control view, you control the control channels of the selected fixture types. Except the three buttons on the bottom of the view, the buttons are depending on the selected fixture types. The three buttons at the bottom of the screen are default buttons.\ The buttons above the default buttons are different depending on the fixture. If you tap at one of these buttons, a progress bar appears until the function is finished.\ It is not possible to cancel a started functions or undo it. ![](/img/dot2/dot2_viewsandwindows_controlpresettype04_1-0-5167cb.png)\ **Lamp On** (only for discharge lamps):\ Tap to turn the lamp on. ![](/img/dot2/dot2_viewsandwindows_controlpresettype05_1-0-611fb8.png)\ **Lamp Off** (only for discharge lamps):\ Tap to turn the lamp off. ![](/img/dot2/dot2_viewsandwindows_controlpresettype06_1-0-76e760.png)\ **Reset:**\ Tap to reset the selected fixture corresponding to the reset function of the selected fixture type. ## Raw Control Views [Section titled “Raw Control Views”](#raw-control-views) The raw control views, e.g. Lamp, Reset, are located after the first tab in the control preset type view. ![](/img/dot2/dot2_viewsandwindows_controlpresettype02_1-0-176176.png) **Important:**\ The control sliders works absolute. A tap on a control slider sets a new control value and does not follow the already set control values.\ The respective encoders works relative to the already set control values. In the raw control view, you control the raw control channel values in natural values (0-100) of the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_controlpresettype03_1-0-6f201a.png) The encoder bar is only visible in the raw control views.\ It displays the respective raw channel depending on the selected slider. To select the value, turn the encoder left or right.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png).\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png).\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Cues > To go to the Cues View for thmain executor on screen 1: Press Cue on the console. To go to the **Cues View** for the **main executor on screen 1**: Press Cue on the console. To go to the cues view\*\*\*\* for the **main executor on screen 2**: Tap Cues on the [view bar](/dot2/key_widget_viewbar/). To go to the cues view for any other **executors**: Press ![view](/img/dot2/eye_1-352bc0.png) and then the respective executor button on the console. ![](/img/dot2/dot2_viewsandwindows_cuesview02_1-2-338a70.png) *Figure 1: Cues View* In this view, you see all cues of the respective executors and their settings. **Information:**\ Every store, update, or copy function makes an automatically unblock for the cue list. The values being identical with the value of the previous cue will not be stored again in the cue list. This provides a clean tracking list. For more information, refer to [What is Tracking?](/dot2/key_wi_tracking/). If an off time is set for this executor, it is displayed in the title bar.\ To change the off time, tap at Off Time in the title bar. The [settings of executor window](/dot2/key_window_settingsofexecutor/) opens. If a certain cue is edited, it is displayed in a red frame in the view. Furthermore, the title bar of the view is displayed in a red and bold font. The corresponding executor is also displayed in a red frame. For more information see [Executor Bar](/dot2/key_widget_executorlabelbar/#red_frame). ![](/img/dot2/dot2_views-and-windows_cues-view_v1-3-55832d.png) *Figure 2: Cue In Edit Mode* To start a timecode record for the executor, tap at TC Record (= timecode) in the title bar. The **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is flashing in the title bar of the cues view and in the [executor bar](/dot2/key_widget_executorlabelbar/). Only available if at least one timecode source is turned on in the [timecode configuration window](/dot2/key_window_timecode/). If no timecode source is turned on, the TC Record button is showed grayed out and the timecode trigger icon is displayed in red. ![](/img/dot2/dot2_viewsandwindows_cuesview06_1-2-5f0834.png) *Figure 3: Cues View - No timecode source is turned on in the Timecode Configuration Window* To open the executor settings, tap the **tool** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar. It opens the [settings of executor window](/dot2/key_window_settingsofexecutor/). To pin the view and deactivate the dynamic view mode, tap on the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png) in the [title bar](/dot2/key_title_bar/). Below the title bar is the cue table. In this table you can edit the * Number. The [edit cue number(s) window](/dot2/key_window_editcuenumbers/) opens. * Cue Name * Protected * Trig (Trigger). The [select trig window](/dot2/key_viewitem_selecttrig/) opens. * Trigger Time * Fade * Delay * Out Fade * Out Delay * Preset Type Timings * Cmd (Command) * Snap Percent * Info To edit the cells of the cue table, press and hold the cell. The corresponding edit window opens. A selected cell in the cue table has blue background with a white frame around. The current executed cue in the cue table has a green background.\ The blue bar in the name column of a running cue displays the fade time from 0% to 100%.\ For more information about cues, refer to [What is a Cue?](/dot2/key_wi_cues/) and [How to work with Cues?](/dot2/key_ht_cues/). If a cue is set to protected, a white line is displayed to see where the tracking stops. For more information, refer to [What is Tracking?](/dot2/key_wi_tracking/) If the assigned fade or delay time is overwritten by the exec time master, it is indicated by an equal sign in front of the fade or delay time. ![](/img/dot2/dot2_viewsandwindows_cuesview07_1-2-6c9bc4.png) *Figure 4: Cues View - Overwritten fade time* ## Chaser [Section titled “Chaser”](#chaser) If the executor is set to a chaser, all cue functions and timings which are not active in the chaser mode are shown gray out. For more information about chasers, refer to [What is a Chaser?](/dot2/key_wi_chasers/) and [How to work with Chasers?](/dot2/key_ht_chasers/). Additional is the chaser bar visible. ![](/img/dot2/dot2_viewsandwindows_cuesview03_1-0-4d3fd6.png) *Figure 5: Chaser Bar in the Cues View* **Forward** (chaser direction mode):\ Tap at ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) to select the direction mode of the chaser.\ There are four directions modes available * Forward * Backward * Bounce (e.g. starts with cue 1 to 4 and goes back from 4 to 1) * Random **Endless** (chaser run mode):\ Tap at ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) to select the run mode of the chaser.\ There are three run modes available. * Endless * Shoot-Off\ The chaser starts at the selected cue, e.g cue 1, and stops at the end of cue 5. The executor is off after the last cue. * Shoot-On\ The chaser starts at the selected cue, e.g. cue 1, and stops at the end of cue 5. The executor is on after the last cue. **Play:**\ Tap to start the chaser. **Pause:**\ Tap to set the chaser to pause. **Half Speed:**\ Tap to set the chaser to half of the current speed. **1:1 Speed:**\ Tap to set the speed to the adjusted speed. To adjust the speed, use the encoder. **Double Speed:**\ Tap to set the speed to the double of the entered speed. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview04_1-0-697a2b.png) *Figure 6: Encoder Bar Function on Screen 1 if Executor is a Chaser* **Fade** (only available if the executor is a chaser):\ With this encoder you set the fade percent from one cue to another cue.\ The default is 0% and it goes up to 400%.\ To set the fade percent without decimal places, turn the encoder left or right.\ To set the fade percent with decimal places, press ![encoder](/img/dot2/encoder-36b017.png) and then turn the encoder left or right. The encoder speed is slow. **Speed** (only available if the executor is a chaser):\ To set the speed of the chaser higher or lower, turn the encoder left or right. **Scroll:**\ To scroll in the cues view up or down, turn the encoder left or right.\ To scroll in the cues view left or right, press and turn the encoder left or right. # Dimmer Preset Type > To go to the Dimmer Preset Type View, tap Dimmen the Preset Type Bar. To go to the **Dimmer Preset Type View**, tap Dimmer\*\*\*\* in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold  ![ma](/img/dot2/ma_1-85eed0.png) and press 1, for preset type 1 (= Dimmer). The dimmer preset type view has one default tab **dimmer view** and depending on the fixture type **raw dimmer view**. To open the dimmer effects view at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the dimmer preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Dimmer View [Section titled “Dimmer View”](#dimmer-view) The dimmer view is the first tab of the dimmer preset type view. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview01_1-0_1-ab1ee8.png) In the dimmer view, you control the dimmer values in percent. To select a dimmer value move the dimmer slider up or down. **Important:**\ The dimmer slider works absolute. A tap on the dimmer slider sets a new dimmer value and does not follow the already set dimmer values.\ The dimmer wheel and the respective encoder works relative to the already set dimmer values. Right beside the dimmer slider are five default dimmer values buttons to set the dimmer to a specific value, e.g. 75 %. Right beside the default dimmer values buttons are four calculate dimmer values buttons, to set the dimmer to more or less percent, e.g. +10 %. ## Raw Dimmer View [Section titled “Raw Dimmer View”](#raw-dimmer-view) The raw dimmer view is located in the second tab of the dimmer preset type view. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview02_1-0-6ae89f.png) In the raw dimmer view, you control the raw dimmer channel values in percent from the selected fixtures. All fixture types with a color mix system have a raw dimmer channel in the dot2 to select the brightness. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview03_1-0-b9bdec.png) **Dim (%):**\ To select the value of the Dim (=Dimmer) turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [Calculator](/dot2/key_view_calculator/) * [Effects View](/dot2/key_viewitem_effect/) # DMX > To go to the DMX View on screen 1: Press  DMX on the console. To go to the **DMX View** on screen 1: Press  DMX on the console. To go to the **DMX View** on screen 2: Tap More… in the [view bar](/dot2/key_widget_viewbar/) and then DMX. ![](/img/dot2/dot2_viewsandwindows_dmxview02_1-0-8614d4.png)*Figure 1: DMX View* This view shows the current output of the fixtures and the [attributes](/dot2/key_glossary/). in the universes 1-8.\ The universe 9 displays the DMX input and works only for DMX remote. For more information, refer to [Remote Inputs Configuration](/dot2/key_window_remote/). To pin the view and deactivate the dynamic view mode, tap on the **pin ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png)** in the title bar. To scroll in the DMX view, slide the vertical scroll bar. During scrolling on the scroll bar, it is a bubble displayed which displays the address in the view. ![](/img/dot2/dot2_viewsandwindows_dmxview03_1-0-117ee2.png) You can also slide up and down in the view screen to scroll. To show the DMX attributes the respective DMX address, press the **view icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar06_1-0-2c77b7.png) in the [title bar](/dot2/key_title_bar/). ![](/img/dot2/dot2_viewsandwindows_dmxview04_1-0-eaa452.png)*Figure 2: DMX View with Attributes* If an attribute has no DMX output, the value 0 and the cell is gray displayed. If an attribute has a DMX output, the values starts with 1 (dark green) and goes up to 255 (neon bright green). To search for a fixture in the DMX view and mark it: Select the fixture in the fixture view and the dynamic mode goes to the respective DMX address. If one or more fixtures are selected in the [fixtures view](/dot2/key_viewitem_fixture/), the are displayed in the DMX view with a yellow frame around it. Parked DMX channels are displayed with a blue background. **Hint:**\ To unpark DMX channels, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_dmxview05_1-0-a71f05.png)*Figure 3: DMX View with parked DMX Channels* DMX tester values, entered via the [DMX command](/dot2/key_keyword_dmx/), are displayed with a red background. **Hint:**\ To turn off the DMX tester, open the [tools window](/dot2/key_window_tools/) or use the [DMX command](/dot2/key_keyword_dmx/). ![](/img/dot2/dot2_viewsandwindows_dmxview06_1-0-496e39.png)*Figure 4: DMX View with active DMX Tester* ## DMX Address [Section titled “DMX Address”](#dmx-address) Below the title bar and leftmost on the screen are the DMX address columns. The horizontal address column shows the DMX address for the respective line in the sheet. The leftmost vertical address column shows at first the universe and then with which address the first column starts. One DMX universe has 512 DMX addresses. Before the DMX sheet of an universe starts is the universe displayed and which XLR plug-in is used. To show the DMX addresses in the DMX view, press the ![ma](/img/dot2/ma-36da5c.png) key. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 5: DMX View Encoder Bar on Screen 1* **Scroll:**\ To scroll in the DMX view up or down, turn the encoder left or right. # Effects > To go to the Effects Editor View on screen 1, press Effect on the console or press the loop ! in the title bar of a preset type view. To go to the Effects Editor View on **screen 1**, press Effect on the console or press the loop ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar of a preset type view. ![](/img/dot2/dot2_viewsandwindows_effectsview01_1-0-29e759.png) \_Figure 1: Dimmer Effects Editor \_*View on screen 1* To open the Effect View on **screen 2**, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Effects. ![](/img/dot2/dot2_viewsandwindows_effectsview18_1-2-7a5723.png) \_Figure 2: Dimmer Effects \_*View on screen 2* The effect view depends on the selected fixtures in the [fixture view](/dot2/key_viewitem_fixture/) and the selected preset type in the [preset type bar](/dot2/key_widget_presettypebar/). For the following preset types are predefined effects available: * Dimmer * Position * Gobo * Color * Beam * Focus To go to the **Dimmer Effect View**, select Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The title bar displays in which effect view you are, e.g. Dimmer Effects. The tiles on the left side of the view, are the available effects for the selected fixture and preset type.\ The effects view on screen 2 displays only the available effects. The buttons on the right side of the view, are additional options for the effect. The current selected effect has a white frame around the tile. In the upper left corner is the object number of the effect. *** ## Off Effects [Section titled “Off Effects”](#off-effects) Every effect view has the Off function.\ Tap off, to discard a running effect from the fixture selection in the programmer.\ If you tap Off in the dimmer effects view, all dimmer effects will be discarded in the programmer. **Example:**\ Let´s assume, you have a running dimmer effect in the programmer and additional pan tilt values. ![](/img/dot2/dot2_viewsandwindows_effectsview02_1-2-373cb4.png) *Figure 3: Running dimmer effect* To discard only the effect values from the selected fixtures, open the **dimmer effect view** and tap Off. ![](/img/dot2/dot2_viewsandwindows_effectsview03_1-2-a53e15.png) *Figure 4: Dimmer effect is off* The dimmer effect is discarded from the programmer. *** ## Stomp Effects [Section titled “Stomp Effects”](#stomp-effects) Every effect view has the Stomp function.\ Tap stomp, to mute a running effect stored on an executor. To deactivate Stomp, press Clear. **Example:**\ Let´s assume, you have stored cue 1 with a dimmer effect and you will mute this effect in cue 2. 1. Select the fixtures in the fixture view that should mute the effect from cue 1. 2. Open the dimmer effects view and tap Stomp. 3. Press Store Cue 2 Please. Cue 1 starts the dimmer effect and cue 2 mutes the dimmer effect. *** ## Stomp Effect in Position Presets [Section titled “Stomp Effect in Position Presets”](#stomp-effect-in-position-presets) If you store the Stomp effect in a preset, this effect is displayed as a red exclamation mark in the preset pool.  ![](/img/dot2/dot2_stomp-effect_position-presets_v1-3-c7dc1e.png) *Stomp effect in position presets* **Important:**\ To store the Stomp effect, run an effect first.  *** ## Effect Options [Section titled “Effect Options”](#effect-options) The effect options are the seven buttons on the right side of the screen. **Direction <>:**\ The direction <> button is available if you have fixtures with a running effect in the programmer.\ Tap to change the direction of the effect from left to right or reversed. **Shuffle Selection:**\ The Shuffle Selection button is available if you have selected fixtures in the programmer.\ Tap to mix-up the order of the fixture selection. This is the same as Macro “Shuffle Selection” in the [Macros Pool](/dot2/key_viewitem_macro/). **Sync:**\ The Sync button is available if effects are running in the programmer.\ Tap to synchronize effects in the programmer. Refer to, [SyncEffects Command](/dot2/key_keyword_synceffects/). **Align >:**\ Selects the align mode >. Refer to, [Align Key](/dot2/key_key_align/). **Align <:**\ Selects the align mode <. Refer to, [Align Key](/dot2/key_key_align/). **Align ><:**\ Selects the align mode ><. Refer to, [Align Key](/dot2/key_key_align/). **Align Off** (default)**:**\ Turns the align mode off. Refer to, [Align Key](/dot2/key_key_align/). *** ## Dimmer Effects [Section titled “Dimmer Effects”](#dimmer-effects) In the dot2 are six predefined dimmer effects available. **Soft Dimmer** (object number 1):\ Opens and close the dimmer with softness. ![](/img/dot2/dot2_viewsandwindows_effectsview04_1-2-035f39.png) *Figure 5: Soft dimmer effect* **Hard Dimmer** (object number 2):\ Opens and close the dimmer without softness. ![](/img/dot2/dot2_viewsandwindows_effectsview05_1-2-194900.png) *Figure 6: Hard dimmer effect* **Ramp Up Dimmer** (object number 3):\ Dimmer snaps to 100% and fades slowly to 0%. ![](/img/dot2/dot2_viewsandwindows_effectsview06_1-2-8b3ea4.png) *Figure 7: Ramp up dimmer effect* **Ramp Down Dimmer** (object number 4):\ Dimmer snaps to 0% and fades slowly to 100%. ![](/img/dot2/dot2_viewsandwindows_effectsview07_1-2-e136b6.png) *Figure 8: Ramp down dimmer effect* **Dim/P/T Ballyhoo** (object number 8):[]()\ Soft dimmer effect and pan tilt movement.\ This effect is in the position effects as well. ![](/img/dot2/dot2_viewsandwindows_effectsview08_1-2-86d0ed.png) *Figure 9: Dim/P/T Ballyoo* **Dim/Tilt Flyout** (object number 9):[]()\ Fixtures are moving from position one to position two.\ After they reached position two, dimmer fades to 0% and the fixtures moves back to position one. ![](/img/dot2/dot2_viewsandwindows_effectsview09_1-2-083d37.png) *Figure 10: Dim/Tilt Flyout* *** ## Position Effects [Section titled “Position Effects”](#position-effects) In the dot2 are eight predefined position effects available. **Circle** (object number 5):\ Fixtures moving in a circle. **Pan Sinus** (object number 6):\ Soft pan effect. Pan of the fixture moves around the current position, for example beginning from the current position 0 the pan moves from - 15 till 15.  **Tilt Sinus** (object number 7)\ Soft tilt effect. Tilt of the fixture moves around the current position, for example beginning from the current position 0 the tilt moves from - 15 till 15.  **Dim/P/T Ballyhoo** (object number 8):\ Refer to, [Dim/P/T Ballyhoo](#Dim/P/T%20Ballyhoo) in the dimmer effects. **Dim/Tilt Flyout** (object number 9):\ Refer to, [Dim/Tilt Flyout](#Dim/Tilt%20Flyout) in the dimmer effects.\ \ **Pan Half Sinus** (object number 22):\ Soft pan effect. Pan of the fixture uses the current position as starting position, for example beginning from the current position 0 the pan moves till 30 and back to 0.\ \ **Tilt Half Sinus** (object number 23):\ Soft tilt effect. Tilt of the fixture uses the current position as starting position, for example beginning from the current position 0 the tilt moves till 30 and back to 0.​\ \ **Figure 8** (object number 24):\ Fixture moves like an eight. The center is the current position. *** ## Gobo Effects [Section titled “Gobo Effects”](#gobo-effects) In the dot2 are three predefined gobo effects available. **2 Gobo** (object number 10):\ Changes between two gobos on the gobowheel.\ Select the gobos with high value and low value in the [gobo preset type view](/dot2/key_viewitem_gobo/), effect mode. ![](/img/dot2/dot2_viewsandwindows_effectsview10_1-2-0ec000.png) *Figure 11: 2 Gobo effect* **Gobo <>** (object number 11):\ Gobo rotation speed effect. **Gobo Index** (object number 12):\ Gobo position effect. *** ## Color Effects [Section titled “Color Effects”](#color-effects) In the dot2 are four predefined color effects available. **2 Color Soft** (object number 13):\ Changes between two colors with softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview11_1-2-87028d.png) *Figure 12: 2 Color Soft effect* **2 Color Hard** (object number 14):\ Changes between two colors without softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview12_1-2-7f335c.png) *Figure 13: 2 Color Hard effect* **RGB Rainbow** (object number 15):\ A red green blue rainbow effect with softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview13_1-2-ebe14e.png) *Figure 14: RGB Rainbow effect* **Colorwheel 2 color** (object number 16):\ Changes between two colors.\ This is a color wheel effect. *** ## Beam Effects [Section titled “Beam Effects”](#beam-effects) In the dot2 are three predefined beam effects available. **Iris** (object number 17):\ Opens and close the iris. ![](/img/dot2/dot2_viewsandwindows_effectsview14_1-2-67ba77.png) *Figure 15: Iris effect* **Shutter** (object number 18):\ Opens and close the shutter. ![](/img/dot2/dot2_viewsandwindows_effectsview16_1-2-e69055.png) *Figure 16: Shutter effect* **Strobe** (object number 19):\ Changes between fast and slow strobe. ![](/img/dot2/dot2_viewsandwindows_effectsview15_1-2-b7152c.png) *Figure 17: Strobe effect* *** ## Focus Effects [Section titled “Focus Effects”](#focus-effects) In the dot2 are two predefined focus effects available. **Zoom** (object number 20):\ Changes between wide and narrow. **Focus** (object number 21):\ Changes between minimum and maximum focus. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_views-and-windows_effect-view_encoder-bar_v1-3-092870.png) *Figure 18: Effect encoder bar* To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. For detailed information about the settings, refer to [What are Effects?](/dot2/key_wa_effects/). **High Value or Low Value:**\ To select the high or low value, turn the encoder left or right. **Speed:**\ To select the speed in BPM (beats per minute), turn the encoder left or right. **Phase:**\ To select the phase, turn the encoder left or right. **Width or Softness:**\ To select the width or softness, turn the encoder left or right. ## Groups  and Blocks [Section titled “Groups  and Blocks”](#groups-and-blocks) It is possible to enable **Groups** and **Blocks** in the effect encoder bar. **Important:**\ To make **Groups** and **Blocks** visible, press MA.  ![](/img/dot2/dot2_groups-blocks-wings_v1-3-94300b.png) *Figure 19: Effect encoder bar – groups and blocks* * To enter numbers in the calculator, tap **Groups** or **Blocks**.  **Groups:** Groups divide selected fixtures into groups that move in the same direction. **Example:** If you create 2 groups: * The first fixture will be added to the first group.  * The second fixture will be added to the second group.  * The third fixture will be added to the first group.  * The fourth fixture will be added to the second group and so forth.  **Blocks:** Blocks divide selected fixtures into small groups which work as an entity. **Example:**  If you created a simple dimmer chase containing 10 fixtures: * Set the block value to 2.  * You will then see that the fixtures one and two are moving together in the same direction.  * The same principle applies to fixtures 3 and 4.  **None**: The effects runs through all fixtures.  **Important:**\ The shaded background symbolizes that **Groups** and **Blocks** are not taken over into the effect editor when editing cues or presets.  ## Wings [Section titled “Wings”](#wings) Wings divide selected fixtures into smaller groups. These groups are mirrored.  **Example:** If you have created a simple dimmer chase containing 10 fixtures. They move from left to right: * Set the wing to 2.  * The first 5 fixtures move from left to right.  * The next 5 fixtures move from right to left.  * The fixtures move in sync to one another.  1. Select fixtures.  2. Press Effect.  3. Choose an effect.  4. Tap Phase and the calculator EffectPhase opens. ![](/img/dot2/dot2_effect-phase-calculator_v1-3-d1ddb8.png) *Figure 20: Calculator effect phase* To use the wings, tap one of the six predefined wing buttons with the following numbers: **0…360:** The effect starts in the middle and moves toward each side in a parallel way.  **-360…0:** The effect starts on each side and moves toward the middle in a parallel way.  *** ## Related Links [Section titled “Related Links”](#related-links) * [What is the Programmer?](/dot2/key_wa_programmer/) * [Macros Pool](/dot2/key_viewitem_macro/) * [Gobo Preset Type View](/dot2/key_viewitem_gobo/) * [How to work with Effects?](/dot2/key_ht_effects/) # Executor Pool > To go to the Executor Pool View on screen 1, press Exec on the console. To go to the Executor Pool View on screen 1, press Exec on the console. ![](/img/dot2/dot2_viewsandwindows_executorspool01_1-0-52fbd6.png) The executor pool view opens, depending of the current page from the [executor bar](/dot2/key_widget_executorlabelbar/). In this view, you see all stored executors. The title bar displays in which pool and what page you are. The executor pool view is fielded in numbered objects. The number in the upper left corner is the executor number. In the middle of the object is the name of the executor displayed. You can store 904 executor objects on each page. To scroll in the executor pool view, slide the vertical scroll bar or slide up and down in the view. If you store a new object, the console will ask you to label it. To open the [cues view](/dot2/key_viewitem_cue/) of an stored executor, press and hold the executor pool object. To move an executor: Press Move, tap the executor which should move and then tap in the field where the executor should go. To copy an executor: Press Copy, tap the executor which should be copied and then tap in the field where the executor copy should go to. A copied executor get a consecutively number after the executor name, to see the difference. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the executor pool view up or down, turn the encoder left or right.\ To scroll in the executor pool view left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Executor Bar](/dot2/key_widget_executorlabelbar/) * [Cues View](/dot2/key_viewitem_cue/) * [What is an Executor?](/dot2/key_wi_executors/) * [Move Command](/dot2/key_keyword_move/) * [Copy Command](/dot2/key_keyword_copy/) # Fixtures > To go to the Fixture View on screen 1: Press  Fixture on the console. To go to the **Fixture View** on screen 1: Press  Fixture on the console. To go to the **Fixture View** on screen 2 or all further screens: Tap Fixtures on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_fixturesview04_1-2-12ec54.png) *Figure 1: Fixtures view - symbol view* In this view you see all imported fixtures, [attributes](/dot2/key_glossary/) and their output. If [preview](/dot2/key_keyword_previewexecutor/) is active, you see the values. Swipe to select and deselect fixtures. To switch between the **symbol view** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png), the **sheet view** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png), or to one of the five **layout views** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png), tap on the respective icon in the [title bar](/dot2/key_title_bar/). To pin the view and deactivate the dynamic view mode, tap the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png). To toggle between names of preset and channel sets and values, tap ![](/img/dot2/dot2_sheet-view_toggle-name-value_v1-3-34925d.png) in the upper right corner of the sheet view, on the left of the pin.  The fixtures types and values can have different colors. For more about colors go to [system colors](/dot2/key_system_colors/). *** ## Symbol View [Section titled “Symbol View”](#symbol-view) You get to the fixture symbol view with a tap on the **symbol view icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png) in the title bar of the fixture view. This is a graphical layout of the patched fixtures. The symbol view displays always the playback output. The fixtures are grouped in fixture types. There are different symbols in the symbol view, depending on the fixture type. To see the fixture names and to see the colors and gobos if the dimmer is closed, press and hold ![ma](/img/dot2/ma_1-85eed0.png) . ![](/img/dot2/dot2_viewsandwindows_fixturesview07_1-2-587bc1.png) *Figure 2: Fixtures symbol view with pressed MA key* *** ## Fixture Symbols [Section titled “Fixture Symbols”](#fixture-symbols) All fixture symbols have in the upper area the fixture ID and the orange dimmer bar below. The dimmer bar is a graphical view of the dimmer value. ![](/img/dot2/dot2_viewsandwindows_fixturesview01_1-2-8afc37.png) *Figure 3: Example fixture ID 1* Displays additional to the dimmer bar the dimmer value of 50 % in red (= programmer values), and 0 0 for the position of pan and tilt values. ![](/img/dot2/dot2_viewsandwindows_fixturesview02_1-2-50edbc.png) *Figure 4: Example fixture ID 3* Displays additional to the dimmer bar the dimmer values of 100 % in red (= programmer values), and 175 -33 for the position of pan and tilt values, and the gobo wheel. ![](/img/dot2/dot2_viewsandwindows_fixturesview03_1-2-64cd51.png) *Figure 5: Example fixture ID 21* Displays the current color and the dimmer values. For more information, see [value colors](/dot2/key_systemcolors_values/). *** ## Sheet View [Section titled “Sheet View”](#sheet-view) To go to the fixture **sheet view** tap the sheet view icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png) in the title bar. ![](/img/dot2/dot2_views-and-windows_fixture-sheet-view_figure06_v1-3-54fec9.png) *Figure 6: Fixture sheet view* In the fixture sheet view are all patched fixtures, and their values and attributes, in a numeric order of the fixture ID. In the first column is the fixture ID displayed. In the second column is the fixture name displayed. Those two columns are fixed. After the fixture name column are the attributes displayed, in the same order like the [preset type bar](/dot2/key_widget_presettypebar/). If you use a preset, the name of the preset is displayed instead of the value. ![](/img/dot2/dot2_viewsandwindows_fixturesview08_1-2-cd421f.png) *Figure 7: Fixtures sheet view with used preset contrabass* To toggle to values, tap the symbol “Values Only” on the left of the pin. ![](/img/dot2/dot2_fixture-sheet-view_value-of-preset-contrabass_v1-3-4523d3.png) \_Figure 8: Fixture sheet view with values of the preset contrabass \_ To adjust the column width, press and hold the vertical column line next to the column header and move the column. To edit attribute values in the fixtures sheet view, select a fixture and tap and hold the value cell from the attribute. The [calculator](/dot2/key_view_calculator/) opens. To learn more about the different colors in the sheet view, refer to [value colors](/dot2/key_systemcolors_values/). If blind is on, the blind values are only visible in the sheet view. For more information, see [Blind key](/dot2/key_key_blind/) and [Blind command](/dot2/key_keyword_blind/). ![](/img/dot2/dot2_viewsandwindows_fixturesview09_1-2-06c2d1.png) *Figure 9: Fixtures sheet in blind* *** ## Layout View [Section titled “Layout View”](#layout-view) To go to one of the fixtures layout view, tap at one of the layout icons ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png). ![](/img/dot2/dot2_viewsandwindows_fixturesview10_1-2-7827df.png) *Figure 10: Fixtures layout view* By default, the fixtures layout view is empty. For more information about the fixtures layout view and how to arrange them, see [Getting Started Guide - Fixtures View](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_06_fixtureview.html). *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) **Scroll:**\ To scroll in the fixtures view up or down, turn the encoder left or right. # Focus Preset Type > To go to the Focus Preset Type View, tap Focus in the Preset Type Bar. To go to the **Focus Preset Type View**, tap Focus in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 6, for preset type 6 (= Focus). The focus preset type view is only active if the selected fixture type has focus attributes. The focus preset type view is fragmented in the **Focus/Zoom View** tab and the **Raw Focus View** (depending on the fixture type). **Important:**\ The focus sliders works absolute. A tap on a focus slider sets a new focus value and does not follow the already set focus  values.\ The respective encoders works relative to the already set focus values. To open the focus [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the focus preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Focus/Zoom View [Section titled “Focus/Zoom View”](#focuszoom-view) The focus/zoom view is the first tab in the focus preset type view. ![](/img/dot2/dot2_viewsandwindows_focuspresettype01_1-0-d2676d.png) With the focus slider, you control the focus of the projection.\ To select a focus value, move the focus slider up and down. 1 = near focus\ 100 = far focus There are three focus default buttons: **Far**, **Center** and **Near**.\ To select one of these values, tap on the corresponding button. To select a zoom value in degrees, move the zoom slider up and down.\ There are three zoom default buttons: **Wide**, **Center** and **Narrow**. ## Raw Focus View [Section titled “Raw Focus View”](#raw-focus-view) The raw focus view is the second tab of the focus preset type view. ![](/img/dot2/dot2_viewsandwindows_focuspresettype02_1-0-e304ab.png) In the raw focus view, you control the focus values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_focuspresettype03_1-0-ed0f34.png) **Focus:**\ To select the values of the focus, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Zoom:**\ To select the values of the zoom, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Gobo Preset Type > To go to the Gobo Preset Type View, tap Gobo in the Preset Type Bar. To go to the **Gobo Preset Type View**, tap Gobo in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 3, for preset type 3 (= Gobo). The gobo preset type view is only active if the selected fixture has gobo attributes. The gobo preset type view is fragmented in the **gobo views** and **raw gobo views** (depending on the fixture type). **Important:**\ The gobo sliders works absolute. A tap on a gobo slider sets a new gobo value and does not follow the already set gobo values.\ The respective encoders works relative to the already set gobo values. To open the gobo [effects view](/dot2/key_viewitem_effect/) at screen 1 tap at the effect loop ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the gobo preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Gobo View [Section titled “Gobo View”](#gobo-view) The gobo view is the first tab of the gobo preset type view. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview01_1-0-8c8227.png) In this view, you can select the gobos, gobo effects and gobo rotations, depending on the fixture type. A selected gobo has a green frame around it. There are several gobo buttons available, depending on the fixture type. **Select:**\ Tap to select a gobo from the gobowheel.\ The slider change into a select gobo slider. **Spin >:**\ Tap to let the entire gobowheel spin clockwise.\ The slider change into a select speed in rpm (revolution per minute) slider. **Stop:**\ Tap to stop the spinning. **Spin <:**\ Tap to let the entire gobowheel spin counter clockwise.\ The slider change into a select speed in rpm slider. **Wheel Shake:**\ Tap to let the gobowheel shakes up and down. **Rotate >:**\ Tap to rotate the selected gobo clockwise.\ The slider change into a select speed in rpm slider. **Rotate <:**\ Tap to rotate the selected gobo counter clockwise.\ The slider change into a select speed in rpm slider. **Index:**\ Tap to set the index position of the selected gobo.\ The slider change into a select position in degrees slider. ## Raw Gobo Views [Section titled “Raw Gobo Views”](#raw-gobo-views) The raw gobo views are located after the gobo views. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview02_1-0-c8222c.png) In the raw gobo view, you control the raw gobo values in [natural values](/dot2/key_glossary/) (0-100) from the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview03_1-0-ea557c.png) The left upper corner of an encoder in the [encoder bar](/dot2/key_widget_encoderbar/), displays the attribute from the respective encoder.\ The right upper corner displays the current function of the encoder, e.g. spin, select, rotation. To select a value turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) # Groups > To go to the Groups View on screen 1: Press Group on the console. To go to the **Groups View** on screen 1: Press Group on the console. To go to the **Groups View** on screen 2: Tap Groups on the [View Bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_groupsview01_1-0-847ac1.png) Store a collection of fixtures to a group to have a quick selection. There are 999 group buttons available. To scroll in the groups view, slide the vertical scroll bar or slide up and down in the view. A selected group is displayed with a yellow font. A group without a function is displayed with a gray font.\ Example: The fixtures stored in this group are removed from the Patch & Fixture Schedule. If you store a new group, the console will ask you to label it. ## ![](/img/dot2/dot2_viewsandwindows_groupsview02_1-0-d5f7c2.png) A group which is not labeled it is just called **Group**. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the groups view up or down, turn the encoder left or right.\ To scroll in the groups view left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Group Key](/dot2/key_key_group/) * [Group Command](/dot2/key_keyword_group/) * [How to work with Groups](/dot2/key_ht_groups/) # Help > To go to the Help View, tap More... in the view bar and then Help. To go to the **Help View**, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Help. ![](/img/dot2/dot2_viewsandwindows_help01_1-0-bb497b.png) In this view you have access to the help files from the dot2. If a topic is not available in the selected display language, it is a message at the beginning of the text and you got the English topic. To search for a specific topic, tap the **magnifier** ![](/img/dot2/dot2_viewsandwindows_helpview2_1-0-37bffd.png). It opens the **Search for… Window**. To go back to the last visiting help topic, tap the **direction arrow back** ![](/img/dot2/dot2_viewsandwindows_helpview3_1-0-bcb01c.png).  To go forward to the last visiting help topic, tap the **direction arrow forward** ![](/img/dot2/dot2_viewsandwindows_helpview4_1-0-0760bb.png). To pin the view on screen 2 or further screens, and deactivate the dynamic view mode, tap the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png). To leave the Help View, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Navigation Structure [Section titled “Navigation Structure”](#navigation-structure) The navigation structure is at the left of the view. The structure is * [Introduction](/dot2/key_introduction/)\ Basic information regarding the dot2. * [Getting Started Guide](https://help.malighting.com/dot2/en/help/2b0756df-1c07-438b-a39e-2201cf26b1cd.html)\ Guided tour to the most common functions in the dot2. * [What are…](/dot2/key_wi_this/)\ For a better understanding of the dot2. * [How to…](/dot2/key_ht_howto/)\ Examples of practical use of the dot2. * [Keys](/dot2/key_keys/)\ Overview about all keys including detailed description. * [Views & Windows](/dot2/key_views_and_windows_overview/)\ Overview about all views and windows including detailed description. * [Commands](/dot2/key_commands_overview/)\ All commands in detail. * [Error Messages](/dot2/key_error_messages/)\ Error messages with reason and action. The current open topic is marked with an orange font in the structure tree. ## Help File [Section titled “Help File”](#help-file) The help file is at the right of the view. A help file can includes * text * screenshots * related links ![](/img/dot2/dot2_viewsandwindows_help02_1-0-beaec7.png) A key on the console is displayed in an orange font with an orange frame. ![](/img/dot2/dot2_viewsandwindows_help03_1-0-9fe699.png) A button on the screen is displayed in a white font with a gray frame. Fixture 1 Thru 3 A command line input is displayed with a command line style. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the navigation structure or the help file up and down, turn the encoder left or right. # Macros Pool > To go to thMacros Pool Viewn screen 1, press Macro on the console. To go to the **Macros Pool View** on screen 1, press Macro on the console. ![](/img/dot2/img_macros_1-9-0f15ef.png) *Figure 1: Macros pool view* Macros are used for the automation of tasks.\ The first 45 are predefined macros that cannot be edited or deleted. They are organized in alphabetical order. To scroll in the macros pool view, slide the vertical scroll bar or slide up and down in the view. Numbers 46 to 999 can be edited. ## Predefined macros [Section titled “Predefined macros”](#predefined-macros) **1. +05:**\ Adds 5% dimmer value to the selected fixture. **2. -05:**\ Removes 5% dimmer value from the selected fixture. **3. Align <:**\ Selects the align mode <. Refer to, [Align Key](/dot2/key_key_align/). **4. Align >:**\ Selects the align mode >. Refer to, [Align Key](/dot2/key_key_align/). **5. Align <>:**\ Selects the align mode <>. Refer to, [Align Key](/dot2/key_key_align/). **6. Align ><:**\ Selects the align mode ><. Refer to, [Align Key](/dot2/key_key_align/). **7. Align Off:**\ Turns the align mode off. Refer to, [Align Key](/dot2/key_key_align/). **8. Circular Copy >:**\ Copies all values of the selected fixtures one step to the right.\ This is useful to create a chaser. ![](/img/dot2/dot2_viewsandwindows_macrospool02_1-2-e4f5b0.png) *Figure 2: Before circular copy >* ![](/img/dot2/dot2_viewsandwindows_macrospool03_1-2-bc8c12.png) *Figure 3: After circular copy >* **9. Circular Copy <:**\ Copies all values of the selected fixtures one step to the left.\ This is useful to create a chaser. **10. Clear All:**\ Clears the selection and removes all values from the programmer. Refer to, [Clear Key](/dot2/key_key_clear/). **11. Clear Selection:**\ Clears the selection of fixtures. Refer to, [Clear Key](/dot2/key_key_clear/). **12. Clone single Preset Type:**\ Clones a single preset types from one fixture to another fixture.\ Useful if you have an existing show and you get additional fixtures in the show. Example:\ Fixture 1 thru 4 uses color preset light cyan. ![](/img/dot2/dot2_viewsandwindows_macrospool10_1-2-0cb1b7.png) *Figure 4: Fixtures sheet view - fixture 1 thru 4 uses color preset light cyan* Now I got additional fixtures in the show, fixture 5 thru 8. I want that they use color preset light cyan as well. 1. Tap macro Clone single Preset Type.\ A pop-up asks from what fixture you like to clone. 2. Type **1** for fixture 1.\ One of the fixtures using the preset is enough.\ Tap Ok in the title bar.\ A pop-up asks to what fixture you like to clone. 3. Type **5 thru 8.**\ Tap Ok in the title bar.\ A pop-up asks what preset type number you like to clone. 4. Type **4** for color preset type.\ Tap Ok in the title bar.\ A pop-up informs you about how many objects will be cloned. 5. Tap Ok. All the fixtures 1 thru 8 uses color preset light cyan. ![](/img/dot2/dot2_viewsandwindows_macrospool11_1-2-ce9c15.png) *Figure 5: Fixtures sheet view - fixture 1 thru 8 uses color preset light cyan* **13. Clone all Presets:**\ Clones all presets from one fixture to another fixture.\ Useful if you have an existing show and you get additional fixtures in the show. **Important:**\ If you clone all presets, double-check the position presets. If the fixture doesn´t have exactly the same position, you need to adjust the position presets. Example:\ Fixture 1 thru 4 were already existing. Fixture 5 thru 8 are new in the show and they should use all the same presets than fixture 1 thru 4. 1. Tap macro Clone all Presets.\ A pop-up asks from what fixture you like to clone. 2. Type **1** for fixture 1.\ One of the fixtures using the preset is enough.\ Tap Ok in the title bar.\ A pop-up asks to what fixture you like to clone. 3. Type **5 thru 8.**\ Tap Ok in the title bar.\ A pop-up informs you about how many objects will be cloned. 4. Tap Ok. Fixture 5 thru 8 uses all the same presets than fixture 1. **14. Clone Fixture in Executor:**\ Clones the fixture only on the entered executor. If the source fixture is using a preset, the preset will be cloned as well.\ This makes sense, if you need to add one more fixture on an executor what does exactly the same as another fixture. **15. Export all Executor to USB:**\ A shorted version of the cues view of all executors will be exported to the inserted USB stick as an .xml file. The .xml files are in the folder **dot2\importexport**. To open the .xml file use a browser or import the .xml file in a calculation program. **16. Export Patch to USB:**\ The console asks to enter the file name. Export a shorted version of the patch & fixture schedule to the inserted USB stick as an .xml file. The .xml files are in the folder **dot2\importexport**. To open the .xml file use a browser or import the .xml file in a calculation program. **17. IfActive:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have active programmer values. Refer to, [What is a Programmer?](/dot2/key_wa_programmer/) **18. if output:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have a dimmer value bigger than 0. **19. IfProg:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have values in the programmer. Refer to, [What is a Programmer?](/dot2/key_wa_programmer/) **20. Invert:**\ Enters the [Invert Command](/dot2/key_keyword_invert/) in the command line. **21. Knockout Invert:**\ Inverts at fist the selection and removes the inverted selection from the programmer.\ This is useful if you have a lot of values in the programmer but you want to store only the current selected values. ![](/img/dot2/dot2_viewsandwindows_macrospool04_1-2-29cab9.png) *Figure 6: Fixture selection and values before knockout invert* ![](/img/dot2/dot2_viewsandwindows_macrospool05_1-2-fe35ba.png) *Figure 7: Fixture selection and values after knockout invert* **22. Knockout Selection:**\ Deselects the selected fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) and remove their values from the programmer. **23. MAtricks 1/3:**\ Selects every third fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every third fixture, starting with next or previous fixture.\ Example: If Highlight is on, every third fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **24. MAtricks 1/4:**\ Selects every fourth fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every fourth fixture, starting with next or previous fixture.\ Example: If Highlight is on, every fourth fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **25. MAtricks 1/5:**\ Selects every fifth fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every fifth fixture, starting with next or previous fixture.\ Example: If Highlight is on, every fifth fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **26. MAtricks Block 1:**\ Selects blocks of 1 fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **Hint:**\ You can assign MAtricks block macros as a command in the cues view. **27. MAtricks Block 2:**\ Selects blocks of 2 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **28. MAtricks Block 3:**\ Selects blocks of 3 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **29. MAtricks Block 4:**\ Selects blocks of 4 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **30. MAtricks Even:**\ Selects every second fixture of the current fixture selection, starting with the second fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) function changes into a toggle function between even and odd.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **31. MAtricks Even ID:**\ Selects only fixtures with an even fixture ID of the current fixture selection.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects next and previous even fixture ID.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **32. MAtricks Group 0:** **Important:**\ To use the MAtricks Group macros, enter the values by using the calculator or the number pad. Aligns the values across the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool12_1-2-3775e2.png) *Figure 8: Fixtures use MAtricks Group 0* **33. MAtricks Group 2:**\ Aligns the values across groups of 2 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool13_1-2-2406fe.png) *Figure 9: Fixtures use MAtricks Group 2* **34. MAtricks Group 3:**\ Aligns the values across groups of 3 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool14_1-2-7f4b78.png) *Figure 10: Fixtures use MAtricks Group 3* **35. MAtricks Group 4:**\ Aligns the values across groups of 4 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool15_1-2-68ef1a.png) *Figure 11: Fixtures use MAtricks Group 4* **36. MAtricks Odd:**\ Selects every second fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) function changes into a toggle function between even and odd.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **37. MAtricks Odd ID:**\ Selects only fixtures with an odd fixture ID of the current fixture selection.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects next and previous odd fixture ID.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **38. MAtricks RESET:[]()**\ Resets the Next and Previous key back to their default function.\ This is necessary after using MAtricks macros. **39. Off all Executor:**\ Turns off all executors except the main executor. **40. Off Pages Minus Current:**\ Turns off every page except the current visible page in the [executor bar](/dot2/key_widget_executorlabelbar/). **41. Oops Menu:**\ Opens the [Oops View](/dot2/key_view_oops/) on screen 1. **42. Quicksave the Show File:**\ Saves the show file. Refer to, [Backup Key](/dot2/key_key_backup/). **43. Shuffle Selection:**\ The dot2 remembers the order of how you select the fixtures, e.g. from fixture 1 to 10 or from fixture 10 to 1.\ This necessary for e.g. effects or the highlight function. The shuffle selection macro mixed-up the order of the fixture selection. Example without Shuffle Selection Macro:\ Select the fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) from 1 to 8, press At 1 0 Thru 1 0 0. ![](/img/dot2/dot2_viewsandwindows_macrospool06_1-2-cb9ccc.png) *Figure 12: Before shuffle values* The values from 10 to 100 are assigned to the fixtures in the selection order. Example with Shuffle Selection Macro:\ Select fixtures from 1 to 8 in the [fixtures view](/dot2/key_viewitem_fixture/), tap at macro Shuffle Selection, press At 1 0 Thru 1 0 0. ![](/img/dot2/dot2_viewsandwindows_macrospool07_1-2-4f31ef.png) *Figure 13: After shuffle values* The values from 10 to 100 are assigned to the fixtures in a mixed order. **44. Shuffle Values:**\ Mix-up the values of the selected fixtures. ![](/img/dot2/dot2_viewsandwindows_macrospool08_1-2-3ea057.png) *Figure 14: Before shuffle values* ![](/img/dot2/dot2_viewsandwindows_macrospool09_1-2-5c4e32.png) *Figure 15: After shuffle values* **45. Stomp Running Effects:**\ Mutes all running effects. To start the effects again, press Clear.\ For more information, see [Stomp command](/dot2/key_keyword_stomp/). ## Editable macros [Section titled “Editable macros”](#editable-macros) Macros 46 to 999 can be edited: ![](/img/dot2/img_macro_50_1-9-2c45d0.png) To edit a macro, use one of the options: * Press Edit and tap the requested macro number. Press the right Screen Encoder in the macro pool. * Type Edit on the keyboard and enter the requested macro number. Press Enter. The macro editor opens: ![](/img/dot2/img_macro_editor_1-9-e71c87.png) To enter a new macro line, tap Add: ![](/img/dot2/img_macro_editor_new_line_1-9-74f479.png) Press the right Encoder and enter the macro command using the hardware keys or the keyboard: ![](/img/dot2/img_macro_editor_75_1-9-463973.png) To save the macro line, press Please or tap OK. To rename the macro, press Label and tap the macro in the pool. ![](/img/dot2/img_macro_label_1-9-72dd09.png) ### Example macro [Section titled “Example macro”](#example-macro) This macro can easily be created using the hardware keys: Fixture 1 At 50 Store Cue 1 /merge Fixture 2 At 50 Store Cue 2 /merge ![](/img/dot2/img_macro49_1-9-61ad2a.png) Resize the first column “CMD” to see all columns on one screen: ![](/img/dot2/img_macro49_resize_1-9-c1adad.png) ### Macro Wait Time [Section titled “Macro Wait Time”](#macro-wait-time) The Macro Wait Time can be added to every macro line, except for the last line. To toggle the Macro Wait Time on (yellow text) or off, tap the Timing button left from the Test Macro button. To add a Macro Wait Time to a macro line, press Edit and tap the Wait cell of the desired line. To add 4 seconds Wait Time to line 1 of Macro 49: ![](/img/dot2/img_macro49_wait_1-9-7a2a46.png) ### Create macro pop-ups [Section titled “Create macro pop-ups”](#create-macro-pop-ups) Sometimes it can be very useful to create macros that can collect user input while running. A macro can create a pop-up that prompts the user for input. The macro will halt and wait for the user to type the input before continuing. Pop-ups are created by the use of parentheses. The text inside the parentheses is used as text prompted to the user, while the response entered by the user will replace the parentheses and the prompting text. **Important:**\ When you are using pop-ups to assign text to variables, you should use quotes inside the parentheses: (“Which address?”) but when using pop-ups for commands and numbers, do not use quotes inside the parentheses: (Which Fixture ID?).   ### Example 1: [Section titled “Example 1:”](#example-1) We want a macro that stores a specific cue to a specific executor. The macro should ask the user for an executor number and the cue number. This is done using two prompts - one for each user input. Since we are asking for numbers, the text entered in the parentheses cannot be in quotes - the console would interpret it as text instead of numbers. The macro looks like this: ![](/img/dot2/img_macro52_text_1-9-88d086.png) *Edit macro pop-up with macro line* ![](/img/dot2/img_macro52_1-9-8494bc.png) When running the macro, the console first prompts for the executor number: ![](/img/dot2/img_macro52_executor_1-9-4e9a95.png) *First prompt of the macro - asking for the executor number* After the user types the number and finishes with Please/Enter, then it asks for the cue number: ![](/img/dot2/img_macro52_cue_1-9-18a1c1.png) *Second prompt of the macro - asking for the cue* Processed, the macro executes the command. It could look like this: ![](/img/dot2/img_macro52_cl_1-9-ec5bfc.png) *Command line feedback of the macro* ## @ character [Section titled “@ character”](#-character) You can make the commands of the macro lines interact by the use of the @ character. This special command is only relevant in macros. It is a placeholder for user commands. This allows you to interact with macro commands. ### Ending a macro line with @ [Section titled “Ending a macro line with @”](#ending-a-macro-line-with-) When it is used at the end of a macro line, the line will not execute the command line. It will simply put the command in the Command Line Input and then wait for you to complete the command. If your macro has several lines, it will then continue with the next macro line after your input. ### Example: [Section titled “Example:”](#example) You have a group (number 4) that you want to give a value and store as the next cue. You want to manually type the value. | No. | CMD | | --- | ------------ | | 1 | Group 4 At @ | | 2 | Store Cue | Running this macro will give you the following command line input: \[Channel]> Group 4 At Then it waits for you to type the value and finish with a Please. After the please it will run macro line 2 and store the (next) cue. # Page Pool > To go to the Page Pool View on screen 1, press Page on the console. To go to the **Page Pool View** on screen 1, press Page on the console. To go to the Page Pool View on screen 2, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Pages. ![](/img/dot2/dot2_viewsandwindows_pagepoolview01_1-0-09deda.png) *Figure 1: Page Pool View* In this view, you can jump fast from one page to another page.\ To change the current page, tap on a page in the page pool.\ The [executor bar](/dot2/key_widget_executorlabelbar/), [executor bar window](/dot2/key_window_playback/) or [change functions of executor bar window](/dot2/key_window_changefunctionsofexecutor/), displays the selected page. The current selected page has a green tile. There are 1000 pages available. To go one page forward, press Page +. To go one page backwards, press Page -. For more information, see [Page Command](/dot2/key_keyword_page/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) *Figure 2: Encoder Bar Functions - Page Pool View* **Scroll:**\ To scroll in the page pool view up or down, turn the encoder left or right.\ To scroll in the page pool view view left or right, press and turn the encoder left or right. # Position Preset Type > To go to the Position Preset Type View, tap Position in the Preset Type Bar. To go to the **Position Preset Type View**, tap Position in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 2, for preset type 2 (= Position). The position preset type view is only active if the selected fixture has a position attributes. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview11_1-0-2876f9.png) The position preset type view is fragmented in the **position view** and the **raw position view**. To open the position effects view at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the position preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Position View [Section titled “Position View”](#position-view) The position view is the first tab of the position preset type view. In the position view, you control the actual position values in degrees. **Important:**\ The pan and tilt sliders works absolute. A tap on the pan or tilt slider sets a new pan or tilt value and does not follow the already set pan or tilt values.\ The respective encoders works relative to the already set pan or tilt values. **Pan Slider:** To select the pan value, move the slider up or down.\ **Tilt Slider:** To select the tilt value, move the slider up or down.\ To bring the fixture type into the center position, tap Center. Rightmost of the view are several buttons to adjust the position values.\ There are two functions to adjust pan and tilt together. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview01_1-0-2b98e3.png)\ **Flip:** To change the pan and tilt combination and point your fixture in the same direction, tap Flip. The values are active in the programmer. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview02_1-0-7cf401.png)\ **Home:** To bring the pan and tilt to the center position, tap Home. The values are active in the programmer. There are six different align functions.\ Align is a function to adjust the position values from the fixtures in the selected order. The Align buttons have the same function as the Align key. For more information, refer to [Align Key](/dot2/key_key_align/).\ \ **Align >:** To adjust from high to small. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview04_1-0-ce9428.png) **Align <:** To adjust from small to high. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview05_1-0-a0d237.png) **Align ><:** To adjust from the high to small to the middle and from the middle from small to high. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview06_1-0-d0bbe2.png) **Align <>:** To adjust from the small to high to the middle and from the middle from high to small. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview07_1-0-5b527d.png)\ **Wings:** This is only for pan attributes to split from the middle into two groups.\ The first fixture type is in group 1 and follows the entered pan values.\ The last fixture type is in group 2 and acts mirror inverted. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview08_1-0-eb809c.png) **No align:** To adjust equally. Align function is off. ## Raw Position View [Section titled “Raw Position View”](#raw-position-view) The raw position view is located in the second tab of the position preset type view. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview10_1-0-f8f086.png) In the raw position view, you control the raw position channel values in [natural values](/dot2/key_glossary/) of the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview09_1-0-1d641e.png) **Pan (°)/Pan:**\ To select the value of Pan, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Tilt (°)/Tilt:**\ To select the value of Tilt, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [What are Presets?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Presets Pools > To go to the Presets Pools View on screen 1: Press Preset on the console. To go to the Presets Pools View on screen 1: Press Preset on the console. To go to the Presets Pools View on screen 2: Tap Presets on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_presetsview08_1-0-8ab06c.png) *Figure 1: Dimmer Presets Pool* In this view you see the preset pools, depending on the selected preset type in the [preset type bar](/dot2/key_widget_presettypebar/). There is a presets pool for each preset type available. To go to the **Dimmer Presets Pools View**, select Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The title bar displays in which preset view you are. Pin the current view and deactivate the dynamic view mode with a tap on the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png) in the [title bar](/dot2/key_title_bar/).\ The preset pool view is not following the selected preset type in the preset type bar anymore. You can store 999 preset objects in each preset pool. To scroll in the presets pool view, slide the vertical scroll bar or slide up and down in the view. If you store a new object, the console will ask you to label it. ![](/img/dot2/dot2_viewsandwindows_presetsview05_1-0-a0cd2c.png) *Figure 2: Label Preset Object* To edit a stored preset object with the screen, press and hold the preset object tile. To edit a stored preset object with the keys, press Edit and then tap the object which you like to edit. To move an object: Press Move, tap the object which should move and then tap in an empty field where the object should go. To copy an object: Press Copy, tap the object which should be copied and then tap in an empty field where the object copy should go to. A copied object get a consecutively number after the object name, to see the difference. For more information about Presets, refer to [What are Presets?](/dot2/key_wi_presets/) and [How to work with Presets?](/dot2/key_ht_presets/) ## Preset Pool Objects [Section titled “Preset Pool Objects”](#preset-pool-objects) The last selected preset pool objects has a white frame around the object tile. A preset without a function is displayed with a gray font.\ Example: The fixtures used in this preset are removed from the Patch & Fixture Schedule. Every preset pool object has a number in the upper left corner. This is the object number. Example Preset 3.1 = Preset Pool 3. Gobo, Object 1. Here are examples of a few preset pool objects. ## Effects in Presets [Section titled “Effects in Presets”](#effects-in-presets) A stored effect in a preset is indicated by a purple marker. ![](/img/dot2/dot2_viewsandwindows_presetsview10_1-2-cd8efe.png) *Figure 3: Effect stored in a preset* You can store either effects values or normal values in one preset pool object except position presets. In position preset pool objects, you can store effect values and normal values in one preset pool object. To edit an effect stored in preset, use the Update function or the Edit function. Refer to [Update key](/dot2/key_key_update/), [Update command](/dot2/key_keyword_update/), and [Edit key](/dot2/key_key_edit/). A position preset with an effect can only be end by using the Stomp function or Off function. Refer to [Stomp command](/dot2/key_keyword_stomp/) and [Off command](/dot2/key_keyword_off/). All other effect presets ends by choosing another preset object including only normal values. **Hint:**\ You can also store the Stomp function as a preset in the preset pool. For more information, see [how to work with presets](/dot2/key_ht_presets/). ## Example Dimmer Preset [Section titled “Example Dimmer Preset”](#example-dimmer-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview01_1-0-da6b34.png) *Figure 4: Dimmer Preset* This is the dimmer preset 1.13 (1 = Dimmer Preset Pool, 13 = Object 13). The stored dimmer value is displayed in %. Rightmost of the tile is the orange dimmer bar for a graphical view. ## Example Position Preset [Section titled “Example Position Preset”](#example-position-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview02_1-0-9fa9a5.png) *Figure 5: Position Preset* This is the position preset 2.1 (2 = Position Preset Pool, 1 = Object 1). The position preset displays the labeled name. ## Example Gobo Preset [Section titled “Example Gobo Preset”](#example-gobo-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview03_1-0-f5228e.png) *Figure 6: Gobo Preset* This is the gobo preset 3.6 (3 = Gobo Preset Pool, 6 = Object 6). The gobo and the labeled name are displayed. ## Example Color Preset [Section titled “Example Color Preset”](#example-color-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview04_1-0-31d965.png) \_Figure 7: \_ *Color Preset - Color Wheel* ![](/img/dot2/dot2_viewsandwindows_presetsview06_1-0-7de4a5.png) *Figure 8: Color Preset - Mix Color* ![](/img/dot2/dot2_viewsandwindows_presetsview07_1-0-f93006.png) *Figure 9: Color Preset - Color Wheel and Mix Color* This is the color preset 4.22 (4 = Color Preset Pool, Object = Tile 22). A color preset from a color wheel is displayed as circle. A color preset from a mix color is displayed as a quadrate. A combined color preset from color wheel and mix color displays * in the big circle the actual color output * in the small circle the color from the color wheel * in the frame of the quadrate the color from the mix color. The color and the labeled name are displayed. ## Example Preset Markers [Section titled “Example Preset Markers”](#example-preset-markers) Preset markers indicate presets that are fully or partly applicable to a current selection.  ![](/img/dot2/dot2_green-marker_preset-pool_v1-4-07f54d.png) *Figure 10: Presets – Green Marker* * The green marker indicates that all of the fixtures that are selected can be applied to the preset. ![](/img/dot2/dot2_yellow-marker_preset-pool_v1-4-acf167.png) *Figure 11: Presets – Yellow Marker* The yellow marker indicates that only a number of the fixtures selected are applied to the preset.  ## All Presets Pool [Section titled “All Presets Pool”](#all-presets-pool) Additional to the presets pools for the several preset types, there is an All presets pool. To go to the All Presets Pool, tap All in the [preset type bar](/dot2/key_widget_presettypebar/) or press and hold ![ma](/img/dot2/ma_1-85eed0.png) + 0. In the All Presets Pool, you can store preset objects with values above all preset types. ## Example All Presets [Section titled “Example All Presets”](#example-all-presets) ![](/img/dot2/dot2_viewsandwindows_presetsview09_1-1-3-abc016.png) *Figure 12: All Preset - Gobo, Color and Focus* Let´s assume, you will store a preset object for all Alpha Spot QWO fixtures with a gobo, a color and a focus. 1. Select the Alpha Spot QWO fixtures in the [fixture view](/dot2/key_viewitem_fixture/). 2. Select the gobo, color, and the focus. 3. Press Store, tap All in the [preset type bar](/dot2/key_widget_presettypebar/) and tap on an empty preset type tile. The preset object with all the information is stored in the presets pool all. # Select Trig > To go to this view, press and hold a trig cell of a cue in the Cues View. To go to this view, press and hold a trig cell of a cue in the [Cues View](/dot2/key_viewitem_cue/). ![](/img/dot2/dot2_viewsandwindows_selecttrigview01_1-1-3-352cad.png) *Select Trig View* In this view you select the trigger for the current cue. There are six cue triggers available. 1. Go 2. Time 3. Follow 4. Sound 5. BPM 6. Timecode If the cue trigger is set to sound there are special sound trig time buttons in the calculator available. For more informations see [Calculator](/dot2/key_view_calculator/). Each with a short description underneath. To select a trigger, tap on the respective trigger tile. To leave the **Select Trig View**, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). For more information about cues, refer to [How to work with Cues?](/dot2/key_ht_cues/) # Select View > To go to the Select View Window, tap More... in the view bar. To go to the **Select View Window**, tap More… in the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_views-and-windows_select-view_v1-4-15ca3c.png) *Figure 1: Select View* Select the view for the screen 2 or all further screens in this view. The currently selected view is displayed in yellow. The following views are available: * [Clock](/dot2/key_views_and_windows_clock/) * [Command Line View](/dot2/key_view_commandline/) * [DMX View](/dot2/key_viewitem_dmx/) * [Effects View](/dot2/key_viewitem_effect/) * [Help View](/dot2/key_viewitem_help/) * [Macros Pool View](/dot2/key_viewitem_macro/) * [Magic Speed View](/dot2/key_viewitem_speed/) * [Pages Pool View](/dot2/key_viewitem_page/) To leave the **Select View Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). # Shapers Preset Type > To go to thShapers Preset Type View, tap Shapers in the Preset Type Bar. To go to the **Shapers Preset Type View**, tap Shapers in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png)  and press 8, for preset type 8 (= Shapers). To open the shapers effects view, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar. ![](/img/dot2/dot2_viewsandwindows_shaperspresettypeview01_1-0-843364.png) The shapers preset type view is only active if the selected fixture type has shapers attributes. The shapers preset type view is fragmented in the several raw views. In the raw shapers view, you control the raw shapers values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_shaperspresettypeview02_1-0-38b457.png) In the upper left corner of the encoder is the corresponding slider displayed. To select the value, turn the encoder left or right. To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [Calculator](/dot2/key_view_calculator/) * [How to work with Presets?](/dot2/key_ht_presets/) * [What is Presets?](/dot2/key_wi_presets/) # Magic Speeds > To get to the Magic Speed View, press Magic on the console or click More...  and then Magic Speed in the view bar. To get to the **Magic Speed View**, press Magic on the console or click More…  and then Magic Speed in the view bar. ![](/img/dot2/dot2_views-and-windows_magic-speed_v1-3-e7520b.png) *Figure 1: Magic Speed View* The Magic Speed view includes seven special masters. To see Master Rate, Exec Time and Prog Time, tap **Other** in the title bar of the Magic Speed View.  ![](/img/dot2/dot2_views-and-windows_magic-speed_other_v1-3-f5a0d8.png) *Figure 2: Magic Speed View – Other* If a special master is on, the fader is displayed in grass green.\ If a special master is off, the fader is displayed in olive green. For more information about the icon buttons and their functions refer to [Icons](/dot2/key_views_and_windows_icons/). **Master Speeds 1-4:**\ Control the speed of effects in cues and the playback speed of chasers.\ If an executor should not be controlled by the master speed fader, see [Settings of Executor](/dot2/key_window_settingsofexecutor/). **Master Rate:**\ Controls the rate of the trig time, fade, and delay.\ If the master rate fader is used, the trig time, fade, and delay times in the cue list are indicated by an **asterisk \***. ![](/img/dot2/dot2_viewsandwindows_magicspeed02_1-2-60b5ec.png) *Figure 3: Main Cue List with Master Rate in Use* If an executor should not be controlled by the master rate fader, see [Settings of Executor](/dot2/key_window_settingsofexecutor/). **Exec Time** (= Executor Time):\ Overrides the cue fade and on/off times. Sets the cue delay to zero. The Trig Time and Trig Follow are excluded. \ If the exec time is used, the fade and delay times are indicated by an **equal sign =**. ![](/img/dot2/dot2_viewsandwindows_magicspeed04_1-2-6f2b37.png) *Figure 4: Main Cue List with used Exec Time* **Prog Time** (= Programmer Time):\ Controls the fade time of the programmer. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is displayed without decimal places.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is displayed with decimal places. ![](/img/dot2/dot2_views-and-windows_magic-speed_encoder-bar_v1-3-342201.png) *Figure 5: Magic Speed View – Encoder Bar* **Master Speeds  1-4:**\ To change the master speed, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Master Rate:**\ To change the master rate, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Exec Time:**\ To change the executor time, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Prog Time:**\ To change the programmer time, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Video Preset Type > To go to thVideo Preset Type View, tap Video in the Preset Type Bar. To go to the **Video Preset Type View**, tap Video in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png)  and press 9, for preset type 9 (= Video). The Video Preset Type View is fragmented in the **smart view** and **raw video views**. The raw video views are different, depending on the fixture type. The video preset type view is only active if the selected fixture type has video attributes. To open the video effects view, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar. ## Smart View [Section titled “Smart View”](#smart-view) The smart view is the first tab of the video preset type view. ![](/img/dot2/dot2_viewsandwindows_videopresettypeview02_1-2-9dd7cc.png) *Figure 1: Smart view* The smart view is optimized for video server with many attributes. The smart view is fragmented in the areas: 1. Displays the [ChannelSets](/dot2/key_glossary/) 2. Displays the [Features](/dot2/key_glossary/) 3. Displays the [Attributes](/dot2/key_glossary/) ![](/img/dot2/dot2_viewsandwindows_videopresettypeview03_1-2-025fae.png) *Figure 2: Red color indicator* Red color indicates that this value comes from the programmer and you can store it. ![](/img/dot2/dot2_viewsandwindows_videopresettypeview04_1-2-47f637.png) *Figure 3: Red frame indicator* The red frame indicates this value comes from the programmer. ## Raw Video Views [Section titled “Raw Video Views”](#raw-video-views) The raw video views are located after the smart view ![](/img/dot2/dot2_viewsandwindows_videopresettypeview01_1-2-a26714.png) *Figure 4: Raw video view* **Important:**\ The video sliders works absolute. A tap on a video slider sets a new video value and does not follow the already set video  values.\ The respective encoders works relative to the already set video values. In the raw video view, you control the raw video values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_videopresettypeview02_1-0-fc9b58.png) *Figure 5: Encoder Bar - Video Preset Type* In the upper left corner of the encoder is the corresponding slider displayed. To select the value, turn the encoder left or right. To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Virtual Playbacks > To go to the virtual playback view To go to the virtual playback view * at screen 1: Press and hold ![ma](/img/dot2/ma_1-85eed0.png) + Exec. * screen 2: Tap Virtual Playback on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_views-and-windows_virtual-playback-view_v1-3-06624f.png) *Figure 1: Virtual Playbacks View* This view gives you access to virtual executors and faders. There are two ways to use the virtual playback. 1\. Use the virtual playback as a backup to the hardware playback.\ The virtual playback displays always the same as the hardware playback. 2\. Use the virtual playback to have additional executors to your hardware.\ If you have no hardware button wing, you can still use the button wing as virtual playback. The icons on the virtual executor buttons displays by default the same as on the hardware executors.\ If a function is assigned to an executor, the [executor icon](/dot2/key_views_and_windows_icons/) is displayed. If you use the virtual playback view on an external screens with the arrangement **split vertically** or **1 + 2 vertical**, the cue names will be displayed.\ To arrange an external screen, tap More… in the view bar. The [Select View for External Screen Window](/dot2/key_window_selectview/) opens. The executor name is displayed now by default. If you press ![ma](/img/dot2/ma_1-85eed0.png), the executor numbers will be displayed. To change the functions of the executor buttons, tap the tool ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar. The [Change Functions of Executor Window](/dot2/key_window_changefunctionsofexecutor/) opens. To select the wing for the virtual playback, tap the wing ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar16_1-0-419335.png) in the title bar. The [Select Wing… Window](/dot2/key_window_selectwing/) opens. # Clock > To access the Clock, tap More in the View Bar. To access the Clock, tap More in the **View Bar**.  For more information see [Select View Window](/dot2/key_viewitem_selectview/).  ![](/img/dot2/dot2_views-and-windows_clock_v1-4-c76edd.png) *Figure 1: The clock* The window displays three views. To switch between the views, tap the names in the upper right corner. * **Clock**\ Always displays the time in yellow.   * **MIDI and SMPTE**\ Display their corresponding timecode. For more information on MIDI and SMPTE see [Timecode Configuration](/dot2/key_window_timecode/).  If the MIDI or SMPTE timecode is disabled and no signal is coming in, it is displayed in gray. ![](/img/dot2/dot2_vw_clock-smpte-disabled_v1-4-231f11.png) *Figure 2: SMPTE disabled & no signal* If the MIDI or SMPTE timecode is enabled and the signal is being received, it is displayed in green.  ![](/img/dot2/dot2_vw_clock-smpte-enabled_v1-4-0b08fc.png) *Figure 3: SMPTE enabled & receiving signal* # Icons > The following icons are used in the dot2 console. The following icons are used in the dot2 console. ## Normal Executor Icons [Section titled “Normal Executor Icons”](#normal-executor-icons) Executor icons are located in all normal executors in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/). The icons display the function of an executor. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargo02_1-0-b31644.png)\ **Go:** The executor calls the next cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargoback06_1-0-4a3a65.png)\ **Go Back:** The executor calls the previous cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarpause07_1-0-7dbefd.png)\ **Pause:** The executor stops an x-fade and effects in the current cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbartoggle04_1-0-8cdaad.png)\ **Toggle:** Turns the executor on or off. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbartemp05_1-0-54880d.png)\ **Temp:** Turns the executor on as long as you press the button. Follows master fader and timings. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarlearn09_1-0-0d4877.png)\ **Learn:** The executor learns a tact (BPM). ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarflash03_1-0-593522.png)\ **Flash:** Turns the executor to full as long as you press the button. Timings will be ignored. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarselfix08_1-0-b309af.png)\ **Select:** The executor selects all fixtures of the cue list. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarswap09_1-2-9f924e.png)\ **Swop:** Turns the executor to full as long as you press the button. All dimmer values in other executors will be set to zero, if not swop-protected. *** ## Special Master - Master Speed Icons [Section titled “Special Master - Master Speed Icons”](#special-master---master-speed-icons) In addition to the icons of the normal executors, there are icons in several special masters. The icons of master speeds are located in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/).\ These icons display the function of the special master master speed. ![](/img/dot2/dot2_viewsandwindows_iconshalfrate-1-0-131dbd.png)\ **HalfSpeed**\*\*:\*\* Divides the current speed by 2. ![](/img/dot2/dot2_viewsandwindows_iconsdoublerate1-0-39aa8c.png)\ **DoubleSpeed:** Multiplies the current speed by 2. ![](/img/dot2/dot2_viewsandwindows_iconsrate1-1-0-5ae369.png)\ **Rate1:** Resets the speed to 60 BPM. *** ## Special Master - Master Rate Icons [Section titled “Special Master - Master Rate Icons”](#special-master---master-rate-icons) In addition to the icons of normal executor, there are icons in several special masters. The icons of master rate are located in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/).\ These icons display the function of the special masters, master rate respectively. ![](/img/dot2/dot2_viewsandwindows_iconshalfrate-1-0-131dbd.png)\ **HalfRate**\*\*:\*\* Divides the current rate by 2. ![](/img/dot2/dot2_viewsandwindows_iconsdoublerate1-0-39aa8c.png)\ **DoubleRate:** Multiplies the current rate by 2. ![](/img/dot2/dot2_viewsandwindows_iconsrate1-1-0-5ae369.png)\ **Rate1:** Resets the current rate by 1:1. *** ## Special Master - Program Time Icons [Section titled “Special Master - Program Time Icons”](#special-master---program-time-icons) In addition to the icons of normal executors, there are icons in special masters. The icons of program time are located in the [executor bar ](/dot2/key_widget_executorlabelbar/)and in the [magic speed view](/dot2/key_viewitem_speed/). These display the function of the program time master. ![](/img/dot2/dot2_viewsandwindows_iconson1-0-72b6aa.png)\ **On:** Turns the program time master on. ![](/img/dot2/dot2_viewsandwindows_iconsoff1-0-c563ca.png)\ **Off:** Turns the program time master off. ## Trigger Icons [Section titled “Trigger Icons”](#trigger-icons) Trigger icons are located in the main executor in the [executor bar](/dot2/key_widget_executorlabelbar/), in the [executor bar view](/dot2/key_window_playback/), and in the [select trig window](/dot2/key_viewitem_selecttrig/).\ The trigger icons show which trigger calls the cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargo02_1-0-b31644.png)\ **Go:** Calls the cue by a go. ![](/img/dot2/dot2_viewsandwindows_iconstrigtime_1-0-49874a.png)\ **Time:** Calls the cue by a given time. ![](/img/dot2/dot2_viewsandwindows_iconstrigfollow_2-1-0-7aed3c.png)\ **Follow:** Calls the cue after all times were executed in the previous cue. ![](/img/dot2/dot2_viewsandwindows_iconstrigsound_3-1-0-4f7b49.png)\ **Sound:** Calls the cue by a sound signal. ![](/img/dot2/dot2_viewsandwindows_iconstrigbpm_4-1-0-fb0efa.png)\ **BPM:** Calls the cue by incoming BPM. ![](/img/dot2/dot2_viewsandwindows_iconstrigsmpte_5-1-0-714286.png)\ **Timecode:** Calls the cue by incoming timecode time source. To select the timecode time source, go to the [Settings of Executor window](/dot2/key_window_settingsofexecutor/). *** ## Indicator Icons [Section titled “Indicator Icons”](#indicator-icons) Indicator icons display the option of an object, for example the option of a fixture. They are located along with the objects in a sheet or the executors.  ![](/img/dot2/dot2_views-and-windows_icons_super-priority_v1-3-6abbaa.png) **Super Priority:** Indicates priority.  The Super Priority (!) is displayed in fixtures, the fixture sheet view and the executors. For more information see [Settings of Executor](/dot2/key_window_settingsofexecutor/).  *** ## Padlock Icon [Section titled “Padlock Icon”](#padlock-icon) ![](/img/dot2/icon_padlock_1-9-98ba40.png) The padlock icon displays that an element is locked by the manufacturer. The operator cannot edit or delete locked elements. # Views & Windows > In this chapter you will see all views and windows in detail. In this chapter you will see all views and windows in detail. You can read about every view and window and which options you have. Related links are included to jump to another page for further information. For context sensitive help on the console. 1. Press Help. 2. Tap in the respective view or window. The context sensitive help to the view or window appears on screen 1. # Effects > Effects in the dot2 are attributes that dynamically changes between two values. The dot2 comes with a set of build in effects that you can modify. Effects in the dot2 are attributes that dynamically changes between two values. The dot2 comes with a set of build in effects that you can modify. The effects run on the different preset types. You can’t currently make effects on the Control, Shapers and Video preset types. Effects are stored in the cues. When you need to stop an effects you need to “Stomp” the effect. Stomp is what we use to tell the console to stop the effect on what ever we choose to stomp. This can be fixtures or preset types. Off is as usually used to remove values from our programmer. Effects are running in a cyclic loop. It changes between the High and Low values. Usually you select some fixture, then you select what preset type you want the effects to run on and then press the Effect key. Now you can choose some of the predefined effects. You can have multiple effects running and if you need them to be in sync, then you can tap the Sync button. If you want your effects to look more random, then you tap the Shuffle Selection button.   The following is a short description of the different values you can adjust.  ## Low / High value [Section titled “Low / High value”](#low--high-value) The effects are mowing between two values. Called High and Low. ## Speed [Section titled “Speed”](#speed) How fast your effect runs is defined by a speed parameter. This is measured in Beats Per Minute (BPM). The speed is also affected by the Master Speed special master - if it’s active and turned on for the executor where you have stored the effect. ## Phase [Section titled “Phase”](#phase) Phase is what could also be called distribution.  This is where we can spread out the fixtures over the effect cycle.  If all your fixture have the same number in phase then they will all be at the same place in the cycle. In this image there’s 6 fixtures all at the green point in the sinus form: ![](/img/dot2/wi_effect_phase_01_1-0-8e4da3.png) If we spread them out evenly then they could look like this: ![](/img/dot2/wi_effect_phase_02_1-0-7954e1.png) Each green point is a fixture. This is using one of the predefined phases called  “0..360”. You can create nice looks and grouping by pressing the Align key and then keep turning the encoder in one direction. When you have values on the Phase with great separation you can create interesting looks. The Align <> function can be used to create “mirrored” effects.  ## Width [Section titled “Width”](#width) In some effects it makes a lot of sense to adjust the width. It’s usually an adjustment between how many fixtures are at the High value and how many are at the Low value.  ## Softness [Section titled “Softness”](#softness) In some effects you can adjust how the soft or hard the fixtures should change between the High and Low values. The higher the softness the more to fades.   If you would like to have a look at how to create and use effects, please read the [How to Work with Effects](/dot2/key_ht_effects/). # IPv6 > IPv6 is the network address and language system used in the dot2 system. IPv6 is the network address and language system used in the dot2 system. All the devices from MA lighting have a unique IPv6 address - a big number. This means that you don’t have to worry about setting an address on you equipment. ## Using a computer [Section titled “Using a computer”](#using-a-computer) But you might need to worry about your computers IPv6 address. Normally your computer will create it’s own address. It’s a number that is written in 8 blocks separated by colons. Each block have 4 hexadecimal numbers. So an IPv6 address could look like this: ```plaintext 2001:0db8:4545:0000:0000:00ff:fe21:67cf ``` It could also look like this (the same address): ```plaintext 2001:db8:4545::ff:fe21:67cf ``` All computers who supports IPv6 have something called a Local Link Address. This is an address that begins with “fe80”. Data from and to a local link address is only being transmitted in your local network It will not be transmitted through a router or the internet.  Your computer should already have an Local Link Address. ## How to check this? [Section titled “How to check this?”](#how-to-check-this) ### Windows 10 [Section titled “Windows 10”](#windows-10) Left click on the search icon (magnifying glass) - default in the toolbar left side. Search for cmd, this will find the command prompt - run it. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”. ### Windows 8 [Section titled “Windows 8”](#windows-8) Right click the windows start icon - the default position is in the lower left corner. In the menu select “run” and then type cmd in the dialog that opens  This opens the command line interface for windows. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”. ### Windows 7 [Section titled “Windows 7”](#windows-7) Click on the windows start icon - the default position is in the lower left corner. In the menu click in the search field and type cmd.  This opens the command line interface for windows. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”.   If your computer does not have an IPv6 address, you’ll need to look in the manual of your computer or operating system - alternative go to windows webpage and search for IPv6.   Your network needs to be able to handle the IPv6 address and language. Please make sure you are using network switches that supports IPv6.   ## Related links [Section titled “Related links”](#related-links) [What is Network](/dot2/key_wa_network/) [How to connect nodes, wings, 3D and onPC ](/dot2/key_ht_wingsnodes3donpc/) # Network > Network can be a lot of things. In our world, network is when you connect at least one device with another using the RJ45 Ethernet connectors. Network can be a lot of things. In our world, network is when you connect at least one device with another using the RJ45 Ethernet connectors.  If you only have a console and nothing else then you do not need to worry about anything that has to do with network, but at some point you might want to add something to your system. The simplest network is connecting a Wing or a dot2 node with the core or XL console. The MA devices support the defined standard segment length for fixed installations – 90 m plus 2x 5 m. In order to avoid problems caused by different specifications of patching and installation cables, the cable length is restricted to not more than 75 m.  **Important:**\ dot2 devices are to be operated in a separate network – in VLAN at least.\ In general, MA devices are to be connected by cable and not by wireless LAN.  Each device has an Ethernet connector on the back. Connect an Ethernet cable of Cat.5.E or higher to the device. dot2 devices use IPv6. This is a unique number each dot2 device has and uses to speak to each other - it is similar to an address that makes it possible for the devices to know where to send messages. Since each device has one Ethernet connector only, you need to add a network switch if you want to connect more than two devices. This needs to be a good switch that can handle IPv6 and multicast. Multicast is like a language the devices use to talk to each other. The switch should be able to handle network speed of at least 100 Mbit/s or more. An average network speed of 30 Mbit/s has to be reserved for dot2 devices. Be aware that if you have a managed switch you might need to activate IPv6 in the switch. **Important:**\ Dynamic link aggregation (LACP) is prohibited in the dot2 network. However, you are permitted to use static link aggregation.  The delay tolerance is a maximum of 2 ms.  Next, connect each device to the switch. The consoles and onPCs are the brains of the operation. You can connect dot2 Wings, dot2 Node4s and dot2 3D to a console or onPC. You can also connect consoles and onPCs for redundancy. If you need to connect a computer with dot2 onPC or dot2 3D, then you should make sure that your computer can use IPv6. Most recent computers usually use IPv6. A dot2 core can be connected to a maximum of 4 external wings. A dot2 XL already has a built-in wing so it can be connected to a maximum of 3 external wings. Wings are connected to a specific console (real dot2 console or dot2 onPC). Other network devices are connected together in a session. Each session can handle 5 dot2 consoles (real consoles or dot2 onPC), 5 dot2 3Ds, 10 dot2 Node4s outputting DMX. It is possible to run 4 different sessions in the same network.   ## Related links [Section titled “Related links”](#related-links) [How to connect nodes, wings, onPC and 3D](/dot2/key_ht_wingsnodes3donpc/)  [What is IPv6](/dot2/key_wa_ipv6/) # Preview and Blind > Preview and Blind are two different ways to work without actually outputting the values. Preview and Blind are two different ways to work without actually outputting the values. ## Blind [Section titled “Blind”](#blind) Blind is a simple way to hide the programmer from the output. When you press the Blind key you are hiding the current programmer values from the output. Then you can change the programmer values just like you usually do. You can then store your programmer content or you can press Blind again to output your programmer. This can be used to store changes to cues in the background or prepare something in your programmer and then reveal it with a single press of a key. If you have set a Programmer Time (Prog Time), then this will be used when enter and exit the blind. ## Preview [Section titled “Preview”](#preview) The preview function is more advanced. This can be used to simulate cue transitions or to simply have a look at a cue without changing the output. Instead of hiding your current programmer from the output - and then turn off values you might have in the programmer - you have an separate hidden programmer. This can be used to program cues without changing the current output.  You enter the preview function by pressing the Prvw key and than a key associated with the cue list you want to preview. Then your Fixture views gets a red title bar and it shows you the cue content. You can then run cues in the previewer by pressing the small Go+ and then Prvw.  This is a very nice way to make changes without disturbing what’s going on on the stage. While you are in preview you can still operate your executors as normally and run cues on the live output.   Follow the links below to learn more details about the Blind and Preview functions.  ## Related links [Section titled “Related links”](#related-links) [What is the Programmer](/dot2/key_wa_programmer/) [Blind key](/dot2/key_key_blind/) [Blind command](/dot2/key_keyword_blind/) [Prvw key](/dot2/key_key_preview/) [Preview command](/dot2/key_keyword_previewexecutor/) # Programmer > The Programmer is a temporary place for your values. This is where the values are kept until you store them somewhere or throw them away. The Programmer is a temporary place for your values. This is where the values are kept until you store them somewhere or throw them away. The Programmer has several levels. When you select a fixture the fixture ID number turns yellow in the fixture view. You can change the values of the selected fixtures by moving the level wheel or any other way you can change the values. When you have active values in your programmer they get a red background in the [Fixture view](/dot2/key_viewitem_fixture/) (sheet mode). You’ll also see red markers in the [Preset Type Bar](/dot2/key_widget_presettypebar/). When you store something you still have the values in your programmer - they are just not considered *active* anymore. When you have a selection and values in your programmer, then you can press the Clear key once to remove the selection and Clear once more to release the values from the programmer. If you just want to release something specific you can use the Off key and then press what you want to release - to learn more about off please read about [the Off key](/dot2/key_key_off/).   The Programmer has a higher priority that the executors. This means that if you have values in your programmer, then it will not be overwritten by the cues.   You can hide the values in the programmer from the output by pressing the Blind key. And bring it back to the output also by pressing Blind.   ## Related links [Section titled “Related links”](#related-links) [How to work with Cues](/dot2/key_ht_cues/) [How to work with Presets](/dot2/key_ht_presets/) [How to work with Groups](/dot2/key_ht_groups/) # Chasers > Chasers are cue list that have a special mode. Chasers are cue list that have a special mode. In this mode the cue list will disregard the stored timing and then it runs all the cues one after the other. Since it’s not using the cue timings it runs using a set speed. The standard speed is 60 Beats Per Minute (BPM). This means that it runs 60 steps or cues per minute. Chaser can have different running modes. The standard mode is endless loop. This will loop the cue list until you stop it. The other modes are Shoot-Off and Shoot-On. What they do is running the cue list once. The Shoot-Off then turns off the chaser when it reaches the last cue. The Shoot-On stops or pauses the chaser when it reaches the last cue. One of the other settings you can change on chasers is the running direction. The standard is forward. Other options are Backwards, Bounce and Random. Bounce will run forward until you reach the last step and then it will run backwards until it reaches the first step, run forward again, and so on, and so on. Random will run the steps in a completely random order. To learn how to make and run Chaser have a look at the [How to work with Chasers](/dot2/key_ht_chasers/). ## Related links [Section titled “Related links”](#related-links) [How to work with Chasers](/dot2/key_ht_chasers/) [What are cues](/dot2/key_wi_cues/) [Cue View](/dot2/key_viewitem_cue/) # Cues > Cues are where we store the active values for our fixtures. This is very useful if we want to play it back later. Cues are where we store the active values for our fixtures. This is very useful if we want to play it back later. Cues are like a container where we can put values from our programmer. It then remembers the values. Cues are often stacked in a cue list.   The cues and the cue lists are stored to Executors and can only exist on executors. You can’t have cues outside the executors. You can, of course, have values in your programmer without storing them in cues. This can sound a little complicated, but the console usually does this for you. If you have active values and press store and then a key associated with an Executor then it will store a cue. If it doesn’t know what you want to do, then it might ask you.   Cue also keeps the information about how we enter the cue. That’s information like the fade times and delay and what triggers the cue (could be a Go key or something else).   Read the links below to understand more about executors or learn how to work with cues.   ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [What is the Programmer](/dot2/key_wa_programmer/) [What is Tracking](/dot2/key_wi_tracking/) [How to Work with Cues](/dot2/key_ht_cues/) [Cue Key](/dot2/key_key_cue/) [Cue Command](/dot2/key_keyword_cue/) [Cue view](/dot2/key_viewitem_cue/) # DMX Tester > The DMX tester is used to turn on DMX channels without the need to patch something to the channel first. The DMX tester is used to turn on DMX channels without the need to patch something to the channel first. Usually you need to patch a fixture to a DMX channel before you can turn it on. This isn’t always useful. Sometimes you just need to find what DMX channel you need before you can patch a fixture to it. Or maybe you just need to turn on some blue lights. Then you can use the DMX key to turn on the DMX. To see different examples on how to do this, please see the [DMX command page](/dot2/key_keyword_dmx/). The DMX tester have a higher priority than your programmer and the executors. This means that If a DMX channel is active in the DMX tester, then you can’t control it using the normal functions of the dot2. You’ll need to turn the DMX tester off or take that specific DMX channel out of the DMX Tester. The only place you can see that a channel is under the influence of the DMX Tester and what the current DMX values is, are the DMX view. These DMX channels will have a red background color. The fastest way to turn off the DMX tester is the [Tools menu](/dot2/key_window_tools/) and select Turn DMX Tester off.   ## Related links [Section titled “Related links”](#related-links) [DMX key](/dot2/key_key_dmx/) [DMXUniverse command](/dot2/key_keyword_dmxuniverse/) [DMX view](/dot2/key_viewitem_dmx/) [What is the Programmer](/dot2/key_wa_programmer/) # Executors > Executors are the faders and keys below the screens (except the right screen). Executors are the faders and keys below the screens (except the right screen). They come in two versions. One with two keys and a fader and the other is just one key. The keys have a printed symbol on them. It’s ![go](/img/dot2/go_1-db7d7b.png) and for the ones with two keys there’s also a ![flash](/img/dot2/flash_1-0a29ca.png). You can change the function of these keys using the [Change Functions of Executor window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/). You can have many pages with executors. As a default, if you have an active executor and change page then your executor will automatically be fixed and will stay visible. Anything that might be on that executor on the new page will not be available before the other executor (from the previous page) isn’t active anymore. When it becomes inactive then it is automatically returned to the original page. This is called Autofix and can be globally disabled in Setup -> [Global Settings](/dot2/key_window_globalsettings/). You can also choose to fix the executors using the [Fix commands](/dot2/key_keyword_fix/) and [Key](/dot2/key_key_fix/). Active executors have a brighter colored frame then non active faders. You can make an executor non-active by pressing the Off key and then a key associated with the executor. Many executors will become non-active when the fader reach 0%, but not the Special Masters (read below for more on this).   The executors can have different roles. The following is a description of them. ## Cues [Section titled “Cues”](#cues) You can have cues and cue lists. When you store cues on an executor, then you get a cue list with one or more cues. Now you can play back these cues using the executor keys and faders. This is the default use for Executors. ## Chaser [Section titled “Chaser”](#chaser) A cue list can run in Chaser mode. Then it ignores the timing in the cue list and instead runs the cues in a loop with an overall timing. This can be changed in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/). ## Group Masters [Section titled “Group Masters”](#group-masters) You can store groups to executors and then you get groups masters. These can be used to limit the dimmer output on the fixtures in the group. It doesn’t affect other attributes (e.g. Pan/Tilt, Color, Gobo, etc.) than dimmer. ## Special Masters [Section titled “Special Masters”](#special-masters) There are seven special masters available. They can be found in the [Magic Speed view](/dot2/key_viewitem_speed/), but they can also be assigned to executors - it only makes sense to have them on a fader executor. This is a short description of the four masters: ### Master Speeds 1-4 [Section titled “Master Speeds 1-4”](#master-speeds-1-4) This master controls the speed of the effects stored in cues and the chaser speed. It’s a global time and will affect all executors. It can be disabled in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/) for each executor if you don’t want it to follow the master. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages22_1-1-3-4925b1.png) icon next to your command line on the right screen. ### Master Rate [Section titled “Master Rate”](#master-rate) This master is used to modify the timing of cues using what’s called a divider. The default value is 1. This means that the time values in the cue is divided with one = the same time as stored. If you move the fader below 50% (default position for the transition fader) then you get a fader value lower than 1. If the fader is at 25% then you get a value of 0.50. So if your original cue fade is 2 seconds then it’s divided by 0.5 and the result is 4 seconds.  Moving the fader to 0% will stop all fades. If you move the fader above 50% then you get a higher fader value. If you put the fader at 75% then your value is 2. 2 divided by 2 is 1, so you fade time is 1 second. Taking it to 100% will basically give you fade time of 0 seconds. It’s a global time and will affect all executors. It can be disabled in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/) for each executor if you don’t want it to follow the master. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages23_1-1-3-23c47c.png) icon next to your command line on the right screen. ### Executor Time (Exec Time) [Section titled “Executor Time (Exec Time)”](#executor-time-exec-time) The Exec Time can be used to overwrite the stored cue Fade timing and use the time this executor is set to - The stored Delay times are ignored. When you move the fader up you get a value between 0 and 10 seconds. The two keys associated with the executor can be used to turn the Exec Time fader On or Off. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages24_1-1-3-882e38.png) icon next to your command line on the right screen. ### Programmer Time (Prog Time) [Section titled “Programmer Time (Prog Time)”](#programmer-time-prog-time) The Prog Time master is used to set a time on your programmer. This is very useful if you are running live shows and are want to fade from one programmer value to another. When you move the fader up you get a value between 0 and 10 seconds. The two keys associated with the executor can be used to turn the ProgT fader On or Off. When it’s On then all programmer values will use the time your fader is set to - including when you press Clear. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages25_1-1-3-e71497.png) icon next to your command line on the right screen.   ## Related links [Section titled “Related links”](#related-links) [What are cues](/dot2/key_wi_cues/) [What is the Programmer](/dot2/key_wa_programmer/) [Exec (Executor) Key](/dot2/key_key_exec/) [Executor Command](/dot2/key_keyword_executor/) [Executor Bar](/dot2/key_window_playback/) [Executor Pool](/dot2/key_viewitem_executorpool/) [Magic Speed view](/dot2/key_viewitem_speed/) # Groups > A group is a way to store a selection of fixtures. A group is a way to store a selection of fixtures.  If you often use the same selection of fixtures, then you might want to store them in a group. This allows you to easily call the same selection simply by selecting the group.  A group also stores the selection order of your fixtures. A group with fixtures 1 + 2 + 3 is not the same as a group with fixtures 3 + 2 + 1. You can also have groups with only one fixture. Groups can be moved around in the groups view. This allows you to organize your groups (fixtures) in a way that makes sense for you. They can be freely named so it’s easy for you to remember what fixtures you have in the group.   You can have several groups with the same selection.   ## Related links [Section titled “Related links”](#related-links) [How to Work with Groups](/dot2/key_ht_groups/) [Group key](/dot2/key_key_group/) [Group command](/dot2/key_keyword_group/) [Groups View](/dot2/key_viewitem_group/) # Presets > Presets are used to store values for fixtures in nice pools for each preset type plus a special pool for all values. Presets are used to store values for fixtures in nice pools for each preset type plus a special pool for all values. It’s very useful when you want to reuse a value. It could be a position, color or something else that you use. If you use a preset in a cue then you don’t store the values stored in the preset, but you store a\_ link\_ to the preset. If you then update the values in the preset, then your cues will automatically use the updated values.     Think of presets as a lot of drawers in a big chest of drawers. We have a chest for each of the preset types we see on the right side of screen 1. So each chest is labeled “Dimmer”, “Position”, “Gobo” etc. Now you can put something in these drawers. If you select a fixture and give it a color, you can store this in a color drawer. It’s like writing a small note and putting it in the drawer. What you write is the ID number of the active fixture(s) and the(ir) active values. This information is then put in the drawer and the drawer is labeled. If it was a red color then it would be labeled “Red”. Not all drawers are labeled this smart. The dot2 doesn’t know what the different positions are, so they are just labeled “Position”. You can put other notes in the same drawer, but there can only be one note for each fixture. The same fixture can’t have a note that says “Red” and one that says “Blue”. But fixture 1 can be “Red” and fixture 2 can be “Blue”. Now if we select a fixture and then a preset and store this in a cue, then we actually store that the cue should go look in the drawer for the value. It only stores this reference for the fixture you have stored in that cue. This means that if you later add more notes for other fixtures in the same drawer, then this doesn’t change the cue. The cue is still only looking in the drawer for the notes to the specific fixtures stored in the cue. If you change the values written on the note for the fixtures you use, then your cues will use the updated values. You might need to change the values on the note if the color wasn’t right or if the position changes for the singer or for a million other reasons.   The special group of presets called “All” will store all the possible values in an all preset.   ## Related links [Section titled “Related links”](#related-links) [What are Cues](/dot2/key_wi_cues/) [How to Work with Presets](/dot2/key_ht_presets/) [Preset Key](/dot2/key_key_preset/) [Preset Command](/dot2/key_keyword_preset/) [Preset Pools view](/dot2/key_viewitem_preset/) # What are... > In this section we'll try to answer some of the questions about the different elements in the dot2. In this section we’ll try to answer some of the questions about the different elements in the dot2. It’s meant to help you understand the concept of the different terms used throughout the manual and the console. For more “hands on” description you could have a look at the [How to… ](/dot2/key_ht_howto/)pages. # Tracking > The dot2 is a tracking console. The dot2 is a tracking console.  Now, you shouldn’t really need to worry about that, but it’s nice to know some details.   Here’s how it works. In its most basic form, you could say that tracking is when fixtures do something if they are explicitly told to. For example, changing a value. If you set a fixture to 50% in cue number one, then it stays at 50% through all your other cues - as long as you don’t tell it to do something in the other cues. Have a look at this table: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | Here we can see that fixture 1 is only stored in cue 1 (marked with **bold**, tracked values are displayed in normal font). But if you run cue 2, fixture number 1 is still at 50% - it is tracked.   If we store and merge 60% for fixture 1 in cue 3, it would look like this: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | **60** | | 4 | 60 | | 5 | 60 | | 6 | 60 | So we changed the value for the fixture in cue 3 and now it’s tracking that value from cue 3.   A different option when we store is Cue Only. If we use that option and store fixture 1 at 40% in cue 5 you’ll see that we didn’t make a change in cue 6, meaning it still looks the same as it did before we stored cue 5. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | **60** | | 4 | 60 | | 5 | **40** | | 6 | **60** |   If you add a fixture that hadn’t previously been used, then the dot2 can automatically create a hidden cue number zero and put the default value (the value a fixture has if it isn’t told anything) in that cue. Cue Zero can be activated in the [Settings view](/dot2/key_window_settingsofexecutor/) for a cue list. You can’t access this cue, but it makes sure that cues look correct if you copy them. Have a look at this example: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | 0 | | 2 | **50** | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | Here we have fixture 1 that has a stored value in cue number 2. This value tracks from this cue and to cue 6. If you copy cue number 1 to a new cue 3.5 using cue only, then you’ll see that the fixture has 0% in the new cue and goes back to 50% in cue 4 - so cue number 4 has never changed. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | 0 | | 2 | **50** | | 3 | 50 | | 3.5 | **0** | | 4 | **50** | | 5 | 50 | | 6 | 50 | If we don’t use Cue Zero, then it looks different. Before copy: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 |   | | 2 | **50** | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | When we copy cue 1 at cue 3.5 then we copy an empty cue, so we don’t copy anything. This is the result. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 |   | | 2 | **50** | | 3 | 50 | | 3.5 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | When the copied cue is empty, then the tracked values will just track through it - they are not told anything else. Cue Zero is turned off as a default but can be changed for each executor.   ## Tracking Shield [Section titled “Tracking Shield”](#tracking-shield) The dot2 also uses something called Tracking Shield. It’s a system that automatically protects cues from unwanted changes to all attributes except dimmers.   Let’s have a look at some examples. Have a look at this table: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | 0 | Singer | | 4 | 0 | Singer | | 5 | 0 | Singer | | 6 | **100** | Singer | We have stored fixture 1 at 100% and on the **Singer** position in cue number 1. In cue 2 it’s turned off. Down in cue 6, it’s turned back on and it’s still used in the singer position - but it’s a tracked value (it’s not actually stored in cue 2 through 6).   Now we would like to use the same fixture in cue 3 at the drummer position. So we turn it to 100% and select the **Drummer** position. This is stored in cue 3. So this is our current scenario: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | **100** | **Drummer** | | 4 | 100 | Drummer | | 5 | 100 | Drummer | | 6 | 100 | **Singer** | So the new drummer position is stored in cue 3 and tracked until cue 6 where the console knew that we needed the Singer position. Also notice that it has not protected the dimmer value in cue 6 - it’s now a tracked value from cue 3. So now we need to store the dimmer at 0% in cue 4 and cue 5. If we just do this with a normal store, then it’ll track into cue 6 and turn off the dimmer. Take the dimmer to 0% and store (merge) cue 4 and 5 as Cue Only. This is the final result: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | **100** | **Drummer** | | 4 | **0** | Drummer | | 5 | 0 | Drummer | | 6 | **100** | **Singer** | This is the principle behind Tracking Shield: The system looks for dimmer values that change from 0 to above 0 for every single fixture. If there’s a change in the dimmer (from 0 to a value above), then it stores the tracked values before creating the new values in the previous cues, thus preventing the cue output from changing because of the tracking. The dimmer value in cue 5 is a tracked value, even though we store both 4 and 5 as Cue Only because of a function called AutoUnblock. It’s the same mechanism that made the dimmer in cue 6 a tracked value after we stored cue 3. AutoUnblock will automatically remove unnecessary stored values after each store operation. # Command Line > The command line is visible always on screen 1. It shows all the commands you entered into the console. The command line is visible always on screen 1. It shows all the commands you entered into the console. ![](/img/dot2/dot2_viewsandwindows_controlelements_commandline_1_1-0-8274d7.png) All common [commands](/dot2/key_commands_overview/) you can enter with the [command keys](/dot2/key_keys/) from the command area. There are some special commands you can only enter with the virtual keyboard. To open the virtual keyboard: Tap into the command line. To open the [Command Line View](/dot2/key_view_commandline/): Tap into the command line. Double check your entered command in the command line, before pressing Please. ### Related Links [Section titled “Related Links”](#related-links) * [Commands](/dot2/key_commands_overview/) * [Command Keys](/dot2/key_keys/) * [Command Line View](/dot2/key_view_commandline/) # Encoder Bar > The encoder bar is visible always on screen 1. It shows information about the function from the respective encoder. The encoder bar is visible always on screen 1. It shows information about the function from the respective encoder. ![](/img/dot2/dot2_viewsandwindows_controlelements_encoderbar_1-1-168aac.png) One encoder can have 2 functions. The default function of an encoder is displayed in the upper left corner in white. If an encoder has a second function, it is displayed in the upper right corner in gray. To switch between the functions: Press and hold the ![ma](/img/dot2/ma-36da5c.png) key. The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. If the encoder is just dark gray, the encoder has no function. Depending on the view, the encoders can have the following functions. Scroll, Attributes, Quantity, Fixture ID and many more. To edit the function of the respective encoder: Tap the encoder button or press the encoder. ### Related Links [Section titled “Related Links”](#related-links) * [Control Elements](/dot2/key_control_elements/) * [MA Key](/dot2/key_key_ma/) # Executor Bar > The Executor Bar is always visible at the bottom of screen 2 and all other wing screens. The **Executor Bar** is always visible at the bottom of screen 2 and all other wing screens. ![](/img/dot2/dot2_control-elements_exeutor-bar_v1-3-82be5e.png) *Figure 1: Executor Bar Page 1* The executor bar displays information about the stored executor. The top of the executor bar displays the current page and if an executor is fixed from another page.\ To turn off global autofix refer to [global settings window](/dot2/key_window_globalsettings/). ![](/img/dot2/dot2_control-elements_exeutor-bar_page2_v1-3-243936.png) *Figure 2: Executor Bar Page 2 with fixed executors* The executor bar consists of up to 999 pages. To switch over between the pages: Press Page + or Page -. The [executor color](/dot2/key_executor_colors/) displays the type of an executor. The executor bar is divided into the main executor (right), 12 normal executor buttons (first two lines) and 6 fader executor buttons (bottom line). If you store a cue on an executor, the console asks you to label the executor.\ If you do not tap the label pop-up, the executor will be called **Exec**. The blue bar displays the fade time of a cue from 0 % to 100 %. If a timecode record is running on an executor, the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible. If the position of a hardware fader differs from the position in the software, a small fader bar displays the position of the fader in the software. Take the hardware fader and bring it to its software position.\ The main executor also shows the faders if one of the hardware faders is not on the correct position. To see the executor number and the fader icon, press and hold ![ma](/img/dot2/ma_1-85eed0.png). For more information about the fader icons and their functions see [Select Function of Executor](/dot2/key_window_selectfunctionofexecutor/). ![](/img/dot2/dot2_control-elements-executor-bar_ma-key_enabled_v1-3-e2698b.png) *Figure 3: Executor bar – MA key enabled* To open the [executor bar window](/dot2/key_window_playback/), tap the executor bar. ## Main Executor [Section titled “Main Executor”](#main-executor) The main executor is displayed on the right of the executor bar along with the two 100 mm faders. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar13_1-2-8bec69.png) *Figure 4: Main Executor On* It is constructed as follows: The [trigger icon](/dot2/key_views_and_windows_icons/) is displayed first. It is then followed by the cue number along with the cue name. Set as default, the first fader bar displays the position of the master fader and the second fader bar displays that of the XFader. The current cue is displayed in the second line so that the cues before and after the current cue are visible. If the executor is on, the executor button is highlighted and the current cue is displayed in the second line in white. If the executor is off, an **\[Off]** is displayed in the second line. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar12_1-2-56b2c5.png) *Figure 5: Main Executor Off* ## Fader Executor [Section titled “Fader Executor”](#fader-executor) The six fader executors are visible in the line displayed lowermost in the executor bar. ![](/img/dot2/dot2_views-and-windows_control-elements_executor-bar14_v1_3-ac899c.png) Figure 6: Line displayed lowermost in the executor bar The two [executor icons](/dot2/key_views_and_windows_icons/) and the name of the executor are visible for the respective executor button on the console. If an executor is assigned to a cue list that is enabled, the number of the cue is displayed in the second line. ## Normal Executor [Section titled “Normal Executor”](#normal-executor) The first two rows of the executor bar display the normal executors. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar15_1-0-89b229.png) *Figure 7: First two rows of executor bar* The [executor icon](/dot2/key_views_and_windows_icons/) and the name of the executor is visible for the respective executor button on the console. If an executor is assigned to a cue list that is enabled, the number of the cue is displayed on the right. []()If an executor was edited or previewed, it is displayed in a red frame.  ![](/img/dot2/dot2_views-and-windows_executor-bar_red-frame_v1-3-6ca522.png) *Figure 8: Edited executor* ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Executor Bar](/dot2/key_executor_colors/) * [What are Cues?](/dot2/key_wi_cues/) # Preset Type Bar > The preset type bar is located at the right side of screen 1. The preset type bar is located at the right side of screen 1. ![](/img/dot2/dot2_viewsandwindows_controlelements_presetbar_1-1-3-474003.png)*Figure 1: Preset Type Bar* If no fixture is patched, there is no preset type bar displayed. Gray font in the preset type bar displays, that this preset type is not available for the current selected fixture.\ White font in the preset type bar displays, that this preset type is available for the current selected fixture. To go to a preset type view: Tap the preset type in the preset type bar. Gray background color in the preset type bar displays the current view. Red indicator on the left side of a preset type in the preset type bar displays, that this value could be stored. To activate and deactivate values of preset types in the programmer of selected fixtures: Tap the respective preset type button. To open the All Preset Pool, tap All at the end of the preset type bar. For more information about preset pools, refer to [Presets Pools View](/dot2/key_viewitem_preset/). ## Preset Type Attributes [Section titled “Preset Type Attributes”](#preset-type-attributes) In the preset type bar you can find options to the following attributes, depending on your patched fixtures. [Dimmer](/dot2/key_viewitem_dimmer/):\ Tap to change the dimmer attributes, e.g. dim, curve, master intensity. [Position](/dot2/key_viewitem_position/):\ Tap to change position attributes, e.g. pan and tilt. [Gobo](/dot2/key_viewitem_gobo/):\ Tap to change gobo attributes, e.g. gobo wheels and clips. [Color](/dot2/key_viewitem_color/):\ Tap to change the color attributes, e.g. color, mix color, HSBC. In this view you can go to the dialogs picker, fader and swatchbook. [Beam](/dot2/key_viewitem_beam/):\ Tap to change beam attributes, e.g. shutter, iris and frost. [Focus](/dot2/key_viewitem_focus/):\ Tap to change focus attributes, e.g. focus and zoom. [Control](/dot2/key_viewitem_control/):\ Tap to change control attributes, e.g. lamp control, fixture global and scan rate. [Shapers](/dot2/key_viewitem_shapers/):\ Tap to change shaper attributes, e.g. frames, barndors and position. [Video](/dot2/key_viewitem_video/):\ Tap to change video attributes, e.g. keystone, video effects and video scale. # View Bar > The view bar is located at the right side of screen 2 and all further screens. ![](/img/dot2/dot2_viewsandwindows_controlelements_viewbar01_1-0-dfc959.png)*Figure: View Bar* The view bar is located at the right side of screen 2 and all further screens. In the view bar, you select the view of the screen. The selected view has a gray background in the view bar. There a six views to choose. **1. Fixtures**\ Tap to go to the [Fixtures View](/dot2/key_viewitem_fixture/), to see all your patched fixtures, attributes, and their values. **2. Groups**\ Tap to go to the [Groups View](/dot2/key_viewitem_group/), to see all stored groups for a quick selection of fixture. **3. Presets**\ Tap to go to the [Presets Pools View](/dot2/key_viewitem_preset/), to see all preset type pools, depending on the selected preset type in the [preset type bar.](/dot2/key_widget_presettypebar/) **4. Cues**\ Tap to go to the [Cues View](/dot2/key_viewitem_cue/), to see all the cues of the main executor and their settings. **5. Virtual Playback**\ Tap to go to the [Virtual Playback View](/dot2/key_viewitem_virtualplayback/), to see the virtual executors. **6. More…**\ Tap to go to the [Select View Window](/dot2/key_viewitem_selectview/), to see all available views.\ On an external screen, tap to go to the [Select View for External Screen Window](/dot2/key_window_selectview/). # Add New Fixtures > The Add New Fixtures Window is located in the Setup, column Show, Patch & Fixture Schedule, Add New Fixtures. The **Add New Fixtures Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), **Add New Fixtures**. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow05_1-1-3-111f39.png) *Figure 1: Add New Fixtures Window* In this view, you select your **fixture type**, the **quantity**, the **fixture ID**, the **fixture name**, the **patch address**, and the **offset**.\ There are six edit lines. To confirm your settings and add new fixtures, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the title bar.\ You are back in the Patch and Fixture Schedule. To leave the **Add New Fixtures Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the title bar or Esc on the console.\ You are back in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Type [Section titled “Type”](#type) The type edit line contains a drop down list with four standard fixture types * 2 Dimmer 00 * 3 LED - RGB 8 bit * 4 LED - RGBA 8 bit * 5 LED - RGBW 8 bit and those which are already in the current show file exist.\ To open the drop down list, tap the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow03_1-0-df8b8a.png) *Figure 2: Drop down with standard fixture types and the fixture types in the show file* To import another fixture type from the library into the show file, which is not in the drop down list, tap Select other… on the right.\ It opens the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). ## Quantity [Section titled “Quantity”](#quantity) The quantity edit line displays how many fixtures will be created. To select the quantity, tap the plus or minus. ## ID [Section titled “ID”](#id) The ID edit line displays the next available fixture ID. To select a fixture ID, tap the plus or minus. To get an overview about assigned and available fixture IDs, tap Select… on the right. The [Select Fixture ID(s) Window](/dot2/key_window_selectfixturesidswindow/) opens. ## Name [Section titled “Name”](#name) The name edit line displays the name of the fixture.\ To edit the name, tap at the keyboard ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png). The edit name window opens. If you create multiple fixtures with the same name, the name will get a consecutive number at the end of the name. ## Patch [Section titled “Patch”](#patch) The patch edit line displays the next available patch address.\ To select another universe or address, tap the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. The drop down opens. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow04_1-1-3-5a4dfa.png) *Figure 3: Select DMX universe and address* To get an overview about assigned and available DMX addresses, tap Select… on the right. The [Select DMX Address… Window](/dot2/key_window_selectdmxaddress/) opens. ## Offset [Section titled “Offset”](#offset) The offset displays the selected patch offset. The offset is the free DMX address space between one fixture and another fixture. A patch offset gives you a better overview about the fixtures and their patch address. To patch a few fixtures and with a start address of x.xx1, select a patch offset of 10. To select the quantity, tap the plus or minus. By default the offset is 1. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow06_1-2-0f6b97.png) *Figure 4: Patch and Fixture Schedule with Offset of 10* ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow02_1-1-3-368308.png) *Figure 5: Encoder Bar Add New Fixtures Window* **Type:**\ To scroll in the drop-down list from the edit line Type, turn the encoder left or right.\ To open the [Import Fixture Type Window](/dot2/key_window_importfixturetype/), press or tap the encoder. **Quantity:**\ To select the quantity in the edit line Quantity, turn the encoder left or right. **Fixture ID:**\ To select the fixture ID in the edit line ID, turn the encoder left or right.\ To open the [Select Fixture ID(s) Window](/dot2/key_window_selectfixturesidswindow/), press or tap the encoder. **Patch Break 1:**\ To select the DMX address, turn the encoder left or right.\ To open the [Select DMX Address… Window](/dot2/key_window_selectdmxaddress/), press or tap the encoder. **Patch Offset:**\ To select the patch offset, press and hold ![ma](/img/dot2/ma_1-85eed0.png) and turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/) to select the patch offset, press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press the encoder. # Backup > To open the Backup Window, press Backup on the console. To open the **Backup Window**, press Backup on the console. ![](/img/dot2/dot2_viewsandwindows_backupwindow01_1-2-a38b5c.png) *Figure 1: Backup window* In this window, you can create a new show, load a show, save the current show, and save the current show as. Below the title bar is the name of the current show file along with the last save date and time displayed. To create a new show, tap **New Show**. It opens the [New Show View](/dot2/key_window_newshow/).\ To load an existing show, tap **Load Show**. It opens the [Load Show View](/dot2/key_window_loadshow/).\ To save the current show, tap **Save Show**. It saves the show and close the **Backup Window**.\ To save the current show as a new filename, tap **Save Show as…** . It opens the [Save Show As View](/dot2/key_window_saveshowas/). If a USB drive is attached, it is displayed below the four functions.\ If you save a show and a USB drive is attached, the show will be saved on the USB drive as well. **Hint:**\ If a show was preprogramed in a previous version and saved, it can be loaded in a later version. If you save this show in a later version, you can no longer load it in a previous version. If you would like to keep using the show in a previous version, load the show and save it using a different name.  Furthermore, you can enable the **auto save** option. By default, auto save is disabled.\ To select how often the console should auto save the show file, tap at the **three dots** ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png).\ You can choose between:\ \- every 15 minutes\ \- every 30 minutes\ \- every 60 minutes\ \- every 120 minutes For more information see [how to save and load a show](/dot2/key_ht_saveandloadshow/). To leave the **Backup Window**. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_backupwindow02_1-2-b9c093.png) *Figure 2: Encoder Bar Functions - Backup window* **Auto Save:**\ To enable auto save and select how often the console should auto save, turn the encoder right. **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Calibrate Screens > Important: **Important:**\ After calibrating the screens, reboot the console so that the calibration can be taken over.  The **Calibrate Screens Window** is located in the [Setup](/dot2/key_window_setup/), column **Console**, **Calibrate Screens**. If the touch screens do not fully work, open the Calibrate Screens Window using the encoders. ![](/img/dot2/dot2_viewsandwindows_calibratescreensview01_1-0-f0c0fb.png) Calibrate the screen in this view.  Screen calibration calibrates the touch function of your screen so it works flawlessly.  To calibrate the screen, touch and hold the highlighted cross until the progress bar is completed.  Select the screen touching the cross. If necessary, repeat the calibration for all other screens. To cancel the screen calibration, press Esc on the console. If you do not touch the screen, the **Calibrate Screens Window** closes automatically after 10 seconds. To reboot the device confirm the system reboot message: ![](/img/dot2/img_calibration_message_box_1-9-b13ad9.png) # Change Functions of Executor > To go to the Change Functions of Executor Window, open the Executor Bar Window and tap the tool! in the Title Bar. To go to the **Change Functions of Executor Window**, open the [Executor Bar Window](/dot2/key_window_playback/) and tap the **tool** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the [Title Bar](/dot2/key_title_bar/). ![](/img/dot2/dot2_views-and-windows_change-function-of-executor_v1-3-52fa95.png) *Figure 1: Change Functions of Executor Window* In this window, you change the functions of executor from the current page of the [Executor Bar Window](/dot2/key_window_playback/). To change a function, tap on the virtual button in the window. It opens the [Select Function of Executor Window](/dot2/key_window_selectfunctionofexecutor/). The functions of the main executor buttons are fixed and not changeable. You can only change functions of taken executor. If an executor button is free, it is displayed as **\[Empty]**. For more information about the displayed icons, see [Icons](/dot2/key_views_and_windows_icons/).\ For more information about the displayed colors, see [System Colors - Executor](/dot2/key_executor_colors/). To leave the Change Functions of Executor Window, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [Title Bar](/dot2/key_title_bar/). You are back in the Executor Bar Window. # Choose Clone Method > If you try to clone a fixture, the console ask to choose the clone method. If you try to clone a fixture, the console ask to choose the clone method. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod01_1-0-0ae822.png) *Figure 1: Choose clone method window* There are four options available. **Cancel:**\ Tap to cancel the clone command. **Low Prio Merge:**\ Tap to add the values from the source fixture to the destination fixture.\ If the destination fixture has previous defined values, they will stay.\ If the destination fixture has no previous defined values, the fixture will get the values from the source fixture. **Merge:**\ Tap to add values from the source fixture on the top of the destination fixture. **Overwrite:**\ Tap to overwrite the existing values from the destination fixture with the values from the source fixture.\ Previous defined values will be deleted. ## Example Low Prio Merge [Section titled “Example Low Prio Merge”](#example-low-prio-merge) Fixture 1 stored on executor 2 - cue 1, has a defined color red and a gobo.\ Fixture 2 stored on executor 3 - cue 1, has a defined position pan and tilt. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod02_1-2-49889d.png) *Figure 2: Fixture 1 and 2 before clone* Let´s assume, you will clone fixture 1 at 2 and you will keep the defined position of fixture 2. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Low Prio Merge. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod03_1-2-50727e.png) *Figure 3: Fixture 1 and 2 after low prio merge clone* Fixture 2 has now the same values as fixture 1 and the previous defined values (position). ## Example Merge [Section titled “Example Merge”](#example-merge) | Cue | Fixture 1 | Fixture 2 | | --- | --------------------------- | --------------------------- | | 1 | Dimmer open (entered value) |   | | 2 | Dimmer open (entered value) | Dimmer 50 % (entered value) | | 3 | Dimmer open (tracked value) | Dimmer 50 % (entered value) | Let´s assume, you will clone fixture 1 at fixture 2 and add only the previous defined values and not the tracked values. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Merge. | Cue | Fixture 1 (before merge) | Fixture 2 (before merge) | Fixture 2 (after merge) | | --- | --------------------------- | --------------------------- | ------------------------------------------------------------------------------------------------ | | 1 | Dimmer open (entered value) |   | Dimmer open | | 2 | Dimmer open (entered value) | Dimmer 50 % (entered value) | Dimmer open (because this was an entered value from fixture 1) | | 3 | Dimmer open (tracked value) | Dimmer 50 % (entered value) | Dimmer 50 % (because this is a tracked value and clone method merge will not add tracked values) | ## Example Overwrite [Section titled “Example Overwrite”](#example-overwrite) Fixture 1 stored on executor 2 - cue 1, has a defined color red and a gobo.\ Fixture 2 stored on executor 3 - cue 1, has a defined position pan and tilt. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod02_1-2-49889d.png) *Figure 4: Fixture 1 and 2 before clone* Let´s assume, you will clone fixture 1 at 2 and fixture 2 should make exactly the same like fixture 1. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Overwrite. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod05_1-2-0e0ee5.png) *Figure 5: Fixture 1 and 2 after clone* Fixture 2 has now the exactly the same values as fixture 1. All previous defined values are deleted. Fixture 1 and 2 are on executor 2. Fixture 2 does not exist anymore on executor 3. ## Related Links [Section titled “Related Links”](#related-links) * [Clone Command](/dot2/key_keyword_clone/) * [Copy Key](/dot2/key_key_copy/) # Choose Copy Method > If you try to copy an object to a destination where an object already exist, the console will ask you to choose the copy method. If you try to copy an object to a destination where an object already exist, the console will ask you to choose the copy method. ![](/img/dot2/dot2_viewsandwindows_choosecopymethod01_1-0-3b80b0.png) **Overwrite:**\ Tap to overwrite the existing object, e.g. cue or group. The previous object will be deleted. **Merge:**\ Tap to add the object, e.g. cue or group, to the existing object. **Cancel:**\ Tap to cancel the copy function. **Cue only:**\ Tap if you copy the cue between two other cues. The copied cue will not affect the following cues with tracking values. **Status:**\ Tap to copy the cue with its tracking values. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_choosestoremethod02_1-0-289029.png) **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [What is Tracking?](/dot2/key_wi_tracking/) * [Copy Command](/dot2/key_keyword_copy/) # Choose Delete Method > If you try to delete a cue from a cue list, the console ask to choose the delete method. If you try to delete a cue from a cue list, the console ask to choose the delete method. ![](/img/dot2/dot2_viewsandwindows_choosedeletemethod01_1-1-3-784c76.png)*Figure 1: Choose Delete Method Window* There are two delete methods available. To leave the window, tap Esc in the title bar or press Esc on the console.\ The delete process is canceled. For more information about delete, refer to [Delete Command](/dot2/key_keyword_delete/) and [Delete Key](/dot2/key_key_delete/). The following tables explains the functions of the two methods on an example. ## Initial Situation [Section titled “Initial Situation”](#initial-situation) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------------ | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | 100 % tracked value | 50 % | 0 % | | Cue 3 | 100 % tracked value | 50 % tracked value | 25 % | ## Normal Delete [Section titled “Normal Delete”](#normal-delete) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------- | ------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | Normal delete | Normal delete | Normal delete | | Cue 3 | 100 % tracked value | 0 % | 25 % | ## Delete Cue Only [Section titled “Delete Cue Only”](#delete-cue-only) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | --------------- | --------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | Delete cue only | Delete cue only | Delete cue only | | Cue 3 | 100 % tracked value | 50 % | 25 % | # Choose Store Method > If you want to store new programmer values on an executor with one existing cue on it or if you want to overwrite an existing cue on an executor, the console as If you want to store new programmer values on an executor with one existing cue on it or if you want to overwrite an existing cue on an executor, the console ask to choose the store method. There are two store methods windows available. The store method window with the options * Merge * Remove * Overwrite * Create Second Cue appears if you store on an executor the first time a second cue (= cue list). ![](/img/dot2/dot2_viewsandwindows_choosestoremethod01_1-0-647393.png) *Figure 1: Choose store method window - first second cue* There are four store methods available: **Hint:**\ Use the Prev, Next, Up, and Down keys to navigate in this window and confirm with Please. **Merge:**\ Tap to add the programmer values to the existing cue. **Remove:**\ Tap to remove the programmer values from the existing cue. **Overwrite:**\ Tap to overwrite the existing cue with the programmer values. The previous values from the existing cue are deleted. **Create second cue:**\ Tap to create a cue 2 with the programmer values. This will create a cue list. If you store new programmer values in an existing cue, the store method window has additional the options * Normal * Cue Only ![](/img/dot2/dot2_viewsandwindows_choosestoremethod07_1-0-d8b635.png) *Figure 2: Choose store method window - store in an existing cue* Additional to the methods Merge, Remove, and Overwrite, you can select the Store Mode. **Store Mode Normal:**\ Tap to store the cue with tracking shield. Refer to, [What is Tracking?](/dot2/key_wi_tracking/) **Store Mode Cue Only:**\ Tap if to store the cue between two other cues. The stored cue will not affect the following cues with tracking values. *** ## Normal [Section titled “Normal”](#normal) Let´s assume, you will store cue 2.1 between cue 2 and cue 3 with tracking shield. | Cue | Fixture 1 (initial situation) | Fixture 2 (initial situation) | Fixture 1 (normal) | Fixture 2 (normal) | | --- | ----------------------------- | ----------------------------- | ---------------------- | ------------------ | | 1 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | | 2 | Dimmer At 0 | Dimmer At 100 | Dimmer At 0 | Dimmer At 100 | | 2.1 |   |   | Dimmer At 33 | Dimmer At 33 | | 3 | Dimmer At 0 (tracked) | Dimmer At 80 | Dimmer At 33 (tracked) | Dimmer At 80 | 1. Press Store Cue 2 . 1 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Ok. Normal is selected by default. Cue 2.1 is stored between cue 2 and cue 3. Cue 3 is tracking the dimmer value from fixture 1. *** ## Cue Only [Section titled “Cue Only”](#cue-only) Let´s assume, you will store cue 2.1 between cue 2 and 3 without affect the following cues with tracking values. | Cue | Fixture 1 (initial situation) | Fixture 2 (initial situation) | Fixture 1 (cue only) | Fixture 2 (cue only) | | --- | ----------------------------- | ----------------------------- | -------------------- | -------------------- | | 1 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | | 2 | Dimmer At 0 | Dimmer At 100 | Dimmer At 0 | Dimmer At 100 | | 2.1 |   |   | Dimmer At 33 | Dimmer At 33 | | 3 | Dimmer At 0 (tracked) | Dimmer At 80 | Dimmer At 0 | Dimmer At 80 | 1. Press Store Cue 2 . 1 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Cue Only and then Ok. Cue 2.1 is stored between cue 2 and cue 3. Cue 3 has no tracking values from cue 2.1. *** ## Merge [Section titled “Merge”](#merge) Let´s assume, you will add the current programmer values to the existing cue 1 on the main executor. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod03_1-2-b83871.png) *Figure 3: Values of cue 1 before store merge* 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Merge. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod04_1-2-fc3708.png) *Figure 4: Values of cue 1 after store merge* The current programmer values are added to the existing cue 1. *** ## Remove [Section titled “Remove”](#remove) Let´s assume, you will remove fixture ID 2 from the existing cue 1 on the main executor. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod04_1-2-fc3708.png) *Figure 5: Values of cue 1 before store remove* 1. Select fixture ID 2 in the [fixtures view](/dot2/key_viewitem_fixture/). 2. Double press Please. All values from fixture 2 are in the programmer. 3. Press Store Cue 1 and tap on the main executor in the [executor bar view](/dot2/key_widget_executorlabelbar/). 4. Tap Remove. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod05_1-2-fbf444.png) *Figure 6: Values of cue 1 after store remove* The fixture ID 2 is removed from the existing cue 1 on the main executor. *** ## Overwrite [Section titled “Overwrite”](#overwrite) Let´s assume, you will overwrite the cue 1 on the main executor with the current programmer values. 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Overwrite. Cue 1 on the main executor has now the current programmer values. All previous values from the existing cue are deleted. *** ## Create Second Cue [Section titled “Create Second Cue”](#create-second-cue) Let´s assume, you will create a cue list on the main executor.   ![](/img/dot2/dot2_viewsandwindows_choosestoremethod06_1-1-9ebcab.png)\ *Figure 7: Cue list on main executor* 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Create second cue. The current programmer values are stored as a second cue on the main executor. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_choosestoremethod02_1-0-289029.png) *Figure 8: Encoder bar functions - choose store method* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Choose Update Method > If you try to update a cue in a cue list, the console ask to choose the update method. If you try to update a cue in a cue list, the console ask to choose the update method. ![](/img/dot2/dot2_viewsandwindows_chooseupdatemethod01_1-1-3-ce29a0.png)*Figure 1: Choose Update Method Window* There are two update modes available. To leave the window, tap Esc in the title bar or press Esc on the console.\ The update process is canceled. For more information about Update, refer to [Update command](/dot2/key_keyword_update/) and [Update key](/dot2/key_key_update/). The following tables explains the functions of the two methods on an example. ## Initial Situation [Section titled “Initial Situation”](#initial-situation) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------------ | ----------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | 100 % tracked value | 50 % | 0 % tracked value | | Cue 3 | 100 % tracked value | 50 % tracked value | 25 % | ## Normal Update [Section titled “Normal Update”](#normal-update) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | ------------ | ------------------ | ------------------ | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 Update | 30 % | 30 % | 30 % | | Cue 3 | 30 % tracked value | 30 % tracked value | 25 % | ## Cue Only Update [Section titled “Cue Only Update”](#cue-only-update) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | ------------ | --------- | --------- | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 Update | 30 % | 30 % | 30 % | | Cue 3 | 100 % | 50 % | 25 % | # Configure Slot > To open the configure slot window, tap at the slot you want to configure, e.g. B-wing 1, in the Wings window. To open the configure slot window, tap at the slot you want to configure, e.g. B-wing 1, in the [Wings window](/dot2/key_window_wings/). ![](/img/dot2/dot2_viewsandwindows_configureslot01_1-0-1b6c79.png) In this window, you can assign wings to a slot or clear the assignment. The title bar displays the selected slot. **Available devices**:\ Displays all available wings, depending on the selected slot.\ A selected device is displayed with an orange bar on the left side of the device. If a wing is selected in the configure slots window, the buttons on the wing starts to flash. A button wing or fader wing can have three different status: 1\. The wing is displayed without any additional sign.\ The wing is connected to the console and is free to assign. ![](/img/dot2/dot2_viewsandwindows_configureslot02_1-0-a5e91f.png) 2\. The wing is displayed with a green tickmark.\ The wing is connected to the console and assigned to a slot.\ The assigned slot is written in brackets. ![](/img/dot2/dot2_viewsandwindows_configureslot03_1-0-81a0e2.png) 3\. The wing is displayed with a red prohibition sign.\ The wing is connected to another console and not available. To assign a wing with a prohibition sign, you need to disconnect the wing on the respective console first. ![](/img/dot2/dot2_viewsandwindows_configureslot04_1-0-0a756e.png) **Assign selected:**\ Tap to assign the selected device to the slot. The Configure Slot window close and you are back in the [Wings window](/dot2/key_window_wings/). **Disconnect device:**\ Tap to disconnect the device from the slot. ## Related Links [Section titled “Related Links”](#related-links) * [Wings Window](/dot2/key_window_wings/) * [How to connect Nodes, Wings and dot2 onPC?](/dot2/key_ht_wingsnodes3donpc/) # Edit Cue Number(s) > To go to the Edit Cue Number(s) Window, open the Cues View and press and hold the cell with the cue number of the respective cue. To go to the **Edit Cue Number(s) Window**, open the [Cues View](/dot2/key_viewitem_cue/) and press and hold the cell with the cue number of the respective cue. ![](/img/dot2/dot2_viewsandwindows_editcuenumbers01_1-0-9a1d39.png) In this window, you edit the cue numbers. **From Cue:**\ Select the number of the cue from which you like to start with, e.g. 1. **To Cue:**\ Select the number of the cue till which you like to end with, e.g. 10 It is not possible to renumber cues in addition with a cue position change.\ If you renumber a cue, the cue have to stay in its position in the cue list.\ If you want to move a cue, e.g. cue 1 in a cue list of 10 cues, to cue 11 use the [move command](/dot2/key_keyword_move/). **New Number:**\ Select the new start cue number, e.g 1.1. **Step Width:**\ Select the step width of the cue numbers, e.g 0.1. **Renumber:**\ Tap to apply the changes and go back to the [cues view](/dot2/key_viewitem_cue/). To leave the Edit Cue Number(s) Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Related Links [Section titled “Related Links”](#related-links) * [Cues View](/dot2/key_viewitem_cue/) * [Move Command](/dot2/key_keyword_move/) * [How to work with Cues?](/dot2/key_ht_cues/) * [What is a Cue?](/dot2/key_wi_cues/) # Empty Executor > To get to the Empty Executor Window, tap an empty executor in the executor bar window. To get to the **Empty Executor Window**, tap an empty executor in the [executor bar window](/dot2/key_window_playback/). ![](/img/dot2/dot2_viewsandwindows_emptyexecutor01_1-1-3-d23ea4.png)\ *Figure 1: Empty Executor Window* There are four executor options: **Store Executor:**\ Tap to store the active programmer values as a cue on the executor. **Store Group Executor:**\ Tap to store the selected fixture as a group master on the executor. **Store Speed Executor:**\ Tap to make this executor one of four speed masters or a rate master.\ A speed master controls the speed of effects in cues and the playback speed of chasers.\ The rate master multiplies the cue timing by the factor that was set by the rate master fader. **Store Time Executor:**\ Tap to make this executor as an executor time master or program time master.\ The executor time master overrides cue fade, on/off times, and sets the cue delay to zero.\ The program time master controls the fade times of all program values between 0 and 10 seconds.\ This affects both, the adding of new values into the programmer, and the removing of values from the programmer with the Clear key. To leave the Empty Executor Window, tap Esc in the title bar or press Esc on the console. ## Example Store Executor [Section titled “Example Store Executor”](#example-store-executor) Let´s assume you store the active programmer values as a cue on the executor 1. ![](/img/dot2/dot2_commands_store04_1-0-bac54c.png)\ *Figure 2: Executor with one cue* 1. Tap the empty executor 1 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Executor. The active program values are stored on executor 1 as cue 1. ## Example Group Executor [Section titled “Example Group Executor”](#example-group-executor) Let´s assume you store the selected dimmer fixtures on the left side as a group master on the empty executor 6. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor03_1-0-d66e30.png)\ *Figure 3: Group Master* 1. Select all dimmer fixtures on the left side in the [fixtures view](/dot2/key_viewitem_fixture/). 2. Tap the empty executor 6 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 3. Tap Store Group Executor. The executor 6 is a group master. ## Example Rate Executor [Section titled “Example Rate Executor”](#example-rate-executor) Let´s assume you apply a rate master on the empty executor 6. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor04_1-1-3-3dbed3.png)\ *Figure 4: Master Rate* 1. Tap the empty executor 6 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Speed Executor.\ The select master type window opens. 3. Tap Master Rate. The executor 6 is a master rate. ## Example Time Executor [Section titled “Example Time Executor”](#example-time-executor) Let´s assume you apply a program time master on the empty executor 1. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor02_1-0-073878.png)\ *Figure 5: Program Time Master* 1. Tap the empty executor 1 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Time Executor.\ The select master type window opens. 3. Tap Prog Time. The executor 1 is a program time master. # Enter Name for > To go to the Enter Name for... Window, press the Label key and the object you like to label, e.g. Fixture 1. To go to the Enter Name for… Window, press the [Label key](/dot2/key_key_label/) and the object you like to label, e.g. Fixture 1. ![](/img/dot2/dot2_viewsandwindows_enternamefor01_1-1-68be86.png) In this view, you can edit names of objects. In the title is displayed what object you edit. To delete the content in the green edit line, tap the ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png) rightmost of the edit line. To edit the name, tap in the green edit line. Use the virtual keyboard and number pad below. To confirm the name, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png)  in the [title bar](/dot2/key_title_bar/). To leave the Enter Name for… Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To confirm the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Label Command](/dot2/key_keyword_label/) * [Title Bar](/dot2/key_title_bar/) # Fixture Schedule Overview > The Fixture Schedule Overview Window is located in the Patch and Fixture Schedule at screen 2. The Fixture Schedule Overview Window is located in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) at screen 2. ![](/img/dot2/dot2_viewsandwindows_fixturescheduleoverview01_1-0-fb25c0.png) This view gives you an overview about the imported fixture types from the show file. The fixture schedule overview is fragmented in three parts: **Summary**, **Overview** and **Detail**. ## Summary [Section titled “Summary”](#summary) The summary displays how many DMX channels are in use and how many DMX channels are free. ## Overview [Section titled “Overview”](#overview) The overview is sorted by fixture types and includes six columns. **Range:**\ Displays the range from the first start DMX address till the last used DMX address of this fixture type. **Amount:**\ Displays the how many of this fixture types are imported into the show file. **Manufacturer:**\ Displays the manufacturer. **Fixture Type:**\ Displays the consecutive number and the fixture type. **Mode:**\ Displays the selected mode. **Footprint:**\ Displays how many DMX channels of this fixture type needs. ## Detail [Section titled “Detail”](#detail) The detail view is sorted by DMX address. Additional to the columns from the overview, the detail view displays which DMX address are in use and which are free.\ Free DMX addresses are displayed with a green background. ## Related Links [Section titled “Related Links”](#related-links) * [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [How to Add and Patch Fixtures?](/dot2/key_ht_addandpatchfixtures/) # Global Settings > To open the Global Settings window, press Setup and tap Global Settings. To open the Global Settings window, press Setup and tap Global Settings. ![](/img/dot2/dot2_views-and-windows_global-settings_v1-4-f74441.png) *Figure 1: Global Settings* In the window **Global Settings**, enable or disable the global executor function **Autofix**. By default, global autofix is enabled. ## Global Autofix On [Section titled “Global Autofix On”](#global-autofix-on) If global autofix is enabled, then the executors that are running are fixed when you change the executor page by pressing Page + or Page -.\ Executor buttons or faders that are running cannot be used simultaneously on a different page. Auto-fixed executors are indicated by a shaded surface in the executor bar. To enable global autofix, tap the prohibition sign to check the green box. ## Global Autofix Off [Section titled “Global Autofix Off”](#global-autofix-off) If global autofix is disabled, you will not see the executors running in the executor bar when you change the executor page by pressing Page + or Page -.\ Use the executor buttons or faders for further usage of executors. **Important:**\ If you change the executor page while using a fader, this fader will then be used for a different executor. It will also go back to a previous page.\ If you do not move the fader to grab it at its original position, the fader will not influence the content of the executor. If you have to move the fader upward, the go executor button![go](/img/dot2/go_1-db7d7b.png)​ starts flashing. If you have to move the fader downward, the flash executor button ![flash](/img/dot2/flash_1-0a29ca.png) starts flashing.  To disable global autofix, tap the check mark to turn the check box into a prohibition sign. ## []()Web Remote [Section titled “Web Remote”](#web-remote) To disable web remote, tap the check mark. To change the password, tap Change.  The window **Enter New Password for Web Remote** opens.  ![](/img/dot2/dot2_wv_enter-password_web-remote_v1-4-64bbce.png) *Figure 2: Enter new password* For information on how to use web remote see [Use Web Remote](/dot2/key_ht_use_web_remote/).  ## Default Executor Settings [Section titled “Default Executor Settings”](#default-executor-settings) 1. To open the default settings of executors, tap Default Executor Settings.  2. The window Default Executor Settings opens. ![](/img/dot2/dot2_vw_global-settings_default-executor-settings_v1-4-e1b95a.png) *Figure 3: Default Executor Settings* For more information on the single settings see [Settings of Executor](/dot2/key_window_settingsofexecutor/). # Import Fixture Type > Hint: **Hint:**\ New fixture types are available for download on fixtureshare.malighting.com The **Import Fixture Type Window** is located in the [Setup](/dot2/key_window_setup/), [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), * tap Add New Fixtures, tap Select other…  OR * press and hold a cell of a fixture type in the patch and fixture schedule, tap Import ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow01_1-0-f17229.png) In this view, you select the fixture type and import it to the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) in the current show file. This view has three fixture type columns and one in information area. The orange bar at the left of the cells shows the current selection. To search for a specific manufacturer, device name or mode: Tap ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) at the right of the green edit line and type in. To delete the content of the green edit line, tap ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png). To confirm and apply the selection, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the [title bar](/dot2/key_title_bar/). The import fixture type window will close. To leave the Import Fixture Type Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0-a65a1b.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Column Manufacturer [Section titled “Column Manufacturer”](#column-manufacturer) This is the first column in this window. In this column are all available manufacturer listed. There are two lines in a cell. The first line displays the name of the manufacturer.\ The second line **items** displays all to the manufacturer available modes in the mode column. ## Column Device Name [Section titled “Column Device Name”](#column-device-name) This is the second column in this window. In this column are all available devices regarding to the selected manufacturer. There are two lines in a cell. The first line displays the device name.\ The second line **items** displays all to the device available modes in the mode column. ## Column Mode [Section titled “Column Mode”](#column-mode) This is the third column in this window. In this column are all available devices regarding to the selected manufacturer and device. There are three lines in a cell. The first line displays the mode name.\ The second line displays the **DMX Footprint**, that means how many DMX channels the mode has.\ The third line displays the **Instances**, that means how many different elements with single controls the fixture type has. ## Information Area [Section titled “Information Area”](#information-area) The information area is located at screen 2. ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow03_1-0-b567d0.png) It displays at first, manufacturer, device name and mode in brackets, of the selected fixture type. Below the name are all DMX channels along with their attributes. If the fixture type has virtual channels it is displayed below the real channels. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow02_1-0-958234.png) **Drive:**\ To select the **Drive** for the import of a fixture type, turn the encoder left or right.\ Available drives are: Internal, Demoshows, Templates, and if inserted USB. **Manufacturer:**\ To scroll in the column **Manufacturer** up and down and select a manufacturer, turn the encoder left or right. **Fixture Type:**\ To scroll in the column **Device Name** up and down and select a device, turn the encoder left or right. **Mode:**\ To scroll in the column **Mode** up and down and select a mode, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup Window](/dot2/key_window_setup/) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Add New Fixtures Window](/dot2/key_window_addnewfixtures/) # Key Backlight > The Key Backlight Windows located in the Setup, column Console, Key Backlight. The Key Backlight **Window** is located in the [Setup](/dot2/key_window_setup/), column Console, Key Backlight. ![](/img/dot2/dot2_viewsandwindows_keybacklightwindow01_1-0-4e65f1.png) In this window, you select the brightness of the backlight from the keys. There are three sliders: Unused Key, Default Key and Highlighted Key. ## Unused Key [Section titled “Unused Key”](#unused-key) The unused key slider is the first one of the three. To select the brightness of the unassigned executor buttons, move the slider up or down.\ 15 % is the highest value to select. ## Default Key [Section titled “Default Key”](#default-key) The default key slider is the one in the middle of the three. To select the brightness of the keys in the command area, move the slider up or down.\ 30 % is the highest value to select. ## Highlighted key [Section titled “Highlighted key”](#highlighted-key) The highlighted key slider is the third one. To select brightness of the highlighted key on the console, move the slider up or down.\ 100 % is the highest value to select.   To leave the Key Backlight Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed into slow, that means with decimal place, press ![encoder](/img/dot2/encoder-36b017.png) on the console. ![](/img/dot2/dot2_viewsandwindows_keybacklightwindow02_1-0-b82542.png) **Unused Key:**\ To select the brightness of the unassigned executor buttons, turn the encoder left or right. **Default Key:**\ To select the brightness of the keys in the command area, turn the encoder left or right. **Highlighted Key:**\ To select brightness of the highlighted key on the console, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Encoder Key](/dot2/key_key_encoder/) # Leaving Patch & Fixture Schedule... > After you did some changes in the Patch and Fixture Schedule you come to thLeaving Patch & Fixture Schedule... Window. After you did some changes in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) you come to the **Leaving Patch & Fixture Schedule… Window**. ![](/img/dot2/dot2_viewsandwindows_leavingpatchandfixtureschedule01_1-0-763ea8.png) To go back to the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), tap Do nothing and stay in “Patch & Fixture Schedule”. To skip all changes and go back to the [Setup](/dot2/key_window_setup/), tap Skip All Changes. To apply all changes and go back to the [Fixtures View](/dot2/key_viewitem_fixture/), tap Apply All Changes. To leave the Leaving Patch & Fixture Schedule, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_leavingpatchandfixtureschedule02_1-0-6200c8.png) **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Setup Window](/dot2/key_window_setup/) * [Fixtures View](/dot2/key_viewitem_fixture/) # Load Show > To go to the Load Show Window press Backup on the console and tap Load Show. To go to the Load Show Window press [Backup](/dot2/key_window_backup/) on the console and tap Load Show. ![](/img/dot2/dot2_viewsandwindows_loadshow01_1-2-271e7e.png) *Figure 1: Load Show window* In this window, you can load shows from your Internal Drive, load a Demoshow, a show from a USB stick. To load a selected file, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The show file will be loaded and opens. To delete a selected file, tap the **trash can** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar12_1-0-5026f9.png). It opens a warning message. To see the backup files, tap the **backup icon**\*\*\*\* ![](/img/dot2/dot2_viewsandwindows_backupwindow05_1-2-7092aa.png). The .backup files created by an auto save or normal save are displayed. It will be saved up to 11 .backup files from each show file. For more information, see [Backup window](/dot2/key_window_backup/) and [Backup key](/dot2/key_key_backup/). To leave the Load Show Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Drive/Folder [Section titled “Drive/Folder”](#drivefolder) The column **Drive/Folder** is on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_loadshow02_1-0-eaf335.png) *Figure 2: Drive/Folder column* Here are all drives and folders displayed, with the possibility to load a show from. Internal is the hard drive of the dot2. In the folder Demoshows are shows provided from MA Lighting to give an overview about the different functions. This folder is a read-only folder. If an USB stick is in the console or in the computer, it will create a further drive below the Demoshows folder for the USB stick. The selected drive or folder, is marked with an orange indicator on the left. ## Files [Section titled “Files”](#files) On the right side of the window are the Files columns. ![](/img/dot2/dot2_viewsandwindows_loadshow03_1-0-b2b216.png) *Figure 3: Files columns* Here are the files displayed along with their Filename, Size and Date, which could be loaded from the console, regarding the selected drive/folder. A selected file has an blue background in the line and a white frame around the cell. To sort a column on the console, tap and hold the cell of the column header.\ To sort a column on the dot2 onPC, right mouse click in the cell of the column header. For more information, see [how to save and load a show](/dot2/key_ht_saveandloadshow/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_loadshow04_1-0-8ce1e4.png) *Figure 4: Encoder Bar Functions - Load Show window* **Drive:**\ To select the **Drive** in the column **Drive/Folder**, turn the encoder left or right. **File:**\ To scroll up and down in the column **Files**, turn the encoder left or right.\ To load a selected file, press the encoder. # MIDI Configuration > Important: **Important:**\ The MIDI Configuration window is only available with a dot2 onPC. On a dot2 console is this configuration not necessary. To go to the **MIDI Configuration window**, press Tools and tap at MIDI Configuration. ![](/img/dot2/dot2_viewsandwindows_midiconfiguration01_1-1-3-8107fe.png)*Figure 1: MIDI Configuration Window* In the MIDI Configuration window you select the MIDI In and MIDI Out source. To open the drop-down with the available sources, tap at the **three dots** ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). ![](/img/dot2/dot2_viewsandwindows_midiconfiguration02_1-1-3-b420cd.png)*Figure 2: MIDI In drop-down* If a valid is source is selected, the red prohibition sign changes into a green tick mark. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 3: Encoder Bar - MIDI Configuration Window* **Scroll:**\ To scroll in the selected drop-down up or down, turn the encoder left or right. # MIDI Monitor > To open the MIDI Monitor window, press Tools and tap in the column MIDI at MIDI Monitor. To open the **MIDI Monitor window**, press Tools and tap in the column MIDI at MIDI Monitor. ![](/img/dot2/dot2_viewsandwindows_midimonitor01_1-1-3-da9005.png)*Figure: MIDI Monitor* The MIDI Monitor displays: * sending and receiving MIDI notes * MSC (=MIDI Show Control) In commands * MSC Out commands To scroll vertical, use the vertical scroll bar.\ To scroll horizontal, tap in the view and move the view from right to left. If you are not at the end of the MIDI Monitor, there is a direction arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png) displayed.\ To go to the end of the MIDI Monitor, tap the directions arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png). To leave the MIDI Monitor Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. For more information about MIDI, see: * [MidiNote Command](/dot2/key_keyword_midinote/) * [MIDI Show Control](/dot2/key_window_midishowcontrol/) * [MIDI Configuration](/dot2/key_window_midiconfiguration/) # MIDI Show Control > To open the MIDI Show Control Window, press Setup and tap under column Show MIDI Show Control. To open the **MIDI Show Control Window**, press Setup and tap under column Show MIDI Show Control. ![](/img/dot2/dot2_viewsandwindows_midishowcontrol01_1-1-3-a00329.png)*Figure 1: MIDI Show Control Window* **Important:**\ If MIDI show control is used in a network, only the master console will send and receive MIDI show control commands.\ MIDI show control commands works also if the console is standalone. **Important:**\ You should either send or receive MIDI show control commands. Send and receive MIDI show control commands, can create an infinite loop. The MIDI Show Control (MSC) window you configure the MSC settings. The MSC settings of MIDI sender and receiver has to be the same that they can communicate. **Hint:**\ To double-check the MSC In and Out messages, press Tools and tap at MIDI Monitor. For more information, refer to [MIDI Monitor](/dot2/key_window_midimonitor/). If you tap in an edit line, the balloon displays what values are valid. **Channel:**\ Displays the MIDI channel.\ To select a channel, tap at the plus or minus. **Device ID:**\ Displays the device ID.\ To select a device ID, tap at the plus or minus. **Group ID:**\ Displays the group ID.\ To select a group ID, tap at the plus or minus. **Ethernet Port:**\ Displays the Ethernet port.\ To select a Ethernet port, tap at the plus or minus. **Mode:**\ Displays the MSC Mode.\ By default, MSC Mode is disabled. To select a MSC mode, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line.\ The drop-down list opens. There are three MSC modes available: * Disabled - MSC will not sent or received * Ethernet - MSC will sent or received via the selected Ethernet port * MIDI - MSC will sent or received via the MIDI connecter at the back of the console **Exec:**\ Displays the executor MSC commands.\ By default, Main Only is selected. To select an executor, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three executor available: * Main Only - From or to the main executor. * Exec.Page - From or to a specified executor on page 1. Separated by a dot (Hex = 2E). * Exec Page - From or to a specified executor on page 1. Separated by a space (Hex = 20). **Command Format:**\ Displays the command format. The command format is used to indicate the type of equipment that is intended to receive the MSC messages.\ By default, All is selected. To select a command format, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three command formats available: * Moving Light - Format is Hex = 02 * General Light - Format is Hex = 01 * All - Format is Hex = 7F **Send to** (only MSC Out):\ Displays to who the MSC messages will be transmitted.\ By default, Send to All is selected. To select an other send option, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three send options available: * Group - Transmit the MSC messages to the selected MSC Out Group ID. * Device - Transmit the MSC messages to the selected MSC Out Device ID. * All - Transmit the MSC messages to the selected MSC Out Group ID and Device ID. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 2: MIDI Show Control Window - Encoder Bar* **Scroll:**\ To select an ID or scroll in the drop-down lists, turn the encoder left or right. # Network Interface > This window is only available on the dot2 onPC. This window is only available on the dot2 onPC. To open the Network Interface Window, press Setup and tap in the column DMX/Network at **Network Interface**. ![](/img/dot2/dot2_viewsandwindows_networkinterface01_1-0-515e52.png) In this window, you select the network interface for the dot2 onPC. To see the current network interface, open the [System Information Window](/dot2/key_window_systeminformation/). To select a network interface, tap on the respective tile. The console asks to confirm the settings and restart the onPC. Tap Ok. It is not necessary to save the show file. To leave the Network Interface Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. You are back in the Setup. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [System Information Window](/dot2/key_window_systeminformation/) # Network Protocols Configuration > To open the network protocols configuration, press Setup and tap Network Protocols in the column DMX/Network. To open the network protocols configuration, press Setup and tap Network Protocols in the column **DMX/Network**.  ![](/img/dot2/dot2_views-and-windows_network-protocols_art-net_v1-3-24ab6a.png) *Figure 1: Network Protocols Configuration – Art-Net* To edit the cells in the columns \*\*Subnet \*\*and **Universe**, tap the cell and press the encoder or tap and hold the cell. The calculator opens displaying the hexadecimal number system – 0 to 9 and A to F.  ![](/img/dot2/dot2_views-and-windows_network-protocols_calculator_v1-3-9c238c.png) *Figure 2: Network Protocols Configuration – Calculator in Art-Net* ![](/img/dot2/dot2_views-and-windows_network-protocols_sacn_v1-3-bd6c3e.png) *Figure 3: Network Protocols Configuration – sACN* To edit the column **sACN Universe**, tap the cell and press the encoder or tap and hold the cell. The calculator opens:  ![](/img/dot2/dot2_views-and-windows_network-protocols_sacn-calculator_v1-3-b76865.png) *Figure 4: Network Protocols Configuration – Calculator in sACN* **Session required:**\ To use Art-Net or sACN (=streaming ACN), it is necessary to be in a session. To create a session, tap Sessions in the [Setup](/dot2/key_window_setup/). The [network setup](/dot2/key_window_networksetup/) opens.\ If you are not in a session, Art-Net or sACN is not active. **Network protocols and dot2 onPC:**\ When using Art-Net or sACN with a dot2 onPC, the first universe is free. If you would like to output more than one universe, you have to add a Node4 with a maximum of 1024 DMX channels.  **Windows® 8 or Windows® 8.1:**\ To use Art-Net on Windows® 8 or Windows® 8.1, it is necessary to start the application as administrator. If you don´t start the application as administrator, Art-Net is not active. **Important:**\ Art-Net and sACN addresses must not be assigned to multiple universes.  If an Art-Net or an sACN address is assigned to multiple universes, the values will be marked in red, meaning that they are invalid.   ![](/img/dot2/dot2_views-and-windows_network-protocols_invalid-vlaue_v1-3-7d38ce.png) *Figure 5: Invalid Values in Network Protocols Configuration* In this window, you can enable or disable Art-Net or sACN.\ Art-Net and sACN are an addition to the default network protocol dot2-Net.\ The network protocols transport DMX via wired network connection (Ethernet). **sACN Priority:**\ The sACN priority in the dot2 is set to 100. The green check mark symbolizes that this network protocol is enabled.\ The red prohibition sign symbolizes that this network protocol is disabled.\ To enable or disable a network protocol, tap the network protocol type. The IP address, which sends the network protocol, is displayed below the network protocol.\ The Art-Net IP address is visible as soon as Art-Net has been enabled and a session is active.\ To change the IP address, use the [SetIP command](/dot2/key_keyword_setip/). The following columns are available: **Active:**\ Displays if Art-Net or sACN is on or off for the respective universe.\ To turn Art-Net or sACN on or off for the respective universe, tap and hold the cell or press the Scroll Active encoder. **Mode:**\ Displays the supported mode of the network protocol.\ Art-Net = Output Broadcast (Art-Net 1)\ sACN = Output Multicast **dot2 Universe:**\ Displays the dot2 universes from 1 to 8. **Art-Net universe / sACN universe:**\ Displays the Ethernet universe.\ Art-Net = 0:0 - 0:7\ sACN = 1 - 8 ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_views-and-windows_network-protocols_encoder-bar_v1-3-715353.png) *Figure 6: Network Protocol – Encoder Bar* **Network Protocol:**\ To select a network protocol, turn the encoder left or right.\ To enable or disable a network protocol, press the encoder. The current status is displayed in brackets. **Scroll:**\ To scroll in the white focus frame, turn the encoder left or right.\ To select on or off in the white focus frame or to open the calculator in the column with universes, press the encoder. **Select:**\ To select multiple cells, press ![ma](/img/dot2/ma_1-85eed0.png) and turn the encoder left or right.\ A blue frame around the cells displays the selected cells. # Network Setup > To go to the Network Setup, press Setup and tap at Sessions. To go to the Network Setup, press Setup and tap at Sessions. ![](/img/dot2/dot2_viewsandwindows_networksetup01_1-2-588de9.png) *Figure 1: Network Setup Window* In this window, you can: * Start, join, stop, or leave a session * Add or remove devices into or from the session * Assign a different DMX out universe to the XLR connectors (tab consoles and DMX Nodes) The session status is independent from the show file. Below the title bar is the session status displayed.\ By default, the console is standalone. To connect other devices to the console, you need to start a session first. To start a session, tap at Start new or join an existing session. The [select session number window](/dot2/key_window_selectsessionnumber/) opens. If the console is in a session, the session number is displayed in the session status text. ## Connected Devices Area [Section titled “Connected Devices Area”](#connected-devices-area) In the connected devices area are all connected and previous connected devices displayed.\ The devices are organized in the tabs: * Consoles * OnPC * 3D * DMX Nodes To select a tab, tap at the device name, e.g. 3D. The columns displays the IPv6 address, the hostname and the version of the connected device.\ For consoles and DMX Nodes, the type and the XLR connectors are displayed as well. **Important:**\ Only the hostname of the Node4s are changeable. All other hostnames are readonly. To change the hostname of a Node4, tap and hold in a cell of the hostname or press the screen encoder. The virtual keyboard opens.\ The assigned hostname is displayed at the front end display of the Node4. To change the DMX out universe, tap and hold in a cell of the XLR connector or press the screen encoder. The [Calculator](/dot2/key_view_calculator/) opens.\ If only 1 universe in total is patched but different XLR outs are necessary, you can assign the same universe to more than one XLR out. **Important:**\ To change the universe, a session is NOT required. To add a device, tap Add. The [select station… window](/dot2/key_window_selectstation/) opens. **Hint:**\ To add a device, it is not necessary to select the device column first. **Important:**\ The connected devices and the hostnames of the Node4´s will be saved in the show file.  To remove a device, select the device in the table, tab Remove. The device is removed from the session. A device can have four different status: ![](/img/dot2/dot2_viewsandwindows_networksetup02_1-0-1cff15.png)\ **Light Green:**\ This is your station. ![](/img/dot2/dot2_viewsandwindows_networksetup03_1-0-325100.png)\ **Dark Green:**\ This device is session member. ![](/img/dot2/dot2_viewsandwindows_networksetup04_1-2-c0e828.png)\ **Red Background:**\ This device is not connect.\ The device was connected and is off now. ![](/img/dot2/dot2_viewsandwindows_networksetup05_1-2-fecb22.png)\ **Red Version Number:**\ The device can not connect. If the version number is red, you tried to connect devices with different versions. Update the dot2, dot2 onPC or dot2 3D to the latest version. # New Show > The Newhow Window is located in the Backup, tap New Show. The **New** Show Window is located in the [Backup](/dot2/key_window_backup/), tap New Show. ![](/img/dot2/dot2_viewsandwindows_newshow01_1-1-20a3dc.png) In this view, you enter the new show filename and create a new show. The standard filename is **show\_date**: show\_2014-08-08. To edit the standard filename, enter the filename with the virtual keyboard in the green edit line. To create a new show file, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The new show file opens. To leave the **New** Show Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To create a new show file with the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Backup Window](/dot2/key_window_backup/) * [Title Bar](/dot2/key_title_bar/) # Off... > To open the Off... Window, press and hold !ma + Off at the console. The Off... Window opens at screen 1. To open the **Off… Window**, press and hold ![ma](/img/dot2/ma-36da5c.png) + Off at the console. The Off… Window opens at screen 1. ![](/img/dot2/dot2_viewsandwindows_off01_1-1-3-c43be7.png)*Figure 1: Off Window* To apply a off function, tap at the button or press the encoder. In the Off… Window are four buttons available: **Everything off:**\ Turns all executor off, resets all special masters and clears the programmer. **Turn all Executors off**:\ Turns off all running cues and chasers. **Reset all Special Masters:**\ Turns off the program time master and executor master.\ Resets the master speed to 60 BPM.\ Resets the master rate to 1:1.\ Resets the group master to 100%. **Clear Programmer:**\ Deselect the selected fixtures in the fixtures view.\ Deletes all values in the programmer and set them back to the default values or to values from executors. **Hint:**\ Double-check the programmer values in the [fixtures sheet view](/dot2/key_viewitem_fixture/). **Hint:**\ Clear programmer is the same function as press the [Clear Key](/dot2/key_key_clear/) twice. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_off02_1-0-aca2db.png)*Figure 2: Encoder Bar Off… Window* **Select:**\ To select one of the three off buttons, turn the encoder left or right. The selected is displayed in a brighter gray.\ To apply a function, press the encoder. # Patch and Fixture Schedule > The Patch and Fixture Schedule Window is located in the Setup, column Show, tap Patch & Fixture Schedule. The Patch and Fixture Schedule Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, tap Patch & Fixture Schedule. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule01_1-2-87c138.png) *Figure 1: Patch and Fixture Schedule* In this view, you have an overview about all imported fixtures in the show file. You can also invert DMX values and encoders. A selected fixtures has a blue background and a white frame around. To confirm the settings tap \*\*Done \*\*![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule_1-0-ab6d78.png) in the [title bar](/dot2/key_title_bar/).\ It opens the [Leaving Patch & Fixture Schedule… Window](/dot2/key_window_leavingpatchandfixtureschedule/). ## Columns in the Schedule [Section titled “Columns in the Schedule”](#columns-in-the-schedule) The schedule has nine columns. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule02_1-2-8d8c99.png) *Figure 2: Patch and Fixture Schedule columns* **FixId:**\ Displays the fixture Id. This column has a sort function.\ To edit the fixture Id, press and hold the cell or press the scroll encoder. The [Select Fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) Window opens. **Name:**\ Displays the fixture name. This column has a sort function.\ To edit the name, press and hold the cell or press the scroll encoder. The [Edit Name Window](/dot2/key_window_enternameforwindow/) opens. **Fixture Type:**\ Displays the fixture type inclusive the fixture type number at the beginning and the mode.\ This column has a sort function.\ To edit the fixture type, tap at Change Fixture Type, or press and hold the cell, or press the scroll encoder. The [Select Fixture Type…](/dot2/key_window_selectfixturetype/) Window opens. **Patch:**\ Displays the patch address (DMX address). If a fixture has no patch it is displayed as a dash in brackets.\ To edit the patch address, press and hold the cell or press the scroll encoder. The [Select DMX Address…](/dot2/key_window_selectdmxaddress/) Window opens. **Pan DMX Invert:**\ Displays if pan DMX invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Tilt DMX Invert:**\ Displays if tilt DMX invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Pan Enc. (=Encoder) Invert:**\ Display if pan encoder invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Tilt Enc. Invert:**\ Display if tilt encoder invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Visualization Color:**\ The visualization color, helps to display the actual color of the light in the dot2 3D or the [Fixtures View](/dot2/key_viewitem_fixture/), e.g. for dimmer using a gel.\ To change the visualization color, press and hold the cell or press the scroll encoder. The Edit Visualization color window opens.\ The Edit Visualization window is basically the same as the [Color Preset Type view](/dot2/key_viewitem_color/). **React to Master:**\ As default React to Master is always enabled.\ Whenever it is enabled, the dimmer attributes of fixtures are affected by the Grand Master and Solo. If React to Master is disabled, the intensity will not be affected by these.\ The fixtures turn olive green in the Fixture Schedule. For more information see [System Colors – Background](/dot2/key_background_colors/).  ## Buttons in the Schedule [Section titled “Buttons in the Schedule”](#buttons-in-the-schedule) Rightmost of the window are five buttons. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule03_1-2-37c254.png) *Figure 3: Patch and Fixture Schedule buttons* **Add New Fixture Window:**\ Tap to open the [Add New Fixtures Window](/dot2/key_window_addnewfixtures/). **Create Multipatch:**\ Tap to open the [Calculator](/dot2/key_view_calculator/). Enter the amount of multipatch fixtures.\ Multipatch create additional row to patch several DMX addresses for the selected fixture in the Patch and Fixture Schedule. It is used to control several DMX addresses by using one fixture ID in the console. The multipatch fixtures are doing all the same, indicated by the same fixture ID. The multipatched fixtures are visualized in the dot2 3D. For more information see [dot2 3D - 3D objects](https://help.malighting.com/dot2/en/help/dot2_3d/key_3dobjects.html). **Change Fixture Type:**\ Tap to change the selected fixture type. The [Select Fixture Type… Window](/dot2/key_window_selectfixturetype/) opens. **Important:**\ Changing fixture types to fixture types that have more DMX channels does not delete the old patch, instead it displays the invalid patch addresses in red. For more information see [Add, patch, change, and delete fixtures](/dot2/key_ht_addandpatchfixtures/).  **Unpatch Selected:**\ Tap to unpatch the selected fixtures. **Delete Selected:**\ Tap to delete the selected fixture from the Patch & Fixture Schedule. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule04_1-1-3-ce4a26.png) *Figure 4: Encoder Bar Functions - Patch and Fixtures Schedule* **Scroll:**\ To scroll up or down, turn the encoder left or right.\ To scroll left or right, press and turn the encoder left or right.\ To edit a selected cell, press the encoder. The respective window opens. **Select:**\ To select fixture types, press the ![ma](/img/dot2/ma-36da5c.png) key and turn the encoder left or right.\ To cancel a selection of fixture types, press the ![ma](/img/dot2/ma_1-85eed0.png) key and press the encoder. # Executor Bar > To go to the Executor Bar Window, swipe up or tap in the Executor Bar. To go to the **Executor Bar Window**, swipe up or tap in the [Executor Bar](/dot2/key_widget_executorlabelbar/). ![](/img/dot2/dot2_views-and-windows_executor-bar-window_v1-3-37d777.png) *Figure 1: Executor Bar Window* This window is a detailed view of the [Executor Bar](/dot2/key_widget_executorlabelbar/). To [change the functions of the executor](/dot2/key_window_changefunctionsofexecutor/), tap at the **tool icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the [title bar](/dot2/key_title_bar/). To change the settings of an executor, tap at the executor. The [settings of executor view](/dot2/key_window_settingsofexecutor/) opens. The title bar displays the current page. To switch between the executor pages: Press Page + or Page - or use the [page pool view](/dot2/key_viewitem_page/). The [executor colors](/dot2/key_executor_colors/) displays which kind of executor it is. The executor window on screen 2, is fragmented in the main executor (right), 12 normal executor buttons (first two lines) and 6 fader executor buttons (bottom line).\ If you use a **dot2 F-wing** or **dot2 B-wing**, the executor bar looks like the corresponding wing. If you store a cue on a executor, the console asks to label the first cue and the executor.\ If you don´t tap the label pop-up, the executor is called **Exec**. The blue bar displays the fade time of the cue from 0 % to 100 %. If an executor is assigned with cues, it is at first the [trigger icon](/dot2/key_views_and_windows_icons/) displayed and then the cue number and cue name. If a timecode record is running for an executor, the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible. The current cue is displayed in the second line, that the cue before and afterwards are visible. If the executor is on, the executor button is highlighted and the current cue is displayed in the second line along with a bright blue background. If the executor is off, in the second line is an **\[Off]** displayed along with a dark blue background. To close the executor bar window, slide down in the window or tap the minimize icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar07_1-0-4b21f0.png) in the title bar. For more information about executors, refer to [What are executors?](/dot2/key_wi_executors/) # Remote Inputs Configuration > The Remote Inputs Configuration Window is located in the Setup, column Show, Remote Inputs. The Remote Inputs Configuration Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, **Remote Inputs**. ![](/img/dot2/dot2_viewsandwindows_remoteinputs01_1-2-601228.png) *Figure 1: Remote Input Configuration Window* In this window, you can set what the dot2 should do with the connected remote inputs. On the left side of the screen are the three different remote inputs displayed: * Analog * MIDI * DMX The green tick displays, that this type of remote control is enabled.\ The red prohibition sign displays, that this type of remote control is disabled.\ To enable or disable a type of remote control, press the **Input Type** encoder. The selected remote input has an orange bar on the left side of the cell. If an input activity is receiving, it is displayed by a green indicator. For all remote control inputs are the following four columns available: **Type:**\ Displays the type of action what the console should do when the contact is activated.\ To select the type, press and hold the cell or select the cell and press the scroll encoder. The [Select Type Window](/dot2/key_window_selecttype/) opens. **Page:**\ Displays the selected page.\ To change the page, press and hold the cell or select the cell and press the scroll encoder. The [Calculator](/dot2/key_view_calculator/) opens. **Executor** (only if the selected type is executor)**:**\ Displays the assigned executor number from the selected page to the input. **Hint:**\ To see the executor numbers in the executor bar, press and hold the ![ma](/img/dot2/ma-36da5c.png) key. To select an executor, press and hold the cell or select the cell and press the scroll encoder. The [Calculator](/dot2/key_view_calculator/) opens.\ If you typed in an invalid executor number, the executor cell is displayed with a red background. **Function** (only if the selected type is executor):\ Displays the assigned button or fader.\ To select a button or fader, press and hold the cell or select the cell and press the scroll encoder. The [Select Function Window](/dot2/key_window_selectbutton/) opens. **CMD** (= command, only if the selected type is CMD):\ Displays the assigned command to the input.\ To type in a command, press and hold the cell or select the cell and press the scroll encoder. The virtual keyboard opens. Enter the command which should be executed. *** ## Analog [Section titled “Analog”](#analog) For using the analog remote you have to connect e.g. a light barrier or a push button, on the DC Remote Control at the back of the console.\ Refer to, [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). Additional to the four standard columns, the analog remote control has the Input column. **Input:**\ Displays the input in from the connected DC Remote Control.\ The pin layout is displayed next to the connector on the back of the console.\ Pin 1 - 6 = Input 1,3,5,7,9,11 \ Pin 9 - 14 = Input 2,4,6,8,10,12\ There are twelve different inputs available to assign.\ This column is read only. *** ## MIDI [Section titled “MIDI”](#midi) For using the MIDI remote, you have to connect a MIDI remote on the MIDI In connector at the back of the console.\ Refer to, [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). If you assigned in the column type an executor, and in the column button a fader, the velocity controls the fader level. Additional to the four standard columns, the MIDI remote control has the Note column. **Note:**\ Displays the available MIDI notes from 0 - 127. *** ## DMX [Section titled “DMX”](#dmx) To use the DMX remote, connect a DMX remote either to the DMX In connector on the back of the console, or to one of the network protocols – Art-Net input and sACN input. \ Refer to [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Important:**\ Incoming DMX vlaues are displayed in the DMX view in universe 9.  To trigger a button or command by DMX in, a DMX value between 128 and 255 is necessary.\ The green indicator is only visible if a DMX value above 0 is sent to trigger faders, or above 127 is sent to trigger buttons or commands. Additional to the four standard columns, the DMX remote control has the DMX column. **DMX:**\ Displays the DMX address. This column is read only. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_remoteinputs02_1-0-d73059.png) *Figure 2: Encoder Bar Functions - Remote Inputs Configuration Window* **Input Type:**\ To select a remote input type, turn the encoder left or right.\ To enable or disable a remote input type, press the encoder. The current status is displayed in brackets. **Scroll:**\ To scroll up or down, turn the encoder left or right.\ To scroll left or right, press and turn the encoder left or right.\ To edit a selected cell, press the encoder. The respective window opens. **Select**:\ To select more than one cell, press the ![ma](/img/dot2/ma-36da5c.png) key and turn the encoder up or down.\ A blue frame around the cells displays the selected cell. # Save Show As... > The Savehow As... Window is located in the Backup, tap Save Show as... . The **Save** Show As… Window is located in the [Backup](/dot2/key_window_backup/), tap Save Show as… . ![](/img/dot2/dot2_viewsandwindows_saveshowas01_1-1-04dddb.png) In this view, you save a copy of the current show file. In the green edit line is the current show filename displayed.\ To edit the filename, enter the filename with the virtual keyboard. To save a copy of the current show file with a new filename, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The show file is saved and the **Backup** menu is closed. To leave the **Save** Show As… Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To create a new show file with the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [How to save and load your show](/dot2/key_ht_saveandloadshow/) * [Title Bar](/dot2/key_title_bar/) * [Backup Window](/dot2/key_window_backup/) # Select Function for Remote Inputs Configuration > To open the Select Function for Remote Inputs Configuration, select the respective cell and press and hold the cell of the column Function,r press the scroll en To open the Select Function for Remote Inputs Configuration, select the respective cell and press and hold the cell of the column **Function**,\*\*\*\* or press the scroll encoder, in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ![](/img/dot2/dot2_viewsandwindows_selectfunctionremotewindow01_1-2-3959d3.png) *Figure 1: Select Function for Remote Input Analog* If the selected type in the remote inputs configuration is Exec, you have to selected the kind of executor, the function. The number of available options depends on the entered executor number in the **executor** column, e.g. if the executor number is 101, the button can only be a button 1. **Button 2**:\ Select button 2, if the executor is a flash key ![flash](/img/dot2/flash_1-0a29ca.png). **Fader**:\ Select fader, if the velocity shall control the fader (MIDI or DMX values). **Button 1**:\ Select button 1, if the executor is a go key ![go](/img/dot2/go_1-db7d7b.png). To leave the Select Function for Remote Inputs Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar. You are back in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) *Figure 2: Encoder Bar Functions* **Scroll:**\ To scroll left or right, press and turn the encoder left or right.\ To apply a selection, press the encoder. # Select DMX Address... > The Select DMX Address... Windows located at the Setup, tap Patch & Fixture Schedule. The **Select DMX Address… Window** is located at the [Setup](/dot2/key_window_setup/), tap [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). 1\. For **existing fixtures**:\*\*\*\* press and hold in the **column Patch** the cell from the fixture you want patch. 2\. For **new fixtures**:\*\*\*\* tap **Add New Fixtures**, tap at the last field **Patch** the **Select** button. The **Select DMX Address… Window** opens. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress01_1-1-3-4fd25a.png)*Figure 1: Select DMX Address… Window* In this window, you patch fixtures and select a DMX address. Below the title bar is the green edit line. To jump to a DMX address, type the DMX address in the edit line. The edit line displays also the selected DMX address from the table. To confirm a selected DMX address, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the [title bar](/dot2/key_title_bar/). The window closes and you are back in the previous window. To leave the DMX Address Window, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the [title bar](/dot2/key_title_bar/). You are back in the previous window. ## Universe Overview [Section titled “Universe Overview”](#universe-overview) The universe overview is located on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress02_1-0-6528ce.png)*Figure 2: Universe Column* The universe column includes eight universes. A selected universe has a green background and a white frame around. The white dots inside a universe displays which DMX addresses are assigned. If there are no dots in a universe, the universe is free. ## Universe Table [Section titled “Universe Table”](#universe-table) The universe table is right beside the universe overview. The table has four columns **Address**, **ID**, **Fixture Type** and **Attribute**. **Address**: Displays the DMX addresses. **ID**: Displays the fixture IDs. **Fixture Type**: Displays the fixture types. **Attribute**: Displays the fixture attributes. If a fixture needs more than one DMX address, the first column is in a white font and all following are in a gray font. A selected fixtures which is fitting in the selected DMX address has a green background. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress03_1-0-f29703.png)*Figure 3: Universe Table with fitting Fixture* A selected fixtures which is unfitting in the selected DMX address ha a red background. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress04_1-0-e33280.png)*Figure 4: Universe Table with unfitting Fixture* ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_vw_select-dmx-address_encoder-bar_v1-4-c5c4d9.png) *Figure 5: Encoder Bar Functions - Select DMX Address…* **Universe:**\ To select an universe in the universe column, turn the encoder left or right. **Test output value:**\ To set a test output value, turn the encoder left or right.\ The DMX value is output directly to the stage. Thus, single DMX channels can be tested before they are patched. The value is automatically reset when leaving the dialog.  **Patch Offset:**\ To select a patch offset, turn the encoder left or right.\ For more information about patch offset, refer to [Add New Fixtures Window](/dot2/key_window_addnewfixtures/). **Address:**\ To select an address in the table, turn the encoder left or right.\ To confirm the selected address, press the encoder. # Select DMX Ports > To go to the Select DMX Ports window, press Setup, tap Sessions, select DMX Nodes and tap and hold in a universe cell. To go to the **Select DMX Ports** window, press Setup, tap Sessions, select **DMX Nodes** and tap and hold in a **universe cell**. ![](/img/dot2/dot2_viewsandwindows_selectdmxports01_1-0-63599b.png) In this window, you select which universe range the Node4 should has as DMX output. Choose between * universe 1 - 4 * universe 5 - 8 To select a universe range, tap at the universe tile. To leave the Select DMX Ports window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Setup](/dot2/key_window_networksetup/) # Select Fixtures ID(s) > The Select Fixture ID(s)... Window is located in the Setup, column Show, Patch & Fixture Schedule, press and hold a cell of FixID. The **Select Fixture ID(s)… Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), press and hold a cell of a **FixID**. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow_1-0-72cbef.png)*Figure 1: Select Fixture ID(s) Window* In this view, you select the fixture ID(s) for the selected fixture types. To jump to the next available fixture ID back, tap the **jump back icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar10_1-0-665c20.png). To jump to the next available fixture ID forwards, tap the **jump forwards icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar11_1-0-c5fbbb.png). The green edit line displays the selected fixture ID.\ To jump to a specific fixture ID, type the number in the green edit line. To jump one ID forwards, tap the plus in the edit line.\ To jump one ID backwards, tap the minus in the edit line. The fixture ID(s) are displayed in tiles. The number in a white bold font is the fixture ID. If a fixture ID is taken, there is the fixture type below the fixture ID displayed. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow02_1-0-e4f164.png)*Figure 2: Taken Fixture ID* If you select a taken fixture ID, the fixture ID tile has a red background. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow03_1-0-35c499.png)*Figure 3: Available Fixture I\_\_D* If you select a available fixture ID, the fixture ID tile has a green background. To confirm the selected fixture ID(s), tap **OK ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png)** in the [title bar](/dot2/key_title_bar/). To leave the **Select Fixture ID(s) Window**, tap **Esc ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png)** in the title bar. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow04_1-0-cf6ffb.png)*Figure 4: Encoder Bar Functions - Select Fixture ID(s) Window* **Fixture ID:**\ To move the selection of the fixture ID(s), turn the encoder left or right.\ To select a fixture ID, press the encoder. # Select Fixture Type... > The Select Fixture Type... Window is located in the Setup, column Show, Patch & Fixture Schedule, tap Change Fixture Type or press and hold a cell of a Fixture The **Select Fixture Type… Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), tap Change Fixture Type or press and hold a cell of a Fixture Type. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype01_1-2-3627e1.png) *Figure 1: Select Fixture Type… Window* In this view, you see all fixture types of the show file. **Hint:**\ If you change a color wheel fixture type to a color mix fixture type, the color will be automatically converted. To import a new fixture type from the library into the show file, tap the **import icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype08_1-2-86d212.png) in the [title bar](/dot2/key_title_bar/). It opens the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). To export fixture types to a USB stick and to the fixture library on the disk, tap at the **export icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype09_1-2-f3e14c.png). An information pop-up opens and tells you what fixture type was exported. The fixture type .xml file is on the USB stick in the folder **dot2\library**. Furthermore the fixture type can be imported via the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). **Important:**\ After a software update or a factory reset, the fixture library in the Import Fixture Type window will be reset as well. Exported fixture types will be deleted. To delete exported fixture types from the internal desk, a software update or factory reset is necessary. Refer to, [How to update the console?](/dot2/key_ht_updatetheconsole/) and [How to reset the console?](/dot2/key_ht_resettheconsole/). To switch between the **symbol view** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype05_1-1-3-88c445.png) and the **sheet view ![](/img/dot2/dot2_viewsandwindows_selectfixturetype06_1-1-3-d78b81.png)**, tap on the respective icon in the [title bar](/dot2/key_title_bar/). To delete unused fixture types from the show file, tap the **trash can ![](/img/dot2/dot2_viewsandwindows_selectfixturetype07_1-1-3-144135.png)**. To confirm the changes tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png). To leave the **Select Fixture Type… Window,** tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png). For more information about add and patch fixtures, see [how to add and patch fixtures?](/dot2/key_ht_addandpatchfixtures/) *** ## Symbol View [Section titled “Symbol View”](#symbol-view) To go to the symbol view, tap the **symbol view icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype05_1-1-3-88c445.png) in the title bar. The fixture types are fielded in tiles.\ A selected fixture type has a white frame around the tile. The number in the upper left corner of the tile, displays the fixture type number in the current show file.\ In bold white font is the fixture type displayed.\ Below the fixture type is the manufacturer displayed. *** ## Sheet View [Section titled “Sheet View”](#sheet-view) To go to the sheet view, tap the **sheet view icon ![](/img/dot2/dot2_viewsandwindows_selectfixturetype06_1-1-3-d78b81.png)** in the title bar. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype02_1-2-622173.png) *Figure 2: Select Fixture Type… Window - Sheet View* The table has nine columns with information to the fixture type. Cells with a bright gray background are editable.\ Cells with a dark gray background are read only. **1. No**\ Displays the fixture type number in the current show file. **2. LongName**\ Displays the name of the complete fixture type.\ To edit the long name, press and hold the cell. It opens the **Edit LongName Window.** **3. ShortName**\ Displays the abbreviation of the long name from the fixture type.\ To edit the short name, press and hold the cell. It opens the **Edit Short Name Window**. **4. Manufacturer**\ Displays the manufacturer of the fixture type.\ To edit the manufacturer, press and hold the cell. It opens the **Edit Manufacturer Window.** **5. ShortManu**\ Displays the abbreviation of the manufacturer of the fixture type.\ To edit the short name of the manufacturer, press and hold the cell. It opens the **Edit ShortManu Window.** **6. DMX Footprint**\ Displays how many DMX channels the fixture type needs. **7. Instances**\ Displays how many different elements with single controls the fixture type has. **8. Mode**\ Displays the mode of the fixture type.\ To edit the mode, press and hold the cell. It opens the Edit Mode Window. **9. Used**\ Displays how often the fixture type is imported in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). *** ## Fixture Type Info [Section titled “Fixture Type Info”](#fixture-type-info) On screen 2 is the fixture type info to the selected fixture type displayed. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype03_1-1-3-cfc772.png) *Figure 3: Fixture Type Info on screen 2* It displays at first, manufacturer, device name and mode in brackets, of the selected fixture type.\ Below the name are all DMX channels along with their attributes.\ If the fixture type has virtual channels it is displayed below the real channels.\ If notes to the selected fixture type are available, they are also displayed in that area, together with the revisions. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selecfixturetype04_1-0-7e0a0e.png) *Figure 4: Encoder Bar Functions - Select Fixture Type… Window* **Scroll Info:**\ To scroll in the fixture type info up or down, turn the encoder left or right. **Scroll FixtureType:**\ To scroll in the select fixture area up or down, turn the encoder left or right.\ To scroll in the select fixture area left or right, press the encoder and turn it left or right. # Select Function of Executor > To get to the Select Function of Executor Window, press an assigned executor in the Change Functions of Executor Window or in the Settings of Executor Window. To get to the **Select Function of Executor Window**, press an assigned executor in the [Change Functions of Executor Window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor Window](/dot2/key_window_settingsofexecutor/). Select the function of the corresponding executor in this view. To leave the **Select Functions of Executor Window**, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. For more information about executors refer to [What are executors?](/dot2/key_wi_executors/) ## Normal Executor Button [Section titled “Normal Executor Button”](#normal-executor-button) If the selected executor is a normal executor with a cue list, there are nine different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow01_1-2-0e59f7.png) *Figure 1: Select Function of Executor – Normal Executor* **Go:** Calls the next cue. **GoBack:** Calls the previous cue. **Pause:** Stops an x-fade between cues. **Toggle:** Turns the executor on or off. **Temp:** Turns the executor on as long as the executor button is pressed. It also follows master fader and timings. **Learn:** Learns a tact (BPM). **Flash:** Turns the executor to full as long as you press the button. Timings will be ignored. **Select:** Selects all fixtures used on this executor. **Swop:** Turns the executor to full as long as you press the button. All dimmer values from other executors will be set to zero, except if they are swop protected. ## Master Speed Executor Button [Section titled “Master Speed Executor Button”](#master-speed-executor-button) If the selected executor is a master speed executor, there are five different button functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow07_1-1-3-a714df.png) *Figure 2: Select Function of Executor – Magic Speed* **Toggle:** Turns the master speed executor on or off. **Learn:** Learns a tact BPM. **Double Speed:** Multiplies the current speed by 2. **Half Speed:** Divides the current speed by 2. **Reset Speed:** Resets the master speed to 60 BPM. ## Master Rate Executor Button [Section titled “Master Rate Executor Button”](#master-rate-executor-button) If the selected executor is a master rate executor, there are five different button functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow02_1-1-3-c0beb8.png) *Figure 3: Select Function of Executor – Master Rate* **Toggle:** Turns the master rate executor on or off. **Learn:** The master rate learns a tact (BPM). **HalfRate:** Divides the current rate by 2. **DoubleRate:** Multiplies the current rate by 2. **Rate1:** Resets the current rate to 1:1. ## Program Time Master and Executor Time Master [Section titled “Program Time Master and Executor Time Master”](#program-time-master-and-executor-time-master) If the selected executor is a program time master or an executor time master, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow03_1-1-3-cee03f.png) *Figure 4: Select Function of Executor – Program Time Master / Executor Time Master* **Toggle:** Turns the program time master or executor time master on or off. **On:** Turns the program time master or executor time master on. **Off:** Turns the program time master or executor time master off. ## Group Master [Section titled “Group Master”](#group-master) If the selected executor is a group master, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow04_1-1-3-d95bd5.png) *Figure 5: Select Function of Executor – Group Master* **Select:** Selects all fixtures used on this group master. **Flash** (Only for executors with faders): Sets the group master to 100 %, as long as you press and hold the executor button. **Black:** Sets the group master to 0 %, as long as you press and hold the executor button. ## 100mm Fader [Section titled “100mm Fader”](#100mm-fader) There are twelve different functions there.  **Important:**\ If the Master of the main executor is replaced by another function, for example Speed Master, the main executor is automatically set to 100 %. This means that all fixtures will automatically go on on stage.  ![](/img/dot2/dot2_views-and-windows_select-function-executor05_v1-3-33d723.png) *Figure 6: Select Function of 100mm Fader* **Master:** Scales the output of dimmer values from main executor.  **Crossfade:** Crossfades between two cues within the main executor.  **CrossfadeA:** Crossfades decreasing dimmer values from the main executor.  **CrossfadeB:** Crossfades increasing dimmer values from the main executor.  **TempFader:** Crossfades the cue on when pulled up, and off when pulled down on the main executor. **Master Rate:** Controls the rate of the trig time, fade and delay from all executors which use the master rate.  **Master Speeds 1-4:** Control the speed of effects in cues and the playback speed of chasers from all executors which use a master speed.  **Prog Time:** Controls the fade time of the programmer only if it is switched on.  **Exec Time:** Overrides the cue fade and on /off times and it also sets the cue delay to zero from all executors if it is switched on.  **Empty:** The fader has no function.  For more information see [Magic Speed](/dot2/key_viewitem_speed/).  ## Normal Fader Executor [Section titled “Normal Fader Executor”](#normal-fader-executor) If the selected executor is a normal fader executor, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow06_1-1-3-080f75.png) *Figure 7: Select Function of Executor - Normal Fader Executor* **Master:** Scales the output of dimmer values. **Crossfade:** Crossfades between two cues. **TempFader:** Crossfades the cue on when pulled up, and off when pulled down. # Select Language... > To go to the Select Language... Window, press Setup and tap at Language. To go to the **Select Language… Window**, press Setup and tap at Language. ![](/img/dot2/dot2_viewsandwindows_selectlanguage01_1-1-3-d961c2.png)\ *Figure 1: Select Language… Window* In this view, you select the display language. There are nine languages available: * German * English * Spanish * French * Italian * Polish * Portuguese * Russian * Swedish To select a language, tap the respective tile.\ The select language… window close and you are back in the [Setup](/dot2/key_window_setup/). To leave the select language… window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png). # Select Session Number > To go to the Select Session Number Window, tap Start new or join an existing session in the Network Setup Window. To go to the **Select Session Number Window**, tap Start new or join an existing session in the [Network Setup Window](/dot2/key_window_networksetup/). ![](/img/dot2/dot2_viewsandwindows_selectsession01_1-0-4737fe.png) This window displays all available sessions. The upper limit is four sessions. If a session exist, the session is displayed as Join Session along with the name of the show file. To join or start a new session, tap on the respective tile. If you join a session, the show file of the master will be downloaded to the device. To leave the **Select Session Number Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console.\ You are back in the [Network Setup Window](/dot2/key_window_networksetup/). ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Setup](/dot2/key_window_networksetup/) # Select Station... > To go to the Select Station Window, open the Network Setup and tap Add. To go to the Select Station Window, open the [Network Setup](/dot2/key_window_networksetup/) and tap Add. ![](/img/dot2/dot2_viewsandwindows_selectstation01_1-0-2f0b54.png)*Figure: Select Station… Window* This window displays all available station in the network along with their IPv6 address. To add a station into the session, tap at the respective tile. To leave the Select Station Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) or Esc on the console. For more information, refer to [What is a Network?](/dot2/key_wa_network/) # Select Type > To open the Select Type Window, select the respective cell and press and hold the cell of the column Typer press the scroll encoder, in the Remote Inputs Config To open the Select Type Window, select the respective cell and press and hold the cell of the column **Type** or press the scroll encoder, in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ![](/img/dot2/dot2_viewsandwindows_selecttypewindow01_1-0-ff6ba9.png) The type is the action what the console does when the remote contact is activated. There are three types available: **None:** The console does nothing. **Exec** (=Executor): The console executes the selected executor. **CMD** (=Command): The console executes the command from the CMD column in the remote input window. To leave the Select Type Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar. You are back in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) **Scroll:**\ To scroll left or right, press and turn the encoder left or right.\ To apply a selection, press the encoder. # Select View for External Screen > To open the Select View for External Screen Window To open the **Select View for External Screen Window** * On the console: Press Setup and then in the column **Console**,  Select Views for External Screen. * On the external screen: Click or tap More… in the [View Bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_selectviewexternal01_1-2-9e6e3e.png) *Figure 1: Select View for External Screen Window* In this window, you arrange the views on the external screen.\ The window is fragmented in the arrangement column on the left side, and the preview view of the selected arrangement. On the right side is the [view bar](/dot2/key_widget_viewbar/) displayed. To select the view for the respective screen area: Select the screen area and then select the view, e.g. Fixtures.\ A selected tile or view has yellow lettering. To leave the **Select View for External Screen Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. *** ## Arrangement Column [Section titled “Arrangement Column”](#arrangement-column) The **Arrangement** column is located on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_selectviewexternal02_1-0-2bb2c6.png) *Figure 2: Arrangement Column* In this column are all options to arrange the views of the external screen. The orange bar on the left of the cell displays the current selection. There are six arrangement options available. **1. Single**\ One big view spread over the entire screen. **2. Split Horizontally**\ Split screen horizontal in two rows with two views. **3. Split Vertically**\ Split screen vertical in two columns with two views. **4. 1+2 Horizontal**\ Split screen horizontal in one view in the upper area and two view in the lower area. **5. 1+2 Vertical**\ Split screen vertical in one view at the leftmost area and two views at the rightmost area. **6. Quad**\ Split screen in four view pieces with the same size. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selectviewexternal03_1-0-3e7c9a.png) *Figure 3: Encoder Bar Functions - Select View for External Screen Window* **Arrangement:**\ To scroll in the arrangement column up or down, turn the encoder left or right. **Tile:**\ To select a tile in the preview view, turn the encoder left or right. **Select:**\ To select a view for the selected tile, turn the encoder left or right. # Select Wing... > To open the Select Wing... Window, tap the wings icon ! in the title bar of the Virtual Playbacks View. To open the Select Wing… Window, tap the wings icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar16_1-0-419335.png) in the title bar of the [Virtual Playbacks View](/dot2/key_viewitem_virtualplayback/). ![](/img/dot2/dot2_viewsandwindows_selectwing01_1-0-4f942e.png) In this view, you select the wing for the virtual playback. There are five wings available: * Core Fader: Is the basic wing on each console along with the master and xfader. * F-Wing 1: Is a fader wing corresponding to the connected F-Wing 1. * F-Wing 2: Is a fader wing corresponding to the connected F-Wing 2. * B-Wing 1: Is a button wing corresponding to the connected B-Wing 1. * B-Wing 2: Is a button wing corresponding to the connected B-Wing 2. Double check the connected wings in the [Wings Window](/dot2/key_window_wings/). ## Related Links [Section titled “Related Links”](#related-links) * [Virtual Playbacks View](/dot2/key_viewitem_virtualplayback/) * [Wings Window](/dot2/key_window_wings/) # Session Collision > A session collision happens, if you connect two consoles with a network cable and both are in the same session. A session collision happens, if you connect two consoles with a network cable and both are in the same session.\ When the dot2 detects a session collision, the session collision window opens. ![](/img/dot2/dot2_viewsandwindows_sessioncollision01_1-1-3-362aea.png)*Figure: Session Collision Window* The session collision window has a table with three columns: **ID:** Displays the session number. **Name:** Displays the show file name. **Master IP:** Displays the IP address of the master. At the bottom of the window are three action buttons: **Join Other Session:**\ Tap to run the show as a session member and receive the show file from the master.\ The current show file will be saved at the internal drive. **Take Over Session:**\ Tap to run the show as the master and send your show file to the session member.\ The show files of the session members will be saved at the internal drive. **Leave Session:**\ Tap to run the show in standalone mode. # Settings of Executor > To get to the Settings of Executor View, tap ! in the title bar of the Cues View or tap an executor in the Executor Bar Window. To get to the **Settings of Executor View**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar of the [Cues View](/dot2/key_viewitem_cue/) or tap an executor in the [Executor Bar Window](/dot2/key_window_playback/). ![](/img/dot2/dot2_vw_settings-of-executor_v1-4-2f3290.png) *Figure 1: Settings of Executor* You can set different settings for the executor in this view.  To select the function of an executor, tap the executor displayed in the view. The [Select Function of Executor Window](/dot2/key_window_selectfunctionofexecutor/) opens. *** ## Chaser [Section titled “Chaser”](#chaser) To set the executor to a [chaser](/dot2/key_glossary/), tap the prohibition sign. **Hint:**\ You identify that an executor is a chaser if the executor in the [executor bar](/dot2/key_widget_executorlabelbar/) is displayed in blue. For more information about chasers refer to [What are Chasers?](/dot2/key_wi_chasers/) *** ## MIB (Move in black) late [Section titled “MIB (Move in black) late”](#mib-move-in-black-late) To activate MIB (Move in black) late, tap the prohibition sign. If MIB is activated, MIB will be preposition attributes of fixtures that are fading in from zero. The preposition will be activated before the dimmer is fading in from zero. **Example MIB on:**\ There are two cues. Cue 1, fixture 1 is set to full; Cue 2, fixture 2 is set to full with pan/tilt position.\ If you start cue 1, fixture 1 opens the dimmer to 100 % and fixture 2 will be prepositioned. If you start cue 2, only the dimmer of fixture 2 opens to 100 %.  ![](/img/dot2/dot2_viewsandwindows_settingsexecutors02_1-2-158978.png) *Figure 2: Values of cue 1 with active MIB late* **Hint:**\ If you want to deactivate MIB late only for several fixtures on the executor, store these fixtures in the previous cue with dimmer values of 1. *** ## Autostart [Section titled “Autostart”](#autostart) **Hint:**\ Use autostart and autostop in fader executors only. To disable autostart, tap the check mark. If autostart is enabled, the executor turns on as soon as the fader is above 0.\ If autostart is disabled, the executor stays turned off as soon as the fader is above 0.  *** ## Autostop [Section titled “Autostop”](#autostop) To activate autostop for the executor, tap the prohibition sign. If autostop is enabled, the executor turns off when a fader position of 0 is reached.\ If autostop is disabled, the executor stays on when a fader position of 0 is reached. *** ## Use Master Speeds 1-4 [Section titled “Use Master Speeds 1-4”](#use-master-speeds-1-4) To select a master speed for an executor, tap ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) of Master Speed and a drop-down box opens.  If an executor uses master speed, the master speed fader controls the speed of effects in cues and chasers for this executor.\ If an executor does not use master speed, the master speed fader does not control this executor. Effects use the stored effect speed. For more information refer to [Magic Speed View](/dot2/key_viewitem_speed/). *** ## Use Master Rate [Section titled “Use Master Rate”](#use-master-rate) To deactivate master rate for an executor, tap the tick mark. If an executor uses the master rate, the master rate controls the speed of the cue fade and cue delay timings.\ If an executor does not use the master rate, the master rate does not control this executor. For more information refer to [Magic Speed View](/dot2/key_viewitem_speed/). *** ## Super Priority (!) [Section titled “Super Priority (!)”](#super-priority-) To set the priority, tap the prohibition sign.  * Set priority only if the executor is disabled. **Important:**\ If at least one attribute of a fixture comes from an executor with the Super Priority (!), the fixtures are displayed with an exclamation mark on the left of the ID numbers in the fixture sheet. **Important:**\ The Super Priority (!) has a higher priority than that of other playbacks and the programmer.  ![](/img/dot2/dot2_settings-of-executor_super-priority_v1-3-063d06.png) \_Figure 3: \_\_Super \_*Priority (!) displayed in fixtures* ![](/img/dot2/dot2_settings-of-executor_super-priority_fixture-sheet_v1-3-9c2c1f.png) \_Figure 4: Super \_\_Priority \_*(!) displayed in the fixture sheet view* ![](/img/dot2/dot2_views-and-windows_settings-executor_exclamation-mark-executor_v1-3-c437c2.png) \_Figure 5: Super \_\_Priority \_*(!) displayed in an executor* *** ## Off on Overwritten  [Section titled “Off on Overwritten ”](#off-on-overwritten) To enable this function, tap the prohibition sign.  This function automatically deactivates the executor if another executor took over the control with all attributes. This means that the executor no longer has control over any of the attributes.  *** ## Swop Protect [Section titled “Swop Protect”](#swop-protect) To turn swop protect on, tap the tick mark. If swop protect is on, the dimmer values of this executor are not set to zero when an other swop executor is on. *** ## Restart Mode [Section titled “Restart Mode”](#restart-mode) To select the restart mode, tap ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). There are three different restart modes there: * **First** (default): The executor restarts the sequence using the first cue. * **Current:** The executor restarts the sequence using the current cue. * **Next:** The executor restarts the sequence using the next cue – depending on where the sequence stopped before.   *** ## Cue Zero [Section titled “Cue Zero”](#cue-zero) To activate cue zero for the executor, tap the prohibition sign. If cue zero is on, the dot2 creates an invisible cue zero on this executor.\ The cue zero stores the default values of any attributes which are used in any cue on this executor. If cue zero is on, any attributes which are used in any cue on this executor will have their default values in addition to the values of the current cue. For more information about tracking refer to [What is Tracking?](/dot2/key_wi_tracking/) **Example Cue Zero On:**\ Let´s assume you have stored fixture 1 thru 3 in blue at executor 1.\ In cue 1 of executor 2, fixture 1 is stored in red.\ In cue 2 of executor 2, fixture 2 is stored in green.\ In cue 3 of executor 2, fixture 3 is stored in green.\ Cue zero is on for executor 2. Starting executor 1 will display three fixtures in blue. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors03_1-2-4b59bc.png) *Figure 5: Fixture 1 thru 3 blue* Starting cue 1 of executor 2 will display fixture 1 in red.\ Fixture 2 and 3 have their default values since they are used on executor 2 in cue 2 and cue 3. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors04_1-2-b532ea.png) *Figure 6: Fixture 1 red – cue zero on* **Example Cue Zero Off:**\ This is the same initial situation as in example cue zero on. Starting cue 1 of executor 2 will display fixture 1 in red.\ Fixture 2 and 3 keep the values from executor 1. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors05_1-2-420a36.png) *Figure 7: Fixture 1 red – fixture 2 and 3 blue* **Example Cue Zero On - Copy with Status:**\ Let´s assume you copy cue 1 at cue 4 in its original state and without tracking values from cue 3.\ Turn cue zero on and [choose copy method](/dot2/key_window_choosecopymethod/) with status. Copy Exec 1.2 Cue 1 At Exec 1.2 Cue 4 Cue 4 is exactly the same as cue 1, since it additionally copies the values from cue zero. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors04_1-2-b532ea.png) *Figure 8: Copied cue 1 to cue 4 with cue zero and status* **Example Cue Zero On – Copy no Status:**\ Let´s assume you copy cue 1 at cue 4 with cue zero on, but you copy without status. The values from cue 3 are tracked to cue 4. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors06_1-2-cadb69.png) *Figure 9: Copied cue 1 to cue 4 with cue zero and no status* *** ## Use Exec Time [Section titled “Use Exec Time”](#use-exec-time) To disable this function, tap the check mark.  Exec Time is used to overwrite the fade timing previously stored in a cue, and to set the delay times to zero.  For more information see [What are executors](/dot2/key_wi_executors/).  *** ## Wrap Around [Section titled “Wrap Around”](#wrap-around) To disable this function, tap the check mark.  Wrap Around allows the sequence to return to the first cue when executing Go after played back the last cue of a sequence.  *** ## Off Time [Section titled “Off Time”](#off-time) To set the off time in seconds, use the plus or minus or the numbered keys on the console. If an executor has an off time and you turn the executor off by using Off and pressing the executor button ![go](/img/dot2/go_1-db7d7b.png), the executor turns off in the selected off time.\ If an executor has an off time and you turn the executor off by using the **fader**, all attributes expect for the dimmer turns off in the selected off time after you reached the 0 % status of the fader.\ If an executor is a **chaser** and an off time is selected, the off time changes into an on and off time. The chasers start in the selected off time and end in the selected off time. *** ## Timecode [Section titled “Timecode”](#timecode) To select the timecode signal for this executor, tap the green timecode field. There are three timecode signal options there: * Off = No timecode signal * SMPTE * MIDI # Setup > To open the Setup Window press Setup on the console. To open the **Setup Window** press Setup on the console. ![](/img/dot2/dot2_viewsandwindows_setup01_1-1-3-d65522.png)\ *Figure 1: Setup Window* In this window, you can make different settings regarding the **Show**, **Console** and the **DMX/Network**. To open the [System Information Window](/dot2/key_window_systeminformation/), tap at the information icon ![](/img/dot2/dot2_viewsandwindows_setup03_1-0-a06d74.png) in the title bar. To leave the Setup Window. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Show [Section titled “Show”](#show) In the column Show are settings regarding the show. To add, patch, unpatch, and delete fixtures, tap at [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). To configure connected remote inputs, e.g. MIDI or DMX, tap at [Remote Inputs](/dot2/key_window_remote/). To configure the timecode for MIDI or SMPTE, tap at [Timecode](/dot2/key_window_timecode/). To configure global show settings, tap at [Global Settings](/dot2/key_window_globalsettings/). To use MIDI Show Control, tap at [MIDI Show Control](/dot2/key_window_midishowcontrol/). ## Console [Section titled “Console”](#console) In the column Console are settings regarding the console. To calibrate the screens, tap at [Calibrate Screens.](/dot2/key_window_calibratescreens/) To select the views for external screen, tap at [Select Views for External Screen](/dot2/key_window_selectview/). To adjust the key backlight, tap at [Key Backlight.](/dot2/key_window_keybacklight/) To adjust the system clock, tap at [System Clock](/dot2/key_window_systemclock/). To select the display language, tap at [Language](/dot2/key_window_selectlanguage/). To make a software update, tap at [Software Update](/dot2/key_window_softwareupdate/). ## Network [Section titled “Network”](#network) In the column DMX/Network are settings regarding the DMX/Network. To select the network interface for the dot2 onPC, tap at [Network Interface](/dot2/key_window_networkinterface/). To connect external wings, tap at [dot2 Wings](/dot2/key_window_wings/). To connect the dot2 to another console or to the dot2 3D, tap at [Sessions](/dot2/key_window_networksetup/). To select further network protocols, tap at [Network Protocols](/dot2/key_window_networkprotocols/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_setup02_1-0-fa6e2d.png)\ *Figure 2: Setup - Encoder Bar* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Software Update via USB > The Software Update via USB Window is located in the Setup, column Console, Software Update. The **Software Update via USB Window** is located in the [Setup](/dot2/key_window_setup/), column Console, **Software Update**. ![](/img/dot2/dot2_viewsandwindows_softwareupdatewindow01_1-0-7f9822.png) In this window, you update the dot2 console via an inserted USB stick. Refer to, [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Current Version:**\ Displays the current version number and version date on the console. **Update Version:**\ Displays the version number of the update software on the USB stick. **Update Button:**\ Tap to update the console to the version on the USB stick. The console asks, if you want to save the show file. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html) # Sound Input Configuration > To go to the Sound Input Configuration Window, press Tools and tap at Sound Input. To go to the **Sound Input Configuration Window**, press Tools and tap at Sound Input. ![](/img/dot2/dot2_viewsandwindows_soundinput01_1-0-34390f.png) *Figure 1: Sound Input Configuration Window* This window displays the received sound wave from the connected audio-in. For more information about how to connect audio-in, refer to [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). To adjust the incoming sound signal into a curve that fits in the screen and does not overload, use the **sound in** slider. To avoid huge jumps of BPM (Beats Per Minute) values and to get as close as possible to the current BPM slider value, the incoming BPM signal will be adjusted automatically by an even multiple factor e.g. 2.\ To adjust the BPM manually, use the **BPM** slider. To leave the Sound Input Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png)  in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_soundinput02_1-0-c37b4e.png) *Figure 2: Encoder Bar - Sound Input Configuration Window* **Sound In(%):**\ To select the value of Sound In, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **BPM:**\ To select the BPM, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Status and Messages > To open the Status and Messages Window, tap at an icon right beside the command line. To open the Status and Messages Window, tap at an icon right beside the [command line](/dot2/key_widget_commandlineinput/). ![](/img/dot2/dot2_viewsandwindows_statusmessages01_1-1-3-d2550c.png)*Figure 1: Status and Messages Windows - Show All* The Status and Messages window gives you information about the displayed icons right beside the command line.\ All current active status and messages are displayed in white lettering. To get an overview about all possible status and messages, tap at ![](/img/dot2/dot2_viewsandwindows_statusmessages02_1-1-3-4783ea.png) in the title bar. All possible status and messages are displayed. The table has four columns. **Icon:**\ Displays the icon to the status or message. This is the icon what appears right beside the command line. **Name:**\ Displays the status or message name. **Category:**\ Displays the category from the status or message. There are two categories available Show and Net (Network).\ All show category messages are stored in the show file and will be loaded with the show file.\ All net category messages are irrespective of the show file and are available with different show files. **Description:**\ Displays detailed information to the status or message. To leave the Status and Messages window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Status and Messages in Detail [Section titled “Status and Messages in Detail”](#status-and-messages-in-detail) ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png)\ **Session Status Master:**\ The dot2 is the master of a session.\ The blue heart is visible after a session is started in the [Network Setup](/dot2/key_window_networksetup/).\ \ ![](/img/dot2/dot2_viewsandwindows_statusmessages04_1-0-a9a6b7.png)\ **Session Status Standalone:**\ The broken red heart is visible if the dot2 is in a standalone mode. ![](/img/dot2/dot2_viewsandwindows_statusmessages17_1-0-711a3c.png)\ **Smiley:**\ Right beside the command line is the smiley.\ The smiley indicates a standalone mode and everything is OK. ![](/img/dot2/dot2_viewsandwindows_statusmessages07_1-0-7c9f5a.png)\ **Console in a Session:**\ The dot2 has joined a session. ![](/img/dot2/dot2_viewsandwindows_statusmessages05_1-0-4d61e1.png)\ **Network loss:**\ Network cable or connection is missing or defect. Double-check the network connection. ![](/img/dot2/dot2_viewsandwindows_statusmessages18_1-0-e40114.png)\ **DMX Tester Output:**\ DMX tester output is active. To turn the DMX tester off, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_statusmessages19_1-1-3-b46a80.png)\ **Timecode Record:**\ Timecode record is running for a cue list. To turn the timecode record off, open the respective [cues view](/dot2/key_viewitem_cue/) and tap TC Record in the title bar. ![](/img/dot2/dot2_viewsandwindows_statusmessages06_1-0-5c9d70.png)\ **Something is not patched:**\ There are fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) without a patch address. Double-check the fixtures in the Patch and Fixture Schedule. ![](/img/dot2/dot2_viewsandwindows_statusmessages08_1-0-d4c2a8.png)\ **Unassigned Ports:**\ Fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) are assigned to an universe what is not available, e.g. universe 5 on a single dot2 core. ![](/img/dot2/dot2_viewsandwindows_statusmessages09_1-0-8063a7.png)\ **Not enough Parameters:**\ The dot2 onPC is missing a connected device to have DMX output.\ A connected dot2 console or a connected Node4 is necessary for the dot2 onPC, to have a DMX output.\ More than 1024 DMX channels are patched on a dot2 onPC. ![](/img/dot2/dot2_viewsandwindows_statusmessages10_1-0-0da9a7.png)\ **Parked:**\ DMX channels are parked. Parked channels has a blue background in the [DMX view](/dot2/key_viewitem_dmx/).\ To unpark all DMX channels, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_statusmessages11_1-0-fd18ff.png)\ **Preview:**\ Preview is on. Refer to, [Prvw (Preview) Key](/dot2/key_key_preview/) and [Preview Command](/dot2/key_keyword_previewexecutor/). ![](/img/dot2/dot2_viewsandwindows_statusmessages12_1-0-58adbc.png)\ **Blind:**\ Blind is on. Refer to, [Blind Key](/dot2/key_key_blind/) and [Blind Command](/dot2/key_keyword_blind/). ![](/img/dot2/dot2_viewsandwindows_statusmessages20_1-1-3-917cc6.png)\ **Global Autofix:**\ Global autofix is off. To turn global autofix on, refer to [Global Settings](/dot2/key_window_globalsettings/). ![](/img/dot2/dot2_views-and-windows_status-messages_w_v1-3-fd2914.png)\ **Web Remote:**\ Console is connected to a device via the web remote. For more information on web remote see [Global Settings](/dot2/key_window_globalsettings/#web_remote).  ![](/img/dot2/dot2_viewsandwindows_statusmessages13_1-0-e5a874.png)\ **Group/Grand Master:**\ A group or the grand master is less than 100%. Refer to [Empty Executor window](/dot2/key_window_emptyexecutor/) and [Getting Started Guide - 2 Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). ![](/img/dot2/dot2_viewsandwindows_statusmessages14_1-0-78e021.png)\ **Highlight:**\ The highlight mode is on. Refer to, [Highlt (Highlight) Key](/dot2/key_key_highlight/). ![](/img/dot2/dot2_icon_solo_v1-4-8a1ac8.png)\ **Solo:**\ The Solo is on. For more information see the [Solo Command](/dot2/key_keyword_solo/).  ![](/img/dot2/dot2_viewsandwindows_statusmessages15_1-0-367884.png)\ **Missed Stations:**\ A previous available station is missing. Double-check the connected devices in the [Network Setup](/dot2/key_window_networksetup/). ![](/img/dot2/dot2_viewsandwindows_statusmessages16_1-0-aa6c5b.png)\ **IP Conflict:**\ Two consoles with the same IPv4 address are available. Change the IP address. ![](/img/dot2/dot2_viewsandwindows_statusmessages22_1-1-3-4925b1.png)\ **Speed 1:**\ Master speed is on. To turn the master speed off, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages23_1-1-3-23c47c.png)\ **Rate 1:**\ Master rate is on. To turn the master rate off, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages24_1-1-3-882e38.png)\ **Exec Time:**\ Executor time is used. To turn the exec time to 0.0 s, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages25_1-1-3-e71497.png)\ **Prog. Time:**\ Programmer Time is used. To turn the programmer time to 0.0 s, refer to [Magic Speed window](/dot2/key_viewitem_speed/). # System Clock > The System Clock Window is located in the Setup, column Console, tap System Clock. The **System Clock Window** is located in the [Setup](/dot2/key_window_setup/), column **Console**, tap System Clock. ![](/img/dot2/dot2_viewsandwindows_systemclock01_1-0-b3cf94.png) In this view, you adjust the system clock. To adjust the system clock, tap the plus or minus.\ To reset the system clock to the last applied system clock, tap Reset.\ To apply the changes, tap Apply.\ To leave the **System Clock Window**. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_systemclock02_1-0-d2231a.png) To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key. **Year or Hour:**\ To select the year or the hour, turn the encoder left or right. **Month or Minute:**\ To select the month or the minute, turn the encoder left or right. **Day or Second:**\ To select the day or the second, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Title Bar](/dot2/key_title_bar/) # System Information > To open the system information window, press the Setup on the console and tap at the information icon ! in the title bar. To open the system information window, press the Setup on the console and tap at the **information icon** ![](/img/dot2/dot2_viewsandwindows_systeminformation01_1-0-99cc28.png) in the title bar. ![](/img/dot2/dot2_viewsandwindows_systeminformation02_1-0-911795.png) This window gives you information regarding the console. **Type:**\ Displays the type of the console. **Software Version:**\ Displays the software version number. **Build:**\ Displays the detailed version number along with the build date and time of the software. **Primary Network Interface:**\ Displays the selected network interface in the [Network Interface Window](/dot2/key_window_networkinterface/). **IPv4 addresses for external protocols and web remote:**\ Displays the IPv4 address. **Show File:**\ Displays the name of the show file. **Show Path:**\ Displays the file path where the show file is saved in. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Interface Window](/dot2/key_window_networkinterface/) # Timecode Configuration > The Timecode Configuration Window is located in the Setup, column Show, Timecode. The Timecode Configuration Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, **Timecode**. ![](/img/dot2/dot2_viewsandwindows_timecodeconfiguration01_1-0-3a2ab3.png) In this window, you can enable and disable incoming MIDI and SMPTE. **Information:**\ To receive timecode signals, a network session is not necessary.\ If the console is part of a network session, the timecode signal can be connected to any session member.\ If more than one timecode signal is connected to the different consoles in a session, the first connected timecode signal will be used. If the first connected timecode signal has failed, the second connected timecode signal will be used. The two timecodes are displayed on the left of the screen.  * MIDI * SMPTE **​Important:**\ []()dot2 receives 24, 25, or 30 frames per second and automatically adapts itself to them whenever it is in SMPTE.  The green tick displays that this timecode type is enabled.\ The red prohibition sign displays that this timecode type is disabled.\ To enable or disable a timecode type, tap the icon. If timecode is connected, the timecode received is displayed below the timecode type. If you have connected an external screen, the timecode is displayed in the view bar below the time and date. To leave the Timecode Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc. You have now returned to the [Setup](/dot2/key_window_setup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_timecodeconfiguration02_1-0-7f63e6.png) **Timecode**:\ To select a timecode, turn the encoder left or right.\ To enable or disable a timecode, press the encoder. # Time defaults > To open the time defaults window, press Time on the console. To open the **time defaults window**, press Time on the console. ![](/img/dot2/dot2_viewsandwindows_timedefaults01_1-0-43331d.png) The time defaults window opens at screen 1. In this window, you can set default timing for cues and preset types. If a default timing is set, this time is always used for the following actions, e.g. store a cue. If a time default is set and you try to store a cue, the Time key will blinking to remind you at the stored time defaults. To leave the time defaults window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) at the title bar or press Esc on the console. ## Cue Timing [Section titled “Cue Timing”](#cue-timing) Cue timings have a lower priority than preset type timings. Cue timings will be replaced by preset type timings.\ Example:\ If you have a cue stored with a cue timing and including a preset type timing, the cue timing will be replaced for that preset from the preset type timing. The following default cue timings are possible: * Fade * OutFade * Delay * OutDelay To set a time, tap at the corresponding button and the [calculator](/dot2/key_view_calculator/) opens. To reset all cue timings, tap at ![](/img/dot2/dot2_viewsandwindows_timedefaults02_1-0-edf55f.png). ## Preset Types Timing [Section titled “Preset Types Timing”](#preset-types-timing) Preset type timings have a higher priority than cue timings. Preset type timings will replace cue timings.\ Example:\ If you have a cue stored with a cue timing and including a preset type timing, the preset type timing will replace for that preset the cue timing. You can set a fade or delay time to all available attributes. To set a time, tap at \[Cue] in the timing table. The [calculator](/dot2/key_view_calculator/) opens. To reset all preset types timing, tap at ![](/img/dot2/dot2_viewsandwindows_timedefaults02_1-0-edf55f.png). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_timedefaults03_1-0-b8f6c8.png) **Fade**:\ To select the time without decimal place, turn the encoder left or right.\ To select the time with decimal place, press ![encoder](/img/dot2/encoder-36b017.png) and then turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Calculator](/dot2/key_view_calculator/) # Tools > To open the Tools Window, press Tools on the console. To open the Tools Window, press Tools on the console. ![](/img/dot2/dot2_viewsandwindows_toolswindow01_1-1-3-b80176.png)*Figure 1: Tools Window* The Tools window has four categories. ## DMX [Section titled “DMX”](#dmx) **Turn DMX Tester off:**\ Turns the DMX tester off. DMX tester values are displayed with a red background in the [DMX view](/dot2/key_viewitem_dmx/). **Unpark all DMX Channels:**\ Unparks all DMX channels. Parked DMX values are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). ## Sound [Section titled “Sound”](#sound) **Sound Input:**\ Opens the [Sound Input Configuration Window](/dot2/key_window_soundinput/). ## Wings [Section titled “Wings”](#wings) **Wings & Nodes Diagnosis:**\ Opens the [Wings & Nodes Diagnosis Window](/dot2/key_window_wingsandnodesdiagnosis/). ## MIDI [Section titled “MIDI”](#midi) **MIDI Configuration** (only dot2 onPC):\ Opens the [MIDI Configuration Window](/dot2/key_window_midiconfiguration/). **MIDI Monitor:**\ Opens the [MIDI Monitor Window](/dot2/key_window_midimonitor/). To leave the Tools Window. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_toolswindow02_1-0-1464ef.png)*Figure 2: Encoder Bar Functions - Tools Window* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Window Settings > To open the dot2 onPC window settings, click a the scaling icon ! in the upper right corner of the dot2 onPC. To open the dot2 onPC window settings, click a the **scaling icon** ![](/img/dot2/dot2_viewsandwindows_windowsettings_01_1-0-cd85f5.png) in the upper right corner of the dot2 onPC. ![](/img/dot2/dot2_viewsandwindows_windowsettings_02_1-1-7772ef.png) In this window, you can adjust the screen scaling. There are three options available: **Default Scaling:**\ Adjust the scaling of the dot2 onPC window. Click **-** to make it smaller. Click **+** to make it bigger. **Horizontal Auto Scaling:**\ Select how many dot2 displays you want see in the dot2 onPC application at minimum. **Vertical Auto Scaling:**\ Select if you want to see the displays only or the displays with keys at minimum. To apply the changes and leave the window settings window, click **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the upper left corner. # Wings > ThWings Window is located in the Setup, column DMX/Network, Wings/Nodes. The **Wings Window** is located in the [Setup](/dot2/key_window_setup/), column DMX/Network, **Wings/Nodes**. ![](/img/dot2/dot2_viewsandwindows_wingsnodes03_1-1-3-eb387c.png)*Figure: Wings Window* The Wings window is open. This window displays all available wing slots.\ Additional to the core fader, there are two F-wings and two B-wings possible, depending on the console.\ The core fader is always fixed internal and displayed with a red status bar at the left side.\ If you have a XL-F or XL-B console, this wing is also displayed as fixed internal with a red status bar at the left side. To assign an external wing, tap at the respective free wing slot. The [configure slot window](/dot2/key_window_configureslot/) opens.\ To remove an assigned wing, tap at the respective assigned wing slot. The [configure slot window](/dot2/key_window_configureslot/) opens. A selected slot has an orange frame around the cell. To leave the window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Status [Section titled “Status”](#status) A slot can have four different status: ![](/img/dot2/dot2_viewsandwindows_wingsnodes01_1-0-f31427.png)**Fixed Internal:**\ This slot is fixed internal, e.g the core fader or the additional wing of a dot2 XL-B or dot2 XL-F.\ A fixed internal slot is displayed with a red status indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes02_1-0-e1c3b6.png)**Free:**\ This slot is free. You can assign a wing.\ A free slot is displayed with a yellow status bar indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes04_1-0-bd964e.png)**Connected:**\ This slot is connected to an external wing.\ Additional is the IPv6 address of the wing displayed.\ A connected slot is displayed with a lime status bar indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes05_1-0-c170a5.png)**Assigned:**\ This slot is assigned to an external wing but NOT connected.\ Additional is the IPv6 address of the wing displayed.\ A assigned slot is displayed with a green status bar indicator. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_wingsnodes06_1-0-ccb2c7.png) **Wing:**\ To scroll in the wing slots column up or down, turn the encoder left or right.\ To open the [configure slot window](/dot2/key_window_configureslot/), press or tap the encoder. # Wings & Nodes Diagnosis > To open the Wings & Nodes DiagnosisWindow, press Tools and tap Wings & Nodes Diagnosis. To open the **Wings & Nodes Diagnosis Window**, press Tools and tap Wings & Nodes Diagnosis. ![](/img/dot2/dot2_viewsandwindows_wingstatistics01_1-1-3-bebab4.png)*Figure 1: Wings & Nodes Diagnosis Window* The Wings & Nodes Diagnosis Window is useful if technical support is needed. The Wings & Nodes Diagnosis displays the connection status of the console, wing, or Node4.\ To select a type, tap in the table. The row of a selected type has a blue background. The table has four columns: **Type:**\ Displays the type. **IP Address:**\ Displays the IPv6 address. **Status:**\ Displays the connections status e.g. connected, not connected or downloading firmware. **Connections:**\ Displays the amount of connections. You can also identify every device in the network.\ Select the device in the table, and tap at the **frame icon** ![](/img/dot2/dot2_viewsandwindows_wingstatistics02_1-1-2847f2.png) in the title bar.\ An orange frame starts to flash on the screen of the selected device. To leave the Wing Setup Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Details Area [Section titled “Details Area”](#details-area) The details area displays details regarding the selected type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png)*Figure 2: Wings & Nodes Diagnosis Encoder Bar* **Scroll:**\ To scroll in the table up or down, turn the encoder left or right. # grandMA2 User Manual ![](/img/grandma2/03_grandma2_user_manual-f865b3.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [New in the Manual](/grandma2/key_new_in_the_manual/) * [Introduction](/grandma2/key_introduction/) * [Safety Information](/grandma2/key_safety_information/) * [Device Overview](/grandma2/key_device_overview/) * [System Overview](/grandma2/key_so_system_overview/) * [First Steps](/grandma2/key_first_steps/) * [Keys & Buttons on the Console](/grandma2/key_keys_and_buttons_on_the_console/) * [Workspace](/grandma2/key_workspace/) * [Windows in General](/grandma2/key_windows/) * [Command Syntax and Keywords](/grandma2/key_command_syntax_and_keywords/) * [Using the Backup Menu](/grandma2/key_backup_menu/) * [Single User and Multi User Systems](/grandma2/key_single_multi_systems/) * [Networking](/grandma2/key_network/) * [Patching, DMX, and Fixture Setup](/grandma2/key_patch/) * [Basic Fixture Types](/grandma2/key_basic_fixture/) * [Operate Fixtures](/grandma2/key_operate_fixtures/) * [Pools in General](/grandma2/key_pools/) * [Groups](/grandma2/key_groups/) * [Presets](/grandma2/key_presets/) * [Cues and Sequences](/grandma2/key_cues_and_sequences/) * [Executors](/grandma2/key_exec/) * [Advanced Sequence Functionality](/grandma2/key_adv_seq/) * [Advanced Executor Functionality](/grandma2/key_adv_exec/) * [Clone](/grandma2/key_clone/) * [Search and Replace](/grandma2/key_search_replace/) * [Image Pool](/grandma2/key_image/) * [Layouts](/grandma2/key_layouts/) * [Worlds, Filters and Masks](/grandma2/key_wfm_world_filter_mask/) * [MAtricks](/grandma2/key_matricks/) * [Chasers](/grandma2/key_chaser/) * [Effects](/grandma2/key_effects/) * [Bitmap Fixture](/grandma2/key_bitmapfixture/) * [XYZ](/grandma2/key_xyz/) * [Remote Controlling the System](/grandma2/key_remote_control/) * [Timecode](/grandma2/key_timecode/) * [Timer](/grandma2/key_timer/) * [Agenda](/grandma2/key_agenda/) * [Macros](/grandma2/key_macro/) * [Plugins](/grandma2/key_plugins/) * [Partial Show Read](/grandma2/key_psr/) * [RDM](/grandma2/key_rdm/) * [DMX Profiles](/grandma2/key_dmx_profiles/) * [Other System Tools](/grandma2/key_ost/) * [Export and Import](/grandma2/key_export_and_import/) * [Update the Software](/grandma2/key_update/) * [Advanced Fixture Types](/grandma2/key_advanced_fixture_types/) * [grandMA2 onPC Details](/grandma2/key_onpc_details/) * [Control the MA NDPs](/grandma2/key_control_ma_ndp/) * [Control the MA Network Switch](/grandma2/key_control_ma_switch/) * [Control the MA xPort Nodes](/grandma2/key_control_ma_xport_node/) * [Console Settings](/grandma2/key_console_settings/) * [Shut Down the System](/grandma2/key_shut_down_the_system/) * [Error Messages](/grandma2/key_error_messages/) * [Technical Data](/grandma2/key_technical_data/) * [Glossary](/grandma2/key_glossary/) # Advanced Executor Functionality > This section describes some of the more advanced functions regarding the executors. This section describes some of the more advanced functions regarding the executors. If you have not read the [Executors](/grandma2/key_exec/) section, then please have a look at it for the more common uses and details on how to use sequences with executors. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Executor pages](/grandma2/key_adv_exec_pages/) * [Channel pages](/grandma2/key_adv_exec_ch_pages/) * [Executor options](/grandma2/key_adv_exec_options/) * [Masters window](/grandma2/key_adv_exec_master_window/) * [Special masters](/grandma2/key_adv_exec_spec_master/) # Channel pages > The Fader Executors can be changed to be Channel Faders instead of Executors. The Fader Executors can be changed to be Channel Faders instead of Executors. **Important:**\ Changing to the Channel Pages does not remove or turn off the Executors. There are two types of Channel Pages: **Static** pages that can have dimmer attributes for specific fixtures. **Dynamic** pages that will be populated by the attributes and selected fixtures.   ## Static Channel Pages [Section titled “Static Channel Pages”](#static-channel-pages) Static Channel Pages can have attributes of fixtures assigned to the faders. In the Channel Pages the faders are called ChannelFaders. The static Channel pages are organized in a Channel Pool. The pool could look like this: ![](/img/grandma2/window_channel-pool_v3-3-7d4b61.png) *Channel page pool* This works as any of the pool - if you have not read the [Pools in General section](/grandma2/key_pools/), then please read it. This is what it looks like in Sheet Style: ![](/img/grandma2/window_channel-pool_sheet-style_v3-3-888dd2.png) *Channel page pool - Sheet Style* The green **C** indicates that this Channel Page is currently active. A gray **C** indicates that this is the last viewed page (It is probably back to en Executor page). Tapping one of the objects in the pool will change to the Channel page. It is also possible to change the page using the Ch Pg + and Ch Pg - keys or the [ChannelPage](/grandma2/key_keyword_channelpage/) command. Keeping the Ch Pg -  key pressed for a second will jump back to page number 1.   ## Assigning fixtures [Section titled “Assigning fixtures”](#assigning-fixtures) Static Channel Pages needs to be build - that means fixtures needs to be assigned to the ChannelFaders. This can be gone using the keys: Assign Chanel (or Fixture) \[number or range] Page Page (this gives the ChannePage command) \[page number].\[fader number] Please. If an attribute is not specified then the dimmer will be assigned. Other attributes can be assigned, but it takes a little bit of investigation to find out the attribute number or name. This is the general syntax: Assign Fixture \[id number].\[subfixture number].\[attribute] (At) ChannelPage \[page number].\[fader number] The best way to show how to find an attribute number is by an example. ### Example [Section titled “Example”](#example) In my show I have a fixture patched that has pan and tilt attributes it is Fixture ID 1. I would like to have the dimer assigned to ChannelFader 1 on ChannelPage 1. And then the Pan on fader 2 and Tilt on fader 3. Before we can assign anything, we need to create the page. Simply press Ch Pg + once to open the first Channel Page - this also creates the page. Assigning the dimmer to fader 1 is simple: Assign Fixture 1 and then press on of the keys associated with fader number 1. Now we need to find the attribute numbers for fixture 1. Open a **Command Line Feedback** window. We need to explore fixture 1 so type the following command and execute it with a please: \[Channel]> CD Fixture 1 **CD** is short for the ChangeDirectory command. The command line shows that we have navigated to the fixture. We need to list the subfixtures in fixture 1. Type the following command (you do not need to type anything before the **>**) \[LiveSetup/Layers 4/Spots 3/Spot 1 1]>List  Depending on your show it might look exactly like above. The important part is the List command. Now the Command Line Feedback window show that there are at least one subfixture. In my show it is a Vari-Lite with only one subfixture. Navigate to the subfixture using the CD command again: \[LiveSetup/Layers 4/Spots 3/Spot 1 1]>CD 1 If I know that my fixture only has one subfixture (or if I need subfixture 1), then it is possible to navigate to this location using the following command CD Fixture 1.1 - Do not run this command now. Now we need to do another **List** command to see the attribute list for this fixture. The list displayed in the Command Line Feedback window shows that the PAN is number 3 and the TILT is number 4. With this knowledge we can go back to the root of the command line and assign the two attributes. Type the follwoing: \[LiveSetup/Layers 4/Spots 3/Spot 1 1/Spot 1 1]>CD/ This returns to the root command. \[Channel]> Assign Fixture 1.1.3 ChannelPage 1.2 \[Channel]> Assign Fixture 1.1.4 ChannelPage 1.3 This is how it is done using the attribute numbers. It is actually a lot easier to use the attribute names. If we knew that fixture number 1 is a simple fixture with only one subfixture, then we could just have done this: \[Channel]> Assign Fixture 1.1.PAN ChannelPage 1.2 \[Channel]> Assign Fixture 1.1.TILT ChannelPage 1.3 It is still useful to know how to find the attribute numbers and names of fixtures. That enables you to find and assign any attribute.   ### Auto Create Channel Pages [Section titled “Auto Create Channel Pages”](#auto-create-channel-pages) Channel pages can be auto created using **Setup -> Show -> Auto Create** and then select the **Channel Pages** tab. It could look like this: ![](/img/grandma2/menu_auto-create_channel-pages_v3-3-6d29e8.png) *Auto Create menu - Channel Page tab* This menu is separated into a left and a right side. The left side can show to different things: FixtureTypes or Layers. These two things can be toggled by tapping the Choose button at the bottom left. The right side displays the content of what is selected on the left side. The workflow is selecting one or more elements in the list on the left side and then selecting or deselecting fixtures from right side. Each selected fixture will create a Dimmer attribute fader. On the far right side there are three green input fields. The top one set the ChannelPage number for the auto created faders. The middle one sets the fader number for the first ChannelFader. The bottom one sets the width of the page. It can be a good idea to set the width to match your hardware. Tap the Always ask for Name button if you wish to name the Channel Pages when they are created. The Overwrite button does not do any difference. Assigning attributes to ChannelFaders always overwrites the current assigned attributes. Tap the Create button to create the ChannelFaders. Notice that this action will change the Start page and the start fader input fields to the next available ChannelPage and ChannelFader. The Create Next Page will also do a create action but it will start at the next page number.   *** ## []()Dynamic Channel Page [Section titled “Dynamic Channel Page”](#dynamic-channel-page) The Dynamic Channel Pages are channel pages that are created based on the selection of fixtures and the currently active Feature. The Dynamic Channel Pages can be accessed when the [Channel Sheets](/grandma2/key_of_channel_sheet/) and the [Fixture Sheets](/grandma2/key_of_fixture_sheet/) have activated the **Link Faders** option. Read more about activating this in the [Title Buttons topic](/grandma2/key_of_sheet_options_title_buttons/).   Dynamic Channel Pages can also be called using the [ChannelLink](/grandma2/key_keyword_channellink/) command. This allows you to turn On or Off the Dynamic Channel Page. It can also be used to create special combinations of attributes.  Read more about it following the link to the ChannelLink above. # Masters window > The Masters Window collects the Group, Speed, Rate, and Playback masters in one view. The Masters Window collects the Group, Speed, Rate, and Playback masters in one view. It can be created using the [Create Basic Windows pop-up](/grandma2/key_windows/). It can be found in the **Other** tab. It could look like this: ![](/img/grandma2/window_masters_group-master_v3-3-df55fd.png) *Masters Window - Group Master tab* The four tabs have each of the four different master types. Each master is represented by a square inside the tap. Each master is divided into three areas. The top part labels the master. Pressing and holding the top part will perform a [Locate](/grandma2/key_keyword_locate/) command as long as it is pressed. Locate will change to the page where the master is assigned - if it is assigned. It will also change the look of the mini executor. It will write “Here” on a reds background for as long as the top part is pressd. It could look like this: ![](/img/grandma2/img_located-executor_v3_2-dfa772.png) *Located master* The lower part of the master is divided into a left and right side. The left side represents the master fader. The right side represents the relevant buttons for the master.   At the bottom of each tab there are different buttons that can be used to command several masters at the same time. Read more about the Master Squares and the buttons in each section below.   The Masters Window can also be opened as a temporary view. This can be done by pressing and holding the Group key for 1 second. It could look like this: ![](/img/grandma2/window_master-view_group-master_v3-2-a7c76d.png) *Temporary Master View - Group Master tab* It is similar to the Master Window. Except the buttons below, are moved to be able to be controlled by X-keys.   ## Group Master [Section titled “Group Master”](#group-master) Group masters are described in details in the [Group Master topic](/grandma2/key_groups_master/). This is what each master could look like in the Group Master tab: ![](/img/grandma2/window_masters_group-square_v3-3-1bd095.png) *Group Master* The top area labels the master and in the group masters it also provides information about the executor number where it is assigned, the group number and the masters Mode. The two buttons in the lower right side of the square gives access to set the master to **Full** and to **Zero**.   There are 6 buttons below the master squares. They are: * **All Positive Full** * **All Positive Zero** * **All Negative Full** * **All Negative Zero** * **All Additive Full** * **All Additive Zero** They can be used to set each of the three types of masters to either Full or Zero.   ## Speed Master [Section titled “Speed Master”](#speed-master) Speed masters can be used to synchronize multiple Effects or Chasers to a common speed. Read more about the speed masters in the [Speed Master topic](/grandma2/key_adv_exec_spec_master_speed/). This is what each speed master looks like: ![](/img/grandma2/window_masters_speed-square_v3-3-eddb18.png) *Speed Master* The three buttons in the master gives access to double the speed (DS), half the speed (HS), or “tap” the speed using the [Learn](/grandma2/key_keyword_learn/) command.   There are three buttons below the speed masters. They are: * **All Double Speed**:\ This will double the speed on all the speed masters. * **All Half Speed**:\ This will double the speed on all the speed masters. * **All Learn**:\ This will perform the Learn command on all the speed masters.   ## Rate Master [Section titled “Rate Master”](#rate-master) The Rate Masters can be used to synchronize the Rate across multiple Executors. Read more about the rate masters in the [Rate Masters topic](/grandma2/key_adv_exec_spec_master_rate/). This is what each rate master looks like: ![](/img/grandma2/window_masters_rate-square_v3-3-e48ace.png) *Rate Master* The Rate Master only has one relevant button: **Rate1**. This will reset the rate master to the center position and set the rate to 1:1. This means that there is also only one button below the masters: **All Rate1** - it resets all the rate masters.   ## Playback Master [Section titled “Playback Master”](#playback-master) Playback masters are used as submasters for Executors. Read more about the playback masters in the [Playback Masters topic](/grandma2/key_adv_exec_spec_master_playback/). This is what each playback master looks like: ![](/img/grandma2/window_masters_playback-square_v3-3-7d07ab.png) *Playback Master* Each master has two buttons to set the master at **Full** and at **Zero**. Below all the playback master are two buttons: **All Full** and **All Zero**. They set all the playback master to full or zero. # Executor options > Each executor can have a lot of options. This topic lists all the options and links to topics where they are described. If an option is not described anywhere e Each executor can have a lot of options. This topic lists all the options and links to topics where they are described. If an option is not described anywhere else, then it is described here. The Executor Options can be seen when there is a sequence or group assigned to an Executor. Pressing the Assign key following one of the keys associated with the executor will open the Assign Menu. On the right side of the Assign Menu there are a button called Options. This opens the Options part of the menu. It could look like this: ![](/img/grandma2/menu_assign_options_sequence_v3-3-33f903.png) *Assign Menu - Options section* Each column has a topic or headline. The options are described below and they are organized in those topics. Some of the options here are options for the executor and some are options for the sequence assigned to the executor.   The tile bar has three buttons that are relevant for the options. The left one is the Remember Settings button. Tapping this button will store the current options into the sequence and they will then apply if the sequence is played back from the Sequence Pool. Save Default Sequence Options will store the current options as the default. This default will be used when a new sequence is assigned to an Executor or when the Load Default Sequence Options button is tapped.   ## Start [Section titled “Start”](#start) **Auto Start** The Auto Start function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   **Auto Stop** The Auto Stop function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   **Auto Stop Off Time** The Auto Stop Off Time function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   **Auto Fix** The Auto Fix feature can be activated for each executor. It will automatically Fix active executors and keep it visible even when pages are changed. The executor is automatically Unfixed when it is switched off.   **[]()MasterGo** The MasterGo function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   **Loop BreakingGo** Loop BreakingGo is described in the [Looping Cues topic](/grandma2/key_adv_seq_loop/).   ## Playback [Section titled “Playback”](#playback) **Priority** The priorities are described in the [Playing Back Cue topic](/grandma2/key_cs_playback/).   **Soft LTP** The Soft LTP function is described in the [Playing Back Cue topic](/grandma2/key_cs_playback/).   **Playback Master** Here it is possible to select a Playback Master. This is all described in the [Playback Master topic](/grandma2/key_adv_exec_spec_master_playback/).   **Wrap Around** The Wrap around function is described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/).   **Restart** The Restart function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   **[]()Trigger Is Go** This option will disable automatic cue triggers like follow and time. The information is not deleted or removed. It is just temporary ignored. Everything in the Trig column in a Sequence Executor Sheet turns red.   []()**Cmd Disable** This option disables the execution of the commands in the CMD columns in a sequence. The stored commands are not deleted or removed, they are just disabled. The commands get a red text color when they are disabled.   **Playback Filter** The playback filter is described in the [Apply Worlds or Filters to Executors and Sequences topic](/grandma2/key_wfm_apply_to_exec_seq/).   ## []()XFade [Section titled “XFade”](#xfade) **XFade** This is used to set how the two CrossfadeA/XfadeA and CrossfadeB/XfadeB faders works. The button has two options: * **Split**:\ The dual crossfaders work as masters for current/next cue. * **AB**:\ The dual crossfaders work as crossfaders for increasing/decreasing values.   ## Tracking [Section titled “Tracking”](#tracking) **Tracking** The Tracking function is described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/).   **Release Firststep** The Release Firststep function is described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/).   **Cue Zero** The Cue Zero function is described in the [Cue Zero topic](/grandma2/key_adv_seq_cue_zero/).   **Auto Stomp** The Auto Stomp function will add **Stomp** values to attributes effect layer when the value layer for that attribute is asserted.   **Cue Zero Extract** The Cue Zero function is described in the [Cue Zero topic](/grandma2/key_adv_seq_cue_zero/).   **Forced Position** It is possible to force the sequence to use only XYZ values or Pan/Tilt values when moving from one position to another. The default is Active position data. This will use the stored position data. Read more in the  [XYZ vs. Pan/Tilt topic](/grandma2/key_xyz_vs_pan_tilt/).   **Timecode** A sequence can have a link to the selected Timecode Slot or a specific Timecode Slot. This can be chosen here. It is relevant if there are cues that uses the timecode signal as the trigger. Read more about timecode in the [Timecode section](/grandma2/key_timecode/).   **Input Filter** The playback filter is described in the [Apply Worlds or Filters to Executors and Sequences topic](/grandma2/key_wfm_apply_to_exec_seq/).   ## Speed [Section titled “Speed”](#speed) **[]()Speed Factor** If an executor is assigned to an global Speed Master (read below) then it can be useful to adjust a speed factor. Tapping this button will open the Select Speed Factor pop-up. It looks like this: ![](/img/grandma2/popup_select-speed-factor_v3-3-330abd.png) *Small Select Speed Factor pop-up* Here it is possible to select one of the multipliers or dividers. This multiply or divide the speed by the selected factor.   **[]()Speed Master** The executor has a speed master. It can be linked to a shared global Speed Master or it can have an individual speed master. Tapping this button will open the Select Speed Master pop-up. It looks like this: ![](/img/grandma2/popup_select-speed-master_v3-3-28468d.png) *Small Select Speed Master pop-up* Here it is possible to select the **Speed Individual** option for having an individual speed master for the executor or select one of the global Speed Masters. Read more details in the [Speed Masters topic](/grandma2/key_adv_exec_spec_master_speed/).   **[]()Rate Master** The Executor has a rate master. It can be linked to a shared global Rate Master or it can have an individual rate master. Tapping this button will open the Select Rate Master pop-up. It looks like this: ![](/img/grandma2/popup_select-rate-master_v3-3-e338b2.png) *Small Select Rate Master pop-up* Here it is possible to select the **Rate Individual** option for having an individual rate master for the executor or select one of the global Rate Masters. Read more details in the [Rate Masters topic](/grandma2/key_adv_exec_spec_master_rate/).   **Stepped Rate** Enabling this will bind the rate to defined steps instead of a variable value.   **Link Effect To Rate** This setting will link the effect speed to the rate. Read more about effects and speed in the [Effects section](/grandma2/key_effects/).   ## Protect [Section titled “Protect”](#protect) **[]()Swop Protect** Enabling this will protect this executor from being swopped (temporary turned down) by other executors.   **[]()Kill Protect** Enabling this will protect this executor from being killed (= turned off) by other executors.   **[]()Ignore Exec Time** When enabled, it will make the executor use the stored timing and not allow the Exec Time fader to overwrite the timing. The Exec Time fader is described in the [Time Control Topic](/grandma2/key_ws_time_control/).   **Off On Overwritten** The Off On Overwritten function is described in the [Common Executor Options topic](/grandma2/key_exec_common_options/).   ## MIB [Section titled “MIB”](#mib) Move In Black is described in [Working with MIB topic](/grandma2/key_adv_seq_mib/). **[]()MIB always** This setting will set the MIB to “Early” for every cue. This is marked with a white colored ”!Y” in the MIB column all the cues that is able to MIB. Any other settings in the MIB column will stay. They will become active again if this setting is turned Off.   **[]()MIB never** This setting will disable MIB for all the cues. This is marked with a red colored ”!N” in the MIB column all the cues that is able to MIB. Any other settings in the MIB column will stay. They will become active again if this setting is turned Off.   **[]()Auto PrePos** This function affects all other attributes than dimmers. If this is Off, then the attribute values will use the cue timing to fade from a value to the next. If this is On, then the attributes will change without any fade timing moving as fast as possible. Individual attributes timing is also ignored. Attributes that uses MIB will use the MIB timing.   ## Function [Section titled “Function”](#function) **Chaser** This will turn the sequence into a Chaser. Read more about chaser in the [Chasers section](/grandma2/key_chaser/).   **Group Master Mode** This option is only visible if there is an group master assigned to the executor. This option is explained in the [Group Masters topic](/grandma2/key_groups_master/). # Executor pages > The Executors are arranged in pages. The Executors are arranged in pages. The pages gives access to several sets of Executors. Changing the page does not remove or turn off the Executors. It is just another set of Executors. The pages are arranged in a pool. For more general information about pools please read the [Pools in General section](/grandma2/key_pools/). The Executor pool could look like this: ![](/img/grandma2/window_exec-pool_v3-3-c924af.png) *Executor pool - pool style* It can be changed to Sheet Style in the options, then it looks like this: ![](/img/grandma2/window_exec-pool_sheet-style_v3-3-c01a5c.png) *Executor pool - sheet style* The pool show the different executor pages. The pool can be used to name the pages. The pool offers a visual indication of the currently active page for the Fader Executors and the Button Executors. Notice that they can be on two different pages. Their current page is indicated by an **F** and a **B**. If the **F** is gray, then a Channel page is currently active - Read more in the [Channel Pages topic](/grandma2/key_adv_exec_ch_pages/). Pages that have something assigned will have a white label text when the pool is in pool style. Pages that have been accessed but is empty will have a gray text color. Pages that has not been accessed and does not have anything stored are empty in the pool. ## Change page [Section titled “Change page”](#change-page) Pages can be access by tapping the pool objects. This will make both the Fader Executors and the Button Executors jump to this page.   Pages can also be changed using the dedicated Fd Pg + and Fd Pg - keys to change the page for the Fader Executors. Read about the keys in the [Fd Pg+](/grandma2/key_key_faderpageplus/) and [Fd Pg-](/grandma2/key_key_faderpageminus/) topics. Keeping the Fd Pg - key pressed for 2 seconds will jump to page 1 for the faders. The Button Executor pages can be changed using the Bt Pg + and Bt Pg - keys. Read about the keys in the [Bt Pg+](/grandma2/key_key_buttonpageplus/) and [Bt Pg-](/grandma2/key_key_buttonpageminus/) topics. Keeping the Bt Pg - key pressed for 2 seconds will jump to page 1 for the buttons. In **Setup ->  User -> Grand Master & Misc Keys** there is a setting called **Link Fader & Button Page**. If this is active then there is no separation between the Fader and Button page changes. Chaining pages using any the four keys mentioned above will change page for both Faders and Buttons at the same time.   Pages can also be changed using the command line. There are three different relevant commands: [FaderPage](/grandma2/key_keyword_faderpage/), [ButtonPage](/grandma2/key_keyword_buttonpage/), and [Page](/grandma2/key_keyword_page/). Click them to read the details about the commands. There are three different commands to make it possible to change the Fader Executors and Button Executors independently using each of the two commands. But it is also possible to change both at the same time using the **Page** command. Pages can be changed by using the page number or page name. ### Examples [Section titled “Examples”](#examples) Change the Fader Executors to page 5: \[Channel]> FaderPage 5   Change the Button Executors to page 20: \[Channel]> ButtonPage 20   Change both faders and buttons to a page called **Rainbow**: \[Channel]> Page Rainbow # Special masters > The Special Masters are five groups of masters. They are physical representations of masters that exists in the software. The Special Masters are five groups of masters. They are physical representations of masters that exists in the software. The masters needs to be assigned to Fader Executors or to the 100mm master faders. They can all be assigned using the [Assign Menu](/grandma2/key_exec_assign/). They are found in the Special Masters section. Selecting this in the Assign Menu will reveal a tree structure separated into the five groups of Special Masters. They can also be assigned (or adjusted) using the [SpecialMaster](/grandma2/key_keyword_specialmaster/) keyword. Assigning Special Masters to the 100mm faders are done by tapping the label above the faders. For more information see the [Master Section topic](/grandma2/key_widget_master_section/).   There are no options for the Special Masters and they have a limited selection of different functions to assign to the keys. Special Masters cannot be more that 1 Executor Width. Please read about the Special Masters in the subtopics. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Default masters](/grandma2/key_adv_exec_spec_master_default/) * [Grand masters](/grandma2/key_adv_exec_spec_master_grand/) * [Speed masters](/grandma2/key_adv_exec_spec_master_speed/) * [Rate masters](/grandma2/key_adv_exec_spec_master_rate/) * [Playback masters](/grandma2/key_adv_exec_spec_master_playback/) # Default masters > The Default Masters are the 11 masters that each executor with a sequence can have assigned. The Default Masters are the 11 masters that each executor with a sequence can have assigned. These Masters can be assigned to Executors and they will adjust to the levels on the selected executor. Read about the functions of the masters in the [Assign a function topic](/grandma2/key_exec_assign/). The 11 masters are: * **SpecialMaster 1.1 ‘Master’** * **SpecialMaster 1.2 ‘XFade’** - this is also called Crossfade * **SpecialMaster 1.3 ‘XFade A’** - this is also called CrossfadeA * **SpecialMaster 1.4 ‘XFade B’** - this is also called  CrossfadeB * **SpecialMaster 1.5 ‘Rate’** * **SpecialMaster 1.6 ‘Fade’** - this is also called StepFade * **SpecialMaster 1.7 ‘MFade’** - this is also called MasterFade * **SpecialMaster 1.8 ‘Temp’** * **SpecialMaster 1.9 ‘Speed’** * **SpecialMaster 1.10 ‘IFad’** - this is also called StepInFade * **SpecialMaster 1.11 ‘OFad’** - this is also called StepOutFade # Grand masters > The Grand Masters are a selection of 6 different masters that can be assigned to executors. The Grand Masters are a selection of 6 different masters that can be assigned to executors. They are: * **SpecialMaster 2.1 ‘Grand’** * **SpecialMaster 2.2 ‘Program Time’** * **SpecialMaster 2.3 ‘Exec Time’** * **SpecialMaster 2.4 ‘Snd Out’** * **SpecialMaster 2.5 ‘Snd In’** * **SpecialMaster 2.6 ‘Snd Fade’** The **Grand** is the Grand Master. This has a dedicated physical fader, but can also be assigned to any Executor. **Program Time** and **Exec time** are described in the [Time Control topic](/grandma2/key_ws_time_control/). They are used to modify the fade time used by the programmer and to temporary overwrite the stored cue timing. **Snd Out or Sound Out** is the volume of the console. There is a small build in speaker that can be used to play different system sounds. The **Snd In or Sound In** is the master for the incoming sound. Read more about this and the **Snd Fade** in the [Sound Input topic](/grandma2/key_ost_sound_input_window/). # Playback masters > It is possible to a assign 50 different Playback Masters to fader executors. It is possible to a assign 50 different Playback Masters to fader executors. The Playback Masters can be assigned to sequence executors. They function as a sub-master for the assigned sequence executors. If a Playback Master is assigned then the small representation of the fader level in the Mini Executor will be split in two. It could look like this: ![](/img/grandma2/img_mini-executor_sequence_playback-master_v3_3-a0a57c.png) *Executor with a Playback Master* The left of the two fader representations are the fader for the local executor. The right representation is the level of the Playback Master.   Read more about assigning playback masters to sequence executors in the [Executor Options](/grandma2/key_adv_exec_options/) topic.   All the Playback Masters can be seen and adjusted in the [Masters window](/grandma2/key_adv_exec_master_window/). # Rate masters > It is possible to a assign 15 different Rate Masters to executors. It is possible to a assign 15 different Rate Masters to executors. The Rate Masters can be assigned to sequences executors or effects. This makes it possible to sync multiple elements to the same rate. Read more about assigning rate masters to sequences executors in the [Executor Options](/grandma2/key_adv_exec_options/) topic. Read about assigning a rate master to an effect in the [Use Predefined Effects topic](/grandma2/key_effects_predefined/).    All the Rate Masters can be seen and adjusted in the [Masters window](/grandma2/key_adv_exec_master_window/). # Speed masters > It is possible to a assign 15 different Speed Masters to executors. It is possible to a assign 15 different Speed Masters to executors. This group of masters also include the BMP Master. This master is controlled by the incoming sound and will adjust to the detected Beats Per Minute. Read more about it in the [Sound Input topic](/grandma2/key_ost_sound_input_window/). The Speed Masters can be assigned to Sequence executors, chasers or effects. This makes it possible to sync multiple elements to the same speed. Read more about assigning masters to executors in the [Executor Options](/grandma2/key_adv_exec_options/) topic. Read about assigning a Speed Master to an effect in the [Assign Effect to Executor topic](/grandma2/key_effects_assign_to_executor/).    All the Speed Masters can be seen and adjusted in the [Masters window](/grandma2/key_adv_exec_master_window/). # Anatomy of a fixture type > A fixture type, or the structure of how a fixture is described, is divided into different sections. This makes it possible to have quite advanced fixtures and s A fixture type, or the structure of how a fixture is described, is divided into different sections. This makes it possible to have quite advanced fixtures and still be able to control all aspects of the fixture. A fixture has at least one **Module** and one **Instance** of this module. There might be several instances of the same module, for example a LED bar with four instances of the same RGB LED module build into one fixture. This will create four sub-fixtures.  There might be different modules in the same fixture, for instance a LED moving head might have a “main” module with pan/tilt, zoom, master intensity, and then several RGB modules for different sections of the head. The modules contains a list of different **Attributes** that are mapped to DMX channels. The modules are added and defined in the [Module Manager](/grandma2/key_adv_fixture_anatomy_modules/). The module amount and possible physical relationship between the modules is defined in the [Instance Manager](/grandma2/key_adv_fixture_anatomy_instance/). Inside a module there might be different **Wheels**. A wheel can be color wheels, gobo wheels, animation wheels, or other types of wheels. A color scroller is also often defined as a wheel even though it technically is a roll. All the wheels are defined in the [Wheel Manager](/grandma2/key_adv_fixture_anatomy_wheel/).   Fixtures can be build or modified in the grandMA2 software. It is possible to import downloaded fixture types. Please read the [Adding fixtures to the show topic](/grandma2/key_patch_add_fixtures/) for information about this. Everything about the fixture types are done in the **Fixture Types Editor**. Open it by pressing Setup then tap Patch & Fixture Schedule followed by taping the Fixture Types button on the top right corner. This is a list of the fixtures in the show file. Tapping a fixture in the list and then the Edit button in the lower left corner will open the editor. It could look like this: ![](/img/grandma2/menu_fixture-editor_module_v3-3-c9a195.png) Module view in the fixture type editor Here is a view of the first module of the fixture. There are four buttons on the right side of this editor. The top three open the three managers mentioned above. The bottom button on the right side opens the RDM Notification - Read about RDM and creating notifications in the [Configure RDM Notifications topic](/grandma2/key_rdm_notifications/). There are some buttons at the bottom of the editor. There are buttons to Add and Delete rows in the different sections in the editor. Edit Row opens the editor for the selected row, it goes “into” the row. Read below for more information about this. The Enable XYZ and Disable XYZ is used to control if the fixture can use [XYZ programming](/grandma2/key_xyz/). Diagnostic opens a pop-up that shows errors or warnings for the selected element. In the lower right corner there can be up to four different arrow buttons. Up and Down arrows will move up and down in the rows. Left and Right arrows will change between different elements. The elements can be modules or when editing a row it can change between different row in the upper level (read more below). Grayed out buttons do not have any functions.   ## []()Edit Module [Section titled “Edit Module”](#edit-module) The title bar in the **Fixture Type Editor** shows what is being displayed in the editor. In the picture above it is displaying the **Channels** of the module called “Main Module” of the fixture called “VL3500 Spot 00”. Here the word “channel” is used as DMX channels and the list is actually the different **Attributes** in the module. There are several columns in this part of the editor. This is a short description of them: * **No.**:\ This is a number for the row. Each attribute has its own row. This number cannot be edited * **Attrib**:\ This is the attribute. Editing this opens the Select Attribute pop-up. ![](/img/grandma2/popup_select-attribute_v3-3-d53058.png) *Select an attribute for the module* This is a long list of all the existing attributes in the show. The list can be edited in the [Attribute & Encoder Grouping](/grandma2/key_adv_fixture_attribute_encoder_grouping/). * **Break**:\ Breaks are used if a fixture needs more than one start address.\ This could be a LED bar with four individually LED instances build in one fixture. Each instance can be address on the back of the fixture, thus there need to be four different DMX start addresses for the fixture. This would be four different DMX breaks.\ Another example is when a scroller is added to an existing conventional fixture and the fixture is connected to a dimmer - patched in one universe - and the scroller is connected to a PSU - patched in another universe but it is to be treated as one combined fixture.\ A fixture can have up to 8 different breaks. * **Coarse**:\ This is the 8-bit DMX number. This number describes the DMX address offset for the attribute. “1” is the same as the start patch address. * **Fine**:\ This is the 16-bit DMX number - the attribute uses two DMX channels. * **Ultra**:\ This is the 24-bit DMX number - the attribute uses three DMX channels. * **Default**:\ This is the default value for the attribute. This value is used when the attribute does not get a value from anything else. * **Highlight**:\ This value is used when the **Highlight** function is activated. * **Stage**:\ This value is used, if the “Output Stage Value” function is activated in the [Calibrate menu](/grandma2/key_patch_autocalibrate/). This could be values that makes the fixtures open in full output in open white and with a narrow beam. * **Snap**:\ Snap can be turned On. If it is then the attribute will not fade between values - it will jump directly to the new value. When this jump is performed is controlled by the **Snap Percent** value in the cues ([Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/)). * **Invert**:\ Invert can be turned On. When it is On it will invert the DMX output for the channel. * **React to Master**:\ For dimmer attributes this function is always On. Other attributes can have this On as well. It will make the value of the attribute react to the value of the **Grand Master**. * **MIB disable**:\ MIB disable can be turned On. It makes the attribute ignore the move in black feature. * **MIB Fade**:\ This time is used when this attribute is changing values by the move in black feature. The “Default” value means that it will use the time specified in the Setup -> Show -> Playback  MIB Timing. * **Profile**:\ DMX profiles can be added to an attribute. Editing this opens the Select DMX Profile pop that will list all the existing profiles. Profiles can be added or edited in the Graph Editor - read about it in the [DMX Profiles section](/grandma2/key_dmx_profiles/). * **Mode**:\ This indicates if the attribute is depended of a different attribute. Read more about Mode channels [below](#mode_channels). * **React to DIM**:\ This can be turned On. It makes the attribute react to the dimmer value. Editing this opens the **Select React to Dim** pop-up. ![](/img/grandma2/popup_select-react-to-dim_v3-3-fc141a.png) *Select a mode for React to Dim* There are three options: **No Function** (default), **Linear** (follows the dimmer value), and **Inverse** (is the inverted value of the dimmer). * **Color**:\ This is used to visualize colors and light output in the stage window and the MA 3D. It defines the color for LEDs. It can only be edited for color attributes. * **Minimum DMX time**:\ Setting a time here defines the minimum time an attribute will use to change value. This can be useful for scrollers or moving head where fast movement is undesirable. * **Trigger**:\ This can be turned On. It completely changes the function of the attribute. It will make the value count up each time a cue is triggered in a sequence. This function can be used by some media servers to detect a cue change. **Hint:**\ More modules can be added in the [Module Manager](/grandma2/key_adv_fixture_anatomy_modules/). Editing one of the row will move “into” the channel and the editor changes to match. Keep reading for details on the editor for channels.   ## []()Edit channel/row [Section titled “Edit channel/row”](#edit-channelrow) Each row in the module is an **Attribute**. This is also called a **Channel** in the editor. There is automatically a subattribute defined for most attributes. Often it is only one with the entire DMX range for the attribute. Some attributes can have several subattributes. For instance a color wheel attribute might have different functions depending on the DMX value (as shown in the image below). Other examples could be a Pan attribute that have a position index function in one part of the DMX range and a continuous rotation speed in the rest of the DMX range.  ![](/img/grandma2/menu_fixture-editor_channel_v3-3-30c69f.png) *Edit channels of modules* * **No.**:\ This is an internal row number. It cannot be changed. * **SubAttrib**:\ Here the subattribute is defined. Editing this cell will open a pop-up much like the **Select Attribute** shown above, but instead it is **Select Subattribute**. Subattributes are defined in the [Attribute & Encoder Grouping](/grandma2/key_adv_fixture_attribute_encoder_grouping/). * **Name**:\ This is the name that will be displayed as a tap in the calculator pop-up when editing the value of the attribute. * **Wheel**:\ Here it is possible to attach a wheel to the subattribute. Editing this cell will open the **Select Wheel** pop-up that lists the different defined wheels. Wheels can be defined in the[ Wheel Manager](/grandma2/key_adv_fixture_anatomy_wheel/). * **From**:\ This value is being shown on the encoders if the sheet readout is “Natural”. This is the first or lowest values. This is often “0” or the minimum value for the attribute. It can make sense to defined this values as a negative values for pan and tilt attributes - often half of the complete rotation for instance “-270”.  * **To**:\ This value is being shown on the encoders if the sheet readout is “Natural”. This is the last or highest values. This is often “100” or the maximum value for the attribute. It can make sense to defined this values as a positive degree value for pan and tilt attributes - often half of the complete rotation for instance “270”. * **From DMX**:\ This is the lowest DMX value for the subattribute. * **To DMX**:\ This is the highest DMX value for the subattribute. * **From Phys**:\ This is the minimum physical value. It could be the minimum rotation speed (rpm), strobe frequency (Hz), pan value (degree), or the lowest intensity value. The default here is **0.00\***. For some attributes the values is multiplied with a different value. For instance the intensity. The maximum intensity is defined in the Module Manager. This means that the “0” value is multiplied by the intensity value and the result is also “0” equal to no output.\ This is used by MA 3D and is displayed in sheets if the readout is “Physical”. * **To Phys**:\ This is the maximum physical value. It could be the maximum rotation speed (rpm), strobe frequency (Hz), or pan value (degree). The default here is **1.00\***. For some attributes the values is multiplied with a different value. For instance the intensity. The maximum intensity is defined in the Module Manager. This means that the “1” value is multiplied by the intensity value and the result is also maximum value equal to full output.\ This is used by MA 3D and is displayed in sheets if the readout is “Physical”. * **Additional Phys**:\ This is used to define additional physical values. This is used by prisms. Here the number of facets can be defined. This is used by MA 3D. * **Minimum 3D Time**:\ This is the fastest time used to travel from start to end of the range. It is only used in MA 3D. * **Mode Start**:\ This column is only visible if the attribute has a defined mode channel. Read more about the Mode channels [below](#mode_channels). This defines the first DMX value of the mode range. * **Mode End**:\ This column is only visible if the attribute has a defined mode channel. Read more about the Mode channels [below](#mode_channels). This defines the last DMX value of the mode range. Each of the rows here can be edited to add **Channel Sets**.   ## []()Channel Sets for a subattribute [Section titled “Channel Sets for a subattribute”](#channel-sets-for-a-subattribute) **Channel Sets** are specific DMX values or ranges of values that has a name. The channel sets are the basis for information when auto creating presets. The channel sets are shortcuts to easy access to the values. The names are displayed in Fixture Sheets, Channel Sheets, and other places where the attribute values is displayed. The channel sets are also displayed and selectable in the [Smart Window](/grandma2/key_of_smart_view/). When a row is edited in the Channel Editor, it changes to edit the channel sets. It would look like this: ![](/img/grandma2/menu_fixture-editor_channel-set_v3-3-76a6b4.png) *Editing Channel Sets* Each row here is a channel set whit a defined values range. The columns have changed a little. This is a short description: * **No.**:\ This is again an auto created number for the row. It cannot be edited. * **Name**:\ This is the name of the channel set. It will be displayed where the values are displayed and in the Smart window. It is customary that all the names are unique. This is to avoid confusion. * **From**:\ This number is linked with the range set for the channel and the value typed in the **From DMX**. It is the minimum range value for the channel set. A value can be typed here but often it is easier to type the DMX values. * **To**:\ This number is linked with the range set for the channel and the value typed in the **To DMX**. It is the maximum range value for the channel set. A value can be typed here but often it is easier to type the DMX values. * **From DMX**:\ This is the first (lowest) DMX value of the channel set. It can be the same number in the **To DMX**, then it only this specific value that represents the channel set. This is relevant for many sets like the minimum value for an attribute. * **To DMX**:\ This is the last (highest) DMX value of the channel set. It can be the same number in the **From DMX**, then it only this specific value that represents the channel set. This is relevant for many sets like the maximum value for an attribute. * **Slot No**:\ If the subattribute has a wheel attached, then the slot number in the wheel can be typed here. Read more about wheels in the [Wheel Manager](/grandma2/key_adv_fixture_anatomy_wheel/). * **From Phys**:\ For some attributes it makes sense to also add physical values. It can be the a specific strobe frequency, a revolution value, or as the example above a way to set a rotation range for a wheel. This is the lowest physical value. * **To Phys**:\ This is the highest physical value. * **Auto Create**:\ This can be On or Off. If it is On then this channel set will be used when presets are auto created. In the image above the second “open” is turned Off. This means that there will only be one “open” color preset for this color wheel. The rows in channel sets cannot be edited.   ## []()Details about Mode channels [Section titled “Details about Mode channels”](#details-about-mode-channels) Some attributes change function based on the value of a different attribute. The attribute that controls the other attributes is called the **Mode Channel**. Examples could be an attribute that control the rotation mode of a gobo. Imagine a fixture that has an attribute that is used to select a gobo on a gobo wheel. First half of the DMX range will select the different gobos on the wheel, but the gobos are in an “index” mode. A second attribute controls the rotation of the gobo. When the selected gobo is in index mode the rotation is set to be a degree number. The second half of the selection attribute also selects all the gobos on the wheel, but now in a continuous rotation mode. Now the rotation attribute will control the rotation speed and direction. A real example of this is the VL3500 Spot from Vari-Lite. This is the settings in the “Main Modul” in the Fixture Type Editor. Notice that the GOBO1 attribute is the mode channel for the GOBO1\_POS attribute. The mode setting is changed in the GOBO1\_POS attribute. Editing the mode cell opens a pop-up called **Select Mode Channel**. ![](/img/grandma2/img_edit-fixture_mode-channel_v3-3-89d3a0.png) *Mode channel on a Gobo wheel* When the GOBO1\_POS attribute is edited, it is possible to set **Mode Start** and **Mode End** values. This will make the subattribute row active if the mode channel is in the set range. In the example below each of the three rows cover a range of the mode channel. If there where no mode ranges then these rows would cause errors because the DMX ranges are the same for each row. But since they are in different mode range then it is not an error. ![](/img/grandma2/img_edit-fixture_mode-channel_edit-row_v3-3-b241be.png) *Mode range set in Gobo Position attribute* In the VL3500 there are three line because the first is the index mode, the second is the rotation of the gobos, the last is the continuous rotation of the gobo wheel.   ## []()Virtual Attributes [Section titled “Virtual Attributes”](#virtual-attributes) Virtual attributes can be added to a fixture by adding the attribute as normal but without giving the attribute any DMX numbers in the Coarse, Fine, or Ultra column in the [Module editor](#edit_module). Virtual attributes are often dimmer attributes that acts as virtual master intensity control in fixtures that do not have this attribute build in. It could be a LED fixture that only has Red, Green, and Blue attributes. LED fixtures like this fades the MixColor attributes (RGB) with cross fades. Most programmers prefer that the fixtures have the extra (virtual) intensity control. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Module manager](/grandma2/key_adv_fixture_anatomy_modules/) * [Instance manager](/grandma2/key_adv_fixture_anatomy_instance/) * [Wheel manager](/grandma2/key_adv_fixture_anatomy_wheel/) # Instance manager > If you have arrived at this topic from a link without reading the previous topic, then please read Anatomy of a Fixture Type first. If you have arrived at this topic from a link without reading the previous topic, then please read [Anatomy of a Fixture Type](/grandma2/key_adv_fixture_anatomy/) first. The **Instance Manager** is used to add and arrange existing **Modules** to the fixture. It could look like this:  ![](/img/grandma2/menu_fixture-editor_instance-manager_v3-3-dccc80.png) *Instance manager* There are buttons at the bottom to add or delete rows. The Diagnostics button opens a pop-up listing errors or warning regarding the instance setup. Each row is an instance of the modules. A simple fixture might only have one module and one instance. But if the fixture has multiple color control elements or LED pixels then there are often multiple instances. The instances need to be arranged physically between each other and there needs to be set a DMX start address offset. This is done by editing the columns in the instance manager. This is short description of the columns: * **No.**:\ This is an auto generated number for the row. It cannot be edited. * **Module Type**:\ Here the module is selected. Editing this cell opens a **Select DMX Module pop-up**. Here one of the modules can be selected and used for this instance. * **Patch**:\ This is the DMX address offset based on the fixture start address. Often each module start with no DMX address offset and then the instances have the offset. This makes it a lot easier to create one LED pixel module that can be used for multiple LED instances where the DMX offset is set based on the fixture documentation. * **X**, **Y**, and **Z**:\ The is the location of the instance in relation the center of the fixture. This is often used to position LED pixel instances in relation to each other. This is needed for correct visualization in MA 3D and in the Stage window.  * **Locked**:\ Enable if instance should not be individually movable, but move together with the other instance, keeping the relative distance between them. # Module manager > If you have arrived at this topic from a link without reading the previous topic, then please read Anatomy of a Fixture Type first. If you have arrived at this topic from a link without reading the previous topic, then please read [Anatomy of a Fixture Type](/grandma2/key_adv_fixture_anatomy/) first. All fixtures needs a minimum of one **Module**. Some fixtures have more than one. For instance a fixture that has one pan attribute but several tilt attributes (several small heads mounted on same yoke). Or more commonly one module with pan, tilt, zoom, master intensity, and other common functions and then another module for each LED pixel in a wash moving head. In the **Module Manager**, it is possible to edit the module information. The manager can be opened from the **Fixture Type Editor**. It could look like this: ![](/img/grandma2/menu_fixture-editor_module-manager_v3-3-852968.png) *Module manager* There are buttons at the bottom to add more modules or delete the existing ones. The Diagnostics button opens a pop-up listing errors or warnings for the modules. The module manager displays the different modules in rows and several columns are used to display and edit the module elements. Here is a short description of the columns: * **No.**:\ This is an auto generated number for the row. It cannot be edited. * **Name**:\ This is the name of the module. * **BeamAngle**:\ Here it is possible to set a static beam angle. If the fixture has a variable zoom, then it is best to set this value to “1” and defined the physical zoom degrees in the zoom attribute. * **BeamIntensity**:\ Here it is possible to set a lumen intensity. This value is used in MA 3D. * **MIB Delay**:\ The module can have a custom MIB delay value. The “Default” value will use the **MIB Delay** time defined in the **Playback & MIB Timing** settings in the **Setup**. Read more about MIB in the [Working with MIB topic](/grandma2/key_adv_seq_mib/). * **Class**:\ The **Class** describes the type of module. Editing this cell will open the **Select Class pop-up**. Please read more [below](#class). * **Beam**:\ The **Beam** option defines how the light beam is visualized in MA 3D. Editing the cell opens the **Select Beam pop-up**: ![](/img/grandma2/popup_select-beam_v3-3-63bf84.png) *Select Beam type* The options are: **None**, **Spot**, **Wash**, **Effect**, and **Fiber**. Be aware that the LED class does not display a beam - no matter what is selected in this option. Often it is only the **Spot** and **Wash** beam types that are used and visualized correctly in MA 3D. * **Model**:\ The model is the 3D model used in MA 3D. Editing this cell opens the **Model pop-up**. It list all the different 3D models in the show file. To read more about custom 3D models please read the [3D Modeling and Import topics](https://help.malighting.com/grandMA2/en/help/ma_3d/key_3d-modeling-and-import.html) in the MA 3D manual. * **Size X**, **Size Y**, **Size Z**, **Axis X**, **Axis Y**, and **Axis Z**:\ The size and the axis column describe the physical size of the fixture and where the movement axis are for the fixture. Editing one of these cells opens the **Body Description pop-up**. It looks different depending on the selected Class. Most classes do not have a body description and the cells are locked for editing. * **Local**:\ Setting this cell to On, will make this module be calculated locally. This should be used with great care. It is intended to be used for tracking systems. It might help if there is a small latency in the tracking system to have the Stage Marker fixtures calculated locally instead of distributed in the system. If local calculation is applied to many fixtures then it might have the reverse effect and actually add more latency.   ## []()Module Classes [Section titled “Module Classes”](#module-classes) The **Class** is used to describe the type of fixture. It defines how it is visualized in MA 3D. The Select Class pop-up opens when the cell is edited in the module manager. ![](/img/grandma2/popup_select-class_v3-3-3625d9.png) *Select Class* This is a show description of the different classes: * **None**:\ This class does not display any 3D models in MA 3D. * **Mirror**:\ This class is for moving mirror fixtures. The default 3D model type is a classic “scanner” model. * **Headmover**:\ This is a moving head or moving body fixture type. The default 3D model type is a classic “yoke” model. * **Conventional**:\ This is used for non moving fixtures. The default 3D model type is a classic “parcan” model. This might also be a useful class for non-moving LED fixtures where the beam is to be visualized in MA 3D and the Stage window. * **LED**:\ This class is used for non moving LED fixtures. There is no light beam from this class. It is a light emitting surface. The default 3D model type is a “box” model. * **Video Keystone**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Video Effect Master**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Video Layer**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Video Output**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Video Splitscreen**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Moving Path**:\ The moving path class is used by the **Moving Path** fixtures from MA Lighting. They can be used to move other 3D elements in MA 3D. There is no 3D model associated with the class. * **Video Master**:\ This class is used by some media servers. There is no 3D model associated with the class. * **Grandma Bitmap Layer**:\ This class is used by the **Bitmap** fixture from MA Lighting. This virtual fixture can be used to apply values to other fixtures - Read more in the [Bitmap Fixture section](/grandma2/key_bitmapfixture/). There is no 3D model associated with the class. * **Marker**:\ This class is used by the **Stage Marker** fixtures from MA Lighting. These virtual fixtures can be used to move a marker around the 3D space. There is no 3D model associated with the class. * **Camera Controller**:\ This class is used by the **Camera Controller** fixture from MA Lighting. This virtual fixture can be used to move a camera around the 3D space. There is no 3D model associated with the class. * **Preset**:\ This class is used by the auto generated “Fixture Type” fixtures that appear in the Fixture Sheet and Channel Sheet. It should not be used by other fixtures. # Wheel manager > If you have arrived at this topic from a link without reading the previous topic, then please read Anatomy of a Fixture Type first. If you have arrived at this topic from a link without reading the previous topic, then please read [Anatomy of a Fixture Type](/grandma2/key_adv_fixture_anatomy/) first. The **Wheel Manager** lists the different wheels for the fixture. It can be color wheels, gobo wheels, but also scrollers are defined as a wheel. The wheel manager could look like this: ![](/img/grandma2/menu_fixture-editor_wheel-manager_v3-3-b17c05.png) *Wheel manager* There are some buttons at the bottom that add or delete rows in the manager. The Diagnostic button will open a pop-up that list the errors and warnings for the selected row. The Edit Row button will open an editor where the selected wheel can be defined. Read more [below](#edit_wheel). Each row is a wheel. The wheels needs to be connected to a subattribute. This is also the only column that can be edited. The **No.** column auto generates a number for the row. The **Name** columns auto generates a name based in the selected subattribute. Editing the **SubAttrib** column opens the Select Subattribute pop-up. It lists all the defined subattributes.   ## []()Editing wheels [Section titled “Editing wheels”](#editing-wheels) The wheels contain slots. These slots contain a color or a gobo. The editor could look like this: ![](/img/grandma2/img_edit-fixture_wheel-manager_edit-row_v3-3-752db4.png) *Wheel editor* There are two buttons at the bottom that adds or delete rows or slots in the wheel. This is a short description of the columns in the editor: * **No.**:\ This is an auto generated number for the row. It cannot be edited. It is this number that is reference when editing the [Channel Sets](/grandma2/key_adv_fixture_anatomy/#edit_channelsets) as the **Slot** number. * **Media Name**:\ A name can be added to the row. This name is not used anywhere else. * **Media Filename**:\ This cell can be edited if a gobo image needs to be added. Editing this cell opens the **Open File pop-up** browser. It can be used to browse trough the folders and select an image. If a color is selected in the Color column, then a color image is auto generated. * **Color**:\ This cell can be edited to add a color to the slot. Editing this cell opens the **Select Color pop-up** where a color can be selected. Close the editor when the wheel is correct. # Attribute & Encoder Grouping > Full access to the Attribute and Encoder Grouping can be by pressing Setup -> Patch & Fixture Schedule -> Fixture Types -> Attribute & Encoder Grouping. Full access to the Attribute and Encoder Grouping can be by pressing Setup -> Patch & Fixture Schedule -> Fixture Types -> Attribute & Encoder Grouping. It could look like this: ![](/img/grandma2/menu_attribute-encoder-grouping_v3-3-67e6ef.png) *Attribute & Encoder Grouping menu* This menu can do a lot of different things. The attribute part is connected to the structure in the console and it is one of the structures behind fixtures.   ## Attribute Control [Section titled “Attribute Control”](#attribute-control) The menu is divided into four squares. Top left is the top level it is the **Preset Types**. Top right is the **Features** inside the selected preset type. Bottom left is the **Attributes** inside the selected feature. Bottom right is the **Subattribute** inside the selected attribute. Each of these four squares has rows and columns. Each row is an element in structure. Rows can be added or deleted, but be very careful since this is the structure all show data is base on. Especially deleting can remove stored data. Rows are added or deleted using the two buttons at the bottom. They change name depending on which square has focus. This help you keep an eye on where you are currently adding or deleting. An element cannot be deleted before there is no other elements inside it. So the lowest level needs to be deleted first. The two other buttons at the bottom can be used to open the Diagnostics pop-up listing errors or warnings regarding the selected element. The Move button can be used to move elements. An element can be moved within the selected parent element or it can be moved to a different parent element. Moving within the same parent element is fairly safe, but moving to another parent can be more serious. It is best to do this before starting to program values in the show file. There are three columns that are common for all four squares: * **Library Name**:\ This cannot be edited. It is an auto generated name. * **Screen Name**:\ This is the name used and displayed places where the preset, feature, attribute, or subattribute names can be seen. * **Identify As**:\ This is used internally by the system and cannot be edited.   ### Preset Types [Section titled “Preset Types”](#preset-types) The preset types are the highest structural level regarding the attributes and the control of fixtures. When something is added to the fixture schedule, then there is automatically created 10 different preset types. Depending on the functions of the fixtures patched and the current world they can be visible in the [Preset Control Bar](/grandma2/key_ws_preset_control_bar/) present most of the time on screen 2. \*\*[]()\*\*There is a special column in the preset type. It is called **Default Scope**. Each preset type has a default scope to be used when storing values in the preset pools. Read more about it in the [Preset Pool Options](/grandma2/key_presets_pool_options/).   ### Features [Section titled “Features”](#features) In each preset type there is at least one feature. The features are visible most of the time in the [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/). There are no special columns in the feature.   ### Attributes [Section titled “Attributes”](#attributes) In each feature there is at least one attribute. The attributes are often controllable and visible at the bottom of the [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/). The values can often be changed using the four encoders below screen 2. There are several special columns in the attributes.   **[]()Encoder Grouping** Encoder grouping is used to activate the values of other attributes if a single attribute becomes active in the programmer. For instance when the pan attribute is activated, the Tilt is also activated in the programmer. There are are several grouped encoders (attributes) defined from the factory. They can be modified and new ones can be made. Editing the cell opens the **Select Group pop-up** that lists all the existing groups. The listing shows the encoder group number and the attributes in the group. At the top of the list is a **\[No Group]** option. Choosing this removes the attribute from any groups. At the bottom of the list is a **\[New Group]** option. Choosing this adds a new group with the selected attribute in it. An attribute can only be in one encoder grouping. If a group does not have any attributes, then the group disappears. Attributes can be grouped across features. For instance the gobo attributes can be grouped with the focus attribute.   **[]()Encoder Resolution** Each attribute can have a default encoder resolution. The resolution can always be changed when needed. Changing the resolution in the [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/) or the [Encoder Settings](/grandma2/key_ws_encoder_settings/#adjust_encoder_resolution) will also change this default setting. Editing the cell opens the Select Encoder Resolution pop-up. It looks like this: ![](/img/grandma2/popup_select-encoder-resolution_v3-3-076f03.png) *Select encoder resolution* Read more about the resolution in the encoder settings - link above.   **Universal** This cannot be edited. Universal presets only works as real Universal preset for attributes with this column switch on. When it is empty then Universal presets will act like Global presets.   **Color** The **MixColor** (COLORRGB) attributes have a color defined as the color of the LED. This color can be edited here.   ### Subattributes [Section titled “Subattributes”](#subattributes) Every attribute needs at least one subattribute. Some have more than one. For instance a gobo wheel might have a selection subattribute and a rotation subattribute. # Advanced Sequence Functionality > The following sub topics describes some of the more advanced functions regarding sequences. It is good idea to have a look at the Cues and Sequence section befo The following sub topics describes some of the more advanced functions regarding sequences. It is good idea to have a look at the [Cues and Sequence section](/grandma2/key_cues_and_sequences/) before reading these topics. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Using different view sets in the sheets](/grandma2/key_adv_seq_view_sets/) * [Working with MIB](/grandma2/key_adv_seq_mib/) * [Using cue modes](/grandma2/key_adv_seq_cue_modes/) * [Cue zero](/grandma2/key_adv_seq_cue_zero/) * [Sequence info window](/grandma2/key_adv_seq_info/) * [Looping cues](/grandma2/key_adv_seq_loop/) * [Cue path](/grandma2/key_adv_seq_cue_path/) # Using cue modes > Each cue has a mode that can be changed in the Sequence Executor Sheet. Each cue has a mode that can be changed in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). The cells in the Mode column can be edited. Doing so will open the small Select Mode pop-up. It looks like this: ![](/img/grandma2/popup_select-mode-cue_v3-3-750af4.png) *Small Select Mode pop-up* The pop-up allows for the following modes: * **Normal**:\ This is the default mode. It does not do anything special. * **Assert**:\ This will force attributes to the current tracking status using the basic timing of the cue the tracking status is coming from. * **X-Assert**:\ This will force attributes to the current tracking status using the basic timing of the current called cue. * **Release**:\ Turns off the executor when the fade is complete. * **Break**:\ Will create a tracking break (stops tracked values) and performs an Assert. * **X-Break**:\ Will create a tracking break (stops tracked values) and performs a X-Assert. ## Example and Explenation [Section titled “Example and Explenation”](#example-and-explenation) In a tracking sequence, the content of a cue represent the changes happening in that cue. Any unchanged values will track from earlier cues, and the state - the actual look - of the cue is a combination of what has happened earlier and what is happening in the cue. This tracking philosophy works similar to how the staging, set design and any props may be handled. Cue 1: Place sofa on stage left. Cue 2: Actor 1 enters from rear. Cue 3: Actor 2 enters from left and gets seated. Cue 4: Actor 1 exits stage right. Even though Cue 3 only tells us that Actor 2 will be in the sofa, when we are in Cue 3, we also have the sofa and Actor 1 on stage. Unless we take out the sofa, it will stay on stage. In some scenarios, you may want this tracking behavior to stop. When starting the second act, you do not want any additional props added to first act to stay on the stage, just because you did not tell the stage crew to carry these out when you originally created the look of the first cue of second act. You want this tracking behavior to **Break**. The Break mode of a cue will make sure that any later addition or changes in **earlier** cues is reverted back to its original state in the break cue, similar to how a Cue Only store would work for the next cue. **Hint:**\ A **Break** is indicated in both [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/) and [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/) with a white line above the cue. By default when calling a cue with a normal “Go”, only the content of the cue is called, not the tracking state. If you are only using one executor/playback this behavior is irrelevant, however if you have other executors that might have overwritten the state of the fixtures, you might in some scenarios want the called cue to also call the tracking state. This may be achieved with the cue mode **Assert**. Assert will call the state of the sequence, by using the basic cue timing from where the value is stored. This will affect any ongoing fades (for example a 30 minutes sunset still on its way out). In other scenarios, you might want to re-establish the state, and assert the sequence, but terminate any ongoing fades. The cue mode **X-Assert** will fade to the current tracking state - with the timing of the currently called cue. This may be used if you for instance want to make sure that your zero second Blackout Cue is cutting to black, even if you have to run the cue earlier than usual and the sunset has not yet finished. The **Release** mode might come in handy in shows where there is a lot of sequences that run through once and then turn off - until it is re-triggered. This could be a flash sequence being triggered by the main sequence. Instead of manually programming the sequence to turn Off, then it can be done automatically. # Cue path > Each cue and cue part can have a path assigned. It is done in the Sequence Executor Sheet, where there is a Path column. Each cue and cue part can have a path assigned. It is done in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/), where there is a **Path** column. The path is used by attributes fading from a value and into the value stored in the cue where the path is assigned. The path defines the transition form/path. Editing a cell in this column will open a **Select Fade Path pop-up** like this: ![](/img/grandma2/popup_select-fade-path_v3-3-5b380e.png) *Select Fade Path pop-up* This lists the predefined fade paths including the **No Path** option. Most of the paths in this list only exist as fade paths. They cannot be imported or edited. Read below for a description of the predefined paths for cues and cue parts. The path is assigned different than most other elements. This is because the fade path is an object that is assigned to a different object. Use the following syntax: Assign Fadepath \[path number] (At) Cue \[cue number] (Part \[par number] ) Once a fade path is assigned to a cue, then it cannot be removed. Assigning the **Linear** path will give the same result as not having a path defined.   Custom paths can be made in the [DMX Profiles Graph Editor](/grandma2/key_dmx_profiles/). If there are customs paths, then they will appear at the bottom of the **Select Fade Path pop-up**. *** ## []()Predefined Fade Paths [Section titled “Predefined Fade Paths”](#predefined-fade-paths) There are some predefined paths in the pop-up pictured above. The **No Path** option is actually not a path but selecting this will remove any path assigned to the cue or cue part. The **Linear** path is the same as not having a path assigned. This path can be assigned using the command line. This means that it can be used to replace any other paths. There are four different forms. Each form can be at the beginning at the fade and at the ending of the fade. Resulting in the list of combination in the predefined fade path pop-up. The beginning of the path defines the acceleration of the fade. The end of the path is the de-acceleration of the fade. The **Normal** form is the same as linear. Having this at either end will not add any softening of the fade. The **Low** form offers the lowest or slowest acceleration/de-acceleration.  The **Mid** form is between the Low and High forms. The **High** form offers the highest or fastest acceleration/de-acceleration. It is still a softening of the fade compared to the linear path.   The following picture displays four different paths for comparison. They might not be completely correct but is exaggerated to make the differences more visible. The white path is the **Linear** path - this is the same as having the Normal form at both the beginning and the ending. The blue path is the **High-High** path. The green path is the **Mid-Mid** path. Finally the red path is the **Low-Low** path. ![](/img/grandma2/img_path-comparison_v3-3-cebcea.png) *Four paths for comparison* The vertical axis is the fade time. The horizontal axis describes the fade from one value to the next. # Cue zero > Cue Zero is an automatically created cue containing a link to default values of attributes. Cue Zero cannot be modified manually. A sequence with activated Cue Cue Zero is an automatically created cue containing a link to default values of attributes. Cue Zero cannot be modified manually. A sequence with activated Cue Zero will start at the first cue after Cue Zero. This cue provides default values when starting the sequence and provides the missing default data when moving or copying cues. Cue Zero is only available in sequences where [Tracking](/grandma2/key_cs_what_is_tracking/) is activated and there needs to be more than one cue.   The settings are all made in the **Assign Menu**. This can be opened by pressing the Assign key followed by one of the keys associated with the executor you want to change. In the Assign Menu please tap the Options button on the right side of the menu. This is the options we will be looking at in this topic: ![](/img/grandma2/img_assign-menu_cue-zero-settings_v3-3-13a477.png) *Cue Zero options in the Assign Menu*   Tapping the Cue Zero button will open a small **Select Cue Zero Mode pop-up** like this: ![](/img/grandma2/popup_select-cue-zero-mode_v3-3-f6a7ea.png) *Select Cue Zero Mode pop-up* This pop-up offers the following options: * **Off**:\ Cue Zero is turned off and cue zero is not created - if cue zero exist, then it is removed. * **On**:\ Cue zero will be created and will contain default values for all attributes used by this sequence. * **Dimmers Only**:\ Cue zero will be created and will contain default values for dimmer attributes only. * **All**:\ Cue zero will be created and will contain default values for all attributes of fixtures that have any of its attributes stored in the sequence. * **Effects**:\ This is like the On option with the addition of a Stomp is added to cue zero for each attribute stored in any cue of the related sequence. **Restriction:**\ Activating Cue Zero will hide the **Release Firststep** option - except for the **Dimmers Only** option. When Cue Zero is activated, then it will appear in Sequence Executor Sheets. It could look like this: ![](/img/grandma2/window_sequence-executor-sheet_cue-zero-on_v3-3-61314b.png) *Sequence Executor Sheet - Cue Zero On* The cue is locked and cannot the called or edited. Activating the first cue in the sequence will not activate Cue Zero but the first cue made by a user (cue number 1 in the image above). The only thing that can be edited in the Cue Zero is the timing. These timings will be used for example when GoBack, with option **cuetiming**, is used to fade from a values or effect value back to values tracking from cue zero. Cue Zero timing is also used when using **Autostomp** setting of executors.   ## CueZero Extract [Section titled “CueZero Extract”](#cuezero-extract) When Cue Zero is activated then it is possible to activate **CueZero Extract**. When Extract is not activated then cue zero creates **links** to default values of the attributes. This means that if the default values is changed after the cue is created then Cue Zero will use the new default values without any need to update the sequence. When CueZero Extract is activated then, Cue Zero will get the actual default values when CueZero Extract or Cue Zero is activated and when new attributes are added. It is not a link to the default values, but the actual default value. This means that changing the default values afterwards will not change the look of the sequence. Deactivating CueZero Extract (or Cue Zero) and activating it again will store the new defaults. # Sequence info window > Cues can have an info text. This text can be multi line. Cues can have an info text. This text can be multi line. The first line can be visible in the Sequence Executor Sheet, but the next lines cannot be seen.   The Sequence Info window displays all the cue info text in one window in an easy to read overview. The window can be created using the [Create Basic Windows pop-up](/grandma2/key_windows/) and is found in the “Other” tab. It could look like this: ![](/img/grandma2/window_sequence-info_v3-3-5ccc16.png) *Sequence Info window* The title bar shows the number of the executor and the sequence name and number, of the currently displayed info. Each line of information has a yellow ball next the info text. The title bar also has four buttons that changes the main part of the window. * **Link**:\ This swipe button offers two options. **Link Last Go** or **Link Selected**. This determine what sequences info the window displays. * **Auto Scroll**:\ The active cue will have a yellow cue number and name - other cues have a green text color. In long sequences it might be nice to activate Auto Scroll. Then the window will automatically scroll the list so the active cue is always visible. * **Show Empty**:\ This allows the option to show or hide cues, in the list, that does not have any information. * **Edit**:\ When **Edit** is active, then all cues got a small yellow ball. Tapping the small white dot next the yellow ball will open the **Edit Info pop-up** - see more about editing cue info below. Opening the Options for this window give the option to change the font size of the Info window.   ## []()Editing the Cue info [Section titled “Editing the Cue info”](#editing-the-cue-info) The cue information can be edited by editing the Info cell in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/) or Edit Mode can be activated in this Sequence Info Window. Editing the info will open the Edit Info pop-up. It could look like this: ![](/img/grandma2/popup_edit-info_v3-3-c9cec7.png) *Edit Info pop-up* Here it is possible to write multiple line of information. Pressing Enter/Please will close the pop-up. To add multiple lines it is necessary to press and hold shift while pressing Enter/Please. # Looping cues > Cues can be looped. They can loop indefinitely or loops can be limited by time or number of loops. Cues can be looped. They can loop indefinitely or loops can be limited by time or number of loops. In the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/) there are three columns that control looping. They are: **Loop**, **Ltime**, and **Lcount**. Editing a cell in the Loop column will open a Select Loop Destination pop-up. It could look like this (if you have five cues): ![](/img/grandma2/popup_select-loop-destination_v3-3-e56ce0.png) *Select Loop Destination pop-up* Here it is possible to select the cue that should be looped to next. It is possible to loop to a cue that has a higher cue number that the cue where you set the loop. This will result in jumping ahead in the cue list. The **\[No Loop]** option removes any loop information. If loops are assigned using the command line then setting the loop value to **none** will remove the loop. If the selected cue is before the cue where the loop is set, then it will jump back to the previous cue. Then the next trigger will activate the loop and jump. When a loop is active, then the frame around the active cue is changed from yellow to magenta. It could look like this: ![](/img/grandma2/window_sequence-executor-sheet_loop-active_v3-3-5c347b.png) *Sequence Executor Sheet - Active loop* If nothing is defined in the Ltime and Lcount cells with the loop number, then it will loop indefinitely. The **Ltime** allows you to set a time where the loop should be active. The time will start a count down when the loop is activated the first time. When the time reaches 0 then the looping is disabled and the next trigger will run the cue **after the cue where the loop is defined** - no matter what the current active cue is. In the example above it would run cue 3 as the next cue. The **Lcount** allows you to set a number of times the loop should happen. The count will start when the loop is activated the first time. The the count reaches 1 and the looping triggering cue is reached then it will loop one final time and passing the cue again will disable the loop and continue with the following cue.   If both an Ltime and Lcount is set then it is the one that first reaches 0 that defines when the loop is disabled.   Editing the Ltime and Lcount cell will open the Calculator. This is where you type the time or count number. There is also an option to select **Indefinite** -  this will remove the value.  If command line is used to set the Ltime and Lcount, then assigning **-1** will remove the value.   ## Loop BreakingGo [Section titled “Loop BreakingGo”](#loop-breakinggo) The Executors have an options called **Loop BreakingGo**. It can be found in the Options page of the Assign Menu - read more about it in the [Executor Options topic](/grandma2/key_adv_exec_options/). When this is active, then a Go or Goto command will overrule the looping function and the cue after the loop will be called. All other triggers will keep the loop running. This can be a nice function for rehearsals or situations where you need the loop running until the executor is triggered again. # Working with MIB > This topic is about some of the details concerning MIB (Move In Black). The What is MIB topic might be a good place to start if MIB is new to you. This topic is about some of the details concerning MIB (Move In Black). The [What is MIB topic](/grandma2/key_cs_what_is_mib/) might be a good place to start if MIB is new to you. ## MIB values [Section titled “MIB values”](#mib-values) The MIB value is assigned in the MIB column in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). An asterisk ”\*” in the MIB cell indicates that a cue is capable of MIB, but no MIB value is given. A MIB value in red, indicates that a MIB value is given, but the cue is not capable to MIB. “MIB capability” is defined as a cue with one or more fixtures with dimmer-value above zero, and previous state of dimmer-value not above zero (= fixture is fading up) - and one or more other additional attributes (= something to preposition). Editing the MIB cell, will open a pop-up like this: ![](/img/grandma2/popup_select-mib_v3-3-2ec50d.png) *Select MIB pop-up* This provide three options at the top, and then a list of all the previous cues. This list of cues only displays the cues that are before the cue being edited. There are more options than this pop-up displays. This is a complete list: * **None** / **Off** / **O** (the letter “o” - not number) :\ Same as no value, do not preposition. * **Late** / **L** :\ Same as the numeric value “-1”, preposition 1.000 Cue-numbers before. * **Early** / **E :**\ Same as numeric value “0” (zero), preposition as early as possible. * **\[x.xxx] :**\ Preposition from Cue number x.xxx. * **-\[x.xxx] :**\ Preposition x.xxx Cue-numbers before. This option can only be set using the command line - keep reading.   ## Setting MIB via Command line [Section titled “Setting MIB via Command line”](#setting-mib-via-command-line) MIB is a property of cues and its value may be assigned with standard syntax: \[Channel]> Assign Cue /MIB=late Assign MIB value “Late” to current cue and all its parts.   \[Channel]> Assign Cue 101 /MIB=99 Assign cue 99 as MIB value for cue 101.   \[Channel]> Assign Cue 1 Thru 10 / MIB=Off Removes MIB from Cue 1 thru 10.   \[Channel]> Assign Cue 15  / MIB=-4 Assign MIB value “-4” to cue 15. This will make the prepositioning to cue 15 happen in cue 11 - assuming cue 11 through 15 exist.   A useful MIB macro could be something like this: Assign Cue /mib=off SetVar $mibvalue=(“Please enter MIB”) Assign Cue /mib=$mibvalue Pressing the macro and the Please key, will disable MIB for the current cue, while pressing the macro, then a number followed by Please, will set the MIB value for the current cue.   ## MIB timing [Section titled “MIB timing”](#mib-timing) MIB uses two general time settings: **MIB Delay** and **MIB Fade**. **MIB Delay** is the time to wait from a fixture have faded out until it starts to MIB, while **MIB fade** is the actual time used to preposition. Increasing MIB Delay may be useful for fixtures with slow dimmer or afterglow. Increasing MIB Fade may be useful for noisy fixtures, or if the movement of the fixture body is visually disturbing for the audience. These two settings can be found in Setup -> Show -> Playback  MIB Timing.   In addition to the general MIB timing, it is also possible via the **Fixture Types Editor** to set individual MIB Fade and it is possible to disable MIB per Attribute per Fixture Type. It is also possible to disable MIB for each fixture. This can be set in the **Fixture Editor pop-up**. It is possible to set a MIB Delay for each “module definition” per Fixture Type.   ## MIB feedback [Section titled “MIB feedback”](#mib-feedback) When MIB Delay is active, or MIB is “put on hold” the backlight of the executor keys will blink fast. When MIB Fade is active (fixtures are moving to preposition), the backlight of the executor keys will blink slowly Attributes which have positioned using MIB will be displayed in the ExecutorID and SequenceID layer of the Fixture Sheet with a slightly paler shade of the usual background color (green for selected Executor, yellow for others), to indicate that the source of the value is from a future cue. Please read more about the colors in the [System Colors topic](/grandma2/key_ws_colors_system/).   ## Pitfalls [Section titled “Pitfalls”](#pitfalls) When using MIB, the desk is not only tracking values from earlier cues, it is also tracking forward and outputting values from future, non-executed cues. This is sort of “Back to the Future”, with dilemmas you find in time-travel-theory. Looking at the example above the fixture is turned on in cue 1 in a blue color, then it turns off in cue 2. In cue 4 it is back on in a red color. As we do not want to see the scroll to red in cue 4, we mark this cue as MIB Early. * everything is fine, fixture 1 preposition after fading out in cue 2 Now we might be in cue 2.5 and want to make some changes… * We turn On fixture 1, - it is red - looks good * update the cue using Cue Only Next time we play back the sequence, cue 2.5 does not look the same! Last time we played back the sequence, fixture 1 was red because it had prepositioned to cue 4, however as it is now used in cue 2.5 it cannot preposition until after the fade out in cue 3. Thus is will be blue when it is faded up in cue 2.5. These issues may be minimized by not prepositioning too early, or by activating “MIB Never” in the Executor options, if you are to make major changes to your cues - Executor Options are described in the [Executor Options topic](/grandma2/key_adv_exec_options/). # Using different view sets in the sheets > Most of the Sheets have the option to add "Sets" title bar buttons. Most of the Sheets have the option to add “Sets” title bar buttons. For the [Channel Sheet](/grandma2/key_of_channel_sheet/), [Fixture Sheet](/grandma2/key_of_fixture_sheet/), [Sequence Content Sheet](/grandma2/key_cs_cue_content/#content_sheet), [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/#tracking_sheet) they offer fast access to masks - please read the [Use Masks in the Sheets topic](/grandma2/key_wfm_use_masks/) for more details on this. The [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/) is different. It has 5 Sets that can be accessed as [Title Buttons](/grandma2/key_of_sheet_options_title_buttons/). In an empty Sequence Executor Sheet with only the Set button visible it could look like this: ![](/img/grandma2/window_sequence-executor-sheet_set-butons_v3-3-fad64c.png) *Sequence Executor Sheet with Set buttons* The sets are used to hide columns in the sheet. This allows for each user to create five different sets, per saved view, of different column arrangements. Each column can be changed in width and columns can be moved around by simply pressing the title and while pressing the screen moving the column to the new location.   ## Editing the Sets [Section titled “Editing the Sets”](#editing-the-sets) Pressing the Edit key followed by one of the set buttons, or use any other way of editing, will open a pop-up like this: ![](/img/grandma2/popup_sequence-view-mode-options_v3-3-a9c8a3.png) *Sequence View Mode Options pop-up* In this pop-up it is possible to give the Set button a name. Tap the green input field on the left side and type a new name in the pop-up that opens. There are three columns in the pop-up. The left column is called “Name” this is the name of the column in the Sequence Executor Sheet. The middle column is called “Included” and the right column is called “Excluded”. If a column is to be included in the set, then the “Yes” needs to be in the “Included” column. If it is not to be in the set then the “Yes” needs to be moved to the “Excluded” column. The “Yes” is moved by editing (right clicking with a mouse or trackball might be easiest) the cell where the “Yes” should be. With the mouse or a lasso marking it is possible to select several cells at the same time, and editing them all will move the “Yes”.   **Important:**\ Remember to save your view after editing the Set Buttons - otherwise the changes are lost next time a view is recalled. # Advanced Fixture Types > This section provides detailed information about the fixture types also called fixture profiles. This section provides detailed information about the fixture types also called fixture profiles. The first topics are about the **Fixture Type Editor** and it also describes the [Anatomy of Fixture Types](/grandma2/key_adv_fixture_anatomy/). A very important part of the structure, not only in fixtures, but in the entire show is the setup and arrangement of the Preset Types, Features, Attributes, and Subattributes. This is all arranged in the [Attribute & Encoder Grouping](/grandma2/key_adv_fixture_attribute_encoder_grouping/) menu. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Anatomy of a fixture type](/grandma2/key_adv_fixture_anatomy/) * [Attribute & Encoder Grouping](/grandma2/key_adv_fixture_attribute_encoder_grouping/) # Agenda > Use the Agenda to execute scheduled commands on the console, according to the calendar. Use the Agenda to execute scheduled commands on the console, according to the calendar.   * [What is agenda](/grandma2/key_agenda_what_is/) * [Create an appointment in the agenda](/grandma2/key_agenda_create_appointment/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is agenda](/grandma2/key_agenda_what_is/) * [Create an appointment in the agenda](/grandma2/key_agenda_create_appointment/) # Create an appointment in the agenda > To create an appointment in the agenda, tap on a date in the Agenda window. To get to the Agenda window, see the What is agenda topic. To create an appointment in the agenda, tap on a date in the Agenda window. To get to the **Agenda window**, see the [What is agenda](/grandma2/key_agenda_what_is/) topic. The Agenda window will now change, and it could look like this: ![](/img/grandma2/window_agenda_appointment_v3_3-47938c.png) *Agenda appointment window* In the left side of the window, 4 new buttons become visible: * Add - will add a new appointment to the schedule * Delete - will delete the highlighted appointment * Edit - will edit the highlighted appointment * ​Test - will test the CMD in the highlighted appointment When adding a new appointment, it is possible to fill in 8 fields. Tap on the fields to edit them.   ## Start [Section titled “Start”](#start) The field Start handles what time the appointment should start. This could be at an exact time (Absolute) or it could be set to Dawn, Sunrise, Sunset or Dusk according to the time and place the console is set to. For more information about time and place, see the [Date & time](/grandma2/key_date_time/) topic.   ## Time [Section titled “Time”](#time) If the Start field is set to Absolute, then it is possible to enter a specific time for the appointment by using the Calculator in the Time field.   ## Duration [Section titled “Duration”](#duration) The Duration field will manage how long time the appointment is active. For most commands, this is not relevant. It has to be at least 1 second. Hint:\ It is not possible to make a duration on a flash button. It will take a Flash Off command to turn it off.   ## Repeat [Section titled “Repeat”](#repeat) This field will manage how often the appointment will be repeated. Tap on the field and a pop-up will appear with different options: ![](/img/grandma2/popup_agenda_repeat_v3_3-99efd7.png) *Repeat options* Select the interval you need.   CMD This is the command that will be executed for this appointment. For more information about commands and keywords, see the [Command Syntax and Keywords](/grandma2/key_command_syntax_and_keywords/) topic.   ## Info [Section titled “Info”](#info) This field is free to use for information about the appointment. It has no relevance for the appointment, but can be used to remember what it will execute.   ## First [Section titled “First”](#first) This is the first day the appointment will be executed.   ## Last [Section titled “Last”](#last) This is the last day the appointment will be executed.   ## Encoderbar [Section titled “Encoderbar”](#encoderbar) ​When starting an appointment, the encoderbar will change. ![](/img/grandma2/img_agenda_encoder_v3_3-9bf404.png) *Agenda encoderbar* Here it is possible to navigate in the calendar by using the encoders.   ## Yellow Ball [Section titled “Yellow Ball”](#yellow-ball) Tap the yellow ball in the upper left corner to get a list of all scheduled appointments. # What is agenda > The agenda is a tool to execute commands according to a calendar. This could be on a specific day and time or every sunset for example. The agenda is a tool to execute commands according to a calendar. This could be on a specific day and time or every sunset for example. To access the \*\*Agenda \*\*window, tap on an empty part of a screen. This must be at least 6 columns wide and 4 rows high. Tap Other and then Agenda. This will open the Agenda window. ![](/img/grandma2/window_agenda_week_v3_3-6ebc3d.png) *Agenda window* This is a calendar that contains all the scheduled appointments. By default it displays the calendar by weeks. This can be changed by tapping on Week in the upper right corner. Then it will shuffle by month, year, day and week. ## Start or stop the Agenda [Section titled “Start or stop the Agenda”](#start-or-stop-the-agenda) To start the agenda, tap Stopped in the upper right corner. To stop the agenda, tap the button again.   To create an appointment, see the [Create an appointment in the agenda](/grandma2/key_agenda_create_appointment/) topic # Using the Backup Menu > The Backup Menu is where show files are managed. It is also here shows are saves and loaded. The Backup Menu is where show files are managed. It is also here shows are saves and loaded. ## What is show file management [Section titled “What is show file management”](#what-is-show-file-management) Show file management is the handling of show files. Shows can be saved internally in the console, and there is also the option to save on USB sticks and file servers. Being able to save the show and load it again is a vital part of modern lighting consoles. Show files can also be deleted to make more room on the hard drive or just to clean the console. A show file can only be moved forward. A show saved on a USB stick that was programmed in a previous version can be loaded in a newer version. If the show is then re-saved on the stick in this new version, then it cannot be taken back to the old software. If this is important then it is needed to load the show and save it with a new name. Then the old version is not saved as the new version and it can still be accessed by an older version. ## Show file content [Section titled “Show file content”](#show-file-content) The show files contain all the data needed to run the show. This includes all the Users and User Profiles in the show. It also contains any 3D models that are used in MA 3D.  If MA VPUs (= Video Processing Unit) are used, then the programming of the MA VPU is of cause store in the show, but the Media Files are not. Make sure they are backed up on an external device - just in case.   ## The backup menu and the different tabs [Section titled “The backup menu and the different tabs”](#the-backup-menu-and-the-different-tabs) The Backup Menu can be opened by pressing the Backup key or using the dedicated command: \[Channel]> Menu “Backup” The Backup Menu is organized in two section. The top section is for manual show file management. The bottom part is the Backup Options. This is what it could look like: ![](/img/grandma2/menu_backup_v3-3-ffeeb5.png) *Backup Menu* The top part have a title bar that shows the file name and saved date of the current show. It also shows the current software version. There is also the button that can be used to move the menu to a different screen and finally the button to close the menu. Below this there are different tabs. There is always minimum three called “Internal”, “Demoshows” and “Templates”. There might be more. Each software version installed will have its own tab. This allows the option to load a show from a previous version. It is not possible to save a show from a newer software version in one of the tabs from previous versions. If a USB stick is connect to the console/onPC, then it will get its own tab. Select this tab will change the default storage drive to the USB stick. Read the [Using a USB stick](/grandma2/key_backup_menu_usb_stick/) to learn more about specific USB stick handling.  If a file server is added to the system, then this will also get its own tab. This tab can be selected to save or load shows using the storage space on the server. Read the [Setting up a file server](/grandma2/key_backup_menu_file_server/) to learn more about server setup.  The selected tab is then the selected “drive” and the location where shows will be saved. The selected drive can also be selected using the command line - it is a command called SelectDrive or just SD - read more about it [here](/grandma2/key_keyword_selectdrive/).   ### Internal [Section titled “Internal”](#internal) This tab is the hard drive in the console or onPC.  If you are working on an onPC solution, then the SelectDrive command can be used without setting a drive number to see the storage location in the computer. The internal drive can do everything except ASCII Show Read. If the console is updated then the current Internal tab is made a tab with the version number. A full install that formats the drive will delete all show files and remove all previous version tabs. ### Demoshows [Section titled “Demoshows”](#demoshows) The demo show tab is a read only tab. It is only possible to load shows from the demo tab. It is possible to do a Partial Show Read from the shows in this folder. If the console is updated, then the shows in this folder will be overwritten. ### Templates [Section titled “Templates”](#templates) The templates tab functions as the Demoshows with the exception that updating the console software will not overwrite the shows in the tab. A format and install still deletes the shows in this tab! The idea behind this tab is that a place that have basically the same rig but do many shows, can copy a show with the patch and basic setup in this folder. This can then be loaded and stored as a new show in the Internal tab. Thus protecting the basic show from accidental changes. It is only possible to copy the shows into this tab using a [FTP connection](/grandma2/key_network_ftp/). ### Server tab [Section titled “Server tab”](#server-tab) If a working connection is set up to a file server, then an extra tab with the defined name will appear. This functions as the internal tab. This tab is only visible on the console that is the master in the session. grandMA2 onPC as Master does not support server backup Read [here](/grandma2/key_backup_menu_file_server/) for more about setting up a File Server. ### USB tabs [Section titled “USB tabs”](#usb-tabs) When a compatible USB stick is connected, then it gets its own tab named after the name of the USB stick.  It works as the internal tab with the addition that it is possible to do an ASCII Show Read. Doing a Quick Save will store the show on the USB stick **and** on the Internal drive. Read [here ](/grandma2/key_backup_menu_usb_stick/)for more info about USB sticks and what advice and restrictions there might be. ### Version tabs [Section titled “Version tabs”](#version-tabs) Previous versions installed on the console or computer will have their own tab. Shows can be loaded and delete in these tabs.   ## Backup Options [Section titled “Backup Options”](#backup-options) The backup options allows access to setup a file server and activate Auto Save. The server setup can be complicated, so it has it own help topic - please read about it [here](/grandma2/key_backup_menu_file_server/).  ### Auto Save [Section titled “Auto Save”](#auto-save) Auto Save can be set up to automatically store show file after a certain amount of time.  The default setting is “Off”. The other options are 15, 30, 60 and 120 minutes. If auto save is activated - by selecting a time interval - then a count down can be seen next to the label. When the count down reaches Zero, then it will save the show on the selected drive/tab. If a tab is selected that does not allow for saving, then it will save in the Internal drive. Read the following pages to read about the different operations that can be done in the tabs. ## Subtopics [Section titled “Subtopics”](#subtopics) * [New show](/grandma2/key_backup_menu_new_show/) * [Load show](/grandma2/key_backup_menu_load_show/) * [Save show](/grandma2/key_backup_menu_save_show/) * [Save show as…](/grandma2/key_backup_menu_save_show_as/) * [Delete shows](/grandma2/key_backup_menu_delete_show/) * [Using a USB stick](/grandma2/key_backup_menu_usb_stick/) * [Setting up a file server](/grandma2/key_backup_menu_file_server/) * [Partial show read](/grandma2/key_backup_menu_partial_show_read/) * [ASCII show read](/grandma2/key_backup_menu_ascii_show_read/) * [grandMA2 to grandMA3 show file converter](/grandma2/key_backup_menu_save_as_grandma3/) # ASCII show read > The grandMA2 can currently import shows from Strand, Transtechnik,nd ADBonsoles, that have made an ASCII export of the show. The grandMA2 can currently import shows from **Strand**, **Transtechnik**,\*\*\*\* and **ADB** consoles, that have made an ASCII export of the show. The import will read the ASCII file and and create fixture profiles based on the text. It does not import fixture profiles from the library. ASCII importing does not give you a perfect show. You can get the setup and the show data, but might need to make a lot of adjustments to have a show that look the same. It is only possible to import an ASCII show from the USB tab in the Backup Menu. When the ASCII Show Read button is selected in the tab, then a ASCII file needs to be selected. ## The Overview [Section titled “The Overview”](#the-overview) After a file have been selected, then the ASCII Show Read pop-up is displayed. This pop-up is separated into different tabs. The first one is called **Overview** and could look like this: ![](/img/grandma2/popup_ascii-show-read_overview_v3-2-2c66a6.png) *ASCII Show Read pop-up - Overview*   In the overview the console manufacturer and console type that made the export can been seen. It is also possible see the show file name from the ASCII file. In the Overview tab it can be decided where the Default Sequence should be. And if should be created and assigned to an Executor and Executor page. It can be decided if the submasters from the ASCII file are wanted and what page they are desired. It can be chosen from what group number the inhibits from the ASCII file are wanted. It is also possible to choose the first sequence number from the Effects. And if they should be assigned to Executors and then the first Executor page. Effects from ASCII shows are imported as sequences. ## Attribute [Section titled “Attribute”](#attribute) Before importing any data, you need to make sure the attributes from the ASCII file matches the attributes in the grandMA. This can be matched and changed in the Attribute tab. It could look like this: ![](/img/grandma2/popup_ascii-show-read_attribute_v3-2-b685da.png) *ASCII Show Read pop-up - Attribute*   If it is empty then you can try to press the Default button.\ Now the attributes from the ASCII file can be matched with the grandMA2 attributes. If this is not matched correctly show data will be lost. Selecting one of the MA attribute allows this to be changed to any of the existing attributes in the MA. Attributes that does not exist can be created in the [Attributes and Encoder Grouping](/grandma2/key_patch_attributes/) window. ## Adjusting the settings [Section titled “Adjusting the settings”](#adjusting-the-settings) When the attributes matches, then you need to make sure the settings match the ASCII show file. The settings are the ones in the lower right corner. ### Page Width setting [Section titled “Page Width setting”](#page-width-setting) The first setting is the Page Width - it does not have anything to do with the ASCII file, but it has to do with the console. If you are working on a grandMA2 light or grandMA2 ultra-light, then you might want to set the width to 15. If you are working on a grandMA2 full-size, then you could set the width to 30. Those are the two options. ### Universe size setting [Section titled “Universe size setting”](#universe-size-setting) Some older consoles are set to only have 500 DMX channels per Universe. This Universe setting allows you to change if the patch should be regarded as 500 or 512 DMX channels. ### Patch setting [Section titled “Patch setting”](#patch-setting) Some consoles allowed an alternative DMX address. This Patch setting allows you to import the primary patch “Patch 1” or the secondary patch “Patch 2”. If you are in any doubt, then just leave this setting at “Patch 1”. ### Link setting [Section titled “Link setting”](#link-setting) The Link setting has two options: “Go” or “Toggle”. This decides whether the triggered effects gets a Go or Toggle commend in the CMD column in the Default sequence. All Effects are sequences that are executed from the CMD column. ### Effects priority setting [Section titled “Effects priority setting”](#effects-priority-setting) The **Effect Prio.** setting have two options: “LTP” or “High”. The imported effects will use the setting chosen here. Remember that Effects are imported as sequences and depending on your settings in the Overview they are assigned to Executors. It is always possible to change the priority later if needed. ## Importing the Setup and Data [Section titled “Importing the Setup and Data”](#importing-the-setup-and-data) When the settings are correct then you can import setup and show data. This can be done all at once by tapping the Complete button. This will load the Setup and the Show Data. This is good if you know that it will work and there are no errors. It is also possible to do it in two steps. If the Setup Only button is tapped, then the fixture schedule and the patch is displayed. Then you can check that all is there and the patch is ok, simply by opening the setup. **Restriction:**\ If the Setup is not correct, then the Show Data will not import correctly. After you have checked the setup, then go back to the ASCII Show Read in the Backup Menu. You might be asked for the show file again. Please select the same file. Now tap the Data Only button, this imports the Show Data.   Using the Setup Only and Data Only buttons also allows you to import the separate parts. For instance if you only need the setup and patch from a show or if you already have everything patched and just need the show data. The Data Only import is looking for the ID numbers when it imports. So if a fixture exists and is correctly patched then the data will import. ## Log files [Section titled “Log files”](#log-files) Importing from the show file will create different log files. These files can be seen in the three remaining tabs. The log files also exists in the “temp” folder in the consoles structure. To get to them a FTP connection is needed. Read about it in the [FTP Connection to Console and NPU topic](/grandma2/key_network_ftp/). # Delete shows > Show can be deleted in all the tabs except the "Demoshows" and "Template" tabs. Show can be deleted in all the tabs except the “Demoshows” and “Template” tabs. ## Using the GUI [Section titled “Using the GUI”](#using-the-gui) Pressing the Delete Show(s) button in the Backup Menu opens a pop-up like this: ![](/img/grandma2/popup_delete-show_v3-2-729397.png) *Delete Show(s) pop-up*   This pop-up lists all the show in the tab. The currently active show cannot be deleted. More than one show can be selected. A selected show gets an orange background. Each time a line is tapped it will toggle the selected status. In the title bar the information button can be toggled. It looks like this (active): ![](/img/grandma2/icon_info_v3-2-71421d.png). When it is active then information can be seen about the selected show. It is information about the different software versions it has been through and when it was last saved in those versions. As a default the list of show only show the different main shows, but you can also choose to see the backups.  In the picture above, there is a button called “Viewing Shows”. This is a button with three different modes: * **Viewing Shows**:\ This only shows a list of the main show files. * **Viewing Shows & Backups**:\ This shows the main show files and the backup files. * **Viewing Backups only**:\ This only shows the backup files. Tapping the Delete Show(s) button will delete the selected show files. Deleting shows can be canceled by tapping Cancel or the closing X in the upper right corner. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Show files can be deleted using the command line. The command is called DeleteShow. Read more about it [here](/grandma2/key_keyword_deleteshow/). # Setting up a file server > The session Master can be connected to a file server in the network. The session **Master** can be connected to a file server in the network. There are three different server systems that can be use. Each type is described below. Generally you need to tap the Setup Server button in the **Backup Menu**. Then select the type wanted in the drop down menu called “Connection Type”. If the console succeeds connecting to the server, then it will create a new tab with the label you provide in the setup (read below). **Restriction:**\ grandMA2 onPC cannot be a session Master and connect to a server. **Restriction:**\ Consoles needs enough free memory to mount a file server. It will most likely not be able to successfully connect using a console with only 2GB RAM. **Restriction:**\ The server tab is only available for the master in the session. ## FTP [Section titled “FTP”](#ftp) In the FTP setup you need to connect to a FTP server (using port 21). The pop-up looks like this (empty): ![](/img/grandma2/popup_file-server_ftp_v3-2-967d55.png) *File Server Configuration pop-up - FTP mode* Here you need to fill out the green input fields. The following is a short description of the different fields. **Label:** This is the text written on the tab used to select the server as a location or “drive”. **Server Name/IP:** This is the name or IP address of the server. **Subdirectory:** Here it is possible to add a subdirectory in the server location. Leave it empty to use the location chosen in the server. Inside this location there will be created a gma2 folder and several folders will be create inside this. It is just like using a USB memory stick. **Username:** It is recommended to have a username and password on the FTP server. This input field can be used to write the username. **Password:** This field is to write the password for the FTP server.   When all fields are filled out correctly, then tap the Please button. If the console can mount/connect to the server, a new tab will appear in the Backup Menu and other places where it is possible to select a tab to store or export/import objects.   ## Shared Folder (windows) [Section titled “Shared Folder (windows)”](#shared-folder-windows) The Shared Folder option for windows. A folder on the Windows computer needs to be shared for this to work. It is a good idea to have this folder on the primary drive on the computer The File Server Configuration pop-up looks like this (empty): ![](/img/grandma2/popup_file-server_shared-folder_v3-2-5812d8.png) *File Server Configuration pop-up - Shared Folder mode* Many of the input fields are the same as in the FTP setup - read above for the description. The “Subdirectory” is however replaced with “Sharename”. Here you need to input the folder name. The location of the shared folder is also needed if it is not directly in the root of the hard drive. When you are happy with your setting, then tap Please to mount the server. If successful then a tab will appear with the label specified.   ## NFS [Section titled “NFS”](#nfs) The NFS file share system was developed by Sun Microsystems. It is mostly used in Unix and Unix-like (For instance Linux) operating system. There are less input fields with NFS. The pop-up looks like this (empty): ![](/img/grandma2/popup_file-server_nfs_v3-2-654547.png) *File Server Configuration pop-up - NFS mode* The **Label** and **Server Name/IP** are the same as above. The special input field for NFS is **NFS Export Path**. It is the path or directory in your server where the files will be stored. When you are happy with your setting, then tap Please to mount the server. If successful then a tab will appear with the label specified. # Load show > A show can be loaded from any tab in the Backup Menu. A show can be loaded from any tab in the Backup Menu. ## Using the GUI [Section titled “Using the GUI”](#using-the-gui) When Load Show is tapped in the Backup Menu then it will open a pop-up like this: ![](/img/grandma2/popup_load-show_v3-2-8521d5.png) Load Show pop-up Here is a list of the shows in the selected tab. On the right side it is possible to choose what data that will be loaded from the selected show. The idea is that it is possible to load just a small part of a different show into the currently loaded show. ### Show Data [Section titled “Show Data”](#show-data) This is activated as a default. The show data is the patch and fixture schedule, stored sequences, presets, groups, effects, and so on. Basically everything that is in a pool somewhere and the imported 3D elements and their location in the 3D stage. If the Show Data is loaded and **not** the User Profiles (read below), then the existing **User Profiles** will be overwritten with the ones from the show being loaded and it will add the additional User Profiles from the show. It will not add **Users**. ### Time Config [Section titled “Time Config”](#time-config) The time configuration is the time, location, daylight savings settings and NTP (Network Time Protocol) setup. ### Global Settings [Section titled “Global Settings”](#global-settings) The global settings are the ones found in Setup -> Console -> Global Settings. The settings here are shared in the session and includes enabling and disabling the Remote and Telnet, RDM, WYSIWYG, and so on. ### Local Settings [Section titled “Local Settings”](#local-settings) The local settings are the ones found in Setup -> Console -> Local Settings. These settings only affects the local console and not all consoles in a session. It includes settings like the console language and LED background light settings. ### Network Protocols [Section titled “Network Protocols”](#network-protocols) Network protocols are the settings for outputting DMX via an Ethernet connection. It includes ArtNet, sACN, ETC-Net2, KiNet1, Pathport and Shownet. These are found in Setup -> Network -> Network Protocols. ### Network Config [Section titled “Network Config”](#network-config) Network configuration is the settings for what devices should be in the session and the DMX port settings on the Consoles, onPC Wings and NPU’s. ### User Profiles [Section titled “User Profiles”](#user-profiles) User Profiles keep all the data that is connected to the Users. Loading this data will delete all the Users and User Profiles in the current show and load all the Users and User Profiles from the show file being loaded.   There is a Check All button that selects all the above boxes.   As a default only the main show files are displayed, but it is possible to also choose to load data from a backup version of the show. In the picture above there is a button called “Viewing Shows”. This is a button with three different modes: * **Viewing Shows**:\ This only shows a list of the main show files. * **Viewing Shows & Backups**:\ This shows the main show files and the backup files. * **Viewing Backups only**:\ This only shows the backup files. All columns in this pop-up can be sorted in ascending or descending order. This can be done by pressing the Edit key and then the column title. If a mouse or trackball is connected, then it is also possible to right click the column title. In the title bar it is possible to toggle the information button. It looks like this (active): ![](/img/grandma2/icon_info_v3-2-71421d.png). When it is active then the information about the selected show are displayed at the bottom. It is information about the different software versions it has been through and when it was last saved in those versions. It is also possible to see the information that has been saved into the show by the users. Read more about this in [Save Show topic](/grandma2/key_backup_menu_save_show/).   When the desired show file and the wanted data type is selected, then tap the Load Show button. It is possible to cancel the load process by tapping the Cancel button or the big X in the upper right corner on the pop-up. **Hint:**\ Executing onPC.exe with parameter -s allows to specify a show file for loading. ## Example: [Section titled “Example:”](#example) \/gma2onpc.exe -s:my\_showfile ​Loads the show file my\_showfile.show\.gz from the gma2/shows folder of the corresponding software version.  ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Show files can be loaded using the command line. The command is called LoadShow. Read more about it [here](/grandma2/key_keyword_loadshow/). # New show > Several tabs in the backup menu offers the option to start a new show. It is not possible in the read only tabs. Several tabs in the backup menu offers the option to start a new show. It is not possible in the read only tabs.   ## The New Show pop-up [Section titled “The New Show pop-up”](#the-new-show-pop-up) Pressing the new show button in the backup menu opens a pop-up that could look like this: ![](/img/grandma2/popup_new-show_v3-2-8ed444.png) *New Show pop-up*   In this pop-up it can be chosen what show information from the currently loaded show will be cleared or removed. In the top it is possible to write the name for the new show. Pressing the ![](/img/grandma2/icon_cross_v3-2-5a33b3.png) opens an on-screen keyboard. Below the name there are different boxes that can be selected. This is the different parts of the show file. The idea is that when a new show is started there is the option to keep some of the existing data from the currently loaded show. ### Clear Show Data [Section titled “Clear Show Data”](#clear-show-data) This is activated as a default. The show data is the patch and fixture schedule, stored sequences, presets, groups, effects, and so on. Basically everything that is in a pool somewhere and the imported 3D elements. ### Clear Time Config [Section titled “Clear Time Config”](#clear-time-config) The time configuration is the current time, location, daylight savings settings and NTP (Network Time Protocol) setup. If this is cleared then the console will reset the location to the default location (The parking lot outside McFIT Fitnessstudio in Würzburg, Germany) and take the time from the computer Bios.  ### Clear Global Settings [Section titled “Clear Global Settings”](#clear-global-settings) The global settings are the ones found in Setup -> Console -> Global Settings. The settings here are shared in the session and includes enabling and disabling the Remote and Telnet, RDM, WYSIWYG, and so on. ### Clear Local Settings [Section titled “Clear Local Settings”](#clear-local-settings) The local settings are the ones found in Setup -> Console -> Local Settings. These settings only affects the local console and not all consoles in a session. It includes settings like the console language and LED background light settings. ### Clear Network Protocols [Section titled “Clear Network Protocols”](#clear-network-protocols) Network protocols are the settings for outputting DMX via an Ethernet connection. It includes ArtNet, sACN, ETC-Net2, KiNet1, Pathport and Shownet. These settings are found in Setup -> Network -> Network Protocols. ### Clear Network Config [Section titled “Clear Network Config”](#clear-network-config) Network configuration is the settings for what devices should be in the session and the DMX port setup. ### Clear User Profiles [Section titled “Clear User Profiles”](#clear-user-profiles) User profiles keep all the data that is connected to the users. Clearing this data leaves only the Administrator and Guest users and the Default user profile.   There is a Clear All button that selects all the above boxes. When the desired selection is made, then tap the Please button in the pop-up.  ## New show using the command line [Section titled “New show using the command line”](#new-show-using-the-command-line) It is possible to create a new show using the command line. The command is called NewShow. Read more about it [here](/grandma2/key_keyword_newshow/). # Partial show read > Partial Show Read is a function used to import elements from one show into a different show. Partial Show Read is a function used to import elements from one show into a different show. The setup of the two shows are compared and you can choose what setup is wanted or a mix can be chosen. After the comparison - called initialization - then access is granted to a new menu where different wanted elements can be chosen for import. The actual process is more complex, but this is the idea. Please read the [Partial Show Read](/grandma2/key_psr/) chapters to learn more about it. # grandMA2 to grandMA3 show file converter > A grandMA2 show file saved as a grandMA3 show file exports the following elements: A grandMA2 show file saved as a grandMA3 show file exports the following elements: 1. Patch (Setup). 2. DMX Profiles. 3. DMX Universes. 4. Presets with values that include timings. 5. Sequences, Cues, and Cue Timings. 6. Groups, Worlds and Filters. 7. Timecodes. 8. Layouts. 9. Macros. 10. DMX-, MIDI-, and Analog Remotes. 11. Special Masters are converted into Masters in grandMA3. 12. Object appearances are converted into the grandMA3 appearance pool. 13. Executors and Pages are converted. 14. Effect pool objects are converted into preset pool 22 (All 2). This pool will be renamed to Effects. grandMA2 effects will be converted into acceleration and deceleration values. Stomp will be converted to a hard value of 0 with a single step on the relative layer. After this conversion, the user will see instances where the relative layer contains a 0 value and can then decide how to proceed with the absolute layer. 15. Barndoor attributes are converted to shaper attributes in grandMA3 for visualization. 16. Infos in objects are converted to notes in grandMA3. ## Known Limitations [Section titled “Known Limitations”](#known-limitations) * Only the simple predefined forms of effects in grandMA2 are convertible, yet. * Effect data in presets and presets that contain only timings without values are not convertible, yet. * Only executors that have sequences or selective effects assigned are converted. * Fixture types with more than 8 192 channel sets in an attribute do not convert the channel sets after the 8 192th channel set. * The grandMA2 Xkeys X5, X6, X15, and X16 are not converted. * The option “Save to grandMA3” is not supported on grandMA2 onPC running in the Parallels Desktop application. * Macro commands can not be converted. Macro syntax have to be verified manually by the user in grandMA3. * Type and target of remotes are not converted.   ## Save as grandMA3 [Section titled “Save as grandMA3”](#save-as-grandma3) **Important:**\ The option “Save as grandMA3” works only on a grandMA2 onPC or in Mode2 on a grandMA3 console. For more information, see [Mode2](https://help.malighting.com/Page/grandMA2/mode2_introduction/en).\ If the button Save as grandMA3 x.x.x is not visible, the system requirements for this feature are not fulfilled. For more information, see [system requirements](/grandma2/key_introduction_system_requirements_grandma2_onpc/). **Requirements:** A created grandMA2 show file. To save the currently open grandMA2 show file as a grandMA3 show file, follow the steps below: 1. Open the Backup menu, tap Backup or press Backup. The **Backup menu** opens. ![](/img/grandma2/window_save_as_grandma3-0f9724.png) Backup 2. Tap Save as grandMA3 x.x.x (x.x.x is a place holder for the installed grandMA3 version number). A pop-up opens. ![](/img/grandma2/popup_showconverter_3_9-08f5f4.png) Pop-up 3) Tap Ok to confirm the pop-up. The current grandMA2 show file is saved in **C:\ProgramData\MALightingTechnology\gma3\_x.x.x\shared\shows**. When saving on an USB stick, the grandMA2 show file is saved in **D:\grandMA3\shared\shows**. Now, this show file can be opened in the grandMA3 software. # Save show > The Save Show button immediately saves the show using the current show name. ### Using the GUI [Section titled “Using the GUI”](#using-the-gui) The Save Show button immediately saves the show using the current show name. There is a green input line in the top part of the Backup Menu. This is used to add information to the show file. This info is visible when loading or deleting a show file and can be used to mark different version or information to the saves. It creates a backup of the previous saved show. Each show file (or unique file name) can have 10 backups. So it is possible to load a backup from ten saves ago. ### Using the command line [Section titled “Using the command line”](#using-the-command-line) A show file can be saved with the same name using the command line. The command is SaveShow. Read about it [here](/grandma2/key_keyword_saveshow/). ### Using the Quick Save function [Section titled “Using the Quick Save function”](#using-the-quick-save-function) There is also a fast way to save the show. It is called “Quick Save”. When the backup menu is **not** open then press the Backup key twice (like a double click on a mouse) will perform the Quick Save. # Save show as... > The current show can be saved using a new name. The current show can be saved using a new name. ## Using the GUI [Section titled “Using the GUI”](#using-the-gui) Pressing the Save Show as button opens the “Please enter filename” pop-up where a new name, for the show file, can be typed. Pressing the ![](/img/grandma2/icon_cross_v3-2-5a33b3.png) button will open the on-screen keyboard. When pressing Please/Enter the the show file is save using the entered name. The save action can be canceled by pressing the X in the upper right corner of the pop-up. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) The show file can also be saved, with a new name, using the command line. The command is SaveShow \[new name]. Read about it [here](/grandma2/key_keyword_saveshow/). # Using a USB stick > There are different things to keep in mind when using a USB stick. There are different things to keep in mind when using a USB stick. Here is a list of good advice for the USB stick. * Do not use a big stick. Do not go above 16Gb. * Name the stick, but **do not** use a space in the name. Underscore or Dash are ok. * It should be formatted in FAT32. * If the stick have been in a Mac or PC make sure it has not been configured as something other than a “removable disk”. This is not rules in all software versions. But it is a list of advice that have been gathered by limitations in different software version. So maybe not rules, but at least a good advice. # Basic Fixture Types > This section describes the basic concept behind the Fixture Types. This section describes the basic concept behind the Fixture Types. There is a small description about the different primary types of fixtures - this also called “Class”. And an explanation about the the structural elements in the fixtures. Finally a topic about the difference between ColorMix and MixColor.   Please have a look at the external MA Fixture Builder software for more details on how to build fixtures - find the manual at [MA Fixture Builder manual](https://help.malighting.com/grandMA2/en/help/help2.malighting.com/Topic) (external link). The MA Fixture Builder software can be downloaded from the MA dot2 site - MA dot2 download page (external link). ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are attributes, features & preset types](/grandma2/key_basic_fixture_attribute_feature_preset/) * [ColorMix vs. MixColor](/grandma2/key_basic_fixture_colormix_mixcolor/) * [Different fixture types](/grandma2/key_basic_fixture_type/) # What are attributes, features & preset types > These are the building blocks and structure behind the fixtures. These are the building blocks and structure behind the fixtures. **Attributes** are what is actually controlled. Attributes are organized into features. For instance both the Attribute for selecting a Gobo on GoboWheel 1 and the Attribute that rotates the selected Gobo are in the same Gobo1 **Feature**. Features are organized in **Preset Types**. ### Example [Section titled “Example”](#example) The best way to understand the structure is to look at the Encoder Bar - This is explained in details in the [Encoder Bar topic](/grandma2/key_ws_encoder_bar/). In short: The top row here is the **Preset Types**. The button on the left side in the middle row is the **Feature** swipe button. This can be used to toggle through the Features of the selected Preset Type. The bottom row is the **Attributes** in the selected Feature. Sometimes there are more than four Attributes in a Feature. Then the Feature will have pages named alphabetically on the Feature button. ![](/img/grandma2/img_encoder-toolbar_v3-3-7d7a75.png) *Encoder Bar* If we look at the Preset Type Color, then it can have several Features, including color wheels and a MixColor system. The MixColor Feature can have several Attributes, including Red, Green, Blue, and White.     Every fixture has a minimum of one attribute, but possibly multiple attributes to be controlled. A generic dimmer typically has only one attribute - **Dimmer**, while an advanced moving light may have 30+ different attributes.   Read more about controlling fixture and changing Attribute values in the [Operate Fixtures section](/grandma2/key_operate_fixtures/).   grandMA2 counts in Attributes and not in DMX channel - read more about that in the [Parameters vs. DMX channels topic](/grandma2/key_so_parameters_vs_dmx_channels/). # ColorMix vs. MixColor > There are two words used when talking about color systems in the fixtures. They are very similar and can be confused - especially because what is now called Mix There are two words used when talking about color systems in the fixtures. They are very similar and can be confused - especially because what is now called MixColor has been called ColorMix in the past! This topic explains the difference between the two. Please read the [What are Attributes, Features and Preset Types topic](/grandma2/key_basic_fixture_attribute_feature_preset/) before reading this if you have any doubts what it is.   ## ColorMix [Section titled “ColorMix”](#colormix) ColorMix is currently used as an attribute for build in color functions in fixtures. Some fixtures have an attribute that allows for the operator to select a factory defined color in the fixtures. These are often tried to match defined colors from the gel manufacturers. These can use a variety of colors systems (color wheels, LED, and variable color wheels or flags) to produce the selected color. Another use for the ColorMix word is as a speed attribute in the **Control** preset type. This often refers to a build in function in the fixture that allows the use of a DMX channel to change the fade time for all color systems in the fixture. **Important:**\ ColorMix (CM) was used in previous software versions as a name for what is now called MixColor   ## MixColor [Section titled “MixColor”](#mixcolor) MixColor is word used by MA for color systems that mixes the desired color using additive (colored LEDs) or subtractive (CMY systems) color systems in the fixtures. The common element is that the color system uses three or more variable colors. LED systems can have more than three colors. The Attribute is called COLORRGB in the library. There is currently 22 defined ColorRGBs. They are: 1. Red 2. Green 3. Blue 4. Amber 5. White 6. Warm White 7. Cool White 8. Orange 9. Red Orange 10. Purple 11. Indigo 12. Cyan 13. Magenta 14. Yellow 15. UV 16. Green Cyan 17. Medium White 18. Mint Green 19. Lime 20. Congo Blue 21. Royal Blue 22. Light Green **Important:**\ MixColor has been called ColorDim and ColorMix (CM) in the past. These names are now obsolete and depreciated # Different fixture types > The name Fixture Type covers a wide range of different actual fixtures but also elements like Media Servers and virtual elements like Cameras for MA 3D. The name Fixture Type covers a wide range of different actual fixtures but also elements like Media Servers and virtual elements like Cameras for MA 3D. It is important that a Fixture Type definition includes information about the correct type. It has influence on how the fixture is handled by the grandMA2 software - especially MA 3D. It is called **Class** in the Fixture Types Module Manager.   When grandMA2 handles variable color systems it is called MixColor (see [ColorMix vs. MixColor topic](/grandma2/key_basic_fixture_colormix_mixcolor/) for details). Independent on it being a CMY or LED color system in the fixtures, it is still the same attribute defined in the fixture profile. It is the ColorRGB1 to ColorRGB22 - see the [ColorMix vs. MixColor topic](/grandma2/key_basic_fixture_colormix_mixcolor/) for a list of the ColorRGBs. The difference in how the grandMA2 interprets the ColorRGBs are in physical range the attributes are given. If the light is added then the physical range is set from 0 to 1. If the attribute subtracts color then the physical range is set from 1 to 0.       The following subtopics explains some of the difference between the types. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Conventional](/grandma2/key_basic_fixture_type_conv/) * [LED](/grandma2/key_basic_fixture_type_led/) * [Mirror](/grandma2/key_basic_fixture_type_mirror/) * [Moving lights](/grandma2/key_basic_fixture_type_moving/) * [Media server](/grandma2/key_basic_fixture_type_server/) * [Virtual fixtures](/grandma2/key_basic_fixture_type_virtual/) # Conventional > The Conventional fixture type is used for fixtures that primarily only contains a dimmer attribute. It is the most simple fixture type there is. The **Conventional** fixture type is used for fixtures that primarily only contains a dimmer attribute. It is the most simple fixture type there is. Selecting this type will give a 3D model that looks like a traditional parcan. # LED > The LED fixture type is for static (non moving) fixture with LED light sources. The LED fixture type is for static (non moving) fixture with LED light sources. The fixture type is a fixture that has a surface that emits light in MA 3D. There is no beam of light coming out of the fixture. The LED fixture is usually set up with different colored LEDs. The grandMA2 will expect it to be colored LEDs and have their default value at 100%. If the fixture do not have an intensity attribute, then it is customary to add a virtual dimmer to the fixture. The Virtual dimmer will make the color attribute fade up and down when the dimmer attribute is changed. Having only the red, green, and blue MixColor attributes and no (virtual or real) intensity attribute makes the color attributes fade up and down. This is not the behavior most users expect. Read about adding virtual attributes in the [Anatomy of a Fixture Type](/grandma2/key_adv_fixture_anatomy/#virtual_attributes) topic. # Mirror > The Mirror fixture type defines a type of fixtures with typically a discharge light source like the HDI types. Typically it is a single body fixture with a whit The Mirror fixture type defines a type of fixtures with typically a discharge light source like the HDI types. Typically it is a single body fixture with a white light source that is shaped, colored, filtered and the resulting beam shines into a motorized mirror that will move the light beam. Compared to modern moving head fixture, mirrors often have a limited pan and tilt range. It could be a pan range of 180° and a tilt range of 90°. The default model used in MA 3D is a classic Scanner type. # Moving lights > The Moving Light fixture type is the moving head or moving body fixtures. The Moving Light fixture type is the moving head or moving body fixtures. They are historically fitted with a discharge light source. Especially in the later years then is no longer necessarily the truth. LED light sources are currently a big factor in modern small to medium size moving lights. For Profile type fixtures it is still the primary idea that it is a white light source that we filter wavelengths from to create different colors. For the Wash light fixtures it is now mostly LED light sources with multiple colors that changes the colors based on additive color mixing. The default 3D model is a mowing head fixture. # Media server > Media Servers are a fixture type that could be characterized as virtual fixtures, but it is software being controlled often on dedicated hardware. **Media Servers** are a fixture type that could be characterized as virtual fixtures, but it is software being controlled often on dedicated hardware. Media servers can take up an massive amount of attributes. Some media servers use several DMX universes. It is also in media servers that attributes using 3 DMX channel appear (24-bit control). Every media server is different. Some are flexible with their configuration, others have a fixed set of attributes. Most are configured around a set of (video) layers, that needs to be patched. Some have master layers and even camera layers. Other elements in media servers could be pixel mappers, 3D mapping/warping, sound, effects, particle systems, and so on.   It can be very complex to create good fixture profiles for media servers. Selecting the **Media Server** fixture type does not necessary assign a class to the fixture profile. Since the server is not visualized as a fixture in MA 3D, then this OK. The video output from the server might be used as a CITP stream into the MA 3D (read more about CITP in the [Using CITP topics](/grandma2/key_network_citp/)). # Virtual fixtures > The Virtual Fixture Types are elements that might be patched into the show, but it is not actually a lighting fixture. The Virtual Fixture Types are elements that might be patched into the show, but it is not actually a lighting fixture. It can include: * MA Bitmap Fixture * Stage Marker for MA 3D * Virtual Cameras for MA 3D * Moving Paths for moving elements in MA 3D * Figure in MA 3D # Bitmap Fixture > The MA Lighting Bitmap fixture replaces the previous bitmap effects. The bitmap fixture is a virtual fixture and available in the fixture library. The MA Lighting Bitmap fixture replaces the previous bitmap effects. The bitmap fixture is a virtual fixture and available in the fixture library. The bitmap fixture allows to use images and videos from the image pool and map these images or videos to the patched fixtures. The visualization of the bitmap fixtures is realized in the layout view. Use the grandMA2 effect engine to animate bitmap fixtures. **Hint:**\ There are predefined BMP (= Bitmap) effects provided in the effect editor. The bitmap fixture has its own dimmer and color attributes, like an MA VPU layer fixture. The playback priority of the bitmap fixture is always the lowest priority in one priority range. Attribute values will overwrite bitmap fixture attribute values, if the same fixtures are used. If you want to use a video for the bitmap fixture here´s what it takes: * Minimum of 30 frames per second * Resolution double of the output. E.g. If you have an output of a pixel raster of 200 x 200, the video should have a minimum resolution of 400 x 400.\ Recommended are triple fold to four fold of the output. * Only video data without audio data * Constant bit rate (= CBR) Make sure to use the supported image and video formats only. For more details see [supported file formats](/grandma2/key_image_supported_file_formats/). We recommend to test the videos during the show preparation before using them in a show situation. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import bitmap fixture](/grandma2/key_bitmapfixture_import/) * [Apply bitmap fixture in the layout](/grandma2/key_bitmapfixture_layout/) * [Control bitmap fixture](/grandma2/key_bitmapfixture_control/) * [Edit bitmap fixture](/grandma2/key_bitmapfixture_edit/) * [Example](/grandma2/key_bitmapfixture_example/) * [Priorities for bitmap effects](/grandma2/key_bitmapfixture_priorities/) * [Disable bitmap for fixtures](/grandma2/key_bitmapfixture_disable/) # Control bitmap fixture > After you imported a bitmap fixture in your show, you can control the bitmap fixture in the fixture sheet. For more information, see fixture sheet. After you imported a bitmap fixture in your show, you can control the bitmap fixture in the fixture sheet. For more information, see [fixture sheet](/grandma2/key_of_fixture_sheet/). The following table describes the specific bitmap fixture attributes. For more basic information about control fixtures or channels, see [control channels and fixtures](/grandma2/key_operate_fixtures/). | Attribute | Description | | ---------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Dimmer | Controls the dimmer intensity. | | Mix Color (RGB) | Controls red, green, and blue. | | HSB (Hue, Saturation, Brightness) | Controls hue shift, saturation, and brightness. HSB is a color correction of the selected RGB values. | | VObj (= Video Object) Images | Select the image from the image pool, used for the bitmap fixture. For more information, see [import image](/grandma2/key_image_import/). **Important:** By default are 100 images displayed, even if less images are in the image pool. | | VObj Output | Select the layout from the layout pool, used for the bitmap fixture. For more information, see [layouts](/grandma2/key_layouts/). **Important:** By default are 100 layouts displayed, even if less layouts are in the layout pool. | | VPos (= Video Position) | Moves the position of the image on a relative x, y, z axis in the layout view. If you have two images about each other, the one with the lower z axis value is in front. | | VRot (= Video Rotation) | Rotates the images around the z axis. The combination between CX (= Center X) and CY (= Center Y) moves the rotation midpoint of the z axis relative in the layout view. 0 is the center of the z axis. | | VImg (= Video Image) | Select the video image: (See screenshots below the table for better visualization). **Tile -:** Image will be added behind. Every second image is mirrored. **No Tile:** No image will be added. **Tile +:** Image will be added behind. | | VPlayer (= Video Player) Play Mode | Select the video play mode: - \*\*Loop \*\*loops endlessly. - \*\*Play \*\*plays once and stops with the last frame. - **Play and Off** plays once and fades out with the last frame. - **Pause** pauses the video clip.  | | VPlayer Speed | Controls the speed of playing back videos. | | VScale (= Video Scale) | Scales the image on the x and y axis. - **1:1** - **1:-1** mirrored | | VPreset (= Video Preset) Mode | Select the video preset mode: - **Dimmer** (default for only dimmer fixtures) - **RGB + Dim**  - **RGB** (default for fixtures using RGB) - **Preset Types** allows to have the bitmap fixture running between two presets of a preset type VP1 and VP2 | | VPreset VP1 | Set the preset pool index of the low value (black), e.g. 1 (= red color). | | VPreset VP2 | Set the preset pool index of the high value (white), e.g. 2 (= green color). | **Important:**\ If you pause a video clip in the VPlayer and subsequently tap Play or Loop, the clip is played back from the start.  After you have modified all the attributes, you can store the look in a cue. For more information, see [cues and sequences](/grandma2/key_cues_and_sequences/). ## Examples for VImg Attributes [Section titled “Examples for VImg Attributes”](#examples-for-vimg-attributes) ![](/img/grandma2/window_layout-view-bitmap-no-tile_v3-2-fd8a95.png) *Layout view with bitmap VImg attribute no tile*   ![](/img/grandma2/window_layout-view-bitmap-split-x-tile-plus_v3-2-df8b76.png) *Layout view with bitmap VImg attribute split x tile+*   ![](/img/grandma2/window_layout-view-bitmap-split-x-tile-_v3-2-fd1712.png) *Layout view with bitmap VImg attribute split x tile-*   ![](/img/grandma2/window_layout-view-bitmap-split-x-tile-split-y-tile-_v3-2-8b89fd.png) *Layout view with bitmap VImg attribute split x tile- split y tile-*   ![](/img/grandma2/window_layout-view-bitmap-split-y-tile-plus_v3-2-90c503.png) *Layout view with bitmap VImg attribute split y tile+*   ![](/img/grandma2/window_layout-view-bitmap-split-y-tile-_v3-2-7641c2.png) *Layout view with bitmap VImg attribute split y tile-*   ![](/img/grandma2/window_layout-view-bitmap-split-x-tile-plus-split-y-tile-plus_v3-2-f890a9.png) *Layout view with bitmap VImg attribute split x tile+ split y tile+* # Disable bitmap for fixtures > To disable the bitmap visualization for specific fixtures, follow the steps below. To disable the bitmap visualization for specific fixtures, follow the steps below. 1. Press Setup and tap at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap at the layer in the which the fixture is. 3. Tap at the fixture and scroll to the column **Bitmap Disable**. 4. Press the screen encoder until **Yes** is displayed in the cell. ![](/img/grandma2/menu_edit-setup_bitmap-disable_v3_2-c9c89a.png) *Edit Setup - Disable Bitmap* 5. To leave the **Edit Setup**, tap the **yellow** ![](/img/grandma2/icon_close_v3-2-8bb8c2.png) in the upper right corner.\ A warning asks if you want to save the changes. 6. Tap Yes. The bitmap visualization is disabled for the fixture. # Edit bitmap fixture > The bitmap fixture has 100 images and 100 layouts by default. If you need more than the 100 images or 100 layouts, you need to edit the bitmap fixture. The bitmap fixture has 100 images and 100 layouts by default. If you need more than the 100 images or 100 layouts, you need to edit the bitmap fixture. **Requirement:** [Imported bitmap fixture.](/grandma2/key_bitmapfixture_import/) 1. To select the bitmap fixture, tap at the **bitmap fixture** in the fixture sheet.\ The bitmap fixture has a yellow font. 2. To select the attribute you like to edit, tap at the **attribute** in the fixture sheet, e.g. Images. 3. To open the smart view, tap at an empty space in the **user defined area**, tap at Other, and then Smart.\ The **Smart** window opens. ![](/img/grandma2/window_smart-images_v3-2-7449f4.png) *Smart view with images attributes of the bitmap fixture* 4. Turn the encoder to e.g. 101, press Store and tap at the last **empty object tile** in the smart view. The bitmap fixture is edited and has 101 images to select. For more information about the smart view, see [using smart view](/grandma2/key_of_smart_view/). # Example > This topic describes the bitmap fixtures on an example. This topic describes the bitmap fixtures on an example. This example requires a few basic functions, like [storing cues](/grandma2/key_cues_and_sequences/), [create presets](/grandma2/key_presets_create/), and [assign effects](/grandma2/key_effects_assign_to_executor/). If you are not familiar with these functions, read the manual for these functions first. **Initial situation:**\ A stage with many fixtures. The task is to create a pan tilt effect for these fixtures. ![](/img/grandma2/window_stage_v3-2-a0a76b.png) *Stage view* **Requirement:** * [An imported bitmap fixture](/grandma2/key_bitmapfixture_import/). * [A created layout including the fixtures for using the bitmap fixture](/grandma2/key_bitmapfixture_layout/). **Important:**\ Position presets have to have the values of pan tilt, since the values X, Y and Z are not supported.  1. Select all the fixtures in the fixture sheet for the pan tilt effect, press At 100 Please, and then Store and press the executor. 2. Draw a **rectangle** around the fixtures in the layout. The **Edit Layout Element** pop-up opens. Tap under Visualization Bitmap. 3. Import an image, which only displays a white bar, in the image pool. ![](/img/grandma2/image_white-bar_v3-2-438b61.png) *Image white bar* **Note:**\ It is possible to use predefined images and videos also. For more information on how to import predefined images and videos see [Import an image](/grandma2/key_image_import/). 4. Create two position presets in the position preset pool, the first with the lowest pan 0 and tilt 30, the second position preset with pan 0 and tilt -5. 5. Program the bitmap fixture in the programmer with the following values:\ \- **Dimmer**: 100\ \- **Images**: The white bar image from the image pool, e.g., 15.\ \- **Output**: The layout including the bitmap fixture visualization, e.g., Layout 1.\ \- **Mode**: Position Preset\ \- **VP1**: Select position preset with low value\ \- **VP2**: Select position preset with high value 6. Tap in the encoder bar effect layer, tap **VPos** (= Video Position) in the fixture sheet, turn the encoder for the x value and select Ramp Plus 10. 7. To store a sequence with the bitmap fixture, press Store and then another executor button than before. 8. Start both playbacks. You have a pan tilt effect by using the bitmap fixture. ![](/img/grandma2/window_stage-running-bitmap_v3-2-78fda1.png) *Stage view with running bitmap fixture* # Import bitmap fixture > To use the bitmap fixture it is necessary to import it in the show. The bitmap fixture is a virtual fixture. A DMX address is not required. For more general inf To use the bitmap fixture it is necessary to import it in the show. The bitmap fixture is a virtual fixture. A DMX address is not required. For more general information about patch a fixture or channel, see [patching](/grandma2/key_patch/). To import the bitmap fixture: 1. Press Setup and tap at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the last row in the layer and press the screen encoder.\ The **Fixture Wizard** opens. 3. Tap in the structure tree at From Library.\ The **Import Fixture Type** window opens. 4. Type in the **Fixture** field **Bitmap**.\ The MA Lighting Bitmap fixture appears in the list. ![](/img/grandma2/menu_import_fixture_type_bitmap-44afda.png) *Import bitmap fixture* 5. Tap Import.\ You are back in the **Fixture Wizard**. 6. Tap Apply.\ You are back in the **Edit Setup**. 7. Close the Edit Setup by a tap at the ![](/img/grandma2/icon_close_v3-2-8bb8c2.png) and tap Yes in the Warning. The MA Lighting Bitmap fixture is imported in the show and visible in the fixture sheet. Now, you can control the bitmap fixture. For more information, see [control bitmap fixture](/grandma2/key_bitmapfixture_control/). # Apply bitmap fixture in the layout > After the bitmap fixture is imported, it is necessary to have a layout containing the fixtures or channels, to use the bitmap fixture. The layout is the VObj (= After the bitmap fixture is imported, it is necessary to have a layout containing the fixtures or channels, to use the bitmap fixture. The layout is the VObj (= Video Object) Output. **Requirement:** * [An imported bitmap fixture](/grandma2/key_bitmapfixture_import/) * [A created layout view containing the fixtures using the bitmap fixture](/grandma2/key_layouts_create/) 1. Tap in the title bar of the layout view Setup.\ The **layout encoder bar** opens. 2. Tap in the layout encoder bar at the **rectangle** ![](/img/grandma2/icon_rectangle_v3-2-35c58c.png). 3. Tap in the layout view and draw a rectangle around the fixtures or channels using the bitmap fixture. ![](/img/grandma2/window_layout-view-rectangle_v3-2-7d3246.png) *Layout view with rectangle* 4. The **Edit Layout Element** pop-up opens. ![](/img/grandma2/popup_edit-layout-element-visualization_v3-2-6abef2.png) *Edit layout element pop-up - visualization* 5. Choose if the fixtures or channels should visualize the content of the bitmap fixture:\ \- Not mirrored, tap Bitmap ![](/img/grandma2/window_layout-view-bitmap-not-mirrored_v3-2-9175d1.png) *Layout view bitmap not mirrored* \- Horizontally mirrored on the x-axis, tap Bitmap\_X ![](/img/grandma2/window_layout-view-bitmap-x_v3-2-de8c93.png) *Layout view bitmap x* \- Vertically mirrored on the y-axis, tap Bitmap\_Y ![](/img/grandma2/window_layout-view-bitmap-y_v3-2-801c63.png) *Layout view bitmap y* \- Horizontally and vertically mirrored on the x- and y-axis, tap Bitmap\_XY ![](/img/grandma2/window_layout-view-bitmap-xy_v3-2-caecdd.png) *Layout view bitmap xy* 6. Press Please or tap Please. **Important:**\ The rectangle is a visual display and it represents the side ratio of the picture or the video. It is possible to use several rectangles in a layout. The rectangles can be mirrored individually as shown above.     **Hint:**\ To move the rectangle, use the **move x** or **move y** encoder or tap and hold the rectangle in the layout view and move it around.\ To adjust the size of the rectangle for e.g. a 16:9 ratio, tap in the layout encoder bar at Position 1 of 3 to get **Size 2 of 3**. Use the encoder to adjust **size x** and **size y**. The bitmap visualization is assigned to the fixtures or channels in the layout. # Priorities for bitmap effects > When working with bitmap effects in the programmer and in playbacks attention should be paid to the following priorities: When working with bitmap effects in the programmer and in playbacks attention should be paid to the following priorities: 1. Bitmap effects always have the lowest priority within a level of priorities. \ Level of priorities are:\ \- Super\ \- Swp\ \- HTP\ ​- High\ \- LTP\ \- Low 2. Bitmap effects are only visible within a sequence – **cue list:**\ \- When the fixtures, which are running the bitmap effects, have no values and no effect values on the attributes in use. For more information on priorities in general see [executor options](/grandma2/key_adv_exec_options/).  ## Example: [Section titled “Example:”](#example) If a dimmer value is saved in a cue for Fixture 1, the bitmap effect can only be used for Fixture 1 in the following cue when the dimmer value is released. For more information on how to release see [What is tracking](/grandma2/key_cs_what_is_tracking/).  **This is a visual explanation of the example by means of illustration for Fixture 1:** | Tracking cue list | Dimmer | Explanation | | ----------------- | ---------- | ------------------------------------------------------------------------------------- | | cue 1 | **––––––** | Bitmap effect operatesFixture 1 (dimmer) | | cue 2 | 100 | Value overwritesFixture 1 (dimmer) | | cue 3 | (R) | Value is released,thus the bitmap effect from cue 1 or a new bitmap effectis visible  | |   |   |   | # Chasers > A chaser is a sequence that runs in a loop. It ignores the timing in the sequence and uses the speed setting to run through all the cues. Cues are referred to a A chaser is a sequence that runs in a loop. It ignores the timing in the sequence and uses the speed setting to run through all the cues. Cues are referred to as steps. Each cue is a step in the chaser. Read more about cues in the [What are cues and sequences](/grandma2/key_cs_what_are/) topic.\     **Hint:**\ Chasers are used whenever you need a loop with more than two steps. If you only need two steps, then use an effect. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a chaser](/grandma2/key_chaser_create/) * [Chaser settings](/grandma2/key_chaser_settings/) * [Chaser mini executor](/grandma2/key_chaser_mini_executer/) # Create a chaser > To create a chaser, create a sequence with at least 2 cues assigned to an executor. To create a chaser, create a sequence with at least 2 cues assigned to an executor. 1. Change the sequence to a chaser by pressing Assign and one of the keys associated with the executor. 2. This opens the Assign menu. Tap Options on the right side. 3. To change the sequence to a chaser, tap Chaser located below the tab **Function**. The mini executor is now cyan. It is possible to change the functions of keys and fader associated with the Executor. For more information, see [Assign a function](/grandma2/key_exec_assign/). All timing and loop information in the sequence is ignored. Commands (CMD) are executed and the **CMD Delay** is the only timing from the sequence that is actually used. For more information, see​ [Commands in cues](/grandma2/key_cs_cmd_in_cues/). *** ## Start, Stop and Pause the Chaser [Section titled “Start, Stop and Pause the Chaser”](#start-stop-and-pause-the-chaser) * To **start** the chaser, press Go+ and one of the keys associated with the executor. To fade in the chaser, press Go+ Time and the fade time in seconds, for example 5. * To **stop** the chaser, press Off and one of the keys associated with the executor. To fade out the chaser, press Off Time and the fade time in seconds, for example 5. * To **pause** the chaser, press Pause. The chaser stops in the current step and contains the output from this step. To start the chaser again, press Pause once more. # Chaser mini executor > If a chaser is assigned to an executor, the mini executor view displays relevant chaser informations. If a chaser is assigned to an executor, the mini executor view displays relevant chaser informations. It could look like this: ![](/img/grandma2/img_mini-executor_chaser_v3_3-f20c2a.png) *Mini Executor - Chaser* The cyan colored frame indicates that a chaser has been assigned to this executor. The Mini Executor is divided into tree sections: a top part, a middle part and a lower part. The top part and the lower part is similar to **Sequence Mini Executors**. Read more about [Sequence\_Mini\_Executor](/grandma2/key_cs_sequence_mini_executor/). The middle part is divided into three lines. * The first line reads the speed measured in beats per minute. * The second line is the fade time set by the encoder **Step Fade**. * The third line shows the current step out of the total steps. Pay attention to the numbers. These do not refers to the cue number or cue name, but only the current step out of total steps in the chaser. # Chaser settings > The Chaser Encoder Toolbar is useful to edit the chaser. To open the toolbar, press Edit and one of the keys associated with the executor. ## The Chaser Encoder Toolbar [Section titled “The Chaser Encoder Toolbar”](#the-chaser-encoder-toolbar) The **Chaser Encoder Toolbar** is useful to edit the chaser. To open the toolbar, press Edit and one of the keys associated with the executor. There are several options to set up and play back the chaser, in the cyan **Chaser Encoder Toolbar**. ![](/img/grandma2/window_chaser_encoder_toolbar-62da0b.png) *Chaser encoder toolbar* *** ## The Edit chaser key [Section titled “The Edit chaser key”](#the-edit-chaser-key) Tap the Edit Chaser key. This opens an **Edit Chaser Window**. ![](/img/grandma2/popup_edit_chaser-63face.png) *Edit chaser window* To name the chaser tap Label.   To manages the direction of the chaser, tap Direction. The default direction is Forward. This key opens the **p**op-up **Select Chaser Run Mode**  with four different directions. ![](/img/grandma2/popup_select_chaser_run_mode_v3_3-349f4a.png) *Select Chaser Run Mode* * **Forward** and **Backward** runs the Chaser in the given direction. * **Bounce** runs through the steps to the end and then backwards to the first step. It continues to bounce between the first and the last step. * **Random** runs the steps in a random pattern.     Tap Loop Endless and the pop-up **Loop Options** opens, with three different **Loop** options: ![](/img/grandma2/popup_select_chaser_loop_mode_v3_3-d04b36.png) *Select Chaser Loop Mode pop-up* * **Endless** keeps the chaser running until it receives new information. * **Shoot-Off** runs the steps once, then turns off the chaser. * **Shoot-On** runs the steps once, and leaves the chaser in the last step.   \*\* \*\*Edit Current,  Edit Previous and Edit Next buttons edits cues. For more information, see the topic [Looking at the cue sequence](/grandma2/key_cs_cue_sequence/#edit_cue). Set the **Speed** of the Chaser with Speed Individual. This opens the **Select Speed Group** Pop-up. ![](/img/grandma2/popup_select_speed_group_v3_3-3ec64b.png) *Select Speed Group* * **Individual speed** lets the chaser run with the speed set by the **Speed Encoder** * **Speed 1** through **Speed 15** limits the speed of the chaser by a **Speed Master**. This is useful to keep the chaser in sync with other chasers and effects. For more information, see [Assign a Function](/grandma2/key_exec_assign/). * The **BPM** option measures the Beat from the Audio In signal. For more information, see [Sound In](/grandma2/key_ost_sound_input_window/).   To enable or disable the **CMD** field in the Chasers Executor sheet, tap the Cmd Disable button. If the CMD is disabled, the CMD Disable turns cyan and all the Commands in the **CMD** row of the **Executor sheet** are displayed in red. There is also the opportunity to test the command in the **CMD** field. If a current step is present and a command is entered in the **CMD** field, tap Test Cmd  to test the function.   Sometimes the chaser has to keep the beat but double or half the speed. * To half of the current value, tap Half Speed. * To double the current value tap Double Speed.  * Speed 1:1 resets the speed to the value set by the Speed Encoder, the Speed Master or the Audio In, depending on the selected Speed Group. Another option is to tap Speed. This opens the pop-up **Select Speed Factor.** This is useful to multiply or divide the speed by 2, 4, 8, 16, or 32 of the selected Speed Group.   To exit the **Edit Chaser** window tap ![](/img/grandma2/icon_close_v3-2-8bb8c2.png)  *** ## The Playback Buttons [Section titled “The Playback Buttons”](#the-playback-buttons) The buttons to start, stop and pause the chaser: * To start the chaser, tap ![](/img/grandma2/icon_play_v3-2-dcc393.png). This starts the chaser from the first cue to the last, and then loop to the first again. * To start the chaser, running from the last cue to the first, and then loop to the last again, tap ![](/img/grandma2/icon_go-back_v3-2-40f50e.png) . * To stop the chaser, tap  ![](/img/grandma2/icon_off_v3-2-17dd16.png) .  * To pause the chaser in the current step, and keep the actual output, tap ![](/img/grandma2/icon_pause_v3-2-d45df1.png). Tap the ![](/img/grandma2/icon_pause_v3-2-d45df1.png) to start the chaser again, from the current step. * To stop the chaser and step thru the steps one by one, tap ![](/img/grandma2/icon_skip-minus_v3-2-efc6a5.png) or ![](/img/grandma2/icon_skip-plus_v3-2-ab952b.png) .  *** ## The Encoders [Section titled “The Encoders”](#the-encoders) The four encoders have 6 different functions. The four basic functions are available when the button shows Basic 1 of 2. By tapping the button again, it will change to Advanced 2 of 2. Basic buttons starting from left: 1. The first encoder is a **Master**. This master controls the intensity of the chase measured in percent. 2. The second encoder is the **Speed,** default displayed in BPM (beats per minute). This will affect the time between the cues in the chaser. So if the speed is set to 60 BPM, the cues change every 1 second. The speed readout can be changed in Setup->User->Settings. 3. The third encoder is the **Step** fade measured in percent. This encoder is used to set the fade time between the steps. If the percent is 0, the chaser snaps between the steps. If it is set to 100 % it uses the time restricted by the speed encoder. If the percent is over 100, the chaser will start fading down, before the step is at full. The in-fade and the out-fade percent, can be adjusted individually. Read more below.   4. The fourth encoder is called **Master Fade** and manage the in-fade and the out-fade time of the chaser. The time is measured in seconds. To enable two more options, tap the Basic 1 of 2 key. The key changes to Advanced 2 of 2. The two encoders, starting from left: 1. On the first encoder, the **In-fade** of the steps is set. If the percent is 0, the chaser snaps between the steps, and if it is set to 100 % it will use the time restricted by the speed encoder. If the percent is over 100, the chaser will start fading down, before the step is at full. 2. On the second encoder, the **Out-fade** of the steps is set. If the percent is 0, the chaser will snap the steps to zero, and if it is set to 100 % it will use the time restricted by the speed encoder. # Clone > Clone is used to add fixtures to the rig which suppose to behave exactly the same as existing fixtures. ## Function [Section titled “Function”](#function) Clone is used to add fixtures to the rig which suppose to behave exactly the same as existing fixtures. **Requirements:** * Program your show using presets. * Program relevant parameters in your presets. **Important:**\ Avoid using fixture specific functions, e.g. build-in fixture macros. Use generic functions only.    *** ## How to Use Clone [Section titled “How to Use Clone”](#how-to-use-clone) ###  It is possible: [Section titled “ It is possible:”](#it-is-possible) 1. To clone in order to copy values from fixture to fixture. 2. To clone a selection of fixtures to another selection of fixtures.  3. To clone using the [keyword Clone](/grandma2/key_keyword_clone/) or the [screen](/grandma2/key_clone_clone_in_user_interface/).  **Important:**\ It is not possible to clone values from several fixtures to a single fixture. Cloning is only possible with one set of values.  **Important:**\ It is possible to limit the scope of cloning by using the [keyword If](/grandma2/key_keyword_if/).   By default, the cloning is done with low priority. This means that data is preserved wherever the destination fixtures or fixture types already contain data. The data from the source fixtures or fixture types is added to objects such as presets, cues, effects etc. where data does not exist yet.    **Hint:**\ The console automatically clones dependencies, e.g. presets and effects by reference to the cloned sequence whenever cloning with a limited scope. To protect existing data these dependencies are cloned with the default low priority clone option.    *** ## Replace [Section titled “Replace”](#replace) Contrary to clone, replace does not preserve data, i.e. data is overwritten.   For more information on replace see [Search and Replace](/grandma2/key_search_replace/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Clone in user interface](/grandma2/key_clone_clone_in_user_interface/) * [Examples](/grandma2/key_clone_examples/) * [Clone presets](/grandma2/key_clone_clone_presets/) # Clone in user interface > It is possible to clone using the user interface. It is possible to clone using the user interface.  **Requirement:** * Prepare cloning 1. To prepare cloning click on Setup -> Show -> Cloning. It is also possible to use the command section: 2. Select source an destination of objects by using the command section.  1. Click on copy twice (shortcut for clone) 2. Fixture 3. Number of fixtures to be in the source 4. At 5. Number of fixtures to be in the destination 6. Please   **Hint:**\ It is also possible to use the command line to type in your source and destination objects. For more information see the [keyword Clone](/grandma2/key_keyword_clone/).    After selecting the source and destination objects the pop-up **Prepare Cloning** opens.  ![](/img/grandma2/popup_prepare-cloning_v3-3-f6eb20.png) *Prepare cloning pop-up*   **Prepare Cloning** consists of two parts divided by **Line Count** \*\*– left side and right side of the pop-up. \*\* **Left side:** \- Lists source fixtures and/or fixture types. **Right side:** \- Lists destination fixtures and/or fixture types.    *** ## How to Prepare [Section titled “How to Prepare”](#how-to-prepare)   **Important:**\ The source of the objects matches the destination of objects.    1. To select the source fixtures or fixture types click on Take Selection on the left side of the pop-up. 2. To apply the selected fixtures or fixture types to their destination click on Take Selection on the right side of the pop-up. 3. The button Remove Lines on the right and left removes selected lines of the corresponding side of the button.\   ![](/img/grandma2/popup_prepare-cloning_remove-lines_v3-3-bfe967.png) *Prepare cloning - remove lines*   4. To activate the buttons Paste Lines and Swop Lines click on the button Cut Lines first. 5. To paste fixtures into another cell in the source click on the left side of the column and then click on the button Paste Lines. To paste fixtures into another cell in the destination click on the right side of the column and then click on Paste Lines. \   ![](/img/grandma2/popup_prepare-cloning_paste-lines_v3-3-f8c62b.png) *Prepare cloning - paste lines*   6. Click on Paste Lines once again to paste the fixture 102. Now, fixture 102 is located between fixtures 109 and 110. \ \- The data of source fixture 8 now corresponds to the destination fixture 102. ​ ![](/img/grandma2/popup_prepare-cloning_pasted-line-destination-column_v3-3-36e172.png) *Prepare cloning - pasted line in the destination column*   7. To swap a line click on Cut Lines first.  8. Then click on the fixture you would like to swap. Here it is fixture 110.  9. Click on the fixture you would like to swap fixture 110 with. Here it is 103, which is now marked in blue; fixture 110 is now marked in red.  ![](/img/grandma2/popup_prepare-cloning_swapped-line_v3-3-19ac82.png) *Prepare cloning - swap lines*   10. Fixture 110 and fixture 103 swapped places. Fixture 1 now has the data of destination fixture 110. Fixture 9 now has the data of destination fixture 103. ![](/img/grandma2/popup_prepare-cloning_swapped-lines_v3-3-029583.png) *Prepare cloning - swapped lines*   11. To complete the preparing process click on the button Prepare.   *** ## Cloning [Section titled “Cloning”](#cloning)   If you click on the button Prepare\*\*, \*\*the pop-up **Cloning** opens.  ![](/img/grandma2/popup_cloning_v3-3-45fb94.png) *Cloning pop-up*   It is possible to address all elements by the buttons All Items To All, All Items To None, and All Items To Chosen. Here you choose in which elements the fixtures you have assigned are cloned in: * Sequences * Groups * Presets * Worlds * Effects * Layouts There is a swipe button for each of the elements containing the options: * **No:**\ This element will not be cloned.  * **All:**\ Data will be cloned for all objects of this element.  * **Chosen:**\ This button activates the button **Choose** on the right of each element.    If you click on the button **Choose**, an additional window opens within the pop-up **Cloning.** Here it is the window **Select Sequences**. Choose sequences to which you copy the objects first and then clone these objects. The info column displays information on corresponding objects.    **Hint:**\ It is also possible to select several cells in the column by holding the button CTRL on your keyboard while clicking on the cells you would like to select.    ![](/img/grandma2/popup_cloning_window-select-sequences_v3-3_1-bf607f.png) *Cloning - select sequences*   **Important:**\ Using All Items To All, All Items To None, and All Items To Chosen deletes the previous selection.    All Items To All: -Addresses all elements for cloning.  All Items To None: -Does not clone in any of the elements.  **Important:**\ However, you can use All Items To None to select single objects of single elements.  To clone single objects of a single element: \- Press All Items To None *  This sets all elements to status “No” \- Swipe the element you would like to clone single objects in  \- Click Chosen in the element you are in activating the button Choose on the right of the element \- Select single objects you would like to clone    All Items To Chosen: * Sets all elements to **Chosen**.  **Important:**\ Clicking on All Items To Chosen allows you to select single objects in every element.     *** ## Set Filters [Section titled “Set Filters”](#set-filters) It is also possible to set filters in the window **Cloning**.  ### Set Pool Filter [Section titled “Set Pool Filter”](#set-pool-filter) 1. Click on Pool Filter. 2. The window **Select Filters** appears on the right side of the pop-up **Cloning**.  3. Choose a filter by clicking on a cell.  4. To reset the filter click on **Clear Selection** in the upper right corner of the window **Select Filters**. 5. To perform cloning click on Clone in the lower right corner of the window **Select Filters**.    **Hint:**\ It is also possible to set a filter via the Filter Pool. For more information see [What are filters](/grandma2/key_wfm_what_are_filters/).   ![](/img/grandma2/window_cloning_select-filters_v3-3-5e6fcc.png) *Window cloning - select filters*   *** ### Set Command Filter [Section titled “Set Command Filter”](#set-command-filter)   * To open this filter click on Command Filter and the window **Add Filter 1 opens**. ![](/img/grandma2/window_command-filter_v3-3-68c8d4.png) *Command filter window*   **Important:**\ This is a temporary filter which displays current filtering and allows you to create temporary modifications. However, if you would like to set several filters use the Pool Filter.    For more information on how to use the Command Filter see [Create filters](/grandma2/key_wfm_create_filters/).   *** ## How to Perform Cloning [Section titled “How to Perform Cloning”](#how-to-perform-cloning)   After preparing and setting filters for the cloning process perform cloning by clicking on Clone. The pop-up **Please Confirm** appears displaying four options: 1. **Cancel:**\ Choosing this option cancels cloning and returns to the pop-up **Cloning**.  2. **Low Prio Merge:**\ Choosing this option generates simple cloning with low priority. Here, values of source objects are cloned to the destination with no existing data only. No data will be overwritten or deleted. 3. **Merge:**\ Choosing this option merges values from source objects with values from destination objects overwriting existing values. Values which are only located in the destination objects will not be overwritten. 4. **Overwrite:**\ Choosing this option overwrites all values of the destination objects with existing and non-existing values in the source objects. ![](/img/grandma2/popup__confirm_cloning_v3-3-134102.png) *Pop-up please confirm - perform cloning* # Clone presets > Table of content: Table of content: * [Clone fixture to fixture](#Clone%20fixture%20to%20fixture) * [Clone fixture to fixture type](#Clone%20fixture%20to%20fixture%20type) * [Clone fixture type to fixture](#Clone%20fixture%20type%20to%20fixture) * [Clone fixture type to fixture type](#Clone%20fixture%20type%20to%20fixture%20type) * [Clone to universal fixture type](#Clone%20to%20universal%20fixture%20type)   **Important:**\ As mentioned in \*\*Examples \*\*cloning from or to fixture types is only possible in presets.   *** ## Where to Use Clone  [Section titled “Where to Use Clone ”](#where-to-use-clone) It is possible: * To clone from fixture to fixture * To clone from fixture to fixture type * To clone from fixture type to fixture * To clone from fixture type to fixture type **Important:**\ Cloning to fixtures adds selective data to presets.\ Cloning to fixture types adds global data to presets.    **Requirements:** * Create a show file with presets * Prepare cloning For more information on how to prepare cloning see [Clone using screens](/grandma2/key_clone_clone_in_user_interface/).   *** ## [Clone Fixture to Fixture]() [Section titled “Clone Fixture to Fixture”](#clone-fixture-to-fixture) ### Example [Section titled “Example”](#example) * **Clone fixture 1 to fixture 11** 1. Initial situation before cloning:\ -Fixture 1 with pan and tilt values of min.  ![](/img/grandma2/window_prog-only_clone-to-fixture-type_initial-situation_v3-3-91cf34.png) *Clone Fixture to Fixture – Initial Situation*   2. Initial preset situation before cloning:\ -The preset contains selective data for fixture 1.  ![](/img/grandma2/image_preset-pool_selective-data_v3-3-a85b6a.png) *Preset Pool – Selective Data*   3. Final result after cloning:\ -This process created selective data for fixture 11. \ -Fixture 11 now has the exact same pan and tilt values as fixture 1.  ![](/img/grandma2/window_prog-only_clone-fixture-to-fixture_final-sitation_v3-3-d2f69f.png) *Clone Fixture to Fixture – Final Situation*   4. Final result after cloning:\ -The preset now contains selective data for fixture 11.  ![](/img/grandma2/image_preset-pool_selective-data_v3-3-a85b6a.png) *Preset Pool – Selective Data*   *** ## [Clone Fixture to Fixture Type]() [Section titled “Clone Fixture to Fixture Type”](#clone-fixture-to-fixturetype) ### Example [Section titled “Example”](#example-1) * **Clone fixture 1 to fixture type 4.1** 1. Initial preset situation before cloning:\ -Fixture 1 with pan and tilt values of min. ![](/img/grandma2/window_prog-only_clone-to-fixture-type_initial-situation_v3-3-91cf34.png) *Clone Fixture to Fixture Type – Initial Situation*   2. Initial preset situation before cloning:\ -The preset contains selective data for fixture 1. ![](/img/grandma2/image_preset-pool_selective-data_v3-3-a85b6a.png) *Preset Pool – Selective Data*   3. Final result after cloning:\ -This process created global data for fixture type 4.1. \ -Fixture type 4.1 now has the exact same pan and tilt values as fixture 1. ![](/img/grandma2/window_prog-only_clone-to-fixture-type-with-merge_final-result_v3-3-b282a8.png) *Clone from Fixture to Fixture Type – Final Result*   4. Final result after cloning:\ -The preset now contains global data for fixture type 4.1. ![](/img/grandma2/image_preset-pool_selective-and-global-data_v3-3-d5392d.png) *Preset Pool – Selective and Global Data*   *** ## [Clone Fixture Type to Fixture]() [Section titled “Clone Fixture Type to Fixture”](#clone-fixture-type-to-fixture)   ## Example [Section titled “Example”](#example-2) * **Clone fixture type 4.1 to fixture 1** 1. Initial preset situation before cloning:\ -Fixture type 4.1 with pan and tilt values of min.  ![](/img/grandma2/window_prog-only_clone-fixture-type-to-fixture_initial-situation_v3-3-a338d1.png) *Clone Fixture Type to Fixture – Initial Situation*   2. Initial preset situation:\ -The preset contains global data for fixture type 4.1. ![](/img/grandma2/image_preset-pool_global-data_v3-3-4549ec.png) *Preset Pool – Global Data*   3. Final result after cloning:\ -This process created selective data for fixture 1.\ -Fixture 1 now has the exact same pan and tilt values as fixture type 4.1 ![](/img/grandma2/window_prog-only_clone-to-fixture-type-with-merge_final-result_v3-3-b282a8.png) *Clone Fixture Type to Fixture – Final Result*   4. Final result:\ -The preset now contains selective data for fixture 1. ![](/img/grandma2/image_preset-pool_selective-and-global-data-after-cloning_v3-3-c7d2d7.png) *Preset Pool – Global and Selective Data*   *** ## [Clone Fixture Type to Fixture Type]() [Section titled “Clone Fixture Type to Fixture Type”](#clone-fixture-type-to-fixture-type) ### Example [Section titled “Example”](#example-3) * **Clone fixture type 4.1 to fixture type 7.1** 1. Initial situation:\ -Fixture type 4.1 with pan and tilt values of min.  ![](/img/grandma2/window_prog-only_clone-fixture-type-to-fixture_initial-situation_v3-3-a338d1.png) *Clone Fixture Type to Fixture Type – Initial Situation*   2. Initial situation:\ -The preset contains global data for fixture type 4.1.  ![](/img/grandma2/image_preset-pool_global-data_v3-3-4549ec.png) *Preset Pool - Global Data*   3. Final result after cloning:\ -This process created global data for fixture type 7.1.\ -Fixture type 7.1 now has the exact same pan and tilt values as fixture type 4.1. ![](/img/grandma2/window_prog-only_clone-fixture-type-to-fixture-type_final-result_v3-3-30fa06.png) *Clone Fixture Type to Fixture Type – Final Result*   4. Final result:\ -The preset now contains global data for fixture type 7.1. ![](/img/grandma2/image_preset-pool_global-data_v3-3-4549ec.png) Preset Pool - Global Data   *** ## []()Clone to Universal Fixture Type [Section titled “Clone to Universal Fixture Type”](#clone-to-universal-fixture-type)   **Important:**\ Universal data is data of all fixtures that have the same attribute. Also, it is redundant to clone universal preset data. If the target data is to be universal, then clone to fixture type 1.1.  \[Channel]> Clone Fixture 1 At FixtureType 1.1 If Preset 2.4 # Examples > Important: **Important:**\ It is possible to clone from fixture types or to fixture types in presets only. For more information see [Clone presets](/grandma2/key_clone_clone_presets/). ##   **Important:**\ The cloning option **Overwrite** removes and  replaces original data of the destination by new data.  ##   [Section titled “ ”](#-1) ## Clone Fixture to Fixture [Section titled “Clone Fixture to Fixture”](#clone-fixture-to-fixture)   ### 1. Example: [Section titled “1. Example:”](#1-example) If you clone fixture 1 to fixture 2 with the default option, i.e., **Low Prio Merge**: * This process creates selective data for fixture 2.  * Fixture 2 now does the exact same thing it did before cloning. * Fixture 2 keeps the data of fixture 1 in case fixture 2 should not have any data for specific objects.  ### 2. Example: [Section titled “2. Example:”](#2-example) If you clone fixture 1 to fixture 2 with the option **Merge**: * This process creates selective data for fixture 2. * Fixture 2 now does the exact same thing as fixture 1.  * Fixture 2 keeps its data in case fixture 1 should not have any data for specific objects.  ### 3. Example: [Section titled “3. Example:”](#3-example) If you clone fixtures 1 and 2 to fixtures in group 10 in sequences 1 through 10: * This process copies data from fixtures 1 and 2 to fixtures in group 10 within sequence 1 through 10 only.  ### 4.Example: [Section titled “4.Example:”](#4example) If you clone fixture 1 to fixture 2 with the option **Overwrite**: * This process creates selective data for fixture 2.  * Fixture 2 now does the exact same thing as fixture 1.    *** ## Clone Fixture to Fixture Type [Section titled “Clone Fixture to Fixture Type”](#clone-fixture-to-fixture-type)   **Important:**\ Cloning fixtures to fixture types clones selective data to global data.  ### 1. Example: [Section titled “1. Example:”](#1-example-1) If you clone fixture 1 to fixture type 2 with the default option, i.e., **Low Prio Merge**: * This process creates global data for fixture type 2. * Fixture type 2 now does the exact same thing it did before cloning. * Fixture type 2 keeps the data of fixture 1 in case fixture type 2 should not have any data for specific objects.  ### 2. Example: [Section titled “2. Example:”](#2-example-1) If you clone fixture 1 to fixture type 2 with the option **Merge**: * This process creates global data for fixture type 2. * Fixture type 2 now does the exact same thing as fixture 1.  * Fixture type 2 keeps its data in case fixture 1 should not have any data for specific objects.  ### 3.Example: [Section titled “3.Example:”](#3example) If you clone fixture 1 to fixture type 2 with the option **Overwrite**: * This process creates global data for fixture type 2 * Fixture type 2 now does the exact same thing as fixture 1.    *** ## Clone Fixture Type to Fixture [Section titled “Clone Fixture Type to Fixture”](#clone-fixture-type-to-fixture)   **Important:**\ Cloning fixture types to fixtures clones global data to selective data.  ### 1. Example: [Section titled “1. Example:”](#1-example-2) If you clone fixture type 1 to fixture 2 with the default option, i.e., **Low Prio Merge**: * This process creates selective data for fixture 2.  * Fixture 2 now does the exact same thing it did before cloning. * Fixture 2 keeps the data of fixture type 1 in case fixture 2 should not have any data for specific objects.  ### 2. Example: [Section titled “2. Example:”](#2-example-2) If you clone fixture type 1 to fixture 2 with the option **Merge**: * This process creates selective data for fixture 2.  * Fixture 2 now does the exact same thing as fixture type 1.  * Fixture 2 keeps its data in case fixture type 1 should not have any data for specific objects.  ### 3. Example: [Section titled “3. Example:”](#3-example-1) If you clone fixture type 1 to fixture 2 with the option **Overwrite**: * This process creates selective data for fixture 2. * Fixture 2 now does the exact same thing as fixture type 1.    *** ## Clone Fixture Type to Fixture Type [Section titled “Clone Fixture Type to Fixture Type”](#clone-fixture-type-to-fixture-type)   **Important:**\ Cloning fixture types to fixture types clones global data to global data.  ### 1. Example: [Section titled “1. Example:”](#1-example-3) If you clone fixture type 1 to fixture type 2 with the default option, i.e., **Low Prio Merge**: * This process creates global data for fixture type 2.  * Fixture type 2 now does the exact same thing it did before cloning.  * Fixture type 2 keeps the data of fixture type 1 in case fixture type 2 should not have any data for specific objects.  ### 2. Example: [Section titled “2. Example:”](#2-example-3) If you clone fixture type 1 to fixture type 2 with the option **Merge**: * This process creates global data for fixture type 2.  * Fixture type 2 now does the exact same thing as fixture 1.  * Fixture type 2 keeps its data in case fixture type 1 should not have any data for specific objects.  ### 3.Example: [Section titled “3.Example:”](#3example-1) If you clone fixture type 1 to fixture type 2 with the option **Overwrite**: * This process creates global data for fixture type 2. * Fixture type 2 now does the exact same thing as fixture type 1. # Command Syntax and Keywords > The usage of the command line is an essential way of communication between the console and its operator. The usage of the command line is an essential way of communication between the console and its operator. Using reserved words, keywords and numerical identifiers is how the operator tells the console to perform a task.  **Important:**\ Most of the commands have to be completed with a **Please**.  Type the word **Please**\*\*\*\* into the command line or press the key Please in the command section.  ### Example: [Section titled “Example:”](#example) \[Channel]> Delete Group 4 \- or - Del + Group + 4 + Please *** ## Keywords [Section titled “Keywords”](#keywords) Most commonly used keywords have their own keys. Others may only be accessed by repeatedly pressing a key or press and hold a key.  For more information on multiple functions of keys see [Key overview](/grandma2/key_keys_key_overview/).  **Important:**\ All keywords can be typed into the command line using the keyboard.    Moreover, you see the content being typed into the command line in the input field.  If you would like to see the commands you ordered the console to fulfill: * Click ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) on the left of the command line to open the pop-up Command Line Feedback.  Here you will see the history of your commands.  ### Example: [Section titled “Example:”](#example-1) \[time] : Executing: Delete Group 4   For more information on how to use the command line in detail see [Command line](/grandma2/key_widget_command_line/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [General syntax rules](/grandma2/key_cs_general_syntax_rules/) * [All keywords](/grandma2/key_cs_all_keywords/) * [Work with lists](/grandma2/key_cs_work_with_lists/) # Console Settings > Use the console settings to adjust the console to the environment. Use the console settings to adjust the console to the environment. For more information on the various settings see the links below: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Adjust the intensity of desk lights](/grandma2/key_window_desklights/) * [Change screen options](/grandma2/key_window_screenoptions/) * [Local settings](/grandma2/key_local_settings/) * [Wing & monitor setup](/grandma2/key_window_faderwing_commandwing_setup/) * [Date & Time](/grandma2/key_date_time/) # Control the MA NDPs > MA Lighting's dimMA dimming system is used in the grandMA1 series. It can be mixed within an installation as it has the same dimming curves and rise times. All MA Lighting’s dimMA dimming system is used in the grandMA1 series. It can be mixed within an installation as it has the same dimming curves and rise times. All dimmers can be controlled by any DMX source. The MA NDP (Network Dimmer Processor) sends and receives different Ethernet protocols as well as DMX.  Once the grandMA console or any other control system is switched off, the MA NDP takes over the control and starts operating as the “heart” of the entire network. This functionality provides a detailed overview and control of the entire system. The settings can be centrally organized while the entire control of all parts of the network remains. For more information on the NDP see [What is the Network Dimmer Processor](/grandma2/key_so_what_is_the_network_dimmer_processor_ndp/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add the MA NDPs](/grandma2/key_control_ndp_add/) * [Configure the MA NDPs](/grandma2/key_control_ma_ndp_configure/) * [Delete the MA NDPs](/grandma2/key_control_ma_ndp_delete/) # Configure the MA NDPs > Important: **Important:**\ This topic deals with settings that can be made in the **MA Network Configuration** of MA NDPs. General settings are dealt with in [Adding devices to your session](/grandma2/key_network_session_add_device/). For information on the configuration of MA NDPs in the view **MA Dimmer Network** see [Network dimmer](/grandma2/key_ost_network_dimmer/) and this topic´s corresponding subtopics. **Requirements:** * Add an MA NDP to the network configuration.  For more information see [Add the MA NDPs](/grandma2/key_control_ndp_add/).  1. Open the **MA Network Configuration**.\ -Press Setup and tap MA Network Configuration.  2. The window **MA Network Configuration** opens.\ -Tap NDP Dimmer. ![](/img/grandma2/menu_network-config_ndp_v3-3-568bb2.png) *Open NDP Dimmer in Network Configuration* **Hint:**\ The columns displayed in green are editable.  3. To edit the hostname, tap and hold a cell in the column **Hostname**.\ -The calculator opens.\ -Enter the name. 4. To remove an MA NDP from the session, tap and hold a cell in the column **Session Member**.\ **Yes** disappears and the cell turns gray. ![](/img/grandma2/menu_network-config_remove-ndp-from-session_v3-3-3fecf0.png) *Remove MA NDP from session* **Hint:**\ Remove MA NDPs from the session before deleting them. For more information see [Delete the MA NDPs](/grandma2/key_control_ma_ndp_delete/).  5. To edit the rack number, tap and hold a cell in the column **Rack Number**.\ -The calculator opens.\ -Enter the number of the rack.  **Hint:**\ Changing the rack number proves handy if you have configured specific settings in the view **MA Dimmer Network**. For more information on the settings in MA Dimmer Network see [Network dimmer](/grandma2/key_ost_network_dimmer/) and this topic´s corresponding topics.  The MA NDPs are configured and the settings are applied. # Delete the MA NDPs > Follow these guidelines to delete the MA NDPs in the network configuration. Follow these guidelines to delete the MA NDPs in the network configuration. 1. Open the **MA Network Configuration**. \ -Press Setup and tap MA Network Configuration.\ -The window **MA Network Configuration** opens.  2. Tap NDP Dimmer.  ![](/img/grandma2/menu_network-config_ndp_v3-3-568bb2.png) *MA Network Configuration – NDP Dimmer* **Important:**\ To delete MA NDPs, remove them form the session. To do so, tap and hold a cell in the column **Session Member** until **Yes** disappears. The cell turns gray. 3. Tap Delete.  **Hint:**\ To select several MA NDPs, use the “lasso” selection in the column **Session Member**.  The MA NDPs have been deleted in the network configuration. # Control the MA Network Switch > The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch and networking devices provides the easiest The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch and networking devices provides the easiest solution even for complex lighting systems. You can control the MA Network Switch by using the web interface or directly with a grandMA2 console or grandMA2 onPC. For more information about how to control the MA Network Switch by using the web interface see [MA Network Switch manual](https://help.malighting.com/network/en/help/). This chapter explains how to control the MA Network Switch from a grandMA2 console or grandMA2 onPC. You will find out how to add the MA Network Switch to the network configuration, configure ports, or edit groups and presets. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add MA Network Switch](/grandma2/key_control_ma_switch_add/) * [Change IP address](/grandma2/key_control_ma_switch_ip_address/) * [Enable DHCP client](/grandma2/key_control_ma_switch_dhcp/) * [Change hostname](/grandma2/key_control_ma_switch_hostname/) * [Change switch ID](/grandma2/key_control_ma_switch_switch_id/) * [Configure ports](/grandma2/key_control_ma_switch_ports/) * [Edit groups](/grandma2/key_control_ma_switch_groups/) * [Edit presets](/grandma2/key_control_ma_switch_presets/) * [Edit LAGs](/grandma2/key_control_ma_switch_lags/) * [Mirror ports](/grandma2/key_control_ma_switch_mirror_ports/) * [Work with the switch configuration](/grandma2/key_control_ma_switch_configuration/) * [Disable SNMP](/grandma2/key_control_ma_switch_snmp/) * [Change password](/grandma2/key_control_ma_switch_password/) * [Update firmware](/grandma2/key_control_ma_switch_update/) * [Reset to factory defaults](/grandma2/key_control_ma_switch_reset/) * [Delete MA Network Switch](/grandma2/key_control_ma_switch_delete/) # Add MA Network Switch > Use these steps to add the MA Network Switch to the network configuration. Use these steps to add the MA Network Switch to the network configuration. **Requirements:** * The default IP address of the switch is a 192.168.100.xxx. It is displayed at the front end display.\ The default subnet mask of the switch is 255.255.255.0. This means your PC or grandMA2 station needs to be set to a compatible IP address. For more information about how to change the IP address see chapter [Networking](/grandma2/key_network/). * Power on (indicates by a green power LED) * Hardware connection between the MA Switch and a computer (indicates by a green or orange blinking link LED) 1. Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_new_v3_2-e4e689.png) *MA Network Configuration window* 3) To add every present MA Network Switch, tap Add Present.\ Every present MA Network Switch is added to the MA Network Configuration. Continue with step 6. 4) To open a pop-up to select the station you like to add, tap Add or press the screen encoder.\ The Select Station pop-up opens. ![](/img/grandma2/popup_select-station_ma-switch_3_2-fa6bb8.png) *Select Station pop-up* 5. Tap at the station you like to add. 6. Scroll at the right screen side and check if the MA Network Switch has an active password protection. ![](/img/grandma2/menu_ma-network-configuration_network-switch_password-active_v3_2-7c2f04.png) *MA Network Configuration - Password Active* 7) If **Yes** is set and the cell is red the MA Network Switch has an active password protection. **Important:**\ The default password admin of the MA Network Switch is not an active password protection. An active password protection is when the default password was change to an individual password. 8. Tap Enter Password.\ The **Enter switch password pop-up** opens.\ Type the MA Network Switch password in the green edit line and press Please. If the input was successful the Password Active cell changes the color to green. The MA Network Switch is added to the network configuration and ready for further configuration. # Work with the switch configuration > The configuration is the customized set of parameters that you have selected to run the switch. The configuration is the customized set of parameters that you have selected to run the switch. You can get the current switch configuration or upload a previous exported switch configuration. **Requirements:** * [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/) * grandMA2 console and MA Network Switch needs to be in the same subnet ## []()Get switch configuration [Section titled “Get switch configuration”](#get-switch-configuration) To get the switch configuration for later import is useful, if the same configuration must be used in multiple switches. 1. Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration. 2. The MA Network Configuration window opens.Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap Configuration.\ The **Network Switch Configuration pop-up** opens. ![](/img/grandma2/popup_network-switch-configuration_v3_2-b80eec.png) *Network Switch Configuration pop-up* 4. Tap Get Configuration.\ The Save Configuration pop-up opens. ![](/img/grandma2/popup_save-configuration_v3_2-f06bc4.png) *Save Configuration pop-up* 5. Select drive and folder and type the file name in the green edit line. Tap at the \*\*plus \*\*![](/img/grandma2/icon_plus_small_v3-2-ae05d9.png) to open the virtual keyboard. 6. Tap Save. The MA Network Switch configuration is saved on the selected drive. If you are using a grandMA2 onPC the MA Network Switch configuration is in the hidden folder C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_3.1\\. **Important:**\ The configuration file uploaded via the onPC does not affect the IP address. The configuration file uploaded via the web interface, however, does affect the IP address.  *** ## Send Configuration [Section titled “Send Configuration”](#send-configuration) **Important:**\ The configuration file has to be written in a JSON (JavaScript Object Notation) data format. If the configuration is not in a JSON data format, the switch can not read the configuration file. **Hint:**\ If you are not sure how to write the configuration file, [get the current switch configuration](#Get%20switch%20configuration) and modify this file. **Important:**\ If you upload only parts of switch configuration, e.g. only the filters, it is necessary that the entire filters configuration part is included in the configuration file. If parts are missing in the configuration file, the configuration upload does not work. 1. Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration. 2. The MA Network Configuration window opens.Tap at Network Switch. 3. Tap Configuration.\ The **Network Switch Configuration pop-up** opens. 4. Tap Send Configuration.\ The Load Configuration pop-up opens.\ \ If you are using a grandMA2 onPC the MA Network Switch configuration is in the hidden folder C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_3.1\\. ![](/img/grandma2/popup_load-configuration_v3_2-3360ff.png) *Load Configuration pop-up* 5. Select the MA Network Switch configuration .json file for upload. 6. Tap Open. The switch configuration is uploading. The update process can take about 60 seconds. The switch configuration is uploaded and saved in the startup configuration. # Delete MA Network Switch > Use these steps to delete the MA Network Switch from the network configuration. Use these steps to delete the MA Network Switch from the network configuration. 1. Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration window* 3. Tap Delete. The MA Network Switch is deleted from the network configuration. # Enable DHCP client > If the network is equipped with a DHCP server enable the DHCP client of the switch for it to receive automatically an IP address from the DHCP server. If the network is equipped with a DHCP server enable the DHCP client of the switch for it to receive automatically an IP address from the DHCP server. The previous assigned IP address will be used if there is no DHCP server available. **Requirement:** [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/). 1. Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap and hold the cell in the column DHCP client enabled until **Yes** is displayed. The DHCP client is enabled. The DHCP settings are saved in the startup configuration. ![](/img/grandma2/menu_ma-network-configuration_network-switch_dhcp-yes_v3_3-5e519b.png) *MA Network Configuration - Network Switch - DHCP yes* The column IP ETHERCON 1(ETH0) displays the used DHCP IP address. The column IP ETHERCON 1(ETHO.1) displays the default IP address of the MA Network Switch. If DHCP is on, the MA Network Switch is reachable only with the DHCP IP address. **Hint:**\ You can also enable the DHCP client by using the command line.\ \- Change the destination of the command line to NetConfig/Network Switch 8. For more information see [ChangeDest keyword](/grandma2/key_keyword_changedest/).\ \- Type in the command line Assign 1 / DHCPclientenabled = “Yes”.\ The DHCP client of the NetworkSwitch 1 is enabled. # Edit groups > This topic describes the different group settings and how to edit the groups. This topic describes the different group settings and [how to edit the groups](#Edit%20Groups). You can edit the following option: * [Group Name](#Group%20Name) * [IGMP Snooping](#IGMP%20Snooping) * [IGMP Querier](#IGMP%20Querier) * [Unknown Flooding](#Unknown%20Flooding) * [VLAN ID](#VLAN%20ID) *** ## []()Group Name [Section titled “Group Name”](#group-name) You can change the group name of every group except Trunk and Manage. For a better overview every group name is displayed in a different color. **Important:**\ The group name is a label for better overview and does not affect the VLAN. *** ## []()IGMP Snooping [Section titled “IGMP Snooping”](#igmp-snooping) IGMP snooping avoids ports to be flooded with undesired multicast packets.\ It is a smart way to manage multicast packets, and forward them to the registered ports. IGMP snooping is disabled by default. **Hint:**\ To forward only known multicast network packets, enable IGMP Snooping and IGMP Querier. Disable unknown flooding. *** ## []()IGMP Querier [Section titled “IGMP Querier”](#igmp-querier) **Important:**\ IGMP snooping requires at least one switch in a group (VLAN) to act as a querier to ensure IGMP snooping functionality. Querier register the multicast packets to the corresponding ports.\ If more than one querier is activated per group, the switch with the lowest IP address will be elected as querier.\ This election process is automated. IGMP querier is disabled by default. *** ## []()Unknown Flooding [Section titled “Unknown Flooding”](#unknown-flooding) Unknown flooding is for multicasted frames destined for an address for which the switch has not seen a join.\ In that case the switch uses the flooding mask to forward that frame to every port. Unknown flooding can be global enabled or disabled for all groups.\ By default, unknown flooding is enabled. * Yes = All unknown packages will be forwarded * No = All unknown packages will be dropped **Hint:**\ To forward only known multicast network packets, enable IGMP Snooping and IGMP Querier. Disable unknown flooding. *** ## []()VLAN ID [Section titled “VLAN ID”](#vlan-id) All groups of the switch have a default VLAN ID, except Trunk.\ If you implement the switch in an existing network, it can be necessary to change the VLAN ID of the groups.\ You can change the VLAN ID of group 1 through group 6. The VLAN ID of group 8 (= manage group) is 1 and fixed.\ Possible VLAN IDs are from 1 to 4094. | Group | Default VLAN ID | | ----- | --------------- | | 1 | 100 | | 2 | 200 | | 3 | 300 | | 4 | 400 | | 5 | 500 | | 6 | 600 | **Important:**\ If you change the VLAN ID of a group, you need to change the VLAN ID of each switch using this group.\ The VLAN IDs of the groups which should communicate to each other, have to be the same.\ If the VLAN IDs of groups are not the same, they do not communicate with each other. *** ## []()Edit Groups [Section titled “Edit Groups”](#edit-groups) **Requirement:** [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/). To edit groups: 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap at a cell in the row of the MA Network Switch you like to edit and tap Edit Groups.\ The **Configure Switch Groups pop-up** opens. ![](/img/grandma2/popup_configure-switch-groups_v3_2-ce5734.png) *Configure Switch Groups pop-up* 4. Tap and hold the cell you like to edit or tap in the cell and press the screen encoder. 5. Edit the group and press Please or tap Please. The groups are configured and the changes are saved in the startup configuration. # Change hostname > You can change the name of the MA Network Switch. You can change the name of the MA Network Switch.\ The name is displayed at the front end display and in the title bar of the web interface. The maximum length of the name are 12 characters.\ The following characters are allowed. * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) **Requirement:** [Added MA Network Switch in the network configuration](/grandma2/key_control_ma_switch_add/). 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap and hold the cell in the column hostname or tap in the cell and press the screen encoder until the **Edit Hostname pop-up** opens. 4. Enter the new name, e.g. Stage Left. Tap at the \*\*plus \*\*![](/img/grandma2/icon_plus_small_v3-2-ae05d9.png) to open the virtual keyboard. 5. Press Please. The new name is applied and saved in the startup configuration. The front end display of the MA Network Switch displays the new name. **Hint:**\ You can change the hostname by using the command line.\ \- Change the destination of the command line to NetConfig/Network Switch 8. For more information see [ChangeDest keyword](/grandma2/key_keyword_changedest/).\ \- Type in the command line Assign 1 / Hostname = “Stage Left”.\ The hostname of the NetworkSwitch 1 is changed. # Change IP address > You can change the IP address of the MA Network Switch from a connected grandMA2 console or a connected grandMA2 onPC. You can change the IP address of the MA Network Switch from a connected grandMA2 console or a connected grandMA2 onPC.\ The IP address will be used to reach the web interface and to reach the connected grandMA2 console or the connected grandMA2 onPC.\ The current IP address is displayed in the IP ETHERCON 1(ETH0) or in the IP ETHERCON 1(ETH0.1) column, depending on the used Ethernet connector. **Important:**\ If you change the IP address and the new IP address is within another subnet, it is necessary to set the IP address on your computer or grandMA2 console to connect to the web interface. For more information about how to change the IP address see [Networking](/grandma2/key_network/).\ If the computer or the grandMA2 console and the switch are in different subnet, the connection is not possible. **Important:**\ Make sure that every device in the network has its unique IP address. If two devices have the same IP address in a network the devices might not be reachable. **Requirement:** [Added MA Network Switch in the network configuration](/grandma2/key_control_ma_switch_add/). 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Navigate to the cell with the IP address you like to change and press the screen encoder or tap and hold in the cell.\ The **Edit IP ETHERCON 1 pop-up** opens. 4. Type the new IP address in the green edit line. Tap at the \*\*plus \*\*![](/img/grandma2/icon_plus_small_v3-2-ae05d9.png) to open the virtual keyboard. 5. Press Please. The IP address is changed and saved in the startup configuration. # Edit LAGs > The Link Aggregation Group (= LAG) combines several physical ports to create a single high-bandwidth data path as well as to implement the traffic load shared a The Link Aggregation Group (= LAG) combines several physical ports to create a single high-bandwidth data path as well as to implement the traffic load shared among the member ports in a group. LAG enhances the connection reliability and efficiency.  The first port joining an LAG sets its settings – group, speed, etc., – to default settings of the LAG.  **Requirement:** * [Add MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/) To edit LAGs: 1. Open the **MA Network Configuration**:\ -Press Setup and tap **Network** MA Network Configuration.\ -The window **MA Network Configuration** opens. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration – Network Switch* 2. Tap Network Switch. 3. Tap a cell in the row of the MA Network Switch you would like to edit and tap Edit LAGs.\ -The **pop-up Configure MA Network Switch LAGs** opens.  ![](/img/grandma2/popup_configure-ma-network-switch-lags_v3-3-d9d0ed.png) *Configure LAGs* 4. To individually label an LAG, tap and hold a cell in the column LAG.\ -A calculator opens.\ -Enter the name of the LAG and press Please. **Important:**\ Use a maximum of 8 characters.  5. After adjusting the names of the LAGs tap Please. 6. The LAGs are now edited. # Mirror ports > In port mirroring, the entire traffic that arrives at a port is mirrored onto a mirror port of the MA Network Switch. In port mirroring, the entire traffic that arrives at a port is mirrored onto a mirror port of the MA Network Switch.  Port mirroring is most commonly used in debugging or for the analysis of the network traffic such as the network load.  **Important:**\ The MA Network Switch mirrors several source ports to one destination port. Vice versa, it is possible to set a single destination port at a time.  **Requirement:** * [Add MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/)​ To mirror ports: 1. Open the **MA Network Configuration**:\ -Press Setup and tap **Network** MA Network Configuration.\ -The window **MA Network Configuration** opens. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration – Network Switch* 2. Tap Network Switch. 3. Tap a cell in the row of the MA Network Switch you would like to edit and tap Port Mirror.\ -The **pop-up Configure MA Network Switch Port Mirrors** opens.  ![](/img/grandma2/popup_configure-ma-network-switch-port-mirrors_v3-3-06cc96.png) *Mirror ports* 4. Select destination port:\ -Tap the button in the field **Destination Port** and select a port. 5.  Select source ports:\ -Check the checkboxes corresponding to the source ports. 6. After checking one or several source ports tap Please. 7. The ports are now mirrored.  **Hint:**\ A port is never destination and source at the same time. # Change password > You can change the password of the MA Network Switch. You can change the password of the MA Network Switch. The password is necessary to login into the web interface and to unlock the MA Network Switch on the grandMA2 console or grandMA2 onPC if the switch is password protected. The default password is **admin**. The following characters are allowed. * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) **Requirement:** [Added MA Network Switch in the network configuration](/grandma2/key_control_ma_switch_add/). 1. Open the MA Network Configuration.\ \- Press Setup and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap Change Password.\ The **Enter Switch Password pop-up** opens. ![](/img/grandma2/popup_enter-switch-password_v3_2-680bdb.png) *Enter Switch Password pop-up* 4. Type the old password, type the new password, type the new password again to confirm it, and then tap Please or press Please. The password is changed and you are logged in with the new password. If you have forgotten the password you can reset the password to the default by a [factory reset](/grandma2/key_control_ma_switch_reset/). # Configure ports > This topic describes the different port settings and how to configure the ports. This topic describes the different port settings and [how to configure the ports](#Configure%20ports). You can configure the following options: * [Port description](#Port%20description) * [Group](#Groups) * [RSTP](#RSTP) (= Rapid Spanning Tree Protocol) * [Speed](#Speed%20settings) * [LAG](#LAG) (= Link Aggregation Group) *** ## []()Port description [Section titled “Port description”](#port-description) To have a better overview about what is connected to what port, you can change the port description of each port. The port description has a maximum length of 8 characters. The following characters are allowed. * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) *** ## []()Groups [Section titled “Groups”](#groups) You can assign one group for each port. Two devices must be part of the same group to communicate. Groups are a logical segment of network users (= VLAN). With groups it is possible to send different signals in different groups via the same network cable without affect the other signal. For example sound and light signals. The groups for port 1 through 13 can be manually configured. By default, all groups are managed groups.\ The assigned group is visible at the front end display of the MA Network Switch and indicated by the group LED. The switch has eight different groups. 1. Group01 (Red) 2. Group02 (Yellow) 3. Group03 (Green) 4. Group04 (Cyan) 5. Group05 (Blue) 6. Group06 (Magenta) 7. Trunk (White) 8. Manage (Gray) If more than one switch is in a network and more than one group is in use, the Trunk is needed to forward all group packets to the other switches. The Trunk bundles all other groups. **Important:**\ You need at least one manage group in the network.\ If no manage port is in the network you can not configure the switch anymore. A [factory reset](/grandma2/key_control_ma_switch_reset/) is necessary. **Hint:**\ Use port 13 on the front panel as management port to connect the PC for switch configuration via the web interface. *** ## []()RSTP [Section titled “RSTP”](#rstp) Rapid Spanning Tree Protocol (RSTP) uses point-to-point wiring and provides rapid convergence of the spanning tree. If there are more than one point-to-point connections between two switches RSTP manages the redundant link unless the original connection fails. **Important:**\ The MA Network Switch supports an implementation of RSTP that is compatible with the IEEE 802.1w standard and does not support per VLAN RSTP. This means that the MA Network Switch will send out and expect to receive untagged RSTP messages. By default, RSTP is enabled. * Disabled\ The switch does not run RSTP for this port. If RSTP is disabled, LLDP (Link Layer Discovery Protocol) is disabled as well. * Enabled\ The switch runs RSTP for this port. If RSTP is enabled, LLDP (Link Layer Discovery Protocol) is enabled as well. *** ## []()Speed settings [Section titled “Speed settings”](#speed-settings) You can edit the port speed of each port on the MA Network Switch.\ The selected speed is visible at the status page on the web interface.\ If a port is connected, the link LED is blinking in the speed color. For more information see [MA Network Switch manual](https://help.malighting.com/Page/Network/MA_network_switch/en/3.1). There are three speed settings available: * Auto: The port detects automatically the speed of the connected device (default). * 100Mbit * 1Gbit  *** ## []()LAG [Section titled “LAG”](#lag) The Link Aggregation Group (LAG) combines a number of physical ports for them to behave as one connection. Configure the LAGs via the web interface or in the [MA Network Configuration menu – Edit LAGs](/grandma2/key_control_ma_switch_lags/). For more information see [MA Network Switch](https://help.malighting.com/Page/Network/MA_network_switch/en/3.3).  Select between 6 LAGs: * None * LAG01 * LAG02 * LAG03 * LAG04 * LAG05 * LAG06 **Hint:**\ Set a port to an LAG in the same manner as in setting a group to a port. **Important:**\ -If a port is set to an LAG, its settings – group, speed etc., – are adjusted to the default settings of the LAG.\ \ -Changing settings on a port that has an LAG membership, changes these settings in other ports of the LAG. *** ## []()Configure ports [Section titled “Configure ports”](#configure-ports) **Requirement:** [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/). To configure the ports: 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap and hold in the cell of a port or tap in the cell and press the screen encoder.\ The Configure Switch Port pop-up opens. ![](/img/grandma2/popup_configure-switch-port_v3_2-ac353b.png) *Configure Switch Port pop-up* 4. Configure the port.\ \- Enter in the green edit line a new port description.\ \- To choose a group tap in the groups field at the arrow down and tap at a group in the drop-down.\ \- To disable RSTP tap in the RSTP field at the arrow down and tap at disable.\ \- To change the speed settings tap in the speed setting field at the arrow down and at a speed setting in the drop-down.\ -To assign an LAG, tap the drop-down in the filed **Assign LAG**.  5. Press Please or tap Please. The port is configured and the changes are saved in the startup configuration. # Edit presets > It is useful to apply presets to ports for a higher network performance or for safety reasons, e.g. to block Telnet. It is useful to apply presets to ports for a higher network performance or for safety reasons, e.g. to block Telnet. A preset contains collection of filters. For more information about filter see the [MA Network Switch manual](https://help.malighting.com/Page/Network/MA_network_switch/en/3.1). Presets are used to allow or to block the selected output. If a preset is set to allow (= green), the network packets matching the filters in the preset are allowed. All other network packets not matching the filters of this preset, will be blocked.\ If a preset is set to block (= red), the network packets matching the filters in the presets are blocked. All other network packets not matching the filters of this preset, will be allowed. **Important:**\ Presets are applied in the outbound as well as in the inbound network traffic of the specific physical connector. There are seven predefined presets available: * MA-Net2 * dot2-Net * Art-Net * MA-Remote * MA-Net1 * grandMA2 * sACN **Requirement:** [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/). To edit presets: **Important:**\ If manual filters are assigned to a port an assigned preset will delete the previous assigned filter from the port. 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap at a cell in the row of the MA Network Switch you like to edit and tap Edit Preset.\ The **Set Switch Presets pop-up** opens. ![](/img/grandma2/popup_set-switch-presets_v3_2-72e43b.png) *Set Switch Presets pop-up* 4. Navigate to the to be edited port.\ To block the preset press the screen encoder once until the background of the preset cell is red.\ To allow the preset only press the screen encoder twice until the background of the preset cell is green. 5. Press Please or tap Please. The preset is assigned to the port and saved in the startup configuration. The **filter icon** ![](/img/grandma2/icon_filter_small_v3-2-a5501b.png) is visible in the port cell and on the front end display of the MA Network Switch. # Reset to factory defaults > By resetting the MA Network Switch, you return the switch to the state it was in when it was first time powered. By resetting the MA Network Switch, you return the switch to the state it was in when it was first time powered.\ This is useful for troubleshooting problems that might be caused by manual changes after first time powered.\ Refer to the [MA Network Switch manual](https://help.malighting.com/Page/Network/factory_defaults/en/3.2) for a complete list of all settings and information they are reset. Resetting the MA Switch is not reversible. After a reset, all previous settings are lost and cannot be recovered. 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap at the line of the Network Switch you like to reset and tap  Factory Reset.\ A warning asks if you want to reset all MA Network switch settings to factory defaults. 4. Tap Ok. It might take a little while for the process to complete. The MA Network Switch restarts. All settings are set back to the factory defaults. To see the MA Network Switch in the MA Network Configuration window again, it is necessary to add the MA Network Switch again. For more information see [Add MA Network Switch](/grandma2/key_control_ma_switch_add/). For more information to the MA Network Switch factory defaults, see MA Network Switch - Factory Defaults. # Disable SNMP > SNMP (Simple Network Management Protocol) is an Internet Standard that collects and organizes information about devices managed on IP networks. SNMP (Simple Network Management Protocol) is an Internet Standard that collects and organizes information about devices managed on IP networks.  **Hint:**\ The SNMP is enbled by default.  **Requirement:** * [Add MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/) To disable SNMP: 1. Open the **MA Network Configuration**:\ -Press Setup and tap **Network** MA Network Configuration.\ -The window **MA Network Configuration** opens. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration – Network Switch* 3. Tap Network Switch. 4. Move the scrollbar to the right. 5. Tap and hold the cell in the column SNMP enabled.\ \- **No** is displayed. ![](/img/grandma2/menu_network-config_disable-snmp_v3-4-2a1c40.png) *Disable SNMP* The SNMP is disabled. The settings are saved in the startup configuration. # Change switch ID > The switch ID is used for better identification in the network. The switch ID is used for better identification in the network. You can change the switch ID of the MA Network Switch. The allowed characters are 1…999. **Requirement:** [Added MA Network Switch to the network configuration](/grandma2/key_control_ma_switch_add/). 1.  Open the MA Network Configuration.\ \- Press Setup, and tap under **Network** MA Network Configuration.\ The MA Network Configuration window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_ma-network-configuration_network-switch_v3_2-2dcf6e.png) *MA Network Configuration - Network Switch* 3. Tap and hold the cell in the column Switch ID or tap in the cell and press the screen encoder until the **Calculator** opens. 4. Enter the new switch ID, for example 2. 5. Press Please. The MA Network Switch has a new ID. The new ID is saved in the startup configuration. # Update firmware > You can update the firmware of the MA Network Switch by using a grandMA2 console or grandMA2 onPC. You can update the firmware of the MA Network Switch by using a grandMA2 console or grandMA2 onPC. The current firmware is displayed at the bottom right corner at the front end display of the MA Network Switch, in the MA Network Configuration window, and in the web interface. Download the latest version of the switch at [www.malighting.com](http://www.malighting.com). **Requirements:** * grandMA2 console and MA Network Switch needs the same subnet * Inserted USB stick with the new software version in the root directory **Important:**\ It is necessary that only one update files for the MA Network Switch is on the USB stick. If two or more update files are on the USB stick the update files has to be in separate folders. 1. Open the Software Update window.\ \- Press Setup, and tap under console Software Update.\ The Software Update window opens. 2. Tap at Network Switch. ![](/img/grandma2/menu_software-update_ma-network-switch_v3_2-62e021.png) *Software Update - MA Network Switch* 3. Tap Choose Folder. The file browser opens. Select the folder in which the update file is. 4. Tap in the table at the MA Network Switch you want to update and tap Update Devices!.\ The **Enter MA Network Switch password** pop-up opens. ![](/img/grandma2/popup_enter-ma-network-switch-password_v3_2-37ba11.png) *Enter MA Network Switch password* 4) Enter the password of the MA Network Switch and tap Please or press Please. If no password is set enter the default password **admin**. The switch is updating and reboots. This can take up to 5 minutes. # Control the MA xPort Nodes > The The * MA 8Port Node * MA 4Port Node * MA 4Port Node WM * MA 2Port Node * MA 2Port Node WM set an additional benchmark in MA Lighting´s networking product range as they feature the 1 Gbit/s bandwidth capability. They allow the conversion of Ethernet data into DMX and vice versa.  It is possible to configure all xPort nodes of the grandMA2 series in a browser. Furthermore, it is possible to configure the nodes via splitters and mergers. Moreover, you can use a MA NSP (Network Signal Processor) as a MA 4Port Node and the MA 2Port Node from the grandMA1 series in the grandMA2 system.  For more information on nodes see [What are MA nodes](/grandma2/key_so_what_are_the_ma_nodes/).  This chapter deals with the configuration of xPort Nodes of the grandMA2 series, splitters and mergers and their corresponding functions.  For more information read the corresponding topics. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add the MA xPort Nodes](/grandma2/key_control_node_add/) * [Configure the MA xPort Nodes in the console](/grandma2/key_control_ma_xport_node_configure_on_console/) * [Configure the MA xPort Nodes in a browser](/grandma2/key_control_ma_xport_node_configure_in_browser/) * [Configure the MA xPort Nodes as splitters or mergers](/grandma2/key_control_ma_xport_node_configure_as_splitters_merg/) * [Delete the MA xPort Nodes](/grandma2/key_control_node_delete/) # Configure the MA xPort Nodes as splitters or mergers > It is possible to configure MA xPort Nodes as a splitter or a merger on one universe. It is possible to configure MA xPort Nodes as a splitter or a merger on one universe.  To do so: * Configure the node on the console or in a browser first.  For information on how to configure nodes see [Configure nodes on the console](/grandma2/key_control_ma_xport_node_configure_on_console/) or [Configure nodes in a browser](/grandma2/key_control_ma_xport_node_configure_in_browser/).  The following example displays how to configure the nodes as splitters or mergers on a console.  *** ## Configure the Node as a Merger [Section titled “Configure the Node as a Merger”](#configure-the-node-as-a-merger) If the node is used as a merger, it is possible to merge one or two DMX inputs into one universe.  1. To configure the node as a merger:\ -Add an MA xPort Node to the network configuration.\  For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/).  2. Select the same universe for all ports in the pop-up **Configure DMX Port (MA-Net2 Mode)**.\ For more information see [Configure nodes on the console](/grandma2/key_control_ma_xport_node_configure_on_console/#configureDMX_universe). \ -Then, set a maximum of 2 ports to the port mode “IN” and 1 port to the port mode “OUT”. ![](/img/grandma2/menu_configure-node-as-merger_v3-3-ea4086.png) *Configure node as a merger* **Important:**\ If the xPort node is used as a merger, it must not be used in a session or connected to other xPort nodes via the network. You have successfully configured the node as a merger.   *** ## Configure the Node as a Splitter  [Section titled “Configure the Node as a Splitter ”](#configure-the-node-as-a-splitter) 1. To configure the node as a splitter:\ -Add an MA xPort Node to the network configuration.\ For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/). 2. Select the same universe for all ports in the pop-up **Configure DMX Port (MA-Net2 Mode)**.\ For more information see [Configure nodes on the console](/grandma2/key_control_ma_xport_node_configure_on_console/#configureDMX_universe). \ -Then, set at least 3 ports to the port mode “OUT” and 1 port to the port mode “IN”.  ![](/img/grandma2/menu_configure-node-as-splitter_v3-3-9101df.png) *Configure node as splitter* You have successfully configured the node as a splitter. # Configure the MA xPort Nodes in a browser > Besides configuring nodes on the console, it is also possible to configure MA xPort Nodes in a browser. Besides configuring nodes on the console, it is also possible to configure MA xPort Nodes in a browser.  **Important:**\ This topic treats subject areas that are important for the configuration of nodes in a browser. General settings are treated in the topics [Adding devices to your session](/grandma2/key_network_session_add_device/)​ and [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/).   **Requirement:** * Connect the MA xPort Node directly to your PC using a network cable. Or connect the xPort Node with a network cable via an MA Network Switch or a network hub. * Change the IP address of your PC to the same IP address space of the node (the last block of the IP address has to differ from the node).  **Important:**\ The IP address of the node is located on its display. 1.  Type the IP address of the node into the address bar of the browser.  2. The status window opens. ![](/img/grandma2/img_configure-nodes-in-browser_status-window_v3-3-c69ae7.png) *Status window – Configuration of nodes in browser* **Hint:**\ Also, see the status of the node on its display. 3. To light up the display of the node, **click Identify** – located below the status table – **once**.\ The browser page turns green.\ To turn off the illumination of the display, **click Identify once again** and the background of the browser page turns black again. 4. Next, log in:\ -Click **Please log in** below the button \*\*Identify \*\*or click the button with the arrow pointing right below the button **Status**. 5. The login form opens.  ![](/img/grandma2/img_login-form_configure-nodes-in-browser_v3-3-3a4039.png) *Login form – Configuration of nodes in browser* 6. Type **admin** into the password input mask and then click **Please**.  **Hint:**\ To return to the status window, click the button **Status** on the left.  7. If you have successfully logged in, a window opens showing the login credentials.  ![](/img/grandma2/img_confirmation-window_configure-nodes-in-browser_v3-3-6fdf05.png) *Successful login – Configuration of nodes in browser* 8. If you would like to leave this window, click **Logout** now.  9. To proceed, click **Configuration**.\ The window **Node - Configuration** opens. ![](/img/grandma2/img_node-configuration_configure-nodes-in-browser_v3-3-d9ccea.png) *Node Configuration* 10. Adjust the settings:\ -Enter the name of the node, the two IP addresses and the ID of the session in the corresponding input fields.\ -Select the mode and light mode in the corresponding drop-down menus.\ -Check the checkbox **DHCP**.\ For more information on DHCP see [Using DHCP in MA devices](/grandma2/key_network_dhcp/). 11.  Adjust the ports in **XLR A**, **XLR B**, **XLR C**, and **XLR D**:\ -Select the port in the drop-down menu **Port Dir.**\ For more information on the port and merge modes see [Configure the DMX ports on MA devices – Port Mode](/grandma2/key_network_dmx_configure_ports/#port_modes) and [Configure the DMX ports on MA devices – Merge Mode](/grandma2/key_network_dmx_configure_ports/#merge_modes).\ -Enter the number of the universe.\ -Then, select the merge mode in the drop-down menu **Merge Mode**.\ -Select the DMX fail mode in the corresponding drop-down menu.\ -And enter the timeout outfade time if necessary. 12. To apply the settings you have made, click **Please**.\ Your settings have now been applied.  13. If you would like to reset the settings that have not been applied yet, click **Clear**.  14. You can now log out:\ -Click the button with the arrow pointing to the left below the button **Configuration**.\ Then, click **Logout** in the box.  You have successfully logged out. # Configure the MA xPort Nodes in the console > The configuration is a customized set of parameters you have set to run an xPort node. The configuration is a customized set of parameters you have set to run an xPort node.  **Important:**\ This topic deals with subject areas that are important for the configuration of nodes. General settings are dealt with in the topics [Adding devices to your session](/grandma2/key_network_session_add_device/)[​ ](/grandma2/key_network_dmx_configure_ports/)and [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/).  **Requirements:** * Add an MA xPort Node to the network configuration.  For more Information on adding an MA xPort see [Add the MA xPort Node](/grandma2/key_control_node_add/).  1. Open the **MA Network Configuration**. \ -Press Setup and tap MA Network Configuration. 2. The window **MA Network Configuration** opens.\ -Tap DMX Node. ![](/img/grandma2/menu_ma-network-configuration_dmx-node_v3-3-3e436a.png) *MA Network Configuration – DMX Node* 3. Then, tap a cell in the column **Mode**.\ -The **pop-up Select Mode** opens.\ -Select one of the modes here. ![](/img/grandma2/menu_ma-network-configuration_dmx-node_select-mode_v3-3-fef592.png) *Pop-up Select Mode* For more information on the four modes see [Adding devices to your session](/grandma2/key_network_session_add_device/#node_mode). 4. []()To configure the ports, tap a cell in one of the **XLR columns**. \ -The pop-up **Configure DMX Port** opens. ![](/img/grandma2/menu_ma-network-configuration_dmx-node_configure-port_v3-3-c38971.png) *Pop-up – Configure DMX Port (MA-Net2 Mode)* 5. Next, set the **Port Mode** by tapping the drop-down box.\  -Set the port mode to “Out”.  6. Select the universe by tapping the minus or the plus sign.\ -Enter universe 5. For more information on the different port modes and merge settings of DMX data see [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/#port_modes). **Important:**\ The **DMX Fail Mode** can be set in DMX xPort Nodes from the version 3.3 on.  7. Now, select a **DMX Fail Mode**.\ -Tap the drop-down box and select for example the fail mode Timeout 1m.  For more information on the DMX Fail Mode see [DMX Fail Mode in Configure DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/#fail_mode).  8. Set the outfade time.\ -Enter 5 seconds using the plus or the minus sign. 9. After you have adjusted the configuration settings, tap Please.  The configuration settings have now been applied to the node. # Add the MA NDPs > Follow these guidelines to add the MA NDPs to the network configuration. Follow these guidelines to add the MA NDPs to the network configuration.  **Requirements:** * Connect the MA NDPs with the console or the onPC via a network cable. * Make sure that the session ID corresponds to the session ID of the NDPs.  For more information on sessions see [Session control – How to create a session](/grandma2/key_network_session_create/) or [How to end or leave a session](/grandma2/key_network_session_end_leave/). 1. Open the **MA Network Configuration**.\ -Press Setup and tap MA Network Configuration.  2. The window **MA Network Configuration** opens. ![](/img/grandma2/menu_network-config_add-ndp_v3-3-7ee1ea.png) \_Add MA NDPs to the Network Configuration \_ 3. Tap NDP Dimmer and then Add Present.\ -All NDPs present in the network are now displayed.\ -To invite the MA NDPs into the session, tap and hold a cell in the column **Session Member**.  For more information on the status of the devices in a session see [Adding devices to your session – Status Colors](/grandma2/key_network_session_add_device/). ![](/img/grandma2/menu_network-config_ndp_v3-3-568bb2.png) *MA Network Configuration – NDP Dimmer* The MA NDPs have been added to the network configuration and can now be edited.  For more information on how to edit the MA NDPs see [Configure the MA NDPs](/grandma2/key_control_ma_ndp_configure/). # Add the MA xPort Nodes > Follow these guidelines to add the MA xPort Nodes to the network configuration. Follow these guidelines to add the MA xPort Nodes to the network configuration.   **Requirements:** * Connect the MA XPort Nodes with the console or the onPC via a network cable.  * The grandMA2 console and the MA xPort Nodes have to be in the same subnet if DMX is to be output. 1. Open the **MA Network Configuration**. \ -Press Setup and tap MA Network Configuration. 2. The window **MA Network Configuration** opens. ![](/img/grandma2/menu_network-config_add-xport-node_v3-3-978949.png) *Add xPort Nodes to the network configuration* 3. Tap DMX Node and then Add Present.\ All nodes present in the network are displayed. ![](/img/grandma2/menu_ma-network-configuration_dmx-node_v3-3-3e436a.png) *MA Network Configuration – DMX Node* The MA xPort Nodes have been added to the network configuration and can now be configured. # Delete the MA xPort Nodes > Follow these guidelines to delete the MA xPort Nodes in the network configuration. Follow these guidelines to delete the MA xPort Nodes in the network configuration.  1. Open the **MA Network Configuration**. \ -Press Setup and tap MA Network Configuration.\ -The window **MA Network Configuration** opens.  2. Tap DMX Node.  ![](/img/grandma2/menu_ma-network-configuration_dmx-node_v3-3-3e436a.png) *MA Network Configuration – DMX Node* 3. []()To delete single MA xPort Nodes, select the corresponding MA xPort Node and tap Delete.  4. To delete several MA xPort Nodes, use the “lasso” selection in one of the columns following IP ETHERCON 1, and tap Delete.   The MA xPort Nodes have been deleted in the network configuration. # All keywords > This topic displays a list of all keywords. This topic displays a list of all keywords. To view the individual keywords, either use the tree structure of the manual or click the links here. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Special characters](/grandma2/key_cs_special_characters/) * [<<< GoFastBack](/grandma2/key_keyword_skipminus/) * [>>> GoFastForward](/grandma2/key_keyword_skipplus/) * [- Minus](/grandma2/key_keyword_minus/) * [+ Plus](/grandma2/key_keyword_plus/) * [AddUserVar](/grandma2/key_keyword_adduservar/) * [AddVar](/grandma2/key_keyword_addvar/) * [Agenda](/grandma2/key_keyword_agenda/) * [Alert](/grandma2/key_keyword_alert/) * [Align](/grandma2/key_keyword_align/) * [AlignFaderModules](/grandma2/key_keyword_alignfadermodules/) * [All](/grandma2/key_keyword_all/) * [AllButtonExecutors](/grandma2/key_keyword_allbuttonexecutors/) * [AllChaseExecutors](/grandma2/key_keyword_allchaseexecutors/) * [AllFaderExecutors](/grandma2/key_keyword_allfaderexecutors/) * [AllRows](/grandma2/key_keyword_allrows/) * [AllSequExecutors](/grandma2/key_keyword_allsequexecutors/) * [And](/grandma2/key_keyword_and/) * [Appearance](/grandma2/key_keyword_appearance/) * [Asterisk \*](/grandma2/key_keyword_asterisk/) * [Assign](/grandma2/key_keyword_assign/) * [At](/grandma2/key_keyword_at/) * [At @](/grandma2/key_keyword_at_-/) * [Attribute](/grandma2/key_keyword_attribute/) * [AutoCreate](/grandma2/key_keyword_autocreate/) * [Backup](/grandma2/key_keyword_backup/) * [Black](/grandma2/key_keyword_black/) * [Blackout](/grandma2/key_keyword_blackout/) * [BlackScreen](/grandma2/key_keyword_blackscreen/) * [Blind](/grandma2/key_keyword_blind/) * [BlindEdit](/grandma2/key_keyword_blindedit/) * [Block](/grandma2/key_keyword_block/) * [ButtonPage](/grandma2/key_keyword_buttonpage/) * [Call](/grandma2/key_keyword_call/) * [Camera](/grandma2/key_keyword_camera/) * [ChangeDest](/grandma2/key_keyword_changedest/) * [Channel](/grandma2/key_keyword_channel/) * [ChannelFader](/grandma2/key_keyword_channelfader/) * [ChannelLink](/grandma2/key_keyword_channellink/) * [ChannelPage](/grandma2/key_keyword_channelpage/) * [Chat](/grandma2/key_keyword_chat/) * [CircularCopy](/grandma2/key_keyword_circularcopy/) * [Clear](/grandma2/key_keyword_clear/) * [ClearActive](/grandma2/key_keyword_clearactive/) * [ClearAll](/grandma2/key_keyword_clearall/) * [ClearSelection](/grandma2/key_keyword_clearselection/) * [Clone](/grandma2/key_keyword_clone/) * [CmdDelay](/grandma2/key_keyword_cmddelay/) * [CmdHelp](/grandma2/key_keyword_cmdhelp/) * [Copy](/grandma2/key_keyword_copy/) * [CrashLogCopy](/grandma2/key_keyword_crashlogcopy/) * [CrashLogDelete](/grandma2/key_keyword_crashlogdelete/) * [CrashLogList](/grandma2/key_keyword_crashloglist/) * [Crossfade](/grandma2/key_keyword_crossfade/) * [CrossfadeA](/grandma2/key_keyword_crossfadea/) * [CrossfadeB](/grandma2/key_keyword_crossfadeb/) * [Cue](/grandma2/key_keyword_cue/) * [Cut](/grandma2/key_keyword_cut/) * [Default](/grandma2/key_keyword_default/) * [DefGoBack](/grandma2/key_keyword_defgoback/) * [DefGoForward](/grandma2/key_keyword_defgoforward/) * [DefGoPause](/grandma2/key_keyword_defgopause/) * [Delay](/grandma2/key_keyword_delay/) * [Delete](/grandma2/key_keyword_delete/) * [DeleteShow](/grandma2/key_keyword_deleteshow/) * [DisconnectStation](/grandma2/key_keyword_disconnectstation/) * [Dmx](/grandma2/key_keyword_dmx/) * [Dollar $](/grandma2/key_keyword_dollar/) * [DmxUniverse](/grandma2/key_keyword_dmxuniverse/) * [Dot .](/grandma2/key_keyword_dot/) * [DoubleRate](/grandma2/key_keyword_doublerate/) * [DoubleSpeed](/grandma2/key_keyword_doublespeed/) * [Down](/grandma2/key_keyword_down/) * [DropControl](/grandma2/key_keyword_dropcontrol/) * [Edit](/grandma2/key_keyword_edit/) * [Effect](/grandma2/key_keyword_effect/) * [EffectAttack](/grandma2/key_keyword_effectattack/) * [EffectBPM](/grandma2/key_keyword_effectbpm/) * [EffectDecay](/grandma2/key_keyword_effectdecay/) * [EffectDelay](/grandma2/key_keyword_effectdelay/) * [EffectFade](/grandma2/key_keyword_effectfade/) * [EffectForm](/grandma2/key_keyword_effectform/) * [EffectHigh](/grandma2/key_keyword_effecthigh/) * [EffectHZ](/grandma2/key_keyword_effecthz/) * [EffectID](/grandma2/key_keyword_effectid/) * [EffectLow](/grandma2/key_keyword_effectlow/) * [EffectPhase](/grandma2/key_keyword_effectphase/) * [EffectSec](/grandma2/key_keyword_effectsec/) * [EffectSpeedGroup](/grandma2/key_keyword_effectspeedgroup/) * [EffectWidth](/grandma2/key_keyword_effectwidth/) * [Empty](/grandma2/key_keyword_empty/) * [EndIf](/grandma2/key_keyword_endif/) * [EndSession](/grandma2/key_keyword_endsession/) * [Escape](/grandma2/key_keyword_escape/) * [ExecButton1](/grandma2/key_keyword_execbutton1/) * [ExecButton2](/grandma2/key_keyword_execbutton2/) * [ExecButton3](/grandma2/key_keyword_execbutton3/) * [Executor](/grandma2/key_keyword_executor/) * [Exit](/grandma2/key_keyword_exit/) * [Export](/grandma2/key_keyword_export/) * [Extract](/grandma2/key_keyword_extract/) * [Fade](/grandma2/key_keyword_fade/) * [FadePath](/grandma2/key_keyword_fadepath/) * [Fader](/grandma2/key_keyword_fader/) * [FaderPage](/grandma2/key_keyword_faderpage/) * [Feature](/grandma2/key_keyword_feature/) * [Filter](/grandma2/key_keyword_filter/) * [Fix](/grandma2/key_keyword_fix/) * [Fixture](/grandma2/key_keyword_fixture/) * [FixtureType](/grandma2/key_keyword_fixturetype/) * [Flash](/grandma2/key_keyword_flash/) * [FlashGo](/grandma2/key_keyword_flashgo/) * [FlashOn](/grandma2/key_keyword_flashon/) * [Flip](/grandma2/key_keyword_flip/) * [Form](/grandma2/key_keyword_form/) * [Freeze](/grandma2/key_keyword_freeze/) * [Full](/grandma2/key_keyword_full/) * [FullHighlight](/grandma2/key_keyword_fullhighlight/) * [Gel](/grandma2/key_keyword_gel/) * [Go](/grandma2/key_keyword_go/) * [GoBack](/grandma2/key_keyword_goback/) * [Goto](/grandma2/key_keyword_goto/) * [Group](/grandma2/key_keyword_group/) * [HalfRate](/grandma2/key_keyword_halfrate/) * [HalfSpeed](/grandma2/key_keyword_halfspeed/) * [Help](/grandma2/key_keyword_help/) * [Highlight](/grandma2/key_keyword_highlight/) * [IdentifyFaderModule](/grandma2/key_keyword_identifyfadermodule/) * [If](/grandma2/key_keyword_if/) * [IfActive](/grandma2/key_keyword_ifactive/) * [IfOutput](/grandma2/key_keyword_ifoutput/) * [IfProg](/grandma2/key_keyword_ifprog/) * [Image](/grandma2/key_keyword_image/) * [Import](/grandma2/key_keyword_import/) * [Info](/grandma2/key_keyword_info/) * [Insert](/grandma2/key_keyword_insert/) * [Interleave](/grandma2/key_keyword_interleave/) * [Invert](/grandma2/key_keyword_invert/) * [InviteStation](/grandma2/key_keyword_invitestation/) * [Item3D](/grandma2/key_keyword_item3d/) * [JoinSession](/grandma2/key_keyword_joinsession/) * [Kill](/grandma2/key_keyword_kill/) * [Label](/grandma2/key_keyword_label/) * [Layer](/grandma2/key_keyword_layer/) * [Layout](/grandma2/key_keyword_layout/) * [Learn](/grandma2/key_keyword_learn/) * [LeaveSession](/grandma2/key_keyword_leavesession/) * [List](/grandma2/key_keyword_list/) * [ListEffectLibrary](/grandma2/key_keyword_listeffectlibrary/) * [ListFaderModules](/grandma2/key_keyword_listfadermodules/) * [ListLibrary](/grandma2/key_keyword_listlibrary/) * [ListMacroLibrary](/grandma2/key_keyword_listmacrolibrary/) * [ListOops](/grandma2/key_keyword_listoops/) * [ListOwner](/grandma2/key_keyword_listowner/) * [ListPluginLibrary](/grandma2/key_keyword_listpluginlibrary/) * [ListShows](/grandma2/key_keyword_listshows/) * [ListUpdate](/grandma2/key_keyword_listupdate/) * [ListUserVar](/grandma2/key_keyword_listuservar/) * [ListVar](/grandma2/key_keyword_listvar/) * [Load](/grandma2/key_keyword_load/) * [LoadNext](/grandma2/key_keyword_loadnext/) * [LoadPrev](/grandma2/key_keyword_loadprev/) * [LoadShow](/grandma2/key_keyword_loadshow/) * [Locate](/grandma2/key_keyword_locate/) * [Lock](/grandma2/key_keyword_lock/) * [Login](/grandma2/key_keyword_login/) * [Logout](/grandma2/key_keyword_logout/) * [Lua](/grandma2/key_keyword_lua/) * [Macro](/grandma2/key_keyword_macro/) * [ManualXFade](/grandma2/key_keyword_manualxfade/) * [Mask](/grandma2/key_keyword_mask/) * [Master](/grandma2/key_keyword_master/) * [MasterFade](/grandma2/key_keyword_masterfade/) * [MAtricks](/grandma2/key_keyword_matricks/) * [MAtricksBlocks](/grandma2/key_keyword_matricksblocks/) * [MAtricksFilter](/grandma2/key_keyword_matricksfilter/) * [MAtricksGroups](/grandma2/key_keyword_matricksgroups/) * [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/) * [MAtricksReset](/grandma2/key_keyword_matricksreset/) * [MAtricksWings](/grandma2/key_keyword_matrickswings/) * [MediaServer](/grandma2/key_keyword_mediaserver/) * [Menu](/grandma2/key_keyword_menu/) * [Message](/grandma2/key_keyword_message/) * [Messages](/grandma2/key_keyword_messages/) * [MidiControl](/grandma2/key_keyword_midicontrol/) * [MidiNote](/grandma2/key_keyword_midinote/) * [MidiProgram](/grandma2/key_keyword_midiprogram/) * [Model](/grandma2/key_keyword_model/) * [Move](/grandma2/key_keyword_move/) * [Move3D](/grandma2/key_keyword_move3d/) * [NetworkInfo](/grandma2/key_keyword_networkinfo/) * [NetworkNodeInfo](/grandma2/key_keyword_networknodeinfo/) * [NetworkNodeUpdate](/grandma2/key_keyword_networknodeupdate/) * [NetworkSpeedTest](/grandma2/key_keyword_networkspeedtest/) * [NewShow](/grandma2/key_keyword_newshow/) * [Next](/grandma2/key_keyword_next/) * [NextRow](/grandma2/key_keyword_nextrow/) * [Normal](/grandma2/key_keyword_normal/) * [Off](/grandma2/key_keyword_off/) * [On](/grandma2/key_keyword_on/) * [Oops](/grandma2/key_keyword_oops/) * [Or](/grandma2/key_keyword_or/) * [OutDelay](/grandma2/key_keyword_outdelay/) * [OutFade](/grandma2/key_keyword_outfade/) * [Page](/grandma2/key_keyword_page/) * [Parentheses ( )](/grandma2/key_keyword_parentheses/) * [Park](/grandma2/key_keyword_park/) * [Part](/grandma2/key_keyword_part/) * [Paste](/grandma2/key_keyword_paste/) * [Pause](/grandma2/key_keyword_pause/) * [Plugin](/grandma2/key_keyword_plugin/) * [PMArea](/grandma2/key_keyword_pmarea/) * [Preset](/grandma2/key_keyword_preset/) * [PresetType](/grandma2/key_keyword_presettype/) * [Preview](/grandma2/key_keyword_preview/) * [PreviewEdit](/grandma2/key_keyword_previewedit/) * [PreviewExecutor](/grandma2/key_keyword_previewexecutor/) * [Previous](/grandma2/key_keyword_previous/) * [PrevRow](/grandma2/key_keyword_prevrow/) * [Profile](/grandma2/key_keyword_profile/) * [Protocol](/grandma2/key_keyword_protocol/) * [PSR](/grandma2/key_keyword_psr/) * [PSRList](/grandma2/key_keyword_psrlist/) * [PSRPrepare](/grandma2/key_keyword_psrprepare/) * [Quotation marks ” ”](/grandma2/key_keyword_marks/) * [Rate](/grandma2/key_keyword_rate/) * [Rate1](/grandma2/key_keyword_rate1/) * [RdmAutomatch](/grandma2/key_keyword_rdmautomatch/) * [RdmAutopatch](/grandma2/key_keyword_rdmautopatch/) * [RdmFixtureType](/grandma2/key_keyword_rdmfixturetype/) * [RdmInfo](/grandma2/key_keyword_rdminfo/) * [RdmList](/grandma2/key_keyword_rdmlist/) * [RdmSetParameter](/grandma2/key_keyword_rdmsetparameter/) * [RdmSetpatch](/grandma2/key_keyword_rdmsetpatch/) * [RdmUnmatch](/grandma2/key_keyword_rdmunmatch/) * [Reboot](/grandma2/key_keyword_reboot/) * [Record](/grandma2/key_keyword_record/) * [Release](/grandma2/key_keyword_release/) * [ReloadPlugins](/grandma2/key_keyword_reloadplugins/) * [Remote](/grandma2/key_keyword_remote/) * [RemoteCommand](/grandma2/key_keyword_remotecommand/) * [Remove](/grandma2/key_keyword_remove/) * [RemoveIndividuals](/grandma2/key_keyword_removeindividuals/) * [Replace](/grandma2/key_keyword_replace/) * [ResetDmxSelection](/grandma2/key_keyword_resetdmxselection/) * [ResetGuid](/grandma2/key_keyword_resetguid/) * [Restart](/grandma2/key_keyword_restart/) * [Root](/grandma2/key_keyword_root/) * [Rotate3D](/grandma2/key_keyword_rotate3d/) * [SaveShow](/grandma2/key_keyword_saveshow/) * [Screen](/grandma2/key_keyword_screen/) * [Search](/grandma2/key_keyword_search/) * [SearchResult](/grandma2/key_keyword_searchresult/) * [Select](/grandma2/key_keyword_select/) * [SelectDrive](/grandma2/key_keyword_selectdrive/) * [Selection](/grandma2/key_keyword_selection/) * [SelFix](/grandma2/key_keyword_selfix/) * [Semicolon ;](/grandma2/key_keyword_semicolon/) * [Sequence](/grandma2/key_keyword_sequence/) * [SetHostname](/grandma2/key_keyword_sethostname/) * [SetIP](/grandma2/key_keyword_setip/) * [SetNetworkSpeed](/grandma2/key_keyword_setnetworkspeed/) * [Setup](/grandma2/key_keyword_setup/) * [SetUserVar](/grandma2/key_keyword_setuservar/) * [SetVar](/grandma2/key_keyword_setvar/) * [ShuffleSelection](/grandma2/key_keyword_shuffleselection/) * [ShuffleValues](/grandma2/key_keyword_shufflevalues/) * [Shutdown](/grandma2/key_keyword_shutdown/) * [SnapPercent](/grandma2/key_keyword_snappercent/) * [Slash /](/grandma2/key_keyword_slash/) * [Solo](/grandma2/key_keyword_solo/) * [SpecialMaster](/grandma2/key_keyword_specialmaster/) * [Square brackets](/grandma2/key_keyword_square_brackets/) * [Speed](/grandma2/key_keyword_speed/) * [StepFade](/grandma2/key_keyword_stepfade/) * [StepInFade](/grandma2/key_keyword_stepinfade/) * [StepOutFade](/grandma2/key_keyword_stepoutfade/) * [Stomp](/grandma2/key_keyword_stomp/) * [Store](/grandma2/key_keyword_store/) * [StoreLook](/grandma2/key_keyword_storelook/) * [Surface](/grandma2/key_keyword_surface/) * [Swop](/grandma2/key_keyword_swop/) * [SwopGo](/grandma2/key_keyword_swopgo/) * [SwopOn](/grandma2/key_keyword_swopon/) * [SyncEffects](/grandma2/key_keyword_synceffects/) * [TakeControl](/grandma2/key_keyword_takecontrol/) * [Telnet](/grandma2/key_keyword_telnet/) * [Temp](/grandma2/key_keyword_temp/) * [TempFader](/grandma2/key_keyword_tempfader/) * [Thru](/grandma2/key_keyword_thru/) * [Timecode](/grandma2/key_keyword_timecode/) * [TimecodeSlot](/grandma2/key_keyword_timecodeslot/) * [Timer](/grandma2/key_keyword_timer/) * [ToFull](/grandma2/key_keyword_tofull/) * [Toggle](/grandma2/key_keyword_toggle/) * [Tools](/grandma2/key_keyword_tools/) * [Top](/grandma2/key_keyword_top/) * [ToZero](/grandma2/key_keyword_tozero/) * [Unblock](/grandma2/key_keyword_unblock/) * [Unlock](/grandma2/key_keyword_unlock/) * [Unpark](/grandma2/key_keyword_unpark/) * [Up](/grandma2/key_keyword_up/) * [Update](/grandma2/key_keyword_update/) * [UpdateFirmware](/grandma2/key_keyword_updatefirmware/) * [UpdateSoftware](/grandma2/key_keyword_updatesoftware/) * [UpdateThumbnails](/grandma2/key_keyword_updatethumbnails/) * [User](/grandma2/key_keyword_user/) * [UserProfile](/grandma2/key_keyword_userprofile/) * [Value](/grandma2/key_keyword_value/) * [Version](/grandma2/key_keyword_version/) * [View](/grandma2/key_keyword_view/) * [ViewButton](/grandma2/key_keyword_viewbutton/) * [ViewPage](/grandma2/key_keyword_viewpage/) * [WebRemoteProgOnly](/grandma2/key_keyword_webremoteprogonly/) * [With](/grandma2/key_keyword_with/) * [World](/grandma2/key_keyword_world/) * [Zero](/grandma2/key_keyword_zero/) # Attribute list > An attribute list is an object list of attributes. An attribute list is an object list of attributes.  ### Syntax [Section titled “Syntax”](#syntax) **Attribute** \[list] Feature \[list] PresetType \[list]   **Important:**\ An attribute list has the same syntax as an object list. Each object type is broken down to attribute objects. These attribute objects form the attribute list.   ### Example: [Section titled “Example:”](#example) \[Channel]> **On Feature** “GOBO1” Activates attributes in feature “GOBO1”.  \[Channel]> **Off Attribute** 8.1.1 **Thru** 4 Knocks out the first 4 shaper attributes out of the programmer. # Commands in cues > Each cue can execute a command. The commands are written in the CMD column in the Sequence Executor Sheet. Each cue can execute a command. The commands are written in the CMD column in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/).   The commands are executed as soon as the cue is triggered. It is possible to delay the command by adding a time in the CMD Delay column.   If you want to run multiple commands in the same cue, you can separate the commands with a semicolon. As an alternative you could make cue parts and add each command in each part - remember to add a small CMD Delay, so all commands are not executed at the same time.   The commands are executed by the logged in user on the master station in a session. So be aware that it might not be the user who triggers the cue that runs the commands. A useful keyword to know, if you need to trigger a command on a specific station, is the [RemoteCommand](/grandma2/key_keyword_remotecommand/). # Looking at the cue content > There are two sheets that can be used to look at the content stored in cues - the stored values can also be edited using the sheet. There are two sheets that can be used to look at the content stored in cues - the stored values can also be edited using the sheet. They are the Sequence Content Sheet and the Sequence Tracking Sheet. Both are windows that can be created and stored as views using the Create Basic Window pop-up.  Both sheets can be configured using the [Sheet Options](/grandma2/key_of_sheet_options/) - access by tapping the yellow ball in the upper left corner. ## []()Sequence Content Sheet [Section titled “Sequence Content Sheet”](#sequence-content-sheet) The Sequence Content Sheets is used to see the fixtures and values stored in cues. It looks a lot like the [Fixture Sheet](/grandma2/key_of_fixture_sheet/), but it has a masking function that only displays what is stored in a cue. It is like a combined Sequence Tracking (read below) and Fixture Sheet. It could look like this: ![](/img/grandma2/window_sequence-content-sheet_v3-3-38a0e7.png) *Sequence Content Sheet* The Title Bar show the number of the executor and the name and number of the sequence the sheet is displaying the content from. If a world other than the default Full world is selected, then this is also displayed in the title bar (Small World icon with a number underneath). The Title Bar will also display any masks assigned (small Ghost icon). ![](/img/grandma2/window_sequence-content-sheet_title-bar_v3-3-66d142.png) *Sequence Content Sheet - Title Bar example* There can be many [Title Buttons](/grandma2/key_of_sheet_options_title_buttons/) in the Title Bar. These can be shown or hidden using the [Sheet Options](/grandma2/key_of_sheet_options/) - they are access by tapping the yellow ball in the upper left corner. Some of these buttons and their functions are specific for the Content Sheet. Some are shared with the Sequence Tracking Sheet (reed below). This is short description of their function. ### Edit Cue Only [Section titled “Edit Cue Only”](#edit-cue-only) This function is shared with the Tracking Sheet. Turning it On will make any changes you make to values as cue only changes - otherwise it will be made as tracking changes. If you are in doubt about what this means then please read the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). ### []()Cue Mode [Section titled “Cue Mode”](#cue-mode) The Cue Mode swipe button is unique for the Content Sheet. It changes what cue in the sequence is displayed. It has four different options: * **Current Cue:**\ This will make the sheet display the information related to the current active cue. * **Previous Cue:**\ This will display the values from the previous cue. This is the last cue that was active even if you jump in the cue sequence. * **Next Cue:**\ This displays the values for the next cue if you perform a Go to the sequence. If a cue is “Loaded” then this cue will be displayed. * **Manual:**\ This will add a vertical scroll bar on the right side of the sheet. This scroll bar can be used to scroll through the cues in the sequence and manually select the cue you want to see. ### Tracking [Section titled “Tracking”](#tracking) This toggle button is also a setting in the Sheet Options in the [Layer Mask tab](/grandma2/key_of_sheet_options_layer_mask/). This function will hide or show tracked values. If it is On then the tracked values will be shown. If a fixture only has tracked values, then it will also be shown in the sheet. If this is Off then all tracked values will be hidden. If a fixture only has tracked values then the fixture will also be hidden in the sheet. Hiding the tracked values will make the sheet display only the data that is actually stored in the cue.   ### Link Mode [Section titled “Link Mode”](#link-mode) The Link Mode swipe button is shared with the Tracking and Executor Sheets. It is used to select what sequence is displayed in the sheets. It has three options: * **Link Selected:**\ This means that the sheet displays the sequence assigned to the selected executor. * **Not Linked:**\ This will stop automatic linking and display the sequence assigned to the executor selected in the [Assign Executor tab](/grandma2/key_of_sheet_options_assign_executor/) in the sheet options. * **Link Last Go:**\ This will display the sequence assigned to the executor where you last performed a Go. It is also in the sheets options. In the [Layer Mask tab](/grandma2/key_of_sheet_options_layer_mask/) - here it is described in a little more details. Values can be edited directly in the sheet. This will immediately change the values stored in the cues without using the programmer. ## Sequence Tracking Sheet [Section titled “Sequence Tracking Sheet”](#sequence-tracking-sheet) The Sequence Tracking Sheet is used to display all your fixtures and attributes stored in a sequence. It shows a spreadsheet type window where all the cues are rows and all the attributes stored are columns. In the intersection between the rows and column are the stored values displayed. This window allows for a nice overview and a visual flow of attributes through the cues. An active cue will be displayed using a yellow frame around the row. If a cue is being previewed or edited then this cue will have a red frame.   It could look like this: ![](/img/grandma2/window_sequence-tracking-sheet_v3-3-b255c9.png) *Sequence Tracking Sheet* The Title bar of the Tracking Sheet functions exactly as the Title Bar of the Content Sheet. There is one Title Button that is unique to the Tracking Sheet. ### Selection Only [Section titled “Selection Only”](#selection-only) This toggle button is a masking button that will hide non-selected fixtures in the sheet - but it also hides cues where the selected fixture only have tracked values. The result is that you only see the selected fixtures and where they have active stored values. This function is also accessible in the [Layer Mask tab](/grandma2/key_of_sheet_options_layer_mask/) in the Sheet Options. Remember that the Sheet Options can be access by tapping the yellow ball in the upper left corner. ### Editing values in the Tracking Sheet [Section titled “Editing values in the Tracking Sheet”](#editing-values-in-the-tracking-sheet) The cue numbers can be renumbered by editing the number. Read more about this function the [Looking at the cue sequence topic](/grandma2/key_cs_cue_sequence/). The names can also be edited in this sheet. The stored attribute values can also be edited. Doing so will immediately change the values in the cues, bypassing the use of the programmer.   If you edit any value in the sheet, then a Tracking Options pop-up appears. It can do a lot more than just edit the selected values. It looks like this: ![](/img/grandma2/popup_tracking-options_v3-3-44e743.png) *Tracking options pop-up* There are three parts of this pop-up. The first is the “Destination”. This drop down has three options: * **Attribute:**\ Apply the changes to the selected attributes only (for example only tilt). * **Encoder Grouping:**\ Apply the changes to every attribute with the same encoder grouping (for example both pan and tilt). * **Feature:**\ Apply the changes to the entire feature (for example the entire shaper module).   The next part is the “Action” part. There are several buttons here: * **Remove individual Fade:**\ Delete the individual fade times and set it back to the overall cue timing. * **Remove individual Delay:**\ Delete the individual delay times and assign the overall cue delay time. * **Remove individual Effect values:**\ Delete any individual effect values and assign the values from the effect. * **Remove Effect:**\ Remove any effects. * **Extract Preset:**\ Remove the reference to a preset, but keep the values essentially coping the values stored in the preset into the cue. * **Block:**\ Block the “Source” with regards to the “Destination”. Tracked values (default colored magenta) are converted into stored values (default colored white). * **Unblock:**\ Unblock the “Source” with regards to the “Destination”. Blocked values (default colored white) are converted into tracked values (default colored magenta). * **Delete:**\ Delete the “Source” with regards to tracking and the “Destination”. * **Delete Cue Only:**\ Delete the value using cue only (and keep the original values in the following cue). The left action column can all be selected at the same time, but the right column is mutually exclusive allowing only one action being selected.   The last part is the “Source”. It is only selectable when an action is chosen. There are several buttons: * **Selection:**\ Make the change in the selected cells (with regards to the “Destination”). Cells can be selected as individual, but it is also possible to lasso both vertical and horizontal in the sheet. It is even possible to selected multiple single cells by keeping the Ctrl key on the keyboard pressed while selecting cells. You can even do multiple lassos and single cells with the Ctrl key pressed. * **Selected Cue(s):**\ Make the change in the entire selected cues. * **Complete:**\ Make the change in the entire sequence. * **Selected Channels for All Cues:**\ Make the change for the selected attributes (with regards to the “Destination”). Tapping a source button will perform the action and close the pop-up.   Beside the three parts there is also a button called “Edit”. This opens the calculator. Using this allows to change the selected values or assign any relevant presets (with respect to the destination setting). Valid presets are shown in the calculator pop-up. If you want to edit a value as Cue Only, then you need to remember to activate the Cue Only function before editing the value. This is easiest with the Cue Only button visible in the Title Bar. With a combination of the different parts and the Edit button you can make almost any desired changes in the Tracking Sheet. The pop-up can be closed by tapping the yellow X in the upper right corner of the pop-up. This will cancel any actions. # Looking at the cue sequence > If your show has sequences with multiple cues, then it is very useful to be able to see the sequence and see the active cue and the settings for the cue change. If your show has sequences with multiple cues, then it is very useful to be able to see the sequence and see the active cue and the settings for the cue change. There are several ways to see what cue is running. This topic describes views that do not show the values stored in the cues, but they show the list of cues. To see the content of the cues please read the [Looking at the Cue Content topic](/grandma2/key_cs_cue_content/). ## Sequence Executor Sheet [Section titled “Sequence Executor Sheet”](#sequence-executor-sheet) The most common way to look at the Cue Sequence is the Sequence Executor Sheet. It is a window that can be made using the [Create Basic Window pop-up](/grandma2/key_windows/#create_basic_windows). It could look like this: ![](/img/grandma2/window_sequence-executor-sheet_v3-3-c39268.png) *Sequence Executor Sheet* This sheet has a lot of columns. Each column is a setting, information, or action that has to do with each of the cues. The cues are represented by rows in the sheet. The active cue will have a yellow frame around it. If a cue is split up into different parts then the “main” cue and the parts all have the yellow frame around them. The sheet can be customized to display only the relevant columns and the columns can be arranged just like you prefer it - this functionality is described in the [Using different view sets in the sheets topic](/grandma2/key_adv_seq_view_sets/). The width of a column can be changed. This is done by placing the mouse pointer on the line between two column. When the pointer is the right place then it changes shape and gets a double ended arrow. Then do a left click and hold it while moving the mouse in the direction you wish to change the column. A white box appears above the pointer showing the size of the column and the size change is written in the parentheses. It could look like this: ![](/img/grandma2/window_sequence-executor-sheet_resize-column_v3-3-02d5e6.png) *Changing the column width* This can also be done using the touch screens and fingers, but it can be easier with the mouse or trackball. The sheet can be customized and title buttons changed using the Sheet Options - read about them in the [Sheet Options topics](/grandma2/key_of_sheet_options/). ## The different columns in the Sequence Executor Sheet [Section titled “The different columns in the Sequence Executor Sheet”](#the-different-columns-in-the-sequence-executor-sheet) There are many columns in this sheet. The following is a short description of them. The ones that takes a little bit more explaining have links to the relevant topics. If you cannot see all the columns in your sheet then try to tap the “All” button in the title bar or a blank one. If you do not have any of these, then follow the link above to read about using the view sets. * **Number:**\ This is the cue number. * **Name:**\ This is the name of the cue. * **Trig:**\ This is the cue trigger. The options here are explained in the [Playing back Cues topic](/grandma2/key_cs_playback/#trigger). * **Trig Time:**\ This is connected to the trigger. Follow the link above for more information. * **Fade:**\ This is the fade time for all non-snap attributes and dimmer values that does up in value. The [Cue Timings topic](/grandma2/key_cs_cue_timings/) describes all the different timing columns and their effect on the cue values. * **Out Fade:**\ This is the fade time for dimmer values that does down in value. This is default set to the same as the “Fade” time. * **Delay:**\ This is the delay or wait time between the trigger and the actual fade begins. * **Out Delay:**\ This is the delay for the Out Fade (only dimmer values). Its default value is the “Delay”. * **Snap Percent:**\ This can be used to control when “Snap” attributes changes values. It is a percent related to the fade time. This is explained in the [Cue Timings topic](/grandma2/key_cs_cue_timings/#snap_percent). * **MIB:**\ MIB is “Move In Black”. This is introduced in the [What is MIB topic](/grandma2/key_cs_what_is_mib/). * **Mode:**\ Cues can have different modes. They are described in the [Using Cue Modes topic](/grandma2/key_adv_seq_cue_modes/). * **AE:**\ AE is “Assert Effects”. Read more about effects in the [Effects section](/grandma2/key_effects/). * **CMD:**\ CMD is “Command”. Commands (like the ones written the command line input) can be written in the cues. They will then be executed on the Master or Standalone station when the cue is triggered. Have a look at the [Commands in Cues topic](/grandma2/key_cs_cmd_in_cues/) for more details. * **CMD Delay:**\ This will ad a delay between the triggering of the cue and the execution of the command. * **Loop:**\ Here it is possible to select a cue that should be looped to. Loops are described in details in the [Looping Cues topic](/grandma2/key_adv_seq_loop/). * **Ltime:**\ This is “Loop Time”. It is used with loops. Follow link above to learn more. * **Lcount:**\ This is “Loop Count”. It is used with loops. Follow link above to learn more. * **Path:**\ Here it is possible to select a path for the cue transition. This is described in details in the [Cue Path topic](/grandma2/key_adv_seq_cue_path/).  * **Info:**\ Here it is possible to add multiple lines of information to a cue. Please have a look at the [Sequence Info View topic](/grandma2/key_adv_seq_info/) to learn more. * **I.Delay:**\ This is “Individual Delay”. It displays the time for attributes that have individual stored delay times. This is discussed in the [Cue timings topic](/grandma2/key_cs_cue_timings/). * **I.Fade:**\ This is “Individual Fade”. It displays the time for attributes that have individual stored fade times. Follow the link above to learn more. * **Forced Pos. Mode:**\ This will open a pop-up that allows you to select a position mode for the cue. Learn more about position modes in the [XYZ and Pan/Tilt in Sequences topic](/grandma2/key_xyz_pan_tilt_in_cues_sequences/). * **Preset types Fade / Delay:**\ Each preset type has two columns called “Delay” and “Fade”. These are discussed in the [Cue timings topic](/grandma2/key_cs_cue_timings/).   ## Temporary Sequence Executor Sheet or Executor Editor [Section titled “Temporary Sequence Executor Sheet or Executor Editor”](#temporary-sequence-executor-sheet-or-executor-editor) It is possible to open a temporary version of the Sequence Executor Sheet. It appears when an executor is edited. This can be done by pressing the Edit key followed by one of the executor keys associated with the executor you want to edit. The other way to edit a sequence assigned to an executor is by tapping the middle part of the mini executor, marked here with red: ![](/img/grandma2/img_mini-executor_sequence_middel-part_v3_3-b3eeed.png) *Sequence Mini Executor - middle part marked* The editor that appears could look like this: ![](/img/grandma2/popup_edit-executor_v3-3-9de24c.png) *Executor Editor* This view has all the columns and rows as the Sequence Executor Sheet. It cannot be customized as the sheet. []()It has a few buttons around that is not available in the sheet version: * **Edit Previous Cue:**\ This will edit the previous cue. Editing a cue means that values stored in the cue will become active values in the programmer. Values can be changed and the Update key can be pressed to update the cue. The cue that is being edited has a red frame around it. Pressing the Esc key will cancel the edit function - and close the pop-up. * **Edit Current Cue:**\ Same as above except the cue being edited is the current active cue. * **Edit Next Cue:**\ Same as above except it is the next cue that is being edited. * **Cmd Disable:**\ This will disable all the commands written in the “CMD” column. If the commands are disabled then the command text color will be red. * **Test Cmd:**\ This will execute the command written in the selected row. * **Label:**\ This can be used to give the sequence a label. Notice that when this pop-up is open, then the Encoder Toolbar is different. It could look like this: ![](/img/grandma2/img_encoder-toolbar_edit-sequence_1_v3_3-607963.png) *Encoder Toolbar - Edit Sequence - Page 1 Basics* The top row have some buttons and information. Starting from the left there is an information “button” that shows the executor number, the sequence number and name, and the cue number and name. It is not actually a button. Next to this is a button that enters or exits the “Edit” mode - This will also change the Encoder Toolbar. Next are six buttons that can be used to control the sequence playback - Please read the [Playing back cues topic](/grandma2/key_cs_playback/) for more on this. The last button in the top row is used to change between three different pages for the bottom encoder row. The image above shows the first page - called “Basics”. This gives access to change the: Trigger, Trig Time, Mode, and Loop. They are each assigned to one of the four encoders. The settings will change for the selected cues (rows). The next page is called “Fade Delay” and could look like this: ![](/img/grandma2/img_encoder-toolbar_edit-sequence_2_v3_3-a4758a.png) *Encoder Toolbar - Edit Sequence - Page 2 Fade Delay* The top row is the same. It is only the bottom encoder row that changes. Now the encoders control Fade, Out Fade, Delay, and Out Delay. The third page is called “Part cont.” and could look like this: ![](/img/grandma2/img_encoder-toolbar_edit-sequence_3_v3_3-895d36.png) *Encoder Toolbar - Edit Sequence - Page 3 Part cont.* Now the encoders control Snap Percent, CMD, CMD Delay, and Info.   ## Edit the Sequence [Section titled “Edit the Sequence”](#edit-the-sequence) The last way to see the cue sequence is by editing the sequence. This is a command line action. The syntax is: Edit Sequence \[number] This can be done using the keys or by writing in the command line input. The result is that the Sequence Editor pop-up appears. It could look like this: ![](/img/grandma2/popup_edit-sequence_v3-3-206f52.png) *Sequence Editor* This pop-up has two parts: The top part and the bottom part. The top part is all the settings that can be changed regarding the sequence. They are all described in the [What are Cues and Sequences topic](/grandma2/key_cs_what_are/). The bottom part is all the columns and rows from the Sequence Executor Sheet. Everything with a gray background can be edited. # Cue timings > Cue timing is about the stored values transition from one cue to the next. Cue timing is about the stored values transition from one cue to the next. There are several levels of timing that can be relevant for a values transition time. There are different timing levels. They are: * **General Cue Timing** * **Preset Type Timing** * **Individual Timing** * **Rate** * **Executor Time** There is also manual cross fading. This overwrites any timing. Read more about cross fading in the [Playing back Cues topic](/grandma2/key_cs_playback/#crossfade).   ## General Cue Timing [Section titled “General Cue Timing”](#general-cue-timing) This is the general timing columns that can be seen in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). These timings have the lowest priority. If a value has a different Preset Type Timing or an Individual Timing then they have a higher priority. They are: * **Fade:**\ This is the time used by all attributes and dimmer values going “up” in value. It can also be called “InFade”. * **OutFade:**\ This is time used by dimmer values going “down” in value. This only effects Dimmer values. The default for this is “InFade” - automatically making it the same as the “Fade” value. * **Delay:**\ This is the time used to wait before executing the “Fade”. It can also be called “InDelay”. * **OutDelay:**\ This is the time used to wait before executing the “OutFade”. This only effects Dimmer values.The default for this is “InDelay” - automatically making it the same as the “Delay” value. * **Snap Percent:**\ This is the percent number used to control when the “Snap” is performed. Read more about [Snap Percent](#snap_percent) at the bottom of this topic. The defaults are a user setting and can be changed in the Setup -> User -> Defaults -> Sequence Defaults.   ## Preset Type Timing [Section titled “Preset Type Timing”](#preset-type-timing) Each preset type has two columns in the Sequence Executor Sheet. One is **Fade** the other is **Delay**. These times will will be used by all changing the values of that preset type. Overwriting the General Cue Timings for that Preset Type. **Important:**\ Dimmer values changing to a lower value are not effected by the ""Fade Dimmer” time. They are controlled by the “OutFade”. The default value for these are “Cue” making the automatically the same as the General Cue Timings. The defaults are a user default and this can be changed in the Setup -> User -> Defaults -> Sequence Defaults.    ## Individual Timing [Section titled “Individual Timing”](#individual-timing) Each individual attribute can have a special individual fade and/or delay time. This is called individual time. There are two columns in the Sequence Executor Sheet called **I.Fade** and **I.Delay**, they display the range if the individual times - the lowest and the highest time. If there are individual times stored then the background of the **Fade** or the **Delay** columns will have a green or orange color. This is a visual indicator that there are some individual times stored. ### Storing Individual Timing [Section titled “Storing Individual Timing”](#storing-individual-timing) Individual times are usually stored together with active values in the programmer. The Encoder Toolbar should look like this when working with values: ![](/img/grandma2/img_encoder-toolbar_value_v3_3-b78528.png) *Encoder Toolbar - Value Layer* Here in the Encoder toolbar there are three buttons in the center of the top row called: Value, Fade, and Delay. They control if the encoders below the buttons are used to set a value or to set an individual time. They change between different layers. An attribute needs to have values stored in the cue where the individual time is stored. The time can be stored at the same time as the value, but can also be added (merged) into the cue after the values is stored. To get the fade or delay times into your programmer, you need to select the layer you want to work with. You can tap the buttons in the Encoder Toolbar or you can press the Time key to toggle between the layers. When the correct layer is selected then you can use the encoders to set a time or you can use the keys to type a time - pay attention to your command line input. This is what the Encoder Toolbar looks like when Pan and Tilt have 2 seconds as individual fade time in the programmer ![](/img/grandma2/img_encoder-toolbar_fade_active-values_v3_3-f438f6.png) *Encoder Toolbar - Fade Layer with active fade times* When the individual time is in the programmer then it needs to be stored like any other value.   Depending on what is stored with individual times, please consider if using [Part Cues](/grandma2/key_cs_store/) might be a better solution for you.   ## []()Rate Fader [Section titled “Rate Fader”](#rate-fader) All executors have a Rate Fader. This fader might not be assigned to a physical fader but it is still there. For details about this please have a look at the [Executors section](/grandma2/key_exec/). A Rate fader is used to modulate or dynamically adjust the stored times. It does not change the stored times, it simply adjust the time to be faster or slower.  When the time is adjusted by the Rate fader then the time displayed in the Sequence Executor Sheet is also visually adjusted. There is an asterisk symbol in front of the time to show you that the time is adjusted. It could look like this: ![](/img/grandma2/window_sequence-executor-sheet_rate-adjusted_v3-3-d2df63.png) *Sequence Executor Sheet with adjusted times* The default value for the Rate fader is “1:1”. This means that times will not be adjusted. If the rate is changed then the stored time is divided by the value of the rate - this includes the individual times. In the image above the stored fade time for cue 1 is “1”. The Rate is set to “2”. The result is 1 divided by 2 equals 0.5. Moving the Rate fader above “1:1” will make the rate time larger and the result is that the times are faster. Moving the Rate below the “1:1” will make the rate time smaller than 1 and the result is that the cue times are slower. The Rate fader can be reset to “1:1” by typing: \[Channel]> Rate 1 Or by having the “Rate1” function assigned to one of the associated executor keys.   ## Exec Time faders [Section titled “Exec Time faders”](#exec-time-faders) The “Exec Time” or “Executor Time” fader can be used to override the stored times in the cues. It is a fader visible in the lower right corner of screen 2 (unless you are on a grandMA2 onPC with the “CmdWing Bar” turned on). It can also be assigned to a physical fader - read about it in the [Special Masters topic](/grandma2/key_adv_exec_spec_master/). If the Exec Time fader is On, then all the stored cue timing is ignored and the time set on the Exec Time fader is used instead. The default range for the fader is 0 seconds to 10 seconds. The maximum is a user setting and it can be changed in Setup -> User -> Settings. It it called “Max. Exec Time”. The Exec Time fader also has a “Manual XFade” function. This will allow you to use the move from one end position to the other as the timing for the cue change. Exec Time ignores any individual times. The Rate Fader is effecting the Exec Time, except when doing the Manual XFade. It is possible to activate **Ignore Exec Time** in the options for each Executor - see the [Executor Options topic](/grandma2/key_adv_exec_options/). This will exclude the executor from being effected by the Exec Time.   *** ## []()Snap Percent [Section titled “Snap Percent”](#snap-percent) Some attributes are defined as “Snap” attributes in the Fixture Type definition. This means that the attribute will not fade from one value to the next but it will instantly change to the new value. This could be Gobo wheels, Prism In/Out, Mode channels, or any other attribute where fading is not desired. The Snap Percent is a percent number that defines when in the cue fade these attributes shall perform the Snap. The default is 0% and this value is hidden in the Sequence Executor Sheet. This value means that the Snap will be performed when 0% of the fade time is executed - immediately when the cue is triggered. If the Snap Percent is set to 100% then the Snap will be performed when all fade times in the cue is done - at the very end of the fade. This includes the time of individual fades! The Snap Percent can be set to anything between 0% and 100%, allowing you to choose when the Snap is performed. # Delete cues > Deleting a cue will remove the values stored in the cue. Deleting a cue will remove the values stored in the cue. The easy way to delete a cue is using the keys or keyboard. The syntax to delete a cue on the selected executor is: Delete Cue \[cue number]. If it is a different executor then you can tap a key associated to the executor after the above syntax or add the information in the syntax: Delete Cue \[cue number] Executor \[executor number]. When this command is run then a pop-up will appear. It could look like this: ![](/img/grandma2/popup_delete-cue_v3-3-d7525a.png) *Delete Cue pop-up* There are two mutually exclusive options here. They are called **Normal** and **Cue Only**. **Normal** delete will remove the cue and all values stored in the cue. This will effect stored values that normally tracks through the sequence. **Cue Only** delete will remove the cue and all the values stored in the cue. It will store values that would track into the following cues if they otherwise would be lost by the deletion of the cue. ### Example [Section titled “Example”](#example) We have the following sequence: ![](/img/grandma2/img_delete-cue_before-delete_v3_3-938034.png) *Sequence with 5 cues before deletion* Now we are going to delete cue number 3. This is the result with **Normal** delete: ![](/img/grandma2/img_delete-cue_normal-delete_v3_3-5b304d.png) *Sequence after a Normal delete* Cue number 3 is gone. The orange color stored in the cue is deleted and the orange values that normally tracked from cue 3 into cue 4 and 5 are gone. Now it is the blue color stored in cue 1 that tracks through the sequence. The result is that cue 4 and 5 are now blue. This is the result if we deleted with **Cue Only**: ![](/img/grandma2/img_delete-cue_cueonly-delete_v3_3-dca105.png) *Sequence after a Cue Only delete* Cue number 3 is gone. The orange color stored in the cue is now stored in cue number 4. This means that cue number 4 and 5 are still orange.\   Tracking is discussed in details in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). # Executor list > An executor list is an object list of executors. An executor list is an object list of executors.  ### Syntax [Section titled “Syntax”](#syntax) Executor \[list] Page \[list] FaderPage \[list] ButtonPage \[list]   **Important:**\ An executor list has the same syntax as an object list. Each object type is broken down to executor objects. These executor objects form the executor list.    ### Example: [Section titled “Example:”](#example) \[Channel]> **Pause Page** 1 **Thru** 3 Pauses executors on pages 1, 2, and 3. \[Channel]> Delete Executor 10 Thru 13 Deletes executors 10 through 13 of the current page. # Function keywords > Function keywords perform a task or a function. Function keywords perform a task or a function. These keywords are often followed by objects to which the function or task is to be applied.  **Important:**\ Function keywords are the verbs of the console, so to speak. ### Example: [Section titled “Example:”](#example) \[Channel]> **Goto** Cue 3 \- or -  \[Channel]> **Delete** Preset “Blue”   **Important:**\ Some functions are global and do not need to be followed by objects, for example **Blackout**.    *** ### List of Function Keywords [Section titled “List of Function Keywords”](#list-of-function-keywords) * [>>> keyword](/grandma2/key_keyword_skipplus/) * [<<< keyword](/grandma2/key_keyword_skipminus/) * [AddUserVar keyword](/grandma2/key_keyword_adduservar/) * [AddVar keyword](/grandma2/key_keyword_addvar/) * [Align keyword](/grandma2/key_keyword_align/) * [AlignFaderModules keyword](/grandma2/key_keyword_alignfadermodules/) * [All keyword](/grandma2/key_keyword_all/) * [AllRows keyword](/grandma2/key_keyword_allrows/) * [Assign keyword](/grandma2/key_keyword_assign/) * [At keyword](/grandma2/key_keyword_at/) * [Backup keyword](/grandma2/key_keyword_backup/) * [Black keyword](/grandma2/key_keyword_black/) * [Blackout keyword](/grandma2/key_keyword_blackout/) * [Blind keyword](/grandma2/key_keyword_blind/) * [BlindEdit keyword](/grandma2/key_keyword_blindedit/) * [Block keyword](/grandma2/key_keyword_block/) * [Call keyword](/grandma2/key_keyword_call/) * [ChangeDest keyword](/grandma2/key_keyword_changedest/) * [ChannelLink keyword](/grandma2/key_keyword_channellink/) * [Clear keyword](/grandma2/key_keyword_clear/) * [CircularCopy keyword](/grandma2/key_keyword_circularcopy/) * [ClearActive keyword](/grandma2/key_keyword_clearactive/) * [ClearAll keyword](/grandma2/key_keyword_clearall/) * [ClearSelection keyword](/grandma2/key_keyword_clearselection/) * [Clone keyword](/grandma2/key_keyword_clone/) * [CmdHelp keyword](/grandma2/key_keyword_cmdhelp/) * [Copy keyword](/grandma2/key_keyword_copy/) * [Delete keyword](/grandma2/key_keyword_delete/) * [DeleteShow keyword](/grandma2/key_keyword_deleteshow/) * [DisconnectStation keyword](/grandma2/key_keyword_disconnectstation/) * [DoubleRate keyword](/grandma2/key_keyword_doublerate/) * [DoubleSpeed keyword](/grandma2/key_keyword_doublespeed/) * [Edit keyword](/grandma2/key_keyword_edit/) * [EndSession keyword](/grandma2/key_keyword_endsession/) * [Export keyword](/grandma2/key_keyword_export/) * [Extract keyword](/grandma2/key_keyword_extract/) * [Fix keyword](/grandma2/key_keyword_fix/) * [Flash keyword](/grandma2/key_keyword_flash/) * [Flip keyword](/grandma2/key_keyword_flip/) * [Freeze keyword](/grandma2/key_keyword_freeze/) * [Go keyword](/grandma2/key_keyword_go/) * [GoBack keyword](/grandma2/key_keyword_goback/) * [Goto keyword](/grandma2/key_keyword_goto/) * [HalfRate keyword](/grandma2/key_keyword_halfrate/) * [HalfSpeed keyword](/grandma2/key_keyword_halfspeed/) * [Help keyword](/grandma2/key_keyword_help/) * [Highlight keyword](/grandma2/key_keyword_highlight/) * [If keyword](/grandma2/key_keyword_if/) * [IfActive keyword](/grandma2/key_keyword_ifactive/) * [IfOutput keyword](/grandma2/key_keyword_ifoutput/) * [IfProg keyword](/grandma2/key_keyword_ifprog/) * [Import keyword](/grandma2/key_keyword_import/) * [Info keyword](/grandma2/key_keyword_info/) * [Insert keyword](/grandma2/key_keyword_insert/) * [Invert keyword](/grandma2/key_keyword_invert/) * [InviteStation keyword](/grandma2/key_keyword_invitestation/) * [JoinSession keyword](/grandma2/key_keyword_joinsession/) * [Kill keyword ](/grandma2/key_keyword_kill/) * [Label keyword](/grandma2/key_keyword_label/) * [Layer keyword](/grandma2/key_keyword_layer/) * [Learn keyword](/grandma2/key_keyword_learn/) * [LeaveSession keyword](/grandma2/key_keyword_leavesession/) * [List keyword](/grandma2/key_keyword_list/) * [ListFaderModules keyword](/grandma2/key_keyword_listfadermodules/) * [ListLibrary keyword](/grandma2/key_keyword_listlibrary/) * [ListEffectLibrary keyword](/grandma2/key_keyword_listeffectlibrary/) * [ListMacroLibrary keyword](/grandma2/key_keyword_listmacrolibrary/) * [ListShows keyword](/grandma2/key_keyword_listshows/) * [ListUserVar keyword](/grandma2/key_keyword_listuservar/) * [ListVar keyword](/grandma2/key_keyword_listvar/) * [Load keyword](/grandma2/key_keyword_load/) * [LoadShow keyword](/grandma2/key_keyword_loadshow/) * [Lock keyword](/grandma2/key_keyword_lock/) * [Login keyword](/grandma2/key_keyword_login/) * [Logout keyword](/grandma2/key_keyword_logout/) * [MasterFade keyword](/grandma2/key_keyword_masterfade/) * [MAtricksBlocks keyword](/grandma2/key_keyword_matricksblocks/) * [MAtricksFilter keyword](/grandma2/key_keyword_matricksfilter/) * [MAtricksGroups keyword](/grandma2/key_keyword_matricksgroups/) * [MAtricksInterleave keyword](/grandma2/key_keyword_matricksinterleave/) * [MAtricksReset keyword](/grandma2/key_keyword_matricksreset/) * [MAtricksWings keyword](/grandma2/key_keyword_matrickswings/) * [Menu keyword](/grandma2/key_keyword_menu/) * [MidiControl keyword](/grandma2/key_keyword_midicontrol/) * [MidiNote keyword](/grandma2/key_keyword_midinote/) * [MidiProgram keyword](/grandma2/key_keyword_midiprogram/) * [Move keyword](/grandma2/key_keyword_move/) * [NetworkInfo keyword](/grandma2/key_keyword_networkinfo/) * [NetworkNodeInfo keyword](/grandma2/key_keyword_networknodeinfo/) * [NetworkNodeUpdate keyword](/grandma2/key_keyword_networknodeupdate/) * [NetworkSpeedTest keyword](/grandma2/key_keyword_networkspeedtest/) * [NewShow keyword](/grandma2/key_keyword_newshow/) * [NextRow keyword](/grandma2/key_keyword_nextrow/) * [Off keyword](/grandma2/key_keyword_off/) * [On keyword](/grandma2/key_keyword_on/) * [Oops keyword](/grandma2/key_keyword_oops/) * [Park keyword](/grandma2/key_keyword_park/) * [Pause keyword](/grandma2/key_keyword_pause/) * [Preview keyword](/grandma2/key_keyword_preview/) * [PreviewEdit keyword](/grandma2/key_keyword_previewedit/) * [PreviewExecutor keyword](/grandma2/key_keyword_previewexecutor/) * [PrevRow keyword](/grandma2/key_keyword_prevrow/) * [PSR keyword](/grandma2/key_keyword_psr/) * [PSRList keyword](/grandma2/key_keyword_psrlist/) * [PSRPrepare keyword](/grandma2/key_keyword_psrprepare/) * [Rate1 keyword](/grandma2/key_keyword_rate1/) * [Reboot keyword](/grandma2/key_keyword_reboot/) * [Record keyword](/grandma2/key_keyword_record/) * [SaveShow keyword](/grandma2/key_keyword_saveshow/) * [Select keyword](/grandma2/key_keyword_select/) * [SelectDrive keyword](/grandma2/key_keyword_selectdrive/) * [SelFix keyword](/grandma2/key_keyword_selfix/) * [SetIP keyword](/grandma2/key_keyword_setip/) * [Setup keyword](/grandma2/key_keyword_setup/) * [SetUserVar keyword](/grandma2/key_keyword_setuservar/) * [SetVar keyword](/grandma2/key_keyword_setvar/) * [ShuffleSelection keyword](/grandma2/key_keyword_shuffleselection/) * [ShuffleValues keyword](/grandma2/key_keyword_shufflevalues/) * [Shutdown keyword](/grandma2/key_keyword_shutdown/) * [Solo keyword](/grandma2/key_keyword_solo/) * [Speed keyword](/grandma2/key_keyword_speed/) * [StepFade keyword](/grandma2/key_keyword_stepfade/) * [StepInFade keyword](/grandma2/key_keyword_stepinfade/) * [StepOutFade keyword](/grandma2/key_keyword_stepoutfade/) * [Stomp keyword](/grandma2/key_keyword_stomp/) * [Store keyword](/grandma2/key_keyword_store/) * [StoreLook keyword](/grandma2/key_keyword_storelook/) * [Swop keyword](/grandma2/key_keyword_swop/) * [SwopGo keyword](/grandma2/key_keyword_swopgo/) * [SwopOn keyword](/grandma2/key_keyword_swopon/) * [Temp keyword](/grandma2/key_keyword_temp/) * [TempFader keyword](/grandma2/key_keyword_tempfader/) * [Toggle keyword](/grandma2/key_keyword_toggle/) * [Tools keyword](/grandma2/key_keyword_tools/) * [Top keyword](/grandma2/key_keyword_top/) * [Unblock keyword](/grandma2/key_keyword_unblock/) * [Unpark keyword](/grandma2/key_keyword_unpark/) * [Update keyword](/grandma2/key_keyword_update/) * [UpdateFirmware keyword](/grandma2/key_keyword_updatefirmware/) * [UpdateSoftware keyword](/grandma2/key_keyword_updatesoftware/) * [UpdateThumbnails keyword](/grandma2/key_keyword_updatethumbnails/) * [Version keyword](/grandma2/key_keyword_version/) # General syntax rules > The command line syntax is used to create valid expressions out of keywords. The command line syntax is used to create valid expressions out of keywords.  ### General Rules [Section titled “General Rules”](#general-rules) The general rules are: **Important:**\ Basic syntax is: \[Function] \[Object] * All objects have a default function which is used if no function is given. * Most functions have a default object or an object type which is used if no object is given.  * Objects are arranged in a hierarchical tree structure.  * If an object does not support the function applied, the function will be passed on to a child or parent object.    *** ### Terminology [Section titled “Terminology”](#terminology) * \[Square brackets]:\ Description of a non-literal content. * (Parentheses):\ Description of an optional content.  * “Quotation marks”:\ Quotation marks are used to enter a definite name or content. If the line ends after the word in quotation marks, the quotation marks at the end may be omitted. If the name or content is not a keyword and does not contain special characters, the quotation marks can be left out altogether.  * Capitalization:\ The console does not distinguish between upper case and lower case. Capitalization is used to improve readability only. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Helping keywords](/grandma2/key_cs_helping_keywords/) * [Object keywords](/grandma2/key_cs_object_keywords/) * [Function keywords](/grandma2/key_cs_function_keywords/) # Helping keywords > Helping keywords are used to create a relation between functions and objects. Helping keywords are used to create a relation between functions and objects.  **Important:**\ Helping keywords are the prepositions and conjunctions of the console, so to speak.  ### Example: [Section titled “Example:”](#example)   **Helping keyword At:** \[Channel]> Copy Cue 3 **At** Cue 5   **Helping keyword Thru:**  \[Channel]> Delete Effect 4 **Thru** 6   *** ##  List of Helping Keywords [Section titled “ List of Helping Keywords”](#list-of-helping-keywords) * [+ \[Plus\] keyword](/grandma2/key_keyword_plus/) * [- \[Minus\] keyword](/grandma2/key_keyword_minus/) * [And keyword](/grandma2/key_keyword_and/) * [At keyword](/grandma2/key_keyword_at/) * [CmdDelay keyword](/grandma2/key_keyword_cmddelay/) * [Delay keyword](/grandma2/key_keyword_delay/) * [EndIf keyword](/grandma2/key_keyword_endif/) * [Fade keyword](/grandma2/key_keyword_fade/) * [If keyword](/grandma2/key_keyword_if/) * [Off keyword](/grandma2/key_keyword_off/) * [On keyword](/grandma2/key_keyword_on/) * [Or keyword](/grandma2/key_keyword_or/) * [OutFade keyword](/grandma2/key_keyword_outfade/) * [OutDelay keyword](/grandma2/key_keyword_outdelay/) * ​[SnapPercent keyword](/grandma2/key_keyword_snappercent/) * [Thru keyword](/grandma2/key_keyword_thru/) * [Toggle keyword](/grandma2/key_keyword_toggle/) # Object keywords > Object keywords are used to allocate objects in your show file. Object keywords are used to allocate objects in your show file. **Important:**\ Object keywords are the nouns of the console, so to speak. ## Example: [Section titled “Example:”](#example) \[Channel]> Store **Fixture** 3\*\* \*\* \- or-  \[Channel]> Delete **Preset** “Red”   **Important:**\ Object keywords are object types which are usually **used with numbers, IDs, names, and labels**.   *** ### List of Object Keywords  [Section titled “List of Object Keywords ”](#list-of-object-keywords) * [Agenda keyword](/grandma2/key_keyword_agenda/) * [Attribute keyword](/grandma2/key_keyword_attribute/) * [ButtonPage Keyword](/grandma2/key_keyword_buttonpage/) * [Camera Keyword](/grandma2/key_keyword_camera/) * [Channel keyword](/grandma2/key_keyword_channel/) * [ChannelFader keyword](/grandma2/key_keyword_channelfader/) * [Cue keyword](/grandma2/key_keyword_cue/) * [Default keyword](/grandma2/key_keyword_default/) * [Dmx keyword](/grandma2/key_keyword_dmx/) * [Effect keyword](/grandma2/key_keyword_effect/) * [ExecButton1 keyword](/grandma2/key_keyword_execbutton1/) * [ExecButton2 keyword](/grandma2/key_keyword_execbutton2/) * [ExecButoon3 keyword](/grandma2/key_keyword_execbutton3/) * [Executor keyword](/grandma2/key_keyword_executor/) * [Fader keyword](/grandma2/key_keyword_fader/) * [FaderPage keyword](/grandma2/key_keyword_faderpage/) * [Feature keyword](/grandma2/key_keyword_feature/) * [Filter keyword](/grandma2/key_keyword_filter/) * [Fixture keyword](/grandma2/key_keyword_fixture/) * [FixtureType keyword](/grandma2/key_keyword_fixturetype/) * [Form keyword](/grandma2/key_keyword_form/) * [Full keyword](/grandma2/key_keyword_full/) * [Group keyword](/grandma2/key_keyword_group/) * [Layout keyword](/grandma2/key_keyword_layout/) * [Macro keyword](/grandma2/key_keyword_macro/) * [Mask keyword](/grandma2/key_keyword_mask/) * [MAtricks keyword](/grandma2/key_keyword_matricks/) * [Normal keyword](/grandma2/key_keyword_normal/) * [Page keyword](/grandma2/key_keyword_page/) * [Part keyword](/grandma2/key_keyword_part/) * [Preset keyword](/grandma2/key_keyword_preset/) * [PresetType keyword](/grandma2/key_keyword_presettype/) * [PreviewExecutor keyword](/grandma2/key_keyword_previewexecutor/) * [Remote keyword](/grandma2/key_keyword_remote/) * [Root keyword](/grandma2/key_keyword_root/) * [Screen keyword](/grandma2/key_keyword_screen/) * [Selection keyword](/grandma2/key_keyword_selection/) * [Sequence keyword](/grandma2/key_keyword_sequence/) * [SpecialMaster keyword](/grandma2/key_keyword_specialmaster/) * [Timecode keyword](/grandma2/key_keyword_timecode/) * [Timer keyword](/grandma2/key_keyword_timer/) * [User keyword](/grandma2/key_keyword_user/) * [UserProfile keyword](/grandma2/key_keyword_userprofile/) * [View keyword](/grandma2/key_keyword_view/) * [ViewButton keyword](/grandma2/key_keyword_viewbutton/) * [ViewPage keyword](/grandma2/key_keyword_viewpage/) * [World keyword](/grandma2/key_keyword_world/) * [Zero keyword](/grandma2/key_keyword_zero/) # Object list > An object list is a list of objects of the same type. An object list is a list of objects of the same type.    ### Syntax [Section titled “Syntax”](#syntax) \[Object-type1] \[ID1] \[Object-type1] \[ID1] \[Object-type1] \[ID2] \[Object-type1] \[ID1] + \[ID2] \[Object-type1] \[ID1] Thru \[ID2] - \[ID3] \[Object-type1] \[ID1] Thru \[Object-type1]​ Thru \[ID1] \[Object-type1]​ Thru \[Object-type1]​​ “Name” \[Object-type1]​ “Nam\*”   * If no object type is given, the list contains items of your current destination.  * If no object type is given and the current destination is root – no destination – the list contains the default object types for the function applied. * If no object type is given and no function is applied, the list contains the current object type default of the command line.  ### Example: [Section titled “Example:”](#example) \[Channel] > **Fixture** 3 **Thru** 6 Selects fixture 3 through 6 (1, 2, 3, 4, 5, 6).   \[Channel]> **Fixture Thru** 3  \ Selects fixture 1 through 3 (1, 2, 3).  \[Channel]> **Delete** 3 **Thru**  \  Deletes cue 3 and the following upper cues.  \[Channel]> **Channel Thru** Selects all channels.   \[Channel]> **Channel** 1 **Channel** 5 Selects channel 1 and 5. \[Channel] > **Fixture** mac\* Selects all fixtures with a name starting with mac. # Playing back cues > Cues are played back from the sequence. Cues are played back from the sequence. Sequences can be played back from two different locations. They can be assigned to an executor and run from there or they can be played back from the Sequence Pool. You can always see the actively running playbacks in the [Running Playbacks window](/grandma2/key_exec_running_playbacks/#running_playbacks).   ## Sequence assigned to an Executor [Section titled “Sequence assigned to an Executor”](#sequence-assigned-to-an-executor) When a sequence is assigned to an executor, then it can easily be played back. This is the most common way to run the sequence. There are many commands related to running the cues. The most used ones can be assigned to the keys associated with the executor. The default for an executor with an sequence is that one of the keys has the “Go” command assigned. Pressing this key will run the cues using the Cue Timing. If the executor has a fader then the default function for this fader is “Master”. A master fader works as an intensity master, meaning that it effects the dimmer values. []()A fader can also have the CrossFade function. If a CrossFader is moved from one of the outer positions (top or bottom) towards the other then the movement is used to fade from the current cue to the next. This will disregard any cue timings and simply use the movement of the fader as the time. It is even possible to go backwards. When the fader reaches the other outer position then it becomes the new normal position and moving the fader again will start the manual cross fade to the next cue. Any command related to playing back the cues can be used with the executor. For instance if you run the following command: \[Channel]> Goto Cue 4 Executor 8 Then cue number will be played back on executor number 8 on your currently active page - if there is a cue number 4. Using the command input makes it possible to overwrite the stored cue timing. If you for instance wanted to run cue number 4 on executor number 8 on executor page 1 using 5 seconds fade you could type the following command: \[Channel]> Goto Cue 4 Executor 1.8 Fade 5 Using the keys you would need to press the following: Goto Cue 4 Exec 1 . 8 Time 5 Please This will overwrite any cue and individual timing and use the time specified in the command.   For details about the executors and the related commands, please read the [Executor section](/grandma2/key_exec/). also have a look at the [Sequence Mini Executor topic](/grandma2/key_cs_sequence_mini_executor/).   ## Sequence running in the Sequence Pool [Section titled “Sequence running in the Sequence Pool”](#sequence-running-in-the-sequence-pool) It is possible to play the sequence directly from the sequence pool. Pressing the small Go+ key followed by any of the sequences in the pool will run the first cue in the sequence. Repeating this will continue to run the next cues just as if the same go command was run on an executor. In fact any of the commands regarding playing back cues works in the sequence pool. For instance if you run the following command: \[Channel]> Goto Cue 4 Sequence 8 then cue number 4 will be actively playing back from the sequence pool. It can be hard to see this in the sequence pool, but the Call Mode can be changed to “Pool Playback”. Then the sequence sheet could look like this: ![](/img/grandma2/window_sequence-pool_playback-active_v3-3-cf523e.png) *Sequence Pool - playing back cues in sequence 8* Making it a lot easier to see that sequence number 8 is actually running cue number 4. If “Direct Action” is active then tapping the pool objects is the same as pressing Go+ followed by the pool object.   ## []()Trigger [Section titled “Trigger”](#trigger) Each cue has an assigned trigger. This can be seen and edited in the **Trig** column in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). Some trigger are connected to a time. This can be edited in the **Trig Time** column - also in the Sequence Executor Sheet. The Trig defines what actually triggers the execution of the cue. Editing the cell will open the Select Trig pop-up. It looks like this: ![](/img/grandma2/popup_select-trig_v3-3-5d15c7.png) *Select Trig pop-up* The options here are: * **Go:**\ This is the factory default. It requires a Go action to active the cue. * **Time:**\ This is a countdown timer that starts the count down when the previous cue is triggered. If you have cue 1 and 2 and cue 2 has a Time trigger set to 2 seconds, then the countdown starts when cue 1 is triggered. The time is set in the Trig Time column. * **Follow:**\ This trigger will activate when the previous cue has completed all fades and delays - including individual times. The Trig Time column can be used to add an additional delay between the completion of the fade in the previous cue and the triggering of the cue. * **Sound:**\ This will trigger the cue using a sound peak as the trigger. It is possible to choose one of 11 different frequency areas in the Trig Time column. * **BPM:**\ This will trigger the cue using the beats in the sound input. This can become useful with several cues being triggered by the BPM (Beats Per Minute). * **Timecode:**\ A cue can have a timecode time as a trigger. The sequence is connected to a Timecode Slot. When the sequence is active and the specified time (in the Trig Time column) is received, then the cue is triggered. Read more about it in the [Record a Timecode Show topic](/grandma2/key_timecode_record/). **Important**\ When a cue is triggered by timecode, then it always **Asserts**. Read more about assert in the [Using Cue Modes topic](/grandma2/key_adv_seq_cue_modes/). The default trigger can be changed in the Setup -> User -> Defaults -> Sequence Defaults. This is a setting that follows the User Profile.   ## []()Priority [Section titled “Priority”](#priority) When several sequences are affecting the same fixtures then priorities become important. The priority setting is actually an option to the executor. These options can be opened by pressing the Assign key and then one of the executors keys where there is a sequence you want to change. This opens the **Assign Menu**. On the right side of the menu there are some buttons. Please press Options button. This is all the options available for a sequence assigned to an executor. These options are discussed in the [Executor Options topic](/grandma2/key_adv_exec_options/). The top button in the second column sets the priority. Tapping it will open a small select pop-up like this: ![](/img/grandma2/popup_select-priority_v3-3-85c0f7.png) *Small Select Priority pop-up* This is the list of possible priorities. This is a short explanation of the priorities: * **Super:**\ This priority is the LTP priority above any other playbacks and even above the programmer. * **Swp (Swap):**\ Intensity is working as LTP with higher priority than HTP. * **HTP (Highest Takes Precedence):**\ The highest intensity value will be used. Other parameters will use LTP. * **High:**\ High LTP priority - like LTP but a higher priority than normal LTP. * **LTP (Latest Takes Precedence):**\ This is the normal LTP priority. The newest attribute value is prioritized over the the old value. * **Low:**\ Low LTP - This is a lower LTP priority.   ### []()Soft LTP [Section titled “Soft LTP”](#soft-ltp) This option is related to how intensities change from one executor to the other. When it is active then the intensity will fade from the old intensity to the new, when the fixture is “transferred” from one executor to the other. When it is deactivated, the intensity will snap to the new value, then starting the new (higher priority) executor. # Renumber cues > Cue numbers can be changed. This cannot be used to move the cues around and change the cue order. Cue numbers can be changed. This cannot be used to move the cues around and change the cue order. When editing a cue number in the Sequence Executor Sheet, a pop-up like this will appear: ![](/img/grandma2/popup_edit-cue-numbers_v3-3-ced1f7.png) *Edit Cue Numbers pop-up* A range of cues can be selected for renumbering, but remember that the new numbers cannot exceed the numbers before and after the selection. The two top input fields in this pop-up can be used to set a range or simply have a range of one. Below this is the renumber section. Here is the option to set the “New Number”. This will be the number of the first cue if a range of cues are selected. A “Step Width” can be defined. This is relevant if a range of cues are selected. This will then be used to set the step size between the cue range. With the input fields correctly filled out, tapping the Renumber button will do the renumbering - this will also close the pop-up. ## Other Functions [Section titled “Other Functions”](#other-functions) The Other Functions section at the bottom have four buttons. “Change Color” is described below. “Block Cue(s)”, “Unblock Cue(s)” are related to tracking. This is described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). “Delete Cue(s)” will delete the selected cues. This is discussed in the [Delete Cues topic](/grandma2/key_cs_delete_cues/). ## []()Change cue color [Section titled “Change cue color”](#change-cue-color) A cue can have a color assigned to the row in the Sequence Executor Sheet. This can be done using the command line or by tapping the Change Color button in the Edit Cue Numbers pop-up. The [Appearance keyword](/grandma2/key_keyword_appearance/) is used to do this via the command line. Unless you use the command line input to specify a color then the **Select Color pop-up** appears. The sheet options control if this color is visible and how may cells will have the background color. Read more about this in the [Sheet Options - Display - Cue Color Columns](/grandma2/key_of_sheet_options_display/#cue_color_columns). # Selection list > A selection list is a list of fixtures. A selection list is a list of fixtures.  ### Syntax [Section titled “Syntax”](#syntax) \[Object] \[Object-type1] \[ID1] \[Object-type1] \[ID1] + \[Object-type2] \[ID2] \[Object-type1] \[ID1] \*\*Thru \*\*\[Object-type2] \[ID2] \[Object-type1] \[ID1] \*\*Thru \*\*\[Object-type2] \[ID2] - \[Object-type 3] \[ID3] \[Object-type1] \[ID1] **Thru** \[Object-type1] \*\*Thru \*\*\[ID1] \[Object-type1] **Thru** \[Object-type1] “Name” \[Object-type1] “Nam\*”   **Important:**\ In a selection list, contrary to the object list, each object type is broken down to its corresponding fixture objects. These fixture objects form the selection list.    * If an object type is missing, the object type that was entered last will be used.  * If no object type is given altogether, the current object type default of the command line will be used.  * If there is no ID before or after **Thru**,\*\* \*\*the first or last available ID will be used.  * If there is no ID for an object type, the current, active or next ID will be used, depending on the function applied.  * If the reference of an object type is nonexclusive, significant parent objects will be broken down by user defaults and currently selected or active objects.  ### Example: [Section titled “Example:”](#example) \[Channel]> **Fixture** 3 **+ Channel** 6 Selects fixture 3 and channel 6.  \[Channel]> **Cue Thru** 3 **- Channel** 4  Selects fixtures in first 3 cues, but does not select channel 4.  \[Channel]> **Group** 3 **+ Cue** 4 Selects fixtures in group 3 and fixtures in cue 4. # Sequence mini executor > When a sequence is assigned to an executor, the mini executor view is displaying relevant information. When a sequence is assigned to an executor, the mini executor view is displaying relevant information. It could look like this: ![](/img/grandma2/img_mini-executor_sequence_v3_3-3257a8.png) *Mini Executor - Sequences* The image above shows three fader executors with assigned sequences and one button executor with an assigned sequence. The yellow colored frame identifies that the executor has a sequence assigned.   The mini executor is divided into three section: a top part, a middle part, and a lower part. ## Top Part [Section titled “Top Part”](#top-part) There are two lines of information in the top part. The top line has a number on the left side. This number is the **executor** number. If this number has a different background color, then there is a [Playback filter](/grandma2/key_wfm_apply_to_exec_seq/) applied. Next to this there might be different letters or symbols. This is list of the different possibilities: * **! (exclamation mark):**\ This symbol means that the executor is currently assigned the “Super” priority. * **S:**\ This symbol means that the executor is currently assigned the “SWP” priority. * **H:**\ This symbol means that the executor is currently assigned the “HTP” priority. * **Triangle pointing up:**\ This symbol means that the executor is currently assigned the “High LTP” priority. * **L:**\ This symbol means that the executor is currently assigned the “LTP” priority. * **Triangle pointing down:**\ This symbol means that the executor is currently assigned the “Low LTP” priority. * **T:**\ The “T” is there if the sequence is set as a tracking sequence. Read about tracking in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). The different priorities are described in the [Playing back Cues topic](/grandma2/key_cs_playback/). On the right side there is another number. This is the **sequence** number. If this number has a different background color, then there is a [Input filter](/grandma2/key_wfm_apply_to_exec_seq/) applied. The second line in the top part is the name of the sequence. The background color have different meanings: * **Black**:\ This is the normal background color. * **Green**:\ The executor is selected. * **Orange**:\ The executor is fixed. * **Red**:\ The Assign Menu is open for this executor. * **Dark Red**:\ The temporary Edit Sequence pop-up is open.   ## Middle Part [Section titled “Middle Part”](#middle-part) The middle part usually displays one or three cues. If a sequence only has one cue, then only one is displayed. If there are multiple cues in the sequence then three lines with cues are displayed. The top cue is the previous active cue or the cue that will be active should a GoBack action be performed. The middle cue is the currently active cue - if there are no active cue, then this line will be empty. The bottom cue will be the next active cue if a Go (forward) action is applied. If a cue is active, it will have a blue background. If the cue is fading in, then the blue background is visualized as a blue bar moving from the left to the right. Pressing or clicking in this area will open a temporary [Sequence Executor window](/grandma2/key_cs_cue_sequence/).   The middle part can look very different if it is “located” using the [Locate command](/grandma2/key_keyword_locate/). It will look like this: ![](/img/grandma2/img_located-executor_v3_2-dfa772.png) *Located sequence*   ## Lower Part [Section titled “Lower Part”](#lower-part) The lower part labels and simulates physical keys and fader. This is the part that is different depending on the sequence being assigned to a fader executor or button executor. The left side show two different things depending on the executor being a button executor or a fader executor. If it is a button executor then it shows the intensity master for the sequence. If the executor is a fader executor then the left area lapels what kind of master it is, and possibly the priority. It will also try to display the current value of the fader. This area might be split into two parts. It could look like this: ![](/img/grandma2/img_mini-executor_sequence_playback-master_v3_3-a0a57c.png) *Mini Executor - Sequences - With Playback Master* This happens if the executor have a Playback Master assigned - Read about Playback Masters in the [Playback Masters topic](/grandma2/key_adv_exec_spec_master_playback/).    The right side have three squares or one, depending on the amount of physical buttons. These graphical representations of the real physical key labels the function of the keys. In grandMA2 onPC they can be clicked or pressed just like the real physical keys.   ## Wide Executors [Section titled “Wide Executors”](#wide-executors) The executors might span up to five executors wide. The top and middle part stay the same - just wider. The bottom part will show the amount of faders and keys that are now relevant for the sequence. It could look like this: ![](/img/grandma2/img_mini-executor_sequence_two-wide_v3-3-00f1b0.png) *Two wide executor* Read about making wider executors in the [Assign a Function topic](/grandma2/key_exec_assign/). # Special characters > Special characters execute special functions. Special characters execute special functions. They can substitute terms or complement the syntax in the command line. For more information see the corresponding characters. [Asterisk \*](/grandma2/key_keyword_asterisk/) [At @](/grandma2/key_keyword_at_-/) [Dollar $](/grandma2/key_keyword_dollar/) [Dot .](/grandma2/key_keyword_dot/) [Parentheses ( )](/grandma2/key_keyword_parentheses/) [Quotation marks ” ”](/grandma2/key_keyword_marks/) [Semicolon ;](/grandma2/key_keyword_semicolon/) [Slash /](/grandma2/key_keyword_slash/) [Square brackets \[ \]](/grandma2/key_keyword_square_brackets/) # Station list > Syntax Syntax \[IP-address] \[IP-address] Thru \[IP-address] \[Host-ID] \[Host-ID] Thru \[Host-ID]   **Important:**\ The **IP address** is a 32-bit dotted decimal notation consisting of four numbers ranging from 0 to 255 and separated by dots, for example 192.168.0.101.   * The **host ID** is a unique part of the IP address within a network. The host ID usually comprises the last three decimal numbers of the IP address. The host ID of the IP address 192.168.0.101 is 101 and the network ID is 192.168.0.  * If the beginning or the end of the command **Thru** is missing, the first or the last occurrence will be used.    ### Example: [Section titled “Example:”](#example) \[Channel]> SetIP ethO **192.168.0.101** Sets the IP address.   \[Channel]> **Shutdown** 1 **Thru** 4  Shuts down all the devices with the host IDs 1, 2, 3, and 4.    For more information on how to set the IP address see [SetIP](/grandma2/key_keyword_setip/). # Store cues > Storing cues is actually quite simple. Storing cues is actually quite simple. Simply press the Store key and then one of the executor buttons where you want to store. There are of course more details to storing, so please keep reading.   ## Store a new cue on an empty Executor [Section titled “Store a new cue on an empty Executor”](#store-a-new-cue-on-an-empty-executor) If you store a cue on an empty executor then the grandMA2 software automatically stores the cue in a new sequence and assigns this sequence to the executor using the default settings. Going back to the example in the top of this topic: just pressing the Store key and then an executor button on the empty executor is enough. The software assumes that you are storing a cue. This will automatically be cue number 1 - nothing else was specified.   Storing cues obeys Worlds and Filters. This enables a control of what is stored. Filters and Worlds can also be assigned to the sequence. This will function as an input filter allowing only the elements in the worlds and filters to be stored in the sequence. Read more about then in the [World, Filters, and Mask section](/grandma2/key_wfm_world_filter_mask/).   ## Cue numbers [Section titled “Cue numbers”](#cue-numbers) When a cue is stored, it is possible to specify a cue number. This is done using the following syntax: Store Cue \[cue number]. It is also possible to specify a sequence or an executor, using the keys in the command section, while storing:\ Store Cue \[cue number] Sequence \[sequence number] or\ Store Cue \[cue number] Executor \[executor number]. Notice that the cues are stored in the sequence, but using the executor number will store the cue into the sequence assigned to that executor.   Cue numbers have three decimal numbers. If all are zero then they are not displayed. But cue number “42” is the same as cue number “42.000” - it is not “42 thousand”, it is “42 point 0 0 0”.  The currently highest cue number that can be stored is “9 999.999”. The lowest number that can be stored is “0.001”. **Restriction:**\ Storing nearly 10 000 000 cues will completely fill the memory and make the show file VERY big.\ The software will cancel the store process before the system crashes, but almost any operation after this will make the software shutdown!!   The software hide the trailing decimal zeros, but they are still there. This means that cue “5.2” is after cue “5.11” because they are actually cue “5.200” and “5.110”.   It is not limited to only store a single cue number at a time. It can just as easily be a range of numbers - this means that it is possible to use Thru, +, and - keys to create number ranges to be stored.   If you are going to be working with or adding a lot of cues to the same sequence, then it can be a good idea to select the executor with the sequence. This can be done by pressing the Select key and then one of the keys associated with the executor.   ## Store the second cue [Section titled “Store the second cue”](#store-the-second-cue) If the store function is used again on the same executor - without adding cue number details - then the grandMA2 does not know what is wanted and a pop-up appears giving the different choices. ![](/img/grandma2/popup_choose-store-method_second-cue_v3-3-6225ae.png) *Choose store method pop-up with second cue option* The right most button is called Create Second Cue - tapping this will store a cue with the next whole number. Over write and the two merge options are explained below. Remove and Release are covered in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/).   ## Store into cues that are not empty [Section titled “Store into cues that are not empty”](#store-into-cues-that-are-not-empty) If the store operation is used to store into already existing cues then a pop-up like this appears: ![](/img/grandma2/popup_choose-store-method_v3-3-265bd1.png) *Choose store method pop-up* It only appears if you have not specified what should happen. Have a look at the [Store Options and Defaults topic](/grandma2/key_cs_store_options_default/) for information about specifying this while storing. “Cue Only”, “Tracking Shield”, “Remove”, and “Release” are described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). The three relevant options are: * **Overwrite:**\ This will remove what is already stored in the cue and only store the new values. * **Merge:**\ This will merge the new values into the existing values. New values has a higher priority and will overwrite existing values. * **Status Merge:**\ This will do a merge of the new values, but will also store any values from the actual cues in the selected executor. ### Examples [Section titled “Examples”](#examples) In the following examples we have a cue list with the following two cues (looking at the Sequence Tracking Sheet - read about it [here](/grandma2/key_cs_cue_content/#tracking_sheet)): ![](/img/grandma2/window_sequence-tracking-sheet_two-cues-before-merge_v3-3-3eb0f1.png) *Cues before any store action* Now we turn on fixture 3 at 100 % and store this into cue 2. This is the result if “Overwrite” is chosen: ![](/img/grandma2/window_sequence-tracking-sheet_two-cues-after-overwrite_v3-3-063b1f.png) *Cues after an Overwrite store action* Now fixture 2 is gone. This is because it only had values stored in cue number 2. If we had chosen “Merge” instead it would have looked like this: ![](/img/grandma2/window_sequence-tracking-sheet_two-cues-after-merge_v3-3-c70a7b.png) *Cues after a Merge store action* Now the values from fixture 3 are added to the existing values. “Status Merge” had resulted in this if cue 1 or 2 is active and the executor is selected: ![](/img/grandma2/window_sequence-tracking-sheet_two-cues-after-status-merge_v3-3-75d790.png) *Cues after a Status Merge store action* The (tracked) value from fixture 1 is stored into cue 2.   ## Store cues with timings [Section titled “Store cues with timings”](#store-cues-with-timings) When storing a cue it is possible to also store the different cue timings. This is described in detail the [Cue Timings topic](/grandma2/key_cs_cue_timings/), but here is the short version. The Fade key will add different timing keywords to the command when storing. For instance storing cue 4 with a fade time of 6 seconds and a delay of 1 second, the following keys can be pressed: Store Cue 4 Time 6 Time Time 1 Please This is the result in the command line feedback: \[time] : Executing : Store Cue 4 Fade 6 Delay 1 Pressing the Fade repeatedly will change what timing it adds.   ## Adding and using Cue Labels [Section titled “Adding and using Cue Labels”](#adding-and-using-cue-labels) A cue can be given a name - called label - while it is stored. This is the syntax: Store Cue \[cue number] “my cue name”. The keyboard is needed for writing this. You need to write the quotation marks to tell the software that this is text - then it is not interpreted as a command. Labels can also automatically be numerated while storing. Have a look at this command: \[Channel]> store cue 2 + 4 “BO Scene 1” This will not label both cue 2 and 4 the same - it will add 1 to the number for each cue. The result is that cue 2 is called “BO Scene 1” and cue 4 is “BO Scene 2”. This enumeration only works if the number is the last part of the label and if there is a space between the last word and number.   Cue labels can be used when storing. This means that if there are several cues whose labels starts with “BO”, then it is possible to store into all these cues in one operation using BO plus an asterisk. See the following example. ### Example [Section titled “Example”](#example) This is the cue sequence and content before storing ![](/img/grandma2/window_sequence-tracking-sheet_five-cues-before-storing_v3-3-aa93c7.png) *Cues before storing* With an active value of 100% for fixture 1, we use the keyboard to type the following command: \[Channel]> store cue “BO\*” /merge /cueonly This is the result: ![](/img/grandma2/window_sequence-tracking-sheet_five-cues-after-storing_v3-3-127abc.png) *Cue after storing using names* The two cues whose label begins with BO now got the new value - it was stored as Cue Only. See more details about the command at the end of this topic.   ## Store cue parts [Section titled “Store cue parts”](#store-cue-parts) Besides the almost 10 million cues that could be stored in each sequence, if there was enough memory, it is also possible to store 199 cue parts to each cue. Cue parts are a division of the “main” cue. The “main” cue is actually part 0 (zero). The first part that can be stored is number 1. A value can only be in one of the parts. Have a look at this example from the Sequence Tracking Sheet: ![](/img/grandma2/window_sequence-tracking-sheet_two-cues-with-part_v3-3-da9e9f.png) *Cue 2 part 2 only containing fixture 3* Notice that the value for fixture 3 is stored in cue 2 part 1. It does not have a value in cue 2 part 0 (the main cue). And the values from fixtures 1 and 2 are in the main cue and therefore do not have any value in cue 2 part 1. Storing something in a part is almost as easy as storing the main cue. Using the example above the key presses would be: Store Cue 2 Cue 1 Please The second press on the cue key will result in the [Part keyword](/grandma2/key_keyword_part/) and the command line feedback looks like this: \[time] : Executing : Store Cue 2 Part 1   ## Using command line input to add more while storing [Section titled “Using command line input to add more while storing”](#using-command-line-input-to-add-more-while-storing) In the example using the cue labels to store, there was a command that showed some of the other possibilities while storing cues. The command line gives access to all the store options that can be found in the GUI Store Options - read about them in the [Store Options and Defaults topic](/grandma2/key_cs_store_options_default/). All the different elements are described in the [Store Keyword topic](/grandma2/key_keyword_store/). ### Examples [Section titled “Examples”](#examples-1) The following is just a few extra command line examples showing some of the possibilities while storing. \[Channel]> Store Cue 1.2 Executor 1.4 Stores cue number 1.2 in the sequence assigned to executor 4 on executor page 1.   \[Channel]> Store Sequence 8 Cue 20 /overwrite Short version: \[Channel]> S Seq 8 Cu 20 /o Stores cue number 20 in sequence number 8 using the overwrite function. It does not matter if you write sequence or cue first. So this could also have been: \[Channel]> Store Cue 20 Sequence 8 /overwrite     \[Channel]> Store Cue 42 “Return of the Paranoid Android” /merge /use=Look This will store the cue with a name and it is merged but it is also stored with the “Look” option. Read more about the store options including Look in the next topic.   ## []()Store Remove [Section titled “Store Remove”](#store-remove) A version of storing is the Store Remove, where the Remove button is selected in the Store pop-up (described above). This will remove the stored values for the attributes that currently have active values in the programmer. The values in the programmer are irrelevant in this case. They are simply an indicator of what attributes you want to remove from the cue. For removal of a few values, the Sequence Tracking Sheet or Sequence Content Sheets might be good tools. Read about them in the [Looking at the Cue Content topic](/grandma2/key_cs_cue_content/). # Store options and defaults > When cues are stored then there are some options that will be used. When cues are stored then there are some options that will be used. Each user (profile) can have their own default options. During the store it is also possible to add commands that will use a specific set of store options. In this topic the options regarding storing cues are described. Some of these options will impact how other cues will respond. Elements regarding tracking are described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). ## Store Options [Section titled “Store Options”](#store-options) The default store options are found by pressing the Setup key followed by the Store Options below the “User” tab. It could look like this: ![](/img/grandma2/menu_setup_user_store-options_v3-3-7affa5.png) *Store Options* On the left side are two areas called “Data Source” and “Use Selection”. It is these two sections that are described here. The “Presets” options are described in the [Create Presets topic](/grandma2/key_presets_create/). “If not Empty” is described in the [Store Cues topic](/grandma2/key_cs_store/). **Store Filter** is described in the [What are Filters topics](/grandma2/key_wfm_what_are_filters/). **Cue Only** and **Tracking Shield** is discussed in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). Position data (**Active Position Data**, **XYZ**, and **Pan/Tilt**) is relevant when XYZ position programming is activated. Read more about it in the [Programming XYZ section](/grandma2/key_xyz/). ### Data Source [Section titled “Data Source”](#data-source) This is the source that will used when storing. * **Prog. (Programmer) - This is the default option:**\ Stores the content in the programmer. * **Output:**\ Stores the status of the current output from the console. The output can be affected by masters and DMX profiles. The [DMX sheet](/grandma2/key_patch_dmx_sheet/) will show what the output actually is.  * **DMX In:**\ Stores the current DMX input. ### Use Selection [Section titled “Use Selection”](#use-selection) This decides what values, from the source, will be used when storing. * **Active - This is the default option:**\ Stores the values that are active in the programmer, but with respect for the source selected above. * **All for selected:**\ Stores all attributes of the fixtures selected in the programmer, also with respect for the source selected above. * **Active for selected:**\ Stores only all active attributes but only for the fixtures selected in the programmer, also with respect for the source selected above. * **All:**\ Stores all attributes for all fixtures. * **Look:**\ Look stores all dimmer attributes and for the fixtures that have a dimmer values above 0 all attributes will be stored.   ## Temporary Store Options [Section titled “Temporary Store Options”](#temporary-store-options) The store options can also be opened as a temporary version. This can be done by pressing and holding the Store key for approximately one second. This looks like the normal Store Options except it got two extra buttons in the title bar. One is the “Change Screen” button that allows you to move the pop-up to a different screen. The other is called Save as Default. This can be used to save the current temporary options as the new default options into the current User Profile.   ## Store Encoder Toolbar [Section titled “Store Encoder Toolbar”](#store-encoder-toolbar) When “Store” is the active keyword, then the Encoder Toolbar will display the “Store Encoder Toolbar”. It could look like this: ![](/img/grandma2/img_encoder-toolbar_store_1_v3_3-6ca885.png) *Encoder Toolbar - Store - Page 1 Basics* The top row has a lot of buttons. Short description from left to right: * **Data Source:**\ This is the data source swipe button - read description above. * **Use Selection:**\ This is the use selection swipe button - read description above. * **If not Empty:**\ This is the if not empty swipe button - read description in the [Store Cues topic](/grandma2/key_cs_store/). * **Store Filter:**\ This button opens the Store Filter pop-up - read about it in the [Use Temporary Filters topic](/grandma2/key_wfm_temporary_filters/). * **Value Layers:**\ This on/off button filters the Value Layers - read about the layers in the [Layers in Sheets topic](/grandma2/key_of_layers_in_sheets/). * **Value Time Layers:**\ This on/off button filters the Value Time Layers - read about it by following the link above. * **Effect Layers:**\ This on/off button filters the Effect Layers - read about it by following the link above. * **Cue Only:**\ This on/off button will activate the Cue Only function. It is mutually exclusive with the Tracking Shield function. Read about Cue Only in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). * **Tracking Shield:**\ This on/off button will activate the Tracking Shield function. It is mutually exclusive with the Cue Only function. Read about Tracking Shield following the link above. * **Page change:**\ This will toggle the pages for the bottom row. The bottom row has four options. These can be adjusted using the encoders. For page one it is the “Fade”, “OutFade”, “Delay” and “OutDelay” times. The values here are the values that will be used when the store action is carried out. As mentioned above there are two pages to this Encoder Toolbar. The second page could look like this: ![](/img/grandma2/img_encoder-toolbar_store_2_v3_3-0d8f4a.png) *Encoder Toolbar - Store - Page 2 Next* It is only the bottom row that changes. Now the encoders control the “SnapPercent”, CmdDelay”, “Trig”, and “TrigTime” values. # Update cues > The stored values in a cue can always be changed by storing new values into them. The stored values in a cue can always be changed by storing new values into them. But if there are active cues and active values in the programmer, then it is also possible to update the cue. When this scenario is valid then the Update key will light up. Pressing the key will open the **Update Menu**. ## []()Update Menu [Section titled “Update Menu”](#update-menu) The update menu could look like this: ![](/img/grandma2/menu_update_v3-3-ee16bb.png) *Update Menu* There are three sections of this menu and there are buttons that allow to change some options and perform some actions. The three section are **Preset**, **Effect**, and **Cue**. Each section handles each type of data. If there is something that can be updated then it will be listed in each section. The following is an explanation of the different options. * **Original content only** or **Add new content** (all sections):\ You can choose if it is only possible to update the existing values at their original location - possibly a previous cue - or if the values including possible new values should be updated at the currently active location.  * **Update Preset**, **Update Effect**, and **Update Cue**:\ Tapping this button will update the location with the values. * **Preset Filter** (Preset section only):\ Here the Preset Filter can be turned On or Off. When this is On then it is only possible to update values of the corresponding Preset Type in the presets. * **Selective**, **Global**, **Universal**, or **Preset Type Default** (Preset section only):\ This allows you to choose to add the new updated values as a different type of data. * Executor filter (Cue section only):\ This button toggle through four different options. They define what executors are visible in the list of sequences. The four options are: * **Selected Executor only**:\ This will only display the first or primary selected executor.  * **Executors Called By Me**:\ This will display the executors that last was triggered by the active user. * **Last called Executor only**:\ This will only display the sequence that was triggered last. * **All possible Executors**:\ This will display all the sequences with active cues. * **Tracking update**, **Update Cue Only**, or **Update Tracking Shield** (Cue section only):\   * **Save as Default**:\ This button will store the current options as the new default for the current User Profile. This is the only location where you can see and change these defaults.   If you have the Update menu visible on screen 1 then you might be able to use the X-keys and the U1 , U2, and U3 to selected the different options and buttons. Please read details about Presets and Effects in the [Preset section](/grandma2/key_presets/) and the [Effect section](/grandma2/key_effects/). These include explanations of the different relevant options.   For updating a cue, tap the sequence you want to update or if you have selected the sequence using the screen encoder you can tap the Update Cue button or the screen encoder.   ## Updating or editing in the Sheets [Section titled “Updating or editing in the Sheets”](#updating-or-editing-in-the-sheets) It is also possible to change the values directly in the Sequence Tracking Sheet and the Sequence Content Sheet. These two sheets and the editing process are described in the [Looking at the Cue Content topic](/grandma2/key_cs_cue_content/). # What are cues and sequences > Being able to store and recall a set of attribute values is one of the most important features of a control system. Being able to store and recall a set of attribute values is one of the most important features of a control system. One of the primary ways of doing this is using a **Cue**. Cues contain the stored values. Cues are organized in **Sequences**. A sequence can be assigned to an **Executor** for convenient playback control. Read more about the executors in the [Executors section](/grandma2/key_exec/). Cues can be split up in different parts called “Part Cues”. An attribute value can only be in one of the parts. This will be described in the next topics. With sequences we also have control of how values change from one cue to the other and a lot other relevant settings. These are described in the following topics. ## []()The Sequence Pool [Section titled “The Sequence Pool”](#the-sequence-pool) The sequences are organized in a pool. It could look like this: ![](/img/grandma2/window_sequence-pool_v3-3-0203c2.png) *Sequence Pool - pool mode* If pools are new to you, then please see the [Pools in General section](/grandma2/key_pools/). Each pool element (equals each sequence in the show) shows some information about the sequence settings and other relevant information. The lower half of the pool object shows the name of the sequence. The top row displays the sequence number on the left. If this number is cyan then the sequence is assigned to an executor. If it is not assigned then the number is gray. There is a letter indicating the sequences priority. Priorities are described in the [Playing back cues topic](/grandma2/key_cs_playback/). The different letters are listed in the [Text indicators topic](/grandma2/key_ws_text_indicators/). There can be a “T” letter next to priority letter. This shows if tracking is turned On (visible T) or Off for the sequence. Tracking is described in the [What is tracking topic](/grandma2/key_cs_what_is_tracking/). There can be two icons in the top row. It can have the Filter icon if the sequence have assigned an input filter. Filters are described beginning from the [What are Filters topic](/grandma2/key_wfm_what_are_filters/). The other icon is the information icon. This is present if there are any information written for the sequence (it has nothing to do with information in cues - it is about the sequence). Below the top row there might be cyan number below the sequence number on the left side. This shows the amount of executors that have the sequence assigned. ## Sheet Mode [Section titled “Sheet Mode”](#sheet-mode) The Sequence Pool can also be in “Sheet Mode”. This is changed in the Pool Options - read about them in the the [Pools in General section](/grandma2/key_pools/). It could look like this: ![](/img/grandma2/window_sequence-pool_sheet-mode_v3-3-c2b7a8.png) *Sequence Pool - sheet mode* The title bar can have up to three buttons. The right one will hide or show all the empty pool elements in the Sequence Sheet. The next on the left changes the Call Mode for the sequence Pool/Sheet. If the “Pool Playback” mode is selected then an extra button appears. This is called “Direct Action” and it toggles the direct action mode pool playback. The different Call Modes are described in the [Call Mode topic](/grandma2/key_pools_call_modes/). Pool playback is described in the [Playing back Cues topic](/grandma2/key_cs_playback/). The Sequence Sheet displays each sequence as a row. The columns are the settings that belongs to the sequence. Everything with a gray background can be changed. * **No.:**\ This is the sequence number. It cannot be changed here - but the sequence can be moved in the sequence pool. * **Name:**\ This is the name of the sequence. It has the frame color from the pool. Editing the cell will allow you to change the name. * **Track:**\ Here you can turn On or Off tracking for the sequence. Tracking is described in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). * **Release Firststep:**\ Here you can turn On or Off “Release First Step”. This is related to tracking - follow link above. * **CueZero:**\ Editing this gives you the pop-up used to select the Cue Zero mode. Read more about Cue Zero in the [Cue Zero topic](/grandma2/key_adv_seq_cue_zero/). * **CueZero Extract:**\ The Cue Zero Extract can be turned On or Off. It is related to the Cue Zero function - follow link above. * **Input Filter:**\ Here you can set an input filter. Filters and sequences are described in the [Apply worlds and filters to executors and sequences topic](/grandma2/key_wfm_apply_to_exec_seq/). * **Timecode Slot:**\ Here you can select a timecode slot for the sequence. Read the [Timecode section](/grandma2/key_timecode/) to learn more about using timecode with sequences. * **Info:**\ Here it is possible to add multiple lines of information to the sequence. * **Forces Pos. mode:**\ The entire sequence can have a forced position mode. This is relevant when working with a mix of Pan/Tilt values and XYZ values. Read more about this in the [XYZ and Pan/Tilt in Sequences topic](/grandma2/key_xyz_pan_tilt_in_cues_sequences/). * **Used Count:**\ This is the number that indicates the amount of executors that have the sequence assigned. This is not a setting you can change here - it is for information. # What is MIB > This topic is about the concept of Move In Black (MIB). See the Working with MIB topic for information on how to actually use MIB. This topic is about the concept of Move In Black (MIB). See the [Working with MIB topic](/grandma2/key_adv_seq_mib/) for information on how to actually use MIB. MIB (Move In Black) is a function which in a tracking sequence will look ahead and preposition attributes of fixtures that are fading the dimmer in from zero, to automatically prevent “ugly” transitions where you would normally see the fixture move the attributes into position, while the fixture is fading in. MIB is enabled on a cue-per-cue basis, by giving the MIB-property of the cue a value which tells the console when it should do the prepositioning. * A zero or positive MIB-value indicates an specific cue number from where MIB is allowed * A negative MIB-value indicates a relative cue number from where MIB is allowed - please read more about this in the [Working with MIB topic](/grandma2/key_adv_seq_mib/).   ## Example: [Section titled “Example:”](#example) Have a look at the following cue sequence: ![](/img/grandma2/window_sequence-tracking-sheet_eight-cues_mib-option_v3-3-267bd9.png) *Sequence with MIB possibility* If this cue list is played back not using MIB, there would be a visible fade in color from cue 3 to cue 4 while the fixture was fading up the intensity. MIB can be used to make the fixture preposition the color, before the intensity is faded up. If cue 4 is given a MIB value of “Early”, the console will **as soon as possible**\_ \_from Cue 2 (from the intensity is faded to 0%) and forward try to preposition fixtures for Cue 4. If cue 4 is given a MIB value of “Late”, the console will try to preposition the values **as late as possible** - when cue 3 is done fading. If cue 4 is given a MIB value of “1”, the console will **as soon as possible**\_ \_from Cue 1 and forward try to preposition fixtures for Cue 4. If cue 4 is given a MIB value of “-2”, the console will **as soon as possible**\_ \_from Cue 2.5 and forward try to preposition fixtures for Cue 4. (cue number 4 then 2 cues back in the list equals cue number 2.5).   The actual prepositioning of each attribute will not necessarily take place in the cue indicated by the MIB value. “when possible” means that for each attribute, the prepositioning will be put “on hold” if any of the scenarios below is present. * Dimmer-output is above zero * Dimmer has a value above zero in any of the cues between the current cue and the cue to prepare for * The attribute is included in any of the cues between the current cue and the cue to prepare for # What is tracking > Tracking is the principle to only store the changes in the cues. Tracking is the principle to only store the **changes** in the cues. If a fixture is turned on in a blue color, it will stay like this until it is told to change. It does not matter how many cues that are between it is told to turn On and the cue where it is told to turn Off. Instead of each cue between turning it On and Off having the information that the fixture should be On in a blue color, we only have to store it once - from there it is tracked. Quite simply, tracking is the idea that once a parameter is set to a level, it stays there until it is told to go somewhere else.   ### Example [Section titled “Example”](#example) Fixture number 1 is stored in a blue color, at 100 percent dimmer value in cue number 1. If the are 8 cues and fixture number 1 does not get any new information then it will stay at 100% in blue color in all 8 cues. The best way to see this information is the [Tracking Sheet](/grandma2/key_cs_cue_content/#tracking_sheet). It would look like this: ![](/img/grandma2/window_sequence-tracking-sheet_eight-cues_cue-1_v3-3-47e164.png) *Sequence with 8 cues - fixture 1 stored values in cue 1* Notice the difference in text color between the values in cue 1 and the others. The magenta color indicates that the values are not actually stored in the cues, but it is a tracked value from a previous cue. Now we change the color of the fixture to red and the dimmer is set to 100% again. We store this as cue 4 (using Merge), it would look like this: ![](/img/grandma2/window_sequence-tracking-sheet_eight-cues_cue-4-blocked_v3-3-164b89.png) *Sequence with 8 cues - fixture 1 has a new color in cue 4 - blocked dimmer* The text color of the dimmer value is now white. This shows us that the values is stored here, but it is the same value as the tracked value. This is called a “Blocked” value. This would mean that if we change the value in any of the previous cues, then it would still be 100% in cue number 4. It is currently blocking the tracked value from cue 1 (the same value) and the value stored in cue 4 is tracking to the end. Notice that the text color for the new RGB values in cue 4 are now cyan. This means that the value is stored here, it is a new value, and it will track the changed value into the rest of the cues. If we remove the redundant stored value, then we remove the dimmer data from the cue - this is also called to “unblock”. ![](/img/grandma2/window_sequence-tracking-sheet_eight-cues_cue-4_v3-3-8d778e.png) *Sequence with 8 cues - fixture 1 has a new color in cue 4 - unblocked dimmer* There are several way to do this. One would be to simply edit the value in tracking sheet - follow the link above to read details about the tracking sheet. Another way is to have the dimmer value for fixture number 1 as active value in your programmer and then store cue 4 with the “Remove” option. This would remove the dimmer value from the cue. A third option could be using a command like this: \[Channel]> Unblock Sequence 9 This would remove all redundant white values from the entire sequence number 9.   ## []()Cue Only [Section titled “Cue Only”](#cue-only) When tracking is turned on and a value is stored in a cue, then the values tracks to the following cues. Just described above. If a value is stored using **Cue Only**, the new values is not tracked if the attribute has previous tracking values. The old tracking values are automatically stored in the cue after the new values. ## Example [Section titled “Example”](#example-1) Have a look at the following sequence: ![](/img/grandma2/window_sequence-tracking-sheet_five-cue_before-change_v3-3-bec551.png) *Sequence before any changes* Now fixture number 2 gets a new intensity value and a new position. This is stored in cue number 1 using **Cue Only**. This is the result: ![](/img/grandma2/window_sequence-tracking-sheet_five-cue_cue-only-change_v3-3-054a26.png) *New values stored using Cue Only* The new values are stored in cue 1. Notice that cue 2 and the following cues are not changed. This is the cue only function that stores the previous tracked intensity and position values for fixture 2 in cue 2. If we had stored the values without Cue Only, it would have look like this:  ![](/img/grandma2/window_sequence-tracking-sheet_five-cue_change-without-cueonly_v3-3-bfcc96.png) *Sequence changed without using Cue Only* Now number 2 looks different, and all the following cues uses the new position stored in cue 1.   ## []()Release [Section titled “Release”](#release) It is possible to store using the **Release** option. This will put an **(R)** in the Sequence Tracking Sheet When an attribute is released in the sequence then it is the same as the sequence no longer sending any information to the attribute. If a different sequence is sending values to the attribute then these values are now used. Sequence priority can be important in this case - read about priorities in the [Playing back Cues topic](/grandma2/key_cs_playback/#priority).    ## []()Release First Step [Section titled “Release First Step”](#release-first-step) There is an option in the [Executor Options](/grandma2/key_adv_exec_options/) that is called **Release Firststep**. This becomes relevant if another option called **Wrap Around** is active.  You can enter the Executor options by pressing the Assign key and then one of the keys associated with an executor using a sequence - this opens the **Assign Menu**. Tap the Options button on the right side of the menu. Wrap Around allows the sequence to return to the top/first cue if you perform a Go (forward) command after you have reached the last cue in the sequence. Release First Step controls what should happen with tracked values. They can track from the last cue to the first (Release First Step Off) or any tracked values can be released when the sequence is started from the top (Release First Step On). Release first step is an option that effects the sequence. This means that this option is synchronized on all executors that uses the same sequence. Wrap around is a setting of the executor - so executors with the same sequence can have different options regarding Wrap Around.   ## Turning Tracking On or Off [Section titled “Turning Tracking On or Off”](#turning-tracking-on-or-off) Also in the Executor Options there is the option to turn On or Off the tracking function. This option belongs to the sequence, meaning that it will be synchronized across all executors that uses the sequence. When Tracking is Off, the tracked values are gone and where the value was tracked it will be released instead. If you look at the sequence used in the Cue Only example, it would look like this without Tracking: ![](/img/grandma2/window_sequence-tracking-sheet_five-cue_no-tracking_v3-3-097e5d.png) *Sequence with Tracking turned Off* Fixtures 1 and 3 would only be On in cue 2. Fixture 2 would be On and in a position in cue 1. In cue 2 it would turn Off and the position would be released and go back to the default for the fixture. Fixture 2 would turn On again in cue 3 and Off in cue 4. You would not need to store the Off (closed) values, unless other sequences might also try to control the same fixtures and you want to make sure they turn Off. # Work with lists > There are several lists you can work with: There are several lists you can work with: * [Object list](/grandma2/key_cs_object_list/) * [Selection list](/grandma2/key_cs_selection_list/) * [Executor list](/grandma2/key_cs_executor_list/) * [Attribute list](/grandma2/key_cs_attribute_list/) * [Station list](/grandma2/key_cs_station_list/) For more information see the the single topics on the existing lists. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Object list](/grandma2/key_cs_object_list/) * [Selection list](/grandma2/key_cs_selection_list/) * [Executor list](/grandma2/key_cs_executor_list/) * [Attribute list](/grandma2/key_cs_attribute_list/) * [Station list](/grandma2/key_cs_station_list/) # Cues and Sequences > This section is about creating, editing and viewing the cues and sequences. This is some of the primary functions of a lighting console. This section is about creating, editing and viewing the cues and sequences. This is some of the primary functions of a lighting console. The topics here describe all the basic functions and operations regarding cues and sequences. Sequences are closely related to Executors. Taking a look at the [Executors section](/grandma2/key_exec/) might also be a good idea. The more advanced options and functions for sequences are described in the [Advanced Sequence Functionality section](/grandma2/key_adv_seq/). For instance this section only describes the most used elements in the Sequence Executor Sheet - the advanced section describes the rest. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are cues and sequences](/grandma2/key_cs_what_are/) * [Looking at the cue sequence](/grandma2/key_cs_cue_sequence/) * [Store cues](/grandma2/key_cs_store/) * [Store options and defaults](/grandma2/key_cs_store_options_default/) * [Cue timings](/grandma2/key_cs_cue_timings/) * [Renumber cues](/grandma2/key_cs_renumber_cues/) * [Delete cues](/grandma2/key_cs_delete_cues/) * [Playing back cues](/grandma2/key_cs_playback/) * [Looking at the cue content](/grandma2/key_cs_cue_content/) * [Update cues](/grandma2/key_cs_update_cues/) * [What is tracking](/grandma2/key_cs_what_is_tracking/) * [What is MIB](/grandma2/key_cs_what_is_mib/) * [Sequence mini executor](/grandma2/key_cs_sequence_mini_executor/) * [Commands in cues](/grandma2/key_cs_cmd_in_cues/) # Date & Time > Sometimes the console needs to know the current date and time, and sometimes also the location of the console. These settings are important if an Agenda is used Sometimes the console needs to know the current date and time, and sometimes also the location of the console. These settings are important if an **Agenda** is used. For more information, read the **[Agenda](/grandma2/key_agenda/)** topic.  The date and time settings are located in the **Setup I Console I Date & Time**. ![](/img/grandma2/window_time_date_v3_3-85373d.png) *Date & Time window* ## Date and Time [Section titled “Date and Time”](#date-and-time) To adjust the date and time, tap the green squares with hour, minute, second, day, month or year. This will open a calculator where it is possible to enter the current value. **Important:**\ If the console is connected to an NTP server or a GPS, the date and time will be synchronized from the server or maybe the GPS and it will not be possible to set these manually. Read more about NTP server and GPS below.   *** ## Location [Section titled “Location”](#location) In the **Location** tab, it is possible to enter the current timezone and the current longitude and latitude. The Timezone refers to international standard GMT or UTC. Tap the green square and a calculator appears. Enter the current timezone, for example +1 for Central Europe, -5 for New York or +3 for Moscow. It is also possible to enter the current location by tapping the green squares at Longitude and Latitude. The default position (9.94 - 49.79) is the center of Würzburg in Germany. If the longitude is above zero, the position is north of the equator, and if it is below zero, the position will be placed on the southern hemisphere. If the latitude is above zero, the position will be east of Greenwich (London) and if it is below zero, the position will be west of Greenwich. *** ## Daylight Saving [Section titled “Daylight Saving”](#daylight-saving) Daylight Saving is the practice of setting the clocks forward 1 hour from standard time during the summer months, and back again in the fall, in order to make better use of natural daylight. Use the green squares to set the day, month and time where the daylight saving starts and stops. To enable or disable daylight saving, tap Daylight Saving Enable. *** ## NTP [Section titled “NTP”](#ntp) Network Time Protocol (NTP) is a networking protocol for clock synchronization. There are NTP servers all over the world, and it is a good idea to find a server in the local area.   **Important:**\ To use this function, a station with an internet connection (onPC) or connection to an NTP server must be in the session.\ The NTP Server must be connected with the station that is the session master.  *** Tap NTP info and a pop-up appear. ![](/img/grandma2/popup_ntp_info_v3_3-c865bc.png) *NTP info pop-up* The steps to let all of the consoles in the session synchronize to an NTP server. This has to be done on a station with a connection to the NTP server: 1. Tap the green field and type in the IP-address of the NTP server 2. Tap Sync with NTP, until it shows **Enable** A note in the bottom of the pop-up labeled **NTP server found: Received Time stamp** appears when there is a connection to the server. **Hint:**\ The IP address on the image above is the NTP server on VirginiaTech University, connected by an onPC with an internet connection.   ***   ## Daylight Info [Section titled “Daylight Info”](#daylight-info) To get information about Sunrise, Sunset, Dusk, and Dawn according to the position or timezone, tap Daylight Info. ![](/img/grandma2/popup_daylight_info_v3_3-e50e1c.png) *Daylight info pop-up* These are the times the **Agenda** uses.   *** ## GPS [Section titled “GPS”](#gps) Tap GPS to open the GPS pop-up **Important:**\ To use the GPS function, an NMEA 0183 (4800/8-N-1) USB GPS receiver has to be connected. ![](/img/grandma2/popup_gps-info_v3-3-5c436c.png) *GPS info pop-up* To use a GPS on the system do as followed: 1. Connect the GPS to one of the USB ports 2. Tap GPS until it is labeled Enable 3. \[Optional] Tap Sync with GPS to synchronize the system time with the GPS UTC time. Tap until it is labeled Enabled. Then, it is not possible to set the time manually. 4. \[Optional] Tap Timezone until it is labeled **Auto**, to let the GPS manage the timezones. Then, it is not possible to set the timezone manually.  The GPS Master refers to the console where the GPS is connected. # Device Overview > The following chapters provide an overview of the grandMA2 products. The following chapters provide an overview of the grandMA2 products. ## Subtopics [Section titled “Subtopics”](#subtopics) * [grandMA2 console](/grandma2/key_device_overview_grandma2_console/) * [grandMA2 replay unit (RPU)](/grandma2/key_device_overview_grandma2_replay_unit_rpu/) * [grandMA2 fader wing](/grandma2/key_device_overview_grandma2_fader_wing/) * [MA onPC command wing](/grandma2/key_device_overview_ma_onpc_command_wing/) * [MA onPC fader wing](/grandma2/key_device_overview_ma_onpc_fader_wing/) # grandMA2 console > grandMA2 full-size front panel​ ## Front Panel [Section titled “Front Panel”](#front-panel) ![](/img/grandma2/img_grandma2_frontpanel_fullsize_3_2-89e0e0.png) *grandMA2 full-size front panel​*   1. Screen 4 (grandMA2 full-size) 2. Screen 3 (grandMA2 light & grandMA2 full-size) 3. Screen 2 4. View Buttons 5. Power Key 6. Menu Keys 7. Attribute Encoders 8. Grand Master 9. Dimmer Wheel 10. Trackball 11. Command Area 12. Keyboard (inside) 13. X-Buttons 14. Screen 1 Command Screen 15. 100 mm Fader 16. Button Executors 17. Fader Executors 18. Screen Encoders ## Rear Panel [Section titled “Rear Panel”](#rear-panel) ![](/img/grandma2/img_grandma2_rearpanel_fullsize_overview_3_2-286cc6.png) *grandMA2 full-size rear panel*   ![](/img/grandma2/img_grandma2_rearpanel_fullsize_numbered_3_2-6860eb.png) *grandMA2 full-size rear panel in detail*   1. Desk Lamp 2. Power Switch 3. DMX In Female 4. 6 x DMX Out A - F Male 5. DC Remote Control 6. MIDI In 7. MIDI Out 8. LTC / SMPTE In 9. Audio In 10. Reset Button 11. USB 12. MA-Link 13. DVI Right 14. DVI Left 15. Ethernet 2 (= eth1) 16. Ethernet 1 (= eth0) 17. PowerCon Connector # grandMA2 fader wing > grandMA2 fader wing front panel ## Front Panel [Section titled “Front Panel”](#front-panel) ![](/img/grandma2/img_grandma2_frontpanel_faderwing_3_2_1-782a70.png) *grandMA2 fader wing front panel*   1. 30 x Fader Executor Buttons 2. Screen Encoder 3. Page Buttons 4. 15 x Fader Executor Buttons and 15 x Executor Buttons 5. 15 x Motorized Executor Fader ## Rear Panel [Section titled “Rear Panel”](#rear-panel) ![](/img/grandma2/img_grandma2_rearpanel_faderwing_3_2_1-da07de.png) *grandMA2 fader wing rear panel*   1. Connection to a grandMA2 fader wing. 2. Connection to the console or from a grandMA2 fader wing. # grandMA2 replay unit (RPU) > grandMA2 replay unit (RPU) front panel ## Front Panel [Section titled “Front Panel”](#front-panel) ![](/img/grandma2/img_grandma2_frontpanel_rpu_3_2-c38422.png) *grandMA2 replay unit (RPU) front panel*   1. Power Button 2. Internal Command Touch Screen 3. Reset Button 4. 2 USB 2.0 connectors *** ## Rear Panel [Section titled “Rear Panel”](#rear-panel) ![](/img/grandma2/img_grandma2_rearpanel_rpu_3_2-3dd8e1.png) *grandMA2 replay unit (RPU) rear panel*   1. Ethernet 1 2. Ethernet 2 3. DVI Right 4. DVI Left 5. MA-Link 6. USB 7. Fan 8. PowerCon Out 9. On / Off Button 10. PowerCon In 11. Audio In 12. LTC / SMPTE In 13. MIDI Out 14. MIDI In 15. DC Remote Control 16. 6 x DMX Out 17. 1 x DMX In # MA onPC command wing > MA onPC command wing front panel ## Front Panel [Section titled “Front Panel”](#front-panel) ![](/img/grandma2/img_grandma2_frontpanel_commandwing_3_2-9909b7.png) *MA onPC command wing front panel*   1. Screen Encoder 2. Grand Master 3. Dimmer Wheel 4. Command Area 5. 100 mm Fader 6. Page Buttons ## Rear Panel [Section titled “Rear Panel”](#rear-panel) ![](/img/grandma2/img_grandma2_rearpanel_commandwing_3_2-f48a1c.png) *MA onPC command wing rear panel*   1. Power Connector 2. On / Off Switch 3. USB Type B connector 4. LTC / SMPTE In 5. DMX IN 6. DC Remote Control 7. MIDI Out 8. MIDI In 9. 2 x DMX Out # MA onPC fader wing > 1. 45 x Fader Executor Buttons ## Front Panel [Section titled “Front Panel”](#front-panel) ![](/img/grandma2/img_grandma2_frontpanel_onpcfaderwing_3_2-3c0a1c.png) 1. 45 x Fader Executor Buttons 2. 15 x Fader Executor 3. 15 x Button Executor *** ## Rear Panel [Section titled “Rear Panel”](#rear-panel) ![](/img/grandma2/img_grandma2_rearpanel_onpcfaderwing_3_2-fdcef2.png) 1. Power Connector 2. On / Off Button 3. USB Type B Connector 4. USB Type A Connector 5. USB Type A Connector, 5V for desklamp 6. 4 x DMX Out # DMX Profiles > DMX profiles are used in attributes or in DMX channels. They can be displayed graphically with the help of the graph editor. DMX profiles are used in attributes or in DMX channels. They can be displayed graphically with the help of the graph editor. Open the the menu DMX Profiles: 1. Press Setup. 2. Tap Patch & Fixture Schedule. 3. \*\*EditSetup \*\*opens.\ For more information on patching see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  4. Tap DMX Profiles on the right of the menu. 5. The menu **DMX Profiles** opens.  ![](/img/grandma2/menu_dmx-profiles_v3-3-c6cd20.png) *Creating DMX profiles* 6. To add DMX profiles, tap Add or tap and hold the row **New** in the menu.\ -A new row appears displaying DMX\_Profile. 7. Label the newly created row:\ -Tap and hold the row DMX\_Profile.\ -The **pop-up Edit Name** opens.\ -Label the DMX profile.\ -Press Please or Enter on the keyboard of your PC. 8. Edit a DMX profile:\ -Select a row you would like to edit.\ -Tap Edit. \ -The graph editor opens.  ![](/img/grandma2/menu_dmx-profiles_graph-editor_v3-3-a327d4.png) *Graph editor – graphic mode* 9. Make settings in the DMX profile graph.  **Hint:**\ The general settings Add Point, Delete Point, Graphic Mode, Table Mode, Load Predefined, and Label are set in the same manner as in the graph editor in the form pool. For more information on these settings see [Settings in the Graph Editor in Create effect forms](/grandma2/key_effects_create_forms/#settings_graph_editor).  10. After the general settings were made, select the mode of display:\ -To display the DMX profile graph in percentage, tap Readout Decimal to toggle it to Readout Percent.\ -The graph is now displayed in percentage.\ -To display the graph in decimal digits, tap it once again to toggle it back to Readout Decimal. The settings are now applied. Now, close the graph editor:\ -Tap the ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window. # Effects > An effect is an automated movement or change of color. In other words, it is an automated modulation of attributes. An effect is an automated movement or change of color. In other words, it is an automated modulation of attributes.  **Example:** Dimmer channel that runs the fixtures in a sinusoid between two values – high and low.  *** ## []()Effect Modes [Section titled “Effect Modes”](#effect-modes) There are four effect modes that are displayed in form of letters in the upper right corner of each object in the effect pool: * **A:**\ A stands for an absolute effect. It moves in an absolute manner between the low and high values.  * **R:**\ R stands for a relative effect. The low and high values are added onto the actual value.  **Hint:**\ Relative values are mainly used in pan and tilt.  * **S:**\ S stands for a selective effect. It is only valid for fixtures that are linked to this effect.  * **T:**\ T stands for a template effect. It is valid for all fixtures that contain the attributes of a particular effect. For more information on the selective and template effects see [Use template and selective effects](/grandma2/key_effects_template_and_selective/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Use predefined effects](/grandma2/key_effects_predefined/) * [Use template and selective effects](/grandma2/key_effects_template_and_selective/) * [Create an effect in the programmer](/grandma2/key_effects_create_in_programmer/) * [Create an effect that uses presets](/grandma2/key_effects_effect_using_presets/) * [Create effect forms](/grandma2/key_effects_create_forms/) * [Pool options](/grandma2/key_effects_pool_options/) * [Effects in a cue](/grandma2/key_effects_in_cue/) * [Assign effect to executor](/grandma2/key_effects_assign_to_executor/) * [Live edit an effect](/grandma2/key_effects_live_edit/) * [Running effects](/grandma2/key_effects_running/) * [Update effects](/grandma2/key_effects_update/) * [Delete effects](/grandma2/key_effects_delete/) # Assign effect to executor > It is possible to assign effects to executors. It is possible to assign effects to executors.  If an effect is assigned to an executor, the information regarding the effect is displayed in form of an effect mini executor.  **Important:**\ However, this only works using selective effects.  To assign an effect to an executor: 1. Press Assign and tap an effect in the effect pool. 2. Then, tap an executor. 3. The effect mini executor is displayed in purple.  ![](/img/grandma2/img_effect-assigned-on-executor_effects_v3-3-ebd45c.png) *Selective effect assigned to an executor* Much the same as other mini executors, the effect mini executor is divided into different sections. For more information on the general sections see [Sequence mini executor](/grandma2/key_cs_sequence_mini_executor/).  *** ## Sections Corresponding to the Effect Mini Executor [Section titled “Sections Corresponding to the Effect Mini Executor”](#sections-corresponding-to-the-effect-miniexecutor) The third line (displaying BPM) and the forth line (displaying s) correspond to the speed master.  ![](/img/grandma2/img_effect-assigned-on-executor_speed-master_v3-3-22e764.png) Speed master in an effect assigned to an executor * **BPM** corresponds to the executor time that is applied to the effect as a factor. 60 BPM correspond 1:1.  **Important:**\ If you tap the upper area of the mini executor, the [assign menu](/grandma2/key_exec_assign/) opens.\ Tapping the lower area of the mini executor opens the [effect editor](/grandma2/key_effects_predefined/#effect_editor). Generally speaking, the speed of an executor influences the speed of an effect. For more information on the speed master in an executor see [Speed Masters](/grandma2/key_adv_exec_spec_master_speed/).  **Important:**\ The master of an effect executor affects the size of an effect.  * **s** corresponds to the master fade time that is applied to an effect when turning it on or off.  **Important:**\ Speed groups only work if they were assigned to the executor and not the effect itself. # Create effect forms > The form is the basis of an effect. The form is the basis of an effect.  []()To create a form, open the form pool first: 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Crate Basic Window** opens. 3. Next, tap Pools.  4. Then, tap Forms. 5. The pool Forms opens. ![](/img/grandma2/window_form-pool_v3-3-ce6ab3.png) *Form pool*   Like the image pool, the form pool displays red padlocks. For more information on padlocks and their meanings see [Image Pool](/grandma2/key_image/).  **Important:**\ Forms are locked so that predefined effects can fall back to the default values. 6. To edit an already existing object blocked by a red padlock, press Copy, then tap the object containing the red padlock, and then tap an empty cell in the pool.  7. Then, press Edit and tap the object you have copied.  8. To create a new form, press Edit and tap an empty cell in the form pool.  9. The graph editor opens. ![](/img/grandma2/window_graph-editor_form-pool_v3-3-2d99f7.png) *Form pool – graph editor* *** ## []()Settings in the Graph Editor [Section titled “Settings in the Graph Editor”](#settings-in-the-graph-editor) 1. Then, set the focus by tapping the line. 2. Tap Add Point and move the line in one of the four directions. **Important:**\ If the focus is not precise, the line jumps to the point that was inaccurately set.  3. To remove a point, tap Delete Point. 4. To add an additional graph, add Add Graph.  **Hint:**\ It is also possible to lock graphs so that you do not slip when editing various graphs in a row.  5. To lock a graph, tap Lock Graph. 6. To unlock graphs, tap Unlock all Graphs.  7. Depending on the form of the graph, it is possible to visualize it in 2D.\ -Tap 2D Mode.  8. If you have several graphs, it is possible to link them.\ -Tap Link Graphs. Editing in one of the graphs linked together, applies the modification in all graphs linked. If the button is enabled, the font is displayed in yellow. \ -To delink the graphs, tap Link Graphs again. The font is now white. 9. Change the color of the graph:\ -Tap the name of the form displayed on the right or tap the graph you would like to change and then tap Change Color.\ -The pop-up **Select Color** opens containing a color picker.\ -Select the color and tap Please.\ -The color of the graph is now adjusted.  10. Label the graphs of a form:\ -Tap the name of a graph displayed on the right or tap the graph in the editor and then tap Label Graph.\ -The pop-up for entering names opens. Type the name and press Please.\ -The graph is now labeled. 11. Label the form in the form pool:\ -Tap Label.\ -The pop-up for entering name opens. Type the name and press Please.\ -The form is now labeled.  12. It is possible to use predefined graphs as well:\ -Tap Load Predefined on the right of the graph editor.\ -The pop-up **Load Predefined Graph** opens. ![](/img/grandma2/popup_load-predefined-graph_form-pool_v3-3-0d1cad.png) Pop-up – predefined graphs Tap to choose a form.\ -The form is instantly applied.   *** ## Table Mode [Section titled “Table Mode”](#table-mode) 1. To display the graph in form of a table, tap Table Mode on the right of the graph editor.\ The graph editor is now displayed in the table mode. ![](/img/grandma2/window_graph-editor-table-mode_form-pool_v3-3-794ad7.png) *Graph editor in table mode*   The table mode consists of a table and tabs.  * Each **tab** stands for a graph. * The columns **X and Y** represent the position of points. * The column **Mode** stands for modes of points. 2. To manually adjust the positions X and Y, tap and hold a cell or press the key Edit and tap a cell in the corresponding column.\ -The calculator opens.\ -Adjust the position and tap Please.\ -Position is modified. 3. Set the mode:\ -Tap and hold a cell or press the key Edit and tap a cell in the column **Mode**.\ -The pop-up Select Mode opens. ![](/img/grandma2/popup_select-mode_table-mode_form-pool_v3-3-1ff9f3.png) *Pop-up showing modes* -Tap to choose a mode.\ -The mode is applied.  4. To add a new point, tap and hold the cell in the line **New** at the bottom of the table.  To switch back to the graphic display, tap Graphic Mode.  *** ## Modes [Section titled “Modes”](#modes) The modes are applied between two points.  * **Linear:**\ Creates a straight line between two points. * **Spline:**\ Creates a soft-edged line intersecting the points. * **Spline (Break at Start):**\ Creates an edged corner on the point that was marked (tapped) and a curve between the point marked (tapped) and the following point. * **Spline (Break at End):**\ Creates an edged corner on the point following the point that was marked (tapped) and a curve between these two points. * **Step (Start):**\ Creates a step leading from the point marked (tapped).  * **Step (End):**\ Creates a mirror-inverted step form the point following the point that was marked (tapped).  *** If all setting were adjusted accordingly, close the graph editor:\ -Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window and the editor closes. # Create an effect in the programmer > It is possible to generate an effect in the programmer. It is possible to generate an effect in the programmer.  **Requirements:** * Patch fixtures or channels.\ For more information on patching see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  * Enable Auto in the fixture or channel sheet so that it obeys the encoder bar.  To create an effect in the programmer: 1. Select fixtures. 2. Then, select a preset type in the preset control bar.\ For more information see [Preset control bar](/grandma2/key_ws_preset_control_bar/).  3. Then, tap Effect Layers in the layer bar.\ For more information see [Layers in sheets – Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/). 4. Select a layer.  5. Now, select the attribute of your effect:\ To select, tap and swipe Link Feature.\ For more information on the different link settings see [Encoder toolbar](/grandma2/key_ws_encoder_toolbar/#link_settings). **Important:**\ An effect starts as soon as it has been select, since all effect layers have default values. 5. To adjust the values of a layer, turn the encoder left or right.  **Important:**\ If you create an effect in the programmer, the layer **ID** does not have a red marker. **ID** only displays a red marker if the effect was started in the effect pool. 6. Adjust the values of the preset type:\ -Tap Special Dialog.\ -The **Effect Value** opens. ![](/img/grandma2/popup_effect-value_special-dilaog_v3-3-6c3d14.png) *Pop-up – effect value* **Hint:**\ This dialog looks similar to the effect editor, but has different functions.  7. To deselect the attributes of the effect, tap one of the buttons on the right next to ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the title bar. 8. If effects are set one after another, it is possible to synchronize them.\ To start all effects located in the programmer, tap Sync Effects.  **Hint:**\ Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + Effect also triggers synchronization of effects.  9. It is also possible to adjust the values in the effect value by tapping the yellow headings above each fader in the dialog.\ -To adjust values, tap a heading.\ -The calculator opens.\ -Set the value.\ -Values now appear in red bold font below the headings.\ -This means that the values adjusted were actively taken into the programmer. ![](/img/grandma2/popup_effect-value_active-programmer-values_v3-3-d4cbbb.png) *Pop-up – effect value containing programmer values* 10. To store the effect that was created in the programmer, press Store and then tap a cell in the effect pool or an executor button.  The effect is now saved in the pool or in a cue. # Delete effects > Delete single, several or all effects. Delete single, several or all effects.    * To delete an effect in the effect pool, press Del and tap an object in the pool.  -or- * Type into the command line: \[Channel]> Delete Effect “number”   * To delete several effects in the effect pool, type into the command line:  \[Channel]> Delete Effect “number” Thru “number”   * To delete all effects in the effect pool, type into the command line: \[Channel]> Delete Effect 1 Thru # Create an effect that uses presets > There are three methods to create an effects that uses presets. There are three methods to create an effects that uses presets.  It is possible to create such an effect in the: * [Effect editor](#effect_editor) * [Effect line editor](#effect_line_editor) * [Programmer](#programmer) *** ## []()Effect Editor [Section titled “Effect Editor”](#effect-editor) Create a new effect first: 1. Press Edit and tap an empty cell in the effect pool.  2. An empty effect editor opens. ![](/img/grandma2/popup_empty-effect-editor_v3-3-81dcbc.png) *Empty effect editor* 4. To select the attribute of an effect, tap Add in the lower left corner of the editor. 5. The pop-up **Select Effect Attribute** opens. ![](/img/grandma2/popup_select-effect-attributes_v3-3-4a6e4f.png) *Pop-up select effect attribute* 5. Select the attribute and tap Confirm. 6. The attribute is now in the editor. 7. If you would like to use a preset for the low value, press Edit and tap or tap and hold the cell below the column **Low Value**. 8. []()The calculator opens displaying the presets for the value. ![](/img/grandma2/popup_calculator_effect-using-preset_v3-3-668b8a.png) \_Calculator – effect presets of low value \_ 9. To apply a preset, tap one displayed on the right of the calculator.  10. The preset for the effect is now applied.  11. To use the preset for the high value as well, proceed the same as described in steps 7 to 9. Make sure to tap the corresponding cell.  *** ## []()Effect Line Editor[]() [Section titled “Effect Line Editor”](#effect-line-editor) Create an effect that uses presets in the effect line editor: 1. Tap Edit Effect Line in the effect editor.  2. The effect line editor opens. ![](/img/grandma2/popup_effect-line-editor_v3-3-e884aa.png) *Pop-up – effect line editor* 3. Toggle the button Align to Preset. To do so, tap Align two times.  4. Tap inside the fader **Low** or **High**. 5. The [calculator displaying presets](#calculator_effect_preset) opens. 6. To apply a preset, tap one on the right of the calculator. The preset for the effect is now applied.  *** ## []()Programmer [Section titled “Programmer”](#programmer) **Important:**\ Unlike in and editor, when creating an effect in the programmer there is no calculator.  Create an effect that uses presets in the programmer: 1. Open the programmer. For more information see [What is the programmer](/grandma2/key_of_what_is_the_programmer/).  2. Select fixtures. 3. Tap Effect Layers and then tap for example the effect layer Low.  4. Then, tap a preset in the preset pool.  The preset is instantly applied and executed. # Effects in a cue > It is possible to store effects in cues. It is possible to store effects in cues.  The following is explained with the help of a color effect.  1. Select fixtures.  2. Tap a color effect in the effect pool. 3. The fixtures are now actively in the programmer. 4. Now, press Store and press an executor. The color effect is now saved on an executor in cue 1.  **Important:**\ Depending on the mode used in the effect, the color might not be applied correctly.\ Relative effects add values on top of existing values when creating second cue. Change the mode to “Absolute” in the effect editor. For more information see [Use predefined effects](/grandma2/key_effects_predefined/). # Live edit an effect > It is possible to live edit effects during a show if necessary. It is possible to live edit effects during a show if necessary.  To live edit an effect: 1. Select fixtures.  2. Tap a template effect.  **Hint:**\ The sense and purpose of an template effect is that it is possible to select a template, adjust it without modifying the actual effect.  3. The encoder toolbar for live effects – also called the “Quick & Dirty Encoder Toolbar” – opens. ![](/img/grandma2/img_encoder-toolbar-for-live-edit_effects_v3-3-ce8738.png) *Encoder toolbar for live edit*  **Important:**\ All adjustments made with the help of the encoder toolbar for live effects are taken into the live programmer. Thus, being taken over into the next cue if stored.  4. Adjust the values by turning the encoders.  **Important:**\ If the value Low is set to 0, tapping Prop. to toggle it to Incr. enables the encoders.  5. If you have more than two effects in the programmer, tapping Select Effect opens the pop-up **Select Effect**.\   ![](/img/grandma2/popup_select-effect_encoder-toolbar-live-edit_v3-3-ad1d8b.png) *Pop-up – select effect* To edit the values of an effect, select the effect in the pop-up first.\ If you have less than three effects in the programmer, tapping Select Effect toggles between the different effects.  6. **Edit Program.** indicates that editing currently takes places in the programmer.\ To open the effect editor, tap Edit Progr. It is then possible to edit the actual effect.  For more information see [Use predefined effects – effect editor](/grandma2/key_effects_predefined/#effect_editor).  7. To toggle between different modes, tap Low/High Mode. 8. To toggle between relative and absolute values, tap Relative <> Absolute.  9. Change the direction of the effect:\ -Tap Direction <>. 10. To turn off the effect and remove it in the programmer, tap Off Effect.   11. To take the release value into the programmer, tap Release Effect.  12. To take stomp values into the programmer, tap Stomp Effect.  13. To toggle the functionality of encoders, tap Basics 1 of 2.  For more information on the different functionalities see [Use predefined effects](/grandma2/key_effects_predefined/).  **Important:**\ If you accidentally tap anywhere, the encoder toolbar for live edit disappears. To regain it, tap the cell with displaying the name of the effect pool. # Pool options > There are two pools and their options that are related to the effects in general. There are two pools and their options that are related to the effects in general. 1. Options – effect pool ![](/img/grandma2/window_effect-pool-options_v3-3-51988e.png) *Options of the effect pool* -and-  2. Options – form pool ![](/img/grandma2/window_form-pool-options_v3-3-d82b7e.png) *Options of the form pool*   * To open and to adjust the pool options, see [Pools in General – Adjust pool options](/grandma2/key_pools_options/).  Additionally to the general settings, the effect pool has also the setting of different call modes.  For more information see [Pools in General – Call modes](/grandma2/key_pools_call_modes/). # Use predefined effects > The simplest way to use effects in the grandMA2 is to work with predefined effects. The simplest way to use effects in the grandMA2 is to work with predefined effects.  **Requirement:** * Apply fixtures in the **Patch & Fixture Schedule**.\ For more information on patching see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/). * Import predefined effects.\ For more information on how to import effects see [Import via user interface](/grandma2/key_ei_export_gui/).  To apply the predefined effects: 1. Select fixtures in the fixture sheet. 2. Tap anywhere in the **user-defined area**.  3. []()The pop-up **Create Basic Window** opens.  4. Next, tap Pools.  5. Then, tap Effects.  6. The pool with predefined effects opens.  ![](/img/grandma2/window_predefined-effect-pool_v3-3-54ed21.png) *Predefined effect pool* 7. Tap an effect in the effect pool. 8. The effect has successfully been applied to the fixtures that were selected. **Hint:**\ It is also possible to add single predefined effects to the pool. To do so: 1. Press Edit and tap an empty cell in the pool with predefined effects. 2. An empty effect editor opens. ![](/img/grandma2/popup_empty-effect-editor_v3-3-81dcbc.png) *Empty effect editor* 3. Tap Load Predefined on the right of the window and the pop-up **Select Predefined Effect** opens. ![](/img/grandma2/popup_select-predefined-effect_v3-3-1536b2.png) *Pop-up – select predefined effect* 4. To add an effect, tap a name in the pop-up. 5. The [effect editor opens](#effect_editor) and the effect is now displayed in the pool. *** ## Edit a Predefined Effect [Section titled “Edit a Predefined Effect”](#edit-a-predefined-effect) To edit a predefined effect: 1. Press Edit and then tap an effect in the effect pool.\ -or-\  Use the command line entering for example: \[Channel]> Edit Effect 1 2. []()The **Effect Editor** opens. ![](/img/grandma2/popup_effect-editor_v3-3-ad7068.png) *Pop-up – effect editor* *** ## Columns in the Effect Editor [Section titled “Columns in the Effect Editor”](#columns-in-the-effect-editor) The effect editor contains the following columns and buttons: * **QTY:**\ The column **QTY** stands for quantity. \ []()If it is set to **None**, it is a template effect. []()To set the mode: 1. Select fixtures in the fixtures sheet. 2. Tap Take Selection. 3. This template effect is now a selective effect.\ To turn the selective effect back to a template effect:\ Press Clear and tap Take selection.  **Important:**\ The following columns are all edited a similar manner, except for tapping different columns. * **Interleave:**\ Defines the fixtures that are to use the effect. Interleave only works in selective effects.  []()To set the interleave: 1. Press Edit and tap a cell or tap and hold a cell in the column **Interleave**.  2. The pop-up **Select Interleave** opens.  ![](/img/grandma2/popup_select-interleave_predefined-effects_v3-3-aeade2.png) *Pop-up – select interleave* 3. Now, select the interval in which the effect is to run. * **Attrib:**\ Displays which attribute is used in the effect line. 1. To change the attribute, tap the corresponding column. 2. The pop-up **Select Effect Attribute** opens. ![](/img/grandma2/popup_select-effect-attributes_v3-3-4a6e4f.png) *Pop-up – select effect attribute* 3. Tap an attribute and then tap Confirm.  4. The effect lines now have the selected attribute. * **Mode:**\ The column mode corresponds to the effect [modes absolute and relative](/grandma2/key_effects/#effect_modes). It is also possible to change the mode in the column via the button Line Absolute:\ To toggle the button to Line Relative, tap Line Absolute and vice versa. * **Form:**\ Displays all 23 forms of predefined effects.  To apply a form: 1. Tap the corresponding column. 2. The pop-up **Select Form** opens.  ![](/img/grandma2/popup_select-form_predefined-effects_v3-3-a7b551.png) *Pop-up – select form* 4. To take over the form automatically into the editor, tap a form. 5. The fixtures now run in an effect that was selected.  **Important:**\ Both, rate and speed set the speed of an effect. * **Rate:**\ Rate represents the factor of  speed. \ The default setting is Rate 1 which corresponds to 60.0 BPM. * **Speed:**\ Speed represents the unit of the speed in BPM, hertz or seconds.  **Hint:**\ Set the default of the unit of speed in Setup – User – Settings – Speed Mode.  Apply rate and speed: 1. Tap the corresponding column. 2. The calculator opens.  3. Set the rate or speed and tap Please.  4. The value is now applied. **​Important:**\ It is sufficient to set either rate or speed, since the modes adjust to each other.  * **Speed Group:**\ Links an effect to rate or the speed master. **Important:**\ Using the effect on a speed master overwrites the speed set in an executor. For more information on the speed in an executor see [Advanced Executor Functionality – Speed masters](/grandma2/key_adv_exec_spec_master_speed/).  To set a speed group: 1. Tap the corresponding column. 2. The pop-up **Select Speed / Rate Master** opens. ![](/img/grandma2/popup_select-speed-rate-master_effects_v3-3-a3aa06.png) *Pop-up – select speed / rate master* 4. Select the speed group.  5. The group is now applied.  * **Dir:**\ Dir displays the direction of the effect.  To select the direction: 1. Tap the corresponding column. 2. The pop-up **Select Dir** opens.  ![](/img/grandma2/popup_select-dir_effects_v3-3-a43d9d.png) *Pop-up – select direction* 4. To apply the direction, select one.  5. The direction is now applied.  It is also possible to change the direction of an effect by tapping the button Direction Forward. To toggle between the directions, tap the button accordingly.  * **Low Value:**\ Sets the lowest point an effect reaches. * **High Value:**\ Sets the highest point an effect reaches.  To set the low and the high values: 1. Tap the corresponding column. 2. The calculator opens. ![](/img/grandma2/popup_calculator_low-values_effects_v3-3-3f8fa7.png) *Calculator – low values* 4. Set the value or tap a preset on the right of the calculator and then tap Please.  5. The value is now set.  **Hint:**\ It is also possible to set a range of values in **Low Value** and **High Value**.\ 1\. Type in the calculator the value starting the range.\ 2\. Tap Thru.\ 3\. Then type the second value ending the range. * **Phase:**\ Displays the time setting that single fixtures use within an effect. \ Phase is distributed among the number of fixtures.  To set the phase: 1. Tap the corresponding column. 2. The calculator **Edit EffectLine Phase** opens. ![](/img/grandma2/popup_calculator_phase_effect_v3-3-992592.png) *Pop-up – phase* 4. Set the degrees in the numeric pad or tap the buttons on the right of the calculator. 5. The phase is now applied.  * **Width:**\ Sets the width of an effect. **Important:**\ Width is not applied with the form Chase.  **Example:** If you set the width of the form Pwm to 20 %, this percentage is displayed as the high value and the residual 80 % display the low value. To set the width: 1. Tap the corresponding column. 2. []()The calculator opens. ![](/img/grandma2/popup_calculator_edit-width_effects_v3-3-0f57eb.png) *Pop-up – edit width* 4. Set the value and tap Please. 5. The value set is now applied to the effect. * **Attack:**\ Appears quickly and outfades the values. []()To set the attack: 1. Tap the corresponding column. 2. The [same calculator](#width_calculator) as in editing the width opens. 3. Set the value and tap Please.  4. The value is now applied to the effect. * **Decay:**\ Appears quickly and infades the values.  Set the decay in the same manner as the [attack](#set_attack).  Both, Attack and Decay display fade in and fade out times.  **Important:**\ It is possible to apply **Attack** and **Decay** for the forms Random, Pwm and Chaser. * **Groups:**\ Phases are divided corresponding the number of groups.  To set the number of groups: 1. Tap the corresponding column.\ -or-\ Tap 0 Groups at the bottom of the effect editor.  2. []()The calculator opens. ![](/img/grandma2/popup_calculator_edit-groups_effects_v3-3-4c5d22.png) *Pop-up – edit groups* 3. []()Set the number of groups and tap Please. 4. The number set is applied to the effect. * **Blocks:**\ Blocks collaborate with Phase. Fixtures next to each other execute the same phase.  To set the number of blocks: 1. Tap the corresponding column.\ -or-\ Tap 0 Blocks at the bottom of the effect editor.  2. The same calculator as in **[Groups](#groups_calculator)** opens.  3. To proceed see numbers [3 and 4](#groups) in **Groups**.  * **Wings:**\ The Phase is applied starting outwards and moving inwards.  To set the number of wings: 1. Tap the corresponding column.\ -or-\ Tap O Wings at the bottom of the effect editor. 2. To proceed see numbers [3 and 4](#groups) in **Groups**.  **Important:**\ There is an exception to the cycle of wings. In Pan effects which consist of 2 wings, one of the wings is inverted. Hence, fixtures run towards each other.  * **Single Shot:**\ Displays one execution of effects. To set a single execution of an effect: 1. Tap the corresponding column. 2. The cell now displays **Yes** and the button Single Shot is enabled (highlighted in yellow).\ -or-\ To disable the single execution, tap the button Single Shot at the bottom of the effect editor. 3. To disable the single execution, tap and hold the cell displaying **Yes** or tap the button Single Shot.  *** ## Buttons in the Effect Editor [Section titled “Buttons in the Effect Editor”](#buttons-in-the-effect-editor) This paragraph deals with buttons contained in the effect editor and their corresponding functions: 1. Add an new attribute to an effect, tap New in the column **QTY** and then tap Add.\ -or-\ Tap Add in the lower left corner of the effect editor and the pop-up **Select Effect Attribute** opens. ![](/img/grandma2/popup_select-effect-attributes_v3-3-4a6e4f.png) *Pop-up – select effect attribute* 2. Select the attribute you would like to add to the effect line.  3. Then, tap Confirm.\ A new attribute is now applied to the effect line. 4. To delete effect lines, tap Delete. 5. Display all fixtures that are assigned to an effect line.\ To do so, tap Show Selection.\  If fixtures are selected, this button is enabled. If it is a template effect, it is grayed out. 6. To randomly rearrange the execution of an effect, tap Shuffle Selection.\ The succession of the effect changes every time you tap the button.\ This button is enabled if fixtures were selected in the effect. 7. To take over the current MAtricks settings into an effect line, tap Take MAtricks. 8. Then, select the display of the values.\ To display the the values for relative values in the effect line, tap Val. Readout Low/High to toggle it to Val. Readout Center/Size.\ To set the readout of values automatically so it adjust to the values, tap to toggle to Val. Readout Auto.\ Relative effects are then automatically readout as Center/Size and absolute effects as high and low values. 9. To remove effects that deviate from the majority of the effects in an effect line, tap Remove Individuals. For more information on the keyword see [RemoveIndividuals](/grandma2/key_keyword_removeindividuals/). ### []()Example: [Section titled “Example:”](#example) 1. Select 10 fixtures in the fixture sheet. 2. Apply the effect cosine to 8 of the fixtures.  3. Then apply the effect sinus to the residual fixtures. If you create two different effects in the programmer and store them into the effect pool, they are displayed in a dusky pink in the effect editor. ![](/img/grandma2/popup_effect-editor_remove-individuals_v3-3-6c89aa.png) *Effect editor displaying individual values* If you tap Remove Individuals, a warning appears. ![](/img/grandma2/popup_warning-remove-individuals_effects_v3-3-bbb35d.png) *Warning pop-up – remove individuals* To close the pop-up, tap Cancel or ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up.  To remove the individual settings, tap Ok.  **Important:**\ Removing the individual settings modifies the effect. 10. Label the effect:\ -Tap Label on the right of the editor.\ -The calculator opens.\ -Type the name and press Please.\ -The effect is now labeled.  11. Edit the effect line:\ -Select an effect line in the effect editor.\ -Tap Edit Effect Line.\ -The **Effect Line Editor** opens. ![](/img/grandma2/popup_effect-line-editor_v3-3-e884aa.png) *Pop-up – effect line editor* **Hint:**\ It is also possible to select and deselect the attributes on the right of the effect line editor, right below the ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png).  * To deselect the effect line, tap the button. * To select it, tap the button once again. **Form:**\ Displays the graphic representation of the form in an effect.  **Attack and Decay:**\ Modifies the form of the effect with the help of faders.  * To modify the form of the effect, tap and move the faders in the columns **Attack** or **Decay** accordingly.  The faders on the right of **Form**, **Attack** and **Decay** represent the values of **Low**, **High**, **Speed**, **Phase** and **Width**.  * To set the values, tap and move the faders in the corresponding columns accordingly. It is also possible to set the values via a calculator: 1. Tap a heading, for example **Low**. 2. The calculator opens.  3. Type the value and tap Please.  4. The values have been set via the calculator. **Align:**\ Sets the range of a value.  1. To define the range of a value, tap Align below the corresponding fader.  2. The fader divides into two. 3. Set the range by moving the faders that were divided.  4. To select a preset, tap Align once more.  5. The button is now toggled to Preset. For more information on effects that use presets see [Create an effect that uses presets](/grandma2/key_effects_effect_using_presets/#effect_preset).  6. Tap Preset to toggle the button back to Align.  To close the effect line editor, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner.  ## # Running effects > The window Running Effects displays all the effects that are currently running. The window **Running Effects** displays all the effects that are currently running. To open Running Effects: 1. Tap somewhere in the **user-defined area**.  2. **Create Basic Window** opens.  3. Tap Playbacks. 4. Then tap Running effects.  5. The window opens.  ![](/img/grandma2/window_running-effects_v3-3-9325fa.png) *Running effects* The window Running Effects consists of four sections: **Executor:**\ Displays all effects running in an executor. **Pool:**\ Displays effects that were started as a pool playback.   **Programmer:**\ Displays effects in the programmer. Whereas the effect is stored in the effect pool and is running the programmer. Effects created in the programmer are not displayed in this window. For more information see [Create an effect in the programmer](/grandma2/key_effects_create_in_programmer/).  **Sequence:**\ Displays sequences containing effects that are currently running. 6. To apply the following functions to the fixtures or channels currently in selection, tap Follow Selection in the title bar of the window. 7. Turn off all effects in the section **Programmer**:\  Tap Programmer All Off. 8. Then, turn off a single effect in the section **Sequence**:\ Tap Off Mode in the title bar and then tap a sequence in the column Sequence. **Important:**\ Please note that tapping Off Mode turns off the entire sequence.  9. To actively take the stomp values of all effects running in the in the section **Pool**, tap All Stomp in the corresponding column.\ To take stomp values of single effects into the programmer, tap Stomp Mode on the title bar of the window and then tap the effect.   10. Now, take the release values of all effects into the programmer in the section **Executor**:\ Tap All Release in the corresponding column.  11. Pressing Release Mode in the title bar and then tapping an effect in the corresponding column of the window, takes release values of single effects into the programmer.  12. The settings are now applied. *** ## Running Effect Options [Section titled “Running Effect Options”](#running-effect-options) 1. To open the options, tap the ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper left corner of the window **Running Effects**. 2. The options open. ![](/img/grandma2/window_running-effects-options_v3-3-cd162f.png) *Options of running effects* 3. To delete columns **Pool** and **Executor** in the window, tap From Pool and From Executor.\ The window **Running Effects** now displays two columns – **Sequence** and **Programmer**.  4. After setting the options, close them:\ Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window. 5. To close the entire window, tap Delete Window. # Use template and selective effects > This topic deals with template and selective effects. This topic deals with template and selective effects.  **Requirement:** * Import predefined effects.\ For more information see [Import via user interface](/grandma2/key_ei_export_gui/).  *** ## Template Effects [Section titled “Template Effects”](#template-effects) To apply a template effect: 1. Create a template effect:\ Edit an object in the effect pool if no fixtures are selected. The column **QTY** is set to None in the effect editor.\ For more information see [Use predefined effects](/grandma2/key_effects_predefined/#create_template).  2. Select fixtures in the fixture sheet. 3. To take the effects into the programmer, tap a template effect in the effect pool. All effect layers are taken into the programmer. And the effect is instantly executed. *** ## Selective Effects [Section titled “Selective Effects”](#selective-effects) Selective effects are similar to presets. There is only a link in the object of the effect pool leading to the programmer.  To apply a selective effect: 1. Create a selective effect:\ Edit an object in the effect pool if fixtures are selected and tap Take Selection. The column **QTY** displays the number of the fixtures assigned.\ For more information see [Use predefined effects](/grandma2/key_effects_predefined/).  2. To select the fixtures, tap a selective effect. 3. To take the effect into the programmer, tap the selective effect once again. The effect is executed. # Update effects > It is possible to update selective effects that have been modified. It is possible to update selective effects that have been modified.  To do so: 1. Tap the effect to be updated once. 2. The fixtures using this effect are now selected. 3. Tap the same effect once again. 4. The fixtures using this effect are now actively in the programmer. 5. Modify the value of this effect. 6. Then, press Update.  7. The **pop-up Update** opens.  ![](/img/grandma2/popup_update-effect_v3-3-e96f80.png) *Update effect* 8. Tap Original content to toggle it to Add new content:\ -To update the effect by the new values, tap Original content. Add new content is now displayed.\ -If you would like to add additional data, on top of existing values, tap Add new content. Original content is now displayed.  9. Now, tap Update Effect. 10. The effect is now updated. # Export by using command line > It is possible to use the Command Line to export all objects. For more information about the keyword and syntax, see the Export keyword topic. It is possible to use the **Command Line** to export all objects. For more information about the keyword and syntax, see the [Export keyword](/grandma2/key_keyword_export/) topic.   ## Example 1 [Section titled “Example 1”](#example-1) The **Command Line** syntax to export group 1 thru 4 to a file named Front\_groups.xml \[Channel]> Export Group 1  Thru 4 “Front\_groups” ## Example 2 [Section titled “Example 2”](#example-2) The **Command Line** syntax to export a User Profile named Designer and overwrite the existing Designer.xml file \[Channel]> Export UserProfile “Designer” /Overwrite   ## Export objects to a USB stick [Section titled “Export objects to a USB stick”](#export-objects-to-a-usb-stick) To export objects to a USB stick, in this example a color,  a USB stick has to be plugged in the console or onPC. A Command Line Feedback window has to be open. ### Steps: [Section titled “Steps:”](#steps) 1. To find the drive to export the objects to, type “SelectDrive” in the Command Line. The Command Line Feedback displays a list of the available  drives. 2. \[Channel]> SelectDrive 3. Select the USB stick (it might be number four), typing “SelectDrive 4”. Drive number 4 is now the default drive. 4. \[Channel]> SelectDrive 4 5. Export the color named cyan. 6. \[Channel]> export preset 4 “Cyan” # Export by using user interface > There is a dedicated GUI for exporting Macros, Effects, Masks, MAtricks, Gobo Bitmaps, User Profiles and DMX Nodes. There is a dedicated GUI for exporting **Macros**, **Effects**, **Masks**, **MAtricks**, **Gobo Bitmaps**, **User Profiles** and **DMX Nodes**. All of these, except **Gobo Bitmaps** and **DMX Nodes**, works similar. In the following example, it is an effect that has to be exported. **Requirement:** To be able to export an effect, there needs to be at least one effect in the effect pool. If exporting to a USB stick, then a stick needs to be connected to the console or onPC. Open the **Setup menu** and tap Import Export followed by Export and finally Effects This opens a pop-up like this: ![](/img/grandma2/popup_export_effect_v3_3-f99f46.png) *Export effect pop-up* **Steps:** 1. Select the tab where to export the effect to. A USB stick called “Shows” is selected in the image above. 2. Pick the effects to export on the left side. Select multiple effects by holding Ctrl on the keyboard and tapping the effects in the effect list. The selected effects get a blue background. The effects are exported to an XML file, that can contain one or more effects. 3. On the right side, there are a list of existing XML files on the destination, selected in the tab above. 4. Activating Always ask for Name (tap it until the text is yellow), gives an opportunity to give the XML file a different name than the effect. If more than one effect is selected, you will always be asked for a new name. 5. Tap Export  6. Depending on the selections, you might be prompted for a name for the XML file. **Result:** The selected effects are exported to the selected drive (Internal or to an USB stick) *** ## Export a Gobo Bitmap [Section titled “Export a Gobo Bitmap”](#export-a-gobobitmap) To export a Gobo Bitmap, a USB stick has to be plugged in the console or the onPC.  Open the **Setup menu** and tap Import Export followed by Export and finally Gobo Bitmap This opens a pop-up like this: ![](/img/grandma2/popup_export_gobo-bitmaps_v3_3-cdce72.png) *Export gobo bitmap pop-up* **Steps:** 1. If more than one USB stick is connected, select the tab where to export the gobo bitmap to. A USB stick called “Shows” is selected in the image above. 2. Select the manufacture and then pick the bitmap to export on the left side. Select multiple bitmaps by holding Ctrl on the keyboard and tapping the bitmaps in the list. The selected bitmaps get a yellow background. 3. On the right side, there is a list of existing bitmaps on the destination, selected in the tab above. 4. Tap Export  5. If a bitmap has to be deleted from the internal gobo library or the USB stick, select the bitmap and tap Delete   **Result:** The selected bitmaps are exported to the selected USB stick. # Import by using command line > It is possible to use the Command Line to import all objects. For more information about the keyword and syntax, see the Import keyword topic. It is possible to use the **Command Line** to import all objects. For more information about the keyword and syntax, see the [Import keyword](/grandma2/key_keyword_import/) topic. Example The Command Line syntax to import the groups from a .xml file named “Front groups” to the group pool, starting from group 20. \[Channel]> Import “Front Groups” At Group 20   It is possible to import Macros, Effects, Masks, MAtricks, Gobo Bitmaps, User Profiles and DMX Nodes by using the import GUI For more information, see the [Import by user interface](/grandma2/key_ei_import_gui/) topic.    It is not possible to import a show, or a part of a show from any other console manufactures or from ASCII files.  Hint:\ To import a bigger part of an other showfile, see the [Partial Show Read](/grandma2/key_psr/) topic. # Import by using user interface > There is a dedicated GUI for importing Macros, Effects, Masks, MAtricks, Gobo Bitmaps, User Profiles, and DMX Nodes. There is a dedicated GUI for importing **Macros**, **Effects**, **Masks**, **MAtricks**, **Gobo Bitmaps**, **User Profiles**, and **DMX Nodes.**  In the following example is a macro that has to be imported from a USB stick. But it is the same procedure for the other objects.   **Requirement:** To be able to import an object it is needed to have the object exported to  an .XML file. Please read the [Export by using commandline](/grandma2/key_ei_export_commandline/) to learn how to do this. If the object is stored on a USB stick, plug the USB stick into the console or onPC. **Steps:** 1. Open the **Setup menu** and then tap the Import Export button followed by the Import button and then finally the Macro button. This opens a pop-up like this: ![](/img/grandma2/menu_show_import-export_import_macros_usb_v3-3-81423e.png) *Import macro pop-up* 2. Select the tab that matches the USB stick. 3. Select the .XML file on the left side, that contains the macro to import. 4. On the right side is a list of the macros that are stored inside the XML file. An XML file may contain one or more macros. Select the ones to import. Select multiple macros by holding the Ctrl key on the keyboard and tapping the macros on the screen. The selected macros get a blue background. 5. \[Optional] Activate Always ask for Name (tap it until the text is yellow) to rename the macros when imported. 6. \[Optional] Activate Confirm (tap it until the text is yellow) to have a confirm pop-up to appear, after the import. 7. \[Optional] Activate Overwrite (tap it until the text is yellow) to overwrite any macros that might already exist on the location where to import to. 8. Select where to place the imported macros in the macro pool. This can be done by specifying a number in the green input field or tap Use to toggle between the **Use Earliest** and **Use Latest** options. Earliest means the first available free macro pool object. Latest means the next available pool object after the last one used. 9. Tap Import  10. \[Optional] If the “ask for name” button is selected, then a dialog box is now prompted for a new name - for each macro to import. 11. \[Optional] If the “confirm” option is selected, tap Ok in the pop-up that informs about the amount of imported macros. **Result:** The selected macros are imported to the selected location in the macro pool. # Import predefined objects > The predefined macros and effects are a collection made by MA Lighting. The predefined macros and effects are a collection made by MA Lighting. They can be used to make programming faster and more convenient. They are also a great source for learning how macros and effects work. The predefined macros are all inside a single XML file in the software. All the predefined effects are in another XML file. These XML files can be imported, as any other, using the methods described in the [Import by using command line topic](/grandma2/key_ei_import_commandline/)  - although it is imported from the internal hard drive instead of a USB stick. The predefined macros and effects are a little bit different because there is an extra way to import them. In the following example, a predefined macro is imported. Effects can be imported in this way too. ## Import a predefined macro [Section titled “Import a predefined macro”](#import-a-predefined-macro) In the [Manually create a macro topic](/grandma2/key_macro_create/) it is described how the Edit Macro pop-up works. For instance edit an empty macro object in the pool. It could look like this (not an empty macro): ![](/img/grandma2/popup_edit-macro_v3-3-ffb3bc.png) *Edit Macro pop-up* Notice that on the right side is a button called Load Predefined. If this is tapped then a small **Select Predefined Macro pop-up** appears. It look like this: ![](/img/grandma2/popup_select-predefined_macro_v3-3-286be4.png) *Select Predefined Macros pop-up* This lists all the predefined macros in the internal hard drive. The list can be scrolled and selecting an element in the list will import the selected macro. The import will label the macro and it may turn off CLI. This is the fastest way to import single macros from the predefined macros. If you need to import more or all then it is faster to use the normal import methods where you can select multiple macros - links at the top of this topic. # Error Messages > If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page. Phone: +49 5251 688 865 30 Phone for emergency services only: +49 5251 688 865 99 **(Use this hotline only if troubles occur shortly before an upcoming event.)** | Error | Reason | | ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | # 0 Unknown error | There is an unknown error in the console. | | # 1 Unknown command | The command entered is unknown. | | # 2 Input too long | The command entered is too long. | | # 3 Illegal character | The command entered is illegal. | | # 4 Command not implemented | The console does not support the command entered. | | # 5 Number expected | The console expects a number. | | # 6 IP expected | The console expects an IP address. | | # 7 Number too large | The number entered is too large. | | # 8 Number too small | The number entered in the command is too small (minimum 1 character). | | # 9 Number too large | The number entered in the command is too large (maximum 1 character). | | # 10 Expected | The console expects more input. | | # 11 Expected argument | The command entered is missing an argument. | | # 12 Expected name | The console expects a name, for example if the [keyword Label](/grandma2/key_keyword_label/) was canceled.  | | # 13 Illegal name | The object name entered is not allowed. Use English characters only. | | # 14 Object does not exist | The object you tried to work with does not exist (for example if you tried to assign a function to an executor without any cues stored). | | # 15 Object not accessible | The object entered is not accessible. | | # 16 Resize forbidden | It is forbidden to resize the command entered. | | # 17 Delete forbidden | It is forbidden to use the command Delete to delete an object. | | # 18 Create forbidden | Is is forbidden to use the command Create to create an object. | | # 19 Illegal range | The value entered exceeds the range of the value allowed. | | # 20 Multi user access conflict | Another user is currently trying to execute the same action. | | # 21 Cannot leave current destination | You cannot leave the current destination as this may cause a multi user conflict. | | # 22 Cannot enter destination | Another user is currently accessing the destination. | | # 23 File not found | You are trying to import a non-existing file. | | # 24 File format invalid | The format of the file is incorrect for the destination. | | # 25 No unique sequence given | You are trying to access a cue of multiple sequences. | | # 26 No unique page given | The command entered needs a unique page number. | | # 27 Syntax error | The syntax entered is incorrect. | | # 28 No cue source given | Cue number is missing in the source. | | # 29 Illegal cue number | The number of the cue entered is invalid. | | # 30 No default executor | You are trying to access a default executor, but you have not selected one yet. | | # 31 Limit exceeded | You are exceeding the limit. | | # 32 Unknown option | The option you have selected does not exist. | | # 33 Destination not empty, no copy mode given | You are trying to copy an object to a destination already occupied by another object, and you have not specified yet how the console is to react. | | # 34 No cue for part given | The number of cue required is missing. | | # 35 Edit single object only | You are trying to edit multiple objects, but you only can edit one. | | # 36 Too many numbers | There are too many numbers in the command. | | # 37 Copy N to M elements not supported | You are trying to copy a larger number of objects to a smaller number of objects. | | # 38 Move N to M elements not supported | You are trying to move a larger number of objects to a smaller number of objects. | | # 39 Move 1 to M elements not supported | You are trying to move one object to several destinations. | | # 40 Missing hardware | You are trying to access hardware you do not have. | | # 41 Illegal layer | The layer you are trying to access is illegal. | | # 42 Illegal file name | The file name entered is invalid. | | # 43 Login needed | Login is required. | | # 44 Insufficient user rights | You do not have sufficient user rights. | | # 45 Not a valid clone source | The source of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 46 Not a valid clone destination | The destination of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 47  Clone source fixture list expected | The console expects a list of the source fixture. | | # 48 Clone destination fixture list expected | The console expects a list of the destination fixture. | | # 49 Expected object to be cloned | The console expects more fixtures. | | # 50 Invalid version | This version does not support this function. | | # 51 Illegal time format | The time format entered is invalid. | | # 52 Operation aborted by user | You canceled the operation. | | # 53 PSR not available | You cannot use Partial Show Read in the shows you have selected. | | # 54 Variable not found | The variable entered is empty or does not exist. | | # 55 Preview is only for cues | The object entered does not support preview. | | # 56 Object does not support info command | The object entered does not have information. | | # 57 Object is locked | You are trying to access an object that is locked. | | # 58 Illegal destination | The object cannot be moved to the destination. | | # 59 Edit not possible | You cannot edit the object. | | # 60 Move not possible | You cannot move the object. | | # 61 Copy not possible | You cannot copy the object. | | # 62 Command not supported | The command entered is invalid. | | # 63 Insert forbidden | You cannot insert the object. | | # 64 Can not assign | You cannot assign the object. | | # 65 Value too small | The value entered is too small. | | # 66 Value too big | The value entered is too large. | | # 67 No cut or copy buffer for paste | You cannot paste since the clipboard is empty. | | # 68 Cut buffer is empty | You cannot paste since the clipboard is empty. | | # 69 Paste not possible | You cannot paste since the clipboard is empty. | | # 70 Command not executed | The execution of the command entered cannot be fulfilled (for example if you try to enable an executor without cues). | | # 71 Illegal timer | The timer selected is invalid. | # Executors > This section explains some of the most common executor concepts and functions. The section called Advanced Executor Functionality explains the rest. This section explains some of the most common executor concepts and functions. The section called [Advanced Executor Functionality](/grandma2/key_adv_exec/) explains the rest.   Executors are handles used to control and execute stored content. The most obvious use for an executor is to assign a sequence with cues for playback. However executors may also be used as handles for other objects, for example a physical key for a specific macro or a speedfader for a group of chasers. Executors are arranged in Executor Pages. This enables you to easy get a new set of executors merely by changing page. **Hint:**\ Changing page will not load new content into the physical executors, like on some other consoles. Changing page just instructs the console to **display** another set of executors on your physical hardware. This enables you to have executors from multiple pages active and running at the same time. Read more about this in the [Executor Pages topic](/grandma2/key_adv_exec_pages/) (Advanced Executor Functionality section).   A more detailed explanation of the executors are found in the [What are Executors topic](/grandma2/key_exec_what_are/).   Executors are physical keys and faders, but they can also be represented as virtual executors on the screens - [Executors on the Screens](/grandma2/key_exec_on_screen/). There are two ways to see all the active executors, this also provides a fast way to turn Off executors - read about it in the [Looking at the Active Executors topic](/grandma2/key_exec_running_playbacks/).   Assigning an object to an executor and changing the function on the faders and keys are explained in the [Assign a Function topic](/grandma2/key_exec_assign/).   Finally some of the common options that are not already covered in this section and in the [Cues and Sequences section](/grandma2/key_cues_and_sequences/), are explained in the [Common Executor Options topic](/grandma2/key_exec_common_options/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are executors](/grandma2/key_exec_what_are/) * [Executors on the screens](/grandma2/key_exec_on_screen/) * [Assign a function](/grandma2/key_exec_assign/) * [Looking at the active executors](/grandma2/key_exec_running_playbacks/) * [Common executor options](/grandma2/key_exec_common_options/) # Assign a function > This topics describes how to assign an object to an executor and how to assign functions to executor keys and faders. This topics describes how to assign an object to an executor and how to assign functions to executor keys and faders.   ## Assigning objects using keys and pools [Section titled “Assigning objects using keys and pools”](#assigning-objects-using-keys-and-pools) It is quite easy to assign something to an executor. Press the Assign key followed by what you want to assign and then where you want to assign it. Here are three variations on how it works. The examples uses sequences, but it can be any of the allowed types: ### Example 1 [Section titled “Example 1”](#example-1) Using only the keys to assign sequence 3 at executor number 5 on the current page: Assign Sequ 3 Exec 5 Please ### Example 2 [Section titled “Example 2”](#example-2) It is also possible to use a combination of keys and pools. Having pool visible on one of the screens makes it possible to combine keys presses with pool selection. 1. Press the Assign key 2. Tap the sequence in the pool 3. Press one of the keys associated with the executor where you want the sequence ### Example 3 [Section titled “Example 3”](#example-3) Pressing the keys are putting keywords into the command line. This means that it is of course also possible to type it as a command line input. \[Channel]> as seq 4 ex 2.5 This command will assign (short version is “as”) sequence (short version is “seq”) to executor (short version is “ex”) 5 on executor page 2.   ## Assign objects using the Assign Menu [Section titled “Assign objects using the Assign Menu”](#assign-objects-using-the-assign-menu) The Assign Menu offers a visual approach to assign something to the executors. Using the Assign Menu makes you select the executor first and then select the function. There are two main way to open the Assign Menu. 1. Press the Assign key followed by any of the keys associated with the executor. 2. Tap the top part of the [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/). The assign menu can look like this: ![](/img/grandma2/menu_assign_function_empty_v3-3-dc2878.png) *Assign Menu - Function page* This is the **Function** page of the Assign Menu. You can select this page by tapping the Function button on the right side - or U1 if the menu is on screen 1. On the lower right side of the menu, there are seven buttons. Most of them will open a selection list above the buttons. The list will contain the possible object of each type. The exception to this functionality is the Empty button. This will empty the executor. Tapping the Sequence button will open the list of possible sequences. It could look like this: ![](/img/grandma2/menu_assign_function_sequence_v3-3-558708.png) *Assign Menu - selection a sequence* Each of the six allowed types that can be assigned to an executor will provide a tree structured list of the options. Select the object you want to have on the executor by tapping it or use the screen encoder to scroll through the list and tap the encoder to select the desired object. *** ## Change Key function [Section titled “Change Key function”](#change-key-function) When the executor has something assigned, then it is possible to change the functions assigned to the executor keys. If continuing to work in the Assign menu, then the executor is symbolized on the left side. It could look like this: ![](/img/grandma2/menu_assign_function_width-1_v3-3-588ea3.png) *Assign Menu - Executor key assignment* Here is an example showing a Fader Executor. There are two buttons above the fader, the fader, and the bottom button. Tapping any of the three buttons will open the Select Function pop-up. It looks like this: ![](/img/grandma2/popup_select-function-key_v3-3-da85e2.png) *Small Select Function (Executor Key) pop-up* There are many functions here. The pop-up might show a smaller selection. This depends on what type of object that is assigned to the executor. Some of the functions have and extra option. These are the swipe buttons next to function. The options are: * **Normal**:\ This is the normal function. * **Assert**:\ This option will perform the function using the Assert option. Assert will force tracked values to the fixtures. * **XAssert**:\ This variation of Assert will force the values using a fade time - typically from the cue going into. * **Release**:\ This option will perform the main function and then turn off the executor.   The main function are: * **Empty**:\ The key has no function. * **<<< (GoFastBack)**:\ This jumps one cue back - The fade timing can be changed in Setup -> Show -> Playback & MIB Timing. * **>>> (GoFastForward)**:\ This jumps one cue forward and will not trigger other cues - The fade timing can be changed in Setup -> Show -> Playback & MIB Timing. * **Black**:\ This turns off the intensity of the executor as long as you have the button pressed. * **DoubleSpeed**:\ This will double the speed. * **DoubleRate**:\ This will double the rate. * **Fix**:\ This fixes or unfixes the executor. * **Flash**:\ This turns the executor on and set a virtual intensity master at 100, as long as you have the button pressed. When the button is released it will go back to the status before the button was pressed. * **FlashOn**:\ This performs the same action as the Flash, but it also executes an On command. * **FlashGo**:\ This performs the same action as the Flash, but it also executes a Go command. * **Go**:\ This executes a “Go”. It uses the fade and delay times. * **GoBack**:\ This fades backwards - The fade timing can be changed in Setup -> Show -> Playback & MIB Timing. Default is the cue timing. * **Goto**:\ This gives you the **Select Cue for Goto pop-up** that allows you to select a cue to go to. It could look like this: ![](/img/grandma2/popup_select-cue-for-goto_v3-3-bf9343.png) *Select Cue for Goto pop-up* The fade timing can be changed in Setup -> Show -> Playback & MIB Timing. Default is the cue timing. * **HalfSpeed**:\ This will half the speed. * **HalfRate**:\ This will half the rate. * **Kill**:\ This is the same as a “Go” but it also turns of all other executors (except those that has “Kill protect” turned on - see [Executor Options topic](/grandma2/key_adv_exec_options/)). * **Learn**:\ This sets the speed. By pressing it at least two times it automatically adjusts the speed. * **Load**:\ This gives you the **Select Cue for Load pop-up** that allows you to select a cue to load. It looks like the **Select Cue for Goto pop-up** pictured above. * **LoadPrev**:\ This will load the previous cue. If it is pressed multiple times, then it will load the previous cues based on the currently loaded cue. * **LoadNext**:\ This will load the next cue. If it is pressed multiple times, then it will load the next cues based on the currently loaded cue. * **Off**:\ This turns the executor Off. * **On**:\ This turns the executor On. * **Park**:\ This parks the fixtures in the object assigned to the executor. * **Pause**:\ This holds a active fade and/or delay. This also pauses a timecode show. * **Rate1**:\ This resets Rate and Speed faders. * **Select**:\ This selects the executor. * **SelFix**:\ This selects the fixtures used in the object assigned to the executor. * **Swop**:\ When this is pressed, all other fixtures will fade out the dimmer (except those that has “Swop protect” turned on - see [Executor Options topic](/grandma2/key_adv_exec_options/)). They return when it is released. * **SwopOn**:\ This performs the same action as the Swop, but it also executes an On command. * **SwopGo**:\ This performs the same action as the Swop, but it also executes a Go command. * **Temp**:\ This turns the executor on as long as it is pressed. The temp function uses the fade times from the cues and it uses the level set by the intensity master. * **Toggle**:\ This turns an active executor Off and an inactive executor On. * **Top**:\ This fades to the first cue in an assigned sequence. * **Unpark**:\ This unparks the parked fixtures used in the object assigned to the executor. * **ToFull**:\ This will move the intensity master at full. * **ToZero**:\ This will move the intensity master to zero. These main functions are keywords - they can be found in the [All keywords topics](/grandma2/key_cs_all_keywords/). Here are detailed descriptions of all keywords. The functions can be assigned using the keys or commands. Not all functions has a physical key that can be used, then you will need to write the command. ### Key Example [Section titled “Key Example”](#key-example) If the desired function has a physical key, then it is very easy to assign it to an executor key. Simply press the Assign key, then function key you want, and finally the executor key where you want the function. **Example 1** For instance to assign the Off function to the top key associated with executor number 1, you need to press the following keys: Assign Off (the top executor key labeled:) 1 **Example 2** Assign in a Load function to an executor key Assign Goto Goto \[desired executor key] Pressing the the “Goto” key twice will give the “Load” command. ### Command Example [Section titled “Command Example”](#command-example) Functions can be assigned using the command line. This is the general syntax: Assign \[function] (at) \[location] The location needs to be a specific physical key associated with an executor. The keys are called “ExecButtons”. They are numbered. The key below the fader and the single key for executors without faders are named “ExecButton1”. The key right above the fader is “ExecButton2” and the top key is called “ExecButton3”. To assign the ToFull function to the top key associated with executor 5 on executor page 8 you would need to type the following command \[Channel]> Assign ToFull ExecButton3 8.5   ## Change Fader function [Section titled “Change Fader function”](#change-fader-function) It might be possible to change the function of the fader. This depends on what type of object an executor has. They are changed just as the executor keys - by tapping the onscreen representation in the Assign menu (see above). The Select pop-up could look like this: ![](/img/grandma2/popup_select-function-fader_v3-3-190485.png) *Small Select Function (Executor Fader) pop-up* The pop-up might present a smaller selection. This depends on the object on the executor. * **Empty**:\ Fader has no function. * **Master**:\ Controls the intensity. * **Crossfade**:\ Crossfades between two cues. Current cue and next cue. The current cue will change when the fader reaches the other end position from where it started. * **CrossfadeA**:\ Is the first of a two fader manual crossfade between two cues. Works along with CrossfadeB. The crossfade function can be changed in the [Executor options](/grandma2/key_adv_exec_options/). * **CrossfadeB**:\ Is the second of a two fader manual crossfade between two cues. Works along with CrossfadeA. The crossfade function can be changed in the [Executor options](/grandma2/key_adv_exec_options/). * **Rate**:\ Divides the fade and delay time in a sequence by the value of the fader. If **Link Effect to Rate** is on, it is also valid for effect speed stored in cues - see [Executor options topic](/grandma2/key_adv_exec_options/). * **StepFade**:\ Controls the fade time between steps in a chaser (=softness). * **MasterFade**:\ Controls the on and off fade time of chasers and effects. It controls also the off time of executors. * **TempFade**:\ Cossfades the cue on when pulled up, and off when pulled down. * **Speed**:\ Controls the fade and delay times in effects in a cue, and chase speed in chasers. * **StepInFade**:\ Controls the step in time of the chaser steps. * **StepOutFade**:\ Controls the step out time of the chaser steps. The above functions are described in more details in each of their keyword topics. They can be found under [All Keywords](/grandma2/key_cs_all_keywords/). The functions can also be assigned using the command line. The syntax is the same as the key functions. The difference is that there is only one fader per executor. ### Examples [Section titled “Examples”](#examples) **Example 1** To assign the rate function to executor number 9 on the current page, you will need to type the following command: \[Channel]> Assign Rate Executor 9 Or address the actual fader: \[Channel]> Assign Rate Fader 9 **Example 2** If you want to assign the “Empty” function to the executor fader, then it is necessary to use the fader as the location \[Channel]> Assign Empty Fader 9   ## Save the Key and fader assignment [Section titled “Save the Key and fader assignment”](#save-the-key-and-fader-assignment) The current assignment of key and fader functions can be saved, to the current user profile, using the Assign Menu. In the Title bar there are two buttons. Tapping the Save Default \[object type] Assignment will store the current assignment to the defaults for that type of object. This means that a sequence have one set of defaults and an assigned Effect will have a different set of defaults. The defaults are used when the executor gets something assigned. Tapping the Load Default \[object type] Assignment will load the currently saved default to the keys and faders. Executors can be extended to use up to 5 executors in the width. Read more about this below. The number of keys and faders are then changed. Each width size has a different set of default key and fader assignment for each object type. This means that a sequence using 1 executor width have one set of defaults and the same sequence using two executor widths will have a different set of defaults.   *** ## []()Change the Width of Executors [Section titled “Change the Width of Executors”](#change-the-width-of-executors) Sequence and Effects assigned to an executor can use more than one executor in the width - up to five. A timer assigned to Button Executors can use up to two executors in the width. This is changed using the Assign Menu (see the top of this topic for more about using the Assign menu). The left side of the Function page of the Assign Menu could look like this: ![](/img/grandma2/menu_assign_function_width-1_v3-3-588ea3.png) *Assign Menu - Width control* The bottom of the left side will show how much the executor can be extended. The executors are organized in groups of five. It is not possible to extend into a different group of five. It is also not possible to extend into executor that already has something assigned. So to extend an executor to five in width, it needs to be originally assigned to executor 1, 6, 11, 16, 21, 26, and so on AND the following five executors needs to be empty. When fully extended it could look like this: ![](/img/grandma2/menu_assign_function_width-5_v3-3-431b5f.png) *Assign Menu - Width 5* Each key and fader can have a function that will execute the selected function to the assigned sequence or effect. # Common executor options > The executors most common options, and their associated options, are explained in this topic. The rest are explained in the Executor Options topic. The executors most common options, and their associated options, are explained in this topic. The rest are explained in the [Executor Options topic](/grandma2/key_adv_exec_options/). There are many options available for executors - especially sequences assigned to executors. They are accessed using the Assign Menu. One way to open the menu is to press the Assign key followed by a key associated with the executor you want to change. On the right side of the menu there are a button called Options. Tapping this opens the options part of the Assign Menu. This is what it looks like with a sequence assigned to the executor: ![](/img/grandma2/menu_assign_options_sequence_v3-3-33f903.png) *Assign Menu - Options* The options look different depending on what is assigned to the executor.   ## Auto Start and Auto Stop [Section titled “Auto Start and Auto Stop”](#auto-start-and-auto-stop) The **Auto Start** feature switches the executor ‘On’ when master is moved above zero. The **Auto Stop** feature switches the executor ‘Off’ when master is moved down to zero. There are some other options that are relevant for Auto Start and Auto Stop: ### []()Auto Stop Off Time [Section titled “Auto Stop Off Time”](#auto-stop-off-time) If Auto Stop is active, then this option is visible. When **Auto Stop Off Time** is active, then performing the auto stop will use the Off time for the Executor. ### Master Go [Section titled “Master Go”](#master-go) The **MasterGo** function is active if Auto Stop is turned Off. Tapping this button will open the Select Master Go pop-up. It looks like this: ![](/img/grandma2/popup_select-master-go_v3-3-073f67.png) *Small Select Master Go pop-up* There are four options here. They all take effect when the master fader is moved from zero and up. The options are: * **No Master Go**:\ The cue is still running. * **Master Go**:\ It executes a Go. * **Master On**:\ The current cue is reloaded (fading in again). * **Master Top**:\ The first cue is activated. ### Restart [Section titled “Restart”](#restart) Restart is used when the executor has been Off and is turned On again. Tapping the button will open the small Select Restart Mode pop-up. It looks like this: ![](/img/grandma2/popup_select-restart-mode_v3-3-0b1141.png) *Small Select Restart Mode pop-up* There are three options here: * **First Cue**:\ This always restarts the sequence with the first cue. * **Current Cue**:\ This restarts the sequence with the cue where it was when the sequence was turned Off. * **Next Cue**:\ This restarts the sequence with the next cue based on where it was when the executor was turned Off.   ## Priority [Section titled “Priority”](#priority) The priorities are one of the common options to change. The description of the priorities are found in the [Playing Back Cues topic](/grandma2/key_cs_playback/#priority).   ## Tracking [Section titled “Tracking”](#tracking) Explanations about tracking and how to turn it On or Off is found in the [What is Tracking topic](/grandma2/key_cs_what_is_tracking/). Here are also the explanations about **Release Firststep** and **Wrap Around**.   ## []()Off On Overwritten [Section titled “Off On Overwritten”](#off-on-overwritten) The **Off On Overwritten** function will allow that an executor is turned Off if another executor has taken control with all the attributes = this executor has no longer control of any attributes. ### Example [Section titled “Example”](#example) There are two sequences. Sequence one have values for fixture 1 at 100% and using a red color. Sequence two has the same fixture also at 100% and in a blue color. Both sequences are assigned to executors with Off On Overwritten, AutoStart, and AutoStop active. 1. Moving up the fader on the first executor will turn the fixture to 100% and in a red color. 2. Fading in the second executor will make the fixture turn blue.\ When the second fader is completely faded in (at the top), then it has control of all the attributes stored in the first sequence. 3. The first executor is then turned Off by **Off On Overwritten**. 4. Taking the second fader down will make the fixture fade out. If **Off On Overwritten** is *not* active then the same scenario would be: 1. Moving up the fader for the first executor will turn the fixture On in a red color. 2. Moving up the second fader will make the fixture turn blue. 3. Moving down the second fader will make the fixture red (when the fader is at 0) because the first executor is still active. # Executors on the screens > The grandMA2 supports a lot of executors. Most system are not set up for physical control of all these executors. They are still reachable as virtual executors The grandMA2 supports a lot of executors. Most system are not set up for physical control of all these executors. They are still reachable as virtual executors on the screens. The different virtual executors are windows that can be created using the [Create Basic Windows pop-up](/grandma2/key_windows/). They are all in the **Playbacks** tab.   ## []()Action Buttons [Section titled “Action Buttons”](#action-buttons) The **Action Buttons** can show executor 101 to 190. That is all the possible Button Executors. To have them all in one big window you will need to have it on one of the big screens. If the window does not get all that space, then it will adapt and show the possible amount of executors. They are arrange in groups of 5 executors. The smallest possible size is 3 x 5 squares (H x W). Then it could look like this: ![](/img/grandma2/window_action-buttons_v3-3-f8e387.png) *Action Buttons - smallest* In the title bar there is the yellow ball that opens the options. The title bar shows what executors are being displayed in the window and the Executor Page number. On the right side there is a **Direct Action** toggle button. Direct Action changes how the executor buttons work. If it is disabled, then they work as described in the [Sequence Mini Executor](/grandma2/key_cs_sequence_mini_executor/), but in relation to what is assigned to the executor. Please also have a look at the [Mini Executor Bar topic](/grandma2/key_ws_mini_executor_bar/). This window functions more as a label and indicator when Direct Action is disabled. With Direct Action enabled, then the entire button will perform the action assigned to the Executor Button, or physical key, when it is tapped on the screen. ### Options [Section titled “Options”](#options) Opening the options allows you to choose what section of executors the windows should begin with. The choices are: Intern 1 (101 through 115), Intern 2 (116 through 130), Wing 1 (131 through 145), Wing 2 (146 through 160), Wing 3 (161 through 175), and Wing 4 (176 through 190). At the bottom of the options window there are two buttons. They control what executor page is displayed. The button called Button Page Floating will make the Action Buttons change page following the Button Page selection. Tapping the Select Page button will open a Select Page pop-up like this: ![](/img/grandma2/popup_select-page_v3-3-1521c4.png) *Small Select Page pop-up* Here you can choose to lock the Action Buttons to a specific Button page.   ## []()Playback Big [Section titled “Playback Big”](#playback-big) The Playback Big window displays what is assigned to the executors. It also provide virtual faders and buttons. The button and fader label area, known from the [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/), is replaced by labeled buttons and faders providing the same information but with better control. Tapping the buttons will perform the action. Touching and moving the virtual faders will be the same as moving the real faders. The window adapts to the size. The width can span from a minimum of 5 through the maximum amount of available squares. It can display up to three groups (of 5) executors. The height can be from 4 through the maximum amount of squares. If the height is  only 4 or 5 squares then the window will only display the Fader Executors. From 6 and more i height it will also display the corresponding Button Executors. This is an example of what it could look like: ![](/img/grandma2/window_playback-big_v3-3-858774.png) *Playback Big* The title bar have the yellow ball that opens the options. The title bar shows what executors are being displayed and the number and possible name of the Executor Fader Pages and the Executor Button Page. The button on the right side has three different settings related to Channel pages. The options are * **Channel Auto**:\ This will change the virtual Fader Executors to Channel Faders if this is changed on the real executors. * **Channels Forced**:\ This will force the virtual Fader Executors to always be Channel Faders. * **Channels Never**:\ This will prevent the virtual Fader Executors to ever change to Channel Faders. Read about the Channel Faders in the [Channels Pages topic](/grandma2/key_adv_exec_ch_pages/). ### Options [Section titled “Options”](#options-1) The options could look like this: ![](/img/grandma2/window_playback-small_options_v3-3-68b66f.png) *Playback Big - Options pop-up* If you have three groups (of 5 executors) visible executors, then you also have three selection sections - as in the image above. If you only have one group of executors, then there will only be one selection section. Here you can choose what executor group each section should display. Even though the numbers are for the Fader executors, the Button Executors are also selected using this section selection. They will follow the selected Fader Executors. At the bottom of options pop-up, there are two groups of buttons. They control what executor page is displayed. One group is for the Fader Executors and the other is for the Button Executors. The “Floating” button will make the executors change page following the general page selection. The Select Page buttons will allow you to select a specific page for the executors. Tapping the button will open the small Select Page pop-up described options for the **Action Buttons** (see above). The Fader Executors group  has an extra button. This is the same as the one in the title bar -  please read the description above.   ## []()Playback Small [Section titled “Playback Small”](#playback-small) The small playback window is the same as the [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/). It is fixed in 3 squares height but can be extended from minimum 5 and up to the maximum about of possible squares. It will adapt to the about of groups (of 5 executors) displayed depending on the width of the window. The minimum size could look like this: ![](/img/grandma2/window_playback-small_v3-3-3a64c6.png) *Playback Small* The title bar have the yellow ball that opens the options. The title bar shows what executors are being displayed and the number and possible name of the Executor Fader Pages and the Executor Button Page. The button on the right side has three different settings related to Channel pages. The options are * **Channel Auto**:\ This will change the virtual Fader Executors to Channel Faders if this is changed on the real executors. * **Channels Forced**:\ This will force the virtual Fader Executors to always be Channel Faders. * **Channels Never**:\ This will prevent the virtual Fader Executors to ever change to Channel Faders. Read about the Channel Faders in the [Channels Pages topic](/grandma2/key_adv_exec_ch_pages/). ### Options [Section titled “Options”](#options-2) The options look and functions exactly as the Playback Big options. Please read the description above. # Looking at the active executors > There are two ways to see all the active executors. They actually display all the "Playbacks". This means that they display everything that is currently activel There are two ways to see all the active executors. They actually display all the “Playbacks”. This means that they display everything that is currently actively doing something. So it displays running Sequences, Chaser, Effects, Macros, Timecode shows, Timers, and Plugins.   ## []()Off Menu [Section titled “Off Menu”](#off-menu) Tapping the Off key twice will open the **Off Menu**. It could look like this: ![](/img/grandma2/menu_off_v3-3-a504dd.png) *Off Menu* The main part of this menu is an area with several tabs. Each tab represent one of the different types of playbacks. Each tab has a different color. After the name in the tap there might be a number in parentheses. This number is the amount of playbacks in that category. There is also a tab called “All”. This will display all the different playbacks in one list. Each row on the list will have the same color as the tab color. This is to make it easy to distinguish the different types of playbacks in the list. The columns in the main part will vary depending on what tab is selected. The “All” tab displays all possible columns. They are: * **Exec**:\ This is the executors number of the playback. Only relevant for Sequence, Chaser, and Effect. * **Priority**:\ This displays the executor priority. Only relevant for Sequence and Chaser. * **Name**:\ This is the name of the active playback. * **Type**:\ This is only visible in the “All” tab. It tells what kind of playback it is. * **No.**:\ This displays the number of the active playback. * **Cue Number**:\ This will display the active cue number. This is only relevant for Sequence and Chaser. * **Cue Name**:\ This will display the name of the active cue. This is only relevant for Sequence and Chaser. * **Profile**:\ This is the name and number of the User Profile that has last activated the playback. Only relevant for Sequence, Chaser, and Effect. Around the main part, there are several buttons. Assuming this menu is on screen 1, then it is possible to use the X-keys and the U1 through U4 keys to execute various actions. It is also possible to tap the buttons on the screens. There are two types of buttons. There are “filter” buttons and there are “Off” buttons. The filter buttons are: * **Only My Playback**:\ This will hide playbacks from the list that has been triggered by a different user profile. * **Only Preview Playbacks**:\ This will hide playbacks that are not only running in the Previewer. The list will only display the playback running in previewers. * **Freeze Off Menu**:\ This is not a filter. When this is deactivated, then a row will disappear when the playback is turned off. Activating the Freeze Off Menu will make the row stay - it becomes empty when the playback is turned off. The Off buttons are: * **Off Pool Playbacks**:\ This will turn off all the playbacks that are running the respective pools - so not running on a Fader Executor or a Button Executor. * **Off All Buttons**:\ This will turn off all playbacks running on Button Executors. * **Off All Faders**:\ This will turn off all playbacks running on Fader Executors. * **Everything Off**:\ This will turn off every running playback and close the Off Menu. * **Off All \[playback types]**:\ At the bottom right side of the menu there are seven buttons. Each turn off each of the seven sections. For example Off All Sequences, turns off all the running sequences.   ## []()Running Playbacks [Section titled “Running Playbacks”](#running-playbacks) A window similar to the Off Menu is called **Running Playbacks**. It can be made like any other window - using the [Create Basic Windows pop-up](/grandma2/key_windows/). This window can be found in the **Playbacks** tab. It could look like this: ![](/img/grandma2/window_running-playbacks_v3-3-e5fa5f.png) *Running Playbacks window* The main part of this window looks like the **Off Menu** (see above). The difference is the buttons around the window are gone. Instead some of the functions can be added in the Title Bar. This can be changed in the options. ### Options [Section titled “Options”](#options) The options can be accessed by tapping the yellow ball in the upper left corner. The options have two tabs. One is called **Options**, the other is **Title Buttons**. The title bar of the options has the options to store the settings as the new default, load the defaults settings, delete the window, and finally close the options pop-up. ### The Options Tab [Section titled “The Options Tab”](#the-options-tab) Here are the different options for the Running Playbacks window. * **Off Mode**:\ Activating the Off Mode will change what happens if one of the rows are tapped. When this is active then tapping rows will turn off the tapped playback. This is mutually exclusive with **Link Encoders**. * **Only My Playbacks**:\ This is the filter described in the Off Menu above. * **Only Preview Playbacks**:\ This is also the filter described in the Off Menu above. * **Link Encoders**:\ When this active, then selecting a row will display the relevant Encoder Toolbar. Here it is possible to control the playback. This is mutually exclusive with **Off Mode**. * **Show Info**:\ This can add another column to the main part. It will add a Info column to all the tabs. * **Font**:\ Here you can selected the font size. Tapping it will open a small **Select Font pop-up**. Here you can select a font size from size 10 through size 22. ### The Title Buttons Tab [Section titled “The Title Buttons Tab”](#the-title-buttons-tab) Here you can turn On or Off title bar buttons for all the options described above - except the font size. # What are executors > Executors are the handles that are usually preferred when controlling sequences and other playback elements on the grandMA2. Executors are the handles that are usually preferred when controlling sequences and other playback elements on the grandMA2. The different elements that can be assigned to an executor are: * [Sequences](/grandma2/key_cues_and_sequences/) * [Group Masters](/grandma2/key_groups_master/) (only Fader Executors) * [Special Masters](/grandma2/key_adv_exec_spec_master/) (only Fader Executors) * [Effects](/grandma2/key_effects_assign_to_executor/) * [Macros](/grandma2/key_macro_assign/) * [Timers](/grandma2/key_timer/) Read the [Assign a Function topic](/grandma2/key_exec_assign/) to learn how to assign the different elements to the executors.   Executors exist in two variations. One is called “Fader Executor”, the other is “Button Executor”.  The difference is in the hardware associated with the executor. A Fader Executor has a physical fader and three associated keys with the same number. A Button Executor only has one physical key and a virtual fader.   The executors are grouped in blocks of 5 executors. Three blocks of 5 is a section with 15 executors. A grandMA2 full size has 30 Fader Executors (numbered 1 through 30) and 30 Button Executors (numbered 101 through 130). There are also 20 X-Keys, they can also function as Button Executors (numbered X1 through X20). A grandMA2 light has 15 Fader Executors (numbered 1 through 15) and 15 Button Executors (numbered 101 through 115). There are also 20 X-Keys, they can also function as Button Executors (numbered X1 through X20). A grandMA2 ultra light has 15 Fader Executors (numbered 1 through 15) and 15 Button Executors (numbered 101 through 115). There are also 10 X-Keys, they can also function as Button Executors (numbered X1 through X10). The X-keys can be changed to Executors by pressing the List key.   If there is a screen above your executors on your console, then the bottom part of the screen will show the [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/). This functions as labeling and information about what is assigned to the executors. The different Mini Executor Bars are described in the relevant topics - depending on the function assigned to the executor.     The Executors can also be represented virtually on the screens - please read about this in the [Executors on the Screens topic](/grandma2/key_exec_on_screen/). *** ## Select Executor [Section titled “Select Executor”](#select-executor) There is always at least one selected executor. It is the executor with a green background at the top of the executor representation in the Mini Executor Bar. ![](/img/grandma2/img_mini-executor_sequence_v3_3-3257a8.png) *Selected Executor number 1* In the image above the left executor is the selected executor. The selected executor is used by the Master Section and the two 100mm faders - see more in the [Master section topic](/grandma2/key_widget_master_section/). The selected executor is also often used in sheets. It is possible to select more than one executor, but the first one selected is a little bit more selected then the others - it is the one displayed in sheets and in the Master Section. The three big   Go+  ,   Go-   and  Pause  keys executes the commands on all selected executors. Commands not sent to a specific executor is executed on all the selected executors. For instance Store Cue 21 will store the cue on all selected executors. Selecting multiple executors can be done by keeping the Select key pressed while pressing executor keys. It is also possible using the command line. For instance Select Exec 1 + 2 Please will select both executor 1 and 2. *** ## Executor Encoder Toolbar [Section titled “Executor Encoder Toolbar”](#executor-encodertoolbar) If the executor have a sequence assigned then the Encoder Toolbar might change to look like this: ![](/img/grandma2/img_encoder-toolbar_executor_v3_3-3031b2.png) *Encoder Toolbar - Executor* This toolbar appears if you have opened the sequence editor and closes the editor. The top row have some buttons and information. Starting from the left there is an information “button” that shows the executor number, the sequence number and name. It is not actually a button. Next to this is a button that enters or exits the Sequence Editor - This will also change the Encoder Toolbar. Next are six buttons that can be used to control the sequence playback - please read more about these controls in the [Playing back Cues topic](/grandma2/key_cs_playback/).  The bottom encoder row gives access to change the: Master, Rate, and Off Time. They are each assigned to one of the four encoders. The **Master** is the same as a Master fader - this control the intensity level. The **Rate** is the same as the Rate master - this manipulates the fade times in the cues. Read about Rate in the [Cue Timings topic](/grandma2/key_cs_cue_timings/#rate_fader). The **OFF Time** is used when the executor is turned off. This can be used to fade out the intensity and keep other attributes (color, position, and so on) until the fade out is complete. The Off time can also be set using a **MFade** fader - read the [Assign a Function topic ](/grandma2/key_exec_assign/)to learn more about assigning a fader function or read more about the MFade in the [Default Masters topic](/grandma2/key_adv_exec_spec_master_default/). # Export and Import > The export and import function is a tool to copy a part of the show file, and use it in another show. This may be an effect, a cue, a preset or something else. ## General Export and Import function [Section titled “General Export and Import function”](#general-export-and-import-function) The export and import function is a tool to copy a part of the show file, and use it in another show. This may be an effect, a cue, a preset or something else. Using the export and import function can be done, either by the **Command Line** or the Graphical User Interface **(GUI)**.  The exported content stores in a .XML file. This is located in an importexport directory on the console, an USB stick in gma2/importexport and on an onPC solution it might be located C:\ProgramData\MA Lighting Technologies\grandMA\gma2\_V\_3.3\importexport. ## Export and import objects [Section titled “Export and import objects”](#export-and-import-objects) Almost all objects from the showfile can be exported and imported. For example: * Effects * Macros * Masks * MAtricks * Gobo bitmaps * User Profiles * Users * Nodes * Views * Channels​ * Pages * Presets * Sequences * Cues * Executors * Groups * Filters * Cameras * Forms * Timecodes * ​Fixtures * Screens To export or import **Macros**, **Effects**, **Masks**, **MAtricks**, **Gobo Bitmaps**, **User Profiles** and **DMX nodes**, it is easier to use the GUI. For more information see the [Export by using user interface](/grandma2/key_ei_export_gui/) and [Import by using user interface](/grandma2/key_ei_import_gui/) topics. To Import an image to the Image Pool, read more in the [Import images and video](/grandma2/key_image_import/) topic.   **Restriction:**\ It is not possible to export or import the show, or a part of the show to any other console format for example other manufactures consoles. To handle a ASCII file, see the [ASCII Show Read](/grandma2/key_backup_menu_ascii_show_read/) topic. **Hint:**\ It is possible to open show files from a dot2 console directly on a grandMA2 console or onPC. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Export by using command line](/grandma2/key_ei_export_commandline/) * [Export by using user interface](/grandma2/key_ei_export_gui/) * [Import by using command line](/grandma2/key_ei_import_commandline/) * [Import by using user interface](/grandma2/key_ei_import_gui/) * [Import predefined objects](/grandma2/key_ei_import_predefined/) # First Steps > This chapter describes how to prepare the console and your PC to use it. This chapter describes how to prepare the console and your PC to use it. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Unpack the device](/grandma2/key_fs_unpack_the_device/) * [Check scope of delivery](/grandma2/key_fs_check_scope_of_delivery/) * [Position the device](/grandma2/key_fs_position_the_device/) * [Connect power](/grandma2/key_fs_connect_power/) * [Connect desk lamps](/grandma2/key_fs_connect_desk_lamps/) * [Connect external screens](/grandma2/key_fs_connect_external_screens/) * [Connect USB mouse and USB keyboad](/grandma2/key_fs_connect_usb_mouse_and_usb_keyboad/) * [Connect DMX](/grandma2/key_fs_connect_dmx/) * [Connect sound](/grandma2/key_fs_connect_sound/) * [Connect SMPTE (LTC)](/grandma2/key_fs_connect_smpte_ltc/) * [Connect Ethernet](/grandma2/key_fs_connect_ethnert/) * [Connect analog remote control](/grandma2/key_fs_connect_analog_remote_control/) * [Connect grandMA2 fader wing](/grandma2/key_fs_connect_grandma2_fader_wing/) * [Setup your PC](/grandma2/key_fs_setup_your_pc/) * [Turn on the console the first time](/grandma2/key_fs_turn_on_the_console_the_first_time/) # Check scope of delivery > The list below shows the scope of delivery. If anything is missing, contact your local distributor. The list below shows the scope of delivery. If anything is missing, contact your local distributor. [grandMA2 full-size](#grandMA2%20full-size) [grandMA2 light](#grandMA2%20light) [grandMA2 ultra-light](#grandMA2%20ultra-light) [grandMA2 fader wing](#grandMA2%20fader%20wing) [MA onPC command wing and MA onPC fader wing](#MA%20onPC%20command%20wing%20and%20MA%20onPC%20fader%20wing) ## []()grandMA2 full-size [Section titled “grandMA2 full-size”](#grandma2-full-size) * Built-in keyboard * 2 x MA LED desk lamp grandMA2 * 1 x Dust cover grandMA2 full-size * 1 x Quick Start Manual ## []()grandMA2 light [Section titled “grandMA2 light”](#grandma2-light) * Built-in keyboard * 2 x MA LED desk lamp grandMA2 * 1x Dust cover grandMA2 light and ultra-light * 1 x Quick Start Manual ## []()grandMA2 ultra-light [Section titled “grandMA2 ultra-light”](#grandma2-ultra-light) * 2 x MA LED desk lamp grandMA2 * 1x Dust cover grandMA2 light and ultra-light * 1 x Quick Start Manual ## []()grandMA2 fader wing [Section titled “grandMA2 fader wing”](#grandma2-fader-wing) * Connecting cable MA-link ## []()MA onPC command wing and MA onPC fader wing [Section titled “MA onPC command wing and MA onPC fader wing”](#ma-onpc-command-wing-and-ma-onpc-fader-wing) * 1 x Dust cover * USB cable 1.9 m * Power Cord 1.9 m IECC plug (lockable) open end * 1 x Quick Start Manual # Connect analog remote control > To use the analog remote control, connect a contact closure switch e.g., a light barrier or a push button. To use the analog remote control, connect a contact closure switch e.g., a light barrier or a push button. Generate a switch that sends between +5 and +15 volts to pin 1 for the console to react to analog input number 1. There are two ways to generate a switch: 1. Take the +5V voltage from pin 21-22.\ -or- 2. Take an external voltage (+5V up to +15V), connect the ground of the external voltage source to the common ground pin of the grandMA2 console or MA onPC command wing. Then connect the switch to one input pin 1-16 with a potential free contact (switcher, buzzer, motion detector, or any other switching device) in between. To configure the remote see [Remote Controlling the System - Remote Input](/grandma2/key_remote_control_input/). **Pin layout for grandMA2 consoles:**  \ The grandMA2 consoles have a 25 pin D-sub, enabling 16 remote inputs:\ Pin 1-16 = input\ Pin 21-22 = + 5V\ Pin 25 = common ground **Pin layout for MA onPC command wings:**\ The MA onPC command wing has a 15 pin D-sub, enabling 12 remote inputs:\ Pin 1-6 = input channels 1,3,5,7,9,11\ Pin 9-14 = input channels 2,4,6,8,10,12\ Pin 7 = + 5V\ Pin 8 = common ground\ Pin 15 = not used * Connect a D-sub plug to the DC remote control connector on the rear panel. The analog remote control is connected to the DC remote control. ![](/img/grandma2/img_grandma2_remotecontrol_connector_3_2-6d284a.png) *grandMA2 full-size DC remote control connector*   ![](/img/grandma2/img_commandwing_remotecontrol_connector_3_2-b93918.png) *MA onPC command wing DC remote control connector* # Connect desk lamps > The console comes with two MA LED desk lamps. The console comes with two MA LED desk lamps. * Connect the 4 pin XLR connector to the desk lamp connectors on the rear panel. The desk lamps are connected. ![](/img/grandma2/img_grandma2_desklampconnector_3_2-c887b3.png) *grandMA2 full-size desk lamp connectors*   To adjust the intensity of the desk lamp see [adjust desk lights](/grandma2/key_window_desklights/). # Connect DMX > You can connect DMX IN and DMX OUT on the console. You can connect DMX IN and DMX OUT on the console. The console has six DMX OUT ports (A - F) and one DMX IN port. You can configure the DMX ports in the network configuration.  For more information see [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/).  ![](/img/grandma2/img_grandma2_dmx_connector_3_2-0b2d6d.png) *DMX IN*   1. Connect one end of a 5 pin XLR DMX cable to one of the DMX connectors. 2. Connect the other end to a suitable DMX device. The console is connected to a DMX device. # Connect Ethernet > The grandMA2 console has two Ethernet ports on its rear panel. The grandMA2 console has two Ethernet ports on its rear panel. ![](/img/grandma2/img_grandma2-ethernet-connector_v3-2-ea08ab.png) *Location Ethernet ports*   ## Ethernet Port 1 [Section titled “Ethernet Port 1”](#ethernet-port-1) **Information:**\ The Ethernet port 1 is called eth0 in the grandMA2 software. **Information:**\ The Ethernet port 1 can be used for the following network protocols:\ \- MA-Net2\ \- ETC Net2\ \- Pathport\ \- sACN\ \- Shownet\ \- Kinet1\ \- CITP\ \- PSN **Requirement:**\ STP (shielded twisted pair) cable with RJ45 connector, min. Cat 5e. To connect Ethernet port 1: 1. Connect one end of an Ethernet cable to the **Ethernet 1** port. 2. Connect the other end to a suitable switch. 3. Connect other grandMA2 equipment to the switch and turn on the power on the switch. Ethernet is connected to port 1. ## Ethernet Port 2 [Section titled “Ethernet Port 2”](#ethernet-port-2) **Information:**\ The Ethernet port 2 is called eth1 in the grandMA2 software. **Information:**\ The Ethernet port 2 can be used for the following network protocols:\ \- Art-Net\ \- CITP **Information:**\ The IP address is set by default in a 2.x.x.x range. An IP address is required in a 2.x.x.x or 10.x.x.x range for Art-Net. **Requirement:**\ STP (shielded twisted pair) cable with RJ45 connector, min. Cat 5e. To connect Ethernet port 2: 1. Connect one end of a Ethernet cable to the **Ethernet 2** port. 2. Connect the other end to a suitable switch. 3. Connect other grandMA2 equipment to the switch and turn on the power on the switch. Ethernet is connected to port 2. # Connect external screens > You can connect up to two external screens or touch screens on a console – right and left. You can connect up to two external screens or touch screens on a console – right and left. **Information:**\ We recommend ELO touch screens with the following specifications:\ \- Certification: Microsoft WIN8 compliant\ \- Connectivity: A USB interface\ \- Video Interface: VGA or DVI or HDMI\ \- Resolution: Monitors are to have a minimum resolution of 1024x768. **Requirement:** * Console is turned off * DVI cable **Information:**\ If the external screen has a VGA connector, a DVI adapter is necessary for VGA. ![](/img/grandma2/img_grandma2_dviconnector_3_2-ec036e.png) *DVI connectors for external screens*   1. Connect the DVI cable for the right external screen with the **Right DVI-I connector**. 2. Place the external screen on the right, above the internal screen 2.\ The screen number for the external screen on the right is 5. 3. Connect the DVI cable for the left external screen with the **Left DVI-I connector**. 4. Place the external screen on the left, beside the external screen on the right.\ The screen number for the external screen on the left is 6. 5. Connect power to the external screens. The external screens are connected. For more information see [change screen options](/grandma2/key_window_screenoptions/). # Connect grandMA2 fader wing > To extend the console by 15 motorized faders and 15 executor buttons, connect a grandMA2 fader wing. To extend the console by 15 motorized faders and 15 executor buttons, connect a grandMA2 fader wing. **Hint:**\ You can connect up to four grandMA2 fader wings to one grandMA2 console. 1. Connect one end of a 15 pin D-Sub cable to the MA-LINK connector on the rear panel. 2. Connect the other end to the grandMA2 fader wing. The grandMA2 fader wing is connected to the console. ![](/img/grandma2/img_grandma2_malink_connector_3_2-c4957a.png) *grandMA2 full-size MA-LINK connector*   To configure the wings see [wing & monitor setup](/grandma2/key_window_faderwing_commandwing_setup/). # Connect power > Warning: **Warning:**\ If only the powerCon connector is provided, you need to attach a suitable cable to the connector.\ To attach a suitable cable to the powerCon connector, contact your local dealer. 1. Insert the blue powerCon connector in the powerCon plug and twist it to lock 90 degrees clockwise. 2. Connect the other end of the cable to a suitable power source. The console is connected to power. ![](/img/grandma2/img_grandma2_powerconnector_3_2-b63495.png) *grandMA2 full-size power connector* # Connect SMPTE (LTC) > To synchronize the console with an SMPTE timecode source, connect an SMPTE source to the console. To synchronize the console with an SMPTE timecode source, connect an SMPTE source to the console. **Information:**\ The supported time formats are:\ \- 24 fps (frames per second)\ \- 25 fps\ \- 30 fps\ If you send 29.97 or 30 drop frame, it will be interpreted as 30 fps. **Information:**\ The signal strength should be a minimum of 200 millivolts.\ Pin 1: Ground\ Pin 2: - (minus)\ Pin 3: + (plus) *  Connect the SMPTE source to the LTC IN connector on the rear panel. The SMPTE source is connected to the LTC IN connector. ![](/img/grandma2/img_grandma2_ltcin_connector_3_2-d310f2.png) *grandMA2 full-size LTC IN connector* # Connect sound > To use a sound trigger, BPM or sound as an effect form, connect a sound source to the console. To use a sound trigger, BPM or sound as an effect form, connect a sound source to the console. **Information:**\ The signal strength should be a minimum of 20 millivolts.\ Pin 1: Ground\ Pin 2 and Pin 3: Balanced Input * Connect the 3 pin XLR sound source cable to the Audio IN connector on the rear panel. The sound source is connected to the Audio IN connector. ![](/img/grandma2/img_grandma2_audioin_connector_3_2-70c1fd.png) *grandMA2 full-size Audio IN connector*   For more information see [adjust sound input](/grandma2/key_ost_sound_input_window/) and [create effect form](/grandma2/key_effects_create_forms/). # Connect USB mouse and USB keyboad > You can connect an external USB mouse and / or an external USB keyboard to the console. You can connect an external USB mouse and / or an external USB keyboard to the console. There are 5 USB connectors on the console. Two on the front panel, two on the rear panel and one in the drawer of a grandMA2 light and grandMA2 full-size. The console supports keyboards with US key layout. **Information:**\ It is recommended to use a wired keyboard.\ If you use a wireless keyboard, a proper function is not guaranteed. * Connect the USB connector of the USB mouse / or USB keyboard to one of the USB plugs on the front or rear panel of the console. The USB mouse and / or USB keyboard is connected to the console. ![](/img/grandma2/img_grandma2_usb_front_connector_3_2-6fd578.png) *grandMA2 full-size USB connector front panel*     ![](/img/grandma2/img_grandma2_usb_rear_connector_3_2-e07a83.png) *grandMA2 full-size USB connector rear panel* # Position the device > Follow the instructions below: Follow the instructions below: * Do not place the device in humid rooms. * Place the device onto a stable, flat and dry area. * Do not cover the ventilation holes. * Do not place the device directly into the sun. * Keep a minimum distance of 15 cm ( 5.91 inches) between multi-touch screen surface and radio intercom systems. If you go below the minimum distance, this may lead to unexpected behaviors such as unwanted multi-touch actions or mouse movements. # Setup your PC > To run grandMA2 onPC with the best result, we recommend to adjust the following settings on your PC. To run grandMA2 onPC with the best result, we recommend to adjust the following settings on your PC. *** ## Turn on High Performance Power Plan [Section titled “Turn on High Performance Power Plan”](#turn-on-high-performance-power-plan) To turn on the high performance power plan: * Click the **Start** button ![](/img/grandma2/icons_start-button_v3-2-b373f1.png), and then click **Control Panel**. In the search box, type power options, and then click **Power Options**. Under Select a power plan, click **Show additional plans**, and then click **High performance**. The high performance power plan is turned on. *** ## Optimize High Performance Power Options [Section titled “Optimize High Performance Power Options”](#optimize-high-performance-power-options) Turn off everything what can interrupt the grandMA2 onPC. To optimize the power options: 1. Click **Change plan settings**, and then **Change advance power settings**. 2. Choose for turn off the hard disk, **Never**. 3. Choose for USB selective suspend setting, **Disabled**. 4. **Click Save changes**. The power options are optimized. *** ## Choose Windows® Design Classic [Section titled “Choose Windows® Design Classic”](#choose-windows-design-classic) To conserve the graphic card resources, select the Windows® Classic design. * Click the **Start** button ![](/img/grandma2/icons_start-button_v3-2-b373f1.png), and then click **Control Panel**. In the search box, type personalization, and then click **Personalization**. Under Basic and High Contrast Themes, click **Windows® Classic.** The Windows Classic design is selected. *** ## Disable the Screen Saver [Section titled “Disable the Screen Saver”](#disable-the-screen-saver) To conserve the graphic card resources, disable the screen saver. * Click the **Start** button ![](/img/grandma2/icons_start-button_v3-2-b373f1.png), and then click **Control Panel**. In the search box, type personalization, and then click **Personalization**. Click **Screen Saver**, and select in the drop down **None**. The screen saver is disabled. *** ## Optimize System Settings [Section titled “Optimize System Settings”](#optimize-system-settings) To optimize the system settings: 1. Click the **Start** button ![](/img/grandma2/icons_start-button_v3-2-b373f1.png), and then click **Control Panel**. In the search box, type system, and then click **System**. Click **Advanced system settings,** and select the tab **Advanced**, click under Performance, **Settings…** . 2. Select tab **Advanced** and click **Background service**. 3. For low performance graphic cards only:\ Select tab **Visual Effects** and change the performance options to **best performance**.\ Click **Adjust for best performance**. The system settings are optimized. *** ## Assign grandMA2 onPC to the High Performance Graphic Card [Section titled “Assign grandMA2 onPC to the High Performance Graphic Card”](#assign-grandma2-onpc-to-the-high-performance-graphic-card) **Information:**\ Only if the PC has a on-board graphic card and an additional High Performance Graphic card. To assign the grandMA2 onPC software to the high performance graphic card: * Open the Control Panel of the high performance graphic card. For more information, see the manual of the high performance graphic card. The grandMA2 onPC software is assigned to the high performance graphic card. *** ## Select dedicated AMD Graphic Card [Section titled “Select dedicated AMD Graphic Card”](#select-dedicated-amd-graphic-card) **Information:**\ Only if you have an integrated Intel HD graphic card and a dedicated AMD graphic card in your computer, it is necessary to select the dedicated AMD graphic card manually. To select the dedicated AMD graphic card: 1. Right mouse click on desktop and select **Catalyst Graphics Properties**. 2. Click under Power at **Switchable Graphics Application Settings.** 3. Click at **All Applications**. 4. Search for grandMA2 onPC and select in the drop down menu under Graphic Settings **High Performance.** 5. Click **Apply.** grandMA2 onPC is using the dedicated AMD graphic card. # Turn on the console the first time > Requirement:he console is placed on a stable surface and is connected to power. **Requirement:** The console is placed on a stable surface and is connected to power. 1. Switch on the power switch on the console´s rear panel. 2. Press the power button on the console´s front panel. The console starts to boot and the pop-up **Confirm End User License Agreement** opens.  ![](/img/grandma2/popup_turn-on-the-console_eula_v3-3-fe5ae9.png) *Pop-up end user license agreement*   To activate the button **I agree** in the upper right corner of the pop-up, scroll all the way down.  **Important:**\ The MA Software package provides the capability to use additional proprietary third-party software, which allows the usage of diverse media content. This is subject to license terms and to responsibility of fulfillment of license terms including proper licensing. If you decide to install the MA Software package along with the third-party software, check the box in the lower right corner. The MA Software package without the third-party software still allows the usage of non-proprietary media software (VP8, VP9).   ![](/img/grandma2/popup_turn-on-the-console-confirm_eula_v3-3-422e05.png) *Confirm end user license agreement* **Note:**\ If you should subsequently decide to use third-party software, you can do so by checking the box in **Setup**:\ Press Setup, then tap Console – Software Update – End User License Agreement. Eventually, check the box in the lower right corner of the pop-up.    **Important:**\ Note that you cannot check the box while the session is running. The console has to be in the standalone mode.    Now open the gma2\_start\_show\.show\.gz by pressing Backup and then tapping Demoshows – Load Show.  Select the show, tap Check All and then Load Show. To close the backup menu, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the menu.  ![](/img/grandma2/img_screen1_start_show_3_2-a03f45.png) *grandMA2 start show on screen 1* # Unpack the device > Information: * Unpack the device. Remove all packing material, strips and protection films. * Keep the packing material for transport. **Information:**\ The device was tested for proper function at the factory. # Glossary > Art-Net: ## A [Section titled “A”](#a) **Art-Net:**\ Art-Net 3 Ethernet communication standard. A protocol for transmitting the lighting control protocol DMX 512-A via the User Datagram Protocol of the Internet Protocol suite. For information on how to use Art-Net see [Network Protocols](/grandma2/key_network_dmx_protocols/). For information on how to assign Art-Net Presets on ports for the MA Network Switch see [Control the MA Network Switch - Edit Presets](/grandma2/key_control_ma_switch_presets/). **Attributes:**\ Controllable function of a fixture, e.g., pan or gobo wheel3. **Auto Fixed:**\ If you change the page, all executors which are on will automatically be fixed.  ## B [Section titled “B”](#b) **Blind:**\ Create values without DMX output. For more information see [Blind Key](/grandma2/key_key_blind/) and [Blind Command](/grandma2/key_keyword_blind/). **B.O.** (black out):\ Brings dimmer values to zero. For more information see [B.O. Key](/grandma2/key_key_blackout/). **BPM** (beats per minute):\ Speed of chasers or effects is counted in beats per minute. ## C [Section titled “C”](#c) **Channel:**\ For more information see [Channel Sheet](/grandma2/key_of_channel_sheet/). **Channel Sets:**\ Predefined values within the fixture type for fast access. **Chaser:**\ A chaser is an executor mode that runs randomly, in a loop or bounces in the cue list. For more information see [Chasers](/grandma2/key_chaser/).  **Cmd** (Command):\ Instructions you enter into the console. **Command Section:**\ Area on the right of the console used to enter commands into the command line using keys. For more information see [Command section](/grandma2/key_ws_command_section/).  **Command Line:**\ The command line is located at the bottom of screen 1 and screen 2. It is used to enter commands into the console. For more information see [Workspace - User Interface - Command Line](/grandma2/key_widget_command_line/). **Constant bit rate (CBR):**\ Constant bit rate defines the bit rate images are encoded with. The data stream is constant. This means that every image has the same size. Constant bit rate is used in [bitmap fixtures](/grandma2/key_bitmapfixture/). **Control:**\ Control attributes are, for example lamp control, fixture global and scan rate. **Cue:**\ Cues contain values that were stored. For more information see [What are cues and sequences](/grandma2/key_cs_what_are/).  **Cue List:**\ List containing more than one cue and which is stored on an executor. ## D [Section titled “D”](#d) **DHCP** (Dynamic Host Control Protocol):\ Is a standardized network protocol used on Internet Protocol (IP) networks for dynamically distributing network configuration parameters, such as IP addresses for interfaces and services. With DHCP, computers request IP addresses and networking parameters automatically from a DHCP server, reducing the need for a network administrator or a user to configure these settings manually. To enable or disable DHCP for the MA Network Switch see [Control the MA Network Switch - Enable DHCP client](/grandma2/key_control_ma_switch_dhcp/). **Dimmer Wheel:**\ The wheel located rightmost on the console. It is always assigned to the dimmer attributes of the selected fixtures. **DMX** (digital multiplex, DMX 512):\ Communication protocol that connect light consoles with fixture types. **DMX address:**\ Is the start address which you have on the fixture and in console. **[]()DMX channel:**\ Each attribute of a fixture needs one (8bit) or two (16bit) DMX channels. 512 DMX channels are one DMX universe. **DMX footprint:**\ Is an indicator for how many DMX channels the fixture type needs. **[]()DMX universe:**\ One DMX universe contains 512 DMX channels. You can connect one universe to one XLR connector. **DVI-D** (digital visual interface - digital):\ Connection for external screen. For more information see [Device Overview](/grandma2/key_device_overview/). ## E [Section titled “E”](#e) **Effect:**\ Manipulates and creates looping changes of values from attributes. **Encoder:**\ The five round rotary knobs below screen 1, to control values of attributes or scroll on the screen. For more information see [Device Overview](/grandma2/key_device_overview/). **Ethernet:**\ Is a local network with bus topology, what allows multiply devices access at the same time. It is used for communication between light consoles. The grandMA2 consoles have two Ethernet connectors. For more information see [Device Overview](/grandma2/key_device_overview/). **Executor:**\ Button and fader executor on the console and executor in the virtual playbacks. You store cues on an executor. For more information see [What are executors](/grandma2/key_exec_what_are/).  **Executor Button:**\ Physical key on the console to execute cues. **Executor Fader:**\ Physical fader on the console to execute cues. **Executor Time Master:**\ Overrides cue fade and on/off times and sets the cue delay to zero. ## F [Section titled “F”](#f) **Fade time:**\ Time for changing from one value to another value. **Fader Wing:**\ Is an extension for the console with additional faders and executor Buttons. **Feature:**\ Group of attributes. **Fixture ID:**\ Unique identifier for each fixture. Set the fixture ID in the [Patch & Fixture Schedule](/grandma2/key_patch_add_fixtures/).  **Fixture Library:**\ Library with all common fixture types to import fixture types into the show file. **Fixture Type:**\ Every device you can control from the console. In the fixture type is the assignment of the attributes to the DMX channels. **Flip:**\ Flip is a function to change the pan and tilt combination and point your fixture in the same direction. Refer to, Position Preset Type View. **Frame** (fps = frames per second):\ Is a picture frequency. The default setting is 30 fps. From this follows that 1 frame is equivalent to 0.03 seconds. ## G [Section titled “G”](#g) **Grand master:**\ Fader rightmost at the console to reduce all dimmer values. For more information see [Device Overview](/grandma2/key_device_overview/). Groups relating to the Groups Pool: **[]()Groups** relating to the MA Network Switch:\ A logical segment of network users and resources grouped by function, team, or application. This segmentation is without regard to the physical location of the users and resources. Also known as VLAN. To edit groups see [Control the MA Network Switch - Edit Groups](/grandma2/key_control_ma_switch_groups/). ## H [Section titled “H”](#h) **Hue:**\ The color of a color notation in an angle between 0 and 360 degrees. ## I [Section titled “I”](#i) **IGMP** (Internet Group Management Protocol):\ A protocol that manages how adapters and other components join and leave multicast groups. IGMP snooping is a feature of IGMP that allows Ethernet switches to look (snoop) inside packets to determine which destinations really need to receive the data. To edit IGMP settings for the MA Network Switch see [Control the MA Network Switch - Edit Groups](/grandma2/key_control_ma_switch_groups/). **Instances:**\ Single controls of the fixture types, e.g. one pixel of a LED panel. **Iris:**\ An aperture that controls the beam size of a fixture. ## L [Section titled “L”](#l) **LLDP** (Link Layer Discovery Protocol):\ Used by network devices for advertising their identity, capabilities, and neighbors on an IEEE 802 local area network. LLDP will be disabled or enabled along with RSTP. To enable or disable RSTP see [Control the MA Network Switch - Configure Ports](/grandma2/key_control_ma_switch_ports/). **Lua:**\ Is a multi-paradigm programing language primarily designed for embedded systems and clients.  ## M [Section titled “M”](#m) **Macro:**\ Prerecorded command combinations. **MA-Net2**:\ Integral part of the MA System architecture. All MA series 2 devices are connected via the MA-Net2 as if they were one device. All of these components contain all system data that is needed to control the processes and to synchronize the outputs in real-time. To use MA-Net2 see [Network Protocols](/grandma2/key_network_dmx_protocols/). To assign MA-Net2 Presets on ports for the MA Network Switch see [Control the MA Network Switch - Edit Presets](/grandma2/key_control_ma_switch_presets/). **Master Rate:**\ The master rate multiplies all timings by a factor.\ The factors from the master rate goes from Stop (= no further output) via 1:1 (=stored timings) up to 256 (=multiplies the timing by 256).\ The master rate is a dynamic fader that means, if that fader has the position of 50 % the rate fader has the factor 1:1. From 1:1 the fader goes dynamic up to 256 that equates a fader position from 100 %. It is the same from 1:1 down to Stop. **Master Speed:**\ Controls the speed of effects and the playback speed of chasers. **Mbps** (Megabit per second):\ Unit of data transfer rate. The data transfer rate of the etherCON ports is 10/100/1000 Mbps. **MIDI** (musical instrument digital interface):\ A standard to exchange control signals with the console. **MSC** (MIDI Show Control):\ MSC sends the executor functions via MIDI signal to another device, e.g. another console or a MIDI sequencer. ## N [Section titled “N”](#n) **Natural Values:**\ The dot2 displays all raw channel views in natural values with one decimal place.\ Usually the range is from 0 to 100 and equates the DMX values from 0 to 255.\ Exception: The range from pan is -270 to 270 and from tilt is -125 to 155. ## O [Section titled “O”](#o) **Out Delay**:\ Wait time for dimmer values going to a lower intensity level. ## P [Section titled “P”](#p) **Pan:**\ Horizontal movement axis of an fixture. **Presets:**\ There are nine preset types to control from the console. Refer to, Preset Pool View and Preset Type Bar. **Priority:**\ Some values have a higher priority than others. In other words, they will not be overwritten by those with a lower priority. The programmer, for instance, has a higher priority than an executor.  **Programmer:**\ Is a container with the current selection of fixtures and values of manual adjusted attributes. Programmer values are red values. For more information about the colors see [Workspace – Colors](/grandma2/key_ws_colors/). **Program Time Master:**\ The program time master controls the fade times of all program values and effects between the 0 and 10 seconds. Adjust time in **Setup – User – Settings – Max. Program Time**. \ This affects both, the adding of new values into the programmer, and the removing of values from the programmer with the Clear key.\ The program time master can be a fader. Refer to, Empty Executor Window. ## R [Section titled “R”](#r) **RDM** (= Remote Device Management Protocol):\ Permits intelligent bidirectional communication between devices from multiple manufacturers using a modified DMX512 data link. RDM is an EF 1.0 implementation of ANSI E1.11 (DMX512-A). To use RDM see [RDM](/grandma2/key_rdm/). **Rpm** (revolutions per minute):\ Rotation speed of a gobo wheel in the unit revolutions per minute. **RSTP** (Rapid Spanning Tree Protocol):\ Provides significantly faster spanning tree convergence after a topology change, introducing new convergence behaviors and bridge port roles to do this. To enable or disable RSTP for a port see [Control the MA Network Switch - Configure Ports](/grandma2/key_control_ma_switch_ports/). ## S [Section titled “S”](#s) **sACN** (streaming Architecture for Control Networks)\ ANSI E1.31-2009. A protocol to transport DMX512 data over IP networks. To use [sACN see Network Protocols](/grandma2/key_network_dmx_protocols/). **Shutter:**\ Fast open and close of the light output of a fixture type. **SMPTE** (society of motion picture and television engineers):\ Is a timecode to synchronize different devices from different manufacturers in the audio and video technology. **Snap:**\ A lot of fixture types with gobo and color wheels have snap channels.\ That means those attributes will be directly executed disregarding the cue fade time. **Snap Percent:**\ Is a setting after how much percent of the fade time the attribute will be executed.\ The default value for snap channels is 0 %. **Spanning Tree**:\ Used with network topologies that provide more than one physical path between two devices, spanning tree protocol manages path redundancies while preventing undesirable loops in the network. If a fault should occur on an active port, the switch will begin transmitting out one of the blocked ports. **Special Master:**\ Is an executor with a special function, e.g. Program Time Master or Master Rate. **Speed Master:**\ See Master Speed.  **Strobe:**\ Repeating fast open and close of the light output of a fixture. ## T [Section titled “T”](#t) **Tilt:**\ Vertical movement axis of an fixture. **Trig** (Trigger):\ Call of a cue. **Trunk**:\ This is the name given to the interconnection links between switches in a network. The Trunk links are meant to forward the groups based packets. In most case, the Trunk links will be the redundant links. To assign a port the Trunk group see [Control the MA Network Switch - Configure Ports](/grandma2/key_control_ma_switch_ports/). ## U [Section titled “U”](#u) **UID** (= Unique Identifier):\ All RDM devices have a unique identifier (UID) that consists of a manufacturer ID and serial number. The UID can be used as an option for several RDM keywords. To get a list of all available RDM keywords, see [specific RDM keywords](/grandma2/key_rdm_keywords/). **Universe:**\ See [DMX Universe](#DMX%20universe). ## V [Section titled “V”](#v) **VLAN** (Virtual local-area network):\ For more information see [Groups](#Groups%20relating%20to%20the%20MA%20Network%20Switch) relating to the MA Network Switch. ## W [Section titled “W”](#w) **Web remote:**\ Grants remote access to the grandMA2 console via a web browser. ## X [Section titled “X”](#x) **XFade**:\ Is the right fader next to the Master Fader. With the XFade you fade manual from one cue to the next cue. **XLR A-D:**\ Four pin connector for DMX signal at the back of the console. For more information see [Technical Data](/grandma2/key_technical_data/). # Groups > Groups are collections of fixtures used for fast selection. Groups are collections of fixtures used for fast selection. Combinations of fixtures that you often use can be stored as Groups so you don’t have to manually select them every time you use them. Groups are merely shortcuts for selecting fixtures: Group 5 At 50 , Store Cue 3 will set the\_ fixtures \_in Group 5 to 50%, not Group 5 to 50, so any later changes to Group 5 will not be reflected in Cue 3. **Important:**\ Groups remember the \_order \_of the selection. Fixture 1 + 2 is not the same as Fixture 2 + 1. The order of a selection is important when applying effects and value-ranges, which will be distributed along the selection. ## Group Pool Window [Section titled “Group Pool Window”](#group-pool-window) Your groups are displayed in the Group pool Window. ![](/img/grandma2/window_group-pool_v3-2-1ce58a.png) *Group pool - Pool style* There are different colored horizontal bars in the middle of each group pool button. Some colors can be changed by you, others are fixed. Each Group pool button can also have an individual frame color. There might be an information “i” on the group. This is visible if there’s any information attached to the group.   The Group pool can also be displayed in a Sheet style. The then above groups would look like this: ![](/img/grandma2/window_group-pool_sheet-style_v3-2-26ba7c.png) *Group pool - Sheet style* Read below about the Group pool options to learn how to change the pool style. In the sheet style you can see all the same things as in the pool style. Plus you can read any information that are written on a group. In the title bar you can choose if you want the group sheet to display or hide empty groups. All columns can be sorted in ascending or descending order by pressing the Edit key and then the column title or if you have a mouse or trackball you can right click the column title. ## Group pool options [Section titled “Group pool options”](#group-pool-options) In the options you can set colors for corresponding options. For more information see [change specific group colors](/grandma2/key_groups_change_specific_group_colors/). For more information on general pool options see [adjust pool options](/grandma2/key_pools_options/). The following pages tells you how to [Create and name Groups](/grandma2/key_groups_create_groups/). How to [Auto Create Groups](/grandma2/key_groups_auto_create/). A little bit about [using the Groups in your programming](/grandma2/key_groups_using/). How to [Delete, Copy and Move Groups](/grandma2/key_groups_choose_copy_method/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create groups](/grandma2/key_groups_create_groups/) * [Auto create groups](/grandma2/key_groups_auto_create/) * [Using groups when programming](/grandma2/key_groups_using/) * [Choose copy method](/grandma2/key_groups_choose_copy_method/) * [Change specific group colors](/grandma2/key_groups_change_specific_group_colors/) * [Group masters](/grandma2/key_groups_master/) # Auto create groups > You can auto create groups. You can auto create groups. You do this by using the Auto Create menu. You will find this in the Setup -> Show -> Auto Create.  This menu is separated into different tabs. One is called “Group” and it could look like this: ![](/img/grandma2/popup_auto-create_group_v3-2-a49777.png) *Auto Create menu - Group*   There are two different sections of this window. The left one can displays the Fixture Types or the Layers (depending on your settings - read below). The right one displays the single fixtures of the selection in the left section. On the far right side there is a small green input box where you can manually select the group number where the first created group should begin. Everything that has a blue background is selected. Multiple selection is possible using the Ctrl key on the keyboard.   The bottom part of the menu have different buttons: **Choose:** This button has two different modes: **Layer** and **Fixture Type**. It chooses what the left section displays. **Always ask for Name:** When this is On (yellow text and background), you will get a name pop-up for each selected Layer or Fixture Type when you create “All” groups. **Create All:** This will create “All” groups for each of the selected Fixture Types or Layers. **Create Single:** This will create single groups for every one of the selected fixtures. **Overwrite:** This will allow for auto create groups to overwrite existing groups. If this is off, and there is a conflict, the console will present you with a Auto Create Conflict pop-up (read more about this below). **Use:** This button has two modes. When it is **Earliest** the console will use the first free pool button. When it is **Latest** the console will use the first pool button after the last one used.   ## Work flow when auto creating groups [Section titled “Work flow when auto creating groups”](#work-flow-when-auto-creating-groups) So the work flow is that you select the separation order in the left section using the Choose button. ### All groups [Section titled “All groups”](#all-groups) If you want to create “All” groups then you need to select the Fixture Types or Layers.  Then select the first group number. Either by typing the number in the green input box or by the Use button. Now you need to select if you want to name each group manually (activating the Always ask for Name button) and if you want to overwrite existing groups (using the Overwrite button). Last thing is to tap the Create All button. ### Single groups [Section titled “Single groups”](#single-groups) If you want to create “Single” groups then you need to select the Fixture Types or Layers and then the one of the sections in the left side. You can then select the fixture you want in the right side. You can use a lasso function to select several fixtures or you can hold the Ctrl key and select or de-select fixtures in the list. Then select the first group number. Either by typing the number in the green input box or by the Use button. Now you need to select if you want to name each group manually (activating the Always ask for Name button) and if you want to overwrite existing groups (using the Overwrite button). Last thing is to tap the Create Single button. ## []()Auto Create Conflict pop-up [Section titled “Auto Create Conflict pop-up”](#auto-create-conflict-pop-up) If “Overwrite” is not active and there is a conflict, then you will get a pop-up like this: ![](/img/grandma2/popup_auto-create-conflict_v3-2-148989.png) *Auto Create Conflict pop-up*   This pop-up has four options: **Overwrite:** This will delete the current content in the group (world, preset, or channel page) and store the new selection instead. **Merge:** This will add the new content to the current content (group, world, preset, or channel page). The new content will be added after the existing content. For example if you have a group with fixture 1, 3 and 5 and you merge in fixtures 2, 4 and 6. Then your group will have fixtures 1 to 6, but the selection order will be 1,3,5,2,4,6. **Skip to next Empty:** This will store the new content (group, world, preset, or channel page) at the first empty position. **Skip to latest Empty:** This will store the content at the pool object after the currently last used pool object. For example if the highest group number you have is 11 then it will create group 12. # Change specific group colors > The following describes how to set colors in All in Order and All out of Order in Group Options. The following describes how to set colors in All in Order and All out of Order in Group Options.  * All in Order shows that the fixtures are selected in the same order they were initially stored in the corresponding group.  * All Out of Order shows that the fixtures are selected in a different order they were initially stored in the corresponding group.  To change the group colors in All in Order and All Out of Order: 1. Open the\*\* \*\*pool Groups.\ \- Tap on an empty space on the screen. Create Basic Window opens.\ \- Tap Pools, then tap Groups.  2. Tap the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the Group Pool Window. \ Group Options opens. \ \ ![](/img/grandma2/window_group-pool_options_v3-2-3af5e0.png)\ *Group Options*\   3. Tap All In Order and then choose a color from the **color table** or the **color circle.** \ \- The color you have chosen is displayed as a line within the pool object right above the font of the pool object. 4. Tap All Out of Order and then choose a color from the **color table** or the **color circle.**\ \- The color you have chosen is displayed as a line within the pool object right above the font of the pool object. Let´s say we have selected the color green in All in Order and the color yellow in All Out of Order.  This is what it would look like: ![](/img/grandma2/window_group-pool_all-in-order_all-out-of-order_v3-2-56a618.png) *Group colors*   For more information on how to reset and adjust colors, change the pool into sheet style and/or how to use the **Hue**, \*\*Saturation \*\*and the \*\*Brightness \*\*slider see [Adjust pool options](/grandma2/key_pools_options/).  **Important:**\ Some fixtures may have a red line within the pool object right above the font of the pool object. This red line is automatically generated when all fixtures or a part of fixtures are not available due to storing onto another [world](/grandma2/key_keyword_world/).   The pool options are now adjusted to your needs and are saved in your user profile.  **Hint:**\*\*\*\*\ You can also use the [Appearance keyword](/grandma2/key_keyword_appearance/) to change the color of one or more pool objects. # Choose copy method > Requirements: **Requirements:** * Copy a group object in the group pool * Target group object has to be occupied For more information how to copy pool objects see [Manage pool objects](/grandma2/key_pools_manage/). When you copy a group to a location where there’s already a group then a pop-up opens. This pop-up shows three options: **Overwrite -** This will delete the current content in the group at the location and add the new content. It’ won’t change the group name. **Merge** - Adds new fixtures to the existing fixtures in the group. The order of the selected fixtures depends on which fixtures you selected first, e.g., the new fixtures are attached to the existing fixtures in their selection order. It won’t change the group name. **Cancel -** This will cancel the copy operation. You can also cancel copy by closing the pop-up by tapping the X in the upper right corner. # Create groups > Groups contain a selection of fixtures and the selection order of the fixtures. Groups contain a selection of fixtures and the selection order of the fixtures. To create groups you’ll need to select some fixtures first. ## Create group using Group pool (GUI) [Section titled “Create group using Group pool (GUI)”](#create-group-using-group-pool-gui) When you have a selection of fixtures, then you can store it as a group. For more information on how to store group objects see [Manage pool objects](/grandma2/key_pools_manage/).  ## Store a group on an existing group [Section titled “Store a group on an existing group”](#store-a-group-on-an-existing-group) If you store a selection of fixtures into an existing group then you are presented with some options. It’s the Choose store Method pop-up: ![](/img/grandma2/popup_choose-store-method_v3-2-1c9df8.png) *Choose store method pop-up* There’s three options here: * Overwrite This will delete the current content in the group and store the new selection instead. * Merge This will add the new fixtures to the current fixtures. The new fixtures are added after the existing fixtures. I.e. if you have a group with fixture 1, 3 and 5 and you merge in fixtures 2, 4 and 6. Then your group will have fixtures 1 to 6 but the selection order will be 1,3,5,2,4,6. * Remove This will remove your currently selected fixtures from the group (should they be there). If you tap the X in the upper right corner of the pop-up then you cancel the store operation. ## Labeling the groups [Section titled “Labeling the groups”](#labeling-the-groups) The grandMA2 will try to give the group a name when you store it. But if your selection is to complex for the console, then it’ll just call it “Group” and then the group number. Immediately after you have stored the group, you can start typing on the keyboard. This will name the group you just stored. If you wish to name the group later then you can use the [Label command](/grandma2/key_keyword_label/). For more information on how to label the groups see [Manage pool objects](/grandma2/key_pools_manage/).  ## Editing groups [Section titled “Editing groups”](#editing-groups) When you are in the edit mode, then you get the group content as selected fixtures in your programmer. You can then change this selection. If you want to save the new selection then you press the Update key and confirm that you want to update the group in the small confirmation pop-up. For more information on how to edit groups see [Manage pool objects](/grandma2/key_pools_manage/). # Group masters > Groups can be assigned to Executors and be used as group masters. Groups can be assigned to Executors and be used as group masters. The idea is that you create the group in the pool and this group can be assigned to an executor with a fader. The fader can then be used to set a limit of the groups dimmer output. There is also a special mode that allows you to use the fader to produce dimmer output. Read about the different modes below. When a fixture is limited then the Fixture/Channel ID and Name gets a lavender background color. It could look like this: ![](/img/grandma2/img_group-master_fixture-sheet-limited-fixtures_v3_2-910087.png) *A Fixture sheet with fixtures limited by a Group Master* The two limiting Group Masters (positive and negative modes) works as relative masters - not maximum masters. This means that if a fixture is told to be at 50% by a cue and is limited by a Group Master by 50%, then the output from the fixture is 25%: 50% of 50%.   ## Assigning a group to an Executor [Section titled “Assigning a group to an Executor”](#assigning-a-group-to-an-executor) There are several ways to assign a group to an executor. ### Using the keys [Section titled “Using the keys”](#using-the-keys) If you want to assign group number 1 at executor 3 on page 2 then you need to press the following keys: Assign Group 1 At Exec 2 . 3 Please ### Using the Screens [Section titled “Using the Screens”](#using-the-screens) When we say using the screens, we cannot just use the touch screens - it a combination of keys and screens. Have a group pool visible. Press the Assign key, then the group in the group pool, and then any of the keys associated with the executor where you want the group master. ### Using the assign menu [Section titled “Using the assign menu”](#using-the-assign-menu) You can also open the **Assign Menu** for the executor and use that to assign a group. Tap the area on the mini executor view (at the bottom of screen 3 and 4) marked red in this picture: ![](/img/grandma2/img_mini-executor-assign-menu_alternate_v3_2-47693b.png) *Mini executor with open Assign Menu* This will open the Assign Menu on one of the screens (default is screen 1) -  read more about the Assign Menu [here](/grandma2/key_exec_assign/). Make sure the **Function** part of the Assign Menu is visible by tapping Function on the right side of the menu - or possible pressing U1 if the menu is on screen 1. In the lower right side of the view you  will find a button called Group Master - tap this or press the X8 key (if it is on screen 1). This will list all the available groups on the right side of the menu. Here you can select the group you want to assign. When you are done you can close the **Assign menu** by tapping the X in the upper right corner.   ## Group master modes [Section titled “Group master modes”](#group-master-modes) The group masters can have three different modes. They are called **Positive**, **Negative**, and **Additive**. When a group is assigned to an Executor, then open the Assign Menu and look at the **Options** part of it. You can change to it by tapping the Options button on the right side of the menu - or possible by pressing the U2 key if the menu is on screen 1. In this menu there is only one button called “Mode”. Tapping this will open the **Select Group Master Mode pop-up**: ![](/img/grandma2/popup_select-group-master-mode_v3-2-bebace.png) *Select Group Master Mode pop-up* Here you can select what mode the Group Master should use. ### The difference between Positive and Negative Group Masters [Section titled “The difference between Positive and Negative Group Masters”](#the-difference-between-positive-and-negative-group-masters) The only situation where the two modes have an effect is when there is an overlap of fixtures in several Group Masters. A Positive Group Master works by a “highest takes precedence” principle. This means that a fixture will be allowed to output light it is allowed by any one of several Group Masters. This is what the **Mini Executor** looks like with a positive Group Master assigned - notice the “P” in the top center part: ![](/img/grandma2/img_mini-executor_group-master_positive_v3_2-0a4144.png) *Positive Group Master - Mini Executor* ### Positive example [Section titled “Positive example”](#positive-example) We have two Group Masters. One has fixture 1 and 2. The other has fixture 2 and 3. All three fixtures are told to be at 100% by the programmer or a cue. Both Group Masters are at 100%. If you limit the first Group Master (the one with 1 + 2) then you are only limiting fixture 1 because fixture 2 is allowed in the second Group Master.   A Negative Group Master works by a “lowest takes precedence” principle.  This means that a fixture will be limited in outputting light if it is limited in any of several Group Masters. This is what the **Mini Executor** looks like with a negative Group Master assigned - notice the “N” in the top center part: ![](/img/grandma2/img_mini-executor_group-master_negative_v3_2-143c31.png) *Negative Group Master - Mini Executor* ### Negative example [Section titled “Negative example”](#negative-example) We have two Group Masters. One has fixture 1 and 2. The other has fixture 2 and 3. All three fixtures are told to be at 100% by the programmer or a cue. Both Group Masters are at 100%. If you limit the first Group Master (the one with 1 + 2) then you are limiting both fixture 1 and 2 even though fixture 2 is allowed in the second Group Master.   ### Additive Group Master [Section titled “Additive Group Master”](#additive-group-master) The last mode is the Additive Group Master. This mode gives values to the fixtures in your group. So they do not need to have a values from cues or the programmer. So turning up the master will give the fixtures the corresponding output. If the fixture already has a value, then the Group Master will not take affect before the Master goes above that value. This is what the **Mini Executor** looks like with an additive Group Master assigned - notice the white arrow in the top center part: ![](/img/grandma2/img_mini-executor_group-master_additive_v3_2-d3db35.png) *Additive Group Master - Mini Executor* When a fixture gets a value from an additive Group Master, then it gets a small white arrow next to ID number and a darker lavender background color. It could look like this: ![](/img/grandma2/img_group-master_fixture-sheet-additive-value_v3_2-f6dc2a.png) *Fixtures with values from an Additive Group Master*   ## Locate a Group Master [Section titled “Locate a Group Master”](#locate-a-group-master) You can use the Locate command to find a Group Master for a group. The locate function will only find (and change page to) the first location for the group. For example if you want to find the group master for group number 3, then you can write the following command: \[Channel]> locate group 3 This will change to the page where the Group Master is and the middle part of the Mini Executor will look like this: ![](/img/grandma2/img_mini-executor_group-master_located_v3_2-f79558.png) *Located Group Master - Mini Executor* To exit the locate function, you will need to execute the locate command without anything specified. Read more about the [locate command here](/grandma2/key_keyword_locate/).   ## []()Group Master view [Section titled “Group Master view”](#group-master-view) A better way the see or find your Group Masters might the **Masters Window** or the temporary **Masters view**. They provide an overview off all the group masters in the show. They are described in the [Masters Window topic](/grandma2/key_adv_exec_master_window/). # Using groups when programming > When some groups have been created, then they can be used during programming. When some groups have been created, then they can be used during programming.   Groups are shortcuts to select fixtures. There is no reference to the group stored anywhere. This means that if the group is changed after being used, then it will not affect the stored cues.   The work flow is to tap a group in the pool, give it some values, and then maybe storing the values.   ## Using names or numbers [Section titled “Using names or numbers”](#using-names-or-numbers) Groups can be accessed by their names or numbers. If group number 7 is named **My Lights**, then it is possible to use the command line and write Group 7 at 50 or g “My Lights” at 50 (“g” is the command shortcut for group). If there are more groups called **My Lights** then all the groups with that name will get the value. Capital letters are ignored. So **My Lights** and **my lights** are considered the same.   It is possible to use an asterisk as a joker. Let us imagine that there are three groups called **Wash 1**, **Wash 2** and **Wash 3**. If all three groups needs to get 50%, then all is needed is to write g wash\* at 50.   In the last example we did not need the quotation marks. They are needed if the name have a space in it. But if an asterisk is used then quotation is not needed, even though the resulting groups actually have a space in their names. The asterisk can also be used in front of the name. If there are several groups with the word **cold** in the name and all of them needs to go to 60, then write the following g \*cold\* at 60. # Image limitations & guidelines for symbols > There are few limitations regarding the size of images and the pool there. There are few limitations regarding the size of images and the pool there.  ## Limitations [Section titled “Limitations”](#limitations) * Each image has a maximum of 64MB. * The overall size of the image pool has a maximum of 100MB. * Resolutions higher than 1920 x 1080 are scaled down automatically.    ## Guidelines for symbols: [Section titled “Guidelines for symbols:”](#guidelines-for-symbols) * Use the supported file formats (for more information see [supported file formats](/grandma2/key_image_supported_file_formats/)). * Maximum size of the canvas is 240 x 240. * Maximum size of the image is 180 x 180. * Outline of the symbol has to be 2 pixels in 50 % gray. * Symbols have to be in alpha fill (transparent). * The area around a symbol has to be black. # Image Pool > The grandMA2 has an image pool with predefined images, which cannot be edited. The grandMA2 has an image pool with predefined images, which cannot be edited.  ## Open the Image Pool [Section titled “Open the Image Pool”](#open-the-image-pool) To open the image pool: 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens.  3. Next, tap the tab Pools.  4. Then, tap Images.  5. The image pool opens.  ![](/img/grandma2/window_image-pool_v1-3-787e2f.png) *Image pool* Images in the image pool are either marked by: * ![](/img/grandma2/icon_red-lock_v3-2-bec47f.png)(red padlock) symbolizes that the images are predefined.  -or- * ![](/img/grandma2/icon_yellow-lock_v3-2-ef12bd.png) (orange padlock)  symbolizes that the image was locked by the user. These images, however, can be unlocked.    To lock or unlock an image, use the command line.  ### Example:   [Section titled “Example:  ”](#example-) \[Channel]> Lock Image 14 Locks image 14 and displays an orange padlock within the pool object.  *** ## Usage of Images [Section titled “Usage of Images”](#usage-of-images) It is possible to use the images in the grandMA2: * In bitmap effects * As background in layouts and assign images to objects in layouts * As background in Desk Lock *** ## Image Options [Section titled “Image Options”](#image-options) To open the options of the image pool, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the pool.  The options of the image pool generally behave the same as in the most pools. Hence, see [adjust pool options](/grandma2/key_pools_options/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import images and videos](/grandma2/key_image_import/) * [Image limitations & guidelines for symbols](/grandma2/key_imag_limitations_guidelines/) * [Supported file formats](/grandma2/key_image_supported_file_formats/) * [Delete images and videos](/grandma2/key_image_delete/) # Delete images and videos > It is possible to delete an imported image or video in two different ways. It is possible to delete an imported image or video in two different ways.  1. To delete single images: * Press Del and then tap the image or video you would like to delete.  2. To delete several images at once, type into the command line: \[Channel] > Delete Image 14 Thru 24 Deletes images 14 to 24 in the image pool.  **Important:**\ It is not possible to delete or edit predefined images or videos for that matter. # Import images and videos > To import images or videos: To import images or videos: 1. Open the image pool first.\ For information on how to open the image pool see [Image Pool](/grandma2/key_image/).  2. Then press Edit and tap the pool object you would like to store your image or video to.  3. The **Image Viewer** opens.  ![](/img/grandma2/img_image-viewer_v1-3-696ff3.png) *Image viewer* 4. Next, tap Import Image.  5. The dialog **Open File** opens.  ![](/img/grandma2/img_image-viewer_open-file_v1-3-48d4ce.png) *Image viewer – open file* 6. To select the display of folder in the dialog, tap the screen symbol on the right of the title bar. 7. To select the drive, tap the triangle symbol on the right of the dialog. 8. Tap the folder symbol in the title bar of the dialog and then tap the folder **images** and subsequently the folder **predefined**.\ or:\ Tap the folder **bitmaps** and subsequently **predefined\_images** or **predefined\_videos**.  9. After choosing the folder, tap Open to import the image or Cancel to close the dialog.  10. To label the image or video you have just imported, tap Label on the right of the dialog **Image Viewer**.  11. The image or video you have imported is now in the image pool.  **Important:**\ The MA software provides the capability to use additional proprietary third-party software which allows the usage of diverse media content. Proprietary third-party software is subject to license terms included with its documentation. If you decide to install the MA software package including the third-party software, you agree to be alone responsible to fulfill the terms of such license terms including proper licensing. If you install the MA software package without the third-party software, you can still use non-proprietary media software (VP8, VP9 etc.). For more information on the file formats see [Supported file formats](/grandma2/key_image_supported_file_formats/). \ To use the proprietary third-party software:\ -Check the box during the initial startup.\ -or-\ 1\. Press Setup.\ 2\. Tap Console, Software Update, End User License Agreement.\ 3\. Check the box where it says **Include third-party software**.    **Important:**\ To import videos or images from a USB, save images or videos in the subfolder **gma2** on your USB first. # Supported file formats > If you are not sure which format you can save your videos or images in, see the tables below. If you are not sure which format you can save your videos or images in, see the tables below. Make sure that you are using one of the following formats: ## Video file formats [Section titled “Video file formats”](#video-file-formats) | Format and File Name Extension | Licensing | | ------------------------------------------------ | --------------------------- | | VP8 (.webm) | Not necessary | | VP9 (.webm) | Not necessary | | MPEG-2 Elementary Stream (for example .mpv, m2v) | Additional license required | | MPEG-4 (.avi, .mov) | Additional license required | ## Image file formats [Section titled “Image file formats”](#image-file-formats) | Format and File Name Extension | | --------------------------------------- | | Bitmap (.bmp) | | JPG and JPEG (.jpg, .jpeg)  | | CompuServe GIF (.gif)  | | Portable Network Graphics (.png)  | | Tagged Image File Format (.tif, .tiff)  | If you are using a file format that is not listed above, convert your file first before importing it into the grandMA2. # Introduction > The grandMA2 represents MA Lighting’s most powerful console and offers the control of conventional light, moving lights, LED fixtures and media from one platfor The grandMA2 represents MA Lighting’s most powerful console and offers the control of conventional light, moving lights, LED fixtures and media from one platform. Equipped with the most up-to-date technology and even some special features (e.g., keyboard drawer and multi-touch command screen), the grandMA2 is suitable for all lighting segments. It supplies an intuitive and fast control of all connected fixtures and channels. Furthermore, the grandMA2 fader wing provides up to 60 extra motorized executor faders for an almost unlimited number of pages.\ Moreover, grandMA series 1-showfiles can be converted to be used with the grandMA2. And for yet easier operation, all command keys can be found in the same place on every console of the grandMA2 series. The grandMA2 offers extremely flexible and comfortable ways of programming, including nearly infinite numbers of presets, cues, pages, sequences and effects. All grandMA2 consoles are optionally available as Silent Version with optimized fan for noise-sensitive environments. ## Subtopics [Section titled “Subtopics”](#subtopics) * [About this manual](/grandma2/key_introduction_about_this_manual/) * [System requirements grandMA2 onPC](/grandma2/key_introduction_system_requirements_grandma2_onpc/) * [Installation of grandMA2 onPC](/grandma2/key_introduction_installation_of_grandma2_onpc/) * [Help from MA technical support](/grandma2/key_introduction_help_from_ma_technical_support/) # About this manual > Navigation in the Help [Navigation in the Help](#navigation) [Presentation of Content](#presentation_content) *** ## []()Navigation in the Help [Section titled “Navigation in the Help”](#navigation-in-the-help) Navigate in the help via: * Product Family is displayed in form of a dot. * Tree structure is located on the left of the view. * Search field is located in the upper right corner of the view.  *** ## []()Presentation of Content [Section titled “Presentation of Content”](#presentation-of-content) | Display | Definition | | ------------ | ------------------------------------------------------------------------------------------------ | | At | Keys on the console are displayed in an orange font with an orange frame and a black background. | | Dimmer | Buttons on the screen are displayed within a frame. | | 1. Open the… | | 2. Select the… | Step-by-step instructions are displayed in a numeric list. | | - Tap… | One-step instruction are displayed with the help of bullet points. | | **MA Network Control I Join Session** | Navigation to specific menus in the console is displayed in bold. | Syntax descriptions are underlined and displayed in bold. Command line entry is displayed with the help of the command line. Command line response is displayed in the command line feedback. # Help from MA technical support > If the grandMA2 is not working as described in the manual, you can take the following steps: If the grandMA2 is not working as described in the manual, you can take the following steps: * **Error message**: You cannot proceed with the next step of the description and you receive an error message:\ Refer to [Error Messages ](/grandma2/key_error_messages/)and repeat the procedure.\ If the problem is still there, contact the technical support. * **System is not working:** If you cannot proceed with the next step of the description and you do not receive an error message:\ Contact the technical support and describe the last steps you took. ## Technical Service and Support [Section titled “Technical Service and Support”](#technical-service-and-support) MA Lighting and its extensive distributor network offer an unparalleled technical service.\ Call on our expertise for help with any problem, no matter if it is regarding operation, software features, software installations or trouble shooting.\ \ Please send an email (in English or German) to the tech support with your contact details and the technical question. See the email address of the technical support in the footer of this website.\ This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 a.m. until 5 p.m., Monday through Friday.\ \ **For emergency services please contact your local MA distributor or the MA Lighting Service Hotline.\ Call: +49 5251 688865-99. Please note that this is a 24/7 hotline which is used for emergency cases only. Use this hotline only if troubles occur shortly before an upcoming event.** # Installation of grandMA2 onPC > To run the grandMA2 onPC software, it is necessary to copy and install the program files on your PC. To run the grandMA2 onPC software, it is necessary to copy and install the program files on your PC. It is possible to perform the installation in every root directory or in the **standard directory** “C:\ProgramData\MA Lighting Technologies\grandma”. To make sure that there are no troubles with the installation, deactivate your safety software. 1. Go to [www.malighting.com to](http://www.malighting.com%C2%A0to) download the installation file. 2. Start the file by double-clicking on it. The installation program opens and you receive hints and detailed information regarding the installation. Pay attention to the suggested directory and change it if you want to.\ The installation directory is not modifiable in the grandMA2 onPC. After confirmation, the program files will be copied into the selected directory. # System requirements grandMA2 onPC > If you want to run the grandMA2 onPC your PC, here´s what it takes. If you want to run the grandMA2 onPC your PC, here´s what it takes. | Type | Minimum | Recommended | | ---------------- | ------------------------------------------------------ | ----------- | | Operation system | Windows® 7 |   | |   | Windows® 8 |   | |   | Windows® 8.1 |   | |   | Windows® 10 |   | |   | Windows® 11 |   | |   | all with admin rights |   | | Processor | CPU Dual Core 2.4 GHz or faster |   | |   | with SSE2 support |   | | RAM | 2 GB | 8 GB | | Hard disk | 32 GB available space | type SSD | | Graphic card | Any graphic card with hardware acceleration and 512 MB |   | | Resolution | 1600 x 900 or higher | 1920 x 1080 | | Network card | 100BASE-TX, 1000BASE-T | 1000BASE-T | IBM® compatible PC or notebook is necessary. Additional requirements: * Make sure your Windows® always runs using the latest service pack and updates. * To save a grandMA2 show file as a grandMA3 show file, Windows® 10 is required. For more information see [Save as grandMA3](/grandma2/key_backup_menu_save_as_grandma3/). * To use the online help and to download the latest version of grandMA2 onPC, you need internet access. * To save to a USB stick, you need a USB 2.0 or 3.0 port. We recommend that you visit your PC manufacturer´s website for information about updated drivers and hardware compatibility. # Align > The key Align is located in the command area on the right of the key Assign. The key Align is located in the command area on the right of the key Assign. ![](/img/grandma2/img_align-key_v3-2-cb090f.png) \_Location k\_\_ey A\_\_lign \_   Pressing Align toggles between the five align modes for the encoders. The [Align command](/grandma2/key_keyword_align/) will be executed. By default, the align mode is off. 1. **Align <** mode is on. The encoder proportionally adjusts the fixture or channel values. The highest value is on the **last** fixture or channel of the selection. \   2. **Align >** mode is on. The encoder proportionally adjusts the fixture or channel values. The highest value is on the **first** fixture or channel of the selection.\   3. **Align ><** mode is on. The encoder proportionally adjusts the fixture or channel values. The highest value is on the **first and last** (inverted) fixture or channel of the selection.\   4. **Align <>** mode is on. The encoder proportionally adjusts the fixture or channel values. The highest value is on the **center** of the fixture or channel selection.\   5. **Align** mode is **off**. The encoder **equally** adjusts the fixture or channel selection. The Align mode is displayed in the encoder bar. If you choose an other preset type in the preset control bar, the align mode turns off. # Assign > The key Assign is located in the command area on the right of the key Prvw. The key Assign is located in the command area on the right of the key Prvw. ![](/img/grandma2/img_assign_key_3_2-cf5671.png) \_Location k\_\_ey \_\_Assign \_   * Pressing Assign enters [Assign keyword](/grandma2/key_keyword_assign/) into the command line. \[Channel]> Assign * Pressing Assign Assign enters [Label keyword](/grandma2/key_keyword_label/) into the command line. \[Channel]> Label * Pressing Assign Assign Assign enters [Appearance keyword](/grandma2/key_keyword_appearance/) into the command line. \[Channel]> Appearance # At > The key At is located in the command area on the right of the key If. The key At is located in the command area on the right of the key If. ![](/img/grandma2/img_at-key_v3-2-f720ca.png) \_Location k\_\_ey \_\_At \_   * Pressing At enters [At keyword](/grandma2/key_keyword_at/) into the command line. \[Channel]> At   * Pressing At At executes the [Normal command](/grandma2/key_keyword_normal/). The values of the selected fixtures or channels are set to their defined normal values. Executing: Normal   * Pressing and holding At for 2 seconds, opens the pop-up At Filter.\   ![](/img/grandma2/popup_at-filter_v3-2-b044ab.png) *Pop-up At Filter* If the At key is flashing, an attribute filter is active. * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + At enters the [Stomp keyword](/grandma2/key_keyword_stomp/) into the command line. \[Channel]> Stomp   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + At At enters the [Extract keyword](/grandma2/key_keyword_extract/) into the command line. \[Channel]> Extract # Backg [Background] > The key Backg (Background) is located in the command area below the key U 4. The key Backg (Background) is located in the command area below the key U 4. **Information:**\ The Backg key has no function. # Backup > The key Backup is located on the right of the key Setup. The key Backup is located on the right of the key Setup. ![](/img/grandma2/img_backup_key_3_2-66648e.png) \_Location k\_\_ey \_\_Backup \_   Pressing Backup executes [Backup keyword](/grandma2/key_keyword_backup/) and opens the [Backup Menu](/grandma2/key_backup_menu/). Pressing Backup Backup executes [SaveShow keyword](/grandma2/key_keyword_saveshow/) and saves the show data on the currently selected drive. # B.O. [Blackout] > The key B.O. is located in the command area on the right of the key Align. The key B.O. is located in the command area on the right of the key Align. ![](/img/grandma2/img_bo-key_v3-2-800405.png) \_Location k\_\_ey \_\_B.O. \_   As long as you press and hold B.O., the blackout mode is on. For more information see [Blackout keyword](/grandma2/key_keyword_blackout/). The command line stays unaffected. To disable the B.O. key see [User Settings](/grandma2/key_single_multi_systems_user_settings/). # Blind > The key Blind is located in the command area on the left of the key Freeze. The key Blind is located in the command area on the left of the key Freeze. ![](/img/grandma2/img_blind_key_3_2-a15b3e.png) \_Location k\_\_ey \_\_Blind \_   Pressing Blind executes the [Blind keyword](/grandma2/key_keyword_blind/). It toggles Blind on or off. Pressing and holding Blind for 2 seconds executes [BlindEdit keyword](/grandma2/key_keyword_blindedit/). It toggles BlindEdit on or off. To change the function of the Blind key see [User Settings](/grandma2/key_single_multi_systems_user_settings/). # Bt Pg - > The key Bt Pg - is located left the 100 mm fader. The key Bt Pg - is located left the 100 mm fader. ![](/img/grandma2/img_button_page_minus_key_3_2-6640fc.png) *Location key Bt Pg -*   * Pressing Bt Pg - executes the [ButtonPage command](/grandma2/key_keyword_buttonpage/). That is: jumping to the previous ButtonPage. \   * If you press and hold Bt Pg -, you will automatically jump to the first ButtonPage. # Bt Pg + > The key Bt Pg + is located on the left of the 100 mm fader. The key Bt Pg + is located on the left of the 100 mm fader. ![](/img/grandma2/img_button_page_plus_key_3_2-b58021.png) *Location key Bt*\_ Pg + \_   * Pressing Bt Pg + executes the [ButtonPage command](/grandma2/key_keyword_buttonpage/). The button page switches to the next page. # Channel > The key Channel is located on the left of the key Fixture. The key Channel is located on the left of the key Fixture. ![](/img/grandma2/img_channel_key_3_2-4f0b10.png) \_Location k\_\_ey \_\_Channel \_   * Pressing Channel enters the [Channel keyword](/grandma2/key_keyword_channel/) into the command line. \[Channel]> Channel   * Pressing Channel Channel enters the [Dmx keyword](/grandma2/key_keyword_dmx/) into the command line. \[Channel]> Dmx   * Pressing Channel Channel Channel enters the [DmxUniverse keyword](/grandma2/key_keyword_dmxuniverse/) into the command line. \[Channel]> DmxUniverse # Ch Pg - > The key Ch Pg - is located on the left of the 100 mm fader. The key Ch Pg - is located on the left of the 100 mm fader. ![](/img/grandma2/img_channel-page-minus-key_v3_2-c7244b.png) \_Location k\_\_ey \_\_Ch Pg - \_   * Pressing Ch Pg - executes the [ChannelPage command](/grandma2/key_keyword_channelpage/).\ The channel pages are displayed on screen 3 and 4.\   ![](/img/grandma2/img_channel-page_v3_2-8e87df.png) \_Channel Page \_   * By pressing Ch Pg - again, you will jump to a previous channel page. \   * If the option **Link Faders** in the fixture sheet is active, the Ch Pg - key jumps to the dynamic channel pages on screen 3 and 4.\   ![](/img/grandma2/img_dynamic-channel-page_v3_2-de4b28.png) *Dynamic Channel Page*   * If you press and hold the Ch Pg -, you will automatically jump to the first channel page or the first dynamic channel page. # Ch Pg + > The key Ch Pg + is located on the left of the 100 mm fader. The key Ch Pg + is located on the left of the 100 mm fader. ![](/img/grandma2/img_channel-page-plus-key_v3_2-6db98f.png) \_Location k\_\_ey \_\_Ch Pg + \_   * Pressing Ch Pg + executes the [ChannelPage command](/grandma2/key_keyword_channelpage/). The channel pages are displayed on screen 3 and 4.   ![](/img/grandma2/img_channel-page_v3_2-8e87df.png) \_Channel Page \_   * By pressing Ch Pg + again, you will jump to the next channel page.\   * If the option **Link Faders** in the fixture sheet is active, the key  Ch Pg + jumps to the dynamic channel pages on screen 3 and 4.\   ![](/img/grandma2/img_dynamic-channel-page_v3_2-de4b28.png) *Dynamic Channel Page* # Clear > The key Clear is located in the command area right beside the key Update. The key Clear is located in the command area right beside the key Update. ![](/img/grandma2/img_clear_key_3_2-fc8fcb.png) \_Location k\_\_ey \_\_Clear \_   * Pressing Clear executes the [Clear keyword](/grandma2/key_keyword_clear/). If fixtures are selected in the programmer, pressing Clear deselects the fixtures. If only active values are in the programmer, pressing Clear deactivates all active programmer values. The values are still in the programmer, but they are no longer active. If only inactive values are in the programmer, pressing Clear removes the values in the programmer. If fixtures are selected and active values are in the programmer, pressing Clear once deselects the fixtures. Pressing Clear two times deactivates the values. Pressing Clear three times removes the values in the programmer. Pressing and holding Clear for 2 seconds executes the [ClearAll keyword](/grandma2/key_keyword_clearall/). # Copy > The key Copy is located in the command area below the key Del. The key Copy is located in the command area below the key Del. ![](/img/grandma2/img_copy_key_3_2-421c26.png) \_Location k\_\_ey \_\_Copy \_   * Pressing Copy enters the [Copy keyword](/grandma2/key_keyword_copy/) into the command line. \[Channel]> Copy   * Pressing Copy Copy enters the [Clone keyword](/grandma2/key_keyword_clone/) into the command line. \[Channel]> Clone # Cue > The key Cue is located in the command area on the right of the key Sequ. The key Cue is located in the command area on the right of the key Sequ. ![](/img/grandma2/img_cue_key_3_2-f3a51c.png) *Location k\_\_ey*\_ Cue \_   * Pressing Cue enters the [Cue keyword](/grandma2/key_keyword_cue/) into the command line. \[Channel]> Cue   * Pressing Cue Cue enters the [Part keyword](/grandma2/key_keyword_part/) into the command line. \[Channel]> Part # Go - [large] > The large key    Go -    is located above the large key    Go +    . The large key    Go -    is located above the large key    Go +    . ![](/img/grandma2/img_gominus-large-key_v3_2-7342aa.png) \_Location k\_\_ey L\_\_arge Go - \_   * Pressing    Go -    executes [DefGoBack keyword](/grandma2/key_keyword_defgoback/) for the selected executor. \[time] : Macro: DefGoBack # Go + [large] > The large key    Go +    is located below the large key    Go -   . The large key    Go +    is located below the large key    Go -   . ![](/img/grandma2/img_goplus_large_key_3_2-938bfa.png) \_Location k\_\_ey \_\_Go + (large) \_   * Pressing    Go +    executes [DefGoForward keyword](/grandma2/key_keyword_defgoforward/) for the selected executor. \[time] : Macro: DefGoForward # Pause [large] > The large key    Pause    is located above the large key    Go -   . The large key    Pause    is located above the large key    Go -   . ![](/img/grandma2/img_pause-key-large_v3-2-ba5ee7.png) \_Location k\_\_ey \_*Pause (large)*   * Pressing    Pause    executes the [DefGoPause keyword](/grandma2/key_keyword_defgopause/). The executors selected will be paused. \[time] : Macro : DefGoPause * Pressing    Pause    again executes the [DefGoPause keyword](/grandma2/key_keyword_defgopause/) again. The pause of the selected executors ends. \[time] : Macro : DefGoPause # Del [Delete] > The key Del (= Delete) is located in the command area on the right of the key Goto. The key Del (= Delete) is located in the command area on the right of the key Goto. ![](/img/grandma2/img_del_key_3_2-821661.png) *Location key Delete*\_ \_   Pressing Del enters the [Delete keyword](/grandma2/key_keyword_delete/) into the command line. \[Channel]> Delete Pressing Del Del enters the [Remove keyword](/grandma2/key_keyword_remove/) into the command line. \[Channel]> Remove Pressing Del Del Del enters the [Release keyword](/grandma2/key_keyword_release/) into the command line. \[Channel]> Release # . [Dot] > The key . is located in the command area on the left of the key If. The key . is located in the command area on the left of the key If. ![](/img/grandma2/img_dot-key_v3-2-83a66a.png) \_Location k\_\_ey \_\_. \[dot] \_   * Pressing . enters the . into the command line. The . is used as a separator to enter numbers with decimal fractions or to enter hierarchical object IDs. \[Channel]> .   * Pressing . . executes the [Zero keyword](/grandma2/key_keyword_zero/). The dimmer values of the selected fixtures are set to 0 %.\   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + . enters the [Default keyword](/grandma2/key_keyword_default/) into the command line. \[Channel]> Default # Down > The key Down is located in the command area below the key Set. The key Down is located in the command area below the key Set. ![](/img/grandma2/img_down-key_v3-2-010af1.png) \_Location k\_\_ey \_\_Down \_   * Pressing Down moves the scroll bar of windows or the focus downward. * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Down moves the monitor wing of the console downward. # Edit > The key Edit is located in the command area on the left of the key Oops. The key Edit is located in the command area on the left of the key Oops. ![](/img/grandma2/img_edit_key_3_2-43e419.png) \_Location k\_\_ey \_\_Edit \_   * Pressing Edit enters the [Edit keyword](/grandma2/key_keyword_edit/) into the command line. # Effect > The key Effect is located on the right of the key View. The key Effect is located on the right of the key View. ![](/img/grandma2/img_effect-key_v3-2-233a36.png) \_Location k\_\_ey \_\_Effect \_   * Pressing Effect enters the [Effect keyword](/grandma2/key_keyword_effect/) into the command line. \[Channel]> Effect   * If a function keyword such as Store is already in the command line, pressing Effect Effect enters the [Form keyword](/grandma2/key_keyword_form/) into the command line. \[Channel]>Form   * Pressing and holding Effect for about 2 seconds opens the pop-up Running Effects.\   ![](/img/grandma2/popup_running-effects_v3-2-5244f6.png) *Pop-up Running Effects*   * Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + Effect executes the [SyncEffects](/grandma2/key_keyword_synceffects/) command.\   * Pressing and holding List + Effect opens the temporary effect pool.\   ![](/img/grandma2/window_temp-effect-pool_v3-2-7da64e.png) *Temporary effect pool* # [Encoder] > The key !encoder is located between the four attribute encoders and the right screen encoder. The key ![encoder](/img/grandma2/encoder_1-08ac5a.png) is located between the four attribute encoders and the right screen encoder. ![](/img/grandma2/img_encoder_key_3_2-164e3e.png) \_Location k\_\_ey \_\_Encoder \_   * Pressing the key ![encoder](/img/grandma2/encoder_1-08ac5a.png) toggles the focus of the right screen encoder between screen 2 and screen 1. * Pressing and holding the key ![encoder](/img/grandma2/encoder_1-08ac5a.png) opens the [encoder settings](/grandma2/key_ws_encoder_settings/). # Esc > The key Esc is located in the command area on the right of the key Time. The key Esc is located in the command area on the right of the key Time. ![](/img/grandma2/img_esc_key_3_2-f71ed3.png) *Location k\_\_ey*\_ Esc \_   * Pressing Esc deletes unexecuted commands in the command line and closes pop-ups. # Executor Buttons > The executor buttons are located above and below the faders. The executor buttons are located above and below the faders. ![](/img/grandma2/img_executor-buttons_v3-2-ae3f06.png) *Location executor buttons* Each executor button has a number. By default, the executor buttons interact with the command line. To disable the interaction of the executor with the command line (= Exec CLI), go to **Setup I Local Settings**. * Pressing an executor button on a fader or a button page executes the assigned function. \[time] : Executing: Select ExecButton 1.1 \[time] : Realtime: Go Executor 1.6 *  Pressing an executor button on a channel page executes the functions off, on or flash. \[time] : Executing: Off ChannelFader 1.1 # Exec [Executor] > The key Exec is located in the command area on the right of the key Cue. The key Exec is located in the command area on the right of the key Cue. ![](/img/grandma2/img_exec_key_3_2-1ccbb0.png) *Location key*\_ \_\_Exec \_   * Pressing Exec enters the [Executor keyword](/grandma2/key_keyword_executor/) into the command line. \[Channel]> Executor   * Pressing Exec Exec enters the [SpecialMaster keyword](/grandma2/key_keyword_specialmaster/) into the command line. \[Channel]> SpecialMaster # Fd Pg - > The key Fd Pg - is located on the left of the 100 mm fader. The key Fd Pg - is located on the left of the 100 mm fader. ![](/img/grandma2/img_fader-page-minus-key_v3_2-cd60aa.png) \_Location k\_\_ey \_\_Fd Pg - \_   Pressing Fd Pg - executes the [FaderPage keyword](/grandma2/key_keyword_faderpage/). If you are on a channel page, press Fd Pg - to open the fader pages. If you press and hold the key Fd Pg - for 2 seconds, you will switch over to fader page 1. # Fd Pg + > The key Fd Pg + is located on the left of the two 100 mm faders. The key Fd Pg + is located on the left of the two 100 mm faders. ![](/img/grandma2/img_fader-page-plus-key_v3_2-c58013.png) \_Location k\_\_ey \_\_Fd Pg + \_   Pressing Fd Pg + executes the [FaderPage keyword](/grandma2/key_keyword_faderpage/). The fader page switches to the next page. If you are on a channel page, press Fd Pg + to open the fader pages. # Fix > The key Fix is located in the command area on the left of the key Select. The key Fix is located in the command area on the left of the key Select. ![](/img/grandma2/img_fix_key_3_2-384514.png) \_Location k\_\_ey \_\_Fix \_   Pressing Fix enters [Fix keyword](/grandma2/key_keyword_fix/) into the command line. \[Channel]> Fix # Fixture > The key Fixture is located in the command area on the right of the key Channel. The key Fixture is located in the command area on the right of the key Channel. ![](/img/grandma2/img_fixture_key_3_2-31f65e.png) \_Location k\_\_ey \_\_Fixture \_   * Pressing Fixture enters [Fixture keyword](/grandma2/key_keyword_fixture/) into the command line. \[Channel]> Fixture   * Pressing Fixture Fixture enters [Selection keyword](/grandma2/key_keyword_selection/) into the command line. \[Channel]> Selection   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Fixture enters [FixtureType keyword](/grandma2/key_keyword_fixturetype/) into the command line. \[Channel]> FixtureType # Freeze > The key Freeze is located in the command area on the right of the key Blind. The key Freeze is located in the command area on the right of the key Blind. ![](/img/grandma2/img_freeze-key_v3-2-8d62c8.png) \_Location k\_\_ey \_\_Freeze \_   Pressing Freeze executes the [Freeze keyword](/grandma2/key_keyword_freeze/) and turns on or off the freeze mode. The command line stays unaffected. # Full > The key Full is located in the command area on the left of the key Highlt. The key Full is located in the command area on the left of the key Highlt. ![](/img/grandma2/img_full-key_v3-2-66ed33.png) \_Location k\_\_ey \_\_Full \_   * Pressing Full executes the [Full keyword](/grandma2/key_keyword_full/). The dimmer values, for the selected fixtures or channels, will be set to 100 % .\   * Pressing Full Full loads the highlight values, for the selected fixtures or channels, into the programmer.\   * ![ma](/img/grandma2/ma_1-290dfd.png) + Full executes the [FullHighlight keyword](/grandma2/key_keyword_fullhighlight/). The highlight values, for the selected fixtures or channels, will be loaded into the programmer. # Go - [small] > The key Go - (small) is located in the command area on the left of the key Pause. The key Go - (small) is located in the command area on the left of the key Pause. ![](/img/grandma2/img_gominus_small_key_3_2-901372.png) \_Location k\_\_ey \_*Go - (small)*   * Pressing Go - enters the [GoBack keyword](/grandma2/key_keyword_goback/) into the command line. \[Channel]> GoBack # Go + [small] > The key Go + (small) is located in the command area on the right of the key Pause. The key Go + (small) is located in the command area on the right of the key Pause. ![](/img/grandma2/img_goplus_small_key_3_2-424599.png) \_Location k\_\_ey \_*Go + (small)*   * Pressing Go + enters the [Go keyword](/grandma2/key_keyword_go/) into the command line. \[Channel]> Go   * Pressing Go + Go + enters the [Unpark keyword](/grandma2/key_keyword_unpark/) into the command line. \[Channel]> Unpark # Goto > The key Goto is located in the command area on the right of the key Effect. The key Goto is located in the command area on the right of the key Effect. ![](/img/grandma2/img_goto_key_3_2-45e6ef.png) \_Location k\_\_ey \_\_Goto \_   * Pressing Goto enters the [Goto keyword](/grandma2/key_keyword_goto/) into the command line. \[Channel]> Goto * Pressing Goto Goto enters the [Load keyword](/grandma2/key_keyword_load/) into the command line. \[Channel]> Load * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Goto enters the [LoadNext keyword](/grandma2/key_keyword_loadnext/) into the command line. \[Channel]> LoadNext * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Goto Goto enters the [LoadPrev keyword](/grandma2/key_keyword_loadprev/) into the command line. \[Channel]> LoadPrev # Group > The key Group is located in the command area on the right of the key Fixture. The key Group is located in the command area on the right of the key Fixture. ![](/img/grandma2/img_group_key_3_2-2cc5c9.png) \_Location k\_\_ey \_\_Group \_   * Pressing Group enters the [Group keyword](/grandma2/key_keyword_group/) into the command line. \[Channel]> Group   * Pressing Group for about 2 seconds opens the [master view](/grandma2/key_adv_exec_master_window/).   * Pressing Group Group enters the [World keyword](/grandma2/key_keyword_world/) into the command line. \[Channel]> World   *  Pressing Group Group Group enters the [Filter keyword](/grandma2/key_keyword_filter/) into the command line. \[Channel]> Filter   * Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + Group enters the [Layout keyword](/grandma2/key_keyword_layout/) into the command line. \[Channel]> Layout   * Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + Group Group enters the [SearchResult keyword](/grandma2/key_keyword_searchresult/) into the command line. \[Channel]> SearchResult   * Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + Group Group Group enters the [Mask keyword](/grandma2/key_keyword_mask/) into the command line. \[Channel]> Mask # Help > The key Help is located on the right of the key Backup. The key Help is located on the right of the key Backup. ![](/img/grandma2/img_help_key_3_2-64146e.png) \_Location k\_\_ey \_\_Help \_   * Pressing Help enters the [Help keyword](/grandma2/key_keyword_help/) into the command line. \[Channel]> Help * Pressing Help Help enters the [CmdHelp keyword](/grandma2/key_keyword_cmdhelp/) into the command line. \[Channel]> CmdHelp * Pressing and holding Help + pressing any other key on the console, for example Fixture, opens the [help window](/grandma2/key_ost_help_viewer/) to the key pressed. # Highlt [Highlight] > The key Highlt is located in the command area on the left of the key Solo. The key Highlt is located in the command area on the left of the key Solo. ![](/img/grandma2/img_highlight-key_v3-2-5a2618.png) \_Location k\_\_ey \_\_Highlight \_   Pressing Highlt executes the [Highlight keyword](/grandma2/key_keyword_highlight/) and turns on or off the Highlight mode. Pressing and and holding Highlt causes the selected fixture or channel to flash. Highlt is flashing between the dimmer default value and the dimmer highlight value. The command line stays unaffected. # If > The key If is located in the command area on the left of the key At. The key If is located in the command area on the left of the key At. ![](/img/grandma2/img_if-key_v3-2-dc981c.png) \_Location k\_\_ey \_\_If \_   If the command line is empty, * pressing If enters the [IfOutput keyword](/grandma2/key_keyword_ifoutput/)  \[Channel]> IfOutput   * pressing If If enters the [IfActive keyword](/grandma2/key_keyword_ifactive/)  \[Channel]> IfActive   * pressing If If If enters the [IfProg keyword](/grandma2/key_keyword_ifprog/)  \[Channel]> IfProg   * pressing If If If If enters the [If keyword](/grandma2/key_keyword_if/)  \[Channel]> If into the command line.    If the command line contains previous input, the If key toggles. * Pressing If enters the [If keyword](/grandma2/key_keyword_if/) into the command line.  * Pressing If again enters the [EndIf keyword](/grandma2/key_keyword_endif/) into the command line.  \[Channel]> Store If Group 5 EndIf # Learn > The key Learn is located in the command area on the right of the key <<<. The key Learn is located in the command area on the right of the key <<<. ![](/img/grandma2/img_learn-key_v3-2-500b98.png) \_Location k\_\_ey \_\_Learn \_   * Pressing Learn enters the [Learn keyword](/grandma2/key_keyword_learn/) into the command line. \[Channel]> Learn * Pressing Learn Learn enters the [Rate1 keyword](/grandma2/key_keyword_rate1/) into the command line. \[Channel]> Rate1 # List > The key List is located in the command area on the left of the key Store. The key List is located in the command area on the left of the key Store. ![](/img/grandma2/img_list-key_v3-2-dcd258.png) \_Location k\_\_ey \_\_List \_   * Pressing List displays the X-Key labels for the executor buttons 201-220 on the current button page.\   ![](/img/grandma2/img_xkey_labels_miniexecutorbar_3_2-707362.png) *Button page on screen 1*   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + List enters the [List keyword](/grandma2/key_keyword_list/) into the command line. \[Channel]> List   *** ## Open Temporary Pools [Section titled “Open Temporary Pools”](#open-temporary-pools) The following short cuts open the temporary pool on screen 2 respectively (except for grandMA2 onPC without MA onPC wing). Temporary pools can be identified by the red background color between the objects. * Pressing and holding List + Channel opens the temporary channel page pool.\   ![](/img/grandma2/window_temp-channel-pool_v3-2-dc4f80.png) *Temporary Channel Pool*   \[time] : Macro: Menu ChannelPage   * Pressing and holding List + Group opens the temporary group pool.\   ![](/img/grandma2/window_temp-group-pool_v3-2-1fadd5.png) *Temporary Group Pool*   \[time] : Macro: Menu Group   * Pressing and holding List + Sequence opens the temporary sequence pool.\   ![](/img/grandma2/window_temp-sequence-pool_v3-2-355575.png) *Temporary Sequence Pool*   \[time] : Macro: Menu Sequence   * Pressing and holding List + Page opens the temporary executor page pool.\   ![](/img/grandma2/window_temp-exec-page-pool_v3-2-fbf114.png) *Temporary Executor Page Pool*   \[time] : Macro: Menu Page   * Pressing and holding List + Macro opens the temporary macro pool.\   ![](/img/grandma2/window_temp-macro-pool_v3-2-24c4e8.png) *Temporary Macro Pool*   \[time] : Macro: Menu Macro   * Pressing and holding List + Preset opens the temporary preset pool for the selected preset type in the preset control bar.\   ![](/img/grandma2/window_temp-preset-pool_v3-2-488892.png) *Temporary Dimmer Preset Pool*   \[time] : Macro: Menu Preset   * Pressing and holding List + View opens the temporary view pool.\   ![](/img/grandma2/window_temp-view-pool_v3-2-0dee56.png) *Temporary View Pool*   \[time] : Macro: Menu View   * Pressing and holding List + Effect opens the temporary effect pool.\   ![](/img/grandma2/window_temp-effect-pool_v3-2-7da64e.png) *Temporary Effect Pool*   \[time] : Macro: Menu Effect # MA > The !ma key is located in the command area below the 0. The ![ma](/img/grandma2/ma_1-290dfd.png) key is located in the command area below the 0. ![](/img/grandma2/img_ma-key_v3-2-ba2f59.png) \_Location \_\_key \_\_MA \_   Press ![ma](/img/grandma2/ma_1-290dfd.png) to see all active icons of the message center in the command line. This command shows the icons even if the status is set to No (= empty) in the message center options. For more information on the icons of the message center see [icons](/grandma2/key_ws_icons/). For more information on the message center see [message center](/grandma2/key_message_center/). The following table contains shortcuts that work in combination with the ![ma](/img/grandma2/ma_1-290dfd.png) key. | Press this key | Command | Description | | ----------------------------------------------------------------- | ----------------------------------------------------- | -------------------------------------------------------------------------------------- | | ![ma](/img/grandma2/ma_1-290dfd.png) + number | No command | Selects the preset type in the preset control bar indicated by the preset type number. | | ![ma](/img/grandma2/ma_1-290dfd.png) + number + same number again | No command | Toggles through the features of a preset type in the preset type bar. | | ![ma](/img/grandma2/ma_1-290dfd.png) + . | [Default](/grandma2/key_keyword_default/) | Enters the keyword Default into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + At | [Stomp](/grandma2/key_keyword_stomp/) | Enters the keyword Stomp into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + At + At | [Extract](/grandma2/key_keyword_extract/) | Enters the keyword Extract into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Down | No command | Moves down the monitor wing. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Effect | [SyncEffects](/grandma2/key_keyword_synceffects/) | Executes the keyword SyncEffects. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Fix | No command | Switches the Desk Lock on/off.  | | ![ma](/img/grandma2/ma_1-290dfd.png) + Fixture | [FixtureType](/grandma2/key_keyword_fixturetype/) | Enters the keyword FixtureType into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Full | [FullHighlight](/grandma2/key_keyword_fullhighlight/) | Executes the keyword FullHighlight into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Goto | [LoadNext](/grandma2/key_keyword_loadnext/) | Enters the keyword LoadNext into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Goto + Goto | [LoadPrev](/grandma2/key_keyword_loadprev/) | Enters the keyword LoadPrev into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Group | [Layout](/grandma2/key_keyword_layout/) | Enters the keyword Layout into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Group + Group | [SearchResult](/grandma2/key_keyword_searchresult/) | Enters the keyword SearchResult into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Group + Group + Group | [Mask](/grandma2/key_keyword_mask/) | Enters the keyword Mask into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + List | [List](/grandma2/key_keyword_list/) | Enters the keyword List into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Macro | [Timer](/grandma2/key_keyword_timer/) | Enters the keyword Timer into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Macro + Macro | [Plugin](/grandma2/key_keyword_plugin/) | Enters the keyword Plugin into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Move | [Search](/grandma2/key_keyword_search/) | Enters the keyword Search into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Next | [NextRow](/grandma2/key_keyword_nextrow/) | Executes the keyword NextRow . | | ![ma](/img/grandma2/ma_1-290dfd.png) + Preset | [PresetType](/grandma2/key_keyword_presettype/) | Enters the keyword PresetType into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Prev | [PrevRow](/grandma2/key_keyword_prevrow/) | Executes the keyword PrevRow . | | ![ma](/img/grandma2/ma_1-290dfd.png) + Set | No command | Releases the monitor wing brake to adjust the angle of the monitor manually. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Store | [Record](/grandma2/key_keyword_record/) | Enters the keyword Record into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Time | No command | Opens the effect layer in the encoder bar. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Time + Time | No command | Switches to the next effect layer in the encoder bar. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Up | No command | Moves up the monitor wing. | | ![ma](/img/grandma2/ma_1-290dfd.png) + Update | No command | Lists updates in the command line feedback view.  | | ![ma](/img/grandma2/ma_1-290dfd.png) + View | [Screen](/grandma2/key_keyword_screen/) | Enters the keyword Screen into the command line. | | ![ma](/img/grandma2/ma_1-290dfd.png) + V key | No command | Selects the view page indicated by the V key number. | # Macro > The key Macro is located in the command area on the right of the key Page. The key Macro is located in the command area on the right of the key Page. ![](/img/grandma2/img_macro-key_v3-2-bb0dd8.png) \_Location k\_\_ey \_\_Macro \_   * Pressing Macro enters the [Macro keyword](/grandma2/key_keyword_macro/) into the command line. \[Channel]> Macro * Pressing Macro Macro enters the [Timecode keyword](/grandma2/key_keyword_timecode/) into the command line. \[Channel]> Timecode * Pressing Macro Macro Macro enters the [Agenda keyword](/grandma2/key_keyword_agenda/) into the command line. \[Channel]> Agenda * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Macro enters the [Timer keyword](/grandma2/key_keyword_timer/) into the command line. \[Channel]> Timer * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Macro Macro enters the [Plugin keyword](/grandma2/key_keyword_plugin/) into the command line. \[Channel]> Plugin * Pressing and holding List + Macro temporarily opens the Macro Pool on screen 2 (except for grandMA2 onPC without MA onPC wing).   ![](/img/grandma2/window_temp-macro-pool_v3-2-24c4e8.png) *Temporary Macro Pool* # [Minus] - > The key - is located on the right of the numeric keys in the command area. The key - is located on the right of the numeric keys in the command area. ![](/img/grandma2/img_minus_key_3_2-be8867.png) \_Location k\_\_ey \_\_\[Minus] - \_   Pressing - once enters the [\[Minus\] - keyword](/grandma2/key_keyword_minus/) into the command line. \[Channel]> - Pressing - twice subtracts 10 % dimmer value of the selected fixture or channel. \[time] :Macro: At - 10 # Mouse > The key Mouse is located in the left corner above the trackball. The key Mouse is located in the left corner above the trackball. ![](/img/grandma2/img_mouse-key_v3-2-f3a144.png) \_Location k\_\_ey \_\_Mouse \_ The key Mouse toggles between the selected trackball sequences. To select the trackball sequence see [User Settings](/grandma2/key_single_multi_systems_user_settings/). If the key Mouse is: * On – the trackball controls the mouse function. * Blinking – the trackball controls pan and tilt for the selected fixtures or channels. * Off – the trackball has no function. * Off and the middle key above the trackball is on – the trackball functions as a dimmer wheel. # Move > The key Move is located in the command area on the right of the key Group. The key Move is located in the command area on the right of the key Group. ![](/img/grandma2/img_move-key_v3-2-a9b848.png) *Location k\_\_ey*\_ Move \_   * Pressing Move enters the [Move keyword](/grandma2/key_keyword_move/) into the command line.\ As long as the keyword Move is in the command line you can move pool objects by\ pressing and holding a pool object and move it with your finger to a new position of the pool object \ \- or -\ pressing and holding the key Move and moving pool objects by tapping a pool object and then tapping the new position of the pool object. \[Channel]> Move * Pressing Move Move enters the [Replace keyword](/grandma2/key_keyword_replace/) into the command line. \[Channel]> Replace * Pressing Move Move Move enters the [Insert keyword](/grandma2/key_keyword_insert/) into the command line. \[Channel]> Insert * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Move enters the [Search keyword](/grandma2/key_keyword_search/) into the command line. \[Channel]> Search # Next > The key Next is located in the command area on the right of the key Set. The key Next is located in the command area on the right of the key Set. ![](/img/grandma2/img_next-key_v3-2-d2e512.png) \_Location k\_\_ey \_\_Next \_   * If a pop-up dialog is open, for example the pop-up Choose store method, you can set the focus on the following options by pressing the key Next.\   * Pressing Next executes the [Next keyword](/grandma2/key_keyword_next/). The fixture with the lowest fixture ID is selected. \[time] : Executing : Next * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Next executes the [NextRow keyword](/grandma2/key_keyword_nextrow/). For more information see [MAtricks](/grandma2/key_matricks/). \[time] : Executing : NextRow * Pressing Next + Prev executes the [All keyword](/grandma2/key_keyword_all/). \[time] : Executing : All # [Numeric] > The numeric keys 0 trough 9 are located in the command area of the console. The numeric keys 0 trough 9 are located in the command area of the console. ![](/img/grandma2/img_numeric_keys_3_2-551b6b.png) *Location numeric keys* * Pressing a numeric key enters the number in the line focused. * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + a numeric key, for example 2, selects the respective preset type for the number entered in the preset control bar.\   ![](/img/grandma2/img_select-preset-type_v3-2-bd0178.png) *Select preset type in the preset control bar* \[time] : Executing: PresetType “POSITION” * Pressing ![ma](/img/grandma2/ma_1-290dfd.png) + a numeric key several times changes the attributes in the encoder bar to the selected preset control bar.\   ![](/img/grandma2/img_select-attribute_v3-2-c2c58d.png) *Select attribute in the encoder bar* \[time] : Executing: Attribute “MP\_TR\_X” # Off > The key Off is located in the command area on the right of the key Select. The key Off is located in the command area on the right of the key Select. ![](/img/grandma2/img_off-key_v3-2-6d6064.png) \_Location k\_\_ey \_\_Off \_   * Pressing Off enters the [Off keyword](/grandma2/key_keyword_off/) into the command line. \[Channel]> Off * Pressing and holding Off and pressing several executor buttons turns off the executors.\   * Pressing Off Off opens the Off Menu. ![](/img/grandma2/popup_off-menu_v3-2-5cd39f.png) *Off Menu* # On > The key On is located in the command area on the right of the key Top. The key On is located in the command area on the right of the key Top. ![](/img/grandma2/img_on-key_v3-2-97f7c2.png) \_Location k\_\_ey \_\_On \_   * Pressing On enters the [On keyword](/grandma2/key_keyword_on/) into the command line. \[Channel]> On * Pressing On On enters the [Call keyword](/grandma2/key_keyword_call/) into the command line. \[Channel]> Call # Oops > The key Oops is located in the command area on right of the key Edit. The key Oops is located in the command area on right of the key Edit. ![](/img/grandma2/img_oops-key_v3_2-2c6620.png) \_Location k\_\_ey \_\_Oops \_   * Pressing Oops deletes the last keyword or number you entered in the command line.\   * If the command line is empty, pressing Oops executes the [Oops keyword](/grandma2/key_keyword_oops/).\ The pop-up Confirm Undo opens.   ![](/img/grandma2/popup_confirm-undo_v3-2-96d397.png) *Pop-up Confirm Undo*   * Pressing and holding the key Oops for about 2 seconds, opens the pop-up Multi-Oops. ![](/img/grandma2/popup_multi-oops_v3-2-fd557c.png) *Pop-up Multi-Oops* # Page > The key Page is located in the command area on the left of the key Macro. The key Page is located in the command area on the left of the key Macro. ![](/img/grandma2/img_page-key_v3-2-c32501.png) \_Location k\_\_ey \_\_Page \_   * Pressing Page enters the [Page keyword](/grandma2/key_keyword_page/) into the command line. \[Channel]> Page * Pressing Page Page enters the [ChannelPage keyword](/grandma2/key_keyword_channelpage/) into the command line. \[Channel]>ChannelPage * Pressing Page Page Page enters the [FaderPage keyword](/grandma2/key_keyword_faderpage/) into the command line. \[Channel]>FaderPage * Pressing Page Page Page Page enters the [ButtonPage keyword](/grandma2/key_keyword_buttonpage/) into the command line. \[Channel]>ButtonPage * Pressing and holding List + Page opens the temporary Pages Executor pool on screen 2 (except for grandMA2 onPC without MA onPC wing).\   ![](/img/grandma2/window_temp-exec-page-pool_v3-2-fbf114.png) *Temporary executor page pool* # Pause [small] > The small key Pause is located in the command area on the right of the small key Go -. The small key Pause is located in the command area on the right of the small key Go -. ![](/img/grandma2/img_pause-key-small_v3-2-00ef27.png) \_Location k\_\_ey \_*Pause (small)*   * Pressing Pause enters the [Pause keyword](/grandma2/key_keyword_pause/) into the command line. \[Channel]> Pause   * Pressing Pause Pause enters the [Park keyword](/grandma2/key_keyword_park/) into the command line. \[Channel]> Park # Please > The key Please is located in the command area below the number pad. The key Please is located in the command area below the number pad. ![](/img/grandma2/img_please-key_v3-2-0e7fad.png)\ \_Location key Please \_ * Pressing Please executes keywords entered into the command line. This is the same function as pressing Enter on an external keyboard or pressing Please on the keyboard in the keyboard drawer.   * Pressing Please Please activates all attributes of the current fixture or channel selection in the programmer.\ \ ![](/img/grandma2/window_fixture-sheet-active-attributes_v3-2-1e7bcf.png)\ *Fixture sheet with active attributes in the programmer*\   * Pressing Please again deactivates all attributes of the current fixture or channel selection in the programmer.\ \ ![](/img/grandma2/window_fixture-sheet-deactiveted-attributes_v3-2-1bce11.png)\ *Fixture sheet with deactivated attributes in the programmer* ​\_​\_ **Important:**\ If values are already active in the programmer, times and effect values in playbacks will not be activated pressing Please Please. If these values are to be taken into the programmer (to be knocked in), press Please Please again.  * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Please sets the cursor in the command line.\ \ ![](/img/grandma2/img_commandline_cursor_3_2-c3d129.png)\ *Command line displaying the cursor* # [Plus] + > The key + is located next to the numeric keys in the command area. The key + is located next to the numeric keys in the command area. ![](/img/grandma2/img_plus_key_3_2-2504b9.png) \_Location k\_\_ey \_\_\[Plus] + \_   * Pressing + enters [+ \[Plus\] keyword](/grandma2/key_keyword_plus/) into the command line. \[Channel]> + * Pressing + + adds 10 % of dimmer value to the selected fixture or channel. Macro: At +10 # Preset > The key Preset is located in the command area on the right of the key Macro. The key Preset is located in the command area on the right of the key Macro. ![](/img/grandma2/img_preset-key_v3-2-980c51.png) \_Location k\_\_ey \_*Preset* \_ \_ * Pressing Preset enters the [Preset keyword](/grandma2/key_keyword_preset/) into the command line. \[Channel]> Preset * Pressing Preset Preset enters the [Attribute keyword](/grandma2/key_keyword_attribute/) into the command line. \[Channel]> Attribute * Pressing Preset Preset Preset enters the [Gel keyword](/grandma2/key_keyword_gel/) into the command line. \[Channel]> Gel * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Preset enters the [PresetType keyword](/grandma2/key_keyword_presettype/) into the command line. \[Channel]> PresetType * Pressing and holding List + Preset opens the temporary preset pool on screen 2 for the selected preset in the preset control bar.\   ![](/img/grandma2/window_temp-preset-pool_v3-2-488892.png) *Temporary preset pool* # Prvw [Preview] > The key Prvw (Preview) is located in the command area on the left of the key Assign. The key Prvw (Preview) is located in the command area on the left of the key Assign. ![](/img/grandma2/img_prvw-key_v3-2-78ff78.png) \_Location \_\_Key \_\_Prvw (Preview) \_   * Pressing Prvw enters the [Preview keyword](/grandma2/key_keyword_preview/) into the command line and opens the **preview encoder bar**. \[Channel]> Preview ![](/img/grandma2/img_enoder_bar_preview_v3_2-c0d2de.png) *Encoder Bar - Preview*   * Pressing Prvw Prvw executes the [PreviewEdit keyword](/grandma2/key_keyword_previewedit/). Preview Edit is on. To close Preview Edit press Prvw Prvw again. \[time] : Executing : PreviewEdit * If there is already a function keyword in the command line, pressing Prvw executes the function keyword with the [PreviewExecutor keyword](/grandma2/key_keyword_previewexecutor/). \[time] : Executing : Go PreviewExecutor *  Pressing and holding Prvw + and pressing an executor button, for example 1, executes the [Preview keyword](/grandma2/key_keyword_preview/) with the option **/add**. \[time] : Executing : Preview ExecButton 1 /add # Prev [Previous] > The key Prev is located in the command area on the left of the key Set. The key Prev is located in the command area on the left of the key Set. ![](/img/grandma2/img_prev-key_v3-2-c19e60.png) \_Location \_\_Key \_\_Prev (Previous) \_   If a pop-up dialog is open, for example the pop-up Choose store method, you can set the focus on the following options by hitting the key Prev. * Pressing Prev executes the [Previous keyword](/grandma2/key_keyword_previous/). The fixture or channel with the highest ID will then be selected. \[time] : Executing : Previous * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Prev executes the [PrevRow keyword](/grandma2/key_keyword_prevrow/). For more information see [MAtricks](/grandma2/key_matricks/). \[time] : Executing : PrevRow * Pressing Prev + Next executes the [All keyword](/grandma2/key_keyword_all/). \[time] : Executing : All # Select > The key Select is located in the command area on the left of the key Off. The key Select is located in the command area on the left of the key Off. ![](/img/grandma2/img_select_key_3_2-8650b1.png) \_Location \_\_Key \_*Select*   * Pressing Select enters the [Select keyword](/grandma2/key_keyword_select/) into the command line. \[Channel]> Select * Pressing Select Select enters the [SelFix keyword](/grandma2/key_keyword_selfix/) into the command line. \[Channel]> SelFix # Sequ [Sequence] > The key Sequ (Sequence) is located in the command area on the left of the key Cue. The key Sequ (Sequence) is located in the command area on the left of the key Cue. ![](/img/grandma2/img_sequ_key_3_2-a2ef6e.png) \_Location \_\_Key \_\_Sequ \_   * Pressing Sequ enters the [Sequence keyword](/grandma2/key_keyword_sequence/) into the command line. \[Channel]> Sequence # Set > The key Set is located in the command area below the key Up. The key Set is located in the command area below the key Up. ![](/img/grandma2/img_set-key_v3-2-78b906.png) \_Location \_\_Key \_\_Set \_   *** ## Key Set as the Key Enter  [Section titled “Key Set as the Key Enter ”](#keyset-as-the-key-enter) If a pop-up dialog is open, for example the pop-up **Choose store method**, the key Set has the function of the key **Enter**. * Pressing Set confirms the selected button in the pop-up. *** ## Key Set and MAtricks [Section titled “Key Set and MAtricks”](#keyset-and-matricks) * Pressing Set enables and disables the MAtricks settings. \[time] : Executing : MAtricks Toggle If the MAtricks button is green, the MAtricks are enabled.\   ![](/img/grandma2/img_encoder-bar-matricks_v3_2-dd37ca.png) *Encoder Bar - Enabled MAtricks*   * Pressing and holding Prev + Set executes the [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/) -. \[time] : Executing : MAtricksInterleave - * Pressing and holding Next + Set executes [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/) +. \[time] : Executing : MAtricksInterleave + * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Prev + Set executes [MAtricksBlocks](/grandma2/key_keyword_matricksblocks/) -. \[time] : Executing : MAtricksBlocks - * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Next + Set executes [MAtricksBlocks](/grandma2/key_keyword_matricksblocks/) +. \[time] : Executing : MAtricksBlocks + For more information see [MAtricks](/grandma2/key_matricks/). *** ## Key Set for Adjustment of Monitor Wing Angle [Section titled “Key Set for Adjustment of Monitor Wing Angle”](#keyset-for-adjustment-of-monitor-wing-angle) To manually adjust the monitor wing angle, release the torque of the monitor wing engine. * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Set. # Setup > The key Setup is located in the command area on the right of the key Tools. The key Setup is located in the command area on the right of the key Tools. ![](/img/grandma2/img_setup-key_v3-2-b0e8f8.png) \_Location \_\_Key \_\_Setup \_ Pressing Setup executes the [Setup keyword](/grandma2/key_keyword_setup/) and opens the setup on the screen which was opened last. ![](/img/grandma2/menu_setup_v3-4-afbc79.png) *Setup* # <<< [GoFastBack] > The key <<<  [GoFastBack] is located in the command area on the left of the key Learn. The key <<<  \[GoFastBack] is located in the command area on the left of the key Learn. ![](/img/grandma2/img_go-fast-back-key_v3-2-a88485.png) *Location <<< \[GoFastBack]*   * Pressing <<< enters [<<< \[GoFastBack\] keyword](/grandma2/key_keyword_skipminus/) into the command line. \[Channel]> <<< * Pressing <<< <<< enters [Black keyword](/grandma2/key_keyword_black/) into the command line. \[Channel]> Black * Pressing <<< <<< <<< enters [ToZero keyword](/grandma2/key_keyword_tozero/) into the command line. \[Channel]> ToZero # >>> [GoFastForward] > The key >>> [GoFastForward] is located in the command area on the right of the key Learn. The key >>> \[GoFastForward] is located in the command area on the right of the key Learn. ![](/img/grandma2/img_go-fast-forward-key_v3-2-e27168.png) *Location >>> \[GoFastForward] key*   * Pressing >>> enters [>>> \[GoFastForward\] keyword](/grandma2/key_keyword_skipplus/) into the command line. \[Channel]> >>>   * Pressing >>> >>> enters [Flash keyword](/grandma2/key_keyword_flash/) into the command line. \[Channel]> Flash   * Pressing >>> >>> >>> enters [ToFull keyword](/grandma2/key_keyword_tofull/) into the command line. \[Channel]> ToFull # Solo > The key Solo is located in the command area on the right of the key Highlt. The key Solo is located in the command area on the right of the key Highlt. ![](/img/grandma2/img_solo_key_3_2-0df634.png) \_Location \_\_Key \_\_Solo \_   Pressing Solo executes the [Solo keyword](/grandma2/key_keyword_solo/) and turns the solo mode on or off. The command line stays unaffected. To disable the Solo key function, see [User Settings](/grandma2/key_single_multi_systems_user_settings/). # Store > The key Store is located in the command area on the left of the key The key Store is located in the command area on the left of the key ![ma](/img/grandma2/ma_1-290dfd.png). ![](/img/grandma2/img_store_key_3_2-12aa2a.png) \_Location \_\_Key \_\_Store \_   * Pressing Store enters the [Store keyword](/grandma2/key_keyword_store/) into the command line and changes the encoder bar to the [store encoder bar](/grandma2/key_ws_encoder_bar/).   \[Channel]> Store   ![](/img/grandma2/img_enoder_bar_store_3_2-8b1d2e.png) *Store Encoder Bar*   * Pressing and holding Store opens the pop-up Temporary Store Options.   ![](/img/grandma2/popup_store_options_3_2-6b4d28.png) \_Pop-up Temporary Store Options \_   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) and Store enters the [Record keyword](/grandma2/key_keyword_record/) into the command line. \[Channel]> Record # Temp > The key Temp is located in the command area on the left of the key Top. The key Temp is located in the command area on the left of the key Top. ![](/img/grandma2/img_temp_key_3_2-16a41f.png) *Location Key Temp*\_ \_   * Pressing Temp enters the [Temp keyword](/grandma2/key_keyword_temp/) into the command line. \[Channel]> Temp * Pressing Temp Temp enters the [Toggle keyword](/grandma2/key_keyword_toggle/) into the command line. \[Channel]> Toggle # Thru > The key Thru is located in the command area on the right of the number key 6 in the number pad. The key Thru is located in the command area on the right of the number key 6 in the number pad. ![](/img/grandma2/img_thru_key_3_2-bd6df3.png) \_Location \_\_Key \_\_Thru \_   * Solely pressing Thru, enters the default keyword and the [Thru keyword](/grandma2/key_keyword_thru/) into the command. \[Channel]>  Channel Thru * If you press Thru after pressing another keyword, only the [Thru keyword](/grandma2/key_keyword_thru/) will be entered into the command line. \[Channel]> Fixture Thru # Time > The key Time is located in the command area on the left of the key Esc. The key Time is located in the command area on the left of the key Esc. ![](/img/grandma2/img_time-key_v3-2-c1d6f1.png) \_Location \_\_Key \_\_Time \_   *** * Pressing Time enters the [Fade keyword](/grandma2/key_keyword_fade/) into the command line and changes the encoder bar to **Fade**.\   ![](/img/grandma2/img_encoder-bar-fade_v3_2-c026c6.png) *Encoder Bar Fade*   \[Channel]> Fade  * If **Auto** is selected in the layer control bar of the fixture or channel sheet, pressing Time changes to the **Fade Layer**.\   ![](/img/grandma2/img_layer-control-bar-fade-layer_v3_2-038d59.png) *Layer Control Bar - Fade Layer*   *** * Pressing Time Time enters the [Delay keyword](/grandma2/key_keyword_delay/) into the command line and changes the encoder bar to **Delay**.\   ![](/img/grandma2/img_encoder-bar-delay_v3_2-9a28aa.png) *Encoder Bar Delay*   \[Channel]>Delay * If **Auto** is selected in the layer control bar of the fixture or channel sheet, pressing Time Time changes to the **Delay Layer**.\   ![](/img/grandma2/img_layer-control-bar-delay-layer_v3_2-639aa4.png) *Layer Control Bar - Delay Layer* *** * Pressing and holding Time for about 2 seconds changes the encoder bar to **Value**.\   ![](/img/grandma2/img_encoder-bar-value_v3_2-7915dd.png) *Encoder Bar Value* * If **Auto** is selected in the layer control bar of the fixture or channel sheet, pressing and holding Time for about 2 seconds changes to the **Values Layer**.\   ![](/img/grandma2/img_layer-control-bar-value-layer_v3_2-11488e.png) *Layer Control Bar - Values Layer*   *** If you enter [Store](/grandma2/key_keyword_store/) or [Assign](/grandma2/key_keyword_assign/) keyword into the command line, * pressing then Time enters the [Fade keyword](/grandma2/key_keyword_fade/) into the command line. \[Channel]> Store Fade * pressing then Time Time enters the [OutFade keyword](/grandma2/key_keyword_outfade/) into the command line. \[Channel]> Store OutFade * pressing then Time Time Time enters the [Delay keyword](/grandma2/key_keyword_delay/) into the command line. \[Channel]> Store Delay * pressing then Time Time Time Time enters the [OutDelay keyword](/grandma2/key_keyword_outdelay/) into the command line. \[Channel]> Store OutDelay *  pressing Time Time Time Time Time enters the [SnapPercent keyword](/grandma2/key_keyword_snappercent/) into the command line. \[Channel]> Store SnapPercent * pressing then Time Time Time Time Time Time enters the [CmdDelay keyword](/grandma2/key_keyword_cmddelay/) into the command line. \[Channel]> Store CmdDelay *** *  Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Time opens the **Effect Layer** in the encoder bar.\   ![](/img/grandma2/img_encoder-bar-effect_v3_2-94e5cd.png) *Encoder Bar - Effect Layer*   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Time again, changes to the next **Effect Layer**.\   * If **Auto** is selected in the layer control bar of the fixture or channel sheet, pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) + Time changes to the next **Effect Layer**.\   ![](/img/grandma2/img_layer-control-bar-effect-layer_v3_2-0b4eca.png) *Layer Control Bar - Effect Layer*   *** # Tools > The key Tools is located in the command area on the left of the key Setup. The key Tools is located in the command area on the left of the key Setup. ![](/img/grandma2/img_tools_key_3_2-f1a9c6.png) \_Location \_\_Key \_\_Tools \_   Pressing Tools executes the [Tools keyword](/grandma2/key_keyword_tools/). The menu Tools opens. ![](/img/grandma2/menu_tools_3-4-bbcd39.png) *Tools menu* # Top > The key Top is located in the command area on the right of the key Temp. The key Top is located in the command area on the right of the key Temp. ![](/img/grandma2/img_top_key_3_2-912b70.png) *Location Key Top*\_ \_   * Pressing Top enters the [Top keyword](/grandma2/key_keyword_top/) into the command line. \[Channel]> Top * Pressing Top Top enters the [Kill keyword](/grandma2/key_keyword_kill/) into the command line. \[Channel]> Kill # U1 - U4 > The U-Keys are located on the right of screen 1. The U-Keys are located on the right of screen 1. ![](/img/grandma2/img_u_keys_3_2-af4143.png) *Location U-Keys*   The U-Keys have a function if function buttons are visible on screen 1. ![](/img/grandma2/popup_assign_menu_ukey_functions_3_2-2c9536.png) *Assign Menu U-Key Function Buttons* # Up > The key Up is located in the command area above the key Set. The key Up is located in the command area above the key Set. ![](/img/grandma2/img_up_key_3_2-c325be.png) \_Location \_\_Key \_\_Up \_   * If you press the key Up, the scroll bar of the window or pop-up, in which the focus is set, moves up. * If you press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Up, the monitor wing of the console moves up. # Update > The key Update is located in the command area on the left of the key Clear. The key Update is located in the command area on the left of the key Clear. ![](/img/grandma2/img_update_keys_3_2-8d1d49.png) \_Location \_\_Key \_\_Update \_ Pressing Update, enters the [Update keyword](/grandma2/key_keyword_update/) into the [command line](/grandma2/key_widget_command_line/). Pressing Update while a sequence or an effect is running, or while a preset is being called, plus when active different values are in the programmer, opens the pop-up Update.  ![](/img/grandma2/popup_update_3_2-3c91c8.png) *Pop-up Update* Related Links * [Update Presets](/grandma2/key_presets_update/) * [Update Cues](/grandma2/key_cs_update_cues/) * [Update Effects](/grandma2/key_effects_update/) # User 1 > The key User 1 is located on the right of screen 1. The key User 1 is located on the right of screen 1. ![](/img/grandma2/img_user1_key_3_2-f9f257.png) \_Location \_\_Key \_\_User 1 \_   If you press User 1, the [X-Keys](/grandma2/key_key_xkey/) and [X-Key labels](/grandma2/key_widget_x_key_labels/) on screen 1 change to the User 1 page. ![](/img/grandma2/img_xkey_labels_viewbuttons_3_2-c1994a.png) *X-Key Labels on Screen 1, User 1* # User 2 > The key User 2 is located on the right of screen 1. The key User 2 is located on the right of screen 1. ![](/img/grandma2/img_user2_key_3_2-81b388.png) \_Location \_\_Key \_\_User 2 \_   If you press User 2, the[ X-Keys](/grandma2/key_key_xkey/) and [X-Key labels](/grandma2/key_widget_x_key_labels/) change to the User 2 page on screen 1. # V1 - V10 > The keys V1 through V10 are located on the right of screen 2. The keys V1 through V10 are located on the right of screen 2. ![](/img/grandma2/img_v_keys_3_2-928dc5.png) *Location V-Keys* If you press a V-Key, the [ViewButton keyword](/grandma2/key_keyword_viewbutton/) will be executed. The displayed view on the [view button](/grandma2/key_widget_view_buttons/) will be called. If you press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and a V-Key, the [ViewPage keyword](/grandma2/key_keyword_viewpage/) will be executed.\ The view page corresponding the V-Key number you have pressed, will be called. # View > The key View is located in the command area on the left of the key Effect. The key View is located in the command area on the left of the key Effect. ![](/img/grandma2/img_view_key_3_2-a31942.png) \_Location \_\_Key \_\_View \_   * Pressing View, enters the [View keyword](/grandma2/key_keyword_view/) into the command line. \[Channel]> View   * Pressing View View, enters the [ViewButton keyword](/grandma2/key_keyword_viewbutton/) into the command line. \[Channel]>ViewButton   * Pressing View View View, enters the [ViewPage keyword](/grandma2/key_keyword_viewpage/) into the command line. \[Channel]>ViewPage   * Pressing and holding ![ma](/img/grandma2/ma_1-290dfd.png) and View, enters the [Screen keyword](/grandma2/key_keyword_screen/) into the command line. \[Channel]>Screen # X1 - X20 > The X-Keys are located below screen 1. The X-Keys are located below screen 1. **Information:**\ The grandMA2 ultra-light has only X1 - X10. ![](/img/grandma2/img_x_keys_3_2-fd9ecd.png) *Location X-Key*   If you press User1 or User2, the X-Keys will work just like [view buttons](/grandma2/key_widget_view_buttons/). If you press List, the X-Keys will work just like [executor buttons](/grandma2/key_key_execbuttons/). # Keyboard > Keyboard keys are either located in the keyboard drawer or on any external keyboard connected to the console. Keyboard keys are either located in the keyboard drawer or on any external keyboard connected to the console. | Press this key | Function | | ---------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ScrLck | Always sets the cursor into the command line or on pop-ups which are temporarily opened. | | Pause | Locks the desk. | | Up or down arrow | If the focus is set on the command line, you can scroll in the command history and bring the entered keywords back into the command line. If the focus is set on a pool, you can scroll up or down in the pool. | | Ctrl + C | Copies the text selected. | | Ctrl + V | Pastes the text that was previously copied.  | | Shift  + left or right arrow | Selects text. | | Ctrl + left mouse button | Selects multiple cells in sheets. | | Shift + left mouse button | Selects range of cells in sheets. | # Keys & Buttons on the Console > This chapter describes every key and button on the console along with their functions. This chapter describes every key and button on the console along with their functions. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Key overview](/grandma2/key_keys_key_overview/) * [>>> GoFastForward](/grandma2/key_key_skipplus/) * [<<< GoFastBack](/grandma2/key_key_skipminus/) * [. Dot](/grandma2/key_key_dot/) * [Align](/grandma2/key_key_align/) * [Assign](/grandma2/key_key_assign/) * [At](/grandma2/key_key_at/) * [Backg Background](/grandma2/key_key_background/) * [Backup](/grandma2/key_key_backup/) * [Blind](/grandma2/key_key_blind/) * [Bt Pg +](/grandma2/key_key_buttonpageplus/) * [Bt Pg -](/grandma2/key_key_buttonpageminus/) * [B.O. Blackout](/grandma2/key_key_blackout/) * [Channel](/grandma2/key_key_channel/) * [Ch Pg +](/grandma2/key_key_channelpageplus/) * [Ch Pg -](/grandma2/key_key_channelpageminus/) * [Clear](/grandma2/key_key_clear/) * [Copy](/grandma2/key_key_copy/) * [Cue](/grandma2/key_key_cue/) * [Del Delete](/grandma2/key_key_delete/) * [Down](/grandma2/key_key_down/) * [Edit](/grandma2/key_key_edit/) * [Effect](/grandma2/key_key_effect/) * [Encoder](/grandma2/key_key_encoder/) * [Esc](/grandma2/key_key_escape/) * [Exec Executor](/grandma2/key_key_executor/) * [Executor Buttons](/grandma2/key_key_execbuttons/) * [Fd Pg +](/grandma2/key_key_faderpageplus/) * [Fd Pg -](/grandma2/key_key_faderpageminus/) * [Fix](/grandma2/key_key_fix/) * [Fixture](/grandma2/key_key_fixture/) * [Freeze](/grandma2/key_key_freeze/) * [Full](/grandma2/key_key_full/) * [Go + small](/grandma2/key_key_goplus/) * [Go + large](/grandma2/key_key_defgoplus/) * [Go - small](/grandma2/key_key_gominus/) * [Go - large](/grandma2/key_key_defgominus/) * [Goto](/grandma2/key_key_goto/) * [Group](/grandma2/key_key_group/) * [Help](/grandma2/key_key_help/) * [Highlt Highlight](/grandma2/key_key_highlight/) * [If](/grandma2/key_key_if/) * [Keyboard](/grandma2/key_keyboard_keys/) * [Learn](/grandma2/key_key_learn/) * [List](/grandma2/key_key_list/) * [MA](/grandma2/key_key_ma/) * [Macro](/grandma2/key_key_macro/) * [Minus -](/grandma2/key_key_minus/) * [Mouse](/grandma2/key_key_mouse/) * [Move](/grandma2/key_key_move/) * [Next](/grandma2/key_key_next/) * [Numeric](/grandma2/key_key_numeric/) * [Off](/grandma2/key_key_off/) * [On](/grandma2/key_key_on/) * [Oops](/grandma2/key_key_oops/) * [Page](/grandma2/key_key_page/) * [Pause small](/grandma2/key_key_pause/) * [Pause large](/grandma2/key_key_defpause/) * [Please](/grandma2/key_key_please/) * [Plus +](/grandma2/key_key_plus/) * [Preset](/grandma2/key_key_preset/) * [Prev Previous](/grandma2/key_key_previous/) * [Prvw Preview](/grandma2/key_key_preview/) * [Select](/grandma2/key_key_select/) * [Sequ Sequence](/grandma2/key_key_sequence/) * [Set](/grandma2/key_key_set/) * [Setup](/grandma2/key_key_setup/) * [Solo](/grandma2/key_key_solo/) * [Store](/grandma2/key_key_store/) * [Temp](/grandma2/key_key_temp/) * [Thru](/grandma2/key_key_thru/) * [Time](/grandma2/key_key_time/) * [Top](/grandma2/key_key_top/) * [Tools](/grandma2/key_key_tools/) * [Up](/grandma2/key_key_up/) * [Update](/grandma2/key_key_update/) * [User 1](/grandma2/key_key_user1/) * [User 2](/grandma2/key_key_user2/) * [View](/grandma2/key_key_view/) * [U1 - U4](/grandma2/key_key_u1-u4/) * [V1 - V10](/grandma2/key_key_v1-v10/) * [X1 - X20](/grandma2/key_key_xkey/) # Key overview > This overview displays shortcuts for a quick execution of commands. This overview displays shortcuts for a quick execution of commands.    **Important:**\ For information on how to use the ![ma](/img/grandma2/ma_1-290dfd.png) key in combination with shortcuts see the [MA key](/grandma2/key_key_ma/).   | Press this Key | Command | Description | Example | | ----------------------------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------- | ------------------------- | | <<< | [<<<](/grandma2/key_keyword_skipminus/) | Goes fast backward and ignores the cue timing. | - <<< Executor 1 | | <<< <<< | [Black](/grandma2/key_keyword_black/) | Blacks out an executor without timing. Sets the master of an executor to 0 while holding the executor.  | \* <<< <<< Executor 1 | | <<< <<< <<< | [ToZero](/grandma2/key_keyword_tozero/) | Sets the master level of objects to zero. | - <<< <<< <<< Executor 1 | | >>> | [>>>](/grandma2/key_keyword_skipplus/) | Goes fast forward and ignores the cue timing. | \* >>> Executor 1 | | >>> >>> | [Flash](/grandma2/key_keyword_flash/) | Flashes an executor without timing. | - >>> >>> Executor 1 | | >>> >>> >>> | [ToFull](/grandma2/key_keyword_tofull/) | Sets the master level of objects to full. | \* >>> >>> >>> Executor 1 | | Align | [Align](/grandma2/key_keyword_align/) ”<“ | Fans from the first object selected to the right. | No example | | Align Align | Align ”>“ | Fans from first object selected to the left.  | No example | | Align Align Align | Align ”><“ | Fans from the center of the selection. | No example | | Align Align Align Align | Align ”<>“ | Fans between first and last objects selected. | No example  | | Align Align Align Align Align | Align Off | Switches off the fan function. | No example | | Assign | [Assign](/grandma2/key_keyword_assign/) | Assigns functions to buttons or opens the assign menu.  | - Assign Executor 1 | * Assign Flash Executor 1 | | Assign Assign | [Label](/grandma2/key_keyword_label/) | Labels the objects. | \* Label Cue 1 | | Assign Assign Assign | [Appearance](/grandma2/key_keyword_appearance/) | Changes the frame color for pool objects and cues. | - Appearance Cue 1 | | Assign Effect Effect | Assign Form | Forms objects. | \* Assign Form 8 Effect 1 | | At | [At](/grandma2/key_keyword_at/) | Enters the keyword At into the command line.  | - Channel 1 At 100 * Fixture 1 At Fixture 2 | | At At | [Normal](/grandma2/key_keyword_normal/) | Sets the selection to normal value. It is possible to change the normal value in **Setup - User - Settings**. | \* Normal Fixture 1 | | At press & hold | [Filter](/grandma2/key_keyword_filter/) | Opens the command “Filter”.  | No example  | | Blind | [Blind](/grandma2/key_keyword_blind/) | Switches on/off the live programmer to black. | No example  | | Blind press & hold | [BlindEdit](/grandma2/key_keyword_blindedit/) | Switches on/off the second blind programmer. | No example  | | Bt Pg - | ButtonPage - | Switches to previous ButtonPage. | No example | | Bt Pg -  press & hold | ButtonPage 1 | Switches to first ButtonPage. | No example  | | Bt Pg + | ButtonPage + | Switches to next ButtonPage. | No example   | | Ch Pg - | ChannelPage - | Switches to previous ChannelPage. | No example | | Ch Pg - press & hold | Channel Page 1 | Switches to first ChannelPage. | No example | | Ch Pg + | ChannelPage + | Switches to next ChannelPage. | No example  | | Channel | [Channel](/grandma2/key_keyword_channel/) | Enters the keyword Channel into the command line.  | - Channel 1 At 50 | | Channel Channel | [Dmx](/grandma2/key_keyword_dmx/) | Enters the keyword DMX into the command line.  | \* DMX 2.1 At 50 | | Channel Channel Channel | [DmxUniverse](/grandma2/key_keyword_dmxuniverse/) | Enters the keyword DMXUniverse into the command line.  | - Unpark DMX Universe 1 | | Clear | [ClearSelection](/grandma2/key_keyword_clearselection/) | Deselects all fixtures or channels in the programmer. | No example  | | Clear press & hold | [ClearAll](/grandma2/key_keyword_clearall/) | Releases everything and clears the programmer. | No example | | Clear Clear | [ClearActive](/grandma2/key_keyword_clearactive/) | Deactivates all values in the programmer. | No example | | Clear Clear Clear | ClearAll | Releases everything and clears the programmer. | No example | | Copy | [Copy](/grandma2/key_keyword_copy/) | Copies source object to destination object. | \* Copy Cue 1 At 5 | | Copy Copy | [Clone](/grandma2/key_keyword_clone/) | Clones source object to destination object. | - Clone Fixture 1 to 21 If Sequence 1 | | Cue | [Cue](/grandma2/key_keyword_cue/) | Enters the keyword Cue into the command line.  | \* Store Cue 5 | | Cue Cue | [Part](/grandma2/key_keyword_part/) | Enters part cue object into the command line.  | - Store Cue 5 Part 2 | | Delete | [Delete](/grandma2/key_keyword_delete/) | Deletes objects.  | \* Delete Sequence 1 - Delete Executor 11 | | Delete Delete | [Remove](/grandma2/key_keyword_remove/) | Loads “Remove” into the programmer. | - Remove Position | | Delete Delete Delete | [Release](/grandma2/key_keyword_release/) | Loads “Release” into the programmer. | \* Release Fixture 1 | | . | . | Enters the keyword . into the command line to indicate values separated by a dot. | - Preset 4.1  * Fixture 1 At 10.5 | | . . | [Zero](/grandma2/key_keyword_zero/) | Sets the selection at dimmer value zero. | \* Fixture 5 Zero | | Down | No command  | The last focus goes a page down in the window. | No example | | Edit | [Edit](/grandma2/key_keyword_edit/) | Loads a cue in the programmer. | - Edit Cue 1 | | Edit + Next/Previous | No command | Loads the next/previous cue in the programmer. | No example | | Effect | [Effect](/grandma2/key_keyword_effect/) | Enters the keyword Effect into the command line.  | \* Off Effect 2 | | Effect press & hold | No command | Temporarily opens the view Running Effects.  | No example  | | Exec | [Executor](/grandma2/key_keyword_executor/) | Enters the keyword Executor into the command line. | - Executor 1 At 100 Fade 5 | | Exec Exec | [SpecialMaster](/grandma2/key_keyword_specialmaster/) | Enters the keyword SpecialMaster into the command line. | \* Assign SpecialMaster 3.1 Executor 15 | | Fd Pg - | FaderPage - | Switches to previous FaderPage. | No example | | Fd Pg - press & hold | FaderPage 1 | Switches to first FaderPage. | No example | | Fd Pg + | FaderPage + | Switches to next FaderPage. | No example | | Fix | [Fix](/grandma2/key_keyword_fix/) | Fixes and unfixes an executor for all pages. | - Fix Executor 1.2 | | Fixture | [Fixture](/grandma2/key_keyword_fixture/) | Enters the keyword Fixture into the command line.  | \* Fixture 2 At 50 | | Fixture Fixture | [Selection](/grandma2/key_keyword_selection/) | Enters the current programmer selection into the command line.  | - Park Selection | | Full | [Full](/grandma2/key_keyword_full/) | Sets selection to dimmer value 100%. | \* Fixture 1 Full | | Full Full | No command | Loads the highlight values into the programmer. | - Fixture 1 Full Full | | Go - | [GoBack](/grandma2/key_keyword_goback/) | Jumps back in a sequence list.  | \* Go - Executor 2 | | Go + | [Go](/grandma2/key_keyword_go/) | Switches to next cue in the sequence with cue timing. | - Go Executor 2 | | Go + Go + | [Unpark](/grandma2/key_keyword_unpark/) | Enters the keyword Unpark into the command line.  | \* Unpark Selection | | Go+ Prvw | [PreviewExecutor](/grandma2/key_keyword_previewexecutor/) | Steps through a cue list in preview mode. | No example | | Goto | [Goto](/grandma2/key_keyword_goto/) | Jumps to a cue.  | - Goto Executor 1 * Goto Cue 1 (Executor 11)  | | Goto Goto | [Load](/grandma2/key_keyword_load/) | Enters the keyword Load into the command line.  | \* Load Executor 11  - Load Cue 1 (Executor 11)  | | Group | [Group](/grandma2/key_keyword_group/) | Enters the keyword Group into the command line. | - Group 2 At 100 | | Group  press & hold | No command | Opens group master view temporarily. | No example | | Group Group | [World](/grandma2/key_keyword_world/) | Enters “World” into the command line.  | \* World 1 | | Group Group Group | [Filter](/grandma2/key_keyword_filter/) | Calls or selects a filter.  | - Select Filter 1 | | Help + Object | No command | Opens help for an object. | \* Help Fixture | | Help Please | [Help](/grandma2/key_keyword_help/) | Opens the help view temporarily. | No example | | Help Help | [CmdHelp](/grandma2/key_keyword_cmdhelp/) | Displays all shortcuts in the command window. | No example | | Highlt | [Highlight](/grandma2/key_keyword_highlight/) | Sets the selection to the highlight values. | No example | | Highlt press & hold | No command | Sets the selection to the highlight values and the highlight value of the dimmer starts to pulse.  | No example | | IF | [IfOutput](/grandma2/key_keyword_ifoutput/) | Selects fixtures with a dimmer value higher than 0%. | - IfOutput At 70 thru 100 | | IF IF | [IfActive](/grandma2/key_keyword_ifactive/) | Selects fixtures with active values in the programmer. | No example | | IF IF IF | [IfProg](/grandma2/key_keyword_ifprog/) | Selects fixtures with active or inactive values in the programmer. | No example | | IF IF IF IF | [If](/grandma2/key_keyword_if/) | Selects fixtures which exist in both groups. | \* Group 1 If Group 2 | | Learn | [Learn](/grandma2/key_keyword_learn/) | Learns speed for a chaser or effect. | No example | | Learn press & hold + executor button | No command | Holding the key Learn and tapping the executor at a certain speed teaches the chaser to run at this particular speed.  | No example | | Learn Learn | [Rate1](/grandma2/key_keyword_rate1/) | Sets the rate of an executor back to 1:1. | - Rate1 Executor 1 | | List | No command | Switches the x-keys to button executors. | No example | | Macro | [Macro](/grandma2/key_keyword_macro/) | Enters the keyword Macro into the command line.  | \* Macro 1 | | Macro Macro | [Timecode](/grandma2/key_keyword_timecode/) | Enters the keyword Timecode into the command line.  | - Go Timecode 1 | | Macro Macro Macro | [Agenda](/grandma2/key_keyword_agenda/) | Enters the keyword Agenda into the command line and executes the first entry in the agenda list. | \* Agenda 1 | | minus | No command | Sets a relative value when used with spaces. Sets an absolute value when used without spaces.  | - Group 5 - Fixture 10 * Attribute “Tilt” At -22 | | minus minus | At - 10 | Dimmer goes down by 10 percent. | \* Fixture 1 At - 10  | | Move | [Move](/grandma2/key_keyword_move/) | Moves source objects to destination objects. | - Move Executor 1 At 2 | | Move Move | [Replace](/grandma2/key_keyword_replace/) | Replaces objects or values.  | \* Replace Fixture 1 with 2 | | Move Move Move | [Insert](/grandma2/key_keyword_insert/) | Moves objects to a new ID. | No example | | Next | [Next](/grandma2/key_keyword_next/) | Selects next fixture or fixture of a selection. | No example | | Off | [Off](/grandma2/key_keyword_off/) | Knocks out values or releases executors. | - Off Executor 1 | | Off Off | No command | Temporarily opens the Off Menu. | \* Off Off | | On | [On](/grandma2/key_keyword_on/) | Enters the keyword On into the command line.  | - On Cue 1 * On Selection | | On On | [Call](/grandma2/key_keyword_call/) | Calls the status of the cue in the programmer.  | \* Call Cue Thru 2 | | Oops | [Oops](/grandma2/key_keyword_oops/) | Undoes the last action. | No example | | Oops press & hold | No command | Temporarily opens the Oops Menu.  | No example | | Page | [Page](/grandma2/key_keyword_page/) | Enters the keyword Page into the command line.  | - Page 3 | | Page Page | [ChannelPage](/grandma2/key_keyword_channelpage/) | Enters the keyword ChannelPage into the command line.  | \* ChannelPage 2 | | Page Page Page | [FaderPage](/grandma2/key_keyword_faderpage/) | Enters the keyword FaderPage into the command line.  | - FaderPage 3 | | Page Page Page Page | [ButtonPage](/grandma2/key_keyword_buttonpage/) | Enters the keyword ButtonPage into the command line.  | \* ButtonPage 4 | | Pause | [Pause](/grandma2/key_keyword_pause/) | Pauses the current cue fade.  | - Pause Executor 1 | | Pause Pause | [Park](/grandma2/key_keyword_park/) | Parks objects.  | \* Park Fixture 10 | | Please | Please | Executes commands. | No example | | Please Please | No command | Activates all attributes for the selection. | No example | | plus | [+](/grandma2/key_keyword_plus/) | Functions as an “and”.  | - Fixture 1 + fixture 2 | | plus plus | At + 10 | Dimmer goes up by 10 percent. | No example | | Preset | [Preset](/grandma2/key_keyword_preset/) | Enters the keyword Preset into the command line.  | \* At Preset 4.2 | | Preset Preset | [Attribute](/grandma2/key_keyword_attribute/) | Enters the keyword Attribute into the command line.  | - Attribute “Tilt” At 50 | | Preset Preset Preset | [Gel](/grandma2/key_keyword_gel/)  | Calls the keyword Gel from the Swatch Book.  | \* At Gel “Manufacturer”.”Number or name of color” | | Previous | [Previous](/grandma2/key_keyword_previous/) | Selects previous fixture or fixture of a selection. | No example | | Previous + Next | [All](/grandma2/key_keyword_all/) | Leaves the Next/Previous MAtricks selection and selects all. | No example | | Previous + Set + Next | [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/) Off | Turns off MAtricksInterleave. | No example | | Prvw | [Preview](/grandma2/key_keyword_preview/) | Shows the preview of a cue. Preview does not generate a DMX output.  | - Preview Cue 1 | | Prvw Prvw | [PreviewEdit](/grandma2/key_keyword_previewedit/) | Switches on/off the preview mode.  | No example | | Select | [Select](/grandma2/key_keyword_select/) | Enters the keyword Select into the command line.  | \* Select Executor 1 | | Select Select | [Selfix](/grandma2/key_keyword_selfix/) | Selects all channels and fixtures of an executor.  | - Selfix Executor 1 | | Sequ | [Sequence](/grandma2/key_keyword_sequence/) | Enters the keyword Sequence into the command line.  | \* Assign Sequence 1 Executor 2 | | Set | [MAtricks](/grandma2/key_keyword_matricks/) Toggle | Toggles between the entire and the current selection of MAtricks Next/Previous.  | No example  | | Set + Next | MAtricksInterleave + | Toggles MAtricks Interleave to +1. | No example | | Set + Previous | MAtricksInterleave - | Toggles MAtricks Interleave to -1. | No example | | Store | [Store](/grandma2/key_keyword_store/) | Enters the keyword Store into the command line.  | - Store Executor 1.10 | | Store press & hold | No command | Opens the Temporary Store Options.   |   | | Temp | [Temp](/grandma2/key_keyword_temp/) | Flashes an executor with timing and executor master level. | \* Temp Executor 3 | | Temp Temp | [Toggle](/grandma2/key_keyword_toggle/) | Switches on/off an executor. | - Assign Toggle Executor 101. | | Thru | [Thru](/grandma2/key_keyword_thru/) | Selects several objects.  | \* Fixture 1 Thru 10  - Fixture 1 Thru 10 At 0 Thru 100 | | Time | [Fade](/grandma2/key_keyword_fade/) | Switches to layer Fade.  | No example | | Time Time | [Delay](/grandma2/key_keyword_delay/) | Switches to layer Delay.  | No example | | Time Time Time | [Value](/grandma2/key_keyword_value/) | Switches to layer Value.  | No example | | Top | [Top](/grandma2/key_keyword_top/) | Jumps to the first cue of a sequence or the beginning of a time code.  | - Top Timecode 1 | | Top Top | [Kill](/grandma2/key_keyword_kill/) | Releases all executors, which are not kill-protected, on all pages except for the executor you kill.  | \* Kill Executor 5 | | Up | No command | Pages up in the window with the last focus.  | No example | | Update | [Update](/grandma2/key_keyword_update/) | Temporarily opens the Update View.  | No example | | View | [View](/grandma2/key_keyword_view/) | Enters the keyword View into the command line. | No example | | View View | [ViewButton](/grandma2/key_keyword_viewbutton/) | Enters the keyword ViewButton into the command line.  | - Store ViewButton 1.1  | | View View View | [ViewPage](/grandma2/key_keyword_viewpage/) | Switches to a ViewPage.  | \*  ViewPage 2 | # AddUserVar > AddUserVas a function used to change/extend content of user specific variables. AddUserVar\*\* \*\*is a function used to change/extend content of user specific variables. To execute the keyword AddUserVar type **AddUserVar** or the shortcut **AddU** into the command line.  ## Syntax: [Section titled “Syntax:”](#syntax) AddUserVar $variablename = numericvalue AddUserVar $variablename = “text”   ## Example: [Section titled “Example:”](#example) \[Channel]> SetUserVar $myname = “John”  Sets the variable $myname to **John.** \[Channel]> AddUserVar $myname = ” Doe”  Sets the variable $myname to **John Doe.**   \[Channel]> SetUserVar $mycounter = 5  Sets the variable $mycounter to 5. \[Channel]> AddUserVar $mycounter = 6  Sets the variable $mycounter to 11.   For more information see the following links: $ \[Dollar-sign] ListUserVar Keyword ListVar Keyword SetVar Keyword SetUserVar Keyword AddVar Keyword AddUserVar Keyword \[ ] \[Square Brackets] # AddVar > To get the AddVar keyword in the command line type AddVarr the shortcut Adn the command line. To get the AddVar keyword in the command line type **AddVar** or the shortcut **Ad** in the command line. ## Description [Section titled “Description”](#description) AddVar is a function keyword to change or extend content of show specific variables. ## Syntax [Section titled “Syntax”](#syntax) AddVar $variablename = numericvalue AddVar $variablename = “text” ## Examples [Section titled “Examples”](#examples) \[Channel]> SetVar $myname = “John”  - Sets the variable $myname to John   \[Channel]> AddVar $myname = ” Doe”  - Sets the variable $myname to John Doe   \[Channel]> SetVar $mycounter = 5  - Sets the variable $mycounter to 5   \[Channel]> AddVar $mycounter = 6  - Sets the variable $mycounter to 11 # Agenda > To execute the keyword Agenda, type Agendar the shortcut Agnto the command line. To execute the keyword Agenda, type **Agenda** or the shortcut **Ag** into the command line. ## Description [Section titled “Description”](#description) Agenda is an object type which holds scheduled tasks to be executed at specific dates and times. ## Syntax [Section titled “Syntax”](#syntax) Agenda \[ID] Assign Agenda \[Object-list]/Start ​Assign Agenda \[Object-list]/Time Assign Agenda \[Object-list]/Duration Assign Agenda \[Object-list]/Repeat Assign Agenda \[Object-list]/CMD Assign Agenda \[Object-list]/Info ​Assign Agenda \[Object-list]/First Assign Agenda \[Object-list]/Last   Options To receive a list of all options for the keyword Agenda, type the following into the command line: \[Channel]> Agenda /? | Option | Option Value | Description | | -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------- | | Start | Absolute, Dawn, Sunrise, Sunset, Dusk | Sets the start of a task. | | Time | hh/mm/ss | Sets the time of a task.  | | Duration | hh/mm/ss | Sets the duration of a task.  | | Repeat | None, Daily, Weekly, Monthly, Annually, Daily each month, Weekly each month, Daily each year, Weekly each year, Monthly each year, Every 2nd day, Every 3rd day, Every 4th day, Every 5th day, Every 6th day  | Sets the recurrence of a task.  | | CMD | ”Your command” | Sets the command of a task.  | | Info | ”Your info text” | Sets the info regarding a task.  | | First | MM/DD/YYYY | Sets the date of the kick off of the first task.  | | Last | MM/DD/YYYY | Sets the date of the completion of the last task.  |   ## Example [Section titled “Example”](#example) \[Fixture]> List Agenda  Lists all agenda items stored.   \[Fixture] > Agenda 1  Executes the command which was stored in agenda 1.    **Hint:**\ It is also possible to enter agenda into the command line by pressing the key Macro three times on the console.    For more information see the key [Macro](/grandma2/key_key_macro/). # Alert > Alerts a keyword which generates an alert message in the message center. **Alert** is a keyword which generates an alert message in the message center. To execute the keyword Alert type **Alert** or the shortcut **Ale** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Alert “text”   Typing the keyword **Alert** into the command line displays an alert message marked in red in the message center.    For more information on the icons, the colors of messages, and the center itself see [Message center](/grandma2/key_message_center/).    ## Example:  [Section titled “Example: ”](#example)   \[Channel]> Alert “coffee break”   The text **coffee break** is displayed in red in the message center. # Align > To toggle through the different align modes press Align. To toggle through the different align modes press Align. ## Description [Section titled “Description”](#description) Align is a function keyword to change the mode of the attribute encoders. Call the mode by its name or index number. | Name | Index Number | | ---- | ------------ | | Off | 0 | | < | 1 | | > | 2 | | >< | 3 | | <> | 4 | When activating an Align-mode, the encoders will no longer adjust the whole selection equally, but adjust proportionally according to selection order, either most at the last, most at the first, most at the last & first (inverted), or most at the center of the selection. ## Syntax: [Section titled “Syntax:”](#syntax) Align \[mode] Align Off ## Example [Section titled “Example”](#example) * To set the encoders to first align mode type in the command line: \[Channel]> Align ”<”   * To turn off any align mode type in the command line: \[Channel]> Align 0 # AlignFaderModules > AlignFaderModules is a function used to configure connected external wings. **AlignFaderModules** is a function used to configure connected external wings. To execute this keyword type **AlignFaderModules** or the shortcut **AlignF** into the command line.    **Note:**\ Wings are fader extensions and are intended to follow the faders built-in in the console. ##   ## Syntax: [Section titled “Syntax:”](#syntax) AlignFaderModules   Entering AlignFaderModules into the command line automatically sets up a surface with connected faders next to each other without overlapping. * ​Command wing with faders 1 to 15 * Command wing with faders 16 to 30 * Command wing with faders 31 to 45   ## Example [Section titled “Example”](#example) \[Channel]> **AlignFaderModule** If a default surface already exists, this command sets automatically a second surface.    For more information on how to set surfaces see the keyword [Surface](/grandma2/key_keyword_surface/).    **Hint:**\ It is also possible to configure external wings on the screen via Wing & Monitor Setup.    For more information see [Wing & Monitor Setup](/grandma2/key_window_faderwing_commandwing_setup/). # All > To get the All keyword in the command line type Alln the command line. To get the All keyword in the command line type **All** in the command line. ## Description [Section titled “Description”](#description) All is a function used to set the MAtricks property Single X to *none (0)*, which means to reselect all fixtures, (or reselect all columns of fixtures, if Interleave is active). For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) All ## Example [Section titled “Example”](#example) * To reselects all fixtures or columns type in the command line: \[Channel]> All # AllButtonExecutors > To get the AllButtonExecutors keyword in the command line type AllButtonExecutorsr the shortcut AllBn the command line. To get the AllButtonExecutors keyword in the command line type **AllButtonExecutors** or the shortcut **AllB** in the command line. ## Description [Section titled “Description”](#description) AllButtonExecutors is an alias for all button executors. AllButtonExecutors may be used as an alias to address executor 101 and upwards, on all pages. ## Syntax [Section titled “Syntax”](#syntax) \[Function] AllButtonExecutors ## Example [Section titled “Example”](#example) * To turn off all button executors type in the command line: \[Channel]> Off AllButtonExecutors # AllChaseExecutors > To get the AllChaseExecutors keyword in the command line type AllChaseExecutorsr the shortcut AllCn the command line. To get the AllChaseExecutors keyword in the command line type **AllChaseExecutors** or the shortcut **AllC** in the command line. ## Description [Section titled “Description”](#description) AllChaseExecutors is used as an alias to address all executors with chasers assigned. ## Syntax [Section titled “Syntax”](#syntax) \[Function] AllChaseExecutors ## Example [Section titled “Example”](#example) * To turn off all executors with chasers type in the command line: \[Channel]> Off AllChaseExecutors # AllFaderExecutors > To get the AllFaderExecutors keyword in the command line type AllFaderExecutorsr the shortcut AllFn the command line. To get the AllFaderExecutors keyword in the command line type **AllFaderExecutors** or the shortcut **AllF** in the command line. ## Description [Section titled “Description”](#description) AllFaderExecutors is an alias for all fader executors. AllFaderExecutors may be used as an alias to address executor 1 through 90, on all pages. ## Syntax [Section titled “Syntax”](#syntax) \[Function] AllFaderExecutors ## Example [Section titled “Example”](#example) * To turn off all fader executors. \[Channel]> Off AllFaderExecutors # AllRows > To get the AllRows keyword in the command line type AllRowsr the shortcut AllRn the command line. To get the AllRows keyword in the command line type **AllRows** or the shortcut **AllR** in the command line. ## Description [Section titled “Description”](#description) AllRows is a function used to set the MAtricks property Single Y to *none (0)*, which means to reselect all rows of fixtures in a virtual array created with MAtricksInterleave. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) AllRows ## Example [Section titled “Example”](#example) * To reselect all rows of fixtures in an interleave array. \[Channel]> AllRows # AllSequExecutors > To get the AllSequExecutors keyword in the command line type AllSequenceExecutorsr the shortcut AllSn the command line. To get the AllSequExecutors keyword in the command line type **AllSequenceExecutors** or the shortcut **AllS** in the command line. ## Description [Section titled “Description”](#description) AllSequExecutors is an alias for all executors assigned with a sequence. ## Syntax [Section titled “Syntax”](#syntax) \[Function] AllSequExecutors ## Example [Section titled “Example”](#example) * To turn off all executors with sequences. \[Channel]> Off AllSequExecutors # And > To execute the keyword, type Andr the shortcut Annto the command line. To execute the keyword, type **And** or the shortcut **An** into the command line.  ## Description [Section titled “Description”](#description) The keyword \*\*And \*\*is a helping keyword that adds selection or values. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[Number] \[If] \[Object] \[Number] \[Attribute] And \[Object] \[Number] \[Attribute] ## Example [Section titled “Example”](#example) \[Channel]> Delete Cue 1 If Fixture 5 Attribute “Pan” **And** Fixture 5 Attribute\*\* \*\*“Tilt” Deletes attributes pan and tilt of fixture 5 in cue 1. # Appearance > You can change the frame color of pool objects and the background color of cues with the Appearanceeyword. You can change the frame color of pool objects and the background color of cues with the **Appearance** keyword. **Important:**\ **Appearance** is used directly on objects. Thus, changing the color in all user profiles. To execute this keyword press Assign Assign Assign, type **Appearance** or the shortcut **Ap** into the command line. To reset assigned colors repeat the appearance command and select color pop-up \*\*Reset \*\*in the edit, then tap **Please**. ## Syntax [Section titled “Syntax”](#syntax) Appearance \[Object-list] **Appearance \[Object-list] At \[Source-object]** ## Options [Section titled “Options”](#options) To see a list of all options of the keyword Appearance in the command line feedback window, type the following into the command line: \[Channel]> Appearance /? The keyword Appearance has the following options: | Option | Shortcut | Option value | Description | | ---------- | ----------- | --------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------- | | reset | r | no option value | Resets appearance. | | color | no shortcut | Gel name from the Swatch Book in the color picker, e.g., medium amber; or hex value (000000-FFFFFF) | Sets color appearance.  | | red | r | 0-100 | Sets red component of the color appearance (0 by default). | | green | g | 0-100 | Sets green component of the color appearance (0 by default).  | | blue | b | 0-100 | Sets blue component of the color appearance (0 by default).  | | hue | h | 0-360 | Sets hue of the color appearance (saturation and brightness 100 by default).  | | saturation | s | 0-100 | Sets saturation of the color appearance (hue 0 by default; brightness 100 by default). | | brightness | br | 0-100 | Sets brightness of the color appearance (saturation and hue 0 by default).  | ### Example: 1 - Change Frame Color of a Single Object [Section titled “Example: 1 - Change Frame Color of a Single Object”](#example-1---change-frame-color-of-a-single-object) Assign preset object 1 a red frame in the preset pool. 1\. Press Assign Assign Assign (=Appearance) and tap preset 1 in the preset pool . The Edit Color pop-up opens. 2\. Select a red color and tap **Please**. Preset object 1 has a red frame around it. **Hint:**\ Executors display the appearance of objects assigned. To view the appearance of objects on executors, open **Playback big**. For more information see [Executors on the screens](/grandma2/key_exec_on_screen/#playback_big).  ## Example: 2 - Change Frame Color of Several Objects [Section titled “Example: 2 - Change Frame Color of Several Objects”](#example-2---change-frame-color-of-several-objects) Assign group object 1 thru 5 a blue frame in the group pool. 1\. Press Assign Assign Assign (=Appearance) Group 1 Thru 5 Please. The Edit Color pop-up opens. 2\. Select a blue color and tap **Please**. Group objects 1 thru 5 have a blue frame around them. ## Example: 3 - Change Background Color of Cues [Section titled “Example: 3 - Change Background Color of Cues”](#example-3---change-background-color-of-cues) Change the background color of cue 1 of the selected executor. For more information see [change cue color](/grandma2/key_cs_renumber_cues/#cue_color). **Important:**\ Cue color columns have to be enabled in the option menu.  1\. Press Assign Assign Assign (=Appearance) Cue 1 Please. The Edit Color pop-up opens. 2\. Choose the color and tap **Please**. Cue 1 of the selected executor has a new background color.  ## Example: 4 - Cue Background Color same as Group Color [Section titled “Example: 4 - Cue Background Color same as Group Color”](#example-4---cue-background-color-same-as-group-color) Cue 1 is to have the same color as group 2. Press Assign Assign Assign (=Appearance) Cue 1 At Group 2 Please. Cue 1 has the same color as group 2. ## Example: 5 - Use Command Line Only [Section titled “Example: 5 - Use Command Line Only”](#example-5---use-command-line-only) Assign the All preset pool (0) object 1 a red frame using the command line only. Type in the command line:   \[Channel]> Appearance Preset 0.1 /h=0 /s=100 /br=50   Press Please. \- or -   \[Channel]> ​Appearance Preset 0.1 /r=100 /g=0 /b=0   Press Please. Pool object 1 has a red frame around it. ## Example: 6 – Assign the Appearance from Source Object to Destination Object [Section titled “Example: 6 – Assign the Appearance from Source Object to Destination Object”](#example-6--assign-the-appearance-from-source-object-to-destination-object) Assign the appearance of one macro to another. Type in the command line: \[Channel]> Appearance Macro 2 At Macro 13 Press Please.  Macro 2 receives the same appearance as macro 13. # Assign > Assigns a function used to define relationships between objects or give values to properties. **Assign** is a function used to define relationships between objects or give values to properties. To execute the keyword Assign press the key Assign, type **Assign** or the shortcut **As** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Assign \[Object-list 1] (At) \[Object-list 2] Assign \[Function] (At) \[Object-list] Assign \[Helping-keyword] \[Value-list] \[Object-list] Assign \[Object-list] /\[property1]=\[value] /\[property2]=\[value] Assign \[Object]   ## Options [Section titled “Options”](#options) To get a list of all available options for the keyword Assign in the command line feedback window type the following into the command line: \[Channel]> Assign /? The keyword Assign has the following options: | Option | Shortcut | Option value | Description | | ---------- | -------- | --------------------------------------- | ------------------------------- | | break | b | 1-8 | Sets patch break.  | | multipatch | m | 0 to 10,000 | Sets multi patch slot.  | | reset | r | no option value | Removes existing patch.  | | x |   | -10,000 to +10,000 | Sets the x-coordinate. | | y |   | -10,000 to +10,000 | Sets the y-coordinate. | | noconfirm | nc | no option value | Suppresses confirmation pop-up. | | special  |   | normal; default; highlight | Sets special mode of Preset. | | cue\_mode  | cm | assert; xassert; break; xbreak; release | Sets cue mode.  | If no object type is given for the object list, the objects at the current destination are used. If the current destination is root (no destination), the current default object type of the command line is used.   **Hint:**\ Assign is the only function that may be directly proceeded by another function.   ## Example: [Section titled “Example:”](#example) \[Channel]> ​Assign Dmx 2.101 At Channel 5   Patches DMX address 101 on the second universe to channel 5.   \[Channel]> ​Assign Sequence 1 Thru 5 At Executor 6 Thru 10   Assigns Sequence 1 thru 5 to Executor 6 thru 10.   \[Channel]> ​Assign Toggle At Executor 101   Assigns a toggle button to Executor 101.   \[Channel]> ​Assign Fade 3 Cue 5   Assigns a fade time of 3 seconds to cue 5 of the selected executor.   \[Channel]> ​Assign User JohnDoe /password=qwerty   Sets the password for JohnDoe to “qwerty”.   \[Channel]> ​Assign Executor 1   Opens the Assign Menu dialog for executor 1.   \[Channel]> Assign Group 1 Layout 1 /x=5 /y=2 Assigns group 1 into layout 1 at position x 5 and y 2.    \[Channel]> Assign Go ExecButton1 1.1 /cue\_mode=xassert Assigns Go button with cue mode “xassert” to ExecButton1 of the executor 1 on page 1. # Asterisk * > To get the Asterisk in the command line press and hold Shift + 8. To get the Asterisk \* in the command line press and hold Shift + 8. ## Description [Section titled “Description”](#description) The Asterisk \* is a wildcard character to substitute for any other character or characters in a name. ## Examples [Section titled “Examples”](#examples) * Select all fixtures stored in a group and a name beginning with “Mac”.  \[Channel]> Group Mac\* *** *  Select all fixtures with a name beginning with “backt” and ending with “blue”.  \[Channel]> Fixture backt\*blue # At > At may be used as a function to apply values or as a helping keyword for other functions to indicate destinations. At may be used as a function to apply values or as a helping keyword for other functions to indicate destinations. To execute this keyword press the key At, or type **At** or the shortcut **A** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) At \[Value-list] At \[Value-type] \[Value-list] At \[Object-list] \[Object-list] At \[Value-list] \[Object-list] At \[Value-type] \[Value-list] \[Object-list] At \[Object-list] \[Function] \[Object-list] At \[Object-list] (as a helping keyword)   ## Options [Section titled “Options”](#options) To get a list of all available options for the keyword At in the command line feedback window type the following into the command line: \[Channel]> At /?   The keyword At has the following options: | Option | Shortcut | Option value | Description | | --------------------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- | | LAYER | no shortcut | Value; Fade; Delay; EffectForm; EffectBPM; EffectSpeedGroup; EffectLow; EffectHigh; EffectPhase; EffectWidth; EffectFade; EffectDelay; EffectID; Auto; Valueonly; Output; IDValueExec; IDEffectExec; IDValueCue; IDEffectCue; DMX | Sets destination layer. | | ignoreselection | is | no option value | Ignores current selection.  | | values | v | =False; =True | Filters by layer, enables value layer.  | | valuetimes | vt | =False; =True | Filters by layer, enables fade and delay layer.  | | effects | ef | =False; =True | Filters by layer, enables effect layers.  | | disablecolortransform | dct | no option value | Disables color transformation (fetch hard attribute values).   | | prefercolorwheel | pcw | no option value | Prefers transforming colors to color wheel.  | | prefermixcolor | pmc | no option value | Prefers transforming color to MIXColor and color wheel. | | prefercolorboth | pcb | no option value | Prefers transforming color to both MIXColor and color wheel.  | | status | s | =False; =True | At with tracking values.  |   At is “the exception that proves the rule”. At is one of the few functional keywords which accept objects before the function. As a starting keyword, At is a function that applies values in the programmer to the current selection. If value type Fade or Delay is used, the value list will be applied as individual fade/delay times. Following an object list, At is a function that applies values to the object list. If the object list does not support the At function, the object list is resolved into a selection list and At applies values in the programmer. Following an object list that follows a function, At is a helping keyword for the starting function. **Important:**\ When At applies a range/list the values/objects are usually spread across the receiving objects, e.g., Fixture 1 Thru 3 At 0 Thru 100 will set 1 At 0, 2 At 50, and 3 At 100. However, there is one exception to this rule: If the applied range is a list of cues from a tracking sequence, all fixtures will be set to all cues. Thus, you can apply the tracking status of a cue with the At function (At Cue Thru x).   ## Example: [Section titled “Example:”](#example)   \[Channel]> ​At 75   Sets the dimmer attributes of current selection to 75%.   \[Channel]> ​At Cue 3   Sets the current selection to the values of Cue 3 from the selected executor.   \[Channel]> Fixture 2 At Fixture 3   Selects Fixture 2 and sets it to the values of Fixture 3.   \[Channel]> Executor 3 At 50   Sets the fader of Executor 3 to 50%.   \[Channel]> Attribute “Pan” At 20   Sets the pan attributes of current selection to 20.   \[Channel]> ​PresetType 2 Thru 9 At Delay 2   Sets individual delay time of 2 seconds to all attributes, except for dimmers, for the current selection.   \[Channel]> Copy Group 4 At 10   Copies Group 4 to Group 10. # At @ > To enter @ into the command line press and hold Shift + 2. To enter @ into the command line press and hold Shift + 2. ## Description [Section titled “Description”](#description) The character @ functions as a place holder for user input in front or in the end of a macro line. For more information see [Command line interaction](/grandma2/key_macro_cli/).  **Important:**\ If you enter the character @ in the front of a macro line, you have to disable CLI (= command line interaction) in the macro. For more information see [Command line interaction](/grandma2/key_macro_cli/). If CLI is enabled, the macro line does not work. ## Examples [Section titled “Examples”](#examples) To create a macro that enters \*\*Load \*\*into the command line type the following into the macro line: * Load @ Tap at the macro, then press the executor and select the cue for load. The selected cue is now loaded. *** To create a macro that enters \*\*Attribute Pan At **into the command line** \*\*type the following into the macro line: * **Attribute** Pan **At @** Tap the macro and then enter the value. Press Please. *** To create a macro line that adds Fade 20 to the command line type the following into the macro line: * @ Fade 20 After you have entered, for example Fixture 1 Thru 10 into the command line, tap the macro. # Attribute > Attribute is an object type used as reference attributes of a fixture. Attribute is an object type used as reference attributes of a fixture. To execute this keyword type **Attribute** or the shortcut **Att** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Attribute “Name” Attribute \[number] The default function for attributes is Call. Calling attributes will bring them to the encoder and select them in the fixture sheet (blue column header). Pressing the button Preset twice takes over Attributes into the command line.  Attributes are organized by Features, which in turn are organized by PresetType. This means that you can also call attributes with the Feature and PresetType keyword using numbers separated by a dot. **Important:**\ The attribute number may change when new fixtures and attributes are added to the show file. We recommend you use the unique attribute library name in e.g., macros. **Note:**\ By typing “List Attribute” into the command line presents you a list of attributes with their corresponding names and numbers used in the show file.  ## Examples [Section titled “Examples”](#examples) \[Channel]> ​Off Attribute 1 Knocks out first attribute (Dim) for current selection.   \[Channel]> ​Attribute “pan” At 120 Sets attribute “pan” to 120 degrees for the current selection.   \[Channel]> Feature 3.1 Calls the first Attribute of the third Feature.   \[Channel]> Feature $feature.1 At + 1 Increments the value of the first attribute of the current feature for the current selection.   \[Channel]> ​PresetType 3.2.1 Calls the first Attribute of the second feature of the third preset type. # AutoCreate > To execute the keyword AutoCreate, type AutoCreater the shortcut Aunto the command line. To execute the keyword AutoCreate, type **AutoCreate** or the shortcut **Au** into the command line.  ## Description [Section titled “Description”](#description) The keyword **AutoCreate** automatically creates preset objects.  **Important:**\ To auto create presets, create preset reference first.  For more information on AutoCreate in the Setup see [Auto create presets](/grandma2/key_presets_auto_create/). ## Syntax [Section titled “Syntax”](#syntax) AutoCreate \[Object]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword AutoCreate, type the following into the command line: \[Channel]> AutoCreate /? The keyword AutoCreate has the following options: | Option | Shortcut | Description | | ------ | ----------- | ------------------------------- | | Add | No shortcut | Adds new objects. | | Merge | m | Adds data to existing content.  |   ## Example [Section titled “Example”](#example) \[Channel]> AutoCreate FixtureType 2. “PresetReferences” Generates all presets with preset references of fixture type 2 and merges them with the existing presets. # Backup > To get the Backup keyword in the command line, type Backup or the shortcut Ban the command line. To get the Backup keyword in the command line, type **Backup** or the shortcut **Ba** in the command line. ## Description [Section titled “Description”](#description) The Backup keyword opens and close the Backup menu. For more information, see [Using the Backup Menu](/grandma2/key_backup_menu/). ![](/img/grandma2/menu_backup_v3-4-e7fe82.png) *Backup menu* **Hint:**\ Another way to open and close the Backup menu is to press the Backup key. ## Syntax [Section titled “Syntax”](#syntax) Backup ## Example [Section titled “Example”](#example) To open the Backup menu type in the command line: \[Channel]>  Backup # Black > Blacks a function used to temporary override master level to zero on executing objects. **Black** is a function used to temporary override master level to zero on executing objects. To execute this keyword type **Black** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Black \[Executor-list] Black On \[Executor-list] Black Off \[Executor-list] ## Description [Section titled “Description”](#description) When the Black function is used with an Executor button the Black On command is executed when the button is pressed. The Black Off is executed when the button is released. ## Examples [Section titled “Examples”](#examples) \[Channel]> Black On Executor 1 Overrides master level of Executor 1 to zero.   \[Channel]> Black Off Executor 1 Returns master level of Executor 1 to the master fader. # Blackout > Blackout is a function used to force zero values on output for dimmer parameter of channels and fixtures. Fixtures with "React to Master" = off in the fixture e Blackout is a function used to force zero values on output for dimmer parameter of channels and fixtures. Fixtures with “React to Master” = off in the fixture edit menu do not react to Blackout. As long as Blackout is enabled the “B.O.” button is on i.e.,\*\* \*\* it is permanently burning. To execute this keyword press the key B.O., or type **Blackout** or the shortcut **Bl** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Blackout Blackout On Blackout Off   Blackout is a toggle function. This means that entering Blackout without any helping keyword will toggle Blackout mode on/off.   ## Examples [Section titled “Examples”](#examples)   \[Channel]> Blackout On Turns on Blackout mode. Blackout On Command line response # BlackScreen > To execute this keyword, type BlackScreenr the shortcut BlackSnto the command line. To execute this keyword, type **BlackScreen** or the shortcut **BlackS** into the command line.  ## Description [Section titled “Description”](#description) The keyword BlackScreen is used to make single or all screens of the console turn black. It is possible to revert the command for single and all screens of the console: * Tap either Show Display or Show All Displays in the lower right corner of the screen.  ## Syntax [Section titled “Syntax”](#syntax) BlackScreen   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword BlackScreen, type the following into the command line: \[Channel]> BlackScreen /? The keyword BlackScreen has the following options: | Option | Shortcut | Description | | ------ | ----------- | ------------------------- | | On | No shortcut | All screens turn black. | | Off | No shortcut | All screens turn back on. |   ## Examples [Section titled “Examples”](#examples) \[Channel]> BlackScreen All screens of the console turn black.   \[Channel]> BlackScreen Off  All screens of the console turn back on.     \[Channel]> BlackScreen 1 Screen 1 turns black. # Blind > Blinds a function that suppresses the output of the live programmer. Programming is possible without a live output. Switching off the blind mode brings back the **Blind** is a function that suppresses the output of the live programmer. Programming is possible without a live output. Switching off the blind mode brings back the live programmer including changes made during blind mode. To execute this keyword press the key Blind, or type **Blind** or the shortcut **Bli** into the command line. ## Syntax [Section titled “Syntax”](#syntax) Blind Blind On Blind Off ## Description [Section titled “Description”](#description) Blind is a toggle function. This means that entering Blind without any helping keyword will toggle Blind mode on/off. ## Example [Section titled “Example”](#example) \[Channel]> Blind On Turns on Blind mode (turns off output of programmer). # BlindEdit > BlindEdit is a function used to switch the console between the Live and a separate Blind programmer. **BlindEdit** is a function used to switch the console between the Live and a separate Blind programmer. To execute this keyword type \*\*BlindEdit \*\*or the shortcut **BlindE** into the command line.  **Hint:**\ Pressing the button Blind for over two seconds takes over the command **BlindEdit** into the command line. ## Syntax [Section titled “Syntax”](#syntax) BlindEdit BlindEdit On BlindEdit Off ## Description [Section titled “Description”](#description) BlindEdit is a toggle function. This means that entering BlindEdit without any helping keyword will toggle between the Live and the Blind programmer. ## Example [Section titled “Example”](#example) \[Channel]> ​BlindEdit On Turns BlindEdit on, opens the Blind programmer. ## # Block > Blocks a function used to add data to prevent tracking. Tracking values (magenta colored) are converted to stored values (white colored). **Block** is a function used to add data to prevent tracking. Tracking values (magenta colored) are converted to stored values (white colored). To execute this keyword type **Block** or the shortcut **Blo** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Block \[Object-list] If \[Selection-list] If \[Attribute-list]   ## Options [Section titled “Options”](#options) To get a list of all available options for the keyword Block in the command line feedback window type the following into the command line: \[Channel]> Block /? The keyword Block has the following options: | Option | Shortcut | Option value | Description | | -------------- | -------- | --------------- | ------------------------ | | defaultvalues | dv | no option value | Removes default values.  | | trackingshield | ts | no option value | Uses tracking shield.  | If the object list does not contain any references to any cues, the Block function is applied to the current cue of the selected executor. If syntax does not contain any selection list filter, all fixtures will be used. If syntax does not contain any attribute list filter, all attributes will be used.   ## Examples [Section titled “Examples”](#examples) \[Channel]> ​Block Blocks all parameters in current cue of the selected executor.   \[Channel]> ​Block Cue 5 If Fixture 4 If Feature “Position” Blocks pan and tilt of Fixture 4 in cue 5 of the selected executor. # ButtonPage > ButtonPages an object type representing the button executor part of a page. **ButtonPage** is an object type representing the button executor part of a page. To execute this keyword type \*\*ButtonPage \*\*or **BP** into the command line.  **Important:**\ **ButtonPage** enables executors 101 to 190. ## Syntax [Section titled “Syntax”](#syntax) ButtonPage \[ID]   The default function for this object is Call. Calling a ButtonPage will change your physical executors to this page. **Important:**\ The ButtonPage keyword currently supports its default function Call only.\ The command **ButtonPage** can only call pages which were previously created, e.g., by saving an executor.  For more information on the default function for ButtonPage see [Call](/grandma2/key_keyword_call/).  ## Example: [Section titled “Example:”](#example)   \[Channel]> ​ButtonPage 5   Changes your physical button executors to Page 5. # Call > Calls a function used to apply/engage an object or its content (press 2x button "ON"). **Call** is a function used to apply/engage an object or its content (press 2x button “ON”). To execute this keyword type **Call** or the shortcut **Ca** into the command line.  If the Call function is used on objects which contain parameters (fixture values) these values will be loaded (added) into the programmer without a selection of the fixtures. If Call is used on other object types, their content will be applied in its context. ## Syntax [Section titled “Syntax”](#syntax) Call \[Object-list] **Call \[Object-list] / \[option]​** ## Options [Section titled “Options”](#options) To get a list of all available options for the keyword Call in the command line feedback window type into the command line: \[Channel]> Call /? The keyword Call has the following options: | Option | Shortcut | Option value | Description | | ------------------ | -------- | --------------- | ----------------------------------------------------------------------------- | | status | s | =False; =True | Takes all values along with the tracking values actively into the programmer. | | LAYER |   | no option value | Sets destination layer.  | | SCREEN |   | no option value | Sets destination screen.  | | toggle\_activation | t | no option value |   | ## Examples [Section titled “Examples”](#examples) \[Channel]> ​Call Preset 3.1 Loads the content of Preset 3.1 into programmer without selecting the fixtures. At universal presets all fixtures supporting these attributes are affected.   \[Channel]> ​Call Sequence 1 Status of the last cue of sequence 1 is loaded into the programmer without selecting the fixtures.   \[Channel]> ​**Call Cue** 3 Takes all values of Cue 3 of the selected executors actively and all values of Cue 1 and 2 non-actively into the programmer.  **Note:**\ All values which can be stored are called active values; Values which cannot be stored are called non-active values.    \[Channel]> Call Cue 3 /status Takes all values along with the tracking values actively into the programmer. # Camera > To enter this keyword into the console, type Camerar the shortcut Camnto the command line. To enter this keyword into the console, type **Camera** or the shortcut **Cam** into the command line. ## Description [Section titled “Description”](#description) The keyword \*\*Camera \*\*is an object keyword.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Camera \[ID] ##   ## Example [Section titled “Example”](#example) \[Channel]> Select Camera 1 Displays the front view in the stage view. # ChangeDest > To execute this keyword type ChangeDestr one of the shortcuts – CDr Chang – into the command line. To execute this keyword type \*\*ChangeDest \*\*or one of the shortcuts – **CD** or **Chang** – into the command line. ## Description [Section titled “Description”](#description) \*\*ChangeDest \*\*is a function used to change the destination of your command line. ## Syntax [Section titled “Syntax”](#syntax) CD \[Element-index] CD “Element name” CD \[Object-type] \[Object-ID] CD .. CD / ##   Changing the destination is done by drilling down through a tree-structured database. To display the elements at a given destination use the function List. For more information on the function List see [List](/grandma2/key_keyword_list/).  ## Example: [Section titled “Example:”](#example)   \[Channel] > ​CD 3 Enters the 3rd element of the current destination: Settings 3 >     \[Channel] > CD “Edit Setup” Enters the element of the current destination named “Edit Setup”: Edit Setup >     \[Channel] > CD Group Enters the predefined destination Groups: Groups/Global >     Edit Setup/Universes > CD .. Exits one level up in the tree structure: Edit Setup >     Edit Setup/Universes > CD / Exits all levels up the root (no destination): \[Channel] > # Channel > Channel is an object type used to access fixtures with a Channel ID. Channel is an object type used to access fixtures with a Channel ID. To execute this keyword type **Channel** or the shortcut **C** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Channel \[ID] Channel \[ID].\[Sub-ID] The default function for channel objects is SelFix. This means that entering channels without any specific function will select the channels in programmer. For more information on default function for channel objects see [SelFix](/grandma2/key_keyword_selfix/).  ## Examples [Section titled “Examples”](#examples) \[Channel]> ​Channel 34 Selects Channel 34.   \[Channel]> ​Channel 11.5 Selects the fifth subfixture of the fixture Channel 11.   \[Channel]> ​Channel 11 Selects all subfixtures of the fixture Channel 11. # ChannelFader > ChannelFaders an object type representing a fader of the ChannelPages. **ChannelFader** is an object type representing a fader of the ChannelPages. To execute this keyword type ChannelFader or one of the shortcuts – **CF** or \*\*ChannelF \*\*– into the command line. ## Syntax [Section titled “Syntax”](#syntax) ChannelFader \[ID]   **Important:**\ To use ChannelFader create a ChannelPage first. For more information on how to create a channel page see [ChannelPage](/grandma2/key_keyword_channelpage/).   The default function for ChannelFader is Call. Calling a ChannelFader will change the executor faders to Channel mode. For more information on call see [Call](/grandma2/key_keyword_call/).  ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Assign Fixture 301 At ChannelFader 5   Assigns the dimmer of fixture 301 to fader 5 of the current channel page.   \[Channel]> ​Assign Channel 201 Thru 215 At ChannelFader 2.1   Assigns Channel 201 thru 215 to fader 1 thru 15 of channel page 2.   \[Channel]> ​Assign Fixture 3.2.1 At ChannelFader 2.11   Assigns the first attribute of the second subfixture of Fixture 3 to fader 11 of channel page 2. # ChannelLink > ChannelLinks a function used to toggle the Channel faders to dynamic mode. **ChannelLink** is a function used to toggle the Channel faders to dynamic mode. To execute this keyword type **ChannelLink** or the shortcut **ChannelL** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) ChannelLink ChannelLink On ChannelLink Off ChannelLink \[Attribute-List] If no attribute list is given, the ChannelLink mode will be Dimmer (fader controls the dimmer attributes of the current selection).   ## Examples [Section titled “Examples”](#examples) \[Channel]> ​ChannelLink Toggles ChannelLink mode on or off.   \[Channel]> ​ChannelLink PresetType “Position” Toggles ChannelLink mode on for pan and tilt.   \[Channel]> ​ChannelLink Attribute “Iris” + “Focus” Toggles ChannelLink mode on for iris and focus. # ChannelPage > ChannelPages an object type representing a page of channel faders. **ChannelPage** is an object type representing a page of channel faders. To execute this keyword, type **ChannelPage** or one of the shortcuts – **CP** or \*\*ChannelP \*\*– into the command line.  **Important:**\ To create ChannelPage, type the command “Store ChannelPage” and the number into the command line or press Ch Pg+​. By doing so you automatically jump to a ChannelPage. For more information on Ch Pg+ see the key [Ch Pg+](/grandma2/key_key_channelpageplus/). ## Syntax [Section titled “Syntax”](#syntax) ChannelPage \[ID] The default function of ChannelPage is Call. Calling a ChannelPage will change the executor faders to channel mode. For more information on the default function of ChannelPage see [Call](/grandma2/key_keyword_call/).  ## Examples [Section titled “Examples”](#examples) \[Channel]> ​ChannelPage 5 Changes your physical faders to ChannelPage 5   \[Channel]> ​ChannelPage + Changes your physical faders to the next ChannelPage.   \[Channel]> ​Delete ChannelPage 2 Deletes ChannelPage 2. # Chat > The keyword Chatenerates an information message in the message center. The keyword **Chat** generates an information message in the message center.  To execute this keyword type **Chat** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Chat “text”   Typing the keyword **Chat** into the command line generates an information message marked in gray in the message center.    For more information on the icons, the colors of messages, and the center itself see [Message center](/grandma2/key_message_center/).    ## Example: [Section titled “Example:”](#example)   \[Channel]> Chat “text”   The text you typed in in the quotation marks is displayed in gray in the message center. # CircularCopy > CircularCopys a function used to move attribute values within your current selection. **CircularCopy** is a function used to move attribute values within your current selection. To execute this keyword type **CircularCopy** or one of the shortcuts – **CC** or **Ci** – into the command line.  ## Syntax [Section titled “Syntax”](#syntax) CircularCopy \[offset] CircularCopy moves the attribute values within your currently selected fixtures in accordance with the selection order. This function obeys the At filter. For more information on how to use filters see [What are filters](/grandma2/key_wfm_what_are_filters/). ## Example: [Section titled “Example:”](#example) \[Channel]> ​CircularCopy 1 Fixture 1 copies its values to fixture 2, fixture 2 to fixture 3, and the last fixture copies its values back to fixture 1.    \[Channel]> ​CircularCopy -2 Fixture 4 copies its values to fixture 2, fixture 3 to fixture 1, and the last fixture copies its values back to fixture 4. **Hint:**\ ​-It is also possible to use the Circular Copy in the MAtricks toolbar. For more information see [MAtricks toolbar - Circular Copy](/grandma2/key_matricks_toolbar/#circular_copy)​.\ ​-To access the Circular Copy in a window, press Tools. For more Information see the [Tools key](/grandma2/key_key_tools/). # Clear > Clears a function used to clear selection, active values or programmer. **Clear** is a function used to clear selection, active values or programmer. To execute this keyword type **Clear** or the shortcut **Cl** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Clear The keyword Clear has three functions. Depending on status of the programmer the function will sequentially: 1. Clear selection (unselects all fixtures) 2. Clear active values (deactivates all values) 3. Clear all (empties programmer) For more information on each function of the keyword Clear see [ClearSelection](/grandma2/key_keyword_clearselection/), [ClearActive](/grandma2/key_keyword_clearactive/) and [ClearAll](/grandma2/key_keyword_clearall/).    ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Clear   Clears selection, active values or programmer depending on the status/content of the programmer. # ClearActive > ClearActives a function used to inactivate all values in programmer. **ClearActive** is a function used to inactivate all values in programmer.  To execute this keyword type **ClearActive** or the shortcut **ClearAc** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) ClearActive The ClearActive function will inactivate any active values in the programmer. Press the button Clear twice to inactivate all values.  For more information on further functions of the keyword [Clear](/grandma2/key_keyword_clear/) see [ClearAll](/grandma2/key_keyword_clearall/) and [ClearSelection](/grandma2/key_keyword_clearselection/). # ClearAll > ClearAlls a function used to empty the entire programmer. **ClearAll** is a function used to empty the entire programmer. To execute this keyword type \*\*ClearAll \*\*or the shortcut **ClearA** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) ClearAll The ClearAll function clears the selection and discards all values in the programmer. Press the button Clear for slightly over two seconds to clear the selection and to discard all programmer values.  For more information on how to use further functions of the keyword [Clear](/grandma2/key_keyword_clear/) see [ClearActive](/grandma2/key_keyword_clearactive/) and [ClearSelection](/grandma2/key_keyword_clearselection/). # ClearSelection > ClearSelections a function used to deselect any selected fixtures. **ClearSelection** is a function used to deselect any selected fixtures. To execute this keyword type **ClearSelection** or the shortcut **ClearS** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) ClearSelection The ClearSelection function clears the selection (deselects all fixtures). To clear the selection press the button Clear once.  For more information on further functions of the keyword [Clear](/grandma2/key_keyword_clear/) see [ClearActive](/grandma2/key_keyword_clearactive/) and [ClearAll](/grandma2/key_keyword_clearall/). # Clone > It is possible to clonerom fixture to fixture; from fixture to fixture type; from fixture type to fixture; or from fixture type to fixture type. It is possible to **clone** from fixture to fixture; from fixture to fixture type; from fixture type to fixture; or from fixture type to fixture type.  To execute this keyword, press Copy twice, type **Clone** or the shortcut \*\*Clo \*\*into the command line.  **Note:**\ Cloning to fixtures adds selective data to presets. \ Cloning to fixture types adds global data to presets.  ## Syntax [Section titled “Syntax”](#syntax) Clone \[Source Selection-list] At \[Destination Selection-list] Clone \[Source Selection-list] At \[Destination Selection-list] If \[Scope Object-list]   ## Options [Section titled “Options”](#options) To get a list of all options available for the keyword **Clone** in the command line feedback window, type the following into the command line: \[Channel]> Clone /? The keyword **Clone** has the following options: | Option | Shortcut | Option value | Description | | --------------------- | -------- | --------------- | ----------------------------------------------------------------------- | | overwrite | o | no option value | Removes and replaces original data of the destination by new data. | | merge | m | no option value | Adds data to existing content. | | lowmerge | lm | no option value | Adds data to existing content and never destroys the existing content.  | | disablecolortransform | dct | no option value | Disables transformation of color (fetches hard attribute values). | | prefercolorwheel | pcw | no option value | Prefers transforming color to color wheel.  | | prefermixcolor | pmc | no option value | Prefers transforming color to MIXColor.  | | prefercolorboth | pcb | no option value | Prefers transforming color to both MIXColor and color wheel.  | | noconfirm | nc | no option value | Suppresses confirmation pop-up.  |   **Important:**\ However, using the keyword If may limit the scope of cloning to just cloning parts of your show file.   **Note:**\ The keyword clone obeys the world and does not change data outside your current world. For more information see [World](/grandma2/key_keyword_world/).    *** ## 1.Example: [Section titled “1.Example:”](#1example) **Cloning fixtures to fixtures**   \[Channel]> Clone Fixture 1 At Fixture 2   Creates selective data for fixture 2. Fixture 2 now does the exact same thing it did before cloning. Additionally, fixture 2 keeps the data of fixture 1 in case fixture 2 should not have any data for specific objects.    \[Channel]> Clone Fixture 1 + 2 At Group 10 If Sequence 1 Thru 10   Copies data from fixture 1 and 2 to fixtures in Group 10 within sequence 1 thru 10 only.   \[Channel]> Clone Fixture 1 At Fixture 2 /merge   Creates selective data for fixture 2. Fixture 2 now does the exact same thing as fixture 1. Additionally, fixture 2 keeps its data in case fixture 1 should not have any data for specific objects.    \[Channel]> ​Clone Fixture 1 At Fixture 2 /overwrite   Creates selective data for fixture 2. Fixture 2 now does the exact same thing as fixture 1. *** ## 2.Example: [Section titled “2.Example:”](#2example) \*\*Cloning fixture to fixture type \*\*   \[Channel]> Clone Fixture 1 At FixtureType 2   Creates global data for fixture type 2. Fixture type 2 now does the exact same thing it did before cloning. Additionally, fixture type 2 keeps the data of fixture 1 in case fixture type 2 should not have any data for specific objects.    \[Channel]> Clone Fixture 1 At FixtureType 2 /merge   Creates global data for fixture type 2. Fixture type 2 now does the exact same thing as fixture 1. Additionally, fixture type 2 keeps its data in case fixture 1 should not have any data for specific objects.    \[Channel]> Clone Fixture 1 At FixtureType 2 /overwrite   Creates global data for fixture type 2. Fixture type 2 now does the exact same thing as fixture 1.   *** ## 3. Example: [Section titled “3. Example:”](#3-example) **Cloning fixture type to fixture**   \[Channel]> Clone FixtureType 1 At Fixture 2   Creates selective data for fixture 2. Fixture 2 now does the exact same thing it did before cloning. Additionally, fixture 2 keeps the data of fixture type 1 in case fixture 2 should not have any data for specific objects.     \[Channel]> Clone FixtureType 1 At Fixture 2 /merge   Creates selective data for fixture 2. Fixture 2 now does the exact same thing as fixture type 1. Additionally, fixture 2 keeps its data in case fixture type 1 should not have any data for specific objects.    \[Channel]> ​Clone FixtureType 1 At Fixture 2 /overwrite   Creates selective data for fixture 2. Fixture 2 now does the exact same thing as fixture type 1.    *** ## 4.Example: [Section titled “4.Example:”](#4example) \*\*Cloning fixture type to fixture type \*\*   \[Channel]> Clone FixtureType 1 At FixtureType 2    Creates global data for fixture type 2. Fixture type 2 now does the exact same thing it did before cloning. Additionally, fixture type 2 keeps the data of fixture type 1 in case fixture type 2 should not have any data for specific objects.    \[Channel]> Clone FixtureType 1 At FixtureType 2 /merge   Creates global data for fixture type 2. Fixture type 2 keeps its data in case fixture type 1 should not have any data for specific objects.    \[Channel]> ​Clone FixtureType 1 At FixtureType 2 /overwrite   Creates global data for fixture type 2. Fixture type 2 now does the exact same thing as fixture type 1.   **Note:**\ It is also possible to clone using the screen. For more information on how to clone on screen see [Clone – Clone using screens](/grandma2/key_clone_clone_in_user_interface/). # CmdDelay > CmdDelays a helping keyword used to indicate delay times for the cmd link. **CmdDelay** is a helping keyword used to indicate delay times for the cmd link. To execute this keyword type **CmdDelay** or the shortcut \*\*CmdD \*\*into the command line.  ## Syntax [Section titled “Syntax”](#syntax) CmdDelay \[Value-list] As a helping keyword for programming functions (e.g., Store) this keyword sets the cmd delay time of the object in question. For more information see key [Time](/grandma2/key_key_time/).  ## Example [Section titled “Example”](#example) \[Channel]> ​Store Cue 3 CmdDelay 4 Creates cue 3 and sets its cmd delay time to 4 seconds. # CmdHelp > CmdHelps a function used to list all keywords in the response window of the command line. **CmdHelp** is a function used to list all keywords in the response window of the command line. To execute this keyword type \*\*CmdHelp \*\*or the shortcut **Cm** into the command line.  Pressing the key Help twice enters the keyword CmdHelp into the command line.  For more information see the key [Help](/grandma2/key_key_help/). ## Syntax [Section titled “Syntax”](#syntax) CmdHelp \[filter] This function lists all keywords with their corresponding shortcuts in green. ## Examples [Section titled “Examples”](#examples) \[Channel]> ​CmdHelp Lists all keywords.   \[Channel]> ​CmdHelp f\* Lists all keywords starting with an f. # Copy > Copys a function used to create copies of an object. **Copy** is a function used to create copies of an object. To execute this keyword type **Copy** or the shortcut **Co** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Copy \[Object] At \[target-ID] Copy \[Object-list] At \[target-start] Copy \[Object] At \[target-list] Copy \[Object-list] ## Options [Section titled “Options”](#options) To get a list of all options available for the keyword **Copy** in the command line feedback window type the following into the command line: \[Channel]> Copy /? The keyword **Copy** has the following options: | Option | Shortcut | Option value | Description | | --------- | -------- | --------------- | ------------------------------------------ | | overwrite | o | no option value | Replaces existing content.  | | merge | m | no option value | Adds to existing content. | | status | s | =False; =True | Adds tracking status to existing content.  | | cueonly | co | =False; =True | Prevents changes to track forward. | | noconfirm | nc | no option value | Suppresses confirmation pop-up.  | If no object type is given and the command line destination is root (no destination), the default object type **–** \*\*Cue – \*\* is used for this function.  If no target is given, the objects will be exported to clipboard.xml. The objects are used with the keyword Paste. For more information see [Paste](/grandma2/key_keyword_paste/). ## Examples [Section titled “Examples”](#examples) \[Channel]> Copy Group 1 At 5 Copies group 1 to group 5.   \[Channel]> Copy Group 1 Thru 3 At 11 Copies group 1 to group 11; group 2 to group 12; and group 3 to group 13.   \[Channel]> Copy Group 2 At 6 Thru 8 Copies group 2 to group 6, 7, and 8.   \[Channel]> Copy 2 At 6 Copies cue 2 to cue 6.   \[Channel]> Copy Macro 2 At 6 Copies macro 2 to macro 6.   \[Channel]> ​Copy Cue 5 Exports cue 5 to the temporary xml.-file clipboard.xml. # CrashLogCopy > CrashLogCopys a function used to copy crash log files from the internal drive to USB flash drive. **CrashLogCopy** is a function used to copy crash log files from the internal drive to USB flash drive. To execute this keyword type **CrashLogCopy** or the shortcut **CrashLogC** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) CrashLogCopy ## Example [Section titled “Example”](#example)   \[Channel]> ​CrashLogCopy If there are any crash log files on the internal drive, these are copied to the first USB flash drive. The files are available on your USB in the folder gma2 / temp.    ## # CrashLogDelete > CrashLogDeletes a function used to delete crash log files on the internal drive. **CrashLogDelete** is a function used to delete crash log files on the internal drive. To execute this keyword type \*\*CrashLogDelete \*\*or the shortcut \*\*CrashLogD \*\*into the command line.  ## Syntax [Section titled “Syntax”](#syntax) CrashLogDelete ## Example [Section titled “Example”](#example)   \[Channel]> ​CrashLogDelete If there are any crash log  files on the internal drive, these are deleted.    ## # CrashLogList > CrashLogLists a function used to list existing crash log files in command line response window. **CrashLogList** is a function used to list existing crash log files in command line response window. To execute this keyword type **CrashLogList** or the shortcut **Cr** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) CrashLogList ## Example [Section titled “Example”](#example)   \[Channel]> ​CrashLogList If there are any crash log files, these are listed in the command line response window.   ## # Crossfade > Crossfades a function that is assigned for executors. **Crossfade** is a function that is assigned for executors. To execute this keyword, type **Crossfade** or the shortcut **Cro** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Assign Crossfade (At) \[Executor-list] **Crossfade**\*\* \[value] \[Executor-list] (Fade \[seconds])\*\* Crossfade is a function that gradually activates the next step of an executor in accordance with the position of the fader. ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Assign Crossfade At Executor 1 Thru 5 Gives fader 1 thru 5 the functionality of Crossfade.   \[Channel]> ​Crossfade 70 Executor 1 Fade 3 Sets the Crossfade of executor 1 to 70% in 3 seconds. # CrossfadeA > CrossfadeAs a function assigned for executors. **CrossfadeA** is a function assigned for executors. To execute this keyword, type **CrossfadeA** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Assign CrossfadeA (At) \[Executor-list] **CrossfadeA**\*\* \[value] \[Executor-list] (Fade \[seconds])\*\* CrossfadeA is a function that gradually fades down dimmer attributes of the current step of an executor in accordance with the position of the fader. Depending on the executor option AB/Split this function will either act as a Crossfader for decreasing values or as a Master for the current cue (for dimmer attributes).   ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Assign CrossfadeA At Executor 1   Assigns fader 1 the functionality of CrossfadeA. # CrossfadeB > CrossfadeBs a function that is assigned for executors. **CrossfadeB** is a function that is assigned for executors. To execute this keyword, type **CrossfadeB** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Assign CrossfadeB (At) \[Executor-list] **CrossfadeB**\*\* \[value] \[Executor-list] (Fade \[seconds])\*\* ##   CrossfadeB is a function that gradually fades in dimmer attributes of the next step of an executor in accordance with the position of the fader. Depending on the executor option AB/Split this function either acts as a crossfader for increasing values or as a master for next cue (for dimmer attributes). No matter the option, CrossfadeB gradually activates the next step of an executor in accordance with the position of the fader for non dimmer attributes.   ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Assign CrossfadeB At Executor 1   Assigns fader 1 the functionality of CrossfadeB. # Cue > Cues an object type holding a look on stage. **Cue** is an object type holding a look on stage. To execute this keyword type **Cue** or the shortcut **Cu** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Cue \[ID.ID] **Important:**\ Cue is the only object type that accepts numerical ID as decimal fractions. The ID allowed for cues ranges from 0.001 to 9999.999. In all other objects a dot indicates the ID of a parent or a child object. The default function for cue objects is SelFix. This means that calling cues without any specific function selects the fixtures of the cue. For more information on the default function for cue objects see [SelFix](/grandma2/key_keyword_selfix/). Cues are arranged in sequences and are divided in parts. If only cue ID is entered, you are applying functions to all parts of cues of the sequence assigned to the selected executor. For more information see [Sequence](/grandma2/key_keyword_sequence/). To access cues of unselected sequences/executors add a parent object to the syntax, i.e., Cue 3.001 Executor 1 or Sequence 5 Cue 3.999 **Hint:**\ The object\_ \_order in the command line is irrelevant: Sequence 1 Cue 2 is the same as Cue 2 Sequence 1 ## Example: [Section titled “Example:”](#example)   \[Channel]> Cue 3   Selects fixtures in cue 3 of sequence assigned to selected executor. # Cut > To enter the Cut keyword into the command line, type Cutnto the command line. To enter the Cut keyword into the command line, type **Cut** into the command line. ## Description [Section titled “Description”](#description) **Cut** is a function used to specify the source objects for a two-step move action. ## Syntax [Section titled “Syntax”](#syntax) Cut \[Object-list] The given object list is temporarily stored for later use as source objects for the following Paste command. For more information on cut and paste see [Paste](/grandma2/key_keyword_paste/).  **Important:**\ Cut & Paste does not work in cue objects. To move cues, use the Move keyword. ## Example [Section titled “Example”](#example)   \[Channel]> Cut Preset 4.1   Prepares color preset 1 to be moved via the Paste command. # Default > To execute the keyword Defaultress and hold !ma +  . . To execute the keyword **Default** press and hold ![ma](/img/grandma2/ma_1-290dfd.png) +  . . You can also type **Default** or the shortcut **D** into the command line. ## Description [Section titled “Description”](#description) The Default keyword sets the given attributes for the fixture or channel selection to default values. If no attribute list is given, all attributes of fixture or channel selection will be set to their default values. If **individual default values** for the fixture or channel are set in the edit menu, the individual default value will be used.\ If only **general default values** for the fixture or channel are set in the Patch and Fixture Schedule, the general default values will be used. You can also use the Default Link in the calculator. For more information, see [Calculator](/grandma2/key_ws_calculator/). Default values are displayed in the fixture or channel sheet in brackets. ![](/img/grandma2/window_fixture-sheet-default-values_v3-2-630f3b.png) *Fixture sheet color default values* ## Syntax [Section titled “Syntax”](#syntax) Default Fixture \[Fixture ID] Default PresetType \[PresetType Number] Channel \[Channel ID] Default PresetType “PresetType Name” ## Examples [Section titled “Examples”](#examples) * Set pan and tilt of the fixture selection to their default values. \[Channel]> Default PresetType “Position” *** *  Set all attributes of fixture 1 to their default values.  \[Channel]> Fixture 1 Default # DefGoBack > DefGoBacks a keyword which refers to the selected executor. \*\*DefGoBack \*\*is a keyword which refers to the selected executor.  To execute this keyword type \*\*DefGoBack \*\*or the shortcut **DefGoB** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) DefGoBack   \*\*DefGoBack \*\*calls the previous cue in the selected executor.    ## Example: [Section titled “Example:”](#example) \[Channel]> ​DefGoBack    Calls the previous cue in the selected executor.     **Hint:**\ It is also possible to enter this command by pressing the large Go - button on the console.    For more information on the key Go - see [Go - (large)](/grandma2/key_key_defgominus/). # DefGoForward > DefGoForwards a keyword which refers to the selected sequence. **DefGoForward** is a keyword which refers to the selected sequence.  To execute this keyword type **DefGoForward** or the shortcut **DefG** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) DefGoForward   ​DefGoForward calls the next cue in the selected executor.    ## Example:  [Section titled “Example: ”](#example) \[Channel]> ​DefGoForward   Calls the next cue in the selected executor.   **Hint:**\ It is also possible to enter this command by pressing the large Go + button on the console.    For more information see [Go + (large)](/grandma2/key_key_defgoplus/). # DefGoPause > DefGoPauses a keyword which refers to the selected executor. **DefGoPause** is a keyword which refers to the selected executor.  To execute this keyword type **DefGoPause** or the shortcut **DefGoP** into the command line.   ## Syntax [Section titled “Syntax”](#syntax) DefGoPause   \*\*DefGoPause \*\*pauses the current fade between cues and effects in the selected executor if the option “Link effect to rate” is on in the assign menu.    ## Example: [Section titled “Example:”](#example)   \[Channel]> ​DefGoPause   Pauses the current cue in the selected executor.    **Note:**\ It is also possible to enter this command by pressing the large Pause button on the console.    For more information see [Pause (large)](/grandma2/key_key_defpause/). # Delay > Delays a helping keyword used to indicate delay times. **Delay** is a helping keyword used to indicate delay times. To execute this keyword type **Delay** or the shortcut **Dela** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Delay \[Value-list] As a helping keyword for programming functions (e.g., Store) this keyword sets the time of an object. Used as a starting keyword, Delay applies individual timing in the programmer for the current selection and attributes. ## Examples [Section titled “Examples”](#examples) \[Channel]> Store Cue 3 Delay 4 Creates cue 3 and sets its delay time to 4 seconds.   \[Channel]> Delay 4 Sets individual delay time for the current selection/attributes. # Delete > Deletes a function used to remove data from the show file. **Delete** is a function used to remove data from the show file. To execute this keyword type **Delete** or the shortcut **Del** into the command line.  Delete is a function used to remove data from your show file. If the object itself cannot be removed, any assignment to the objects will be removed. If no object type or destination is given, the default object type for this function ​​– Cue –​ is used. For more information see [Cue](/grandma2/key_keyword_cue/).  If a selection list filter is given, only specified fixtures are deleted from the object list. ## Syntax [Section titled “Syntax”](#syntax) Delete \[Object-list] / \[option] = \[option value] Delete \[Object-list] \[Selection-list filter]   ## Options [Section titled “Options”](#options) To get a list of all options available for the keyword **Delete** in the command line feedback window type the following into the command line: \[Channel]> Delete /? The keyword **Delete** has the following options: | Option | Shortcut | Option value | Description | | ------------ | -------- | -------------------------------------------------------- | -------------------------------------------------------- | | deletevalues | dv | no option value | Deletes values from cue if cue part is deleted.  | | cueonly | co | no option value | Prevents changes to track forward.  | | noconfirm | nc | no option value | Suppresses confirmation pop-up. | | region | r | no option value | Deletes a region of elements in layout view.  | | element  | e | no option value | Deletes a certain element in layout view.  | | condition | cnd | See [messages keyword](/grandma2/key_keyword_messages/). | See [messages keyword](/grandma2/key_keyword_messages/). |   ## Examples [Section titled “Examples”](#examples)   \[Channel]> Delete 7   Deletes Cue 7 in the selected executor.   \[Channel]> Delete Messages Deletes all messages in the message center.   \[Channel]> Delete Group 3   Deletes Group 3.   \[Channel]> Delete World 6   Deletes World 6.   \[Channel]> Delete Fixture 4   Unpatches fixture 4 (removes assigned DMX objects). # DeleteShow > DeleteShows a function used to remove show files from hard drives. **DeleteShow** is a function used to remove show files from hard drives. To execute this keyword type **DeleteShow** or the shortcut **DeleteS** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) DeleteShow \[filename] DeleteShow \[filename] /noconfirm DeleteShow \[filename] /backup DeleteShow \[filename] /show ##   ## Options [Section titled “Options”](#options) To get a list of all options available for the keyword **DeleteShow** in the command line feedback window type the following into the command line. \[Channel]> DeleteShow /? The keyword **DeleteShow** has the following options: | Option | Shortcut | Option value | Description | | --------- | -------- | --------------- | ---------------------------------------- | | backup | b | no option value | Deletes backup files ending in .backup. | | show | s | no option value | Deletes show files ending in .show\.gz.  | | noconfirm | nc | no option value | Suppresses confirmation pop-up.  |   This function deletes show files on the currently selected hard drive. Use wildcards (\*) in filename to delete multiple files. If /noconfirm option is included, the deletion of each file needs to be confirmed. To avoid constant confirmation add “nonconfirm” at the end of the command. ## Example: [Section titled “Example:”](#example)   \[Channel]> DeleteShow /backup   The corresponding shortcut   \[Channel]> DeleteShow /b Deletes show file backups only (file ending .backup). ##   [Section titled “ ”](#-1) \[Channel]> DeleteShow /show   The corresponding shortcut   \[Channel]> DeleteShow /s Deletes show files only (file ending .show\.gz). # DisconnectStation > DisconnectStations a function used to throw stations out of your session. **DisconnectStation** is a function used to throw stations out of your session. To execute this keyword type **DisconnectStation** or the shortcuts – **DS** or \*\*Di \*\*– into the command line.  ## Syntax [Section titled “Syntax”](#syntax) DisconnectStation \[Station-list] ##   ## Options [Section titled “Options”](#options) To get a list of all options available for the keyword **DisconnectStation** in the command line feedback window type into the command line: \[Channel]> DisconnectStation /? The keyword \*\*DisconnectStation \*\*has the following option: | Option | Shortcut | Option value | Description | | --------- | -------- | --------------- | -------------------------------- | | noconfirm | nc | no option value | Suppresses confirmation pop-up.  |   ## Example: [Section titled “Example:”](#example)   \[Channel]> ​DisconnectStation 192.168.0.10   Disconnects station with IP address 192.168.0.10.   \[Channel]> ​DisconnectStation 10   Disconnects station with host ID 10 on your Network.   \[Channel]> ​DisconnectStation Thru   Disconnects all stations on your subnet. # Dmx > Dmxs an object type representing the DMX outputs of the console. **Dmx** is an object type representing the DMX outputs of the console. To execute this keyword type **Dmx** or the shortcut **Dm** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) Dmx \[Address] Dmx \[Universe].\[Address]   ## DMX Tester [Section titled “DMX Tester”](#dmx-tester) Entering a DMX address opens the DMX encoder bar which may be used for testing. You may also set a test level directly by combining the DMX address with the keyword **At**. For more information see [At](/grandma2/key_keyword_at/). The DMX tester has priority over the normal output of the console (parked, executors, programmer) and HTP priority with DMX input.   ## Patching [Section titled “Patching”](#patching) Assign \[Fixture-list] (At) \[DMX start] Assigning fixtures to a DMX start address removes all existing patch for the fixtures, and assigns the new DMX addresses. Assign \[DMX-list] (At) \[Fixture] Assigning a list of DMX addresses adds them to the existing patch (multi patch) of the fixture. This does not add more fixtures to your grandMA2 3D visualizer. Delete \[DMX-list] Deletion of DMX addresses unpatches the fixtures using this addresses. Delete \[Fixture-list] Deletion of fixture unpatches all assigned DMX addresses.   ## Patching of fixtures with multiple breaks [Section titled “Patching of fixtures with multiple breaks”](#patching-of-fixtures-with-multiple-breaks) Assign \[DMX address] (At) \[Fixture] /break=n Assigning a DMX address to a specific break.   ## Examples [Section titled “Examples”](#examples)   \[Channel]> ​Dmx 2.101 Selects address 101 on second universe in the DMX tester.   \[Channel]> ​Assign Dmx 2.101 At Channel 5 Patches DMX address 101 on the second universe to channel 5.   \[Channel]> Dmx 513 At 100 Sets the first address on the second universe to 100% in the DMX tester.   \[Channel]> ​Off Dmx Thru Releases all values in the DMX tester.   \[Channel]> ​Assign Dmx 1.101 At Fixture 2 /break=1 Patches DMX address 101 to the first break of fixture 2 (i.e., the dimmer of a VL5). # DmxUniverse > DmxUniverses an object type representing the DMX universes of the console. **DmxUniverse** is an object type representing the DMX universes of the console. To execute this keyword press the button Channel on the console three times or type **DmxUniverse** or the shortcut **DmxU** into the command line.    ## Syntax [Section titled “Syntax”](#syntax) DmxUniverse \[Universe] ##   The keyword DmxUniverse may be used to access DMX universes or all DMX channels of a universe. ## Example: [Section titled “Example:”](#example)   \[Channel]> ​Unpark DmxUniverse 1 Thru 4   Unparks all DMX channels of universe 1 thru 4.   \[Channel]> ​Delete DmxUniverse 2   Unpatches all DMX channels of universe 2.   \[Channel]> ​Edit DmxUniverse 3   Opens universe editor to change its properties.   \[Channel]> Move DmxUniverse 2 at 12   Moves DmxUnvierse 2 to DmxUniverse 12. # Dollar $ > To get the $ character in the command line, press and hold Shift + 4. To get the $ character in the command line, press and hold Shift + 4. ## Description [Section titled “Description”](#description) The $ character indicates variables in the command line. For more information about variables, see [use variables](/grandma2/key_macro_create_variables/). ## Examples [Section titled “Examples”](#examples) Create and use a variable to turn the chaser executor off. 1\. To create the variable enter in the command line:  \[Channel]> SetVar\*\*\*\* $mychasers = “Executor 11 Thru 15” 2\. To use the variables $mychasers to turn executor 11 through 15 off, enter in the command line:  \[Channel]> Off\*\*\*\* $mychasers  3. Press Please. Executor 11 trough 15 are turned off by using the variable $mychasers. For more information to the SetVar keyword, see [SetVar keyword](/grandma2/key_keyword_setvar/). *** Create and use a variable to login into a user profile. 1\. To create the variable enter in the command line:  \[Channel]> SetVar\*\*\*\* $myname = “Ben Dover” 2\. To use the variable to login into the user profile, enter in the command line: \[Channel]> Login\*\*\*\* $“myname” You are logged in. # Dot . > To get the . dot in the command line, press  . . To get the . dot in the command line, press  . . ## Description [Section titled “Description”](#description) The . dot is a separator for decimal fractions and hierarchical object IDs. Two .. dots used along with the keyword ChangeDest, changes the destination one level up. For more information, see [ChangeDest keyword](/grandma2/key_keyword_dot/). ## Examples [Section titled “Examples”](#examples) * To set the pan attribute to 50.5 degrees, type in the command line: \[Channel]> Attribute “Pan” At 50.5 *** * To go one level backwards in the structure tree, from Edit Setup/Universes to Edit Setup, type in the command line: Edit Setup/Universes> CD .. # DoubleRate > DoubleRates a function used to double the current rate. **DoubleRate** is a function used to double the current rate. To execute this keyword type \*\*DoubleRate \*\*or the shortcut **DoubleR** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) DoubleRate \[Object-list] ##   ## Example: [Section titled “Example:”](#example)   \[Channel]> ​DoubleRate Executor 5   Doubles the rate of Executor 5. ## [Section titled “”](#-1) # DoubleSpeed > To get the DoubleSpeed keyword in the command line type DoubleSpeedr the shortcut DSn the command line. To get the DoubleSpeed keyword in the command line type **DoubleSpeed** or the shortcut **DS** in the command line. ## Description [Section titled “Description”](#description) DoubleSpeed is a function to multiply the speed or the executor by 2. ## Syntax [Section titled “Syntax”](#syntax) DoubleSpeed \[Object-list] ## Example [Section titled “Example”](#example) * To double the speed of executor 5 type in the command line: \[Channel]> DoubleSpeed Executor 5 # Down > To execute the keyword Down, press the key Down, type Downr the shortcut Donto the command line. To execute the keyword Down, press the key Down, type **Down** or the shortcut **Do** into the command line.  For more information on the key Down see the [key Down](/grandma2/key_key_down/).  ## Description [Section titled “Description”](#description) The keyword Down scrolls down one page in the window you are currently in.  Down is a function keyword.  ## Syntax [Section titled “Syntax”](#syntax) Down   ## Example [Section titled “Example”](#example) \[Channel]> Down Scrolls down one page in the fixture sheet. # DropControl > Type DropControlr the shortcut Drnto the command line. Type \*\*DropControl \*\*or the shortcut **Dr** into the command line.  ## Description [Section titled “Description”](#description) DropControl is used if multiple users are in a session.  It drops the exclusive control over channel or attributes in playbacks in a current user profile.  The user that executes the keyword DropControl drops the sole control over playbacks in TakeControl fixtures and gains back the control over other playbacks.   To take control over fixtures and playbacks see the [keyword TakeControl](/grandma2/key_keyword_takecontrol/).  ## Syntax [Section titled “Syntax”](#syntax) DropControl \[fixture-list]   ## Example [Section titled “Example”](#example) \[Channel]> DropControl Regains full control over all playbacks in the current user profile. # Edit > To enter the keyword Edit into the command line, press the key Edit or type Editr the shortcut Ento the command line. To enter the keyword Edit into the command line, press the key Edit or type **Edit** or the shortcut **E** into the command line.  ## Description [Section titled “Description”](#description) Edit is a function keyword and it is used to modify values.  ## Syntax [Section titled “Syntax”](#syntax) Edit \[Object]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword Edit, type the following into the command line: \[Channel]> Edit /? The keyword Edit has the following options: | Option | Shortcut | Option Value | Description | | --------- | -------- | --------------- | -------------------------------- | | noconfirm | nc | No option value | Suppresses confirmation pop-up.  |   ## Examples [Section titled “Examples”](#examples) \[Channel]> Edit Effect 2 Opens the effect editor to modify the effect 2.    \[Channel]> Edit Takes the first cue in the sequence of a selected executor. If the executor is in a certain cue, then this cue is edited. # Effect > To enter the keyword into the console, press Effect or type Effectr the shortcut Efnto the command line. To enter the keyword into the console, press Effect or type **Effect** or the shortcut **Ef** into the command line.  ## Description [Section titled “Description”](#description) The keyword Effect is an object keyword.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Effect \[ID]/\[Name]/\[Number]   ## Example [Section titled “Example”](#example) \[Channel]> Move Effect 1 At 37  Moves the effect 1 to the cell 37 of the effect pool.    \[Channel]> SelFix Effect 1  Selects fixtures in the fixture sheet that can run effect 1 if it is a selective effect. # EffectAttack > To get the EffectAttack keyword in the command line type EffectAttackr the shortcut EffectAn the command line. To get the EffectAttack keyword in the command line type **EffectAttack** or the shortcut **EffectA** in the command line. ## Description [Section titled “Description”](#description) EffectAttack is a helping keyword used to indicate individual EffectAttack of a pulse width modulation form. For more information on effect attack see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectAttack EffectAttack \[value list] ## Examples [Section titled “Examples”](#examples) * To switch the encoder to adjust the effect attack layer type in the command line: \[Channel]> EffectAttack   * To knock out any EffectAttack values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectAttack   * To set the effect attack for the selection or feature to 50 % of the pulse width modulation width type in the command line: \[Channel]> EffectAttack 50   * To set the effect attack for “pan” for the selection to 50 % of the pulse width modulation width type in the command line: \[Channel]> Attribute “pan” At EffectAttack 50 # EffectBPM > To get the EffectBPM keyword in the command line type EffectBPMr the shortcut EffectBn the command line: To get the EffectBPM keyword in the command line type **EffectBPM** or the shortcut **EffectB** in the command line: ## Description [Section titled “Description”](#description) EffectBPM is a helping keyword to indicate individual effect speed in BPM (= beats per minute). For more information on effect speed see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectBPM EffectBPM \[value list] ## Examples [Section titled “Examples”](#examples) * To switch the encoder to adjust the effect speed layer type in the command line: \[Channel]> EffectBPM   * To knock out any effect speed values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectBPM   * To sets the effect speed for the selection or feature to 120 beats per minute type in the command line: \[Channel]> EffectBPM 120   * To set the effect speed for “pan” for the selection to 90 beats per minute type in the command line: \[Channel]> Attribute “pan” At EffectBPM 90 # EffectDecay > To get the EffectDecay keyword in the command line type EffectDecayr the shortcut EffectDecn the command line. To get the EffectDecay keyword in the command line type **EffectDecay** or the shortcut **EffectDec** in the command line. ## Description [Section titled “Description”](#description) EffectDecay is a helping keyword to indicate individual EffectDecay of a pulse width modulation form. For more information on effect decay see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectDecay EffectDecay \[value list] ## Examples [Section titled “Examples”](#examples) * To switch the encoders to adjust the effect decay layer type in the command line: \[Channel]> EffectDecay   * To knock out any effect decay values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectDecay   * To set the effect decay for the selection or feature to 50% of the pulse width modulation width type in the command line: \[Channel]> EffectDecay 50   * To set the effect decay for “pan” for the selection to 50% of the pulse width modulation width type in the command line: \[Channel]> Attribute “pan” At EffectDecay 50 # EffectDelay > To get the EffectDelay keyword in the command line type EffectDelayr the shortcut EffectDn the command line: To get the EffectDelay keyword in the command line type **EffectDelay** or the shortcut **EffectD** in the command line: ## Description [Section titled “Description”](#description) EffectDelay is a helping keyword to indicate individual effect delay times. For more information on effect delay see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectDelay EffectDelay \[value list] ## Example: [Section titled “Example:”](#example) * To switch the encoders to adjust the effect delay layer type in the command line: \[Channel]> EffectDelay   * To knock out any effect delay values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectDelay   * To set the effect delay for the selection or feature to 4 seconds type in the command line:   \[Channel]> EffectDelay 4   * To set the effect delay for “pan” for the selection to 2 seconds type in the command line: \[Channel]> Attribute “pan” At EffectDelay 2 # EffectFade > To get the EffectFade keyword in the command line type EffectFader the shortcut EffectFn the command line. To get the EffectFade keyword in the command line type **EffectFade** or the shortcut **EffectF** in the command line. ## Description [Section titled “Description”](#description) EffectFade is a helping keyword to indicate individual effect fade times. For more information on effect fade times see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectFade EffectFade \[value list] ## Examples: [Section titled “Examples:”](#examples) * To switch the encoder to adjust the effect fade layer type in the command line: \[Channel]> EffectFade   * To knock out effect fade values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectFade   * To set the effect fade time for the selection or feature to 4 seconds type in the command line: \[Channel]> EffectFade 4   * To set the effect fade for “pan” for the selection to 2 seconds type in the command line: \[Channel]> Attribute “pan” At EffectFade 2 # EffectForm > To get the EffectForm keyword in the command line type EffectFormr the shortcut EffectFn the command line: To get the EffectForm keyword in the command line type **EffectForm** or the shortcut **EffectF** in the command line: ## Description [Section titled “Description”](#description) EffectForm is a helping keyword to indicate individual effect form values. For more information on effect form values see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectForm EffectForm \[value list] ## Examples [Section titled “Examples”](#examples) * To switch encoders to adjust the effect form layer type in the command line: \[Channel]> EffectForm   * To knock out any effect form values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectForm   * To set the effect form for the selection or feature to the 6th form type in the command line: \[Channel]> EffectForm 6   * To set the effect form for “pan” for the selection to the 6th form type in the command line: \[Channel]> Attribute “pan” At EffectForm 6 # EffectHigh > To get the EffectHigh keyword in the command line type EffectHighr the shortcut EffectHin the command line. To get the EffectHigh keyword in the command line type **EffectHigh** or the shortcut **EffectHi** in the command line. ## Description [Section titled “Description”](#description) EffectHigh is a helping keyword to indicate individual effect high values. For more information see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectHigh EffectHigh \[value list] ## Examples [Section titled “Examples”](#examples) * To switch the encoders to adjust the EffectHigh layer type in the command line: \[Channel]> EffectHigh   * To knock out any EffectHigh values of the programmer for the selection or feature type in the command line: \[Channel]> Off EffectHigh   * To set the EffectHigh value for the selection or feature to 80 type in the command line: \[Channel]> EffectHigh 80   * To set the EffectHigh for “pan” for the selection to 20 type in the command line: \[Channel]> Attribute “pan” At EffectHigh 20 # EffectHZ > To get the EffectHZ keyword in the command line type EffectHZr the shortcut EffectHn the command line. To get the EffectHZ keyword in the command line type **EffectHZ** or the shortcut **EffectH** in the command line. ## Description [Section titled “Description”](#description) EffectHZ is a helping keyword to indicate individual effect speed in Hertz. For more information see [Effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectHZ EffectHZ \[value list] ## Examples [Section titled “Examples”](#examples) * To switch the encoder to the effect speed layer type in the command line: \[Channel]> EffectHZ   * To knock out any effect speed values of programmer for the selection or feature type in the command line: \[Channel]> Off EffectHZ   * To set the effect speed for the selection or feature to 4 Hertz type in the command line: \[Channel]> EffectHZ 4   * To set the effect speed for “pan” for the selection to 2 Hertz type in the command line: \[Channel]> Attribute “pan” At EffectHZ 2 # EffectID > To get the EffectID keyword in the command line type EffectIDr the shortcut EffectIn the command line: To get the EffectID keyword in the command line type **EffectID** or the shortcut **EffectI** in the command line: ## Description [Section titled “Description”](#description) EffectID is a helping keyword to indicate the EffectID layer. The EffectID value cannot be adjusted the same way as other effectlayers. This value is given by calling an Effect. For more information on effects see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectID ## Examples [Section titled “Examples”](#examples) * To switch the encoder to display the EffectID layer type in the command line: \[Channel]> EffectID   * To knock out any EffectID values (effect reference) of the programmer for the selection/feature type in the command line: \[Channel]> Off EffectID # EffectLow > To get the EffectLow keyword in the command line type EffectLowr EffectLn the command line: To get the EffectLow keyword in the command line type **EffectLow** or **EffectL** in the command line: ## Description [Section titled “Description”](#description) EffectLow is a helping keyword used to indicate individual effect low values. For more information on effects see [effects](/grandma2/key_effects/). ## Syntax [Section titled “Syntax”](#syntax) EffectLow EffectLow \[Value-list] ## Examples [Section titled “Examples”](#examples) * To switch the encoders to adjust the effect low layer type in the command line: \[Channel]> EffectLow   * To knock out any effect low values of programmer for the selection/feature type in the command line: \[Channel]> Off EffectLow   * To set the effect low for the selection/feature to 20 type in the command line: \[Channel]> EffectLow 20   * To set the effect low for “pan” for the selection to -20 type in the command line: \[Channel]> Attribute “pan” At EffectLow -20 # EffectPhase > To get the EffectPhase keyword in the command line type EffectPhaser EffectPn the command line. To get the EffectPhase keyword in the command line type **EffectPhase** or **EffectP** in the command line. ## Description [Section titled “Description”](#description) EffectPhase is a helping keyword to indicate individual effect phases. ## Syntax [Section titled “Syntax”](#syntax) EffectPhase EffectPhase \[Value-list] ## Examples [Section titled “Examples”](#examples) * To switch the encoders to adjust the effect phase layer type in the command line: \[Channel]> EffectPhase   * To knock out any effect phase values of the programmer for the selection/feature type in the command line: \[Channel]> Off EffectPhase   * To set the effect phase for the selection/feature to 180 degrees type in the command line: \[Channel]> EffectPhase 180   * To Set the effect phase for “pan” for the selection to 180 degrees type in the command line: \[Channel]> Attribute “pan” At EffectPhase 180 # EffectSec > To get the EffectSec keyword in the command line type EffectSecr EffectSn the command line. To get the EffectSec keyword in the command line type **EffectSec** or **EffectS** in the command line. ## Description [Section titled “Description”](#description) EffectSec is a helping keyword to indicate individual effect speed in seconds. ## Syntax [Section titled “Syntax”](#syntax) EffectSec EffectSec \[Value-list] ## Examples [Section titled “Examples”](#examples) * To switches the encoders to adjust the EffectSpeed layer type in the command line: \[Channel]> EffectSec   * To knocks out any effect speed values of the programmer for the selection/feature type in the command line: \[Channel]> Off EffectSec   * To set the effect speed for the selection/feature to 2 seconds per cycle type in the command line: \[Channel]> EffectSec 2   * To set the effect speed for “pan” for the selection to 4 seconds per cycle type in the command line: \[Channel]> Attribute “pan” At EffectSec 4 # EffectSpeedGroup > To enter the keyword EffectSpeedGroup into the console, type EffectSpeedGroupr the shortcut EffectSpnto the command line. To enter the keyword EffectSpeedGroup into the console, type **EffectSpeedGroup** or the shortcut **EffectSp** into the command line.  ## Description [Section titled “Description”](#description) EffectSpeedGroup calls the effect layer **Speed Group**. For more information on effect layers see [Layers in sheets – Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/).  To change to different layers, press ![ma](/img/grandma2/ma_1-290dfd.png) + Time.  ## Syntax [Section titled “Syntax”](#syntax) EffectSpeedGroup   ## ​Example [Section titled “​Example”](#example) \[Channel]> EffectSpeedGroup Jumps to the effect layer Speed Group. # EffectWidth > To get the EffectWidth keyword in the command line type EffectWidthr the shortcut EffectWn the command line. To get the EffectWidth keyword in the command line type **EffectWidth** or the shortcut **EffectW** in the command line. ## Description [Section titled “Description”](#description) EffectWidth is a helping keyword to indicate individual EffectWidth. ## Syntax [Section titled “Syntax”](#syntax) EffectWidth EffectWidth \[Value-list] ## Examples [Section titled “Examples”](#examples) * To switch the encoders to adjust the EffectWidth layer type in the command line: \[Channel]> EffectWidth   * To knocks out any EffectWidth values of programmer for the selection/feature type in the command line: \[Channel]> Off EffectWidth   * To set the EffectWidth for the selection/feature to 50 % of the cycle type in the command line: \[Channel]> EffectWidth 50   * To set the EffectWidth for “pan” for the selection to 50 % of the cycle type in the command line: \[Channel]> Attribute “pan” At EffectWidth 50 # Empty > To get the Empty keyword in the command line, type Emptyr the shortcut Emn the command line. To get the Empty keyword in the command line, type **Empty** or the shortcut **Em** in the command line. ## Description [Section titled “Description”](#description) With the Empty keyword, you can assign the function empty to executors. Empty means that the executors is deactivated. For more information, see [executors - assign a function](/grandma2/key_exec_assign/). The Empty keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Assign Empty \[Executor list] ## Example [Section titled “Example”](#example) To deactivate executor button 101, type in the command line: \[Channel]> Assign Empty Executor 101 Press Please. Executor 101 is deactivated. The function empty is assigned. ![](/img/grandma2/img_empty-executor_v3_2-e64681.png) *Deactivated executor indicated by the empty executor function field* # EndIf > To get the EndIf keyword in the command line type EndIfr the shorcut En in the command line. To get the EndIf keyword in the command line type **EndIf** or the shorcut **En** in the command line. ## Description [Section titled “Description”](#description) EndIf is a helping keyword to indicate the end of an If statement. For more information see [If keyword](/grandma2/key_keyword_if/). The EndIf keyword enables If statements to be entered in the middle of a syntax. Upon processing, the If statement is moved to the end of the syntax, and is used as a filter/condition. This enables If syntax to be used in conjunction with pool items. ## Syntax [Section titled “Syntax”](#syntax) \[function] If \[object condition/filter] EndIf \[object] ## Example [Section titled “Example”](#example) * To create preset 1.1 only for group 5 type in the command line: Store If Group 5 EndIf Preset 1.1 Store Preset 1.1 If Group 5 # EndSession > To get the EndSession keyword in the command line type EndSessionr the shortcut EndSn the command line. To get the EndSession keyword in the command line type **EndSession** or the shortcut **EndS** in the command line. ## Description [Section titled “Description”](#description) EndSession is a function keyword to end a session for all session members. The EndSession keyword disconnects all linked devices in the session. It is not possible to join an ended session again. ## Syntax [Section titled “Syntax”](#syntax) EndSession / \[noconfirm] ## Options [Section titled “Options”](#options) To get a list of all available options to the EndSession keyword in the command line feedback window, type in the command line \[Channel]> EndSession /? The EndSession keyword has the following options. | Option | Shortcut | Option Value | Description | | --------- | -------- | --------------- | ------------------------------- | | noconfirm | nc | no option value | Suppresses confirmation pop-up. | ## Examples [Section titled “Examples”](#examples) * To end the session for all session members with a confirmation pop-up type in the command line: \[Channel]> EndSession   * To end the session directly without a confirmation pop-up type in the command line: \[Channel]> EndSession /noconfirm # Escape > Important: **Important:**\ The keyword Escape is only used within a macro. To cancel commands that have not been executed, press Esc. For more information see the [key Esc](/grandma2/key_key_escape/).  To enter the keyword into the console, type **Escape** or the shortcut **Es** into the command line.  ## Description [Section titled “Description”](#description) The keyword Escape closes modal dialogs within a macro.  ## Syntax [Section titled “Syntax”](#syntax) Escape # ExecButton1 > To get the ExecButton1 keyword in the command line type ExecButton1n the command line. To get the ExecButton1 keyword in the command line type **ExecButton1** in the command line. ## Description [Section titled “Description”](#description) ExecButton1 is an object keyword for the first button of an executor. If you apply a function or reference a property not supported by the ExecButton1 object, the command will be passed on to the parent Executor object. **Hint:**\ For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. ## Syntax [Section titled “Syntax”](#syntax) ExecButton1 \[Executor] ExecButton1 \[Page].\[Executor] ExecButton1 \[Pagepool].\[Page].\[Executor] ## Examples [Section titled “Examples”](#examples) * To assign the toggle function to the first button of executor 5 type in the command line: \[Channel]> Assign Toggle At ExecButton1 5   * To delete executor 5 type in the command line: \[Channel]> Delete ExecButton1 5 # ExecButton2 > To get the ExecButton2 keyword in the command line type ExecButton2n the command line. To get the ExecButton2 keyword in the command line type **ExecButton2** in the command line. ## Description [Section titled “Description”](#description) ExecButton2 is an object keyword for the second button of an executor. If you apply a function or reference a property not supported by the ExecButton2 object, the command will be passed on to the parent Executor object. **Hint:**\ For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. ## Syntax [Section titled “Syntax”](#syntax) ExecButton2 \[Executor] ExecButton2 \[Page].\[Executor] ExecButton2 \[Pagepool].\[Page].\[Executor] ## Examples [Section titled “Examples”](#examples) * To assign the toggle function to the second button of executor 5 type in the command line: \[Channel]> Assign Toggle At ExecButton2 5   * To delete executor 5 type in the command line: \[Channel]> Delete ExecButton2 5 # ExecButton3 > To get the ExecButton3 keyword in the command line type ExecButton3n the command line. To get the ExecButton3 keyword in the command line type **ExecButton3** in the command line. ## Description [Section titled “Description”](#description) ExecButton3 is an object keyword for the third button of an executor. If you apply a function or reference a property not supported by the ExecButton3 object, the command will be passed on to the parent Executor object. **Hint:**\ For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. ## Syntax [Section titled “Syntax”](#syntax) ExecButton3 \[Executor] ExecButton3 \[Page].\[Executor] ExecButton3 \[Pagepool].\[Page].\[Executor] ## Examples [Section titled “Examples”](#examples) * To assign the toggle function to the third button of executor 5 type in the command line: \[Channel]> Assign Toggle At ExecButton 3 5   * To delete executor 5 type in the command line: \[Channel]> Delete ExecButton 3 5 # Executor > To get the Executor keyword in the command line press Exec. To get the Executor keyword in the command line press Exec. You can also type **Executor** or the shortcut **Ex** directly in the command line. ## Description [Section titled “Description”](#description) Executor is an object keyword acting as a control handle for other objects. The default function for Executor objects is [SelFix](/grandma2/key_keyword_selfix/). This means that calling executors without any function specified selects the fixtures of the executor in programmer. If you apply a function or reference a property not supported by the Executor object, the command will be passed on its child: Button/fader or the object assigned to the executor. ## Syntax [Section titled “Syntax”](#syntax) Executor \[ID] Executor \[Page].\[ID] Executor \[Pagepool].\[Page].\[ID] Assign Executor \[ID] / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameters via command line. | Parameter | Parameter Value | Description | | -------------- | ---------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | AutoFix | ”on”, “off” | Assigns if auto fix is on or off. Page changes will not affect the executor while it is on. | | AutoStart | ”on”, “off” | Assigns if auto start is on or off. Executor will turn on as soon as the fader is above zero. | | AutoStomp | ”on”, “off” | Assigns if auto stomp is on or off. Effects from other executors do not affect values in this executor. | | AutoStop | ”on”, “off” | Assigns if auto stop is on or off. Executor will turn off as soon as the fader reaches zero (ignores off-time). | | BreakingGo | ”on”, “off” | Assigns if Loop Breaking Go is on or off. For more information see [Looping Cues](/grandma2/key_adv_seq_loop/). | | Chaser | ”on”, “off” | Assigns if the executor is a chaser or not. | | Crossfade | ”on”, “off” | on = AB XFade off = Split XFade Assigns if the executor is an AB XFade or a Split XFade. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#xfade). | | CmdDisable | ”on”, “off” | Assigns if CMD (= command) disable is on or off. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#cmd_disable). | | EffectSpeed | ”on”, “off” | Assigns if “Link Effect To Rate” is on or off. | | IgnoreExecTime | ”on”, “off” | Assigns if ignore exec time is on or off. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#ignore_exec_time). | | KillProtect | ”on”, “off” | Assigns if kill protect is on or off. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#kill_protect). | | MasterGo | ”on”, “off”, “go”, “top” | Assigns the action that is executed if the master fader is above zero. For more information see [Common executor options](/grandma2/key_exec_common_options/). | | MIBAlways | ”on”, “off” | Assigns if MIB always is on or off. For more information see [Advanced executor functionality - Executor options.](/grandma2/key_adv_exec_options/#mib_always) | | MIBNever | ”on”, “off” | Assigns if MIB never is on or off. For more information see [Advanced executor functionality - Executor options.](/grandma2/key_adv_exec_options/#mib_never) | | OffTime | e.g. “3” (= 3 seconds) | Assigns executor off time in seconds. | | OoO | ”on”, “off” | Assigns if off on overwritten is on or off. For more information see [Executors - Common executor options](/grandma2/key_exec_common_options/#on_off_overwritten). | | PlaybackMaster | ”1 - 50” 0 = No Playback Master | Assigns the executor to the specified playback master. For more information see [Advanced executor functionality - special masters - playback masters](/grandma2/key_adv_exec_spec_master_playback/). | | Prepos | ”on”, “off” | Assigns if Auto Prepos is on or off. For more information see [Advanced executor functionality - executor options](/grandma2/key_adv_exec_options/#prepos). | | Priority | ”super” or 0 “swap” or 2 “htp” or 3 “high” or 4 “ltp” or 5 “low” or 6 | Assigns the executor priority. For more information see [Cues and sequences - Playing back cues](/grandma2/key_cs_playback/#priority). | | RateMaster | 0 - 16, 0 = Rate Individual | Assigns the rate master. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#rate_master). | | Restart | ”First” “Current” “Next” | Assigns the restart mode. For more information see [Common executor options](/grandma2/key_exec_common_options/). | | SoftLTP | ”on”, “off” | Assigns if soft LTP is on or off. For more information see [Cues and sequences - Playing back cues](/grandma2/key_cs_playback/#soft_ltp). | | Speed | ”Mul2” “Mul4” “Mul8” “Mul16” “Mul32” “Normal” “Div2” “Div4” “Div8” “Div16” “Div32” | Assigns the speed factor. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#speed_factor). | | Speedmaster | 0 - 16, 0 = Speed individual | Assigns the speed master. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#speed_master). | | SwopProtect | ”on”, “off” | Assigns if swop protect is on or off. For more information see [Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#swop_protect). | | TriggerIsGo | ”on”, “off” | Assigns if trigger is go is on or not. For more information see[ Advanced executor functionality - Executor options](/grandma2/key_adv_exec_options/#trigger_is_go). | | Width | 1 - 5 | Assigns the width of the executor. For more information see [Executors - Assign a function - Change the Width of Executors](/grandma2/key_exec_assign/#executor_width). | | Wrap | ”on”, “off” | Assigns if Wrap Around is on or off. For more information see [What is tracking](/grandma2/key_cs_what_is_tracking/#release_first_step). | ## Examples [Section titled “Examples”](#examples) * To remove the fifth executor on the current page type in the command line: \[Channel]> Delete Executor 5   * To set the fader of executor 5 to 50 % type in the command line: \[Channel]> Executor 5 At 50   * To delete cue 3 of the sequence assigned to executor 5 type in the command line: \[Channel]> Delete Cue 3 Executor 5   * To select the second executor on page 4 type in the command line: \[Channel]>  Select Executor 4.2 # Exit > To enter the keyword Exit into the console, type Exitr the shortcut Exi into the command line. To enter the keyword Exit into the console, type **Exit** or the shortcut **Exi** into the command line.  ## Description  [Section titled “Description ”](#description) Exit disconnects the connection to Telnet.  For more information see the keyword [Telnet](/grandma2/key_keyword_telnet/).  ## Syntax [Section titled “Syntax”](#syntax) Exit   ## Example [Section titled “Example”](#example) \[Channel]> Exit Disconnects Telnet. # Export > To get the Export keyword in the command line type Exportr the shortcut Expn the command line. To get the Export keyword in the command line type \*\*Export \*\*or the shortcut **Exp** in the command line. ## Description [Section titled “Description”](#description) Export is a function keyword to transfer data from the show file to the libraries in the console. If no filename is entered to the keyword, one .xml file will be created for each object in object list, with file names generated based on object name/properties. The Export keyword writes to the current selected hard drive. For export to an USB stick select it at the Backup Menu, or type “selectdrive 4” in the command line - 4 is for the first USB stick. For commonly exported object types, the files will be organized in folders according to object type, e.g. Effect-folder, Macro-folder, FixtureType (library-folder). Object types without a dedicated folder will be placed in the importexport folder. ## Syntax [Section titled “Syntax”](#syntax) Export \[Object-list] \[“filename”] / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Export keyword in the command line feedback window, type in the command line: \[Channel]> Export /? The Export keyword has the following options. | Option | Shortcut | Option Value | Description | | --------- | ------------- | -------------------------------------------------------------------------------------------------------- | -------------------------------------------------------- | | condition | cnd | See [messages keyword](/grandma2/key_keyword_messages/). | See [messages keyword](/grandma2/key_keyword_messages/). | | noconfirm | nc | no option value | Suppress the confirmation pop-up. | | overwrite | o | no option value | Replaces existing file in the folder. | | path | p | for example “/data/ma/actual/gma2/ImportExport” | Specifies the path for the to be exported file. | | schema | not available | no option value | Exports MA .xml schema definition. | | style |   | html, csv, default (= xml with style sheet for timecode, messages, sequence, fixture, layer, and layers) | Specifies the style of the exported file. | | transform | t | no option value | Transforms the file into the defined style. | ## Examples [Section titled “Examples”](#examples) * To create an .xml file labeled mymacros in the macro folder with macro 1 thru 10, type in the command line: \[Channel]> Export Macro 1 Thru 10 “MyMacros”   * To create an .xml file labeled based on Effectname in the effect directory with effect 1, type in the command line: \[Channel]> Export Effect 1 # Extract > To get the extract keyword in the command line type Extractr the shortcut Extn the command line. To get the extract keyword in the command line type **Extract** or the shortcut **Ext** in the command line. ## Description [Section titled “Description”](#description) Extract is a function that applies hard values in the programmer and breaks any referenced links. The Extract function used the same syntax as the At keyword. For more information see [At keyword](/grandma2/key_keyword_at/). Extract works recursively and breaks references also in subobjects, for example, a preset in a cue in an extracted sequence. Extract will obey the At filter and the program time. ## Syntax [Section titled “Syntax”](#syntax) Extract \[Object list] ## Examples [Section titled “Examples”](#examples) * To set the fixture selection to the preset “drummer”. later changes to preset “drummer” will update the values, type in the command line: \[Channel]> At Preset “drummer”     * To set the fixture selection to hard values of preset “drummer”. later changes to preset “drummer” will not affect the values, type in the command line: \[Channel]> Extract Preset “drummer”   * To break the references (converts attributes to hard values in the programmer) for the fixture selection type in the command line: \[Channel]> Extract Selection   * To set the fixture selection to the hard values of Cue 4 type in the command line: \[Channel]> Extract Cue 4 # Fade > To get the Fade keyword in the command line press Time. To get the Fade keyword in the command line press Time. Another way is to type **Fade** or the shortcut **Fa** directly in the command line. ## Description [Section titled “Description”](#description) Fade is a helping keyword to indicate fade times. As a helping keyword for playback functions (for example Goto), this keyword sets the time used to execute the function. As a helping keyword for programming functions (for example Store), this keyword sets the fade time of an object. Used as a starting keyword, Fade applies individual timing in the programmer for the current selection and attributes. **Hint:**\ As long as the command line starts with a function, the fade keyword and value may appear anywhere in the command line. ## Syntax [Section titled “Syntax”](#syntax) Fade \[Value-list] ## Examples [Section titled “Examples”](#examples) * To crossfade to cue 3 in the selected executor in 4 seconds type in the command line: \[Channel]> Goto Cue 3 Fade 4   * To create cue 3 in the selected executor and set its fade time to 4 seconds type in the command line: \[Channel]> Store Cue 3 Fade 4   * To set the fade time of cue 2 in the selected executor to 3 seconds type in the command line: \[Channel]> Assign Fade 3 Cue 2   * To set the individual fade time of 2 seconds to the current selection/attributes type in the command line: \[Channel]> Fade 2   * To set the fixture selection to 50 % and give them an individual fade time of 2 seconds to the selected attributes type in the command line: \[Channel]> At 50 Fade 2 # FadePath > To get the FadePath keyword in the command line type FadePathr the shortcut FadePn the command line. To get the FadePath keyword in the command line type **FadePath** or the shortcut **FadeP** in the command line. ## Description [Section titled “Description”](#description) FadePath is an object type representing the possible transition paths of a cue part. ## Syntax [Section titled “Syntax”](#syntax) FadePath \[ID] ## Example [Section titled “Example”](#example) To assign a high-low fadepath to the main part of cue 4 type in the command line: \[Channel]> Assign FadePath 7 At Cue 4 Part 0 # Fader > To get the Fader keyword in the command line type Fadern the command line. To get the Fader keyword in the command line type **Fader** in the command line. ## Description [Section titled “Description”](#description) Fader is an object keyword representing the fader of an executor. If you apply a function or reference a property not supported by the fader object, the command will be passed on to the parent executor object. **Hint:**\ Even though button executors do not have a physical fader, they still have a virtual fader assigned as a master. ## Syntax [Section titled “Syntax”](#syntax) Fader \[Executor] Fader \[Page].\[Executor] Fader \[Pagepool].\[Page].\[Executor] ## Examples [Section titled “Examples”](#examples) * To assign the speed functionality to the fader of executor 5 type in the command line: \[Channel]> Assign Speed At Fader 5   * To set the level/position of fader of executor 5 to 50 % type in the command line: \[Channel]> Fader 5 At 50 # FaderPage > To get the FaderPage keyword in the command line press Page Page Page (= FaderPage). To get the FaderPage keyword in the command line press Page Page Page (= FaderPage). Another way is to type **FaderPage** or one of the shortcuts **FP** or **FaderP** directly in the command line. ## Description [Section titled “Description”](#description) FaderPage is an object keyword representing the fader executor part of a page. The default function for this object is [Call](/grandma2/key_keyword_call/). Calling a FaderPage changes the physical executors to that page. If you apply a function not supported by the FaderPage object, the function will be passed on to the executor child objects of the FaderPage. ## Syntax [Section titled “Syntax”](#syntax) FaderPage \[ID] FaderPage \[Pagepool].\[ID] ## Example [Section titled “Example”](#example) To change the physical fader executors to page 5 type in the command line: \[Channel]> FaderPage 5 # Feature > To get the Feature keyword in the command line type Featurer the shortcut Fen the command line. To get the Feature keyword in the command line type **Feature** or the shortcut **Fe** in the command line. ## Description [Section titled “Description”](#description) Feature is an object keyword representing features of a fixture. The default function for features is [Call](/grandma2/key_keyword_call/). Calling features brings them to the encoders, and select them in the fixture sheet (yellow column header). Features are organized by PresetType, which means that you can also call features with the PresetType keyword. Features contains attributes, which means that you can also call attributes with the Feature keyword, using dot separated numbers. **Important:**\ The feature number may change when new fixtures and attributes are added to the show file. It is recommended to use the unique feature name, for example macros. ## Syntax [Section titled “Syntax”](#syntax) Feature \[number] Feature “Name” Feature \[Feature].\[Attribute]   ## Examples [Section titled “Examples”](#examples)   \[Channel]> Feature 2   Calls the second feature type in the command line.   \[Channel]> List feature    Shows a current list of all feature numbers and names in the command line feedback view.    \[Channel]> Feature “Gobo1”   Calls feature “Gobo1” type in the command line.   \[Channel]> Feature “Position”.2   Calls the second attribute of the feature “Position” type in the command line.   \[Channel]> Feature $feature.2   Calls the second attribute of the current feature type in the command line.   \[Channel]> PresetType “gobo”.2   Calls the second feature of the preset type gobo type in the command line. # Filter > To execute the keyword Filter in the command line press Group Group Group (= Filter). To execute the keyword Filter in the command line press Group Group Group (= Filter). Another way is to type **Filter** or the shortcut **Fil** directly in the command line. ## Description [Section titled “Description”](#description) Filter is an object keyword representing attribute filter and layer filter from the filter pool. The default function for this object is [Call](/grandma2/key_keyword_call/). Calling a filter applies the filter temporary and limits the next programmer action. Selecting a filter limits all programmer actions until filter 1 is selected. For more information see [worlds, filters, and masks](/grandma2/key_wfm_world_filter_mask/). ## Syntax [Section titled “Syntax”](#syntax) Filter \[ID]   ## Examples [Section titled “Examples”](#examples) \[Channel]> Filter 4   Calls filter 4 (next programmer action uses this filter).   \[Channel]> Select Filter 5   Selects filter 5 (all programmer actions use this filter). # Fix > To get the Fix keyword in the command line press Fix. To get the Fix keyword in the command line press Fix. You can also type **Fix** directly in the command line. ## Description [Section titled “Description”](#description) Fix is a function keyword to fix objects on a page. Fix is a toggle function. This means that using Fix without any helping keyword toggles the fixing of the objects on and off. ## Syntax [Section titled “Syntax”](#syntax) Fix \[executor list] Fix On \[executor list] Fix Off \[executor list] ## Examples [Section titled “Examples”](#examples) * To fix executor 1 through 5 on the current page type in the command line: \[Channel]> Fix On Executor 1 Thru 5   * To toggle executor 3 from changing page, or not to changing page, type in the command line: \[Channel]> Fix Executor 3 # Fixture > To get the Fixture keyword in the command line press Fixture. To get the Fixture keyword in the command line press Fixture. Another way is to type **Fixture** or the shortcut **F** in the command line. ## Description [Section titled “Description”](#description) Fixture is an object keyword to access fixtures with a fixture ID. The default function for fixture objects is [SelFix](/grandma2/key_keyword_selfix/). This means that entering fixtures without any function specified selects the fixtures. ## Syntax [Section titled “Syntax”](#syntax) Fixture \[ID] Fixture \[ID].\[Sub-ID] ## Examples [Section titled “Examples”](#examples) * To select fixture 34 type in the command line: \[Channel]> Fixture 34   * To select the fifth subfixture of the fixture cluster fixture 11 type in the command line: \[Channel]> Fixture 11.5   * To select all subfixtures of the fixture cluster fixture 11 type in the command line: \[Channel]> Fixture 11 # FixtureType > To execute the keyword FixtureType press !ma and Fixture or type FixtureTyper one of the shortcuts FT or FixtureTnto the command line. To execute the keyword FixtureType press ![ma](/img/grandma2/ma_1-290dfd.png) and Fixture or type **FixtureType** or one of the shortcuts **FT** or **FixtureT** into the command line. ## Description [Section titled “Description”](#description) FixtureType is an object keyword for the fixture types in the show file. Fixture types also contain global data in presets.  **Important:**\ Most edits and command line actions with the keyword FixtureType has to be done while in the Edit Setup mode. For more information, see [ChangeDest keyword](/grandma2/key_keyword_changedest/). **Hint:**\ Fixture types are displayed at the bottom of channel and fixture sheets. ## Syntax [Section titled “Syntax”](#syntax) FixtureType \[ID] ## Examples [Section titled “Examples”](#examples) Edit Setup/Layers 4/Dimmer 2> Assign FixtureType 2 At 1 Thru 4 Assigns fixture type 2 to fixtures 1 through 4.    \[Channel]> Clone FixtureType 2 at 3 if Preset “Color”.\* Clones global color presets of fixture type 2 to fixture type 3. # Flash > To execute the keyword Flash press >>> >>> (= Flash). To execute the keyword Flash press >>> >>> (= Flash). Another way is to type **Flash** or the shortcut **Fla** in the command line. ## Description [Section titled “Description”](#description) Flash is a function used to temporary overwrite master level to full on executing objects without using times. When the Flash function is used with an executor button, the Flash On command is executed when the button is pressed and the Flash Off is executed when the button is released. If this function is used without the helping keywords On/Off, the function will toggle between on or off. If the executor is not On when this function is applied, the executor will be temporary activated with zero timing. ## Syntax [Section titled “Syntax”](#syntax) Flash \[Executor-list] Flash On \[Executor-list] Flash Off \[Executor-list]   ## Examples [Section titled “Examples”](#examples)   \[Channel]> Flash On Executor 1   Overwrites the master level of executor 1 to full and starts first cue.    \[Channel]> Flash Off Executor 1   Returns master level of executor 1 to the master fader and sets executor to off if it was not on. # FlashGo > To execute the keyword FlashGo, type FlashGor the shortcut FlashGnto the command line. To execute the keyword FlashGo, type **FlashGo** or the shortcut **FlashG** into the command line.  ## Description [Section titled “Description”](#description) FlashGo executes the keyword Flash and jumps into the next cue. For more information see the keyword [Flash](/grandma2/key_keyword_flash/).  Syntax  FlashGo \[Executor-list]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword FlashGo, type the following into the command line: \[Channel]> FlashGo /? The keyword FlashGo has the same options as the keyword Goto.  For further information see the keyword [Goto](/grandma2/key_keyword_goto/).    ## Example [Section titled “Example”](#example) \[Channel]> FlashGo Executor 1 Overwrites master level temporarily and jumps into the next cue. # FlashOn > To execute the keyword FlashOn, type FlashOnr the shortcut FlashO into the command line. To execute the keyword FlashOn, type **FlashOn** or the shortcut **FlashO** into the command line.  ## Description [Section titled “Description”](#description) FlashOn activates the cue and ignores the fade times and the master level.  ## Syntax [Section titled “Syntax”](#syntax) FlashOn \[Executor-list]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword FlashOn, type the following into the command line: \[Channel]> FlashOn /? The keyword FlashOn has the same options as the keyword Goto.  For further information see the keyword [Goto](/grandma2/key_keyword_goto/).    ## Example [Section titled “Example”](#example) \[Channel]> FlashOn Executor 1 Activates the cue of the executor and ignores its fade times. # Flip > To get the Flip keyword in the command line type Flipr the shortcut Fl in the command line. To get the Flip keyword in the command line type **Flip** or the shortcut **Fl** in the command line. ## Description [Section titled “Description”](#description) Flip is a function keyword to access the different pan/tilt combinations that points a moving head in the same direction. Flip adds 180 degrees to the pan value of the fixtures and inverts the tilt angle. If the fixture reaches its physical end stop, the pan and tilt value will be set to the smallest possible value. Flip points the fixture in the same direction but with another pan/tilt combination. If no selection list is entered, Flip is applied to the fixture selection. If no flip number is entered, the function toggles through the different possible combinations. ## Syntax [Section titled “Syntax”](#syntax) Flip \[flip number] \[selection list] ## Examples [Section titled “Examples”](#examples) * To set the pan and tilt of the fixture selection to the next pan/tilt combination that points in the same direction, type in the command line: \[Channel]> Flip   * To set the pan and tilt of group 7 to the second of the pan/tilt combination that points in the same direction, type in the command line: \[Channel]> Flip 2 Group 7 # Form > To execute the keyword Form type Formr the shortcut Fonto the command line. To execute the keyword Form type **Form** or the shortcut **Fo** into the command line. ## Description [Section titled “Description”](#description) Form is an object type with shapes used for dynamic effects. Forms are used as source for effects to generate dynamic values. **Hint:**\ Forms are generated and edited in the form pool.  ## Syntax [Section titled “Syntax”](#syntax) Form \[ID] Form \[ID].\[subID]   ## Example [Section titled “Example”](#example)   \[Channel]> At Form 10   Sets the first attribute of the current feature to Form 10, “Ramp Plus”. # Freeze > Important: **Important:**\ If the Freeze keyword is entered in the command line by pressing the Freeze key, the keyword will be directly executed. To execute the keyword Freeze directly press Freeze.   Another way is to type **Freeze** or the shortcut **Fre** directly into the command line. ## Description [Section titled “Description”](#description) **Important:**\ If Freeze is on, programmer values have a higher priority as playbacks. \ Only executor priority “Super” has a higher priority than Freeze.  Freeze is function keyword to change the priority of the programmer. Freeze is a toggle function. This means that entering Freeze without any helping keyword toggles the Freeze-mode on/off.   ## Syntax [Section titled “Syntax”](#syntax) Freeze Freeze On Freeze Off   ## Example [Section titled “Example”](#example)   \[Channel]> Freeze On   Turns the freeze mode on. # Full > Important: **Important:**\ If you enter the Full keyword in the command line by pressing the Full key, the keyword will be directly executed. To get the Full keyword in the command line press Full.\ The Full keyword will be directly executed. Another way is to type **Full** or the shortcut **Fu** directly in the command line. ## Description [Section titled “Description”](#description) Full is an function keyword to set the dimmer values to 100 %. The default function is At. This means that entering Full without any object sets the dimmer attributes of the current selection to 100 %. ## Syntax [Section titled “Syntax”](#syntax) Full ## Example [Section titled “Example”](#example) * To select channel 53 and set the dimmer to 100 % type in the command line: \[Channel]> Channel 53 Full # FullHighlight > To execute the keyword FullHighlight, press !ma + Full or press Full twice. It is also possible to type Fullhighlightr the shortcut FullHnto the command line. To execute the keyword FullHighlight, press ![ma](/img/grandma2/ma_1-290dfd.png) + Full or press Full twice. It is also possible to type **Fullhighlight** or the shortcut **FullH** into the command line.  ## Description [Section titled “Description”](#description) Fullhighlight takes all highlight values of the fixtures that are currently selected into the programmer.  ## Syntax [Section titled “Syntax”](#syntax) Fullhighlight   ## Example [Section titled “Example”](#example) \[Channel]> Fullhighlight  Takes the highlight values actively into the programmer. # Gel > To get the Gel keyword in the command line press Preset Preset Preset . To get the Gel keyword in the command line press Preset Preset Preset . Another way is to type **Gel** or the shortcut **Ge** into the command line.  ## Description  [Section titled “Description ”](#description) The keyword gel provides the opportunity to edit or apply swatch book colors via command line.  ## Syntax [Section titled “Syntax”](#syntax) Gel “Swatch name”.”Gel Name” Gel “**Swatch name**”.”Key” Gel \[Swatch Id].\[Gel  Id] **Gel \[Swatch Id]** **Gel “****Swatch name****”** ##   ## Examples [Section titled “Examples”](#examples) \[Channel]> At Gel “Lee”.”Mauve” Sets the color of the selected fixtures to Lee´s color Mauve.    \[Channel]> At Gel “Lee”. “126” Sets the color of the selected fixtures to Lee´s key 126 in swatch book.    \[Channel]> At Gel 7.44 Sets the color of the selected fixtures to the 44th color of the seventh swatch book.    \[Channel]> Export Gel 7 Exports the “Lee” swatch book. # Go > To get the Go keyword in the command line press Go. To get the Go keyword in the command line press Go. Another way is to type **Go** in the command line. ## Description [Section titled “Description”](#description) Go is a function keyword to activate the next step of an executing object. If the target object have steps, it will go to the next step. If the object is step-less it will start running forward. ## Syntax [Section titled “Syntax”](#syntax) Go \[Object-list] / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Go keyword type in the command line: \[Channel]> Go /? The Go keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ---------------------------------------- | --------------------- | ------------------------------------------------------ | | cue\_mode | cm | Normal | N | Normal Go mode. | | cue\_mode | cm | Assert | A | Go with assert in the original timing. | | cue\_mode | cm | XAssert | XA | Go with assert in the cuetiming of current cue. | | cue\_mode | cm | Release | R | Go finishes the fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Klaus” | not available | Normal Go mode with specified user profile. | ## Examples [Section titled “Examples”](#examples) * To go to the next step of executor 3 type in the command line: \[Channel]> Go Executor 3   * To start macro 2 type in the command line: \[Channel]> Go Macro 2 # GoBack > To get the GoBack keyword in the command line press Go -. To get the GoBack keyword in the command line press Go -. Another way is to type **GoBack** or the shortcut **GoB** in the command line. ## Description [Section titled “Description”](#description) GoBack is a function keyword to activate previous step of an executing object. If the target object has steps, it will go to the previous step. If the object is stepless, it will start running backwards. Set the default fade time for GoBack in the **Setup I Show I Playback & MIB Timing I GoBack**. ## Syntax [Section titled “Syntax”](#syntax) GoBack \[Object-list] / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available options to the GoBack keyword type in the command line: \[Channel]> GoBack /? The GoBack keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ---------------------------------------- | --------------------- | ---------------------------------------------------------- | | cue\_mode | cm | Normal | N | Normal GoBack mode. | | cue\_mode | cm | Assert | A | GoBack with assert in the original timing. | | cue\_mode | cm | XAssert | XA | GoBack with assert in the cuetiming of current cue. | | cue\_mode | cm | Release | R | GoBack finishes the fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Klaus” | not available | Normal GoBack mode with specified user profile. | ## Example [Section titled “Example”](#example) To go to the previous step of executor 3 type in the command line: \[Channel]> GoBack Executor 3 # Goto > To get the Goto keyword in the command line press Goto. To get the Goto keyword in the command line press Goto. Another way is to type **Goto** or the shortcut **Got** in the command line. ## Description [Section titled “Description”](#description) Goto is a function keyword to jump in a list. Set the fade time for Goto in the **Setup I Show I Playback & MIB Timing I Goto**. ## Syntax [Section titled “Syntax”](#syntax) Goto \[Cue object] \[Executor object] / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Goto keyword type in the command line: \[Channel]> Goto /? The Goto keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ---------------------------------------- | --------------------- | -------------------------------------------------------- | | cue\_mode | cm | Normal | N | Normal Goto mode. | | cue\_mode | cm | Assert | A | Goto with assert in the original timing. | | cue\_mode | cm | XAssert | XA | Goto with assert in the cuetiming of current cue. | | cue\_mode | cm | Release | R | Goto finishes the fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Klaus” | not available | Normal Goto mode with specified user profile. | ## Examples [Section titled “Examples”](#examples) * To go to cue 3 of the selected executor type in the command line: \[Channel]> Goto Cue 3   * To go to cue 5 of executor 4 type in the command line: \[Channel]> Goto Cue 5 Executor 4 # Group > To get the Group keyword into the command line, press Group or type Groupr the shortcut G in the command line. To get the Group keyword into the command line, press Group or type \*\*Group \*\*or the shortcut **G** in the command line. ## Description [Section titled “Description”](#description) Group is an object type that contains a collection of fixtures and a selection sequence. The default function for the group keyword is SelFix. This means that calling groups without any function specified selects the fixtures of the group. For more information see [SelFix keyword](/grandma2/key_keyword_selfix/). ## Syntax [Section titled “Syntax”](#syntax) Group \[ID]   ## Example [Section titled “Example”](#example)   \[Channel]> Group 3 Selects the fixtures stored in group 3. # HalfRate > To get the HalfRate keyword in the command line type HalfRater the shortcut HalfRn the command line. To get the HalfRate keyword in the command line type **HalfRate** or the shortcut **HalfR** in the command line. ## Description [Section titled “Description”](#description) HalfRate is a function keyword to divide the current rate by 2. ## Syntax [Section titled “Syntax”](#syntax) HalfRate \[Object-list] ## Example [Section titled “Example”](#example) * To halves the rate of executor 5 type in the command line: \[Channel]> HalfRate Executor 5 # HalfSpeed > To get the HalfSpeed keyword in the command line type HalfSpeedr the shortcut Ha in the command line. To get the HalfSpeed keyword in the command line type **HalfSpeed** or the shortcut **Ha** in the command line. ## Description [Section titled “Description”](#description) HalfSpeed is a function keyword to divide the current speed by 2. ## Syntax [Section titled “Syntax”](#syntax) HalfSpeed \[Object-list] ## Example [Section titled “Example”](#example) * To halves the speed of executor 5 type in the command line: \[Channel]> HalfSpeed Executor 5 # Help > To get the Help keyword in the command line press Help. To get the Help keyword in the command line press Help. Another way is to type **Help** or the shortcut **H** directly in the command line. ## Description [Section titled “Description”](#description) Help is a function keyword to open the help window. ## Syntax [Section titled “Syntax”](#syntax) Help Help \[keyword] Help “Search text” ## Examples [Section titled “Examples”](#examples) * To open the help window type in the command line: \[Channel]> Help   * To open the help to the Fixture keyword type in the command line: \[Channel]> Help Fixture # Highlight > Important: **Important:**\ If you enter the Highlight keyword in the command line by pressing the Highlt key, the keyword will be directly executed. To get the Highlight keyword in the command line press Highlt.\ The Highlight keyword will be directly executed. Another way is to type **Highlight** or the shortcut **Hi** directly in the command line. ## Description [Section titled “Description”](#description) Highlight is a function to apply the defined highlight values on selected fixtures. Highlight is a toggle function. This means entering Highlight without a helping keyword toggles the Highlight mode on or off. If Highlight is on the **highlight icon** ![](/img/grandma2/icon_highlight_v3-2-93056c.png) is displayed in the command line. For more information see [icons](/grandma2/key_ws_icons/). For more information see [Highlight key](/grandma2/key_key_highlight/). ## Syntax [Section titled “Syntax”](#syntax) Highlight Highlight On Highlight Off ## Examples [Section titled “Examples”](#examples) To turn on the highlight mode type in the command line: \[Channel]>  Highlight On # IdentifyFaderModule > To execute the keyword, type IdentifyFaderModule or the shortcut Id. To execute the keyword, type **IdentifyFaderModule** or the shortcut **Id**.  ## Description [Section titled “Description”](#description) IdentifyFaderModule defines which module corresponds to which wing. That is, the wing starts to flash. The flashing automatically stops after approximately 10 seconds. ## Syntax [Section titled “Syntax”](#syntax) IdentifyFaderModule \[Number]   ## Example [Section titled “Example”](#example) \[Channel]> IdentifyFaderModule 1  Wing 1 starts to flash. # If > To get the If keyword into the command line as a starting function, press If If If If (= If). To get the If keyword into the command line as a starting function, press If If If If (= If). To get the If keyword into the command line as a helping keyword, press If or type **If** or the shortcut **I** in the command line. ## Description [Section titled “Description”](#description) The If keyword as a function keyword deselects fixtures not in the entered selection list. As a helping keyword keyword to the Clone function, If sets the scope of the cloning. For more information see [clone keyword](/grandma2/key_keyword_clone/) and [clone or replace fixtures](/grandma2/key_clone/). As a helping keyword keyword to other operational functions, If sets a filter for the operation. To end an if statement in the middle of a longer syntax, use the [EndIf keyword](/grandma2/key_keyword_endif/). ## Syntax [Section titled “Syntax”](#syntax) If \[Selection-list] Clone \[Selection-list] At \[Selection-list] If \[Object-list] \[General syntax] If \[Object-list] ## Examples [Section titled “Examples”](#examples) * To deselect fixtures not in group 5 type in the command line: \[Channel]> If Group 5   * To select fixtures which are a part of group 3 and group 5 type in the command line: \[Channel]> Group 3 If Group 5   * To delete channel 4 from cue 3 type in the command line: \[Channel]> Delete Cue 3 If Channel 4   * To delete fixture 4 and attribute “pan” from cue 3 type in the command line: \[Channel]> Delete Cue 3 If Fixture 4 Attribute “pan”   * To delete attribute “pan” of fixture 4 from cue 3 type in the command line: \[Channel]> Delete Cue 3 If Fixture 4 If Attribute “pan” # IfActive > To get the IfActive keyword in the command line press If If (= IfActive). To get the IfActive keyword in the command line press If If (= IfActive). Another way is to type **IfActive** or the shortcut **IfA** in the command line. ## Description [Section titled “Description”](#description) IfActive is a function keyword to select fixtures with active values in the programmer. If no filter is entered IfActive selects all fixtures with active values in programmer. If a filter is entered, IfActive selects fixtures which are in the filter and have active values in programmer. ## Syntax [Section titled “Syntax”](#syntax) IfActive IfActive \[filter] ## Examples [Section titled “Examples”](#examples) * To select all fixtures with active values in the programmer type in the command line: \[Channel]> IfActive   * To select only fixtures of group 5 which have active values in programmer type in the command line: \[Channel]> IfActive Group 5 # IfOutput > To get the IfOutput keyword in the command line press If. To get the IfOutput keyword in the command line press If. Another way is to type **IfOutput** or the shortcut **IfO** directly in the command line. ## Description [Section titled “Description”](#description) IfOutput is a function keyword to select fixtures based on their current output. IfOutput selects fixtures that have values originating from the object list, or with dimmer attribute values, fade or delay times within the range of the value list. If no argument is entered, the fixtures with a dimmer value above zero will be selected. ## Syntax [Section titled “Syntax”](#syntax) IfOutput IfOutput \[Object-list] IfOutput At \[Value-list] IfOutput At Fade \[Value-list] IfOutput At Delay \[Value-list] ## Examples [Section titled “Examples”](#examples) * To select all fixtures with a dimmer value above zero type in the command line: \[Channel]> IfOutput   * To select all fixtures currently using the color preset “Red” type in the command line: \[Channel]> IfOutput Preset “color”.”Red”   * To select all fixtures with dimmer value between 50 % and 75 % type in the command line: \[Channel]> IfOutput At 50 Thru 75 # IfProg > To get the IfProg keyword in the command line press If If If (= IfProg). To get the IfProg keyword in the command line press If If If (= IfProg). Another way is to type **IfProg** or **IfP** in the command line. ## Description [Section titled “Description”](#description) IfProg is a function keyword to select fixtures with values in the programmer. If no filter is entered, IfProg selects all fixtures with values in programmer. If a filter is entered, IfProg selects the fixtures which are in the filter and have values in programmer. ## Syntax [Section titled “Syntax”](#syntax) IfProg IfProg \[filter] ## Examples [Section titled “Examples”](#examples) * To select all fixtures with values in the programmer type in the command line. \[Channel]> IfProg   * To select only the fixtures of group 5 which have values in programmer type in the command line: \[Channel]> IfProg Group 5 # Image > To execute the keyword, type Image or the shortcut Ima into the command line. To execute the keyword, type **Image** or the shortcut **Ima** into the command line.  ## Description [Section titled “Description”](#description) The keyword Image is an object keyword. It is used to handle images via command line.  It can be used in bitmap fixtures.   ## Syntax [Section titled “Syntax”](#syntax) Image \[ID] \[Function] Image \[ID]   ## Examples [Section titled “Examples”](#examples) \[Channel}> Edit Image 14  Opens the image viewer to edit image 14.    \[Channel]> At Image 16 Takes the images into the programmer if a bitmap fixture is selected.    \[Channel]> Delete Image 14 Deletes the image 14 in the image pool. # Import > To get the Import keyword in the command line type Importr the shortcut Imn the command line. To get the Import keyword in the command line type **Import** or the shortcut **Im** in the command line. ## Description [Section titled “Description”](#description) Import is a function keyword to bring data from external .xml and .xmlp libraries into the show file.  The Import command loads data into the current command line destination after the existing objects, if no destination object is given. The Import command will look for files on the currently selected hard-drive. **Important:**\ Importing FixtureTypes is only allowed in the Edit Setup. ## Syntax [Section titled “Syntax”](#syntax) Import “filename” \[destination-object] / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Import keyword in the command line feedback window, type in the command line \[Channel]> Import /? The Import keyword has the following options. | Option | Shortcut | Option Value | Description | | --------- | -------- | ----------------------------------------------- | -------------------------------------------------------------------------- | | noconfirm | nc | no option value | Suppresses the confirmation pop-up of the import. | | quiet | q | no option value | Suppresses the feedback of the import in the command line feedback window. | | path | p | for example “/data/ma/actual/gma2/importexport” | Specifies the path for the to be imported file. | ## Examples [Section titled “Examples”](#examples) * To import a generic dimmer as a new fixture type in the show file type in the command line: EditSetup/FixtureTypes 3> Import “generic\@dimmer\@00”   * To import macros from the file MyMacros.xml after the last used macro ID type in the command line: Macros/Global 1> Import “MyMacros”   * To import macros from files with names starting with “macr” type in the command line: Macros/Global 1> Import “macr\*”   * To import the effect MyCoolEffect.xml as Effect 101 type in the command line: \[Channel]> Import “MyCoolEffect” Effect 101   * To import “MyMacro” as Macro 20 from the importexport folder of a gma2 console type in the command line: \[Channel]> Import “MyMacro” At Macro 20 /path = “/data/ma/actual/gma2/importexport” # Info > To get the Info keyword in the command line type Infor the shortcut Inn the command line. To get the Info keyword in the command line type **Info** or the shortcut \*\*In \*\*in the command line. ## Description [Section titled “Description”](#description) Info is a function keyword to add or display user info to an object. If text is included to the command, this will be set as the info for the objects. If no text is included to the command, existing info will be displayed in the Info window and the Commandline Feedback window. ## Syntax [Section titled “Syntax”](#syntax) Info \[Object-list] “Some info to add” Info \[Object-list] ## Examples [Section titled “Examples”](#examples) * To add a info to group 3 type in the command line: Info Group 3 “these fixtures are in the backtruss”   * To get the info of group 3 displayed in the command line feedback window type in the command line: Info Group 3 # Insert > To get the Insert keyword in the command line press Move Move Move (= Insert). To get the Insert keyword in the command line press Move Move Move (= Insert). You can also type **Insert** or the shortcut **Ins** in the command line. ## Description [Section titled “Description”](#description) The Insert keyword is a function keyword to insert pool objects between two other already taken pool objects. The following pool objects will be moved to the next empty destination. When the Insert keyword is in the command line by pressing Move Move Move, you can insert pool objects by drag and drop. ## Syntax [Section titled “Syntax”](#syntax) **Insert** \[Object-list] **At** \[Destination Start-ID] ## Example [Section titled “Example”](#example) * To insert Group 5 between Group 8 and 9, type in the command line: \[Channel]> Insert Group 5 At 9 # Interleave > To execute the keyword Interleave, type Interleave or the shortcut Int into the command line. To execute the keyword Interleave, type **Interleave** or the shortcut **Int** into the command line.  ## Description [Section titled “Description”](#description) Interleave is used to set ranges in the MAtricks or to create a virtual array of the fixtures selected.  The keyword Interleave is a synonym for the keyword MAtricksInterleave. For more information see [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/). ## Syntax [Section titled “Syntax”](#syntax) Interleave \[Number]   ## Example [Section titled “Example”](#example) \[Channel]> Interleave 10 If you selected from fixture 11 to 100, pressing the key Next selects fixture 11, 21, 31 etc. # Invert > To enter the Invert keyword into the command line, type Invertr the shortcut Inv into the command line. To enter the Invert keyword into the command line, type \*\*Invert \*\*or the shortcut **Inv** into the command line. ## Description [Section titled “Description”](#description) Invert is a function to invert the selection status of fixtures. Invert acts in the fixtures that were selected. If a fixture is selected, using this keyword deselects the fixtures. If a fixture was not selected, using the keyword Invert selects the fixtures.  If no selection list is given, Invert functions on all fixtures and channels. ## Syntax [Section titled “Syntax”](#syntax) Invert \[Selection-list] ## Example [Section titled “Example”](#example) If fixtures 1, 3 and 5 were already selected, Invert selects fixtures 2, 4 and 6. \[Channel]> Invert Fixture 1 Thru 6 # InviteStation > To get the InviteStation keyword in the command line type InviteStationr one of the shortcuts IS or Invin the command line. To get the InviteStation keyword in the command line type **InviteStation** or one of the shortcuts **IS** or **Invi** in the command line. ## Description [Section titled “Description”](#description) InviteStation is a function keyword to bring other stations into the session. InviteStation asks stations on the list to join the session. If they accept the invitation, your show file will be uploaded to them and they will become part of the session. ## Syntax [Section titled “Syntax”](#syntax) InviteStation \[Station-list] ## Examples [Section titled “Examples”](#examples) * To invite the station with IP-address 192.168.0.10 type in the command line: \[Channel]> InviteStation 192.168.0.10   * To invite the station with Host ID 10 on your network type in the command line: \[Channel]> InviteStation 10   * To invite all stations on your network type in the command line: \[Channel]> InviteStation Thru # Item3D > To enter the keyword into the command line, type Item3Dr the shortcut Itnto the command line. To enter the keyword into the command line, type **Item3D** or the shortcut **It** into the command line.  ## Description [Section titled “Description”](#description) Item3D is an object keyword used to modify 3D objects in grandMA 3D.  For more information see [3D objects](https://help.malighting.com/grandMA2/en/help/ma_3d/key_3dobjects.html). ## Syntax [Section titled “Syntax”](#syntax) \[Assign] Item3D \[ID] \[Delete] Item3D \[ID]   ## Example [Section titled “Example”](#example) \[Channel]> Delete Item3D Thru Deletes all unused 3D objects in a show. # JoinSession > To get the JoinSession keyword in the command line type JoinSessionr one of the shortcuts J or JS in the command line. To get the JoinSession keyword in the command line type **JoinSession** or one of the shortcuts **J** or **JS** in the command line. ## Description [Section titled “Description”](#description) JoinSession is a function used to join or create a session. If no option is given the recent entered settings in the MA Network Control will be used. ## Syntax [Section titled “Syntax”](#syntax) JoinSession \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the JoinSession keyword, type in the command line: \[Channel]> JoinSession /? The JoinSession keyword has the following options: | Option | Option Shortcut | Option Value Examples | Description | | ------------- | --------------- | --------------------- | ---------------------------- | | password | pw | ”1234” | Enters the session password. | | sessionnumber | s | ”1” | Enters the session number. | | sessionname | n | ”FOH” | Enters the session name. | ## Example [Section titled “Example”](#example) To join the session called FOH with the session name and the password 1235 type in the command line: \[Channel]> JoinSession 1 “FOH” /pw = “1235” # Kill > To get the Kill keyword in the command line press Top Top (= Kill). To get the Kill keyword in the command line press Top Top (= Kill). You can also type **Kill** or the shortcut **K** in the command line. ## Description [Section titled “Description”](#description) Kill is a Go+ function that additionally will turn off all other executor objects. Kill works as an ordinary Go+ function on the executors it is applied, but will additionally send an Off command to all other executors - if they are not protected by kill protect - function (see Assign executor menu). ## Syntax [Section titled “Syntax”](#syntax) Kill \[Executor-list] /\[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Kill keyword type in the command line: \[Channel]> Kill /? The Kill keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ---------------------------------------- | --------------------- | -------------------------------------------------------- | | cue\_mode | cm | Normal | N | Normal Kill mode. | | cue\_mode | cm | Assert | A | Kill with assert in the original timing. | | cue\_mode | cm | XAssert | XA | Kill with assert in the cuetiming of current cue. | | cue\_mode | cm | Release | R | Kill finishes the fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Klaus” | not available | Normal Kill mode with specified user profile. | ## Example [Section titled “Example”](#example) To go to next cue on executor 1 and turn off other executors type in the command line: \[Channel]> Kill Executor 1 # Label > To get the Label keyword in the command line press Assign Assign (= Label). To get the Label keyword in the command line press Assign Assign (= Label). You can also type \*\*Label \*\*or the shortcut **L** in the command line. ## Description [Section titled “Description”](#description) Label is a function used to give names to objects. If multiple objects are labeled, and the name contains a free-standing number, the number will be enumerated for each object. If no name is given, you will be prompted with a dialog to enter the name. ## Syntax [Section titled “Syntax”](#syntax) Label \[Object-list] “Name” For more information on quotes see [Special Characters - Quotes](/grandma2/key_keyword_marks/). ## Examples [Section titled “Examples”](#examples) To label group 4 as “All Studiocolors” type in the command line: \[Channel]> Label Group 3 “All Studiocolors”   To label Fixture 1 thru 10 as “Mac700 1”, “Mac700 2” an so on type in the command line: \[Channel]> Label Fixture 1 Thru 10 “Mac700 1”   To rename the color-preset “Red” to “Dark Red” type in the command line: \[Channel]> Label Preset “color”.”Red” “Dark Red” # Layer > To get the Layer keyword in the command line type Layerr the shortcut Layen it. To get the Layer keyword in the command line type **Layer** or the shortcut **Laye** in it. ## Description [Section titled “Description”](#description) Layer is a function keyword to change the working layer of the attribute encoders. The layer can be called by its name or by its layer ID (1-9). | Layer ID | Layer Name | | -------- | ---------------- | | 1 | Value | | 2 | Fade | | 3 | Delay | | 4 | EffectForm | | 5 | EffectSpeed | | 6 | EffectSpeedgroup | | 7 | EffectLow | | 8 | EffectHigh | | 9 | EffectPhase | | 10 | EffectWidth | | 11 | EffectFade | | 12 | EffectDelay | | 13 | EffectAttack | | 14 | EffectDecay | | 15 | EffectID | ## Syntax [Section titled “Syntax”](#syntax) Layer \[layer ID] Layer \[layer name] ## Examples [Section titled “Examples”](#examples) To switch the encoder to adjust delaytime layer type in the command line: \[Channel]> Layer 3   To switch the encoders to adjust EffectForm layer type in the command line: \[Channel]> Layer EffectForm # Layout > To get the Layout keyword in the command line press !ma + Group (= Layout). To get the Layout keyword in the command line press ![ma](/img/grandma2/ma_1-290dfd.png) + Group (= Layout). You can also type **Layout** or the shortcut **Lay** in the command line. ## Description [Section titled “Description”](#description) **Layout** is an object-type representing a layout of fixtures and other objects. The default function for Layout objects is Select. This means that calling Layouts without any function specified selects the Layout, and any Layout Views with **Link Selected** enabled shows this Layout. ## Syntax [Section titled “Syntax”](#syntax) Layout \[ID] ## Examples [Section titled “Examples”](#examples) To select Layout 3 for display in the Layout View, type in the command line: \[Channel]> Layout 3   To create Layout 5 and add the fixture selection to this layout, type in the command line: \[Channel]> Store Layout 5   To add Group 5 as a button in Layout 4, type in the command line: \[Channel]> Assign Group 5 Layout 4   To add the selected bitmap effect to Layout 1, type in the command line: \[Channel]>  At Layout 1 # Learn > This page describes the syntax and how to use the learn command. This page describes the syntax and how to use the learn command. To go to the learn command press Learn on the console.\ Learn is in the command line now. \[Channel]> Learn ## Description [Section titled “Description”](#description) With the learn command you set the speed by tapping for: * Chaser * Effects * Master rate * Master speed ## Syntax [Section titled “Syntax”](#syntax) Learn \[Object-list] ## Examples [Section titled “Examples”](#examples) Here are a few examples how you can use the learn command. ### Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will set the speed of a chaser. Press and hold Learn and press the executor button of the chaser several times in that speed you like to have it. The chaser learns the speed of the tapping of the executor button. ### Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the speed of an effect. Press and hold Learn and press the executor button of the effect several times in that speed you like to have it. The effect learns the speed of the tapping of the executor button. ### Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will set the speed of the master rate. Press and hold Learn and press the executor button of the master rate several times in that speed you like to have it. The master rate learns the speed of the tapping of the executor button. # LeaveSession > To get the LeaveSession keyword in the command line, type LeaveSessionr one of the shortcuts LSr Len the command line. To get the LeaveSession keyword in the command line, type **LeaveSession** or one of the shortcuts **LS** or **Le** in the command line. ## Description [Section titled “Description”](#description) The LeaveSession keyword is a function keyword to leave the current session. ## Syntax [Section titled “Syntax”](#syntax) LeaveSession ## Example [Section titled “Example”](#example) * To leave the current session, type in the command line: \[Channel]> LeaveSession # List > To get the List keyword into the command line, press and hold !ma + List. To get the List keyword into the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + List. You can also type **List** or the shortcut **Li** in the command line. ## Description [Section titled “Description”](#description) The List keyword displays show data in the command line feedback window. You can list any object, for example: * Cues of the selected executor * Groups * Presets * Messages If the list does not specify any type of object, the data from the current destination will be displayed. The List keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) **List** \[Object-list] / \[Option]= \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available option to the List keyword, type in the command line: \[Channel]> List /? | Option | Option Shortcut | Option Value | Description | | --------- | --------------- | --------------------- | --------------------------------------------------------------------------------------------------------------- | | condition | cnd | See Messages command. | The option condition is only valid in combination with the [Messages command](/grandma2/key_keyword_messages/). | | filename | f | Name of file | Creates a csv file in the reports folder with the List data. | ## Examples [Section titled “Examples”](#examples) * To list all cues of the selected executor in the command line feedback window type in the command line: \[Channel]> List Cue   * To list the first ten groups of the groups pool in the command line feedback window type in the command line: \[Channel]> List Group Thru 10   * To list all attribute names existing in the show file in the command line feedback window type in the command line: \[Channel]> List Attribute   * To list all color presets starting with the letter m in the command line feedback window type in the command line: \[Channel]>List Preset “color”.“m\*” \- or - \[Channel]>List Preset 4. “m\*” # ListEffectLibrary > To get the ListEffectLibrary keyword in the command line, type ListEffectLibraryr the shortcut ListEfn the command line. To get the ListEffectLibrary keyword in the command line, type **ListEffectLibrary** or the shortcut **ListEf** in the command line. ## Description [Section titled “Description”](#description) The ListEffectLibrary is a function keyword to displays the .xml files in effects folder of the selected drive in the command line feedback window. To change the drive, see [SelectDrive keyword](/grandma2/key_keyword_selectdrive/). ## Syntax [Section titled “Syntax”](#syntax) ListEffectLibrary \[filter] ## Example [Section titled “Example”](#example) * To list all effect .xml files starting with **My**, type in the command line: \[Channel]> ListEffectLibrary “My\*” # ListFaderModules > To get the ListFaderModules keyword in the command line, type ListFaderModulesr the shortcut ListFn the command line. To get the ListFaderModules keyword in the command line, type **ListFaderModules** or the shortcut **ListF** in the command line. ## Description [Section titled “Description”](#description) The ListFaderModules keyword is a function keyword to display all available internal and external wings (= executor modules) in the command line feedback window. ## Syntax [Section titled “Syntax”](#syntax) ListFaderModules ## Example [Section titled “Example”](#example) * To get all available internal and external wings displayed in the command line feedback window, type in the command line: \[Channel]> ListFaderModules # ListLibrary > To get the ListLibrary keyword in the command line, type ListLibraryr the shortcut ListLn the command line. To get the ListLibrary keyword in the command line, type **ListLibrary** or the shortcut **ListL** in the command line. ## Description [Section titled “Description”](#description) The ListLirbrary keyword is a function keyword to display the fixture type library in the command line feedback window. ## Syntax [Section titled “Syntax”](#syntax) ListLibrary \[filter] ## Example [Section titled “Example”](#example) * To get all fixture types from the fixture type library displayed in the command line feedback window starting with **Martin**, type in the command line: \[Channel]> ListLibrary “Martin\*” # ListMacroLibrary > To get the ListMacroLibrary keyword in the command line, type ListMacroLibraryr the shortcut ListMn the command line. To get the ListMacroLibrary keyword in the command line, type **ListMacroLibrary** or the shortcut **ListM** in the command line. ## Description [Section titled “Description”](#description) The ListMacroLibrary is a function keyword to displays the .xml files in macro folder of the selected drive in the command line feedback window. To change the drive, see [SelectDrive keyword](/grandma2/key_keyword_selectdrive/). ## Syntax [Section titled “Syntax”](#syntax) ListMacroLibrary \[filter] ## Example [Section titled “Example”](#example) * To list all macro .xml files starting with **My**, type in the command line: \[Channel]> ListMacroLibrary “My\*” # ListOops > To get the ListOops keyword in the command line, type ListOopsr the shortcut ListOn the command line. To get the ListOops keyword in the command line, type **ListOops** or the shortcut **ListO** in the command line. ## Description [Section titled “Description”](#description) The ListOops keyword is a function keyword to get the Oops list in the command line feedback window displayed. The Oops list displays all oopsable actions. ## Syntax [Section titled “Syntax”](#syntax) ListOops ## Example [Section titled “Example”](#example) * To get all oopsable actions in the command line feedback window displayed, type in the command line: \[Channel]> ListOops # ListOwner > To enter the keyword ListOwner into the console, type ListOwnerr the shortcut ListOwnto the command line. To enter the keyword ListOwner into the console, type **ListOwner** or the shortcut **ListOw** into the command line. ## Description [Section titled “Description”](#description) ListOwner is used as a troubleshooting keyword in case of a multi user access conflict. If a multi user access conflict occurs, execute the ListOwner keyword. The ListOwner keyword lists the users currently editing the same in a session and hence causing the conflict.  ## Syntax [Section titled “Syntax”](#syntax) ListOwner ## Example [Section titled “Example”](#example) \[Channel]> ListOwner The command feedback displays all the owners which to show the reason for the conflict. # ListPluginLibrary > To get the ListPluginLibrary keyword in the command line type ListPluginLibraryr the shortcut ListPn the command line. To get the ListPluginLibrary keyword in the command line type **ListPluginLibrary** or the shortcut **ListP** in the command line. ## Description [Section titled “Description”](#description) The ListPluginLibrary is a function keyword to displays the .xml files in the plugins folder of the selected drive in the command line feedback window. To change the drive, see [SelectDrive keyword](/grandma2/key_keyword_selectdrive/). ## Syntax [Section titled “Syntax”](#syntax) ListPluginLibrary \[filter] ## Example [Section titled “Example”](#example) * To list all plugin .xml files starting with **My**, type in the command line: \[Channel]> ListPluginLibrary “My\*” # ListShows > To get the ListShows keyword in the command line, type ListShowsr the shortcut ListSn the command line. To get the ListShows keyword in the command line, type **ListShows** or the shortcut **ListS** in the command line. ## Description [Section titled “Description”](#description) The ListShows keyword is a function keyword to display the show files on the selected drive in the **Command Line Feedback** window. ## Syntax [Section titled “Syntax”](#syntax) ListShows \[Filter] ## Examples [Section titled “Examples”](#examples) * To get all show files in the command line feedback window displayed, type in the command line: \[Channel]> ListShows   * To get all show files beginning with f in the command line feedback window displayed, type in the command line: \[Channel]> ListShows f\* # ListUpdate > Important: **Important:**\ If you enter the ListUpdate keyword in the console, by press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Update, the keyword will be directly executed.\ You can also use the command line along with the keyboard and type the word ListUpdate in. To get the ListUpdate keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Update. You can also type **ListUpdate** one of the shortcut **LU** or **ListUp** in the command line. ## Description [Section titled “Description”](#description) The ListUpdate keyword is a function keyword to get the objects in the command line displayed that can be updated. **Hint:**\ Another way to get the objects displayed that can be updated is press Update if the Update key is highlighted. ## Syntax [Section titled “Syntax”](#syntax) ListUpdate ## Example [Section titled “Example”](#example) * To get the objects displays that can be updated if a sequence is running and you have values in the programmer, type in the command line: \[Channel]> ListUpdate # ListUserVar > To get the ListUserVar keyword in the command line, type ListUserVarr the shortcut ListUsn the command line. To get the ListUserVar keyword in the command line, type **ListUserVar** or the shortcut **ListUs** in the command line. ## Description [Section titled “Description”](#description) The ListUserVar keyword is a function keyword to get the user specific variables and their values in the **Command Line Feedback** window displayed. ## Syntax [Section titled “Syntax”](#syntax) **ListUserVar** \[Filter] ## Examples [Section titled “Examples”](#examples) * To get all user specific variables in the command line feedback window displayed, type in the command line: \[Channel]> ListUserVar   * To get all user specific variables beginning with f in the command line feedback window displayed, type in the command line: \[Channel]> ListUserVar f\* # ListVar > To get the ListVar keyword in the command line, type ListVarr the shortcut ListVn the command line. To get the ListVar keyword in the command line, type **ListVar** or the shortcut **ListV** in the command line. ## Description [Section titled “Description”](#description) The ListVar keyword is a function keyword to get the variables and their values in the **Command Line Feedback** window displayed. ## Syntax [Section titled “Syntax”](#syntax) **ListVar** \[Filter] ## Examples [Section titled “Examples”](#examples) * To get all variables in the command line feedback window displayed, type in the command line: \[Channel]> ListVar   * To get all variables beginning with f in the command line feedback window displayed, type in the command line: \[Channel]> ListVar f\* # Load > To get the Load keyword into the command line, press Goto Goto or type Loadn the command line. To get the Load keyword into the command line, press Goto Goto or type **Load** in the command line. ## Description [Section titled “Description”](#description) The load keyword is a function keyword used to prepare an executor to jump to another cue rather than jumping to the next cue when a Go+ is performed on the executor.  ## Syntax [Section titled “Syntax”](#syntax) **Load**\*\*  \[Cue object] \[Executor object]\*\* ## Example [Section titled “Example”](#example) * To load cue 3 on the selected executor, type in the command line: \[Channel]> Load Cue 3 Cue 3 is loaded. To indicate that a cue is loaded, a red **Loaded 3** (= Cue 3) starts flashing. ![](/img/grandma2/img_selected-executor_load_v3_2-0dddaa.png) *Selected executor - cue 3 loaded* * To load cue 5 on executor 4, type in the command line: \[Channel]> Load Cue 5 Executor 4 * To select from a list which cue to load on executor 3, type in the command line: \[Channel]> Load Executor 3 # LoadNext > To execute the keyword LoadNext, type LoadNextr the shortcut LoadNnto the command line. To execute the keyword LoadNext, type **LoadNext** or the shortcut **LoadN** into the command line.  ## Description [Section titled “Description”](#description) LoadNext is a function keyword. If an executor stands in a cue, LoadNext loads the next cue. If a cue was already loaded, LoadNext loads the subsequent cue of the cue that was already loaded. ## Syntax [Section titled “Syntax”](#syntax) LoadNext \[Executor object]   ## Example [Section titled “Example”](#example) \[Channel]> LoadNext Executor 2 If executor 2 has loaded cue 5, LoadNext loads cue 6. “Loaded 6” starts flashing in red at the bottom of the sequence.  For more information see the [keyword Load](/grandma2/key_keyword_load/). # LoadPrev > To execute the keyword LoadPrev, type LoadPrevr the shortcut LoadPnto the command line. To execute the keyword LoadPrev, type **LoadPrev** or the shortcut **LoadP** into the command line. ## Description [Section titled “Description”](#description) LoadPrev is a function keyword. If an executor stands in a cue, LoadPrev loads the previous cue. If a cue was already loaded, LoadPrev loads the preceding cue of the one that was already loaded.   ## Syntax [Section titled “Syntax”](#syntax) LoadPrev ## Examples [Section titled “Examples”](#examples) \[Channel]> LoadPrev Executor 2 If the executor 2 stands in cue 5, LoadPrev loads cue 4. “Loaded 4” starts flashing in red at the bottom of the mini executor. If cue 4 was loaded on the executor 2, LoadPrev loads cue 3. “Loaded 3” starts flashing in red at the bottom of the mini executor. For more information see the [keyword Load](/grandma2/key_keyword_load/) and the [keyword LoadNext](/grandma2/key_keyword_loadnext/). # LoadShow > To go to the LoadShow keyword, type LoadShowr the shortcut Loan the command line. To go to the LoadShow keyword, type **LoadShow** or the shortcut **Loa** in the command line. ## Description [Section titled “Description”](#description) The LoadShow keyword loads a show from the selected drive. For more information, see [SelectDrive keyword](/grandma2/key_keyword_selectdrive/). If the show file does not exist on the selected drive, a new empty show file will be loaded. If the console is in a session, the show file will be uploaded to all connected stations. The LoadShow keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) \*\*LoadShow “\*\*Showname” / \[Option] ## Options [Section titled “Options”](#options) To get a list all available options to the LoadShow keyword, type in the command line: \[Channel]> LoadShow /? The LoadShow has the following options: | Option | Option shortcut | Description | | -------------- | --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | full | f | Clears the following data if from a new show will be loaded. Loads the following data if from an existing show will be loaded. - Show data - Global Settings - Network Protocols - User Profiles - Time Config - Local Settings - Network Config | | globalsettings | g | Clears the global settings if from a new show will be loaded. Loads the global settings if from an existing show will be loaded. | | localsettings | l | Clears the local settings if from a new show will be loaded. Loads the local settings if from an existing show will be loaded. | | network | n | Clears the network configuration if from a new show will be loaded. Loads the network configuration if from an existing show will be loaded. | | noconfirm | nc | Suppress the warning pop-up that asks if you want to save the show file first. | | nodata | No shortcut available | Keeps the current show data in the new show (column one in the setup). | | nosave | ns | Does not save the current show file. | | protocols | p | Clears the network protocols if from a new show will be loaded. Loads the network protocols if from an existing show will be loaded. | | save | s | Saves the current show file. | | timeconfig | t | Clears the time config. | | user | u | Clears the user profiles. | ##  Examples [Section titled “ Examples”](#examples) * To load the show file with the file name “Macbeth”, type in the command line: \[Channel]> LoadShow “Macbeth”   * To load the show file with the file name “Macbeth” and clear the\ \- Show data\ \- Global Settings\ \- Network Protocols\ \- User Profiles\ \- Time Config\ \- Local Settings\ \- Network Config ,\ type in the command line: \[Channel]> LoadShow “Macbeth” /full # Locate > To get the Locate keyword in the command line, type Locater the shortcut Locan the command line. To get the Locate keyword in the command line, type **Locate** or the shortcut **Loca** in the command line. ## Description [Section titled “Description”](#description) The locate keyword is a function keyword to locate assigned objects on executors. The page will change to that page where the object is assigned and a HERE is displayed. To turn locate off, repeat the Locate keyword with no object. ## Syntax [Section titled “Syntax”](#syntax) Locate \[Object] Locate ## Example [Section titled “Example”](#example) * To locate sequence 1 and see where it is assigned, type in the command line. \[Channel]> Locate Sequence 1 ![](/img/grandma2/img_located-executor_v3_2-dfa772.png) *Executor with located sequence 1* # Lock > To get the Lock keyword in the command line, type Lockr the shortcut Locn the command line. To get the Lock keyword in the command line, type **Lock** or the shortcut **Loc** in the command line. ## Description [Section titled “Description”](#description) The lock keyword is a function keyword to lock objects. A locked object is indicated by a **yellow lock icon** ![](/img/grandma2/icon_yellow-lock_v3-2-ef12bd.png). A locked cue is indicated by a **black background** and a **red font** in the sequence executor sheet. A locked executor or sequence is indicated by a **red executor number** or **red sequence number** in the [mini executor bar](/grandma2/key_ws_mini_executor_bar/). A locked object can not be changed or deleted. ## Syntax [Section titled “Syntax”](#syntax) **Lock** \[Object-list] **Lock Off** \[Object-list] ## Example [Section titled “Example”](#example) * To lock cue 3 of the selected executor, type in the command line: \[Channel]> Lock Cue 3 # Login > To get the Login keyword in the command line, type Loginr the shortcut Logn the command line. To get the Login keyword in the command line, type **Login** or the shortcut **Log** in the command line. ## Description [Section titled “Description”](#description) The Login keyword is a function keyword to login another user. ## Syntax [Section titled “Syntax”](#syntax) **Login** **Login** “User-name” “password” ## Example [Section titled “Example”](#example) To logout the current user and login as user Jimmy Page with the password mac, type in the command line: \[Channel]> Login “Jimmy Page” “mac” # Logout > To get the Logout keyword in the command line, type Logoutr the shortcut Logon the command line. To get the Logout keyword in the command line, type **Logout** or the shortcut **Logo** in the command line. ## Description [Section titled “Description”](#description) The logout keyword is a function keyword to logout the current user and change to the guest user. ## Syntax [Section titled “Syntax”](#syntax) Logout ## Example [Section titled “Example”](#example) To logout the current user and change to the guest user, type in the command line: \[Channel]> Logout # Lua > To get the Lua keyword in the command line type Luanto the command line. To get the Lua keyword in the command line type \*\*Lua \*\*into the command line. ## Description [Section titled “Description”](#description) This keyword is used to execute commands written in the script language Lua.  After entering Lua into the command line, type in the script language Lua version 5.3. The grandMA2 will directly execute the commands written in Lua. ## Syntax [Section titled “Syntax”](#syntax) Lua “Lua code”   ## ​Example [Section titled “​Example”](#example) \[Channel]> Lua “gma.feedback(‘hello world’)” “hello world” is displayed in the command line feedback in yellow.  For more information see [Plugins](/grandma2/key_plugins/). ## # Macro > To go to the Macro keyword, press Macro. To go to the Macro keyword, press Macro. You can also type **Macro** in the command line or the shortcut **Ma**. ## Description [Section titled “Description”](#description) The Macro keyword is an object keyword access Macros. The default function for macro is **Go +**. This means calling macros without any function specified starts the macro. For more information, see [Macros](/grandma2/key_macro/). ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Macro** \[ID] **\[Function] Macro** \[Macro-pool]. \[ID].\[macro-line] Assign Macro \[Macro-pool]. \[ID].\[macro-line] / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameters for the **macro object** via the command line. | Parameter | Parameter Value | Description | | --------- | ------------------ | ----------------------------------------------------------- | | Name | ”Macro name” | Assign the macro name. | | CLI | ”On”, “Off” | Assign if the command line interacts with the macro or not. | | Timing | ”On”, “Off” | Assign if the macro follows the timing or not. | | Info | ”Information Text” | Assign additional information to the macro object. | The following table displays the assignable parameters for the **macro lines** via the command line. | Parameter | Parameter Value | Description | | --------- | ---------------------------------- | ----------------------------------------------------------------------- | | CMD | ”A valid command” | Assign the command executed by the macro line. | | Wait | ”Go”, “Follow”, “0.000 - 9999.000” | Assign a delay time or a go or follow after the macro line is executed. | | Info | ”Information Text” | Assign additional information to the macro line. | | Disabled | ”Yes”, “No” | Assign if the macro line is disabled or not. | ## Examples [Section titled “Examples”](#examples) * To start macro 5, type in the command line: \[Channel]> Macro 5   * To set the wait time of macro 3 line 4 to go, type in the command line: \[Channel]> Assign Macro 1.3.4 /wait=“Go”   * To store a new empty macro 2, type in the command line: \[Channel]> Store Macro 2 # ManualXFade > To enter the keyword ManualXFade, type ManualXFader the shortcut Mannto the command line. To enter the keyword ManualXFade, type **ManualXFade** or the shortcut **Man** into the command line.  ## Description [Section titled “Description”](#description) ManualXFade activates the function Crossfade of the Special Masters “Exec Time” and “Program Time”. The green marker starts flashing if Crossfade is active.  For more information see [Time control](/grandma2/key_ws_time_control/).  ## Syntax [Section titled “Syntax”](#syntax) ManualXFade SpecialMaster \[ID]   ## ​Example [Section titled “​Example”](#example) \[Channel]> ManualXFade SpecialMaster 2.3 Activates the ManualXFade mode for the Special Master “Exec Time”.  \[Channel]> Off SpecialMaster 2.3 Deactivates the Special Master “Exec Time”. # Quotation marks " " > To enter " " quotation marks into the command line press and hold Shift and  "  . To enter ” ” quotation marks into the command line press and hold Shift and  ”  . ## Description [Section titled “Description”](#description) With ” ” quotation marks you can enter text strings into the command line. **Important:**\ If you do not enter text strings using ” ” quotation marks, the console interprets the text strings as a command, which can lead to incorrect results. ## Examples [Section titled “Examples”](#examples) * To label a macro by using the command line enter into the command line: \[Channel]> Label Macro 3 “on” Macro 3 is labeled as “on”. *** * To assign an info text for cue 1 enter into the command line: \[Channel]> Assign Cue 1 /info=“run after music stops”  Cue 1 contains the information “run after music stops”. # Mask > To execute the keyword Mask press and hold To execute the keyword Mask press and hold  ![ma](/img/grandma2/ma_1-290dfd.png) and Group Group Group or type **Mask** into the command line. ## Description [Section titled “Description”](#description) The Mask keyword is an object keyword to access Masks in the Mask pool. The default function is [Select](/grandma2/key_keyword_select/). For more information, see [worlds, filters, and masks](/grandma2/key_wfm_world_filter_mask/). ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Mask** \[ID] ## Examples: [Section titled “Examples:”](#examples)   \[Channel]> Mask 3   Selects mask 3 in the mask pool.   \[Channel]> Mask “My Mask”   Selects mask with the name “My Mask”. # Master > To get the Master keyword in the command line, type Masterr the shortcut Masn the command line. To get the Master keyword in the command line, type **Master** or the shortcut **Mas** in the command line. ## Description [Section titled “Description”](#description) The Master keyword is a function keyword to assign an executor the function master. Master is a function that will scale the output of intensity-values of an executor, according to the position of the fader. ## Syntax [Section titled “Syntax”](#syntax) **Assign Master** (**At**) \[Object-list] ## Example [Section titled “Example”](#example) * To assign executor 28 as a master, type in the command line: \[Channel]> Assign Master Exec 28 # MasterFade > To get the MasterFade keyword in the command line, type MasterFader the shortcut MasterFn the command line. To get the MasterFade keyword in the command line, type **MasterFade** or the shortcut **MasterF** in the command line. ## Description [Section titled “Description”](#description) MasterFade keyword is a function to adjust the on and off fade time of chasers and effects, and the off fade time for sequence executors. ## Syntax [Section titled “Syntax”](#syntax) Assign Masterfade (At) \[Executor-list] **Masterfade**\*\* \[value] \[Executor-list] (Fade \[seconds])\*\* Set the Masterfade to a negative value, to link the Master fade to the default Off time ## Example [Section titled “Example”](#example)   \[Channel]> ​Assign Masterfade At Executor 1 Thru 5 Gives fader 1 thru 5 Masterfade functionality.   \[Channel]> ​Masterfade 5 Executor 1 Sets the on and off fade time of executor 1 to 5 seconds. # MAtricks > To get the MAtricks keyword in the command line type MAtricksr the shortcut MAtn the command line. To get the MAtricks keyword in the command line type **MAtricks** or the shortcut **MAt** in the command line. ## Syntax [Section titled “Syntax”](#syntax) MAtricks \[ID] MAtricks On MAtricks Off MAtricks Toggle ## Description [Section titled “Description”](#description) The MAtricks keyword acts as an object type and as a mode. Used with an ID, MAtricks represents MAtricks objects stored in the MAtricks pool. With the helping keywords On, Off and Toggle, MAtricks may temporary be enabled/disabled. Calling an MAtricks will enable the MAtricksmode. For more information on MAtricks see [MAtricks](/grandma2/key_matricks/). ## Examples [Section titled “Examples”](#examples) * To store the current MAtricks settings as MAtricks 2 in the MAtricks pool type in the command line: \[Channel]> Store MAtricks 2   * To recall the MAtricks settings stored in MAtricks 3 type in the command line: \[Channel]> MAtricks 3   * To temporary disable the MAtricks mode type in the command line: \[Channel]> Matricks Off # MAtricksBlocks > To get the MAtricksBlocks keyword in the command line type MAtricksBlocksr one of the shortcuts MBr MAtricksBn the command line. To get the MAtricksBlocks keyword in the command line type **MAtricksBlocks** or one of the shortcuts **MB** or **MAtricksB** in the command line. ## Description [Section titled “Description”](#description) MAtricksBlocks is a function to set the MAtricks Blocks values. With the function MAtricksBlocks, x fixtures are treated as one block when aligning or sub selecting. For more information on MAtricks see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) MAtricksBlocks \[block-size] MAtricksBlocks \[block-size x].\[block-size y] MAtricksBlocks + x | - x MAtricksBlocks Off ## Examples [Section titled “Examples”](#examples) * To set the block size 2 columns wide type in the command line: \[Channel]> MatricksBlocks 2   * To set the block size 2 columns wide and 3 rows high (if MAtricksInterleave is active) type in the command line: \[Channel]> MatricksBlocks 2.3 # MAtricksFilter > To get the MAtricksFilter keyword in the command line type MAtricksFilterr one of the shortcuts MFr MAtricksFn the command line. To get the MAtricksFilter keyword in the command line type **MAtricksFilter** or one of the shortcuts **MF** or **MAtricksF** in the command line. ## Description [Section titled “Description”](#description) MatricksFilter is a function keyword to set the Matricks filter values. With the function MatricksFilter, fixtures of the current selection that matches the given filter, will be sub selected. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) MatricksFilter \[filter number] MatricksFilter “filter name” MatricksFilter + | - MatricksFilter Off ## Examples [Section titled “Examples”](#examples) * To select the second filter (EvenID), only Channels/fixtures with last digit 2/4/6/8/0 will be actively selected type in the command line: \[Channel]> MF 2   * To select the “OddID” filter, only channels/fixtures with last digit 1/3/5/7/9 will be actively selected type in the command line: \[Channel]> MatricksFilter “OddID” # MAtricksGroups > To get the MAtricksGroups keyword in the command line type MAtricksGroupsr one of the shortcuts MGr MAtricksGn the command line. To get the MAtricksGroups keyword in the command line type **MAtricksGroups** or one of the shortcuts **MG** or **MAtricksG** in the command line. ## Description [Section titled “Description”](#description) MAtricksGroups is a function keyword to set the Align Groups. With the MAtricksGroups function the distribution of aligned values may be limited to n fixtures, for then to be repeated. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) MAtricksGroups \[group size] MAtricksGroups \[group size x].\[group size y] MAtricksGroups + x | - x MAtricksGroups Off ## Examples [Section titled “Examples”](#examples) * To set the aligning for four fixtures always type in the command line: \[Channel]> MAtricksGroups 4   * To repeat the aligning for every sixth column an every third row of an interleave array type in the command line: \[Channel]> MAtricksGroups 6.3 # MAtricksInterleave > To get the MAtricksInterleave keyword in the command line type MAtricksInterleaver one of the shortcuts MI or MAtricksIn the command line. To get the MAtricksInterleave keyword in the command line type **MAtricksInterleave** or one of the shortcuts **MI** or **MAtricksI** in the command line. ## Description [Section titled “Description”](#description) MatricksInterleave is a function keyword to create a virtual array of the fixture selection. With the function MatricksInterleave the selection is wrapped onto a new row for every n’th fixture, creating a virtual array. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) MatricksInterleave \[array width] MatricksInterleave \[column].\[array width] MatricksInterleave + | - MatricksInterleave Off ## Examples [Section titled “Examples”](#examples) * To select the first column of a 2 column wide array = first of every second fixture = “Odd” type in the command line: \[Channel]> MatricksInterleave 1.2   * To increase the array width type in the command line: \[Channel]> MatricksInterleave + # MAtricksReset > To get the MAtricksReset keyword in the command line, type MAtricksResetr one of the shortcuts MRr MAtricksRn the command line. To get the MAtricksReset keyword in the command line, type **MAtricksReset** or one of the shortcuts **MR** or **MAtricksR** in the command line. ## Description [Section titled “Description”](#description) The MAtricksReset is a function keyword to turn off all active MAtricks settings. ## Syntax [Section titled “Syntax”](#syntax) **MatricksReset** ## Example [Section titled “Example”](#example) * To turn off all active MAtricks settings, type in the command line: \[Channel]>MatricksReset # MAtricksWings > To get the MAtricksWings keyword in the command line type MAtricksWingsr one of the shortcuts MWr MAtricksWn the command line. To get the MAtricksWings keyword in the command line type **MAtricksWings** or one of the shortcuts **MW** or **MAtricksW** in the command line. ## Description [Section titled “Description”](#description) MAtricksWings\*\*\*\* is a function keyword to set the MAtricks Wings value. With the MAtricksWings the fixture selection is splitted in x parts and each part is mirroring the previous part. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) MAtricksWings \[parts] MAtricksWings + | - MAtricksWings Off ## Example [Section titled “Example”](#example) To divide the fixture selection in two parts and the second part mirrors the adjusted values type in the command line: \[Channel]> MatricksWings 2 # MediaServer > To enter the keyword, type MediaServerr the shortcut Mednto the command line. To enter the keyword, type **MediaServer** or the shortcut **Med** into the command line.  ## Description  [Section titled “Description ”](#description) The keyword MediaServer is an object keyword and is used in connection with CITP.  For more information see [Streaming CITP](/grandma2/key_network_citp_stream/).  ## Syntax [Section titled “Syntax”](#syntax) MediaServer \[Id] ##   ## Example [Section titled “Example”](#example) \[Channel]> List MediaServer Thru Displays all defined CITP Mediaservers in the Command Line Feedback window # Menu > To go to the Menueyword type Menu or the shortcut Menn the command line. To go to the **Menu** keyword type Menu or the shortcut **Men** in the command line. ## Description [Section titled “Description”](#description) With the Menu keyword you can open and close menus. If the Menu keyword is used without an On or Off keyword, it toggles. ## Syntax [Section titled “Syntax”](#syntax) Menu \[On or Off keyword] “\[menu name]” / \[option] ## Options [Section titled “Options”](#options) To get the list of the available options to the Menu keyword in the command line feedback window, type in the command line: \[Channel]> Menu /? The Menu keyword has the following options: | Option | Shortcut | Description | | ------ | -------- | ------------------------------------------------------------------------------------------------------------------------------------ | | list | li | Lists all menus you can open by using the Menu keyword. | | reset | r | Switches all dialogs back to their default screen. For more information, see [encoder settings](/grandma2/key_ws_encoder_settings/). | ## Examples [Section titled “Examples”](#examples) * Open the Setup. \[Channel]> Menu “setup”           The Setup opens. *** * List all menus you can open by using the Menu keyword. \[Channel]> Menu /list         The command line feedback window lists all menu you can open by using the Menu keyword. # Message > To get the Message keyword in the command line, type Messager the shortcut Mesn the command line. To get the Message keyword in the command line, type **Message** or the shortcut **Mes** in the command line. ## Description [Section titled “Description”](#description) The Message keyword is a function keyword to create Messages in the system monitor. This is useful if you want to export the system monitor as an .xml file and you will set specific markers in the system monitor. ## Syntax [Section titled “Syntax”](#syntax) Message “message text” ## Example [Section titled “Example”](#example) * To enter in the system monitor a message “test marker 1”, type in the command line: \[Channel]> Message “test marker 1” # Messages > To get the Messages keyword in the command line, type Messagesn the command line. To get the Messages keyword in the command line, type **Messages** in the command line. ## Description [Section titled “Description”](#description) With the Messages keyword you can * list messages in the command line feedback window. * export messages as a messages.xml file. * delete messages from the message center, for example, from previous show files. For more information to export files, see [general export function](/grandma2/key_ei_export_commandline/). The Messages keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Messages / Condition = \[Condition] \[Operation Syntax] \[Condition Value] ## Conditions [Section titled “Conditions”](#conditions) The Messages keyword can only be used with the option **condition**. The short cut for condition is **cnd**. The following table displays the supported condition values. **Important:**\ String comparison with wild cards are possible. Values are case-insensitive. | Condition | Condition Value | | -------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ”new”, “unread“ | ‘true’, ‘false’, ‘yes’, ‘no‘ | | “time” (= message receive time) | ‘YYYY-MM-DDThh:mm:ss’, ‘YYYY-MM-DD’, ‘hh:mm:ss’ When the date is used standalone, the time will be set to 00:00:00, for example, 2016-03-20T00:00:00. When the time is used standalone, the date of today will be set, for example, 2016-03-20T12:05:00. | | ”sender” | message sender user profile name | | ”station” | message sender station IP + type | | ”msg” | message | | ”type” (= message type) | ‘Info’, ‘Warning’, ‘Alert’, ‘Error‘ | | “cat” (= message category) | ‘General’, ‘Power’, ‘Network’, ‘Show’, ‘Chat’, ‘CITP’, ‘RDM’, | | “subcat” (= message subcategory) | ‘Backup Server’, ‘Blind’, ‘CITP Traffic’, ‘DMX Tester Output’, ‘Exec CLI’, ‘Filter’, ‘Highlight’, ‘IP Conflict’, ‘Macro’, ‘Masters’, ‘Missed Stations’, ‘Network’, ‘Parameters’, ‘Parked’, ‘Patch’, ‘Power’, ‘Preview’,‘RDM Alert’,‘Session’, ‘Solo’, ‘Stage’, ‘Timecode(MIDI)’, ‘Timecode(SMPTE)’, ‘Unassigned Ports’, ‘World’, ‘Global Autofix’, ‘Exec. Time’, ‘Prog. Time’, ‘Rate 1’, ‘Speed 1’, ‘Default Go’, ‘RDM Warning’ | The following table displays the supported operation syntax via command line. **Important:**\ If you use operation syntax, the operation has to be surrounded by spaces.\ ”condition1 = ‘conditionvalue1‘“ | Operation | Syntax | | --------------------------------------------------- | ---------- | | and | ”and”, ”&“ | | or | ”or”, “I” | | not | ”not”, ”!“ | | greater (only for condition time and type) | ”>“ | | less (only for condition time and type) | ”<“ | | greater or equal (only for condition time and type) | ”>=“ | | less or equal (only for condition time and type) | ”<=“ | | equal (only for condition time and type) | ”=“ | ## Examples [Section titled “Examples”](#examples) * List all messages in the command line feedback window, with the condition type and condition value alert. \[Channel]> List Messages /cnd = “type = ‘alert’”   *  Export all warning, alert, and error messages before 12:45 as a messages.xml. \[Channel]> Export Messages /cnd=“(type >= ‘warning’ or time <= ‘12:45:00’) and !(new = ‘true’)”   * Delete all alert messages from the message center. \[Channel]> Delete Messages /condition=“type = ‘alert’” # MidiControl > To get the MidiControl keyword in the command line, type MidiControln the command line or the shortcut MidiC. To get the MidiControl keyword in the command line, type **MidiControl** in the command line or the shortcut **MidiC**. ## Description [Section titled “Description”](#description) The MidiControl keyword is a function keyword to transmit MIDI control change messages via the MidiOut port. If no MIDI channel is given, the MIDI channel of the MIDI Show Control in the Setup is used. ## Syntax [Section titled “Syntax”](#syntax) **MidiControl** \[controller] \[value] **MidiControl** \[midichannel].\[controller] \[value] ## Example [Section titled “Example”](#example) * To transmit a value of 64 for controller 1, type in the command line: \[Channel]> MidiControl 1 64 # MidiNote > To use to the MidiNote keyword, type MidiNote or the shortcut Mnn the command line. To use to the MidiNote keyword, type **MidiNote** or the shortcut **Mn** in the command line. ## Description [Section titled “Description”](#description) With the MidiNote command, you send MIDI Note messages via the Midi Out port at the back of the console. For more information, see [Device Overview](/grandma2/key_device_overview/). If a MIDI channel is entered in the command, the entered MIDI channel will be used.\ If no MIDI channel is entered, the MIDI channel in the **Setup -> Midi Show Control** is used. If a velocity is entered in the command, the entered velocity will be used.\ If no velocity is entered, a velocity full (127) will be used. If the Off command is used, a MidiNote Off is sent. For more information on the configuration of MIDI Remotes see [Remote Inputs Setup](/grandma2/key_remote_control_input/).    ## Syntax [Section titled “Syntax”](#syntax) **MidiNote** \[note] **MidiNote** \[midichannel] . \[note] **MidiNote** \[note] \[velocity] **MidiNote** \[midichannel] . \[note] \[velocity] **MidiNote** \[note] **Off** **MidiNote** \[midichannel] . \[note] **Off** **MidiNote** \[note] \[velocity] **Off** **MidiNote** \[midichannel] . \[note] \[velocity] **Off** ## Example [Section titled “Example”](#example) Let´s assume, you will send a MIDI note on a specific cue to trigger a sound station. **Requirements:** * Connected sound station device e.g. computer on the MIDI Out connector. * Stored cue in a sequence on an executor. Open the sequence executor sheet and type in the CMD (= command) column the following syntax: MidiNote 12 ![](/img/grandma2/window_sequence-sheet-midi-cmd_v3-2-900e04.png) *Sequence Sheet with MidiNote command*   The MIDI note will be send if the cue is executed and will trigger the connected sound station. # MidiProgram > To get the MidiProgram keyword in the command line, type MidiProgramn the command line or the shortcut MidiP. To get the MidiProgram keyword in the command line, type **MidiProgram** in the command line or the shortcut **MidiP**. ## Description [Section titled “Description”](#description) The MidiProgram keyword is a function keyword to transmit MIDI program change messages via the MidiOut port. If no MIDI channel is given, the MIDI channel of the MIDI Show Control in the Setup is used. ## Syntax [Section titled “Syntax”](#syntax) **MidiProgram** \[program] **MidiProgram** \[midichannel].\[program] ## Examples [Section titled “Examples”](#examples) * To transmit a program change of 12. \[Channel]> MidiProgram 12 # - [Minus] > To execute the keyword - [Minus] type -nto the command line. - \[Minus] is a helping keyword with various functions. To execute the keyword **- \[Minus]** type **-** into the command line.  ## Syntax: [Section titled “Syntax:”](#syntax) - \[Minus] is used to remove objects from a list or to indicate a negative value. When used as a relative indicator, with no value given, the value of 1 will be used. When used to indicate a value it can indicate an absolute or relative value. Adding a space between - \[Minus] and the value makes it relative. No space makes it an absolute value. E.g., giving a Pan attribute a value of - 10 subtracts 10 degrees from the current location. Giving the Pan attribute a value of -10 sets the pan at -10 degrees.  See the difference between adding and not adding a space. Using the numeric keys automatically adds the space.   If used as a starting keyword, - \[Minus] creates a selection list, which is removed from the current selection.    ## Example: [Section titled “Example:”](#example) \[Channel]> Group 5 - Channel 2  Selects group 5 but not channel 2. \[Channel]> At - 10  Subtracts 10% from the current dimmer value of the selected fixtures. \[Channel]> - 5 Thru 7  Removes channel 5, 6 and 7 from the current selection. \[Channel]> Page -  Same as Page - 1, which calls previous page.   **Hint:**\ To execute this function you can also use the key - on the console.  For more information see the key [-](/grandma2/key_key_minus/). # Model > To get the Model keyword in the command line, type Modelr the shortcut Modn the command line. To get the Model keyword in the command line, type **Model** or the shortcut **Mod** in the command line. ## Description [Section titled “Description”](#description) The Model keyword is an object keyword to access 3D models. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Model ## Examples [Section titled “Examples”](#examples) * To list all 3D model of the show file in the command line feedback window, type in the command line: \[Channel]> List Model   * To assign a 3D model to a fixture, type in the command line: \[Channel]> Assign Model 2 At Item3d 10 # Move > To get the Move keyword into the command line, press Move. To get the Move keyword into the command line, press Move. You can also type **Move** or the shortcut **Mo** in the command line. ## Description [Section titled “Description”](#description) The Move keyword is a function keyword to move objects and give them a new object ID. If the destination is already taken, the object that was moved and the destination object will swap. ## Syntax [Section titled “Syntax”](#syntax) **Move** \[Object-list] **At** \[Object start] \*\*Move \*\*\*\*\[Object-list] \*\*\*\*At \*\***\[Object-list]** **Important:**\ If the destination is a list, the number of elements in the destination list must be the same as in the source list. ## Example [Section titled “Example”](#example) * To move group 5 at group 9, type in the command line: \[Channel]> Move Group 5 At 9 # Move3D > To go to the Move3D keyword, type Move3Dn the command line or use the shortcut Move3. To go to the Move3D keyword, type **Move3D** in the command line or use the shortcut **Move3**. ## Description [Section titled “Description”](#description) The Move3D keyword moves 3D objects in the [Stage View](/grandma2/key_patch_stage/). If the Move3D keyword is used without values, the selected fixtures will be reset to zero. If the option relative is used, the move function uses the relative position. Move3D is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Move3D At \[x y z] /relative ## Example [Section titled “Example”](#example) Move the selected 3D object in the [Stage View](/grandma2/key_patch_stage/). \[Channel]> Move3D At 2.5 -5 3.3 # NetworkInfo > To get the NetworkInfo keyword in the command line, type NetworkInfo or the shortcut Net in the command line. To get the NetworkInfo keyword in the command line, type **NetworkInfo** or the shortcut **Net** in the command line. ## Description [Section titled “Description”](#description) The NetworkInfo keyword is a function keyword to display information about the network in the command line feedback window. ## Syntax [Section titled “Syntax”](#syntax) NetworkInfo / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available option to the NetworkInfo keyword, type in the command line: \[Channel]> NetworkInfo /? | Option | Option Shortcut | Option Value | Description | | ------ | ----------------------------- | ---------------- | ---------------------------------------------------------------- | | number | g | No option value. | Displays only the devices in my session. | | type | t | Undefined | Displays only undefined devices. | | type | t | Console | Displays only consoles. | | type | t | NPU | Displays only MA NPUs (Network Processing Unit). | | type | t | 3D | Displays only MA 3Ds. | | type | t | Video | Displays only MA VPUs (Video Processing Unit). | | type | t | Node | Displays only MA Nodes. | | type | t | NDP | Displays only NDPs (Network Dimmer Processor). | | type | t | Remote | Displays only MA Remotes. | | type | t | Bridge | Displays only bridges. | | type | t | Switch | Display only MA Network Switches. | | ipv4 | No option shortcut available. | No option value. | Displays the ipv4 addresses in the command line feedback window. | | ipv6 | No option shortcut available. | No option value. | Displays the ipv6 addresses in the command line feedback window. | ## Example [Section titled “Example”](#example) * To get information about the network, type in the command line: \[Channel]> NetworkInfo The network info is displayed in the command line feedback window. ![](/img/grandma2/window_command-line-feedback_networkinfo_v3-2-1dc638.png) *Command Line Feedback Window - NetworkInfo* # NetworkNodeInfo > To get the NetworkNodeInfo keyword in the command line, type NetworkNodeInfo or the shortcut NNI or NetworkN. To get the NetworkNodeInfo keyword in the command line, type **NetworkNodeInfo** or the shortcut **NNI** or **NetworkN**. ## Description [Section titled “Description”](#description) The NetworkNodeInfo keyword displays all in the network available MA Nodes in the command line feedback window. To get only the MA Nodes of the session, use the option **number**. For more information, see [Configure DMX ports](/grandma2/key_network_dmx_configure_ports/). ## Syntax [Section titled “Syntax”](#syntax) NetworkNodeInfo / number ## Example [Section titled “Example”](#example) * To get information about all in the network available MA Nodes, type in the command line: \[Channel]> NetworkNodeInfo   ![](/img/grandma2/window_command-line-feedback_networknodeinfo_v3-2-1add1d.png) *Command Line Feedback Window - NetworkNodeInfo* # NetworkNodeUpdate > To execute the keyword NetworkNodeUpdate, type NetworkNodeUpdate or one of the shortcuts NNU or NetworkNodeUnto the command line. To execute the keyword NetworkNodeUpdate, type **NetworkNodeUpdate** or one of the shortcuts **NNU** or **NetworkNodeU** into the command line. ## Description [Section titled “Description”](#description) NetworkNodeUpdate is a function keyword used for the update of the following MA Nodes: * MA 2Port Node onPC * MA 2Port Node Pro * MA 2Port Node Flush Mount It is also possible to update the ports of the grandMA 1 series via Setup – MA Network Configuration – 2Port SW Update. For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/#dmx_nodes). **Important:**\ The keyword NetworkNodeUpdate is only used for the MA nodes of the grandMA1 series. To update the xPort nodes of the grandMA2 series use the keyword [UpdateSoftware](/grandma2/key_keyword_updatesoftware/) or see [Update via setup](/grandma2/key_update_setup/).   ## Syntax [Section titled “Syntax”](#syntax) NetworkNodeUpdate ##   ## Example [Section titled “Example”](#example) \[Channel]> NetworkNodeUpdate Automatically updates all nodes of the grandMA1 series. # NetworkSpeedTest > To get the NetworkSpeedTest keyword in the command line, type NetworkSpeedTest or the shortcut NetworkS in the command line. To get the NetworkSpeedTest keyword in the command line, type **NetworkSpeedTest** or the shortcut **NetworkS** in the command line. ## Description [Section titled “Description”](#description) **Important:**\ Do not use the NetworkSpeedTest keyword in show situations.The NetworkSpeedTest keyword blocks all other network traffic and DMX traffic for some seconds. The NetworkSpeedTest keyword checks the current network performance in the network of the following MA devices in the session: * grandMA2 consoles * grandMA2 replay unit * grandMA2 onPC * MA 3D * MA VPU (Video Processing Unit) * MA NPU (Network Processing Unit) Use the NetworkSpeedTest keyword as a troubleshooting tool. NetworkSpeedTest UDP (=User Datagram Protocol) packets will be send at port 29998. The result of the NetworkSpeedTest is displayed in the MAnet Speed Test pop-up. ![](/img/grandma2/popup_manet-speed-test_v3-2-951fd7.png) *MAnet SpeedTest pop-up* The console what sends the command is not listed in the MAnet SpeedTest pop-up. In the MAnet SpeedTest pop-up are five columns: **IP:**\ Displays the IP address of the tested network device. **Time:**\ Displays the duration between sending and receiving the packets. In a 1000 Mbit network the time for a console should be 0.1 s. **Sequence Errors:**\ Displays of how many packets the order was swapped. **Data Errors**:\ Displays how many packets are damaged. **Packets Received:**\ Displays the percentage of correctly delivered packages. In a 1000 Mbit network the received packets should be 100%. If this is not the case, the reason could be a bad network connection or an overloaded device. ## Syntax [Section titled “Syntax”](#syntax) NetworkSpeedTest / \[Option] ## Options [Section titled “Options”](#options) To get a list of all available option to the NetworkSpeedTest keyword, type in the command line: \[Channel]> NetworkSpeedTest /? | Option | Option Shortcut | Description | | --------- | --------------- | --------------------------------------- | | noconfirm | nc | Suppress the danger and warning pop-up. | | data | d | Network speed test at UDP port 29999. | ## Example [Section titled “Example”](#example) To perform a network speed test of the MA devices in the network for troubleshooting: 1\. Type in the command line: \[Channel]> NetworkSpeedTest     A danger pop-up asks if you really want to perform the network test. 2\. Tap Ok.\     A continue pop-up asks that the network traffic will disrupt for some seconds. 3\. Tap Ok. The network speed test will be performed and the MAnet SpeedTest pop-up displays the result. # NewShow > To get the NewShow keyword in the command line, type NewShown the command line or use the shortcut New. To get the NewShow keyword in the command line, type **NewShow** in the command line or use the shortcut **New**. ## Description [Section titled “Description”](#description) The NewShow keyword is a function keyword to create new shows. ## Syntax [Section titled “Syntax”](#syntax) \*\*NewShow “\*\*Showname” / \[Option] ## Options [Section titled “Options”](#options) To get a list all available options to the NewShow keyword, type in the command line: \[Channel]> NewShow /? The NewShow keyword has the following options: | Option | Option shortcut | Description | | -------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------- | | full | f | Clears the: - Show data - Global Settings - Network Protocols - User Profiles - Time Config - Local Settings - Network Config | | globalsettings | g | Clears the global settings. | | localsettings | l | Clears the local settings. | | network | n | Clears the network config. | | noconfirm | nc | Suppress the warning pop-up that asks if you want to save the show file first. | | nodata | No shortcut available | Keeps the current show data in the new show (column one in the setup). | | nosave | ns | Does not save the current show file. | | protocols | p | Clears the network protocols. | | save | s | Saves the current show file. | | timeconfig | t | Clears the time config. | | user | u | Clears the user profiles. |   ## Examples [Section titled “Examples”](#examples) * To create a new show file with the file name “Macbeth”, type in the command line: \[Channel]> NewShow “Macbeth”   * To create a new show file with the file name “Macbeth” and clear the\ \- Show data\ \- Global Settings\ \- Network Protocols\ \- User Profiles\ \- Time Config\ \- Local Settings\ \- Network Config ,\ type in the command line: \[Channel]> NewShow “Macbeth” /full # Next > Important: **Important:**\ If you type the Next keyword in the console, by press the Next key, the keyword will be directly executed.\ You can also use the command line along with the keyboard and type the word Next in. To get the Next keyword in the command line and directly execute it, press Next. You can also type **Next** or the shortcut **N** in the command line. ## Description [Section titled “Description”](#description) If no fixtures or channels are selected and the default keyword is Fixture or Channel, the Next keyword selects the fixture with lowest fixture or channel ID. If only one fixture selected and the default keyword is Fixture or Channel, the Next keyword selects the fixture with the next fixture or channel ID. If multiple fixtures or channels are selected, the Next keyword selects the next fixture or channel in the selection order. For more information, see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) Next ## Example [Section titled “Example”](#example) * To step thru the fixtures of the fixture selection in the selection order, press Next. ![](/img/grandma2/window_fixture-sheet_fixture-selection_v3-2-32919d.png) *Fixture selection is fixture 1 thru 7, current selected with next is fixture 2* # NextRow > To get the NextRow keyword in the command line type NextRowr the shortcut NextRn the command line. To get the NextRow keyword in the command line type **NextRow** or the shortcut **NextR** in the command line. If fixtures are selected in the fixture sheet and single y is defined for MAtricks, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Next to execute NextRow directly. ## Description [Section titled “Description”](#description) NextRow is a function keyword to increase the MAtricks property single y. If MAtricksInterleave is active, NextRow will increases the MAtricks Single y property, effectively subselecting fixtures row by row. For more information see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) NextRow ## Example [Section titled “Example”](#example) To select the first row of 4 fixtures type in the command line: \[Channel]> MatricksInterleave 4 \[Channel]> NextRow # Normal > Important: **Important:**\ If you enter the Normal keyword in the console, by double press the At key, the keyword will be directly executed.\ You can also use the command line along with the keyboard and type the word Normal in. To get the Normal keyword in the command line and directly execute it, press At At. You can also type **Normal** or the shortcut **No** in the command line. ## Description [Section titled “Description”](#description) With the Normal keyword you set the dimmer of the fixtures to the defined Normal value. To change the Normal percent, see [user settings](/grandma2/key_single_multi_systems_user_settings/). Normal is an object keyword. ## Example [Section titled “Example”](#example) * To set the dimmer of the selected fixtures to the defined Normal value of 60 percent, press At At. The selected fixtures have a dimmer value of 60 percent in the programmer. # Off > To get the Off keyword into the command line, press Off. To get the Off keyword into the command line, press Off. You can also type **Off** or the shortcut **Of** in the command line. ## Description [Section titled “Description”](#description) The Off keyword can be a function keyword or a helping keyword. With the Off keyword as a function keyword you can: * Stop an executor. * Knock out parameters of the programmer. * Knock out selections of the programmer. * Knock out active attributes of the programmer. With the Off keyword as a helping keyword you indicate the end of a temporary function, or the disabled state of a toggling function. ## Syntax [Section titled “Syntax”](#syntax) **Off** \[Object-list] (function keyword) \[Function] **Off** \[Object-list] (helping keyword) \[Function] **Off** (helping keyword) ## Examples [Section titled “Examples”](#examples) * To knockout the parameters of cue 1 of the selected executor from the programmer, type in the command line: \[Channel]> Off Cue 1 *** * To knockout the parameters of fixture 1 and 3 from the programmer, type in the command line: \[Channel]> Off Fixture 1 + 3 *** * To indicate a released flash executor 1.2.4, type in the command line: \[Channel]> Flash Off Executor 1.2.4 *** * To turn off highlight, type in the command line: \[Channel]> Highlight Off # On > To get the On keyword in the command line press On or type On in the command line. To get the On keyword in the command line press On or type **On** in the command line. ## Description [Section titled “Description”](#description) The On keyword can be a function keyword or a helping keyword. With the On keyword as a function keyword you can: * Start or restart an executor. * Activate parameters in the programmer. * Activate selections in the programmer. * Activate attributes in the programmer. With the On keyword as a helping keyword you indicate the start of a temporary function, or the enabled state of a toggling function. ## Syntax [Section titled “Syntax”](#syntax) **On** \[Object-list] / \[Option] = \[Option Value] (function keyword) \[Function] **On** \[Object-list] / \[Option] = \[Option Value]  (helping keyword) \[Function] **On** (helping keyword) ## Options [Section titled “Options”](#options) To get a list of all available options to the On keyword, type in the command line: \[Channel]> On /? The On keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ------------------------------------------ | --------------------- | ------------------------------------------------------ | | cue\_mode | cm | Normal | N | Normal on mode. | | cue\_mode | cm | Assert | A | On asserts the original timing. | | cue\_mode | cm | XAssert | XA | On asserts the cuetiming of current cue. | | cue\_mode | cm | Release | R | On finishes the fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Dominik” | not available | Normal On mode with specified user profile. | ## Examples [Section titled “Examples”](#examples) * To activate the parameters of cue 1 from the selected executor, type in the command line: \[Channel]> On Cue 1 *** * To activate the parameter of fixture 1 and 3 in the programmer, type in the command line: \[Channel]> On Fixture 1 + 3 *** * To flash executor 1.2.4, type in the command line: \[Channel]> Flash On Executor 1.2.4 *** * To turn highlight on, type in the command line: \[Channel]> Highlight On # Oops > To get the Oops keyword in the command line, type Oops or the shortcut O in it. To get the Oops keyword in the command line, type **Oops** or the shortcut **O** in it. ## Description [Section titled “Description”](#description) The Oops keyword is a function keyword to undo the last: * Command line actions * Fixture selections * Programmer actions Oops can undo the last 100 actions. For more information, see [Oops and undo](/grandma2/key_ws_oops/). ## Syntax [Section titled “Syntax”](#syntax) **Oops / \[Option]** ## Options [Section titled “Options”](#options) To get a list of all available option to the Oops keyword, type in the command line: \[Channel]> Oops /? | Option | Option Shortcut | Description | | --------- | --------------- | ---------------------------------------- | | noconfirm | nc | Suppress the confirm undo pop-up. | | clear | c | Clears the oops list in the oops pop-up. | ## Examples [Section titled “Examples”](#examples) * To undo the recent done action, type in the command line: \[Channel]> Oops The confirm undo pop-up opens. ![](/img/grandma2/popup_confirm-undo_v3-2-96d397.png) *Confirm undo pop-up* *** * To undo the recent done action and suppress the confirm undo pop-up, type in the command line: \[Channel]> Oops /noconfirm # Or > To enter the keyword, type Ornto the command line. To enter the keyword, type **Or** into the command line.  ## Description [Section titled “Description”](#description) Or is a helping keyword and is usually used along with the keyword If.  For more information see [keyword If](/grandma2/key_keyword_if/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object-list] \[If] \[Object-list] Or \[Object-list] ##   ## Example [Section titled “Example”](#example) \[Channel]> Delete Cue 1 If Channel 2 or 3 # OutDelay > To get the OutDelay keyword in the command line by using the command keys, it is necessary to press another function key before, e.g. Store and then press Time To get the OutDelay keyword in the command line by using the command keys, it is necessary to press another function key before, e.g. Store and then press Time Time Time Time (= OutDelay). You can also type **OutDelay** or the shortcut **OutD** in the command line. ## Description [Section titled “Description”](#description) The OutDelay keyword is a helping keyword to set an outdelay time. Out delay is a waiting time for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] OutDelay** \[Value-list] ## Examples [Section titled “Examples”](#examples) * To store cue 3 with an outdelay time of 4 seconds, type in the command line: \[Channel]> Store Cue 3 OutDelay 4 # OutFade > To get the OutFade keyword in the command line by using the command keys, it is necessary to press another function key before, e.g. Store and then press Time T To get the OutFade keyword in the command line by using the command keys, it is necessary to press another function key before, e.g. Store and then press Time Time (= OutFade). You can also type **OutFade** or the shortcut **Ou** in the command line. ## Description [Section titled “Description”](#description) The OutFade keyword is a helping keyword to set an outfade time. Indicate out fade times for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] OutFade** \[Value-list] ## Examples [Section titled “Examples”](#examples)   * To store cue 3 with an outfade time of 4 seconds, type in the command line: \[Channel]> Store Cue 3 OutFade 4 # Page > To get the Page keyword in the command line, press Page. To get the Page keyword in the command line, press Page. You can also type **Page** or the shortcut **Pag** in the command line. ## Description [Section titled “Description”](#description) The Page keyword is an object keyword to access pages. The default function is Call. For more information, see [Call keyword](/grandma2/key_keyword_call/). If you apply a function not supported by the page object, the function will be passed on to the executor child objects of the page. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Page** \[ID] Assign Page / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter by using the command line. | Parameter | Parameter Value | Description | | --------- | --------------- | ------------------------------- | | Name | ”Page name” | Assign name of the page. | | Info | ”Page info” | Assign information to the page. | ## Examples [Section titled “Examples”](#examples) * To change to page 5, type in the command line: \[Channel]> Page 5   * To pause all executors on page 3, type in the command line: \[Channel]> Pause Page 3   *  To assign an information to page 3, type in the command line: \[Channel]> Assign Page 3 / Info = “This are all my executors on page 3”   * To call a page by using the page name, type in the command line: \[Channel]> Page “song name” # Parentheses ( ) > To get the ( ) parentheses in the command line, press and hold Shift + 9 or Shift + 0. To get the ( ) parentheses in the command line, press and hold Shift + 9 or Shift + 0. ## Description [Section titled “Description”](#description) With the ( ) parentheses you create pop-up dialog in macros, to get user input. The user will be prompted with the text inside the round brackets, and a text input field. The macro line will be executed with the user input. For more information, see [create pop-ups in macros](/grandma2/key_macro_create_popup/). ## Example [Section titled “Example”](#example) * Create a macro line with a pop-up that asks for the cue number and stores the cue. Enter in the macro line: Store Cue (“Please enter the cue number to store”) If the macro is running, the pop-up opens and expect user input. ![](/img/grandma2/popup_macro-enter-cue-number_v3-2-e086e0.png) *Macro pop-up* # Park > To get the Park keyword in the command line, press Pause Pause (= Park). To get the Park keyword in the command line, press Pause Pause (= Park). You can also type **Park** in the command line. ## Description [Section titled “Description”](#description) The Park keyword is a function keyword to lock DMX output values of attributes. You can also lock DMX output values of a fixture selection, or group of attributes for the current selection. If no value is given, the attribute is parked at current value. **Hint:**\ Parked DMX channels are indicated by a blue marker. For more information, see [marker colors](/grandma2/key_ws_colors_marker/). **Hint:**\ To unpark previous parked values, use the [Unpark keyword](/grandma2/key_keyword_unpark/). ## Syntax [Section titled “Syntax”](#syntax) **Park** \[Selection-list] (**At** \[Value] ) **Park** \[Attribute-list] (**At** \[Value] ) \*\*Park \*\*\*\*\[DMX-list] (\*\*\*\*At \*\***\[Value] )** ## Examples [Section titled “Examples”](#examples) * To park the current values of fixture 5, type in the command line: \[Channel]> Park Fixture 5   * To park the pan attributes of the fixture selection, type in the command line: \[Channel]> Park Attribute “pan”   * To park channel 1 through 10 at 100 %, type in the command line: \[Channel]> Park Channel 1 Thru 5 At 100   * To park DMX channel 1.2 type in the command line: \[Channel]> Park DMX 1.2 # Part > To get the Part keyword in the command line, press Cue Cue (= Part). To get the Part keyword in the command line, press Cue Cue (= Part). You can also type **Part** or the shortcut **P** in the command line. ## Description [Section titled “Description”](#description) The Part keyword is an object keyword to segment cues in parts. Parts are useful to assign and edit different timings of groups of fixture parameters. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Part** \[ID] ## Example [Section titled “Example”](#example) * To create a second part of cue 3 for the selected executor, type in the command line: \[Channel]> Store Cue 3 Part 2   * To move part 2 of cue 2 at part 3 of cue 2 for the selected executor, type in the command line: \[Channel]> Move Cue 2 Part 2 At Cue 2 Part 3   * To delete part 2 of cue 1 for the selected executor, type in the command line: \[Channel]> Delete Cue 1 Part 2           The choose delete cue part method pop-up opens. ![](/img/grandma2/popup_choose-delete-cue-part-method_v3-2-e9b42e.png) *Choose delete cue part method pop-up* To move the fixture or channel values to the main cue tap, move values to default cue part.\ Timings will be deleted. To delete the part with all values tap, delete values of cue part. The part is deleted. # Paste > To get the Paste keyword in the command line, type Paste or the shortcut Pas in the command line. To get the Paste keyword in the command line, type **Paste** or the shortcut **Pas** in the command line. ## Description [Section titled “Description”](#description) With the Paste keyword, you will paste previous copied content from the clipboard.xml, or move previous Cut object-lists. If no object type is given and the command line destination is root (no destination) the default object is Cue. For more information, see [Cut keyword](/grandma2/key_keyword_cut/) and [Copy keyword](/grandma2/key_keyword_copy/). The Paste keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) **Paste** \[start object] ## Example [Section titled “Example”](#example) To move group 1 at group 5, type in the command line: \[Channel]> Cut Group 1 \[Channel]> Paste Group 5  To copy cue 5 at cue 15: \[Channel]> Copy 5 \[Channel]> Paste 15 # Pause > To get the Pause keyword in the command line, press the small Pause. To get the Pause keyword in the command line, press the small Pause. You can also type **Pause** or the shortcut **Pau** in the command line. ## Description [Section titled “Description”](#description) The Pause keyword is a function keyword to pause: * Crossfades between cues * Chaser executors * Timers * Selective effect executors * Timecode shows * Macros Pause is a toggle function between pause on and pause off. ## Syntax [Section titled “Syntax”](#syntax) Pause \[Object-list] Pause On \[Object-list] Pause Off \[Object-list] ## Example [Section titled “Example”](#example) * To pause the running chaser executor 3, type in the command line: \[Channel]> Pause Executor 3 *** * To start running again paused chaser executor 3, type in the command line:  \[Channel]> Pause Executor 3 # Plugin > To get the Plugin keyword in the command line, type Plugin or the shortcut Pl in the command line. To get the Plugin keyword in the command line, type **Plugin** or the shortcut **Pl** in the command line. ## Description [Section titled “Description”](#description) The Plugin keyword is an object keyword to access Plugins. The default function for the Plugin keyword is [Go+](/grandma2/key_keyword_go/). Plugin 1 is a predefined plugin and not editable. For more information, see [Plugins](/grandma2/key_plugins/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Plugin \[ID] Assign Plugin \[ID] /\[Parameter]=\[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter via command line. | Parameter | Parameter Value | Description | | ------------- | ------------------------ | ------------------------------------------------------------- | | Name | ”Create Sequence” | Assign the plugin name. | | ExecuteOnLoad | ”Yes”, “No” | Assign if the plugin be directly executed during show upload. | | Info | ”Additional Information” | Assign additional information. | ## Examples [Section titled “Examples”](#examples) 1\. To executor plugin 2, type in the command line: \[Channel]> Plugin 2  2. Press Please. Plugin 2 is executed. *** 1\. To change the name of plugin 2 to “Create Sequence”, type in the command line: \[Channel]> Assign Plugin 2/name=“Create Sequence” 2\. Press Please. Plugin 2 has the name “Create Sequence”. # + [Plus] > + [Plus] is a helping keyword with various functions. + \[Plus] is a helping keyword with various functions. To execute the keyword **+ \[Plus]**, type **+** in the command line.  ## Syntax: [Section titled “Syntax:”](#syntax) + \[Plus] is used to combine multiple objects in a list or to indicate a relative value. When used as a relative indicator, with no value given, the value of 1 will be used. If used as a starting keyword, + creates a selection list, which will be added to the current selection.   ## Examples: [Section titled “Examples:”](#examples) \[Channel]> Delete Cue 1 + 2  Deletes cue 1 and 2 from the selected executor. \[Channel]> At + 5  Adds 5 % to the current dimmer value. \[Channel]> + 5 Thru 7  Adds channel 5, 6 and 7 to the current selection. \[Channel]> Page +  Same as Page + 1, which calls the next page.   **Hint:**\ To execute this function, you can also use the key + on the console.    For more information see [+](/grandma2/key_key_plus/). # PMArea > To get the PMArea (= Pixel Mapper Area) keyword in the command line, type PMArea or the shortcut PMn the command line. To get the PMArea (= Pixel Mapper Area) keyword in the command line, type **PMArea** or the shortcut **PM** in the command line. ## Description [Section titled “Description”](#description) The PMArea keyword is an object keyword to access pixel mapper areas and pixel mapper outputs. You can store, copy, and delete pixel mapper setups. For more information, see [MA VPU pixel mapper](/grandma2/key_keyword_vpupixelmapperview/). The default function for the PMArea keyword is SelFix. For more information, see [SelFix keyword](/grandma2/key_keyword_selfix/). ## Syntax [Section titled “Syntax”](#syntax) \[Store / Copy / Delete] PMArea \[pixel mapper area ID].\[pixel mapper output ID] / \[option] Assign PMArea \[pixel mapper area ID].\[pixel mapper output ID] / \[parameter] = \[parameter value] ## Options [Section titled “Options”](#options) To get a list of all available options to the PMArea keyword, type in the command line: \[Channel]> PMArea /? | Option | Option Shortcut | Option Value | Description | | ---------------------------------------- | --------------------- | ------------------------------------------------------ | ------------------------------------------------------------------------------- | | merge | m | no option value | Adds to the existing content. By default, the 3D coordinates will be used. | | overwrite | o | no option value | Replace the existing content. By default, the 3D coordinates will be used. | | remove | r | no option value | Removes the selected content. | | autoalign | aa | no option value | Ignores the 3D position data and stores as a matrix (equal to the layout view). | | x (only if the option autoalign is used) | no shortcut available | 1.000…500.000 | Defines the position of the x axis in the pixel mapper area. | | y (only if the option autoalign is used) | no shortcut available | 1.000…500.000 | Defines the position of the y axis in the pixel mapper area. | | axis | no shortcut available | All possible combination with + and -, e.g. +x+y, +x+z | Defines the horizontal and vertical axis. | | 3dcoordinates | no shortcut available | no option value | Uses the 3D position coordinates of the fixture. See Patch & Fixture Schedule.  | | noconfirm | nc | no option value | Suppress the storing output pop-up. | ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter for **pixel mapper areas** via command line. | Parameter | Parameter Value | Description | | --------- | --------------- | -------------------------------------------- | | Name | ”Area 1” | Assign the pixel mapper area name. | | DimX\[m] | 1.000…500.000 | Assign the dimension of the x axis in meter. | | DimY\[m] | 1.000…500.000 | Assign the dimension of the y axis in meter. | The following table displays the assignable parameter for **pixel mapper outputs** via command line. | Parameter | Parameter Value | Description | | ----------------------------------------------------- | ----------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Name | ”Output 1” | Assign the pixel mapper output name. | | RenderIP | ”192.168.0.4” | Assign the VPU IP address. | | Camera | ”Camera 4” | Assign one of the patched cameras. | | ResX\[Px] | 1…4096 | Assign the resolution of the x axis in pixel. | | ResY\[Px] | 1…4096 | Assign the resolution of the y axis in pixel. | | VirtOut | ”None”, “Virtual Output 1”… “Virtual Output 16” | Assign if the camera, and resolution in pixel should be use for a virtual output. | | Protocol | ”Art-Net”, “sACN”, “MA-Net2” | Assign the protocol. | | Priority | ”Super”, “Swp”, “HTP”, “High”, “LTP”, “Low” | Assign the pixel mapper priority. | | Art-NetMode (only if the protocol is Art-Net) | “Broadcast”, “Unicast”, “Auto” | Assign the Art-Net mode. | | Art-NetStartAddress (only if the protocol is Art-Net) | 1…128 : 0..F : 0..F | Assign the Art-Net start address. | | sACNMode (only if the protocol is sACN) | “Multicast”, “Unicast” | Assign the sACN mode. | | sACNVersion (only if the protocol is sACN) | “Final”, “Draft” | Assign the sACN version. | | sACNPriority (only if the protocol is sACN) | 0…200 | Assign the priority. The highest number has the highest priority. | | sACN TTL (only if the protocol is sACN) | 0…255 |  TTL = Time to liveAssign the number of routers (hops) that multicast traffic is permitted to pass through before expiring on the network. For each router (hop), the original specified TTL is decremented by one (1). When its TTL reaches a value of zero (0), each multicast datagram expires and is no longer forwarded through the network to other subnets. | | sACN Start (only if the protocol is sACN) | 0…63999 or “Original” | Assign the sACN universe. Original uses the same as patched. | | Delay(ms) (only if the protocol is sACN or Art-Net) | 0.000…2.500 | Assign the packet delay. | | FrameDelay (1/30s) | 0…8 | Assign the frame delay. | ## Examples [Section titled “Examples”](#examples) * To store the selected fixtures in the existing pixel mapper area 1 output 2 with a horizontal +x axis and a vertical +z axis, type in the command line: \[Channel]> Store PMArea 1.2 /axis=+X+Z /noconfirm *** * To assign the pixel mapper area 1 the name “Sunstrips”, type in the command line: \[Channel]> Assign PMArea 1 /name=“Sunstrips” # Preset > To get the Preset keyword in the command line, press Preset. To get the Preset keyword in the command line, press Preset. You can also type **Preset** or the shortcut **Pres** in the command line. ## Description [Section titled “Description”](#description) With the Preset keyword you can: * Select the fixtures stored in a preset. * At a preset to the fixture or channel selection. If no fixtures or channels are selected in the programmer, the default function is **SelFix**. For more information, see [SelFix keyword](/grandma2/key_keyword_selfix/).\ If fixtures or channels are selected in the programmer, the default function is **At**. For more information, see [At keyword](/grandma2/key_keyword_at/). ## Syntax [Section titled “Syntax”](#syntax) **Preset** \[ID] **Preset** \[Preset-type].\[ID] **Preset** “Name” Assign **Preset** \[ID] / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameters via command line. | Parameter | Parameter Value | Description | | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------ | | Name | ”PresetName” | Assign the preset pool name. | | Special | ”Normal”, “Default”, “Highlight”, “Stage” | Assign the special mode. For more information, see [What are special modes?](/grandma2/key_presets_special_modes/) | | Info | ”additional information” | Assign additional information. Assigned information are displayed in the [info window](/grandma2/key_ws_info/). | ## Examples [Section titled “Examples”](#examples) * Select the fixtures stored in preset 5 of the selected preset type, e.g. dimmer. \[Channel]> Preset 5 *** * Sets current selection to the second preset of preset type 3 (gobo).  \[Channel]> At Preset 3.2 *** * Select all fixtures stored in any preset with the label “DarkRed”.   \[Channel]> Preset \*.”DarkRed” # PresetType > To get the PresetType keyword in the command line, press and hold !ma + Preset. To get the PresetType keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Preset. You can also type **PresetType**, **PresetT**, or **PT** in the command line. ## Description [Section titled “Description”](#description) With the PresetType keyword you can: * Call PresetTypes and select them in the preset type bar. * Select PresetTypes in the fixture sheet. A selected preset type is indicated by a yellow font in the column header. * Activate PresetTypes for the selected fixtures in the programmer. * Store only values of the given preset type. Preset types contains features and attributes, which means that you can also call features and attributes with the PresetType keyword, using dot-separated numbers. ## Syntax [Section titled “Syntax”](#syntax) **PresetType** \[PresetType Number] **PresetType** “PresetType Name” **PresetType** \[PresetType Number] . \[Feature Number] **PresetType** \[PresetType Number] . \[Feature Number] . \[Attribute Number] \[Function Keyword] PresetType \[PresetType Number] . \[Feature Number] ## Examples [Section titled “Examples”](#examples) * Call preset type 3 in the fixture sheet and in the preset type bar. \[Channel]> PresetType 3 *** * Call preset type color in the fixture sheet and in the preset type bar. \[Channel]> PresetType “Dimmer” *** *  Call preset type 3, feature 1, in the fixture sheet and in the encoder bar. \[Channel]> PresetType 3.1 *** * Activate the second color feature for the selected fixtures. \[Channel]> On PresetType “Color”.2 *** * Call the second feature of the current selected preset type.   \[Channel]> PresetType $preset.2 *** * Call preset type 3, feature 2, attribute 1, in the fixture sheet and in the encoder bar. \[Channel]> PresetType 3.2.1 *** * Store only the pan/tilt values for the fixture selection. \[Channel]> Store If PresetType Position If Selection # Preview > To go to the Preview keyword, press Prvw. To go to the Preview keyword, press Prvw. You can also type **Preview** in the command line. ## Description [Section titled “Description”](#description) The Preview keyword creates a preview of the programmed output without having an actual DMX output. Preview loads the given cue or part in Previeweditor and enables this editor. (PreviewEdit On) If no cue is given, the current cue of the selected executor will be used. The Preview keyword is a function keyword. **Hint:**\ If the console is in the preview editor, the Prvw key is blinking and the title bar from the sheets changes into red. **Hint:**\ To leave the preview editor, press Esc or Off Prvw or Prvw Prvw on the console. ## Syntax [Section titled “Syntax”](#syntax) Preview \[cue-object] / \[option] = \[option value] Preview \[part-object] Preview Next Preview Previous ## Options [Section titled “Options”](#options) To get a list of all available options to the preview keyword, type in the command line \[Channel]> Preview /? The preview keyword has the following options. | Option | Option Shortcut | Option Value | Description | | -------------- | --------------- | ------------ | ----------------------------------------------- | | add | not available | False, True | Additional preview playback. | | autoupdate | au | False, True | Every programmer value updates automatically. | | keepselection | ks | False, True | Keeps selection when entering preview. | | keepprogrammer | kp | False, True | Keeps programmer content when entering preview. | ## Examples [Section titled “Examples”](#examples) * Load cue 5 from the selected executor in the preview editor. \[Channel]> Preview Cue 5   * Load cue 5, part 2 of the selected executor in the preview editor. \[Channel]> Preview Cue 5 Part 2   * Load current cue of executor 3 in the preview editor. \[Channel]> Preview Executor 3 # PreviewEdit > To go to the PreviewEdit keyword, press Prvw Prvw (= PrvwEdit). To go to the PreviewEdit keyword, press Prvw Prvw (= PrvwEdit). You can also type **PreviewEdit** in the command line or use the shortcut **PreviewEd**. To close the PreviewEdit, press Prvw Prvw again. ## Description [Section titled “Description”](#description) The PreviewEdit toggles between the live programmer and the blind preview editor. The PreviewEdit keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) PreviewEdit PreviewEdit On PreviewEdit Off ## Example [Section titled “Example”](#example) Turn the preview editor on. \[Channel]>PreviewEdit On The preview encoder bar is displayed. The title bar of the fixture sheet, channel sheet, and layout view is red. The Prvw key is flashing. ![](/img/grandma2/img_enoder_bar_preview_v3_2-c0d2de.png) *Preview Encoder Bar* # PreviewExecutor > To execute the PreviewExecutor keyword, enter a functional keyword and press  Prvw . For example  Go +  Prvw (=  Go PreviewExecutor). To execute the PreviewExecutor keyword, enter a functional keyword and press  Prvw . For example  Go +  Prvw (=  Go PreviewExecutor). To enter the PreviewExecutor keyword into the command line you can also type **PreviewExecutor** or use the shortcut **Pre**. ## Description [Section titled “Description”](#description) **Requirement:** A sequence loaded in the preview editor. The PreviewExecutor keyword is an alias for sequence in the preview editor. The PreviewExecutor keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) \[Function] PreviewExecutor ## Examples [Section titled “Examples”](#examples) * **Requirement:** Selected sequence in the preview editor.\ Run the next cue in PreviewEditor with timing. \[Channel]> Go PreviewExecutor   * **Requirement:** Selected sequence in the preview editor.\ Store cue 5 in the preview sequence. \[Channel]> Store Cue 5 PreviewExecutor # Previous > To go to the Previous keyword, press Prev. To go to the Previous keyword, press Prev. You can also type **Previous** in the command line or use the shortcut **Previo**. ## Description [Section titled “Description”](#description) The Previous keyword has multiple functions. * If no fixture or channel is selected, the fixture or channel with the highest ID will be selected. * If one fixture or channel is selected, the fixture or channel with the previous ID will be selected. * If MAtricks are active, the Previous keyword has special functions depending on the selected MAtricks options. For more information, see [MAtricks](/grandma2/key_matricks/). ## Syntax [Section titled “Syntax”](#syntax) Previous ## Example [Section titled “Example”](#example) Select the last fixture of the selected group 5 in the selection order. \[Channel]>Previous # PrevRow > To go to the PrevRow keyword, press and hold !ma + Prev. To go to the PrevRow keyword, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Prev. You can also type **PrevRow** in the command line or use the shortcut **PrevR**. ## Description [Section titled “Description”](#description) If MAtricksInterleave is on, PrevRow reduce the Single Y value by one.\ If Single Y was at 0, the last Single Y value will be used. For more information, see [MAtricks](/grandma2/key_matricks/). The PrevRow keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) PrevRow ## Example [Section titled “Example”](#example) Select the last row of fixtures, if MAtricksInterleave is on. \[Channel]> PrevRow # Profile > To get the Profile keyword in the command line, type Profiler the shortcut Pro in the command line. To get the Profile keyword in the command line, type **Profile** or the shortcut **Pro** in the command line. ## Description [Section titled “Description”](#description) The Profile keyword is an object keyword to access DMX profiles and DMX profiles points. For more information, see [DMX profiles](/grandma2/key_dmx_profiles/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Profile \[DMX Profile ID].\[DMX Profile Point ID] Assign Profile \[DMX Profile ID].\[DMX Profile Point ID] /\[Parameter]=\[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter for **DMX profiles** via command line. | Parameter | Parameter Value | Description | | --------- | --------------- | ------------------------ | | Name | ”80%“ | Name of the DMX profile. | The following table displays the assignable parameter for **DMX profile points** via command line. | Parameter | Parameter Value | Description | | --------- | --------------- | ------------------------------------------------------ | | X | 0…1 | Assign the x position in physical values of the point. | | Y | 0…1 | Assign the y position in physical values of the point. | ## Example [Section titled “Example”](#example) To export DMX profile 1 from the grandMA2 onPC to the folder C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_3.1\importexport: 1\. Type in the command line: \[Channel]> Export Profile 1 2\. Press Please. The DMX profile 1 is exported as a .xml file. # Protocol > To go to the Protocol keyword, type Protocol in the command line or use the shortcut Prot. To go to the Protocol keyword, type **Protocol** in the command line or use the shortcut **Prot**. ## Description [Section titled “Description”](#description) The Protocol keyword is an object keyword to access the network protocols. You can store or delete network protocols and assign parameters. For more information, see [Network DMX Protocols](/grandma2/key_network_dmx_protocols/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Protocol \[Network Protocol ID] . \[Row ID] Assign Protocol \[Network Protocol ID] / \[Parameter] = \[Parameter Value] Assign Protocol \[Network Protocol ID] . \[Row ID] / \[Parameter] = \[Parameter Value] The following table displays the available network protocol along with their ID. | Network Protocol | ID | | ---------------- | -- | | Art-Net | 1 | | ETC Net2 | 2 | | Pathport | 3 | | sACN | 4 | | Shownet | 5 | | Kinet1 | 6 | ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter by use the command Assign Protocol \[Network Protocol ID] / \[Parameter] = \[Parameter Value]. | Network Protocol | Parameter | Parameter Value | Description | | -------------------------------------------------- | ----------- | ----------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net, sACN, Kinet1 | OutActive | ”On”, “Off” | Assign if the output is set to on or off. | | Art-Net, sACN, Kinet1 | InActive | ”On”, “Off” | Assign if the input is set to on or off. | | Art-Net | MaxUnicast | 0…10 | **Only if the mode is OutputAuto:** Assign the maximal amount of members until Art-Net switches from unicast to broadcast. | | Art-Net, ETC Net2, Pathport, sACN, Shownet, Kinet1 | Info | ”Information text” | Assign additional information. | | ETC Net2, Pathport, Shownet | Active | ”On”, “Off” | Assign if the console transmit or hide the network protocol. | | ETC Net2, Pathport, Shownet | LocalStart | 1…256 | Assign the DMX universe to transmit or receive the network protocol. | | ETC Net2, Pathport, Shownet | Amount | **ETC Net2 and Pathport:** 1…64**Shownet:** 1…256 or “None” | Assign the amount of DMX universes to transmit the network protocol.   | | ETC Net2, Pathport, Shownet | ExternStart | 1…64 | Assign the transmitted or received DMX universe. | | ETC Net2 | Groups | 1…6 | ETC Net2 uses multicast groups to simplify and optimize the transmission. Assign the group to transmit to. | | ETC Net2, Shownet, | Priority | **ETC Net2:** 1…20**Shownet:** 0…16 | Assign the priority to decide who a node should listen to in a conflict. **ETC Net2:** The lowest number has the highest priority. **Shownet:** A DMX512 slot can be patched to multiple Netslots with each Netslot assigned to a different priority. The DMX512 slot outputs the level of the Netslot with the highest priority if HTP is not selected. | | ETC Net2, Pathport | TTL | 0…255 | TTL = Time to live Assign the number of routers (hops) that multicast traffic is permitted to pass through before expiring on the network. For each router (hop), the original specified TTL is decremented by one (1). When its TTL reaches a value of zero (0), each multicast datagram expires and is no longer forwarded through the network to other subnets.   |   The following table displays the assignable parameter by use the command Assign Protocol \[Network Protocol ID] . \[Row ID] / \[Parameter] = \[Parameter Value]. Only available for: * Art-Net * sACN * Kinet1   | Network Protocol | Parameter | Parameter Value | Description | | --------------------- | ------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net, sACN | Mode | **Art-Net:** “OutputBroadcast”, “OutputUnicast”, “OutputAuto”, “Input” **sACN:** “OutputMulticast”, “OutputUnicast”, “InputMulticast”, “InputUnicast” | Assign the output or input mode. | | Art-Net, sACN | DestinationIP | ”1.2.3.4” | **Only if the mode is OutputUnicast.** Assign the the destination IP address. | | Art-Net, sACN, Kinet1 | LocalStart | 1…256 | Assign the DMX universe to transmit or receive the network protocol. | | Art-Net, sACN, Kinet1 | Amount | 1…256 | Assign the amount of DMX universes to transmit or receive the network protocol. | | Art-Net | Network | 1…128 | Assign the network. | | Art-Net | Subnet | 0…15 | Assign the subnet. | | Art-Net | Universe | 0…15 | Assign the universe. | | Art-Net, sACN | Delay(ms) | 0.000…5.000 | **Only if the mode is an output mode.** Assign the milliseconds between the packets. | | sACN | sACNUniverse |  1…64000 | Assign the sACN universe. | | sACN | Priority | 0…200 or “None” | Assign the priority to decide who a node should listen to in a conflict. The highest number has the highest priority. | | sACN | Protocol | ”Final” or “Draft” | Assign a sACN protocol. Some equipment have implemented the draft version of sACN before the final release. | | sACN | TTL | 0…255 | TTL = Time to live Assign the number of routers (hops) that multicast traffic is permitted to pass through before expiring on the network. For each router (hop), the original specified TTL is decremented by one (1). When its TTL reaches a value of zero (0), each multicast datagram expires and is no longer forwarded through the network to other subnets.   | | sACN, Kinet1 | Info | ”Information text” | Assign additional information. | | Kinet1 | ExternStart | 0…255 or “None” | Assign the transmitted universe number. | | Kinet1 | IPAddress | ”1.2.3.4” | Assign the IP address. | ## Example [Section titled “Example”](#example) * Set the sACN output to active. \[Channel]> Assign Protocol 4 /outactive=on   *  Send grandMA2 universe 10 to Art-Net universe 9. **Important:**\ Art-Net universe 0 is the first Art-Net universe. \[Channel]> Assign Protocol 1.1 /mode=outputauto /localstart=10 /amount=1 /network=1 /subnet=0 /universe=9 # PSR > To go to the PSR keyword, type PSR in the command line. To go to the PSR keyword, type **PSR** in the command line. ## Description [Section titled “Description”](#description) **Requirement:** The partial show read is prepared. The PSR keyword executes a partial show read for the specified object. The PSR keyword is a function keyword. For more information, see [Partial Show Read (PSR)](/grandma2/key_psr/). ## Syntax [Section titled “Syntax”](#syntax) PSR \[Object] If \[Object-list] /\[Option] ## Options [Section titled “Options”](#options) To get a list of all available options to the PSR keyword, type in the command line \[Channel]> PSR /? The PSR keyword has the following options. | Option | Short Cut | Description | | --------- | --------- | -------------------------- | | merge | m | Adds to existing content. | | overwrite | o | Replaces existing content. | ## Examples [Section titled “Examples”](#examples) * Partial show read on sequence 1. \[Channel]> PSR Sequence 1   * Partial show read on sequence 1, if channel 1 through 3 are used. \[Channel]> PSR Sequence 1 If Channel 1 Thru 3 # PSRList > To use to the PSRList keyword, typPSRList or the shortcut PSRL in the command line. To use to the PSRList keyword, type **PSRList** or the shortcut **PSRL** in the command line. ## Description [Section titled “Description”](#description) The PSRList keyword lists all available and changed objects of the show file which can be inserted.\ The PSRList keyword displays the same as the partial show read pop-up tree. For more information, see [Partial Show Read (PSR)](/grandma2/key_psr/). ![](/img/grandma2/window_command-line-feedback_psrlist_v3-2-9cf7f8.png) *Command Line Feedback - PSRList Sequence* The PSRList keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) PSRList \[Object type] ## Example [Section titled “Example”](#example) **Requirement:** A prepared partial show read. Show all available and changed sequences of the show file which can be inserted. \[Channel]> PSRList Sequence ## # PSRPrepare > To use to the PSRPrepare keyword, type PSRPrepare or the shortcut PSRn the command line. To use to the PSRPrepare keyword, type **PSRPrepare** or the shortcut **PSR** in the command line. ## Description [Section titled “Description”](#description) PSRPrepare prepares a showfile for PartialShowRead. The PSRPrepare keyword used standalone opens the Partial Show Read Prepare Window. For more information, see [Partial Show Read (PSR)](/grandma2/key_psr/). The PSPPrepare keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) PSRPrepare \[filename] / \[option] ## Options [Section titled “Options”](#options) To get a list of all available options to the PSRPrepare keyword, type in the command line \[Channel]> PSRPrepare /? The PSRPrepare keyword has the following options. | Option | Short Cut | Description | | ---------- | --------- | ---------------------------------------------------- | | usemine | u | Uses the current setup. | | mergeother | mo | Merges with the new setup. | | useother | uo | Overwrites the current setup and uses the new setup. | ## Example [Section titled “Example”](#example) Open the Partial Show Read Prepare Window for the demo dimmer and more show. \[Channel]> PSRPrepare “demo dimmer and more.show\.gz” # Rate > To get the Rate keyword into command line type Rate. To get the Rate keyword into command line type **Rate**. ## Description [Section titled “Description”](#description) The Rate keyword is a function to adjust the Rate of an executor. ## Syntax [Section titled “Syntax”](#syntax) Assign Rate (At) \[Executor-list] **Rate \[value] \[Executor-list] (Fade \[seconds])** ## Example [Section titled “Example”](#example) * To assign a rate fader for a sequence on executor 6. \[Channel]> Assign Rate Exec 6 * Set the rate for a sequence on executor 1 and 5 to 2. \[Channel]> Rate 2 Executor 1 + 5 # Rate1 > To get the Rate1 keyword in the command line, press Learn Learn (= Rate1). To get the Rate1 keyword in the command line, press Learn Learn (= Rate1). You can also type **Rate1** or the shortcut **Rat** in the command line. ## Description [Section titled “Description”](#description) The Rate1 keyword resets the rate to 1:1. The Rate1 keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Rate1 \[Object-list] ## Example [Section titled “Example”](#example) Reset the rate of executor 5 back to 1:1. \[Channel]> Rate1 Executor 5 # RdmAutomatch > To get the RdmAutomatch keyword in the command line, type RdmAutomatch or the shortcut RdmA in it. To get the RdmAutomatch keyword in the command line, type **RdmAutomatch** or the shortcut **RdmA** in it. ## Description [Section titled “Description”](#description) **Requirements:**\ \- MA Fixture is not matched\ \- MA Fixture and RDM Fixture have the same DMX address\ \- MA Fixture Type has no or the same RDMFixtureType ID as the RDM Fixture\ \- MA Fixture Type has the same DMX footprint as the RDM Fixture\ \- All Subfixtures of the MA Fixture are in the current World and Filter The RdmAutomatch keyword automatches RDM Fixtures. Possible objects are: * Channel * Fixture * FixtureType * RDMFixtureType * Group * Sequence * Cue * Executor * Preset (only selective Presets) * Selection * World If no object is given, the current selection will be used. RdmAutomatch is a function keyword. For more information, see [RDM](/grandma2/key_rdm/). ## Syntax [Section titled “Syntax”](#syntax) RdmAutomatch \[Object List] ## Examples [Section titled “Examples”](#examples) * To automatch the selected fixtures, type in the command line: \[Channel]> RdmAutomatch *** * To automatch the fixtures used in group 1, type in the command line: \[Channel]> RdmAutomatch Group 1 *** * To automatch only the fixtures used in group 1 and also used in sequence 2, type in the command line: \[Channel]> RdmAutomatch Group 1 If Sequence 2 # RdmAutopatch > To get the RdmAutopatch keyword in the command line, type RdmAutopatch in the command line or use the shortcut RdmAutop. To get the RdmAutopatch keyword in the command line, type **RdmAutopatch** in the command line or use the shortcut **RdmAutop**. ## Description [Section titled “Description”](#description) **Requirements:**\ \- MA Fixture is matched\ \- MA Fixture is patched\ \- MA Fixture and RDM Fixture have the same universe The RdmAutopatch keyword patches the RDM fixtures to the DMX address in the setup. Possible objects are: * Channel * Fixture * FixtureType * RDMFixtureType * Group * Sequence * Cue * Executor * Preset (only selective Presets) * Selection * World If no object is given, the current selection will be used. RdmAutopatch is a function keyword. For more information about, see [RDM](/grandma2/key_rdm/). ## Syntax [Section titled “Syntax”](#syntax) RdmAutopatch \[Object List] ## Examples [Section titled “Examples”](#examples) * To autopatch the selected fixtures, type in the command line: \[Channel]> RdmAutopatch *** * To autopatch the fixtures used in group 1, type in the command line:  \[Channel]> RdmAutopatch Group 1  *** * To autopatch only the fixtures used in group 1 and also used in sequence 2, type in the command line:  \[Channel]> RdmAutopatch Group 1 If Sequence 2 # RdmFixtureType > To get the RdmFixtureType keyword in the command line, type RdmFixtureType or the shortcut Rd in the command line. To get the RdmFixtureType keyword in the command line, type **RdmFixtureType** or the shortcut **Rd** in the command line. ## Description [Section titled “Description”](#description) The RdmFixtureType is an object keyword to access Rdm fixtures with a Rdm fixture type ID. To get the RdmFixtureType ID, go to **Setup -> Patch & Fixture Schedule -> RDM Devices**. The RdmFixtureType ID is displayed in the information field. **Hint:**\ To get the RdmFixtureType ID you can also enter in the command line, CD RDM\_Data.RDM\_Fixture\_Types. Then enter in the command line List, press Please, and open the command line feedback window. For more information, see [RDM](/grandma2/key_rdm/). ## Syntax [Section titled “Syntax”](#syntax) \[RDM Function] RdmFixtureType \[ID] ## Examples [Section titled “Examples”](#examples) * To automatch RDM fixture type 1, type in the command line: \[Channel]> RdmAutomatch RdmFixtureType 1 *** *  To unmatch RDM fixture type 1, type in the command line: \[Channel]> RdmUmatch RdmFixtureType 1 # RdmInfo > To get the RdmInfo keyword in the command line, type RdmInfo or the shortcut RdmI in the command line. To get the RdmInfo keyword in the command line, type **RdmInfo** or the shortcut **RdmI** in the command line. ## Description [Section titled “Description”](#description) The RdmInfo keyword opens the RDM info pop-up with the actual RDM information to the entered fixture or channel. The RdmInfo keyword is a function keyword. For more information, see [RDM](/grandma2/key_rdm/). ## Syntax [Section titled “Syntax”](#syntax) RdmInfo \[Channel / Fixture] \[ID] RdmInfo \[Channel / Fixture] \[ID] / \[screen] \[ID] ## Examples [Section titled “Examples”](#examples) To open the RDM Info pop-up for fixture 3, type in the command line: \[Channel]> RDMInfo Fixture 3  The RDM Info pop-up opens. ![](/img/grandma2/popup_rdm-info_v3-2-8770bc.png) *RDM Info pop-up* *** To open the RDM Info pop-up for fixture 3 on screen 3: 1\. Type in the command line: \[Channel]> RDMInfo Fixture 3/screen = 3  2. Press Please. The RDM Info pop-up opens on screen 3. # RdmList > To get the RdmList keyword in the command line, type RdmList or the shortcut RdmL in the command line. To get the RdmList keyword in the command line, type **RdmList** or the shortcut **RdmL** in the command line. ## Description [Section titled “Description”](#description) The RdmList keyword generates a list of the received RDM data. The list is displayed in the command line feedback window. If no fixture or channel ID is given, all RDM data will be listed. The RdmList keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) RdmList \[Channel / Fixture] \[ID] / \[Option] = \[Option value] ## Options [Section titled “Options”](#options) To get a list all available options to the RdmList keyword, type in the command line: \[Channel]> RdmList /? The RdmList has the following options: | Option | Option shortcut | Option value | Description | | ---------- | --------------------- | ------------------- | ------------------------------------------------------------------------------------------------------------------- | | filename | f | e.g. “data” | Generates the RDM list in the temp folder called data.txt. If no filename is given, the filename is called RDM.txt. | | multipatch | m | e.g. 3 | Generates the RDM list only for the third multipatch fixture. | | UID | no shortcut available | e.g. “43500F019FCB” | Generates the RDM list for this specific UID. | ## Examples [Section titled “Examples”](#examples) * To get the RDM list of fixture 3 in the command line feedback window, type in the command line:  \[Channel]> RdmList Fixture 3   * To get the RDM list of fixture 3 in the command line feedback window and as a .txt file called **RDM Fixture 3** in the temp folder, type in the command line:   \[Channel]> RdmList Fixture 3 / filename = “RDM Fixture 3” # RdmSetParameter > To get the RdmSetParameter keyword in the command line, type RdmSetParameter in the command line or use the shortcut RdmS. To get the RdmSetParameter keyword in the command line, type **RdmSetParameter** in the command line or use the shortcut **RdmS**. ## Description [Section titled “Description”](#description) With the RdmSetParameter keyword you can set RDM parameters by using the command line. If no Unique ID is given, the fixture selection will be used. The RdmSetParameter keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) RdmSetParameter \[Parameter ID ] \[Parameter Value] / \[Option] = \[Option value] ## Parameter ID (= PID) [Section titled “Parameter ID (= PID)”](#parameter-id--pid) You can enter the PIDs in the command line by using the PID name or the PID hex number. **Important:**\ If you enter manufacturer specific PIDs or PID values in the command line, it is necessary to use the hex value. A manufacturer specific PID name or PID value name can not be processed from a grandMA2 command line. The following table lists the supported PIDs along with the command line and the parameter value. The PIDs will be processed only, if the RDM device supports the PID. | PID name | PID hex value | PID value name | PID value hex value | Description | | --------------------- | ------------- | -------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | CLEAR\_STATUS\_ID | 0x0032 | No value. | --- | Clears the status message queue. | | DEVICE\_HOURS | 0x0400 | 32 bit number. | --- | Retrieves or sets the number of hours of operation. | | DEVICE\_LABEL | 0x0082 | ASCII text label. Up to 32 characters. | --- | Provides a means of setting a descriptive label for each device. | | DEVICE\_POWER\_CYCLES | 0x0405 | Power Cycle Count (32-bit) | --- | Retrieves or sets the number of power-up cycles. Some devices may only support the GET\_COMMAND for this operation and not allow the device’s power-up cycles to be set. | | DISPLAY\_INVERT | 0x0500 | Off On Auto | 0x00 0x01 0x02 | Retrieves or changes the display invert setting. Invert is often used to rotate the display image by 180 degrees. | | DISPLAY\_LEVEL | 0x0501 | Display Level | Manufacturer specific. See fixture manual. | Retrieves or changes the display intensity setting. | | DMX\_PERSONALITY | 0x00E0 | Current Personality # of Personalities | --- | Sets the responder’s DMX512 personality. Many devices such as moving lights have different DMX512 personalities. Many RDM parameters may be affected by changing personality. | | DMX\_START\_ADDRESS | 0x00F0 | DMX512 Address (16-bit). | --- | Sets the DMX512 start address | | FACTORY\_DEFAULTS | 0x0090 | False True | 0x00 0x01 | Reverts the device to its factory default user settings or configuration. | | IDENTIFY\_DEVICE | 0x1000 | Off, Stop On, Start | 0x00 0x01 | Physically identifies the device represented by the UID. | | LAMP\_HOURS | 0x0401 | Lamp Hours (32-bit) | --- | Retrieves the number of lamp hours or to sets the counter to a specific start value. | | LAMP\_ON\_MODE | 0x0404 | LAMP\_ON\_MODE\_OFF LAMP\_ON\_MODE\_DMX LAMP\_ON\_MODE\_ON LAMP\_ON\_MODE\_AFTER\_CAL Manufacturer-Specific Modes | 0x00 0x01 0x02 0x03 0x80 – 0xDF | Retrieves or changes the current Lamp On Mode. The Lamp On Mode defines the conditions under which a lamp will be struck. | | LAMP\_STATE | 0x0403 | LAMP\_OFF LAMP\_ON LAMP\_STRIKE LAMP\_STANDBY LAMP\_NOT\_PRESENT LAMP\_ERROR Manufacturer Specific States | 0x00 0x01 0x02 0x03 0x04 0x7F 0x80 – 0xDF | Retrieves or changes the current operating state of the lamp. | | LAMP\_STRIKES | 0x0402 | Lamp Strikes (32-bit) | --- | Retrieves the number of lamp strikes or to sets the counter to a specific start value. | | LANGUAGE | 0x00B0 | 2 character alpha code for ISO 639-1 | --- | Changes the language of the messages. | | PAN\_INVERT | 0x0600 | Off On | 0x00 0x01 | Retrieves or changes the pan invert setting. | | PAN\_TILT\_SWAP | 0x0602 | Off On | 0x00 0x01 | Retrieves or changes the pan/tilt swap setting. | | PERFORM\_SELFTEST | 0x1020 | SELF\_TEST\_OFF Manufacturer Tests SELF\_TEST\_ALL | 0x00 0x01 – 0xFE 0xFF | Executes any built in self-test routine that may be present. | | POWER\_STATE | 0x1010 | POWER\_STATE\_FULL\_OFF POWER\_STATE\_SHUTDOWN POWER\_STATE\_STANDBY POWER\_STATE\_NORMAL | 0x00 0x01 0x02 0xFF | Retrieves or changes the power state. | | REAL\_TIME\_CLOCK | 0x0603 | Year (16-bit), Month, Day, Hour, Minute, Second | --- | Retrieves or set the real-time clock in a device. | | RECORD\_SENSORS | 0x0202 | Sensor Number | --- | Instructs devices such as dimming racks that monitor load changes to store the current value for monitoring sensor changes. | | RESET\_DEVICE | 0x1001 | Warm Reset Cold Reset | 0x01 0xFF | Resets the responder. | | SENSOR\_VALUE | 0x0201 | Sensor #, Present Value (16-bit), Lowest Detected Value (16-bit), Highest Detected Value (16-bit), Recorded Value (16-bit) | --- | Retrieves or reset sensor data. | | TILT\_INVERT | 0x0601 | Off On | 0x00 0x01 | Retrieves or changes the tilt invert setting. | ## Options [Section titled “Options”](#options) To get a list all available options to the RdmSetParameter keyword, type in the command line: \[Channel]> RdmSetParameter /? The RdmSetParameter has the following options: | Option | Option shortcut | Option value | Description | | ---------- | --------------------- | ------------------------------------------------------------------------ | ----------------------------------------------------- | | multipatch | m | 0 = multipatch for all fixtures 1 = multipatch for one fixture and so on | Sets the multipatch index. | | UID | No shortcut available | e.g. “43500F019FCB” | Sets the RDM UID to send RDM Parameter to the device. | ## Examples [Section titled “Examples”](#examples) * To set the DMX start address to 3 of a RDM device, type in the command line: \[Channel]> RdmSetParameter dmx\_start\_address 3 / UID =  43500F019FCB *** * To invert the display of a RDM device for the selected fixture, type in the command line: \[Channel]> RdmSetParameter display\_invert 1 # RdmSetpatch > To get the RdmSetPatch keyword in the command line, type RdmSetPatch or the shortcut RdmSetPat in it. To get the RdmSetPatch keyword in the command line, type **RdmSetPatch** or the shortcut **RdmSetPat** in it. ## Description [Section titled “Description”](#description) With the RdmSetPatch keyword you set the DMX address of a RDM fixture by using the command line. If no Unique ID is given, the fixture selection will be used. The RdmSetPatch keyword is a function keyword. For more information, see [RDM](/grandma2/key_rdm/). ## Syntax [Section titled “Syntax”](#syntax) RdmSetPatch \[DMX address] / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list all available options to the RdmSetPatch keyword, type in the command line: \[Channel]> RdmSetPatch /? The RdmSetpatch has the following options: | Option | Option shortcut | Option value | Description | | ---------- | --------------------- | -------------------------------------------------------------------------------------------------- | ----------------------------------------------------- | | multipatch | m | 0 = for all multipatches and the fixture 1 = multipatch for the first multipatch fixture and so on | Sets the multipatch index. | | UID | No shortcut available | e.g. “43500F019FCB” | Sets the RDM UID to send RDM Parameter to the device. | ## Examples [Section titled “Examples”](#examples) * To set the fixtures of the current fixture selection to the DMX address 25, type in the command line: \[Channel]> RdmSetPatch 25   * To set the fifth multipatch fixture of the current fixture selection to the DMX address 25, type in the command line:  \[Channel]> RdmSetPatch 25 / multipatch = 5   * To set the DMX address of the fixture with the UID 43500F019FCB to 25, type in the command line:  \[Channel]> RdmSetPatch 25 / UID = 43500F019FCB # RdmUnmatch > To get the RdmUnmatch keyword in the command line, type RdmUnmatchr the shortcut Rdmn the command line. To get the RdmUnmatch keyword in the command line, type **RdmUnmatch** or the shortcut **Rdm** in the command line. ## Description [Section titled “Description”](#description) The RdmUnmatch keyword unmatches previous matched RDM devices in the show file. If no object is given, the current selection will be used. Possible objects are: * Channel * Fixture * FixtureType * RDMFixtureType * Group * Sequence * Cue * Executor * Preset (only selective Presets) * Selection * World The RdmUnmatch keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) RDMUnmatch \[Object-List] ## Examples [Section titled “Examples”](#examples) * To unmatch the selected fixtures, type in the command line: \[Channel]> RdmUnmatch   * To unmatch the fixtures used in group 1, type in the command line: \[Channel]> RdmUnmatch Group 1   * To unmatch the fixtures used in group 1 and in sequence 2, type in the command line: \[Channel]> RdmUnmatch Group 1 If Sequence 2 # Reboot > To go to the Reboot keyword, type Rebootn the command line or use the shortcut R. To go to the Reboot keyword, type **Reboot** in the command line or use the shortcut **R**. ## Description [Section titled “Description”](#description) The Reboot keyword, shutdown the station and boot it up again. If the station is a session member, the reboot a confirmation pop-up opens on the local station.\ If the confirmation is missing, after 10 seconds the reboot function will be executed. The Reboot keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Reboot / \[option] Reboot \[station-list] / \[option] ## Options [Section titled “Options”](#options) To get the list of the available options to the reboot keyword in the command line feedback window, type in the command line. \[Channel]> Reboot /? The reboot keyword has the following options. | Option | Option Shortcut | Description | | --------- | --------------- | ----------------------------------------- | | save | s | Saves the show file before reboot. | | nosave | ns | Do not saves the show file before reboot. | | noconfirm | nc | Suppress reboot confirmation pop-up. | | force | f | Forces a reboot. | ## Examples [Section titled “Examples”](#examples) * Reboot the current console. \[Channel]> Reboot   * Reboot a station with the IP address 192.168.0.32 in the network. \[Channel]> Reboot 192.168.0.32 **Hint:**\ To be faster, type only the part of the IP address in the command line what is differently.\ If the console which sends the command has the IP address 192.168.0.11, the command Reboot 32 is enough. # Record > To get the Record keyword in the command line, press !ma + Store (= Record). To get the Record keyword in the command line, press ![ma](/img/grandma2/ma_1-290dfd.png) + Store (= Record). You can also type **Record** or the shortcut **Rec** in the command line. ## Description [Section titled “Description”](#description) The Record keyword records real time actions as timecodes or macros. For more information, see [record a timecode show](/grandma2/key_timecode_record/) or [record a macro](/grandma2/key_macro_record/). It toggles between start and stop. The Record keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Record \[Object] ## Examples [Section titled “Examples”](#examples) * Start to record executor actions as timecode 1. \[Channel]> Record Timecode 1 *** *  Stop all running timecode records from the timecode pools. \[Channel]> Record Timecode *** * Start to record command line actions as macro 5. The **macro record icon** ![](/img/grandma2/icon_macro-record_v3-2-6168b1.png) is visible in the command line, if in the message center options for macro status yes selected is. The keys Learn and Macro are flashing. \[Channel]> Record Macro 5 *** * Stops all running macro records from the macro pools. \[Channel]> Record Macro *** * Record the receiving timecode as **trig time** by calling the cue, if the selected trigger is **timecode**. The **timecode record icon** ![](/img/grandma2/icon_timecode-record_v3-2-2c68d2.png) is visible in the command line.  \[Channel]> Record Executor 1 *** *  Turn off the timecode executor record from executor 1. \[Channel]> Record Off Executor 1 # Release > To go to the Release keyword, press Delete Delete Delete (= Release). To go to the Release keyword, press Delete Delete Delete (= Release). You can also type **Release** in the command line or use the shortcut **Rel**. ## Description [Section titled “Description”](#description) The Release keyword enters release values in the programmer for attributes by the given object list, filtered by the current selection. Release values used with a store merge, release previous tracked values from the tracking list and the fixtures uses their default values. If you release an object, the release is applied to the value layer.\ If you release an effect, the release is applied to the effect layer for the running effect attributes. The effect form release is used. ## Syntax [Section titled “Syntax”](#syntax) Release \[Object-list] Release \[Effect-list] ## Examples [Section titled “Examples”](#examples) * Enter release values in the programmer for all attributes of the fixture selection in the value layer. A **(R)** is displayed in the value layer. \[Channel]> Release Selection   * Enter release values in the programmer for pan and tilt attributes of the fixture selection. \[Channel]> Release PresetType “position”   * Enter release values in the programmer for the running effect 4 . \[Channel]> Release Effect 4 **Hint:**\ To enter release values in the programmer for effects you could also type in the command line, At Form 2. # ReloadPlugins > Important: **Important:**\ The creation and use of plugins can go deeper into the system as the normal use of a console. Therefore the technical support team of MA Lighting may not be able to help you in all circumstances when using complex LUA plugins. LUA plugins might have to be rewritten when migrating show files to future grandMA2 software version. To go to the ReloadPlugins keyword, type **ReloadPlugins** or the shortcut **Relo** in the command line. ## Description [Section titled “Description”](#description) The ReloadPlugins keyword restarts the LUA engine. The restart of the LUA engine is necessary after you did any changes regarding LUA because this could change how the LUA behaves. You may want to test the integrity of the LUA system to make sure that it behaves as expected also next time you load the show. This is important as the saved show file does not contain a snapshot of the LUA memory, it only contains the inbuilt functions and the code in the defined plugins. When the show file is loaded, the LUA engine and plugins code are (re)loaded, which may result in a different state than when you switched off the console or saved the show. The ReloadPlugins keyword is a function keyword. **Hint:**\ Double-check the executed command in the [system monitor](/grandma2/key_ost_system_monitor/). ## Syntax [Section titled “Syntax”](#syntax) ReloadPlugins ## Example [Section titled “Example”](#example) Restart the LUA engine after LUA programming. \[Channel]> ReloadPlugins # Remote > To go to the Remote keyword, type Remote in the command line or use the shortcut Rem. To go to the Remote keyword, type **Remote** in the command line or use the shortcut **Rem**. ## Description [Section titled “Description”](#description) The Remote keyword is an object keyword to access the remote input types. You can store or delete remote input types and assign parameters. For more information, see [What are Remote Inputs?](/grandma2/key_remote_control_input/) and [Set up Remote Inputs](https://help.malighting.com/grandMA2/en/help/20f90287-abfe-47a7-b198-fe08e5e1f2b1.html). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Remote \[Remote Input Type ID] . \[ID] Assign Remote \[Remote Input Type ID] . \[ID] / \[Parameter] = \[Parameter Value] The following table displays the available remote input types along with their remote input type ID. | Remote Input Type | Remote Input Type ID | | ----------------- | -------------------- | | Analog Remote | 1 | | MIDI Remote | 2 | | DMX Remote | 3 | If you store a remote input type, the IDs needs to be in an order and beginning from 1. ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameter via the command line, using the [Assign keyword](/grandma2/key_keyword_assign/). | Parameter | Parameter Value | Description | | --------------------------------- | ---------------------------------------------------------------------- | ------------------------------------------------------------------------------- | | name | ”remote name” | Assign the remote name. | | **Only for analog remote:** input | 1…64 | Assign the input from the conntected DC remote control. | | **Only for MIDI remote:** note | 0…1023 | Assign the MIDI note. | | **Only for MIDI remote:** channel | 1…16 or “All” | Assign the MIDI channel. | | **Only for DMX remote:** DMX | 1.001 to 256.512 \[universe]. \[dmx address] | Assign DMX universe and address. | | type | ”None”, “Exec”, “CMD”, “Hardkey” **Only for DMX remote:** “Programmer” | Assign the type of action the console does when the contact is active. | | page | 0…9999 or “current” | For type Exec. Assign the executor page number. Current is for the active page. | | executor | 1…220 | For type Exec. Assign the executor number. | | button | ”Button 3”, “Button 2”, “Button 1”, “Fader” | For type Exec. Assign the button or fader the console should activate. | | keycode | ”every hardkey”, e.g. “X1”, “Go”, “List” | For type Hardkey. Assign the hardkey the console should activate. | | cmd | ”a command” e.g. “Group 1” | For type CMD. Assign the command the console should execute. | | info | ”additional information” | Assign additional information. |   ## Examples [Section titled “Examples”](#examples) * Store new DMX remote. \[Channel]> Store Remote 3.1   * Assign an existing remote a DMX address, a remote type and a command. \[Channel]> Assign Remote 3.1 /dmx=5.1 /type=cmd /cmd=“Group 1” # RemoteCommand > To go to the RemoteCommand keyword, type RemoteCommandn the command line or use the shortcut RemoteC. To go to the RemoteCommand keyword, type **RemoteCommand** in the command line or use the shortcut **RemoteC**. ## Description [Section titled “Description”](#description) The RemoteCommand keyword executes commands at a specific console. RemoteCommand is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) RemoteCommand \[IP address] “Command” ## Examples [Section titled “Examples”](#examples) * Call view 3 at the station with the IP address 192.168.0.4. \[Channel]> RemoteCommand 192.168.0.4 “View 3”   * Start macro 4 only on a specific console. \[Channel]> RemoteCommand 192.168.0.4 “Macro 4” # Remove > To go to the Remove keyword, press Delete Delete (= Remove). To go to the Remove keyword, press Delete Delete (= Remove). You can also type **Remove** in the command line or use the shortcut **Remov**. ## Description [Section titled “Description”](#description) The Remove keyword enters remove values in the programmer for attributes by the given object list, filtered by the current selection. Remove values used with a store merge function, removes previous stored values. If a stored value is removed, values from the previous cue will be tracked again. The remove values are applied to all layers by default. ## Syntax [Section titled “Syntax”](#syntax) Remove \[Object-list] Remove \[Effect-list] ## Examples [Section titled “Examples”](#examples) * Enter remove values in all layers for all attributes of the current selection. \[Channel]> Remove Selection   * Enter remove values for pan and tilt in all layers for the current selection, or for all fixtures if no selection. \[Channel]> Remove PresetType “position”   * Enter remove values for dimmer attribute for fixture 1. \[Channel]> Remove Fixture 1 If PresetType 1 # RemoveIndividuals > To get the RemoveIndividualseyword in the command line, type RemoveIndividualsr the shortcut Removein the command line. To get the \*\*RemoveIndividuals \*\*keyword in the command line, type \*\*RemoveIndividuals \*\*or the shortcut \*\*Removei \*\*in the command line. ## Description [Section titled “Description”](#description) **RemoveIndividuals** is a command used to delete individual values of effects and effect lines.  ##   ## Syntax [Section titled “Syntax”](#syntax) RemoveIndividuals \[Object-list]   **Important:**\ If you type the command into the command line, a warning pop-up appears. Note that removing individual settings of an effect alters the effect altogether. For more information see the example in [Use predefined effects](/grandma2/key_effects_predefined/#remove_individuals).  ## Example:  [Section titled “Example: ”](#example) \[Channel]> RemoveIndividuals Effect 1 Thru 10 Removes the individual values in effect 1 through 10.   \[Channel]> RemoveIndividuals Effect 1.11.2  /nc Removes the individual values in the second effect line of the effect 11 without confirmation. # Replace > To get the Replace keyword in the command line, press Move Move (= Replace). To get the Replace keyword in the command line, press Move Move (= Replace). You can also type \*\*Replace  \*\*or the shortcut **Rep** in the command line. ## Description [Section titled “Description”](#description) The replace keyword replaces object and values. For more information, see [search and replace](/grandma2/key_search_replace/). The replace keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) \*\*Replace \[\*\*search for objects] \*\*With \[\*\*replace with objects]  ( If \*\* \[\*\*search in objects] ) ## Examples [Section titled “Examples”](#examples) *  Add 10° to all pan values in all cues and presets. \[Channel]> Replace Attribute “Pan” At - 270 Thru 270 With - 260 Thru 280 * Subtract 10 % from all dimmer values in all cues from sequences 3. \[Channel]> Replace Attribute “Dim” At 0 Thru 100 With 0 Thru 90 If Sequence 3 * Replace the individual fade time of 5 by 10 for attribute tilt. \[Channel]> Replace Attribute “Tilt” Fade 5 with Fade 10 **Hint:**\ If you would like to replace two fixtures with each other, use a third fixture. See the examples below this box. Replace fixtures with each other in three steps: 1. Replace fixture 2 with 3.  \[Channel]> Replace Fixture 2 with 3 2. Replace fixture 1 with 2.  \[Channel]> Replace Fixture 1 with 2 3. Replace fixture 3 with 1.  \[Channel]> Replace Fixture 3 with 1  * Delete a specific fixture from everywhere where it is linked to. \[Channel]> Replace Fixture 1 With # ResetDmxSelection > To go to the ResetDmxSelection keyword, type ResetDmxSelection in the command line or use the shortcut ResetD. To go to the ResetDmxSelection keyword, type **ResetDmxSelection** in the command line or use the shortcut **ResetD**. ## Description [Section titled “Description”](#description) The ResetDmxSelection keyword clears the selection in the [DMX tester](/grandma2/key_patch_dmx_testing/). ResetDmxSelection is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) ResetDmxSelection ## Example [Section titled “Example”](#example) * Reset DMX Selection in the DMX tester. \[Channel]> ResetDmxSelection # ResetGuid > To execute the keyword, type ResetGuidr the shortcut Resento the command line. To execute the keyword, type **ResetGuid** or the shortcut **Rese** into the command line.  ## Description [Section titled “Description”](#description) ResetGuid resets the identifiers that are unique in every object. This command is mainly used with the Partial Show Read. For more information see [How to do a PSR](/grandma2/key_psr_how_to/).  **Important:**\ Note that once executed, there is no opportunity to reverse this command!  Once the command was entered into the command line and Please was pressed, the following pop-up appears: ![](/img/grandma2/popup_keyword-reset-guid_v3-3-f9d3d5.png) *Attention pop-up – keyword ResetGuid* * To reset the identifiers, tap Ok.  * To abort the execution of the command, tap Cancel or the ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up.  ## Syntax [Section titled “Syntax”](#syntax) ResetGuid   ## ​Example [Section titled “​Example”](#example) \[Channel}> ResetGuid Resets the identifiers of the objects. # Restart > To go to the Restart keyword, type Restart in the command line or use the shortcut Res. To go to the Restart keyword, type Restart in the command line or use the shortcut **Res**. ## Description [Section titled “Description”](#description) The Restart keyword restarts the application. This is the same as close the program and open it again. A restart is necessary after an IP address change. The Restart keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Restart Restart \[IP address] / \[option] ## Options [Section titled “Options”](#options) To get the list of the available options to the restart keyword in the command line feedback window, type in the command line. \[Channel]> Restart /? The restart keyword has the following options. | Option | Option Shortcut | Description | | --------- | --------------- | ------------------------------------------ | | save | s | Saves the show file before restart. | | nosave | ns | Do not saves the show file before restart. | | noconfirm | nc | Suppress restart confirmation pop-up. | | force | f | Forces a restart. | ## Examples [Section titled “Examples”](#examples) * Restart the application of the console. \[Channel]> Restart   * Restart the application of the console with the IP address 192.168.0.32 in the network. \[Channel]> Restart 192.168.0.32 **Hint:**\ To be faster, type only the part of the IP address in the command line what is differently.\ If the console which sends the command has the IP address 192.168.0.11, type Restart 32 only. # Root > To go to the Root keyword, type Rootn the command line or use the shortcut Roo. To go to the Root keyword, type **Root** in the command line or use the shortcut **Roo**. ## Description [Section titled “Description”](#description) The Root keyword access the root in the object tree. **Important:**\ We recommend to use the actual root index name. If you use root index numbers, it is necessary to double-check after every release if the root index number is still valid. If the root index number changed, you need to adjust the macros. The Root keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) Root \[root-index] Root \[root-index] . \[sub-index] Root \[root-index] . \[sub-index] . \[sub-sub-index] etc ## Examples [Section titled “Examples”](#examples) * Change the destination of the command line to DMX\_Protocols/Art-Net. \[Channel]> ChangeDest Root DMX\_Protocols.Art-Net   * Export all live setup layers from the grandMA2 onPC to the folder C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_3.1\fixture\_layers. \[Channel]> Export Root LiveSetup.Layers **Hint:**\ Another way to export layers is, press Setup I tap Patch only (Live)\*\*\*\* I tap Export Layer\*\*.\*\* # Rotate3D > To go to the Rotate3D keyword, type Rotate3Dn the command line or use the shortcut Ro. To go to the Rotate3D keyword, type **Rotate3D** in the command line or use the shortcut **Ro**. ## Description [Section titled “Description”](#description) The Rotate3D keyword rotates 3D objects in the [Stage View](/grandma2/key_patch_stage/). If the Rotate3D keyword is used without values, the rotation of the selected fixtures will be reset to zero. If the option relative is used, the rotate function uses the relative rotation position. Rotate3D is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Rotate3D At \[x y z] /relative ## Example [Section titled “Example”](#example) Rotate the selected 3D object in the [Stage View](/grandma2/key_patch_stage/). \[Channel]> Rotate3D At 2.5 -5 3.3 # SaveShow > To go to the SaveShow keyword, type SaveShow in the command line or use the shortcut Sa. To go to the SaveShow keyword, type **SaveShow** in the command line or use the shortcut **Sa**. ## Description [Section titled “Description”](#description) The SaveShow keyword saves the show on the selected drive. For more information, see [SelectDrive Keyword](/grandma2/key_keyword_selectdrive/). If no show name is entered, the show will be saved with the current show name. If already an other show file exist with the entered show name, the console asks if you want to overwrite the existing show file or cancel. The SaveShow keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) SaveShow “Showname” /noconfirm The option noconfirm suppress the save show confirmation pop-up. ## Examples [Section titled “Examples”](#examples) * Save the show as “Macbeth”. \[Channel]> SaveShow “Macbeth”   * Save the show. \[Channel]> SaveShow **Hint:**\ To save the show file by a shortcut, press Backup Backup . # Screen > To get the Screen keyword in the command line, press !ma + View (= Screen). To get the Screen keyword in the command line, press ![ma](/img/grandma2/ma_1-290dfd.png) + View (= Screen). You can also type **Screen** or the shortcut **Scr** in the command line . ## Description [Section titled “Description”](#description) The Screen keyword represents the screens. The Screen keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) Screen \[screen-number] Screen \[screen-number].\[window-number] ## Example [Section titled “Example”](#example) * Clear screen 2 to get an empty screen. \[Channel]> Delete Screen 2 **Hint:**\ Another way to clear the screen is, press and hold the ![encoder](/img/grandma2/encoder_1-08ac5a.png) key and tap Clear Screen.   * Assigns mask 5 to the third window of the second screen. \[Channel]> Assign Mask 5 Screen 2.3 # Search > To get the Search keyword in the command line, press !ma + Move (= Search). To get the Search keyword in the command line, press ![ma](/img/grandma2/ma_1-290dfd.png) + Move (= Search). You can also type \*\*Search \*\*or the shortcut **Sea** in the command line. ## Description [Section titled “Description”](#description) The Search Keyword searches for objects and values in the show. For more information see [search and replace](/grandma2/key_search_replace/). **Information:**\ If you search only for a value, it will be searched for dimmer attributes. The Search keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) \*\*Search \[\*\*search for objects] ( **At** \[search values] ) \*\*If \[\*\*search in objects] ## Example [Section titled “Example”](#example) * Search for places in which fixtures 1 through 10 are used, e.g. presets, groups, or sequences. Type the following into the command line: \[Channel]> Search Fixture 1 Thru 10 * A search pop-up opens.  ![](/img/grandma2/popup_search-fixture_v3-3-da1037.png) *Search results* For more information on the search function and further examples see [Search](/grandma2/key_search_replace_search/). # SearchResult > To get the SearchResult keyword in the command line, press and hold !ma + Group Group (= SearchResult). To get the SearchResult keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Group Group (= SearchResult). You can also type **SearchResult** or the shortcut **SR** in the command line. ## Description [Section titled “Description”](#description) The SearchResult keyword opens the world search result after an executed search command. The search result world includes only the fixtures or channels from the last search command. ![](/img/grandma2/window_fixture-sheet-search-result_v3-2-4b7ca7.png) *Fixture Sheet World Search Result* To close the SearchResult world, select another world in the world pool. To select all fixtures from the last search command, use the SelFix SearchResult. **Hint:**\ You can also use the Selfix Search Result button and/or the World Search Result button in the title bar of the search result pop-up. The SearchResult keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) SearchResult SelFix SearchResult Search \[object-list] If SearchResult ## Examples [Section titled “Examples”](#examples) * Opens the search result world with the fixtures from the last search command. \[Channel]> SearchResult   * Select only the fixtures from the last search result. \[Channel]> SelFix SearchResult   * Search in the last search result for fixtures with the attribute green at 20. \[Channel]> Search Fixture Thru Attribute “G” At 20 If SearchResult # Select > To get the Select keyword in the command line, press Select. To get the Select keyword in the command line, press Select. You can also type **Select** or the shortcut **Se** in the command line. ## Description [Section titled “Description”](#description) The Select keyword, selects objects as default objects. The **selected executor** is the target for all executor related commands, e.g. Store Cue 4. The selected executor is displayed in the [master section](/grandma2/key_widget_master_section/) in indicated by green color.\ The selected executor is displayed in the Sequence Executor and Sequence Tracking Sheet, if the **Link Mode** is **Link Selected**. The **selected layout** is displayed in the Layout View, if the **Layout Selection** is **Link Selected**. For more information, see [layouts](/grandma2/key_layouts/). The **selected mask** is used by any sheet (except DMX sheet), if the option **Follow Selected Mask** is **On**. The **selected filter** is used by any action involving fixture parameters, e.g. store or delete a cue. The **selected timer** is displayed in the clock, if the option **Select Timer** is **Link Selected**. The **selected timecode slot** is displayed in the clock, if the option **Select TC Slot** is **Link Selected**. The **selected timecode** is displayed in the timecode view, if the option **Timecode** is **Link Selected**. The **selected camera** is displayed in the stage view and in the MA 3D, if the **Camera Selection** is **Link Selected**. ## Syntax [Section titled “Syntax”](#syntax) Select \[Executor-object] Select Layout \[ID] Select Mask \[ID] Select Filter \[ID] Select TimecodeSlot \[ID] Select Timecode \[ID] Select Timer \[ID] Select Camera \[ID] ## Examples [Section titled “Examples”](#examples) * Select executor 5 as the default. \[Channel]> Select Executor 5   * Select layout 2 in the layout view.\ **Requirement:** Layout Selection is set to Link Selected. \[Channel]> Select Layout 2 # SelectDrive > To get the SelectDrive keyword in the command line, type SelectDrive or the shortcut SD in the command line. To get the SelectDrive keyword in the command line, type **SelectDrive** or the shortcut **SD** in the command line. ## Description [Section titled “Description”](#description) The SelectDrive keyword select the drive in the [Backup Menu](/grandma2/key_backup_menu/), for the following functions: * [SaveShow](/grandma2/key_keyword_saveshow/) * [LoadShow](/grandma2/key_keyword_loadshow/) * [Import](/grandma2/key_keyword_import/) * [Export](/grandma2/key_keyword_export/) If the SelectDrive keyword is executed standalone, the available showfile drives, mounted USB-sticks and earlier software installations will be listed along with their ID in the command line feedback window. If a read only media (like older installations) is selected, write functions will change the selected drive to 1 (Internal). The SelectDrive keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) SelectDrive \[ID] ## Examples [Section titled “Examples”](#examples) * Display all available drives in the command line feedback window. \[Channel]> SelectDrive   * Load demoshow “demo dimmer and more”. \[Channel]> SelectDrive 2; LoadShow “demo dimmer and more” # Selection > To go to the Selection keyword, press Fixture Fixture (= Selection). To go to the Selection keyword, press Fixture Fixture (= Selection). You can also type **Selection** in the command line or use the shortcut **Selecti**. ## Description [Section titled “Description”](#description) The Selection keyword represent the current channels and fixtures selection in the programmer. The Selection keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) Selection ## Example [Section titled “Example”](#example) Knockout all programmer values of the current fixture selection from the programmer. \[Channel]> Off Selection # SelFix > To go to the SelFix keyword, press Select Select (= SelFix). To go to the SelFix keyword, press Select Select (= SelFix). You can also type **SelFix** in the command line or use the shortcut **SelF**. ## Description [Section titled “Description”](#description) The SelFix keyword creates fixture selections in the programmer. If fixtures are only selected, the SelFix keyword adds additional fixtures to the selection.\ If fixtures are selected and active in the programmer, the SelFix keyword replaces the selection by the SelFix selection. If the exact same SelFix command is used multiple times in a row, the second command starts to activate values in the programmer, the third deactivates the values in the programmer. SelFix is the default function for the most objects, e.g. Fixture or Channel. SelFix is a function keyword. To clear the selection, press Clear. ## Syntax [Section titled “Syntax”](#syntax) SelFix \[Object-list] ## Examples [Section titled “Examples”](#examples) * Select all fixtures or channels stored in a sequence on executor 1. \[Channel]> SelFix Executor 1   * Select all fixtures stored in preset 1. \[Channel]> SelFix Preset 1   * Select all fixtures used in effect 3. \[Channel]> SelFix Effect 3 # Semicolon ; > To get the ; semicolon in the command line, press  ; . To get the ; semicolon in the command line, press  ; . ## Description [Section titled “Description”](#description) The semicolon separates multiple commands. **Important:**\ In front and after the ; semicolon has to be a space. If the space is missing, the console executes the first command and the further commands will be dropped. ## Example [Section titled “Example”](#example) * To turn off executor 5 and delete group 3, enter in the command line: \[Channel]> Off Executor 5 ; Delete Group 3 # Sequence > To get the Sequence keyword in the command line, press Sequ. To get the Sequence keyword in the command line, press Sequ. You can also type **Sequence** or the shortcut **Seq** in the command line . ## Description [Section titled “Description”](#description) The default function of the sequence keyword is [SelFix](/grandma2/key_keyword_selfix/). If the Sequence keyword is used with an ID, all fixtures in the sequence will be selected.\ If the Sequence keyword is used with a function, the function will be passed on to the object child cue. ## Syntax [Section titled “Syntax”](#syntax) Sequence \[ID] Sequence \[Sequence pool].\[ID] ## Example [Section titled “Example”](#example) * Select all fixtures used in sequence 5. \[Channel]> Sequence 5   * Block all cues of sequence 5. \[Channel]> Block Sequence 5 # SetHostname > To get the SetHostname keyword in the command line, type SetHostname in the command line. To get the SetHostname keyword in the command line, type **SetHostname** in the command line. ## Description [Section titled “Description”](#description) The SetHostname keyword, sets the station name of the console. **Important:**\ The SetHostname keyword works only on grandMA2 consoles. It is not possible to change the station name in a grandMA2 onPC. The station name on a grandMA2 onPC is the computer name.To change the station name on a grandMA2 onPC you need to change the computer name. The SetHostname keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) SetHostname “text” ## Example [Section titled “Example”](#example) Change the host name to grandMA2. \[Channel]> SetHostname “grandMA2” # SetIP > To execute keyword SetIP type SetIP into the command line. To execute keyword SetIP type **SetIP** into the command line. ## Description [Section titled “Description”](#description) The SetIP keyword changes the IP address of the Ethernet interfaces of the console or station. If SetIP is used standalone, the command line feedback window lists the available Ethernet interfaces with their IP addresses. A grandMA2 console has two network interfaces, **eth0** and **eth1**, which are on the back of the console labeled as **Ethernet 1** and **Ethernet 2**. **Important:**\ To apply the changed IP address, a reboot is necessary. **Hint:**\ Another way to change the IP address of the Ethernet-interfaces of the console or station is, press Setup I tap MA Network Configuration  I column **IP ETHERCON 1(ETH0)** or **IP ETHERCON 2 (ETH1)**. For more information see [Networking - Set the IP address in onPC](/grandma2/key_network_set_ip_onpc/).  ## Syntax [Section titled “Syntax”](#syntax) SetIP \[network interface] \[IP address] / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the SetIP keyword in the command line feedback window, type in the command line \[Channel]> SetIP /? The SetIP keyword has the following options. | Option | Shortcut | Option Value | Description | | --------- | ------------- | ---------------- | -------------------------------------------------- | | mask | m | e.g. 255.0.0.0 | Sets the subnet mask of the Ethernet adapter. | | dhcp | not available | no option value | Enables DHCP for the Ethernet adapter. | | gateway | not available | e.g. 192.168.0.1 | Sets the default gateway for the Ethernet adapter. | | noconfirm | nc | no option value | Suppress the SetIP confirmation pop-up. | ## Example: [Section titled “Example:”](#example)    \[Channel]> SetIP eth0 192.168.0.5  Sets the IP address of the first Ethernet interface.   \[Channel]> SetIP eth0 /DHCP Activates DHCP client which takes over the IP address automatically from the server.    \[Channel]> SetIP eth1 2.0.0.10 /mask=255.0.0.0 Sets IP address and network mask for the second Ethernet interface.   \[Channel]> SetIP Lists available Ethernet interfaces along with their IP addresses in the command line feedback window.   **Important:**\ Do not use DHCP on eth1, unless you are a skilled network operator.    For more information on what DHCP is see the [Glossary](/grandma2/key_glossary/).  For more information on how to use DHCP see [Using DHCP in MA devices](/grandma2/key_network_dhcp/). # SetNetworkSpeed > To go to the SetNetworkSpeed keyword, type SetNetworkSpeed in the command line or use the shortcut SNS. To go to the SetNetworkSpeed keyword, type **SetNetworkSpeed** in the command line or use the shortcut **SNS**. ## Description [Section titled “Description”](#description) The SetNetworkSpeed keyword, changes the port speed of the first network adapter of grandMA2 consoles and MA NPU. It makes sense to reduce the port speed, if grandMA series 2 devices are together with grandMA series 1 devices. **Important:**\ To apply the changed port speed by using the SetNetworkSpeed keyword, a restart is necessary. If you do not restart the device, the new port speed is not applied. **Hint:**\ To double-check the link speed, use the [NetworkInfo keyword](/grandma2/key_keyword_networkinfo/) or press Setup **I column Network I tap** MA Network Control **I column Link Speed.** The SetNetworkSpeed keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) SetNetworkSpeed 100 \[IP address] SetNetworkSpeed 1000 \[IP address] ## Example [Section titled “Example”](#example) Set the port speed of the first network adapter to 100 Mbit. \[Channel]> SetNetworkSpeed 100 192.168.0.32 # Setup > To get the Setup keyword in the command line, type Setup or the shortcut Setn the command line. To get the Setup keyword in the command line, type **Setup** or the shortcut **Set** in the command line. ## Description [Section titled “Description”](#description) The Setup keyword opens or closes the setup menu. ![](/img/grandma2/menu_setup_v3-4-afbc79.png) *Open Setup* **Hint:**\ Another way to open or close the Setup is, press the Setup key. The Setup keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Setup ## Example [Section titled “Example”](#example) Open the setup menu. \[Channel]> Setup # SetUserVar > To get the SetUserVar keyword in the command line, type SetUserVar or the shortcut SetUsn the command line. To get the SetUserVar keyword in the command line, type **SetUserVar** or the shortcut **SetUs** in the command line. ## Description [Section titled “Description”](#description) The SetUserVar keyword sets user profile specific variables. For more information, see [Macros - Use Variables](/grandma2/key_macro_create_variables/). ## Syntax [Section titled “Syntax”](#syntax) SetUserVar $variablename = numericvalue SetUserVar $variablename = “text” SetUserVar $variablename = (“text”) SetUserVar $variablename = nothing **Hint:**\ To see the set user variables in the command line feedback window, use the [ListUserVar keyword](/grandma2/key_keyword_listuservar/). ## Examples [Section titled “Examples”](#examples) Create a macro in the macro pool that asks “Cue number to store?”, stores and labels the cue for the selected executor. 1. Open the Macro Pool. 2. Press Edit and tap on a empty macro pool tile.\ The Edit Macro pop-up opens.\   ![](/img/grandma2/popup_edit-macro_v3-2-b292b3.png) *Edit Macro Pop-Up* 3. Tap Add.\ The Edit CMD pop-up opens.\   ![](/img/grandma2/popup_edit-cmd_v3-2-71d9ef.png) *Edit CMD (= Command) Pop-Up* 4. Type SetUserVar $CueNumber = (“Cue number to store?”) 5. Type Store Cue $CueNumber 6. Type Label Cue $CueNumber The macro is ready to use. *** * Delete a variable. \[Channel]> SetUserVar $CueNumber = # SetVar > To go to the SetVar keyword, type SetVar in the command line or use the shortcut SetV. To go to the SetVar keyword, type **SetVar** in the command line or use the shortcut **SetV**. ## Description [Section titled “Description”](#description) The SetVar keyword sets global show variables. Every user profile can use these variables. For more information, see [Macros - Use Variables](/grandma2/key_macro_create_variables/). ## Syntax [Section titled “Syntax”](#syntax) SetVar $variablename = numericvalue SetVar $variablename = “text” SetVar $variablename = (“text”) SetVar $variablename = nothing **Hint:**\ To see the set variables in the command line feedback window, use the [ListVar keyword](/grandma2/key_keyword_listvar/). ## Examples [Section titled “Examples”](#examples) Create a macro in the macro pool that asks “Which song?”, and opens the respective page. 1\. Open the Macro Pool. 2\. Press Edit and tap on a empty macro pool tile.\ The Edit Macro pop-up opens. ![](/img/grandma2/popup_edit-macro_v3-2-b292b3.png) *Edit Macro Pop-Up*   3\. Tap Add.\ The Edit CMD pop-up opens. ![](/img/grandma2/popup_edit-cmd_v3-2-71d9ef.png) *Edit CMD (= Command) Pop-Up*   4\. Type SetVar $Songname = (“Which song?”) **Important:**\ Quotes are necessary to indicate a text string. If you do not indicate a text string by quotes, the console interprets the text as commands. 5\. Type Page $“Songname” The macro is ready to use. *** * Delete a variable. \[Channel]> SetVar $CueNumber = # ShuffleSelection > To get the ShuffleSelection keyword in the command line, type ShuffleSelectionr the shortcut Shufn the command line . To get the ShuffleSelection keyword in the command line, type **ShuffleSelection** or the shortcut **Shuf** in the command line . ## Description [Section titled “Description”](#description) The ShuffleSelection keyword mix-up the order of the selected fixture or channel. **Hint:**\ Another ways to shuffle the selection is,\ \- go to the Tools menu and tap a Shuffle Selection Order\ or\ \- use the predefined macro ShuffleSelection. ## Syntax [Section titled “Syntax”](#syntax) ShuffleSelection ## Example [Section titled “Example”](#example) Mix-up the order of the selected fixtures or channels. \[Channel]> ShuffleSelection # ShuffleValues > To get the ShuffleValues keyword in the command line, type ShuffleValues or the shortcut ShuffleVn the command line . To get the ShuffleValues keyword in the command line, type **ShuffleValues** or the shortcut **ShuffleV** in the command line . ## Description [Section titled “Description”](#description) The ShuffleValues keyword mix-up the values of the selected fixtures or channels. **Hint:**\ To deselect attributes from the shuffle values keyword, press and hold the At key and use the At filter. **Hint:**\ Another way to shuffle values is, open the Tools menu and tap Shuffle Values. The ShuffleValues keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) ShuffleValues ( If \[Attribute list] ) ## Example [Section titled “Example”](#example) * Mix up the values of the fixture selection. \[Channel]> ShuffleValues   * Mix up the pan and tilt values of the fixture selection. \[Channel]> ShuffleValues If PresetType “Position” # Shutdown > To go to the Shutdown keyword, type Shutdownn the command line or use the shortcut Sh. To go to the Shutdown keyword, type **Shutdown** in the command line or use the shortcut **Sh**. ## Description [Section titled “Description”](#description) The shutdown keyword switches the grandMA2 console off or close the grandMA2 onPC. A shutdown needs a confirmation at the local station. The shutdown can be canceled on a remote station within 10 seconds. ## Syntax [Section titled “Syntax”](#syntax) Shutdown Shutdown \[station-list] / \[option] ## Options [Section titled “Options”](#options) To get the list of the available options to the shutdown keyword in the command line feedback window, type in the command line. \[Channel]> Shutdown /? The shutdown keyword has the following options. | Option | Option Shortcut | Description | | --------- | --------------- | -------------------------------------- | | save | s | Saves the show file. | | nosave | ns | Do not saves the show file. | | noconfirm | nc | Suppress shutdown confirmation pop-up. | | force | f | Forces a shutdown. | ## Examples [Section titled “Examples”](#examples) 1\. Switch station off, by using the IP address. \[Channel]> Shutdown 192.168.0.10 2\. Switch station off, by using the host ID of the network. \[Channel]> Shutdown 10 3\. Switch current console off. \[Channel]> Shutdown # <<< [GoFastBack] > The keyword <<< GoFastBack is a function used to jump quickly to previous step (default without timing can be changed in setup). The keyword **<<<** **GoFastBack** is a function used to jump quickly to previous step (default without timing can be changed in setup). To execute the keyword **<<< GoFastBack** type **<<<** or the shortcut **<** in the command line.  ## Syntax [Section titled “Syntax”](#syntax) <<< \[Executor-list] <<< \[Timecode-list] The time used by this function may be adjusted via the GoFast property found in Setup -> Show -> Playback + MIB Timing. For more information see [Working with MIB](/grandma2/key_adv_seq_mib/) and [Running playbacks](/grandma2/key_exec_running_playbacks/#running_playbacks).  ## Example [Section titled “Example”](#example) \[Channel]> <<< Executor 3  Jumps to previous cue on executor 3. **Hint:**\ To execute this function you can also use the key <<< on the console. For more information see the key [<<<](/grandma2/key_key_skipminus/). # >>> [GoFastForward] > The keyword >>> GoFastForward is a function used to jump quickly to next step (default without timing can be changed in setup). The keyword **>>> GoFastForward** is a function used to jump quickly to next step (default without timing can be changed in setup). To execute the keyword **>>> GoFastForward** type **>>>** or the shortcut **>** into the command line.  ## Syntax [Section titled “Syntax”](#syntax) \>>> \[Executor-list] \>>> \[Timecode-list] The time used by this function may be adjusted via the GoFast property found under Setup -> Show -> Playback + MIB Timing. For more information see [Working with MIB](/grandma2/key_adv_seq_mib/) and [Running playbacks](/grandma2/key_exec_running_playbacks/#running_playbacks).  ## Example [Section titled “Example”](#example) \[Channel]> >>> Executor 3 Jumps to the next cue on executor 3. **Hint:**\ To execute this function you can also use the key >>> on the console.  For more information see the key [>>>](/grandma2/key_key_skipplus/). # Slash / > To get the slash / in the command line, press / . To get the slash / in the command line, press / . ## Description [Section titled “Description”](#description) The slash separates entered object properties or parameter options. The slash along with the function ChangeDest\*\*\*\* changes the destinations to the root level. For more information, see [ChangeDest keyword](/grandma2/key_keyword_changedest/). The slash along with a keyword and a question mark displays all available options to the keyword in the command line feedback window. ## Syntax [Section titled “Syntax”](#syntax) \[keyword] /? **Assign** \[object-list] /parameter = parameter value \[commandline-syntax] /option1 /option2 /option3 = value ## Examples [Section titled “Examples”](#examples) To display the available options to the copy keyword in the command line feedback window: 1\. Type in the command line: \[Channel]> Copy /? 2\. Press Please. The copy options are displayed in the command line feedback window. ![](/img/grandma2/window_command-line-feedback_copy-options_v3-2-433e77.png) *Figure 1: Command line feedback window - copy options* ***  To change the parameters for cue 5 on the selected executor: 1\. Type in the command line: \[Channel]> Assign Cue 5 /mib = early /trig = follow 2\. Press Please. The parameters are assigned to cue 5 on the selected executor. *** To exit the structure tree and go back to the root level: 1\. Type in the command line: \[Edit Setup/Universes]> CD / 2\. Press Please. You are back in the root level. # SnapPercent > To get the SnapPercent keyword in the command line by using the keys, it is necessary to press another function key before, e.g. Store and then five times Time. To get the SnapPercent keyword in the command line by using the keys, it is necessary to press another function key before, e.g. Store and then five times Time. You can also type, **SnapPercent** or the shortcut **Sn** in the command line. ## Description [Section titled “Description”](#description) **Important:**\ To use the SnapPercent it is necessary that attributes of the fixture types must have Snap On.\ Go to the **Patch & Fixture Schedule I Fixture Types**. Select a fixture type and click Edit, in the column **Snap** select **On.** With the SnapPercent keyword, you set a snap time in percent.\ The snap time is a delay time for not fading attributes, eg. gobo or colorwheel. **Hint:**\ To see the assigned snap percent, press Edit and then the executor button. The edit executor pop-up opens. In the table is a column snap percent, what displays the assigned snap percent. ## Syntax [Section titled “Syntax”](#syntax) SnapPercent \[Value-list] ## Examples [Section titled “Examples”](#examples) * Store a cue with a snap percent of 4. \[Channel]> Store Cue 1 SnapPercent 4   * Assign a snap percent to an existing cue. \[Channel]> Assign Cue 1 SnapPercent 4 # Solo > To get the Solo keyword in the command line, type Solo or the shortcut Son the command line. To get the Solo keyword in the command line, type **Solo** or the shortcut **So** in the command line. If you press Solo, the command will be directly executed. ## Description [Section titled “Description”](#description) The Solo keyword forces zero values for intensity output for attributes of all unselected fixtures or channels.\ Only the selected fixtures or channels will have intensity output for attributes. To remove a fixture from the solo function, go to the **Setup I Patch & Fixture Schedule**. In the column **React to Master** remove the On. If Solo is used standalone, it toggles between Solo On and Solo Off. If Solo is on and in the message center options  yes is selected for Solo the status, the **solo icon** ![](/img/grandma2/icon_spots_3_2-c350a9.png)is visible in the command line. The Solo keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Solo Solo On Solo Off ## Example [Section titled “Example”](#example) * Turn Solo on. \[Channel]> Solo On # SpecialMaster > To enter the keyword SpecialMaster, press Exec Exec (= SpecialMaster). To enter the keyword SpecialMaster, press Exec Exec (= SpecialMaster).  Type **SpecialMaster** into the command line or use the shortcut **SM**. ## Description [Section titled “Description”](#description) Specialmaster is an object type that holds predefined objects for global control. For more information on the 5 special master groups see [Special masters](/grandma2/key_adv_exec_spec_master/).  ## Syntax [Section titled “Syntax”](#syntax) **SpecialMaster** \[ID] **SpecialMaster** “GroupName” . “Name”   ## Examples [Section titled “Examples”](#examples) \[Channel]> SpecialMaster “grandmaster” . “grand” At 50 * Sets the grand master level to 50 %.   \[Channel}> Assign SpecialMaster 2.4 At Executor 15 * Tuns the executor 15 into a fader to control the volume of the sound output. # Speed > To get the Speed keyword, type Speedr the shortcut Speen the command line. To get the Speed keyword, type \*\*Speed \*\*or the shortcut **Spee** in the command line. ## Description [Section titled “Description”](#description) With the Speed keyword, you assign faders the function speed. Speed adjust the effect speed in the cues and the speed of a chasers for the selected executor. The unit for the value is depending on the selected speed mode (BPM/Hz/Sec) in the **Setup I User I Settings I Speed Mode**. For more information see [executors - assign a function](/grandma2/key_exec_assign/). The Speed keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Assign Speed \[Executor-list] Speed \[Value\*\*] \[Executor-list]\*\* ## Examples [Section titled “Examples”](#examples) **Requirement:** A sequence or a chaser is assigned to the executor 28.  * After executing this command you are able to control the speed of the sequence or the chaser with a fader. \[Channel]> Assign Speed Exec 28 **Requirement:** A sequence or a chaser is assigned to the executor 3.  * Sets speed of the sequence or chaser to 120. \[Channel]> Speed 120 Executor 3 # Square brackets [ ] > To enter square brackets [ ] into the command line press [ or ]. To enter square brackets \[ ] into the command line press \[ or ]. ## Description [Section titled “Description”](#description) Square brackets \[ ] are used in macros. For more information see [macros](/grandma2/key_macro/). Using square brackets in macros sets a conditional expression which has to have the solution “True” to be able to execute the following commands. The expression takes user defined variables and logical operators. | | | | ---- | -------------------------- | | a==b | a equals b | | a>b | a greater than b | | a\=b | a greater than or equals b | **Important:**\ The two arguments a and b are treated as text strings and not as numbers – character by character. For example “61” is considered to be greater than “599”, as 6 is greater than 5. ## Examples [Section titled “Examples”](#examples) * To turn off page 3 only if $myvar equals 5, type into the macro line: \[$myvar==5]**Off Page** 3 *** * To goto Cue 1 if $var is less than 5, and goto Cue 35 if $var is greater or equals 5, type into the macro line: **Goto Cue** \[$var<5]1 \[$var>=5]35 # StepFade > To get the StepFade keyword, type StepFader the shortcut Sten the command line. To get the StepFade keyword, type **StepFade** or the shortcut **Ste** in the command line. ## Description [Section titled “Description”](#description) With the StepFade keyword, you assign executors as a step fader. A step fader controls the fade time between the steps of a chaser. For more information, see [executors - assign a function](/grandma2/key_exec_assign/). The StepFade keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) StepFade \[Executor-list] ## Examples [Section titled “Examples”](#examples) * Assign executor 28 as a step fader. \[Channel]> Assign StepFade Exec 28 * Set the stepfade to 50 % on executor 3. \[Channel]> StepFade 50 Exec 3 # StepInFade > To get the StepInFade keyword, type StepInFader the shortcut StepIn the command line. To get the StepInFade keyword, type \*\*StepInFade \*\*or the shortcut **StepI** in the command line. ## Description [Section titled “Description”](#description) The StepInFade keyword assigns executors as a step in fader. A step in fader controls the step in time of each step of a chaser. For more information, see [executors - assign a function](/grandma2/key_exec_assign/). ## Syntax [Section titled “Syntax”](#syntax) StepInFade \[Executor-list] StepInFade \[Percent] ## Examples [Section titled “Examples”](#examples) * Assign existing executor 28 as a step in fader. \[Channel]> Assign StepInFade Exec 28 * Set the step in fade level to 50 % on executor 3. \[Channel]> StepInFade 50 Executor 3 # StepOutFade > To get the StepOutFade keyword, type StepOutFade or the shortcut StepOn the command line. To get the StepOutFade keyword, type **StepOutFade** or the shortcut **StepO** in the command line. ## Description [Section titled “Description”](#description) With the StepOutFade keyword, you assign executors as a step out fader. A step out fader controls the step out time of each step of a chaser. For more information, see [executors - assign a function](/grandma2/key_exec_assign/). The StepOutFade keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) StepOutFade \[Executor-list] StepOutFade \[Percent] ## Examples [Section titled “Examples”](#examples) * Assign executor 28 as a step out fader. \[Channel]> Assign StepOutFade Exec 28   * Set the step out fader level to 50 % on executor 3. \[Channel]> StepOutFade 50 Exec 3 # Stomp > To get the Stomp keyword in the command line, press and hold !ma + At (= Stomp). To get the Stomp keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + At (= Stomp). You can also type **Stomp** in the command line or use the shortcut **Stom**. ## Description [Section titled “Description”](#description) The Stomp keyword applies values and stops running effects. Stomp will be applied only if an effect is running. If no effect is running, stomp can not be applied. If you stomp channels, fixtures, or groups, all attributes of the selection will be stomped. If you stomp attributes, features, or preset types, the given attributes for the current fixture or channel selection will be stomped. If you stomp attributes, features, or preset types, without any fixture or channel selection, all fixtures or channels with running effect will be stomped. If you stomp a running effect, a stomp will be applied and added to the affected parameters. ## Syntax [Section titled “Syntax”](#syntax) Stomp \[Selection-list] Stomp \[Attribute-list] Stomp \[Value-list] Stomp \[Object-list] ## Examples [Section titled “Examples”](#examples) * Set the dimmer attributes to 75 % and stop running dimmer effects of the current fixture selection. \[Channel]> Stomp 75   * Move the current fixture selection to preset “drummer” and stop the current running circle effect. \[Channel]> Stomp Preset “drummer”   * Select fixture 2, set its dimmer to zero and stop the current running dimmer effects. \[Channel]> Fixture 2 Stomp 0 # Store > To go to the Store keyword, press Store. To go to the Store keyword, press Store.\ You can also type **Store** in the command line or use the shortcut **S**. ## Description [Section titled “Description”](#description) The store keyword, stores functions in the show file. If no object-type or destination is given, the object-type **Cue** will be used for the sequence of the selected executor. Store is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Store \[object-list] “Name” / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the store keyword, type in the command line \[Channel]> Store /? The store keyword has the following options. | Option | Option Shortcut | Option Value | Description | | --------------- | --------------- | ---------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | addnewcontent | an | False, True | False is the same as originalcontent. | | auto | not available | no option value | Stores preset values with the default preset scope. | | cueonly | co | False, True | Prevents changes to track forward. | | effects | ef | False, True | Filters or enables effect layer. | | embedded | e | False, True | Creates embedded preset. | | global | g | no option value | Stores preset with global values. | | keepactive | ka | False, True | Keeps values active. | | merge | m | no option value | Merges the new values into the existing values. New values have a higher priority and will overwrite existing values. If no new value is given, the values of the existing cue stays. | | noconfirm | nc | no option value | Suppress stores confirmation pop-up. | | originalcontent | or | False, True | Stores the original content of the preset, effect, or cue. False is the same as addnewcontent. | | overwrite  | o | no option value | Removes stored values in the cue and stores the new values. | | presetfilter | p | False, True | Sets preset filter on or off. | | remove | not available | no option value | Removes stored values for attributes with active programmer values. | | screen | not available | 1..6 | Stores view with selected screen. | | selective | s | no option value | Stores preset with selective values. | | source | so | Prog, Output, Dmx In | Defines data source. | | tracking | t | False, True | Stores with tracking. False is the same as cueonly. | | trackingshield | ts | no option value | Use tracking shield for store. | | universal | u | no option value | Stores preset with universal values. | | useselection | use | Active, Allforselected, Activeforselected, All, Look | Sets selection. | | values | v | False, True | Filters or enables value layer. | | valuetimes | vt | False, True | Filters or enables value times layer. | | x | not available | x coordinate in the layout view, e.g. -9.17441 | Sets the x coordinate in the layout view. For more information, see [Layouts](/grandma2/key_layouts/). | | y | not available | y coordinate in the layout view, e.g. 7.93822 | Sets the y coordinate in the layout view. For more information, see [Layouts](/grandma2/key_layouts/). | ## Example [Section titled “Example”](#example) 1\. Store cue 7 in the sequence of the selected executor. For more information, see [Store Cues](/grandma2/key_cs_store/). \[Channel]> Store 7   2\. Store dimmer preset 3 with all attributes and keep the values active in the programmer. For more information, see [Store Presets](/grandma2/key_presets_create/). \[Channel]> Store Preset 1.3 /presetfilter=false /ka   3\. Store the programmer values as cue 1 through cue 10 and cue 20 through cue 30. \[Channel]> Store Cue 1 Thru 10 + 20 Thru 30 # StoreLook > To go to the StoreLook keyword, type StoreLook in the command line or use the shortcut StoreL. To go to the StoreLook keyword, type **StoreLook** in the command line or use the shortcut **StoreL**. ## Description [Section titled “Description”](#description) StoreLook stores all dimmer values from all fixtures in the show. If the dimmer value is bigger than 0, it stores additional all further attributes.\ If the dimmer value is 0, it stores only the dimmer value because there is no further visible output. **Hint:**\ To exclude channels or fixtures from StoreLook, deactivate **React to Master** in the Patch & Fixtures Schedule. For more information, see [What are the store options?](/grandma2/key_cs_store_options_default/). StoreLook is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) StoreLook \[object] / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the storelook keyword, type in the command line \[Channel]> StoreLook /? The storelook keyword has the following options. | Option | Option Shortcut | Option Value | Description | | --------------- | --------------- | -------------------- | ---------------------------------------------------------------------------------------------- | | append | a | no option value | Adds new cue. | | cueonly | co | False, True | Prevents changes to track forward. | | effects | ef | False, True | Filters or enables effect layer. | | merge | m | no option value | Adds to existing content. | | originalcontent | or | False, True | Stores the original content of the preset, effect, or cue. False is the same as addnewcontent. | | overwrite | o | no option value | Replace existing content. | | release | rea | no option value | Releases content. | | remove | r | no option value | Removes content. | | source | so | Prog, Output, Dmx In | Defines data source. | | statusmerge | sm | no option value | Adds tracking status to existing cue. | | tracking | t | False, True | Stores with tracking. False is the same as cueonly. | | trackingshield | ts | no option value | Use tracking shield for storelook. | | values | v | False, True | Filters or enables value layer. | | valuetimes | vt | False, True | Filters or enables fade and delay layer. | ## Example [Section titled “Example”](#example) Store all dimmer values from all fixtures in the show as cue 1 on executor 1. \[Channel]> StoreLook Executor 1 # Surface > To go to the Surface keyword, type Surfacen the command line or use the shortcut Su. To go to the Surface keyword, type **Surface** in the command line or use the shortcut **Su**. ## Description [Section titled “Description”](#description) The Surface keyword, loads a created surface form the [Wing & Monitor Setup](/grandma2/key_window_faderwing_commandwing_setup/). The default function for this object is **Call**. Call a Surface activates the settings of the given surface. Surface 1 is non-editable and configures all fadermodules and screens 1:1. The Surface keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) Surface \[ID] ## Example [Section titled “Example”](#example) Load surface 2 from the wing & monitor setup. \[Channel]> Surface 2 # Swop > To go to the Swop keyword, type Swopn the command line or use the shortcut Sw. To go to the Swop keyword, type **Swop** in the command line or use the shortcut **Sw**. ## Description [Section titled “Description”](#description) The Swop keyword temporary overrides the master level of executors to full and set all other master levels to zero. If Swop is assigned as an executor button function, pressing the executor button is Swop On, release the executor button is Swop Off.\ The executor is off after releasing the executor button. If Swop is used standalone, Swop toggles between Swop On and Swop Off. To protect an executor from the swop function, assign Swop Protect in the Assign Menu. To open the Assign menu, press Assign , then the executor button, tap Options and then tap under **Protect** Swop Protect. The Swop keyword does not react to any assigned timing. ## Syntax [Section titled “Syntax”](#syntax) Swop \[Executor-list] Swop On \[Executor-list] Swop Off \[Executor-list]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword Swop, type the following into the command line: \[Channel]> Swop /? The keyword Swop has the same options as the keyword Goto.  For further information see keyword [Goto](/grandma2/key_keyword_goto/).  ##   ## Examples [Section titled “Examples”](#examples) * Override master level of executor 1 to full and all other master levels to zero. \[Channel]> Swop Executor 1   * Returns the master level to the master fader position and turns the executor off. \[Channel]> Swop Off Executor 1 # SwopGo > To go to the SwopGo keyword, type SwopGo in the command line or use the shortcut SwopG. To go to the SwopGo keyword, type **SwopGo** in the command line or use the shortcut **SwopG**. ## Description [Section titled “Description”](#description) The SwopGo keyword temporary overrides the master level of executors to full and all other master levels to zero, and goes to the next cue. If SwopGo is assigned as an executor button function, pressing the executor button is SwopGo On, release the executor button is SwopGo Off.\ The executor stays tuned on. If SwopGo is used standalone, it toggles between SwopGo On and SwopGo Off. To protect an executor from the swop function, assign Swop Protect in the [Assign Menu](/grandma2/key_exec_assign/).  The SwopGo keyword do not react to any assigned timing.   ## Syntax [Section titled “Syntax”](#syntax) SwopGo \[Executor-list] SwopGo On \[Executor-list] SwopGo Off \[Executor-list]   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword SwopGo, type the following into the command line: \[Channel]> SwopGo /? The keyword SwopGo has the exact same options as the keyword Goto.  For further information see keyword [Goto](/grandma2/key_keyword_goto/).  ##   ## Example [Section titled “Example”](#example) 1\. Step to the next cue, override master level of executor 1 to full and all other master levels to zero. SwopGo Executor 1 2.  Returns the master level to the master fader position. The executor stays on after releasing the executor button. SwopGo Off Executor 1 # SwopOn > To go to the SwopOn keyword, type SwopOn in the command line or use the shortcut SwopO. To go to the SwopOn keyword, type **SwopOn** in the command line or use the shortcut **SwopO**. ## Description [Section titled “Description”](#description) The SwopOn keyword temporary overrides the master level of executors to full and all other master levels to zero. If SwopOn is assigned as an executor button function, pressing the executor button is SwopOn On, release the executor button is SwopOn Off.\ The executor stays tuned on. If SwopOn is used standalone, SwopOn toggles between SwopOn On and SwopOn Off. To protect an executor from the swop function, assign Swop Protect in the [Assign Menu](/grandma2/key_exec_assign/).  The Swop keyword do not react to any assigned timing. ## Syntax [Section titled “Syntax”](#syntax) SwopOn \[Executor-list] SwopOn On \[Executor-list] SwopOn Off \[Executor-list] ##   ## Options [Section titled “Options”](#options) To get a list of all options of the keyword SwopOn, type the following into the command line: \[Channel]> SwopOn /? The keyword SwopOn has the exact same options as the keyword Goto.  For further information see keyword [Goto](/grandma2/key_keyword_goto/).  ##   [Section titled “ ”](#-1) ## Example [Section titled “Example”](#example) 1\. Override master level of executor 1 to full and all other master levels to zero. \[Channel]> SwopOn Executor 1 2.  Returns the master level to the master fader position. The executor stays on after releasing the executor button. \[Channel]> SwopOn Off Executor 1 ## [Section titled “”](#-2) # SyncEffects > To get the SyncEffects keyword in the command line, press and hold !ma + Effects (= SyncEffects). To get the SyncEffects keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Effects (= SyncEffects). You can also type **SyncEffects** in the command line or use the shortcut **Sy**. ## Description [Section titled “Description”](#description) The SyncEffects keyword starts all running effects synchronous. **Hint:**\ You can also use the Sync Effects button in the **Special Dialog I Effect Value**. ## Syntax [Section titled “Syntax”](#syntax) SyncEffects ## Example [Section titled “Example”](#example) Synchronize the PWM (= Pulse-width modulation) effect for the selected fixtures. \[Channel]> SyncEffects # TakeControl > To go to the TakeControl keyword, type TakeControln the command line or use the shortcut Ta. To go to the TakeControl keyword, type **TakeControl** in the command line or use the shortcut **Ta**. ## Description [Section titled “Description”](#description) TakeControl is a keyword used if multiple users are in a session. The TakeControl keyword, takes the exclusive control of channels or attributes from fixtures, for the current user profile. All other users can not start these fixtures or channels anymore as playback. The fixtures or channels are still controllable in the programmer. The user who executes the TakeControl command has only the control about playbacks with the Takecontrol fixtures. The control about all other playbacks is lost. ![](/img/grandma2/window_fixture-sheet-takecontrol-cmd_v3-2-c57029.png) *Fixture Sheet with controllable (gray font) and not controllable (dark blue font) attributes from playbacks* For more information about the system colors, see [Colors](/grandma2/key_ws_colors/). To drop the control of the fixtures or channels back, use the [DropControl keyword](/grandma2/key_keyword_dropcontrol/). ## Syntax [Section titled “Syntax”](#syntax) TakeControl \[fixture-list] TakeControl \[channel-list] TakeControl \[sequence-list] ## Example [Section titled “Example”](#example) Take the exclusive control of fixture 1 through 10 for the current user profile. All other fixtures are not controllable from playbacks anymore. \[Channel]> TakeControl Fixture 1 Thru 10 # Telnet > To go to the Telnet keyword, type Telnet in the command line or use the shortcut Tel. To go to the Telnet keyword, type **Telnet** in the command line or use the shortcut **Tel**. ## Description [Section titled “Description”](#description) **Important:**\ The telnet receiver needs to read the commands without a telnet login.\ If the telnet receiver asks for a login, the command can not be processed. The Telnet keyword sends Telnet commands via grandMA2 command line directly to a telnet receiver. The Telnet keyword is a function keyword. For more information, see [What is Telnet remote?](/grandma2/key_remote_control_telnet/). ## Syntax [Section titled “Syntax”](#syntax) Telnet \[IP address] : \[Port] “String” ## Example [Section titled “Example”](#example) The telnet receiver starts an specific function, if the receiver gets the command “Artist1”. \[Channel]> Telnet 192.168.0.1 : 23 “Artist1” # Temp > To get the Temp keyword in the command line, press Temp. To get the Temp keyword in the command line, press Temp. You can also type **Temp** in the command line or use the shortcut **Te**. ## Description [Section titled “Description”](#description) The Temp keyword turns an executor on, as long as you hold the executor button.\ The Temp keyword follows cue timing, off timing and the position of the master fader from the executor. If you keep the hands off from the executor button, the executor is off again. The Temp Off keyword will be executed. The Temp keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Temp \[Object-list] / \[Option] = \[Option Value] Temp On \[Object-list] / \[Option] = \[Option Value] Temp Off \[Object-list] / \[Option] = \[Option Value] ## Options [Section titled “Options”](#options) To get a list of all available options to the Temp keyword, type in the command line: \[Channel]> Temp /? The Temp keyword has the following options: | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ------------------------------------------ | --------------------- | ---------------------------------------------------- | | cue\_mode | cm | Normal | N | Normal temp mode. | | cue\_mode | cm | Assert | A | Temp state asserts the original timing. | | cue\_mode | cm | XAssert | XA | Temp state asserts cuetiming of current cue. | | cue\_mode | cm | Release | R | Temp finishes fade-in and switches the executor off. | | userprofile | upr | ”Name of the user profile”, e.g. “Dominik” | not available | Normal temp mode with specified user profile. | ## Examples [Section titled “Examples”](#examples) * To turn executor 1 temporary on, type in the command line: \[Channel]> Temp On Executor 1   * To turn executor 1 temporary off, type in the command line: \[Channel]> Temp Off Executor 1 # TempFader > To get the TempFader keyword in the command line, type TempFaderr the shortcut TempFn the command line . To get the TempFader keyword in the command line, type **TempFader** or the shortcut **TempF** in the command line . ## Description [Section titled “Description”](#description) The TempFader keyword, is a function that crossfades the cue on when pulled up, and crossfades the cue off when pulled down. For more information, see [executors - assign a function](/grandma2/key_exec_assign/).   ## Syntax [Section titled “Syntax”](#syntax) Assign **TempFader** \[Executor-list] TempFader \[Value] \*\* \[Executor-list]\*\* ## Examples [Section titled “Examples”](#examples) * Assign executor 28 as a temp fader. \[Channel]> Assign TempFader Exec 28   * Set the temp fader to 50 % for the selected executor. \[Channel]> TempFader 50 # Thru > To go to the Thru keyword, press Thru. To go to the Thru keyword, press Thru. You can also type **Thru** in the command line or use the shortcut **T**. ## Description [Section titled “Description”](#description) The Thru keyword reference a range of objects / values.\ If the start or end is not defined, it will be used the first or last available object / values. ## Syntax [Section titled “Syntax”](#syntax) \[Start of range] Thru \[End of range] ## Example [Section titled “Example”](#example) 1\. Select fixture 3 through 6. \[Channel]> Fixture 3 Thru 6 2\. Select all fixture from the beginning through 10. \[Channel]> Fixture Thru 10 3\. Delete all cues, beginning with cue 3, from the selected executor. \[Channel]> Delete Cue 3 Thru 4\. Select all fixtures. Press Thru (= Fixture Thru). \[Channel]> Fixture Thru 5\. Turn off all executor from the current page. \[Channel]> Off Thru 6\. Start executors from 4.2 to 5.9. \[Channel]> Go Page 4 thru 5 Exec 4 thru 5 **Hint:**\ Calling x.y Thru a.b is not a supported range, e.g., “Go Executor 4.2 Thru 5.9” because you cannot call executor ranges across pages. # Timecode > To get the Timecode keyword in the command line, press Macro Macro (= Timecode). To get the Timecode keyword in the command line, press Macro Macro (= Timecode). You can also type **Timecode** in the command line or use the shortcut **TC**. ## Description [Section titled “Description”](#description) The Timecode keyword, select the timecode by default. With the Timecode keyword, you can * store * play (go) * record * edit * label * assign * rewind (top) timecode shows. The Timecode keyword, is an object keyword. For more information, see [Timecode](/grandma2/key_timecode/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Timecode \[ID] Assign Timecode \[ID] / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameters by using the [Assign keyword](/grandma2/key_keyword_assign/). | Parameter | Parameter Value | Description | | --------- | -------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | Name | ”Timecode show name” | Assign the timecode show name. | | Slot | ”Intern” (-1), “Link Selected” (0), “1”, “2”, “3”, “4”, “5”, “6”, “7”, “8” | Assign the timecode show to a timecode slot. | | Length | 0s to 255h59m58.96s | Assign the timecode show length in total. | | Offset | 0s to 255h59m58.96s | Assign an offset to the timecode show, to move the entire timecode show forward. | | Runs | ”Endless Repeat” (0), “No Repeat” (1), 2..1000 | **Only for timecode shows syncing to the internal clock.** Assign, if the timecode show runs:\* Endless (Endless Repeat) | * Once and stop (No Repeat) * A specific number of times (number between 2 and 1000) | | SwitchOff | “Playbacks Off”, “Keep Playbacks” | Assign,  if the playbacks running during a timecode show:\* Turns off (Playbacks Off) * Stays on (Keep Playbacks)when the timecode show turns off. | | StatusCall | “On”, “Off” | Assign, if the timecode show will:\* Sync with the timecode signal instantly (on) * Execute the signal when they are reached (off) | | TimeUnit | “1/100 Seconds”, “24 FPS”, “25 FPS”, “30 FPS” | Assign the time unit for the graphic display mode. | | WhenEnding | “Stop”, “Pause” | **Only for timecode shows syncing to the internal clock.** Assign what happens when the timecode show runs out of recorded time. | | WhenStopping | “Do Nothing”, “Rewind” | Assign what happens when the timecode show is stopped. | | AutoStart (only available with external timecode slot) | “Off”, “On” | **Only available when syncing to an external source.** If a timecode signal is received, the timecode show switches from the off mode into the play mode. | | User Bits | 0 .. FFFFFFFF, 0 .. 4294967296 | **Only available when syncing to an external source.** Assign user bits in hex or decimal to distinguish several timecode streams. | | Info | “Information Text” | Assign additional information. | ## Examples [Section titled “Examples”](#examples) * Store new timecode show 2 in the timecode pool. \[Channel]> Store Timecode 2 *** * Record executor action for timecode show 2. \[Channel]> Record Timecode 2 ![](/img/grandma2/img_pool-object-record-timecode_v3-2-16e5db.png) *Pool Object Record Timecode*   *** * Play timecode show 2. \[Channel]> Go Timecode 2 ![](/img/grandma2/img_pool-object-go-timecode_v3-2-5a1b6d.png) *Pool Object Go Timecode*   *** * Rewind timecode show 2. \[Channel]> Top Timecode 2 *** * Label timecode show 2 in the timecode pool. The Enter Name for Timecode pop-up opens. \[Channel]> Label Timecode 2 ![](/img/grandma2/popup_enter-name-for-timecode_v3-2-4dfebf.png) *Enter Name for Timecode pop-up*   *** * Assign timecode show 1 the timecode slot 3. \[Channel]> Assign Timecode 1/Slot = 3 Timecode slot 3 is assigned to timecode show 1. # TimecodeSlot > To get the TimecodeSlot keyword, type TimecodeSlot or the shortcut TimecodeSn the command line. To get the TimecodeSlot keyword, type **TimecodeSlot** or the shortcut **TimecodeS** in the command line. ## Description [Section titled “Description”](#description) TimecodeSlot is an object type representing the 8 different possible timecode streams. The default function of the TimecodeSlot keyword is Select. ## Syntax [Section titled “Syntax”](#syntax) TimecodeSlot \[ID] ## Examples [Section titled “Examples”](#examples) * Select timecode slot 3. \[Channel]> TimecodeSlot 3 ![](/img/grandma2/img_pool-object-select-timecodeslot_v3-2-f5517e.png) *Timecode Slot 3* # Timer > To get the Timer keyword in the command line, press and hold !ma + Macro (= Timer). To get the Timer keyword in the command line, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) + Macro (= Timer).\ You can also type **Timer** in the command line. ## Description [Section titled “Description”](#description) With the Timer keyword you can edit, start, pause, restart, switch off, select, lock, unlock, and assign timers. Timer 1 is a predefined stopwatch and not editable. For more Information see [Timer pool](/grandma2/key_timers_timer_pool/). The Timer keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Timer \[ID] Assign Timer \[ID] / \[Parameter] = \[Parameter Value] ## Parameter [Section titled “Parameter”](#parameter) The following table displays the assignable parameters via command line. | Parameter | Parameter Value | | ------------------------------------------------- | -------------------------------------------------------------------------------------------------- | | Name | ”Timername” | | TimerMode | ”Stopwatch”, “Countdown” | | WhenRestarting | ”Continue”, “Reset” | | TimeUnit | ”Seconds”, “1/10 Seconds”, “1/100 Seconds”, “24 FPS”, “25 FPS”, “30 FPS” | | ExecTrigger | ”LinkSelected-Start”, “Not Linked”, “LinkLastGo-Start”, “LinkSelected-Toggle”, “LinkLastGo-Toggle” | | AlertType (only if timer mode is countdown) | “None”, “Popup”, “Popup & Beep”, “Command”, “Command & Popup”, “Command, Popup & Beep” | | AlertRange (only if timer mode is countdown) | “Local”, “Global” | | Countdowntime (only if timer mode is countdown)   | 0.01S .. 23H59M59.99S | ## Examples [Section titled “Examples”](#examples) * Edit timer 4. The Edit Timer pop-up opens. \[Channel]> Edit Timer 4 ![](/img/grandma2/popup_edit-timer_timer-pool_v3-3-84ed52.png) *Edit the timer Countdown* *** * Assign a countdown time of 20 seconds to the existing timer 4. \[Channel]> Assign Timer 4 /countdowntime = 20 # ToFull > To get the ToFull keyword in the command line, press >>> >>> >>> (= ToFull). To get the ToFull keyword in the command line, press >>> >>> >>> (= ToFull).\ You can also type **ToFull** or the shortcut **ToF** in the command line. ## Description [Section titled “Description”](#description) The ToFull keyword sets the masterlevel of objects to 100 %. ToFull is a function keyword. **Important:**\ ToFull adjusts only masterlevels to 100 % and NOT e.g. speedmaster or crossfader.\ To set all faders to 100 %, use the [At keyword](/grandma2/key_keyword_at/). ##   ## Syntax [Section titled “Syntax”](#syntax) ToFull \[Executor-list] / \[Option] = \[Option Value] ToFull SpecialMaster \[ID] / \[Option] = \[Option Value] ##   [Section titled “ ”](#-1) ## Examples [Section titled “Examples”](#examples) * Sets the masterlevel of executor 1 to 100 %. \[Channel]> ToFull Executor 1   * Sets the grandmaster to full. \[Channel]> ToFull SpecialMaster “grandmaster” . “grand” * \- or - \[Channel]> ToFull SpecialMaster 2.1   *  Sets the fader of executor 1 with cue mode assert to full. \[Channel]> ToFull Executor 1 / cm = A # Toggle > To go to the Toggle keyword press Temp Temp (= Toggle). To go to the Toggle keyword press Temp Temp (= Toggle). You can also type **Toggle** in the command line or use the shortcut **Tog** ## Description [Section titled “Description”](#description) The Toggle keyword acts as an on or off keyword, depending of the on/off-status of the object or function/mode it is applied to.\ If object or function/mode is on, it turns it off. If object or function/mode is off, it turns it on. For further information see the keywords [On](/grandma2/key_keyword_on/) and [Off](/grandma2/key_keyword_off/). Toggle is a function and helping keyword. ## Syntax [Section titled “Syntax”](#syntax) Toggle \[Object-list] \[Function/Mode]Toggle ## Options [Section titled “Options”](#options) To get a list of all options of the keyword Toggle, type the following into the command line: \[Channel]> Toggle /? The keyword Toggle has the exact same options as the keyword Goto.  For further information see the keyword [Goto](/grandma2/key_keyword_goto/).  ## Examples [Section titled “Examples”](#examples) * To turn the running executor 4 off by using the toggle keyword, type in the command line: \[Channel]> Toggle Executor 4   * To turn the running sequence 1 off by using the toggle keyword, type in the command line: \[Channel]> Toggle Sequence 1 # Tools > To go to the Tools keyword, type Tools in the command line or use the short cut To. To go to the Tools keyword, type **Tools** in the command line or use the short cut **To**. ## Description [Section titled “Description”](#description) The Tools keyword opens or closes the tools menu. ![](/img/grandma2/menu_tools_3-4-bbcd39.png) *Tools menu* The Tools keyword is a function keyword. **Hint:**\ Another way to open the Tools menu is, press the Tools key. ## Syntax [Section titled “Syntax”](#syntax) Tools ## Example [Section titled “Example”](#example) Open the tools menu. \[Channel]> Tools # Top > To go to the Top keyword, press Top or type Topn the command line. To go to the Top keyword, press Top or type **Top** in the command line. ## Description [Section titled “Description”](#description) The Top keyword jumps to the beginning of the cue list or sets the timecode marker at the beginning of the timecode show. The Top keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Top \[Executor-list] / \[Option] = \[Option Value] Top \[Timecode-list] ## Options [Section titled “Options”](#options) To get a list of all available options to the top keyword, type in the command line \[Channel]> Top /? The top keyword has the following options. **Important:**\ The cue mode options along with the top keyword are only necessary if the cue zero mode is set to on, all, dimmers only, or effects. For more information, see [Using cue modes](/grandma2/key_adv_seq_cue_modes/). | Option | Option Shortcut | Option Value | Option Value Shortcut | Description | | ----------- | --------------- | ------------------------------------------ | --------------------- | ----------------------------------------------------------------------------------------- | | cue\_mode | cm | Normal | N | Goes to the top of the sequence and calls the first cue normal. | | cue\_mode | cm | Assert | A | Goes to the top of the sequence and calls the first cue with an assert. | | cue\_mode | cm | XAssert | XA | Goes to the top of the sequence and calls the first cue with a xassert. | | cue\_mode | cm | Release | R | Goes to the top of the sequence and calls the first cue and release it. | | cue\_mode | cm | Break | B | Goes to the top of the sequence and calls the first cue and sets a break before the cue. | | cue\_mode | cm | XBreak | XB | Goes to the top of the sequence and calls the first cue and sets a xbreak before the cue. | | userprofile | upr | ”Name of the user profile”, e.g. “Dominik” | not available | Goes to the top of the sequence and calls the first cue with specified user profile. | ## Examples [Section titled “Examples”](#examples) * Go to the top of the cue list on executor 5. \[Channel]> Top Executor 5   * Go to the top of the cue list on executor 5 in 3 seconds. \[Channel]> Top Executor 5 Fade 3 # ToZero > To go to the ToZero keyword, press <<< <<< <<< (= ToZero). To go to the ToZero keyword, press <<< <<< <<< (= ToZero). You can also use the command line and type **ToZero** or use the shortcut **ToZ**. ## Description [Section titled “Description”](#description) The ToZero keyword sets the masterlevel of objects to zero. ToZero is a function keyword. **Important:**\ ToZero sets only masterlevels to zero and NOT e.g. speedmaster or crossfader.\ To set all faders to zero, use the [At keyword](/grandma2/key_keyword_at/). ## Syntax [Section titled “Syntax”](#syntax) ToZero \[Executor-list] / \[Option] = \[Option Value] ToZero SpecialMaster \[ID] / \[Option] = \[Option Value] ##   ## Examples [Section titled “Examples”](#examples) * Sets the masterlevel of executor 1 to zero. \[Channel]> ToZero Executor 1   * Sets the grandmaster to zero. \[Channel]> ToZero SpecialMaster “grandmaster” . “grand” \- or - \[Channel]> ToZero SpecialMaster 2.1   * Sets the fader of executor 1 with cue mode assert to zero. \[Channel]> ToZero Executor 1 / cm = A # Unblock > To go to the Unblock keyword, type Unblockn the command line or use the shortcut UB / Unb. To go to the Unblock keyword, type **Unblock** in the command line or use the shortcut **UB** / **Unb**. ## Description [Section titled “Description”](#description) The unblock keyword convert blocked values in cues (displayed white) into tracking values (displayed magenta). If the selected executor is on, the unblock keyword will be applied for the current cue of selected executor.\ If the selected executor is off, the unblock keyword will be applied for all cues of the selected executor. If unblock does not contain any selection-list, all fixtures will be used. If unblock does not contain any attribute-list, all attributes will be used. Unblock is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Unblock \[Object-list] If \[Selection-list] If \[Attribute-list] / \[Option] ## Options [Section titled “Options”](#options) The following table displays the available Unblock options. | Option | Shortcut | Description | | ------------- | -------- | --------------------------- | | defaultvalues | dv | Removes the default values. | ## Examples [Section titled “Examples”](#examples) * Unblock all values after programming from the selected executor. The selected executor is off. \[Channel]> Unblock   * Unblock all values from the current cue. The selected executor is on. \[Channel]> Unblock   * Unblock all values from feature position, fixture 1 in cue 3. \[Channel]> Unblock Cue 3 If Fixture 1 If Feature “Position”   * Unblock all default values from sequence 1. \[Channel]> Unblock Sequ 1 /dv # Unlock > To use to the Unlock keyword, type Unlockn the command line or use the shortcut UL / Unl. To use to the Unlock keyword, type **Unlock** in the command line or use the shortcut **UL** / **Unl**. ## Description [Section titled “Description”](#description) With the unlock keyword, you can unlock previous locked objects. **Information:**\ A yellow lock indicates a locked object what can be unlocked.\ A red lock indicates a locked object what is fixed by default. It can not be unlocked.\ \ ![](/img/grandma2/img_pool-object-locks_v3-2-1ec0d1.png)\ *Locked Pool Objects* The Unlock keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Unlock \[Object-List] ## Examples [Section titled “Examples”](#examples) 1\. Unlock cue 3 to edit the cue. \[Channel]> Unlock Cue 3 2\. Unlock world 3 to edit the world. \[Channel]> Unlock World 3 # Unpark > To go to the Unpark keyword, press the small Go + twice (= Unpark). To go to the Unpark keyword, press the small Go + twice (= Unpark). You can also type **Unpark** in the command line or use the shortcut **Unp**. ## Description [Section titled “Description”](#description) With the Unpark keyword, you can unpark previous parked DMX channels. **Information:**\ Parked channels are displayed with a blue indicator.\ The park icon in the command line indicates that there are DMX channels parked. ## Syntax [Section titled “Syntax”](#syntax) Unpark \[Selection-list] Unpark \[Attributes-list] ## Examples [Section titled “Examples”](#examples) 1\. Unpark previous parked DMX channels. \[Channel]> Unpark DMX 1.1 Thru 1.10 2\. Unpark all fixtures and channels. \[Channel]> Unpark DmxUnivers Thru 3\. Unpark PresetType Dimmer, of the current fixture selection. \[Channel]> Unpark PresetType Dimmer 4\. Unpark Fixture 2. \[Channel]> Unpark Fixture 2 ## Related Links [Section titled “Related Links”](#related-links) * [Park Keyword](/grandma2/key_keyword_park/) * [Go + Key (small)](/grandma2/key_key_goplus/) * [Command Line](/grandma2/key_widget_command_line/) # Up > To go to the Up keyword type Upn the command line. To go to the Up keyword type **Up** in the command line. ## Description [Section titled “Description”](#description) The Up keyword scrolls one page up in focused window. It is the same as press the Up key on the console. See [Up Key](/grandma2/key_key_up/). The Up keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Up ## Example [Section titled “Example”](#example) Scroll one page up in the fixtures sheet. \[Channel]> Up # Update > To go to the Update keyword, press Update. To go to the Update keyword, press Update.\ You can also type **Update** in the command line or use the shortcut **Upd**. ## Description [Section titled “Description”](#description) The update keyword, updates functions in its source objects. Update is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Update \[object-list] / \[option] = \[option value] ## Options [Section titled “Options”](#options) To get a list of all available options to the update keyword, type in the command line \[Channel]> Update /? The update keyword has the following options. | Option | Option Shortcut | Option Value | Description | | --------------- | --------------- | ---------------------------------------------------- | ----------------------------------------------------------------------------------------------- | | addnewcontent | an | False, True | False is the same as originalcontent. | | auto | not available | no option value | Updates preset values with default preset scope. | | cueonly | co | False, True | Prevents changes to track forward. | | effects | ef | False, True | Filters or enables effect layer. | | embedded | e | False, True | Creates embedded preset. | | global | g | no option value | Updates preset with global values. | | keepactive | ka | False, True | Keeps values active. | | noconfirm | nc | no option value | Suppress update confirmation pop-up. | | originalcontent | or | False, True | Updates the original content of the preset, effect, or cue. False is the same as addnewcontent. | | presetfilter | p | False, True | Sets preset filter on or off. | | screen | not available | 1..6 | Updates view with selected screen. | | selective | s | no option value | Updates preset with selective values. | | source | so | Prog, Output, Dmx In | Defines data source. | | tracking | t | False, True | Update tracking. False is the same as cueonly. | | trackingshield | ts | no option value | Use tracking shield for update. | | universal | u | no option value | Updates preset with universal values. | | useselection | use | Active, Allforselected, Activeforselected, All, Look | Sets selection. | | values | v | False, True | Filters or enables value layer. | | valuetimes | vt | False, True | Filters or enables value times layer. | ## Example [Section titled “Example”](#example) 1\. Update current cue of the selected executor, according to the update defaults. For more information, see [Update a Cue](/grandma2/key_cs_update_cues/). \[Channel]> Update 2\. Update cue 4 with values that originates from cue 4, as cue only. \[Channel]> Update Cue 4 /originalcontent /cueonly 3\. Update color preset 2 with global values, keep them active in the programmer, and without confirmation pop-up. For more information, see [Update Presets](/grandma2/key_presets_update/). \[Channel]> Update Preset 4.2 /global /keepactive=true /noconfirm # UpdateFirmware > To go to the UpdateFirmware keyword type UpdateFirmware in the command line or use the shortcut UpdateF. To go to the UpdateFirmware keyword type **UpdateFirmware** in the command line or use the shortcut **UpdateF**. ## Description [Section titled “Description”](#description) **Important:**\ The update firmware process can take up to 60 seconds. To double-check if the update firmware process is still running, use the [Version keyword](/grandma2/key_keyword_version/).\ If the update process is still running, the version keyword will display it. If not, the version keyword function is as usual.\ You can also use the system monitor window, **Create Basic Window -> System -> System Monitor**. With the UpdateFirmware keyword, you update the firmware of the hardware components at the console. This is useful if you have hardware issues.\ If the UpdateFirmware does not solve the issue, contact the MA tech support. See the email address of tech support in the footer of this website.  The UpdateFirmware keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) UpdateFirmware ## Example [Section titled “Example”](#example) Update the hardware components of the firmware. \[Channel]> UpdateFirmware # UpdateSoftware > To go to the UpdateSoftware keyword, type UpdateSoftware in the command line or use the shortcut UpdateS. To go to the UpdateSoftware keyword, type **UpdateSoftware** in the command line or use the shortcut **UpdateS**. You can also update the software in the Setup. For more information, see [update the software](/grandma2/key_update/). ## Description [Section titled “Description”](#description) **Requirement:**\ An inserted USB stick with a .update file for the appropriate device or program in the root directory.\ Download the latest software on [www.malighting.com](http://www.malighting.com). With the UpdateSoftware keyword, you can update the software of every MA device or program in the network. The UpdateSoftware keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) UpdateSoftware \[IP address] ## Example [Section titled “Example”](#example) Update the MA 4Port Node with the IP address 192.168.0.32 in the network. \[Channel]> UpdateSoftware 192.168.0.32 **Hint:**\ To be faster, type only the part of the IP address in the command line what is differently.\ If the console which sends the command has the IP address 192.168.0.11, then type UpdateSoftware 32. # UpdateThumbnails > To go to the UpdateThumbnails keyword, type UpdateThumbnails in the command line. To go to the UpdateThumbnails keyword, type **UpdateThumbnails** in the command line. ## Description [Section titled “Description”](#description) The UpdateThumbnails keyword updates the thumbnails of the media servers. For more information on media servers see the [keyword MediaServer](/grandma2/key_keyword_mediaserver/).  ## Syntax [Section titled “Syntax”](#syntax) UpdateThumbnails MediaServer \[RowID] The row ID is the row in the window CITP Network Configuration. For more information see [Thumbnail exchange](/grandma2/key_network_citp_thumbnail/).  ## Example [Section titled “Example”](#example) Update the thumbnails of media server, row 2. UpdateThumbnails MediaServer 2 ## # User > To use to the User keyword, type Userhe shortcut Usn the command lin. To use to the User keyword, type **User** the shortcut **Us** in the command line\*\*.\*\* ## Description [Section titled “Description”](#description) The User keyword displays user details in the  command line feedback window. * Name * Password * UserProfile * Rights * LoggedIn * Info ![](/img/grandma2/window_commandline-feedback_user_v3-2-262cff.png) *Command Line Feedback List User*   The User keyword is an object keyword. For more information, see [create user profiles and user](/grandma2/key_single_multi_systems_create/). ## Syntax [Section titled “Syntax”](#syntax) User \[ID] ## Example [Section titled “Example”](#example) * List user details of user 1. \[Channel]> List User 1   * List all user details. \[Channel]> List User # UserProfile > To execute the keyword UserProfile, type UserProfile or the shortcut UPR into the command line. To execute the keyword UserProfile, type **UserProfile** or the shortcut **UPR** into the command line. ## Description [Section titled “Description”](#description) The keyword UserProfile displays the user profiles in the command line feedback. * Number * Name * Used * LoggedIn * Info * Subtrees in parantheses UserProfile is an object keyword. ![](/img/grandma2/window_commandline-feedback-user-profile_v3-2-31eb66.png) *Keyword UserProfile* For more information see [create user profiles](/grandma2/key_single_multi_systems_create/). ## Syntax [Section titled “Syntax”](#syntax) UserProfile \[ID] ## Examples [Section titled “Examples”](#examples) * Lists all user profiles that are available. \[Channel]> List UserProfile   * Lists user profile 1. \[Channel]> List UserProfile 1   **Hint:**\ User profiles can be limited to a specific world. There are three commands that generate the same result: * Assigns the user profile 2 to world 1.  \[Channel]> Assign UserProfile 2 At World 1 \[Channel]>  Assign World 1 UserProfile 2  \[Channel]> Assign UserProfile 2/World=1 # Value > To go to the Value keyword, type Value in the command line or use the shortcut Va. To go to the Value keyword, type **Value** in the command line or use the shortcut **Va**. ## Description [Section titled “Description”](#description) With the value keyword you can: * Search values * Replace values * Change to value layers ## Syntax [Section titled “Syntax”](#syntax) Value \[Value-List] \[Function] \[Object-List] Value \[Value-List] \[Function] \[Value-List] ## Examples [Section titled “Examples”](#examples) * Search fixtures and channels with dimmer value 50. \[Channel]> Search Value 50   * Replace value 50 at channel 1 through 10 with value 60. \[Channel]> Replace Channel 1 Thru 10 Value 50 With 60   * Change to the value layer. \[Channel]> Value # Version > To go to the version keyword, type Version in the command line or use the shortcut Ve. To go to the version keyword, type **Version** in the command line or use the shortcut **Ve**. ## Description [Section titled “Description”](#description) The version keyword gives you access to version details of the console or software in the commandline feedback window. It displays the following details. * version number * build date * build time * vhash * showfile * showpath * current user * parameter count The version keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) Version ## Example [Section titled “Example”](#example) To see the version details of the console or the software. * Type Version in the command line and press Please. \[Channel]> Version ![](/img/grandma2/popup_commandline_version_keyword_3_2_-edca3c.png) *Version details in the commandline Feedback pop-up*   The version details are displayed in the commandline feedback pop-up. # View > To get the View keyword in the command line, press View or type View in the command line. To get the View keyword in the command line, press View or type **View** in the command line. ## Description [Section titled “Description”](#description) The view keyword calls views on a screen. With the option **/screen** you select on which screen the view will be called \- or - which screens will be stored in a view. ## Syntax [Section titled “Syntax”](#syntax) View \[ID] View \[ID] / screen = \[ID] View \[ID] / \[option] = \[option value] ## Options [Section titled “Options”](#options) The following table displays the assignable options along with the [Assign keyword](/grandma2/key_keyword_assign/). | Option | Option Value | | ------ | ------------------------------------------------------ | | Name | View name, e.g. “Stage Extern”. | | Info | Additional information to the view, e.g. “all I need”. | ## Examples [Section titled “Examples”](#examples) * Call view 2 from the view pool on that screen where it is stores from. \[Channel]> View 2   * Call view 5 on screen 2. \[Channel]> View 5 /screen = 2   * Store the content of screen 2, 3, and 4 at view object 5. \[Channel]> Store View 5 /screen = 234   * Assign view 2 the name Stage Extern. \[Channel]> Assign View 2/name = “Stage Extern” # ViewButton > To go to the ViewButton keyword, press View View (=ViewButton). To go to the ViewButton keyword, press View View (=ViewButton).\ You can also use the commandline and type ViewButton or use the shortcut **VB**. ## Description [Section titled “Description”](#description) The ViewButton keyword calls the assigned function on the [view button](/grandma2/key_widget_view_buttons/). The call function works only if the assigned object supports a call. The ViewButton keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) ViewButton \[ID] ViewButton \[ViewPage].\[ID] ## Example [Section titled “Example”](#example) Delete the assigned function of view button 4 from the current view page. \[Channel]> Delete ViewButton 4 Label the assigned view button 5 at view page 2. \[Channel]> Label ViewButton 2.5 “Layout” Store a view at key X1. \[Channel]> Store ViewButton 11.1 ## Related Links [Section titled “Related Links”](#related-links) * [ViewPage Keyword](/grandma2/key_keyword_viewpage/) * [View Key](/grandma2/key_key_view/) * [V-Keys](/grandma2/key_key_v1-v10/) * [X-Keys](/grandma2/key_key_xkey/) # ViewPage > To go to the ViewPage keyword, press View View View (=ViewPage). To go to the ViewPage keyword, press View View View (=ViewPage).\ The commandline shortcut is **VP**. ## Description [Section titled “Description”](#description) The ViewPage keyword calls the view pages. There are 11 view pages available.\ This is the same as press and hold the ![ma](/img/grandma2/ma_1-290dfd.png) and a V-Key. The ViewPage keyword is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) ViewPage \[ID] ## Example [Section titled “Example”](#example) Call view page 2. \[Channel]> ViewPage 2 ## Related Links [Section titled “Related Links”](#related-links) * [View Key 1 - 10](/grandma2/key_key_v1-v10/) * [View Key](/grandma2/key_key_view/) # VPU pixel mapper view > To access the VPU Pixel Mapper View, tap on an empty part of a screen. This must be at least 4 columns wide and 4 rows high. Tap Other and then VPU Pixel Mapper To access the **VPU Pixel Mapper View**, tap on an empty part of a screen. This must be at least 4 columns wide and 4 rows high. Tap Other and then VPU Pixel Mapper View. The VPU pixel mapper view is described in the manual for the VPU. For more information about pixelmapping, see the [Pixelmapper](https://help.malighting.com/grandMA2/en/help/ma_vpu/key_pixelmapper.html) topic. For more information about the view, see the [Console - VPU Pixel Mapper View](https://help.malighting.com/grandMA2/en/help/ma_vpu/key_console-vpu-pixelmapper-view.html) # WebRemoteProgOnly > To go to the WebRemoteProgOnly keyword, type WebRemoteProgOnly in the command line or use the shortcut W. To go to the WebRemoteProgOnly keyword, type **WebRemoteProgOnly** in the command line or use the shortcut **W**. ## Description [Section titled “Description”](#description) The WebRemoteProgOnly keyword, selects in the [web remote](/grandma2/key_remote_control_web_remote/) fixture sheet the option **Prg Only** (= Programmer Only). The WebRemoteProgOnly is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) WebRemoteProgOnly ## Example [Section titled “Example”](#example) Select function Prg Only in the web remote fixture sheet. \[Channel]> WebRemoteProgOnly # With > To go to the With keyword, press Move Move (= Replace), enter search for object values, press Move (= With) again. To go to the With keyword, press Move Move (= Replace), enter search for object values, press Move (= With) again. You can also type **With** in the command line or use the shortcut **Wi**. ## Description [Section titled “Description”](#description) The With keyword is necessary for the replace function. The With keyword is a helping keyword. ## Syntax [Section titled “Syntax”](#syntax) With replace\_with\_objects \[IF search\_in\_objects] ## Example [Section titled “Example”](#example) 1\. Add 10 degrees to all pan values for all cues and presets. \[Channel]> Replace Attribute “Pan” At - 270 Thru 270 With - 260 Thru 280 2\. Replace dimmer value 50 by dimmer value 55 in the programmer, in all sequences, and cues. \[Channel]> Replace PresetType 1 At 50 With 55 3\. Replace dimmer value 50 by dimmer value 55 only in the programmer. **Information:**\ This command structure works only, if you type the command by using the keyboard.\ If you type the command by using the command keys, the At key will interrupt the replace command. \[Channel]> Replace At 50 With 55 If Programmer ## Related Links [Section titled “Related Links”](#related-links) * [Search and Replace](/grandma2/key_search_replace/) * [Replace Keyword](/grandma2/key_keyword_replace/) * [Move Key](/grandma2/key_key_move/) # World > To go to the world keyword, type Worldn the command line. To go to the world keyword, type **World** in the command line. ## Description [Section titled “Description”](#description) The world keyword call worlds along with its filter, and limit the access to the parameters in the word.\ World 1 is fixed by default and includes all parameters (fixtures and attributes) in the show. World is an object keyword. ## Syntax [Section titled “Syntax”](#syntax) World \[ID] ## Examples [Section titled “Examples”](#examples) Call a world. \[Channel]> World 4 Label a world. \[Channel]> Label World 4 “All Fixtures” ## Related Links [Section titled “Related Links”](#related-links) * [World, Filters, and Masks](/grandma2/key_wfm_world_filter_mask/) # Zero > Important: **Important:**\ If you enter the keyword Zero into the console by pressing two times the key ., the keyword will be directly executed.\ You can also type the keyword Zero into the command line. To execute this keyword, double-press the . on the console, type **Zero** or the shortcut **Z** into the command line.\   ## Description [Section titled “Description”](#description) The keyword Zero sets the intensity of the dimmer to zero: * If fixtures or channels are selected * In a selection of fixtures or channels * From an executor This keyword is a helping keyword. ## Syntax [Section titled “Syntax”](#syntax) Zero ## Examples [Section titled “Examples”](#examples) Sets the intensity of the selected fixtures or channels to zero. \[Channel]> Zero   Sets the intensity of fixture 1 trough 10 to zero. \[Channel]> Fixture 1 Thru 10 Zero   Sets the master of executor 1 to zero. \[Channel]> Executor 1 Zero # Layouts > Layouts are basically two-dimensional drafts where it is possible to arrange channels and fixtures, draw shapes and add text, macros, presets and other pool obj Layouts are basically two-dimensional drafts where it is possible to arrange channels and fixtures, draw shapes and add text, macros, presets and other pool objects.   Layouts are created in the layout pool and are displayed and edited in the layout view. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a layout](/grandma2/key_layouts_create/) * [Layout pool options](/grandma2/key_layouts_pool_options/) * [Edit layout](/grandma2/key_layouts_edit/) * [Layout view options](/grandma2/key_layouts_view_options/) # Create a layout > It is possible to create layouts for each part of the stage. It is possible to create layouts for each part of the stage. **Important:**\ Create a layout in the layout pool and edit the layout in the layout view. For more information see [Edit layout](/grandma2/key_layouts_edit/).  To create a layout: 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens.  3. Next, tap Pools.  4. Then, tap Layout Pool.  5. The layout pool opens.  ![](/img/grandma2/img_layout-pool_v3-3-dbdaef.png) *Layout pool* 6. Select fixtures or channels in the fixture sheet. 7. To add the fixtures or channels you have selected, press Store and tap a cell in the layout pool or tap the area in the layout view in which you would like to save fixtures or channels.\ To add pool elements in the layout view, press for instance Assign Group 3 and then tap the area to which you would like to assign this group. \ To merge objects in the layout view:\ -Select fixtures or channels in the fixture sheet first.\ -Press Store and then tap the layout view.\ -A pop-up appears asking you to choose the store method.  ![](/img/grandma2/popup_store-layout_v3-3-420187.png) *Pop-up – Store layout* -Tap Merge. \ -The objects have now been merged in the layout view. **Important:**\ Fixtures and channels can only appear once in the layout view. The console does not take fixtures or channels twice into the layout view.  **Hint:**\ To operate the layouts faster and to have all at a glance, arrange the layouts and the layout view on one screen.  ![](/img/grandma2/window_layouts-and-layout-view_in-one-screen_v3-3-3479dc.png) *All at a glance – layouts, groups and the layout view* # Edit layout > Requirement: **Requirement:** * Create a layout first. ## Open the Layout View [Section titled “Open the Layout View”](#open-the-layout-view) 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens. 3. Next, tap Other.  4. Then, tap Layout View.  5. The layout view opens. ![](/img/grandma2/window_layout-view_v3-3-fce294.png) *Layout view* *** ## Edit the Layout View [Section titled “Edit the Layout View”](#edit-the-layout-view) **Hint:**\ It is possible to copy pool elements within the layout view:\ -Select the pool element you would like to copy in the view.\ -Then, press Copy and tap the spot you would like to copy the pool element to.  1. After you have opened the layout view, enable Setup in the title bar.  **Important:**\ Enabling Setup in the layout view allows editing of single objects. Whereas, disabling Setup allows editing as in the programmer. 2. The layout view encoder bar appears. ![](/img/grandma2/window_layout-view-encoder-bar_v3-3-ec4869.png) *Layout view encoder bar* 3. Select an object in the view. 4. To toggle between position, size and style, tap Position 1 of 3.  *** ## Edit Selected [Section titled “Edit Selected”](#edit-selected) 1. To edit objects, tap Edit Selected in the encoder bar. 2. The pop-up **Edit Layout Element** opens.  ![](/img/grandma2/popup_edit-layout-element_v3-3-fc1ade.png) *Pop-up Edit Layout Element* 3. To add a name or a number on top of an object, tap ![](/img/grandma2/icon_cross_v3-2-5a33b3.png)  on the right of the pop-up, right below the title bar where it says **“Add text…”** .\ -The calculator opens.\ -Tap number or name you would like to be displayed on top of an element.  4. To exchange fixture and channel IDs, tap ![](/img/grandma2/icon_cross_v3-2-5a33b3.png)  on the right in the upper section of the pop-up where it says **“Fixture ID:”** and **“Channel ID:”**.\ -The calculator opens.\ -Tap the number you would like to exchange. 5. To see the name in an object, tap **Show Name**. 6. To see the dimmer bar in an object, tap **Show Dimmer Bar**.  7. To see the value of a dimmer in an object, tap **Show Dimmer Value**.  8. To choose between three different displays of color in an object, tap the drop-down button below **Visualization**.  9. To change the size of images, tap the drop-down button below **Image Size**.  10. []()To change the image or an icon, tap the button below **Image/Icon**.\ -The pop-up **Select Image opens**.[]() ![](/img/grandma2/popup_select-image_layout-view_v3-3-af5dcc.png) *Pop-up Select Image* -To exchange an image or an icon (tab Icons), tap an image or an icon.\ -Then, tap Please.\ -To import a new image into the image pool, tap Load image.  For more information on the image viewer see [Import images and videos](/grandma2/key_image_import/).  11. To define the angular degree of the rotation of an image or an icon, tap the drop-down button below **Image/Icon Rotation**. 12. To apply the settings directly, tap Please.  13. To take over the settings for pool objects, channels or fixtures to the current user profile, tap Save to Default.  14. To load settings from current user profile, tap Load from Default.  *** ## Arrange [Section titled “Arrange”](#arrange) 1. To edit several objects at a time, tap Arrange in the encoder bar. 2. The encoder bar adjusts to the function **Arrange**. ![](/img/grandma2/img_encoder-bar_layout-view_arrange_v3-3-9fbf9a.png) *Arrange – encoder bar* 3. To arrange the objects of the layout view in different arrays, select the objects first and then select the array you would like to apply. 4. Once you have selected an array, you have the option to apply it or cancel it. 5. To return to the encoder bar of the layout view, tap Element Properties. \   *** ##  T [Section titled “ T”](#t) The button T in the encoder bar stands for text.  1. To add text in the layout view, tap T in the encoder bar.  2. Then, select an area where your text is to be displayed via the “Lasso” gesture. 3. The calculator opens.  4. Label the area in the calculator.  5. Next, tap Please.  6. Right after tapping Please in the calculator, the pop-up **Edit Layout Element** opens.  ![](/img/grandma2/popup_edit-layout-element_text_v3-3-a32365.png) *Pop-up Edit Layout Element – T* 7. The settings **Image/Icon** and **Image/Icon Rotation** are basically the same as in the pop-up [Edit Layout Element of the button Edit Selected](#Image/Icon%20and%20Image/Icon%20Rotation) (article 10-12). *** ## Rectangle [Section titled “Rectangle”](#rectangle) The rectangle button in the layout view encoder bar has three different functions: 1. **Group select:**\ To select a group of objects, tap the rectangle button and tap in the layout view. Then draw the “Lasso”.\ The pop-up **Edit Layout Element[]()** opens.  ![](/img/grandma2/popup_edit-layout-element_rectangle_v3-3-33d468.png) Pop-up Edit Layout Element – Rectangle symbol -To disable group select, tap Group Select.  2. **Bitmap:**\ To generate the function of a bitmap, tap the rectangle button in the layout view and draw the “Lasso”. The pop-up [**Edit Layout Element**](#Pop-up%20Edit%20Layout%20Element) opens.\ -To apply the bitmap effect, tap the drop-down button **Visualization** and select a bitmap effect.  **Important:**\ All fixtures that are located within the rectangle generate the bitmap effect. Thus, the rectangle is a canvass here. 3. **Background:**\ The rectangle symbol can also be used to generate a background.\ -Tap the rectangle button in the layout view and then draw the “Lasso”. The pop-up [**Edit Layout Element opens**](#Pop-up%20Edit%20Layout%20Element).\ -To select an image or an icon as a background, tap the button below **Image/Icon** and the pop-up [**Select Image**](#Pop-up%20Select%20Image) opens.\ -You can now select your background.  *** ## Move [Section titled “Move”](#move) The button Move moves the screen of the layout view.  1. To move the entire screen of the layout view, tap the button Move and then tap the layout view. 2. Now, move your finger and see how the screen displaces.  *** ## Select [Section titled “Select”](#select) The button Select selects the objects via “Lasso”.  * To select the objects, tap Select and then tap in the layout view and move your finger.  **Hint:**\ To select several objects, press and hold **Ctrl** on the keyboard in the drawer or an external keyboard and tap the objects you would like to add to your selection.  \*\* Important:\*\*\ It is possible to use the Double tap mode here. For more information see [Layout view options](/grandma2/key_layouts_view_options/). *** ## Delete Pool Elements [Section titled “Delete Pool Elements”](#delete-pool-elements) To delete single objects, press Del and then tap the object you would like to delete in the layout view. # Layout pool options > Important: **Important:**\ This section comprises the description of functions specific for the layout pool. Please see all the general settings in [Adjust pool options](/grandma2/key_pools_options/).  ## Open the Options [Section titled “Open the Options”](#open-the-options) 1. Open the layout pool first. For more information on how to open the layout pool see [Create a layout](/grandma2/key_layouts_create/). 2. Then, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the layout pool.  3. The option dialog opens. ![](/img/grandma2/window_layout-pool-options_v3-3-cd1502.png) *Layout pool options* 4. To adjust the frame color, reset colors or to apply a different style and font size see [Adjust pool options](/grandma2/key_pools_options/). 5. To display the single layouts in the layout view, tap and swipe the button to Select below the button Frame Color.  6. If you want to set the layout for the bitmap fixture, tap and swipe the button to At below the button Frame Color.  7. If you have adjusted the options of the layout pool to your liking, leave the options:\ -Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog and the dialog closes.\ -If you would like to close the layout pool altogether, tap Delete Window. # Layout view options > 1. To open the options of the layout view, tap ! in the upper left corner of the view. ## Open the Options [Section titled “Open the Options”](#open-the-options) 1. To open the options of the layout view, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the view.  2. The option dialog opens.  ![](/img/grandma2/window_layout-view_options_v3-3-ee2a8b.png) *Layout view options* 3. To navigate through different functions of the options, tap the corresponding tabs below the title bar of the layout view options.  *** ## []()Pool Element Defaults [Section titled “Pool Element Defaults”](#pool-element-defaults) **Important:**\ Settings that are made in the tabs **Pool Element Default** and **Fixt./Chan. Defaults** will be applied with the next elements you add to the layout. 1. To change the size of pool elements, tap the buttons below **Size X** and **Size Y** accordingly\*\*. \*\*\ -The calculator opens.\ -Type the size of the elements here. 2. Next, adjust the font size:\ -Tap the drop-down box below **Font Size**.\ -The pop-up **Select Font Size** opens. ![](/img/grandma2/popup_select-font-size_layout-view-options_v1-3-47f912.png) *Pop-up – Select Font Size* -Now, tap to select one of the three font sizes.  3. To enable or disable the ID, name or type of the element in the layout view, tap the buttons below **Show ID**, **Show Name** or **Show Type**.  4. After setting this option, adjust the background color, border color and the text color of an element:\ -Tap the buttons below **Background Color**, **Border Color** and **Text Color**. \ -The pop-up **Select Color** opens. ![](/img/grandma2/popup_select-color_layout-view-options_v1-3-54cc84.png) *Pop-up – Select Color* -[]()Now, set set the display of colors and tap to choose between Predefined Colors, Swatch Book, HSB and Fader. \ -To change the color, tap the color diagram or tap the buttons with the percentage number at the bottom of the diagram.\ -To apply the color selected, tap Please.\ -To reset the color, tap Reset or  Reset to White.  5. Then, set the display of the symbols:\ -Tap the drop-down button below Symbol and the pop-up **Select Symbol** opens. ![](/img/grandma2/popup_select-symbol_layout-view-options_v3-3-2ee6f6.png) *Pop-up – Select Symbol* -Now, tap to select one of the three options. 6. To enable or disable the display of the dimmer bar and dimmer value, tap the buttons below **Show Dimmer Bar** and **Show Dimmer Value**. 7. Then, select the image size:\ -Tap the drop-down button below **Image Size**.\ -The pop-up **Select Image Size** opens. ![](/img/grandma2/popup_select-image-size_layout-view-options_v3-3-6956de.png) *Pop-up – Select Image Size* -Tap to select one of the three image sizes. 8. Select the display of objects:\ -Tap the drop-down button below **Visualization**.\ -The pop-up **Select Visualization** opens. ![](/img/grandma2/popup_layouts_select-visualization_v3-3-e49702.png) *Pop-up – Select Visualization* -Tap to select one of the options. You have now adjusted the defaults for the pool elements in the current layout to your liking. **Important:**\ If you would like to apply these settings to new layouts, tap Save to Default in the title bar of the **Layout Options**.  *** ## Fixt. / Chan. Defaults [Section titled “Fixt. / Chan. Defaults”](#fixt--chan-defaults) The default options of fixtures and channels are similar to those of the pool elements. See [Pool Element Defaults](#Pool%20Element%20Defaults) for orientation. However, there are still few differences there.  1. To enable or disable the display of the fixture or channel IDs in the layout view, tap the buttons below **Show Fixture ID** or **Show Channel ID**. 2. Next, enable or disable the notification of RDM in the layout view:\ -Tap the button below **RDM Notifications**.\ If you enable the notification of RDM, RDM alert or warning will be shown in the layout view. For more information on RDM notifications see [Configure RDM notifications](/grandma2/key_rdm_notifications/). *** ## Layout Data [Section titled “Layout Data”](#layout-data) Layout data refers to single layouts only. 1. Set the size of the grids:\ -To adjust the width and length of the grid or the snap grid, tap either the buttons below **Grid X** and **Grid Y** or the buttons\*\* \*\*below **Snap Grid X** and \*\*Snap Grid Y. \*\*\ -The calculator opens.\ -Now, type the size of of the corresponding grid. **Hint:**\ The grid stays visible whenever you edit its size. To make the grid invisible again, set one of the axes to zero.  2. Enable or disable the snap grid:\ -It is possible for the snap grid to stay always visible whenever moving an object.\ -To do so, tap the button below **Snap Always** to toggle it to Yes. 3.  After setting the grid, select the background color:\ -Tap the button below **Background**.\ -The pop-up **Select Color** opens.\ -To manage the color diagram, see [Pool Element Defaults](#Color%20diagram). 4. To display the markers in the fixtures and channels, toggle the button below **Marker** to Yes. 5. To turn on the fast call, toggle the button below **Fast Call** to Yes. **Hint:**\ If the fast call is enabled in the tab Title Buttons, the button Fast Call will be highlighted in red in the title bar of the layout view.  6. Next, select the playback you would like to use:\ -Tap the button below **Pool Playback**.\ -The pop-up **Select Pool Playback** opens. ![](/img/grandma2/popup_layouts_select-pool-playback_v3-3-430502.png) *Pop-up – Select Pool Playback* For more information on playback see [Cues and sequences – Playing back cues](/grandma2/key_cs_playback/).\  \ -Select one option here.   7. Then, select a layer by tapping the drop-down button below **Select Layer**.\ The pop-up Select Layer opens. ![](/img/grandma2/popup_layouts_select-layer_v3-3-b2c428.png) *Pop-up – Select Layer* For more information on layers see [Layers in sheets – channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/).\ \  \ -Select one of the three layers here.  8. To visualize the effects Gobo and Color even if the dimmer is closed, tap the button below **Symbols Features** and toggle it to Always.\ If the features are to comply with the dimmer, tap and toggle to with Dimmer.  *** ## Tools [Section titled “Tools”](#tools) The following settings are applied to the current layout view.  1. To reverse the respective selection – select or move – enable the button below **Double tap mode**:\ Tap the exact same spot twice and then move your finger either to move the screen or to select the objects.  2. Next, set the cue colors:\ -Tap the drop-down button below **Cue Colors**.\ -The pop-up **Select Cue Colors** opens. ![](/img/grandma2/popup_layouts_select-cue-colors_v3-3-954d93.png) *Pop-up – Select Cue Colors* * **Off**: Does not display cue colors.​​ * **On**: Displays the cue colors of a selected executor.  * **My Exec**: Displays the cue colors of the executor you have activated.  3. To display the zoom bar on the right of the layout view, enable the button below **Zoom Bar visible**. 4. To use the screen encoder for zooming in and out of the layout view, enable the button below **Zoom Encoder**. 5. Enable the horizontal and vertical scroll bar by tapping on the corresponding buttons below **ScrollBar horizontal** and **ScrollBar vertical**.  6. To enable ruler, tap the button below **Rulers visible**. **Hint:**\ When adjusting the grid the ruler proves itself to be very useful.  7. Choose an edit mode to select certain objects:\ -Tap the drop-down button below **Select Edit Mode**.\ -The pop-up **Select Edit Mode** opens. ![](/img/grandma2/popup_layouts_select-edit-mode_v3-3-720a35.png) *Pop-up – Select Edit Mode* *** ## Title Buttons [Section titled “Title Buttons”](#title-buttons) Tap the button you would like to be displayed in the title bar of the layout view. * Enabled buttons have a yellow check mark and are highlighted in yellow.  * Disabled buttons have a black background.  *** ## Close the Options [Section titled “Close the Options”](#close-the-options) After adjusting the options to your liking tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog. The window **Layout Options** closes.  To close the layout view altogether, tap Delete Window. # Local settings > The local settings are located in the Setup I Console I Local Settings. The local settings are located in the **Setup I Console I Local Settings**. ![](/img/grandma2/menu_setup_local-settings_v3-3-484e4b.png) *Edit local settings* *** ## Default Language [Section titled “Default Language”](#default-language) It is not possible to change this setting, as the console, at the moment, only supports English language.  *** ## Network DMX if alone [Section titled “Network DMX if alone”](#network-dmx-if-alone) When this is “On”, the console will output DMX over network when only one desk (as master) is in the session. **Important**\ This setting can conflict with other console (as master), sending out DMX in the network. *** ## Example [Section titled “Example”](#example) In the following example, 3 consoles are in a session, connected with one switch to manage MANet on the first ethernet port, and another one to manage Art-Net on ethernet port 2. All the consoles have **Network DMX if alone** enabled. If the switch that distribute MANet fails, all 3 consoles will be “Alone” in the network, become Master and will send out Art-Net. This will make a conflict in the fixtures because they will receive Art-Net from 3 different sources. To avoid this conflict, make sure that only one of the consoles have **Network DMX if alone** enabled. This will make sure that when the consoles are “Alone” in the network, only the console with **Network DMX if alone** will send out Art-Net. *** ## Show release notes on start [Section titled “Show release notes on start”](#show-release-notes-on-start) Turn **Show Release Notes on Start** “On” or “Off”, to see the release notes on startup. *** ## Flashing error LED on wrong fader position [Section titled “Flashing error LED on wrong fader position”](#flashing-error-led-on-wrong-fader-position) Turn **Flashing error LED on wrong fader position** “On” or “Off” to let a red LED flash, if the fader is in a wrong position. **Important:**\ This function is only available on a grandMA2 ultra-light and a grandMA2 onPC with a wing. On a grandMA2 ultra-light it relates the red LEDs under the faders. In the grandaMA2 onPC it relates the LEDs in the keys over the faders. *** ## Exec CLI [Section titled “Exec CLI”](#exec-cli) Turn **Exec CLI** ​(Command Line Interaction) “On” or “Off” to let the Command Line interact with the executors. In the following  example **Exce CLI** is “Off”. If Select is pressed, followed by an **Executor button**, this will NOT select the executor, but perform the action assigned to the button. *** ## Default Go, Goback, Pause CLI [Section titled “Default Go, Goback, Pause CLI”](#default-go-goback-pause-cli) Turn **Default Go, Goback, Pause CLI** “On” or “Off” to let the Command Line interact with the big Default Go, Goback and Pause keys. In the following  example **Default Go, Goback, Pause CLI** is “Off”. If a macro is edited and Default Go is pressed, the system will NOT enter DefaultGo in the macro-line, but execute the next cue in the selected executor. *** ## Intensity Btn Background [Section titled “Intensity Btn Background”](#intensitybtnbackground) The background light of the keys on the console can be set. Follow these steps: 1. Tap the green square in the **Intensity Btn Background** area. 2. Tap the intensity as a number between 0 and 79. 0 is no light and 79 is full.   *** ## Intensity Btn Highlight [Section titled “Intensity Btn Highlight”](#intensitybtnhighlight) The highlight light of the keys on the console can be set. Follow these steps: 1. Tap the green square in the **Intensity Btn Highlight** area. 2. Tap the intensity as a number between 0 and 255. 0 is no light and 255 is full.   *** ## Intensity Exec LED [Section titled “Intensity Exec LED”](#intensity-exec-led) The background light of the executors on the console can be set. Follow these steps: 1. Tap the green square in the **Intensity Exec LED** area. 2. Tap the intensity as a number between 0 and 255. 0 is no light and 255 is full.   *** ## Intensity Desk Lamp [Section titled “Intensity Desk Lamp”](#intensity-desk-lamp) The desklight on the console can be set. Follow these steps: 1. Tap the green square in the **Intensity Desk Lamp** area. 2. Tap the intensity as a number between 0 and 255. 0 is no light and 255 is full.   *** ## Intensity 9 Inches [Section titled “Intensity 9 Inches”](#intensity-9-inches) The backlight of the screens on the console can be set. Follow these steps to set the backlight of the 9-inch screens: 1. Tap the green square in the **Intensity 9-inch** area. 2. Tap the intensity as a number between 0 and 255. 0 is dark and 255 is bright.   *** ## Intensity 15 Inches [Section titled “Intensity 15 Inches”](#intensity-15-inches) The backlight of the screens on the console can be set. Follow these steps to set the backlight of the 15-inch screens: 1. Tap the green square in the **Intensity 15-inch** area. 2. Tap the intensity as a number between 0 and 255. 0 is dark and 255 is bright.   **Important:**\ The **Intensity** functions are not available on a grandMA2 onPC.  *** ## Desklock background [Section titled “Desklock background”](#desklockbackground) It is possible to lock the console, so no faders and keys can be used, by pressing **Pause** on the keyboard or press and hold MA and press Fix. **Desk Locked** appears on the screen\*\*.\*\* To unlock the console, press \*\*Pause \*\*or press and hold MA and press Fix again. The background of the desklock screen can be set to either **Black**, **Image Pool Picture** or **Current Desk UI** * **Black** will let the background be black. * **Image Pool Picture** opens the Image Pool for the current show file, to select one of these to be the background. * **Current Desk UI** leaves the screens as they are, but places a red Desk Locked sign above the content. # Macros > The macro system is a very powerful tool that can help with the programming and can be used to do make repetitive task simpler and faster. The macro system is a very powerful tool that can help with the programming and can be used to do make repetitive task simpler and faster. All macros are kept in the macro pool. This pool is shared by all users in the show file.   Read the [What are Macros topic](/grandma2/key_macro_what_are/) to get a more general understanding about macros. Read the [Manually create a macro topic](/grandma2/key_macro_create/) and the subtopics to learn about creating simple and complex macros. It is also possible to record key presses into a macro. Read the [Record a macro topic](/grandma2/key_macro_record/) to learn how. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are macros](/grandma2/key_macro_what_are/) * [Manually create a macro](/grandma2/key_macro_create/) * [Record a macro](/grandma2/key_macro_record/) * [Edit a macro](/grandma2/key_macro_edit/) * [Command line interaction](/grandma2/key_macro_cli/) * [Assign a macro to a key](/grandma2/key_macro_assign/) * [Example macros](/grandma2/key_macro_examples/) # Assign a macro to a key > Macros can be assigned to Executors, View buttons, and X-keys. Macros can be assigned to Executors, View buttons, and X-keys. This can make it faster and easier to run and use the macros.   The Macro pool is shared by all users, but the assignment of macro to View buttons and X-keys/User is stored in your user profile. So this is not share by different users profiles (different users can use the same user profile). Macros assigned to Executors are shared by all users.   The easy way to assign a macro is to press the Assign key, then tap the macro, and then the destination where you want it. Read below for more details about the three different locations. ## Executor [Section titled “Executor”](#executor) Any executor can have a macro assigned. You can use the method described above, the command line, or you can use the **Assign Menu**. ### Command line method [Section titled “Command line method”](#command-line-method) Macros can be assigned using the command line input. For example to assign macro number 1 to executor number 7 on page 2 you could write: \[Channel]> Assign Macro 1 At Exec 2.7 ### Assign menu method [Section titled “Assign menu method”](#assign-menu-method) Macros can be assigned using the Assign Menu. The menu can be opened by pressing the Assign key and then press any key belonging of the executor where you want to assign a macro. The menu could look like this: ![](/img/grandma2/menu_assign_function_macro_v3-2-6115cb.png) *Assign menu with Macro selected* In this topic we are not going into details about the Assign Menu. If it opens and does not look like the image above then you might need to tap the Function button on the right side. Now you need to select that you want to assign a macro. Tap the Macro button at the bottom of the menu. Now the right side displays a list of all the available macros. Tap the one you want. There are no options to an executor with a macro assigned and the “Width” can only be 1. You can change what the executor buttons do. There is limited possibilities of functions for executor keys when a macro is assigned (compared with assigned sequences). You can choose the function by tapping one of the virtual executor keys on the left side of the menu. This opens a **Select Function pop-up**. It looks like this: ![](/img/grandma2/popup_select-function_macro_v3-3-9b7679.png) *Select Function pop-up for macros* Here you can select the function wanted for the keys. The different options next to “Top”, GoBack”, and “Go” are not relevant for macros. The most used function is the “Go” function. This is the one needed to run or activate the macro. Read the [Macro Timing topic](/grandma2/key_macro_create_timing/) for details about these functions. You can close the Assign Menu using the “X” in the upper right corner of the menu when you are happy with your assigned macro and the executor button functions. ### Mini executor [Section titled “Mini executor”](#mini-executor) When macros are assigned to executors you can see them in the Mini Executor Bar. It could look like this: ![](/img/grandma2/img_mini-executor_macros_v3_3-38622e.png) *Macros assigned to executor faders and executor buttons* In the Mini Executor Bar you can see the macro name in the top part of the mini executor. The number on the right side of each executor is the macro number. The number on the left side is the executor number. If CLI is turned off then there is a “C” in the top middle part. If timing is turned off then there is a “T” in the top middle part. The middle part displays the macro line number on a blue background when the macro is active. It will also display an icon showing the play mode. The lower part shows the functions assigned to the executor buttons. Notice the difference between the macros assigned to an executor with a fader (three buttons) and the ones assigned to an executor without a fader (one button). The frame is displayed in the same color as your macro pool. Macros with individual colored frames are also showing the individual colors in the frame on the Mini Executor Bar.   ## View button [Section titled “View button”](#view-button) The view buttons can also have macros assigned. The easiest way to assign a macro is to use the method described above with the Assign key, tapping the macro pool, and then the View button where you want it. You can also use the command line. For example to assign macro number 2 at view button number 5 on view page 1 you could write the following: \[Channel]> Assign Macro 2 At ViewButton 1.5 Macros assigned to view buttons could look like this: ![](/img/grandma2/img_viewbutton_macros_v3_3-fcad29.png) *View buttons with assigned macros* Since the view button assignment is a user profile setting, it can also display the same frame color as the macro in the macro pool - this includes individually colored macros. The top left corner of the view button displays the view button page and number. Below this you can see the active line number and play mode - if it is active. Below this is the macro name. At the bottom you can see that it is macro assigned to the view button and the macro number. You cannot see the “C” (CLI turned off) or “T” (timing turned off) letters in view buttons.   ## User key / X-key [Section titled “User key / X-key”](#user-key--x-key) The X-keys or User keys function as either **Executors** or **View buttons**. Depending on what you have visible (List, User 1, or User 2) then they function as described above. When macros are assigned to **Executor buttons** on screen 1, it could look like this: ![](/img/grandma2/img_xkey-executor_macros_v3-3-3-b04846.png) *X-keys as executor with assigned macros* The same three macros would look like this, when they are assigned to **View Buttons**, on screen 1: ![](/img/grandma2/img_xkey-view_macros_v3-3-3-ef115d.png) *X-keys as view button with assigned macros* The location, on screen 1, is very convenient for often used macros. Remember that macros assigned to Executors are shared by all users and macros assigned to View Buttons are a user profile setting. # Command line interaction > Command line interaction can mean two different things when we talk about macros - they are however connected. Command line interaction can mean two different things when we talk about macros - they are however connected. It can be the execution of the macro that you can choose to go to the command line - This is called CLI. And it can be the commands in the macros that interact with the command line - This can be done using the special character ”@”.   ## CLI [Section titled “CLI”](#cli) You can turn on or off the CLI when you create or edit a macro - read more about this in the [Manually create a macro topic](/grandma2/key_macro_create/) and the [Edit a macro topic](/grandma2/key_macro_edit/). When CLI is turned off for a macro, the actual press of the macro will no longer interact with your command line, but directly execute its commands. This means that if you, for instance, want to edit or delete a macro, you cannot just press the command key and then the macro button, you will need to type the actual keyword and ID - using keys or type in the command line. For example, Edit Macro 5 will allow you to edit macro 5 if CLI is off. Delete ViewButton 11.5 will remove a macro from the User1 X5 key. By disabling the command line interaction of the current button or key press, you can make the commands of the macro lines interact by the use of the @ character. ## @ This special command is only relevant in macros. It can be used ahead of a macro command or behind it. It is a placeholder for user commands. This allows you to interact with macro commands. ### Ending a macro line with @ [Section titled “Ending a macro line with @”](#ending-a-macro-line-with-) When it is used at the end of a macro line, the line will not execute the command line. It will simply put the command in the Command Line Input and then wait for you to complete the command. If your macro has several lines, it will then continue with the next macro line after your input. ### Example: [Section titled “Example:”](#example) You have a group (number 4) that you want to give a value and store as the next cue. You want to manually type the value. | No. | CMD | | --- | ------------ | | 1 | Group 4 At @ | | 2 | Store Cue | Running this macro will give you the following command line input: \[Channel]> Group 4 At Then it waits for you to type the value and finish with a Please. After the please it will run macro line 2 and store the (next) cue. ### Beginning a macro line with @ [Section titled “Beginning a macro line with @”](#beginning-a-macro-line-with-) If you begin the macro line with @, it will append the macro line to already typed input. **Important:**\ It is important that you turn off CLI for your macro for this to work properly - otherwise, your commands will fail. ### Example: [Section titled “Example:”](#example-1) Let us imagine that you like two different fade times: 5 seconds and 10 seconds. Every cue you make uses these twice. You can create the following macro (Macro 1): | No | CMD | | -- | -------- | | 1 | @ Fade 5 | And the other macro (Macro 2): | No. | CMD | | --- | --------- | | 1 | @ Fade 10 | Now you can use these macros when you store a cue. For instance cue number 5: Store Cue 5 and before pressing Please you tap the macro 2 instead. This is how your command line responds: \[time] : Executing : Store Cue 5 Fade 10 This can also be used to give individual fade time to fixtures: Fixture 8 At 80 Macro 1 Will give fixture number 8 a dimmer value of 80 % and an individual fade time of 5 seconds. ### @ before and after [Section titled “@ before and after”](#-before-and-after) You can surround a command in @s. This will just put the command in the command line. This allows you to create your own keys with commands that you use often but that do not have their own dedicated keys. ### Example: [Section titled “Example:”](#example-2) You often use the “Layout” command and you do not want to press MA+Group to execute the command. Then you can create the following macro (remember to turn off CLI) | No. | CMD | | --- | ---------- | | 1 | @ Layout @ | Now you can assign this macro to an executor or view button and just press that whenever you want to use the layout command. Read more about assigning macros in the [Assign a macro to a key topic](/grandma2/key_macro_assign/).   You can read more about the @ command in the [At @ topic](/grandma2/key_keyword_at_-/). # Manually create a macro > Quick steps: **Quick steps:** 1. Edit an empty macro pool object. 2. Add a new line by tapping the Add button. 3. Type the desired command. 4. Add more lines if needed. 5. Label the macro by tapping the Label button and type the macro name. 6. Close the editor by tapping the X in the upper right corner.   This were the quick steps - Keep reading for more details. You can create your own macros - this is one of the very powerful features of the grandMA2. Macros are stored in the Macro Pool. The easiest way to create a new macro is to edit an empty macro pool object. There are several ways to edit a pool object: 1. Right-click with a mouse or trackball on the pool object. 2. Press the Edit key and then tap the pool object. 3. Tap the pool object and then tap the screen encoder. 4. Using the keys Edit Macro pool object number Please. 5. Type it in the command line. The **Edit Macro pop-up** is used when editing a macro. It could look like this: ![](/img/grandma2/popup_edit-macro_v3-3-ffb3bc.png) *Edit Macro pop-up* In the image above you see a macro that is **not** empty. There is already a line with a command. ## Buttons in the editor [Section titled “Buttons in the editor”](#buttons-in-the-editor) There are buttons on the right side and the bottom to help with the macro creation, settings, and modifications. The following is a short description of the buttons: **Add:** Tapping this button will add a line, in your macro, above the currently highlighted line (if there are any). It will also open the **Edit CMD pop-up** that allows you to type the desired command immediately. ![](/img/grandma2/popup_edit-cmd_v3-3-acf55d.png) *Edit CMD pop-up* **Delete:** Tapping this button will delete the currently selected line in the macro. **CLI:** CLI is short for Command Line Interaction. CLI is activated when the text is yellow - it is active by default. CLI allows you to interact with the pool object. This means that the command line will react to you tapping the macro in the pool. Read more details about CLI and Macros in the [Command line interaction topic](/grandma2/key_macro_cli/).   **Timing:** The Timing button allows you to turn on the timing defined in each macro line or to just run it as fast as possible. Read more about macro timing in the [Macro timing subtopic](/grandma2/key_macro_create_timing/). **Test Macro:** This button allows you to test run the macro before closing the editor. All commands are executed, so this is not a macro simulation. **Test Line:** This can be used to test the highlighted macro line (white or blue frame). This can be useful in the creation process. **Load Predefined:** This button is used to load one of the predefined (factory-made) macros. For more about this please read the [Import predefined macros topic](/grandma2/key_ei_import_predefined/). **Label:** If you want to label the macro, then you can tap this button. It opens the **Enter Name for.. pop-up**. Here you can write the macro name. ## Main part [Section titled “Main part”](#main-part) The main part of the editor is where you can add, edit, see and delete the lines with the commands. There are five columns in this part. **No.:** This is the macro line number. You cannot edit it, but it can be useful to see the macro line number for instance when the macro is executed. **CMD (Command):** The CMD is short for Command. This is where you type your macro command. You can use the keyboard to write the command. But when the **Edit CMD pop-up** is active then your command line input has a red background - like this: ![](/img/grandma2/window_command-line-feedback_red-input_v3-3-6bfdfe.png) *Command Line input with red background* This means that you can also use the physical keys to type your command without executing the command - it is sent to the Edit CMD pop-up. Each macro line has an automatic “Please” at the end of the line - even though it is not displayed. This executes the macro line. The exception to this is if the macro line finishes with a ”@”. This is a special character used to allow the macros to interact with user input. Please read more about this in the [Command line interaction topic](/grandma2/key_macro_cli/). **Wait:** This is used to add a wait time until the next macro line is executed. This wait time is only used if Timing is activated. There are two special options here: **Go** and **Follow**. “Go” is used if you want the macro to wait until there is a new Go command to the macro. “Follow” means that the macro will continue as fast as possible. “Follow” is the same as setting the time to 0. Read more about macro timing in the [Macro timing subtopic](/grandma2/key_macro_create_timing/). **Info:** Here you can write information that explains the macro line. Might be a good idea for others to understand complex macros. **Disable:** Disabled macro lines are not executed. You can change the state by editing the cell in this column. If the line is disabled it is displayed with red text color.   When you are done creating your macro then you can close the pop-up by tapping the big X in the upper right corner. Please read the subtopics for more options in advanced macros. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Use variables](/grandma2/key_macro_create_variables/) * [Create pop-ups](/grandma2/key_macro_create_popup/) * [Conditional expressions](/grandma2/key_macro_create_condition/) * [Macro timing](/grandma2/key_macro_create_timing/) # Conditional expressions > In some situation you may want to only process a command, if the user has answered something specific in a popup, or if a variable is set to a specific value. In some situation you may want to only process a command, if the user has answered something specific in a popup, or if a variable is set to a specific value. The grandMA2 supports simple conditional expressions, which must resolve to “True” for the following command line to be executed. **Example:** | No. | CMD | | --- | --------------------------------------------------- | | 1 | SetVar $answer=(“Really delete all groups? yes/no”) | | 2 | \[$answer==“yes”] Delete Group Thru | This macro will create a pop-up asking if you want to delete all groups. The answer is stored in a variable. Then the variable content is compared to a text string. If they are equal then the rest of the macro line is executed. If they are not equal then the rest of the line is ignored and the macro will continue to the next line if there are more.   Conditional expressions are recognized by Square Brackets, and accept the following logical operators: * **a == b**\ a equals b * **a > b**\ a greater than b * **a < b**\ a less than b * **a <= b**\ a less than or equal b * **a >= b**\ a greater than or equal b   **Important:**\ The two arguments a and b are not compared as numbers, but as text-strings, character by character, e.g. “61” is considered to be greater than “599”, as 6 is larger than 5. # Create pop-ups > Sometimes it can be very useful to create macros that can collect user input while running. Sometimes it can be very useful to create macros that can collect user input while running. A macro can create a pop-up that prompts the user for input. The macro will halt and wait for the user to type the input before continuing. Pop-ups are created by the use of parentheses. The text inside the parentheses is used as text prompted to the user, while the response entered by the user will replace the parentheses and the prompting text. **Important:**\ When you are using pop-ups to assign text to variables, you should use quotes inside the parentheses: (“What address?”) but when using pop-ups for commands and numbers, do not use quotes inside the parentheses: (Which Fixture ID?).   ## Example 1: [Section titled “Example 1:”](#example-1) We want a macro that selects the fixture patched to a specific DMX address. The macro should ask the user for a universe number and the DMX address. This is done using two prompts - one for each user input. Since we are asking for numbers, the text entered in the parentheses cannot be in quotes - the console would interpret it as text instead of numbers. The macro looks like this: ![](/img/grandma2/img_macro_create-popup_macro-line_v3_3-edf7c3.png) *Edit macro pop-up with macro line* When running the macro, the console first prompts for the universe number: ![](/img/grandma2/img_macro_create-popup_prompt-1_v3_3-8112ec.png) *First prompt of the macro - asking for universe number* After the user types the number and finishes with Please/Enter, then it asks for the DMX address: ![](/img/grandma2/img_macro_create-popup_prompt-2_v3_3-314bbb.png) *Second prompt of the macro - asking for DMX address* Processed, the macro executes the command. It could look like this: ![](/img/grandma2/img_macro_create-popup_result_v3_3-b2ef12.png) *Command line feedback of the macro* ### Example 2: [Section titled “Example 2:”](#example-2) We want a macro that we can use to login as a different user. We want to be prompted for the user name and password. In this macro, we choose to store the user input in variables. All users need a password for this macro to work. This is the macro: | No. | CMD | | --- | ---------------------------------------------------- | | 1 | SetVar $my\_user=(“What User do you want to login?“) | | 2 | SetVar $my\_password=(“What is the password?“) | | 3 | Login $my\_user $my\_password | | 4 | SetVar $my\_password= | Notice that we store the user input as text. The fourth macro line removes the my\_password variable. Otherwise, the password would have been readable by anyone. It can often be a good idea to treat the user input as text. This, for instance, allows the use of names instead of just numbers.   See more examples in the [Example macros topic](/grandma2/key_macro_examples/). # Macro timing > As you may have noticed within the Edit Macro pop-up, in addition to the command text field, there is also a wait field for each macro line. As you may have noticed within the Edit Macro pop-up, in addition to the command text field, there is also a wait field for each macro line. By default the macro will proceed immediately and start processing the next line, however this “Follow” may be changed to either a wait time in seconds, or a trigger to pause and wait for next Go (to the macro), before the macro proceeds with next line. The last wait time is not needed and the value here will be displayed in red text. ## Setting a time [Section titled “Setting a time”](#setting-a-time) Wrong timing is the major pitfall when creating complex macros. The console is multi-tasking so when a command immediately follows another, the second command will start processing, even if the previous has not yet finished processing. If a macro-line depends on an earlier line, to be processed correctly, you may need to add a wait-time, to prevent the next command to follow immediately and be processed too early. If you experience that a command works if you type it manually but not when you run it in a macro, then it can also be a sign that you need to add a small wait time. ### Example: [Section titled “Example:”](#example) Let us create a Macro that Parks Channel 10 at 50%: | No. | CMD | Wait | | --- | ---------------- | ------ | | 1 | Channel 10 At 50 | Follow | | 2 | Park Channel 10 | Follow | With the default “Follow” trigger, this macro does not work. Setting channel 10 to 50% takes a little bit of time, and our second macro line parks the channel before the first line has been fully processed. Giving the first line 50 millisecond to be processed, before proceeding to the next line, solves the problem in this case: | No. | CMD | Wait | | --- | ---------------- | ------ | | 1 | Channel 10 At 50 | 0.05 | | 2 | Park Channel 10 | Follow | When creating complex macros it is wise to start with a small timing of something like 100 milliseconds per line (0.1 seconds). Then you might be able to speed it up by setting a smaller wait or set lines to “Follow” if the commands are running correctly.   **Important:**\ Necessary processing-time is not fixed. You may experience that a timing that worked when in Standalone is not enough in a session with multiple stations and NPUs. ## Using Go [Section titled “Using Go”](#using-go) You can use a “Go” instead of a wait time or the “Follow” time. This means that the macro will halt when it reaches a “Go” in the wait column. It will continue running only when receiving a go command. Go is the default function for an executor key, when the macro is assigned to executors. ### Example: [Section titled “Example:”](#example-1) Here is a fun example of a macro that turns on or off the sACN output and input. It also re-labels the macro depending on the status **and** it change the frame color. | No. | CMD | Wait | | --- | ---------------------------------------------------------------- | ------ | | 1 | Assign Root “DMX\_Protocols”.“sACN” /OutActive=on /InActive=on | Follow | | 2 | Appearance Macro “sACN OFF/on” /h=100 /s=100 /br=100 | Follow | | 3 | Label Macro “sACN OFF/on” “sACN ON/off” | Go | | 4 | Assign Root “DMX\_Protocols”.“sACN” /OutActive=off /InActive=off | Follow | | 5 | Appearance Macro “sACN ON/off” /h=30 /s=100 /br=100 | Follow | | 6 | Label Macro “sACN ON/off” “sACN OFF/on” | Follow | The macro needs to be labeled “sACN OFF/on” before running it the first time. Line 1 and 4 are the ones that actually change the settings for sACN output and input. Line 2 and 5 changes the frame color (appearance). Line 3 and 6 re-labels the macro. All line are have a “Follow” in the wait column except line 3. This is the one that separates the “on” and “off” parts, so this is where the macro needs to halt and wait for a new “Go”. If the “[Top](/grandma2/key_keyword_top/)” command is sent to the macro then it will run the macro from the first line. “[GoBack](/grandma2/key_keyword_goback/)” will execute the previous macro line in a multi line macro. Looking at the example above it will run line 2 if the macro is at line 3 waiting for a Go. If the macro is not active then “GoBack” will run the last macro line.\ \ Running macros can be paused using the “[Pause](/grandma2/key_keyword_pause/)” command. This only makes sense for timed macros with enough time to actually pause it before it is done.\*\*\*\* You need to do a Go command for the macro to continue. # Use variables > It is possible to use variables in your macros and in any command line entry in the show. It is possible to use variables in your macros and in any command line entry in the show. Variables are containers of text that may be reused. Variables may be used to store phrases of text, for later reuse by command line and macros, similar to what Presets are for Attributes.   ## SetVar [Section titled “SetVar”](#setvar) Variables are defined using the [SetVar keyword](/grandma2/key_keyword_setvar/) and the [$ character](/grandma2/key_keyword_dollar/): SetVar $nameofvariable=“content of variable” Whenever the variable is later referenced in the command line, the variable is replaced by its content. The variables can contain text strings - like names. They should be put in quotation marks. That makes the grandMA2 interpret that as a text string and it can contain a space in the name. If you do not put it in quotation marks, then the text would be interpreted as commands. For instance, if you want to create a variable containing **This is Us** and write: \[Channel]> SetVar $song\_name = This is us Then the grandMA2 would interpret it as you defining a variable containing the text “This” and then the commands **InviteStation User** \[time] : Executing : SetVar $song\_name = This InviteStation User This is not what you wanted and it is not even a valid command. So remember the quotation marks. Variables can also contain numbers. If you create the variable and the content is a number then it is defined as an integer (whole number) or fixed-point number (a whole number with 6 decimals after the point). If a number has become a fixed-point number then you cannot convert it back to an integer. That was a little bit of technical math, that you most likely do not have to worry about. ### Example [Section titled “Example”](#example) This is an example of using a variable in a cue list. See the [Example macros topic](/grandma2/key_macro_examples/) for more examples of using variables in macros. A common way to program lighting for a song is to create a sequence of cues holding the base looks and major changes for each verse and chorus, and additionally trigger different chasers on and off via the command (CMD) column in the main sequence: * … * Cue 5:“Chorus”: CMD:Go Executor 201 * Cue 6:“Verse 2”: CMD:Off Executor 201 * etc. If only one chaser needs to be triggered, this simple syntax usually does the job. By using variables, triggering of multiple chaser may be easily managed: * Cue 1:“Intro”: CMD:SetVar $chorus\_Chasers=“Executor 201 + 204 + 205” * … * Cue 5:“Chorus”:CMD:Go $chorus\_Chasers * Cue 6:“Verse2”:CMD:Off $chorus\_Chasers * etc. \[Channel]> SetVar $chorus\_Chasers=“Executor 201 + 204 + 205” \[time] : Executing : SetVar $chorus\_Chasers=“Executor 201 + 204 + 205” \[Channel]> Go $chorus\_Chasers \[time] : Executing : Go Executor 201 + 204 + 205 **Hint:**\ Your console will only process valid commands. If none of the Executors exist, the console will not bother to process the command, and you will not see this last line ## SetUserVar [Section titled “SetUserVar”](#setuservar) Similar to the SetVar keyword is the [SetUserVar keyword](/grandma2/key_keyword_setuservar/). The only difference is that a variable defined with the SetVar is a global variable for all users, while variables defined with SetUserVar applies to the current user only.   *** ## ListVar and ListUserVar [Section titled “ListVar and ListUserVar”](#listvar-and-listuservar) With the keyword ListVar and ListUserVar, the command line feedback window will list current variables and their content. \[Channel]> ListVar \[time] : Global : $CHORUS\_CHASERS = Executor 201 + 204 + 205 The list is longer. ListVar shows both user and global variables. ListUserVar only shows the variables for the current user. Notice that the variables are stored with capital letters. This means that the grandMA2 does not distinguish between two variables called $thisISgreat and $thisisGREAT. For the grandMA2 it will just be $THISISGREAT. ## Predefined Variables [Section titled “Predefined Variables”](#predefined-variables) If you try the ListVar command then you will see the list of all the variables. There are a lot of predefined variables in the grandMA2 that automatically gets updated. Some of the most useful are: **$SELECTEDEXEC:** This is the number of the currently selected executor. **$SELECTEDEXECCUE:** This is the current active cue on the selected executor. **$FADERPAGE:** This is the page number of the Executor Fader page. **$BUTTONPAGE:** This is the page number for the Executors without faders. **$SHOWFILE:** This is the name of the show. **$USER:** This is the currently logged in user.   Even though these are listed as “Global” some are actually user variables. Two different users in the same session will not get the same result in some of these - for instance, the $USER will be different and they can also be on different pages and have different executors selected. *** ## Additions with Variables [Section titled “Additions with Variables”](#additions-with-variables) There are two commands that allow you to do a little addition with variables: [AddVar](/grandma2/key_keyword_addvar/) and [AddUserVar](/grandma2/key_keyword_adduservar/). You can do math with numbers and you can append text to text or numbers (this will convert a number to text). This is the possible syntax: AddVar $variable = number AddVar $variable = “text” AddVar $variable = $variable The only difference between AddVar and AddUserVar is that the first is used with the global variables and the second is for the current users’ own variables. The variable needs to exist before you use AddVar/AddUserVar on it. ### Examples [Section titled “Examples”](#examples) Adding numbers: SetVar $my\_number = 1 AddVar $my\_number = 1 Result is that the variable $my\_number is the number **2**.   Adding text: SetVar $my\_executor = “Executor 10” AddVar $my\_executor = ” + 11” Result is the text in the variable $my\_executor is **Executor 10 + 11**.   Adding variables: SetVar $date\_time = $DATE AddVar $date\_time = ”\_” AddVar $date\_time = $TIME Result of $date\_time is a text string and is off coarse based on when you do this, but it could look like this: **12.8.2016\_12h31m37.963s** notice that for better readability we added an underscore between the date and the time.   Adding a number to text: SetVar $num\_text = 23 AddVar $num\_text = ” bananas” The result is converted to text and it will be: **23 bananas**.   Adding a text to a number: SetVar $text\_num = “The answer is ” AddVar $text\_num = 42 The result is a text that reads: **The answer is 42**.   For more practical examples please read the [Example macros topic](/grandma2/key_macro_examples/). # Edit a macro > Editing or changing an existing macro is just like creating the macros. You need to open the Edit Macro pop-up. Editing or changing an existing macro is just like creating the macros. You need to open the Edit Macro pop-up. You can open this by pressing the Edit key and then tapping the the macro you want to edit. This will open the Edit Macro pop-up. It could look like this: ![](/img/grandma2/popup_edit-macro_v3-3-ffb3bc.png) *Edit Macro pop-up* Please have a look at the [Manually create a macro topic](/grandma2/key_macro_create/) for a detailed explanation about this pop-up.   In this editor you can select the line you want to edit and then press the Please/Enter key on the keyboard to open the **Enter CMD pop-up**. If you are on a console it might be easier to tap the screen encoder to edit the line. If you are using an onPC then you can right click the line to edit it.   Type the new command. finish by pressing Please/Enter and close the pop-up. You have now edited the macro. If you want learn more about creating macros, then please read the [Manually create a macro topic](/grandma2/key_macro_create/). # Example macros > Here you can find some examples of macros. Here you can find some examples of macros. Most can be found in the predefined macros. Read the [Import predefined objects topic](/grandma2/key_ei_import_predefined/) for information about importing them. ## +05 [Section titled “+05”](#05) This short macro will simply put 5% more on the dimmer value on the selected fixtures. | No.: | CMD: | Info: | | ---- | ------ | ----- | | 1 | At + 5 |   |   ## Executor CLI = off [Section titled “Executor CLI = off”](#executor-cli--off) This macro will turn off the **Exec CLI** setting in the Local settings in Setup. | No.: | CMD: | Info: | | ---- | -------------------------------------------- | ----- | | 1 | Assign Root .”Settings”.”Local” /ExecCLI=off |   | It assigns a new value for the “ExecCLI” option in the local settings. The local settings are addressed using the names of the settings and the “local” part of the settings.   ## ExecTime on/off [Section titled “ExecTime on/off”](#exectime-onoff) This macro can be used to turn on or off (toggle) the Executor Time fader (the one shown on screen 2 lower right corner). | No.: | CMD: | Info: | | ---- | ---------------------------------------------- | ----------------------------------------------------------- | | 1 | Toggle SpecialMaster “grandmaster”.“exec time” | Toggles the “Set Time” function on the Executor Time fader. | It sends a command to a special master in the “grandmaster” group. The special master is called “exec time” (Executor Time).   ## Replace Fixture in Sequence [Section titled “Replace Fixture in Sequence”](#replace-fixture-in-sequence) You can use this macro if you need to replace a fixture with a different one in a specific sequence. | No.: | CMD: | Info: | | ---- | ----------------------------------------------------------------------------------------- | ----- | | 1 | Replace Fixture (old Fixture?) With Fixture (New Fixture?) If Sequence (Sequence number?) |   | This macro uses three pop-ups asking for the old and new fixture numbers and the sequence number. The pop-ups a re displayed when the macro reaches the parentheses. The title bar of the pop-up displays the text written inside the parentheses.   ## Preset Live Fade [Section titled “Preset Live Fade”](#preset-live-fade) This macro is used to fade into a preset in 2 seconds. The idea is that you tap the macro and then the preset (in a preset pool) you want to fade to. | No.: | CMD: | Info: | | ---- | ----------------------------------------------- | ---------------------------------------------------------- | | 1 | On SpecialMaster “grandmaster”.“program time” | Turn on the Program Time fader | | 2 | SpecialMaster “grandmaster”.“program time” At 2 | Sets the Program time to 2 seconds | | 3 | At Preset @ | Selects a preset - waiting for the user to select a preset | | 4 | Off SpecialMaster “grandmaster”.“program time” | Turn off the Program Time fader | The first two lines turn on the Program Time fader and sets the fade time to 2 seconds. The third line will put the “At Preset” part in the command line and then wait for you to tap the preset. The last line turns off the Program Time fader.   ## Set Show Running Status [Section titled “Set Show Running Status”](#set-show-running-status) This multi line macro is an example of the commands you could use to setup your console ready for a show start. | No.: | CMD: | Info: | | ---- | ------------------------------------------ | ------------------------------------------- | | 1 | ChangeDest “settings” | Enters the settings | | 2 | Assign “Global” /Telnet= “Login Disabled” | Turns off telnet connections | | 3 | Assign “Global” /Remotes= “Login Disabled” | Disables remote access | | 4 | Assign “Global” /Agenda= “stopped” | Turns off any agendas | | 5 | ChangeDest / | Exits the settings | | 6 | Highlight Off |   | | 7 | Solo Off |   | | 8 | Blind Off |   | | 9 | BlindEdit Off |   | | 10 | PreviewEdit Off |   | | 11 | Off Executor 0.1.1 Thru | Turns off all the executors | | 12 | World 1 | Goes into the full world | | 13 | ClearAll | Clears the programmer | | 14 | ResetDmxSelection | This clears the selection in the DMX tester | | 15 | Off DmxUniverse Thru | This clears the values in the DMX tester | | 16 | SpecialMaster “grandmaster”.”Grand” At 100 | Sets the grand master to 100% | This is a macro that can be used as the foundation for a start show macro. You might want to add your own line after line 16. Your own lines would typically turn on the relevant executors and make sure they are turned up and in the right cue.   ## SaveShow Enumerate [Section titled “SaveShow Enumerate”](#saveshow-enumerate) This is not a predefined macro. This macro will allow you to save your show with an enumerate number each time you run the macro. The first time it runs it will save the show with number 1 and then it will enumerate from there. You need to edit the macro and change the “base” name of the show file (line number 4). The macro needs to be labeled “SaveShow Enumerate” or you need to edit line 2 to match the macro name. | No.: | CMD: | Info: | | ---- | ------------------------------------------------------------------------- | -------------------------------------------------------------------------- | | 1 | SetVar $show\_number = 0 | This defines a counter variable | | 2 | Assign Root .”Macros”.”Global”.”SaveShow Enumerate”.1 + 2 /Disabled=“Yes” | This line will turn disable line 1 and 2 after the first run of the macro. | | 3 | AddVar $show\_number = 1 | This adds 1 to the counter. | | 4 | SetVar $show\_name\_base = “My Show\_“ | This is the base name. Numbers will be added to this. | | 5 | SetVar $show\_name\_current = $show\_name\_base | This create a new variable with the “base” name. | | 6 | AddVar $show\_name\_current = $show\_number | This adds the number to the name variable. | | 7 | SaveShow $show\_name\_current /nc | This saves the show with the name. “/nc” suppresses any pop-ups. | In this macro you can see the use of variables and how you can use the AddVar command to append text to other text. # Record a macro > You can make a live recording of a macro. You can make a live recording of a macro. This is the workflow when recording macros: 1. Start the macro recording 2. Type the needed commands 3. Stop the macro recording The recording only contains commands that are visible in the Command Line Feedback and the time between the commands. It does not record fader movement and screen presses (unless they trigger a command). The [Record command](/grandma2/key_keyword_record/) is needed to start and stop the recording of macros. You can easily reach the Record keyword by pressing the MA key together with the Store key. When you have the Record keyword in your command line then you press the Macro key and then type the macro number you want to record to - execute the command with a Please. If the macro you want to recording to, has already some content, the new recorded content will be added after the existing commands. To stop the recording you will need to use the Record keyword again. You can, but you do not need to specify the macro number. MA+Store (Record) Macro Please ends the recording.   Different things happen while you are recording a macro: * The background light of the Store and Macro keys are flashing. * There is a small red circle in the upper right corner of the macro pool object you are recording to. * There is a ![](/img/grandma2/icon_macro-record_v3-2-6168b1.png) icon in the message center part of the command line input.   The recorded macro will be a timed macro. This means that it will execute the commands with the same speed as they where recorded.    If you have a macro pool visible then you can also tap the pool object to start and stop the recording: 1. Press MA + Store (Record) 2. Tap the macro pool object It is the same workflow for starting and stopping the recording. # What are macros > Macros are commands stored in a pool object. Macros are commands stored in a pool object. The commands can be simple, very complex, and everything in between. This makes programming faster and more convenient. This allows you to do trivial or complex operations by a push of a button. Macros are stored in the **Macro Pool** but can be assigned to physical keys. The macro pool is shared between all Users in the show file. This means that if user number 1 is storing a macro on pool object number ten then it will also be available for User number 2 as macro number ten. If you do not know about pools, then please read the [Pools in General topic](/grandma2/key_pools/).  ## Macro Pool [Section titled “Macro Pool”](#macro-pool) The Macro pool could look like this: ![](/img/grandma2/window_macro-pool_v3-3-32c8a5.png) *Macro Pool - pool style* This is what it looks like in the pool style. It can be changed in the options to Sheet Style. Then it looks like this: ![](/img/grandma2/window_macro-pool_sheet-style_v3-3-8f21ae.png) *Macro Pool - sheet style* Read the [Manually create a macro topic](/grandma2/key_macro_create/) to learn more about creating macros. ## Running Macros [Section titled “Running Macros”](#running-macros) You can run the macros by tapping them in the pool, using the keys, or using the command line. For example, press Macro 5 Please to run macro number 5. Type macro 5 followed by Enter/Please to run it from the command line. Read more details about the macro command in the Macro keyword topic. Macros can also be assigned to Executors, X Keys, or View buttons. To learn more please read the [Assign a macro to a button topic](/grandma2/key_macro_assign/). ## Advanced macros [Section titled “Advanced macros”](#advanced-macros) Macros can be advanced. This means that you can make macros that present a pop-up asking for user input, calculations, conditional macros lines, and user-definable or system-wide variables. Since the grandMA2 is a command line driven software, you can do almost anything with macros. Please read the [Manually create a macro topic](/grandma2/key_macro_create/) and the subtopics for more about advanced macros. If you need even more advanced access to the system behind the grandMA2 then you can use the grandMA2 Plugins. They allow for LUA scripts to be used to interact with the software. This is for the very advanced users. Read more about this in the [Plugins section](/grandma2/key_plugins/). ## Timed or triggered macro lines [Section titled “Timed or triggered macro lines”](#timed-or-triggered-macro-lines) Macros can run as fast as possible, where a macro with multiple lines will run the commands in each line as fast as possible. But they can also be timed so there is a delay between the execution of the next macro line. This can be a good idea if the command is something that might take a little while for the software to execute. For instance, if a macro line is storing 1000 cues. It does not take the macro a long time to run the command, but the software might need half a second to actually to it. Then if the next macro line jumps to cue number 999, then you need to delay this macro line - the software needs to create the cues before you can jump to it. A third option is a macro line that waits until it is triggered again by a user. Read more about these options in the [Macro timing topic](/grandma2/key_macro_create_timing/). ## Import and Export [Section titled “Import and Export”](#import-and-export) Macros can also be imported and exported. You can import macros stored on a USB stick or from the predefined macros in the software. Read more in the [Export and Import section](/grandma2/key_export_and_import/) to learn more about how to export and import. ## Learn how to write macros [Section titled “Learn how to write macros”](#learn-how-to-write-macros) Macros are basically lines of text. The lines are executed as command line input for processing by the grandMA2 software. The power of macros is based on the power of the command line. If something can be done using the command line then a macro can do it. To learn macros, you need to learn the grandMA2 command line syntax. This is described in details in the [Command Syntax and Keywords section](/grandma2/key_command_syntax_and_keywords/). Sitting down and learn everything about the grandMA2 syntax and keywords is a very big task. The easier way to begin to understand how it works is to always have a **Command line Feedback window** visible on one of your screens: ![](/img/grandma2/window_command-line-feedback_v3-3-fdeafb.png) *Command Line Feedback window* Most of your actions on the console will result in an entry in this window and will be listed as “Executing”, “Realtime”, or “Macro”. \[time] : Executing : Channel 1 At 50 \[time] : Realtime : Go Executor 1.8 \[time] : Macro : SaveShow You do not have to worry about these three different classifications. This indicates the source of the processed command. **Executing** means that you have executed a command by pressing keys or other normal user input. **Realtime** means that the command originated from your pushing executor buttons and has been processed with a high priority. **Macro** means that the command is originating from some direct key press (like double-tapping the Backup key), or a macro. If it comes from a macro in the macro pool, then it also writes the macro number and the line number that executed the command. If the commands come from a command in a cue, then it displays the sequence and cue number. This makes it easy to identify where the command comes from. # MAtricks > MAtricks are used to modify the order of your selection. MAtricks are used to modify the order of your selection. The keys Next and Previous are the two basic MAtricks.   The following explains the order of the selection using Next and Previous: 1. []()Select fixtures 1 to 10 in the fixture or channel sheet. For more information on how to open and use the fixture or channel sheet see [Fixture sheet](/grandma2/key_of_fixture_sheet/) or [Channel sheet](/grandma2/key_of_channel_sheet/).    * To do so, use the command line: \[Channel]> Fixture 1 Thru 10 -or- Press the following keys on the console: * Fixture  1  Thru  10  Please The fixtures are now selected.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)​![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)​​​![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)   2. Press Highlt and the fixtures go on.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)   3. To select fixtures one after the other, press Next. 4. Pressing Next in succession, selects the adjacent fixture.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)   5. To select the previous fixture, press Prev.\ Pressing Prev in succession selects the fixtures in the opposite direction.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)   6. To temporarily disable the MAtricks, press Set. ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) The fixture are selected and go back on.   7. To temporarily enable MAtricks, press Set once more.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) Reselects the last MAtricks selection.    8. To reselect all fixtures, press simultaneously Prev + Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) **Hint:**\ Prev + Next execute the All keyword. For more information see the [All keyword](/grandma2/key_keyword_all/).  9. To begin the selection from the start, press Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [MAtricks toolbar](/grandma2/key_matricks_toolbar/) * [MAtricks pool](/grandma2/key_matricks_pool/) * [MAtricks interleave](/grandma2/key_matricks_interleave/) * [MAtricks blocks](/grandma2/key_matricks_blocks/) * [MAtricks wings](/grandma2/key_matricks_wings/) * [MAtricks groups](/grandma2/key_matricks_groups/) # MAtricks blocks > This topic illustrates how to use the Block X based on an example. This topic illustrates how to use the Block X based on an example. For information on the keyword see [MAtricksBlocks](/grandma2/key_keyword_matricksblocks/).  **Requirement:** * Fixtures are selected via the command line or keys. For more information on how to select fixtures for the usage of MAtricks see [MAtricks](/grandma2/key_matricks/).  ### 1. Example [Section titled “1. Example”](#1-example) * Apply Block X \*\*Initial situation: \*\* ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 1. To apply Block X, tap the button on the left of the ![](/img/grandma2/icon_minus_v3-2-0401ec.png) sign displayed below **Block X** in the MAtricks toolbar.  For more information on the toolbar see [MAtricks toolbar](/grandma2/key_matricks_toolbar/).  2. The calculator opens.\ -Enter 3.  3. Press Please.  -or- 1. Use the command line as follows: \[Channel]> MAtricksBlocks 3 2. Press Please. 3. MAtricks button turns green in the MAtricks toolbar.  4. Press Next.  The fixtures are selected in a block of 3 on the x-axis.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 5. To jump to the next block, press Next.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 6. To increase the number of fixtures in a block, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and Set and press Next. ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 7. To decrease the number of fixtures in a block, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and Set and press Prev.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 8. To disable MAtricks blocks, simultaneously press ![ma](/img/grandma2/ma_1-290dfd.png) + Set + Prev + Next. The MAtricksBlocks are disabled.  *** ### 2. Example [Section titled “2. Example”](#2-example) * Apply blocks on both axes – x and y   **Important:**\ Apply Interleave before adjusting the settings on the y-axis. 1. Apply Interleave of 4.  **Initial situation:** ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)\ ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)\ ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 2. To set the Block X to 3 and the Block Y to 2, type the following into the command line: \[Channel]> MAtricksBlocks 3.2 3. Press Please.  4. Press Next.  **Result:** A block of 3 fixtures is applied on the x-axis and a block of 3 fixtures on the y-axis.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) # MAtricks groups > This topic illustrates how to use MAtricksGroups based on an example. This topic illustrates how to use MAtricksGroups based on an example.  For information on the keyword see [MAtricksGroups](/grandma2/key_keyword_matricksgroups/).  **Requirement:** * Fixtures are selected via the command line or keys.  For more information on how to select fixtures for the usage of MAtricks see [MAtricks](/grandma2/key_matricks/).  ### 1. Example [Section titled “1. Example”](#1-example) * Set the fan function in fixtures that are not grouped 1. Use the command line as follows: \[Channel]> At 0 Thru 100 2. \*\* \*\*Press Please. **Result:** The fan function is applied on the fixtures selected.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_10percent_v3-3-68b049.png)![](/img/grandma2/img_bulb_20percent_v3-3-e1b227.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png)![](/img/grandma2/img_bulb_50percent_v3-3-f46cad.png)![](/img/grandma2/img_bulb_60percent_v3-3-fe0580.png)![](/img/grandma2/img_bulb_80percent_v3-3-dfe12d.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ### 2. Example [Section titled “2. Example”](#2-example) * Apply groups with 4 fixtures in each group and set the fan function.  1. To apply groups, use the command line as follows: \[Channel]> MAtricksGroups 4 2. Press Please.  3. To set the fan function within the groups with 4 fixtures, use the command line as follows: \[Channel]> At 0 Thru 100  4. Press Please.  **Result:** The fan function is applied within the MAtricksGroups.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png)![](/img/grandma2/img_bulb_60percent_v3-3-fe0580.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png)![](/img/grandma2/img_bulb_60percent_v3-3-fe0580.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ### 3. Example [Section titled “3. Example”](#3-example) * Apply the MAtricksInterleave and use the fan function  1. To apply an interleave, for example of 4, use the command line as follows: \[Channel]> MAtricksInterleave 4 2. Press Please.  **Result:** MAtricksInterleave of 4 is now applied.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 3. To apply the fan function within the MAtricksInterleave, use the command line as follows: \[Channel]> At 0 Thru 100 4. Press Please. **Result:** The fan function starts in the upper corner on the left and fans out toward the lower corner on the right. ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_10percent_v3-3-68b049.png)![](/img/grandma2/img_bulb_20percent_v3-3-e1b227.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png) ![](/img/grandma2/img_bulb_10percent_v3-3-68b049.png)![](/img/grandma2/img_bulb_20percent_v3-3-e1b227.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png)![](/img/grandma2/img_bulb_60percent_v3-3-fe0580.png) ![](/img/grandma2/img_bulb_20percent_v3-3-e1b227.png)![](/img/grandma2/img_bulb_40percent_v3-3-87457f.png)![](/img/grandma2/img_bulb_60percent_v3-3-fe0580.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ### 4. Example  [Section titled “4. Example ”](#4-example) * Align groups with an interleave on the x or the y-axis using periods   For the example on the alignment of the x-axis see the [example Align Group X in the MAtricks toolba](/grandma2/key_matricks_toolbar/#align_x_axis)[r](/grandma2/key_matricks_toolbar/#align_x_axis). 1. To apply 3 groups on the y-axis and setting the fan function within this group, successively type the following into the command line: \[Channel]> MAtricksGroups 1.3 2.  Press Please.  \[Channel]> At 0 Thru 100 3. Press Please.   **Result:** The fan starts in the first group and fans out toward the third group.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_50percent_v3-3-f46cad.png)![](/img/grandma2/img_bulb_50percent_v3-3-f46cad.png)![](/img/grandma2/img_bulb_50percent_v3-3-f46cad.png)![](/img/grandma2/img_bulb_50percent_v3-3-f46cad.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) The fan function is set within the group. # MAtricks interleave > This topic illustrates how to use MAtricksInterleave based on an example. This topic illustrates how to use MAtricksInterleave based on an example.  For information on the keyword see [MAtricksInterleave](/grandma2/key_keyword_matricksinterleave/).  **Requirement:** * Fixtures are selected via the command line or keys. For more information on how to select fixtures for the usage of MAtricks see [MAtricks](/grandma2/key_matricks/#select_fixtures_matricks). ### Example [Section titled “Example”](#example) **Initial situation:** ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 1. To apply the MAtricksInterleave, tap the button on the left of the ![](/img/grandma2/icon_minus_v3-2-0401ec.png) sign displayed below **Interleave** in the MAtricks toolbar.  For more information on the toolbar see [MAtricks toolbar](/grandma2/key_matricks_toolbar/). 2. The calculator opens.\ -Enter 4. 3. Press Please.  -or- -Use the command line as follows: \[Channel]> MAtricksInterleave 4 -Press Please.   The fixtures are selected in an interval of 4.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 4. To jump to the adjacent fixture holding the interval of 4, press Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 5. To jump to the next fixture, press Next.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ​![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)​​​![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 6. To reselect the fixtures, simultaneously press Prev and Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 7. To move through the selection in the interval of 4, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 8. To move further through the selection, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Next. ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 9. To reselect all rows, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and simultaneously press Prev and Next.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) **Hint:**\ To jump to the third fixture in the second row:\ 1\. Press Next Next Next.\ 2\. Press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Next.\ 3\. Press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Next.\ ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)\ ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)\ ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 10. To disable the MAtricksInterleave, press and hold Set and simultaneously press Prev and Next.  The MAtricksInterleave is now disabled. # MAtricks pool > Manage the MAtricks of your show in the MAtricks pool. Manage the MAtricks of your show in the MAtricks pool.  1. Open the MAtricks pool:\ -Tap Pools in **Create Basic Window**. For more information on how to open a basic window see [Manage windows](/grandma2/key_windows/).\ -Tap MAtricks and the Matricks pool opens.  ![](/img/grandma2/window_matricks-pool_v3-3-788480.png) *Open the MAtricks pool* 2. Create new MAtricks:\ -Press Edit and tap an empty pool object in the MAtricks pool.\ -The window **Edit MAtricks** opens. ![](/img/grandma2/popup_edit-matricks_matricks-pool_v3-3-1c46ac.png) *Edit MAtricks* -To set **Interleave, MAtricks Filter, Single X, Block X, Align Group X, Wing, Wingstyle, Single Y, Block Y,** and **Align Group Y**, tap the plus or the minus sign displayed right below the name of the settings or tap the buttons **Off** or **None**: 3. To use predefined MAtricks, tap Load Predefined.\ -The **pop-up Select Predefined MAtricks** opens. ![](/img/grandma2/popup_select-predefined-matricks_v3-3-44b9b4.png) *Select predefined MAtricks* -Tap to select predefined MAtricks.\ -The pop-up closes and the MAtricks you have selected are now applied. **Hint:**\ You can also import predefined MAtricks in Setup – Import Export – Import – MAtricks. For more information on import see [Import using user interface](/grandma2/key_ei_import_gui/). 4. Label the MAtricks:\ ​-Tap Label and a calculator opens.\ -Enter the name of the MAtricks and press Please.  5. To reset single MAtricks in use, tap Reset.  **Hint:**\ By default, **Reset** is always displayed in the first pool object of the MAtricks pool. You can set the MAtricks without selecting an object in the MAtricks pool. These settings can also be reset by tapping the pool object **Reset**.  **Hint:**\ For information on how to access the MAtricks pool options and how to use them see [Adjust pool options](/grandma2/key_pools_options/). # MAtricks toolbar > Use the MAtricks toolbar to control the MAtricks. Use the MAtricks toolbar to control the MAtricks.  **Requirement:** * Activate MAtricks in the toolbar.  1. Select the fixtures or channels you would like to apply the MAtricks to.  2. Open the encoder bar. For more information see [Encoder toolbar](/grandma2/key_ws_encoder_toolbar/).\ For information on how to open the encoder bar via the **Create Basic Window** see [Encoder bar](/grandma2/key_ws_encoder_bar/).  3. To enable MAtricks, press the Set key.\ For more information on the Set key see [Set](/grandma2/key_key_set/). \ -or-\ -Tap an object in the MAtricks pool.\ For more information see [MAtricks pool](/grandma2/key_matricks_pool/).\ -or-\ -Tap MAtricks in the encoder toolbar and the MAtricks toolbar opens. ![](/img/grandma2/img_matricks-toolbar_v3-3-7108fe.png) *Open the MAtricks toolbar* -Tap MAtricks Active.\ -MAtricks Active turns green. This indicates that MAtricks have been activated. ![](/img/grandma2/img_matricks-toolbar_activated_v3-3-b49902.png) *Activate MAtricks* 4. To adjust the settings, tap the button displayed on the left of the ![](/img/grandma2/icon_minus_v3-2-0401ec.png) sign. \ -Depending on the setting, a calculator opens or a pop-up appears.\ -Enter or select a value. 5. If you have adjusted the settings, the corresponding button turns green and the settings are instantly applied. **Important:**\ Only settings with a green background can be saved in the MAtricks pool.  6. Store the settings you have just made in the MAtricks toolbar:\ -Press Store and tap an empty object in the MAtricks pool.\ For more information on the MAtricks pool see [MAtricks pool](/grandma2/key_matricks_pool/).  7. Close the MAtricks toolbar:\ Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the toolbar.    *** ## MAtricks Settings [Section titled “MAtricks Settings”](#matricks-settings) **Hint:**\ Adjust settings using ![](/img/grandma2/icon_minus_v3-2-0401ec.png) or ![](/img/grandma2/icon_plus_v3-2-e7bd93.png) in the MAtricks toolbar.  **Important:**\ Settings that can be made on the y-axis – **Single Y, Block Y, Align Group Y** – are enabled only if the interleave is applied.  **Interleave:** Sets the interval. 1. To increase the interval of the MAtricks, press and hold Set and press Next. 2. To decrease the interval of the MAtricks, press and hold Set and press Prev. \   **MAtricks Filter:** Sets the filters Off, OddID, EvenID. Off: No filter.\ OddID: Selects fixtures with an odd number.\ EvenID: Selects fixtures with an even number.  1. To set a filter, tap MAtricks Filter and the **pop-up Select Input** opens. ![](/img/grandma2/popup_select-input_matricks_v3-3-a2edc0.png) *Select filter* 2. Tap to select the filter. **Single X:** Selects the MAtricks in the vertical order. * To move through the selection, use Prev or Next.  **Single Y:** Selects the MAtricks in the horizontal order.  * To move through the selection, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Prev or Next.  **Block X:** Creates blocks in the vertical order. \*\*Block Y: \*\* Creates blocks in the horizontal order.  * To move through the selection of Block X or Block Y, press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and Set and simultaneously press Prev or Next.  **Align Group X:** Aligns groups of the selection in the vertical order – for example creating a fan.  **Align Group Y:** Aligns groups of the selection in the horizontal order – creating a fan.  ### []()Example: [Section titled “Example:”](#example) Align selection in four groups. 1. Set the **Align Group X** to 4. 2. Type into the command line: \[Channel]> At 10 Thru 100 This command created a fan function culminating in every fourth fixture.  ![](/img/grandma2/img_matricks_example_fan-function_v3-3_1-a327c9.png) *Set the fan function using LEDs displayed in the Layout View* **Wing:** Creates wings in the selection. * To move through the selection, press Prev or Next.   **Wingstyle:** Sets the following styles – None: No style.\ Pan: The wing affects fixtures with pan values. \ Tilt: The wing affects fixtures with tilt values. \ PanTilt: The wing affects fixtures with pan and tilt values. \ X: The wing affects fixtures with X values. \ Y: The wing affects fixtures with Y values. \ Z: The wing affects fixtures with Z values. \ XY: The wing affects fixtures with X and Y values.  1. To set a wing style, tap Wingstyle and the **pop-up Select Input** opens.  ![](/img/grandma2/popup_select-input_wingstyle_matricks_v3-3-12d2ea.png) *Select wing style* 2. Tap to select a wing style.  **Reset:** Resets the MAtricks settings. * To reset the MAtricks, tap Reset. **Hint:**\ It is also possible to reset the MAtricks using the [ClearAll](/grandma2/key_keyword_clearall/) or the [MAtricksReset](/grandma2/key_keyword_matricksreset/) keyword.  **[]()Circular Copy:** Copies values in a circular manner in the MAtricks. For more information see [CircularCopy](/grandma2/key_keyword_circularcopy/) keyword.  * To move through the selection downward, tap the arrow pointing to the right.  * To move through the selection upward, tap the arrow pointing to the left.  **Shuffle Selection:** Applies the function Shuffle to the selection in the MAtricks. For more information see [ShuffleSelection](/grandma2/key_keyword_shuffleselection/) keyword.  * To apply this function, tap Shuffle Selection.  **Hint:**\ Settings stored in the MAtricks pool can be assigned to the User keys. For more information see [User 1](/grandma2/key_key_user1/) key and [User 2](/grandma2/key_key_user2/) key. # MAtricks wings > This topic illustrates how to use the wings in the MAtricks with the help of an example. This topic illustrates how to use the wings in the MAtricks with the help of an example.  Wings split the selection into parts. Each wing mirrors the opposite wing. For explanation see [2. Example](#2_example). For information on the keyword see [MAtricksWings](/grandma2/key_keyword_matrickswings/). **Requirement:** * Fixtures are selected via the command line or keys.  For more information on how to select fixtures for the usage of MAtricks see [MAtricks](/grandma2/key_matricks/).  ### 1. Example [Section titled “1. Example”](#1-example) * Apply wings **Hint:**\ To move through selection, you usually press Next to jump to the adjacent fixture see illustration below this box.    **Initial situation:** **![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)**![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) 1. To apply wings, tap the button on the left of the ![](/img/grandma2/icon_minus_v3-2-0401ec.png) sign displayed below **Wing** in the MAtricks toolbar. For more information see [MAtricks toolbar](/grandma2/key_matricks_toolbar/).  2. The calculator opens.\ -Enter 2. 3. Press Please.  -or- 1. Use the command line as follows: \[Channel]> MAtricksWings 2 2. Press Please. 3. Press Next.   **Result:** The fixtures form two wings from left and right.  ![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)\*\* **![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)** | \*\*![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png) 4. To move the fixtures toward each other, tap Next. ###  []()2. Example [Section titled “ 2. Example”](#2-example) 1. Set 3 wings using the command line: \[Channel]> MAtricksWings 3 2. Press Please. 3. Press Next. \*\*Result: \*\* The wing on the right – the third wing – mirrors the adjacent wing in the middle.  ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) **|** ![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) \*\*| \*\*![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_on_v3-3-5a69c3.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png)![](/img/grandma2/img_bulb_off_v3-3-96d7c9.png) # Message center > To access the Message Centerindow, tap on an empty part of a screen. This must be at least 4 columns wide and 3 rows high. Tap System and then Message Center. To access the \*\*Message Center \*\*window, tap on an empty part of a screen. This must be at least 4 columns wide and 3 rows high. Tap System and then Message Center. This will open the **Message Center** window. ![](/img/grandma2/window_message-center_v3_3-14a19f.png) *Message center window* The **Message Center** is a great help, to debug the system. It is an activity log of different messages from the system. If there are any unstable devices or an error on the network, this window will be a great help. It is possible to filter the information by **Category**, **Subcategory**, **Type** or **Sender**. This will give the opportunity to only display messages about power or network for example, or only display errors. It is also possible to filter which device sent the message. It is possible to export the messages to an xlm file. Read more about export in the [Export Keyword](/grandma2/key_keyword_export/) topic. All the messages that are written in green are new. They will become gray, if you scroll up the window. **Hint:**\ The messages are a part of the show file, and all messages will be stored into the file. To clear the messages, use the command line and type \[Channel] > Delete Messages **Important:**\ **Messages** and **Message** is two different keywords. Read more about keywords in the [All Keyword](/grandma2/key_cs_all_keywords/) topic   ## Icons on the Command Line [Section titled “Icons on the Command Line”](#icons-on-the-command-line) Another part of the Message Center are the icons on the right side of the **Command Line**. These could look like this: ![](/img/grandma2/img_commandline_3_2-8f6876.png) *Command line icons* These will display important information about the console and the network. Tap the icons to get the description of what they mean. It could look like this: ![](/img/grandma2/popup_message-center_v3_3-1612be.png) *Message center pop-up* Tap Show All in the upper right corner to get a list over all the icons that can be displayed. Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner to manage the messages icons on the **Command Line**. Here, it is possible to select which information that must display a status icon and which that must give an information pop-up. # Networking > This section is about networking in grandMA2. This section is about networking in grandMA2.   There is a short description of [what is networking](/grandma2/key_network_what_is_network/). There are some useful information about setting IP addresses in [Consoles](/grandma2/key_network_set_ip_console/) and in [grandMA2 onPC](/grandma2/key_network_set_ip_onpc/). MA devices communicate and connect in a session. There is a section describing all the [relevant topics about sessions](/grandma2/key_network_session/). The network can be used to get [DMX in and out of system](/grandma2/key_network_dmx_get_in_out/). There is a section about [CITP](/grandma2/key_network_citp/). There is a topic about [PosiStageNet or PSN](/grandma2/key_network_psn/). It is a protocol used to exchange real-time position values. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is networking](/grandma2/key_network_what_is_network/) * [Set the IP address in the console](/grandma2/key_network_set_ip_console/) * [Set the IP address in the onPC](/grandma2/key_network_set_ip_onpc/) * [Using DHCP in MA devices](/grandma2/key_network_dhcp/) * [Session control](/grandma2/key_network_session/) * [Getting DMX in and out of the system](/grandma2/key_network_dmx_get_in_out/) * [Using CITP](/grandma2/key_network_citp/) * [PosiStageNet (PSN)](/grandma2/key_network_psn/) * [FTP connection to console and NPU](/grandma2/key_network_ftp/) # Using CITP > CITP (Controller Interface Transport Protocol) is a suite of Protocols used to exchange pictures and Video streams through a network. It is developed and mainta CITP (Controller Interface Transport Protocol) is a suite of Protocols used to exchange pictures and Video streams through a network. It is developed and maintained by Capture, Sweden - The protocol suite supports many different things. The grandMA2 console and onPC only supports two elements of the protocol. Thumbnail exchange from 3rd party media servers and viewing a CITP video stream. Read about the two different types in the following pages or follow these links: [Streaming CITP](/grandma2/key_network_citp_stream/) and [Thumbnail Exchange](/grandma2/key_network_citp_thumbnail/). The MA 3D supports one element (streaming CITP video).   ## Enabling CITP [Section titled “Enabling CITP”](#enabling-citp) CITP is enabled in Setup and CITP Network Configuration in the Network tab. In this menu you can enabled CITP generally by tapping the CITP Enable. This will turn on CITP in your session.   ## Important Information [Section titled “Important Information”](#important-information) There are some things you should be aware of when using CITP.   A CITP connection is not possible in MA when running CITP sender and CITP receiver at the same computer. The CITP Multicast address can be configured by pressing the title bar button in the CITP Network Configuration menu (in Setup). The CITP Multicast address 224.0.0.180 is not forwarded by many switches as soon as IGMP Snooping is enabled. The CITP Multicast address of MA products can be switched to 239.224.0.180 in order to use CITP in combination with IGMP Snooping. Be aware that the alternative multicast address 239.224.0.180 is not yet supported by many other media server manufacturers. Please check the compatibility with the manufacturer of your media server prior to changing the CITP Multicast address and enabling the IGMP Snooping while using CITP. Changing the multicast address in the CITP Network Config, will change the address for all MA stations (consoles, MA VPU and MA 3D) throughout the session. Streaming videos via network needs bandwidth. A single CITP video stream of 30fps generates up to 15Mbit/s. Video streams are sent as multicast. Requesting the same video stream from different grandMA2 consoles or MA 3Ds will not generate additional network traffic. ### Some hints to keep network stability when using CITP: [Section titled “Some hints to keep network stability when using CITP:”](#some-hints-to-keep-network-stability-when-using-citp) The list below gives a brief overview over the data rate of one 30 Frames per second CITP video stream. When having compressed streams, the data rate varies depending on the compressibility of the video content. * Uncompressed RGB8 stream: 15Mbit/s * PNG compressed stream: 7Mbit/s up to 15Mbit/s depending on video content. * JPG compressed stream: 1Mbit/s up to 8Mbit/s depending on video content. The minimum network speed is 1000MBit/s. Do not enable CITP in an 100Mbit/s network environment! The maximum amount of CITP network data rate should not exceed 30Mbit/s per physical network. When exceeding this limit, reduce the video stream quality by choosing a higher compression (jpg) or request less different video streams. Otherwise visualizers and video stream viewers running at computers with installed operating system Microsoft® Windows® may not receive all video stream data resulting in CITP video stream fps dropping below 1 fps.   The MA VPU CITP video streams frame rate is limited to 30fps shared by all requested outputs and 10fps shared by all requested layers of CITP video streams. E.g.: When requesting CITP video streams of Output1 and Output2, each stream will have a maximum refresh rate of 15 fps. The MA VPU reduces CITP video streams frame rate if the CITP network traffic of current connected network exceeds 30Mbit. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Streaming CITP](/grandma2/key_network_citp_stream/) * [Thumbnail exchange](/grandma2/key_network_citp_thumbnail/) # Streaming CITP > CITP can be used to stream a video feed through the network. CITP can be used to stream a video feed through the network. This video stream can be viewed on the MA console and onPC in the **CITP Video Viewer** window - create it using the [Create Basic Windows](/grandma2/key_windows/#create_basic_window). In MA 3D you can use a CITP stream on a surface, thus mimicking a screen.   For the console or onPC viewer to display a video stream, you need to set it up. Make sure the CITP is activated in the console/onPC. Have a look at the [Using CITP](/grandma2/key_network_citp/) topic. Tap the yellow ball in the upper left corner. This opens the Options pop-up. It could look like this: ![](/img/grandma2/window_citp-video-viewer_options_v3-2-1f7de6.png) *CITP Video Viewer Options with one active CITP stream source* This view displays a list of all the CITP servers that can stream video. You see the IP address, Port, Name and connection state. At the bottom there are two buttons. The left one allows you set the requested frames per second. The actual feed might be faster or slower. The right button is used to select what the viewer displays. This can be layers or Outputs (for MA VPU). With a selected source and layer/output, the Viewer can display the stream.   The viewer could look like this: ![](/img/grandma2/window_citp-video-viewer_v3-2-a4130a.png) *CITP Video Viewer - with a feed* The main part of this window displays the video stream. The title bar shows you that it is the CITP Video Viewer and the CITP source. In the picture above the source is a MA VPU. It also tells you if you are looking at a single layer or an output. There are two buttons in the title bar. The first one show you the frames per second. It shows the actual FPS and the requested. The second button allows you to start or stop the live video viewing. It has been tested with MA VPU, MSEX Lord, Green Hippo Hippotizer, PRG MBOX, Arkaos MediaMaster, and Coolux Desktop Streamer. # Thumbnail exchange > CITP/MSEX protocols are used to transfer information between consoles, media server and visualizers. You can use it to transfer thumbnail pictures of media file CITP/MSEX protocols are used to transfer information between consoles, media server and visualizers. You can use it to transfer thumbnail pictures of media files from a media server to the console. This puts the thumbnails in the smart view and in the calculator pop-up. **Hint**\ This is not needed with MA VPU. They will automatically exchange the thumbnails using MA-Net. **Restriction**\ The video layers need to be positioned and patched first in the fixture schedule layer containing the fixtures profiles for the media server for CITP thumbnail exchange to function correctly. Open the CITP Network Configuration window by pressing the Setup key and then tap the CITP Network Configuration in the menu. The CITP Enabled button in the upper right corner enables the CITP protocol on all consoles in the session. The IP address listed next to the close button is the Multicast address used by CITP. Pressing it allows you to change the used IP address, please only do this if there is a really good reason for it.   The configuration have four tabs. Only the MediaServers tab is active right now. ## LightingConsoles tab [Section titled “LightingConsoles tab”](#lightingconsoles-tab) This part is not implemented yet.   ## MediaServers tab [Section titled “MediaServers tab”](#mediaservers-tab) Here you add the 3rd party media servers. Press the Add button to manually add a media server. Or you can use Add Present to automatically add all the Media Server in your network (the ones using CITP). The IP address of the server needs to match the IP address in the IP column. The Delete button deletes the highlighted line. It could look like this: ![](/img/grandma2/menu_citp-network-configuration_media-servers_v3-3-579eb9.png) *CITP Network Configuration - Media Servers with active server*   If the line has a red background then the server is not present or it have CITP disabled. A green background indicates an active media server.   You need to specify the Fixture Layer and have a fixture setup here that matches the Media Server. If the Library and Image Subattributes is not automatically recognized by the system, then you need to manually select the Library and Image SubAttribute. This is important for the images to go to the correct folder. The Media Server will provide information like the server “Name”, “Port”, “Device State”, “CITP command”, “CITP Version” and “MSEX Version”. When all is set up correctly then you can press the Update Thumbnail button. This will start the transfer of the thumbnails to the console. This might take a while and there will be a progress bar in the “CITP Command” cell. It can also be done using the command line. Please read more about it in the [UpdateThumbnails](/grandma2/key_keyword_updatethumbnails/) command.   ## Visualizers tab [Section titled “Visualizers tab”](#visualizers-tab) This part is not implemented yet.   ## OperationHubs tab [Section titled “OperationHubs tab”](#operationhubs-tab) This part is not implemented yet. # Using DHCP in MA devices > The grandMA2 supports the use of DHCP (Dynamic Host Configuration Protocol). Use the normal procedure for setting static IP addresses in your devices, if you do The grandMA2 supports the use of DHCP (Dynamic Host Configuration Protocol). Use the normal procedure for setting static IP addresses in your devices, if you do not know what DHCP is.   DHCP is enabled as a default when you do a full install. It can also be enabled on Consoles, NPU, and DMX Nodes from the Setup->Network->MA Network Configuration. Read more about this in the [Adding devices to your session topic](/grandma2/key_network_session_add_device/). The device will look for a DHCP server in the network during the boot process. If a DHCP server is not found, then the device will assign an IP address in the APIPA (Automatic Private IP Addressing) range. This address will begin with 169.254.x.y. DHCP can also be used to define a gateway address. This can also be done with static address, but only when using the [SetIP keyword](/grandma2/key_keyword_setip/) in the command line. # Setting up DMX ports on MA devices > If there is only one station (console or onPC) in the system, then only the DMX ports on the station can be used. If there is only one station (console or onPC) in the system, then only the DMX ports on the station can be used. If a session is running and other MA devices are in the session, then it is also possible to change the settings on the DMX ports on those devices.\   The operation is the same no matter the size of the system. It is done from the **MA Network Configuration**. This can be done by pressing the Setup key and then the MA Network Configuration button under “Network”. The MA Network Configuration is separated into different sections. One for each type of MA device. Read more about these section and adding devices in the [Adding devices to your session](/grandma2/key_network_session_add_device/) topic. The station you are using is always in the system, no matter if it is a console or onPC. All devices that have a DMX port will have columns for each port. The columns can be named from “XLR A” to “XLR H”. The consoles also have a “XLR In”. They could look like this: ![](/img/grandma2/menu_ma-network-configuration_dmx-ports_v3-2-7846a4.png) *DMX Ports in the MA Network Configuration* If the mode or the universe of a port needs to be changed, then select the relevant cell in the window and edit the cell. This can be done by tapping the the screen encoder, if you are on a console. It is also possible to right click if a mouse or trackball is connected. Or press Edit followed by the cell you want to edit. When editing a DMX port cell, a pop-up like this appears: ![](/img/grandma2/menu_ma-network-configuration_dmx-node_configure-port_v3-3-c38971.png) *Configure DMX port pop-up - DMX node version* ### []()Port Mode [Section titled “Port Mode”](#port-mode) The “Port Mode” is a drop down list that has the following options: * **Off** - The DMX port is turned off and the device will not input or output any DMX. * **In** - The DMX port is functioning as an DMX input. It will merge values into the universe number typed in the green universe field - If “DMX In Merge” is activated in the Setup->Show->Patch only->[DMX List](/grandma2/key_patch_dmx_parameter_list/#dmx_list). * **Out** - The DMX port is outputting the DMX universe set in the green universe field. All DMX ports can be an Input or an Output. It is just a matter of maybe adding a XLR gender changer to the physical connector. The **exceptions** are: * grandMA2 onPC Command Wing: The connector called “DMX B” / “XLR B” can NOT be input! * MA NSP in **Art-Net mode** or **4-port mode**: The connector called “DMX A” / “XLR A” and “DMX B” / “XLR B” can NOT be input! **Important:**\ If a DMX port is turned off or do not transmit DMX data (for any reason), then the port is in **High-Z** mode. This means that there is no data being transmitted at all! ### []()Other limitations with DMX input [Section titled “Other limitations with DMX input”](#other-limitations-with-dmx-input) There is limitations regarding the number of DMX sources per universe. It is only allowed that a maximum of **two outside sources** send DMX data to the same Universe -  this is **per universe**. It does not matter how the DMX is received. It can come from a DMX port on a console or from a Network Protocol. Only two outside sources per universe. If there is both an Art-Net and sACN source merging data into the same universe, then the limit of two different sources have been reached. There is also a limitation regarding the devices receiving the incoming DMX. Any grandMA2 device can only have one DMX port as input per universe. This means that for instance a 4 port can have the four DMX ports as input, but the ports need to send the DMX to different universes. It is the same if the DMX is connected to a console. The DMX ports can be set to receive DMX, but they need to merge it to different universes. A Master in a session can receive DMX data to universe 1 from Art-Net or sACN and use one of the DMX ports as input to universe 1. ### Universe [Section titled “Universe”](#universe) The green input field can be used to set the universe number. ### []()DMX Fail Mode - DMX nodes only [Section titled “DMX Fail Mode - DMX nodes only”](#dmx-fail-mode---dmx-nodes-only) The nodes have an extra option called **DMX Fail Mode**. This determine what should happen if the node loses connection to the session or the DMX stream is stopped. The DMX stream can stop if there is a show upload or the session has ended. The options are: * **Timeout 10s** * **Timeout 20s** * **Timeout 30s** * **Timeout 1m** * **Timeout 10m** * **Timeout 30m** * **Timeout 1h** * **Hold** The **Timeout** options are similar except the time. They will hold the DMX values for the chosen time and then stop the DMX stream (High-Z mode). The **Hold** option will make the node continue to send the DMX values as long as it got power. Read more about configuring the MA Nodes in the [Control the MA Node section](/grandma2/key_control_ma_xport_node/). ### Timeout outfade time [Section titled “Timeout outfade time”](#timeout-outfade-time) Here it is possible to set a fade time that will be used when a **Timeout** is selected. The DMX values will then fade from their last values to a value of 0. When it has completed the fade, then it will stop transmitting DMX (High-Z mode). The maximum fade time is 10 seconds. The **Hold** option also do not have a fade time option since it continues the DMX data stream. ### []()Merge Mode [Section titled “Merge Mode”](#merge-mode) The bottom drop down list is for setting how the device should merge incoming DMX data from outside sources, if the device is not under MA-Net control. This could be DMX nodes that are set to a session number that does not exist. Then they can be used to transport DMX through an Ethernet network - without any consoles or onPCs. The options in the drop down are: * **None:**\ There will be no merging. * **LTP:**\ The universes will merge following the LTP (Latest Takes Precedence) rules. * **HTP:**\ The universes will merge following the HTP (Highest Takes Precedence) rules. * **LoTP:**\ The universes will merge following the LoTP (Lowest Takes Precedence) rules.   When the settings are correct, tap the Please button to confirm the settings or tap the X in the upper right corner of the pop-up to cancel the change. Please remember the limitations mentioned [above](#input_limitation). ## Where are the settings stored? [Section titled “Where are the settings stored?”](#where-are-the-settings-stored) Changes to the DMX ports on Consoles, onPCs and NPUs are stored as a part of the show file. The settings will be loaded into the devices when a show is loaded, but only if the “Network Config” settings are included when loading from the show file. For more info on loading show files, please have a look at the [Using the Backup Menu](/grandma2/key_backup_menu/) topics.   The DMX nodes (MA nodes) and MA switches are different. Their settings are stored locally in the devices and a not loaded or changed with the show file. The configuration of the DMX nodes and switches can be exported and imported. This can be done to/from the hard drive or a USB stick. Please read the [Export and Import topics](/grandma2/key_export_and_import/) for more information about this. # Getting DMX in and out of the system > All the 5-pin XLR connectors in a grandMA2 system is a DMX port. All the 5-pin XLR connectors in a grandMA2 system is a DMX port. A DMX port can (almost) always be an output, an input or turned off. What the DMX ports are doing and how they are configured is handle in the MA Network Configuration. All this is described in the [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/).   A different way to get DMX in and out of the system is using Ethernet protocols like Art-Net and sACN. Other Ethernet protocols are output only. The grandMA2 system can transmit ETC-Net2, Pathport, Shownet and Kinet1. Read more about configuring Ethernet protocols on the [Network DMX protocols](/grandma2/key_network_dmx_protocols/) topic.   The [What affects my DMX output topic](/grandma2/key_networking_dmx_output/) explains a little bit about the different situations that affects the DMX output in a system. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Setting up DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/) * [Network DMX protocols](/grandma2/key_network_dmx_protocols/) * [What affects my DMX output?](/grandma2/key_networking_dmx_output/) # Network DMX protocols > DMX can be transmitted or received using network DMX protocols instead of or together with the DMX ports in the system. DMX can be transmitted or received using network DMX protocols instead of or together with the DMX ports in the system. This is all controlled from the Network Protocols menu. The menu can be opened by pressing the Setup key followed by a tap on the Network Protocols button. It could look like this: ![](/img/grandma2/menu_network-protocols_v3-3-bd3b9d.png) *Network Protocols menu - Art-Net tap* The grandMA2 supports the following network DMX protocols, each having their own tab in the **Network Protocols** view: **Art-Net:** Both transmit and receive. Several ranges of universes can have different settings. **ETC-Net2:** Transmit only. Only one range of universes. **Pathport:** Transmit only. Only one range of universes. **sACN:** (streaming ACN) Both transmit and receive. Several ranges of universes can have different settings. **Shownet:** Transmit only. Only one range of universes. **KiNET:** Transmit only. Several ranges of universes can have different settings.   It is always the Master in a session that transmit and receive the network DMX data. Each of the different network protocols have at least one configuration line. If the protocols support it, then there might be more lines. ## []()General buttons in Network Protocols [Section titled “General buttons in Network Protocols”](#general-buttons-in-network-protocols) There are up to three buttons on the right side of the view: * **Network DMX if Alone** - When this is active (the text is yellow), then the station will output DMX via the network. All network protocols are sent from the master station in a session. If there is no connected stations, you need to turn this on to output network DMX. This toggles all network DMX outputs. If the frame is red, then this station does not output network DMX. If the frame is green then this station outputs network DMX. This setting is shared across all network DMX protocols. * **\[Protocol name] Output Active** - When this is on (the text is yellow), then you can output the network DMX protocol. This needs to be enabled or disabled for each protocol. * **\[Protocol name] Input Active** - When this is on (the text is yellow), then you can input the DMX protocol. This is only possible in Art-Net and sACN. At the bottom of the view, there might be two buttons. They are only visible in Art-Net, sACN and Kinet1. They are used to **Add** and **Delete** lines in the table above. The three mentioned protocols can have more configurations lines. ## []()General settings in Network Protocols [Section titled “General settings in Network Protocols”](#general-settings-in-network-protocols) Some settings are shared by the different protocols. * **LocalStart** - This is the number of the first DMX universe in your console that you want to transmit, or the first universe you want to receive. * **Amount** - This is the amount of universes you want to receive or transmit. * **ExternStart** - Many of the protocols use this to set the protocol universe number. For example grandMA2 universe number 10 should be transmitted as Shownet universe 5, then the ExternStart should be 5 and LocalStart is 10.  * **TTL (Time To Live)** - Specifies the number of routers (hops) that multicast traffic is permitted to pass through before expiring on the network. For each router (hop), the original specified TTL is subtracted by 1. When TTL reaches a value of 0, then the DMX data is no longer forwarded through the network. * **Priority** - Many network protocols uses a Priority setting. This is used to tell the receiver how important the DMX data from this transmitter is. This is only relevant if the receiver have multiple DMX sources. Usually the highest number equals a higher priority. * **Info** - In the Info cell you can write any relevant information.   ## []()Art-Net [Section titled “Art-Net”](#art-net) Art-Net is a royalty free protocol developed by Artistic Licence (). MA supports Art-Net 1, 2 and 3. Art-Net 3 provides 128 networks of 256 universes. If the Network number is set to 1, then it is compatible with Art-Net 1 and 2. To add a line in the Art-Net window, tap **Add**. To remove a unwanted line, select it and tap **Delete**. There several options for each line (here is only mentioned the ones that are not mentioned in [General Settings above](#General%20Settings)): * **Valid** - This field is read only and tells if the line is valid. It is not allowed to transmit (or receive) the same universe more than once. A valid line will transmit or receive data. * **Requested** - Here you can set if the line is requested or not. A line that is not requested get a status of **Not valid** and will not transmit or receive Art-Net data. * **Mode** - Change between **OutputBroadcast**, **OutputUnicast**, **OutputAuto**, and **Input**. Read more below. * **Destination IP** - Only available if the mode is OutputUnicast. This is the IP address of the receiver. * **Network** - This is the Art-Net network setting (1-128). * **Subnet** - This is the Art-Net subnet setting (0-F). * **Universe** - This is the Art-Net universe setting (0-F). * **Delay** - Adding a number here will add milliseconds delay between the packets. This can be needed in slow networks. Only for Art-Net output.   The **Mode** selection changes the functionality of the Art-Net line. Editing it opens a small pop-up giving the above mentioned options. The pop-up look like this: ![](/img/grandma2/popup_select-mode-artnet_v3-3-799724.png) *Select Mode pop-up - Art-Net mode* The last option is “Input”. This makes the line merge incoming Art-Net DMX into your system. DMX output via Art-Net supports Auto detection and manually setting of Broadcast or Unicast network traffic per universe. * **OutputBroadcast** - sends the DMX Universes as broadcast. * **OutputUnicast** - sends the DMX Universes as unicast to the IP address set in the **Destination IP** column. * **OutputAuto** - sends each DMX Universe as Unicast to up to 5 receivers detected via ArtPoll. If more than 5 receivers, or if there are no detected receivers requesting the universe, then the universe will be send as broadcast! **Hint:**\ The default limitation of 5 individual receivers can be changed to a maximum of 10. This can only be done using the command line configuration and by using the “MaxUnicast” property.  **Important:**\ Art-Net is transmitted from Ethernet connector number 2. If you use a onPC, then you do not need to make a valid Art-Net IP address. The software will create one and use it. If your computer have a valid Art-Net address, then it will use it. If there are several valid addresses, then it will use the first it sees. **Do not** give your Ethernet connector number 1 a valid Art-Net IP address. ## []()ETC-Net2 [Section titled “ETC-Net2”](#etc-net2) ETC-Net2 is developed by ETC (Electronic Theater Control - ). It was introduced in 1997. MA supports transmission of one range of DMX universes as ETC-Net2. This was implemented to support communication to older ETC dimmers and DMX nodes. Using sACN might be a better option if the receivers supports it. There are several options (here is only mentioned the ones that are not mentioned in [General Settings above](#General%20Settings)): * **Active** - This is an ‘On’/‘Off’ option. When ‘On’ the console will transmit ETCNet2. When it is ‘Off’, then the text is hidden. This can also be toggled by the button on the right side. * **Groups** - ETC-Net2 uses multicast groups to simplify and optimize the transmission. Here you can select what group to transmit to. * **Priority** - The lowest number has the highest priority. ## []()Pathport [Section titled “Pathport”](#pathport) Pathport is created by Pathway Connectivity (). MA supports transmission of one range of DMX universes as Pathport. This was implemented to support communication to older Pathway DMX nodes. Using sACN might be a better option if the receivers supports it. There are several options (here is only mentioned the ones that is not mentioned in [General Settings above](#General%20Settings)): * **Active** - This is an ‘On’/‘Off’ option. When ‘On’ the console will transmit Pathport. When it is ‘Off’, the text is hidden. This can also be toggled by the button on the right side. ## []()sACN (streaming ACN) [Section titled “sACN (streaming ACN)”](#sacn-streaming-acn) ACN (and streaming ACN) is an ANSI/ESTA international standard. Further readings: . ACN (Architecture for Control Networks) is suite protocol. It uses a lot of elements that is currently not supported by grandMA. But the ACN protocols also have a lighter version for transporting DMX data. It is called ‘Lightweight streaming protocol for transport of DMX512 using ACN’ or more popular “streaming ACN” or “sACN”. It is international standard number E1.31.   There are several options (here is only mentioned the ones that are not mentioned in [General Settings above](#General%20Settings)): * **Valid** - This displays a “Yes” if the line is valid. Only valid lines transmit or receive data. * **Requested** - Here you can set if the line is requested or not. A line that is not requested, get a status of **Not valid** and will not transmit or receive sACN data. * **Mode** - Change between **OutputMulticast**, **OutputUnicast**, **InputMulticast**, and **InputUnicast**. Read more below. * **Destination IP** - Only available if the mode is OutputUnicast. This is the IP address of the receiver. * **sACN Universe** - This is the sACN universe the DMX data should be transmitted to or received from (1 - 64000). * **Priority** - The allowed value is 0 to 200. The highest number has the highest priority. The default value should be 100. * **Protocol** - Here you can select between two different variations of the sACN protocol. You can choose the “Draft” or “Final” release of the sACN protocol. Some equipment have implemented the draft version of sACN before the final version was released. You might need to change to “draft mode” for those devices to work. * **Delay(ms)** - The delay can be used to slow down the traffic in the network. For some older and slower network nodes there is a big difference in receiving 10 universes in one burst or one by one. ### Mode [Section titled “Mode”](#mode) Editing the Mode cell will open a small select pop-up that allows you to choose the different input an output modes mentioned above. The pop-up looks like this: ![](/img/grandma2/popup_select-mode-sacn_v3-3-ac43fc.png) *Select Mode pop-up - sACN mode* You can choose between input and output and each of them can be unicast or multicast. * **OutputMulticast:**\ When choosing Output Multicast, sACN will be sent as multicast to the relevant multicast addresses. * **OutputUnicast:**\ When choosing Output Unicast, a valid IP address has to be entered in the **Destination IP** column. Universes configured in this row will be sent as unicast to this IP address. * **InputMulticast:**\ Input Multicast will join the Multicast group of the relevant DMX Input Universe.\ Input Multicast is limited to max. 10 Universes. If more than 10 rows are configured as Input Multicast, all rows beyond multicast input row 10 will be invalid. * **InputUnicast:**\ Input Unicast is not limited and receives sACN data for the relevant universe without joining any multicast group. sACN input of grandMA2 console ignores sACN priorities. ## []()Shownet [Section titled “Shownet”](#shownet) Strand Shownet is created by Strand Lighting (). MA supports transmission of one range of DMX universes as Shownet. Using sACN might be a better option if the receivers supports it. There are several options (here is only mentioned the ones that is not mentioned in [General Settings above](#General%20Settings)): * **Active** - This is an ‘On’/‘Off’ option. When ‘On’ the console will transmit Strand Shownet. When it is ‘Off’, then the text is hidden. This can also be toggled by the button on the right side. **Important:**\ Shownet is a Broadcast protocol, but is transmitted from Ethernet connector 1. ## []()KiNET [Section titled “KiNET”](#kinet) KiNET is developed by Philips Color Kinetic (). MA supports transmission of several ranges of DMX universes. There are several options (here is only mentioned the ones that are not mentioned in [General Settings above](#General%20Settings)): * **Valid** - There will be a “Yes” for each line that is a valid line. Only valid lines will transmit data. * **IP Address** - This is the IP address of the receiver. **Important:**\ KiNET is a Broadcast protocol, but is transmitted from Ethernet connector 1. # FTP connection to console and NPU > The consoles and the grandMA2 NPU can be accessed using a FTP client program. The consoles and the grandMA2 NPU can be accessed using a FTP client program. One such program could be FileZilla Client from the FileZilla Project (external link to internet webpage). The FTP client needs to be installed on a computer in the same network as the console or NPU. To access the console or NPU, the IP address of the device is needed. A user name and password is also required. Both username and password is: **data**. **WARNING:**\ Be very careful making any changes in the folders or files. This is direct access into the device. Deleting or moving files may cause serious harm to the device. Once the connection is made, it is possible to browse through the folders inside the device. The first level of folders should look something like this: ![](/img/grandma2/img_ftp_main-folder_v3-3-1a31c8.png) *FTP main folders* If the device has been updated, then there might be several version folders. Most often the needed folder are found in the currently installed and active running software. These folders can be accessed using the “actual” link. This will give access to a new folder called **gma2**. Accessing this folder will give access to the folders and files that constitutes the grandMA2. The first few of these folders could look like this: ![](/img/grandma2/img_ftp_gma-folder_v3-3-1a43a7.png) *gMA2 folders* Some off these folders are also present on a USB stick if it has been used to save a show. There are many folders here that gives access to many of the elements that the grandMA2 software uses.   ## Show folder [Section titled “Show folder”](#show-folder) The folder called “shows” contain all the show files save in this version of the software. If show files from a previous software is needed, then you will need to navigate to the correct version folder and find the show folder in that version.   ## Template show folder [Section titled “Template show folder”](#template-show-folder) The Template show folder is found in the first layer of folders. Show files can be copied to this folder. Show files in this folder are read only, and cannot be overwritten. They can be loaded from the grandMA2 software and stored as a new show either internal or on a USB stick. Then only way to get show files into the template folder is using FTP access. The template folder is not overwritten when the device is updated. It is only overwritten when a Full Install is performed.   ## Import Export [Section titled “Import Export”](#import-export) If something is exported using the Export keyword, then it most often ends up in the “importexport” folder. Depending on what it is it might end up in the “macro” folder or the “fixture\_layers” folder. The internal fixture library are found in the “library” folder.   ## Crashlogs [Section titled “Crashlogs”](#crashlogs) It can happen that a device crashes. If this should happen then a crashlog is written and stored in the “temp” folder. On the consoles it is also possible to get these crash logs using the [CrashLogCopy](/grandma2/key_keyword_crashlogcopy/) keyword. This is not possible on the NPUs.   ## Screenshots [Section titled “Screenshots”](#screenshots) It is possible to make a screenshot of the last touched screen by pressing the Prt Scr key on the keyboard. The screenshots are stored in the “temp” folder. It is a gz compressed tga file. It needs to be uncompressed before it can be opened. # PosiStageNet (PSN) > PosiStageNet or PSN is a open protocol developed by MA Lighting and VYV Corporation - http://www.posistage.net/. PosiStageNet or PSN is a open protocol developed by MA Lighting and VYV Corporation - . **Restriction:**\ grandMA2 supports PSN version 2.0 It uses a PSN server that transmit position information from different trackers connected to the server. grandMA2 can connect to the server, as a client, and receive the position information from each tracker. Usually you then connect the tracker information to a patched StageMarker. The StageMarker will then move around based on the incoming position data. You can then tell the XYZ enabled fixtures to point their light at the moving StageMarker. **Hint:**\ It is possible to patch up to 1024 StageMarkers. ## Connect to a PSN server [Section titled “Connect to a PSN server”](#connect-to-a-psn-server) To add a PSN server you need to open PSN Network Configuration in Setup. Tap the Add button at the bottom of the window. Then you get a row in the table in the window above. The line needs to be enabled. Edit the **Enabled** cell in the configuration row until it says “Yes”. Then you should get an IP address in the **IP** column - this is the IP address of the server. The **Name** will also change to name of the server. If the connection is good, then the name will also get a green background color. The **World** column displays the PSN world the server is in. It is just for information. It is a setting in the server and is not used by the grandMA2. It is possible to change the **Port** and PSN **Multicast** address if the server does not follow the standard port and multicast address. If you want to use the PSN data, then you also need to turn on the general PSN function. This is the big Enabled button in the upper right side of the view. When a valid PSN server is present, then the view could look like this: ![](/img/grandma2/menu_psn-network-configuration_v3-2-8def89.png) *PSN Network Configuration with valid server connection*   ## Connect tracker to a StageMarker [Section titled “Connect tracker to a StageMarker”](#connect-tracker-to-a-stagemarker) If you want to view the incoming tracking information, then tap the View Tracker button in the bottom of the screen. This opens the **View Tracker window**. If you do not have a connection to a PSN server then this window is empty. If you have a server, then a table with the information from the server is visible. There are two things that can be edited in this view: A **Fixture ID** can be attached to the tracker. Type the Fixture ID of the StageMarker you want to be moved by the tracker. The **Predict** value can be changed. This will make the console try to predict the position of the tracker. The number type here is the number of seconds in the future the console should try to predict, based on the current speed and direction. If this is left at “0.00” then it is up to the server to do the calculation and prediction. It could look like this: ![](/img/grandma2/menu_psn-network-configuration_view-tracker_v3-2-f1b440.png) *View Tracker - PSN information from server with attached Fixture ID*   In this example, the tracker with PSN ID number 0 is attached to the Fixture ID 4001 (a StageMarker). The current position and rotation is 0 meters and 0 degrees in all three planes. When the tracker starts to move then the information will update and the StageMarker will move accordingly. The 3D Text button in the picture above should just be ignored - it does not do anything and is not implemented. # Session control > To connect MA devices you need to create a session. To connect MA devices you need to create a session. ## MA Network Control [Section titled “MA Network Control”](#ma-network-control) Sessions and Stations (consoles and onPC) relation to sessions are controlled in **MA Network Control** found in the Setup menu. It can be opened it by pressing Setup and then tap MA Network Control. It could look like this: ![](/img/grandma2/menu_ma-network-control_v3-2-8d1632.png) *Menu MA-Net Control* The left side of this menu displays the different sessions in the network. There can be a maximum of 31 sessions. Each session needs a unique session number (between 1 and 31). There is always a line in the session control that “holds” the stations that are not currently in a session. This line is called **Not connected**. The right side of the menu lists the different stations that are in the session selected on the left side (including the “Not connected”). ## Master and Connected [Section titled “Master and Connected”](#master-and-connected) In a session there is always one station that have the **Master** role. If there is more stations in the session, then the others will have the **Connected** role. The Master is the one that transmit DMX on the network. It is also the console that executes the commands that are triggered by the sequences. If you are using MIDI, then it is important to know that the Master is the one that will transmit the MIDI information, and the station that needs the MIDI signal. The Master is also the one that will upload the show file to new devices added to the network. The Master and the Connected stations are all equal members in the session any one can run cues and they share all the information. If you save the show on one station it is saved on all stations. If one session member changes the show while in a session, then all members will get the new show. ## Station priorities [Section titled “Station priorities”](#station-priorities) You can control what station gets the Master role using the **Station Priority** setting. If one station has the “High” priority, then this station will be the Master. There are four different priorities: * **Never:**\ A station with this priority will connect to a session, but it cannot create a session, and if it is the only station left then the session will end! * **Low:**\ A station with this priority will connect to a session. It will only be the Master if there is no one else with a higher priority. * **Normal:**\ This is the default priority. * **High:**\ In the ideal system you will have one station that have the high priority. It is only possible to change the priority when a station is not connected to a session. ## Speed and Link Speed [Section titled “Speed and Link Speed”](#speed-and-link-speed) The session list will display the session number, name, IP address of the master and a **Speed**. This speed can be Fast or Slow. A **Fast** session means that the session is running at maximum speed and data packets are sent as fast as possible and in burst. A **Slow** session means that data packets are being cued up and sent at a slower rate. Then older hardware (grandMA1 era) - with slower network cards - have a chance to keep up. The session speed is automatically changed if the master detects older hardware directly behind the network adapter and only when the station is switched on - when the first device is a gigabit switch, it is always fast. The only way to manually change the speed is to limit a Ethernet connection to 100Mbit in the switch or in the station. Each station also have a Link Speed column. Here it shows directly the Mbit speed connection for the station. You can change what the network card in the console is set to using the [SetNetworkSpeed command](/grandma2/key_keyword_setnetworkspeed/).   Please read the following pages to learn about creating sessions and adding more devices to the session. ## Subtopics [Section titled “Subtopics”](#subtopics) * [How to create a session](/grandma2/key_network_session_create/) * [Protecting the session and station](/grandma2/key_network_session_protect/) * [Adding devices to the session](/grandma2/key_network_session_add_device/) * [How to end or leave a session](/grandma2/key_network_session_end_leave/) * [Session collision](/grandma2/key_network_session_collision/) # Adding devices to the session > MA devices can be added to the session. This will expand the system and allow for bigger systems where it is possible to control more lights (more parameters). MA devices can be added to the session. This will expand the system and allow for bigger systems where it is possible to control more lights (more parameters). Devices like 3D visualizers, Media servers, Networked dimmers, MA Nodes, and MA Network Switches can also be added. It is all controlled in MA Network Configuration. This can be found by pressing Setup and then tap MA Network Configuration. It could look like this: ![](/img/grandma2/menu_ma-network-configuration_v3-3-f987c1.png) \_MA Network Configuration - \_*The Console tab* The configuration is divided into sections or tabs. The tabs represent each device type. There are tabs for: * Consoles * onPC * NPU * 3D * VPU * NDP Dimmer * DMX Nodes (MA Nodes only) * Network Switch (MA Network Switch only) Consoles and grandMA2 onPCs are called **Stations** and are connected to a session using the [MA Network Control](/grandma2/key_network_session_create/). They cannot be invited or forced to connect from this interface, but the DMX ports and timecode can be configured. Stations in the session will also appear in the MA Network Configuration. ##   ## Status colors [Section titled “Status colors”](#status-colors) The devices in the MA Network configuration can have different colors to help identify problems and status of the devices in the network. ### Hostname, Offset and Bridge [Section titled “Hostname, Offset and Bridge”](#hostname-offset-and-bridge) The background color of the Hostname, Analog Offset, MIDI Offset and Bridge can have different colors. * **Red:** The device is not present in the network or it is already connected to a (different) session. * **Gray / Black:** The device is in the network, but is not in any session. The background is black for Stations - gray for all other devices. * **Dark green:** The device is in the network and is connected to the same session as you. * **Bright green:** This is the device you currently using, and it is in a session. ### Version number [Section titled “Version number”](#version-number) The version number has a default white text color and it can have a red color. The red color indicates that the device has an incompatible software version number and it cannot be used in the session. To add a device to the session, make sure the first three ranges of the version number match the other devices. ## Consoles [Section titled “Consoles”](#consoles) The consoles tab offers the possibility to configure the ports on a console that is connected to the network. []()At the bottom of the screen there are some buttons: * **Add** - Pressing this will open a small pop-up that lists all the available consoles in your network. If there are no consoles, that are not already added, then the list will be empty. Not adding any actual consoles, will create an “empty”  console with the 0.0.0.0 IP address. * **Delete** - Tapping this button will delete the selected console. You cannot delete your own console. * **Add Present** - This will automatically add all the consoles that are present in the network. * **Remove Absent** - This will remove the consoles from the list, that are not present in the network. * **Remove Non-Members** - This will remove the consoles from the list, that are not a member of your session. When you have added a console to the list, then you get a table where the rows are the different consoles (if there are more than one). The columns are different settings. All the settings with a gray background color can be changed. If the console is not connected to the session, then the changes might not be made in the console. []()The columns are: * **IP ETHERCON 1 (ETH0)** - This is the IP address of the number 1 EtherCon connector on the back of the console. Changing this number will change the IP address on the console and requires a reboot. * **DHCP ETHERCON 1 (ETH0)** - Editing this cell will give a “Yes”. This enables DHCP for Ethernet port 1 and will prompt a reboot. Read more about DHCP in the [Using DHCP in MA devices topic](/grandma2/key_network_dhcp/). * **IP ETHERCON 2 (ETH1)** - This is the IP address of the number 2 EtherCon connector on the back of the console. This connector is for Art-Net and should have an Art-Net compatible IP address. Changing this number will change the IP address on the console and requires a reboot. * **Hostname** - This is the hostname of the console. This is only for information. It can only be changed in the MA Network Control. * **Type** - This displays the type of console. * **XLR A** to **XLR F** - These are the female DMX connectors on the back of the console. Editing this cell will open a pop-up that allows you to change the settings. It is described in details in the [Getting DMX in and out of the system](/grandma2/key_network_dmx_get_in_out/) topic. * **XLR In** - This is the male DMX port on the back of the console. Editing, works just as the female connectors - see above. * **MIDI TC** - Choose which Timecode slot the incoming MIDI timecode should be sent to. Please read the [Timecode](/grandma2/key_timecode/) topic for more details about Timecode slots. * **SMPTE TC** - Choose which Timecode slot the incoming LTC/SMPTE timecode should be sent to. Please read the [Timecode](/grandma2/key_timecode/) topic for more details about Timecode slots. * **Version** - This is the software version the console is currently running. * **Memory Complete/Free** - This displays the amount of memory (RAM) in the console and how much of that is not used. If the console uses all the available memory then it will stop working. You will also need an extra memory capacity to connect to a file server. * **x64** - Here it is displayed if the console is running the 64 -bit version of Linux or the 32-bit. A “Yes” indicates that it is 64-bit. * **Analog Offset** - Here remote analog inputs, on the back of the console, can be offset. This can be useful if there are more consoles and you need more analog remote inputs than the 16 a single console offers. The session can handle 64 unique remote inputs. To reach numbers above 16 (the number of inputs on the console) then you will need to offset the input on one or more consoles. An offset of 16 will map physical input number 1 to remote number 17. * **MIDI Offset** - This is the same as the analog remotes, but for MIDI Notes. Most MIDI systems support 128 notes (0-127). But the MA system can handle 1024 MIDI remote inputs. In combination with the 16 different channels, this allows you to map 16.384 unique MIDI remote inputs! * **Link Speed** - This is the current connection speed between the console and the switch. * **Bridge Mode** - The Bridge is not currently implemented. * **Bridge IP** - The Bridge is not currently implemented. ## grandMA2 onPC [Section titled “grandMA2 onPC”](#grandma2-onpc) grandMA2 onPCs are considered “Stations” and can only be added to a session in the [MA Network Control](/grandma2/key_network_session_create/). The onPC section has the [same buttons at the bottom as the console section](#Standard%20Control%20Buttons) - plus two more. They are called **Identify Fader 1** and **Identify Fader 2**. Each grandMA2 onPC can have one MA onPC command wing and two MA onPC fader wings connected. They are all connected through USB connectors. If you connect two MA onPC fader wings, then you need to tell the computer which fader wing is number 1 and which one is number 2. This is done by tapping one of the Identify buttons and then pressing any button on the corresponding fader wing. Repeat the previous described steps for the second fader wing. It is not needed to do this for the command wing. When a grandMA2 onPC is added to the network, then you will see that one grandMA2 onPC takes three rows in the table part - one row for each possible wing. There are not all the same columns in the onPC section as in the console section. Please read the description of the columns in the [Console section above](#Column%20Description). There are some small differences: There is only one Ethernet column - this is the primary connection used to communicate with other MA devices. Changing the number here won´t change the IP address on the computer. If you want to output Art-Net from your computer, then it is very recommended to add another Ethernet port. This could be done with a USB (3.0/3.1) to Ethernet dongle. Then give this Ethernet adaptor an IP address in the Art-Net range. Your onPC will then use this Ethernet adaptor to transmit the Art-Net. The MA onPC command wing has a male DMX port labeled “DMX In”. This is “XLR C” in the configuration table. Normally it is possible to use any DMX port as input or output but there is a limitation on the Command wing. It is only possible to use the “DMX A” and “DMX In” for **inputting** DMX to your system from the MA onPC command wing. ## MA NPU [Section titled “MA NPU”](#ma-npu) The MA NPUs (Network Processing Unit) are added and connected to the session in the MA Network Configuration. At the [bottom of this section you have the same buttons as the Console section](#Standard%20Control%20Buttons) and you can use these buttons to add MA NPUs that are in the network. When the MA NPU exists in the table, then you can edit the **Session Member** column. This is a toggle cell. It can be empty or it can be “Yes”. If it is yes, then the MA NPU is told to join the session. If a different session also would like the MA NPU to join their session, then the MA NPU will join the session it sees first in the network. The MA NPU cannot output or receive Art-Net, so there are only columns for one IP address including the DHCP column. Changing the IP number in the IP column, will change the IP address in the MA NPU and it will restart. The MA NPU has 8 DMX ports. They can all be changed in the table. Here they are called “XLR A” to “XLR H”. Read the description of the columns in the [Console section above](#Column%20Description). ## MA 3D [Section titled “MA 3D”](#ma-3d) The MA 3D visualizer is an integrated part of a MA system. It is a visualizer that communicate with the stations and changes made to the setup will automatically be visible in the MA 3D. It has [the same buttons at the bottom of the screen as the console](#Standard%20Control%20Buttons). When a MA 3D visualizer is added to the table then you will have the same **Session Member** column as the MA NPU and the process is the same. When connecting a MA 3D it can be chosen which **User** it should follow. The users in the show each have a [Stage view](/grandma2/key_patch_stage/). The MA 3D is connected to the Stage view, so changing the angle or location of the virtual camera in the Stage view or the MA 3D visualizer, they will both follow along. A MA 3D visualizer will also follow the user into Blind and Preview mode and show the blind and preview output instead of the live output. The MA 3D only have one IP address column and no DHCP column. It is the IP address of the computer running the software. Changing the number here will not change the IP address in the computer. ## MA VPU [Section titled “MA VPU”](#ma-vpu) The MA VPU (Video Processing Unit) has some extra buttons at the bottom of the screen. Besides the standard buttons, it also got: * **Edit** - This will open an editor for the selected MA VPU. Here many of the settings in the MA VPU can be changed. * **Backup Manager** - If a MA VPU is set as a Backup, then tapping this button allows to setup the relationship between the main and backup MA VPU. * **Content Distribution** - Pressing this button will distribute the content from the MA VPU set as distributor to the MA VPUs set as receivers. * **Make a Screenshot** - Pressing this button will trigger a screenshot creation in the MA VPU. * **Global VPU settings** - Tapping this button will open the Global MA VPU settings. For a short explanation of the other buttons please have look at the[ Console section](#Standard%20Control%20Buttons). There are also some special columns in the MA VPU table: * **Layer** - This is the layer in the Patch and fixture schedule that have the configuration of VPU layers, Masters and Cameras. * **Content** - Here it can be set if the MA VPU has some special settings regarding the central distribution of content. * **Backup VPU** - Here it can be toggled if the MA VPU is a backup or main MA VPU. There is only one IP address column - it is the primary IP address used to communicate with the other MA devices. The MA VPU has a secondary IP address for Art-Net. This can only be set on the MA VPU. MA VPUs run on windows computers and changing the IP address in the table will not change the IP address in the MA VPU. DHCP is only possible to activate in the MA VPU Network Settings. For details about the MA VPU or any of the things mentioned above, please have a look the [VPU Manual](https://help.malighting.com/grandMA2/en/help/ma_vpu/index.html). ## MA NDP [Section titled “MA NDP”](#ma-ndp) MA NDP (Network Dimmer Processors) are the processors in the discontinued dimMA system. They connect like the NPU or VPU. They are invited to be a part of a session in the **Session Member** column. It has the [standard buttons at the bottom](#Standard%20Control%20Buttons). There are some special columns for the MA NDP: * **Session** - This displays the session number the MA NDP is currently a part of. MA NDPs can run independent from a station created session (using the DMX ports), then this column will display the session ID the NDP created by it self. * **Rack number** - This is the rack number the MA NDP is controlling. You can set this number and the MA NDP will then use the configuration for that Rack number. * **XLR A** & **XLR B** - These two DMX ports are the outputs from the MA NDP. Here you can see which universe they are set to output. **Restriction:**\ Please be careful when changing the settings in your MA NDPs and dimMA system. ## []()DMX Nodes [Section titled “DMX Nodes”](#dmx-nodes) DMX nodes are the different nodes from MA. There are 2, 4 and 8 port versions in different variations. **Restriction:**\ If the Node is connected to a managed switch, then the port where the node is connected needs to be set to **Auto-negotiate** for the speed/connection method. There are two special buttons in this section - besides the [standard buttons at the bottom](#Standard%20Control%20Buttons): * **Identify** - Pressing this button will flash the display and LEDs on the grandMA1 era nodes and turn the background color green in the grandMA2 era nodes. * **2Port SW Update** - The software update process is different for the **grandMA1 era** 2 Port Nodes. To update those they need to be selected in the table and then tap this button. In the new (grandMA2 era) nodes there are two IP addresses with the option to activate DHCP on the Ethernet port. One will be used for all MA communication. The secondary IP address is the Art-Net address -  it will be used if the mode of the node is changed to Art-Net. The grandMA1 era Nodes only have one IP address that can be defined - It will automatically change the IP address to a valid Art-Net address if the mode is changed. []()Speaking of modes. There is a **Mode** column. Here it is possible to select different modes for the node: * **MA-Net1** (only in the older Nodes) - This will switch the node to connect with the grandMA1 system. * **MA-Net2** - This is the mode needed to have full control and synchronized DMX output from a MA2 system. This is also needed for the onPC nodes to unlock parameters in an onPC system. Please read more in the [Parameter Expansion topic](/grandma2/key_so_parameter_expansion/). * **Art-Net** - This will switch the node to Art-Net mode and use the secondary IP address. And a Network number in the Session ID/Network column needs to be assigned. Use the number **1** for Art-Net I and Art-Net II and the first 256 universes in Art-Net III. If you are in doubt, set it to 1. * **sACN** - This will switch the node to sACN mode. * **None** - This will disable the node. Adding DMX Nodes to the session is different then all the other elements we have looked at so far. They are not invited to join what ever session you are currently in, they are assigned to listen to a specific session number - this is done in the **Session ID/Network** column. They hold their own configuration - it is not a part of the show file. It can however be [imported or exported](/grandma2/key_export_and_import/). Please read the [Getting DMX in and out of the system](/grandma2/key_network_dmx_get_in_out/) topics for more about the DMX configuration. Since it is possible to have up to 8 DMX ports, then there are “XLR A” to “XLR H” columns. The column called **Light Mode** allows for control of the backlight in the displays (and the Data LEDs in the old grandMA1 nodes). The **Light Intensity** column is only for the grandMA1 nodes. Three different levels of intensity in the LEDs and display can be set. There is a column called **Local**. This can turn On or Off (empty cell) the local yellow menu hardware button on the grandMA2 nodes. The last column is called **Remote**. This can turn On or Off (empty cell) the web remote access to the node. Only available in the grandMA2 nodes. ## Network Switch [Section titled “Network Switch”](#network-switch) MA Network Switches can be added to the system. They are not members of any session. But can be added to allow changing the configuration from a station in the network. The MA Network Switch has a lot of settings and controlling or configuring it from the console/onPC is all described in the [Control the MA Network Switch](/grandma2/key_control_ma_switch/) section. ## Bridge [Section titled “Bridge”](#bridge) The Bridge is not implemented, so there is nothing to do in this tab. # Session collision > You might experience a Session Collision at some point. You might experience a Session Collision at some point.  It is a situation that occurs when two stations believe that they are the master of the same session. This can happen if you have a faulty network cable, a bad switch or someone who manually unplugs and re-plugs network cables. When this happens, then the session is divided into two parts. One of the stations that have left the original session, will become master - if it was not already. The other part are the stations that are left in the original session. The session needs a master console, so if the station that left was the master, then one of the remaining stations will become the new master.   When the two parts are reconnected, then you have a situation with two stations that think they are the masters. The system cannot automatically decide what is the right thing to do in this situation. So you get a big warning and are forced to make a decision. It could look like this: ![](/img/grandma2/popup_session-collision_v3-2-aa28e2.png) *Session Collision pop-up* It shows the session number and name, plus the IP address of the console you have session collision with and finally the session speed. At the bottom of this pop-up you have three buttons: * **Join Other Session:**\ Pressing this will throw away the show file in the part of the session you are in, and join the other part (thus getting their show file). * **Take Over Session:**\ This will throw away the show file in the other part, and force the stations in that part to join your part (and getting your show file). * **Leave Session:**\ This will make the stations in your part leave the session and the other part will continue the session with their show file. This can be useful if both parts have made something important. The part that left the session can store the show file. This stored show can then be the source for a partial show read or elements can be exported and later imported into the running show.   This big window will stay on all screens until someone presses one of the buttons. If you are working in a multi user environment, it might be good idea to talk about what to do if a session collision should appear - before it happens! # How to create a session > To create a session you need to give your station (console or onPC) a valid IP address. To create a session you need to give your station (console or onPC) a valid **IP address**.   If you are using an onPC then your station will get the **Hostname** from the computer name. On a console you can change the stations Hostname by tapping the green input field. Giving your station a meaning full name can help locating the console or onPC in bigger systems.   Next you will need to select a **session number** that is not already used. Valid numbers are from 1 through 31. You can also give your session a **name**. This can be very useful in networks with more than one session. If you do not specify a session name, then the name from the show file is used.   A session can also have a **password**. Please read the [Protect the session and your station](/grandma2/key_network_session_protect/) topic to learn more about this. Now you can tap the Create Session button. Your station will create a session and upload the show file to all devices that are linked to your session. Read more about this in the [Adding devices to your session](/grandma2/key_network_session_add_device/). # How to end or leave a session > A single station can be removed from a session or the entire session can be ended. A single station can be removed from a session or the entire session can be ended.   ## Leave a session [Section titled “Leave a session”](#leave-a-session) Leaving the session can be done using the [LeaveSession command](/grandma2/key_keyword_leavesession/). This will remove the station, where the command is executed, from the session. You can also open the **MA Network Control** (in Setup) and tap the Leave Session button. This only takes one console out of the session - the one you are operating. If there are other stations in the session, then the session will continue. If your station was the last one, then the session will end. ## Disconnect / Dismiss a station [Section titled “Disconnect / Dismiss a station”](#disconnect--dismiss-a-station) A station can be removed from the session by using the [DisconnectStation command](/grandma2/key_keyword_disconnectstation/). You can also open the **MA Network Control** (in Setup) select the station you want to remove and tap the Dismiss Session button. This will take the selected station out of the session. ## End Session [Section titled “End Session”](#end-session) You can end the session your are a part of using the [EndSession command](/grandma2/key_keyword_endsession/). You can also open the **MA Network Control** (in Setup) and tap the End Session button. Ending a session will dismiss all stations and the session is no longer running. # Protecting the session and station > In a networked solution multiple stations and devices might be connected to the same network. This can give some unfortunate situations. In a networked solution multiple stations and devices might be connected to the same network. This can give some unfortunate situations. ## Password protect the session [Section titled “Password protect the session”](#password-protect-the-session) Anyone who connects to the network can choose to join your session. This will give a show upload. The system stops DMX output while the show upload is running. This can be catastrophic in a live situation. It can be prevented that unwanted stations join the session by giving the session a password. A running session cannot get a password. Passwords needs to set before the session is created. If a session has a password, then there will be a “PW” in front of the session name. A session member can invite stations without having to type the password on the invited stations. ## Disable invite [Section titled “Disable invite”](#disable-invite) Default settings allow a different station to invite a station where a user might be working on something else. This means that a different show file would be pushed to that station and unsaved work is lost - this might be unfortunate. This can be prevented by **Disable Invite** in **MA Network Control**. In the upper right corner, of the MA Network Control menu, there is a button. This can have two states: * **Invite Enabled:**\ The station can be invited into a session. * **Invite Disabled:**\ The station cannot be invited into a session.   ## Autojoin [Section titled “Autojoin”](#autojoin) Autojoin is a function that is related to devices and stations in the session. If a device - assigned to the session - reboots, then Autojoin will tell the device to rejoin the session when it is done rebooting. This however can prompt a show upload - same as when a station joins the session. If this happens when a cue is suppose to run, then it can be catastrophic to the show. Of course if the system is one console and one NPU and all DMX comes from the NPU, then it is very important to get the NPU back as soon as possible. But there might be situations (typically in bigger setups), where it is more desirable to miss a section of the fixtures, until it is an optimal time to do the show upload, than having all the fixtures freeze while the show uploads. It is up to the user to decide what the system should do by toggling Autojoin in the MA Network Control - it is the second button from the top on the right side. It is not all devices that prompts a show upload. Nodes are generally just listening to the network traffic, and do not need a show upload. # Set the IP address in the console > An IP address in a matching range is needed to be able to connect devices. This page is about setting a static IP address in the console. If you need to set the An IP address in a matching range is needed to be able to connect devices. This page is about setting a static IP address in the console. If you need to set the IP in the onPC, please [follow this link](/grandma2/key_network_set_ip_onpc/). If you have a network using DHCP, then you can might want to allow a DHCP server to set the IP address in the console. You can read more about this in the [Using DHCP in MA devices topic](/grandma2/key_network_dhcp/). There are three ways to set the IP address in the console. No matter what way you choose, you will need to reboot the console for the change to take affect. ## Set the IP address using the command line [Section titled “Set the IP address using the command line”](#set-the-ip-address-using-the-command-line) Use the [SetIP command](/grandma2/key_keyword_setip/) to see and change the IP addresses of the console. This command can be used to change both Ethernet connectors and even set a gateway. Follow the link to read about using the command. ## Set the IP address using MA Network Control [Section titled “Set the IP address using MA Network Control”](#set-the-ip-address-using-ma-network-control) You can change the IP address in the console by pressing Setup and then MA Network Control. Here it is only possible to change the IP address of Ethernet connector number 1, when the console is **not** connected to a session. In the title bar of the menu you can see the current status of the console. If it says anything other than “Standalone”, then you need to tap Leave Session. When the console is standalone, then tap the green input field next to “Station IP”. Then type the new IP address - and reboot. ## Set the IP address using MA Network Configuration [Section titled “Set the IP address using MA Network Configuration”](#set-the-ip-address-using-ma-network-configuration) You can change the IP addresses in the console by pressing Setup and then MA Network Configuration. In this menu you need to select the Consoles tab. Here are all the consoles in your system listed. Selecting a cell with an IP address in the table and pressing the screen encoder will give open an input box that allows changes to the IP address. Each console have two IP addresses - one for each Ethernet connector on the back. The second IP address should always be an Art-Net address. The Art-Net addresses have two ranges that are allowed - one starting with 2 and one starting with 10. Other manufacturers and networks specifiers often uses the “10” range for their primary address scheme. For this reason it is a good practice to keep the Art-Net in the “2” range. That could avoid problems in networks that are not only MA devices and not completely under your control. There is a column for activating DHCP. Read more about DHCP in the [Using DHCP in MA devices topic](/grandma2/key_network_dhcp/). # Set the IP address in the onPC > To change the IP address in the onPC, you first need to set the IP address in your computer. To change the IP address in the onPC, you first need to set the IP address in your computer. You can only set the IP address equivalent to the Ethernet connector 1. If you need the onPC to output or input Art-Net, then  it is not necessary to give the computer an IP address in the Art-Net range. MA onPC will automatically generate one. If you create an IP address in the Art-Net range, then the onPC will not generate one, but use the one you have set. This can be done on an secondary Ethernet adaptor or the same. The onPC will automatically use the adaptor with the Art-Net range to transmit the Art-Net data. You need to set the IP address in the computer before opening the onPC program - or restart the program after the IP address have been changed in the computer. If you are using DHCP, then you will need to make sure that the IP range is the same on all the MA devices that needs to be connected. ## Set the IP address using the command line [Section titled “Set the IP address using the command line”](#set-the-ip-address-using-the-command-line) When you have set the IP address in the computer, then you can use the [SetIP command](/grandma2/key_keyword_setip/) to set the IP address. It is important that you write the same IP address as the one set in the computer. Follow the link to read more about using the [SetIP command](/grandma2/key_keyword_setip/). ## Set the IP address using the GUI [Section titled “Set the IP address using the GUI”](#set-the-ip-address-using-the-gui) You can select the IP address by pressing the Setup key and then MA Network Control. Here you can only select the IP address when the onPC is **not** connected to a session. In the title bar of the menu you can see the current status of the onPC. If it says anything other than “Standalone”, then tap Leave Session. When the onPC is standalone, then you can open the drop down box next to “Station IP”. Here you can select the IP address set in Windows. Remember that onPC needs to restart before it uses the selected IP address. # What is networking > Networking in grandMA2 can be a lot of things. Generally when we talk about network, we are talking about the Ethernet connections on the consoles and devices. Networking in grandMA2 can be a lot of things. Generally when we talk about network, we are talking about the Ethernet connections on the consoles and devices. To make any connections, the devices will need an IP addresses and physically connection using good Ethernet switches. ## Expand the system by adding more MA devices [Section titled “Expand the system by adding more MA devices”](#expand-the-system-by-adding-more-ma-devices) MA devices can be connected to expand the system. This allows for: * more synchronized DMX ports to the system * more parameters allowing control of more lights * create backed up systems that ensures a running show * controlling MA VPU media server giving output to big or small screens incl. sound output * and much more ### Sessions [Section titled “Sessions”](#sessions) When moving beyond the standalone console, sessions are needed. A session is like a chat room for MA devices. A device can be added to a session and then the device is a part of that system. It is possible to create 31 different sessions in one Ethernet network. One session can handle a maximum of 65 536 parameters (read more about parameters vs. DMX channels following [this link](/grandma2/key_so_parameters_vs_dmx_channels/)). The network limit in a Gigabit network is currently 3 maxed out session in one network. ### Connect to third party hardware [Section titled “Connect to third party hardware”](#connect-to-third-party-hardware) You can also use the network to communicate with third party equipment. grandMA2 support many of the industry standard network protocols for sending (and in some instances receive) DMX data using the Ethernet network. They include Art-Net III, sACN, Pathport, ETC-Net2, Shownet, and Kinet. grandMA2 also supports CITP and PSN. CITP is used for streaming video and image exchange over network. PSN is a 3D position protocol capable of exchanging real world position values from tracking systems. # What affects my DMX output? > Important: ## The following affects the DMX output: [Section titled “The following affects the DMX output:”](#the-following-affects-the-dmx-output) * A crash or a failure – this discontinues DMX output. * Show upload – this stops DMX output. * Changing the value of a fixture **–** this changes the DMX output. **Important:**\ In case of a failure or crash, the DMX lines should go off. This is called High-Z.  ### What happens to the fixtures? [Section titled “What happens to the fixtures?”](#what-happens-to-the-fixtures) Fixtures have a function called the DMX hold. ### What is a DMX hold? [Section titled “What is a DMX hold?”](#what-is-a-dmx-hold) The end-device physically emits the latest value, e.g., the fixture is on or off. \*\*Note: \*\*\ DMX hold is the function of the end-device only, e.g., a fixture. How do I set the DMX hold on my end-device?  * Set it either individually on your end-device **–** on or off. * The end-device goes back to default automatically \*\*– \*\*off. * If you have two individual inputs in your end-device, the DMX input automatically chooses the second input in case of a crash or failure.  **Note:**\ If your end-device does not support the feature DMX hold, add a DMX booster or splitter featuring DMX hold. ### How does the output behave in case of a single console? [Section titled “How does the output behave in case of a single console?”](#how-does-the-output-behave-in-case-of-a-single-console) If a problem occurs, the console´s DMX outputs should go High-Z.  ### How do I create backup? [Section titled “How do I create backup?”](#how-do-i-create-backup) With the grandMA2 system you have a seamless switch between the transmitting console (master) and the back-up console (connected) in case of a failure or crash.  Here are three examples on how to create backup: * Use the grandMA2 console as master and the grandaMA2 onPC software version as connected, and DMX nodes for emission of the signal.  * Use the grandMA2 console as master with a second grandMA2 console as connected, and DMX nodes for emission of the signal.  * Use the grandMA2 replay unit (RPU) as master together with the grandMA2 onPC software as connected, and DMX nodes for emission of the signal. # New in the Manual > This is an outline of all changes that took place in the latest version compared to the previous version of the manual. This is an outline of all changes that took place in the latest version compared to the previous version of the manual. After every software update the manual will be updated as well. | Topic | Description | | ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- | | [grandMA3 Screen Layout](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/key_mode2_screen_layout.html) | It is possible to run a grandMA3 compact and compact XT in Mode2. | # Channel sheet > The channel sheet is where your fixtures with channel IDs and their corresponding values or presets are located. Moreover, you can select channels here. The channel sheet is where your fixtures with channel IDs and their corresponding values or presets are located. Moreover, you can select channels here. **Requirement:** * Channels are patched. Patch channels in **Setup – Patch & Fixture Schedule**.  For more information on how to patch channels see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  ![](/img/grandma2/img_edit-setup_patch-channels_v3-3-64af31.png) *Edit Setup – Patch Channels* To open the channel sheet: 1. Tap anywhere in an empty screen.  2. The pop-up **Create Basic Window** opens. ![](/img/grandma2/popup_createbasicwindow_3_2-cecd48.png) *Pop-up Create Basic Window* 3. Select the category **Sheets** in the tabs.  4. Tap **Channel**.  5. The channel sheet opens.  This sheet contains all channels, fixtures and fixture types with a channel ID.  ![](/img/grandma2/img_channel-sheet-view_v3-3-b17a59.png) *Channel Sheet* **Important:**\ The title bar displays the world name and ![](/img/grandma2/icon_world_v3-2-34fa97.png) if you are in a world. Furthermore, it displays the word “Mask” and ![](/img/grandma2/icon_ghost_v3-2-88ba6d.png) if a mask was applied.  For general information on worlds see [What are worlds](/grandma2/key_wfm_what_are_worlds/).  For general information on masks see [What are masks](/grandma2/key_wfm_what_are_masks/). The channel sheet also consists of different colors, markers and background colors. For more information see [Marker](/grandma2/key_ws_colors_marker/) and [System](/grandma2/key_ws_colors_system/).  *** ## Layers [Section titled “Layers”](#layers) The channel sheet also comprises a bar of layers, which are located at the bottom of the sheet.  For more information on each layer see [Layers in sheets – Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/). *** ## Options [Section titled “Options”](#options) To open the options in the channel sheet, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the sheet. The dialog **Channel Sheet** **Options** opens.  ![](/img/grandma2/window_channel-sheet_options_v3-3-ba3d8e.png) *Channel Sheet Options* To learn about the single options of the channel sheet see: * [Tools](/grandma2/key_of_sheet_options_tools/)  * [Layer mask](/grandma2/key_of_sheet_options_layer_mask/) * [Display](/grandma2/key_of_sheet_options_display/) * [Title buttons](/grandma2/key_of_sheet_options_title_buttons/) * [Assign executor](/grandma2/key_of_sheet_options_assign_executor/) * [Mask (local)](/grandma2/key_of_sheet_options_mask_local/) To close the options, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog.  *** ## Close the Channel Sheet [Section titled “Close the Channel Sheet”](#close-the-channel-sheet) To close the channel sheet altogether, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the window and tap Delete Window. # Using the color picker > Based on the field you work in, the color picker provides the opportunity of displaying the colors of fixtures in various views. Based on the field you work in, the color picker provides the opportunity of displaying the colors of fixtures in various views. **Requirement:** * Fixtures are patched. For more information on how to patch fixtures see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  *** ## Open the Color Picker [Section titled “Open the Color Picker”](#open-the-color-picker) There are two options to open the color picker. **1. Option:** 1. Tap any empty space in the **user-defined area**. 2. The pop-up **Create Basic Window** opens.  3. Tap Other. 4. Then tap Color Picker. 5. The **Color Picker** opens.  ![](/img/grandma2/img_color-picker_hsb_v3-3-ab4d47.png) *Color Picker Opened Via Create Basic Window* **2. Option:** 1. Tap Color in the encoder bar. 2. Then tap Special Dialog.  3. The temporary color picker opens. ![](/img/grandma2/img_color-picker_special-dialog_v3-3-f7b4ea.png) *Color Picker Opened Via Special Dialog* **Important:**\ If you open the color picker via the **Special Dialog**, you will see an additional bar with buttons that are not visible if you open the color picker via the dialog **Create Basic Window**. These buttons, however, can be enabled in the options of the color picker.  The differences of each view in special dialog are explained further down in the corresponding views.   *** As mentioned before the color picker consists of five views.   ## 1. HSB: [Section titled “1. HSB:”](#1-hsb) **Hint:**\ HSB is the abbreviation for hue, saturation and brightness.  ![](/img/grandma2/img_color-picker_hsb_v3-3-ab4d47.png) \_Color Picker – HSB \_ **Hue:**\ Is displayed in degrees and it is the horizontal axis of the screen.\   **Saturation:**\ Is displayed as a vertical axis of the screen.\   **Brightness:**\ Is displayed as an additional fader.  **Q fader:** The Q fader is displayed at the far right of the screen.  **Important:**\ The Q fader is disabled for fixtures with ColorWheel or MixColor attributes (RGB) only. Fixtures with more than three MixColor attributes enable the Q fader.  It consists of three categories: **Primary:**\ Represents RGB only. ![](/img/grandma2/img_color-picker_q-fader-primary_v3-3-c1af7c.png) *HSB – Q Fader – Category Primary* **Max:**\ Represents a mixture of RGB and the special color attributes.  ![](/img/grandma2/img_color-picker_q-fader-max_v3-3-cdc852.png) *HSB – Q Fader – Category Max* **Pure:**\ Represents a special color attribute. ![](/img/grandma2/img_color-picker_q-fader-pure_v3-3-d9d854.png) *HSB – Q Fader – Category Pure*   *** ## Bar In HSB – Special Dialog [Section titled “Bar In HSB – Special Dialog”](#bar-in-hsb-special-dialog) ![](/img/grandma2/img_color-picker_bar-in-hsb_special-dialog_v3-3-8666b2.png) *Bar Highlighted In HSB – Special Dialog* * **Percentage display:**\ Displays the value in percentage. The corresponding color spectrum is displayed on top of the percentage. \   * **Link encoder HSB:**\ Links the three encoders starting from the left with the display of HSB.\   * **​Link encoder CMY:**\ Links the three encoders starting from the left with the display of CMY. \   * **Link encoder RGB:**\ Links the three encoders starting from the left with the display of RGB. \   * **Prefer MixColor only:**\ This is usually the default. Here MixColor attributes are preferably used to blend the color.  \   * **MixColor only:**\ Here only MixColor attributes are used to blend the color. \   * **ColorWheel only:**\ Here only ColorWheel attributes are used to blend the color.  *** ## 2. Swatch Book [Section titled “2. Swatch Book”](#2-swatch-book) The swatch book displays manufacturers and their corresponding gels.  For more information on gel see the keyword [Gel](/grandma2/key_keyword_gel/).  ![](/img/grandma2/img_color-picker_swatch-book_v3-3-6f4423.png) *Color Picker – Swatch Book* **Important:**\ The swatch book displays the color in RGB and RGB number.  * If you type a number into the filter on the top left, the swatch book will sort the list by the hints containing this number.  * If you type a letter into the filter, the swatch book will sort by the name of the color.  *** ## Bar In Swatch Book – Special Dialog [Section titled “Bar In Swatch Book – Special Dialog”](#bar-in-swatch-book--special-dialog) ![](/img/grandma2/img_special-dialog_swatch-book-bar_v3-3-5b9f38.png) *Special Dialog – Bar In Swatch Book* * **Clear Filter:**\ Empties the filter on the top left of the dialog.  * **[]()Live Preview:**\ If you scroll using the encoder to change colors, these colors are directly shown live.  *** ## 3. Raw Faders [Section titled “3. Raw Faders”](#3-raw-faders) Raw faders display all MixColor attributes in a show file.  ![](/img/grandma2/image_color-picker_raw-faders_v3-3-778b2a.png) *Color Picker – Raw Faders* *** ## 4. Predefined Colors [Section titled “4. Predefined Colors”](#4-predefined-colors) Predefined colors are displayed in a rod-shaped pattern in four columns.  ![](/img/grandma2/img_color-picker_predefined-colors_v3-3-8011f1.png) *Color Picker – Predefined Colors* **Important:**\ Predefined colors are not available in the Special Dialog.  *** ## 5. Faders [Section titled “5. Faders”](#5-faders) Faders display the three color systems – HSB, CMY and RGB along with the Q fader – in contrast to one another in form of faders. ![](/img/grandma2/img_color-picker_faders_v3-3-08bf1d.png) *Color Picker – Faders* *** ## Options [Section titled “Options”](#options) To open the options in the color picker, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the window.  ![](/img/grandma2/img_color-picer_options_v3-3-458b23.png) *Color Picker – Options* Options display the following: **[Live Preview](#Live%20Preview):** See Bar in Swatch Book – Special Dialog. **Linked Encoders:** If you tap this button, the pop-up **Select Linked Encoders** opens. Choose which [encoders](#Link%20Encoders) you would like to link here.  **Preferable Engine:** If you tap this button, the pop-up **Select Preferable Engine** opens. Choose the [color system](#Preferable%20Color%20Engine) you would prefer to use.  **Active Page:** If you tap this button, the pop-up **Select Active Page** opens. Choose the view you would like to be displayed here. **Swatch Book View Mode:** If you tap this button, the pop-up **Select Swatch Book View Mode** opens. Choose the category you would like the Swatch Book to be displayed by. **Swatch Book Sort Mode:** If you tap this button, the pop-up **Select Swatch Book Sort Mode** opens. Choose the category you would like to sort the swatch book by.  **Hide Labels:** If you disable this button, the values of HSB, CMY and RGB will be displayed in percentage.  *** ### Title Buttons [Section titled “Title Buttons”](#title-buttons) To open the title buttons in the color picker, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the window.  ![](/img/grandma2/img_color-picker_title-buttons_v3-3-54ac12.png) *Color Picker – Title Buttons* If you enable **Color Engine**, **Active Page** and **Link Encoders**, these buttons will be displayed in the title bar of the view.  If you enable **Swatch Book** and **Swatch Book View**, these buttons will be displayed in the title bar in Swatch Book only.  To close the **Color Picker Options**, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner.  *** ## Close the Color Picker [Section titled “Close the Color Picker”](#close-the-color-picker) To close the color picker altogether, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the dialog and tap Delete Window.  If you opened the color picker via the special dialog, then tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog. # Edit a channel or fixture > Contrary to editing in live patching where you can edit entire fixture types, here it is possible to edit single objects only. Contrary to editing in [live patching](/grandma2/key_patch_livepatch/) where you can edit entire fixture types, here it is possible to edit single objects only.  * Channels and / or fixtures are patched. Patch channels and fixtures in **Setup – Patch & Fixture Schedule**.  For more information on how to patch channels and fixtures see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  To edit a fixture or a channel: * Tap and hold name or ID number of the fixture or channel you would like to edit.\ -or- * Press Edit and tap a fixture or a channel in the corresponding sheet.\ -or- * Press Edit + Fixture + number of the fixture or channel to be edited + Please.\   The edit pop-up opens.  ![](/img/grandma2/popup_edit_fixture-or-channel_v3-3-e3b830.png) *Edit Pop-up* * The \*\*upper spreadsheet in the pop-up \*\*displays the modules of a fixture.  * The \*\*lower spreadsheet in the pop-up \*\*displays the attributes of these modules.  **Important:**\ It is possible to edit all fields marked in gray. For detailed information see [live patching](/grandma2/key_patch_livepatch/).  **Hint:**\ To jump between fixtures or channels, tap either Previous or Next in the title of the edit pop-up.  **Hint:**\ If a fixture is linked to an RDM address, RDM ID will be displayed in the header of the upper spreadsheet. \ Furthermore, it is possible to edit the order within the column in the pop-up. To change the order, tap and hold the title of the column and pull it up or down.   To close the edit pop-up, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner. # Encoder grouping > Encoder grouping is used to collectively take attributes into the programmer. Encoder grouping is used to collectively take attributes into the programmer.  **Important:**\ It is advisable to set the encoder grouping before creating a new show. That is, before generating presets. Particularly when using the function “Encoder Grouping” in the menu **Auto Create Presets**. **Important:**\ Encoder groupings are non user-definable. That is, once created, they are valid for the entire show file.  *** ### How To Group Encoders [Section titled “How To Group Encoders”](#how-to-group-encoders) 1. Tap **Setup -> Patch and Fixture Schedule** 2. Then tap Fixture Types on the right of the dialog **EditSetup** 3. Tap Attribute & Encoder Grouping on the right of the dialog Fixture Types.  ![](/img/grandma2/img_encoder-grouping_v3-3-cacdad.png) *Attribute & Encoder Grouping* 4. The dialog **Edit Setup/Fixture Type/Attribute & Encoder Grouping** opens.  5. To edit or create new encoder grouping:\ -Choose a preset type in the **List of Preset Types** at the top on the left.\ -After that, choose a feature in **Features of Preset Type** at the top on the right. \ -Then tap and hold the column “Encoder Grouping” in **Attributes of Feature** at the bottom on the left.\ -The pop-up **Select Group** opens.\ -Choose one of the groups in this pop-up.\ -To create a new group, scroll down and tap **New Group**. **Hint:**\ Many attributes are already grouped, for example the function pan and tilt or RGB.\ Pan and tilt is grouped since the position a fixture occupies has two directions. \ RGB is grouped, because the color consists of a mixture between red, green and blue.  ### # Fixture sheet > The fixture sheet is where your attributes with their corresponding values are located. Moreover, you can select fixtures here. The fixture sheet is where your attributes with their corresponding values are located. Moreover, you can select fixtures here.  **Requirement:** * Fixtures are patched. Patch fixtures in **Setup – Patch & Fixture Schedule**.  For more information on how to patch fixtures see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/). ![](/img/grandma2/img_edit-setup_patch-fixtures_v3-3-2edf21.png) *Edit Setup – Patch Fixtures* **Important:**\ It is possible to assign both – fixtures and channels. Hence, fixtures are displayed in their corresponding sheets depending on what ID you have assigned – **fixture ID or channel ID**. To open the fixture sheet: 1. Tap anywhere in an empty screen. 2. The pop-up **Create Basic Window** opens.  ![](/img/grandma2/popup_createbasicwindow_3_2-cecd48.png) *Pop-up Create Basic Window* 3. Select the category **Sheets** in the tabs.  4. Tap **Fixture**.  5. The fixture sheet opens. This sheet contains all fixtures and fixture types with a fixture ID.  ![](/img/grandma2/image_fixture-sheet-view_v3-3-3a6ef0.png) *Fixture Sheet* **Important:**\ The title bar displays the world name and ![](/img/grandma2/icon_world_v3-2-34fa97.png) if you are in a world. Furthermore, it displays the word “Mask” and ![](/img/grandma2/icon_ghost_v3-2-88ba6d.png) if a mask was applied.  For general information on worlds see [What are worlds](/grandma2/key_wfm_what_are_worlds/).  For general information on masks see [What are masks](/grandma2/key_wfm_what_are_masks/). The fixture sheet also consists of different colors, markers and background colors. For more information see [Marker](/grandma2/key_ws_colors_marker/) and [System](/grandma2/key_ws_colors_system/).  *** ## Layers [Section titled “Layers”](#layers) The fixture sheet also comprises a bar of layers, which is located at the bottom of the fixture sheet. For more information on each layer see [Layers in sheets – Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/). *** ## Options [Section titled “Options”](#options) To open the options in the fixture sheet, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the sheet. The dialog **Fixture Sheet** **Options** opens.  ![](/img/grandma2/window_fixture-sheet-options_v3-3-d2b096.png) *Fixture Sheet Options* To learn about the single options of the fixture sheet see: * [Tools](/grandma2/key_of_sheet_options_tools/)  * [Layer mask](/grandma2/key_of_sheet_options_layer_mask/) * [Display](/grandma2/key_of_sheet_options_display/) * [Title buttons](/grandma2/key_of_sheet_options_title_buttons/) * [Assign executor](/grandma2/key_of_sheet_options_assign_executor/) * [Mask (local)](/grandma2/key_of_sheet_options_mask_local/) To close the options, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog.  *** ## Close the Fixture Sheet [Section titled “Close the Fixture Sheet”](#close-the-fixture-sheet) To close the fixture sheet altogether, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the window and tap Delete Window. # Layers in sheets > Layers are displayed in form of a bar, which is located at the bottom of a sheet. Layers are displayed in form of a bar, which is located at the bottom of a sheet.  The layers in some sheets are conform. Others, on the other hand, may differ from one another.  This chapter displays these differences as well as conformities.  These are the following sheets: * [Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/) * [Sequence content and sequence tracking sheet](/grandma2/key_of_layers_in_sheets_content_and_tracking/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/) * [Sequence content and sequence tracking sheet](/grandma2/key_of_layers_in_sheets_content_and_tracking/) # Channel sheet and fixture sheet > Channel sheet and fixture sheet share identical layers. Channel sheet and fixture sheet share identical layers. **Important:**\ The layers in the channel and fixture sheet display which values are currently being released.    **Important:**\ If layers have colored markers, this means that the attributes are actively in the programmer.    ![](/img/grandma2/img_layers-with-markers_v3-3-949690.png) *Layers With Markers* *** ### Value Layers [Section titled “Value Layers”](#value-layers) Value Layers comprise the following in the channel and fixture, sequence content and sequence tracking sheet: ![](/img/grandma2/image_fixture-sheet_value-layers_v3-3-af0461.png) *Value Layers* **Values:** Displays normal values, for example numbers of presets, names and channel sets. Example: \[Channel]> Channel 1 At Full Sets the dimmer of channel 1 to full and displays the value as “open”.  **Fade:** Displays individual fade values.  **Delay:** Displays individual delay values.  **Values Only:** Displays the values in form of numbers. Example: \[Channel]> Channel 2 At 55 Sets dimmer of channel 2 to 55 and displays the value, depending on the readout, as 55.0.  **Auto:** If you tap \*\*Auto, \*\*the sheet will obey the encoder bar. **Hint:**\ To jump to different layers within value layers, tap **Auto** and press Time.  *** ### Effect Layers [Section titled “Effect Layers”](#effect-layers) **Hint:**\ To jump to different effect layers, tap Auto and press ![ma](/img/grandma2/ma_1-290dfd.png) + Time.  Effect Layers comprise the following in the channel and fixture, sequence content and sequence tracking sheet: ![](/img/grandma2/image_fixture-sheet_effect-layers_v3-3-c19ea4.png) *Effect Layers* **Form:** Displays names and numbers of values, which have been taken from the form pool.  **Speed:** Displays time in a format that was set in user settings.  **Speed Group:** Displays speed groups that are linked to active values. All in all, there are 16 speed groups.  **Low:** Displays the values of low that are set for fixtures.  **High:** Displays the values of high that are set for fixtures.   **Important:**\ The effect “moves” between the values of high and low, so to speak.   **Hint:**\ It is possible to set the values of high and low with the first encoder on the left, right above screen 1 on the console.    **Phase:** This effect has a radius of 360° and displays the phase an effect is to start at, generating a wave form.  **Width:** Displays the percentage of the fixtures that have the values of high and low. This determines the extent of effect modulations.  **Fade:** Displays the individual fade time an effect is to start with.  **Delay:** Displays the individual delay time an effect is to start at. **Attack:** Displays the difference of the fade-in times in single values.  **Decay:** Displays the difference of fade-out times in single values.  **ID:** Displays name and number if effect was started in the effect pool. *** ### Output Layers [Section titled “Output Layers”](#output-layers) Output Layers comprise the following in the channel and fixture sheet: ![](/img/grandma2/image_fixture-sheet_output-layers_v3-3-79de25.png) *Output Layers* **Output:** Displays values together with group masters and masters. However, it is not possible to see if a profile was set.  **Value Exec ID:** Displays which executor the values come from stating the number of the page and the executor. For example, 1:11 means that the value is on page 1 and in executor 11. **Effect Exec ID:** Displays which executor the effects come from stating the number of the page and the executor.  **Value Cue ID:** Displays which cue the values come from stating the number of the sequence and cue. For example, 8:1 means that the value is in sequence 8 and the sequence itself is in cue 1.  **Effect Cue ID:** Displays which cue the effect comes from stating the number of the sequence and cue.  **DMX:** Displays the DMX value that comes out of the console. Shows all values independently of masters or profiles. # Sequence content and sequence tracking sheet > Fundamentally, the value layers and the effect layers in sequence content and sequence tracking are identical to those in channel sheet and fixture sheet. Fundamentally, the value layers and the effect layers in sequence content and sequence tracking are identical to those in channel sheet and fixture sheet.  **Important:**\ The layers in the sheets **Sequence Content** and **Sequence Tracking**, however, refer to values that are stored in a sequence.  For detailed information on value layers and effect layers see [Layers in sheets – channel sheet and fixture sheet](/grandma2/key_of_layers_in_sheets_channel_and_fixture/).  *** ### Output Layers [Section titled “Output Layers”](#output-layers) Output Layers comprise the following in the sequence content and sequence tracking sheet: ![](/img/grandma2/img_output-layers_sequence-content-and-sequence-tracking_v3-3-7383ce.png) *Output Layers – Sequence Content and Sequence Tracking* **Value Cue ID:** Displays which sequence and cue the value comes from stating the number of the sequence and the cue. For example, 2:1 means that the value is on sequence 2 and in cue 1.  **Effect Cue ID:** Displays which sequence and cue the effect comes from stating the number of the sequence and the cue. # Using the shaper dialog > A shaper dialog is used to manipulate the beam of a fixture with the help of shaper blades. The Shapers displayed in three different modes: A shaper dialog is used to manipulate the beam of a fixture with the help of shaper blades. The **Shaper** is displayed in three different modes: * Corner Mode * Blade Mode * Fader Mode **Requirement:** * Fixtures are patched.  To open the shaper: 1. Select fixtures with the attribute of blades in the fixture sheet.  2. Tap Shapers in the [Preset Control Bar](/grandma2/key_ws_preset_control_bar/).  3. Next, tap Special Dialog in the [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/) right below Shapers in the preset control bar.  4. The dialog **Shaper** opens.  ![](/img/grandma2/img_shaper-dialog_corner-mode_v3-3-43fef8.png) *Shaper Dialog* *** ## [Corner Mode]() [Section titled “Corner Mode”](#corner-mode) The corner mode is primarily used to illuminate beveled edges. To move the blades, tap either a number or a letter displayed around the circle and use the screen encoder. ![](/img/grandma2/img_shaper-dialog_corner-mode_numbers-letters-buttons_v3-3-cc69ab.png) \_Corner Mode \_ **Hint:**\ It is also possible to set the focus on the numbers or letters of the beam by tapping the buttons on the left at the bottom of the dialog. See the red box. **The white circle in the middle of the dialog:** Represents the beam of light coming from the fixture.  **Numbers around the beam:** Represent blades that can be pulled up and down accordingly. **Letters around the beam:** Represent blades that can be pulled up and down, and sideward as well.  **Blade Rotate:** Displays the angle in which the entire blade system rotates.  **Rotate to Match POV:** Rotates to match the point of view.  **Green boxes with values:** Represent corresponding blade parameters.  **Rotate:** Sets the focus on Blade Rotate. **POV:** Sets the focus on Rotate to Match POV.  **Link Encoders:** Tapping Link Encoders enables the following: * **Angle Mode**:\ Moves the angles around a set point. * **Set All**:\ Selects all parameters.  * **Invert All**:\ Inverts the selection.  **Reset POV:** Sets the point of view into its initial position. **Reset Rot.:** Sets Blade Rotate to its initial position.  **Reset Sh.:** Sets the beam of light to its initial shape. *** ## Blade Mode [Section titled “Blade Mode”](#blade-mode) The blade mode is primarily used to illuminate straight edges.  ![](/img/grandma2/img_shaper-dialog_blade-mode_v3-3-7e7ff5.png) *Blade Mode* The **Blade Mode** basically behaves the same as the **Corner Mode**.  For more information on the single buttons see [Corner Mode](#Blade%20Mode).  *** ## Fader Mode [Section titled “Fader Mode”](#fader-mode) Displays the shaper parameters in form of faders.  ![](/img/grandma2/img_shaper-dialog_fader-mode_v3-3-30f842.png) *Fader Mode*   **Hint:**\ To jump to the single modes, press the U-keys U1, U2 or U3. Or tap Corner Mode, Blade Mode or Fader Mode on the right side of the dialog.  **Cog wheel symbol:** Displays set values.  Tapping on the cog wheel opens a pop-up with values and symbols: ![](/img/grandma2/img_shaper-dialog_fader-mode_cog-wheel_v3-3-a640d8.png) *Cog wheel symbol* **Values in percentage:** Tapping a percentage value in this pop-up sets the fader automatically to the value you have tapped.  **\*2:** Doubles the value in the fader.  **/ 2:** Divides the value in the fader by two.  **Magnifying glass:** Is used to zoom in and out of the fader scale.  *** ## Close the Shaper Dialog [Section titled “Close the Shaper Dialog”](#close-the-shaper-dialog) To close the shaper, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog. # Sheet options > The different sheets in the console have many options. A lot of them are shared by the different sheets. This topic and the following subtopics describe all the The different sheets in the console have many options. A lot of them are shared by the different sheets. This topic and the following subtopics describe all the different options for the sheets. The sheets are described in the different sections where they are relevant. Follow the links below to read about the individual sheet. * [Channel Sheet](/grandma2/key_of_channel_sheet/) * [DMX Sheet](/grandma2/key_patch_dmx_sheet/) * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Sequence Content Sheet](/grandma2/key_cs_cue_content/) * [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/) * [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/) * [RDM sheet](/grandma2/key_rdm_rdm_sheets/) - the sheet is listed here but it does not have any options   ## General information about sheet options [Section titled “General information about sheet options”](#general-information-about-sheet-options) All the options regarding sheets are user based. This means that each user in a system can have their own sheet options to fit their preferences. The options can be changed from the [User Settings](/grandma2/key_single_multi_systems_user_settings/) in the Setup menu or they can be changed in each sheet. The options changed in the Setup menu are the default settings used when you create a new window on a screen. The options changed in the sheet on the screen are only for that version of the window (remember to store the view after applying changes). However you can copy the options from a sheet to the defaults - read below for more on this. Any change you do in the options are immediately applied to the sheet. To keep the options it is needed to store the view containing the sheet.   ## Options title bar [Section titled “Options title bar”](#options-title-bar) The options pop-up has a title bar. This title bar have a few buttons that are worth describing. The title bar buttons look like this: ![](/img/grandma2/popup__sheet-options_title-bar-buttons_v3-3-dff4ba.png) *Sheet options - title bar buttons* As mentioned above; the settings applied in the sheet options can be copied to the default settings. This is done by tapping the Save to Default button. It is also possible to load the setting from the default into the sheet options. This is done by tapping the Load from Default button. This will overwrite any local options. The Delete Window button will remove the sheet from the screen. The big yellow X will close the options pop-up.   Please read the following subtopics to learn more about the different options. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Tools](/grandma2/key_of_sheet_options_tools/) * [Layer mask](/grandma2/key_of_sheet_options_layer_mask/) * [Display](/grandma2/key_of_sheet_options_display/) * [Title buttons](/grandma2/key_of_sheet_options_title_buttons/) * [Assign executor](/grandma2/key_of_sheet_options_assign_executor/) * [Mask (local)](/grandma2/key_of_sheet_options_mask_local/) # Assign executor > This tap is only available in the Content, Executor, and Tracking Sheets. This tap is only available in the Content, Executor, and Tracking Sheets. It shows a list of all the executors with assigned sequences. Tapping one of the executors in the list will make this the assigned executor for the sheet. This means that “Link Mode” is now set to “Not Linked”, which means that the sheet is locked to the executor you have tapped in this list. Read more about the Link Mode in the [Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/). # Display > The Display tab has potentially a lot of options - all dealing with how the data in the sheets are presented to you. The Display tab has potentially a lot of options - all dealing with how the data in the sheets are presented to you. This topic lists all the possible options in the sheets, but each sheet does not have all options.   ## Sheet Style [Section titled “Sheet Style”](#sheet-style) **Sheet Style** is an option in Fixture and Content sheets. This can be used to turn how the data is presented in the sheets. There are two options: * **Horizontal:**\ This will present the fixtures as rows and the Attributes as columns. * **Vertical:**\ This will organize the fixtures as columns and the Attributes as rows. The default is Horizontal, but some like to use the vertical in situation where you have few fixtures. For instance when programming Media Servers. ## Font [Section titled “Font”](#font) **Font** is an option in all sheets. There is currently only one font type available in the grandMA2 software. So the only thing to change regarding the Font is the size. Tapping the button opens the Small Select Font pop-up. It looks like this: ![](/img/grandma2/popup_select-font_v3-3-97f7f6.png) *Small Select Font pop-up* Here it is possible to select one of the six different sizes - ranging from 10 to 22. ## []()Readout [Section titled “Readout”](#readout) **Readout** is an option in Channel, DMX, Fixture, Content, and Tracking sheets. The readout determines how the values are displayed in the sheets. Tapping the button opens a small Select Readout pop-up like this: ![](/img/grandma2/popup_select-readout_v3-3-3642e2.png) *Small Select Readout pop-up* Here it is possible to select one of the following options: * **Natural:**\ This displays the value defined in the “From” and “To” columns in the fixture profile. The range is customized, but is is always displayed with one decimal accuracy. It can even be a negative value. This can be useful when the attributes default values is not at the end of the range - for instance with Pan attributes. * **Percent:**\ Displays the attribute values as a percent without any decimal numbers. Range is 0 through 100. * **Decimal:**\ Displays the attribute values as an 8-bit DMX value. The range is from 0 through 255. * **Hex:**\ This displays the DMX values in 8-bit Hexadecimal numbers. The range is from 0 through FF. * **Physical:**\ This displays the value defined in the “From Phys” and “To Phys” columns in the fixture profile. Just as with the Natural readout, it is possible to customize the range but it is always displayed with one decimal accuracy. The idea is that values here matches the physical values for the fixtures. So for instance the zoom range of a fixture is matched to the physical range of the fixture making the sheets display the actual zoom degree. * **Decimal16:**\ This is just like the Decimal readout except the DMX value is displayed in a 16-bit range. The range is from 0 through 65 535. * **Hex16:**\ This is just like the Hex readout except the DMX value is displayed in a 16-bit range. The range is from 0 through FFFF. Changing the readout for a sheet and then tapping in the sheet will also change the readout on your Encoder Bar. Readout can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Cue Color Columns [Section titled “Cue Color Columns”](#cue-color-columns) **Cue Color Columns** is an option in Executor and Tracking sheets. The [Appearance keyword](/grandma2/key_keyword_appearance/) can be used to give a color to individual cues. This option changes how this color is displayed in the sheets. Tapping the button opens the small Select Cue Color Columns pop-up. It has two different sizes regarding the options. There are more options in the Executor sheet than in the Tracking sheet. This is the pop-up from the Executor sheet: ![](/img/grandma2/popup_select-cue-color-columns_v3-3-e3e5e9.png) *Small Select Cue Color Columns pop-up* The options in the pop-up are: * **Off:**\ This wont display any cue colors. * **Number:**\ This will display the color in the cue number column. * **Number+Name:**\ This will display the color in the cue number and name columns. * **Number+Info:**\ This will display the color in the cue number and info columns. * **Info:**\ This will display the color in the info columns only. * **All Columns:**\ This will display the color in all columns. The Tracking sheet only has the three first options. ## Sort By [Section titled “Sort By”](#sort-by) **Sort By** is an option in Content and Tracking sheets. This option can be used to choose the sort method for the sheets. There are two options: **Fixture ID** or **Channel ID**. This option makes sense if your fixtures do not have the same number as Fixture ID or Channel ID. Then this chooses the priority for the sorting. ## Symbol Output [Section titled “Symbol Output”](#symbol-output) **Symbol Output** is an option in Channel and Fixture sheets. The Symbol Out is a small square next to the Channel ID in the Channel Sheet and next to the fixture name in the Fixture Sheet. This square shows the combined intensity and color output from the fixture. Tapping the button opens the small Select Symbol Output pop-up. It looks like this: ![](/img/grandma2/popup_select-symbol-output_v3-3-b2e56e.png) *Small Select Symbol Output pop-up* The options are: * **None:**\ The square is hidden. * **Auto:**\ The squares output follows the selected layer. * **Value Layer:**\ The square displays the output from the Value Layer. * **Output Layer:**\ The square displays the output from the Output Layer. * **DMX Layer:**\ The square displays the output from the DMX Layer. For more information about the different layers please read the [Layers in sheets topic](/grandma2/key_of_layers_in_sheets/). ## Symbol Feature [Section titled “Symbol Feature”](#symbol-feature) **Symbol Feature** is an option in Channel, Fixture, Content, and Tracking sheets. Each feature of the fixtures can have a small symbol displaying a graphic representations of the features value. This symbol can be shown or hidden. For instance the dimmer value is represented by a dimmer bar. The position values are represented by vertical and horizontal line intersecting. Gobos are displaying a small image of the gobo. Colors are displayed as small squares displaying the colors next to each color feature. ## Cue Colors [Section titled “Cue Colors”](#cue-colors) **Cue Colors** is an option in Channel, Fixture, Content, and Tracking sheets. This option allows you to select how attribute values should be presented in the sheets. Tapping the button opens the small Select Cue Colors pop-up. It looks like this: ![](/img/grandma2/popup_select-cue-color_v3-3-9049a6.png) *Small Select Cue Colors pop-up* There are three options: * **Off**\ All attribute values are displayed with a yellow color. * **On**\ The attribute values from the primary selected executor displays the colors Cyan, Green, White, and Magenta. These colors are described in detail in the [Cue Colors Topic](/grandma2/key_ws_colors_cue/). Values from other executors are displayed in yellow. * **My Exec**\ This will color the values from the primary selected executor in Cyan, Green, White, and Magenta. Other executors triggered by your user are displayed in yellow. Values from executors triggered by other users are displayed in a gray color. ## Namefield [Section titled “Namefield”](#namefield) **Namefield** is an option in Channel, Fixture, Content, and Tracking sheets. The name field can be turned On or Off. When it is On then the name of the fixture is displayed in the sheet. ## Channel ID [Section titled “Channel ID”](#channel-id) **Channel ID** is an option in Channel, Fixture, Content, and Tracking sheets. The Channel ID can be turned On or Off. When it is On then the Channel ID will be displayed in the sheet. If the fixture has both a Channel ID and Fixture ID and the ID number is the same, then there is only displayed one number even if both Channel ID and Fixture ID is On. If the fixture has two different ID numbers and both are set to On, then they are shown separated by a colon. The Fixture ID is on the left side of the colon and the Channel ID is on the right side. ## Fixture ID [Section titled “Fixture ID”](#fixture-id) **Fixture ID** is an option in Channel, Fixture, Content, and Tracking sheets. The Fixture ID can be turned On or Off. When it is On then the Fixture ID will be displayed in the sheet. If the fixture has both a Channel ID and Fixture ID and the ID number is the same, then there is only displayed one number even if both Channel ID and Fixture ID is On. If the fixture has two different ID numbers and both are set to On, then they are shown separated by a colon. The Fixture ID is on the left side of the colon and the Channel ID is on the right side. ## Columns [Section titled “Columns”](#columns) **Columns** is an option in Channel, DMX, Fixture, and Content sheets. Tapping the green input field allows you to set a number of columns in the sheets. The column number is only used in Fixture and Content Sheets if the sheet is in Vertical Sheet Style. ## []()Autoscroll [Section titled “Autoscroll”](#autoscroll) **Autoscroll** is an option in Executor, and Tracking sheets. The Autoscroll function can be turned On or Off. When On it automatically scrolls the cue sequence list in the Executor and Tracking Sheets. This makes sure the active cue is always visible in the sheet. Autoscroll can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Feature Sort [Section titled “Feature Sort”](#feature-sort) **Feature Sort** is an option in Fixture, Content, and Tracking sheets. The sheets can activate an automatic sorting of the features. This will move the attributes of the current feature so it is right next to the name of the fixture or cue. This should avoid a lot of scrolling in the sheets. Feature Sort can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Fixture / Channel Sort [Section titled “Fixture / Channel Sort”](#fixture--channel-sort) **Fixture Sort** or **Channel Sort** is an option in Channel, Fixture, Content, and Tracking sheets. In the Channel Sheet it is called Channel Sort, in the other sheets it is called Fixture Sort. The function is the same. The selected fixtures are displayed first in the sheets and they are displayed in the selection order. Fixture Sort or Channel Sort can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## Marker [Section titled “Marker”](#marker) **Marker** is an option in Channel, Fixture, Content, and Tracking sheets. The colored markers in the sheets provide additional information of what is affecting the values and to display what information might be stored in cues. These markers may be turned On or Of. Read more about the markers in the [Maker Colors topic](/grandma2/key_ws_colors_marker/). ## Preset Readout [Section titled “Preset Readout”](#preset-readout) **Preset Readout** is an option in Channel, Fixture, Content, and Tracking sheets. Preset Readout is used to change how the preset ID is displayed in sheets. This is relevant when an attribute gets its values from a preset. Tapping the button opens the small Select Preset Readout pop-up. It looks like this: ![](/img/grandma2/popup_select-preset-readout_v3-3-eded58.png) *Small Select Preset Readout pop-up* The options are: * **Names:**\ The name of the preset will be displayed. * **Numbers:**\ The number of the preset will be displayed. * **Numbers & Names:**\ Both the number and the name of the preset will be displayed. ## Hide Empty Cells [Section titled “Hide Empty Cells”](#hide-empty-cells) **Hide Empty Cells** is an option in Channel, Fixture, Content, and Tracking sheets. When a mixture of fixture types are patched in a show it can often happen that not all the fixtures have the same features. This means that a sheet can have empty or unused cells. These cells can be hidden in the sheets. This can often provide a better overview of the features available in the fixtures. Turning Hide Empty Cells On will hide these unused cells. ## []()Hide Timing Countdown [Section titled “Hide Timing Countdown”](#hide-timing-countdown) **Hide Timing Countdown** is an option in the Executor sheets. In the Sequence Executor Sheet you can see the cue times. When a fade is running you can choose to have the time count down to 0 or just always display the time stored in the cue. Hide Timing Countdown is an On or Off function. When it is On, then there is no visible count down. When it is Off then the count down is displayed. Hide Timing Countdown can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Show Additional [Section titled “Show Additional”](#show-additional) **Show Additional** is an option in the DMX sheets. This function is used to display more information in the DMX Sheet than just the DMX values. Tapping the button opens the small Select Show Additional pop-up. It looks like this: ![](/img/grandma2/popup_select-show-additional_v3-3-a45dde.png) *Small Select Show Additional pop-up* The options are: * **Show only Values:**\ No additional information are displayed. ![](/img/grandma2/window_dmx_additional-none_v3-2-753e15.png) *DMX values without additional information* - **Show IDs:**\ The fixtures ID numbers and names are displayed above the DMX values. They are only displayed once per fixture - the ID is nor displayed above each DMX value. ![](/img/grandma2/window_dmx_additional-id_v3-2-24ddef.png) *DMX values with ID number and name* * **Show Attributes:**\ The attribute connected with the DMX address is displayed above the DMX value. ![](/img/grandma2/window_dmx_additional-attribute_v3-2-1de50b.png) *DMX values with attribute name above the values* - **Show Address:**\ The DMX address is displayed above each DMX value. ![](/img/grandma2/window_dmx_additional-address_v3-2-f4429c.png) *DMX values with DMX addresses above each value* Show Additional can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Show Only Selected [Section titled “Show Only Selected”](#show-only-selected) **Show Only Selected** is an option in the DMX sheets. This will limit the DMX sheet to only display the universes of the selected fixtures. Show Only Selected can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Programmer Colors [Section titled “Programmer Colors”](#programmer-colors) **Programmer Colors** is an option in the DMX sheets. There are two color schemes for the DMX values in the DMX sheet. There is the default where the background color changes from gray to light green depending on intensity of the value. But you can choose to use turn On Programmer Colors instead. This will then use the same color schema as the Channel and Fixture Sheets. Programmer Colors can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## Merge Same Values [Section titled “Merge Same Values”](#merge-same-values) **Merge Same Values** is an option in Fixture, Content, and Tracking sheets. Some features can combine or merge the values displayed in the sheets if the value is the same. For instance the MixColor attributes “R”, “G”, and “B”. If these three attributes have the same value then it is only displayed once - as a merged value. If they have different values then they are split up into each displaying the values they have. This merge function can be turned On or Off. ## []()MixColor Readout [Section titled “MixColor Readout”](#mixcolor-readout) **MixColor Readout** is an option in Fixture, Content, and Tracking sheets. The MixColor system is a way to present the same attributes to the operator no matter if the fixtures uses different color systems. This means that the operator does not have to change between the different colors systems. In the sheets it is then possible to change how this is displayed. Tapping the button opens the small Select MixColor Readout pop-up. It looks like this: ![](/img/grandma2/popup_select-mixcolor-readout_v3-3-470995.png) *Small Select MixColor Readout pop-up* The options are: * **RGB:**\ The MixColors are displayed as RGB attributes. * **CMY:**\ The MixColors are displayed as CMY attributes. * **Default:**\ The MixColors are displayed using the default selected in the setup - Read more about setting this in the [User Settings topic](/grandma2/key_single_multi_systems_user_settings/#settings). MixColor Readout can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## RDM Info [Section titled “RDM Info”](#rdm-info) **RDM Info** is an option in Channel, and Fixture sheets. The RDM info is a small RDM icon that will be displayed next to the fixture name or ID. Tapping the button opens the small Select RDM Info pop-up. It looks like this: ![](/img/grandma2/popup_select-rdm-info_v3-3-25211d.png) *Small Select RDM Info pop-up* The options are: * **None:**\ No icon is displayed in the sheet. * **Warning:**\ The yellow RDM warning icon is displayed in the sheet. * **Alert:**\ The red RDM alert icon is displayed in the sheet. * **Warning & Alert:**\ Both icons can be displayed in the sheets. Read more about RDM and how to configure the warning and alert notifications in the [RDM section](/grandma2/key_rdm/). # Layer mask > Select Layer is an option in Channel, Fixture, Content, and Tracking sheets. ## Select Layer [Section titled “Select Layer”](#select-layer) **Select Layer** is an option in Channel, Fixture, Content, and Tracking sheets. This is a drop down list that allows you to select one of the data layers. This will show the values in that layer. This can also be selected using the Layer Control bar - read about turning it on in the [Tools topic](/grandma2/key_of_sheet_options_tools/). Read about the layers in the [Layers in sheets topic](/grandma2/key_of_layers_in_sheets_channel_and_fixture/).  ## Select Mask [Section titled “Select Mask”](#select-mask) **Select Mask** is an option in Channel, Fixture, Content, and Tracking sheets. This drop down list allows you to select one of the six predefined masks. This can also be selected using the Mask Control bar - read about turning it on in the [Tools topic](/grandma2/key_of_sheet_options_tools/). Read more about the masks in the [Mask topics](/grandma2/key_wfm_what_are_masks/). The default masks, in this list, also exists as [Title Buttons](/grandma2/key_of_sheet_options_title_buttons/) in the Channel and Fixture. ## []()Link Mode [Section titled “Link Mode”](#link-mode) **Link Mode** is an option in Content, Executor, and Tracking sheets. The link mode decides what executor the sheet is displaying.  This drop down list has three options: * **Link Selected:**\ This will make the sheet display the content from the selected executor. This means that the sheet will change content when you selected different executors using the [Select](/grandma2/key_keyword_select/) command. * **Not Linked:**\ This will make the sheet display a specific executors content. The sheet will continue to display this  executors content no matter if you select a different executor.\ You need to choose what executors to display. This is done in the Assign Executors tab - read more about it in the [Assign Executor topic](/grandma2/key_of_sheet_options_assign_executor/). * **Link Last Go:**\ This will change the sheets to display the content from the executor where you or precisely, your “User” last performed a Go action. The Link Selected option can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Selection Only [Section titled “Selection Only”](#selection-only) **Selection Only** is an option in the Tracking sheet. This option will mask a lot of unnecessary rows and columns in the Tracking Sheet. It will hide cues where there are no changes to the selected fixtures. It will also only display the columns of the attributes that are stored in the sequence. This option can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Show Tracked [Section titled “Show Tracked”](#show-tracked) **Show Tracked** is an option in the Content sheet. This can be used to show or hide the tracked values in the Content Sheet.\ Hiding the tracked values will only display the values stored in the cue currently displayed in the content sheet. This option can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Enable Mask [Section titled “Enable Mask”](#enable-mask) **Enable Mask** is an option in Channel, Fixture, Content, and Tracking sheets. This turns on or off the mask function of the sheet. Masks can be local or follow a pool of masks. To learn more about mask please read the [What are Masks topics](/grandma2/key_wfm_what_are_masks/). The enable function is sometimes automatically turned on. This can happen if you select a mask or if you enable Follow Selected Mask - read more below. This option can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## []()Follow Selected Mask [Section titled “Follow Selected Mask”](#follow-selected-mask) **Follow Selected Mask** is an option in Channel, Fixture, Content, and Tracking sheets. When this option is On, then the sheet will activate masks and the sheet will use the mask selected in the Mask Pool - learn more about mask in the [What are Masks topics](/grandma2/key_wfm_what_are_masks/). This option can also be a [Title Button](/grandma2/key_of_sheet_options_title_buttons/). ## Save Mask Always [Section titled “Save Mask Always”](#save-mask-always) **Save Mask Always** is an option in Channel, Fixture, Content, and Tracking sheets. If the sheet has a local mask loaded from the mask pool and this mask is not locked, then you can activate the Save Mask Always function if you want changes made in the local settings to be saved back into the mask in the pool. Read more about this in the [Mask (Local) topic](/grandma2/key_of_sheet_options_mask_local/). # Mask (local) > This tab is available in the Channel, Fixture, Content, and Tracking Sheets. This tab is available in the Channel, Fixture, Content, and Tracking Sheets. It is used to define a local mask for a specific sheet. You can load a mask from the Mask Pool or you can create a new one. The mask is applied when “Enable Mask” is On. If “Follow Selected Mask” is also on, then the local mask is not applied, but instead the mask selected in the mask pool is applied. Enable Mask and Follow Selected Mask is described in the [Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/). Please read the[ What are Masks topic ](/grandma2/key_wfm_what_are_masks/)for information about masks in general. The [Create Masks topic ](/grandma2/key_wfm_create_mask/)describes how to make masks and it describes the different buttons seen in this tab. # Title buttons > Many of the options described in Tools, Layer Mask, and Display can be assigned as a quick access button in the title bars of the relevant sheets. Some are uniq Many of the options described in [Tools](/grandma2/key_of_sheet_options_tools/), [Layer Mask](/grandma2/key_of_sheet_options_layer_mask/), and [Display](/grandma2/key_of_sheet_options_display/) can be assigned as a quick access button in the title bars of the relevant sheets. Some are unique - meaning they do not appear as an option, but more as a quick access to a relevant function for the sheet. The title buttons that are described in the previous topics are mentioned here and there is a link to the topic with the description. The following is a complete list of all possible title buttons in sheets. After the list of title buttons are an overview if which title buttons are in what sheets - [Link](#sort_by_sheet).   ## Fixture Sort [Section titled “Fixture Sort”](#fixture-sort) **Fixture sort** is available in Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#fixture_channel_sort). ## Channel Sort [Section titled “Channel Sort”](#channel-sort) **Channel Sort** is available in Channel Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#fixture_channel_sort). ## Feature Sort [Section titled “Feature Sort”](#feature-sort) **Feature sort** is available in Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#feature_sort). ## Auto Scroll [Section titled “Auto Scroll”](#auto-scroll) **Auto Scroll** is available in Executor, and Tracking Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#autoscroll). ## Link Mode [Section titled “Link Mode”](#link-mode) **Link Mode** is available in Content, Executor, and Tracking Sheets. Read about it in the [Sheet Options - Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/#link_mode). ## Tracking [Section titled “Tracking”](#tracking) **Tracking** is available in the Content Sheets. Read about it in the [Sheet Options - Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/#show_tracked). ## Selection Only [Section titled “Selection Only”](#selection-only) **Selection Only** is available in the Tracking Sheets. Read about it in the [Sheet Options - Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/#selection_only). ## Cue Mode [Section titled “Cue Mode”](#cue-mode) **Cue Mode** is available in the Content Sheets. The cue mode title button is used to select what cue is displayed in the Content sheet. Read about it in the [Looking at your cue content topic](/grandma2/key_cs_cue_content/#cue_mode). ## Link Faders [Section titled “Link Faders”](#link-faders) **Link Faders** is available in Channel and Fixture Sheets. When Link Faders are active, the selected fixtures and the currently selected feature is used for the Dynamic Channel Pages. Read about Dynamic Channel Pages in the [Channel Pages topic](/grandma2/key_adv_exec_ch_pages/). ## Release All [Section titled “Release All”](#release-all) **Release All** is available in the DMX Sheets. Release all is a function that will release all DMX addresses that are under the influence of the DMX tester. Read more about this in the [DMX testing topic](/grandma2/key_patch_dmx_testing/). ## Link Encoders [Section titled “Link Encoders”](#link-encoders) **Link Encoders** is available in DMX, Content, Executor, and Tracking Sheets. Read more about it in the [Sheet Options - Tools topic](/grandma2/key_of_sheet_options_tools/#link_encoders). ## Enable Mask [Section titled “Enable Mask”](#enable-mask) **Enable Mask** is available in Channel, Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/#enable_mask). ## Follow Mask [Section titled “Follow Mask”](#follow-mask) **Follow Mask** is available in Channel, Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/#follow_selected_mask). ## Set1 through Set10 [Section titled “Set1 through Set10”](#set1-through-set10) There can be up to 10 “Set” buttons. They are a little bit different depending on the sheet. They can all be edited by right clicking them with the mouse (or press Edit and then the button) in the title bar. **Channel Sheet & Fixture Sheet:** The set buttons functions as masks that can be toggled On or Off. The first 5 set buttons have a default loaded mask, but can be changed. Read mode below. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). **Content Sheet & Tracking Sheet:** All 10 set buttons functions as masks that can be toggled On or Off. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). **Executor Sheet:** There are only 5 set buttons available. The set buttons function as a special kind of mask. They can be used to select what columns in the sheet that should be visible. Read details about this in the [Using different view Sets in the Sheets topic](/grandma2/key_adv_seq_view_sets/). ## Prog Only [Section titled “Prog Only”](#prog-only) This is the Set1 button with a default assigned mask. This is default for Channel and Fixture Sheets. It can be changed. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). ## Active Only [Section titled “Active Only”](#active-only) This is the Set2 button with a default assigned mask. This is default for Channel and Fixture Sheets. It can be changed. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). ## Parked [Section titled “Parked”](#parked) This is the Set3 button with a default assigned mask. This is default for Channel and Fixture Sheets. It can be changed. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). ## Seq+ [Section titled “Seq+”](#seq) This is the Set4 button with a default assigned mask. This is default for Channel and Fixture Sheets. It can be changed. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). ## Seq- [Section titled “Seq-”](#seq-) This is the Set5 button with a default assigned mask. This is default for Channel and Fixture Sheets. It can be changed. Read more about masks in the [Use masks in the sheets topic](/grandma2/key_wfm_use_masks/). ## Readout [Section titled “Readout”](#readout) **Readout** is available in Channel, Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#readout). ## Edit CueOnly [Section titled “Edit CueOnly”](#edit-cueonly) **Edit CueOnly** is available in Content, and Tracking Sheets. Read more about it in the [Sheet Options - Tools topic](/grandma2/key_of_sheet_options_tools/#edit_cueonly). ## Only Selected [Section titled “Only Selected”](#only-selected) **Only Selected** is available in the DMX Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#show_only_selected). ## Show Additional [Section titled “Show Additional”](#show-additional) **Show Additional** is available in the DMX Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#show_additional). ## Programmer Colors [Section titled “Programmer Colors”](#programmer-colors) **Programmer Colors** is available in the DMX Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#programmer_colors). ## MixColor Readout [Section titled “MixColor Readout”](#mixcolor-readout) **MixColor Readout** is available in Fixture, Content, and Tracking Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#mixcolor_readout). ## Hide Countdown Timing [Section titled “Hide Countdown Timing”](#hide-countdown-timing) **Hide Countdown Timing** is available in the Executor Sheets. Read about it in the [Sheet Options - Display topic](/grandma2/key_of_sheet_options_display/#hide_timing_countdown). *** []()The following is a listing of which title buttons are available in which sheets. It is listed per sheet type. ## Channel Sheet [Section titled “Channel Sheet”](#channel-sheet) * Channel Sort * Link Faders * Enable Mask * Follow Mask * Prog Only * Active Only * Parked * Seq+ * Seq- * Set6 * Set7 * Set8 * Set9 * Set10 * Readout ## DMX Sheet [Section titled “DMX Sheet”](#dmx-sheet) * Release All * Link Encoders * Only Selected * Show Additional * Programmer Colors ## Fixture Sheet [Section titled “Fixture Sheet”](#fixture-sheet) * Fixture Sort * Feature Sort * Link Faders * Enable Mask * Follow Mask * Prog Only * Active Only * Parked * Seq+ * Seq- * Set6 * Set7 * Set8 * Set9 * Set10 * Readout * MixColor Readout ## Sequence Content Sheet [Section titled “Sequence Content Sheet”](#sequence-content-sheet) * Fixture Sort * Feature Sort * Link Mode * Tracking * Cue Mode * Link Encoders * Enable Mask * Follow Mask * Set1 * Set2 * Set3 * Set4 * Set5 * Set6 * Set7 * Set8 * Set9 * Set10 * Readout * Edit CueOnly * MixColor Readout ## Sequence Executor Sheet [Section titled “Sequence Executor Sheet”](#sequence-executor-sheet) * Auto Scroll * Link Mode * Link Encoders * Set1 * Set2 * Set3 * Set4 * Set5 * Hide Countdown Timing ## Sequence Tracking Sheet [Section titled “Sequence Tracking Sheet”](#sequence-tracking-sheet) * Fixture Sort * Feature Sort * Auto Scroll * Link Mode * Selection Only * Link Encoders * Enable Mask * Follow Mask * Set1 * Set2 * Set3 * Set4 * Set5 * Set6 * Set7 * Set8 * Set9 * Set10 * Readout * Edit CueOnly * MixColor Readout ## RDM Sheet [Section titled “RDM Sheet”](#rdm-sheet) The RDM sheet do not have any options, but it does have two title buttons. They are described in the [Use the RDM sheet topic](/grandma2/key_rdm_rdm_sheets/). # Tools > The Tools tab contains a lot of different settings that turns on or off tools in the sheets. The tools can allow you to work more efficient. The Tools tab contains a lot of different settings that turns on or off tools in the sheets. The tools can allow you to work more efficient. The last part of the options described here, is also available as [Title Buttons](/grandma2/key_of_sheet_options_title_buttons/).   ## Preset Control [Section titled “Preset Control”](#preset-control) **Preset Control** is an option in Channel, Fixture, Content, and Tracking sheets. The Preset Control turn on or off the visibility of the Preset Control Bar at the bottom of the sheet. It is used to select different Preset Types. The bar is similar to to Preset Control Bar visible in the Encoder Bar. Read more about it in the [Preset Control Bar subtopic](/grandma2/key_ws_preset_control_bar/). **Restriction:**\ If Multi Control is on, then this control bar is hidden. ## Layer Control [Section titled “Layer Control”](#layer-control) **Layer Control** is an option in Channel, Fixture, Content, and Tracking sheets. The Layer Control option turn on or off the Layer Control Bar at the bottom of the sheet. The Layer Control Bar gives access to the different data layers for the fixtures. Read more about layers in the [Layers in the programmer topic](/grandma2/key_of_layers_in_sheets_channel_and_fixture/). **Restriction:**\ If Multi Control is on, then this control bar is hidden. ## Mask Control [Section titled “Mask Control”](#mask-control) **Mask Control** is an option in Channel and Fixture sheets. The Mask Control option turn on or off a small Mask Control Bar with the default masks. It could look like this: ![](/img/grandma2/img_mask-control-bar_v3_3-6f1025.png) *Mask Control Bar* The Masks are described in the [Mask topics](/grandma2/key_wfm_what_are_masks/). **Restriction:**\ If Multi Control is on, then this control bar is hidden. ## Multi Control [Section titled “Multi Control”](#multi-control) **Multi Control** is an option in Channel, Fixture, and Content Sheets. The multi control combines the Layer, Preset, and Mask control into one bar with three expanding buttons - in that order from left to right. It could look like this: ![](/img/grandma2/img_multi-control-bar_v3_3-98821f.png) *Multi Control Bar* The options available for each button is the same as the ones in each of the control bars. **Restriction:**\ If Multi Control is on, then Preset Control, Layer Control, and Mask Control bars are hidden. ## ScrollBar horizontal [Section titled “ScrollBar horizontal”](#scrollbar-horizontal) **ScrollBar horizontal** is an option in Fixture, Content, Executor, and Tracking Sheets. With this option it is possible to turn on or off the horizontal scroll bar at the bottom of the sheet. The scroll bar is only visible if it is needed. ## ScrollBar vertical [Section titled “ScrollBar vertical”](#scrollbar-vertical) **ScrollBar vertical** is an option in Channel, DMX, Fixture, Content, Executor, and Tracking Sheets. With this option it is possible to turn on or off the vertical scroll bar at the right side of the sheet. The scroll bar is only visible if it is needed. ## []()Link Encoders [Section titled “Link Encoders”](#link-encoders) **Link Encoders** is an option in DMX, Content, Executor, and Tracking Sheets. If this option is on then activating the sheet (by tapping inside the sheet) will change the [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/). The result is different depending on the type of sheet. ### DMX Sheet [Section titled “DMX Sheet”](#dmx-sheet) The Encoder Toolbar will turn into the DMX tester. Read more about it in the[ DMX Testing topic](/grandma2/key_patch_dmx_testing/). ### Content Sheet and Tracking Sheet [Section titled “Content Sheet and Tracking Sheet”](#content-sheet-and-tracking-sheet) The Encoder Toolbar will turn into the Executor Toolbar. Read more about it in the [What are executors topic](/grandma2/key_exec_what_are/). ### Executor Sheet [Section titled “Executor Sheet”](#executor-sheet) It is bit hidden as an option for the Executor Sheet. You need to add it as a [title button](/grandma2/key_of_sheet_options_title_buttons/) to enable or disable it. It also opens the Executor Toolbar. Follow the link in the “Content Sheet” above to read about it. ## []()Edit CueOnly [Section titled “Edit CueOnly”](#edit-cueonly) **Edit CueOnly** is an option in Content and Tracking Sheets. With this option **on**, any changes made to values in the sheet are stored as Cue Only. Read more about editing values in the two sheets in the [Looking at your cue content topic](/grandma2/key_cs_cue_content/). ## DMX Readout Absolute [Section titled “DMX Readout Absolute”](#dmx-readout-absolute) **DMX Readout Absolute** is an option in the DMX Sheet. This option allows you to view the DMX addresses as Absolute or Separated in Universes. If it is Absolute readout, then it only displays one number. That means that the DMX addresses are displayed as continues numbers. So the first DMX address in universe number 2 is 513 (512 from the first universe plus 1). If it is Separated readout, the sheet will display two numbers separated by a colon. The first number is the universe and the second is the DMX address in that universe. # Using the smart view > The smart view displays default-defined channel sets of an attribute. These channel sets are stored in the library. The smart view displays default-defined channel sets of an attribute. These channel sets are stored in the library.  ## Open the Smart View  [Section titled “Open the Smart View ”](#open-the-smart-view) **Important:**\ To see the default-defined channel sets of a fixture in the smart view, select a fixture and tap a preset in the [preset control bar ](/grandma2/key_ws_preset_control_bar/)first.  To open the smart view:  1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens.  3. Next, tap Other. 4. Then, tap Smart.  5. The window **Smart** opens.  ![](/img/grandma2/window_smart-view_v3-3-18bc8d.png) *Smart View – Gobo* **Hint:**\ The smart view displays all default channel sets of attributes in a neat way. It basically facilitates your working steps.  *** ## Channel Sets [Section titled “Channel Sets”](#channel-sets)  The tiles marked by a red box are **channel sets**. ![](/img/grandma2/window_smart-view_channel-sets_v3-3-25bc34.png) *Channel Sets Marked by a Red Box* It is possible to create a new channel set. To do so:  1. Assign a value to the attribute that is currently in the programmer.    2. Press Store and then tap the empty tile.  3. Next, label it and press Please.  ![](/img/grandma2/window_smart-view_empty-tile_v3-3-3a28dd.png) *Smart View – New Channel Set*   **Important:**\ The new channel set applies to all fixtures of this fixture type. **Hint:**\ Creating a new channel set directly in the smart view is more efficient than editing in numerous steps via **Setup**. *** ## Features [Section titled “Features”](#features) The fields **Gobo1** and **Gobo2** marked by a red box in the smart view display features of a preset type. ![](/img/grandma2/window_smart-view_features_v3-3-75457b.png) *Smart View – Features* *** ## Attributes [Section titled “Attributes”](#attributes) The fields **G1** and **G1 <>** marked by a red box display the attributes of the features.  ![](/img/grandma2/window_smart-view_attributes_v3-3-ef7518.png) *Smart View – Attributes* *** ## Options [Section titled “Options”](#options) To open the options in the smart view, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the window. The dialog **Smart Options** opens.  ![](/img/grandma2/img_smart-view_options_v3-3-d20b51.png) *Smart View – Options* If you tap Symbols, the pop-up **Select Symbols** opens displaying the following: **No Symbols:** Does not display symbols in the corresponding tiles of the channel sets.  **Small Symbols:** Displays symbols in small.  **Big Symbols:** Displays symbols in big.  To close the options, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner.  *** ## Close the Smart View [Section titled “Close the Smart View”](#close-the-smart-view) To close the smart view altogether, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the upper left corner of the dialog and tap Delete Window. # What is the programmer > The programmer is where all the active and nonactive values, which are not in the playbacks, are located. The programmer is where all the active and nonactive values, which are not in the playbacks, are located.  **Important:**\ Active values are storable values.    *** ### How to Take Attributes into the Programmer [Section titled “How to Take Attributes into the Programmer”](#how-to-take-attributes-into-the-programmer) 1. Open the fixture sheet first.\ For more information on how to open the fixture sheet see [Fixture sheet](/grandma2/key_of_fixture_sheet/).  2. Select fixtures in the fixture or channel sheet. 3.  Change values of the fixtures. 4. The fixtures with values, which have just changed, have red markers within the object in the sheet. **Hint:**\ To activate all attributes in the selection, press Please Please. \ To deactivate all attributes in the selection, press Please Please Please. ### Example [Section titled “Example”](#example) \[Channel]> Fixture 1 Thru 10 Full Selects fixtures 1 through 10 and sets the dimmer to full.   ![](/img/grandma2/image_fixture-sheet-view_v3-3-3a6ef0.png) \_Fixture Sheet \_ The fixtures with the active values all have red markers, which means that they are actively in the programmer. The fixtures with nonactive values have white markers.  For more information on the different colors of markers see [Marker](/grandma2/key_ws_colors_marker/).    *** ### Layers [Section titled “Layers”](#layers) There are different Layers at the bottom of the fixture and the channel sheet.  Active attributes also have color markers in layers. ![](/img/grandma2/img_layers-with-markers_v3-3-949690.png) *Layers With Markers* For more details on layers see [Fixture sheet](/grandma2/key_of_fixture_sheet/).  To see the active values only, tap the tab **Active Only** in the mask of the title bar in the fixture sheet. ![](/img/grandma2/image_programmer_active-values_v3-3-1bd354.png) *Programmer with Active Dimmer Values*   *** ### How to Remove Attributes in the Programmer [Section titled “How to Remove Attributes in the Programmer”](#how-to-remove-attributes-in-the-programmer)   To remove single attributes in the programmer, press Off and tap the attribute you would like to remove. To remove all attributes from fixture 1 to 10 in the programmer, type the following command, which clears the  programmer, into the command line: \[Channel]> Off Fixture 1 Thru 10   **Hint:**\ To clear the entire programmer, press Clear for approximately 2 seconds.    The programmer is now empty. ![](/img/grandma2/image_empty-programmer_v3-3-28e3fc.png) *Empty Programmer* # grandMA2 onPC Details > The grandMA2 onPC has a special menu only available for the onPC. The grandMA2 onPC has a special menu only available for the onPC. This menu can be opened from the “Command” screen. In the upper left corner there is a yellow ball. Clicking it with the mouse will open a menu like this: ![](/img/grandma2/img_onpc_menu_v3-3-03fea1.png) *grandMA2 onPC menu* This menu has the following elements: * **Clear Screen**:\ This will clear the virtual screen on the “Command” page. * **Clear All Screens**:\ This will clear all the virtual screens. * **Debug Window**:\ This opens a new window that shows the [System Monitor](/grandma2/key_ost_system_monitor/) as a separate window (not a part of the onPC windows). * **Cascade Windows**:\ This will cascade all the open onPC windows (if there is more than one). * **Reset Size of Windows**:\ The onPC screens can be changed in size. This will reset them to a 1:1 pixel size - if possible.  * **Reset Time to Systemtime**:\ This will set the time of the grandMA2 onPC to the time from the computer. * **Options…**:\ This opens an options pop-up. It is descried below. * **About grandMA2 onPC…**:\ This opens a small pop-up showing the version number and the date the software was build. * **Quit**:\ This will close the grandMA2 onPC.   ## Options [Section titled “Options”](#options) The onPC options are divided into three tabs.   ### View Tab [Section titled “View Tab”](#view-tab) This tab has multiple options. The **Mode** option changes how the onPC handles screens of the onPC. Changing this requires a reboot of the onPC software. The options are: * **MultiScreen**:\ This will open multiple screens on the onPC. It will make the screen buttons on the right side toggle buttons that will open or close screens. This is great if you have enough computer monitor resolution - multiple computer monitors or 4K monitors. * **SingleScreen**:\ This will only open one instance of the onPC. The screen buttons on the right side will change between the different screens. * **SingleScreen (Internal only)**:\ This is the same as the SingleScreen except for the External screens. They will open up in the resolution defined (read more below).   The **Windows Frames** option is an On or Off option. It will display or hide the normal Windows frames around the onPC screen. Changing this option will require a reboot of the onPC software before taking effect.   **Encoder Style** changes how the onPC encoders look and behave. There are two options: * **Rotation**:\ This is like the physical encoders. In the onPC it looks like this: ![](/img/grandma2/img_onpc_encoder-rotation_v3-3-1289e0.png) *Encoder in “Rotation” mode* - **MA**:\ This is a different way the encoder can be used in the onPC. Click and holding while moving the encoder Left and Right will change the value in a coarse resolution. Moving Up and Down will change the values in a normal resolution. The encoder looks like this: ![](/img/grandma2/img_onpc_encoder-ma_v3-3-023961.png) Encoder in “MA” mode   There are two options for setting the **resolution** on the two **external screens**. Tapping the resolution will open a list of all the available resolution options.    The **CmdWing Bar** option can be turned On or Off. It changes how the bottom of screen 2 looks. It can match the look of the consoles or it can change to match the physical controls on the MA onPC Command Wing. See more in the [Command Wing Bar topic](/grandma2/key_ws_command_wing_bar/).   ### Misc. Tab [Section titled “Misc. Tab”](#misc-tab) The only option here is the **Priority**. There are two options: * **Normal**:\ This will make the onPC software run with a normal priority in windows. * **High**:\ This will make the onPC run with a high priority in windows. This is a good idea if the onPC is the primary station in the system.    ### MIDI Tab [Section titled “MIDI Tab”](#midi-tab) There are three options regarding the MIDI settings for onPC. There is the option called **MIDI from OnPC Command Wing** can be used to turn On or Off the MIDI input and output from a connected onPC Command Wing.   The next two options needs a MIDI device connected to the computer. There is also a **MIDI In Device** option that can be used to selected the MIDI device that will be used to input MIDI. The **MIDI Out Device** can be used to choose the MIDI device that will output the MIDI.     ## Keyboard shortcuts [Section titled “Keyboard shortcuts”](#keyboard-shortcuts) It is possible to activate the keyboard shortcuts by tapping the “Ins” key. Read more in the [Keyboard shortcuts topics](/grandma2/key_ws_keyboard_shortcuts/).   ## The Wings [Section titled “The Wings”](#the-wings) Since version 3.3 it is needed to reboot the wings after the onPC has booted. When the wing connects there is a Confirm pop-up like this: ![](/img/grandma2/popup_confirm-wing-1_v3-3-13de4a.png) *Original hardware Confirm pop-up* Unfortunately there are an increasing number of counterfeit products on the market. MA Lighting reserves the right to verify the use of original hardware. This is done to ensure the continued development of the hardware and software. You must accept the pop-up by tapping Yes to continue using the wing. If No is tapped then another pop-up appears: ![](/img/grandma2/popup_confirm-wing-2_v3-3-77fb8b.png) *Second Original hardware Confirm pop-up* The connected wing cannot be used unless the first pop-up is accepted.   It is possible to connect 1 [grandMA2 onPC Command Wing](/grandma2/key_device_overview_ma_onpc_command_wing/) and 2 [grandMA2 onPC Fader Wings](/grandma2/key_device_overview_ma_onpc_fader_wing/) to 1 grandMA2 onPC. If there are 2 Fader Wings connected then they need to be identified. This is done in Setup->MA Network Configuration->onPC. Here are two buttons called Identify Fader 1 and Identify Fader 2. Tapping one of these followed by one of the keys on the Fader Wings will identify the wing in the system. It is only necessary if there are 2 Fader Wings connected to same onPC.   It can be changed what block of 15 executors each wing should handle in the [Wing & Monitor Setup](/grandma2/key_window_faderwing_commandwing_setup/). There is a green check mark in the detected hardware. # Operate Fixtures > This chapter deals with the various ways of controlling fixtures. This chapter deals with the various ways of controlling fixtures.  It also comprises different sorts of sheets and their usage.  *** ### Requirement [Section titled “Requirement”](#requirement) Before being able to control fixtures, the following requirement has to be fulfilled: * Fixtures have to be patched first  For more information on how to patch fixtures see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Channel sheet](/grandma2/key_of_channel_sheet/) * [Fixture sheet](/grandma2/key_of_fixture_sheet/) * [Sheet options](/grandma2/key_of_sheet_options/) * [Layers in sheets](/grandma2/key_of_layers_in_sheets/) * [What is the programmer](/grandma2/key_of_what_is_the_programmer/) * [Encoder grouping](/grandma2/key_of_encoder_grouping/) * [Using the color picker](/grandma2/key_of_color_picker/) * [Using the shaper dialog](/grandma2/key_of_shaper_dialog/) * [Using the smart view](/grandma2/key_of_smart_view/) * [Edit a channel or fixture](/grandma2/key_of_edit_channel_or_fixture/) # Other System Tools > This is a collection of system windows, not described anywhere else. This is not sheets, pools or presets, but different windows to manage some overall system s This is a collection of system windows, not described anywhere else. This is not sheets, pools or presets, but different windows to manage some overall system settings. The topics are: * [Message center](/grandma2/key_message_center/) * [Help](/grandma2/key_ost_help_viewer/) * [Clocks](/grandma2/key_ost_clock/) * [Sound input window](/grandma2/key_ost_sound_input_window/) * [VPU pixel mapper view](/grandma2/key_keyword_vpupixelmapperview/) * [Network dimmer](/grandma2/key_ost_network_dimmer/) * [Desk status](/grandma2/key_ost_desk_status/) * [Performance window](/grandma2/key_ost_performance_window/) * [System monitor](/grandma2/key_ost_system_monitor/) To access the windows, tap on an empty part of a screen and tap Other or System ## Subtopics [Section titled “Subtopics”](#subtopics) * [Message center](/grandma2/key_message_center/) * [Help](/grandma2/key_ost_help_viewer/) * [Clock](/grandma2/key_ost_clock/) * [Sound input window](/grandma2/key_ost_sound_input_window/) * [VPU pixel mapper view](/grandma2/key_keyword_vpupixelmapperview/) * [Network dimmer](/grandma2/key_ost_network_dimmer/) * [Desk status](/grandma2/key_ost_desk_status/) * [Performance window](/grandma2/key_ost_performance_window/) * [System monitor](/grandma2/key_ost_system_monitor/) # Clock > To access the Clockindow, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap Other and then Clock. To access the \*\*Clock \*\*window, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap Other and then Clock. This will open the **Clock** window. ![](/img/grandma2/windiw_clock-time_v3_3-208e2a.png) *Clock window* ## System Clock [Section titled “System Clock”](#system-clock) As default, the **Clock** will open as System Clock (yellow digits). This will display the current time, according to the console time. For more information see the [Date and Time](/grandma2/key_date_time/) topic. It is possible to change the settings and readout of the clock by tapping the yellow ball in the upper left corner of the clock window. This will open a Clock Option window. ![](/img/grandma2/popup_clock-options_v3_3-9b17c5.png) *Clock option window* In the System Clock there are different readout options. To list these, tap the yellow box: * **Analog** displays the current time as an analog watch. * **Digital AM/PM** displays the current time as a 12-hour clock. This is a time convention in which the 24 hours of the day are divided into two periods: a.m. (from the Latin, ante meridiem, meaning before midday) and p.m. (post meridiem, meaning after midday)​  * **Digital 24h** displays the current time as a 24-hour clock. * ​**Date DD-MM-YYYY** displays the date in a day, month and year format. This is the most common format in Europe, Asia, Africa and South America. * **Date MM-DD-YYYY** displays the date in a month, day and year format. This is the most common format in North America. * **Dawn** counts up or counts down until dawn. * **Sunrise** counts up or counts down until sunrise. * **Sunset** counts up or counts down until sunset. * **Dusk** counts up or counts down until dusk. For more information about dawn, dusk, sunrise and sunset see the [Date and Time](/grandma2/key_date_time/) topic. It is also possible to offset the clock compared to the system time. To do this, tap the green square labeled **Offset from System Clock Time**. This will open a calculator where the time can be offset from -23.59. 995 hours to +23.59.995 hours. This setting is individual for every clock, so it is possible to have different clocks with different time zones for example. To label the clock, tap the green square labeled **Label of System Clock**. This will open a pop-up where it is possible to label each clock individually. ![](/img/grandma2/img_clock-labled_v3_3-7daf13.png) *Clocks with offset and label*   **Hint:**\ In the top of the Clock Option window, it is possible to save the settings as default and load the default settings.   ## Timecode [Section titled “Timecode”](#timecode) To display the timecode, tap the button in the upper right corner until it says Timecode This will display the selected timecode in gray digits. If the timecode is running, the digits turn green.    ![](/img/grandma2/img_clock-timecode_v3_3-e01430.png) *Timecode window* For more information about **Timecodes** see the [Timecode](/grandma2/key_timecode/) topic. In the top of the window, there are four different action buttons: ![](/img/grandma2/img_clock-tcbuttons_v3_3-504944.png) *Action buttons* * Skip backwards * Pause * Play * Skip forwards These can be used to control the internal \*\*Timecode \*\*generator.   Use **Link Selected Timecode** button to select one of the 8 timecode slots as default or the selected slot. For more information about timecodes see the [Timecode](/grandma2/key_timecode/) topic.   ## Timer [Section titled “Timer”](#timer) To get to the stopwatch, tap the button in the upper right corner until it says Timer. This will display the Stopwatch 1 (blue digits). ![](/img/grandma2/img_clock-timer_v3_3-84db8c.png) *Timer window* To **Start** or **Stop** the Timer, tap Start/Stop. This can also be done by entering the following syntax in the command line: \[Fixture]> Toggle Timer 1 To **Reset** the timer, tap the reset key or enter the following syntax in the command line: \[Fixture]> Reset Timer 1   For more information about Timers see the [Timers](/grandma2/key_timer/) topics # Desk status > To access the Desk Statusindow, tap on an empty part of a screen. This must be at least 4 columns wide and 2 rows high. Tap System and then Desk Status. To access the \*\*Desk Status \*\*window, tap on an empty part of a screen. This must be at least 4 columns wide and 2 rows high. Tap System and then Desk Status. This will open the Status window. ![](/img/grandma2/window_status_v3_3-9ef864.png) *Status Window* **Hint:**\ This window is only for information. It is not possible to make any changes in here.   The Status window displays facts about the console. There are 10 sub categories in the window. ## Version [Section titled “Version”](#version) The version section tells what type of console you are working on. It also tells the software version and its build date. ## Memory [Section titled “Memory”](#memory) Displays the size of the memory and how much is currently used. Both in Gigabyte and percent. ## Disk [Section titled “Disk”](#disk) Displays the size of the hard drive and how much is currently used. Both in Gigabyte and percent. ## Executor [Section titled “Executor”](#executor) Displays how many playbacks are occupied and how many are currently running. ## Sequence [Section titled “Sequence”](#sequence) Displays the total amount of recorded cues. Part cues are included. ## Parameter [Section titled “Parameter”](#parameter) The parameter count displays how many parameters are used in the actual show; and the total capacity of unlocked parameters. ## Work load [Section titled “Work load”](#work-load) The work load displays a graph and a percentage of how busy the desk is. ## []()Network [Section titled “Network”](#network) Displays what is connected in the session. The number in the parentheses is the amount of devices in the **MA Network Configuration**. The number in front of the parentheses are the current devices in the session. If the numbers are green, the expected numbers of all MA Network devices, consoles, grandMA2 onPC, MA VPU (=Video Processing Unit), MA 3D,MA NDP (=Network Dimmer Processor), DMX Nodes, that can be part of a session is presented. If the number is red, there are less devises than expected. This means that there is not connection to all of the devices in the **MA Network Configuration** list. ## Remotes and Telnet Sessions [Section titled “Remotes and Telnet Sessions”](#remotes-and-telnet-sessions) Displays the amount of devices that are currently logged in. It will also tell how many Telnet sessions that are open. ## Graphic [Section titled “Graphic”](#graphic) Displays the current status of the graphic card on the device. # Edit a module > You can also edit modules. You can also edit modules.  **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/).  * Open **MA Dimmer Network** For more information on how to open the **MA Dimmer Network** see [Network dimmer](/grandma2/key_ost_network_dimmer/).  1. To edit a module, navigate down to the modules in the hierarchy of the dimmer network. For more information on how to navigate down in the hierarchy see [Network dimmer](/grandma2/key_ost_network_dimmer/).  2. Press Edit and tap a module.\  -The **pop-up Module Properties** opens. ![](/img/grandma2/popup_module-properties_network-dimmer_v3-3-3ae2ea.png) *Edit a module* 3. To select a type of configuration, tap Choose Config and the **pop-up Choose Configuration** opens. ![](/img/grandma2/popup_choose-configuration_network-dimmer_v3-3-c8c6aa.png) *Select configuration* -Tap to choose a type.\ -The configuration is now applied and can be edited.  **Hint:**\ You can edit columns in the **pop-up Module Properties**. For more information on the single columns see [Views – Dimmer View](/grandma2/key_ost_views/#dimmer_view). 4. To edit the columns, tap and hold or press Edit and tap a cell of the corresponding column. Or select the cell and press the screen encoder.\ -Depending on which column is being edited, either the \*\*calculator \*\*opens, **On** is displayed, or the cell is empty. 5. To select the next or the previous module, tap ![](/img/grandma2/icon_previous_v3-3-f27cf0.png) or ![](/img/grandma2/icon_next_v3-3-099f26.png).  The module is now edited. # Edit properties of a rack > You can edit the properties of racks. You can edit the properties of racks.  **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/).  * Open **MA Dimmer Network** For more information on how to open the **MA Dimmer Network** see [Network dimmer](/grandma2/key_ost_network_dimmer/).  1. []()To edit the properties of a rack, press Edit and tap a rack. The window **Rack Properties** opens. ![](/img/grandma2/popup_rack-properties_network-dimmer_v3-3-8db27c.png) *Rack Properties* The upper sections **Controlled by** and **Status** cannot be edited. They solely display data such as: * Name of the NDP * IP of the NDP * If NDP is in session * Voltage * Current * Power * A total of the three-phase alternating current * Temperature of the rack **Important:**\ The lower section displaying the merge mode, data slots and input config can be edited. 2. To edit the merge mode, tap the button displayed below Merge Mode.\ -The **pop-up Select Slot Mode** opens.  ![](/img/grandma2/popup_select-slot-mode_network-dimmer_v3-3-b432ec.png) *Select merge mode* -Select a mode. *** ## Merge Modes [Section titled “Merge Modes”](#merge-modes) * **HTP**\ ​Connects both slots. If both slots are active, the slot which values are higher takes precedence.​ ​​ * **LTP**\ Uses both slots. If both slots are active, the slot which values were modified the last takes precedence.    * **1-Only**\ Only uses Slot 1.    * **Only-2**\ Only uses Slot 2.    * **1-Over-2**\ Connects both slots. However, Slot 1 has the higher priority. That is, in case there is a valid signal on Slot 1 (no matter the type), the NDP ignores the signal on Slot 2. If there is no signal on Slot 1 or if the NDP detects a faulty signal on Slot 1, the NDP automatically starts to use Slot 2.  *** 3. To edit a slot, tap the button displayed below Data Slot 1 and Data Slot 2.\ -The **pop-up Slot Properties** opens. ![](/img/grandma2/popup_slot-properties_network-dimmer_v3-3-99a6a4.png) *Adjust slot properties* -To select a source type, tap the drop-down box and tap the corresponding protocol in the list.\ -To select a source mode, tap the drop-down box and tap a source mode in the list.\ -To enter a patch address, type into the green input field or tap the ![](/img/grandma2/icon_plus_small_v3-2-ae05d9.png) and the calculator opens. 4. Now, tap Please. The properties of the slot are now applied.  **Hint:**\ -To enable 1024 channels for the configuration patch, select **Double Universe** in the Source Mode and **DMX** in the Source Type. DMX In 1 and 2 of the NDP are used in one slot.\ -If you select **Art-Net, MA-Net2 or sACN** in the Source Type and **Double Universe** in the Source Mode, specify the two universes individually.  5. To edit universes, tap the button displayed below Input Config.\ -The **pop-up Input Properties** opens. ![](/img/grandma2/popup_input-properties_network-dimmer_v3-3-db39c8.png) *Edit universes* -To edit the universes in Line 1 and Line 2, tap the ![](/img/grandma2/icon_minus_v3-2-0401ec.png) or ![](/img/grandma2/icon_plus_v3-2-e7bd93.png) or type in the green input field using the keyboard.\ -If you have selected Art-Net as the source type, define which Art-Net universe is used. To do so, tap the Input Config and the **pop-up Art-Net Input Properties** opens. ![](/img/grandma2/popup_artnet-input-properties_network-dimmer_v3-3-b843a5.png) \_Adjust the input properties of Art-Net \_ -Adjust subnet and ID.  **Hint:**\ -Subnet defines the upper 4bits of the Art-Net address. If you enter 0 in subnet, 1 is defined. If you enter 1, 2 is defined.\ -ID defines the lower 4bits of the Art-Net address. Entering numbers works the same as in subnet. 6. After you have edited the properties of the rack, save the settings.\ -Tap Save on the right of the window and the **pop-up Save Rack Configuration opens**. ![](/img/grandma2/popup_save-rack-configuration_network-dimmer_v3-3-8e15f9.png) *Save the configuration* -The current rack is marked in a light brown color.\ -To save the settings of the current rack, tap Save.\ -To cancel the process, tap Cancel or ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up. **Hint:**\ Configurations are saved on the desk ending in **\*.rack**. They can either be saved on the internal drive or a USB stick, hence they are not saved in the show file.  7. To delete a rack, tap Delete.  **Important:**\ Racks can only be deleted if they are not in use or those that just have been created “offline” without the NDP controlling it.  8. To select the next or the previous rack, tap ![](/img/grandma2/icon_previous_v3-3-f27cf0.png) or ![](/img/grandma2/icon_next_v3-3-099f26.png).  9. To create a rack, tap New and the **pop-up Select Rack Number** opens. ![](/img/grandma2/popup_select-rack-number_network-dimmer_v3-3-08656c.png) *Select rack number* -Select the rack number and edit the newly created rack as described in [Rack Properties](#rack_properties). 10. To load an existing rack, tap Load and the **pop-up Load Rack Configuration opens**. ![](/img/grandma2/popup_load-rack-configuration_network-dimmer_v3-3-a25889.png) *Load an existing rack* -Select the drive in the drop-down below the heading.\ Tap to select a rack and tap Open. **Hint:**\ It is possible to load racks from an internal drive and previous software versions. The rack is configured and the settings are applied. # Errors > If an error occurs, it is displayed in red. If an error occurs, it is displayed in red.  The following demonstrates an error in the Normal View. **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/). * Open **MA Dimmer Network**  For more information on how to access the different views see [Network dimmer](/grandma2/key_ost_network_dimmer/).  For more information on the display of various views see [Views](/grandma2/key_ost_views/).  ![](/img/grandma2/window_error_normal-view_v3-3-939842.png) *Error displayed in the Normal View* If an error occurs, the entire rack turns red. Navigate down in the hierarchy to detect the error.  ![](/img/grandma2/window_network-dimmer_error-in-crate_v3-3-a07d97.png) *Error in crate 1* ![](/img/grandma2/window_network-dimmer_error-in-module_v3-3-1d2fa7.png) *Error in module 1 and 2* ![](/img/grandma2/window_network-dimmer_error-in-dimmers_v3-3-9cda26.png) *Error in dimmers 1 and 2* For more information on how to navigate in the hierarchy see [Network dimmer](/grandma2/key_ost_network_dimmer/).  *** ## []()Confirm Errors [Section titled “Confirm Errors”](#confirm-errors) Confirm Errors is displayed in the title bar of the window **MA Network Dimmer** and is used to temporarily mask errors. **Hint:**\ To view the error messages, set No Load, Fuse, Overload, Excess DC to **On** when editing. For more information see the [setting Fuse in Views](/grandma2/key_ost_views/#fuse).  1. To mask an error in the view, select the rack that displays the error.  2. Tap Confirm Errors.  3. The error displayed in red now turns dark green. ![](/img/grandma2/window_network-dimmer_confirm-errors_v3-3-283155.png) *Confirm errors* 4. To toggle the error back to red, tap Confirm Errors once again. # Help > To access the Helpindow, tap on an empty part of a screen. This must be at least 5 columns wide and 3 rows high. Tap System and then Help. To access the **Help** window, tap on an empty part of a screen. This must be at least 5 columns wide and 3 rows high. Tap System and then Help. This will open the Help window. ![](/img/grandma2/window_help_v3_3-45b563.png) *Help window* To navigate in the help structure, tap the different topics on the left side of the window. In all the topics, there will be a list of sub-topics that contains more information of specific issues. In the top of the window, there are 6 icons ![](/img/grandma2/imp_help-keys_v3_3-6bc7f0.png) *Help keys* These are used to getting around in the **Help** topic: * The **Magnifying glass** will let you search for specific words in the manual. * The **English** key can be used, to change the language of the manual. At the moment, the only option is English. * **Arrow up**, will display the previous topic in the help structure. * **Arrow down** will display the next topic in the help structure. * **Arrow left** will let you go back in the resent seen topics. * **Arrow right** will let you go forward in the resent seen topics.   **Hint:**\ The Help window contains help about the grandMA 2 consoles, onPC, MA 3D and MA VPU   **Hint:**\ This manual is available online. The website provides help for grandMA 2 products, dot2 products, MA Network Switch and MA Fixture Builder.\ These manuals are edited regularly and are more up-to-date than the help viewer in the console. # Network dimmer > Monitor and configure a dimMA system in the window MA Dimmer Network. Monitor and configure a dimMA system in the window **MA Dimmer Network**.  **Important:**\ This section deals with the configuration of MA NDPs in the view **MA Dimmer Network**. The configuration of MA NDPs in the window **MA Network Configuration** is dealt with in [Control the MA NDP](/grandma2/key_control_ndp_add/).  **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/). 1. Open the **MA Dimmer Network**.\ -Open **Create Basic Window**. For more information see [Manage windows](/grandma2/key_windows/).\ -Tap System and then tap Network Dimmer. \ ​-**MA Dimmer Network** opens. ![](/img/grandma2/window_network-dimmer_normal-view_v3-3-53e6c6.png) *Open MA Dimmer Network* 2. To navigate down in the hierarchy of the dimmer network:\ -Tap a rack and a window displaying crates opens. ![](/img/grandma2/window_network-dimmer_crates_v3-3-b98c6c.png) *Navigate down to the crates* -Tap a crate and a window displaying modules opens. ![](/img/grandma2/window_network-dimmer_modules_v3-3-e22ba9.png) *Navigate down to the modules* -Tap a module and a window displaying dimmers opens. ![](/img/grandma2/window_network-dimmer_dimmers_v3-3-f32194.png) *Navigate down to the dimmers*   **Hint:**\ Dimmer is the deepest you can go in the hierarchy. 3. To navigate upward in the hierarchy, tap ![](/img/grandma2/img_arrow-up_dimmer-network_v3-3-8bcffe.png) in the upper right corner of the title bar.  *** ## The dimMA Hierarchy [Section titled “The dimMA Hierarchy”](#the-dimmahierarchy) The dimMA hierarchy consists of racks, crates, modules, and dimmers.  **Rack:** A rack consists of 1 or 2 NDPs and at least 1 crate. **Crate:** A crate consists of 3 modules.  **Module:** A module consists of 1, 2 or 4 dimmers. \*\*Dimmer: \*\* A dimmer holds all the corresponding configuration data. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Views](/grandma2/key_ost_views/) * [Errors](/grandma2/key_ost_errors/) * [Readout](/grandma2/key_ost_readout/) * [Edit properties of a rack](/grandma2/key_ost_edit_properties_of_rack/) * [Edit a module](/grandma2/key_ost_edit_module/) # Performance window > To access the Performanceindow, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then Performance. To access the \*\*Performance \*\*window, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then Performance. The Performance window opens. ![](/img/grandma2/window_performance-realtime_v3_3_1-200163.png) *Realtime performance window* The performance window is a monitor of internal workloads and a debug tool. It has two different modes, **Realtime** and **Draw**. As default it opens in realtime. It is a monitor of the workload of the desk. The first six rows are incoming traffic and the last rows are outgoing traffic. The different loads have different colors: * Red - DMX data * Green - MA Net feedback * Blue - Station feedback (MA stations = 1 ms / Windows > 1 ms) * Yellow - Network Protocols The lines on the left side of the view are showing tasks with a high calculation priority. The lines on the right side shows tasks with a normal priority. The small line that are only 2 rows high, show traffic via USB connections (Command and Fader Wing for example) while the long lines that are 8 rows high, show traffic via ethernet or DMX. The traffic for incoming USB connections are on line 7 and 8, while outgoing USB traffic is on line 9 and 10. If the yellow lines (Art-Net traffic for example) are shown side by side in the lower part, then there is a delay on the outputted universes. To adjust this delay go to Setup - Network – Network Protocols and adjust the Delay column. There are two buttons in the upper right corner of the Performance window * Pause freezes the display * Realtime/Draw switch the window between **Realtime** and **Draw​** ![](/img/grandma2/window_performance-draw_v3_3-6a6b84.png) *Draw performance window* This window shows the resources allocated to drawing the screens. Each displays has its own row. # Readout > Display the readout of the MA Dimmer Network using one of the three readout views: Display the readout of the MA Dimmer Network using one of the three readout views: * Status Readout * Error Readout * Property Readout * Consumption Readout **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/).  * Open **MA Dimmer Network** For more information on how to open the **MA Dimmer Network** see [Network dimmer](/grandma2/key_ost_network_dimmer/).  To toggle between the readout views, tap the Readout button in the title bar of the window MA Dimmer Network.  *** ## Status Readout [Section titled “Status Readout”](#status-readout) Status Readout displays the status of the NDP racks.  If the readout is set to **Status Readout**, the display of the racks stays unaffected.  ![](/img/grandma2/window_network-dimmer_normal-view_v3-3-53e6c6.png) \_Status Readout \_ For more information on the display of the racks in **Status Readout** of different views see [Views](/grandma2/key_ost_views/).  *** ## Error Readout [Section titled “Error Readout”](#error-readout) To track errors, toggle the readout to **Error Readout**.  1. To do so, tap Status Readout.  2. The display of racks changes.  ![](/img/grandma2/window_network-dimmer_error-readout_v3-3-7e60d5.png) *Track errors using Error Readout* The error message is displayed in red in the rack affected.  **Hint:**\ Unlike in the **Status Readout**, confirming errors in the **Error Readout** displays the error message in yellow. For more information on on the confirmation of errors see [Errors](/grandma2/key_ost_errors/#confirm_errors).  ![](/img/grandma2/window_network-dimmer_confirm_errors_error-readout_v3-3-2cadef.png) *Confirm errors in Error Readout* *** ## Property Readout [Section titled “Property Readout”](#property-readout) Property Readout displays which NDP controls the corresponding rack.  1. To display the property of racks, tap Error Readout.  2. The button toggles to Property Readout and the display of the racks changes.  ![](/img/grandma2/window_network-dimmer_property-readout_v3-3-5e87d9.png) *Property Readout* The racks display the name and the IP of the master and slave NDP.  *** ## Consumption Readout [Section titled “Consumption Readout”](#consumption-readout) To readout the consumption, toggle **Property Readout** to **Consumption Readout**.  1. To do so, tap Property Readout. 2. The button toggles to **Consumption Readout**.  ![](/img/grandma2/window_network-dimmer_consumption-readout_v3-3-a2126c.png) *Consumption Readout* The view displays the following consumption data: * Voltage * Current * Power * Temperature **Hint:**\ To display the consumption of single elements in the hierarchy, navigate down in the hierarchy while in the mode **Consumption Readout**. For more information on the hierarchy see [Network dimmer](/grandma2/key_ost_network_dimmer/). # Sound input window > To access the Sound Input Window, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then Sound Input. To access the **Sound Input Window**, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then Sound Input. This will open the **Sound Input Window**. ![](/img/grandma2/window_sound-input_v3_3-8ed5e7.png) *Sound input window*   The window is divided in four sections. ## The upper left section [Section titled “The upper left section”](#the-upper-left-section) This section displays the different frequencies of the incoming signal. The first row is an overall summary. The next three rows splits the signal in **Bass**, **Medium** and **High** frequencies. The seven last rows splits the signal in frequencies of 75 Hz to 3.7 KHz. **Hint:**\ It is possible to assign the different frequencies to an **Effect**. Select the form **Sound** and a pop-up will display the possibilities.  ## The lower left section [Section titled “The lower left section”](#the-lower-left-section) This section displays the sound wave, received from the sound source. ## The upper right section [Section titled “The upper right section”](#the-upper-right-section) This section is a BMP (Beats per minute) counter. This section shows how the incoming sound is interpreted in BMP. ## The lower right section [Section titled “The lower right section”](#the-lower-right-section) This is the fader and button section. There are three faders: * **Snd In** sets the gain of the incoming sound signal * The **Snd Fade** fader is used with effects. When assigning one of the **Sound Forms** (form 20.x) to an effect, this fader will adjust how “hard” the effect will follow the sound. If **Snd Fade** is at 0 it will be hard and will smoothly fade up to be softer and softer, until the fader is set to 100. To read more about effects, see the [Effect](/grandma2/key_effects/) topic. * The **BPM fader** will adjust itself to the BPM from the incoming sound signal. Hint:\ These three faders can also be assigned to executor faders as **Special Masters**. To read more about Special Master, see the [Special Master](/grandma2/key_adv_exec_spec_master/) topic. The three buttons to the right are responding to the BPM. * DS will double the value of the BPM counter. * Learn will allow you to tap the beat manually, and adjust the BPM to this level. * HS will half the value of the BPM counter. # System monitor > To access the System Monitorindow, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then System Monitor. To access the \*\*System Monitor \*\*window, tap on an empty part of a screen. This must be at least 2 columns wide and 2 rows high. Tap System and then System Monitor. This will open the System Monitor window. ![](/img/grandma2/window_system-monitor_v3_3-5ff0be.png) *System monitor window* This is a debug screen. It displays the inner working of the desk. There is not much to see for the common user in this window. If the desk does not behave right, this might provide some hint to trouble shooting. # Views > Display the MA Dimmer Network using one of the three views: Display the MA Dimmer Network using one of the three views: * Normal View * Dimmer View * Log View **Requirement:** * Add MA NDPs to the network configuration For more information see [Adding devices to your session](/grandma2/key_network_session_add_device/). * Open **MA Dimmer Network** For more information on how to open the **MA Dimmer Network** see [Network dimmer](/grandma2/key_ost_network_dimmer/).  To toggle between the views, tap the View button in the title bar of the window MA Dimmer Network.  *** ## Normal View [Section titled “Normal View”](#normal-view) The Normal View solely displays the dimMA hierarchy.  ![](/img/grandma2/window_network-dimmer_normal-view_v3-3-53e6c6.png) *Open Normal View* For more information on the dimMA hierarchy see [Network dimmer](/grandma2/key_ost_network_dimmer/).  *** ## []()Dimmer View [Section titled “Dimmer View”](#dimmer-view) To toggle to Dimmer View, tap Normal View in the title bar. ![](/img/grandma2/window_network-dimmer_dimmer-view_v3-3-d3b5e9.png) *Open Dimmer View* The Dimmer View displays both: * dimMA hierarchy and * Dimmer channels **Hint:**\ To edit the dimmer channels, tap and hold or press Edit and tap a cell of the corresponding column. Depending on which setting is being edited,either the calculator opens, **On** is displayed, or the cell is empty. *** ## Settings [Section titled “Settings”](#settings) **Hint:**\ The following settings can also be edited in a module. For more information see [Edit a module](/grandma2/key_ost_edit_module/).  **No.**: The number consists of a rack, crate, module and dimmer. For example, 1:1:3:4 is to be understood as rack 1, crate 1, module 3, and dimmer 4.  **Name**: Is the name of the dimmer channel in the log files and in the configuration.  **Auto Name**: If you have changed the name of the dimmer channel in the column **Name**, toggling **Auto Name** to **On** takes over the original name of the dimmer channel.  \*\*Patch1 \*\*and **Patch2**: Reflect the patching of the two input slots of an NDP system.  **Hint:**\ Patch higher quantities of dimmer channels by multi selecting the cells in the columns Patch1 and Patch2. Changing the patch address once automatically adjusts the following patch addresses.  **Profile**: Create and edit profiles – assigned to each dimmer channel – in this column.  Assign the same profile in several dimmer channels: 1. Multi select the cells in the column. 2. Press Edit and tap a cell in the column **Profile**.  3. The **pop-up Select Profile** opens. ![](/img/grandma2/popup_select-profile_network-dimmer_v3-3-c2bae3.png) *Edit profile* 4. Select a profile and tap Choose Profile. 5. Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up.  The profile is now applied in several dimmer channels.  **Hint:**\ The general settings of profiles are similar to those in the graph editor of an effect. For more information on these settings see [Settings in the Graph Editor in Create effect forms](/grandma2/key_effects_create_forms/#settings_graph_editor).  **Preheat**: Is the voltage level that is used to permanently preheat the fixtures. The value of the voltage level is displayed in percent.  **U min** and **U max**: Limit the range of the dimmer channels in these two columns. **Important:**\ These values apply if the mode is set to Dim. **Panic** and **Control**: The values of Panic and Control are stored in the NDP and are solely displayed in this view.  **Type**: Change the type of the dimmer channels in this column.  **Important:**\ Make sure the patching here matches the patching in the setup of the console. Both settings have to correspond to each other. 1. Select the type, tap and hold a cell in the column **Type**. 2. The **pop-up Select Type** opens.  ![](/img/grandma2/popup_select-type_network-dimmer_v3-3-3dee57.png) *Select a type* 3. Tap to select a type.  The types are: * **8bit**: The dimmer channel is controlled in the 8bit mode containing 256 increments. * **8bit/S**: The dimmer channel is controlled in the 8bit mode and contains an additional dimmer channel that triggers the values that were changed with a set fade time. This type defines the fade time of the dimmer channel. If the additional dimmer channel is set to 100 %, the values are faded within 5 minutes. Setting a lower value on the additional channel, reduces the fade time linearly.  * **16bit**: The dimmer channel is controlled in the 16bit mode containing 65536 increments.  * **16bit/S**: The dimmer channel is controlled in the 16bit mode and contains an additional dimmer channel that triggers the values that have been changed with a set fade time. For more information on the fade time see the type **8bit/S**.   **Mode**: Adjust the mode of the dimmer channel in this column. 1. To set a mode, tap and hold a cell in the column **Mode**. 2. The **pop-up Select Mode** opens.  ![](/img/grandma2/popup_select-mode_network-dimmer_v3-3-13634d.png) *Select a mode* 3. Tap to select a mode. The modes are: * **Off**: Disables any reaction toward incoming control data. * **Dim**: Represents the normal dimmer mode. * **Switch**: The dimmer behaves like a switch. The firing angle is 90° phase of the sinus voltage of the first sine cycle.  * **NonDim**: The dimmer behaves like a switch. The firing angle is 0° phase of the sine cycle.  **Threshold**: Defines the threshold value of the input control data. Threshold influences the behavior of the dimmer channel if it is in the NonDim or the Switch mode. **No Load**: Masks error messages if the minimum base load of a dimmer is not connected to the dimmer channel. It also masks error messages if the bulb is burnt out.  **[]()Fuse**: Masks error messages if the fuse (MCB) of the dimmer channel has blown. **Overload**: Masks error messages if an overload occurs on the dimmer channel you have selected.  **Excess DC**: Masks error messages if there is bias voltage, for example if a thyristor fails.  **Response**: Smoothes out changes in the control signal. Fixtures connected to this dimmer channel respond slower. Entries between 0 and 5 are interpolated to 0. **Important:**\ The error reporting masks No Load, Fuse, Overload, and Excess DC affect the log files and the status readout. *** ## Log View [Section titled “Log View”](#log-view) To toggle to Dimmer View, tap Dimmer View in the title bar.  ![](/img/grandma2/window_network-dimmer_log-view_v3-3-5add24.png) *Open Log View* The Log View displays both: * dimMA hierarchy and * Messages along with the corresponding date The messages may be displayed in white, yellow, or red.  * White indicates regular messages  * Yellow indicates warning messages * Red indicates error messages For more information on the display of errors see [Errors](/grandma2/key_ost_errors/).  To change to Normal View, tap Log View in the title bar. # Patching, DMX, and Fixture Setup > Patching is one word for everything that has to do with the fixtures we have in our show, how they are addressed - both signal wise but also for selecting them Patching is one word for everything that has to do with the fixtures we have in our show, how they are addressed - both signal wise but also for selecting them - and how they are arranged in a virtual 3D room. The following pages deals with adding fixtures to your show, giving them DMX addresses, arranging them in the Stage view and all the connected topics. We are not going to look at details about the Fixture types nor how to control the fixtures. For this please have a look at [Basic Fixture types](/grandma2/key_basic_fixture/), [Advanced Fixture types](/grandma2/key_advanced_fixture_types/) and [Controlling Fixtures](/grandma2/key_operate_fixtures/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are channels & fixtures](/grandma2/key_patch_what_are_channel_fixture/) * [What is 3D and stage setup](/grandma2/key_patch_what_is_3d_stage/) * [Adding fixtures to the show](/grandma2/key_patch_add_fixtures/) * [Delete fixtures from the show](/grandma2/key_patch_delete_fixtures/) * [Working with layers](/grandma2/key_patch_layers/) * [Multipatching](/grandma2/key_patch_multipatch/) * [Live patching](/grandma2/key_patch_livepatch/) * [DMX sheet](/grandma2/key_patch_dmx_sheet/) * [DMX testing](/grandma2/key_patch_dmx_testing/) * [DMX and parameter lists](/grandma2/key_patch_dmx_parameter_list/) * [Universe pool](/grandma2/key_patch_universe_pool/) * [Stage view](/grandma2/key_patch_stage/) * [Virtual 3D cameras](/grandma2/key_patch_camera/) * [Position fixtures in the 3D stage](/grandma2/key_patch_position_fixtures/) * [Auto calibrate fixture positions](/grandma2/key_patch_autocalibrate/) # Adding fixtures to the show > Quick steps: **Quick steps:** 1. Press Setup and Patch & Fixture Schedule to enter the EditSetup menu. 2. Add a new or select an existing layer. 3. In the layer, Add new fixture. 4. Follow the Fixture Wizard. 1. Import a fixture from library (internal or from USB) or select already imported fixtures from the list. 2. Change the quantity. 3. Set a Fixture ID and/or Channel ID. 4. Set the start address for the first fixture. 5. Tap Apply. 5. Check that the result is correct. 6. Exit the EditSetup menu. 7. Tap Yes to confirm the changes. This was the quick steps - Keep reading for more details.   Adding fixtures to the show is done from the **EditSetup menu** - also called Patch & Fixture Schedule. This can be found by pressing the Setup key and then Patch & Fixture Schedule. It could look like this: ![](/img/grandma2/menu_editsetup_v3-3-c74c3e.png) *EditSetup menu* This is one of the essential access points for everything that has to do with your entire fixture setup structure. A very important menu. It main part is divided into a left and a right side. There is a lot of buttons on the bottom and three important one on the right most side. The left side is **Layers** and the right side is the list of fixtures in the selected layer. In the picture above it is the “Dimmer” layer and all the Dimmer fixtures. ## Layers [Section titled “Layers”](#layers) Read more details about Layers in the [Working with Layers topic](/grandma2/key_patch_layers/). The left side of the main window is a list of Layers. Any fixture added to the show needs to be put in a layer. You can decide how you want to organize the layers. All fixtures can be put in the same layer or organized in multiple layers - by fixture type or location. It is completely up to you. But you need at least one layer. When you have a layer then select it by tapping it. Then you can see all the list of fixtures in the layer on the right side of the menu. At the bottom there is a lot of buttons. We are going to use some of them. Please notice that the text on them changes depending on what side was tapped last - the layer list or the fixture list. The function is the same it is just a matter of affecting layers or fixtures. ## Create a Layer to put fixtures in it [Section titled “Create a Layer to put fixtures in it”](#create-a-layer-to-put-fixtures-in-it) You can add a layer by tapping in the layer part of the screen. You could tap where it says “New”. Then tap where it says Add Layer. Now opens the Enter Name pop-up where you can give the new layer a name. Type a name and finish by pressing Please (Enter). When you create an empty layer, then the console will help you to the next logical step - to add fixtures in the layer. So the next thing you are presented with is the Fixture Wizard. ## Adding fixtures to an existing layer [Section titled “Adding fixtures to an existing layer”](#adding-fixtures-to-an-existing-layer) If you already have layers, then you can add new fixtures in them. Select the layer on the left side and then tap somewhere in the fixture list (the right side). Now you can tap the button that says Add Fixtures. If the menu is on screen 1 then you can also press the X1 key. This opens the Fixture Wizard. ## Using the Fixture Wizard - Part 1 [Section titled “Using the Fixture Wizard - Part 1”](#using-the-fixture-wizard---part-1) When you add a fixture to your layers you are guided by the Fixture Wizard. If you are not already presented with the wizard then you can get to it by tapping on the layer, tap new in the fixture list and then tap the Add Fixture button. The wizard could look like this: ![](/img/grandma2/popup_fixture_wizard_v3-3-9f24c4.png) *Fixture Wizard* This pop-up is also divided into a left and right side. The left side is all the fields we need to fill out for the grandMA2 to add and be able to use the fixture. The right side is an area that changes depending on what input field you currently have selected on the left side. The first thing you need to select is what fixture type you want to add to your show. To make sure you are working with the correct input field, please tap where it says Please select fixturetype. The right side now shows you a three structure with minimum two objects: “From Library” and “Dimmer 00 (DMX1)”. The general idea is that the console have a large library of fixture types. You then import a fixture type into the show file. That is a copy from the library. It can then be modify this copied fixture type in your show file without it affecting the original fixture type in the library. You can of course export the fixture type from your show file back into library if you think you need the modified fixture type again in a different show file. The library does not have to be the one in the console - it can be a library on a USB stick. As a default you will always have the standard “Dimmer” fixture type imported when you create a new show. If this is all you need please jump directly to [Using the Fixture Wizard - Part 2](#fixture_wizard_part_2). Keep reading if you need to add other fixture types. ## Importing a fixture type from the library [Section titled “Importing a fixture type from the library”](#importing-a-fixture-type-from-the-library) When you tap the From Library button you get the **Import Fixture Type** pop-up. It looks like this: ![](/img/grandma2/popup_import-fixture-type_v3-3-136d85.png) *Import Fixture Type* The library is basically one big long list of fixture types. This list can sorted and it can be filtered by manufacturer and/or fixture name. At the top of the list you can select what library you are using - it is the “Select Drive” drop down. For the grandMA2 to be able to see the fixture types they need to be in the correct folder. If you insert a USB stick and open the [Backup menu,](/grandma2/key_backup_menu/) then it automatically create the folder structure needed. Fixture types need to be in the folder called “library”. This folder need to be inside a folder called “gma2”. ![](/img/grandma2/img_usb-file-structure_library_v3_2-76dd72.png) *USB file structure* When you have selected the drive then you will see all the fixture types in one list. The two green input fields are the two filters that you can apply. These can be used to filter on a manufacturer name and/or the name of the fixture. It is a good idea that you might type (some part of) the manufacturer name. You do not need to write the entire name, just a unique part of it. If for instance you want to find a fixture from Clay Paky, you only need to write “clay” or “paky”. Now the list only shows Clay Paky fixtures. The filter will show all manufacturers with the letters you write, in any part of their name. So if you write “ma” then you get a long list. The first manufacturer might be “Altman” - the letters “ma” are in it. Uppercase letters are not distinguished. Same goes for the fixture filter. This filters on the fixture name. Try not to be more specific then you need to be. If you are looking for a Clay Paky Alpha Spot QWO 800, they you just need a manufacturer filter “clay” and a fixture filter “qwo”. Since no one else currently have a fixture with “qwo” in the fixture name, we do not really need the manufacturer filter. On the right side of the two filters you will find a Clear Filter button. This will remove any input you have typed in your filters. Below the filters you have the list of fixtures. There are several columns in this list: * **Manufacturer:**\ This is the name of the manufacturer of the fixture. * **Fixture Name:**\ This is the name of the fixture. * **Mode:**\ Many fixtures have several different modes. This can be a way a LED bar might be separated into different sections or different operational modes in a moving head. If a fixture types doesn’t have a mode then it often have a “00” mode. The default Dimmer fixture type is an example of this. * **DMX Footprint:**\ Close connected to the Mode is the amount of DMX channels a fixture uses. * **Instances:**\ Some fixtures might be separated into different sections called Instances. This could be a LED bar with six individually controllable sections. It can also be a fixture like the Martin Aura where the fixture have two different color systems in the same moving head. * **Info:**\ Here you can see any relevant info text. * **Filename:**\ This is the actual name of the fixture type file. * **Filedate:**\ This is the date the file was saved. * **FileSize:**\ This is the size of the fixture type file. You can choose the display information about the DMX channels below the list. If you tap the ![](/img/grandma2/icon_info_v3-2-71421d.png) in the title bar then you will see the list of DMX channels and what function they have. When you have found the fixture you need to tap it in the list and the tap the Import button in the lower right corner. If you do not want to import any fixture type anyway, then you can close the pop-up by tapping the X in the upper right corner. ## []()Using the Fixture wizard - Part 2 [Section titled “Using the Fixture wizard - Part 2”](#using-the-fixture-wizard---part-2) If you have just imported a fixture type then this is automatically selected. If you have not, then you need to tap the, already imported, fixture type you want to add. Now the cursor jumps to the **Quantity** input field. This is where you set the amount of fixtures you want to add.   You can see the top two input fields are the fixture type you selected and the second is the **Name** of the fixture. The suggested name comes from the fixture type definition. And it adds a space and a number (1) to the name. The result of this added space and number is that all the fixtures added will be enumerated from this number. You can of course change the name.   After you have typed the quantity. You need to type the ID numbers. There are two types of ID number: The **Fixture ID** and the **Channel ID**. To use the fixture you need to give it at least one of the ID numbers. You can give it both a Fixture ID and Channel ID. It can be the same number but it does not have to be the same. The difference between the two are whether or not the fixture is visible in the Channel Sheet and the Fixture Sheet. A fixture with a Fixture ID is visible in the Fixture Sheet (This sheet displays all attributes for the fixture). A fixture with a Channel ID is visible in the Channel Sheet (This sheet only shows the Dimmer attributes for the fixture). The console also have a default beginning keyword. This is usually “Fixture” or “Channel”. This is what the console assume you are addressing if you do not specify something else. You can see it in your command line. It could look like these two examples: \[Channel]> \[Fixture]> **Hint:**\ If you want to change what the default keyword is, then you can press the key followed by Please. If you do not want to give the fixtures an ID number then you need to type “0” in the input field. But remember that you need to give them at least one ID number to be able to select and control them.   Depending on what fixture type you have selected, you might have up to 8 different [Patch Breaks](/grandma2/key_patch_dmx_break/). Most fixture only need one, but some multi instance fixtures needs several DMX start addresses. You can type in the DMX address using the following pattern \[Universe].\[DMX address] - so if you need the fixture to have start address 1 in universe 2, then you need to write 2.1 You can also choose to type the absolute DMX address. In the same example as above you could also type 513 - this is because there are 512 possible DMX addresses in one universe, so the first number in the second universe will be 513. If you do not want to give the fixtures a DMX address now, then you can type “0” (zero) in the Patch Break.   When you are happy with your input then you can tap the Apply button. This takes you back to the EditSetup menu. ## []()A closer look at the fixture list [Section titled “A closer look at the fixture list”](#a-closer-look-at-the-fixture-list) When you have added fixtures using the Fixture Wizard and tapped Apply, then you are back in the EditSetup. Here you can see the fixture you have added in the fixture list (right side of the screen). The fixture list shows us a lot of information and we can edit almost all of it. The following is a short description of the columns in the list. **FixID:**\ This is the Fixture ID number. If the fixture does not have an ID the there is a ”-” instead of the number. **ChaID:**\ This is the Channel ID number. If the fixture does not have an ID the there is a ”-” instead of the number. **Name:**\ This is the name if the fixture. Remember that if you are naming multiple fixtures at once, then you can add a space and a number to automatically enumerate the fixtures from that number. **Fixture Type:**\ This is the fixture type. If you edit this then you will get the Select Fixture type pop-up. It could look like this: ![](/img/grandma2/popup_select-fixture-type_v3-2-cb4172.png) *Select Fixture Type* Here you can select an existing fixture type or you can import a new one (From Library). If you change the Fixture Type for an already used fixture then you are asked how colors should be transformed: ![](/img/grandma2/popup__color-transform-options_v3-3-91a681.png) *Color Transform Options* Here are three buttons that selects how the colors should be transformed from one fixture to the other. The three options are: * **Prefer MIXColor:**\ This will prefer MIXColor and set all color wheels to open white. * **Prefer Color Wheel:**\ This will prefer the color wheels and set all MIXColors to open white. * **MIXColor + Col.Wheel:**\ This will do a combination of both MIXColors and color wheels. When you have selected the options you like then you can tap the Transform button or you can choose to not transform the colors by tapping the Do not transform button. []()**Patch:** This is the patch address of the fixture. If a fixture is unpatched then there is a ”(-)” here. Editing the patch cell opens the DMX Patch window. [Read below for more info on this](#dmx_patch_window). There are two ways you can have the patch address displayed. Below the list is a button called “Patch Readout”. This button has two different modes: “Univ.Address” or “Abs. Address”. The first one (Universe) will separate the DMX address into universes. First number is the universe, second number is the DMX address. They are separated by a dot. The other option (Absolute) will add the address and only display one number. So the first DMX address in the second universe will be displayed as “513”. This can be useful with equipment that are subsequently patched. For instance some network dimmer systems are patched using a single absolute DMX number for the address. The readout is a User setting and can also be changed in Setup -> User -> Settings. Here it is called “Patch Column Readout is absolute DMX address” and it is an On/Off setting. **React to Master:** This is “On” as a default. When it is on then the dimmer attribute of the fixture will be affected by the Grand Master, Group Masters and Solo. Turning this off makes sure the intensity is not affect by any such masters. This is great for power relays, blue lights and other stuff you do not want to accidently turn down. **Pan DMX Invert:** When this is “On”, then the console inverts the DMX values on the Pan attribute. **Tilt DMX Invert:** When this is “On”, then the console inverts the DMX values on the Tilt attribute. **Pan Enc. (Encoder) Invert:** This will invert the direction of the Pan movement when using the encoders. This will make it easier to match the 3D and real world pan movement with the encoder rotation. **Tilt Enc. (Encoder) Invert:** This will invert the direction of the Tilt movement when using the encoders. This will make it easier to match the 3D and real world tilt movement with the encoder rotation. **Pan Offset:** This can be used to offset the programmed Pan values. This can be very useful if the show has been preprogrammed or it is a touring show, and the fixtures are not hung the way they were planned to be. The offset value is not visible in the Fixture Sheet, but it can be seen in the DMX Sheet. It is a nice function as long the fixtures do not come all the way out to their endpoints in the programming. The number entered here is a degree number and can be a negative value. **Important:**\ The Pan and Tilt Offset values can also be edited with live output to the fixtures. This can be done in the [Live patching](/grandma2/key_patch_livepatch/), when editing fixtures, or via command line. When this is done for several hundred fixtures at the same time, then this information is distributed live to all stations and NPUs in the session and this is distributed with a small delay in the system. A progress bar is displayed. Please wait until the distribution is done before continuing working. If this is done live for a small group of fixtures, then there should be no delay. If the value is changed in the EditSetup then the values are updated with the show upload. **Tilt Offset:** This can be used to offset the programmed Tilt values. This can be very useful if the show has been preprogrammed or it is a touring show, and the fixtures are not hung the way they were planned to be. The offset value is not visible in the Fixture Sheet, but it can be seen in the DMX Sheet. It is a nice function as long the fixtures do not come all the way out to their endpoints in the programming. The number entered here is a degree number and can be a negative value. **Swap:** This will swap the Pan and Tilt DMX output. **Bitmap Disable:** Turning this “On” will exclude this fixture from being affected by any Bitmap Fixtures. **Color:** Here you can add a color to the light from your fixture. This is nice for dimmers, but does not make sense for any fixture with a color mixing system. It is like placing a color gel in front of the fixture. This color is visible in the Stage view, Layout view, the MA 3D and can be visible in Fixture and Channel Sheets. Editing this cell opens the Select Color pop-up: ![](/img/grandma2/popup_select-color_v3-2-1e5034.png) *Select color* Here you can use what ever method you like to select the color and tap Please when you are happy or you could tap Reset to White if you do not want any color. **Pos X, Pos Y, Pos Z:** This the XYZ position of the fixture in the 3D space. Read more about positioning fixtures in the [Position fixtures in the 3D stage topic](/grandma2/key_patch_position_fixtures/). **Rot X, Rot Y, Rot Z:** This the XYZ rotation of the fixture in the 3D space. Read more about positioning fixtures in the [Position fixtures in the 3D stage topic](/grandma2/key_patch_position_fixtures/). **No Parameter:** This is for use with MA VPU (= video processing unit) pixel mapping. If this column is set to “Yes”, all the programming for this fixture **is lost**, it does not consume any parameters any more in the grandMA2 and the MA VPU will send out the default values defined in the fixture profile additional to the Color RGB 1-3 values. **The idea:** if this flag has been set (No Parameter), the fixtures can still be selected, but only controlled by the MA VPU, not the console. Additionally the set default values for this fixture are transmitted. These values can be changed (for example Dimmer to 100%) in the grandMA2 / Patch & Fixture Schedule / Fixture Types. **RDM ID:** This will display the RDM ID of the fixture when it matched in the [RDM Devices](/grandma2/key_rdm_match/).   This was all the different columns in the Fixture list.   ## []()The DMX Patch pop-up [Section titled “The DMX Patch pop-up”](#the-dmx-patch-pop-up) When you edit one or several patch address in the fixture list, then the DMX Patch pop-up. It could look like this: ![](/img/grandma2/popup_dmx-patch_v3-3-c858cf.png) *DMX Patch* Again a window that is divided into two sides. The left side is the fixture you chose to edit. In the picture above it is four spots that was selected and the patch fields where edited. The right side displays the DMX universe and the DMX addresses. The Encoder Toolbar have changed to allow you to select a DMX address and actually text the DMX channel. At the bottom there is several buttons. ### The left side [Section titled “The left side”](#the-left-side) The left side shows you the fixtures. You can see the ID numbers, Fixture Type, Name and current DMX Address. If it is unpatched then there is a ”-” instead of a number. Below the fixtures you have a button to change if you want the DMX address to be written in Universe or Absolute readout ([follow this link to read details further up on this page](#readout_mode)). The fixtures here are the ones you selected before editing the patch. The only thing we can change here is the DMX address. The pop-up might close when you have given all your fixtures a DMX address. The workflow is that you select the”DMX Address” cell for the fixtures you want to give a new patch so the field is blue. Then you can use the right side to find the DMX address. ### The right side [Section titled “The right side”](#the-right-side) The right side shows you the DMX addresses in the selected universe. On the top right side (just below the yellow “X”) you will find a green input field. This shows you the currently selected universe. If you tap it then you can use the calculator to change the universe. Any DMX addresses that have something patched will have a frame around them. Inside the frame you will see the Fixture ID and Channel ID and maybe the fixture name (if the space allows it). Below the list of DMX addresses you have a button called **Skip Patched**. If this is active then you cannot select already patched DMX addresses. You are only allowed to select empty one. You can scroll the list using the vertical scroll bar or the encoder (read more about that below). When you have found the address you want, then you can tap it and this will assign it to the selected fixture (on the left side). If you have more than one fixture selected, then you will automatically patch all the fixtures starting from the address you selected - There might be a gap between them (see “Offset” below).   There are three other buttons below the right side: * **Unpatch:**\ Tapping this button will remove any patch information from the selected fixtures. * **Patch to…:**\ You can tap this button if you know what DMX address your fixture should have. * **Offset:**\ This button can be used to set an offset. Offsets are used when you patch more than one fixture at a time and you want to add a gap between the fixtures. The number you define by tapping the button needs to be bigger, than the amount of DMX channels the fixture uses. If the number is lower than the amount of channels used, then the fixtures will be patched as close as possible. For example if you patch some fixtures that uses 12 DMX channel and you patch then from address 1 with the Offset at 20, then the fixtures will be patched at address 1, 21, 41, 61, and so on. ### The encoders [Section titled “The encoders”](#the-encoders) The Encoder Toolbar have changed when you enter the DMX Patch window. It could look like this: ![](/img/grandma2/img_encoder-toolbar_dmx-patch_v3-3-a02021.png) *The DMX Patch Encoder Toolbar* The four encoders can be used to help you patch fixtures. The left encoder is used to select the fixtures - if you have selected more than one fixture going into the DMX patch window. The left center encoder is used to select the Universe. The right center encoder is used to select or scroll through the DMX addresses. The right encoder is a DMX tester. It can be used to test the DMX address. You can turn it to output a DMX value on the selected address. There is a button used to toggle between percent (0-100) or decimal (0-255) scale. This function is especially nice with dimmers and fixtures where the first channel is the dimmer. *** ## []()The Diagnostics [Section titled “The Diagnostics”](#the-diagnostics) At the bottom of the EditSetup menu, you will find a button called “Diagnostic”. You will find this button on other menus and windows as well. This opens the Diagnostic pop-up. It could look like this: ![](/img/grandma2/popup_diagnosic_v3-2-b8b033.png) *Diagnostic* There are two types of messages: Errors and Warnings. Errors are more severe than warnings, but none of them prevents you from leaving the setup. The warnings and errors explain the problem. The warning might not be a problem at all. Often a narrow beam fixture, might be reported as a warning even though it is not a problem (The beam angle is very small).   There is only one button for this pop-up. The “Update” button runs the diagnostics again and check if there are still warnings and errors. *** ### []()Leaving the Setup and save your changes [Section titled “Leaving the Setup and save your changes”](#leaving-the-setup-and-save-your-changes) When you are happy with your added fixtures, then you can leave the setup and save the changes. You do this by closing the EditSetup menu by tapping the yellow “X” in the upper right corner. This gives you a pop-up warning asking you what to do. There are always three options and if the Diagnostics got warnings or error then you have four options. It could look like this: ![](/img/grandma2/menu_editsetup-warning_v3-2-01d6d3.png) *Leaving Setup warning* * **Yes:**\ This will close the EditSetup and save your changes. * **No:**\ This will trough away what you have changed and keep the old settings. * **Cancel:**\ This will cancel the exit and you are returned to the EditSetup. * **Open Diagnostic and Cancel:**\ This will cancel the exit and return you to the Diagnostics pop-up. If you tap yes and you have made changes, then your console will upload the changes to the system. This is called a “show upload”. **Important:**\ The system will stop all DMX output while the show upload is running.   ## Further readings [Section titled “Further readings”](#further-readings) [Fixture types](/grandma2/key_basic_fixture/) [Fixture position](/grandma2/key_patch_position_fixtures/) [DMX profiles](/grandma2/key_dmx_profiles/) [DMX List](/grandma2/key_patch_dmx_parameter_list/) [Live patching](/grandma2/key_patch_livepatch/) [Multipatch](/grandma2/key_patch_multipatch/) [Export/Import](/grandma2/key_export_and_import/) [Layers](/grandma2/key_patch_layers/) [RDM devices](/grandma2/key_rdm/) # Attributes > Attributes are the different functions in a fixture. Attributes are the different functions in a fixture. It might just be a dimmer that uses 1 DMX channel, but can be something more complex like the Pan function that often use 2 DMX channels. In the grandMA2 it is just 1 Attribute no matter if it uses 1, 2 or 3 DMX channels. Attributes are organized in the grandMA2 into a structure. The top level of this structure are called **Preset Type** - This could be something like “Gobo”. In the Preset types there’s a new level called Feature - a Feature could be something like “Gobo Wheel 1”. In Features we find the **Attributes** -  this is the specific function where you can select what gobo the fixture should project. There’s also something below an Attribute called **Subattributes** - this could be a function of the gobo wheel, like half of the DMX range is select a gobo and the other half is continues wheel rotation. The grandMA2 have a lot of predefined attributes. You can make your own and you can edit the ones that are there. For more details about all this please have a look at [What are attributes, features & preset types](/grandma2/key_basic_fixture_attribute_feature_preset/) under the [Basic Fixture types](/grandma2/key_basic_fixture/) topic. # Auto calibrate fixture positions > The Auto-calibration is a system where the software positions moving light fixtures based on four makers on the real floor. This can work, but you and the fixtu The Auto-calibration is a system where the software positions moving light fixtures based on four makers on the real floor. This can work, but you and the fixtures needs to be precise. One of the big advantages with having a precise position and rotation of your moving lights is the option to use XYZ position programming. You can access this system using a [Stage View](/grandma2/key_patch_stage/) and opening the **Stage View Options**. Here is a tab called “Calibration”. In this tab you will find a single button called Calibrate Fixture Pos. Tapping this will open the Calibration pop-up. It could look like this: ![](/img/grandma2/popup_calibration_absolute_v3-4-a175b4.png) *Calibration pop-up - Absolute Mode* This is separated into a left and a right side. The left side is used to define the markers on the floor. The right side has short description of the workflow in this view. There are also four buttons used to control the calibration function. The first button is called **Find Alternative Fixture Position**. This can be used to change the rotation and/or position of the selected fixtures. The fixtures might move or rotate. It still points to the same spot in the 3D space, but use a different set of values for the fixture rotation and position. When the **Output Stage Values** button is active, then the currently selected fixtures will output the Stage values. Stage values can be edited in the [Parameter List](/grandma2/key_patch_dmx_parameter_list/#parameter_list), Fixture Types editor and in the Fixture editor. You can use two different modes for the calibration process. One is called **Absolute Mode** and the other is **Free Mode**. You can change between the two modes by tapping the Mode button on the right side of the pop-up. The difference is in the left side of the pop-up. The Free Mode could look like this: ![](/img/grandma2/popup_calibration_free_v3-3-d1e85c.png) *Calibration pop-up - Free Mode* The last button on the right side is the “Do calibrate” button. This is the one you press when you are ready for the automatic calibration.   The left side is used to define the positions of the markers on your floor. At the top you will see the current position and rotation of the last fixture you selected. For the calibration you will need to mark the corners of a rectangle on your real stage - point A, B, C and D. And you need to tell the software where your rectangle is. If your rectangle is at a level plane of your stage, you can use the Absolute mode. If the rectangle needs to be on a sloping part of your stage then you need to use the Free mode. Each fixture can have its own rectangle but they can also share the same rectangle. If there is an **\*** symbol next to the A, B, C, or D then your selected fixtures do not share the same rectangle. In **Absolute mode** you define the X, Y and Z position of corner A and then you specify the distance from corner A to corner B and corner D. This will give you a rectangle. In **Free mode** you define the X, Y and Z position of three corners (A, B and C). This allows you to create a rectangle on a sloped plane. When you have selected one or more fixtures and created a rectangle in this pop-up you will see the markers it in the Stage view. ## Calibrating fixtures for the first time [Section titled “Calibrating fixtures for the first time”](#calibrating-fixtures-for-the-first-time) These are the steps needed to calibrate fixtures for the first time (sharing the same rectangle): 1. Create the markers/rectangle on the floor. 2. Patch the fixture(s) and **do not** switch on the XYZ support. 3. Setup the approximate XYZ positions for your fixtures. If you do not know how then you can read about it in the [Position fixtures in the 3D stage topic](/grandma2/key_patch_position_fixtures/). 4. Invert the Pan/Tilt channels to have the right movement in your Stage view and the real world. 5. Store 4 Pan/Tilt position presets for the 4 corners A, B, C and D for your real rectangle. (Here you can use the Stage View with Follow to get the positions a bit quicker than only with the Pan/Tilt encoders). 6. Open this calibration pop-up in the Stage View Options. 7. Put in the dimensions for the rectangle. 8. Call the Pan/Tilt preset A in your programmer, with all fixtures selected, and now press Store key and the A button on the calibration pop-up. 9. Repeat the procedure for corner B, C and D - pressing the respective buttons in the view. 10. Now select all fixtures and tap the Do Calibration button in the pop-up. 11. If you want to use XYZ positions programming, you can now go to the Fixture Type in the Setup and switch on the XYZ support. Now the fixtures are moved and rotated in the Stage View. If it look really weird, please try the calibration process again - maybe with a flipped set of values. Now you can use the XYZ encoders to store positions in your cues. ## Re-calibrating fixtures after the initial setup [Section titled “Re-calibrating fixtures after the initial setup”](#re-calibrating-fixtures-after-the-initial-setup) These are the steps needed to re-calibrate fixtures if they have moved position: 1. Open the Calibration pop-up from the Stage View Options. 2. Select the fixtures and bring up the dimmer channels or use Highlight. 3. Push the A button in the Calibration pop-up. 4. The position mode of the fixture will switch to Pan/Tilt and you can correct the positions for the fixtures. In this case do not use the “Follow” in the stage view because it automatically switch the position mode to XYZ. **Restriction:**\ You cannot store XYZ values on the A, B, C and D corners! 5. With the new Pan/Tilt values, press the Store key and overwrite the corner A. 6. Repeat the procedure for corner B, C and D. 7. Now select all (relevant) fixtures and push the Do Calibration button in the pop-up.   All XYZ values in your show are now updated! ## Some rules and limitations [Section titled “Some rules and limitations”](#some-rules-and-limitations) There are some rules and limitations using XYZ position programming: * XYZ, Flip, Mark, and Dist. (Distance) are 6 parameters more you need per fixture. * Distance is used for conversion between XYZ and Pan/Tilt values. Do not delete it! * You cannot Park the new virtual XYZ, Flip, Mark, and Distance parameters. * After the calibration and programming do not invert the DMX Pan or Tilt attributes. * After the calibration and programming do not move the fixture position and rotation in the Stage View. * If your fixture positions are accurate made in the Stage View and you do not want to lose them, then you can use the Follow to use the XYZ parameters. * To fade fixture positions on the stage in a straight line between point A and B you need the XYZ parameters. * Do not unblock sequences containing a mixture of XYZ and Pan/Tilt position data and do not “store /remove” or remove values to remove single attributes of the position preset type of cues when using XYZ. This could result in unexpected loss of position data inside your sequence. # Virtual 3D cameras > In the Stage View topic we looked at the virtual 3D stage. It was mentioned that we are actually looking at the stage through virtual cameras. In the Stage View topic we looked at the virtual 3D stage. It was mentioned that we are actually looking at the stage through virtual cameras. If there was no cameras then you cannot see the stage. The cameras are located in the Camera Pool. You can create a camera pool on your screens using the **Create Basic Window** pop-up. It is described in the [Manages windows topic](/grandma2/key_windows/). It is a pool. To learn general thing about the pools please read the [Pools in General section](/grandma2/key_pools/). The Camera pool could look like this: ![](/img/grandma2/window_camera-pool_v3-2-5c367d.png) *Camera Pool - pool style* If you change the pool to be in sheet style (in the pool options) it could look like this: ![](/img/grandma2/window_camera-pool_sheet_v3-2-d4c412.png) *Camera Pool - Sheet Style* Each of the cameras in your show file is represented by a pool object. There is always a **selected** camera. It is the one that have the green background color behind the name when in pool view and green background on the number when in sheet mode. Stage view and MA 3D can reference the selected camera. This means that you can change what camera you are looking through for many screens simply by tapping or clicking a different camera in this pool. ## Cameras controlled by a fixture [Section titled “Cameras controlled by a fixture”](#cameras-controlled-by-a-fixture) A camera can be linked to a special MA camera controller fixture. You will need to add this camera controller fixture to your fixture setup - read about it in the [Adding fixtures to your show topic](/grandma2/key_patch_add_fixtures/). When you have the fixture then you can link the camera with the controller fixture. When a camera is linked, then you can see the link icon in the upper right corner of the camera pool button and in the top half you will see the Fixture ID of the controller. When a camera is linked, then you cannot control it manually. You can use the same camera controller to control more than one camera. Then you can use the camera position values (read more below) to create an offset between the different cameras. Read below to learn how to link the two objects. ## Editing a camera [Section titled “Editing a camera”](#editing-a-camera) If you edit (right-click with mouse or press Edit followed by the object) a camera pool object, then you get the a window with all the options for a camera. It could look like this: ![](/img/grandma2/window_camera-pool_edit-camera_v3-2-e02ffd.png) *Camera pool - Edit a camera.* Here you can see the different settings for the camera. In the title bar you will find two buttons that allows you fast access to the previous and next camera. There is also the button to move the editor to a different screen and the close editor X. Each cameras settings are displayed as a sheet with columns. The following is a description of each column: * **No.:**\ This is the camera number. You cannot edit this value, but you can of course move the camera in the pool. * **Name:**\ This is the name of the camera. * **X, Y, Z:**\ These three columns is the position of the camera in the 3D space. * **Rot. X, Rot. Y, Rot. Z:**\ These three columns are the rotation of the camera. * **FOV:**\ This is the cameras field of view. * **Step Through:**\ Turning off Step Through will exclude this camera from the cameras you can step through in the stage view and MA 3D by pressing the space bar. * **Fixture:**\ This is where you can assign a camera controller fixture to the camera. Editing this cell will open the small Select Camera Fixture Controller pop-up. It lists the available controller fixtures. It could look like this: ![](/img/grandma2/popup_select-camera-fixture-controller_v3-2-a340f6.png) *Select Camera Fixture Controller pop-up*   * **Info**:\ Here you can write any information you like. # Delete fixtures from the show > Quick steps: **Quick steps:** 1. Press Setup and then Patch & Fixture Schedule. 2. Select the layer where the fixture is and select the fixture. 3. Tap the Delete Fixture button at the bottom and confirm the deletion. 4. Exit the EditSetup and tap Yes to confirm changes. This was the quick steps - Keep reading for more details.   Deleting a fixture completely removes the fixture and the data associated with the fixture - all programming is lost for the fixture. If a fixture is unpatched then all data is still there and the fixture can be programmed, but it will not output anything since the system do not know where to send the data. If fixture ID numbers are removed, then the fixture does not go away and the programming is not lost. It cannot be selected or modified, but the data is still there. If the fixture was stored in groups then these group will get a little red marker. **The DMX data is still going to the output!** **Restriction:**\ It is not possible to Oops or undo the deletion and the data is gone! It is a good idea to save the show before deleting the fixtures. ## Deleting a fixture [Section titled “Deleting a fixture”](#deleting-a-fixture) It is all done from the setup. 1. Press the Setup key and then the Patch & Fixture Schedule button. The fixtures are organized in layers (or maybe just one layer) in the **EditSetup**. **Important:**\ For details about Layers please read the [Working with Layers](/grandma2/key_patch_layers/) topic.\ For details about the **EditSetup** menu please read the [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/) topic. 2. Select the layer that have the fixture that needs to be deleted. 3. Select the fixture in the list. 4. Tap the Delete Fixture button at the bottom. If this window is on screen 1 and the console is a grandMA2 full-size or grandMA2 light, then it might also be possible to press the X13 key. A confirmation pop-up appears: ![](/img/grandma2/popup_attention_delete-object_v3-2-4094ba.png) *Attention pop-up - Deleting an object in use* 5. Tap Ok to confirm deletion of the fixture. Tapping Cancel will cancel the deletion.\ When the fixtures are deleted then exit the EditSetup.\ A new pop-up asks if the changes should be saved to the active setup. 6. Tap Yes to confirm the changes and leave the EditSetup (No to discard any changes, Cancel to stay in the EditSetup). Read more details about the Warning pop-up at the end of the [Adding fixtures to the show](/grandma2/key_patch_add_fixtures/) topic. That was it for deleting a fixture.       There is no easy way to delete the fixture using the command line or hard keys. Pressing Delete Fixture 1 0 1 Please, only unpatches fixture 101 - it will not be deleted. # DMX break > DMX breaks is a term used when a fixture needs more than one DMX start address. DMX breaks is a term used when a fixture needs more than one DMX start address. It has nothing to do with how many address a fixture uses, just if it needs more than one start address. For example some fixtures have moved the dimmer out of the moving head. So the moving head needs to have one DMX address and the lamp inside is connected to an external dimmer in a rack in Dimmer City. The rack mounted dimmer have a different DMX address (might even be a different universe). In the grandMA2 we only look at this fixture as one device. It only have on ID number. To make this possible we have a fixture that uses two DMX breaks. We have broken the DMX range into two parts. There can be many examples of combining several devices and wanting to just use one ID number. It could be a color scroller and a mechanical dimmer unit on a big HMI fresnell with a DMX controlled ballast. So three separate units that each need a DMX address but we want to handle all of them using just one ID number. The grandMA2 can handle fixtures with up to 8 DMX breaks. Each DMX break have their own input field in the Fixture Wizard and their own column in the patch windows. It might be combined into one column in the Fixture Schedule. ![](/img/grandma2/img_dmx-break_wizard_v3_2-d8c1b9.png) *DMX Break in the Fixture Wizard* ![](/img/grandma2/img_dmx-break_edit-setup_v3_2-255f49.png) *DMX break in the Fixture Schedule window* ![](/img/grandma2/img_dmx-break_dmx-patch_v3_2-173449.png) *DMX break in the DMX patch window* # DMX and parameter lists > In this topic we are going to have a look at two list that is available from the Live Setup menu. In this topic we are going to have a look at two list that is available from the [Live Setup menu](/grandma2/key_patch_livepatch/). You can open these list by pressing the Setup key and then tap Patch Only (Live). ## []()DMX List [Section titled “DMX List”](#dmx-list) When you are in the Live Setup, then you can see a button on the right side called DMX List. If your menu is on screen 1 then you can press the U4 key or you can simply tap the DMX List button on the screen - even when the menu is on other screens. This is what it could look like: ![](/img/grandma2/window_dmx-list_v3-2-3d3a09.png) *DMX List* The DMX List is separated into two sides. The left side lists all the universes and the property for each universe. The right side displays all the DMX addresses in the, on the left side, selected universe. You can see what is patched to each address and you can assign a DMX profile to the DMX address. It only displays information for you. You cannot change anything except the DMX profile. Editing the DMX Profile cells will give you a small select pop-up with all the available DMX Profiles. Read more about DMX profiles following [this link](/grandma2/key_dmx_profiles/). The left side has a lot of columns and many of them can be edited - everything with a gray background can be changed. The following is a short description of each column on the left side: **Number:** This is the universe number. You cannot change this value. **Name:** This is the name of the DMX universe. Here you can write a name that makes it easy for you to identify what the universe is used for. **DMX In Merge:** Editing cells in this column gives you the following small select pop-up: ![](/img/grandma2/popup_select-dmx-in-merge_v3-2-c9db94.png) *Small Select pop-up - Select DMX In Merge* Here you have three options: **Off**, **HTP**, and **LoTP**. * **Off** - means that any incoming DMX is not merged into the universe. * **HTP** - is the default. HTP means that incoming DMX is merged with the DMX from the console and the highest DMX value is sent to the output. * **LoTP** - means that incoming DMX is merged with the DMX from the console and the lowest DMX value is sent to the output. **RDM:** Here you can turn RDM functionality On or Off for the DMX universe. Read more about [RDM here](/grandma2/key_rdm/). **RDM Devices:** This is the number of RDM devices discovered in the DMX universe. **Requested:** Here you can see what universes you have requested to control. You can turn On or Off (the cell is empty if it is Off) the output of the universe. **Granted:** Here you can see if the universe is granted. A universe can end up not being granted if you do not have enough parameters. The console will grant parameters to as many universes as possible starting with number 1. If you do not request a universe then it will not be granted.  **Info:** Here you can write an info about the universe.   The changes you make here are made immediately. That was the DMX List. *** ## []()Parameter List [Section titled “Parameter List”](#parameter-list) When you are in the Live Setup, then you can see a button on the bottom called Parameter List. If your menu is on screen 1 then you might be able to press the X16 key or you can simply tap the Parameter List button on the screen - even when the menu is on other screens. This is what it could look like: ![](/img/grandma2/window_parameter-list_v3-2-48b0ab.png) *Parameter List* Again a list that is divided into two sides. The left side displays the layers in your fixture schedule. The right side displays all the parameters in the (on the left side) selected layer. On the left side you can only change the name and information text to each layer. The right side has a lot more columns that you can edit. What you are editing here is connected to the parameter and follows it. So you can re-patch the fixture and the settings will follow. The columns can be sorted. So you can sort the list by ID number, name, address, attribute, and so on. The sorting can be both ascending and descending order. Next is a short description of each editable column. * **Default:**\ This is the default value for the parameter. * **Highlight:**\ This is the value that the parameter will get when you have activated the Highlight function. Many parameters (other than Dimmer) have a “None” value here. This means that the parameter will not be overwritten by the Highlight function. * **Stage:**\ The Stage value is used when you are in the [Auto-calibration of fixture position mode](/grandma2/key_patch_autocalibrate/). This is typically not defined (None value). * **Snap:**\ Here you can activate the Snap function for the parameter. Snap means that you cannot fade between values. The parameter will change to the new value defined by the “Snap Percent” in each cue. * **Invert:**\ Here you can invert the DMX output for the parameter. * **MIB disable:**\ Here you can turn off the MIB (Move In Black) functionality for the parameters. This might be a good idea for some scrollers. You set On, to disable MIB. * **Profile:**\ Here you can assign a DMX profile for the parameter. Editing the cell will open the Small Select DMX Profile pop-up. It will list all available DMX profiles. Read more about DMX profiles following [this link](/grandma2/key_dmx_profiles/).   The changes you make here are executed immediately. You can change the same things by editing the fixture (Edit Fixture X). # DMX sheet > The DMX sheet is used to see the actual DMX output from the system. It shows the result from the executors, programmer, incoming merged DMX and any Masters that The DMX sheet is used to see the actual DMX output from the system. It shows the result from the executors, programmer, incoming merged DMX and any Masters that might limit the output. The sheet can be created as a view on any empty space on you screens. Minimum size is 3 squares wide and 2 high. It could look like this: ![](/img/grandma2/window_dmx_v3-3-f0e253.png) *DMX Sheet window* The main part of this window displays a big grid with every DMX address, represented by its own cell. This makes it a very long list (all 256 universes are there). The DMX channel value is displayed in this cell. The gray vertical bar on the left side displays the DMX address of the first column - there are two ways to see the DMX address: Absolute DMX address and the normal Universe divided. This can be changed in the Options (read below). The absolute address mode will display the DMX addresses as a continuous number. This means that the first address in the second universe will not be written as “2:1” but as “513” (512 addresses from the first universe + 1 from the second). The top black bar displays the column number. The grid is a matrix, so the column number should be added to the address displayed in the gray vertical bar (except the first column). Fixtures can be selected using a DMX address by pressing the Select key twice and then the DMX address in the sheet - Have a look at the [DMX keyword](/grandma2/key_keyword_dmx/). The Assign key can be used in combination with the sheet to patch fixtures - please have a look at the [Live patching](/grandma2/key_patch_livepatch/) topic.   Each fixture have a frame around the DMX channels it uses. If the fixture is selected, then the frame is yellow. Non selected fixtures will have a gray frame. ![](/img/grandma2/window_dmx_detail_v3-2-f85d9f.png) *DMX Sheet detail* If a DMX channel is parked then there is a blue square in the cell. If there is a white or yellow square then the DMX address is under influence of the [DMX Tester](/grandma2/key_patch_dmx_testing/).   If the cursor is moved to a cell then the information about the cell is displayed in a green line text at the bottom of the window. The look of the sheet can be modified including what information it displays. This is controlled by the Sheet Options. Some options can be in the Title Bar as title buttons. This gives fast access to these options.   ## DMX Sheet Options [Section titled “DMX Sheet Options”](#dmx-sheet-options) The options can be opened by tapping the yellow ball in the upper left corner. The options are all described in the [Sheet Options topics](/grandma2/key_of_sheet_options/). # DMX testing > You can send DMX values to any DMX address. This can be a great tool for you to locate the address of a fixture or even to just turn on a DMX address for work l You can send DMX values to any DMX address. This can be a great tool for you to locate the address of a fixture or even to just turn on a DMX address for work light. The DMX tester have a higher priority than your programmer, executors, and parked values. A DMX address under the influence of the DMX tester has a white background color behind the value and a white marker. The currently selected DMX address also has a yellow marker. It could look like this: ![](/img/grandma2/img_dmx-tester_result_v3_2-13b191.png) *DMX addresses turned on by the DMX tester*   As usual there are several ways to use the DMX tester. ## Using the DMX tester with the GUI [Section titled “Using the DMX tester with the GUI”](#using-the-dmx-tester-with-the-gui) You can use the encoders and the encoder toolbar to test DMX channels. You’ll need to open a [DMX sheet](/grandma2/key_patch_dmx_sheet/) and make sure the “Link Encoders” option is activated. Now touch anywhere inside the sheet. This gives you a new encoder toolbar. It could look like this: ![](/img/grandma2/img_encoder-toolbar_dmx-tester_v3-3-8127d6.png) *Encoder Toolbar - DMX tester* The left encoder is used to select the Universe. There is a small button next to the encoder readout where you can change between **Universe** or **Absolute**. If you choose Absolute then you do not need to use this encoder. You can just use the center left encoder. The center left encoder is used to select the DMX address. The button next to the encoder readout has two options **Release** or **Retain**. Release means that when you scroll through the DMX address then it is only the selected channel that is affected by the DMX tester. Retain means that the addresses that you pass will keep the Test Output value when you select the next address. The center right encoder is used to set the Test Output. This is the value that will be sent to the selected DMX address. The button next to it is used to change between a percent (0 to 100) and decimal (0 to 255) value range. If you have not touched the encoder then it has a special “none” value. This means that you are not affecting the DMX address. You can actually also use the DMX tester to set a value of zero. This can be useful if for instance you want to force a rouge shutter channel to stay open. The easiest way to get to the “none” value is to shortly press or tap the encoder and use the Calculator pop-up. The right most encoder is used to patch a fixture to the selected DMX address. To learn more about this and live patching please [follow this link](/grandma2/key_patch_livepatch/).   Above the encoder readout there are several buttons. The following is a short description of each button. **All / Patched / Unpatched:** This button toggles between three different options: All, Patched, and Unpatched. The selects what DMX address you are allowed to select and affect by the DMX tester. **Select All:** Tapping this button will select all the DMX addresses that you are affecting by the DMX tester. **Release Current:** This will release the currently selected DMX address from being affected by the DMX tester. **Release Others:** This will release all other DMX address but the currently selected DMX address from being affected by the DMX tester. **Release All:** This will release all DMX address from being affected by the DMX tester. **Park Current:** This can be used to park the currently selected DMX address at the current DMX value. Read more about the park function in the [Park Keyword](/grandma2/key_keyword_park/). **Unpark Current:** This can be used to unpark the currently selected DMX address. Read more about the unpark function in the [Unpark Keyword](/grandma2/key_keyword_unpark/).   ## Using the DMX tester with the command line [Section titled “Using the DMX tester with the command line”](#using-the-dmx-tester-with-the-command-line) You can also do some DMX testing from the command line. To do this you need to use the [DMX keyword](/grandma2/key_keyword_dmx/). Please follow the link above to read details about the keyword.   The general idea is that you type DMX \[address (range)] At \[Value (range)] This will set the DMX address at the value. To release a channel you type: Off DMX \[address (range)] to release a single address (range) from the DMX tester. Off DMX Thru Will release all DMX addresses. # Working with layers > All fixtures are organized in layers. All fixtures are organized in layers. You can but all your fixtures in one layer or make a layer for each fixtures - it is  all up to you. Usually people makes layers based on fixture types or locations.   It is all handled from the EditSetup menu. Press Setup and then tap the Patch & Fixture Schedule button. The menu could look like this: ![](/img/grandma2/menu_editsetup_v3-3-c74c3e.png) *EditSetup menu* The left side of this menu is the Layers. If you tap somewhere in the list then most the buttons below the list are referring to the layers. If you tap inside the list on the right side, then they refer to the fixtures (in the layers). ## Add Layer [Section titled “Add Layer”](#add-layer) Tapping this button will give you a new (empty) layer. When you make this layer then the console will open the Fixture Wizard (see Adding new fixtures to your show) to help you begin to add fixtures in the new layer. If you do not want to add new fixtures then you can simply close the wizard. ## Delete Layer [Section titled “Delete Layer”](#delete-layer) You can delete an entire Layer. This will delete all the fixtures in the layer and **the data will be lost!** **Restriction:**\ You can not oops or undo the deletion of layers or fixtures. Please save your show before deleting layers or fixture. ## Move Layer - Cut and Paste [Section titled “Move Layer - Cut and Paste”](#move-layer---cut-and-paste) You can rearrange your layers. This is done using the following steps: 1. Select the layer you want to move by tapping it on the screen. 2. Tap the Cut Layer button - this gives the layer a red background color. 3. Tap the layer where you want to insert the layer above. 4. Tap the Paste Layer button. You have now moved your layer to a new location. This does not affect your programming. It does not delete anything and does not add anything. ## Copy Layer - Copy and Paste [Section titled “Copy Layer - Copy and Paste”](#copy-layer---copy-and-paste) You can copy the structure of a layer. This means that you can copy all the fixtures that are in a layer. This include all information except the ID numbers and the Patch. These numbers are unique and cannot exist twice. **Restriction:**\ This does not copy your programming! The programming done on the fixtures in the source layer will not be copied with the layer. This is the steps for copying the layer: 1. Select the layer you want to copy by tapping it on the screen. 2. Tap the Copy Layer button. 3. Tap the layer where you want to insert the layer above. 4. Tap the Paste Layer button. Now you have a copy of the layer.  ## Export Layer [Section titled “Export Layer”](#export-layer) You can export a layer (or even a fixture). This is meant for exporting the information about the structure. This can be used to document the setup and patch. Please have look at the [Export and Import](/grandma2/key_export_and_import/) topics. ## Move fixtures between layers [Section titled “Move fixtures between layers”](#move-fixtures-between-layers) You can move fixtures around in layers or even between different layers. This does not affect anything that might already be programmed with these fixture. This is the process: 1. Select the layer with the fixture you want to move. 2. Select the fixture. 3. Tap the Cut Fixture button. 4. Select the layer where you want to move the fixture to. 5. Tap the fixture where you want to insert the fixture above. 6. Tap the Paste Fixture button.   When you are done working with your layers, please leave the **EditSetup** menu. Now you are asked if you want to save the changes you have made. Tap Yes to save. No to not save any changes and keep the fixture schedule as it was. Cancel to return to fixture schedule without saving. # Live patching > You can change the patch of fixtures without going into the full setup or "Edit Setup". You can change the patch of fixtures without going into the full setup or “Edit Setup”. If you have not added any fixtures to your show yet, then you need to read the [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/) topic. This is also a good idea to read if you are in doubt about anything described in this topic. The problem with the full access to the entire fixture schedule is that you might make structural changes to your show file. So when leaving the fixture schedule the console will do a show upload to all connected devices - this causes a stop in the DMX transmission while the upload is running. So, the thing that does not concern the fixture structure, can be changed without giving a show upload, this is called “Live editing/patching”. **Important:**\ Be aware that live editing a lot of fixtures at the same time might be distributed with a delay throughout all stations and NPUs in the session. For instance changing the pan or tilt offset for several hundred fixtures with one command will cause a delay in the distribution of the values. The real time DMX output has a higher priority and this needs to be calculated at the same time. If possible then only edit a small amount of fixtures at the same time or use the [EditSetup](/grandma2/key_patch_add_fixtures/) instead.   ## Live patching using the Setup Menu [Section titled “Live patching using the Setup Menu”](#live-patching-using-the-setup-menu) You can access this in the Setup menu. Press the Setup key and then tap the Patch Only (Live) button. Then you get the LiveSetup menu. It could look like this: ![](/img/grandma2/menu_livesetup_v3-3-b5d983.png) *LiveSetup menu* This is very similar to the EditSetup menu (Long description in the [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/) topic). Everything that has a gray background can be edited. Everything with a black background is locked and cannot be edited. Looking at the layers and their content, shows you what you can change “Live” - without causing a show upload. This includes the DMX address.   ## Live patching using the Command Line [Section titled “Live patching using the Command Line”](#live-patching-using-the-command-line) If you are looking for multi patching then please read the [Multipatching](/grandma2/key_patch_multipatch/) topic.  This is the process using the command line: \[Channel]> Assign Fixture \[Fixture-list] At DMX \[DMX-address] Assigning a list of fixtures (or just a single fixture) will remove all patch data from the fixtures and assign them DMX addresses beginning from the typed DMX address - without an Offset. You might get a warning pop-up telling you about any collisions. You can do the same with Channel IDs. You do not need to type the “At”. ### Examples: [Section titled “Examples:”](#examples) Patching fixture 101 at DMX address 2.1: \[Channel]> Assign Fixture 101 At DMX 2.1 Assigning fixture 101, 103, 105 DMX address beginning from address 5.61: \[Channel]> Assign Fixture 101 + 103 + 105 DMX 5.61   ## Live patching by editing the fixture [Section titled “Live patching by editing the fixture”](#live-patching-by-editing-the-fixture) If you edit the fixture then there is also have the possibility to change the DMX address. In the top part of the Edit pop-up you will find the fixture (and any multipatched fixtures) and there is a Patch column. Editing this values will change the address.   ## Live patching using the DMX Sheet and the DMX Tester [Section titled “Live patching using the DMX Sheet and the DMX Tester”](#live-patching-using-the-dmx-sheet-and-the-dmx-tester) To read details about the **DMX sheet** [please follow this link](/grandma2/key_patch_dmx_sheet/). To read about the **DMX tester** [follow this link](/grandma2/key_patch_dmx_testing/). You can also patch using the DMX Sheet and the DMX tester. 1. Open the sheet 2. Activate “Link Encoders” 3. Locate the DMX address where you want to patch the fixtures and tap the location 4. Know you can tap the right encoder. It opens a screen like this: ![](/img/grandma2/popup_patch-address-to-fixture-channel_v3-2-45735d.png) *Patch Address to Fixture/Channel pop-up* This pop-up shows you all the fixtures in the show. It might look like you can edit the DMX address directly in this pop-up, but you cannot. You can filter the list by typing a Fixture ID or Channel ID in the respective green input fields at the top. There is also a dropdown list that allow you to filter the list to only show unpatched fixtures. 5. Select the fixture you want to patch to the address 6.   1. If you want to patch the selected fixture to the selected address then tap the Patch button  2. If you want to add a multipatched fixture to the selected fixture at the selected address, then tap the Add Multipatch button ([Follow this link to read more about ](/grandma2/key_patch_multipatch/)[Multipatchin](/grandma2/key_patch_multipatch/)g)   A second option for the DMX sheet is to press the Assign key and the Channel or Fixture key followed by the ID and then directly in the DMX sheet, where you want the selected fixture.     This was some different ways of editing the DMX address of a fixture without creating a show upload. # Multipatching > Multipatching is a function to add extra fixtures to a Fixture ID or Channel ID. Multipatching is a function to add extra fixtures to a Fixture ID or Channel ID. Any extra fixture needs its own DMX patch. Adding multipatch fixtures to the fixture schedule will also add an extra virtual fixture in the stage view and MA 3D. It does not cost you any parameters to add multipatch fixtures. You cannot program the multipatched fixtures individually. It is connected to the same ID as the primary fixture. All fixtures, the primary and the multipatched do the same. Any programming that existed on the primary fixture are also outputted on the multipatched fixtures.   This is the first process using the GUI: 1. Press the Setup key and then the Patch & Fixture Schedule button. 2. Select the layer and fixture you want to multipatch. 3. In the lower right corner you will find a button called Create Multipatch - tap it (if the fixture schedule is on screen 1 - and you are on a grandMA2 full-size or grandMA2 light console, then you can also press the X20 key. 4. This opens a calculator pop-up. Enter the amount of multipatched fixtures you want to add the the selected fixture. Confirm by tapping Please. 5. The extra fixtures now have their own line in the list. All the elements with a black background is non-editable. 6. You can change the name and the 3D position and rotation of the extra fixtures. 7. You can add the extra patch address to the extra fixtures. 8. Exit the Fixture schedule and the setup, and change save your changes.   The second GUI process involves live patching and the DMX sheet. [Read about it here](/grandma2/key_patch_livepatch/).   This is the process using the command line: \[Channel]> Assign \[DMX-list] At Fixture \[Fixture ID] Assigning a list of DMX addresses to an existing fixture will create as many multipatch fixtures to your fixture as the list. You can do the same with Channel ID. You do not need to type the “At”. ### Examples: [Section titled “Examples:”](#examples) Adding an extra multipatched fixture (address 2.1) to Fixture ID 101: \[Channel]> Assign DMX 2.1 At Fixture 101 Adding five multipatched fixtures (addresses 3.1 thru 3.5) to Fixture ID 201: \[Channel]> Assign DMX 3.1 Thru 3.5 Fixture 201 Short version: \[Channel]> as dmx 3.1 t 3.5 f 201   Now you have multipatched fixtures. For more about positioning the fixture in MA 3D or the Stage view, please have look at the [Position fixtures in the 3D stage](/grandma2/key_patch_position_fixtures/) topic. # Position fixtures in the 3D stage > To fully enjoy the Stage view you will need to position your fixtures in the virtual 3D stage. To fully enjoy the [Stage view](/grandma2/key_patch_stage/) you will need to position your fixtures in the virtual 3D stage. There are several places where you can change the location of the fixtures in the 3D stage. One option is directly in the Stage view, but there are also several places in the setup where you can do this. It can also be done in a connected MA 3D. ## Stage view [Section titled “Stage view”](#stage-view) The Stage view can be in a Setup mode. To activate this you will need the “Setup” title button. When you activate the setup mode then you can select one or more fixtures. The encoder toolbar is then changed to look like this: ![](/img/grandma2/img_encoder-toolbar_stage-setup_1_v3_3-897e43.png) *Encoder Toolbar - Stage setup - Position* This toolbar have two lines. The top line has different buttons that assists your setup. The right most button changes between to sets of encoder modes. Page 1 is “Position”. This means that the second line is current allowing you to change where the fixture is in the 3D space. If you tap the right most button then you get to the second page “Rotation”. It could look like this: ![](/img/grandma2/img_encoder-toolbar_stage-setup_2_v3_3-f47d77.png) *Encoder Toolbar - Stage setup - Rotation* Now the second line shows you that the encoders rotate the fixture. The left most swipe button selects the move / rotation axis. There is two options. * **Object Axis:**\ Move or rotate along the axis of the object/fixture. * **Stage Axis:**\ Move or rotate along the world/stage axis.   The next swipe button chooses how the fixtures should rotate when you have multiple fixtures selected. * **Single:**\ This will rotate the individual fixture around each fixtures/world axis. * **Group:**\ This will rotate the entire group of fixtures around the combined axis.   The next swipe button allows you to use the **Align** functions in your placement of fixtures.   The next button opens the **Wizard** pop-up. The wizard allows you to arrange multiple fixtures in different formations. Read below for details about the Arrangement Wizard.   The next button is the **Reset Position**. Tapping this will put the fixture at the default zero position. ## Arrangement Wizard [Section titled “Arrangement Wizard”](#arrangement-wizard) The arrangement wizard is used to easily arrange multiple fixtures. It has three different tabs: Move, Circle and Matrix. ### Move [Section titled “Move”](#move) This is the move section of the **Arrangement Wizard**: ![](/img/grandma2/popup_arrangement-wizard_move_v3-3-7be7d6.png) *Arrangement Wizard - Move* This gives you the possibility to move a selection of fixtures. There are four settings: * **Value:**\ This is the value that tells you how far you want to move the fixtures. A positive number usually moves things to the right or up (depending on your view position). A negative number moves the selection in the opposite direction. * **Align Mode:**\ This is the usual Align options. This allows you to combine the move function with Align. * **Axis:**\ This is the axis plane in which the fixtures will move. * **Relative:**\ With this you can move the fixture to its relative position.   When you are happy with your settings you can tap the Apply button once or several times to keep moving the fixtures (relative). If you only want to move it once more and then close the pop-up you can use the Apply & Close button. If you are done moving or just want to close the pop-up without applying any new values you can use the big X in the upper right corner. ### Circle [Section titled “Circle”](#circle) This is the circle view of the Arrangement Wizard: ![](/img/grandma2/popup_arrangement-wizard_circle_v3-3-11ffc6.png) *Arrangement Wizard - Circle* It can be used to arrange in circles or spirals. There are six settings here. * **Radius Start:**\ This specifies the radius at the beginning of the circle. If this is different than the **End** radius the result will be a spiral. * **Radius End:**\ This specifies the radius at the end of the circle. If this is different than the **Start** radius the result will be a spiral. * **Angle Start:**\ Used to specify the beginning angle of the circle. * **Angle End:**\ Used to specify the end angle of the circle. If the Start and End angle is not the same “degree” number then you will create arcs. * **Plane:**\ With this you can choose in what (stage) plane your circle will be made. * **Relative:**\ With this you expand your circle every time you tap the Apply button.   When you are happy with your settings you can tap the Apply button once or several times (and make the circle bigger with Relative on). If you only want to make one circle and then close the pop-up you can use the Apply & Close button. If you are done making circles or just want to close the pop-up without applying any new values you can use the big X in the upper right corner. ### Matrix [Section titled “Matrix”](#matrix) This is the Matrix view of the Arrangement Wizard: ![](/img/grandma2/popup_arrangement-wizard_matrix2d_v3-3-3f81c4.png) *Arrangement Wizard - Matrix2D* With this you can arrange your selected fixtures in columns and rows. There are nine settings here. * **Horizontal Interval:**\ This specifies the horizontal width between the fixtures (depending on your point of view). * **Vertical Interval:**\ This specifies the vertical width between the fixtures (depending on your view). * **Columns:**\ Here you set the number of columns you want. * **Rows:**\ Here you set the number of rows you want. * **Plane:**\ With this you can choose the plane in which your matrix will be created. * **Horizontal Direction:**\ With this you can change the horizontal direction your fixtures should be placed in. * **Vertical Direction:**\ With this you can change the vertical direction your fixtures should be placed in. * **Matrix Direction:**\ Here you can chose if it should place fixture horizontal or vertical first. * **Relative:**\ With this you can expand your matrix every time you tap the Apply button.   When you are happy with your settings you can tap the Apply button once or several times (and make the matrix bigger with Relative on). If you only want to make one matrix and then close the pop-up you can use the Apply & Close button. If you are done making matrixes or just want to close the pop-up without applying any new values you can use the big X in the upper right corner. ## Layers in setup [Section titled “Layers in setup”](#layers-in-setup) You can also position and rotate the fixtures in the [EditSetup](/grandma2/key_patch_add_fixtures/#fixture_list) or [LiveSetup](/grandma2/key_patch_livepatch/). In the menu you need to select the layer containing the fixtures you want to position. Then scroll the right side almost all the way to the right. Here you’ll find position and rotation XYZ values for each fixture. ## Fixture positions window [Section titled “Fixture positions window”](#fixture-positions-window) In both EditSetup and LiveSetup you’ll find a button on the right side called Fixture Positions. Tapping this (or the U2 key if the view is on screen 1) will open the **Fixture Positions** pop-up. It could look like this: ![](/img/grandma2/popup_fixture-positions_v3-3-cb79f0.png) *Fixture Positions pop-up* The top half works a lot like the [Stage View](/grandma2/key_patch_stage/). Although there is an extra swipe button in the title bar. This is a layer selection. Swiping this will show you all the layers in your setup, but it will also include a layer with all the “3D objects”. The default is that there is always a “Stage plane” and a non-editable “Stage Markers”. If you have added 3D elements in your show file then they will also be listed here. The “all layers” does not include the 3D objects only the fixtures in your Patch & Fixture schedule.   Below the stage area is a list of all the fixtures/objects in the selected layer. This is used to arrange the fixtures/objects in a 3D environment. Each line is a fixture/object. There are several columns: **ID:** This is the ID of the fixtures. If the Channel ID and Fixture ID is not identical, then it displays the Fixture ID and then the Channel ID. **Name:** This is the name of the fixture. **Pos. X, Pos. Y, Pos. Z:** These cells are used to move the fixture in the 3D environment. **Size X, Size Y, Size Z:** These cells are used to change the physical size of the fixture. **Rot. X, Rot. Y, Rot. Z:** These cells are used to rotate the fixtures in the 3D environment. **Visible in 3D:** If this is “Yes” then you can see the fixture in MA 3D. Empty cell is the same as “No” and then the fixture/object will be hidden in MA 3D. **Sunshade:** If this is “On” then the Sunshade function in the MA 3D visualizer is active. This has to do with the object casting shadows. **Follow Target:** If this is “On” then the Follow Target function in the MA 3D visualizer is active. This has to do with the Follow function in the Stage view. It is relevant for 3D stage elements. **Model:** Here you can see and change the model used for the fixture/object. Editing this cell will open the small select Model pop-up. It could look like this: ![](/img/grandma2/popup_select-model_v3-3-e880e2.png) *Small Select Model pop-up* If you have custom models for your fixtures then you need to import them into your show (in MA 3D) and then select the imported model here for the relevant fixtures.   At the bottom part of the Fixture Positions pop-up there are three buttons: **Stage Smaller, Stage Bigger:** These two buttons are used to change the relationship between the stage area and the fixture/object list. **Unit:** This toggles between **Size** and **Scale**. The size is in meters. Scale is based on the model information. This is a User setting and can also be changed in Setup -> User -> Settings. Here it is called “3D Item Units”.   When the Fixture Positions pop-up is visible then you also have the same Encoder Toolbar as when you are using the Stage view to edit the position (read above).   ## Edit Fixture [Section titled “Edit Fixture”](#edit-fixture) Editing a fixture gives you the same position and rotation XYZ options as the using the EditSetup and LiveSetup layer view (read above). # Stage view > The Stage View is a virtual 3D space where you can position your fixtures and stage elements. The Stage View is a virtual 3D space where you can position your fixtures and stage elements. It is a view you can create using the [Create Basic Window](/grandma2/key_windows/) pop-up. It could look like this: ![](/img/grandma2/window_stage_v3-3-03fa61.png) *Stage View* The default is that there is a stage floor. Each fixture you add are represented by a wireframe square. The size is taken from the Fixture Type definition. New fixtures are positioned at the 0,0,0 XYZ location. You can move your fixtures position to match your real world positions. To learn more about positioning the fixtures please read the [Position fixtures in the 3D stage](/grandma2/key_patch_position_fixtures/) topic. ## []()Moving around in the Stage View [Section titled “Moving around in the Stage View”](#moving-around-in-the-stage-view) You can freely move around in the virtual 3D space. What you are moving is actually a virtual camera. The cameras are described in more details in the [Virtual 3D Cameras topic](/grandma2/key_patch_camera/). On the right side of the view you can see two controls. There is a circle with cross arrows inside. This can be used to move the camera. press or click inside the circle and move your finger or cursor while pressing. Below the move circle is a zoom bar. Pressing here and moving the finger/cursor up or down will zoom the view. If you have a mouse with a scroll wheel attached and you scroll inside the Stage view then you will rotate left and right around the center point. On a console you can also use a screen encoder to rotate the view. If you press the encoder while you scroll, then you will rotate up and down. Often you can have a button in the title bar that is called Mouse Mode. This can be used to control the camera. In the picture above it is the button called “Select”. This button has several modes: **Select**, **Move**, **Orbit**, **Panning**, and **Zoom**. **Select** is used to select fixtures in the view. When **Move** is active, then you move the camera around when you click or press inside the stage view and move your finger or mouse around. With **Orbit** you can rotate around the point where click or press. **Panning** allows you to turn the camera without moving it. **Zoom** will zoom in and out.   Remember that you are moving a camera. There are several default cameras that you select. The stage view can show you the stage from a specific camera or from the camera that you have selected in the [Camera Pool](/grandma2/key_patch_camera/). In the title bar of the stage view, you might see the camera swipe button. In the picture above it is the button called **\[Link Selected]**. If you swipe it, then it might give you the following options: ![](/img/grandma2/window_stage_camera-button_v3-2-61ef73.png) *Stage view - Camera selection* Here you wiil see a list of all available camera. The one you select here is the one you are moving.There is the special option here called \[Link Selected]. This will always use the camera you have selected in the Camera Pool. **Hint:**\ A connected MA 3D logged in as the same user as you, will use the same list of cameras and there location. This means that if you have the same camera selected in both your 3D and the stage view, then you can move the view in MA 3D.   Tapping the Zoom to Fit button will reset the camera position. If you tap the space bar on your keyboard, then you will step through the different cameras.   **Important:**\ If your Stage view is completely empty even though you have patched some fixtures. Then you might want to check if you have any cameras. Without cameras, then the stage view cannot show you the stage. ## Stage View Options [Section titled “Stage View Options”](#stage-view-options) You can open the Stage view options by tapping the yellow ball in the upper left corner. There are four taps in the options. The first one is called **Calibration**. This has one button. Tapping this will open the auto-calibration of moving light position. This has its own topic - please read about it here [Autocalibrate fixture positions](/grandma2/key_patch_autocalibrate/). The next tap is about the **Follow** function. Here you can set the follow height. Please read more about the follow function below. Next tap is the **Mask** function. Here you can set up a mask for the view. You can create a mask that hides fixtures based on a set of four rules. Read more about masks in the [What are masks topic](/grandma2/key_wfm_what_are_masks/). The right most tap is **Title Buttons**. There are quite a few buttons that you can have in the title bar. The following is short description of them: * **Zoom to Fit**:\ Pressing this button will reset to position of the selected camera. * **Camera:**\ This is the swipe button that allows you to select a camera. * **Setup**:\ This button is used to enter the Stage Setup mode. Here you can change the arrangement and position of fixtures. * **Follow**:\ This button will activate the Follow function. It also displays the “Z-offset”. Read more about the follow function below. * **Mouse Mode**:\*\*\*\*\ This button is used to control what happens if you click/press inside the stage view and move the cursor. Please read the [Moving around the stage view](#Move%20around) above. * **Prog Only, Active Only, Parked, Seq+, Seq-, Only Selected, Mask 7, Mask 8, Mask 9, Mask 10**:\ These buttons are actually different mask buttons. The first six are the default mask. The last four are mask buttons that you can define. For more about the masks please read the [What are masks topic](/grandma2/key_wfm_what_are_masks/). * **Enable Mask**:\ This button will enable or disable the mask function in the Stage view. For more about the masks please read the [What are masks topic](/grandma2/key_wfm_what_are_masks/). * **Follow Mask**:\ This button will make the Stage view use the selected mask (In the Mask Pool). For more about the masks please read the [What are masks topic](/grandma2/key_wfm_what_are_masks/).   ## Follow function in Stage view [Section titled “Follow function in Stage view”](#follow-function-in-stage-view) The follow function is a very nice way to point your moving lights at a location in your 3D space and then in your real world. The idea is that you position your fixtures in the 3D space at the same location as they have in the real world. Then you select the fixtures you want to use, activate the Follow function and tap or click on your 3D stage where you want the fixtures to point. And then the real fixtures will point at that location.   In the options (see above) or by pressing the Edit key and then the Follow button in the title bar, you can set a Z-offset. This is the height of the point. The Follow function overwrite all other Mouse Modes. # Universe pool > The Universe pool displays all the 256 universes that the system can handle. The Universe pool displays all the 256 universes that the system can handle. You can create a Universe pool on your screens using the **Create Basic Window** pop-up. It is described in the [Manages windows topic](/grandma2/key_windows/). It is a pool. To learn general thing about the pools please read the [Pools in General section](/grandma2/key_pools/). Each universe with something patched is displayed as a pool object. The Universe pool could look like this (Pool Mode): ![](/img/grandma2/window_universe-pool_v3-3-6551ef.png) *Universe pool - pool style* If you change the pool to be displayed in sheet style (in the pool options) it could look like this: ![](/img/grandma2/window_universe-pool_sheet_v3-3-3bfa3b.png) *Universe pool - sheet style* Each pool object (universe) has some icons and indicators displaying different properties of the universe. They correlate to the columns displayed in the sheet style. Many off the options related to the DMX universe is explained in the [DMX List part of the DMX and Parameter lists topic](/grandma2/key_patch_dmx_parameter_list/#dmx_list). * **No.:**\ This is the universe number. * **Name:**\ This is the universe name. * **DMX In Merge:**\ Here you can select how any incoming DMX is merged into the universe. If incoming DMX is merged as HTP then there is a white “H” in the pool button. If it is LoTP then there is a white “L”. If DMX is not merged then there is no white character.\ This is explained in more details the [DMX List](/grandma2/key_patch_dmx_parameter_list/#dmx_list). * **RDM:**\ Here you can turn on or off the RDM functionality in the universe. If RDM is tuned on then there is a “RDM” icon on the pool button. The icon is red if RDM is not on in global settings. It is green if RDM is globally on.\ For more details about this please read the [Turn RDM on per universe part of Turn RDM on topic](/grandma2/key_rdm_turn_on/#rdm_on_universe). * **RDM Devices:**\ Here you can see the amount of RDM fixtures found in the universe.\ For more details about the RDM feature please read the [RDM section](/grandma2/key_rdm/). * **Requested:**\ Here you can request or un-request the control/calculation of the universe. If the universe is not requested then there is red “R” in the pool button.\ This is explained in more details the [DMX List](/grandma2/key_patch_dmx_parameter_list/#dmx_list). * **Granted:**\ Here you can see if the universe is granted by the system. If the universe is requested but not granted (lack of parameters) then there is red “G” in the pool button.\ This is explained in more details the [DMX List](/grandma2/key_patch_dmx_parameter_list/#dmx_list). * **Info:**\ This is where you can see or edit the information attached to the universe. If there is any information attached to the universe then there is the ![](/img/grandma2/icon_information_v3-2-4f9ee6.png) icon in the pool button. * **Sync:**\ The sync is displayed as a green square. this square is flashing bright green when the DMX data is updated. If none of the DMX channels change value then the sync flash approximately once every second. If the data is constantly changing, then it flashes approximately 30 times a second - this looks like it is constantly bright green. * **Parked:**\ If there is something parked in the universe then there is a light blue “P” on the pool button. This is also indicated by the “P” in the column.\ Read more about the park function in the [Park Keyword topic](/grandma2/key_keyword_park/). * **DMX Tester:**\ When there are DMX channels affected by the DMX tester then there is an ![](/img/grandma2/icon_warning_v3-3-41491f.png) icon in the pool button and a ”!” in the column.\ Read more details about the DMX tester function in the [DMX testing topic](/grandma2/key_patch_dmx_testing/). # What are channels & fixtures > The two words Channel and Fixtures can be several things and it can be a little bit confusing. Even in this manual we might use both words. The two words Channel and Fixtures can be several things and it can be a little bit confusing. Even in this manual we might use both words. When talking (or writing) about the actual device that emits light, we are referring to that as a fixture. This might be all sorts of devices from different manufacturers. They may have one function or many different functions. All these functions are called [Attributes](/grandma2/key_patch_attributes/). When you program a show, you will need to be able to select these devices, so they have an ID number - something we can type on a numeric keypad. The grandMA2 have the option to give each device two ID numbers. They can be the same number or they can be different numbers for the same physical device. The ID numbers are called **Channel ID** and **Fixture ID**. A device needs at least one ID number to be select-able and programmable. Two different devices cannot have the same Channel ID or the same Fixture ID. But one device can have Channel ID number 1 and another device can have Fixture ID number 1. A device with a **Channel ID** will be visible in the **Channel Sheet** and a device with a **Fixture ID** will be visible in a **Fixture Sheet**. If the device have two different ID numbers, then you can choose to hide one of the numbers in the sheets. If you have already programmed something with a device and you later change the ID numbers, then you will not loose any programmed information. If you remove the ID number so the device does not have any, then the values are still there and it will still output DMX even though you cannot select the device. When you cannot select it, then you cannot edit it or the stored values. It is not visible in sheets. You cannot delete the values either. You should pay attention to what your default beginning keyword is. You can see it in the Command Line input. The default on a new empty show is “Channel”. Your Command Line input will look like this: \[Channel]> If you are trying to select a device that only have a Fixture ID, then you need to specify that it is a Fixture ID by pressing the Fixture key before entering the ID number. You can change the default keyword by pressing the key corresponding to the one you want and the press Please.     So to sum up. We call each device a fixture and each fixture can have a Channel ID and/or a Fixture ID and to be able to control it it will need at least one ID number. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Attributes](/grandma2/key_patch_attributes/) * [DMX break](/grandma2/key_patch_dmx_break/) # What is 3D and stage setup > The grandMA2 have a virtual 3D space. In this space are all the patched fixtures and there position. The 3D space can also have other objects and elements. This The grandMA2 have a virtual 3D space. In this space are all the patched fixtures and there position. The 3D space can also have other objects and elements. This could be a model of your venue and the set. There are generally two ways to see this 3D space. In the grandMA2 software and in the MA 3D visualizer running on a windows computer. Both of these are linked and display the information stored in the show file. It only makes sense to use these if you take the time to [arrange your virtual fixtures according to the real world locations](/grandma2/key_patch_position_fixtures/).   In the grandMA2 software you can see a very simplified version of the 3D space. This can be seen in the [Stage Window](/grandma2/key_patch_stage/). In this view you’ll see a simple wireframe model with the light from the fixtures just visualized as a single line showing the direction, intensity and color. Each fixture is represented by a box and all 3D elements are also represented by simple boxes. The in-build 3D Stage Window is a useful tool during programming and can be a big help.   In the MA 3D visualizer you can have a more realistic display of what the fixtures are doing and what our 3D model look like. The software is free and can be downloaded from MA Lightings webpage. It runs on a windows computer connected the same network as your console or onPC. If you have a good computer, then you can run both grandMA2 onPC and MA 3D on the same computer. You will need to have a [session running](/grandma2/key_network_session/) on the console/onPC and then you invite the MA 3D into your session. Besides getting the patch and fixture position from the show it also allows you to select a user. If you select the same user for the 3D as the one you are using on the console /onPC then the 3D will follow you if you use the Blind or Preview functions. This can be really useful if you need to change something in your programming in a live onsite situation. The main idea behind the MA 3D is for pre-programming a show. It allows you to visualize and program your entire show without the need for all the MA hardware you might need onsite. You can download both grandMA2 onPC and MA 3D for free and start programming a show with the maximum amount of parameters. It is first when you need to output all these parameters to real world fixtures, that you need real MA hardware. # Plugins > A plugin is a software component that adds on features to an existing program. A plugin is a software component that adds on features to an existing program.  The grandMA2 supports such plugins, thus allowing customization.  The plugin used in the grandMA2 is the scripting language Lua.  For more information on Lua see the subtopic or click the link above. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is Lua](/grandma2/key_plugins_what_is_lua/) * [Edit plugins](/grandma2/key_plugins_edit/) # Edit plugins > Hint: **Hint:**\ -To view the specific Lua commands and their structure, import plugin\_1.lua into the plugin pool or follow this path on the grandMA2 onPC:\ **C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_x.x.x\plugins\plugin\_1.lua**\ -A plugin has always two files – an .xml and a .lua file. Open the plugin pool: 1. Tap System in **Create Basic Window**. For more information on how to open a basic window see [Manage windows](/grandma2/key_windows_create_manage/). 2. Tap Plugin and the plugin pool opens. ![](/img/grandma2/window_plugin-pool_v3-3-a0bf34.png) *Open the plugin pool* 3. Open the editor:\ -Press Edit and tap an empty object in the pool.\ -The **window Edit Plugin** opens. ![](/img/grandma2/window_plugin-editor_v3-3-b420c6.png) *Open the plugin editor* 4) To import the .xml file from the drive, tap Import and the **pop-up Import Plugins** opens. ![](/img/grandma2/popup_import-plugins_v3-3-fc3b22.png) *Import plugins* -Select the file and tap Import.\ -To cancel the process, tap Cancel. **Hint:**\ It is also possible to write the Lua code directly in the editor. 5. Label the plugin:\ -Tap Label and type the name of the plugin in the calculator.\ -Press Please. 6. To save the plugin, tap Save. 7. To export the plugin created, tap Export. 8. To reload the plugin engine, tap Reload.\ -A confirmation pop-up opens. ![](/img/grandma2/popup_reload-plugin-engine_v3-3-eb08de.png) *Reload the plugin engine* -To reload the engine, tap Ok.\ -To cancel the process, tap Cancel. 9. To enable execution on load, tap Execute on Load.\ -The button is highlighted in a yellow font. The Lua code is applied. # What is Lua > Lua is a scripting language designed to support general procedural programming.  It offers support for object-oriented programming, functional programming, and Lua is a scripting language designed to support general procedural programming.  It offers support for object-oriented programming, functional programming, and data-driven programming. Lua is implemented as a library, written in *clean* C (common subset of ANSI C and C++). For more information on Lua see [www.lua.org](http://www.lua.org) # Pools in General > This chapter describes pools in general. Pools are windows that display objects in the show file. This chapter describes pools in general. Pools are windows that display objects in the show file. ![](/img/grandma2/window_preset-pool_color_v3-3-ebf59a.png) *Preset pool – Color* To open a pool see [workspace - manage windows](/grandma2/key_windows/). There are 19 different pools. For information on specific pools click on one of the following links. * [Camera Pool](/grandma2/key_patch_camera/) * [Effects Pool](/grandma2/key_effects_predefined/) * [Filters Pool](/grandma2/key_wfm_what_are_filters/) * [Forms Pool](/grandma2/key_effects_create_forms/) * [Groups Pool](/grandma2/key_groups/) * [Images Pool](/grandma2/key_image/) * [Layout Pool](/grandma2/key_layouts_create/) * [Macros Pool](/grandma2/key_macro_what_are/) * [Masks Pool](/grandma2/key_wfm_what_are_masks/) * [MAtricks Pool](/grandma2/key_matricks_pool/) * [Page Channels Pool](/grandma2/key_adv_exec_ch_pages/) * [Pages Exec Pool](/grandma2/key_adv_exec_pages/) * [Sequence Pool](/grandma2/key_cs_what_are/#sequence_pool) * [Timecode Pool](/grandma2/key_timecode_what_is/#timecode_shows) * [Timecode Slots Pool](/grandma2/key_timecode_what_is/#timecode_slots) * [Timer Pool](/grandma2/key_timers_timer_pool/) * [Views Pool](/grandma2/key_ws_work_with_views/) * [Universes Pool](/grandma2/key_patch_universe_pool/) * [Worlds Pool](/grandma2/key_wfm_what_are_worlds/) To navigate in the pool, use the arrow keys on the keyboard in the drawer of the console or on a external keyboard. ## Pool objects [Section titled “Pool objects”](#pool-objects) Every pool contains pool objects. Every pool object with content has a brighter frame compared to an empty pool object. The first pool object tile displays the name of the pool. If the focus is set to a pool, the first pool tile is blue. ![](/img/grandma2/window_goup-pool_labeled-pool-object_v3-2-01f283.png) *Group pool with focus* The number in the upper left corner of a pool object is the pool object number. A pool displays at least a full screen of pool object tiles, for example 127 pool object tiles on screen 2 of a grandMA2 console. If the empty object tiles do not exceed 100, a further page with empty object tiles will be added. In total, there are 9999 object tiles per pool. **Hint:**\ To expand the group pool for example by 1000 empty pool object tiles, type into the command line:\ \- Store Group 1000 and press Please\ \- Delete Group 1000 and press Please\ The group pool is expanded by empty group pool objects. For information about the pool object colors see [workspace - colors - system](/grandma2/key_ws_colors_system/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Manage pool objects](/grandma2/key_pools_manage/) * [Adjust pool options](/grandma2/key_pools_options/) * [Call modes](/grandma2/key_pools_call_modes/) # Call modes > Some pool options have the setting of three different call modes. Some pool options have the setting of three different call modes.  These call modes are: * [Normal call](#normal_call) * [Fast call](#fast_call) * [Pool playback](#pool_playback) *** ## []()Normal Call [Section titled “Normal Call”](#normal-call) The following modes are explained by the example of the effect pool. ## Example [Section titled “Example”](#example) 1. Select fixtures. 2. Open the options of the effect pool and set the button below Frame Color to Normal Call.  3. Tap a pool object in the effect pool.  4. The effect object that was tapped is now applied to the fixtures that were previously selected. The background of the pool objects in the pool stays unaffected (gray).  *** ## []()Fast Call [Section titled “Fast Call”](#fast-call) Fast call is used in all fixtures without selection and in all fixtures that were previously selected and that are assigned to a pool object. ## Example [Section titled “Example”](#example-1) 1. Open the options of the effect pool and tap the button Normal Call to toggle it to Fast Call.  2. Tap a pool object in the effect pool.  3. The effect object is instantly applied to all fixtures in the fixture sheet.  The background of the pool objects turns crimson.  **Important:**\ Note that fast calling a template effect, triggers all fixtures in the fixture sheet. Fast calling a selective effect only triggers those that are set selectively for an object.  *** ## []()Pool Playback [Section titled “Pool Playback”](#pool-playback) Activates a temporary playback. The pool object turns into a mini executor.  ![](/img/grandma2/window_effect-pool-mini-executor_v3-3-259706.png) *Mini executor in the effect pool* ## Example [Section titled “Example”](#example-2) 1. Open the options of the effect pool and tap Normal Call to toggle it to Pool Playback.  2. To toggle the mini executor between the states “on” or “off”, tap Direct Action. 3. Direct Action is enabled and displayed below the name of the pool.  ![](/img/grandma2/window_effect-pool-direct-action_v3-3-6b6178.png) *Direct action – enabled* For more information see [Assign effect to executor](/grandma2/key_effects_assign_to_executor/). # Manage pool objects > The following examples explains on the group pool how to manage and organize pool objects in pools. These examples are valid for all pool objects. The following examples explains on the group pool how to manage and organize pool objects in pools. These examples are valid for all pool objects. Every of the following actions is oopsable. For more information see [oops and undo](/grandma2/key_ws_oops/). *** ## Store new empty pool objects [Section titled “Store new empty pool objects”](#store-new-empty-pool-objects) Empty pool objects are useful for preprogramming and to fill them later with content in the venue. You can also use them to organize the pool as a label for the following pool objects. **Requirement:** [Open groups pool](/grandma2/key_windows/). To store new empty pool objects: * Press Store and tap on an empty pool tile. \- or - * Press Store Group 17 Please. ![](/img/grandma2/window_goup-pool_empty-pool-object_v3-2-44e93c.png) *Groups pool - empty pool object* An empty group pool object is stored in the group pool. An empty pool object is indicated by a gray font. **Hint:**\ You can also use the [Store command](/grandma2/key_keyword_store/) to store new empty pool objects.   Pool object numbers may also differ in color. For more information see [Workspace - Colors - System](/grandma2/key_ws_colors_system/).  *** ## Label pool objects [Section titled “Label pool objects”](#label-pool-objects) Clear and unique pool object labels will help you and other people running the show to keep organized. **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To label pool objects: 1. Press Assign Assign (= Label) and tap at the to be labeled group object tile.\ \- or -\ Press Assign Assign (= Label) Group 17 Please. ![](/img/grandma2/popup_enter-name-for-group_v3_2-28644a.png) *Enter Name for Group pop-up* 2. Use a keyboard or open the virtual keyboard by tapping at the \*\*plus \*\*![](/img/grandma2/icon_plus_small_v3-2-ae05d9.png) to enter the new group name in the green edit line for example **Backtruss**. 3. Press Please. ![](/img/grandma2/window_goup-pool_labeled-pool-object_v3-2-01f283.png) *Group pool - labeled empty pool object* The group is labeled as Backtruss. **Hint:**\ You can also use the [Label command](/grandma2/key_keyword_label/) to label pool objects. *** ## Move pool objects [Section titled “Move pool objects”](#move-pool-objects) **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To move pool objects around in a pool: * Press Move, tap at the to be moved pool object and then tap at the new pool object place. \- or - * Press Move Group 17 At 18 Please. If the destination of the pool object is already taken the pool objects will switch the places. The group pool object is moved. **Hint:**\ You can also use the [Move command](/grandma2/key_keyword_move/) to move pool objects. *** ## Copy pool objects [Section titled “Copy pool objects”](#copy-pool-objects) **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To copy pool objects in a pool: * Press Copy, tap at the to be copied pool object and then tap at the copied pool object destination. \- or - * Press Copy Group 16 At 17 Please. ![](/img/grandma2/window_goup-pool_copied-pool-object_v3-2-b43701.png) *Group pool - copied pool object* Group 16 is copied at group 17. The copied group is indicated by a **#2**. **Hint:**\ You can also use the [Copy keyword](/grandma2/key_keyword_copy/) to copy pool objects. *** ## Edit pool objects [Section titled “Edit pool objects”](#edit-pool-objects) **Restriction:**\ The Pages Channel Pool, the Pages Exec Pool, and the Views Pool does not support the Edit pool objects function. **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To edit pool objects: * Press Edit and tap at the to be edited pool object. \- or-  * Press Edit Group 17 Please. The respective edit mode or editor opens. **Hint:**\ You can also use the [Edit command](/grandma2/key_keyword_edit/) to edit pool objects. *** ## Insert pool objects [Section titled “Insert pool objects”](#insert-pool-objects) **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To insert an existing pool object between two other pool objects: * Press Move Move Move (= Insert) and tap and hold Group 8 and move by drag and drop at Group 2. \- or - * Press Move Move Move (= Insert) Group 8 At 2 Please Group 8 is moved at Group 2. All other groups are moved to the next empty pool object. **Hint:**\ You can also use the [Insert command](/grandma2/key_keyword_insert/) to insert pool objects. *** ## Lock pool objects [Section titled “Lock pool objects”](#lock-pool-objects) **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To lock pool objects in a pool: * Type Lock in the command line and tap at the to be locked pool object tile. Group 17 is locked. A locked pool object is indicated by a **yellow lock** ![](/img/grandma2/icon_yellow-lock_small_v3-2-d4df53.png). **Hint:**\ You can also use the [Lock keyword](/grandma2/key_keyword_lock/) to lock pool objects. *** ## Unlock pool objects [Section titled “Unlock pool objects”](#unlock-pool-objects) **Important:**\ You can unlock only pool objects indicated by a yellow lock ![](/img/grandma2/icon_yellow-lock_small_v3-2-d4df53.png). **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing locked group pool object To unlock pool objects in a pool: * Type Unlock in the command line and tap at the to be unlocked pool object tile. Group 17 is unlocked. **Hint:**\ You can also use the Unlock keyword to unlock pool objects. *** ## Delete pool objects [Section titled “Delete pool objects”](#delete-pool-objects) **Requirements:** * [Open groups pool](/grandma2/key_windows/) * Existing groups pool object To delete pool objects in a pool: * Press Del and tap the to be deleted pool object tile. \- or - * Press Del Group 17 Please. \- or - * Press and hold the Del and then tap several pool objects. Group 17 is deleted. **Hint:**\ You can also use the [Delete command](/grandma2/key_keyword_delete/) to delete pool objects. # Adjust pool options > The following example of the Camera pool displays how to adjust the pool options. These options apply to all pools. Some pools have more specific options. Speci The following example of the Camera pool displays how to adjust the pool options. These options apply to all pools. Some pools have more specific options. Specific options are explained in their corresponding chapters. The pool options will be saved in the user profile. 1. Open the **Camera pool**.\ \- Tap an empty space of the screen. The pop-up **Create Basic Window** opens.\ \- Tap Pools and then tap Camera Pool. 2. Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner.\ The pop-up **Camera Options** opens. ![](/img/grandma2/popup_camera-options_v3_2-4a1e13.png) *Camera Options* 3. []()Choose the frame color of the camera pool. The frame color is the color around the pool objects and the color of the first pool object tile which displays the pool name.\ \- Tap one of the predefined colors in the **color table**, or tap the **color circle**, or move the **Hue**, **Saturation**, or **Brightness** slider.\ The selected frame color is displayed right beside the button Frame Color.\ \- To reset the Frame color back to default, tap Reset Colors. 4. To change the pool from the pool style into the sheet style, tap Sheet Style. 5. If the sheet style is selected, choose the font size used in the sheet.\ \- Tap and swipe the button Dejavu and tap the font size. 6. To close the **Camera Options**, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up . The pool options are adjusted to your needs and are saved in the user profile. **Hint:**\ To change the color of one or more pool objects, you can also use the [Appearance Keyword](/grandma2/key_keyword_appearance/). # Presets > Presets are stored presettings of parameters. They allow fast access and standardized usage. Presets are stored presettings of parameters. They allow fast access and standardized usage.  These presettings can be: * \*\*Universal: \*\*\ Universal settings, abbreviated as **U**, apply to all fixtures types that contain the corresponding attributes.    * **Global:**\ Global settings, abbreviated as **G**, apply to the corresponding fixture types.    * **Selective:**\ Selective settings, abbreviated as **S**, apply to single fixtures.  **Hint:**\ Make sure to use presets when programing as this facilitates your work, especially when working with a show which is used in different locations and for various customers. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are special modes](/grandma2/key_presets_special_modes/) * [Preset pools](/grandma2/key_presets_pools/) * [Preset pool “Dynamic”](/grandma2/key_presets_dynamic_pool/) * [Create presets](/grandma2/key_presets_create/) * [Preset pool options](/grandma2/key_presets_pool_options/) * [Create preset reference](/grandma2/key_presets_create_preset_reference/) * [Auto create presets](/grandma2/key_presets_auto_create/) * [Auto create additional presets](/grandma2/key_presets_auto_create_additional/) * [Embedded presets](/grandma2/key_presets_embedded/) * [Edit presets](/grandma2/key_presets_edit/) * [Update presets](/grandma2/key_presets_update/) * [Delete presets](/grandma2/key_presets_delete/) # Auto create presets > It is possible to auto create a complete set of presets at once. It is possible to auto create a complete set of presets at once.  **Important:**\ If a fixture type does not contain channel sets or a preset reference, it is not possible to auto create presets.  To auto create presets: 1. Press Setup.  2. Tap Auto Create.  3. The dialog **Auto Create** opens. 4. Tap Preset.  ![](/img/grandma2/menu_autocreate_presets_v3-3-08cf2b.png) *Menu auto create preset* 5. Choose a fixture type in the table **FixtureTypes**.  6. Then, tap the preset type you would like to auto create a preset for.  **Important:**\ Auto-created presets are always global since they are generated in fixture types.  7. To link attributes with the same term and of the same preset type, tap Encoder Grouping.\ Thereby, only one attribute is really physically visible on the stage. 8. To create presets for single fixture types, tap Add global Preset.  9. To merge presets for several fixture types, tap Merge global Preset. 10. To determine that presets come from channel sets of a fixture type, tap From Channelsets. 11. To determine that presets refer to fixture types that were previously stored, tap From Reference. For more information see [Create preset reference](/grandma2/key_presets_create_preset_reference/).  12. To add the name of a subattribute to the name of a channel set, tap Add Name of Subattribute.  13. To close the menu, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window. # Auto create additional presets > In addition to the functionality of auto creating presets, it is also possible to auto create additional presets. In addition to the functionality of auto creating presets, it is also possible to auto create additional presets.  **Important:**\ This functionality, only applies to the preset type **Color**, since channel sets can only be generated with the values min and max in RGB.   To auto create additional presets: 1. Press Setup.  2. Tap Auto Create. \ The dialog **Auto Create** opens.  3. Tap Additional Presets.  ![](/img/grandma2/menu_autocreate-additional-presets_v3-3-bce8aa.png) *Menu auto create additional presets* 5. Choose a fixture type in the table **FixtureTypes**.  6. Tap Amount Hue and the calculator opens.\ -To set the range of hue, tap a number in the calculator.  **Important:**\ No matter the amount of hue you have selected, the color white will always be added to the presets raising the amount by one.  7. Tap Amount Saturation and the calculator opens.\ -To set the depth of the saturation, tap a number in the calculator.  8. To set the sort by saturation or hue, tap Sort by.\ This button toggles between these two values.  9. []()If you made your amount and sort settings, choose how the presets are to be displayed.\ -To blend all attributes summarized in the preset pool, tap Encoder Grouping. \ -To create presets with all Mixcolor attributes that the corresponding fixtures contain, e.g., Amber, tap Color all Mixcolor. \ -To create presets with RGB only, tap Color RGB only.\ -To create colors for single fixture types, tap Add global Mixcolor. \ -To merge colors for several fixture types, tap Merge global Mixcolor. 10. Tap Dimmer Increment and the calculator opens.\  -To additionally create universal dimmer presets, tap a number in the calculator. This number represents the interval in percentage in which the presets is to be created.  ## HSB [Section titled “HSB”](#hsb) **Important:**\ The button HSB, on the right of the dialog, is enabled by default.\ If the dialog is enabled in HSB, the percentage of saturation and brightness are displayed within the pool objects. 11. Color presets have now been created in HSB.  ![](/img/grandma2/window_additional-presets_v3-3-183faf.png) *Additional presets – HSB* 12. Furthermore, dimmer presets in an interval of 10 percent have been created as well.  ![](/img/grandma2/menu_autocreate-additional-presets_dimmer-increment_v3-3-30d1c1.png) *Dimmer presets* *** ## Swatch Book   [Section titled “Swatch Book  ”](#swatch-book-) To see the dialog in Swatch Book, tap Swatch Book on the right of the dialog.  The dialog then converts to Swatch Book.  ![](/img/grandma2/menu_autocreate-additional-presets_swatch-book_v3-3-3339fd.png) *Additional presets – Swatch Book* 1. Choose a fixture type in the table Fixture Types on the left of the dialog.  2. Then, tap a name in the gel pool in the table on the right. 3. Next, tap a gel.  **Important:**\ The buttons below the table within the dialog have the same function as in HSB.\ For further information see [step 9](#Swatch%20Book).  4. After setting up further settings – as stated in [step 9](#Swatch%20Book) – choose how you would like your presets to be displayed.\ -To display the name of the color within the pool objects, tap Color Name.\ -To display the key of the color within the pool objects, tap Color Key.\ -To display the name as well as the key of the color, tap Color Name + Key.  **Important:**\ This button toggles between Color Name, Color Key and Color Name + Key. 5. To close the menu, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window.  6. Color presets have now been created in Swatch Book. ![](/img/grandma2/menu_autocreate-presets_color-pool_swatch-book_v3-3-b1ebbc.png) *Color presets* # Create presets > Requirement: **Requirement:** * Fixtures are patched.  For more information on how to patch fixtures see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  To create presets: 1. Select fixtures.  2. Assign values to fixtures.  3. Press and hold Store until the pop-up **Temporary** \*\*Store Options \*\*opens.  ![](/img/grandma2/popup_presets_temporary-store-options_v3-3-01b4ab.png) *Temporary store options* 4. Enable the buttons marked by the red box in the screenshot above. ![](/img/grandma2/qsg_13_making-presets_preset-store-options_v3-2-d88dd3.png) *Presets – store options* 5. To disable the filter, tap Preset Filter.  **[]()Important:**\ Every preset pool – **except for the preset pool All** – has a filter as a default setting. This filter allows to store the value equivalent to the pool only. 6.  To choose the store option of the preset type, tap Preset Type Default and then toggle between default, selective, global or universal. **Important:**\ The store option is Preset Type Default by default. This setting falls back on the default store option of a preset pool.  7. To allow that presets are stored within other presets, tap Allow Embedded.\ For more information see [Embedded presets](/grandma2/key_presets_embedded/).  8. To take the preset link actively into the programmer after storing the preset, tap Keep Activation.  9. To keep the previous settings when storing another preset, tap Save as Default in the header of this dialog.  10. To close the **Temporary Store Options**, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up.  11. Eventually, tap an empty object you would like to store the preset to. # Create preset reference > A preset reference is very handy when it comes to color presets since the colors of every fixture and manufacturer may vary greatly. A preset reference is very handy when it comes to color presets since the colors of every fixture and manufacturer may vary greatly.  Requirement: * Presets have already been created.  To create preset reference: 1. Press Setup. 2. Tap Auto Create.  3. The dialog **Auto Create** opens.  4. Then, tap the tab Create Preset Reference.  ![](/img/grandma2/menu_create-preset-reference_v3-3-3b3b16.png) *Create preset reference* 5. Choose a fixture type in the table **FixtureTypes**.  6. Next, tap a fixture as reference for your preset in the table **Select Single Fixtures**. 7. After that, select the preset types, on the right of the dialog, to which the reference is to relate. 8. Eventually, tap Create Reference.  9. The preset reference has now been created in the fixture type within this show file. **Important:**\ To use preset references in other show files, export the fixture type after creating the reference.  10. To close the menu, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window. # Delete presets > It is possible to delete presets in three different ways. Use either the keys of the console or the command line. It is possible to delete presets in three different ways. Use either the keys of the console or the command line.  1. To delete single presets: * Press Del and then tap the preset you would like to delete.  2. To delete several presets, type into the command line: \[Channel]> Delete Preset 4.1 Thru 4.5 Deletes presets 1 to 5 in the preset pool **Color**.     3. To delete all presets in all pools, type into the command line: \[Channel]> Delete Preset \*.\* Empties all pools completely.  **Important:**\ If you store a preset in a sequence and then delete the preset, the link to the preset pool will be removed from the sequence. Instead, the actual values will be displayed in the sequence. Oopsing the action will recover the preset but not the link. # Preset pool "Dynamic" > The preset pool Dynamics a pool that automatically displays the preset type which is currently enabled in the preset control bar. The preset pool **Dynamic** is a pool that automatically displays the preset type which is currently enabled in the [preset control bar](/grandma2/key_ws_preset_control_bar/).  ## Open the Preset Pool “Dynamic” [Section titled “Open the Preset Pool “Dynamic””](#open-the-preset-pool-dynamic) To open the preset pool **Dynamic**: 2. Tap anywhere in the **user-defined area**. 3. The pop-up **Create Basic Window** opens. 4. Tap Presets.  5. Tap Dynamic.  6. The preset pool **Dynamic** opens.  ![](/img/grandma2/img_presets_dynamic-pool_v3-3-f4c39e.png) *Dynamic pool – Gobo* *** ## Close the Preset Pool “Dynamic” [Section titled “Close the Preset Pool “Dynamic””](#close-the-preset-pool-dynamic) To close the preset pool, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the pool and tap Delete Window. # Edit presets > It is possible to edit the presets in two different ways. It is possible to edit the presets in two different ways.  * 1\. Way of editing presets: 1. Press Edit and tap the preset to be edited. The entire content of the preset will then be loaded into the live programmer. 2. To see the values in an overseeable manner, open the fixture sheet and tap Prog Only in the title bar of the fixture sheet.  3. The programmer opens.  ![](/img/grandma2/window_prog-only_clone-to-fixture-type-with-merge_final-result_v3-3-b282a8.png) *Prog only* 4. Fixture 1 contains selective preset values and fixture type 4.1 contains global preset values.  5. Press Update and subsequently press Please.  6. The **pop-up Update Last Object?** opens.  ![](/img/grandma2/popup_update-last-object_v3-3-84aa53.png) *Pop-up – Update last object?* 7. Tap Ok.  **Hint:**\ If you do not want to update the preset you have edited or you would like to close the pop-up, either tap Cancel or ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the pop-up. To deactivate the edit mode, press Esc.  -or- * 2\. Way of editing presets:  See [Update presets](/grandma2/key_presets_update/). # Embedded presets > Embedded presets are stored within other presets. Embedded presets are stored within other presets.  To create embedded presets: 1. Select fixtures in the fixture sheet. 2. Assign a preset to the fixtures selected. 3. Assign an additional preset to these fixtures.  4. Press and hold Store.  5. The dialog **Temporary Store Options** opens.  ![](/img/grandma2/popup_presets_temporary-store-options_v3-3-01b4ab.png) Presets – Temporary store options 7. To create an embedded preset, tap Allow Embedded.  8. Then, tap an empty store object in the preset pool where the embedded preset is to be stored. 9. To close the dialog, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner.  *** ## Example [Section titled “Example”](#example) This example demonstrates an embedded preset based on a color, position and gobo preset.  1. Select fixtures.  2. Assign a color, position and gobo preset to these fixtures.  3. Press and hold Store.  4. The pop-up **Temporary Store Options** opens.  5. Tap Allow Embedded.  6. To store the embedded preset in the preset pool **All**, tap an empty pool object in this preset pool.  **Hint:**\ If you update one of the presets selected for the fixtures, the embedded preset will automatically be updated as well.  ![](/img/grandma2/window_embedded-preset_v3-3-cdec43.png) *Embedded preset in the pool All* 7. You have now created an embedded preset marked by a white E within the object. # Preset pool options > The following example of the preset pool Dimmerisplays how to adjust options that are specific for a preset pool. The following example of the preset pool **Dimmer** displays how to adjust options that are specific for a preset pool.  ## Open the Options [Section titled “Open the Options”](#open-the-options) 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens. 3. Next, tap Presets. 4. Then, tap a preset pool you would like to open.  5. To open the options in the preset pools, tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the pool you have opened.  6. The option dialog opens.  ![](/img/grandma2/window_preset-pool-options_v3-3-261fe2.png) *Preset pool options* **Hint:**\ All preset pools have the same pool options.  3. To adjust the frame color, to reset colors or apply a different style and font see [Adjust pool options](/grandma2/key_pools_options/#preset_options).  \*\* Hint:\*\*\ To reset the colors in all preset pools, press Setup and tap User Settings – Window Settings – Presets and then subsequently tap Reset All Preset Pool Colors.  4. Tap All Active and then choose a color from the color table or the color circle, to display that all of the fixtures selected contain this preset.\  - The color you have chosen is  displayed as a line within the pool object right above the font of the pool object.  5) Tap Some Active and then choose a color form the color table or the color circle, to display that only some of the fixtures selected contain this preset. \ \- The color you have chosen is displayed as a line within the pool object right above the font of the pool object. *** ### Example “All Active” and “Some Active”: [Section titled “Example “All Active” and “Some Active”:”](#example-all-active-and-some-active) Select fixture 1 (spot) and fixture 101 (LED lamp) by typing into the command line: \[Channel]> Fixture 1 + Fixture 101 Please Fixture 1 and fixture 101 have both the **preset Dimmer**.  Fixture 1 contains the **preset Position**, fixture 101 does not.  ![](/img/grandma2/img_preset-options_some-and-all-active_v3-3-36b358.png) *Option – all active and some active* *** 6. To change the modes Normal Call and Fast Call see [Call modes](/grandma2/key_pools_call_modes/).  7. To choose the default store option of the preset, tap Default Store Universal. This mode is usually the default for the preset type **Dimmer**. For more information on the store options of presets see [Create presets](/grandma2/key_presets_create/).  **Hint:**\ It is also possible to set the default of the preset type via **Setup**:\ ​- Press Setup and tap Patch & Fixture Schedule – Fixture Types – Attribute & Encoder Grouping.\ ​- Then, tap and hold a cell in the column **Default Scope**.\ ​- The pop-up **Select Default Scope** opens. 6. To close the options, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog.  **Hint:**\ To close the preset pool altogether, tap Delete Window. # Preset pools > All in all, there are 10 preset pools by default. Each of the pools stores values corresponding their preset type. All in all, there are 10 preset pools by default. Each of the pools stores values corresponding their preset type. ## Open the preset pools [Section titled “Open the preset pools”](#open-the-preset-pools) To open the single preset pools: 1. Tap anywhere in the **user-defined area**.  2. The pop-up **Create Basic Window** opens.  3. Next, tap Presets.  4. Then, tap single presets to open the corresponding pools.  ![](/img/grandma2/window_basic-window_presets_v3-3-d6f2cc.png) *Pop-up create basic window – presets* There are two pools that are not numerated:  * **Dynamic:**\ For more information on the pool **Dynamic** see [Dynamic preset pool](/grandma2/key_presets_dynamic_pool/). -and- * **All:**\ Contrary to the numerated preset pools, it is possible to store all values without a preset type filter in the preset pool **All**.  To close the pop-up **Create Basic Window**, tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window.  *** ## All Preset Pools at a Glance [Section titled “All Preset Pools at a Glance”](#all-preset-pools-at-a-glance) Here is an outline of all preset pools.  ![](/img/grandma2/window_all-preset-pools_v3-3-7450a7.png) *Preset pools* # What are special modes > In addition to normal, there are three different special modes in the presets. In addition to **normal**, there are three different special modes in the presets.  * **Default:**\ Default is used to modify the default values of attributes in single fixtures.    * **Highlight:**\ Highlight is used to modify the highlight values of attributes in single fixtures.    * **Stage:**\ Stage is used to modify the stage values of attributes in single fixtures. Stage values are enabled and disabled in the dialog **Calibrate Fixture Pos**. For more information see [Auto calibrate fixture positions](/grandma2/key_patch_autocalibrate/).\   * **Normal:**\ Normal reverts the special mode of a preset. ![](/img/grandma2/window_presets_special-modes_v3-3-aaa44f.png) *Presets – special modes*   To choose a mode: 1. First, store a preset with attributes which values are to be modified.  2. Press Assign and then tap the preset you would like to change. 3. Then press Please.  4. The pop-up **Assign Preset** opens.  ![](/img/grandma2/popup_assign-preset_v3-3-0dab79.png) *Pop-up assign preset* 5. Choose the special mode you would like to save your preset as. 6. After choosing a special mode, apply the fixtures to be modified with this preset. # Update presets > It is possible to update the presets which you have altered. It is possible to update the presets which you have altered.  To do so: 1. Tap the preset you would like to update once.  2. The fixtures are now selected.  3. Tap the same preset once again.  4. The fixtures are now actively in the programmer.  5. Change the value of this preset.  6. Then, press Update.  7. The **pop-up Update** opens.  ![](/img/grandma2/popup_update_3_2-3c91c8.png) *Update preset* 8. To disable the filter, tap Preset Filter ON. The button toggles to Preset Filter OFF.  9. To choose the update option of the preset type, tap Selective. The button toggles between Selective, Global, Universal and Preset Type Default.  10. The button Original content toggles to Add new content. \ -To update existing values by the new values, tap Original content.\ -To add additional data to the preset, along with existing values, tap Add new content.  11. If you have adjusted the settings to your needs, tap Update Preset. 12. The preset has now been updated.  **Hint:**\ For more information on filter, selective, global, universal and default see [Create presets](/grandma2/key_presets_create/#preset_filter). # Partial Show Read > Partial Show Read is a function that allows for an easy import of elements from one show to another. Partial Show Read is a function that allows for an easy import of elements from one show to another. This section introduces Partial Show Read and describes the process and the interface. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is partial show read (PSR)](/grandma2/key_psr_what_is/) * [How to do a PSR](/grandma2/key_psr_how_to/) # How to do a PSR > This topic illustrates the steps needed to perform a Partial Show Read. This topic illustrates the steps needed to perform a Partial Show Read. **Hint:**\ It is a good idea to save the show before doing PSR. This makes it possible to return to the initial state before the PSR. ## Prepare the PSR [Section titled “Prepare the PSR”](#prepare-the-psr) The Partial Show Read (PSR) is initiated from the **Backup Menu**. 1. To access the menu, press the Backup key. 2. Load the show where you would like to import these elements to – Destination Show. 3. Open the Backup Menu again and tap Partial Show Read Initialize.\ A window opens. 4. Select the show that has the elements you would like to import – Source Show. 5. The window Partial Show Read Prepare opens. ![](/img/grandma2/popup_psr-prepare_v3-3-719874.png) *Prepare PSR* The window consists of two parts: * **Left side:**\ Displays the current patch.  * **Gray column – Match to ID**:\ Is used to match the source fixture to a different (or new) fixture ID. * **Right side:**\ Displays the patch in the source show.  **Hint:**\ The green background color indicates the patch that will be used after the prepare. 6. To change the patch, right-click the desired fixture on the corresponding side. 7. To change the patch of two fixtures, select a line and tap Use Mine or Use Other. 8. The green background is shifted. **Important**:\ A Partial Show Read can cause double patched addresses. If this is the case, a warning pop-up appears advising to check the patch. *** ## Buttons [Section titled “Buttons”](#buttons) 1. To select the source information regarding the 3D position of the fixtures, tap Use My 3D Position or Use Other 3D Position.  2. To select which 3D stage setup is to be used, tap Use My Stage or Use Other Stage.  3. To filter or mask the fixture list in the main part, tap Filter.  4. To do an initial selection of the patch, tap Wizard.  -Tapping the Filter opens the pop-up **Select Display Filter.** ![](/img/grandma2/popup_select-display-filter_v3-3-23af55.png) *Select filter* * **All:**\ Displays all fixtures in the two shows. * **Matched**:\ Displays the fixtures that are matched in the two shows. * **Unmatched**:\ Displays fixtures that only exist in one of the shows. * **New**:\ Displays new fixtures (from the source show). * **Ignored**:\ Displays the fixtures that have been ignored.   -Tapping Wizard opens the pop-up **Select Wizard**.  ![](/img/grandma2/popup_select-wizard_psr_v3-3-8f5847.png) *Select fixtures* Select fixtures that are to be used in the Partial Show Read.  There are three options: * **Use Mine**:\ Uses fixtures in the destination show. * **Merge Other**:\ Merges fixtures from the source show in the current show. If there is an overlap of two fixtures, the fixtures in the destination show are used. * **Use Other**:\ Uses fixtures from the source show. 5. To prepare the patch and close the window **Partial Show Read**, tap Prepare! **Important:**\ Data of fixtures matched by ID numbers is used in the current Partial Show Read. 6. The two shows are now prepared.   *** ## PSR Menu [Section titled “PSR Menu”](#psr-menu) After preparing the two shows, the Backup Menu opens. 1. Tap Partial Show Read. **Important:**\ If the station is in a session, leave the session to do the PSR.  2. The window **Partial Show Read** opens. 3. To display the details of filters, tap **Filters (13)**.\ The tables **My Filters** and **Other Filters** open.  ![](/img/grandma2/popup_psr_v3-3-899075.png) *Open the window Partial Show Read* * Left side:\ Displays a menu that shows all the elements which can be imported.\   * Green font:\ Indicate new elements in the source show.\   * Red font:\ Indicate new elements in the destination show.  - White font:\ Indicate the same elements.\   - Table “My..”:\ ​Displays the elements of the current destination show.\   - Table “Other…”:\ Displays the elements of the source show.  **Important:**\ The two lists exactly match the pools. It is possible to select one or more elements in the “Other” table. Elements selected are displayed in background. 4. To move the elements selected, tap arrows on the right side of the window.   5. To move the elements selected to the next location, tap Move At. 6. To match the tables by the numbers of the pool, tap Match By Number.  7. To match the elements from the column **Other Filters** by name, tap Match By Name.  **Important:**\ In case multiple elements are used with the same name, data from **Other Filters** is matched to the first matching element in **My Filters**. 8. To automatically search for matching names and numbers and match the elements, tap Match Automatically.  9. To import the elements, tap Add Selected Items.\ ​The elements have been imported.  10. To remove the elements that have already been matched from the structure menu, tap Clean Up.  After the import close the **window Partial Show Read**:\ -Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the window.  **Hint:**\ If there is a match between the content in the source show and the destination show, the font of the element changes to white in the menu structure. *** ## Location Occupied When Importing [Section titled “Location Occupied When Importing”](#location-occupied-when-importing) If you import to a location that is occupied, the **pop-up Please Confirm** appears. ![](/img/grandma2/popup_please-confirm_psr_v3-3-9ec8ca.png) *Select PSR mode* It has three options: * **Cancel:**\ Cancels the import. * **Merge:**\ Merges the content in the element. * **Overwrite:**\ Deletes the existing content and imports the new content. **Hint:**\ If the show has not been structurally changed or has not been reloaded, it is possible to open the Partial Show Read again without preparing it first. For example, entering **Patch & Fixture Schedule** forces a new PSR Prepare. # What is partial show read (PSR) > The Partial Show Read (PSR) is a function that allows you to load or import elements from one show into another. The Partial Show Read (PSR) is a function that allows you to load or import elements from one show into another. The following elements can be imported from the source show: * Macros * Presets * Filters * Groups * Effects * Sequences * Timers * Executors and ExecutorPages * Layouts Partial Show Read respects the worlds. This means that elements will only be imported if the selected world allows to do so. If objects imported need other elements, these elements are also imported. For example, if a sequence uses presets, these presets are automatically imported as well.   PSR is a two-step process. First, the two shows are compared and it is chosen which fixtures from the two shows need to be used. It is also possible to choose the 3D environment and the fixtures´ 3D positions. After the prepare phase, it is possible to open the PSR menu and choose the elements that are to be imported. Store the source show in the same version number as the destination show. If you load a previous version, a warning pop-up appears: ![](/img/grandma2/popup_psr-prepare-not-possible_v3-3-5d2cba.png) *Warning pop-up* To save the show, please load the source show and store it in the latest version. Import single executors or entire executor pages. *** ## Limitations [Section titled “Limitations”](#limitations) * Special Master cannot be imported. * Executors with a width exceeding 1 will only be imported correctly if the entire executor page is imported. The current Partial Show Read cannot be done on a station that is in a session. Please leave the session before doing the Partial Show Read. # RDM > Requirements: **Requirements:**\ A Remote Device Management (= RDM) directly connected to one of the devices of the following grandMA2 series:\ \- grandMA2 consoles\ \- MA onPC command wing\ \- MA onPC fader wing\ \- MA NPU\ ​- MA 8Port Node, MA 8Port Node onPC\ ​- MA 4Port Node, MA 4Port Node onPC, MA 4Port WM\ ​- MA 2Port Node, MA 2Port Node onPC 2K, MA 2Port Node onPC 1K, MA 2Port WM **Restriction:**\ RDM does not support the following devices of the grandMA1 series:\ \- MA 2Port Node\ \- MA 2Port Node PRO\ \- MA 2Port Node Flush-mounted\ \- MA NSP in 4Port Node Mode RDM is a protocol that allows bi-directional communication between the grandMA2 and RDM-ready devices attached to it (= RDM-ready fixtures) over a standard DMX line. ANSI E1.20 - 2010 by PLASA specifies the RDM standard as an extension of the DMX512 protocol. Manual settings, such as adjusting the DMX starting address, are no longer needed. This is especially useful for devices installed in a remote area. RDM is integrated in DMX without influencing the connections. The RDM data is transmitted via the standard XLR-poles – new DMX cables are not required. RDM-ready devices and conventional DMX devices can be operated in one DMX line. The RDM protocol sends its own data packages in the DMX512 data feed and does not influence conventional devices. Furthermore, RDM works simultaneously via Art-Net and MA-Net2. This allows configuration, status monitoring, and management of these devices. RDM can provide the following uses, depending on the RDM device: * Identification of the connected devices * Addressing of devices controllable by DMX512 * Status reporting of fixtures (alerts and warnings) * Configuration of fixtures by setting RDM parameters RDM starts a discovery (= search) for the RDM device every six seconds. If an RDM device is offline, a timeout will be reported after three unsuccessful discoveries for RDM (= 18 seconds). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Turn RDM on](/grandma2/key_rdm_turn_on/) * [Match RDM devices](/grandma2/key_rdm_match/) * [Auto patch RDM devices](/grandma2/key_rdm_auto_patch/) * [Work with RDM parameters](/grandma2/key_rdm_setparameter/) * [Work with RDM sensors](/grandma2/key_rdm_sensors/) * [Configure RDM notifications](/grandma2/key_rdm_notifications/) * [Use the RDM sheet](/grandma2/key_rdm_rdm_sheets/) * [Unmatch RDM devices](/grandma2/key_rdm_unmatch/) * [Splitters and mergers that support RDM](/grandma2/key_rdm_list_of_splitters_mergers/) * [Turn RDM off](/grandma2/key_rdm_turn_off/) * [RDM specific keywords](/grandma2/key_rdm_keywords/) # Auto patch RDM devices > If the RDM fixture DMX address and the DMX address of the patch is not the same, you can auto-patch the fixture and send the patch DMX address via RDM to the fi If the RDM fixture DMX address and the DMX address of the patch is not the same, you can auto-patch the fixture and send the patch DMX address via RDM to the fixture. **Requirements:**\ \- MA Fixture is matched\ \- MA Fixtures is patched\ \- MA Fixture and RDM Fixture have the same universe 1. Open the RDM devices window. Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. 3. To select the fixture type you like to auto-patch, tap at the corresponding fixture type under **Discovered RDM FixtureTypes**.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture, tap at the fixture in the table on the right screen side. 5. Tap Auto-Patch. The patched DMX address will be sent via RDM to the RDM fixture. The selected fixture is auto-patched. The green check marks in the field below the fixture table indicates a successful match and patch. ![](/img/grandma2/menu_matched-rdm-devices_v3_2-f25774.png) *Auto-patched RDM fixture* **Hint:**\ You can also auto-patch fixtures by using the [RdmAutopatch keyword](/grandma2/key_keyword_rdmautopatch/). # RDM specific keywords > Here is a list with links to all specific RDM keywords: Here is a list with links to all specific RDM keywords: * [RdmAutomatch](/grandma2/key_keyword_rdmautomatch/) * [RdmAutopatch](/grandma2/key_keyword_rdmautopatch/) * [RdmFixtureType](/grandma2/key_keyword_rdmfixturetype/) * [RdmInfo](/grandma2/key_keyword_rdminfo/) * [RdmList](/grandma2/key_keyword_rdmlist/) * [RdmSetParameter](/grandma2/key_keyword_rdmsetparameter/) * [RdmSetpatch](/grandma2/key_keyword_rdmsetpatch/) * [RdmUnmatch](/grandma2/key_keyword_rdmunmatch/) # Splitters and mergers that support RDM > MA Lighting tested splitters and mergers that flawlessly support RDM. See the table below. MA Lighting tested splitters and mergers that flawlessly support RDM. See the table below. | Manufacturer | Series | | ------------ | ------------------------- | | Major | RDM DMX Booster | | Swisson | XSR - 5B | | Eurolite | DMX Split 8X RDM Splitter | | Luminex | LumiSplit | # Match RDM devices > After RDM (= Remote Device Management Protocol) is turned on the grandMA2 starts to discover RDM devices. The discovered RDM devices are displayed in the RDM de After RDM (= Remote Device Management Protocol) is turned on the grandMA2 starts to discover RDM devices. The discovered RDM devices are displayed in the RDM devices window. On the left hand side there are the fixture types, on the right hand side the fixtures. When working with parameters only you can skip the match RDM devices topic and continue with the topic [work with RDM parameters](/grandma2/key_rdm_setparameter/). To work with sensors or notifications the RDM devices have to match to the patch. That means you have to select which fixture of the patch belongs to which RDM fixture. Footprint and DMX address have to be the same. There are two ways to match RDM devices: * [Match to Fixture manually](#Match%20to%20Fixture%20manually) * [Auto-Match by Patch](#Auto-Match%20by%20Patch)  *** ## Match to fixture manually[]() [Section titled “Match to fixture manually”](#match-to-fixture-manually) The match to fixture manually is the preferred way when you are not sure if the MA Fixture and RDM Fixture have the same DMX address and the same DMX footprint. If you already double-checked the DMX address and the DMX footprint use the [auto-match by patch](#Auto-Match%20by%20Patch) function. ![](/img/grandma2/menu_discovered-rdm-devices_v3_2-da67e4.png) *Discovered RDM devices* **Requirement:** RDM is turned on. 1. To open the RDM devices window press Setup and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. 3. To select the fixture type you like to match tap at the corresponding fixture type under **Discovered RDM FixtureTypes**.\ The fixtures of the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture tap at the fixture in the table on the right screen side. 5. If you want to identify this fixture in the lighting-rig tap at Identify.\ The identify mode of the selected fixture starts. For more information about the identify mode see the fixtures manual. 6. If you have the to be matched fixture selected in the table tap at Match to Fixture.\ The **Match to MA Fixture** pop-up opens. This pop-up displays all fixtures in your patch.\ For a better overview you can:\ \- Search in the green search field for fixture or channel ID.\ \- Select in the title bar one of the patched layers.\ \- Choose in the title bar if you want to see **All** fixtures, **Unmatched** fixtures or **Current FixtureType only**. ![](/img/grandma2/menu_match-to-ma-fixture_v3_2-25550a.png) *Match to MA fixture pop-up* 7. Tap in the table at the fixture you like to match and tap Match. **Important:**\ RDM universe and DMX universe has to be the same. If they are not the same, double-check the network configuration under **Setup -> Network -> MA Network Configuration** and / or the DMX wiring. The patch of the selected fixtures matches to the RDM device. A successful match is indicated by green check marks in the field below the fixture table. ![](/img/grandma2/menu_matched-rdm-devices_v3_2-f25774.png) *Matched RDM devices* The fixtures are matched. *** ## Auto-Match by Patch[]() [Section titled “Auto-Match by Patch”](#auto-match-by-patch) **Important:**\ Make sure that the MA Fixture and RDM Fixture have the same DMX address and the same DMX footprint. If they are not the same [match the fixture manually](#Match%20to%20Fixture%20manually). The auto-match by patch is a fast way to match fixtures. 1. To open the RDM devices window press Setup and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. 3. To select the fixture type you like to match tap under **Discovered RDM FixtureTypes** at the fixture type.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture tap at the fixture in the table on the right screen side. 5. If you want to identify this fixture in the lighting-rig tap at Identify.\ The identify mode of the selected fixture starts. For more information about the identify mode see the fixtures manual. 6. Tap Auto-Match by Patch. The software checks if there is a matched MA fixture with the same DMX address and DMX footprint available. If a matched fixture is found the auto-match is successful. A successful match is indicated by green check marks in the field below the fixture table. ![](/img/grandma2/menu_matched-rdm-devices_v3_2-f25774.png) *Matched RDM devices* **Hint:**\ You can also use the [keyword RdmAutomatch](/grandma2/key_keyword_rdmautomatch/) to auto-match RDM devices by using the command line. # Configure RDM notifications > You can add or delete RDM notifications to or from the fixture types. RDM notification can be add for RDM parameters and for RDM sensors. Choose if the notifica You can add or delete RDM notifications to or from the fixture types. RDM notification can be add for RDM parameters and for RDM sensors. Choose if the notification should be an RDM alert (displayed in red) or an RDM warning (displayed in yellow). The RDM notification are applied for all fixtures of the fixture type. Depending on the settings in the windows, the RDM notifications icons are displayed in the: * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Layout View](/grandma2/key_layouts/) * [Command line](/grandma2/key_widget_command_line/) The RDM notifications themselves are displayed in the: * [Message Center](/grandma2/key_message_center/) * RDM Messages, go to **Setup -> Patch & Fixture Schedule -> RDM Devices -> RDM Info -> Messages** or type [RdmInfo](/grandma2/key_keyword_rdminfo/) in the command line and tap **Messages**. *** ## Add RDM notifications [Section titled “Add RDM notifications”](#add-rdm-notifications) The following example will explain how to add an RDM notification. **Requirements:** * RDM is turned on * Fixture is matched * Fixture is patched  1. Open the **Fixture Type Editor**.\ \- Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ \- Tap on the right screen side at Fixture Types.\ \- Tap at the fixture type in the table you like to add a notification to and tap Edit.\ The **Fixture Type Editor** opens. ![](/img/grandma2/menu_channels-of-module_v3_2-5580f7.png) *Fixture Type Editor* 2. Tap on the right screen side RDM Notifications. 3. The **Configure RDM Notifications window** opens.\ Absent is an RDM warning by default and can not be deleted. You can change the RDM Notification Type. The Absent warning appears if the RDM device is not reachable anymore. ![](/img/grandma2/menu_configure-rdm-notifications_v3_2-0378e8.png) *Configure RDM Notifications window* 4. Tap Add or tap in the cell of the column Type and press the screen encoder.\ The **Select RDM Notification Type pop-up** opens. ![](/img/grandma2/popup_select-rdm-notification-type_v3-2-982d78.png) *Select RDM Notification Type pop-up* 5. Tap at Parameter or Sensor, depending for what type you want to add an RDM notification. To edit the next cell, tap at the Parameter/Sensor ID cell and press the screen encoder.\ The **Select RDM Notification ID pop-up** opens. ![](/img/grandma2/popup_select-rdm-notification-id_v3-2-a37b08.png) *Select RDM Notification ID pop-up* 6. Tap at the Parameter or Sensor you like to add an RDM notification for. To edit the next cell, tap at the Threshold Operator cell and press the screen encoder.\ The **Select RDM Notification Threshold Operator pop-up** opens. ![](/img/grandma2/popup_select-rdm-notification-threshold-operator_v3-2-ce2844.png) *Select RDM Notification Threshold Operator* 7. Select when the RDM notification should appear:\ **- None:** No RDM Notificaiton.\ **- Is:** If exactly the threshold value is reached.\ **- Is Not:** If any value but not the threshold value is reached.\ **- Greater Than:** If a value greater than the threshold value is reached.\ **- Less Than:** If a value less than the threshold value is reached.\ To edit the next cell, tap at the Threshold Value cell and press the screen encoder.\ The **Calculator** opens. 8. Enter the threshold value in the calculator. The title bar displays the allowed value range. To edit the next cell, tap at the Notification Type cell and press the screen encoder.\ The **Select RDM Notification Type pop-up** opens. ![](/img/grandma2/popup_select-rdm-notification-type_warning_v3-2-fd164f.png) *Select RDM Notification Type pop-up* 9. Tap at RDM Alert (red) or RDM Warning (yellow). The RDM notification is added. *** ## Delete RDM notifications [Section titled “Delete RDM notifications”](#delete-rdm-notifications) If you do not need a previous added RDM notification anymore, you can delete the RDM notification from the fixture type. The following example will explain how to delete an RDM notification. 1. Open the **Configure RDM Notifications window**.\ \- Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ \- Tap on the right screen side at Fixture Types.\ \- Tap at the fixture type in the table you like to add a notification to and tap Edit.\ \- Tap on the right screen side RDM Notifications.\ The **Configure RDM Notifications window** opens. ![](/img/grandma2/menu_configure-rdm-notifications-with-sensor_v3_2-a93b51.png) *Configure RDM Notifications window* 2. Tap in the table at the to be deleted notification. 3. Tap Delete. The RDM notification is deleted. # Use the RDM sheet > To open the RDM sheet tap at an empty space in the user defined area, tap at Sheets and then RDM. To open the **RDM sheet** tap at an empty space in the user defined area, tap at Sheets and then RDM. ![](/img/grandma2/window_rdm-sheet_v3-2-e87dab.png) *RDM sheet* * The RDM sheet is used to have a quick overview about the discovered RDM devices, their parameters, and their sensors. * You can set RDM parameter, see [work with RDM parameters](/grandma2/key_rdm_setparameter/). * You can monitor RDM sensors, see [work with RDM sensors](/grandma2/key_rdm_sensors/). * The first title bar button in the RDM sheet allows to filter the RDM sheet by:\ \- **All:** Displays all RDM discovered RDM devices\ \- **Current Fixture Type:** Displays to the selected fixture or channel the RDM devices with the same fixture type.\ \- **Selection:** Displays only the RDM devices of the fixture or channel selection\ \- **Alerts/Warnings:** Displays only the RDM devices with a notification\ \- **Unmatched Fixtures:** Displays only the unmatched RDM devices * The second title bar button in the RDM sheet allows to filter the RDM sheet by:\ \- **Parameters and Sensors**\ \- **Parameters**\ \- **Sensors** * For a better overview, you can sort every column up-and-down. To sort a column tap and hold in a header cell of the RDM sheet or right mouse click in the header cell. # Work with RDM sensors > After the RDM fixture is matched, you can: After the RDM fixture is matched, you can: * [Monitor RDM sensors via the RDM sheet](#Monitor%20RDM%20sensors) * [Monitor RDM sensors via Edit Setup / Reset RDM sensors](#Reset%20RDM%20sensors) *** ## []()Monitor RDM sensors via the RDM sheet [Section titled “Monitor RDM sensors via the RDM sheet”](#monitor-rdm-sensors-via-the-rdm-sheet) The following example explains how to monitor RDM sensors. **Requirements:** * RDM is turned on * Fixture is matched * Fixture is patched  1. Open the RDM sheet. Tap on an empty space in the user-defined area, tap at Sheets and then at RDM. 2. The **RDM sheet** opens. ![](/img/grandma2/window_rdm-sheet_rdm-sensors_v3-2-5a04e2.png) *RDM sheet - Sensors* 3. To get the sensors displayed, tap at the right title bar button at Sensor or Parameters and Sensors. In default the transmitted sensor data are displayed at the far right of the RDM sheet. Hint:\ You can also monitor the RDM sensors by using the [RDMInfo keyword](/grandma2/key_keyword_rdminfo/). *** ## []()Monitor RDM sensors via the Edit Setup / Reset RDM sensors [Section titled “Monitor RDM sensors via the Edit Setup / Reset RDM sensors”](#monitor-rdm-sensors-via-the-edit-setup--reset-rdm-sensors) The following example explains how to reset an RDM sensor. This is also the way to monitor RDM sensors via the Edit Setup. 1. Open the RDM devices window. Press Setup and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. ![](/img/grandma2/menu_matched-rdm-devices_v3_2-f25774.png) *RDM devices window* 3. To select the fixture type you like to reset the sensor for tap at the corresponding fixture type under **Discovered RDM FixtureTypes**.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture, tap at the fixture in the table on the right screen side. 5. Tap at RDM Info.\ The **RDM Parameters** window opens. 6. Tap on the right screen side at Sensors. This window displays the transmitted data to the sensors of the RDM device to monitor them. ![](/img/grandma2/menu_rdm-sensor_v3_2-f156a7.png) *RDM sensors window* 7. To clear the low and high values of a sensor, tap at the sensor in the table and tap Reset Sensor. You have reset a sensor. # Work with RDM parameters > After the RDM is turned on and an RDM fixture is discovered, you can: After the RDM is turned on and an RDM fixture is discovered, you can: * Send RDM commands to the RDM fixture see [Set RDM parameter](#Set%20RDM%20parameters) * Add RDM parameter used by the fixture see [Add RDM parameter](#Add%20RDM%20parameter) * Delete previous added parameters see [Delete RDM parameter](#Delete%20RDM%20parameter) *** ## Set RDM parameters[]() [Section titled “Set RDM parameters”](#set-rdm-parameters) The following examples will explain the set parameter function with the example of changing the fixture mode. There are two ways to set RDM parameter. **Requirement:** RDM is turned on and at least one RDM fixture is discovered. Way A: 1. Open the RDM sheet. Tap on an empty space in the user defined area, tap at Sheets and then at RDM. 2. The **RDM sheet** opens. ![](/img/grandma2/window_rdm-sheet_v3-2-e87dab.png) *RDM sheet* 3. Scroll with the scroll bar to the column DMX PERSONALITY and tap at the cell you like to change the fixture mode. Press the screen encoder. 4. The **Select RDM Mode** pop-up opens. ![](/img/grandma2/popup_select-rdm-mode_v3-2-b1505b.png) *Select RDM Mode pop-up* 5. Tap at the mode the fixture should use. A new mode is set and transmitted via RDM to the RDM fixture. Way B: 1. Open the RDM devices window. Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. In this window, you can set the parameter of the DMX personality and the DMX start address of the RDM fixture. ![](/img/grandma2/menu_matched-rdm-devices_v3_2-f25774.png) *RDM devices window* 3. To select the fixture type you like set parameters to, tap at under **Discovered RDM FixtureTypes** at the fixture type.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture, tap at the fixture in the table on the right screen side. 5. Tap in the lower right corner at RDM Info.\ The **RDM Parameters** window opens. In the title bar, you can choose between **Show only Set**, **Show only Get**, **Show All**, and **FixtureType Messages**. ![](/img/grandma2/menu_rdm-parameter_v3_2-6147a7.png) *RDM Parameters window* 6. Tap and hold the **value** cell in the row **DMX\_PERSONALITY**.\ The **Select RDM Mode** pop-up opens. ![](/img/grandma2/popup_select-rdm-mode_v3-2-b1505b.png) *Select RDM Mode pop-up* 7. Tap at the mode the fixture should use. 8. Double-check if **Yes** is set in the cell of the column **Poll**.\ Yes means, that the information is collected from the fixture. If Poll is set to No, you can change the parameter but the changes are not visible in the console.\ If **No** is set, tap and hold in the cell until **Yes** is set. A new mode is set and transmitted via RDM to the RDM fixture. *** ## Add RDM parameter[]() [Section titled “Add RDM parameter”](#add-rdm-parameter) If the fixture uses RDM parameters but those parameters are not transmitted, you can add RDM parameter. 1. Open the RDM devices window.\ \- Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ \- Tap in the lower right corner at RDM devices. 2. To select the fixture type you like to add parameters to, tap at under **Discovered RDM FixtureTypes** at the fixture type.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 3. To select the fixture, tap at the fixture in the table on the right screen side. 4. Tap in the lower right corner at RDM Info.\ The **RDM Parameters** window opens. 5. Tap Add.\ The **calculator** opens. ![](/img/grandma2/popup_calculator_add-rdm-parameter_v3-2-94c5eb.png) *Calculator - Add RDM parameter* 6. Enter the hex value or tap at one of the standard RDM parameters. The RDM parameter is added and visible in the RDM parameters window. *** ## Delete RDM parameter[]() [Section titled “Delete RDM parameter”](#delete-rdm-parameter) **Important:**\ The delete RDM parameters functions is not oopsable. You can delete previous added RDM parameters. 1. Open the RDM devices window.\ \- Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ \- Tap in the lower right corner at RDM devices. 2. To select the fixture type you like to delete parameters from, tap at under **Discovered RDM FixtureTypes** at the fixture type.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 3. To select the fixture, tap at the fixture in the table on the right screen side. 4. Tap in the lower right corner at RDM Info.\ The **RDM Parameters** window opens. 5. Tap at the to be deleted parameter. 6. Tap Delete. The parameter is deleted. # Turn RDM off > To ensure a trouble-free DMX signal and to minimize network traffic, we recommend to turn RDM off for universes including only fixtures NOT providing RDM functi To ensure a trouble-free DMX signal and to minimize network traffic, we recommend to turn RDM off for universes including only fixtures NOT providing RDM functionality. *** ## Turn off RDM per universe [Section titled “Turn off RDM per universe”](#turn-off-rdm-per-universe) There are two ways to do this. Way A: 1. Tap on an empty space in the screen, tap **Pools**, and then item Universes.\ The **universe pool** opens. 2. Press Edit and tap at the universe you want to turn off RDM.\ The **Edit universe pop-up** opens. 3. Tap in the RDM cell until the cell is empty. RDM is turned off for the selected universe. The **green RDM icon** ![](/img/grandma2/icon_rdm-green_v3-2-760cf3.png) is not visible anymore in the universe pool - pool style. Way B: 1. Press Setup and tap under **Show** Patch only (Live).\ The **Live Setup** opens. 2. Tap DMX List.\ The **DMX list** opens. 3. Under List of Universes is a column RDM. Tap in the RDM cell until the cell is empty for that universe you want to turn off RDM.  RDM is turned off for the selected universe. The **green RDM icon** ![](/img/grandma2/icon_rdm-green_v3-2-760cf3.png) is not visible anymore in the universe pool - pool style. *** ## Turn off RDM global [Section titled “Turn off RDM global”](#turn-off-rdm-global) There are two ways to turn off RDM global. Way A: 1. Press Setup and tap under **Console** Global Settings. ![](/img/grandma2/menu_global-settings_3_2-91249e.png) *Setup global settings* 2. Tap at Enable RDM until the **Off** is yellow. RDM is global turned off. The **red RDM icon** ![](/img/grandma2/icon_rdm-red_v3-2-3be191.png) is displayed in the universe pool - pool style, if RDM is on for that universe. Way B: 1. Press Setup and tap under **Show** Patch & Fixture Schedule.\ The **Edit Setup** opens. ![](/img/grandma2/menu_edit-setup_v3_2-4943e2.png) *Setup patch & fixture schedule (edit setup)* 2. Tap in the lower right corner at RDM Devices.\ The **RDM Devices window** opens. ![](/img/grandma2/menu_discovered-rdm-devices_v3_2-da67e4.png) *Setup - patch & fixture schedule - RDM devices* 3. Tap at RDM Enabled until **RDM Disabled** is displayed. RDM is global turned off. The **red RDM icon** ![](/img/grandma2/icon_rdm-red_v3-2-3be191.png) is displayed in the universe pool - pool style, if RDM is on for that universe. # Turn RDM on > To use RDM (= Remote Device Management Protocol) you need to turn on RDM global. By default RDM is turned off. To use RDM (= Remote Device Management Protocol) you need to turn on RDM global. By default RDM is turned off. *** ## []()Turn on RDM global [Section titled “Turn on RDM global”](#turn-on-rdm-global) **Requirements:**\ \- One connected RDM device.\ \- One patched fixture or channel to have an outgoing DMX signal. 1. Press Setup and tap under **Console** Global Settings. ![](/img/grandma2/menu_setup_global-settings_v3-4-028b4c.png) *Setup global settings* 2) Tap at Enable RDM until the **On** is yellow. RDM is global turned on for all universes. The console starts to discover RDM devices. **Hint:**\ To turn on RDM global, you can also go to **Setup -> Patch & Fixture Schedule -> RDM Devices** and tap RDM Disabled until **RDM Enabled** is displayed. *** ## []()Turn on RDM per universe [Section titled “Turn on RDM per universe”](#turn-on-rdm-per-universe) If RDM is turned off in global settings, then it’s indicated by a red **RDM icon** ![](/img/grandma2/icon_rdm-red_v3-2-3be191.png) in the universe pool, the following example explains how to turn on RDM per universe. **Requirement:** RDM is global turned on. For more information, see [turn on RDM global](#Turn%20on%20RDM%20global). There are two ways to turn on RDM per universe. Way A: 1. Tap on an empty space in the screen, tap **Pools**, and then item Universes.\ The **universe pool** opens.   1. ![](/img/grandma2/window_universe-pool_v3-2-0bd62c.png) *Universe pool* 2. Press Edit and tap at the universe you want to turn on RDM.\ The **Edit universe pop-up** opens. ![](/img/grandma2/popup_edit-universe_v3-2-eb9ba9.png) *Edit universe* 3. Tap and hold in the RDM cell until **On** is displayed.   **Hint:**\ To edit more universes at once, use the sheet style of the universe pool. Open the universe pool, tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)in the title bar, and tap at **Sheet Style**. Swipe to select the cells you like to edit. **Important:**\ If the **On** is displayed in red, RDM is global turned off. For more information, see [turn on RDM global](#Turn%20on%20RDM%20global). RDM is turned on for the selected universe. A **green RDM icon** ![](/img/grandma2/icon_rdm-green_v3-2-760cf3.png) is displayed in the universe tile. Way B: 1. Press Setup and tap under **Show** Patch only (Live).\ The **Live Setup** opens. ![](/img/grandma2/menu_live-setup_v3_2-642c28.png) *Live setup* 2. Tap DMX List.\ The **DMX list** opens. ![](/img/grandma2/menu_dmx-list_v3_2-1935ad.png) *DMX list* 3. Under List of Universes is a column RDM. Tap and hold in the cell until **On** is displayed for that universe you want to turn on RDM. RDM is turned on for the selected universe. A **green RDM icon** ![](/img/grandma2/icon_rdm-green_v3-2-760cf3.png) is displayed for this universe in the universe pool. # Unmatch RDM devices > To unmatch RDM devices from the patch: To unmatch RDM devices from the patch: 1. Open the RDM devices window. Press Setup, and tap under **Show** at Patch & Fixture Schedule.\ The **Edit Setup** opens. 2. Tap in the lower right corner at RDM devices.\ The **RDM devices window** opens. 3. To select the fixture type you like to unmatch, tap at under **Discovered RDM FixtureTypes** at the fixture type.\ The fixtures to the selected fixture type are displayed on the right side of the RDM devices window. 4. To select the fixture, tap at the fixture in the table on the right screen side. 5. Tap Unmatch. The selected fixture is unmatched from the patch. ![](/img/grandma2/menu_discovered-rdm-devices_v3_2-da67e4.png) *Unmatched RDM device* **Hint:**\ You can also unmatch RDM devices by using the [keyword RdmUnmatch](/grandma2/key_keyword_rdmunmatch/). # Remote Controlling the System > There are several ways to remote control grandMA2. There are several ways to remote control grandMA2. This section describes them. There is a [Remote Input](/grandma2/key_remote_control_input/) part in the setup that allows simple DMX, Contact Closure and MIDI notes to trigger actions. A more complex method is to use [MIDI Show Control - MSC](/grandma2/key_remote_control_msc/). This can be used to trigger cues, macros, control faders, and turn off executors. There is a description of the [Web Remote](/grandma2/key_remote_control_web_remote/) - a browser interface that allows control and visualization of information - fixture and cue feedback. The [Telnet](/grandma2/key_remote_control_telnet/) connection allows the execution of any command in grandMA2. This can be very useful with 3rd party controllers - for instance a house control system.   Finally this section also has a very useful [Decimal, Hex, ASCII conversion table](/grandma2/key_remote_control_hex_table/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Remote input](/grandma2/key_remote_control_input/) * [MIDI show control (MSC)](/grandma2/key_remote_control_msc/) * [Web remote](/grandma2/key_remote_control_web_remote/) * [Telnet remote](/grandma2/key_remote_control_telnet/) * [Decimal – hex table](/grandma2/key_remote_control_hex_table/) # Decimal – hex table > This is a table that compares Decimal, Hex, Art-Net, and ASCII numbers. This is a table that compares Decimal, Hex, Art-Net, and ASCII numbers. It might be useful when there are two systems that uses different number systems. | Decimal (beginning at 0) | Decimal (beginning at 1) | Art-Net (HEX) | Art-Net (Decimal) | Hex | ASCII | | ------------------------ | ------------------------ | ------------- | ----------------- | --- | ------- | | 0 | 1 | 0 : 0 | 0 : 0 | 00 | NULL | | 1 | 2 | 0 : 1 | 0 : 1 | 01 | SOH | | 2 | 3 | 0 : 2 | 0 : 2 | 02 | STX | | 3 | 4 | 0 : 3 | 0 : 3 | 03 | ETX | | 4 | 5 | 0 : 4 | 0 : 4 | 04 | EOT | | 5 | 6 | 0 : 5 | 0 : 5 | 05 | ENQ | | 6 | 7 | 0 : 6 | 0 : 6 | 06 | ACK | | 7 | 8 | 0 : 7 | 0 : 7 | 07 | BEL | | 8 | 9 | 0 : 8 | 0 : 8 | 08 | BS | | 9 | 10 | 0 : 9 | 0 : 9 | 09 | TAB | | 10 | 11 | 0 : A | 0 : 10 | 0A | LF | | 11 | 12 | 0 : B | 0 : 11 | 0B | VT | | 12 | 13 | 0 : C | 0 : 12 | 0C | FF | | 13 | 14 | 0 : D | 0 : 13 | 0D | CR | | 14 | 15 | 0 : E | 0 : 14 | 0E | SO | | 15 | 16 | 0 : F | 0 : 15 | 0F | SI | | 16 | 17 | 1 : 0 | 1 : 0 | 10 | DLE | | 17 | 18 | 1 : 1 | 1 : 1 | 11 | DC1 | | 18 | 19 | 1 : 2 | 1 : 2 | 12 | DC2 | | 19 | 20 | 1 : 3 | 1 : 3 | 13 | DC3 | | 20 | 21 | 1 : 4 | 1 : 4 | 14 | DC4 | | 21 | 22 | 1 : 5 | 1 : 5 | 15 | NAK | | 22 | 23 | 1 : 6 | 1 : 6 | 16 | SYN | | 23 | 24 | 1 : 7 | 1 : 7 | 17 | ETB | | 24 | 25 | 1 : 8 | 1 : 8 | 18 | CAN | | 25 | 26 | 1 : 9 | 1 : 9 | 19 | EM | | 26 | 27 | 1 : A | 1 : 10 | 1A | SUB | | 27 | 28 | 1 : B | 1 : 11 | 1B | ESC | | 28 | 29 | 1 : C | 1 : 12 | 1C | FS | | 29 | 30 | 1 : D | 1 : 13 | 1D | GS | | 30 | 31 | 1 : E | 1 : 14 | 1E | RS | | 31 | 32 | 1 : F | 1 : 15 | 1F | US | | 32 | 33 | 2 : 0 | 2 : 0 | 20 | (space) | | 33 | 34 | 2 : 1 | 2 : 1 | 21 | ! | | 34 | 35 | 2 : 2 | 2 : 2 | 22 | ” | | 35 | 36 | 2 : 3 | 2 : 3 | 23 | # | | 36 | 37 | 2 : 4 | 2 : 4 | 24 | $ | | 37 | 38 | 2 : 5 | 2 : 5 | 25 | % | | 38 | 39 | 2 : 6 | 2 : 6 | 26 | & | | 39 | 40 | 2 : 7 | 2 : 7 | 27 | ’ | | 40 | 41 | 2 : 8 | 2 : 8 | 28 | ( | | 41 | 42 | 2 : 9 | 2 : 9 | 29 | ) | | 42 | 43 | 2 : A | 2 : 10 | 2A | \* | | 43 | 44 | 2 : B | 2 : 11 | 2B | + | | 44 | 45 | 2 : C | 2 : 12 | 2C | , | | 45 | 46 | 2 : D | 2 : 13 | 2D | - | | 46 | 47 | 2 : E | 2 : 14 | 2E | . | | 47 | 48 | 2 : F | 2 : 15 | 2F | / | | 48 | 49 | 3 : 0 | 3 : 0 | 30 | 0 | | 49 | 50 | 3 : 1 | 3 : 1 | 31 | 1 | | 50 | 51 | 3 : 2 | 3 : 2 | 32 | 2 | | 51 | 52 | 3 : 3 | 3 : 3 | 33 | 3 | | 52 | 53 | 3 : 4 | 3 : 4 | 34 | 4 | | 53 | 54 | 3 : 5 | 3 : 5 | 35 | 5 | | 54 | 55 | 3 : 6 | 3 : 6 | 36 | 6 | | 55 | 56 | 3 : 7 | 3 : 7 | 37 | 7 | | 56 | 57 | 3 : 8 | 3 : 8 | 38 | 8 | | 57 | 58 | 3 : 9 | 3 : 9 | 39 | 9 | | 58 | 59 | 3 : A | 3 : 10 | 3A | : | | 59 | 60 | 3 : B | 3 : 11 | 3B | ; | | 60 | 61 | 3 : C | 3 : 12 | 3C | < | | 61 | 62 | 3 : D | 3 : 13 | 3D | = | | 62 | 63 | 3 : E | 3 : 14 | 3E | > | | 63 | 64 | 3 : F | 3 : 15 | 3F | ? | | 64 | 65 | 4 : 0 | 4 : 0 | 40 | @ | | 65 | 66 | 4 : 1 | 4 : 1 | 41 | A | | 66 | 67 | 4 : 2 | 4 : 2 | 42 | B | | 67 | 68 | 4 : 3 | 4 : 3 | 43 | C | | 68 | 69 | 4 : 4 | 4 : 4 | 44 | D | | 69 | 70 | 4 : 5 | 4 : 5 | 45 | E | | 70 | 71 | 4 : 6 | 4 : 6 | 46 | F | | 71 | 72 | 4 : 7 | 4 : 7 | 47 | G | | 72 | 73 | 4 : 8 | 4 : 8 | 48 | H | | 73 | 74 | 4 : 9 | 4 : 9 | 49 | I | | 74 | 75 | 4 : A | 4 : 10 | 4A | J | | 75 | 76 | 4 : B | 4 : 11 | 4B | K | | 76 | 77 | 4 : C | 4 : 12 | 4C | L | | 77 | 78 | 4 : D | 4 : 13 | 4D | M | | 78 | 79 | 4 : E | 4 : 14 | 4E | N | | 79 | 80 | 4 : F | 4 : 15 | 4F | O | | 80 | 81 | 5 : 0 | 5 : 0 | 50 | P | | 81 | 82 | 5 : 1 | 5 : 1 | 51 | Q | | 82 | 83 | 5 : 2 | 5 : 2 | 52 | R | | 83 | 84 | 5 : 3 | 5 : 3 | 53 | S | | 84 | 85 | 5 : 4 | 5 : 4 | 54 | T | | 85 | 86 | 5 : 5 | 5 : 5 | 55 | U | | 86 | 87 | 5 : 6 | 5 : 6 | 56 | V | | 87 | 88 | 5 : 7 | 5 : 7 | 57 | W | | 88 | 89 | 5 : 8 | 5 : 8 | 58 | X | | 89 | 90 | 5 : 9 | 5 : 9 | 59 | Y | | 90 | 91 | 5 : A | 5 : 10 | 5A | Z | | 91 | 92 | 5 : B | 5 : 11 | 5B | \[ | | 92 | 93 | 5 : C | 5 : 12 | 5C | \\ | | 93 | 94 | 5 : D | 5 : 13 | 5D | ] | | 94 | 95 | 5 : E | 5 : 14 | 5E | ^ | | 95 | 96 | 5 : F | 5 : 15 | 5F | \_ | | 96 | 97 | 6 : 0 | 6 : 0 | 60 | \` | | 97 | 98 | 6 : 1 | 6 : 1 | 61 | a | | 98 | 99 | 6 : 2 | 6 : 2 | 62 | b | | 99 | 100 | 6 : 3 | 6 : 3 | 63 | c | | 100 | 101 | 6 : 4 | 6 : 4 | 64 | d | | 101 | 102 | 6 : 5 | 6 : 5 | 65 | e | | 102 | 103 | 6 : 6 | 6 : 6 | 66 | f | | 103 | 104 | 6 : 7 | 6 : 7 | 67 | g | | 104 | 105 | 6 : 8 | 6 : 8 | 68 | h | | 105 | 106 | 6 : 9 | 6 : 9 | 69 | i | | 106 | 107 | 6 : A | 6 : 10 | 6A | j | | 107 | 108 | 6 : B | 6 : 11 | 6B | k | | 108 | 109 | 6 : C | 6 : 12 | 6C | l | | 109 | 110 | 6 : D | 6 : 13 | 6D | m | | 110 | 111 | 6 : E | 6 : 14 | 6E | n | | 111 | 112 | 6 : F | 6 : 15 | 6F | o | | 112 | 113 | 7 : 0 | 7 : 0 | 70 | p | | 113 | 114 | 7 : 1 | 7 : 1 | 71 | q | | 114 | 115 | 7 : 2 | 7 : 2 | 72 | r | | 115 | 116 | 7 : 3 | 7 : 3 | 73 | s | | 116 | 117 | 7 : 4 | 7 : 4 | 74 | t | | 117 | 118 | 7 : 5 | 7 : 5 | 75 | u | | 118 | 119 | 7 : 6 | 7 : 6 | 76 | v | | 119 | 120 | 7 : 7 | 7 : 7 | 77 | w | | 120 | 121 | 7 : 8 | 7 : 8 | 78 | x | | 121 | 122 | 7 : 9 | 7 : 9 | 79 | y | | 122 | 123 | 7 : A | 7 : 10 | 7A | z | | 123 | 124 | 7 : B | 7 : 11 | 7B | { | | 124 | 125 | 7 : C | 7 : 12 | 7C | \| | | 125 | 126 | 7 : D | 7 : 13 | 7D | } | | 126 | 127 | 7 : E | 7 : 14 | 7E | \~ | | 127 | 128 | 7 : F | 7 : 15 | 7F | DEL | | 128 | 129 | 8 : 0 | 8 : 0 | 80 | Ç | | 129 | 130 | 8 : 1 | 8 : 1 | 81 | ü | | 130 | 131 | 8 : 2 | 8 : 2 | 82 | é | | 131 | 132 | 8 : 3 | 8 : 3 | 83 | â | | 132 | 133 | 8 : 4 | 8 : 4 | 84 | ä | | 133 | 134 | 8 : 5 | 8 : 5 | 85 | à | | 134 | 135 | 8 : 6 | 8 : 6 | 86 | å | | 135 | 136 | 8 : 7 | 8 : 7 | 87 | ç | | 136 | 137 | 8 : 8 | 8 : 8 | 88 | ê | | 137 | 138 | 8 : 9 | 8 : 9 | 89 | ë | | 138 | 139 | 8 : A | 8 : 10 | 8A | è | | 139 | 140 | 8 : B | 8 : 11 | 8B | ï | | 140 | 141 | 8 : C | 8 : 12 | 8C | î | | 141 | 142 | 8 : D | 8 : 13 | 8D | ì | | 142 | 143 | 8 : E | 8 : 14 | 8E | Ä | | 143 | 144 | 8 : F | 8 : 15 | 8F | Å | | 144 | 145 | 9 : 0 | 9 : 0 | 90 | É | | 145 | 146 | 9 : 1 | 9 : 1 | 91 | æ | | 146 | 147 | 9 : 2 | 9 : 2 | 92 | Æ | | 147 | 148 | 9 : 3 | 9 : 3 | 93 | ô | | 148 | 149 | 9 : 4 | 9 : 4 | 94 | ö | | 149 | 150 | 9 : 5 | 9 : 5 | 95 | ò | | 150 | 151 | 9 : 6 | 9 : 6 | 96 | û | | 151 | 152 | 9 : 7 | 9 : 7 | 97 | ù | | 152 | 153 | 9 : 8 | 9 : 8 | 98 | ÿ | | 153 | 154 | 9 : 9 | 9 : 9 | 99 | Ö | | 154 | 155 | 9 : A | 9 : 10 | 9A | Ü | | 155 | 156 | 9 : B | 9 : 11 | 9B | ø | | 156 | 157 | 9 : C | 9 : 12 | 9C | £ | | 157 | 158 | 9 : D | 9 : 13 | 9D | Ø | | 158 | 159 | 9 : E | 9 : 14 | 9E | × | | 159 | 160 | 9 : F | 9 : 15 | 9F | ƒ | | 160 | 161 | A : 0 | 10 : 0 | A0 | á | | 161 | 162 | A : 1 | 10 : 1 | A1 | í | | 162 | 163 | A : 2 | 10 : 2 | A2 | ó | | 163 | 164 | A : 3 | 10 : 3 | A3 | ú | | 164 | 165 | A : 4 | 10 : 4 | A4 | ñ | | 165 | 166 | A : 5 | 10 : 5 | A5 | Ñ | | 166 | 167 | A : 6 | 10 : 6 | A6 | ª | | 167 | 168 | A : 7 | 10 : 7 | A7 | º | | 168 | 169 | A : 8 | 10 : 8 | A8 | ¿ | | 169 | 170 | A : 9 | 10 : 9 | A9 | ® | | 170 | 171 | A : A | 10 : 10 | AA | ¬ | | 171 | 172 | A : B | 10 : 11 | AB | ½ | | 172 | 173 | A : C | 10 : 12 | AC | ¼ | | 173 | 174 | A : D | 10 : 13 | AD | ¡ | | 174 | 175 | A : E | 10 : 14 | AE | « | | 175 | 176 | A : F | 10 : 15 | AF | » | | 176 | 177 | B : 0 | 11 : 0 | B0 | ░ | | 177 | 178 | B : 1 | 11 : 1 | B1 | ▒ | | 178 | 179 | B : 2 | 11 : 2 | B2 | ▓ | | 179 | 180 | B : 3 | 11 : 3 | B3 | │ | | 180 | 181 | B : 4 | 11 : 4 | B4 | ┤ | | 181 | 182 | B : 5 | 11 : 5 | B5 | Á | | 182 | 183 | B : 6 | 11 : 6 | B6 | Â | | 183 | 184 | B : 7 | 11 : 7 | B7 | À | | 184 | 185 | B : 8 | 11 : 8 | B8 | © | | 185 | 186 | B : 9 | 11 : 9 | B9 | ╣ | | 186 | 187 | B : A | 11 : 10 | BA | ║ | | 187 | 188 | B : B | 11 : 11 | BB | ╗ | | 188 | 189 | B : C | 11 : 12 | BC | ╝ | | 189 | 190 | B : D | 11 : 13 | BD | ¢ | | 190 | 191 | B : E | 11 : 14 | BE | ¥ | | 191 | 192 | B : F | 11 : 15 | BF | ┐ | | 192 | 193 | C : 0 | 12 : 0 | C0 | └ | | 193 | 194 | C : 1 | 12 : 1 | C1 | ┴ | | 194 | 195 | C : 2 | 12 : 2 | C2 | ┬ | | 195 | 196 | C : 3 | 12 : 3 | C3 | ├ | | 196 | 197 | C : 4 | 12 : 4 | C4 | ─ | | 197 | 198 | C : 5 | 12 : 5 | C5 | ┼ | | 198 | 199 | C : 6 | 12 : 6 | C6 | ã | | 199 | 200 | C : 7 | 12 : 7 | C7 | Ã | | 200 | 201 | C : 8 | 12 : 8 | C8 | ╚ | | 201 | 202 | C : 9 | 12 : 9 | C9 | ╔ | | 202 | 203 | C : A | 12 : 10 | CA | ╩ | | 203 | 204 | C : B | 12 : 11 | CB | ╦ | | 204 | 205 | C : C | 12 : 12 | CC | ╠ | | 205 | 206 | C : D | 12 : 13 | CD | ═ | | 206 | 207 | C : E | 12 : 14 | CE | ╬ | | 207 | 208 | C : F | 12 : 15 | CF | ¤ | | 208 | 209 | D : 0 | 13 : 0 | D0 | ð | | 209 | 210 | D : 1 | 13 : 1 | D1 | Ð | | 210 | 211 | D : 2 | 13 : 2 | D2 | Ê | | 211 | 212 | D : 3 | 13 : 3 | D3 | Ë | | 212 | 213 | D : 4 | 13 : 4 | D4 | È | | 213 | 214 | D : 5 | 13 : 5 | D5 | ı | | 214 | 215 | D : 6 | 13 : 6 | D6 | Í | | 215 | 216 | D : 7 | 13 : 7 | D7 | Î | | 216 | 217 | D : 8 | 13 : 8 | D8 | Ï | | 217 | 218 | D : 9 | 13 : 9 | D9 | ┘ | | 218 | 219 | D : A | 13 : 10 | DA | ┌ | | 219 | 220 | D : B | 13 : 11 | DB | █ | | 220 | 221 | D : C | 13 : 12 | DC | ▄ | | 221 | 222 | D : D | 13 : 13 | DD | ¦ | | 222 | 223 | D : E | 13 : 14 | DE | Ì | | 223 | 224 | D : F | 13 : 15 | DF | ▀ | | 224 | 225 | E : 0 | 14 : 0 | E0 | Ó | | 225 | 226 | E : 1 | 14 : 1 | E1 | ß | | 226 | 227 | E : 2 | 14 : 2 | E2 | Ô | | 227 | 228 | E : 3 | 14 : 3 | E3 | Ò | | 228 | 229 | E : 4 | 14 : 4 | E4 | õ | | 229 | 230 | E : 5 | 14 : 5 | E5 | Õ | | 230 | 231 | E : 6 | 14 : 6 | E6 | µ | | 231 | 232 | E : 7 | 14 : 7 | E7 | þ | | 232 | 233 | E : 8 | 14 : 8 | E8 | Þ | | 233 | 234 | E : 9 | 14 : 9 | E9 | Ú | | 234 | 235 | E : A | 14 : 10 | EA | Û | | 235 | 236 | E : B | 14 : 11 | EB | Ù | | 236 | 237 | E : C | 14 : 12 | EC | ý | | 237 | 238 | E : D | 14 : 13 | ED | Ý | | 238 | 239 | E : E | 14 : 14 | EE | ¯ | | 239 | 240 | E : F | 14 : 15 | EF | ´ | | 240 | 241 | F : 0 | 15 : 0 | F0 | ­­ | | 241 | 242 | F : 1 | 15 : 1 | F1 | ± | | 242 | 243 | F : 2 | 15 : 2 | F2 | ‗ | | 243 | 244 | F : 3 | 15 : 3 | F3 | ¾ | | 244 | 245 | F : 4 | 15 : 4 | F4 |   | | 245 | 246 | F : 5 | 15 : 5 | F5 | § | | 246 | 247 | F : 6 | 15 : 6 | F6 | ÷ | | 247 | 248 | F : 7 | 15 : 7 | F7 | ¸ | | 248 | 249 | 15 : 8 | 15 : 8 | F8 | ° | | 249 | 250 | F : 9 | 15 : 9 | F9 | ¨ | | 250 | 251 | F : A | 15 : 10 | FA | · | | 251 | 252 | F : B | 15 : 11 | FB | ¹ | | 252 | 253 | F : C | 15 : 12 | FC | ³ | | 253 | 254 | F : D | 15 : 13 | FD | ² | | 254 | 255 | F : E | 15 : 14 | FE | ■ | | 255 | 256 | F : F | 15 : 15 | FF |   | # Remote input > The Remote Input section can be found by pressing the Setup key and then Remote Input Setup in the Show tab. The **Remote Input** section can be found by pressing the Setup key and then Remote Input Setup in the **Show** tab. There are three tabs: **Analog Remotes**, **MIDI Remotes**, and **DMX Remotes**. The three tabs are very similar. The only difference is the remote source. A remote tab could look like this: ![](/img/grandma2/menu_remote-input-setup_analog_v3-3-68c71a.png) *Remote Input Setup - Analog Remote* Each row in the table is a remote input. Each remote type is described below but first is short description of the common columns in the three tabs: * **Name**:\ Each remote input can have a custom name. * **Type**:\ Tapping here will open the **Select Type pop-up**: ![](/img/grandma2/popup_select-type_v3-3-0ebdde.png) *Select Type pop-up* The options are: **None**, **Exec** (executor), **CMD** (command), and **Hardkey**. * **Page** (relevant if Exec type is selected):\ Here the executor page can be set. It can be a specific number or **Current Page on Master**. * **Executor** (relevant if Exec type is selected):\ This is the executor number. * **Button** (relevant if Exec type is selected):\ This is used to set the executor button number or fader. Tapping here opens the **Select Button pop-up**: ![](/img/grandma2/popup_select-button_v3-3-5f8278.png) *Select Button pop-up* The options are: **Button 1**, **Fader**, **Button 2**, and **Button 3**. * **Keycode** (relevant if Hardkey type is selected):\ Tapping this cell will open the **Select Keycode pop-up**: ![](/img/grandma2/popup_select-keycode_v3-3-069b69.png) *Select Keycode pop-up* Here the desired key can be selected. * **CMD** (relevant if CMD type is selected):\ Any command typed here will be executed when the the input is triggered. * **Info**:\ This is multi line information that can be written to each row. There are five buttons at the bottom of the menus. They can be tapped on the screen or maybe by using the X-Keys if the menu is on screen 1 (depending on “Xkeys” setting the [User settings](/grandma2/key_single_multi_systems_user_settings/)). This is a short description of the buttons: * **Add**:\ This will add one more row in the table. * **Add Multiple**:\ This will add multiple rows in the table. * **Delete**:\ Tapping this deletes the selected row. * **Enable**:\ This toggle button will enable or disable the remote input for the entire tab. Yellow text is active (enabled). * **CLI on Master**:\ This toggle button will enable or disable the input actions interaction with the command line input. Yellow text is active. Each input can have multiple lines doing different actions.   ## Analog Remote [Section titled “Analog Remote”](#analog-remote) The **Analog Remotes** tab is used to configure the DC Remote Control input on the back of grandMA2 consoles, grandMA2 replay units (RPU), and MA onPC command wings. The consoles and the RPUs has 16 contact closure inputs. The MA onPC command wings has 12 contact closure inputs. The input triggers when the pin receives between 5 volt and 15 volt DC (direct current). It is not a variable input. If enough voltage is there, then the input is triggered. If the input receives more than 15 volts, then it could be damaged. Please read the [Connect Analog Remote Control topic](/grandma2/key_fs_connect_analog_remote_control/) to learn more about the hardware part of the input. The Analog Remotes tab has a column called **Input**. Here the input number is written.   ## MIDI Remote [Section titled “MIDI Remote”](#midi-remote) The **MIDI Remotes** tab used received MIDI notes as the input. There are two special columns in this tab. They are called **Note** and **Channel**. These are used to set the MIDI note and channel. If the **Type** is set to **Exec** and the **Button** is set to **Fader**, then the velocity of the MIDI note is used to set the position of the executor fader. All other inputs are simple triggers.   ## DMX Remote [Section titled “DMX Remote”](#dmx-remote) The **DMX Remotes** tab uses DMX channels as remote triggers. The DMX source can be the console itself. The remote input has a special column called **DMX**. Here a DMX universe and channel is defined. If the DMX value is 128 and above then the input is triggered. If it triggers a **Fader** then the DMX values is used to position the fader. # MIDI show control (MSC) > MIDI Show Control (MSC) is a different way to remote control the system. **MIDI Show Control (MSC)** is a different way to remote control the system. It was released in 1991 as an extension to the MIDI protocol. The grandMA2 system is capable of receiving and transmitting MSC. There are a lot of settings to MSC. Most of these are setting to be able to match the transmitting and receiving devices. Please read below. Below the settings there is a description of the [MSC concept](#msc_concept) and then some words about transporting [MIDI using Ethernet](#midi_ethernet).   ## Setting up MSC [Section titled “Setting up MSC”](#setting-up-msc) To access these settings, press the Setup key and then the Midi Show Control button under the **Console** tab. The settings could look like this: ![](/img/grandma2/menu_midi-show-control_v3-3-e3dfe5.png) *MIDI Show Control* There are four rows with different settings and two monitor fields. The monitor fields display the incoming and outgoing MSC. They display the data as interpreted data, meaning that it does not show the raw hex data. The top row has two input fields and one toggle button: * **Channel MIDI In:**\ There are 16 different channels in MIDI. The number in the In field needs to match the channel number from the transmitter. * **Channel MIDI Out:**\ The channel number in this field need to match the channel number of the MSC receiver. * **MIDI Thru:**\ This toggle button turn On or Off is any incoming MIDI should also be sent out of the MIDI output. **Important:**\ If MSC commands are transmitted and received on the same MIDI channel, then a loop will be created. The next two lines are the same except the first is the settings for any incoming MSC and the second is the outgoing MSC. * **Device**:\ There are 112 different devices in MSC. MSC also specifies an “All” option. This is set in the **Send to** button at the lower left corner - read about it below. This input accepts values from 0 to 111. * **Group**:\ The MSC standard has the option to organize the devices in 15 different groups. Here it is possible to set a group number from 1 to 15. Please read about the **Send to** setting below. * **Port**:\ If MSC is to be sent using an Ethernet connection, then there needs to be an IP port number. This can be set here. The default number is 6004. The port number needs to be between 6000 and 6100. * **Mode**:\ Tapping here opens a Select MSC Mode pop-up: ![](/img/grandma2/popup_select-msc-in-mode_v3-3-0778b2.png) *Select MSC (In) Mode pop-up* There are three options here: * **Disabled** - this is the same turning off the MSC input or output. * **Ethernet** - This will use MSC via Ethernet - Please read more about MSC via Ethernet [below](#midi_ethernet). * **MIDI** - This will use the MIDI ports on the station to transmit or receive MSC. * **Exec**:\ Tapping here opens the Select MSC Exec pop-up: ![](/img/grandma2/popup_select-msc-in-exec_v3-3-05e683.png) *Select MSC (In) Exec pop-up* There are three options here: * **Default Only** - This option will make the MSC commands go to and from the selected executors on the **Master** station only. * **Exec.Page** - This option can be used if the commands should be sent to a specific executor. The page and executor number must be separated by a “period” character (Hex = 2E). * **Exec Page** - This option can be used if the commands should be sent to a specific executor. The page and executor number must be separated by a “NULL” character (Hex = 00). * **Command**:\ Tapping here opens the Select MSC Command pop-up: ![](/img/grandma2/popup_select-msc-in-command_v3-3-d2a46d.png) *Select MSC (In) Command pop-up* There are three options here: * **Moving Light** - This option will select moving light command format (hex 02). * **General Light** - This option will select the general lights command format (hex 01). * **All** - This will use the all type format (hex 7F).   The button in the fourth row is called **Send to**. Tapping it open a **Select Send to pop-up** like this: ![](/img/grandma2/popup_select-send-to_v3-3-e32553.png) *Select Send to pop-up* There are three options: * **Group**:\ Selecting this will make the station transmit MSC to the specified group number (1 to 15). * **Device**:\ Selecting this will make the station transmit MSC to the specific device number (0 to 111). * **All**:\ This option will transmit the the MSC to all connected devices.   ## []()The MSC Concept [Section titled “The MSC Concept”](#the-msc-concept) The MSC command structure and syntax is based on the general SysEx structure defined by MMA (MIDI Manufacturers Association). It was released in 1991 as an extension to the general MIDI. The raw MIDI information is written in hex octets (two hexadecimal numbers). Different software manufacturers might present the MSC in an interpreted way and show the data in a more human readable form. This can of course be nice, but since we cannot describe every way this can be presented, this manual is looking at the raw data. The message format looks like this: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | |   |   |   |   |   |   |   | * **F0 7F** is the header that identifies the message as “universal system exclusive” and a “real time” message. * **Device ID** is the device or group number. * **02** is a hex octet specifying that the message is MSC. * **Command Format** is an octet that specifies the equipment type. * **Command** is an octet that defines the command type * **Data** is the actual data. This might change depending on the command type. * **F7** is a closing octet finishing the message. ### Device ID [Section titled “Device ID”](#device-id) The device ID is an octet actually divided into three different sections: * **00 to 6F**:\ This is the 112 different specific devices that can be identified. * **70 to 7E**:\ This is the 15 group numbers. * **7F**:\ This is a broadcast ID that all devices listen to. In grandMA2 the device ID and group ID can be set for both incoming and outgoing messages. For transmitting MSC it can only transmit one octet in the **Device ID** location. The **Send to** setting (described above) selects which one of the three different sections Id that should be transmitted.    ### Command Format [Section titled “Command Format”](#command-format) The command format octet denotes the type of equipment that should receive the message (or at least respond). grandMA2 only transmit and respond to three different formats: * **01**:\ This is the **General Lighting** format * **02**:\ This is **Moving Lights** format. * **7F**:\ This is an **All** format that all equipment should respond to.   ### Command [Section titled “Command”](#command) The command octet denotes the type of command in the message. The command type will dictate the data information. grandMA2 supports 7 different command types: * **01 (Go)**:\ This is the same as a Goto command in grandMA2. It needs to be followed by a cue number. * **02 (Stop)**:\ This is the same as a Pause command in grandMA2. This can be followed by a cue number. * **03 (Resume)**:\ This will “un-plause” a cue. If a specific cue has been paused, then the cue number needs to be specified with this command. * **04 (Timed\_Go)**:\ This can be used to perform a Goto with a specific fade time. It needs both the time and the cue number - in that order. * **06 (Set)**:\ Set can be used to set the position of faders. It needs the fader number and page followed by the position. * **07 (Fire)**:\ This can be used to trigger macros. The macro number needs to follow the command. Only macro 1 to 255 can be triggered. * **0B (Go\_Off)**:\ This command can be used “Off” executors. This needs to followed by a cue number.   ### Data [Section titled “Data”](#data) **01 (Go):** As stated above: This is interpreted as a GOTO command. A cue number needs to be specified. The cue number also needs to be transmitted in hex octets and the complete cue number including the decimals needs to be transmitted. If cue number 4 is to be triggered then the complete number is **4.000** - the number with all decimal numbers separated by a dot (Hex value 2E). Decimal numbers in hex is some of the easiest to convert. It needs a “3” in front. This means that decimal **4** becomes **34** in hex. The complete cue number including the dot is then: **34 2E 30 30 30**. See [this table](/grandma2/key_remote_control_hex_table/) for a complete decimal to hex translation. If the station is set to **Default Only** in the Send MSC In Exec option, then this all that needs to be added after the command. **Example:** Triggering cue number **21.5** on the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 32 31 2E 35 30 30 | F7 | If the setting is not Default Only, then an executor and page needs to be specified. There are two options for separating the executor number and the page number. It can be separated by a “period” character (hex = 2E) or by a “NULL” character (hex = 00). The cue number and the executor/page data needs to be separated by a “NULL” character (hex = 00). **Example:** Triggering cue number **37.2** on executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 2E 31 | F7 | Same example but with a “Null” separated executor and page: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 00 31 | F7 |   **02 (Stop):** This is like hitting the pause button. Please read the section above for a better understanding of the hex cue numbering system. With the **Default Only** option there does not need to be any extra data since it is the executor that is paused. **Example:** Stopping the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 02 |   | F7 | If the station is transmitting MSC, then it will transmit a cue number **0.000**. This is like sending a “pause running cue” command. If the settings are not **Default Only** but one of the two Exec/Page options, then the cue 0 also needs to be transmitted.  **Example:** Stopping executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 02 | 30 2E 30 30 30 00 35 2E 31 | F7 |   **03 (Resume):** This is the only way to continue a paused cue. The only difference between the Stop and Resume commands are the “02” and “03”. **Example:** Continuing the fade paused above (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 03 | 30 2E 30 30 30 00 35 2E 31 | F7 | If the Default Only setting is chosen then the command is **F0 7F 7F 02 7F 03 F7** to continue the fade.   **04 (Timed\_Go):** This is the same as the **01 (Go)** command but with a specified time. Please read (and understand) about the **01 (GO)** command and data above. Just to make this a bit simpler we are going to pretend that the “Default Only” option is turned on in the MSC options in Setup. To transmit a timed Goto the time needs to be specified first and then the cue number. The time is specified by five hex octets. They represent (in order) **Hour**, **Minute**, **Second**, **Frame**,\*\*\*\* and **Fraction**. The hour, minute, and second sections are very strait forward. The number needs to be transmitted in hex numbers. It is possible to transmit a value above the normal limit for example 64 seconds (hex = 40). The station will transmit this as 1 minute and 4 seconds. Right now the console will not accept any time specified in the Frame and Fraction sections. But it transmit values below a second in the Frame section. The console divides the second into 24 frames. So 0.5 seconds is 12 Frames and the received hex number would be **0C**. **Example:** Goto cue 75 with the fade time of 20 seconds (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 00 14 00 00 37 35 2E 30 30 30 | F7 | **Example:** Goto cue 5.4 with the fade time of 1 minute on executor 3 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 01 00 00 00 35 2E 34 30 30 00 33 2E 31 | F7 |   **06 (Set):** The set command is used to move a fader to specific position. The 06 command is followed by two hex octets that indicates the fader and then two more octets that dictates the position.   The first of the two numbers for the fader is the fader number (on a page). The fader number 1 is hex number **00**, the second is **01** and so on. Remember that this is a hex number so fader 16 have hex number **0F** and decimal 17 is hex **10**. The second of the two numbers for the faders are the page number. This is a little different page 1 is hex number **01**and page 2 is hex **02** and so on. So executor 1 on page 1 is **00 01**.   Calculating the position in hex numbers is a bit more tricky. The faders position is defined by a coarse and fine value. The scale for both values is 128 steps (most MIDI is in 128 steps). The fine value is transmitted first followed by the coarse value. The desired fader position (in decimal) need to be multiplied by 1.28. The resulting integer is the coarse value. The remainder (everything on the right side of the separator) should be multiplied by 128 to get the fine value. The two decimal numbers then needs to be converted to hex. **Example:** The fader 3 on page 2 needs to be moved to 45%. First convert the position. 1. Multiply 45 by 1.28 = 57.6 2. Coarse value is 57. 3. Multiply 0.6 by 128 = 76.8 4. Fine value is 76. 5. Convert decimal 57 to hex = 39. 6. Convert decimal 76 to hex = 4C. 7. Fine is transmitted before coarse so the position is: 4C 39 The MSC message is (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 02 02 4C 39 | F7 |   A fade time can be added after the fader and position data. The time format explained in the 04 command is used. **Example:** Moving fader 15 on page 1 to 100% in 5 seconds (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 0E 01 7F 7F 00 00 05 00 00 | F7 |   The console only transmit the position of some faders - executors with sequences and all the green colored special masters (for the selected executor), but it accepts positions for all faders that have something assigned.   **07 (Fire):** Macros can be fired by this command. It needs to be followed by a single octet specifying the macro number. Macro number 1 is hex number **01**. Hex number **FF** is macro number 255. **Example**: Triggering macro number 64 (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 07 | 40 | F7 |   **0B (Go\_Off):** Executors can be turned off using the **0B** command. A cue number needs to be transmitted - cue 0 can be used. **Example**: Send an Off command to executor 9 on page 5 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 0B | 30 2E 30 30 30 00 39 2E 35 | F7 |   ## []()MIDI via Ethernet [Section titled “MIDI via Ethernet”](#midi-via-ethernet) MSC can sent using Ethernet. It is transmitted as a UDP message. The MSC message is the same as described above, but the MSC message needs a header for the date to be accepted by the grandMA2. The header separated into two parts. The first is identifying the message as a grandMA2 MSC message: **47 4D 41 00 4D 53 43 00** - it translates to GMA MSC. The second part is four octets describing the length of the message - including the header. It is written as little endian byte format (least significant first). This is calculated by counting the number of octets and then convert the decimal number into hex. Usually we only needs the first octet (it allows for messages up to 255 octets) although all four needs to be sent.   **Examples:** Send a go command to cue 35. The MSC message is: **F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7**. This is 13 octets. The header is always 12 octets. So the combined length is 25 octets. Decimal 25 is **18** in hex. The entire message is: **47 4D 41 00 4D 53 43 00 18 00 00 00 F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7**   Trigger macro 1 is: **F0 7F 7F 02 7F 07 01 F7** - 8 octets. Plus the 12 from the header is decimal 20 = 13 hex. The message is: **47 4D 41 00 4D 53 43 00 13 00 00 00 F0 7F 7F 02 7F 07 01 F7** # Telnet remote > The grandMA2 can be remote controlled via Telnet. The grandMA2 can be remote controlled via Telnet. This gives access to command line. Any command that can be executed locally in the command line on a station, can also be done using the Telnet connection.   It needs to be enabled in the Global Settings: **Setup -> Console -> Global Settings -> Telnet** Here is a setting called “Telnet” with two options: **Login Disabled** and **Login Enabled**. When it is enabled, then the station (Console or onPC) can be reached by its IP address and the IP port number 30000 - do not use the Telnet default IP port 23. **Hint:**\ Using port 30001 gives read only access to the [System Monitor](/grandma2/key_ost_system_monitor/). Using this IP address and port number will give access to the command line.   Using a telnet program like PuTTy the feedback from the grandMA2 will look like this: ![](/img/grandma2/img_putty_v3-3-7c3247.png) *PuTTy Telnet feedback* It is not actually logged in as the default **guest** user, even though the feedback writes it. Before any commands can be sent to the system, there needs to be a [login command](/grandma2/key_keyword_login/) for one of the users in the show. **Hint:**\ In installations where Telnet is used to control a grandMA2 system, it might be a good idea to create a special user for the Telnet commands. Be aware that the telnet connection is case sensitive with the username and password. After the login, any commands can be written to the system. **Restriction:**\ Pay close attention when accessing the fixture setup and schedule from the telnet connection. It lock access for other users and there is no explaining warning. # Web remote > The stations can be remote controlled by any browser connected to the system. The stations can be remote controlled by any browser connected to the system. The web remote is very flexible. Depending on the screen size and resolution it will try do display as much information as possible. This means that many of the views can show a lot of information - especially on high resolution screens. The images used in the description below are typically show with the minimum size possible. It needs to be enabled in the Global Settings: **Setup -> Console -> Global Settings -> Remotes** Here is a setting called “Remotes” with two options: **Login Disabled** and **Login Enabled**.   Simply open a browser on a computer or handheld device and type the IP address of the station that needs to be remote controlled. Then a login pop-up appears: ![](/img/grandma2/img_web-remote_login_v3-3-f111dc.png) *Web remote login* It is not possible to login as the default “Administrator” user. There is a limit of three remote users logged in at the same time. After a login with a valid user the web remote interface is accessible.   ## Navigating the remote [Section titled “Navigating the remote”](#navigating-the-remote) The [Main Menu](#main_menu) gives access to the Settings. Here it is possible to change between two different modes: **Phone** and **Tablet**. This changes a few of the windows. It also changes the navigation bar at the top. This is the **Phone** mode: ![](/img/grandma2/img_web-remote_navigation-phone_v3-3-4db53a.png) *Navigation bar - phone mode* And this is the **Tablet** mode: ![](/img/grandma2/img_web-remote_navigation-tablet_v3-3-c64edf.png) *Navigation bar - tablet mode* Both modes have a Command Line input bar at the top. Tapping this will open the keyboard and allow any typed commands. On the right side of both versions are a button called Wheels. this gives access to virtual [Wheel Control](#wheels).   On the phone version there are two buttons with arrows that allows the user to toggle through the different views. The big blue are shows the name of the current view and tapping it opens the [Main Menu](#main_menu).   On the tablet version the two buttons are replaced by a bar with buttons for the different views. There is a blue are in the left side. tapping this opens the [Main Menu.](#main_menu)   At the bottom of almost every window there are three buttons with the [Set](/grandma2/key_key_set/), [Next](/grandma2/key_key_next/), and [Previous](/grandma2/key_key_previous/) functions.   ## CMD 1 and CMD 2 [Section titled “CMD 1 and CMD 2”](#cmd-1-and-cmd-2) The CMD or **Command** windows gives access to the most used command keys. In Phone mode it is split up in two windows. In Tablet mode they are on one screen. It provides access to a virtual level wheel on the right hand side of the screen. On CMD 2 or the CMD on the tablet there is access to select the different Preset Types on the left side of the screen.   There is a special button that toggle between three different keywords. It is the Channel / Fixture / DMX button. Tapping it will toggle through the different keywords. Keep an eye on the command line input. **Phone Mode:** ![](/img/grandma2/img_web-remote_cmd1-phone_v3-3-66c4df.png) *CMD 1 - Phone mode* ![](/img/grandma2/img_web-remote_cmd2-phone_v3-3-c4e120.png) *CMD 2 - Phone mode*   **Tablet Mode:** ![](/img/grandma2/img_web-remote_cmd-tablet_v3-3-c3a77a.png) *CMD - Tablet mode*   ## Fixture sheet [Section titled “Fixture sheet”](#fixture-sheet) The fixture sheet displays the fixture information. For details about the **Fixture Sheet** please follow this link to the [Fixture Sheet topic](/grandma2/key_of_fixture_sheet/). There are some special buttons at the top of the window in the phone mode and they are added at to bottom on the tablet mode. The following is a show description of them: * **Clear:**\ This is like the normal Clear key. * **Highlight:**\ This toggles the **Highlight** function - just like the normal Highlight key. * **Fixture Sort:**\ This is the **Fixture Sort** function in the fixture. Learn about it by following the link above. * **Feature Sort:**\ This is the **Feature Sort** function in the fixture. Learn about it by following the link above. * **Prg Only:**\ This toggles a **Programmer Only** mask. * **Preset Value selector:**\ Tapping this swipe button toggles through the following layers: **Value**, **Fade**, **Delay**, and **Output**. Swiping it opens a small pop-up that allows you to select the desired layer directly. Read about the layers in the [Layers in Sheets topics](/grandma2/key_of_layers_in_sheets/).   **Phone mode:** ![](/img/grandma2/img_web-remote_fixture-sheet-phone_v3-3-ae98d7.png) *Fixture Sheet - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_fixture-sheet-tablet_v3-3-5f1773.png) *Fixture Sheet - Tablet mode* The tablet mode provides easy access to change the preset type.   ## Channel Sheet [Section titled “Channel Sheet”](#channel-sheet) The channel sheet displays the channel information. For details about the **Channel Sheet** please follow this link to the [Channel Sheet topic](/grandma2/key_of_channel_sheet/). As described above about the fixture sheet, there are some special buttons also in the channel sheet. There are two that are different that ones in the fixture sheet. They are: * **Hide name:**\ This toggle button will hide or show the name of the channels. * **Channel Sort:**\ This will sort the sheet to display the selected channels at the top.   **Phone mode:** ![](/img/grandma2/img_web-remote_channel-sheet-phone_v3-3-28f98c.png) *Channel Sheet - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_channel-sheet-tablet_v3-3-698198.png) *Channel Sheet - Tablet mode*   ## Group Pool [Section titled “Group Pool”](#group-pool) The group pool displays the groups. Read details about it in the [Groups topics](/grandma2/key_groups/). There are two special buttons here: Clear and Highlight. They have the same functions as the real hard keys. **Phone mode:** ![](/img/grandma2/img_web-remote_group-pool-phone_v3-3-f2562f.png) *Group Pool - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_group-pool-tablet_v3-3-443581.png) *Group Pool - Tablet mode*   ## Preset Pool [Section titled “Preset Pool”](#preset-pool) This is the different preset pools. The windows works as the **Dynamic** pool in the console - read about it in the [Dynamic preset topic](/grandma2/key_presets_dynamic_pool/). The preset types can be selected on the left hand side in both modes. There is currently no access to the **All Presets**. **Phone mode:** ![](/img/grandma2/img_web-remote_preset-pool-phone_v3-3-44f398.png) *Preset Pools - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_preset-pool-tablet_v3-3-5d5a02.png) *Preset Pools - Tablet mode*   ## Macro Pool [Section titled “Macro Pool”](#macro-pool) This is the macro pool - read about it in the [Macro topics](/grandma2/key_macro/). It displays all the macros. It is not possible to edit macros using the remote. **Phone mode:** ![](/img/grandma2/img_web-remote_macro-pool-phone_v3-3-ba883d.png) *Macro Pool - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_macro-pool-tablet_v3-3-9bf546.png) *Macro Pool - Tablet mode*   ## World Pool [Section titled “World Pool”](#world-pool) This is the world pool - learn about worlds in the [What are Worlds topic](/grandma2/key_wfm_what_are_worlds/). **Phone mode:** ![](/img/grandma2/img_web-remote_world-pool-phone_v3-3-38ff79.png) *World Pool - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_world-pool-tablet_v3-3-eaac14.png) *World Pool - Tablet mode*   ## Executor Sheet [Section titled “Executor Sheet”](#executor-sheet) The Executor Sheet displays the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). There is no playback control in this window. It only shows the sequence status of the selected executor (remember this can be different for each user). There are four predefined masks for this window: **All**, **Info**, **CMD**, and **Time**. They cannot be edited. **Phone mode:** ![](/img/grandma2/img_web-remote_executor-phone_v3-3-22cfdc.png) *Executor Sheet - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_executor-tablet_v3-3-c93a78.png) *Executor Sheet - Tablet mode*   ## Playbacks [Section titled “Playbacks”](#playbacks) This windows shows the virtual executors - read more about it in the [Executors on the Screens topic](/grandma2/key_exec_on_screen/). On the left hand side there are some special buttons: * **Previous:**\ This is used to change to the previous set of executors on the current page. * **Next:**\ Tapping this will change the next set of executors on the current page. * **Previous page:**\ Tapping this will change to the previous executor page. * **Next page:**\ This will change to the next executor page. * **Fader:**\ This is connected with the last button (Button) - only one of them can be selected. Tapping this will display **Fader Executors.** * **Button:**\ This is connected with the button above - only one of them can be selected. Tapping this will display **Button Executors**. **Phone mode:** ![](/img/grandma2/img_web-remote_playback-phone_v3-3-9c19a8.png) *Playbacks / Executors - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_playback-tablet_v3-3-daa893.png) *Playbacks / Executors - Tablet mode*   ## []()Main Menu [Section titled “Main Menu”](#main-menu) The **Main Menu** can be used select a specific window to jump to. There are three buttons called **Additional operations** - they are: * **Login:**\ Tapping this button will open the Login pop-up * **Connected… - Disconnected:**\ Tapping this will disconnect or reconnect the remote to the console. This can be useful if moving outside the reach of the WiFi. * **Settings:**\ This will open the setting that allows to change between the two modes: **Phone** and **Tablet**. **Phone mode:** ![](/img/grandma2/img_web-remote_main-menu-phone_v3-3-1fe58b.png) *Main Menu - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_main-menu-tablet_v3-3-fdc2b5.png) *Main Menu - Tablet mode*     ## []()Wheels [Section titled “Wheels”](#wheels) This window displays virtual wheels that function as the encoders. It can be used to change values in the selected fixtures. It is possible to select the different preset types on the right hand side. There is also a **Feature** swipe button - this can be used to change between the different features in the preset type.  **Phone mode:** ![](/img/grandma2/img_web-remote_wheels-phone_v3-3-41faf3.png) *Wheels - Phone mode* **Tablet mode:** ![](/img/grandma2/img_web-remote_wheels-tablet_v3-3-ef86b8.png) *Wheels - Tablet mode* # Safety Information > This device is conform to the following harmonized standards: This device is conform to the following harmonized standards: * EN 60065 (Safety Requirements) , * EN 60950-1 (Information Technology Equipment Safety) * EN 55103-1:2009 (Electromagnetic Compatibility) * EN 55103-2:2009 (Electromagnetic Compatibility) * 2014/30/EG (Electromagnetic Compatibility) * 2011/65/EU (RoHS II) * 2014/35/EU (Low Voltage Directive) This device is state-of-the-art technology. However, residual risks cannot be ruled out. To avoid risks, follow the safety instructions.\ MA Lighting does not cover damages which can be the result of an inobservance of the safety instructions. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Symbols used](/grandma2/key_safety_information_symbols_used/) * [Intended use](/grandma2/key_safety_information_intended_use/) * [Dangers caused by electric current](/grandma2/key_safety_information_dangers_caused_by_electric_cur/) * [General safety instructions](/grandma2/key_safety_information_general_safety_instructions/) # Dangers caused by electric current > Defective device or defective power cable poses a risk of severe or fatal injury due to electrical shock. Defective device or defective power cable poses a risk of severe or fatal injury due to electrical shock.  Follow the safety instructions to avoid the risks caused by electric current. * Do not use a damaged power cable. * Do not open screwed covers from the housing. * Use the device only if it is in a technically perfect condition. * A broken device can be repaired only by an authorized dealer. Do not repair the device on your own. * Do not make changes to the device, its components, and accessories. * Do not expose the device to rain or moisture. * Do not submerge the device in water. # General safety instructions > Follow the safety instructions to avoid injury or material damage: Follow the safety instructions to avoid injury or material damage: * Do not grab inside the device during operation. * Device and power cable must be kept away from children under the age of 8. * Children are not allowed to play with the device. * Disconnect the power supply from electric voltage if it is unattended for a longer period of time. * Do not use any liquid or spray cleanser. Use a dry cloth only. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the unit and protect the device from overheating. * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break. # Intended use > This device is intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and media via DMX signal or within a networ This device is intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and media via DMX signal or within a network environment.\ This device is intended for indoor use only. Every other use is not intended and could lead to injury and damage to property. MA Lighting does not cover damages which can result from misuse of the console. # Symbols used > The following symbols display possible danger, useful hints and information when using the device. The following symbols display possible danger, useful hints and information when using the device. **Warning:**\ The warning sign displays possible injury and hazard.   \*\* Restriction:\*\*\ The restriction sign displays known limitations of functions.  **Important:**\ The important sign displays important information during the usage of the console. **Hint:**\ The hint sign displays additional hints when using the console. # Search and Replace > The two functions Search and Replace are two very powerful tools in the grandMA2. The two functions **Search** and **Replace** are two very powerful tools in the grandMA2. **Search** can be used to find a where different elements are used. **Replace** is also doing a search, but it then uses the search result to replace one element with another. This can also be ranges of elements.   There is no graphic interface for these two functions. It is all done by typing in the command line entry. There are some nice predefined macros for many of the search and replace functions - please read more about loading predefined macros in the [Import Predefined Objects topic](/grandma2/key_ei_import_predefined/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Search](/grandma2/key_search_replace_search/) * [Replace](/grandma2/key_search_replace_replace/) # Replace > The Replace mechanism is used to replace some objects with other objects (or values with other values), using the With keyword, and it might be limited to a def The **Replace** mechanism is used to replace some objects with other objects (or values with other values), using the [With keyword](/grandma2/key_keyword_with/), and it might be limited to a defined scope using the [If keyword](/grandma2/key_keyword_if/). The syntax is: \*\*Replace \[\*\*search for objects/values] \*\*( With \[\*\*replace with objects/values]  ( If \*\* \[\*\*search in objects] )) Details about the syntax can be read in the [Replace keyword](/grandma2/key_keyword_replace/) topic. The Replace command can be accessed by pressing the Move key twice.   The replace will search for the objects (could be fixtures, groups, presets, or any object) or values and the search result will be exchanged with similar objects or values. Just like the regular [search function](/grandma2/key_search_replace_search/), it might be limited to a certain area in the show (for instance a specific sequence, group, world, or any object). All this might sound complex but it does not have to be.   ## Replacing objects [Section titled “Replacing objects”](#replacing-objects) If Fixture 1 needs to be replaced by Fixture 2 in the entire show then type the following: \[Channel]> Replace Fixture 1 With Fixture 2 Doing the replace will open a confirmation pop-up like this: ![](/img/grandma2/popup_confirm-replace_v3-3-0315f1.png) *Confirm Replace pop-up* Tapping the Ok button will perform the replace action. Tapping the Ok Create Report button will also perform the replace, but in addition it will create and open a report showing what the replace action did - it is similar to the search report described in the [Search topic](/grandma2/key_search_replace_search/). Tapping the Cancel button will cancel the replace action - it is same result if the X in the upper left corner is tapped. If the replace action is performed, then the result is that the values fixture number 1 had is now transferred to fixture number 2 and fixture number 1 is no longer used in the show. If the replace is only supposed to happen in sequence number 3 then use the following command: \[Channel]> Replace Fixture 1 With Fixture 2 If Sequence 3   If a fixture is replaced by nothing then the stored values are just removed. The following two commands will remove any stored data from fixture 1: \[Channel]> Replace Fixture 1 \[Channel]> Replace Fixture 1 With The **With** keyword is optional when the object is not replaced with something else.   **Presets** can also be changed with replace. For example replacing position preset 2 with preset 4 in sequence 5 can be written like this: \[Channel]> Replace Preset 2.1 With Preset 2.4 If Sequence 5   If the preset is only suppose to be replaced for fixture 8 in sequence 5 then it is a two step process: 1. First do a search for fixture 8 in sequence 5 \[Channel]> Search Fixture 8 If Sequence 5 2. Then use the **SearchResult** (the virtual world created by a search action) as the limiting object in the replace: \[Channel]> Replace Preset 2.1 With Preset 2.4 If SearchResult **Hint:**\ The SearchResult command can be accessed by pressing the ![ma](/img/grandma2/ma_1-290dfd.png) key while pressing the Group key twice.    ## Replacing values [Section titled “Replacing values”](#replacing-values) Values can also be replaced by other values. **Restriction:**\ Use the keyboard for the following example. If the command keys are used then the At key will interrupt the replace command. A single value can be replaced by another: \[Channel]> Replace At 50 With 55 This would change all the places where the dimmer value 50 are stored to a value of 55.   What is perhaps more interesting is changing value ranges with a different value range. For instance if all dimmer values should be raised 20% in sequence 4 (a dimmer value of 10 will become 12) then the following command can be used: \[Channel]> Replace Value 0 Thru 100 With 0 Thru 120 If Sequence 4 Or if only fixture 1 and 2 are suppose to get a 20% (a dimmer value of 100 will become 80) lower value in sequence 4: \[Channel]> Replace Fixture 1 + 2 Value 0 Thru 100 With 0 Thru 80 If Sequence 4 Remember that when using more complex limitations it might be a good idea to used the SearchResult from a limiting search as the limiting scope. **Important:**\ If the attribute is not specified, it will be searched for the dimmer attribute.   Other attributes can also be replaced. Making the stored **Pan** range smaller for a fixture range of 1 through 10, can be done like this: \[Channel]> Replace Fixture 1 Thru 10 Attribute “Pan” At -270 Thru 270 With -200 Thru 200 Or it can be shifted +20 degrees: \[Channel]> Replace Fixture 1 Thru 10 Attribute “Pan” At -270 Thru 270 With -250 Thru 290 **Important:**\ It is very important that there is no space between the minus symbol and the number.   The attributes are different depending on what fixture types are patched in the show. The list of attributes and their (screen)names can be seen using the [List keyword](/grandma2/key_keyword_list/): \[Channel]> List Attribute The names listed in the column called **LibraryName** needs to be used with the replace function - do not use the ScreenName.   ## Replacing values with presets (objects) [Section titled “Replacing values with presets (objects)”](#replacing-values-with-presets-objects) As a rule it is only possible to replace values with values and objects with objects. So replacing a stored value with a preset is not possible as a direct action. But there is a way by first searching the value maybe limited to a specific object like a sequence. In this example the stored dimmer value of 50 is to be replaced by a dimmer preset. First the value is searched in sequence number 8: \[Channel]> Search Value 50 If Sequence 8 Then the result is used to limit where the replace is performed and the dimmer attribute (object) is replaced with the preset: \[Channel]> Replace Attribute “Dim” With Preset 1.5 If SearchResult # Search > Search can be used to find almost anything in a show file. Search can be used to find almost anything in a show file. The general idea behind search is that an object is searched - maybe with a limited scope - the result is displayed and the result can be used as a basis for further action. The result can be viewed in a report that can be used as a world or saved in text file. The result is stored in a (hidden) world called SearchResult. This can be used to limit the search even more. The syntax is: \*\*Search \[\*\*search for objects] ( **At** \[search values] ) \*\*If \[\*\*search in objects] The [Search keyword](/grandma2/key_keyword_search/) has a description of how it is used and some nice examples. The Search command can be reached by pressing and holding the ![ma](/img/grandma2/ma_1-290dfd.png) key while pressing the Move key.   ## Searching for values [Section titled “Searching for values”](#searching-for-values) Searching where values are used is very easy. For instance a search for the dimmer value of 100 can be done like this: \[Channel]> Search Value 100 The result will be a listing of all the locations the dimmer value 100 is used (including the programmer). **Hint:**\ If the attribute is not specified, it will be searched for the dimmer attribute. The result of the search appears in a **Search pop-up** like this: ![](/img/grandma2/popup_search-value_v3-3-3e45eb.png) *Search pop-up - value 100* In the image above the search resulted in 7 results. The title bar of the **Search** pop-up has some special buttons - besides the two standard **move the pop-up** and **close the pop-up** buttons. The following is a short description of the special buttons: * **Selfix Search Result**:\ This will take any fixtures represented in the search result as a selection. * **World Search Result**:\ This will create a hidden world with the fixtures and attributes in the search result. This world can also be accessed using the [SearchResult command.](/grandma2/key_keyword_searchresult/) * **Save**:\ Tapping this button will open the browser pop-up that allows you to select a location to save a text file (txt) with the result. * **Load**:\ This function is not implemented. * **Ok**:\ Tapping this button is the same as closing the pop-up.   A search can be limited to only search in a specific range of objects. For instance searching for a Zoom value of 40 in the All Presets (preset pool number 0): \[Channel]> Search Attribute “Zoom” At 40 If Preset 0.”\*”   ## Searching for objects [Section titled “Searching for objects”](#searching-for-objects) **Important:**\ Searching for presets or effects is an OBJECT Search - not a value search! Nearly any kind of object can be searched. Use the following command to see where dimmer preset number 2 is used: \[Channel]> Search Preset 1.2   It is also possible to limit the search inside a different object. For instance searching for the preset only in sequence number 6: \[Channel]> Search Preset 1.2 If Sequence 6   Fixtures can be searched. For instance searching fixture 1 through 10: \[Channel]> Search Fixture 1 Thru 10 This search could give the following result: ![](/img/grandma2/popup_search-fixture_v3-3-da1037.png) *Search pop-up - fixture 1 through 10* Here we can see where the ten objects (the fixtures) are used. # Shut Down the System > Important: **Important:**\ Once you have finished your show, make sure to adequately shut down the system.   ## []()grandMA2 and grandMA2 onPC [Section titled “grandMA2 and grandMA2 onPC”](#grandma2-and-grandma2-onpc) 1. Press the power key on the right of the monitor wing or the gray cross in the upper right corner of the grandMA2 onPC. 2. A warning pop-up appears. ![](/img/grandma2/popup_shut-down-the-system_v3-3-7f5002.png) *Shut down the system* 3. If you forgot to save the show, tap Save Showfile. The console or the onPC then saves the show file and powers down.\ To cancel the shutdown, tap Cancel.\ To proceed with the shutdown without saving the show, tap Do not Save. **Important:**\ -If the onPC is set to **MultiScreen**, the window \*\*Command \*\*is the main window that closes the application.\ -In **SingleScreen**, all views are displayed in the main window, hence, every window closes the application.\ -In **SingleScreen (internal only)**, all windows, except for Extern 1 and Extern 2, close the application. \ Please note that whenever changing the mode, a restart is required.  4. The console is successfully powered down. 5. Turn off the power switch on the rear panel and disconnect the plug.  For more information on the location of the power key and the power switch see [grandMA2 console](/grandma2/key_device_overview_grandma2_console/).  *** ## []()MA VPU (Video Processing Unit) plus [Section titled “MA VPU (Video Processing Unit) plus”](#ma-vpu-video-processing-unit-plus) 1. To power down the MA VPU plus, tap Shutdown on the touch screen of the device. 2. A warning pop-up appears.  ![](/img/grandma2/popup_vpu_plus_shut-down-the-system_v3-3-dca3a5.png) *Warning pop-up –MA VPU plus* 3. Tap Shutdown.  4. The MA VPU plus is now powered down.  *** ## []()MA VPU basic and MA VPU light [Section titled “MA VPU basic and MA VPU light”](#ma-vpu-basic-and-ma-vpu-light) **Requirement:** * Connect a monitor, keyboard, and mouse to the MA VPU basic or light. 1. To power down, click \*\*File \*\*in the upper left corner of the graphic user interface. 2. A drop-down menu opens. ![](/img/grandma2/img_file_exit_vpus-1bd2d9.png) *Powering down via the graphic user interface* 3. Click **Exit**. 4. A warning pop-up appears. ![](/img/grandma2/popup_warning-shutdown_vpu-basic-light_v3-3-046ac3.png) *Warning pop-up – MA VPU basic and light* 5. Click Shutdown.  6. The MA VPU basic or light is now powered down.  *** ## Power Down at a Distance [Section titled “Power Down at a Distance”](#power-down-at-a-distance) If the MA VPUs are not located in close proximity to the area you operate in, there are two possibilities to power down at a distance.  1. Power down using the command line 2. Power down using the master fixture ### 1. Power Down Using the Command Line [Section titled “1. Power Down Using the Command Line”](#1-power-down-using-the-command-line) To power down the MA VPU at a distance, type the following command and the IP address of the MA VPU into the command line: \[Channel]> Shutdown “IP Address”   ### 2. Power Down Using the Master Fixture [Section titled “2. Power Down Using the Master Fixture”](#2-power-down-using-the-master-fixture) **Requirement:** * Create a master fixture first For more information on how to create a master fixture see [MA VPU – Data Management –Layer Properties](https://help.malighting.com/grandMA2/en/help/ma_vpu/key_layer-properties.html).  1. To power down the MA VPU, type the number of the master fixture into the command line and press Please.  2. Tap Control in the preset type bar.  3. A calculator opens displaying several channel sets on the right. ![](/img/grandma2/img_shut-down-the-system_master-fixture_v3-3-bb08d6.png) *Shut down the system using the master fixture* **Hint:**\ It is also possible to arrange these channel sets in a smart view. For more information see [Using the smart view](/grandma2/key_of_smart_view/).  4. Tap Shutdown. 5. A countdown starts counting down from 10 seconds on. **Important:**\ It is possible to stop the countdown by tapping No Operation.  6. The system is powered down after the countdown has ended.   *** ## []()MA 3D [Section titled “MA 3D”](#ma-3d) To power down the MA 3D application: 1. Click **File** in the left upper left corner of the graphic user interface. 2. A drop-down menu opens. 3. Click **Exit**. 4. A warning pop-up appears. ![](/img/grandma2/popup_warning-shutdown_3d_v3-3-9cb10e.png) *Warning pop-up – MA 3D* 5. Click Yes to save the show file and power down the application.  6. The MA 3D application is now powered down. *** ## []()MA NDP, MA xPort WM and MA Network Switch [Section titled “MA NDP, MA xPort WM and MA Network Switch”](#ma-ndp-ma-xport-wm-and-ma-network-switch) NDP, xPort WM, and the Switch are connected via a power cable or an Ethernet cable to power. * To power down the MA NDP or the MA Network Switch, unplug the power cable. * To power down the xPort WM, unplug the Ethernet cable.   The devices are now powered down.  *** ## []()MA xPort Node [Section titled “MA xPort Node”](#ma-xportnode) * To power down an xPort Node, turn off the switch on the rear panel of the device.  The xPort Node is now powered down. # Single User and Multi User Systems > The grandMA2 system can handle small and big systems, with one or many user at the same time. The grandMA2 system can handle small and big systems, with one or many user at the same time. This section deal with the [difference between a system with a single user and one with multiple users](/grandma2/key_single_multi_systems_difference/). There is a topic about how to [create User Profiles and Users](/grandma2/key_single_multi_systems_create/). A page about the [different User Settings](/grandma2/key_single_multi_systems_user_settings/). And finally a look at [different ways to login](/grandma2/key_single_multi_systems_login/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [The difference between a single user and a multi user system](/grandma2/key_single_multi_systems_difference/) * [Create user profiles and users](/grandma2/key_single_multi_systems_create/) * [User settings](/grandma2/key_single_multi_systems_user_settings/) * [Login](/grandma2/key_single_multi_systems_login/) # Create user profiles and users > The user system is divided into two different parts - The User and the User Profile. The user system is divided into two different parts - The User and the User Profile. A User have a User Profile assigned. Many Users can have the same User Profile assigned. Each User have their own programmer and can have different selected elements (Executors, Worlds, Filters, and so on). But if they use the same User Profile, then the Users share the Views and View Button assignment and a lot of other settings. ## User & Profiles Setup [Section titled “User & Profiles Setup”](#user--profiles-setup) The User & Profiles Setup is where you control the Users and the User Profiles. It can be opened by pressing Setup and then User & Profiles Setup in the Console section. Or by typing Menu UserProfiles in the command line. This is what it look like: ![](/img/grandma2/menu_user-profiles_v3-3-0f15ce.png) *User & Profiles Setup* This menu offers a lot of information and some possibilities. But the main purpose of this menu is to create Users and User Profiles. The main part of this menu is separated into two sections. The top section is about the **User** and the bottom part is about the **User Profile**. The general background color rule applies here. A cell with a black background cannot be edited. Gray background allows you to edit the cell content. There are two Users and one User Profile that is in all shows and cannot be delete or changed. It is the Administrator and Guest users. When a User is logged in, then some settings are locked and cannot be changed and if changes are made to a user that is logged in, then that user might need to login again before the changes are applied. In the title bar you can see what user is currently logged in on the station you are standing or sitting in front (in the image above is “administrator”). ### Button explanation [Section titled “Button explanation”](#button-explanation) There is a set of buttons at the bottom of the menu. They change depending on what is selected. This is a short description of them: * **Add \[Profile/User]** - This will create a new user or user profile (depending where the focus last was). * **Delete \[Profile/User]** - This will delete the selected user or user profile (the one with the white frame). * **Cut \[Profile/User]** - This will move the selected user or user profile in the clipboard - ready to be pasted somewhere. * **Copy \[Profile/User]** - This will make a copy of the selected user or user profile into the clipboard - ready to be pasted somewhere. * **Paste \[Profile/User]** - This will paste the user or user profile from the clipboard to the selected location. * **Import \[Profile/User]** - This allows you to import a previously exported user profile. * **Export \[Profile/User]** - This will export the selected user profile. A pop-up might appear asking where it should be exported: the internal memory or to any detected USB sticks. * **Login** - Pressing this button will login the station with the user selected in the User list. ### Column explanation [Section titled “Column explanation”](#column-explanation) Each of the two sections have some columns. This is a short explanation of the columns in the UserProfile section: * **No.** - This is the profile number. It cannot be edited. * **Name** - This is the name of the profile. * **Used** - This is for information. Here you can see how many users have this profile assigned (read below). * **Logged In** - Here you can see how many stations are currently logged in with a user with this profile. * **World** - A world can be assigned to a User Profile. This will only allow access to the fixtures and attributes in this specific world. Read more below. * **Info** - Here you can type some information text. This is a short explanation of the columns in the Users section: * **Name** - This is the name of the user - this is the name used when logging in. * **Password** - Passwords can be added to a User. This password needs to be type when logging in. Leave this empty if you do not want a password. * **UserProfile** - All Users need to have one of the UserProfiles assigned. Editing this cell will open the **Select User Profile** pop-up. * **Rights** - Here you can select the level of rights the user should have. Editing this cell will open the **Select Rights** pop-up. Please read the section below to learn more. * **Logged In** - Here you can see how many stations are currently logged in with this user. * **Info** - Here you can type some information text to the user. ### User rights [Section titled “User rights”](#user-rights) There are seven different levels of user rights. When editing the Rights cell in a User, then you will get a small pop-up that lists the following users: * **Admin** - This is full rights to change everything in the console, system and show. * **Setup** - This will limit access to some of the elements in the console. The user cannot access the User &  Profile Setup! There are other console settings that can be accessed. * **Program** - In this level the user cannot do major changes to the Fixture Schedule. It only gives access to the “Patch Only”. Most programming operations can be done. * **Presets** - This level allows to update existing presets. But the user cannot edit the cue content. * **Playback** - This level allows to playback and run a programmed show. But the user cannot store anything. * **None** - With this user right it is not allowed to use a programmer. The user is allowed to run executors and change views. You can only change the rights when the user is not logged in. ## Assigning worlds to User Profiles [Section titled “Assigning worlds to User Profiles”](#assigning-worlds-to-user-profiles) Assigning a world to a User Profile will limit the Users assigned to this User Profile to only use the assigned World. It is not possible for the user to change world. The default option is **None**. This means that the user is not limited. Editing a cell in the World column will open up a small **Select World pop-up**. This will list the None option and all the created worlds in the show file. Selecting the “Full 1” world will give the user access to every fixture and attribute, but the user is locked from changing world. Worlds can be assigned using the command line. To assign world number 4 to user profile number 3 use the following command: \[Channel]> Assign World 4 UserProfile 3   ## Create a new User Profile and a User [Section titled “Create a new User Profile and a User”](#create-a-new-user-profile-and-a-user) To create a new user with a new user profile you will need to do the following (you need to be logged in as a user with Admin rights): 1. Press the Setup key. 2. Tap the User & Profiles Setup. 3. Tap the cell with “New” in the lowest “**UserProfiles**” section - you might need to scroll down. 4. Tap the Add Profiles button. 5. Change the Name of the user profile to something that makes sense. 6. Tap the cell with “New” in the top “**Users**” section - you might need to scroll down. 7. Tap the Add User button. 8. Change the Name of the user to something that makes sense. 9. Add a password if you want one. 10. Select the User Profile you just created. 11. Change the user Rights if you need to. 12. Tap the Login button if you want to login immediately as this new user. # The difference between a single user and a multi user system > When talking about a system, we often actually mean a session. When talking about a system, we often actually mean a session. An Ethernet network can have several sessions running. A session can have one, some or many MA devices as members or listeners. This page is attempt to describe some of the differences between the two systems.   ## Single User session [Section titled “Single User session”](#single-user-session) In a single user session there is one operator/programmer. This person might have one or several stations (consoles or onPC). When there is only one user, then all stations are logged in as the same user. This have also been called a “Full Tracking Backup”. The stations are all in sync and share the different views and the programmer content is the same on all stations. This is useful for the single operator. If one station fails, then the operator can move to the other station and continue working without loosing anything. This operator will usually have full rights to the entire system.   ## Multi User session [Section titled “Multi User session”](#multi-user-session) In a multi user session, there are several operators. They might use the same stations and take turns (working in shifts or at different phases of the process). It can also be a system with multiple users working at the same time on different stations. For this setup the operators need to create more Users and most likely more User Profiles. Each operator will then log into the station using their User and may control the complete system or just a part of the system. The stations share the show file and the Executors are all in sync, but the users can have different views on the screens and their programmer is not shared - the output is. Sometimes the systems are a combination; There are several operators (Multi User), but each operator have two (or more) stations logged in with their User (Full Tracking Backup). In a Multi User system, you can have users with different operator rights. There are several levels of rights. They span from complete access to only being allowed to change the view. The User Profiles can also be limited to only a specific world. This would only allow the user to access a part of the fixtures. # Login > There are two ways to log into a station. There are two ways to log into a station. Before logging in, you will need to know a User name. To learn more about the Users and the creation of Users and User Profiles, please read the [Create User Profiles and Users](/grandma2/key_single_multi_systems_create/) topic. **Important:**\ There are two default users in every show file. You can always login as “Guest” with limited access or as Administrator (password: admin) with full access. ## Log in using the GUI [Section titled “Log in using the GUI”](#log-in-using-the-gui) The main way to login using the GUI is to press the Tools key and the Login button. This will open this pop-up on all screens: ![](/img/grandma2/window_login_v3-2-68347b.png) *Login screen* A valid user name and (if there is a) password needs to be typed in. One other option is when in the User & Profile Setup (follow link above) then you can select a User and tap the Login button in the lover right corner. ## Log in using the command line [Section titled “Log in using the command line”](#log-in-using-the-command-line) Login can also be done using the [Login](/grandma2/key_keyword_login/) command. Follow the link to read the details about it. The general use is that “Login” is typed followed by the user name and the password (if any) and then executes the command with Please/Enter. ### Example: [Section titled “Example:”](#example) If you wanted to log in as administrator then you would type: \[Channel]> login administrator admin # User settings > There are a lot of settings that follow the User (Profile). There are a lot of settings that follow the User (Profile). Most are found in Setup and in the User tab. In the User tab you can also see the name of the currently logged in user. ## Defaults [Section titled “Defaults”](#defaults) The default section contains all the settings used when creating different elements. It is separated into four sub sections. ### Sequence Defaults [Section titled “Sequence Defaults”](#sequence-defaults) The sequence defaults are the settings used when storing cues. It is mainly the different timings used for fades and delays. It also has the default trigger. [Follow this link to read more about the Sequences.](/grandma2/key_cues_and_sequences/) ### Preset Defaults [Section titled “Preset Defaults”](#preset-defaults) The Preset defaults contain four different settings. They are not described here, please read the [Presets](/grandma2/key_presets/) topics instead. ### Layout Defaults [Section titled “Layout Defaults”](#layout-defaults) Tapping the Layout Defaults will open the settings for the Layout View on the entire screen. [Follow this link to read more about the Layouts.](/grandma2/key_layouts/) ### Command At Defaults [Section titled “Command At Defaults”](#command-at-defaults) This section only have one setting. It is the preferred color engine when using the Color Picker or when grabbing a color from a different fixture. ## Window Settings [Section titled “Window Settings”](#window-settings) This section keeps all the user settings for the different windows. The settings can be changed here, but it could make more sense to change them in the actual sheets and windows. There you open the options and in the title bar of the options, you can tap the Save to Default button. These are the settings that are stored to default. Read about the different settings in each of the help pages describing the different windows. ## Grand Master & Misc. Keys [Section titled “Grand Master & Misc. Keys”](#grand-master--misc-keys) This section contains settings for some of the hard keys. Many of the keys can be disabled, including the Grand Master fader. The keys that can be disabled are: Blackout, Solo, Highlight, Channels Page + (Ch Pg +) and Channel Page - (Ch Pg -). As mentioned it is also possible to disable the **Grand Master fader**. This will force the physical fader at full. It is still an option to assign the Grand Master function to one of the executors. If the Grand Master is moved on one of the other executors, then the physical Grand Master will still move. Moving the physical Grand Master will make the fader jump back when it is released. There is a setting called **Link Fader & Button Page**, this will always change the Executor Fader and Executor Button pages together, when it is turned On. Then it does not matter if you use the one or the other sets of page keys, they will change to the same page. The last option here is **Blind**. It has three different options: * **Disabled** - This disables the Blind key. * **BlindEdit only** - This setting only gives access to the BlindEdit mode. You still need to keep the key pressed for a second to enter the BlindEdit mode. * **Enabled** - This is the default setting. This gives access to both the normal Blind and the BlindEdit mode. ## Oops Settings [Section titled “Oops Settings”](#oops-settings) The Oops key gives access to undo certain things. It can remember 100 steps backwards. The oops’able elements are divided into three different sections: **General**, **Views** and **Programmer**. You can activate if the oops function should use all of these sections or just some of them. Many users turn off the Views section. Then some of the 100 steps are wasted on view changes. ## []()Store Options [Section titled “Store Options”](#store-options) This is where the store options are saved. These are the settings used when storing cues or presets. All the settings are not described here. Please read the [Cues and Sequences](/grandma2/key_cues_and_sequences/) and [Presets](/grandma2/key_presets/) topics instead. ## []()Settings [Section titled “Settings”](#settings) This section contains different settings all related to the User (Profile).     * **MessageBox on all screens** - This can be **On** or **Off**. When this is On, the message boxes will appear on all screens.\   * **Default MixColor Readout** - There are two options here: **RGB** or **CMY**. This is used to select the default color system. If you mostly deal with RGB colors or CMY colors, then it is possible to change what sheets and encoders displays.\   * **Speed Mode** - Selects the speed mode in Effects, Bitmap Effects and Speed Groups. Tapping it opens the **Select Speed Mode** pop-up. Here the options are:\ **Hz** (Hertz)\ **BPM** (Beats Per Minute)\ **Sec** (Seconds) ![Figure 1: Select Speed Mode pop-up.](/img/grandma2/popup_select-speed-mode_v3-2-e244e5.png) *Select Speed Mode pop-up*   * **Trackball Function** - Opens the **Select Trackball Function** pop-up. Here you can select the mode sequence for your trackball when you press the Mouse key. The trackball can have four different modes:\ **Off** - no function\ **Mouse** - normal trackball mouse function\ **Pan/Tilt** - this will move the selected moving lights\ **Wheel** - emulates the level wheel ![](/img/grandma2/popup_select-trackball-function_v3-2-484b61.png) *Select Trackball Function pop-up*   * **Trackball Resolution** - Opens the **Select Trackball Resolution** pop-up. This is used to select the default resolution of the trackball. This can also be change on the fly by pressing the ![encoder](/img/grandma2/encoder_1-08ac5a.png) (encoder) key and holding it, then selecting one of the resolutions in the pop-up - more about the [Encoder key](/grandma2/key_key_encoder/) following the link.There are three different resolutions:\ **Fine** (0.1% of the range)\ **Normal** (1% of the range)\ **Coarse** (5% of the range) ![](/img/grandma2/popup_select-trackball-resolution_v3-2-4e2304.png) *Select Trackball Resolution pop-up*   * **Trackball Rotation** - This is used to rotate the orientation of the trackball in the pan/tilt mode. It opens a **Trackball Rotation** pop-up: ![](/img/grandma2/popup_trackball-rotation_v3-2-8dce97.png) *Trackball Rotation pop-up* Here you can press the small green circle and rotate the orientation of the trackball. When you are happy, press the “Please” button to confirm the choice.\ There are four quick options that allow for fast selection of one out of four quarters on the circle. Pressing the yellow X in the upper right corner cancels any changes.\   * **Dimmer Wheel Mode** - Tapping this opens the **Select Dimmer Wheel Mode** pop-up. This is used to select the wheel mode of the level wheel. There are four options:\ **Additive** - This will allow you to use the level wheel to set the value of dimmers. It will keep the individual levels until reaching 0% or 100%. Then it will level them out. For example: fixture 1 has a value of 50 and fixture 2 is at 60. When using the level wheel to take them both up to 100, and then back down, they both go down from 100 at the same time and at the same level.\ **Incremental** - This will basically do the same as ‘Additive’, but it remembers the individual values going beyond 0% and 100%. For example: fixture 1 has a value of 50 and fixture 2 is at 60. When using the level wheel to take them both up to 100, and then back down, fixture 1 will start coming down first and then fixture 2 will follow when fixture 1 is at 90.\ **Prop. +** (Proportional positive) - When using the level wheel to turn up the value the individual difference in value will increase. Turning down the values will make all channels reach 0% at the same time.\ **Prop. -** (Proportional negative) - When using the level wheel to turn the values up the individual difference in value will decrease. Turning up to 100% will make all channels reach 100% at the same time. ![](/img/grandma2/popup_select-dimmer-wheel-mode_v3-2-b5a229.png) *Select Dimmer Wheel Mode pop-up*   * **Dimmer Wheel Resolution** - This is used to select the default resolution of the Level Wheel. This can also be change on the fly by pressing the ![encoder](/img/grandma2/encoder_1-08ac5a.png) (Encoder) key and holding it, then selecting one of the resolutions in the pop-up - more about the [Encoder key](/grandma2/key_key_encoder/) following the link.There are three different resolutions:\ **Fine** (0.1% of the range)\ **Normal** (1% of the range)\ **Coarse** (5% of the range) ![](/img/grandma2/popup_select-dimmer-wheel-resolution_v3-2-e6bc19.png) *Select Dimmer Wheel Resolution*   * **Channel Page Width** - Opens the **Select Channel Page Width** pop-up. Here the width of the channel pages can be selected. The options are:\ **Default** - This will add the amount of your current console.\ **Half Page** (15 faders) - This will scale down a grandMA2 full-size or grandMA2 onPC to match a grandMA2 light or grandMA2 ultra-light.\ **Full Page** (30 faders) - This will not add more faders to your grandMA2 light or grandMA2 ultra-light, but it will spread it out as if it was a grandMA2 full-size. ![](/img/grandma2/popup_select-channel-page-width_v3-2-536257.png) *Select Channel Page Width pop-up* This cannot add more faders to your console. If there only are 15 faders then you do not get 30 - but you can scale down a grandMA2 full-size.\   * **Dynamic Channel Page Shows Only Selected** - When this is On then the console will only display the selected fixtures in “Dynamic Channel Pages” - read more about the Dynamic Channel Pages in the [Channel Pages topic](/grandma2/key_adv_exec_ch_pages/).\   * **At Normal Percent** - Here you can define what percent should be considered “[At Normal](/grandma2/key_keyword_normal/)”. This is used when the At key is pressed twice.\   * **Single Digit Value** - All numeric value input below 10 will be a multiplication of 10; for example: channel 1 at 5 = channel 1 gets value 50.\   * **Max. Program Time** - This is the maximum allowed Program time for the **Program Time Special Master**. Follow this link [Time Control](/grandma2/key_ws_time_control/) to read more about the Program Time.\   * **Max. Exec Time** - This is the maximum allowed Executor time for the **Executor Time Special Master**. Follow this link [Time Control](/grandma2/key_ws_time_control/) to read more about the Executor Time.\   * **Special Fader Buttons** - Here you can Enable or Disable the extra buttons above the 100mm faders. Follow this link [Master Section](/grandma2/key_widget_master_section/) to read more about this area.\   * **Disable View Button and View CLI** - With this option activated Views and Viewbuttons will not interact with the command line anymore. For example hitting the store button to store a group and realizing you have to change the View to get a group pool would not accidently store a view.\   * **Patch Column Readout is absolute DMX address** - This will set the Patch columns to display the absolute DMX address instead of a universe and address split. For example with this On you will see the DMX address “2.1” (universe.address) as “513”.\   * **XKeys always for Exec** - When this is **On**, then the X-Keys (below screen 1) will always work as the Executor Buttons. It will **not** automatically follow the content on the lower part of screen 1.\   * **3D Items Unit** - This will change the units in the MA 3D (and Stage View). There are two options:\ **Scale** - The visible number will be a scale of the item size.\ **Size(m)** - The visible number will be in meters.\   * **CurrentChannelPage** - This is this users current Channel Page.\   * **CurrentFaderPage** - This is this users current Executor Fader Page.\   * **CurrentButtonPage** - This is this users current Executor Button Page.\   * **EncoderLink** - The encoder link is used when working in the Fade, Delay and Effect layers. It has several options:\ **Single** - Only sets the value for the attribute you change.\ **Single Active** - Same as above, but limited to parameters that are already active in programmer.\ **Feature** - Sets the value for all attributes in the selected feature. For example if you set a delay time for ‘Pan’ it will also set the time for ‘Tilt’.\ **Feature Active** - Same as above, but limited to parameters that are already active in programmer.\ **All** - This sets the value for all attributes.\ **All Active** - Same as above, but limited to parameters that are already active in programmer.\ **Filter** - Sets the value for the attributes selected in the current filter from the filter pool or at filter.\ **Filter Active** - Same as above, but limited to parameters that are already active in programmer. ![](/img/grandma2/popup_select-encoder-link_v3-2-e009fd.png) *Select Encoder Link pop-up* * **Programmer Colors** - This setting allows to change between two different set of visual color feedback regarding the programmer. The two options are **Standard** and **High Contrast**. Read about the in the [System Colors topic](/grandma2/key_ws_colors_system/). # Big systems > There are some limitation to consider when using the grandMA2 in big systems. There are some limitation to consider when using the grandMA2 in big systems. The following is exploring some of these limitations running one session in a good **Gigabit** network. There is the general limitation regarding the parameter count: It can control a maximum of 65 536 parameters. Then there is the limit of 256 DMX universes - It is only possible to patch your fixtures in a maximum of 256 universes. The devices are separated into different classes. There is a limit of how many devices of each class can be in one session. * **Class A** are grandMA2 full-size, grandMA2 light, grandMA2 ultra-light, grandMA2 replay unit, grandMA2 onPC and MA NPU.\ Maximum 31 Class A devices in a session. 8 of the 31 are reserved for **Stations** (grandMA2 consoles and grandMA2 onPC), the 23 remaining devices can be any Class A device. * **Class B** are MA VPU, MA 3D and MA NDP.\ Maximum 64 Class B devices in a session. * **Class C** are MA Nodes and MA VPU in “Show mode”.\ Maximum 255 Class C devices in a session. The amount of RAM or memory is important. It is recommended to have a minimum of 8GB in every class A device in the session. If one device has lower memory, then the entire system can only utilize the lowest amount of memory. For instance if one MA  NPU only has 4GB, then the entire session can only use 4GB. Memory is related to the size of the show file. If the maximum amount of parameters is used, then the amount of cues that can be stored is lower. User Profiles, the amount of fixtures patched, 3D objects in the show file, bitmaps, and so on all affects the memory use. The current memory use and the free memory can be monitored in the [Desk Status window](/grandma2/key_ost_desk_status/). For big systems it is always recommended to have an entire system running minimum 1 Gbit/s speed. This goes for all devices including the DMX nodes. It is not recommended to use older nodes that only run 100Mbit/s or 10Mbit/s speed. For a synchronized real time DMX output only use MA Nodes.   If you are in a situation where you need to build a big system, it is a very good idea to have an experienced **MA System Specialist** involved in the design and implementation of the system and network. There are a lot of other considerations regarding building a network that can handle the traffic especially if there is a high demand for redundancy. A **MA System Specialist** has the required knowledge to help with all these considerations.   It is not recommended to run more than 3 (very) big sessions in one gigabit network. If more than that is needed, please contact our technical support or a **MA System Specialist**. # Media systems and CITP > A media server can be many things. ## Media Systems - Media Servers / Players [Section titled “Media Systems - Media Servers / Players”](#media-systems---media-servers--players) A media server can be many things. It can be a simple DMX controlled box that can display video and maybe still images. It can also be a big expensive system with multiple synchronized outputs and everything in between and beyond. There is no universal solution that fits all and makes everyone happy. MA VPUs are made to be controlled and programmed from the grandMA2 system. Media servers from other manufactures can be integrated into the MA system. They can be controlled via direct DMX, Art-Net, sACN or other network protocols. Some are even capable of listening to DMX information in MA-Net2.   ## CITP [Section titled “CITP”](#citp) The CITP protocol suite allows to exchange images, stream videos and configure fixture information. If a 3rd party media system supports the full CITP protocol, then thumbnails can be exchanged for each of the video/image files on the media device. It is also possible to watch a video stream from the media device on a console and on a surface in MA 3D. For more about getting thumbnails via CITP have a look at the [CITP connection](/grandma2/key_network_citp/) topic. Have a look at the description of the [CITP viewer](/grandma2/key_network_citp_stream/) to learn more about watching a CITP video stream on the console. Some visualizers can also display the CITP video stream from media systems. # Network systems > When more devices are connected with each other in a session, then it is a networked system. When more devices are connected with each other in a session, then it is a networked system. There are so many possible combinations that it does not make sense to try and list them all. The smallest network system is a computer with onPC running a session and connected to a MA 2Port Node onPC 1K. Most systems have 1 console with 1 backup console or onPC and some networked devices to output the DMX. If the devices that translate Ethernet data to DMX are MA nodes, then the DMX output is in sync, no matter where the DMX is output. So a blackout cue on LED fixtures is in sync when some LEDs got signal from the Console and some LEDs from a node somewhere in the system.   In all network systems, you have one console or onPC that is the session master. This is the one that is in charge of the communication and the one that is executing commands triggered by remote inputs or from a command in a sequence. It is recommended to use a good network switch when connecting different devices. Besides the consoles, there are a lot of different devices that can be added to the system. Read the sub topics to get a short explanation of the different devices.   Learn more about setting up a session [here](/grandma2/key_network_session_create/). Learn more about parameter expansion [here](/grandma2/key_so_parameter_expansion/). Learn more about the considerations in big network systems [here](/grandma2/key_so_big_systems/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is the replay unit (RPU)](/grandma2/key_so_what_is_the_replay_unit_rpu/) * [What is the network processing unit (NPU)](/grandma2/key_so_what_is_the_network_processing_unit_npu/) * [What is the MA video processing unit (VPU)](/grandma2/key_so_what_is_the_video_processing_unit_vpu/) * [What is the network dimmer processor (NDP)](/grandma2/key_so_what_is_the_network_dimmer_processor_ndp/) * [What is MA 3D](/grandma2/key_so_what_is_ma_3d/) * [What are the MA nodes](/grandma2/key_so_what_are_the_ma_nodes/) # Parameter expansion > This page is a closer look at how many parameters can be controlled and how it can be expanded. At the bottom of this page there is a link to a page that explai This page is a closer look at how many parameters can be controlled and how it can be expanded. At the bottom of this page there is a link to a page that explains the difference between “Parameter” and “DMX universe”. If you have any doubts in this area, you should take the time to read it.   ## Parameter count [Section titled “Parameter count”](#parameter-count) This section is about the parameter count for single units. Beginning at the top end and working the way down the ranks: * **grandMA2 full-size:**\ 8 192 parameters. * **grandMA2 light**:\ 4 096 parameters. * **grandMA2 ultra-light:**\ 4 096 parameters. * **grandMA2 replay unit:**\ 4 096 parameters. * **MA NPU (Network Processing Unit):**\ 4 096 parameters (also with grandMA2 onPC). * **MA onPC command wing:**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA onPC fader wing:**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA 8Port Node onPC:**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA 4Port Node onPC:**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA NSP (in grandMA2 4Port Node mode):**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA 2Port Node onPC 2K:**\ 2 048 parameters (only when connected with grandMA2 onPC). * **MA 2Port Node onPC 1K:**\ 1 024 parameters (only when connected with grandMA2 onPC). * **MA 2Port Node onPC Pro (old version):**\ 1 024 parameters (only when connected with grandMA2 onPC). * **MA 2Port Node onPC (old gray version):**\ 512 parameters (only when connected with grandMA2 onPC). * **MA 8Port Node (not onPC version):**\ Does not provide parameter expansion. * **MA 4Port Node (not onPC version):**\ Does not provide parameter expansion. * **MA 4Port Node WM (Wall Mount) (not onPC version):**\ Does not provide parameter expansion. * **MA 2Port Node (not onPC version):**\ Does not provide parameter expansion. * **MA 2Port Node WM (Wall Mount) (not onPC version):**\ Does not provide parameter expansion. * **MA 2Port Node Rig mount version (old version - not onPC):**\ Does not provide parameter expansion. * **MA 2Port Node Flush mount version (old version - not onPC):**\ Does not provide parameter expansion.   ## Parameter expansion [Section titled “Parameter expansion”](#parameter-expansion) The MA NPU is the **only unit** that expands the parameter count when using a grandMA2 console. **Every MA NPU added to the network also adds 4 096 parameters!** A maximum of 15 MA NPUs can be added to give parameters; depending on the biggest console. There is a **maximum limit of 65 536 parameters** in a grandMA2 session. The MA NPUs help with parameter calculations. ### Examples: [Section titled “Examples:”](#examples) 1 grandMA2 full-size (8 192 parameters) + 1 NPU (4 096) = 12 288 parameters 1 grandMA2 full-size (8 192 parameters) + 14 NPUs (4 096) = 65 536 parameters (the limit) 1 grandMA2 light (4 096) + 1 NPU (4 096) = 8 192 parameters 1 grandMA2 light (4 096) + 15 NPUs (4 096) = 65 536 parameters (the limit) 1 grandMA2 full-size (8 192 parameters) + 1 grandMA2 light (4 096) = 8 192 parameters (Consoles cannot expand the parameter count so the parameters from the console with the highest number are unlocked) 1 grandMA2 light (4 096) + 15 2Port Node onPC 2K (2 048) = 4 096 parameters (Nodes cannot expand the parameter count, so the parameters from the console is used - onPC nodes cannot give parameters to consoles) 1 grandMA2 light (4 096) + 1 onPC computer with a Command Wing (2 048) = 4 096 parameters (Wings cannot expand the parameter count, so the parameters from the console are used - onPC Wings cannot give parameters to consoles)   ## Using a grandMA2 onPC with wings, nodes and NPU [Section titled “Using a grandMA2 onPC with wings, nodes and NPU”](#using-a-grandma2-onpc-with-wings-nodes-and-npu) When a grandMA2 onPC is used some MA hardware is needed to unlock parameters. **The maximum number of parameters that is allowed in a grandMA2 onPC system is 4 096!** Any number of onPC hardware can be used with your computer. Every piece of hardware will add its parameters until the limit of 4 096 parameters is reached. This is the only two rules for parameters with grandMA2 onPC. Remember more units can be added to get more DMX ports. ### Examples: [Section titled “Examples:”](#examples-1) grandMA2 onPC + MA onPC command wing = 2 048 parameters grandMA2 onPC + MA onPC command wing + MA 2Port Node onPC Pro = 3 072 parameters grandMA2 onPC + MA onPC Fader Wing = 2 048 parameters grandMA2 onPC + MA 2Port Node onPC + MA 2Port Node onPC = 1 024 parameters grandMA2 onPC + MA onPC command wing + Fader Wing + MA 8Port node onPC = 4 096 parameters (you have reached the limit) grandMA2 onPC + MA onPC command wing + MA NPU = 4 096 (you have reached the limit)   ## MA VPU and grandMA2 onPC [Section titled “MA VPU and grandMA2 onPC”](#ma-vpu-and-grandma2-onpc) If a MA VPU is used, it will supply its own parameters and does not affect the limit. Several MA VPUs can be controlled using a grandMA2 onPC. If however a mix of VPUs and other fixtures are used, then some MA hardware is needed to unlock the parameters for the fixtures. Even though the MA VPU does not count in your parameter limit, it is a good idea to patch the MA VPU on a higher universe than the other fixtures. There is a risk that it will steal the parameters from the other fixtures, if it is on a lower universe than the fixtures.   Please have a look at [DMX Channels vs. Parameters topic](/grandma2/key_so_parameters_vs_dmx_channels/) for more about the difference between DMX channels and Parameters.[](/grandma2/key_so_parameters_vs_dmx_channels/) # Parameters vs. DMX channels > Most people are used to think in DMX channels when considering how many fixtures can be controlled with system. Most people are used to think in DMX channels when considering how many fixtures can be controlled with system. MA Lighting are/is more concerned with **Parameters**.   ## What are Parameters [Section titled “What are Parameters”](#what-are-parameters) Parameters are also called Attributes in the software. A dimmer function is a parameter and a pan function is also a parameter. The software is calculating the different attributes using a higher precision than what is being output via DMX. So the software is calculating the parameter or attribute once and it is then scaled to the amount of DMX channels a fixture uses - typically one or two per attribute.   ## Why counting in Parameters and not DMX [Section titled “Why counting in Parameters and not DMX”](#why-counting-in-parameters-and-not-dmx) It is to your advantage. In the MA world you do not pay extra for using fixtures that are running 16 or 24 bit instead of the 8 bit used by one DMX channel. There might be a need to add more networked nodes or devices to output all the parameters that are allowed to be controlled. **Example:** A simple moving head with a dimmer might use 5 DMX channels. The channels can be defined like this: | Definition: | DMX Channel: | | ----------- | ------------ | | Dimmer | 1 | | Pan | 2 | | Pan Fine | 3 | | Tilt | 4 | | Tilt Fine | 5 | The Pan and Tilt is one attribute each. Even though both pan and tilt each use two DMX channels it is only counted as one each in the parameter count. This means that the fixture only costs 3 parameters. | Definition: | DMX Channel: | Parameter cost: | | ----------- | ------------ | --------------- | | Dimmer | 1 | 1 | | Pan | 2 | 2 | | Pan Fine | 3 | free | | Tilt | 4 | 3 | | Tilt Fine | 5 | free | This can be a big advantage when there is a lot of fixtures that has a lot of 16-bit (or fine) channels.   ## What about preprograming and parameters? [Section titled “What about preprograming and parameters?”](#what-about-preprograming-and-parameters) The show can be preprogramed and MA 3D can be used without any parameter unlocking hardware. The lights are still visualized. But if 3-party visualizers are used, then the hardware might be needed to give access to the parameters. MA Lighting is working with many visualizer manufactures to allow them to read the DMX data without hardware.   Learn more about parameter expansion [here](/grandma2/key_so_parameter_expansion/). # Standalone systems > If a console is not connected to anything, then it is a Standalone system. It is also a standalone system using a grandMA2 onPC with one or more grandMA2 onPC w If a console is not connected to anything, then it is a **Standalone** system. It is also a standalone system using a grandMA2 onPC with one or more grandMA2 onPC wings connected. A console is in standalone mode when it is not a part of a session. So a console that is connected to network, but not in a running session is also considered as Standalone. The current status can be seen in the Setup menu (press the Setup key). The right tab will display: **Network Standalone**. If the console is in a session and you want to set it to Standalone mode, then you can leave the session. This can be done using the [GUI](/grandma2/key_network_session_end_leave/) or the command line ([LeaveSession](/grandma2/key_keyword_leavesession/)).   In the Standalone mode the console is limited to only controlling the amount of [parameters](/grandma2/key_so_parameters_vs_dmx_channels/) the console / onPC unlocks. You can only use the DMX ports on the console / wings. If DMX is output via an Ethernet connection, then the console needs to be in a session. Enable the Network DMX if Alone button in the Setup->Network->Network Protocols. Even though not connected to anything else, it still needs to run an active session. For more about setting up DMX ports, please have a look at the [Configure the DMX ports on MA devices](/grandma2/key_network_dmx_configure_ports/) topic. # System Overview > This section takes a look at the different possibilities with a standalone console but also the options when expanding the system. This section takes a look at the different possibilities with a standalone console but also the options when expanding the system. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Standalone systems](/grandma2/key_so_standalone_systems/) * [Network systems](/grandma2/key_so_network_systems/) * [Parameters vs. DMX channels](/grandma2/key_so_parameters_vs_dmx_channels/) * [Parameter expansion](/grandma2/key_so_parameter_expansion/) * [Big systems](/grandma2/key_so_big_systems/) * [Media systems and CITP](/grandma2/key_so_media_systems_and_citp/) # What are the MA nodes > The nodes from MA Lighting work as a translator between the network data and the DMX. The nodes from MA Lighting work as a translator between the network data and the DMX.   A node is connected to the network and it listens to the DMX data in the network. It is configured to handle some specific DMX universes. It can be used to output a DMX universe. It will listen to the DMX data stream on the network and translate that information into a DMX512-A signal. A node can also input a DMX signal into the network. Then it receives a DMX signal and translates it into a network data stream.   When nodes are used in a MA-Net2 system, then the advantage is that the DMX ports can be configured from the system and the DMX output is synchronized in the entire network. Nodes can also work with other network protocols. They can run in Art-Net and sACN. Configuration is still done via the grandMA2 software (for example a computer running the grandMA2 onPC software) or from a browser.   The older MA nodes from grandMA1 can also run in MA-Net1 mode. Then they can talk with the grandMA1 systems. The older NSPs can be used as a MA 4Port Node in a grandMA2 system. The older NSPs and nodes from grandMA1 only have a 100Mbit/s network card. The new nodes use a Gigabit network adaptor. There is no guarantee that the grandMA1 devices will continue to work with MA-Net2 in the future. They will however always be able to run Art-Net and sACN. # What is MA 3D > The MA 3D is a free visualizer that can connect to the MA system and can simulate lights in a 3D environment. The MA 3D is a free visualizer that can connect to the MA system and can simulate lights in a 3D environment. The software needs to be installed on a computer connected to your lighting network. The 3D is invited into a session and it is then considered a member in the session that can be used to position lighting fixtures in a 3D environment. The 3D can be used to preprogram a show and/or have it onsite for Blind and Preview editing. MA 3D can connect to grandMA2 onPC (also free) and does not need parameters to visualize the lighting. You can add a virtual camera dolly and program a moving camera. An object in MA 3D can be used as a surface that can display video or images. It can also display the CITP video stream from a media system. Read more about CITP in the [Streaming CITP topic](/grandma2/key_network_citp_stream/). MA 3D can create screenshots. If a video capture is needed, then additional capture software is needed. # What is the network dimmer processor (NDP) > The Network Dimmer Processor (NDP) is the processor used to control dimMA dimmer system. The **Network Dimmer Processor (NDP)** is the processor used to control dimMA dimmer system. The NDP provides access to the dimmers via the MA-Net. Dimmers can be monitored and changed through the setup and configuration from the consoles. It is also possible to see error messages from the dimmers in the consoles. NDPs also have DMX connectors. This allows to control the dimmers using a standard DMX signal. It can receive Art-Net and sACN data as well. It is a device from the grandMA1 system and it has a 100Mbit/s network adaptor. # What is the network processing unit (NPU) > A MA Network Processing Unit (NPU) is for parameter expansion and to add DMX ports in a network solution. A **MA Network Processing Unit (NPU)** is for [parameter expansion](/grandma2/key_so_parameter_expansion/) and to add DMX ports in a network solution. It is a 19” 3 Unit rack mount processor. It got 8 female DMX ports and 1 female etherCON connector for network. It cannot function as a standalone unit. It has to be connected to a session to do anything. # What is the replay unit (RPU) > A grandMA2 replay unit (RPU) is considered as a console in the system. A **grandMA2 replay unit (RPU)** is considered as a console in the system. It has the same software and capabilities as the consoles. It is a 19” 3 Unit rack-mount version of the console, without all the user interface and physical controls. It has almost the same connectors on the rear panel as a console (with fewer USB connectors). It functions exactly like a console in the system. For more information see grandMA2 replay unit (RPU) [general description](/grandma2/key_device_overview_grandma2_replay_unit_rpu/) and [technical data](/grandma2/key_technical_data/#grandMA2%20replay%20unit). # What is the MA video processing unit (VPU) > The MA Video Processing Unit (VPU) is a Media Server that was designed to be fully integrated into the MA system. The **MA Video Processing Unit (VPU)** is a Media Server that was designed to be fully integrated into the MA system. The MA VPU comes in three sizes: * MA VPU plus * MA VPU basic * MA VPU light There is a second generation of the plus and basic called MK2. The MA VPUs are media servers capable of handling a 3D environment. It has all the normal features for media servers. Effects, Soft edge, Pixel mapping, Warping, and so on. One of the big advantages of the MA VPU is the option to use the pixel mapper internally. This means that fixtures can be positioned in a 3D environment in the console and then the MA VPU software can be used to run complex video content, mapped to the fixtures. The MA VPU is a feature-rich software and hardware and it got its own manual. # Technical Data ## grandMA2 full-size [Section titled “grandMA2 full-size”](#grandma2-full-size) | Technical Data |   | | ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 46 kg / 101 lbs | | Power | 350 VA | | Dimensions | 1,284 x 204 x 661 mm / 50.6 x 8 x 26 inches | | Output Connectors | 6 x XLR 5pin (DMX) 2 x DVI (external monitor) 2 x etherCON 1 x MA Link (grandMA2 fader wing) 5 x USB 1 x DIN (MIDI) 2 x XLR 4pin (desk lamp) | | Input Connectors | 1 x XLR 5pin (DMX) 1 x XLR 3pin (Sound) 1 x XLR 3pin (SMPTE) 1 x DIN (MIDI) 1 x Sub-D 25pin (Analog Remote) 1 x powerCON | *** ## grandMA2 light [Section titled “grandMA2 light”](#grandma2-light) | Technical Data |   | | ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 37 kg / 81.6 lbs | | Power | 350 VA | | Dimensions | 935 x 204 x 652 mm / 36.8 x 8 x 25.7 inches | | Output Connectors | 6 x XLR 5pin (DMX) 2 x DVI (external monitor) 2 x etherCON 1 x MA Link (grandMA2 fader wing) 5 x USB 1 x DIN (MIDI) 2 x XLR 4pin (desk lamp) | | Input Connectors | 1 x XLR 5pin (DMX) 1 x XLR 3pin (Sound) 1 x XLR 3pin (SMPTE) 1 x DIN (MIDI) 1 x Sub-D 25pin (Analog Remote) 1 x powerCON | *** ## grandMA2 ultra-light [Section titled “grandMA2 ultra-light”](#grandma2-ultra-light) | Technical Data |   | | ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 30 kg / 66.1 lbs | | Power | 350 VA | | Dimensions | 935 x 204 x 652 mm / 36.8 x 8 x 25.7 inches | | Output Connectors | 6 x XLR 5pin (DMX) 2 x DVI (external monitor) 2 x etherCON 1 x MA Link (grandMA2 fader wing) 4 x USB 1 x DIN (MIDI) 2 x XLR 4pin (desk lamp) | | Input Connectors | 1 x XLR 5pin (DMX) 1 x XLR 3pin (Sound) 1 x XLR 3pin (SMPTE) 1 x DIN (MIDI) 1 x Sub-D 25pin (Analog Remote) 1 x powerCON | *** ## grandMA2 replay unit (RPU) [Section titled “grandMA2 replay unit (RPU)”](#grandma2-replay-unit-rpu) | Technical Data |   | | ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 11.3 kg / 25 lbs | | Power | 150 VA | | Dimensions | 485 x 445 x 126 mm / 19 x 17.5 x 5 inches | | Output Connectors | 6 x XLR 5pin (DMX) 2 x DVI (external monitor) 2 x etherCON 1 x MA Link (grandMA2 fader wing) 3 x USB 1 x DIN (MIDI) 2 x XLR 4pin (desk lamp) | | Input Connectors | 1 x XLR 5pin (DMX) 1 x XLR 3pin (Sound) 1 x XLR 3pin (SMPTE) 1 x DIN (MIDI) 1 x Sub-D 25pin (Analog Remote) 1 x powerCON | *** ## grandMA2 fader wing [Section titled “grandMA2 fader wing”](#grandma2-fader-wing) | Technical Data |   | | ----------------- | -------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 4.5 kg / 9.9 lbs | | Power | 40 VA | | Dimensions | 365 x 395 x 70 mm / 14.4 x 15.6 x 2.8 inches | | Output Connectors | 4 x XLR 5pin (DMX)2 x USB | | Input Connectors | 1 x USB | *** ## MA onPC command wing [Section titled “MA onPC command wing”](#ma-onpc-command-wing) | Technical Data |   | | ----------------- | ------------------------------------------------------------------------------------------------------------------------ | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 6 kg / 13.2 lbs | | Power | 40 VA | | Dimensions | 540 x 400 x 75 mm / 21.3 x 15.7 x 3 inches | | Output Connectors | 2 x XLR 5pin (DMX) 1 x USB 1 x DIN (MIDI) | | Input Connectors | 1 x XLR 5pin (DMX) 1 x XLR 3pin (SMPTE) 1 x DIN (MIDI) 1 x Sub-D 15pol (Analog Remote)1 x IEC 60320 C13 / C14 (IEC cord) | *** ## MA onPC fader wing [Section titled “MA onPC fader wing”](#ma-onpc-fader-wing) | Technical Data |   | | ----------------- | -------------------------------------------- | | Operating Voltage | 120 V / 230 V | | Supply Voltage | 50 / 60 Hz (automatic detection) | | Net weight | 4.5 kg / 9.9 lbs | | Power | 40 VA | | Dimensions | 365 x 395 x 70 mm / 14.4 x 15.6 x 2.8 inches | | Output Connectors | 4 x XLR 5pin (DMX) 2 x USB | | Input Connectors | 1 x USB | # Timecode > The timecode section describes all the details for running cues or executors using a timecode source. The timecode section describes all the details for running cues or executors using a timecode source. The [What is Timecode and Timecode Show topic](/grandma2/key_timecode_what_is/) describes the concept behind the different things involved with timecode controlled shows. In [Record a Timecode Show](/grandma2/key_timecode_record/) the two different ways to record cues are described. For details about editing a timecode show please read the [Edit a Timecode Show topic](/grandma2/key_timecode_editor/) - here is the description of the timecode editor and the “options for timecode shows”. How to run or playback the recorded timecode shows is described in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/). This topic also describes the timecode generator.   Finally there is a topic with a few ideas or thoughts about shows with multiple timecode shows - [Organize Your Show with Multiple Timecode Shows](/grandma2/key_timecode_organize/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is timecode and timecode shows](/grandma2/key_timecode_what_is/) * [Record a timecode show](/grandma2/key_timecode_record/) * [Edit a timecode show](/grandma2/key_timecode_editor/) * [Playing back a timecode show](/grandma2/key_timecode_playing/) * [Organize the show with multiple timecode shows](/grandma2/key_timecode_organize/) # Edit a timecode show > Editing a timecode show opens the Timecode Editor pop-up. Editing a timecode show opens the **Timecode Editor** pop-up.   ## Timecode Show Editor [Section titled “Timecode Show Editor”](#timecode-show-editor) The editor could look like this: ![](/img/grandma2/popup_edit-timecode_graphic-style_v3-3-ba51d1.png) *Timecode Editor pop-up - Graphic style* It has two modes that can be changed using the buttons on the right side. The only difference is in the [Main part](#main_part). Above is the **Graphic** style. Below is the **Text** style: ![](/img/grandma2/popup_edit-timecode_text-style_v3-3-21f110.png) *Timecode Editor pop-up - Text style* ### Title Bar [Section titled “Title Bar”](#title-bar) The left side of the title bar has the standard yellow ball that will open the **Options** when it is tapped. Continuing from left to right in the title bar, the next ting is the name and number of the timecode show. There is a area that displays the playback status (Stop, Play, Pause, and Record icons) and the current time. If there is a ”+” in front of the time then a time offset is added. There are three buttons that zoom the timeline in the graphic viewer. The first two zoom buttons (from left) is normal zoom in and out. The next button will zoom to view the entire recorded timecode show. The next “zoom” button is actually a toggle button - this is called **Follow Time**. When it is active, the display always shows the active cue or time. Like **Auto Scroll** in a sheet. It moves the the green time marker and line from the left side and into the center of the screen when the show is recording or playing. The last two buttons in the title bar are the standard buttons for moving the editor to a different screen, and the big X that closes the editor. Remember that if the editor is on screen 1 then the right side buttons and possibly the bottom buttons can be operated by the U-keys and the X-keys. It is always possible to tap the buttons on the screens.   ### Right side buttons [Section titled “Right side buttons”](#right-side-buttons) As mentioned briefly above, there are two buttons on the right side of the editor that changes the mode of the main part between a **Graphic** and **Text** mode. The **Label** button opens an **Enter Name pop-up** that will label the timecode show.   ### Bottom buttons [Section titled “Bottom buttons”](#bottom-buttons) At the bottom there are a lot of buttons that allows for editing and controlling the timecode show. They are divided into three sections: Direct Tools, Track Tools, and Playback Controls. **Direct Tools:** Tapping these buttons will add, copy/paste, select and delete events. * **Add Here**:\ Adds an event at the current frame. If there is already an event at this time frame, it will add the event at the next frame. It will not create an event, if there is also something at the next frame. It will automatically add a Goto next cue or insert a marker on the current fader position. * **Add Multiple**:\ This opens the **Create Multiple Events pop-up**. ![](/img/grandma2/popup_create-multiple-events_v3-3-b80538.png) *Create Multiple Events pop-up* Here you can add more than one event at the same time. Set the **Number of Events** needed. Set an **Interval** or an **Overall Timespan** - they are linked based on the number of events. Finally set first cue for the events. The following cues will be added based on the number of events. If there are not enough cues, then the sequence in wrapped and the cues from the top are used. * **Delete Selected**:\ Deletes all selected events. * **Manual Record**:\ This function is currently not implemented. * **Clear Selection**:\ Pressing this will deselect all selected events. * **Create Selection**:\ This will open the **Create Selection pop-up**. ![](/img/grandma2/popup_create-selection_v3-3-09da9a.png) *Create Selection pop-up* Here you can select multiple events. The left drop down list allows to select if the selection will be made **On Current Subtrack**, **On Selected Tracks**, or **On All Tracks**. The next three buttons allows to select all events **Before** (and including) the time marker, select **All** events, or all events **After** (and including) the time marker. * **Copy Events**:\ Tapping this button will copy the currently selected events. It will copy all events in the selected track if there are no selected events. It is possible to select events from several tracks. * **Paste Events**:\ This button inserts the copied events at the current time marker. If entire tracks have been copied, then it will offset the events and paste them with the 0 frame at the current time marker position. If several tracks are copied, it will paste into the respective new tracks.   **Track Tools:** These are buttons that control how tracks are played back and it can be used to manually add or delete tracks. * **Activate All Tracks**:\ This will display all tracks in the **Text** mode of the editor. * **Sort Tracks**:\ This will allow you to sort tracks in numerical order. Non-active tracks will be moved to the bottom of the list. * **Deactivate All Tracks**:\ This will hide all tracks in the **Text** mode of the editor (recorded events will be executed). * **Track Functions**:\ Gives you the **Track Functions pop-up**. There are a lot of track functions. This pop-up opens other pop-ups and can do more complex operations. Please read more about the track functions [below](#track_functions).   **Playback Controls:** These buttons control the playback and record state of the timecode show. * **Rewind (to the beginning)**:\ Rewinds to the 0 (zero) time. * **Stop**:\ Stop the running/playback or recording of the show. * **Record**:\ Records the show from the current time. If the show is rewound and recorded again then it is possible to record more actions into the show. It will not delete what previously recorded. * **Pause**:\ Temporary stops the running time or recording at the current time. * **Forward (to the end)**:\ Moves the time marker to the end of the show. * **Play**:\ Plays the timecode show. Read more in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/).   ### []()Track Functions [Section titled “Track Functions”](#track-functions) The Track Functions are opened by tapping the Track Functions button. It could look like this: ![](/img/grandma2/popup_track-functions_v3-3-9311fc.png) *Track Functions pop-up* There are eight different buttons here: * **Expand All Tracks**:\ This will expand all the sub tracks in the timecode show. * **Collapse All Tracks**:\ This will collapse (hide) all the sub tracks in the timecode show. * **Change Executor/Fader**:\ Pressing this will open a **Select executor for existing track pop-up**. It could look like this: ![](/img/grandma2/popup_select-executor-for-existing-track_v3-3-6e7e1a.png) *Select Executor for Existing Track pop-up* Here one of the existing executors can be selected for the currently selected timecode track. * **Lock/Unlock Track**:\ Pressing this will lock or unlock the main AND sub tracks. Locked tracks get a yellow padlock icon. * **Lock/Unlock Sub Track**:\ Pressing this will lock or unlock only the selected track or sub track. Be aware that a sub track can be locked by both lock buttons. Locked subtracks gets a yellow padlock icon. * **Add New Track**:\ Pressing this will open a **Select executor for new track pop-up**. It looks exactly the same as the **Select executor for existing track pop-up** shown above.\ Here a track can be selected from the list of executors. The selected executor will be added as a new track to the timecode show. * **Add New Sub Track**:\ Pressing this will open a **Select New Sub Track pop-up**. ![](/img/grandma2/popup_select-new-sub-track_v3-3-f30b74.png) *Select New Sub Track pop-up* Here a fader function can be selected to be added as a new sub track to the timecode show. * **Delete Current (Sub) Track**:\ Pressing this will delete the track. If the current track is the main track then it will also delete the sub tracks.   ### []()Main part [Section titled “Main part”](#main-part) The main part of the **Timecode Editor** has a time line at the top. With a green marker displaying the current position. This marker cannot have a minus value - since timecode cannot be a negative value. On the left side there is a small area displaying the different tracks. There are at least one track that have all the executor actions (key presses and releases). The main track is represented by an area with a dark background. There is the executor number on the top line and the sequence number and name on the next line. Below this there might be subtracks. Subtracks contain fader movement. The executor can be changed using the [Track Functions](#track_functions) or by pressing the Edit key and then press one of the tracks (or right-click them with the mouse), this will open pop-ups that can be used to select a new executor or subtrack type. On the far left side next to each main track there are four different symbols. One of them is a small square with a plus or minus. This will expand or collapse the subtracks of the current track. There is also a small square with either a small check mark or it is empty. This will display or hide the track in the **Text** mode of the editor. Then there is the small “play” icon. If this has a disabled symbol across it, then this track and subtracks will not be executed when the show is played back. The last icon is a “record” icon. If this has en disabled symbol across it, then this track and subtracks will not be changed during a recording. These icons are changed by tapping them. The rest of the main part is different depending on what mode is selected. ### Graphic Mode [Section titled “Graphic Mode”](#graphic-mode) In the Graphic mode there are tracks expanding from the areas with the executor numbers and (if expanded) the faders. The events are displayed with different symbols. ![](/img/grandma2/popup_edit-timecode_graphic-style_detail_v3-3-cdae5c.png) *Timecode Editor pop-up - Main part Graphics mode* The picture above shows the expanded track. The top row displays some of the different events. The subtrack rows displays the fader movement. All the events can be edited by right clicking them with a mouse. The green vertical line is the current time. There is one time marker for each timecode show in a network session. If **Follow Time** is activated (in the title bar) then the last played action in the main track is automatically selected during playback. If the timecode source is the internal source, then the time will be paused if the 4th (right most) encoder is turned and this also moves the position of the last event. The symbols in the top row differs with the different actions. The number next to some of the symbols is the cue number. There might also be a text, this is the cue name. Right clicking one of the events opens the **Event Command pop-up**. ![](/img/grandma2/popup_event-command_v3-3-0e58f9.png) *Event Command pop-up* Here it is possible to select a different action for the event. **Important:**\ Event when the **Go** key was pressed during the recording then the stored action is actually a **Goto** action. This is to make sure that the recorded cue is the one being played back. ### Text Mode [Section titled “Text Mode”](#text-mode) The text mode changes the main part to something like this: ![](/img/grandma2/popup_edit-timecode_text-style_detail_v3-3-370fa1.png) *Timecode Editor pop-up - Main part Text mode* This is the events represented in a spread sheet style. There are 5 columns: * **Time**:\ This is the time for the action or command. * **Exec**:\ This is the name of the sequence and the number of the executor. * **Command**:\ This is the command or action that is performed. * **Value**:\ The value is the cue number or the fader position connected to the command/action. * **Timing Overwrite**:\ A value here will open the **Calculator pop-up**. It can be used to write a new value that will be used as **Fade** time for cues actions instead of the otherwise stored time.\ It overwrites the stored cue timing. All delays are set to 0 (zero) and individual times are ignored. It affects all cue parts. Each row is an event in the timecode show. The rows with the light gray background are the events in the selected track. The row with the green background are the selected event. Rows with a darker gray color is events in a not selected track. The last executed event is automatically selected when the show is running. If the time source is the internal clock and the 4th encoder is turned during playback then the time will automatically pause and the selected event is moved. Everything that does not have a very dark gray background can be edited. Editing a cell will open a pop-up that can edit the values. For instance editing a value cell that is a cue, will open the **Select Cue pop-up**. It could look like this: ![](/img/grandma2/popup_select-cue_v3-3-6f1df6.png) *Select Cue pop-up* Here a different cue can be selected. The columns can be sorted by tapping the column title and swiping up or down. This will sort the column ascending or descending and is also symbolized with a small arrow pointing up or down.   ## []()Timecode Show Options [Section titled “Timecode Show Options”](#timecode-show-options) Tapping the yellow ball in the upper left corner of the **Timecode Editor** opens the options. The options could look like this: ![](/img/grandma2/popup_timecode-options_v3-3-836306.png) *Timecode Options pop-up* This is a short description of the different options: * **Name:**\ Here the name of the timecode show can be edited. * **Slot:**\ Tapping this field will open the **Select Timecode Slot pop-up**. Here it can be selected if the time source is internal, linked to the selected slot or fixed to one of the 8 slots. The pop-up looks like this: ![](/img/grandma2/popup_select-timecode-slot_v3-3-e7a931.png) *Select Timecode Slot pop-up* - **Length:**\ The total length of the show. - **Offset:**\ Allows to set a (positive) time offset for the entire timecode show. For instance adding an hour to the entire show without having to move all the events. - **Runs:**\ This is used if the time source is internal. Then the timecode show can be set to loop a number of times or do an endless loop (until stopped manually). - **Switch Off**:\ This has two options: **Playback Off** or **Keep Playbacks**. This defines what happens with playbacks (started by the timecode show) when the timecode show is turned off. - **Status Call**:\ When **Status Call** is turned on, then the timecode show will sync with the timecode signal instantly. When it is off it will execute the action when the event is reached. Example: The timecode show is turned on when the time is between a “Goto Cue 1” and a “Goto Cue 2”. With **Status call On**, a Goto Cue 1 is immediately executed - it is the status the timecode show is suppose to have. When it is **Off**, it will not run cue 1 but wait till it reaches the “Goto Cue 2” event. - **Time unit**:\ Pressing here opens the **Select Time Unit pop-up**. It looks like this: ![](/img/grandma2/popup_select-time-unit_v3-3-440586.png) *Select Time Unit pop-up* Here the displayed time unit can be selected. The options are: **1/100 Seconds**, **30 FPS**, **25 FPS**, or **24 FPS**. This is not depended on the incoming time signal. This is only for the graphic display mode. (FPS = frames per second). - **When Ending**:\ This has two different options: **Stop** or **Pause**. This decides what happens when the timecode show runs out of recorded time. This option does not have any effect when using an external time source! - **When Stopping**:\ This has two different options: **Do Nothing** or **Rewind**. This decides what should happen when the timecode show is stopped. - **Autostart**:\ This has an **On** or **Off** option. Should the timecode show begin automatically when the time source is running. This option is not available when using an internal time source. - **User Bits**:\ Beside the 32 Bit for 8 digit timecode time, timecode executes 32 **User Bits** (8 digit) per frame. Use User Bits to mark a timecode signal. For example, use User Bit 1 for light, and User Bit 2 for pyro. This is not available when using an internal timecode source. Do not change this, unless you are expressively told to do so by the timecode supplier. - **Info**:\ Here it is possible to add some info text to timecode show.   The options can be closed by tapping the yellow “X” in the upper right corner. # Organize the show with multiple timecode shows > This topic has a few tips and tricks when the show contains multiple timecode shows. This topic has a few tips and tricks when the show contains multiple timecode shows.   ## Separate into songs or sections [Section titled “Separate into songs or sections”](#separate-into-songs-or-sections) Multiple timecode shows implies this. It is a good idea to separate the performance into smaller sections. If it is for a concert, then it is an obvious choice to make a timecode show for each song. If it is a theatrical or musical performance, then it might be more tricky but there is often obvious time to make separations. For music it might also be a good idea to put each song on separate pages. For an overview it can be a good idea to create a view with the timecode pool displaying all the recorded timecode shows. This makes it easy to see the play mode of the timecode show.   ## Offset the start time [Section titled “Offset the start time”](#offset-the-start-time) It is a good idea to agree with the ones supplying the time source signal that each section or song starts at a different time instead of all of them starting at time 0 (zero). This can help void running the wrong tracks at the wrong time.   ## Use Link Selected [Section titled “Use Link Selected”](#use-link-selected) If the time source is external, then it might be a good idea to set all the timecode shows to **Link Selected**. That makes it very easy to **Turn Off** the external source if changes are needed or if there are rehearsals where the timecode starts and stop at different times without the need for the light to follow. Simply tap the relevant slot in the timecode slot pool.   ## Consider not recording the Master intensity [Section titled “Consider not recording the Master intensity”](#consider-not-recording-the-master-intensity) Depending on the situation it might be an idea to not have the intensity **Masters** track stored in the timecode show. If it is stored in the timecode show, then it is “locked” to the recorded position as long a the track is running. If it is not in the timecode show then it is possibly to adjust the master level while the tracks are running. But this is a matter of preferences. Other likes to have the master track stored, so they know that it is up and they do not forget to bring up the master.   ## Macros can be a big help [Section titled “Macros can be a big help”](#macros-can-be-a-big-help) Macros can be a big help in shows with multiple timecode shows. It could be macros that selects the correct timecode show, changes the page, and maybe even set the play mode for the selected timecode show. Macros that changes the play mode for the selected timecode show is very useful, just as macros that turns off all timecode shows can be really good. It can also be macros that selects the timecode slot.   This was some inspiration or thoughts that might help you organizing a show with multiple timecode shows. # Playing back a timecode show > The timecode shows can be controlled using the Timecode Encoder Toolbar or by the command line. The timecode shows can be controlled using the **Timecode Encoder Toolbar** or by the command line. When a timecode show is tapped in the timecode pool then the encoder toolbar changes to this: ![](/img/grandma2/img_encoder-toolbar_timecode-show_v3-3-439f53.png) *Encoder Toolbar - Timecode Show* This can be used to control the playmode of the show. This is a short description of the buttons in the top row (left to right): * **Show info button**:\ This button does not do anything when tapped. It displays the name and number of the timecode show. * **Edit Timecode Show**:\ Tapping this button will open the timecode editor - please read the [Edit a Timecode Show topic](/grandma2/key_timecode_editor/) for details. * **Jump to Start**:\ This will set the **Time** to 0 (zero). * **Stop**:\ This button will stop the timecode show. * **Pause**:\ This will pause the timecode show. * **Play**:\ This will set the timecode show in play mode. If the source is external then it will wait for the timecode source to begin. If the source is an “Intern” source then it will start to run from the position of the **Time marker**. * **Jump to End**:\ Tapping this will jump to the end of the timecode show. * **Record**:\ Tapping this will set the timecode show in **Record mode** - read more about recording a timecode show in the [Record a Timecode Show topic](/grandma2/key_timecode_record/). The four encoders has the following functions: * **Time**:\ This is the **Time marker**. It displays the current time. If the source is “Intern” then the encoder can be used to set the current time. * **Track**:\ This is used to select a track - read more in the [Edit a Timecode Show topic](/grandma2/key_timecode_editor/). * **Event**:\ This is used to select events - read more in the edit topic liked above. * **Move**:\ This can be used to move the selected events - read more in the edit topic liked above. The encoders are primarily used together with the timecode editor.   ### Using command line [Section titled “Using command line”](#using-command-line) A timecode show can also be controlled by the command line. A [Go](/grandma2/key_keyword_go/) command will set the timecode show in play mode. For example if you want to play **Timecode Show 2**: \[Channel]> Go Timecode 2   If you want to play **Timecode Show 3** from a certain time and it is the **Intern** source, then the following command can be used (3 hours and 30 minutes): \[Channel]> Go Timecode 3 Time 3h30m The show needs to have a lengths larger than the specified time. It can also be paused to a specific time by using the command above but with [Pause](/grandma2/key_keyword_pause/) instead of Go.   [<<<](/grandma2/key_keyword_skipminus/) will jump to the time 0 (zero). \[Channel]> <<< Timecode 4 [>>>](/grandma2/key_keyword_skipplus/) will jump to the end time (length in the options).   [Off](/grandma2/key_keyword_off/) can be used to stop a timecode show.   ## []()Timecode Generator [Section titled “Timecode Generator”](#timecode-generator) Each [timecode slot](/grandma2/key_timecode_what_is/#timecode_slots) can generate a timecode signal for the session. This signal will not be output by the LTC or MIDI ports, but it will be distributed in a session. Tapping a timecode slot in the pool will change the encoder toolbar to look like this: ![](/img/grandma2/img_encoder-toolbar_timecode-slot_generator_v3-3-dfd276.png) *Encoder Toolbar - Timecode Generator* In the top row there are a lot of buttons. This is a short description of then from left to right: * **Slot Number Info**: * This information button displays the timecode slot number and it writes **Emulated** and a frame per second if the generator is running. * **Time format** - swipe button: * This is used to set the generated frames per second (FPS). The options are: **24 FPS**, **25 FPS**, **30 FPS**, and **1/100s**. * **Loop** - toggle button:\ When this is active then the generator will jump back to the **Start Time** (set be the center left encoder) when it reaches the **End Time** (set by the center right encoder). * **Jump to Start**- also in the title bar of the clock when displaying the timecode slot:\ This will jump to the **Start Time**. * **Rewind**:\ Holding this button will rewind the time. * **Stop**:\ It stops the generator and sets the time to the **Start Time**. * **Pause** - also in the title bar of the clock when displaying the timecode slot:\ This will pause the generator at the current time. * **Play**- also in the title bar of the clock when displaying the timecode slot:\ Tapping this will start the timecode generator. * **Fast forward**:\ Holding this button will fast forward the time. * **Jump to End**- also in the title bar of the clock when displaying the timecode slot:\ This will make the generator jump to the **End Time**. If loop is active then it will jump back to the **Start Time** if the generator is running. Three of the encoders can be used with the timecode generator. The left encoder does not do anything, but the label of the encoder displays the time for the slot. The next encoder can be used to set a **Start Time** for the generator. The third one can be used to set an **End Time** for the generator. ### Using command line [Section titled “Using command line”](#using-command-line-1) The generator can also be controlled using commands. To play or generate timecode slot 1 use the [Go](/grandma2/key_keyword_go/) command: \[Channel]> Go TimecodeSlot 1 Use [Off](/grandma2/key_keyword_off/) to stop the generator. [Pause](/grandma2/key_keyword_pause/) will pause the generator. # Record a timecode show > There are two ways a timecode signal can trigger cues. One is to set "Timecode" as the trigger for the cues and then add a time in the "Trig Time column". The o There are two ways a timecode signal can trigger cues. One is to set “Timecode” as the trigger for the cues and then add a time in the “Trig Time column”. The other is to record a timecode show.   ## Use timecode as cue trigger [Section titled “Use timecode as cue trigger”](#use-timecode-as-cue-trigger) A simple way to trigger cues using a  timecode signal is the **Timecode** trigger in the [Sequence Executor Sheet](/grandma2/key_cs_cue_sequence/). Read about the triggers in the [Playing Back Cues topic](/grandma2/key_cs_playback/). Each sequence can be assigned a timecode slot - see how in the [What are Cues and Sequences topic](/grandma2/key_cs_what_are/). The time is then set in the “Trig Time” column in the **Sequence Executor Sheet**. When the assigned timecode slot reaches the time then the cue is triggered - it does not matter if the executor is active or not.   The time can be typed manually or it can be recorded. To do a recording the trigger needs to be set to **Timecode** and the executor needs to set in record mode. Even though the time is recorded into the sequence, it is still the executor that needs to be set into record mode: Press ![ma](/img/grandma2/ma_1-290dfd.png)+Store to get the [Record keyword](/grandma2/key_keyword_record/), then press any of the keys associated with the executor where the sequence is assigned. It can also be typed as a command: Record Executor \[number] **Hint:**\ Executing the Record command without a reference to a specific executor will toggle the record mode of the selected executor. Now trigger the cues using a normal **GO** command and then the current received time is stored in the Trig Time column. The recording mode is turned off by another **Record** command to the executor.   *** ## Record a Timecode Show [Section titled “Record a Timecode Show”](#record-a-timecode-show) This can do a lot more than just trigger cues. A timecode show will store information as when different actions was performed on executors, this includes fader movement and position. A timecode show can run with an external time source or using “internal” time. This means that each timecode show can run on its own or follow an external synced source. See more about running the timecode show in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/). The best way to record a new timecode show is to open the timecode pool on one of the screens and press the Store key then tap one of the empty pool objects. This creates the new show. Now tap it again so it gets a green background. Now it is the selected timecode show. The **Encoder Toolbar** changes to the timecode version. It could look like this: ![](/img/grandma2/img_encoder-toolbar_timecode-show_v3-3-439f53.png) *Timecode Encoder Toolbar* Now it is possible to control the playback of the timecode show. To start the recording tap the **Record** (Red circle) button on the right side. If the timecode show uses an internal time source, the the time will start running. Internal time source is the default. If the time source is external, then the time is only running if the assigned timecode slot has a running time. The source can be changed in the options for the timecode show or if the timecode show pool is in “Sheet Style”. The options are explained in the [Edit a Timecode Show topic](/grandma2/key_timecode_editor/).   When the recording is running then all executor actions are recorded. **Important:**\ The timecode show is recording a **Goto** command and the cue number when running a **Go** command to the executor. This is to make sure the actual cue is triggered when the show is played back. The difference between a Go and the Goto is that a Goto is actually a jump in the cue list (even though it might be the next cue), which might look different then a Go. Please read about the difference in the description of the [Go command](/grandma2/key_keyword_go/) and the [Goto command](/grandma2/key_keyword_goto/). When the recording is done then tap the **Stop** (yellow square) button in the timecode encoder bar.   All these action can of cause also be done from the command line. Please see the [Timecode Keyword](/grandma2/key_keyword_timecode/) description for examples of all of the actions mentioned regarding the timecode show. # What is timecode and timecode shows > Timecode is a timing signal. The signal can come from an external source (SMPTE or MTC) or it can be generated from the grandMA2 software. Timecode is a timing signal. The signal can come from an external source (SMPTE or MTC) or it can be generated from the grandMA2 software. This timing signal can be used as a trigger for cues. It can also be used to create complex executor operations, stored as [Timecode Shows](#timecode_shows).   The grandMA2 is capable of receiving 8 different external timecode signals at the same time. They are organized in the [Timecode Slots](#timecode_slots).   ## []()Timecode Slots [Section titled “Timecode Slots”](#timecode-slots) The 8 timecode slots are organized in a pool. It could look like this: ![](/img/grandma2/window_timecode-slots-pool_v3-3-0cbaaf.png) *Timecode Slots pool - pool style* This pool is different than all other pools. It is not possible to Delete, Add, Move, Copy, or alter anything that would change the amount of the pool objects. There are 8 and they can be used and controlled, but the amount cannot be changed. Other pool options apply and they are described in the [Pools in General section](/grandma2/key_pools/). The pool can be changed to the “Sheet Style” in the options. Then it could look like this: ![](/img/grandma2/window_timecode-slots-pool_sheet-style_v3-3-a962bf.png) *Timecode Slots pool - sheet style* Now it is possible to a see a lot that actually can be changed for each of the 8 timecode slots. They are all explained in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/).   The time and status for each timecode slot is distributed in a session. This means that the time is shared by all stations in the session. The signal can enter the session at any station. The one that “hears” the signal first is the one distributing it to the others. The timecode slot can also generate a time signal. This means that one operator in a session can start the generation of time and then all other stations can see and run shows based on this time signal. Read more about the generator in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/).   The clock can be used to display the time of the timecode slots. This also offers fast access to the basic generate control. It could look like this (generated time signal): ![](/img/grandma2/window_clock_timecode-slot-1_v3-3-cc0494.png) *Clock with Timecode Slot 1* The second button from the right in the clock title bar is used to select which slot is displayed. In the picture above it is linked to the **selected** timecode slot. The selected one is the one with the green background in the name part of the timecode slot pool (green number if in the “Sheet Style”).     The default in a new show is that the SMPTE or LTC input on the station is assigned to slot number 1. The MIDI In port is assigned to slot number 2. This can be changed in the **Setup -> Network -> MA Network Configuration -> Console** or **onPC**. There are two columns here called **MIDI TC** and **SMPTE TC**. Here it is possible to select different timecode slots that the incoming signal should be routed to.   *** ## []()Timecode Shows [Section titled “Timecode Shows”](#timecode-shows) Timecode shows are a recording of possibly complex executor actions. It can store any executor actions, like Go and Goto, but it also stores the fader position and movement. They are organized in the timecode pool. It could look like this when in pool style: ![](/img/grandma2/window_timecode-pool_v3-3-4bb081.png) *Timecode pool - pool style* It looks different than most pools, since the two first pool objects are replaced with a time information object. This area displays the time from the slots assigned to the inputs on your station - read about the timecode slots above. It is only for information, It cannot do anything. The time format and colors are discussed more in the [Playing Back a Timecode Show topic](/grandma2/key_timecode_playing/). The pool behaves otherwise like most other pools - please read the [Pools in General section](/grandma2/key_pools/). The timecode pool could look like this if changed to the “Sheet Style”: ![](/img/grandma2/window_timecode-pool_sheet-style_v3-3-07d190.png) *Timecode pool - sheet style* Now it is possible to see a lot more options about each timecode show. All these things are explained in the following topics. Notice the “Slot” column. Here it is possible to selected if the timecode thow should run using an internal time signal or it should be linked to one of the timecode slots - possibly linked to the selected slot.   The timecode pool objects gives a lot of information even when in the pool style. The lower half of the pool object displays the same information as in the Name column - the name of the timecode show. The middle line will start as light gray and get a green bar moving from left to right as the time passes through the length of the show. The line can be dark gray for show that are inactive. Above the line is displayed the current time of the timecode show - same as the Time column. The pool object can also have some playback symbols in the top right side of the pool object. The same symbols will be displayed in the Time column. If the timecode show is linked to a timecode slot, then this will be indicated by an extra number in the pool object. The number is green if it is the selected timecode slot, otherwise it will be white.   *** ## []()Timecode View [Section titled “Timecode View”](#timecode-view) A recorded timecode show can be viewed in the **Timecode View window**. It could look like this: ![](/img/grandma2/window_timecode-view_v3-3-2bff98.png) *Timecode View window* This window shows the playback status and current time of the timecode show. The show cannot be edited in this window it is “read only”. The timecode view is very similar to the timecode editor, except the editor has more options. Please read the [Edit a Timecode Show topic](/grandma2/key_timecode_editor/) for more information about the editor and thereby also this viewer. # Timer > Use Timer to set and manage stopwatches and countdowns. Use Timer to set and manage stopwatches and countdowns.  Control the timers using the [Timer keyword](/grandma2/key_keyword_timer/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Timer pool](/grandma2/key_timers_timer_pool/) * [Timer pool options](/grandma2/key_timers_timer_pool_options/) # Timer pool > Manage the stopwatch and the countdowns in the timer pool. Manage the stopwatch and the countdowns in the timer pool.  1. Open the timer pool:\ -Tap Pools in **Create Basic Window**. For more information on how to open a basic window see [Manage windows](/grandma2/key_windows/).\ -Tap Time and the timer pool opens. ![](/img/grandma2/window_timer-pool_v3-3-a57c01.png) *Open the timer pool* 2. Set a new timer, for example **Countdown**:\ -Press Edit and then tap an empty cell in the timer pool.\ -The **pop-up Edit Timer** opens. ![](/img/grandma2/popup_edit-timer_timer-pool_v3-3-84ed52.png) *Edit the timer Countdown* 3) Now, select the timer mode:\ -Tap the drop-down and tap **Countdown**. 4) Set the time unit:\ -To set the time, tap **Time Unit**.\ -The **pop-up Select Time Unit** opens. ![](/img/grandma2/popup_select-time-unit_timer-pool_v3-3-1e1b48.png) *Select unit* -Tap to select the unit, for example 1 / 10 Seconds. 5) To continue the countdown after restart, tap **When Restarting**. The button toggles between **Continue** or **Reset**.  6) To set a link to an executor, tap **Exec Trigger**.\ -The **pop-up Select Exec Trigger** opens. ![](/img/grandma2/popup_exec-trigger_timer-pool_v3-3-2ae9e8.png) *Link timer to an executor* -If you do not want to set a link to an executor, tap **Not linked**.  *** ## Exec Triggers [Section titled “Exec Triggers”](#exec-triggers) * **LinkSelected-Start** and **LinkSelected-Toggle** are linked to the executors you have selected.\ -If an executor is linked as **LinkSelected-Start**, the commands GO, GOTO, and TOP start the timer. \ -If an executor is linked as **LinkSelected-Toggle**, the timer toggles between start and pause.    * **LinkLastGo-Start** and **LinkLastGo-Toggle** are linked to all executors, also the ones you have selected. \ -If the link is set as **LinkLastGo-Start**, the commands GO, GOTO, and TOP start the timer on all executors. \ -If the link is set as **LinkLastGo-Toggle**, the timer toggles between start and pause on all executors.   *** 7. Label the timer you have set: 8. -Tap Label and an editor opens.\ -Type the name of the timer and press Please. 9. Set countdown time and alert duration:\ -Tap the green button below **Countdown Time** and the calculator opens.\ -Enter the time of the countdown.\ -Tap the green button below **Alert Duration** and the calculator opens.\ -Enter the duration of the alert. 10. Now, select the type of the alert:\ -Tap **Alert Type** and the **pop-up Select Alert Type** opens. ![](/img/grandma2/popup_select-alter-type_timer-pool_v3-3-949f27.png) *Setting the type of an alert* -Tap **Command, Pop-up & Beep**.\ -The alert can now be set off via the command line simultaneously displaying a warning pop-up and an audio signal on the console. 11. Set the range of the alert:\  -To toggle the range of the alert to **Local**, tap **Alert Range**.\ -The alert only sets off on the console currently in use. 12. Type the command that is to be executed in the session master:\ -Tap the green button below **Alert Command executed on Master** and an editor opens.\ -Enter the command. 13. Enter the message that is to be displayed in the warning pop-up as soon as the alert sets off.\ -Tap the green button below **Alert Text**.\ -An editor opens. \ -Enter the message of the pop-up. 14. The countdown is now set.  **Hint:**\ The current time of the timer can be assigned as the timing of a cue. Use the following syntax “Assign fade $timer1 cue 1 please” or Assign Time TimerPoolObject Cue 1 Please. **Hint:**\ You can play back a stopwatch or a countdown saved in the timer pool in the Clock. For more information see [Other System Tools - Clock](/grandma2/key_ost_clock/). # Timer pool options > To open the options of the timer pool, tap the ! in the upper left corner of the pool. To open the options of the timer pool, tap the ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the pool. The option dialog opens. ![](/img/grandma2/window_timer-pool-options_v3-3-542d8c.png) *Setting the options of the timer pool* 1. To adjust the general settings such as the frame color, sheet style, font or the reset of colors, see [Adjust pool options](/grandma2/key_pools_options/). 2. To start or pause the timer directly in the pool, swipe the button Select to Start / Stop.\ -To start the timer, tap the pool object once.\ -To pause it, tap it once again.  **Hint:**\ If you swipe the button back to Select, tapping the timer in the timer pool selects it. # Update the Software > The chapter gives you information about how to update the grandMA2 if a new software version is available. The chapter gives you information about how to update the grandMA2 if a new software version is available. To double-check what version you are using, enter the [version keyword](/grandma2/key_keyword_version/) in the command line. ## Check for updates and download the latest version [Section titled “Check for updates and download the latest version”](#check-for-updates-and-download-the-latest-version) To check if a new update for the grandMA2 software is available and download them: 1. Go to [www.malighting.com](http://www.malighting.com), click **Support and Downloads**, and click under MA Software Release Package complete at **+** .\ The first displayed version is the latest version. 2. Click at the version. The download process start. Follow the on screen instructions. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Update via setup](/grandma2/key_update_setup/) * [Format a USB stick for Linux](/grandma2/key_update_format/) * [Update or factory reset via boot menu](/grandma2/key_update_boot_menu/) * [Restart from Linux](/grandma2/key_update_restart_linux/) # Update or factory reset via boot menu > This topic describes how to update the grandMA2 software or do a factory reset via the boot menu. This topic describes how to update the grandMA2 software or do a factory reset via the boot menu. **Important:**\ Before you start to update your grandMA2 software or doing a factory reset, save your show files and any other user created data on a USB stick. If you do not save the show files first, the show files can be deleted or broken and cannot be recoverd anymore. **Requirements:** A Linux formatted USB stick with a software vesion. For more information, see [format a USB stick](/grandma2/key_update_format/). 1. Insert the formatted USB stick at a USB port on the grandMA2 console or grandMA2 RPU. 2. To turn the console on, press the power button. 3. When the startup screen appears, have a look the last sentence on the bottom of the screen. This sentence tells what key you have to press to go to the boot menu. It could be F8, F11, F12, or Esc.\ \ **Important:**\ If the console asks to press F11 or F12 and you have no external keyboard connected, connect an external keyboard.\ \ Press the key several times until the boot menu appears. ![](/img/grandma2/img_select-boot-device_v3_2-843e74.png) *Select boot device* 4. Select you USB stick and press **Enter** or Please.\ The **MA installer screen** opens. ![](/img/grandma2/img_installer-screen_v3_2-882fbb.png) *MA installer screen* 5. Choose one of the following options:\ \- If you want to update and keep the show data, choose **update software and keep shows/user data**.\   The touch screen calibration, the network station name, and the IP address will be remained.\ \- If you want to update and delete the show data, choose **update software and CLEAN shows/user data**.\    The touch screen calibration, the network station name, and the IP address will be remained.\ \- If you want to update on a clean hard drive, choose **factory reset**.\    The hard drive will get a new partition and it will be formatted. All data will be deleted.\    You have to calibrate the touch screens. The factory reset will set a DHCP IP address.\ \- If you want to backup all show files first before doing an update or factory reset, choose **backup all shows**.\ \- The memory test is for service members only. 6. Follow the on screen instructions.  The console is updated. # Format a USB stick for Linux > This topic describes how to format a USB stick for Linux. This is necessary for a later update via boot menu or a factory reset. This topic describes how to format a USB stick for Linux. This is necessary for a later update via boot menu or a factory reset. **Requirements:** * An empty USB stick * A software version .imgz file (download the latest software version at [www.malighting.com](http://www.malighting.com)) * MA stickMAker (download the MA stickMAker at [www.malighting.com](http://www.malighting.com) under **Utilities**) To format a USB stick for a later grandMA2 update: 1. Install the MA stickMAker by double click at the **StickMaker-x.x.x.x.exe.**\ You will be guided through the installation process. 2. Insert an empty USB stick in your computer. 3. Open the MA stickMAker by a right mouse click, and then click at **Run as administrator**.\ The **MA stickMAker** opens. ![](/img/grandma2/img_stickmaker_v3_2-625a7e.png) *MA stickMAker* 4. Select the **USB drive** in the green target field, then click at the three dots and select the **gMA2Console\_v\*.imgz** file. Click **Start**.\ The stick will be formatted to a Linux stick and the image will be written to the stick. This process takes about three minutes. When the copy operation is succeeded, a pop-up opens. 5. Click **Ok**. 6. Remove the USB stick from the computer. The USB stick is formatted into a Linux USB stick and ready for a grandMA2 update or a factory reset. # Restart from Linux > If an unexpected software crash happens, you can restart the console direct from the Linux operating system. If an unexpected software crash happens, you can restart the console direct from the Linux operating system. You can indicate the Linux operating system if you have only a white text visible on screen 1.\ The bottom line displays **“root@\[station name] #”**. ## Restart with show load [Section titled “Restart with show load”](#restart-with-show-load) **Requirement** only for grandMA2 ultra-light and grandMA2 replay unit: Connected external keyboard. 1. Press **arrow-up**. The word autostart is displayed. 2. Press **Enter** or Please. The grandMA2 restarts and loads a backup copy of the show file from the backup menu. The show load can take a few seconds. *** ## Restart without show load [Section titled “Restart without show load”](#restart-without-show-load) If the grandMA2 console crashes immediately again after a restart with show load, there could be something wrong with the show file. A restart without a load show is necessary: **Requirement** only for grandMA2 ultra-light and grandMA2 replay unit: Connected external keyboard. 1. Press **arrow-up**. The word autostart is displayed. 2. Enter the word **noload** after autostart. 3. Press **Enter** or Please. The grandMA2 restart with an empty show file. # Update via setup > Important: **Important:**\ This update process is available beginning with software version 2.8. If you have a software version 2.7 or older, use the update process via boot menu. For more information, see [update via boot menu](/grandma2/key_update_boot_menu/). This topic describes how to update the grandMA2 console via the Setup. **Requirement:** A software version .update file (download the latest version at [www.malighting.com](http://www.malighting.com)). 1. Copy the **.update** file on an empty USB stick and insert the USB stick in a USB port of the console. 2. Press Setup and tap under consoles Software Update.\ The software update window opens. ![](/img/grandma2/menu_software-update-c01106.png) *Software Update* 3. Every device with an older version is listed.\ To see also the devices with the same version, tap Show Same Version.\ To see only the devices from a specific session number, tap Session Filter Off. The calculator opens and you can insert the session number you would like to see. 4. To choose a specific folder on the USB stick with the .update file, tap Choose Folder.\ The **Select Folder on Drive** pop-up opens. ![](/img/grandma2/popup_select-folder-on-drive_v3_2_-85192a.png) *Select Folder on Drive pop-up* Select the .update file and tap Open.\ You are back in the Software Update window. 5. Tap at the devices you want to update and tap Update Devices!.\ A pop-up opens and asks if you want to save the show file first. 6. Tap Save Showfile.\ The update process starts. After the update process is finished, the console asks to reboot now. 7. Tap Reboot Now. The console reboots and the update process is finished. You can also update the consoles software via command line.\ For more information, see:\ \- [UpdateSoftware Keyword](/grandma2/key_keyword_updatesoftware/)\ \- [Reboot Keyword](/grandma2/key_keyword_reboot/) # Apply worlds or filters to executors and sequences > Worlds and filters can be assigned to Executors or Sequences. Worlds and filters can be assigned to Executors or Sequences. If you have come to this page without knowing about worlds and filters, then you should read the [What are Worlds topic](/grandma2/key_wfm_what_are_worlds/) and [What are Filters topic](/grandma2/key_wfm_what_are_filters/). ## Playback Filter [Section titled “Playback Filter”](#playback-filter) Assigning a world or filter to an executor will use the world or filter when the executor is running the sequence. For example a sequence might have stored colors and dimmer values. But if you assign a filter that does not allows color information to pass to the executor with the sequence then it will not execute the color information but only the dimmer information. It does not remove the color information from the sequence. This is called a **Playback Filter**. Playback filters only works by attributes not by layers (Value, Value Times and Effects). For Worlds this means that if you have applied a world that only contains the Effect layers, then everything is still played back. But a world that only have Fixture 1, then only the values for Fixture 1 will be played back. For Filters it means that applying a filter that only contains the timing layers will still play back everything. Using Filters allows you to filter what attributes are played back from the executor. ## Input Filter [Section titled “Input Filter”](#input-filter) Assigning a world or filter to a sequence will use that world or filter when you add (store or update) values to the sequence. For example a sequence might have a world assigned that only contains some fixtures. In your programmer you have values for those fixtures but also other fixtures. If you store a new cue in the sequence then you will only store the values for the fixtures in the assigned world. This is called an **Input Filter**. Since the Input Filter is applied to the sequence then it is also applied at all the executors that uses this sequence. ## []()Assigning Worlds and Filters [Section titled “Assigning Worlds and Filters”](#assigning-worlds-and-filters) You can assign the world or filter using the Assign key (read more below) or by opening the assign menu of a relevant executor. You can open the Assign menu by pressing Assign followed by any key on the relevant executor. Now make sure you have selected the Options button on the right side of the menu. It could look like this: ![](/img/grandma2/menu_assign_options_v3-2-affa48.png) *Assign Menu - Options* This menu contains a lot of settings and options. The two we are interest in are the two bottom buttons in the Playback column and the Tracking Column. Tapping one of these will open a **Select Playback Filter pop-up** or **Select Input Filter pop-up** - respectively. It could look like this: ![](/img/grandma2/popup_select-playback-filter_v3-3-7df947.png) *Select Playback Filter pop-up* This will list all the Worlds and Filters in your show file. At the top is also the “No Filter” option - this allows you to remove a playback or input filter. When you have set up your filters to your linking, then you can close the assign menu.   You can also assign the filters directly using the Assing key. ### Playback Filter: [Section titled “Playback Filter:”](#playback-filter-1) 1. Have the World or Filter pool visible. 2. Press the Assign key. 3. Tap the World or Filter you want to assign. 4. Press an executor button on the executor where you want to assign the world or filter. ### Input Filter: [Section titled “Input Filter:”](#input-filter-1) 1. Have the World or Filter pool visible. 2. Have the Sequence pool visible 3. Press the Assign key. 4. Tap the World or Filter you want to assign. 5. Tap the sequence you want to use the world or filter.   You can of coarse also use the command line: Assign Filter 7 Sequence 8     You can see in the mini executor if one or both of the filters are applied. It is a marking of ether the executor number (Playback Filter) or sequence number (Input Filter). Read more in the [Sequence mini executor topic](/grandma2/key_cs_sequence_mini_executor/). # Auto create worlds > grandMA2 can automatically create worlds, based on the selections. grandMA2 can automatically create worlds, based on the selections. It is done from the Auto Create menu. It is found by pressing the Setup key and then tapping the Auto Create button under Show. The menu could look like this: ![](/img/grandma2/menu_auto-create_world_v3-3-459c6b.png) *Auto Create menu - World tab* This menu has two different sides. The left one displays the Fixture Types or the Layers (depending on your settings - read below). The right side displays the content of the selection made on the left side. There is a green input field where you can type the starting world - this is the worlds number where the created worlds will begin. Everything, in the lists, that has a blue background is selected. Multiple selection is possible using the Ctrl key on a keyboard. The idea is that worlds are created based on the Fixture Type or the Layers. The fixtures that is selected in each of the Fixture Types or Layers are the ones that will be in the worlds. Auto created worlds contains the attributes relevant for the selected fixtures.   There are some buttons at the bottom of the window. The buttons are: **Choose:** This button has two different modes: **Fixture Type** and **Layer**. It chooses what the left side displays. **Always ask for Name:** When this is On (yellow text and background), you will get a name pop-up when you create worlds. **Create:** This will create worlds for each of the selected Fixture Types or Layers. **Overwrite:** This will allow for auto created worlds to overwrite existing worlds. If this is off, and if there is a conflict, then a Auto Create Conflict pop-up appears - read about it in the [Auto Create Groups topic](/grandma2/key_groups_auto_create/#auto_create_conflict). **Use:** This button have two modes. When it is **Earliest** the console will use the first free pool object. When it is **Latest** the console will use the first pool object after the last one used.   To cancel the auto creation, press the yellow X in the upper right corner. # Create filters > There are two different ways to create filters in the filter pool. You can edit one of the pool objects. This will give you the Edit Filter pop-up. The other wa There are two different ways to create filters in the filter pool. You can edit one of the pool objects. This will give you the Edit Filter pop-up. The other way is when making a temporary filter using the Store key or the At key, you have the option to store it as a new (first available) filter - read more about the temporary filters in the [Use temporary filters topic](/grandma2/key_wfm_temporary_filters/). The Edit Filter pop-up could look like this: ![](/img/grandma2/popup_edit-filter_v3-3-8f2922.png) *Edit Filter pop-up* This pop-up is almost the same if you make temporary filters or if you are creating filters in the pool. The idea about this pop-up is that you turn off the elements that you want the filter to block. The attributes that have a yellow text are the ones that are selected and they will allow information to pass through the filter. It is a little bit hard to see but there are some columns in this pop-up. The buttons on the left side is all the Preset Types in the system. The column of buttons on the right side of those are the Features in the system. The next (up to) four columns of buttons are all the Attributes in the system. The elements in this list changes with your fixture setup. On the right side you have three buttons to filter Value, Value Times and/or Effect data layers. To learn more about Preset Type, Feature and Attribute, please read the [What are attributes, features and preset types topic](/grandma2/key_basic_fixture_attribute_feature_preset/). To learn more about the data layers, please read the [Layers in Sheets topic](/grandma2/key_of_layers_in_sheets/). ## Title bar [Section titled “Title bar”](#title-bar) In the title bar there are several buttons. The first two are for zooming in the window. This will decrease or increase the size of the buttons. There are also two buttons that allow you to select None or All of the attributes. The last button closes the pop-up. ## Selecting what to filter [Section titled “Selecting what to filter”](#selecting-what-to-filter) When creating the filter you can turn off the elements you do not want passing through. If you turn off an preset type then you actually turn off the features and the attributes in the preset type. But if you have turned off one element in a preset type then it shows that the preset type (and feature) is turned off. ### Example [Section titled “Example”](#example) In the “Demo Dimmer and More” demo show you have two attribute in the “Dimmer” Feature. They are “Dim” and “Curve”. If you create a filter without “Curve” then the settings will look like this: ![](/img/grandma2/popup_edit-filter_curve-off_v3-3-f02cd0.png) *Filter without “Curve” attribute* “Curve” is turned off this also turns off the indication in both “Dimmer” Preset Type and “Dimmer” Feature. The “Dim” attribute is still On and dimmer values will pass the filter. Preset Type and Feature buttons are only On if all attributes inside them are On. # Create masks > You can create masks in the pool or in the individual windows. The workflow is the same. You can create masks in the pool or in the individual windows. The workflow is the same. If you do not know about the mask pool then please read the [What are masks topic](/grandma2/key_wfm_what_are_masks/). Press the Edit key followed by one of the Mask Pool objects to open the Mask Editor: ![](/img/grandma2/popup_edit-mask_v3-3-d949a8.png) *Edit Mask pop-up* The mask editor has two sections. The top part have the mask settings and the bottom part have buttons that allows you to work faster and do other things. The lower part changes a bit depending on from where you access the editor. ## The Mask section [Section titled “The Mask section”](#the-mask-section) The left side masks fixtures. The right side masks attributes. Each side has four rows and up to four columns. Each row is a mask criterion. A mask can have up to four criteria. That means that in order for a fixture or attribute to be visible it needs to follow one of the four criteria or rules. ![](/img/grandma2/popup_edit-mask_rules_v3-3-b48c4a.png) *Mask rules* The left most column is used to decide if the row shows or hides the fixtures or attribute, depending on the rule in the third column. The next column is used to invert the rule in the third column. The third column is the rule column. Tapping the up arrow gives you a small select pop-up that allows you to choose the rule. The different options are almost the same for the fixture side and the attribute side: **(none) - both:** The row doesn’t contain any mask criterion. **Active - both:** Displays fixtures and attributes that will be stored. **In Programmer - both:** Displays fixtures and attributes that are in the programmer. **Parked - both:** Displays parked fixtures and Attributes. **Used in Sel. Sequ (Selected Sequence) - both:** Displays the fixtures and attributes that are stored in the selected sequence. **Used in Show - both:** Displays all fixtures or attributes stored in cues, selective Effects, or selective Presets. **Selected - both:** Displays all (attributes of) selected fixtures. **DMX-tested - both:** Display all fixtures with attributes that currently have values in the DMX tester. And on the attribute mask it displays all the attributes that have values in the DMX tester. **Fade/Delay - both:** This will display all the fixtures and attributes with individual fade or delay timing in currently active cues or is active in the programmer. **Effect - both:** Displays all fixtures and attributes currently using effect parameters at the output. **In Object… - both:** This will give you the fourth column. Here you will get a button that opens the **Select Object pop-up**. Here you can select a specific Group, Effect, Preset, Sequence or World as your object. This will then display all fixtures or attributes currently using the defined object. The pop-up could look like this: ![](/img/grandma2/popup_select-object_v3-3-45d6b7.png) *Select Object pop-up* In this pop-up there are five different tabs with the different object types you can select. In each tab you will find the different object that exists in your show. **Look - both:** This can be used to display fixtures and attributes that will be affected by the same options as when using the Look options when storing. Applying this filter to the fixture side means: * Show all fixtures with dimmer attributes. * Show all fixtures without dimmer attributes but other active programmer content. * Hide all fixtures without dimmer and no programmer content. For the attribute side this means: * Show all dimmer attributes. * Show all attributes of fixtures with dimmer values above zero. **Live - fixture side:** Displays the fixtures with a dimmer value above 0% or with a stored 0% value in the current cue. **In Saved Selection - fixture side:** This will give you a new button in the fourth column called “Take Selection”. Pressing this will store the current selection of fixtures. If none is selected, then the sheets will be empty! **Moved - fixture side:** This will display all the fixtures that have stored changing (blocked) non dimmer values active at the output. **Full Patched - fixture side:** Displays fixtures that are fully patched. They need to be patched in all DMX breaks to be fully patched. **Virtual Fixtures - fixture side:** This will give you a button in the fourth column. Tapping this button allows you to make a selection of which type of fixture you want to see. The Select Virtual Fixture Types pop-up could look like this: ![](/img/grandma2/popup_select-vitual-fixture-types_v3-3-9dcc61.png) *Select Virtual Fixture Types pop-up* These are not exactly a question of the imported fixture types in your show file. It has to do with what class of fixture they are. This is defined in each of the fixture profiles. The list have all the possible fixture classes in the console. You can select multiple classes in this pop-up. When you are happy with your selection, then you close the pop-up by tapping the “X” in the upper right corner. **No Parameter - fixture side:** This will display the fixtures that have the “No Parameter” option in the[ EditSetup](/grandma2/key_patch_add_fixtures/). This can be useful when you have fixtures that are only controlled by the MA VPU (=video processing unit) through the console, and you want to see what they do. **RDM Notification - fixture side:** This will display fixtures with active RDM notifications. Selecting this will give you a new button in the fourth column. Tapping this will open the **Select RDM Display Mask pop-up**. It looks like this: ![](/img/grandma2/popup_select-rdm-display-mask_v3-3-e9fe31.png) *Select RDM Display Mask pop-up* Here are three options. **Warning**, **Alert**, and **Warning & Alert**. Select the notification level you want in the pop-up. The select option is now displayed in the button in the fourth column. **At NonDefault - attribute side:** Displays all attributes that currently have other than default values. **Of Current PresetType **-** attribute side:** Displays the currently selected PresetType - for example Color. **Of Current FeatureType **-** attribute side:** Displays the currently selected Feature - for example ColorMix. **In Saved Attributes - attribute side:** Gives you a new button in the fourth column called “Define Mask”. This will open a pop-up where you can selected one or more of the attributes in the show. The pop-up is just like the attribute part of the Edit Filter pop-up. Read more about this in the [Create filters Topic](/grandma2/key_wfm_create_filters/).   ## The Lower part [Section titled “The Lower part”](#the-lower-part) The lover part changes a little depending on how you get the mask editor. The different ways to get to the editor is discussed in the [Use masks in sheets topic](/grandma2/key_wfm_use_masks/). There are four buttons that are almost always visible: ![](/img/grandma2/popup_edit-mask_lower-buttons_v3-3-495927.png) *Four buttons from the Mask Editor pop-up* The two “Clear” buttons will clear all the criterions in each of they own sides. The two “Copy” buttons are used to copy the criterions from one side to the other. The arrows in the buttons shows the direction it will be copied. Only common rules can be copied. The other buttons that can be in the lower part is: **Label:** Tapping this allows you to label the mask. This button is only an option when you edit a mask from the mask pool. **Save to:** This button is available when you edit a mask from a sheet. This allows you to save the current criterions as a new mask in the pool. Tapping this open a **Select Mask pop-up**. It lists all the unlocked pool objects in the mask pool. It could look like this: ![](/img/grandma2/popup_select-mask_v3-3-060494.png) *Small Select Mask pop-up* **Load From:** This button is available when you edit a mask from a sheet. This allows you to load a set of mask criterions from the mask pool. Tapping this also opens a Select Mask pop-up - except this lists all the available masks. **Save Always:** This button is only available if you have loaded a mask from the pool. This check box allows you to automatically save  any changes you make back to the mask loaded from the pool. **Save:** This button is only available if you have loaded a mask from the pool. This allows you to save the current criterions back to the loaded mask - if you have not activated “Save Always”.   Please read the[ Use Masks in Sheets topic](/grandma2/key_wfm_use_masks/) to learn more about how it use the masks in the different sheets and windows. # Create worlds > Worlds are created in the programmer, and stored in the World Pool. Worlds are created in the programmer, and stored in the World Pool. Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and you may eliminate rows and/or columns. The created world will contain the rows of the current selection, and the columns of any active attribute. If no attributes were active, all columns/attributes will be included in the created world. Try this: 1. Select fixture 1 Thru 5 (or any 5 fixtures in your show). 2. Press Store followed by an empty world in the **World Pool**. 3. Tap the new world. You will now only have programming access to fixture 1 thru 5, which is reflected by the [Fixture Sheet Window](/grandma2/key_of_fixture_sheet/). You have access to all attributes.   Worlds do not contain any values, but you need to have active attribute values if you want to have the attribute information or filtering in the world. Try this: 1. Tap world 1 (Full) in the Worlds Pool. 2. Select fixture 1 Thru 5 (or any 5 fixtures in your show). 3. Give the fixtures a dimmer value - does not matter what value. 4. Press Store followed by an empty world in the World Pool. 5. Tap the new world. Look in a Fixture Sheet. Here you can see that it is only allowed to select the five fixtures and it is only possible to control the dimmer values.   A world is updated simply by restoring the world. If this is done while you are in the world, then you need to select a different world, and then re-select the world you want, before you can see the changes.   As usual it is really a good idea to name the worlds as soon as they are created. # Use temporary filters > Besides the filter pool with the defined or prepared filters, you can also use temporary filters. Besides the filter pool with the defined or prepared filters, you can also use temporary filters. They are used in the same actions as the filters from the filter pool. The following text describes how to open a temporary filter pop-up. But you can also have the [Command Filter window](/grandma2/key_wfm_create_filters/#command_filter) on one of your screens and use this. In the following text we are going to explore the temporary filters using the same examples as in the [Use Filters when programming topic](/grandma2/key_wfm_use_filter/). If you have not read that, it is a strong suggestion to do that first. ## Temporary Store Filter [Section titled “Temporary Store Filter”](#temporary-store-filter) You can access the temporary Store filter by pressing the Store key. Now you got the [Store Encoder Toolbar](/grandma2/key_cs_store_options_default/) visible at the bottom of screen 2. In this toolbar you will find a button called Store Filter. Tapping this will open a filter editor pop-up. It works just as explained in the [Create filters topic](/grandma2/key_wfm_create_filters/). There are two extra buttons on the right side of the pop-up. They are called “Reset Filter on Clear” and “Store Filter and Select”. **Reset Filter on Clear:** Usually the filter will reset back to the selected filter when you do the (store) action, but if you want to keep the filter. then you can activate this button. Then it is only the Clear(All) command that will reset to the selected filter. **Store Filter and Select:** Tapping this button will store the current filter settings as the next free available filter and you are prompted for a name. Also be aware that this new filter will be the Selected one. Not just the Applied filter. ### Example of the temporary store filter [Section titled “Example of the temporary store filter”](#example-of-the-temporary-store-filter) The following example is the same as the one used in the [Use filters when programming topic](/grandma2/key_wfm_use_filter/). We are going to look at a practical situation where filters can help you work more efficient. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures. 2. Make sure the Selected filter is the “All” filter so nothing is filtered already. 3. Select a fixture and give it values on several attributes including Dimmer. So now we imagine that this is the look we want in a cue - it is going to be cue number 2. We do not want to use the move in black function but we want the fixture to already be pre-positioned when we run cue number 2. So we are going to store all data except the dimmer in cue number 1 and then the dimmer value in cue number 2. 4. Press Store and then the Store Filter button in the Encoder Toolbar. 5. Turn off the “Dim” attribute in the Store filter pop-up. 6. Press an empty executor button - creating a new cue 1 in a new sequence and executor. Now you have stored all values except the dimmer in cue number 1. You still have the dimmer values active in your programmer, the rest is stored. The temporary filter is now gone and noting is filtered anymore. 7. Press Store and then the same executor button. 8. In the pop-up select Create Second Cue. That was the second cue. Clear your programmer and try to run the cues. *** ## Temporary At Filter [Section titled “Temporary At Filter”](#temporary-at-filter) The temporary At filter works just like the filter used as if you had it in a Filter pool. Keeping the At key pressed for about 1 second will open the filter pop-up. This pop-up also have the two extra buttons described in the temporary store filter above. And at the bottom you will find three extra buttons. They are color transform buttons. They are used to select how to transform the color if the source and destination fixtures do not have the same color attributes. **MixColor:** This will use the MixColor system. Depending on your settings it will also set an Open value in any color wheels. **Color Wheel:** This will use the nearest color on the color wheels. Depending on your settings it will also set an Open value to the MixColor system. **MixColor + Col Wheel:** This will use both the MixColor and the Color Wheels to create the best result. ### Example [Section titled “Example”](#example) The following example is the same as the one used in the [Use filters when programming topic](/grandma2/key_wfm_use_filter/). In this example we are going to grab only the color values from one fixture and apply it to another. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures and some filters. 2. Make sure the Selected filter is the “All” filter. 3. Select a fixture and give it values on several attributes including Dimmer, Position, and use the MixColor attributes to blend a new color. 4. Select a different fixture and give it another position and dimmer values. Now we would like to grab the color values only from the first fixture. We do not want to grab the position and dimmer values from the fixture, only the color. 5. Press and hold the At key until the filter pop-up appears. 6. Tap the None button on the title bar so no attributes are selected. 7. Tap the Color preset type so it turns on. This will allow all color information to pass the filter. 8. Tap the first fixture on the screens (or use the keys - Fixture \[number] Please). Now both fixtures have the same color values. *** ## Temporary filtering using the If key [Section titled “Temporary filtering using the If key”](#temporary-filtering-using-the-if-key) While storing or using the At command you can include an encapsulated condition. The condition can be almost anything and can include many different elements. The condition is encapsulated using the If key. You can keep the key pressed if you are making a complex condition or press it shortly if it is a more simple condition. The encapsulation is between the [If command](/grandma2/key_keyword_if/) and the [EndIf command](/grandma2/key_keyword_endif/). EndIf is available as a command using the If key after you have typed the first If command. Sometimes the software will automatically add the EndIf command. The condition is usually made by pressing different elements on the screens, but it can just as well be written commands. The condition can be positive or negative. For example: If you want to only have position values then you can simply tap the Position button in the Preset Control Bar. If you want everything except the position values, then you can press the - key and then the Position button to get the following command: If - PresetType “POSITION” EndIf in the command line.   ### Examples [Section titled “Examples”](#examples) The two examples used above can also be achieved using the If key. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures. 2. Make sure the Selected filter is the “All” filter so nothing is filtered already. 3. Select a fixture and give it values on several attributes including Dimmer. So now we imagine that this is the look we want in a cue - it is going to be cue number 2. We do not want to use the move in black function but we want the fixture to already be pre-positioned when we run cue number 2. So we are going to store all data except the dimmer in cue number 1 and then the dimmer value in cue number 2. 4. Press Store. 5. Press If and then -. Now the filtering is active and we have already selected that we want to exclude something. 6. We want to exclude the dimmer so now you can tap the Dimmer button in the [Preset Control Bar](/grandma2/key_ws_preset_control_bar/). 7. Finish the temporary filter by pressing the If key again. Now the command line should read: Store If - PresetType “DIMMER” EndIf. 8. Press an empty executor button - creating a new cue 1 in a new sequence and executor. Now you have stored all values except the dimmer in cue number 1. You still have the dimmer values active in your programmer, the rest is stored. The temporary filter is now gone and noting is filtered anymore. 9. Press Store and then the same executor button. 10. In the pop-up select Create Second Cue. This was an example on  how to use the If command to exclude an attribute - actually an entire preset type.   The next example is about allowing some attributes to pass the filter. In this example we are going to grab only the color values from one fixture and apply it to another. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures and some filters. 2. Make sure the Selected filter is the “All” filter. 3. Select fixture 1 and give it values on several attributes including Dimmer, Position, and use the MixColor attributes to blend a new color. 4. Select a different fixture and give it another position and dimmer values. Now we would like to grab the color values only from the first fixture. We do not want to grab the position and dimmer values from the fixture, only the color. 5. Press At Fixture 1 If. Now you can select the filter you want to use. 6. We need all the color information so tap the Color button in the Preset Control Bar. The “EndIf” command is automatically added when a single thing is tapped after pressing the If key 7. Press the Please keys to execute the command. Now both fixtures have the same color values. # Use filters when programming > The active filter is used when you store values and data. It is also used when you use the At command. The active filter is used when you store values and data. It is also used when you use the [At command](/grandma2/key_keyword_at/). If your active filter is the first one, called “All”, then it does not filter any data and you do not notice the filter is there.  As mentioned in the [What are filters topic](/grandma2/key_wfm_what_are_filters/), The filters can be selected and applied. The selected one is the one with the green background and the applied one is the one with a green line above the name. ## When Storing [Section titled “When Storing”](#when-storing) When you store something, then the Applied filter is used and the Selected filter will become the Applied filter, ready for your next action. When you do Store actions then both the Attributes and data Layer parts of the filters are used. ### Example [Section titled “Example”](#example) In the following example we are going to look at a practical situation where filters can help you work more efficient. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures and some filters. 2. If you do not have it, then create a filter that blocks the dimmer attributes but allows everything else including all Layers. 3. Make sure the Selected filter is the “All” filter. 4. Select a fixture and give it values on several attributes including Dimmer and maybe an effect. So now we imagine that this is the look we want in a cue - it is going to be cue number 2. We do not want to use the move in black function but we want the fixture to already be pre-positioned when we run cue number 2. So we are going to store all data except the dimmer in cue number 1 and then the dimmer value in cue number 2. 5. Tap the no-dimmer filter making it the Applied filter. 6. Press Store and then an empty executor button - creating a new cue 1 in a new sequence and executor. Now you have stored only the values the filter allow in cue number 1 (everything but dimmer). You still have the dimmer values active in your programmer, but the rest is stored. Also now the selected “All” filter is Applied filter. 7. Press Store and then the same executor button. 8. In the pop-up select Create Second Cue. That was the second cue. Clear your programmer and try to run the cues. *** ## When using the At command [Section titled “When using the At command”](#when-using-the-at-command) When you use the At command to get values from one object to another, then the Applied filter is also used, and it jumps back to the Selected filter after use. ### Example [Section titled “Example”](#example-1) In the following example we are going to grab only the color values from one fixture and apply it to another. 1. Use the “Demo Dimmer and more” demo show or a show with some fixtures and some filters. 2. If you do not have it, then create a filter that only contains the color attributes and all layers. 3. Make sure the Selected filter is the “All” filter. 4. Select a fixture and give it values on several attributes including Dimmer, Position, and use the MixColor attributes to blend a new color. 5. Select a different fixture and give it another position and dimmer values. Now we would like to grab the color values only from the first fixture. We do not want to grab the position and dimmer values from the fixture, only the color. 6. Tap the Color Only filter - making it the Applied filter. 7. Press the At key. 8. Tap the first fixture on the screens (or use the keys - Fixture \[number] Please). Now both fixtures have the same color values.   *** Please also have a look at the [Use temporary filters topic](/grandma2/key_wfm_temporary_filters/) and the [Apply worlds and filters to executors and sequences topic](/grandma2/key_wfm_apply_to_exec_seq/). # Use masks in the sheets > If you come to this page without any knowledge about Masks then please read the What are masks topic and the Create masks topic. If you come to this page without any knowledge about Masks then please read the [What are masks topic](/grandma2/key_wfm_what_are_masks/) and the [Create masks topic](/grandma2/key_wfm_create_mask/). ## Where can Masks be used [Section titled “Where can Masks be used”](#where-can-masks-be-used) Mask can be used in the following sheets and windows: * [Channel Sheet](/grandma2/key_of_channel_sheet/) * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Sequence Content Sheet](/grandma2/key_cs_cue_content/) * [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/) * [Stage View window](/grandma2/key_patch_stage/) All of these windows can have a local mask that only works for that view or they can follow the mask pool. A local mask only works in that version of the window. This means that you can have two fixture sheets but only one of them have a mask. ## Window options [Section titled “Window options”](#window-options) Turning off or on the mask settings are gone from the windows options. They are opened by tapping the yellow ball in the upper right corner. The options have three tabs that are interesting regarding masks. The first one is called **LayerMask** the second one is called **Title Buttons** and the last one is **Mask (Local)**. The [Layer Mask topic](/grandma2/key_of_sheet_options_layer_mask/) describes the options that are relevant for the mask function. This is where you can turn On or Off mask functions. The [Title Button topic](/grandma2/key_of_sheet_options_title_buttons/) describes how you enable the buttons that gives fast access to turning On or Of the mask function. The [Mask (Local)](/grandma2/key_of_sheet_options_mask_local/) tab is where you can create a local mask. The [Create Masks topic](/grandma2/key_wfm_create_mask/) has the actual description about creating the mask.   ## Assigning a mask on the fly [Section titled “Assigning a mask on the fly”](#assigning-a-mask-on-the-fly) You do not need to go through the process of entering the options if you want to use a mask from the pool in one of the five windows mentioned above. Simply press the Assign Key and then the mask you want to assign and finally the title bar of window where you want to use the mask. For example if you want to assign the **Programmer Only** mask to a **Channel Sheet**, then do the following: 1. Have both the Mask Pool and the Channel Sheet visible. 2. Press Assign. 3. Tap the Prog Only mask 4. Tap the title bar of the Channel Sheet. This can of cause be done using command line input (using the [Mask command](/grandma2/key_keyword_mask/)) or better yet a combination of command line input and touching the Channel Sheet. Same example: 1. Type assign mask 2 - The Programmer Only mask is locked as mask number 2. 2. Tap the title bar of the Channel Sheet.   How you want to set up your sheets are completely up to you and it is often also a question about what kind of a show you are doing. This means that there is no one preferred solution or one way that most programmers or operators set up their views. It is completely user definable and up to your own preferences. # Use worlds when programming > Worlds are a great tool when programming. Worlds are a great tool when programming. The point about the worlds is to apply a limitation to what fixtures and attributes you are affecting. This can be very useful if you have a lot of different values in your programmer, but you only want to store some of the values. For instance if you want to store a color preset for some of your fixtures before storing all values in a cue. Let us have a closer look at this example. Make sure you have a show with some different fixtures - you could load the “demo dimmer and more” show from the Demo shows. Create a world for each of the different fixture types. Name the worlds: Spot, LED, Blinder, Par This is the setup needed for all the following examples. ### Preset example [Section titled “Preset example”](#preset-example) 1. Make sure you are in the “Full” world. 2. Give your spots a dimmer value, a position value, and a color (do not use an existing color preset). 3. Give some of the other fixtures some colors and dimmer values. This is our look on the stage that everyone is happy about. But you want to be a cool and organized programmer, so instead of just storing these values in the cue, you want to make color presets for the spots and use the preset in the cue. 4. Select your “Spots” world. Notice that now you can only see your sports in the Fixture Sheet and in the Stage View. But a DMX Sheet will show you that you are still outputting all the other values as well. 5. Store a color preset. 6. If you do not use the “Keep activation” setting, then apply the preset, so you have preset link in your programmer. 7. Select the “Full” world Now you are back to where you where. The output to the stage never changed! Entering a world do not change the output. You can now store a cue that uses the color preset for the spots.   ### Delete example [Section titled “Delete example”](#delete-example) Using the same setup as mentioned above. In the demo show there is a sequence called “Look”. In this sequence there is something programmed for the Blinders. The Look only contains one cue, but let us imagine that it was a bigger sequence and we wanted to remove the Blinders from this sequence. 1. Select the “Blinder” world 2. Delete the “Look” sequence - Del Sequ 3 Please 3. Confirm the deletion in the pop-up 4. Select the “Full” world You did not actually delete the entire Sequence 3 (“Look”). You only deleted the fixtures and attributes that you could control. The Blinders are no longer in the “Look” sequence.   ### Unwanted attributes example [Section titled “Unwanted attributes example”](#unwanted-attributes-example) Most of the time it is not desired to program fixture control channel information in a cue list. It is not fun when a fixture suddenly turns off the lamp or resets because it accidentally was programmed in the cues. Worlds can be used to avoid this. 1. Select all your fixtures. 2. Make sure you have some values in your programmer for all attributes except the Control preset type. 3. Store a new world. 4. Select this world. Now the Control Preset Type disappeared from the Preset Control Bar above your encoders. And you cannot accidentally get those attributes in your programmer and store it somewhere.   ### Multi User example [Section titled “Multi User example”](#multi-user-example) In bigger shows it can be very useful and efficient to have multiple programmers working in the same show file. Often each programmer will have responsibility to program a smaller section of all the lights. To avoid interfering with each other it is a good idea to create worlds with the sections of the rig for each programmer and then the programmers can comfortably work with their fixtures and not be disturbed by each other. They still share the executors, so there is not a complete separation.   *** There are many other situations where worlds can help you work better. There are two predefined macros called “World is Full” and “World is Selection”. The first one selects world number one (“Full”). The second one creates a world based on your current selection (world number 999) and enters this world. This can be a very nice tool if you want to do something where a worlds would be nice and you do not have one that matches. Each time you use “World is Selection” then world number 999 is overwritten. If you use a different default world then number one then you might want to edit the “World is Full” macro to select the world you use (remember macros are shared among all Users).   Remember that the world you select only affects your programmer and what is displayed on some windows. Executors and already programmed elements are not affected by the worlds you have selected. But you can assign a world to an executor or a sequence. Read more about that in the [Apply worlds or filters to executors and sequences topic](/grandma2/key_wfm_apply_to_exec_seq/). # What are filters > The Filters are used to limit what can be stored, played back or retrieved using the "At" key. The Filters are used to limit what can be stored, played back or retrieved using the “At” key. Filters contain a selection of Attributes and data Layers (Value, Value Times and Effects). It does not contain any fixture information. Filters are organized in a Filter pool. Since this is a pool it might be a good idea to read to [Pools in General section](/grandma2/key_pools/). The Filter Pool could look like this: ![](/img/grandma2/window_filter-pool_v3-3-434490.png) *Filter pool - pool style* It can be changed to “Sheet Style” in the pool options. Then it could look like this: ![](/img/grandma2/window_filter-pool_sheet-style_v3-3-bef586.png) *Filter pool - sheet style* The filter pool is a global pool that is shared by all users. Filters in the pool are used when you store values ([Use filter when storing topic](/grandma2/key_wfm_use_filter/)), make a circular copy, retrieve data using the At key ([Use filter when grabbing values topic](https://help.malighting.com/grandMA2/en/help/ef223894-b4ed-4a33-8b8e-4e4340d91a4c.html)), or as a filter on Executors and Sequences ([Apply worlds and filters to executors and sequences topic](/grandma2/key_wfm_apply_to_exec_seq/)). There is always one active filter. The first pool object is called “All” and it contains all attributes and layers. This means that it does not filter any data. It is also locked and cannot be edited. A filter can be applied(called) and/or permanently selected. An applied filter have a green bar in the middle (behind the colored markers). A selected filter have a green background color in the name area (or number area in sheet style). You can select a different filter by pressing Select followed by the desired filter button. You can call a different filter temporarily by just pressing one of the filters. A called filter overwrites the selected filter, but will only be used the next time an action is performed that uses the filter - then it will jump back to using the selected filter. When a different filter than the “All” filter is selected, then the At key will flash and the filter icon ![](/img/grandma2/icon_filter_small_v3-2-a5501b.png) is in the command line and Message Center (default setting).   For more information about the colors and markers please read the [System Colors topic](/grandma2/key_ws_colors_system/). The data Layer Markers are only visible if there is one or more being filtered. It will then display the allowed layers. If all layers are Off (filtered) then there is also no markers. This would block all value data from passing the filter! *** ## []()The Command Filter window [Section titled “The Command Filter window”](#the-command-filter-window) It is possible to create a window that displayed the filter settings. It’s called **Command Filter** and can be found in the “Other” tab in the Create Basic Window pop-up. It could look like this: ![](/img/grandma2/window_command-filter_v3-3-68c8d4.png) *Command Filter window* The primary functions of this window is described in the [Create filters topic](/grandma2/key_wfm_create_filters/). This window will always show you the current filtering, and allow you to do temporary modifications. # What are masks > Masks are a way to hide fixtures and attributes in some sheets and the Stage window. Masks are a way to hide fixtures and attributes in some sheets and the Stage window. Mask can be local to the window, but they can also be in the mask pool. Sheets and Stage can then listen to the selected mask in the pool and apply it to the sheet or stage window. If you do not know about pools, then it is strongly suggested that you first read the [Pools in General section](/grandma2/key_pools/). The Mask pool could look like this: ![](/img/grandma2/window_mask-pool_v3-3-11e08f.png) *Mask pool - pool style* As with all pools, this can also be changed into Sheet style in the pool options. Then it could look like this: ![](/img/grandma2/window_mask-pool_sheet-style_v3-3-f8024f.png) *Mask pool - sheet style* The selected mask is the one with the green background. You can simple select a mask by tapping it in the pool or by using the Mask command followed by the number or name. See more in the [Mask Keyword topic](/grandma2/key_keyword_mask/).   Hiding fixtures and attributes in windows does not restrict your access to fixtures or attributes, it just hides it. There are 6 predefined masks in the pool. The following is a short description of the masks: * **None:**\ This does not hide anything. * **Prog Only:**\ This hides everything that is not in your programmer. * **Active Only:**\ This hides everything that is not active values in your programmer. * **Parked:**\ This will hide everything that does not have any parked values. * **Seq+:**\ This mask will only show the fixtures and attributes that are stored in the selected sequences - including any default fixture values. * **Seq-:**\ This mask will only show the fixtures and attributes that are stored in the selected sequences - but it will also hide any default fixture values stored.   Please read the [Create Masks topic](/grandma2/key_wfm_create_mask/) to learn how to create your own and the [Use Masks in sheets topic](/grandma2/key_wfm_use_masks/) to learn about using the masks in the sheets and Stage window. # What are worlds > Worlds are a functionality in the grandMA2 that allows you to limit what is possible to access and what is displayed in windows. Worlds are a functionality in the grandMA2 that allows you to limit what is possible to access and what is displayed in windows. Worlds are organized in a World pool. Since it is a pool, it might be a good idea to read the [Pools in General section](/grandma2/key_pools/). It could look like this: ![](/img/grandma2/window_world-pool_v3-3-d794af.png) *World pool - pool style* It can be changed to “Sheet Style” in the pool options. Then it could look like this: ![](/img/grandma2/window_world-pool_sheet-style_v3-3-9b8046.png) *World pool - sheet style* The first world in the pool is locked from the factory. It contains everything and is used when you do not want to exclude anything - it is called **Full**. The world pool is shared among all users in the show, but each user can have different worlds selected. You can select a different world by simply pressing the pool object. The green line indicates the selected world. If a world, other than number one (Full), is selected, then there is a World Icon ![](/img/grandma2/icon_world_v3-2-34fa97.png) in the title bar of sheets and other windows that is affected by the world selection. The icon might also be in the Command Line Input - it depends on your Message Center settings.  Worlds can contain a selection of fixtures and/or a selection of Attributes. If a world only have some (not all) Attributes then the pool object will display the [Preset Type Marker](/grandma2/key_ws_colors_system/#preset_type_marker) at the bottom of the pool object.   Using different worlds can be a big help in multi user environment. It can be used to separate the lighting rig into different parts for different programmers. Another good use is to be in a world without the attributes that is undesired to get programmed in sequences. This could be control channels to accidentally resets fixtures or turns off the lamps.   Selecting a world will hide fixtures, that are not a part of this world, in sheets and stage view/MA 3D. Attributes that are not in the world will not be visible in sheets. It is important to know that you can only affect the fixtures and attributes in your selected world. This is valid for programming actions. Read more in the [Use worlds when programming topic](/grandma2/key_wfm_use_worlds/). Playback actions (executors and sequences) are not directly affected by your selected world. You can assign a world to an executor or a sequence - but it is not linked to the worlds your user has selected. Read more in the [Apply worlds or filters to executors and sequences topic](/grandma2/key_wfm_apply_to_exec_seq/). Worlds can be assigned to User Profiles. Then the users, with this User Profile, will be limited to only the assigned world and cannot select a different world. Read about it in the [Create User Profiles and Users topic](/grandma2/key_single_multi_systems_create/).   Read the next page for more on how to [Create worlds](/grandma2/key_wfm_create_worlds/). # Worlds, Filters and Masks > The grandMA2 have three different functions that can help you work faster and more efficient. The grandMA2 have three different functions that can help you work faster and more efficient. They are called Worlds, Filters, and Masks. [Worlds](/grandma2/key_wfm_what_are_worlds/) are used to limit the access to fixtures and attributes. [Filters](/grandma2/key_wfm_what_are_filters/) are used to filter attribute values when doing different actions. [Masks](/grandma2/key_wfm_what_are_masks/) are used to hide fixtures and attributes from your views. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What are worlds](/grandma2/key_wfm_what_are_worlds/) * [Create worlds](/grandma2/key_wfm_create_worlds/) * [Auto create worlds](/grandma2/key_wfm_auto_create_worlds/) * [Use worlds when programming](/grandma2/key_wfm_use_worlds/) * [What are filters](/grandma2/key_wfm_what_are_filters/) * [Create filters](/grandma2/key_wfm_create_filters/) * [Use filters when programming](/grandma2/key_wfm_use_filter/) * [Use temporary filters](/grandma2/key_wfm_temporary_filters/) * [What are masks](/grandma2/key_wfm_what_are_masks/) * [Create masks](/grandma2/key_wfm_create_mask/) * [Use masks in the sheets](/grandma2/key_wfm_use_masks/) * [Apply worlds or filters to executors and sequences](/grandma2/key_wfm_apply_to_exec_seq/) # Command line > The command line is located in the bottom area of screen 1 and screen 2. The command line is located in the bottom area of screen 1 and screen 2. ![](/img/grandma2/img_commandline_3_2-8f6876.png) *Command Line*   *** ## Set the Cursor in the Command Line [Section titled “Set the Cursor in the Command Line”](#set-the-cursor-in-the-command-line) To enter keywords into the command line set the cursor in the command line first. For more information see [Command Syntax and Keywords](/grandma2/key_command_syntax_and_keywords/). To set the cursor into the command line: * Tap the command line. \- or- * Press and hold ![ma](/img/grandma2/ma_1-290dfd.png) and press Please. ![](/img/grandma2/img_commandline_cursor_3_2-c3d129.png) *Command line with blinking cursor*   The cursor is blinking in the command line.   *** ## Open the Pop-Up Commandline Feedback [Section titled “Open the Pop-Up Commandline Feedback”](#open-the-pop-upcommandline-feedback) To see command line feedback and history open the pop-up Command Line Feedback. To open the command line feedback: * Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) on the left of the the command line. * Or tap Command Line in **Create Basic Window**.  For more Information see [Create and manage basic window](/grandma2/key_windows_create_manage/).  The window Command Line Feedback opens. ![](/img/grandma2/popup_commandline_3_2_-5be293.png) *Pop-Up Commandline Feedback*   To close the pop-up tap the ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) once again in the command line. *** ## Open the Message Center [Section titled “Open the Message Center”](#open-the-message-center) To have an overview of the messages and descriptions of the icons in the command line open the message center. For more information see [Message Center](/grandma2/key_message_center/). To open the message center: * Tap one of the visible icons in the command line. The message center opens above the command line. ![](/img/grandma2/popup_message_center_3_2-73d5e8.png) *Message Center* To close the message center tap one of the icons in the command line once again. *** ## Open the Virtual Keyboard [Section titled “Open the Virtual Keyboard”](#open-the-virtual-keyboard) To expand the command line by a virtual keyboard: * Tap ![](/img/grandma2/icon_plus_v3-2-e7bd93.png) on the right of the command line. The virtual keyboard opens above the command line. ![](/img/grandma2/popup_virtual_keyboard_3_2-1b64dc.png) *Virtual Keyboard*   To close the virtual keyboard tap ![](/img/grandma2/icon_close_v3-2-8bb8c2.png) in the upper right corner of the window. *** ## Change the Default Keyword [Section titled “Change the Default Keyword”](#change-the-default-keyword) The default keyword is the keyword displayed in square brackets on the left of the command line. If the default keyword is Fixture and you only enter a number, for example number 1, into the command line, Fixture 1 will be entered into the command line.  You can change the default keyword of the command line to: * View * Effect * Goto * Page * Macro * Preset * Sequ * Cue * Executor * Channel * Fixture * Group To change the default keyword: 1. Press a key with a default keyword on it, for example Fixture. 2. Press Please. # Master section > The master section is located in the corner on the left of screen 2. The master section is located in the corner on the left of screen 2. It consists of three areas. ![](/img/grandma2/img_master_section_3_2-0f3315.png) \_Areas in the Master Section \_ 1. [Selected Executor](#Selected%20Executor) 2. [Function of the Left 100 mm Fader](#Fader%20Function) 3. [Function of the Right 100 mm Fader](#Fader%20Function) []()The master section is also displayed in the Command Section View along with [Program Time](/grandma2/key_ws_time_control/#program_time) and [Exec Time](/grandma2/key_ws_time_control/#exec_time). * Open the Command Section View via the **pop-up Create Basic Window**. For more information see [Create and Manage Basic Windows](/grandma2/key_windows_create_manage/).  ![](/img/grandma2/window_command-section-view_v3-3-7bd028.png) Open the Command Section View   *** ## []()Selected Executor [Section titled “Selected Executor”](#selected-executor) The selected executor has two areas. ![](/img/grandma2/img_master_section_selected_executor_3_2-a8755a.png) *Selected Executor Areas* 1. Sequence 2. Cue If you tap at the sequence area, the [assign menu](/grandma2/key_exec_assign/) opens.\ If you tap at the cue area, the [edit menu](/grandma2/key_cs_cue_content/) opens. For more information, see [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/). *** ## []()Fader Function [Section titled “Fader Function”](#fader-function) The two faders display the current fader function of the 100 mm faders. You can move the slider up or down and tap at the function buttons right beside the slider. If you tap in the fader description field, the fader assignment opens. ![](/img/grandma2/popup_fader_assignment_3_2-6614ed.png) *Fader Assignment* For more information, see [executor - assign a function](/grandma2/key_exec_assign/). # User-defined area > The user defined area is available on every screen. To manage windows in the user defined area see manage windows. The user defined area is available on every screen. To manage windows in the user defined area see [manage windows](/grandma2/key_windows/). ![](/img/grandma2/img_user_defined_area_3_2-9d8d25.png) *Empty user defined area* # View buttons > There are two kinds of view buttons in the grandMA2 user interface: There are two kinds of view buttons in the grandMA2 user interface: * [View Buttons on the Right Screen Side](#View%20Buttons%20on%20the%20Right%20Screen%20Side) * [X-Keys as View Buttons](#X-Keys%20as%20View%20Buttons) If you tap on a view button, the [ViewButton keyword](/grandma2/key_keyword_viewbutton/) will be executed. For more information about the function of the view buttons, see [use view buttons](/grandma2/key_ws_work_with_views/). *** ## View Buttons on the Right Screen Side [Section titled “View Buttons on the Right Screen Side”](#view-buttons-on-the-right-screen-side) The view buttons are located on the right side of screen 2 through screen 6. ![](/img/grandma2/img_viewbuttons_3_2-2f2379.png) *View Buttons on the right side of screen 2 trough screen 6.* To change the view page, see [ViewPage keyword](/grandma2/key_keyword_viewpage/). On screen 2 are the view buttons \[viewpage].1 through \[viewpage].10.\ On screen 3 are the view buttons \[viewpage].11 through \[viewpage].20.\ On screen 4 are the view buttons \[viewpage].21 through \[viewpage].30.\ On screen 5 are the view buttons \[viewpage].31 through \[viewpage].40.\ On screen 6 are the view buttons \[viewpage].41 through \[viewpage].50. ![](/img/grandma2/img_viewbutton_areas_3_2-ae46d8.png) *Areas of a view button.* A view button is structured in three areas: 1. \[ViewPage] . \[ViewButton] Number along with a screenshot as the view was stored 2. View Pool Number 3. View Pool Label For more information about views, see [work with views](/grandma2/key_ws_work_with_views/). *** ## X-Keys as View Buttons [Section titled “X-Keys as View Buttons”](#x-keys-as-view-buttons) If you press User1 or User2, the [X-Keys](/grandma2/key_key_xkey/) works as view buttons as well. These view buttons are located at the bottom of screen 1. ![](/img/grandma2/img_xkey_labels_viewbuttons_3_2-c1994a.png) *X-Keys as view buttons.* If you press User1, you get view button 11.1 through 11.20. If you press User2, you get view button 11.21 through 11.40. ![](/img/grandma2/img_viewbuttons_xkey_3_2-df38ab.png) *Areas of view button X-Key.* The view button X-Key is structured in four areas. 1. View Button Number 2. View Pool Label 3. View Pool Number 4. Screenshot as the view was stored For more information about views, see [work with views](/grandma2/key_ws_work_with_views/). # X-Key labels > The X-Key labels are located at the bottom of screen 1. The X-Key labels are located at the bottom of screen 1. In the middle of the X-Key labels is the page displayed. Three pages are available: * User1 * User2 * Button Page 1 thru 9999. If you press User1, the X-Key labels displays the function of [view button](/grandma2/key_widget_view_buttons/) 11.1 - 11.20.\ If you press User2, the X-Key labels displays the function of [view button](/grandma2/key_widget_view_buttons/) 11.21 - 11.40. ![](/img/grandma2/img_xkey_labels_viewbuttons_3_2-c1994a.png) *X-Key Labels for User 1* If you press List, the X-Key labels displays the [mini executor bar](/grandma2/key_ws_mini_executor_bar/) for the executor buttons 201 - 220 on the current button page. To change the button page, press Bt Pg + or Bt Pg -. ![](/img/grandma2/img_xkey_labels_miniexecutorbar_3_2-707362.png) *X-Key Labels for Mini Executor Bar* # Adjust the intensity of desk lights > The intensity of the desk lights is located in the Setup I Desk Lights. ## Use the Setup Menu [Section titled “Use the Setup Menu”](#use-the-setup-menu) The intensity of the desk lights is located in the **Setup I Desk Lights**. ![](/img/grandma2/menu_desklights_3_4-ce70cb.png) *Setup – Adjusting desk lights* Adjust the intensity of the: * Background of keys and buttons * Executor LEDs * Screens * Desk lamp To adjust the intensity of the desk lights: 1. Open the Setup by pressing Setup.   2. Then, tap Desk Lights. 3. To dim the light of your desk, tap the fader and move it downward.\ To lighten the desk, tap the fader and move it upward.  The light of your desk has now been adjusted. # Wing & monitor setup > Assign wings to an executor or assign external displays to internal screens in Wing & Monitor Setup. Assign wings to an executor or assign external displays to internal screens in Wing & Monitor Setup.  **Requirements:** * The resolution of the external screen has to be set to 1280 x 800 before assigning the internal screen to it. * The external screen has to be calibrated before assigning the internal screen.  For more information on how to set the resolution see [Change Screen Resolution for External Screens](/grandma2/key_window_screenoptions/#resolution_external_screen). Open the Wing & Monitor Setup: 1. Press Setup. 2. Tap Wing & Monitor Setup in the column Console. 3. The menu **FaderWing and CommandWing** **Setup** opens in the graphic mode.  ![](/img/grandma2/menu_console-settings_wing-monitor_console_v3-3-4c87f1.png) *Display of a current surface in grandMA2 – graphic mode* 4. To remove the write protection and to add a new screen, tap Add Surface. 5. Assign the internal screen to an external screen:\ -Tap and hold an external screen displayed in the menu above.\ -A pop-up opens displaying the screens.  ![](/img/grandma2/popup_edit-screen_wing_monitor_setup_v3-3-e7ed5a.png) *Assign a screen to an external screen* -Tap for example Screen 1.\ -The internal screen 1 is now assigned to an external screen. 6. Tap and move an external screen to a favored position in menu.\ -If en external screen is moved to the side, using the tracking ball or a mouse moves the cursor to the side.\ -If an external screen is moved to the top, using the tracking ball or a mouse moves the cursor to the top.\ -When operating a console move an external screen using a wing. Use the encoder of the wing to navigate in the screen. 7. Configure an internal or external wing:\ -Edit the command wing displayed at the bottom of the current surface.\ -A pop-up opens displaying the configuration. ![](/img/grandma2/popup_select-fader-config_v3-3-2afefe.png) *Configuration of wings* -Tap to select a wing. 8. To label the surface, tap Label on the right of the menu. 9. Change surfaces:\ -To return to the previous surface, tap Previous Surface.\ -To jump to the next surface, tap Next Surface. You can also call a surface using the command line. For more information see the [Surface keyword](/grandma2/key_keyword_surface/).  10. To delete a surface, tap Delete Surface. The settings are now applied. *** ## Table Mode [Section titled “Table Mode”](#table-mode) 1. To display the settings in a table, tap Table Mode on the right of the menu. 2. The menu opens. ![](/img/grandma2/menu_wing-monitor-setup_table-mode_v3-3-f2cf1d.png) *Wing & monitor setup – table mode* 3. Add a surface:\ -Tap Add Surface or tap and hold the cell **New** in the column **No.** or an empty cell in the column **Name**.  4. Label the surface:\ -After adding a surface, tap the cell **Surface**.\ -A pop-up **Edit Name** opens. \ -Enter the name.\ -The surface is now labeled. 5. Apply a surface:\ -Tap Select Surface. The cell you have tapped is now applied.  6. Edit cells:\ -To edit single cells, tap and hold the cell.\ -A pop-up opens displaying the wings.\ -Tap to select a wing.\ -The wing you have selected is now applied.  7. To revert to the graphic mode, tap Graphic Mode.  All settings are now applied. # Change screen options > The screen options are located in the Setup I Screen Options. The screen options are located in the **Setup I Screen Options**. ![](/img/grandma2/menu_screenoptions_3_4-2ddcc9.png) *Setup – Screen Options* In this view you can * [Calibrate screens](#Calibrate%20Internal%20Screens) * [Change the touch function](#Disable%20the%20Touch%20Function) * [Change mouse settings](#Change%20Mouse%20Function) * [Assign external touchscreens](#Assign%20External%20Touchscreens) * [Change screen resolution for external screens](#resolution_external_screen) * [Turn on screensaver](#Turn%20on%20Screensaver) *** ## []()Calibrate Screens [Section titled “Calibrate Screens”](#calibrate-screens) You can calibrate the internal and external screens if assigned. To adjust how accurately your screen senses when using a pen or finger: 1. Open the Setup by pressing the Setup key, then tap Screen Options, and select the screen you would like to calibrate. 2. Follow the on-screen instructions. The screen selected is now calibrated. *** ## []()Change the Touch Function [Section titled “Change the Touch Function”](#change-the-touch-function) You can disable and / or enable the touch function for every screen on the console.\ By default, the touch function is enabled. To change the touch function: * Open the Setup by pressing the Setup key, then tap Screen Options, and tap at the screen you would like to change the touch function, for example Left Touch Enabled. The touch function of the screen selected is disabled or enabled. *** ## []()Change Mouse Settings [Section titled “Change Mouse Settings”](#change-mouse-settings) You can choose if the mouse should or should not follow the touch.\ By default, the mouse does not follow the touch. Change the mouse setting to follow the touch: * Open the Setup by pressing the Setup key, then tap Screen Options, and tap Mouse does not follow touch. The mouse follows the touch. *** ## []()Assign External Touch Screens [Section titled “Assign External Touch Screens”](#assign-external-touch-screens) **Requirement:** [Connected external touchscreen](/grandma2/key_fs_connect_external_screens/). To assign an external touch screen: 1. Open the Setup by pressing the Setup key, then tap Screen Options, and tap on the screen you want to assign, for example Assign Right Touchscreen. 2. Follow the on-screen instructions. The selected touch screen is now assigned. *** ## []()Change Screen Resolution for External Screens [Section titled “Change Screen Resolution for External Screens”](#change-screen-resolution-for-external-screens) Screen resolution refers to the acuity of the text and images displayed on your screen. At higher resolutions, such as 1600 x 1200 pixels, items appear sharper. The larger the monitor the higher the resolution. Increase of screen resolution depends on the size and capability of your monitor. **Requirement:** [Connected External Screen](/grandma2/key_fs_connect_external_screens/). To change the screen resolution: 1. Open the Setup by pressing the Setup key, then tap Screen Options, and then tap the current screen resolution, for example 1920x1080.\ A list with all available screen resolutions opens. 2. Choose a screen resolution. The screen resolution is changed. *** ## []()Turn on Screen Saver [Section titled “Turn on Screen Saver”](#turn-on-screen-saver) The grandMA2 console comes with a screen saver.\ 5 minutes after the screen saver starts, the backlight of the 15-inch (381 mm) screens shuts down. To turn on the screen saver : 1. Open the Setup by pressing the Setup key, then tap Screen Options, and then tap Screensaver Off.\ The calculator opens. 2. In the green edit line, type in after how many minutes the screen saver should turn on. 3. Tap Please. The screen saver turns on after the timeout selected. *** # Windows in General > This topic deals with windows, sheets, and pools you can create in the user-defined area. This topic deals with windows, sheets, and pools you can create in the [user-defined area](/grandma2/key_widget_user_defined_area/). Create custom views by moving or adjusting windows. Save settings to default or load settings that were previously saved from the default. There are 6 different tabs that consist of several windows. For more information on the single tabs see the following links: * **Sheets** * [Channel sheet](/grandma2/key_of_channel_sheet/) * [DMX sheet](/grandma2/key_patch_dmx_sheet/) * [Fixture sheet](/grandma2/key_of_fixture_sheet/) * [Sequence content sheet](/grandma2/key_of_layers_in_sheets_content_and_tracking/) * [Sequence executor sheet](/grandma2/key_cs_cue_sequence/) * [Sequence tracking sheet](/grandma2/key_of_layers_in_sheets_content_and_tracking/) * [RDM sheet](/grandma2/key_rdm_rdm_sheets/) * **Pools** * [Camera](/grandma2/key_patch_camera/)  * [Effects](/grandma2/key_effects_predefined/) * [Filters](/grandma2/key_wfm_what_are_filters/) * [Forms](/grandma2/key_effects_create_forms/)  * [Groups](/grandma2/key_groups/)  * [Images](/grandma2/key_image/) * [Layout](/grandma2/key_layouts_create/)  * [Macros](/grandma2/key_macro_what_are/) * [Masks](/grandma2/key_wfm_what_are_masks/) * [MAtricks](/grandma2/key_matricks_pool/) * [Pages Channel](/grandma2/key_adv_exec_ch_pages/)  * [Pages Executor](/grandma2/key_adv_exec_pages/)  * [Sequence](/grandma2/key_cs_what_are/) * [Timecode](/grandma2/key_timecode_what_is/#timecode_shows)  * [Timecode Slots](/grandma2/key_timecode_what_is/#timecode_slots)  * [Timer](/grandma2/key_timers_timer_pool/)  * [Views](/grandma2/key_ws_work_with_views/)  * [Universes](/grandma2/key_patch_universe_pool/)  * [Worlds](/grandma2/key_wfm_what_are_worlds/)  * **Presets** * [​Preset pools](/grandma2/key_presets_pools/) * **Playbacks** * [Action buttons](/grandma2/key_exec_on_screen/) * [Playback big](/grandma2/key_exec_on_screen/#playback_big) * [Playback small](/grandma2/key_exec_on_screen/#playback_small) * [Running effects](/grandma2/key_effects_running/) * [Running playbacks](/grandma2/key_exec_running_playbacks/#running_playbacks) * **Other** * [Agenda](/grandma2/key_agenda_what_is/) * [CITP video viewer](/grandma2/key_network_citp_stream/) * [Clock](/grandma2/key_ost_clock/) * [Color picker](/grandma2/key_of_color_picker/) * [Command filter](/grandma2/key_wfm_what_are_filters/#command_filter) * [Command section](/grandma2/key_widget_master_section/#command_section_view) * [Command wing bar](/grandma2/key_ws_command_wing_bar/) * [Encoder bar](/grandma2/key_ws_encoder_bar/) * [Info](/grandma2/key_ws_info/) * [Layout view](/grandma2/key_layouts_edit/) * [Masters](/grandma2/key_adv_exec_master_window/) * [Sequence info](/grandma2/key_adv_seq_info/) * [Smart](/grandma2/key_of_smart_view/) * [Stage](/grandma2/key_patch_stage/) * [Timecode view](/grandma2/key_timecode_what_is/#timecode_view) * [VPU pixel mapper view](/grandma2/key_keyword_vpupixelmapperview/) * **System** * ​[Command line](/grandma2/key_widget_command_line/) * [Desk Status](/grandma2/key_ost_desk_status/) * [Help](/grandma2/key_ost_help_viewer/) * [Message center](/grandma2/key_message_center/) * [Network dimmer](/grandma2/key_ost_network_dimmer/) * [Performance](/grandma2/key_ost_performance_window/) * [Plugins](/grandma2/key_plugins_edit/) * [Sound input](/grandma2/key_ost_sound_input_window/) * [System monitor](/grandma2/key_ost_system_monitor/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create and manage basic windows](/grandma2/key_windows_create_manage/) * [Clear the screen or delete windows](/grandma2/key_windows_clear_delete/) # Clear the screen or delete windows > Clear the entire screen in the user-defined area occupied by different windows. ## Clear the Screen [Section titled “Clear the Screen”](#clear-the-screen) Clear the entire screen in the user-defined area occupied by different windows. To clear the entire screen: 1\. Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in a window. 2\. Tap Delete Window in the title bar.  The window is deleted. 3\. Tap the screen in place of the window that has just been deleted. The **pop-up Create Basic Window** opens.  4\. Tap Clear Screen. The user-defined area is empty. **Hint:**\ Alternatively clear the entire screen by pressing and holding ![encoder](/img/grandma2/encoder_1-08ac5a.png) and tapping Clear Screen. *** ## Delete Windows [Section titled “Delete Windows”](#delete-windows) To delete windows from the user-defined area: * Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) and then tap Delete Window in the title bar of the window.\ \- or - * Press Del and tap the title bar of the window. The window is deleted in the user-defined area. # Create and manage basic windows > You can create a basic window in the user-defined area on every screen. ## []()Create Basic Windows [Section titled “Create Basic Windows”](#create-basic-windows) You can create a basic window in the user-defined area on every screen. To create a basic window: 1\. Tap an empty area of the screen.\ The **pop-up Create Basic Window** opens. ![](/img/grandma2/popup_createbasicwindow_3_2-cecd48.png) \_ Open a basic window\_ 2\. Select a category in the tabs.\_ \_ 3\. Select the window you would like to be displayed.  A basic window is created in the user-defined area. *** ## Move Windows to Another Position on the Screen [Section titled “Move Windows to Another Position on the Screen”](#move-windows-to-another-position-on-the-screen) You can move windows around in the user-defined area. If you tap and hold and then move a window, its frame is highlighted.  ![](/img/grandma2/img_move-window_v3_2-2e1c26.png) *Move window* 1. To move a window, tap and hold the blue title bar or the blue area of a pool and move it to its new position. 2. Release the finger from the screen. The window is moved to its new position. *** ## Move Menus to Different Screens [Section titled “Move Menus to Different Screens”](#move-menus-to-different-screens) You can move menus from one screen to another screen. To move a menu to another screen: 1. Tap the **screen icon** ![](/img/grandma2/icon_change-screen_v3-2-221a7a.png) in the title bar of the menu.  2. The **pop-up Change Screen** opens. ![](/img/grandma2/popup_change-screen_v3-2-cd65c3.png) *Change scree pop-up* 3. Tap the screen number which you would like to move the menu to. The menu opens on the screen selected. *** ## Adjust the Size of Windows  [Section titled “Adjust the Size of Windows ”](#adjust-the-size-of-windows) To adjust the size of a window: 1\. Tap and hold the dots in lower right corner of the window.\ The frame around the window and the dots become brighter. ![](/img/grandma2/img_adjust_window_size_3_2-3f9f1a.png) *Adjust window size* 2\. To expand or minimize the window, move your finger. The window size is adjusted. *** ## Save Window Options to Default [Section titled “Save Window Options to Default”](#save-window-options-to-default) Save the settings to default in windows with multiple settings. These settings are saved in the user profile. There are two examples on how to save window settings to default: ### 1. Example [Section titled “1. Example”](#1-example) 1. Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the title bar of the window and adjust the window options. 2. Tap Save to Default in the title bar of the window options. ![](/img/grandma2/popup__sheet-options_title-bar-buttons_v3-3-dff4ba.png) *Save to default using the title bar* Window settings are saved to default in the user profile. ### 2. Example [Section titled “2. Example”](#2-example) 1. Press Setup, tap User, and then Window Settings. 2. Adjust the window settings. Window settings are saved to default in the user profile. *** ## Load Window Options From Default [Section titled “Load Window Options From Default”](#load-window-options-from-default) Window options that can be saved to default can also be loaded from default. To load window options from default: * Tap ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the title bar of the window options and tap Load from Default. Window options are loaded from default.   ## # Workspace > The chapter workspace deals in general with: The chapter workspace deals in general with: 1. Non-modifiable elements of visual display such as:\ -The executor bar **Important:**\ The executor bar cannot be resized, hidden or moved.    2. Modifiable elements of visual display such as:\ -Windows\ -Views **Important:**\ Windows and views can be resized and moved.    3. Coloring in user interface 4. Input modes such as:\ -Touch gestures\ -Keyboard shortcuts ## Subtopics [Section titled “Subtopics”](#subtopics) * [User interface](/grandma2/key_ws_user_interface/) * [Encoder bar](/grandma2/key_ws_encoder_bar/) * [Encoder settings](/grandma2/key_ws_encoder_settings/) * [Command wing bar](/grandma2/key_ws_command_wing_bar/) * [Command section](/grandma2/key_ws_command_section/) * [Mini executor bar](/grandma2/key_ws_mini_executor_bar/) * [Work with views](/grandma2/key_ws_work_with_views/) * [Touch gestures](/grandma2/key_ws_touch_gestures/) * [Calculator](/grandma2/key_ws_calculator/) * [Info](/grandma2/key_ws_info/) * [Oops and undo](/grandma2/key_ws_oops/) * [Colors](/grandma2/key_ws_colors/) * [Text indicators and symbols](/grandma2/key_ws_text_indicators/) * [Icons](/grandma2/key_ws_icons/) * [Keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts/) # Calculator > The calculator appears always if you need to enter or edit values. The calculator appears always if you need to enter or edit values. The calculator is a dynamic view. The buttons changes regarding the to be entered value. ![](/img/grandma2/qsg_11_control-fixtures_calculator_v3-2-c3b016.png) *Calculator for gobo values* The title bar displays the attribute, the unit, and sometimes the range of the values. If the fixture or channel has channel functions, the function sets are displayed in different tabs. Below the tabs, on the left side of the calculator, is the green edit line to enter values or ranges, e.g. 1 Thru. The calculator includes always a number pad at the left of the view. On the right side are the function buttons. The applied function has a brown background. ![](/img/grandma2/img_applied-calculator-function_v3_2-932bfd.png) *Applied calculator function* ## Default calculator buttons [Section titled “Default calculator buttons”](#default-calculator-buttons) The following buttons are in all calculator views available. The buttons are located right beside the number pad and they are interacting with the edit line. **Back:**\ Tap to delete the next sign left from the cursor. **Delete:**\ Tap to delete marked values or the next sign right from the cursor. **Home:**\ Tap to go at the beginning of the edit line. **End:**\ Tap to go at the end of the edit line. **<-:**\ Tap to go one sign back. **->:**\ Tap to go one sign forward. **+/-:**\ Tap to insert a prefix. Do not use the **-** button to enter a negative prefix. **Please:**\ Tap to confirm and apply the value. The calculator closes. ## Attribute function buttons [Section titled “Attribute function buttons”](#attribute-function-buttons) The following buttons are always available for editing attribute values. **Off:**\ Tap to clear the values from the programmer. **Deactivate:**\ Tap to deactivate the values in the programmer. The value is not active anymore in the programmer. **Remove:**\ Tap to enter remove values in the programmer. For more information, see [Remove keyword](/grandma2/key_keyword_remove/). **Release:**\ Tap to enter release values in the programmer. For more information, see [Release keyword](/grandma2/key_keyword_release/). **Default Link:**\ Tap that the attribute links to their default values. For more information, see [Default keyword](/grandma2/key_keyword_default/).\*\*\*\* # Colors > This chapter gives you an overview about the different colors used in the grandMA2. This chapter gives you an overview about the different colors used in the grandMA2. The colors are there to gives directly information about something what happened. This could be either the status of values in the programmer, or where are they coming from, and so on. There are a lot of different colors and they gives you a lot of useful information. ## Subtopics [Section titled “Subtopics”](#subtopics) * [System](/grandma2/key_ws_colors_system/) * [Marker](/grandma2/key_ws_colors_marker/) * [Cue](/grandma2/key_ws_colors_cue/) # Cue > The cue colors are value and background colors for the selected executors. The cue colors are value and background colors for the selected executors. The cue colors are visible in the: * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Channel Sheet](/grandma2/key_of_channel_sheet/) * [DMX Sheet](/grandma2/key_patch_dmx_sheet/) (Programmer Colors) * Sequence Content Sheet * Sequence Tracking Sheet * [Layout View](/grandma2/key_layouts/) (only for dimmer values) * [Encoder Bar](/grandma2/key_ws_touch_gestures/) (linked to the focused sheet) There are four cue colors available: **Magenta:**\ ![](/img/grandma2/window_fixture-sheet_magenta-value_v3-2-42e4a0.png) ![](/img/grandma2/window_fixture-sheet_magenta-background_v3-2-aceccf.png)\ *Magenta Value - Magenta Background*\ Magenta values or backgrounds indicates a tracked value from a selected executor. **Cyan:**\ ![](/img/grandma2/window_fixture-sheet_cyan-value_v3-2-a32ade.png) ![](/img/grandma2/window_fixture-sheet_cyan-background_v3-2-d863e5.png)\ *Cyan Value - Cyan Background*\ Cyan values or backgrounds indicates altered values in the cue from a selected executor.\ For dimmer attributes, a cyan value indicates an increasing dimmer value. **Green:**\ ![](/img/grandma2/window_fixture-sheet_green-value_v3-2-007e8b.png) ![](/img/grandma2/window_fixture-sheet_green-background_v3-2-f30dc7.png)\ \_Green Value \_*- Green Background*\ Green values or backgrounds indicates a decreasing dimmer value from a selected executor. **White:**\ ![](/img/grandma2/window_fixture-sheet_white-value_v3-2-29bf6a.png) ![](/img/grandma2/window_fixture-sheet_white-background_v3-2-5324a2.png)\ *White Value - White Background*\ White values or backgrounds indicates the same value is stored a second time (blocked value) from a selected executor. *** ## Change Cue Color Options [Section titled “Change Cue Color Options”](#change-cue-color-options) To change the cue color options in the * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Channel Sheet](/grandma2/key_of_channel_sheet/) * Sequence Content Sheet * Sequence Tracking Sheet tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Display  and then in the field Cue Colors. *** **Requirement for layout view**:\ The layout elements shows dimmer values.\ To change the cue color options in the [layout view](/grandma2/key_layouts/), tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Tools and in the field Cue Colors. *** To change the cue color options in the [DMX sheet](/grandma2/key_patch_dmx_sheet/), tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Display  and then in the field Programmer Colors. *** * To have no cue colors displayed, tap Off.\ All values from all user profiles will be displayed in yellow. * To have the cue colors from the selected executor always displayed, tap On.\ All other executors, will be displayed in yellow. * **Except DMX sheet:**\ To have the cue colors from the selected executor and all other executors in yellow, started by the own user profile, select My Exec.\ Executors run by other user profiles, will be displayed in gray. For more information to the colors, see [system colors](/grandma2/key_ws_colors_system/). The cue color options are changed. To save the cue color option, save the option as default or save the view. # Marker > Markers are color indicators in form of a bar, square, or a thin line. Markers are visible in: Markers are color indicators in form of a bar, square, or a thin line. Markers are visible in: * [Channel Sheet](/grandma2/key_of_channel_sheet/) * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Sequence Content Sheet](/grandma2/key_cs_cue_content/#content_sheet) * [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/#tracking_sheet) * [Layout View](/grandma2/key_layouts/) The name column in the fixture sheet displays a maker summery of all attribute markers of the fixture. There are the following markers there: **Red:** ![](/img/grandma2/window_fixture-sheet_red-marker_v3-2-e9797f.png) *Red Marker* Red markers indicate active programmer values (storable). **Pink and Red:** ![](/img/grandma2/window_fixture-sheet_pink-red-marker_v3-2-5d47f9.png) *Pink and Red Marker* \_ \_First Pink and then a red marker indicate active effect values in the programmer (storable). **Big Cyan:** ![](/img/grandma2/window_fixture-sheet_red-cyan-marker_v3-2-f3241a.png) *Big Cyan Marker* Big cyan markers in the fixture sheet indicate preset values in the programmer.\ Big cyan markers in the sequence tracking sheet indicate preset values in a sequence. **Small Cyan** (except for the sequence tracking sheet): ![](/img/grandma2/window_fixture-sheet_small-cyan-marker_v3-2-1ec9c6.png) *Small Cyan Marker* Small cyan markers indicate preset values from a sequence. **Blue:** ![](/img/grandma2/window_fixture-sheet_blue-marker_v3-2-6e1cf6.png) *Blue Marker* Blue markers indicate parked values – no matter the size of the marker. **Big Pink:** ![](/img/grandma2/window_fixture-sheet_pink-marker_v3-2-e23ada.png) *Big Pink Marker* Big pink markers indicate effect values. **Small Pink:** ![](/img/grandma2/window_fixture-sheet_small-pink-marker_v3-2-07bfff.png) *Small Pink Marker* Small pink markers indicate stomped effect values. For more information on this effect see [Stomp Keyword](/grandma2/key_keyword_stomp/). **White:** ![](/img/grandma2/window_fixture-sheet_white-marker_v3-2-e0e7c5.png) *White Marker* White markers indicate programmer values which cannot be stored. **Green:** ![](/img/grandma2/window_fixture-sheet_green-marker_v3-2-f64d10.png) *Green Marker* Green markers indicate active individual (= storeable) fade times in the programmer. **Pink, Red, and Green:** ![](/img/grandma2/window_fixture-sheet_pink-red-green-marker_v3-2-4a7cc5.png) *Pink, Red, and Green Marker* Pink, red, and green markers in the combination from left to right indicate active effect fade times in the programmer. **Orange:** ![](/img/grandma2/window_fixture-sheet_orange-marker_v3-2-1a7e1a.png) *Orange Marker* Orange markers indicate active individual (= storeable) delay times in the programmer. **Pink, Red, and Orange:** ![](/img/grandma2/window_fixture-sheet_pink-red-orange-marker_v3-2-cbdfc0.png) *Pink, Red, and Orange Marker* Pink, red, and orange markers in the combination from left to right indicate active effect delay times in the programmer. **Small Yellow:** ![](/img/grandma2/window_fixture-sheet_small-yellow-marker_v3-2-11b7e5.png) *Small Yellow Marker* Small yellow markers in the fixture sheet, channel sheet, or layout view, indicate values from a sequence. **Big Yellow:** ![](/img/grandma2/window_sequence-tracking-sheet_big-yellow-marker_v3-2-cf9785.png) *Big Yellow Marker* Big yellow markers in the sequence tracking sheet or sequence content sheet indicate stored values. **Gray:** ![](/img/grandma2/window_fixture-sheet_gray-marker_v3-2-8bb3b9.png) *Gray Marker* Gray markers indicate that at least one attribute of a fixture uses a DMX profile. This marker is only visible in output layers. **Purple:** ![](/img/grandma2/window_fixture-sheet_purple-bitmap-marker_v3-3-e4df15.png) *Purple Marker* Purple markers indicate attributes that were calculated in the bitmap fixture. *** ## Pool Object Marker Colors [Section titled “Pool Object Marker Colors”](#pool-object-marker-colors) The pool object markers are used in pool objects and they indicate which values are stored in the pool object, in the preset pools and in the filter pools. For more information see [What are Filters?](/grandma2/key_wfm_what_are_filters/) and [Preset Pools](/grandma2/key_presets_pools/). **Yellow Pool Object Marker:** ![](/img/grandma2/img_filter-pool-yellow-marker_v3_2-9ffdc9.png) *Yellow Pool Object Marker* Yellow pool object markers indicate that attribute values are stored in the pool object. **Important:**\ If a pool object just contains values , the yellow marker will not be displayed. **Pink Pool Object Marker:** ![](/img/grandma2/img_filter-pool-pink-marker_v3_2-715b28.png) *Pink Pool Object Marker* Pink pool object markers indicate that effect values are stored in the pool object. **Green Pool Object Marker:** ![](/img/grandma2/img_presets-pool-green-marker_v3_2-4e6933.png) *Green Pool Object Marker* Green pool object markers indicate that individual fade times are stored in the pool object. **Orange Pool Object Marker:** ![](/img/grandma2/img_presets-pool-orange-marker_v3_2-3e920a.png) *Orange Pool Object Marker* Orange pool object markers indicate that individual delay times are stored in the pool object. *** ## Shapes Of Markers [Section titled “Shapes Of Markers”](#shapes-of-markers) **Bar:** ![](/img/grandma2/window_fixture-sheet_red-marker_v3-2-e9797f.png) *Bar – Marker Shape* If a marker is displayed in form of a bar – in red or white – the value is in the programmer. **Square:** ![](/img/grandma2/window_fixture-sheet_small-cyan-marker_v3-2-1ec9c6.png) *Square – Marker Shape* If a marker is displayed in form of a square – no matter the color – the value is in the playback.  **Thin Line:** ![](/img/grandma2/window_fixture-sheet_dark-yellow-value_v3-2-b6e0dc.png) *Thin Line – Marker Shape* If a marker is displayed in form of a thin line (here: the thin line in cyan in the upper left corner of the value) – no matter the color – the value is tracked.  *** ## Enable or Disable Markers [Section titled “Enable or Disable Markers”](#enable-or-disable-markers) You can enable or disable the markers. By default, the markers are enabled. To enable or disable the markers in the: * [Fixtures Sheet](/grandma2/key_of_fixture_sheet/) * [Channel Sheet](/grandma2/key_of_channel_sheet/) * [Sequence Content Sheet](/grandma2/key_cs_cue_content/#content_sheet) * [Sequence Tracking Sheet](/grandma2/key_cs_cue_content/#tracking_sheet) \- Tap the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Display  and then at **Enable Marker** tap On or Off. \- To enable or disable the marker in the [Layout View](/grandma2/key_layouts/), tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Layout Data and at **Marker** tap Yes or No. The markers are enabled or disabled. To save the the settings, save the settings as default or save the view. # System > Some system colors can be changed or adjusted in the grandMA2. Some system colors can be changed or adjusted in the grandMA2. *** ## ID Colors [Section titled “ID Colors”](#id-colors) The channel or fixture IDs can have two different colors. **Gray:** ![](/img/grandma2/window_fixture-sheet_gray-id_v3-2-e5d9d5.png) *Gray fixture or channel ID* Gray fixture or channel IDs indicate fixtures or channel that are not selected. It is the default color. **Yellow:** ![](/img/grandma2/window_fixture-sheet_yellow-id_v3-2-fb631f.png) *Yellow fixture or channel ID* Yellow fixture or channel IDs indicate fixtures or channels that are selected. *** ## Background Colors of IDs and Names [Section titled “Background Colors of IDs and Names”](#background-colors-of-ids-and-names) The background color of the IDs and names can have three different colors. **Dark Blue:** ![](/img/grandma2/window_fixture-sheet_gray-id_v3-2-e5d9d5.png) *Dark blue background color* Dark blue background indicates that the cell can be edited. **Black:** ![](/img/grandma2/window_fixture-sheet_black-background_v3-2-50307c.png) *Black background color* Black background indicates that there is no object to be edited.  **Lavender:** ![](/img/grandma2/window_fixture-sheet_lavender-background_v3-2-ddbcd1.png) *Lavender background color* Lavender background indicates fixtures or channels that are limited by a group master. For more information see [group masters](/grandma2/key_groups_master/). **Dark Purple:** ![](/img/grandma2/window_fixture-sheet_dark-purple-background_v3-2-36265c.png) *Dark purple background color* Dark purple background indicates fixtures or channels that are limited by an additive group master. For more information see [group masters](/grandma2/key_groups_master/). **Blue:** ![](/img/grandma2/window_fixture-sheet_blue-background_v3-2-bc272e.png) *Blue background color* Blue background indicates fixtures or channels with the option **React to Master off**. *** ## Value Colors and Background Colors of Attributes [Section titled “Value Colors and Background Colors of Attributes”](#value-colors-and-background-colors-of-attributes) The values of attributes from fixtures or channels can have six different system colors. Some of the value colors are also displayed as background colors if the layer **Value Exec ID** or **Effect Exec ID** is selected. For more information on the layers see [control channels and fixtures](/grandma2/key_operate_fixtures/). Furthermore, values and background can have cue colors. For more information about cue colors see [cue colors](/grandma2/key_ws_colors_cue/). **Gray:** ![](/img/grandma2/window_fixture-sheet_gray-value_v3-2-d41c9a.png) *Gray value* Gray values indicate default values and effect values in the programmer. **Red and White:** ![](/img/grandma2/window_fixture-sheet_red-value_v3-2-4a2cc6.png) *Red value* ![](/img/grandma2/window_fixture-sheet_white-value_v3-3-45a3d4.png) White value ![](/img/grandma2/window_fixture-sheet_red-background_v3-2-aeabc5.png) *Red background* Red values and white values indicate that this value is in the programmer.\ Red background indicates that this value is in the programmer and that it is possible to store this value.\ This is an active value in the programmer. **Hint:**\ It is possible to change the color of the value to a high-contrast color in Setup – User administrator – Settings – Programmer Colors.  **Pink:** ![](/img/grandma2/window_fixture-sheet_pink-value_v3-2-7a3b75.png) *Pink value* ![](/img/grandma2/window_fixture-sheet_pink-background_v3-2-89ecd3.png) *Pink background* Pink values or background indicate a selectively assigned effect value from an executor. **Yellow:** ![](/img/grandma2/window_fixture-sheet_yellow-value_v3-2-ef423f.png) *Yellow value* ![](/img/grandma2/window_fixture-sheet_yellow-background_v3-2-c63bcb.png) *Yellow background* Yellow values indicate values from an executor, but not from the selected executor. **Dark Yellow:** ![](/img/grandma2/window_fixture-sheet_dark-yellow-value_v3-2-b6e0dc.png) *Dark yellow value* ![](/img/grandma2/window_fixture-sheet_dark-yellow-background_v3-2-da04ec.png) *Dark yellow background* Dark yellow values or backgrounds indicate tracked values from an executor, but not from the selected executor. **Pale Yellow:** ![](/img/grandma2/window_fixture-sheet_pale-yellow_value_v3-3-6ac96b.png) *Pale yellow value* ![](/img/grandma2/window_fixture-sheet_pale-yellow_background_v3-3-28277b.png) *Pale yellow background* Pale yellow values or backgrounds indicate that MIB was enabled from an executor, but not from the selected executor.  **Hint:**\ Descending and ascending values and their backgrounds, such as green and cyan, are also displayed in a slightly paler shade if MIB function was enabled.   **White and Grey:** ![](/img/grandma2/window_fixture-sheet_white-value-gray-background_v3-2-77e626.png) *White value and gray background* White value along with gray background indicate values in the programmer from another user profile. **Dark Blue:** ![](/img/grandma2/window_fixture-sheet_dark-blue-value_v3-2-1929c8.png) *Dark blue value* Dark blue values indicate attributes that cannot be controlled. For more information see [TakeControl keyword](/grandma2/key_keyword_takecontrol/). *** ## Pool Object Number Colors [Section titled “Pool Object Number Colors”](#pool-object-number-colors) The pool object number colors are used in pool objects. **Gray Pool Object Number:** ![](/img/grandma2/img_view-pool-object-gray_v3_2-af7f8f.png) *Gray pool object number* Gray pool object numbers indicate that this pool object is not assigned to a button or an executor. It is not used in the show. **Cyan Pool Object Number:** ![](/img/grandma2/img_view-pool-object-cyan_v3_2-d95f20.png) *Cyan pool object number* Cyan pool object numbers indicate that this pool object is assigned to a button or an executor. This pool object is used in the show. *** ## Included Preset Types [Section titled “Included Preset Types”](#included-preset-types) Included preset type markers indicate which preset types are stored in the pool object. Beginning from left, preset type 1 through 9. Included preset type markers appear in preset pools and filter pools. ![](/img/grandma2/img_filter-pool-white-marker_v3_2-f02da4.png) *White preset type markers indicate included position preset type* # Command section > The command section is the area used to enter complex commands into the command line using keys. The command section is the area used to enter complex commands into the command line using keys.  This section is located on the right side of the console.  ![](/img/grandma2/img_command-section_v3-3-ed2507.png) *Command section*   To open the command section on the onPC press Command Overlay and the window **Command Overlay** opens.  **Important:**\ Single keys can have several functions depending on how often or how long you press and hold them.   For more information on the keys and their commands see [Key overview](/grandma2/key_keys_key_overview/).   *** ###   ### 1. Example: [Section titled “1. Example:”](#1-example) * Pressing Channel 1 At 50 enters the command into the command line. * Pressing Please consequently sets the dimmer in channel 1 to 50 percent.   ### 2. Example: [Section titled “2. Example:”](#2-example) * Pressing Store Executor 5 Cue 3 enters the command into the command line.  * Pressing Please consequently stores cue 3 on the executor 5. # Command wing bar > With the command wing bar you control the faders 1 to 6 and the buttons 101 to 106. With the command wing bar you control the faders 1 to 6 and the buttons 101 to 106. ## MA onPC command wing and external screen [Section titled “MA onPC command wing and external screen”](#ma-onpc-command-wing-and-external-screen) If you use a MA onPC command wing along with an external screen, open the command wing bar window. * Tap in the **user defined area**, select tab Other and then Command Wing Bar. The command wing bar window is open. ![](/img/grandma2/window_command-wing-bar_v3_2-1fab5e.png) *Command wing bar window* ## Command wing grandMA2 onPC [Section titled “Command wing grandMA2 onPC”](#command-wing-grandma2-onpc) If you use a grandMA2 onPC along with a MA onPC command wing, turn the command wing bar on. To turn the command wing bar on screen 2 on: 1. Click the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) in the upper left corner of the window one in the grandMA2 on PC. ![](/img/grandma2/img_onpc-settings_v3_2-f99399.png) *grandMA2 onPC options* 2. Click Options… 3. Click at tab View and select under CmdWing Bar On. The command wing bar is visible at the bottom of screen 2, left beside the encoder bar, in the grandMA2 onPC. ![](/img/grandma2/img_command-wing-bar_v3_2-fb4372.png) *Command wing bar grandMA2 onPC* # Encoder bar > The encoder bar is located below the command line on screen 2. The encoder bar is located below the command line on screen 2. You can also open the encoder bar in the user defined area. To open the encoder bar in the user defined area: * Tap on an empty space on one of the screens, tap Other, tap Encoder Bar. The encoder bar is open. ![](/img/grandma2/window_encoder-bar_v3-2-48572c.png) *Encoder Bar Window* The encoder bar is structured in two areas: 1. [Preset Control Bar](/grandma2/key_ws_preset_control_bar/) 2. [Encoder Toolbar](/grandma2/key_ws_encoder_toolbar/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Preset control bar](/grandma2/key_ws_preset_control_bar/) * [Encoder toolbar](/grandma2/key_ws_encoder_toolbar/) # Encoder settings > To go to the encoder settings, press and hold the !encoder. The pop-up is visible as long as you press the key. To go to the encoder settings, press and hold the ![encoder](/img/grandma2/encoder_1-08ac5a.png). The pop-up is visible as long as you press the key. The encoder bar settings has two part. The bigger part and the smaller part. ![](/img/grandma2/popup_encoder-settings_big_v3_2_-a42ba5.png) *Encoder settings - bigger part* ![](/img/grandma2/popup_encoder-settings_small_v3-2-c6ed7f.png) *Encoder settings - smaller part* The smaller part is visible at all screens. The bigger part is visible only at screen 2. *** ## Adjust dimmer wheel mode [Section titled “Adjust dimmer wheel mode”](#adjust-dimmer-wheel-mode) The dimmer wheel mode can be set in the encoder settings or in the Setup , tab **User**, item Settings. You can choose between four different dimmer wheel modes: **Additive** (= default):\ Additive keeps the difference between the dimmer values until you reach 0% or 100%, by using the dimmer wheel. After 0% or 100 % are reached, the values will be leveled out. Example:\ Channel 1 has a value of 50 and channel 2 is at 60. When you use the dimmer wheel to take them both up to 100, and then back down, they both go down from 100 at the same time and at the same level. **Incremental:**\ Incremental keeps the difference between the dimmer values always, even if you reached 0% or 100% by using the dimmer wheel. Example:\ Channel 1 has a value of 50 and channel 2 is at 60. When you use the dimmer wheel to take them both up to 100, and then back down, channel 1 will start coming down first and then channel 2 will follow when channel 1 is at 90. **Prop.+** (Proportional positive):\ When using the dimmer wheel to turn up the dimmer values, the difference in the dimmer values will **increase**. Turning down the values will make all channels reach 0% at the same time. **Prop.-** (Proportional negative):\ When using the dimmer wheel to turn up the dimmer values, the difference in the dimmer values will **decrease**. Turning up to 100% will make all channels reach 100% at the same time. *** ## Adjust dimmer wheel resolution [Section titled “Adjust dimmer wheel resolution”](#adjust-dimmer-wheel-resolution) The dimmer wheel resolution can be set in the encoder settings or in the Setup , tab **User**, item Settings. With the dimmer wheel resolution you can set if the dimmer wheel should work: * Fine * Normal (= default) * Coarse *** ## Adjust trackball resolution [Section titled “Adjust trackball resolution”](#adjust-trackball-resolution) The trackball resolution can be set in the encoder settings or in the Setup , tab **User**, item Settings. With the trackball resolution you can set if the trackball should work: * Fine * Normal (= default) * Coarse *** ## []()Adjust encoder resolution [Section titled “Adjust encoder resolution”](#adjust-encoder-resolution) With the lower buttons of the bigger part of the encoder settings pop-up, you can adjust the encoder resolution. You can set the encoder resolution for each attribute. That means dimmer can be set to fine and pan to normal. You can also set the encoder resolution in the [encoder toolbar](/grandma2/key_ws_encoder_toolbar/). Another way to set the encoder resolution is to press Setup, tap Patch & Fixture Schedule, tap Fixture Types, tap Attributes & Encoder Grouping, tap at the **preset type** and in the table **Attributes of Feature** is a column **Encoder Resolution**. There are three different encoder resolutions available: **Ultra:**\ An encoder step equates 0.4. **Fine:**\ Every second encoder step equates 0.1. **Normal:**\ An encoder step equates 0.5. *** ## Disable touch function for screen 1 [Section titled “Disable touch function for screen 1”](#disable-touch-function-for-screen-1) To disable the touch function on screen 1: * Press and hold ![encoder](/img/grandma2/encoder_1-08ac5a.png) and tap at Disable Multi Touch. The touch function screen 1 is disabled. *** ## Switch dialogs to default screen [Section titled “Switch dialogs to default screen”](#switch-dialogs-to-default-screen) This function is used to bring the dialog back to their default screen. The defaults for most of the screens is screen 1.\ \ Switch dialogs to default screens could be useful if you had external screens connected and moved dialogs maybe to screen 5. Now, you are sitting on a console without external screens and you cannot reach the dialogs. To bring the dialogs back to their default screens: * Press and hold ![encoder](/img/grandma2/encoder_1-08ac5a.png) and tap at Switch Dialogs to Def. Screen. The will be open the next time on their default screen. Another way to switch the dialog to default screen is, using the [Menu Keyword](/grandma2/key_keyword_menu/). *** ## Clear screen [Section titled “Clear screen”](#clear-screen) To clear the screen by using the encoder settings pop-up: * Press and hold ![encoder](/img/grandma2/encoder_1-08ac5a.png) and tap at Clear Screen. The screen on that you tapped the button is cleared. For another way to clear the screen, see [user defined area](/grandma2/key_widget_user_defined_area/). *** ## Clear all screens [Section titled “Clear all screens”](#clear-all-screens) To clear all screens: * Press and hold ![encoder](/img/grandma2/encoder_1-08ac5a.png) and tap at Clear All Screens. All screens are cleared. # Encoder toolbar > The following topic describes the default encoder toolbar. The following topic describes the default encoder toolbar. The encoder toolbar is context sensitive - it changes depending on the focused view. The encoder toolbar is part of the encoder bar and located below the preset control bar. ![](/img/grandma2/img_encoder-toolbar_v3_2-7bd76b.png) *Encoder Toolbar* 1. Features of the preset type. If more features are available, swipe to change the feature. 2. Attributes of feature. 3. Displays the value. To change the value, turn the encoder left or right. To open the calculator, tap in the field or press the encoder. 4. Choose the encoder resolution. 5. Choose between value layer or effect layer. 6. Select the layer. For more information, see [control fixtures and channels (value layer)](/grandma2/key_operate_fixtures/) or [live edit an effect (effect layer)](/grandma2/key_effects_live_edit/). 7. Select the Align mode. For more information to the Align mode, see [Align key](/grandma2/key_key_align/). 8. Opens the MAtricks Toolbar. For more information, see [MAtricks toolbar](/grandma2/key_matricks_toolbar/). 9. Opens the Special Dialog. If its grayed out, there is no special dialog available. *** ## []()Change Encoder Link Setting [Section titled “Change Encoder Link Setting”](#change-encoder-link-setting) If the layer fade, delay, or any effect layer is selected, the encoder link button appears in the encoder bar. ![](/img/grandma2/img_link-button_v3_2-980fc5.png) *Encoder Toolbar with Encoder Link Button* There are eight encoder link settings available: **Requirement:**\ \- Selected fixtures or channels.\ \- Selected layer is fade, delay, or any effect layer. Choose the encoder link option you like to have. * **Link Single:**\ Set the value for the single attribute. * **Link Single Active:**\ Set the value for the single attribute, only if the parameters are already active in programmer. * **Link Feature:**\ Set the value for all attributes of the feature. E.g. if you set a delay time for Pan it will also set the time for Tilt. * **Link Feature Active:**\ Set the value for all attributes of the feature, only if the parameters are already active in programmer. * **Link All:**\ Set the value for all attributes. * **Link All Active:**\ Set the value for all attributes, only if the parameters are already active in programmer. * **Link Filter:**\ Set the value for the attributes matching the selected filter . * **Link Filter Active:**\ Set the value for the attributes matching the selected filter, only if the parameters are already active in programmer. The encoder link option is saved in the user settings. # Icons > The following icons are used in the grandMA2 series. The following icons are used in the grandMA2 series. ## Title Bar Icons [Section titled “Title Bar Icons”](#title-bar-icons) The title bar provides you with information icons and icons with a function. The following table explains what the icons in title bar mean. | Icon | Meaning | | ----------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma2/icon_world_v3-2-34fa97.png) | A world is active. For more information, see [World Keyword](/grandma2/key_keyword_world/) or [Worlds, Filters, and Masks](/grandma2/key_wfm_world_filter_mask/). | | ![](/img/grandma2/icon_ghost_v3-2-88ba6d.png) | A mask is in use. For more information, see [Use Masks in the Sheets](/grandma2/key_wfm_use_masks/). | | ![](/img/grandma2/icon_ghost-red_v3-2-e08051.png) | A mask is assigned. For more information, see [Use Masks in the Sheets](/grandma2/key_wfm_use_masks/). | | ![](/img/grandma2/icon_home_v3-2-f54f1b.png) | Go home to the Setup start screen. | | ![](/img/grandma2/icon_change-screen_v3-2-221a7a.png) | Opens the change screen pop-up. | | ![](/img/grandma2/icon_close_v3-2-8bb8c2.png) | Deletes the window or closes pop-ups. | | ![](/img/grandma2/icon_plus_v3-2-e7bd93.png) | Opens the virtual keyboard. | | ![](/img/grandma2/icon_minus_v3-2-0401ec.png) | Closes the virtual keyboard. | | ![](/img/grandma2/icon_zoom-in_v3-2-3886a8.png) | Zooms in the window. | | ![](/img/grandma2/icon_zoom-out_v3-2-d44bf8.png) | Zooms out the window. | | ![](/img/grandma2/icon_zoom-to-fit_v3-2-28eb20.png) | Adjusts the zoom in that way that the entire recorded timecode show is visible in the window. | | ![](/img/grandma2/icon_follow-time_v3-2-eea00b.png) | Follows the time marker and sets it to the middle of the window. | | ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png) | Opens the window options. | ## Pool Object Icons [Section titled “Pool Object Icons”](#pool-object-icons) The pool objects provides you with information about the object itself. | Icon | Meaning | | ---------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma2/icon_yellow-lock_v3-2-ef12bd.png) | Pool object is locked. To unlock a pool object, see [Unlock Keyword](/grandma2/key_keyword_unlock/). | | ![](/img/grandma2/icon_red-lock_v3-2-bec47f.png) | Pool object is fixed locked by default. It can not be unlocked. | | ![](/img/grandma2/icon_information_v3-2-4f9ee6.png) | Pool object contains additional information. | | ![](/img/grandma2/icon_chain-yellow_v3-2-dfce04.png) | Camera pool object is linked to a camera fixture. For more information, see [Camera Pool](/grandma2/key_patch_camera/). | | ![](/img/grandma2/icon_timecode_v3-2-7d12a7.png) | - Timecode slot pool object with incoming SMPTE timecode. | * Timecode pool object linked to a timecode slot with incoming SMPTE timecode.For more information, see [timecode](/grandma2/key_timecode/). | | ![](/img/grandma2/icon_note_v3-2-97fe70.png) | \* Timecode slot pool object with incoming MIDI timecode. - Timecode pool object linked to a timecode slot with incoming MIDI timecode.For more information, see [timecode](/grandma2/key_timecode/). | | ![](/img/grandma2/icon_filter_v3-2-b26b05.png) | Sequence pool object with input filter. For more information, see [cues and sequences](/grandma2/key_cues_and_sequences/). | | ![](/img/grandma2/icon_pause_v3-2-d45df1.png) | - Paused timer pool object. For more information, see [timer](/grandma2/key_timer/). * Paused timecode slot pool object. For more information, see [timecode](/grandma2/key_timecode/). * Paused timecode pool object. For more information, see [timecode](/grandma2/key_timecode/). | | ![](/img/grandma2/icon_play_v3-2-dcc393.png) | \* Running timer pool object. For more information, see [timer](/grandma2/key_timer/). - Running timecode slot pool object. For more information, see [timecode](/grandma2/key_timecode/). - Running timecode pool object. For more information, see [timecode](/grandma2/key_timecode/). | | ![](/img/grandma2/icon_off_v3-2-17dd16.png) | Timer pool object is off. For more information, see [timer](/grandma2/key_timer/). | | ![](/img/grandma2/icon_record_v3-2-af91c3.png) | Running record for macro pool object. For more information, see [record keyword](/grandma2/key_keyword_record/) or [macros](/grandma2/key_macro/). | | ![](/img/grandma2/icon_green-square_v3-2-36dbde.png) | - Blinking: Refresh DMX signal for a universe pool object * Permanent: Change DMX values for DMX channels in the universe pool object | | ![](/img/grandma2/icon_rdm-green_v3-2-760cf3.png) | Universe pool object with running RDM. For more information, see [RDM](/grandma2/key_rdm/). | | ![](/img/grandma2/icon_rdm-red_v3-2-3be191.png) | Universe pool object with RDM on for this universe and global RDM off. For more information, see [RDM](/grandma2/key_rdm/). | ## Command Line and Message Center Icons [Section titled “Command Line and Message Center Icons”](#command-line-and-message-center-icons) The [command line](/grandma2/key_widget_command_line/) and the message center provides you with information about the: * Network * Show * Power * Chat * CITP Some icons can be disabled or enabled in the message center options. For more information, see [Message Center](/grandma2/key_message_center/). The following table explains what the icons in the command line and in the message center mean. | Icon | Meaning | | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma2/icon_lightning_v3-2-eec3c8.png) | The console runs from the battery power only. | | ![](/img/grandma2/icon_red-broken-heart_v3-2-6b304d.png) | The console is in a standalone mode. For more information, see [Create a Session](/grandma2/key_network_session_create/). | | ![](/img/grandma2/icon_blue-heart_v3-2-100ecf.png) | The console is master of a session. For more information, see [Session Control](/grandma2/key_network_session/). | | ![](/img/grandma2/icon_green-heart_v3-2-52d5f6.png) | The console is slave of a session. For more information, see [Session Control](/grandma2/key_network_session/). | | ![](/img/grandma2/icon_red-heart-not-filled_v3-2-e0e470.png) | Invite is disabled in the Setup - MA Network Control. | | ![](/img/grandma2/icon_mail_v3-2-78879b.png) | A new message is received. For more information, see [Chat Keyword](/grandma2/key_keyword_chat/). | | ![](/img/grandma2/icon_ethernet_v3-2-4ff350.png) | Network cable or connection is missing or defect. | | ![](/img/grandma2/icon_citp-traffic_v3-2-d2412a.png) | Receive CITP video. | | ![](/img/grandma2/icon_dmx-tester_v3-2-943aa8.png) | DMX tester output is active. | | ![](/img/grandma2/icon_timecode_v3-2-7d12a7.png) | Receive timecode SMPTE signal. | | ![](/img/grandma2/icon_note_v3-2-97fe70.png) | Receive timecode MIDI signal. | | ![](/img/grandma2/icon_timecode-record_v3-2-2c68d2.png) | A timecode record is active. For more information, see [Timecode Keyword](/grandma2/key_keyword_timecode/) or [Record Keyword](/grandma2/key_keyword_record/). | | ![](/img/grandma2/icon_unpached-fixtures_v3-2-67a775.png) | There are fixtures or channels in the Patch & Fixture Schedule without a patch address. For more information, see [Patching](/grandma2/key_patch/). | | ![](/img/grandma2/icon_unassigned-ports_v3-2-b5857b.png) | A patched universe has no output on a DMX port. | | ![](/img/grandma2/icon_not-enough-parameters_v3-2-b57258.png) | More DMX channels are patched than available parameters. | | ![](/img/grandma2/icon_cl_v3-2-16c7cb.png) | The Exec CLI (= Command Line Interaction) or the Default Go, GoBack, Pause CLI is off. For more information, see [Local Settings](/grandma2/key_local_settings/). | | ![](/img/grandma2/icon_world_v3-2-34fa97.png) | A world is active. For more information, see [World Keyword](/grandma2/key_keyword_world/) or [Worlds, Filters, and Masks](/grandma2/key_wfm_world_filter_mask/). | | ![](/img/grandma2/icon_parked_v3-2-58c413.png) | DMX channels are parked. To unpark DMX channels, see [Unpark Keyword](/grandma2/key_keyword_unpark/). | | ![](/img/grandma2/icon_preview_v3-2-38c6f0.png) | Preview is on. For more information, see [Preview Keyword](/grandma2/key_keyword_preview/). | | ![](/img/grandma2/icon_filter_v3-2-b26b05.png) | A filter from the filter pool or a command filter is active. For more information, see [Filter Keyword](/grandma2/key_keyword_filter/) or [Worlds, Filters, and Masks](/grandma2/key_wfm_world_filter_mask/). | | ![](/img/grandma2/icon_blind_v3-2-2103c5.png) | Blind mode or blind edit mode is on. For more information, see [Blind Keyword](/grandma2/key_keyword_blind/). | |  ![](/img/grandma2/icon_macro-record_v3-2-6168b1.png) | A macro record is active. For more information, see [Record Keyword](/grandma2/key_keyword_record/) or [Macros](/grandma2/key_macro/). | | ![](/img/grandma2/icon_group-grand-master_v3-2-6168c0.png) | A group master or grand master is active. | | ![](/img/grandma2/icon_highlight_v3-2-93056c.png) | Highlight is active. For more information, see [Highlight Keyword](/grandma2/key_keyword_highlight/). | | ![](/img/grandma2/icon_solo_v3-2-2a34eb.png) | Solo is active. For more information, see [Solo Keyword](/grandma2/key_keyword_solo/). | | ![](/img/grandma2/icon_server_v3-2-029e82.png) | Backup file server is unavailable. For more information, see [Setting up a File Server](/grandma2/key_backup_menu_file_server/). | | ![](/img/grandma2/icon_missed-stations_v3-2-cbfa45.png) | A previous available station is missing or the IP address of a station changed. For more information, see Networking. | | ![](/img/grandma2/icon_ip-conflict_v3-2-64c629.png) | At least two devices with the same IP address are in the network. Double-check the IP addresses. For more information, see [Networking](/grandma2/key_network/). | | ![](/img/grandma2/icon_rdm-red_v3-2-3be191.png) | A RDM device sends an alert. For more information, see [RDM](/grandma2/key_rdm/). | | ![](/img/grandma2/icon_rdm-yellow_v3-2-fc95b5.png) | A RDM device sends a warning. For more information, see [RDM](/grandma2/key_rdm/). | ## Encoder Toolbar Icons [Section titled “Encoder Toolbar Icons”](#encoder-toolbar-icons) The following table explains what the icons in the [encoder toolbar](/grandma2/key_ws_encoder_bar/) mean. | Icon | Meaning | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma2/icon_skip-minus_v3-2-efc6a5.png) | Executes a GoFastBack. For more information, see [<<< GoFastBack Keyword](/grandma2/key_keyword_skipminus/). | | ![](/img/grandma2/icon_go-back_v3-2-40f50e.png) | Executes a GoBack. For more information, see [GoBack Keyword](/grandma2/key_keyword_goback/). | | ![](/img/grandma2/icon_pause_v3-2-d45df1.png) | Executes a Pause. For more information, see [Pause Keyword](/grandma2/key_keyword_pause/). | | ![](/img/grandma2/icon_off_v3-2-17dd16.png) | Executes an Off. For more information, see [Off Keyword](/grandma2/key_keyword_off/). | | ![](/img/grandma2/icon_play_v3-2-dcc393.png) | Executes a Go. For more information, see [Go Keyword](/grandma2/key_keyword_go/). | | ![](/img/grandma2/icon_skip-plus_v3-2-ab952b.png) | Executes a GoFastForward. For more information, see [>>> GoFastForward Keyword](/grandma2/key_keyword_skipplus/). | | ![](/img/grandma2/icon_rectangle_v3-2-35c58c.png) | Select to draw rectangles in the [Layout View](/grandma2/key_layouts/). | | ![](/img/grandma2/icon_text_v3-2-17a530.png) | Select to create text boxes in the [Layout View](/grandma2/key_layouts/). | # Info > By using the info window, you can easily assign information to an object or view information of an object. By using the info window, you can easily assign information to an object or view information of an object. You can add object info such as a what a macro does, what fixtures are included in a universe, what device creates a timecode slot, where a cue is used, and so on. *** ## []()Open the info window [Section titled “Open the info window”](#open-the-info-window) * Tap on an empty space on one of the screens, tap Other, tap Info.\ The info window opens and views by default the info of the object on the selected executor. This is indicated in the title bar by the button Link Selected. ![](/img/grandma2/window_info-empty_v3_2-d15133.png) *Empty info window* The info window is open and views the info to the object the selected executor. *** ## Assign info to the object on the selected executor [Section titled “Assign info to the object on the selected executor”](#assign-info-to-the-object-on-the-selected-executor) **Requirement:** Existing object on the selected executor. * [Open the info window](#Open%20info%20window) and type the info in the info window (black area). ![](/img/grandma2/window_info-assigned_v3_2-a29efe.png) *Assigned info in the info window* The info is assigned to the object on the selected executor. The pool object has a **information icon** ![](/img/grandma2/icon_information_v3-2-4f9ee6.png) in the upper right corner. If the sheet style is selected for pool, the info is displayed in the info column. **Hint:**\ You can also assign info by using the command line along with the object keyword and the parameter **info**. See as an example the [Preset keyword](/grandma2/key_keyword_preset/). *** ## Assign info to an object (not selected executor) by using the info window [Section titled “Assign info to an object (not selected executor) by using the info window”](#assign-info-to-an-object-not-selected-executor-by-using-the-info-window) **Requirement:** Existing pool object. 1. [Open the info window](#Open%20info%20window) and tap in the title bar the button Info.\ The words **Select something** appears in the info window and the button in the title bar changes to Not Linked. The [Info keyword](/grandma2/key_keyword_info/) is in the command line. ![](/img/grandma2/window_info-select-something_v3_2-388c34.png) *Select something to assign info in the info window* 2. Tap in a pool at the pool object to assign the information.\ The title bar in the information window displays the pool object label and the pool object number. 3. Type the info in the info window (black area). ![](/img/grandma2/window_info-assigned_v3_2-a29efe.png) *Assigned info in the info window* The info is assigned to the selected object. The pool object has a **information icon** ![](/img/grandma2/icon_information_v3-2-4f9ee6.png) in the upper right corner. If the sheet style is selected for pool, the info is displayed in the info column. **Hint:**\ You can also assign info by using the command line along with the object keyword and the parameter **info**. See as an example the [Preset keyword](/grandma2/key_keyword_preset/). *** ## Assign info to an object (not selected executor) by using the pool [Section titled “Assign info to an object (not selected executor) by using the pool”](#assign-info-to-an-object-not-selected-executor-by-using-the-pool) **Requirement:** Existing pool object. 1. Open the pool of the stored pool object. 2. To turn the pool window into a sheet style, tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png)  and then tap Sheet Style. 3. Type the info in the **info column**. ![](/img/grandma2/window_macro-pool-sheet-style_v3_2-e03a09.png) *Macro pool sheet style*  The info is assigned to the pool object. *** ## View info of the last go [Section titled “View info of the last go”](#view-info-of-the-last-go) **Requirement:** A recently started sequence or cue. * [Open the info window](#Open%20info%20window) and swipe the button in the title bar to select Link Last Go. The info window displays the info to the recently started sequence or cue. *** ## View info of the current cue [Section titled “View info of the current cue”](#view-info-of-the-current-cue) **Requirement:** A running cue. * [Open the info window](#Open%20info%20window) and swipe the button in the title bar to select Link Current Cue.  The info window displays the info to the current running cue. If no cue is running, **No Info** is displayed in the title bar. *** ## View info of the next cue [Section titled “View info of the next cue”](#view-info-of-the-next-cue) **Requirement:** Selected executor. * [Open the info window](#Open%20info%20window) and swipe the button in the title bar to select Link Next Cue. The info window displays the info to the next cue of the selected executor. # Keyboard shortcuts > Important: **Important:**\ 1\. Keyboard shortcuts are only available on a grandMA2 onPC.\ 2\. Keyboards that have a different keyboard layout, as opposed to German keyboards, do not support all default keyboard shortcuts. \ If this should be the case with your keyboard, adjust the shortcuts affected. To transfer these to other show files and/or stations, use the Import/Export function. For more information on how adjust the shortcuts see [export or import keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts_export_import/).  The go to the keyboard shortcuts press the Setup and under tab **Console** tap Edit Keyboard Shortcuts. ![](/img/grandma2/menu_edit-keyboard-shortcuts_v3-2-8c9297.png) *Edit Keyboard Shortcuts window* The following tables displays the default grandMA2 onPC keyboard shortcuts. ## Shortcuts for command area keys [Section titled “Shortcuts for command area keys”](#shortcuts-for-command-area-keys) | Key | Shortcut | | ---------------------------------------------- | -------------- | | Blind | B | | Freeze | Alt + F | | Prevw | Ctrl + Alt + P | | Assign | Alt + A | | Align | Ctrl + A | | U1 | Alt + F1 | | U2 | Alt + F2 | | U3 | Alt + F3 | | U4 | Alt + F4 | | Fix | Ctrl + Alt + F | | Select | Ctrl + S | | Off | O | | Temp | Ctrl + Alt + T | | Top | Alt + T | | On | Ctrl + O | | <<< | Alt + < | | Learn | Ctrl + L | | >>> | Ctrl + Alt + < | | Small Go - | < | | Small Pause | Ctrl + P | | Small Go + | Ctrl + < | | View | V | | Effect | Alt + E | | Goto | Alt + G | | Page | Alt + P | | Macro | M | | Preset | P | | Sequ | Alt + S | | Cue | Alt + C | | Exec | X | | Channel | C | | Fixture | F | | Group | G | | Delete | Ctrl + D | | Move | Ctrl + M | | Copy | Ctrl + C | | Full | Ctrl + F | | Highlt | H | | Solo | Ctrl + Alt + S | | Backg | Alt + B | | User1 | Ctrl + U | | User2 | Alt + U | | Time | Ctrl + T | | Esc | Esc | | Edit | E | | Oops | Backspace | | Update | U | | Clear | Delete | | List | L | | Store | S | | ![ma](/img/grandma2/ma_1-290dfd.png) | Shift | | Please | Enter | |  . | . | | If | I | | At | A | | Thru | / (number pad) | | + | + | | - | - | | 0 | 0 | | 1 | 1 | | 2 | 2 | | 3 | 3 | | 4 | 4 | | 5 | 5 | | 6 | 6 | | 7 | 7 | | 8 | 8 | | 9 | 9 | | Up | Arrow up | | Down | Arrow down | | Prev | Arrow left | | Next | Arrow right | | Set | End | | ![encoder](/img/grandma2/encoder_1-08ac5a.png) | Ctrl + Alt + E | ## Shortcuts for menu keys [Section titled “Shortcuts for menu keys”](#shortcuts-for-menu-keys) | Key | Shortcut | | ------ | -------------- | | Tools | Ctrl + F12 | | Setup | F12 | | Backup | Ctrl + Alt + B | | Help | Ctrl + Alt + H | ## Shortcuts for X-keys [Section titled “Shortcuts for X-keys”](#shortcuts-for-x-keys) | Key | Shortcut | | --- | ---------- | | X1 | F1 | | X2 | F2 | | X3 | F3 | | X4 | F4 | | X5 | F5 | | X6 | F6 | | X7 | F7 | | X8 | F8 | | X9 | F9 | | X10 | F10 | | X11 | Ctrl + F1 | | X12 | Ctrl + F2 | | X13 | Ctrl + F3 | | X14 | Ctrl + F4 | | X15 | Ctrl + F5 | | X16 | Ctrl + F6 | | X17 | Ctrl + F7 | | X18 | Ctrl + F8 | | X19 | Ctrl + F9 | | X20 | Ctrl + F10 | ## Shortcuts for master section keys [Section titled “Shortcuts for master section keys”](#shortcuts-for-master-section-keys) | Result | Shortcut | | ----------- | ------------- | | Ch Pg+ | Alt + PgUp | | Ch Pg- | Alt + PgDown | | Fd Pg+ | PgUp | | Fd Pg- | PgDown | | Bn Pg+ | Ctrl + PgUp | | Bn Pg- | Ctrl + PgDown | | Large Pause | Alt + Space | | Large Go- | Ctrl + Space | | Large Go | Space | ## Shortcuts for grandMA2 onPC screen buttons [Section titled “Shortcuts for grandMA2 onPC screen buttons”](#shortcuts-for-grandma2-onpc-screen-buttons) | Result | Shortcut | | --------------------------- | --------------- | | Extern 1 | Ctrl + Alt + F5 | | Extern 2 | Ctrl + Alt + F6 | | Executor 1 - 15, 101 - 115 | Ctrl + Alt + F7 | | Executor 16 - 30, 116 - 130 | Ctrl + Alt + F8 | | Screen 2 | Ctrl + Alt + F2 | | Screen 3 | Ctrl + Alt + F3 | | Screen 4 | Ctrl + Alt + F4 | ## Reset keyboard shortcuts to defaults [Section titled “Reset keyboard shortcuts to defaults”](#reset-keyboard-shortcuts-to-defaults) To reset the keyboard shortcuts to their defaults: 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The Edit Keyboard Shortcuts window opens. 2. Click Reset to Defaults. The keyboard shortcuts are reset to their defaults. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Turn on or turn off the keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts_on_off/) * [Edit keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts_edit/) * [Add or delete keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts_add_delete/) * [Export or import keyboard shortcuts](/grandma2/key_ws_keyboard_shortcuts_export_import/) # Add or delete keyboard shortcuts > Important: **Important:**\ Keyboard shortcuts are only available on a grandMA2 onPC. You can add more keyboard shortcuts or delete existing keyboard shortcuts. ## Add keyboard shortcuts [Section titled “Add keyboard shortcuts”](#add-keyboard-shortcuts) 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The Edit Keyboard Shortcuts window opens. 2. Choose if you would like to add a shortcut with:\ \- Direct Access\ \- Ctrl Access\ \- Alt Access\ \- Ctrl Alt Access 3. Click Add below the table you like to add the shortcut.\ The **Add Shortcut** pop-up opens regarding to the selected table. ![](/img/grandma2/popup_add-direct-access-shortcut_v3_2_-71550a.png) *Add Direct Access Shortcut pop-up* 4. Click at the hardkey you like to add.\ The **Select Virtual Key Code** pop-up opens. ![](/img/grandma2/popup_select-virtual-key-code_v3_2_-f9280a.png) *Select Virtual Key Code pop-up* 5. Click at the PCkey you like to have.\ The Select Virtual Key Code pop-up closes. The keyboard shortcut is added. *** ## Delete keyboard shortcuts [Section titled “Delete keyboard shortcuts”](#delete-keyboard-shortcuts) 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The Edit Keyboard Shortcuts window opens. 2. Click at the keyboard shortcut you like to delete. 3. Click below the table of the to delete shortcut at Delete. The keyboard shortcut is deleted. # Edit keyboard shortcuts > Important: **Important:**\ Keyboard shortcuts are only available on a grandMA2 onPC. You can edit the default keyboard shortcuts and customize them to your needs. 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The Edit Keyboard Shortcuts window opens. 2. Search for the keyboard shortcut you like to change and make a right mouse click in either the cell of the **Hardkey** column or in the cell of the **PCkey** column.\ If you have clicked in the Hardkey column, the **Change Direct Access Shortcut** pop-up opens. ![](/img/grandma2/popup_change-direct-access-shortcut_v3_2_-2c19bf.png) *Change Direct Access Shortcut pop-up* **Information:**\ Keys that are already assigned to another virtual key code are not listed anymore, and vice versa. If you need a key or virtual keycode what is not listed, you have to modify or delete the keyboard shortcut where it is in use. If the key or virtual keyboard is free, you can assign it.\ \ If you have clicked in the PCkey column, the **Select Virtual Key Code** pop-up opens. ![](/img/grandma2/popup_select-virtual-key-code_v3_2_-f9280a.png) *Select Virtual Key Code pop-up* 3. Click at the Hardkey or PCkey you like to have.\ The Change Direct Access Shortcut or Select Virtual Key Code pop-up closes. The keyboard shortcut is edited and saved in the show file. # Export or import keyboard shortcuts > Important: **Important:**\ Keyboard shortcuts are only available on a grandMA2 onPC. You can export your customized keyboard shortcuts for a later import in another show file. ## Export keyboard shortcuts [Section titled “Export keyboard shortcuts”](#export-keyboard-shortcuts) 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The **Edit Keyboard Shortcuts** window opens. 2. Click Export.\ The **Export Keyboard Shortcuts** pop-up opens. ![](/img/grandma2/popup_export-keyboard-shortcuts_v3_2_-d1d417.png) *Export Keyboard Shortcuts pop-up* 3. Select the drive for the exported keyboard shortcuts. 4. If you want to overwrite an existing keyboard shortcuts .xml file, click at the file you want to overwrite. If you want to create a new file, enter the new file name in the **green edit line**. 5. Click Export. The keyboard shortcuts .xml file is exported. If you have exported the keyboard shortcuts .xml file on a drive of your PC, the export file is in the hidden folder **C:\ProgramData\MA Lighting Technologies\grandma\gma2\_V\_3.1.2\shortcuts**. If you have exported the keyboard shortcuts .xml file on a USB stick, the export file is in the **E:\gma2\shortcuts**. ## Import keyboard shortcuts [Section titled “Import keyboard shortcuts”](#import-keyboard-shortcuts) 1. Click Setup and then under tab **console** click Edit Keyboard Shortcuts.\ The **Edit Keyboard Shortcuts** window opens. 2. Click Import.\ The **Import Keyboard Shortcuts** pop-up opens. ![](/img/grandma2/popup_import-keyboard-shortcuts_v3_2_-ae194c.png) *Import Keyboard Shortcuts pop-up* 3. Select the drive from which the keyboard shortcuts are to be imported. 4. Click at the file and click Import. The selected keyboard shortcuts are imported. # Turn on or turn off the keyboard shortcuts > Shortcut Button ![](/img/grandma2/img_shortcut-button_v3_2-120683.png) *Shortcut Button* ## Turn the keyboard shortcuts on [Section titled “Turn the keyboard shortcuts on”](#turn-the-keyboard-shortcuts-on) * Click Shortcut in the grandMA2 onPC or press **Insert** on your keyboard. The keyboard shortcuts are turned on for the grandMA2 onPC. The shortcuts are displayed in brackets below the keys. *** ## Turn the keyboard shortcuts off [Section titled “Turn the keyboard shortcuts off”](#turn-the-keyboard-shortcuts-off) * Click Shortcut in the grandMA2 onPC or press **Insert** on your keyboard. The keyboard shortcuts are turned off for the grandMA2 onPC. # Mini executor bar > Mini executor bars are visible at the bottom of screen 3 (grandMA2 light and grandMA2 full-size) and screen 4 (grandMA2 full-size). Furthermore, they are visibl Mini executor bars are visible at the bottom of screen 3 (grandMA2 light and grandMA2 full-size) and screen 4 (grandMA2 full-size). Furthermore, they are visible in the command wing bar and in the playback windows. The mini executor displays valuable information about the content and functions of the executor. You can assign functions to the executors using the **Assign Menu**, or you can use the Assign key. For more information, see [Assign key](/grandma2/key_key_assign/).To open the Assign Menu by using the mini executor, tap in the upper area of the mini executor. ![](/img/grandma2/img_mini-executor-assign-menu_v3_2-22f92a.png) *Tap the upper area to open the Assign menu* The look and the information of the mini executors changes, depending on what is assigned to the executor. ![](/img/grandma2/img_command-wing-bar_v3_2-fb4372.png) *Mini executor bar or command wing bar* For more information, see: * [Sequence mini executor](/grandma2/key_cs_sequence_mini_executor/) * [Assign effect to executor](/grandma2/key_effects_assign_to_executor/) * [Assign macro to a button](/grandma2/key_macro_assign/) * [Chaser mini executor](/grandma2/key_chaser_mini_executer/) * [Group master mini executor](/grandma2/key_groups_master/) # Oops and undo > By using the oops functions, you can easily undo actions. By using the oops functions, you can easily undo actions. ## Oops / undo the latest action [Section titled “Oops / undo the latest action”](#oops--undo-the-latest-action) **Important:**\ An oopsed / undone action cannot be reversed. To oops / undo the latest actions: 1. Press Oops.\ The **Confirm Undo** pop-up opens. ![](/img/grandma2/popup_confirm-undo_v3-2-96d397.png) *Confirm Undo pop-up* 2. Tap Ok or press Please. The latest action is undone. *** ## Oops / undo more actions [Section titled “Oops / undo more actions”](#oops--undo-more-actions) **Important:**\ After saved changes in the Patch & Fixture Schedule, the Oops list begins of new. **Important:**\ An oopsed / undone action cannot be reversed. To oops / undo more actions: 1. Press and hold the Oops key until the **Multi-Oops** pop-up opens. ![](/img/grandma2/popup_multi-oops_v3-2-fd557c.png) *Multi-Oops pop-up* **Note:**\ To select more actions, you have to start from the latest action and go backwards.\ It is not possible to select just one action in the middle of the list and undo them.\   2. Select the action you want to undo by tap in the list or turn the screen encoder.\ The selected actions have a green background. The amount of the selected actions is displayed in the button in the bottom left corner of the window. 3. Tap Undo x Actions. The selected actions are undone. *** ## Set oops settings [Section titled “Set oops settings”](#set-oops-settings) By default, everything the following actions will be list in the oops list: * General (Setup settings) * Views (View changes) * Prog (Programmer Actions) You can customize the oops settings to your need. For example, if you want to have only the programmer actions in the oops list and not every view change, deactivate the views from the oops settings. To change the oops settings: 1. Press Setup, tap at **User**, and tap at Oops Settings.\ The **Oops Settings** menu opens. ![](/img/grandma2/menu_oops-settings_v3-4-d7e1e4.png) *Oops Settings menu* 2) Tap at the settings you want to enable or disable. The oops settings are changed and saved in the show file and in the user profile. *** ## Revert to a previously saved show file version [Section titled “Revert to a previously saved show file version”](#revert-to-a-previously-saved-show-file-version) Every time you saved the show, the previous state of the show file will be saved as a .backup file. The grandMA2 creates up to ten .backup files. After the tenth .backup file is created, the first .backup file will be deleted. This allows to revert a previously saved show file version. 1. Press Backup.\ The **Backup** menu opens. 2. Select the drive tab and tap at Load Show.   1. ![](/img/grandma2/menu_load-show-viewing-backups_v3-2-41b101.png) *Load Show - Viewing Shows & Backups* 2. Tap at the view button until Viewing Shows & Backups or Viewing Backups appears.\ Now, you can see all saved shows as .show\.gz file and their backups as .backup file. 3. Tap at the .backup file you want to revert and select the data you want to load.\ \ **Hint:**\ If you are not sure what data you have changed, we recommend to load all data. Tap Check All.\   4. Tap Load Show.    The selected backup is reverted. # Preset control bar > The preset control bar is a part of the encoder bar. The preset control bar is a part of the encoder bar. You can also turn the preset control bar on or off for the: * [Fixture Sheet](/grandma2/key_of_fixture_sheet/) * [Channel Sheet](/grandma2/key_of_channel_sheet/) * Sequence Content Sheet * Sequence Tracking Sheet ![](/img/grandma2/img_preset-type-bar_3_2-735e5f.png)\ *Preset Control Bar* The preset control bar displays the available presets types in the show, according to the patched fixtures or channels.\ If only fixture or channels with dimmer attributes are patched in the show, there is only the Dimmer preset type in the preset control bar. The preset control bar follows the fixtures or channels according to the selected world. For more information, see [World, Filters, and Masks](/grandma2/key_wfm_world_filter_mask/). Each preset has a preset type number. 1. Dimmer 2. Position 3. Gobo 4. Color 5. Beam 6. Focus 7. Control 8. Shapers 9. Video Green box frame indicates the available preset types to the selected fixture or channel. Gray box frame indicates that this preset types are not available to the selected fixture or channel. Red indicator displays active programmer values to this preset type in the programmer. *** ## Select a Preset Type [Section titled “Select a Preset Type”](#select-a-preset-type) To select a preset type in the preset control bar: * Tap at the preset box. The preset type is selected. The encoder toolbar changes according to the selected preset type. The preset type number and name are displayed yellow. You can also select the preset type by using the keys, see [MA key](/grandma2/key_key_ma/). *** ## Get Active Programmer Values [Section titled “Get Active Programmer Values”](#get-active-programmer-values) To get active programmer values for a preset type in the programmer for the selected fixtures or channels: * Double tap at the preset type in the preset control bar. The values to the preset type for the selected fixtures or channels are active in the programmer.\ The red indicator is visible. *** ## Change values in the programmer [Section titled “Change values in the programmer”](#change-values-in-the-programmer) You can change programmer values by using the preset type bar for these functions: * [On](/grandma2/key_keyword_on/) * [Off](/grandma2/key_keyword_off/) * [Park](/grandma2/key_keyword_park/) * [Unpark](/grandma2/key_keyword_unpark/) * [Remove](/grandma2/key_keyword_remove/) * [Release](/grandma2/key_keyword_release/) * [Stomp](/grandma2/key_keyword_stomp/) * [Default](/grandma2/key_keyword_default/) ### Example [Section titled “Example”](#example) To remove all dimmer values for the fixture selection in the programmer: * Press Off and tap Dimmer in the preset type bar. The dimmer values are removed from the programmer for the fixture selection. *** ## Turn the Preset Control Bar on or off in Sheets [Section titled “Turn the Preset Control Bar on or off in Sheets”](#turn-the-preset-control-bar-on-or-off-in-sheets) **Requirement:**\ An open fixture sheet, channel sheet, sequence content sheet, or sequence tracking sheet. To turn the preset control bar on or off in the sheets: * Tap at the **yellow ball** ![](/img/grandma2/icon_yellow-ball_3_2-329eb0.png), tap Tools  and then tap in the filed below **Preset Control** On or Off. The preset control bar is on or off in the sheet. To save the preset control bar settings, save the setting as default or save the view. # Screen layout > This topic provides information on the screen layouts of the different screens. This topic provides information on the screen layouts of the different screens. ## Screen 1 [Section titled “Screen 1”](#screen-1) The screen 1 or command screen is structured in three 3 areas starting at the bottom and ending at the top. ![](/img/grandma2/img_screen1_surface_3_2-bd80d6.png) *Screen Layout of Screen 1 - Command Screen* 1. [X-Key Labels](/grandma2/key_widget_x_key_labels/) to label X-Keys. 2. [Command Line](/grandma2/key_widget_command_line/) to enter keywords, open the command line feedback, or to open the message center. 3. [User Defined Area](/grandma2/key_widget_user_defined_area/) to create and arrange windows. *** ## []()Screen 2 [Section titled “Screen 2”](#screen-2) The screen 2 is structured in seven areas. ![](/img/grandma2/img_screen2_surface_3_2-e2b644.png) *Screen Layout of Screen 2* 1. [Master Section](/grandma2/key_widget_master_section/) displays the selected executor. 2. [User Defined Area](/grandma2/key_widget_user_defined_area/) to create and arrange windows. 3. [Command Line](/grandma2/key_widget_command_line/) to enter keywords, open the command line feedback, or to open the message center. 4. [Preset Control Bar](/grandma2/key_ws_preset_control_bar/) to select a preset type. 5. [Encoder Toolbar](/grandma2/key_ws_encoder_bar/) to control attributes. 6. [Time Control](/grandma2/key_ws_time_control/) to control program time and exec time. 7. [View Buttons](/grandma2/key_widget_view_buttons/) to recall user defined window arrangements. *** ## []()Screen 3 and Screen 4 (only grandMA2 light or grandMA2 full-size) [Section titled “Screen 3 and Screen 4 (only grandMA2 light or grandMA2 full-size)”](#screen-3-and-screen-4-only-grandma2-light-or-grandma2-full-size) Screen 3 and screen 4 are structured in three areas. ![](/img/grandma2/img_screen3_surface_3_2-90f243.png) *Screen Layout of Screen 3 and Screen 4* 1. [Mini Executor Bar](/grandma2/key_ws_mini_executor_bar/) to get information about the content and functions of the executor. 2. [User defined area](/grandma2/key_widget_user_defined_area/) to create and arrange windows. 3. [View Buttons](/grandma2/key_widget_view_buttons/) to recall user defined window arrangements. *** ## []()Screen 5 and Screen 6 (external screens) [Section titled “Screen 5 and Screen 6 (external screens)”](#screen-5-and-screen-6-external-screens) The external screens are structured in two areas. ![](/img/grandma2/img_screen3_surface_5_2-1a854f.png) *Screen Layout of Screen 5 and Screen 6* 1. [User defined area](/grandma2/key_widget_user_defined_area/) to create and arrange windows. 2. [View Buttons](/grandma2/key_widget_view_buttons/) to recall user defined window arrangements. # Text indicators and symbols > This topic provides an overview of the different text indicators and symbols used in the grandMA2. This topic provides an overview of the different text indicators and symbols used in the grandMA2. The text indicators display information about actions in form of letters or symbols. This could be either additional information or the priority.  There are the following text indicators there: ## Text indicators in pool objects, preset objects and mini executors [Section titled “Text indicators in pool objects, preset objects and mini executors”](#text-indicators-in-pool-objects-preset-objects-and-mini-executors) ## Letters [Section titled “Letters”](#letters) | Text indicator | Description | | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | A | Effect pool objects with an absolute effect. For more information see [effects](/grandma2/key_effects/). | | B (green) | Executor page pool objects with an active button page. For more information see [executor pages](/grandma2/key_adv_exec_pages/). | | B (gray) | Executor page pool object with a non-active button page. For more information see [executor pages](/grandma2/key_adv_exec_pages/). | | C (green) | Channel page pool object with an active channel page. For more information see [channel pages](/grandma2/key_adv_exec_ch_pages/). | | C (gray) | Channel page pool object with a non-active channel page. For more information see [channel pages](/grandma2/key_adv_exec_ch_pages/). | | C (red) | Macro pool object with deactivated CLI (= Command Line Interaction). For more information see [macros](/grandma2/key_macro/). | | C (white) | Timer pool object as countdown timer. For more information see [timers](/grandma2/key_timer/). | | U (white) | Sequence pool object with Priority High. For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | D (white) | Sequence pool object with Priority Low. For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | F (green) | Executor page pool object with an active fader page. | | F (gray) | Executor page pool object with a non-active fader page. | | G (orange) | Preset pool object as global preset. For more information see [presets](/grandma2/key_presets/). | | G (white) | Timer pool object as global timer. For more information see [timer](/grandma2/key_timer/). | | H (white) | Sequence pool object with Priority HTP (= Highest Takes Precedence). For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | H | Universes pool object with an HTP (= Highest Takes Precedence) DMX in merge. | | L (white) | Timer pool object as local timer. For more information see [timer](/grandma2/key_timer/). | | L (white) | Universe pool object with a LoTP (= Lowest Takes Precedence) DMX in merge. | | L (white)  | Sequence pool object with Priority LTP (=Last Takes Precedence). For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | P | Universe pool object with parked DMX channels. | | R (red) | Universe pool object not requested. | | R (green) | Effect pool object with a relative effect. For more information see [effects](/grandma2/key_effects/). | | S (white) | Sequence pool object with Priority Swap. For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | S (red) | Effect pool object with a selective effect. For more information see [effects](/grandma2/key_effects/). | | S (red) | Preset pool object as selective preset. For more information see [presets](/grandma2/key_presets/). | | S (white) | Timer pool object as stopwatch. For more information see [timer](/grandma2/key_timer/). | | T (gray) | Sequence pool object with tracking. For more information see [what is tracking](/grandma2/key_cs_what_is_tracking/). | | T (white) | Effect pool object with a template effect. For more information see [effects](/grandma2/key_effects/). | | T (red) | Macro pool object with deactivated timing. For more information see [macros](/grandma2/key_macro/). | | U | Preset pool object with a universal preset. For more information see [presets](/grandma2/key_presets/). | ## Symbols [Section titled “Symbols”](#symbols) | Text indicators | Descriptions | | -------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | ! (white exclamation mark) | Sequence pool object with Priority Super. For more information see [what are cues and sequences](/grandma2/key_cs_what_are/).  | | Triangle (white and pointing upward) | Priority High in mini executor of a sequence. For more information see [sequence mini executor](/grandma2/key_cs_sequence_mini_executor/).  | | Triangle (white and pointing downward) | Priority Low in mini executor of a sequence. For more information see [sequence mini executor](/grandma2/key_cs_sequence_mini_executor/).  | # Time control > The time control is located right beside the encoder bar on screen 2. The time control is located right beside the encoder bar on screen 2. It is two on-screen faders controlling two different timing elements. They are called **Program Time** and **Exec Time** (Executor Time). It could look like this: ![](/img/grandma2/img_time-control_3_3-cdc4e6.png) *Time Control* The faders can be assigned to any Fader Executor. This will give physical fader control. Please read the [Grand Masters topic](/grandma2/key_adv_exec_spec_master_grand/). The two faders can be used to set a time. The default maximum is 10 seconds. This maximum value can be changed in Setup->User->[Settings](/grandma2/key_single_multi_systems_user_settings/#settings). The bottom of screen 2 can be changed on the grandMA2 onPC. This will make it fit the hardware on a grandMA2 onPC Command Wing. This will hide the Time Control. Please read the [grandMA2 onPC details topic](/grandma2/key_onpc_details/) for details about turning this On or Off. The fader can still be assigned to physical faders. The virtual control can be created on any screen using the **CMD Section window**. This can be found in the **Other** tab in the [Create Basic Windows pop-up](/grandma2/key_windows/).   ## []()Program Time [Section titled “Program Time”](#program-time) The Program Time can be used to add a fade time to changes in programmer values. Set the fader to the desired value and activate the Program Time by pressing the On executor key or tap the Set Time button so there is a red marker. Now the set time will be used for all value changes in the Programmer. To deactivate it tap the Set Time button again or press the Off executor key. The red marker should disappear. It is also possible to use the fader as a manual cross fade from old to new values. Tap the Manual Xfade button or press the MFX executor key to activate the crossfade function - a green marker appears. The master will move to the lowest position (if it is not already there). Change the value to the new values - the output will not change! Move the fader from the lowest to the highest position to fade into the new values. The green marker will flash while the cross fade is active. Tap or press the same button to deactivate the manual cross fade - green marker disappears.   ## []()Exec Time (Executor Time) [Section titled “Exec Time (Executor Time)”](#exec-time-executor-time) The Exec Time can be used to add a different fade time to changes in cue values. Set the fader to the desired value and activate the Exec Time by pressing the On executor key or tap the Set Time button so there is a red marker. Now all cues will change values using the set time. Delay and individual times are ignored. Cues with Follow or Time triggers use the stored time. To deactivate it tap the Set Time button again or press the Off executor key. The red marker should disappear. It is also possible to use the fader as a manual cross fade from old to new values. Tap the Manual Xfade button or press the MFX executor key to activate the cross fade function - a green marker appears. The master will move to the lowest position (if it is not already there). Run the desired cues - the output will not change! Move the fader from the lowest to the highest position to fade into the new cues. The green marker will flash while the cross fade is active. Tap or press the same button to deactivate the manual cross fade - green marker disappears. An Executor can be set to ignore the Exec Time. This is done in the [Executor Options](/grandma2/key_adv_exec_options/). This will make the Executor run as normal using the stored cue timings. # Touch gestures > The grandMA2 comes with one multi-touch screen (screen 1) and at least one internal TFT wide mode touchscreens (screen 2 to screen 4). Furthermore, you can conn The grandMA2 comes with one multi-touch screen (screen 1) and at least one internal TFT wide mode touchscreens (screen 2 to screen 4). Furthermore, you can connect two external touchscreens. You can use the multi-touch function in the special dialogs: * Color picker - Fader - Move two or more color faders simultaneously. * Shaper - Fader Mode - Move two or more shaper parameter fader simultaneously. If you want to know what we mean when we mention swipe, tap or other ways of interacting with the grandMA2, have a look at this table. ## Tap [Section titled “Tap”](#tap) ![](/img/grandma2/img_toggle-button_v3_2-14fe85.png) *Multi state toggle button is indicated by an arrow down* Tap once on a button. Opens, select, activates, or toggles whatever you tap. Similar to click with a mouse. ## Slide to rearrange [Section titled “Slide to rearrange”](#slide-to-rearrange) ![](/img/grandma2/img_move-window_v3_2-2e1c26.png) *Move window* Tap and briefly drag a window in the new direction. Moves a window. Similar to dragging with a mouse. ## Swipe to open options [Section titled “Swipe to open options”](#swipe-to-open-options) ![](/img/grandma2/img_swipe-button_v3_2-12622d.png) *Swipe button indicated by a small wave* Tap and swipe your finger quickly upwards in the wave direction like the wave icon is. ![](/img/grandma2/img_align-options_v3_2-c0e976.png) *Opens the available options*   ## Swipe to select [Section titled “Swipe to select”](#swipe-to-select) ![](/img/grandma2/img_swipe-layout-view_v3_2-3faacd.png) *Swipe to select in the layout view* Tap your finger on the screen and move it from the top left corner to the bottom right corner, like you would draw a rectangle. Select the fixtures or channels in the layout view, fixture sheet, or channel sheet. It defines the selection order. # User interface > This chapter gives you an understanding of the grandMA2 user interface, the different elements such as the command line, and how to work with these elements. This chapter gives you an understanding of the grandMA2 user interface, the different elements such as the command line, and how to work with these elements. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Screen layout](/grandma2/key_ws_screen_layout/) * [User-defined area](/grandma2/key_widget_user_defined_area/) * [Command line](/grandma2/key_widget_command_line/) * [X-Key labels](/grandma2/key_widget_x_key_labels/) * [View buttons](/grandma2/key_widget_view_buttons/) * [Master section](/grandma2/key_widget_master_section/) * [Time control](/grandma2/key_ws_time_control/) # Work with views > You can store the current size and position of the windows from one or more screens on a view button or in the view pool. You can store the current size and position of the windows from one or more screens on a [view button](/grandma2/key_widget_view_buttons/) or in the [view pool](#). You can call them later even if you moved or deleted a window. To export or import stored view, see [import user profiles](/grandma2/key_ei_import_gui/) or [export user profiles](https://help.malighting.com/grandMA2/en/help/a4d582c3-5638-4573-b9e9-20ead78a4386.html). *** ## []()The view pool [Section titled “The view pool”](#the-view-pool) All views are stored in the view pool for the current user profile. Assigned views to a view button or an a X-key will be automatically stored on the next empty tile in the view pool. ![](/img/grandma2/window_view-pool_v3-2-76cba0.png) *View pool* To get an overview about all stored views, open the view pool. * Tap in the user defined area, tap at the Pools tab and tap at Views. The view pool is open. For more information about colors in the pools, see [system colors](/grandma2/key_ws_colors_system/). *** ## Store custom views in the view pool [Section titled “Store custom views in the view pool”](#store-custom-views-in-the-view-pool) **Requirement:**\ \- A created view on a screen that you like to store. For more information, see [Mange windows](/grandma2/key_windows/).\ \- An open [view pool](#View%20Pool). 1. Press Store and then tap on a empty tile in the view pool.\ The Store View Options pop-up opens. ![](/img/grandma2/popup_store-view-options_v3_2_-445356.png) *Store View Options pop-up* 2. Type the view name in the green edit line. 3. Tap at the screens you want to store or if you want to store all screens tap All. 4. Tap Please. The view is store in the view pool. *** ## Assign views on a view button [Section titled “Assign views on a view button”](#assign-views-on-a-view-button) **Requirement:**\ A created view on a screen that you like to store. For more information, see [Mange windows](/grandma2/key_windows/). 1. Press Store . 2. Press either a [V-key](/grandma2/key_key_v1-v10/) or a [X-key](/grandma2/key_key_xkey/), or tap a [view button](/grandma2/key_widget_view_buttons/). 3. The Store View Options pop-up opens. ![](/img/grandma2/popup_store-view-options_v3_2_-445356.png) *Store View Options pop-up* 4. Type the view name in the green edit line. 5. Tap at the screens you want to store or if you want to store all screens tap All. 6. Tap Please. The view is assigned to the view button and stored in the view pool on the next empty tile. *** ## Call views [Section titled “Call views”](#call-views) **Requirement:** A stored view. * If the view is stored in the [view pool](#View%20Pool), tap on the tile in the view pool. * If the view is assigned to a [view button](/grandma2/key_widget_view_buttons/), tap on the view button or press the respective [V-key](/grandma2/key_key_v1-v10/) or [X-key](/grandma2/key_key_xkey/). The stored view is called. *** ## Delete views from view buttons [Section titled “Delete views from view buttons”](#delete-views-from-view-buttons) * Press Delete and tap on the view button or press the respective [V-key](/grandma2/key_key_v1-v10/) or [X-key](/grandma2/key_key_xkey/). The view is deleted from the view button but still stored in the [view pool](#View%20Pool). *** ## To delete views from the view pool [Section titled “To delete views from the view pool”](#to-delete-views-from-the-view-pool) **Requirement:** Open [view pool](#View%20Pool). * Press Delete and then tap on the view tile in the view pool. The view is deleted from the view pool and from all assigned [view buttons](/grandma2/key_widget_view_buttons/). # XYZ > XYZ adds virtual channels to the fixtures. XYZ adds [virtual channels](#virtual_channels) to the fixtures.  **Requirements:** * Patch fixtures that have pan and tilt attributes. For more information on patching see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  **Activate XYZ in fixture types:** 1. Press Setup.\ The main menu opens. 2. Tap Patch & Fixtures Schedule.\ The **dialog Edit Setup** opens. 3. Tap Fixture Types on the right of the window.\ The **dialog Fixture Types** opens. 4. Tap and hold a grayed out cell in the **column XYZ**. \ -or-\ Tap a grayed out cell in the column XYZ and then tap Enable XYZ. 5. XYZ is now enabled and the cell displays **On**. ![](/img/grandma2/menu_xyz_fixture-types_v3-3-4040cd.png) *Enable XYZ* 6. To save the changes in the **Patch & Fixture Schedule**, close the **dialog Fixture Types**:\ -Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog.\ -The **dialog Edit Setup** appears.\ -Tap ![](/img/grandma2/icon_close_small_v3-2-1c8fff.png) in the upper right corner of the dialog.\ -A warning pop-up appears. \ -Tap Yes. 7. The changes are now saved. 8. Select fixtures. 9. Tap Position in the preset control bar.\ For more information see [Preset control bar](/grandma2/key_ws_preset_control_bar/).  10. Tap the feature Position below the preset **Position**.\ -If you tap Position, the button toggles between the features **Position**, **Stage A**, and **Stage B**. 11. Adjust the attributes of **Stage A** for example.\ -Tap X and the calculator opens.\ -Type the value for the x-coordinate or select a preset on the right of the calculator. 12. The values are now adjusted. *** ## []()Virtual Channels [Section titled “Virtual Channels”](#virtual-channels) If XYZ is enabled, the following virtual channels are added to the fixtures: * **Stage (X):**\ X is the horizontal direction on the stage. * **Stage (Y):**\ Y is the direction that runs toward or away from the audience.  * **Stage (Z):**\ Z is the vertical direction on the stage. * **Flip:**\ Is the parameter to select the flip position. This parameter switches over between the flip modes:\ Auto flip, Center, and No tilt flip.\ **Auto flip**: Fixture can automatically flip to reach the required XYZ position. It uses both axes to flip, pan, and tilt.\ **No tilt flip**: The fixture uses the pan axis only.\ **Center**: The fixture flips the same amount of times in each direction. That is, the flip value is 0. * **Mark:**\ Sets the stage marker the beam of the fixture is to point at. * **Pan:**\ Fixture moves in the horizontal direction.  * **Tilt:**\ Fixture moves in the vertical direction.  * **Dist:**\ Is the distance between the point that the beam of the fixture points at and the fixture itself. Dist is used when converting pan and tilt to XYZ and vice versa. * **PosMode:**\ Switches over between the XYZ and pan/tilt values. For information on different combinations of pan/tilt see [the Flip keyword](/grandma2/key_keyword_flip/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [XYZ vs. pan/tilt](/grandma2/key_xyz_vs_pan_tilt/) * [XYZ and pan/tilt in cues and sequences](/grandma2/key_xyz_pan_tilt_in_cues_sequences/) * [Use stage markers](/grandma2/key_xyz_use_stage_markers/) * [Link objects to stage markers in MA 3D](/grandma2/key_xyz_link_object_to_stage_markers/) # Link objects to stage markers in MA 3D > You can link objects to stage markers in the MA 3D. You can link objects to stage markers in the MA 3D.  For more information on the stage markers in MA 3D see the [MA 3D Manual – Moving Paths](https://help.malighting.com/grandMA2/en/help/ma_3d/key_movingpaths.html). **Requirements:** * Add 3D to the session.\ For more information on how to add 3D to the session see [Networking – Session Control – Adding devices to your session](/grandma2/key_network_session_add_device/).  * Take over objects into the 3D show.\ For more information on how to take over objects into a 3D show see the [MA 3D Manual – Media Database](https://help.malighting.com/grandMA2/en/help/ma_3d/key_mediadatabase.html).  To control the objects in MA 3D via a stage marker in the grandMA2, import the objects into the 3D: 1. ​Click the object in the view **Assets** on the right of the user interface in the MA 3D and drag and drop it into the fixture Stage Marker in the **folder Stage Markers**.  ![](/img/grandma2/img_ma-3d_attach-object-to-stage-marker_v3-3-4dc2b9.png) *Drag and drop object into the fixture in the folder Stage Markers* 2. To display the object that has been linked to the stage marker, click the tab **Stage View** in the upper left corner below the title bar with icons. ![](/img/grandma2/img_3d-stage-marker_result_v3-3-6324ef.png) *Object linked to a stage marker* For more information on how to control the object via the stage marker see [Use stage markers](/grandma2/key_xyz_use_stage_markers/#move_stage_marker). # XYZ and pan/tilt in cues and sequences > It is possible to individually set the position mode in a cue or a sequence. It is possible to individually set the position mode in a cue or a sequence. Set the position mode when storing a cue using the temporary store options. 1. Open the **Store Options**. For more information on the store options in cues and sequences and how to open them see [Store options and defaults](/grandma2/key_cs_store_options_default/). ![](/img/grandma2/popup_store_options_3_2-6b4d28.png) *Set position mode when storing a cue or a sequence* 2. To toggle between the position modes when storing a cue or a sequence, tap Active position data. 3. Press Please. 4. The position mode you have selected is now applied.  *** ## Position Modes [Section titled “Position Modes”](#position-modes) * **Active position data:**\ Stores position data as they are – XYZ or pan and tilt. * **XYZ:**\ Converts the pan and tilt values to XYZ values and stores them. * **Pan/Tilt:**\ Converts the XYZ values to pan and tilt and stores them. *** ## Set Position Modes in a Sequence [Section titled “Set Position Modes in a Sequence”](#set-position-modes-in-a-sequence) Set a default position mode in the Assign Menu of a sequence for the entire sequence. **Requirement:** [Assign a sequence to an executor](/grandma2/key_exec_assign/) 1. Open the **Assign Menu** of the sequence:\ -Tap Assign and press the executor you have saved the sequence on.\ -The **Assign Menu** opens.\ -Tap Options on the right of the menu. ![](/img/grandma2/menu_assign_options_sequence_v3-3-33f903.png) *Set a default position mode in a sequence* 2. Tap the button Forced Pos. Mode in the column **Tracking** and the **pop-up Select Forced Position Mode** opens. ![](/img/grandma2/popup_select-forced-position-mode_v3-3-b40a57.png) *Select position mode* 3. Tap the position mode you would like to set as the default of the sequence.  4. The default is now set. *** ## Set Position Modes in the Sequence Executor Sheet [Section titled “Set Position Modes in the Sequence Executor Sheet”](#set-position-modes-in-the-sequence-executor-sheet) The **Forced Position Mode** in the sequence executor sheet allows to adjust the position in single cues after the positions were saved. It defines how pan and tilt is executed onstage.  **Requirement:** [Store cues](/grandma2/key_cs_store/) 1. Open the sequence executor sheet. For more information see [Manage windows – Create Basic Window](/grandma2/key_windows/). ![](/img/grandma2/window_sequence-executor-sheet_v3-3-c39268.png) *Open sequence executor sheet* 2. Tap All in the title bar and scroll to the column **Forced Pos. mode**. ![](/img/grandma2/window_sequence-executor-sheet_forced-pos-mode_v3-3-310818.png) *Adjust forced position mode in a single cue* 3. Tap and hold the cell below **Forced Pos. mode** and the **pop-up Select Forced Pos. mode** opens. ![](/img/grandma2/popup_select-forced-pos-mode_sequence-executor-sheet_v3-3-181c22.png) *Select the position mode of a cue* 4. Tap the position you would like to set for the current cue. 5. The position has been adjusted. # Use stage markers > A stage marker is a virtual fixture. A stage marker is a virtual fixture. It is used to operate objects such as singers or fixtures in a 3D space via the console. Fixtures can direct their beams to a stage marker.  **Requirement:** * Patch the fixtures Stage Marker or Stage Marker II in the Patch & Fixture Schedule. For more information on patching see [Adding fixtures to your show](/grandma2/key_patch_add_fixtures/).  **Hint:**\ The fixture Stage Marker moves in the position mode XYZ and the Stage Marker II moves in the position mode XYZ, rotates and can be scaled. *** ## []()Move the Stage Marker [Section titled “Move the Stage Marker”](#move-the-stage-marker) 1. Select the stage marker for example in the fixture sheet. 2. Open the stage view:\ -Tap Other and then tap Stage in the [Create Basic Window](/grandma2/key_windows/).\ -The stage marker is displayed in form of a square at the bottom of the stage view. 3. Tap Position.  4. To move the stage marker, activate MP Trans and use the three encoders from left that are located below screen 2. 5. To adjust the size of the stage marker, tap **MP Trans** to toggle it to MP Scale and use the encoders. 6. To rotate the stage marker about the axes, tap **MP Scale** to toggle it to MP Rot and use the encoders. The position of the marker has been adjusted. ![](/img/grandma2/window_stage-view_move-stage-marker_v3-3-d54de5.png) *Move the stage marker* *** ## Transition, Scale, Rotation [Section titled “Transition, Scale, Rotation”](#transition-scale-rotation) **MP Trans**, **MP Scale**, and **MP Rot** are position features of the stage markers. Access them via the preset type **Position**.  **MP Trans:** * To move the stage marker to the left or right, use the first encoder from left. * To move the stage marker forward or backward, use the second encoder from left. * To move the stage marker upward or downward, use the third encoder form the left. **MP Scale:** * To expand the sides of the stage marker on the X-axis, use the first encoder from left. * To expand the sides of the stage marker on the Y-axis, use the second encoder from left. * To expand the sides of the stage marker on the Z-axis, use the third encoder from left. **MP Rot:** * To rotate the stage marker about the X-axis, use the first encoder from left. * To rotate the stage marker about the Y-axis, use the second encoder from left. * To rotate the stage marker about the Z-axis, use the third encoder from left. *** ## Direct the Fixtures´ Beams to a Stage Marker [Section titled “Direct the Fixtures´ Beams to a Stage Marker”](#direct-the-fixtures-beams-to-a-stage-marker) To apply the stage marker: 1. Select the fixtures that are to point to the stage marker in the fixture sheet and turn them on. **Important:**\ Note that XYZ has to be activated in the fixtures that point to the stage marker. For more information see [XYZ](/grandma2/key_xyz/).  2. Tap the preset type Position and then tap Stage B. 3. Tap Mark and the calculator opens displaying the channel sets of markers.  4. Select a stage marker. 5. Tap Stage B to toggle it to Stage A. **Hint:**\ The calculator that opens in **Stage B** displays the names of the stage markers.  6. To direct all the fixtures toward the stage marker, set XYZ to 0 in **Stage A**. **Important:**\ The XYZ position of the beam of fixtures that are assigned to a stage marker are relative to the position of the stage marker. The fixtures are now pointing to the stage marker you have set.   ![](/img/grandma2/window_stage-view_stage-marker_v3-3-42b82f.png) *Direct the beams to a stage marker*   \*\* Hint:\*\*\ You can link objects to stage markers. For more information see [Link objects to stage markers in MA 3D](/grandma2/key_xyz_link_object_to_stage_markers/). # XYZ vs. pan/tilt > Note that a fixture always receives pan and tilt values. Note that a fixture always receives pan and tilt values.  However, if XYZ is activated, the pan and tilt values are converted to coordinates on stage. # grandMA3 User Manual ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [New in the Manual](/grandma3/2-3/news/) * [About the Help](/grandma3/2-3/about_the_manual/) * [Device Overview](/grandma3/2-3/device_overview/) * [System Overview](/grandma3/2-3/system/) * [First Steps](/grandma3/2-3/first_steps/) * [grandMA3 onPC](/grandma3/2-3/onpc/) * [Show File Handling](/grandma3/2-3/show_file_management/) * [Workspace](/grandma3/2-3/workspace/) * [Command Syntax and Keywords](/grandma3/2-3/command_syntax_keywords/) * [Windows, Views, and Menus](/grandma3/2-3/wvm/) * [Networking](/grandma3/2-3/network/) * [DMX In and Out](/grandma3/2-3/dmx/) * [Single User and Multi User Systems](/grandma3/2-3/user/) * [Patch and Fixture Setup](/grandma3/2-3/patch/) * [Operate Fixtures](/grandma3/2-3/operate_fixtures/) * [Label Objects](/grandma3/2-3/wvm_pool_label/) * [Notes](/grandma3/2-3/notes/) * [Scribbles](/grandma3/2-3/scribbles/) * [Appearances](/grandma3/2-3/appear/) * [Images](/grandma3/2-3/images/) * [Supported File Formats](/grandma3/2-3/file_formats/) * [Screenshots](/grandma3/2-3/screenshot/) * [Meshes](/grandma3/2-3/meshes/) * [Videos](/grandma3/2-3/videos/) * [Gobos](/grandma3/2-3/gobos/) * [Symbols](/grandma3/2-3/symbols/) * [Groups](/grandma3/2-3/group/) * [Presets](/grandma3/2-3/presets/) * [Worlds and Filters](/grandma3/2-3/worldfilter/) * [MAtricks and Shuffle](/grandma3/2-3/matricks/) * [Cues and Sequences](/grandma3/2-3/cue_sequence/) * [Executors](/grandma3/2-3/executor/) * [Masters](/grandma3/2-3/masters/) * [Recipes](/grandma3/2-3/recipes/) * [Phasers](/grandma3/2-3/phaser/) * [Generator - Random](/grandma3/2-3/generator/) * [Bitmap](/grandma3/2-3/bitmap/) * [XYZ](/grandma3/2-3/xyz/) * [Tags](/grandma3/2-3/tags/) * [Macros](/grandma3/2-3/macros/) * [Agenda](/grandma3/2-3/agenda/) * [Timers](/grandma3/2-3/timers/) * [Timecode Show](/grandma3/2-3/timecode/) * [Layouts](/grandma3/2-3/layouts/) * [Plugins](/grandma3/2-3/plugins/) * [Quickeys](/grandma3/2-3/quickeys/) * [Data Pools](/grandma3/2-3/datapool/) * [System](/grandma3/2-3/system_information/) * [Remote In and Out](/grandma3/2-3/remote_inputs/) * [Sound](/grandma3/2-3/sound/) * [RDM (Remote Device Management)](/grandma3/2-3/rdm/) * [Local Settings](/grandma3/2-3/local_settings/) * [Update the Software](/grandma3/2-3/update/) * [Fixture Types](/grandma3/2-3/fixture_types/) * [File Management](/grandma3/2-3/file_management/) * [Show Creator](/grandma3/2-3/show-creator/) * [Control other MA Devices](/grandma3/2-3/control_other_ma_devices/) * [Troubleshooting](/grandma3/2-3/troubleshooting/) * [Glossary](/grandma3/2-3/glossary/) * [grandMA3 List of Trademarks](/grandma3/2-3/key_grandma3_listoftrademarks/) # About the Help > Use this guide to learn how grandMA3 can help you to make an aMAzing show. Use this guide to learn how grandMA3 can help you to make an aMAzing show. Start at the beginning, visit each section, use the [context sensitive help](/grandma3/2-3/atm_open_help_console/#h2_2095429847), connect with the community to work your way through a show, or use our huge pdf document. ## Support [Section titled “Support”](#support) Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### MA Forum [Section titled “MA Forum”](#ma-forum) Share your knowledge and get help from other MA users in the official MA Forum. A community can be stronger and better than an individual. Be part of the MA community! Go to .  ### Central Support [Section titled “Central Support”](#central-support) If you need further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to  (in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm (CET), Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  Subtopics * [Open the Help in the Console](/grandma3/2-3/atm_open_help_console/) * [Structure of the Help Manual](/grandma3/2-3/structure_manual/) * [Open the Help in Web Browser](/grandma3/2-3/atm_open_help_webbrowser/) * [Open the Help as PDF](/grandma3/2-3/atm_open_help_pdf/) * [Navigate in the Help](/grandma3/2-3/atm_navigate_in_the_help/) * [Videos in the Help](/grandma3/2-3/atm_videos_in_the_help/) # Agenda > The agenda allows you to schedule objects, such as sequences, macros, or plugins, to be executed by the console based on the calendar. Commands can also be defi The agenda allows you to schedule objects, such as sequences, macros, or plugins, to be executed by the console based on the calendar. Commands can also be defined, such as shutting down the system at a certain time. You can also schedule events that repeat every minute, every day, every week, every month, and/or every year, for example, the Saint-Patrick’s Day cue every year. To learn about the Agenda keyword, see [Agenda](/grandma3/2-3/keyword_agenda/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [View Modes](/grandma3/2-3/agenda_modes/) * [Create an Agenda Entry](/grandma3/2-3/agenda_entry/) * [Edit an Agenda Entry](/grandma3/2-3/agenda_edit/) * [Agenda Toolbar](/grandma3/2-3/agenda_toolbar/) # Edit an Agenda Entry > To edit an agenda entry from the Month, Week, and Day layout mode, press Edit, then tap the agenda entry you wish to edit. You can also tap and hold or right-cl To edit an agenda entry from the **Month**, **Week**, and **Day** layout mode, press Edit, then tap the agenda entry you wish to edit. You can also tap and hold or right-click an agenda entry. The **Edit Agenda Event** pop-up opens. ![](/img/grandma3/2-3/window_edit_agenda_event-5cbed3.png) To learn about the properties that can be defined here, see [Create an agenda entry](/grandma3/2-3/agenda_entry/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Agenda events can also be edited using the toolbar. See [Agenda toolbar](/grandma3/2-3/agenda_toolbar/). | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Events can be deleted from any view mode by pressing Delete and then tapping the event you wish to delete. | # Create an Agenda Entry > 1. Tap and hold View Mode in the title bar, then slide your finger into the list and select Sheet. ### Create an Agenda Entry Using the Sheet View Mode [Section titled “Create an Agenda Entry Using the Sheet View Mode”](#create-an-agenda-entry-using-the-sheet-view-mode) 1. Tap and hold View Mode in the title bar, then slide your finger into the list and select Sheet. 2. To create a new agenda event, right-click or tap and hold New AgendaEvent.  A new entry is created with the system date and time. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can also create an entry from the Sheet View mode by pressing Edit and then tapping New AgendaEvent.  | ![](/img/grandma3/2-3/window_agenda_2_v2-0-11faee.png) Agenda Viewer The following is a list of the properties to be defined by the user: * **Name**: Enter the name of the event that will be displayed in all layout modes. * **Appearance**: Assign an appearance to define how the entry looks in the calendar views. * **Note**: For more information, see [Note](/grandma3/2-3/notes/). * **Mode**: When set to Absolute, the agenda uses the entered start date and time. Twilight times like Dawn, Sunrise, Sunset, and Dusk can also be used. See [Date and time](/grandma3/2-3/si_date_and_time/) to learn how to configure the grandMA3 software to calculate the correct twilight time for your location. * **StartDate**: Tap and hold a cell to open the **Edit StartDate** pop-up, then edit the day, month, and year. Use Today in the title bar to quickly enter today’s date. * **StartTime**: Tap and hold a cell to open the **Edit StartTime** pop-up, then edit the hours, minutes, and seconds. Use Now in the title bar to quickly enter the current time. * **Daylight Offset**: When a twilight time is set in the mode column, it defines an offset for an event. For example, if you want an event to start 15 minutes before dawn. See  [Date and time](/grandma3/2-3/si_date_and_time/) to learn about twilight times. * **Valid Duration**: Enter a duration value to allow the backcasting of events if the console is not switched on or the agenda is disabled during a scheduled entry. * **Enabled**: To enable or disable an agenda entry. Disabled entries are displayed with a red color font. * **Object**: Tap and hold a cell to open the Assignment Editor pop-up, and select a **Plugin**, **Macro**, or **Sequence** to be executed. ![](/img/grandma3/2-3/window_assignment_editor-b0dcd0.png) Assignment Editor * **Action**: Tap and hold a cell, then select an action to use when the defined object is executed. * **Command**: Define a command here to be executed instead of defining an object to be triggered. E.g., Go+ Executor 101. * **Repeat**: This field defines whether an entry is repeated and, if so, how often. Tap and hold a cell to open the **Edit Repeat of Agenda** pop-up.  There are two main settings to define the repetition of an agenda entry, Schedule and Iterations. ### Schedule Settings [Section titled “Schedule Settings”](#schedule-settings) ![](/img/grandma3/2-3/window_edit_repeat_agenda_v1-5-4cf4c9.png) The start date and time are linked to the agenda event and, therefore, are identical. To get repetitions, at least a different end date or end time must be set. * Tap Reset Pattern in the title bar to reset the repeat settings you made previously. * Tap Reset Endtime to reset the end date back to the agenda event date. Tap a day, week, or month cell to enable or disable it. This will define at which days, weeks, or months the event will be repeated. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The week settings are the weeks within a full month and not the weeks from the start date onwards. | ### Iterations Settings [Section titled “Iterations Settings”](#iterations-settings) ![](/img/grandma3/2-3/window_edit_agenda_iterations-f68d74.png) Iterations settings allow defining repeat per minute, days, weeks, and months. These settings are counted from the start date onward.\ To repeat an event every year again, set **Repeat every year** to yes. The following describes the last five columns of the agenda window in the title bar when ViewMode is set to **Sheet**. (These columns can not be edited.) * **Countdown**: Displays the remaining days or time until the next launch of an event. * **Planned Date**: Displays the next date when the event will be launched. * **Planned Time**: Displays the next time when the event will be launched, * **Repeat Count Days** and **Repeat Count Total**: These two columns are similar to the edit repeat pop-up. This is a quick way to verify the repeat pattern. Tap Delete Old in the title bar to erase all preceding events, including the valid duration. # View Modes > The agenda window can display the data using five different view modes. The agenda window can display the data using five different view modes. Open an agenda window, see [Add Windows](/grandma3/2-3/wvm_add_window/). From the add window dialog, tap Tools, and then tap Agenda Viewer. ![](/img/grandma3/2-3/window_agenda_year_1_v2-1-f568f1.png) Agenda window To change the view, tap View Mode in the title bar. * **Sheet**: Displays all agenda entries in a spreadsheet format. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To sort the agenda entries in the sheet view by name, right-click or tap and hold a column header. | * **Year**: Displays a calendar view of the year. The current date has a light gray background. Days with at least one enabled event are indicated by a green background. Days that have all events disabled are indicated by a bright red background. * **Month**: Displays all agenda entries of the selected month. * **Week**: Displays all agenda entries of the selected week. * **Day**: This mode is divided into two sections. It displays a smaller monthly overview on the left and entries for the selected day on the right.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | \*\*- \*\*Disabled events are displayed with red font color. - Repeated events are displayed with ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5-6d6abc.png) on the right side. This applies to the month, week, and day view modes. | # Agenda Toolbar > Create or edit an agenda entry using the toolbar within the 5 available view modes; Sheet, Year, Month, Week, and Day. For more information, see Agenda Modes. Create or edit an agenda entry using the toolbar within the 5 available view modes; **Sheet**, **Year**, **Month**, **Week**, and **Day**. For more information, see [Agenda Modes](/grandma3/2-3/agenda_modes/). To enable the toolbar, tap Setup in the title bar.  ![](/img/grandma3/2-3/window_agenda_setup_v-1-9-3-6fb4f7.png) Agenda window with view mode day To select an event, tap ![](/img/grandma3/2-3/icon_select-15_v0-1-581965.png) in the toolbar, then tap the event you wish to select. To create an event, tap ![](/img/grandma3/2-3/icon_add_15_v1-5-png-png-fe49ca.png) in the toolbar, then tap a day in the agenda. To delete an event, tap ![](/img/grandma3/2-3/icon_minus_15_v1-5-9d1100.png) in the toolbar, then tap the event you wish to delete. Select an event, then tap ![](/img/grandma3/2-3/test-db3eb2.png)  in the toolbar to execute it immediately. This will verify if the set object or command will be executed correctly. Select the event you wish to edit, then tap ![](/img/grandma3/2-3/icon_tools_15_v1-5-f7106e.png)  in the toolbar. This opens the Edit Agenda pop-up. See [Edit an agenda entry](/grandma3/2-3/agenda_edit/) for more information. To cut an agenda entry, tap ![](/img/grandma3/2-3/icon_cut-15_v0-92-499055.png) in the toolbar, then tap the entry you wish to cut. Notice that ![](/img/grandma3/2-3/icon_paste-15_v0-92-3c9da9.png) (the paste tool) is selected in the toolbar and awaits the user to tap a day where to paste the cut entry. To copy an agenda entry, tap ![](/img/grandma3/2-3/icon_copy-15_v0-92-5c8e87.png) in the toolbar, then tap the day you wish to copy. Notice that ![](/img/grandma3/2-3/icon_paste-15_v0-92-3c9da9.png) (the paste tool) is selected in the toolbar and awaits the user to tap a day where to paste the copied entry. Use ![](/img/grandma3/2-3/icon_arrow_left_15_v1-5-b0e0e2.png) and ![](/img/grandma3/2-3/icon_arrow_right_15_v1-5-7850bf.png) in the title bar to change the day, week, month, or year. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The day, week, month, or year is displayed in brackets in the title bar according to the selected View Mode. | Tapping Today in the title bar will set the agenda to today’s date. # Appearances > Appearances are sets of looks that can be assigned to pool objects, presets, view buttons, or windows. Appearances are sets of looks that can be assigned to pool objects, presets, view buttons, or windows. All appearances are stored in the **Appearance Pool,** which can be created like any other window. Learn how in the [Add Windows topic](/grandma3/2-3/wvm_add_window/). [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowAppearancePool%22%20%2FAutoFit) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create Appearances](/grandma3/2-3/appear_create/) * [Assign Appearances](/grandma3/2-3/appear_use/) * [Delete Appearances](/grandma3/2-3/appear_delete/) # Create Appearances > Edit an empty pool object in the Appearance Pool to create a new appearance. Edit an empty pool object in the **Appearance Pool** to create a new appearance. To edit an appearance pool object, use one of these 3 options: * Press Edit and then tap an appearance in the pool. * Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on the pool object and select Edit. * Use the command line: **Edit Appearance \[“Appearance\_Name” or Appearance\_Number]**. If you edit an existing pool object, the editor will open with the current state of the appearance. This is the **Appearance Editor**: ![](/img/grandma3/2-3/pop-up_create-20appearances_01_v3-2-2-c01f69.png) There are six input boxes, two sets of faders with a color picker and the hex color code to adjust the color, and a preview area displaying a preview of the appearance. *** ### Set a Background Color [Section titled “Set a Background Color”](#set-a-background-color) The **Background Color** fader and color picker can be used to change the background of the appearance. The default background is transparent (**Alpha** fader at 0%, **B** fader at 0%). Increase the Alpha value and use the R (red), G (green), and B (blue) faders to mix any color in the RGB range. You can also tap in the color picker area to select a color or edit the hex color code above the color picker.   *** ### Label the Appearance [Section titled “Label the Appearance”](#label-the-appearance) To edit the name, use the [Label keyword](/grandma3/2-3/keyword_label/) or tap Name in the appearance editor. Appearances can be labeled like any [other pool object](/grandma3/2-3/wvm_pool/#label_pool_object). *** ### Add an Image to the Appearance [Section titled “Add an Image to the Appearance”](#add-an-image-to-the-appearance) Appearances can use an image. The image is placed in front of the background but behind the label. 1. Tap the **Image** input box to add an image. The **Select Image dropdown** opens with a list of all images. 2. Tap ImageSource in the title bar to display different objects stored in the images, videos, gobos, or symbols pool. 3. Tap the desired image in the pop-up. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Appearances that use an image will not display the name on the appearance object in the pool if the name is the default name. | Media objects (images, videos, symbols, and gobos) can be **assigned** to an appearance. Assigning images to an empty appearance will create a new object in the appearances pool.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Assigning an appearance to another one creates a copy of the first appearance. | The images have different modes. Their modes define how the image is adapted to the aspect ratio. These are the different modes: * **Stretch**\ The image is stretched to fit the appearance area. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/pop-up_create-20appearances_stretch_04_v3-2-2-7f9a70.png) Fixture sheet with stretched appearance * **Bar**\ The entire image is displayed and fitted to the appearance area without changing the aspect of the image. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/pop-up_create-20appearances_bar_05_v3-2-2-757257.png) Fixture sheet with appearance set to Bar * **Crop**\ The image is fitted to fill the entire appearance area. The aspect of the image is kept, but it is cropped. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/pop-up_create-20appearances_crop_02_v3-2-2-99a508.png) Fixture sheet with cropped appearance * **Tile**\ The image is tiled. This means that the image is repeated in its original size to fill the entire appearance area. The aspect of the image is kept. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/pop-up_create-20appearances_tile_03_v3-2-2-e9c945.png) Fixture sheet with tiled appearance * **Center**\ The image is displayed in its original size with the center of the image aligned with the center of the appearance area. The aspect of the image is kept. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/pop-up_create-20appearances_center_03_v3-2-2-ab22d7.png) Fixture sheet with centered appearance To change the mode: 1. Tap the **Image\*\*\*\*Mode** button. This toggles through the different modes. You can also swipe the button to open the **Select ImageMode dropdown**. 2. Select a mode in the dropdown. *** ## Change the Image Color and Orientation [Section titled “Change the Image Color and Orientation”](#change-the-image-color-and-orientation) Adjust the color of the image using the top set of faders and color picker in the appearance editor. It is also possible to edit the hex color code directly.\ To edit the hex color code, tap the input field above the color picker and adjust the hex code in the Edit ImageRGBA pop-up. This means that the same image can be used on different appearances with different color hues and transparency. | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Color can only be added to an image, not removed from it. This means that black areas in an image cannot be changed, but white areas can be. | To rotate the image, tap ImageRotation in the appearance editor. The image can be rotated by 90°, 180°, or 270°. To mirror the image, tap ImageMirror in the appearance editor. The image can be mirrored vertically or horizontally or both. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936310066?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ### Revert Changes [Section titled “Revert Changes”](#revert-changes) To revert the changes made in the latest editing process: 1. Tap Revert. A pop-up opens. 2. Tap OK. The changes are reverted. # Delete Appearances > To delete appearances, use one of the following options: To delete appearances, use one of the following options: * Press Delete and tap the appearance you want to delete in the appearances pool. * Use the swipey commands on the pool object in the appearances pool.\ For information, see [Pool Windows – Swipey](/grandma3/2-3/wvm_pool/#h2__1144791563). * Use the command line.\ For more information on deleting pool objects, see [Delete Pool Objects](/grandma3/2-3/wvm_pool_delete/). For more information on the Delete keyword, see [Delete Keyword](/grandma3/2-3/keyword_delete/). If the appearance is used somewhere, a warning pop-up will open; tap Ok to delete. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If appearances are assigned to other objects, deleting individual appearances in the appearance pool will delete the links to the objects. Oopsing the deletion will reassign the appearance. | # Assign Appearances > Almost all pool objects and many windows can have an appearance assigned. Almost all pool objects and many windows can have an appearance assigned. There are multiple ways to assign appearances: * **Appearance Pool Objects** 1. Press Assign. 2. Tap an appearance in the appearances pool. 3. Tap the object you want to assign the appearance to. or 1. Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on an object in the appearances pool and choose Assign.  2. Tap the object you want to assign the appearance to. * **Pool Objects** 1. Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on the pool object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example sequences or macros, additionally tap Settings in the title bar of the pop-up. 2. Tap Appearance. A dropdown opens.  3. Select an appearance. * **Other Objects**\ This applies for example to cues. 1. Edit the cell in the **Appearance** column. A dropdown opens. 2. Select an appearance. # Navigate in the Help > To increase or decrease the size of the content displayed within the help window: ## Buttons in the Title Bar [Section titled “Buttons in the Title Bar”](#buttons-in-the-title-bar) To increase or decrease the size of the content displayed within the help window: * Tap ![](/img/grandma3/2-3/icon_plus-b1f860.png)(plus) or ![](/img/grandma3/2-3/icon_minus-e3fecc.png) (minus) * Tap on Zoom Factor and swipe left or right * Tap Zoom Factor and choose a percentage in the drop-down list Tap ![](/img/grandma3/2-3/icon_arrow_back-0cd799.png) (left arrow) to reverse through the history of previously viewed help topics. Tap ![](/img/grandma3/2-3/icon_arrow_fwd-bb352b.png) (right arrow) to advance through the history of previously viewed help topics. *** ## Scrolling in the Help [Section titled “Scrolling in the Help”](#scrolling-in-the-help) * Two-finger tap and swipe in X or Y direction to scroll through a help topic. * Use the screen encoder to scroll through a help topic in the XY direction. For more information, see [User Settings](/grandma3/2-3/user_settings/). *** ## Topics Tab [Section titled “Topics Tab”](#topics-tab) The topics tab in the help window displays the available topics in a tree structure. Single topics are indicated by ![](/img/grandma3/2-3/icon_topic_15p-0fa449.png) next to them. Multiple topics of the same category are sorted within a folder (![](/img/grandma3/2-3/icon_folder_15p-7066b6.png))  and are called subtopics.  Tap > to the left of any topic to show or hide any related subtopics. Tap the name of any topic to display its content in the main area of the window. Subtopics are also displayed in a bullet list at the end of the topic. If the help window is too small to display both the main area and the topics and search tabs, a burger menu (![](/img/grandma3/2-3/icon_burger_menu_15p-113161.png)) appears in the upper left corner. It contains the topic and search tabs.  The root topics in the tree structure are divided into the different products within the family. These main sections include: * [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) * [grandMA3 Quick Start Guide](/grandma3/2-3/qsg/) * [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/) * [grandMA3 Quick Manual processing](/grandma3/2-3/grandma3_quick_manual_processing_units/) * [grandMA3 Quick Manual Nodes](/grandma3/2-3/grandma3_quick_manual_nodes/) * [grandMA3 Quick Manual Nodes DIN-Rail](/grandma3/2-3/grandma3_quick_manual_nodes_din-rail/) * [grandMA3 Quick Manual onPC command wing XT](/grandma3/2-3/grandma3_quick_manual_onpc_command_wing_xt/) * [grandMA3 Quick Manual onPC command wing](/grandma3/2-3/grandma3_quick_manual_onpc_command_wing/) * [grandMA3 Quick Manual onPC fader wing](/grandma3/2-3/grandma3_quick_manual_onpc_fader_wing/) * [grandMA3 Quick Manual viz-key](/grandma3/2-3/grandma3_quick_manual_viz-key/) * [grandMA3 Quick Manual onPC Rack-Unit](/grandma3/2-3/grandma3_quick_manual_onpc_rack-unit/)[\ ](/grandma3/2-3/grandma3_quick_manual_viz-key/) * [grandMA3 Quick Manual I/O Nodes](/grandma3/2-3/grandma3_quick_manual_i_o_nodes/) * [Release Notes](/grandma3/2-3/release_notes/) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The complete grandMA3 documentation consists of the grandMA3 User Manual and the respective grandMA3 Quick Manual with technical specifications, safety instructions, and declaration of conformity. | *** ## Search Tab [Section titled “Search Tab”](#search-tab) To find topics containing a specific search term, use the search function: 1. Open the search tab in the help window. 2. Tap into the white field. 3. Type the term, such as cue, in the search box. 4. Press Please. The search results are shown. To open a virtual keyboard in the software, tap on the keyboard icon on the left of the search box. ![The help window with a search result is shown](/img/grandma3/2-3/window_navigate-20in-20the-20help_01_v3-2-3-80c86c.png) *Help window - Search tab* To search for a specific product or search term, the brand name or the series name (for example grandMA3) is not necessary. *** ## Listed Subtopics [Section titled “Listed Subtopics”](#listed-subtopics) A list of subtopics that are related to the current topic is displayed at the bottom of the help page. To open a related topic, tap it in the list. ![Update this description text.](/img/grandma3/2-3/window_navigate-20in-20the-20help_02_v3-2-3-77dd15.png) Listed subtopics *** ## Breadcrumbs [Section titled “Breadcrumbs”](#breadcrumbs) Breadcrumbs are navigation elements that provide links to the related sections of the current topic and subtopics. Breadcrumbs are located at the top of each topic. To go back in a topic, tap the corresponding section in the breadcrumbs. ![Breadcrumb to navigate in the help](/img/grandma3/2-3/window_navigate-20in-20the-20help_03_v3-2-3-b96ec1.png) Breadcrumbs to navigate in the help # Open the Help in the Console > There are different ways to open the help in the console. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The help topics included in the software represent the status and volume of the help pages at the date of release.The most up-to-date version of the manual is published online. For more information on the online user manual, see [Open the Help in Web Browser](/grandma3/2-3/atm_open_help_webbrowser/) | There are different ways to open the help in the console. ## Open the Search Tab [Section titled “Open the Search Tab”](#open-the-search-tab) To open the help pop-up on the search tab: * Press Help and then press Please. * Type **Help** and then press Please.\ For more information, see [Help Keyword](/grandma3/2-3/keyword_help/). The help pop-up opens to the search tab. To search for a topic, just start typing. *** ## Open the Last Viewed Topic [Section titled “Open the Last Viewed Topic”](#open-the-last-viewed-topic) To open the help pop-up on the topic you last viewed: * Double-tap![question\_mark](/img/grandma3/2-3/icon_question_mark_15px-101edd.png)in the [Control Bar](/grandma3/2-3/ws_ui_control_bar/). * Double-press Help. *** ## Help Window [Section titled “Help Window”](#help-window) To open the help window: * Open the Add Window dialog, tap the More tab, then tap Help. For more information, see the [Add Windows](/grandma3/2-3/wvm_add_window/) topic. * Store the Help view button on a view bar. For more information, see [Store a View Directly on a View Button](/grandma3/2-3/wvm_store_recall/#h2__179579878). # Open the Help as PDF > You can download PDF files of different versions of the manual as well as single topics. You can download PDF files of different versions of the manual as well as single topics. *** ## Download Manual for a Software Version [Section titled “Download Manual for a Software Version”](#download-manual-for-a-software-version) A PDF version of the user manual is available for each version of the software. To download a PDF of the entire manual: 1. Navigate to the **Downloads** section of the MA Lighting website: 2. Select a product family in the list on the left side. 3. Click **Offline User Manuals + QuickMAnual**. 4. Click **Archive** at the bottom of the list. 5. Click on the version of the manual you want to download.\ The PDF file is saved to your downloads folder. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/window_open-20helo-20as-20pdf_01_v3-2-3-d33897.png) Download section on the MA Lighting website *** ## Create PDFs in the Online Help [Section titled “Create PDFs in the Online Help”](#create-pdfs-in-the-online-help) Download single topics from the [online help](/grandma3/2-3/atm_open_help_webbrowser/) as a PDF document to view them offline. To download the contents of a topic as a PDF file: 1. Click the printer icon (![](/img/grandma3/2-3/icon_print_15_v3_2-3-bc78ce.png)) next to the topic title. 2. As destination choose **Save as PDF**. 3. Click Save.\ The topic PDF is saved to your downloads folder. # Open the Help in Web Browser > The help topics included in the software represent the status and volume of the help pages at the date of release. The help topics included in the software represent the status and volume of the help pages at the date of release. The help system is constantly being updated and extended. The most up-to-date and complete version of the grandMA3 help manual can be accessed on the following website: The website includes links to documentation for the following product families: * grandMA3 series * grandMA2 series * dot2 series * MA Network Switch \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/window_open-20the-20help-20in-20the-20web-20browser_1_v3-2-3-39076c.png) Online Manuals on the MA Lighting website | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 online manual includes all versions of the manual since software version 2.0.You can download all versions of the manual, including software versions prior to 2.0, as PDF files. For more information see [Open the Help as PDF](/grandma3/2-3/atm_open_help_pdf/). | # Videos in the Help > The Help system offers micro-videos to introduce the user to specific features or tasks in the software. The average video length is less than one minute. A top The Help system offers micro-videos to introduce the user to specific features or tasks in the software. The average video length is less than one minute. A topic can have several videos. A video is indicated by a play icon (![](/img/grandma3/2-3/icon_videothumbnail_v2-0-1558f3.png)) .  | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Videos in the help are only visible when an internet connection is established! For more information, see [Networking](/grandma3/2-3/network/#h2_275512621). | When the internet connection is interrupted, a placeholder is shown instead of the video: ![A placeholder for the video is shown](/img/grandma3/2-3/window_videos-20in-20the-20help_01_v3-2-3-9c2b85.png) Help window - Video placeholder Videos are recorded in the grandMA3 onPC software. For better visualization, mouse effects are used: * Mouse highlight effect in a yellow color. * Left mouse click effect in a red color. * Right mouse click effect in a gray color. *** ## Play a Video [Section titled “Play a Video”](#play-a-video) To start playing a video: * Tap the play icon (![](/img/grandma3/2-3/icon_videothumbnail_v2-0-1558f3.png)). The video starts. To stop playing a video: * Tap anywhere in the video area. The video stops. Or * Tap the pause button (![](/img/grandma3/2-3/icon_video_pause_v2-0-076b8c.png)) in the video control bar. To restart a video: * Tap the restart button (![](/img/grandma3/2-3/icon_video_restart_v2-0-33a7ff.png)) after the video is finished. *** ## Video Control Bar [Section titled “Video Control Bar”](#video-control-bar) The video control bar is located at the bottom of the video area. ![Update this description text.](/img/grandma3/2-3/menu_help_video_controlbar_v2-0-e3ef3c.png) Video control bar * To display the video control bar in the console, tap the video area. The video control bar appears for several seconds. * To display the video control bar in grandMA3 onPC, hover the mouse over the video area. * To jump to a specific position in the video, tap the timeline in the control bar. To change the playback speed of the video: 1. Tap the gear icon ![](/img/grandma3/2-3/gear-49a84e.png) on the right. The settings open. 2. Tap Speed. A dropdown menu opens. 3. Tap a value to increase or decrease the speed of the video. 4. Tap ![](/img/grandma3/2-3/gear-49a84e.png) to close the settings. The playback speed is changed.  *** Example The following video shows an example of how to open a video and change the playback speed: [Vimeo video](https://player.vimeo.com/video/1093106854?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Bitmap > The Bitmaps allow the use of media files (images, gobos, symbols, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the Bitmaps p | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | The system can overload and crash if a high-resolution (8K) video is previewed in the Layout Viewer. The video source should not exceed a resolution of 1 920 x 1 080 pixels. Maximum frame rate is 60 Hz, but since the DMX output is a maximum of 30 Hz, it is recommended to also use this framerate for the video sources. | The Bitmaps allow the use of media files (images, gobos, symbols, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the **Bitmaps** pool. The Bitmap pool is part of the data pools. To address the Bitmap pool objects, use the [Bitmap keyword](/grandma3/2-3/keyword_bitmap/). ![The image shows an example of the Bitmaps pool.](/img/grandma3/2-3/window_bitmaps-pool_v2-3-156f2b.png) Example of the Bitmaps pool | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For testing purposes, three simple video clips are provided. These can be imported into the Video pool. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If NDI input is used in a setup with several consoles and processing units, the NDI stream must be available at all calculating stations. | ## Bitmap Canvas [Section titled “Bitmap Canvas”](#bitmap-canvas) The canvas is an essential concept for Bitmaps. To be able to output a Bitmap to fixtures, it is necessary to select fixtures and arrange them in the Selection Grid. The Bitmap applies the dynamic value changes coming from the media file to a canvas. This canvas is mapped to the selection grid. The Selection Grid window shows the selected fixtures and their arrangement. It is a very useful programming tool. Learn more about it in the [Selection Grid topic](/grandma3/2-3/operate_selection/). A purple rectangle in the selection grid represents the canvas. It is visible as long as one attribute of the selection uses a Bitmap as a value. The canvas should be in the same area as the arranged fixtures for the fixture to be affected by the Bitmap. The size and aspect of the canvas can be changed using different settings in the Bitmap Configuration. The selected fixtures should be arranged in the selection grid in a manner that makes sense for the desired output. The canvas can be adjusted automatically or by different built-in functions. The Bitmap Editor is described below. The editor has some buttons related to the canvas and the fixture arrangement in the canvas area. Tapping At applies the Bitmap to the current selection. Tapping Dimensions From Selection changes the width and height of the selected Bitmap Configuration (see below) to match the current selection’s size in the selection grid. Tapping Format Selection scales the current selection in the grid so it fits as close as possible to the size of the canvas. The ratio of the selection in the selection grid is taken into account when scaling the selection. Toggling On Auto Format automatically performs a “Format Selection” when the Bitmap is applied to a new selection. ## Bitmap Editor [Section titled “Bitmap Editor”](#bitmap-editor) The best way to create a new bitmap is by editing an empty pool object. This opens the **Bitmap Editor**: ![This image shows the Bitmap editor.](/img/grandma3/2-3/popup_edit-bitmap_v2-3-c1bd3e.png) The Bitmap editor can be used to edit the Bitmap. The top area of the editor gives access to the Bitmap Configurations or the Bitmap Channels. Tap the relevant tab on the left side to switch between the two. On the right side of this area, there are some buttons to add connections to a Bitmap Control Fixture (read more about this below) and a Speed Master. Below this area are on-screen faders that give access to change the **Control** and **Color** attributes of the selected Bitmap Configuration. Each on-screen fader has a Reset button below. Tapping this will reset the associated fader value to the default value. A Reset All button resets all the attributes represented by the on-screen faders. At the bottom of the editor are the usual editor buttons and some special buttons for the Bitmap editor. The special buttons are described in the following text. The encoder toolbar changes to show the same attributes as the on-screen fader while the editor has focus. ![The image shows the Bitmap Encoder Toolbar.](/img/grandma3/2-3/img_encoder-bar_bitmap_v2-0-f5489d.png) This is the encoder toolbar shown when the Bitmap editor has focus. The title bar has a Revert button. Tapping this discards all current changes to the valid values when the Bitmap editor was opened. There is also a Settings button which toggles the visibility of the bitmap settings. ## Bitmap Configuration [Section titled “Bitmap Configuration”](#bitmap-configuration) The bitmap configuration is a sheet with columns containing settings and rows representing different media files. The bitmap can contain several rows with bitmap configurations but only plays the selected bitmap configuration. The selected row is marked with a green background color. A row can be selected by tapping it in the list and then tapping Select Bitmap Config in the bottom area. The Bitmap Configuration has the following settings organized in columns: * **Content**:\ This is the media file played back by the Bitmap Configuration.  * **Width**:\ This is the width of the canvas to which the content is mapped. The default value is 64 pixels or squares in the selection grid. * **Height**:\ This is the height of the canvas to which the content is mapped. The default value is 64 pixels or squares in the selection grid. * **Interpolate**:\ Smoothens the transition from fixture to fixture when playing back a media file. * **Alpha**:\ The used media file’s alpha channel is considered and made transparent when enabled. * **Content Mode**:\ This setting has three different options: * **None** (default value):\ The media file uses the part of the canvas based on the media file size, the canvas size, and the zoom. The result can be that the media file only takes up a small part of the canvas. * **Clip**:\ The media file scales to use the whole canvas size. * **Wrap**: The media file is displayed several times across the canvas. * **Control - X**:\ Moves the canvas on the X-axis in the selection grid.  * **Control - Y**:\ Moves the canvas on the Y-axis in the selection grid. * **Control - Zoom**:\ Zooms the canvas in the selection grid and keeps the aspect ratio. * **Control - Aspect**:\ Changes the aspect ratio of the canvas in the Y direction in the selection grid. * **Control - Rotate**:\ Rotates the canvas in the selection grid. * **Color - R**:\ Changes the red color of the played-back media files. * **Color - G**:\ Changes the green color of the played-back media files. * **Color - B**:\ Changes the blue color of the played-back media files. Adding a new bitmap configuration will set the values for Control, Width, and Height to the values of the currently selected bitmap configuration. ## Bitmap Channel [Section titled “Bitmap Channel”](#bitmap-channel) The bitmap channels define which fixture attributes respond to the media file content. The bitmap channel sheet has different fixture attributes in rows and the channel settings in columns. These are the settings: * **Attribute**:\ The fixture attribute defines what the bitmap should affect. * **Source**:\ The source defines which part of the media file should be analyzed to create the values for the fixture attribute. * **Value - Low**:\ Defines the low value of the fixture attribute to which the source should be mapped. * **Value - High**:\ Defines the high value of the fixture attribute to which the source should be mapped. Attributes can be added to change what the Bitmap effects. For instance, Tilt can be added, and a pixel’s intensity in a video can be used to dynamically change the tilt between the low and high values. ## Bitmap Control Fixture [Section titled “Bitmap Control Fixture”](#bitmap-control-fixture) One or several special Bitmap Control fixtures can be added to the patch. The Bitmap Control fixture has attributes to change the Color values and some of the Control values in the Bitmap Configuration. It can also be used to change the selected Bitmap Configuration. The right side of the Bitmap editor has a Control Fixture button. Tapping this opens a small select pop-up where one of the patched Bitmap Control fixtures can be selected. Selecting a fixture here automatically toggles On the Link Control Fixture. When this is On, then the selected Bitmap Control fixture can be used to control the Bitmap Configuration values. This fixture has programmer values that can be stored in cues or presets. A suggested workflow could be the following. It assumes normal patched fixtures and an existing Bitmap. 1. Patch at least one fixture using the MA Lighting Bitmap Control fixture type. Give it at least a FID number. 2. Select the fixtures which should use the Bitmap and arrange them in the Selection Grid. 3. Tap the desired Bitmap in the pool or use the keyword to apply the Bitmap to the selected fixtures. 4. Select the Bitmap Control fixture. 5. Apply the desired Bitmap to the Bitmap Control fixture by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. This will set the Bitmap Generator as the value on the Object attribute in the Gobo feature group of the Bitmap Control fixture. To apply a different Bitmap Configuration, scroll through the Config attribute. The attributes X, Y, R, G, B, and Zoom of the Bitmap Control fixture modify the corresponding settings of the Bitmap generator. ## Speed Master [Section titled “Speed Master”](#speed-master) The speed of the Bitmap is relevant when the content is a video. As a default, the Bitmap will play the video using the speed of the video. A Speed Master can be assigned to the Bitmap by tapping SpeedMaster on the right side. This Speed Master will then adjust the playback speed of the Bitmap. ## Using Bitmaps [Section titled “Using Bitmaps”](#using-bitmaps) Bitmaps must be applied to a selection of fixtures. This can be done by tapping a Bitmap with a selection of fixtures. It can also be done using the following syntax: At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] This applies the Bitmap to the relevant attributes, based on the Bitmap Channels, in the programmer. These programmer values can be stored in presets or cues. The Bitmap Fixture connected to a Bitmap can also be stored in Presets and Cues. # MA Network Switch > The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch, and networking devices provides the easies The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch, and networking devices provides the easiest solution even for complex lighting systems. You can control the MA Network Switch by using the web interface or directly with a grandMA3 console in Mode2 or a grandMA2 onPC. For more information about how to control the MA Network Switch by using the web interface, see the [MA Network Switch manual](https://help.malighting.com/grandMA2/en/help/key_control_ma_switch.html). To learn how to control the MA Network Switch from a grandMA3 console in [Mode2](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html) or a grandMA2 onPC, read the topic [Control the MA Network Switch](https://help.malighting.com/grandMA2/en/help/key_control_ma_switch.html) in the [grandMA2 User Manual](https://help.malighting.com/grandMA2/en/help/index.html). There, you will find out how to add the MA Network Switch to the network configuration, configure ports, or edit groups and presets. For more information about changing to grandMA3 Mode2, read the [Mode2 topic](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html) in the section grandMA3 Mode2 of the [grandMA2 User Manual](https://help.malighting.com/grandMA2/en/help/index.html). # RemoteHID > The Remote HID feature allows using the local HID devices (typically mouse and keyboard) to control other grandMA3 stations that are available in the network as The Remote HID feature allows using the local HID devices (typically mouse and keyboard) to control other grandMA3 stations that are available in the network as if the local HID devices are connected to the remote device. A use case for this feature is controlling onPC stations that are used for visualization right at a console. Instead of placing several mice and keyboards on the table, only one set of mouse and/or keyboard is needed. | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | It is not a remote desktop feature. The display of the remote device needs to be visible. | To control another station from the local console, follow these steps: 1. Enable RemoteHID in Menu - Network menu on the remote station. 2. Execute the RemoteHID command on the local station: RemoteHID IP \[remote\_ip\_address]  - Or - RemoteHID \[remote\_station\_type] \[“remote\_hostname”] 3. When the connection has been established, the screen of the local station changes to olive green. During the connection, only the executors, including the 100mm faders and Go+\[Large], Go-\[Large], and Pause\[Large] remain usable on the local station. All other elements are blocked. The remote function can be ended using one of the following options: * Press MA + MA + Off * Use the keyboard shortcut Shift + Ctrl + Alt + E ### Example [Section titled “Example”](#example) A preprogramming setup where there are a console and a powerful graphics computer running grandMA3 onPC optimized for 3D visualization. They are connected in a session on a local LAN network. The grandMA3 onPCs hostname is “3D” and RemoteHID is enabled. From the console, there is a need to change a setting in the 3D window on the grandMA3 onPC. In the command line, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteHID onPC “3D” | Now, the mouse and keyboard connected to the console can be used to operate the computer. Finish the connection by pressing MA + MA + Off # grandMA3 Nodes > To adjust the settings in the grandMA3 Nodes, it may be convenient to control them from a connected console or a onPC station. To adjust the settings in the grandMA3 Nodes, it may be convenient to control them from a connected console or a onPC station. For more information, read the [Session topic](/grandma3/2-3/network_session/) in the [Networking section](/grandma3/2-3/network/). | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you want to use Art-Net or sACN using grandMA3 nodes, make sure to switch the console to [Mode2](https://help2.malighting.com/Page/grandMA2/mode2/en/). For information on how to configure the xPort Nodes in Mode2 see [Configure xPort Nodes in the Console](https://help2.malighting.com/Page/grandMA2/control_ma_xport_node_configure_on_console/en/).  | ## Change Name and Set IP Address [Section titled “Change Name and Set IP Address”](#change-name-and-set-ip-address) To change the name and to set the IP address of a grandMA3 Node, open the Network Interface Menu: * Press Menu.\ \- Opens the [menu select pop-up](/grandma3/2-3/wvm_menus/). * Tap Network.\ \- Opens the Network menu. ![](/img/grandma3/2-3/img_network_menu01_v2-2-21eb88.png) Network menu # Command Syntax and Keywords > The command line is an essential way of communication between the console and its operator. The command line is an essential way of communication between the console and its operator.  Using keywords, special characters, and numerical identifiers is how the operator tells the console what to do.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Depending on the use case, some commands can be executed using the [Please key](/grandma3/2-3/key_please/). | ### Example [Section titled “Example”](#example) * To delete sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Sequence 1 |   * Or use the keys in the command section of the console and press: Delete + Sequ + 1 + Please *** ## Keywords [Section titled “Keywords”](#keywords) The keywords that are mostly used have their own corresponding keys.  For more information on the multiple functions of the keys see [Keys](/grandma3/2-3/keys/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | All keywords can be entered in the command line using the internal or any other connected keyboard.  | To view the commands issued to the console, tap MA in the left corner of the command line.  The **Command Line History** opens. For more information on the usage of the command line in detail see [Command Line](/grandma3/2-3/ws_ui_command_line/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Syntax Rules](/grandma3/2-3/csk_syntax_rules/) * [Parent Child Concept](/grandma3/2-3/csk_parent_child/) * [General Keywords](/grandma3/2-3/csk_general_keywords/) * [Option Keywords](/grandma3/2-3/option_keywords/) * [Extended Command Line Syntax Options](/grandma3/2-3/extended_command_line/) # Command Editor > When editing a command, for example, in a macro, a cue, or an agenda event, the Edit Command pop-up opens: ## Command Input [Section titled “Command Input”](#command-input) When editing a command, for example, in a macro, a cue, or an agenda event, the **Edit Command** pop-up opens: ## Subtopics [Section titled “Subtopics”](#subtopics) * [user profile settings](/grandma3/2-3/user_settings/) # Control other MA Devices > This section describes how to control other MA devices via the console. This section describes how to control other MA devices via the console. ## Subtopics [Section titled “Subtopics”](#subtopics) * [grandMA3 Nodes](/grandma3/2-3/comad_xport_nodes/) * [MA Network Switch](/grandma3/2-3/comad_network_switch/) * [RemoteHID](/grandma3/2-3/comad_remotehid/) # General Keywords > Using keywords provides one of many possibilities to operate the grandMA3 console. Using keywords provides one of many possibilities to operate the grandMA3 console.  The following subtopics cover each of the available grandMA3 keywords. These are arranged in alphabetical order. Each topic describes various means of entering the keyword into the command line, provides definition, proper syntax, and depicts examples of the keywords. ## Subtopics [Section titled “Subtopics”](#subtopics) * [; (Semicolon)](/grandma3/2-3/keyword_semicolon/) * [/ (Slash)](/grandma3/2-3/keyword_slash/) * [. (Dot)](/grandma3/2-3/keyword_dot/) * [= (Equal)](/grandma3/2-3/keyword_equal/) * [#Object](/grandma3/2-3/keyword_hashsquarebrackets/) * [$ (Dollar Sign)](/grandma3/2-3/keyword_dollarsign/) * [<<< (GoFastBackward)](/grandma3/2-3/keyword_gofastbackward/) * [>>> (GoFastForward)](/grandma3/2-3/keyword_gofastforward/) * [- (Minus)](/grandma3/2-3/keyword_minus/) * [\* (Asterisk)](/grandma3/2-3/keyword_asterisk/) * [% (Percent)](/grandma3/2-3/keyword_percent/) * [+ (Plus)](/grandma3/2-3/keyword_plus/) * [Absolute](/grandma3/2-3/keyword_absolute/) * [Acceleration](/grandma3/2-3/keyword_acceleration/) * [Action](/grandma3/2-3/keyword_action/) * [Agenda](/grandma3/2-3/keyword_agenda/) * [ActivationGroup](/grandma3/2-3/keyword_activationgroup/) * [Align](/grandma3/2-3/keyword_align/) * [AlignTransition](/grandma3/2-3/keyword_aligntransition/) * [Appearance](/grandma3/2-3/keyword_appearance/) * [Assign](/grandma3/2-3/keyword_assign/) * [At](/grandma3/2-3/keyword_at/) * [Attribute](/grandma3/2-3/keyword_attribute/) * [AutoCreate](/grandma3/2-3/keyword_autocreate/) * [AutoStore](/grandma3/2-3/keyword_autostore/) * [Bitmap](/grandma3/2-3/keyword_bitmap/) * [Black](/grandma3/2-3/keyword_black/) * [Blind](/grandma3/2-3/keyword_blind/) * [Block](/grandma3/2-3/keyword_block/) * [BPM](/grandma3/2-3/keyword_bpm/) * [Call](/grandma3/2-3/keyword_call/) * [CancelSoftwareUpdate](/grandma3/2-3/keyword_cancelsoftwareupdate/) * [Camera](/grandma3/2-3/keyword_camera/) * [Capture](/grandma3/2-3/keyword_capture/) * [ChangeDestination](/grandma3/2-3/keyword_changedestination/) * [Channel](/grandma3/2-3/keyword_channel/) * [ChangeMulticastBase](/grandma3/2-3/keyword_changemultcastbase/) * [ChannelFunctionDefault](/grandma3/2-3/keyword_channelfunctiondefault/) * [ChannelSet](/grandma3/2-3/keyword_channelset/) * [Chat](/grandma3/2-3/keyword_chat/) * [ChatJoin](/grandma3/2-3/keyword_chatjoin/) * [ChatLeave](/grandma3/2-3/keyword_chatleave/) * [CleanUp](/grandma3/2-3/keyword_cleanup/) * [Clear](/grandma3/2-3/keyword_clear/) * [ClearActive](/grandma3/2-3/keyword_clear_active/) * [ClearAll](/grandma3/2-3/keyword_clear_all/) * [ClearSelection](/grandma3/2-3/keyword_clear_selection/) * [Clone](/grandma3/2-3/keyword_clone/) * [CommandDelay](/grandma3/2-3/keyword_commanddelay/) * [Collect](/grandma3/2-3/keyword_collect/) * [Collection](/grandma3/2-3/keyword_collection/) * [Color](/grandma3/2-3/keyword_color/) * [ColorDefinition](/grandma3/2-3/keyword_colordefinition/) * [ColorTheme](/grandma3/2-3/keyword_colortheme/) * [Configuration](/grandma3/2-3/keyword_configuration/) * [Console](/grandma3/2-3/keyword_console/) * [Cook](/grandma3/2-3/keyword_cook/) * [Copy](/grandma3/2-3/keyword_copy/) * [Cue](/grandma3/2-3/keyword_cue/) * [CopyCrashLog](/grandma3/2-3/keyword_copycrashlog/) * [CueAbsolute](/grandma3/2-3/keyword_cueabsolute/) * [CueDelay](/grandma3/2-3/keyword_cuedelay/) * [CueFade](/grandma3/2-3/keyword_cuefade/) * [CueInDelay](/grandma3/2-3/keyword_cueindelay/) * [CueInFade](/grandma3/2-3/keyword_cueinfade/) * [CueOutDelay](/grandma3/2-3/keyword_cueoutdelay/) * [CueOutFade](/grandma3/2-3/keyword_cueoutfade/) * [CueRelative](/grandma3/2-3/keyword_cuerelative/) * [CueUpdate](/grandma3/2-3/keyword_cueupdate/) * [CurrentEnvironment](/grandma3/2-3/keyword_currentenvironment/) * [CurrentUser](/grandma3/2-3/keyword_current_user/) * [CurrentUserProfile](/grandma3/2-3/keyword_current_user_profile/) * [Cut](/grandma3/2-3/keyword_cut/) * [DataPool](/grandma3/2-3/keyword_datapool/) * [Deceleration](/grandma3/2-3/keyword_deceleration/) * [Deactivate](/grandma3/2-3/keyword_deactivate/) * [Decimal8](/grandma3/2-3/keyword_decimal8/) * [Decimal16](/grandma3/2-3/keyword_decimal16/) * [Decimal24](/grandma3/2-3/keyword_decimal24/) * [Default](/grandma3/2-3/keyword_default/) * [Delay](/grandma3/2-3/keyword_delay/) * [DeleteGlobalVariable](/grandma3/2-3/keyword_deleteglobalvariable/) * [Delete](/grandma3/2-3/keyword_delete/) * [DeleteOtherVersion](/grandma3/2-3/keyword_deleteotherversion/) * [DeleteUserVariable](/grandma3/2-3/keyword_deleteuservariable/) * [Disconnect](/grandma3/2-3/keyword_disconnect/) * [Dismiss](/grandma3/2-3/keyword_dismiss/) * [Display](/grandma3/2-3/keyword_display/) * [DMXAddress](/grandma3/2-3/keyword_dmx_address/) * [DMXLayer](/grandma3/2-3/keyword_dmx_layer/) * [DMXReadout](/grandma3/2-3/keyword_dmxreadout/) * [DMXUniverse](/grandma3/2-3/keyword_dmx_universe/) * [DoubleSpeed](/grandma3/2-3/keyword_doublespeed/) * [Down](/grandma3/2-3/keyword_down/) * [DumpLog](/grandma3/2-3/keyword_dumplog/) * [Drive](/grandma3/2-3/keyword_drive/) * [DropOwnership](/grandma3/2-3/keyword_dropownership/) * [Echo](/grandma3/2-3/keyword_echo/) * [Edit](/grandma3/2-3/keyword_edit/) * [EditSetting](/grandma3/2-3/keyword_editsetting/) * [Eject](/grandma3/2-3/keyword_eject/) * [EditRecipe](/grandma3/2-3/keyword_editrecipe/) * [Effect](/grandma3/2-3/keyword_effect/) * [EncoderBank](/grandma3/2-3/keyword_encoderbank/) * [EncoderBar](/grandma3/2-3/keyword_encoderbar/) * [EndIf](/grandma3/2-3/keyword_endif/) * [Environment](/grandma3/2-3/keyword_environment/) * [Exchange](/grandma3/2-3/keyword_exchange/) * [Executor](/grandma3/2-3/keyword_executor/) * [Export](/grandma3/2-3/keyword_export/) * [Extension](/grandma3/2-3/keyword_extension/) * [Extract](/grandma3/2-3/keyword_extract/) * [Fade](/grandma3/2-3/keyword_fade/) * [FaderCrossFade](/grandma3/2-3/keyword_fadercrossfade/) * [FaderCrossFadeA](/grandma3/2-3/keyword_fadercrossfadea/) * [FaderCrossFadeB](/grandma3/2-3/keyword_fadercrossfadeb/) * [FaderMaster](/grandma3/2-3/keyword_fadermaster/) * [FaderRate](/grandma3/2-3/keyword_faderrate/) * [FaderSpeed](/grandma3/2-3/keyword_faderspeed/) * [FaderTime](/grandma3/2-3/keyword_fadertime/) * [FaderTemp](/grandma3/2-3/keyword_fadertemp/) * [FeatureGroup](/grandma3/2-3/keyword_featuregroup/) * [Filter](/grandma3/2-3/keyword_filter/) * [Fix](/grandma3/2-3/keyword_fix/) * [Fixture](/grandma3/2-3/keyword_fixture/) * [FixtureClass](/grandma3/2-3/keyword_fixture_class/) * [FastSync](/grandma3/2-3/keyword_fastsync/) * [FixtureLayer](/grandma3/2-3/keyword_fixture_layer/) * [FixtureType](/grandma3/2-3/keyword_fixturetype/) * [Flash](/grandma3/2-3/keyword_flash/) * [Flip](/grandma3/2-3/keyword_flip/) * [Fog](/grandma3/2-3/keyword_fog/) * [Freeze](/grandma3/2-3/keyword_freeze/) * [Full](/grandma3/2-3/keyword_full/) * [Gel](/grandma3/2-3/keyword_gel/) * [Generator](/grandma3/2-3/keyword_generator/) * [GetGlobalVariable](/grandma3/2-3/keyword_getglobalvariable/) * [GetUserVariable](/grandma3/2-3/keyword_getuservariable/) * [Go+](/grandma3/2-3/keyword_goplus/) * [Go-](/grandma3/2-3/keyword_gominus/) * [Goto](/grandma3/2-3/keyword_goto/) * [Grid](/grandma3/2-3/keyword_grid/) * [GridPosition](/grandma3/2-3/keyword_gridposition/) * [GridStore](/grandma3/2-3/keyword_gridstore/) * [GoboImage](/grandma3/2-3/keyword_goboimage/) * [Group](/grandma3/2-3/keyword_group/) * [HalfSpeed](/grandma3/2-3/keyword_halfspeed/) * [Help](/grandma3/2-3/keyword_help/) * [HelpLua](/grandma3/2-3/keyword_helplua/) * [Hex8](/grandma3/2-3/keyword_hex8/) * [Hex16](/grandma3/2-3/keyword_hex16/) * [HelpKeyword](/grandma3/2-3/keyword_helpkeyword/) * [Hex24](/grandma3/2-3/keyword_hex24/) * [Highlight](/grandma3/2-3/keyword_highlight/) * [Hold](/grandma3/2-3/keyword_hold/) * [Houselights](/grandma3/2-3/keyword_houselights/) * [Hz](/grandma3/2-3/keyword_hz/) * [If](/grandma3/2-3/keyword_if/) * [IfActive](/grandma3/2-3/keyword_ifactive/) * [IfProgrammer](/grandma3/2-3/keyword_ifprogrammer/) * [IfOutput](/grandma3/2-3/keyword_ifoutput/) * [Image](/grandma3/2-3/keyword_image/) * [Import](/grandma3/2-3/keyword_import/) * [Index](/grandma3/2-3/keyword_index/) * [Insert](/grandma3/2-3/keyword_insert/) * [Integrate](/grandma3/2-3/keyword_integrate/) * [Interface](/grandma3/2-3/keyword_interface/) * [Invert](/grandma3/2-3/keyword_invert/) * [Invite](/grandma3/2-3/keyword_invite/) * [IP](/grandma3/2-3/keyword_ip/) * [JoinSession](/grandma3/2-3/keyword_joinsession/) * [Key](/grandma3/2-3/keyword_key/) * [Keyboard](/grandma3/2-3/keyword_keyboard/) * [KeyboardShortcut](/grandma3/2-3/keyword_keyboardshortcut/) * [Kill](/grandma3/2-3/keyword_kill/) * [KnockIn](/grandma3/2-3/keyword_knockin/) * [KnockOut](/grandma3/2-3/keyword_knockout/) * [Label](/grandma3/2-3/keyword_label/) * [Layout](/grandma3/2-3/keyword_layout/) * [LearnSpeed](/grandma3/2-3/keyword_learnspeed/) * [LeaveSession](/grandma3/2-3/keyword_leavesession/) * [Library](/grandma3/2-3/keyword_library/) * [List](/grandma3/2-3/keyword_list/) * [ListOwnership](/grandma3/2-3/keyword_listownership/) * [ListReference](/grandma3/2-3/keyword_listreference/) * [Load](/grandma3/2-3/keyword_load/) * [Loaded](/grandma3/2-3/keyword_loaded/) * [Learn](/grandma3/2-3/keyword_learn/) * [LoadShow](/grandma3/2-3/keyword_loadshow/) * [ListCrashLog](/grandma3/2-3/keyword_listcrashlog/) * [Lock](/grandma3/2-3/keyword_lock/) * [LogIn](/grandma3/2-3/keyword_login/) * [LogOut](/grandma3/2-3/keyword_logout/) * [Lowlight](/grandma3/2-3/keyword_lowlight/) * [Lua](/grandma3/2-3/keyword_lua/) * [LuaFile](/grandma3/2-3/keyword_luafile/) * [Macro](/grandma3/2-3/keyword_macro/) * [MArker](/grandma3/2-3/keyword_marker/) * [Master](/grandma3/2-3/keyword_master/) * [MAtricks](/grandma3/2-3/keyword_matricks/) * [Measure](/grandma3/2-3/keyword_measure/) * [Media](/grandma3/2-3/keyword_media/) * [MemoryInfo](/grandma3/2-3/keyword_memoryinfo/) * [Menu](/grandma3/2-3/keyword_menu/) * [Mesh](/grandma3/2-3/keyword_mesh/) * [Move](/grandma3/2-3/keyword_move/) * [Multipatch](/grandma3/2-3/keyword_multipatch/) * [MyRunningPreset](/grandma3/2-3/keyword_myrunningpreset/) * [MyRunningMacro](/grandma3/2-3/keyword_myrunningmacro/) * [MyRunningSequence](/grandma3/2-3/keyword_myrunningsequence/) * [MyRunningSoundFile](/grandma3/2-3/keyword_myrunningsoundfile/) * [MyRunningTimecode](/grandma3/2-3/keyword_myrunningtimecode/) * [MyRunningTimer](/grandma3/2-3/keyword_myrunningtimer/) * [Natural](/grandma3/2-3/keyword_natural/) * [NDI](/grandma3/2-3/keyword_ndi/) * [NewShow](/grandma3/2-3/keyword_newshow/) * [Next](/grandma3/2-3/keyword_next/) * [NextY](/grandma3/2-3/keyword_nexty/) * [NextZ](/grandma3/2-3/keyword_nextz/) * [NetworkNode](/grandma3/2-3/keyword_networknode/) * [NonDim](/grandma3/2-3/keyword_nondim/) * [Normal](/grandma3/2-3/keyword_normal/) * [Note](/grandma3/2-3/keyword_note/) * [Off](/grandma3/2-3/keyword_off/) * [Offset](/grandma3/2-3/keyword_offset/) * [NetworkSpeedTest](/grandma3/2-3/keyword_networkspeedtest/) * [On](/grandma3/2-3/keyword_on/) * [onPC](/grandma3/2-3/keyword_onpc/) * [OSC](/grandma3/2-3/keyword_osc/) * [Oops](/grandma3/2-3/keyword_oops/) * [OutputLayer](/grandma3/2-3/keyword_outputlayer/) * [Page](/grandma3/2-3/keyword_page/) * [Part](/grandma3/2-3/keyword_part/) * [Park](/grandma3/2-3/keyword_park/) * [Paste](/grandma3/2-3/keyword_paste/) * [Patch](/grandma3/2-3/keyword_patch/) * [Pause](/grandma3/2-3/keyword_pause/) * [Percent](/grandma3/2-3/keyword_percent_word/) * [PercentFine](/grandma3/2-3/keyword_percentfine/) * [Phase](/grandma3/2-3/keyword_phase/) * [Physical](/grandma3/2-3/keyword_physical/) * [Plugin](/grandma3/2-3/keyword_plugin/) * [Preset](/grandma3/2-3/keyword_preset/) * [PresetUpdate](/grandma3/2-3/keyword_presetupdate/) * [Press](/grandma3/2-3/keyword_press/) * [Preview](/grandma3/2-3/keyword_preview/) * [Previous](/grandma3/2-3/keyword_previous/) * [PreviousY](/grandma3/2-3/keyword_previousy/) * [PreviousZ](/grandma3/2-3/keyword_previousz/) * [Programmer](/grandma3/2-3/keyword_programmer/) * [Property](/grandma3/2-3/keyword_property/) * [ProcessingUnit](/grandma3/2-3/keyword_processingunit/) * [PSR](/grandma3/2-3/keyword_psr/) * [Pyro](/grandma3/2-3/keyword_pyro/) * [Quickey](/grandma3/2-3/keyword_quickey/) * [Rate1](/grandma3/2-3/keyword_rate/) * [RDM](/grandma3/2-3/keyword_rdm/) * [Readout](/grandma3/2-3/keyword_readout/) * [Reboot](/grandma3/2-3/keyword_reboot/) * [Recast](/grandma3/2-3/keyword_recast/) * [Reconnect](/grandma3/2-3/keyword_reconnect/) * [Record](/grandma3/2-3/keyword_record/) * [Relative](/grandma3/2-3/keyword_relative/) * [Release](/grandma3/2-3/keyword_release/) * [ReloadAllPlugins](/grandma3/2-3/keyword_reloadallplugins/) * [ReloadUI](/grandma3/2-3/keyword_reloadui/) * [Remote](/grandma3/2-3/keyword_remote/) * [RemoteHID](/grandma3/2-3/keyword_remotehid/) * [RemoteCommand](/grandma3/2-3/keyword_remotecommand/) * [Remove](/grandma3/2-3/keyword_remove/) * [RenderQuality](/grandma3/2-3/keyword_renderquality/) * [Reset](/grandma3/2-3/keyword_reset/) * [Restart](/grandma3/2-3/keyword_restart/) * [Root](/grandma3/2-3/keyword_root/) * [RealtimeChannel](/grandma3/2-3/keyword_realtimechannel/) * [RunningMacro](/grandma3/2-3/keyword_runningmacro/) * [RunningPreset](/grandma3/2-3/keyword_runningpreset/) * [RunningSoundFile](/grandma3/2-3/keyword_runningsoundfile/) * [RunningSequence](/grandma3/2-3/keyword_runningsequence/) * [RunningTimecode](/grandma3/2-3/keyword_runningtimecode/) * [RunningTimer](/grandma3/2-3/keyword_runningtimer/) * [SaveShow](/grandma3/2-3/keyword_saveshow/) * [ScreenConfiguration](/grandma3/2-3/keyword_screenconfiguration/) * [ReSync](/grandma3/2-3/keyword_resync/) * [ScreenContent](/grandma3/2-3/keyword_screencontent/) * [Scribble](/grandma3/2-3/keyword_scribble/) * [Seconds](/grandma3/2-3/keyword_seconds/) * [Select](/grandma3/2-3/keyword_select/) * [Selection](/grandma3/2-3/keyword_selection/) * [SelectFixtures](/grandma3/2-3/keyword_selectfixtures/) * [Sequence](/grandma3/2-3/keyword_sequence/) * [SendMIDI](/grandma3/2-3/keyword_sendmidi/) * [SendOSC](/grandma3/2-3/keyword_sendosc/) * [SendMVR](/grandma3/2-3/keyword_sendmvr/) * [Set](/grandma3/2-3/keyword_set/) * [SetGlobalVariable](/grandma3/2-3/keyword_setglobalvariable/) * [SetUserVariable](/grandma3/2-3/keyword_setuservariable/) * [Shuffle](/grandma3/2-3/keyword_shuffle/) * [ShutDown](/grandma3/2-3/keyword_shutdown/) * [SnapDelay](/grandma3/2-3/keyword_snapdelay/) * [Session](/grandma3/2-3/keyword_session/) * [SoftwareImport](/grandma3/2-3/keyword_softwareimport/) * [SoftwareUpdate](/grandma3/2-3/keyword_softwareupdate/) * [SoundChannel](/grandma3/2-3/keyword_soundchannel/) * [Solo](/grandma3/2-3/keyword_solo/) * [SpecialExecutor](/grandma3/2-3/keyword_specialexecutor/) * [Speed](/grandma3/2-3/keyword_speed/) * [Speed1](/grandma3/2-3/keyword_speed1/) * [SpeedMaster](/grandma3/2-3/keyword_speedmaster/) * [Stage](/grandma3/2-3/keyword_stage/) * [Station](/grandma3/2-3/keyword_station/) * [StationSettings](/grandma3/2-3/keyword_stationsettings/) * [Step](/grandma3/2-3/keyword_step/) * [Stomp](/grandma3/2-3/keyword_stomp/) * [Store](/grandma3/2-3/keyword_store/) * [Sound](/grandma3/2-3/keyword_sound/) * [SwitchTograndMA2Software](/grandma3/2-3/keyword_switchtograndma2software/) * [SwitchTograndMA3Software](/grandma3/2-3/keyword_switchtograndma3software/) * [Swap](/grandma3/2-3/keyword_swap/) * [Temp](/grandma3/2-3/keyword_temp/) * [Thru](/grandma3/2-3/keyword_thru/) * [Time](/grandma3/2-3/keyword_time/) * [Timecode](/grandma3/2-3/keyword_timecode/) * [TimecodeSlot](/grandma3/2-3/keyword_timecodeslot/) * [Timer](/grandma3/2-3/keyword_timer/) * [Toggle](/grandma3/2-3/keyword_toggle/) * [Top](/grandma3/2-3/keyword_top/) * [Tag](/grandma3/2-3/keyword_tag/) * [TopUp](/grandma3/2-3/keyword_topup/) * [Transition](/grandma3/2-3/keyword_transition/) * [Type](/grandma3/2-3/keyword_type/) * [UIChannel](/grandma3/2-3/keyword_uichannel/) * [UIGridSelection](/grandma3/2-3/keyword_uigridselection/) * [Unblock](/grandma3/2-3/keyword_unblock/) * [Universal](/grandma3/2-3/keyword_universal/) * [Unlock](/grandma3/2-3/keyword_unlock/) * [Unpark](/grandma3/2-3/keyword_unpark/) * [Unpress](/grandma3/2-3/keyword_unpress/) * [Up](/grandma3/2-3/keyword_up/) * [Update](/grandma3/2-3/keyword_update/) * [UpdateContent](/grandma3/2-3/keyword_updatecontent/) * [User](/grandma3/2-3/keyword_user/) * [User1](/grandma3/2-3/keyword_user1/) * [User2](/grandma3/2-3/keyword_user2/) * [UserProfile](/grandma3/2-3/keyword_userprofile/) * [Video](/grandma3/2-3/keyword_videos/) * [Version](/grandma3/2-3/keyword_version/) * [View](/grandma3/2-3/keyword_view/) * [ViewButton](/grandma3/2-3/keyword_viewbutton/) * [Width](/grandma3/2-3/keyword_width/) * [World](/grandma3/2-3/keyword_world/) * [Zero](/grandma3/2-3/keyword_zero/) # Parent Child Concept > The general selection syntax is not only applying to fixtures (Parent) and their levels of sub-fixtures (Child), but furthermore the general selection syntax ap The general selection syntax is not only applying to fixtures (Parent) and their levels of sub-fixtures (Child), but furthermore the general selection syntax applies to all types of objects that use a hierarchic structure. Objects that use hierarchic structures are, for example: * Preset Pools with Presets. * Pages with Executors. * Macro with Macro lines. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To learn more about selecting fixtures and its sub-fixtures using syntax commands, see [Select Fixtures](/grandma3/2-3/operate_select_fixtures/) topic. | To gain a faster and more logical way (for example to select, copy, move or delete objects) in the hierarchical structure, the dot (.) is an important tool in the selection syntax: * The dot (.) ends the selection on the current level and then steps one level down in the hierarchical structure.\ Instead of using the dot (.) as a separator, dedicated keywords for the objects in the next level of the hierarchy can be used. For example, Page 1 Executor 201. To restart at the top level of the hierarchy within one command, the starting keyword (for example Fixture) has to be entered again. For example, Fixture 5.2 Fixture 3 . To select fixtures in the same hierarchic structure within one command, (+) can be used. For example, Fixture 5.2 + 3.   ## Dot Selection Behavior [Section titled “Dot Selection Behavior”](#dot-selection-behavior) It is not necessary to recall the subcategory of an object in a syntax command, after the subcategory is already called using the dot (.). This behavior is shown in the examples below. Do not use the following command: Clone Fixture 101 At Fixture 102 If Preset 21.101 Thru 21.105 Use a command with a omission of “21.” instead: Clone Fixture 101 At Fixture 102 If Preset 21.101 Thru 105 Do not use the following command: Move Preset 1.1 Thru 1.3 At 1.5 Use a command with a omission of “1.” instead: Move Preset 1.1 Thru 3 At 1.5 *** ## Examples for Selection Syntax [Section titled “Examples for Selection Syntax”](#examples-for-selection-syntax) To recreate the examples, the following should be prepared:\*\*\*\* * The grandMA3 demo show file is loaded. * A fixture sheet window is open. * The following fixture type is patched: * Ayrton Alienpix - RS Ex 16 Bit * Quantity: 3 * FID: 301 - 303    1. To select the second sub-fixture of fixture 301.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301.1.2 | ![](/img/grandma3/2-3/window_fixture_sheet_second_subfixture_v2-1-601846.png) Second sub-sub-fixture of fixture 301 is selected   2. To select only the sub-sub-fixtures 2 to 4 of fixtures 301 to 303, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301 Thru 303.1.2 Thru 4 | In this example all fixtures on the top level have to be selected: Fixture 301 Thru 303.1.. And after the dot, the sub-fixtures are selected: 2 Thru 4. ![](/img/grandma3/2-3/window_fixture_sheet_2_to_4_subfixture-e8e7cc.png) Sub-sub-fixtures 2 to 4 are selected.   3. To select sub-sub-fixtures 4 to 6 of fixture 301, all sub-fixtures of fixture 302, and sub-sub-fixtures 1 to 5 of fixture 303, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301.1.4 Thru 6 Fixture 302.1. Thru Fixture 303.1. Thru 5 | In this example the . 4 in Fixture 301.1.4 steps down to the sub-fixture level. Fixture 302.1. needs to be entered to restart at the top level with fixture 302. If Fixture 302 would not be entered, the second sub-fixture of sub-fixtures 4 to 6 would be selected. ![](/img/grandma3/2-3/window_fixture_sheet_selection_subfixture-da5f07.png) Different sub-sub-fixtures are selected for each fixture type   4. To select the fixtures as a replacement for a lasso selection, starting at fixture 302 and ending it at fixture 303.1 including the parent fixtures as a replacement for a lasso selection, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 302. Fixture 303 Fixture 303.1 | ![](/img/grandma3/2-3/window_fixture_sheet_lasso_replacement_v1-8-d166ed.png) This fixture selection is a replacement for a lasso selection.   5. To select all sub-fixtures on the first sub-fixture level for all fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture Thru.Thru | *** ## Deleting Syntax [Section titled “Deleting Syntax”](#deleting-syntax) * The following examples are used in general, and are not in correspondence with the demo show file. To delete executor 201 on all pages, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Page Thru.201 | or type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Page Thru Executor 201 | This second example describes the additional rule of the first rule from above: Instead of using Page x.y, the Executor keyword is used to address the executors. # Syntax Rules > The command line syntax is used to create valid commands. The command line syntax is used to create valid commands. Object keywords are used to allocate objects in the show file. Help keywords are used to create a relation between functions and objects. Playback keywords provide control over playback functionalities. Fader keywords are related to anything that has to do with faders. For more information see [Command Line History](/grandma3/2-3/ws_ui_command_line/). ## General Rules [Section titled “General Rules”](#general-rules) The general rules are: | | | | ------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The basic syntax is as follows: \[Function] \[Object] | * All objects have a default function which is used if no function is given. * Most functions have a default object or an object type which is used if no object is given.  * Objects are arranged in a hierarchical tree structure.  * If an object does not support the function applied, the function is passed on to a child or parent object.  *** ## Terminology [Section titled “Terminology”](#terminology) * \[Square brackets]:\ Description of non-literal content. - (Parentheses):\ Description of optional content.  * “Quotation marks”/‘Quotation marks’:\ Quotation marks are used to enter a definite name or content. If the line ends after the word in quotation marks, the quotation marks at the end may be omitted. If the name or content is not a keyword and does not contain special characters, the quotation marks can be left out altogether. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If an option or any other part of the keyword command requires two types of quotation marks -  single (’) and double quotation marks (”) - make sure to always use an equal pair. For more information see the [RemoteCommand keyword](/grandma3/2-3/keyword_remotecommand/).  | * Capitalization:\ In general, capitalization is important. Only when using keyword commands, the console does not distinguish between upper case and lower case. In such topics, capitalization is used to improve readability only. *** ## []()Use the Command Line [Section titled “Use the Command Line”](#use-the-command-line) It is possible to abbreviate all the commands using the shortcuts of the corresponding keywords.  Each keyword has its own shortcut. Every keyword topic also names the respective shortcut.  For more information see [General Keywords](/grandma3/2-3/csk_general_keywords/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Shortcuts are subject to change as new keywords are added to the software. We advice you read the corresponding keyword topics and the release notes to check for recent changes.  | ## Example [Section titled “Example”](#example) * To store cue 20 in sequence 8 using the overwrite function, type: Full version of the syntax: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 8 Cue 20 /Overwrite |   Abbreviated version of the syntax: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>S Seq 8 Cue 20 /O |   Very short version of the syntax: * To copy cue 2 to cue 6 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Co 2 At 6 | | | | | ------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The examples use the full version in the manual.  | # Content Sheet > The Content Sheet is used to see the fixtures and values stored in cues. It looks much like the Fixture Sheet but has a masking function that only displays what The Content Sheet is used to see the fixtures and values stored in cues. It looks much like the Fixture Sheet but has a masking function that only displays what is stored in cues and cue parts. It is like a combined Sequence Sheet in tracking mode and a Fixture Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/). The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Content Sheet can be masked to limit what is seen in the sheet using the Mask Buttons. Learn more in the [Sheet Masking topic](). It could look like this: ![](/img/grandma3/2-3/window_content-sheet_v2-1-f0850e.png) *Content Sheet* The Title Bar shows the sequence ID and the cue ID of the cue being shown. If a world other than the default Full world is selected, it is also displayed in the title bar (Small World icon with a name and number next to it). The values displayed in the sheet can be edited directly in the sheet, just like in the Sequence Sheet in [Track sheet mode](/grandma3/2-3/cue_tracking/). The look of the content sheet is very customizable. The content sheet settings control this. [Read more about it ](/grandma3/2-3/cue_content_sheet/#h2_948195719)[below](/grandma3/2-3/cue_content_sheet/#h2_948195719). The example image above shows most of the pan and tilt values with a small note saying “Part 2”. This indicates that the values are stored in cue part 2. A red “DUP” in the lower right corner means duplicate data is stored in a different part of the cue. If Show Parts is turned On, the parts are separated into different frames. The same example cue would look like this: ![](/img/grandma3/2-3/window_content-sheet_parts_v2-1-d7b22d.png) Content Sheet with multiple part frames Each frame with a cue part can be toggled On or Off by tapping the checkmark in the frame. The content sheet can automatically follow the active cue being played back. The setting **Cue Mode** defines which cue to show in the sheet. Setting the mode to **Manual** makes it possible to select a specific cue instead of following the active cue. In manual mode, an extra section on the left displays a list of all the cues in the sequence. ![](/img/grandma3/2-3/window_content-sheet_manual_v2-3-aac1d9.png) Content Sheet in Manual mode The green frame around a cue indicates the active cue being output. The blue background indicates the selected cue being displayed in the content sheet. Tapping a cue in the list makes it the selected cue. Tapping the part number in the cue list automatically deselects the other parts if Show Parts is active. ## Content Sheet Settings [Section titled “Content Sheet Settings”](#content-sheet-settings) The content sheet has a lot of settings. They can be accessed by tapping the MA logo in the upper left corner of the sheet. The settings are divided into three different tabs - Display, Mask, and Mask Buttons. This is a short description of each of the display settings: * **Show Parts**:\ Turning this On separates the cue parts into individual frames. Each frame can be turned On or Off by tapping the upper left corner of each frame. If this setting is Off, the cue parts are combined into one frame showing the cue part number in the lower right corner of each relevant attribute. * **Cue Only**:\ It defines if the cue only function is On/Off when editing values.[](/grandma3/2-3/cue_tracking/) * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **CuePart Appearance**:\ This defines how the cue part appearance is displayed in the sheet. The options are: * **Off**:\ Cue part appearance is not displayed. * **Number**:\ The appearance is only shown on the cue number column. * **Num+Name**:\ The appearance is displayed in the number and name columns. * **Sheet Mode**:\ The sheet mode changes how the sheets look. There are four different modes: * **Fixture**:\ This shows a matrix with the fixtures in rows and the attributes in columns. * **Channel**:\ This shows the fixtures as tiles with the dimmer attribute. * **Dimmer+**:\ Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. This mode can display the **Fixture Graphics**, but does not display the **Feature Graphics**. * **Sheet/Filter**:\ Similar to **Dimmer+**. However, it displays all attributes unless there is a defined filter in the **Mask** tab of the sheet settings. * **Cue Mode**:\ Cue Mode has three different options: * **Current Cue:**\ This will make the sheet display the information related to the current active cue. * **Previous Cue:**\ This will display the values from the previous cue. This is the last active cue, even if the sequence order is jumped. * **Next Cue:**\ This displays the values for the next cue if a triggering action is performed on the sequence. If a cue is “Loaded”, the loaded cue will be displayed. * **Manual**:\ This mode allows selecting a specific cue. When this mode is selected, a list of the cues appears on the left side. Tap the desired cue in the list to see the content. If the setting is available in the title bar, the different options can be toggled by tapping the button in the title bar. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-3/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **#Columns**:\ This input button sets the number of columns a sheet should display (the settings **Transpose** and **Adjust Columns** must be switched On except in the DMX Sheet). The DMX Sheet shows all the DMX channels and their output values. Learn more in the [DMX Sheet topic](/grandma3/2-3/patch_dmx_sheet/). * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Fixture Appearance**:\ This defines how the appearance of the fixtures is shown in the sheets. There are three options: * **None**:\ The fixture appearance is not shown. * **Enabled**:\ The appearance of the fixture type is shown. * **Graphic**:\ The appearance is shown with a colored background to match the output. * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * **Color Mode**:\ This switches the color readout between RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-3/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). * **Fixture Graphics**:\ This defines which graphics are displayed in front of the name column in sheets showing the fixture graphic. Resizing the name column to a very small size will hide the graphic.\ This setting has the following options: * **None**:\ No graphic is shown. * **Flip**:\ Adds the flip indicator for fixtures with position attributes on the left side of the **Name** column. * **Simple**:\ Adds a simple square graphic indicating combined color and dimmer values next to the flip indicator in the **Name** column. * **Gobo**:\ Adds a gobo image on the simple graphic. It only displays the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. * **Fixture Select**:\ When this is On, fixtures can be selected by tapping the name or ID in the sheet. * **Show Tracked**:\ This On/Off setting shows or hides all the values tracked from previous cues. Turning it Off hides the tracked values and only shows the values stored in the cue. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). * **Feature Graphic**:\ Shows or hides a small graphic next to each feature in the sheets showing the features. * **Channel Set**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Merge Cells**:\ Cells can be merged to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-3/keyword_assign/) and [Sequence](/grandma3/2-3/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. This is a short description of each of the mask settings: * **Layer**:\ It selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Show Recipes**:\ This On/Off button shows or hides the cue recipes at the bottom of the sheet. Read more about it in the [Cue Recipes topic](/grandma3/2-3/cue_recipe/). * **Show Notes**:\ This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-3/notes/). * **Show ID Type**:\ It shows the ID Type of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture**. * **Sorted By**:\ This defines how the sheet is sorted. The two options are:  * **FID:**\ The sheet is sorted by FID. * \*\*CID: \*\*\ The sheet is sorted by CID. * **Show Fixture Name**:\ It shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.\*\*\*\* In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * **Group By ID Type**:\ This organizes the sheet by ID type, grouping together fixtures with the same ID type.  Learn more about the Mask Buttons in the [Sheet Masking topic](/grandma3/2-3/worldfilter_filter_rules/). # Copy Cues > Cues can be copied to a new or existing cue. Cues can be copied to a new or existing cue. The [Copy keyword](/grandma3/2-3/keyword_copy/) is needed for this operation. The general syntax is Copy Cue \[“Cue\_Name” or Cue\_Number] At \[“New\_Cue\_Name” or New\_Cue\_Number]. Different options define what and how the cue is copied. These options appear in a pop-up when the copy command is executed. ![Cue Copy Pop-up with multiple settings.](/img/grandma3/2-3/popup_copy-cue_v2-3-a35cd9.png) Copy cue pop-up **Copy values from Source Cue** have three different radio buttons that are mutually exclusive: * **Content**:\ Copies only the values stored in the source cue. * **Status**:\ Copies the status of the source cue. Status includes the values stored in the cue and all tracked values from former cues. * **Look**:\ If the fixture’s dimmer attribute has a value status above 0% in the source cue, then the status values of all attributes in the source cue are copied.\ If the fixture’s dimmer attribute has a value status of 0% in the source cue, then only the dimmer attribute is copied from the source cue.\ This means that the current status of the dimmer value is always copied.  **Copy Values** define\*\*\*\* how values should track through the sequence. There are two radio buttons: * **Tracking**:\ The new values are added as normal tracking values and will track onward. * **Cue Only**:\ The new values are added using Cue Only. Attributes that do not have a previous value it can return to will store the default value in the following cue. Cue Only is a function that stores values at the destination, but also stores the previouslly tracked values in the following cue. The result is that following cue keeps the same look. Learn more about **Cue Only** in the [Store Cues Topic](/grandma3/2-3/cue_store/). A single option in the **Protect from Tracking** section is **Dimmer Cue Only**. Turning this On will store the dimmer attributes as Cue Only, but the other attributes can be stored as tracking using the other settings. The **Shield tracked Values** have three options. It is about the Tracking Shield function. Learn more in the [Tracking Shield topic](/grandma3/2-3/cue_tracking_shield/). The options are: * **Off**:\ Tracking Shield is not used. * **↑0**:\ Protects attributes in the next cue where the dimmer value increases starting from zero. * **>0**:\ Protects attributes in the next cue where the dimmer value is above zero **Existing Values tracking into destination** also has three mutually exclusive radio buttons. This setting defines what should happen with values that track into the new copied cue from previous cues. * **Retain**:\ The tracking values are kept and tracked into the new cue. * **Replace With Release**:\ Tracking values are replaced with the “Release” special value. * **Replace With Default**:\ Tracking values are replaced with the default value. # Delete Cues > Cues can be deleted using the Delete keyword. Cues can be deleted using the [Delete keyword](/grandma3/2-3/keyword_delete/). This can be accessed using the command line input or the [Delete key](/grandma3/2-3/key_delete/). Deleting a cue opens a pop-up asking for confirmation. ![](/img/grandma3/2-3/popup_delete-cue_v2-3-f60475.png) Delete Cue pop-up Some settings influence how the deletion affects the following cues. Delete Values has two options: Tracking and Cue Only. The option defines whether the deletion should be done using Tracking or Cue Only rules. Protect from Tracking can be used to delete the dimmer attributes using Cue Only. Shield tracked Values can be used to define how the Tracking Shield should respond to the deletion. Learn more in the [Tracking Shield topic](/grandma3/2-3/cue_tracking_shield/). Tap Ok to delete the cue with the selection options and close the pop-up. Tapping Cancel closes the pop-up and does not delete the cue. Deleting the last cue in a sequence does not open the pop-up; it simply deletes the cue. # Move In Black > Move in black (MIB) is a function where tracking sequences look ahead and preposition attributes of fixtures that are fading the dimmer in from zero to automati Move in black (MIB) is a function where tracking sequences look ahead and preposition attributes of fixtures that are fading the dimmer in from zero to automatically prevent transitions where the fixture would move the attributes into position while the fixture is fading in. MIB is enabled on a cue part basis by giving the MIB property of the cue part a value that tells the console when and how it should do the prepositioning. MIB settings are applied to cues and affect all fixtures stored in the cue. A special **Hold** value can be stored on the Dimmer attribute to prevent a MIB action for specific fixtures. **Hold** is similar to giving the dimmer attribute a value of 0%, but it does not trigger the MIB function for the fixture. Hold can found in the calculator for the dimmer attribute, in the **Specials** tab. It can also be applied using the [Hold Keyword](/grandma3/2-3/keyword_hold/). While the MIB is in progress, the MIB indicator in the Fixture Sheet indicates this: * Fast flashing: Fixtures intensity fade to 0% in order to do an MIB. * Slow flashing: Fixtures do the MIB. When a fixture has moved in black, it has a deep-sea green background color (see more at the bottom of this topic). If the fixture is selected and an absolute dimmer value above 0 is given, then there is a [User Profile Setting](/grandma3/2-3/user_settings/#h2_989550839) called **KnockIn MIB** defining what happens. * **Off**:\ Only the actively changed attributes are activated in the programmer. The moved in black attributes stay in the MIB’ed state and are not automatically active values in the programmer. The result can be that what is seen in the output is not what is stored in the cue, so when the cue is played back, it will not look like it did when it was stored. * **Post**:\ The attributes that have been moved in black are activated in the programmer to ensure the fixture’s current state is active. This means that if the cue is stored or updated and played back, it will look like it did when it is played back. This function only regards absolute values. *** Several options and properties modify MIB behavior. Two of them are **MIB Fade** and **MIB Delay** timing properties. **MIB Fade** is the fade time of attributes that will be positioned by MIB. It is available in different places. There is an order of importance in which MIB fade time to apply: 1. Per cue part 2. Per attribute in a fixture type 3. Global in the show file When a MIB fade time is specified in the cue part, the individual attribute MIB fade time will be ignored. When the MIB fade time of the cue is set to default, the global MIB fade time will be applied unless an attribute has an individual MIB fade time set. **MIB Delay** is the delay time the attributes wait from having the dimmer closed until the MIB fade is performed. The MIB delay time can be specified per cue part or global in the show file. The same ruleset as for MIB fade applies:  When the MIB delay time of the cue is set to default, the global MIB delay time will be applied. When the MIB fade and/or MIB delay is performed between cues, the MIB times specified in the (future) cue part where the dimmer opens again will be applied. For example, a fixture is moving in cue 3 to be ready for cue 5. The MIB times specified in cue 5 is used for the MIB. ## Cue MIB Settings [Section titled “Cue MIB Settings”](#cue-mib-settings) The sequence sheet can display several columns for the different MIB settings. Read more about the sequence sheet in the [Look at Cues and Preferences](/grandma3/2-3/cue_sequence_sheet/). * **MIB Preference**:\ This specifies a cue’s suitability for MIB. It is a percentage number from 0(never) to 100(best). The MIB modes Early, UponGo, and Late prioritize the cue with the highest rated suitability and choose this cue for executing the MIB. The MIB mode Defined does not respect the MIB preference.\ Edit the cell to type a number or select one of the following preference options: * **Never(0)**:\ An MIB will never be performed. * **Worst(1)**:\ If there are no other options, then this cue will be used. * **Bad(25)**:\ It is not optimal, but it is better than the two others. * **Normal(50)**:\ This is the default value. * **Good(75)**:\ This is a better cue than normal. * **Best(100)**:\ This is the optimal cue to perform the MIB. * **MIB Mode**:\ Defines how early or late the MIB shall be performed per cue part. * **Default**:\ Performs MIB corresponding to the MIB mode setting of the sequence setting **MIB Mode**. * **None**:\ MIB will not be performed for this cue. * **Defined**:\ A specific cue can be defined in the **MIB Target** column where the MIB is to be performed. The MIB is performed when the specified cue is active. * **Early**:\ Performs the MIB as soon as the dimmer is closed. Typically, after the cue transition has finished. * **UponGo**:\ Performs the MIB with the next cue transition after the dimmer has closed. The MIB executes with the cue after **Early** would have triggered the MIB. * **Late**:\ Performs the MIB latest in the cue before the dimmer opens again. * **MIB Target**:\ A specific cue where MIB is performed for this cue part, see MIB Mode above. When setting an MIB target, the **MIB Mode** will be changed to **Defined**, and vice versa. When changing an MIB Mode that is not \*\*Defined, \*\*the **MIB Target** will be removed. * **MIB MultiStep**:\ It is possible to decide whether a phaser where the fixtures are already prepositioned shall keep running with the closed dimmer or if they shall be paused. This can prevent unwanted noise and movement of stepper motors for prepositioned fixtures running a phaser, especially when it would disturb the audience. The two options are: * **Running**:\ A phaser is running with a closed dimmer. * **Paused**:\ A phaser will be prepositioned but does not start running until opening the dimmer. * **MIB Fade**:\ The MIB fade time per cue part. It can be a set time or default. Default takes the global show file MIB fade time, or the attribute MIB fade time. * **MIB Delay**:\ The MIB delay time per cue part. It can be a set time or default. Default takes the global show file MIB delay time or the attribute MIB delay time. The sequence sheet hides those MIB cells that are not considered for the different combinations of MIB settings or if a cue or cue part is not suitable for MIB. ## Global MIB Settings [Section titled “Global MIB Settings”](#global-mib-settings) To change the global MIB Preferences, go to Menu - Preferences and Timings. In the Timings tab, there is a section called MIB Timings. This defines the default **MIB Fade** and **MIB Delay** times. This value is input as time. For more information about MIB fade and MIB delay, please read above. The property **MIB Transition** defines which transition type will be applied to the fade of MIB. Read more about the different types of transitions in the [Cue Timing topic](/grandma3/2-3/cue_timing/). The MIB Transition can only be defined for all MIB fades globally in the show file. It is not possible to define a different transition type for a single MIB fade per cue or cue part. In the Cues tab, there is a section called **MIB Preferences**. Here, it is possible to change the defaults that will be set to a new cue when it is stored. * **MIB Mode**:\ The MIB Mode is used when storing a new cue that can execute MIB. * **MIB Fade**:\ The MIB fade time is used when storing a new cue that can execute MIB. Default uses the time set in the timing tab. * **MIB Delay**: \ The MIB delay time is used when storing a new cue that can execute MIB. Default uses the time set in the timing tab. * **MIB MultiStep**: \ The MIB MultiStep settings are described above. For more information about these settings, read above. ## Sequence MIB Settings [Section titled “Sequence MIB Settings”](#sequence-mib-settings) There are sequence-wide MIB settings within the sequence settings. Read more about the settings in the [Sequence Settings topic](/grandma3/2-3/cue_sequence_settings/). The purpose of the sequence MIB settings is to have the option to overwrite the cue-based MIB settings with the MIB settings. When setting the MIB to any option except Enabled, the sequence sheet displays the corresponding setting in yellow in the MIB Mode column header. It also adds exclamation marks before and after the mode set in the cues, for instance, !Late!, to indicate that the set value is overwritten. The MIB Mode setting selects the default MIB mode used when doing a MIB. The MIB Mode per cue or cue part must be set to Default. For more information about the different MIB Mode types per sequence, please read the above. ## MIB Color Indicators [Section titled “MIB Color Indicators”](#mib-color-indicators) Attribute values will be displayed with special colors within the fixture sheet and the sequence sheet in track mode to show when the MIB is performed. The tracking sheet view shows when the MIB is performed in this example. ![](/img/grandma3/2-3/img_mib-tracksheet_v2-1-7a956c.png) Two versions of the sequence sheet showing MIB data and the Track Sheet The fixtures need to be ready for cue 5. In cue 5, the MIB Mode is set to “UponGo”. This means that when the fixtures fade to 0% in cue 2, they are ready to MIB with the next cue trigger. When cue 3 is activated, they will perform the MIB for cue 5. The default color indicators are a deep-sea green background and black text color. Read more about the MIB colors in the fixture sheet and other grandMA3 colors in the [Colors topics](/grandma3/2-3/ws_colors/). # Play Back Cues > Cues are stored in a Sequence. All sequences are stored in a sequence pool. Cues are stored in a Sequence. All sequences are stored in a sequence pool. When a cue is active, the sequence is active in the pool. It is not possible to run a cue without playing back the sequence. Executors are controls that allow for easy hands-on playback of the sequences. Executors can playback or trigger other objects than sequences as well. Sequences do not need to be associated with an executor to playback cues. ## Relevant Playback Commands [Section titled “Relevant Playback Commands”](#relevant-playback-commands) Many keywords can be used for playback operations. They are all listed using the [Help](/grandma3/2-3/keyword_help/) command. For sequence playback, there are some very common keywords (read details about them by following the links): * **[Go+](/grandma3/2-3/keyword_goplus/)**\ Use this to trigger the next cue with a “Go” trigger or to specify a cue (Go+ Cue \[“Cue\_Name” or Cue\_Number]). This command triggers subsequent cues using a follow or timed trigger. * **[Go-](/grandma3/2-3/keyword_gominus/)**\ Use this to trigger the previous cue or a specific cue using Go- Cue \[“Cue\_Name” or Cue\_Number]. Using the syntax that specifies the cue number does not trigger subsequent cues. * **[Goto](/grandma3/2-3/keyword_goto/)**\ Use this command to go to a specific cue. The specified cue is triggered when the command is executed. Please note that this command also asserts tracked values so that the visual result can be different than a normal Go command. The **Assert** mode for the cue is relevant. “None” and “Assert” will assert tracked values using the cue timing from the cue where the value is stored. “X-Assert” will assert the tracked values using the cue timing of the “Goto” cue. Learn more about the Goto keyword in the [Goto Keyword topic](/grandma3/2-3/keyword_goto/ "Goto Keyword description"). * **[Load](/grandma3/2-3/keyword_load/)**\ This is used to preload cues. The cue is then ready to be triggered via a Go+ command. Several cues in different sequences can be loaded and triggered together with the Go+ [Loaded](/grandma3/2-3/keyword_loaded/) syntax. * **[Pause](/grandma3/2-3/keyword_pause/)**\ Executing this command will pause all running fades, delays, and phasers, effectively halting all values where they currently are. The fade and delay are also resumed using the Pause command. * **[Top](/grandma3/2-3/keyword_top/)**\ This keyword is used to trigger the first cue * **[<<< (GoFastBackward)](/grandma3/2-3/keyword_gofastbackward/)**\ If a target cue is not specified, the previous cue in the sequence is triggered, ignoring any cue timing and jumping to the cue using the timing defined in the Playback Timings. The default timing is 0 seconds. A cue can be specified, and this will trigger the specified cue only (<<< Cue \[“Cue\_Name” or Cue\_Number]). This keyword does not trigger follow and timed cues.  This timing is set in the **Preference and Timings** menu under **Timings**. Learn more in the [Cue Timing topic](/grandma3/2-3/cue_timing/). * **[>>>(GoFastForward)](/grandma3/2-3/keyword_gofastforward/)**\ If a target cue is not specified, the next cue in the sequence is triggered, ignoring any cue timing and jumping to the cue using the timing defined in the Playback Timings. The default timing is 0 seconds. A cue can be specified, and this will trigger the specified cue only (>>> Cue \[“Cue\_Name” or Cue\_Number]). This keyword does not trigger follow and timed cues.  This timing is set in the **Preference and Timings** menu under **Timings**. Learn more in the [Cue Timing topic](/grandma3/2-3/cue_timing/). But there are many more that can be useful. These functions can be assigned to executor keys for easy access (See how in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/)), but they can also always be sent directly to the sequence. For instance, the following command can be used if you want to go to cue 4 in sequence 6: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 4 Sequence 6 | The order of sequence and cue does not matter. So it could also be: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Sequence 6 Cue 4 | The system interprets it as in the last example. The Command Line History window shows this response: | | | | ---- | --------------------- | | OK : | Goto Sequence 6 Cue 4 | If an executor handles a sequence, the playback commands can also be sent to the executor. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ Executor 101 | This will send the go command to the object assigned to Executor 101. If this object is a sequence, the next cue will be triggered. *** ## Sequence Priorities [Section titled “Sequence Priorities”](#sequence-priorities) When several sequences affect the same fixture attributes, then priorities become important. The priority setting is a property of the sequence. These settings can be opened by pressing the Assign key and then one of the executors keys where the sequence is assigned. This opens the **Assign Menu**. On the right side of the menu, there are some buttons. Please tap Edit Settings. These are all the settings available for a sequence. The settings can also be opened by tapping Settings in the title bar of a sequence sheet. All the settings are discussed in the [Sequence Settings topic](/grandma3/2-3/cue_sequence_settings/). The priority setting can be found in the **Playback** group of settings. Tapping it toggles through the different properties, swiping it opens a small select pop-up like this: ![](/img/grandma3/2-3/popup_select-priority_v1-6-d27161.png) Select Priority pop-up This is the list of possible priority properties. This is a short explanation of the priorities: * **Super:**\ This priority is the LTP priority above any other playbacks and even above the programmer. * **Swap:**\ Intensity is working as LTP with higher priority than HTP. * **HTP (Highest Takes Precedence):**\ The highest intensity value will be used. Other parameters will use LTP. * **Highest**:\ Highest LTP priority - Like LTP but with the highest possible LTP priority. * **High:**\ High LTP priority - like LTP but a higher priority than normal LTP. * **LTP (Latest Takes Precedence):**\ This is the normal LTP priority. The newest attribute value is prioritized over the old value. * **Low:**\ Low LTP - This is a lower LTP priority. * **Lowest**:\ Lowest LTP - This is the lowest possible LTP priority. LTP is one of the most used priority settings. There are five different levels of LTP priority to give different sequences different levels of LTP priorities. The list in the pop-up is also prioritized, where Super at the top has the absolute highest priority. This also means that HTP sequences have a higher priority than LTP sequences. ## Soft LTP [Section titled “Soft LTP”](#soft-ltp) This option relates to how intensities change from one sequence to another when the values transfer from the original sequence to the new one. When an attribute has a value from a cue and another cue in a different sequence with the same LTP priority is beginning to send new values to the same attribute, then Soft LTP might influence how the transition from the old value to the new value happens. This is only relevant when the new value is applied by moving the master of the new sequence. In this case, the attribute can jump from the old value to the new value and immediately have the value it should have according to the master position (Soft LTP Off), or it can start to fade from the old value to the new value using the master position as a crossfader (Soft LTP On). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Both sequences need to be active, and both need to send value to the same attributes. **Auto Start** and **Auto Stop** are turned On by default for sequences. If these properties are turned Off, the sequences must be turned On manually for the SoftLTP function to affect the transition.If the Master faders are both at 100%, then SoftLTP does not have a function. | ### Example [Section titled “Example”](#example) 1. Patch a fixture with a dimmer attribute. 2. Give the dimmer a 50% value and store this in a new sequence - call this sequence “Original”. 3. Give the dimmer a value of 100% and store this as a new cue in a new sequence. Call this sequence “New”. 4. Assign an executor fader as the master for sequence “New”. 5. Ensure **Auto Start** and **Auto Stop** are active for sequence “New”. 6. Open a fixture sheet and make sure it is set to show the **Output** layer. 7. Run the cue on sequence “Original” and have the master at zero for sequence “New”. The dimmer value should now be 50%. 8. Now move the master slowly up from zero and see the output value change. **Soft LTP On**: The dimmer will fade from 50% to 100% while the master moves up to 100 (fade from the “Original” value to the “New” value). **Soft LTP Off**: The dimmer will jump down to the value dictated by the master position and fade up together with the master (jump from the “Original” value to the “New” value based on fader position). 9. Now try to move the fader slowly down to zero. **Soft LTP On**: The dimmer fades from 100% to 50% (from the “New” value to the “Original” value). **Soft LTP Off**: The dimmer value will fade down to 0% with the master, and when the sequence turns Off then the dimmer will jump to 50% (Fade down with “New” master position - jump to “Original” value when “New” is turning Off). # Cue Recipes > Recipes can be used in cues and presets. See the Recipe topic to learn the basics of recipes and the Recipe Preset topic to learn about using recipes in presets Recipes can be used in cues and presets. See the [Recipe](/grandma3/2-3/recipes/) topic to learn the basics of recipes and the [Recipe Preset](/grandma3/2-3/presets_recipes/) topic to learn about using recipes in presets. It is a good idea to read the recipe topic before this one. This topic is about recipes in cues. A recipe can contain multiple lines describing what should happen based on a set of information. The recipe “cooks” values into the cue.  A recipe line can contain information about a selection, values, MAtricks reference, filter, individual fade, delay, speed, phase values, and grid values. Values from recipes can be combined with conventionally stored values. ## Adding Cue Recipes [Section titled “Adding Cue Recipes”](#adding-cue-recipes) Recipes are added to each cue part in a sequence. The best way to access the recipes is by turning On the Show Recipes mask in a [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/): ![](/img/grandma3/2-3/window_sequence-sheet_recipes_v2-3-6bc543.png) Sequence sheet with cue recipes showing This gives access to adding, editing, and deleting recipe lines. Showing the recipe lines in the sequence sheet adds a filter line that allows filtering of the different elements in the recipe - not to be confused with the Filter column on the recipes. This line can be moved up or down by tapping and holding the line and sliding it up and down. Release the screen at the desired location. Learn more about this line and the different columns in the [Recipes](/grandma3/2-3/recipes/) topic. The cells in the recipe lines can be edited and more lines can be added by tapping and holding the New Recipe. Each line can contain a set of information. The MAtricks reference column and the individual MAtricks columns only take effect when there is ranged data from, for instance, a [MAgic preset](/grandma3/2-3/presets_create/) or a timing range. Making changes to the recipe line automatically cooks the line using the merge option. Recipe lines without a group do not auto-cook. Deleting an already cooked recipe line does not auto-cook. The recipe needs to be manually cooked to reflect the new result. Cooking can be done using the [Cook keyword](/grandma3/2-3/keyword_cook/). An entire sequence can be cooked in one command. The general syntax for cook is: Cook \[object] (/option) There are four options: * **Merge** - Default if nothing else is specified. Removes values that are flagged as cooked, then cooks the values from the recipes and also replaces values at the destination based on the recipe ingredients. * **MergeLowPriority** - Replace existing cooked data and add new data based on the recipe ingredients, but do not change non-cooked data. * **Overwrite** - Delete all contents of the target object and cook new data based on the recipe ingredients. * **Remove** - Delete any data from the target object that has been cooked but never updated. Executing a cook command without an option keyword opens a pop-up prompting for which option to use. It also includes a cancel option that cancels the cook command. A cue with recipe information gets the small pot icon in the name column. It does not indicate whether there are cooked values or not; it only indicates if there are recipe lines and if the lines are valid. Activating the Track Sheet mode in the Sequence Sheet makes the attribute values visible for each cue. Values that come from a recipe have a small green marker in the upper right corner. ![This example shows the green Recipe marker highlighted by a red arrow.](/img/grandma3/2-3/window_sequence-sheet_recipes-track-marker_v2-3-0f55fa.png) Sequence Sheet in Track Sheet mode showing the Recipe marker # Renumber Cues > Cues can be renumbered. This cannot be used to change the order of the cues. Cues can be renumbered. This cannot be used to change the order of the cues. Single cues can be renumbered but it can also be a range of cues. Giving the same cue number to two or more cues is impossible - they must be unique. Setting the cue number to a previous number already used is prevented by the system. Entering a cue number used later in the sequence, all following cues will be renumbered until no collision with existing cue numbers occurs. There is no command or keyword to renumber cues. It can be done in the [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/). *** **Requirement**: Have a sequence with cues. **Procedure:** 1. Open the sequence sheet window. 2. Select the cue numbers to be renumbered using the number column in the sheet. 3. Press Edit and tap inside the cue selection.\ This opens an Edit Cue Number pop-up. ![](/img/grandma3/2-3/pop-up_edit-cue-number_v1-1-390f86.png) Edit cue number pop-up. 4. Type the new cue number. If several cues are to be renumbered, use the lasso selection when tapping the cue numbers. # Cues and Sequences > Fixture values can be stored in Presets or Cues. Fixture values can be stored in [Presets](/grandma3/2-3/presets/) or **Cues**. Cues are organized in **Sequences**. [Executors](/grandma3/2-3/executor/) can control and playback sequences. The sequence is played back from the sequence pool. The executors are handles for the sequence. The sequences are all in the **Sequence Pool**. This is created like any other window - see more in the [Add Window topic](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_sequences-pool_v2-3-d381ee.png) *Sequence pool with sequence 1 running a cue* The sequence contains information about the cues and how to transition from one cue to another. Cues can contain fixture values (sometimes called “hard values”), references to presets, and recipes. Read the [Store Cues topic](/grandma3/2-3/cue_store/) to learn about making cues. All cues have a minimum of one step. If there is more than one step, then it is a [Phaser](/grandma3/2-3/phaser/). Follow the phaser link to read about multi-step cues. Cues have **Cue Parts**. All values are actually stored in the parts. All cues automatically have part 0. Other parts can be created, but it is not necessary. Creating several parts allows for the separation of values into different sub-cues. The parts can have different timing or properties, but parts are connected to the primary (parent) cue. This means that all the cue parts in a cue trigger together with the primary cue. The cues in a sequence can be seen in a **Sequence Sheet**. Read more about looking at the sequence in the [Look at Cues and Sequences topic](/grandma3/2-3/cue_sequence_sheet/). Sequences have a lot of different settings. Read the [Sequence Settings topic](/grandma3/2-3/cue_sequence_settings/) for more information. ## Executor Style [Section titled “Executor Style”](#executor-style) The sequence pool objects can be presented in a different style called **Executor Style**. The same pool shown above can look like this: ![Update this description text.](/img/grandma3/2-3/window_sequences-pool_executor-style_v2-3-95eb93.png) Sequence Pool using Executor Style It is a setting for the entire pool, not for the individual pool objects. It can be changed in the\*\* Pool Settings\*\*, which can be accessed by tapping the black MA logo in the upper left corner. Each sequence pool object shows up to three cues. If there is an active cue, it is in the center with a blue background. If there are no active cues, the center cue is the first cue in the sequence. This style makes the pool object look similar to how it looks on the executor labels. Learn more in the [What are Executors topic](/grandma3/2-3/executor/). See the [Common Window Settings topic](/grandma3/2-3/wvm_settings/#h2__522911071) for the other pool settings.   ## Pool Action and Object Action [Section titled “Pool Action and Object Action”](#pool-action-and-object-action) A sequence pool has a pool action for the pool objects. The individual sequence pool objects also have an object action. This action is performed when the sequence is tapped in the pool without a (relevant) keyword in the command line. The object action is used if the **Use Object Action** is active in the **Sequence Pool Settings** (link below). The defined pool or object action is performed when the sequence is tapped in the pool without a (relevant) keyword in the command line. A small icon in the upper right corner of the pool title object indicates the selected pool action. If **Use Object Action** is activated in the settings, a small hand with an index finger icon ![](/img/grandma3/2-3/icon_clicking_hand_14_v2-3-cc0afd.png) will be displayed next to the pool action. See the example image below. A big icon is added to the pool object when **Use Object Action** is activated. The pool object is grayed out if the object action is set to **None** (see sequence 10 in the example below). There is no icon displayed if the object action is set to \*\*Pool Default \*\*(see sequence 11 in the example below). ![The sequence pool showing the different object action overlays.](/img/grandma3/2-3/img_sequence-pool_object-actions-overlay_v2-3-358e48.png) Example of the sequence pool with pool objects assigned all the possible object actions. The pool action is set in the **Sequence Pool Settings**. This is described in the [Common Window Settings topic](/grandma3/2-3/wvm_settings/#h2__522911071). The object action is set in the object editor described in the [Sequence Settings topic](/grandma3/2-3/cue_sequence_settings/). ## Reference [Section titled “Reference”](#reference) If a sequence is referenced somewhere, it gets a small reference icon (![](/img/grandma3/2-3/icon_referenced_12_v1-8-2cebf8.png)). Referenced means that it is used or assigned somewhere. The [Info window](/grandma3/2-3/si_info_window/) can show where an object is referenced. ## Filters [Section titled “Filters”](#filters) The sequence can have a world or a filter assigned as an input filter and an output filter. If there is an input filter, there is a small icon (![](/img/grandma3/2-3/icon_input-filter_12_v1-7-9232b8.png)) in the pool object. The input filter only allows the data in the world or filter to be stored in the sequence. If an output filter is assigned, the pool object has a small icon (![](/img/grandma3/2-3/icon_output-filter_12_v1-7-72432b.png) ). The output filter allows only the fixtures and attributes in the world or filter to be played back from the sequence. See the example image at the top. Sequence three has both an input and output filter assigned, and this is a combined filter icon (![](/img/grandma3/2-3/icon_input-output-filter_12_v1-7-dd6968.png)). Read more about filtering sequences in the [Worlds and Filters section](/grandma3/2-3/worldfilter/). ## Shared Data [Section titled “Shared Data”](#shared-data) Two sequences can be connected and share the cue data. If a sequence shares data with another sequence, then it has a small icon (![](/img/grandma3/2-3/icon_shared-data_v0-1-45b927.png)) in the pool object. See sequences two and three in the example image above. Shared data means that the cue content and the cue settings (for example, fade times) are the same. Changing one of the two sequences will also change the other sequence. For example, creating cues, changing cue content, or deleting cues. The sequence settings can be different. Different executors can control the different linked sequences and playback different cues in the two (or more) linked sequences. This can be useful if, during rehearsal, a video programmer and a lighting programmer want to work with one sequence but must be able to run different cues. The relevant input and output filters can be assigned to the two shared sequences. Two different executors can be assigned to control the two linked sequences. Now, one sequence can playback and store video data, and the other can run and store light data. All values are stored in the same linked sequence. So when the show is ready, an operator can remove the filters and just playback one sequence with all the data. Subtopics * [What is Tracking](/grandma3/2-3/cue_tracking/) * [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/) * [Content Sheet](/grandma3/2-3/cue_content_sheet/) * [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) * [Store Cues](/grandma3/2-3/cue_store/) * [Update Cues](/grandma3/2-3/cue_update/) * [Copy Cues](/grandma3/2-3/cue_copy/) * [Cue Recipes](/grandma3/2-3/cue_recipe/) * [Store Settings and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/) * [Play Back Cues](/grandma3/2-3/cue_playback/) * [Move In Black](/grandma3/2-3/cue_mib/) * [Cue Timing](/grandma3/2-3/cue_timing/) * [Renumber Cues](/grandma3/2-3/cue_renumber/) * [Delete Cues](/grandma3/2-3/cue_delete/) # Sequence Settings > Each sequence has a lot of different settings. The settings can be accessed from the title bar of each sequence sheet or the executor assign menu. Each of these Each sequence has a lot of different settings. The settings can be accessed from the title bar of each [sequence sheet](/grandma3/2-3/cue_sequence_sheet/) or the [executor assign menu](/grandma3/2-3/executor_assign/). Each of these two locations has a button called Edit Settings or Settings. Tap this to open the settings. ![](/img/grandma3/2-3/popup_sequence-settings_v2-3-5df6ec.png) *Sequence settings pop-up* The settings are divided into different sections. Label, Start, Playback, Speed, Protect, and MIB. Read about the different settings in each section below. Each user profile has default sequence settings. These settings are used when a new sequence is created. The default can be loaded and stored from this pop-up. The title bar has two relevant buttons. The left one is Load from Default. Tapping this loads the stored sequence defaults. Next to this is Save as Default. Tapping this stores the current settings as the new default. ## []()Label [Section titled “Label”](#label) This group is about the name and look of the sequence. **Name** Edit this input field to change the name of the sequence. **Scribble** This scribble field can be used to select or create a scribble for the sequence. This scribble is visible in the sequence pool and on the executor label. **Appearance** This appearance field can be used to select or create an appearance for the sequence. This appearance is visible in the sequence pool and on the executor label. **Tags** A tag can be added to the sequence. Learn more about tags in the [Tags topic](/grandma3/2-3/tags/). **Note** This input field can be used to add a note to the sequence. **Prefer Cue Appearance** When this option is enabled, and the current cue has an appearance, the cue appearance will be displayed on the executor or in the layout instead of the sequence appearance. **Executor Display Mode** The executor display mode defines how the sequence will be displayed on an executor: * **Data only**:\ Only the cues with their appearances will be displayed. The cue appearance is only displayed in the line of the cue and not in the background. * **Appearance only**:\ Only the sequence or cue appearance will be displayed. No cue names, fade bar, etc., will be displayed. This can be handy for sequences with only one cue, color cues, or gobo cues. * **Both**:\ Each cue line displays its cue appearance, and the sequence appearance or the appearance of the current cue will be displayed in the background of the executor. ## []()Start [Section titled “Start”](#start) The settings in this section are about starting and stopping the sequence. **Auto Start** The **Auto Start** feature switches the executor ‘On’ when the master is moved from zero. **Auto Stop** The **Auto Stop** feature switches the executor ‘Off’ when the master is moved down to zero. **Master Go Mode** The **Master Go** function is active if auto stop is turned Off. Tapping this button opens the **Select Master Go Mode** pop-up. There are four options here. They all take effect when the master fader is moved from zero and up. The options are: * **None**:\ The cue is still running. * **Go**:\ It executes a Go. * **On**:\ The current cue is reloaded (fading in again). * **Top**:\ The first cue is activated. **Auto Fix** The **Auto Fix** feature can be activated for each executor. It will automatically [Fix](/grandma3/2-3/keyword_fix/) active executors and keep them visible even when pages are changed. The executor is automatically unfixed when it is switched off. **Cue Zero Mode** This setting defines what is automatically stored in Cue Zero. There are three options: * **Off**:\ No attributes are automatically stored in the cue. This is the default option. * **All Used Attributes**:\ This adds default values for all attributes of the fixtures used in the sequence. * **Only Used Dimmers**:\ This adds default dimmer attributes of the fixtures used in the sequence. **Auto Stomp** If auto stomp is On, an **absolute** value from a cue will stomp a phaser running from a different playback. ## []()Playback [Section titled “Playback”](#playback) The playback settings are about running the cues. Running or playing back cues is described in the [Play Back Cues topic](/grandma3/2-3/cue_playback/). **Tracking** This turns On or Off value tracking in the sequence. Read more in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). **Wrap Around** Wrap around allows the sequence to return to the top/first cue if a Go (forward) command is performed after the last cue in the sequence is reached. This is automatically disabled if the “Off Cue” has a trigger. **Release First Cue** This setting defines if the first cue releases tracking values. These tracking values can come from the last cue if **Wrap Around** is active. If **Release First Cue** is On then it adds a **\** to the **Release** column in the first cue of the sequence. Learn more about the different columns in the [Look at Cue and Sequences topic](/grandma3/2-3/cue_sequence_sheet/). The first cue can manually be set to release by editing the field in the sequence. **Restart Mode** There are three different restart modes: * **First Cue**:\ This always restarts the sequence with the first cue. * **Current Cue**:\ This restarts the sequence with the cue where it was when the sequence was turned Off. * **Next Cue**:\ This restarts the sequence with the next cue based on where it was when the executor was turned Off. **Cue Command** This option defines how the cue commands can be executed. It can be set to follow the value set for each cue in the sequence’s **Command** column, or it can force the execution or disable the execution of the commands in the **Command** column in a sequence. The stored commands are not deleted or removed; they are just disabled. * **Enabled**:\ Each cue command can be enabled or disabled in the **Command Enabled** column. Disabling the command does not delete or remove the command. They are just disabled. * **Force No**:\ The cue command execution is disabled for the entire sequence. The **Command Enabled** column header will display “Force No” if this option is selected. The user-defined settings in the Command Enabled column are not changed to show “No”. It shows the user-set value with exclamation marks before and after. * **Force Yes**:\ The cue command execution is forced to be enabled for the entire sequence. The **Command Enabled** column header will display “Force Yes” if this option is selected. The user-defined settings in the Command Enabled column are not changed to show “Yes”. It shows the user-set value with exclamation marks before and after. **XFade Reload** When this option is enabled, the Xfader needs to be pulled back to 0 after completing a crossfade to do the next crossfade. \*\*Output Filter  \*\* The output filter can have a [Filter or World](/grandma3/2-3/worldfilter/) assigned. Tapping the button opens the **Assignment Editor** pop-up: ![The assignment editor is used to select a filter for a sequence.](/img/grandma3/2-3/popup_assignment-editor_v2-1-7d8c97.png) *Tap a world or filter in the list to apply an output filter* The editor has three tabs. **Empty** can be used to select no filtering. **Filter** and **World** are lists of each type. Each lists the possible choices of their type. Tap the desired filter or world to apply it. The fixtures and attributes in the world or filter are allowed to pass the output filter and be output from the sequence. The same sequence can be played back from several executors, and each executor shares the output filter settings. If different output filters are needed, the sequence should be linked or shared with another. The other sequence can have different output filter settings. Read about linked sequences in the [Cues and Sequences topic](/grandma3/2-3/cue_sequence/). If the sequence has an output filter applied, there is a small output filter icon (![](/img/grandma3/2-3/icon_output-filter_12_v1-7-72432b.png)) in the sequence pool button. **Priority** This is the priority of the sequence. The priorities are described in the [Play Back Cue topic](/grandma3/2-3/cue_playback/). **Soft LTP** The Soft LTP function is described in the [Play Back Cue topic](/grandma3/2-3/cue_playback/). **Playback Master** Here it is possible to select a [Playback Master](/grandma3/2-3/masters_playback/). It functions as a sub-master that multiple sequences can share. **XFade Mode** This is used to set how the two CrossfadeA/XFadeA and CrossfadeB/XFadeB faders work. There are two crossfade modes: * **Split**:\ The dual crossfaders work as masters for the current/next cue. * **AB**:\ The dual crossfaders work as crossfaders for increasing/decreasing values. **Object Action** The sequence can have an action assigned. This action can be used when the sequence is tapped in the pool. The pool option **Use Object Action** must be active for the sequence object action to take effect. The pool object actions are shown with a big icon on the pool objects. ![](/img/grandma3/2-3/img_sequence-pool_object-actions-overlay_v2-3-358e48.png) It has the following options: * **None**:\ Tapping the object does not trigger an action. * **Pool Default**:\ The action set for the pool is used. * **Select**:\ This action selects the sequence. * **Flash**:\ This performs a flash action on the sequence while it is tapped. * **Go+**:\ This will perform a Go+ action on the sequence. * **Temp**:\ This performs a temp action on the sequence while it is tapped. * **Toggle**:\ This action toggles the sequence On or Off. * **Goto**:\ Tapping this performs a Goto action on the sequence. This opens a pop-up where a cue can be selected to complete the goto command. * **Load**:\ Tapping this performs a Load action on the sequence. This opens a pop-up where a cue can be selected to complete the load command. * **Top**:\ Tapping this performs a Top action on the sequence. This is similar to an automatic Goto action to the first cue (after CueZero) in the sequence. ## []()Speed [Section titled “Speed”](#speed) Speed and rate can be used to adjust the stored times without reprogramming the show. For instance, a cue can have a fade time of 5 seconds. A rate master can adjust the fade time live while playing it back. All sequences have their own individual rate and speed, but they can be linked to a global master. This master can then adjust the timing for multiple sequences simultaneously. Read more details in the [Speed Masters topic](/grandma3/2-3/masters_speed/). **Rate Master** The sequence has a rate master. It can be linked to a shared global speed master, or it can have an individual rate master. Tapping this button will open the **Select Rate Master pop-up**. In the pop-up, it is possible to select the **None** option for having an individual rate master for the sequence or select one of the global speed masters. **Rate Scale** Enabling this binds the rate to defined steps instead of a variable value. Tapping this button opens the **Select Rate Scale pop-up**. Choosing one of the steps in the pop-up, selects the multiplier or divider. This multiplies or divides the rate by the selected factor. **Speed Master** The sequence has a speed master. It can be linked to a shared global speed master, or it can have an individual speed master. Tapping this button will open the **Select Speed Master pop-up**. In this pop-up, it is possible to select the **None** option for having an individual speed master for the sequence or select one of the global speed masters. **Speed Scale** If a sequence is assigned to a global speed master (read above), it can be useful to adjust a speed scale. Tapping this button will open the **Select Speed Scale pop-up**. In the pop-up, selecting one of the multipliers or dividers is possible. This multiplies or divides the speed by the selected factor. **Speed from Rate** This links the speed to follow the rate. ## []()Protect [Section titled “Protect”](#protect) This group of settings is used to protect the sequence from different actions. **Input Filter** The playback filter is described in a little bit more detail in the [Cues and Sequences topic](/grandma3/2-3/cue_sequence/). Tapping this button opens the **Assignment Editor pop-up**: See above about the output filter. The fixtures and attributes in the world or filter are allowed to pass the filter and can be stored in the sequence. **Swap Protect** Activating this option protects this sequence from the Swap playback action.  Learn more about this action in the [Swap Keyword topic](/grandma3/2-3/keyword_swap/). **Kill Protect** Activating this option protects this sequence from the Kill playback action. Learn more about this action in the [Kill Keyword topic](/grandma3/2-3/keyword_kill/). **Include Link Last Go** This setting is On as default. When it is set to Off, playing back a sequence will not trigger the LinkLastGo functionality in the [sequence sheet](/grandma3/2-3/cue_sequence_sheet/). **Use Executor Time** This makes the executor playback cues using the stored timing. If this is turned on, it is affected by the **Exec Time** master fader, who overwrites the timing. **Off when Overridden** The Off when Overridden function allows a sequence to be automatically turned Off if another sequence has taken control with all the attributes in the sequence = this executor does not control any attributes. **Lock Sequence** The sequence is locked against changes when this is On. It can still be played back. ## []()MIB [Section titled “MIB”](#mib) This group is about MIB settings for the sequence. Read more about MIB in the [Move In Black topic](/grandma3/2-3/cue_mib/). **MIB** Enable, disable, or force MIB for the sequence. The options are: * **Enabled**:\ MIB will be performed according to the cue and cue part MIB settings. * **Never**:\ MIB will never be performed for this sequence. All cue and cue part-specific MIB settings will be ignored. * **Force Early**:\ Forces the early MIB for all cues that can perform MIB as soon as the dimmer is closed. Further MIB settings specified per cue or cue part will be ignored. * **Force UponGo**:\ MIB is forced to be executed with the next cue transition after the dimmer is closed. For all cues that can perform MIB. Further MIB settings specified per cue or cue part will be ignored. * **Force Late**:\ Forces the MIB latest in the cue before the dimmer opens again. For all cues that can perform MIB. Further MIB settings specified per cue or cue part will be ignored. **MIB Mode** This setting defines which MIB mode will be executed when doing a MIB. The **MIB Mode** per cue or cue part needs to be set to **Default**. The options are: * **None** * **Early** * **UponGo** * **Late** Learn about the mode types in the MIB topic (link above). # Sequence Sheet > The different sequences are best seen in the Sequence Pool. The different sequences are best seen in the [Sequence Pool](/grandma3/2-3/cue_sequence/). The best way to see the cues inside a sequence is the **Sequence Sheet**: ![This image show the Sequence Sheet in normal mode.](/img/grandma3/2-3/window_sequence-sheet_v2-2-3eb630.png) *Sequence sheet for a sequence called “Main” - Cue 2 is active* The sheet shows the cues and cue parts in rows. The different cue settings are in columns. Read below for a description of the different columns. The purpose of this sheet is to see the cues in a sequence. It also shows the active cue with a green frame. Cue fades, and delays are visualized with moving bars while the fades are running. The sheet can be created as a window in a view using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/), or displayed as a temporary pop-up by editing a sequence pool object. The sheet can show a lot of different markers and colors - read more about all these in the [Colored Indicators topic](/grandma3/2-3/ws_colors_markers/). The sheet can display a value tracking section. In this section, all the stored attribute values are displayed. This can be a very handy tool for seeing the flow of an attribute through the cues. These values can also be edited directly in the sheet. Most other fields in the sheet can be edited directly. This can affect the look of the show. For instance, the cue fade and delay times are stored when the cue is created. The default timing is used if nothing else is defined. The cue timing can be edited in this sheet. Tapping this sheet to give it focus changes the encoder toolbar to make it easy to edit the cue timings. Read more about the toolbar [below.](/grandma3/2-3/cue_sequence_sheet/#sequence_edit_bar) When a trigger type is set for the OffCue of a sequence, Wrap Around will be disabled. Enabling Wrap Around for a sequence removes the trigger type for the OffCue. ## Title Bar [Section titled “Title Bar”](#title-bar) The left side of the title bar has the MA logo. Tap this to open the settings for the sheet. Read about them [below](/grandma3/2-3/cue_sequence_sheet/#sequence_sheet_settings). Next to the logo are the sequence number and name. Information about the active world (if different than world 1) is displayed below the Sequence number and name. Some buttons can be on the right side of the title bar. This can be defined by editing the title bar in the window settings. Learn more in the [Title Bar Configuration topic](/grandma3/2-3/wvm_title_bar_configuration/). ## Main Part of the Sheet [Section titled “Main Part of the Sheet”](#main-part-of-the-sheet) The main part of the sheet is below the title bar. Here is the sheet with rows and columns. A sequence sheet setting defines how the cue timing is displayed in the sheet. The option is called **Condensed Timing**. The cue fade and delay are actually four different times because there are both fade and delay for values fading in (or up) and for dimmer values fading down. The condensed view shows this in two columns where the time can be separated by a slash (/). The value on the left is the InFade. the value on the right is the OutFade. The list below shows the uncondensed timing columns. Read more in the [Cue Timing topic](/grandma3/2-3/cue_timing/). The order of the columns and which columns are visible can be changed and stored in **Columns** sets. It can also be edited dynamically. Learn more in the [Adjustable Columns topic](/grandma3/2-3/ws_ui_adjustable_columns/). This is a short description of each of the possible columns in the sheet: * **Lock**:\ Editing this cell adds or removes “UL”. This means **User Locked** and protects the cue content and settings from being changed. “PL” means **Position Locked**, and it is a system lock that cannot be removed. * **No**:\ This is the cue number. * **Part**:\ This shows the cue part number. * **Name**:\ This is the cue (part) name. If the cue contains part cues, an arrow allows them to fold and unfold the parts. In the example above, there are cue parts in cues 2 and 4.5. It is unfolded so the parts can be seen. * **Trig Type**:\ There are five different trigger types. Editing this cell opens a small select pop-up with the five different options: * **Go**:\ The cue needs a valid command (Go+, Goto, Go-, >>>, <<<, Kill) to be triggered. * **Time**:\ The cue is triggered a set time after the previous cue is triggered. The time is set in the **Trig Time** column. * **Follow**:\ A follow cue is triggered when the previous cue is completely done with the cue transition (which includes all individual timing). * **Sound**:\ This will trigger the cue using a sound as the trigger. Choosing one of 22 different frequency areas in the Trig Sound column is possible. Learn more about sound input in the [Sound Window topic](/grandma3/2-3/sound_viewer/). * **BPM**:\ This will trigger the cue using the beats in the sound input. This can become useful with several cues triggered by the BPM (beats per minute). * **Trig Time**:\ The values stored here are only used if the trigger is **Time** or **Follow**.\ If the trigger is **Time**, then the time in the cell will be used. The time starts counting down when the previous cue is triggered. If the previous cue uses a “Follow” trigger, then the cue’s countdown is started when the follow cue is triggered.\ If the trigger is **Follow**, then positive time values can be added in the time cell. This time will be added as a wait between the previous cue’s completion of its transition and the triggering of this cue. * **Trig Sound**:\ This setting defines the sound used to trigger the cue when the **Trig Type** is sound. * **Duration**:\ This is the overall cue time transition time. It is a combination of the longest fade time and any delays. This is the time used with the Follow trigger. The cell cannot be edited. It always shows the complete transition time. * **CueIn Fade**:\ This is the fade time for all non-snap attributes and dimmer values that increase in value. * **CueIn Delay**:\ This is the delay or wait time between the trigger and the actual cue in fade begins. * **CueOut Fade**:\ This is the fade time for dimmer values that go down in value. The default values for this are the same as the CueIn Fade time - it is linked to the cue in fade with the **None** value. * **CueOut Delay**:\ This is the delay for the **Out Fade** (only dimmer values). Its default value is the same as the CueIn Delay value. * **Snap Delay**:\ This can be used to control when “snap” attributes change values. * **Release**:\ Changing the value to **Yes** in this cell makes the cue release tracked values. Learn more in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). * **Break**:\ A break blocks new values of attributes being tracked. Editing the cell opens an **Assignment Editor** pop-up where a filter or world can be selected. The selected filter or world defines what is blocked by the break. Learn more in the [Break topic](/grandma3/2-3/cue_tracking_break/). * **Assert**:\ Assert can be used to make tracked values take precedence as if they are stored values in the cue. There are three options: * **None**:\ Tracked values are not asserted * **Assert**:\ The tracked values take precedence as if they are stored values in the cue. Values are asserted using the timing from the cue where the values are originally stored. * **X-Assert**:\ Like assert, but the tracked values are asserted using the timing from the cue where the X-Assert is set. * **Allow Duplicates**:\ If several parts of the same cue are to contain values for the same attributes, use **Allow Duplicates** to enable this function. Absolute and relative values in multiple parts will use the value with the highest cue part number. * **Tracking Distance**:\ The tracking distance sets how many cues a value should track. If the cell is empty, it tracks until changed. Read more about tracking distance in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). * **Sync**:\ Synchronizes the fixtures of the phaser. For example, if fixtures join the already running phaser, they will be synchronized with the fixtures already running. Learn more about sync in the [Phaser topic](/grandma3/2-3/phaser/). * **Delay To Phase**:\ This property can be “Yes” or “No” (empty). When it is “Yes”, then the individual attribute delay times are transferred to when multistep phasers are triggered for the individual attributes. This might give a very different look than the original phaser. * **Morph**:\ If the property is enabled and the phase of the fixtures changes from one cue to the next, they will stay on track and morph into their new phase value. If the option is disabled, the fixtures will take the direct way to their new position in the phase. * **Transition**:\ This can be used to select a transition path for the fade. The different options are described in the [Cue Timing topic](/grandma3/2-3/cue_timing/). * **“Preset type” Fade**:\ Each preset type has columns called the name of the preset type followed by “Fade”. This uses the cue in fade as a default. It can be changed to give all values in the preset type a different fade time. All fixtures with new values in this preset type will use this timing for the attributes in the preset type. * **“Preset type” Delay**:\ Each preset type has columns called the name of the preset type followed by “Delay”. This uses the cue in delay as a default. It can be changed to give all values in the preset type a different delay time. All fixtures with new values in this preset type will use this timing. * **Command**:\ Commands (like the ones written in the command line input) can be written in the cues. When the cue is triggered, they are executed on the GlobalMaster, IdleMaster, or Standalone station if Command Enabled allows it. Editing the cell opens the **Command Editor**. Learn more about this editor in the [Create Macros topic](/grandma3/2-3/macro_create/). * **Command Enabled**:\ This can be toggled **Yes** or **No** if there is a command. If exclamation marks surround the option, then the [sequence settings](/grandma3/2-3/cue_sequence_settings/) overwrite the setting. The overwritten option can be seen in the header of the column. * **Command Delay**:\ This will add a delay between the triggering of the cue and the execution of the command. See **Command** just above. * **Note**:\ This is a multiline text field where a note can be added to the cue. Learn more in the [Notes topic](/grandma3/2-3/notes/). * **MIB Preference**:\ This defines whether the cue is good for the MIB function. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **MIB Mode**:\ This sets the MIB mode. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **MIB Target**:\ Defines a cue where the MIB should be performed if possible. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **MIB MultiStep**:\ Defines what should happen with phasers in the MIB. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **MIB Fade**:\ Sets the MIb fade time. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **MIB Delay**:\ Sets the MIB delay time. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **Indiv Fade**:\ This is “Individual Fade”. It displays the time for attributes that have individual stored fade times. This cell cannot be edited. * **Indiv Delay**:\ This is “Individual Delay”. It displays the time for attributes that have individual stored delay times. This cell cannot be edited. * **Indiv Duration**:\ This is “Individual Duration”. It displays the overall time for attributes that have individual stored fade and delay times. This cell cannot be edited. * **Speed Master**:\ A Speed Master can be assigned to the cue or cue part by editing this cell. The speed of the cue or cue part is only controlled by the assigned speed master. A speed master assigned to the sequence has a lower priority and does not influence a cue or cue part with a different assigned speed master.\ If no speed master is assigned to an attribute, but a speed master is set for the sequence or cue part, phasers in the cue apply the speed master depending on the cue part’s sync setting: * **Sync enabled for the cue part**:\ The phaser is synced to the common timeline. For example, if flash is tapped, it always begins at a different point of the phase. * **Sync disabled for the cue part**:\ The phaser is only using the speed of the speed master. For example, if flash is tapped, it always begins at the starting point of the phase. * **Speed Scale**:\ This can be used to scale the speed of the cue or cue part. A speed scale assigned to a cue or cue part has a higher priority than a speed scale assigned to the sequence. * **Appearance**:\ An Appearance can be assigned to the cue or cue part. It is connected with a sequence sheet setting called **CuePart Appearance**, which defines how the appearance is displayed. Read more [below](/grandma3/2-3/cue_sequence_sheet/#sequence_sheet_settings). * **Individual Timing**: This influences the prioritization of general cue timings (Cue Fade, Cue Delay) and individual timings (Indiv Fade, Indiv Delay). The options are: * **Default**:\ Individual timings are prioritized over general cue timings. * **Normalized**:\ General cue timings are set as the maximum time for individual timings. If individual timings have a range of values, these values will be scaled to the new maximum time set by the corresponding general cue timings. * **Tags**:\ Cues can have tags assigned. Learn more about tags in the [Tags topic](/grandma3/2-3/tags/). All cells with a light or dark gray background color can be edited, and the field’s value can be changed. Fields with a black background cannot be edited. ## []()Track Sheet Mode [Section titled “Track Sheet Mode”](#track-sheet-mode) The sequence sheet can be in **Track Sheet** mode. This can be changed in the window settings - and the setting can be a button in the title bar. ![This image shows the Sequence Sheet in Tracking mode.](/img/grandma3/2-3/window_sequence-sheet_track-sheet_v2-2-b0347e.png) Sequence Sheet in Track Sheet mode This mode can use a different selection in the **Columns** setting in the sheet settings. The example image above also has the **Columns** setting in the title bar. The track mode shows attribute data in columns on the right side of the sheet. The attribute values and markers have different colors, indicating different statuses, like the tracking status. Read about the colors and markers in the [Colors topics](/grandma3/2-3/ws_colors/). Read about tracking in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). The values can be edited in the sheet. The Cue Only setting can be activated in the settings, and it can be a button in the title bar that appears when **Track Sheet** is On. This makes edited values follow the [cue only rules](/grandma3/2-3/cue_store/). When cues with multiple parts are expanded to show all the parts, it is easy to see exactly what parts have stored which values. When the cues are collapsed to show only one row, the values from the parts are shown in this row with a small text in the lower right corner telling what part the values come from. ![This image shows an example of the Sequence Sheet with collapsed cues.](/img/grandma3/2-3/img_window_sequence-sheet_track-sheet_collapsed-example_v2-1-de3c03.png) Collapsed cue with multiple parts This example is the same cue 2 and 4.5 as the image above. The only difference is that the cue is collapsed to show only one row. Notice the small text showing that the pan and tilt values are from part 2 and in cue 4.5 the dimmer is from part 1. The [Layer Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) can be turned On in the settings. This can be useful when there is a desire to edit or look at values in other layers. The Mask Toolbar can be turned On in the settings. This shows the Mask Toolbar when the Track Sheet Mode is active. The mask buttons in the toolbar can be used to easily change between different masks that can hide elements in the sheet. Learn more in the [Sheet Masking topic](/grandma3/2-3/worldfilter_filter_rules/).  Editing a value opens the Calculator, where a new value can be selected from Presets, Channel Sets, Specials, or simply typed. The [calculator](/grandma3/2-3/ws_calculator/#track_sheet_calculator) has some special functions in the track sheet that define what is changed, and there are special buttons that give access to block, unblock, and extract presets. Extract presets will remove the link to a preset and store the current preset values directly in the cue. ## Overwritten Cue Timing [Section titled “Overwritten Cue Timing”](#overwritten-cue-timing) The cue timing can be overwritten by the Executor Time or by a manual crossfade. When this happens, a yellow text appears in the header, and an exclamation mark is added next to the stored time. ![Update this description text.](/img/grandma3/2-3/img_sequence-sheet_cuetime-overwritten_v2-2-fa8197.png) Example of an active Executor time. Learn more about the Executor time in the [Cue Timing topic](/grandma3/2-3/cue_timing/). ## []()Sequence Sheet Settings [Section titled “Sequence Sheet Settings”](#sequence-sheet-settings) The sheets have a lot of settings. They are accessed by tapping the MA logo in the upper left corner of the window. ![This image shows the sequence sheet settings.](/img/grandma3/2-3/popup_sequence-sheet-settings_display_v2-3-9b58f3.png) Sequence Sheet Settings - Display tab Some of them are general settings that are shared with other windows. Read about them in the [Window Settings topic](/grandma3/2-3/wvm_settings/). The settings have three tabs: **Display**, **Mask**, and **Columns**. This is a short description of the display settings in the sequence sheet. * **Layer**:\ It selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Cue Only**:\ It defines if the cue only function is On/Off when editing values.[](/grandma3/2-3/cue_tracking/) * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **Appearance**:\ Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Step**:\ It selects which step to display. Steps are used with [Phasers](/grandma3/2-3/phaser/). It is a property input button that opens a calculator pop-up. * **Settings**:\ This is only visible when editing the Title Bar. This setting determines whether there is a Settings button in the title bar or if it is hidden.\ The actual Settings button can be tapped to open the settings for the object. For instance, tapping the Settings button in the title bar of the sequence sheet opens the settings for the sequence. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-3/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **#Columns**:\ This input button sets the number of columns a sheet should display (the settings **Transpose** and **Adjust Columns** must be switched On except in the DMX Sheet). The DMX Sheet shows all the DMX channels and their output values. Learn more in the [DMX Sheet topic](/grandma3/2-3/patch_dmx_sheet/). * **ChannelSet**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Condensed Timing**:\ This toggles if the cue timing columns are displayed condensed or if all four cue timing columns are visible. * **Adjust Columns**:\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). * **Countdown**:\ A cue timing countdown can be displayed while the fade is running. This setting has three options: * **Off**:\ There is no countdown in any of the timing columns. They always display the set times. * **Duration**:\ The duration column displays a countdown while the cue transition is running. * **All**:\ The duration and cue timing columns display a countdown while the cue transition is running. * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * **Transpose**:\ This On/Off button flips the columns and rows in windows. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). * **CuePart Appearance**:\ This defines how the cue part appearance is displayed in the sheet. The options are: * **Off**:\ Cue part appearance is not displayed. * **Number**:\ The appearance is only shown on the cue number column. * **Num+Name**:\ The appearance is displayed in the number and name columns. * **All**:\ The appearance is displayed on all columns. * **Merge Cells**:\ Cells can be merged to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * **Auto Scroll**:\ This On/Off button activates the auto-scrolling function. This will keep the active object visible in the window by scrolling the sheet or grid. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-3/keyword_assign/) and [Sequence](/grandma3/2-3/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. *** The mask settings for the sequence sheets are: * **Color Mode**:\ This switches the color readout between Auto (following the User Profile setting), RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-3/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Feature Graphic**:\ Shows or hides a small graphic next to each feature in the sheets showing the features. * **Line Height**:\ This defines the line height for the rows in the sheet. Valid options range from 1 to 12. There is also an **Auto** option, which selects the smallest height possible to show the content. * **Show Command Test**:\ This makes it possible to test a command stored in a cue without activating the cue. Toggling this setting On will display a play icon (![](/img/grandma3/2-3/icon_playback_forwards_15_v1-9-26c950.png)) in the command cells that contain commands. Tapping the play icon executes the command of the cue. * **Show Fixture Name:\ **It shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.**** In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * **Show Notes**:\ This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-3/notes/). * **Show Recipes**:\ This On/Off button shows or hides the cue recipes at the bottom of the sheet. Read more about it in the [Cue Recipes topic](/grandma3/2-3/cue_recipe/). * **Show Steps**:\ This On/Off button shows or hides the cue steps in the sheet. This is useful in a sequence sheet with **Track Sheet** On. * \*\*Track Sheet:\ \*\*This On/Off button shows or hides the values and tracking information for each attribute in the sheet. *** The **Mask Buttons** tab can be used to define the buttons in the **Mask Toolbar**. A Mask Toolbar button toggles whether the toolbar is displayed or hidden. Learn more about the mask buttons in the [Common Window Settings topic](/grandma3/2-3/wvm_settings/). Learn about the filter rules often used to mask elements in the sheet in the [Filter Rules topic](/grandma3/2-3/worldfilter_filter_rules/). Finally, there is a tab called **Columns**. This allows editing of the columns and column sets in the sequence sheet. Learn more about this in the [Adjustable Columns topic](/grandma3/2-3/ws_ui_adjustable_columns/). ## []()Sequence Edit Toolbar [Section titled “Sequence Edit Toolbar”](#sequence-edit-toolbar) The encoder toolbar changes when the sequence sheet has focus. The sheet can get focus by tapping the sheet. ![This image shows the Sequence Encoder Toolbar. ](/img/grandma3/2-3/img_encoder-bar_edit-sequence_v2-2-9de64c.png) Sequence Edit Toolbar - Basic Timing page There are several pages with many different settings for the cues. The pages can be changed using the swipe button in the upper left corner of the toolbar (see the image above). The top row in the toolbar gives access to select a cue. There are also playback controls that can be used to run cues. Read more in the [Play Back Cues topic](/grandma3/2-3/cue_playback/). Turning the two rings on the encoders changes the respective values for the selected cue in the sheet. The lower row is the outer ring of the dual encoder. The middle row is the inner ring of the dual encoders. # Store Cues > Storing a cue is the default Store action in grandMA3. Storing a cue is the default [Store](/grandma3/2-3/keyword_store/) action in grandMA3. This means that if nothing else is defined and Please is pressed right after Store, a new cue is stored in the selected sequence. Or press Store, followed by pressing the executor button where the sequence, with the cue, should be stored. If active values are in the programmer, they are stored in the cue (with the default store settings), but programmer values are not needed to store cues. Of course, there are more details about storing cues, so please keep reading. ## Store a New Cue on an Empty Executor [Section titled “Store a New Cue on an Empty Executor”](#store-a-new-cue-on-an-empty-executor) If a cue is stored on an empty executor, the grandMA3 software automatically stores the cue in a new sequence and assigns this executor to control the sequence using the default settings. Returning to the second example at the top of this topic, just pressing the Store button and then an executor button on the empty executor is enough. The software assumes the desired action is storing a cue. This will automatically be cue number 1 - nothing else was specified. Storing cues obey [Worlds and Filters](/grandma3/2-3/worldfilter/), which enables control of what is stored. Worlds and filters can also be assigned to the sequence both as an input and also as an output filter - independently of each other. This will function as an input or output filter, allowing only the elements in the world or filter to be stored in or played back from the sequence. ## Store the Second Cue [Section titled “Store the Second Cue”](#store-the-second-cue) If the store function is used again on the same sequence - without adding cue number details - then the grandMA3 does not know what should happen, and a pop-up appears, giving different choices. ![](/img/grandma3/2-3/popup_store-cue_v2-3-5cd58a.png) *Please choose store mode pop-up with “Create Second Cue” option* Tapping Create Second Cue will store a cue with the next whole number. **Overwrite** and **Merge** options are explained below. **Remove** and **Release** are described in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). **Cancel** does not store anything. ## Cue Numbers [Section titled “Cue Numbers”](#cue-numbers) When a cue is stored, it is possible to specify a cue number. This is done using the following syntax: Store Cue \[Cue\_Number]. It is also possible to specify a sequence or an executor using the keys in the command section while storing:\ Store Cue \[Cue\_Number] Sequence \[“Sequence\_Name” or Sequence\_Number] or\ Store Cue \[Cue\_Number] Executor \[Executor\_Number]. Notice that the cues are stored in the sequence. Using the executor number will store the cue in the sequence the executor is controlling. Cue numbers have three decimal numbers. If all are zero, then they are not displayed. But cue number “42” is the same as cue number “42.000” - it is not “42 thousand”, it is “42 point 0 0 0”.  The currently highest cue number that can be stored is “999 999.999”. The lowest number that can be stored is “0.001”. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Storing nearly 1 billion cues will completely fill the memory and make the show file VERY big.The software will cancel the store process before the system crashes, but almost any operation after this will make the software shut down!! | The software hides the trailing decimal zeros, but they are still there. This means that cue “5.2” is after cue “5.11” because they are actually cues “5.200” and “5.110”. It is not limited to storing only a single cue number at a time. It can just as easily be a range of numbers - this means it is possible to use Thru, +, and - keys to create number ranges to store. Selecting the sequence can be a good idea if you are working with or adding a lot of cues to the same sequence. This can be done easily by pressing Select and then one of the buttons associated with the executor controlling the sequence or tapping the sequence in the sequence pool. The selected sequence is used if no sequence or executor is defined in the store command. ## Store Into Cues That are Not Empty [Section titled “Store Into Cues That are Not Empty”](#store-into-cues-that-are-not-empty) If the store operation is used to store into already existing cues, then a pop-up like this appears: ![Update this description text.](/img/grandma3/2-3/popup_store-cue_merge-a_v2-3-9ecf35.png) *Please choose store mode pop-up* or if there are cues following the cue stored into, it looks like this: ![](/img/grandma3/2-3/popup_store-cue_merge_v2-3-f23792.png) *Please choose store mode pop-up with following cues* The pop-up only appears if the store options do not specify what should happen. Look at the [Store Options and Defaults topic](/grandma3/2-3/cue_store_settings_preferences/) for information about specifying this while storing. **Cue Only** is described in the [Cue Only topic](/grandma3/2-3/cue_tracking_cue-only/). The shield tracking options are described in the [Tracking Shield topic](/grandma3/2-3/cue_tracking_shield/).  **Remove**, **Release**, and other tracking information are described in detail in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). The two remaining options are: * **Overwrite:**\ This will remove what is already stored in the cue and only store the new values using the tracking settings in the pop-up. * **Merge:**\ This will merge the new values into the existing values. New values have a higher priority and will overwrite existing values. ### Examples [Section titled “Examples”](#examples) In the following examples, we have a sequence with the following two cues: ![](/img/grandma3/2-3/img_store-cue_example-01_v2-1-830703.png) The magenta value for fixture 1 in cue 2 is a tracked value. Now we turn on fixture 3 at 100 % and store this into cue 2. This is the result if **Overwrite** is chosen: ![](/img/grandma3/2-3/img_store-cue_example-02_v2-1-88d4f4.png) Now fixture 2 is gone. This is because it only had values stored in cue number 2. The dimmer value of fixture 1 is not affected because it is a tracked value. If we had chosen **Merge** instead, it would have looked like this: ![](/img/grandma3/2-3/img_store-cue_example-03_v2-1-7908cf.png) Now, the value from fixture 3 is added to the existing values. ## Store Cues with Timings [Section titled “Store Cues with Timings”](#store-cues-with-timings) When storing a cue, it is possible also to store the different cue timings. This is described in detail in the [Cue Timings topic](/grandma3/2-3/cue_timing/), but here is the short version. The Time key will add different timing keywords to the command when storing. For instance, storing cue 4 with a fade time of 6 seconds and a delay of 1 second, the following keys can be pressed: Store Cue 4 Time 6 Time 1 Please This is the result in the command line feedback: | | | | ---- | ------------------------------------ | | OK : | Store Cue 4 CueFade “6” CueDelay “1” | Pressing the Time button repeatedly will change what timing keyword it adds. ## Adding and Using Cue Labels [Section titled “Adding and Using Cue Labels”](#adding-and-using-cue-labels) A cue can be given a name - using the [label keyword](/grandma3/2-3/keyword_label/) - while it is stored. This is the syntax: Store Cue \[Cue\_Number] “My Cue Name”. The keyboard is needed for writing this. The quotation marks are needed to tell the software that this is text - then, it is not interpreted as a command. Labels can also automatically be enumerated while storing. Have a look at this command: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 2 + 4 “BO Scene 1” | This will not label both cues 2 and 4 the same - it will add 1 to the number for each cue. The result is that cue 2 is called “BO Scene 1” and cue 4 is “BO Scene 2”. This enumeration only works if the number is the last part of the label and if there is a space between the last word and the number. Cue labels can be used when storing. This means that if there are several cues whose labels start with “BO”, it is possible to store into all these cues in one operation using BO plus an asterisk. The asterisk functions as a character wildcard and means that the cue name has to begin with “BO”, but then any remaining characters can be anything. See the following example. ### Example [Section titled “Example”](#example) This is the cue sequence and content before storing: ![](/img/grandma3/2-3/img_store-cue_example-04_v2-1-7fc12a.png) Notice that cues 3 and 5 are [blocked](/grandma3/2-3/keyword_block/). This means that 100% is stored in the cues even though it is currently not necessary. With an active value of 0% for fixture 1, use the keyboard to type the following command: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue “BO\*” /Merge | This is the result: ![](/img/grandma3/2-3/img_store-cue_example-05_v2-1-4ed174.png) The two cues whose label begins with BO now got the new value. ## Store Cue Parts [Section titled “Store Cue Parts”](#store-cue-parts) Besides the many cues that could be stored in each sequence, it is also possible to store 256 **Cue Parts** to each cue. Values are always stored in a cue part, and often when we talk about a cue, we are actually talking about all the parts in a cue. Cue parts are a division of the cue. Cue part 0 is always created with the cue, and this part has all the values unless a different part is created or specified when storing. Have a look at this example: ![](/img/grandma3/2-3/img_store-cue_example-06_v2-1-b77339.png) Notice that the value for fixture 3 is stored in cue 2, part 10. It does not have a value in cue 2, part 0. And the values from fixtures 1 and 2 are in part 0 and therefore do not have any value in cue 2, part 10. It appears as tracked values. Storing something in a part is almost as easy as storing the main cue. Using the example above, the keypresses would be: Store Cue 2 Cue 1 0 Please The second press on the cue key will result in the [Part keyword](/grandma3/2-3/keyword_part/), and the command line feedback looks like this: | | | | ---- | ------------------- | | OK : | Store Cue 2 Part 10 | As a default, it is only possible for an attribute to be stored in one cue part per cue. But this can be changed so an attribute can have values in multiple cue parts in the same cue. If **Allow Duplicates** is turned On for a cue then attributes can be stored in all parts of the cue. In this example, **Allow Duplicates** is set to Yes for cue 2, and fixture 1 has values in both part 0 and part 10: ![](/img/grandma3/2-3/img_store-cue_example-07_v2-1-f533d6.png) The cue part with the highest number takes precedence, and in the example above, fixture 1 will end at 40% output when cue 2 is triggered. **Allow Duplicate** is a column in the [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/). ## []() ## Store Cue Next and Previous [Section titled “Store Cue Next and Previous”](#store-cue-next-and-previous) The [Next](/grandma3/2-3/keyword_next/) and [Previous](/grandma3/2-3/keyword_previous/) keywords can be used when storing cues. This means that instead of storing a specific cue number (or name), a cue can be stored based on the currently active cue. For instance, if the currently active cue is number 4. Then, values can be stored in the next cue using a syntax like this: Store Cue Next /Merge. If the next cue does not exist, then a new cue is created using the next available whole number. It is the same that happens with Store Cue, so in this case the Next keyword is disregarded. The same method can be used to store into the previous cue using the Store Cue Previous /Merge syntax. A number can be added to count forward or backward. For instance, if there is a sequence with cues 1 to 5 and the currently active cue is 1, then values can be stored to cue 4 using this syntax: Store Cue Next 3 /Merge. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Next and Previous can be used for other cue actions than store. For instance, Update, Goto, and At. | ## Store Cue + and - [Section titled “Store Cue + and -”](#store-cue--and--) The [+](/grandma3/2-3/keyword_plus/) and [-](/grandma3/2-3/keyword_minus/) keywords can be used when storing cues. In the paragraphs just above, we look at storing using next and previous, but this only stores into the existing cues or adds a new cue at the end with the next available whole number. With + and -, there are some extended options. This can be used to create new cues in between existing cues. Let us explore this using an example. The base sequence has the following cues: 10, 20, and 30. Cue 20 is active. A new cue can be created between cues 20 and 30 using this syntax: Store Cue +. This creates cue 21. So the system creates the new cue with the next whole number when it is available. If the same syntax is used again (still with cue 20 active), then cue 20.1 is created because there are no more whole numbers available between 20 and 21. If the syntax is repeated, then cues 20.01 and 20.001 are created. If there is no available space for a new cue between the active cue (20.000) and the next cue (20.001), then the syntax will give an “Illegal index” error. The syntax Store Cue - creates cue 19, so it works the same, just backwards. Another option is to define the cue using a number. For example, a sequence exists with cues 1 to 5 (all whole numbers). The currently active cue is number 3. A fixture has some programmer values. This can be stored into cue 4 using the following syntax: Store Cue + 1 /Merge. It is important that there is a space between the + and the number. This creates the same result as Store Cue Next /Merge. If, instead, the wish is to store the values into a new cue between cues 3 and 4, and we want it to be cue 3.5, then the following syntax can be used: Store Cue + 0.5. This creates cue 3.5 with the values. This uses math to calculate the cue number based on the number of the active cue. Here is a slightly different example. The base is the same sequence with five cues and the active cue 3. Again, there are some values in the programmer, and the wish is to store these values into a cue just before the active cue. This can be done using the following syntax: Store Cue - 0.4. This creates cue 2.6 with the values (3.0 - 0.4 = 2.6). ## Using Command Line Input to Add More While Storing [Section titled “Using Command Line Input to Add More While Storing”](#using-command-line-input-to-add-more-while-storing) In the example using the cue labels to store, a command showed some of the other possibilities while storing cues. The command line gives access to all the store options in the GUI Store Options - read about them in the [Store Options and Defaults topic](/grandma3/2-3/cue_store_settings_preferences/). All the different elements are described in the [Store Keyword topic](/grandma3/2-3/keyword_store/). ### Examples [Section titled “Examples”](#examples-1) The following are just a few extra command line examples showing some of the possibilities while storing. | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1.2 Sequence 4 | Stores cue number 1.2 in sequence 4. It does not matter if you write sequence or cue first. So this could also have been: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 4 Cue 1.2 | The commands can often be written shorter in the command line input. See some examples in the [General Syntax Rules topic](/grandma3/2-3/csk_syntax_rules/#use_command_line). Read the topics about each keyword to see the short version of the keyword. | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 42 “Al Powell arrives at the Plaze” CueFade 6/3 /Merge | This will store the cue with a name, merged, and stored with an in-fade of six seconds and an out-fade of three seconds. Read more about the store options in the [Store options and defaults topic](/grandma3/2-3/cue_store_settings_preferences/). ## Store Remove [Section titled “Store Remove”](#store-remove) A version of storing is the **Store Remove**, where Remove is selected in the store pop-up (described above). This will remove the stored values for the attributes that currently have active values in the programmer. The actual values in the programmer are irrelevant in this case. They simply indicate what attributes should be removed from the cue. # Store Settings and Store Preferences > There are some settings used when storing objects like cues, presets, and groups. There are some settings used when storing objects like cues, presets, and groups. Each user has their own preferred settings. During the store, it is also possible to add option commands that will use a specific set of store settings. In this topic, the settings regarding storing cues are described. Some of these settings will impact how other cues will respond. Elements regarding tracking are described in the [What is Tracking topic](/grandma3/2-3/cue_tracking/) and sub-topics. ## Temporary Store Settings [Section titled “Temporary Store Settings”](#temporary-store-settings) The store settings can be opened as a temporary version. This is done by pressing and holding the Store key for approximately one second. It appears as a pop-up on screen 1 (default location). ![The image shows the Store Settings pop-up.](/img/grandma3/2-3/popup_store-settings_v2-0-c4b2ba.png) *Store Settings pop-up showing the current settings* There are different areas with different settings: Data Source, Use Selection, If not empty, Presets, Cue, Grid, and Store. In the title bar, there are three buttons. Tap Save Preferences to store the current settings as the new default user store preferences. Tap Load Preferences to load the stored user store preferences values into the store settings pop-up. The last button is used to [change the menu location](/grandma3/2-3/wvm_change_location/). ### Data Source [Section titled “Data Source”](#data-source) This defines the data source for what will be stored. There are three different sources: * **Programmer** (Default):\ This will use the values in the programmer as the source. It takes the **Use Selection** and **Store** settings into account (read below). * **Output**:\ Uses the status of the current output from the console as the source. The output can be affected by masters and DMX profiles. The [DMX sheet](/grandma3/2-3/patch_dmx_sheet/) shows what the output actually is. The **Use Selection** setting is limited to **All For Selected** or **All** (Default). * **DMX**:\ This uses incoming DMX values as the source. It is only valid for DMX channels that have fixtures patched. The **Use Selection** setting is limited to **All For Selected** or **All** (Default).\ When storing incoming DMX, only the values are stored that are not at the default of the fixture type. In addition, values that are at fixture type default will be stored into the sequence when the sequence contains already this attribute with a different value. ### Use Selection [Section titled “Use Selection”](#use-selection) This decides what values, from the source, will be used when storing. * **Active For Selected**:\ Stores all active attributes but only for the fixtures selected in the programmer. This is only available to the **Programmer** data source. * **All For Selected**:\ Stores all attributes of the selected fixtures. * **Active** - (default for programmer source):\ Stores the values that are active in the programmer. This is only available to the **Programmer** data source. * **All** - (default for Output and DMX source)**:**\ Stores all attributes for all fixtures. ### If Not Empty [Section titled “If Not Empty”](#if-not-empty) This defines the store method used if values are stored into an existing cue. * **Ask** - This is the factory default setting:\ This means that none of the other options below are used and a pop-up asks the user what to do. * **Overwrite**:\ All existing data is deleted and the current source and selection are used to store new values. * **Merge**:\ This will merge the new values into the existing values. New values have a higher priority and will overwrite existing values. * **Remove**:\ This will remove the stored values for the attributes using the current **Use Selection** setting. * **Release**:\ A special release value is stored. The actual values in the source are not relevant, but the selection is used to define where the release value is stored.  ### Presets [Section titled “Presets”](#presets) These are the settings used when storing presets. They are described in the [Create Presets topic](/grandma3/2-3/presets_create/) or in the other [Preset topics](/grandma3/2-3/presets/). ### Cue [Section titled “Cue”](#cue) There are two radio buttons here: Tracking and Cue Only.           Values can be stored using the tracking principles or as Cue Only. Learn more about **Tracking** in the [What is Tracking](/grandma3/2-3/cue_tracking/) topic. Learn more about **Cue Only** in the [Cue Only topic](/grandma3/2-3/cue_tracking_cue-only/). ##### Protect from Tracking [Section titled “Protect from Tracking”](#protect-from-tracking) This setting is called **Dimmer Cue Only**. It is relevant when the Cue mode is Tracking (see above). Toggling this setting On will store the dimmer values using Cue Only principles and other attributes as tracking (link about Cue Only and Tracking topics above). ##### Shield tracked values [Section titled “Shield tracked values”](#shield-tracked-values) The shield function can be used to protect tracked values in future cues. This setting is only relevant when the Cue mode is Tracking. The three options are explained in the [Tracking Shield topic](/grandma3/2-3/cue_tracking_shield/). ### Grid [Section titled “Grid”](#grid) There is one setting in this area. It is Merge Mode. This is relevant for all elements that store the fixture grid position - Learn more about the grid in the [Selection Grid topic](/grandma3/2-3/operate_selection/). The **Merge Mode** is used when an object (including fixture grid position) is merged into another object of the same type. For instance, a group merged into another group or a preset merged into another preset. There are two options that the button toggles between: * **Append X**:\ The fixtures are merged into an offset X position in the selection grid. The merged fixtures (source fixtures) are positioned after the last existing fixture (destination fixtures). They are appended to the existing fixture’s X position. * **Off**:\ The fixtures are merged into the grid positions where they are originally stored. ### Store [Section titled “Store”](#store) This area only has one toggle button: **Look**. This can be turned On or Off. When this is On, then all attributes for fixtures with a dimmer value above 0 are stored. If **Active For Selected** is selected and there are fixtures that have a dimmer level actively at 0% in the programmer, then only the dimmer value will be stored for these fixtures, even if other attributes are active in the programmer. This can be combined with various settings for **Data Source** and **Use Selection**. ## Cue Preferences [Section titled “Cue Preferences”](#cue-preferences) There is a set of timing preferences used when cues are created. They can be seen and edited in the Menu -> Preferences and Timings. Here are the general cue timings and the preset timings. Read more about these different timings and what they do in the [Cue Timing topic](/grandma3/2-3/cue_timing/). # Cue Timing > Each cue part has a lot of timing information. Each cue part has a lot of timing information. The default times are used if nothing is defined on cue creation. The default can be changed. Read about the default times [below](/grandma3/2-3/cue_timing/#h2_1091955624). Any cue timings can be changed at any point using the command line or the GUI ([Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/)). There are a lot of elements that affect how a fixture changes values, and they can be divided into different groups: * **General cue times** * **Feature Type Timing** * **Individual Attribute times** * **Executor Time at point of cue execution** * **Dynamic changed Rate** This is also the priority list from lowest to highest priority. There is also the [cue transition](/grandma3/2-3/cue_timing/#cue_transition) that defines how the values change from one to another. ## General Cue Times [Section titled “General Cue Times”](#general-cue-times) There are six different general cue timings. Each has its own column in the Sequence Sheet when condensed timing is turned off - read about it in the [Look at Cues and Sequences topic](/grandma3/2-3/cue_sequence_sheet/) : * **Cue In Fade**\ This is the fade time used for all intensity values changing from a lower value and going to a higher and any other attribute changing value. It starts when the cue is triggered and after the Cue In Delay has counted down. * **Cue In Delay**\ This is the delay before the fade. This defines a countdown time between the cue is triggered and when the fade should begin. The In Delay affects the In Fade. The default value is 0, meaning that there is no delay. * **Cue Out Fade**\ The out fade is used by intensity values fading from a higher value to a lower. It is executed after the Cue Out Delay. The default value is the in fade, meaning that it is the same as whatever the cue in fade is. * **Cue Out Delay**\ This is the delay time for the Out Fade. It can be used to delay when intensity values should start to fade down in value. The default value is in delay, meaning it is the same as the Cue In Delay value. * **Snap Delay**\ Some attributes are defined to Snap. This means that they do not fade from one value to another. They change values as fast as possible. This can make sense for attributes like gobos. This delay is used to delay when the snap is performed. It makes it possible to have the fixture fade out before snapping to a new gobo. This delay affects all snap attributes stored in the cue. It can be overwritten by individual attribute timing. * **Command Delay**\ This delays the execution of a command. This is the only place where this delay can be defined. There is no individual timing for this. These values can be changed using this syntax: Cue \[“Cue\_Name” or Cue\_Number] CueInFade \[New\_Cue\_Time] Just use the relevant keyword: [CueInFade](/grandma3/2-3/keyword_cueinfade/), [CueOutFade](/grandma3/2-3/keyword_cueoutfade/), [CueInDelay](/grandma3/2-3/keyword_cueindelay/), [CueOutDelay](/grandma3/2-3/keyword_cueoutdelay/), [SnapDelay](/grandma3/2-3/keyword_snapdelay/), or [CommandDelay](/grandma3/2-3/keyword_commanddelay/). There are two more options for setting the cue fade and delay. They are called [CueFade](/grandma3/2-3/keyword_cuefade/) and [CueDelay](/grandma3/2-3/keyword_cuedelay/). They can be used to set the four cue fade and delay times mentioned above. They are used to set the in and out time using just one keyword. The in and out time is separated by a slash. The time before the slash is the **In** time. The time after the slash is the **Out** time. It is not necessary to specify both in and out. The slash can be used to set just one of them. The desired time has to be on the correct side of the slash. If only one time is set without any slash, then the in time gets the actual value, and the out time is linked to the in time - it is technically set to time “None”. The result is that, for instance, the fade in and fade out will be the same. For example, setting the in fade to 5 seconds and the out fade to 8 seconds in cue 3 could be done with the following keystrokes: Cue 3 Time 5 / 8 Please The command line would read: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 3 CueFade 5/8 | If only one time is given, both in and out will use the time. For instance, | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 4 CueFade 7 | This makes cue 4 use 7 seconds to both fade in and out. The CueFade and CueDelay commands can address only the in or out time by adding the slash and a number to the relevant side. For instance, setting the CueOutFade to 3 and the CueInDelay to 1 on the currently active cue: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade /3 CueDelay 1/ | Both CueFade and CueDelay can be addressed using the [Time key](/grandma3/2-3/key_time/). Read more about delays by following the links above to the keywords. ## Feature Group Timings [Section titled “Feature Group Timings”](#feature-group-timings) Each feature group has its own fade and delay time, and the Sequence Sheet has columns for each. These times are used by all fixtures changing the values of that feature group. Overwriting the general cue timing for that feature group. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Intensity values changing to a lower value are not affected by the “Dimmer Fade” time. They are controlled by the “Cue Out Fade”. | The feature group fade and delay default is general cue timing. This means they are the same as the time for the Cue In Fade and Cue In Delay. ## Individual Attribute Timing [Section titled “Individual Attribute Timing”](#individual-attribute-timing) Each individual attribute can have an individual fade and/or delay time. This is called individual time. These individual times are selected using the [programmer](/grandma3/2-3/operate_programmer/) and added to the cue when it is [stored](/grandma3/2-3/cue_store/). They can also be edited in the sequence sheet while in [tracking mode](/grandma3/2-3/cue_tracking/). There are two columns in the sequence sheet called **Indiv Fade** and **Indiv Delay**. They display the highest of the individual times. The **Indiv Duration** column shows the complete individual time (delay + fade). ## Executor Time [Section titled “Executor Time”](#executor-time) There is an **Executor Time** master fader. It can be seen and changed in the [Master Controls pop-up](/grandma3/2-3/ws_master_controls/). It can also be [assigned to physical controls or executors](/grandma3/2-3/executor_assign/). If this function is turned On, the set time will be used instead of the stored fade and delay timing. The **Executor Time** faders position is registered when the cue is triggered. The fader can be moved afterward without affecting the running cue fade. Read more in the [Time Control topic](/grandma3/2-3/masters_grand_time/). Sequences can be protected from this function by turning Off the **Use Executor Time** setting in [Sequence Setting](/grandma3/2-3/cue_sequence_settings/). ## Rate Time [Section titled “Rate Time”](#rate-time) The **Rate** allows the timings to be dynamically adjusted while the cue fade runs. It does not change the stored times. It simply adjusts the time to be faster or slower.  Moving the fader up makes the fade faster, making the stored times appear smaller. Pulling the fader down makes it go slower, extending the stored times. Times affected by the rate has an asterisk (\*) in front of the time. If the rate is all the way down, the times will show **\*Stopped**. If the rate is all the way up, the times will show **\*0**. An executor with the rate function shows the rate as a percentage in the executor label. If the rate is exactly 100%, then the label shows **1:1**. If the rate is at maximum, the label shows **1:∞**. If the rate is at a minimum, the label shows **Stopped**. The rate can be reset using the [Rate1 keyword](/grandma3/2-3/keyword_rate/). ## Timing Masters [Section titled “Timing Masters”](#timing-masters) There are 50 timing masters. These can be set to a value from 0 to 10 seconds. The timing masters can be referenced as cue fade, cue delay, feature group fade, and feature group delay values. The cue will then use the value set at the timing master instead of a specific defined fade or delay value. Timing masters can be added to the following timings: * CueIn Fade * CueOut Fade * CueIn Delay * CueOut Delay * Feature Group Fade * Feature Group Delay  They can be assigned using the command line and by editing cells in the Sequecne Sheet. # What is Tracking > Tracking is the principle of storing only the changes in the cues. Tracking is the principle of storing only the **changes** in the cues. If a fixture is turned On in blue, it will stay like this until it is told to change. It does not matter how many cues there are between being told to turn On and the cue where it is told to turn Off. Tracking is the principle that once a parameter has a value, it stays there until it is told to go somewhere else or released from a sequence. The following example explores the basic tracking principles and describes some of the other basic related functions after the example. Four tracking principles have their own topics: [Cue Only](/grandma3/2-3/cue_tracking_cue-only/),  [Tracking Distance](/grandma3/2-3/cue_tracking_distance/), [Tracking Shield](/grandma3/2-3/cue_tracking_shield/), and [Break](/grandma3/2-3/cue_tracking_break/).  ### Example [Section titled “Example”](#example) Fixture number 1 is stored in blue color, at 100% dimmer value in cue number 1. If there are 6 cues and fixture number 1 does not get any new information, it will stay at 100% in blue color in all 6 cues. The best way to see this information is to turn the [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/) into tracking sheet mode. This can be activated using the Track Sheet setting either in the title bar or the window settings. ![](/img/grandma3/2-3/img_tracking_example-01_v2-1-763b65.png) *A sequence with 6 cues - fixture 1 stored values in cue 1* Notice the difference in text color between the values in cue 1 and the others. The magenta text color indicates that the value is not stored in the cues but is a tracked value from a previous cue. Now, change the fixture’s color to red and set the dimmer to 100% again. Store this in cues 4 **and** 5 (using the Merge option). Now it looks like this: ![](/img/grandma3/2-3/img_tracking_example-02_v2-1-9277bc.png) *A sequence with 6 cues - fixture 1 has a new color in cues 4 and 5 - blocked values* The text color of the dimmer value is now white in cues 4 and 5. All the color values are also white in cue 5. This indicates that the values are stored here, but are the same as the tracked value. These are called “Blocked” values. This means that if any value is changed in any previous cue, it would still be 100% in cue number 4. It blocks the tracked value from cue 1 (the same value), and the value stored in cue 5 is tracked to the end. Values can be edited directly in the tracking sheet. Edit the dimmer value in cue 3 by right-clicking with a mouse or the two-finger edit gesture on a touchscreen. This opens the [calculator](/grandma3/2-3/ws_calculator/). ![](/img/grandma3/2-3/img_tracking_example-03a_v2-1-01c5d1.png) Calculator editor Select Channel Sets and tap Closed. This closes the calculator and changes the dimmer value to 0 in cue 3 in the sequence. ![](/img/grandma3/2-3/img_tracking_example-03b_v2-1-bb3074.png) *A sequence with 6 cues - fixture 1 has a new dimmer value in cue 3* The dimmer value is now green in cue 3. This indicates that the dimmer value is now stored with a lower value than the previous cue. Only dimmer values show this green indication for a lower value. The dimmer value in cue 4 is now cyan, indicating a higher value than the previous cue. The redundantly stored values in cue 5 can be removed from the cue by removing the stored values - also called “unblocking”. ![](/img/grandma3/2-3/img_tracking_example-04_v2-1-039ed4.png) *A sequence with 6 cues - unblocked sequence* There are several ways to do this. One option is to have the values for fixture number 1 as active values in the programmer (it does not matter what the values are) and store cue 5 with the “Remove” option. This would remove the values from the cue. A second option is using a command like this: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Unblock Sequence 2 | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Cue Only](/grandma3/2-3/cue_tracking_cue-only/) * [Tracking Distance](/grandma3/2-3/cue_tracking_distance/) * [Tracking Shield](/grandma3/2-3/cue_tracking_shield/) * [Break](/grandma3/2-3/cue_tracking_break/) # Break > Tracking and common tracking functions are described in the What is Tracking topic. Tracking and common tracking functions are described in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). **Breaks** in cues are a filtered version of the **Release** function. Where the release stops all tracking values, the break will stop tracking of attributes based on a selected filter or world. The main difference between the release function and setting a break, filtering all attributes, is that the release will release currently tracked attributes from the sequence immediately when the release is activated. Setting a break does not affect existing stored and tracking values. An existing break can only affect tracking values added or changed that pass the cues where the break is already set - if the selected filter or world includes the attribute. Editing the **Break** cell in a cue opens an **Assignment Editor** pop-up. ![](/img/grandma3/2-3/popup_assignment-editor_v2-3-31bb6d.png) Assignment Editor pop-up This has three tabs: Empty, Filter, and World. Empty will remove any break setting. Filter and World allow the selection of an existing filter or world. Selecting one of these will stop tracking changes or additions, passing the cue where the break is set based on the content of the selected filter or world. Learn more about filters and worlds in the [Worlds and Filter section](/grandma3/2-3/worldfilter/). Follow the example below for a better understanding of the break function.   ### Example [Section titled “Example”](#example) The base sequence for this example looks like this: ![](/img/grandma3/2-3/img_tracking-break_base_v2-1-d56c33.png) Base sequence for Break example Here, we have nine cues. Cue number 1 has some stored values (Dimmer, Position, and Color) for fixture 1. The values stored in cue number 1 are tracked from 1 to the end. The values are released in the **OffCue** because there is a **Yes** in the **Release** column. Two filters in the **Filters** pool will be used: “All” and “Only Dimmer”. ![](/img/grandma3/2-3/img_tracking-break_filter-pool_v2-1-ca1a7f.png) Filter pool with filter objects The filters are one filter that contains all attributes and layers and one that only contains the dimmer attributes and all layers. In this scenario, it is known that cue number 4 is a fade out to black, and cue number 7 is used to pre-set fixtures for the second scene in the show. The break function can protect these two cues from tracking value changes. Before moving any further with the example, let us explore the release function by editing the **Release** cell for cue 7, so it changes to “Yes”. ![](/img/grandma3/2-3/img_tracking-break_release_v2-1-e13e95.png) Release is out of the scope of this topic (It is explained more in the [What is Tracking topic](/grandma3/2-3/cue_tracking/)), but it is included here to show that a release stops all future and existing tracking. The tracking values are released from the sequence. Release is not the goal for cue 7. Remove the “Yes” in the **Release** column again. Editing the **Break** cell for cue number 7 opens the **Assignment Editor**. Select Filter and then tap All to select it. Now the sequence looks like this: ![](/img/grandma3/2-3/img_tracking-break-01_v2-1-6fd1c4.png) Break is set for cue 7 Notice the difference between this and the release. The existing tracking values are not released but are protected from future changes. A break adds a white line to indicate the tracking break. If the break affects all attributes - typically by using Filter 1 or world 1 - it will extend across the entire row (just like the release). Cue 4 is a fade out. The current dimmer value of 0% can be protected by adding a second break in cue 4, but this time using the “Only Dimmer” filter: ![](/img/grandma3/2-3/img_tracking-break-02_v2-1-76db3e.png) A break is set for cue 4 The break in cue 4 looks a bit different. The white line is black in the attribute columns. This indicates that some attributes are filtered. The Feature Group Indicator Bar is visible at the bottom of the break cell. It shows the features active in the filter.   Now, all the breaks are set, and the values can be changed. A new dimmer, position, and color values for fixture 1 are stored in cue number 2. ![](/img/grandma3/2-3/img_tracking-break-03_v2-1-a748ae.png) Result The result is that the dimmer, and only the dimmer, value is returned to 0% (the previous tracked value) in cue number 4 because the filter in the break stopped the newly added values from tracking past the cue. All the values in cue 7 were protected from changes by the filter in the break, and the old tracking values are added (if needed) in cue number 7. # Cue Only > Cue Only is a store option for cues. When stored in a cue with Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous Cue Only is a [store option](/grandma3/2-3/cue_store_settings_preferences/) for cues. When stored in a cue with Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous look on stage. The programmer’s actual values will only be stored in the target cue or cue part. Cue Only can be used when storing into existing cues - except the last cue. There is no hard key for cue only, so it needs to be activated otherwise. These are the following options: * As command line option keyword [/CueOnly](/grandma3/2-3/ok_cueonly/) or /CO after the normal [Store keyword](/grandma3/2-3/keyword_store/). * In the store options: To open the store options, press and hold Store for at least 2 seconds. Then turn On cue only by tapping Cue Only. * In the **Store Cue pop-up**. When storing onto an existing cue, the Store Cue pop-up will appear and ask whether to Overwrite, Merge, Remove, Release, or Cancel the current store operation. It is also possible to decide if the cue is to be stored with active cue only within the pop-up. Remove and Release can be used for Cue Only. The pop-up only appears if the desired cue is not the last one in the sequence. When storing cue only, the grandMA3 software decides, based on the 3 following rules, which cue part will block the original values: 1. The default cue part is cue part 0. 2. If the next cue already contains a part with the same name as the cue part from which the original value is coming, the blocked value will be used in this part. 3. If the cue already contains attributes of the same feature group, the previous values will be blocked in this cue. If none of the rules are true for phaser values, a new cue part will be created where the previous values will be blocked. ### Example [Section titled “Example”](#example) In this example, we have a sequence with the following cues and values: Fixture 1 is at 80% in cue 1. Fixture 2 is stored at 100% in cue 2. Cues 4 and 5 exist, but they are empty. The values for fixtures 1 and 2 track into the other cues. ![Update this description text.](/img/grandma3/2-3/img_cue-only_example-01_v2-1-5686f6.png) The starting sequence without cue 3. Now, fixture 1 gets an active dimmer value of 50%. This is stored into cue 3. # Tracking Distance > Tracking and common tracking functions are described in the What is Tracking topic. Tracking and common tracking functions are described in the [What is Tracking topic](/grandma3/2-3/cue_tracking/). Tracking values can have a distance. This can be changed in the **Tracking Distance** column in a [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/). There are two types of tracking distances: Normal tracking tracks until a specific cue number. Delta tracks values to a cue number calculated by the cue number, where it is set, plus a number. Both types release the attribute when the tracking distance ends. This will return the attribute to a previously tracked value or release it from the sequence. See the examples below. A vertical white line next to the value displays the attributes affected and the number of cues the tracking distance is valid. A tracking distance affects all values stored in the cue where the distance is set. The tracking distance value does not consider cue parts where the distance ends. ## Tracking Using Cue Number [Section titled “Tracking Using Cue Number”](#tracking-using-cue-number) The tracking distance can be set to track to and include a specific cue number using the tracking distance with a normal number input. See the following example for an explanation. ### Example [Section titled “Example”](#example) The starting point for this example is a simple sequence with nine cues and two fixtures dimmer value set to 50% in the first cue: ![](/img/grandma3/2-3/img_tracking-distance_base-number_v2-1-eaf8d7.png) Base sequence for Tracking Distance using cue number Normal tracking rules dictate that the values in cue number 1 are tracked to the end where the **OffCue** releases the value - because **Release** is set to “Yes” A dimmer value of 70% for fixture 1 is added to cue number 3. ![](/img/grandma3/2-3/img_tracking-distance_number-01_v2-1-e115c2.png) Value added to cue number 3 A tracking distance is set by editing the Tracking Distance cell for cue number 3. This opens the **Edit Cue Number** pop-up, where a number can be typed. ![](/img/grandma3/2-3/img_tracking-distance_edit-cue-number_v1-9-2032bf.png) Edit Cue Number pop-up The number typed is the cue number, after which the tracking should stop. The cue does not need to exist. This is the result of the Tracking Distance set to a value of 5: ![](/img/grandma3/2-3/img_tracking-distance_number-02_v2-1-1a7bd1.png) Tracking Distance set using a cue number The tracking stops between the existing cues numbers 5 and 6 - notice the white line indicating the tracking distance. It will track to and include cue number 5. The previous tracked value of 50% continues tracking after the distance. Adding or removing cues in between does not change that it tracks to and including cue 5. Renumbering cue number 3 also does not change the distance. ![](/img/grandma3/2-3/img_tracking-distance_number-03_v2-1-bf1c60.png) Tracking still ends after cue 5. Here, cue number 3 is renumbered to 2.5, and cue 4.5 is added. The tracking still ends after cue number 5. ## Tracking Delta Distance [Section titled “Tracking Delta Distance”](#tracking-delta-distance) Setting a tracking distance with a delta number will track the value to a cue number mathematically higher than the cue where it is set. See the following example for a better understanding. ### Example [Section titled “Example”](#example-1) The starting point for this example is the same sequence used in the previous example but cleaned up a bit: ![](/img/grandma3/2-3/img_tracking-distance_base-delta_v2-1-bcf7e6.png) Base sequence Now cue number 4 is updated with a dimmer value of 80% for fixture 2: ![](/img/grandma3/2-3/img_tracking-distance_delta-01_v2-1-ec3f74.png) Updated cue number 4 When the Tracking Distance cell for cue number 4 is edited, the **Edit Cue Number** pop-up appears again. Notice the Δ+ button. Use this to tap Δ+ 2 . 5 Please. The result is that the value of 80% is tracked from cue number 4 and forward to and including cue number 6.5 (4 + 2.5 = 6.5). ![](/img/grandma3/2-3/img_tracking-distance_delta-02_v2-1-643801.png) Delta Tracking Distance Cue number 6.5 does not exist, so the current last cue for the distance is cue number 6. Any cue added between cue number 3 and cue number 6.5 will have the 80% tracked value, but a cue number higher than 6.5 will have the 50% value. Make sure the programmer is empty and store empty cues number 6.5 and 6.6 in the sequence. ![](/img/grandma3/2-3/img_tracking-distance_delta-03_v2-1-638dea.png) Added cues number 6.5 and 6.6 Now, it can be seen that the tracking stops between cues number 6.5 and 6.6. If cue number 4 is renumbered, this affects the distance. Renumber cue number 4 to number 3.1 by editing the cue number cell. ![](/img/grandma3/2-3/img_tracking-distance_delta-04_v2-1-87cb46.png) Updated cue number Now, the tracking stops between cues number 5 and 6. It tracks from cue number 3.1 and up to number 5.6 (3.1 + 2.5 = 5.6). The view might have to be recalled to show the change in tracking distance. # Tracking Shield > Tracking Shield is a system that can protect tracked attributes that are used in future cues. The function can be applied when storing or copying attribute valu Tracking Shield is a system that can protect tracked attributes that are used in future cues. The function can be applied when storing or copying attribute values into cues. It is relevant if the new values will change the look of future cues. It uses the dimmer attribute to detect if the shield can be applied. The function can be applied when the new attribute values are stored or copied into cues. It is a store mode available in all the pop-ups related to store and copy functions. When the shield function is selected, there are two modes: * **↑0**:\ Protects attributes in the next cue where the dimmer value increases starting from zero. * **>0**:\ Protects attributes in the next cue where the dimmer value is above zero. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) The starting point for this example is a sequence with five cues. Fixture 1 is stored at 100% on a center position with a blue color in Cue 1. The fixture turns off in Cue 2 and On again in Cue 5. The position and color are not stored in Cue 5. They are tracked values, and the desire is that the fixture has the same position and color in Cue 5 as the currently tracked values. ![Tracking Shield Example 1 - Sequence Starting Point](/img/grandma3/2-3/img_tracking-shield_example_start-sequence_v2-1-c07031.png) *Sequence Sheet showing the starting point, for example, 1* Now, the fixture is selected and given a new position, color, and dimmer value. These new attribute values are stored in cue 3. This opens a pop-up like this: ![Store Pop-up](/img/grandma3/2-3/popup_store-cue_merge_v2-3-f23792.png) *Store Cue pop-up* Here, we have the “Shield tracked values” options. This is the result if the cue is stored using merge with “Off” selected: ![Tracking Shield Example - Result using "Off" option](/img/grandma3/2-3/img_tracking-shield_example_shield-off_v2-1-6516f0.png) *Sequence Sheet showing result using normal Tracking* The new attribute values are tracked into Cue 5, and the result is that Cue 5 will look different. This is the result if the cue is stored using merge with the “↑0” selected: ![Tracking Shield Example - Result using "From Zero" option](/img/grandma3/2-3/img_tracking-shield_example_shield-from-zero_v2-1-4db37f.png) \_Sequence Sheet showing result using Tracking Shield in “↑0” mode\ \_ The Tracking Shield function saves the previously tracked attribute values in Cue 5, and the cue looks the way it should. The result in this example is the same if the “>0” option is selected. ###  Example 2 [Section titled “ Example 2”](#example-2) This second example uses almost the same sequence as a starting point. ![Tracking Shield Example 2 - Sequence Starting Point](/img/grandma3/2-3/img_tracking-shield_example-2_start-sequence_v2-1-e09a28.png) *Sequence Sheet showing the starting point for example 2* The difference is that the fixture is at 10% in Cue 2 instead of 0%. This example uses the same new attribute values as example 1, and the new attributes are also stored into Cue 3. This is the result if the cue is stored using merge with normal “Tracking” and the shield setting “Off”: ![Tracking Shield Example 2 - Result using "Off" and "From Zero" option](/img/grandma3/2-3/img_tracking-shield_example-2_shield-off_v2-1-ce32ab.png) *Sequence Sheet showing result using normal Tracking* The new attribute values are tracked into Cue 5, and the result is that Cue 5 will look different. The result shown above is the same if the cue is stored using merge with the “↑0” mode. This mode is only effective when the dimmer attribute starts at 0% and increases to a value above 0%. However, this is the result if the cue is stored using merge with the “>0” mode: ![Tracking Shield Example 2 - Result using "Above Zero" option](/img/grandma3/2-3/img_tracking-shield_example-2_shield-above-zero_v2-1-0f3182.png) \_Sequence Sheet showing result using Tracking Shield in “>0” mode\ \_ # Update Cues > The stored values in a cue can always be changed by storing new values in them. The stored values in a cue can always be changed by storing new values in them. But if there are active cues and active values in the programmer, it is also possible to update the cue or cue part. The [Update key](/grandma3/2-3/keyword_update/) flashes when this scenario is valid. Pressing Update opens the **Update Menu**. ![](/img/grandma3/2-3/menu_update_cue_options_v2-2-edafb3.png) *The Update Menu with possible update locations.* The main update menu is split into a left and right section. The right side displays a list of possible cue update targets. If there are multiple data pools in the show, columns with the data pool information are shown. To update the cue part with the current settings, just tap the desired cue part on the list on the right side. This immediately updates the stored values in the selected location.  Entire cues can also be selected as the update target. If values already exist in single parts and are updated with the **Sequence Update Mode** setting to **Add New Content**, the values will be updated in their respective parts. Some options are relevant to the cue update process. The current selected values for these options are displayed in the dark yellow area on the right side. These settings can be changed by tapping the right-pointing triangle (![](/img/grandma3/2-3/triangle-right-38abb5.png)). This opens the settings - the example image above shows the settings for the cues. The top row of the cue settings are the tracking settings. These settings define how and if the updated values are tracked through the following cues. Learn more about these settings in the [What is Tracking topic](/grandma3/2-3/cue_tracking/) and its sub-topics. The two settings on the second row are **Sequence Update Mode** and **Sequence Mode**. **Sequence Update Mode:** The mode toggles between two options. **Original Content Only** updates the already existing values at their original location - possibly a previous cue. **Add New Content** updates the active cue with all the programmer values (filter and worlds are still respected), possibly adding new values and new content to the cue.  **Sequence Mode:** The sequence mode is a filter that can be used to filter the list of possible cue parts. The options are: * **All**:\ This shows all possible cue parts from all active sequences. * **Selected**:\ This only shows the cue part from the selected sequence. * **Last Go**:\ This shows the latest cue to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the cue is triggered from a running timecode recording. A sequence (and its cues) can be excluded from LastGo - read about the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). Last Go only shows cues triggered by the same [user profile](/grandma3/2-3/user/). *** The left side of the **Update Menu** is about presets. Learn more about presets in the [Preset section](/grandma3/2-3/presets/). # Data Pools > Much of the different data belonging to the show file are stored in pools. Many of these pools exist as children inside a Data Pool parent object. Much of the different data belonging to the show file are stored in pools. Many of these pools exist as children inside a **Data Pool** parent object. A new show file creates a default **Data Pool**. The Data Pool object contains the other pools. New **Data Pool** objects can be created, giving an entirely new set of pools. This can be very useful if several shows or acts use the same patch; for instance, each song in an extensive band catalog can be in its own data pool. These are the pools inside the Data Pool objects: * [Bitmaps](/grandma3/2-3/bitmap/) * [Executor Configurations](/grandma3/2-3/executor_configurations/) * [Filters](/grandma3/2-3/worldfilter/) * [Generators - Random](/grandma3/2-3/generator/) * [Groups](/grandma3/2-3/group/) * [Layouts](/grandma3/2-3/layouts/) * [Macros](/grandma3/2-3/macros/) * [MAtricks](/grandma3/2-3/matricks/) * [Pages](/grandma3/2-3/executor/) * [Plugins](/grandma3/2-3/plugins/) * [PresetPools](/grandma3/2-3/presets/) * [Quickeys](/grandma3/2-3/quickeys/) * [Sequences](/grandma3/2-3/cue_sequence/) * [Timecodes](/grandma3/2-3/timecode/) * [Timers](/grandma3/2-3/timers/) * [Worlds](/grandma3/2-3/worldfilter/) Each window of pools can be linked to the selected data pool or a specific data pool. Learn more in the [Window Settings topic](/grandma3/2-3/wvm_settings/#pool_settings). ## Data Pools Window [Section titled “Data Pools Window”](#data-pools-window) The best way to see the different data pools is in the **Data Pools window**. This can be created like any other window - learn how in the [Add Windows topic](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_data-pool_v2-1-b39add.png) Data pools with some data pool objects The pool can be used to select the desired data pool by tapping it. Any of the different data pool operations mentioned below can be done using the appropriate keyword in combination with the pool window. But it can also be done using the command line and the [DataPool keyword](/grandma3/2-3/keyword_datapool/). The data pools can also be found in Menu / Settings / User Configuration / Pools. This is a list form of the data pools. ## Create a New Data Pool Object [Section titled “Create a New Data Pool Object”](#create-a-new-data-pool-object) Data pools need to be stored to be created. These are different ways to create a new Data Pool. * Press Store and then tap an empty pool object. * Open the swipey commands on an empty pool object and choose Store. * Using the command line: Store DataPool \[DataPool\_number] Performing an “edit” command on an empty pool object also creates the data pool object. ## Copy a Data Pool Object [Section titled “Copy a Data Pool Object”](#copy-a-data-pool-object) A data pool can be copied. This makes a copy of all the elements in the data pool. The copies are not linked, but objects inside the copy might be referencing objects in the source data pool. For instance, a copy of a sequence might contain links to presets in the source data pool - the presets are not copied automatically, and the references are not changed in the copy.\ Changing one of the copies after the copy action does not change the other. * Press Copy, tap the source pool object, and then an empty pool object. * Open the swipey commands on the source pool object, choose Copy, then tap an empty pool object. * Using the command line: Copy DataPool \[“DataPool\_Name” or DataPool\_Number] At \[“DataPool\_Name” or DataPool\_Number] | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Objects inside a data pool can be copied from one pool to another using the normal [Copy](/grandma3/2-3/keyword_copy/) and [Paste](/grandma3/2-3/keyword_paste/) commands. | ## Edit a Data Pool Object [Section titled “Edit a Data Pool Object”](#edit-a-data-pool-object) Editing a data pool object opens an editor with a structured list of the elements in the data pool. Unfolding the elements in the list shows the settings for the elements. ![](/img/grandma3/2-3/menu_edit-pool_datapool_v2-2-9c24ef.png) Data pool in edit mode - Sequence unfolded This is a deep look into the structure of the data. Changing a setting here changes the setting for the object. Edit a pool object using one of these methods: * Press Edit and then tap the desired pool object. * Open the swipey commands on the pool object and choose Edit. * Using the command line: Edit DataPool \[“DataPool\_Name” or DataPool\_Number]. ## Reference Data Pool Objects from a Different Data Pool [Section titled “Reference Data Pool Objects from a Different Data Pool”](#reference-data-pool-objects-from-a-different-data-pool) Other data pools can use a pool element inside a different data pool. For instance, imagine a repertoire theater. All default elements are stored in the data pool one, including a sequence that controls the house lights. Tonight’s show is programmed in data pool two. The sequence can be copied from data pool one, but if changes are made to it later, it would need to be copied again into the second data pool. Instead, the original sequence can be assigned to an executor in data pool two. The image of the edit menu above shows that the structure in the data pool is numbered. So sequence 2 in this data pool is data pool object 1.6.2. The first number is the data pool number. The second number specifies that it is a sequence. The third number specifies that it is sequence number 2. If this element needs to be assigned somewhere, the data pool object must be included in the assign command. This can be done using the data pool object number or simply by adding the data pool information before the object - see the example below. ### Example [Section titled “Example”](#example) Data pool 1 has sequence 2. This needs to be used in data pool 2 on (page 1) executor 201. Make sure data pool 2 is the selected pool. The example can be achieved using the command line: Assign DataPool 1 Sequence 2 At Page 1.201. Now the sequence in data pool 1 can be controlled by the executor in data pool 2. Some menus give access to select the data pool. In the title bar of the menus, there is a button called DataPool that can toggle between the different data pools. ## Delete a Data Pool Object [Section titled “Delete a Data Pool Object”](#delete-a-data-pool-object) | | | | ------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Deleting a data pool object also deletes everything inside the data pool! | Unlocked data pools can be deleted using any of the following methods: * Press Delete and then tap the pool object. * Open the swipey commands on the relevant pool object and choose Delete. * Using the command line: Delete DataPool \[“DataPool\_Name” or DataPool\_Number]. # [DE] Quick Manual I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_i_o_node_intended_use-1/) * [Sicherheit](/grandma3/2-3/key_i_o_node_safety-1/) * [Support](/grandma3/2-3/key_i_o_node_support-1/) * [Transport](/grandma3/2-3/key_i_o_node_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_grandma3_i_o_node-1/) * [Installation](/grandma3/2-3/key_io_node_installation-1/) * [Quick Start](/grandma3/2-3/key_io_node_quick_start-1/) * [Wartung](/grandma3/2-3/key_i_o_node_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_i_o_node_disposal-3/) * [Technische Daten](/grandma3/2-3/key_i_o_node_technical_data-3/) * [Toleranzen](/grandma3/2-3/key_ionodes_instances/) * [Konformitätserklärung](/grandma3/2-3/key_i_o_node_conformity-1/) # [DE] Quick Manual onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_onpc_command_wing_intended_use-1/) * [Sicherheit](/grandma3/2-3/key_onpc_command_wing_safety-3/) * [Support](/grandma3/2-3/key_onpc_command_wing_support-1/) * [Transport](/grandma3/2-3/key_onpc_command_wing_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_onpc_command_wing_limitations-1/) * [Quick Start](/grandma3/2-3/key_onpc_command_wing_quick_start-1/) * [Wartung](/grandma3/2-3/key_onpc_command_wing_maintenance-3/) * [Entsorgung](/grandma3/2-3/key_onpc_command_wing_disposal-1/) * [Technische Daten](/grandma3/2-3/key_onpc_command_wing_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_command_wing_instances/) * [Konformitätserklärung](/grandma3/2-3/key_onpc_command_wing_conformity-1/) # [DE] Quick Manual onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_onpc_xt_intended_use-3/) * [Sicherheit](/grandma3/2-3/key_onpc_xt_safety-1/) * [Support](/grandma3/2-3/key_onpc_xt_support-3/) * [Transport](/grandma3/2-3/key_onpc_xt_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_onpc_xt_limitations-1/) * [Quick Start](/grandma3/2-3/key_onpc_xt_quick_start-3/) * [Wartung](/grandma3/2-3/key_onpc_xt_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_onpc_xt_disposal-3/) * [Technische Daten](/grandma3/2-3/key_onpc_xt_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_commandwingxt_instances/) * [Konformitätserklärung](/grandma3/2-3/key_onpc_xt_conformity-1/) # [DE] Quick Manual onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_intended_use-1/) * [Sicherheit](/grandma3/2-3/key_safety-1-3/) * [Support](/grandma3/2-3/key_fader_wing_support-1/) * [Transport](/grandma3/2-3/key_fader_wing_transport-3/) * [Betriebsgrenzen](/grandma3/2-3/key_onpc_limitations-3/) * [Quick Start](/grandma3/2-3/key_fader_wing_quick_start-1/) * [Wartung](/grandma3/2-3/key_fader_wing_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_fader_wing_disposal-1/) * [Technische Daten](/grandma3/2-3/key_fader_wing_technical_data-3/) * [Toleranzen](/grandma3/2-3/key_faderwing_instances/) * [Konformitätserklärung](/grandma3/2-3/key_fader_wing_conformity-1/) # [DE] Quick Manual onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_grandma3_rack_unit_transport-1/) * [Sicherheit](/grandma3/2-3/key_rack_unit_safety-3/) * [Support](/grandma3/2-3/key_rack_unit_support-1/) * [Transport](/grandma3/2-3/key_rack_unit_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_onpc_rack_unit_limitations-1/) * [Quick Start](/grandma3/2-3/key_rack_unit_quick_start-1/) * [Wartung](/grandma3/2-3/key_rack_unit_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_rack_unit_disposal-1/) * [Technische Daten](/grandma3/2-3/key_rack_unit_technical_data-3/) * [Toleranzen](/grandma3/2-3/key_rackunit_instances/) * [Konformitätserklärung](/grandma3/2-3/key_grandma3_onpc-rack_unit-1/) # [DE] Quick Manual viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_viz_key_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-3/key_viz_key_safety-1/) * [Support](/grandma3/2-3/key_viz_key_support-1/) * [Transport](/grandma3/2-3/key_viz_key_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_viz_key_limitations-1/) * [Quick Start](/grandma3/2-3/key_viz_key_quick_start-1/) * [Wartung](/grandma3/2-3/key_viz_key_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_viz_key_disposal-1/) * [Technische Daten](/grandma3/2-3/key_viz_key_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_vizkey_instances/) * [Konformitätserklärung](/grandma3/2-3/key_viz_key_conformity-1/) # [DE] Quick Manual Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_dinrail_intended_use-1/) * [Sicherheit](/grandma3/2-3/key_dinrail_safety-1/) * [Support](/grandma3/2-3/key_dinrail_support-1/) * [Transport](/grandma3/2-3/key_dinrail_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_dinrail_limitations-1/) * [Installation](/grandma3/2-3/key_dinrail_installation-3/) * [Quick Start](/grandma3/2-3/key_dinrail_quick_start-1/) * [Wartung](/grandma3/2-3/key_dinrail_maintenance-3/) * [Entsorgung](/grandma3/2-3/key_dinrail_disposal-1/) * [Technische Daten](/grandma3/2-3/key_dinrail_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_nodes_din_rail_instances/) * [Konformitätserklärung](/grandma3/2-3/key_dinrail_conformity-1/) # [DE] Quick Manual Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_xport_nodes_intended_use-1/) * [Sicherheit](/grandma3/2-3/key_xport_nodes_safety-3/) * [Support](/grandma3/2-3/key_xport_nodes_support-3/) * [Transport](/grandma3/2-3/key_xport_nodes_transport-3/) * [Betriebsgrenzen](/grandma3/2-3/key_xport_nodes_limitations-1/) * [Quick Start](/grandma3/2-3/key_xport_node_quick_start-1/) * [Wartung](/grandma3/2-3/key_xport_node_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_xport_nodes_disposal-1/) * [Technische Daten](/grandma3/2-3/key_xport_nodes_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_nodes_instances/) * [Konformitätserklärung](/grandma3/2-3/key_xport_node_conformity-1/) # [DE] Quick Manual processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Verwendungszweck](/grandma3/2-3/key_pu_intended_use-3/) * [Sicherheit](/grandma3/2-3/key_pu_safety-1/) * [Support](/grandma3/2-3/key_pu_support-1/) * [Transport](/grandma3/2-3/key_pu_transport-1/) * [Betriebsgrenzen](/grandma3/2-3/key_pu_limitations-3/) * [Quick Start](/grandma3/2-3/key_pu_quick_start-1/) * [Wartung](/grandma3/2-3/key_pu_maintenance-1/) * [Entsorgung](/grandma3/2-3/key_pu_disposal-3/) * [Technische Daten](/grandma3/2-3/key_pu_technical_data-1/) * [Toleranzen](/grandma3/2-3/key_pu_instances/) * [Konformitätserklärung](/grandma3/2-3/key_pu_conformity-3/) # Device Overview > All MA Lighting devices are built for touring and installation purposes and meet international standards for electronic safety and protection. The Declaration o All MA Lighting devices are built for touring and installation purposes and meet international standards for electronic safety and protection. The Declaration of Conformity and the Electromagnetic Compatibility regulation (EMC) can be found in the Quick Guide included with the product and available for download at [https://www.malighting.com.](https://www.malighting.com/) All MA Lighting devices have a wide input voltage range and can operate from 90V to 230V.   The following chapters describe the different grandMA3 devices. # DMX In and Out > There are several ways to get DMX in and out of the grandMA3 system. There are several ways to get DMX in and out of the grandMA3 system. DMX ports on stations can generate DMX as a standalone device. DMX ports on grandMA3 devices that are part of a session can also be DMX outputs and inputs. This is set up from the **Output Configuration** menu. Please read about it in the [DMX Port Configuration topic](/grandma3/2-3/dmx_port_config/). DMX can also be transferred using standard network protocols. This is [Ethernet DMX](/grandma3/2-3/dmx_ethernet/). There are different rules for the different kinds of DMX. Generally, each DMX port on a grandMA3 device can be an input or an output. ## DMX Refresh Rate [Section titled “DMX Refresh Rate”](#dmx-refresh-rate) The DMX standard used by the system (ANSI E1.11 - 2008 (R2018)) supports a wide range of refresh rates, and it is allowed only to send some of the DMX channels. The grandMA3 system implements DMX using the following rules: * The entire DMX universe is sent each time. * The maximum DMX rate is 30 Hz. * The minimum DMX rate is 1 Hz. * The default refresh rate is 30 Hz. * The refresh rate can drop down (not below the minimum) if there are no changes in the DMX values in a universe and the XLR port is to “RDM” or when DMX is output using Art-Net or sACN. DMX output can be XLR ports on compatible grandMA3 hardware or via Ethernet DMX. The XLR ports set to “Out” do not slow down the DMX refresh rate. The other methods can slow it down. * Universes can have different refresh rates. For instance, a universe without any changes can be at 1Hz, and a universe with a running phaser can be at 30Hz. See more about the used refresh rates in the sub-topics.\ \ Subtopics * [DMX Port Configuration](/grandma3/2-3/dmx_port_config/) * [Ethernet DMX](/grandma3/2-3/dmx_ethernet/) # Ethernet DMX > There are currently two supported protocols for sending and receiving DMX using the network: sACN and Art-Net. There are currently two supported protocols for sending and receiving DMX using the network: sACN and Art-Net. It is the session master station that outputs the network DMX. The visual feedback regarding sending or receiving network DMX can look different on the stations in the session, so it should be viewed and changed on the master station to see the actual output/input status. Both are set up and changed in the **DMX Protocols** menu: ![](/img/grandma3/2-3/menu_dmx-protocols_artnet_v2-2-d0fcb7.png) *DMX protocol configuration for Art-Net* Access the menu by pressing Menu and then tap DMX Protocols. Tapping the DMX Protocols button opens the menu for the first protocol. The example above is the Art-Net menu. The menus can also be opened using the command line: For Art-Net: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “ArtNet” | [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22ArtNet%22) For sACN: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “sACN” | [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22sACN%22) On the left side menu, there are two buttons, one for each menu. See the subtopics for information about the two protocols. Subtopics * [Art-Net Menu](/grandma3/2-3/dmx_ethernet_artnet/) * [sACN (streaming ACN) Menu](/grandma3/2-3/dmx_ethernet_sacn/) * [Transmit DMX Using Art-Net](/grandma3/2-3/dmx_ethernet_artnet_transmit/) # Art-Net Menu > Art-Net is a royalty-free protocol developed by Artistic Licence (). Art-Net is a royalty-free protocol developed by Artistic Licence (). grandMA3 supports Art-Net 4. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The DMX output via Art-Net can vary in refresh rates. It follows the rules specified in the [DMX In and Out topic](/grandma3/2-3/dmx/#h2_49605550). | It is configured in the Art-Net menu: ![](/img/grandma3/2-3/menu_dmx-protocols_artnet_v2-2-d0fcb7.png) *Art-Net configuration menu* See the [Ethernet DMX topic](/grandma3/2-3/dmx_ethernet/) for information on how to open this menu. See the [Transmit DMX using Art-Net topic](/grandma3/2-3/dmx_ethernet_artnet_transmit/) for an explanation of the steps needed to transmit Art-Net. ## Config Buttons [Section titled “Config Buttons”](#config-buttons) There are some buttons at the top of the menu: * **Preferred IP**:\ This is the preferred IP address or address range used by the Art-Net protocol. The Interface can be set to **Auto**, allowing this setting to select the interface that matches the preferred setting. Tap this input button to open a small number input pop-up. The preferred number has to be input as an IP address with the subnet mask written in CIDR notation. For instance, 10.0.0.0/8 tells the system that it prefers an IP address that starts with 10. The rest of the numbers do not matter (the “/8” is the same as the subnet mask 255.0.0.0). This setting is individual for each station. * **Interface**:\ Tap this button to open the Select Interface pop-up to select the desired network interface. This interface will be used for all Art-Net in and out. The **Auto** option can be used to allow the **Preferred IP** setting to select the interface. The interface is written inside ”<” and ”>” when it is selected by the preferred setting. This setting is individual for each station. * **Enable Output**:\ This On/Off button must be On for Art-Net to be transmitted. Data also needs to be configured for output - read more below. * **Enable Input**:\ This On/Off button must be On for Art-Net to be received. Data also needs to be configured for input - read more below. * **Broadcast Threshold**:\ This input button sets the amount of Art-Net receivers for a universe before the master starts to send the universe as broadcast. This is only valid if the mode is set to **Auto**. If the number of receivers is below the threshold, the universe is sent as Unicast. If it is above, then the universe is sent as Broadcast. * **ArtPollRate**:\ This input sets the time between each ArtPollRequest packet sent by the master station. * **Setup Mode**:\ This On/Off button is used to toggle the setup mode. This mode can be used to transmit and receive configuration data only. If the output and input are turned Off, only the configuration data is transmitted and received. * **Send Art-Net If IdleMaster**:\ This On/Off button defines if the station transmits Art-Net data when it is Idle Master. In a session, the Global master transmits the network DMX. If the station is not in a session with other devices, it is Idle Master. Turning this setting On will make the station output network DMX when it is Idle Master. This must be On if a single station is to output networked DMX. Learn more about standalone devices and networked devices in the [System Overview section](/grandma3/2-3/system/). This setting is individual for each station. * **Output Delay**:\ This can set an output delay between 0ms and 30ms. This delays the entire Art-Net output compared to the outputs coming from MA-Net devices. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | \* Enabling Setup Mode allows Art-Net configuration data to be sent and received even when **Enable Output** and **Enable Input** is Off. | * When Setup Mode is Off, and output is enabled, DMX and configuration data are transmitted. * When Setup Mode is Off, and input is enabled, DMX and configuration data are received. | There are two tabs below the buttons. They are **Data** and **Nodes**. Data is used to set up output and input. Nodes can be used to see the discovered nodes in the network. If the nodes support it, this can also be used to configure the ports on the node. ## Data Tab [Section titled “Data Tab”](#data-tab) The data tab is a grid of rows and columns. Each row is an Art-Net configuration. The text on the entire row is red if the row is not valid or not enabled. The name text is flashing green when data is transmitted. It can appear solid green if the output is constantly changing. The name text color is flashing orange when data is received. It can appear solid orange if the input is constantly changing. This is a short description of the columns: * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row can have a name. This can be used as short info for the row. * **Note**:\ A note can be added to each row for information purposes. * **Tags**:\ A tag can be added to each row. Learn more about tags in the [Tags topic](/grandma3/2-3/tags/). * **Enabled**:\ This **Yes** or **No** field is used to enable the row transmitting or receiving Art-Net. No is the default. * **Mode**:\ The mode defines what the row is doing. There are four options: * **Broadcast**:\ This transmits Art-Net using broadcast. * **Unicast**:\ This transmits Art-Net using unicast. * **Auto**:\ This transmits Art-Net. It uses the **Broadcast Threshold** number to determine if universes should be transmitted using broadcast or unicast. If the number of universe subscribers (determined by ArtPollRequests) are below the threshold, then it is sent using unicast. Is it above the threshold, then it is broadcasted. * **Input**:\ The row receives Art-Net and merges it into the defined universe. | | | | -------------------------------------------------- | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The total input count (Art-Net and sACN) must not exceed 128 Universes. | * **Destination IP**:\ This field is only active if the unicast mode is selected. This is the IPv4 address of the receiving device. * **Subscribed Nodes**:\ This field provides information about the number of subscribing devices. This is determined using ArtPollRequests. * **Local Universe**:\ This is the grandMA3 universe to be transmitted or the universe that should receive incoming Art-Net DMX. This is the first universe in the range if the amount is more than one. * **Amount**:\ This is the amount of grandMA3 universes to be transmitted or received. * **Net**:\ The net number is a value between 0 and 127. There are 128 different nets since Art-Net III. Each net is a complete group of **Sub-Nets** and **Universes**. This allows for addressing a total of 32 768 Art-Net universes. To be compatible with Art-Net I and Art-Net II devices, please use net 0. * **Art-Net Sub-Net**:\ There are 16 sub-nets in Art-Net. They can be input in decimal numbers from 0 to 15 or 0 to F in hex numbers. * **Universe**:\ There are 16 universes in each sub-net. They can be input in decimal numbers from 0 to 15 or 0 to F in hex numbers. * **Art-Net Absolute**:\ This is the absolute universe number. It is calculated based on the net, sub-net, and universe numbers. It can also work the other way. A universe number can be input here, and then the net, sub-net, and universe numbers are calculated based on the input. * **Packet Delay**:\ A delay can be set up between each transmitted universe. This can be helpful for older nodes with slower network cards. Sending many universes at once can flood the node. Adding a small delay helps. This setting is only available for outputting modes. * **Merge Mode**:\ The Merge Mode defines how incoming sACN merges into universes. When changing the Merge Mode for a configuration line, all universes defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the universe pool, it is still possible to independently change the Merge Mode for single universes. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Merge Mode and Input Priority are described in the [DMX Port Configuration topic](/grandma3/2-3/dmx_port_config/). * **Input Priority**:\ This is the priority of the received Art-Net. This can only be changed when the mode is input. Follow the link above to learn more. * **Timecode Slot**:\ Any received ArtTimeCode is sent to the timecode slot number defined here. The mode does not need to be set to Input to receive the timecode, but Input needs to be enabled. This setting can only be changed when the mode is input. There are a total of 8 timecode slots. Read more about them in the [What are timecode slots topic](/grandma3/2-3/timecode_slots/). * **Enable RDM**:\ RDM via Art-Net can be enabled for the Art-Net universes specified in the row. ## Nodes Tab [Section titled “Nodes Tab”](#nodes-tab) Each node detected is a row. Each node has one or more sub-rows with “binds”. Each bind can only have 4 ports. If a device has more than 4 ports, then the device has multiple binds. * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row gets a name from the device. The name can be edited if the device supports it. The name text turns red if a node has been online but is now inactive. * **IP**:\ The IP address of the device. The address can be edited if the device supports it. * **Net**:\ Each bind has a net number. The number can be edited if the device supports it. * **Sub-Net**:\ Each bind has a sub-net number. The number can be edited if the device supports it. * **Output Port**:\ This is the universe number of output ports on the device. The number can be edited if the device supports it. * **Input Port**:\ This is the universe number of input ports on the device. The number can be edited if the device supports it. # Transmit DMX Using Art-Net > This is a short example of setting up DMX transmission using Art-Net. Learn more about the Art-Net menu in the Art-Net Menu topic. This is a short example of setting up DMX transmission using Art-Net. Learn more about the Art-Net menu in the [Art-Net Menu topic](/grandma3/2-3/dmx_ethernet_artnet/). The idea in this example is some lights are patched in universes one to five. The fixtures are connected to Art-Net nodes, and the nodes need to get the Art-Net data from the grandMA3. There is also a media server that uses a single universe. It is patched in universe 21 and needs to receive Art-Net universe 21 (hex number 1:5). The Art-Net nodes are set up to receive from Art-Net universe 11 (hex number 0:B), so the grandMA3 universe one needs to be sent to this Art-Net universe. The media server is a specific device with a defined Art-Net IP address, and this data can be sent using unicast. In this example, the media server IP address is set to 10.10.10.51. The example assumes a patched setup that matches the universes. This is not actually needed for demonstration purposes. If the grandMA3 onPC is used to try this example, then there might not be parameters to allow actual output. These are the steps needed: 1. Open the Art-Net menu by pressing Menu and then tap DMX Protocols. Make sure the Art-Net menu is visible by tapping Art-Net. 2. The first line is going to be universe one to five. Edit the following cells to match these options: 1. Enabled = Yes 2. Mode = Auto 3. Local Universe = 1 4. Amount = 5 5. Art-Net Absolute = 11 3. A second line is needed for the universe that needs to go to a specific destination. Tap New Art-Net-Data below line 1. 4. Tap Insert new Art-Net-Data in the button menu at the bottom of the screen. 5. Now, the line exists. Edit the new line to match these options: 1. Enabled = Yes 2. Mode = Unicast 3. Destination IP = 10.10.10.51 4. Local Universe = 21 5. Amount = 1 6. Art-Net Absolute = 21 (notice that this automatically calculates the correct Art-Net Sub-Net and Universe number) 6. Finally, tap the Enable Output until it is On to activate the transmission of DMX data via Art-Net That was it. It should look something like this: ![](/img/grandma3/2-3/menu_dmx-protocols_artnet-example_v2-2-c01ba7.png) Final Art-Net example setup If the station is not connected to other stations or nodes in a session, it is **Idle Master**. If the station needs to output Art-Net in a setup like this, the **Send Art-Net if Idle Master** setting needs to be turned On. If the station is in a session with other stations, then it is the **Global Master** in the session that transmits the Art-Net data. The menu can be closed by tapping the cross (![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png)) in the upper right corner. # sACN (streaming ACN) Menu > ACN (and streaming ACN) is an ANSI/ESTA international standard. Further readings: . ACN (and streaming ACN) is an ANSI/ESTA international standard. Further readings: . ACN (Architecture for Control Networks) is a suite of protocols. It uses a lot of elements that are currently not supported by grandMA3. However, the ACN protocols also have a version that transports DMX data. It is called ‘Lightweight streaming protocol for transport of DMX512 using ACN’ or more popular “streaming ACN” or “sACN”. It is the international standard number E1.31. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The DMX output via sACN can vary in refresh rates. It follows the rules specified in the [DMX In and Out topic](/grandma3/2-3/dmx/#h2_49605550). | It is configured in the sACN menu: ![](/img/grandma3/2-3/menu_dmx-protocols_sacn_v2-2-2df790.png) *sACN menu* See the [Ethernet DMX topic](/grandma3/2-3/dmx_ethernet/) for information on how to open this menu. ## Config Buttons [Section titled “Config Buttons”](#config-buttons) There are some buttons at the top of the menu: * **Preferred IP**:\ This is the preferred IP address or address range used by the sACN protocol. The Interface can be set to Auto, allowing this setting to select the interface that matches the preferred setting. Tap this input button to open a small number input pop-up. The preferred number has to be input as an IP address with the subnet mask written in CIDR notation. For instance, 192.168.1.0/24 tells the system that it prefers an IP address that starts with 192.168.1. The last number does not matter (the “/24” is the same as the subnet mask 255.255.255.0). This setting is individual for each station. * **Interface**:\ Tap this button to open the **Select Interface pop-up** to select the desired network interface. This interface will be used for all sACN in and out. The **Auto** option can be used to allow the **Preferred IP** setting to select the interface. The interface is written inside ”<” and ”>” when the preferred setting selects it. This setting is individual for each station. * **Enable Output**:\ This On/Off button must be On for the master to transmit sACN. Data also needs to be configured for output - read more below. * **Enable Input**:\ This On/Off button must be On for the master to receive sACN. Data also needs to be configured for input - read more below. * **Setup Mode**:\ This On/Off button is used to toggle the setup mode for nodes. This allows configuration data to set up the nodes without sending sACN DMX data into the network. * **Send sACN If Idle Master**:\ This On/Off button defines if the station transmits sACN data when it is Idle Master. In a session, the Global Master transmits the network DMX. If the station is not in a session with other devices, it is Idle Master. Turning this setting On will make the station output network DMX when it is Idle Master. This must be On if a single station is to output networked DMX. Learn more about standalone devices and networked devices in the [System Overview section](/grandma3/2-3/system/). This setting is individual for each station. * **Output Delay:**\ This can set an output delay between 0ms and 30ms. This delays the entire sACN output compared to the outputs coming from MA-Net devices. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | \* Enabling Setup Mode allows sACN configuration data to be sent and received even when **Enable Output** and **Enable Input** is Off. | * When Setup Mode is Off and output is enabled, then DMX and configuration data are transmitted. * When Setup Mode is Off and input is enabled, then DMX and configuration data are received. | Below the buttons, there are two tabs: \*\*Data \*\*and **Discovery**. Data is used to set up output and input, while Discovery can be used to see the transmitting nodes in the network. ## Data Tab [Section titled “Data Tab”](#data-tab) The data tab is a grid of rows and columns. Each row is an sACN configuration. The text color of the name field indicates the status of the row. The text on the entire row is red if the row is not valid or not enabled. The name text is flashing green when data is transmitted. It can appear solid green if the output is constantly changing. The name text color is flashing orange when data is received. It can appear solid orange if the input is constantly changing. This is a short description of the columns: * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row can have a name. This can be used as short info for the row. * **Note:**\ A note can be added to each row for multiline information. * **Tags**:\ Tags can be added to each row. Learn more about tags in the [Tags topic](/grandma3/2-3/tags/). * **Enabled**:\ This Yes or No field enables the row to transmit or receive sACN. Yes is the default. * **Mode**:\ The mode defines what the row is doing. There are four options: * **Output Multicast**:\ When choosing Output Multicast, sACN will be sent as multicast to the relevant multicast addresses. * **Output Unicast**:\ When choosing Output Unicast, a valid IP address has to be entered in the **Destination IP** column. Universes configured in this row will be sent as unicast to this IP address. * **Input Multicast**:\ Input Multicast will join the Multicast group of the relevant DMX Input Universe.\ Input Multicast is limited to max. 20 Universes. A warning pop-up appears if more than 20 rows are configured as Input Multicast, and all rows beyond multicast input row 20 will be invalid. * **Input Unicast**:\ Input Unicast is not limited and receives sACN data for the relevant universe without joining any multicast group. | | | | -------------------------------------------------- | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The total input count (sACN and Art-Net) must not exceed 128 Universes. | * **Destination IP**:\ This field is only active if the output unicast mode is selected. This is the IPv4 address of the receiving device. * **Local Universe**:\ This is the grandMA3 universe to be transmitted or the universe that should receive incoming sACN DMX. If the amount is more than one, then this is the first universe in the range. * **Amount**:\ This is the amount of grandMA3 universes to be transmitted or received. * **sACN Universe**:\ This is the sACN universe number the grandMA3 universes is transmitted to or the universe number that is listened to if Input is selected. If the amount is more than one, then this is the first universe in the range. * **Priority**:\ The allowed value is 0 to 200. The highest number has the highest priority. The default value is 100. This priority is used for transmitted sACN. * **Preview Only**:\ sACN data can be sent as preview data. This can, for instance, be used to send DMX to visualizers.  * **TTL** (Time To Live):\ Time To Live is a number used to tell routers and some switches how far through the network the sACN data should be transmitted. This is only relevant for output modes. The default value is 8 and this should usually not be changed. * **Delay**:\ A delay can be set up between each transmitted universe. This can be helpful for older nodes with slower network cards. Sending many universes at once can flood the node. Adding a small delay helps. * **Merge Mode**:\ The Merge Mode defines how incoming sACN merges into universes. When changing the Merge Mode for a configuration line, all universes defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the universe pool, it is still possible to change the Merge Mode for single universes independently. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Merge Mode and Input Priority are described in the [DMX Port Configuration topic](/grandma3/2-3/dmx_port_config/). * **Input Priority**:\ This is the priority of the received sACN. sACN input of grandMA3 ignores sACN priorities and uses this priority instead. ## Discovery Tab [Section titled “Discovery Tab”](#discovery-tab) This tap displays the transmitting nodes in the network. Each node detected is a row, and each node has one or more sub-rows with “pages”. * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row gets a name from the device. The name cannot be edited. * **Universe List**:\ This is a list of the universes the node transmits. # DMX Port Configuration > The DMX outputs and inputs are configured in the Output Configuration menu. They are labeled from A and alphabetically upwards. The DMX outputs and inputs are configured in the **Output Configuration** menu. They are labeled from **A** and alphabetically upwards. There are many columns for SMPTE, MIDI, DC, and Ethernet interfaces, but these elements are not described in this topic. Please read about them in the [Timecode section](/grandma3/2-3/timecode/), [Remote In and Out topic](/grandma3/2-3/remote_inputs/), and [Ethernet DMX](/grandma3/2-3/dmx_ethernet/). ![](/img/grandma3/2-3/menu_output-configuration_dmx_v2-1-2cdb51.png) *Output configuration menu with console onPC and PU* Access the menu by pressing the Menu key and then tap Connector Configuration. -OR- Use the command line to open the menu: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “ConnectorConfig” | [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22ConnectorConfig%22) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See [Ethernet DMX](/grandma3/2-3/dmx_ethernet/) for how to send and receive DMX using Ethernet. | The menu lists grandMA3 devices. There is a button in the title bar called Session. This filters the list to show **All** devices in the network or only the ones **In Session**. The devices are organized in Console, onPC, PU, and NetworkNode sections that can be unfolded to see the devices in each category. Real hardware devices are matched to devices in this list by IP addresses. There is a **Devices in Session** column. It shows the number of each device type in session with the current device in green. If a device is missing, the number is red, and the expected number is in parentheses next to the actual number of devices. The menu has different modes for displaying columns. There is a button in the title bar called Columns. This has three modes: * **Full**:\ This shows all columns. * **Condensed**:\ This mode condenses the XLR columns to one for each port and displays all other columns. * **XLR Only**:\ This only shows the XLR ports in a condensed version. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Read the [What are Timecode Slots topic](/grandma3/2-3/timecode_slots/) to learn about the SMPTE and MIDI settings.Read the [DC Remotes topic](/grandma3/2-3/remote_inputs_dc/) to learn about the DC Start setting.Read the [Ethernet DMX topics](/grandma3/2-3/dmx_ethernet/) to learn about the Art-Net and sACN settings.Read the [OSC topic](/grandma3/2-3/keyword_osc/) and the [PSN topic](/grandma3/2-3/remote_inputs_psn/) to learn about these settings. | ## DMX Ports [Section titled “DMX Ports”](#dmx-ports) Each DMX port has four different settings (only visible when in **Full** mode): **Mode:** Each port can have four different modes: * **Off** (gray background color in the cell):\ The port is turned Off. * **Out** (green background color in the cell):\ DMX is sent out without RDM traffic. The universe is defined in the XLR field. This is the default mode.\ DMX refresh rate is a constant at 30 Hz. DMX refresh rates define how many times a DMX universe is sent per second. Learn more about refresh rates in the [DMX In and Out Topic](/grandma3/2-3/dmx/#h2_49605550). * **RDM** (dark sea green background color in the cell):\ DMX is sent out, and RDM is active. The universe is defined in the XLR field.\ DMX refresh rate is variable and can change between 1 Hz to 30 Hz. DMX refresh rates define how many times a DMX universe is sent per second. Learn more about refresh rates in the [DMX In and Out Topic](/grandma3/2-3/dmx/#h2_49605550). * **In** (yellow background color in the cell):\ DMX is received and merged into the universe specified by the XLR number. The merge uses the priority defined in Prio. **Failure Mode:** This setting defines the failure behavior for the DMX port. A failure could be the software application crashing. A set of “Timeout” values can be chosen to select a predefined time for which the last calculated DMX output should be maintained. When the timeout runs out, then the DMX output will stop. A “Hold” value will hold the DMX output as long as there is power.  **XLR:** This is a number that defines what universe the port relates to. Fixtures can be patched in universes 1 to 1 024. **Merge:** This option is only visible when the port mode is **In**. The options are: * **Off**:\ The incoming DMX is not merged. * **Prio**:\ The priority set in the **Prio** column is used. The highest priority wins. * **HTP**:\ The highest DMX value is used. * **LowTP**:\ The lowest DMX value is used. **Prio (Priority):** The priority is used for merging DMX inputs. It is only used and can only be edited when the port mode is **In**, and the merge is set to **Prio**. Editing this field opens a small select pop-up with the options. The options are (from highest priority to lowest): * **Super**:\ This priority is the LTP priority above any other playbacks and even above the programmer. * **Prog**:\ The Programmer priority is between Super and the other priorities. * **Highest**:\ Highest LTP priority - like LTP but higher than both LTP and High. * **High**:\ High LTP priority - like LTP but a higher priority than normal LTP. * **LTP (Latest Takes Precedence)**:\ This is the normal LTP priority. The newest attribute value is prioritized over the old value. * **Low**:\ Low LTP - This is a lower LTP priority. * **Lowest**:\ Lowest LTP - This is a lower priority than both LTP and Low. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The port configuration is stored in each device where it is set. The device’s port configuration is retained when it connects to a session until it is changed while it is connected to a session.   | *** ## Import and Export of Entire Device Configuration [Section titled “Import and Export of Entire Device Configuration”](#import-and-export-of-entire-device-configuration) The device configuration for all the devices in the list can be stored in a single configuration file. This configuration can then be loaded again to restore the settings based on the file. This makes storing and loading configurations for different shows or setups easy. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device configuration file includes the Output Configuration and the DMX Protocol ([Ethernet DMX](/grandma3/2-3/dmx_ethernet/) protocols) settings. | ### Save Device Configuration [Section titled “Save Device Configuration”](#save-device-configuration) 1. Make sure the configuration is as desired. 2. Tap Save Device Configuration. This opens the **Save Device Configuration as:** pop-up. 3. Type a name for the configuration and ensure the desired drive is selected in the title bar of the pop-up. 4. Tap Save. ### Load Device Configuration [Section titled “Load Device Configuration”](#load-device-configuration) 1. Tap Load Device Configuration. This opens the **Load DeviceConfiguration from:** pop-up. 2. Select the desired configuration file. 3. Tap Load. ## Import and Export of Output Configuration for Single Devices [Section titled “Import and Export of Output Configuration for Single Devices”](#import-and-export-of-output-configuration-for-single-devices) Each device keeps its own output configuration. The configuration of single devices can be exported to a file and then imported again. ### Export an Output Configuration [Section titled “Export an Output Configuration”](#export-an-output-configuration) 1. Select the devices that need to be exported. 2. Tap the Export button -> a file browser opens. 3. Select the desired drive. 4. Give the file a name and tap enter/please. A file can contain the configuration for one or multiple devices. It is just a matter of selecting one or several devices before the export. ### Import an Output Configuration [Section titled “Import an Output Configuration”](#import-an-output-configuration) 1. Select the desired devices. 2. Tap the Import button -> a file browser opens. 3. Select the desired drive. 4. Select the files that have a configuration for the selected devices. ## Add and Remove Devices [Section titled “Add and Remove Devices”](#add-and-remove-devices) The list of devices is automatically updated with new devices in the network. Tapping Add Present updates the list with new devices. Tapping Remove Absent removes devices from the list that are no longer in the network. Devices can be added without being present in the network. Unfold the desired device type in the list and tap the New \[device type] followed by Insert new \[device type]. The grandMA3 onPC’s can be expanded further by adding up to two grandMA3 Fader Wings to each grandMA3 onPC. ## []()Show Connectors [Section titled “Show Connectors”](#show-connectors) On the light and full-size consoles, there is a button called Show Connectors. This can be toggled On and shows an image with the relevant connectors on the letterbox screens. This indicates where the different connectors are located on the back of the console. The XLR ports are labeled DMX A to DMX G in this image. ![](/img/grandma3/2-3/img_connector-overlay_right-letterbox_v1-7-f81c92.png) Connector image on the right letterbox screen (grandMA3 full-size model) The image can also be toggled using the following command: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “ConnectorView” | # Connector Pin Assignment > This page gives an overview of all connectors and their respective pinouts. This page gives an overview of all connectors and their respective pinouts. *** ## ## []()XLR Connectors [Section titled “XLR Connectors”](#xlr-connectors) ![](/img/grandma3/2-3/img_connector_pin_assignment_desk_light-4ab811.png) For more information, see [Connect Desk Light](/grandma3/2-3/fs_connect_desk_light/).         ### ![](/img/grandma3/2-3/img_connector_pin_assignment_dmx_xlr-3cfaad.png)   [Section titled “  ”](#-)  For more information, see [Connect DMX](/grandma3/2-3/fs_connect_dmx/). ### ![](/img/grandma3/2-3/img_connector_pin_assignment_ltc_xlr-bc2709.png) [Section titled “”](#-1) For more information, see [Connect LTC](/grandma3/2-3/fs_connect_smpte_ltc/). ![](/img/grandma3/2-3/img_connector_pin_assignment_audio_xlr-5a367e.png)\ For more information, see [Connect Audio In](/grandma3/2-3/fs_connect_audio_in/). ## []() [Section titled “”](#-2) *** ## D-Sub Connectors [Section titled “D-Sub Connectors”](#d-sub-connectors) ![](/img/grandma3/2-3/img_connector_pin_assignment_remote_subd_10v-e047dd.png) GPI for grandMA3 consoles,  grandMA3 onPC command wing, command wing XT # grandMA3 compact > grandMA3 compact front panel ![](/img/grandma3/2-3/img_gm3_compact_3d-30aa1b.png) ![](/img/grandma3/2-3/img_gm3_compact_top_callouts-483920.png) *grandMA3 compact front panel* 1. [Screen 1](/grandma3/2-3/do_screen_allocation/) 2. [Power key](/grandma3/2-3/key_power/) 3. [Level wheel](/grandma3/2-3/do_control_level/) 4. [Command section](/grandma3/2-3/do_control_command/) 5. [Xkeys](/grandma3/2-3/do_control_executor/) 6. [Master section](/grandma3/2-3/do_control_master/) 7. [Executor section](/grandma3/2-3/do_control_executor/) ![Update this description text.](/img/grandma3/2-3/img_compact--xt-_rear_callouts_white-8cb5af.png) grandMA3 compact rear panel 1. [](/grandma3/2-3/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 4. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 5. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 6. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 7. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 8. [DisplayPort 1](/grandma3/2-3/fs_connect_external_screens/) 9. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 12. Power switch 13. [Desk light](/grandma3/2-3/fs_connect_desk_light/) For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 compact XT > grandMA3 compact XT front panel ![](/img/grandma3/2-3/img_gm3_compact-xt_3d-0ee48c.png) ![](/img/grandma3/2-3/img_gm3_compact_xt_top_callouts-190708.png) *grandMA3 compact XT front panel* 1. [Screens 1+2](/grandma3/2-3/do_screen_allocation/) 2. [Power key](/grandma3/2-3/key_power/) 3. [Level wheel](/grandma3/2-3/do_control_level/) 4. [Command section](/grandma3/2-3/do_control_command/) 5. [Xkeys](/grandma3/2-3/do_control_executor/) 6. [Master section](/grandma3/2-3/do_control_master/) 7. [Executor section](/grandma3/2-3/do_control_executor/) ![Update this description text.](/img/grandma3/2-3/img_compact--xt-_rear_callouts_white-8cb5af.png) grandMA3 compact XT rear panel 1. [](/grandma3/2-3/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 4. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 5. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 6. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 7. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 8. [DisplayPort 1](/grandma3/2-3/fs_connect_external_screens/) 9. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 12. Power switch 13. [Desk light](/grandma3/2-3/fs_connect_desk_light/) For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 full-size > grandMA3 full-size front panel ![](/img/grandma3/2-3/img_gm3_full-size_3d-6cb74b.png) ![](/img/grandma3/2-3/img_gm3_full-size_top_callouts-f99dc5.png) *grandMA3 full-size front panel* 1. [Screens 1-3](/grandma3/2-3/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-3/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 4. [Power key](/grandma3/2-3/key_power/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. [Command area](/grandma3/2-3/do_control_command/) 7. [Xkeys section](/grandma3/2-3/do_control_executor/) 8. [Master area](/grandma3/2-3/do_control_master/) 9. [Right executor area with 3 executor sections](/grandma3/2-3/do_control_executor/) 10. [Custom area](/grandma3/2-3/do_console_fullsize/#custom_section) 11. [Left executor area with 3 executor sections](/grandma3/2-3/do_control_executor/)   ![](/img/grandma3/2-3/img_full-size_rear_callout-6cad79.png) *grandMA3 full-size rear panel* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 4+5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-3/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 full-size CRV > grandMA3 full-size CRV front panel ![](/img/grandma3/2-3/img_gm3_full-size-crv_3d-19e622.png) ![](/img/grandma3/2-3/img_gm3_full-size_crv_top_callouts-a3eb6d.png) *grandMA3 full-size CRV front panel*   1. [Letterbox screens 8-10](/grandma3/2-3/do_screen_allocation/) 2. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 3. [Power key](/grandma3/2-3/key_power/) 4. [Level wheel](/grandma3/2-3/do_control_level/) 5. [Command area](/grandma3/2-3/do_control_command/) 6. [Xkeys section](/grandma3/2-3/do_control_executor/) 7. [Master area](/grandma3/2-3/do_control_master/) 8. [Right executor area with 3 executor sections](/grandma3/2-3/do_control_executor/) 9. [Custom area](/grandma3/2-3/do_console_fullsize_crv/#custom_section) 10. [Left executor area with 3 executor sections](/grandma3/2-3/do_control_executor/)   ![](/img/grandma3/2-3/img_gm3_full_size_crv_rear_callout_1-d7e9a3.png) *grandMA3 full-size CRV rear panel* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-3/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/)[](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-3/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 light > grandMA3 light front panel ![](/img/grandma3/2-3/img_gm3_light_3d-afcf47.png) ![](/img/grandma3/2-3/img_gm3_light_top_callouts-02fa7d.png) *grandMA3 light front panel* 1. [Screens 1+2](/grandma3/2-3/do_screen_allocation/) 2. [Letterbox screens 8+9](/grandma3/2-3/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 4. [Power key](/grandma3/2-3/key_power/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. [Command area](/grandma3/2-3/do_control_command/) 7. [Xkeys section](/grandma3/2-3/do_control_executor/) 8. [Master area](/grandma3/2-3/do_control_master/) 9. [Executor area with 3 executor sections](/grandma3/2-3/do_control_executor/)   ![](/img/grandma3/2-3/img_full-size_rear_callout-6cad79.png) *grandMA3 light rear panel* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-3/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 4+5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-3/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 light CRV > grandMA3 light CRV front panel ![](/img/grandma3/2-3/img_gm3_light-crv_3d-9941cb.png) ![](/img/grandma3/2-3/img_gm3_light_crv_top_callouts-629b93.png) *grandMA3 light CRV front panel* 1. [Letterbox screens 8+9](/grandma3/2-3/do_screen_allocation/) 2. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 3. [Power key](/grandma3/2-3/key_power/) 4. [Level wheel](/grandma3/2-3/do_control_level/) 5. [Command area](/grandma3/2-3/do_control_command/) 6. [Xkeys section](/grandma3/2-3/do_control_executor/) 7. [Master area](/grandma3/2-3/do_control_master/) 8. [Executor area with 3 executor sections](/grandma3/2-3/do_control_executor/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-3/dmx_port_config/#h2__474686261) topic. | ![Update this description text.](/img/grandma3/2-3/img_gm3_light-crv_rear_callout_white-d8ba71.png) grandMA3 light CRV rear panel 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-3/fs_connect_dmx/)[](/grandma3/2-3/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/)  5. [DisplayPort 1+2+4+5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 consoles > The grandMA3 consoles control all kinds of lighting genres such as conventional lights, moving lights, LEDs, video, and media via DMX signal or within a network The grandMA3 consoles control all kinds of lighting genres such as conventional lights, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. For a general overview of grandMA3 hardware, see  . All components are fully integrable into the network environment. This topic describes the different sections of the grandMA3 consoles. These sections vary from model to model. The flagship of the grandMA3 range is the full-size or full-size CRV, respectively. The control room version (CRV) of full-size and light are models without the monitor wing, but come with additional external monitor ports. The grandMA3 light console or the light CRV are the work-horses of the range. The compact and compact XT models offer the full system benefits in a compact and lightweight format. The grandMA3 consoles number their screens in a specific order, for more information see [Screen Allocation](/grandma3/2-3/do_screen_allocation/). You can connect several external touch screens with a console, see [Connect External Screens](/grandma3/2-3/fs_connect_external_screens/). The display elements of the screens can be modified, see [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/).   For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [grandMA3 full-size](/grandma3/2-3/do_console_fullsize/) * [grandMA3 full-size CRV](/grandma3/2-3/do_console_fullsize_crv/) * [grandMA3 light](/grandma3/2-3/do_console_light/) * [grandMA3 light CRV](/grandma3/2-3/do_console_light_crv/) * [grandMA3 compact XT](/grandma3/2-3/do_console_compact_xt/) * [grandMA3 compact](/grandma3/2-3/do_console_compact/) # Command Area > Command area of grandMA3 full-size (CRV) and grandMA3 light (CRV) ![](/img/grandma3/2-3/img_full-size_front-panel_command-section-c7360f.png) Command area of *grandMA3 full-size (CRV) and grandMA3 light (CRV)* 1. Left command screen 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. Right command screen 4. [Grand master](/grandma3/2-3/do_control_grand/) 5. Number pad 6. [Xkeys section](/grandma3/2-3/do_control_executor/) # Custom Area # Control Elements > The following chapters describe the different control elements of the grandMA3 devices. The following chapters describe the different control elements of the grandMA3 devices. Each chapter uses drawings of the grandMA3 product for visualization. Control elements described in the chapters are marked in red. Subtopics * [Command Area](/grandma3/2-3/do_control_command/) * [Master Area](/grandma3/2-3/do_control_master/) * [Custom Area](/grandma3/2-3/do_control_custom/) * [Dual Encoders](/grandma3/2-3/do_control_encoder/) * [Level Wheel](/grandma3/2-3/do_control_level/) * [Grand Master](/grandma3/2-3/do_control_grand/) * [Executor Elements](/grandma3/2-3/do_control_executor/) # Dual Encoders > The five dual encoders are used to adjust the different attributes of the fixtures. There are four different actions on the encoders: The five dual encoders are used to adjust the different attributes of the fixtures. There are four different actions on the encoders: * Turn the inner ring to adjust the attribute “Coarse”. * Turn the outer ring to adjust the attribute “Fine”. * Press the inner ring to open a calculator to type in the value. * Press and turn the inner ring to adjust the attribute “Coarse” with a higher speed. * Press the dual encoder key to open a calculator to type in the value. The dual encoder key replaces the press function of the outer ring. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information on the Readout and Resolution of the encoders, see [Readout Keyword](/grandma3/2-3/keyword_readout/) and [Encoder Resolution](/grandma3/2-3/operate_encoder_resolution_multiplier/) topics. | These encoders are placed above the command section. You can define a customized encoder bar in the grandMA3 software. For more information, see [Encoder Bar Pool](/grandma3/2-3/ws_eb_encoder_pool/). ![](/img/grandma3/2-3/button_encoders_v0-91-3385b9.png) *Location on grandMA3 full-size and grandMA3 light consoles​* ![](/img/grandma3/2-3/buttons_small_-encoders_v0-91-f98c6b.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​ and command wing​ XT*   Each of the dual encoders is numbered 1 to 5 from left to right. There are three elements in each encoder: The inner ring ![](/img/grandma3/2-3/button_encoders_inner_v0-91-425032.png)   The outer ring ![](/img/grandma3/2-3/button_encoders_outer_v0-91-9a039c.png)   The dual encoder key ![](/img/grandma3/2-3/button_encoders_button_v0-91-2a7355.png) # Executor Elements > Executors are used to playback and control elements of a show file in an accessible way. For example, they can be used to control a sequence. Executors are used to playback and control elements of a show file in an accessible way. For example, they can be used to control a sequence. For more information about executors, see the [Executors topic](/grandma3/2-3/executor/). Objects can be assigned to executors via the user interface of the grandMA3 software. The following menu/window gives access to the executor: * To open the Playbacks window, in the [Add Window pop-up](/grandma3/2-3/wvm_add_window/) tap Common and Playbacks. * To open the Playbacks menu, press F5 on the keyboard or tap ![](/img/grandma3/2-3/icon_master-fader_24_v1-0-ed81e4.png) in the control bar. Depending on the hardware: * The number of physical executors depends on the console type. * The executors are handles to control objects in the show file. The executors are located on the left part of the console. ![](/img/grandma3/2-3/button_exec_v0-99_1-72c3a5.png) *Executor location on large consoles* *** ## Executor 101 thru 190 [Section titled “Executor 101 thru 190”](#executor-101-thru-190) The executors 101 thru 190 are located as the lower buttons in the executor section. On the hardware keys, these have labeled one horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 191 thru 198 [Section titled “Executor 191 thru 198”](#executor-191-thru-198) The executors 191 thru 198 are located as the lower row of Xkeys (X9 to X16 | Exec). For more information see [Keys](/grandma3/2-3/keys/). *** ## Executor 201 thru 290 [Section titled “Executor 201 thru 290”](#executor-201-thru-290) The executors 201 thru 290 are located as the second lower buttons and the faders in the executor section. One button and the above fader is one executor.  On the hardware keys, these have labeled two horizontal lines on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 291 thru 298 [Section titled “Executor 291 thru 298”](#executor-291-thru-298) The executors 291 thru 298 are located as the upper row of Xkeys (X1 | Clone to X8 | DMX). For more information see [Keys](/grandma3/2-3/keys/). *** ## Executor 301 thru 390 [Section titled “Executor 301 thru 390”](#executor-301-thru-390) The executors 301 thru 390 are located as the second upper buttons and knobs in the executor section. One button and one knob is one executor. On the hardware keys, these have labeled three horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 401 thru 490 [Section titled “Executor 401 thru 490”](#executor-401-thru-490) The executor 401 thru 490 are located as the upper buttons and knobs in the executor section. One button and one knob is one executor. On the hardware keys, these have labeled four horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. # Grand Master > The Grand Master is used to limit the output of the intensity of all the fixtures patched in the show. The Grand Master is used to limit the output of the intensity of all the fixtures patched in the show. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Fixtures can be excluded from the grand master, for example, by setting **Master React** to None in the patch menu. For more information, see [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/) | By default, turning the knob adjusts intensity. This can be changed in the Special Executor Configuration menu. To access the Special Executor Configuration menu: 1. Press Assign. 2. Press the Grand Master knob. The special executor configuration menu opens. This menu can also be opened using the SpecialExecutor keyword in the command line. For more information about SpecialExecutor, see the [SpecialExecutor keyword](/grandma3/2-3/keyword_specialexecutor/) topic. To read more about Executor Configuration, see the [Executor Configuration](/grandma3/2-3/executor_configurations/) topic. The Grand Master is also displayed on the right side of the encoder bar on screen 1: ![](/img/grandma3/2-3/img_grandmaster_v1-9-084a98.png) *Grand Master in the encoder bar* The Grand Master level can be set by the fader. To enable or disable the Grand Master function, see [Master Modes](/grandma3/2-3/masters/). The Grand Master can also be assigned to any executor. See the [Assign object to an Executor](/grandma3/2-3/executor_assign/) topic. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Output layer and the DMX layer in both the [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) and the [Layout view](/grandma3/2-3/layout_view_settings/) as well as the [DMX Sheet](/grandma3/2-3/patch_dmx_sheet/) and the [3D window](/grandma3/2-3/patch_3d_viewer/) all display values as adjusted by the Grand Master | *** The Grand Master is located on the right side of the console. ![](/img/grandma3/2-3/button_grand_master_v0-1-feec71.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-3/buttons_wings_grand_master_v0-1-9a2d00.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Level Wheel > The level wheel is used to adjust the intensity of the selected fixtures. The level wheel is used to adjust the intensity of the selected fixtures. The level wheel is placed on the right side of the numeric keys. * To adjust the wheel, see Wheel Mode and Wheel Resolution in the [User settings](/grandma3/2-3/user_settings/). ![](/img/grandma3/2-3/button_level_wheel_v0-91-4c7f78.png) *Location on grandMA3 full-size and grandMA3 light consoles​*   ![](/img/grandma3/2-3/button_wings-level_wheel_v0-91-d327fb.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​/command wing XT* # Master Area # grandMA3 extension > grandMA3 extension front panel ![](/img/grandma3/2-3/img_gm3_extension_3d-ef6ba8.png) ![](/img/grandma3/2-3/img_gm3_extension_top_callouts_1-16ee7c.png) *grandMA3 extension front panel* 1. [Letterbox screen 10](/grandma3/2-3/do_screen_allocation/) 2. [Custom section](/grandma3/2-3/do_extension/#custom_section) 3. [Executor section](/grandma3/2-3/do_control_executor/)   ![](/img/grandma3/2-3/img_gm3_extension_rear_callouts-ed4205.png) *grandMA3 extension rear panel* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1 connector](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [Ethernet](/grandma3/2-3/fs_connect_ethernet/) For more information, see the topics [First steps](/grandma3/2-3/first_steps/), [Connect grandMA3 extension](/grandma3/2-3/fs_connect_extension/). For technical specifications, see [Technical Data](/grandma3/2-3/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-3/grandma3_quick_manual_consoles/). # grandMA3 I/O Node # grandMA3 I/O Node DIN-Rail # grandMA3 Nodes # grandMA3 Nodes DIN-Rail # grandMA3 onPC command wing > grandMA3 onPC command wing front panel ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_3d-2ffd61.png) ![](/img/grandma3/2-3/img_gm3_command_wing_top_callouts_3-c4bd3d.png) *grandMA3 onPC command wing front panel* 1. [Master area](/grandma3/2-3/do_control_master/) 2. [Dual encoder section](/grandma3/2-3/do_consoles/#dual_encoder_section) 3. [Command area](/grandma3/2-3/do_control_command/) 4. [Level wheel](/grandma3/2-3/do_control_level/) 5. Executor buttons 101-110 + 201-210 6. Executor faders 201-210 7. Executor buttons 301-310 + 401-410 8. Executor knobs 301-310 + 401-410 For more information about executors, see [Executor elements](/grandma3/2-3/do_control_executor/). ![](/img/grandma3/2-3/img_gm3_command_wing_rear_callouts-946590.png) *grandMA3 onPC command wing rear panel* 1. [DMX-512-A A-B (5pin XLR female) + C (5pin XLR male) ](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. USB 6. Power switch 7. [IEC connector](/grandma3/2-3/fs_connect_power/) 8. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 9. Kensington lock For technical specifications see [Technical Data](/grandma3/2-3/key_onpc_command_wing_technical_data/) in the [grandMA3 Quick Manual onPC command wing](/grandma3/2-3/grandma3_quick_manual_onpc_command_wing/). # grandMA3 onPC command wing XT > grandMA3 onPC command wing XT front panel ![](/img/grandma3/2-3/img_gma3_command_wing_xt_3d_1-156476.png) ![](/img/grandma3/2-3/img_gm3_command_wing_xt_top_callouts-98f84d.png) *grandMA3 onPC command wing XT front panel* 1. [Master area](/grandma3/2-3/do_control_master/) 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. [Power key](/grandma3/2-3/key_power/) 4. [Command area](/grandma3/2-3/do_control_command/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. Executor buttons 101-110 + 201-210 7. Executor faders 201-210 8. Executor buttons 301-310 + 401-410 9. Executor knobs 301-310 + 401-410 For more information about executors, see [Executor elements](/grandma3/2-3/do_control_executor/). ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_callout_white-40da54.png) *grandMA3 onPC command wing XT rear panel* 1. [DMX-512-A A-B (5pin XLR female) + C (5pin XLR male)](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. Power switch 6. [IEC connector](/grandma3/2-3/fs_connect_power/) 7. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/#Jack) 10. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-3/fs_connect_external_screens/) For technical specifications see [Technical Data](/grandma3/2-3/key_onpc_xt_technical_data/) in the [grandMA3 Quick Manual onPC command wing XT](/grandma3/2-3/grandma3_quick_manual_onpc_command_wing_xt/). # grandMA3 onPC fader wing # grandMA3 onPC rack-unit # grandMA3 replay unit # grandMA3 processing units # Screen Allocation > grandMA3 consoles number their screens in a specific order. Different consoles within the range have different amounts of internal screens and connections for e ## Numerical Order of Screens [Section titled “Numerical Order of Screens”](#numerical-order-of-screens) grandMA3 consoles number their screens in a specific order. Different consoles within the range have different amounts of internal screens and connections for external monitors. This topic covers those physical differences as well as the numbering system applied to those screens. ### grandMA3 full-size and light [Section titled “grandMA3 full-size and light”](#grandma3-full-size-and-light) ![](/img/grandma3/2-3/img_screen_order_fs-930b43.png) grandMA3 full-size with all screens numbered The grandMA3 full-size includes three internal 15.6-inch screens mounted in a double-hinged monitor wing, three internal 14.9-inch letterbox screens, two internal 7-inch screens, and two connections for optional external monitors. The grandMA3 light includes two internal 15.6-inch screens mounted in a double-hinged monitor wing, two internal 14.9-inch letterbox screens, two internal 7-inch screens, and two connections for optional external monitors. The numbering of these screens is detailed in the following table:   | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ----------------------------------------------------------------------------------------------------------------------------------------- | | Screen 1 | 15.6-inch | 1,920 x 1,080 |   | | Screen 2 | 15.6-inch | 1,920 x 1,080 |   | | Screen 3 | 15.6-inch | 1,920 x 1,080 | Only on grandMA3 full-size | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 6 | 7-inch | 800 x 480 | Right command screen | | Screen 7 | 7-inch | 800 x 480 | Left command screen | | Screen 8 | 14.9-inch | 1,280 x 242 | Letterbox encoder screen | | Screen 9 | 14.9-inch | 1,280 x 242 | Right letterbox executor screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Left letterbox executor screen, on grandMA3 full-size or first grandMA3 extension connected to grandMA3 light | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen, on grandMA3 extension connected to grandMA3 full-size or second grandMA3 extension connected to grandMA3 light | *** ### grandMA3 full-size CRV and light CRV [Section titled “grandMA3 full-size CRV and light CRV”](#grandma3-full-size-crv-and-light-crv) ![](/img/grandma3/2-3/img_screen_order_fs_crv-9ef958.png) grandMA3 full-size CRV with all screens numbered   The grandMA3 full-size CRV includes three internal 14.9-inch letterbox screens, two internal 7-inch screens, and five connections for optional external monitors. The grandMA3 light CRV includes two internal 14.9-inch letterbox screens, two internal 7-inch screens, and four connections for optional external monitors. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | Screen 1 |   | 1,920 x 1,080 | External screen | | Screen 2 |   | 1,920 x 1,080 | External screen | | Screen 3 |   | 1,920 x 1,080 | External screen (only grandMA3 full-size CRV) | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 6 | 7-inch | 800 x 480 | Right command screen | | Screen 7 | 7-inch | 800 x 480 | Left command screen | | Screen 8 | 14.9-inch | 1,280 x 242 | Letterbox encoder screen | | Screen 9 | 14.9-inch | 1,280 x 242 | Right letterbox executor screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Left letterbox executor screen, on grandMA3 full-size CRV or grandMA3 extension connected to grandMA3 light CRV | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen, on grandMA3 extension connected to grandMA3 full-size CRV or second grandMA3 extension connected to grandMA3 light CRV | | | |   | | ***   ### grandMA3 compact XT and compact [Section titled “grandMA3 compact XT and compact”](#grandma3-compact-xt-and-compact) ![](/img/grandma3/2-3/img_screen_order_compact_xt-6b5013.png) grandMA3 compact XT with all screens numbered The grandMA3 compact XT includes two internal 15.6-inch screens mounted in a hinged monitor wing and one connection for an optional external monitor. The grandMA3 compact includes one internal 15.6-inch screen mounted in a hinged monitor wing and one connection for an optional external monitor. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | --------------------------- | | Screen 1 | 15.6-inch | 1,920 x 1,080 |   | | Screen 2 | 15.6-inch | 1,920 x 1,080 | Only on grandMA3 compact XT | | Screen 4 |   | 1,920 x 1,080 | External screen | ***   ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-3/img_screen_order_rpu-e87dfa.png) grandMA3 replay unit with all screens numbered The grandMA3 replay unit includes two connections for optional external monitors. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ---------------------------------------------------------------------------------------- | | Screen 1 | 5-inch | 800 x 480 | Internal command multi-touch screen | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on first grandMA3 extension connected to grandMA3 replay unit | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on second grandMA3 extension connected to grandMA3 replay unit | | Screen 12 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on third grandMA3 extension connected to grandMA3 replay unit | For more information on connecting external screens, see the [Connect External Screens](/grandma3/2-3/fs_connect_external_screens/) topic. *** ### grandMA3 onPC rack-unit and grandMA3 onPC command wing XT [Section titled “grandMA3 onPC rack-unit and grandMA3 onPC command wing XT”](#grandma3-onpc-rack-unit-and-grandma3-onpc-command-wing-xt) For onPC stations, the single windows for each display can be freely arranged. The grandMA3 onPC rack-unit does include a 5-inch screen. For more information, see the [Displays in grandMA3 onPC](/grandma3/2-3/ws_onpc_displays/) topic. # Shortcuts > The following topics describe the use of shortcuts in the grandMA3 software. The following topics describe the use of shortcuts in the grandMA3 software. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Keyboard Shortcuts](/grandma3/2-3/do_shortcuts_keyboard/) * [Framework Shortcuts](/grandma3/2-3/do_shortcuts_framework/) # Framework Shortcuts > The framework of the grandMA3 software uses the following keyboard shortcuts for user interface related grids, for example, in the Patch menu or the Fixture Bui The framework of the grandMA3 software uses the following keyboard shortcuts for user interface related grids, for example, in the Patch menu or the Fixture Builder. | Press key | Command | Description | | ------------------------- | --------------------------------- | --------------------------------------------------------- | | Insert | Insert UIGridSelection | Executing a user interface (UI) related insert function. | | Ctrl + Insert | Store UIGridSelection | Executing a UI related store function. | | Delete | Delete UIGridSelection | Executing a UI related delete function. | | Ctrl + C | Copy UIGridSelection | Copying from a UI grid. | | Ctrl + V | Paste UIGridSelection | Pasting into a UI grid. | | Ctrl + X | Cut UIGridSelection | Cutting from a UI grid. | | Ctrl + N | - | Toggles, for example, the “New Object Line” in a UI grid. | | Ctrl + M | - | Toggles Merge children. | | Ctrl + Enter | Edit UIGridSelection | Opens the edit pop-up for a selected cell. | | Ctrl + Alt + D |   | Resets the color theme. | | F1 | Menu “At Filter” | Opens the At Filter. | | F2 | Menu “MenuSelector” | Opens the menu. | | F3 | Menu “CommandControl” | Opens the command section menu. | | F4 | Menu “MasterControl” | Opens the master controls menu. | | F5 | Menu “MasterControl” | Opens the playback menu. | | F7 | Menu “CustomMasterSectionOverlay” | Opens the custom master section menu. | | F8 | Menu “EncoderBarControl” | Opens the encoder bar menu. | | F9 | Menu “DeskLock” | Enables desk lock | | F10 | - | Enables shortcuts | | F8 during reboot | - | Opens the boot menu. | | Shift  + ShCuts (enabled) | | Toggles the MA keys in the command section menu. | # Keyboard Shortcuts > Keyboard shortcuts allow fast operation of the console and onPC command wings via the (internal) keyboard. Keyboard shortcuts allow fast operation of the console and onPC command wings via the (internal) keyboard. Some of these user-editable shortcuts are for general use and override other commands. Others are related to specific windows and pop-ups. The [KeyboardShortcut keyword](/grandma3/2-3/keyword_keyboardshortcut/) is used to edit and list the keyboard shortcuts. Keyboard Shortcuts are part of the user profile. This makes it possible for every user/user profile to use their own shortcut definitions within a show file. *** ## Turn the Keyboard Shortcuts on [Section titled “Turn the Keyboard Shortcuts on”](#turn-the-keyboard-shortcuts-on) * Tap ShCuts next to the command line or press F10\*\*\*\* on your keyboard. ![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_enabled_v2-2-622016.png) *Keyboard shortcuts enabled* ![](/img/grandma3/2-3/window_keyboard_shortcuts_enabled_v1-0-299efb.png)The keyboard shortcuts are turned on (yellow text). *** ## Turn the Keyboard Shortcuts off [Section titled “Turn the Keyboard Shortcuts off”](#turn-the-keyboard-shortcuts-off) * Tap ShCuts next to the command line or press F10\*\*\*\* on your keyboard. ![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_disabled_v2-2-401bf5.png) *Keyboard shortcuts disabled* The keyboard shortcuts are turned off (white text). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | In certain menus and pop-ups where the shortcuts are not relevant, they are switched off and back on automatically. The shortcut icon turns red. | *** ### Shortcut Examples [Section titled “Shortcut Examples”](#shortcut-examples) The images are showing the activated shortcut menu. The menu color can be changed in the [color theme](/grandma3/2-3/ws_colors_color_theme/). The lavender text in the images shows the keyboard shortcuts when ShCuts is enabled. *![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_command_section1_v2-2-0c507b.png)*Command section window left*![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_command_section2_v2-2-176261.png)*Command section window right*![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_playback_controls_v2-2-7ba37e.png)*Playback controls window** *** ### Keyboard Shortcuts Window [Section titled “Keyboard Shortcuts Window”](#keyboard-shortcuts-window) 1. To edit the shortcuts, open the Preferences and Timings window. 2. Tap Keyboard Shortcuts. The Keyboard Shortcuts window opens: ![Update this description text.](/img/grandma3/2-3/window_edit_keyboard_shortcuts_v2-1-179b91.png) *Edit Keyboard Shortcuts window* ![](/img/grandma3/2-3/window_edit_keyboard_shortcuts_v1-9-1f53f7.png)Add Keyboard Shortcuts  1. To add a new keyboard shortcut at the end of the list, scroll down, tap New KeyboardShortcut, and then tap Insert new Keyboard Shortcut. A new empty cell is generated at the end of the list. 2. Tap and hold or right-click on the empty cell. The **Select Key Code** pop-up opens. ![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_keycode_v2-2-dae4a2.png) *Select key code window* 3. Select the desired key code from the pop-up list. The pop-up closes. 4. To open the Edit Keyboard Shortcut pop-up, tap and hold or right click on the empty cell in the Shortcut row.\ ![Update this description text.](/img/grandma3/2-3/pop_up_keyboard_shortcuts_edit_v2-1-01f6eb.png)\ *Edit Keyboard shortcut pop-up* 5. To enter the desired shortcut, press the relevant keys. The pop-up closes. As Enter can also be used as a shortcut, it is not possible to close the Edit keyboard shortcut pop-up with Enter. * To confirm the shortcut tap Ok. * To clear the shortcut, tap None. * To cancel the edit, tap X. 6. If a keyboard shortcut already exists, a warning pop-up appears. Tap Yes to save the new shortcut. ![Update this description text.](/img/grandma3/2-3/popup_keyboard_shortcuts_warning_v2-1_1-3f0361.png) *Warning pop-up* 7. The new shortcut is added to the list. ![Update this description text.](/img/grandma3/2-3/window_keyboard_shortcuts_finished_v2-1-923e4f.png) *New shortcut is added*   ### Add Executor Index [Section titled “Add Executor Index”](#add-executor-index) The **Executor Index** column defines the executor that is triggered when executing the corresponding shortcut. The executor will have its shortcut displayed in lavender color in the playbacks control window when ShCuts is enabled. ![Update this description text.](/img/grandma3/2-3/popup_edit_executor_v2-1-df2637.png) Executor Index - Calculator ## Edit Existing Keyboard Shortcut [Section titled “Edit Existing Keyboard Shortcut”](#edit-existing-keyboard-shortcut) 1. To edit an existing shortcut definition, tap and hold the Keyboard Shortcut you want to edit. The Edit keyboard shortcut pop-up opens: ![Update this description text.](/img/grandma3/2-3/popup_edit_shortcut_v2-1_1-0fd313.png) *Edit keyboard shortcut pop-up* 2. Enter the new shortcut. ## Delete Keyboard Shortcuts [Section titled “Delete Keyboard Shortcuts”](#delete-keyboard-shortcuts) 1. To select the keyboard shortcut to be deleted, tap the desired shortcut. 2. Tap Delete. 3. The keyboard shortcut is deleted. To undo a deletion, tap Oops.   ## Reset Keyboard Shortcuts to Defaults [Section titled “Reset Keyboard Shortcuts to Defaults”](#reset-keyboard-shortcuts-to-defaults) * To reset the keyboard shortcuts to their defaults, tap Load Defaults. The keyboard shortcuts are reset to their defaults. | | | | ------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Shift keys on the keyboard correspond with the MA keys on the console.  | ## Import / Export Keyboard Shortcuts [Section titled “Import / Export Keyboard Shortcuts”](#import--export-keyboard-shortcuts) * To import or export the keyboard shortcuts, tap Import or Export. By default, files will be exported to the relevant folder within the library folder structure, either on the local drive of the console or onPC station, or on a selected USB drive. For more information about this folder structure, see the [Folder Structure](/grandma3/2-3/fm_folder_structure/) topic. For information about exporting and importing show data using command line syntax without the use of these menus, see the [Export keyword](/grandma3/2-3/keyword_export/) and [Import keyword](/grandma3/2-3/keyword_import/) topics. #### # UPS Battery > The grandMA3 full-size, grandMA3 light, and their CRV versions have a rechargeable lithium-ion battery for an uninterrupted power supply (UPS). The grandMA3 full-size, grandMA3 light, and their CRV versions have a rechargeable lithium-ion battery for an uninterrupted power supply (UPS). The purpose of the battery is to enable to save the show file and shut down the console in case of a power loss. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Do not use the battery to bypass the console for a longer period! Do not move the console around while in UPS mode! | In case of a power loss: * A Power Loss pop-up appears on every screen and command screen, depending on the console type. * The power status icon in the command line turns red. *** ## Power Status [Section titled “Power Status”](#power-status) There is an indicator of the power status on the right side of the command line and in the [Message Center](/grandma3/2-3/system_message_center/). Status indications include the following states: ![](/img/grandma3/2-3/img_command-line_battery-full_v2-0-bb2460.png) Power is connected and the battery is full. ![](/img/grandma3/2-3/img_command-line_battery-charging_v2-0-043892.png) Power is connected and the battery is not full (and recharging).  ![](/img/grandma3/2-3/img_command-line_battery-discharge_pulsating_v2-3-4aba18.png) (Pulsating) Power is disconnected and the battery is discharging.  ![](/img/grandma3/2-3/img_command-line_battery_session_v2-3-a99e56.png) Indicates a power disconnection for a station in a session. For example, when a grandMA3 onPC station is connected to a console and the console has a loss of power, the icon turns yellow on the grandMA3 onPC station. ![](/img/grandma3/2-3/img_command-line_battery-none_v2-3-617863.png) The battery icon is crossed when the station has no battery, for example, grandMA3 onPC. ### Battery Status Pop-Up [Section titled “Battery Status Pop-Up”](#battery-status-pop-up) Tap the power status indicator to open the Battery status pop-up. The pop-up could look like this: ![](/img/grandma3/2-3/popup_battery-status_v2-0-56c9ef.png) Battery status pop-up The Battery status pop-up displays multiple relevant metrics about the battery as well as A/C power.   *** ## Power Loss Pop-up [Section titled “Power Loss Pop-up”](#power-loss-pop-up) While this pop-up is open, the percentage in the parentheses (X%) continuously decreases. The percentage in the parentheses is linked to the power status of the battery. In the pop-up window, three commands are available to tap: **Save and Shut Down:** Saves the current show file and shuts down the console properly. **Shut Down:** Properly shuts down the console without saving the show file. **Continue**: The console continues running on battery power. Further Power Loss pop-ups appear during the battery discharge process. When continued, the console will automatically shut down reaching (0%). The console reboots automatically when power supply is back. ![](/img/grandma3/2-3/pop-up_powerloss_v1-9-7a3ecd.png) Power Loss - Pop-up. # Fixture Types Editor > With the fixture types editor, you can build new fixture types and modify existing ones. With the fixture types editor, you can build new fixture types and modify existing ones. To access the editor: * Press Menu and tap Patch. The patch menu opens. * Tap Fixture Types on the left side of the window: ![](/img/grandma3/2-3/window_fixture_type_menu-5200d2.png)\ *Fixture type menu* To edit an existing fixture type, follow the steps below: 1. Import some fixtures. See [Import Fixture Types](/grandma3/2-3/ft_import/). 2. Select the fixture type you want to edit and tap Edit at the bottom of the window. The Fixture type editor opens: ![](/img/grandma3/2-3/window_edit_fixture-type_v2-3-94ca61.png)\ *Fixture type editor* 1. Tap DMXModes at the top of the window. 2. Select the fixture type mode you want to edit and tap Edit at the bottom of the window. The editor displays the DMXChanels for the selected fixture type. ![](/img/grandma3/2-3/window_ft-editor_dmxchannels-ef8708.png) The DMX footprint for the selected fixture type is displayed in brackets in the DMXChannels tab. When you are done with the modifications, close the window. Changes will be saved when you exit the patch menu. The following topics will guide you on how to build a new fixture type. # [EN] Quick Manual I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_i_o_node_intended_use/) * [Safety](/grandma3/2-3/key_i_o_node_safety/) * [Support](/grandma3/2-3/key_i_o_node_support/) * [Transport](/grandma3/2-3/key_i_o_node_transport/) * [Limitations](/grandma3/2-3/key_grandma3_i_o_node/) * [Installation](/grandma3/2-3/key_io_node_installation/) * [Quick Start](/grandma3/2-3/key_io_node_quick_start/) * [Maintenance](/grandma3/2-3/key_i_o_node_maintenance/) * [Disposal](/grandma3/2-3/key_i_o_node_disposal/) * [Technical Data](/grandma3/2-3/key_i_o_node_technical_data/) * [Hardware\_related Instances](/grandma3/2-3/key_pixel_faults_io_nodes/) * [Declaration of Conformity](/grandma3/2-3/key_i_o_node_conformity/) # [EN] Quick Manual onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_onpc_command_wing_intended_use/) * [Safety](/grandma3/2-3/key_onpc_command_wing_safety/) * [Support](/grandma3/2-3/key_onpc_command_wing_support/) * [Transport](/grandma3/2-3/key_onpc_command_wing_transport/) * [Limitations](/grandma3/2-3/key_onpc_command_wing_limitations/) * [Quick Start](/grandma3/2-3/key_onpc_command_wing_quick_start/) * [Maintenance](/grandma3/2-3/key_onpc_command_wing_maintenance/) * [Disposal](/grandma3/2-3/key_onpc_command_wing_disposal/) * [Technical Data](/grandma3/2-3/key_onpc_command_wing_technical_data/) * [Hardware-Related Instances](/grandma3/2-3/key_pixel_faults_command_wing/) * [Declaration of Conformity](/grandma3/2-3/key_onpc_command_wing_conformity/) # [EN] Quick Manual onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_onpc_xt_intended_use/) * [Safety](/grandma3/2-3/key_onpc_xt_safety/) * [Support](/grandma3/2-3/key_onpc_xt_support/) * [Transport](/grandma3/2-3/key_onpc_xt_transport/) * [Limitations](/grandma3/2-3/key_onpc_xt_limitations/) * [Quick Start](/grandma3/2-3/key_onpc_xt_quick_start/) * [Maintenance](/grandma3/2-3/key_onpc_xt_maintenance/) * [Disposal](/grandma3/2-3/key_onpc_xt_disposal/) * [Technical Data](/grandma3/2-3/key_onpc_xt_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_command_wing_xt/) * [Declaration of Conformity](/grandma3/2-3/key_onpc_xt_conformity/) # [EN] Quick Manual onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_intended_use/) * [Safety](/grandma3/2-3/key_safety/) * [Support](/grandma3/2-3/key_fader_wing_support/) * [Transport](/grandma3/2-3/key_fader_wing_transport/) * [Limitations](/grandma3/2-3/key_onpc_limitations/) * [Quick Start](/grandma3/2-3/key_fader_wing_quick_start/) * [Maintenance](/grandma3/2-3/key_fader_wing_maintenance/) * [Disposal](/grandma3/2-3/key_fader_wing_disposal/) * [Technical Data](/grandma3/2-3/key_fader_wing_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_fader_wing/) * [Declaration of Conformity](/grandma3/2-3/key_fader_wing_conformity/) # [EN] Quick Manual onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_grandma3_rack_unit_transport/) * [Safety](/grandma3/2-3/key_rack_unit_safety/) * [Support](/grandma3/2-3/key_rack_unit_support/) * [Transport](/grandma3/2-3/key_rack_unit_transport/) * [Limitations](/grandma3/2-3/key_onpc_rack_unit_limitations/) * [Quick Start](/grandma3/2-3/key_rack_unit_quick_start/) * [Maintenance](/grandma3/2-3/key_rack_unit_maintenance/) * [Disposal](/grandma3/2-3/key_rack_unit_disposal/) * [Technical Data](/grandma3/2-3/key_rack_unit_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_rack_unit/) * [Declaration of Conformity](/grandma3/2-3/key_grandma3_onpc-rack_unit/) # [EN] Quick Manual viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_viz_key_intended_use/) * [Safety](/grandma3/2-3/key_viz_key_safety/) * [Support](/grandma3/2-3/key_viz_key_support/) * [Transport](/grandma3/2-3/key_viz_key_transport/) * [Limitations](/grandma3/2-3/key_viz_key_limitations/) * [Quick Start](/grandma3/2-3/key_viz_key_quick_start/) * [Maintenance](/grandma3/2-3/key_viz_key_maintenance/) * [Disposal](/grandma3/2-3/key_viz_key_disposal/) * [Technical Data](/grandma3/2-3/key_viz_key_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_viz_key_processing_unit/) * [Declaration of Conformity](/grandma3/2-3/key_viz_key_conformity/) # [EN] Quick Manual Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_dinrail_intended_use/) * [Safety](/grandma3/2-3/key_dinrail_safety/) * [Support](/grandma3/2-3/key_dinrail_support/) * [Transport](/grandma3/2-3/key_dinrail_transport/) * [Limitations](/grandma3/2-3/key_dinrail_limitations/) * [Installation](/grandma3/2-3/key_dinrail_installation/) * [Quick Start](/grandma3/2-3/key_dinrail_quick_start/) * [Maintenance](/grandma3/2-3/key_dinrail_maintenance/) * [Disposal](/grandma3/2-3/key_dinrail_disposal/) * [Technical Data](/grandma3/2-3/key_dinrail_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_nodes_din/) * [Declaration of Conformity](/grandma3/2-3/key_dinrail_conformity/) # [EN] Quick Manual consoles ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_consoles_intended_use/) * [Safety](/grandma3/2-3/key_consoles_safety/) * [Support](/grandma3/2-3/key_consoles_support/) * [Transport](/grandma3/2-3/key_transport/) * [Limitations](/grandma3/2-3/key_consoles_limitations/) * [Quick Start](/grandma3/2-3/key_console_quick_start/) * [Maintenance](/grandma3/2-3/key_consoles_maintenance/) * [Disposal](/grandma3/2-3/key_consoles_disposal/) * [Technical Data](/grandma3/2-3/key_consoles_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults/) * [Declaration of Conformity](/grandma3/2-3/key_conformity/) # [EN] Quick Manual Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_xport_nodes_intended_use/) * [Safety](/grandma3/2-3/key_xport_nodes_safety/) * [Support](/grandma3/2-3/key_xport_nodes_support/) * [Transport](/grandma3/2-3/key_xport_nodes_transport/) * [Limitations](/grandma3/2-3/key_xport_nodes_limitations/) * [Quick Start](/grandma3/2-3/key_xport_node_quick_start/) * [Maintenance](/grandma3/2-3/key_xport_node_maintenance/) * [Disposal](/grandma3/2-3/key_xport_nodes_disposal/) * [Technical Data](/grandma3/2-3/key_xport_nodes_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_nodes/) * [Declaration of Conformity](/grandma3/2-3/key_xport_node_conformity/) # [EN] Quick Manual processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-3/key_pu_intended_use/) * [Safety](/grandma3/2-3/key_pu_safety/) * [Support](/grandma3/2-3/key_pu_support/) * [Transport](/grandma3/2-3/key_pu_transport/) * [Limitations](/grandma3/2-3/key_pu_limitations/) * [Quick Start](/grandma3/2-3/key_pu_quick_start/) * [Maintenance](/grandma3/2-3/key_pu_maintenance/) * [Disposal](/grandma3/2-3/key_pu_disposal/) * [Technical Data](/grandma3/2-3/key_pu_technical_data/) * [Hardware-related Instances](/grandma3/2-3/key_pixel_faults_pu/) * [Declaration of Conformity](/grandma3/2-3/key_pu_conformity/) # Executors > The executors are handles and controls to other objects. The executors are handles and controls to other objects. They are often used to control sequences, but they can control other objects. The idea is that an object (for instance, a sequence) is assigned to the executor. The executor can then control the object. Several executors can control the same object. A sequence assigned to an executor is running cues from the sequence pool. In essence, the executor is manipulating or sending commands to the sequence in the pool.   Executors are physical keys (executor buttons), knobs (executor knobs), and faders (executor faders) on the grandMA3 hardware. They can also be represented as on-screen virtual executors - these can be viewed and operated in the [Playback Window](/grandma3/2-3/executor/#playback_window) (see below). Read more about the physical executor hardware in the [Executor Elements topic](/grandma3/2-3/do_control_executor/). There are 4 rows of executors. The bottom row is numbered from 101 up to 190. This row only has a single executor button. The row above is numbered from 201 up to 290. This row has an executor button and an executor fader. The next row is from 301 up to 390. This row has an executor button and a rotating executor knob. The top row is from 401 up to 490. This row also has an executor button and a rotating executor knob. The Xkeys are also executors. The executor buttons labeled X1 | Clone to X8 | DMX are executor 291 to 298. The executor buttons labeled X9 to X16 | Exec are executors 191 to 198. Executors are organized in wings. There are vertically 15 columns of executors on a wing. The columns are organized in sections of 5. There are 60 (15 columns x 4 rows) executors on a wing. There are 6 wings for a total of 360 (6 wings x 60 executors) executors plus the 16 from the Xkeys - the total is 376. The physical device might have fewer executors than the software’s amount. For instance, the grandMA3 compact console has 2 x 5 columns of executors. The executors can also be used from the command line using the [Executor keyword](/grandma3/2-3/keyword_executor/). ## []()Executor Pages [Section titled “Executor Pages”](#executor-pages) The 376 executors are just on one page. It is possible to create up to 9 999 executor pages in each [Data Pool](/grandma3/2-3/datapool/). Each page has its own setup of executors. Executors that are active on one page are still active when the selected page is changed to another. The executor pages can be seen and labeled in the **Page Pool** - it can be [created as a window](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_pages-pool_v1-9-0c7a0c.png) *Page pool with page 1 selected.* The page pool is also available as a pop-up that can be opened by tapping the middle part of the page selector. ![](/img/grandma3/2-3/img_page-selector_v0-8-7b8e40.png) *Tap the middle part of the page selector to open the page pool pop-up* There are no functional differences between the pool as a pop-up or window. Pages are automatically created when the Page+ and Page- keys are used to change through the pages. The up and down arrows in the page selector can also be used to change the page, just like the physical keys. A page can also be created using the following syntax: Store Page \[Page\_Number] (\[“Page\_Name”]) The page name is optional in the syntax above. Read more in the[ Page keyword](/grandma3/2-3/keyword_page/) topic. ## Executor Labels [Section titled “Executor Labels”](#executor-labels) The letterbox screens above the executors show the labels for the executors. The bottom of the left command screen shows the labels for the Xkeys. ![Example of the playback bar for the first section of 5 x 4 executors](/img/grandma3/2-3/img_playback-bar_executor-topic_v1-9-525204.png) *Example of the playback bar for the first section of 5 x 4 executors* The executor labels above the executors are a part of the Playback Bar. Read more bout them in the [Playback bar topic](/grandma3/2-3/ws_playback_bar/). The labels display how the encoders are grouped, what object they control, and what handle function each executor has. Read more about how to change all these things in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). The labels take appearance and scribbles from the object assigned. For example, if a sequence has a special appearance, this appearance is also displayed in the playback bar. ## []()Playback Window [Section titled “Playback Window”](#playback-window) The Playback window is a virtual representation of the physical executors. ![Playback window showing all four rows and both labels and executor handles](/img/grandma3/2-3/window_playback_v1-9-3-a5ecb3.png) *Playback window showing all four rows and both labels and executor handles* The window can automatically adjust the number of visible executors based on the window’s width and the selected number of sections. This means that a window can minimum have 5 x 4 executors and a maximum of 15 x 4 (one wing). The window’s minimum size to display a section of 15 executors is 10 squares wide on a screen. The virtual executors can be operated on the screen. ### Playback Window Settings [Section titled “Playback Window Settings”](#playback-window-settings) The settings allow for customization of the window. The settings can be accessed by tapping the MA logo in the upper left corner. ![Playback window settings](/img/grandma3/2-3/playback_window_settings-4b52dd.png) Playback window settings There are toggle buttons that can show or hide the four executor rows. There are also settings to show or hide the labels and the executor handles. This makes it very flexible. For instance, it could just show the labels for the 200 row of executors or just the executor handles for the 100 row executors. The Page and WingID settings are also described in the [Window Settings](/grandma3/2-3/wvm_settings/) topic. The Executors setting toggles the displayed on-screen copies of the relevant faders, knobs, and keys.  In additon, Labels shows or hides the executor or Xkeys labels. The #Sections setting selects how many sections of five columns the window should display. The properties are: * **Auto**:\ The window displays as many sections as possible based on the width of the window and a minimum width of each column. * **1**:\ The window only shows the first section of executors - 5 columns. * **2**:\ The window shows the first and second sections of executors - 10 columns. * **3**:\ The window shows all three sections of executors in the wing - 15 columns. The properties with a specified number of sections will always show the selected amount, even when the window width makes it hard to use. Subtopics * [Executor Configurations](/grandma3/2-3/executor_configurations/) * [Assign Object to an Executor](/grandma3/2-3/executor_assign/) * [Running Playbacks](/grandma3/2-3/executor_running_playbacks/) * [Special Executors](/grandma3/2-3/executor_special/) # Assign Object to an Executor > Many objects can be assigned to an executor. The executor is a physical key, fader, or encoder that controls the assigned object. The physical devices can also Many objects can be assigned to an executor. The executor is a physical key, fader, or encoder that controls the assigned object. The physical devices can also be represented as on-screen controllers. | | | | ------------------------------------------ | ---------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Quick Steps:** | | | 1. Press Assign. | 2. Tap what should be assigned or press the relevant keys. 3. Press the executor where it should be.These are the simplest steps to assign something to an executor - read below for details. | ## Assigning Objects Using Keys and Pools [Section titled “Assigning Objects Using Keys and Pools”](#assigning-objects-using-keys-and-pools) It is easy to assign something to an executor. Press Assign followed by the desired object and then the executor to which it should be assigned. Here are three variations on how it works. The examples use sequences, but it can be any of the allowed types: #### Example 1 [Section titled “Example 1”](#example-1) Using only the keys to assign sequence 3 at executor number 105 on the current page, type: Assign Sequ 3 At MA + X16 | Exec 1 0 5 Please #### Example 2 [Section titled “Example 2”](#example-2) It is also possible to use a combination of keys and pools. Having a pool visible on one of the screens makes it possible to combine key presses with pool selection. 1. Tap and swipe out of the sequence pool object that should be assigned. 2. Swipe to the Assign option and release the screen. 3. Press one of the keys associated with the desired executor. #### Example 3 [Section titled “Example 3”](#example-3) Pressing the keys puts keywords into the command line. This means it can also be typed as a command line input. | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Sequence 4 At Page 2.301 | This command will assign sequence 4 to executor 301 on executor page 2. The page keyword needs to be used when addressing executors on specific pages. The page needs to exist before it can be addressed. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The process for assigning special executors and Xkeys is the same as the process described for executors. | *** ## Assign Objects Using the Assign Menu [Section titled “Assign Objects Using the Assign Menu”](#assign-objects-using-the-assign-menu) The **Assign** menu offers a visual approach to assigning something to the executors. Use the assign menu by selecting the executor first and then selecting the object. There are three main ways to open the Assign Menu: * Press Assign followed by any of the keys associated with the desired executor. * Tap the executor label in the [Mini Executor Bar](/grandma3/2-3/ws_playback_bar/) (do not do a long press - it opens the editor instead). * Tap on the desired executor in the the Playbacks Window or the [Playback Controls](/grandma3/2-3/ws_playback_controls/) menu. This is the Assign menu: ![Assign Menu - Object page](/img/grandma3/2-3/menu_assign-executor_object_v1-9-972294.png) *Assign Menu - Object tab* The title bar has a toggle button called Lock Executor. This can be used to lock the executor from changes. It does not lock the executor from playing back or performing other functions normally; the lock only prevents making changes to the executor. This is the **Object** page of the Assign menu. This page is selected by tapping Object on the right side. The top has several tabs. One for each object type that can be assigned to the executor and a special one used to select an **Empty** object. The other tabs open a selection list. The list will contain the possible objects of that type. The different types are: * [Sequence](/grandma3/2-3/cue_sequence/) * [Master](/grandma3/2-3/masters/) * [Group](/grandma3/2-3/group/) * [Macro](/grandma3/2-3/macros/) * [Quickey](/grandma3/2-3/quickeys/) * [Preset](/grandma3/2-3/presets/) * [Sound](/grandma3/2-3/sound/) * [World](/grandma3/2-3/worldfilter/) * [View](/grandma3/2-3/wvm/) * [User](/grandma3/2-3/user/) * [UserPlugin](/grandma3/2-3/plugins/) * [ScreenConfig](/grandma3/2-3/wvm/) * [Timer](/grandma3/2-3/timers/) Tap Sequence to open the list of possible sequences. It could look like this: ![Assign menu in the sequence object tab](/img/grandma3/2-3/menu_assign-executor_object-sequence_v1-9-dabd54.png) *Assign menu in the sequence object tab with Sequence 1 ‘Look’ selected* Each allowed type that can be assigned to an executor provides a list of the available objects. The DataPool in the title bar makes selecting an object from a different data pool easy. Select the desired object by tapping it. The default [Executor Configuration](/grandma3/2-3/executor_configurations/) for the object type is applied to the executor when assigning an object to an empty executor. When there is already an object assigned, the executor configuration is not recalled, when assigning a different object to the executor. This, including executor expansion, can be defined in the handle tab. *** ## Change Key Function and Executor Size Using the Handle Tab [Section titled “Change Key Function and Executor Size Using the Handle Tab”](#change-key-function-and-executor-size-using-the-handle-tab) When the executor, special executor, or Xkey has something assigned, changing the functions assigned to the executor keys, faders, and encoders is possible. It is also possible to assign functions using keys or commands. For more information, read [below](/grandma3/2-3/executor_assign/#h2_1870226992). If continuing to work in the Assign menu, tap Handle on the left side. It could look like this: ![](/img/grandma3/2-3/assign_menu_handle_page_v-2-1-05f468.png) *Assign menu on the Handle tab with Sequence 1 ‘Look’ and the key executor 201 selected* The handle tab of the assign menu is split up in two sides. On the left hand side of the menu a table represents the executors of of the same section. The assign menu of the special executors displays all special executors. The right side of the menu is designed to set different options for the selected executor. The executor section is displayed on the left. The selected executor button is indicated by a yellow frame and is brighter compared to executors that are not selected. The title bar is blinking in red. The name of the assigned object is displayed in the middle of title bar. The starting number of the executor is on the left and the number of the assigned pool object on the right. The example image above shows executor 201 with space above and to the right. The size of the selected executor can be extended using any of the four resize corners (![](/img/grandma3/2-3/icon_resize_corner_15px-4c456c.png)). Executors can be expanded if there are empty executors next to them. Depending on whether the resizing or moving of an executor was successful or not, the border of the executor will shortly flash green or red. To move the entire executor, tap, hold, and drag  in the executor’s title bar. Tapping an executor with a less saturated appearance will select this executor.  The elements (key, fader, or encoder) of the selected executor are indicated by icons in the upper left corner. The selected function, except fader functions, with the corresponding icon is displayed in the center. The color of the bar at the top of the executor button indicates the assigned object category (Sequence, Master, Group, etc.). The rest of the button will be the same color as the appearance color of the object if the button is not selected. If a button has more than one trigger option assigned to it, the button will split to display the multiple options.  If executors have multiple functions assigned, and the assigned objects have individual appearances, then it could look like this: ![](/img/grandma3/2-3/img_assign_menu_left_v2-3-30181e.png) *Two executors with executor 206 ‘Spots’ selected* *** The keys, faders, and encoders have different functions. The available functions depend on the object assigned to the executor and the executor itself. Different functions are available when using a key, fader, or encoder. Set different options for the selected executor, on the right side of the handle tab. Depending on whether a key, fader or encoder is selected, the menu on the right changes. At the top, choose how to trigger the key, fader, or encoder. A key can have up to four different trigger options: * ![](/img/grandma3/2-3/icon_button_press_15_v2-3-5ae454.png): Press the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_button_release_v2-3-641a20.png): Release the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_button_press_15_v2-3-5ae454.png): Press and hold MA and press the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_button_release_v2-3-641a20.png): Release MA and the key to trigger the selected function. An encoder has six different trigger options: * ![](/img/grandma3/2-3/icon_encoder_left_v2-3-71979e.png): Rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-3/icon_encoder_left_right_v2-3-59b5f1.png): Rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-3/icon_encoder_right_v2-3-d615eb.png): Rotate the encoder to the right to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_left_v2-3-71979e.png): Press and hold MA and rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_left_right_v2-3-59b5f1.png): Press and hold MA and rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_right_v2-3-d615eb.png): Press and hold MA and rotate the encoder to the right to trigger the selected function. A fader has one trigger option: * ![](/img/grandma3/2-3/img_single_fader_15px-88f76d.png): Move the fader up or down to use the selected function. # Executor Configurations > Executor key and fader configurations can be saved and reused. Read the Assign Object to an Executor topic for information on changing the assignment. Executor key and fader configurations can be saved and reused. Read the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/) for information on changing the assignment. The configurations are stored in an Executor Configuration pool. This can be created as any other window. Read the [Add Window topic](/grandma3/2-3/wvm_add_window/) to learn how. ![Executor Configuration pool with a selected configuration ](/img/grandma3/2-3/window_configs-pool_v1-9-3-251ffc.png) *Executor Configuration pool with a selected configuration* Each object type that can be assigned to an executor has a default executor configuration used if nothing changes. This is described below. The selected pool object is used as the default for sequences. This configuration can be changed in the **Assign Menu.** The Assign Menu can be opened by pressing Assign and then an executor button. The menu is used to set up executors. Learn more in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). ![Key and Fader configurations](/img/grandma3/2-3/key_and_fader_configs_v-2-1-8f2b01.png) *Key and Fader configurations* In the example above, there are several Keys and Encoders that have a different assignment than the original saved configuration. The different assignments are marked with a cyan color bar. In the title bar of the assign menu, is Executor Config. button. ![](/img/grandma3/2-3/menu_assign_titlebar_v2-0-f9f044.png) *Title bar of the assign menu* Executor Config. shows the currently selected configuration, and tapping it opens a small select pop-up where any existing executor configurations can be selected or a new one can be created. Load is used to load the selected configuration onto the keys, encoders, and faders. Save can be used to save the currently assigned functions to the selected configuration. For more information on the pop-up and creating and editing executor configurations in the handle tab of the assign menu, read [Assign Object to an Executor](/grandma3/2-3/executor_assign/#h2_420566424). *** Editing the configuration pool object opens an editor like this: ![](/img/grandma3/2-3/popup_edit-configuration_v2-0-5571bd.png) *Edit configuration pop-up for the first pool object* Here it is possible to change the name of the executor configuration. This is also where the executor configuration’s width and height are set. It is not shown here, but the configuration also knows the starting row for the configuration. This means that a configuration of 1x1 can be different for each of the four rows. The ExecConfigType defines what type of object the setting is relevant for. Tapping the button opens a small pop-up with all the possible objects. The executor configuration can also have an appearance and scribble assigned. This is only visible in the pool. A note can be added to the executor configuration. Tapping List References opens an info pop-up showing the objects that reference the configuration and what other objects this configuration might depend on. Recast Config is used when a configuration has been saved with changes, and these changes should also be applied to the other executors that use this configuration. Saving a change to a configuration does not automatically apply the changes to other executors. Pressing Recast Config applies the changes to all the executors using the configuration. The recast can also be applied using the [Recast keyword](/grandma3/2-3/keyword_recast/). *** ## []()Executor Configuration Preferences [Section titled “Executor Configuration Preferences”](#executor-configuration-preferences) The default executor configuration for each object is stored in the Preference and Timing. This is accessed by pressing Menu /![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png) and then Preference and Timings, and finally Executor Config. ![](/img/grandma3/2-3/executor_config_pref_and_timings_menu_v2-1png-275b6f.png) Preferences and Timings - Executor Config menu This menu has a setting for each object type that can be assigned to an executor. Tapping each of these settings opens a small select pop-up where any of the executor configurations can be selected as the default settings for the object type. # Running Playbacks > There are two ways to see the different running playbacks. This can be useful when trying to find out what is running and also to quickly turn off different pla There are two ways to see the different running playbacks. This can be useful when trying to find out what is running and also to quickly turn off different playbacks. ## []()Running Playback Window [Section titled “Running Playback Window”](#running-playback-window) It can be a window on a screen. This is called **Running Playbacks** and can be [created like any other window](/grandma3/2-3/wvm_add_window/). It is in the “More” tab. ![Running playback window ](/img/grandma3/2-3/window_running_playbacks_v2-1-02f5db.png) \_Running playback window \_ Each running object is displayed as a pool object and can be interacted with like any other pool object. For instance, it is possible to use the [Off keyword](/grandma3/2-3/keyword_off/) to turn off an object by pressing Off and then tapping the object in the window. This window can show different types of objects: Sequences, Macros, Timecodes, Presets, Timers, SoundFiles, and Generators. Toggle between them by tapping the Sequence, Macros, Timecodes, Presets, Timers, or SoundFiles tabs or select All to see all the different types. The title bar has a button that can activate the “Off Mode”. With this On, objects are immediately turned off when tapped in the window. Tap Off Mode to toggle between the On and Off states. After Hold List is enabled, playbacks that are switched off will be grayed out. This stops the **Running Playbacks** window from constantly updating the list of running playbacks, especially when many sequences are flashing. It is possible to filter the objects in the window to display only the playbacks started by a specific user by changing the Started by setting in the title bar or in the window settings. This can be overridden to only show playback triggered by the user currently logged in on the station, by tapping My Playbacks Only in the title bar. Disabling My Playbacks Only again resets Started by to its previous value.  The number in the lower right corner of each tab indicates how many playbacks of its object type are currently running. As soon as My Playbacks Only is active, or Started by is set to something else than **\** , or SelectedDataPool in the Window Settings\*\* \*\*is set to something else than **All DataPools,** two numbers will be displayed: **x** / **y**. * **x**: Represents the number of running playbacks based on the made settings. * **y**: Represents the number of all running playbacks. The title bar also has a Sheet Style button. This turns the sheet style On or Off for this window. The default style is pool style, like the image above. Sheet style could look like this: ![Running playbacks window in sheet style - one sequence and one timer started by Guest](/img/grandma3/2-3/window_playbacks_sheetstyle_v2-1-7d6c28.png) *Running playbacks window in sheet style - one sequence and one timer started by Guest* This mode shows more details and displays all the extra information available on pool objects. For example, the **Trigger** column indicates which object started the playback. Selecting a specific data pool and changing the font size are the only other options for the **Running Playbacks** window. All settings can be found in the **Running Playback Settings**, which can be opened by tapping the MA logo in the upper left corner of the title bar. ## []()Off Menu [Section titled “Off Menu”](#off-menu) The other way to see running playbacks is to open a temporary version of the window. This is called the **Off Menu**. It is opened by pressing Off twice: ![Update this description text.](/img/grandma3/2-3/off_menu_v-2-2-1f0797.png) *Off Menu in \ mode* # Special Executors > Special executors include the grand master knob as well as the keys, knobs, faders, encoders, and wheels found in the custom area and master area. By default, t Special executors include the grand master knob as well as the keys, knobs, faders, encoders, and wheels found in the custom area and master area. By default, they are assigned to control a useful assortment of masters. As with other executors, changing the assignment of special executors allows control of many types of objects, including sequences, masters, plugins, groups, macros, worlds, and views. The different areas containing special executors are always displayed to the right of the relevant letterbox screens corresponding to the hardware below the screens. The **Custom Master Section** window displays the current assignment and status of the special executors in the two custom areas, the master area and the grand master knob. This window can also include on-screen versions of the special executor encoders, wheels, knobs, and keys; as well as the Go+, Go-, and Pause keys for the selected sequence. Tap the ![](/img/grandma3/2-3/icon_special_master_15px-72974a.png) icon in the control bar to open the **Custom Master Section** temporarily. The **Custom Master Section** window is available under the More and All tabs in the **Add Window** pop-up.  ![The Custom Master Section Window with all areas visible.](/img/grandma3/2-3/window_custom-master-section_v2-0-261576.png) Custom/Master Section window The Custom/Master Section window contains three main areas:​ * Custom area encoders and wheels are displayed on the left side of the window when all sections are visible. * Master area, including the Go+, Go-, and Pause buttons for the selected executor, is displayed in the center of the window when all areas are visible. * Grand master area, displayed on the right side of the window when all sections are visible. These three main areas can include labels and a visualization of the associated hardware. When both labels and hardware are visible, the label for each special master appears directly above the associated hardware. In addition, page navigation buttons can be shown along the window’s right edge. Tap MA in the upper left corner of the window to open the Window Settings pop-up. ![](/img/grandma3/2-3/popup_custom-master-section_settings_v2-0-e17caa.png) Custom/Master Section Window Settings pop-up Tap Labels to show or hide the labels for all visible sections. Tap Hardware Buttons to show or hide the hardware visualizations for all visible sections. Tap Custom Area, Master Area, Grand Master, Page Area, and Master Area Knobs to show or hide the corresponding area of special executors or page navigation controls. Tap Show Title Bar to show or hide the title bar of the window. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Hardware Buttons and Master Area settings must all be enabled in order for the **Default Playback** buttons to be visible. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | As elements are hidden, the remaining visible elements automatically rescale to fill the available space within the window. | Tap the label of the **Default Playback** area to open the **Edit Sequence** for the selected sequence. Tap the label of any special executor to open the **Assign Menu** for that special executor. The options available in the **Assign Menu** for a special executor are the same as the options for any other executor. For more information on the assignment process, see the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) topic. *** ## Special Executor 5 and the Grand Master [Section titled “Special Executor 5 and the Grand Master”](#special-executor-5-and-the-grand-master) By default, the grand master is assigned to special executor 5. Press Assign, then press the special executor 5 knob to open the **Assign Menu** for special executor 5. Use the **Assign Menu** to assign any desired object to special executor 5. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Since the hardware associated with special executor 5 consists of only a knob with no additional key, it is possible to assign a normal key function to the press of the knob. | When any object other than the grand master is assigned to special executor 5, the area of the encoder bar that normally shows the grand master adjusts to show both the grand master and a label for the object assigned to special master 5. ![](/img/grandma3/2-3/img_grandmaster-specialmaster5_v2-0-df2fe2.png) Encoder bar showing both sequence 1, assigned to special master 5, and the grand master. # Extended Command Line Syntax Options > To control the input in the command line use the List keyword any time. To control the input in the command line use the [List keyword](/grandma3/2-3/keyword_list/) any time. For more information about the command line and the Command Line History, read the [command line topic](/grandma3/2-3/ws_ui_command_line/). To list all available subfolders, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List |   ![](/img/grandma3/2-3/popup_command_line_history_list_v1-5-726f85.png) List view in Command Line History # Supported File Formats > Make sure to use one of the following formats in the grandMA3 software. Make sure to use one of the following formats in the grandMA3 software. ### Sound File Format [Section titled “Sound File Format”](#sound-file-format) | Format and File Name Extension | | ------------------------------ | | Vorbis (.ogg) | | | | | ------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | A bit rate of 192 kbps and a sample rate of 44.1 kHz are recommended.  | *** ### Video File Formats [Section titled “Video File Formats”](#video-file-formats) | Format and File Name Extension | Licensing | | ------------------------------ | ------------- | | VP8 (.webm) | Not necessary | | VP9 (.webm) | Not necessary | | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | With VP8, the video size will be larger, but the CPU will not be used as much as with VP9. Use VP8 when you need better performance, such as when you need to stream multiple videos at the same time. If your goal is to use less memory for videos, use VP9. | # File Management > In addition to saving and loading complete show files, the grandMA3 software supports the exchange and portability of smaller portions of show data; for example In addition to saving and loading complete show files, the grandMA3 software supports the exchange and portability of smaller portions of show data; for example, a collection of macros or even a single preset. To maintain a predictable organizational structure, the software uses well-defined sets of folders within the hard drive of the console, the hard drive of a computer running grandMA3 onPC, and any USB drive connected to either a console or an onPC station. The following topics cover data transfer between a client and the console, as well as the default folder structure created and utilized by the software. For more information about the handling of complete show files, see the [Show File Handling](/grandma3/2-3/show_file_management/) topic. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The file name must not contain the following characters: \ ” $ \* ? ^ \| / : < > \` | ## Subtopics [Section titled “Subtopics”](#subtopics) * [SFTP Connection to a Console](/grandma3/2-3/fm_sftp/) * [Folder Structure](/grandma3/2-3/fm_folder_structure/) # First Steps > This chapter describes how to prepare the grandMA3 consoles and the grandMA3 onPC for operation, from unpacking the device to turning it on for the first time. This chapter describes how to prepare the grandMA3 consoles and the grandMA3 onPC for operation, from unpacking the device to turning it on for the first time. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Unpack the Device](/grandma3/2-3/fs_unpack_device/) * [Check Scope of Delivery](/grandma3/2-3/fs_scope_delivery/) * [Position the Device](/grandma3/2-3/fs_postition_device/) * [Connect Power](/grandma3/2-3/fs_connect_power/) * [Connect Desk Light](/grandma3/2-3/fs_connect_desk_light/) * [Connect External Screens](/grandma3/2-3/fs_connect_external_screens/) * [Connect USB Devices](/grandma3/2-3/fs_connect_usb/) * [Connect DMX](/grandma3/2-3/fs_connect_dmx/) * [Connect Audio In](/grandma3/2-3/fs_connect_audio_in/) * [Connect MIDI](/grandma3/2-3/fs_connect_midi/) * [Connect Sound Out](/grandma3/2-3/fs_connect_sound/) * [Connect LTC](/grandma3/2-3/fs_connect_smpte_ltc/) * [Connect Ethernet](/grandma3/2-3/fs_connect_ethernet/) * [Connect DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/) * [Connect grandMA3 extension](/grandma3/2-3/fs_connect_extension/) * [Connect grandMA3 fader wing](/grandma3/2-3/fs_connect_fader_wing/) * [Connect grandMA3 viz-key](/grandma3/2-3/fs_connect_viz_key/) * [Turn on the device for the first time](/grandma3/2-3/fs_turn_on_the_device/) * [Shut Down the System](/grandma3/2-3/shutdown_the_system/) # Fixture Types > Fixture types are used to visualize and control real-life fixtures on stage. Fixture types are used to visualize and control real-life fixtures on stage. A fixture type is a footprint of an actual fixture, smoke machine, laser, media server, dimmer, or anything to be controlled and visualized with a grandMA3 console. A fixture type is described with the following parameters: * modes * channels * physical properties You can find many fixture types and manufacturers in the grandMA3 library. Fixture types are also available for download from MA Fixture Share and GDTF Share webpages. Beyond that, it is possible to build a fixture from scratch with its parameters and attributes using the fixture builder! The grandMA3 software includes its fixture builder.\ Using the GDTF Builder is also an option. *** ## Links [Section titled “Links”](#links) For more information on Fixture Share, see . For more information on GDTF Share, see . For more information on GDTF Builder, see . ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import Fixture Types](/grandma3/2-3/ft_import/) * [Fixture Types Editor](/grandma3/2-3/edit-fixture-types/) * [Build Fixture Types](/grandma3/2-3/ft_build/) * [Export Fixture Types](/grandma3/2-3/ft_export/) # Programmer Layers > Values for the selected layer can be displayed in the Sequence Sheet, the Content Sheet, and the Fixture Sheet. Values for the selected layer can be displayed in the [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/), the [Content Sheet](/grandma3/2-3/cue_content_sheet/), and the [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/). Layers can be set from the Encoder Bar, the Layer Toolbar, or by typing the corresponding layer keyword. For more information, see [General Keywords](/grandma3/2-3/csk_general_keywords/). To enable the **Layer Toolbar** in the fixture sheet, see [Fixture Sheet Settings](/grandma3/2-3/fixture-sheet-settings/). ![](/img/grandma3/2-3/window_layer_toolbar-deac25.png)\ *Fixture sheet layer toolbar* The CueAbs layer displays each attribute’s sequence, cue, and part numbers with an absolute value originating from a running playback. The displayed information refers to the playback that defines the current output value for the attribute. For more information, see [CueAbsolute](/grandma3/2-3/keyword_cueabsolute/) keyword. Typical values, such as a selected static position, are displayed in the **absolute** value layer.  The CueRel layer displays each attribute’s sequence, cue, and part numbers with a relative value originating from a running playback. The displayed information refers to the playback that defines the current output value for the attribute. For more information, see [CueRelative](/grandma3/2-3/keyword_cuerelative/) keyword. A mauve marker indicates relative values.  The\*\* Fade\*\* layer can be used to adjust and see individual fade times. Individual fade times are indicated with a green marker. The **Delay** layer can be used to adjust and see individual delay times indicated by an orange marker. The [Sequence Sheet]() in Track Sheet mode best looks at these values. Learn more about [Individual Attribute Timing](/grandma3/2-3/cue_timing/) in the [Cues and Sequences](/grandma3/2-3/cue_sequence/) topic. The fixture sheet DMX layer provides valuable information. Open a fixture sheet and tap DMX in the Layer Toolbar. For more information, see [Fixture Sheet Settings](/grandma3/2-3/fixture-sheet-settings/). The fixture name cells for fixtures/attributes with active values from the DMX tester are displayed with a white marker in the fixture sheet. For more information, see the [DMX Sheet](/grandma3/2-3/patch_dmx_sheet/). The DMX values are indicated by the same color as the DMX tester background color. ![](/img/grandma3/2-3/window_fixture-sheet_dmx_layer-fa43c4.png)\ *Fixture sheet with DMX layer selected* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) * [Fixture Sheet Settings](/grandma3/2-3/fixture-sheet-settings/) # Fixture Sheet Modes > There are four fixture sheet modes: There are four fixture sheet modes: * **Fixture** * **Channel** * **Dimmer+** * **Sheet Filter** ## Subtopics [Section titled “Subtopics”](#subtopics) * [Common Window Settings](/grandma3/2-3/wvm_settings/) * [Graphics](/grandma3/2-3/operate_fixture_graphic/) # Fixture Sheet Settings > To open the Fixture Sheet Settings menu, tap the MA logo in the title bar of the Fixture Sheet: To open the Fixture Sheet Settings menu, tap the MA logo in the title bar of the **Fixture Sheet**: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Title Bar Configuration](/grandma3/2-3/wvm_title_bar_configuration/) # Folder Structure > The grandMA3 software uses a default set of folders to help maintain a predictable structure when saving data to any internal or external drives. The grandMA3 software uses a default set of folders to help maintain a predictable structure when saving data to any internal or external drives. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | This topic, and other topics in the manual, lists a particular folder name as **gma3\_x.y.z**. In this name, the “x.y.z” portion takes the place of the actual installed version number. If the installed version is v1.4.2.1, the name of this folder is **gma3\_1.4.2**. | ## Main Folder [Section titled “Main Folder”](#main-folder) The main folder where all grandMA3 user data is stored by default appears using different labels depending upon the type of drive. This folder can be found under the following names and locations: ### On USB Drives: [Section titled “On USB Drives:”](#on-usb-drives) The main folder on any USB drive connected to either a console or a computer running grandMA3 onPC appears at the root of the drive with the name **grandMA3**. The full folder structure is created once the drive is connected to the station and selected in the system. There are many ways to select the drive, including the Backup menu, any menu allowing import or export, or the **Select Drive \[Drive Number]** command. For more information on the **Drive** keyword, see the [Drive keyword](/grandma3/2-3/keyword_drive/) topic. ### On Internal Drives of Computers Running grandMA3 onPC: [Section titled “On Internal Drives of Computers Running grandMA3 onPC:”](#on-internal-drives-of-computers-running-grandma3-onpc) The full folder structure is created as part of the software installation process. The main folder on the internal drive of any computer running grandMA3 onPC appears with the name **MALightingTechnology**. On computers running macOS, the main folder is found at the following location:\ **\[System HD]/Users/\[User Name]/MALightingTechnology** On computers running Windows, the main folder is found at the following location:\ **C:\ProgramData\MALightingTechnology** ### On the Internal Drive of the Console: [Section titled “On the Internal Drive of the Console:”](#on-the-internal-drive-of-the-console) When logged into the console via SFTP, the console presents the main grandMA3 folder as the root directory, using the name **/**. For more information about SFTP, see the [SFTP Connection](/grandma3/2-3/fm_sftp/) topic. *** ## Shows and Backups [Section titled “Shows and Backups”](#shows-and-backups) Show files and backup show files are saved in dedicated folders, which appear in the following locations: ### On USB Drives: [Section titled “On USB Drives:”](#on-usb-drives-1) **grandMA3/shared/shows\ grandMA3/shared/backups** ### On Internal Drives of Computers Running grandMA3 onPC: [Section titled “On Internal Drives of Computers Running grandMA3 onPC:”](#on-internal-drives-of-computers-running-grandma3-onpc-1) **MALightingTechnology/gma3\_x.y.z/shared/shows\ MALightingTechnology/gma3\_x.y.z/shared/backups** ### On the Internal Drive of the Console: [Section titled “On the Internal Drive of the Console:”](#on-the-internal-drive-of-the-console-1) **/actual/shared/shows\ /actual/shared/backups** | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Moving, altering, or deleting any files other than show files or backup show files within the **gma3\_x.y.z** folder of an onPC station or the **actual** folder of a console may make the software unstable or render the system unable to boot. | *** ## Library [Section titled “Library”](#library) When exporting smaller portions of data from the show file (including objects such as fixture profiles, user profiles, and macros), these files are saved into the **gma3\_library** folder of the selected drive unless an alternate destination is specified during the export. Most object types have dedicated default sub-folders within the library. The complete list of automatically generated library folders and sub-folders includes: * agendas * appearances * certificates * colorthemes * datapools * executorconfigurations * executorpages * filters * groups * layouts * macros * matricks * plugins * presets * sequences * timecodes * worlds * fixturetyperesources * gobos * meshes * fixturetypes * inout * artnet * dcremotes * dmxremotes * midiremotes * osc * outputconfigurations * sacn * media * images * sounds * symbols * videos * mvr * netkeys * patch * dmxcurves * stages * scribbles * userprofiles * cameras * renderqualities * screenconfigurations * viewbuttons * views * users ### Exceptions to the Default Library Structure [Section titled “Exceptions to the Default Library Structure”](#exceptions-to-the-default-library-structure) Exporting any objects, that do not have a dedicated sub-folder within the gma3\_library, saves the files directly to the **gma3\_library** folder unless an alternate destination is specified during the export. Exporting either the parent of multiple objects, which each have their dedicated folders, (for example, exporting DMXProtocols as one file rather than separate exports of Art-Net and sACN) or children of objects where those children do not have their dedicated folder (for example, exporting one or more cues rather than a whole sequence), automatically adds a descriptive sub-extension to the file name while saving the file to the most appropriate folder. *** ## Automatic Folder Structure Migration [Section titled “Automatic Folder Structure Migration”](#automatic-folder-structure-migration) The default folder structure used by version 1.5 and later of the grandMA3 software is different than the structure used in previous versions. When the software recognizes a USB drive, which includes the older structure but not the newer structure, the software presents a pop-up with options for automatically migrating the existing data to the new structure. ![](/img/grandma3/2-3/popup_folder-structure_v1-5-161f42.png) Old folder structure pop-up Options in the pop-up include: * Yes, But Keep Old: Tap to copy files to the new structure while also maintaining copies in the old structure. This allows both older and newer software versions to continue using the drive. * Yes, And Delete Old: Tap to move files to the new structure and delete the old structure. * Not Now: Tap to make no changes to the current structure. The next time the USB drive is recognized by the software, the same pop-up will appear. * No And Don’t Ask Again: Tap to make no changes to the current structure. The software will not present this pop-up when the USB drive is recognized in the future. # SFTP Connection to a Console > The consoles can be accessed using an SFTP client program. The consoles can be accessed using an SFTP client program. One such program could be FileZilla Client from the FileZilla Project ([external link to internet webpage](https://filezilla-project.org/)). The SFTP client needs to be installed on a computer in the same network as the console. To access the folder structure of the console, the **IP address** of the device is needed. A username and password are also required. SFTP uses TCP port **22**. To access the grandMA3 area of the console’s hard drive, please use **madata** as both username and password. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA2 area of the grandMA3 consoles can also be accessed using SFTP. Please use **data** as both username and password to access this part. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Be very careful about making any changes in the folders or files. This is direct access to the device. Deleting or moving files may cause serious harm to the device. | Once the connection is made, it is possible to browse through the folders inside the device. The first level of folders has three folders. The “actual” folder gives access to the current software version. The “gma3\_library” folder contains exported objects, including screenshots. The “installation\_packages” contains zip files with the necessary installation files. Learn more about the folder structure in the [Folder Structure topic](/grandma3/2-3/fm_folder_structure/). Read more about screenshots in the [Screenshots topic](/grandma3/2-3/screenshot/). # [FR] Quick Manual I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_i_o_node_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_i_o_node_safety-1-2/) * [Support technique](/grandma3/2-3/key_i_o_node_support-1-2/) * [Transport](/grandma3/2-3/key_i_o_node_transport-1-2/) * [Limitations](/grandma3/2-3/key_grandma3_i_o_node-1-2/) * [Installation](/grandma3/2-3/key_io_node_installation-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_io_node_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_i_o_node_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_i_o_node_disposal-2/) * [Données Techniques](/grandma3/2-3/key_i_o_node_technical_data-2/) * [Événements](/grandma3/2-3/key_ionodes_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_i_o_node_conformity-1-2/) # [FR] Quick Manual Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_dinrail_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_dinrail_safety-1-2/) * [Support technique](/grandma3/2-3/key_dinrail_support-1-2/) * [Transport](/grandma3/2-3/key_dinrail_transport-1-2/) * [Limitations](/grandma3/2-3/key_dinrail_limitations-1-2/) * [Installation](/grandma3/2-3/key_dinrail_installation-2/) * [Guide De Démarrage](/grandma3/2-3/key_dinrail_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_dinrail_maintenance-2/) * [Élimination](/grandma3/2-3/key_dinrail_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_dinrail_technical_data-1-2/) * [Événements](/grandma3/2-3/key_nodes_din_rail_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_dinrail_conformity-1-2/) # [FR] Quick Manual Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_xport_nodes_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_xport_nodes_safety-2/) * [Support technique](/grandma3/2-3/key_xport_nodes_support-2/) * [Transport](/grandma3/2-3/key_xport_nodes_transport-2/) * [Limitations](/grandma3/2-3/key_xport_nodes_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_xport_node_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_xport_node_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_xport_nodes_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_xport_nodes_technical_data-1-2/) * [Événements](/grandma3/2-3/key_nodes_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_xport_node_conformity-1-2/) # [FR] Quick Manual onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_onpc_command_wing_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_onpc_command_wing_safety-2/) * [Support technique](/grandma3/2-3/key_onpc_command_wing_support-1-2/) * [Transport](/grandma3/2-3/key_onpc_command_wing_transport-1-2/) * [Limitations](/grandma3/2-3/key_onpc_command_wing_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_onpc_command_wing_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_onpc_command_wing_maintenance-2/) * [Élimination](/grandma3/2-3/key_onpc_command_wing_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_onpc_command_wing_technical_data-1-2/) * [Événements](/grandma3/2-3/key_command_wing_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_onpc_command_wing_conformity-1-2/) # [FR] Quick Manual onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_onpc_xt_intended_use-2/) * [Sécurité](/grandma3/2-3/key_onpc_xt_safety-1-2/) * [Support technique](/grandma3/2-3/key_onpc_xt_support-2/) * [Transport](/grandma3/2-3/key_onpc_xt_transport-1-2/) * [Limitations](/grandma3/2-3/key_onpc_xt_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_onpc_xt_quick_start-2/) * [Entretient](/grandma3/2-3/key_onpc_xt_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_onpc_xt_disposal-2/) * [Données Techniques](/grandma3/2-3/key_onpc_xt_technical_data-1-2/) * [Événements](/grandma3/2-3/key_commandwingxt_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_onpc_xt_conformity-1-2/) # [FR] Quick Manual onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_safety-1-2/) * [Support technique](/grandma3/2-3/key_fader_wing_support-1-2/) * [Transport](/grandma3/2-3/key_fader_wing_transport-2/) * [Limitations](/grandma3/2-3/key_onpc_limitations-2/) * [Guide De Démarrage](/grandma3/2-3/key_fader_wing_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_fader_wing_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_fader_wing_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_fader_wing_technical_data-2/) * [Événements](/grandma3/2-3/key_faderwing_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_fader_wing_conformity-1-2/) # [FR] Quick Manual onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_grandma3_rack_unit_transport-1-2/) * [Sécurité](/grandma3/2-3/key_rack_unit_safety-2/) * [Support technique](/grandma3/2-3/key_rack_unit_support-1-2/) * [Transport](/grandma3/2-3/key_rack_unit_transport-1-2/) * [Limitations](/grandma3/2-3/key_onpc_rack_unit_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_rack_unit_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_rack_unit_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_rack_unit_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_rack_unit_technical_data-2/) * [Événements](/grandma3/2-3/key_rackunit_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_grandma3_onpc-rack_unit-1-2/) # [FR] Quick Manual viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_viz_key_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_viz_key_safety-1-2/) * [Support technique](/grandma3/2-3/key_viz_key_support-1-2/) * [Transport](/grandma3/2-3/key_viz_key_transport-1-2/) * [Limitations](/grandma3/2-3/key_viz_key_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_viz_key_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_viz_key_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_viz_key_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_viz_key_technical_data-1-2/) * [Événements](/grandma3/2-3/key_vizkey_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_viz_key_conformity-1-2/) # [FR] Quick Manual consoles ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_consoles_intended_use-1-2/) * [Sécurité](/grandma3/2-3/key_consoles_safety-1-2/) * [Support technique](/grandma3/2-3/key_consoles_support-1-2/) * [Transport](/grandma3/2-3/key_transport-1-2/) * [Limitations](/grandma3/2-3/key_consoles_limitations-1-2/) * [Guide De Démarrage](/grandma3/2-3/key_console_quick_start-2/) * [Entretient](/grandma3/2-3/key_consoles_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_consoles_disposal-1-2/) * [Données Techniques](/grandma3/2-3/key_consoles_technical_data-1-2/) * [Événements](/grandma3/2-3/key_pixel_faults-1-2/) * [Déclaration de conformité](/grandma3/2-3/key_conformity-1-2/) # [FR] Quick Manual processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-3/key_pu_intended_use-2/) * [Sécurité](/grandma3/2-3/key_pu_safety-1-2/) * [Support technique](/grandma3/2-3/key_pu_support-1-2/) * [Transport](/grandma3/2-3/key_pu_transport-1-2/) * [Limitations](/grandma3/2-3/key_pu_limitations-2/) * [Guide De Démarrage](/grandma3/2-3/key_pu_quick_start-1-2/) * [Entretient](/grandma3/2-3/key_pu_maintenance-1-2/) * [Élimination](/grandma3/2-3/key_pu_disposal-2/) * [Données Techniques](/grandma3/2-3/key_pu_technical_data-1-2/) * [Événements](/grandma3/2-3/key_pu_instances-2/) * [Déclaration de conformité](/grandma3/2-3/key_pu_conformity-2/) # Connect Audio In > To use a sound trigger or BPM, connect a sound source to the grandMA3 device. For more information about sound, see the Sound topic. To use a sound trigger or BPM, connect a sound source to the grandMA3 device. For more information about sound, see the [Sound](/grandma3/2-3/sound/) topic. | | | | ------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The signal strength should be a minimum of 50 mV. | Connect the 3pin XLR sound source cable to the [Audio Remote In connector](/grandma3/2-3/do_connector_pin_assignment/#XLR) on the rear panel. ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_audio-ea9a34.png) *grandMA3 full-size rear panel – Audio Remote In* ![](/img/grandma3/2-3/img_gm3_compact-xt_rear_white_audio-24fece.png) *grandMA3 compact (XT) rear panel – Audio Remote In* ![Update this description text.](/img/grandma3/2-3/img_gm3_replay-unit_rear_audio-067b80.png) grandMA3 replay unit - Audio Remote In To view the pinout of the XLR connector, refer to the topic [Connector Pin Assignment](/grandma3/2-3/do_connector_pin_assignment/#XLR). # Connect DC Remote In > To use the DC Remote In with grandMA3 consoles, onPC command wings, and I/O Nodes connect a contact closure switch, for example, a light barrier or a push butto To use the DC Remote In with grandMA3 consoles, onPC command wings, and I/O Nodes connect a contact closure switch, for example, a light barrier or a push button. For further information, see the topics [Remote keyword](/grandma3/2-3/keyword_remote/), [Remote In and Out](/grandma3/2-3/remote_inputs/), and [Output configuration](/grandma3/2-3/dmx_port_config/). Up to 64 input channels can be used within a session. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is possible to move faders analog, for example, the Master Fader by using a grandMA3 console or I/O Node connected with a potentiometer (0 to +10V DC). The onPC products can switch on and off, but do not fade. | * Generate a switch or connect an external source that sends up to +10V DC to pin 1 for the console to react to analog input number 1. * The recommended resistance is 5 kohms to 10 kohms. * To use the DC Remote, feed a voltage signal (maximum +10V DC) into the corresponding input pin. For more information see the pinout image below. To connect a switch: * Take +10V DC voltage in pin 5 for the grandMA3 console or I/O Node -or- * +5V DC voltage for grandMA3 onPC command wing and command wing XT -or- * Take an external voltage source (+10V DC in grandMA3 consoles or I/O Nodes and +5V DC in grandMA3 onPC command wing and command wing XT), connect its ground to the common ground pin of the device.  Connect the +10V DC voltage source to one input pin 1-4 or 6-8 with a potential-free contact (switch, buzzer, motion detector, or any other switching device) in between. Circuit examples: * Potentiometer +10V DC in grandMA3 consoles or I/O Nodes ![](/img/grandma3/2-3/img_dc-remote_pot-10v-a3036f.png) *Potentiometer +10V DC* * Switch +10 DC in grandMA3 consoles or I/O Nodes ![](/img/grandma3/2-3/img_dc-remote_switch-10v-6ab7da.png) *Switch +10V DC* * Switch +5V DC in grandMA3 onPC command wing and command wing XT ![](/img/grandma3/2-3/img_dc-remote_switch-5v-8e407f.png) *Switch +5V DC* # Connect Desk Light > The grandMA3 comes with one or two desk lights, depending on the model. For more information see, delivery contents. The grandMA3 comes with one or two desk lights, depending on the model. For more information see, [delivery contents](/grandma3/2-3/fs_scope_delivery/). Connect the 4 pin XLR connector to the desk light connectors on the rear panel. The desk lights are connected.  To adjust the light level, see the [Desk Lights](/grandma3/2-3/si_desklights/) topic. ![](/img/grandma3/2-3/img_gm3_full-size--crv-_rear_desk-light-c3e3d2.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – desk light* ![](/img/grandma3/2-3/img_gm3_compact_rear_desk-light-138295.png) *grandMA3 compact (XT) rear panel – desk light* ![](/img/grandma3/2-3/img_gm3_command-wing_rear_desk-light-fe0871.png) *grandMA3 onPC command wing (XT) rear panel – desk light* ![](/img/grandma3/2-3/img_gm3_fader-wing_rear_desk-light-31d246.png) *grandMA3 *fader wing* rear panel – desk light* ![](/img/grandma3/2-3/img_gm3_extension_rear_desk-light-89d13c.png) *grandMA3 *extension* rear panel – desk light* To view the pinout of the XLR connector, refer to the topic [Connector Pin Assignment](/grandma3/2-3/do_connector_pin_assignment/#XLR). # Connect DMX > You can connect DMX devices to the grandMA3 devices. You can connect DMX devices to the grandMA3 devices.  Depending on the type of the grandMA3 device there are up to eight DMX Out ports (for example, the grandMA3 8 port node) and one DMX In port (for example, the grandMA3 onPC command wing XT). No matter which physical direction the connector has, it can be configured in the software and is therefore capable for both directions: in and out. To adjust the DMX Remote settings, read the [In and Out topic](/grandma3/2-3/remote_inputs/). To configure the DMX ports (Off, Out, RDM, In), read the [DMX Port Configuration topic](/grandma3/2-3/dmx_port_config/). *  Connect the 5pin XLR DMX cable to a DMX connector on the console and a DMX device. The DMX device is connected to the [XLR connector](/grandma3/2-3/do_connector_pin_assignment/#XLR). ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_dmx-3d0c9c.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – DMX* ![](/img/grandma3/2-3/img_gm3_compact-xt_rear_white_resize_dmx-5627a0.png) *grandMA3 compact (XT) rear panel – DMX* ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_white_dmx-aed4b9.png) *grandMA3 onPC command wing (XT) rear panel – DMX* ![](/img/grandma3/2-3/img_gm3_fader-wing_rear_white_dmx-b308ae.png) *grandMA3 onPC *fader wing* rear panel – DMX* ![](/img/grandma3/2-3/img_gm3_8port_node_rear_white_dmx-4952e4.png) grandMA3 8Port Node\_ rear panel – DMX\_ ![](/img/grandma3/2-3/img_gm3_4port_node_rear_white_dmx-a5414b.png) grandMA3 4Port Node\_ rear panel – DMX\_ ![](/img/grandma3/2-3/img_gm3_2port_node_rear_white_dmx-8a6a52.png) grandMA3 2Port Node\_ rear panel – DMX\_ To view the pinout of the XLR connector, refer to the topic [Connector Pin Assignment](/grandma3/2-3/do_connector_pin_assignment/#XLR). # Connect Ethernet > Depending on the type of grandMA3 device, there are up to three Ethernet ports on the rear panel. To set the IP addresses for the ethernet ports, see Interfaces Depending on the type of grandMA3 device, there are up to three Ethernet ports on the rear panel. To set the IP addresses for the ethernet ports, see [Interfaces and IP](/grandma3/2-3/network_interface/). ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_ethernet-82ac27.png) \_grandMA3 full-size (CRV) and light (CRV) rear panel – \_Ethernet ![](/img/grandma3/2-3/img_gm3_compact-xt_rear_white_ethernet-ec2bd3.png) \_grandMA3 compact (XT) rear panel – \_Ethernet ![](/img/grandma3/2-3/img_gm3_extension_rear_white_ethernet-38d67a.png) \_grandMA3 *extension* rear panel – \_Ethernet ![](/img/grandma3/2-3/img_gm3_io-node_rear_white_ethernet-024b16.png) \_grandMA3 *I/O Node* rear panel – \_Ethernet ![](/img/grandma3/2-3/img_gm3_io-node--20din-rail_rear_white_ethernet-07a909.png) \_grandMA3 *I/O Node DIN-Rail* rear panel – \_Ethernet | | | | - | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | **Hint:** | | | The naming of the Ethernet ports is individual, for example, Con1, Con2, and Con3 in the console. In the onPC software, the Ethernet ports are named by the operating system, for example Ethernet, Ethernet 2, etc. | # Connect grandMA3 extension > The grandMA3 extension allows to extend the amount of physical executor handles for a grandMA3 full-size (CRV), grandMA3 light (CRV), or grandMA3 replay unit. The grandMA3 extension allows to extend the amount of physical executor handles for a grandMA3 full-size (CRV), grandMA3 light (CRV), or grandMA3 replay unit. For more information about this device, please refer to [grandMA3 extension](/grandma3/2-3/do_extension/) in the Device Overview section. The number of grandMA3 extensions connected to a grandMA3 console depends on the console type: | Device | Number of grandMA3 extensions | | ---------------------------------- | ----------------------------- | | grandMA3 full-size / full-size CRV | 1 | | grandMA3 light / light CRV | 2 | | grandMA3 replay unit | 3 | **Requirements:** * The grandMA3 extension needs to be in the same IP subnet as the console. For more information about the network, see  [Networking](/grandma3/2-3/network/). * The grandMA3 extension software version must match the console software version. *** To display the software version on an extension: * Boot the extension. The software version is displayed in the lower-left corner. To display the extension software version on a console: 1. Tap Menu and Network. The Network window opens. 2. Tap on the arrow ![](/img/grandma3/2-3/icon_network_arrow-32bbc5.png) next to Extension. The flip-menu opens. 3. The software version is shown under Version Big in the grandMA3 extension column. ![Update this description text.](/img/grandma3/2-3/menu_network_extensio_v2-3-d2d5aa.png) Network menu *** | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | An extension only connects to a specific console. It is not a standalone device. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | To establish a connection with an extension, the IP address of the extension must be in the same IP range as the console. | To change the extensions IP address remotely from a console or onPC station: 1. Tap Menu and Network. The network window opens. 2. Select the grandMA3 extension entry and click IP address / tap and hold IP address. 3. Use the pop-up window to change the IP settings. To change the IP address on the extension: 1. Turn on the extension. 2. Tap the gear icon ![](/img/grandma3/2-3/icon_gear_15_v1-0-f220ce.png) to open the Network Interface. A network interface pop-up opens. 3. Tap on the IP address. The IP editor opens. ![](/img/grandma3/2-3/window_grandma3_extension_1_v1-8-3836ad.png) Gear icon on the grandMA3 extension ![](/img/grandma3/2-3/popup_grandma3_extension1_v1-8-d3c7f5.png) Network Interfaces on the grandMA3 extension To establish a connection between a console and an extension: 1. Select the extension in the network menu on the console, 2. Tap Invite Station. The connection will be initiated. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | It is not possible to invite the extension to a second console, when it is already connected to a different console. | To disconnect the extension from a console, cancel the connection on the console the extension is connected to at the moment: 1. Select the extension in the network menu on the console. 2. Tap Dismiss Station. The connection will be disconnected. It can be connected to a different console now. *** The column Remote IP in the network menu displays to which console the extensions are connected at the moment.\   When an extension is successfully connected with a console, it will display the first wing of executors by default. To display a different executor wing: * Tap Menu - Settings - Extension Configuration. Within the Extension Configuration menu, it is only possible to change the WingID for the connected extension. ![Update this description text.](/img/grandma3/2-3/menu_extension_configuration_v2-3-df757e.png) Extension Configuration menu There are 2 column modes: Condensed (default) and Full. 1. The condensed mode only displays information about the connection state, IP, and WingID. 2. The full mode also displays the columns Connected Count and Device Type. * Connection State: Can be Yes or No. This cell cannot be edited by the user and displays if the extension is connected with the console or not. * IP: Displays the IP address of the extension. This cell also cannot be edited by the user. * Wing ID: Displays the ID of the executor wing the extension controls. This property can be changed by the user. * Connected Count: The higher the number the more often the extension tried to connect to the console. In a faulty network environment, the number can increase fast due to reconnection. This value cannot be edited by the user. * Device Type: This column displays the device type of the extension. Typically it is grandMA3 Fader Module Encoder (MFE). This cell also cannot be edited. The desk light of an extension is controlled together with the desk lights of the console. The custom section of an extension can mirror the [custom section of the console](/grandma3/2-3/do_control_custom/) or can be independent of the console, depending on the user settings. To learn more about user settings, read the [User settings topic](/grandma3/2-3/user_settings/). # Connect External Screens > You can connect up to five external touch screens with a grandMA3 full-size CRV (= Control Room Version). For more information about the amount of DisplayPort c You can connect up to five external touch screens with a grandMA3 full-size CRV (= Control Room Version). For more information about the amount of DisplayPort connectors of each model, see the [Quick Manual Consoles - Technical Data](/grandma3/2-3/key_consoles_technical_data/) or the relevant device overview topic. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The grandMA3 series supports only native DisplayPort connectors on external screens. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | In grandMA3 CRV versions, use at least one Full HD display and a touch display or a mouse. | # Connect grandMA3 fader wing > The grandMA3 onPC fader wing expands the onPC system with additional playback capabilities. The grandMA3 onPC fader wing expands the onPC system with additional playback capabilities. For more information about this device, please refer to [grandMA3 onPC fader wing](/grandma3/2-3/do_grandma3_onpc_fader_wing/) in the Device Overview section. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | It is only possible to connect fader wings to grandMA3 onPC systems. A maximum of two fader wings and a command wing can be connected. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Regardless of the number of devices connected to the grandMA3 onPC software, the maximum number of parameters is limited to 4 096. For more information, see [Expand the Amount of Parameters topic](/grandma3/2-3/system_parameter_expand/). | *** ### Connect the grandMA3 onPC fader wing [Section titled “Connect the grandMA3 onPC fader wing”](#connect-the-grandma3-onpc-fader-wing) 1. Connect the grandMA3 onPC fader wing with: * command wing XT * PC * Laptop 2. Start the grandMA3 command wing XT, PC, or laptop. 3. Switch on the grandMA3 onPC fader wing. ### \_ Expanding the Number of Executors\_ [Section titled “\_ Expanding the Number of Executors\_”](#_expanding-the-number-of-executors_) To connect a grandMA3 onPC fader wing in combination with a grandMA3 onPC command wing to expand the number of executors, the wing configuration has to be changed: * To check the USB setting, tap Settings, USB Configuration, MA3Modules. ![](/img/grandma3/2-3/menu_usb_configuration1_v2-3-6ac5c2.png) USB Configuration setting ### Adjust the Wing ID​ [Section titled “Adjust the Wing ID​”](#adjust-the-wing-id) 1. To adjust the wing ID of the command wing, tap or right-click WingID. A pop-up window opens. 2. To change the WingID to 2, tap Wing2. # Connect MIDI > MIDI connectors can be used for MIDI input or output. For example, to send the MIDI timecode signal to the sound engineer. MIDI connectors can be used for MIDI input or output. For example, to send the MIDI timecode signal to the sound engineer. ## Location of MIDI Connectors on Different Products [Section titled “Location of MIDI Connectors on Different Products”](#location-of-midi-connectors-on-different-products) ![](/img/grandma3/2-3/img_gm3_full-size_rear_midi-2533bd.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – MIDI* ![](/img/grandma3/2-3/img_gm3_compact_rear_midi-87bac9.png) *grandMA3 compact (XT) rear panel – MIDI* ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_white_midi-1c57a9.png) *grandMA3 onPC command wing (XT) rear panel – MIDI*     ![](/img/grandma3/2-3/img_gm3_io-node_rear_white_midi-5b5f19.png) *grandMA3 *I/O Node* rear panel – MIDI* ![](/img/grandma3/2-3/img_gm3_io-node--20din-rail_rear_white_midi-a09e4c.png) *grandMA3 *I/O Node DIN-Rail* top panel – MIDI* | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information on DIN and Euroblock connector pinout, see [Connector Pin Assignment](/grandma3/2-3/do_connector_pin_assignment/). | # Connect Power > 1. Insert the powerCON TRUE1 connector or powerCON TRUE1 TOP connector in the powerCON TRUE1 plug or powerCON TRUE1 TOP plug and twist it to lock clockwise. ### Devices with powerCON Connector or powerCON TRUE1 TOP Connector [Section titled “Devices with powerCON Connector or powerCON TRUE1 TOP Connector”](#devices-with-powercon-connector-or-powercon-true1-top-connector) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** If only the powerCON TRUE1 connector or powerCON TRUE1 TOP connector is provided, connect a suitable cable to the connector. To connect a suitable cable to the powerCON TRUE 1 connector or powerCON TRUE1 TOP connector, contact the local distributor. | 1. Insert the powerCON TRUE1 connector or powerCON TRUE1 TOP connector in the powerCON TRUE1 plug or powerCON TRUE1 TOP plug and twist it to lock clockwise.\ An audible click is heard. 2. Connect the other end of the cable to a suitable power source. ### Devices with IEC Connector [Section titled “Devices with IEC Connector”](#devices-with-iec-connector) 1. Insert the IEC connector into the corresponding jack.  2. Connect the power plug. The device is connected to power. ![](/img/grandma3/2-3/img_gm3_full-size_rear_power-07aed2.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – power* ![](/img/grandma3/2-3/img_gm3_compact_rear_power-4b9860.png) *grandMA3 compact (XT) rear panel – power* ![](/img/grandma3/2-3/img_gm3_command-wing_power-32e1c5.png) *grandMA3 onPC command wing (XT) rear panel – power* ![](/img/grandma3/2-3/img_gm3_fader-wing_power-0d08ec.png) *grandMA3 *fader wing* rear panel – power* ![](/img/grandma3/2-3/img_gm3_extension_rear_power-19aefe.png) *grandMA3 *extension* rear panel – power* ![](/img/grandma3/2-3/img_gm3_io-node_power-27fb70.png) \_grandMA3 *I/O Node* rear panel – \_power # Connect LTC > The LTC connector can be used for timecode input or for timecode output, e.g. to send the timecode signal to the sound engineer. The LTC connector can be used for timecode input or for timecode output, e.g. to send the timecode signal to the sound engineer. The LTC port direction can be configured in the [Output Configuration](/grandma3/2-3/dmx_port_config/). To synchronize the console with an SMPTE timecode source, connect an SMPTE source to the LTC port. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Information:** | | | The supported time formats are: - 24 fps - 25 fps - 30 fps If you send 29.97 or 30 drop frame, it will be interpreted as 30 fps. | **Sound and timecode signal levels** | Min. level | Max. level | Recom. level | | ---------- | ---------- | ------------ | | -11 dBu | +15 dBu | 0 dBu | | 0.2 Veff | 4.4 Veff | 0.8 Veff | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Information:** | | | The signal strength should be a minimum of 200 mV. Pin 1: Ground Pin 2: - (minus) Pin 3: + (plus) | *  Connect the SMPTE source to the LTC connector on the rear panel of the console. The SMPTE source is connected to the LTC connector. ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_ltc-3142ea.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – LTC* ![](/img/grandma3/2-3/img_gm3_compact-xt_rear_white_resize_ltc-3eeebb.png) *grandMA3 compact (XT) rear panel – LTC* ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_white_ltc-b4ffc4.png) *grandMA3 onPC command wing (XT) rear panel – LTC* ![](/img/grandma3/2-3/img_gm3_io-node_rear_white_ltc-b76a79.png) *grandMA3 *I/O Node* rear panel – LTC* ![](/img/grandma3/2-3/img_gm3_io-node--20din-rail_rear_white_ltc-72fca4.png) *grandMA3 *I/O Node DIN-Rail* rear panel – LTC* To view the pinout of the XLR and Euroblock connector, refer to the topic [Connector Pin Assignment](/grandma3/2-3/do_connector_pin_assignment/#XLR). # Connect Sound Out > The following grandMA3 products have a S/PDIF (Sony/Philips Digital Interface) connectors on the rear panel to output sound. For more information on sounds, see The following grandMA3 products have a S/PDIF (Sony/Philips Digital Interface) connectors on the rear panel to output sound. For more information on sounds, see the [Sounds Pool](/grandma3/2-3/sound_pool/) topic. ![](/img/grandma3/2-3/img_gm3_full-size_rear_white_s_pdif-46113a.png) *grandMA3 full-size (CRV) and light (CRV) rear panel - S/PDIF Out* ![](/img/grandma3/2-3/img_compact_xt_rear_white_s_pdif-86bce2.png) *grandMA3 compact XT rear panel - S/PDIF Out* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Local Settings](/grandma3/2-3/local_settings/) * [Sound](/grandma3/2-3/sound/) # Connect USB Devices > You can connect an external USB flash drive, an USB hard drive, USB mouse, an external USB keyboard, or an external touch screen to the grandMA3 device using th You can connect an external USB flash drive, an USB hard drive, USB mouse, an external USB keyboard, or an external touch screen to the grandMA3 device using the USB ports. Depending on the type of the grandMA3 device there are up to 6 USB connectors: * 1x USB 3.0 at the front on the right of the console * 1x USB 3.0 inside the keyboard drawer * 3x USB 2.0 and 1x USB 3.0 on the rear panel ![](/img/grandma3/2-3/img_full-size_front_usb-3a0313.png) *grandMA3 full-size USB 3.0* (type A)\_ inside keyboard drawer and on the right\_ ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_usb-35b4bb.png) \_grandMA3 full-size (CRV) rear panel USB 2.0 \_(type A) ![](/img/grandma3/2-3/img_gm3_full-size-crv_rear_white_usb3-ddd8a7.png) *grandMA3 full-size rear panel USB 3.0* (type A) ![](/img/grandma3/2-3/img_gm3_compact-xt_rear_white_usb-80afeb.png) \_grandMA3 compact (XT) rear panel USB 3.0 \_(type A)   To connect a grandMA3 onPC device with the computer or laptop, use the USB connector (type B): ![](/img/grandma3/2-3/img_gm3_fader-wing_rear_white_usb-6d7af1.png) *grandMA3 onPC fader wing rear panel USB* 2.0 (type B) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_white_usb-e228c0.png) *grandMA3 onPC command wing rear panel USB* 2.0 (type B) # Connect grandMA3 viz-key > The grandMA3 viz-key is needed to: The grandMA3 viz-key is needed to: * Establish a connection between a grandMA3 software and a third party visualizer with an unlimited number of virtual parameters. * Output 512 parameters via network. If the correct version of grandMA3 onPC is installed on the visualizer workstation, no further download or installation is required. When sufficient parameters are already available in a session, then the grandMA3 viz-key hardware is not required. To establish a session between a visualizer on which no grandMA3 onPC is running and a grandMA3 system, the matching grandMA3 viz-key software must be installed on the visualizer. This software is essential for establishing a connection between the visualizer and the grandMA3 system, so even if no viz-key is required, the software must be installed on the visualizer.\  \ For more information, see [Update grandMA3 viz-key](/grandma3/2-3/update_viz_key/). # Position the Device > Follow the instructions below: Follow the instructions below: * Do not place the device in a humid area. * Place the device on a stable, flat, dry surface. * Do not cover the ventilation holes. * Do not expose the device to direct sunlight. * Maintain a minimum distance of 15 cm (5.91 inches) between the multi-touch screen surface and radio intercom systems. Going below the minimum distance may cause unexpected behavior, such as unwanted multi-touch actions or mouse movements. # Check Scope of Delivery > The list below shows the scope of delivery. If anything is missing, contact your local distributor. The list below shows the scope of delivery. If anything is missing, contact your local distributor. ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 full-size * 2 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 full-size CRV * 2 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 light * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 light CRV * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) * 1 x LED desk light grandMA3 * 1 x Dust cover grandMA3 compact XT * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) * 1 x LED desk light grandMA3 * 1 x Dust cover grandMA3 compact * 1 x Magnetic plate for easy labeling of 10 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) * 1 x LED desk light grandMA3 * 1 x Dust cover * 1x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) * 1x grandMA3 Quick Manual consoles ### grandMA3 processing units [Section titled “grandMA3 processing units”](#grandma3-processing-units) * 1x grandMA3 Quick Manual processing unit ### grandMA3 xPort Nodes [Section titled “grandMA3 xPort Nodes”](#grandma3-xport-nodes) * 1x grandMA3 Quick Manual Nodes ### grandMA3 Nodes DIN-Rail [Section titled “grandMA3 Nodes DIN-Rail”](#grandma3-nodes-din-rail) * 1x grandMA3 Quick Manual Nodes DIN-Rail ### grandMA3 I/O Nodes [Section titled “grandMA3 I/O Nodes”](#grandma3-io-nodes) * 1x grandMA3 Quick Manual I/O Nodes ### grandMA3 I/O Nodes DIN-Rail [Section titled “grandMA3 I/O Nodes DIN-Rail”](#grandma3-io-nodes-din-rail) * 1x grandMA3 Quick Manual I/O Nodes ### grandMA3 onPC command wing [Section titled “grandMA3 onPC command wing”](#grandma3-onpc-command-wing) * 1 x Dust cover * 1 x Magnetic plate for easy labeling of 10 faders * 1 x USB cable * 1 x grandMA3 Quick Manual onPC command wing ### grandMA3 onPC command wing XT [Section titled “grandMA3 onPC command wing XT”](#grandma3-onpc-command-wing-xt) * 1 x Dust cover * 1 x Magnetic plate for easy labeling of 10 faders * 1 x grandMA3 Quick Manual onPC command wing XT ### grandMA3 onPC fader wing [Section titled “grandMA3 onPC fader wing”](#grandma3-onpc-fader-wing) * 1x Dust cover  * 1x USB cable * 1x Magnetic plate for easy labeling of 10 faders * 1x grandMA3 Quick Manual onPC fader wing ###  grandMA3 rack-unit [Section titled “ grandMA3 rack-unit”](#grandma3-rack-unit) * 1x grandMA3 Quick Manual onPC rack-unit ### grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key) * 1x USB cable (C/C) * 1x USB cable (C/A) * 1x grandMA3 Quick Manual viz-key # Turn on the device for the first time # Unpack the Device * Unpack the device. Remove all packing material, strips and protection films. * Keep the packing material for transport. | | | | ------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device was tested for proper function at the factory. | # Build Fixture Types > grandMA3 allows building fixture types. Therefore, the grandMA3 software benefits from using a fixture-type editor. In this editor, it is possible to set up a c grandMA3 allows building fixture types. Therefore, the grandMA3 software benefits from using a fixture-type editor. In this editor, it is possible to set up a custom-made fixture type using different inputs. For example: * Wheels * Physical Descriptions * Models * Geometries * DMX Modes ![](/img/grandma3/2-3/window_fixture_type_editor-fc2a4f.png)\ *Fixture type editor showing DMX modes for the selected fixture type* ![](/img/grandma3/2-3/window_dmx_editor-b509c4.png) The following topics demonstrate how to use the Fixture Type Editor and provide a simple example of what a standard fixture type can look like.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Creating fixture types can be necessary to project real-life fixtures that have not been built yet. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Instead of creating a new fixture type, it can be easier and faster to take an existing one and adjust only the differences! | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is also possible to build fixtures using the GDTF Builder and import them to grandMA3. For more information, see [Import GDTF](/grandma3/2-3/ft_import_gdtf/). | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Insert Fixture Types](/grandma3/2-3/ft_insert_fixture_types/) * [Insert Geometries](/grandma3/2-3/ft_insert_geometries/) * [Insert Models](/grandma3/2-3/ft_insert_models/) * [Link Models to Geometries](/grandma3/2-3/ft_link_models_geometries/) * [Insert DMX Modes and DMX Channels](/grandma3/2-3/ft_insert_dmx/) * [Environmental Fixture Types](/grandma3/2-3/ft_environmental_fixture_types/) # Conflicts in Fixture Types > Importing or editing fixture types from the library could lead to conflicts, for example, if the fixture type has wrong information in it or if a DMX channel is Importing or editing fixture types from the library could lead to conflicts, for example, if the fixture type has wrong information in it or if a DMX channel is overlapped by another. Conflicts are displayed by specific font colors in the Patch.  ### Fixture Type with Orange Font Color [Section titled “Fixture Type with Orange Font Color”](#fixture-type-with-orange-font-color) * Orange font colors in the patch indicate a warning. Fixture types with an orange font color are accessible, but may not function properly. # Environmental Fixture Types > A way to make a stage more realistic is to use environmental fixture types. These fixture types are anything other than lighting fixtures, such as stages, truss A way to make a stage more realistic is to use environmental fixture types. These fixture types are anything other than lighting fixtures, such as stages, trusses, seating, or scenery. Environmental fixture types are part of the fixture library in the patch menu. To list some basic environmental fixtures: 1. Press Menu. The menu opens. 2. Tap Patch. The patch menu opens. 3. Tap Insert New Fixture. 4. Search for **Set** in the library. (All the provided environmental fixture types are using the manufacturer ‘Set’.) All fixtures types that have Set in their name or manufacturer name are listed. # Export Fixture Types > It is possible to export the fixture types to the following locations: It is possible to export the fixture types to the following locations: * Internal drive * External USB drive It is possible to export the fixture types as the following file formats: * grandMA3 format * GDTF **Requirement:** Open the Patch. 1. Tap Fixture Types in the bar on the left of the patch dialog.\ The **Fixture Types** menu opens.  ![](/img/grandma3/2-3/window_fixture_type_v1-6-e28e79.png) *Open Fixture Types* 2. Tap at the to be exported fixture type in the list. 3. Tap Export.\ The **Export Fixture Type** pop-up opens. ![](/img/grandma3/2-3/window_export_fixture_type-e38d01.png) *Export a fixture type* 4. To select the destination drive, tap at Internal in the title bar.\ If an USB stick is inserted, the USB stick can be chosen. 5. To export the fixture type as grandMA3 format for only grandMA3 use case, tap at User.\ To export the fixture type as GDTF to use the fixture type within different programs that can read GDTF, tap at GDTF. 6. Enter a name. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no name is entered, the fixture type file will be exported as or . | 7. Tap Export. The selected fixture type is exported to the selected drive. When the selected drive is internal, the fixture type is exported to the computer’s local drive **(C:)\ProgramData\MALightingTechnology\gma3\_library\fixturetypes**. When the selected drive is external, the fixture type is exported to the external USB Drive **(E:)\grandMA3\library\fixturetypes.** # Import Fixture Types > Fixture Types is used to import fixtures for later use. Fixture Types is used to import fixtures for later use. It is possible to import fixture types from these libraries: * **grandMA3** fixtures * Converted **grandMA2** fixtures * Fixtures using **GDTF** format ## Fixture Types Menu [Section titled “Fixture Types Menu”](#fixture-types-menu) 1. To access the Patch menu, press Menu and then tap Patch. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When creating a new show, the Insert New Fixtures window opens. It’s a good habit to import new Fixture Types from the Fixture Types menu. Tap ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png)on the top right corner of the Insert New Fixtures window to close it. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import GDTF](/grandma3/2-3/ft_import_gdtf/) * [Conflicts in Fixture Types](/grandma3/2-3/ft_conflicts_in_fixture_types/) # Import GDTF > Import a GDTF file (General Device Type Format) containing a fixture type description. GDTF provides a fixture's digital footprint. Visit https://gdtf-share.com Import a GDTF file (General Device Type Format) containing a fixture type description. GDTF provides a fixture’s digital footprint. Visit [https://gdtf-share.com](https://gdtf-share.com/) for more information. The GDTF file is a zip file containing: * Description * Geometry data * Gobo images For a detailed description of GDTF, see the DIN specification 15800:2022 (). ## Import GDTF from the Console or Directly from the World Server [Section titled “Import GDTF from the Console or Directly from the World Server”](#import-gdtf-from-the-console-or-directly-from-the-world-server) Access **grandMA3 fixture share** and **GDTF** libraries directly when there is an active connection to a World Server (for more information, see [World server](/grandma3/2-3/system_world/)), 1. Open the patch menu by pressing Menu. 2. Tap Patch. 3. On the left side of the window, tap Fixture Types. 4. Tap Import at the bottom of the window. The ​Select Fixture Type to Import pop-up opens. 5. Enable the share button ![](/img/grandma3/2-3/icon_worldserver_24_v1-9-a95a5e.png) to list all fixture types sourced from the GDTF shared library. ![](/img/grandma3/2-3/window_import_gdtf-dd05b8.png) Select Fixture to Import from Library pop-up # Insert DMX Modes and DMX Channels > The next step is to insert DMX modes and channels and link them to the geometries. The next step is to insert DMX modes and channels and link them to the geometries. Specific functions and attributes can only be executed by specific physical parts of a fixture. The pan movement, for example, is executed by the yoke of the basic moving head. Therefore, you have to link DMX channels with their specific functions and attributes to the corresponding geometrical parts of the fixture type. # Insert Fixture Types > The following topics provide a step-by-step guide to building a fixture type of a basic moving head. The following topics provide a step-by-step guide to building a fixture type of a basic moving head. First of all, a fixture type has to be inserted. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Always make sure to save the settings you made; otherwise, they will get lost. How to save settings in Fixture Types: 1. Leave the Patch. 2. The **pop-up Leaving the patch** appears.  3. Tap Ok. 4. Save the show file. For more information, see [SaveShow Keyword](/grandma3/2-3/keyword_saveshow/).To back up data during or after the build of fixture types, leave the Fixture Type Editor and tap Export in the Fixture Types menu. An .xml file is exported. It is possible to import this file into a show file. | 1. Open the Fixture Types tab in the Patch menu. To exit the Fixture Types tab, see [Import fixture types](/grandma3/2-3/ft_import/) topic. 2. In the **Name** column\*\*, \*\*tap New Fixture Type. 3. Tap Insert New Fixture Type in the bottom left corner. A new fixture-type row is inserted into the sheet. In the example below, FixtureType 2. ![](/img/grandma3/2-3/window_edit-20_fixture_type_3-b0dcaa.png) Fixture Types tab with the newly inserted FixtureType 2. 4. To edit or enter the basic data of the fixture type, fill out the following cells by right-clicking or tapping and holding the cell: * Name * Scribble * Appearance * ShortName * Description * Manufacturer | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To see a detailed description of every cell in the Fixture Types tab, see [Import Fixture Types](/grandma3/2-3/ft_import/) topic. | The next step is to create individual geometries for your fixture type: [Insert Geometries](/grandma3/2-3/ft_insert_geometries/). # Insert Geometries > The geometry of a fixture is the physical description of parts of the device. The geometry of a fixture is the physical description of parts of the device. This example of a basic moving head consists of four components: 1. Base 2. Yoke  3. Head  4. Beam All fixture parts must be set up to link them to a specific DMX function later. **Requirement:** * [Insert Fixture Types](/grandma3/2-3/ft_insert_fixture_types/). 1. Tap Fixture Types, then select FixtureType 2. ![](/img/grandma3/2-3/window_edit-20_fixture_type_3-b0dcaa.png) Select the fixture type you want to edit 2. To open the Fixture Type Editor, tap Edit. The window **Edit Fixture Type** opens. ![](/img/grandma3/2-3/window_edit-20_fixture_type_4-aee7c8.png) Fixture Type Editor 3. Tap Geometries. 4. The Geometries window opens. ![](/img/grandma3/2-3/window_edit-20_fixture_type_geometries-7c1324.png)\ FixtureType Editor Geometries window with the [Geometry Viewer](/grandma3/2-3/ft_link_models_geometries/#h2__139560060) on the right side   Under the Name column, tap and hold Geometry and rename it Base. 5. At the bottom right of the window, tap ‘New object’ line. 6. Expand the Base tab by tapping ![](/img/grandma3/2-3/icon_small_execute_go_10_v1-9-4bf62d.png), then select **New Geometry**. ![](/img/grandma3/2-3/window_edit-20_fixture_type_geometries_2-3555e3.png)\ *Insert new geometry* 1. Tap Insert New Geometry. 2. The pop-up Select type of the object opens. ![](/img/grandma3/2-3/popup_insert-20geometries_02_v3-2-1-a48960.png) *Select type* * Select **Axis**. * Axis is now displayed in the column Type.  ​In the column Name, rename Axis to Yoke. 3. * Press Edit and tap Axis, or press and hold Axis. * The virtual keyboard opens. * Enter Yoke. Expand the cell, Yoke. 4. * Yoke’s child New Geometry opens. * Repeat steps [6 to 8](/grandma3/2-3/ft_insert_geometries/#insert_rename) and rename Axis to Head.  Expand the cell Head.  * Head’s child New Geometry opens. * Repeat steps [6 to 8](/grandma3/2-3/ft_insert_geometries/#insert_rename), selecting Beam. Geometries are inserted, as shown in the image below: ![](/img/grandma3/2-3/window_edit-20_fixture_type_geometries_3-a89823.png) Inserted geometry and its children *** ### Sub-Fixtures Grid Position [Section titled “Sub-Fixtures Grid Position”](#sub-fixtures-grid-position) The grid position of sub-fixtures can be modified manually under the **Grid** columns of the **Geometry** tab: * **Grid Auto**: The positions are determined automatically by the position on the geometries (default value). When set to Manual, the user can define the grid positions independently using the following properties: * **Grid Swap XY**: Interchanges the grid positions between the X and Y axes. * **Grid Inv X**: Inverts the grid positions on the X-axis. * **Grid Inv Y**: Inverts the grid positions on the Y-axis. * **Grid Inv Z**: Inverts the grid positions on the Z-axis. * **Grid X**: Defines the position of the geometry on the X-axis. * **Grid Y**: Defines the position of the geometry on the Y-axis. * **Grid Z**: Defines the position of the geometry on the Z-axis. To better understand sub-fixture grid positioning, follow the steps below: 1. Import the Martin Professional Mac Aura PXL fixture type and select it. For more information, see [Import Fixture Types](/grandma3/2-3/ft_import/). 2. Tap Edit at the bottom of the fixture type menu. The fixture type editor opens. 3. Tap Geometries at the top of the window. 4. Click the arrow on top of the window to expand all the lines. 5. Select BeamLED 1. The edit fixture type menu looks like this: ![](/img/grandma3/2-3/window_edit-20_fixture_type_geometries_4-dabd00.png) In the [3D area](/grandma3/2-3/ft_link_models_geometries/#h2__139560060) on the right side, colored indicators are displayed on the selected geometry. If the selected geometry is visible in the 3D model, the object itself is displayed in yellow. The values entered for Grid X, Grid Y, and Grid Z define the geometry position for all axes. Grid settings per fixture are possible if, for example, the same fixture type is used for fixtures that are hung and on the floor. This is set in the patch menu: Open the patch menu, press Menu, and tap Patch: ![](/img/grandma3/2-3/window_edit-20_fixture_type_geometries_5-08504e.png) 1. Select a fixture. 2. Set RotX, RotY, RotZ, InvX, InvY, and InvZ in the grid column. After inserting the fixture type’s geometries, the next step is to create models as a physical foundation for the fixture’s different parts: [Insert Models](/grandma3/2-3/ft_insert_models/). # Insert Models > Each geometry has a separate description of a model. Each geometry has a separate description of a model.  Every model needs a mesh. Meshes are 3D models that represent objects in a virtual environment. A mesh is a .3ds file (the 3D image format used by Autodesk 3D Studio) or a .gltf/.glb file (the open standard 3D image format). Meshes are stored in the Meshes pool after they have been imported to the show. * For more information about importing meshes, see [Meshes](/grandma3/2-3/meshes/). # Link Models to Geometries > To correctly display the models in the 3D Viewer, the next thing to do is to link models to geometries. To correctly display the models in the 3D Viewer, the next thing to do is to link models to geometries. **Requirement:** * [Insert Geometries](/grandma3/2-3/ft_insert_geometries/) and [Insert Models](/grandma3/2-3/ft_insert_models/). 1. Tap the tab Geometries. 2. To link the model Base to geometries, tap, and hold the cell in the column Model. * Pop-up Select Model opens.  * Select Base. 3. Set the offset of position in single geometries. * In Base, leave the default value of Pos Z. * In Yoke, set Pos Z to -0.265 m. * In Head, set Pos Z to -0.100 m. * In Beam, set Pos Z to -0.150 m.  | | | | ------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The offset of the position depends on the measurements of the models.  | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | These cells can also be edited using the [Geometry Viewer](/grandma3/2-3/ft_link_models_geometries/#h2__139560060). | ![Update this description text.](/img/grandma3/2-3/window_link-20models-20to-20geometry_01_v3-2-1-032826.png) Set the offset of Pos Z This is the result in the 3D window. ![](/img/grandma3/2-3/img_fixture_type_wireframe-1d90c7.png) Basic moving head displayed in wireframe in the 3D window | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To display the basic moving head in wireframe in the 3D window, see [3D](/grandma3/2-3/patch_3d_viewer/) topic. | ![](/img/grandma3/2-3/img_fixture_type_render-451e2e.png) Basic moving head rendered in the 3D window *** ## Geometry Viewer [Section titled “Geometry Viewer”](#geometry-viewer) The geometry viewer on the right side of the window displays a real time 3D visualization of the selected geometry tree. It allows you to view and to edit the geometries of the fixtures. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To display the geometries in the geometry viewer, add meshes in the models tab first. See [Insert Models](/grandma3/2-3/ft_insert_models/). | To edit the geometries: 1. Tap on the part of the fixture you want to edit or select a geometry in the table.\ This part is now selected and is displayed with a yellow color in the 3D area. 2. Tap and hold one of the colored indicators to move, scale or rotate the geometries.\ The corresponding cells change accordingly. ![Update this description text.](/img/grandma3/2-3/window_link-20models-20to-20geometry_04_v3-2-1-1ed1f9.png) Geometry Editor with the selected geometry Base in rotation mode and camera focus enabled ![](/img/grandma3/2-3/icon_camera-15_v0-1-b4c5a4.png) (Camera focus):\ If this button is enabled, the selected geometry is displayed in the center of the 3D area.\ If this button is disabled, the center of the whole fixture is pinned to the center of the 3D area. ![](/img/grandma3/2-3/icon_globe_15_v1-7-1c9686.png) (World model transformation):\ If this button is enabled, the axis follows the world.\ If this button is disabled, the axis follows the selected geometry. ![](/img/grandma3/2-3/icon_move-15_v0-1-79e509.png) (Translation mode):\ Lets you move the selected geometry.\ Tap and hold the arrow of the selected axis and move it. When the geometry is in the desired position, release your finger. ![](/img/grandma3/2-3/icon_rotate-15_v0-1-0f42c6.png) (Rotation mode):\ Lets you rotate the selected geometry.\ Tap and hold one of the colored rings and move it. When the geometry is in the desired position, release your finger.\ While you rotate the geometry along its own axis, the degree value of the rotation is displayed in the top left corner of the 3D area. Additionally, a colored disc shows a visual representation of the angle by which the geometry is rotated. ![](/img/grandma3/2-3/icon_resize_15_v1_5-7ef491.png) (Scale mode):\ Lets you scale the selected geometry.\ Tap and hold one of the axis indicators and move it. When the geometry has the desired size, release your finger.\ To scale all three axes at the same time, tap and move the block in the center of the axis indicators. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Scaling the geometries changes the values for length, width, and hight in the Models tab. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you scale a geometry whose model is also linked to other geometries, those geometries are scaled as well. | The last step of building a basic moving head, is inserting DMX modes and channels and linking them to specific geometries: [Insert DMX Modes](/grandma3/2-3/ft_insert_dmx/). This is important for fully and accurately managing your fixture type. #### # Generator - Random > Generators are objects that allow a dynamic absolute value generation for special purposes, like randomization of absolute values on attributes. Generators are objects that allow a dynamic absolute value generation for special purposes, like randomization of absolute values on attributes. # Random [Section titled “Random”](#random) The generator type **Random** allows the randomization of absolute values of attributes in different ways. Randoms are organized in the **Generator** pool. The **Generator** pool is part of the data pools. To address the generator pool objects, use the [Generator keyword](/grandma3/2-3/keyword_generator/). ![The generator pool contains objects og the type Random](/img/grandma3/2-3/window_generator-pool_v2-0-040e23.png) Generator pool The key to randoms are the different **variance** values. Without the variance, it would be a very simple phaser, but the variance allows the different values to vary between each “loop” of the random. Randoms are called into the programmer and affect the defined attributes for the selected fixtures. This programmer information can be stored in presets or cues. Randoms can only affect the values on the absolute layer. The random generators have a lot of different settings that affect how the attribute output is randomized. This is a short description of all the different settings: * **Attribute**:\ This is the attribute affected by the random generator. * **Speed Master**:\ One of the 15 speed masters or the BPM master can be assigned as a speed controller.  * **Speed**:\ Defines the speed at which the attribute values are randomized. * **Speed Variance**:\ Defines how big the **Speed** value may differ through the selection. * **Phase**:\ Sets the phase of the random between 0° and 360°. * **Phase Variance**: Defines the size of variance of the **Phase** value. If the selected fixtures use the random feature and this value is not 0%, their behavior will change. * **Low**:\ Defines the lowest value the random can reach. * **Low Variance**: Defines the degree of variation of the **Low** value. This adds some variation through the selected fixtures for the Low value. This variance acts only on the positive side of the Low value. * **High**:\ Defines the highest value the random can reach. * **High Variance**: Defines the size of value variance of the **High** value. This adds some variation through the selected fixtures for the High value. This variance acts only on the negative side of the High value. * **Attack**: Defines the size of the linear transition towards the **High** value. * **Decay**: Defines the size of the linear transition towards the **Low** value. * **Ratio**:\ Defines the ratio of how long fixtures will use the **Low** or **High** value.  * **Ratio Variance**:\ Defines the amount of variance in the **Ratio** value. * **Speed Once**: When **Speed Once** is set to No, speed changes are applied immediately to the running random. When it is set to Yes, the random must be called again to see the change. * **Phase Once**: When **Phase Once** is set to No, changes to the phase parameters are applied immediately. By default, this setting is set to Yes. * **Random Start**: When **Random Start** is set to No, the random will always start the same every time the Random gets started. This might be useful for environments that need a predictable start. When Random Start is set to Yes, the Random will start differently every time it will be started. These settings are applied to a **Random Channel**. A Random can have multiple Random Channels.  ## Create a Random Generator [Section titled “Create a Random Generator”](#create-a-random-generator) Randoms can be created by editing an empty pool object. This opens the **Generator Random Editor**. ![This is the Generator Random editor](/img/grandma3/2-3/popup_edit-generator-random_v2-2-dc4bf7.png) Generator Random Editor The top part of the editor contains a sheet area where the Random Channels are rows, and the different settings are columns. The bottom part has on-screen faders that can be used to edit the selected rows.  The values can be edited on the sheet and fader parts. There are buttons at the bottom for normal actions like Cut, Copy, Paste, etc. This includes an At button, which can be used to apply the random values to the current selection. There is a special encoder bar when the editor has focus. ![Encoderbar for the Generator Random.](/img/grandma3/2-3/img_encoder-bar_generator-random_v2-1-b07004.png) Generator Random Encoderbar This encoder bar also allows editing the generator values. The editor’s title bar has a button called Revert. Tapping this discards all current changes to the valid values when the Generator editor was opened. ## Using a Random [Section titled “Using a Random”](#using-a-random) Random Generators are not dependent on specific fixtures. They affect attributes. Having a fixture selection and tapping a Random pool object applies the Random objects values to the attributes of the fixtures on the absolute layer. These are programmer values that can be stored or used as live playback. The [Generator keyword](/grandma3/2-3/keyword_generator/) can also be used to apply Random Generators. # Glossary > The following collection of abbreviations, acronyms and fundamental lighting terms can be found in the grandMA3 user manual. The following collection of abbreviations, acronyms and fundamental lighting terms can be found in the grandMA3 user manual. To open the glossary in the grandMA3 software: 1. Press Help and enter Glossary into the command line. 2. Press Please. The Glossary opens. ## A [Section titled “A”](#a) **[]()ACN** -\*\*\*\* Architecture for Control Networks\ Is a suite protocol. It uses a lot of elements that are currently not supported by grandMA3. But the ACN protocols also have a version for transporting DMX data. For more information on ACN, see [sACN menu](/grandma3/2-3/dmx_ethernet_sacn/). **ANSI** -\*\*\*\* American National Standards Institute **Art-Net**\ Art-Net 4 Ethernet communication standard is developed by Artistic Licence. For information about Art-Net in the grandMA3 software, see [Art-Net menu](/grandma3/2-3/dmx_ethernet_artnet/). **Attributes**\ Attributes are the building blocks of fixture types. For more information, see [Attribute definitions](/grandma3/2-3/patch_attribute_definitions/). ## B [Section titled “B”](#b) **bit** -\*\*\*\* binary digit **bpm** -\*\*\*\* beats per minute ## C [Section titled “C”](#c) **CIE** - Commission internationale de l’éclairage **CLI** - Command-line interaction **Command**\ A command is a phrase in the syntax that can be entered into the command line to perform a specific action. **Command Line**\ The syntax to control the console can be entered in the Command Line. For more information, see [Command Line](/grandma3/2-3/ws_ui_command_line/). **Conventional lights**\ Lighting device with dimmer only. **CPU** -\*\*\*\* Central Processing Unit **Cue**\ Cues can contain fixture values, references to presets, and recipes. Cues are organized in a sequence. For more information, see [Cues and Sequences](/grandma3/2-3/cue_sequence/).   ## D [Section titled “D”](#d) **dBu** -\*\*\*\* decibel unloaded **DC** -\*\*\*\* Direct Current **DHCP** -\*\*\*\* Dynamic Host Control Protocol\ Is a system where IP addresses are distributed from a DHCP server. For more information on how to set IP addresses, see [Interfaces and IP](/grandma3/2-3/network_interface/). **[]()DMX** -\*\*\*\* Digital Multiplex\ Communication protocol to send a digital signal from a controller to a receiver. A single DMX cable can transmit one Universe. **DMX Channel**\ A single DMX Channel has a value between 0 and 255. **DMX Universe**\ A DMX Universe contains 512 DMX channels. **Dual Encoder**\ The five dual encoders on a console or a command wing are used to adjust the different attributes of the fixtures or other functions. For more information, see [Dual Encoders](/grandma3/2-3/do_control_encoder/). ## E [Section titled “E”](#e) **Encoder Bar**\ Displays the attributes or functions linked to the encoders and includes shortcuts for quick access to a selection of user profile settings and programming tools. For more information, see [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). **Executors**\ Executors (Exec) are physical keys, knobs, and faders on the grandMA3 hardware. They can also be represented as on-screen virtual executors. For more information, see [Executors](/grandma3/2-3/executor/). **Extension**\ Allows to extend the amount of physical executor handles for specific grandMA3 products. For more information, see [Connect grandMA3 extension](/grandma3/2-3/fs_connect_extension/).   ## F [Section titled “F”](#f) **Fader Wing**\ An additional fader for the grandMA3 onPC system. For more information, see [grandMA3 onPC fader wing](/grandma3/2-3/do_grandma3_onpc_fader_wing/). **Fixture**\ A complete lighting unit including at least a housing and a lamp. **Fixture Type**\ Fixture types are used to visualize and control real-life fixtures on stage. For more information, see [Fixture Types](/grandma3/2-3/fixture_types/). **fps** - frames per second ## G [Section titled “G”](#g) **GB** - Gigabyte **GDTF** - General Device Type Format\ Is a file format used to describe devices. For information about GDTF, see GDTF Share. **GlobalMaster**\ This is the session master station in all networked systems. For more information, see [Locally Networked Devices](/grandma3/2-3/system_local/). **GPI** - General Purpose Interface **Grand Master**\ Is used to limit the output of the intensity of all the fixtures patched in a show. For more information, see [Grand Master](/grandma3/2-3/do_control_grand/). **Groups**\ Groups contain a selection of fixtures. This includes the order and grid position of the selection. This can be used as a programming tool, where it is a fast way to select the fixtures. For more information about Groups, see [Groups](/grandma3/2-3/group/). ## H [Section titled “H”](#h) **Hex** - Hexadecimal **Highlt** - Highlight\ See [Highlt key](/grandma3/2-3/key_highlt/). **HTP** - Highest Takes Precedence\ The highest value will be output, mostly used with Dimmer. For more information about priorities, see [LTP](/grandma3/2-3/glossary/#LTP2). **Hz** - Hertz   ## I [Section titled “I”](#i) **IdleMaster**\ When a console is ready to be connected to another station, the console is in IdleMaster mode. For more Information, see [Standalone Device](/grandma3/2-3/system_standalone/). **IEC** - International Electrotechnical Commission **IP** - Internet Protocol ## K [Section titled “K”](#k) **Keywords**\ Defined word in the software with a specific usage. ## L [Section titled “L”](#l) **LED** - Light Ermitting Diode\ An intelligent light with a LED source. **Level Wheel**\ The level wheel on the right side of a console or command wing is always assigned to dimmer attributes. **log** - logarithm **Lua**\ Lua is a scripting language designed to support general procedural programming. For more information, see [What is Lua](/grandma3/2-3/lua/). **LTC** - Linear Time Code **[]()****LTP****** - Latest Takes Precedence\ Most recent value will be output, mostly used for all attributes besides Dimmer. For more information about priorities, see [DMX port configuration](/grandma3/2-3/dmx_port_config/).   ## M [Section titled “M”](#m) **mA** - milliampere **Macro**\ Macros are commands stored in a pool object. For more information, see [Macros](/grandma3/2-3/macros/). **Master**\ Masters are physical representations of various timing and level overrides that exist in the software. For more information, see [Masters](/grandma3/2-3/masters/). **MB** - Megabyte **MIB** - Move In Black\ For more information, see [Move In Black](/grandma3/2-3/cue_mib/). **MIDI** - Musical Instrument Digital Interface\ A standard communication protocol. For more information about MIDI, see [MIDI](/grandma3/2-3/remote_inputs_midi/). **Moving Light**\ Lighting instrument with additional attributes other than dimmer. It is possible to control the position of a Moving Light from a console. **MSC** - MIDI Show Control\ Sends functions via MIDI signal from an executor to another device, for example a console or MIDI sequencer. **Multi-Instance Fixture**\ A lighting instrument with multiple individually controllable sections. **MVR** - My Virtual Rig\ MVR is a file format that is used to share data for a patch. For more information, see [MVR](/grandma3/2-3/patch_mvr/). ## O [Section titled “O”](#o) **OS** -\*\* \*\*Operating System **OSC** - Open Sound Control\ OSC is a client and server system that defines a message address pattern used to address elements in the receiving server. For more information, see [OSC](/grandma3/2-3/remote_inputs_osc/).   ## P [Section titled “P”](#p) **Pan**\ Horizontal movement axis of a fixture. **Parameters**\ A parameter can use several DMX channels. For more information, see [Parameters](/grandma3/2-3/system_parameter/). **Patch**\ In the Patch, the DMX universes, addresses and modes for the fixture types are defined. **Phasers**\ Dynamically changes the output for attributes using a set of information in two or more steps. For more information, see [Phasers](/grandma3/2-3/phaser/). **PoE** - Power over Ethernet **Playback**\ Recalling stored information physically (for example, fader) or graphically (user interface) on a console. A preset, a sequence with cues, or a timecode show can be played back. For more information, see [Playback Window](/grandma3/2-3/executor/). **Presets**\ Presets are containers for values. For example, when the same values are used in different cues several times. For more information, see [Presets](/grandma3/2-3/presets/). **Prev** - Previous\ See [Prev key](/grandma3/2-3/key_prev/). **Programmer**\ The programmer is a temporary memory, where the active values are placed. The values can then be stored or released. For more information, see [Programmer](/grandma3/2-3/operate_fixtures/). **Prvw** - Preview\ See [Prvw key](/grandma3/2-3/key_prvw/). **PSN** - PosiStageNet\ grandMA3 stations can receive PSN data. For more information, see [PSN](/grandma3/2-3/remote_inputs_psn/). **PSR** - Partial Show Read\ PSR transfers objects of show files. For more information, see [PSR](/grandma3/2-3/sc_psr/). **PWM** - Pulse Width Modulation   ## R [Section titled “R”](#r) **RAM** - Random Access Memory **RCA** - Radio Corporation of America **RDM** - Remote Device Management\ Permits intelligent bidirectional communication between devices from multiple manufacturers using a modified DMX512 data link. For more information, see [RDM](/grandma3/2-3/rdm/). **RPM** - Rounds per Minute ## S [Section titled “S”](#s) **S/PDIF** - Sony/Philips Digital Interface **sACN** - Streaming Architecture for Control Networks\ For more information, see [ACN](/grandma3/2-3/glossary/#ACN). **SelFix** - SelectFixture\ See [SelFix key](/grandma3/2-3/key_selfix/). **Sequence**\ A sequence contains cues that can be played back in a defined order. For more information, see [Cues and Sequences](/grandma3/2-3/cue_sequence/). **SMPTE** - Society of Motion Picture and Television Engineers **SSD** - Solid-State Drive **SSE** - Streaming SIMD Extensions **STP** - Shielded Twisted Pair **Syntax**\ The command line syntax is used to create valid commands. For more information, see [Syntax](/grandma3/2-3/csk_general_keywords/).   ## T [Section titled “T”](#t) **TC** - Timecode\ Timecode is a time signal used to let off the recordings of a playback or trigger cues. For more information, see [Timecode](/grandma3/2-3/timecode/). **TCP** - Transmission Control Protocol **Tilt**\ Vertical movement axis of a fixture. **Tracking**\ Tracking is the principle to store only the changes in the cues. For more information, see [Tracking](/grandma3/2-3/cue_tracking/). ## U [Section titled “U”](#u) **UDP** - User Datagram Protocol **UI** - User Interface\ See [User Interface](/grandma3/2-3/ws_user_interface/). **UUID** - Universally Unique Identifier ## V [Section titled “V”](#v) \*\*Variable\ \*\*Variables are used to store values and recall them at a later point. For more information, see [Variables](/grandma3/2-3/macro_variables/). **V** - Volt **VRAM** -\*\*\*\* Video Random Access Memory ## W [Section titled “W”](#w) **Web remote**\ See [Web remote](/grandma3/2-3/network_webremote/). ## X [Section titled “X”](#x) **XFade** - Crossfade\ For more information, see [Assign object to an executor](/grandma3/2-3/executor_assign/). **XLR** - External Line Return **XML** - Extensible Markup Language # Gobos > Gobos are stored in the Gobo Pool. Gobos 1 thru 4 are locked and can not be edited. Gobos are stored in the Gobo\*\* Pool\*\*. Gobos 1 thru 4 are locked and can not be edited. When fixtures are patched in the show file, the images of the gobos used by these fixtures are stored in the **Gobo Pool**. Open a **Gobo Pool** window. For information, see the [Add window](/grandma3/2-3/wvm_add_window/) topic. In the **Add Window** pop-up, tap Pools and Gobos in the **Media** column. ![](/img/grandma3/2-3/window_gobo_pool-79c9c0.png) Gobo pool Edit a gobo pool object using one of two options: * Press Edit and then tap the desired pool object. * Open the swipey commands on the pool object and choose Edit. *** ### Assign Gobo to Appearances [Section titled “Assign Gobo to Appearances”](#assign-gobo-to-appearances) To assign a gobo to an appearance: 1. Open an Appearance Pool window. 2. Open the swipey command on the pool object, select Edit or press Edit, and tap an appearance pool object. The **Edit Appearance** pop-up opens. 3. Tap Image. The **Select Image** pop-up opens. 4. From the title bar, tap and hold ImageSource and select **Gobos**. The Select Image pop-up opens. 5. Select an image and close the pop-up. 6. Continue editing the new appearance if needed and close the **Edit Appearance** pop-up. A new appearance is created. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936269645?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Quick Manual grandMA3 consoles ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual consoles](/grandma3/2-3/english-quick-manual-consoles/) * [DE Quick Manual Konsolen](/grandma3/2-3/deutsch-quick-manual-konsolen/) * [FR Quick Manual consoles](/grandma3/2-3/francais-quick-manual-consoles/) # Quick Manual grandMA3 I/O Node ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual I/O Nodes](/grandma3/2-3/en-quick-manual-i-o-nodes/) * [DE Quick Manual I/O Nodes](/grandma3/2-3/de-quick-manual-i-o-nodes/) * [FR Quick Manual I/O Nodes](/grandma3/2-3/fr-quick-manual-i-o-nodes/) # Quick Manual grandMA3 Nodes ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual Nodes](/grandma3/2-3/english-quick-manual-nodes/) * [DE Quick Manual Nodes](/grandma3/2-3/deutsch-quick-manual-nodes/) * [FR Quick Manual Nodes](/grandma3/2-3/fr-quick-manual-nodes/) # Quick Manual grandMA3 Node DIN-Rail ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual Node DIN-Rail](/grandma3/2-3/en-quick-manuals-node-din-rail/) * [DE Quick Manual Node DIN-Rail](/grandma3/2-3/de-quick-manuals-node-din-rail/) * [FR Quick Manual Node DIN-Rail](/grandma3/2-3/fr-quick-manual-node-din-rail/) # Quick Manual grandMA3 onPC command wing ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual onPC command wing](/grandma3/2-3/en-quick-manual-onpc-command-wing/) * [DE Quick Manual onPC command wing](/grandma3/2-3/de-quick-manual-onpc-command-wing/) * [FR Quick Manual onPC command wing](/grandma3/2-3/fr-quick-manual-onpc-command-wing/) # Quick Manual grandMA3 onPC command wing XT ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual onPC command wing XT](/grandma3/2-3/en-quick-manual-onpc-command-wing-xt/) * [DE Quick Manual onPC command wing XT](/grandma3/2-3/de-quick-manual-onpc-command-wing-xt/) * [FR Quick Manual onPC command wing XT](/grandma3/2-3/fr-quick-manual-onpc-command-wing-xt/) # Quick Manual grandMA3 onPC fader wing ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual onPC fader wing](/grandma3/2-3/en-quick-manual-onpc-fader-wing/) * [DE Quick Manual onPC fader wing](/grandma3/2-3/de-quick-manual-onpc-fader-wing/) * [FR Quick Manual onPC fader wing](/grandma3/2-3/fr-quick-manual-onpc-fader-wing/) # Quick Manual grandMA3 onPC rack-unit ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual onPC rack-unit](/grandma3/2-3/en-quick-manual-onpc-rack-unit/) * [DE Quick Manual onPC rack-unit](/grandma3/2-3/de-quick-manual-onpc-rack-unit/) * [FR Quick Manual onPC rack-unit](/grandma3/2-3/fr-quick-manual-onpc-rack-unit/) # Quick Manual grandMA3 processing units ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual processing units](/grandma3/2-3/english-quick-manual-processing-units/) * [DE Quick Manual processing units](/grandma3/2-3/deutsch-quick-manual-processing-units/) * [FR Quick Manual processing units](/grandma3/2-3/francois-quick-manual-processing-units/) # Quick Manual grandMA3 viz-key ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual viz-key](/grandma3/2-3/en-quick-manual-viz-key/) * [DE Quick Manual viz-key](/grandma3/2-3/de-quick-manual-viz-key/) * [FR Quick Manual viz-key](/grandma3/2-3/fr-quick-manual-viz-key/) # GridStore Function > The fixture types imported and patched in your show file may have been built with the right sub-fixture arrangement. The fixture types imported and patched in your show file may have been built with the right sub-fixture arrangement. For example, Martin Professional Mac Aura PXL: ![](/img/grandma3/2-3/window_fixture-sheet_sub-fixture_example-203-e48833.png) The fixture type editor sets the grid position of the sub-fixtures. For more information, see [Build Fixture Types](/grandma3/2-3/ft_build/) and [Insert Geometries](/grandma3/2-3/ft_insert_geometries/). The grid position of sub-fixtures can also be transferred to fixture types using the [GridStore](/grandma3/2-3/keyword_gridstore/) keyword. Requirements for the following example: * One patched GLP JDC2 IP set to M4 - Segment 12-24 mode. See [Patch and Fixture Setup](/grandma3/2-3/patch/). * Set FID to 1. * An open selection grid window. Workflow: 1. Select fixture 1.3 and press Down. The selection grid looks like this: ![](/img/grandma3/2-3/window_selection_grid_gridstore_exemple-201-9d914d.png) 1. Tap Setup to enter setup mode. 2. Position the sub-fixtures and exit setup. For more information, see [Selection Grid Setup Mode](/grandma3/2-3/selection-grid-window-settings/).  The selection grid could look like this: ![](/img/grandma3/2-3/window_selection_grid_gridstore_exemple-202-afc540.png) 1. Type the keyword **GridStore** in the command line and press Please. The sub-fixtures grid positions are transferred to the fixture type in the show file.  The arrangement for the selected fixtures will apply to other fixtures of the same type. You can use the grid settings per fixture when the same fixture type is used, for example, hung and in a floor position on stage. For more information, see [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/#h2_127376776). # Groups > Groups contain a selection of fixtures. A group can include one or many fixtures. Groups contain a selection of fixtures. A group can include one or many fixtures.  The fixtures’ selection order and grid position are also stored in a group. For more information, see [Selection Grid](/grandma3/2-3/operate_selection/). Using groups is a fast way to select the fixtures. Groups can also be used as masters. There are four different types of group masters. Read more in the [Group Master topic](/grandma3/2-3/group_master/). Groups are organized in a **Groups Pool** - read more about pools in the [Pool Windows topic](/grandma3/2-3/wvm_pool/). ![](/img/grandma3/2-3/window_group-pool_v2-3-09fcc9.png) *Groups pool example* Cues and presets do not store a reference to or information about the groups; only the values applied to the fixtures are stored in them. Recipes can store a reference to groups. The following topics explore the creation, editing, and deletion of groups, as well as information about group masters. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create New Groups](/grandma3/2-3/group_create/) * [Edit Groups](/grandma3/2-3/group_edit/) * [Delete Groups](/grandma3/2-3/group_delete/) * [Group Masters](/grandma3/2-3/group_master/) # Create New Groups > Groups are created by storing them in the Group Pool with a selection of fixtures. Groups are created by storing them in the [Group Pool](/grandma3/2-3/group/) with a selection of fixtures. The groups store the fixture selection, the grid information, and the fixtures’ selection order (this is also a grid). Grid information is 3D position information indicating the position relationship between the fixtures. It is not the location on the 3D stage. For more information, see [Selection Grid topic](/grandma3/2-3/operate_selection/). The order and grid information are essential for ranged value input or when creating [Phasers](/grandma3/2-3/phaser/). | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Groups do not store values! - Only the fixture selection, order, and grid. | Use one of the following methods to store a group: Please make sure the correct fixtures are selected and in the correct order. 1. Store the group using a syntax like this: Store Group \[my\_group\_number]. The two needed keywords are [Store](/grandma3/2-3/keyword_store/) and [Group](/grandma3/2-3/keyword_group/). To store group 3, for example: 1. Press Store Group 3 Please When storing to an existing group, the store mode pop-up opens: ![](/img/grandma3/2-3/pop_up_store_mode_v1-9-2fdc08.png) Store mode pop-up. When Grid Merge Mode is set to **Append X** (the default setting), the selected fixtures will be added to the next available X coordinate. Read the [Selection Grid topic](/grandma3/2-3/operate_selection/) for information about positioning the fixtures in a grid before storing the group. Existing groups can be edited using the [Edit Group pop-up](/grandma3/2-3/group_edit/). Labeling the group is not required, but it is a good idea. You can do this using any method described in [Label pool objects](/grandma3/2-3/wvm_pool_label/) or the Edit Group pop-up. # Delete Groups > Delete a Group Pool object using one of the following methods: Delete a Group Pool object using one of the following methods: * Using the [Delete](/grandma3/2-3/keyword_delete/) Keyword: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Group 1 | # Edit Groups > To edit a group, use one of the following methods: To edit a group, use one of the following methods: * The [EditSetting keyword](/grandma3/2-3/keyword_editsetting/). * Press Edit twice and then tap a group pool object. * Open the swipey commands on the pool object and choose Edit Setting.  The Edit Group pop-up opens. ![](/img/grandma3/2-3/window_edit_group_-20pop-up_v2-0-0-4-a3bdf1.png) Edit group pop-up. The editor has two columns, **Label** and **Settings**. Use the **Master** fader on the right to control one of the four group master types. Read more in the [Group Masters](/grandma3/2-3/group_master/) topic. Here is a description of the left buttons under the **Label** column: **Name:**\ The group name. To change a group name, use the **Label** command. For more information, see [Label keyword](/grandma3/2-3/keyword_label/). **Scribble** and **Appearance:**\ Can be assigned using these two buttons. For more information, see [Scribble](/grandma3/2-3/scribbles/) and [Appearances](/grandma3/2-3/appear/). **Note:**\ For more information, see [Notes](/grandma3/2-3/notes/). **Lock:**\ When toggled on, Name, Scribble, Appearance, Mode, and Move Grid Cursor are disabled. **Mode:**\ Tap to select one of the four group master modes. For more information, see [Group Masters](/grandma3/2-3/group_master/). \*\*Move Grid Cursor:\ \*\*For more information, see [Selection Grid](/grandma3/2-3/operate_selection/) and [User Settings](/grandma3/2-3/user_settings/). # Group Masters > Groups can be masters of the fixtures in the group. For more information, see Masters. Groups can be masters of the fixtures in the group. For more information, see [Masters](/grandma3/2-3/masters/). If the value is adjusted often, assigning the group to an executor can be advantageous.  Learn how in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). There are four different kinds of group masters: * **Positive** - This is an HTP group master, indicated by ![](/img/grandma3/2-3/icon_plus_15_v1-5-9f4773.png)  icon in the upper right corner of the pool object. The output of the fixtures is reduced depending on the value of the group master.  * **Negative** - This is a LoTP group master, indicated by ![](/img/grandma3/2-3/icon_minus_15_v1-5-9d1100.png)  icon in the upper right corner of the pool object. The output of the fixtures is reduced depending on the values of the group master. * **Scaling** - This scales the intensity output. Scaling is indicated by ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) icon in the upper right corner of the pool object. For example, if the fixture is at 50% and the group master is at 50%, then the output is 25%.  * **Additive** - This master does not limit output but adds output as HTP merges with values from the programmer and playbacks. A small circle icon in the upper right corner of the pool object indicates it. ##   ## Difference Between Positive, Negative, and Scaling [Section titled “Difference Between Positive, Negative, and Scaling”](#difference-between-positive-negative-and-scaling) The difference between the positive and negative masters is relevant when several groups contain the exact or overlapping fixtures. A negative master has priority over a positive. For example, if two groups include a fixture with 100% output, and if one group is a positive master at 80% and the other group is a negative master at 60%, then the output is 60% (limited by the negative master). If the negative master is turned up, the output stops at 80% when the positive master becomes valid. If you switch both groups to Scaling, the output will be 48% since the fixture output of 100% is multiplied by 60% and 80% of the second group master.  ![](/img/grandma3/2-3/window_group-pool_v1-9-d62c9c.png) *Group pool with masters* Groups with a mode assigned have a horizontal bar that displays the master level if it is relevant. The master mode can be selected using the **Edit Group pop-up**. Read more about the pop-up in the [Edit Groups topic](/grandma3/2-3/group_edit/). The mode can also be assigned using the [Set keyword](/grandma3/2-3/keyword_set/). ### Example [Section titled “Example”](#example) Using the command line to set the master mode of group 4 to positive: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Group 4 Property “Mode” “Positive” | The mode type is capital sensitive. Writing “positive” fails, but “Positive” works. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | A pop-up appears if the mode is not specified, allowing you to choose a mode from a list. | ## Delete a Group Master [Section titled “Delete a Group Master”](#delete-a-group-master) Deleting a group assigned to an executor does not delete the group from the pool. If a group is deleted from the group pool, it is deleted from the show. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Deleting a group from an executor keeps the fixtures limited, as the group still exists in the pool. When deleting a group directly, the fixtures return to their non group master limited value. | # Images > Imported images are in the Image Pool. For more information, see Pool Windows. Imported images are in the **Image Pool**. For more information, see [Pool Windows](/grandma3/2-3/wvm_pool/). | | | | ------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The overall size of the media pool is a maximum of 300 MB. | We advise that you keep the image pool as small as possible. For example, keep the maximum image size below 64 MB, and do not exceed a resolution of 1 920 x 1 080. Images can be used for appearances. Read more in the [Create Appearances](/grandma3/2-3/appear_create/) topic. ![](/img/grandma3/2-3/window_images_pool_v1-9-3-ac0a88.png) *Example of the images pool*  Edit an image pool object using one of two options: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. The Edit Images pop-up opens: ![](/img/grandma3/2-3/window_edit_images_pop-up_2-2-6d4280.png)\ *Edit Images pop-up window* *** ### Import Images Using the Image Pool [Section titled “Import Images Using the Image Pool”](#import-images-using-the-image-pool) Workflow: 1. Edit an empty pool object. 2. Tap the Import button. 3. Tap Internal in the top-right of the title bar to change the drive to the desired source. 4. Select the desired image. 5. Tap Import. 6. Close the **Edit Image** pop-up. 7. Before closing the Edit Image pop-up, it is possible to edit the name. Tap the video below to see the example: # Import / Export > The Import / Export menus present a graphical workflow for exporting objects from the current show file as a smaller file with minimal additional show data. The **Import / Export** menus present a graphical workflow for exporting objects from the current show file as a smaller file with minimal additional show data. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When exporting objects that reference other objects in the show, the referenced objects are automatically included in the export. For example, when exporting a macro with a defined appearance, the exported file includes the referenced appearance. | The **Import** menu also allows objects from these smaller files to be imported into the current show file. For example, this menu provides an easy way to copy a user profile or a selection of macros from one show file to another. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/990958540?title=0\&byline=0\&portrait=0\&color=ffeb0f) Open the **Import / Export** menus using the following steps:  1. Press the Menu key or tap ![](/img/grandma3/2-3/icon_gear_15px-8376e1.png) near the top of the **Control Bar**. 2. Tap Show Creator. The Show Creator menu opens. Tap the Import or Export tab in the upper-left corner to access the desired interface. ![](/img/grandma3/2-3/window_show-creator_import_menu-20v2-1-0-5-77b22c.png) Import menu ## Object Types [Section titled “Object Types”](#object-types) These menus allow for importing and exporting a wide variety of object types. Tap ObjectType on the left side of the main area to open or close the full list of available object types: * [Appearances](/grandma3/2-3/appear/) * [Bitmaps](/grandma3/2-3/bitmap/) * [Cameras](/grandma3/2-3/patch_3d_camera/) * [Data Pools](/grandma3/2-3/datapool/) * [Encoder Bars](/grandma3/2-3/ws_eb_encoder_pool/) * [Executor Configurations](/grandma3/2-3/executor_configurations/) * [Filters](/grandma3/2-3/worldfilter_filter_create/) * [Gels](/grandma3/2-3/keyword_gel/) * [Generators](/grandma3/2-3/generator/) * [Gobos](/grandma3/2-3/gobos/) * [Groups](/grandma3/2-3/group/) * [Images](/grandma3/2-3/images/) * [Layouts](/grandma3/2-3/layouts/) * [Macros](/grandma3/2-3/macros/) * [MAtricks](/grandma3/2-3/matricks/) * [Meshes](/grandma3/2-3/meshes/) * [Pages](/grandma3/2-3/keyword_page/) * [Plugins](/grandma3/2-3/plugins/) * [Presets](/grandma3/2-3/presets_pools/) * [Quickeys](/grandma3/2-3/quickeys/) * [Render Qualities](/grandma3/2-3/patch_render_quality/) * [Scribbles](/grandma3/2-3/scribbles/) * [Sequences](/grandma3/2-3/cue_sequence/) * [Sounds](/grandma3/2-3/sound_pool/) * [Symbols](/grandma3/2-3/symbols/) * [Timecodes](/grandma3/2-3/timecode/) * [Timers](/grandma3/2-3/timers/) * [Users](/grandma3/2-3/user_create/) * [UserProfiles](/grandma3/2-3/user_settings/) * [Views](/grandma3/2-3/wvm/) * [Videos](/grandma3/2-3/videos/) * [Worlds](/grandma3/2-3/worldfilter_world_create/) ![](/img/grandma3/2-3/window_show-creator_export_menu-20v2-1-0-5-2bc156.png) Export menu prepared to export color presets The main area of both the **Import** and **Export** menus shows the data source on the left and the destination on the right. Therefore, the **Export** menu displays the specified object types from the current show file in the area on the left, titled **Local**, and the contents of the relevant folder of the selected drive on the right, titled **Drive**. In the **Import** menu, these two areas appear on opposite sides. * An enabled Gaps button imports or exports the gaps of the XML file. For more information, see [/Gaps Option Keyword](/grandma3/2-3/ok_gaps/). * Enabeling Include Dependencies will import and export dependencies. For more information, see [/NoDependencies keyword](/grandma3/2-3/ok_nodependencies/). ## Drive Selection [Section titled “Drive Selection”](#drive-selection) To choose a different destination drive for the exported data, tap the Internal button at the right side of the title bar of the **Drive** section or swipe to open a list of available drives. In the **Import** menu, this drive setting defines which drive the console uses as the data source. ## Local Section Title Bar Tools [Section titled “Local Section Title Bar Tools”](#local-section-title-bar-tools) The title bar of the **Local** section includes a few buttons with helpful tools. * Tap DataPool to cycle through available data pools within the current show file or swipe to open a list of data pools. This option is only available when importing or exporting an **ObjectType,** which is incorporated into a **DataPool** within the show file. These **ObjectTypes** are listed below DataPools in the right column of the ObjectType section. * Tap Sheet Style to display objects in the **Local** section as a sheet with relevant details for each object. Tap Sheet Style again to view objects as they appear in their pools. Some objects, like UserProfiles, never appear in pools. Therefore, they will always appear in the sheet format regardless of the state of the Sheet Style button. * Tap Collect all to select all objects of the current type for export. Once tapped, this button changes to read Uncollect all. Tap this button to deselect all objects. These functions do not appear in the **Import** menu. * Tap Clear Collection to reset the collection of objects. This option is only available in the **Import** menu. ## Object Sub-Types [Section titled “Object Sub-Types”](#object-sub-types) ​Some entries in the ObjectType selection include several collections of objects, which appear as different pools. These include: * Presets: The **Import **and** Export** menus handle and display each preset pool individually. * Gels:  The **Import** and **Export** menus handle and display each gel book as an individual pool. With the Presets or Gels ObjectType selected, a row of radio buttons appears across the top of the main area, showing all relevant object sub-types. Tap one of these buttons to display the desired pool below. ## Multiple Object Selection [Section titled “Multiple Object Selection”](#multiple-object-selection) Tap any object in the displayed pool to select it for export. A brown border appears around each selected object. To select multiple objects in a pool, tap each desired object. Tap any selected object to deselect it. When Sheet Style is enabled, select multiple adjacent objects by drawing a lasso of overall desired objects. To select just one object, tap only the desired object. To toggle selection for any objects in the sheet without changing the selection status of any other objects, hold Ctrl on the keyboard while tapping the desired objects. ## Export Workflow [Section titled “Export Workflow”](#export-workflow) 1. Tap the Export tab in the upper-left corner. 2. Set the desired ObjectType. 3. Set the desired destination drive. 4. Select all of the desired objects to export from the **Local** area. 5. Enter the desired file name in the Name field of the **Drive** area. 6. Tap Export at the bottom of the menu. ## Import Workflow [Section titled “Import Workflow”](#import-workflow) 1. Tap the Import tab in the upper-left corner. 2. Set the desired ObjectType. 3. Set the desired source drive. 4. Select all of the desired files to import from the **Drive** area. 5. Select the desired destination in the pool in the **Local** area. 6. Tap Import at the bottom of the menu. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Certain object types (including **Gobos**, **Images**, **Symbols**, and **Videos**) can be included in **Appearances**. To automatically create new **Appearances** based on these objects as they are importing, toggle the Create Appearances option before tapping Import. | ## Import and Export Using Command Line Syntax [Section titled “Import and Export Using Command Line Syntax”](#import-and-export-using-command-line-syntax) See the Export keyword and Import keyword topics for information about exporting and importing show data using command-line syntax without using these menus. #### # Align > Pressing Align toggles between 6 different Align modes. Pressing Align toggles between 6 different Align modes. By default, the Align mode is disabled. Pressing MA + Align toggles between four different transition modes. By default, the transition mode is linear. The Align mode is displayed in the default encoder bar. ![](/img/grandma3/2-3/img_encoder-bar_left_v1-4-b46939.png) *Default encoder bar* The align mode will be disabled when changing the value of a different attribute and the transition mode becomes linear. Pressing and holding Align resets the align mode. Pressing and holding MA + Align resets the transition mode. For more information see [Align](/grandma3/2-3/operate_align/). ## Location [Section titled “Location”](#location) Align is located in the command section. ![](/img/grandma3/2-3/button_align_v0_1-9f62cf.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-3/buttons_wings_align_v0-1-d75f77.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Assign > Pressing Assign enters the Assign keyword into the command line. Pressing Assign enters the Assign keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign | For more information about Assign, see [Assign keyword](/grandma3/2-3/keyword_assign/). ## ## Label [Section titled “Label”](#label) Pressing Assign Assign enters the Label keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label | ​For more information about Label, see [Label keyword](/grandma3/2-3/keyword_label/). Set Pressing MA + Assign enters the Set keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set | ​For more information about Set, see [Set keyword](/grandma3/2-3/keyword_set/). ## Location [Section titled “Location”](#location) Assign is located in the command section. ![](/img/grandma3/2-3/button_assign_v0_1-5d114d.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_assign_v0-1-4b99de.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # At > Pressing At enters the At keyword into the command line. Pressing At enters the At keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 17 At 30 | For more information about At, see the [At keyword](/grandma3/2-3/keyword_at/). ## ## Normal [Section titled “Normal”](#normal) Pressing At At executes the **Normal keyword** in the command line in the selected fixtures. | | | | ---- | ------ | | OK : | Normal | ​For more information see the [Normal keyword](/grandma3/2-3/keyword_normal/). ## Integrate [Section titled “Integrate”](#integrate) Pressing and holding MA + At enters the Integrate keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Integrate | ​For more information about Integrate, see the [Integrate keyword](/grandma3/2-3/keyword_integrate/). ## Extract [Section titled “Extract”](#extract) Pressing and holding MA + At + At enters the Extract keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Extract | For more information about Extract, see the [Extract keyword](/grandma3/2-3/keyword_extract/). ## [Section titled “”](#-1) ## At Filter Menu [Section titled “At Filter Menu”](#at-filter-menu) Pressing and holding At opens the At Filter menu. ## [Section titled “”](#-2) ## Location [Section titled “Location”](#location) At is located in the numeric keys section. ![](/img/grandma3/2-3/button_at_v0-1-e84215.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_at_v0-1-2e19e1.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Blind > Pressing Blind toggles the Blind function. Pressing Blind toggles the Blind function. | | | | ---- | ----- | | OK : | Blind | For more information about Blind, see the [Blind keyword](/grandma3/2-3/keyword_blind/). ## Location [Section titled “Location”](#location) Blind is located in the Command Section. ![](/img/grandma3/2-3/button_blind_v0-1-3a73f5.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_blind_v0-1-9ea939.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Channel > Pressing Channel enters the Channel keyword in the command line. Pressing Channel enters the Channel keyword in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Channel | For more information, see the [Channel keyword](/grandma3/2-3/keyword_channel/). ## ## Universal [Section titled “Universal”](#universal) Pressing Channel Channel enters the Universal keyword in the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Universal | For more information, see the [Universal keyword](/grandma3/2-3/keyword_universal/). ## [Section titled “”](#-1) ## ID Types [Section titled “ID Types”](#id-types) Pressing Channel repeatedly switches through Channel, Universal, and ID types in use. ID types where no patched fixtures are assigned are not showing in the command line. For more information, see the [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). ## Location [Section titled “Location”](#location) Channel is located in the command section. ![](/img/grandma3/2-3/button_channel_v0-1-7b0723.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_channel_v0-1-8dbafe.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Clear > If there are values in the programmer, Clear behaves like this: If there are values in the programmer, Clear behaves like this: * Pressing Clear executes the [ClearSelection keyword](/grandma3/2-3/keyword_clear_selection/). * Pressing Clear Clear executes the [ClearActive keyword](/grandma3/2-3/keyword_clear_active/). * Pressing Clear Clear Clear executes the [ClearAll keyword](/grandma3/2-3/keyword_clear_all/). If there are no values in the programmer, pressing Clear deletes unexecuted commands in the command line and executes the ClearActive keyword Pressing and holding Clear executes the ClearAll keyword. Pressing Clear, no matter how often, always displays a Clear in the Command Line Feedback. For more information about Clear, see the [Clear keyword](/grandma3/2-3/keyword_clear/). ## Location [Section titled “Location”](#location) Clear is located in the command section. ![](/img/grandma3/2-3/button_clear_v0-1-b8f88b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_clear_v0-1-f51c54.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of product:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *are conform to the following directives and harmonized standards*  ***   \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_1-7a9bfc.png)  ![](/img/grandma3/2-3/ma_logo_schriftzug_r_4farbig-7901cc.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_15-e705a4.png)![](/img/grandma3/2-3/ma_logo_schriftzug_r_4farbig5-8cb43c.png) # Déclaration de conformité > Fabricant : # Déclaration de conformité [Section titled “Déclaration de conformité”](#déclaration-de-conformité) ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *sont conformes aux directives et normes harmonisées suivantes*  ***   \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_13-00cb5d.png)  ![](/img/grandma3/2-3/ma_logo_schriftzug_r_4farbig3-e47f75.png) # Quick Start > 1. Screens 1-3 ![](/img/grandma3/2-3/img_gm3_full-size_top_callouts_white-9461ff.png) 1. [Screens 1-3](/grandma3/2-3/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-3/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 4. [Power key](/grandma3/2-3/key_power/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. [Command area](/grandma3/2-3/do_control_command/) 7. [Xkeys section](/grandma3/2-3/do_control_executor/) 8. [Master area](/grandma3/2-3/do_control_master/) 9. [Right executor area with 3 executor sections](/grandma3/2-3/do_control_executor/) 10. [Custom area](/grandma3/2-3/key_console_quick_start/#custom_section) 11. [Left executor area with 3 executor sections](/grandma3/2-3/do_control_executor/) ![](/img/grandma3/2-3/img_gm3_full_size-crv_rear_callout-b93cf0.png) *grandMA3 full-size CRV rear panel* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [DMX A-G](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) # Guide De Démarrage > 1. Screens 1-3 # ![](/img/grandma3/2-3/img_gm3_full-size_top_callouts_white3-a2e5fc.png) 1. [Screens 1-3](/grandma3/2-3/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-3/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-3/do_screen_allocation/) 4. [Touche Marche/Arrêt](/grandma3/2-3/key_power/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. [Aire Command](/grandma3/2-3/ws_command_area/) 7. [Section Xkeys](/grandma3/2-3/do_control_executor/) 8. [Aire Master](/grandma3/2-3/do_control_master/) 9. [Aire Executor à droite avec 3 sections Executor](/grandma3/2-3/do_control_executor/) 10. [Aire Custom](/grandma3/2-3/key_console_quick_start-2/#custom_section) 11. [Aire Executor à gauche avec 3 sections Executor](/grandma3/2-3/do_control_executor/) ![](/img/grandma3/2-3/img_gm3_full_size-crv_rear_callout3-8b1baa.png) \_grandMA3 full-size CRV \_panneau arrière 1. [Lumière d’appoint](/grandma3/2-3/si_desklights/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Interrupteur d’alimentation 4. [DMX A-G](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** Pour afficher les connecteurs du panneau arrière dans les écrans letterbox, écrire: | | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “Connectorview” | ### Allumer la console [Section titled “Allumer la console”](#allumer-la-console) 1. Déballer l’appareil. 2. Enlever le matériel de protection et la couverture anti-poussière. 3. Placer l’appareil à l’intérieur sur une surface stable. 4. Connecter les moniteurs externes à la console à l’aide d’un connecteur DisplayPort natif. 5. Démarrer la console grandMA3:\ -Insérer le connecteur powerCON TRUE1 au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant (mettre en position **I**) sur le panneau arrière.\ -L’interrupteur s’illumine en rouge.\ -Appuyer sur la touche Marche/Arrêt sur le panneau avant.\ -L’appareil se met en marche.\ -Le dialogue de **sélection du mode** apparaît:\ ![](/img/grandma3/2-3/img_select-mode3-e276f0.png)\ -Toucher pour sélectionner un mode.   ### Éteindre la console [Section titled “Éteindre la console”](#éteindre-la-console) 1. Appuyer sur la touche Marche/Arrêt sur le panneau avant. Un pop-up d’avertissement apparaît: ![](/img/grandma3/2-3/popup_shut-down_v1-5_1_13-ba4b0d.png) 2. Appuyer sur OK. La console grandMA3 s’éteint. 3. Metter l’interrupteur en position **O**. Pour plus d’information, voir la section [Shut down the System](/grandma3/2-3/shutdown_the_system/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html).Software update 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ Le programme d’installation requis s’appelle grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Allumez l’intérrupteur d’allimentation sur le panneau arrière. 4. Insérer la clé USB dans un port USB. 5. Pour les appareils sans clavier interne (par exemple, la console compact grandMA3), connecter un clavier externe avec un port USB. 6. Appuyez sur la touche Marche/Arrêt du panneau avant. L’appareil grandMA3 démarre. 7. Appuyer plusieurs fois sur la touche 8/F8 du clavier intégré ou du clavier externe. Le gestionnaire de démarrage s’ouvre. 8. Faire défiler la liste jusqu’à EFI USB Device à l’aide des touches fléchées. 9. Appuyer sur la touche Enter du clavier (externe).\ La console commence à démarrer. 10. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) et [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html).   | # Quick Start > 1. Monitore 1-3 # ![](/img/grandma3/2-3/img_gm3_full-size_top_callouts_white5-e0cc4d.png) 1. [Monitore 1-3](/grandma3/2-3/do_screen_allocation/) 2. [Letterbox Monitore 8-10](/grandma3/2-3/do_screen_allocation/) 3. [Kommando Monitore 6+7](/grandma3/2-3/do_screen_allocation/) 4. [Ein/Aus-Taster](/grandma3/2-3/key_power/) 5. [Level Wheel](/grandma3/2-3/do_control_level/) 6. [Kommando Bereich](/grandma3/2-3/do_control_command/) 7. [Xkeys Sektion](/grandma3/2-3/do_control_executor/) 8. [Master Bereich](/grandma3/2-3/do_control_master/) 9. [Rechter Executor Bereich mit 3 Executor Sektionen](/grandma3/2-3/do_control_executor/) 10. [Benutzer Bereich](/grandma3/2-3/do_control_custom/#custom_section) 11. [Linker Executor Bereich mit 3 Executor Sektionen](/grandma3/2-3/do_control_executor/) ![](/img/grandma3/2-3/img_gm3_full_size-crv_rear_callout5-e24149.png) *grandMA3 full-size CRV Rückseite* 1. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. Power switch 4. [DMX A-G](/grandma3/2-3/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-3/fs_connect_external_screens/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-3/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-3/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-3/do_connector_pin_assignment/) 12. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-3/remote_inputs/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Um die Anschlüsse auf der Rückseite in den Letterbox Screens anzuzeigen: | | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “Connectorview” | ### grandMA3 Konsole anschalten [Section titled “grandMA3 Konsole anschalten”](#grandma3-konsole-anschalten) 1. Gerät auspacken. 2. Verpackungsmaterial und Staubschutzhülle entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Externe Monitore mit DisplayPort Anschluss an die Konsole anschließen. 5. grandMA3 Konsole einschalten. 6. powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. 7. Hauptstecker an die Steckdose anschließen. 8. Auf der Rückseite Netzschalter auf **I** stellen.Netzschalter leuchtet rot. 9. Auf der Vorderseite der Konsole die Ein/Aus-Taste drücken.\ Das Gerät fährt hoch.\ Der **Mode Selection** Dialog erscheint:\  ![](/img/grandma3/2-3/img_select-mode5-b92bcc.png) 10. Den gewünschten Modus durch Tippen des jeweiligen Icons auswählen.   ### grandMA3 Konsole ausschalten [Section titled “grandMA3 Konsole ausschalten”](#grandma3-konsole-ausschalten) 1. Die Ein/Aus-Taste auf der Vorderseite der Konsole drücken.\ Eine Warnmeldung erscheint:\ ![](/img/grandma3/2-3/popup_shut-down_v1-5_1_15-65306b.png) 2. OK tippen.\ Die grandMA3 Konsole fährt runter. 3. Netzschalter auf **O** stellen. Für weitere Informationen siehe Abschnitt [Shut down the System](/grandma3/2-3/shutdown_the_system/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den Netzschalter des grandMA3 Geräts auf **I** stellen. 4. Den USB-Stick in einen USB-Anschluss stecken. 5. Bei grandMA3 Geräten ohne integrierte Tastatur  (z. B. grandMA3 compact Konsole) eine externe Tastatur an einen USB-Anschluss anschließen. 6. Das grandMA3 Gerät am Ein/Aus-Taster einschalten. 7. Auf der internen oder externen Tastatur mehrfach die Taste 8/F8 drücken.\ Der **Boot Manager** öffnet sich. 8. Mit den Pfeiltasten bis EFI USB Device scrollen. 9. Die Taste Enter auf der (externen) Tastatur drücken.\ Die Konsole bootet. 10. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) und [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) |   ### [Section titled “”](#-1) [](https://www.malighting.com/) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive.  If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend\ entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen\ Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > This grandMA3 console controls all kinds of lighting genres, such as conventional, moving lights, LEDs, video, and media, via DMX signal or within a network env This grandMA3 console controls all kinds of lighting genres, such as conventional, moving lights, LEDs, video, and media, via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same industrial software. All components are fully integrable into the network environment. All grandMA3 devices have to be operated by professionally trained personnel only. Use all grandMA3 devices for professional purposes only. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Die grandMA3 Konsolen steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signa Die grandMA3 Konsolen steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger\ Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les consoles grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisa # Les consoles grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** - Temperaturen, die den in dieser Kurzanleitung angegebenen Bereich über- oder unterschreiten, können zu Fehlfunktionen am Display oder anderen Komponenten führen. - Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten. * Das Gerät innerhalb der Betriebsgrenzen betreiben. * Das Gerät nur in geschlossenen Räumen betreiben. * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein. * Erschütterungen vermeiden. * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen. * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** -Des températures supérieures ou inférieures à celles indiquées dans ce guide rapide peuvent entraîner un mauvais fonctionnement des écrans et d’autres composants. -Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ;  * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ;  * Évitez les secousses ;   * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ;  * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The grandMA3 full-size, the grandMA3 light, and their CRV versions have an air intake filter on the back.  Do not wash the filter. Clean it using a vacuum cleaner only. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  |   * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Wartung # | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht!  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Die grandMA3 full-size, die grandMA3 light und die CRV-Versionen haben einen eingebauten Luftansaugfilter auf der Rückseite.  Den Filter nicht waschen. Reinigung ausschließlich mit einem Staubsauger. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung.   | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen mit einem trockenen Tuch reinigen. * Handauflage nur mit einem feuchtem Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden.  * Kein Lösungsmittel verwenden. * Überprüfen ob die Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung, empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell zu reinigen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** La grandMA3 full-size, la grandMA3 light et leurs versions CRV ont un filtre d’admission d’air à l’arrière.  Ne lavez pas le filtre. Nettoyez-le uniquement à l’aide d’un aspirateur. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel.   | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-fb74e2.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-979a7e.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-3/danger-of-electric-shock_17-f4d0ab.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin-05322d.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_consoles_disposal/). *** ![battery](/img/grandma3/2-3/battery_1-e0fe41.png)     Recycle the battery *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-5c177c.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_1-png-245069.png) Operating voltage ON/OFF *** ## Lithium-Ion-Battery [Section titled “Lithium-Ion-Battery”](#lithium-ion-battery) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-fb74e2.png) \*\*Warning \*\* Safety instructions for the built-in lithium-ion battery: * The grandMA3 full-size, grandMA3 light, and their CRV versions have a rechargeable lithium-ion battery (LiFePo4) for an uninterrupted power supply (UPS); * All grandMA3 consoles have a memory battery on the MA Central Computer Board. * Only use batteries approved by MA Lighting Technology GmbH;  * Misuse or improper handling of the battery can cause it to explode or the fluid inside the battery to discharge.  Note the following instructions in order to avoid injuries: * Do not open or disassemble the battery;  * Do not drill holes into the battery or damage it in any other different manner;  * Do not short-circuit the battery;  * Protect the battery against moisture and humidity;  * Protect the battery against fire;  * Keep the battery away from children;  * Do not use the battery if it is defective; * Do not try to exchange the built-in battery. The exchange of the battery must be performed by a service technician or a repair center approved by MA Lighting Technology GmbH.  **We recommend charging the UPS battery at least once a year in order to avoid deep discharge. To do so, switch on the console, boot it up, and mind the status bar of the UPS battery.** \*\*Note the transportation regulations UN 38.3. – UN Recommendations on the Transport of Dangerous Goods, 6th edition, section 38.3. \*\* For more information see [Transport](/grandma3/2-3/key_transport/).  | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety. | *** Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-3/key_consoles_safety/#general_safety_instructions) further down and the [Limitations](/grandma3/2-3/key_consoles_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions.   | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | | | | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock.  Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * To avoid damage to the displays, do not carry or lift the device by the monitor wing; * To avoid torsion, do not open the monitor wing lifting it up at one edge. When lifting up use both of your hands; * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Unplug the power plug to disconnect the power supply from electric voltage during thunderstorms;  * Switch off the console via the power switch if it is unattended for a longer period of time; * Shut down the console via the Power key and switch it off via the power switch before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, faders, knobs, switches, connectors, or monitor wing; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break. * Only use power cables which are safety-marked; * Do not use high-power radio devices or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets; * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or the main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-cbc39f.png) **Warnung** – Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-9181fa.png)     \*\*Vorsicht \*\*– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag.  ![](/img/grandma3/2-3/danger-of-electric-shock_175-9af217.png) *** ![garbarge\_bin](/img/grandma3/2-3/garbarge_bin_11-236ee1.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten.  Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_consoles_disposal-1/). *** ![battery](/img/grandma3/2-3/battery_15-1b4e60.png)     Batterie recyceln *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-a9983b.png)   Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_conformity-1/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-62dcce.png) Betriebsspannung AN/AUS *** ## Lithium-Ionen-Batterie [Section titled “Lithium-Ionen-Batterie”](#lithium-ionen-batterie) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-cbc39f.png) \*\*Warnung \*\* Hinweise zur integrierten Batterie: * Die grandMA3 full-size, grandMA3 light und die entsprechenden CRV-Versionen enthalten eine wiederaufladbare Lithium-Ionen-Batterie (LiFePo4) für den USV-Betrieb (unterbrechungsfreie Stromversorgung).  * Alle Konsolen enthalten eine BIOS-Batterie auf der Hauptplatine (MA central computer board). *  Nur von MA Lighting Technology GmbH zugelassene Batterien verwenden. * Nicht bestimmungsgemäße Verwendung der Batterie oder ein fehlerhafter Umgang damit kann zu einer Explosion der Batterie oder einem Flüssigkeitsaustritt aus der Batterie führen.  Folgende Punkte beachten, um Verletzungen zu vermeiden: * Die Batterie nicht öffnen oder zerlegen.  * Die Batterie nicht anbohren und in keiner anderen Weise beschädigen.  * Die Batterie nicht kurzschließen.  * Die Batterie vor Nässe und Feuchtigkeit schützen.  * Die Batterie vor Feuer schützen.   * Die Batterie von Kindern fernhalten.  * Falls die Batterie beschädigt sein sollte, nicht verwenden.  * Die integrierte Batterie nicht auszutauschen. Der Austausch der Batterie muss durch eine von MA Lighting Technology GmbH zertifizierte Reparaturwerkstatt oder Fachkraft durchgeführt werden.  **Es wird empfohlen, den Akku der USV mindestens einmal pro Jahr aufzuladen, um eine Tiefenentladung zu verhindern. Zum Aufladen die Konsole anschalten, hochfahren und die Statusleiste der USV beachten.** \*\*Bitte beachten:  UN-Transportvorschrift 38.3. – Empfehlung der UN für die Beförderung gefährlicher Güter, Ausgabe 6, Abschnitt 38.3. \*\* Für mehr Informationen siehe [Transport](/grandma3/2-3/key_onpc_command_wing_transport/). | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | *** Alle Anweisungen in diesem Quick Manual aufmerksam lesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_consoles_safety-1/#general_safety_instructions) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_consoles_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und dem Gerät selbst vermerkt sind. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | * Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. * Alle Sicherheitsanweisungen befolgen um dieses Restrisiko zu vermeiden. * Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH haftet nicht für Schäden, die durch Nichtbeachtung der Sicherheitsanweisungen verursacht wurden. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu verhindern. * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren.  * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Um die Bildschirme nicht zu beschädigen, das Gerät nicht am Monitor Wing tragen oder hochheben. * Um Verwindung zu vermeiden, den Monitor Wing mit beiden Händen, jeweils links und rechts, öffnen.  * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen die Konsole herunterfahren und über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.  * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbinder oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden.  * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat einen Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose verwendet werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Netz trennen (Netzstecker ziehen) und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger # ### Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-b72159.png) \*\*Avertissement \*\*– Zone de danger *** ![lightning](/img/grandma3/2-3/lightning_13-e80289.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. ![](/img/grandma3/2-3/danger-of-electric-shock_173-e97778.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin2-e27d41.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_consoles_disposal-1-2/). *** ![battery](/img/grandma3/2-3/battery_13-8649ac.png)     Recycler la batterie *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-ce0dff.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_conformity-1-2/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt ***   ##  Batterie lithium-ion [Section titled “ Batterie lithium-ion”](#batterie-lithium-ion) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-b72159.png)\ **Avertissement**  Consignes de sécurité concernant la batterie lithium-ion intégrée : * Les grandMA3 full-size, grandMA3 light et leurs versions CRV disposent d’une batterie rechargeable au lithium-ion (LiFePo4) pour une alimentation sans interruption (UPS) ; * Utilisez uniquement des batteries approuvées par MA Lighting Technology GmbH  ; * Une mauvaise utilisation ou une manipulation incorrecte de la batterie peut provoquer son explosion ou l’écoulement du liquide à l’intérieur de la batterie. Suivez les instructions suivantes pour éviter les blessures : * Ne pas ouvrir ni démonter la batterie ; * Ne percez pas de trous dans la batterie et ne l’endommagez pas de toute autre manière ; * Ne court-circuitez pas la batterie ; * Protégez la batterie contre l’humidité ; * Protégez la batterie contre le feu ; * Gardez la batterie hors de portée des enfants ; * N’utilisez pas la batterie si elle est défectueuse  ; * N’essayez pas d’échanger la batterie intégrée. Le remplacement de la batterie doit être effectué par un technicien de service ou un centre de réparation agréé par MA Lighting Technology GmbH. **Nous vous recommandons de charger la batterie au moins une fois par an afin d’éviter une décharge profonde.** **Respecter les règles de transport UN 38.3. - Recommandations de l’UN sur le transport des marchandises dangereuses, 6e édition, section 38.3.** Pour plus d’informations, voir [Transport](/grandma3/2-3/key_transport-1-2/). | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | *** Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_consoles_safety-1-2/#general_safety_instructions) ci-dessous et les [limitations d’usages](/grandma3/2-3/key_consoles_limitations-1-2/). Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. \*\*  \*\* | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique.  Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens  ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Pour éviter d’endommager les écrans, ne transportez pas ou ne soulevez pas l’appareil par le panneau d’écran ; * Pour éviter toute torsion, n’ouvrez pas le panneau d’écran en le soulevant d’un seul côté. Lorsque vous le soulevez, utilisez vos deux mains ; * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ;  * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ;  * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. **Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is abou MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-dd4e68.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, st # MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-1990e5.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, um Ihr MA Produkt bestmöglich nutzen können.  Eine Serie auswählen und alle Videos dazu auf unserem YouTube Kanal ansehen. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Das MA Fixture Share ist eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share findet sich eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung bitte das E-Mail-Formular unter , Training und Support ausfüllen. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen bitte Kontakt zur MA Lighting Support-Hotline aufnehmen. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-a4fc1a.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 full-size – rear panel | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** The grandMA3 full-size, grandMA3 light and their CRV versions have a built-in uninterruptible power supply (UPS). For more information on UPS see [Safety](/grandma3/2-3/key_consoles_safety/). | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** Only use monitors with a native DisplayPort connector. Do not use adapters, for example DP to VGA or similar. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: max. length of the cable 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-3/img_gm3_full-size_3d_1-35be95.png) | Technical Data |   | | ---------------------------------------------------------- | ------------------------------------------------------------------------------------ | | Parameters | 20 480 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 44 kg / 98 lbs | | Power | max. 300 VA  | | Dimensions (folded and closed keyboard drawer) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (width x depth x height) | | Dimensions (unfolded for operation) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (width x depth x height) | | Dimensions (maximally unfolded and opened keyboard drawer) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (width x depth x height) |   ### Outputs grandMA3 full-size [Section titled “Outputs grandMA3 full-size”](#outputs-grandma3-full-size) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel-b04693.png) *grandMA3 full-size – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) |  \*registered trademark of Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-3/img_gm3_full-size-crv_3d_1-af9659.png) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------------- | | Parameters | 20 480 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 33 kg / 73 lbs | | Power | max. 300 VA | | Dimensions (closed keyboard drawer) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in (width x depth x height) | | Dimensions (opened keyboard drawer) | 1 213 x 644 x 169 mm / 48 x 26 x 7 in (width x depth x height) |   ### Outputs grandMA3 full-size CRV [Section titled “Outputs grandMA3 full-size CRV”](#outputs-grandma3-full-size-crv) ![](/img/grandma3/2-3/img_grandma3_full-size-crv_rear-328add.png) *grandMA3 full-size CRV – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x  | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 5 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x  | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) |  \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-3/img_gm3_light_3d_1-acb3cb.png) | Technical Data |   | | ---------------------------------------------------------- | ---------------------------------------------------------------------------------- | | Parameters | 16 384 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight  | 33 kg / 73 lbs | | Power | max. 300 VA | | Dimensions (folded and closed keyboard drawer) | 854 x 539 x 181 mm / 34 x 22 x 8 in (width x depth x height) | | Dimensions (unfolded for operation) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in (width x depth x height) | | Dimensions (maximally unfolded and opened keyboard drawer) | 854 x 871 x 255 mm / 34 x 35 x 10 in (width x depth x height) |   ### Outputs grandMA3 light [Section titled “Outputs grandMA3 light”](#outputs-grandma3-light) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel-b04693.png) *grandMA3 light – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_3d_1-6ce71b.png) | Technical Data |   | | ----------------------------------- | ------------------------------------------------------------ | | Parameters | 16 384 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 25 kg / 56 lbs | | Power | max. 300 VA | | Dimensions (closed keyboard drawer) | 811 x 539 x 169 mm / 32 x 22 x 7 in (width x depth x height) | | Dimensions (opened keyboard drawer) | 811 x 644 x 169 mm / 32 x 26 x 7 in (width x depth x height) |   ### Outputs grandMA3 light CRV [Section titled “Outputs grandMA3 light CRV”](#outputs-grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_rear-bd1cd5.png) *grandMA3 light CRV – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 4 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact-xt_3d_1-6ef702.png) | Technical Data |   | | --------------------- | ---------------------------------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 20 kg / 45 lbs | | Power | max. 250 VA | | Dimensions (folded) | 845 x 429 x 160 mm / 34 x 17 x 7 in (width x depth x height) | | Dimensions (unfolded) | 845 x 563 x 325 (max. 410) mm / 34 x 23 x 13 (max. 17) in (width x depth x height) |   ### Outputs grandMA3 compact XT [Section titled “Outputs grandMA3 compact XT”](#outputs-grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear-5e6371.png) *grandMA3 compact XT – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein   *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_3d_1-5920d8.png) | Technical Data |   | | --------------------- | ---------------------------------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 16 kg / 36 lbs | | Power | max. 250 VA | | Dimensions (folded) | 661 x 429 x 160 mm / 26 x 17 x 7 in (width x depth x height) | | Dimensions (unfolded) | 661 x 563 x 325 (max. 410) mm / 26 x 23 x 13 (max. 17) in (width x depth x height) |   ### Outputs grandMA3 compact [Section titled “Outputs grandMA3 compact”](#outputs-grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear-5e6371.png) *grandMA3 compact – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-3/img_gm3_replay-unit_3d_1-b0b0e8.png) | Technical Data |   | | ----------------- | ----------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 6 kg / 14 lbs | | Power | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (width x depth x height) |   ### Outputs grandMA3 replay unit [Section titled “Outputs grandMA3 replay unit”](#outputs-grandma3-replay-unit) ![](/img/grandma3/2-3/img_grandma3_replay-unit_rear-23085a.png) *grandMA3 replay unit – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 5 x | USB 2.0 (type A) (2 on the front panel) max. 500 mA | \*registered Trademark of Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_3d_1-c02b3d.png) | Technical Data |   | | ----------------- | ------------------------------------------------------------ | | Parameters | None | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 11 kg / 25 lbs | | Power | max. 75 VA | | Dimensions | 409 x 537 x 169 mm / 17 x 22 x 7 in (width x depth x height) |   ### Outputs grandMA3 extension [Section titled “Outputs grandMA3 extension”](#outputs-grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_rear_1-3f4fd1.png) *grandMA3 extension - rear panel* | Number | Connector | | ------ | ---------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein # Technische Daten > grandMA3 full-size – Rückseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die grandMA3 full-size, grandMA3 light und die entsprechenden CRV-Versionen haben eine eingebaute unterbrechungsfreie Stromversorgung (USV). Für weitere Informationen zu USV, siehe [Sicherheit](/grandma3/2-3/key_consoles_safety-1/).   | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** Ausschließlich Monitore mit einem nativen DisplayPort-Stecker verwenden. Keine Adapter verwenden, wie DP zu VGA oder ähnliches.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-3/img_gm3_full-size_3d_15-ecfc2a.png) | Technische Daten |   | | -------------------------------------------------------- | ------------------------------------------------------------------- | | Parameter | 20 480 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 44 kg / 98 lbs | | Anschlussleistung | max. 300 VA  | | Maße (zugeklappt mit geschlossener Tastatur) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (Breite x Tiefe x Höhe) | | Maße (Monitor Wing auf Bedienhöhe) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (BxTxH) | | Maße (maximal aufgeklappt und geöffneter Tastaturauszug) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 full-size [Section titled “Steckverbinder grandMA3 full-size”](#steckverbinder-grandma3-full-size) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel5-c86113.png) *grandMA3 full-size – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) |  \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-3/img_gm3_full-size-crv_3d_15-c2f874.png) | Technische Daten |   | | ----------------------------------- | ------------------------------------------------------------- | | Parameter | 20 480 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 33 kg / 73 lbs | | Anschlussleistung | max. 300 VA | | Maße (geschlossener Tastaturauszug) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in (Breite x Tiefe x Höhe) | | Maße (geöffneter Tastaturauszug) | 1 213 x 644 x 169 mm /48 x 26 x 7 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 full-size CRV [Section titled “Steckverbinder grandMA3 full-size CRV”](#steckverbinder-grandma3-full-size-crv) ![](/img/grandma3/2-3/img_grandma3_full-size-crv_rear5-24f2ba.png) *grandMA3 full-size CRV – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x  | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 5 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x  | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) |  \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-3/img_gm3_light_3d_15-a44144.png) | Technische Daten |   | | -------------------------------------------------- | ----------------------------------------------------------------- | | Parameter | 16 384 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 33 kg / 73 lbs | | Anschlussleistung | max. 300 VA | | Maße (Maße (zugeklappt mit geschlossener Tastatur) | 854 x 539 x 181 mm / 34 x 22 x 8 in (BxTxH) | | Maße (Monitor Wing auf Bedienhöhe) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in (BxTxH) | | Maße (aufgeklappt mit geöffneter Tastatur) | 854 x 871 x 255 mm / 34 x 35 x 10 in (BxTxH) |   ### Steckverbinder grandMA3 light [Section titled “Steckverbinder grandMA3 light”](#steckverbinder-grandma3-light) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel5-c86113.png) *grandMA3 light – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_3d_15-d55bfc.png) | Technische Daten |   | | ----------------------------------- | ----------------------------------------------------------- | | Parameter | 16 384 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 25 kg / 56 lb | | Anschlussleistung | max. 300 VA | | Maße (geschlossener Tastaturauszug) | 811 x 539 x 169 mm / 32 x 22 x 7 in (Breite x Tiefe x Höhe) | | Maße (geöffneter Tastaturauszug) | 811 x 644 x 169 mm / 32 x 26 x 7 in (Breite x Tiefe x Höhe) |   ### Outputs grandMA3 light CRV [Section titled “Outputs grandMA3 light CRV”](#outputs-grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_rear5-21125c.png) *grandMA3 light CRV – Rückseite* | Anzahl | Steckverbinder | | ------ | ---------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – Fernsteuerung) | | 4 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact-xt_3d_15-36ac60.png) | Technische Daten |   | | ------------------------- | --------------------------------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 20 kg / 45 lbs | | Anschlussleistung | max. 250 VA | | Maße (zusammengeklappt) | 845 x 429 x 160 mm / 34 x 17 x 7 in (Breite x Tiefe x Höhe) | | Maße (aufgeklappt) | 845 x 563 x 325 (max. 410) mm / 34 x 23 x 13 (max. 17) in (Breite x Tiefe x Höhe) |   ### Outputs grandMA3 compact XT [Section titled “Outputs grandMA3 compact XT”](#outputs-grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear5-8774b7.png) *grandMA3 compact XT – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 1 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 2 x | USB 3.0 (Typ A) (1 auf der Vorderseite) | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein    *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_3d_15-92ba88.png) | Technische Daten |   | | ------------------------- | -------------------------------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 16 kg / 36 lbs | | Anschlussleistung | max. 250 VA | | Maße (zusammengeklappt) | 661 x 429 x 160 mm / 26 x 17 x 7 in (Breite x Tiefe x Höhe) | | Maße (aufgeklappt) | 661 x 563 x 325 (max. 410 mm / 26 x 23 x 13 (max. 17) in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 compact [Section titled “Steckverbinder grandMA3 compact”](#steckverbinder-grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear5-8774b7.png) *grandMA3 compact – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 1 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 2 x | USB 3.0 (Typ A) (1 auf der Vorderseite) | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-3/img_gm3_replay-unit_3d_15-6140d3.png) | Technische Daten |   | | ------------------------- | ---------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 6 kg / 14 lbs | | Anschlussleistung | max. 200 VA | | Maße | 482 x 372 x 87 mm / 19 x 15 x 4 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 replay unit [Section titled “Steckverbinder grandMA3 replay unit”](#steckverbinder-grandma3-replay-unit) ![](/img/grandma3/2-3/img_grandma3_replay-unit_rear5-1bf830.png) *grandMA3 replay unit – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 5 x | USB 2.0 (Typ A) (2 auf der Vorderseite) | \*eingetragene Marke der Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_3d_15-430e5e.png) | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | Keine | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 11 kg / 25 lbs | | Anschlussleistung | max. 75 VA | | Maße | 409 x 537 x 169 mm / 17 x 22 x 7 in | |   |   |   ### Steckverbinder grandMA3 extension [Section titled “Steckverbinder grandMA3 extension”](#steckverbinder-grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_rear_15-e8fdeb.png) *grandMA3 extension – Rückseite* | Anzahl | Steckverbinder | | ------ | ---------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein # Données Techniques > grandMA3 full-size – panneau arrière # | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le grandMA3 grandeur nature, le grandMA3 light et leurs versions CRV sont équipés d’une alimentation sans coupure (UPS) intégrée. Pour plus d’informations sur l’UPS, voir [Sécurité](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_consoles_safety-1-2). | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** N’utilisez que des moniteurs dotés d’un connecteur DisplayPort natif. N’utilisez pas d’adaptateurs, par exemple DP à VGA ou similaires. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | \*\*Important:  \*\*Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-3/img_gm3_full-size_3d_13-dfd162.png) | Données Techniques |   | | ------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 20 480 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 44 kg / 98 lbs | | Puissance | max. 300 VA  | | Dimensions (tiroir à clavier plié et fermé) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (largeur x profondeur x hauteur) | | Dimensions (déplié pour le fonctionnement) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (l x p x h) | | Dimensions (clavier déplié et ouvert) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (largeur x profondeur x hauteur) |     ### Sorties grandMA3 full-size [Section titled “Sorties grandMA3 full-size”](#sorties-grandma3-full-size) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel3-a04d51.png) *grandMA3 full-size – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 sur le panneau avant) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) |  \*marque déposée de Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-3/img_gm3_full-size-crv_3d_13-cdadc7.png) | Données Techniques |   | | --------------------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 20 480 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 33 kg / 73 lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in  (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 1 213 x 644 x 169 mm / 48 x 26 x 7 in  (largeur x profondeur x hauteur) |   ### Sorties grandMA3 full-size CRV [Section titled “Sorties grandMA3 full-size CRV”](#sorties-grandma3-full-size-crv) ![](/img/grandma3/2-3/img_grandma3_full-size-crv_rear3-f406e1.png) *grandMA3 full-size CRV – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x  | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 5 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x  | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) |  \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-3/img_gm3_light_3d_13-20d749.png) | Données Techniques |   | | --------------------------------------------------------- | ------------------------------------------------------------------------------------------- | | Paramètres | 16 384 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net  | 33 kg / 73 lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 854 x 539 x 181 mm / 34 x 22 x 8 in (largeur x profondeur x hauteur) | | Dimensions (déplié pour le fonctionnement) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in  (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 854 x 871 x 255 mm / 34 x 35 x 10 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 light [Section titled “Sorties grandMA3 light”](#sorties-grandma3-light) ![](/img/grandma3/2-3/img_grandma3_full-size-light_rear_panel3-a04d51.png) *grandMA3 light – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_3d_13-09bad6.png) | Données Techniques |   | | --------------------------------------------------------- | -------------------------------------------------------------------- | | Paramètres | 16 384 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 25Kg / 56lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 811 x 539 x 169 mm / 32 x 22 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 811 x 644 x 169 mm / 32 x 26 x 7 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 light CRV [Section titled “Sorties grandMA3 light CRV”](#sorties-grandma3-light-crv) ![](/img/grandma3/2-3/img_gm3_light-crv_rear3-f15394.png) *grandMA3 light CRV – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 4 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact-xt_3d_13-5b11fa.png) | Données Techniques |   | | --------------------------------------------------------- | --------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 20Kg / 45lbs | | Puissance | max. 250 VA | | Dimensions (tiroir à clavier plié et fermé) | 845 x 429 x 160 mm / 34 x 17 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 845 x 563 x 325 mm / 34 x 23 x 13 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 compact XT [Section titled “Sorties grandMA3 compact XT”](#sorties-grandma3-compact-xt) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear3-a7d55a.png) *grandMA3 compact XT – panneau arrière* | Nombre | Connecteurs | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_3d_13-2cdde8.png) | Données Techniques |   | | --------------------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 16Kg / 36lbs | | Puissance | max. 250 VA | | Dimensions (tiroir à clavier plié et fermé) | 661 x 429 x 160 mm / 26 x 17 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 661 x 563 x 325 mm / 26 x 23 x 13 in (largeur x profondeur x hauteur)   |   ### Sorties grandMA3 compact [Section titled “Sorties grandMA3 compact”](#sorties-grandma3-compact) ![](/img/grandma3/2-3/img_gm3_compact_xt_rear3-a7d55a.png) *grandMA3 compact – panneau arrière* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-3/img_gm3_replay-unit_3d_13-6f5440.png) | Données Techniques |   | | ------------------------- | ------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 6 kg / 14 lbs | | Puissance | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 replay unit [Section titled “Sorties grandMA3 replay unit”](#sorties-grandma3-replay-unit) ![](/img/grandma3/2-3/img_grandma3_replay-unit_rear3-cfeb0d.png) *grandMA3 replay unit – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 5 x | USB 2.0 (type A) (2 on the front panel) max. 500 mA | \*marque déposée de Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_3d_13-b926e6.png) | Données Techniques |   | | ------------------------- | -------------------------------------------------------------------- | | Paramètres | Aucun | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 11 kg / 25 lbs | | Puisance | max. 75 VA | | Dimensions | 409 x 537 x 169 mm / 17 x 22 x 7 in (largeur x profondeur x hauteur) | |   |   |   ### Sortie grandMA3 extension [Section titled “Sortie grandMA3 extension”](#sortie-grandma3-extension) ![](/img/grandma3/2-3/img_gm3_extension_rear_13-cb60c8.png) *grandMA3 extension – panneau arriere* | Nombre | Connecteur | | ------ | ----------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein # Copy > Pressing Copy enters the copy keyword into the command line. Pressing Copy enters the copy keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy | For more information about Copy, see the [Copy keyword](/grandma3/2-3/keyword_copy/). ## Paste [Section titled “Paste”](#paste) Pressing Copy Copy enters the Paste keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Paste | ​For more information about Paste, see the [Paste keyword](/grandma3/2-3/keyword_paste/). ## Insert [Section titled “Insert”](#insert) Pressing Copy Copy Copy enters the Insert keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Insert | ​For more information about Insert, see the [Insert keyword](/grandma3/2-3/keyword_insert/). ## Cut [Section titled “Cut”](#cut) Pressing MA Copy enters the Cut keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cut | ​For more information about Cut, see the [Cut keyword](/grandma3/2-3/keyword_cut/). Location Copy is located in the command section. ![](/img/grandma3/2-3/button_copy_v0-1-c2ae25.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_copy_v0-1-863732.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Ctrl > To select multiple cells in a sheet, hold Ctrl and tap or click each cell. ## Multi Select [Section titled “Multi Select”](#multi-select) To select multiple cells in a sheet, hold Ctrl and tap or click each cell. ## ## Clean Start [Section titled “Clean Start”](#clean-start) To perform a clean start, hold Ctrl when the mode selection pop-up appears during the boot or reboot process and tap the desired mode. For more information about clean start, see [Clean Start](/grandma3/2-3/ts_clean_start/). ## Location [Section titled “Location”](#location) Ctrl is located in two places on the bottom row of the alpha-numeric keyboard. ![](/img/grandma3/2-3/img_keyboard-diagram_ctrl_v1-7-f35003.png) Location on grandMA3 full-size and grandMA3 light console # Cue > Pressing Cue enters the Cue keyword into the command line. Pressing Cue enters the Cue keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue | For more information about Cue, see the [Cue keyword](/grandma3/2-3/keyword_cue/). ## Part [Section titled “Part”](#part) Pressing Cue Cue enters the Part keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Part | ​For more information about Part, see the [Part keyword](/grandma3/2-3/keyword_part/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If there is already **Cue** in the command line right in front of the cursor, pressing Cue once will display **Part** in the command line. | ## Programmer [Section titled “Programmer”](#programmer) Pressing MA +Cue enters the Programmer keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Programmer | ​For more information about Programmer, see the [Programmer keyword](/grandma3/2-3/keyword_programmer/). ## Location [Section titled “Location”](#location) Cue is located in the command section. ![](/img/grandma3/2-3/button_cue_v0-1-34a57b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_cue_v0-1-3329f7.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Delete > Pressing Delete enters the Delete keyword into the command line. Pressing Delete enters the Delete keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete | For more information about Delete, see the [Delete keyword](/grandma3/2-3/keyword_delete/). ## Remove [Section titled “Remove”](#remove) Pressing Delete Delete enters the Remove keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Remove Selection | For more information about Remove, see the [Remove keyword](/grandma3/2-3/keyword_remove/). ## Release [Section titled “Release”](#release) Pressing Delete Delete Delete enters the Release keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Release Fixture 37 | For more information about Release, see the [Release keyword](/grandma3/2-3/keyword_release/). ## Location [Section titled “Location”](#location) Delete is located in the command section. ![](/img/grandma3/2-3/button_delete_v0-1-e4304e.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_delete_v0-1-f12bce.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of products:** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k *** *are conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector. The device has to be grounded (connected with PE).  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_5-67bf2c.png)  ![](/img/grandma3/2-3/ma_logo_120_3-56c7a8.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail  * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k  *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein. Das Gerät muss geerdet (mit PE verbunden) sein. Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_55-1382e8.png)![](/img/grandma3/2-3/ma_logo_120_35-be446c.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** ****Nom de produit :**** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail  * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_53-38db9b.png)  ![](/img/grandma3/2-3/ma_logo_120_33-3789f1.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Élimination [Section titled “Élimination”](#élimination) Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Installation | | | | ------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** Install the grandMA3 xPort Node DIN-Rail on the rail following DIN EN 60715.  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Install the grandMA3 xPort Node DIN-Rail horizontally so that the input terminal is located at the bottom and the DMX terminal on top. | # Installation > Installer la Node xPort DIN-Rail grandMA3 sur le rail. # | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** Installer la xPort Node DIN-Rail grandMA3 sur le rail selon la norme DIN EN 60715. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Installer la xPort Node DIN-Rail grandMA3 horizontalement de sorte que le terminal d’entrée soit situé en bas et le terminal DMX en haut.  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Pour que le dispositif puisse dissiper la chaleur, respecter une distance minimale de 30 mm au-dessus et au-dessous de la Node xPort DIN-Rail grandMA3. |     Installer la Node xPort DIN-Rail grandMA3 sur le rail. ![](/img/grandma3/2-3/img_install_on_rail_13-57991f.png) *Placer la xPort Node DIN-Rail grandMA3 sur le rail*   ![](/img/grandma3/2-3/img_install_on_rail_23-b58fe3.png) *La mettre en place* 1. Monter la xPort Node DIN-Rail dans le tableau de distribution.  ***   ## Connections [Section titled “Connections”](#connections) ![](/img/grandma3/2-3/img_xport_din_rail_connections3-d93d01.png) Se connecter au grid électrique -ou-  ![](/img/grandma3/2-3/img_xport_din_rail_connections_poe3-447d95.png) Se connecter via le PoE   | Power |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | MC 1.5/ 3-ST1-5.08 | | Câbles rigides | 0.75 mm² - 1.5 mm² (18-16 AWG) | | Câbles souples | 0.75 mm² - 1.5 mm² (18-16 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 7 mm  | | Couple de serrage | 0.22 Nm - 0.25 Nm | | DMX |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | FK-MC 0.5/ 3-ST-2.5 | | Câbles rigides | 0.14 mm² - 0.5 mm² (26-20 AWG) | | Câbles souples | 0.14 mm² - 0.5 mm² (26-20 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 8 mm | ## [Section titled “”](#-1) # Installation > 1.  Installieren Sie den grandMA3 xPort Node DIN-Rail auf der Schiene. # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Installieren Sie den grandMA3 xPort Node DIN-Rail auf einer DIN EN 60715 Hutschiene. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Installieren Sie den grandMA3 xPort Node DIN-Rail horizontal, sodass die Eingangsbuchse sich unten und der DMX-Anschluss oben befindet.    | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Halten Sie für optimale Wärmeabführung einen Mindestabstand von 30 mm (ca. 2 Zoll) zwischen den grandMA3 xPort Node DIN-Rail Geräten ein.  | 1.  Installieren Sie den grandMA3 xPort Node DIN-Rail auf der Schiene. ![](/img/grandma3/2-3/img_install_on_rail_15-8800a7.png) *Setzen Sie den grandMA3 xPort Node DIN-Rail auf der Schiene auf.*   ![](/img/grandma3/2-3/img_install_on_rail_25-ac4aee.png) *Lassen Sie das Gerät einrasten.* 2. Installieren Sie den xPort Node DIN-Rail im Schaltschrank.  ***   ## Anschlüsse [Section titled “Anschlüsse”](#anschlüsse) ![](/img/grandma3/2-3/img_xport_din_rail_connections5-3ea826.png) *Netzanschluss* -oder-  ![](/img/grandma3/2-3/img_xport_din_rail_connections_poe5-dc177e.png) *Anschluss über PoE*   | Netzanschluss |   | | -------------- | ----------------------------------------------------------- | | Anschluss | MC 1,5/ 3-ST1-5,08 | | Starre Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Flexible Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 7 mm  | | Drehmoment | 0,22 Nm - 0,25 Nm | | DMX |   | | -------------- | ------------------------------------------------------------ | | Anschluss | FK-MC 0,5/ 3-ST-2,5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig.  | | Abisolierlänge | 8 mm | ## [Section titled “”](#-1) # Intended Use > The grandMA3 nodes DIN-Rail – 8Port Node DIN-Rail, 4Port Node DIN-Rail, 2Port Node DIN-Rail – and grandMA3 onPC nodes DIN-Rail – onPC 8Port Node DIN-Rail 4k, on The grandMA3 nodes DIN-Rail – **8Port Node DIN-Rail, 4Port Node DIN-Rail, 2Port Node DIN-Rail** – and grandMA3 onPC nodes DIN-Rail – **onPC 8Port Node DIN-Rail 4k, onPC 4Port Node DIN-Rail 4k, onPC 2Port Node DIN-Rail 2k –** control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Die grandMA3 xPort Nodes DIN-Rail und die grandMA3 onPC xPort Nodes DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 xPort Nodes DIN-Rail und die grandMA3 onPC xPort Nodes DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les xPort Nodes DIN-Rail grandMA3 et les xPort Nodes DIN-Rail grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les m # Usage Prévu [Section titled “Usage Prévu”](#usage-prévu) Les xPort Nodes DIN-Rail grandMA3 et les xPort Nodes DIN-Rail grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: ## **Temperature** [Section titled “Temperature”](#temperature) Operation: -10 °C up to +50 °C / 14 °F up to 122 °F # Betriebsgrenzen > Betrieb: # ## **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: -10 °C bis +50 °C / 14 °F bis 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ## [Section titled “”](#-1) ## **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend)   ## **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement : # ## **Température** [Section titled “Température”](#température)   Fonctionnement : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F   ## **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation)   ## [Section titled “”](#-1) ## **Environnement​** [Section titled “Environnement​”](#environnement)  Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ;  * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ;  * Évitez les secousses ;   * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | # Entretient | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Quick Start > grandMA3 8Port Node DIN-Rail front panel ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_front_callouts-56fb2b.png) *grandMA3 8Port Node DIN-Rail* front panel 1. [Terminal block](/grandma3/2-3/do_connector_pin_assignment/) 2. Rotary knob  ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear_callouts-e1eb10.png) *grandMA3 8Port Node DIN-Rail* rear panel 1. [DMX](/grandma3/2-3/fs_connect_dmx/) 2. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear_callouts_1-1fc8a2.png) *grandMA3 4Port Node DIN-Rail* rear panel  ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_callouts_1-153687.png) *grandMA3 2Port Node DIN-Rail* rear panel   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Install the device on a rail. For more information see [Installation](/grandma3/2-3/key_dinrail_installation/). 4. Connect the grandMA3 xPort Node DIN-Rail with your PC, laptop, or a grandMA3 console using the RJ45 connector. 5. Connect the grandMA3 xPort Node DIN-Rail with the electrical grid using a terminal block connector, a PoE switch, or a PoE injector. 6. The device starts booting. 7. To make basic settings, turn the rotary knob on the front panel of the device. 8. To turn off the grandMA3 xPort Node DIN-Rail, disconnect the RJ45 connector or the terminal block connector.  ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com). 2. The required installer is called grandMA3 Software x.x.x.x. 3. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  4. Insert the USB flash drive in the device’s USB port. 5. Turn off the grandMA3 device. 6. Turn on the grandMA3 device. \ The grandMA3 device starts to boot. 7. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Control other MA Devices](/grandma3/2-3/comad_xport_nodes/) * [Update the Software](/grandma3/2-3/update/) * [Network Update](/grandma3/2-3/update_network/) # Quick Start > grandMA3 8Port Node DIN-Rail Vorderseite # ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_front_callouts3-2ba0ab.png) *grandMA3 8Port Node DIN-Rail Vorderseite* 1. [Klemmleiste für Netzanschluss](/grandma3/2-3/do_connector_pin_assignment/) 2. Drehregler ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear_callouts5-096ba7.png) *grandMA3 8Port Node DIN-Rail Rückseite* 1. [DMX](/grandma3/2-3/fs_connect_dmx/) 2. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 3. [USB-Anschluss](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear8-bdf03c.png) *grandMA3 4Port Node DIN-Rail Rückseite* ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_18-bc6451.png) *grandMA3 2Port Node DIN-Rail Rückseite* ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Das Gerät auf der Hutschiene installieren. Mehr Information unter [Installation](/grandma3/2-3/key_io_node_installation/).   4. Den grandMA3 xPort Node DIN-Rail mit dem PC, Laptop oder einer grandMA3 Konsole über die RJ45-Stecker verbinden.\ Den grandMA3 xPort Node DIN-Rail direkt über die Klemmleiste, einen PoE Switch oder PoE Injector ans Netz anschließen.\ Das Gerät fährt hoch und der Drehregler beginnt zu blinken. 5. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 6. Um den grandMA3 xPort Node DIN-Rail auszuschalten, das Gerät von der Stromversorgung trennen.   ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Das grandMA3 Gerät wieder einschalten.\ Das grandMA3 Gerät bootet. 6. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) |  **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) und [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide De Démarrage > 8Port Node DIN-Rail grandMA3 panneau avant # ![](/img/grandma3/2-3/img_gm3_8port-din-rail_front_3d4-290978.png) \_8Port Node DIN-Rail grandMA3 \_panneau avant 1. [Bornier](/grandma3/2-3/do_connector_pin_assignment/) 2. Bouton rotatif ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear_callouts3-1c2821.png) *8Port Node DIN-Rail grandMA3* panneau arrière 1. [DMX](/grandma3/2-3/fs_connect_dmx/) 2. [Ethernet avec L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear5-07a911.png) *4Port Node DIN-Rail grandMA3* panneau arrière ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_15-cfdfb3.png) *2Port Node DIN-Rail grandMA3* panneau arrière ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Elever le matériel de protection.  3. Installer l’appareil sur un rail. Pour plus d’informations, voir [Installation](/grandma3/2-3/key_dinrail_installation-2/).   4. Brancher la xPort Node DIN-Rail grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 5. Connecter la xPort Node DIN-Rail grandMA3 au réseau électrique à l’aide d’un connecteur de bornier, d’un commutateur PoE ou d’un injecteur PoE. 6. L’appareil se met en marche. 7. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 8. Pour éteindre la xPort Node DIN-Rail grandMA3, débrancher le connecteur RJ45 ou le connecteur du bornier.   ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/). L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Allumer l’appareil grandMA3.\ L’appareil grandMA3 commence à démarrer. 6. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) et [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | # Safety ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) # Sicherheit > Warnung – Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Die Installation, Inbetriebnahme und Bedienung des xPort Node DIN-Rails dürfen ausschließlich von geschultem Personal durchgeführt werden. Die Sicherheits- und Unfallverhütungsvorschriften Ihres Landes unbedingt beachten. | ![](/img/grandma3/2-3/icon_exlamation-mark_13-a660ba.png) \*\*Warnung \*\*– Gefahrenbereich *** ![](/img/grandma3/2-3/icon_lightning_13-2720ca.png) **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten.  Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-3/danger-of-electric-shock_185-577ae3.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin5-74d0ef.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_dinrail_disposal-1/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-4fb8a6.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_dinrail_conformity-1/). *** | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss über die Hutschiene geerdet sein. Vergewissern Sie sich, dass alle Kabel ausreichend dimensioniert und abgesichert sind.  | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_dinrail_safety-1/) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_dinrail_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal des Herstellers durchgeführt werden. Schicken Sie das Gerät im Reparaturfall an den Hersteller zurück. | * Dieses Gerät entspricht dem neusten Stand der Technik. * Trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. * Um Risiken zu vermeiden, die Sicherheitsanweisungen befolgen. * Dieses Gerät nur als Festinstallation im Schaltschrank oder in einem anderen, geschlossenen Gehäuse verwenden. * Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt nicht für Schäden auf, die aufgrund Nichtbeachtung der Sicherheitsanweisungen entstehen könnten. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen. Die Sicherheitsanweisungen befolgen um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden. * Vor der Installation Gerät vom Netz trennen und vor unbeabsichtigtem Wiedereinschalten schützen. * Das Gerät über eine Sicherung abgesichern. * Die Anschlussklemmen abdecken, um den Kontakt mit stromführenden Teilen zu verhindern. * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen das Gerät über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Gewalt auf Tasten, Knöpfe, Schalter, Verbindung oder Drehknopf ausüben. * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät darf nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. * Nicht den Sicherheitszweck einer Schutzkontaktsteckdose ignorieren. Eine Schutzkontaktsteckdose hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder Verbindung ist / sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Seul du personnel entraîné est autorisé à installer, mettre sous tension et faire fonctionner le xPort Node DIN-Rail. Respectez les consignes de sécurité et de prévention des accidents de votre pays.  | ![](/img/grandma3/2-3/icon_exlamation-mark_12-01ec7a.png) **Avertissement** – Zone de danger  *** ![](/img/grandma3/2-3/icon_lightning_12-32f2ae.png) **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles.  Le contact avec des pièces sous tension peut provoquer un choc électrique. ![](/img/grandma3/2-3/danger-of-electric-shock_183-084a8a.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin3-c02a21.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_dinrail_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-de888d.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_dinrail_conformity-1-2/).  *** | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Le profilé de l’appareil doit être mis à la terre. Assurez-vous que tous les câbles sont suffisamment dimensionnés et munis de fusibles.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_dinrail_safety-1-2/#general_safety_instructions) ci-dessous et les [limitations d’usages](/grandma3/2-3/key_dinrail_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service internes qualifiés. Envoyer l’appareil au fabricant pour inspection.  | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel ; * N’utilisez cet appareil que pour une installation fixe dans des armoires électriques ou d’autres armoires d’installation fermées.  MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A,  conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * Avant d’installer l’appareil, couper la tension d’entrée et protéger l’appareil contre une mise sous tension involontaire ; * Assurez-vous que l’appareil peut être désactivé à l’aide d’un fusible préliminaire ; * Pour éviter tout contact avec des pièces sous tension, dissimuler la zone du raccord ; * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur le bouton tournant ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil ne doit être utilisé qu’avec des prises de sécurité ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-26787d.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-216b56.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-7be27e.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 8Port Node DIN-Rail front panel | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** grandMA3 nodes DIN-Rail are powered by a direct power connection using a terminal block connector, a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) |  **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Use the USB port for updates only. Do not connect any peripheral devices (for example, mouse, keyboard). Each 3pin DMX512-A Out can be individually configured as DMX In. | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   ![](/img/grandma3/2-3/img_gm3_8port-din-rail_front_3d-1b0e47.png) *grandMA3 8Port Node DIN-Rail front panel* ### grandMA3 8Port Node DIN-Rail  [Section titled “grandMA3 8Port Node DIN-Rail ”](#grandma3-8port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) |   ### Outputs grandMA3 8Port Node DIN-Rail  [Section titled “Outputs grandMA3 8Port Node DIN-Rail ”](#outputs-grandma3-8port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear-21ad4d.png) *grandMA3 8Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 8 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 4Port Node DIN-Rail [Section titled “grandMA3 4Port Node DIN-Rail”](#grandma3-4port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### Outputs grandMA3 4Port Node DIN-Rail [Section titled “Outputs grandMA3 4Port Node DIN-Rail”](#outputs-grandma3-4port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear-aa5014.png) *grandMA3 4Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 4 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 2Port Node DIN-Rail [Section titled “grandMA3 2Port Node DIN-Rail”](#grandma3-2port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None  | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### Outputs grandMA3 2Port Node DIN-Rail [Section titled “Outputs grandMA3 2Port Node DIN-Rail”](#outputs-grandma3-2port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_1-33939b.png) *grandMA3 2Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 2 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) | ### grandMA3 onPC 8Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 8Port Node DIN-Rail 4k”](#grandma3-onpc-8port-nodedin-rail-4k) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 2 048 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### grandMA3 onPC 4Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 4Port Node DIN-Rail 4k”](#grandma3-onpc-4port-nodedin-rail-4k) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 2 048 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### grandMA3 onPC 2Port Node DIN-Rail 2k [Section titled “grandMA3 onPC 2Port Node DIN-Rail 2k”](#grandma3-onpc-2port-nodedin-rail-2k) | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 1 024 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height)  | # Technische Daten > grandMA3 xPort Node DIN-Rail Vorderseite | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Das grandMA3 xPort Node DIN-Rail kann direkt über die Klemmleiste ans Netz angeschlossen oder durch ein PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). Jeder 3-polige DMX512-A Out kann auch als DMX In konfiguriert werden. | * DMX: maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m.   ![](/img/grandma3/2-3/img_gm3_8port-din-rail_front_3d7-04dd8d.png) *grandMA3 xPort Node DIN-Rail Vorderseite* ### grandMA3 8Port Node DIN-Rail  [Section titled “grandMA3 8Port Node DIN-Rail ”](#grandma3-8port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 8Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 8Port Node DIN-Rail ”](#ausgänge-grandma3-8port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear5-15d220.png) *grandMA3 8Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 8 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) |   ### grandMA3 4Port Node DIN-Rail  [Section titled “grandMA3 4Port Node DIN-Rail ”](#grandma3-4port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### Ausgänge grandMA3 4Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 4Port Node DIN-Rail ”](#ausgänge-grandma3-4port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear9-f81251.png) *grandMA3 4Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 4 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) |   ### grandMA3 2Port Node DIN-Rail  [Section titled “grandMA3 2Port Node DIN-Rail ”](#grandma3-2port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### Ausgänge grandMA3 2Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 2Port Node DIN-Rail ”](#ausgänge-grandma3-2port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_19-27983f.png) *grandMA3 2Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 2 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) | ### grandMA3 onPC 8Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 8Port Node DIN-Rail 4k”](#grandma3-onpc-8port-nodedin-rail-4k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 2 048 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### grandMA3 onPC 4Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 4Port Node DIN-Rail 4k”](#grandma3-onpc-4port-nodedin-rail-4k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 2 048 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### grandMA3 onPC 2Port Node DIN-Rail 2k [Section titled “grandMA3 onPC 2Port Node DIN-Rail 2k”](#grandma3-onpc-2port-nodedin-rail-2k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 1 024 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | # Données Techniques > grandMA3 xPort Node DIN-Rail panneau avant | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** Les rails DIN xPort Node grandMA3 sont alimentés par une connexion électrique directe utilisant un connecteur de bloc terminal, un commutateur PoE ou un injecteur PoE. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) |  **Important:** Utilisez le port USB uniquement pour les mises à jour. Ne connectez aucun périphérique (par exemple, souris, clavier). Chaque sortie DMX512-A à 3 broches peut être configurée individuellement comme entrée DMX.  | * DMX: la longueur maximale du câble est de 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. La longueur maximale du câble est de 75 m. ![](/img/grandma3/2-3/img_gm3_8port-din-rail_front_3d5-d3daba.png) \_grandMA3 xPort Node DIN-Rail \_panneau avant ### grandMA3 8Port Node DIN-Rail  [Section titled “grandMA3 8Port Node DIN-Rail ”](#grandma3-8port-nodedin-rail) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT couleur  | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) |   ### Sorties grandMA3 8Port Node DIN-Rail  [Section titled “Sorties grandMA3 8Port Node DIN-Rail ”](#sorties-grandma3-8port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_8port-node-din-rail_rear3-819e19.png) *grandMA3 8Port Node DIN-Rail panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------- | | 8 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 4Port Node DIN-Rail  [Section titled “grandMA3 4Port Node DIN-Rail ”](#grandma3-4port-nodedin-rail) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) | ### Sorties grandMA3 4Port Node DIN-Rail  [Section titled “Sorties grandMA3 4Port Node DIN-Rail ”](#sorties-grandma3-4port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_4port-node-din-rail_rear6-4cf76b.png) *grandMA3 4Port Node DIN-Rail panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------- | | 4 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 2Port Node DIN-Rail  [Section titled “grandMA3 2Port Node DIN-Rail ”](#grandma3-2port-nodedin-rail) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | Aucun  | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) | ### Sorties grandMA3 2Port Node DIN-Rail  [Section titled “Sorties grandMA3 2Port Node DIN-Rail ”](#sorties-grandma3-2port-nodedin-rail) ![](/img/grandma3/2-3/img_gm3_2port-node-din-rail_rear_16-b629fa.png) *grandMA3 2Port Node DIN-Rail panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------- | | 2 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) | ### grandMA3 onPC 8Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 8Port Node DIN-Rail 4k”](#grandma3-onpc-8port-nodedin-rail-4k) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) | | Paramètres Mode2 | 2 048 (HTP/LTP) | | Affichage | 3.9 ” TFT couleur  | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) | ### grandMA3 onPC 4Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 4Port Node DIN-Rail 4k”](#grandma3-onpc-4port-nodedin-rail-4k) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) | | Paramètres Mode2 | 2 048 (HTP/LTP) | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) | ### grandMA3 onPC 2Port Node DIN-Rail 2k [Section titled “grandMA3 onPC 2Port Node DIN-Rail 2k”](#grandma3-onpc-2port-nodedin-rail-2k) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP)  | | Paramètres Mode2 | 1 024 (HTP/LTP) | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) | # Transport > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 xPort Node DIN-Rails must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 xPort Node DIN-Rails on unstable surfaces; * Do not place any objects on top of the grandMA3 xPort Node DIN-Rails. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-3/key_dinrail_limitations/) # Transport # * Die grandMA3 xPort Node DIN-Rails während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Node DIN-Rails nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Node DIN-Rails stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_dinrail_limitations-1/). Nach dem Transport das Gerät prüfen. Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # * Les grandMA3 xPort Node DIN-Rails doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Node DIN-Rails sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Node DIN-Rails.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-3/key_dinrail_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node DIN-Rail au réseau électrique! | # . [Dot] > Pressing . [Dot] enters a . into the command line. Pressing . \[Dot] enters a . into the command line.  | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1.2 | # Down > Pressing Down acesses one level deeper in the fixture structure. Pressing Down acesses one level deeper in the fixture structure. ## Location [Section titled “Location”](#location) Down is located in the command section on the left side of the five dual encoders. ![](/img/grandma3/2-3/button_down_v0-1-73d384.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_down_v0-1-c0501a.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Edit > Pressing Edit enters the Edit keyword into the command line. Pressing Edit enters the Edit keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit | For more information about Edit, see the [Edit keyword](/grandma3/2-3/keyword_edit/). ## EditSetting [Section titled “EditSetting”](#editsetting) Pressing Edit Edit enters the EditSetting keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditSetting | For more information about EditSetting, see the [EditSetting keyword](/grandma3/2-3/keyword_editsetting/). ## Location [Section titled “Location”](#location) Edit is located in the command section. ![](/img/grandma3/2-3/button_edit_v0-1-2c0ce3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_edit_v0-1-d99cf1.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Esc > Pressing Esc deletes commands that were not executed in the command line and closes pop-ups. Pressing Esc deletes commands that were not executed in the command line and closes pop-ups. Location Esc is located in the command section. ![](/img/grandma3/2-3/button_esc_v0-1-838a91.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_esc_v0-1-ee0611.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC fader wing *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, July 28, 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_5_1-7daba0.png)    ![](/img/grandma3/2-3/ma_logo_120_3_1-f30c3e.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC fader wing *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 28. Juli 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_5_15-7a805d.png)  ![](/img/grandma3/2-3/ma_logo_120_3_15-f79aab.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 onPC fader wing *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 28 julliet 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_5_13-7af23d.png)    ![](/img/grandma3/2-3/ma_logo_120_3_13-e5340d.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment | * Disconnect the power supply before cleaning;  * Clean the surface with dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC fader wing front panel ![](/img/grandma3/2-3/img_gm3_fader_wing_top_callouts_4-960ebc.png) \_grandMA3 onPC fader wing front panel \_ 1. Executor buttons 101-190 + 201-290 2. Executor faders 201-290 3. Executor buttons 301-390 + 401-490 4. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-3/do_control_executor/).   ### Connect and Power Up the Device [Section titled “Connect and Power Up the Device”](#connect-and-power-up-the-device) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Download the grandMA3 onPC software on [www.malighting.com](http://www.malighting.com) 5. Install the software on your PC or laptop. For minimum requirements see [System Requirements](/grandma3/2-3/onpc_system_requirements/) grandMA3 in the grandMA3 user manual.  6. Connect the grandMA3 onPC fader wing with your command wing XT, PC or laptop using a USB cable. 7. Start the command wing XT, PC or laptop .  8. Switch on the grandMA3 onPC fader wing: \ -Insert the IEC connector into the corresponding jack. \ -Connect the main power plug. \ -Turn on the power switch:\ -Set it to position **I**. \ -The power switch lights up in red. ### Turn off the grandMA3 onPC fader wing [Section titled “Turn off the grandMA3 onPC fader wing”](#turn-off-the-grandma3-onpc-fader-wing) To turn off the grandMA3 onPC fader wing set the power switch to position **0**.   | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** -Show data is only saved in the grandMA3 onPC software. -For updates use the grandMA3 onPC software. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** You can disconnect the grandMA3 onPC fader wing using the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | -------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC fader wing + | PC/laptop | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | # Quick Start > grandMA3 onPC fader wing Vorderseite ![](/img/grandma3/2-3/img_gm3_fader_wing_top_callouts_45-f2c06a.png) \_grandMA3 onPC fader wing \_Vorderseite 1. Executor Buttons 101-190 + 201-290 2. Executor Fader 201-290 3. Executor Buttons 301-390 + 401-490 4. Rotierbare Executors 301-390 + 401-490 Für weitere Informationen über Executors siehe den Abschnitt [Executor elements](/grandma3/2-3/do_control_executor/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ![](/img/grandma3/2-3/img_gm3_fader-wing_rear_callout_11-8b46c7.png) *grandMA3 onPC fader wing Rückseite* 1. [DMX A+B](/grandma3/2-3/fs_connect_dmx/) 2. [USB](/grandma3/2-3/fs_connect_usb/) 3. [Power switch](/grandma3/2-3/key_power/) 4. [IEC connector](/grandma3/2-3/fs_connect_power/) 5. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 6. Kensington-Schloss ### Das Gerät anschließen und einschalten [Section titled “Das Gerät anschließen und einschalten”](#das-gerät-anschließen-und-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen.  4. grandMA3 onPC Software auf [www.malighting.com herunterladen. ](http://www.malighting.com%C2%A0herunterladen.%C2%A0) 5. Die Software auf PC oder Laptop installieren. Für Mindestanforderungen, siehe System Requirements im grandMA3 Online Benutzerhandbuch.  6. Den grandMA3 onPC fader wing über das USB-Kabel mit dem PC oder Laptop oder einem command wing XT verbinden. 7. Den command wing XT oder den PC oder Laptop einschalten. 8. Den grandMA3 onPC fader wing einschalten:\ -IEC-Kaltgerätestecker mit der dafür vorgesehenen Buchse verbinden.  \ -Netzstecker an die Steckdose anschließen. \ -Netzschalter auf \*\*I \*\*stellen.  \ -Netzschalter leuchtet rot. ### grandMA3 onPC fader wing ausschalten [Section titled “grandMA3 onPC fader wing ausschalten”](#grandma3-onpc-fader-wing-ausschalten) Um den grandMA3 onPC fader wing auszuschalten, Netzschalter auf \*\*O \*\*stellen. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** -Showdaten werden nur in der grandMA3 onPC Software gespeichert. -Für Updates die grandMA3 onPC Software verwenden. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der grandMA3 onPC fader wing kann ebenfalls über die grandMA3 onPC Software deaktiviert werden. Der DMX-Ausgang wird dann abrupt unterbrochen.\*\*  \*\* | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | -------------------------- | ------------------------------------------- | --------- | | grandMA3 onPC fader wing + | PC/Laptop | 4 096 | | grandMA3 onPC fade wing + | PC/Laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC fader wing + | PC/Laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Unabhängig davon, welche Geräte an die grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information im [User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [Expand the Amount of Parameters.](/grandma3/2-3/system_parameter_expand/) # Guide De Démarrage > 1. Executor boutons 101-190 + 201-290 ![](/img/grandma3/2-3/img_gm3_fader_wing_top_callouts_43-a8ae6f.png) 1. Executor boutons 101-190 + 201-290 2. Executor faders 201-290 3. Executor boutons 301-390 + 401-490 4. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-3/do_control_elements/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). ### Branchement et mise sous tension de l’appareil [Section titled “Branchement et mise sous tension de l’appareil”](#branchement-et-mise-sous-tension-de-lappareil) 1. *Déballer l’appareil.* 2. *Enlever l’emballage et le matériel de protection.* 3. *Installer l’appareil à l’intérieur sur une surface stable.* 4. *Télécharger le logiciel de la grandMA3 onPC à [www.malighting.com](http://www.malighting.com)* 5. *Installer le logiciel sur votre PC ou laptop. Pour connaître le minimum requis pour votre système, voir [System Requirements](/grandma3/2-3/onpc_system_requirements/) dans le manuel utilisateur de la grandMA3* 6. *Brancher la grandMA3 onPC fader wing à votre command wing XT, PC ou laptop en utilisant um câble USB.* 7. *Démarrer la command wing XT. le PC ou le laptop.* 8. *Allumer la fader wing grandMA3 onPC:\ -Insérer le connecteur IEC dans le jack correspondant. \ -Brancher à une prise de courant.\ \- Allumer le commutateur:\ -Mettre en position poition **I**.  -Le commutateur s’élumine en rouge.* *Éteindre la grandMA3 fader wing onPC* *Pour éteindre la fader wing grandMA3 onPC, mettre le commutateur en position\*\* 0\*\*.* | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** -Les données de l’émission sont uniquement enregistrées dans le logiciel grandMA3 onPC. -Pour les mises à jour, utilisez le logiciel grandMA3 onPC. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Vous pouvez déconnecter l’aile du fader grandMA3 onPC en utilisant le logiciel grandMA3 onPC. La sortie DMX sera alors immédiatement interrompue.   | *Différentes Combinaisons* | ***Appareil*** | ***Connecté à*** | ***Paramèters*** | | ---------------------------- | --------------------------------------------- | ---------------- | | *grandMA3 onPC fader wing +* | *PC/laptop* | *4 096* | | *grandMA3 onPC fader wing +* | *PC/laptop + grandMA3 onPC 8/4/2Port Node* | *4 096* | | *grandMA3 onPC fader wing +* | *PC/laptop + grandMa3 processing unit M/L/XL* | *4 096* | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Indépendamment des appareils connectés au logiciel grandMA3 onPC, le nombre de paramètres ne peut atteindre qu’un maximum de 4 096. | *Pour plus d’information voir: [Expand the amount of parameters topic.](/grandma3/2-3/system_parameter_expand/)* # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages  [Section titled “Help Pages ”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-3e2071.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-3ddaff.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share befindet sich eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-e94ad9.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC fader wing front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | |  Power cable and connector are not included in the delivery. | *  DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-3/img_gm3_onpc-fader-wing_3d-b86887.png) *grandMA3 onPC fader wing front panel*     | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Operating voltage | 100-240 V AC, 50/60 Hz  | | Net weight | 5 kg / 11 lbs | | Power | max. 50 VA  | | Dimensions | 240 x 427 x 102 mm / 10 x 17 x 4 in |   ### Outputs grandMA3 onPC fader wing [Section titled “Outputs grandMA3 onPC fader wing”](#outputs-grandma3-onpc-fader-wing) ![](/img/grandma3/2-3/img_gma3_onpc_fader_wing_rear-1784ad.png) *grandMA3 onPC fader wing rear panel* | Number | Connector | | ------ | -------------------------------- | | 1 x | USB 2.0 (type B) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Données Techniques > grandMA3 onPC fader wing panneau avant | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Le câble d’allimentation et le connecteur ne sont pas inclus dans la livraison.  | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal).   ![](/img/grandma3/2-3/img_gm3_onpc-fader-wing_3d3-729871.png) \_grandMA3 onPC fader wing \_panneau avant   | Données Techniques |   | | ------------------------- | ----------------------------------- | | Paramètres | 4 096 (HTP/LTP) | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 5 kg / 11 lbs | | Puissance | max. 50 VA  | | Dimensions | 240 x 427 x 102 mm / 10 x 17 x 4 po |   ### Sorties grandMA3 onPC fader wing [Section titled “Sorties grandMA3 onPC fader wing”](#sorties-grandma3-onpc-fader-wing) ![](/img/grandma3/2-3/img_gma3_onpc_fader_wing_rear3-1e9b4a.png) \_grandMA3 onPC fader wing \_panneau arrière | Nombres | Connecteur | | ------- | --------------------------------------- | | 1 x  | USB 2.0 (type B) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | IEC connecteur | | 1 x | Lumière d’appoint DEL (4pin XLR female) | # Technische Daten > grandMA3 onPC fader wing Vorderseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | \*\*Wichtig: \*\* Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen).   ![](/img/grandma3/2-3/img_gm3_onpc-fader-wing_3d5-68be37.png) *grandMA3 onPC fader wing Vorderseite*   | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 5 kg / 11 lbs | | Anschlussleistung | max. 50 VA  | | Maße | 240 x 427 x 102 mm / 10 x 17 x 4 in |   ### Steckverbinder grandMA3 onPC fader wing [Section titled “Steckverbinder grandMA3 onPC fader wing”](#steckverbinder-grandma3-onpc-fader-wing) ![](/img/grandma3/2-3/img_gma3_onpc_fader_wing_rear5-ed06f4.png) *grandMA3 onPC fader wing Rückseite*   | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 1 x | RJ 45 | | 1 x  | USB 2.0 (Typ B) | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | Kaltgeräteeinbaustecker | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Transport > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 onPC fader wing must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC fader wing on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC fader wing. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-3/key_onpc_limitations/) # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC fader wings doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC fader wings sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC fader wings.  | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC fader wing au réseau électrique ! | # Transport # * Den grandMA3 onPC fader wing während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 onPC fader wing nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 onPC fader wing stellen. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_onpc_rack_unit_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Fixture > Pressing Fixture enters the Fixture keyword into the command line. Pressing Fixture enters the Fixture keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture | For more information about Fixture, see the [Fixture keyword](/grandma3/2-3/keyword_fixture/). ## ## Selection [Section titled “Selection”](#selection) Pressing Fixture Fixture enters the Selection keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Selection | For more information about Selection, see the [Selection keyword](/grandma3/2-3/keyword_selection/). ## Location [Section titled “Location”](#location) Fixture is located in the command section. ![](/img/grandma3/2-3/button_fixture_v0-1-869c0b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_fixture_v0-1-33f9e0.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Freeze > Pressing Freeze toggles the Freeze function. Pressing Freeze toggles the Freeze function. | | | | ---- | ------ | | OK : | Freeze | For more information about Freeze, see the [Freeze keyword](/grandma3/2-3/keyword_freeze/). ## Location [Section titled “Location”](#location) Freeze is located in the command section. *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_freeze_v0-1-45080d.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Full > Pressing Full enters the Full keyword into the command line. Pressing Full enters the Full keyword into the command line. Full sets the dimmer values to 100% in the selected fixtures. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Full | For more information about Full, see the [Full keyword](/grandma3/2-3/keyword_full/). ## Location [Section titled “Location”](#location) Full is located in the command section. ![](/img/grandma3/2-3/button_full_v0-1-747bd8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_full_v0-1-497788.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # <<< [GoFastBackward] | Black > Pressing <<< enters the <<< keyword into the command line. Pressing <<< enters the <<< keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]><<< | For more information about  <<<, see the [GoFastBackward keyword](/grandma3/2-3/keyword_gofastbackward/). ## ## Black [Section titled “Black”](#black) Pressing and holding MA + <<< enters the Black keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Black | ​For more information about Black, see the [Black keyword](/grandma3/2-3/keyword_black/). ## [Section titled “”](#-1) ## Location [Section titled “Location”](#location) <<< is located in the command section. ![](/img/grandma3/2-3/button_black_v0-1-ffdb9d.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_gofastback_v0-1-9df1aa.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # >>> [GoFastForward] | Flash > Pressing >>> enters the >>> keyword into the command line. Pressing >>> enters the >>> keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>>>> | For more information about >>>, see the [GoFastForward keyword](/grandma3/2-3/keyword_gofastforward/). ## ## Flash [Section titled “Flash”](#flash) Pressing and holding MA + >>> enters the Flash keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flash | ​For more information about Flash, see the [Flash keyword](/grandma3/2-3/keyword_flash/). ## [Section titled “”](#-1) ## Location [Section titled “Location”](#location) \>>> is located in the command section. ![](/img/grandma3/2-3/button_flash_v0-1-5c5aed.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_gofastforward_v0-1-ec29f9.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Go- | Top > Pressing Go- enters the Go- keyword into the command line. Pressing Go- enters the Go- keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go- | For more information about Go-, see the [Go- ​keyword](/grandma3/2-3/keyword_gominus/). ## Top [Section titled “Top”](#top) Pressing and holding MA + Go- enters the Top keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Top | ​For more information about Top, see the [Top keyword](/grandma3/2-3/keyword_top/). ## Location [Section titled “Location”](#location) Go- is located in the command section. ![](/img/grandma3/2-3/button_go_minus_v0-1-609d21.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_gominus_v0-1-5258db.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go- [large] > Go- Executor is executed immediately in the command line when pressing Go- [large]. Go- Executor is executed immediately in the command line when pressing Go- \[large]. | | | | ---- | ------------ | | OK : | Go- Executor | For more information about Go-, see the [Go- ​keyword](/grandma3/2-3/keyword_gominus/). Location Go- \[large] is located in the master section under the two master faders. ![](/img/grandma3/2-3/button_go_minus_large_v0-1-4757f3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_gominus_large_v0-1-f22351.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go+ | Temp > Pressing Go+ enters the Go+ keyword into the command line. Pressing Go+ enters the Go+ keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ | For more information about Go+, see the [Go+ keyword](/grandma3/2-3/keyword_goplus/). ## Temp [Section titled “Temp”](#temp) Pressing and holding MA + Go+ enters the Temp keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Temp | ​For more information about Temp, see the [Temp keyword](/grandma3/2-3/keyword_temp/). ## Toggle [Section titled “Toggle”](#toggle) Pressing and holding MA + Go+ Go+ enters the Toggle keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Toggle | ​For more information about Toggle, see the [Toggle keyword](/grandma3/2-3/keyword_toggle/). ## Location [Section titled “Location”](#location) Go+ is located in the command section. ![](/img/grandma3/2-3/button_go_plus_v0-1_1-954f5f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_goplus_v0-1-9cf67a.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go+ [large] > Go+ Executor is executed immediately in the command line when pressing Go+ [large]. Go+ Executor is executed immediately in the command line when pressing Go+ \[large]. | | | | ---- | ------------ | | OK : | Go+ Executor | For more information about Go+, see the [Go+ ​keyword](/grandma3/2-3/keyword_goplus/). ## Go+ Loaded [Section titled “Go+ Loaded”](#go-loaded) Pressing MA + Go+ \[large] executes the Go+ Loaded keyword in the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ Loaded | For more information about Go+, see the [Go+ ​keyword](/grandma3/2-3/keyword_goplus/). ## Location [Section titled “Location”](#location) Go+ \[large] is located in the master section below the two master faders. ![](/img/grandma3/2-3/button_go_plus_large_v0-8_1-466d85.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_goplus_large_v0-1-01e4e3.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Goto > Pressing Goto enters the Goto keyword into the command line. Pressing Goto enters the Goto keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto | For more information about Goto, see the [Goto ​keyword](/grandma3/2-3/keyword_goto/). ## Load [Section titled “Load”](#load) Pressing Goto Goto enters the Load keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load | ​For more information about Load, see the [Load keyword](/grandma3/2-3/keyword_load/). ## Location [Section titled “Location”](#location) Goto is located in the command section. ![](/img/grandma3/2-3/button_goto_v0-1-a540d5.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-3/buttons_wings_goto_v0-1-a96cb1.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Limitations > Operation: ### **Temperature** [Section titled “Temperature”](#temperature) Operation: I/O Nodes: 0 °C up to 40 °C / 32 °F up to 104 °F I/O Nodes DIN-Rail: -10 °C up to +50 °C / 14 °F up to 122 °F # Betriebsgrenzen > Betrieb I/O Nodes: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb I/O Nodes: 0 °C bis 40 °C / 32 °F bis 104 °F Betrieb I/O Nodes DIN-Rail: -10 °C bis +50 °C / 14 °F bis 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement I/O Nodes: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement I/O Nodes: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F Fonctionnement I/O Nodes DIN-Rail: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # grandMA3 List of Trademarks > The grandMA3 Software supports other brands and highlights their intellectual property in its software. The grandMA3 Software supports other brands and highlights their intellectual property in its software.  The following trademarks used by grandMA3 are protected in the US and other countries: * Rosco colors are protected by Rosco Laboratiories, Inc. | Rosco Laboratories, Inc. | | ------------------------ | | Rosco | | CalColor | | Cinegel | | Cinelux | | Mix | | Mixbook | | R26 | | R80 | | Roscolux | | Supergel | | True Rosco Color | | VS | * macOS is protected by Apple Inc. * Windows is protected by Microsoft Corporation # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) \*\*Manufacturer: \*\* MA Lighting Technology GmbH Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC rack-unit *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.    Waldbüttelbrunn, May 28, 2021 Dipl.-Ing. Michael Adenau (CEO)     ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_3-7811cf.png)      ![](/img/grandma3/2-3/ma_logo_120_3_4-773d50.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC rack-unit *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 28. Mai 2021 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_34-0a0d28.png)  ![](/img/grandma3/2-3/ma_logo_120_3_44-37bc2d.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 onPC rack-unit *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 28 mai 2021 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_32-55f894.png)    ![](/img/grandma3/2-3/ma_logo_120_3_42-2966bc.png) # Intended Use > The grandMA3 onPC rack-unit controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network The grandMA3 onPC rack-unit controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Die grandMA3 onPC rack-unit steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 onPC rack-unit steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les rack-units grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les rack-units grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Group > Pressing Group enters the Group keyword into the command line. Pressing Group enters the Group keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group | For more information about Group, see the [Group keyword](/grandma3/2-3/keyword_group/). ## World [Section titled “World”](#world) Pressing Group Group enters the World keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>World | ​For more information about World, see the [World keyword](/grandma3/2-3/keyword_world/).   ## ## Filter [Section titled “Filter”](#filter) Pressing Group Group Group enters the Filter keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Filter | ​For more information about Filter, see the [Filter keyword](/grandma3/2-3/keyword_filter/). ## Location [Section titled “Location”](#location) Group is located in the command section. ![](/img/grandma3/2-3/button_group_v0-1-86692c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_group_v0-1-632130.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Help > Pressing Help enters the Help keyword into the command line. Pressing Help enters the Help keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Help | Pressing Help and an element in the user interface opens the corresponding article in the Help. For more information about the Help, see the [Help keyword](/grandma3/2-3/keyword_help/) and [Open the Help in the Console](/grandma3/2-3/atm_open_help_console/).  Location Help is located in the command section. ![](/img/grandma3/2-3/button_help_v0-1-54f2ee.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_help_v0-1-2d2bac.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Highlt [Highlight] > Pressing Highlt toggles the highlight function. Pressing Highlt toggles the highlight function. For more information about Highlight, see the [Highlight​ keyword](/grandma3/2-3/keyword_highlight/). Pressing MA + Highlt toggles the lowlight function. For more information about Lowlight, see the [Lowlight​ keyword](/grandma3/2-3/keyword_lowlight/). ## Location [Section titled “Location”](#location) Highlt is located in the command section. ![](/img/grandma3/2-3/button_highlt_v0-1-6c7ddb.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_highlt_v0-1-72a7e9.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector. The device has to be grounded (connected with PE).  Waldbüttelbrunn, October 01, 2020 Dipl.-Ing. Michael Adenau (CEO)            ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_1-9c687b.png)                                 ![](/img/grandma3/2-3/ma_logo_120_3_2-e97820.png) # Konformitätserklärung > Hersteller: ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.   Waldbüttelbrunn, 1. Oktober 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_15-c69970.png)  ![](/img/grandma3/2-3/ma_logo_120_3_25-c91fa5.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 octobre 2020 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_13-2685a6.png)  ![](/img/grandma3/2-3/ma_logo_120_3_23-cd1a8c.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Intended Use > The grandMA3 I/O nodes, grandMA3 I/O nodes DIN-Rail and grandMA3 I/O nodes PoE, control all kinds of lighting genres such as conventional, moving lights, LEDs, The grandMA3 I/O nodes, grandMA3 I/O nodes DIN-Rail and grandMA3 I/O nodes PoE, control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Der grandMA3 I/O Node und grandMA3 I/O Node DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Der grandMA3 I/O Node und grandMA3 I/O Node DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Le grandMA3 I/O Node et grandMA3 I/O Node DIN-Rail contrôle tous genres de dispositifs d'éclairage comme les traditionnels, les motorisés, les DELS, la vidéo et Le grandMA3 I/O Node et grandMA3 I/O Node DIN-Rail contrôle tous genres de dispositifs d’éclairage comme les traditionnels, les motorisés, les DELS, la vidéo et les médias en utilisant le signal DMX directement à la sortie de la console et/ou dans un environnement réseau. Toutes les composantes grandMA3, à l’exception de certaines solutions pour d’autre matériel, utilisent le même logiciel. Toutes les composantes peuvent tous être intégrées à un réseau. Utiliser toutes les composantes grandMA3 et ses accessoires dans des pièces fermées et des conditions environnementales permises. L’installation et le branchement des dispositifs doit être effectué par du personnel qualifié en conformité avec les règles de sécurité. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment. | * Disconnect the power supply before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät vom Netz trennen (Netzstecker ziehen). * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Only trained personnel is allowed to install, power up, and operate the I/O Node DIN-Rail. Follow your country’s safety and accident prevention regulations. | ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-2d755e.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-d78a63.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-3/danger-of-electric-shock_18_1-9cd7f0.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin-13c821.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_i_o_node_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-3dc825.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_i_o_node_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF # Sicherheit > Warnung – Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Die Installation, Inbetriebnahme und Bedienung des I/O Node DIN-Rails dürfen ausschließlich von geschultem Personal durchgeführt werden. Unbedingt die Sicherheits- und Unfallverhütungsvorschriften Ihres Landes beachten. | ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-972b85.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-3f7d31.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-3/danger-of-electric-shock_18_15-4db107.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin5-d9f2e3.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_i_o_node_disposal-3/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-3a7073.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_i_o_node_conformity-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam lesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_i_o_node_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_grandma3_i_o_node-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind, befolgen.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen.  Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Die Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen). * Bei längerer Nichtverwendung Gerät vom Netz trennen (Netzstecker ziehen). * Vor dem Reinigen Gerät vom Netz trennen (Netzstecker ziehen). * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Kraft auf Tasten, Knöpfe, Schalter, Verbinder oder Drehknöpfe ausüben. * Sind Netzkabel oder Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. Sollte der Schutzkontaktstecker nicht in die Steckdose passen, muss diese von einem Elektriker ausgetauscht werden. * Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Seul du personnel entraîné est autorisé à installer, mettre sous tension et faire fonctionner le I/0 Node DIN-Rail. Respectez les consignes de sécurité et de prévention des accidents de votre pays. | **Avertissement** – Zone de danger  ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-4ff805.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-3/lightning_13-45ddf1.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_18_13-d2f9af.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin3-cb50d3.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_i_o_node_disposal-2/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-ad75b4.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_i_o_node_conformity-1-2/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les consignes générales de sécurité ci-dessous et les [limitations d’usages](/grandma3/2-3/key_i_o_node_safety-1-2/#general_safety_instructions).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.   | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ;  * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen.  To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-fa8e0d.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-ecf77f.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share befindet sich eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share befindet sich eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten bitte als erstes an Ihre MA Produktspezialisten vor Ort wenden. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-44095b.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** grandMA3 I/O nodes PoE can also be powered by a direct power connection using a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery.\*\* \*\* | # Données Techniques > Données Techniques | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** La I/O Node PoE grandMA3 peut être alimenté par une connexion électrique directe utilisant un commutateur PoE ou un injecteur PoE.  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser le port USB pour la mise à niveau seulement. Ne branché pas d’appareil périphérique (exemple, souris, clavier). | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal) * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   ### grandMA3  I/O Node [Section titled “grandMA3  I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_front_3d3-8a2bb0.png) **Données Techniques** | Paramètres | Aucun | | ------------------------------- | ----------------------------------------------------------------- | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 I/O Node  [Section titled “Sorties grandMA3 I/O Node ”](#sortiesgrandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_rear3-e1746f.png) | Nombre | Connecteur | | ------ | ------------------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote IN | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* |   \* marque déposée de Neutrik AG, Liechtenstein\ \*\* Ne branché pas d’appareil périphérique (souris, clavier, ou autre).   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_front_3d3-4f99f0.png) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) |   ### Sorties grandMA3 I/O Node DIN-Rail [Section titled “Sorties grandMA3 I/O Node DIN-Rail”](#sortiesgrandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-_din-rail_rear3-db5777.png) | Nombre | Connecteur | | ------ | ------------------------------------------- | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* | \*\* Ne branché pas d’appareil périphérique (souris, clavier, ou autre). # Technische Daten > eingetragene Marke der Neutrik AG, Liechtenstein | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Der grandMA3 I/O Node PoE und der grandMA3 I/O Node DIN-Rail können auch durch einen PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Verbinder nicht im Lieferumfang enthalten.\*\*\*\* | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). | * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m. ### grandMA3  I/O Node [Section titled “grandMA3  I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_front_3d5-2a6dad.png) | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 I/O Node  [Section titled “Ausgänge grandMA3 I/O Node ”](#ausgänge-grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_rear5-cbecc1.png) | Anzahl | Steckverbinder | | ------ | ------------------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote IN | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* |   \* eingetragene Marke der Neutrik AG, Liechtenstein\ \*\* Keine Geräte anschließen (zum Beispiel Tastatur oder Maus).   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_front_3d5-4f5f65.png) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 I/O Node DIN-Rail [Section titled “Ausgänge grandMA3 I/O Node DIN-Rail”](#ausgänge-grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-_din-rail_rear5-e9ddf0.png) | Anzahl | Steckverbinder | | ------ | ------------------------------------------- | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (Typ A)\*\* | \*\* Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). # Transport > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 I/O Node must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 I/O Node on unstable surfaces; * Do not place any objects on top of the grandMA3 I/O Node. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_grandma3_i_o_node/). After the transport check the device. If the device is damaged (dented, bent, or broken), do not connect the grandMA3 I/O Node to power! | # Transport * Die grandMA3 I/O Nodes während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Nodes nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Nodes stellen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_grandma3_i_o_node-1/). - Nach dem Transport das Gerät prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 I/O Nodes doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Nodes sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Nodes.  | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_grandma3_i_o_node-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node au réseau électrique ! | # If > Pressing If enters the IfOutput keyword into the command line. ## IfOutput [Section titled “IfOutput”](#ifoutput) Pressing If enters the IfOutput keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfOutput | For more information about IfOutput, see the [IfOutput keyword](/grandma3/2-3/keyword_ifoutput/). ## IfActive [Section titled “IfActive”](#ifactive) Pressing If If enters the IfActive keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfActive | For more information about IfActive, see the [IfActive keyword](/grandma3/2-3/keyword_ifactive/). ## IfProg [Section titled “IfProg”](#ifprog) Pressing If If If enters the IfProg keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfProg | For more information about IfProg, see the [IfProg keyword](/grandma3/2-3/keyword_ifprogrammer/). ## If [Section titled “If”](#if) Pressing If If If If enters the If keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>If | For more information about If, see the [If keyword](/grandma3/2-3/keyword_if/). ## EndIf [Section titled “EndIf”](#endif) Pressing If again once the If command is already in the command line enters the EndIf keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store If Group 5 EndIf Preset 1.1 | For more information about EndIf, see the [EndIf keyword](/grandma3/2-3/keyword_endif/). Location If is located in the numeric keys section. ![](/img/grandma3/2-3/button_if_v0-1-06778f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_if_v0-1-fd0c44.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Intended Use > The grandMA3 onPC fader wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a networ The grandMA3 onPC fader wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Der grandMA3 onPC fader wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DM ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Der grandMA3 onPC fader wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les fader wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les fader wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Installation > 1.  Install the grandMA3 I/O Node DIN-Rail onto the rail. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** The grandMA3 I/O Node can be connected with the power cable. Only the grandMA3 I/O Nodes DIN-Rail need to be installed on the rail following DIN EN 60715 and the instructions below. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Install the grandMA3 I/O Node DIN-Rail horizontally so that the input terminal is located at the bottom.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** In order for the device to dissipate heat, comply with a minimum distance of 30 mm (approx. 2 inches) above and beneath the grandMA3 I/O Node DIN-Rail.  |   1.  Install the grandMA3 I/O Node DIN-Rail onto the rail. ![](/img/grandma3/2-3/img_install_on_rail_1_1-6701bd.png) Place the grandMA3 I/O Node DIN-Rail on the rail.    ![](/img/grandma3/2-3/img_install_on_rail_2_1-02228e.png) Snap into place 2. Build the I/O Node DIN-Rail into the switchboard.   ### Connections [Section titled “Connections”](#connections) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_power-661d0b.png) Connect with electrical grid -or-  ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_poe-1b7535.png) Connect via PoE   | Power |   | | --------------------- | -------------------------------------------------------------- | | Connector | MC 1.5/ 3-ST1-5.08 | | Rigid cables | 0.75 mm² - 1.5 mm² (18-16 AWG) | | Flexible cables | 0.75 mm² - 1.5 mm² (18-16 AWG) Wire end sleeves are permitted. | | Wire stripping length | 7 mm  | | Tightening torque | 0.22 Nm - 0.25 Nm | | MIDI & LTC |   | | --------------------- | --------------------------------------------------------------- | | Connector | FK-MC 0.5/ 3-ST-2.5 | | Rigid cables | 0.14 mm² - 0.5 mm² (26-20 AWG) | | Flexible cables | 0.14 mm² - 0.5 mm² (26-20 AWG) Wire end sleeves are permitted.  | | Wire stripping length | 8 mm | | DC Remote |   | | --------------------- | --------------------------------------------------------------- | | Connector | FK-MC 0.5/ 7-ST-2.5 | | Rigid cables | 0.14 mm² - 0.5 mm² (26-20 AWG) | | Flexible cables | 0.14 mm² - 0.5 mm² (26-20 AWG) Wire end sleeves are permitted.  | | Wire stripping length | 8 mm | # Installation > 1.  Den grandMA3 I/O Node DIN-Rail auf der Schiene installieren. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Der grandMA3 I/O Node lässt sich über das Netzkabel anschließen. Zur Installation eines grandMA3 I/O Nodes DIN-Rail auf einer DIN EN 60715 Hutschiene folgen Sie den Hinweisen. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Den grandMA3 I/O Node DIN-Rail horizontal installieren, sodass die Eingangsbuchse sich unten befindet.    | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Für eine optimale Wärmeabführung einen Mindestabstand von 30 mm (ca. 2 Zoll) zwischen den grandMA3 I/O Node DIN-Rail Geräten einhalten.    | 1.  Den grandMA3 I/O Node DIN-Rail auf der Schiene installieren. ![](/img/grandma3/2-3/img_install_on_rail_1_15-ab2113.png) *Den grandMA3 *I/O Node* DIN-Rail auf der Schiene aufsetzen.*   ![](/img/grandma3/2-3/img_install_on_rail_2_15-4db8c8.png) *Das Gerät einrasten.* 2. Den I/O Node DIN-Rail im Schaltschrank installieren.  ***   ## Anschlüsse [Section titled “Anschlüsse”](#anschlüsse) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_power5-299a73.png) *Netzanschluss* -oder-  ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_poe5-3333be.png) *Anschluss über PoE*   | Netzanschluss |   | | -------------- | ----------------------------------------------------------- | | Anschluss | MC 1,5/ 3-ST1-5,08 | | Starre Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Flexible Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 7 mm  | | Drehmoment | 0,22 Nm - 0,25 Nm | | MIDI & LTC |   | | -------------- | ------------------------------------------------------------ | | Anschluss | FK-MC 0,5/ 3-ST-2,5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig.  | | Abisolierlänge | 8 mm | | DC Remote |   | | -------------- | ----------------------------------------------------------- | | Anschluss | FK-MC 0.5/ 7-ST-2.5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 8 mm | # Installation > 1.  Installer la I/O Node DIN-Rail grandMA3 sur le rail. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** La grandMA3 I/O Node peut être connecté avec le câble d’alimentation. Installer la I/O Node DIN-Rail grandMA3 sur le rail selon la norme DIN EN 60715 et les instructions ci-dessous. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Installer la I/O Node DIN-Rail grandMA3 horizontalement de sorte que le terminal d’entrée soit situé en bas.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Pour que le dispositif puisse dissiper la chaleur, respecter une distance minimale de 30 mm au-dessus et au-dessous de la I/O Node DIN-Rail grandMA3.    | 1.  Installer la I/O Node DIN-Rail grandMA3 sur le rail. ![](/img/grandma3/2-3/img_install_on_rail_1_13-20208a.png) *Placer la *I/O Node* DIN-Rail grandMA3 sur le rail*   ![](/img/grandma3/2-3/img_install_on_rail_2_13-bbf081.png) *La mettre en place* 2. Monter la I/O Node DIN-Rail dans le tableau de distribution.  ***   ## Connections [Section titled “Connections”](#connections) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_power3-3df570.png) Se connecter au grid électrique -ou-  ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_connections_poe3-a4c4c0.png) Se connecter via le PoE   | Alimentation |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | MC 1,5/ 3-ST1-5,08 | | Câbles rigides | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Câbles souples | 0,75 mm² - 1,5 mm² (18-16 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 7 mm  | | Couple de serrage | 0,22 Nm - 0,25 Nm | | MIDI & LTC |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | FK-MC 0,5/ 3-ST-2,5 | | Câbles rigides | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Câbles souples | 0,14 mm² - 0,5 mm² (26-20 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 8 mm | | DC Remote |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | FK-MC 0.5/ 7-ST-2.5 | | Câbles rigides | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Câbles souples | 0,14 mm² - 0,5 mm² (26-20 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 8 mm | # Quick Start > grandMA3 I/O Node front panel ### grandMA3 I/O Node [Section titled “grandMA3 I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_front_3d_callouts_1-a7d99d.png) grandMA3 I/O Node front panel 1. Display 2. Rotary knob ![](/img/grandma3/2-3/img_gm3_io-node_rear_callouts-31caa5.png) *grandMA3 I/O Node rear panel* 1. Power switch 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 4. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-3/remote_inputs/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/)   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Switch on the grandMA3 I/O Node: \ -Insert powerCON TRUE1 into the corresponding jack. \ -Connect the main power plug. \ -Turn on the power switch (set it to position **I**.)\ -The power switch lights up in red.\ OR\ Connect the grandMA3 I/O Node PoE with a PoE switch, or a PoE injector. 5. The device starts booting.  6. To make basic settings, turn the rotary knob on the front panel of the device. 7. To turn off the grandMA3 I/O Node, set the power switch to position **O**. ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com). 2. The required installer is called grandMA3 Software x.x.x.x. 3. Extract the zip file and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  4. Insert the USB flash drive in the device’s USB port. 5. Turn off the grandMA3 device. 6. Power up the grandMA3 device. 7. Follow the onscreen instructions during the update process. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Control other MA Devices](/grandma3/2-3/comad_xport_nodes/) and [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). |   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_front-panel_callouts-d00403.png) grandMA3 I/O Node DIN-Rail front panel 1. Terminal block 2. Rotary knob   ![](/img/grandma3/2-3/img_gm3_io-node-_din-rail_rear_callouts-ab97bb.png) grandMA3 I/O Node DIN-Rail rear panel 1.   [MIDI In & Out](/grandma3/2-3/remote_inputs/) 2. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 5. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ###  Start-up [Section titled “ Start-up”](#start-up-1) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Install the device on a rail. For more information see [Installation](/grandma3/2-3/key_io_node_installation/). 4. Connect the grandMA3 I/O Node DIN-Rail with the electrical grid using a terminal block connector, a PoE switch, or a PoE injector.\ The device starts booting. 5. To make basic settings, turn the rotary knob on the front panel of the device. 6. To turn off the grandMA3 I/O Node DIN-Rail, disconnect the RJ45 connector or the terminal block connector. ### Update the software [Section titled “Update the software”](#update-the-software-1) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Power up the grandMA3 device. 6. Follow the onscreen instructions during the update process. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Control other MA Devices](/grandma3/2-3/comad_xport_nodes/) and [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | # Quick Start > grandMA3 I/O Node Vorderseite # Quick Start [Section titled “Quick Start”](#quick-start) ### grandMA3 I/O Node  [Section titled “grandMA3 I/O Node ”](#grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_front_3d_callouts_15-057bbf.png) grandMA3 I/O Node Vorderseite 1. Display 2. Drehregler ![](/img/grandma3/2-3/img_gm3_io-node_rear_callouts5-0efad5.png) *grandMA3 I/O Node Rückseite* 1. [Netzschalter](/grandma3/2-3/key_power/) 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 4. [USB-Anschluss](/grandma3/2-3/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-3/fs_connect_midi/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/)   ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Den grandMA3 I/O Node einschalten: \ -powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. \ -Hauptstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen. (Der Netzschalter leuchtet rot.)\ ODER\ -Den grandMA3 I/O Node PoE direkt über einen PoE Switch oder PoE Injector ans Netz anschließen. 5. Das Gerät startet. 6. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 7. Um den grandMA3 I/O Node auszuschalten, Netzschalter auf **O** stellen oder beim grandMA3 I/O Node PoE den RJ45 Stecker ziehen. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Entpacken Sie die Zip-Datei und kopieren Sie die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks. 3. Stecken Sie den USB-Stick in den USB-Anschluss am Gerät. 4. Schalten Sie das Gerät aus. 5. Schalten Sie das Gerät ein. 6. Folgen Sie während des Update-Vorgangs den Bildschirmanweisungen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) und [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) |   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_front-panel_callouts5-a9e2dd.png) grandMA3 I/O Node DIN Rail Vorderseite 1. [Klemmleiste für Netzanschluss](/grandma3/2-3/do_connector_pin_assignment/) 2. Drehregler ![](/img/grandma3/2-3/img_gm3_io-node-_din-rail_rear_callouts5-3a6b07.png) *grandMA3 I/O Node DIN-Rail Rückseite*   1. [MIDI In & Out](/grandma3/2-3/fs_connect_midi/) 2. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 5. [USB-Anschluss](/grandma3/2-3/fs_connect_usb/) ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme-1) 1. Gerät auspacken und Verpackungs- und Polstermaterial entfernen.  2. Installieren Sie das Gerät auf der Hutschiene. Mehr Information unter [Installation](/grandma3/2-3/key_io_node_installation-1/). 3. Den grandMA3 I/O Node DIN-Rail direkt über die Klemmleiste, einen PoE Switch oder PoE Injector ans Netz anschließen.\ Das Gerät startet. 4. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 5. Um den grandMA3 I/O Node DIN-Rail auszuschalten, trennen Sie das Gerät von der Stromversorgung. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren-1) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Entpacken Sie die Zip-Datei und kopieren Sie die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks. 3. Stecken Sie den USB-Stick in den USB-Anschluss am Gerät. 4. Schalten Sie das Gerät aus. 5. Schalten Sie das Gerät ein. 6. Folgen Sie während des Update-Vorgangs den Bildschirmanweisungen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) und [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide De Démarrage > grandMA3 I/O Node panneau avant # Guide De Démarrage [Section titled “Guide De Démarrage”](#guide-de-démarrage) ### grandMA3 I/O Node [Section titled “grandMA3 I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-3/img_gm3_io-node_front_3d_callouts_13-985e25.png) grandMA3 I/O Node panneau avant 1. Affichage 2. Bouton rotatif ![](/img/grandma3/2-3/img_gm3_io-node_rear_callouts3-da1977.png) \_grandMA3 I/O Node \_panneau arrière   1. Interrupteur d’alimentation 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. [Ethernet avec L (link) et G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 4. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-3/fs_connect_midi/) 6. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/)   ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Allumer la I/O Node grandMA3: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge.\ OU\ Connecter la I/O Node PoE grandMA3 au réseau électrique à l’aide d’un commutateur PoE ou d’un injecteur PoE. 5. L’appareil se met en marche. 6. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 7. Pour éteindre la I/O Node grandMA3, mettre l’intérupteur en position **O**.  Pour éteindre la I/O Node PoE grandMA3, débranchez le connecteur RJ45. ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayez le fichier zip et copiez les dossiers EFI et ma et le fichier update.scr dans le répertoire racine de votre clé USB.  3. Insérez la clé USB dans le port USB de l’appareil. 4. Éteignez l’appareil grandMA3 5. Allumez l’appareil grandMA3. 6. Suivez les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) et [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html) disponible sous [www.malighting.com](https://www.malighting.com/). | ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-3/img_gm3_io-node-din-rail_front-panel_callouts3-250c5a.png) grandMA3 I/O Node DIN Rail panneau avant 1. [Bornier](/grandma3/2-3/do_connector_pin_assignment/) 2. Bouton rotatif ![](/img/grandma3/2-3/img_gm3_io-node-_din-rail_rear_callouts3-ea6b66.png) \_grandMA3 I/O Node DIN-Rail \_panneau arrière 1. [MIDI In & Out](/grandma3/2-3/fs_connect_midi/) 2. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [Ethernet avec L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 5. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ### Mise en service [Section titled “Mise en service”](#mise-en-service-1) 1. Déballer l’appareil. 2. Elever le matériel de protection.  3. Installer l’appareil sur un rail. Pour plus d’informations, voir [Installation](/grandma3/2-3/key_io_node_installation-1-2/). 4. Connecter la I/O Node DIN-Rail grandMA3 au réseau électrique à l’aide d’un connecteur de bornier, d’un commutateur PoE ou d’un injecteur PoE. 5. L’appareil se met en marche. 6. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 7. Pour éteindre la I/O Node DIN-Rail grandMA3, débranchez le connecteur RJ45 ou le connecteur du bornier. ### Software update [Section titled “Software update”](#software-update-1) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayez le fichier zip et copiez les dossiers EFI et ma et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérez la clé USB dans le port USB de l’appareil. 4. Éteignez l’appareil grandMA3 5. Allumez l’appareil grandMA3. 6. Suivez les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) et [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Learn | Rate1 > Pressing Learn enters the Learn keyword into the command line. Pressing Learn enters the Learn keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Learn | For more information about Learn, see the [Learn keyword](/grandma3/2-3/keyword_learnspeed/). ## Rate1 [Section titled “Rate1”](#rate1) Pressing and holding MA + Learn enters the Rate1 keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Rate1 | ​For more information about Rate1, see the [Rate1 keyword](/grandma3/2-3/keyword_rate/). ## Location [Section titled “Location”](#location) Learn is located in the command section. ![](/img/grandma3/2-3/button_learn_v0-1-9ea2a4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_learn_v0-1-20d6b5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # List > Pressing List enters the List keyword into the command line. Pressing List enters the List keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List | For more information about List, see the [List keyword](/grandma3/2-3/keyword_list/). ## ListRef [Section titled “ListRef”](#listref) Pressing and holding MA + List enters the ListRef keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListRef | For more information about List, see the [ListRef keyword](/grandma3/2-3/keyword_listreference/). Location List is located in the command section. ![](/img/grandma3/2-3/button_list_v0-1-c742c4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_list_v0-1-42d493.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # MA > Pressing and holding MA in combination with other keys, provides shortcuts to other functions. There are two MA keys there – on both layouts of the console. The Pressing and holding MA in combination with other keys, provides shortcuts to other functions. There are two MA keys there – on both layouts of the console. They are identical and have the same function. Pressing MA + Please sets the focus to the command line. To check out the complete list of functions, see [Keys](/grandma3/2-3/keys/). Location MA is located in the command section. ![](/img/grandma3/2-3/button_ma_v0-1-87a8ee.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_ma_v0-1-9f9972.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Menu > Pressing Menu opens the Menu pop-up. Pressing Menu opens the Menu pop-up. For more information about Menu, see the [Menu keyword](/grandma3/2-3/keyword_menu/). ## Location [Section titled “Location”](#location) Menu is located in the command section. ![](/img/grandma3/2-3/button_menu_v0-1-e4cd9d.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_menu_v0-1-b14737.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # - [Minus] > Pressing - enters a - into the command line. Pressing - enters a - into the command line. | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group 5 - Channel 11 | # Move > Pressing Move enters the Move keyword into the command line. Pressing Move enters the Move keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Move | For more information about Move, see the [Move keyword](/grandma3/2-3/keyword_move/). Exchange Pressing Move Move enters the Exchange keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Exchange | ​For more information about Exchange, see the [Exchange Keyword](/grandma3/2-3/keyword_exchange/). ## Location [Section titled “Location”](#location) Move is located in the command section. ![](/img/grandma3/2-3/button_move_v0-1-8099c0.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_move_v0-1-f00587.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Next > Pressing Next executes the Next keyword in the command line. Pressing Next executes the Next keyword in the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next | For more information about Next, see the [Next keyword](/grandma3/2-3/keyword_next/). Next Step Pressing MA + Next executes the Next Step command in the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next Step | For more information about Next Step, see the [Next keyword](/grandma3/2-3/keyword_next/) and the [Step keyword](/grandma3/2-3/keyword_step/). For more information on steps see [Phaser](/grandma3/2-3/phaser/). ## Location [Section titled “Location”](#location) Next is located in the command section. ![](/img/grandma3/2-3/button_next_v0-1-b80742.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_next_v0-1-0f31e5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Numeric Keys | Arrows > Pressing a numeric key enters the number into the command line. Pressing a numeric key enters the number into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1+7+8 | *** ## Move Cursor [Section titled “Move Cursor”](#move-cursor) Pressing MA + 8 moves the cursor one row upward. Pressing MA + 2 moves the cursor one row downward. Pressing MA + 4 moves the cursor one column to the left. Pressing MA + 6 moves the cursor one column to the right. The arrow keys have the same functions on a keyboard. ## Location [Section titled “Location”](#location) The numeric keys are located in the command section. ![](/img/grandma3/2-3/button_numeric-v0_1-797eaf.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_numeric_keys_v0-1-289092.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Off > Pressing Off enters the Off keyword into the command line. Pressing Off enters the Off keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off | For more information about Off, see the [Off keyword](/grandma3/2-3/keyword_off/). Off Menu Pressing Off Off opens the Off menu. Read more about the Off menu [here](/grandma3/2-3/executor_running_playbacks/). Close RemoteHID Connection Pressing MA + MA + Off closes every RemoteHID connection that is active. For more information about RemoteHID connections, see the [RemoteHID](/grandma3/2-3/comad_remotehid/). ## Location [Section titled “Location”](#location) Off is located in the command section. ![](/img/grandma3/2-3/button_off_v0-1-388280.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_off_v0-1-04df1c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # On > Pressing On enters the On keyword into the command line. Pressing On enters the On keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>On | For more information about On, see the [On keyword](/grandma3/2-3/keyword_on/). Call Pressing On On enters the Call keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Call | For more information about Call, see the [Call keyword](/grandma3/2-3/keyword_call/). ## Location [Section titled “Location”](#location) On is located in the command section. ![](/img/grandma3/2-3/button_on_v0-1-958c11.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_on_v0-1-9c53a0.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ### CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC command wing *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_2-c1422f.png)  ![](/img/grandma3/2-3/ma_logo_120_2-a58bc4.png) # Konformitätserklärung > Hersteller: ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC command wing *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_25-337334.png)  ![](/img/grandma3/2-3/ma_logo_120_25-38d951.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 onPC command wing *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_23-d15ca8.png)  ![](/img/grandma3/2-3/ma_logo_120_23-53395f.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 onPC command wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a netw The grandMA3 onPC command wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Der grandMA3 onPC command wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von # ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Der grandMA3 onPC command wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les command wing grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, e # Les command wing grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ## **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  | * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Quick Start > grandMA3 onPC command wing front panel ![](/img/grandma3/2-3/img_gm3_command_wing_top_callouts-c14351.png) *grandMA3 onPC command wing front panel* 1. [Master area](/grandma3/2-3/do_control_master/) 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. [Command area](/grandma3/2-3/do_control_command/) 4. [Level wheel](/grandma3/2-3/do_control_level/) 5. Executor buttons 101-190 + 201-290 6. Executor faders 201-290 7. Executor buttons 301-390 + 401-490 8. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-3/do_control_executor/). ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_callout_white-45d5ee.png) *grandMA3 onPC command wing rear panel* 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. USB 6. Power switch 7. [IEC connector](/grandma3/2-3/fs_connect_power/) 8. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 9. Kensington lock   ### Turn on the grandMA3 onPC command wing [Section titled “Turn on the grandMA3 onPC command wing”](#turn-on-the-grandma3-onpc-command-wing) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Download the grandMA3 onPC software on [www.malighting.com](http://www.malighting.com) 5. Install the software on your PC or laptop. For minimum requirements see [System Requirements](/grandma3/2-3/onpc_system_requirements/) grandMA3 in the grandMA3 user manual.  6. Connect the grandMA3 onPC command wing with your PC or laptop using a USB cable. 7. Start the grandMA3 console or grandMA3 onPC software.  8. Insert the power connector into the corresponding jack. 9. Connect the power plug with the mains. 10. Turn on the power switch on the rear panel.\ The device starts booting.  To turn off the grandMA3 onPC command wing set the power switch to position **O**.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** -Show data is only saved in the grandMA3 onPC software. -For updates use the grandMA3 onPC software. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** You can disconnect the grandMA3 onPC command wing using the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ---------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing + | PC/laptop | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | # Quick Start > 1. Master Bereich # Quick Start [Section titled “Quick Start”](#quick-start) ![](/img/grandma3/2-3/img_gm3_command_wing_top_callouts_11-1e268b.png) 1. [Master Bereich](/grandma3/2-3/do_control_master/) 2. [Dual Encoder Sektion](/grandma3/2-3/do_control_encoder/) 3. Kommando Bereich 4. [Level Wheel](/grandma3/2-3/do_control_level/) 5. Executor Buttons 101-190 + 201-290 6. Executor Fader 201-290 7. Executor Buttons 301-390 + 401-490 8. Rotierbare Executors 301-390 + 401-490 Für weitere Informationen über Executors siehe den Abschnitt [Executor elements](/grandma3/2-3/do_control_elements/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_callout_white5-4ed5dd.png) grandMA3 onPC command wing Rückseite 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-3/remote_inputs_dc/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. USB 6. Netzschalter 7. [IEC Buchse](/grandma3/2-3/fs_connect_power/) 8. [Pultleuchte](/grandma3/2-3/si_desklights/) 9. Kensington-Schloss ### Das Gerät anschließen und einschalten [Section titled “Das Gerät anschließen und einschalten”](#das-gerät-anschließen-und-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen.  4. grandMA3 onPC Software auf [www.malighting.com](https://help.malighting.com/grandMA3/2.3/HTML/www.%20malighting.com) herunterladen.  5. Die Software auf PC oder Laptop installieren. Für Mindestanforderungen, siehe System Requirements grandMA3 im grandMA3 Online Benutzerhandbuch.  6. Den grandMA3 onPC command wing mit dem PC oder Laptop mithilfe eines USB-Kabels verbinden. 7. Die grandMA3 Konsole oder grandMA3 onPC einschalten. 8. Den grandMA3 onPC command wing einschalten:\ -IEC-Kaltgerätestecker mit der dafür vorgesehenen Buchse verbinden.  \ -Netzstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen.  \ -Netzschalter leuchtet rot.  ### Den grandMA3 onPC command wing ausschalten [Section titled “Den grandMA3 onPC command wing ausschalten”](#den-grandma3-onpc-command-wing-ausschalten) Um den grandMA3 onPC command wing auszuschalten, Netzschalter auf **O** stellen.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** -Showdaten werden nur in der grandMA3 onPC Software gespeichert. -Für Updates die grandMA3 onPC Software verwenden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der grandMA3 onPC command wing kann ebenfalls über die grandMA3 onPC Software deaktiviert werden. Der DMX-Ausgang wird dann abrupt unterbrochen. | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | ---------------------------- | ------------------------------------------- | --------- | | grandMA3 onPC command wing + | PC/Laptop | 4 096 | | grandMA3 onPC command wing + | PC/Laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/Laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Unabhängig davon, welche Geräte an die grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information finden Sie im User Manual unter Expand the [Amount of Parameters](/grandma3/2-3/system_parameter_expand/). # Guide De Démarrage > 1. Aire Master ![](/img/grandma3/2-3/img_gm3_command_wing_top_callouts_21-e401ff.png) 1. [Aire Master](/grandma3/2-3/do_control_master/) 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. Aire Command 4. [Level wheel](/grandma3/2-3/do_control_level/) 5. Executor boutons 101-190 + 201-290 6. Executor faders 201-290 7. Executor boutons 301-390 + 401-490 8. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-3/do_control_executor/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). ![](/img/grandma3/2-3/img_gm3_onpc-command-wing_rear_callout_white3-2ab29f.png) \_grandMA3 onPC command wing \_panneau arrière 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. Interrupteur de courant 6. [Connecteur IEC](/grandma3/2-3/fs_connect_power/) 7. [Lumière d’appoint](/grandma3/2-3/si_desklights/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/) 10. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-3/fs_connect_external_screens/) ### Branchement et mise sous tension de l’appareil  [Section titled “Branchement et mise sous tension de l’appareil ”](#branchement-et-mise-sous-tension-de-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Télécharger le logiciel grandMA3 onPC sur [www.malighting.com](https://help.malighting.com/grandMA3/2.3/HTML/www.malighting.com) 5. Installer le logiciel sur votre PC ou votre laptop. Pour connaitre la configuration minimale requise pour votre system voir [System Requirements](/grandma3/2-3/onpc_system_requirements/) dans le manuel utilisateur de la grandMA3.  6. Brancher la command wing grandMA3 à votre PC ou laptop en utilisant un câble USB. 7. Démarrer la console grandMA3 ou le logiciel grandMA3 onPC.  8. Allumer la command wing grandMA3 onPC: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge. Pour éteindre la command wing grandMA3 onPC, mettre l’interrupteur en position **O**.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** -Les données sont enregistrées seulement dans le logiciel de grandMA3 onPC. -Pour les mises à niveau, utiliser le logiciel grandMA3 onPC . | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Vous pouvez déconnecter la command wing grandMA3 onPC en utilisant le logiciel de la grandMA3 onPC. La sortie DMX sera alors interrompue immédiatement.  | ### Différentes Combinaisons [Section titled “Différentes Combinaisons”](#différentes-combinaisons) | Appareil | Branché à | Paramètres | | ---------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing + | PC/laptop | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096. | Pour plus d’information, voir: [Expand the Amount of Parameters topic](/grandma3/2-3/system_parameter_expand/). # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-19947a.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-a7b53a.png)     **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-3/danger-of-electric-shock_3-d61d1b.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_1-6c80b5.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_onpc_command_wing_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-4dff1d.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_onpc_command_wing_conformity/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF. # Sécurité > Avertissement – Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-a7dd45.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-3/lightning_13-5e8c11.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_81-9f4e3f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_13-9d1acc.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_onpc_command_wing_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-6eaeb2.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_onpc_command_wing_conformity-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_onpc_command_wing_safety-2/#general_safety_instructions) et les [limitations d’usages](/grandma3/2-3/key_onpc_command_wing_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | ****Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés.** | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-a30239.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-e6e221.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-3/danger-of-electric-shock_71-622383.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_15-a20f0b.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_onpc_command_wing_disposal-1/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-6b2fed.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_onpc_command_wing_conformity-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_onpc_command_wing_safety-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_onpc_command_wing_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden,  die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen enstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-a87818.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-82de34.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-c07deb.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC command wing front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-3/img_gm3_command_wing_3d_3-8da23d.png) *grandMA3 onPC command wing front panel* | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 | | Parameters Mode2 | not applicable (no Mode 2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 10 kg / 23 lbs | | Power | max. 50 VA  | | Dimensions | 620 x 427 x 102 mm / 24 x 17 x 4 in |   ### Outputs grandMA3 onPC command wing [Section titled “Outputs grandMA3 onPC command wing”](#outputs-grandma3-onpc-command-wing) ![](/img/grandma3/2-3/img_gm3_command_wing_rear-9f04e6.png) *grandMA3 onPC command wing rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | IEC connector | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1 x | USB 2.0 (type B) | | 1 x | LED desk light (4pin XLR female) | # Technische Daten > grandMA3 onPC command wing – Vorderseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). ![](/img/grandma3/2-3/img_gm3_command_wing_3d_33-cc31f5.png) *grandMA3 onPC command wing – Vorderseite*   | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 10 kg / 23 lbs | | Anschlussleistung | max. 50 VA  | | Maße | 620 x 427 x 102 mm / 24 x 17 x 4 in | ### Steckverbinder grandMA3 onPC command wing [Section titled “Steckverbinder grandMA3 onPC command wing”](#steckverbinder-grandma3-onpc-command-wing) ![](/img/grandma3/2-3/img_gm3_command_wing_rear5-a1423c.png) *grandMA3 onPC command wing – Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 1 x | Kaltgeräteeinbaustecker | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | DMX512-A IN (5-polig XLR männlich) | | 1 x | MIDI IN (5-polig DIN weiblich) | | 1 x | MIDI OUT (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1 x | USB 2.0 (Typ B) | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Données Techniques > grandMA3 onPC command wing panneau avant | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal).   ### grandMA3 onPC command wing [Section titled “grandMA3 onPC command wing”](#grandma3-onpc-command-wing) ![](/img/grandma3/2-3/img_gm3_command_wing_3d_11-d61fa3.png) grandMA3 onPC command wing panneau avant   | Données Techniques |   | | ------------------ | ----------------------------------- | | Paramètres | 4 096 | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 10 kg / 23 lbs | | Puissance | max. 50 VA  | | Dimensions | 620 x 427 x 102 mm / 24 x 17 x 4 in | ### Sorties grandMA3 onPC command wing [Section titled “Sorties grandMA3 onPC command wing”](#sorties-grandma3-onpc-command-wing) ![](/img/grandma3/2-3/img_gm3_command_wing_rear3-8c0ffb.png) grandMA3 onPC command wing panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------------ | | | | | 1 x | IEC connector | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1 x | USB 2.0 (type B) | | 1 x | LED desk light (4pin XLR female) | # Transport > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 onPC command wing must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC command wing on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC command wing. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_onpc_command_wing_limitations/). -After the transport check the device. -If the device is damaged (dented, bent or broken), do not connect the grandMA3 onPC command wing to power! | # Transport * Den grandMA3 command wing während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 command wing nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 command wing stellen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_onpc_command_wing_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC command wings doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC command wings sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC command wings.  | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC command wing au réseau électrique ! | # Limitations > Operation: Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Operation: Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC command wing XT *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-Nr. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, March 24, 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_2_1-dca90b.png)  ![](/img/grandma3/2-3/ma_logo_120_2_1-5ae7f4.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC command wing XT *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, den 24. März 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau_2_15-a19aff.png)  ![](/img/grandma3/2-3/ma_logo_120_2_15-279943.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 onPC command wing XT *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 24 mars 2020 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_2_13-e5e3a0.png)  ![](/img/grandma3/2-3/ma_logo_120_2_13-3f1e2f.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Intended Use > The grandMA3 onPC command wing XT controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a n The grandMA3 onPC command wing XT controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Usage Prévu > Les command wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, # Les command wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Verwendungszweck > Bestimmungsgemäße Verwendung # **Bestimmungsgemäße Verwendung** Der grandMA3 onPC command wing XT steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Limitations > Operation: ## **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: # ## **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ##   [Section titled “ ”](#-1) ## **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend)   ## **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : # ## **Température** [Section titled “Température”](#température)   Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F\   ## **Humidité** [Section titled “Humidité”](#humidité)  Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation)   ## **Environnement​** [Section titled “Environnement​”](#environnement)  Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  | * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Wartung # | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient # | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | *** | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC command wing XT front panel ![](/img/grandma3/2-3/img_gm3_command_wing_xt_top_callouts_1-29b684.png) *grandMA3 onPC command wing XT front panel* 1. [Master area](/grandma3/2-3/do_control_master/) 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. [Power key](/grandma3/2-3/key_power/) 4. [Command area](/grandma3/2-3/do_control_command/) 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. Executor buttons 101-190 + 201-290 7. Executor faders 201-290 8. Executor buttons 301-390 + 401-490 9. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-3/do_control_executor/). ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_callout_white_2_v2-0-441971.png) 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. Power switch 6. [IEC connector](/grandma3/2-3/fs_connect_power/) 7. [Desk light](/grandma3/2-3/fs_connect_desk_light/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/#Jack) 10. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-3/fs_connect_external_screens/)   ### Turn on the grandMA3 onPC command wing XT [Section titled “Turn on the grandMA3 onPC command wing XT”](#turn-on-the-grandma3-onpc-command-wing-xt) 1. Unpack the device. 2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface. 4. Connect external monitors using the native DisplayPort connectors.  5. Connect an external mouse or keyboard using the USB ports. 6. Insert the power connector into the corresponding jack. 7. Connect the power plug with the mains. 8. Turn on the power switch on the rear panel. 9. Press the power key on the front panel.\ The device starts booting. ### Turn off the grandMA3 onPC command wing XT [Section titled “Turn off the grandMA3 onPC command wing XT”](#turn-off-the-grandma3-onpc-command-wing-xt) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Do not press the power key to turn off the device. Only if a hard shutdown is necessary, press and hold the power key for more than 3 seconds. | 1. Tap ![power](/img/grandma3/2-3/power_1-084f37.png) at the top of the control bar to start the shutdown procedure or shutdown the onPC software by the [shutdown keyword](/grandma3/2-3/keyword_shutdown/).   A warning pop-up appears:   ![](/img/grandma3/2-3/popup_shut-down_v1-5_4-6a2d5c.png) 2. Tap OK. 3. Shut down the Windows system. The grandMA3 onPC command wing XT powers down. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Do not switch off the grandMA3 onPC command wing XT too early.  Make sure that you wait until Windows has completely shut down. All LEDs on the grandMA3 onPC command wing XT must have turned off. | 4. Set the power switch to position **O**.    ### Install the Latest grandMA3 onPC Software and the Operating System [Section titled “Install the Latest grandMA3 onPC Software and the Operating System”](#install-the-latest-grandma3-onpc-software-and-the-operating-system) | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Updating the grandMA3 onPC software and the operating system deletes all files previously stored. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** To update only the grandMA3 onPC software, use the network update process. For more information, see [Network update](/grandma3/2-3/update_network/). | 1. To install, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Save the full software image on your computer’s hard drive. 3. Extract the zip file “grandMA3\_v.x.x.x.x\_windows\_hardware\_image.zip” and copy it onto a USB flash drive (FAT32 formatted, minimum 8 GB).  4. Insert the USB flash drive. 5. Power up the grandMA3 onPC command wing XT. 6. If necessary, tap F8 to choose Boot device and select boot from USB. 7. Follow the onscreen instructions during the update process. To learn more about the update process, read the [Update grandMA3 onPC windows hardware](/grandma3/2-3/update_windows_hardware/) topic in the [online user manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ----------------------------- | --------------------------------- | ---------- | | grandMA3 onPC command wing XT | standalone | 4 096 | | grandMA3 onPC command wing XT | + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing XT | + grandMA3 processing unit M/L/XL | 4 096   | # Guide De Démarrage > grandMA3 onPC command wing XT panneau avant # ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_top_callouts1-e8ab74.png) grandMA3 onPC command wing XT panneau avant 1. [Aire Master](/grandma3/2-3/ws_master_controls/) 2. [Dual encoder section](/grandma3/2-3/do_control_encoder/) 3. [Touche Marche/Arrêt](/grandma3/2-3/key_power/) 4. Aire Command 5. [Level wheel](/grandma3/2-3/do_control_level/) 6. Executor boutons 101-190 + 201-290 7. Executor faders 201-290 8. Executor boutons 301-390 + 401-490 9. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-3/do_control_elements/) dans le Mode d’emploi. ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_callout_white_2_v2-0_11-f84a5c.png) grandMA3 onPC command wing XT panneau arriére 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-3/remote_inputs_dc/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. Interrupteur de courant 6. [IEC connector](/grandma3/2-3/fs_connect_power/) 7. [Lumière d’appoint](/grandma3/2-3/si_desklights/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-3/fs_connect_audio_in/) 10. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-3/fs_connect_external_screens/) ### Branchement et mise sous tension de l’appareil [Section titled “Branchement et mise sous tension de l’appareil”](#branchement-et-mise-sous-tension-de-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Brancher les écrans externes à la command wing XT grandMA3 onPC en utilisant des connecteurs d’origine DisplayPort. 5. Connecter un clavier externe ou une souris avec un port USB. 6. Insérer le connecteur IEC dans la prise correspondante.  7. Brancher la prise principale de courant. 8. Allumer l’interrupteur de courant sur le panneau arrière.  9. Appuyer sur la touche Marche/Arrêt sur le panneau avant. ### Éteindre la command wing XT grandMA3 onPC [Section titled “Éteindre la command wing XT grandMA3 onPC”](#éteindre-la-command-wing-xt-grandma3-onpc) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** N’appuyer pas sur la touche Marche/Arrêt pour éteindre l’appareil. Seulement si un arrêt brutal est nécessaire, appuyer sur la touche Marche/Arrêt et maintenez-la enfoncée pendant plus de 3 secondes | 1. Appuyer sur l’icone  ![](/img/grandma3/2-3/power1-577f5b.png)  en haut de la barre de contrôle pour démarrer le processus de fermeture de la console ou de l’application onPC ou fermer le logiciel onPC en utilisant **shutdown keyword**. Un pop-up d’avertissement s’ouvre: ![](/img/grandma3/2-3/popup_shut-down_v1-5_42-a6806b.png) 2. Appuyer sur  OK. 3. Fermer le système Windows. La command wing XT grandMA3 onPC s’éteint. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Ne pas éteindre la command wing XT grandMA3 onPC trop rapidement. Assurez-vous d’attendre jusqu’à la fermeture complète de Windows. Toutes les DELs sur la command wing XT grandMA3 onPC doivent s’être éteintes. | 4. Mettre l’interrupteur en position O. ### Installer la dernière version du logiciel grandMA3 onPC et du système d’exploitation [Section titled “Installer la dernière version du logiciel grandMA3 onPC et du système d’exploitation”](#installer-la-dernière-version-du-logiciel-grandma3-onpc-et-du-système-dexploitation) | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** La mise à jour du logiciel grandMA3 onPC et du système d’exploitation supprime tous les fichiers sauvegardés précédemment. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Astuce:** Pour mettre à jour uniquement le logiciel grandMA3 onPC, utilisez le processus de mise à jour en réseau. Pour plus d’informations, voir Mise à jour réseau. | 1. Pour installer, téléchargez le logiciel grandMA3 sur  [www.malighting.com](http://www.malighting.com).\ L’installateur requis est appelé grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Sauvegardez l’image complète du logiciel sur le disque dur de votre ordinateur. 3. Extrayer le fichier zip “grandMA2\_vx.x.x.x\_windows\_hardware\_image.zip” et copier le fichier complet dans le répertoire racine de votre clé USB (FAT32 formatted, minimum 8 GB). 4. Insérer la clé USB dans le port USB de l’appareil. 5. Allumer l’appareil grandMA3. 6. Quand nécessaire, appuyer sur la touche 8/F8 pour choisir “Boot from USB”. 7. Suivre les instructions à l’écran pendant le processus de mise à jour. Pour plus d’information, voir la section Update grandMA3 onPC windows hardware dans le Mode d’emploi. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | \*\*\*\*Important: Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections Update the Software via Network Update dans le Mode d’emploi.  \*\* \*\* | ### Différentes Combinaison [Section titled “Différentes Combinaison”](#différentes-combinaison) | Appareil | Branché à | Paramètres | | ------------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing XT + | PC/laptop | 4 096 | | grandMA3 onPC command wing XT + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing XT + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096. | Pour plus d’information, voir: **Expand the Amount of Parameters**. # Quick Start > grandMA3 onPC command wing XT Vorderseite # ![](/img/grandma3/2-3/img_gm3_command_wing_xt_top_callouts_13-1d63c6.png)[ShutDown Keyword](/grandma3/2-3/keyword_shutdown/) \_grandMA3 onPC command wing XT \_Vorderseite 1. [Master Bereich](/grandma3/2-3/ws_master_controls/) 2. [Dual Encoder Sektion](/grandma3/2-3/do_control_encoder/) 3. [Ein/Aus-Taste](/grandma3/2-3/key_power/) 4. Kommando Bereich 5. [Level Wheel](/grandma3/2-3/do_control_level/) 6. Executor Buttons 101-190 + 201-290 7. Executor Fader 201-290 8. Executor Buttons 301-390 + 401-490 9. Rotierbare Executors 301-390 + 401-490 Für weitere Informationen über Executors siehe den Abschnitt [Executor elements](/grandma3/2-3/do_control_executor/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_callout_white_2_v2-0_21-940586.png) \_grandMA3 onPC command wing XT \_Rückseite 1. [DMX A, B, C](/grandma3/2-3/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-3/remote_inputs_midi/) 3. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 5. Netzschalter 6. [IEC Buchse](/grandma3/2-3/fs_connect_power/) 7. [Pultleuchte](/grandma3/2-3/si_desklights/) 8. Kensington-Schloss 9. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/) 10. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-3/fs_connect_external_screens/) ### grandMA3 onPC command wing XT einschalten [Section titled “grandMA3 onPC command wing XT einschalten”](#grandma3-onpc-command-wing-xt-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen.  4. Externe Monitore mit DisplayPort Anschluss an das Gerät anschließen. 5. Externe Maus und Keyboard über die USB Ports anschließen. 6. Kaltegerätestecker mit der dafür vorgesehenen Buchse verbinden. 7. Netzstecker in die Steckdose stecken. 8. Netzschalter auf der Rückseite auf **I** stellen. 9. Ein/Aus-Taste auf der Vorderseite drücken. ### grandMA3 onPC command wing XT ausschalten [Section titled “grandMA3 onPC command wing XT ausschalten”](#grandma3-onpc-command-wing-xt-ausschalten) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig!** Schalten Sie das Gerät nie über die Ein/Aus-Taste aus. Nur wenn ein hartes Ausschalten erforderlich ist, die Ein/Aus-Taste 3 Sekunden lang drücken. | 1. In der onPC Software das ![power](/img/grandma3/2-3/power_13-f1fad2.png) Symbol in der oberen linken Ecke der Kontrollleiste antippen, um die Software zu beenden oder das [Shutdown keyword](/grandma3/2-3/keyword_shutdown/) verwenden. Eine Warnmeldung erscheint: ![](/img/grandma3/2-3/popup_shut-down_v1-5_31-15d177.png) 2. OK tippen. 3. Windows beenden. Der grandMA3 onPC command wing XT fährt runter. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Schalten Sie den grandMA3 onPC command wing XT nicht zu früh aus. Vergewissern Sie sich, dass Windows komplett heruntergefahren ist. Alle LEDs am grandMA3 onPC command wing XT müssen erloschen sein. | 4. Netzschalter auf **O** stellen.  ### Die neueste grandMA3 onPC Software installieren und das Betriebssystem aktualisieren [Section titled “Die neueste grandMA3 onPC Software installieren und das Betriebssystem aktualisieren”](#die-neueste-grandma3-onpc-software-installieren-und-das-betriebssystem-aktualisieren) | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Aktualisieren der grandMA3 onPC Software zusammen mit dem Betriebssystem, löscht alle zuvor gespeicherten Daten. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Wenn Sie lediglich die grandMA3 onPC Software aktualisieren möchten, so führen Sie das Update über das Netzwerk aus. Für mehr Informationen lesen Sie [Network Update](/grandma3/2-3/update_network/).   | 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Speichern Sie das gesamte Software Image auf der Festplatte Ihres Computers. 3. Entpacken Sie die Zip-Datei und kopieren Sie das Image auf Ihren USB-Stick (FAT32 formatiert, mindestens 8 GB). 4. Stecken Sie den USB-Stick in den USB-Anschluss am Gerät. 5. Schalten Sie das Gerät ein. 6. Falls notwendig, drücken Sie auf der Tastatur mehrfach die Taste 8/F8. und wählen Sie “Von USB starten”. 7. Folgen Sie während des Update-Vorgangs den Bildschirmanweisungen. Für weitere Informationen über den Update-Vorgang siehe den Abschnitt [Update grandMA3 onPC windows hardware](/grandma3/2-3/update_windows_hardware/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | ------------------------------- | ------------------------------- | --------- | | grandMA3 onPC command wing XT | keinem weiteren Gerät. | 4 096 | | grandMA3 onPC command wing XT + | grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing XT + | grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Unabhängig davon, welche Geräte an der grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information finden Sie im [User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [Expand the Amount of Parameters.](/grandma3/2-3/system_parameter_expand/) # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-eadced.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-2fb9cf.png) **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-3/danger-of-electric-shock_4-fd0913.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_1-6c6331.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_onpc_xt_disposal/). *** ![battery](/img/grandma3/2-3/battery_1-001a69.png)     Recycle the battery. *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-e62d89.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_onpc_xt_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The device has to be grounded.  Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-3/key_onpc_xt_safety/#h2__2044492547) further down and [Limitations](/grandma3/2-3/key_onpc_xt_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to inobservance of the safety instructions. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Changes or modifications to this device not expressly approved by the party responsible for the compliance could void the user’s authority to operate it.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** The device plug and the power plug of the supply line serve as a separator. - To disconnect the power supply, disconnect the device plug and / or the power plug. | *** To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, faders, dual encoders, knobs, switch, connector; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break. * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets.  * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-88641f.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-af4146.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-3/danger-of-electric-shock_45-387fe1.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_15-fb9678.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_onpc_xt_disposal-3/). *** ![battery](/img/grandma3/2-3/battery_15-cd0879.png) Batterie recyceln. *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-b201bb.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_onpc_xt_conformity-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_onpc_xt_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_onpc_xt_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Den Geräte- und/oder Netzstecker abziehen um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-7600bd.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-3/lightning_13-6a3f73.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_43-59cdcc.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_13-6474ab.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_onpc_xt_disposal-2/). *** ![battery](/img/grandma3/2-3/battery_13-fdc812.png)     Recycler la batterie. *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-5e4ba9.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_onpc_xt_conformity-1-2/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_onpc_xt_safety-1-2/#general_safety_instructions) et les [limitations d’usages](/grandma3/2-3/key_onpc_xt_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-9714d1.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-7deca8.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-7bbfeb.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Technical Data > grandMA3 onPC command wing XT front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-3/img_gm3_command_wing_xt_3d_1-123c0a.png) grandMA3 onPC command wing XT front panel | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 | | Parameters Mode2 | not applicable (no Mode2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 12 kg / 27 lbs | | Power | max. 100 VA  | | Dimensions | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Outputs grandMA3 onPC command wing XT [Section titled “Outputs grandMA3 onPC command wing XT”](#outputs-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_white-70653d.png) grandMA3 onPC command wing XT rear panel | Number | Connector | | ------ | --------------------------------------------------------------- | | 4x  | DisplayPort 1.2 for external screens | | 2x | RJ 45 | | 2x  | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 1x | Audio In (mini jack 3.5mm) | | 1x | Audio Out (mini jack 3.5mm) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Technische Daten > grandMA3 onPC command wing XT Vorderseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m.   ![](/img/grandma3/2-3/img_gm3_command_wing_xt_3d_15-7f5186.png) grandMA3 onPC command wing XT Vorderseite | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 12 kg / 27 lbs | | Anschlussleistung | max. 100 VA  | | Maße | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Steckverbinder grandMA3 onPC command wing XT [Section titled “Steckverbinder grandMA3 onPC command wing XT”](#steckverbinder-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_white_21-5ce53a.png) grandMA3 onPC command wing XT Rückseite | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 4 x | DisplayPort (externe Bildschirme) | | 2 x | RJ45 | | 2 x | USB 3.0 (Typ A) max. 900 mA | | 2 x | USB 2.0 (Typ A) max. 500 mA | | 1 x | Audio In (Miniklinke 3,5 mm) | | 1 x | Audio Out (Miniklinke 3,5 mm) | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | DMX512-A IN (5-polig XLR männlich) | | 1 x | MIDI IN (5-polig DIN weiblich) | | 1 x | MIDI OUT (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1 x | Kaltgeräteeinbaustecker | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Données Techniques > grandMA3 onPC command wing XT panneau avant # | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   ![](/img/grandma3/2-3/img_gm3_command_wing_xt_3d_13-7bf120.png) grandMA3 onPC command wing XT panneau avant | Données Techniques |   | | ------------------ | ----------------------------------- | | Paramètres | 4 096 | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 12 kg / 27 lbs | | Puissance | max. 100 VA  | | Dimensions | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Sorties grandMA3 onPC command wing XT [Section titled “Sorties grandMA3 onPC command wing XT”](#sorties-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-3/img_gm3_onpc-command-wing-xt_rear_white_31-4dec0e.png) grandMA3 onPC command wing XT panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------------ | | 4x  | DisplayPort 1.2 pour écrans externes | | 2x | RJ 45 | | 2x  | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 1x | Audio In (mini jack 3.5mm) | | 1x | Audio Out (mini jack 3.5mm) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Transport > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 onPC command wing XT must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC command wing XT on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC command wing XT. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_onpc_xt_limitations/). -After the transport check the device. -If the device is damaged (dented, bent or broken), do not connect the grandMA3 onPC command wing XT to power! | # Transport # * Den grandMA3 command wing XT während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 command wing XT nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 command wing XT stellen. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC command wings XT doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC command wings XT sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC command wings XT.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-3/key_onpc_xt_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC command wing au réseau électrique ! | # Oops > Pressing Oops executes the Oops command. Pressing Oops executes the Oops command. | | | | ---- | ---- | | OK : | Oops | For more information about Oops, see the [Oops keyword](/grandma3/2-3/keyword_oops/). ## Location [Section titled “Location”](#location) Oops is located in the command section. ![](/img/grandma3/2-3/button_oops_v0-1-c7df6c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_oops_v0-1-8c542f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Page- > Pressing Page- executes the command Previous Page in the command line. Pressing Page- executes the command **Previous Page** in the command line. | | | | ---- | ------------- | | OK : | Previous Page | Pressing and holding Page- for over a 1 second sets the page to page 1. ## Location [Section titled “Location”](#location) Page- is located in the command section. ![](/img/grandma3/2-3/button_page_minus_v0-1-58135e.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_pageminus_v0-1-62bca6.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Page+ > Pressing Page+ executes the command Next Page in the command line. Pressing Page+ executes the command **Next Page** in the command line. | | | | ---- | --------- | | OK : | Next Page | ## Location [Section titled “Location”](#location) Page+ is located in the command section. ![](/img/grandma3/2-3/button_page_plus_v0-1-f6a42d.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_pageplus_v0-1-12de76.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Pause | Fix > Pressing Pause enters the Pause keyword into the command line. Pressing Pause enters the Pause keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pause | For more information about Pause, see the [Pause keyword](/grandma3/2-3/keyword_pause/). Pause Pressing Pause Pause enters the Park keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Park Fixture 17 | For more information about Park, see the [Park keyword](/grandma3/2-3/keyword_park/). Fix Pressing and holding MA + Pause enters the Fix keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fix | ​For more information about Fix, see the [Fix keyword](/grandma3/2-3/keyword_fix/). Desk Lock Pressing and holding MA + MA + Pause toggles the desk lock. ​For more information about the desk lock, see [Desk Lock](/grandma3/2-3/ws_ui_desk_lock/). ## Location [Section titled “Location”](#location) Pause is located in the command section. ![](/img/grandma3/2-3/button_pause_v0-1-2ef05a.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_pause_v0-1-db52e5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Pause [large] > Pressing Pause [large] executes the Pause Executor command in the command line Pressing Pause \[large] executes the **Pause Executor** command in the command line | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pause Executor | For more information about the Pause, see the [Pause keyword](/grandma3/2-3/keyword_pause/). ## Location [Section titled “Location”](#location) Pause \[large] is located in the master section under the two master faders​. ![](/img/grandma3/2-3/button_pause_large_v0-1-5b411f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_pause_large_v0-1-c07683.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware_related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # Événements [Section titled “Événements”](#événements) ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Please > Pressing Please executes a command. It behaves the same as pressing Enter on an external keyboard. Pressing Please executes a command. It behaves the same as pressing Enter on an external keyboard. ## Activate all Attributes [Section titled “Activate all Attributes”](#activate-all-attributes) * Pressing Please Please activates all attributes of the selected fixtures. * Pressing Please once more deactivates all attributes of the selected fixtures. ## Location [Section titled “Location”](#location) Please is located in the numeric keys section. ![](/img/grandma3/2-3/button_please_v0-1-829a6b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_please_v0-1-b2ab8c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # + [Plus] > Pressing + enters the + into the command line. Pressing + enters the + into the command line. | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group 8 + Group 11 | # Power > Pressing Power boots up the console or shuts it down. Pressing Power boots up the console or shuts it down. | | | | ------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | To switch the console on or off, use the power switch on the rear panel. | # Preset > Pressing Preset enters the Preset keyword into the command line. Pressing Preset enters the Preset keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Preset | For more information about Preset, see the [Preset keyword](/grandma3/2-3/keyword_preset/). Attribute Pressing Preset Preset enters the Attribute keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute | For more information about Attribute, see the [Attribute keyword](/grandma3/2-3/keyword_attribute/). Gel Pressing Preset Preset Preset enters the Gel keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Gel | For more information about Gel, see the [Gel keyword](/grandma3/2-3/keyword_gel/). FeatureGroup Pressing MA + Preset enters the FeatureGroup keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FeatureGroup | For more information about FeatureGroup, see the [FeatureGroup keyword](/grandma3/2-3/keyword_featuregroup/). DataPool Pressing MA + Preset + Preset enters the DataPool keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DataPool | For more information about DataPool, see the [DataPool keyword](/grandma3/2-3/keyword_datapool/). ## Location [Section titled “Location”](#location) Preset is located in the command section. ![](/img/grandma3/2-3/button_preset_v0-1-594554.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_preset_v0-1-577c26.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Prev [Previous] > Pressing Prev executes the Previous keyword in the command line. Pressing Prev executes the Previous keyword in the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Previous | For more information about Previous, see the [Previous keyword](/grandma3/2-3/keyword_previous/). Previous Step Pressing MA + Prev executes the **Previous Step** command in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Previous Step | For more information about Previous Step, see the [Previous keyword](/grandma3/2-3/keyword_previous/) and the [Step keyword](/grandma3/2-3/keyword_step/). For mor information about steps see [Phaser](/grandma3/2-3/phaser/). ## Location [Section titled “Location”](#location) Prev is located in the command section. ![](/img/grandma3/2-3/button_prev_v0-1-95d4c1.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_prev_v0-1-2ce47f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Prvw [Preview] > Pressing Prvw executes the the Preview keyword in the command line. Pressing Prvw executes the the Preview keyword in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Preview | For more information about Prvw, see the [Preview keyword](/grandma3/2-3/keyword_preview/). ## Location [Section titled “Location”](#location) Prvw is located in the command section. ![](/img/grandma3/2-3/button_prvw_v0-1-1afef3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_prvw_v0-1-6f5e22.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals  [Section titled “CE and FCC Standards and Approvals ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of product:** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *are conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_3-d17632.png)  ![](/img/grandma3/2-3/ma_logo_120_1-141d06.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau_32-322c6b.png)  ![](/img/grandma3/2-3/ma_logo_120_12-fa4e33.png) # Konformitätserklärung > Hersteller: # Konformitätserklärung [Section titled “Konformitätserklärung”](#konformitätserklärung) ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen*  *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau_34-6dc25d.png)  ![](/img/grandma3/2-3/ma_logo_120_14-c4bb60.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend\ entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen\ Verwenderland zu beachten. # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # Toleranzen [Section titled “Toleranzen”](#toleranzen) ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Intended Use > The grandMA3 processing units M, L, XL control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within The grandMA3 processing units **M, L, XL** control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Usage Prévu > Les processing units grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les processing units grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Verwendungszweck > Die grandMA3 processing units M, L, XL steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hi # ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 processing units M, L, XL steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # Limitations [Section titled “Limitations”](#limitations) ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten. * Das Gerät innerhalb der Betriebsgrenzen betreiben. * Das Gerät nur in geschlossenen Räumen betreiben. * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein. * Erschütterungen vermeiden. * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen. * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Maintenance | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The grandMA3 processing unit has an air intake filter on the front.  Do not wash the filter. Clean it using a vacuum cleaner only. | * Disconnect power supply before cleaning;  * Clean the surface with dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Die grandMA3 proccesing unit hat einen eingebauten Luftansaugfilter an der Vorderseite.  Den Filter nicht waschen. Reinigung ausschließlich mit einem Staubsauger. | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob die Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung, empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell zu reinigen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Les processing units grandMA3 ont un filtre d’admission d’air à l’arrière.  Ne lavez pas le filtre. Nettoyez-le uniquement à l’aide d’un aspirateur. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 processing unit M, L, XL front panel ![](/img/grandma3/2-3/img_gm3_processing-unit_front_callouts-17f808.png) grandMA3 processing unit M, L, XL front panel 1. Internal command multi-touch screen 2. [Power key](/grandma3/2-3/key_power/) 3. [USB 2.0 (type A)](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_processing-unit_rear_callouts-873d09.png) grandMA3 processing unit M, L, XL rear panel 1. [etherCON/RJ45](/grandma3/2-3/fs_connect_ethernet/) 2. Power switch 3. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 4. [USB 2.0 (type A)](/grandma3/2-3/fs_connect_usb/) 5. [DMX-512-A OUT (5pin XLR female)](/grandma3/2-3/fs_connect_dmx/)  ### Turn on the grandMA3 processing unit [Section titled “Turn on the grandMA3 processing unit”](#turn-on-the-grandma3-processing-unit) 1. Unpack the device.  2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface. 4. Connect an external keyboard and mouse to the grandMA3 processing unit using the USB ports. 5. Connect the grandMA3 processing unit with your PC, laptop, or a grandMA3 console using an etherCON/RJ45 connector. 6. Insert the powerCON TRUE1 plug into the corresponding socket. 7. Connect the main power plug. 8. Turn on the power switch (set it to position **I**.) 9. The power switch lights up in red. 10. Press the power key on the front panel. \ The device starts booting.\ The **Mode Selection** dialog appears:\ ![](/img/grandma3/2-3/img_select-mode_v0-9_3_1-dd1115.png) 11. Tap to select a mode.   ### Turn off the grandMA3 processing unit [Section titled “Turn off the grandMA3 processing unit”](#turn-off-the-grandma3-processing-unit) 1. Press the power key on the front panel.\ A warning pop-up appears:\ ![](/img/grandma3/2-3/popup_shut-down_v1-5_8-570e75.png) 2. Tap OK.\ The grandMA3 device shuts down. 3. Set the power switch to position **O**. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** You can disconnect the grandMA3 processing unit using the grandMA3 console or the grandMA3 onPC software. The DMX output will then be immediately interrupted. | ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Shut down the grandMA3 device. 5. Connect an external keyboard with a USB port. 6. Turn on the grandMA3 device. 7. Press the key 8/F8 on the external keyboard several times.\ The **Boot Manager** opens. 8. Scroll down to EFI USB Device using the arrow keys. 9. Press Enter on the external keyboard.\ The grandMA3 device starts to boot. 10. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Update the Software](/grandma3/2-3/update/) * [Network Update](/grandma3/2-3/update_network/) # Quick Start > grandMA3 processing unit M, L, XL Vorderseite # Quick Start [Section titled “Quick Start”](#quick-start) ![](/img/grandma3/2-3/img_gm3_processing-unit_front_callouts4-d48e7c.png) grandMA3 processing unit M, L, XL Vorderseite 1. Multi-touch Bildschirm 2. [Ein/Aus-Taste](/grandma3/2-3/key_power/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_processing-unit_rear_callouts4-7d256f.png) grandMA3 processing unit M, L, XL Rückseite 1. [EthernetCON/RJ45](/grandma3/2-3/fs_connect_ethernet/) 2. Netzschalter 3. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 4. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 5. [DMX-512-A OUT (5-polig XLR weiblich)](/grandma3/2-3/fs_connect_dmx/)    ### grandMA3 Gerät einschalten [Section titled “grandMA3 Gerät einschalten”](#grandma3-gerät-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Externe Maus und Keyboard über die USB Ports anschließen. 5. Die grandMA3 processing unit über die etherCON/RJ45 Buchse mit dem PC, Laptop oder der grandMA3 Konsole verbinden. 6. Den powerCON TRUE1 Stecker mit der dafür vorgesehenen Buchse verbinden. 7. Hauptstecker an die Steckdose anschließen. 8. Netzschalter auf **I** stellen.\ Netzschalter leuchtet rot. 9. Auf der Vorderseite die Ein/Aus-Taste drücken.\ Das Gerät fährt hoch.\ Der **Mode Selection** Dialog erscheint:\  ![](/img/grandma3/2-3/img_select-mode_v0-9_3_2-b47033.png) 10. Den gewünschten Modus durch Tippen des jeweiligen Icons auswählen.   ### grandMA3 Gerät ausschalten [Section titled “grandMA3 Gerät ausschalten”](#grandma3-gerät-ausschalten) 1. Die Ein/Aus-Taste drücken.\ Eine Warnmeldung erscheint:\ ![](/img/grandma3/2-3/popup_shut-down_v1-5_84-70257d.png) 2) OK tippen.\ Die grandMA3 processing unit fährt runter. 3) Netzschalter auf **O** stellen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die grandMA3 processing unit kann ebenfalls über die grandMA3 Konsole oder grandMA3 onPC Software deaktiviert werden. Die DMX-Ausgabe wird dann abrupt unterbrochen.    | ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Eine externe Tastatur an einen USB-Port anschließen. 6. Das grandMA3 Gerät einschalten. 7. Auf der externen Tastatur mehrfach die Taste 8/F8 drücken.\ Der **Boot Manager** öffnet sich. 8. Mit den Pfeiltasten bis EFI USB Device scrollen. 9. Die Taste Enter auf der externen Tastatur drücken.\ Das grandMA3 Gerät bootet. 10. Während des Update-Vorgangs den Bildschirmanweisungen folgen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software verwenden. Für weitere Informationen siehe die Abschnitte [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide De Démarrage > grandMA3 processing unit M, L, XL panneau avant # Guide De Démarrage [Section titled “Guide De Démarrage”](#guide-de-démarrage) ![](/img/grandma3/2-3/img_gm3_processing-unit_front_callouts2-164795.png) grandMA3 processing unit M, L, XL panneau avant 1. Écran multi-touch 2. [Touche Marche/Arrêt](/grandma3/2-3/key_power/) 3. [USB 2.0 (type A)](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_processing-unit_rear_callouts2-d8b0c9.png) grandMA3 processing unit M, L, XL panneau arrière 1. [EtherCON/RJ45](/grandma3/2-3/fs_connect_ethernet/) 2. Interrupteur de courant 3. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 4. [USB 2.0 (type A)](/grandma3/2-3/fs_connect_usb/) 5. [DMX-512-A OUT (5pin XLR female)](/grandma3/2-3/fs_connect_dmx/)   ### Allumer l’appareil [Section titled “Allumer l’appareil”](#allumer-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection. 3. Placer l’appareil à l’intérieur sur une surface stable. 4. Connecter un clavier et une souris à l’aide des ports USB. 5. Brancher l’appareil grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 6. Insérer le connecteur powerCON TRUE1 au branchement correspondant.  7. Brancher la prise principale de courant. 8. Allumer l’interrupteur de courant (mettre en position **I**) sur le panneau arrière. 9. L’interrupteur s’illumine en rouge. 10. Appuyer sur la touche Marche/Arrêt sur le panneau avant.\ L’appareil se met en marche.\ Le dialogue de **sélection du mode** apparaît:\ ![](/img/grandma3/2-3/img_select-mode_v0-9_3_12-fb5a95.png) 11. Toucher pour sélectionner un mode.   ### Éteindre l’appareil [Section titled “Éteindre l’appareil”](#éteindre-lappareil) 1. Appuyer sur la touche Marche/Arrêt sur le panneau avant. Un pop-up d’avertissement apparaît:\ ![](/img/grandma3/2-3/popup_shut-down_v1-5_82-ccfb65.png) 2. Appuyer sur OK. L’appareil grandMA3 s’éteint. 3. Mettre l’interrupteur en position **O**. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Vous pouvez déconnecter l’appareil grandMA3 en utilisant le logiciel grandMA3 onPC. La sortie DMX sera alors immédiatement interrompue.   | ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour l’appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ Le programme d’installation requis s’appelle grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Connecter un clavier externe avec un port USB. 6. Allumer l’appareil grandMA3. 7. Appuyer plusieurs fois sur la touche 8/F8 du clavier externe. Le gestionnaire de démarrage s’ouvre. 8. Faire défiler la liste jusqu’à EFI USB Device à l’aide des touches fléchées. 9. Appuyer sur la touche Enter du clavier externe.\ L’appareil grandMA3 commence à démarrer. 10. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-18fc5c.png) **Warning** – Danger area  *** ![lightning](/img/grandma3/2-3/lightning_1-1f4f0b.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-3/danger-of-electric-shock_14-c578b4.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin-8749ce.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_pu_disposal/). *** ![battery](/img/grandma3/2-3/battery_1-df3968.png)     Recycle the battery *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-582e5a.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_pu_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF   | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-3/key_pu_safety/#general_safety_instructions) further down and [Limitations](/grandma3/2-3/key_pu_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to inobservance of the safety instructions.   | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  |   ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) Defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleanser. Use a dry cloth only; * Do not use device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, switch, connector, or rotary knob; * If the power cable or the main power plug are defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets. * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_14-28d42a.png) **Warnung** – Gefahrenbereich  *** ![lightning](/img/grandma3/2-3/lightning_14-2b7a5b.png)     **Vorsicht** – Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag. ![](/img/grandma3/2-3/danger-of-electric-shock_15-21c1b7.png) *** ![garbarge\_bin](/img/grandma3/2-3/garbarge_bin_12-8973df.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_pu_disposal-3/). *** ![battery](/img/grandma3/2-3/battery_14-1b9f24.png) Batterie recyceln *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_14-68eb06.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_pu_conformity-3/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit.  | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeine Sicherheitshinweise](/grandma3/2-3/key_pu_safety-1/#h2__510451242) weiter\ unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_pu_limitations-3/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und dem Gerät selbst vermerkt sind, befolgen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. \*\* \*\* | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen. Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden. * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitshinweise [Section titled “Allgemeine Sicherheitshinweise”](#allgemeine-sicherheitshinweise) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen. * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen das Gerät über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindung oder Monitor Wing ausüben. * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelement so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_12-bdad98.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-3/lightning_12-3c2600.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_161-396331.png) *** ![garbarge\_bin](/img/grandma3/2-3/garbarge_bin_11-c92bd3.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_pu_disposal-2/). *** ![battery](/img/grandma3/2-3/battery_12-15b35c.png) Recycler la batterie *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_12-57f283.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_pu_conformity-2/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_pu_safety-1-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-3/key_pu_limitations-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.\*\* \*\* | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-2b59fc.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_14-17f1bb.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Support technique [Section titled “Support technique”](#support-technique) Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_12-9a62c8.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 processing unit front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** The processing units M, L, XL have an equal front panel and rear panel. | * DMX: max. length of the cable 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m. ![](/img/grandma3/2-3/img_gm3_processing-unit-l_3d_white-4e854f.png) grandMA3 processing unit front panel | Technical Data grandMA3 processing unit M, L, XL |   | | ------------------------------------------------ | ----------------------------------------------------------- | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 5 kg / 12 lbs | | Power | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (width x depth x height) | | Parameters |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Outputs grandMA3 processing unit M, L, XL [Section titled “Outputs grandMA3 processing unit M, L, XL”](#outputs-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-3/img_gm3_processing-unit_rear-c64739.png) grandMA3 processing unit rear panel | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR female) | | 3 x | USB 2.0 (type A) | # Technische Daten > grandMA3 processing unit Vorderseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Die processing units M, L, XL haben die gleiche Vorder- und Rückseite. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m. ![](/img/grandma3/2-3/img_gm3_processing-unit-l_3d_white4-f2c90b.png) grandMA3 processing unit Vorderseite | Technical Data grandMA3 processing unit M, L, XL |   | | ------------------------------------------------ | ---------------------------------------------------------- | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 5 kg / 12 lbs | | Anschlussleistung | max. 200 VA | | Maße | 482 x 372 x 87 mm / 19 x 15 x 4 in (Breite x Tiefe x Höhe) | | Parameter |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Steckverbinder grandMA3 processing unit M, L, XL [Section titled “Steckverbinder grandMA3 processing unit M, L, XL”](#steckverbinder-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-3/img_gm3_processing-unit_rear4-728b31.png) grandMA3 processing unit Rückseite | zahl | Steckverbinder | | ---- | ----------------------------------------------------------------- | | 1 x | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR weiblich) | | 3 x | USB 2.0 (type A) | # Données Techniques > grandMA3 full-size panneau avant # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** Les processing units M, L, XL ont un panneau avant et arrière identique. | * DMX : longueur maximale du câble 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. Longueur max. du câble 75 m. ![](/img/grandma3/2-3/img_gm3_processing-unit-l_3d_white2-3caceb.png) *grandMA3 full-size panneau avant* | Données Techniques processing unit M, L, XL |   | | ------------------------------------------- | ------------------------------------------------------------------- | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 5 kg / 12 lbs | | Puissance | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 po (largeur x profondeur x hauteur) | | Paramètres |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Sorties grandMA3 processing unit M, L, XL [Section titled “Sorties grandMA3 processing unit M, L, XL”](#sorties-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-3/img_gm3_processing-unit_rear2-de3a9a.png) *grandMA3 full-size panneau arrière* | Nombre | Connecteur | | ------ | ------------------------------ | | 1 x | powerCON TRUE1\* | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR female) | | 3 x | USB 2.0 (type A) | \* marque déposée de Neutrik AG, Liechtenstein # Transport > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 processing unit must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 processing unit on unstable surfaces; * Do not place any objects on top of the grandMA3 processing unit. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_pu_limitations/). -After the transport check the device. -If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 processing unit to power! | # Transport # * Die grandMA3 processing unit während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 processing unit nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 processing units stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), das Gerät nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # Transport [Section titled “Transport”](#transport) * Les grandMA3 processing units doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 processing units sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 processing units.  | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 processing unit au réseau électrique! | # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Maintenance | | | | ------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 onPC rack-unit only requires minor attention. | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment. | * Disconnect all cables before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Die grandMA3 onPC rack-unit benötigt nur ein Mindestmaß an Pflege.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** Les rack-units grandMA3 onPC ne nécessitent qu’une attention mineure. | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC rack-unit front panel ![](/img/grandma3/2-3/img_gm3_rack-unit_front_callouts_1-0a7d94.png)\ *grandMA3 onPC rack-unit front panel* 1. Screen   2. [Power key](/grandma3/2-3/key_power/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear_callouts-d55e4e.png) *grandMA3 onPC rack-unit rear panel* 1. [DisplayPort 1+2](/grandma3/2-3/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/#Jack) 6. [DMX A-C](/grandma3/2-3/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-3/remote_inputs/) 8. [DC Remote Control](/grandma3/2-3/fs_connect_dc_remote_in/) 9. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 10. Power switch + [IEC connector](/grandma3/2-3/fs_connect_power/) ### Turn on the onPC rack-unit [Section titled “Turn on the onPC rack-unit”](#turn-on-the-onpc-rack-unit) 1. Unpack the grandMA3 device. 2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface or install it in a 19” rack. 4. Connect external monitors to the grandMA3 device using the native DisplayPort connectors.  5. Connect an external mouse or keyboard using the USB ports. 6. Insert the IEC connector into the corresponding jack.  7. Connect the power plug. 8. Turn on the power switch on the rear panel. 9. Press the power key on the front panel. ### Turn off the grandMA3 onPC rack-unit [Section titled “Turn off the grandMA3 onPC rack-unit”](#turn-off-the-grandma3-onpc-rack-unit) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Do not press the power key to turn off the device. Only if a hard shutdown is necessary, press and hold the power key for more than 3 seconds. | 1. Tap ![power](/img/grandma3/2-3/power_1-6c7004.png) at the top of the control bar to start the shutdown procedure or shutdown the onPC software by the [shutdown keyword](/grandma3/2-3/keyword_shutdown/). A warning pop-up appears: ![](/img/grandma3/2-3/popup_shut-down_v1-5_9-b51949.png) 2. Tap OK. 3. Shut down the Windows system. The grandMA3 onPC rack-unit powers down. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Do not switch off the grandMA3 onPC rack-unit too early.  Make sure that you wait until Windows has completely shut down. The display and the fan on the grandMA3 onPC rack-unit must have turned off. | 4. Set the power switch to position **O**. ### Install the Latest grandMA3 Software and the Operating System [Section titled “Install the Latest grandMA3 Software and the Operating System”](#install-the-latest-grandma3-software-and-the-operating-system) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Updating the grandMA3 software and the operating system deletes all previous stored files. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** To update only the grandMA3 onPC software, use the network update process. For more information, see [Network update](/grandma3/2-3/update_network/). | 1. To install, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Save the full software image on your computer’s hard drive. 3. Extract the zip file “grandMA3\_v.x.x.x.x\_windows\_hardware\_image.zip” and copy it onto a USB flash drive (FAT32 formatted, minimum 8 GB).  4. Insert the USB flash drive. 5. Power up the grandMA3 onPC rack-unit. 6. If necessary, tap F8 to choose Boot device and select boot from USB. 7. Follow the onscreen instructions during the update process. To learn more about the update process, read the [Update grandMA3 onPC windows hardware](/grandma3/2-3/update_windows_hardware/) topic in the [online user manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ------------------------- | ------------------------------- | ---------- | | grandMA3 onPC rack-unit | standalone | 4 096 | | grandMA3 onPC rack-unit + | grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC rack-unit + | grandMA3 processing unit M/L/XL | 4 096   | # Quick Start > 1. Multi-touch Bildschirm ![](/img/grandma3/2-3/img_gm3_rack-unit_front_callouts_14-e754e7.png) 1. Multi-touch Bildschirm 2. [Ein/Aus-Taste](/grandma3/2-3/key_power/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear_callouts4-167311.png) *grandMA3 onPC rack-unit Rückseite* 1. [DisplayPort 1+2](/grandma3/2-3/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/) 6. [DMX A-C](/grandma3/2-3/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-3/fs_connect_midi/) 8. [DC Remote Control](/grandma3/2-3/remote_inputs_dc/) 9. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 10. Netzschalter + [Kaltgerätebuchse](/grandma3/2-3/fs_connect_power/)   ### grandMA3 onPC rack-unit einschalten [Section titled “grandMA3 onPC rack-unit einschalten”](#grandma3-onpc-rack-unit-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen oder im Rack installieren.  4. Externe Monitore mit DisplayPort Anschluss an das Gerät anschließen. 5. Externe Maus und Keyboard über die USB Ports anschließen. 6. Kaltegerätestecker mit der dafür vorgesehenen Buchse verbinden. 7. Netzstecker in die Steckdose stecken. 8. Netzschalter auf der Rückseite auf **I** stellen. 9. Ein/Aus-Taste auf der Vorderseite drücken. ### grandMA3 onPC rack-unit ausschalten [Section titled “grandMA3 onPC rack-unit ausschalten”](#grandma3-onpc-rack-unit-ausschalten) | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig!** Das Gerät nie über die Ein/Aus-Taste ausschalten. Nur wenn ein hartes Ausschalten erforderlich ist, die Ein/Aus-Taste 3 Sekunden lang drücken. | 1. In der onPC Software das ![power](/img/grandma3/2-3/power_14-20b95e.png) Symbol in der oberen linken Ecke der Kontrollleiste antippen, um die Software zu beenden oder das [Shutdown keyword](/grandma3/2-3/keyword_shutdown/) verwenden. Eine Warnmeldung erscheint: ![](/img/grandma3/2-3/popup_shut-down_v1-5_92-7e94c3.png) 2. OK tippen. 3. Windows beenden. Die grandMA3 onPC rack-unit fährt runter. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die grandMA3 onPC rack-unit nicht zu früh ausschalten. Vergewissern Sie sich, dass Windows komplett heruntergefahren ist. Der Bildschirm und der Lüfter an der grandMA3 onPC rack-unit müssen aus sein. | 4. Um die grandMA3 onPC rack-unit auszuschalten, Netzschalter auf **O** stellen. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Das gesamte Software Image auf der Festplatte Ihres Computers speichern. 3. Die Zip-Datei entpacken und das Image auf Ihren USB-Stick (FAT32 formatiert, mindestens 8 GB) kopieren. 4. Den USB-Stick in den USB-Anschluss am Gerät stecken. 5. Das Gerät einschalten. 6. Falls notwendig, auf der Tastatur mehrfach die Taste 8/F8. drücken und Sie “Von USB starten” wählen. 7. Während des Update-Vorgangs den Bildschirmanweisungen folgen. Für weitere Informationen über den Update-Vorgang siehe den Abschnitt [Update grandMA3 onPC windows hardware](/grandma3/2-3/update_windows_hardware/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software verwenden. Für weitere Informationen siehe die Abschnitte [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | ------------------------- | ------------------------------------------- | --------- | | grandMA3 onPC rack-unit + | PC/Laptop | 4 096 | | grandMA3 onPC rack-unit + | PC/Laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC rack-unit + | PC/Laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Unabhängig davon, welche Geräte an der grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information finden Sie im [User Manual](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [Expand the Amount of Parameters.](/grandma3/2-3/system_parameter_expand/) # Guide De Démarrage > 1. Écran ![](/img/grandma3/2-3/img_gm3_rack-unit_front_callouts_12-c8c044.png) 1. Écran 2. [Touche Marche/Arrêt](/grandma3/2-3/key_power/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear_callouts2-08d875.png) \_grandMA3 onPC rack-unit \_panneau arrière 1. [DisplayPort 1+2](/grandma3/2-3/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-3/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-3/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-3/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-3/do_connector_pin_assignment/) 6. [DMX A-C](/grandma3/2-3/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-3/fs_connect_midi/) 8. [DC Remote Control](/grandma3/2-3/remote_inputs_dc/) 9. [LTC](/grandma3/2-3/fs_connect_smpte_ltc/) 10. Interrupteur de courant + [connecteur IEC](/grandma3/2-3/fs_connect_power/)   ### Branchement et mise en marche de l’appareil [Section titled “Branchement et mise en marche de l’appareil”](#branchement-et-mise-en-marche-de-lappareil) 1. Déballer l’appareil.  2. Enlever le matériel de protection.   3. Placer l’appareil à l’intérieur sur une surface stable ou installer dans un rack 19”.   4. Brancher les écrans externes à la rack-unit en utilisant des connecteurs d’origine DisplayPort. 5. Connecter un clavier externe ou une souris avec un port USB. 6. Insérer le connecteur IEC dans la prise correspondante.   7. Brancher la prise principale de courant.  8. Allumer l’interrupteur de courant sur le panneau arrière.   9. Appuyer sur la touche Marche/Arrêt sur le panneau avant. ### Éteindre la rack-unit [Section titled “Éteindre la rack-unit”](#éteindre-la-rack-unit) | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** N’appuyer pas sur la touche Marche/Arrêt pour éteindre l’appareil. Seulement si un arrêt brutal est nécessaire, appuyer sur la touche Marche/Arrêt et maintener-la enfoncée pendant plus de 3 secondes. | -Appuyer sur l’icone ![power](/img/grandma3/2-3/power_12-ea703f.png) en haut de la barre de contrôle pour démarrer le processus de fermeture de la console ou de l’application onPC ou fermer le logiciel onPC en utilisant [shutdown keyword](/grandma3/2-3/keyword_shutdown/). -Un pop-up d’avertissement s’ouvre: ![](/img/grandma3/2-3/popup_shut-down_v1-5_51-15cb5b.png) -Appuyer sur OK.\ -Fermer le système Windows. \ -La rack-unit s’éteint.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Ne pas éteindre la rack-unit trop rapidement.  Assurez-vous d’attendre jusqu’à la fermeture complète de Windows. L’écran et le ventilateur de la rack-unit doivent être éteints.  | -Mettre l’interrupteur en position **O**.  ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Extrayer le fichier zip et copier le fichier complet dans le répertoire racine de votre clé USB (FAT32 formatted, minimum 8 GB). 3. Insérer la clé USB dans le port USB de l’appareil. 4. Allumer l’appareil grandMA3. 5. Quand nécessaire, appuyer sur la touche 8/F8 pour choisir “Boot from USB”. 6. Suivre les instructions à l’écran pendant le processus de mise à jour. Pour plus d’information, voir la section [Update grandMA3 onPC windows hardware](/grandma3/2-3/update_windows_hardware/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | ### Différentes Combinaisons  [Section titled “Différentes Combinaisons ”](#différentes-combinaisons) | *Appareil* | *Branché à* | *Paramètres* | | --------------------------- | --------------------------------- | ------------ | | *grandMA3 onPC rack-unit* | \_ \_ | *4 096* | | *grandMA3 onPC rack-unit +* | *grandMA3 onPC 8/4/2Port Node* | *4 096* | | *grandMA3 onPC rack-unit +* | *grandMA3 processing unit M/L/XL* | \_4 096  \_ | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096.  | Pour plus d’information, voir: [Expand the Amount of Parameters topic.](/grandma3/2-3/system_parameter_expand/) # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-501244.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-bec7eb.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-3/danger-of-electric-shock_21-0caaea.png) *** ![](/img/grandma3/2-3/weee-6c4a5c.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_rack_unit_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-557000.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_grandma3_onpc-rack_unit/): *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF. # Sécurité > Avertissement – Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_12-434798.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-3/lightning_12-6c1603.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_212-d41da4.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_11-41cd03.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_rack_unit_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_12-d6c80c.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_grandma3_onpc-rack_unit-1-2/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les consignes générales de sécurité et les [limitations d’usages](/grandma3/2-3/key_onpc_rack_unit_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales  [Section titled “Consignes de sécurité générales ”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_14-0ea7b9.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_14-f419d4.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-3/danger-of-electric-shock_214-2dc31f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_12-1b2a6d.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_rack_unit_disposal-1/). *** ![battery](/img/grandma3/2-3/battery_1-ffbe20.png) Batterie recyceln. *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_14-8be204.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_grandma3_onpc-rack_unit-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Lesen Sie alle Anweisungen in diesem Quick Manual aufmerksam durch, vor allem die Allgemeinen Sicherheitsanweisungen weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_onpc_rack_unit_limitations-1/).  Befolgen Sie diese und bewahren Sie das Quick Manual für den späteren Gebrauch auf. Befolgen Sie alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-17e102.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_14-9289bf.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_12-dfd949.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC rack-unit front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m. ![](/img/grandma3/2-3/img_gm3_rack-unit_3d-8b651d.png) grandMA3 onPC rack-unit front panel | Technical Data |   | | ----------------- | ------------------------------------ | | Parameters | 4 096  (HTP/LTP) | | Parameters Mode 2 | not applicable (no Mode 2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 4 kg / 9 lbs | | Power | max. 100 VA  | | Dimensions | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### Outputs grandMA3 onPC rack-unit [Section titled “Outputs grandMA3 onPC rack-unit”](#outputs-grandma3-onpc-rack-unit) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear-1f354f.png) grandMA3 onPC rack-unit rear panel | Number | Connector | | ------ | ------------------------------------------------------------- | | 2x  | DisplayPort 1.2 for external screens | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Line Out (mini jack 3.5 mm) | | 1x | Audio Line In (mini jack 3.5 mm) | | 2x | DMX512-A OUT (5pin XLR female) | | 1x | DMX512-A IN (5pin XLR male) | | 1x | GPI General Purpose Interface (D-SUB DE9 female) DC Remote In | | 1x | MIDI In (5pin DIN female) | | 1x | MIDI Out (5pin DIN female) | | 1x | LTC Linear Timecode  (3pin XLR female) | | 1x  | IEC connector | # Données Techniques > grandMA3 onPC rack-unit panneau arrière | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m. ![](/img/grandma3/2-3/img_gm3_rack-unit_3d2-166686.png) | Données Techniques |   | | ------------------ | ------------------------------------ | | Paramètres | 4 096  (HTP/LTP) | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 4 kg / 9 lbs | | Puissance | max. 100 VA  | | Dimensions | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### Sorties grandMA3 onPC rack-unit [Section titled “Sorties grandMA3 onPC rack-unit”](#sorties-grandma3-onpc-rack-unit) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear2-23c1e5.png) grandMA3 onPC rack-unit panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------- | | 2x  | DisplayPort 1.2 pour écrans externes | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Out (mini jack 3.5mm) | | 1x | Audio In (mini jack 3.5mm) | | 2x | DMX512-A OUT (5pin XLR female) | | 1x | DMX512-A IN (5pin XLR male) | | 1x | GPI General Purpose Interface (D-SUB DE9 female) DC Remote In | | 1x | MIDI In (5pin DIN female) | | 1x | MIDI Out (5pin DIN female) | | 1x | LTC Linear Timecode  (3pin XLR female) | | 1x  | IEC connector | # Technische Daten > grandMA3 onPC rack-unit Rückseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m. ![](/img/grandma3/2-3/img_gm3_rack-unit_3d4-d2ebd6.png) | Technische Daten |   | | ------------------------- | ------------------------------------ | | Parameter | 4 096  (HTP/LTP) | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 4 kg / 9 lbs | | Anschlussleistung | max. 100 VA  | | Maße | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### SteckverbindergrandMA3 onPC rack-unit [Section titled “SteckverbindergrandMA3 onPC rack-unit”](#steckverbindergrandma3-onpc-rack-unit) ![](/img/grandma3/2-3/img_gm3_rack-unit_rear4-ab4a4b.png) grandMA3 onPC rack-unit Rückseite | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 2x  | DisplayPort (externe Bildschirme) | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Out (Miniklinke 3,5 mm) | | 1x | Audio In (Miniklinke 3,5 mm) | | 2x | DMX512-A OUT (5-polig XLR weiblich) | | 1x | DMX512-A IN (5-polig XLR männlich) | | 1x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1x | MIDI IN (5-polig DIN weiblich) | | 1x | MIDI OUT (5-polig DIN weiblich) | | 1x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1x  | Kaltgeräteeinbaustecker | # Transport > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 onPC rack-unit must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC rack-unit on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC rack-unit. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-3/key_onpc_rack_unit_limitations/) # Transport # * Die grandMA3 onPC rack-unit während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 onPC rack-unit nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 onPC rack-unit stellen. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_onpc_rack_unit_limitations-1). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC rack-units doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC rack-units sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC rack-units.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_onpc_rack_unit_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC rack-units au réseau électrique ! | # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Release Notes 2.3 > Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail wh * [Let’s Get Started](/grandma3/2-3/key_releasenotes/#h2__1435677565) * [Bug Fix Version 2.3.2.0](/grandma3/2-3/key_releasenotes/#h2_1781474115) * [](/grandma3/2-3/key_releasenotes/#h2__146634055)[Changes](/grandma3/2-3/key_releasenotes/#h2__1821394898) * [Bug Fixes](/grandma3/2-3/key_releasenotes/#h2__146634055) * [Bug Fix Version 2.3.1.1](/grandma3/2-3/key_releasenotes/#h2_1781475297) * [Other Enhancements](/grandma3/2-3/key_releasenotes/#h2_1309759467) * [Bug Fixes](/grandma3/2-3/key_releasenotes/#h2_1309759467) * [Release Version 2.3.0.4](/grandma3/2-3/key_releasenotes/#h2__1841901983) * [Features](/grandma3/2-3/key_releasenotes/#h2_727740091) * [Assign Menu](/grandma3/2-3/key_releasenotes/#h3_1856826362) * [Message Center](/grandma3/2-3/key_releasenotes/#h3__364189110) * [Sheet Masking and Filters](/grandma3/2-3/key_releasenotes/#h3_271449867) * [Phaser Speed Handling and Sync](/grandma3/2-3/key_releasenotes/#h3_778665917) * [Other Enhancements](/grandma3/2-3/key_releasenotes/#h2_1198082799) * [Changes](/grandma3/2-3/key_releasenotes/#h2__656690415) * [Bug Fixes](/grandma3/2-3/key_releasenotes/#h2__146634055) * [Deprecated](/grandma3/2-3/key_releasenotes/#h2__756870347) * [Appendix](/grandma3/2-3/key_releasenotes/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_releasenotes/#h2__1852571500) *** ## []()Let’s Get Started [Section titled “Let’s Get Started”](#lets-get-started) Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning in the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. Would you like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any demo show in the list. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](https://help.malighting.com/grandMA3/2.0/HTML/qsg.html) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun using our grandMA3 software! Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | *** ## Bug Fix Version 2.3.2.0 [Section titled “Bug Fix Version 2.3.2.0”](#bug-fix-version-2320) ## Changes [Section titled “Changes”](#changes) * Renamed \*\*Export \*\*in the color theme compare tool → previously **Export As** *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In some cases, if you imported a user profile and logged in with a user that used this user profile, the step size of encoders of special executors was set to zero. As a result, turning the encoders of special executors did not change values as would be expected. | | If a PSR was performed and the target pool object was locked, a pop-up would inform the user about the cancelled action but the reason was not given. Now, an error message is displayed in the system monitor explaining that the import failed because the destination is locked. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | onPC rack-units granted parameters and were recognized in the software but did not output DMX. | | In some cases, if you were in a session and loaded a show file that had different data pools compared to the running show file, the software could crash. | | If a show file had incorrectly built fixture types and subfixtures and you were in a session with processing units, in some cases, there was no DMX output. | | Improved reliability of USB reconnection. This update resolves issues that could lead to delayed system startup, unstable reconnections, and errors in the system monitor. | | Reduced fader flickering in some cases by enhancing the stability of position readouts. Operation is now smoother and more consistent, even in harsh environments. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you used a phaser preset that had a speed of 0 bpm in a sequence and played back the sequence, the phaser ran with the default speed of 60 bpm instead of 0 bpm. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------- | | While receiving a video stream for a bitmap, the software would sometimes crash if the bitmap was edited during an active playback. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------- | | In the on-screen keyboard, some keys, such as Shift or Ctrl, stayed enabled if you closed the keyboard. | | In some cases, Backspace and Please did not work in the on-screen keyboard. | *** ## Bug Fix Version 2.3.1.1 [Section titled “Bug Fix Version 2.3.1.1”](#bug-fix-version-2311) ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated predefined content: * Updated demo shows: * Demoshow\_grandMA3 * Simple\_Show *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fixtures with gobo shake enabled could show artefacts on grandMA3 consoles. | | For some fixtures, the 3D position calibration did not work. Therefore, tapping Solve in the position calibration pop-up did not put the fixtures in the correct position. | | Show 3D Positions did not display any beams for the selected fixtures in either the patch or live patch. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The output of the Lua function Dump() did not return in the command line history anymore. | | The returning output when executing the Lua function Dump() was capped at some point. | | In OSC messages the spacing between the sequence name and cue number was not consistent. This bug is now fixed. There is now one space between the sequence name and the cue number within OSC messages. | | Using /Remove or /Release in order to reset pan and tilt offsets did not work as expected.  | | When going forward in a sequence using Go+, such as Go Cue 10, values were unexpectedly snapping. This bug is fixed. When going through the cue list for the first time, going forward will fade tracked values using the cue timing from the cue where the value is stored. | ### Patch [Section titled “Patch”](#patch) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when leaving the patch after changing the mode for a particular fixture. | | The column sorting in the patch was lost when migrating show files from version 2.2.5.2 to version 2.3. | | The focus tool was not working anymore in Show 3D Positions. | | It could happen that fixture types were shown with incompatible modes. | | Deleting multiple fixtures of the same fixture type in the patch could crash the software. | | The software could crash in the MVR dialog, when importing specific MVR files. | | When migrating show files that had custom commands for encoders from software version 2.2 to version 2.3, the Use Custom Command setting was disabled. This bug is now fixed. When loading show files from version 2.2 to version 2.3.1.1 or newer, the Use Custom Command setting will be enabled. When loading show files from version 2.3.0.4 to version 2.3.1.1 or newer, the Use Custom Command setting will not be changed automatically. | | Individual fixture type default, highlight, and lowlight values may be overwritten when patching a new fixture, or may be lost when loading a show file created with version 2.2.5.2 that contains such values. | | Loading a show file containing invalid speed master values could cause the software to crash. | | Loading show files with invalid references to objects from older versions into version 2.3, could cause the software to crash.  This bug is now fixed. Instead the invalid references will be deleted, and the message center informs the user about all invalid references. | | It was not possible to import meshes using the show creator. | | Dimensions of a mesh pool object were not automatically transferred when the mesh was added as a model of a fixture type in the fixture type editor. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Importing sequences, cues, cue parts, and presets could cause the level of the phaser bar in the command line to rise and never return to normal, which could lead to malfunctioning playbacks. | | If the phaser speed was set below 3.75 BPM, after a while running, the phaser would jump to the starting point. | | Running phasers could jump when changing the speed in the recipe the phaser was used by command line. | | Changing the SpeedFromX value in a recipe line for a cue, which referenced to a preset with MAtricks values for SpeedFromX and SpeedToX, did not automatically change the MAtricks value for SpeedToX, resulting in an alternating phaser. | | While improving Phaser Speed Handling and Sync towards version 2.3, Grand Speed became functional in speed calculations. This is not intended for user editing. Grand Speed is again not functional in speed calculations and named as Reserved. | ### Playback [Section titled “Playback”](#playback-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet or the layout viewer incorrectly indicated a white marker as soon as a phaser or preset was running. | | When a master was assigned to an empty executor, the executor did not use the master executor configuration, but instead used the executor configuration of playback masters. | | When using an invalid speed master in a cue, the software could crash when playing back the cue. | | Using Go+ \[large] key or Go- \[large] key to trigger the selected sequence, that was assigned to an executor with a size bigger than 1x1, triggered the selected sequence multiple times. | | In a session, it could happen that in bump sequences executed from a connected station, the sequence would stuck at the first cue with **Release** set to **Yes**, without releasing the second cue with **Trig Type** set to **Time**. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The appearance background color was no longer displayed in layouts.  | | Migrating older show files to version 2.3 did not transfer the pool actions for the world pool correctly. | | The functionality that allowed users to switch between Elapsed Time and Session Time in the Oops overlay was broken. | | The sequence setting   Executor Display Mode was not respected in the layout viewer. | | The values entered in the setup mode of the layout viewer were not transferred correctly. | | On a console, the software could crash when changing Layer to **DMX** in the layout viewer. | | Files migrated from version 2.2 or earlier did not migrate properly when multiple filters of the same type existed. | | The names of the filters in the mask toolbar were displayed permanently. This bug is fixed. The names are displayed while you press and hold MA.  | | When migrating version 2.1 show files, agenda events with a **Call** action are not transferred. | | After storing or updating a sequence, the corresponding sequence pool object was displayed dark and with an update symbol inside. | | In a new show, the note section was missing in the Label pop-up. | | When turning a preset into a Recipe Template, an error message appeared. | | There was a graphical glitch when ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) was enabled in the title bar of drop-down pop-ups: When you typed something, the text of the search results were only displayed on the left side of the pop-up. | | The console could crash if a running recipe was edited and the EditRecipe command was executed on a configuration line in the recipe editor. | *** ## Release Version 2.3.0.4 [Section titled “Release Version 2.3.0.4”](#release-version-2304) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.3.0.4 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### Assign Menu [Section titled “Assign Menu”](#assign-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The redesigned Handle tab on the left side of the assign menu provides an easier and faster way to assign functions to executors, special executors, and Xkeys. The executor section is displayed on the left and the selected executor button is indicated by a yellow frame, is brighter compared to executors that are not selected, and the title bar is blinking in red. The name of the assigned object is displayed in the middle of the title bar. The starting number of the executor on the left and the number of the assigned pool object on the right.  The executor selection can be extended using any of the four resize corners (![](/img/grandma3/2-3/icon_resize_corner_15px-4c456c.png)). Executors can be expanded if there are empty executors next to them. If the executor cannot be expanded, the frame around the executor will turn red. If it is possible to expand the executor, the frame around the executor will turn green. To move the entire executor, tap and drag in the executor’s title bar. Tapping an executor with a less saturated appearance will select this executor. The appearance of sequences and presets are displayed on the executor when the  Executor Display Mode setting is set to **Appearance only** or **Both**. Appearances of other objects that are assigned to executors are always displayed. The selected executor comes with a corresponding icon (encoder, fader, or button) in the upper left corner. The selected function with the corresponding icon is displayed in the center. The color of the bar at the top of the executor button indicates the assigned object category (Sequence, Master, Group, etc.). The rest of the button will be the same color as the appearance color of the object if the button is not selected. If more than one trigger option is assigned to a button, the button will be split up according to the number of trigger options that are assigned to it. In the title bar, Executor Config. displays the current executor configuration and its appearance. To edit or load executor configurations, tap Executor Config.. A pop-up opens. The grid options are similar to the ones in the executor configurations pool. For more information, see the [Executor Configurations](/grandma3/2-3/executor_configurations/) topic. You can select different data pools in the title bar. There are four buttons on the bottom of the pop-up: * Insert New Configuration: Adds a new empty executor configuration. The new configuration line is added above the previously selected one in the pop-up. * Delete: The selected executor configuration lines can be deleted. * List Reference: Displays referenced objects. * Recast Config: Transfers the functions that are stored inside the executor configuration to all executors that have this executor configuration assigned. The Width and Height of the executor configuration will not be recast. * Load: The selected executor configuration line can be loaded. * Save: The selected executor configuration line is saved and loaded.  When you change a function of the loaded executor configuration, the corresponding executor icon (encoder, fader, or button) and the text in Executor Config. turn cyan. Tap Save in the Executor Config. pop-up to save the changes to the executor configuration. The icon in the upper left corner and the text in Executor Config. turn white again. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Changing the function of only one trigger option of an executor, turns all icons of this trigger cyan, even if they have not changed. If a function, for example for MA + Press has changed to **Empty**, the icon (![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_button_press_15_v2-3-5ae454.png)) is not displayed anymore, but the remaining Press icon (![](/img/grandma3/2-3/test2-2025-05-08-1-3bcdd3.png)) is still displayed in cyan. | On the right side of the menu, set different options in the selected executor. Depending on whether a key, fader or encoder is selected, the menu on the right changes. At the top, choose how to trigger the key, fader, or encoder. A key can have up to four different trigger options: * ![](/img/grandma3/2-3/icon_button_press_15_v2-3-5ae454.png): Press the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_button_release_v2-3-641a20.png): Release the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_button_press_15_v2-3-5ae454.png): Press and hold MA and press the key to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_button_release_v2-3-641a20.png): Release MA and the key to trigger the selected function. An encoder has six different trigger options: * ![](/img/grandma3/2-3/icon_encoder_left_v2-3-71979e.png): Rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-3/icon_encoder_left_right_v2-3-59b5f1.png): Rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-3/icon_encoder_right_v2-3-d615eb.png): Rotate the encoder to the right to trigger the selected function. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_left_v2-3-71979e.png): Press and hold MA and rotate the encoder to the left to trigger the selected function.  * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_left_right_v2-3-59b5f1.png): Press and hold MA and rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-3/icon_ma_key_15_v2-3-45ebd9.png)![](/img/grandma3/2-3/icon_encoder_right_v2-3-d615eb.png): Press and hold MA and rotate the encoder to the right to trigger the selected function. A fader has one trigger option: * ![](/img/grandma3/2-3/img_single_fader_15px-88f76d.png): Move the fader up or down to use the selected function. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Pressing MA and triggering a fader or an Xkey is not offered as a trigger option. If an object is assigned to an Xkey, pressing MA and the Xkey will trigger the keyword printed on the Xkey. For example, if an object is assigned to X4 \| Layout, MA + X4 \| Layout triggers the Layout keyword. | Find the list of all functions that can be selected for the key, fader, or encoder below the trigger options. It is also possible to tap and hold a trigger option above to open a drop-down list of all actions possible. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Depending on the assigned object and if it is assigned to a key, an encoder, or a fader, some actions are grayed out. For example, when a sequence is assigned to an encoder, Flash, Black, Temp, and Swap are grayed out for the encoder left and encoder right functions. | If Flash, Black, Temp, or Swap is assigned to a key or MA + key, \, \, \, and \, are automatically assigned to the related release trigger option. This indicates that they are press and hold functions.\ \ If a key, unpress key, MA + key, unpress MA + key, encoder left and encoder right, and MA + encoder left and MA + encoder right, is selected in the executor section, an additional input field for custom commands will appear on the right side. Tap the Custom Command input field to open the [Command Editor](/grandma3/2-3/command-editor/) and type in a command to save it as a function. Setting a custom command enables Use Custom Command. When Use Custom Command is enabled, the small keyboard icon of the input field turns yellow and the custom command is assigned to the selected executor. When disabled, the icon is white and the function selected above is assigned.\ Next to the input field on the right, there is an Add Executor button. Enabled, the corresponding executor is added to the custom command. When the function is executed in the command line, the executor will be added to the command. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When assigning a new function to an encoder or key via command line (for example, Assign Go+ At Executor 201), the set unpress function will be removed. This does not happen when the user does it manually by using the Assign Menu. | To change the resolution for an encoder, or MA + encoder, select an encoder executor in the executor selection, and tap Step Size on the bottom right side of the menu. A pop-up opens and the encoder resolution can be set ranging from 0.01% to 100%. Tap - on the left to decrease the value by 1%. Tap + on the right to increase the value by 1%. To reverse the direction of rotation of the encoder, tap Invert Encoder.\ \ It is also possible to assign functions to keys and MA + key via commands now. For example, to assign Goto as an MA + key function, press Assign + Goto + MA + the key you want the function Goto be assigned to.  *** ### Message Center [Section titled “Message Center”](#message-center) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Added statuses to the message center. The message center now offers a list of different statuses on the right side of the window. Status icons are displayed next to the command line input field on the right side in the command line. All status settings are set per user profile. For some statuses you can choose to see the corresponding status of all user profiles. To show or hide a status icon in the command line, swipe the status in the message center. A drop-down displays the following options: * **Never**: No icon for the status is displayed. The indicator bar of the corresponding status is gray. * **On Activity**: Displays the icon when a setting or function is active. The indicator bar is white. * **Always**: The icon is always displayed in the command line. If the setting or function is not active, the icon will be grayed out. The indicator bar is green. The default for statuses in the Programmer and Filter section is **On Activity**.\ The default for statuses in the More and Toggles section, except for Battery, is **Always**. The default for Battery depends on the device. For some statuses (Highlight; Lowlight; Solo; Timecode Record) you can select different sources for the status in the drop-down:  * **My**: The status is active if triggered by the current user profile. * **All**: The status is active if triggered by any user profile. When enabled, a small icon (![](/img/grandma3/2-3/icon_users_v2-3-a674b9.png)) appears in the status cell. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the user profile is set to **All** and highlight, lowlight, solo, or a timecode record is triggered by another user profile, **e\*\*\*\*xt** or **m\*\*\*\*y+ext** is displayed below the icons. **ext** is displayed if the function is only triggered by another user profile. **my+ext** is displayed if the function is triggered by both the current and another user profile. If the function is triggered by the currently active user profile, no text is displayed below the icon.  | The following statuses can be displayed in the command line: **Programmer:** * **Highlight** (![](/img/grandma3/2-3/icon_status_highlight_v2-2-26dc20.png)): Highlight is active. Tap the icon to open master controls. * **Lowlight** (![](/img/grandma3/2-3/icon_lowlight_v2-3-175c46.png)): If Lowlight is active, the icon turns blue. Tap the icon to open master controls.  * **Solo** (![](/img/grandma3/2-3/icon_status_solo_v2-2-c027f0.png)): Solo is active. Tap the icon to open master controls. * **Blind** (![](/img/grandma3/2-3/icon_status_blind_v2-2-f81353.png)): Blind is active. Tap the icon to open master controls. * **Preview** (![](/img/grandma3/2-3/icon_status_preview_v2-3-d5d9f7.png)): Preview is active. * **Timecode Record** (**![](/img/grandma3/2-3/icon_status_timecode_recording_v2-3_15px-96f402.png)**): A timecode recording is active. When a timecode is recorded, the icon starts to blink. Tap the icon to open the off menu in the timecodes tab. * **Recipe Editing** (![](/img/grandma3/2-3/icon_cooking-pot_12_v1-7-f630d9.png)): If the recipe editor is active, the icon is green. **Filter:** * **Filter** (![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)): A filter other than Filter 1 is called or selected. * **World** (![](/img/grandma3/2-3/icon_status_world_v2-2-47c4ba.png)): A world other than World 1 is selected.   **Universe/Patch:** * **Parked** (![](/img/grandma3/2-3/icon_status_parked_v2-2-6a1b33.png)): If fixtures are parked, the icon is blue. * **DMX Tester** (![](/img/grandma3/2-3/icon_status_dmx_tester_output_v2-2-a07272.png)): If the DMX tester generates output, the icon is white.  * **Not Enough Parameters** (![](/img/grandma3/2-3/icon_not_enough_parameters_15_v3_2-3-24c4dd.png)): The limit of parameters is exceeded. If the system is in overload and the DMX output refresh rate is slowing down, **Overload** is displayed below the icon. **More:** * **World Server** (![](/img/grandma3/2-3/icon_worldserver_24_v1-9-f1a2f3.png)): Displays if there is a connection to the world server. The functionality has not changed compared to 2.2. For more information, see [World Server](/grandma3/2-3/system_world/).  * \*\*Battery \*\*(![](/img/grandma3/2-3/battery_icon_15_v2-2-8c5202.png)): The battery is now part of the message center. On full-size, light, full-size CRV, and light CRV consoles, the icon is displayed by default. Tap the icon to open the battery status pop-up. If the station has no battery, the icon is crossed (![](/img/grandma3/2-3/icon_battery_none_v2-3-686012.png)). * **Phasers**: Graphically indicates the current processing workload dedicated to phaser calculation in the bar in the command line. The exact value is displayed as a tooltip in the command line. The functionality has not changed compared to 2.2. * **Flow Control**: Graphically indicates the current workload of the network in the bar in the command line. The exact intensity of the flow control is displayed on a scale of 0 to 255 as a tooltip in the command line. The functionality has not changed compared to 2.2. **Toggles:** * **Keyboard Shortcuts** (![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png)): If keyboard shortcuts are active, the icon is yellow. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release\ Improved the message center: * The message center icon now displays the number of new messages, except spam messages, below the icon in the command line. If there is a new message, the icon flashes in the color of the message priority (Spam, Warnings, Errors, and Alerts). * The latest message of each section is displayed in the cell in the main page.\ If there is a new message, the background of the cell flashes in the color of the message priority. * A timestamp is displayed next to each message in the list that appears if you click on a cell. The date and time is displayed in the format dd.mm.yyyy hh:mm:ss. * To confirm all new messages, tap Confirm Messages in the title bar.\ To confirm single messages, tap on the corresponding cell and then tap the message you want to confirm.\ To confirm all messages of a category and priority, tap on the cell in the message center. Then tap the corresponding Confirm button below the messages. * Each cell has a bell icon (![](/img/grandma3/2-3/icon_bell_15_v2-3-cba295.png)) to select a notification type. The color of the icon changes depending on the notification. Swipe the icon to display a drop-down list with all three types, or tap the icon in order to toggle through the different types: * **None**: No notification is displayed. (Gray icon) * **Notification**: A notification is displayed in the upper right corner of all big screens. (White icon)  * **Pop-up**: A pop-up is displayed in the middle of all screens. (Red icon)\ The spam category cannot be set to show pop-ups. *** ### Sheet Masking and Filters [Section titled “Sheet Masking and Filters”](#sheet-masking-and-filters) Sheet masking was added to the fixture sheet, the content sheet, and the tracking sheet in the sequence sheet. Sheet masking is controlled by filter objects.  Hence, filter rules were added to the filter object editor. Filters can be static or dynamic. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Dynamic filter rules use sources where data often changes. These rules are based on individual sheets and users. As these filter rules are subject to change, they can only be used for sheet masking. | The default filter pool objects now includes **Prog Only**,  **Selection Only,** and **Parked Only.** The **Prog Only** filter includes selected fixtures. Copying a filter object to another filter object opens a pop-up with options to overwrite or cancel the task, but not the option to merge. When creating a new empty filter pool object, the rule type **Attributes** is set per default. The filter editor opens as a menu and is split into two sides, left and right. To adjust the width of the two sides: 1. Use the two-finger tap by placing one finger on each side of the menu. 2. Now drag your fingers left or right. The segmentation is adjusted. Left Side: Here you can set up filter rules. Hierarchically, new filter rules can be added within different dependencies. Multiple filter rules can be collected inside a **Ruleset**. Filters inside a ruleset are logically connected by **AND** logic (indicated by ![](/img/grandma3/2-3/icon_and_15px_v2-3-f39ddd.png)). **AND** logic means all conditions must be met to display an object. Tap Insert New Filter Rule to insert a filter rule within a ruleset.\ Multiple rulesets are logically connected by **OR** logic (indicated by ![](/img/grandma3/2-3/icon_or_15px_v2-3-d2376b.png)). **OR** logic means one condition must be met to display an object. To create a new ruleset, tap Insert New Ruleset. If Settings in the title bar is enabled, Name, Scribble, Appearance, Tags, and Notes can also be set up.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The functionality for Programming Layers (previously Layers) has not changed. Please note that programming layers are not compatible with sheet masking or input and output filtering. | Right Side: This is the attribute filter area. To enable the user interface for attribute filtering, select the corresponding Attributes rule type. When creating a new filter pool object, Attributes is selected per default. As multiple attribute filter rules can be set per object, the selected filter rule is indicated by a three-digit number in the heading on the right side, for example, Filter 8.2.1. The numbers describe the object number, the ruleset, and the filter rule. Also LineHeight, Select All, and Select None are located in the attribute filter area. If the filter is locked, a lock icon is displayed next to the object name in the title bar of the filter object editor. A dynamic filter rule is indicated by ![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png) displayed next to the filter type. The icon is also displayed in the top left corner of a filter pool object. \*\*Dynamic Filte\*\*\*\*r \*\*is displayed below the object name. If it is static, no text or icon are displayed. Filter rules can be definded using multiple options. These options are described as follows, beginning with the Type: * Attributes : Filters the **Attributes**. Prior to that they were located in the filter object editor. * Changed(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Shows changed values and hides cues if they do not contain any changed values. * Cooked(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters for cooked values in recipes. * DMX Mode: Filters the specified **DMXMode** of a fixture type. * DMX Tested(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters attributes and fixtures with values currently in the DMX tester. * Fade & Delay(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters values with individual fade and delay timings. * Fixture Layer & Class: Filters fixtures by fixture **Layer** and **Class**. * ID Type: Filters fixtures by \*\*ID T\*\*\*\*ype. \*\*If the **From** and **To** values are left blank, all fixtures with the defined ID type will be included. * IfActive(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters active values. * IfOutput(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures that have output on stage with a dimmer value above 0%. * IfProgrammer(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures and attributes in the programmer. * Live(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures with a dimmer value above 0% or with a 0% value stored in the current cue.  * MIB(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures and attributes in an MIB state. * Multi Step(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures and attributes with more than one phaser step. * Name: Filters the predefined fixture name in the **Name Filter**. * Parked(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters parked fixtures and attributes. * Patch: Filters fixtures that are patched to DMX channels between the DMX channel by predefined **From** and **To** values. * Selected:(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)) Filters all selected fixtures. With **If Empty** set to **Ignore**, all fixtures will be displayed if there is no selection; this makes it work like the selection filter in previous grandMA3 versions. Leaving **If Empty** blank will result in an empty sheet if there is no selection; this makes it work like the selection filter in grandMA2. * Selected Feature(![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): The **Mode** filters the feature groups. * Stage: Filters fixtures by stage.  * Used In Object: Filters predefined **Objects** in the assignment editor. Objects can be groups, worlds, presets, or sequences. * Used in Selected Sequence: (![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png))Filters fixtures and attributes in the selected sequence.  * Used in Show (![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)): Filters fixtures and attributes that are stored in the show.​ Invert: An empty cell indicates that the filter rule is used as described. Selecting  **Yes** inverts the filter rule. Apply to Fixtures, Attributes: Filters for attributes and/or fixtures. The default is **Yes** for both, fixtures and attributes. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | A few filter rule types have specific options that only apply to them. Columns in the grid that do not apply to a specific filter option have a darker background in the corresponding configuration line and cannot be edited. | Filter rules can be imported and exported using Import and Export. The filter rule configuration lines can be copied, cut, pasted, deleted and oopsed, using Cut, Paste, Ooops, Delete, and Copy. Also List References shows related elements of the filter object. Static filter rules support input and output filtering for sequences, presets, cue breaks, recipes, and the command line. In the assignment editor, Hide Dynamic in the title bar is enabled per default and dynamic filter objects are hidden. Disabling Hide Dynamic shows all dynamic filter rules in red. When Edit Recipe is enabled, the filter pool objects are grayed out. The command line displays an error when attempting to assign a dynamic filter to an object for which it cannot be used. | | | | -------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | It is not possible to turn a static filter into a dynamic filter if it is assigned as an input filter, an output filer, or a cue break. Therefore, the dynamic filter rules are grayed out whenever you create a new filter rule.  | To assign filter objects to sheets, for example, the fixture sheet, tap Mask Buttons in the corresponding sheet settings. Up to 16 sheet masks are available per sheet. Tapping a sheet mask button, for example Mask 1, opens the assignment editor. The assignment editor offers 5 options: * Emtpy: No mask is active. * \: Links to the selected filter. * \: Links to the called filter. * Filter: Select a filter from the filter pool. * World: Select a world from the world pool for masking. The Mask Toolbar enables a toolbar in the corresponding sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled. Filter and world objects can be assigned to the mask toolbar directly. Pressing Edit + tapping an assigned sheet mask button will open the corresponding filter or world object editor. Pressing Delete + tapping a sheet mask button will delete its assignment.\ Single sheet masks are toggle buttons. A single sheet mask button can be toggled on or off. Toggling on another sheet mask will deactivate the currently active sheet mask. An active sheet mask is displayed in yellow. Mask buttons can also be displayed in the title bar of the corresponding sheet by enabling them in the Edit Title Bar settings. The mask toolbar and the mask buttons in the title bar are linked to each other. In the fixture sheet, the filters  Prog Only and Selection Only are displayed in the mask toolbar as default sheet masks. In the content sheet and the sequence sheet, the filter Selection Only is displayed as a default sheet mask.  Groups, worlds, presets, and sequences pool objects can be assigned to filter objects, for example by using the syntax Assign \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At Filter \[“Filter\_Name” or Filter\_Number]. Assigning an object to an already existing filter pool object will create a new ruleset within the object including the **Used in Object** rule type that links to the corresponding object. If an object is assigned to an empty filter pool object, the **Used in Object** rule type will be created, which will then also link to the corresponding object. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Any object that can be used in the filter rule **Used in Object** can be assigned to a filter. For example, Assign Group X at Filter Y.The copy function for the corresponding objects to a filter is disabled. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Importing filter objects that were exported in version 2.2.5.2 or earlier is not fully supported. Fixture patch information filters will be discarded after import. To migrate these settings, first import the filter objects into a show file in version 2.2.5.2, and then migrate them to the current version.  | *** ### Phaser Speed Handling and Sync [Section titled “Phaser Speed Handling and Sync”](#phaser-speed-handling-and-sync) This release introduces several new functions, enhancements, and fixed bugs to provide an easier, more streamlined workflow regarding phasers. It improves the handling of phaser speed and phaser synchronization throughout the software. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Added **FastSync**, **ReSync**, and **Learn**\*\*\*\* keywords. Use them to synchronize phasers to each other and to a beat. They best work in combination with speed masters. * **[\*\*\*\*](/grandma3/2-3/keyword_resync/)**[FastSync](/grandma3/2-3/keyword_fastsync/)\*\*\*\* adjusts the starting point of a multistep phaser at once. * **[ReSync](/grandma3/2-3/keyword_resync/)** adjusts the starting point of a multistep phaser gradually. * \*\*[Learn](/grandma3/2-3/keyword_learn/) \*\*combines the functionality of ReSync and [LearnSpeed](/grandma3/2-3/keyword_learnspeed/). Use Learn to adjust the starting point and speed of a phaser at the same time. To apply these keywords to an object, use this syntax: \[Keyword] (\[Object] \[“Object\_Name” or Object\_Number]) ReSync, FastSync, and Learn can be set as functions for executors.\ To determine the starting point of the phaser, tap the executor with the FastSync, ReSync, or Learn function once. For Learn\*\*, \*\*tap the executor multiple times to additionally adjust the speed of the phaser. To sync phasers across sequences, set them to the same speed master and apply the keywords to the speed master. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Phasers with measures that can be divided by three cannot be synced with phasers containing measures that can be divided by two. | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * The **Delay To Phase** column has been added to the sequence sheet. Delay to Phase can be set to **Yes** in the cue and cue part. The default is No. Additionally, Delay To Phase was added to the settings of the preset editor. Delay To Phase links the phase calculations of a phaser to the active individual delay time for the attribute. For more information on Delay to Phase see [Presets](/grandma3/2-3/presets/#h2_1390786845).  * BPM analysis of the sound input is improved and more precise by working together with the user adjusted BPM value of the BPM speed master. This value can be adjusted with the fader or the keywords Learn and LearnSpeed. * Knocking in running phasers into the programmer now keeps them synchronized with the running output. * Knocking in the measure layer is now based on the number of steps while keeping the same speed. For example, if a phaser has four steps and you knock in the measure layer, the measure will be 4. * If the same speed master is assigned to a sequence or cue part and an attribute, the speed master will be removed from the attribute when updating or storing the sequence or cue.\ For example, **Speed1** is assigned to a dimmer attribute. Then you set **Speed1** for a cue and update it. **Speed1** is removed from the dimmer attribute. * Speed masters assigned to attributes are always synced to the timeline of the speed master in the active cue or sequence. * If no speed master is assigned to an attribute, but a speed master is set for the sequence or cue part, phasers in the cue apply the speed master depending on the cue part’s sync setting: * Sync enabled for the cue: The phaser is synced to the common timeline. For example, if you tap **Flash**, it always begins at a different point of the phase.  * Sync disabled for the cue: The phaser is only using the speed of the speed master. For example, if you tap **Flash**, it always begins at the starting point of the phase.  * Additionally, multiple bugs regarding phasers, speed handling, and sync were fixed. For more information, see [below](/grandma3/2-3/key_releasenotes/#h3__118549267). *** ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated predefined content: * Updated predefined MAtricks * Added predefined filters * New symbols for the different key functions of executors * MA\_StartShow * Updated the render qualities “Custom” and “Custom Haze” in the Demoshow\_grandMA3 ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved preset pools: * Color definitions and colors were added to the color theme for every default feature group. Preset pool colors can now be defined in the color theme. * The add window pop-up displays the corresponding colors of pools of custom feature groups. When preset pool windows are created they use these defined colors. Additionally, there is one color defined for all All preset pools, and one color for the dynamic preset pool window. Preset pool windows of custom feature groups use the normal PoolWindow\.Presets color. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved presets:  * Added At to the bottom of the preset editor. Tap  At to apply changes made in MAtricks directly to the programmer without closing the editor. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved local settings: * Added Mouse Cursor Size and Mouse Speed to the local settings in consoles. Tap Mouse Cursor Size and choose between **Small** (Default), **Medium**, and **Large**. Mouse Speed offers **Slow**, **Normal**, and **Fast** as options for the speed of the mouse cursor. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MAtricks: * Added ![](/img/grandma3/2-3/swap_15_v3_2-3-2fe77a.png) to the MAtricks editor and Swap Fade, Swap Delay, Swap Speed, and Swap Phase to the calculators for layer values. Tap to swap the from/to values.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved sheets: * The Mask tab in the fixture sheet settings and the content sheet settings have two new buttons: Sorted By, which can either be **FID** or **CID**, and Group By ID Type. Enable Group by ID Type to sort the fixture sheet by ID type grouping. * It is now possible to add Layer to the title bar, using the Edit Title Bar settings in the **Display** tab. In the content sheet, the setting is located in the **Mask** tab. * The fixture and content sheet now display fixtures affected by a group master with a purple background. * Removed obsolete settings in the fixture sheet settings due to sheet masking: Removed Fixture, Channel, Universal, MArker, Houselights, NonDim, Media, Fog, Effect, Pyro, Prog Only, Filter Selection, and Filter Toolbar toggle buttons + the Filter button in the Mask tab.  * Removed obsolete settings in the sequence sheet settings due to sheet masking: Removed Selection Only, and Filter Toolbar toggle button + Filter button in the Mask tab. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved sequence sheet: * The track sheet allows to edit values in empty cells. * Added Show Fixture Name to the Mask tab of the sequence sheet settings. Enabling Show Fixture Name in track sheet mode shows or hides the fixture names in the sheet. * To learn more about improvements about filters and masks regarding the sequence sheet, read [here](/grandma3/2-3/key_releasenotes/#h3_271449867). * Executing a Goto Cue X command for a non-existing cue opens the Goto pop-up. * It is now possible to assign an object to a property using a + in the syntax. For example, Set Cue X Property ‘Break’ At + Filter ‘Only Dimmer’. * The timing progress bar for cues now includes values from timing masters. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the sequence pool: * Added Executor Style to the sequence pool settings. With Executor Style enabled, the pool objects display all cues of the sequence. The active cue is visualized with a blue moving bar, same as in the sequence sheet. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved layouts: * Added Executor Style to the edit layout settings. With Executor Style enabled, sequences are displayed with their cues in layouts.  * Added Icons to the arrangement tab of the edit layout elements settings. With Icons enabled, pool objects are displayed with their icons in layouts.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MIB: * If you select some prepositioned fixtures (MIB state) and turn on the dimmer, all prepositioned values of the selected fixtures are knocked in into the programmer. * The user profile now has a KnockIn MIB property. By default it is set to **Post**, meaning that the attributes that have been prepositioned by Move in Black are activated in the programmer to ensure the current state of the fixtures is active. When KnockIn MIB is set to **Off**, only the actively changed attributes are activated in the programmer. This is same behavior as in previous versions. The moved in black attributes stay in the state of MIB and are not automatically activated in the programmer. This means that what is displayed in the output is not necessarily what was stored in the cue, which might result in a cue that looks different when it is played back to when it was stored.  | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | KnockIn MIB does not work with relative values. Instead, the tracked absolute values will be knocked in.  | * Set the **MIB** property in the patch menu and the attribute definitions menu to **Disable** to disable the MIB functionality for the corresponding fixtures and attributes.\ MIB can also be disabled per logical channel in the DMX Modes of fixture types. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the patch menu: * The values in the **Offset** column of **Pan** and \*\*Tilt \*\*can be entered in physical degrees in the patch menu.  * Tap Edit DMX Mode in the patch menu to quickly edit the DMX mode of the selected fixture.\   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved scribbles: * Changes made in the scribble editor are applied to the scribble immediately. In this context Apply and Save were removed in the scribble editor.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved pool action settings: * **Toggle** can be set for plugins to turn plugins on and off by tapping on the pool object. * **Top** can be set in sequences to jump to the beginning of the sequence when tapping the pool object. The icon is ![](/img/grandma3/2-3/icon_top_15_v2-3-c3505c.png) . * Added Pool Action to world pool settings. The following pool actions can be selected: **None**; **Select**; **SelFix**. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved pool objects: * The render quality pool objects can be locked or unlocked via Lock within the editor of the corresponding object. Previously, this could only be done from the command line. * Copying an object that is locked by the user automatically unlocks the target object. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved pool overlay: * The pool overlays (for example, List + MA + X14 | Macro) have a DataPool selector. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved handles: * Added Create Handle to the title bar of the [command editor](/grandma3/2-3/command-editor/). When enabled, the last object in the command is automatically resolved into a handle using the [#\[Object\]](/grandma3/2-3/keyword_hashsquarebrackets/) keyword. * The conversion to handles happens via Please in the command line input, for example, in the macro editor. * **Create Command Handle** is a user profile setting. When is set to Yes, Create Handle in the command editor is enabled by default. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved recipes: * The Selection column of the recipe sheet now offers **\**. When a selective preset is set in Values, **\** refers to all fixtures of the selective preset. Additionally the selection pop-up has a DataPool selector. * If edit recipe mode is enabled and the last selected preset of the last selected recipe is selected, rotating green dots will be displayed around the pool object. These rotating dots indicate it as the target of MAtricks or filter values. Also, the recipe line in the recipe editor displays the preset that was selected last with rotating green dots. If you tap a preset that is not part of a recipe in the recipe editor, the green dotted frame will appear around the preset. To select an already used preset (which has a green frame), press MA and tap the preset. Now MAtricks, filters, and worlds can be applied to the corresponding recipe. The corresponding line in the recipe editor is displayed with a green dotted frame. * If EditRecipe is enabled, the MAtricks window and the MAtricks overlay will only work with recipes and will not affect the programmer.  * An orange cooking pot icon is shown next to the cue in the sequence sheet when the cue has both, cooked and uncooked values. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the 3D viewer: * The Misc settings of the 3D viewer now have a Lines Overlay button. This shows the direction of the fixture beam direction with a colored thin line. Unselected fixtures have a red line, selected fixtures have a yellow line, and sub selected fixtures have a brown line. The following values are available: * **Off**: No lines are showing. * **All**: Every fixture in the patch shows a colored line. * **All Dim 0**: All fixtures with dimmer at 0 shows the colored line. * **Sel**: All selected fixtures show a colored line. * **Sel Dim 0**: All selected fixtures with dimmer at 0 show a colored line. * The 3D viewer now seamlessly visualizes the fading of color transitions in fixtures with color wheels. * Improved the assignment of individual DMX channels to the correct geometries in the case of more complicated geometric structures (nested geometry references). * Improved the performance if Show Label on Spot is enabled. * It is now possible to add the setting Touch Mode to the title bar of the 3D viewer. To do so, tap MA in the upper left corner and enable Edit Title Bar. Then go to the Misc tab and tap Touch Mode. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved DMX protocols: The Art-Net and sACN tabs in the DMX Protocols menu display “in” in green text when Enable Input is enabled and “out” in green text when Enable Output is enabled. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added a MIDI monitor to the MIDI Remotes tab of the In & Out menu:  * The MIDI monitor displays all MIDI messages including CC messages. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added Create Groups /OddEven to the Create Groups tab of the Show Creator menu: * Create Groups /OddEven creates two groups with the fixtures of the selected fixture type, class, or layer. It alternately stores the fixtures of the specified object in a first odd group and a second even group. * Added /OddEven option keyword. The /OddEven option keyword also creates two groups as described above with the fixtures of a specific fixture type, class, or layer. It is also possible to create odd and even groups with the fixtures from a selection using the syntax Fixture x Thru y or the Selection keyword.\ For example: AutoCreate FixtureType 13 At Group 21 /OddEven.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved countdown pop-ups: * As soon as the countdown has stopped by tapping on the pop-up, a text is displayed in the countdown bar indicating which user stopped the countdown, for example “Stopped by User 4”. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added an **Encoder Bar Type** column to user profiles configuration:  * It offers three different encoder bar types (Default, Exec, Xkeys) that can be selected per user profile. The types can still be changed, using the [User1](/grandma3/2-3/keyword_user1/) and [User2](/grandma3/2-3/keyword_user2/) keywords.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved PSR: * A progress bar indicates the progress of the operation. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved special dialog shaper: * If there are too many attributes per blade used in a fixture type, the system monitor will inform the user about this misconfiguration. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Help: * Added the Command Bot to the help. Open elements, such as windows or settings, directly from the help window using the Command Bot. * You can use the bot wherever [*![](/img/grandma3/2-3/robot-icon_white-274940.png)*       \_ Paste to Command Line \_](#ma_cmd?Menu%20%22CommandLineHistory%22)is displayed in the manual. Use the Command Bot: 1. To paste the command to the command line, tap [![](/img/grandma3/2-3/robot-icon_white-274940.png)        Paste to Command Line ](#ma_cmd?Menu%20%22CommandLineHistory%22). 2. To execute the command, press Please. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If you change settings using the Command Bot, the changes are applied to all windows of the same type that are open at that time. | | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To open a window using the Command Bot, there must be free space on your screen. | There are examples in these topics: [Appearances](/grandma3/2-3/appear/); [Clock](/grandma3/2-3/si_clock/); [Scribbles](/grandma3/2-3/qsg_scribble/); [RDM](/grandma3/2-3/rdm/); [Clone Fixtures in the Patch](/grandma3/2-3/operate_clone_patch/); [Connect MIDI](/grandma3/2-3/fs_connect_midi/); [What is Tracking](/grandma3/2-3/cue_tracking/); [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/); [View Bar and View Buttons](/grandma3/2-3/ws_ui_view_bar_and_buttons/). * Links in the help are now blue and underlined. * Syntax now has a new and more prominent font.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command line: * Group can be set as default for the command line using the keyword **Group** + Please. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Next and Previous keyword behavior to target objects: When used in combination with the Cue keyword, Next and Previous can be used to target existing cues in relation to the current cue. (\[Function]) \[Object] \[“Object\_Name” or Object\_Number or Next] **Examples:** * To target the next or previous cue, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue Next | | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue Previous | - To target the next or previously indexed cue, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue Next 1 | | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue Previous 1 | * To store to the second next cue, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue Next 2 | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the access of buttons to the Next and Previous keywords: In addition to the buttons, Next and Previous keywords can now be accessed using shortcuts closer to the keypad: MA + (shortcut for Next)  MA - (shortcut for Previous) Opposed to the buttons Next and Prev, these shortcuts will not immediately execute the command. Instead, they will execute the command once you press Please. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the + (Plus) and - (Minus) keyword behavior: When used in combination with the Cue keyword, + and - can be used to mathematically target numbers of cues relative to the current cue. * To target the object that is +0.1 from the current cue object, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue + 0.1 | If this object exists, the Store Cue Merge pop-up will be displayed. If this object does not exist, this command will create the object. - To target the object that is +1 integer apart form the current cue object, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue + 1 | If this object exists, the Store Cue Merge pop-up will be displayed. If this object does not exist, this command will create the object. * To target the object that is +1 integer apart from the current object, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Cue + 1 | If this object does not exist, an error message will be displayed. **Example:** * To store values to cue 13.5 if you are in cue 12, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue + 1.5 | If cue 13.5 already existed, the values will be updated, if cue 13.5 did not exist yet, a new cue 13.5 will be created (12 + 1.5 = 13.5). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the method to create objects: Using the + and - keyword without including the offset of numbers, creates objects. If you do not specify the offset of numbers when using + or -, while also using any function keyword along with this (Store, Copy, Paste, Insert, Import and so forth),\ Store Cue + will insert a new cue before or after the current cue using an offset of 1, 0.1, 0.01 or 0.001, depending on the space available between the current and next or previous cue that already exists. **Examples:** * To create cue 12 if you are in cue 11 and there is no cue 12 yet, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue + | * To copy cue 21 to a new cue between two existing cues 11 and 12 and you are in cue 11, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Cue 21 At Cue + | Cue 21 will be copied as a new cue 11.1 (offset = 0.1, as cue 12 already exists).  ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the option keyword **/AutoFit**. It positions any window in the next free area of the specified screen respecting the minimum requirements: Use this syntax to do so: \[Function] ScreenContent Default \[“Window\_Name”] /AutoFit ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved IfOutput keyword: * If you selected several fixtures, where dimmer is enabled and then select multiple groups afterward, entering IfOutput Selection into the command line and pressing Please will only select the fixtures where dimmer is open. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the option keyword /HighPrecision. However, it has more of an internal use rather than a general one. Using this option keyword shows more digits in the export of the geometry offset values. If you do not use /HighPrecision, the export will still be precise enough and also more intelligible. Use this syntax to do so: Export \[“FixtureType\_Name” or FixtureType\_Number] /HighPrecision ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Lua: * Added another boolean to SetBlockInput(boolean, boolean) to display a message on all screens, that the station input is blocked: ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added new value “GridPosition” in the /Type option keyword: It can only be used with the CleanUp keyword. /Type “GridPosition” removes gaps in grid positions and resets offset to origin in one object. Use this syntax to do so: CleanUp \[Object] \[“Object\_Name” or Object\_Number] /Type “GridPosition” *** ## Changes [Section titled “Changes”](#changes-1) * New keywords: * [FastSync](/grandma3/2-3/keyword_fastsync/) * [Learn](/grandma3/2-3/keyword_learn/) * [ReSync](/grandma3/2-3/keyword_resync/) * New option keywords: * [/AutoFit](/grandma3/2-3/ok_autofit/) * [/HighPrecision](/grandma3/2-3/ok_highprecision/) * [/OddEven](/grandma3/2-3/ok_oddeven/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | New color theme colors: * ColorDefinitions: * Global.ButtonBackgroundTransparent75 * PoolDefault.PresetDimmer * PoolDefault.PresetPosition * PoolDefault.PresetGobo * PoolDefault.PresetColor * PoolDefault.PresetBeam * PoolDefault.PresetFocus * PoolDefault.PresetControl * PoolDefault.PresetShapers * PoolDefault.PresetVideo * PoolDefault.PresetDynamic * PoolDefault.PresetAll  * StatusCenter.Visible * Colors: * Beat.DownBeat * Beat.NormalBeat * Beat.InactiveBeat * Beat.DisabledBeat * ExecConfigEdit.ExecSizeFrame * FilterGrid.RulesetSeparator * FilterGrid.ResultingAttributes * Global.DefaultTransparent75 * Help.Links * PoolWindow\.PresetDimmer * PoolWindow\.PresetPosition * PoolWindow\.PresetGobo * PoolWindow\.PresetColor * PoolWindow\.PresetBeam * PoolWindow\.PresetFocus * PoolWindow\.PresetControl * PoolWindow\.PresetShapers * PoolWindow\.PresetVideo * PoolWindow\.PresetDynamic * PoolWindow\.PresetAll * StatusCenter.Inactive * StatusCenter.Active * StatusCenter.Warning * StatusCenter.Error * StatusCenter.Visible * StatusCenter.Enabled * StatusCenter.Cooking * StatusCenter.Parked * StatusCenter.Alert * StatusCenter.Lowlight * Subfixture.DefaultMarkerColor * TitleButton.DynamicFilterIcon * TitleButton.DynamicFilterShadow * TitleButton.DynamicFilterText * New grandMA3 Lua Functions: * CallRealtimeLockedProtected(function:name): result of function * ChannelTable(string:attribute\_name or integer:attribute\_index): table of ui\_channel\_index * GetBlockInput(boolean) * GetListItemAdditionalInfo(light\_userdata:handle, integer:index): string:value * GetVarVersion(light\_userdata:variables, string:varname): integer:version * HostRevision(nothing): string:hostrevision * RemoteCallRunning(nothing): boolean:remotecall\_is\_running * SelectionTable(nothing): table of subfixture\_index * SetListItemAdditionalInfo(light\_userdata:handle, integer:index, string:value): nothing - In the copy cue pop-up, the buttons in the title bar changed from Load Defaults and Save Defaults to Load Preferences and Save Preferences. - Removed the acronym **AS** in the **AutoStore keyword**. This keyword now uses the shortcut **Autos**. The \*\*As \*\*shortcut is now only used in the **Assign keyword**. - Typing **C** in the command line now enters the Cue keyword. - Typing **I** in the command line now enters the If keyword.  - The white focus frames around selected pool objects are now slightly thinner. - Renamed **Lock Executorin** the title bar of the assign menu ->previously **Lock Exec**. - Renamed **Notification Mode** in the title bar of the message center -> previously **Notification Type**. - Moved the **Frequency** column from DMX channels to DMX modes in the fixture type editor. - Moved the **Delay To Phase** setting to the sequence sheet and the settings of the preset editor. The Delay to Phase setting is no longer part of Preferences and Timings - Timings window.  - Pool windows with Use Object Action enabled that were marked with a ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) are now marked with a ![](/img/grandma3/2-3/icon_clicking_hand_14_v2-3-cc0afd.png). *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Visual artifacts in the form of grain appeared in the shadowed area of a beam. | | Meshes could sometimes be lost after doing a PSR and restarting the software. | | The calculator for the X,Y and Z rotation did not work correctly when the Rotation Mode in the encoder bar was set to **Group**. | | The Render Quality and Camera would not show any label text if a render quality or camera pool object had the default name. | | When creating a new camera and setting Roll to a value other than 0, the camera was displayed incorrectly. | | In some cases subfixture selections would be displayed wrongly in the 3D viewer. | | In rare cases the 2D Right camera in the 3D viewer would not display the bounding box. | | Opening Calibrate Position and loading the show file again would cause a crash. | | Depending on the size of the 3D viewer window, tapping ![](/img/grandma3/2-3/icon_selection-grid_15_v1-9-2ee8fe.png) resulted in different grid values in the selection grid. | | Changing Multi LED Beam Mode in edit render qualities multiple times resulted in a decrease of beam brightness. | | If you patched two MArkers to the same universe using data from multiple PSN sources, only one MArker would move in 3D. | | When using the Position Calibration Dialog, the points P1 to P4 inside the 3D viewer window were displayed with an offset on the Z axis. | | If a stage had an offset position, the arrangement tool in the encoder bar would not always take the offset into account correctly. | | If you tapped Touch Mode in the 3D viewer settings multiple times to switch through the values, the selection would stop at **Follow**. | | Selecting fixtures and resetting the Pos X encoder in 3D Setup mode, and then re-aligning them, the fixtures were sorted incorrectly and did not respect the selection order of the selection grid. | | If you opened the patch on screen 2, enabled Show 3D Positions, and tapped 3D Position Settings, the settings pop-up would open on screen 1. | | If you had Show 3D Positions enabled in the patch and opened the 3D position settings on the Label tab, the faders Background Alpha and Text Alpha would flicker. | | If a view included a 3D viewer window, the view would sometimes take longer to be be displayed fully. Now the 3D viewer displays the message “3D initializing …” to indicate that the 3D viewer requires some time for data preparation. | | Translating and rotating a stage could result in wrong stage sizes and beam cutoffs. | | An MVR-xchange file request could fail due to an invalid character in the commit message. This bug is fixed. Any invalid characters in the comment will now be converted to valid ones. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you selected a subfixture of a multi-instance fixture and executed TopUp or pressed Up, the parent fixture would not be selected. | | If you opened the Oops overlay on onPC with the backspace shortcut, an additional oops was executed undoing the most recent command. | | After selecting a Gel and then pressing Oops, did not remove the Gel from fixtures. | | If a user with setup rights was logged in, New Show in the Backup Menu was not grayed out. | | Typing “Thru” in the calculator using the keyboard lead to wrong results. | | Cue commands in mirrored sequences would be executed even if Cue Command was set to Force No in the mirrored sequence. | | Moving recipes to create a new order did not automatically trigger the cooking process. | | Filters were not stored with individual names, for example with ***Store Filter 5 “My Filter”***, the name was “Filter 5”. | | When editing the command with the handle inside again, handles to recipes became invalid. | | In the Layout Viewer, when editing layout elements via ***Edit Layout x.y***, the selected elements were edited instead of the one called via the command line. | | Pressing MA to close the temporary command line history returned  “Failed:Menu “CommandLineHistory” in the command line history. | | It was possible to copy empty strings from the cue command field to the clipboard. | | If you executed Delete Sequence X If Tag 1 and Tag1 had no references, a warning would be displayed. | | If you typed **C** in the command line in order to enter the Cue keyword, the Call keyword would be entered instead. This bug is fixed and typing C now enters the Cue keyword. | | If you typed the **I** in the command line in order to enter the If keyword, the Import keyword would be entered instead. This bug is fixed and typing I now enters the If keyword. | | The ChangeMulticastBase command could not address the own device from which the command was executed. For example ChangeMulticastBase Console Thru /Type “Alternative” changed the multicast base address for all consoles in the network, except the executing console itself. | | If you copied a sequence in the sequence pool, the object action would not be copied to the new sequence. | | If you copied a cue to another cue in the sequence sheet, the options to copy values from the source cue would not be displayed in the pop-up. | | If you assigned functions to encoder left and right and then selected Empty on the encoder, encoder left and right would both be cleared. | | It was not possible to set up a MIDI In Device via the Lua command GetObject(‘root 2.2’):Set(‘onpcmidiindevicename’,‘None’).  | | If you executed the HelpKeyword command, the keywords CueDelay, CueFade, Bitmap, and Generator would not be listed in the command line history. | | If you created single groups using the command AutoCreate Group X these single groups would not respect the order of the fixtures in the selection grid. | | If you loaded the “defaultDAYLIGHT” color theme and executed MA + MA + Clear, the “default” theme would not be reloaded. | | If you opened the list of keywords in the command line history, the Multipatch keyword would show an incorrect abbreviation – F10. This bug is fixed. The command line history now displays the correct abbreviation – F+10. | | Using the Goto keyword in combination with a cue that did not exist, for example Goto Cue 6.5, would lead to a syntax error. Now the Goto pop-up opens with focus on the nearest cue. | | Enabling Assert Previous Events while a timecode was running, did not immediately perform an assertion on the running timecode. | | When creating plugins, the property called “Tags” collided with its child container called “Tags”. | | It could happen that the grandMA3 software crashed when moving a cue to an empty sequence. | | It was not possible to assign subfixtures to a layout using the command line, for example by using Assign Fixture 1 Thru 4.Thru At Layout 1. | | Assigning an action to an executor, using a name that did not exist, created an empty executor if it did not already exist on a page.  | | Moving an object from an executor to an Xkey with a width of 2, resized it to a width of 1. Moving it back again to a normal executor resized it again to a width of 2. | | Renumbering cues in the sequence sheet did not follow the user input regarding the decimals but the cue with the most decimals in the selection. | | Cloning fixtures referring to data pools, for example Clone Fixture 1 Thru 4 At Fixture 5 Thru 8 if Datapool 1, removed individual delay times of the cloned fixtures. | | Turning a recipe back to a preset could cause a crash. | | Executing a collect command in combination with an asterisk (\*) would lead to to a freeze in the software. | | If a sequence was locked and you stored a cue with a decimal, the cue numbers would change. | | Changing MAtricks in a recipe preset would sometimes not work as expected. | | Using Oops after cloning did not undo all changes to attributes from the cloning process. | | Cancelling an operation using MA + MA + Esc while the “Reading Objects” bar was displayed, could crash the software.  | | Merging a preset into an embedded preset could cause references and data in and to the embedded preset to be wrong or lost. | | If you selected **No Shuffle** for a recipe line in presets and referenced to a different preset in the values column, shuffle would not be disabled. | | If there was only a single cue in a sequence and it was locked, it was still possible to store new values into the sequence with Store Sequence X. | | MAgic presets that were created from recipes did not work. | | Moving a range of cues, oopsing, and moving them again would result in cues with decimal numbers. | | Executing Store Sequence /DMX if the programmer was clear would store channels for the Universal fixture and RGB values. | | If you assigned the selected Rate master to an executor, the speed master executor configuration would be assigned instead of the master executor configuration. | | If you opened a menu, like for example the Add Window menu, that did not use encoders other than the screen encoder and the screen encoder setting was enabled in the user profile, all dual encoders behaved as screen encoders instead of only encoder 5. | | Macros that trigger other macros, which then overwrite presets, could lead to a crash if they are executed too fast. | | FaderSpeed At x Fade y could fail if the current speed was learned and is linked to a speed master. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you established a RemoteHID connection between two devices using the onscreen keyboard and tried to cut the connection, only the onscreen keyboard would close, the RemoteHID connection would not be cut. | | Sometimes USB drives would be detected stating 0% free space, although they still had free space, | | Some USB devices, for example the SanDisk 3.2 Gen1 SCSI, were not detected as storage devices at all. | | The dual encoders on a command wing would not work if screen 1 of the onPC software was minimized. | | In rare cases, if you installed a new software version using network update with a slow network, some update processes would not be completed fully. This could lead to issues, for example missing wing connectivity or empty oops list. | | If you added Art-Net or sACN data to a show file and performed a PSR with that show file, the Art-Net and sACN data would only be available in the new show file after saving and loading the show file. | | grandMA3 did not start on macOS version 11.7.10 on some devices. | | When playing a song on grandMA3 onPC for MacOS, the software would output sound even if the system volume was set to 0. | | If the minimum or maximum X, Y, or Z position of a MArker was exceeded by using PSN input, the MArker would jump to the 0 position inside its movement space on the according axis. | | Some devices advertised 2.5 Gbps as a possible link mode when connected to the network. This could lead to problems with the network, as not all devices support 2.5 Gbps. | | The software could crash if an individual object action, for example, flash, was assigned to an sequence pool object and then the object was selected via web remote. | | If two consoles were in session and one console had a web remote connected, loading a show file on the other console multiple times would crash the console that was connected with web remote. | | RemoteHID did not work when used with Windows 11. | | In session the master station could crash, if sACN was active and a show file was loaded ont the station. | | It was not possible to use the DumpSystemInformation command from terminal app. | | Pasting a large amount of PSN trackers from an external system could crash the software. A limit was set for PSN trackers per system to avoid crashes. The new limit is 1024 trackers per PSN system. | | The software could crash when a fixture sent a RDM parameter description that exceeded the maximum allowed length of ANSI E1.20. | | Repatching a MArker to a new address via Live Patch while receiving PSN did not initialize the input to the new DMX channels. | | In some cases, if an extension wing was disconnected and then reconnected, the touch, buttons, and faders of the extension wing would stop working.  | | The software could crash when a command, for example, in a cue, was changed and was displayed multiple times across different displays. | | If MA-Net interface was set to **Auto** on consoles, the Class C IP address (192.168.x.y) was not preferred. Instead, the Class B IP address (172.16.x.y) was preferred. | | In some bigger show files, if a console booted and automatically connected to a running session, the faders and buttons of the internal wings would not connect.  | | The touch function of internal screens could stop working properly after the corresponding product had been running for a week. | | It was possible to invite xPort nodes running in Mode2 into grandMA3 sessions. | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you created a new DMX curve and assigned it to a fixture, the new DMX curve would not be applied to the output. | | Unassigned copies of automatically created spaces from MArkers were deleted after leaving the patch menu. | | If you changed the IDType to “Fixtures”, you could not enter the patch anymore. | | The subcolumn of the DMX column in the edit fixture type menu of the geometries tab was incorrectly named **Offset**. It was renamed **Patch**. | | If you reentered the patch after cutting and pasting a layer or class in the patch, the fixtures would not be in their corresponding layers or classes anymore. | | Editing an already patched fixture type could change the default values of some channels. | | With Partial Show Read the software could crash if universal fixtures had no CID. | | Replacing a used attribute with an unused attribute did not reinitialize the patch. | | The Feature selection pop-up in the Attribute Definitions tab was empty when a feature group with no features was selected. | | In PSR, renamed IDTypes would reset to their default names. | | Fixtures with indirect additive color mixing remained black when indirect color mixing attributes of the main instance were set to RGB 0/0/0. | | Cutting and pasting fixtures in the patch could lose corresponding preset data in cues.  | | PatchOffset in edit patch was calculated wrong if you set an offset for multiple fixtures. | | If you stored a show file called “NewShow” and performed a clean start, this show file was loaded instead of a blank new show file. | | If you deleted fixtures in the patch and saved the changes, the programmer would be cleared. | | Exchanging a fixture type with broken channel functions would do nothing due to a missing channel conversion of physical values. | | In the description column of fixture types in the patch, only the first line of the description could be edited. | | Oopsing a newly created channel set in the fixture type editor did not work. Instead the first channel set was removed. | ### Phaser [Section titled “Phaser”](#phaser-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Using LearnSpeed after executing DoubleSpeed, HalfSpeed, or Speed1, did not scale the speed as correctly.  | | When KnockIn Measure was executed, the total width was knocked in instead of the phaser steps. | | Phaser values were not applied to attributes of subfixtures that were part of a subfixture.  | | The console could crash if you had more than 25 steps for a phaser. | | If a speed master was assigned to a cue and Sync was set to **No** in the sequence sheet for the cue, the cue phase was still synchronized as if Sync was set to **Yes**. Hence, the cue phase did not start at the beginning of the phase when a cue was started and a phaser was already running. | | Cloning fixtures in a phaser preset with integrated selective presets, would result in the loss of inks to the selective presets. | | Dimmer phasers in multi-instance fixtures that had a phase set in the phaser would not fade out correctly with the determined fade out time. | | Cloning in a phaser preset with integrated selective presets lead to loss of the link to these presets. | | Stomping a phaser with relative values in a tracked cue would sometimes not work. | | If a phaser had a value in step 1 that was equal to the value in a break cue, tracking of the phaser would continue after the break cue. | | Speed7 was not selectable in the speed master calculator. | ### Playback [Section titled “Playback”](#playback-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Stomping a running phaser from a playback did not always offer the cue in the Update menu. | | Starting a sequence where fixtures had no values in the first cue and Off when Overridden was enabled, the sequence would be immediately disabled again. | | If Wrap Around was enabled for a sequence and Go+ Cue 1 was executed while the last cue was running, Cue 1 would have tracked values of the last cue in the sequence. | | If cues had **Type** set to \*\*Follow \*\*in the sequence sheet, executing Top would sometimes not work. | | Timecode events could get lost when deleting a mirrored sequence. | | The **Break** property in cues did not work properly when tracking shield options are used. | | Setting a **Break** property for filters in cues did only work when storing the corresponding cue the second time. | | In a session, it could happen that in bump sequences, pixels on different fixtures remained active for a short moment after the bump. | | If there was corrupted group data in a show file, patching a fixture into a grouping fixture could change the DMX output. | | The last event of a timecode show was not triggered if the time of the event did not match the actual duration. | | If you renumbered cues, the tracking distance and MIB targets of the cue were not automatically updated. | | If you saved a show while a sequence was running that had a tag with the tag type Kill Instant assigned, the sequence would not be running when you loaded the show. | | If you had executor time enabled and played back a sequence from an executor, the executor fade time would be applied even if an attribute was set to Snap. | | In some cases, fader values could jump when using negative or positive group masters. | ### Windows [Section titled “Windows”](#windows-2) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you had a fixture type with fixture type presets in it and then switched to FTPresets in the Fixture Types Editor, the calculator values would offer an incorrect range. | | If a sheet was opened on a console and then the Assign menu was used while the command line was visible on that same screen, the edit pop-up when creating new appearances or scribbles would open in the background. | | Certain fixture types could freeze the console due to a number of duplicated channel functions and channel sets. | | The Value column of the recipe sheet did not display the pool number of the All Presets pool when the pool was renamed. | | It was not possible to open the pool window settings using the pool overlay. | | In the Master Controls overlay, the Playback Controls overlay, and Playback window, a long press on the title of an executor did not open the calculator. | | The IDs for objects in the sMArt menu did not match the IDs in the encoder bar. | | If you edited columns in sheets, a white focus box would be drawn above the column edit menu. | | Tap and hold on an object in the dropdown of Timecode in the title bar or the settings of the timecode viewer opened another timecode editor. This also happened if you selected New in the dropdown. | | Pressing Delete and selecting an object in the Layout Viewer, without enabling the setup mode, would open the alert pop-up reminding you to enable setup mode. However, it did not remove the Delete command in the command line. | | Scrolling through the sequence pool resulted in selecting empty pool objects and creating empty sequences. | | If you scrolled through preset pools some feature group indicator bar squares would display wrong colors. | | When appearances were assigned to layouts, they did not create a reference. Deleting appearances from layouts did not display the confirmation pop-up. | | On onPC the phaser editor overlay sometimes did not fit the full screen. | | In some cases, universal presets were displayed as available for a fixture, even if they could not be used. | | The plugin editor did not recall the previous state of the on-screen keyboard and had a button with an arrow instead of a keyboard icon in the title bar. | | If you double-clicked on the header of a column in the import pop-up of a media pool (Images, Videos, Sounds, Symbols), all files would be imported. This bug is now fixed. Now if you double-click on a header, all rows in the column will be selected but no file will be imported. | | If Hide Subfixtures was enabled in the fixture sheet, the attributes of the subfixtures would also be hidden in the main fixture. In Channel Sheet Mode, the main fixture would be hidden as well. | | The XY Rotation pop-up in the selection grid would not close automatically after typing a value in the calculator. | | When tapping the sequence setting Executor Display Mode, a drop down menu would open instead of toggling through the different properties. | | When editing camera views in the 3D viewer, the title bar of the calculator did not show the range of values that were allowed. | | Changing the mode in the Color Picker caused the window to lose focus. | | Oops did not work as a backspace in the Show File Description area of the Backup menu. | | In the Special Dialog window, it was not possible to use arrow keys to navigate through colors in Book mode. | | Load Preferences and Save Preferences of the macro pool windows displayed the filter pool preferences. | | The Add Window dialog stayed on the tab of the previously loaded show file when loading a different show file. This bug is now fixed. When loading a show file or starting a new show, the tab that opens the Add Window dialog is always reset to the Common tab. | | If timecodes were locked, they could still be edited. | | Opening an existing timecode show and editing the timecode would display the wrong time in the calculator in Offset TC Slot of the timecode settings. | | If you saved a show file with a German Umlaut (ä, ö, ü), the show files character limit would be reached faster. | | With Sheet Mode set to **Dimmer+**, the fixture sheet did not display fixtures in a world without dimmer. | | It was not possible to move the tags column using column editing in recipes of the sequence sheet. | | Tapping Ctrl on the on-screen keyboard could remain active after closing the on-screen keyboard. This bug is now fixed. Ctrl in the on-screen keyboard is now immediately released after using it once in combination with any other button of the on-screen keyboard. | | The calculators in the camera pool object edit dialog did not display a range of valid entries in the title bar. | | When dragging the help overlay to the corners of the screen, the overlay was not displayed in full screen. Instead, it was larger than the size of the full screen. | | If a view was stored with a window in Setup mode, disabling setup and calling the view again, setup was still disabled, except for Setup in the selection grid viewer.  | | Font sizes in layout elements would not adjust to the element as expected. | | When opening a custom master section window on grandMA3 onPC, disabling Show Title Bar, saving the window as a view and then recalling it, the title bar was displayed.  | | It was not possible to directly label the first element with focus on in the edit layout menu using the keyboard. | | Assigning a tag from the label pop-up could cause the software to crash. | | The EncoderBars pool was listed under the category “Show Data” instead of “User Profile” in the all tab of the add window dialog. | | After adding multiple events in the timecode viewer, the focus in the confirmation pop-up would be on Cancel instead of Add. | | The bitmaps width and height dimensions that did not meet the Full HD restrictions could cause the grandMA3 software to crash. | | The selection grid overlay opened and closed without using the Overlay Fade Time property of the user profile. | | Canceling the mirroring of sequences using swipey commands, for example, Assign Sequence 1 At Sequence 2 + Page x.x resulted in a loss of data instead of a rollback. | | If you set the action of a layout element to **None**, and then saved and loaded the show, the previously set action changed to **\**. | | The selection grid would not automatically adjust to fit all selected fixtures if you selected too many fixtures. | | Fixtures selections would not be displayed in selected order in the sequence sheet if Track Sheet and Fixture Sort were enabled. | | If you set a feature group timing in the sequence sheet and switched to track sheet mode, the feature group timing would not be displayed. | | In some cases wrong colors were displayed in the feature graphics column in the track sheet. | | Selected Rate and Grand Rate in the master controls displayed two times ”%”, for example “100%%”. | | If you ran the onPC software on a multi-touch screen and disabled Show Title Bar in the configure display menu, multi-touch would no longer work. | | Recipes in cue parts were not displayed in the content sheet. | | Having a large number of presets in a show file and creating recipes using the Edit Values pop-up in the Recipe Editor would cause the editor to lag and eventually crash. | | On macOS, tapping the drive button in the backup menu multiple times did not always cycle through all drives. | | The software could crash while scrolling through a pool window which was opened using a macro. | | In some cases, the fixture sheet did not display selected fixtures in the fixture sheet modes when the Prog Only mask was enbled. | | It was not possible to display more than 127 wheel slots in the Channel Set Editor. | | Edit Display Preference in edit pop-ups, for example, the edit filter pop-up, did not work properly. | | If you had a layout in setup mode, editing multiple fixtures at the same time by selecting them and tapping Edit Selected would not work. | | In show files with a very high amount of presets the calculator would not open immediately for some attributes. | | The Select DMX Mode pop-up in the filter editor would be missing the fixture type name and index for most modes. | | If you had the onPC software running on multiple monitors that had different resolutions and Show Title Bar was disabled, the grandMA3 window would not fit the screen. | | A few appearance colors made it very difficult to read text and values in the sequence sheet. | | If the user rights were set to **None** for the logged in user after booting the console, screens 8 to 10 would display the wrong content. | | If you imported a fixture type, gobos would not be added to the next available slot in the gobo pool. | | Tapping Park Selected in the DMX tester encoder bar did not work if the focus was not on the DMX sheet window. | | Calling a view with a fixture sheet, moving columns in the sheet and calling the view again, could cause the software to crash. | | Dimmer values above 100% were displayed incorrectly in some sheets. | | If you scrolled the content of the info window using a mouse wheel, the scroll direction would be opposite to other sheets and windows. | | If you opened a pool overlay with another pool overlay already open, the old overlay would close but the new one would not open. | | If you pressed Menu and moved the Display menu on screen 7, there would be two instances of the menu. | | It was possible to store empty screen content by pressing Store and tapping on a blank screen, which would block the screen and make it unusable. | | If you copied an empty scribble to a different slot in the pool and then tapped a combination of Revert, Clear, Oops, and Apply in the scribble editor of this copy, the software could crash. | | If you had a note with more than one line in a cue and hid the Note column, the height of the cue row would not be adjusted. | | For certain objects, their default key function was grayed out in the assign menu. This bug is fixed. The executor configuration for masters uses now Toggle instead of Flash for keys.  | | In some cases, the software could crash if you had the agenda window or sequence sheet open on multiple screens and updated the input of the command column. | | In a specific show file, the selection grid window was flickering. | | If opening the layout view in setup mode and deleted all layouts, tapping Snap to Grid would cause the software to crash. | | In the sequence pool, objects that had an input / output / input and output filter assigned did not show the correct icon. | | After importing meshes, the value of the **IsResource** column for the mesh in “Materials” changed. | | The order of the tabs (Empty, Filter, and World) in the assignment editor was different from the order in the input and output filters in sequences. | | Illegal commands with presets, such as moving a locked preset, did not display an error message in the command line, only in the command line history. | | Tapping a parent in the Master or Preset tab closed the assign menu. | | For certain fixture types, the color picker displayed the incorrect gamut when more than nine subfixtures were selected. | *** ## Deprecated [Section titled “Deprecated”](#deprecated) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The following is deprecated and will be removed in the software in the near future. Make sure you read the sections stated below, so you can adjust your macros and plugins accordingly, if necessary. | * The command Help + Please no longer opens the list of all keywords and option keywords. It was replaced by the new **HelpKeyword** keyword. For more information see HelpKeyword in [Other Enhancements](/grandma3/2-3/key_releasenotes/#h2_1198082799). * The Lua function Aquire() is deprecated. It was replaced by Acquire(). For more information on the new Lua function Acquire(), see [Changes](/grandma3/2-3/key_releasenotes/#h2__656690415). *** ## Appendix [Section titled “Appendix”](#appendix) * We recommend you use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols we recommend you use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different, compared with the default executor configuration, is to create a new executor configuration, do the changes in the new configuration and save them. * XML files with exported executor configurations from grandMA3 version 1.2 and prior cannot be properly imported to grandMA3 version 1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | When multiple GlobalMasters exist on the network, each with the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster of all stations.  | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Loading show files that were saved in previous versions deletes the programmer content. | # Release Notes 1.0 > Welcome to grandMA3 software version 1.0! **Welcome to grandMA3 software version 1.0!** Founded on the legacy of the previous grandMA consoles, the grandMA3 represents a radical re-think of what’s possible from a lighting control platform. The grandMA3 software marks a new level of lighting control that extends your familiar workflows to deal with up-to-date challenges. Converts from grandMA2 will find the most common workflows are still respected and should feel familiar straight away. Learning a new lighting console is never easy, however we have included many tools to help you get up to speed with the new concepts of the grandMA3 software. You will find help within the software - just open the Help window. You can go to [www.malighting.com](http://www.malighting.com), where you will find grandMA3 e-learning courses, grandMA3 tips videos, the official MA support forum and all current MA software. We also encourage you to contact your local MA Distributor, who can register you for e-learning access or arrange for you to attend our new grandMA3 training conversion course. The latest grandMA2 version - called Mode 2 - is implemented in the console software as well. Just type the command “restart” (in both modes) and you are able to change between Mode 2 and Mode 3. We hope you enjoy your grandMA3 journey and welcome your feedback at . **Hint:**\ Make sure to visit our MA University which offers training courses for the new grandMA3.\ For more information go to [www.malighting.com/training-support/ma-university/overview/](http://www.malighting.com/training-support/ma-university/overview/) * [Features](/grandma3/2-3/key_rn_v1_0/#h2_727740091) * ​​[Menu/Patch](/grandma3/2-3/key_rn_v1_0/#h3__845933848) * [Programming](/grandma3/2-3/key_rn_v1_0/#h3_1685124517) * [Playback](/grandma3/2-3/key_rn_v1_0/#h3_826433239) * [Programming Tools](/grandma3/2-3/key_rn_v1_0/#h3_167726520) * [Protocols](/grandma3/2-3/key_rn_v1_0/#h3__1798358011) * [There is More to Come](/grandma3/2-3/key_rn_v1_0/#h3__460056378) * [Known Limitations](/grandma3/2-3/key_rn_v1_0/#h2__1852571500)   ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.0.0.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. ### []()Menu/Patch [Section titled “Menu/Patch”](#menupatch) * Tree structure for the organization of fixtures according to logical trees; * The entire Fixture Library of grandMA2, grandMA3 and GDTF (General Device Type Format); * Import the complete Patch using MVR (my virtual rig); * Filter & sorting are available as Layer & Classes but are not mandatory; * Color themes change between default and high contrast for daylight use; * Appearance and Scribble pools can customize the software to your liking. ### []()Programming [Section titled “Programming”](#programming) * The Fixture Sheet displays a tree structure that works with the top down principle; * Next/Prev and Up/Down allow easy selection; * Selection Grid dynamically shows selection; * 3D arrangement of selection are stored in Groups, Presets and Cues; * Presets can add/remove attributes to the referenced destinations using the keyword Recast; * There are 5 All Presets pools; * Phasers are the Preset information based on dynamic steps; * Presets with individual timings are stored in cues, which have links to these timings; * Data Pools offer a more fexible organization regarding the structure of the show file.  ### []()Playback [Section titled “Playback”](#playback) * Sequences are synchronized and always have the same playback status; * Executors have Handles which can be used more flexible; * Executor assignments can be stored in a pool; * Timecode shows have additional GroupTracks and Markers; * The Sequence Sheet and Sequence Tracking Sheet are now combined; * Temp Fader respects individual timings. ### []()Programming Tools [Section titled “Programming Tools”](#programming-tools) * MATricks are three-dimensional now; * 3D view replaces Stage view and offers real rendering options; * ColorPicker includes RGB, CMY, HSI and CIE views; * Swipeys allow fast operation directly on screen; * Press & Hold stores empty objects or edits already existing objects; * Fully adjustable Playback view; * Integrated Web Remote including access to encoders and pop-ups; * Copy & Paste within Programmer; * Info view to show all references and dependencies of objects; * The Programmer can show all Parts of a Cue; * Screen configurations allow flexible use of the same screen with the same user profile. ### []()Protocols [Section titled “Protocols”](#protocols) * DMX512-A * sACN * Art-Net4 * Midi Notes * OSC - Open Sound Control * Analog Remotes ### []()There is More to Come [Section titled “There is More to Come”](#there-is-more-to-come) * Agenda * XYZ programming including the integration of PSN (Posi Stage Net) * Pixel mapping * RDM * Park functionality * MIB * Mask pool * PSR (Partial Show Read) * Update & store “Tracking Cue Only” These are only a few highlights of the new grandMA3 operating system. There is much more to come - so stay tuned and check out our MA University, the MA official forum or the MA website.   ## []() *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) To have the best network experience within a grandMA3 session, we recommend to enable IGMP Snooping and Flow Control in your network switch configuration. The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. Playbacks always use Soft LTP, regardless of whether the Soft LTP is enabled or disabled. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Custom meshes / 3D models are not transmitted within a session nor are they stored within the show file. # Release Notes 1.1 > The latest release of grandMA3 version 1.1.3.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find li * [Bugfix Version 1.1.4.2](/grandma3/2-3/key_rn_v1_1/#h2__1590821963) * [What’s Changed](/grandma3/2-3/key_rn_v1_1/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_1/#h2__1624482491) * [grandMA3 Version 1.1.3.2](/grandma3/2-3/key_rn_v1_1/#h2__488082198) * [Features](/grandma3/2-3/key_rn_v1_1/#h2_727740091) * [Network Software Update](/grandma3/2-3/key_rn_v1_1/#h3_799040378) * [Park](/grandma3/2-3/key_rn_v1_1/#h3__1516408206) * [Layout](/grandma3/2-3/key_rn_v1_1/#h3__2084382304) * [Cue Only](/grandma3/2-3/key_rn_v1_1/#h3__1071679005) * [Tracking Distance](/grandma3/2-3/key_rn_v1_1/#h3__311019666) * [UI Scaling](/grandma3/2-3/key_rn_v1_1/#h3_1763414465) * [Shortcuts](/grandma3/2-3/key_rn_v1_1/#h3__675591373) * [3D](/grandma3/2-3/key_rn_v1_1/#h3__1137860005) * [Output Configuration](/grandma3/2-3/key_rn_v1_1/#h3__1806759397) * [Web Remote](/grandma3/2-3/key_rn_v1_1/#h3__1621231930) * [Presets](/grandma3/2-3/key_rn_v1_1/#h3_956339510) * [grandMA3 Extension](/grandma3/2-3/key_rn_v1_1/#h3_545259682) * [Other Enhancements](/grandma3/2-3/key_rn_v1_1/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_1/#h2_279488008) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_1/#h2_1272181069) * [Appendix](/grandma3/2-3/key_rn_v1_1/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_1/#h2__1852571500)   ## []() *** ## Bugfix Version 1.1.4.2 [Section titled “Bugfix Version 1.1.4.2”](#bugfix-version1142) ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The maximum allowed time for any cue timing is now set to 14 days. ## []() [Section titled “”](#-1) *** ## Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Oopsing the creation of a cue part crashed the console. This bug is fixed. Reverting the creation of a cue part does not crash the console anymore. | | Importing a user profile discarded the scroll positions of pools in the stored views. This bug is fixed. Import and export of user profiles restore now the saved scroll positions in pools. | | It was not possible to oops the creation of a time range within a timecode show. This bug is fixed. It is now possible to oops the creation of a time range. | | The timecode settings menu did not always open on every attempt to open it. This bug is fixed. The timecode settings menu should now always open. | | It was possible to delete the fonts of the UI. This bug is fixed. It is not possible to delete the fonts anymore. | | If you turned an attribute encoder and the program time was enabled at the same time, the attribute faded using the program time. This bug is fixed. Program time is not applied when turning attribute encoders. | | Layout encoder bar did not respect subselections when modifying layout elements. This bug is fixed. Going through a fixture selection using Next and Prev now only modifies the subselected fixtures upon turning encoders in the layout encoder bar.  | | An already executed keyboard shortcut could return to the command line again. This bug is fixed. Keyboard shortcuts do not return to the command line again. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | The internal wings of a Compact or Compact XT console did not always initialize properly when doing a restart. This bug is fixed. The internal wings of Compact and Compact XT consoles now always connect to the system. | | Selecting the own console in the network menu and tapping Join resulted in a freeze of the station. This bug is fixed. Trying to join the very same console does not freeze the console anymore. | | The timecode generator did only work when the station had the network enabled. This bug is fixed. The timecode generator works now also in standalone mode. | | witching the timecode slot for an incoming Art-Net timecode routed the timecode signal to the old and the new slot. This bug is fixed. When switching the timecode slot for an incoming Art-Net timecode the time will run only on the new slot. | | A network session created too many negative acknowledgments messages in the system monitor although there were no NACKs. This bug is fixed. The system monitor displays now only NACKs when they are really occur.  | | It was not possible to connect to the world server. This bug is fixed. grandMA3 stations connect now again to the world server when it is available. | ### Playback [Section titled “Playback”](#playback) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Loading show files from v1.0 did not display always all tracking values. This bug is fixed. Show files stored with v1.0 are now restoring their tracking values correctly when loading the show with v1.1.4.2 for the first time. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Scrolling around several times in an unfolded fixture sheet could display single attributes at the wrong fixtures. This bug is fixed. Scrolling around in a fixture sheet displays the attributes at the correct fixtures. | | The clock window displayed Sytem Clock on Clock Source. This bug is fixed. Clock Source displays System Clock when the internal clock is displayed. | | Locking the Position in the layout settings did not disable the scroll bars. This bug is fixed. The scroll bars are disabled if “lock position” is applied. | | Scaling or moving the visible canvas area of a layout was not transmitted within a session to other stations. This bug is fixed. Changes in the layout window are now correctly transmitted in the session. | | Label of the layout encoder displayed Position/Rotation. This bug is fixed. As layout elements can only be positioned and not rotated at the moment, the label is changed to Position. | ***   ## []()grandMA3 Version 1.1.3.2 [Section titled “grandMA3 Version 1.1.3.2”](#grandma3-version-1132) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.1.3.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Network Software Update [Section titled “Network Software Update”](#network-software-update) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release **Restriction:**\ Only devices running grandMA3 software v1.0.0.3 or higher can be updated via the Network Software Update feature. The Network Software Update is located in Menu - Settings - Software Update. In order to update onPC stations, the installer needs an XML file for the package description. Therefore, both files are bundled in a zip file container. **Restriction:**\ Mac systems receive and launch the installer. However, you have to enter the user password in order to install the new software version.\ After the installation finished, launch the grandMA3 onPC application. There are separate packages for grandMA3 hardware (consoles, RPUs, Processing Units and xPort nodes), grandMA3 onPC Windows and grandMA3 onPC macOS available.\ All of these packages can be sent to all of the different types of stations. This allows to update the target station with the correct package later even if the source system cannot install the file itself. For example sending all packages to an grandMA3 onPC Windows makes it possible for this grandMA3 onPC station to update all other devices that are running grandMA3 software later. Copy the update files onto an USB drive, to be able to update other stations from one grandMA3 station: * grandma3\_stick\_vx.y.z.a.zip: Decompress the zip file and copy all folders (“ma” and “EFI”) with all its content and all files (“update.scr”) to the root of a USB drive. For more information read [Update grandMA3 consoles](/grandma3/2-3/update_consoles/). * grandma3\_onPC\_win\_vx.y.z.a.zip: Decompress the zip file. A folder called “ma” will be created. Copy this folder to the root of your USB drive. * grandMA3\_onPC\_mac\_vx.y.z.a.zip: Decompress the zip file. A folder called “ma” will be created. Copy this folder to the root of your USB drive. Plug this USB drive to your onPC computer or console and choose the USB drive in the pop-up when tapping Choose update file. Choose also the software version and host system you want to update by selecting the corresponding xml file in the pop-up.\ To copy the files to the hard drive of the station, tap Import selected update. On onPC stations, the files will be copied to C:\ProgramData\MALightingTechnology\installation\_packages on Windows stations or to \~/MALightingTechnology/installation\_packages. When an update file is selected, the stations that are to be updated can be selected in the grid of stations within the Software Update menu. Tap Update devices.\ The files will be send to the destinations. After the stations received all files, they will reboot in order to install the update.\ It is possible to hide or display different stations by selectiong a Filter in the title bar of the software update menu.All: Displays all stations in the network. * My Session: Displays all stations that are member of the current session. * Not My Session: Displays all devices that are not part of the current session. * Wrong Version: Displays all stations in the network that have not the same software version as the station you are working on. **Hint:**\ Some zip applications do not unzip all files correctly. Files like ma\grandMA3\_onPC\_v.x.y.z.a.zip cannot be used correctly by the software. In this case use a different zip software then. *** ### []()Park [Section titled “Park”](#park) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Parking fixtures allows preventing DMX channels of fixtures to change their value accidentally. The syntax to park fixture 1 with all its attributes, type: User name\[Fixture]> Park Fixture 1 To park the current selection, type: User name\[Fixture]> Park It is also possible to enter Park into the command line and tap a cell in the fixture sheet to park a certain attribute. To unpark fixtures and/or attributes the keyword **Unpark** can be used in the same way as the keyword **Park**. To enter Park into the command line using keys, press Pause twice.\ Enter Unpark into the command line using keys with pressing  Go+ twice. **Important:**\ When parking a fixture and/or attribute the corresponding DMX channel will be parked. It is also possible to park a fixture at a certain value: User name\[Fixture]> Park Fixture 1 At 50 **Hint:**\ The command Park Fixture At will park all DMX channels of the fixture to the set value. To park only DMX channels for a certain FeatureGroup or Attribute, the FeatureGroup/Attribute can be specified with the If-Appendix: User name\[Fixture]> Park Fixture 1 At 50 If FeatureGroup 1 It is also possible to park a DMX universe: User name\[Fixture]> Park DMXUniverse 2 The desired universe can also be specified by tapping a universe in the universe pool after entering **Park** or **Unpark** in the command line. To park DMX channel 20 on the first universe, type:  User name\[Fixture]> Park DMXUniverse 1.20 The desired DMX channel can also be specified by tapping a channel in the DMX sheet after entering **Park** or **Unpark** in the command line. If there are parked channels in a universe, this will be indicated by a blue **P** icon in the universe pool. Parked Fixtures and Attributes are also marked in the Fixture sheet via a blue marker. ***   ### []()Layout [Section titled “Layout”](#layout) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release It is now possible to select several elements while pressing Ctrl on the internal keyboard. When being in the setup mode of a layout, the selection is synced with the selection in the programmer.\ The former selection is also discarded when no values were changed and the new selection is carried out in the layout window that is set to setup mode. This is the main difference to the normal selection when only working in the programmer. The layout /layout window can be locked with 2 different types of lock: * Lock Position: A layout window can be set to a position lock. This will lock the layout area of this very special layout window so that the visible layout area cannot be dragged anymore. Nevertheless, it is still possible to move single layout elements within the visible area.\ To enable the position lock of a layout window, tap MA in the top left corner of the layout window and tap Lock Position in the context menu.\ When Lock Position is active, Fit Type and Zoom to Fit in the title bar are grayed out.\ Other layout windows that may be open at the same time are unaffected from this setting.  * Lock Layout: This lock is set per layout pool element and locks the layout against changes itself. With this lock it is not possible anymore to edit a layout with its elements. Nevertheless, it is still possible to move the visible area of a layout or to do fixture selections, etc. within the layout.\ When a layout is locked,  Mode in the title bar is grayed out.\ There are several ways to lock a layout: * User name\[Fixture]> Lock Layout x * Long press/right-click on Layout in the title bar of a layout window, and then tap the padlock icon in the title bar of the layout editor. In the Layouts, the encoder bar uses the same arrangement tools as the 3D encoder bar when in setup mode. **Hint:**\ The Line mode in the arrangement tool places the layout elements around the origin of the layout, while grid and circle mode place the layout elements around the center of the current selection. **Restriction:**\ Assigned default actions and layout element actions are reset to factory default when loading a show file from v1.0. **Restriction:**\ The maximum amount of layout elements is set to 10,000 elements. **Important:**\ It is no longer possible to assign the same fixture more than once in a layout. A message box will pop-up if you try to do so, and cancel the operation for this fixture. *** ### []()Cue Only [Section titled “Cue Only”](#cue-only) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Cue Only is a store option for cues. When storing into a cue with the Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous look on stage. The actual values of the programmer will only be stored in the target cue or the cue part. Cue Only is available for several workflows: * As command line option /CueOnly or /CO: User name\[Fixture]> Store Cue 5 /CueOnly Will store the actual programmer content as cue only into cue 5 of the selected sequence. * In the store options: To open the store options, press and hold Store for at least 2 seconds. To toggle the Cue Only option, tap CueOnly. * In the Store Cue pop-up: When storing onto an existing cue, the Store Cue pop-up will appear and ask whether to Overwrite, Merge, Remove, Release or Cancel the current store operation. It is also possible to decide if the cue is to be stored with active cue only within the pop-up. Remove and Release can be used for Cue Only. The pop-up only appears if the desired cue is not the last one in the sequence. When storing using Cue Only, and new cue part needs to be created for the blocked values created by Cue Only, the cue part will be labeled Cue Only.\ When storing Cue Only, the grandMA3 software decides, on the basis of the 3 following rules, in which cue part it will block the original values: 1. The default cue part for static values is cue part 0. 2. If the next cue already contains a part that has the same name as the cue part the original value is coming from, the blocked value will be used in this part. 3. If the cue already contains attributes of the same feature group, the previous values will be blocked in this cue. If none of the rules turn out to be true for phaser values, a new cue part will be created where the previous values will be blocked. *** ### []()Tracking Distance [Section titled “Tracking Distance”](#tracking-distance) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release With the new cue part option Tracking Distance (TD), it is possible to dynamically return to previously tracked values. The tracking distance can be set a relative positive offset of cues or set to an absolute specific cue. Example 1: |   | Fixture 1 Dim | TD | | ----- | ------------- | --- | | Cue 1 | **100%** |   | | Cue 2 | *100%* |   | | Cue 3 | **50%** | Δ+2 | | Cue 4 | *50%* |   | | Cue 5 | *50%* |   | | Cue 6 | *100%* |   | | Cue 7 | *100%* |   | | Cue 8 | *100%* |   | In this example, the values 100% in cue 1, and 50% in cue 3 are stored (**blocked**) values. All other values are \_tracked \_values. If you set the tracking distance to Δ+2 (delta +2), the 50% will track all following cues from the current cue number plus 2. The value in cue 1 returns in cue 6.\ When setting the tracking distance to Δ+2.4 it would include all cues until cue 5.4. Example 2: |   | Fixture 1 Dim | TD | | ----- | ------------- | -- | | Cue 1 | **100%** |   | | Cue 2 | *100%* |   | | Cue 3 | **50%** | 7 | | Cue 4 | *50%* |   | | Cue 5 | *50%* |   | | Cue 6 | *50%* |   | | Cue 7 | *50%* |   | | Cue 8 | *100%* |   | In this example, the values 100% in cue 1, and 50% cue 3 are stored (**blocked**) values. All other values are \_tracked \_values. If you set the tracking distance to cue 7, the 50% will track from cue 3 to cue 7. The value in cue 1 returns in cue 8. If you change the value in cue 1 afterwards, the change will affect the tracking in the cues following the cues with tracking distance. The tracking distance of a cue is only applied to the stored values of the cue.\ It is also possible to embed or overlap a range of cues using tracking distance inside an existing tracking distance. The tracking sheet displays the tracked values within a tracking distance and returns to the former tracking values at the end of a tracking distance. This is indicated by a white vertical line on the left side of the affected value cells. In addition, the end of the tracking distance will be marked with a white horizontal line covering the left part of the bottom border. *** ### []()UI Scaling [Section titled “UI Scaling”](#ui-scaling) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release ​​UI Scaling for high dpi monitors can be accessed through the Configure Display dialog. The Scale value is located in Menu - Display  - Configure Display. **Hint:**\ Access the Scale settings also via the Add Window function followed by tapping Configure in the upper right corner. ***   ### []() Shortcuts [Section titled “ Shortcuts”](#shortcuts) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release **Keyboard Shortcuts:** Keyboard shortcuts are implemented. They allow fast operation of the console and onPCs.\ To activate the keyboard shortcuts, press F10 or tap ShCuts on the right of the command line. Keyboard Shortcuts are part of the UserProfile. This makes it possible for every user/user profile to use their own shortcut definitons within a show file.\ To modify the shortcut definitions for the current user go to Menu - Preferences and Timing - Edit Keyboard Shortcuts, or right-click/long-press ShCuts on the right of the command line. In the Edit Shortcuts menu it is possible to define shortcuts for each keycode/executor.\ When entering a shortcut that is already in use, a pop-up will warn the user.\ As Enter can also be used as a shortcut, it is not possible to close the Edit Keyboard Shortcut pop-up with Enter. * To confirm the shortcut, tap Ok. * To clear the shortcut, tap None. * To cancel the edit, tap X. **Hint:** \ The Shift keys are always bound to the MA keys.  When shortcuts are enabled, the Playback and Command Controls overlay will display the shortcuts for each button below the button label with a smaller font size.  The shortcuts symbol at the right end of the command line turns yellow when the shortcuts are activated. In certain overlays and pop-ups where the shortcuts are not relevant, they are switched off and back on automatically. The shortcut symbol turns red. The shortcut color in the Playback and Command Controls overlay and the “automated switched off” color can be set in the color theme. There is a new keyword called KeyboardShortcut. KeyboardShortcut keyword can edit and list the keyboard shortcuts. To modify the keyboard shortcuts, use the [Set](/grandma3/2-3/keyword_set/) keyword. These shortcuts are available on all OS through several input methods: **Desk lock:** * Keyboard * F9  * Pause  * Key * MA + MA + Pause * Button * Lock **Toggle keyboard shortcuts:** * Keyboard * F10 * Button * ShCuts **Print screen:** * Keyboard * F11 * Print **Reload UI (If the color theme is set to unreadable values):** * Key * MA + MA + Clear ***   ### []()3D [Section titled “3D”](#3d) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Fixtures can be hidden in the 3D window. Find the related flag per fixture in the Patch and the Live Patch. It is called “3D Visible”. If it is set to “Yes” the fixture is displayed in the 3D window. Default: “Yes” Fixtures can be excluded from the rope selection in the 3D window. Find the related flag per fixture in the Patch and the Live Patch. It is called “3D Selectable”. If it is set to “Yes” the fixture can be selected in the 3D window using the rope selection. Default: “Yes”. *** ### []()Output Configuration [Section titled “Output Configuration”](#output-configuration) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The Output Configuration has now different view modes. The title bar button Columns can be set to one of these values: * Condensed (default) * Displays a reduced view of the XLR ports and all other essential properties like SMPTE Mode, SMPTE TC, Midi TC, Analog Start. * XLR only * Only displays the XLR ports. * Full * Displays the full data of the output configuration. ​​All 3 modes display essential information such as name, type, and IP. The Output Configuration will only display as many physical XLR ports as the device has. At the moment only the universe of an XLR port can be changed when in condensed mode or XLR mode. To change the mode or merge settings, enter full mode. The universe objects in the universe pool now also display the colors of the output configuration and the DMX protocols: * If any XLR connector is used in a universe, the universe pool object will display the XLR 5pin symbol. The color of the symbol stands either for: * All XLRs that are used as output: dark green; * All XLRs that are used as RDM output: jade; * All XLRs that are used as input: orange; * A mix of output, RDM output and/or input: cyan. * If input is created using DMX protocols, the corresponding DMX protocol will flash up on the universe pool object in the color of the input. * Output via DMX protocols will be displayed per universe pool object with an A or S for Art-Net or sACN. On the station that is IdleMaster or GlobaMaster the letters will be highlighted in green when DMX packets will be sent. The XLR mode Out sends now DMX packets with a refresh rate of 30Hz. The XLR mode RDM remains unchanged: If DMX values are changed, they are send immediately. If there are no changes of DMX values, then refresh packets will be send with a rate of 2.1Hz.\ The XLR mode Out is now the default when starting a new show. There may be lighting fixtures that are not capable of the low refresh rate of 2.1Hz in the RDM mode. It is then recommend to switch the XLR mode to Out. *** ### []()Web Remote [Section titled “Web Remote”](#web-remote) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Web remote settings can be set in Menu - Network - Web Remote. To toggle the web remote, tap Web Remote.\ To set the maximum transmitted resolution, tap Resolution Limit: * 480p * 720p * 1080p * Unlimited The smaller the resolution the faster the transmission of the data. To change the maximum allowed web remote connections, change Connection Limit. Consoles allow a maximum of 2 connections. onPC stations allow a maximum of 5 connections. The main part of the Web Remote menu displays all established connections of web remote devices connected to this grandMA3 station:\ The column IP displays the IP of a connected device and UserAgent displays information about the operating system, web browser, and further information. **Hint:**\ All settings and information in the Web Remote menu are designated for one grandMA3 console or grandMA3 onPC only. ***   ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Only the normal preset pools (not the all preset pools) have the preset mode property. A preset itself does not have the preset mode property any more.\ The preset mode in Menu - Patch - Attribute Definitions - Feature Groups is now linked with the preset pools. If you store to an existing preset using the merge mode, the selected PresetMode in the store options is considered. IfOutput for presets can deal also with relative values in presets and with integrated presets. It is now possible to store a universal preset using a normal fixture. To do so, select a fixture, adjust the values and select preset mode universal in the store options.\ Or: set the preset mode for the preset pool to universal. In this case, store options have to be set to default.  *** ### []()grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The grandMA3 extension allows to extend the amount of physical executor handles for a grandMA3 full-size, grandMA3 light or RPU. A grandMA3 extension has to be connected to the same network or network interface that is used for the MA-Net communication. Furthermore, an extension will connect to a specific console but not to a session. **Restriction:**\ It is only possible to connect extensions to grandMA3 full-size, grandMA3 light or grandMA3 RPUs.\ The maximum connection amount for extensions depends on the device type:\ grandMA3 full-size: 1x extension\ grandMA3 light: 2x extensions\ grandMA3 RPU: 3x extensions To establish a connection with an extension, the IP address of the extension has to be in the same IP range of the console. The IP address of an extension can only be changed remotely from a console or onPC station. To do so, go to Menu - Network Menu and select the entry of the extension and long-press the IP cell. Use the pop-up to change the IP settings of the extension remotely. To establish a connection between a console and an extension, select the extension in the network menu on the console you want to connect, then tap Invite Station. The connection will be initiated.\ It is not possible to invite the extension to a third console when it is already connected to a different console. First, cancel the connection on the console the extension is connected to at the moment. To do so, select the console in the network menu and tap Dismiss Station. After that it can be connected to a different console.\ The column Remote IP in the network menu displays to which console the extensions are connected at the moment. When an extension is connected successfully to a console, it will display the first wing of executors by default. To display a different executor wing, go to Menu - Settings - Extension Configuration. Within the Extension Configuration Menu it is only possible to change the WingID for the connected extension.\ There are 2 column modes: Condensed (default) and Full. Condensed mode only displays information about the connection state, IP and WingID. Full mode displays the columns Connected Count and Device Type in addition. * Connection State: Can be Yes or No. This cell cannot be edited by the user and displays if the extension is connected with the console or not. * IP: Displays the IP address of the extension. This cell also cannot be edited by the user. * Wing ID: Displays the ID of the executor wing the extension controls. This property can be changed by the user. * Connected Count: The higher the number the more often the extension tried to connect to the console. In a faulty network environment the number can increase fast due to reconnection. This value cannot be edited by the user. * Device Type: This column displays the device type of the extension. Typically it is grandMA3 Fader Module Encoder (MFE). This cell also cannot be edited. The desk light of an extension is controlled together with the desk lights of the console.\ Also the custom section of an the extension is not independent from the custom section of the console. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Soft LTP: Having Soft LTP activated or deactivated works now in both cases as expected. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is possible to specify a show file or a plugin that is to be be loaded upon starting the onPC application.\ To do so, add the SHOW or RUNPLUGIN parameter to the shortcut that launches the onPC application: * “C:\Program Files\MALightingTechnology\gma3\_1.1.4\bin\app\_system.exe” HOSTTYPE=onPC SHOW=“startshow\.show” * “C:\Program Files\MALightingTechnology\gma3\_1.1.4\bin\app\_system.exe” HOSTTYPE=onPC RUNPLUGIN=“startplugin.xml”-x * x represents the number of the LUA component in the plugin that is to be started, e.g., 1 * It is not recommend to specify a path for the plugin although the plugin may be put into a subfolder. In addition, the optional parameters NOLOAD and CLEANSTART are also available when starting the onPC. * NOLOAD will not load the last show file but start with an empty show. Other device related configurations are kept. * CLEANSTART will reset device related configuration back to default and come up with an empty show file. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)\*\* \*\*In the MIDI Remotes menu, the option to display the incoming MIDI messages in the System Monitor was added. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Lasso selections, e.g., in the fixture sheet, DMX sheet, sequence sheet or layout window, etc. interact now with the command line. If you enter a keyword in the command line and drag a lasso selection around cues, fixtures, etc., the command will be executed for the selected objects. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Speeded up the MVR export if there are a many of objects. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Grand Master and Speed Masters are displayed in BPM instead of %. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) SelFix selects the fixtures via specifying a DMX address in absolute notation or tapping one DMX channel in the DMX sheet. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) DMXProtocols interface is by default on auto and the correct interface is selected as soon as the device is master. First it will look for an interface with a Class A IP (2. or 10.). If this rule turns out not to be true, it will select for Art-Net the same interface that is used for MA-Net. \ The same rules apply for sACN except it will not select an interface with an IP in the range of 2.x.y.z.        ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) DMX Protocols now support the input priorities. To set the input priority for incoming data, change the input priority setting in the DMX Protocols menu. The input priority can be set individually per data line in the DMX Protocols. Each grandMA3 universe that gets data input with different priorities has to to be set to Merge Mode “Prio” when editing the universe in the universe pool or in the DMX list in the Patch. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The title bar of the fixture sheet, layout, and 3D displays the selected world, except for world 1. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Names and IP addresses within a network of grandMA3 stations can now be changed from the network menu of one station. If the console is running the software version that supports this feature, the corresponding fields can be edited (light gray background color). If a station is in a session with at least one other grandMA3 device, the name cannot be edited. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) All grandMA3 hardware stations (except for grandMA3 onPC software) can be switched from grandMA3 software to Mode2 using the command SwitchGma2Mode.\ Executing this command without specifying a station will reboot the current station into Mode2. To specify a certain station, use an IP or device type.\ To switch the device from grandMA3 software to Mode using the IP address 192.168.0.4, type: User Name\[Fixture]> SwitchGma2Mode IP 192.168.0.4 To switch the second xPort Node of all xPort nodes available to Mode2, type: User Name\[Fixture]> SwitchGma2Mode Node 2 ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When searching for files in the backup menu or an import dialog, the search input field is no longer case-sensitive. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Add Window: The tab All is implemented. The current default sorting is in alphabetical order. It is possible to search within the list of this tab and to filter by the different types of possible windows. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)The layer CueID - located  in the layer toolbar - displays the playback in which the current phaser is stored.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The cue progress bar displays the different kinds of crossfades with different colors. The colors are defined in the color theme in the color group CrossFade.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) User meshes and user gobos are stored into the show file when saving it. They will also be transmitted to other session members in the network. Copy user gobos into the folder shared\lib\_fixture\_types\gobos\user and user meshes into the folder shared\lib\_fixture\_types\meshes\user. **Important:**\ User gobos and meshes that are part of a show file will be copied to these folders once a show file is saved. Files in these folders that have the same name are overwritten. **Important:**\ In order to export an MVR file or GDTF file that contains user meshes and gobos, save the show file to the local hard drive before exporting. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The System Info window has a new section called ShowData. This section displays the memory consumption of the loaded show file (=data of the show). The limit for a loaded show file is set to 10GB. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New command RemoteCommand is implemented: RemoteCommand can send commands to any grandMA3 station within a network. The commands will be executed by the currently logged in user on the receiving station.\ To address the target grandMA3 device, use the IP keyword or corresponding keyword for the target station type (e.g., [Console](/grandma3/2-3/keyword_console/), [PU](/grandma3/2-3/keyword_processingunit/), [onPC](/grandma3/2-3/keyword_onpc/) or [Node](/grandma3/2-3/keyword_networknode/)). To send the command Store Cue 1 to the station using the IP address 192.168.0.4, type: User name\[Fixture]> RemoteCommand IP 192.168.0.4 “Store Cue 1” To switch all onPC stations to view 1 on display 2, type: User name\[Fixture]> RemoteCommand onPC \* “View 1 /Screen ‘2’ ” ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Stomp of a group is now possible. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved network experience. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Sequence sheet now represents a tracking release with a white line on top of the applied row. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The user interface for Processing Units improved: * Removed unnecessary elements in the info view. * In addition to the graph the workload view displays the values for CPU and memory usage. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is now possible to do a clean start for grandMA3 onPC on macOS. To do so, keep Alt/Option pressed while executing the grandMA3 onPC application. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Renumbering of cues is more clever now: It is not possible anymore to give the same cue number to two or more cues. Setting the cue number to a previous number that is already used is prevented by the system. Entering a cue number that is used later in the sequence, all following cues will be renumbered until no collision with existing cue numbers occurs. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New property “Real Acceleration” was added to the Channel Function of a fixture type. This property is related to the already existing “Real Fade” and is used for visualization. Real Acceleration describes the time that is needed to accelerate from resting state to maximum velocity. Unit: seconds. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * The maximum amount of data pools, user profiles and users within a show file is now limited to 128 objects. All other pools, the user can store data into, are now limited to 9999 objects. Objects that were stored in grandMA3 v1.0 above the new limits are now not accessible anymore. * The maximum amount of OSC configurations within a show file is now limited to 1024. * To enter DMX Address and DMX Universe keywords, press MA + X8 and MA + X8 + X8. * The DMX sheet displays not granted universes now with a red font color in the title column of the sheet only.  * The Layout Element Defaults of a UserProfile were moved from the UserProfiles menu to the Preferences and Timing menu. * When the limit of multicast inputs (sACN) is reached, a warning pop-up appears. The limit is set to 20 multicast inputs. * The image pool is limited to 200MB in total. If the limit would be exceeded during import of an image, a popup will inform the user. * Interface is renamed to MA-Net Interface in the Network menu. * Pools with icons (e.g., Group pool) display now pool name and icon in the title pool object. Therefore, the MA logo is smaller. * Long-press on pool objects now only performs a store operation if the pool object is empty. Long-press on a view button always performs a store operation if empty or a view object is assigned. * Pressing 3x Clear or executing ClearAll now also resets the command filter. In general, Clear is independent on the set filter. * The properties ArtnetIP and SACNIP in the output configuration are renamed to Art-Net IP and sACN IP. * Activating one onPC window on Windows brings also all other onPC windows to the front. * The keyword shortcut for MyRunningSequence, MyRunningMacro, RunningSequence and RunningMacro were changed in order to be aligned: * MyRunning = MyRunningSequence * MyRunningM = MyRunningMacro * Running = RunningSequence * RunningM = RunningMacro * grandMA3 onPC puts the local loopback adapter to the first place in the order of network interfaces and does not offer virtual interfaces anymore. * The properties PositionX and PositionY of layout elements were renamed to PosX and PosY. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Gobo Rotation was not visualized correctly in the 3D window of an onPC running on Windows with some types of AMD Radeon graphics cards. This bug is fixed. Gobo rotation is now correctly visualized also on AMD Radeon Graphics Cards. | | The position of the labels was not updated when zooming in the 3D window using the mouse wheel. This bug is fixed. The position of the labels is now updated correctly when zooming in the 3D window using the mouse wheel. | | When using the arrangement tool “Circle”, the position of the center of the circle was shifted with other than the default settings of Angle Range and Radius Delta. This bug is fixed. The center of the circle stays in position at the center of the selection. | | When changing the position or rotation of a parent fixture the children were not updated in real-time. This bug is fixed. Children are moved and rotated in real-time if the position or rotation of the parent is changed. | | The option “Rotate to circle center” in the circle arrangement tool did not rotate correctly single fixtures. This bug is fixed. Rotate to circle center rotates fixtures correctly to the center of a circle. In addition, it is possible to step through other possible combinations of rotations by tapping Rotate to circle center several times. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Calling a view again after changing something inside the view did not recall the view. This bug is fixed. Calling a view is now always executed. | | Having Edit in the command line and closing the Playback Controls overlay removed Edit from the command line. This bug is fixed. Edit will not be removed from the command line when closing any overlay. | | Console could freeze when entering a wrong password while logging in a new user. This bug is fixed. Entering a wrong password upon user login does not freeze the console anymore. | | Listing references of a sequence displayed the wrong preset numbers. This bug is fixed. References and dependencies of sequences are now displayed correctly again. | | The console could crash when calling the PopupInput function in LUA. This bug is fixed. Calling the PopupInput function in LUA does not crash the console anymore. | | Oopsing the creation of timecode events could delete other timecode events instead. This bug is fixed. When oopsing the creation of timecode events the correct event is now removed. | | It was possible to delete a locked group. This bus is fixed now. Locked groups cannot be deleted anymore. | | Importing the predefined phasers into an empty show file crashed the console. This bug is fixed. The console does not crash anymore when importing the predefined phasers into a new show file. | | Clearing the selection did not clear the selection of all elements in a layout either. This bug is fixed. All selected elements of a layout will now be deselected when executing Clear or ClearSelection. | | The encoders in the layout encoder bar were changing size in the opposite direction. This bug is fixed. The encoders in the layout encoder bar change now the size of an element in the same direction when turning | | Changing the default border size for layout elements in the user profile was not applied to new layout elements. This bug is fixed. New layout elements apply now the correct default border size of the user profile. | | Tapping an empty sequence in the sequence pool while having Off posted in the command line switched off the selected sequence. This bug is fixed. Tapping an empty sequence while having an action keyword already in the command line will not execute this action anymore for the selected sequence. | | Storing a show file while the internal timecode generator is running continued the timecode generation when loading the show file the next time. This bug is fixed. Running timecode generators will be stopped when loading a show file. | | It was not possible to edit a LUA component twice while keeping the Plugin editor open. This bug is fixed. LUA components can be edited several times. | | Layouts in show files of v1.0 did not display the layout elements and were set to the incorrect layers. This bug is fixed. Layouts are now converted correctly from v1.0 to v1.1. | | It was not possible to store Release values in a cue. This bug is fixed. Release values can be stored in cues again. | | The unblock command did not work correctly. This bug is fixed. Unblock is now functional. | | Preset References were not updated properly when copy was applied. This bug is fixed. Preset References are updated properly. | | Deleting a feature group from the encoder bar was possible. This bug is fixed. Deleting a feature group is not possible any more. | | Entering values for a grouping fixture via an attribute calculator did not forward the values to the members of the grouping fixture. This bug is fixed. A grouping fixture now always forwards its values to its members. | | The timecode generator did not work when in a session. This bug is fixed. The timecode generator also works in sessions. | | If you deleted a group that had a limited master, the fixtures stayed limited. This bug is fixed. Deleting a group always resets the limitation of involved fixtures. | | Changing the selected interface for a DMX protocol via command line did not work the first time around. This bug is fixed. The interface for DMX protocols can now always be changed. | | Shutting down, restarting or rebooting a couple of stations via command line did not execute the action on the executing station also if it was included. This bug is fixed. Sending commands to stations in the network executes the command also on the station that sends the command if it is included in the destination list. | | Deleting selections from groups, presets or cues did not work. This bug is fixed. Selections can now be deleted from groups, presets and cues. | | USB drives without names were listed with an empty label. This bug is fixed. USB drives without names do not have empty labels anymore. Furthermore, they are listed with a replacement name. | | SelFix as assigned button function on an executor button did not work. This bug is fixed. SelFix on an executor button selects the fixtures used in the assigned object. | | Fixture At Fixture ignored relative values. This bug is fixed. Fixture At Fixture and cloning work with relative values as well. | | Executing At Full in a new show crashed the console. This bug is fixed. The console does not crash anymore when executing At Full in a new show. | | Storing data pools while being in a session could crash the console. This bug is fixed. Creating data pools in a session does not crash the console anymore. | | Store /merge on a view button did not open the store view pop-up. This bug is fixed. Storing on a view or view button opens always the store view pop-up. | | Update Please did nothing. This bug is fixed. Update Please updates now the selected sequence. | | Starting to type for labelling an object surpressed the first character when being in a session. This bug is fixed. The first character when labelling an object is recognized and used. | | Copy or import of user profiles replaced the user defined views with the default views. This bug is fixed. User created views in the first slots of the view pool are not overwritten with the default views anymore. | | Storing a cue with a custom user profile labeled cues with Cuepart Zero. This bug is fixed. Creating a cue gives the cue always a proper label. | | Entering a file name that is longer than 31 characters did not inform the user about the limitation. This bug is fixed. When exceeding the limitation of the file name length the console will inform the user with a pop-up. | | Moving data pools in a session crashed the console. This bug is fixed. The console does not crash anymore when moving a data pool. | | Copying a user profile did not copy the selected page. This bug is fixed. The selected page is now copied with the user profile. | | Store Sequence x Cue y Part 0 did not work. This bug is fixed. Storing into a specific cue part now also creates the correct cue part and stores the data into this part. | | Selecting a gobo in the gobo attribute calculator while the value readout is set to physical did not set the correct value for the attribute. This bug is fixed. No matter which value the readout is set, the channel sets will call the correct values. | | Gobo thumbnail on gobo encoder and fixture sheet showed gaps between slots although there were no gaps. This bug is fixed. The gobo encoder and the fixture sheet continuously show gobo thumbnail if a value range is well defined with gobo slots. | | Playing back a timecode show with an offset of the timecode did not respect the offset. This bug is fixed. Timecode shows with an offset are played back correctly. | | Importing a macro to an empty macro pool object opened a pop-up that asked if the object should be overwritten, inserted or if it should cancel the operation. This bug is fixed. Importing a macro to an empty pool object does not open pop-ups anymore. | | When working in a session it could happen, that controlling an attribute changed the values on a different attribute. This bug is fixed. When controlling an attribute the correct DMX channel is now changed. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When receiving commands for sequences via OSC, not all of the commands worked. This bug is fixed. All received commands for sequences are executed. | | Creating analog remote entries did not transmit all the data for it within the session. This bug is fixed. Analog remote configurations are displayed now correctly on all stations. | | Creating hundreds of Art-Net, sACN or OSC entries crashed the console. This bug is fixed. The console does not crash anymore when creating a huge amount of Art-Net, sACN or OSC entries at the same time. | | DMX Protocol in and outputs were not displayed properly in the universe pool on a slave station. This bug is fixed. DMX Input / Outputs are now displayed correctly in the universe pool of the slave. | | MIDI Remote in and outputs did not display the correct values. This bug is fixed. Midi values are displayed properly. | | It was possible to send the wrong update files to a station for a network update. This bug is fixed. Sending the wrong files to update is not possible anymore. | | The maximum start for analog remotes was too big. This bug is fixed. The maximum start for analog remotes is now 64 as the system can handle a maximum of 64 analog remotes. | | Receiving timecode for the same slot in a network did not work properly. This bug is fixed. Receiving timecode for the same slot in network is working properly. | | If a timecode signal was lost, the after roll was processed until the backup signal was selected. This bug is fixed. If a timecode signal is lost, the backup signal will be selected within 2s. | | Timecode was not displayed properly in the clock window when the time was exceeding 24h. This bug is fixed. Timecodes are displayed properly. | | Timecode after roll was not transmitted properly in the network. This bug is fixed. Timecode after roll is transmitted properly in the network. | | Store CueFade x did not store a new cue with the given cue time. This bug is fixed. A new cue with the given cue timing is now stored when executing store with cue timing specified. | | It was possible to change the IP of an interface to 0.0.0.0. This bug is fixed. It is not possible to change the IP to 0.0.0.0 anymore for any interface. | | The intensity of the left desk light was not restored correctly after booting the console. This bug is fixed. Both desk lights are initialized with the correct intensity stored in the show file after booting the console. | | Consoles with a built-in UPS did not remove the Power Loss pop-up when the power came back. This bug is fixed. The Power Loss pop-up will be removed correctly when the power comes back. | | Switching an interface from a static IP to DHCP kept the the old static IP in addition to the DHCP IP address. This bug is fixed. When switching from a static IP address to DHCP, the static IP address will be removed completely. | | Pulling and re-plugging a network cable did no re-establish the network communication. This bug is fixed. Re-plugging a network cable continues now with sending and receiving DMX protocols and network protocols. | | It could happen, that grandMA3 onPC stations running on macOS crashed while being part of a session. This bug is fixed. grandMA3 onPC running on macOS should not crash anymore while only being idle in a session. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It was possible to assign Scribbles and Appearances to Layers and Classes. This bug is fixed. Scribbles and Appearance cannot be assigned to Layers and Classes anymore. | | Importing a patch into a show while lacking a couple of fixture types crashed the console. This bug is fixed. Importing invalid patch data does not crash the console anymore. | | A crash occurred if an attribute used in a fixture type was not linked to a valid Feature Group and Feature. This bug is fixed. There is no crash any longer if an attribute is not linked to a Feature Group or Feature. | | Selecting a channel set in the calculator did not set the corresponding channel function on the encoder to active. This bug is fixed. If a channel set is selected in the calculator the corresponding channel function is activated. | | Calling a preset did not set the corresponding channel function on the encoder to active. This bug is fixed. If a preset is called the corresponding channel function on the related encoder is set to active. | | DMX addresses of granted universes without patched fixtures were displayed in red color in the DMX sheet. This bug is fixed. Unpatched but granted DMX addresses won’t be displayed as ungranted DMX addresses anymore. | | An exported GDTF file had wrong Wheel Slot Indices. There was an offset of -1. This bug is fixed. A GDTF file has correct Wheel Slot Indices after it is exported. | | An exported GDTF file lost its Mode Dependencies if the ModeMaster was pointing to a DMX Channel. This bug is fixed. Mode Dependencies are exported correctly to a GDTF file now. | | Global fixtures of unused fixture modes were used in the show. This bug is fixed. Unused modes of fixture types do not create global fixtures for them. | | Fixtures stored in worlds could become uncontrollable when the patch was entered afterwards. This bug is fixed. Fixtures stored in worlds are controllable after entering the patch again. | | Phaser and 3D window follow tool did not work if a fixture type was part of the show that had a Pan2 or Tilt2 attribute. This bug is fixed. Phaser and 3D window follow tool work if a fixture type with attributes Pan2 and Tilt2 is part of the show file. |   ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | Oopsing the creation of phaser steps with the Step Creator was not possible. This bug is fixed. Creating steps with the Step Creator can now be undone. | | The Step Creator entered Remove values into the programmer when using presets. This bug is fixed. The Step Creator works with presets. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a timecode show was stopped several times, events may have not been triggered when the show was started again. This bug is fixed. Timecode events are now triggered always when they should be triggered. | | Deleting a sequence, cue or cue part could crash the console. This bug is fixed. Deleting a sequence, cue or cue part does not crash the console anymore. | | The console crashed when 240 programmer parts were created. This bug is fixed. The console does not crash when creating 240 programmer parts. | | Switching off tracking for a mirrored sequence crashed the console. This bug is fixed. The console does not crash anymore when switching off the tracking for a mirrored sequence. | | Playing back a cue did not execute an assert for blocked values in the cue. This bug is fixed. An assert is now executed for blocked values in a cue, when it is needed. | | When fading from a phaser in a cue to a static value in the next cue let the fixtures snap to the static value, also if a fade time was specified. This bug is fixed. Fixtures do not snap anymore from a phaser value to a static value during a fade. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Insert new fixtures dialog had different alignments of the input fields. This bug is fixed. All input fields in the Insert new fixtures dialog are now aligned to the left. | | If you tapped and held the title bar and simultaneously moved context menus, the main window, the context menu belongs to, was resized. This bug is fixed. Tap, hold and move of context menus does not resize the main window anymore. | | Backup menu displayed drives of the current version (Internal) and of the same streaming version again. This bug is fixed. The drive selector in the backup menu displays only the internal drive for the current streaming version. | | The scribble pad was smaller in the “edit scribble” pop-up than in the label pop-up. This bug is fixed. Both edit popups have the same field size.  | | The Priority property in the Output configuration menu always opened a calculator. This bug is fixed. The Priority property in the Output Configuration offers now only a dropdown with all possible priorities. | | Timecode was displayed on top of the timecode slot pool object. This bug is fixed. Timecode is displayed on bottom of the timecode slot pool object. | | The fixture sheet did not expand the children of a fixture when entering them with the down command. This bug is fixed. The fixture sheet will expand now automatically when selecting a collapsed subfixture. There is no automatic collapsing yet. | | The sheet in the network menu did not update correctly when choosing a filter. This bug is fixed. The network menu refreshes correctly when choosing a filter. | | The sequence sheet did not jump to the current cue when opening the sequence sheet or selecting a different sequence while AutoScroll was activated. This bug is fixed. AutoScroll in the sequence sheet now jumps to the current cue. | | Patching a grouping fixture did not allow to set the focus to Apply in the Insert new fixture dialog. This bug is fixed. It is now possible to navigate the focus to Apply when patching a grouping fixture. | | It was not possible to close the context menu of the layout window by pressing ESC. This bug is fixed. The layout window context window can now also be closed by pressing ESC. | | The Add window dialog displayed a scroll bar in the Pools tab also when the dialog was big enough to display all buttons. This bug is fixed. The Add window dialog displays only scroll bars if they are needed. | | The caption in the title bar of the align bar window and selection bar window were cut off when the height was set to half of the row. This bug is fixed. The align bar window and selection bar window display always the caption. | | Adding multiple events in the timecode editor did not allow to cancel the pop-up. This bug is fixed. The add multiple events pop-up can be cancelled now. | | Sometimes the timecode toolbar in the timecode editor was displayed too small. This bug is fixed. The timecode toolbar is displayed correctly. | | Windows could overlap in a view when storing into an existing view in a multi-user environment. This bug is fixed. It is not possible anymore to create views with overlapping windows. When loading a show from 1.0 with views having this issue we recommend you delete the views with this issue and recreate them. |   ## []() [Section titled “”](#-2) *** ## Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. # Release Notes 1.2 > Features * [Features](/grandma3/2-3/key_rn_v1_2/#offline-title) * [Cue Part and Programmer Part Management](/grandma3/2-3/key_rn_v1_2/#h3__1052496443) * [Cue Transition](/grandma3/2-3/key_rn_v1_2/#h3__911910712) * [Move in Black](/grandma3/2-3/key_rn_v1_2/#h3_500261061) * [Selection](/grandma3/2-3/key_rn_v1_2/#h3__786962412) * [Shuffle Selection](/grandma3/2-3/key_rn_v1_2/#h3__1057755481) * [Multiple Selections](/grandma3/2-3/key_rn_v1_2/#h3_968851195) * [Shift Selection](/grandma3/2-3/key_rn_v1_2/#h3__1252988096) * [Variables](/grandma3/2-3/key_rn_v1_2/#h3_442277137) * [Trackpad Window](/grandma3/2-3/key_rn_v1_2/#h3__438336978) * [3D Window](/grandma3/2-3/key_rn_v1_2/#h3__673189665) * [Frame and Time Readout](/grandma3/2-3/key_rn_v1_2/#h3__1969116833) * [Preferred IP for DMX protocols](/grandma3/2-3/key_rn_v1_2/#h3__1107293925) * [Other Enhancements](/grandma3/2-3/key_rn_v1_2/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_2/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_2/#h2__1624482491) * [Appendix](/grandma3/2-3/key_rn_v1_2/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_2/#h2__1852571500) *** Features The latest release of grandMA3 version 1.2.0.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Cue Part and Programmer Part Management [Section titled “Cue Part and Programmer Part Management”](#cue-part-and-programmer-part-management) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release With the new properties Static Part, Dynamic Part From and Dynamic Part To it is possible per preset pool and per single preset to determine into which programmer part the preset will be called. Each preset containing a phaser will be called into a single part of the corresponding dynamic part range.\ By default, static values will be called into part 0. The dynamic ranges are separated per feature group and include 100 parts each.\ The start of the dynamic range for each feature group is the corresponding number range in the hundreds of the feature group ID. For example, feature group dimmer (= ID 1) has a dynamic range from part 100 to 199.\ All preset pools are also using this style of numbering. All preset pool 1 starts at 2100 with its dynamic range.\ These part properties can be set individually per data pool. The former PartMode property of preset pools and presets is obsolete now.\ When loading older show files the made PartMode settings are skipped and the new defaults will be applied. When storing a cue (without specifying a dedicated cue part) the programmer content with all its parts will be stored as a cue with corresponding cue parts.\ When storing a cue with specifying a dedicated cue part the programmer content of the actual selected programmer part will be stored into the specified cue part. In the sequence sheet are now two separated columns for the cue number (No) and the part number (Part). This allows now also a free editing of the part number. When renumbering a cue part, the same rules and logic for renumbering a cue apply. ***   ### []()Cue Transition [Section titled “Cue Transition”](#cue-transition) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new cue part property cue transition allows to modify the path of values during the fade from one cue to another cue. The transition can be set per cue part. There are nine different transition forms available: | Transition Type | Illustration |   | Transition Type | Illustration |   | Transition Type | Illustration | | --------------- | ---------------------------------------------- | - | --------------- | ----------------------------------------- | - | --------------- | --------------------------------------------- | | Linear | ![](/img/grandma3/2-3/linear_2-f45c58.png) |   | Fast | ![](/img/grandma3/2-3/fast_1-cd23d8.png) |   | Fast+ | ![](/img/grandma3/2-3/fastplus_1-797d06.png) | | SCurve | ![](/img/grandma3/2-3/scurve_1-dba833.png) |   | Slow | ![](/img/grandma3/2-3/slow_1-80113f.png) |   | Slow+ | ![](/img/grandma3/2-3/slowplus_1-3f533e.png) | | Swing- | ![](/img/grandma3/2-3/swingminus_1-1f7126.png) |   | Swing | ![](/img/grandma3/2-3/swing_1-2e132b.png) |   | Swing+ | ![](/img/grandma3/2-3/swingplus_2-be0ae2.png) | ***   ### []()Move in Black [Section titled “Move in Black”](#move-in-black) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Move in Black (MIB) is a function which in a tracking sequence will look ahead and preposition attributes of fixtures that are fading the dimmer in from zero, to automatically prevent “ugly” transitions where you would normally see the fixture move the attributes into position, while the fixture is fading in. MIB is enabled individually per cue part by giving the MIB property of the cue part a value which tells the console when it should do the prepositioning. There are several options and properties that modify the MIB behavior: * MIB Fade is the fade time of attributes that will be positioned by MIB. It is available at different places. There is also an order of importance which MIB fade time to apply: 1. Per cue part 2. Per attribute in a fixture type 3. Global in the show file When an MIB fade time is specified in the cue part, the individual attribute MIB fade time will be ignored. When the MIB fade time of the cue is set to default the global MIB fade time will be applied, unless an attribute has an individual MIB fade time set. * MIB Delay is the time the attributes wait from having the dimmer closed until the MIB fade will be performed. The MIB delay time can be specified per cue part or global in the show file. The same ruleset as for MIB fade applies: When the MIB delay time of the cue is set to default the global MIB delay time will be applied. The global MIB fade time and MIB delay time can be set in the Timing tab located in Menu - Preferences and Timing. When performing an MIB fade and/or MIB delay the MIB times of the cue part where the dimmer opens again will be applied. The sequence sheet displays now several columns for the different additional MIB settings. All MIB related columns can be displayed or hidden together by the new mask MIB Settings within the sequence sheet context menu.   * MIB Preference: The user can specify the suitability of a cue for MIB. Any value between 0 and 100 can be chosen. The higher the value the better is the suitability to execute MIB in this cue. There are also special values available: * Never (0) * Worst (1) * Bad (25) * Normal (50) * Good (75) * Best (100) For example if the cue is very silent, the user can set the MIB preference to Never, as he maybe does not want to have an MIB transition during this cue. The MIB mode values Early, Late and UponGo will then look, which cue has the highest rated suitability and will choose this cue then for executing the MIB. MIB mode Defined does not respect the MIB Preference! * MIB Mode: Defines how early or late the MIB shall be performed per cue part. * Default performs MIB corresponding to the MIB mode setting of the sequence property “MIB mode”. Please read below about the sequence-wide MIB settings. * None: MIB will not be performed for this cue. * Defined: In the MIB target cell, the user can specify a cue to perform the MIB. When the specified cue is active, the MIB will then be executed. * Early will perform the MIB as soon as the dimmer is closed. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * UponGo performs the MIB with the next cue transition after the dimmer has closed. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * Late performs the MIB latest in the cue before the dimmer opens again. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * MIB Target: A specific cue when MIB shall be performed for this cue part, see MIB mode. * MIB Fade: The MIB fade time per cue part. Can be a user set time or default. Default takes the global show file MIB fade time or an individual MIB fade time per attribute specified in the fixture type (see above at MIB fade). * MIB Delay: The MIB delay time per cue part. Can be a user set time or default. Default takes the global show file MIB delay time. * MIB Dynamic: The user can decide whether a phaser where the fixtures are already prepositioned shall keep running with the closed dimmer, or if they shall be paused. This can prevent unwanted noise of stepper motors of prepositioned fixtures that are running a phaser, especially when it is very quiet in the audience. * Running: A phaser is running with closed dimmer. * Paused: A phaser will be prepositioned but does not start running until opening the dimmer. The sequence sheet hides those MIB cells, that are not considered for the different combinations of MIB settings or if a cue or cue part is not suitable for MIB. When setting an MIB target the MIB mode will be changed to Defined, and vice versa, when changing an MIB mode to not Defined will remove the MIB target.   For a more simple way of configuring MIB, the user can also define sequence-wide MIB settings within the sequence settings. To enter the sequence settings you can do one of the following actions: * Edit + tap the sequence in the sequence pool and then tap Settings. * Open the assign menu of the executor the sequence is assigned to (Assign + press the executor button) and then tap Settings. * Tap Settings in the title bar of the sequence sheet. This opens the settings for the displayed sequence. The column MIB hosts all available MIB settings for the sequence: * MIB: * Enabled: MIB will be performed according to the cue and cue part MIB settings. * Never: MIB will never be performed for this sequence. All cue and cue part specific MIB settings will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Never!”. * Force Early: Will perform the MIB for all cues that can perform MIB as soon as the dimmer is closed. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Early!”. * Force UponGo: MIB will be executed with the next cue transition after the dimmer is closed. For all cues that can perform MIB. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “UponGo!”. * Force Late: Performs the MIB latest in the cue before the dimmer opens again. For all cues that can perform MIB. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Late!”. * MIB Mode: This setting defines which MIB mode will be executed for any cue parts whose MIB mode is set to Default. * None * Early * UponGo * Late For more information about the single MIB mode types, please read above. When the MIB setting per sequence is set to Force Early, Force UponGo or Force Late it still pays attention to the MIB preference per cue.\   To change the global MIB preferences go to Menu - Preferences and Timing.\ In the MIB preferences column of the Cue section, it is possible to change the defaults that will be set to a new cue when storing it: * MIB Mode: The mode that shall be set when storing a new cue that is able to execute MIB. * MIB Fade: The MIB fade time that shall be set when storing a new cue that is able to execute MIB. * MIB Delay: The MIB delay time that shall be set when storing a new cue that is able to execute MIB. * MIB Dynamic: The MIB dynamic mode that shall be set when storing a new cue that is able to execute MIB. For more information about these MIB properties, please read above.   The section Timing allows to set the global MIB settings:\ The global MIB fade and MIB delay times can be set here. For more information about MIB fade and MIB delay, please read above.\ The property MIB transition defines which transition type will be applied to the fade of MIB. Read more about the different types of transition in the [Cue Transition paragraph above](/grandma3/2-3/key_rn_v1_2/#CueTransition).\ The MIB transition can only be defined for all MIB fades globally in the show file. It is not possible to define a different transition type for a single MIB fade per cue or cue part. Attribute values that are already prepositioned or currently doing a move in black will be displayed with special colors within the fixture sheet and sequence sheet (in track sheet mode): * During an MIB fade (only fixture sheet) * The background color of attribute cells that are fading will be displayed in a brighter peacock green. * The font color of attribute cells that are fading is black. * Prepositioned * The background color of attribute cells that are prepositioned by MIB is a darker peacock green. * The font color of attribute cells that are prepositioned by MIB is black. All these colors are defined in the color theme: * Color definition group SheetColor * TextMIBFade * BackMIBFade * TextMIB * BackMIB * ColorGroup FixtureSheetCell * MIBActive * TextPlaybackMIB * BackgroundPlaybackMIB * TextMIBFade * BackgroundMIBFade * TextSelectedPlaybackMIB * BackgroundSelectedPlaybackMIB * TextSelectedPlaybackMIBFade * BackgroundSelectedPlaybackMIBFade ***   ### []()Selection [Section titled “Selection”](#selection) ### []()Shuffle Selection [Section titled “Shuffle Selection”](#shuffle-selection) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new keyword Shuffle allows to shuffle the selection order in a random sort. Shuffle is part of the MAtricks toolset. To enter the Shuffle keyword in the command line, use one of the options: * Press SelFix SelFix * Type **Shuffle** * Type the shortcut **Shuf** By default Shuffle will randomize the selection order on all 3 axes. To shuffle on a single axis only the user has to enter a value for shuffle of the desired axis in the MAtricks.\ To do so, open an MAtricks window, and tap + for XShuffle, YShuffle and/or ZShuffle, or tap XShuffle, YShuffle and/or ZShuffle to enter a value for the settings.\ When having a value greater 0, it is also possible to decrease the value by tapping -. Each shuffle setting per axis can be set to a value from 0 (=None) up to 32768. Each value represents a different shuffled selection order. When selecting the very same amount of fixtures again and again, the same shuffle value will result in the same shuffled selection order. This can be helpful when you have found a nice shuffled selection order for e.g. 20 fixtures and you want to have the same shuffled selection order for other 20 fixtures. In this case apply the same shuffle value in the MAtricks when having the new fixtures selected.\ These shuffle values can also be stored into MAtricks in the MAtricks pool. By tapping Shuffle in the MAtricks window, shuffle will be executed for all three axes. (The following examples require a selection that has fixtures placed on more than one positions along the axis that shall be shuffled. For more information read about the [selection grid](/grandma3/2-3/operate_selection/) and the [grid keyword](/grandma3/2-3/keyword_grid/).) To shuffle the current selection on the x-axis, type: User name\[Fixture]> MAtricks “XShuffle” + To shuffle the current selection on the y-axis, type: User name\[Fixture]> MAtricks “YShuffle” + To shuffle the current selection on the z-axis, type: User name\[Fixture]> MAtricks “ZShuffle” + It is also possible to set a certain value to any of the three shuffle settings. To set the shuffle to 4 for the y axis, type: User name\[Fixture]> MAtricks “YShuffle” 4 3 shuffle modes are available: * Auto: When doing shuffle only for one dimension this behaves like Linked. Shuffling on two or three axes behaves like Unlinked. * Linked: All fixtures that are placed on the same position along the axis that will be shuffled but have different position on the other axis, will keep their alignment along the other axis. * Unlinked: The fixtures placed on other axis than the axis that will be shuffled but have the same position on the shuffled axis will be shuffled independently. To switch between these shuffle modes, tap ShuffleMode in the MAtricks window. **Hint:**\ When deactivating or resetting the MAtricks, the original selection order will be restored. **Known issue:**\ The shuffle command generates greater numbers for the MAtricks shuffle settings than the user can enter manually. ***   ### []()Multiple Selections [Section titled “Multiple Selections”](#multiple-selections) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Each user profile has now 2 different selections called Selection 1 and Selection 2.\ At the moment, the active selection is displayed in the MAtricks window. The button ActiveSel displays a 1 for selection 1 and a 2 for selection 2.\ To switch between the two selections tap or tap and hold ActiveSel in the MAtricks window. To switch from selection 1 to selection 2, type: User name\[Fixture]> Select Selection 2 It is possible to copy the selection from one to the other selection. Copy Sel copies the current selection to the other selection. To copy selection 1 to selection 2, type: User name\[Fixture]> Copy Selection 1 At Selection 2 You can also clone the values from one to the other selection. To clone the values from selection 1 to selection 2, type: User name\[Fixture]> Clone Selection 1 At Selection 2 Or select the target selection and then tap Copy Values in the MAtricks window. The combination of Shuffle and Copy Values allows to shuffle the existing values across the shuffled selection. To do so follow these steps: 1. Do the initial selection and apply the values. 2. Copy the current selection to the other selection. 3. Shuffle the current selection by tapping Shuffle. 4. Copy the values from the other selection to the current selection. 5. With each additional copy action the values will be shuffled again. *** ### []()Shift Selection [Section titled “Shift Selection”](#shift-selection) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new MAtricks setting Shift allows to shift the current selection within the actual grid positions. This can be done per axis in the grid. Therefore, change the values for XShift, YShift or ZShift.\ Positive values shift to the right (x axis), to the bottom (y axis) and to the front (z axis). According to this, negative values shift into the opposite direction. In combination with the 2 selections per user profile it is possible to do a circular copy of values. To do so follow these steps: 1. Do the initial selection and apply the values. 2. Copy the current selection to the other selection. 3. Shift the current selection by the shift value of your choice. 4. Copy the values from the other selection to the current selection. 5. With each additional copy action the values will be shifted again by the set shift value. ***   ### []()Variables [Section titled “Variables”](#variables) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Variables of each type can be concatenated together.  Precondition: The variables need to be created by the user first. OK:GetUserVar ”\*“\ answer Integer 42\ grandMA Integer 3\ greeting Text “Hello World” To concatenate the values of the variables greeting and answer into one variable called result, type: User name\[Fixture]> SetUserVar result $“greeting”$answer OK:GetUserVar “result”\ result Text “Hello World42” To concatenate the values of the variables greeting and answer into one variable called result but with a space in between, type: User name\[Fixture]> SetUserVar result $“greeting"" “$answer OK:GetUserVar “result”\ result Text “Hello World 42” To concatenate the integer values of the variables grandMA and answer as a string into one variable called result, type: User name\[Fixture]> SetUserVar result $“grandMA”$“answer” OK:GetUserVar “result”\ result Text “342” To do a mathematical addition of the values of the variables grandMA and answer into one variable called result, type: User name\[Fixture]> SetUserVar result $grandMA$answer OK:GetUserVar “result”\ result Integer 45 With a smart use of quotes and setting variables it is also possible to convert the variable types: Precondition: Variable of the type integer: OK:GetUserVar “answer”\ answer Integer 42 To convert the integer to text, type: User name\[Fixture]> SetUserVar answer $“answer” OK:GetUserVar “answer”\ answer Text “42” This works also vice versa. The same rules for working with integer variables apply also to variables of tye double (e.g., 1.500000).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The user can now also add single quotes into a text value. To create the variable called command which shall contain the value “Store Group 1 ‘Spot’”, type: User name\[Fixture]> SetUserVar command “Label Group 1 ‘Spot’” OK:GetUserVar “command”\ command Text “Label Group 1 ‘Spot’ ”   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Setting a variable into quotes when calling it will handle the value of the variable as a quoted string, no matter of which data type the variable is defined. To get the string interpreted as a command call the variable without quotes, type: User name\[Fixture]> $command OK: Label Group 1 “Spots” To call the value as a string put the variable name into quotes, type: User name\[Fixture]> $“command” Fixture “Label Group 1 ‘Spots’ “ *** ### []()Trackpad Window [Section titled “Trackpad Window”](#trackpad-window) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The trackpad window can be used in two different modes: PanTilt and Mouse.  It can be opened when tapping into the free area of the user defineable area. The Add Window pop-up opens. Tap Other and then Trackpad.\ The minimum size of the trackpad window is 4x4 half-size squares. To change the mode of the trackpad window, tap Mode in the title bar of the trackpad window.\ In Pan/Tilt mode the pan and tilt attributes of the selected fixtures can be controlled. To change the resolution of the trackpad in PanTilt mode, tap Resolution in the title bar. It will change between the resolutions Coarse, Normal and Fine. The trackpad resolution is independent of the encoder resolution. A gray grid is displayed for better axis guidance.\ In addition, it is possible to invert pan and/or tilt with Invert Mode. P/T Mode allows to move only one axis or both axes for a more precise input.  When switching the mode to Mouse, the user can use the trackpad as a substitution for a hardware mouse. It provides two mouse buttons at the bottom: Left and Right. In mouse mode, it is also possible to adjust the resolution. The resolutions of mouse mode and pan tilt mode are independent from each other.\ The cursor fades out after 5 seconds of idle time and returns at the last used position when using it again. When the cursor returns, it is displayed zoomed for 3 seconds and will then shrink to its normal size. With Reset Mouse, it is possible to respawn the cursor centered at screen one.\ When Tap for Click is activated the user can also tap into the trackpad area to execute a left click. When it is disabled, only tapping Left will execute a left click. **Important:**\ The main usage of the trackpad window is on devices with a touch screen. Therefore, it is necessary to click and hold the mouse key on a physical mouse when you try to operate the trackpad window with a normal mouse. ***   ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Prisms are visualized in the 3D window now. The visualization of prisms is not limited to circular or linear prisms.\ In the current state the attributes “Prism” (prism selection), “PrismPos” (prism indexed rotation) and “PrismPosRotate” (prism continuous rotation) are visualized.\ Each prism needs to be defined with its facets as one slot of a wheel. In Beam Quality “Line” the beam is visualized with only one line even if a prism is inserted. To display one line for every facet of a prism go to the Window Settings of the 3D Window and enable Prism Lines. It is disabled by default. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release CTO, CTB and CTC are visualized in the 3D window now. The color temperature can be defined by the physical values of a related channel function or its channel sets and the property “ColorTemperature” of the Geometry Type “Beam”. If both are defined, the value of the channel has priority over the value of the geometry. **Hint:**\ Fixture Types that are imported from previous versions of grandMA3 or are part of show files from previous versions may show a wrong color temperature. In this case, exchange the fixture type with one from the grandMA3 fixture library of version 1.2 or correct the physical values of the fixture type. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Additional support of multi-touch gestures was added. Use 2 fingers scroll gesture to move the camera and the 2 finger zoom gesture to zoom the camera to the center of its view. For more information about the gestures, read the [gestures topic](/grandma3/2-3/ws_gestures/). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release A new Beam Quality was added. Select the new Beam Quality “High Shadow Fancy” in the title bar of the 3D window. This quality setting offers a less technical representation of the beams in favor of a more realistic look. ***   ### []()Frame and Time Readout [Section titled “Frame and Time Readout”](#frame-and-time-readout) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release With the frame and time readout is it possible to choose a preferred display format for timings. It is divided into 2 readouts: Time and Frame.\ Time includes days, hours, minutes and seconds, while frame defines the display format of fractions of a second. As time readout are 4 different format available: * 10d11h23m45: All values, except seconds, display their unit. In this case days are d, hours are h and minutes are m. * 251h23m45: All values, except seconds, display their unit. Days are converted to hours. * 10.11:23:45: The units are not displayed. Days and hours are separated with a dot (.) , while all other units are separated with a colon (:). * 251:23:45: The units are not displayed. Days are converted to hours. The preferred time format and frame readout can be set in the user profile. The applied values are used at several places: | Location | Time Readout | Frame Readout | | --------------------------------------- | -------------------------------- | -------------------------------------------------------------------------------------- | | Fixture Sheet | Yes | Yes | | Sequence Sheet | Yes | Yes | | Macros | Yes | Yes | | Timecode Slot | Yes | Frame Readout is determined by the incoming timecode source or the timecode generator. | | Timecode running with internal clock | Yes | Yes | | Timecode running with external timecode | Yes | Determined by the timecode slot | | Timecode Editor | Determined by the timecode show | Determined by the ​timecode show | | Timecode Viewer | Determined by the ​timecode show | Determined by the ​timecode show | | Clock (ClockSource set to Timecode) | Determined by the timecode slot | Determined by the timecode slot | | Preferences and Timing | Yes | Yes |   The readout can be changed individually for each location in the corresponding settings of the windows or objects, except for macros, and the preferences and timing menu. When a readout value is set into angled brackets, e.g., \, then the readout is set to default at this place and the readout value from the level above in the hierachy is used. **Hint:**\ The user defined time readout is used in the encoder bar even if the readout for an e.g. fixture sheet is changed separately. When opening a timing calculator, e.g., for the fade time, the preselected frame readout is determined by the settings in the user profile. Timing calculators offer only timing formats like seconds, 24 fps, 25 fps, 30 fps and 60 fps. Speed calculators offer only speed formats as seconds, Hertz or BPM. The timecode generator frame unit is always set to seconds by default. The sequence sheet displays timings are now right aligned in columns where only one time is displayed. This leads to having the same parts of a time always aligned to the same location within the cell. The readability is improved. When the condensed timing option is enabled in the sequence sheet the combined timing columns are center aligned. To provide a better optical representation, the trailing zeros of seconds are always suppressed. When the frame readout is set to a frame unit the times will always display trailing zeros.\ To easily distinguish between fractions of a second and frames, fractions of a second will be separated with a dot (.) from the seconds, while frames will be separated with a colon (:) from the seconds. **Restriction:**\ It is not possible to enter times with frames as fractions of a second by entering it as second:frame, e.g., 2:5.\ Timing calculators in condensed timing columns, e.g., in the sequence sheet, do not allow the input of frame formats, e.g., 2:5/4:8 or 2S5F/4S8F  ***   ### []()Preferred IP for DMX protocols [Section titled “Preferred IP for DMX protocols”](#preferred-ip-for-dmx-protocols) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release DMX protocols (Art-Net or sACN) choose now their interface in auto mode depending on the setting made in the Preferred IP setting.\ Preferred IP is available for each DMX protocol separately in Menu - DMX Protocols.\ The first interface that fits into the IP range of preferred IPs will be chosen to handle the protocol.\ When an interface is selected, the label of the auto mode value will change from Auto to \, e.g., \.\ When no interface could be determined, then \ will be displayed. The user can then change the preferred IP or change the selected interface manually. Tap Preferred IP in order to enter a new preferred IP.\ The preferred IP can be entered in different styles. The most accurate style is IP/Prefix, e.g., 10.0.0.0/8. The prefix defines the area of IPs to search for the best interface.\ A prefix defines the amount of possible IPs. The start of the possible IP range and the range itself depends on the common rules and definitions of IPv4 networks. Prefix 0 includes 4,294,967,296 IPs (255 \* 255 \* 255 \* 255) up to prefix 32 which is only one IP.\ When entering an IP without a prefix, the prefix will automatically be determined by the software. IPs of the class A area (0.0.0.0 - 127.255.255.255) get prefix 8, class B (128.0.0.0 - 191.255.255.255) gets prefix 16 and class C (192.0.0.0 - 223.255.255.255) gets prefix 24. The user can also only enter the beginning of an IP and the software completes it to the first IP of this range, e.g.: * 10 will be completed to 10.0.0.0/8 * 172.16 will be completed to 172.16.0.0/16 * 192.168 will be completed to 192.168.0.0/24 In addition the output configuration (Menu - Output Configuration) has now the properties ArtnetInterface and SACNInterface. These properties display only the index of the selected interface (not auto mode) or Auto when auto mode is selected. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Sequence sheet: * Cue number and cue part number columns are now in front of the name column. * Sequence sheet shows a world indicator if the user is in a different world than world 1. * The column coloring improved so that related columns are grouped together. * Sequence appearance and scribble options are available in the sequence settings pop-up. * The sequence sheet context menu is updated: * The display tab is now more structured. * Properties that mask the sequence sheet, e.g., Cue Settings, Preset Timings, etc. are moved to the new tab Mask. * In newly created sequence sheets the preset timing is hidden by default. It can be displayed any time by enabling Preset Timing in the mask tab in the context menu of the sequence sheet. * Sequence sheet in track sheet mode distinguishes now between increasing and decreasing dimmer values. Increasing dimmer values are displayed with a cyan font color, while decreasing dimmer values are displayed with a green font color. * The sequence sheet in track sheet mode allows to change values of stored attributes. To do so, tap and hold or do the 2-finger edit gestures. The editor for the selected cell(s) opens. it is now possible to change the value to another value/channel set, a preset, a sound code or execute a special function like removing the value or releasing the value.\ It is possible to select values across different cues and attributes and fixtures. To do so, press and hold Ctrl and tap single cells and/or do a lasso selection.\ The option CueOnly in the title bar allows to change the values with the cue only option. This option can be modified in the calculator as well. CueOnly is only displayed in the title bar when the track sheet mode is enabled.\ Destination Attribute(s) defines if the values should only be changed for the selected cells (=Selection), for all attributes of the feature group of the selected attributes (=Feature), for all attributes that are part of the same activation group the selected attributes are part of (=Activation Group) or for all attributes of all fixtures used in this cue part (=All Fixtures). \ Tapping Apply to steps through the different values Selected Parts, All Parts in sel. Cues and All Cues/Parts in order to define where to change the values to the new value: * Selected Parts: Changes the value only in the cue parts of the selected cells. * All Parts in sel. Cues: Changes the value for all fixtures and attributes in all parts of the cues, where cells are selected. * All Cues/Parts: Changes the value for all selected attribute cells in all cues. * In addition to the above way of editing values in the track sheet mode, it is possible to edit the values with the value encoder of the sequence sheet encoder bar. To do so, tap into the title bar of the sequence sheet. The sequence sheet encoder bar will pop-up on the encoders. Switch to the Data Edit page by tapping Page several times in the encoder bar. The value encoder changes its label depending on the selected layer of the sequence sheet, e.g., Absolute, Relative, Fade, and so on. To change the layer in the sequence sheet enable the Layer Toolbar in the settings of the sequence sheet. As above, Cue Only editing is here also possible by enabling Cue Only in the title bar of the sequence sheet. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) grandMA3 supports now USB drives formatted with the exFAT file system for the show file handling. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Objects in the Mesh Pool displays a thumbnail preview of the mesh now. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) MIDI * The system monitor outputs now also messages for MIDI Control Changes if the option Show MIDI Data in System Monitor is enabled. * MIDI Control Changes are now respecting the MIDI Offset of the Output Configuration. * It is now also possible to set a MIDI remote that reacts to MIDI Control Change address 0. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is now possible to enter simple mathematic formulas into input calculators, e.g., the attribute calculator. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Filters for filtering tables, e.g., patch or layout editor, have now an option to filter also blank cells. To display only data entries with blank cells, choose the option \. To remove the column from the filter, choose the option \. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The style of the attribute calculators changed. The right section with the buttons allows showing the list of special categories like Specials, Presets, Channel Sets and Sound Codes permanently. The last selected category will be remembered when opening the calculator again. The calculators in the fixture sheet, encoder bar and sequence sheet (in track sheet mode) remember their state individually. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Output configuration: Column modes Condensed and XLR Only open now an editor when editing an XLR port. The editor allows to change all possible properties of the port at the same time. When setting a port to input, the additional property Merge mode appears. When the merge mode is set to Prio the property Prio will be also displayed.\ It is also possible to edit the same port on multiple devices at a time. When doing so, you can also specify a range of universes when editing a port with the help of the Thru keyword, e.g., 1 Thru 5.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When copying cues, the copy cue pop-up allows now to choose if the cue should copied by applying cue only to the target cue and/or copying the values with or without calling the cue status. To do so, enable or disable Cue Only or Status in the pop-up. These buttons will appear in the pop-up when the copy operation allows to use these options. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New command TopUp selects the top instance of the currently selected subfixtures. To enter the TopUp keyword in the command line, use one of the options: * Press Set Up * Type **TopUp** * Type the shortcut **TopU** ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Encoder bar was added to the Phaser Editor. When setting focus to the Phaser Editor by tapping the title bar, the encoder bar will change to the Phaser editor encoder bar. The encoders work only for position phasers.\ The encoders MoveX, MoveY, Handle, Size, Aspect and Rotate work and control their corresponding tools in the Phaser.  The displayed values next to the encoders currently show the value delta in percent. After finishing the turning of an encoder the new values are applied to the fixtures, and the value will turn gray in the encoder display. The encoder displays the percentage of change in percentage compared to the prior values of the fixture. When the values turn gray, the encoders still display the percentage value until the next changes are made. The screen encoders behave differently than in all other places of the software: Screen Y cycles through the single steps of the phaser.\ Screen X cycles through the fixtures of the current selection.\ Toggling between single and all steps is possible by pressing the inner or outer ring of the screen encoders (dual encoder 5). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Fixtures that are limited by a group master display now a light purple marker in the IDType column of the fixture sheet. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) SelFix, On and Off works now also in conjunction with DMXUniverse, e.g. SelFix DMXUniverse 1 selects all fixtures patched to universe 1. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the general network experience in sessions. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The update menu now also offers cue parts to update into. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The fixture sheet now displays a red marker per attribute and fixture when an attribute is active in a different programmer part or step. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) New macros were added to the macro library and MAtricks were added to the MAtricks library. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The folder for demoshows moved from the folder shared to shared/resources. * The default IP for Con2 is changed to be an address in the range of 10.x.y.z. This changes applies only after a format and install of the new version. * grandMA3 onPC on macOS puts the local loop back adapter to the first place in the order of network interfaces and does not offer virtual interfaces anymore. * The value for the timecode slot of timecode shows is now 1-normalized. These values are possible: * -1 = Internal * 0 = Selected Timecode Slot * 1-8 = Timecode Slots 1 - 8. * The maximum allowed size per mesh is now restricted to 10MB. * The world indicator in sheets changed from “World:” to the world icon. * Shutdown and Display are removed from the control bar in the web remote. * The input for the unicast IP address in the DMX protocols menu and in the OSC menu is now a numeric calculator instead of a text input. * On all places where it makes sense to enter an IP address together with a prefix it is now possible to do so, e.g., My Interfaces Menu and Preferred IP. * The color picker to change colors in the settings of a pool window displayed a non-functional button for the Swatch Book. The button is now removed.  * The default for the timecode after roll is now set to 0.5s. * ​In new show files the sync option for user profiles and cues is now set to off. * grandMA3 onPC on Windows does not open the single terminal window anymore. * ​Newly opened fixture sheets have Fixture Sort enabled. * The input calculator for the Address in the DMX Remote menu allows now only to enter numbers and the dot. * The maximum possible dimensions for stages are now limited to -11500km to +11500km on X and Y axis. Z axis is limited to -20km to +20km. On the XY plane the resulting area is as big as the surface of the earth itself. * The default overall intensity of beams and spots in the 3D window is adjusted. Beams and spots have less intensity now by default. * The readout of the overall intensity of spot and beam in the 3D window options is changed. The intensity of spots and beams can be adjusted between 0% and 400%. The default is 100%. * The wait time of macro lines is now a real time and is not rounded to the next DMX frame anymore. Nevertheless a macro line can still only be executed within one DMX calculation cycle. * New hard key shortcuts: * Scribble : MA + X4|Layout + X4|Layout + X4|Layout * ListRef: MA + List * Timecode Slot: MA + X6|TC + X6|TC * The Prefix column in the network menu is renamed to Mask, as it displays the subnet mask. * Unpatched fixtures do not show any output in the 3D window. Unpatched fixtures are displayed with a dark red color in the 3D window. This marking can be disabled in the window settings of the 3D window by disabling Mark Unpatched in the tab “Misc”. Default: Enabled. * Fixture Type: the properties “MIBFade” and “DMXChangeTimeLimit” were moved from the DMX Channel to the Logical Channel. * The limit of chat messages is now set to 2,500 characters. * The version column in the network menu and software update menu moved more to the left, so that it is always visible when opening these menus on the big displays. * The names of presets that are played back by a sequence are only displayed in the absolute layer. All other layers display only the value and a preset marker. To learn more about markers in the fixture sheet, read [here](/grandma3/2-3/ws_colors_markers/). * The default color for sounds has changed from a bright orange to a dark purple. This color is applied to new sound pool windows, and to the color indicator of the sound codes. * In Menu - Preferences and Timings the Timing tab is renamed to Cue Defaults , the Sequence Preferences to Sequ Defaults , and a new tab for global Timing , accomodating MIB global timing, is added. * Data lines that are added to the Art-Net and sACN configuration are created “not enabled” to avoid any conflicts with active output. * The physical XLR Input ports are set to mode IN per default. * Layout element properties DimensionX and DimensionY are renamed to PositionX and PositionY. * DMX protocols are now sent with 30Hz instead of 60Hz. * Frames per second in the 3D window is shown without decimals now. * The 3D window does not show line beams if wireframe is activated and the Beam Quality is set to “None” ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | No label was displayed if a fixture did not have a Fixture ID. This bug is fixed. A label is shown even if a fixture only has a Custom ID. | | A label was shown even if 3D visible of a fixture was set to “No” in the patch. This bug is fixed. If a fixture is hidden also its label is not displayed. | | ColorRGB attributes linked to different geometries on the same level in the hierarchy were mixed together. This bug is fixed. ColorRGB attributes now only affect the geometry they are linked to and not other geometries on the same level. | | 3ds mesh files were not imported correctly if there was a dot (.) in the name of the file. This bug is fixed. 3ds files that have a dot in the file name are now imported correctly. | | The Center button in the 3D Setup Encoder Bar did not work as expected. This bug is fixed. Tapping Center resets the value of the axis that is not part of the Axis Group Type selected in the Arrangement. | | The grandMA3 application did possibly crash if a 3ds file with a lot of linked materials was imported. This bug is fixed. 3ds files with a lot of linked materials do not possibly cause a crash any longer. | | Opening a 3D window with very detailed meshes or a very high count of meshes and a Selection Grid on the same display could cause a crash. This bug is fixed. | | Executing SelFix and At to a preset very fast and having individual times in the preset did not display the timings correctly in the 3D. This bug is fixed. Selecting fixtures and executing a preset very fast right behind each other is now displayed with the correct timings in the 3D. | | In the 3D setup encoder bar the first one or two ticks of the dual encoder were not recognized. This bug is fixed. Now also the first ticks of the encoder are recognized. | | When editing a camera in the camera pool Reload Camera did not apply changes of FOV, Camera Mode and Zoom. This bug is fixed. Changes on FOV, Camera Mode and Zoom are applied to the camera with the when tapping Reload Camera. | | A recall of the camera in the 3D window was executed if another camera was selected in the camera pool. This bug is fixed. The active camera in the 3D window if the selected camera is changed in the camera pool. | | The position of the pink preview boxes of the 3D setup encoder bar arrangement tool was not in sync with other stations on the network. This bug is fixed. The position of the pink preview boxes is synced to other stations on the network now. | | Rotate to circle center did not work properly if the Angle Range of the circle was not 360 degree. This bug is fixed. Return to circle center in the arrangement tool circle now works as expected with Angle Range and Angle Start. | | Labels in the 3D window were drawn above the fps indication. This bug is fixed. Labels are not drawn above the fps counter any longer. | | The label of a fixture was shown even if “3D Visible” of the fixture was set to “No”. This bug is fixed. Labels are shown only for fixtures that are set to visible in the 3D window. | | Changing the rotation of a fixture directly after using the “Rotate to Circle Center” functionality of the arrangement tool caused a jump of rotation of the fixtures. This bug is fixed. Changing the rotation does not cause a jump after Rotate to circle center. | | Changing the Throw Ratio of a fixture type with a rectangular beam did not change the throw ratio of the beam in the 3D window. This bug is fixed. The 3D window now shows the correct Throw Ratio of the fixture type. | | The title bar of the 3D window displayed the selected tool only after changing the tool once. This bug is fixed. The selected tool is immediately shown once the 3D window is open. | | Column Interval and Row Interval in the arrangement tool “Grid” were swapped. This bug has been fixed. Column Interval now adjusts the offset between several columns. | | 3 finger scroll did not work if all three fingers were inside a 3D window. This bug is fixed. 3 finger scroll works now also in the 3D view. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tap and hold of Page Down in the executor bar did not switch to page 1. This bug is fixed. The selected page switches now to page 1 when the user taps and holds Page Down in the executor bar. | | The calculator for entering MAtricks values displayed too many decimals. This bug is fixed. MAtricks calculators allow now only to enter integer numbers. | | Turning an encoder in the layout encoder bar to the end and beyond turned the encoder internally further. This bug is fixed. Turning encoder in the layout encoder bar to the end and then turning into the other direction continues directly with changing the values. | | Reducing the height of a layout element to smaller than 25 removed the dimmer bar of the element. This bug is fixed. Small layout elements keep their dimmer bars. | | Pressing Power several times on a console let the shutdown pop-up several times. This bug is fixed. The shutdown pop-up can only appear once. | | Labelling of an executor opened only a keyboard without the possibility to add a scribble. This bug is fixed. An input field with the option to display an on screen keyboard and a scribble area opens now when labelling an executor. | | Help listed the shortcuts in the entries for the custom ID types in different styles. This bug is fixed. Help displays now the entries of the custom ID types in the same style in the command line feedback. | | Macro wait times allowed up to 10 decimals. This bug is fixed. The maximum allowed digits for macro wait times is set to 3. | | Setting the maximum allowed wait time within a macro switched the wait time to trigger Go. This bug is fixed. Entering the maximum possible wait time applies it now correctly to the macro line. | | Entering a wait time for a macro line that was a bit smaller than the maximum allowed time rounded the time up to be above the limit. This bug is fixed. The wait time is not rounded anymore to be above the maximum allowed wait time. | | The software could crash when cutting and pasting a huge amount of objects. This bug is fixed. The software does not crash anymore when doing cut and paste. | | Pause assigned to an executor button was only activated during press and hold of the executor button. This bug is fixed. The pause function assigned to an executor button can now be toggled. | | The software crashed when deleting several layout elements that were selected with the lasso tool and the sorting order was not subsequent. This bug is fixed. The software does not crash anymore when deleting layout elements.  | | It was not possible to oops the creation of a time range within a timecode show. This bug is fixed. It is now possible to undo the creation of a time range. | | Entering mathematic calculations into a timing calculator did not calculate the correct results. This bug is fixed. Doing mathematic calculations within a timing calculator are now done correctly. All input times will be converted into seconds before doing the calculation. | | It was possible to overwrite the demo shows when having one loaded and displaying the network for one of the stations that were part of the session. This bug is fixed. Demo shows can not be overwritten anymore. | | Key presses were not recognized by grandMA3 onPC on Windows when one of the windows was minimized. This bug is fixed. grandMA3 onPC on Windows now always recognizes key presses if any of the windows has the focus. | | When closing grandMA3 onPC and starting it again the former display setting such as size and position were not remembered. This bug is fixed. Starting grandMA3 onPC remembers now the former display settings. | | It could happen that macro lines were not triggered after the wait time expired. This bug is fixed. Macro lines will be executed after the wait time expires. | | The maximum possible length of variable names was limited to 15 characters. This bug is fixed. The maximum length of variable names is now set to 4,096 characters. Exceeding this limit will cut off the rest of the name. | | Copying one cue to another via the “At” keyword was not possible. This bug is fixed. Copying Cue 1 At Cue 2 is possible. | | LUA Obj.Get command was not working properly together with timecode events. This bug is fixed. Obj.Get command is working as expected when using together with timecode events. | | The input of input pop-ups was always interpreted as string. This bug is fixed. The input pop-ups detect now the type of the inputted values and treat it in the correct way: Integers are handled now as numbers and not as strings. When the input shall be handled as a string, the pop-up needs to be created with quotes, e.g., (“Enter your input here”). | | Exchange Filter y At Filter y deleted filter y. This bug is fixed. Exchange of filters in the filter pool does not delete filters anymore. | | Select Layout x.y did not select the layout element y of layout x. This bug is fixed. Select Layout can now select layout elements. | | Lasso selection in layouts did not always work as expected depending on the direction of drawing the lasso. This bug is fixed. A lasso selection in the layout window selects now the layout elements in the correct order. | | Using %s in functions but referencing to a number instead a string crashed the software. This bug is fixed. %s and referencing to numbers returns now an error in the system monitor. | | When selecting fixtures in a not consecutive order while being in a world added gaps between the fixtures in the selection grid. This bug is fixed. Selecting fixtures while being in a world puts the fixtures now on the correct grid positions.  | | The large Go+, Go- and Pause did not work when a pop-up was open. This bug is fixed. Large Go+, Go- and Pause can now always be operated. | | Delete Programmer did not work. This bug is fixed. Delete Programmer deletes now the selected steps of the current selected programmer. | | While being in the patch and pressing Edit + Please closed the patch without asking how to proceed with the changes. This bug is fixed. Edit + Please does not do anything anymore while being in the patch. | | MA + X9, X10, X11 or X12 entered the keyword Executor into the command line. This bug is fixed.  MA + X9, X10, X11  or X12 does not enter a keyword into the command line anymore. | | Loading a show file from v1.1.3.2 in v1.1.4.2 or newer moved all timecode events to 0s. This bug is fixed. Loading show files from prior versions recall the timecode events as they were stored. | | Update of preset did not take the preset mode of the store options into account. This bug is fixed. Updating presets uses now the preset store mode. | | Empty card readers were listed as nameless drives. This bug is fixed. Card readers that have no card inserted are not listed anymore. | | Parts that were labeled with the default name (e.g., Part 1) did not change their label when they were moved to a different part index. This bug is fixed. Part labels are now updated when moving parts. | | Macros were listed still as running when the last macro line had set the wait time to Go. This bug is fixed. Macros are not staying on anymore when the last macro line is triggered by a Go. | | It was not always possible to select fixtures in the fixture sheet by tapping them when the sheet was set to channel mode. This bug is fixed. Tapping fixtures in the fixture sheet in channel mode selects them now always. | | Exporting data pool 1 crashed the console. This bug is fixed. The console does not crash anymore when exporting the first data pool. | | It was possible to keep a pressed flash on forever. This bug is fixed. Pressed down flashes are released when loading the show file again. | | Clearing the programmer and having a command filter active did not stop the blinking of the At key. This bug is fixed. At stops blinking when clearing the programmer completely and having a command filter active before. | | Pressing Set resetted the MAtricks. This bug is fixed. Set toggles now the activation of the MAtricks instead of resetting them. | | Labelling an executor added “Exec:” in front of the actual object name. This bug is fixed. Labelling an executor does not add extra terms in front of the original object name. | | Tapping Save when loading a different show did not always save the show. This bug is fixed. When saving a show it is now always saved. | | Edit + tapping a dual encoder crashed the console. This bug is fixed. Tapping a dual encoder while having Edit in the command line opens now the attribute calculator. | | Store Please and Store Cue Please did not store a new cue of the selected sequence or did not store into the current cue of the selected sequence. This bug is fixed. Store Please now creates a new cue at the end of the selected sequence, while Store Cue Please stores into the current cue of the selected sequence. | | When closing grandMA3 onPC on macOS a new terminal window was opened. This bug is fixed. During shutdown of grandMA3 onPC on macOS the terminal window is needed, but it will close the application afterwards. For existing terminal sessions the user will be asked if they should be closed. | | Keyboard shortcuts were not disabled temporarily when opening the import MVR dialog. This bug is fixed. Keyboard shortcuts are not disturbing the input into the import MVR dialog anymore. | | Copying a sequence while being in a session resulted in a wrong output when playing it back. This bug is fixed. Playback of copied sequences creates now the correct output when being in a session. | | When copying locked objects the lock state was discarded. This bug is fixed. A copy of an object creates now an excat 1:1 copy of the object. | | Export and import of timecode shows ignored the leading zeros of decimals in the times of events. This bug is fixed. After exporting and importing timecode shows the correct times of events are applied. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net poll replies were not sent by the grandMA3 every time. This bug is fixed. Art-Net poll replies are now send after every poll. | | grandMA3 onPC on macOS could crash after a long time being in a session. This bug is fixed. grandMA3 onPC running on macOS should not crash anymore while only being idle in a session. | | If the console was connected to a switch with DHCP disabled, changing the date and time was not possible during the first startup after a full install. This bug is fixed. Changing the date and time is possible after performing a full install and starting up for the first time. | | Setting the world server address to loopback device or another MA station in the network caused the application to crash. This bug is fixed. Setting the world server address to different IP/URL does not crash the application anymore. | | An extension did not keep its custom set name when rebooting or repowering it. This bug is fixed. A custom set name on an extension remains until the user changes it again. | | The control bar and the message center used the same shortcut (Alt M). This bug is fixed. The shortcut for the control bar is now Alt B. | | Connections via the web remote did not always work, especially when using Google Chrome as browser. This bug is fixed. A web remote connection can now be established again when using Google Chrome. | | Web remote connections to grandMA3 onPC running on macOS displayed only the bottom left quarter of the real display. This bug is fixed. Web remote connections to grandMA3 onPC on macOS display now again the full screen content. | | The user layout element defaults were not always transmitted to connected stations within a session. This bug is fixed. Changing layout element defaults are now transmitted within a session to other stations. | | Timecode stopped immediately if the timecode was input on a connected station and the connected station disappeared from the network. This bug is fixed. Timecode after roll is triggered also when the incoming timecode signal of a connected station disappears. | | xPort nodes did not always display the correct show file name when loading a different show file in the session. This bug is fixed. xPort nodes now update the show file name when loading a different show file in the session. | | The show file was not saved before a station with higher priority was invited or joined the session. This bug is fixed. The show file is saved before a show file from another station is downloaded. | ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rotations of geometries were not processed correctly in some cases when editing a fixture type. This bug is fixed. Rotations are now applied correctly to geometries. | | The toolbar at the bottom of the window of the edit fixture type menu did not refresh when changing the tab of the menu. This bug is fixed. The toolbar is now updated according to the selected tab. | | Changes in the DMX footprint of a fixture type were only applied after leaving the patch once. This bug is fixed. Changes in the DMX footprint of a fixture type are now effected even without leaving the patch. | | Cut and Paste of environment objects in the patch caused the link to the fixture type to break. This bug is fixed. Cut and pasted instances of environment objects do not lose their link to the correct fixture type. | | Dimensions follow ratio did not work properly for all meshes when editing the properties of the model of a fixture type. This bug is fixed. Dimensions follow ratio does now also work if a mesh originally has a dimension of 1m x 1m x 1m. | | When adding fixtures to the patch it could happen that cues lost the preset link for already programmed fixtures. This bug is fixed. Preset links in existing cues are not lost anymore when adding new fixtures to the show. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The grouping fixture could not be used in the step creator. This bug is fixed. The step creator can also create phasers now with the grouping fixture. | | Values created by the step creator were displayed as deactivated values in the fixture sheet. This bug is fixed. Values created by the step creator are now displayed as active in the programmer. | | Changing the speed of a running phaser restarted the phaser with every single encoder turn. This bug is fixed. Changing the speed of a phaser adjusts the speed now smoothly without restarting the phaser again. |   ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Timecode events were not triggered when the after roll was running. This bug is fixed. Timecode events will always be triggered when the timecode show is running. | ### Windows [Section titled “Windows”](#windows) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When switching on Selection Only in the DMX sheet the focussed cell was scrolled to the bottom of the DMX sheet. This bug is fixed. The DMX sheet scrolls now again to the top of the window when enabling Selection Only. | | The priority drop down menu displayed HTP. This bug is fixed. Priority HTP is now displayed correctly as HTP in the priority drop-down. | | The shadow of text in the DMX sheet was not linked to the color theme. This bug is fixed. The color definition Global.Shadow is now also used in the DMX sheet. | | It was not possible to clear the search in the color picker swatch book by one click. Thus bug is fixed. Clear Filter is added to the color picker swatch book. | | All buttons to add a new entry into a table were labeled with “Insert New xyz”. This bug is fixed. Buttons to add a new entry to a table are now labelled with “Insert new xyz”. | | The LED indicator in ? in the control bar did not light up when tapping it. This bug is fixed. The LED indicator in ? in the control bar lights up when it is activated for the context sensitive help. | | The MAtricks editor displayed buttons like Insert, Delete and Paste which were not really useable in this kind of editor. This bug is fixed. The MAtricks editor displays now only useful buttons. | | The calculator for fixture positions always added m (for meter) to existing values which failed then when extending the value with a range. This bug is fixed. The values for fixture position in the calculator are now always recalled without a unit. | | The table header of a timecode show in text mode could be displayed at the bottom of the window. This bug is fixed. The table header in text mode in the timecode window is always displayed at the top. | | It was not possible to switch to the empty tab in the object area of the assign menu. This bug is fixed. Executors can now be set to no object again. | | The appearance menu displayed always Appearance also when no object was assigned. This bug is fixed. Appearance is now only displayed within the assign menu when an object is assigned. | | Turning the executor knob within a playback window ignored assigned EncoderLeft and EncoderRight actions. This bug is fixed. The playback window uses now also assigned ExecutorLeft and ExecutorRight actions when turning the executor knob within the window. | | If the on-screen keyboard for labeling in a store view popup was used, the text was not selected. This bug is fixed. The text will be selected when storing a view and using the onscreen keyboard. | | The assign menu did not offer to choose an executor configuration from a different data pool. This bug is fixed. It is now possible to select a data pool in the title bar of the assign menu in order to select an executor configuration from a different data pool. | | It was possible to delete entries in the all tab of the add window dialog. This bug is fixed. Entries in the all tab of the add window dialog can not be deleted anymore. | | The timecode settings window was displayed too big when opening it on the small screens. This bug is fixed. The size of the timecode settings window is now scaled to the size of the screen when opening it on one of the small screens. | | The styles of LinkType in the sequence sheet, Universe and Address in the DMX sheet were different between the context menu and the title bar of these windows. This bug is fixed. Button styles of sequence sheet buttons and DMX sheet buttons are now the same in the context menu as in the title bars. | | The help window used the keyboard shortcuts when they were enabled. This made it impossible to enter a search string. This bug is fixed. When setting focus to the help window, the keyboard shortcuts will be disabled temporarily. | | Opening the calculator for entering a new trigger time for a cue opened a normal numeric calculator. This bug is fixed. The calculator for the cue trigger time is now a timing calculator. | | Deleting a step in the step creator did not work correctly. This bug is fixed. Deleting steps in the step creator works now as expected. | | Resizing a playback window to a smaller size and then resizing it again to a bigger size kept the fader area limited to the former and smaller size. This bug is fixed. The faders in the playback window use now the real estate of the available screen space. | | Activating Shift or Caps Lock on the on screen keyboard moved the keyboard on the display to a different position. This bug is fixed. Using Shift or Caps Lock keeps the on screen keyboard now in its place. | | Scaling a calculator to a smaller size allowed to change it nearly to zero height. This bug is fixed. The minimum size for calculators is now set to a useful value, so that the calculators can always be operated. | | Sorting by object column when editing a layout could crash the application. This bug is fixed. Sorting by any column is possible when editing a layout. | | Layout Element Defaults menu allowed to add, delete, copy and paste entries. This bug is fixed. Layout Element Defaults can now only change their properties, but it is not possible to add, delete, copy or paste defaults. | | The width of columns in the step creator window was unfortunate depending on the mode of the step creator. This bug is fixed. The column width in the step creator offers now the best readability when opening a step creator window. | | The naming of buttons and columns in the step creator were not clear. This bug is fixed. Ins Step is renamed to Insert Step, Del Step is renamed to Delete Step and the column Preset Ref is renamed to Preset Reference. | | Calling a group with fixtures inside in a not consecutive order did not display the selection order correctly in the fixture sheet when fixture sort was enabled. This bug is fixed. Enabled fixture sort in the fixture sheet represents now also not consecutive selection orders, e.g., from groups. | | The black shadow on texts in the daylight color theme made some texts unreadable. This bug is fixed. The text shadow in the daylight color theme is now changed to a brighter color. This makes texts also on dark backgrounds readable. | | The graphs of the system info window could escape out of the window boundaries. This bug is fixed. The graphs of the system info window are not displayed outside the window anymore when the graph would exceed the window border. | | The playback window cut off the elements at the bottom when changing the width of the window. This bug is fixed. The playback window displays always all elements of a column. Depending on the ratio of width and height it will hide whole columns beginning on the right. | | When scrolling through a DMX sheet the separator line between single universes flickered. This bug is fixed. The universe separator line in the DMX sheet does not flicker anymore when scrolling. | | The executor bar displayed the white touch frame also when pressing a key and the outfade faded to black and jumped then to the correct colors. This bug is fixed. The executor bar displays only the touch frame when touching a hardware fader. The outfade fades now directly to the correct background color. | | Help + tapping an element in one of the letterbox displays opened the help on the letterbox displays. This bug is fixed. As the letterbox displays are too small to display the help window in a readable size, the help window now opens on the corresponding large display. | | The scribble editor did not offer the complete possible area of the scribble. This bug is fixed. The scribble area in the scribble editor takes now advantage of the maximum possible scribble size. | | Scaling to canvas or elements in a layout window did not work correctly when the elements are not centered. This bug is fixed. Layout window zooms now correctly, even when the layout elements are not centered. | | Pool Appearance and Canvas Appearance in the layout editor displayed the same appearance in different styles. This bug is fixed. Pool Appearance and Canvas Appearance are now displayed in the same style. | | The white touch frame around executor labels in the executor bar was also displayed when pressing an executor key. In addition it faded in. This bug is fixed. The white touch frame in the executor bar is now only displayed when touching a fader. It only fades out. | | The screen encoder did not work in the Add Window dialog. This bug is fixed. The Add Window dialog can now be operated with the screen encoder. | | Sequence sheet offered LastGo as value for Link Type. This bug is fixed. As LastGo is not yet implemented it is removed as value for Link Type in the sequence sheet. | | Timecode events set to a time smaller than 1s were displayed in gray. This bug is fixed. Timecode events between 0s and 1s are also displayed in white. | | Turning off the title bar on Windows onPC displayed the desktop behind the former title bar position. This bug is fixed. When disabling the title bars on Windows onPC the window makes now use of the new free space. | | If a gobo was imported to the gobo pool from a USB drive this was not stored into the show file if the show file was saved to the local drive. This bug is fixed. The gobo is stored to the show file now if the show file is saved on the local drive. | | Reload Camera did not work reliable when editing the properties of a camera. This bug is fixed. Reload Camera now applies the values to the camera in a reliable way. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. *** ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.3 > Features * [Features](/grandma3/2-3/key_rn_v1_3/#offline-title) * [Encoder Bar](/grandma3/2-3/key_rn_v1_3/#h3_2107302277) * [Backup Menu](/grandma3/2-3/key_rn_v1_3/#h3_1498318733) * [Filter](/grandma3/2-3/key_rn_v1_3/#h3__1623789156) * [Master Section and Custom Section](/grandma3/2-3/key_rn_v1_3/#h3_1282248970) * [Phaser Editor](/grandma3/2-3/key_rn_v1_3/#h3__1379228610) * [Other Enhancements](/grandma3/2-3/key_rn_v1_3/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_3/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_3/#h2__1624482491) * [Appendix](/grandma3/2-3/key_rn_v1_3/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_3/#h2__1852571500) *** Features The latest release of grandMA3 version 1.3.1.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * A colored indicator stripe was added to guide the user through the available encoder page groups and attributes for the selected fixture(s). The color indicator changes with the selected attribute layer to assist the presentation of the selected layer. Furthermore, the LEDs of the dual encoders change their color, too. * Added “Select all Steps” button next to the step selection area. * The MAtricks button and the Align button show now their active status. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release  The Encoder Bar is now available as a dedicated window. It is also possible to show/hide the grandmaster section. The encoder bar window is part of the More tab in the [add window dialog](/grandma3/2-3/wvm_add_window/). *** ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The backup menu is now completely new structured. On the left side a toolbar provides several functions like Load, Save, Delete and Settings.\ To execute an action in the sections “Load”, “Save” and “Delete”, the corresponding button in the down right corner needs to be tapped: * Load Show: Enter a file name of an existing show in the input field or select a show file in the list. Then tap Load Show in the bottom right corner. * New Show: Enter a file name in the input field or leave it blank. Then tap New Show in the bottom right corner. When entering the name of an already existing show, a pop-up warns the user if the show shall be overwritten. Leaving it blank creates a new show with an autogenerated show name. * Save Show: Enter a file name of an existing show in the input field, select a show file in the list, or enter a new show name. Then tap SaveShow in the bottom right corner. When entering a new file name in the Save section, the button changes its function from Save Show to Save Show As. * Delete Show: Enter a file name of an existing show in the input field or select a show file in the list. Then tap Delete Show in the bottom right corner. The list of show files is always visible in order to have an overview across all show files.\ The demo show folder and the backup folder are excluded in the new and save sections. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The settings section in the backup menu offers to set up automatic savings (AutoSave) of the show. Switching AutoSaveTimeout from Off to any of the predefined intervals activates this feature. After counting down the defined time, the show will be saved automatically, and the timer starts again. When AutoSave is active, a timer will display the remaining time until the next automatic save in the title bar of the backup menu. *** ### []()Filter [Section titled “Filter”](#filter) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Filters can now be used to filter windows. These windows are the patch, fixture sheet, sequence sheet in track sheet mode and the layout window.\ To do so, create a filter, open one of the supported windows, tap MA in order to open the context menu of the window, tap Mask, tap Filter, and select the desired filter in the list.\ In addition, the context menu offers the possibility to display the filter toolbar in the fixture sheet and sequence sheet. Tap Filter Toolbar in the mask tab. The filter toolbar will be displayed at the bottom of the sheet, surrounded by a blue border. Read more about the filter criteria in the paragraph below.\ In the patch menu instead, tap Filter in the title bar to select a filter. Furthermore, the known temporary patch filter is still available by tapping the filter symbol in the title bar of the patch.\ When a filter is set, the title bar of the window displays a blue filter symbol with the ID and label of the filter: Filter x ‘Name’. In addition to the possibility to filter by attributes, the filter editor is equipped with options to filter by Name, IDType, FixtureType, Layer, and/or Class. To create a filter edit a filter pool object and add a condition to the desired category.\ With the - right of the header cell of each category, it is possible to change the filter behavior: When it is disabled, the items filtered by this category with all its criteria are displayed. If it is enabled (yellow minus symbol), the items filtered by this category are hidden.\ To delete a criterion press Delete and tap the corresponding criterion in the filter editor. New shows will add predefined filters for the different places where filtering can be applied. They are called Patch, Fixture Sheet, Sequence Sheet and Layout. These filters are already set to their corresponding windows when calling the predefined views in a new show. ***   ### []()Master Section and Custom Section [Section titled “Master Section and Custom Section”](#master-section-and-custom-section) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release A new window is available that represents the [Master Section](/grandma3/2-3/do_control_master/) and the [Custom Section](/grandma3/2-3/do_control_custom/). This window is mainly useful for onPC users who want to have these sections visible on their screens. This window displays by default the label of the Custom Section Wheels, Custom Section Encoders and the Master Section.\ The encoder bar window is part of the other tab in the [add window dialog](/grandma3/2-3/wvm_add_window/). By tapping MA in the top left corner of the window the context menu opens and allows to display or hide more elements. These are: * Custom Section Encoders: Displays or hides both, labels and hardware area of the custom encoder section. * Encoders Label: Displays or hides the labels of the custom encoder section. * Encoders Hardware Area: Displays or hides the hardware area of the custom encoder section. * Custom Section Wheels: Displays or hides both, labels and hardware area of the custom wheel section. * Wheels Label: Displays or hides the labels of the custom wheel section. * Wheels Hardware Area: Displays or hides the hardware area of the custom wheel section. * Master Section: Displays or hides both, labels and hardware area of the master section. * Master Label: Displays or hides the labels of the master section. * Master Hardware Area: Displays or hides the hardware area of the master section. * Default Playback Buttons: Displays or hides the default playback buttons of the master section: Pause \[large], Go- \[large] and Go+ \[large]. * Page Section: Displays or hides the page button section with Page+, Page x and Page- that is located on the right side of the executor bars. *** ### []()Phaser Editor [Section titled “Phaser Editor”](#phaser-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The phaser editor 1D view mode allows now to manipulate the attribute values and handles (acceleration and deceleration).\ To change the attribute value, select the steps you want to manipulate, select the Move Points tool, and tap and drag up and down in the corresponding timeline of the desired attribute.\ To change the handles, select the Move Handles tool, and tap and drag the desired handles in the timeline. The handles are displayed by a yellow circled dot. It is possible to drag the handles outside of the visible timeline area. To get them back, use the corresponding accel and decel encoders in the phaser encoder bar. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The command “At Speed 60” uses the speed readout specified in the user profile. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The MIB mode per cue is set into angle brackets when the cue MIB mode is set to default. The value inside the angle brackets is the MIB mode of the sequence. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Sequence settings offer a new setting called Master Go Mode. In combination with Auto Start, Auto Stop, and Restart Mode there are plenty of possibilities to affect the behavior of the master fader. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) IfOutput supports now also to specify a value or range of values, e.g., IfOutput At 50 selects all fixtures that have an output of 50%. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) GDTF import and export support fixture images now. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The align mode >< (butterfly) now keeps the center fixtures at their value when turning the encoder. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The update menu settings are now always set back to the saved preferences after updating a cue or preset. It is possible to save the current settings as preference by tapping Save Preferences in the title bar of the update menu. It is also possible to restore the preferences by tapping Load Preferences. The update menu has now the same behavior as the store settings. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Oops settings: The user profile has now two settings to define the oops/undo behavior: * Undo Programmer: Setting this to No blocks oops to undo the changes of the programmer, e.g., setting attribute values. * Undo General: Changing this setting to No excludes all other executed commands and actions from the possibility to oops them. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated the converted grandMA2 fixture library to Carallon 16.2. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Groups containing only one fixture are now marked as single fixture groups. They are labeled with the name of the fixture and have the appearance of the fixture type. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * onPC Windows * onPC taskbar labels changed to “Display \[number] onPC \[version] \[show file name]. * The desktop icon names of the onPC main app and terminal app do no longer include the version number. * Update indicators only appear on objects possible to update if update is entered in the command line. The update hardkey and the button in Command Section remain alternating. * The button label changed from Create to Active in the step creator. * When using the follow function in the 3D window or choosing a new color in the color picker for fixtures that are running a phaser at the same time, the programmer will then switch temporarily into [Single Step mode](/grandma3/2-3/ws_encoder_bar/). The Single Step mode is only switched on during tapping and holding in the 3D window or the color picker. * The fallback mechanism for executor configurations changed. When starting with a 1x1 configuration and expanding it, the functions of the new handles are determined by the handles left or below. This is the case as long as the configuration has not stored any dedicated function information for this size and the handle at all. * The proposed name for new show files is now NewShow\_date\_timeUTC. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storing cues using a number beginning with a dot (e.g.  .5) did not work properly. This bug is fixed. Storing cue numbers beginning with a dot is working as expected. | | Names that were entered with a leading Z were split up into the Zero command and the rest of the name. E.g.: Fixture “Zorro” was executed as Fixture Zero “orro”. This bug is fixed. Names are now executed in the correct way. | | New data pools were missing some default pool objects like an executor configuration and a sequence. This bug is fixed. New data pools have now the same default pool objects as data pool 1 has. | | Backup file names had only one digit days, months, hours, minutes and seconds in the file name, which did not allow a proper sorting. This bug is fixed. Backup file names now contain always 2 digit dates. Backup files are using now this scheme of naming: Filename.backup\_date\_timeUTC.show | | Loading show files from v1.1 discarded individual wait times in macros and did reset them all to follow. This bug is fixed. Macros in show files from v1.1 load their wait times as they were set before. | | SetGlobalVer interpreted decimal numbers as integers. This bug is fixed. Setting a decimal number as a global variable interprets it now as type double. | | When switching from a keyword that was entered via a shortcut with a modifier to a keyword of the same hard key but without a modifier, did the new keyword was not entered into the command line, e.g. MA + Preset and then switching to Preset. This bug is fixed. Keywords of the same key are now always entered correctly into the command line. | | Faders could start to jitter after a long operation time of the grandMA3 software. This bug is fixed. Faders should not jitter anymore. | | xPort nodes and Processing Units did not allow to change the IP address using the UI on the device itself. This bug is fixed. IP addresses of xPort nodes and Processing Units can be changed via UI on the device or remotely within the network using a console or onPC. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net poll replies could carry wrong universe information. This bug is fixed. Art-Net poll replies contain correct universe information. | | When several wings (console and extension) used the same WingID not all faders on the wings were moved, when one fader was moved. This bug is fixed. When moving a fader, all faders that represent the same executor on other wings will move, too. | | When a new station joins into a session, the new station downloaded first the show file and then stored it with the old show file name. This bug is fixed. When taking a station into a session, the old show file will be saved first before downloading the new show data. |   ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Leaving the patch could add attributes to presets when multi-instance fixtures are part of the show. This bug is fixed. Leaving the patch does not add new attributes to existing presets. | | Adding new fixtures to the patch could change the stored values of presets for fixtures that use the same attribute on several channel functions. This bug is fixed. Adding new fixtures to the show does not change preset values anymore to the first channel function. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Outfade and outdelay times were ignored when playing back a cue. This bug is fixed. Outfade and outdelay in cues work again. | | Clearing a programmer with values while another programmer had the same fixtures with its attributes at default values in the programmer created a dimmer output of 100% for these fixtures. This bug is fixed. Clearing a programmer in a multi-user environment does not keep cleared values in the output. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When recording over an existing timecode show, the prerecorded events were not triggered. This bug is fixed. Prerecorded events are triggered when recording over an existing timecode show.  | | Fixture type custom resources were removed from the show file when storing the show file again, while the resource files were not present on the local hard drive. This bug is fixed. Storing a show file that contains custom resources does not make the custom resource file to be discarded. | | Long press on a number in the calculator did cause multiple entries. This bug is fixed. Long press on the calculator does not cause multiple entries. | | The console crashed when scrolling down in the sequence sheet when it was switched into the transposed mode. This bug is fixed. The console does not crash anymore when scrolling in a transposed sequence sheet. | | MAtrick pool objects that had only their default values set, were displayed as empty, and macros that had no macro lines were displayed as not empty. This bug is fixed. All pool objects display now their state of empty/not empty correctly. | | The encoder bar sometimes missed some button labels after a show download. This bug is fixed. The encoder bar now displays the labels of their buttons. | | The on screen keyboard missed the secondary functions on the numeric keys. This bug is fixed. The on screen keyboard has again the secondary functions on the numeric keys when tapping Shift or CapsLock. | | Scrolling with the cursor, time or duration encoder in the timecode encoder bar changed the times in steps regarding to the scale ratio of the timeline in the editor. This bug is fixed. The cursor, time and duration encoder in the timecode encoder bar now use the defined frame readout of the timecode editor when turning. One click is one frame in the chosen unit, except seconds will always scroll with a resolution of 60 frames (One click is 1/60s). | | The time of the incoming timecode signal was displayed in 1/100s time format on the timecode slot pool objects. This bug is fixed. The timecode slot pool objects display the incoming timecode signal in the format of the signal. | | The command controls overlay displayed the XKeys permanently in the way as would be MA or Shift permanently pressed when Shift was pressed during switching off the shortcuts. This bug is fixed. The command controls display always the correct state of the Keys. | | The console crashed when setting the grid to 0 in the layout window options. This bug is fixed. The allowed range for the grid size in layouts is now limited from 10 to 1000. | | The console could crash when loading a show file with a corrupted layout window. This bug is fixed. The console should not crash anymore when loading a show file with a corrupted layout window. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.4 > Bug Fix Version 1.4.2.1 * [Bug Fix Version 1.4.2.1](/grandma3/2-3/key_rn_v1_4/#offline-content) * [Other Enhancements](/grandma3/2-3/key_rn_v1_4/#h2_1198082799) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_4/#h2__1624482491) * [grandMA3 Release Version 1.4.0.2](/grandma3/2-3/key_rn_v1_4/#h2_30567551) * [Features](/grandma3/2-3/key_rn_v1_4/#h2_727740091) * [Selection](/grandma3/2-3/key_rn_v1_4/#h3__786962412) * [​](/grandma3/2-3/key_rn_v1_4/#Selection)[Recursive Selection of Fixtures](/grandma3/2-3/key_rn_v1_4/#h3_195672305) * [General Selection Syntax](/grandma3/2-3/key_rn_v1_4/#h3__2047748697) * [Selection of Groups](/grandma3/2-3/key_rn_v1_4/#h3_1092467461) * [MAtricks](/grandma3/2-3/key_rn_v1_4/#h3__802038404) * [Phaser Editor](/grandma3/2-3/key_rn_v1_4/#h3__1379228610) * [Recipes](/grandma3/2-3/key_rn_v1_4/#h3__808614509) * [MA grid interpolation concept (MAgic)](/grandma3/2-3/key_rn_v1_4/#h3__1074724244) * [3D Window](/grandma3/2-3/key_rn_v1_4/#h3__673189665) * [PosiStageNet (PSN)](/grandma3/2-3/key_rn_v1_4/#h3__1538375422) * [Color Picker](/grandma3/2-3/key_rn_v1_4/#h3_1475112279) * [Remote Device Management (RDM)](/grandma3/2-3/key_rn_v1_4/#h3_1861064977) * [Remote Human Interface Device Control (Remote HID)](/grandma3/2-3/key_rn_v1_4/#h3_1141334809) * [Copy](/grandma3/2-3/key_rn_v1_4/#h3__911352779) * [Copy of Cues](/grandma3/2-3/key_rn_v1_4/#h3_937929976) * [Copy of Ranges](/grandma3/2-3/key_rn_v1_4/#h3__1241955370) * [Copy Pop-Up](/grandma3/2-3/key_rn_v1_4/#h3__1677612958) * [Sequence and Sequence Sheet](/grandma3/2-3/key_rn_v1_4/#h3_33384368) * [Timecode and Timecode Editor](/grandma3/2-3/key_rn_v1_4/#h3_519986610) * [Other Enhancements](/grandma3/2-3/key_rn_v1_4/#h2_1460263093) * [What’s Changed](/grandma3/2-3/key_rn_v1_4/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_4/#h2__1429873276) * [Appendix](/grandma3/2-3/key_rn_v1_4/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_4/#h2__1852571500) *** Bug Fix Version 1.4.2.1 ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Layout window has the new property Use RightClick To Edit. When it is enabled, a right-click on a layout element or the 2 finger edit gesture edits the assigned object of the layout element. When it is off, a right-click or the 2 finger edit gesture into a layout will act like a normal tap or like a left-click. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The 2D grid perspective selection in the 3D window has been improved. The arrangement of fixtures in the grid should now be more precise in most use cases. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Installing grandMA3 onPC on Windows computers now only adds the general grandMA3 onPC shortcut on the desktop. This shortcut opens the last installed grandMA3 onPC version. Each version folder in the start menu contains a shortcut to its specific version. The start menu does not have the general shortcut anymore. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### 3D [Section titled “3D”](#3d) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Loading show files from v1.3 could crash onPC stations when opening a display that has a 3D window open. This bug is fixed. grandMA3 onPC stations should not crash anymore when opening displays with 3D windows.  | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash after selecting a fixture, copying the current selection to the other selection, and then selecting a different fixture in the other selection. This bug is fixed. Selecting fixtures after copying an existing selection does not crash the software anymore. | | Assigning a group onto an executor did not work on grandMA3 onPC Windows stations. This bug is fixed. Groups can now be assigned to executors again. | | The software could crash when selecting a fixture that was added in the patch before an empty fixture line. This bug is fixed. The software does not crash anymore when selecting fixtures while having empty fixture lines in the patch. | | The software could crash when selecting all fixtures while having several color picker windows open. This bug is fixed. The software does not crash anymore when selecting all fixtures of a show and having multiple color picker windows open. | | The keyboard shortcuts were not disabled correctly when using calculators. This bug is fixed. Keyboard shortcuts are disabled in calculators. The only shortcut that is still possible to use is pressing T to enter Thru into the calculator. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The consoles could freeze when the user unplugged and replugged a USB mouse repeatedly. This bug is fixed. Unplugging and replugging a USB device should not freeze. | | When rebooting a console while being in standalone mode, did not ouptut any DMX after the reboot. This bug is fixed. A console can now again output DMX immediately after rebooting, also if it is in standalone mode. | ### Patch [Section titled “Patch”](#patch) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Changing the default, highlight, or lowlight values of fixture types in the live patch while being in a session, did not apply the changed values to the output immediately. This bug is fixed. Modified default, highlight, and lowlight values of fixture types are output immediately when doing the modification in the live patch. | | Stage dimensions were not converted correctly from show files saved in versions prior v1.4. This bug is fixed. When loading a show file from an older software version the stage dimensions are converted correctly. | | The software could crash when adding a new fixture to the show in the patch menu, while the patch menu had a filter active. This bug is fixed. Active filters in the patch menu do not crash the software anymore when adding new fixtures to the show. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When calling a relative preset after an absolute preset into the programmer, the programmer did only play back the relative preset. This bug is fixed. Combinations of relative preset and absolute presets are now played back in sequences and in the progammer. | | When fading from one cue to another cue, identical values between both cues could flicker slightly on the output. This bug is fixed. Fading between two cues now keeps the DMX output stable when the values do not change in these two cues. | ### Windows [Section titled “Windows”](#windows) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The default views displayed All pool 25, while the import predefined phaser macro imports the phaser presets into All pool 21. This bug is fixed. The default views in new shows display now All pool 21, when an All pool is displayed. | | The default views did not have a mode in the color picker windows selected. This bug is fixed. The default views in new shows have now the CIE mode selected in color picker windows. | | It was not possible to edit a keyboard shortcut definition by right clicking it. This bug is fixed. Keyboard shortcuts can now be edited again by right clicking them in Menu - Preferences and Timings - Keyboard Shortcuts. | ***   ## []()grandMA3 Release Version 1.4.0.2 [Section titled “grandMA3 Release Version 1.4.0.2”](#grandma3-release-version-1402) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.4.0.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Selection [Section titled “Selection”](#selection) ### []()Recursive Selection of Fixtures [Section titled “Recursive Selection of Fixtures”](#recursive-selection-of-fixtures) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release For a fast selection of all subfixtures (recursive selection), an additional dot (.) can be added to the selection syntax of the main fixture. To select fixture 1 with all its subfixtures, type: User name\[Fixture]> Fixture 1. To select all subfixtures of fixtures 1 thru 3, type: User name\[Fixture]> Fixture 1 Thru 3. The dot selects all subfixtures downwards from the specified level. Therefore, it is also possible to select, e.g., only the pixels of an AlienPix. To do so, type: User name\[Fixture]> Fixture 1.1. To select all fixtures and subfixtures, type:  User name\[Fixture]> Fixture Thru. To still select all parents of all fixures, type:  User name\[Fixture]> Fixture Thru   ### []()General Selection Syntax [Section titled “General Selection Syntax”](#general-selection-syntax) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release To gain a faster and more logical way of selecting fixtures in the hierarchical structure, the general syntax has changed:\ The main rules are: * The dot (.) ends the selection on the current level and steps then one level down. * Instead of using the dot as a separator, dedicated keywords for the objects in the next level of the hierarchy can be used (e.g. Page 1 Executor 201). * To restart at the top level of the hierarchy within one command, the starting keyword (e.g., Fixture) has to be entered again. To select the second subfixture of fixture 5, type: User name\[Fixture]> Fixture 5.2 To select only subfixtures 2 to 4 of fixtures 1 to 3, type: User name\[Fixture]> Fixture 1 Thru 3.2 Thru 4 In this case, the first rule from above can be observed: First, all fixtures on the top level have to be selected (Fixture 1 Thru 3), and after the dot, the subfixtures are then selected (2 Thru 4). To select subfixtures 8 to 10 of fixture 1, all subfixtures of fixture 2, and subfixtures 1 to 5 of fixture 3, type: User name\[Fixture]> Fixture 1.8 Thru 10  Fixture 2. Thru  Fixture 3.1 Thru 5 In this example the second rule from above is applied: As .8 in “Fixture 1.8” steps down to the subfixture level, “Fixture 2” needs to be entered to restart at the top level with fixture 2. If “Fixture 2” would not be entered, the second subfixture of subfixtures 8 to 10 would be selected.\ This selection syntax is a replacement for doing a lasso selection in the fixture sheet starting at fixture 1.8 and ending it at fixture 3.5 excluding the parent fixtures. To select all subfixtures on the first subfixture level for all fixtures, type:  User name\[Fixture]> Fixture Thru.Thru **Important:**\ These syntax rules not only apply to fixtures and all their levels of subfixtures, but furthermore apply to all types of objects that use a hierarchy structure, e.g. pages with executors, macro with macro lines, and many more. To delete executor 201 on all pages, type: User name\[Fixture]> Delete Page Thru.201 or type: User name\[Fixture]> Delete Page Thru Executor 201 This second example describes the additional rule of the first rule from above: Instead of using Page x.y, the Executor keyword is used to address the executors. ### []()Selection of Groups [Section titled “Selection of Groups”](#selection-of-groups) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Groups are now by default called differently into the selection: * When fixtures are stored in groups with only coordinates along the X axis and have no gaps along this axis, the grid cursor will be set to the next grid position after calling this group.  * As soon as the coordinates are different across two or all three axes, the grid cursor will stay at its current position when calling such a group. **Hint:**\ This behavior can be changed in the EditOption menu of each group via the option Move Grid Cursor In all cases, the fixtures are set relative to the selection grid starting at the current position of the grid cursor. The new option Auto Remove X Gaps in the title bar of the selection grid allows to suppress existing gaps in the fixture selection. Gaps on the X axis can only be removed as long as no other fixture is placed on the same X coordinate but with a different Y or Z coordinate. A group, for example, that has fixtures stored to the grid X positions 0, 2, and 4, will recall the fixtures to X 0, 1, and 2, as soon as this option is enabled.\ This option can also be enabled after calling a group or selecting fixtures. It is also possible to remove the gaps via the command line on all three axes.\ To remove the gaps on the X axis only, type: User name\[Fixture]> Remove Grid \*   To remove the gaps on the Y axis only, type: User name\[Fixture]> Remove Grid / \* To remove the gaps on the Z axis only, type: User name\[Fixture]> Remove Grid / / \* All these possibilities to remove the gaps on one axis can also be combined. To remove the gaps on all three axes at the same time, type: User name\[Fixture]> Remove Grid \* / \* / \* **Hint:**\ Between each slash ( / ) and asterisks ( \* ) a space needs to be entered.  *** ### []()MAtricks [Section titled “MAtricks”](#matricks) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The design of the MAtricks window has changed significantly for better workflow. The main area of the MAtricks window is now visually separated into 3 sections. One section for each axis. Each axis section has its own background color: X: red; Y: blue; Z: green.\ Each section can be individually displayed or hidden by the user. Therefore, the toolbar on the left side provides toggle buttons for X, Y, and Z.\ Within each section, different properties are available, but each section has the same kind of properties for its axis. E.g., Each axis section has properties for blocks, wings, shift, and so on. These kinds of properties are logically grouped together. These groups are called Grid, Layers, and Shuffle. With the help of the title bar buttons Grid, Layers, and Shuffle, these groups can also be displayed or hidden.\ As soon as a property is active, the background of the corresponding button of the section and the group will turn green. The groups contain these properties: * Grid: Single, Block, Group, Wings, and Width. * Layers: Fade From/To, Delay From/To, Speed From/To, and Phase From/To. Learn more about these properties in the [Recipes](/grandma3/2-3/key_rn_v1_4/#Recipes). * Shuffle: Shuffle, and Shift.   At the bottom are additional buttons displayed or hidden, depending on the state of Grid, and Shuffle: * When Grid is enabled, additional buttons for invert are displayed. Read more about these options later in this paragraph. * When Shuffle is enabled, additional buttons like Copy Values, Copy Sel, ActiveSel, Shuffle, and ShuffleMode are displayed. The value buttons allow in addition to the normal value input a new style of modifying the value: Tap the value area, hold and slide in order to change the value. Depending on the direction when starting to slide, the value will change when dragging with the finger left or right. It is now also possible to combine several MAtricks from MAtricks pool to the MAtricks of the programmer. The MAtricks editor now has the same look and feel as the MAtricks window.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Invert options has been added to the MAtricks. The invert options allow an easier and more advanced manipulating of values. With invert, it is possible to define on which axis in the selection grid the values should be inverted when turning the encoder or applying a range of values. The fixtures that will be inverted, are displayed in green in the fixture sheet (font color), 3D (body color), and layout window (border color). Furthermore, it is also possible to limit the value invert to pan and/or tilt: * InvertStyle: Defines if Invert shall be applied to Pan, Tilt, P+T (Pan and Tilt), or to All attributes. * InvertX: Inverts the overall invert of the current individual inverts per MAtrick property on the X axis. * InvertY: Inverts the overall invert of the current individual inverts per MAtrick property on the Y axis. * InvertZ: Inverts the overall invert of the current individual inverts per MAtrick property on the Z axis. In addition, all grid related MAtricks properties can also be inverted. Therefore, these properties have a small button with the invert symbol. These invert options allow an alternating invert. When using Align in combination with Invert the alignment is still based on the arrangement of fixtures inside selection grid, however the aligned values will be inverted.   **Restriction:**\ At the moment Align only works with the X axis. ***   ### []()Phaser Editor [Section titled “Phaser Editor”](#phaser-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The Phaser Editor has a new Layout mode called Step. To select it, tap Layout in the title bar of the Phaser Editor repeatedly, until the value is set to Step. In the Step mode, a grid displays the values of all current steps currently running in the programmer. Each row displays a step, and each column displays the data of an attribute, like in the fixture sheet. In addition, the phaser editor has now additional buttons in the tool bar on the left side: * Form: Allows to define a form for the current phaser. Available forms are listed in the tool bar on the right side. They are: Rectangle, Sawtooth, Sine and Cosine. These forms modify the values of the transition layer, accel layer and, decel layer. * Speed: Allows to change the speed of the current phaser. In the toolbar on the right side several possible options are available: * Loop: Multiplies the current speed by the number of steps. * Fixture: Divides the current speed by the number of fixtures you have selected. * x2 - x32: Multiplies the current speed by the chosen value. * /2 - /32: Divides the current speed by the chosen value. The symbol of the phase tool has also changed, it does not display the sinus symbol anymore, but a phase symbol. The encoder bar offers now additional Link Encoder settings when having a phaser layer selected. The existing At-Filter value of Link Phaser is still available.\ The new values are: * Single: Only the values of the touched attribute in the selected phaser layer will be changed. * Feature: The values of all attributes in the very same feature will be changed together when changing the value for one attribute. A new button Phaser has been added to the encoder on the top right side. Tapping this button opens a temporary overlay of the phaser editor. Each layer of phaser related layers in the encoder bar display now only encoders for the selected layer. For example, the transition layer displays now only an encoder for transition, and not other additional layers anymore.\ When setting focus into the 2D area of the phaser editor, the encoder bar switches to the phaser editor encoder bar with position feature group. The encoders are rearranged slightly, and the fourth encoder in the encoder bar scrolls now through the existing steps.\ When setting the focus into the 1D area of the phaser editor, the encoder bar changes to the At-Filter encoder bar. This encoder bar manipulates the phaser values for all attributes that are active in the At-Filter at that time. In addition, all encoders are labeled with “At:” in front of the encoder label. The selected Programming Layer is displayed in the title bar for additional guidance. ### []()Recipes [Section titled “Recipes”](#recipes) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Recipes allow a fast workflow in adapting a show to different setups, and allow you to build your intention before you know your setup. As the setup changes you can use Recipes to recook the data in your presets and cues. Recipes contain the ingredients fixture selection (groups), values (presets), MAtricks, fade, delay, speed, and phase. Recipes can be added to presets, cue parts, and programmer parts. Each cue part and preset can contain several recipes. When cooking, the recipes will be read in the order.  Cooking is the process of reading the ingredients and writing the data to the cue, preset, or programmer. When all ingredients are updated to the current setup, the recipes can be cooked, which adjusts the cue parts and presets to the changed setup. The data written by cooking is marked as cooked data and can later be removed with the cook remove command. The cook remove command will remove any values that are marked as cooked data regardless of recipe ingredients. To create a recipe for a cue part, open the Sequence sheet, tap MA in the left corner of the title bar, tap Mask, and enable Show Recipes.\ At the bottom of the sequence sheet, the recipe area will be displayed. To enlarge the recipe area, tap, hold and drag the divider between the cue area and the recipe area upwards. When the recipe area has reached a desired size, release your finger.\ When selecting more than one cue part by doing a lasso selection, the recipes of the last selected cue part will be displayed. To create a recipe in a preset, open the EditOptions-dialog for the desired preset. To do so, tap, hold and move your finger outside the preset in the preset pool in order to open the swipey. While keeping the finger pressed move it to the EditOption button and release then your finger. To create a recipe in the programmer, open a Programmer Parts window, and unfold the programmer part you want to create the recipe into. In all 3 cases, you can now add a new recipe by tapping and holding on New Recipe.\ In the newly created recipe, the ingredients can also be added by tap and hold of the corresponding cell. A drop-down opens and offers all possible types for the ingredient.\ Another way to add the ingredients is to assign them to the corresponding cell. To do so, press Assign, tap the desired ingredient, e.g. a group in the group pool, and tap then the cell in the recipe. **Hint:**\ When a new recipe is added it will automatically capture the values set inside your MAtricks window. After finishing the recipe, the cue or preset can be cooked by tapping Cook. The values will be applied to the cue data, preset data, and/or the programmer for the selected group with the desired modifiers (fade, delay, MAtricks, speed, and phase).   There are three cooking modes: * Merge: Remove cooked data and add new data based on the recipe ingredients, but do not replace non-cooked data. * Overwrite: Remove cooked data and add new data based on the recipe ingredients, and replace non-cooked data. * Remove: Remove all cooked data from the destination object. As recipe properties are changed the recipe will auto-cook using the merge mode as long as a selection (groups) is assigned to the recipe. If no group is assigned to the recipe it will not auto-cook. There are a couple of special ways you can use recipes with presets: * If recipes in a preset do not contain a group, calling that preset will cook the ingredients to the programmer using your current selection. This only works when the preset object does not contain any values. * A second approach is to make recipes in a preset with groups and values. Again, if this preset object does not contain any values, calling this preset will cook the recipes directly into your programmer and you will also see those recipe lines in your programmer parts window. Remember to use cook remove to remove the values from your preset. Using presets this way makes it easy for you to build cue parts with recipes because any recipes you have in your programmer parts window will be stored to the cue or preset destination.  To cook any object without entering the editor, the keyword Cook can be used. To cook preset 1.1, type: User name\[Fixture]> Cook Preset 1.1 Cook is located on the shortcut: MA + Update. To remove cooked data from preset 1.1, type: User name\[Fixture]> Cook Preset 1.1 /Remove Presets and cue parts with recipes display an orange pot icon. ***   ### []()MA grid interpolation concept (MAgic) [Section titled “MA grid interpolation concept (MAgic)”](#ma-grid-interpolation-concept-magic) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release MAgic presets are presented as a special ingredient for recipes but can be used for much more. They are used to align and interpolate preset values across a dynamic selection of fixtures without storing values for each fixture of the range. It is enough to define the edge values for a fixture range and dynamically recall those edge values for different selections. For example, 2 fixtures with 0% and 100% dimmer intensity stored as a MAgic preset allow recalling the preset across an arbitrary number of fixtures, where the first and last fixture of the selection have 0% and 100% intensity, while the fixtures in between are nicely aligned across the range. Edge values are defined by simple grid positions and then interpolated across a larger selection grid of fixtures.  To build a MAgic Preset, select the fixtures and apply the values that shall represent the edges. Now the values need to be marked as a MAgic preset. This can be done with the command **At MAgic**.  **Hint:**\ The command **At MAgic** captures the current grid position of your selected fixtures.  **Important:**\ Always select all the fixtures that will be used with **At MAgic**.  Now the MAgic preset can be stored like any other preset. The green MAgic wizard hat icon on the preset indicates that the preset contains MAgic information.   If you need to knock out values on the MAgic layer you can use the Off MAgic button or syntax with your selection.  **Hint:**\ Use \*\*At MAgic \*\*and **Off MAgic** in combination with your At Filter to limit what attributes will get MAgic values.   The At quick command overlay features 2 additional buttons At MAgic and Off MAgic. In addition, a new layer called MAgic has been added to the layer toolbar.  **Hint****s****:** \ Up to 5 points can be defined per X / Y / Z axis. For example,  you could define a Green, Orange, White, Orange, Green pattern across two axes to create a very cool look on stage.     **Known Limitations**\*\*:\*\* \ \- Storing an MAgic preset only works with selective data as you cannot define multiple points across universal or global fixtures.\ \- Calling an MAgic preset into the programmer will extract the data and it will not reference the preset. We recommend to use MAgic presets in combination with recipes to maintain referenceable data.  \ \- The MAgic layer will show you the grid positions captured for the value, but you cannot manually enter or edit these grid position values using the calculator.  *** ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release An option to decrease the render resolution of the 3D window was added to the 3D window settings. Decreasing the render resolution will increase the frames per second that are rendered. Find this in the tab “Quality”. There are several options: * Render Scale: this changes the resolution of the whole rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the 3D window is divided by 5 in width and height. Default: 100% * Light Scale: this changes the resolution of the light rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the light in the 3D window is divided by 5 in width and height. Default: 100% * Shadow\[Pix]: this changes the resolution of the rendered shadows. The higher this value is, the higher is the resolution of the shadows. This only affects the rendering in Beam Quality “Gobo Shadow”, “High Shadow” and “High Shadow Fancy”. Default: 128 * Snap: If “Snap” is enabled, the Render Scale and Light Scale are divided with integer values. The fader then indicates the scale (1/1 to 1/5). Render Scale and Light Scale can be used in combination. Setting both to 1/2 means that the whole 3D window is rendered with half of its resolution, while the light is rendered with a quarter of its resolution.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The 3D window visualizes Blades now. The attributes Blade1-4A, Blade1-4B, Blade1-4Rot, and ShaperRot are visualized. **Hint:**\ There is no special dialog to control the shapers yet.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Added the two-dimensional grid selection. This selection type is activated by default. To switch to the linearized selection tap Selection Mode in the title bar of the 3D window. The 2D grid selection offers two different modes, “Planar” and “Perspective”. Using the lasso selection to select fixtures in the 3D window now adds them as a two-dimensional selection to the selection grid. In planar mode, the camera position does not affect the selection order. Only the real position of the fixtures is significant. In perspective mode, the orientation of the camera additionally influences the order of the selection in the selection grid.  To select fixtures in the 3D window using the planar selection, draw a lasso starting with a horizontal or vertical mouse movement. The color of the lasso changes to green when selection is locked to planar mode. To select fixtures in perspective mode, draw a lasso starting with a diagonal mouse movement. The color of the lasso changes to cyan when the selection is locked to perspective mode. The “Linearize” selection mode is indicated with a yellow lasso. In linearize mode the selection is linearized to only the X axis of the selection grid depending on which direction the lasso was created (top/bottom - left/right).  **Hint:**\ The projection distortion of the camera of the 3D window may affect the position of the fixtures in the selection grid if the perspective selection is used. In order to prevent this, use a 2D camera in the 3D window. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The 3D window visualizes Iris now. The attributes Iris, IrisStrobe, IrisStrobeRandom, IrisPulseClose, and IrisPulseOpen are visualized.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The 3D window visualizes Strobe now. The attributes ShutterStrobe, ShutterStrobePulse, ShutterStrobePulseClose, ShutterStrobePulseOpen, ShutterStrobeRandom, ShutterStrobeRandom, ShutterStrobeRandomPulse, ShutterStrobeRandomPulseClose and ShutterStrobeRandomPulseOpen are visualized. ***   ### []()PosiStageNet (PSN) [Section titled “PosiStageNet (PSN)”](#posistagenet-psn) PosiStageNet data is now received by grandMA3 stations. To open the PSN menu, go to Menu - In & Out - PSN.\ When a PSN source is available in the network, adding a new PSN System by tapping Insert new System is required.\ Depending on the type of transmitting the data, the user may have to make some settings first: In case of sending the PSN data to a multicast address, the user has to manually add the multicast IP of the PSN system. In most cases, this may be the IP 236.10.10.10.\ If the sender is transmitting the data via unicast to the selected interface in the PSN menu, the PSN system automatically detects the data. For each PSN system that is received, the user can map each axis to a different axis and/or invert the incoming data per axis. To do so, tap and hold the cell of an axis or of an invert option. In the case of mapping, a drop-down opens to choose the target axis. Invert just toggles the cell between No (=empty cell) and Yes (= data will be inverted). As soon as an axis is mapped or inverted, the individual trackers display their values according to the settings made by the user. **Hint:**\ At moment the PSN data is only received and displayed by the grandMA3 system. *** ### []()Color Picker [Section titled “Color Picker”](#color-picker) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Improved the color picker and the color engine underneath. The color picker now offers the possibility to be used in Constant Brightness Mode. Enable the Constant Brightness mode by tapping Constant Brightness in the title bar of the color picker. Default: “Off” If the constant brightness is disabled, the selected color is mixed with its maximum brightness, when the brightness fader is set to 100 %. In this case, the output intensity of the fixture is not kept constant, but changes with the color. If the constant brightness mode is enabled, the maximum overall brightness is limited to the brightness of the weakest emitter of the fixture. Changing the color in constant brightness mode does not change the output intensity of the fixture. **Hint:**\ If the constant brightness mode is enabled while the brightness fader is currently in a position above the constant brightness color mixing range, the fader indicator turns red and displays “>100%”.\ To ensure constant brightness color mixing, the fader needs to be moved to <= 100 %. **Hint:**\ The color mixing and the constant brightness mode works the better, the more precise the emitter data of the fixture type is. Tap RGB/HSB Space in the title bar of the color picker to switch the color space of the color picker. There are several options: * Fixture Type: the color space is defined by the emitters of the respective fixture type. - Plasa: Plasa Standard E1.54 for Color Communication in Entertainment Lighting. * Rec. 2020: ITU-R Recommendation BT.2020 for UHDTV - Rec 709: ITU-Recommendation BT.709 for HDTV Except for the Fixture Type color space, the gamut of the selected color space is displayed in the CIE color picker with a white line. Colors outside of the selected color space are displayed shaded in the HSB color picker. Color mixing in the Fader tab and the HSB Color Picker depends on the color coordinates of the RGB primaries of the selected color space. **Hint:**\ If a color is picked in the CIE Color picker that is outside of the gamut of the selected color space, the faders in the Fader tab will show values below 0% or above 100%. The CIE Color Picker now displays the black body curve. The black body curve describes the equivalent color temperature range of a white light source.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The color picker window now supports the encoder bar operation of its controls. To display the related encoder bar set the focus to the color picker window by tapping its title bar. ***   ### []()Remote Device Management (RDM) [Section titled “Remote Device Management (RDM)”](#remote-device-management-rdm) Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixtures) over a standard DMX line. ANSI E1.20 - 2010 by PLASA specifies the RDM standard as an extension of the DMX 512-A protocol (ANSI E1.11). Manual settings, such as adjusting the DMX starting address, are no longer needed. This is especially useful for devices installed in a remote area. RDM is integrated in DMX without influencing the connections. The RDM data is transmitted via the standard XLR-poles – new DMX cables are not required. RDM-ready and conventional DMX devices can be operated in one DMX line. The RDM protocol sends its own data packages in the DMX512 data feed and does not influence conventional devices. To be able to use RDM, RDM has to be enabled at two different spots: 1. Globally within the show file. To do so, tap RDM in Menu - Network Menu, or tap RDM in Menu - Live Patch - RDM. 2. Per XLR port that shall use RDM. Therefore, the mode of an XLR port in the Output Configuration needs to be set from Out to RDM. In RDM mode, DMX data is only sent when there are changes of DMX values. In addition, every 500ms a refreshing packet will be sent so that DMX fixtures will not switch into DMX fail mode.\ This RDM output mode allows more time on the DMX line for RDM configuration. The new RDM Devices window lists all devices that are discovered via RDM. It can be opened via the Add Window dialog and is located in the More-tab.\ The same list is also displayed in Menu - Live Patch - RDM. When an RDM fixture is detected on an XLR port, a new node called RDMPort will be added to the RDM devices list. Within each RDMPort node, all fixtures that are detected via RDM on this physical XLR port are listed. An RDM port is labeled with the IP of the device and the XLR port of the device, e.g., 192.168.0.4 - XLR D. If the device is not available anymore with the port, the font color turns red.\ For each different fixture type, detected per RDM, a new node in the RDMFixtureTypes node in the RDM Devices window will be created. Each RDMFixtureType contains general information of the RDM fixtures, that is similar to all fixtures of the same product, e.g., the parameter description, or the available DMX personalities. The grandMA3 creates RDMFixtureTypes by itself depending on these three parameters: ManufacturerID, DeviceModelID, and SoftwareID.\ As soon as the same physical type of lighting fixtures have different software IDs due to different firmware versions, different RDMFixtureTypes are created.   This first implementation of RDM supports these RDM parameters, which can be set by the user: * IDENTIFY\_DEVICE, 0x1000 * DEVICE\_LABEL, 0x0082 * DMX\_PERSONALITY, 0x00E0 * DMX\_START\_ADDRESS, 0x00F0 * PAN\_INVERT, 0x0600 * TILT\_INVERT, 0x0601 * DEVICE\_LABEL 0x0082 * DISPLAY\_INVERT 0x0500 * DISPLAY\_LEVEL 0x0501 * RESET\_DEVICE 0x1001 * FACTORY\_DEFAULTS 0x0090 * LAMP\_STATE 0x0403 Only the cells of properties that an RDM fixture provides as set-able can be edited in the RDM devices window. In grandMA3 the RDM communication follows this process: 1. Discovery for new RDM fixtures. 1. Check if detected fixtures are still available. 2. Check for new RDM fixtures. 2. Get parameter and sensor data. 3. 1s Pause 4. Start again at 1. Parameters that are not changing during the runtime of a fixture, e.g., Device Info, are only pulled via RDM once when creating the corresponding RDMFixtureType. All other parameters and sensors are pulled every time in step 2.\ As soon as an RDM fixture is not available for 3 discoveries in a row, it will be displayed in red in the list of RDM fixtures. It is possible to match an RDM fixture with a fixture of the grandMA3 patch. To do so, edit the fixture cell of the desired RDM fixture in the RDM devices window. A pop-up opens and offers all fixtures of the current show file.\ In addition, it is also possible to match fixtures within the RDM window in the live patch. In the live patch, it is possible to open the fixture list in the same way as described above, and by selecting any cell of a fixture then tapping Match at the bottom of the window.\ To remove a match between an RDM fixture and a grandMA3 fixture, it is possible to tap Unmatch in the RDM window in the live patch or to tap Clear in the match pop-up. ***   ### []()Remote Human Interface Device Control (Remote HID) [Section titled “Remote Human Interface Device Control (Remote HID)”](#remote-human-interface-device-control-remote-hid) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Remote HID feature allows controlling of other grandMA3 stations that are available in the network via a locally connected mouse and/or keyboard.\ A use case for this feature is controlling of onPC stations that are used for visualization right at a console. Instead of placing several mice and keyboards on the table, only one set of mouse and/or keyboard is needed. To control another station from your local console, follow these steps: 1. Enable RemoteHID in Menu - Network Menu on the station you want to control. 2. Execute the RemoteHID command on your local station: To connect to the station with the IP 192.168.0.4, type: User name\[Fixture]> RemoteHID IP 192.168.0.4 To connect to the onPC station that has the name “3D”, type: User name\[Fixture]> RemoteHID onPC “3D” 3. When the connection has been established, the screen of the local station changes to olive green. During the connection, only the executors including the 100mm faders and Go+\[Large], Go-\[Large], and Pause\[Large] remain usable on the local station. All other elements are blocked. 4. Do the remote control settings, you need to do. E.g.; Change settings in the 3D window. 5. To end the remote control connection, use one of the following options: 1. Press MA + MA + Off 2. Use the shortcut Shift + Ctrl + Alt + E **Important:**\ grandMA3 onPC on Windows controlled via RemoteHID, is not only limited to control the grandMA3 onPC application. Furthermore, the mouse and keyboard can also access remotely the entire system. **Restriction:**\ RemoteHID can only be used on grandMA3 consoles and grandMA3 onPC on Windows. **Restriction:**\ At the moment, it is not possible to use the touch displays of grandMA3 consoles to control the mouse remotely.  ***   ### []()Copy [Section titled “Copy”](#copy) ### []()Copy of Cues [Section titled “Copy of Cues”](#copy-of-cues) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Copying of cues has been improved. The new options in the copy cue pop-up allow various combinations: * Copy Src(Copy Source): * Content: Copies only the values stored in the source cue. * Status: Copies the status of the source cue. Status includes the values stored in the cue and all tracked values from former cues. * Look: Copies all values of attributes for fixtures where the dimmer is open in the source cue, no matter if the open dimmer value is set in this cue, or if it tracks into the source cue. All other fixtures used in the source sequence will get only their dimmer copied at 0. * Cue Only: * When this checkbox is on, the copied cues will be inserted at the destination with activated cue only. Read more about cue only in the [Store Cues topic](/grandma3/2-3/cue_store/)​. * Release: * Defines if Release values will be set when using cue only, or when overwriting with Overwrite (Status). When Release is off, the default values will be set instead of using Release values. Attributes that were before introduced with individual values will get their former values back when using cue only. Release and Default values will only be set in the copied cue when an attribute is not used in the copied cue but is used in the destination sequence already.\ When a copied attribute is not part of the destination sequence, Release values or default values will be set for the attributes in the following cue, when cue only is activated. The action buttons behave like this: * Merge: Merges the data of the source to the destination. Existing data in the destination will be kept as long as both, the source and destination do not have data of the same attribute. If existing data in the destination is also part of the source, the data from the source wins and overwrites the destination. * Overwrite (Status): Overwrites the tracking status (and therefore also the content) of the destination with the data of the source. In this case, the option Release ( described above) is important. Fixtures that track into the destination will be set to Release values or default values, depending on the state of the Release checkbox. * Overwrite (Content): Overwrites only the content (stored values) of the destination with the values of the source. When the destination cue does not exist, the copy cue pop-up will display only these action buttons: * Copy: Copies the source to the destination. Prior cues at the destination will track into the destination cues. * Copy (Status): Copies the source to the destination and sets tracking data from prior cues to Release values or default values, depending on the state of the Release checkbox. In addition, there are some new command line options in order to achieve the copy actions that can be done via the copy cue pop-up. The basic command is always a copy cue command: User name \[Fixture]> Copy Cue 1 At Cue 11 The following command options can be added to this basic command: * /CopyCueSrc ( /CCS): Defines how the source cue is taken for copy. Read more above. * Content * Status * Look * /CopyCueDst ( /CCD): Defines how the data is handled at the destination * Merge: Merges the data to the destination. Makes the most sense in combination with the overall merge action (see /Merge). * OverwriteRelease: Sets the data that is part of the destination, but not of the source to Release values in the destination. Makes the most sense in combination with the overall overwrite action (see /Overwrite). * OverwriteDefault: Sets the data that is part of the destination, but not of the source to default values in the destination. Makes the most sense in combination with the overall overwrite action (see /Overwrite). * /CueOnly ( /CO): Defines if the copy action should be executed with cue only. * /Release ( /Rel): Defines if Release values should be set in the following cue of the destination for attributes that will be introduced by the source. * /Default ( /D): Defines if default values should be set in the following cue of the destination for attributes that will be introduced by the source. * /Overwrite ( /O): Overwrites the existing cue data at the destination. The option /CopyCueDst should be used in addition to define how to overwrite the data at the destination. * /Merge ( /M): Merges the data from the source to the destination. * /NoConfirm ( /NC): Surpresses the copy cue pop-up. If this option is not set, the copy cue pop-up opens and the user can still manually change the settings.   ### []()Copy of Ranges [Section titled “Copy of Ranges”](#copy-of-ranges) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The copying object ranges can be divided into different parts: Cues and all other objects (e.g., Macros, Presets, Groups, and many more). When copying ranges of cues these rules apply: * When a natural order of cues is selected by using Thru, the console attempts to maintain all gaps from the source range at the destination. Example: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 12, and 14.* * If a cue exists already in the range of the destination spot (even if it would fit into a gap), the console suppresses the range at the destination, so that the original order of cues is uninterrupted. The console tries to set whole cue numbers. If this is not possible it appends dotted cue numbers. The console tries to use as less as possible decimals (1 -> .1 -> .01 -> .001). Examples: *Precondition: Cues 1, 2, 4, and 12 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 11.1, and 11.3. The gap between cue 2 and 4 is maintained, but shifted, as the start of the destination is 11 and not 11.1.* *Precondition: Cues 1, 2, 4, and 11.1 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 11.01, and 11.03. The gap between cue 2 and 4 is maintained, but shifted, as the start of the destination is 11 and not 11.1.*   * When the source range of cues is selected in a reversed order by using Thru, the console ignores the gaps from the source range when creating the destination range. The same rule for the resulting cue numbers at the destination from above applies here as well. Example: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 4 Thru 1 At Cue 11 *Result:\ The content, status, or look of cue 4 is copied to cue 11.\ The content, status, or look of cue 2 is copied to cue 12.\ The content, status, or look of cue 1 is copied to cue 13.* * In case of defining the source range by using +, the arising gaps between the single cues can be maintained if the cues are selected in ascending order. If the order is reversed or mixed, then the gaps are suppressed. The same rule for the resulting cue numbers at the destination from above applies here as well. Examples: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 1 + 4 At Cue 11 *Result: New cues 11, and 14.*   *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 2 + 1 + 4 At Cue 11 *Result: New cues 11, 12, and 13.* * When the source list is generated by using a combination of Thur and +, the above rules apply. The Thru-part of the source list uses the rules of Thru, while the +-part uses the +-rules.     When copying other objects, these rules apply: * When a natural order of objects is selected by using Thru, the console attempts to maintain all gaps from the source range at the destination. Example: *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, 12, and 14.* * In case of already existing objects at the destination spot would fit into gaps of the source list, the existing objects will be kept. In case of objects at the destination spot would collide with objects of the source list, the console asks the user how to proceed (Overwrite, Merge, or Cancel). Examples: *Precondition: Groups 1, 2, 4, and 13 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, 12, and 14. The already existing group 13 stays untouched.* *Precondition: Groups 1, 2, 4, and 12 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, and 14. For group 12, the console asks the user how to proceed.* * When the source list of objects is created by using Thru, but in a reversed order, the console ignores the gaps. *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 4 Thru 1 At Group 11 *Result:\ Group 4 is copied to group 11.\ Group 2 is copied to group 12.\ Group 1 is copied to group 13.*   * When the source list of objects is created by using +, the console ignores the gaps. *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 1 + 2 + 4 At Group 11 *Result: New groups 11, 12, and 13.* * When the source list is generated by using a combination of Thru and +, the above rules apply. The Thru-part of the source list uses the Thru-rules, while the +-part uses the +-rules. ### []()Copy Pop-Up [Section titled “Copy Pop-Up”](#copy-pop-up) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The copy pop-up displays now the source objects and destination objects in the title bar.\ As soon as there is more than one source or destination specified in the copy command, only the first source or destination object will be displayed, followed by three dots (…) as an indicator. The general scheme is: Copy ID ‘Name’ At ID ‘Name’, e.g., Copy 1 ‘Intro’ At 11 ‘Outro’\ The resulting string can be different when an object has no user-given name. In this case, the system generated name contains the object ID, and therefore, the ID is then discarded: Copy Cue 1 At 11 ‘Outro’. ***   ### []()Sequence and Sequence Sheet [Section titled “Sequence and Sequence Sheet”](#sequence-and-sequence-sheet) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The release behavior of sequences has been improved. From now on the first cue of a sequence will not be set to release mode anymore automatically. Instead of this, the new sequence setting Release First Cue determines if the tracking from the last to the first cue is released or not, when using wrap around. When Release First Cue is enabled, and the first cue in a sequence does not have the cue property Release set to Yes, then a gray \ will be displayed for this cue in the Release cell.\ Release First Cue is enabled by default in all sequences. This includes new sequences and also sequences in shows of older software versions.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The sequence sheet got several improvements to enhance the user experience: It is not possible to sort the sequence sheet anymore, as the order of cues is determined by the cue IDs. The sequence sheet received the Merge Cells option and displays now in track sheet mode the same values of the same feature as one value. Read more about [Merge cells](/grandma3/2-3/wvm_settings/).\ Tracked dimmer values of 0% are now displayed by a dot (.), instead of displaying a tracked 0. This improves the readability of the tracking sheet.\ Cue parts display now always values, also when the values are only tracked values, and a new value would be set in the same cue, but in a later part. The value LinkLastGo is now part of the LinkType-option. When a sequence sheet is set to LinkLastGo, the sequence that was go-ed as last will be displayed by the sequence sheet.\ Executing one of these playback commands for a sequence will trigger LinkLastGo: * <<< * \>>> * Go+, Go- * Goto, Load * On * Select * Top * Temp, Flash * Toggle On * Pause   In addition, automatic cue triggers from timecode shows and cue commands trigger LinkLastGo as well. Follow and Time cue triggers are excluded from LinkLastGo.\ Sequences have a new option called Include Link Last Go. It is on by default. When it is set to off, playing back a sequence with the commands listed above will not trigger the LinkLastGo functionality.\ LinkLastGo displays only the sequence that is executed by the same user profile. Custom IDs are now displayed with their corresponding ID type when the sequence sheet is in track sheet mode. Therefore, the cell with the fixture ID is split horizontally. The top row displays the ID type, while the bottom row displays the IDs (Fixture ID = FID; Custom ID = CID): FID:CID or CID. In case of having only a fixture ID for a fixture, the cell is not split. When loading a cue, the sequence sheet jumps now to the loaded cue. The sequence sheet in track sheet mode has now more values for the Preset readout option in the context menu: * ID: Displays only the ID of a preset. * ID+Name: Displays the ID and the name of a preset. * ID+Name+Value: Displays the ID, name and the value of a preset. * Name: Displays only the name of a preset. In former versions, this value was called “Preset”. * Name+Value: Displays the name and the value of a preset. In former versions, this value was called “Both”. * Value: Displays only the value of the preset. The sequence sheet displays running timings now also on the name column. The running timings in the name cell and duration cell are set to blue progress bars by default.\ All cells that have a timing display now also a progress bar as soon as this time is running. Fade times are having a green progress bar, delay times and trigger times are having orange progress bars. All colors can be adjusted in the color theme in the UI color section SequenceGrid. Countdown timing was added to the sequence sheet. Countdown can be set per sequence sheet in the context menu. When countdown timing is enabled, running cue timings will display the remaining time. The times are displayed as whole numbers without fractions of a second or frames. It has these options: * Off: During the transition into a cue, all cells with timings still display the set times. * Duration: During the transition into a cue, the duration cell of the cue displays the remaining time of the transition with a countdown analog to the progress bar. * All: All cells with a running time display the remaining time with a countdown. ***   ### []()Timecode and Timecode Editor [Section titled “Timecode and Timecode Editor”](#timecode-and-timecode-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Timecode shows got a bunch of improvements: Markers in timecode shows are now always part of the track group. It is not possible anymore to define a dedicated track as a marker track.\ The default length of a marker is now 1 frame when adding markers without specifying a length. Adding markers with the quick add time marker tool (+M), are also 1 frame long.\ In the timecode editor context menu, a new option allows to displays the markers of the track group in a lighter version within each track of the track group: Marker in tracks. When it is off, the markers are only displayed in the track group. The appearance of timecode events has changed:\ An event is now displayed by a diamond with a vertical line. The vertical line / the center of the diamond is placed at the frame of the event.\ In addition, the action of the event is displayed above the diamond.\ Cue number and cue name are displayed below the diamond.\ All four elements (diamond, symbol, cue number, and cue name) can be displayed separately or hidden, by enabling or disabling the corresponding options in the display section of the timecode editor context menu. A Timecode section has been added to the Preferences and Timing menu. These settings are used when creating a new timecode show. New timecode setting Record Go defines how go events are recorded into timecode shows: “as Go” records usual Go+ as action for events, while “as Goto (Status)” records Goto+ as action. By default “as Go” will also record a destination cue. That ensures that the correct cue will also be played back correctly when playing back the timecode show. It is possible to delete the destination from a Go+ event. In this case, a normal Go+ would be executed, which would then go to the next cue. The new timecode setting Assert Previous Events makes sure that all previous events will be asserted when jumping to a position somewhere in the timecode show, when it is set to Yes. The previous events will be asserted in backward order starting at the current position the play head in the timecode show. Timecode Slots are not recorded anymore automatically into timecode shows. They have to be set manually as a target to a track in order to be able to set events for timecode slots. The Selection Target (Select. target) type can now be defined in the title bar of the timecode editor. It is now possible to define per timecode event, if cue commands shall be executed within this event, or not. Therefore the column Execute Cmd has been added. When it is set to No for an event, the cue command is not executed.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release In addition, several improvements were made to the timecode editor: When adding an event into a time range, the select mode will automatically change to time range.\ When using the add event tool in order to add a time range into a track group, the select mode will automatically change to time range.\ Adding events or time ranges via the toolbar in the timecode editor, changes now also the selection mode in the tool bar to event or time ranges. New buttons to jump to markers were added to the timecode navigation bar at the bottom of the timecode editor: M<< and M>> jump directly to the beginning of the next marker in the chosen direction.\ The default color of new markers is white. When the timecode editor is in playback mode, the record button disappears now from the timecode navigation bar at the bottom. When tapping Zoom to Fit, the timecode editor zooms now to a scaling where all recorded events can be seen. In addition, 1s before the first event and 1s after the last event will also be displayed. Collapsed track groups display a smaller summary of all tracks in the track group. The image color of the assigned appearance is now used to color the track when no background color is defined in the appearance. When adding a marker to a track group, a pop-up asks now to enter a name for the marker. In addition, it is possible to select an appearance in the label pop-up. It is now possible to select track groups. To do so, press Select and tap the desired track group in the timecode window. Or execute Select Timecode x.y where x is the ID of the timecode pool object and y is the ID of the track group. When adding markers or new tracks to the timecode show, they will be added to the selected track group. The elements in the context menu of the timecode editor and the settings menu of timecode shows are rearranged. The arrangement of the encoders in the timecode editor encoder bar changed: * Dual encoder 1 outer ring: Marker * Dual encoder 1 inner ring: Cursor * Dual encoder 2 outer ring: TimeRange * Dual encoder 2 inner ring: Track * Dual encoder 3: Event * Dual encoder 4 outer ring: Duration * Dual encoder 4 inner ring: Time   The marker encoder in the timecode encoder bar displays now also the track group the marker belongs to.\ Pressing the track encoder in the timecode editor encoder bar opens now a track selection pop-up.\ Pressing the inner encoder of the event encoder opens the token selection pop-up, while pressing the key for the outer encoder of the event encoder allows to select events of the current track.\ The encoders for cursor, time, and duration open now an input calculator when the encoder or its corresponding key is pressed.\ Pressing the keys of the time range encoder and marker encoder opens a drop-down for a direct selection of a time range or marker. When selecting an event in the text mode, it will also be selected in the timeline and vice versa.\ New text mode “Markers” when the editor is in text mode or both mode: Markers will only display the markers.\ Text mode is sorted by time per default.\ The text mode has now a column in order to display the track group of each event.\ The text view does not display the No (number) column anymore.\ Switching the View Mode to Text, the text area is now scaled as big as possible.\ Events and markers display the track appearance or the appearance of the track group in the track cell in the text area of the view modes Text and Both. The command line has now priority above the selected tool in the timecode editor. For example, the add tool is selected and the command line has Label as input. Tapping a time range will label the time range instead of adding a new one to the track group. The option Last Event in the timecode editor works now also in record mode. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Network The Network Menu features 2 separate columns called “Version Big” and “Version Small”. Nodes only have to match up with the “Version Small” number for compatibility. The versions of consoles and processing units have to match the “Version Big”. The dropdown for selecting the interface used for MA-Net in the network menu has now also an Auto value. When the MA-Net interface is set to Auto, the grandMA3 software determines the interface to use by itself. In this case, the IP of the selected interface is set into angle brackets on the MA-Net Interface button, e.g., <192.168.0.4>. The automatically determined interface in Auto mode is specified by the order of the following rules: 1. When a Class C IP address (192.168.x.y) is found, the interface if this IP will be taken. No matter of the link state of this interface. (At onPC on Mac the interface link state must be active.) 2. When no Class C IP is found, the software searches for a Class B IP (172.16.x.y). Only if the interface has an active link state. 3. If also no Class B IP address is available, a Class A IP in the range of 10 (10.x.y.z) will be searched. Only if the interface has an active link state. 4. If this also fails, a Class A IP in the range of 2 (2.x.y.z) will be searched. Only if the interface has an active link state. 5. If no Class A IP is available, the loopback interface will be used. The user can still always change the selected interface from Auto to his preferred interface. On grandMA3 consoles, Processing Units, and xPort Nodes, the first interface will still be selected as the default interface after a Full Install.\ Per default grandMA3 onPC on Windows and macOS will be set to Auto. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Web remote * The web remote menu displays now for every connection the requested resolution. * New show files will have an additional user called “Remote” and has its own ScreenConfig “Remote” assigned. This allows independent use of the web remote compared with the console. * When connecting to a grandMA3 station via web remote, the Remote user will be logged in automatically. * Command-line linking allows the user to see the input into the command line of a station on all other stations that are logged in with users that use the same user profile. Command line linking can be activated on the device that is logged in via web remote. Right of the command line, a button with a chain-link symbol is located. When command line linking is enabled, the background of the linked command lines turns slightly yellow. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When a show was saved a small temporary overlay will be displayed for 1s by default at the bottom of all displays. By default the overlay is green. The color can be changed within the color theme: UI color definition Display.SaveShow.\ It is possible to enable or disable the overlay for each display separately. To do so, open the display configuration and tap Show Feedback. This needs to be done for each display on its own. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Timecode Slots have now additional colors for off (gray), running with an external source (green), and running via generator (orange). All colors can be changed individual per timecode slot. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Dropdowns that display appearances or presets, display now a small thumbnail with the appearance or the preset display information (e.g., dimmer intensity, color, gobo, etc.). This can be observed for example in the assign menu of executors that have sequences assigned. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Update menu The update menu has now a button called Sequence Mode with these values: * All: All sequences are displayed. * Selected: Offers only the selected sequence to update. * Last Called: Offers only the last called sequence to update. The Cue Filter property interacts with the Update Mode. The update menu offers now only cue parts to update, and not the cue and its cue parts. In addition, the columns in the sequence area were reworked. Now only the labels and IDs of the sequence, cue, and cue part are displayed. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Delete with Cue Only option works now. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Backup menu When saving a show with a new name, a pop-up asks now the user if he wants to change the name. In addition, a pop-up warns also the user if a show with the same name also exists when tapping Save Show As. The default tab in the backup menu is now the Save-tab. The “.show” file extension of show files is now suppressed in the input field in the backup menu. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The commands SelFix and Off work now also in combination with programmer parts. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Network menu and Update menu The network menu and the update menu display now the following states of stations within the list of network devices: * IP address of other IP address range: Red font color of the IP. * Invite disabled: Orange font color of the station name. * Station is in update mode: Yellow font color of the status. * Different software version: Orange font color of the version numbers. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The on-screen keyboard is now equipped with buttons to navigate through the displayed text.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Layout View: * MAtricks can be assigned to a layout. * The default token for newly assigned objects to a layout is selfix. * The Layout window displays the cue number and cue name of assigned sequences. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Preset editor can be moved to different screens by tapping the edit display preference button in the upper right corner. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the presentation of colors that are outside of the sRGB color space in the 3D window. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The custom/master section window allows now a minimum width of one square. This is handy when it should only display the page section. * The launcher on macOS displays the different versions now by increasing version numbers. * Backup menu: The name of the autosave time has been changed from Timeout to Interval. * Release and Assert are now set in CueZero instead of Cue 1 in new sequences. * Analog Remotes are renamed to DC Remotes. * The DC Remote input Signals are now assignable via their absolute number (1-64). The Slot/Signal (1-8/1-8) system is replaced. For example, Slot 5/Signal 1 is now Signal 33. * Stomp on a running phaser stopped the phaser and knocked the current values into the programmer. This behavior changed: Stomp on a running phaser now knocks the attribute values of step 1 into the programmer and discards all other steps. * Midi is now always renamed to MIDI. * The sorting mechanism in the fixture sheet sorts now in this order: * By Fixture ID * By ID Type * By Custom ID within each ID Type * The possible range of phase has been extended. Now it is possible to set phases between -720° and +720°. * When Art-Net configuration lines are set to Auto mode, and no Art-Net receiver subscribed for Art-Net universes, Art-Net of this configuration line is now sent as Broadcast. As soon as a subscriber is available, the existing rules for Auto are applied: Until the number of subscribers does not exceed the broadcast threshold, Art-Net will be sent as Unicast. * Keyboard Shortcuts are not automatically disabled anymore when opening a pop-up with a calculator. * Coordinates of stage elements now display only 3 digits. * The setting MIBDynamic is changed to MIBMultiStep  * The arrangement of the buttons common tab, pools tab, and more tab in the add window dialog was changed. * The Network menu and the Software update menu is sorted by IP address by default. * The last logged user name is remembered. If a new show is created and the user is not available, the user Admin will be used.  * The hardkey shortcut MA + . is entered in the command line instead of executed immediately. * The At button in the Control Bar displays now an additional filter symbol instead of Yes or No. When a different filter than filter 1 is selected, the icon and the At will turn yellow. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The projection of a gobo in the 3D window that was pointing into the camera was displayed in the opposite direction of the stage bounding box in some cases. This bug is fixed. If a beam containing a gobo is pointing into the camera, there is no projection shown on the backside of the bounding box.  | | The color of several single color emitters on the same level of the geometrical tree was not treated as a single color but as a combined color mixing system. This bug is fixed. Single additive colors of different geometries on the same level are not mixed together any longer. | | Wrong values were visualized at the lower and upper end of a channel function if the DMX channel had a resolution of 16 bits. This bug is fixed. DMX channels with a 16-bit resolution bit are now visualized correctly at the whole range of its channel functions. | | The lasso of the selection was not restricted to the borders of the 3D window. This bug is fixed. Lasso selection now respects the borders of the 3D window. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Macros that opened multiple text input pop-ups within one macro line, rearranged the input values to wrong positions. This bug is fixed. Commands executed by macros should not rearrange the syntax anymore.  | | The LUA HTTP library included other libraries wrong. This bug is fixed. The LUA HTTP library is now included properly. | | It was not possible to store a show that was named “show”. This bug is fixed.  | | Switching off the recording of a timecode show recorded off events for all recorded playbacks. This bug is fixed. Switching off the record mode of a timecode show does not add off events anymore to the timecode tracks. | | Updating values from presets with individual timings in a cue remained in the preset link even if the new preset had no individual timings. This bug is fixed. Updating values in a cue where the original preset contained individual timings transform the individual timings into hard timing values when the new preset has no individual timings. | | Changing the time of a timecode event using the time encoder could not be oopsed by executing Oops once. Each encoder click was one event for oops. This bug is fixed. Turning the time encoder of a timecode event can now be oopsed at once by executing oops one time. | | It was not possible to manually set a fader value above 59% in a timecode show. This bug is fixed. Editing the fader value of a timecode show event allows now input up to 100%. | | When re-recording a timecode show and an executor fader movement was recorded again, the resulting fader graph was a mix of the old and the new fader movement. This bug is fixed. Recording the fader movement again in a timecode show overwrites the old fader movement now completely. | | Auto Start and Auto Stop in timecode shows did not work independently. This bug is fixed. Auto Stop works now also, even when Auto Start is disabled. | | Padding Top and Padding Bottom in layout elements were interchanged. This bug is fixed. Padding Top affects now the top padding and Padding Bottom affects the padding at the bottom of a layout element. | | The console crashed when Exchange was executed with lasso selections in the sequence sheet. This bug is fixed. Exchange with lasso selections in the sequence sheet does not crash the console anymore.  | | When copying a timecode show the action was reset to Go+ and the destination was deleted. This bug is fixed. Copying a timecode show copies it now 1:1. | | It was not possible to alter the values of an attribute by turning the encoder, when the user dialed the encoder before to the upper limit of the current channel function and selected then a different channel function for the encoder. This bug is fixed. Turning an encoder should now always alter the values of the attribute of the selected fixtures. | | Copying a cue range did not respect gaps in the cue numbers or cue numbers with points. This bug is fixed. Gaps in the cue numbers or cue numbers with points are now respected when copying a cue range. | | A provided cue part number was not respected when copying cues. This bug is fixed. Cue part numbers are obeyed when copying cues.  | | Editing a color in the color theme editor did not automatically disable the keyboard shortcuts. This bug is fixed. Keyboard shortcuts are now disabled when editing colors in the color theme editor. | | The system monitor in grandMA3 onPC on macOS displayed from time to time the error message “kevent failed with Operation now in progress(36)”. This bug is fixed. All errors with kevent should be fixed now. | | The commands Blind On and Blind Off did not change the state of the blind mode accordingly. This bug is fixed. Blind On and Blind Off work now again as expected. | | The predefined macro “Circular Copy X Plus” referenced not to itself in a macro line. This bug is fixed. The predefined macro “Circular Copy X Plus” should work now as expected. | | Pressing Page + or Page - several times while having already a part of a command inside the command line, e.g., Copy Page 1.201, removed with the second press and every additional press one character from the existing command. This bug is fixed. Changing pages while having already a command in the command line does not delete characters of this command anymore. | | The commands Off and On did not interact properly with the encoder bar attributes and layers. This bug is fixed. Off an On do interact with the encoder bar attribute and layers. | | Next X in an only in Y axis oriented selection in the Selection Grid did not work as expected. This bug is fixed. Next X in an only Y axis oriented Selection performs a selection clear and applies next X. | | Adding a Timecode marker on top of another marker changed the first marker duration to 0. This bug is fixed. Adding a Timecode marker on top of another marker is not possible anymore. | | The command On and Off did not allow defined switching of Highlight, Lowlight, Solo and Blind. This bug is fixed. Defined switching for Highlight, Lowlight, Solo and Blind works as expected. | | Copy and paste of a Time range in a Timecode show did not work as expected. This bug is fixed. Copy and Paste of a Time range works as expected. | | Executor knob events were not recorded within a Timecode show. This bug is fixed. Executor knob events are recorded in a Timecode show. | | The grand master knob function encoderclick was not assignable with e.g. black. This bug is fixed. The grand master knob function encoderclick can be assigned. | | When shortcuts were enabled, the label function was not working with the onscreen keyboard. This bug is fixed. When shortcuts are enabled, the label function is working with the onscreen keyboard. | | The command label selection did not work as expected. This bug is fixed. Label Selection is working correct. | | While recording a timecode show and moving a fader slowly, an event at the start of the movement was not recorded. This bug is fixed. Fader movements during timecode recordings are now recorded properly. | | Appearances could not be assigned to groups that contain only one fixture. This bug is fixed. Appearances can now be assigned to single fixture groups. | | When setting options to commands and a pop-up was then spawned by the command, the options were not displayed anymore in the pop-up. This bug is fixed. Pop-ups of commands (e.g., Store pop-up) display always all options, also when they are already set by the command line. | | Editing fade or delay cells in the sequence sheet in tracking sheet mode corrupted the timings. This bug is fixed. Editing timings in the tracking sheet applies now the timings the user inputs. | | Assigning a filter to a preset pool did not work by pressing Assign, then tapping the filter in the filter pool and tapping the preset pool. This bug is fixed now. Filters can now be easily assigned to pools. | | When keyboard shortcuts were enabled, pressing one Shift key was interpreted as pressing both MA keys. This bug is fixed. The Shift keys are now handled separately when having keyboard shortcuts enabled. | | SelFix assigned to executor buttons did not work for groups assigned to the executor. This bug is fixed. SelFix on executors for groups assigned to the executor selects now the fixtures of the group. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The delay of Art-Net and sACN configurations were set to 0.1000000015 ms. This bug is fixed. The default delay is set to 0.1 ms. | | Sending and receiving OSC was only possible on port 8000. This bug is fixed. OSC can now be sent and received on all ports. | | The input of DC remotes was not streamed within the session. The data was only processed locally. This bug is fixed. DC remote input is now transmitted within the session. The data is processed at the global master station. | | The console could crash when moving the master fader of a group via OSC. This bug is fixed. The console should not crash anymore when moving a fader via OSC. | | When a web remote device requested a resolution of 0x0 pixels, the console could crash. This bug is fixed. The console should not crash anymore when a web remote device requests an invalid resolution. | ### Patch [Section titled “Patch”](#patch-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The MIB fade calculator for attributes had a wrong range of the maximum allowed time. This bug is fixed. The MIB fade calculator allows now up to 14D of fade time. | | The console could crash when exchanging the fixture type of a fixture with a dimmer fixture type. This bug is fixed. The console should not crash anymore when exchanging the fixture type of a fixture. | | Importing an MVR file with a huge amount of scene objects could cause the grandMA3 application to freeze. This bug is fixed.  | | The Layer and Class information was not kept when performing a cut/paste operation in the patch. This bug is fixed. The Layer and Class information is kept when performing cut/paste inside the patch. | | Leaving the Live Patch asked for a confirmation. This bug is fixed. Leaving the Live patch does not ask for confirmation anymore. | | After the import of a GDTF file, the stage in the patch was set to “All Stages”. This bug is fixed. The import of a GDTF file does not change the stage. | | The DMX Change Time Limit calculator for attributes rounded the input time in a wrong way. This bug is fixed. The DMX Change Time Limit calculator applies now the time the user inputs without rounding errors. | | Individual timings were discarded from cues, when adding new fixtures to the patch or replacing fixture types. This bug is fixed. Individual timings should not get deleted anymore when doing changes in the patch. |   ### Playback [Section titled “Playback”](#playback-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet and encoders displayed the wrong tracking colors when going back in the sequence. This bug is fixed. The tracking state should now always be in sync between the sequence sheet, fixture sheet, and encoders. | | When adjusting the master of an empty group, the output of all fixtures was adjusted. This bug is fixed. Empty group masters do not influence the output of any fixture anymore. | | Timed fades between 2 cues or sequences did not fade to the correct values when the master fader was pulled down. This bug is fixed. Fades between cues respect now the position of the master fader. | | Go+ reasserted the tracking state of a playback, even when the programmer had a different value active for the same attributes. This bug is fixed. Programmer values of attributes are not overwritten by playbacks when the cue has only tracked values for the attributes. | | Setting Release to off in the first cue released nevertheless the values when going from the last cue to the first cue with wrap around. This bug is fixed. Wrap around works now also with release set to off in the first cue. | | Fast backward (<<<), fast forward (>>>), and goback (Go-) triggered the next cue, when it was a timed cue (Follow or Trigger Time). This bug is fixed. Timed cues are not triggered anymore when going to a cue with <<<, >>>, or Go-. | | <<< in the sequence sheet encoder bar executed always a Go- instead of <<<. This bug is fixed. All playback buttons in the sequence sheet encoder bar execute now the actions of their labels. | | Updating a sequence asserted the sequence completely. This bug is fixed. Stolen attributes of other playbacks are not asserted anymore when updating a sequence. | | When activating highlight while being in blind mode with the programmer, the highlight values ignored the blind mode and were output. This bug is fixed. Highlight values are not output anymore while being in blind mode. |   ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The German on screen keyboard had / and ? twice. This bug is fixed. - and \_ are now available on the German on screen keyboard. The German onscreen keyboard Alt did not work properly. This bug is fixed. The German Alt key at the on screen keyboard is working now. | | The timecode editor window offered the possibility to select a different timecode pool object. This bug is fixed. The timecode editor is now limited to the edited timecode pool object. The timecode window still allows to select and display a different timecode pool object. | | The color theme editor had two Delete buttons. This bug is fixed. The second delete button is now labeled as Delete Color Theme. | | The window title of the In & Out menu was wrong. This bug is fixed. The In & Out menu title is now In & Out. | | When delay times were coming from presets, the sequence sheet in track sheet mode did not display the link, but only the hard values. This bug is fixed. All values, coming from a preset display now the preset link in the tracking sheet. | | The sequence sheet did not store the scroll position into a view. This bug is fixed. The scroll position of the sequence sheet is now recalled when calling a view. Auto-scroll has to be disabled. | | Auto-scroll in the sequence sheet did not scroll back to the left when track sheet mode and transposed mode were enabled and it jumped to the next row. This bug is fixed. The sequence sheet displays now with auto-scroll always the current cue, also when the transposed mode is enabled. | | The sequence sheet displayed markers for phaser values accidentally when storing release values. This bug is fixed. Phaser markers are only displayed when phaser values are present. | | The default width of columns in the sequence sheet was chosen unluckily. This bug is fixed, The width of columns in the sequence sheet are now better adjusted to the purpose of every single column. | | Enabling track sheet mode in the sequence sheet could crash the console. This bug is fixed. The console should not crash anymore when enabling the track sheet mode of the sequence sheet. | | Opening a default 3D view caused a crash in some cases. This bug is fixed. | | Load and Save did not work in the timecode view context menu. This bug is fixed. The window settings can now be saved and recalled in the timecode view. | | The round corners of pop-ups on the xPort nodes had a black background. This bug is fixed. Round corners of pop-ups have now always a transparent background. | | Spinning an encoder directly after switching its channel function could cause the first ticks of the encoder to be lost. This bug is fixed. The first ticks of the encoder do not get lost if the channel function is switched. | | When entering times for CueFade or CueDelay, which were different for in and out timing, the background of the cell changed to black. This bug is fixed. CueFade and CueDelay cells in the sequence sheet have always a gray background when they can be edited. | | When editing values in a sheet by doing a long-press beforehand, a lasso selection was initiated when closing the calculator. This bug is fixed. Opening a calculator by long-pressing a cell does not start a lasso selection anymore. | | From time to time pressing objects in pools was not recognized. This bug is fixed. All pool objects should now be accessible after resizing a pool window. | | Selecting a single attribute cell in the fixture sheet activated the entire row. This bug is fixed. Selecting a single attribute in the fixture sheet is possible.   | | When resizing the application window of grandMA3 onPC on Windows, the not touched edges of the window moved slighty on the desktop. This bug is fixed. Resizing the grandMA3 onPC application on Windows does not move the window across the window. | | When a show file was converted from grandMA2 to grandMA3 with a grandMA2 onPC or Mode2. If the grandMA3 software was started on the same machine after that, graphical issues in the user interface occurred. This bug is fixed. There are no longer graphical issues in the user interface of grandMA3 after a show file was converted from grandMA2 on the same machine. | | When having gaps between data pools, the assign menu displayed the wrong data pool on the data pool button. This bug is fixed. The assign menu displays now always the selected data pool om the data pool button. | | The All preset pools disappeared from the Add window dialog, when they were renamed. This bug is fixed. The All preset pools are always displayed in the Add window dialog, no matter if they are labeled, or not. | | Multi-line editors, like the plugin component editor, highlighted the wrong characters, when the user did selections across multiple lines. This bug is fixed. Selections in multi-line editors highlight now the selected characters. | | Not all pool buttons in the Add window dialog displayed their pool color in the indicator bar of their button. This bug is fixed. All pools display now their color in the indicator ar in their buttons in the Add window dialog. | | Scrolling via the mouse wheel in the main menu did not work properly. This bug is fixed. Scrolling with mouse wheel in the main menu is working as expected. | | The Software update menu did not show the selected update file when reopening the menu. This bug is fixed. The Software update menu shows the selected file continuously. | | The selected Timecode Trackgroup was not displayed properly. This bug is fixed. The selected Timcode Trackgroup is displayed with yellow text. | | The power loss pop-up did not appear on the letterbox screens if the console was locked. This bug is fixed. The power loss pop-up does now always appear when there is a loss off power. | | The Add Window did not show colors for all pools and presets. This bug is fixed. Pool and Preset Colors are displayed in the Add Window. | | The Edit User pop-up was too big for the small screens. This bug is fixed. The Edit user pop-up fits now into the small screens. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Step Recipes and the Step Creator are not anymore part of v1.4 or newer. Existing step recipes of show files in versions up to v1.3.1.3 will be discarded. Independent tracking of absolute and relative values in the same sequence is currently not possible. Moving cues/cue parts does not move the data correctly. It is recommended to use the copy command. Show files saved with versions v1.3.1.3 or prior discard the content of the programmer when loading the show file in v1.4 or newer. The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.5 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v1_5/#GetStarted) * [Bugfix Version 1.5.2.3](/grandma3/2-3/key_rn_v1_5/#h2__1437913018) * [Other Enhancements](/grandma3/2-3/key_rn_v1_5/#h2_1198082799) * [​](/grandma3/2-3/key_rn_v1_5/#Bugfix)[What’s Changed ](/grandma3/2-3/key_rn_v1_5/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_5/#h2__1624482491) * [grandMA3 Version 1.5.2.1​](/grandma3/2-3/key_rn_v1_5/#h2__234416704) * [Features](/grandma3/2-3/key_rn_v1_5/#h2_727740091) * [Playback Engine](/grandma3/2-3/key_rn_v1_5/#h3__1886388219) * [Absolute and Relative Layers](/grandma3/2-3/key_rn_v1_5/#h3_611999356) * [Release Values](/grandma3/2-3/key_rn_v1_5/#h3_535471253) * [Stomp and Capture](/grandma3/2-3/key_rn_v1_5/#h3__1231776360) * [Cue Parts and Programmer Parts](/grandma3/2-3/key_rn_v1_5/#h3_1922197212) * [Special Values and Pan/Tilt Offset](/grandma3/2-3/key_rn_v1_5/#h3_100054290)[​](/grandma3/2-3/key_rn_v1_5/#Features) * [Agenda](/grandma3/2-3/key_rn_v1_5/#h3__1229996058) * [Layout](/grandma3/2-3/key_rn_v1_5/#h3__2084382304) * [3D Window](/grandma3/2-3/key_rn_v1_5/#h3__673189665) * [Import/Export Menu](/grandma3/2-3/key_rn_v1_5/#h3__671156747) * [Readout and Encoder Resolution](/grandma3/2-3/key_rn_v1_5/#h3_1424464029) * [Patch and Live Patch Menu](/grandma3/2-3/key_rn_v1_5/#h3_25192502) * [Special Executors](/grandma3/2-3/key_rn_v1_5/#h3__1819526639) * [DMX Curves](/grandma3/2-3/key_rn_v1_5/#h3_1465530181) * [Assign Menu and Settings Editor](/grandma3/2-3/key_rn_v1_5/#h3_53454221) * [onPC Improvements](/grandma3/2-3/key_rn_v1_5/#h3_539032469) * [USB MIDI Support](/grandma3/2-3/key_rn_v1_5/#h3_847521682) * [Audio In Selection](/grandma3/2-3/key_rn_v1_5/#h3__1163635527) * [MVR Merge](/grandma3/2-3/key_rn_v1_5/#h3_27294869) * [Other Enhancements](/grandma3/2-3/key_rn_v1_5/#h2_596831770) * [What’s Changed](/grandma3/2-3/key_rn_v1_5/#h2__570807996) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_5/#h2_301368596) * [Appendix](/grandma3/2-3/key_rn_v1_5/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_5/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press the Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-3/gear_1-5ff0d7.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu key on a console. Hit Backup, and tap Load tab in the pop-up menu. Now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by double-clicking on it or selecting it and then tap Load Show. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.5.2.3 [Section titled “Bugfix Version 1.5.2.3”](#bugfix-version-1523) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Windows IoT image for the grandMA3 command wing XT and the grandMA3 onPC rack-unit got updated: The Windows IoT version is now 20H2.\ Furthermore, drivers got updated, too. *** ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * onPC stations without grandMA3 onPC hardware connected directly to the station generate now a unique serial number. This serial number can be seen in the command line history after executing the [version](/grandma3/2-3/keyword_version/) keyword. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Changes in a show file were saved, even when tapping Do not save. This bug is fixed. Choosing Do not save does not save the current show file anymore. | | Executing IfOutput together with a dimmer value, e.g., IfOutput At 0 crashed the software. This bug is fixed. IfOutput At 0 does not crash the software anymore. | | MIDI messages were still received when MIDI via onPC command wing was disabled. This bug is fixed. MIDI messages input into onPC command wings are only processed when MIDI via onPC command wing is enabled. | | It was not possible to load a show by using the SHOW argument of the grandMA3 onPC Windows executable file anymore. This bug is fixed. grandMA3 onPC on Windows can again load a show file on startup. | | The software could crash when loading several show files quickly in a row and the layout window was displayed in the show files. This bug is fixed. Fast and successively loading of different show files should not crash the software anymore. | | Turning an encoder and while that changing to press and turn made the attribute jump to an unexpected value. This bug is fixed. Changing from turning an encoder to press and turn continues to change the value flawlessly. | | grandMA3 onPC on macOS could crash during startup when the user tried to change the size of the window. This bug is fixed. grandMA3 onPC does not crash anymore when the size of the window will be changed during the startup process. | | The software could crash when storing cues with cue only activated. This bug is fixed. Activated cue only should not crash the software when storing a cue. | | When disabling the screen encoder, a possible fifth attribute encoder displayed always the encoder resolutions instead of the channel functions. This bug is fixed. The fifth attribute encoder displays now the channel functions and on pressing MA the encoder resolutions. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sequences were triggered from time to time, when DMX remotes were set up for them, also when there was no trigger event happening for them. This bug is fixed. DMX remotes are working as expected again and do not trigger sequences anymore unexpectedly. | | Playing back sequences with HTP priority did not work as expected. This bug is fixed. Sequence priority HTP works now again as expected. | | Adding a huge amount of attributes to an already running sequence could cause wrong output. This bug is fixed. The output of a running sequence won’t be corrupted anymore when adding a lot of attributes to the sequence. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when a layout window and several encoder bar windows were displayed at the same time. This bug is fixed. The software does not crash anymore when several encoder bar windows and layout windows are displayed. | | Some fixtures could flicker within the layout window. This bug is fixed. Layout elements displaying fixtures should not flicker anymore. | | The software could crash when importing a color theme, that had not the color MiniEncoder - IndicatorBack defined. This bug is fixed. Importing a color theme that has not the color MiniEncoder - IndicatorBack defined does not crash the software anymore. | | The software could crash when it tried to render a character that is not part of the used font. This bug is fixed. Characters that are not part of the used font type are not tried to be rendered anymore. | | Tapping on the executors in the executor bar could crash the software when another editor, e.g., the macro editor, was already open. This bug is fixed. Opening the assign menu by tapping executors in the executor bar does not crash the software anymore. | *** ## grandMA3 Version 1.5.2.1 [Section titled “grandMA3 Version 1.5.2.1”](#grandma3-version-1521) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.5.2.1 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Playback Engine [Section titled “Playback Engine”](#playback-engine) ### []() Absolute and Relative Layers [Section titled “ Absolute and Relative Layers”](#absolute-and-relative-layers) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The playback engine has now the absolute and relative layers separated from each other. This allows now an easy combination of absolute and relative data coming from different presets. **Known Limitations:**\ MIB works only with absolute values. After calling the values of a Preset, the next tap of that preset will discard the programmer values for Layers not included in the Preset.     ### []() Release Values [Section titled “ Release Values”](#release-values) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When setting a release value in the programmer for any attribute, a real release value will now be stored.   ### []() Stomp and Capture [Section titled “ Stomp and Capture”](#stomp-and-capture) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The behavior of Stomp improved again. When stomping multistep relative phasers, steps 2 and above will be deleted, and the relative values will be set to 0.\ The values in step 1 will be set to the default values on the absolute layer and to 0 on the relative layer. It is now possible to execute stomp directly when calling a preset. Example:\ A relative circle is running around the absolute drummer position. Select some fixtures, press Stomp, and then tap a different absolute position preset, e.g., the one for the singer.\ In this case, the lights will point to the singer without doing the circle anymore.\ When the singer preset would have been called without stomp, the lights would circle around the singer in this case. In addition, it is now also possible to define per preset if it shall be called automatically with stomp. When editing the settings of a preset, Stomp can be enabled.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new keyword Capture (Stomp Stomp) knocks the current non-default values of the selected fixtures into the programmer. During a running multistep phaser, it’s not the value of a step that is knocked in, but the current output value when executing Capture will be knocked in. This can be any value between 2 steps, depending on the moment of the execution. Capture allows also to knock in the current output values when fading into a new cue, or when doing a crossfade. *** ### []()Cue Parts and Programmer Parts [Section titled “Cue Parts and Programmer Parts”](#cue-parts-and-programmer-parts) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The displaying of parts in the track sheet and the fixture sheet improved. Sequence sheet:\ When a cue has several parts, but only one value for one attribute in one of the parts, it is not necessary to expand the whole cue in the track sheet mode to see the values that are living in other parts than part 0. The track sheet merges the values of all cue parts into the cue line when the cue is collapsed. Therefore, values from other parts will display the part it is coming from in the lower right corner of the value cell. Fixture Sheet:\ When the programmer has values from different parts, all cells of attributes that are not part of the currently selected programmer part are displayed with darker color. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release​ With the changes regarding absolute and relative values, the different part properties of presets were reduced to only Cue Part. Cue Part defines into which part the preset will be called. By default, the value is set to 0 for all presets. To change this setting, enter EditSetting into the command line and then tap the desired preset. In the EditSetting pop-up, tap Cue Part, enter the new value and apply it by tapping Please. This defined part will also be used when activating values in the programmer via the encoders. **Important:**\ When loading show files saved within grandMA3 v1.4 or older, the old part properties are discarded. *** ### []()Special Values and Pan/Tilt Offset [Section titled “Special Values and Pan/Tilt Offset”](#special-values-and-pantilt-offset) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Special values are used to modify the default values, highlight values, and lowlight values of attributes per fixture instead of using the values defined by the fixture type.\ This can be used for example when a single fixture should not return to pan/tilt 50%/50% after clearing the programmer. Or when single fixtures should turn to green instead to open white when the highlight function is activated. In both cases, the corresponding values of these fixtures themselves can be modified to reach the goal.   When a preset is used as a default value for an attribute, the fixture sheet will display the new default value by displaying also the preset information, e.g., 1.1 Closed instead of 0. The style of displaying the preset information follows also the Preset setting of the fixture sheet. **Hint:**\ When using a preset as a special value while updating the values in the preset, the special values will also use the updated value of the preset. Special values can be set by using different ways: By editing a fixture: 1. To do so, execute, e.g., Edit Fixture 1, or do a right-click onto the fixture name in the fixture sheet. 2. The fixture editor opens and offers a list of all attributes of this fixture at the bottom. The corresponding cells for Default, Highlight, and Lowlight can be edited by doing a long-press on them, or by right-clicking them. 3. A calculator opens that allows entering any value directly. To choose one of the presets the fixture can call, tap Preset in the right area and tap the desired preset, or return to the standard values stored in the corresponding fixture type by tapping Specials and then choose the option Reset to Original. The special section offers to choose Extract. Extract takes the values of the preset and applies it without a link to the preset. The values of the preset are still kept by the attribute, but won’t change anymore when updating the preset in the future.\ Alternatively, it is possible to choose a preset by editing the corresponding preset cell (Default Preset, Highlight Preset, or Lowlight Preset). When doing so, a drop-down opens to select one of the available feature groups of the show file first, and then a preset that can be used by the selected fixture for the desired attribute.\ When using the approach to edit the preset cell, the drop-down offers also to Reset to Original, and Extract. Modifying the RTChannels (Realtime Channels) in the Parameter List: 1. After entering the parameter list (Menu - Patch / Live Patch - Parameter List), scroll to the desired attribute of the desired fixture, and follow the steps of opening the calculator described above in the “By editing a fixture” description.   Via command line: **Requirement:**\ The desired presets or values have to be set actively into the programmer, e.g., by calling a preset or turning attribute encoders. * To store the currently active values as default values, type: User name\[Fixture]> Store Default * To store the currently active values as highlight values, type: User name\[Fixture]> Store Highlight * To store the currently active values as lowlight values, type: User name\[Fixture]> Store Lowlight To reset any of the special values, set the corresponding attributes to Remove values in the programmer and store to the desired type of special values. Or set any value for the corresponding attributes and do a store remove. To store remove the currently active values for the default values, type: User name\[Fixture]> Store Default /Remove For resetting the special values of highlight and lowlight, follow the example above but replace Default with Highlight, or Lowlight.\ In addition, storing Release values to the special values will do the same as Remove. **Hint:**\ For which fixtures the special values will be changed when using the command line approach, the Use Selection setting and the If not empty setting of the Store Options are important.\ To learn more about the Use Selection setting and the If not empty setting, read in the [Store Options topic](/grandma3/2-3/cue_store_settings_preferences/). \*\*Restrictions:\ - \*\*It is only possible to store special values using absolute values. Relative values will be ignored.\ \- Presets with more than 1 step (“Phaser presets”) will only use step 1 when using them as special values.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release It is now possible to define Pan Offset and Tilt Offset per fixture. This can be very useful if the show has been preprogrammed or it is a touring show, and the fixtures are not hung the way they were planned to be. The offset value is not visible in the Fixture Sheet, but it can be seen in the DMX Sheet. It is a nice function as long as the fixtures do not come all the way out to their endpoints in the programming.\ To see the columns for Pan Offset and Tilt Offset, go to Menu - Patch/Live Patch, and set Columns to Full. To change the values for an offset, select the desired cells, and tap and hold them. A calculator opens. Enter the desired values and apply them. At the moment, the offsets are displayed corresponding to the selected DMX Readout within the user profile. It is also possible to define the offset without the need to enter the patch. Call a preset into the programmer, or play a cue, for the lamps that need an offset to be applied. The position should be possible in 3D and on the real stage. Now adjust pan and tilt in the programmer for these fixtures in a way, that the fixtures hit the exact same position on the real stage, as they should do when no offset would be needed.\ Then execute: User name\[Fixture]> Store Offset This calculates the offset values and enters them for the selected fixtures. The Offset keyword can be reached via the shortcut MA + Update when Store is already input into the command line. **Hint:**\ \- Store Offset is more precise when the resulting offsets are as small as possible.\ \- For the Offset keyword it is also possible to use relative values in the programmer. **Restriction:**\ \- At the moment, it is only possible to enter positive values for offset in the patch menus.   ### []() *** ### Agenda [Section titled “Agenda”](#agenda) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Agenda is used to execute scheduled commands on the console, according to the calendar. The agenda also allows to schedule events repeatedly, e.g, the Christmas eve cue every year. To enter the agenda, open an agenda window by using the [Add windows dialog](/grandma3/2-3/wvm_add_window/), tap More, and then Agenda. The agenda window offers several modes for displaying the data. To change between these modes, tap ViewMode in the title bar of the agenda window. These modes are: * Sheet: Lists all agenda entries at a glance. * Year: Displays a calendar view of the whole year. The current date has a light green background. Days with at least one enabled event will be displayed with a dark green background. Days that have all events disabled (also when the whole Agenda is not running) have a bright red background. * Month: Displays a calendar view of the currently selected month with all its agenda entries. Disabled agenda events are displayed with red font color. * Week: Displays a calendar view of the currently selected week with all its agenda entries. Disabled agenda events are displayed with red font color. * Day: Displays a smaller monthly overview and the agenda entries of the selected day. Disabled agenda events are displayed with red font color. Disabled agenda events are displayed within the month, week, and day view mode with red font color. Repeated events in the month, week, and day view mode have the ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5_1-0f9d86.png) icon on the right side. Each day in the month, week, and day view mode display also the number of events that will be scheduled throughout each day. An event that will be repeated several times within each day is counted as one event in this case. The Agenda can be enabled or disabled by Running. The calendar view modes offer to jump to the current month, week, or day by tapping Today in the title bar. With the arrow keys next to Today, it is possible to step forward and backward in calendar view modes. To create a new agenda entry, switch to sheet view mode and right-click New AgendaEvent, or in the other view modes use Setup in the title bar to open the toolbar and select + followed by the desired date. An agenda entry offers several properties the user can define: * Name: The name of an agenda entry will be displayed in all different modes. * Appearance: Each agenda entry can have an appearance. Assigned appearances define also how an entry looks like in the calendar views. * Mode: Instead of using the entered start time when set to absolute, twilight times like dawn, sunrise, sunset, and dusk can be used. When using twilight times, the local time zone and location need to be set up properly in the [Date and Time menu](/grandma3/2-3/si_date_and_time/). * Start Date: Sets the start day of the agenda entry. Editing the cell opens a pop-up where the user can edit the day, month, and year separately. Today is a quick option to apply today’s date. * Start Time: Sets the start time of the agenda entry. Editing the cell opens a pop-up where the user can edit the hour, minute, and second separately. Now is a quick option to set the current time. * Sunlight Offset: Defines the offset for an event when a twilight time is set in the Mode column. This allows for example to trigger an event 30 minutes before sunrise. * Valid Duration: If the console is not switched on, or the agenda is disabled during a scheduled entry, the entered duration allows to backcast events whose start time falls into the time from now on backward until the duration is over. * Enabled: To enable or disable single agenda entries. * Object: Defines which object, sequence, macro, or plugin shall be executed within the agenda entry. * Action: Defines which action to use when the defined object is executed. * Command: Instead of defining an object to be triggered, a command can be defined instead. E.g., for shutting down the system at a certain time. * Repeat: Editing the repeat property offers the possibility to define how often the entry is repeated, e.g., every day, every second week, etc. To do so, change the available options to your needs in the tabs Schedule and Iterations. To reset the repeat setting you made before, tap Reset Pattern in the title bar of the pop-up. At the bottom of both tabs you find information fields for how often the event will be repeated (Total Repeat), and on how many days the event will be repeated (Repeated days). The repeat logic repeats the agenda event firstly between the start time and end time within a day and repeats this furthermore then between the start date and the end date. * Schedule: Allows to set up a start date, start time, and end date. The start date and start time are linked to the corresponding settings of the agenda event itself. By default the start and end dates and times are identical. To get repetitions, the user must set at least a different end date or end time.\ Tapping Reset End resets the end date and end time back to the start date and start time of the agenda event.\ By enabling or disabling one of the day settings (Mon, Tue, Wed, Thu, Fri, Sat, or Sun), week settings (1st Week, 2nd Week, 3rd Week, 4th Week, 5th Week, or 6th Week), or month settings (Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, or Dec) the user can decide at which days, weeks or months the event shall be repeated. The week settings are the weeks within a full month: E.g., 1st week is the first week of a month, and not the first week of the agenda event itself. * Iterations: Allows to define a repeat per minute, days, weeks, and month. This allows repeating an agenda event, e.g., every 30 minutes, and/or every second week. These settings are counting from the start date onwards. In addition, when setting Repeat every year to Yes, the event will be repeated every year again.\ When a repeat per minute is set, the setting End Time will become active. The time between Start Time and End Time defines the interval in which the minute repeats will be effected. * Countdown: The remaining days or time until the next launch of the event. * Planned Date: The next date when the event will be launched. * Planned Time: The next time when the event will be launched. * Repeat Count Days / Total: Similar to the edit repeat popup the repeat pattern can be double verified. When editing an agenda event within one of the view modes that are not the sheet view mode and the year view mode an edit agenda pop-up opens and offers to modify the same properties as in the sheet view mode. The sheet mode offers an additional button for testing the selected agenda entries. Tapping Test selected in the title bar executes the selected agenda events immediately. This allows checking if the set object or command will be executed correctly. Delete Old erases all preceded events (includes also the valid duration). It is also possible to display a toolbar on the left edge of the agenda window. To enable the toolbar, tap Setup in the title bar.\ Available tools are: * Mouse Pointer: Select tool, e,g, select a day in the day view mode. * +: When the add tool is selected, tapping into a day will add a new event. * \-: Tapping an event while delete is active will delete the event. * Test(![](/img/grandma3/2-3/icon_test_1_15_v1-5-fa1416.png)): Tapping an event while test is active will execute the agenda event immediately. * Edit(![](/img/grandma3/2-3/icon_tools_15_v1-5_1-c299f7.png)): Tapping an event in edit mode allows to edit a single event within a pop-up. * Cut(![](/img/grandma3/2-3/icon_cut_15_v1-5-2a26e9.png)): Tapping an event while cut is active cuts the event out of the agenda. The Paste tool will be activated after cutting an event. * Copy(![](/img/grandma3/2-3/icon_copy_15_v1-5-76df79.png)): Tapping an event while copy is active will copy the event. The Paste tool will be activated after copying an event. * Paste(![](/img/grandma3/2-3/icon_paste_15_v1-5-081a9d.png)): The event that is in the clipboard (cut or copy) will be pasted when clicking into a day. *** ### []()Layout [Section titled “Layout”](#layout) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release There are several improvements for layouts. The layout editor features a new option called ViewPosActive. When it is enabled the previously stored zoom and position values of the view will be recalled when loading the layout again. When it is switched off the stored zoom and position values of the view can only be recalled when calling the whole view again. This button is switched off by default. Assigning a selection to a layout utilizes the grid position of the selected fixtures. In setup mode, it is possible to transform your current selection position in the layout to a position similar to your camera view in the 3D window. To apply this function change the layout encoder bar to the Arrangement function. Tap Layout Type until it is set to Camera. It is now possible to define some parameters on the encoders before the new positions will be applied: * Camera (Encoder 1): Select the desired camera. * Scale (Inner encoder 2): Scales the whole selection in X and Y direction. * Ratio (Outer encoder 2): Defines the ratio of the selection. * Move X (Inner encoder 2): Move the whole selection in the X direction for a more convenient position. * Move Y (Outer encoder 2): Move the whole selection in the Y direction for a more convenient position. Tapping an encoder will open a calculator for direct value input. The calculator for the camera allows to select a camera out of the list of existing cameras or to enter a camera ID directly. The new Resize Fixed Ratio (![](/img/grandma3/2-3/icon_resize_fixed_15_v1_5_1-182815.png)) tool allows resizing of a layout element by keeping its actual aspect ratio.\ To resize a layout element with the possibility to change also the aspect ratio, chose the normal Resize (![](/img/grandma3/2-3/icon_resize_15_v1_5_1-c0ca51.png)) tool. The Grid property of a layout window is split up into SnapGrid and VisibleGrid. SnapGrid defines the grid size of a grid that is used when moving layout elements. VisibleGrid defines the grid size of the visible grid. The keyboard keys Del, Ins, and the shortcut Ctrl + A can be used with a layout view. Layout elements can now have text with definable text settings and definable borders. These properties are new: * Custom Text: The individual text the user can enter. * Font Size: The size of the text. * Text color: The color of the text. * Text Horizontal: The horizontal text alignment. Possible values: * Center: The text will be aligned to the horizontal center of the layout element. * Left: The left end of the text will be positioned within the left edge of the layout element. * Right: The right end of the text will be positioned within the right edge of the layout element. * Text Vertical: * Center: The text will be aligned to the vertical center of the layout element. * Top: The text will be placed within the layout element at the top edge. * Bottom: The text will be placed within the layout element at the bottom edge. * Above: The text will be placed outside the layout element at the top edge. * Border color: The color of the border. * Border size: The thickness of the border itself. * Indicator Bar: Defines if the indicator bar on top of pool objects will be displayed also on top of the layout element. * Selection Relevance: When selection relevance is enabled, the image of a layout element will be colored with the For All or For Some color depending on the current selection. This setting applies only to layout elements that have a pool object assigned, e.g., a group. In addition, there is now a drawing hierarchy of layout elements. The hierarchy defines which layout element can be overlayed by other layout elements.\ The following hierarchy applies:\ (Highest to lowest level)  1. The selected objects will always be displayed above all other elements. 2. Layout elements that have objects assigned. 3. Layout elements that have environment fixtures assigned. 4. Empty layout elements (this includes also layout elements that have only a text or border defined) are always displayed at the lowest level. Layout elements can be hidden by disabling Element Visible. Layout element dimensions are now allowed to a maximum size of 14 000 x 14 000 pixels to fill the entire canvas. The Fixture ID, Custom ID, or both can be displayed on layout elements by enabling or disabling ID (= Fixture ID), and or CID (= Custom ID). When the custom ID will be displayed, the corresponding ID type will also be displayed when the size of the layout element is big enough to do so. The ID type will be then displayed in front of the IDs. The IDs are displayed separately when the Fixture ID and the Custom ID are not equal. The style is then FID:CID. An example would be: Channel 1:1001. In this case, the assigned fixture of the layout element has the Fixture ID #1 and the Channel ID #1001. Presets can now be assigned to layouts. They behave like presets in preset pools when tapping them. \*\*Restriction: \*\*\ Existing show files cannot get Layout Element Defaults for presets. Only new shows will have a layout element default for presets. *** ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The 3D window visualizes additional iris attributes now. The attributes IrisRandomPulseClose and IrisRandomPulseOpen are visualized now. Separate beams of multi-pixel fixtures are merged into one beam if the pixels are on the same plane. This will increase the performance for that kind of fixture type. The rendering method of the merged beam is used if the array of pixels has a circular or a rectangle shape with a ratio close to 1.\ How much the individual pixels are blurred into each other can be defined via the property “Multi-Beam Blur” per beam geometry. The value range for this property is from 0.1 to 1. The higher the value, the more the beams are blurred together. The beam quality “Gobo Animated” was added. With this beam quality and the higher beam qualities, the transition of wheel slots of gobo wheels is animated now. Snapping transition, as well as a fading transition between slots, is visualized. In addition, also the attributes Gobo#SelectShake, Gobo#WheelSpin, and Gobo#PosShake are visualized now.\ Wheels in fixture types have now a property called “Allow Shortcut”. This defines whether a wheel takes the shortest distance between two wheel slots or if it is following an ascending or descending DMX value. The default is set to “No”. **Hint:**\ The attribute Gobo#WheelSpin is also visualized with the beam quality “Gobo” but without animation between the wheel slots. *** ### []()Import/Export Menu [Section titled “Import/Export Menu”](#importexport-menu) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new menu for import or export can be entered via the main menu: Menu - Import / Export. Within the menu, the user can choose whether he wants to import or export data by tapping Import or Export in the tab bar on the left side. Both tabs have a similar structure, but the main areas (which will be described in the following sentences) may be interchanged, depending on import or export.\ The main area is divided into two parts, the drive part, which represents the files on the hard drive or USB drive, and the local part which represents the data inside the show file.\ In the Import tab, the drive part is on the left side, and the local area is on the right side. In the Export tab, it is interchanged: the local area is on the left side, and the drive part is on the right side.\ Besides these two main areas, the title bar of the import/export menu allows switching between the different types of objects that can be imported/exported, e.g., groups, sequences, macros, MAtricks, and many more. To do so, tap ObjectType to toggle through the different object types or tap it, hold the finder and drag it outside the button. The dropdown is divided into 3 columns. The first column contains object types that are not organized within data pools, e.g., Appearances, Scribbles, User Profiles, and so on. The second column contains all different types of media: Images, Videos, Sounds, etc. The last column lists all object types that are organised within data pools and data pools itself, too. As all other objects types are children of the data pools, these object types have a ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) in front of their labels. When selecting, e.g. PresetPools or GelPools, an additional tab bar will be displayed above the main area to switch between the different preset pools or gel pools. In addition, the selected drive can also be changed by tapping Internal in the title bar of the drive part.\ Within the local area, DataPool allows switching between the different available data pools of the show file.\ Enabling Sheet Style displays the pool of the selected ObjectType in a sheet style instead of the default pool style.\ The drive area offers also to search for files by entering a search string into the input field behind Name. The export tab has, in addition, one special function in the local area. Tapping Select All selects all elements of the current object type. After tapping Select All, the button changes to Deselect All, which will clear the selection of elements. Each area allows the selection of several entries at once. In sheet style it is possible to do a lasso selection or tap single entries while having Ctrl pressed. When the local area is not in sheet style, tapping several pool objects after each other will select them in addition to the current selection. Deselection is possible by tapping a selected pool object again. To export objects, select them in the local area of the export tab, enter a file name in the drive area, or tap an existing file in the drive area, and tap Export. To import objects from a file, select the file in the drive area of the import tab, select the desired spots in the local area, and tap Import. When importing images, the menu offers to immediately create appearances with the imported images. To do so, enable Create Appearance at the bottom of the import tab. *** ### []()Readout and Encoder Resolution [Section titled “Readout and Encoder Resolution”](#readout-and-encoder-resolution) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new readout “Natural” allows defining the desired readout type per attribute. E.g., dimmer values are at best displayed in percentage readout, while pan or tilt values are better readable using the physical readout which displays the pan and tilt values as degrees.\ When setting the readout for the fixture sheet, sequence sheet, or user profile, natural can be selected instead of percent, physical, etc. The Natural readout can be defined per attribute in Menu - Patch / Live Patch - Attribute Definitions. The cells in the column Natural Readout can be edited. New shows will come up with a predefined set of natural readouts. New attributes will be set to Percent for the natural readout.\ \ In addition, the natural readout can also be defined per attribute within each user profile. To do so, go to Menu - Settings - User Configuration - Profiles - Select a user profile - Edit Encoder Bar.\ When creating a new user profile within a show, the natural readout for all attributes is linked to the one in the attribute definitions by using the default value. When starting a new show, or creating a new user profile, the readout is set by default to Natural.\ When loading show files stored with grandMA3 v1.4 or prior are applying the same readouts for the natural readout within the attribute definitions. In addition, all user profiles will be set to natural value readout when migrating the show file once from v1.4 or prior to v1.5 or later.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Encoder resolution can now be defined per attribute. The encoder resolution defines how big the change of an attribute value will be when turning a dual encoder by 1 click. The encoder resolution can be changed per attribute in the Encoder Resolution column within the attribute definitions (Menu - Patch / Live Patch - Attribute Definitions). The size of the value change is also dependent on the current readout per attribute. Parallel to the natural readout, the encoder resolution can also be defined per user profile within the Edit Encoder Bar menu in the user profile menu.\ When creating a new user profile, the current encoder resolution settings will also be copied from the Attribute Definitions to the user profile. It is also possible to change the encoder resolution directly on an encoder. To do so press and hold MA. During the hold, the channel function area of each encoder will switch to display the possible resolutions. By tapping the resolution area of an encoder, the selected resolution of the encoder will change to the next resolution. This will change the encoder resolution of the attribute within the user profile. When the desired resolution is selected, release MA. **Hint:**\ \- An encoder has 24 clicks for one turnaround.\ \- 5 turns of an encoder are needed to cross the whole range of the attribute from its minimum to the maximum while using the coarse encoder resolution. The possible resolutions are: * Coarse: This is the most coarse resolution. One encoder turn click will change the value depending on the readout:​ * Percent: 1 * PercentFine: 1 * Physical: (MaxValue-MinValue)/(24\*5)\ When fixtures of 2 or more different fixture types are selected, the smallest physical range of one of these fixtures determines the size of one turn click. * Dec8: 255/(24\*5), therefore 1 click equals 2.125. * Dec16: 65 535/(24\*5), therefore 1 click equals 546.125. * Dec24: 1 677 216/(24\*5), therefore 1 click equals 13 976.8. * Hex8: 255 (=FF)/(24\*5), therefore 1 click equals 2.125. * Hex16: 65 535 (FFFF)/(24\*5), therefore 1 click equals 546.125. * Hex24: 1 677 216 (=FFFFFF)/(24\*5), therefore 1 click equals 13 976.8. - Fine: Fine has a 10x finer resolution than coarse. - Increment: When the resolution is set to Increment one encoder turn click will change the lowest digit of the displayed readout.  - Native: The value layers Absolute and Relative offer this mode to have direct access to the smallest possible value change of the parameter resolution. **Hint:**\ In Native mode, If a e.g. dimmer channel is based on 8/16/24 bit, one encoder turn always results in one digit change of the DMX output.  An encoder displays the current resolution in the center of the encoder symbol within the encoder bar: Depending on the resolution a circle of four dots (=Coarse), a circle of eight dots (=Fine), or a circle with four dots and four bars (=Increment) will be displayed. Native resolution is represented by a gear symbol. Furthermore, the factors of value change between turning the inner encoder and all other encoder actions (press and turn the inner encoder, turn the outer encoder, and press and turn of the outer encoder) can be defined within the Edit Encoder Bar menu. These are the available factors: * Encoder Press Factor: Press and turn the inner encoder, definable per attribute. * Dual Encoder Factor: Turning the outer encoder, definable as a general factor. * Dual Encoder Press Factor: Press and turn the outer encoder, definable as a general factor. The available values for the different factors are these ones: * Div50 * Div25 * Div10 * Div5 * Div2.55 * Div2 * One * Mul2 * Mul2.55 * Mul5 * Mul10 * Mul25 * Mul50 * Disabled When creating a new user profile these factors are set to Mul5 for the encoder press, Div5 for the dual encoder, and Div25 for the dual encoder press. The buttons TimeLayerResolution and PhaserLayerResolution offer to set different desired resolutions depending on the selected layer. TimeLayerResolution is by default set to Fine and PhaserLayerResolution is by default set to coarse. Link Resolution defines if switching the encoder resolution should switch the resolution for all other attributes of the same feature group as well (Link Resolution set to FeatureGroup), or if it should switch the resolution only for the one attribute where you change the resolution now (Link Resolution set to Single). This setting can also be accessed in the encoder bar by pressing and holding MA in order to change the encoder resolution. ***   ### []()Patch and Live Patch Menu [Section titled “Patch and Live Patch Menu”](#patch-and-live-patch-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release In order to have a more structured workflow inside the Patch Menu, a couple of improvements were made. The navigation in the patch menus changed in such a way, that a tab bar is now used on the left-hand side. This lets the user always know at which part of the patch he is looking, especially when a section has sub-sections, like the attribute definitions. In this case, a tab bar will appear at the top of the section area which allows navigating through the subsections. Furthermore, there are now 2 different styles to look at the real fixture patch. In the title bar, you can toggle Split View. When Split View is deactivated, you can see the complete tree-structured overview of the fixture patch, like known from former versions of grandMA3.\ When it is activated, you can see the new Split View. The tab bar at the top offers to display the patch split by Layers, Classes, ID Types, FixtureTypes, DMX Universes, Filters, or Hierarchy. The left area of the split view displays the corresponding objects. Selecting one of these objects by tapping it will display fixtures on the right side, influenced by these objects: * FixtureTypes: Selecting one fixture type on the left side will display all patched fixtures that use this fixture type. * DMX Universes: The split is done by DMX Universes, which results in displaying all fixtures patched to the selected universe. * ID Types: All ID types can be selected. The fixture area will display all fixtures that have the selected ID type assigned. Fixtures that have an ID type other than Fixture are only displayed in the corresponding ID Type, also when they have an additional FID set up. The left area allows also to label the custom ID types. * Filters: The split is done by the patch information in filters. Read more in the [Create a Filter](/grandma3/2-3/worldfilter_filter_create/) topic. * Layers: All layers set up in the show can be selected. The fixture area will display all fixtures that have the selected layer assigned. The left area allows also to manage the layers of the show file. * Classes: All classes set up in the show can be selected. The fixture area will display all fixtures that have the selected class assigned. The left area allows also to manage the classes of the show file. * Hierarchy: The left side lists the hierarchical structure of the patch. It lists the parent elements and can be unfolded. The right side displays the elements directly dependent on the selected object on the left side. The top-level where the hierarchy starts is the level of the stages. **Hint:**\ In every tab of the Split View there is a \ and a \. In \ you can find all elements no matter which category they belong to. In \ you can find all elements that are not assigned to any Layers/Classes/… . When adding a new fixture while being in split mode, the fixture wizard populates the current split by setting, e.g, selecting a layer in Split by Layer will enter the selected layer in the fixture wizard. Or selecting a fixture type in Split by Fixture Type will create a fixture of the selected fixture type. Cutting and Pasting between categories will automatically adjust the category to which the element is pasted to. The patch menu remembers which tab was selected last when leaving the patch the last time and returns to this tab when entering it again. Leaving the patch without changes does not create a pop-up anymore and will not clear the oops stack anymore.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When a Fixture Type has the flag CanHaveChilderen=“No”, fixtures of this Fixture Type cannot be the parent of any fixtures. The default of the CanHaveChildren flag was set to “No” for most Fixture Types. It still can be manually set to “Yes” if desired.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release In the EditPatch menu, the following new buttons were added: * Move Patched To Selected Universe: This moves the fixtures to the selected universe and keeps the DMX address. * Patch To Next Free Address: This gives the fixtures the next available DMX addresses. * Patch To Next Free Universe: This patches the fixtures to the next completely empty universe. * PatchOffset: This can be used to set the desired number of DMX channels between the start address of each fixture. To make advantage of the Patch Offset, the value for the Patch Offset needs to be greater than the fixtures have DMX channels. In case that the chosen Patch Offset is smaller than the amount of DMX channels of the fixtures, the fixtures will be patched as close as possible. When inserting a new fixture you can find a new Column called “No” (Number) in the tab “In current show” of the “Select DMX Mode to use”. This is the index number from the Fixture Types list. The patch menu, live patch menu, the fixture type section and the insert new fixture dialog have a new button called Hide Environmental in the title bar of these menus. When it is active all fixture types, that do not have at least a DMX address assigned to one DMX channel will be hidden. These fixture types are mainly environmental fixture types, e.g., stage elements, trusses, and many more. For the case of hierarchical patch items, it searches recursively, thus showing the parents if a child object is found that has DMX channels with DMX addresses.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The fixture library now offers the possibility to download GDTF fixture types directly from GDTF-Share.com. In order to do this an active internet connection with connection to the [world server](/grandma3/2-3/system_world/) is needed. This is indicated by a green world server icon right beside the command line. Go to the patch (Menu - Patch) and tap Insert new Fixture. The insert new fixture dialog opens. Besides the already existing fixture libraries tap GDTF Share. The list of fixture types is downloaded. **Hint:**\ Downloading the list of fixture types and downloading individual fixture types may take a while depending on the speed of your internet connection. After selecting a fixture type tap Select. A local copy of the GDTF file is downloaded to the folder gma3\_library/fixturetypes/gdtfs on the selected drive and added to the show file. To learn more about the folder structure in the [Other Enhancements](/grandma3/2-3/key_rn_v1_5/#OtherEnhancements) section of this document. The GDTF Share fixture library has two additional properties. “Uploader” indicates whether the file was uploaded to the GDTF Share by a user or a registered manufacturer. “Rating” displays the average user rating of the fixture type between 1 and 5, where 5 is the best rating. **Hint:**\ The GDTF Share fixture library only displays fixture types whose release status on GDTF-Share.com is set to “Release”.\ Furthermore, ratings, comments, and many more can only be added by visiting GDTF-share.com with a normal web browser. This is not possible within the grandMA3 software. This requires also a GDTF share user account. ***   ### []()Special Executors [Section titled “Special Executors”](#special-executors) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The special executors are reworked which helps to have a better overview of them. They are now arranged in this way: * SpecialExecutor 1: The left 100mm fader. * SpecialExecutor 2: The right 100mm fader. * SpecialExecutor 3: The key and mini encoder above the left 100mm fader. * SpecialExecutor 4: The key and mini encoder above the right 100mm fader. * SpecialExecutor 5: The GrandMaster. * SpecialExecutor 10: The lowest key below the left wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 11: The lowest key below the right wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 20: The left wheel and the key below the left wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 21: The right wheel and the key below the right wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 30: The lower encoder (grandMA3 full-size (CRV) and extension). * SpecialExecutor 40: The upper encoder (grandMA3 full-size (CRV) and extension). Together with the hardware elements merge of the special executors, the special executor area in the executor bars was cleaned up, too. As a result of this, the special executor area on the left executor bar on a full-size (CRV) and on extensions does not need a scroll bar anymore. With the new structure, all special executors now fit natively into the executor bars.\ Furthermore, the special executor area of the [master section](/grandma3/2-3/do_control_master/) displays now at its top in a 2x2 arrangement the special executors 1 to 4. The bottom area displays now always the selected sequence. The special executor configuration menu with the overview of all special executors is now gone. This menu opened in between when the users wanted to open the assign menu for a special executor.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release A new option per user profile (Mirror SpecialExecutor) allows defining if the special executor areas of grandMA3 extensions should use all together the same set of special executors (Mirror SpecialExecutor set to Yes), or if each individual extension should use its own set of special executors (Mirror SpecialExecutors set to No).\ In the case of setting Mirror SpecialExecutor to Yes, the same special executors are used as the left executor area of a grandMA3 full-size (CRV) uses.\ The sets of special executors are managed by the set WingID of a grandMA3 extension. When 2 connected extensions are set to the same WingID, and Mirror SpecialExecutor is switched off, theses both extensions will display and use the same special executors. To read here more about the [grandMA3 extension](/grandma3/2-3/do_extension/), how to [connect it](/grandma3/2-3/fs_connect_extension/), and [WingIDs](/grandma3/2-3/executor/).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When the assign menu for a special executor is open, the executor label of the chosen special executor alternates now between a red coloring and its normal look. When any other object, then the Grand Master object, is assigned to special executor 5 (which represents the physical grandmaster knob), the encoder bar reduces the area of the grandmaster fader. In the now free area at the bottom of the encoder bar, a special executor label will display the assigned object of special executor 5. In addition, the [control bar](/grandma3/2-3/ws_ui_control_bar/) has now the possibility to open a temporary overlay of the Custom/Master Section window. To open the overlay, tap ![](/img/grandma3/2-3/icon_special_master_15_v1-5_1-52cec5.png).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Together with the restructuring of the special executors the Custom/Master Section Window got a brush up as well:\ The settings of the custom/master section has now less properties compared with former versions. These are the current properties: * Show Labels: Displays or hides the labels for all special executors. * Show Hardware Buttons: Displays or hides the hardware buttons for all special executors. * Show Custom Section: Displays or hides the complete custom section with special executors 10 to 40.  * Show Master Section: Displays or hides the complete master section with special executors 1 to 4, and Go+ \[large], Go- \[large], Pause \[large]. * Show Master Section Knobs: Displays or hides special executors 3 and 4. This allows to adjust onPC stations or compact (XT) consoles to display only the parts of the master section which they have as hardware. * Show Grand Master: Displays or hides special executor 5 (by default the grand master). * Show Page Section: Displays or hides the page button section with Page+, Page x and Page- that is located on the right side of the executor bars. The custom/master section window now displays the assigned fader function on top of each fader. **Important:**\ All settings of custom/master section windows within show files saved with v1.4 or prior will be reset to default when loading these shows in v1.5! ***   ### []()DMX Curves [Section titled “DMX Curves”](#dmx-curves) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release DMX curves allow to modify the usual linear output of DMX channels. This makes it possible for example to define that 100% of the dimmer attribute of a fixture should only output a DMX value of 90% when the dimmer needs to be limited. Another use case could be a DMX channel that shall be treated as a switch channel. DMX Curves can be managed within the DMX Curves section of the Patch menu: Menu - Patch - DMX Curves. It is possible to have up to 9 999 DMX curves within one show file.\ It is possible to define 3 different CurveModes: * MinMax: This allows to define a simple line as a DMX curve, e.g., when the maximum needs to be limited. * Switch: A switch curve allows to define at which point the signal should be switched from its minimum to maximum value and vice versa. It is possible to define different switching points for increasing and decreasing values. The increasing curve is marked with an upwards arrow on the curve, while the decreasing curve is marked with a downwards pointing arrow on the line of the curve. * Custom: Allows to create own curves with linear connections between each defined point. Up to 63 points are possible within a custom DMX curve. To create a new DMX Curve, tap New DmxCurve in the DMX Curves menu, and then tap Insert new DmxCurve.\ Change the CurveMode to the desired mode.\ To move points around within the graph area on the right side, select them with the select tool (Mouse pointer icon).\ Then switch to the move tool (Arrow-cross symbol), tap and hold the selected point and move your finger around. Release the finger when the desired position is reached.\   The custom curve mode has some more tools that can be used: * Selecting the add point tool (+) allows adding of additional points to the curve. When the tool is selected, tap at the desired position in the graph. The previous and the next point along the In axis will automatically be connected to the newly added point. * For deleting points within a custom DMX curve, select the delete tool (-) and tap the point you want to delete. * For the custom curve mode, it is also possible to move the handles of each point in order to modify the incoming part (Decel) or the outgoing part (Accel) of the curve. This allows forming of the linear curve into a round curve. To do so, select the move handle tool (Outlined arrow-cross symbol). The possible handles that can be modified will be displayed in the graphical area. Each handle has a peacock green line and a yellow dot at the end. By tap, hold and move of one of the yellow dots, the corresponding handle can be moved. The curve will transform accordingly. When the desired form is reached, release your finger. It is also possible by tap, hold, and move of the DMX curve point itself to adjust both handles of the point simultaneously. * In the custom mode it is also possible to move around more than one point at the same time. To do so, select all desired points with the select tool. Then switch to the move tool. Tap, hold and move your finger within the graphical area. It is important to tap into free space within the graphical area and not on an existing point. The graph view has in both directions (In and Out) rulers which change their labels depending on the selected DMXReadout. The horizontal direction (In) represents the input value of the attribute, while the vertical direction (Out) represents the resulting DMX output.\ The points of the curve within the graph view display their names or IDs for better identification. Within a custom DMX curve it is possible to move the resulting curve outside of the allowed value range by using the handles. This behavior may be wanted by the user, in case of over-shooting, for example. The resulting DMX value will be cut to the corresponding limit (0 or 255) in this case. Furthermore, the software displays in case of such a curve a new button with the DMX Curves-tab: Show Warnings. By tapping it, the user will be informed, which curves are set up like described before.\ \ For fine adjustment, the grid on the left side offers to enter the In and Out values for each point. To see each point of a DMX Curve, expand the DMX Curve by tapping the triangle icon in front of the name.\ MinMax curves and Switch curves are limited to two points. The points are named Min and Max. It is not possible to add more points to these two types.\ The grid allows also to adjust Accel and Decel of a custom DMX Curve by editing the corresponding cells. **Hint:**\ There are 3 predefined DMX curves available to be imported. These curves are of the DMX curve type Custom, and have curves prepared for Sinus, Square, and Power Correction shape. DMX Curves can be applied to attributes within fixture types or to realtime parameters: For attributes inside a fixture type, edit the fixture type (Menu - Patch - Fixture Types - Select the desired fixture type - Edit), tap DMXModes, expand the desired DMX Mode, expand the DMX Channels. Then edit the DMX Curve cell of the desired DMX Channel.\ A pop-up opens and offers to select one of the existing DMX Curves within this show file in the DMX Curve tab. Or remove an assigned DMX Curve by tapping Empty. For realtime parameters (Menu - Patch / Live Patch - Parameter List) it is possible to assign DMX Curves as well. To do so, open the parameter list, scroll down to the desired parameter (check IDType, CID and ChannelName to identify the desired parameter), and edit the DmxCurve cell. A drop-down opens and offers all DMX Curves of the show file. In addition, the drop-down also allows ignoring a possibly assigned DMX Curve from the fixture type. To do so, select Ignore FT.\ In case, the parameter has already a DMX Curve assigned, and the user wants to remove it, it is also possible to use the DMX Curve of the attribute that is defined within the fixture type. To do so, select Follow FT. **Hint:**\ In case of patching a fixture that has a DMX Curve assigned to a realtime parameter to a different DMX address, the DMX Curve on the realtime parameter will also move to the new DMX address. *** ### []()Assign Menu and Settings Editor [Section titled “Assign Menu and Settings Editor”](#assign-menu-and-settings-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release To have a unified experience when assigning or editing settings of objects, the executor assign menu has been reworked. On the left side, the displayed tabs are reduced to Object, Handle, Edit Setting, and Edit (if available for the object). The buttons for Name, Scribble, and Appearance moved to the Edit Setting area of the assigned object. Editing a sequence or macro opens the associated editor inside the assign menu, allowing to go back to other settings by using a different tab on the left side.\ The settings of an assigned object, e.g., group or world, can be edited directly by tapping Edit Setting.  In addition, the Settings Editor has a similar layout across the editable objects. Name, scribble, and appearance are always displayed at the left side in the settings. When opening the assign menu, it depends now how the assign menu was called, and therefore the assign menu will be opened with a defined tab: * Edit: Opens the assign menu and selects the Edit tab. If the assigned object does not provide the Edit tab, it will switch to the Edit Setting tab. * EditSetting: Displays the Edit Setting tab of the assign menu when it opens. * Assign: Opens the assign menu with the Handle tab selected. When doing this with an empty executor, the assign menu will open up with the Object tab selected. This can also be achieved via command line and using the new /Tab-option: To open the Edit-tab via the Assign command of executor 201 on page 1, type: User name\[Fixture]> Assign Page 1.201 /Tab “Edit” It is also possible the other way round. To open the assign menu and get the Handle tab displayed by using the Edit command, type: User name\[Fixture]> Edit Page 1.201 /Tab “Handle” The possible values for the /Tab-option are Object, Handle, EditSetting, and Edit. Furthermore, tapping the executor in the executor bar without any of these special additions remembers now the selected tab when having the assign menu open the last time before.\ When the assign menu is now open, the executor label of the chosen executor alternates now between a red coloring and its normal look. *** ### []() onPC Improvements [Section titled “ onPC Improvements”](#onpc-improvements) ### []()USB MIDI Support [Section titled “USB MIDI Support”](#usb-midi-support) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release grandMA3 onPC for macOS and Windows now supports USB MIDI Interfaces.  To configure your USB MIDI Interface, go to Menu - Settings - onPC Settings. In the MIDI columns, it can be decided if the MIDI ports from the command wing should be used for input and output: MIDI via onPC command wing. If it is enabled, the MIDI input and output is routed through the connect grandMA3 onPC command wing. If it is disabled, the below configured device is used. Select the desired device for the input and output separately by tapping MIDI In or MIDI Out and choose the device in the pop-up. MIDI Offset allows defining the shift of incoming MIDI Notes and Control Changes (CC) for the selected MIDI In Device. The incoming notes and CCs will then be shifted by the defined offset.\ MIDI TimecodeSlot defines the timecode slot for the selected MIDI In Device.   ### []()Audio In Selection [Section titled “Audio In Selection”](#audio-in-selection) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release grandMA3 onPC for Windows now supports selecting the audio interface that shall be used when using sound input into the grandMA3 onPC software. To configure the audio in selection, go to Menu - Settings - onPC Settings. In the Sound column, tap Audio In Device in order to open the pop-up with the different possible sources for audio. Tap the desired interface, to select it. Selecting None disables the audio input into the grandMA3 onPC software. Besides None and the other available sources, the pop-up also offers to select the Default audio in device of the operating system. This can be done by tapping Default \.\ In addition, the Sound window offers now to select the audio in device by tapping Audio In Device within the title bar. This button is only displayed on onPC stations. ***   ### []()MVR Merge [Section titled “MVR Merge”](#mvr-merge) The import of MVR files has now the possibility to merge the content of an MVR file with the show file, where the user can decide per fixture if he wants to apply a change coming from the MVR file. Enter the patch (Menu - Patch) and tap Import MVR. Choose an MVR file in the file browser and tap Import. The MVR Merge menu opens. This menu compares the current content of the show file with the content of the MVR file matched by the Fixture ID. The left side (My) displays the patch content of the show file, while the right side (Other) displays the content that is coming from the MVR file that is imported. **Hint:**\ The left side will be empty if there is no fixture in your show file. The user can decide per fixture if he wants to keep the existing data of the show file or overwrite it with the data coming from the MVR file. A blue background marks the data set of a fixture (My or Other) that will be applied. In each line either My or Other can be active. To select one of the sides of a row, tap the side you want to keep. The blue background changes to the side that is selected. To import the selection to the show file tap Import MVR. Like the patch, the MVR Merge Menu allows changing the set of displayed columns, by tapping Columns in the title bar of the MVR Merge pop-up.\ When Columns is set to Condensed, only the most important information is displayed. These are FixtureID, Name, Fixture Type, and the Patch address.\ In the full columns mode, additional information, like the position, the rotation, or the class are displayed. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) grandMA3 onPC on macOS supports now the new Apple Silicon system architecture. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When having several timecode events selected and turning the time encoder in the encoder bar of the timecode editor moves the selected events now relatively to each other. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Drop-down lists that were scrollable, are not displayed as scrollable lists anymore, but they display all their values as a grid, e.g., when editing the function of a key in the assign menu, or when tapping Appearance while editing the options of a group. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Appearances: Appearances are displayed at more places: * Appearances of fixtures are now displayed in the fixture sheet when enabling Fixture Appearance in the context menu of the fixture sheet window. The image and the background color of the appearance are displayed right before the name of the fixture. * Appearances can now be assigned to cues. Depending on the set value of the CuePart Appearance setting in the context menu of the sequence sheet, the appearance is displayed in these ways: * Off: Appearance is not displayed * Number: The No, and Part columns display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * Num + Name: The No, Part, and Name columns display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * All: All columns in the sequence sheet display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * Drop-down lists that offer to select an appearance display now in front of each appearance name a small preview of the appearance. * If a Sequence is activated, the running cue appearance is displayed at the sequence object, if deactivated, the sequence defined appearance is used. Appearances allow now to rotate assigned images. To do so, edit an appearance, and tap ImageRotation until the desired rotation is set. It is possible to rotate images in steps of 90°.\ In addition, the image can now also be mirrored with the new property ImageMirror. ImageMirror can be set to Horizontal, Vertical, or Both. The image will then be mirrored in the set direction. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Macros: * The macro editor offers now to test only the selected line by tapping Test Macro Line. The Go button was renamed to Test Macro. * The macro editor offers a button CLI to toggle Command-Line Interaction. Deactivated CLI is displayed in red letters on the macro pool object.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Steps can be deleted using the - in the tool area in the phaser editor. Delete as well as Insert is also available via command line. To delete step 3: User name\[Fixture]> Delete Step 3 To insert step 2: User name\[Fixture]> Insert Step 2 ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is now possible per station and DMX protocol (Art-Net or sACN) to define if the station shall send these DMX Protocols while being an IdleMaster. This is useful for larger setups with several consoles. If one console gets separated from the original session, it will still send these protocols if the option is enabled. This can cause the receiving devices to jump all the time between these sources.\ To enable or disable the settings, press Menu - DMX Protocols - Art-Net or sACN. Tap SendArtnetIfIdleMaster or SendSacnIfIdleMaster to enable or disable the settings.\ Or go to Menu - Output Configuration and scroll to the right. Here you can set the values for SendArtnetIfIdleMaster or SendSacnIfIdleMaster for every console being part of the current session.\ This setting is enabled by default for all consoles and onPC stations. Also when updating consoles from v1.4 or prior to v1.5 and later, SendArtnetIfIdleMaster and SendSacnIfIdleMaster will be enabled. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When storing onto existing MAtricks Pool Objects, the software asks now the user if the existing one should be overwritten, merged, or if the user wants to cancel. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) grandMA3 extensions allow now to change the IP address of the device without having it connected to a host. To do so, tap ![gear](/img/grandma3/2-3/gear_1-5ff0d7.png) in the lower left corner in the display of the grandMA3 extension. A pop-up opens, that is similar to the IP configuration within the grandMA3 software. To read more about Interfaces and IP, read the [Interfaces and IP](/grandma3/2-3/network_interface/) topic. \ In addition, it is possible to reset the current settings of the grandMA3 extension to the factory settings by tapping Factory reset. **Important:**\ This is also possible for the internal wings of grandMA3 full-size consoles and grandMA3 light consoles, but we recommend to use this menu only by instruction of the Tech Support! ​​![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)​ The Video Pool now features importing of videos. These videos can be used in appearances instead of images. **Important:**\ Video files count into the overall size limit of 200MB for media pools within a show file. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The folder structure on the hard drive and USB drives changed.\ All user data will now be stored in the gma3\_library folder. The folder is on the same level as the gma3\_vx.y.z folders on hard drives. This allows version-independent management of user files. On USB drives the folder is placed within the grandMA3 folder, which in turn is placed into the root of the USB drive.\ Exporting data from the grandMA3 software creates the files now in the gma3\_library folder. The folders inside the gma3\_vx.y.z folders are now only used for default content the software installs by itself.\ On USB drives, the gma3\_library folder will be created automatically after plugging the USB drive into a station that is running the grandMA3 software, and opening the USB drive in the backup menu. Within the gma3\_library folder, the data is structured into subfolders. These subfolders are created together with the gma3\_library folder. These subfolders are mainly representing the internal data structure. These are the created folders: * agendas * appearances * certificates * colorthemes * datapools * executorconfigurations * executorpages * filters * groups * layouts * macros * matricks * plugins * presets * sequences * timecodes * worlds * fixturetypes * fixtureicons * gdtfs * gobos * meshes * inout * artnet * dcremotes * dmxremotes * midiremotes * osc * outputconfigurations * sacn * media * images * sounds * symbols * videos * mvr * netkeys * patch * dmxcurves * stages * scribbles * userprofiles * cameras * screenconfigurations * viewbuttons * views * users **Hint:**\ The location of show files did not change, as they are more version dependent than exported files. Show files are located here:\ \- onPC Windows® from the folder \*\*C:\ProgramData\MALightingTechnology\gma3\_x.y.z\shared\shows\ - \*\*onPC Apple macOS® version from the folder \*\*HD\users\\\[username]\MALightingTechnology\gma3\_x.y.z\shared\shows \*\*\ \- on USB drives from the folder **\grandMA3\shared\shows** Object types that are not part of the list above, like masters or RDM data, will be exported directly into the “gma3\_library” folder.\ Furthermore, when exporting the parent level of an object, a single file with a sub extension will be placed into the corresponding folder.\ E.g., DMXProtocols (Export Root “DeviceConfigurations”.”DMXProtocols” “MyPerfectDMXProtocolsSetup”) instead of Art-Net and/or sACN as separate exports. In this case, a file with the name “MyPerfectDMXProtocolsSetup.dmxprotocols.xml” will be created in the “inout” folder.\ This applies to more object types, e.g., all remotes, all camera, and so on.\ In addition, when exporting a child object, e.g., a cue (child of a sequence), the exported file will be created in the folder “sequences” of the parent object (sequence), and gets also a subextension. In this case “cuename.cue.xml”. With this change of the folder structure, it is still possible to import files that are part of older software installations that are installed on your grandMA3 device.\ To be able to use the existing files on USB drives a copy file functionality has been implemented. The grandMA3 software detects the existing old folder structure as soon as a USB drive is recognized. A pop-up asks then if the old data should be migrated to the new folder structure. The user has these choices: * Yes, But Keep Old: In this case, the files will be copied from the old folders to the new folders. Old and new software versions can use the files. * Yes, And Delete Old: The files will be moved from the old folders to the new folders. In this case, when using an old software version later again, the old software version is not able to access the files anymore. * Not Now: Nothing is done at moment. The pop-up appears again when starting the software again, or when unplugging and plugging again the USB drive. * No And Don’t Ask Again: Nothing is migrated into the new folder structure, and the pop-up will not appear in the future for this USB drive. In this case a small additional text file will be placed on the USB drive to be able to remember this choice. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New command line options when working with files (Import/Export, SaveShow/LoadShow, List):\ It is now possible to specify a path for files with the command line option /Path. This is handy for example when files are located within subfolders. Examples: The macro library file “bestmacro.xml” is located within “gma3\_library/data/macros/myfavorites”.\ To import this library file, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 /Path “myfavorites” When the file is in the same folder, but on the first connected USB drive, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /Path “myfavorites” With the path option, it is also possible to import library files that are not placed within the grandMA3 folder structure. To import the same file, but from the folder “My\_grandMA3\_files” that is placed directly in the root of the USB drive, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /Path “/My\_grandMA3\_files” When the value of the path option starts with a slash (/), the system starts to navigate in the root of the drive (See the example from above). When the value of the path starts directly with a name, the system starts to navigate from the corresponding library folders, e.g., the macro folders in the gma3\_library and the resources. With the new gma3\_library (please read above), there are now also 2 places available where library files are located. With the /Type option can now be distinguished between user library files (/Type “User”) and system library files (/Type “System”). To list only the library files of the user MAtricks, type: User name\[Fixture]> List MAtricks Library /Type “User” To list all library files of the predefined MAtricks, type: User name\[Fixture]> List MAtricks Library /Type “System” The type option can also be used when a library file exists with the same name in the user library and the system library. To import the save\_show macro from the system library instead of the user library, type: User name\[Fixture]> Import Macro Library “save\_show\.xml” At Macro 21 /Type “System” The type option is also available for LoadShow, but with different values: The normal shows are /Type “Shows”, demo shows are /Type “Demo”, and backup files can be specified with /Type “Backup” To load the demo show from the demo shows folder, type User name\[Fixture]> LoadShow “Demoshow\_grandMA3.show” /Type “Demo” **Restriction:**\ The /Type option can only be used for LoadShow, Import or List. **Important:**\ When no type is specified, the type “User” has priority.   A third and new option is /NoRefresh. When for example listing the library files of a certain type and path, it takes a while to type the options into the command line. When a file shall be imported afterward from the specified type and path, they need to be entered again.\ With /NoRefresh it is not necessary anymore to enter /Type and/or /Path again for the following command. Example: List all macro libraries within a specific path: User name\[Fixture]> List Library If Drive 2 /Path “/My\_grandMA3\_files/macro/archive” To import the second library then to macro 1, type: User name\[Fixture]> Import Library 2 At Macro 1 /NoRefresh Without the /NoRefreshOption, the user would have to execute this command: User name\[Fixture]> Import Library 2 At Macro 1 If Drive 2 /Path “/My\_grandMA3\_files/macro/archive”   Also, a new command line option is /Gaps. This option allows specifying whether the number of gaps between pool objects shall be preserved during import, or not. During export, the gaps are always exported. In our following example, the macro pool has macros 1, 2, 4, and 8, and all these macros shall be exported into one XML file. To export the macros from our example, type: User name\[Fixture]> Export Macro 1 Thru 8 “mymacros.xml” Let’s continue and import the exported macros again to macros 11 onwards without the gaps, type: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11 /Gaps “No” But if you want to import the macros and get the former gaps back, then type: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11 /Gaps “Yes” In this case, it would also be possible to not specify the /Gaps-option, as the XML file contains these gaps already: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When opening the calculator of the DMX personality cell, the special area on the right side displays a button for each DMX personality. These buttons use the same naming scheme as mentioned above.\ When selecting several RDM fixtures of different RDM fixture types, the calculator displays only the personality of the first selected RDM fixture.When selecting one of the DMX personalities in this example, the DMX personality will only be changed for the corresponding RDM fixtures. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) If an absent RDM fixture is connected to a different RDM port, the RDM fixture will be deleted from the previous RDM port. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Disabled properties, objects, etc. are now displayed with a red text color at these places: * Macro lines are displayed in red when the Enabled property of the macro line is set to No. * The sequence sheet displays entered commands in the Cmd cell with a red font color when the Cmd Enable setting of the sequence is switched off. * Layout elements are displayed in the layout editor with a red text color when the visibility of the element itself is set to Hidden, or when the assigned object of a layout element is not part of the currently selected world. * Agenda entries are displayed with a red font color when the agenda entry property Enabled is set to No or when the Agenda itself is totally switched off. * Disabled remote (DC Remotes, DMX Remotes, and MIDI Remotes) entries are also displayed with a red font color.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Command Controls overlay allows now to use the area of the dimmer wheel for changing the dimmer values. To alter the dimmer values of the selected fixtures, tap into the dimmer wheel above Full, hold, and move the finger up or down. When the desired dimmer value is reached release the finger. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The grandMA3 onPC for macOS can now only be installed when an already installed grandMA3 onPC version is not running. The grandMA3 onPC installer on macOS informs the user with a pop-up if this is the case. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Date & Time menu * In addition to the implementation of the Agenda, the Date and Time menu displays now the sunlight times (Dawn, Sunrise, Sunset, and Dusk) of yesterday, today, and tomorrow in the Sunlight view. **Important:**\ All times are local times taking the time zone into account. Predictions will only work if the correct global location is given! Times are calculated for a flat horizon at sea level. Maximum precision for all times is +- one minute. * The time zone pop-up offers now to choose a time zone not only by entering an offset in relation to the UTC time but offers now also to choose a time zone from a list of the usual time zones. The list has an alphabetical order. The time zone pop-up allows searching within the list of available time zones. All time zones are listed by their official names and their offset to the UTC time. For all time zones that change to daylight saving time in summer, there are additional daylight saving time zones available. * The timezones.xml file within the resource folder of each grandMA3 version allows to add own time zones or to edit the existing time zones. The changes at this file are only visible after restarting the grandMA3 software. * The input fields for latitude and longitude were interchanged to meet the usual notation of coordinates. **Hint:**\ Executing a clean start for grandMA3 onPC pulls the current time and time zone from the operating system and sets it as time and time zone within the grandMA3 onPC software.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Clock window * The Clock window has a new ClockSource called Time Zone Clock. When Time Zone Clock is active, a Timezone can be set up in addition. The time zone pop-up is the same as in the date and time menu described above. The clock window will then display the current time of the specified time zone in relation to the setup time in Menu - Settings - Date and Time. * The Clock window has a new property in its context menu called Title Prefix. The title prefix allows the user to enter a custom name, e.g., to enter a city that corresponds with the chosen time zone. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The OSC, PSN, and DMX Protocols menus display a “No Output Station” message in the Interface area and prevent any changes if no output configuration is generated for the station. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The copy cue pop-up was reworked: Instead of dropdowns, the options are now displayed with radio buttons which allows a faster overview and operation. In addition, the labels were reworked, too. * CopySrc is now called Source Cue * The buttons Merge, Overwrite (Status), and Overwrite (Content) have been removed. They are replaced by the Copy button and the new setting Destination Cue: * Merge: Defines that the content of the source cue will be merged to the existing content of the destination cue. * Overwrite: Overwrites the content of the destination cue. * The new option Tracking into Destination Cue defines what should happen with the content that is tracking into the destination cues: * Keep: Attributes that are tracking into the destination cue, and not touched by the copied attributes, will stay as tracked values. * Force Release: Attributes that track into the destination will be set to Release. * Force Default: Attributes that track into the destination will be set to their default values. * Cue Only offers now 3 options in direct access: * Off: Cue Only is off for the copy operation. * On: The copied cues will be inserted at the destination with activated cue only. Attributes that will be introduced by the copy operation will be set back to Release in the following cue. Read more about cue only in the [Store Cues topic​](/grandma3/2-3/cue_store/). * On (Default New): Works the same way as On, but instead of setting Release values, the attributes will be set to default values. This revision also makes it necessary to change the command line options slighty: * /CopyCueDestination has now the possible values Keep, ForceRelease, and ForceDefault. * /CueOnly has the possible values Off, On, and OnDefaultNew. * Instead of /CueOnly “On” it is enough to specify only /CueOnly, when the default for CueOnly is set to Off. The workflow how the copy cue pop-up remembers its settings has also changed: The settings are now stored for the next copy operation when tapping Save in the title bar of the copy cue pop-up. After having changed the settings and you want to revert to the stored settings, tap Load. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is now possible to set the trig type for the OffCue. To be able to do so, wrap around in the sequence settings has to be disabled. The following values can be applied:  * NoTrigger: The OffCue will only be executed when switching the sequence off manually. * Go: When the last cue is active, pressing go again will execute the OffCue * Time: The OffCue will be triggered after the defined TrigTime. * Follow: The OffCue will be started when the previous cue has finished its transition. * Sound: Triggers the OffCue via the sound signal when the last cue is active. * BPM: Triggers the OffCue via the BPM signal when the last cue is active. To learn more about cue triggers, read the [Look at Cues and Sequences topics](/grandma3/2-3/cue_sequence_sheet/).  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The system monitor displays now proper feedback when sending OSC messages fails. The feedback displays also the number and name of the corresponding OSC configuration line of the OSC menu. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Executor bar The executor bar design was updated: * The selected sequence is now displayed with a yellow background of the label area within the executor bar. Other selected objects, e.g., the selected world, are still displayed by a yellow border around the executor label. This gives a better indication of the selected sequence on the executors. * The value of a fader does not display decimals anymore when it is a percent value. * The function of a fader itself is now recognizable by the background color of the fader bar: * Yellow: Master * Green: Rate * Purple: Speed * White: All other fader functions, like Crossfade, Crossfade A, Crossfade B, Temp, Highlight, Lowlight, and Solo. * The abbreviation of the fader function Speed changed from SPD to SP. Furthermore, when the speed readout of the user profile is set to BPM, only a B will be used for this unit. In addition, in speed readout BPM no decimals are displayed anymore. All three changes allow now to display the full information within the fader bar of an executor label. * An appearance of a sequence is now displayed in the background of the executor. Therefore it will be displayed a bit darker than normal.\ When a sequence does not have an appearance, but part 0 of a cue within the sequence has an appearance, the appearance of part 0 will be displayed in the background of the executor, as soon as the cue is active.\ Each cue in the cue list of an executor displays the appearance of part 0. The image of the appearance will be displayed right in front of the cue number. The whole cue line will display the background color of the appearance. * The object number (in the top right corner), e.g., of a sequence, will now be displayed a bit brighter compared with the executor number in the top left corner of an executor. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Sequence settings Sequences have 2 more options regarding the look of the sequence on executors and in the layout: * PreferCueAppearance: When this option is enabled, and the current cue has an appearance, the cue appearance will be displayed on the executor or in the layout, instead of the sequence appearance. * ExecDisplayMode: The ExecDisplayMode defines how the sequence will be displayed on an executor: * DataOnly: Only the cues with their appearances will be displayed. The cue appearance is only displayed in the line of the cue, and not in the background. * AppearanceOnly: Only the sequence or cue appearance will be displayed. No cue names, fade bar, etc. will be displayed. This can be handy for sequences with only one cue, or for sequences with only color cues or gobo cues. * Both: Each cue line displays its cue appearance, and the sequence appearance or the appearance of the current cue will be displayed in the background of the executor. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is now possible to create a new sequence directly by selecting an empty sequence in the sequence pool or selecting an empty executor. In case of selecting an empty executor, and the user did not use such a created and empty sequence, selecting then a different executor deletes the first created sequence and makes a new sequence on the newly selected executor. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Backup menu A new setting in the backup menu allows defining if media files shall be additionally exported to the hard drive or USB drive when saving a show. The option Export Media on Show Save is located in Menu - Backup - Settings. When it is enabled images, plugins, meshes, and some more that are part of the show file will be exported to the drive the user saves the show to. When it is disabled, the mentioned objects won’t be exported. Together with the new option, the Settings tab of the backup menu got a small restyling: The Interval button got renamed to AutoSave Interval, and the label on the left side of AutoSave Interval is now gone.  Presets display now markers for absolute values and/or relative values depending on their stored values. The markers are squares in red or violet (same colors as in the layer toolbar). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Pop-ups for Goto and Load are now implemented. To open such a pop-up, enter Goto or Load into the command line. This can be done by entering the terms using a keyboard or by pressing Goto for Goto or Goto Goto for Load.\ After that, press the sequence or executor the pop-up should be opened for. Executing Goto or Load directly opens the corresponding pop-up for the selected sequence. Within the pop-up, scroll to the desired cue, and tap it. It is also possible to search for cues by entering the desired name within the filter input field at the top of the pop-up. Both pop-ups allow also to display the cue appearance. To do so, tap Cue Appearance in the title to display or hide the cue appearance. Both pop-ups share this setting. **Known Limitation:**\ It is not possible yet to use Goto or Load as a direct button function on an executor for this. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Swop can be assigned as a button function for an executor. Pressing the executor button plays then the sequence back with the swop functionality. Swop as button function is a temporary function, same as with Flash and Temp. In addition, sequences can be protected against swop. To do so, edit the settings of the desired sequence, and enable Swop Protect. This sequence will not be set to 0 anymore when executing swop with an other sequence. Swop is also affected by the playback master. When swopping a sequence that has a playback master assigned, only the sequences that have also the same playback master assigned will go to zero. Sequences outside of this playback master are not affected. Swop protect within the playback master is also respected.\ A sequence that will be swopped and that has no playback master assigned puts only sequences to zero that are also not having a playback master assigned. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Installed option Images, videos, and plugins can use the new setting Installed. When this setting is enabled, the station uses the resource from the drive from where it was imported, instead of taking it into the show file. This can reduce the size of show files. When taking new stations into the session, the user has to take care, that the files marked as installed are also available on these stations.\ When the Installed setting is disabled, the file will be imported into the show file and used from there. During a session upload, these resources will be transmitted to the joining devices, too.\ By default Installed is disabled. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New command HelpLua. Executing HelpLua exports a file named “grandMA3\_lua\_functions.txt” into the gma3\_library folder on the internal drive. This file contains all grandMA3 specific Lua functions.\ Furthermore, the manual provides now more detailed topics for the grandMA3 specific Lua functions. To learn about these functions, please read the [Lua functions topic and its subtopics.](/grandma3/2-3/lua_objectfree/) The manual does not describe all gandMA3 specific Lua functions, yet. It will be expanded all the time. To read the newest updates, please visit the online manual pages at [https://help2.malighting.com](https://help.malighting.com/grandMA3/2.3/HTML/help.html). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The software update menu got a small rework:​ * The buttons Select Update File, Import Selected Update File, and Update Devices are reordered to get a useful order that reflects the workflow: 1. Select the file, then the user can import a file or update devices. * The buttons Import Selected Update File, and Update Devices are grayed out, as long as no update file is selected. * When selecting a file to use for updating devices, the End User License Agreement (EULA) pops up, as the update process cannot prompt the user with the EULA on the updated device. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The color engine has been improved. It now makes use of color-measured fixture types with a subtractive color mixing system. If a fixture type has measured emitters or filter data, a DMX curve is created from this data and automatically applied to the corresponding logical channel of the fixture type. In the case of a fixture that has additive color mixing at least one color measurement with a color point at full output per emitter is needed. A DMX curve is created only if there is more than one measurement. In the case of a fixture that has subtractive color mixing at least two color measurements with spectral data are needed. One of these must be at maximum insertion and one at minimum insertion. **Hint:**\ Additional measurement values at different emitter output levels or filter insertions can significantly improve the accuracy, especially for emitters with non-linear brightness curves or filters with non-linear saturation curves. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The color theme got a new color definition for the selected color of pool buttons. It is called Selected and is located within the PoolButton color group. This allows defining a different color for the selected pool elements, e.g., Sequences, compared with the selection color of fixtures. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * Include Link Last Go moved in the settings of a sequence to the protect column. * Entering one IP out of the following ranges is not allowed anymore. The check will be done when the user tries to apply these IPs in the corresponding calculator. In case one of these IPs has been entered, a pop-up will inform the user about the illegal input.\ These are the blocked IP address ranges:\ 192.168.33.0/24\ 0.0.0.0/8\ 127.0.0.0/8\ 224.0.0.0/4\ 255.255.255.255/32 * Configuration lines in the Art-Net or sACN menu change the font color of their name to green when a corresponding packet is sent. When no packet is sent, the font color turns back to white. * The buttons in the timecode slot editor were rearranged, and the editor displays now also the IP address of the receiving station. * onPC stations that crash offer now to cancel the automatic restart. A pop-up will be displayed for 10s when the software crashed. The focus is set to Restart Now, which will restart the software when tapping the button, or after 10s when taking no further action. In case of choosing Cancel, the software will not start again after 10s. * When a selection has different attribute values set, the corresponding attribute encoder displays now the value of the last selected fixture. * When a pool element, e.g., a preset cannot be called by the current selection, the indicator bar on top of the pool object will display now the For None color of the pool window. * The root index numbers are reorganized. Direct index access commands may have to be adjusted. * The icon of the resize tool in several windows (Phaser Editor, Layout Window, and Timecode Window) has changed. This is the new icon: ![](/img/grandma3/2-3/icon_resize_15_v1_5_1-c0ca51.png) * Toggling through the different channel functions on an encoder does not activate the attribute anymore. The attribute will be activated when changing the value of the attribute afterward. * The syntax of MAtricks has changed: The former keyword MAtricksPool to address the MAtricks object in the MAtricks pool is now gone. To address them now, use the MAtricks keyword: SelFix MAtricks 3 will apply the third MAtricks object in the pool to the current selection.\ To modify the MAtricks of one of the selections, address them with the combination of the keywords Selection and MAtricks. To set the XBlocks of the current selection to 3, type: User name\[Fixture]> Set Selection MAtricks “XBlock” 3 **Restriction:**\ Existing macros with MAtricks syntax cannot be converted by the system. *  In the case of an RDM fixture that sends data from a non-supported RDM version, the RDM fixture will be displayed with orange font color within the RDM Devices window. * The specific library keywords (ColorThemeLibrary, FixtureTypeLibrary, GDTFLibrary, MacroLibrary, MenuLibrary, MeshLibrary, and PluginLibrary) are replaced by keyword combinations of the corresponding object keyword and Library:\ For example, Macro Library replaces MacroLibrary,  ColorTheme Library replaces ColorThemeLibrary, and FixtureType Library replaces FixtureTypeLibrary.\ The GDTFLibrary keyword is replaced by a special combination together with the path option:\ FixtureType Library /Path ”../gdtf”\ This style also allows to address the fixture types that are converted from grandMA2:\ FixtureType Library /Path ”../grandma2” **Restriction:**\ Existing macros that use one of the mention object specific keywords cannot be converted to use the new syntax. * The LUA Core has been updated to LUA v5.4. * Changed the name of the ANSI E1.54 colorspace from “Plasa” to “Standard” in the color picker window. * The Magic workflow changed: * The MAgic layer was renamed to GridPos. * The MAgic values (now GridPos values) are now always activated automatically when entering attribute values or if calling presets. Therefore, they are automatically part of a preset when a preset will be stored. * With the automatic creation of the MAgic values (now GridPos values) on the GridPos layer, it is now possible to have different GridPos values for different attributes of the same fixture which expands the creativity. * Presets have now a MAgic property (edit the options of a preset, e.g., by executing EditOption Preset x.y). When the MAgic property is enabled, the preset will behave as a MAgic preset and distribute its values across the range of selected fixtures when calling it. * The Commands At MAgic and Off MAgic are obsolete now. If you change the grid position of fixtures and would like to apply the new GridPos value you can use At GridPos. **Important:**\ MAgic Presets must be stored as selective. * The EditOption keyword changed to EditSetting. * As executor is the correct word, most places where exec was used instead of executors were refactored. Among others these are: * The SpecialExec keyword changed to SpecialExecutor. * ExecTime changed to Executor Time. * Selection of groups, MAtricks, etc. is not possible anymore. As a result of this change, only the selected sequence can now interact with Go+ \[large], Go+ \[large], and, Pause \[large]. * The TTL of MANet3 network packets is now set to 8. * The phaser editor window uses now ViewMode instead of Layout to change between the different modes to display the data. * All windows that used to have the ability to set the window into a setup mode are having now a Setup toggle button instead of the 2 state button that changed between Normal/Playback and Setup. In detail, these are the 3D window, layout window, timecode window, and timecode editor. * The columns Enable and input (Signal, MIDI Channel, MIDI Index and MIDI Type) in the different remote types menus are moved more to the front. They are all now located right after the name column. * The show file migration converts the preset readouts for sheets (e.g., fixture sheet) of show files from v1.3 or prior in this way: * Preset to ID+Name * Both to Name+Value * Exporting filters exports now also the names of the attributes. * When the software starts, it tries to load the last show file from its last location (e.g., USB drive). If the last location is not connected anymore, the software tries to load a show file with the same name from the internal drive. * Show files that will be loaded from drives, that are not the internal drive, will be internally marked as to be saved. This will trigger the save dialog when loading another show later or when shutting down the system. * The system does not ask anymore to save a show later if loading the show failed, and therefore the show will stay empty. This prevents that the user may accidentally overwrite the existing show file. * The name of the FixtureIcon pool changed to Symbol. In new shows, there will be added some more symbols. Furthermore, a new lib\_symbols folder with many new symbols will be installed with this version onwards. The symbol library folder is located in gma3\_vx.x.x. * The sequence setting Off when Overwritten was renamed to Off when Overridden. **Important:**\ When importing sequences that were exported with v1.4 or earlier, the Off when Overwritten setting inside these files cannot be imported. In this case, Off when Overridden will be set to the default state. * The layers CueID and CueIDEffect within the layer toolbar of the fixture sheet are renamed to CueAbs and CueRel. CueAbs displays the references to the cue, where the played back absolute value is coming from, and CueRel displays the references to the cue, where the relative value of the output is coming from. * The layer toolbar in the fixture sheet was rearranged: Output, DMX, CueAbs, and CueRel are now placed behind Auto. These items are followed by the layers, that are also directly available within the encoder bar. While being on Auto, the layers within the fixture sheet change together with the ones in the encoder bar.  * When calling MAtricks pool objects they will now always be activated, no matter if MAtricks were active or not, when storing the MAtricks pool object. * Web remote devices display now always by default the command line, and the control bar. * When activating the To value of any MAtricks property, and the From value is not set, yet, the From value will be activated with its default, e.g., 0s, 60 BPM, or 0°. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Labels on Spot were not displayed for spots of subfixtures while Selection Only was active. This bug is fixed. The spots of subfixtures now display a label even if selection only is activated. | | Visual artifacts were displayed for fixtures with rectangle beams in the 3D window. This bug is fixed. A rectangle beam should not disappear any longer in any perspective. Also, there should not be visual artifacts with rectangular spots any longer. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When loading a different show and tapping Save, the previous show file was not always saved. This bug is fixed. Show files are now always saved when tapping Save. | | Command line pop-ups that were triggered via the LUA function cmd() could crash the console. This bug is fixed. Command line pop-ups triggered by LUA are not crashing the console anymore, but post an error message in the system monitor. | | Locking the console by pressing MA + MA + Pause \| Fix kept these buttons still highlighted during desk lock. This bug is fixed. Locking a console lights up now only the buttons that were highlighted before locking the console. | | When holding List pressed and then pressing an object hard key, e.g., Group, the List keyword was also posted into the command line. This bug is fixed. The List keyword will now only be posted into the command line when releasing List, and no other actions have been done. | | Selecting the children of a fixture and specifying the name of the main fixture, e.g., Fixture “Spot\*”, failed. This bug is fixed. Recursive selection of fixtures works now also when specifying the name of the main fixture. | | Selection commands where a range was specified and the range used at least one name, e.g., Fixture 1 Thru “Spot 8”, did not work. This bug is fixed. Selection ranges can now be specified using names. | | It was not possible to add a new selection to a recursive selection within one command, e.g., “Fixture 1. + Fixture 2”. This bug is fixed. Recursive selection is now also at the beginning of a selection syntax possible. | | When doing a recursive selection with fixture IDs that are not valid, all main fixtures were selected, e.g., Fixture 30. Thru in the Demoshow. This bug is fixed. Using invalid fixture IDs for a recursive selection returns now an error in the command line. | | When tapping MA + Update in the Command Section overlay Cook was not entered into the command line and instead, the update menu opened. This bug is fixed. MA + Update in the Command Section overlay inserts now Cook into the command line. | | Renaming groups that contained only one fixture renamed also the fixture itself. This bug is fixed. Fixtures are not renamed anymore when renaming a single fixture group. | | Single fixture groups always displayed the appearance of the fixture. This bug is fixed. When assigning a third appearance to a single fixture group, the new appearance will now be displayed on the group pool object. The appearance of the fixture itself stays unchanged. | | The input of a recursive selection command like “Fixture 301. Thru .1” was not possible via the keys. This bug is fixed. Pressing . in conjunction with a selection command should work now in every case as expected. | | When disabling the general undo for a user profile, users using this user profile could still oops the operation of the sliders in the MAtricks window. This bug is fixed. Oopsing the operation of the MAtricks sliders is now dependent of the undo general setting within the user profile. | | Importing a view that contained a layout window set to a dedicated layout object, the layout window was reset to the selected layout. This bug is fixed. Importing views with layout windows imports the setting of the selected layout object now correctly. | | The console failed to export a color theme for the first time. This bug is fixed. Exporting a color theme does now always work. | | Exporting to a USB drive failed when the USB drive was selected by tapping, holding, and dragging the drive select button, and then choosing the USB drive from the list. This bug is fixed. The correct USB drive will now also be selected when choosing it from the drop-down list of the drive select button. | | The software could crash when copying cues that had values for attributes without a feature definition. This bug is fixed. Attributes without a feature defined do not cause a crash anymore when copying cues. | | Storing an MAtricks object and specifying a name applied the name to the MAtricks object. This bug is fixed. Store MAtricks “Cool Setup” will now create an MAtricks object that is called “Cool Setup”. | | It was possible to set non-existing values for properties when using a number instead of the value name. This bug is fixed. Set Selection 1 MAtricks “InvertStyle” 100 does not apply 100 as value anymore, as this property has not 100 different values. | | Importing multiple objects at once and not specifying a target spot, did not ask the user how to proceed when at least one target spot was not empty. This bug is fixed. Import asks now always when the destination is not empty. | | When exporting and importing a sequence that used individual timings the timings were set to 0 after the import. This bug is fixed. Individual times within sequence are now preserved during export and import. | | The command Off Page x to turn off the executors of a specific page did not work. This bug is fixed. Off Page x works now as expected. | | It was possible to assign the same fixture several times within a layout by creating several layout elements and editing the object cell within the layout editor. This bug is fixed. Fixtures and subfixtures can now only be assigned once within one layout. | | The import of sequences ignored individual fade and delay times. This bug is fixed. Individual fade and delay times within sequences will be imported correctly. | | Stack labeling of objects did not obey leading zeros. This bug is fixed. Leading zeros are kept during relabeling objects. | | Calling an MAtricks object with an assigned appearance and/or scribble into a selection called also the appearance and/or scribble. Storing then a new MAtricks object also included the appearance and/or scribble assigned. This bug is fixed. Calling a MAtrick that has an appearance and/or scribble assigned does not call the assigned objects anymore. | | Moving or deleting layout 1 created immediately a new layout. This bug is fixed. It is now possible to delete all layouts within the layout, and it is possible to not have a layout 1. | | Closing the assign menu for an executor with no object assigned kept an empty executor object. This bug is fixed. Empty executors are now deleted when closing the assign menu. | | List Library did not display library files that were added during the runtime of the software. This bug is fixed. Listing the library files of an object displays now also files that were added since listing them the last time. | | Importing objects into locked objects changed the locked objects. This bug is fixed. Locked objects as import targets are not modified anymore. | | The software could crash when importing a data pool into an existing one. This bug is fixed. Importing data pools should not crash the software anymore. | | Importing a timecode show could not display the events of the first track in the timeline view mode. This bug is fixed. Importing a timecode show imports all events correctly. | | Merging into an existing group switched off the Move Grid Curser setting. This bug is fixed. Move Grid Cursor won’t be disabled anymore when merging into a group. | | Listing groups did not display the Move Grid Cursor setting of the groups. This bug is fixed. The command line history returns now also the Move Grid Cursor settings of groups when listing them. | | Moving objects in pools to IDs above 9 999 were lost. This bug is fixed. Move actions to pool IDs above 9 999 won’t take place anymore. When moving several objects at the same time, and only some of them will moved to be above pool ID 9 999, only the objects below 9 999 will be moved. | | When changing the target of a timecode track, the events inside the track still referenced to the former target. This bug is fixed. Targets of timecode tracks are now also referencing to the new target when the target of the track will be changed. | | When deleting cues of sequences that are used in timecode shows, the now empty events within the timecode show were handled as Go+ when playing back the timecode show. This bug is fixed. Empty timecode events won’t trigger the next cue anymore. | | The cue part number was lost when copying sequences. This bug is fixed. Sequences are now copied without discarding the cue part numbers. | | Exporting a data pool, and importing it again, lost all presets in the imported data pool. This bug is fixed. Importing a data pool preserves now presets. | | Executing “Copy Cue 1” could crash the software. This bug is fixed. Copying a cue into the clipboard should not crash the software anymore. | | Pressing Blind while being in the update menu, updated the current cue of the selected sequence. This bug is fixed. Pressing Blind does not update cues anymore while having the update menu open. | | Fixture At Fixture within layouts did not work. This bug is fixed. Having fixtures selected, adding At into the command line, and then selecting fixtures within a layout window, executes now the Fixture At Fixture functionality correctly. | | Oopsing the store operation into an existing view could cause an empty view button when trying to call the original view button later again. This bug is fixed. View buttons won’t be empty anymore when oopsing the store operation into them when they existed already. | | Recording timecode events did not always record all events that had a trigger time of 0s. This bug is fixed. Timecode events should now always be recorded, no matter of the setup trigger time. | | Tapping Shuffle in the MAtricks window did not shuffle correctly. This bug is fixed. Shuffle creates now again new values when tapping Shuffle in the MAtricks window. | | Entering commands with specifying the input readout for the value, did not work correctly when using Decimal16 or Hex16 readouts. This bug is fixed. Commands like “At Decimal16 512” set now the value to 512 in decimal readout. | | Macros with command keywords, e.g., Move, that had AddToCmdline set to Yes and Execute set to No, executed the command immediately when tapping the first object. This bug is fixed. Macros with a command functions keyword that requires to specify a source and a destination object by tapping them work now as expected. | | The store modes All and All For Selected did not store the attributes that were expected. This bug is fixed. Store modes All and All For Selected store now all attributes of the show, or all attributes of all selected fixtures. | | Storing into an existing preset while having still the values of a different fixture for this preset deactivated in the programmer did not retain a preset link for the new fixture in the programmer. This bug is fixed. Deactivated preset links in the programmer do not prevent other fixtures to get a preset link in the programmer when storing into a preset. | | Moving a list of objects failed, when the destination was also part of the source, e.g., Move Group 1 Thru 3 At Group 3. This bug is fixed. Move with overlapping source and destination works now. | | Moving a range of objects, where the range of objects had gaps, removed the gaps at the destination. This bug is fixed. Having groups 1 and 3, and moving them with Move Group 1 Thru 3 At Group 11 results now in groups 11 and 13, and not groups 11 and 12. | | The software crashed when trying to record new events into a locked timecode show. This bug is fixed. Trying to record events into a locked timecode show does not crash the software anymore. | | Overwriting all integrated data within a preset kept the integrate symbol on the preset. This bug is fixed. The integrate marker will be removed when overwriting all integrated data of a preset. | | Storing into a range of cues created new, but unwanted cues. This bug is fixed. New cues will not be created anymore when storing into a range of existing cues. | | When entering values using the numeric keypad of a grandMA3 console while editing an XLR port of the output configuration, pressing Please was not recognized. This bug is fixed. The Edit XLR pop-up can now be closed by pressing Please on the numeric keypad of grandMA3 consoles. | | Press, hold and turn of an attribute encoder reset align immediately when releasing the encoder. This bug is fixed. Align is not reset anymore when releasing a pressed attribute encoder. It will be reset first when starting to use an encoder of a different attribute. | | When unzipping grandMA3 onPC for Windows zip files with the Archive Utility of macOS, the extracted files were malformed. This bug is fixed. The macOS Archive Utility can now be used again to unzip grandMA3 onPC zip files. | | Changing the background color of an appearance to black changed the size of an additionally used image within the appearance. This bug is fixed. The size of an image is not changed anymore when changing the background color of an appearance. | | The cue only setting and the sequence mode setting of the update menu was not stored when tapping Save Preferences. This bug is fixed. The preferences of the update menu include now the cue only setting and the sequence mode setting. | | When storing a cue right after storing a preset while having Keep Activation enabled did not store the preset link into the cue. This bug is fixed. Storing right behind preserves now the link to presets. | | Importing an MAtricks object did not import the speed values correctly. This bug is fixed. MAtricks are now imported correctly. | | Storing an attribute into part 0 of a cue, that is already stored in a different cue part, did not respect the Allow Duplicate setting. This bug is fixed. Allow Duplicates is now respected when storing explicit into part 0. | | Timecode events that were placed at the beginning of the time range were not always played back. This bug is fixed. Timecode events that are placed at the edges of the time range are now played back correctly. | | Selecting fixtures by pressing the SelFix key of an executor did not select the fixtures within the layout when the layout window was switched into the setup mode. This bug is fixed. Fixtures within the layout window will be selected when pressing SelFix on an executor where these fixtures are part of the assigned object. | | Values on phaser layers were not stored into presets when the value was set to the default value. This bug is fixed. Values of phaser layers are now always stored into presets when they are active. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having a session with two or more grandMA3 onPC stations running on macOS, it could happen that both stations were displayed alternating on the same line in the network menu. This bug is fixed. Each grandMA3 onPC station running on macOS is now displayed in its own line within the network menu. | | When inviting a station into a session, it could happen that both stations used the same Session Slot. This bug is fixed. When initializing a session, or inviting stations into a session, each station gets now its own and unique Session Slot. | | Layout windows being displayed within a web remote connection could flicker. This bug is fixed. Layout windows displayed within a web remote connection do not flicker anymore even if the same layout is not displayed on the host station.   | | It was not possible to output DMX locally when a console booted up in standalone mode. This bug is fixed. Local DMX output is now always immediately possible when a console finished its boot process. | | The software could crash when a web remote connection was not finally established and one of the connection participants already tried to use the connection. This bug is fixed. The software should not crash anymore when a web remote connection is not ready, yet. | | When receiving a long OSC command followed by a short one, fragments of the long one could be visible in the system monitor. This bug is fixed. Fragments of long OSC messages are not visible when followed by a short one. | | If a key with a macro assigned to start a sequence was triggered through OSC, the console GUI could freeze. This bug is fixed. Macros assigned to keys to start a sequence can be triggered through OSC. | | OSC commands were not sent if triggered from a connected console in a session. This bug is fixed. OSC commands are sent from connected consoles in a session as well. | | The Toggle buttons for OSC input and output did not work correctly. This bug is fixed. OSC input and output buttons toggle each property right.  | | OSC commands were only sent if Send and SendCmd were enabled in the OSC configuration menu. This bug is fixed. OSC commands are sent also if only SendCmd is enabled. | | The after roll of a timecode slot was not started when the timecode signal was input into an I/O node and the I/O node lost its connection. This bug is fixed. The timecode slot after roll will be started when an I/O node disappears from the session. | | The DMX input of sACN packets ignored the start code and therefore processed alternative sACN packets as DMX sACN packets. This bug is fixed. The DMX input of sACN processes now only DMX sACN packets. | | Connecting via SFTP to a console did not allow to access the user data of other installed versions. This bug is fixed. Accessing the console via SFTP now also allows to enter the folders of other installed software versions. | | The software crashed when trying to change the IP address for an interface, but keeping the input field empty. This bug is fixed. Applying an empty IP address does not crash the software anymore. In this case, the former IP will stay. | | Changing the IP address of a station that is part of a session caused unexpected session behavior. This bug is fixed. Changing the IP address of a station within a session to a totally different subnet does not keep the station trying to join the session all the time. | | The station priority of an onPC station was reset to Normal when connecting an onPC command wing or onPC fader wing the first time after starting the application. This bug is fixed. The station priority does not change anymore when connecting an onPC command wing or onPC fader wing after starting the grandMA3 onPC application. | | The takeover from the main timecode source to the backup timecode source was not smooth. This bug is fixed. When the first received timecode input fails, the input on a different station takes now over seamlessly. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Copy and paste of fixtures in the patch caused duplicated UUIDs for those fixtures. This bug is fixed. Copy and paste of fixtures do not create duplicate UUIDs for those fixtures or export them if a patch was exported as MVR. | | Oopsing the assignment of a Mode Master when editing a fixture type could cause a crash. This bug is fixed. Oppsing a Mode Master assignment does not cause a crash anymore. | | A fixture without an assigned fixture type in the patch could crash the software when trying to select this fixture. This bug is fixed. Selecting a fixture without an assigned fixture type does not crash the software anymore. | | The DMX footprint of a fixture type with nested geometry references was calculated wrong. This bug is fixed. A fixture type with nested geometry references now has a correct DMX footprint. | | Changing a Fixture ID to an already existing ID did not inquire the user. This bug is fixed. Switching a Fixture ID to an already used one displays a pop-up to review the operation. | | Editing the mode of a fixture displayed all modes available in the show file. This bug is fixed. Editing the mode of a fixture only displays the modes available for the selected fixture. | | Applying the same label command again on fixtures resulted in multiple equally labeled fixtures. This bug is fixed. Relabeling multiple fixtures now counts up the right way. | | The universal fixture could be deleted or moved. This bug is fixed. It is not possible to delete, move, or cut and paste the universal fixture anymore. | | ”Global” could be assigned as a ID Type. This issue has been fixed. The “Global” Fixture Type and the Global Stage are now hidden and can’t be edited nor assigned. | | Cut and paste of fixtures in Patch was losing Layer and Class information. This bug is fixed. Cut and paste of fixtures in Patch keeps Layer and Class information | | Setting the option “React to master” to “None” or “Group” for fixtures in the patch did not work. This bug is fixed. Now, after leaving the patch the setting is saved. | | The property “RealAcceleration” of a channel function was not imported when a GDTF was imported. This bug is fixed. The RealAcceleration property of a GDTF is now correctly imported. | | Channel functions were imported with their default name instead of their custom name when a GDTF was imported. This bug is fixed. Custom names of channel functions of a GDTF are imported correctly now. | | Adding new layers or classes between existing ones changed also the assignment of layers or classes of fixtures when entering the patch later again. This bug is fixed. Layer or class assignments of fixtures are not changed anymore when adding new ones to the show. | | Assigning a fixture that has now DMX patch into a layout crashed the software. This bug is fixed. The software does not crash anymore when adding a fixture without a DMX address into a layout. | | The software could crash when adding hundreds of millions new fixtures. This bug is fixed. Trying to add too many fixtures does not crash the software anymore. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When editing a phaser and changing the speed in wide steps, the software could crash. This bug is fixed. Editing the phaser speed in wide steps does not crash the software anymore. | | Changing the form of a phaser by using the phaser editor, reset the phase values to 0°. This bug is fixed. Individual phase values are now kept when changing the form of a phaser. | | When having multiple steps, select them together, and then turning the encoder of an until now not involved attribute set different values for this attribute within the selected steps. This bug is fixed. Activating attributes for multiple selected steps by turning the encoder sets now the same value into the selected steps. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When storing normal values with the cue only option into empty cues, it could happen that the cue displayed the phaser marker. This bug is fixed. Cues should now only display the phaser marker when there is more than 1 step in the cue. | | The I< button in the sequence encoder bar jumped to CueZero. This bug is fixed. The I< button now jumps to the first cue. | | When switching off a sequence where the OffCue has timings, and the master of the sequence was below 100%, the fade and delay to off took place only at the last time frame that was proportional to the position of the master of the sequence. This bug is fixed. The timings of the OffCue are now running completely when switching off a sequence, no matter of the master level of the sequence. | | The position of the master fader of a sequence was not respected when activating attributes that use a preset. This bug is fixed. Knocking in attributes that use presets which are played back by a master scaled sequence activates now the value in respect of the scaled master fader. | | Playing back recipes with a set phase did not use the phase of the recipe, but used the phase of the preset that was specified within the recipe. This bug is fixed. Recipes use now their set phase, instead of the one of the preset. | | Restart Current Cue did not restart the current cue when the sequence was switched off before by using a fade time within the OffCue. This bug is fixed. Restart Current Cue works now also when the OffCue has a fade time. | | Pausing a follow cue by pressing Pause was not possible. This bug is fixed. Follow cues can be now paused. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The timecode markers and time ranges were sorted by their ID in their pop-ups. This bug is fixed. Markers and time ranges are now sorted by their start time. | | When changing between the different tabs of the backup menu, the selected file was not kept selected. This bug is fixed. The selected file stays now selected when changing to a different tab in the backup menu. | | The encoder bar window created several errors in the system monitor when being on another screen than screen 1 and entering the setup mode of the layout window. This bug is fixed. The encoder bar window should not create errors in the system monitor anymore. | | Tapping - the first time for the layer MAtricks property in the MAtricks window, while this property did not have any active value, set the value to non-logical values. This bug is fixed. Tapping - the first time for a layer MAtricks property sets the value to its default values, e.g. 60 BPM for speed MAtricks properties. | | At some places within the recipe editors, MAtricks was spelled wrong. This bug is now fixed. The user interface should now always display MAtricks correctly spelled. | | When entering the setup mode of the timecode editor, the encoder bar did only change to the timecode editor encoder bar when tapping into the title bar of the timecode editor in addition. This bug is fixed. The timecode editor encoder bar is now always displayed when entering the setup mode of the timecode editor. | | In the Fixture sheet, the display rules for selected CIDs were not consistent with the FID rules. This bug is fixed. Selected CIDs are displayed the same way as the FID rules. | | On 2Port nodes the port configuration did not display valid data for port 1. This bug is fixed. The port configuration menu on 2Port nodes displays now again all ports for configuration. | | The performance of the UI slowed down when a layout window with huge images was displayed. This bug is fixed. Images with big resolutions do not drastically slow down the UI performance anymore. | | The timecode editor did not always appear when editing a timecode show. This bug is fixed. When entering the setup mode of a timecode window or when editing a timecode show, the timecode editor bar will now always be displayed immediately. | | When having an overlay above a pool window, and scroll in the pool window behind the overlay, the focus frame of the selected pool object shone through. This bug is fixed. Selected elements behind overlays do not display the white focus frame on top of the overlay anymore. | | Groups in layouts disappeared in the layout window when being in a world where not all fixtures of the group are part of the world. This bug is fixed. Groups are now always displayed, also when the current world is limited to a subset of fixtures that do not allow to select any fixture of the group. | | The different properties in the Date & Time menu had the wrong input ranges defined. This bug is fixed. The Date & Time menu has now useful input ranges defined per property. | | Using the color picker with a fixture that had DMX channels for Hue and Saturation of an HSB color mixing system caused a crash. This bug is fixed. | | When changing the timecode slot generator start time, the displayed time was not updated right away. This bug is fixed. Changing the timecode slot generator start time updates the display directly. | | The Timecode display colors for Generator and External source did not work like expected. This bug is fixed. The display color for Generator and External Source is used correctly in the timecode slot pool and clock set to timecode clock. | | Identical channel functions of different subfixtures were not merged in the channel function selector of the encoder and in the calculator of an encoder in some cases. This bug is fixed. Identical channel functions are merged correctly now. | | The layout window could display the wrong dimmer values for fixtures when changing the dimmer value of another fixture. This bug is fixed. The layout window displays now always the correct dimmer values for each displayed fixture.  | | The order of the toolbar copy/cut/paste buttons was inconsistent across several windows. This bug is fixed. The order of the toolbar buttons is now unified.  | | If the onscreen keyboard was changed to Russian language, the yY letter was displayed wrong. This bug is fixed. The Russian onscreen keyboard does not display two eE buttons anymore. | | The additional input buttons on the left side of a calculator did not work properly if the calculator was moved. This bug is fixed. Selecting for example a channel set in the calculator of the encoder bar is working fine again after moving the calculator. | | When assigning a sequence or group to an executor not equipped with a fader or encoder, or changing the fader/encoder assignment to empty afterwards, the “MST” for the fadermaster was still displayed in the playback bar. This bug is fixed. “MST” is not displayed anymore when assigning a sequence or group to an executor not equipped with a fader or encoder or changing the fader/encoder function to empty. | | Special executors without an assigned object displayed their internal name on the special executor label which made the user think, that this special executor is not empty. This bug is fixed. Empty special executors do not display a name anymore. | | The speed values on executor labels were wrong when the speed readout was set to Seconds. This bug is fixed. Speed readout Seconds displays now the correct values on executor labels. | | Opening and closing the phaser editor from the encoder bar within a new show file created black layer buttons in the encoder bar. This bug is fixed. The layer buttons do not turn black anymore when toggling the phaser editor from the encoder bar within a new show file. | | The smart view objects, appearances, and presets that had only an appearance assigned did not display a shadow around their labels in their pools. This bug is fixed. All pool objects that have an appearance assigned, display a pie chart, a color or a scribble in the background have now a text shadow for their labels. | | The fixture sheet displayed as IDs of subfixtures always the fixture ID in the CID cell. This bug is fixed. When a fixture has subfixtures and a CID, the CID is now displayed for the subfixtures. | | The IP calculator had the buttons for 0 and . interchanged compared with the layout of the keys on consoles. This bug is fixed. The IP calculator matches now for all buttons, except / the key layout of the consoles. | | It could happen, that not all layout elements were displayed when the layout window was displayed on one of the small screens (display 6 and 7). This bug is fixed. Layout windows on the small screens display now always all layout elements that are placed in the visible area of the layout. | | When entering the In & Out menu again, the last selected tab was not remembered. This bug is fixed. The In & Out menu remembers now the last tab the user selected the last time when entering it again. | | Changing the WingID of an internal wing did not update the content of the executor to the new WingID. This bug is fixed. The content of the letterbox screens is updated immediately when changing the WingID of an internal wing. | | The button Frame Readout within the settings of a timecode show did not display the set frame readout. This bug is fixed. Frame Readout displays now the correct value. | | The executor label within the playback bar did not display newly stored cues. This bug is fixed. New stored cues appear now immediately within the executor label when the new cue will be the next cue after the current cue. | | The order of the available DMX Readouts was not the same at all places where the user can choose it. This bug is fixed. The order of the DMX Readout values should now be the same on all places where it is used. | | When having shortcuts enabled, the Xkeys window did not display the corresponding shortcuts. This bug is fixed. The Xkeys window displays now the shortcuts on its buttons when they are activated. | | The software could crash when opening a 3D window after importing an MVR file. This bug is fixed. The software should not crash anymore when opening a 3D window. | | The settings window of the clock window was too big for screens 6 and 7. This bug is fixed. The settings window of the clock window scales now properly for the two small screens. | | It was not possible to tap I agree or I DO NOT agree within the EULA pop-up after installing a new version on screens 6 and 7. This bug is fixed. The End User License Agreement can now be operated again on the small displays of grandMA3 light and full-size consoles. | | The layout window could display the wrong or no IDs for subfixtures. This bug is fixed. The layout window displays now the IDs of subfixtures correctly | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations have the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. Programmer content is discarded when loading show files from previous versions. NDI as a video source is a feature preview.​ # Release Notes 1.6 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v1_6/#h2__1435677565) * [Bugfix Version 1.6.3.7](/grandma3/2-3/key_rn_v1_6/#h2_551141764) * [Other Enhancements](/grandma3/2-3/key_rn_v1_6/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_6/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_6/#h2__1624482491) * [Bugfix Version 1.6.3.5](/grandma3/2-3/key_rn_v1_6/#h2_1713941178) * [What’s Changed](/grandma3/2-3/key_rn_v1_6/#h2__924702632) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_6/#h2__759464123) * [grandMA3 Version 1.6.1.3](/grandma3/2-3/key_rn_v1_6/#h2_594421974) * [Features](/grandma3/2-3/key_rn_v1_6/#h2_727740091) * [​](/grandma3/2-3/key_rn_v1_6/#Features)[Presets](/grandma3/2-3/key_rn_v1_6/#h3_956339510) * [Command Wing Bar](/grandma3/2-3/key_rn_v1_6/#h3__422989463) * [CleanUp Command](/grandma3/2-3/key_rn_v1_6/#h3__1195489397) * [Stomp](/grandma3/2-3/key_rn_v1_6/#h3__938816491) * [RDM](/grandma3/2-3/key_rn_v1_6/#h3__1132175009) * [Markers](/grandma3/2-3/key_rn_v1_6/#h3__430960067) * [Backup Menu](/grandma3/2-3/key_rn_v1_6/#h3_1498318733) * [Other Enhancements](/grandma3/2-3/key_rn_v1_6/#h2_34494591) * [What’s Changed](/grandma3/2-3/key_rn_v1_6/#h2__2036553563) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_6/#h2_1665398321) * [Appendix](/grandma3/2-3/key_rn_v1_6/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_6/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-3/gear_1-5ff0d7.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu on a console. Hit Backup, and tap Load in the pop-up menu. Now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by double-clicking on it or selecting it and then tap Load Show. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.6.3.7 [Section titled “Bugfix Version 1.6.3.7”](#bugfix-version-1637) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) grandMA3 onPC works now also on Apple Macs running macOS 12 (Monterey). *** ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * Using all tools, except the follow tool, within the 3D window does not trigger the temporary Single Step functionality anymore. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Unblocking could remove the references to presets and left hard values when presets were used. This bug is fixed. Unblocking should not delete preset references anymore. | | When storing a cue the MAtricks setting were not always respected. This bug is fixed. The current MAtricks settings are now again taken into account when storing a cue. | | Storing into an existing cue by using the Release option created an additional step in the cue that contained the release values. This bug is fixed. Store release does not create additional steps in the target cue anymore. | | The size of the value change when turning an encoder could change when the encoder was switched off through a macro that addressed the whole encoder page. This bug is fixed. Off EncoderPage within an executed macro does not change the size of the value change anymore when turning an encoder afterward. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was not possible anymore to connect grandMA3 devices of different subnets using a gateway. This bug is fixed. grandMA3 sessions can be established again across different subnets.  | ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Moving fixture types within the patch could crash the software when applying the changed patch structure. This bug is fixed. The software should not crash anymore when moving fixture types within the patch. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Having a preset called in step 1 and then integrating a preset into step 2 set the preset of step 1 also in step 2 into the programmer. This bug is fixed. When integrating presets into steps, the desired preset is integrated again. | | Calling a multi-step preset and then integrating a different preset in one of the steps did not store the resulting phaser correctly. This bug is fixed. Phasers are now stored correctly, also when calling them from a preset and then exchanging one used preset within the programmer. | | Storing a phaser that was created within the programmer and that has presets integrated into two or more steps, displayed hard values within the tracking sheet and fixture sheet when it was stored into a sequence. This bug is fixed. Integrated presets within directly stored phasers in sequences are now displayed correctly. | ### Playback [Section titled “Playback”](#playback) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Moving a temp fader up and down could cause a fader error mode. This bug is fixed. Executor faders that have the temp fader function assigned should not go into error mode anymore by only moving the fader up and down unless there is a real issue with the fader itself. | | A large number of running multi-step phasers could sometimes result in a channel not refreshing with each frame. This is fixed. Channels are always refreshing even with a large number of multi-step phasers. | ***   ## []()Bugfix Version 1.6.3.5 [Section titled “Bugfix Version 1.6.3.5”](#bugfix-version-1635) ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * Executor labels that are not at 0% or at 100% display now a value of at least 1% or 99%. * The SequenceMode in the update menu is reset to All for all user profiles when loading a show file the first time in this version. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | On Apple M1 systems all beams were flickering if a dimmer phaser was running on some of them. This bug is fixed. Beams on Apple M1 systems do not flicker if a dimmer phaser is running. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When changing the patch by e.g., adding or deleting fixtures, existing worlds were reset to have all fixtures included. This bug is fixed. Worlds are not changed anymore when changing the patch. | | The software could crash when editing the time position of a marker in a timecode show using a plugin. This bug is fixed. The software does not crash anymore when changing the position of a marker. | | The software could crash when moving an executor or Xkey. This bug is fixed. Moving executors or Xkeys does not crash the console anymore. | | Loading a show file from v1.5 or prior could crash the software. This bug is fixed. Loading show files from older software versions does not crash the software anymore. | | Global presets could not always be called for all subfixtures of the same geometry. This bug is fixed. All subfixtures using the same geometry can use the same global presets again. | | The functionality of some hard keys within popups was blocked when using hard keys before in combination with MA and releasing MA first. This bug is fixed. The hard keys should now always work in pop-ups. | | Deleting an executor where the originally used executor configuration was resized after creating the executor deleted also the next executors. This bug is fixed. Resizing an executor configuration when it is already in use does not influence further actions with executors anymore. | | The software could crash when moving a layout element from one layout to another layout or oopsing this action. This bug is fixed. Moving layout elements into a different layout or oopsing this does not crash the software anymore. | | The software could crash when turning the encoder of an attribute where the default was set to a value that was not covered by the defined ranges of its channel functions. This bug is fixed. The software does not crash anymore when the default value of an attribute is not part of the value range of its channel functions and the encoder will be turned for it. | | When loading show files from v1.5 or prior including global presets where different modes of a fixture type were stored, the global data of only one mode was correctly migrated. This bug is fixed. Individual global values within a preset of different modes of the same fixture type are now migrated correctly into v1.6. | | Selective phaser presets that had global presets integrated lost their reference to the integrated presets when one of the integrated presets was updated. This bug is fixed. Updating presets that are integrated into other presets do not remove the reference in the other preset anymore. | | A preset could lose its reference to another preset when the source preset would be moved. This bug is fixed. Moving a preset does not lose its references anymore. | | Deleting the cue that holds the same data before a cue that has the same data blocked, kept the block status of the second cue. This bug is fixed. Deleting cues checks now the block status of the following cues and resolves them if necessary. | | Storing a new cue with the same data in front of an existing cue did not block the data in the already existing cue. This bug is fixed. Adding cues in front of existing cues checks now if blocking is needed and blocks it then. | | Blocking a cue that tracks phasers created a new cue part. This bug is fixed. When blocking a cue with phaser data, the values will be blocked correctly in their original cue part. | | It was possible to create executors that did not interact with all commands. This bug is fixed. It is not possible anymore to create executors that are not fully functional. | | Moving an open range of cues, e.g., Move Cue 1 Thru At Cue 501, made it impossible to move the first cue of this range later again. This bug is fixed. Moving an open range of cues does not prevent anymore the first cue of the range to be moved later again. | | It was possible to move a special executor to a normal executor. This bug is fixed. Special executors cannot be moved anymore. | | The automatic blocking of attributes did not work correctly when storing a second cue, and the first fixture of the selection did not have all attributes that should be stored active. This bug is fixed. The automatic blocking when storing or updating a cue works now with all combinations of fixture selection and attributes. | | Storing a fixture at the same level as the previous cue did not block the cue correctly if the previous cue had tracked data for the attribute. This bug is fixed. When storing a cue the automatic blocking works now also when the previous cue had only tracked data. | | The software crashed when oopsing the copy and paste of timecode events. This bug is fixed. Oopsing the copy and paste of timecode events should not crash the software anymore. | | Activating the timecode setting Ignore Follow recorded again timecode events when the timecode show was passing by already recorded timecode events. This bug is fixed. Existing timecode events are not recorded anymore into timecode shows. | | Storing into a preset with the /Remove option did not remove relative values from the preset when relative values were active, but set the relative value to 0. This bug is fixed. Store with the use of the /Remove option removes now also relative values from presets. | | Unblocking a cue did not remove preset references for the attributes that used presets. This bug is fixed. Preset references are now removed when unblocking cues that use presets. | | Storing a stomped attribute into a cue where a preset reference was already stored for the attribute did not remove the preset reference for this attribute. This bug is fixed. Storing a stomped attribute with a hard value into a cue removes now also the preset reference for the attribute within the cue. | | Stomp could sometimes keep a preset reference to the first step of the other layer of a multi-step preset which could result in storing a reference to the wrong information. This bug is fixed. Stomp will now try to link to a single-step preset or use hard values.   | | Knocking-in an attribute with a hard value that was already played back by a cue with a preset, knocked in the preset reference from the cue. This bug is fixed. It should not be possible anymore to store a hard value with a preset reference into a cue. | | Editing an attribute in the sequence sheet in track sheet mode and changing from a hard value to a preset did not set the block state correctly. This bug is fixed. Editing values in the tracking sheet now updates the block states correctly. | | When cloning, the system created new phasers in the background. This bug is fixed. Cloning does not create new phasers in the phaser engine anymore. | | It could happen that the ABS and/or REL layer values in a cue or embedded preset were overwritten when only one layer was referencing a preset that contained values for both layers. This bug is fixed. The preset update process will correctly keep the layers separated when updating the referenced values. | | It was not possible to store merge into several cues, that were specified by using + within the command, e.g., Store Cue 1 + 2 /Merge. This bug is fixed. It is possible again to store merge into several cues by using + to specify the cues. | | The software could crash when cooking recipes. This bug is fixed. The software should not crash anymore when cooking recipes. | | Cooking a recipe that had a group with more fixtures assigned, than the assigned selective preset had stored, created unwanted data for the fixtures that were part of the group, but were not part of the preset. This bug is fixed. Cooking a recipe that has different fixtures in the used group and the used preset creates only data for the fixtures that are part of both, the group and the preset. | | The software could freeze when the user tried to set a cue fade time to a range of cues, and the range included the OffCue. This bug is fixed. Addressing a range of cues with the OffCue included does not freeze the software anymore. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The DMX input merge was only processed on the global master station after another device joined the session. This bug is fixed. DMX input merge works now correctly after devices joined the session. | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could freeze when having the patch open in split view mode and then trying to open the patch again on a second display. This bug is fixed. Trying to open the patch a second time should not freeze the software anymore. | | When leaving the patch and applying changes, the preset modes of all preset pools were reset to the defaults of a new show. This bug is fixed. The preset modes are now preserved when leaving the patch and applying changes. | | The software could crash if a geometry reference of a fixture type was not linked to any geometry. This bug is fixed. Geometry references without a link to a geometry do not crash the software any longer. | | Exchanging a single-instance fixture to a multi-instance fixture type did not convert global presets correctly. This bug is fixed. Global presets are now converted correctly when exchanging the fixture type of relevant fixtures from single-instance to multi-instance. | | The software could crash when copying and pasting a fixture within the patch. This bug is fixed. Copy and paste of fixtures within the patch menu should not crash the software anymore. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The output level of sequences could be changed to 0 when updating a preset. This bug is fixed. Updating a preset should not change the output of an unattended sequence to 0 anymore. | | It could happen that a DMX universe did not recognize the change of values at the first cycle and therefore did not send out the changes immediately. This bug is fixed. DMX universes have been further optimized for value changes and output changes immediately.  | | The playback of a timecode show was not triggering the playbacks correctly when the user profile which recorded the events did not exist anymore. This bug is fixed. Timecode shows generate always the correct playback, even when user profiles were deleted. | | A sequence that was already triggered by a timecode was switched off when the incoming timecode signal was lost and reappeared during the After Roll time with a previous time again. This bug is fixed. Restarting the timecode sender does not switch off sequences anymore when the signal is coming back during the After Roll timeout. | | Disabling the timecode setting Assert Previous Events still turned off the sequence when no previous events were found. This bug is fixed. Only when Assert Previous Events is enabled will the software turn off the sequence when no previous events are found.  | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet did not display the phase and speed values on fixtures when the phaser was operated by a sequence. This bug is fixed. The phase and speed values of played back phasers are now displayed within the fixture sheet. | | The software could crash when opening a sequence sheet or when editing a sequence. This bug is fixed. Opening the sequence sheet does not crash the software anymore. | ***   ## []()grandMA3 Version 1.6.1.3 [Section titled “grandMA3 Version 1.6.1.3”](#grandma3-version-1613) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.6.1.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Global data has been streamlined to make it easier for the user to manage. The global data is now stored on real fixtures within the patch. In addition, universal presets can now reference data stored to a real fixture patched within the show file. When storing new global presets, the global data will be created within the new preset automatically. When all data for the fixture type is the same, the first fixture from the stored data will be used to hold the global data within the preset. Each fixture type gets its own global data value so that you can adjust the global value per fixture type. When adding selective data to the preset for one of the fixtures that hold the global data, or when deleting the fixture from the show, the global data will be moved to the first patched fixture for the fixture type. In the case that the global data was held before by the first fixture, the data will be moved to the next patched fixture of this fixture type. When editing a preset with global data, the fixtures with the global data in the programmer will display a yellow square marker in the top right corner of the attribute cell within the fixture sheet. **Important:**\ When converting old show files from grandMA3 v1.5 or prior to grandMA3 v1.6 or later the data from the global fixture type object will be migrated to the first patched fixture of the same fixture type that is not already holding selective data. The global value is determined by the average across all values of attributes within the same activation group: ```plaintext (Value of fixture 1 + Value of fixture 2 + Value of fixture 3 + ... value of fixture n) / Number of used fixtures = Average value ``` The value that is closest to the calculated average value will be the global value. The fixture with this value will then hold the global value. In the case of color, all color attributes are handled together when choosing the global value. Furthermore, the method to determine the global data across several attributes is now taking all attributes of the same activation group into account. This will result in taking all attributes of the same activation group of one fixture, and not taking the different attributes from different fixtures.   Together with the new global data handling, the preset modes for storing or updating were improved: * Auto: When updating or storing into an existing preset, the preset mode of the preset will be respected. In the case of global preset mode, selective data will be added to the preset when at least one fixture that can use the preset is active with new values. When creating a new preset Auto mode will take the mode defined by the pool and use the rules described here for each mode. * Selective: The data will be added as selective data for each fixture that has active data in the programmer. * Global: The data will be added mainly as global data. If there are several fixtures of the same fixture type but with different values, then the global data will be determined by average as described above, and selective data will be added for the other fixtures which have divergent data. * ForceGlobal: Data will be added as global data, and untouched existing selective data will be discarded within the preset for the fixtures of the same fixture type. ForceGlobal will discard the selective data when updating a preset or when storing with the merge option into an existing preset. * Universal: Data will be added as global data, and the PresetMode will be set to Universal. The universal preset gets more versatile and can now use the data from a real fixture with global values when the universal fixture has no data inside the preset. This has the added benefit that you can create your universal presets using a real fixture from your stage, in the case that the universal fixture has these attributes. When calling a universal preset, the software uses global fixture type data first and then uses the data from the universal fixture. When no data exists for the universal fixture the first fixture with global data is used instead. **Hint:**\ When calling universal color, it will be transformed through the color engine. If you use a 7-color LED to create a color and call that data universal, you will get the similar color on the RGBA fixture.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release When the same fixture type (attributes, their order, and their physical from and physical to values) is used several times within a show file, the patched fixtures of these fixture types can now use the global presets that are only stored for one of these fixture types. Therefore, the new fixture type property Share Global needs to be set to Yes for the fixture types. Share Global is set to Yes by default. The fixtures of the fixture type that are set to No cannot call global presets that will be created or modified later by using the other fixture type. When switching Share Global to No when there are already global presets for the fixtures of the fixture type that could use data from a different fixture type, the presets will get copied the global value from the original fixture type to the fixture type that has now Share Global set to No. **Hint:**\ To break up the usage of global presets by fixtures of the other but similar fixture type, the Share Global property needs to be set to No for the fixture type that should not be allowed to use the global presets. Switching Share Global to No for the fixture type of fixtures that hold the global value will not influence the preset call ability of the other fixture types.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release When exchanging the fixture type of a fixture, the data within the global presets will now be converted so that the fixtures with the new fixture type can immediately use these global presets, too.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The update menu and the store preset pop-up have now also PresetMode buttons.\ PresetMode within the update menu is independent of the PresetMode within the store settings.\ PresetMode within the store preset pop-up populates the value of the store settings and can be changed temporarily for only this certain store action. After that it will fall back to the value of the store settings.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The title pool objects of preset pools display now on their upper right corner an S, G, or U depending on the preset mode of their feature group. This preset mode will be mainly taken when storing new presets into that pool by using the preset mode Auto. ***   ### []()Command Wing Bar [Section titled “Command Wing Bar”](#command-wing-bar) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Command Wing Bar window can be opened by tapping More, and then Command Wing Bar within the Add window dialog.\ It provides access to the encoder bar, the first ten executors of the selected WingID, the grand master, and the special executor section of wing 1. In the command wing bar window settings, it is possible to display or hide the grand master by tapping Show Grand Master. The same procedure is available for the special executor section by tapping Show Master Section. Furthermore, with the settings Display Mode Executors and Display Mode Masters can be decided if the labels or the hardware buttons of the executors should be displayed. The displayed Page and WingID can be selected via the settings pop-up or the title bar. The Command Wing Bar can also be displayed in the encoder bar area on onPC systems. Simply tap ![](/img/grandma3/2-3/icon_commandwingbar_15_v1_6-6bea99.png) in the control bar to display or hide it. Or use the shortcut Alt + W. *** ### []()CleanUp Command [Section titled “CleanUp Command”](#cleanup-command) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)  New in this release The CleanUp command allows deleting unused (contains no reference) objects in the show file. For example, sequences that are not assigned to an executor. A pop-up asks the user for confirmation to delete the unused objects and it tells the user how many objects will be deleted. * To delete all unassigned sequences, type: User name\[Fixture]> Cleanup Sequence Thru * To delete all unused color presets in the color preset pool, type: User name\[Fixture]> Cleanup Preset 4.\* * To delete all images which have no reference, type: User name\[Fixture]> Cleanup Image 3.1 Thru ***   ### []()Stomp [Section titled “Stomp”](#stomp) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Stomp now knocks in the last used single-step value for the absolute and/or the relative layer of the attribute.\ This can be a value from the programmer or from a playback. If no single-step value is found then it uses the default value. *** ### []()RDM [Section titled “RDM”](#rdm) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The RDM implementation in grandMA3 supports now more RDM parameters. These are the newly supported RDM parameters: * PROXIED\_DEVICES, 0x0010 * PROXIED\_DEVICE\_COUNT, 0x0011 * DEVICE\_MODEL\_DESCRIPTION, 0x0080 * LANGUAGE\_CAPABILITIES, 0x00A0 * SOFTWARE\_VERSION\_LABEL, 0x00C0 * BOOT\_SOFTWARE\_VERSION\_ID, 0x00C1 * BOOT\_SOFTWARE\_VERSION\_LABEL, 0x00C2 * SLOT\_INFO, 0x0120 * SLOT\_DESCRIPTION, 0x0121 * DEFAULT\_SLOT\_VALUE, 0x0122 * SENSOR\_DEFINITION, 0x0200 * SENSOR\_VALUE, 0x0201 * DEVICE\_HOURS, 0x400 * LAMP\_HOURS, 0x401 * LAMP\_STRIKES, 0x402 * LAMP\_ON\_MODE, 0x404 * DEVICE\_POWER\_CYCLES, 0x405 * PAN\_TILT\_SWAP, 0x602 * POWER\_STATE, 0x1010 **Important:**\ Not all of these RDM parameters allow the user to set values for them.     As SENSOR\_DEFINITION and SENSOR\_VALUE are now supported, the RDM Fixtures display the sensors with their values within the RDM Devices Window. To watch the sensors and their values, unfold the desired RDM fixture by tapping ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) in front of the RDM fixture.\ For each sensor, an own line will be displayed as child of the RDM fixture. In most cases, the user has to scroll to the right to see the columns Present Value, Lowest, Highest, and Recorded: * Present Value: The current value of the sensor. * Lowest: The lowest value the sensor can reach. * Highest: The highest value the sensor can reach. * Recorded: The value that was stored by the fixture itself, when RECORD\_SENSORS, 0x0202 was executed. **Hint:**\ RECORD\_SENSORS needs to be executed by a different RDM controller in order to display a value.   grandMA3 can now also deal with RDM proxy devices, such as radio DMX links. The RDM parameters PROXIED\_DEVICES, 0x0010 and PROXIED\_DEVICE\_COUNT, 0x0011 are responsible for this feature. A proxy device, in our case of a radio DMX link, is the transmitting device. This device will also show up in the RDM Devices window. The number within the column Proxied Devices reports how many RDM devices are handled by this device. The receiver of the radio DMX/RDM signal counts also into this number. **Important:**\ In our tests, we were only able to get RDM devices working that were connected to a corresponding radio DMX receiver device.\ Fixtures that were directly linked to the radio DMX transmitter, because these fixtures have a built-in radio DMX module, were not detected. Also not by other 3rd party RDM controllers. To learn more about using RDM within the grandMA3 software, please read the [RDM topic](/grandma3/2-3/rdm/). ***   ### []()Markers [Section titled “Markers”](#markers) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release A Marker is a virtual fixture, that allows operating (e.g., moving around or rotating) objects such as fixtures, actors, or stage props in the 3D stage environment. To do so, for each object or group of objects that shall be operated separately an own marker fixture needs to be patched. A fixture type called Marker from the Manufacturer MA Lighting is now part of the fixture library.\ As soon as a Marker fixture is patched, other patched fixtures can be added as children of the Marker.\ After applying these changes to the patch, the Marker fixture can be operated like any other fixture in the show. At the moment, a marker fixture provides these attributes: * X, Y, and Z for moving the Marker and all its children together along the corresponding axes. * Rot X, Rot Y, and Rot Z rotate the Marker and all its children together around the corresponding axes. These attributes are located within the features XYZ and Rotation within the feature group Position in the encoder bar. Select the Marker fixture and turn the encoders for the described attributes in order to see the Marker and its children moving around in the 3D window.\ The children of a Marker are always moved around relative to the set up position of the Marker itself. **Important:**\ A Marker fixture needs to have a DMX address patched in order to be able to see its changes within the 3D, etc.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Together with the implementation of Markers, the input of PSN trackers can be linked to Markers. This allows moving around the Marker and its children via an external tracking system. To do so, set up the number of Markers you need, add the desired children to them within the grandMA3 software. Then set up the PSN system and configure the [PSN input](/grandma3/2-3/remote_inputs_psn/) within the grandMA3 software. Within the PSN menu, new columns called IDType and ID allows entering the IDType and ID of the Marker fixture that shall be linked to the input of each tracker.\ The column DMX Priority defines at which level of the grandMA3 playback priorities the PSN data shall be processed. This allows overwriting the input of the PSN system by using a sequence with a higher priority if needed. **Important:**\ The DMX universes the Marker fixtures are patched to which are receiving data from PSN trackers need to be set to the [Merge mode Prio](/grandma3/2-3/patch_dmx_universe/). ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Show files are now saved with the timestamp of the current session time. The resulting files on the hard drive of the system will be also stamped using the current session time.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release At the bottom of the backup menu, an area allows you to enter and read the description of the currently loaded show file. Modifying or entering a description will only be applied to the show file when saving it afterward.\ Pressing Enter while editing the description immediately saves and closes the backup menu. Shift + Enter can be used to add another line. By enabling History in the title bar of the backup menu, the history of the selected show file will be displayed at the bottom of the backup menu.\ The history gives useful information regarding the dates and time, used software version, the type of the software, the name, time zone, and UTC time when saving the show file.\ A new entry within the history will be entered when the show file will be saved again and one of these criteria has changed: Version, type, name, time zone, or description. The newest entry will be on top of the history list. The option Enumerate Show File Name when Description Changes in the Settings of the backup menu provides an automatic increase of a 3 digit number, added to the end of the show file name if the description is changed when saving the show.\ If the original show file name is too long to add the number, the command line will return an error. In this case, the former show file name will be used again. Enumerate is always looking at the last three characters of the show file name. When three numbers are found it increases the number by 1. When 999 is found, it will change the number to 001.  Enumerating a show file can also be called with the /Enumerate option. To do so, type: User name\[Fixture]> SaveShow /Enumerate **Hint:**\ When saving your show file for the first time, add a custom character to the end of your show file name so it’s easier to see the enumeration (e.g. ShowName# or ShowName\_v or ShowName-) ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The network menu allows filtering stations by “My Location”. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Reduced show upload time by transferring media objects in the background. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The “Insert New Fixtures” dialog now allows simultaneous access to the grandMA3 Fixture Share and the GDTF Share. Therefore, the GDTF Share tab is renamed to Shares. The column “Source” indicates from which of the two Share sites the fixture originates. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The label process prevents entering system reserved characters when the label pop-up is used. In this case, the title bar of the label dialog turns for about 2s into orange and displays “Character ’.’ not allowed.” Depending on the character the message might be different, as every character that is not allowed but was pressed by the user will be reported within this message.\ When labelling an object by using the label command, the disallowed characters will be removed by the software, and the objects gets a new label with this reduced name: Labeling group 1 with the desired name “Back.Truss” by using this command, will result in the name “BackTruss” for group 1: User name\[Fixture]> Label Group 1 “Back.Truss” In this case, the command line history will report this modification as well: Not allowed characters in name “Back.Truss” changed to “BackTruss” ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The operation of encoders in physical readout (includes also attributes in natural readout that are set to physical for the natural readout) when having at minimum 2 fixtures of different fixture types selected, improved. In this case, stepping through the selection with Next and Previous now also uses always the smallest physical range to determine the size of an encoder click. In previous versions the size of an encoder click changed between the different fixtures of the different fixture types when using Next and Prev. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Master faders in the executor label now display their temporary value while flashing or blacking them. Furthermore, the background of the fader bar in the executor label turns red while flash or black, when the value of the master fader is different to the value during flash or black. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The playback window has now a setting that allows how many sections of each 5 faders shall be displayed. To change this setting, tap MA in the top left corner of the playback window, then tap #Sections repeatedly until the desired value is set. The value can be set to Auto, 1, 2, or  3. When set to Auto, the playback window decides by its size how many sections will be displayed. This is anyway how it worked in previous versions. When choosing 1, 2, or 3, the first 5, 10, or 15 faders of the selected WingID will be displayed. This happens independently from the size of the playback window.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Tapping ![](/img/grandma3/2-3/icon_power_15_v1-0_1-133e8c.png) within the control bar opens now the new shutdown menu. It offers to * ![](/img/grandma3/2-3/icon_power_15_v1-0_1-133e8c.png): To shutdown the grandMA3 device or to close the grandMA3 onPC software. * ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5_1-0f9d86.png): To restart the grandMA3 application. * ![](/img/grandma3/2-3/icon_padlock_15_v1-0_1-607988.png): To lock the desk. In addition to this improvement, the Desk Lock button has been removed from the control bar. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The new timecode show setting Ignore Follow allows controlling whether follow cues of sequences should be triggered by the timecode show or by the sequence. When it is off, the follow cues will be triggered by the timecode show.\ When it is on, the sequence will trigger its follow cues. In this case the events within the timecode show for the follow cues will be marked with a prohibition sign on top of the event icon within the timeline view. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Move of executors: * Moving executors behave now like moving objects within a pool. For executors, each Wing (15 executors) behaves like a pool. * Moving an executor that is 2 or more wide to a different executor, in a way, that the former executor would be spread across 2 banks (5 executors), the executor will be split into 2 executors, one each on one of the banks. In the past, the executor has been scaled down to only use the executors of the left bank. This works only across the banks of the same wing, and not across wings. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The conversion of channel functions has been improved in the grandMA2 to grandMA3 Show Converter. In the grandMA2 the non-linear physical characteristic of channel functions was described within the physical values of the channel sets. This could cause unexpected behavior of the encoders in natural and physical readout because of the channel function’s invalid range of physical values. The conversion has been improved to the extend that converted channel functions now have a valid range of physical values according to their channel sets. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) 3D Window: Additional mesh qualities for the BodyQuality setting were added. * **None:** No meshes of fixtures are visualized. Nevertheless, environment objects are displayed. * **Box:** A whole fixture’s body is visualized as one box. This box has the dimensions of the fixture. * **Low:** Every geometry of a fixture is visualized as a box. If one of the fixture’s meshes is a default cylinder, this is not changed. * **Simple:** Fixtures with a common geometrical structure of a moving head (Base - Yoke - Head - Lens with or without Pigtail) are visualized with grandMA3 default meshes. All other fixtures are visualized like in “Low” mode. * **Standard:** Fixtures with a vertex count above 1 200 are visualized as in “Simple” quality mode. The meshes of fixtures with a vertex count lower than 1 200 are not changed. * **High:** All fixtures are displayed with their original meshes. By default, the BodyQuality is set to Standard. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Surfaces has been renamed to Stage Volumes: A stage volume is a defined space within a stage. By default, a volume (Volume 1) always exists, and its size is always the size of the stage. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The assign menu allows now to lock or unlock the executor by tapping Lock Exec in the title bar. When locking ur unlocking the executor via the lock or unlock command, this button reflects also the correct state. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When an event will be repeated every year, the repeat cell of the event displays now in addition “repeat annually” to indicate this repetition. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When creating a new show, the software will now create a prompt asking the operator now if a new show should really be created. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When canceling a store operation the next time doing a store operation the store preferences are loaded again. In addition, pressing ESC once when the store options overlay is open, closes now the overlay. Store and Update work now uniformly regarding closing the menus or canceling the operation. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Fixtures that are modified by a additive group display now also a marker in their ID type cell within the fixture sheet. The color of the marker is lavender by default, and can be changed in the color theme: Color definition SheetColor.AdditiveMasterActive and color FixtureSheetCell.AdditiveMasterActive. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-2) * The ListRef button in the Update Window was removed as it is obsolete now. * The automatic label functionality of cues changed and does not use the commas (,) anymore to separate different presets within the name. It uses now the slash (/) to separate presets within the cue name. * The first element within the cue list on an executor label shows now always the previous cue of the sequence order, ad not anymore the previous played back cue. * The fixture sheet has now an additional title bar button for the Prog Only setting. * The tab Time within the date and time menu got renamed to Session Time. Session Time is the time the grandMA3 session is running at. In addition, the ClockSource System Time within the clock window got renamed to Session Time. The session time can be different compared to your local time. * With the improvement to presets the universal fixture is now part of Stage 1. * The Store options overlay was renamed to Store Settings. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The property “Beam Diameter” of the Beam geometry type was not visualized correctly if a fixture had an iris channel. This bug is fixed. The correct beam diameter is visualized at the origin of the beam, even if a fixture has an iris. | | Gobo rotation was visualized with the wrong center of rotation if the position of a gobo wheel was between two slots. This bug is fixed. Gobos are rotating around their own center point now if the gobo wheel is positioned between two slots. | | Fixture types with a complex geometrical structure (nested geometry references) were not visualized correctly in all cases. This could cause unexpected behavior of intensity or color of subfixtures. This bug is fixed. Fixture types with nested geometry references are visualized correctly now. | | Gobos in the 3D window were flashing when changing the selection or changing settings in the 3D window. This bug is fixed. Fixtures with gobos are not flashing any longer when making changes elsewhere in the software or the 3D window. | | The visualization in the 3D window did not utilize the RealFade values of the fixture type. This bug is fixed. Values of RealFade are now utilized again. | | Iris animations like strobe or pulse were visualized with a much too high speed. This bug is fixed. Iris animations are visualized correctly now. | | Textures of meshes were not imported correctly if the mesh and the texture were located in a subfolder. This bug is fixed. Textures are now imported correctly, even from a subfolder. | | Single Step was switched off when doing a lasso selection in the 3D window. This bug is fixed. A lasso selection in the 3D window will not disable single step. | | Fixtures with Blade channels did not show proper beams on a Mac onPC running on Apple M1 hardware. This bug is fixed. Blades are visualized correctly on Apple M1 hardware. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Fade in combination with FaderMaster did not obey a specified fade time. This bug is fixed. FaderMaster Page 1.201 at 100 fade 5 is working as expected. | | If several different show files were loaded in a short amount of time, the software could crash. This bug is fixed. Rapid loading of different show files does not crash the software anymore. | | Export and import of user profiles removed the link to default for properties, and therefore the values were set to the hard default value. This bug is fixed. Properties of user profiles are now keeping their link to the default value when the user profile will be exported and imported. | | The encoder could be stuck for a while at value 255 when being in Dec8 readout and turning the encoder several times without interruption from 0 to 255 and vice versa. This bug is fixed. Encoders should not stick to a value anymore when turning them very fast from one end to the other end and back. | | The fifth encoder in grandMA3 onPC running on Windows was still acting as screen encoder when the screen encoder was switched off. This bug is fixed. The fifth encoder works now always within the function it displays. | | Changing the used preset while being in the update mode for a cue changed also the name of the cue. This bug is fixed. Cues labeled by the user won’t change their name anymore when using the edit mode for a cue and changing a used preset. | | When auto start was enabled for a sequence and the master fader of this sequence was set to 100% before starting a timecode show, the first go+ event for this sequence was not triggered by the timecode show. This bug is fixed. All timecode show events should be triggered correctly now. | | When changing agenda events where the valid duration was not over, yet, were triggered again. This bug is fixed. Agenda events won’t be executed again, when their duration is still valid and changes are made to the agenda event. | | Single Step was always temporarily activated when tapping into any kind of a color picker. This bug is fixed. Only the color picker for attributes activates now temporarily Single Step when tapping into the color picker in order to choose a color. | | Commands with non-existing variables in it were executed in a way that the non-existing variable was ignored. This bug is fixed. Commands with non-existing variables won’t be executed anymore. The command line history returns an error in this case. | | Filters did not update their filter results when the properties of fixtures were changed, and these properties were used as a filter criterion. This bug is fixed. Changing fixture properties updates now also the results of filters.  | | It was not possible to store a new executor when the selected page was deleted before. This bug is fixed. After deleting the selected page it is now possible again to store immediately new executors on page 1. | | Mode dependencies caused other channels that were dependent to be knocked into the programmer if the active channel function of this channel was changed because of the mode dependency. This bug is fixed. The channel function is changed, but this does not cause the channel to be knocked into the programmer any longer. | | Copy and paste of cues inserted the cues with their former cue number. This bug is fixed. Copy and paste of cues adjust now the cue number of the pasted cue to fit into the cue numbering at the destination. | | The software could crash when data was imported to the wrong destination. This bug is fixed. The software should not crash anymore when data was imported to the wrong destination. | ### Connections [Section titled “Connections”](#connections-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having 2 consoles in a session with a parallel input of LTC Timecode, the backup console did not take over the LTC smoothly. This bug is fixed. On signal loss, the backup console takes over within half of the defined afterroll time.  | | In the onPC settings menu, the “MIDI via onPC command wing” button did not work as expected. This bug is fixed. When the button is toggled “on” the MIDI Signal from command wing is used, if toggle “off” the Signal of the selected USB device is used. | | The target settings in the In/Out menu did not work properly. This bug is fixed. Selecting “Empty” as a target is working again. | | The software could crash when sending an OSC string without specifying an OSC address. This bug is fixed. OSC strings without an address do not crash the software anymore. | ### Patch [Section titled “Patch”](#patch-2) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In the “Insert New Fixtures” popup, if the DMX sheet was used to directly chose the address, tapping on the address directly was not possible. This bug is fixed. Choosing the desired address directly by tapping is working now. | | In the “Insert New Fixtures” popup, if the DMX sheet was used and resized very small, it was not possible to change the size again. This bug is fixed. Resizing the DMX sheet is working as expected. | | Changing the mode master of a patched fixture type could lead to shifting of default values between DMX channels. This bug is fixed. Default values will not be changed any longer when a mode master of a fixture type is changed. | | Sometimes the Offset value was in the wrong Fixture. This bug is fixed. The Offset value is now in the correct fixture. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Activating the attributes that were running a phaser discarded the values for fade, delay, speed, and phase when a processing unit is part of the session. This bug is fixed. While having processing units in the session the knock-in of attributes does not discard values anymore when they are running a phaser. | | Changing the speed of a phaser by using the Speed From and Speed To properties within the MAtricks window always restarted the phaser. This bug is fixed. Phasers adjust their speed now flawlessly when changing the speed by using Speed From and Speed To within the MAtricks window. | | Oopsing the stomping of a phaser did not work. This bug is fixed. The stomping of phasers can now be reverted by using Oops. | ### Playback [Section titled “Playback”](#playback-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The sequence setting “HTP” was not working properly. This bug is fixed. The sequence setting “HTP” is working as expected. | | Sequences with SoftLTP off outputted their values first when moving their master fader. This bug is fixed. Sequences with SoftLTP off output their resulting value now immediately when they will be started. | ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In the sequence edit overlay, the auto-scroll option did not work properly. This bug is fixed. Enabled auto-scroll in the sequence edit sheet jumps to the currently edited cue. | | The sequence sheet did not display individual fade, delay, and duration times correctly. This bug is fixed. The individual times in the sequence sheet are displayed properly now. | | Saved preferences in the update menu did not include all options. This bug is fixed. Saving and recalling the preferences in the update menu is working as expected. | | If multiple encoder bars and layout views were used at the same time, the onPC software could crash. This bug is fixed. Several encoder bars and layout views can be used in parallel.  | | When changing the DMX sheet to Levelbar “Bar”, the values were not displayed properly. This bug is fixed. Level bars are displayed properly in the DMX sheet now. | | The Trackpad, set to mode Pan/Tilt was not working with physical readout. This bug is fixed. The Trackpad in Pan/Tilt mode also works with physical readout.  | | The values that were displayed within the fixture sheet for a collapsed grouping fixture could flicker from time to time. This bug is fixed. The values of grouping fixtures do not flicker anymore within the fixture sheet. | | The HSB Color Picker and the fader page of the color picker did not work for fixture types with subtractive color mixing and only one measurement of the color flags at 100 % insertion. This bug is fixed. The color picker is working for subtractive color mixing with only one measurement defined for a fixture type. | | In Agenda setup mode, if the entry “New Agenda Event” was copy and pasted on itself, a loop was created. This bug is fixed. If the first entry is copy and pasted on itself only one more event is created. | | The fixture sheet did not display the correct fixtures when leaving the edit mode and the Global mask was enabled. This bug is fixed. After using the edit mode, the fixture sheet redraws properly when using the Global mask.  | | Pie charts of color presets displayed a black pie if a fixture with subtractive color mixing had measured filter data. This bug is fixed. Pie charts of color presets now show the correct color even for a fixture with subtractive color mixing and measured filter data. | | The Audio In Device pop-up could display (null) instead of the device name or the manufacturer. This bug is fixed. The Audio In Device pop-up displays now “Device x” when the device name is not provided by the device or it displays “Manufacturer unknown” when the manufacturer is not provided by the device. | | It could happen that not all feature groups were offered as preset pools within the Add window dialog. This bug is fixed. All feature groups of a show file are now offered to create preset pool windows for. | | It was not possible to scroll through the list of cues within the edit sequence window by using the screen encoder when the sequence had not enough cues to get the whole list scrolling on the display. This bug is fixed. It is now always possible to scroll through the list of cues within the edit sequence window by using the screen encoder. | | EditSetting + tapping the area of the selected sequence in the letterbox display opened the sequence setting menu on the letterbox display. This bug is fixed. The sequence settings of the selected sequence will now be opened on display 2 when having EditSetting in the command line and then tapping the area of the selected sequence within the letterbox display. | | The ViewMode Month of the agenda displayed also the last week of the former month, when the week day of the first day of the month matched up with the set up day in the StartOfWeek setting. This bug is fixed. The ViewMode Month in the agenda window does not display unnecessary whole weeks of the former month anymore. | | The command line history window and overlay displayed a black background when having the daylight color theme active. This bug is fixed. The command line history window and overlay respect now the colors of the color theme. | | It was not possible to open the name input popup for a timecode track by using the screen encoder. This bug is fixed. The screen encoder can now be used to open the name input popup for timecode tracks. | | It was not possible to switch between the different feature groups within the Export-tab Import/Export menu when the local area had sheet style enabled. This bug is fixed. The Export-tab of the Import/Export menu allows now to switch between feature groups when sheet style is enabled. | | The Off menu could be moved outside the visible screen area. This bug is fixed. The Off menu cannot be dragged around on the screen anymore. | | The phaser overlay reset its settings every time when it was closed. This bug is fixed. The settings are only reset after a clear. | | Executor labels displayed the cues of the sequence repeatedly when the off cue would have been used for switching off the sequence, and when the executor label was higher than 1 row. This bug is fixed. High executor labels display now only one set of their cues when the off cue has any time set up. | | Calling menus on displays that were not defined for the menus could crash the software. This bug is fixed. Menus won’t open anymore on displays that are not defined for the menus. | | The temporary pool overlays of views and sequences did not use their pool color. This bug is fixed. All temporary pool overlays use now always the defined pool color of their object type. | | The fixture sheet did not display values for attributes in the DMX layer when the values were on their default value. This bug is fixed. The DMX layer in the fixture sheet displays now always the value for each attribute. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported presets from grandMA3 v1.5 and prior cannot be properly imported to grandMA3 v1.6 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Exchanging a multi-instance fixture to a single-instance fixture type might not convert presets when the parent fixture has not the attributes. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations have the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. Programmer content is discarded when loading show files from previous versions. Sound input via Apple Silicon hardware is not implemented, yet. # Release Notes 1.7 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v1_7/#h2__1435677565)   * [Bugfix Version 1.7.2.2](/grandma3/2-3/key_rn_v1_7/#h2__2030687499)​ * [Fixed Bugs](/grandma3/2-3/key_rn_v1_7/#h2__1624482491) * [grandMA3 Version 1.7.2.0](/grandma3/2-3/key_rn_v1_7/#h2_727740091) * [Features](/grandma3/2-3/key_rn_v1_7/#h2_727740091) * [Presets](/grandma3/2-3/key_rn_v1_7/#h3_956339510) * [Executor Assignment and Playback of Presets](/grandma3/2-3/key_rn_v1_7/#h3_1832424387) * [Recipes](/grandma3/2-3/key_rn_v1_7/#h3__808614509) * [Sequences](/grandma3/2-3/key_rn_v1_7/#h3__1026008) * [Preview](/grandma3/2-3/key_rn_v1_7/#h3__2122125854) * [Phaser and Phaser Editor](/grandma3/2-3/key_rn_v1_7/#h3__946139376) * [Spaces](/grandma3/2-3/key_rn_v1_7/#h3_2096095723) * [MArker Fixture and XYZ](/grandma3/2-3/key_rn_v1_7/#h3_231964299) * [3D](/grandma3/2-3/key_rn_v1_7/#h3__1137860005) * [Render Quality](/grandma3/2-3/key_rn_v1_7/#h3__1135228353) * [glTF Support](/grandma3/2-3/key_rn_v1_7/#h3_1462499028) * [Session Data Merge](/grandma3/2-3/key_rn_v1_7/#h3_1469462798) * [MIDI Out](/grandma3/2-3/key_rn_v1_7/#h3__1503058193) * [Content Sheet](/grandma3/2-3/key_rn_v1_7/#h3_320348620) * [DMX Tester](/grandma3/2-3/key_rn_v1_7/#h3_1956195346) * [Backup Menu](/grandma3/2-3/key_rn_v1_7/#h3_1498318733) * [Other Enhancements](/grandma3/2-3/key_rn_v1_7/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_7/#h2_563643534) * [Fixed Bugs](/grandma3/2-3/key_rn_v1_7/#h2_895816868) * [Appendix](/grandma3/2-3/key_rn_v1_7/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_7/#h2__1852571500) ***   ## []()Get Started  [Section titled “Get Started ”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-3/gear_1-5ff0d7.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu on a console. Hit Backup and then Load, now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by selecting it and then tapping Load. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.7.2.2 [Section titled “Bugfix Version 1.7.2.2”](#bugfix-version1722) ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software crashed during loading show file from v1.6 or earlier that had recipes in presets which in turn had no selection assigned. This bug is fixed. Recipes without a selection do not crash the software anymore during the migration of the show file. | | The software crashed when recipes were repeatedly stored into the programmer by pressing Store and then tapping New Recipe in the Programmer Part window. This bug is fixed. Repeatedly storing recipes in the Programmer Part window does not crash the software anymore. | | Executing Fixture At Fixture on a connected console with a different user profile did not output the new programmer content. This bug is fixed. Fixture At Fixture works again in multi-user environments. | | When attributes were stomped in a multi-user environment and processing units were connected, the stomped values could have become part of the programmer of a different user profile instead of the one that executed stomp. This bug is fixed. Stomping in multi-user environments puts the stomped values into the programmer of the user who executed stomp. | | Copying symbol pool object to the image pool crashed the software. This bug is fixed. Copying objects from one pool to a different pool does not crash anymore. | | Importing a Lua plugin crashed the software when General Undo was disabled in the settings of the user profile. This bug is fixed. Disabled General Undo does not crash the software when importing data. | | Addressing objects via their IDs in an OSC message did not trigger the object anymore. This bug is fixed. Triggering objects via their IDs in an OSC message works. | | When switching off the network Art-Net or sACN were still being output. This bug is fixed. Disabling the network stops now also the output of DMX protocols. | | When you brought back a station into session where the session and the joining IdleMaster were both sending Art-Net or sACN, GlobalMaster and the connected station at times could output Art-Net or sACN. This bug is fixed. In sessions with two or more consoles only the GlobalMaster station outputs Art-Net or sACN. | | The keywords IfActive or IfProg selected fixtures with activated or deactivated values in the programmer of different user profiles. This bug is fixed. IfActive and IfProg only select fixtures that have actived or deactivated values in their own programmer. |   ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | After booting a grandMA3 console the sound input was not always recognized. This bug is fixed. The sound input via XLR now works directly after booting the console. |   ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Adding new fixtures in the patch at the top of a grouping fixture caused layout elements to display the new fixtures instead of the fixtures of the same grouping fixture that were formerly assigned. This bug is fixed. The assigned objects in layouts are not changed anymore when adding new fixtures at the top of a grouping fixture. | | The individual phase values of a phaser in a cue could get lost when exchanging fixture types in the patch. This bug is fixed. Exchanging fixture types should not delete individual values in phaser anymore when the new fixture type has the same attribute. |   ### Playback [Section titled “Playback”](#playback) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tracked absolute values were not considered during a cue playback. The cue was played back using only the new relative phaser data of the attribute. This bug is fixed. This bug is fixed. The output of a relative phaser in a cue respects the tracking absolute data of the same attribute. | | When playing a sequence with HTP playback priority with dimmers at 0% in the cue, the former programmer values were still output. This bug is fixed. HTP playbacks of sequences where dimmers are stored at 0% have now the correct playback output. |   ### Windows [Section titled “Windows”](#windows) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The filtering in grids, for example the patch menu or the layout editor, could not filter all columns. This bug is fixed. Filtering in grids is fully functional again. | ***   ## []() ## grandMA3 Version 1.7.2.0 [Section titled “grandMA3 Version 1.7.2.0”](#grandma3-version-1720) ## Features  [Section titled “Features ”](#features) The latest release of grandMA3 version 1.7.2.0 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Presets can now contain timing values only. For example, fade and/or delay. Together with this change, it is now possible to only call fade and/or delay times into the programmer. In cues, you cannot store timings only. When calling a timing only preset into the programmer, adding absolute and/or relative values to the programmer for the same attributes, and then storing a cue, the cue will store the values of the timing without a preset reference.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Presets now store MAtricks directly into the preset. Whenever the MAtricks are active, storing a preset also stores the MAtricks settings in the preset. Should a preset contain MAtricks, the MAtricks icon will be displayed.\ To easily edit the MAtricks settings of a preset, open the EditSettings editor of the desired preset, and edit the MAtricks settings. The new store setting MAtricks defines whether the active MAtricks is to be stored into the preset. Whenever a preset contains fade times and/or delay times in its the MAtricks, the preset object in the pool displays the fade and or delay markers as well. Calling a preset which contains MAtricks, the preset applies the data in this order: 1. MAtricks Grid settings 2. Preset values 3. MAtricks Layer settings (if they exist)   ### []()Executor Assignment and Playback of Presets [Section titled “Executor Assignment and Playback of Presets”](#executor-assignment-and-playback-of-presets) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Presets can now be assigned to executors.\ In addition, the selective content of a preset can be either played back by starting an executor which has such a preset assigned or by executing a playback function with a preset in the preset pools, using Go+ for example. Opening the EditSetting-tab of the assign menu of an executor that has a preset assigned, offers the same settings as for sequences, as long as they make sense for a preset. For more information on playback settings see [Sequence settings](/grandma3/2-3/cue_sequence_settings/). Edit the global preset playback settings in Menu - Preferences and Timing - Preset. The OffFade property of preset playbacks determines the fade time when switching off a preset playback.\ The new executor button function At allows to perform an At Preset x.y for the selected fixtures when having the At function assigned to a preset executor. ###   [Section titled “ ”](#-1) ### []()Recipes [Section titled “Recipes”](#recipes) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Creating recipes in presets has become easier and more comprehensive.\ It is possible to add one or more recipe lines to empty preset objects, or to convert already existing presets into recipes.\ Recipes in presets are useful when different MAtricks are to be executed with different fixture selections. The recipe workflow: 1. Execute the command EditSetting on a preset object in the preset pool. 2. To create a recipe line, tap Turn into Recipe.\ If the edited preset previously contained values, these will be converted into the recipe. \ appeares in the column “Values”.  \ If the preset was empty, a preset can be entered in the “Values” column. Or values from the programmer can be stored in the recipe by pressing Store and then tapping the recipe line. 3. In order for the preset to have functionality, add a selection:\ Either enter a group in the Selection column or tap Take Selection to take the selection from the programmer. In this case \ is displayed in the Selection column.\ It is also possible to use the “Store /Selection” command and then tap the recipe line. If several recipe lines are created, the columns Values and MAtricks refer to the first recipe of the preset. This is indicated by MAtricks values which are displayed using <>, for example, <2>.\ This makes sense if you assign your own MAtricks values, for example, Fade or Speed, to a special selection. It is also possible to assign other values to the Values column. When tapping Reset Selected the individual MAtricks settings for the selected recipe line will be reset.\ If presets or groups used in recipes are edited, they will be cooked automatically.  It is still possible to store attribute data into recipe presets, and to create recipes in normal presets using the Store Preset x.y.z command. Recipes can now use the MAtricks settings Shuffle and Shift. The button Shuffle toggles the display of the corresponding columns in the recipe area and displays the corresponding section in the MAtricks area. The Stored Data column informs the user of which type the data inside the preset or recipe is. This is important when calling a recipe preset that has no Selection stored inside of it. Recipe presets that contain values, but not a selection, call the values of the preset for the current selection of the programmer into the programmer without having a reference to the preset. *** ### []()Sequences [Section titled “Sequences”](#sequences) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Each cue and cue part have now settings to assign a speed master and a speed scale to them. Access these settings in the sequence sheet using the Speed Master and Speed Scale columns. Whenever a speed master is assigned to a cue or cue part, the speed of the cue or cue part will only be controlled by the speed master. A speed master that might be assigned to the sequence itself, does not influence such a cue or cue part. ***   ### []()Preview [Section titled “Preview”](#preview) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Preview allows to have values in a separate programmer that will never generate output on a real stage. To enter the preview mode, press Prvw. When Preview is on, Prvw will light up, and the borders of at least these windows will turn red: * 3D * Align Bar * At Filter, window and overlay * Color Picker * DMX Sheet * Fixture Sheet * Layout * MAtricks, window and overlay * Phaser Editor, window and overlay * Programmer Parts * Selection Grid * Smart * Step Bar To leave the preview mode, press Prvw again. Prvw will turn dark and the windows listed above will turn gray once again. During preview mode, the output of the preview programmer will be displayed in the corresponding windows. Leaving and entering preview brings back the previous values of the preview programmer, unless they were manually cleared.\ The preview programmer behaves the same as the normal live programmer. Editing cues and presets in the preview mode does not create a green frame (as it would in the normal programmer). Instead, the frame turns yellow.  **Known Limitations:**\ \- In this version, Preview has a preview programmer only. The preview of playbacks will be integrated at a later point in time.\ \- Highlight, Lowlight, and Solo are not functional yet in Preview. ***   ### []()Phaser and Phaser Editor [Section titled “Phaser and Phaser Editor”](#phaser-and-phaser-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The View Mode button in the title bar of the phaser editor was replaced by radio buttons. These allow switching directly between the view modes: * Auto * 1D * 2D * Sheet The phaser editor offers new modes when ViewMode is set to ‘Sheet’. The new mode Layer Sheet lists the values of different layers in rows. Every layer has their own row. Each column represents a step.\ If Layer Sheet is enabled, you can use the additional Attribute Sheet mode. When Attribute Sheet is enabled, the layers will be expanded to display the attributes separately.\ Find LayerSheet and AttributeSheet in the tab Sheet of the context menu.\ Selecting Sheet mode in the phaser overlay displays the data just like an active LayerSheet.\ The additional setting Show Empty Rows in the sheet view modes allows to show or hide empty rows within the sheet view modes. At the top of this view mode, all used attributes are displayed. Disabling the used attributes by simply tapping them disables the attributes for further actions, e.g., adjusting the values. These attribute buttons are linked to the command filter that you can open with a long press on At.\ To toggle selection of all attributes, tap ![](/img/grandma3/2-3/icon_reset_filter_24_v_1_7-a4785c.png) on the right of the attribute bar. The currently selected layer will be displayed in the layer view mode with a colored background in the layer column on the left side. The background color is the same color as the layer color, too. Layers sharing their value with all steps display their value in the column of step 1. At the bottom of the layer view mode, the used attributes also display their phaser as a graph, like in the 1D view mode. The Filter button allows to show or hide empty lines within the different Sheet modes. When it is on, empty lines, e.g., of layers that do not contain values at the moment, are hidden. When it is off, all lines will be displayed. Regarding the displayed presets, etc. within the phaser editor, the context menu of the phaser window offers now to choose the value readout, speed readout, and preset readout, as known from the fixture sheet, sequence sheet, and many more. Furthermore, with the Transpose setting, it is possible to exchange the columns and rows in the sheet mode. The Transpose setting can be found in the Sheet-tab of the context menu (tap MA in the top left corner of the phaser window).\ The Sheet-tab allows also to set an individual Readout, Speed readout, and Preset readout that differs from the settings of the user profile. To edit values in the Sheet view mode, tap and hold the cell. In Layer Sheet mode it is not possible to edit an absolute value cell or relative value cell when attributes of two or more feature groups are selected in the filter bar at the top of the window. Furthermore, the phaser editor has now the possibility to display the step bar within the phaser editor. By default, the step bar is enabled. To hide or show it, open the context menu of the phaser editor and tap Step Bar.\ In addition, the Step Bar setting in the phaser editor includes 3 more small buttons to the right of the step bar, which define, which encoder bar the user gets displayed when the focus is set to the phaser editor: 2D Bar, Phaser Bar, or Preset Bar. Preset Bar is the normal attribute encoder bar. The graph of the 1D phaser editor does not draw a new line for each single phase value that is active, but instead spreads the fixtures corresponding to their phase along with the graph. The - tool in the left toolbar was removed, as this tool already exists in the right toolbar.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The indicator bars of the step bar buttons are functional: * Purple indicator bar on the First Step button: * Step 2 or above is selected alone. * Some steps are selected. * Purple indicator bar on the First Step button and the Select All Steps button. In addition, the icon of the Select All Steps button turns yellow: * All steps are selected. * No indication: * Only step 1 is selected.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Keeping X5 | Step pressed and then tapping presets integrates these presets automatically into steps into the programmer. To be able to do so, executor 295 on the current page does not have an object assigned. As soon as an object is assigned, MA + X5 | Step needs to be pressed. Please refer to the [Other Enhancements](/grandma3/2-3/key_rn_v1_7/#OtherEnhancements) section within this document for more information about this Xkeys behavior in general. When pressing X5 | Step and then tapping a preset integrates the preset into the current step. Tapping the next preset will behave differently depending on the attributes of the preset: * Same attributes as already in the step: Next step will be entered and the new preset will be integrated there. * Different attributes as already in the step: The new preset will be integrated into the current step. Furthermore, when calling a preset into step 1 and then integrating a preset in step 2, the preset in step 1 will automatically be integrated, too.\ And when tapping a preset while being in step 2 or higher will also automatically integrate the tapped preset into the current step.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new phaser layer, Measure (Unit: Beats), coupled with the phaser speed (Speed layer) defines the length of time a phaser cycle takes. For example, a phaser with 2 beats on the measure layer at 60 BPM will repeat every 2 seconds. The Measure layer also affects how the width of each step is calculated. **Hint:**\ When using the Measure layer, multiple Width value combinations can produce identical results. To ensure predictable timing, it is recommended to consider the Width value of a step as the percentage of a beat and ensure that the total width of all steps in the phaser equals the number of beats specified in the Measure layer. The Measure layer affects the whole phaser, just as the speed layer and the phase layer do. The vertical, bold, blue lines in the 1D view of the phaser editor represent beats, whether the Measure layer is in use or not. When the Phaser encoder bar is displayed, the third dual encoder has the Width layer on the inner encoder, and Measure on the outer encoder.\ The phaser encoder bar only now only affects attributes that have two or more active steps.   Depending on the value of the Values button, the 2D Phaser encoder bar colors the indicator bars of the encoder labels: * Absolute: Red color of the absolute layer * Relative: Pink color of the relative layer * Abs + Rel: Purple   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release It is now possible to set the width to values higher than 100%. The new limit is 3 200%. ***   ### []()Spaces [Section titled “Spaces”](#spaces) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release A space is a defined area within a stage. It needs to be used by MArker fixtures to define in which area they can operate (Movement Space), or to attach the space to the MArker fixture in order to let fixtures point to a MArker (Target Space) by using XYZ attributes. A space can be used for both types simultaneously.\ By default, a Stage Space always exists. This space describes the size of the stage.\ The Movement Default space describes a wide area for MArker fixtures to move within. It will always be assigned to MArker fixtures by default, but user-defined spaces are also possible.\ The Target Default space describes an area that can be used as a target area for fixtures to point to when assigned as Target Space to a MArker fixture. This space will always be assigned to new MArker fixtures by default, but user-defined spaces are also possible.\ By default, each patched MArker fixture gets its own set of spaces that will be assigned to it as Target Space and Movement Space. If a different space, e.g., a catwalk, is needed for a MArker fixture, go to Menu - Patch - Stages. Select the stage you want the MArker to be operated on, then tap Edit.\ In the Edit Stage menu, select the cell ‘New Space’, and then tap Insert new Space. The new space will be added.\ With the next steps, the size (Min X, Max X, Min Y, Max Y, Min Z, and Max Z) can be modified. After setting up a new space, this space needs to be assigned as Target Space or as Movement Space to an existing MArker fixture. The Columns need to be set to **Full** in order to see these two columns. To do so, go back to the Patch tab within the Patch menu, and edit the Target Space cell or the Movement Space cell of the desired fixture. Select the new space from the drop-down list.\ By default, a MArker fixture has the Target Default space and/or the Movement Default space of its stage assigned.\ One space can be assigned to several fixtures within the patch. A MArker fixture cannot move outside the edge of its assigned Movement Space within the grandMA3 system. When the input (e.g., via PSN) of a MArker fixture reports a position that is outside the boundaries of the Target space, the MArker fixture will be positioned as close as possible, but within the space. The 3D window allows displaying the spaces that are assigned as Target Space to MArker fixtures. To see these spaces, enable Draw Target Spaces within the Misc-tab of the 3D Window settings. When a space has an appearance assigned, the outlines of the space will be displayed in the background color of the assigned appearance. ***   ### []()MArker Fixture and XYZ [Section titled “MArker Fixture and XYZ”](#marker-fixture-and-xyz) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The existing MArker fixture type has now 2 modes: Moving and Still.\ The moving mode reflects the behavior of the MArker fixture type as known from grandMA3 v1.6.\ The still mode has no DMX channels and therefore cannot be moved around by external input (e.g., PSN). A still MArker fixture shall be used when fixtures shall point their beams to still stage elements by using the XYZ system. Still stage elements will not move around during the show, e.g., the drum riser. As soon as an element will move around during the show, the moving mode of the MArker fixture type is the way to go. Learn more about [MArkers](/grandma3/2-3/xyz_marker/). To create a still MArker fixture, start creating a new fixture and select the MA Lighting MArker fixture type and within the fixture type select the Still mode. Once the still MArker fixture is created, a space can be assigned to it as Target Space. The still MArker fixture needs to be placed within the grandMA3 3D space in the same position as to where it is being placed on the real stage. In addition, there is a new custom ID Type called MArker. MArker fixtures need to have a custom ID for the MArker custom ID type. The MArker custom ID type cannot be renamed. The XYZ attribute MArker (see below) points to a fixture by using the custom ID of the MArker ID type. The fixture sheet has also the option to hide or show fixtures that are using the MArker ID type by disabling or enabling the MArker mask within the fixture sheet settings menu.\ When patching MArker fixtures the MArker ID will automatically be set. The MArker ID starts with 1, but the user is also free to set any other number as MArker ID. The MArker ID is not linked to the fixture ID. **Important:**\ It is possible to patch a maximum of 1,024 MArker fixtures within a show file.     ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release XYZ is a different approach to position the beam of a fixture. Instead of using Pan and Tilt values to point a fixture to a spot on stage, the same position can also be described by a coordinate with X Y, and Z values. The grandMA3 system recalculates automatically the XYZ coordinate into Pan/Tilt values for the fixture. **Important:**\ To get the most accurate result when using XYZ, it is necessary that the fixtures are placed as close as possible within the grandMA3 3D space compared to the real fixtures.\ The [Stage Calibration](/grandma3/2-3/patch_position_fixtures/) feature can be helpful to achieve this. To be able to use the XYZ position system, XYZ needs to be enabled for all fixture types whose fixtures shall do XYZ. To do so, go to Menu - Patch - Fixture Types - select a fixture type - Edit. In the fixture type editor, XYZ needs to be enabled. The XYZ button is only displayed when the fixture is ready to be used for XYZ. An additional column called XYZ within the fixture type editor displays if XYZ is enabled or not for a DMX mode of a fixture. Enabling XYZ will add new virtual XYZ attributes to the selected mode of the fixture type. These attributes are: * X, Y, Z: The attributes to enter the X, Y, and Z coordinates the beam of the fixture shall point to on stage. * Flip: Defines which flip type shall be used (please read the description below to learn more about the different flip areas): * Negative: The negative flip areas that shall be used. * Center: The center flip area shall be used. * Positive: The positive flip areas that shall be used.  * Auto Flip: The software decides which flip area it uses. * No Tilt Flip: Flips only the pan attribute. * No Flip: The fixture tries not to flip. * MArker: The custom ID the MArker fixture got assigned of the MArker custom ID Type the fixture(s) shall follow. * Distance: The Distance attribute belongs to the Pan and Tilt attributes when using XYZ. With this attribute, the software can define a unique XYZ coordinate out of a pan/tilt position. The distance attribute sets the distance between the fixture and the point that will be calculated as the XYZ coordinate. Without this attribute, the combination of the pan and tilt attributes only describe an “endless” line within the space. When using the follow tool within the 3D window for pan and tilt, the distance will be automatically set to the value that represents the distance between the fixture and the position that was defined by the follow tool. The value range of the X, Y, and Z attributes goes from 0% to 100%. This is done because the XYZ system can now use relative positioning within the Target Space of a MArker fixture.\ Let’s have four fixtures that point to a 2 m x 2 m riser by using XYZ. These fixtures have a value of 1 set on the MArker attribute because the riser they point to is patched as a MArker fixture with this ID. The space of the riser is defined with an overall size of 2 m x 2 m x 2 m.\ With spreading the X attribute from 0% to 100% the four fixtures align nicely over the riser. Imagine you are now touring and in the next venue the riser is now 4 m wide. Instead of adjusting now the XYZ positions for all four fixtures, it is enough to adjust only the size of the space. With the relative XYZ position, the grandMA3 software adjusts automatically the four fixtures across the range of 4 m. Together with the XYZ implementation, the Phaser Editor window allows defining which position attribute pair shall be used for a phaser when working in the 2D area. Therefore the phaser editor window has now Attributes added within its context menu. It can be set to PanTilt, or any 2D combination of the 3 XYZ attributes (XY, XZ, or YZ). When using the follow tool of the 3D window, XYZ will be used as soon as a fixture has XYZ enabled within its fixture type, and when the encoder bar is set to display the attributes of the XYZ feature (X, Y, Z, Flip, and MArker). As soon as the encoder bar is set to any other feature (PanTilt) or feature group, the follow tool will use pan and tilt attributes. **Known Limitations:**\ \- XYZ can work only with fixtures that have Pan and Tilt attributes and these attributes must be set up with a correctly structured geometry.\ \- Complex fixtures that have multiple pan axes or tilt axes are not supported, yet, for XYZ.\ \- Using XYZ with relative values may cause unexpected results. Therefore, please use only absolute values with XYZ.\ \- For v1.7 we recommend using only one type of position attributes (PanTilt or XYZ) for the same fixture within one sequence.\ \- PanTilt presets that were created before activating XYZ need to manually get the Distance attribute added.\ -Fading between two MArkers is not possible in grandMA3 v1.7.   A flip area is a pan or tilt area of 180°. How many flip areas a fixture has is defined by its physical range of pan and tilt. A fixture that has a pan range of 540° has the following flip areas for the pan attribute: * Flip area -1: -270° to -90° * Flip area center: -90° to +90° * Flip area +1: +90° to +270° The flip area starts always in the center of the physical range. From there the center flip area is defined by going 90° into each direction (negative and positive). Consequently, the center flip area also has a size of 180°.\ The following negative and positive flip areas attach seamlessly to the center area. A fixture that has a bigger physical range, will have then more negative and positive flip areas, e.g., a fixture with a pan range of 900° has these flip areas on the pan attribute: * Flip area -2: -450° to -270° * Flip area -1: -270° to -90° * Flip area center: -90° to +90° * Flip area +1: +90° to +270° * Flip area +2: +270° to +450°   The negative and the positive flip areas are each limited to 10, which would cover physical ranges of 1800°.\ When a negative or positive flip is set in the flip attribute that the fixture cannot access, the closest one the fixture can access will be used. *** ### []()3D [Section titled “3D”](#3d) ### []()Render Quality [Section titled “Render Quality”](#renderquality) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The BeamQuality setting, BodyQuality setting, and some more settings within the 3D window got replaced by the Render Quality setting. The render quality setting refers to the new Render Quality pool.\ This pool has already some predefined and locked Render Qualities the user can select within their 3D windows. It is also possible to add new Render Qualities. A Render Quality describes the render quality within the 3D window. Each Render Quality consists of numerous settings that can be freely combined by the user: * Beam: None, Line, Standard, High, and High Fancy define the quality of the rendered beam. * Shadow: Enabled, or Disabled defines if the beam shall also throw shadows when hitting another object. Therefore the 3D object needs the setting **Cast Shadow** enabled within the patch. * Gobo: Disabled, Enabled, or Animated defines if gobos shall be rendered within the beam and spot, or not. Animated means that in addition to the gobo also gobo animations like gobo shake or gobo wheel spin are rendered. When gobo is only set to enabled, these animations won’t be rendered. * BodyQuality: None, Box, Low, Simple, Standard, High and Ultra define the quality of the rendered fixture body. In the qualities Standard, High, and Ultra the meshes are displayed natively up to a certain vertex count per fixture type. If this count is exceeded, the fixture will be displayed with default meshes. While there is no limit in Ultra, the maximum vertex count is 1 200 in Standard and 10 000 in High. * Multi Led Beam Mode: Separated Beams, Single Beam Mean Color, and Single Beam Dynamic Gobo define if every beam of a multi-emitter fixture is drawn individually or if they are drawn combined to save performance.  * Light Scale: Defines the resolution of the rendering of the light. 100% means native resolution. The lower the value, the lower the resolution of the rendered light. A lower resolution means less performance impact. * Render Scale: This changes the resolution of the whole rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the 3D window is divided by 5 in width and height. Default: 100% * Shadow \[Pix]: Defines the resolution of the shadow. A lower resolution means less performance impact. This only affects the rendering in Beam Quality “Gobo Shadow”, “High Shadow” and “High Shadow Fancy”. Default: 128 * Snap: If “Snap” is enabled, the Render Scale and Light Scale are divided with integer values. The fader then indicates the scale (1/1 to 1/5). To address the pool object of the Render Qualities pool the new keyword **RenderQuality** is introduced.   To create a new Render Quality, open a Render Qualities pool (Add Window dialog - Pools - Render Qualities). Enter **Store** into the command line and then tap an empty pool object. The new Render Quality can now be edited which allows adjusting the parameters listed above. ### []()glTF Support [Section titled “glTF Support”](#gltf-support) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Mesh files of the glTF (GL Transmission Format) format are supported now. Importing them to the mesh pool works the same way as importing a mesh file of the 3ds format. glTF files with the extensions \*.glb, \*.gltf and \*.gltf with related \*.bin file can be imported. **Hint:**\ glTF version 2.0 is implemented to the grandMA3 software. **Important:**\ There is a size limit of 10 MB for the mesh data and 128 MB for the whole glTF file (mesh + textures). *** ### []()Session Data Merge [Section titled “Session Data Merge”](#session-data-merge) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release When a console or onPC station rejoins a session (either by joining or invitation or network reconnect), the session recognizes that the station joining already was a part of the session at a previous point in time. If the same show file is loaded on both sides, the grandMA 3 software can merge both show files. This is useful in undetected scenarios such as a station being disconnected for a time from the rest of the session (maybe because of a defect in the network cable or other causes of failure). If on both sides (the remaining session and the disconnected station) users worked further on the show file, users have to decide to choose between one of the two show files. Meaning they had to reprogram the changes of the lost show file in the one that is kept. The new **Merge All Data** option combines the data of both show files in one show file. The Session Data Merge pop-up is visible for 60 seconds. After 60 seconds without a response, the session data merge will be canceled. \ To pause the countdown, tap in the text area of the pop-up.   When such a station as described above now joins again the session, a pop-up informs the user about a **Session Data Merge**. The user has 3 options they can choose from: * Merge All Data: Merges the changes of all connecting stations into one show file. * Keep only Master Data: The changes in the show file data of the connecting device(s) is ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices(s), the show file will be saved automatically on the connecting station. * Cancel: The connecting station(s) will not join the session of the Master side and be made Standalone. The user can now investigate which show file is the correct one from their point of view,  then back up each show file, etc. Merging the data of two show files is supported for these object types, at the moment: * Sequences with Cue and Cue Part * Presets * Recipes * Programmer and Programmer Parts * Timecodes * Macros, Plugins, and PluginComponents * Pages and Executors * Images and Videos * DataPools * Groups * All other pools not explicitly mentioned here **Known Limitations:**\ \- Changes made to the patch during the disconnection of a station disables the possibility to merge.\ \- Merging the deletion of parts of objects during the disconnection of a station is not fully working, yet. (e.g. Deleting one Macro line or deleting a Recipe line)\ \- Merging the movement of objects during the disconnection of a station creates duplicates: At the original spot and the new spot. This may result, for example, in having different sequences assigned to the same executor on different stations. ***   ### []()MIDI Out [Section titled “MIDI Out”](#midi-out) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The grandMA3 can now output MIDI notes, MIDI control change messages, and MIDI program change messages by executing the new command SendMIDI. To enter the MidiNote keyword in the command line, use one of the options: * Type **SendMIDI** * Type the shortcut **Sendm** Syntax: **SendMIDI “Note” (Channel/)Note (Velocity) (Status)** **SendMIDI “Program” (Channel/)Value** **SendMIDI “Control” (Channel/)Controller (Value)**   If a MIDI channel is entered in the command, the entered MIDI channel will be used.\ If no MIDI channel is entered, MIDI channel 1 will be used. If a velocity is entered in the command, the entered velocity will be used.\ If no velocity is entered, a velocity full (127) will be used. If no status (On or Off) is entered in the command, On will be used. To send out the MIDI note 42 on MIDI channel 2 with a velocity of 99, type: User name\[Fixture]> SendMIDI “Note” 2/42 99 To send out the MIDI note 42 on MIDI channel 1 with a velocity of 99, type: User name\[Fixture]> SendMIDI “Note” 42 99 To send out the MIDI note 37 on MIDI channel 1, type: User name\[Fixture]> SendMIDI “Note” 37 To switch off MIDI note 37 on MIDI channel 1, type: User name\[Fixture]> SendMIDI “Note” 37 Off To send out the MIDI control value 64 to MIDI channel 1 controller 8, type: User name\[Fixture]> SendMIDI “Control” 1/8 64 To send out a MIDI program change of 12, type: User name\[Fixture]> SendMIDI “Program” 12 **Known Limitation:**\ MIDI Through for the MIDI hardware connectors is only working with MIDI Timecode. *** ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Content Sheet is used to see the fixtures and values stored in cues. It looks a lot like the Fixture Sheet, but it has a functionality that only displays what is stored in a single cue. It is like a combined Sequence Sheet in Track Sheet mode and Fixture Sheet. It works very similarly to the Sequence Sheet regarding the sequence to display (Link Type). With the Cue Mode the user can decide if they want to see the current cue, the previous cue, or the next cue.\ With the Show Tracked setting it is possible to display also values that are tracking into the displayed cue. When it is off, only attributes are displayed that will change their value within the displayed cue. The data of the displayed cue is also separated by the cue parts the cue may have. Within each cue part the fixtures are positioned vertically and the attributes are placed horizontally, like in the fixture sheet. By tapping the headline of each cue part is it is possible to hide or show this specific cue part. A checkmark to the left of the headline bar indicates whether the data of the cue part is displayed or not. When the new setting Fixture Select is enabled, tapping a cell in the Content Sheet will select these fixtures in the programmer. When this setting is disabled, selecting cells will not select their fixtures in addition. ***   ### []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release​ The DMX tester feature allows to output DMX without addressing attributes of fixtures. This can be useful in order to find the correct DMX address of a dimmer channel, e.g., in a theater, or to check if a DMX channel addresses the correct functionality of a fixture. The DMX tester can be used on patched or unpatched DMX addresses. To output a value via the DMX Tester feature, the keywords DmxAddress and DmxUniverse can be used.\ The syntax scheme is as following: **DmxAddress/DmxUniverse \[Dmx-List] At (Readout-keyword) \[Value]**\ **\[Function] DmxAddress/DmxUniverse \[Dmx-List]**   To output 50% with the DMX Tester on the third DMX channel of universe 1, type: User name\[Fixture]> DmxAddress 3 At 50 or  User name\[Fixture]> DmxUniverse 1.3 At 50 It is also possible to output to a range of DMX channels. To output 42% with the DMX Tester to the DMX channels 8 to 15 on universe 2, type: User name\[Fixture]> DmxAddress 520 Thru 527 At 42 or User name\[Fixture]> DmxUniverse 2.8 Thru 15 At 42 To output 69% with the DMX Tester to DMX channels 11 to 15 on universes 3 to 5, type: User name\[Fixture]> DmxUniverse 3 Thru 5.11 Thru 15 At 69 To output the 8 Bit decimal value 128 with the DMX Testet to all DMX channels of the 42th universe, type: User name\[Fixture]> DmxUniverse 42 At Decimal8 128 **Hint:**\ The readout keywords are [Percent](/grandma3/2-3/keyword_percent_word/), [PercentFine](/grandma3/2-3/keyword_percentfine/), [Decimal8](/grandma3/2-3/keyword_decimal8/), [Decimal16](/grandma3/2-3/keyword_decimal16/), [Decimal24](/grandma3/2-3/keyword_decimal24/), [Hex8](/grandma3/2-3/keyword_hex8/), [Hex16](/grandma3/2-3/keyword_hex16/), and [Hex24](/grandma3/2-3/keyword_hex24/). When a DMX channel outputs values through the DMX Tester, the corresponding cell within the DMX sheet has a white background. To switch off the DMX Tester the Off keyword needs to be combined with the DmxAddress or DmxUniverse keywords. To switch off the DMX Tester on all DMX channels of all universes, type: User name\[Fixture]> Off DmxAddress Thru or User name\[Fixture]> Off DmxUniverse Thru **Important:**\ The former functionality that selected the fixture that was patched to a DMX address when executing the DmxAddress or DmxUniverse keywords, still exists, but it needs to be executed together with the SelFix command, e.g., SelFix DmxAddress 1 selects now the fixture that is patched to DMX channel 1 of universe 1. **Known Limitation:**\ For grandMA3 v1.7 the DMX Tester can only be operated throughout the command line. ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When opening the backup menu (Menu - Backup) a new first selection menu opens that offers the choices for Load, New Show, Save To \, Save As, and Delete.\ The background coloring of these buttons helps also to distinguish fastly the different functions.\ At the top of the selection menu, the description input field is always visible. It displays the description of the currently loaded show file and allows also to modify it.\ On the bottom of this selection menu, the settings are now always visible. Tapping Save To \, for example, Save To Internal, will directly save the show file under the current show file name onto the selected drive. Save As opens a file list, and allows to overwrite other show files with the content of the current show file or to enter a new show file name. When a new show file name is entered, tap Save As … in the bottom right corner to finally save the show with the new name.\ Load and Delete will also open the same style of file list where the selected show can be loaded or deleted by tapping then the corresponding button in the bottom right corner: Load or Delete.\ The buttons to select the type (e.g., Shows, Backup, or Demo Shows), and the drive selector button are now also part of the Load, Save As, and Delete menus.\ Tapping New Show opens an input pop-up where the user can enter the show file name for their new show, or take the suggested show file name. Applying it will start the new show. When being in a file list (Load, Save As, or Delete), buttons at the bottom allow to display the history of the show file (Show History) or to display the description of the selected show file (Show Description / Edit Description). To go back to the selection menu, tap Back on the top left corner of the menu. Within the Save As list, the description of the show file can be also modified. Only one dialog of these two can be displayed at the same time. Line breaks within the description input field can be made now by just pressing Please or Enter. The input field for the description now allows using the on-screen keyboard to enter the description. To do so, tap the keyboard icon at the right edge of the input field. A pop-up with the on-screen keyboard at the bottom to enter the description opens. If the on-screen keyboard is not visible, tap the triangle icon in the top left corner.\ When a description is longer than 2 lines, the description cell in the list of show files will display ”\[…]” at the end of the second line to indicate this. For, e.g., deleting show files, it is now possible to do multi selections within the list of show files. As soon as 2 or more show files are selected within the Load or Save As menus, the buttons Save As … and Load are grayed out. The warning pop-up which appears when loading a show while the changes are not saved to the current show now also displays the name of the current show file. If you tap Save As … and the file is not found in accordance to the search, the name of the show file being searched will be used as a suggestion. In case there is a match with the searched show file name, the first show file within the matching list will be suggested. The backup menu is now a full-screen menu. When being in the Load Show, Save As, or Delete the top right area of the menu informs the user about the available space on the selected drive. When saving a show file and the destination drive does not have enough space, a pop-up informs now the user that the show file could not be saved successfully. **Hint:**\ On macOS the available space is the sum of free space and purgeable space. As Windows stations will freeze when using certain names as show file names, the software does not allow to use such show file names anymore. A pop-up informs the user if they used an illegal show file name.\ The illegal show file names are:\ CON, PRN, AUX, NUL COM1, COM2, COM3, COM4, COM5, COM6, COM7, COM8, COM9, LPT1, LPT2, LPT3, LPT4, LPT5, LPT6, LPT7, LPT8,  and LPT9. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The grandMA3 onPC software running on Windows now checks if the minimum and recommended [system requirements](/grandma3/2-3/onpc_system_requirements/) are fulfilled. If not, a pop-up will inform the user before the application starts. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The indicator icons on preset pool buttons and sequence pool buttons were reworked: * In and out filter icons are now sharing the same spot: When only a filter for input is assigned, the filter icon looks like this: ![](/img/grandma3/2-3/icon_input_filter_fixed_15_v_1_7-61820e.png); when only an output filter is assigned, the icon looks like this: ![](/img/grandma3/2-3/icon_output_filter_fixed_15_v_1_7-767c4f.png); when both, input filter and output filter are assigned, it looks like this: ![](/img/grandma3/2-3/icon_input_output_filter_fixed_15_v_1_7-9ec3f5.png). This is valid for presets (input filter only) and sequences (both, input and output filter). * The indicators for referenced/embedded and integrated are also sharing the same spot: * Only referenced/embedded: ![](/img/grandma3/2-3/icon_referenced_fixed_v_1_7_1-9e5ed3.png) * Only integrated: ![](/img/grandma3/2-3/icon_integrated_fixed_v_1_7-579933.png) * Embedded and integrated: ![](/img/grandma3/2-3/icon_referenced_integrated_fixed_v_1_7-9c6f02.png) * Furthermore, these icons and the number of the fixtures that have the preset applied are now cyan by default. * When a preset is set to be a MAgic preset, the indicators for the preset mode of the preset disappear now and on their spot, the MAgic icon appears. * The indicator for multi step presets was also reworked: ![](/img/grandma3/2-3/icon_multi_step_fixed_15_v_1_7-cffe10.png) * On top of the indicator icon row, layer indicators are now placed. It displays indicators when there are values of the following layers stored within the preset: Absolute, Relative, Fade, and Delay. The coloring of these indicators follows the coloring of the layers themselves. As long as there are only absolute values part of the preset, no indicator for absolute will be displayed. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Groups and MAtricks pool objects that are referenced to other objects, e.g., into layouts, recipes, etc. display now also the reference icon: ![](/img/grandma3/2-3/icon_referenced_fixed_v_1_7_1-9e5ed3.png) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Import/Export menu was reworked regarding the ObjectType selection: The ObjectType selection was moved from the title bar to the left side of the main area.\ Tapping ObjectType opens the ObjectType selection dialog across the whole Import/Export menu. After selecting one ObjectType or tapping ![](/img/grandma3/2-3/icon_triangle_left_fixed_v_1_7-380621.png), the ObjectType selection dialog closes.\ When opening the Import/Export menu for the first time, the ObjectType selection dialog opens automatically. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Agenda * Pasting agenda events allow now directly to set a new start date by using the /Date option. To set the start date of the agenda event that will be pasted to 3.10.2042  as the second agenda event, type: User name\[Fixture]> Paste Agenda 2 /Date “3.10.2042” * It is now possible to copy all events of a day at once and paste them at another day, just by selecting the day within the ViewMode Year, Month, Week, or Day.\ Within these view modes, it is only possible to select 1 day at all or 1 event at all. * When using the Delete Old-functionality, a pop-up asks if the user wants to delete all events from the past. * The title bar buttons for Reset Selection and Delete Old are now only displayed when the Agenda window has the Setup mode active. * The workflow of the cut (![](/img/grandma3/2-3/icon_cut_15_v1-5-2a26e9.png)), copy (![](/img/grandma3/2-3/icon_copy_15_v1-5-76df79.png)), and paste (![](/img/grandma3/2-3/icon_paste_15_v1-5-081a9d.png)) functionality in the setup mode of the agenda window changed and works now in the same way as in other places of the software: Select first the agenda entry, then tap the button of the desired action. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) IfOutput, IfActive, and IfProg * IfOutput selects now only fixtures that have non default values. * IfOutput, IfActive, and IfProg select fixtures now in the order of their fixture and/or custom ID. * IfActive and IfProg are now selecting fixtures that have other attributes than the dimmer active or in the programmer. * IfActive and IfProg can now filter by objects, e.g., presets, attributes, feature groups, etc. To select only the fixtures that have the red color preset active in the programmer, type: User name\[Fixture]>IfActive Preset 4.”red” Learn more about [IfOutput](/grandma3/2-3/keyword_ifoutput/), [IfActive](/grandma3/2-3/keyword_ifactive/), and [IfProg](/grandma3/2-3/keyword_ifprogrammer/) in their help topics.    ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The dialogs “Select fixture type to import” and “Insert New Fixtures” in the patch were improved: * Select fixture type to import dialog: * The list of fixture types to be selected for import is now redesigned and follows the same style as known from the different share sites ([http://fixtureshare.malighting.com or](http://fixtureshare.malighting.com%C2%A0or) ): It has 3 columns (from left to right): Manufacturer, Fixture, and Mode.\ Within these 3 columns, a list displays always the currently available data, depending on the former action and/or search. The user has to select first a manufacturer to see all the available fixtures of the manufacturer. After selecting a fixture, all available modes will be displayed.\ An entry with yellow font color and a dark gray background is the selected entry. Light gray text under each manufacturer name, fixture name, and mode name, tells the user how many fixtures of the manufacturer are available, how many modes a fixture has, or how big the DMX footprint of the mode is. * The fixture types to import offers now all possible files from all available sources (MA, User, Shares) at once. There are no different tabs for each source anymore. To see and search only within a certain type of source, enable only the wanted source(s). Tap the icon of each source in order to enable or disable it for the search.\ Shares as source is disabled by default, but can be enabled by the user any time.\ The column for the fixtures of a manufacturer displays also per fixture from which source this fixture type os coming from. * The list of fixture types to patch new fixtures can be changed between the fixture types that are already part of the Show (Show) or to import one from the available libraries (Library). * Shares will be grayed out when there is no active connection with the world server. It will also be grayed out when the internal drive is not the selected one. * It is possible to navigate through the columns of Manufacturers, Fixtures, and Modes using the arrow keys. * Left and Right: Switch between the columns. * Up and Down: Scroll through the column. * Before the import of the fixture type to the show file, tap Description at the bottom to display the description and other information, like Version, Uploader, etc., of the fixture type. To adjust the vertical size of the description, tap, hold, and drag the top border of the area. * Insert New Fixtures: * The list of fixture types to be selected for import is now redesigned. To learn more about this new style, please read the first sub bullet point from the bullet point “Select fixture type to import dialog” above. * The new cells Mode and Dmx Footprint display the information of the selected fixture type. Tap Mode to change the used mode of the fixture(s) that shall be created. * The Apply button was renamed to Create! and has now a green background color. * The FID or CID area now suggests, depending on the quantity set, IDs that can take all fixtures in a row without causing a collision with existing fixtures. IDs that would cause a collision are grayed out. * The Patch field now has three more buttons Patch To Next Free Address, Patch To Next Free Universe, and Patch Offset. Furthermore, the calculator for direct input of a patch address and the sheet view are now simultaneously displayed. To apply a DMX address from the sheet view, the desired DMX address needs to be double-tapped. PatchOffset determines how many DMX channels shall be between the first channel of each fixture that will now be patched. * The Insert New Fixtures dialog allows now to change the Columns mode, too. Therefore, the title bar has now the corresponding button. Changing the Columns mode here changes it also in the patch menu, and vice versa. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When editing cells, it is possible to set negative values to Pan Offset and Tilt Offset in the patch menu. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Exchanging fixture types should not create unnecessary selective preset data anymore by using existing global data for the swapped fixture type. When no existing global data exists for the fixture type, it will move/create global data for the new fixture type where global data exists for the old fixture type. Therefore the existing look is not explicitly preserved when there was no selective data for the fixture before the fixture swap. **Known limitation:**\ If you swap all fixtures using two or more fixture types to a new fixture type, you might get selective data for all but the first fixture type. To avoid this limitation swap one fixture to the new fixture type and save the patch before swapping the rest of your fixtures. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is now possible to create a new line within grids, e.g., the macro editor or the recipe editor, by pressing Store and then tapping the New Line cell. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The color picker can now address fixtures that are using color wheels. **Known Limitation:**\ \- When a fixture type has more than one color wheel, the color picker can only handle up to 255 different color combinations across the color wheels.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New keywords Collect and Collection allow adding object index locations of the same type together into the collection. Additional actions can then be executed with the collection, e.g., import, store, delete, move, and many more. To enter the Collect keyword in the command line, use one of the options: * Press Select Select * Type **Collect** * Type the shortcut **coll** To enter the Collection keyword in the command line, use one of the options: * Press Fixture Fixture Fixture * Type **Collection** * Type the shortcut **collecti** To add an object into the collection, e.g., the second color preset, type: User name\[Fixture]> Collect Preset 4.2 To add then color preset 10, type: User name\[Fixture]> Collect Preset 4.10 To move the collection to the 20th color preset, type: User name\[Fixture]> Move Collection At Preset 4.20   Pool objects that are part of the collection, have an orange frame and display the collection order number in orange color centered on the top edge of the pool object. **Hint:**\ It is also possible to collect empty pool objects, e.g., for import or for store. **Important:**\ A collection stays always at the collected spot. To reset the collection, type: User name\[Fixture]> Collect   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updating multiple devices at once via the software update menu sends out the data now parallel to several devices at the same time and not in sequential order any more. To a maximum of 10 devices, the software update will be sent out simultaneously. As soon as the first device has received all data, the update for the next device will be sent out.\ During a running software update process, it is not possible to start a second one. As soon as the running process is done, a new software update process can be started again.\ If needed, a running software update process can now be stopped by tapping Cancel Update Process in the bottom right corner of the software update menu. The Select Update File functionality improved and imports now also the selected files to the hard drive. Therefore the button is now labeled Select and Import Update Files.\ Furthermore, the new function Delete Update Files allows to delete selected update files from the hard drive. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Filter in the Network Menu and the Software Update Menu were split up: In the Network Menu it is called Session Filter and in the Software Update menu it is called Software Filter. This change allows to set up different values in the filters of each menu. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The fixture type editor now displays if there will be conflicts between the default value and the defined channel functions and channel sets, e.g., in case that the channel functions do not cover the set default value. In this case Show conflicts will be displayed at the bottom of the fixture type editor. Tapping it opens a pop-up that tells where the conflict is located.\ In addition, the name cell of the affected DMX Mode and the name cell of the affected attribute will be highlighted with a red font color, and the corresponding values will be highlighted in orange. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Xkeys can now access their secondary function directly as long as no object is assigned to the Xkey: Pressing X4 | Layout, for example, enters now Layout into the command line, when no object is assigned to this Xkey. Store and press X4 | Layout stores, as before, a new sequence to Xkey 4. From this point onwards, the keyword Layout can only be accessed by pressing MA + X4 | Layout, as before. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New master Grand.ProgXFade allows to crossfade the programmer. The new master Grand.ExecutorXFade allows to crossfade playbacks. To enable the crossfade functionality, switch the corresponding master on. Switching it off again disables the crossfade functionality again. Switching on the corresponding time master disables the XFade master, and vice versa, as only one of the two functions can be used at a time. When the Prog XFade is active, doing changes within the programmer will then put them into the programmer, but not output them until the Prog XFade fader is either pulled up to 100% or down to 0%, depending on its current fader position. When the Executor XFade is active, going cues will then output them when the Executor XFade fader is either pulled up to 100% or down to 0%, depending on its current fader position. Two new buttons in the top right corner of the executor bar display the program time (Prog Time) and the executor time (Exec Time). Depending on what is active, they display either the time or the XFade state. When the indicator bar on top of the button is blinking orange, XFade is active. When Time is active it will just be just orange without blinking.\ Furthermore, the master controls window got the Prog XFade fader added. The Prog XFade master is a setting per user profile. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The values coming from the programmer or playbacks of other users are now displayed with their own colors within the fixture sheet. * By default, cells with a lighter gray background and white font color indicate a value that is active or deactivated within the programmer of another user profile. * The values of playbacks started by other users have the same look as the playback of non-selected sequences from your user profile: Yellow font color. The color definitions can be changed within the color theme: * SheetColor.BackgroundOtherProgrammer * SheetColor.TextOtherProgrammer * SheetColor.TextOtherPlayback * SheetColor.TextOtherPlaybackTracked ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New command options /Save and /NoSave: These options define if the show file will be saved or not when, e.g., shutting down, restarting, or rebooting the console/software, and when loading a show. These options are only taken into account when the /NoConfirm option is specified, too. To shut down the grandMA3 console and automatically save the show file, type: User name\[Fixture]> Shutdown /NoConfirm /Save To shut down the grandMA3 console without saving the show file, type: User name\[Fixture]> Shutdown /NoConfirm /NoSave The shortcut for /Save is /S, for /NoSave the shortcut is /NS. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) grandMA3 consoles can now change their IP addresses during operation from AVAHI addresses (e.g., 169.254.x.y) to IP addresses assigned by a DHCP server. This will be the case if the DHCP server appears in the network after the console has booted. Furthermore, DHCP for the interface within the grandMA3 software has to be set to Yes. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) grandMA3 consoles now boot faster.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) grandMA3 onPC Windows Hardware Image: * Updated to Windows 10 IoT Enterprise 21H2. * Internet Explorer replaced by Microsoft Edge. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Macros and CMD input fields * The grandMA3 software translates now entered commands within macro lines or CMD fields (e.g., Sequence Sheet or Agenda) of cues into the syntax the command line would execute later. This helps to detect typos and other mistakes directly when applying the entered command. Proper names that are entered within quotes (” or ’) stay untouched from this interpretation. * Pressing hard keys with commands, e.g., Delete, Fixture, At, and many more enters now their command into the input field of macro lines and into CMD fields. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) No title bar mode of windows The * 3D window * Layout window * Clock window allow now to enter a mode where these windows hide their title bar. To do so, open the context menu of the window, and deactivate Show Title Bar. In the context menu of the 3D window this button is located within the Misc-tab. The title bar disappears now. In this mode, it is not possible to change the size of the window. Furthermore, a small MA logo will be displayed in the bottom right corner of each window that is in fullscreen mode. This mode is mainly intended for installations that want to prevent that untrained people, e.g., facility management, who need to do simple operations, are not reconfiguring the views by mistake. In order to get close to a real fullscreen experience, the border of windows is thinner in this mode compared to the normal mode. To temporarily disable this mode in order to enter the context menu again, etc., press both MA keys (in the command control area), or press Ctrl + Alt (Windows), or press Ctrl + Option (macOS). The title bar appears for the time that both keys are being pressed. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When entering a range of phase, the range will automatically be recalculated to the number of fixtures in a way that the first and last fixtures do not have the same phase value. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Update menu has now also the option to switch the input filter on or off by toggling InputFilter. The input filter setting applies only when updating presets. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When editing a fixture type, the list of DMX Channels allows now to define a resolution for virtual attributes (attributes without having an address for Coarse, Fine, and Ultra). To do so, the corresponding cell of the Virtual Resolution column needs to be edited. By default, it is set to 24bit. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Load and Goto: * Load and Goto can now be assigned as button functions to executors. When pressing an executor button with such a function, the corresponding Load/Goto pop-up appears for the sequence that is assigned to the executor. * When displaying the appearances within the Load/Goto pop-up the image used in the appearance are now also displayed. * The width of the Load/Goto pop-up was reduced. * The Load/Goto pop-up has now the possibility to move it to a different display by using the Edit Display Preferences functionality within the title bar. * The Load/Goto pop-up has an improved focus handling:\ When the pop-up opens, the focus is set to the search field. To set the focus into the list of cues press Please one time. To load or goto the selected cue press Please a second time. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The encoders display now in addition to the value also the name of a channel set if the value is part of a channel set. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is now possible to trigger EncoderLeftCmd and EncoderRightCmd of executors by using OSC. To turn the encoder of executor 315 on page 1 by one click in counter-clockwise direction, use this OSC string: “/Page1/Encoder315,i,-1”. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) MAtricks With the introduction of MAtricks into presets, the MAtricks button within the encoder bar displays now also the preset object where the current active MAtricks are coming from. Furthermore, this button displays now also markers for the different layers (fade, delay, and phasers), when values for the corresponding layers are part of the called object. All MAtricks properties, except the ones from the Layer section, provide now an additional value: No \, e.g., No Group, No Block, etc.\ This allows forcing MAtricks properties to be inactive when combining several MAtricks pool objects. For example: MAtricks 1 contains XBlock 4 and XWing 2. MAtricks 2 contains XGroup 2 and XWings No Wings. Calling first MAtricks 1 and then MAtricks 2 will result in XBlock 4 and XGroup 2. XWings will be set to No Wings, and therefore it will be ignored by modifying the selection. It is possible to use the remove option when storing onto existing MAtricks pool objects. When an active MAtricks property is stored in a MAtricks pool object and it is active in the MAtricks of the programmer, then it will be removed from the MAtricks pool object. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) RDM over Art-Net: * The order of enabling the different switches (Session, global RDM, Art-Net Out/In/Setup, and EnableRdm per Art-Net line) in order to get RDM over Art-Net working is not important anymore. * The detection of RDM fixtures via Art-Net improved. * Each Art-Net universe within an Art-Net data line creates now its own RDM Port when there are RDM fixtures on the universe. * Such RDM ports are labeled with the name of the Art-Net data line they are coming from.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The new AutoCreate keyword creates objects depending on the given source objects, e.g., creates groups from the fixture types of the patched fixtures. To enter the AutoCreate keyword in the command line, use one of the options: * Type **AutoCreate** * Type the shortcut **Ac** * Type the shortcut **Au** Syntax: **AutoCreate \[Source-list] At \[Destination-list] (/Option)** Options: * /Single: For auto-creation of groups. For each fixture of the source, an own group will be created. * /All: For auto-creation of groups. For all fixtures of the source one single group will be created. When executing AutoCreate and having Selection defined as source-list the current active MAtricks settings will be taken into account. If a group exists already on the destination, a pop-up will appear and ask the user how they want to proceed: Overwrite, Merge, or Cancel. Requirement for the next 3 examples:\ Enough fixture types need to be part of the show. To create a group at group pool object 42 with all fixtures of fixture type 10, type: User name\[Fixture]> AutoCreate FixtureType 10 At Group 42 To create single fixture groups starting at group pool object 24 for all patched fixtures of fixture type 9, type: User name\[Fixture]> AutoCreate FixtureType 10 At Group 42 /Single To create single fixture groups starting at group pool object 101 for all patched fixtures of fixture types 9 and 10, type: User name\[Fixture]> AutoCreate FixtureType 9 + 10 At Group 101 /Single To create single fixture groups starting at group pool object 1 for all currently selected fixtures, type: User name\[Fixture]> AutoCreate Selection At Group 1   Requirements for the next example:\ Select 8 fixtures, set MAtricks XGroup to 2, and MAtricks X to 0. To create a group at group pool object 21 with all main selected fixtures (odd fixtures of the current selection), type: User name\[Fixture]> AutoCreate Selection At Group 21 /All Requirments for the next examples:\ The used layer and class need to exist within the patch and fixtures need to be set to them. The demoshow has this already set up. To create single fixture groups starting at group pool object 201 for all patched fixtures that are set to the layer “Backtruss” within the patch, type: User name\[Fixture]> AutoCreate FixtureLayer “Backtruss” At Group 201 /Single To create a group at group pool object 301 for all patched fixtures that are set to class “Spots” within the patch, type: User name\[Fixture]> AutoCreate FixtureClass “Spots” At Group 301 To create single fixture groups starting at group pool object 401 for all fixtures of fixture type 9 that are also set to fixture class “Spots, type: User name\[Fixture]> AutoCreate FixtureType 9 + 10 If FixtureClass “Spots” **Known Limitations:**\ -  Auto Create is a command line only tool for version v1.7.\ \- For v1.7 the AutoCreate feature can only creates groups.\ \- The auto create collision pop-up does not report the colliding objects.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Keywords FixtureLayer, FixtureClass, FixtureType, and Stage can now be used in combination with the SelFix keyword. If only the first-named keywords are executed the same action is done as when executing the keyword together with SelFix.\ SelFix on one of these named keywords will select all fixtures of the specified object. To select all patched fixtures of fixture type 3, type: User name\[Fixture]> SelFix FixtureType 3 To select all fixtures patched on stage 1, type: User name\[Fixture]> SelFix Stage 1 To select all fixtures that are set to class “Spots” within the patch, type: User name\[Fixture]> SelFix FixtureClass “Spots” To select all fixtures that are set to layer “Backtruss” within the patch, type: User name\[Fixture]> SelFix FixtureLayer “Backtruss” The keywords FixtureType, FixtureLayer, and FixtureClass have now these key shortcuts: * FixtureType: MA + Fixture * FixtureLayer: MA + Fixture + Fixture * FixtureClass: MA + Fixture + Fixture + Fixture ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Deactivation groups Deactivation groups define which other attributes shall be knocked out when activating an attribute. For example, when having active pan and/or tilt values in the programmer, the deactivation group “Position” takes care, that these attributes will be knocked out when activating XYZ attributes. By default, there are 2 automatically generated deactivation groups: Position and Color. A Deactivation Group can be set up within the patch: Menu - Patch - Attribute Definitions - Deactivation Groups. The definition of which attributes are organized within a deactivation group is done via the activation groups. Therefore, the Activation Groups-tab has the new column “Deactivation Groups”. Enter here per set up activation group if and to which deactivation group it should belong to. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Select Interface drop-down to select a network interface displays now a network icon that is colored green or red to indicate if the interface has a connection established or not.\ Furthermore, when such an interface is set to use DHCP, the UI will display **No cable** everywhere this interface is selected. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New user right View: This user right is only allowed to call views, and to login to a different user. With introducing this user right, the user right None is now only allowed to login to a different user.​ ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) There are executor configurations within the executor configuration pool available for every object type that can be assigned to executors. Therefore, each object type has its own default executor configuration that will be used when assigning an object to an executor. To see the selected executor configuration of an object type, go to Menu - Preferences and Timing - Exec Configs. It is possible to change the selected executor configuration here by tapping the button of the desired object type and then selecting the desired executor configuration from the appearing drop down list.\ When migrating show files from older grandMA3 version to v1.7, the existing executor configurations are retained, but they will be shifted in the pool. They start now at pool object ID 14. This happens, because the new default executor configurations will be placed at the beginning of the pool. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The lists of available fader functions and button functions within the Assign Menu were reworked: Functions that are not functional for the object type of the assigned object were removed. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Clean start of the application on consoles, RPUs, and processing units: Press and hold Ctrl once the Mode Selection pop-up appears during the start-up process of the device.\ While holding Ctrl, either tap then the desired mode you want to enter or continue to hold Ctrl until the 10s countdown runs out. When allowing the timer to run out, the preselected mode (the button displayed with a lighter gray) will be used. After the Mode Selection pop-up has disappeared, release the Ctrl key.\ When you press and hold Ctrl and let the 10s countdown run out, the preselected mode (the button will be displayed with a lighter gray) will be clean started.\ When the clean start is performed, the grandMA3 software will start with no show file loaded and all user settings are set back to factory default. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Assign menu offers now all assignable object types to be assigned to executors. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) On grandMA3 light and grandMA3 full-size consoles (including the CRV models) the command line displays an [icon indicating the power status and the battery status](/grandma3/2-3/ws_ui_command_line/).\ When tapping now the icon the Battery status pop-up will appear. This pop-up reports more useful information about the power status and battery status like battery voltage, battery level, battery charging, A/C power status, UPS status, and if the battery is faulty.\ Furthermore, the charging behavior of the battery has been optimized to avoid prolonged charging and extend the lifetime of the battery.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The connector overlay can now easily be enabled within the Output configuration menu by tapping Show Connectors. To disable the overlay, tap the button again. **Restriction:**\ The connector overlay is only available for grandMA3 full-size, grandMA3 full-size CRV, grandMA3 light and grandMA3 light CRV models.  ​![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The system info window has now an HDD section that lists relevant information about the available disks, e.g, name, drive type, free space, and total space. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When using TrigType ‘Follow’ for cues, an additional TrigTime can be added. This follow time will start to count down after the transition (fade and delay times) into the cue has finished. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The Set key is now highlighted by its backlight when MAtricks are active in the programmer. Furthermore, the Fixture and Channel keys are also highlighted, when Fixture or Channel is the default of the command line. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The structure of the user library folder regarding fixture types and fixture type resources changed. Fixture types are now located in gma3\_library/fixturetypes. It is no longer distinguished between grandMA3 fixture types and GDTF fixture types.\ The additional new folder “fixturetyperesources” with its two subfolders called “gobos” and “meshes” is now the location for gobos and meshes. Copy your custom gobos and meshes into these subfolders to be able to import them to your show. Exported gobos and meshes are also located there. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Typing fixture IDs into the command and then turning the dimmer wheel selects now automatically the fixtures and applies the dimmer values to them. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Additional selective data in global or universal preset can be deleted by using the Cleanup command with the selective option.\ To delete the selective data from the global or universal color preset 1 to 10, type: User name\[Fixture]> Cleanup Preset 4.1 Thru 10 /Selective ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The new function Connect to viz-key (In Menu - Settings - onPC Settings) allows to define if a plugged in grandMA3 viz-key should or should not connect to the grandMA3 onPC. This can be useful when a third-party visualizer is running on the same computer and the viz-key should always connect to the visualizer for it to grant visualization parameters. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Executing Default, Remove, or Release without specifying selection or attributes, applies the corresponding values to all attributes of the current selection.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is possible to switch the feature groups in the encoder bar via shortcuts. To do so, press and hold Preset, and then press one of the numbers from 1 to 9 on the numeric keypad in the command area​. To switch to the color feature group, press Preset + 4. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The parameter count increased for these grandMA3 devices to the documented parameter count (when using grandMA3 software): * grandMA3 full-size and full-size CRV: 20 480 parameters * grandMA3 light and light CRV: 16 384 parameters * grandMA3 replay unit: 8 192 parameters * grandMA3 compact: 8 192 parameters * grandMA3 compact XT: 8 192 parameters * grandMA3 onPC command wing: 4 096 parameters * grandMA3 onPC fader wing: 4 096 parameters * grandMA3 onPC rack-unit: 4 096 parameters * grandMA3 onPC 2Port Node 2k: 4 096 parameters * grandMA3 onPC 2Port Node 2k PoE: 4 096 parameters * grandMA3 onPC 2Port Node DIN-Rail 2k: 4 096 parameters * All other grandMA3 devices stay unaffected by this change. * When opening the All-tab of the Add Window dialog, the focus is now set to the search input field. * The backup menu stays now open after saving a show. * The installer of grandMA3 onPC checks now for the [minimum required Windows version number](/grandma3/2-3/onpc_system_requirements/). * When using the SaveShow command and a show file name that is longer than 31 characters, the intended show file name will now be added as new first line to the description of the show file. * Colors * The color of the preset indicator within the fixture sheet, encoder bar, and sequence sheet changed to cyan. * The color for the relative text and phaser text were adjusted. Relative text is now brighter and phaser text is darker. This improves the distinctiveness between the 2 layers. * The icon of swipe buttons changed. A swipe button has now this icon: ![](/img/grandma3/2-3/icon_swipe_fixed_v_1_7-ccf619.png) * When a transition into the OffCue is running, a backward running fade bar on the executor and sequence pool object indicates this now. * The label dialog says now Label instead of Edit Name in its title bar. Furthermore, the object to label is now also displayed within the title bar, for example, Label Group 1 ‘All Spots’. * Clearing the programmer now switches the Single Step setting off. * Selecting an empty executor selects now the executor. * Furthermore, this does not create a new sequence anymore. The new sequence will then only be created when storing a new cue without specifying explicitly a sequence. * The button labels within the context menu of the Custom/Master Section window replaced the term Section with Area. * When opening a new fixture sheet window, sequence sheet window, or sequence content sheet window, the layer toolbar is now enabled by default. * The LUA Core has been updated to LUA v5.4.4. * When Split View mode is enabled and the Columns are set to Condensed, the patch menu does not have the tabs for ID Type, Layers, and Classes anymore. * The 14D button in the AfterRoll calculator of TiemcodeSlots was removed. * Renamed Sunlight to Daylight in the Date and Time menu and the Agenda. * Agenda events are executed with Admin user rights only. * The values active in the programmer of other users can now be stolen from these programmers by only knocking in these attributes into the own programmer. * Presets that are set to CuePart 0 within their settings are now called into the selected programmer part, and not into programmer part 0 anymore. Presets with a different dedicated programmer part will always be called into this dedicated programmer part. * Turning an encoder knocks in the attribute into the currently selected programmer part. * The Lua function GetSubFixture() now returns the handle of the corresponding fixture type when using GetSubFixture().fixturetype. Use GetSubfixture(1):Get(‘FixtureType’, Enums.Roles.Display) to get directly the name of the used fixture type. * The default intensity of the Point Light and the Ambient Light in the 3D window was changed to 15 % (Ambient Light) and 50 % (Point Light). * The settings Fixture Sort and Feature Sort in the fixture sheet, sequence sheet, and content sheet are disabled by default in new shows.  ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Opening the dimmer of fixtures with blades the first time after loading a show animated a shaper movement within the 3D. This bug is fixed. Shapers do not animate anymore within a fixture when opening the dimmer for the first time. | | Gobos were not loaded correctly and displayed as “open” instead of from time to time, especially if the gobos had a high resolution. This bug is fixed. High-resolution gobos are now displayed reliably. | | Fixture Types that had geometries without a model linked did not display lenses under some circumstances in mesh qualities “Low”, “Simple”, and “Standard”. | | The “Pick Pivot” tool did not work correctly if meshes of a fixture were displayed with default meshes or boxes in lower body quality modes and the pan or tilt of the fixture were rotated. This bug is fixed. Pick pivot now works as expected in lower body quality modes. | | Virtual DMX Channels like a virtual pan or tilt were not visualized in the 3D window. This bug is fixed. Virtual channels are visualized in the 3D window. | | There was a crash if a fixture type had a lot of prism facets (48). This bug is fixed. It will not crash any longer if a fixture type’s prism has a lot of facets. | | It could happen that certain fixture types did not render their lenses when a body quality lower than High was selected. This bug is fixed. Lenses of 3D models should now also be rendered also in lower body qualities.  | | High-resolution textures of 3D models were not correctly scaled to a lower resolution during mesh import in some cases. This bug is fixed. High-resolution textures are scaled down correctly now. The UV mapping is correct after scaling. | | The linearize and planar selection did not work as expected on a console. This bug is fixed. Linearize and planar selection now give the expected result on a console. | | Zoom to selection zoomed the camera to the origin of the 3D space. This bug is fixed. Zoom to selection zooms to best fit the selected fixtures in the 3D window. | | The beam of a fixture disappeared with shaking gobos in High Shadow Fancy render quality. This bug is fixed. Beams of fixtures do not disappear any longer if a gobo is shaking in High Shadow Fancy quality. | | Zooming the camera with the two-finger zoom multitouch gesture was not transferred to other stations on the network. This bug is fixed. Zooming the camera with the two-finger multitouch gesture is now synchronized to other stations on the network. | | Parent geometries were not rendered in some cases while their children were. This bug is fixed. If a child is rendered, its parents will also be rendered. | | Beams of multi-beam fixtures could have an offset between the beam geometry and the origin of the actual beam in some cases. This bug is fixed. Beams rendered with “Multi LED Dynamic Gobo” do not have an offset regarding their position any longer. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When moving a recipe line while being in a session, the recipe line got lost on all other stations. This bug is fixed. Moving objects while being in a session should not result in loose of data anymore. | | When entering a negative timecode slot offset for a timecode show, each value needed to be set negative, e.g., -1m -30s to get a negative offset of 1m30s. This bug is fixed. To enter a negative timecode slot offset it is enough to enter the offset as one negative time, e.g., -1m30s. | | When knocking in a new value for an attribute that playbacks a preset within a sequence knocked also the preset reference into the programmer. This bug is fixed. It should not be possible anymore to store a preset reference with a hard value into a cue. | | It was possible to knock in a preset reference when a cue was running with a preset, and only turning the encoder. This bug is fixed. Activating hard values does not knock in the preset reference from a running cue anymore. | | When overwriting an MAtricks pool object, the previous label was not respected. This bug is fixed. Store /Overwrite on a pool object keeps the previous label. | | The content of Lua plugins was not transferred within the session when a new station joined, and the Lua plugin was created on a station of the session. This bug is fixed. Lua plugins that are not imported into the software are now transferred correctly within the session. | | Assigning objects to recipes did not work when specifying 2 sequences by using a +, e.g., Assign Group 1 At Sequence 6 + 9 Cue 1 Part 0.1. This bug is fixed. Defining a range by using + works now also with sequences and cues. | | Executing the help command with a search term that has no help topic specified did nothing. This bug is now fixed. Executing Help with any search term opens now always the help pop-up. In case of search terms that are not connected to specific topics, the help will search for the term within all topics. | | It was possible to delete devices in the output configuration if they were part of the session. This bug is fixed. Devices of the session cannot be deleted anymore in the output configuration. | | Whenever the **If not empty** setting in the store settings was set to Merge or Overwrite, the preset mode was ignored when storing a preset. This bug is fixed. Presets are now stored with the correct mode no matter to which value the If not empty setting of the store settings is set to. | | Performing a store overwrite to an MAtricks pool object did also reset the name of the MAtricks pool object. This bug is fixed. Store overwrite to MAtricks pool objects does not overwrite the name of it anymore. | | The command line content was kept when loading a different show. This bug is fixed. Loading a new show clears now the command line, too. | | Store /Merge could cause that following blocked values would be displayed in the sequence sheet in the wrong color. This bug is fixed. The sequence sheet in track sheet mode displays now values in the correct color after a Store /Merge operation. | | Opening a drop-down within the store settings overlay removed **Store** as a keyword from the command line. This bug is fixed. **Store** is kept in the command line when opening a drop-down in the store settings overlay. | | Switching off multiple executors on different pages did not work. This bug is fixed. Off Page Thru.Thru switches off now all assigned objects on all pages. | | The handle assignments of executors could be restored to the default of the used executor configuration when assigning an appearance to a page. This bug is fixed. Assigning an appearance to a page should not change the executor handle assignment anymore. | | Moving pages could corrupt fixed executors in a way that they could not be deleted or moved anymore. This bug is fixed. Moving pages does not corrupt executors anymore. | | When activating a value for an attribute, other layers could be knocked in, if the attribute had values run by a cue on other layers. This bug is fixed. Attribute values of layers that are played back by a sequence will now be knocked in and automatically deactivated when the attribute will be activated by changing the value of only one layer. | | It was possible to rename the ShowData object. This bug is fixed. It is not allowed anymore to rename the ShowData object. Show files where this has happened will be fixed automatically when loading them in v1.7 or later. | | The software could crash when attempting to open pop-ups by using Lua commands, e.g., Lua “Cmd(‘label group 1’)”. This bug is fixed. Pop-ups cannot be opened anymore by using non UI-threads. | | The Lua function SetProgPhaser() did not accept negative values for acceleration and deceleration. This bug is fixed. Negative values within the Lua function SetProgPhaser are now handled correctly. | | Knockout as value did not work. This bug is fixed. For example, At Relative Knockout now switches off the relative values for the selected fixtures. | | When a station joined a session with a higher master priority while the station and the session had the same show file loaded, already running timecode generators stopped. This bug is fixed. Timecode generators keep on running when a station with a higher master priority will join into the session. | | When updating the preset data for the fixture that was used to store a universal preset, the new data was used only globally for the fixtures of the same fixture type. All other fixtures still used the former universal data. This bug is fixed. Updating a universal preset applies now the new data to all fixtures that can use the universal preset. | | The software crashed when invoking the Lua GetFader method outside of main coroutine in a plugin. This crash is fixed. The software does not crash anymore when calling the GetFader method. | | It was not possible to permanently assign the Call function to buttons of executors which had plugins assigned. This bug is fixed. Plugins on executors are now able to get the Call function assigned to the executor button. | | Cook /Merge of cues overwrote manually stored data of the cue. This bug is fixed. Manual data of a cue is now preserved when cooking the recipe of a cue again. | | Cloning fixtures within sequences that had preset links and hard individual timings lost the individual timing. This bug is fixed. Cloning within sequences clones now also individual timing correctly. | | Canceling the pop-up input of a macro executed the rest of the macro. This bug is fixed. Macros are switched off when canceling an input pop-up that was created by the macro. | | It was not possible to use LearnSpeed that was assigned to different executors simultaneously. This bug is fixed. Pressing several executor keys that have LearnSpeed assigned at the same time learn now the speed for their assigned object. | | Cloning did not respect the currently selected world. This bug is fixed. When being in a world, the clone function now only clones the fixtures that are part of the world. | | Exporting and importing a timecode show that had events of different cues assigned where the cue names are identical assigned always the first cue with this name to the corresponding timecode events. This bug is fixed. Importing a timecode show that has identical cue names for different cues assigned to different timecode events are now routed to the correct cues. | | The corresponding keys (Channel or Fixture) did not lit up for the selected command line default or when MAtricks (Set) where active. This bug is fixed. The corresponding keys for the command line default and active MAtricks are now highlighted. | | Using a global or universal preset for special values updated only the special values in the fixtures that held the global or universal values. This bug is fixed. Updating a global or universal preset updates the special values of all fixtures that use these presets for special values. | | Storing a cue using the options/CueOnly and /Remove did not remove the values in the target cue and respecting cue only. This bug is fixed. Store /Remove /CueOnly now works as expected. | | Deleting a data pool could not be oopsed. This bug is fixed. It is now possible to oops the deleting of data pools. | | Blocking a cue could change the tracked values of attributes, too. This bug is fixed. When blocking a cue, the tracked values are only blocked, and not changed and blocked anymore. | | It was not possible to execute the keyword of the current command line default, for example, Fixture. This bug is fixed. Executing, for example, Fixture, while Fixture is already the command line default now executes the command. | | Locked cues could change their content when using Bloc/Unblock or Store/Update. This bug is fixed. Locked sequences and cues cannot be modified anymore. | | Importing the same plugin to the same plugin pool object, and not having made any changes to the plugin pool object itself, prevented the plugin to be executed again. This bug is fixed. Importing a plugin again does not block the execution of the plugin anymore. | | The visual progress of progress bars, for example, called by plugins was always one step behind. This bug is fixed. The visual progress of progress bars is now more intuitive. | | The slot of a wheel was reset to the beginning of the corresponding channel function if the encoder was spun after a timeout when it was in physical readout. This bug is fixed. The value of an encoder controlling a wheel will not jump when spinning the encoder after a timeout. | | Parking and unparking of unpatched DMX channels when using the DmxAddress keyword did not work. This bug is fixed. Parking and unparking of DMX channels now works with the DmxAddress keyword and the DmxUniverse keyword. | | Tapping a user pool object, that had the default name, did not log in the user. This bug is fixed. Users with default names can log in by only tapping their user pool object. | | Copying a set of values from one fixture to another did not copy the active values that were the same as the default value of the attribute. This bug is fixed. Active, but unchanged values of attributes are now also copied from fixture to fixture. | | Edit on empty pool object worked differently depending on the object type: Some pools created only a new object, while other pools created the object and opened their editor. This bug is fixed. Editing an empty pool object now creates the pool object  | | Creating a new user did not assign a user profile to the user. This bug is fixed. When creating a new user, the default user profile will be assigned to it. | | The stage calibration put the fixtures always below the stage. This bug is fixed. The stage calibration now positions the fixtures in a better way. | | The result when entering a formula for a value within the calculator of any MAtricks property was not correct. This bug is fixed. Working with formulas within the MAtricks calculators now works correctly. | | Storing color presets using fixtures that use more emitters than just RGB, could store the presets with only converted RGB values. This bug is fixed. Color presets are stored with the values that were active when storing the preset. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When connecting the MA viz-key via a USB hub to a computer it was not always recognized by the grandMA3 software. This bug is fixed. The MA viz-key should now always be detected when connecting it via a USB hub. | | It could happen that an Art-Net node was added as several nodes within the nodes tab in the Art-Net section of the DMX Protocols menu. This bug is fixed. A physical Art-Node will now be added as one single node within the nodes tab. | | Getting input to a dedicated timecode slot via MIDI timecode could let other timecode slots also shortly run for the time of their configured after roll time. This bug is fixed. Inputting MIDI timecode should only trigger the defined timecode slot anymore. | | The software could crash when MIDI packets were received that are bigger than the allowed packet length. This bug is fixed. MIDI packets that exceed the maximum packet size are now ignored. | | An input MIDI control change value of 127 to a master resulted in a master value of 99.9999940359. This bug is fixed. MIDI control change values of 127 are now correctly interpreted as 100%. | | When switching off and on a command wing that was connected to grandMA3 onPC running on macOS the output configuration was reset to default. This bug is fixed. Restarting a command wing that is connected to a macOS computer preserves now the output configuration the user has set up manually for the command wing. | | The software could crash when web remote connections were established and closed several times right after each other. This bug is fixed. Closing and establishing new web remote connections several times should not crash the software anymore. | | The grandMA3 software expected that a received MIDI Note On message will always have a MIDI Note Off received later. This bug is fixed. It is now possible to send several times the same MIDI Note On message and the corresponding Remote entry will always be triggered again. | | The software could crash when changing settings of RDM fixtures while having an RDM Device window open and the RDM tab within the Live Patch menu. This bug is fixed. The RDM Devices Window and the RDM-tab within the Live Patch menu can now be open at the same time and changes can be made to RDM fixtures without crashing the software anymore. | | Executing macros via the web remote executed the macros using the user profile of the user that was logged in on the station the web remote was connected to. This bug is fixed. Executing macros via the web remote executes the macros using the user profile of the user of the web remote. | | Flashing the TempFader of a DMX remote did not work. This bug is fixed. TempFader can now be flashed using DMX remotes. | | When triggering Load or Goto for a sequence using any remote, the corresponding pop-up did not appear. This bug is fixed. Load or Goto triggered by a remote now opens the corresponding pop-up. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When patching new fixtures with two or more breaks and changing the number of devices in the Insert New Fixture dialog, the suggested DMX addresses would cause collisions in the new fixtures. This bug is fixed. When changing the number of multi-break fixtures within the Insert New Fixture dialog DMX addresses without a collision across all breaks are now suggested. | | The universal fixture was exported to an MVR. This bug is fixed. The universal fixture is no longer exported to an MVR. | | Exchanging the fixture type of fixtures could change global data of presets into selective data. This bug is improved. Exchanging fixture types should not create unnecessary selective preset data anymore. | | Moving fixtures inside the patch caused blank fixture sheets and fixtures could not be selected anymore. This bug is fixed. Moving fixtures inside the patch does not cause any issues anymore. | | When changing the sorting of the columns in the patch menu, after leaving and entering the patch again, the sorting was reset. This bug is fixed. The column sorting within the patch menu is now remembered when leaving the patch menu. | | The number in the Used column was not correct in all tabs of the Split View mode. This bug is fixed. The Split View mode displays now the correct number in the Used column in all tabs. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When activating solo while being in a world, solo was applied to all fixtures of the show. This bug is fixed. Solo is now limited to the fixtures of the currently selected world. | | A phaser could still run after stomping it and updating the cue. This bug is fixed. Updating a cue with stomped attributes should not let run the phaser any longer. | | Double tapping a preset did not execute stomp with this preset when the program time was enabled. This bug is fixed. Executing stomp using a preset and enabled program time now stomps within the specified program time. | ### Playback [Section titled “Playback”](#playback-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having a label pop-up open it was not possible to playback a sequence by using Go+ \[large], Go- \[large], or Pause \[large]. This bug is fixed. The functionality of the large playback buttons is now still given when having pop-ups open. | | Moving the executor fader of a sequence up, while having a flash button pressed for the sequence did not output the sequence accordingly to the fader after releasing the flash. This bug is fixed. The sequence output follows now the fader after releasing a flash when the fader was moved while having flash active. | | The fade time of the off cue was ignored when the sequence was played back with HTP priority. This bug is fixed. HTP sequences will use the OffCue fade time when they are switched off. | | Active temp faders were set to 100% when devices joined or left the session. This bug is fixed. Temp faders remain on their current level when the session is re-initialized. | | Press and hold Flash, then press and hold Swop, and then releasing Flash as assigned button functions on an executor did not execute the Swop functionality. This bug is fixed. Starting a playback function first, then a second playback function, and after that releasing the first playback function, now executes the second function. | | When starting a playback it could happen that other playbacks were not switched off by the Off when Overridden function when they should be. This bug is fixed. Off when Overriden switches now playbacks off correctly. | ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Settings in the Edit-tab of the assign menu were always enabled when entering the Edit-tab. This bug is fixed. The state of the Settings-option is now always remembered across all locations. | | The list of show files in the backup menu always scrolled down when switching to a different drive. This bug is fixed. The backup menu does not scroll down the list of show files anymore unless the user scrolls it manually. | | The list of installed versions within the drive selector, e.g., in the backup menu, could be mixed in grandMA3 onPC running on macOS. This bug is fixed. In grandMA3 onPC running on macOS the order of installed versions within the drive selector is now in descending order, as on the other systems, too. | | When preset objects were grayed out, scribbles remained lit up. This bug is fixed. When presets are now grayed out, scribbles on the presets are also grayed out. | | When tapping into the empty area of a fixture sheet (also when it was set to channel mode), fixtures were selected. This bug is fixed. Tapping into the empty areas of the fixture will not select fixtures anymore. | | The EULA and Release Notes splash screens could be moved around. This bug is fixed. Splash screens are fixed in their position and size. | | Moving universes could hide fixtures within layout windows. This bug is fixed. Moving universes does not hide fixtures anymore. | | Help + tapping an element on one of the small screens opened the Help overlay on the small screens. This bug is fixed. Opening the help overlay for an element of the small screens opens the pop-up now on screen 1 in order to have it in a readable size. | ***   ## []()Appendix  [Section titled “Appendix ”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations  [Section titled “Known Limitations ”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. Deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Loading show files from previous versions deletes the programmer content. # Release Notes 1.8 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v1_8/#h2__1435677565) * [Bug Fix Version 1.8.8.2](/grandma3/2-3/key_rn_v1_8/#h2__146634055) * [Other Enhancements](/grandma3/2-3/key_rn_v1_8/#h2_1198082799) * [What’s Changed](/grandma3/2-3/key_rn_v1_8/#h2_563643534) * [Bug Fixes](/grandma3/2-3/key_rn_v1_8/#h2__146634055) * [Release Version 1.8.1.0](/grandma3/2-3/key_rn_v1_8/#h2__1841875975) * [Features](/grandma3/2-3/key_rn_v1_8/#h2_727740091) * [Multi Patch](/grandma3/2-3/key_rn_v1_8/#h3_1063964535) * [Grid Tools](/grandma3/2-3/key_rn_v1_8/#h3_1278483279) * [XYZ](/grandma3/2-3/key_rn_v1_8/#h3__1797581261) * [Store Sources](/grandma3/2-3/key_rn_v1_8/#h3_1020479761) * [Device Configuration](/grandma3/2-3/key_rn_v1_8/#h3__329342182) * [Extract](/grandma3/2-3/key_rn_v1_8/#h3__508884835) * [Content Sheet](/grandma3/2-3/key_rn_v1_8/#h3_320348620) * [Plugin Editor](/grandma3/2-3/key_rn_v1_8/#h3__46089734) * [Layout Window](/grandma3/2-3/key_rn_v1_8/#h3__1430353876) * [DMX Tester](/grandma3/2-3/key_rn_v1_8/#h3_1956195346) * [Update Menu](/grandma3/2-3/key_rn_v1_8/#h3__1345480982) * [Master Modes](/grandma3/2-3/key_rn_v1_8/#h3_1462218188) * [Other Enhancements](/grandma3/2-3/key_rn_v1_8/#h2_1084249605) * [What’s Changed](/grandma3/2-3/key_rn_v1_8/#h2_193902598) * [Bug Fixes](/grandma3/2-3/key_rn_v1_8/#h2_821083107) * [Appendix](/grandma3/2-3/key_rn_v1_8/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_8/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the MA Lighting website. If you want to learn the grandMA3 software step by step, please join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. **Hint:**\ The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down.  ***   ## []()Bug Fix Version 1.8.8.2 [Section titled “Bug Fix Version 1.8.8.2”](#bug-fix-version-1882) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When in the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar, pressing the screen encoder patches the selected fixture to the set up patch address. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Multistep Phasers have a new show setting: DelayToPhase. The user can choose how delay timings are used to mimic the use of phase values of a phaser.\ When DelayToPhase is enabled, delay times across a range of fixtures with the same phase value creates a look similar to using a range of phase values without delay. For example, using an individual delay of 0 to 1s on a phaser having the same phase value, speed of 60 BPM, and the total sum of all step widths is 100%, will look similar to using a phase of 0 to 360 without delay. When DelayToPhase is disabled, delay values can be used to delay the start of multistep phasers and keep the triggered channels aligned to the phase values of the phaser. Access this new setting in Menu - Preferences and Timing - Timing.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved stability of MA-Net3 protocol and error handling. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Absolute and relative layers are now handled separately during preset update. When adding a relative layer value to a preset with an existing absolute layer value, the relative value will not be added to the cue where the preset is already used. Vice versa when adding an absolute layer value to a preset with an existing relative layer value, the absolute value will not be added to the cue where the preset is already used.  **Known Limitation**:\ Recast will only recast presets to cues if there is a preset link in the absolute layer.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Preset pool objects can display only text, symbols, or both. The respective setting “Display Mode” is located in the settings of each preset pool window. These are the possible values: * Text and Symbol: Displays the name of the preset and the symbol (Pie charts or gobo images for example). * Text: Displays only the name of the preset. * Symbol: Displays only the symbol.    Improved the speed of the Global Preset Update mechanism and added a red LED indicator to the MA logo of the command line to show when it is running. **Known Limitation:**\ Deleting, changing, moving, or exchanging objects while a Global Preset Update is processing is not yet fully supported for the following object types:\ -Data Pools\ -Presets (Selective, Global, and Universal)\ -Sequences\ -Cues, Cue Parts\ -Recipes\ The red indicator in the MA logo of the command line appears when a Global Preset Update is currently processing! The time needed for the process depends on the size of the show file and the number of references between objects. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The following properties cannot be changed in the Live Patch anymore: * Toggling fixture types “Share Global” and “Is MArker”; * Editing the attributes “Physical From / To” and “DMX To” in fixture types;  * Activation Group of attributes; * Deactivation Groups of Activation Groups; * Position, Rotation, and IsMainBeam of Geometries in fixture types; * Relations of DMX Modes in fixture types. * Releasing Flash does not reset the Temp Fader and keeps Flash active, when Flash and Temp Fader is used on a single cue. If Flash and Temp fader is used on a sequence containing more than 1 cue, the Temp Fader crossfades into the second cue. * Progress bars of processes that run in the background, for example, “Global Preset Update”, are displayed at the top of the displays. * Merge All Data is temporarily not available in the bug fix.\ This feature is under revision. We recommend not to use it in earlier versions. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Displaying gobos could cause a freeze on Intel graphics cards. This bug is fixed. There is no freeze when a gobo is displayed. | | Labels incorrectly indicated fixtures as multipatch if more than one stage was used. This bug is fixed. The indication of multipatch is correct for more than one stage. | | Fixture types of the manufacturer ‘Set’ in the internal fixture library did not display any of their related textures. This bug is fixed. Set fixture types display their related textures. | | GLTF mesh files of environmental objects were not exported using MVR. This bug is fixed. GLTF meshes are now exported using MVR. | | It was not possible to control the DMX value of a channel if the Frequency property for that attribute was used in a fixture type. This bug is fixed. The DMX values of channels can be controlled via the encoders, that use the Frequency property in their fixture type. | | There was a possible crash when a show file contained an excessive number of meshes. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When attributes had different channel sets with the same name, it was not possible to select these channel sets. This bug is fixed. All channel sets with the same name can be applied again. | | Starting to record a timecode show in the user interface failed, when the timecode show was renamed. This bug is fixed. The record mode starts, also when the timecode show was renamed. | | Migrating show files from v1.7 or earlier to v1.8.1.0 lost the fader type of events in timecode shows. This bug is fixed. Migrating show files stored with v1.7 or earlier directly to this version does not lose fader events of timecode shows. When show files were already migrated to v1.8.1.0, then please get in contact with tech support for further assistance to restore the fader events. | | Buttons in the encoder bar could be empty when joining a session. This bug is fixed. The graphical user interface displays all elements after joining a session. | | Changing the speed scale of cue/cue part to value “One” did not adjust the resulting speed when running grandMA3 on consoles or when running grandMA3 onPC on macOS. This bug is fixed. The speed scale value “One” works again as expected. | | The software could crash during copy and paste of new track groups and tracks in timecode shows. This bug is fixed. Copy and paste new timecode tracks and track groups do not crash the software. | | When the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar was open, all dual encoders behaved as screen encoders. This bug is fixed. Only the 5th dual encoder can behave as the screen encoder in the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar. | | When the selected executor was empty and you tried to open the Master Controls overlay, the software crashed. This bug is fixed. Opening the Master Controls overlay does not crash the software anymore when an empty executor is selected. | | The default device configuration was loaded starting the grandMA3 when the last time a device configuration with a custom name was active. This bug is fixed. Custom device configurations are not ignored when starting the grandMA3 software. | | If you used Capture, PanTilt and XYZ attributes were activated together in the programmer when using Capture. This bug is fixed. Capture knocks in only the attributes of one positioning system. This positioning system will activate its attributes with values that represent the current output position. When crossfading between both positioning systems, XYZ attributes will become only active when only XYZ data is output. | | When updating only relative data into a preset that contained also only relative data, absolute data was also added. This bug is fixed. Updating a preset brings only active data into the preset. | | When storing a cue where fixtures could perform MIB, MIB settings for this cue were not always offered. This bug is fixed. Cues that contain data of fixtures that can be prepositioned using MIB always offer MIB settings. | | When restarting or rebooting Mode2 or grandMA3, the main screen was not cleared immediately and the process could be paused. This bug is fixed. Restart or Reboot in Mode 2 or grandMA3 is executed immediately. | | If the Grand Master knob was turned while pressed, the pressed value was used when releasing the knob. This bug is fixed. Pressing and turning the Grand Master knob asserts the adjusted value when releasing. | | The software could crash while loading a show file on a Windows onPC station that was part of a session. This bug is fixed. Loading show files on a Windows onPC station while being in session should not crash the software. | | The software could get in an endless loop of the global preset update process when doing changes in the patch. This bug is fixed. The global preset update process should not get in an endless loop anymore. | | Storing a cue with the cue only option crashed the software when XYZ fixtures had active values in the programmer. This bug is fixed. Storing cues with Cue Only enabled should not crash the software when the fixture has XYZ enabled. | | Calling a channel set did not set the correct channel function of mode depending channels. This bug is fixed. When a channel set is called, the correct channel function of mode depending channels is activated. | | Properties in copied user profiles pointed to the source user profile. This bug is fixed. Copied user profiles reference only to their own properties. | | If a station loaded a new show file and left the session during upload, other stations could freeze during the show download. This bug is fixed. If the station loads a different show file and leaves the station, stations will cancel the show download. If the station has a previous version of the new show file on its hard drive, this show file will be loaded instead. If the station does not have this show file on its hard drive, a new show file with this name will be created. | | Park fixture X did only park the main fixture and not the multipatch fixtures. This bug is fixed. Park fixture x now includes the multipatch fixtures. | | Highlight and Solo did not work correctly within a multiuser session, utilizing different worlds. This bug is fixed. Highlight and Solo now work in multiuser sessions with different worlds. | | Off Selection did not deselect fixtures when used in combination with a world. This bug is fixed. Off Selection deselects fixtures in a world as well. | | Updating a preset or cue could also update values from other user profiles into the update target. This bug is fixed. Only values from the user profile which updates an object are updated into the updated object. | | When a proper name of an object started with a T or D and was not set into quotes by the user, the T or D were replaced by the keywords Thru or Default when calling the object via a command. This bug is fixed. Proper names are now handled correctly, even when the user does not put them into quotes. | | It was possible to move a recipe from a cue part into a cue. This bug is fixed. Moving recipes into cues is prohibited now. | | The grandMA3 software crashed when calling a view that contains a layout window that had a non-existing layout selected. This bug is fixed. The software does not crash anymore when a view is called that contains a layout window that has a non-existing layout selected. In this case, the layout window is changed to display the selected layout. | | Commands that were already entered into the command line could be executed by touching only the fader caps of an executor. This bug is fixed. Touching the fader caps of executors does not execute commands anymore. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | xPort nodes did not output the correct DMX values when the master of a session changed and DMX was input via Art-Net or sACN. This bug is fixed. xPort nodes output the correct DMX values when the master changes. | | RDM fixtures connected to xPort nodes were only detected when the user pressed Remove Absent and/or Add Present in the Output Configuration menu, in case the xPort node got later invited to the session. This bug is fixed. RDM works with xPort nodes immediately after inviting them to the session. | | The grandMA3 software sent out the wrong Port ID in its RDM packets. This bug is fixed. RDM packets send by a grandMA3 device have the correct Port ID. | | Running grandMA3 onPC on Windows 11 version 22H2 did not detect USB drives. This bug is fixed. Running grandMA3 onPC running on Windows 11 version 22H2 provides USB drives. | | A station could enter a wrong standalone state, not being able to get invited to a session again. This bug is fixed. A device in standalone mode can be invited to the session. | | Session data merge was appearing even when the two show file names are different. This bug is fixed. When show file names are different, they are recognized as separate show files. | | When a large number of objects was moved or copied in a session, the connected station could become disconnected. This bug is fixed. Move or copy of objects does not disconnect stations. | | The software crashed when several text input pop-ups were opened at the same time. This bug is fixed. Opening several text input pop-ups at the same time does not crash the software anymore. | | When a Processing Unit joined a session, it outputted the default values of the fixtures for a short moment. This bug is fixed. Inviting a Processing Unit to a session outputs the correct values after the output is initialized. | | The grandMA3 software crashed when using IAC audio driver in a different application and it sent MIDI notes. This bug is fixed. grandMA3 software does not crash anymore when receiving MIDI messages that were sent to it by using the IAC audio driver. | | Unplugging a USB drive while having the desk locked terminated the desk lock. This bug is fixed. Desk lock stays active when unplugging a USB drive. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Active programmer values could get stuck if the patch was changed at the same time in a session. This bug is fixed. The patch can be changed while having active programmer values. | | Editing any value of a fixture type in the fixture type editor, set the value to 0 when the DMX Readout was set to Percent. This bug is fixed. Changing values in fixture types is also possible in DMX Readout Percent. | | Deleting attributes in a fixture type recalculated color attribute values in presets. This bug is fixed. Deleting attributes in fixture types does not change values in presets for the remaining attributes. | | When the patch was changed, absolute color values were added to presets containing only relative color values. This bug is fixed. No absolute color values are added to presets containing only relative color values, when the patch is changed. | | When copying a fixture several times in the patch, show data was only cloned to the first copy. This bug is fixed. Copying fixtures in the patch clones the data to all copies. | | The software crashed when the user added multipatch fixtures to fixtures that have XYZ enabled. This bug is fixed. Multipatch fixtures can be added to XYZ fixtures. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Changing attribute values on a connected station encoder utilized an active program time or individual time. This bug is fixed. Turning an encoder on a connected station does not use individual time or program time. | | Tapping a preset three times in a row stomped running phasers of the same attributes running in the programmer. This bug is fixed. It takes only 2 presses of a preset to stomp other phasers on the same attributes in the programmer. | | If cues with individual delay times, containing phasers reversing each other were triggered in a certain order, attributes were not properly asserted. This bug is fixed. Running cues with phasers reverting each other works as expected. | | Calling and storing two different presets with phasers at different speeds into a cue resulted in playing both phasers at the same speed. This bug is fixed. Different phasers retain their look when being stored into the same cue. | | When using the step keyword to integrate presets with only the main fixture selected, no steps for the subfixtures were created. This Bug is fixed. Step creates also steps for subfixtures if only the main fixture is selected. | | A preset containing a last step without absolute or relative value was not called correctly into the programmer. This bug is fixed. All steps from the preset are now called correctly into the programmer.  | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In a certain combination of individual timing and cue timing, the cue output was not as expected. This bug is fixed. Using individual and cue timing does not create an output glitch anymore. | | When editing the recipe of a running cue, the old data of the recipe was still running on the output. This bug is fixed. Edited recipes update their output and release old data when the cue with the recipe is still running. | | When storing data into a cue of a sequence that was already running and had fixtures prepositioned by MIB, the prepositioning could be overwritten by data in previously started playbacks. This bug is fixed. When storing data into running sequences fixtures that were prepositioned by MIB do not get their current output values overwritten from previously started sequences. | | DMX channels could flicker when updating or storing a cue. This bug is fixed. DMX channels should not flicker anymore when updating or storing a cue. | | If the Program Time was set to 0 and activated, sequences with “Off on overridden” could be switched off when the programmer contained all fixtures of these sequences. This bug is fixed. Sequences with “Off On Overwridden” are not affected by the programmer with active Program Time. | | When a preset including MAtricks was assigned to an executor, the playback always had to be restarted. This bug is fixed. MAtricks changes are updated directly in presets that are played back. | | MIB was not working repeatedly, when MIB was used with Wrap Around activated. This bug is fixed. MIB is working continually, when Wrap Around is enabled. | | Sending a go command to a cue part could cause a crash. This bug is fixed. Cue parts cannot be executed independently by Go command. | | MIB could be executed when a dimmer phaser was running. This bug is fixed. A running dimmer phaser does not execute MIB. | | When starting a playback it could happen that not all attributes which contained data in the programmer were overwritten by the playback. This bug is fixed. Active values in the programmer are overwritten by a playback when starting it while Freeze is switched off. | | While playing back a timecode show, it could happen that timecode events did not trigger cues. This bug is fixed. Events in timecode shows always trigger their cues when played back. | | Cues were not triggered when two timecode shows were played back at the same time and both timecode shows triggered the same sequence. This bug is fixed. Playing back two timecode shows triggers the cues when they are in the same sequence. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The master indicator colors could be displayed wrong if the Masters Overview in preferences and timing was opened if a session was established. This bug is fixed. The master indicator colors are displayed correctly after a session is established. | | The Content Sheet was not updated as expected if Link Type was set to “Selected” and Cue Mode “Manual” was selected. This bug is fixed. If an empty executor is selected while Link Mode is set to “Selected” and Cue Mode is set to “Manual” the content sheet is updating correctly. | | The default preset reference was missing in the Fixture Sheet. This bug is fixed. The default preset reference is displayed in the fixture sheet. | | The software could crash when scrolling a timecode window that displayed a new timecode show which contained only one track group. This bug is fixed. Scrolling the timecode window does not crash the software when the displayed timecode show is empty. | | Migrating show files from v1.7 or earlier to v1.8.1.0 caused a black area in views where the Mesh3DS pool was located before. This bug is fixed. Mesh3DS pool windows in views are migrated into Mesh pool windows when migrating a show file from v1.7 or earlier to this version. | | Unchecking the first cue part while in a scroll position displayed cue parts in the content sheet incorrectly. This bug is fixed. Unchecking parts in the content sheet while being in a scroll position displays all cue parts correctly. | | Closing the Import/Export menu in a new show crashed the software. This bug is fixed. The software does not crash when closing the Import/Export menu. | | After a restart of the grandMA3 application, the Display Selector could not appear when pressing Menu. This bug is fixed. When pressing Menu, the Menu and the Display Selector are always displayed. | ***   ## []()Release Version 1.8.1.0 [Section titled “Release Version 1.8.1.0”](#release-version-1810) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.8.1.0 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. ### []()Multipatch [Section titled “Multipatch”](#multipatch) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Multipatch is a function that adds extra fixtures to a fixture. Any multipatch fixture needs its own DMX patch. Adding multipatch fixtures to the patch will also add an extra virtual fixture in 3D.\ This can be used when two or more real lights should be controlled by the same patched fixtures. For example, an ACL bar consisting of 8 PAR cans that are controlled by only 1 dimmer channel.\ When the primary fixture has a DMX patch address, it does not cost you any parameters to add multipatch fixtures. When the primary fixture has no DMX patch address the parameters of the multipatch fixture count against your licensed parameters.\ Multipatch fixtures cannot be programmed individually. They are connected to the same ID(s) as the primary fixture. All fixtures, the primary and the multipatch fixture do the same. Any programming that existed on the primary fixture is also outputted on the multipatch fixtures. To add multipatch fixtures to your patch follow these steps: 1. Press Menu - Patch. 2. Select the fixtures you want to add multipatch fixtures to, then tap Create Multipatch. 3. A calculator appears. Enter the number of multipatch fixtures you want to add to every selected fixture. 4. Tap Please.  5. The multipatch fixtures are now added to the selected fixtures. 6. Assign every multipatch fixture a DMX address by tapping and holding their Patch cells. 7. In the Edit Patch dialog enter the desired DMX address and apply it. The multipatch fixtures are now added to your patch/show.\ In the multipatch fixtures, the values of all properties that will be inherited from the primary fixture are set into angular brackets (\).\ In addition, the inherited properties that cannot be modified by the user for the multipatch fixtures, are grayed out. It is possible to position them in 3D by changing their position in the patch menu. Use the encoders in the setup mode of the 3D window to arrange the multipatch fixtures in the 3D space. **Known Limitation:**\ Aligning several selected multipatch fixtures by using the encoders is not supported.   Cutting a primary fixture will also cut its multipatch fixtures. It is possible to transfer a multipatch fixture to a different primary fixture by using the copy and paste functions. Copying a multipatch fixture to a primary fixture of a different fixture type takes over the settings of the new primary fixture, for example, FixtureType, FID, IDType, CID, and further.\ Pasting works as before: The fixture will be pasted into the selected line, which will move the currently selected line and all the following lines one line down. This means, that pasting a copied multipatch fixture will be bound to the primary fixture above the currently selected primary fixture. Each multipatch fixture gets automatically a CID of the new IDType Multipatch assigned. This allows addressing the multipatch fixtures, for example, to select them for setting them up in the 3D window or for patching them via the command line.\ To enter the Multipatch keyword in the command line, use one of the options: * Press Channel repeatedly until Multipatch appears in the command line * Type **Multipatch** * Type the shortcut **Mu** Multipatch fixtures can be addressed with a combination of Fixture ID and relative Multipatch ID. The selection color of multipatch fixtures is light red, for example in the layout window. When a multipatch fixture is selected, its primary fixture will alternate its selection color between yellow and light red, for example in the fixture sheet and the layout window. Selected multipatch fixtures do not get a position in the selection grid, and therefore cannot be used with MAtricks. Precondition: Have 5 fixtures (Fixture ID 1 to 5) with each one having 4 multipatch fixtures. To select the second multipatch fixture of fixture 4, type: User name\[Fixture]> Fixture 4 Multipatch 2 Now the user can use the encoders in the setup mode of the 3D window to arrange the muti-patch fixtures in the 3D space. To patch the third multipatch fixture of fixture 2 to DMX address 6 on DMX universe 42, type: User name\[Fixture]> Patch Fixture 2 Multipatch 3 42.6 When having multipatch fixtures selected, it is also possible to enter values for the attributes to them, but these values will be redirected to their primary fixture immediately. ***   ### []()Grid Tools [Section titled “Grid Tools”](#grid-tools) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Grid Tools allow modifying the current selection in the selection grid. The Grid Tools are available on the left side of the Selection Grid window.\ The available tools are: * ![](/img/grandma3/2-3/icon_phaser_swap_form_15_v1_8-3e72f9.png) (Transpose): Interchanges the X and Y grid coordinates of every selected fixture. * ![](/img/grandma3/2-3/icon_linearize_15_v1_8-7f32aa.png) (Linearize Numerical): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is in ascending order by their Fixture IDs (and secondarily by the CIDs). * ![](/img/grandma3/2-3/icon_left_to_right_15_v1_8-402166.png) (Linearize Left To Right, Top to Bottom): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is determined working from left to right first, and then from top to bottom, based on the current grid arrangement. * ![](/img/grandma3/2-3/icon_top_to_bottom_15_v1_8-504c40.png) (Linearize Top to Bottom, Left to Right): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is determined working from top to bottom first, and then from left to right, based on the current grid arrangement. * ![](/img/grandma3/2-3/icon_phaser_rotate_clockwise_15_v1_8-c015ab.png) (Rotate 90° clockwise): Rotates the currently selected fixtures by 90° in clockwise direction along the XY plane. * ![](/img/grandma3/2-3/icon_phaser_rotate_15_v1_8-afcc06.png) (Rotate 90° counterclockwise): Rotates the currently selected fixtures by 90° in counterclockwise direction along the XY plane. * ![](/img/grandma3/2-3/icon_phaser_mirror_x_15_v1_8-70831e.png) (Mirror Grid at X-axis): Mirrors the fixtures in the grid along a vertical mirror line. * ![](/img/grandma3/2-3/icon_phaser_mirror_y_15_v1_8-2841bc.png) (Mirror Grid at Y-axis): Mirrors the fixtures in the grid along a horizontal mirror line. * ![](/img/grandma3/2-3/icon_center_15_v1_8-debf7f.png) (Center Alignment): When having different numbers of fixtures selected on different Y coordinates, they will be aligned together to their center on the X-axis. * ![](/img/grandma3/2-3/icon_compress_15_v1_8-a79133.png) (Compress): Removes all gaps between fixtures, and moves the selection to the left and up, so that the selection starts at 0/0/0. It is possible to trigger the grid tools via command line using the Grid keyword.\ These are the commands for each tool: * Transpose: Grid ‘Transpose’ * Linearize Numerical: **Grid ‘Linearize’ ‘Numerical’** * Linearize Left To Right, Top to Bottom: Grid ‘Linearize’ ‘LeftToRight’ * Linearize Top to Bottom, Left to Right: Grid ‘Linearize’ ‘TopToBottom’ * Rotate clockwise: Grid ‘Rotate’ ‘Right’ * Rotate counterclockwise: Grid ‘Rotate’ ‘Left’ * Mirror Grid at X-axis: Grid ‘Flip’ ‘X’ * Mirror Grid at Y-axis: Grid ‘Flip’ ‘Y’ * Center Alignment: Grid ‘Align’ * Compress: Grid ‘Compress’ ***   ### []()XYZ [Section titled “XYZ”](#xyz) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * Fading fixtures between XYZ and PanTilt or vice versa fades directly between the old and the new position. * Fading fixtures from one MArker to a different MArkers is supported. The MArker attribute of fixture types that have XYZ enable has Snap disabled. * The calculators and encoders set to the physical readout of the attributed X, Y, and Z are displaying the values of the assigned space with the unit Meters instead of Percent. * Editing a space by right-clicking it in the drop-down list when selecting a Target Space or Movement Space opens an editor for this space instead of the stage editor. * To enable XYZ for a fixture type it is also possible to change XYZ cell in the fixture type editor to Yes. **Known Limitation:**\ \- Using Goto or Load to transition from XYZ to Pan/Tilt or from Pan/Tilt to XYZ may not create a smooth fade.\ - Enabling Assert for a Cue that is transitioning from XYZ to Pan/Tilt or from Pan/Tilt to XYZ may not create a smooth fade.\ - CueParts with enabled Allow Duplicates do not work with fixtures that have XYZ enabled. ***   ### []()Store Sources [Section titled “Store Sources”](#store-sources) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Incoming DMX data on DMX channels that have fixtures patched can be used as store source for presets and/or cues. To store the incoming DMX data, the **Data Source** in the Store Settings (Press and hold Store) needs to be set to DMX. For this **Data Source**, the **Use Selection** setting in the Store Settings needs to be set to All or All For Selected.\ When switching the **Data Source** to DMX, **Use Selection** will switch to All, when it is set to a different value as named before.\ Selecting a different **Use Selection** value is not possible when **Data Source** is set to DMX, and therefore these buttons will be grayed out When storing the incoming DMX, only the values are stored that are not at the default of the fixture type. In addition, values that are at fixture type default will be stored into the sequence when the sequence contains already this attribute with a different value. The resulting DMX output after the masters (sequence master, group master, playback master, grand master, etc.) can also be stored by using Output as **Data Source**.\ For this Data Source setting, the **Use Selection** needs also to be set to All or All For Selected. When using the command line, the options /Programmer, /DMX, and /Output can be used to determine the desired data source.\ To store the incoming DMX data to sequence 1 cue 42 for all attributes of the selecte fixtures, type: Fixture\[User name]> Store Sequence 1 Cue 42 /DMX /AllForSelected ***   ### []()Device Configuration [Section titled “Device Configuration”](#device-configuration) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Added new functionality to save and load device configurations. A device configuration includes the output configuration and DMX protocol (Art-Net and sACN) configuration.\ To save a device configuration follow these steps: 1. Go to Menu - Output Configuration. 2. Tap Save Device Configuration. A pop-up opens. 3. Enter the file name for the device configuration, for example “My nice configuration”. 4. Tap Save. Tapping Load Device Configuration allows to select a saved device configuration and then load it by tapping Load. The title bar of the Output Configuration menu displays also the file name of the saved or loaded device configuration. The allocation between a real grandMA3 device and a line in the output configuration is done by matching IP addresses. Therefore, the IP address of a device in the output configuration can be changed by pressing and holding the IP cell.\ New devices, that are not already part of the session can by added to the device configuration by inserting a new device within the desired device type category. To do so, expand, for example the onPC section by tapping ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) in front of the onPC line, then tap and hold New onPC. **Hint:**\ When adding a new onPC device, it is also possible to add up to two configuration lines for the maximum number of onPC fader wings, that can be connected to a grandMA3 onPC station. To do so, unfold the configuration line of the desired onPC station itself. ***   ### []()Extract [Section titled “Extract”](#extract) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release It is possible to extract values of presets by specifying the preset, selection, fixture, cue, feature group, or attribute: * To extract all values from presets (that are currently active in the programmer) for the selected fixtures, type: User name\[Fixture]> Extract Selection To call the extracted values from preset 2.3 into the programmer for the selected fixtures, type: User name\[Fixture]> Extract Preset 2.3 To extract all values from presets (that are currently in the programmer) for fixtures 2 to 4, type: User name\[Fixture]> Extract Fixture 2 Thru 4 To extract the values from presets that are in cue 42 for the selected fixtures, type: User name\[Fixture]> Extract Cue 42 **Hint:**\ When extracting by specifying a fixture, selection, feature group, or attribute, presets must be active in the programmer for the desired fixtures. When extracting embedded presets or phaser presets which have presets integrated into their steps, extract will call directly the values of the source presets.\ Using the **/Single** option together with Extract makes it possible to extract one level down in the hierarchy of the presets.\ For example, create 2 color presets (“red” and “blue” presets) that are embedded into a different color preset (“odd/even red/blue”). The second preset color preset (“odd/even red/blue”) is embedded into All preset 21.1 (“cool look”).\ Select some fixtures and apply the All preset (“cool look”) to them.\ Executing Extract Selection /Single calls the second color preset (“odd/even red/blue”) into the programmer.\ Executing Extract Selection /Single again calls the first color presets (“red” and “blue” presets) into the programmer.\ When executing Extract Selection /Single a third time, the user gets the same result as when they would have used Extract Selection in the first step: The hard red and blue values without a preset link. **Known Limitation:**\ At the moment, Extract /Single works only with presets that are active in the programmer. ***   ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * It is possible to select multiple cells in the horizontal direction. * Show Parts On separates the data into different sections per cue part. Show Parts Off, the entire data of the cue is displayed in one grid. * Cue Mode Manual allows to look at cues independent from the output cue. When Cue Mode is set to Manual, a cue list on the left side will be displayed. Selecting a cue in this cue list displays its content on the right side. * The Content Sheet allows a data merge of the cells of the same feature, when the values are identical. To merge cell, tap Merge Cells in the Content Sheet Settings. *** ### []()Plugin Editor [Section titled “Plugin Editor”](#plugin-editor) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * When editing a LuaComponent, the editor displays the line number of each line in front of them. The line number of the line the cursor is set to is highlighted in white. * Entering a tab character to the code of the plugin, the tab character is highlighted by a gray > at the beginning of the tab character. * To display the entire selection of available Lua code templates, tap Lua Code Templates in the title bar of the LuaComponent editor. To select the desired template tap into the code area of a template. A yellow frame around the template shows which one is selected. Tap Use Template at the bottom, to paste the selected template into the editor. A pop-up appears warning the user before overwriting the existing code. A code template provides a sample of code for a certain functionality, for example, a progress bar. * Tapping API Description in the title bar shows or hides the API area on the right-hand side of the editor. The API area offers all grandMA3 specific Lua functions. A search field at the top allows searching for functions. Tap a function to get more information displayed in the information section below the list of API functions. To enter the selected function to the position of the cursor in the editor, tap + on the right side of the information section, or double-tap the desired API function. * If syntax errors prevent the Lua component to be loaded into the Lua engine, the SyntaxError property turns to **Yes** and the component line turns red. ***   ### []()Layout Window [Section titled “Layout Window”](#layout-window) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * Having multiple layout elements selected and editing them edits all of them simultaneously. When aligning values across the selected layout elements the selection order determines the alignment order. When toggling layout element properties while having multiple layout elements selected with different property values, they will switch to the same value and from there change their value together. * To enter the layout element editor from the Layout Encoder Bar, tap Edit Selected in the Layout Encoder Bar. * Cloning in layouts is possible by using this syntax: Clone \[Source\_List] At \[Destination\_List] If Layout \[“Layout\_Name” or Layout\_ID]\ This clone operation will add the fixtures of the Source-List into the specified layout at the position of the fixtures defined in the Destination-List. To be able to distinguish both layout elements, the new layout element will be placed with a small offset to the existing layout element. Also all settings of the layout element will be cloned, too. * The Rotate Encoder in the Layout Encoder Bar rotates the selected fixtures as a group. When only one fixture is selected, the encoder is grayed out. This functionality rotates the selected fixtures on the layout canvas and changes their position. * The Scale Encoder scales the arrangement of the selected elements in the X and Y direction. The Ratio Encoder scales the arrangement of the selected elements in the X direction. * When having elements in a layout selected and then editing the layout itself, the layout editor will automatically select these elements. * When assigning a fixture again into a layout, a pop-up offers to Overwrite the layout, Merge it into the layout, Remove the fixture from the layout, or to Cancel the operation. * Show Selection in the Layout View Settings allows displaying the selection (for example yellow border) at layout elements. To enable or disable the yellow frame of selected layout elements in the layout view, tap Show Selection in the Layout View Settings. When being in Setup mode, this setting is ignored and the selection is always displayed. * Leaving and entering the Setup mode the layout window resets the selected tool to the select tool (![](/img/grandma3/2-3/icon_select_15_v1_5-d39720.png)). ***   ### []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When enabling Tester Encoder Bar in the title bar of a DMX sheet and then setting focus into the DMX sheet, the encoder bar switches over to the DMX Tester Encoder Bar.\ The DMX Tester Encoder Bar allows fast access to the DMX Tester feature. There are four encoders available: * Universe: Changes the selected DMX address to a different universe. Tap Uni / Abs on the left side of the Universe encoder defines if the DMX channel selected for the DMX tester is set via a combination of Universe and Address (= Uni) or via an absolute DMX address (= Abs). In case of an absolute DMX address mode, the Universe encoder is grayed out. * Address: Changes the selected DMX address. * Tester Output: Defines to change the output of the DMX Tester to the selected DMX channel. * Patch: Opens an overlay to patch a fixture to the DMX channel that is set up on the Universe and Address encoders. The overlay displays the fixtures of the currently selected stage. To change to a different stage, tap Stage in the title bar in order to cycle through the available stages.\ ​Tap the cell of the DMX break of the fixture you want to patch to the new DMX address and then tap Patch ! at the bottom of the overlay. Enabling Show Unpatched Only displays fixtures that don’t have all of their DMX breaks patched. When disabled, all fixtures are displayed. The buttons above the encoders execute special actions: * Retain: Off will release the values on the former selected DMX address when changing the address. Retain On keeps the DMX tester value on the former selected DMX addresses until the user releases them. * DMX Channels: * All: All DMX channels can be used by the DMX Tester. * Patched: Only DMX channels that have fixtures patched to are useable. * Unpatched: Only DMX channels without patched fixtures can be used by the DMX tester. * Select All: Selects all DMX Channels that have an output by the DMX Tester. A blue frame around the cell of the DMX channel indicates the selection. * Release Selected: Release the DMX Tester values from the selected DMX channels. * Release Unselected: Release the DMX Tester values from all non-selected DMX channels. * Release All: Releases the DMX tester values on all DMX channels. * Park Selected: Parks the selected DMX channel. * UnPark Selected: Unparks the selected DMX channel. When a universe has DMX channels that output values from the DMX Tester, the universe pool object in the universe pool shows a T ( Tester). And also the fixture sheet indicates values from the DMX Tester with a white background on the DMX layer.\ Saving a show file while the DMX Tester is active does not store the DMX Tester values into the show file. When loading the show again, the DMX Tester does not output value. ***   ### []()Update Menu [Section titled “Update Menu”](#update-menu) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The settings in the update menu are split into settings for presets and cues. All buttons are now at the bottom and arranged below the preset section on the left and below the cue section on the right. The following settings are available in the update window: * Presets: * Preset Update Mode: Original Content Only and Add New Content determine if only already existing attributes in the preset will be updated, or if also new attributes may be added to the preset. * Preset Mode: Auto, Selective, Global, ForceGlobal, and Universal define if the updated data will be added as selective, global, or universal data to the preset. * Input Filter: Defines if attributes of other feature groups may be updated to the preset (Input Filter is Off), or if only attributes of the same feature group of the preset may be updated to the preset  (Input Filter is On). * Cues: * Sequence Update Mode: Original Content Only and Add New Content determine if only already existing attributes in the cue will be updated, or if also new attributes will be added to the cue. * Sequence Mode: Defines which cues will be offered for updating: All shows all possible cues. Selected offers only cues of the selected sequence, Last Called displays only cues of the sequence that was called as last one. * Cue Only: When Cue Only is on, the data will be updated for this cue only, and returns in the next cue to the status of values before the updated cue. The Cue Only setting in the update window is not linked with Cue Only in the Store Settings anymore. The update menu displays each possible object to update now within one row. Each row shows the following information from left to right: * Preset Pool No + Name * Preset No + Name and respectively * Sequence No + Name * Cue No + Name * Part No + Name  ***   ### []()Master Modes [Section titled “Master Modes”](#master-modes) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release All masters, for example the grand master, a speed master, playback master, and other, can change their mode between Toggle, AlwaysOn, and Disabled. * Toggle: Switch the master on or off. The fader value of the master can always be changed and affects the output when the master is on. The indicator colors are gray (Off) and green (On). * AlwaysOn: The master is always on and cannot be switched off. The fader value of the master can always be changed and affects the output. The indicator color for AlwaysOn is white. * Disabled: The master is switched off and its fader value internally uses its default value. For example the grandmaster uses 100% for the grand master or the program time uses 0s. The indicator color for Disabled is red. The modes of all masters can be changed in Menu - Preferences and Timings - Masters.\ This menu displays the masters separated by their type and their membership in the show file. Masters can have a global membership which means that these masters are controlled by all users of the show file. Masters with a user membership are located within the user profile which means that every user profile has its own and individual set of these masters. Changing one of these masters does not affect the same master in a different user profile. The section of masters that are controlled by the user profile displays the name of the user behind their type, for example, **Selected (Admin)** for the masters that control the selected sequence of the Admin user. Masters of the global membership display (Global) behind their type, for example **Playback (Global)**. ***   ### []()MAtricks [Section titled “MAtricks”](#matricks) To read more about this function, see [Transform](/grandma3/2-3/matricks_transform/) topic in the help system. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Added MAtricks setting Transform. Transform set to Mirror mirrors values depending on the other MAtricks settings, for example, Blocks, Groups, Wings. When Transform is set to Mirror: * The font color of the Transform button will change to yellow. * InvertStyle will change to Pan. When Transform is set back to None: * Inverts will be switched off. When a MAtricks settings, for example XWings, is set to None and Transform is set to Mirror, Invert for this setting will be disabled.\ If there are only values for one step active, the values will be mirrored in this step. As soon as there are attributes with two or more steps, Mirror will only mirror the values of the multi-step phasers. When working with Wings and an odd number of fixtures is selected (for example 7 fixtures are selected and XWings is set to 2), the center fixture will be marked as edge fixture (lighter green selection color compared with inverted selected color in the fixture sheet, selection grid window, 3D, and other). An edge fixture does not follow all values, for example when creating a mirrored circle with the seven selected fixture, the edge fixture in the center will only tilt, but not pan. This is done in order to keep the symmetry. Transform Mirror works by transforming values of the inverted fixtures to create symmetry. This requires altering the original values in the programmer. If you are transforming values that are called directly from a Preset or Integrated from Presets it is important to know that the transformed values will not have reference to the Preset. Storing the transformed values directly to a Cue will break the references to the presets for transformed values. To avoid losing references, store the transformations with MAtricks to a new Preset object. With the combination of transformed values with MAtricks the reference links will be automatically saved to the preset object. Calling this Preset with transformation MAtricks included will keep the links when you then store it to a Cue.  In the MAtricks window, the PhaseTo calculators have buttons to set the value directly to 90°, 180°, 270°, or 360°. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New playback functions HalfSpeed and DoubleSpeed which result in halving or doubling the current speed of speed masters, presets, or sequences.\ HalfSpeed and DoubleSpeed can be assigned as button functions to executors that have speed masters or sequences assigned to them. For more information see [HalfSpeed](/grandma3/2-3/keyword_halfspeed/) and [DoubleSpeed](/grandma3/2-3/keyword_doublespeed/) help topics.\ When using HalfSpeed or DoubleSpeed the SpeedScale property of the master is modified accordingly. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Output Configuration menu: * To enable or disable RDM, tap RDM in the Output Configuration menu. The RDM button in the Network menu is linked with this new RDM button. * When switching the universe on an XLR port that is set to be an input port, the settings for Merge and Priority are taken from the new universe. * The name, type, and IP of the station that displays the output configuration are marked with a green background, also when no session is active. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) DMX In Merge Mode Prio got the possible priorities reorganized. From now on, these priorities are available: Lowest, Low, LTP, High, Highest, Prog, and Super. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the DMX Protocols menu. It allows setting the Merge Mode for the universes DMX data is input to per configuration line. When changing the Merge Mode for a configuration line, all universes that are defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the pool it is still possible to change the Merge Mode for single universes independently. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Input Priority field is only editable when the Merge Mode is set to Prio. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the PSN menu (Menu - In & Out - PSN): * The Merge Mode can be set here as in the DMX Protocols menu (see above). It is necessary to have patched MArker fixtures assigned to trackers, in order to be able to change the Merge Mode. If no trackers have a patched MArker fixture linked to them, the Merge Mode cell displays “No MArker” in orange font color. The Merge Mode cell displays the Merge Mode of the universes of the MArker fixtures that are assigned to the PSN trackers. * The ID of the PSN tracker is displayed in the new PSN ID column. Edit this column to pre setup trackers before the PSN system sends information. * The IDType column is removed, and the ID column is renamed to MArker ID. As PSN trackers need to be connected to MArker fixtures, and the MArker fixtures need to have a CID of the MArker IDType in order to be able that fixtures follow the MArker, it is now only possible to set MArker IDs to PSN trackers. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The shortcut MA + 5 on the keypad of grandMA3 devices executes the same as pressing Please on the internal keyboard. This allows a faster editing of cells or buttons when navigating the focus by using MA + 2 / 4 / 6 / 8.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Sequence Rate: * When moving a rate fader of a sequence up to 100%, the rate is now set to infinity which results in fade times of 0s. This applies also for speed masters that are assigned as rate master to sequences * Fade times modified by a rate master are displayed within the sequence sheet. In addition to the new resulting time, an asterisk (\*) will be displayed in front of the time in order to indicate the modification by a rate master. For example: \*10.42 When the rate master is pulled down to 0%, the times will be displayed as \*Stopped, and the executor label displays Stopped. When the rate master is pulled up to 100%, the executor label displays 1:∞. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When incoming packets are processed the font color for the name of the configuration line in the DMX Protocols menu name flashes to yellow. Similar to the green flashing when packets are sent out. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The DMX Curves editor allows adding points for DMX curves of Curve Mode ‘Custom’ in the grid area on the left side. Until now it was only possible to add points for custom curves in the 2D area o the right side. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) MIDI Mode ‘Through’ receives and forwards MIDI Notes, MIDI Control Changes, and MIDI Program Changes. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the color of an attribute doing a fade. The attribute gets a dark blue background during the fade. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The speed masters’ indicator bar blinks in accordance with the speed. This gives visual feedback about the speed that was set. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) In the Phaser Editor, the forms are expanded by a circle form. To create a circle with this form, follow these steps: 1. Select at least one moving light fixture. 2. Add 2 points in the 2D area of the phaser editor. 3. Tap Form on the left tool bar. 4. Then tap Circle in the right tool bar. A perfectly shaped circle will be created. The circle form applies to the layer chosen in the Values button of the title bar of the Phaser Editor. If one or two steps are active in the programmer on the Absolute layer and Values is set to Absolute, the circle will be created on the Absolute Layer. If one or two steps are active in the programmer on the Relative layer and Values is set to Relative the circle will be created on the Relative layer. As it’s very common to create a circle around an absolute position, if there is an active single-step value on the Absolute layer, you can immediately create a circle on the Relative layer by setting Values to Relative and tapping the circle form. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is possible to start recording a timecode show via command line using the new keyword Record. For more information see [Record](/grandma3/2-3/keyword_record/) help topic. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Store Settings allows storing the current look in conjunction with the selected Use Selection option into cues or presets. For example, when Look is enabled and Use Selection is set to Active For Selected it stores the active values of the selected fixtures which have an open dimmer. Fixtures that have a closed dimmer, but other attributes active will get only their closed dimmer stored. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) 3D: * If a fixture is unpatched, the Patch label in 3D displays “Unpatched” for fixtures and “N/A” for environment objects. * To deselect fixtures using the 3D window,  press - and then draw a lasso around the fixtures. * ​Beams and spots in the 3D window look more identical between the different render quality settings. This includes both the general look and the intensity, while the beam is “Open” or has a gobo inserted. * Show Selection in the 3D Settings defines if the models of fixtures in the 3D window shall display their selection state, or not. To enable or disable the display of the selection, tap Show Selection in the 3D Settings. When in Setup mode, this setting is ignored and the selection is always displayed. * The property Select by Label in the Label-tab of the 3D Settings allows defining if the user can select fixtures by selecting the labels on the spot of the fixtures in 3D. To be able to use this property, Show Label on Spot and any of the properties Add Fixture ID, Add CID, Add Patch, or Add Name need to be enabled. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The color picker supports direct control of the GDTF HSB attributes HSB\_Hue, HSB\_Saturation, and HSB\_Brightness. Only HSB attributes of GDTF files are supported by now. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Fixture library updated to Carallon 18.2. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Fixture types that have errors are displayed with a red font color in the Fixture Types-tab of the Patch menu. As long as a fixture type has errors, the corresponding fixtures are not displayed in the rest of the software, because they cannot work correctly. Editing the fixture type provides a more detailed description of the error when tapping Show Conflicts. Fixture Types that have an orange font color indicates a warning. These fixture types may not work properly, but they are accessible. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Calculators of attributes that have many channel functions available, display ![](/img/grandma3/2-3/icon_triangle_left_fixed_v_1_7-380621.png) and ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) on the left and right side of the tab-bar, in order to indicate the presence of more channel functions and to scroll through the different channel functions. It is also possible to scroll through the tab bar by using scroll gestures. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The software update menu displays a progress bar during a version import to the hard drive when using the Select and Import Update Files functionality. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) A pop-up informs the user if they try to assign an IP address to an interface while a different interface has already an IP of the same subnet assigned. A pop-up also appears when the user tries to enter an IP address that is already used on a different station in the network. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the network experience when using IGMP. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Sequences that are assigned to executors are displaying the reference icon (![](/img/grandma3/2-3/icon_referenced_fixed_v_1_7_1-9e5ed3.png)) on their sequence pool object. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The backup menu displays the free disk space in the upper right corner of the menu. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The timecode property RawTCOffsetSlot returns the raw time of the set timecode slot offset.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Knock in and knock out behavior improved: * Knocking in or out a layer only affects the layer in the selected feature group. * When knocking in or out an attribute while having the absolute layer selected, all layers are affected. * When having a different layer than the absolute layer selected, the attribute will be only knocked in or out in the selected layer. * Knocking in or out only the absolute layer can be done by using the command line. To knock out the absolute layer for the dimmer attribute, type: User name\[Fixture]> Off Absolute Attribute “Dimmer” ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * The maximum number of remote entries per remote type is set to 10 000. For OSC it is set to 1 024. * When a grandMA3 extension is connected to a grandMA3 console that is in a session and the session credentials are matching between both stations, the extension has also a green background in the Network menu. When using the Session Filter “My Session”, the grandMA3 extension appears only, when the session credentials are matching between the console and the extension. * Pressing Channel repeatedly switches through Channel, Universal, and used IDTypes. IDTypes that have no patched fixtures assigned are not appearing in the command line. * These fixture properties were renamed: * Ray Traceable is now called Follow Target * 3D Selectable is now called Selectable 3D * 3D Visible is now called Visible 3D * Attributes that change their value to a hard value, for example in a cue, with a fade time display the fading values on the absolute and relative layer, too. * When MArker fixtures were set to a different IDType than MArker, the IDType would be forced to be MArker when loading a show file from a previous version in grandMA3 v1.8 or later. A possible set CID is reset to None. When having such MArker fixtures connected to PSN trackers, they have to be connected again in the PSN menu. This applies also to other fixtures of other fixture types that have IsMarker set to Yes. * The assignment of SpecialExecutors 10 and 11 in new shows changed to the speed masters Speed 1 and Speed 2. * The color of the indicator bar of an active Prog Time and Exec Time changed from orange to green. * The order of keywords on X8 | DMX interchanged: * Press MA +  X8 | DMX to enter DMXUniverse. * Press MA +  X8 | DMX +  X8 | DMX to enter DMXAddress. * The abbreviations of the following keywords changed: * DMXAddress: Dmxa * DMXUniverse: Dmx * DMXMode: Dmxm * In the Update Menu value LastCalled of the Sequence Mode setting changed to LastGo. * The windows of the default views in a new show has no filters assigned anymore. * The LuaComponent property IsRessource changed to IsResource. * When Con3 on grandMA3 consoles are set to DHCP and no DHCP server is available, the interface gets no IP address instead of an AVAHI IP address, which could conflict with Con1 if there was also no DHCP available. * The Mesh3DS keyword changed to Mesh. * The text “No Cable” when a network interface is down changed to “No IP”. * In the timecode editor and timecode window the button label changed from Select. target to Selection Target. * When you are on the Absolute layer, toggling the activation will now toggle the activation of all attributes on the Absolute layer and any non-default values on all other layers. If you are not on the Absolute layer, toggling activation will only toggle values of the current layer. * The MAtricks button in the recipe editors was renamed to Grid in order to match the naming of the MAtricks window. The order of the buttons changed to Reference, Grid, Layers, Shuffle, X, Y, and Z. The Invert toggle was removed, and all Invert properties are part of the Grid section.\ This change also affects the Programmer Parts window. * When storing the content of the programmer, the selected step will be reset to step 1. * These properties changed their names: * Cues: * Cmd to Command * CmdDelay to CommandDelay * Sequences: * CmdEnable to CommandEnable * OSC: * ReceiveCmd to ReceiveCommand * SendCmd to SendCommand * Timecode Event: * ExecuteCmd to Execute Command * CmdDelay keyword is renamed as CommandDelay. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The beam and the spot of multi-pixel fixtures were not visualized correctly when the Multi Led Beam Mode was set to Single Beam Dynamic Gobo. This bug is fixed. Beam and Spot are visualized correctly even if the dimmer of the first pixel of the multi-pixel fixture is closed. | | Fixtures were not visible in some cases when loading a show file from a prior version of grandMA3. This bug is fixed. The scaling of fixtures is reset to 1:1:1 on the X, Y, and Z axes when loading a show file from an older grandMA3 version. | | The attributes Blade1B, Blade2B, Blade3B, Blade4B, and ShaperRot were not visualized in the 3D. This bug is fixed. These attributes are visualized again in the 3D window. | | It was not possible to select a fixture in the 3D window by tapping its label in the spot. This bug is fixed. A fixture can be selected by tapping its label in the spot. | | Beams pointing to x=y=z=0 while using the 2D Top camera were not displayed. This bug is fixed. Beams pointing to the 3D origin and using the 2D Top camera are displayed now. | | Shadows were not drawn after moving a fixture that then cast a shadow into the beam of another light source. This bug is fixed. A shadow will be drawn once a fixture that casts a shadow is moved into another light beam. When using the 3D encoder bar to move the fixture it will take a short timeout until the new position of the fixture is updated and the shadow is displayed. | | Beams disappeared when pointing them into the camera on grandMA3 onPC stations that used recent series of AMD graphic cards. This bug is fixed. Beams will no longer disappear when pointing into the camera on a grandMA3 onPC station running on a recent AMD graphics card. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Using the Lua function printf() could crash the software when a string variable was to be printed, but the value was of a different data type. This bug is fixed. Lua printf() does not crash the software anymore when returning a value of a different data type than it was specified. | | When changing the value of one attribute that is part of an activation group, the other attributes of the same activation group kept their preset references. This bug is fixed. When changing one attribute all other attributes of the same activation group now remove their preset references. | | When the current command has a number, it was not possible to enter a keyword by pressing the key that is put at the key of the current command line default. For example, when Fixture is the command line default it was not possible to enter the collection keyword by pressing Fixture + Fixture + Fixture for this command: Move Preset 1.1 Thru At Collection. This bug is fixed. It is possible to enter keywords that have their shortcut on the key the command line default is set to at moment. | | Selecting several executors and then storing sequences to it, kept only the first executor selected. This bug is fixed. All sequences stay selected when having several executors selected and then storing sequences onto them. | | Specifying a specific DMX address on an open range of DMX universes for the DMX tester failed. This bug is fixed. DMXUniverse Thru.1 At 100 works now as expected. | | Applying the default value to attributes that have several channel function and the default value is not part of the first channel function applied the corresponding value in the range of the first channel function. This bug is fixed. Setting the default value for attributes respects the correct channel function. | | When keyboard shortcuts are enabled, they were not always automatically disabled when setting the focus into the input field of the Import/Export menu or the Load Show dialog. This bug is fixed. Keyboard shortcuts are automatically disabled in the input fields of the Import/Export menu or the Load Show dialog. | | SelFix on a sequence put the fixtures always onto original grid position that was stored in the sequence. This bug is fixed. SelFix on sequences respects the current position of the grid cursor and adds the fixtures to the grid there. | | The arrangement tool of the layout window arranged fixtures in their ascending order of fixture IDs. This bug is fixed. The arrangement tool of the layout window now respects the selection order of the layout elements. | | Storing Remove values to a cue using the options /Merge /CueOnly did not remove the values in the target cue and respecting cue only. This bug is fixed. Store /Merge /CueOnly with Remove values removes values in the target cue and respects cue only. | | Entering very long commands into macros froze the UI for a time. This bug is fixed. Long commands input into macros are now processed faster so that the UI does not freeze anymore. | | Channel sets called the wrong values in some cases if the readout of the encoder bar was set to Dec8, Dec16, Dec24, Hex8, Hex16, or Hex24. This bug is fixed. Channel sets call the correct values now even in the decimal and hexadecimal readouts. | | When selecting a group and a fixture that is part of a group in a layout window, only the fixture was selected. This bug is fixed. Selecting several layout elements with different object types assigned selects them all reliable. | | When turning the transition encoder in the phaser encoder bar the value could jump from 100% to 0%. This bug is fixed. The transition value when turning the encoder follows the turning of the encoder. | | When turning the inner dual encoder rapidly down to 0% and then up again it could happen, that the value was stuck at 0%. This bug is fixed. The value of an encoder follows the encoder when turning it fast down to its software limit and then up again. | | When storing MAtricks with InvertStyle set to Pan, then switching it to any other value and recalling the MAtricks from the pool, InvertStyle was not set to Pan. This bug is fixed. The MAtricks settings InvertStyle, Transform, and ShuffleMode are always stored into MAtricks. | | Setting a negative value for Acceleration and Deceleration via command line failed. This bug is fixed. Negative values for Acceleration and Deceleration can be set again by using the command line. | | When setting a value via command line on the Acceleration or Deceleration layer and then opening its calculator, the value in the calculator could not be the same value as before. This bug is fixed. The calculator for Acceleration Deceleration open with the same value that was set before via encoders or command line. | | Toggling a selection (Please Please) and then selecting different fixtures, the previous selected fixture stayed selected. This bug is fixed. Toggling fixtures and then selecting different fixtures unselects the previously selected fixtures. | | The shortcut for the options /Save and /Screen was set to /S for both. This bug is fixed. /S is the shortcut for /Screen and /Sa is the shortcut for /Save. | | Newly created MIDI remotes set the In To property to a value of 128. Exporting and importing this MIDI remote again set the value to -128. This bug is fixed. New MIDI remotes have a value of 127 for the In To property and it is not possible to set a higher value. | | Executing a specific macro line failed when using the scheme Macro x.y. This bug is fixed. Macro 1.2 will execute the second macro line of the first macro. | | Updating a preset that contained additional selective data removed this data when using Preset Mode Auto. This bug is fixed. Preset Mode Auto does not remove selective preset data when updating a preset. | | When dragging a lasso around a layout element that was set to action ‘None’, a SelFix command was executed instead. This bug is fixed. Selecting layout elements with set the action to ‘none’ does nothing anymore. | | Labeling more than two DMX universes at the same time did not automatically increment the name when the name had a number at the end. This bug is fixed. The names of DMX universes will be automatically incremented during the labeling process. | | When adding a new character in the middle of a command that will be entered into a command input, the command was translated into keywords and the cursor jumped to the end of the command. This bug is fixed. Changing single characters in a command of a command input does not let the cursor jump to the end. | | When turning a preset or cue into a recipe and then editing the recipe, set the programmer par ID to 4 294 967 295. This bug is fixed. Editing the recipe after creating it by turning a preset or cue into a recipe does not change the programmer part ID to unexpected values. | | The software could crash when moving a recipe in a cue. This bug is fixed. Moving a recipe in a cue moves the recipe to the specified spot. | | Store /Remove removed also attributes that were deactivated in the programmer from the selected cue or preset. This bug is fixed. When removing attributes from cues or presets, deactivated values in the programmer are ignored. | | Commands in macros that were separated by a semicolon in a command cell were not applied correctly when the command behind the semicolon contained a clear keyword. This bug is fixed. Commands separated by a semicolon are correctly applied. | | It was not possible to enter Oops or Undo into the command cell, for example in a macro. This bug is fixed. Oops or Undo can be entered into command cells. When the input field of a command cell contains a string pressing Oops works as backspace, until the field is empty. Then pressing Oops enters Oops into the input field. | | It was possible to move a locked executor. This bug is fixed. Locked executors cannot be modified. | | The software crashed when executing blackout for the grand master while editing a macro line. This bug is fixed. While editing a macro line executing blackout for the grand master does not crash the software anymore. | | Selecting a group after selecting manually different fixtures put the fixtures of the group at the same starting point in the grid as the manual selection had. This bug is fixed. Selecting fixtures by calling a group puts the fixtures into the grid starting at the current position of the grid cursor. | | Opening the calculator of an attribute that had a lot of channel sets (65 k) crashed the console. This bug is fixed. Opening the calculator of an attribute with a lot of channel sets does not cause a crash any longer. | | The wrong channel function could be active on attributes that are following mode dependencies if the from and to values of the mode dependency had a small range while the encoder controlling the mode master was set to coarse resolution. This bug is fixed. Mode followers will have the correct channel function active even if the encoder of the mode master attribute is set to coarse. | | The store settings were not reset to default when executing a clear command via macro or typing it manually in the command line. This bug is fixed. Executing any clear command via any command cell or by typing it in the command line. | | When moving a preset that was used in a recipe, that value drop-down of the recipe editor did afterwards not offer the feature group anymore the moved preset is part of. This bug is fixed. The value drop-down in the recipe editor offers always all available feature groups in order to choose presets from. | | The console crashed when moving recipes in a cue or preset. This bug is fixed. Moving recipes in a preset or cue works. | | When using the dimmer wheel shortly behind with different fixtures selected, the value change of the second selection started at the starting value of the first selected fixtures. This bug is fixed. When using the dimmer wheel the dimmer value starts to change from the current value of the fixtures onwards. | | The Scroll Lock LED on grandMA3 consoles did inform the user about the current state. This bug is fixed. The Scroll Lock LED works again. | | It was not possible to move a fader over time when using grandMA3 onPC on Apple Silicon hardware. This bug is fixed. Executor 201 At 0 Fade 5 for example is now also possible on Apple Silicon hardware. | | The views of the default user profile and of copies of the default user profile could be overwritten by the default views when loading a new show and then loading the former show again. This bug is fixed. The default views are only initialized when starting a new show. | | Importing user profiles by using the Import/Export menu could crash the software when it tried to import onto the default user profile. This bug is fixed. Importing user profiles onto the default user profile is prohibited. | | Copying an agenda event that had no object assigned, had the Root object assigned when pasting it. This bug is fixed. Copying empty agenda object copies them 1:1. | | The software could crash when trying to use the CommandCall() function for the root object in a plugin, but outside of the main function. This bug is fixed. The software does not crash anymore when using the CommandCall() function outside the main function of a plugin. | | The software could crash when a connected drive reported a size of 0 bytes while using the backup menu. This bug is fixed. USB drives reporting a size of 0 bytes do not crash the software anymore. | | It was not possible to delete an empty layout while being in a different world than world 1. This bug is fixed. Empty layouts can be deleted, also when being in another world. | | Processing units kept values cleared when saving a show file, clearing the programmer and then loading the show file with the programmer values again. This bug is fixed. Loading a show file restores the correct programmer values, also on processing units. | | The software crashed when deleting a sequence that was assigned to Xkeys and where the used executor configuration was set to be higher or wider than 1. This bug is fixed. Assigned sequences on Xkeys can be deleted without crashing the software. | | The software crashed when the user tried to use the color picker with a fixture where the intensity of the emitters was very small. This bug is fixed. The color picker does not cause a crash anymore when a fixture type as unusual emitter intensities set. | | The software crashed when the user tried to edit the assigned movement or target space of a MArker fixture by editing the MArker fixture itself. This bug is fixed. It is only possible to change the assigned spaces of MArker fixtures when being in the Patch menu. | | It was not possible to enter the command Next Step into a command cell, for example in a macro. This bug is fixed. Next Step as command can be entered again into command cells. | | IfOutput, IfActive, and IfProg did not select instances of multi-instance fixtures. This bug is fixed. Multi-instance fixtures get selected when using IfOutput, IfActive, or IfProg. | | When toggling a grouping fixture and a child of the grouping fixture, only these two fixtures were toggled. This bug is fixed. Toggling grouping fixtures toggles all children of the grouping fixture. | | When moving a fader after a page change, it could happen, that the fader did not recognize the movement and wanted to go back to its previous position. This bug is fixed. A fader should not work against the movement done by the user. | | The software could crash when feature groups were switched and the maximum amount of 32 768 channel functions in the show file was exceeded. This bug is fixed. The limit of allowed channel functions was increased to 65 535. The software does not crash anymore when changing feature groups while the limit is exceeded. | | Deleting a locked sequence that is played back let the pop-up appear that warned the user that the object to be deleted has references that may affect the output. This bug is fixed. Locked objects cannot be deleted, and therefore the locked error message appears directly in the command line. | | Step appeared again and again in the command line when pressing MA + X5 \| Step and releasing MA first and then X5 \| Step and then pressing Clear. This bug is fixed. No keyword should appear in the command line when pressing Clear. | | Deleting layout elements, while not being in the setup mode with the layout window, deleted the assigned object of the layout element, too. This bug is fixed. Deleting layout elements is only possible when the layout window is in setup mode. | | Exporting plugins that were created in the grandMA3 software did only export a XML, and did not create the corresponding Lua file. This bug is fixed. Plugins that were created in the grandMA3 software are exported as XML files which contain the content of the plugin encoded in Base64. Plugins that were created in the grandMA3 software, where the user entered a FileName manually, a XML file and a corresponding Lua file will be created. |   ### Connections [Section titled “Connections”](#connections-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When changing the readout temporarily in a calculator of the In & Out menu, the entered value was not interpreted for the new readout. This bug is fixed. The entered value of calculators in the In & Out menu is applied respecting the temporarily changed readout. | | NDI input could have interchanged red and blue colors. This bug is fixed. The input of NDI streams is now checked in which color format the data is received and does not interchange red and blue anymore. | | When the name of a PSN tracker changed in the PSN stream, the new name would not be recognized by the grandMA3 software. This bug is fixed. Changing the name of a PSN tracker on the PSN sender changes also the name of the tracker in the PSN menu of grandMA3. | | When connecting an external monitor while the console or onPC was locked, the new display would not display the desk lock. This bug is fixed. Connecting new monitors display the desk lock information when it is active during the connection process. | | When a station changed its status to IdleMAster it could happen, that Art-Net or sACN were not output, though Send If IdleMaster for the corresponding protocol was enabled. This bug is fixed. Stations that are IdleMAster send out DMX network protocols when they should do. | | RDM did not work with fixtures that were connected to a grandMA3 xPort node or a processing unit. This bug is fixed. RDM works again with xPort nodes and processing units. | | It was not possible to delete the gateway entry of an interface. This bug is fixed. Gateways IP of interfaces can be deleted. | | The connected stations of a session did not display the Sender IP of a PSN system. This bug is fixed. The PSN menu displays the Sender IP on all stations of a session. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When saving and loading a show file the set DMX curves in attributes in fixture types were lost. This bug is fixed. Saving and loading a show files preserves the DMX curves in fixture types. | | Exporting an MVR from the Live Patch did not work. This bug is fixed. Exporting MVRs is possible also when being in the Live Patch menu. | | The source column of fixture types that were imported from an MVR file displayed “2”. This bug is fixed. Fixture Types imported from an MVR file display “GDTF” as source. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The allowed input range in the calculators for Acceleration and Deceleration was set to -100 % to +100 %. This bug is fixed. The allowed value input range for Acceleration and Deceleration matches now the limits of the encoders: -3 200 % to 3 200 %. | | Phasers restarted when changing their speed. This bug is fixed. Phasers change to their new values without restarting when adjusting the phaser layers. |   ### Playback [Section titled “Playback”](#playback-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When flashing the temp fader of a sequence via a DMX remote, MIDI remote, DC remote from 0% upwards, the sequence did not play back. This bug is fixed. Remote input to the temp fader of a sequence controls the sequence in all situations. | | When dimmers decreased in a cue, and tracking was disabled in the sequence, the normal cue timing was applied. This bug is fixed. When dimmers decrease in a non-tracking sequence, the out timing is applied. | | Assigning a preset to an executor could later not playback the preset via the executor when the preset was played back via the preset pool at the time of the assignment. This bug is fixed. Selective presets can always be played from executors. | | Going to the next cue during a partial crossfade did not release attributes when they had to release. This bug is fixed. Attributes that should release in the next cue, are now released after a not finished crossfade with an addition Go+ into the cue. | | The applied output filter for preset playbacks excluded the fixtures of the output filter. This bug is fixed. The output filter for preset playbacks includes the fixtures of the filter and excludes all other fixtures. | | When playing back a cue with phasers and then moving up the fader, the phaser could be out of sync. This bug is fixed. Playing back cues with phasers keeps the attributes in the phaser in sync. | | Attributes that were set to Snap faded when using a crossfade functionality, for example ProgramXFade or ExecutorXFade. This bug is fixed. Snap attributes are always snapping when a crossfade is performed. | | When initializing a cue, for example after updating it, that was output at the same time, the command set in the cue was also executed again. This bug is fixed. Cue commands are only executed when starting the cue. | | Oopsing the value change of an attribute on a connected console did not update the DMX output. This bug is fixed. DMX output follows the value change, also when oopsing attribute changes of a connected station. | | When fixtures faded to a new position with stomped phasers, the fixtures first moved towards a wrong position before they started to fade to their correct and new position. This bug is fixed. Stomping a phasers to a new position lets the fixtures move correctly and straight to their new position. | | When tracking a relative phaser the phaser could restart every time going into a new cue. This bug is fixed. Tracked phasers do not restart when going into a new cue. | | When starting a playback again while the fade of the OffCue was running, the output values would jump. This bug is fixed. The output values of a playback do a smooth transition when starting the playback again while the fade of the OffCue is running. | | When changing the speed of a preset playback using the encoder of the executors in row 300 or 400, while the executor time was active, faded the speed down to 0. This bug is fixed. Changing the speed of preset playbacks on 300 and 400 executors is also possible when the executor time is on. | | When stomping the playback of a relative phaser by starting a new playback, the fixtures moved in an unexpected direction before going to their static value. This bug is fixed. Stomping the playback of relative phasers moves the fixtures directly to their new value. | | Played back presets could not be switched off anymore when the preset was changed from being selective to global or universal. This bug is fixed. Global and universal presets can be switched off when their playback was started when they were selective. Starting a playback of global or universal presets is not possible. | | When switching off a XYZ playback with a fade time in the OffCue, the fixtures always flipped during the fade. This bug is fixed. Fixtures only flip during the fade of an OffCue of a XYZ playback when it cannot be avoided. This depends on the current pan/tilt value combination the fixtures have and to where they should fade. |   ### Windows [Section titled “Windows”](#windows-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Closing the Edit Encoder Bar menu brought the user back to different locations depending on whether you pressed ESC or tapped X. This bug is fixed. Closing the Edit Encoder Bar menu brings the user back to the User Profile menu. | | When opening the dropdown for an interface in the output configuration, the Auto entry was always highlighted. This bug is fixed. The currently selected interface will be highlighted when opening an interface dropdown in the output configuration. | | When switching off a sequence and the Content Sheet was set to Cue Mode Next, the next cue that would be played back when starting the sequence again was not displayed. This bug is fixed. The Content Sheet displays always the next cue when Cue Mode is set to Next. | | When disabling and enabling the encoder bar of the color picker, the Mode was reset to Auto. This bug is fixed. When opening the color picker encoder bar again the Mode is remembered correctly. | | While dragging a lasso in a layout window doing a right-click the lasso frame did not disappear anymore until clicking one more time into the layout window. This bug is fixed. Right-clicking in the layout window while dragging a lasso removes the lasso frame now. | | When changing the WingID of a module, the content of the corresponding letter box display did not follow to the new WingID. This bug is fixed. Letter box displays follow with their conent to the new WingID when it is changed. | | When presets were played back from sequences the attributes in the fixture sheet did not display a preset marker. This bug is fixed. Preset markers are displayed when playing back presets in sequences. | | When entering the layout editor and column filtering was active, two lines of filters could appear. This bug is fixed. The layout editor displays only one row of filters. | | When having the layout encoder bar or the 3D encoder bar open the screen encoder was not accessible. This bug is fixed. The screen encoders are available when the layout encoder bar or the 3D encoder bar active. | | The Pos X, Pos Y, Width, and Height encoder were not available for layout elements that had something else than a fixture assigned and when the Arrangement was set to Camera. This bug is fixed. The position and size of layout elements can be changed even if the Arrangement mode is set to Camera. | | When a preset or cue was updated and the update menu stayed open, the settings of the update menu were reset to their defaults. This bug is fixed. The settings of the update menu are kept as long as the update menu is open. They are reset when closing and opening the update menu. | | The order of the tabs in the Object section of the assign menu was different between the different supported operating systems, and the order could change with every start of the grandMA3 software. This bug is fixed. The tabs in the Object section of the assign menu have a fixed order. | | The fixture sheet displayed parked fixtures when enabling Prog Only. This bug is fixed. Prog Only enabled in the fixture sheet displays only attributes and fixtures that are in the programmer. | | The entered show file name was reset to the current show file name when changing the drive in the Save As dialog of the backup menu. This bug is fixed. The desired show file name is not discarded when changing the selected drive in the backup menu. | | The plugin editor was not readable when using the daylight color theme. This bug is fixed. The plugin editor is useable, also when using the daylight color theme. | | The content sheet displayed tracked values in cyan color when a different user profile than the default one was used. This bug is fixed. The content sheet displays the correct tracking colors no matter which user profile is used. | | Tapping fixtures several times in the Content Sheet, DMX Sheet, or Layout View toggles the fixtures in the programmer. This bug is fixed. It is not possible to toggle fixtures by tapping them several times in the Content Sheet, DMX Sheet or Layout View. | | When hovering the buttons of the timecode editor or the timecode encoder bar, icons on these buttons changes their color to white. This bug is fixed. Hovering buttons in the timecode editor or the timecode encoder bar does not change the color of icons anymore in order to identify their states all the time correctly. | | When starting to slide in the + or - area of an MAtricks slider, and releasing the finger within the same area, the displayed value was not applied. This bug is fixed. Sliding and releasing in the MAtricks sliders applies the displayed values. | | The text alignment of some cells was unfortunate for a good readability. This bug is fixed. The Command Cells in Sequence Sheet, Macro editor, and Agenda, the cells Fixture Type, Mode, Layer, and Class in the Patch menus are displaying their values aligned to the left. | | Toggling the criterions in the recipe editor, or attributes in the filter editor toggled other elements in the editors when using Apple Silicon hardware. This bug is fixed. Clicking on toggle buttons when using Apple Silicon hardware toggles the clicked button. | | When having the layout editor open and then editing a different layout, the layout editor still displayed the content of the formerly edited layout. This bug is fixed. Layout and macro editor display the correct content when editing elements, also when changing to a different object and keeping the editor open. | | The fixture sheet changed the font color of attributes to yellow (playback from a different user), also when the values were still coming from the selected sequence. This bug is fixed. Font colors of attributes indicates always if the values are coming from the selected sequence (green, cyan, white, or purple) or if they are coming from a non-selected sequence (yellow) no matter which user plays back the sequence. | | The sequence sheet in track sheet mode displayed the wrong cue part ID, when the cue was collapsed while the value was not stored in part 0. This bug is fixed. The attribute cells in the sequence sheet display the correct cue part ID when the cue is collapsed. | | The faders in the color picker could go crazy when having two or more color picker windows open at the same time. This bug is fixed. Having two or more color picker windows open at the same time does not let the faders in the color picker jump around. | | The unpatched section in the Split By view of the patch menu hides fixtures that had not all of their DMX breaks patched. This bug is fixed. Unpatched are all fixtures that have not all of their DMX breaks patched. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. Deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Recast will only recast presets to cues if there is a preset link in the absolute layer. Deleting, changing, moving, or exchanging objects while a Global Preset Update is processing is not yet fully supported for the following object types:\ -Data Pools\ -Presets (Selective, Global, and Universal)\ -Sequences\ -Cues, Cue Parts\ -Recipes\ ​The red indicator in the MA logo of the command line appears when a Global Preset Update is currently processing! The time needed for the process depends on the size of the show file and the number of references between objects. Loading show files that were saved in previous versions deletes the programmer content. # Release Notes 1.9 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v1_9/#h2__1435677565) * [Bugfix Version 1.9.7.0](/grandma3/2-3/key_rn_v1_9/#h2__344179064) * [Other Enhancements](/grandma3/2-3/key_rn_v1_9/#h2_1198082799) * [Changes](/grandma3/2-3/key_rn_v1_9/#h2__656690415) * [Bug Fixes](/grandma3/2-3/key_rn_v1_9/#h2__146634055) * [Bugfix Version 1.9.3.3](/grandma3/2-3/key_rn_v1_9/#h2__1345613001) * [Bugfix Version 1.9.3.1](/grandma3/2-3/key_rn_v1_9/#h2_1786554881) * [Other Enhancements](/grandma3/2-3/key_rn_v1_9/#h2_400753621) * [Changes](/grandma3/2-3/key_rn_v1_9/#h2_332896111) * [Bug Fixes](/grandma3/2-3/key_rn_v1_9/#h2__1824648617) * [Release Version 1.9.2.2](/grandma3/2-3/key_rn_v1_9/#h2__1841879015) * [Features](/grandma3/2-3/key_rn_v1_9/#h2_727740091) * [Windows](/grandma3/2-3/key_rn_v1_9/#h3__1683156125) * [Quickeys](/grandma3/2-3/key_rn_v1_9/#h3_268725800) * [Notes](/grandma3/2-3/key_rn_v1_9/#h3_1601836855) * [Timers](/grandma3/2-3/key_rn_v1_9/#h3_412597360) * [Layouts](/grandma3/2-3/key_rn_v1_9/#h3__188810639) * [Graphics](/grandma3/2-3/key_rn_v1_9/#h3_1921435161) * [Phasers](/grandma3/2-3/key_rn_v1_9/#h3_1777432350) * [Filters](/grandma3/2-3/key_rn_v1_9/#h3_271449867) * [Backup Menu](/grandma3/2-3/key_rn_v1_9/#h3_1498318733) * [Title Bar Buttons](/grandma3/2-3/key_rn_v1_9/#h3__1221436992) * [Patch](/grandma3/2-3/key_rn_v1_9/#h3__1205445558) * [Encoder Bar](/grandma3/2-3/key_rn_v1_9/#h3_2107302277) * [Tracking](/grandma3/2-3/key_rn_v1_9/#h3_1174079095) * [XYZ](/grandma3/2-3/key_rn_v1_9/#h3__1797581261) * [3D](/grandma3/2-3/key_rn_v1_9/#h3_1895667430) * [Other Enhancements](/grandma3/2-3/key_rn_v1_9/#h2_827051770) * [Changes](/grandma3/2-3/key_rn_v1_9/#h2__242929343) * [Bug Fixes](/grandma3/2-3/key_rn_v1_9/#h2__628412833) * [Appendix](/grandma3/2-3/key_rn_v1_9/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v1_9/#h2__1852571500) ***   ## []()Get Started  [Section titled “Get Started ”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the MA Lighting website. If you want to learn the grandMA3 software step by step, please join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. **Hint:**\ The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down.  ***   ## []()Bugfix Version 1.9.7.0 [Section titled “Bugfix Version 1.9.7.0”](#bugfix-version1970) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Command Line History window displays a command line input when Show Command Line is enabled.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated the MA Startshow and the grandMA3 Demoshow.\ Added new symbols to the Symbols library.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) In the Network menu, your station name, type, IP, and version are shown in green for easier identification.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MIB: * MIB also works with multi-instance fixtures that have a dimmer in the main fixture and have a dimmer in their subfixtures. * Attributes will be MIB’ed if they run a relative phaser as soon as the dimmer opens. * MIB works in cues that have several cue parts where the dimmer is stored in a later cue part than the attributes that should be MIB’ed.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Total reference update and Ownership: * A Total Reference Update progress bar appeared when you created a new object in a pool while another object of the same pool was owned by another station. * When multiple users work in same data pool, the ownership functionality allows the user to create new objects, move, copy, delete, or oops already created objects within the same pool. * The ListOwnership command now displays detailed information about the children of an object ownership. * The lock symbol uses two colors to indicate the state of the ownership:  * Yellow: Indirect ownership. For example, when a user edits a macro line the macro itself is indirectly owned. * Red: Direct ownership. This object is being edited directly by a different user.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Software Update menu now includes a Trademarks tab. It lists all trademarks of the grandMA3 software. ***   ## []()Changes [Section titled “Changes”](#changes) * The default mesh of a pigtail has changed. The pigtail of a fixture is now visualized as a cyan cube. The visualization of pigtails can be disabled in the window settings of the 3D viewer. Find the property “Show Pigtails” in the “Misc”-tab. Default: enabled. * Discard Update and Cancel Shutdown in the shutdown pop-up changed to Discard Update and Shutdown after receiving a software update. * If an absolute and a relative preset, both containing MAtricks, are used together, the MAtricks in the absolute preset will be used as their foundation. Any MAtricks setting that is missing in the absolute preset but which exists in the relative preset will be completed by the setting of the relative preset. * Trailing empty steps in the programmer that do not contain absolute or relative values are not output on the stage and also no longer stored or updated in cues.   * Trailing empty steps can be stored in presets as template presets, however trailing empty steps will not be output on stage if selective presets are running in playback mode. * The focus in the clone pop-up is set to Low Priority. * The default link timing settings are changed to single and active only is disabled.  ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The attribute Gobo\*PosShake was not visualized. This bug is fixed.  | | The 3D Positions area in the Patch menu did not display the purple preview boxes for fixtures when using the Arrangement mode in the encoder bar. This bug is fixed | | Gobo Rotation (Gobo\*PosRotate) was not visualized correctly in both directions in onPC running on Apple with M1 chip. This bug is fixed. | | There would be a position offset between the origin of the beam and the lens if the property “Multi Led Beam Mode” of a Render Quality was set to “Single Beam Mean Color” or “Single Beam Dynamic Gobo” in some cases. This bug is fixed. The origin of the beam does not move any longer when moving the head of a fixture using the tilt. | | If grandMA3 onPC Windows ran on stations equipped with Radeon RX- 5000 / 6000 graphics card series, the beams would not be properly displayed in 3D. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tapping several objects in a data pool that was not selected, for example for a command, created a wrong command. This bug is fixed.  | | The software would crash If you sorted using the Appearance column in the layout editor. This bug is fixed.  | | If you started a new show and Clear Output Stations was enabled, there would be no DMX output as the Connector Configuration would be completely cleared. This bug is fixed. Enabling Clear Output Stations when starting a new show deletes all entries in the Connector Configuration and creates a new entry for the own station.  | | Knockout did not respect the defined layer. | | At Default did not respect the color readout of the user profile. This bug is fixed. When the encoder bar is set to CMY instead of RGB, At Default will set the values inverted to the RGB default values. | | The software would crash if the fader of an empty executor was moved via command line. This bug is fixed. | | It was possible to delete your own station from the Connector Configuration menu. This bug is fixed. | | Keyboard shortcuts did not trigger Macros assigned to Xkeys. This bug is fixed. | | When several commands were separated using semicolons within one command cell, for example in a macro, some of the commands would not be executed if there was a semicolon followed by a space. This bug is fixed. | | Creating a recipe would cook global data instead of selective data of the preset that was used. This bug is fixed. | | The software did not complete the required Total Reference Update process when oopsing the edit of a preset. This bug is fixed. | | Excluding fixtures recursively in a recursive fixture selection, for example, Fixture 1 Thru 3. - Fixture 2. did not work. This bug is fixed.  | | In Timers, the stopwatch assigned to an executor could show the wrong time. This bug is fixed. | | When a session with a time code generator was disconnected and reconnected, the connected station’s timecode clock did not continue. This bug is fixed. | | On grandMA3 onPC for macOS the command key for selecting multiple items in a list did not work. This bug is fixed. | | If a group was labeled with shortcuts enabled, some key commands could accidentally end up in the programmer. This bug is fixed. | | Speed Masters did not offer the following button functions when assigned to an executor: Black, Flash, On, Off, and Toggle. This bug is fixed. | | If you imported a fixture in grandMA3 that on the other hand was exported in grandMA2, the system monitor would display a mismatch in the dependency count. This bug is fixed. | | If a new show was created and all checkboxes were checked, the EULA license would be displayed again. This bug is fixed. | | Calling a macro, executing the Load command and Goto did not work as expected in agenda. This bug is fixed.  | | Off on Overridden would not work properly in combination if the program time was enabled. This bug is fixed. | | Using the encoders in the tab Data Edit of the Sequence Sheet Encoder bar the software could crash. This bug is fixed. | | Output configurations stored in 1.9.2.2 could not be loaded in 1.9.3.3. This bug is fixed. | | When selectively storing fixtures in presets and the setting Grid Merge Mode was set to **Append X**, the grid positions were not stored correctly in the preset. This bug is fixed. | | Using only the absolute values of a preset that contains absolute and relative values, could add the relative values of the preset to the cue. This bug is fixed. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In MIDI Remotes, a ControlChange value of 0 did not trigger the event that was assigned to it. This bug is fixed. | | If the time was updated before a complete midi Timestamp, the timecode would jump on minute changes. | | When switching between NDI sources, the system monitor displayed error messages. This bug is fixed. | | When booting a console without a network cable connected, it could happen that not all modules were connecting properly. This bug is fixed. The boot process has been improved so that modules connect more reliably. | | When loading a show file and enabling the Output Stations checkbox, the Connector Configuration menu could be missing an entry for your own station. This bug is fixed. When loading a show file, your own station will always be added to Connector Configuration. | ### Patch [Section titled “Patch”](#patch) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fixture types with a complex geometrical structure would not display lens geometries in some cases if several DMX modes referenced the same geometrical chain. This bug is fixed. | | Set fixture types were exported to MVR using wrong dimensions from the internal fixture library. This bug is fixed.  | | The software would crash if you changed the DMX Curve of a realtime channel to a DMX Curve that did not exist using the command line. This bug is fixed. | | The software could crash when leaving the patch after deleting all unused fixture types. This bug is fixed. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Phasers would stop working if fixtures and fixture types were deleted in the patch. This bug is fixed. | | The software would crash if MAtricks were changed several times and fixtures were deselected in the phaser editor. This bug is fixed. | | Step keyword followed by a non-preset object created an empty step. This bug is fixed. | | It was possible to create multiple phaser steps without a selection or a value change. This bug is fixed | | When double-tapping a phaser preset with the MAtricks Transform setting set to Mirror, the mirroring of the values in the programmer got lost. This bug is fixed. | | When storing a mirrored phaser into a cue and the MAtricks Transform was not in the preset but directly in the programmer, the resulting values in the cue were stored with a reference to the used phaser preset. This bug is fixed. When storing a mirrored phaser into a cue, the values in the cue will be stored without a preset reference, as long as the MAtricks Transform setting is not part of the used phaser preset. In this version, when loading show files from v1.9.3.3 or prior, the preset references in such cue parts are automatically removed. Side Note: As part of the bug, changing anything in the patch, updating a preset, or loading a show file from a prior version, would not mirror the values in the cues. This only applied when the MAtricks Transform setting itself was not stored directly in the phaser preset. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Updating a step of a phaser preset that was played back by a sequence at the same time did not update the values of the step in the sequence. This bug is fixed. | | Pressing and releasing temp or flash buttons of executors started the sequence, but did not switch it off again on release. This bug is fixed. | | If an absolute and a relative preset were used in the same attribute, they could not be output using the programmer. This bug is fixed. | | A user with playback rights could not clear the programmer. This bug is fixed. | | It could happen that sequences kept running when switching them off after doing changes in the patch. This bug is fixed.  | | Running very fast phasers made values of steps sometimes to interfere with DMX calculation rate of the grandMA3 software. Hence, some steps could not appear on the output. This issue has been improved. When running very fast phasers, the software makes sure to output at least one DMX frame per step. | ### Windows [Section titled “Windows”](#windows) | Description | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | - | | The Sequence Sheet in Track Sheet mode displayed wrong feature graphics for phaser steps. This bug is fixed.  |   | | The screen encoder would flicker in the UI if you scrolled in the command line history overlay. This bug is fixed. | | | Numbers could flash briefly in the title bar of the Clock Viewer when two Clock Viewer windows were open at the same time. This bug is fixed. | | | If you moved your onPC window across different screens, a black gap would show in the title bar. This bug is fixed. | | | If the sequence was set to Notes and Commands only, it would not work in combination with Auto Scroll. This bug is fixed. | | | If a show was saved onto a USB flash drive using different file names many times, the console´s memory information was displayed incorrectly. This bug is fixed.  | | | The sequence sheet, set to track sheet did not show the correct color graphics for all steps of phasers. This bug is fixed. | | | The heading of the note area in the sequence sheet did not display cue point numbers correctly. This bug is fixed. | | ***   ## []()Bugfix Version 1.9.3.3 [Section titled “Bugfix Version 1.9.3.3”](#bugfix-version-1933) ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When executing ReloadUI via the Lua Cmd() function, the software crashed. This bug is fixed. Executing Cmd(‘ReloadUI’) in Lua returns an error and does not execute it. When you have to execute ReloadUI via a Lua function, use the CmdIndirect() function instead. For example Lua “CmdIndirect(‘ReloadUI’)”. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When storing non-cooked values to a preset or to a cue part that contains a recipe all values were marked as non-cooked. Therefore, when changing the recipe later, the values in the object were not updated. This bug is fixed. | | When playing back sequences while they will be changed in the background, for example by changing recipes, they could end up in a state where they could not be started again. This bug is fixed. | | When a playback is running a multi-step value, calling a single-step preset for that value into the programmer showed all steps from the playback. This bug is fixed. Calling a preset with a single-step value for an already running multi-step value will show only one step in the programmer for that value.  | ### Windows [Section titled “Windows”](#windows-1) | Description | | --------------------------------------------------------------------------------------------------------------------------- | | When loading a show file, empty view buttons could have the labels of the views of the former show file. This bug is fixed. | ***   ## []()Bugfix Version 1.9.3.1 [Section titled “Bugfix Version 1.9.3.1”](#bugfix-version-1931) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Content Sheet in Manual Mode and the Load/Goto pop-ups: Cues and cue parts cannot be expanded anymore to display the recipes of the cue.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Compare Color Theme tool: The label of the Export button and the title of the Export pop-up have been changed to better indicate which color theme to export.    ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the information when saving a show file and the disk space is full: * The Backup menu displays the disk space usage of the selected drive with different pulsating font colors. To learn more, read [Show File Handling](/grandma3/2-3/show_file_management/). * When booting the console, if the hard disk has less than 15 GB of free space, a pop-up will warn the user. To learn more, read [Show File Handling](/grandma3/2-3/show_file_management/). * When trying to save a show file and one of the drives used is full, the full disk warning pop-up informs the user on which drives the show file was saved and on which drives it could not be saved. To learn more, read [Save a Show File](/grandma3/2-3/sfh_save/). *** ## []()Changes [Section titled “Changes”](#changes-1) * When executing Kill for a sequence that is already running, Go+ is internally executed instead of On. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when fixtures were selected but not visible within the selected camera and the Selection to Selection Grid functionality was used. This bug is fixed. | | The Focus tool button was displayed on the tool bar in the same place as the Select tool. This bug is fixed. When the 3D is in Setup mode, the Focus tool is provided as a separate button. | | Making an additional lasso selection in the 3D after changing values in the programmer cleared the previous fixture selection. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Cloning to the correct subfixtures did not occur when cloning from one multi-instance fixture to another fixture of the same fixture type. This bug is fixed. | | When switching from one fixture to another, as well as when switching from the inner encoder to the out encoder or vice versa, the attribute could change its value from its default value. This bug is fixed. Changing fixtures, as well as switching from the inner encoder to the outer encoder or vice versa will cause the attribute value to change from its current value. | | The attribute encoders had a grayed-out value area when the patch contained fixtures without an ID. This bug is fixed. | | When copying a cue and the source cue had a recipe with a phaser additional cue parts were created on the destination cue. This bug is fixed. Copying cues with recipes no longer creates additional cue parts on the destination cue. | | When stomping fixtures, non-multi-step values on layers would be knocked in as hard values, even if a preset was set on that layer. This bug is fixed. Stomping now knocks in non-multi-step values on layers and respects the preset reference. Furthermore, non-multi-step values are knocked in as deactivated values, when they are not already active in the programmer. | | When deleting a recipe from a cue, the cue was not cooked automatically. This bug is fixed. Cues are automatically cooked when a recipe is deleted from the cue, so the cooked values will disappear from the cue. | | When editing a command field, where both types of quotation were used together, the last quote was deleted. This bug is fixed. | | Adding multiple executors by pressing them into separate commands within one command cell added a **+** before the second executor. This bug is fixed. Pressing, for example, Off Executor 201 ; Go+ Executor 202 results now correctly in the command Off Page 1.201; Go+ Page 1.202. | | Setting fixtures to their default values by executing At Default could crash the software. This bug is fixed. | | Pressing + + or - - always changed the dimmer value in steps of 10 values according to the current readout. This bug is fixed. + + and - - always changes the dimmer value in steps of 10%. | | Disabled attributes in the At Filter were ignored by the Phaser Editor. This bug is fixed. | | When having a color phaser active in the programmer and then using the color picker to change the color in step 1 cleared all other steps from the programmer. This bug is fixed. | | MArkers did not take the size of their assigned movement space into account but used the physical values of the XYZ attributes. This bug is fixed. | | Setting the appearance of a layout element to none, the former appearance was still displayed. This bug is fixed. | | When importing timecode shows, the start time of time ranges was not imported correctly if it was originally greater than one minute. This bug is fixed. | | The content of the assigned scribble was also deleted when the name of an object was deleted. This bug is also fixed. | | It was not possible to Oops the locking of some objects, for example, Cameras, Timers, ViewButtons, or Worlds. This bug is fixed. | | Copying and pasting a range of fixtures in the programmer would cause all fixtures to take the values of the first fixture in the list of source fixtures. This bug is fixed. | | If a plugin opened a pop-up that should be able to scroll, but had no target to scroll, the software could crash. This bug is fixed. | | When copying and pasting information in the programmer, the pasted values were not output for the target fixtures until the user deactivated the values. This bug is fixed. | | It could happen that the old values remained as values of another user’s programmer when clearing the programmer. This bug is fixed. | | It was possible to corrupt world 1. This bug is fixed. | | When editing the time of timecode events by using the calculator of the time encoder, relative changes were not applied correctly. This bug is fixed. The time calculator of the timecode encoder bar adjusts the time of events correctly, for example:\* + 2: Adds 2 seconds to all selected events. | * 2: Moves the first selected event to 2 seconds, moves all other selected events, and maintains the spacing between all events. | | When editing values of attributes using the Content Sheet, only the values visible in the Content Sheet were transferred over into the cue. This bug is fixed. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------- | | grandMA3 onPC could not start, when a USB device was connected that returned a length of 0 for its description. This bug is fixed. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Filters were reset to all attributes when attributes were added to the show or moved within the show. This bug is fixed. Changes to the attribute structure in the show do not enable all attributes in filters anymore. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | If very high values on the Speed layer were combined with very low values on the Width or Measure layers, the software could crash. This bug is fixed. | | Speed 1 was used on the Speed Master layer when importing Phaser presets from XML files created prior to v1.9. | ### Playback [Section titled “Playback”](#playback-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It could happen that the content of newly triggered cues was not played back. This bug is fixed. | | When switching off sequences, it could happen that the output of the sequence was still kept. This bug is fixed. | | Tracked attributes snapped to their values instead of using the cue timing when executing Goto or Go- on a sequence. This bug is fixed. | | OffWhenOverridden switched off playbacks when another playback for only a subset of fixtures was started, and all fixtures had active values in the programmer. This bug is fixed. | | When a cue was triggered while the previous cue was still in transition, the cue out timings were ignored. This bug is fixed. | | When changing the MAtricks of a preset, the new values did not respect the Transform setting, resulting in incorrect output. This bug is fixed. | | When switching off a preset with MAtricks Transform set to Mirror, the software could crash. This bug is fixed. | ### Windows [Section titled “Windows”](#windows-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Sequence Sheet could display the wrong order of tracked data within cue parts of the same cue. This bug is fixed. | | The Break cell in the Sequence Sheet displayed the Feature Group Indicator Bar when a world was set as a break that contained all attributes. This bug is fixed. When a world is set for break, the Sequence Sheet displays the Feature Group Indicator Bar only when the world does not contain all attributes. | | It was possible to select several entries in the Select and Import Update Files dialog of the Software Update menu. This bug is fixed. | | Editing symbols in the Symbols pool did not display a preview of the symbol before importing it. This bug is fixed. | | The Select Step encoder in the 2D Phaser Bar did not display the correct information when a step other than step 1 was selected. This bug is fixed. | | Tapping Save in the Save changes? pop-up after editing a note did not save changes. This bug is fixed. | | When typing into the note area in the label dialog, the input was only visible on the screen where the label dialog had the focus. This bug is fixed. The text input in the note area of the label dialog is now visible on all screens. | | Changing the note of a cue by using the Label dialog did not immediately display the new text in the Info window. This bug is fixed. | | The notes of automatically triggered cues were not displayed in the Info window, for example, Follow or Time triggered cues. This bug is fixed. | | The Timecode Viewer did not always display all tool bar buttons. This bug is fixed. | | The user interface could not display its contents if a drive other than drive 1 was selected while ReloadUI was executed or a station joined the session. This bug is fixed. | | When zooming into the timecode viewer or editor, events were always displayed. This bug is fixed. | | The content sheet could display wrong values. This bug is fixed. | | It was not possible to change the mode of windows if the window itself was very small, for example, the Color Picker or the Phaser Editor. This bug is fixed. | ***   ## []()Release Version 1.9.2.2 [Section titled “Release Version 1.9.2.2”](#release-version-1922) ## []()Features  [Section titled “Features ”](#features) The latest release of grandMA3 version 1.9.2.2 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### []()Windows [Section titled “Windows”](#windows-3) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release All windows have icons. The icons are displayed in the Add Window dialog and in the title bar or pool title object of each window. In addition, the Add Window dialog got rearranged. It has these tabs available: * Common: A fixed selection of commonly used windows. All these windows are also available in one of the other tabs. * Data Pools: All object pools that are part of a data pool for example Sequences, MAtricks, Groups, and more. * Presets: All preset pools. * Pools: All pools that are part of the show data or the user profiles. For example, Appearances, Users, Cameras, and more. * Tools: General windows for displaying show data. For example, 3D Viewer, Agenda Viewer, Timecode Viewer, and more. * More: All different bars, playback windows, or info and system related windows. For example, Align Bar, Playback Window, System Monitor, and more. * All: Lists all windows with the ability to search and filter. In most tabs the windows are grouped in categories. These categories are displayed when opening the Add Window dialog on a big screen. They are hidden when opening the Add Window dialog on the small screens (screens 6 and 7 of grandMA3 light and full-size). The Common tab is sorted by importance. The other tabs are sorted by type and within a type in alphabetical order.\ The buttons in the Preset tab display their corresponding feature group number in the top left corner of the button. Use the number address presets via command line.\ For more information, see [Preset keyword](/grandma3/2-3/keyword_preset/). Furthermore, some windows were renamed in order to provide consistent and comprehensive names. For more information, see [Add window](/grandma3/2-3/wvm_add_window/). ***   ### []()Quickeys [Section titled “Quickeys”](#quickeys) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Quickeys are pool objects that can have keys or functions assigned. Quickeys are stored in the Quickey pool window. Assign Quickeys to executors, Xkeys, or layouts. Or use them directly in the Quickeys pool.\ Quickeys that are latched, for example with the Quickeys that represent the MA keys, display the latch in a yellow font color. To latch a Quickey, tap and hold the Quickey, move the finger outside the pool object, and then release the finger. **Important:**\ The CLI (Command Line Interaction) is for Quickeys always disabled. The pool objects cannot interact with the command line, for example, Edit + tapping a Quickey cannot open the Quickey editor. To edit a Quickey execute the Edit command directly from the command line, for example, Edit Quickey 1. To enable CLI for the Quickey globally, tap CLI in the Quickey Pool Settings window of any Quickey Pool window. New Quickey keyword. For more information about Quickeys, see the following help topics: * [What are Quickeys?](/grandma3/2-3/quickeys/) * [Quickey Editor](/grandma3/2-3/quickeys_editor/) * [Use Quickey Pool Objects](/grandma3/2-3/quickeys_pool_objects/) * [Quickeys - Example](/grandma3/2-3/quickeys_example/) * [Quickey keyword](/grandma3/2-3/keyword_quickey/) ***   ### []()Notes [Section titled “Notes”](#notes) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Notes allow adding information to objects, for example, cues, presets, groups, macros, and macro lines. In cues, for example, they can tell the operator about important actions on stage in order to trigger the next cue.\ Each object that has notes available, has a Note button in its editor, or have a Note cell (for example, cues in the sequence sheet). For more information about notes, see the following help topics: * [Notes](/grandma3/2-3/notes/) * [Note keyword](/grandma3/2-3/keyword_note/) * [Info window](/grandma3/2-3/si_info_window/) * [ListReference keyword](/grandma3/2-3/keyword_listreference/) * [Timecode settings](/grandma3/2-3/timecode_settings/) * [Assign key](/grandma3/2-3/key_assign/) * [Keys](/grandma3/2-3/keys/) To display the notes of all cues at once, the sequence sheet can be masked accordingly: the Mask tab in the Sequence Sheet Settings has a Note available. Enabling only the Note mask and disabling all other masks display only the notes. It is also possible to combine the different masks with the Note mask. The setting Line Height allows to define the height of a line in the sequence sheet. In case of having notes with multiple lines, Line Height can be changed in order to see the full note. The value **Auto** dynamically changes the height of each row to display the full note. To enter a new line in a note when using the command line, type the escape character \n in the command line.\ To enter the note\ *This note\ uses two lines.*\ via command line to group 2, type: User name\[Fixture]> Note Group 2 “This note\nuses two lines.”   The label dialog displays also the notes area always. ***   ### []()Timers [Section titled “Timers”](#timers) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Timer pool object allows to be configured as a stopwatch or as a countdown. For example, to stop times during rehearsals in order to set up a fade time that matches the movements on stage. Or to countdown a time in order to inform the operator when they should pay attention to the actions on stage in order to trigger the next cue on time. For more information, see the following help topics: * [Timers](/grandma3/2-3/keyword_timer/) * [Timers - Stopwatch](/grandma3/2-3/timers_stopwatch/) * [Timers - Countdown](/grandma3/2-3/timers_countdown/) * [Timer keyword](/grandma3/2-3/keyword_timer/) * [RunningTimer keyword](/grandma3/2-3/keyword_runningtimer/) * [MyRunningTimer keyword](/grandma3/2-3/keyword_myrunningtimer/) * [Running playbacks](/grandma3/2-3/executor_running_playbacks/) * [User settings](/grandma3/2-3/user_settings/) * [Clock window](/grandma3/2-3/si_clock/) When a Countdown Timer is displayed in the clock window, a descending progress bar at the bottom of the window indicates also the remaining time.\ Expired countdown timers display the time in green color in the Clock Viewer window. The Off Menu and the Running Playbacks window display the running timers. Therefore, tap Sequences repeatedly until it is set to Timers.\ The keywords **RunningTimer** and **MyRunningTimer** addressing running timers from all users, or only timers started from the own user profile. Timers can also be assigned to executors and be operated from the executors.\ With adding an executor configuration for timers, the existing executor configurations are retained. All executor configurations from pool object ID 15 upwards until the next empty pool object are shifted in the pool. This takes place when migrating show files from older grandMA3 versions up to v1.9.\ When loading a show, a timer that was running while the show file was saved is loaded in paused state. ***   ### []()Layouts [Section titled “Layouts”](#layouts) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * New value for appearances of a layout element: \ allows to use the appearance of the assigned object. * New properties Font Size and Text Size for layout elements. * New element property Full Resolution. * New layout property Markers and Value Colors. * Text on layout elements that is too long to display is cut off in a way so that the user does not see half-cut lines. This applies to labels of pool objects as well. * Setting layout elements to a dedicated font size will always display the text in the set size, no matter the zoom value of the layout. * The title bar in a Layout Viewer shows the data pool of the displayed layout. This information is only displayed if the layout is not part of the selected data pool. **Hint:**\ To see the same colors for values in a layout element as in the fixture sheet, assign a fixture with a dimmer in the layout element. The visibility for the value has to be enabled for the layout element, too.  For more information, see the following help topics: * [Edit layout elements](/grandma3/2-3/layout_elements_edit/) * [Edit layout](/grandma3/2-3/layout_edit/) * [Create a layout](/grandma3/2-3/layout_create/) ***   ### []()Graphics [Section titled “Graphics”](#graphics) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Feature Graphic\*\* \*\*is a setting in the Fixture Sheet, Sequence Sheet, and the Content Sheet. The attributes of the features Dimmer, Position, Gobo, and Color can have a small symbol displaying a graphic representation of the attribute values. These symbols can be shown or hidden by enabling or disabling the setting Feature Graphics in the context menu of these windows. For instance, the dimmer value is represented by a dimmer bar. The position values are represented by a crossed vertical and a horizontal line. Gobo attributes are displaying a small image of the gobo. Colors are displayed as small squares displaying the colors next to each color feature. The settings Fixture Graphic and Fixture Graphic Source are available in Fixture Sheets. They define which kind of icons are displayed in front of the Name cell of each fixture. Both settings are also located in the context menu of the fixture sheet. Resizing the Name column to a small size will hide the icon. That happens when only the icon is visible in order to see the fixture name. Fixture Graphic has these values: * **None**: No icon will be displayed. * **Flip**: Only the flip indicator bar will be displayed. * **Simple**: The combined intensity and color output of the fixture is displayed in a square icon. * **Gobo**: The intensity and color output of the fixture is displayed combined with the used gobo. Fixture Graphics displays only the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. In all cases, except None, the Flip Indicator Bar will be displayed. It is displayed as a vertical bar with a white rectangle in it. The position of the rectangle in the flip indicator bar indicates the user in which flip area (combination of pan/tilt values) the fixture is located right now. The bigger the physical range of pan and tilt of a fixture type is, the more combinations of pan and tilt values are possible that point to the same position on stage. With the setting Fixture Graphic Source the user can define which values are taken in order to visualize the values in the icons of the Fixture Graphic setting. These are the different values of Fixture Graphic Source: * **Auto**: The values are visualized accordingly to the selected layer of the Layer Toolbar. * **Value**: The icon displays the output of the Absolute Layer and the Relative Layer. * **Output**: The values are visualized accordingly to the Output Layer. * **DMX**: The values are visualized as the resulting DMX values. ***   ### []()Phasers [Section titled “Phasers”](#phasers) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The phaser layer SpeedMaster allows defining per attribute to which master of the type speed the phaser should adapt its speed to.\ By turning the SpeedMaster encoder or opening the calculator for an attribute on this layer, one of the 16 available masters of the type speed can be selected.\ The value of the speed layer is combined with the value of the selected master of the type speed.\ These values are also stored into presets and cues/cue parts. The speed indicator on executor labels and special executor labels of assigned speed masters is bigger and moved into the vertical center of the executor label. The SpeedMaster layer can be addressed by using the keyword SpeedMaster.\ For more information, see [SpeedMaster keyword](/grandma3/2-3/keyword_speedmaster/). With the addition of the SpeedMaster layer, the ProgramSpeed master was removed. The GrandSpeed master still exists but is not part of the Master Controls overlay and the Preferences and Timings menu anymore. The values on the SpeedMaster layer take precedence over Speed Master and Speed Scale settings of Sequence and Cue/Cue Part. Speed Masters can be paused. A paused Speed Master pauses all phasers used by the paused Speed Master. It is possible to stomp a range of fixtures or a group. For more information, see [Stomp keyword](/grandma3/2-3/keyword_stomp/). ***   ### []()Filters [Section titled “Filters”](#filters) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The At Filter and Filters can be configured to take layers into account when storing, updating, cloning, or Fixture At Fixture operations. Therefore, filters can have Absolute, Relative, Timing, and Phaser enabled or disabled in the Filter Editor. These buttons are located on the right side of the Filter Editor. In addition, filters that filter layers can also be used as Input Filters for Presets, Preset Pools, or Sequences.\ Furthermore, layer filtering works also when specifying such a filter in an If statement. Example: Requirement: Create filter 42 which has only Relative in the layer section and all attributes enabled. Select a fixture, and activate absolute, relative, fade and delay values for Dimmer and Zoom.\ To store only the relative value into cue 3 of the selected sequence, and without selecting the filter in the pool beforehand, type: User name\[Fixture]> Store Cue 3 If Filter 42 **Known Limitation:**\ \- Using filters as Output Filters ignores layer filtering.\ \- Using filters for Break ignores layer filtering.\ \- Knocking in values does not take the layer filters of the At Filter into account. For example, when using At Preset or At Cue syntax. ***   ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * When the Content Sheet is set to Cue Mode ‘Manual’, empty cues are displayed in a darker background and text. The Sequence Sheet does the same. * The screen encoder can scroll through the list of cues when Cue Mode is set to ‘Manual’. Therefore, the Content Sheet displays the selected cue immediately. * The list of cues in Cue Mode ‘Manual’ displays the currently active cue (not the displayed one) with a green frame around its row. * When the Cue Mode is set to ‘Manual’ and Show Parts is active, tapping a Part cell of a cue with different cue parts, unchecks all other parts of the cue, and displays only the data of the selected cue part. * When a cue is collapsed, a red text “DUP” in the bottom right corner of an attribute cell indicates, that there is duplicate data stored in different parts of the cue. This indicator is displayed in the Sequence Sheet (when Track Sheet is enabled), too. * The performance of the Content Sheet improved. ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release It is possible to define the loaded segments of a show file. There are four show file segments available: * Show Data * Local Settings * Output Stations * DMX Protocols For more information, see [show file handling](/grandma3/2-3/show_file_management/). The data of the currently loaded show file will be kept for these segments, where the checkbox buttons are not enabled. The option keywords **/NoShowData**, **/LocalSettings**, **/OutputStations**, and **/DMXProtocols**, can be combined with the LoadShow keyword and NewShow keyword. When executing a LoadShow command without specifying an additional option keyword, it will load only the Show Data of the show file. For more information, see the following help topics: * [/LocalSettings](/grandma3/2-3/ok_localsettings/) * [/NoShowData](/grandma3/2-3/ok_noshowdata/) * [/OutputStations](/grandma3/2-3/ok_outputstations/) * [/DMXProtocols](/grandma3/2-3/ok_dmxprotocols/) * [/All](/grandma3/2-3/ok_all/) * [LoadShow keyword](/grandma3/2-3/keyword_loadshow/) * [NewShow keyword](/grandma3/2-3/keyword_newshow/) **Important:**\ To be able to use this feature, the show file needs to be saved with grandMA3 v1.9 or higher first. Show files saved with grandMA3 v1.8.8.2 or prior do not contain the Station Settings, Output Configuration, and DMX Protocols.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The folder Template Shows allows only to load template show files. For more information, see [show file handling](/grandma3/2-3/show_file_management/).\ For example, in theaters where a show file with all essential objects exists, and nobody should destroy it by mistake, and every user should be able to load this show file and work in a copy of the template show file. Learn more about the grandMA3 folder structure in the [Folder Structure topic](/grandma3/2-3/fm_folder_structure/). Furthermore, the /Type option keyword with the value “Template” can be used to load template show files via command line. For more information, see [/Type option keyword](/grandma3/2-3/ok_type/). ***   ### []()Title Bar Buttons [Section titled “Title Bar Buttons”](#title-bar-buttons) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Every window with a title bar, except the following, allow configuring the availability of buttons in the title bar of the windows:\ Agenda Viewer, At Filter window, Clock Viewer, Command line History window, Custom Master Section window, Help window, Info window, Message Center window, Programmer Parts window, RDM Devices Viewer, Running Playbacks window, Selection Grid window, Sound Viewer, System Info window, System Monitor window, Timecode Viewer, and Trackpad window. This is configurable per user profile. To configure the title bar buttons, follow these steps: 1. Open a window with a title bar, for example the Fixture Sheet. 2. Tap MA in the left corner of the title bar. 3. The context menu opens. 4. Enable Edit Title Bar in the title bar of the context menu. 5. The available buttons change their style: * In the bottom left corner, a Yes or No indicates if this button is enabled to be displayed in the title bar. Furthermore, when it is enabled, the font color turns yellow. * The yellow number in the bottom right corner indicates the position of this title bar button in the total order of the visible title bar buttons. * Unavailable buttons for the title bar will be grayed out. 6. Enable or disable the settings you want to have in the title bar. The order of enabling the settings defines the order of the buttons in the title bar. The buttons will be set from right to left in the title bar.\ It is possible to change the order of the title bar buttons within the Title Buttons tab. This tab will be displayed when Edit Title Bar is enabled.\ The Title Buttons tab displays a list of buttons, that are active for the title bar. The selected entry can be moved up or down in the list. This changes the order of the buttons in the title bar.\ It is here also possible to remove single buttons or all buttons from the title bar, or to load the default again. When Edit Title Bar is enabled, a gray number in the tabs of the context menus indicates for how many settings a title bar button can be enabled. ***   ### []()Patch [Section titled “Patch”](#patch-2) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Enabling Show 3D Positions in the title bar of the Patch or Live Patch menu opens a 3D area on the right side of the patch menu. Selecting fixtures there allows to directly position them while being in the Patch menu. Therefore, the 3D encoder bar appears when setting the focus into the 3D area. By tapping and holding the vertical divider between the patch area and the 3D area it is possible to change the size of the 3D area. Tapping 3D Positions Settings opens a context menu. It allows to change the settings of the 3D area. The Misc tab offers these settings: * **Wireframe**: Enables the rendering of the 3D scene as wireframe. By default this setting is disabled. * **Beam**: Changes the visualization of the beam. Available values are “Simple” and “Line” (Default: Simple). * **BodyQuality**: Changes the visualization of the fixture body. Available values are “Box”, “Standard”, and “Ultra” (Default: Standard):  * Box: The whole bounding box of the fixture is visualized as one box. * Standard: The fixture is visualized with its original meshes until the vertex limit of 1 200 vertices is reached. If the overall vertex count of the fixture exceeds 1 200 vertices, the fixture is visualized with default meshes. * Ultra: The fixture is visualized with its original meshes no matter of its vertex count. A description of the settings of the tab Label can be found in the [3D topic](/grandma3/2-3/patch_3d_viewer/#toc_header_anchor_8). **Hint:**\ Body quality is not considered for environmental fixture types. Environmental fixture types are always rendered with their original meshes. The selection in the 3D Positions area is synchronized with the selection in the grid of the Patch menu. The dimmer of selected fixtures is visualized with an output of 100 % in the 3D area. The zoom of a fixture is visualized with the default value of the zoom attribute. Or respectively with the value of the Beam Angle of its Beam Geometry, if a fixture does not have a zoom attribute. Other functions of the fixture (for example color, iris, or gobo) are not visualized in the 3D area in the patch. **Hint:**\ Fixtures in the 3D Positions area do not visualize the current show output. For this purpose use a 3D window outside of the Patch or Live Patch.   To adjust static fixtures (all fixtures that do not have a pan or tilt attribute), towards a position in the 3D stage, use the focus tool (![](/img/grandma3/2-3/icon_focustool_fixed_15_v1_9-8cdf11.png)).\ To do so: Select some fixtures, activate the focus tool, and then click the desired position in the 3D window. The fixtures will change their rotation towards this point. This tool is also in the 3D Viewer available when it has Setup enabled.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Subfixtures get the names of their geometries assigned when patching new multi-instance fixtures. ***   ### []()Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The Layer Toolbar in the Encoder Bar is rearranged:\ The buttons Values and Timings, Phaser Overall, and Phaser Steps group the single layers together. The individual layers are displayed on the right side of the layer group buttons.\ The single layers are grouped as follows: * Values and Timings: * Absolute * Relative * Fade * Delay * Phaser Overall: * Speed * Speed Master * Phase * Measure * Phaser Steps: * Acceleration * Deceleration * Transition * Width When switching between the different layer groups, the selection of the layer in the former layer group is remembered. When clearing the programmer, the selected layer group returns to **Values and Timings** and the **Absolute** layer. The selection of the layers in Phaser Overall and Phaser Steps stays as it is after clearing the programmer. The indicator bar of the layer group buttons indicate which layer will be selected when tapping the layer group button. For example, Phaser Overall and Phaser Steps are purple, but the user can choose different colors per phaser-related layer in the color theme. **Hint:**\ The colors for each phaser-related layer can be changed in the color theme in the ColorGroup “ProgLayer”. ***   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When the pop-ups (when swiping) of Link Timing or Link Phaser in the encoder bar, offer more settings. These pop-ups still allow to change the link setting of the encoders between the values **Single** and **Feature**, and for timing layers and phaser layers in addition to **AtFilter**.\ Furthermore, the new buttons Active Only and MultiStep Only (only timing related layers and phaser related layers) allow to limit which attributes may be affected: * Active Only: When enabled, only attributes which have already values active in the programmer get the new values applied. For example, Pan has active absolute values, and Tilt is knocked out. Link Timing is set to **Feature** and has Active Only enabled: Turning on the fade encoder of Pan changes only the fade time for Pan. When Active Only is disabled, Tilt would also get the fade values set. * MultiStep Only: When it is enabled, the new values are only applied to attributes that have two or more steps active. The defaults are: * Link Value: **Single** * Link Timing: **Feature** * Active Only: **Enabled** * MultiStep Only: **Disabled** * Link Phaser: **AtFilter** * Active Only: **Disabled** * MultiStep Only: **Enabled** When clearing the programmer, Link Value will be reset to **Single**.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The MAtricks button in the encoder bar shifts the MAtricks label to the top, when an MAtricks pool object was called. In all other cases, the label MAtricks stays in the center of the button. ***   ### []()Tracking [Section titled “Tracking”](#tracking) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release In the Sequence Sheet it is possible to define a break per cue. A break stops values of attributes being tracked over the break.\ When defining a break for a cue, a filter or world needs to be entered into the Break cell. To do so, edit the Break cell in the sequence sheet.\ This allows to define breaks only for certain fixtures or attributes. For example, the dimmer could track further and all other attributes are stopped from tracking via the break.\ The Break cell displays the [Feature Group Indicator Bar](/grandma3/2-3/key_rn_v1_9/#FeatureGroupIndicatorBar), too. **Hint:**\ To set a full cue break, select Filter ‘All’ or World ‘All’. ***   ### []()XYZ [Section titled “XYZ”](#xyz) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release XYZ with values on the relative layers is implemented. This means, for example, that a relative XYZ phaser can be run around an absolute PanTilt position. All combinations of PanTilt and XYZ, and absolute and relative are supported. **Important:**\ When mixing absolute PanTilt with relative XYZ, the value of the Distance attribute in the PanTilt feature is important. This value defines where the relative XYZ values are added. The relative values for the attributes X, Y, and Z are relative to the size of the stage if no MArker fixture is set up on the relative layer for the MArker attribute. When a MArker fixture is set up on the relative layer for the MArker attribute, the relative XYZ values are relative to the movement space of the MArker fixture.\ The OffWhenOverriden setting of sequences turns off playbacks with relative PanTilt when relative XYZ is played back, and vice versa. Calling relative XYZ presets or hard values knocks out relative PanTilt values, and vice versa.\ When knocking in attributes of one position type (PanTilt or XYZ) while the other one has active values in the programmer or is played back, the values will be converted to the knocked in position type and converted to match the same position on stage. If several playbacks with values for both positioning systems are running, Pan, Tilt, and Distance will be knocked in. When the user wants to knock in the Position feature group while a transition from one system to the other one is happening, Pan, Tilt, and Distance will be knocked in.\ On FeatureGroup “Position”.”XYZ” knocks in all XYZ attributes, while On EncoderPage “Position”.2 will knock in only the attributes that are currently on this encoder page (in most cases this will be X, Y, Z, and Flip). When the value of the MArker attribute on the relative layer is 0, the absolute MArker value will be used. The hidden XYZ attribute “Mode” is not needed anymore. Therefore, it is not part of show files in v1.9. The physical readout of the attributes X, Y, and Z displays the values in meters of the stage (when MArker is set to 0), or of the size of the target space of the selected MArker fixture. When a fixture does not have XYZ values active in the programmer or played back, activating the MArker attribute will set the values for X, Y, and Z in the programmer to 0. Turning the encoders of the attributes X, Y, and Z by one click in the encoder resolution Coarse changes the value in physical readout and natural readout by 1m. The other encoder resolutions and encoder factors are also based on this size. The DMX channel of each XYZ attribute can be inverted per fixture type that uses XYZ attributes. ***   ### []() 3D [Section titled “ 3D”](#3d-2) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release To generate grid values for the selected fixtures, use the 3D view to Selection Grid tool (![](/img/grandma3/2-3/icon_3d_selgrid-59a8a9.png)) in the toolbar of the 3D Viewer.\ 3D view to Selection Grid works for all levels of selected fixtures for main fixtures and subfixtures. \ The grid values are determined by the position of the selected fixtures and subfixtures in the 3D Viewer. The grid values depend on a perspective representation of the camera that is selected in the 3D Viewer. To create perspective grid values from a selection, select fixtures or subfixtures and tap ![](/img/grandma3/2-3/icon_3d_selgrid-59a8a9.png) in the 3D Viewer. A high-resolution representation of the positions of the fixtures in the selection grid is created.\ To reduce the resolution of the grid, use the Auto Remove Gaps functionality of the Selection Grid.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release If the 3D Viewer is set to Stage All Stages, it displays all stages with their specific position and rotation. When on an onPC station the driver of the GPU has issues with OpenGL the 3D Viewer informs the user about the driver issue instead. In this case, the 3D Viewer also does not try to render 3D scenes anymore. Show Tool Bar in the 3D Viewer settings allows to hide or display the tool bar on the left side of the 3D Viewer window. When Show Tool Bar is off and the user enables the Setup in the title bar the 3D Viewer, the tool bar is displayed automatically. To adjust static fixtures (all fixtures that do not have a pan or tilt attribute), towards a position in the 3D stage, use the focus tool (![](/img/grandma3/2-3/icon_focustool_fixed_15_v1_9-8cdf11.png)). For more information, read the [Patch section](/grandma3/2-3/key_rn_v1_9/#Patch) above. For this tool the 3D Viewer needs Setup enabled. Shapers are visualized also if less than 4 blades are present in the fixture type. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-2) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Running fades of playbacks are continued when updating/storing other attributes in the playback. Fades that were running when saving a show file will resume when loading the show file again. Leaving the patch or inviting/dismissing stations continues running fades.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The PSN menu opened on a connected station displays position, speed, and rotation values from incoming PSN trackers.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Universes that receive PSN data, display “PSN In” in the universe pool.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) OSC: * DataPools can be addressed in an OSC message via the **/DataPool** address. * Addressing a fader or button without specifying a page addresses the executor on the currently selected page. * OSC Messages now contain the cue name, sequence name and the cue number.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) IfOutput, IfActive, and IfProg syntax: All three keywords executed on its own, selects only fixtures of the current command line default. **Requirement:**\ Command line default needs to be set to the Custom ID Type Houselights. * To select any fixture that has a houselight CID, and that has output on stage, type: User name\[Houselights]> IfOutput * To select the fixtures with the houselight CIDs 2 to 5 that have output on stage, type: User name\[Houselights]> IfOutput 2 Thru 5   All three keywords can be combined with the keywords of the different IDTypes in order to select only fixtures with corresponding CIDs, no matter which command line default is set. * To select all fixtures that have active values in the programmer and have a NonDim CID assigned, type: User name\[Fixture]> IfActive NonDim   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The following object types display a reference icon (![](/img/grandma3/2-3/icon_referenced_fixed_v_1_7_1-9e5ed3.png)) when they are referenced to another object: * Appearances * Scribbles * Views * Presets assigned to executors * Macros assigned to executors * Worlds assigned to executors   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Macro Editor displays the value in the Wait cell of the last macro line in red in order to indicate that this value is not used. The Wait value defines the trigger time/type for the next macro line.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Keyboard shortcuts are available on grandMA3 onPC stations to open or close the displays 2 to 7. By default, the shortcuts are Ctrl + Alt + 2 (screen 2) to Ctrl + Alt + 7 (screen 7).   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New keyword **SwitchTograndMA3Software** . For more information, see [SwitchTograndMA3Software keyword](/grandma3/2-3/keyword_switchtograndma3software/).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The property UseForVisualization of DMXCurves allows defining if the DMX output, as defined by the DMXCurve, shall be visualized in the 3D or not. **Important:**\ When enabling this property for DMXCurves that were created by color-calibrated fixtures, the colors in the 3D will not match the real output on stage!   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) When copy and paste fixtures in the Patch, the pasted fixtures get a cyan text at the right side of the Name cell. The cyan text tells the user which fixture was the source of the pasted fixture. The show data of the source fixture will be cloned to the pasted fixture when leaving the Patch. Therefore, the text says “Cloned \”, for example, “Cloned 2” when the fixture Fixture ID 2 was the source fixture.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Clone: * Cloning across different attributes is possible. Syntax:\ Clone Fixture \[“Source\_Fixture\_Name” or Source\_Fixture\_Number] Attribute \[“Source\_Attribute\_Name” or Source\_Attribute\_Number] At (Fixture \[“Destination\_Fixture\_Name” or Destination\_Fixture\_Number]) Attribute \[“Destination\_Attribute\_Name” or Destination\_Attribute\_Number] (If \[Object] \[“Object\_Name” or Object\_Number])\ This allows to clone data to different fixtures even when they have different attributes for the same functionality, for example.\ When leaving out the destination fixtures, the attribute cloning will be done for the source fixtures only. For more information, see [clone keyword](/grandma3/2-3/keyword_clone/). **Hint:**\ Enter the real name of the attribute (not the pretty name) for “Source\_Attribute\_Name” and “Destination\_Attribute\_Name”.\ A list of attributes with all their settings can be displayed in Menu - Patch - Attribute Definitions, or when executing List Attribute. * A frame selection (dragging a lasso around fixtures in the Layout Viewer or the 3D Viewer) can be used to specify a clone destination. * The current selection can be used in clone commands by using the [Selection](/grandma3/2-3/keyword_selection/) keyword. * Cloning supports the usage of the option keyword **/NoDependencies**. When **/NoDependencies** is used in a clone command, the fixtures that are not part of a referenced object, are cloned only with hard values. When **/NoDependencies** is not added to a clone command, the destination fixtures will also be cloned in the referenced objects. For more detailed examples and more information, see [/NoDependencies](/grandma3/2-3/ok_nodependencies/).   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) []()Presets, Worlds, and Filters can display the Feature Group Indicator Bar at their lower edge. This bar is visible when an object has attributes of two or more feature groups stored. All presets have always the feature group indicator bar visible.\ The feature group indicator bar has a square for each feature group, displayed in white, gray, or red color. * White: Indicates that values of attributes of the corresponding feature group are stored in the preset. * Gray: Indicates, that no values of attributes of this feature group are stored in the preset. * Red: Indicates that at least one attribute of this feature group is not accessible at the moment. For example, when having a world with a limited set of attributes active.\ The square turns also red, when the currently selected world does not contain fixtures that can make use of the attribute data in the preset. The order of the squares is similar to the order of feature groups in the encoder bar, from left to right: * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shaper * Video If a show file contains additional feature groups, more squares will be added automatically to the bar.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The Oops overlay displays the history of the commands that can be undone (oopsed) in form of a grid.\ To open the Oops overlay follow these steps: 1. Press and hold Oops. 2. The Oops overlay opens. or 1. Execute the command Menu “OopsOverlay”. 2. The Oops overlay opens. The grid has these columns: * Elapsed Time / Session Time: The time that has passed since the command was executed or the absolute time when the command was executed. For more information see below the Columns setting. * Name: The command that was executed or the action that was done. The selected row(s), indicated by a blue background, are oopsed when tapping Undo last Action or Undo x Actions. The x indicates how many events will be oopsed.\ Only the last event or a coherent bunch of events, starting with the last event can be oopsed. In the Oops overlay, Create Oops, Oops Views, Oops Programmer and Oops Selection operate the corresponding settings of the [UserProfile](/grandma3/2-3/user_settings/).\ When Create Oops is disabled, no oops events will be created at all. In this case, the other oops settings are grayed out. The setting Oops Confirmation can be set to these values: * **Always**: Every time the user oopses at least one event, the user needs to confirm it. * **Main**: Only oopsing important actions need to be confirmed. For example, storing, moving, or deleting objects. * **Never**: No confirmation when oopsing events is needed. Scrolling with the screen encoder in the Oops menu selects/deselects entries, and pressing the screen encoder will oops the selected events. The title bar button Columns can be switched to the values Elapsed Time or Session Time: * **Elapased Time**: Displays the time that has passed since the command was executed. This time counts up every second. * **Session Time**: The absolute time of the session time when the command was executed is displayed in the Session Time column. When doing changes in the Patch or Live Patch, the Oops entries are cleared.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Oopsing an event on a station checks if the object was modified already by another station in the session. If the object was already changed by another station, the first station displays a failed message in the command line, telling the user, that it cannot perform the oops because the object was changed on a different station.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The option keyword **/NoDependencies** can be used when importing XML files. When specifying this option keyword during import, only the main elements of the XML file will be imported, and not the other elements that were exported as dependencies of the main element(s). For example, when a macro with an appearance assigned was exported. Usually, if during export **/NoDependencies** was not used, the XML file contains the macro as main element, and the appearance as dependent object. * In order to only import the macro to macro pool object 42 and do not import the appearance in addition, type: User name\[Fixture]> Import Macro Library “my exported macro.xml” At Macro 42 /NoDependencies When importing this macro again and not using the **/NoDependencies** option keyword, the macro and the appearance will be imported together. In addition, the Import/Export menu has toggle buttons in both sub-menus (Import and Export) in order to define if dependencies shall be imported or not. When Include Dependencies is enabled, dependencies will be exported or imported. When entering the Import/Export menu, Include Dependencies will always be enabled. Include Dependencies in the Import and Export sub-menus are linked together. **Important:**\ Importing Pages via the Import section of the Import/Export menu will only import executors. Include Dependencies is disabled, when selecting Pages in the Import/Export menu.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Adding a new node for preparation in Output Configuration, adds all possible options of xPort Nodes and I/O Nodes.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When leaving the session during an active show download the station will fall back to the previously loaded show file that was loaded before the show download started.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Global Preset Update was renamed Total Reference Update. Improved the speed of the Total Reference Update mechanism.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Session Data Merge: * The option Merge All Data is back. * The Session Data Merge pop-up lists the object types that have differences between the two show files.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Data protection is now shown to users within a multi-user session. When a user modifies an object the object will be locked directly and parent objects will be locked indirectly so that other users cannot edit the same object at the same time. The modifying user takes the ownership for the locked object. The ownership is indicated on the locked object using a blinking red lock icon (![](/img/grandma3/2-3/icon_padlock_15_v1-0_1-607988.png)), and additional text information about the station (name and IP) and the user that is working on the object. Indirectly locked objects are indicated using a blinking yellow lock icon (![](/img/grandma3/2-3/icon_padlock_15_v1-0_1-607988.png)).  When a user tries to edit such a locked object, a pop-up appears informing the user about the station and the user who owns the object. The pop-up has a countdown of 10s. By tapping into the pop-up the countdown is stopped. It is also possible to get the objects listed that are locked by ownerships by using the **ListOwnership** keyword.\ To get all ownerships listed, type: User name\[Fixture]> ListOwnership To get only the ownership information for a single object, for example group 1, type: User name\[Fixture]> ListOwnership Group 1 In this case, if the object is not owned, the command line feedback returns “not owned” as information. To list ownerships for all the child objects of a single object use a dot after the object ID. For example, to see which Macro lines of Macro 1 are owned, type: User name\[Fixture]> ListOwnership Macro 1 In this case, all Macro lines will be listed and show which are owned and which are not owned. When a user is logged in at several stations, the station where the user started editing an object, that calls values into the programmer (for example, groups, presets, or cues), displays the borders of the involved windows (for example fixture sheet) in green color. In addition, the same windows indicate in a yellow color that these are not the stations where the edit was started. But it is possible to continue and/or finish the editing also on the other stations with the same user as well. **Hint:**\ Objects can also be locked by automatic processes that are started as a follow-up of actions the user does. For example, when the user updates a preset, the Total Reference Update mechanism locks the needed objects with an ownership while it is running. If a user wants to edit an object, that is owned by a different user, the keyword **DropOwnership** can be used to force the release of an ownership. For example, to release group 1 from its current owner, type: User name\[Fixture]> DropOwnership Group 1 A pop-up with a 10 second timeout will appear and informs the user about trying to drop the ownership. The pop-up will appear on the console, where the user who owns the object is currently logged in.\ In order to drop the ownership, the user can confirm the pop-up. To keep object owned the user can decline the request.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is possible to mark and copy the text of the Lua Code Templates. Pasting the copied code later in the Lua editor is also possible. This allows to add a template or parts of a template into a Lua component, instead of overwriting the whole code when tapping Use Template.    ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Preset pool windows and Sequence pool windows have a Action setting in their context menus, which defines what should happen when the user taps a pool object. Preset pools allow the following values for the Action setting: * **SelFix/At**: When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again, calls then the preset into the programmer. When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. That is the default behavior. * **At**: When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it, calls the preset into the programmer. * **Flash**: Flashes a selective preset as long as it is tapped. Flash ignores fade times. * **Go+**: Tapping a selective preset plays it back. * **Temp**: Plays back a selective preset as long the user keeps it pressed. Temp respects the fade times. * **Toggle**: Toggles a selective preset between playing it back and off. Sequence pools allow these values for the Action setting: * **Select**: Tapping a sequence selects it. This is the default behavior. * **Flash**: Flashes a sequence as long as it is tapped. Flash ignores fade times. * **Go+**: Starts a sequence playback or goes to the next cue in the sequence. * **Temp**: Plays back a sequence as long the user keeps it pressed. Temp respects the fade times. * **Toggle**: Tapping a sequence plays it back or switches it off, depending on its current playback state. Pool windows of pools that support the Action setting, indicate the selected action in the top right corner of the pool title object with the corresponding icon.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When a trigger type is set for the OffCue of a sequence, Wrap Around will be disabled. Enabling Wrap Around for a sequence removes the trigger type for the OffCue.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The clock window allows to hide the fractions of a second when it displays the time of a timecode slot or timer. To do so, disable Show Fractions in the context menu of the clock window.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The setting Time Readout of user profiles changes also the readout of the countdown timer in the Agenda window when the countdown time is smaller than 1 day.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The LogIn button in the User Configuration Menu offers to log in with the selected user immediately. When having several users selected, the user that was selected first will be logged in.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Render Qualities: * Added setting DilutionType: Dilution Type defines the dilution intensity of the beam and the spot regarding the distance. There are three different dilution types available (The default is **None**): * None: The beam and spot are keeping their brightness over the distance. * Linear: Corresponds to a linear attenuation of the intensity over the distance. * Correct: Corresponds to a more realistic attenuation. * Added setting Dilution Scale: Dilution Scale defines the beam intensity dilution of the beam dilution. As higher the value, as less the beam is attenuated, resulting in a beam that remains visible over further distance. The default value is **100%**. * Added setting Native Colors: This fader interpolates between the native representation of colors and the intensities of the beams and spots. An automatic method that changes the colors and intensities so that the rendered beams are easier to separate. A higher value for native colors can make it impossible to distinguish between individual overlapping beams but provides stronger colors and higher contrasts. The default value is **0%**.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Selection Grid: * Added cursor movement by using the arrow keys of the keyboard, or by using MA + 2 / 4 / 6 / 8 on the number block of grandMA3 hardware. * A rectangular area of grid cells can be selected in order to fill the rectangle with fixtures afterwards. To do so, place the cursor at the start point. Then press and hold Shift and tap at the desired end point of the rectangle. Or press and hold Shift and use the arrow keys of the keyboard to define the size of the rectangle. * The grid position 0/0/0 is marked with a white frame. * The number of currently selected fixtures is shown in the title bar. * The fixture ID and custom IDs of fixtures are displayed at the center top of a fixture in the selection grid. In case, that a fixture has only one ID (FID or CID) then only this single ID is displayed. When several fixtures are placed at the same grid position, the IDs are displayed below each other. In case of having a lot of fixtures at the same grid position, a ”..” indicates that not all IDs can be displayed. * Renamed Auto Remove X Gaps to Auto Remove Gaps. Auto Remove Gaps removes the gaps in the selection grid on all axes. * New setting Auto Remove Offset removes empty space between the beginning of the grid and the first fixture when it is enabled.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) If the Off Menu is set to My Playbacks Only, Everything Off changes to My Everything Off. This disables everything in the same user profile.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Kill can be assigned as a button function for an executor. Pressing the executor button plays the sequence or preset back using the kill functionality. All other playbacks or presets of the same Playback Master will be disabled using their OffCue Fade and/or Delay times. In addition, sequences and presets can be protected against kill. To do so, edit the settings of the desired sequence/preset, and enable Kill Protect. This sequence or preset will not be disabled if kill will be executed on another sequence or preset. Sequences or presets without playback master kill only those sequences or presets which do not have playback master either.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) If the Patch window has Split View enabled and the DMX Universes tab is selected, fixtures that have a patch collision will be displayed in Conflicts.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Insert New Fixtures dialog with Used Only enabled, displays only the used fixture modes and their specific used count.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When copying objects with a size of more than 1GB, the user is asked for confirmation.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The copy command supports additional arguments to provide for example, a name for a new object in advance. **Copy \[Object] \[“Source\_Name” or Source\_Number] At \[Object] \[“Destination\_Name” or Destination\_Number] Property “Property\_Name” “Value”** To do so, type: User name\[Fixture]> Copy Preset 1.1 At Preset 1.2 Property “Name” “This is the Copy”   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The number of selected fixtures is displayed in the title bar of the Fixture Sheet, Selection Grid and  3D Window.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Preferences and Timing menu got a clean up: Empty areas are not visible anymore.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) It is possible to compare color themes and transfer colors and color definitions from one color theme to another color theme. This can be useful, when the user customized a color theme in an older grandMA3 version already and now needs the colors that were introduced with a new grandMA3 software version.\ The compare functionality can be found here: Menu - Desk Lights Color Theme - Compare. On the left side, the currently active color theme will be taken as the base for the comparison. On the right side, the user is asked for importing the comparing color theme (mainly the old one from the example above).\ As soon as this is done, the vertical indicator areas between both areas indicate where the differences in the color themes are by orange or green indicator bars. Scrolling down the list of colors to such an indicator displays also the line in the color theme in the same color. The colors of the indicators are: * Orange: This color exists in the base color theme, but not in the compared color theme. * Green: This color was transferred from the base to the compared color theme. It is possible to transfer colors from one color theme to the other. To do so, select the color that shall be transferred. Then tap the button with one arrow to the left or right. The arrow changes its direction depending in which color theme the color was selected.\ To transfer all differences into the compared color theme, tap the button with three arrows to the left or right. No selection is needed for this action.\ To see only the colors that are different, enable the filter button.\ Tapping the buttons with an arrow up or arrow down jumps to the lines that are different. The user can also edit the colors directly after transferring them into the compared color theme. To change the base color theme or the compared color theme, tap Select Base Theme or Select Compare Theme at the top of the menu. It is also possible to modify the base color theme in this menu. In order to apply the changes permanently, a modified color theme needs to be exported. Both color themes can be exported. Depending on the focus in the menu, the Export button displays the name of the color theme that will be exported when tapping Export ‘\’ As …\ When the user tries to leave the compare menu without exporting the color theme before, a pop-up appears. The user can decide in the pop-up whether to stay in the editor (Stay in Editor), export the color theme and exit the editor (Export and Exit), or to exit the editor without exporting the changes (Exit). **Known Limitation:**\ It is only possible to scroll both areas together by using the arrow up and arrow down buttons. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The station settings can be accessed via the StationSettings keyword.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Lua function Dump() now lists read-only information, too.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The user profile setting Color Readout can be set to the values RGB or CMY. Depending on the set value, the encoders for the attributes ColorRGB\_R, ColorRGB\_G, and ColorRGB\_B are switching between RGB and CMY color mixing system.\ In addition, the fixture sheet, sequence sheet, content sheet, phaser editor have the Color Mode setting, which allows changing the readout individually between **Auto** (= the set value in the user profile), **RGB**, or **CMY**.\ The values applied via command line to these attributes take the value of the user profile setting into account:\ Attribute “ColorRGB\_B” At 56 sets Y to 56% when Color Readout is set to CMY.\ Attribute “ColorRGB\_R” At 42 sets R to 42% when Color Readout is set to RGB.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) When copying a huge amount of data at once, a pop-up warns the user that this may take some time.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When turning a selective preset into a recipe, the selective fixtures are automatically added as selection into the recipe.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Help Viewer: * The Zoom Factor setting in the title bar allows to zoom the content of the help viewer smoothly. To do so, tap, hold, and scroll Zoom Factor. Only tapping Zoom Factor opens a pop-up that allows selecting a fixed zoom factor. * While the help window has focus pressing Home, End, Page Up, or Page Down scrolls accordingly to the beginning or end of the displayed topic, or scrolls up or down inside the displayed topic. When the focus is set to the search field, Home and End jumps to the beginning or end of the input text.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) After a console received update files, a pop-up asks the user if they want to Update and Reboot, Update Later and Cancel Reboot, or Discard Update and Cancel Reboot. In the case of tapping Discard Update and Cancel Reboot, the received update files are deleted. When a station has update files received, and the reboot was postponed by the user, a red indicator on ![](/img/grandma3/2-3/icon_power_15_v1-0_1-133e8c.png) in the control bar will appear. The button labels change accordingly when the station has received update files and the user laters wants to shut down the station.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Speed masters can be set via command line using the speed readouts BPM, Hertz, or Seconds: To set the first speed master to a speed of 42 BPM, type: User name\[Fixture]> Master 3.1 At BPM 42 To set the first speed master to a speed of 2 Hertz, type: User name\[Fixture]> Master 3.”Speed1” At Hz 2 To set the first speed master to a speed of 0.69 Seconds, type: User name\[Fixture]> Master 3.”Speed1” At Seconds 0.69 This is also valid for speed masters of other objects, that is sequences and presets.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Pool windows can be set to display a dedicated data pool only. To do this, the context menu (tap MA in the title pool object) of pools that are part of data pools offers the setting Data Pool.\ This setting can be set to any existing data pool. In this case, the pool window displays the data of this specific data pool. When the setting is set to **\** the pool window will display the data of the selected data pool.\ The pool title object displays the number of the data pool that is displayed by the pool window on the left side above the name of the pool. The data pool number is only displayed if the window has a fixed data pool selected. In the case of choosing **\**, no number is displayed.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The context menu of the DMX Sheet got minimally rearranged. Furthermore, it has the possibility to add an Appearance to the DMX Sheet.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The timecode window can have an Appearance assigned.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) When storing a world while having only the main fixture of a multi-instance fixture selected, all following subfixtures can be accessible when being in the world. This works also when storing a grouping fixture into a world.\ The new setting Selection of worlds (accessible via EditSetting of a world) defines if subfixtures are accessible or not. Selection can be set as the following: * **Normal**: Subfixtures are part of the world, also when they were not selected at the time the world was stored. * **Strict**: Only the fixtures and subfixtures that were selected when storing the world are accessible. **Important:**\ Changes are not visible immediately, when changing Selection values for the world that is currently selected. A different world has to be selected before selecting the desired world again. **Hint:**\ When storing a world, the Selection property can be specified within the command: Store World \[“World\_Name or World\_Number] Property “Selection” \[“Value”]   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Windows IoT (grandMA3 command wing XT and grandMA3 onPC rack-unit): * New user interface for the main menu of the operating system.\ The available buttons are rearranged. * The different start options (Clean Start and Terminal) of each software version are grouped together and are accessible via dropdown. * The desired startup application can be defined by tapping ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) and selecting an option in the autostart dropdown. * The Tools area on the left side allows to add individual program shortcuts. To add a new shortcut, tap ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png), tap +, and then choose a program. To change the shortcut order, use ![](/img/grandma3/2-3/arrow_up_15px_1-566b7d.png) or ![](/img/grandma3/2-3/icon_arrow_down_15_v1-5_1-347d3b.png). To delete a shortcut, select it and tap -.  To change the name of a shortcut, double click the entry and enter a new name.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The design of pool objects that can be played back (for example, sequences, presets, and timecodes) was reworked. The playback icon is now in the top right corner. The fade bar at the bottom is now smaller.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The plugin editor displays a warning if the size of the LuaComponent exceeds the maximum allowed size of the editor. Confirming the warning displays as much as possible of the code, but does not allow to edit it. This needs to be done in an external code editor. In case, that the Lua code is of Source **Resource**, the warning displays also the path to the Lua file.\ The read-only property Source of LuaComponents tells the user where the Lua code is located: * **Showfile**: The code is part of the show file. * **Resource**: The Lua code was imported from a Lua file.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved message boxes created by Lua: The elements in the message box are sorted in alphabetical order.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Assign Menu: * When the Assign menu is open, Assign + pressing any executor button keeps the same tab of the Assign menu open for the new chosen executor. * The buttons for a fader function, a key function, or an encoder function can also be operated as a swipe button. Still opens the complete function list by tapping any of these buttons.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Cue Settings mask by the addition of these columns: Duration, Speed Master, Speed Scale, and Appearance.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the file size limit of grandMA3 show files. They can be bigger than 2 GB.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) It is possible to keep the terminal window open by adding the KEEPCONSOLE parameter to the Windows onPC shortcut:\ C:\Program Files\MALightingTechnology\gma3\_v.x.y.z\bin\app\_system.exe” HOSTTYPE=onPC KEEPCONSOLE=“1”   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved calculator entry. Entering values with a percentage sign (%) in front of the value into a calculator scales the former value by the new value. For example, the old value is 50, and entering % 50 results in a value of 25.​   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Extract command: * Extract Selection knocks in deactivated values, and extracts them. Active values get extracted. * To only get the active attributes extracted and keep deactivated values untouched, use the /Active option keyword in the command. * Extract combined with a feature group or feature extracts only the targeted object.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)  Added new files to the symbols library, which are importable into the Symbols pool.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added Reset Screens in the Touch Configuration menu. Reset Screens allows recalling the default screen configuration in case of misconfiguration of the screens.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved selector pop-ups in the Layout Viewer and the Timecode Viewer: They offer to switch to a different data pool in order to be able to not only select objects from the currently selected data pool.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the buttons in the label dialog. Yellow icons display active areas.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) A pop-up opens when deleting cue parts. It is possible to either delete cue parts and their values or delete cue parts, and move values into part 0 of the same cue. To be able to use this feature also via command line, the option keyword /MoveValues was introduced.\ To delete part 5 of cue 7 in the selected sequence, and move the values to part 0 of cue 7, type: User name\[Fixture]> Delete Cue 7 Part 5 /MoveValues   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved toolbars. All tools are visible and automatically rearranging when the window size changes. The improvements are valid, for example, for example, Layout Viewer, 3D Viewer, MAtricks Editor, or Timecode Editor.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The position and rotation of geometries can be changed in the fixture type editor of the Live Patch now.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the stability of the grandMA3 software when using the web remote feature.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in the DMX Protocols menu: The option Output Delay offers to compensate for the differences in the DMX protocols. The output delay can be set up for every DMX protocol separately.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to enter values for different channel functions of an attribute when using the command line. When an attribute has several channel functions, the Attribute keyword supports entering values for a different channel function. To do so, the name of the channel function needs to be specified instead of the attribute name.\ For more information, see [Attribute keyword](/grandma3/2-3/keyword_attribute/).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the appearance of variable names: GetUserVariable and GetGlobalVariable now return variable names in quotation marks. ***   ## []()Changes [Section titled “Changes”](#changes-2) * The abbreviations of these keywords changed: * ChannelSet: **Chann** -> **ChannelS** * ChangeDestination: **Ch** -> **Chang** (**CD** is still available) * RunningTimecode: **RunningT** -> **RunningTimec** * SwitchTograndMA2Software: **Sw** -> **SwgMA2** * ​The shortcuts of these keywords changed: * Set: Assign + Assign + Assign -> MA + Assign * These keywords were renamed: * **CancelUpdate** -> **CancelSoftwareUpdate** * ****Cleanup** -> **CleanUp ​**** * **Cmdline** -> **CommandLine** * **ColorDef** -> **ColorDefinition** * **CueAbs** -> **CueAbsolute** * **CueRel** -> **CueRelative** * **DelGlobalVar** -> **DeleteGlobalVariable** * **DelUserVar** -> **DeleteUserVariable** * **DeleteOtherVersions** -> **DeleteOtherVersion** * **FaderX** -> **FaderCrossFade** * **FaderXA** -> **FaderCrossFadeA** * ****FaderXB** -> **FaderCrossFadeB**** * **GetGlobalVar** -> **GetGlobalVariable** * **GetUserVar** -> **GetUserVariable** * **GridPos** -> **GridPosition** * **IfProg** -> **IfProgrammer** * **KeyboardShortCuts** -> **KeyboardShortcut** * **Knockin** -> **KnockIn** * ****Knockout** -> **KnockOut**** * ******ListOwner** -> **ListOwnership****** * **ListRef** -> **ListReference** * **Login** -> **LogIn** * ****Logout** -> **LogOut**** * ******MemInfo** -> **MemoryInfo****** * **Node** -> **NetworkNode** * **PU** -> **ProcessingUnit** * **ReloadPlugins** -> **ReloadAllPlugins** * **RTChannel** -> **RealtimeChannel** * **ScreenConfig** -> **ScreenConfiguration** * **SelFix** -> **SelectFixture** * **SetGlobalVar** -> **SetGlobalVariable** * **SetUserVar** -> **SetUserVariable** * **Shutdown** -> **ShutDown** * **SwitchGma2Mode** -> **SwitchTograndMA2Software** * **Swop** -> **Swap** * **UnBlock** -> **Unblock** * **UnLock** -> **Unlock** * **UnPark** -> **Unpark** * **UnPress** -> **Unpress** * **/CopyCueDst **->** /CopyCueDestination** * **/CopyCueSrc **->** /CopyCueSourc** * **/NoConfirm** -> **NoConfirmation** * **/NoUndo** -> **NoOops** **Known Limitation:**\ Macros and commands, for example in cues, are not migrated to the new naming of these keywords! * New keywords: * **Kill** * **MyRunningTimer** * **Note** * **Quickey** * **RunningTimer** * **SpeedMaster** * **StationSettings** * **SwitchTograndMA3Software** * **Timer** * **DropOwnership** * **/DMXProtocols** * **/LocalSettings** * **/MoveValues** * **/NoShowData** * **/OutputStations** **Hint:**\ For more information about the new keywords, please read the corresponding sections above. * **​**These keywords were removed: * **CommandLine** * **Escape** * **ExecKeyStatus** * **Font** * **HardwareStatus** * **LearnRate** * **Monitor** * **System** * **Texture** * **/OriginalFixtureOnly** * **/Highlight** * **/Lowlight** * These properties were renamed: * 3D Priority -> Priority * Config -> ExecutorConfiguration * CustomText -> CustomTextText * EncoderLeftCmd -> EncoderLeftCommand * EncoderRightCmd -> EncoderRightCommand * KeyCmd -> KeyCommand * MAEncoderLeftCmd -> MAEncoderLeftCommand * MAEncoderRightCmd -> MAEncoderRightCommand * MAKeyCmd -> MAKeyCommand * PositionH -> Height * PositionW -> Width * ReceiveCmd -> ReceiveCommand * SendCmd -> SendCommand * ShowAppearance -> FixtureAppearance * SwopProtect -> SwapProtect (Sequences and Presets) * TextAlignmentH -> CustomTextAlignmentH * TextAlignmentV -> CustomTextAlignmentV  * TextColor -> CustomTextColor * UndoGeneral -> CreateOops * UndoProgrammer -> OopsProgrammer * UndoViews -> OopsViews -   New color theme colors: * ColorDefinitions * Global.ClonedHint * Global.DarkOrangeIndicator * Global.SymbolsFrame * Global.TransparentWhite * Global.TransparentWhite25 * PoolDefault.Functionals * PoolDefault.Quickey * PoolDefault.Timers * Colors * Assignment.Quickey * Assignment.Timers * ColorThemeCompare.MissingRow * ColorThemeCompare.MergedRow * ColorThemeCompare.VisibleRows * DBObjectGrid.WarningText * DBObjectGrid.WarningBackground * EncoderBar.MultiStep * Exec.TextBright * FixtureSheetCell.BackgroundActiveIntegratedSpeedMaster * FixtureSheetCell.BackgroundActivePresetSpeedMaster * FixtureSheetCell.BackgroundActiveValueSpeedMaster * FixtureSheetCell.SymbolsBackground * FixtureSheetCell.SymbolsForeground * FixtureSheetCell.SymbolsFrame * FixtureSheetCell.TextProgValueSpeedMaster * FixtureSheetCell.TextSelectedPlaybackSpeedMaster * FixtureSpecials.ClonedHint * Help.ScrollThumb * Help.ScrollTrack * PoolButton.ActivePlayback * PoolWindow\.Functionals * PoolWindow\.Quickeys * PoolWindow\.Timers * PresetButton.ActiveFeatureGroupIndicator * PresetButton.FeatureGroupIndicatorBackground * PresetButton.FeatureGroupIndicatorDifferentWorld * PresetButton.InactiveFeatureGroupIndicator * ProgLayer.BackgroundActiveSpeedMaster * ProgLayer.SpeedMaster * Overlay.EditMixInNotOwner * SelectionGrid.Box000 * SelectionGrid.SelectionCountText * Timer.CountdownConfirmed * Timer.CountdownDisplay * Timer.CountdownProgress * Timer.StopwatchProgress * Timer.StopwatchDisplay * TimerButton.Countdown * TimerButton.Stopwatch * TitleButton.DataPoolIcon * TitleButton.DataPoolShadow * TitleButton.DataPoolText * TitleButton.SelectionCountIcon * TitleButton.SelectionCountText * TitleButton.SelectionCountShadow * TrackSheet.FullBreak * TrackSheet.FilteredBreak * Window\.EditMixInNotOwner * Window\.Quickeys - Deleted color theme colors: * Colors * PresetButton.TextConnectedCount * ScrollBar.BarH * ScrollBar.BarV * ScrollBar.Text - New grandMA3 Lua Functions: * DrawPointer * GetClassDerivationLevel * GetDependencies * GetLineAt * GetLineCount * GetReferences * HasDependencies * HasReferences * PropertyInfo - The default button function of speed masters assigned to special executors in new shows is LearnSpeed. - The button function in the default executor configurations Masters, and Playback Masters is Flash, and for the executor configuration Speed Masters it is LearnSpeed. - The value list of Master Priorities in the Network menu is sorted from High to Never in descending order. - The GridPosition layer is not displayed in the layer toolbar of the encoder bar. Executing GridPosition still displays the GridPosition layer in the fixture sheet when the layer to display is set to Auto. In addition, it is still possible to display the GridPosition layer in the fixture sheet by tapping GridPos in the layer toolbar of the fixture sheet. - No pop-up is displayed anymore, when using the syntax Fixture x At Fixture y. The data in the programmer is cloned immediately with the **/HighPrioMerge** option. The options **/Overwrite** and **/LowPrioMerge** also work when entered together with the command. - When two or more fixtures have conflicts in the patch addresses, the patch address of both fixtures will be displayed in red. - In new shows world 1 and filter 1 are labeled ‘All’. - Output Configuration in the main menu was renamed to Connector Configuration. - Multi-line editors, except in the Plugin editor, create a new line when pressing Shift + Please. A Please only applies the input. This applies, for example, in the Description input field in the Backup Menu, or in the Notes editor. - When calling a preset while having only the main fixture of a multi-instance fixture selected, the subfixtures get the preset now only applied when the main fixture itself does not have the attribute. - The setting MIDI via onPC command wing in the onPC Settings only toggles MIDI (in and out) for the command wing. MIDI from other USB devices is not toggled by this setting anymore, but is always enabled. - The dimmer value in layout elements does not display the percent sign(%) anymore. - The position and the IDs of Preset Pools, Groups, Sequences, Plugins, Macros, MAtricks, Executor Configurations, Pages, Layouts, and Timecodes within a data pool shifted by one number. This results, that for example, the strings send out via OSC are having a different ID for sequences. - The settings **DMX Offset** and **DMX Break** in Geometries with the Type **GeometryReference** can no longer be changed in the Live Patch. - The total number of Stages is limited to 128. - The minimum required operating system version for grandMA3 onPC running on Apple® macOS® changed from Apple® macOS® 10.13 High Sierra to Apple® macOS® 10.15 Catalina. for More information, see [onPC System Requirements](/grandma3/2-3/onpc_system_requirements/). ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-3) ### 3D [Section titled “3D”](#3d-3) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Two 3D Viewers having different stages with different surfaces selected, displayed the same surfaces. This bug is fixed. | | If several 3D Viewers were open and one of them had Setup enabled, all 3D Viewer windows displayed magenta preview boxes, even if they had a different stage selected. This bug is fixed. 3D Viewers only display preview boxes that belong to the stage that they have selected. | | Exporting fixture type into GDTF file failed, when a channel function had more than one logical channel and the first logical channel was not set to be the default one. This bug is fixed. | | GlTF meshes where exported into the 3ds folder of the GDTF file during export. This bug is fixed. GlTF meshes are exported into the glb folder when exporting a fixture type as GDTF. | | The first child of a grouping fixture did not have the correct label drawn in the magenta preview box when using Arrangement mode. | | The color space label in the title bar of the color picker window was not updated when switching from one color space to another. | | Render Quality in the 3D window title bar did not show a label when the selected render quality had the default name. | | Entering values in the calculator of an encoder did not always produce the expected output if the readout of the encoder bar was set to “Percent”. | | The lasso selection of some fixtures in the 3D viewer after changing a value did not reset the current selection, but added the newly selected fixtures. | | The color picker did not work correctly if a fixture type had only a “Saturation” (HSB\_Saturation) attribute without a “Hue” and “Brightness” attribute. | | The software could crash when clicking on a 3D model inside the 3D Viewer window. This bug is fixed. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-3) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Turning Off all users or user profiles kept the selection for the own user profile. This bug is fixed. Off User Thru or Off UserProfile Thru clears the values and selection of all user or user profiles. | | The /NoConfirm option keyword was ignored when using it with the CleanUp command. This bug is fixed. CleanUp \[Object] \[“Object\_Name” or Object\_Number] /NoConfirm suppresses the confirmation pop-up. | | It was possible to add recipes to cues. This bug is fixed. Recipes can only be added to presets and cue parts. | | Plugging or unplugging a USB drive executed the Select Drive command several times. This bug is fixed. Select Drive commands are only executed once when plugging or unplugging a USB drive. | | Entering several numbers connected with a + into a pop-up opened by a macro and using the numerical keypad did not execute the +. This bug is fixed. Entered + in pop-ups from macros are interpreted correctly. | | Moving recipes from one cue part to another cue part by using the graphical user interface was not possible. This bug is fixed. Moving recipes using the graphical user interface (for example Move + tap source recipe line + tap destination cue part) works fine. | | When spinning the inner ring of the Rotate encoder of the layout encoder bar and then switching to the outer ring, the rotation value snapped back to. Continuous spinning of outer ring did not change the value. This bug is fixed. Switching from inner ring to the outer ring or vice versa of the Rotate encoder is possible without snapping values back to 0 or encoders not changing their value. | | When starting grandMA3 onPC on Windows and specifying a non-existent plugin in the RUNPLUGIN argument, the application tried endlessly to find the plugin. This bug is fixed. When the specified plugin of the RUNPLUGIN argument is not found, the application will start, display an error message and returns more information to the system monitor. To load plugins with spaces in the filename, the RUNPLUGIN argument must be escaped. For example: “C:\Program Files\MALightingTechnology\gma3\_x.x.x\bin\app\_system.exe” HOSTTYPE=onPC RUNPLUGIN=\“file name.xml\“-1 | | The update menu listed a preset as update target, when only calling the preset into the programmer. This bug is fixed. Objects that are not changed are not offered to be updated in the update menu. | | When storing a preset, the LED of the Update key was still lit up. Or calling the same preset again switched off the LED of the Update key, also when there was a running playback that could be updated. This bug is fixed. The LED of the Update key indicates correctly if there are objects available to be updated, or not. | | When storing a range of dotted cues in between existing cues (for example, Store Cue 2.1 Thru 2.3 when having cues 1 to 3 already), created only the first dotted cue. This bug is fixed. Storing several dotted cues at once in between existing cues creates dotted cues as the user specified it in the command. | | Encoders did not switch to the channel function that was stored in the preset. The preset needs to have values stored for a different channel function of an attribute than the default channel function. This bug is fixed. When turning the encoder for an attribute after calling a preset with a value of a different channel function, the encoder changes the value now in the correct channel function. | | When a cue command was executed in a session, it was executed by using the selected data pool of the user that was logged at the GlobalMaster station. This bug is fixed. Cue commands are executed on the GlobalMaster station in a session by respecting the selected data pool of the user who plays back the cue with the cue command. | | When exporting the keyboard shortcuts, the resulting XML files were created in a wrong directory. This bug is fixed. Keyboard shortcuts have now a dedicated folder, The folder is located in gma3\_library/userprofiles. Exporting and importing keyboard shortcuts is using this directory. | | Tapping Edit Selected in the layout encoder bar could fail, when the layout had a smaller number of layout elements than the corresponding layout has as index. This bug is fixed. Using Edit Selected in the layout encoder bar works always when having layout elements selected. | | When copying user profiles, the Layout Element Defaults were not copied. This bug is fixed. Copying a user profiles copies also the Layout Element Defaults. | | When recording a timecode show while in a session and with different users, the displayed playhead was not properly synchronized after stopping and resuming the recording across all stations. This bug is fixed. The playhead of a timecode show is synchronized across all stations in the session during when stopping and resuming a recording. | | Having “Run as Administrator” activated for the grandMA3 onPC application on Windows, kept the terminal window open. This bug is fixed. The terminal window of grandMA3 onPC hides also when “Run as Administrator” is enabled for grandMA3 onPC on Windows computers. | | The Dual Encoder Press Factor of the encoder resolutions was not respected. This bug is fixed. The Dual Encoder Press Factor is taken into account during the press, hold, and turn of the outer encoder. | | When loading a show file the Oops stack was not cleared This bug is fixed. The list of events that can be oopsed is reset when loading a different show file. | | It was not possible to set the Universe and Address at the same time in the Address calculator of the Tester Encoder Bar in the DMX Sheet. This bug is fixed. Setting a relative DMX address (for example 2.1) in the Address calculator of the Tester Encoder Bar is possible. | | When selecting a channel function on an attribute encoder, the readout of the values was always in the readout of the first channel function. This bug is fixed. The displayed value on an encoder follows the selected readout of the user profile. | | Store /All or /AllForSelected only stored values in the cue. This bug is fixed. The preset references are stored if store/all or /AllForSelected is used. | | If “Lo” was entered in the command line and executed, the root object was locked. This bug is fixed. Lock and Unlock now require a target and the abbreviation is “Loc”. | | When editing two objects right behind each other without closing the editor first, for example macros, the command line did not revert back to the root when closing the editor. This bug is fixed. Closing the editor after editing several objects of the same type right behind each other, brings the command line back to the root. | | Copying cues with several cue parts and duplicate values created empty parts at the copy destination. This bug is fixed. Copying cue parts copies them correctly to the destination. | | The Update function was not available if a clone operation was performed before. This bug is fixed. Update is available after doing a clone operation. | | When the selected sequence was played back, pressing Goto Please or Load Please did not open the Goto or Load pop-up. | | Importing a sequence after exporting it did not work correctly when it used embedded presets. This bug is fixed. Embedded presets are exported correctly. Embedded presets that were exported with grandMA3 v1.8 or prior cannot be imported correctly. Please export embedded presets with v1.9 or later in order to be able to import them later correctly. | | Oopsing the deletion of a preset did not restore the references in cues to the preset. This bug is fixed. Preset references in cues are restored when oopsing the deletion of presets. | | Copying a sequence with a recipe did not cook the recipe in the copy. This bug is fixed. Copied sequences are automatically cooked. | | Commands in macros that ended with a quote were corrupted in a way that the last quote was ignored and therefore the words in the quote could be interpreted as keywords. This bug is fixed. Quotes in commands are treated correctly. | | The software crashed when executing Copy Attribute \[Source\_Attribute\_Number] At \[Destination\_Attribute\_Number]. This bug is fixed. The software does not crash anymore when executing such syntax. To transfer data from one attribute to another attribute, attribute cloning is implemented (see above). | | The Update key could blink even when there were no active values in the programmer. This bug is fixed. The Update key blinks only when there are active values that can be updated into active objects. | | The software could crash when deleting objects via Plugins. This bug is fixed. The software does not crash anymore when objects are deleted by Plugins. | | The software could freeze when the user entered an invalid value into a timing calculator, for example, **2’56 UP**. This bug is fixed. Entering invalid values into timing calculators ignores the values and applies no new values. | | Align stayed on when entering values for an attribute after using Align on a different attribute. This bug is fixed. Align is switched off when changing values of an attribute after using Align with a different attribute. | | Align stayed on when changing to a different encoder in an encoder bar of a window, for example the 3D window. This bug is fixed. Align is switched off when changing to a different encoder in an encoder bar of a dedicated window. | | The first four gobos in the gobo image pool could be unlocked. This bug is fixed. The fist four gobos in the gobo image pool are system locked and cannot be unlocked. | | When starting a new show, processing units sent out DMX values of 0. This bug is fixed. Processing units do not send DMX when a new show is started. | | The programmer was cleared when specifying a non-existing object in a command. This bug is fixed. Objects specified in commands that do not exist are not clearing the programmer anymore. | | Commands in command cells that were separated with semicolons were not applied correctly. This bug is fixed. Entering commands separated with semicolons are applied correctly in command cells. | | It was possible to import data from XML files that had forbidden characters in their file names. This bug is fixed. XML files with forbidden characters in the file name cannot be imported. | | When moving blocked cues, the values were not displayed in the correct color afterwards, and unblocking did not work correctly. This bug is fixed. Moving blocked cues correctly recalculates the tracking. | | When executing Macro, Macro +, or Macro -, the next cue was triggered. This bug is fixed. Invalid commands with the macro keyword does nothing anymore. | | When creating scribbles in a session, they were first only visible on the station they were created on. This bug is fixed. Scribbles can now be seen by other session members immediately after they were created. | | Oopsing a clone command on a connected console did not work. This bug is fixed. | | The wildcard (\*) at the beginning of a string or in between a string returned wrong results. This bug is fixed. | | When store merge Remove values into step 2 or above, an empty step remained. This bug is fixed. When removing values from steps, resulting empty steps will be also deleted. | | When calling a preset with individual timings and MAtricks timings into the programmer, the timings were summed up in the programmer. This bug is fixed. MAtricks timings of presets override the individual timings of presets. | | When storing a world in a multi-user environment the active attributes of other users were mixed together with the current selection. This bug is fixed. Only the selection and active attributes of the own programmer are taken into account when creating a new world. | | Pressing Oops several times in order to delete text from the command line did not delete quoted text. This bug is fixed. | | Cooked attribute values were not handled correctly during import and export. This bug is fixed. Recipes keep the information of cooked values. | | Exporting an object with a recipe did not export the used group as a dependent object. This bug is fixed.  | | The Goto or Load pop-up did not open when setting Goto or Load as EncoderClick function to special executors 30 or 40. This bug is fixed.  | | Storing a cue part to a range of cues did store a lot of cues with point cue numbers in between. This bug is fixed. For example, Store Cue 2 Thru 4 Part 1 stores cue part 1 in cues 2, 3, and 4. | | Values were not cloned to the correct sub-fixture, when multi-instance fixtures are cloned to different multi-instance fixtures. This bug is fixed. Note: This works only when cloning to fixtures of the same fixture type. | | The software could crash when editing the encoder resolution of an attribute that was added to the show by importing a user profile. This bug is fixed. | | Editing a scribble of a scribble pool object only transferred the content to other stations in the session when changing another property of the scribble afterward. This bug is fixed. Changing a scribble transfers the changes immediately to the other stations of the session. | | While being in a session, copying many sequences took a long time. This bug is fixed. | | When switching to a different channel function, the value was displayed in the natural readout of the attribute on the encoder. This bug is fixed. Encoders display the value in the natural readout that is defined for the attribute of the channel function while having the readout set to Natural. | | In the Layout view, cloning fixture positions only worked if the target fixtures did not previously exist in this layout. | | When recasting a preset that was used in a recipe, selective data for the fixtures used in the recipe was added to the cue / preset. This bug is fixed. Recasting presets excludes recipes in which the preset is used. | | When editing another sequence while having the sequence editor open, the settings of the previous sequence were edited instead. This bug is fixed. | | Calling channel sets of fixtures with subfixtures did not set the value of the channel set or set it for the wrong subfixture in some cases. | | Mirroring a sequence onto an existing sequence overwrote the existing one without confirmation. This bug is fixed. Assigning a sequence to an existing one asks the user if they want to do so. | | Executing ineffectual commands with **Edit**, for example, Edit Set, edited the root. This bug is fixed. Generally, editing the root is now blocked. | | Recasting a preset that had MAtricks removed the values, that were generated by the MAtricks, from the cue where the preset was used. This bug is fixed. Recast respects the MAtricks values. | | Storing with the option /Merge overwrote the existing attributes of a world with active attributes. This bug is fixed. Store /Merge with Worlds merges the data correctly. | | Fixture At Group commands or Group At Group commands did not apply the correct values to the destination fixtures. This bug is fixed. | | When tapping on a single fixture in the fixture sheet in order to create a clone command, tapping the first fixture after entering **At** into the command line the clone command was executed immediately. This bug is fixed. It is possible to specify multiple fixtures as a clone destination by tapping the fixtures in the fixture sheet. The clone command will be executed when the user presses Please. | | Oopsing a clone operation in the programmer did not work when the clone operation was performed by a user who did not use the Default user profile. This bug is fixed. Clone operation can be oopsed, no matter which user profile is used. | | When entering keyboard shortcuts on a macOS station by using Command, the resulting keyword could be stuck in the command line. This bug is fixed. | | The Destination Cue value in the Copy Cue pop-up was not recalled correctly from the saved preferences. This bug is fixed. | | When turning an attribute encoder, clearing the selection, selecting a new fixture, and turning the encoder again could snap the value back to default. This bug is fixed. Quickly changing selections while turning encoders does not snap back the attribute value to default. | | When creating a recipe in a cue, existing data of the cue could be deleted from the cue, also the recipe did not address the deleted attributes. This bug is fixed. | | When cooking a recipe, only the fixtures and attributes of the selected world and the selected filter were used. This bug is fixed. Cooking a recipe is now independent of the selected world and the selected filter. | | The Total Reference Update used only the fixtures and attributes of the selected world and the selected filter. This bug is fixed. The Total Reference Update is now independent of the worlds and filters. | | The dual encoder factors did not work when the encoder resolution was set to Fine. This bug is fixed. | | The number of fixtures using this preset did not update when the values on the fixtures were changed manually, for example, by turning the encoders. This bug is fixed. Presets update the number of times the preset is used correctly. | | When cloning in the programmer and the source fixture had a selective presets active that the destination fixture was not part of, created also a preset reference for the destination fixture to the selective preset. This bug is fixed. When cloning in the programmer and selective presets are involved, only hard values will be created. | | When copying a layout element, the set Action was not copied. This bug is fixed. | | When cloning in the programmer, the values in the programmer of another user profile could be reset to default. This bug is fixed. | | When copying an object and the target object already exists, the target was overwritten. This bug is fixed. If the target object in a copy command is not empty, a pop-up opens and asks for confirmation to overwrite the target. | ### Connections [Section titled “Connections”](#connections-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When connecting a display to a console that is currently in Desk Lock, the Desk Lock was not enabled for the new display. This bug is fixed. Adding a display to a locked console locks also the connected display. | | When calling OSCData by name instead of the index number, the OSC command was not executed properly. This bug is fixed. When sending OSC commands the OSCData line can be addressed using the name. | | When receiving PSN from two or more different senders (different IP and/or port) only one PSN stream was read correctly. This bug is fixed. PSN input from two or more different senders is now handled correctly. | | When sending the same Art-Net universe to different unicast receivers, the Art-Net Sequence Counter was counting the packets in total for all receivers together. This bug is fixed. The Art-Net Sequence Counter is independent per unicast receiver. | | The software could crash when receiving OSC messages while loading a show file. This bug is fixed. Loading a show file while receiving OSC messages does not crash the software. | | In Agenda, triggering a macro was only possible via command. This bug is fixed. A macro in agenda can be triggered through a selected object and an action. | | When receiving MIDI timecode with a rate of 25 fps, the incoming signal stuck for a moment every full minute. This bug is fixed. Receiving MIDI timecode with a rate of 25 fps works without issues. | | An incoming timecode signal on a grandMA3 onPC station was jumping when a visualizer with a viz-key was running on the same computer. This bug is fixed. Visualizers with a viz-key connected do not interrupt the incoming timecode signal on the same station. | | Master faders did not work as expected, after receiving a MIDI message with value 0 for that fader. This bug is fixed. Faders with the Master function still work after receiving a MIDI message for the same master. | | OSC echoes in the system monitor for sent OSC messages did not address the correct sequence when the sequence had no custom name. This bug is fixed. | | grandMA3 onPC (Windows) only offered Intel VLAN adapters. This bug is fixed. All virtual network interfaces (except Bluetooth interfaces) are available in the grandMA3 onPC software. Slow interfaces with a speed lower than 100 MBit/s are not available. | | The console could stop sending DMX for a short moment when a different network interface was selected for MA-Net and a USB device was connected. This bug is fixed. DMX output does not pause when a USB device will be connected. | | The software could crash when receiving OSC data and the user deleted the corresponding OSC data configuration at the same time. This bug is fixed. |   ### Patch [Section titled “Patch”](#patch-3) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | DMX Curves assigned to 16 bit attributes caused the DMX output of these DMX channels to behave like an 8 bit channel. This bug is fixed. DMX Curves work correctly with 16 bit attributes. | | The software crashed when changing the DMX Curve for an attribute while editing a fixture. This bug is fixed. When editing a fixture DMX Curves can be set to attributes of the fixture. | | When adding new fixtures to the show, the universal fixture could be added to universal presets where a fixture holds the universal data. This bug is fixed. No fixtures are added to presets when adding new fixtures to the show. Unless the data gets cloned because the fixtures were created by copying them in the patch. | | If a Highlight Preset was reset to original and you left the patch, the  user would not be asked to confirm this action. This bug is fixed. Changing a Highlight requires confirmation when leaving the patch. | | When entering the patch again after assigning different feature groups and features to attributes, these changes were reset. This bug is fixed. The assignment of different feature groups and features to attributes remains, also when doing other changes in the patch later. In case of assigning different feature groups and features, the affected cells have a orange font color. Tapping Reset to Default will revert all changes in the Attribute Definitions to default. | | When creating a DMX Curve that should mimic a switch curve a warning was displayed. This bug is fixed. Custom curves that mimic a switch curve can be created and visualized. | | Files in the folder gma3\_library/fixturetyperesources/meshes were deleted when an MVR file was imported. This bug is fixed. | | Fixtures imported from an MVR file could have a wrong rotation. This bug is fixed. | | Importing GDTF files with a Geometry of Type “Display” caused a crash. This bug is fixed. | | Storing individual special values, for example, default values, for XYZ attributes was impossible. This bug is fixed. | | When storing special values the content of all programmers in the show file was taken. This bug is fixed. Only the programmer content of the user who executes a store special values operation is taken into account. | | When trying to assign a newly created feature to an attribute, and the feature is part of a feature group with several features, the feature drop-down did not open the first time. | | The patch menu disappeared when the user started to edit a macro, and left the command line in the patch destination. This bug is fixed. Editing macros is not possible while being in the patch. | | When changing the DMX Invert properties of fixtures in the Live Patch, the output did not change immediately. This bug is fixed. | | When adding new DMX channels in between the existing ones in a fixture type, the default values of existing DMX channels could change. This bug is fixed. | ### Phaser [Section titled “Phaser”](#phaser-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was not possible to create phasers that used values from different channel functions of the same attribute. This bug is fixed. Phasers with values of different channel functions are working as expected. | | It was not possible to adjust the Acceleration, Deceleration, Transition, or Width of a phaser when channel sets were used as absolute values in the steps. This bug is fixed. Phasers can be adjusted as requested, also when using channel sets. | | When there were phasers for different attributes in the programmer, and each phaser had a different number of steps, the phaser with the lower number of steps could get additional steps when changing the values on the Measure, Phase, or Speed layer for the second phaser. This bug is fixed. Phasers do not get additional steps when adjusting a different phaser. | | When exchanging the fixture type of a fixture, the MAtricks phase values of recipes could get ignored. This bug is fixed. | | When changing the MAtricks of a preset that was used in a recipe, the changed MAtricks were not always transferred into the recipe. This bug is fixed. | ### Playback [Section titled “Playback”](#playback-3) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When a sequence or preset had AutoStart disabled, it was not possible to play back the object by using Flash or Temp. this bug is fixed. Flash and Temp play back a sequence or preset, also when AutoStart is disabled. | | The DMX output could shortly jump when updating/storing cues or activating values in the programmer. This bug is fixed. The DMX output does not jump when storing or updating cues or knocking values into the programmer. | | Programmer values could return after dismissing processing units from the session, clearing the programmer, and then inviting the processing units again. This bug is fixed. Programmer values do not come back when clearing the programmer after dismissing processing units and then taking them again into the session. | | The Invert MAtricks settings of recipes did not work. This bug is fixed. MAtricks Inverts in recipe work again as expected. | | The output of a sequence could change when cooking a preset again, and oopsing recipe changes before. This bug is fixed. Oopsing changes on recipes are undone correctly. | | When changing a preset that was used together with another preset in a phaser the MAtricks values in the recipe of the other preset could get lost in the cue. This bug is fixed. Changing presets does not remove MAtricks values in cues of other presets. | | Restart Next Cue did not start the last cue of a sequence when Wrap Around was disabled. This bug is fixed. Restart Next Cue works also in combination with disabled Wrap Around setting. | | If a sequence was mirrored and a world filter applied, the cue timings were not displayed correctly anymore. | | Timecode events were not triggered anymore when the AfterRoll was running. This bug is fixed. | | The output of a sequence could not be correct when being in a session, when appearances were assigned via cue commands to the same sequence. This bug is fixed. |   ### Windows [Section titled “Windows”](#windows-4) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When opening grandMA3 onPC on Windows again after disconnecting an additional monitor, the window of the application was still put on the non-existing monitor. This bug is fixed. GrandMA3 onPC windows are moved to the remaining monitors when starting grandMA3 onPC after disconnecting a monitor. | | The Content Sheet did not display the values of linked sequences properly. This bug is fixed. Values of linked sequences are displayed in the content sheet properly. | | The Pan and Tilt values in the Stage Calibration dialog were always displayed as Hex24 values. This bug is fixed. The Stage Calibration dialog follows the readout of the user profile to display the Pan and Tilt values. | | It was possible to close the Patch menu while the MVR Import dialog was open. This bug is fixed. The Patch menu cannot be closed anymore when the MVR Import dialog is still open. | | The Update menu closed itself when changing a property in it. This bug is fixed. Changing a property inside the update menu keeps the update menu open. | | Setting the font size in windows to 10 or 12 did not make any difference in the resulting look. This bug is fixed. Font sizes 10 or 12 in windows look different in sizes now. | | The order of the software versions in the Select Update pop-up in the Software Update menu was mixed. This bug is fixed. The order of the software versions in the Select Update pop-up is sorted by name. | | The background of the button functions of executors 130 and 140 in the executor label in the playback window or the executor bar had a circular background. This bug is fixed. The icons of button functions for all executors in the playback window or executor bar have a square background. | | When scrolling inside the Master tab in the Object-section of the Assign menu, the focus was not set to the next parent in the tree when reaching the end of a parent. This bug is fixed. Scrolling in the expanded list of Masters in the Object-section of the Assign Menu works without jumping focus. | | When switching to a different object type in the Object-section of the Assign Menu and then going back to the former object type, the currently assigned object could not be selected again. This bug is fixed. The currently selected object in the Assign Menu can be selected again after temporarily switching to a different object type. | | The Insert New Fixtures dialog had a View Mode button without functionality. This bug is fixed. The View Mode button in the Insert New Fixtures dialog is removed. | | When enabling Show Connectors on consoles, a connected grandMA3 extension displayed the wrong connectors. This bug is fixed. The extension displays a correct connector view. | | If the grandMA3 software was booted and the network menu was opened for the first time, all categories would collapse. This bug is fixed. All categories are expanded when opening the network menu.  | | When creating a new show using the command line while the phaser overlay was open, the software could crash. This bug is fixed. The NewShow command can be used while the phaser overlay is open. | | When having a filter editor open and changing the name of the filter, the title bar of the filter editor did not update to the new name. | | It was possible to disable display 1 in the display selector on onPC stations. This bug is fixed. On onPC stations display 1 cannot be disabled anymore in the display selector. | | When editing the start time or start date of an agenda event, the corresponding pop-up did not open. This bug is fixed. | | When scrolling inside the API Description list the focus did not always follow the selected item. This bug is fixed. Inside the list of API Descriptions in the plugin editor, the focus is always on the selected item. | | It might have happened that the text in the layout elements overlapped with the dimmer bar. This bug is fixed. | | Processing units in standalone mode displayed the XRLs in green, which pretended output. This bug is fixed. Outputs are displayed as disabled if the processing unit is in standalone mode. | | The on screen keyboard could not enter a space when Shift or Caps Lock was active. This bug is fixed. | | The Assignment Editor did not search for numbers. This bug is fixed. Searching in the Assignment Editor for just numbers is possible. | | When changing the display preferences of the Assign menu, while the Edit tab was open, only the Edit tab changed to the new display. this bug is fixed.  | | The clock window did not update the list of timecode slots, when a timecode slot was renamed. This bug is fixed. | | The calculator for the Tester Output encoder of the DMX Tester Encoder Bar in the DMX Sheet displayed a wrong input range. This bug is fixed. | | The Render Quality section in the Import section of the Import/Export menu did not offer the predefined render qualities for import. This bug is fixed. | | Entering a password into the login pop-up showed the password in readable text. This bug is fixed. The password input in the login pop-up masks the entered password with a \* for every character. | | Disabling Show Bottom Menu in the sMArt window blocked the possibility to open the settings menu for the sMArt window. This bug is fixed. | | Calling a view with a DMX Sheet did not jump to the selected fixtures, when Only Selection was enabled. This bug is fixed. | | The MVR Merge dialog displayed rotation values in quaternions. This bug is fixed. Rotation values are displayed in degrees. | | The screen encoder did not scroll in the System Monitor window or the Command Line History window. This bug is fixed. | | The sizes of the sequence settings pop-up were different and were dependent on the size of the sequence sheet from where the pop-up was opened. This bug is fixed. The size of the sequence setting pop-up should be the same for all sequence sheets on the same display. | ***   ## []()Appendix  [Section titled “Appendix ”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations  [Section titled “Known Limitations ”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Recast will only recast presets to cues if there is a preset link in the absolute layer. Loading show files that were saved in previous versions deletes the programmer content. # Release Notes 2.0 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-3/key_rn_v2_0/#h2__1435677565) * [Bug Fix Version 2.0.2.0](/grandma3/2-3/key_rn_v2_0/#h2_1781474115) * [Other Enhancements](/grandma3/2-3/key_rn_v2_0/#h3__1137860005) * [Bug Fixes](/grandma3/2-3/key_rn_v2_0/#h2_72787598) * [Release Version 2.0.0.4](/grandma3/2-3/key_rn_v2_0/#h2__1841900993) * [Features](/grandma3/2-3/key_rn_v2_0/#h2_1142862430) * [Single Digit Input](/grandma3/2-3/key_rn_v2_0/#h3__1621154093) * [Fixture Type Presets](/grandma3/2-3/key_rn_v2_0/#h3__625988645) * [Show Creator](/grandma3/2-3/key_rn_v2_0/#h3__711745471) * [Tracking](/grandma3/2-3/key_rn_v2_0/#h3_1351829368) * [Tracking Shield](/grandma3/2-3/key_rn_v2_0/#h4_1351829368) * [Cue Zero](/grandma3/2-3/key_rn_v2_0/#h4_3660909) * [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005) * [MIB](/grandma3/2-3/key_rn_v2_0/#h3__1085121338) * [Sheet Column Editing](/grandma3/2-3/key_rn_v2_0/#h3_2074549335) * [Fixture Sheet](/grandma3/2-3/key_rn_v2_0/#h3__704133460) * [Layouts](/grandma3/2-3/key_rn_v2_0/#h3_457312679) * [Windows, Views, and View Bar](/grandma3/2-3/key_rn_v2_0/#h3__526547644) * [Selection and Selection Grid](/grandma3/2-3/key_rn_v2_0/#h3__429320065) * [Encoder Bar](/grandma3/2-3/key_rn_v2_0/#h3_611477531) * [Encoder Bar Pool](/grandma3/2-3/key_rn_v2_0/#h4_828587241) * [Knob UI Style and Encoder UI Style](/grandma3/2-3/key_rn_v2_0/#h4_1480500119) * [Generators](/grandma3/2-3/key_rn_v2_0/#h3_1134998295) * [Random](/grandma3/2-3/key_rn_v2_0/#h3_1134998295) * [Bitmap](/grandma3/2-3/key_rn_v2_0/#h4_2012165831) * [Sounds](/grandma3/2-3/key_rn_v2_0/#h3_1838296282) * [Timecode](/grandma3/2-3/key_rn_v2_0/#h3_1779041226) * [Clone Window](/grandma3/2-3/key_rn_v2_0/#h3_1395527696) * [Special Dialog Window](/grandma3/2-3/key_rn_v2_0/#h3_304211589) * [Color Picker](/grandma3/2-3/key_rn_v2_0/#h4_1475112279) * [Shapers Dialog](/grandma3/2-3/key_rn_v2_0/#h3_304211589) * [3D](/grandma3/2-3/key_rn_v2_0/#h3__1137860005) * [MVR-xchange](/grandma3/2-3/key_rn_v2_0/#h3__985159704) * [Other Enhancements](/grandma3/2-3/key_rn_v2_0/#h2_1198082799) * [Changes](/grandma3/2-3/key_rn_v2_0/#h2__656690415) * [Bug Fixes](/grandma3/2-3/key_rn_v2_0/#h2__146634055) * [Appendix](/grandma3/2-3/key_rn_v2_0/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v2_0/#h2__1852571500) *** ## Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com/). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the [Online Manuals](https://www.malighting.com/training-support/online-manuals/) on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](/grandma3/2-3/qsg/) and join the MA e-Learning - it’s free of charge and available on the [MA Lighting website](https://www.malighting.com/). Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | *** ## Bug Fix Version 2.0.2.0 [Section titled “Bug Fix Version 2.0.2.0”](#bug-fix-version-2020) ### Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the Select NDI Bandwidth setting for video pool objects set to Source **NDI**: The user can choose between the values **Lowest** and **Highest**. Select NDI Bandwidth defines the quality at which the NDI stream is request from the sender. By default, the value is set to **Lowest**. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Import and Export in the Show Creator menu: * The Gaps setting in the Import and Export tabs are now independent from each other. * When entering Import or Export, the default states of Gaps for Import and Export are applied: * Import: Gaps on * Export: Gaps off *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | ---------------------------------------------------------------------------------------------- | | The software could crash while loading a show file when using materials in meshes extensively. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | In order to preserve your looks on stage, the output for the following described recipe bugs is not corrected automatically, when loading a show file from v2.0.0.4. If you want to re-cook all recipes in your show file, execute Cook DataPool Thru /MergeLowPriority. |   | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When  importing a timecode show, the Cue Destination of timecode events was not imported if the timecode event had Go+ set up as a token. | | When exporting and importing data pools or pages, the assigned objects could be moved to different executors. This bug is now fixed. When exporting data pool or pages, the executors are always exported with gaps, even if Gaps is disabled. | | When importing data pools the information about the assigned object in cue recipes for the value property was lost. | | When moving timecode events while being in a session on other stations the selected events were moved to the same time. The distance of the events to each other was discarded. | | Having several recipes using the same selection and using different selective presets caused incorrect cooking results. | | When changing recipes, the cooked data from other recipes that used selective presets was discarded. | | The data of recipes without MAtricks could not be cooked when several recipes used the same selection but only one of them used MAtricks. | | The hostname of xPort nodes was set to “Waiting” when the interface was set to use DHCP and no DHCP server was available. | | The software could crash when doing a screenshot while the scale factor of the display was not set to 1. | ### Patch [Section titled “Patch”](#patch) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------- | | The order of columns in the Patch menu was different compared with v1.9.7.0.  | | In the Live Patch it was possible to change the Coarse, Fine, and Ultra DMX channels of fixture types. | | When importing fixture types that have two or more geometries with identical names, the linking of the attributes to the geometries were lost. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------- | | The tool bar and the Record button could not be displayed in the Timecode Viewer window when switching on the Setup mode. | *** ## Release Version 2.0.0.4 [Section titled “Release Version 2.0.0.4”](#release-version-2004) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.0.0.4 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### Single Digit Input [Section titled “Single Digit Input”](#single-digit-input) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Single Digit Input multiplies all input integer dimmer values below 10 by 10. To enable/disable Single Digit Input go to Menu - Settings - User Configuration - Profiles. When Single Digit Input is enabled, the following rules apply: * Only whole numbers from 1 to 9 are applied as values 10, 20, 30, 40, 50, 60, 70, 80, or 90. * Digits with decimal place, for example 1.5, are deemed as 1.5. * When specifying any attribute in a command (Attribute “Dimmer” …) single digit input is not applied. * When using the At command without any additional attributes being specified, the value is taken by the natural readout of the dimmer of the user profile. To apply a dimmer value of 50 to the currently selected fixtures as single digit input type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> At 5 | To apply a dimmer value of 40 to fixtures 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture 1 Thru 4 At 4 | See also [User Settings](/grandma3/2-3/user_settings/). *** ### Fixture Type Presets [Section titled “Fixture Type Presets”](#fixture-type-presets) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Fixture Type Presets allow to store presets directly in a fixture type. This can be useful, for example, when you have to use a fixture type in a different show file, and want to save time by creating your standard set of presets again. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Fixture Type Presets are not part of the GDTF DIN Specification. Therefore, Fixture Type Preset can be only transferred to different show files when using grandMA3 Fixture Types during export and import. | Using the new keyword AutoStore allows to store presets into fixture types.\ The syntax AutoStore FixtureType \[“FixtureType\_Name” or FixtureType\_Number] or AutoStore Fixture \[“Fixture\_Name” or Fixture\_Number] makes it possible to store the presets into the corresponding fixture type.\ When choosing the fixture type as target, presets that are only available for a special mode are also cloned as Fixture Type Preset for all other modes.\ When choosing a fixture as target, presets are only added as Fixture Type Presets to their corresponding modes.   To break down feature groups or attributes even further, specify a filter in the If keyword. Executing the store command with fixtures or fixture types triggers a pop-up that asks the user whether to Merge the existing FixtureType Presets or to Overwrite them. Explore FixtureType Presets when editing a fixture type. To do so, go to Menu - Patch - Fixture Types - select the desired Fixture Type - Edit - select the desired mode - Edit - FT Presets. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The FixtureType editor now separates the different modes of a fixture type. To change a channel of a mode, select the mode first and then edit it. |   To create presets out of a fixture type, use the AutoCreate keyword: AutoCreate Fixture \[“Fixture\_Name” or Fixture\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Creating presets merges them with the already existing presets of the same name. As soon as a dedicated target is defined, the name resolving is ignored, and the presets are stored to the specified target location.   Instead of using the command line to store presets into fixture types or creating presets out of fixture types, the Show Creator menu can be used.\ To learn more about this new menu, please [read below](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_457312679). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitations:** | | | - Only presets that have a name, can be used for creating FixtureType Presets. | * At the moment, all presets are stored to a fixture type, but it should only be possible to store global and universal presets to fixture types. * Presets that contain attributes of different feature groups discard these attributes during import. | See also [AutoStore](/grandma3/2-3/keyword_autocreate/), [AutoCreate](/grandma3/2-3/keyword_autocreate/), [Store Presets to Fixture Types](/grandma3/2-3/sc_fixture_type_presets/), and [Create Presets from Fixture Types](/grandma3/2-3/sc_autocreate_groups/). *** ### Show Creator [Section titled “Show Creator”](#show-creator) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Show Creator menu (Menu - Show Creator) combines the former Import/Export menu with new menus. The Show Creator stores presets into fixture types and auto-creates presets out of fixture types (see [FixtureType Presets](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3__625988645) above).\ The Show Creator menu offers different tabs: * Import: The only changes here are: * The addition of Gaps. When Gaps is enabled, the gaps that are part of the XML file will be imported, too. * The additon of Clear Collection for the Local area. Tapping Clear Collection resets the collection of items. - Export: The only change here is the addition of Gaps. When Gaps is enabled, the collected and empty pool objects will be exported as gaps into the XML file.\ Learn more about Gaps in the [/Gaps Option Keyword topic](/grandma3/2-3/ok_gaps/). * Create Groups: Creates groups based on the current patch. * Left area: Select objects you want to create a group for. Tapping Fixture Types switches to Classes and then to Layers. * The right area displays the group pool. The user can collect single places in the group pool where they want to create groups. * The Advanced mode changes the menu when it is enabled: * A center area appears that allows to select only a reduced set of fixtures that are matching the selected objects in the left area. * Tapping Clear Collection resets the collection of items.​ * Tap AutoCreate Groups /All or AutoCreate Groups /Single in order to create a group with all fixtures in it, or to create single fixture groups of every selected fixture. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about AutoCreate, see [AutoCreate Keyword](/grandma3/2-3/keyword_autocreate/). | * Create Presets: Creates universal dimmer or color presets: * The top bar allows to switch between the creation of Dimmer or Color presets. * The left area is dependent if Dimmer or Color has been chosen: * Dimmer: Dimmer Increment defines the increase in value from one preset to the next. Dimmer presets are created from 0 % to 100 %. The input range for Dimmer Increment is from 5 % to 50 %. * Color: When creating color presets, presets will be created by the combination of Hue and Saturation. Therefore the user can define how many Hue values (Amount Hue) and Saturation values (Amount Saturation) will be combined when creating the presets. Sort By defines if the presets will be ordered by **Hue** or **Saturation** values. When enabling Book, the user can select whole swatch books or selected gels to create presets from. * The right area allows to collect the preset spots where the presets shall be created. * Tapping Clear Collection resets the collection of items. * Tapping Generate Dimmer or Generate Color creates the corresponding presets. Only the button of the chosen type is not grayed out. * Create Presets from FT: Creates presets in the show using the presets that are stored in fixture types. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When collecting at least one preset in the pool before auto creating presets, the name resolution of presets will be ignored. | * The FixtureTypes area on the left side displays the fixture types used in the show. Select the fixture type you want to create presets. When unfolding the fixture types, it is also possible to select only a dedicated mode of the fixture type in order to create the presets. Only modes that contain Fixture Type Presets are listed. When Fixtures is enabled, this area displays the patched fixtures instead of the fixture types. In this mode, also only fixtures are listed where the fixtures types and modes contain Fixture Type Presets. * The right side allows to define which presets (filtered by feature group or attributes) are to be created out of the fixture types. Tapping ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) expands the feature group filter area for you to display the attributes’ filter. In this case the At Filter is also temporarily activated. * The Advanced mode changes the menu in this way when it is enabled: * The feature group/attribute filter area is replaced by a preset pool area. The user can then collect single places in the preset pool where they want the presets to be created.  If you collect presets before creating them, the resulting name will be ignored. The feature groups bar known from the Import/Export tabs appear on the top. * The FixtureTypes area occupies only the left side of the menu. * The center area displays the presets that are part of the selected fixture type. * Tapping Clear Collection resets the collection of items. * The Source can be toggled between **FixtureType Presets** and **ChannelSets**: * **FixtureType Presets**: Creates presets from the presets stored in the fixture type. * **ChannelSets**: Creates presets based on the channel sets (that have a name) that are defined in the fixture type. By default Source is set to **ChannelSet**. * When a fixture type is selected, and the desired presets, feature groups, or attributes are selected, tap AutoCreate Presets. A pop-up asks whether to Overwrite or Merge existing presets, or to Cancel the operation.​​ * Store Presets to FT: Allows to store existing and named presets of the show file into the fixture types in use. * The selector next to the left sidebar allows to define which presets (filtered by feature group or attributes) will be stored into fixture types. Tapping  ![](/img/grandma3/2-3/triangle_right_15_1-47e5b2.png) expands the display of the attributes filter. In this case, also the At Filter is temporarily activated. * The FixtureTypes area lists all fixture types used in the show. The user needs to select the desired fixture types they want to store presets to. Enabling Fixtures will display the patched fixtures instead of the fixture types. * The Advanced mode in the title bar changes the menu when it is enabled: *  The feature group/attribute filter area is replaced by a preset pool area. The user can collect single presets they want to store into the fixture types by clicking them. The feature groups bar known from the Import/Export tabs appear on the top. * The FixtureTypes area occupies only the center of the menu. * The right side displays the presets that are allready part of the fixture type. * When presets, feature groups or attributes and a fixture type are selected, tap AutoStore Presets in order to transfer the desired presets into the fixture type. A pop-up asks whether the user wants to Overwrite or Merge existing Fixture Type Presets or Cancel the operation. In the case of Overwrite, only the presets of the selected feature group are overwritten. Presets of other feature groups remain in the fixture type. See also [Show Creator](/grandma3/2-3/show-creator/).To store all possible presets to fixture type 9, overwriting existing fixture type presets, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoStore Preset \*.\* At FixtureType 9 /Overwrite /NoConfirmation | To store possible color presets to the fixture type of fixture 1, merging existing fixture type presets, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoStore Preset 4.1 Thru At Fixture 1 /Merge /NoConfirmation | To create color presets out of fixture type 9, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset 4.\* | To create all presets out of fixture type 9 and match them by name, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset \* | To create universal dimmer presets with a value incrementation of 25%, and the first preset is the 11th dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset1.11 “DimmerIncrement” 25 | To create universal color presets with four different hues, 5 different saturations, get them sorted by saturation, and start at color preset 42, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset 4.42 “AmountHue” 4 “AmountSaturation” 5 “SortColor” “Saturation” | To create universal color presets with the gels 2 and 10 of the MA Lighting swatch book, and get them created at color preset 4.2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset 4.2 “GelList” Gel 1.2 + 10 | To create a universal color preset with the Mauve gel of manufacturer Lee as color preset 4.126, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate Universal 1 At Preset 4.126 “GelList” Gel “Lee”.”Mauve” | To create global beam presets out of the channel sets of fixture type 9, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset \* If FeatureGroup “Beam” /ChannelSet | *** ### Tracking [Section titled “Tracking”](#tracking) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * Improved the asserting of cues: The new value \*\*X-Assert \*\*asserts values that were saved in previous cues together with the timing of the cue where X-Assert is set. Individual timings that track into the cue with the X-Assert are not respected, and the general cue timing is used. * Improved the Copy Cue pop-up: Due to the adjustments needed for Tracking Shield, the Copy Cue pop-up was enhanced: * The top part is about handling the data of the source cue, and the lower part gives access to options that define how the data is added to the destination cue. * Renamed “Source Cue” section “Copy Values from Source Cue”. * Renamed “Tracking into Destination Cue” section “Existing Values tracking into Destination”. * Renamed the value “Keep” Retain. * Renamed the value “Force Release” Replace with Release. * Renamed the value “Force Default” Replace with Default. * Refactored the “Cue Only” section into “Copy Values”: * Tracking: Stores the values at the destination as normal tracking values. * Cue Only: Stores the values at the destination as values only into this cue. The following cue Only stores previous values. (= Cue Only principle). * Added the new section “Protect from Tracking”: * Dimmer Cue Only: Stores only the dimmer values at the destination following the Cue Only principle when it is enabled. All other attributes will be stored as tracking values. For more information see [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005). * Added a Tracking Shield section: * Off * ![](/img/grandma3/2-3/icon_15_trackshield_rising0_v2_0-3f9534.png) * ![](/img/grandma3/2-3/icon_15_trackshield_greater0_v2_0-238a44.png) * To learn more about this topic, see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). * Improved the Store Cue pop-up: * The “Store Values” column allows to define if the values will be be stored using the Tracking principle or if they will be stored using Cue Only. * The “Protect from Tracking” column allows to define if dimmer values only will be stored using Cue Only. This is the case when Dimmer Cue Only is enabled. This options works only when Tracking is selected. If it is not selected, it will be selected automatically when enabling Dimmer Cue Only. For more information see [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005). * The column “Shield tracked values” allows to use Tracking Shield. If you select any mode in the “Shield tracked values” section, while Cue Only is selected in the “Store Values” section, Tracking will also be automatically selected. For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). * Improved the Delete Cue pop-up: * The user can now decide if they want to delete the values using the Tracking principle, Cue Only princple, or the Dimmer Cue Only principle. * Also, Tracking Shield modes were added.\ For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368) and [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005). | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | The Delete Cue pop-up uses the Store preferences. Therefore, changing the preferences on one side will change the preferences on the other side as well. | #### Tracking Shield [Section titled “Tracking Shield”](#tracking-shield) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Tracking Shield is a tracking store mode that protects already tracked attributes from being changed unintentionally in cues where the dimmer value is above zero. The Tracking Shield has two modes: * ![](/img/grandma3/2-3/icon_15_trackshield_rising0_v2_0-3f9534.png) (Dimmer rising from 0): Protects attributes in the next cue where the dimmer value increases starting from zero. * ![](/img/grandma3/2-3/icon_15_trackshield_greater0_v2_0-238a44.png) (Dimmer above 0): Protects attributes in the next cue where the dimmer value is above zero no matter the value it had before. For more information see [Tracking Shield](/grandma3/2-3/cue_tracking_shield/). **Examples** Requirement: ![](/img/grandma3/2-3/trackingshield_start-63d912.png) * Example 1: Store Fixture 1 to cue 3 with an intensity of 75 % and in blue. The look of cue 5 will be preserved. In this case, both modes of Tracking Shield will give the same result: ![](/img/grandma3/2-3/trackingshield_example1-c9da67.png) * Example 2: We start again with the state of the situation in the requirement. We now want to store fixture 1 with an intensity of 75 % and in blue again, but this time to cue 5. When using the mode “Dimmer rising from 0”, the following cues, where the dimmer rises again from 0, will be protected. The mode also preserves look of the following cues: ![](/img/grandma3/2-3/trackingshiled_example2_raising-2687dd.png) * Example 3: We start again with the state of the situation in the requirement. We now want to store fixture 1 with an intensity of 75 % and in blue again to cue 5. When using the mode “Dimmer above 0”, the look of the non-dimmer attributes in the next cue (cue 6) is preserved. In some cases this will result in the same outcome as as if storing /CueOnly: ![](/img/grandma3/2-3/trackingshield_example3_above-864944.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Tracking Shield only protects non-dimmer attributes. If you want to preserve the look of the next cue for the dimmer too, combine Tracking Shield with the new option [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005) when storing. | The new [/TrackingShield](/grandma3/2-3/ok_trackingshield/) option keyword allows to define directly which tracking shield mode shall be used: Syntax: /TrackingShield \[“Value”] These are the possible values: * **Off**: Tracking Shield will not be used. * **DimmerRisingFromZero** (DRZ): The principle of Tracking Shield in mode “Dimmer rising from 0” will be used. * **DimmerAboveZero** (DAZ): The principle of Tracking Shield in mode “Dimmer above 0” will be used. #### Cue Zero [Section titled “Cue Zero”](#cue-zero) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)  New in this release The Sequence settings offer Cue Zero Mode. This setting can be set to different values: * **Off**: Cue Zero is not used in the sequence. This is the default setting. * **All Used Attributes**: Cue Zero contains all default values of every fixture that is stored in the sequence. * **Only Used Dimmers**: Cue Zero only contains default dimmer values of every fixture that is stored in the sequence. See also [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). #### Dimmer Cue Only [Section titled “Dimmer Cue Only”](#dimmer-cue-only) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When storing or copying cues using the Tracking principle, the existing Cue Only option was extended.\ **Cue Only** disabled is now called Tracking.\ **Cue Only** enabled stays as is and is mutually exclusive. The extension of Cue Only is the addition of the new mode **Dimmer Cue Only**. When selecting this value, only the dimmer attributes will be stored using the Cue Only principle. All other attributes will be stored as normal tracking values. When Tracking Shield is enabled the Tracking Shield principle is used to store values.\ To use **Dimmer Cue Only** via command line, use the existing [/CueOnly option keyword](/grandma3/2-3/ok_cueonly/): * /CueOnly “DimmerOnly”: Uses Dimmer Cue Only and releases the recently stored dimmer attributes in the next cue. * /CueOnly “DimmerOnlyDefaultNew”: Uses Dimmer Cue Only and sets recently stored dimmer attributes to the default value in the next cue. *** ### MIB [Section titled “MIB”](#mib) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release When MIB is in progress, the MIB indicator in the Fixture Sheet will indicate this: * Fast flashing: Fixtures fade out in order to perform an MIB. * Slow flashing: Fixtures perform an MIB fade. The OffCue no longer displays MIB indicators.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Hold is a special value that can be set to prevent an MIB action. It can only be applied to a dimmer attribute and is equivalent to a value of 0.\ To prevent all fixtures (for example, scrollers) from performing an MIB action in the same cue, Hold can be used to distribute the movement across multiple cues. To expressly perform a movement with an open dimmer between two cues, Hold can be used to enhance individual fixtures. To learn more about Hold, please see the [Hold keyword](/grandma3/2-3/keyword_hold/), and [Move In Black](/grandma3/2-3/cue_mib/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release MIB also works when the dimmer raises from 0 on the relative layer. *** ### Editing of Sheet Columns [Section titled “Editing of Sheet Columns”](#editing-of-sheet-columns) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The columns of sheets are configurable in certain windows. These windows are the Sequence Sheet, Content Sheet, Fixture Sheet, the Layout Editor, the Agenda Viewer, RDM Devices Viewer, the Timecode Editor and Timecode Viewer.\ The arrangement can be stored to the preferences of the window and recalled from there. Furthermore, the arrangement is also stored with the window inside a view. To get the different options for column editing: Start a 2 Finger Scroll gesture in the header row of the desired sheet. The ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol appears in the left corner. Tap ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When using the trackpad on an Apple Mac computer, the gesture is the same as described. However the white focus frame inside the grid scrolls as well. | * Enter Column Editing: Enables the editing mode, where the user can show or hide columns or change the order of the columns. * Leave Column Editing: Allows to leave the editing mode. * Reset Column Filter: Resets the hidden columns to be displayed. * Reset Column Order: Resets the order of the columns to default. To change the order or visibility of a column: 1. Tap Enter Column Editing to start editing. 2. Tap a column header to show or hide this column. 3. Tap and hold a column, and drag it to the desired location. 4. The target location is indicated by a vertical red line. The red line appears shortly after starting to move the finger to the left or right. 5. Release the finger as soon as the desired location is reached. 6. Tap Leave Column Editing to exit the edit mode. To move a column without entering column editing: 1. Long press and hold a column until the vertical red target line appears. 2. Move the finger to the left or right. 3. Release the finger as soon as the desired location is reached. Attribute columns, for example, in the fixture sheet and track sheet mode of the sequence sheet, cannot be filtered out.\ In some sheets, for example in the Sequence Sheet, there are two areas of columns that can be sorted. First the area with the Lock, No, Part, and Name columns, and second the area with all other columns. The column header in such grids will turn red when you try to move a column around. This indicates the area to which you cannot move the column you are currently touching. The Column Editing replaces the following Mask settings in the Timecode Viewer window:  Show Appearance, Show Target, and Note.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Columns can be edited or saved as Column Sets in the Sequence Sheet, Agenda Viewer, or RDM Devices Viewer. Also, a selector for different column sets can be displayed in the title bar of the corresponding windows. To edit the column sets of a window follow these steps:  1. Tap MA to enter the window settings.  2. Enter the Columns tab.  To create a new Column Set: 1. Tap, hold, and swipe Columns. 2. Move your finger above New. 3. Release your finger. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When creating a new Column Set, the currently selected Column Set will be used as a template; Only columns that were visible in the sheet at a time already are offered in the Column Set editor. | To enable or disable the visibility of columns: Do a two-finger edit on Yes / No in the Visible column.\ By tapping Set All Visible or Set All Invisible, all columns will be set to Visible Yes, or Visible No. To change the order of the columns: Select the column, you want to move and change its position using ![](/img/grandma3/2-3/arrow_up_15px-0d28b1.png) and ![](/img/grandma3/2-3/icon_arrow_down_15_v1-5-ecdee5.png).\ As soon as the order of columns has changed, it is possible to reset the order by tapping Reset Order.\ A white horizontal line divides the two different column areas where within each of them the columns can be reordered. To recall the changed columns set, the window needs to be stored in a view or to a window preference. To make the column set selector visible in the title bar of a window: 1. Tap MA to enter the window settings.  2. Enter the Columns tab. 3. Enable Edit Title Bar and then toggle Columns to Yes. By tap and hold on Columns in the title bar of a window, a Columns Set editor will open. It offers the same tools as described above.\ When entering Label into the command line and then tapping Columns in the title bar of a sheet, the label pop-up for the selected set opens. In the Sequence Sheet, the Column Sets replace the different mask settings of Cue Settings, Cue Timing, Preset Timing, Note, Command, and MIB Settings.\ When loading a show file from grandMA3 v1.9.7 or prior to grandMA3 v2.0 or later, the stored setting of masks is automatically migrated into Column Set 1.\ The Sequence Sheet also provides three additional sets, Track, MIB, and Timing.\ Each of these sets display the corresponding columns that the masks provided in previous versions.\ The normal Sequence Sheet mode and the Track Sheet mode each remember which column set was previously selected. *** ### Fixture Sheet [Section titled “Fixture Sheet”](#fixture-sheet) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The fixture sheet offers new Sheet Modes: * **Dimmer+**: Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. * **Sheet/Filter**: The Dimmer+ sheet mode has a similar look as the **Channel** mode. It displays all attributes unless the user defines a filter in the Mask tab of the Fixture Sheet Settings. Both modes have these features in common: * Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. * Both modes are able to display the Fixture Graphics, but won’t display the Feature Graphics.  The Merge Cells setting now differs between merging values per Feature or per FeatureGroups. Therefore, the toggle button changed a swipe button, and offers the values **None**, **Feature**, and **Feature Group**. Feature equals to the former enabled state of Merge Cells. In the sheet mode Channel, Dimmer+, Sheet/Filter it is possible to open a calculator for the attribute instead of editing the patch of the fixture. To edit the attribute, long press on the attribute, to open the patch, long press the Fixture ID. Switching off a fixture using the fixture sheet in Channel, Dimmer+, or Sheet/Filter mode switches off the whole fixture. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release New Fixture Sheet setting Show Name Field allows to display or hide the name of the fixtures when the fixture sheet is set to Sheet Mode Channel. The new Fixture Sheet mask setting Show ID Type defines the displayed ID Type between the modes **Channel**, **Dimmer+**, or **Sheet/Filter**.\ When using these modes, and Show ID Type is enabled, the Fixture ID and CID are displayed together as soon as they are different, for example, 1:101. When both IDs are identical, only one number is displayed.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release It is possible to assign filters, worlds, and the selections to reduce the number of fixtures or attributes displayed. As soon as a filter or world is assigned to the fixture sheet, the title bar informs the user about the assigned object and offers a button to remove the object from the fixture sheet.\ When the selection is assigned, the displayed fixtures change dynamically as the selection itself changes. Switching the fixture sheet to display the selection can be done by assigning the selection to the fixture sheet (Assign + Fixture + Fixture and tapping the title bar of the desired fixture sheet window), or by enabling Filter Selection in the MAsk tab of the Fixture Sheet context menu.\ To assign a filter or world to a fixture sheet, enter an Assign command into the command line and then tap into the title bar of the desired fixture sheet: 1. Enter a assign command into the command line: Assign Filter \[“Filter\_Name” or Filter\_Number] or Assign World \[“World\_Name” or World\_Number] 2. Tap the title bar of the desired fixture sheet. Furthermore, the Filter setting in the Mask tab of the Fixture Sheet Settings pop-up can be used to select a world. This also applies to the Sequence Sheet. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release  The Channel Set setting defines the readout of values that are part of channel sets: * **Value**: Only the value is displayed. * **Value+Name**: The value and the name of the channel set are displayed. * **Name**: Only the name of the channel set is displayed. This also applies the Sequence Sheet and the Content Sheet. See also [Window Settings](/grandma3/2-3/wvm_settings/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * The fixture sheet displays now DMX values instead of the value inside a channel function, when a channel function was active.  * Opening the calculator of an attribute on the Output Layer or the DMX Layer opens it for the Absolute layer. * When going through a selection by using Next and Prev and Fixture Sort is enabled, the main selected fixtures will be displayed first, and then the sub-selected fixtures will be displayed. * When the Layer setting of the fixture sheet is set to **Auto**, the resulting output value will be displayed, although the selected layer of the user profile is the Absolute layer. The value of the Absolute layer will be displayed when selecting the **Absolute** value of the Layer setting in the Fixture Sheet. *** ### Layouts [Section titled “Layouts”](#layouts) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * When assigning the selection to a layout, only the selected fixtures are taken. Sub selected fixtures are not assigned to the layout. * Assigning an object such as a sequence to a blank element in the layout view creates a new element in both setup and normal mode. * Added useful minimum and maximum for Position X, Position Y, Dimension W, and Dimension H. * When Dimension W and Dimension H are set to 0, and FitType is set to Canvas, ZoomToFit is not offered anymore. Also, AutoZoom is doing nothing under that condition. * The displayed appearance on a layout element can be rotated and mirrored using Rotatation and Mirror in the layout element editor. * The custom text of an object can be orientated vertically as well. * Scribbles assigned to objects can be displayed in layout elements. * The Auto tool (![](/img/grandma3/2-3/icon_15_layout_autotool_v2_0-2e7c75.png)) changes the function depending on the object area: * Tapping inside the area of a layout element, the move function is used. * Tapping outside of a layout element at the edges, allows to change the size of the element of the used axis. * Tapping outside of a layout element at the corners, uses the resize function to change the size. This tool does not respect the ratio. * Holding MA and tapping outside of a layout element at the corners, uses the resize tool with fixed ratio. * Improved the custom text properties: * Text Horizontal was renamed Align Horizontal. * Align Horizontal offers new values **Outside Left** and **Outside Right**, which would place the custom text outside of the layout element on the left or right side. * Text Vertical was renamed Align Vertical. * Align Vertical offers the new value **Below**, which places the text outside below the layout element. * The new setting Vertical displays the custom text in vertical direction, when it is enabled. * When the Layout Viewer is in Setup mode, the overall selection frame around all selected elements exceeds the outside corners. * When Show Selection in the Layout window is disabled, the border of layout elements that have an object assigned is hidden. * The Selection Mode setting of the Layout window defines if the lasso selection inside a Layout window shall result in a linear selection or in a 2D Grid selection arrangement in the selection grid.\ Depending on the selected mode, the frame color will be different: * 2D Grid: Green * Linearize: Yellow * In addition to the Selection Mode setting, tapping ![](/img/grandma3/2-3/icon_selection-grid_15_v1-9-2ee8fe.png) in the Layout Viewer window arranges the selection in the selection grid correspondingly to the fixture positions of the currently displayed layout. * The Lasso Filter settings defines which layout elements will be selected when making a lasso selection: * **All**: All layout elements will be selected. * **Fixtures**: Only layout elements that have fixtures assigned get selected. * **Others**: Layout elements that have anything else than fixtures assigned will be selected. * Window Preferences can be stored and loaded in the Layout Viewer Window. See also [Layout View Settings](/grandma3/2-3/layout_view_settings/) and [Edit Layout Elements](/grandma3/2-3/layout_elements_edit/). *** ### Windows, Views, and View Bar [Section titled “Windows, Views, and View Bar”](#windows-views-and-view-bar) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * The View Bar can be positioned horizontally. To switch the position, open the Configure Display dialog and tap ![](/img/grandma3/2-3/icon_view-bar-move_15_v2-0-91ba93.png) above ShowViewBar. * The View Bar can show up to 3 columns of view buttons. To adjust the amount, use the + and - below ShowViewBar. * The View Bar can be scrolled. Each column offers up to 100 view buttons.\ When a view bar is scrolled above the initial count, tapping ![](/img/grandma3/2-3/icon_15_view_scrollup_v2_0-d91494.png) in the upper right (vertical arrangement) or tapping ![](/img/grandma3/2-3/icon_15_view_scrollleft_v2_0-b03c1f.png) upper left (horizontal arrangement) allows to quickly return to the top of the view bar.\ The View Bars can be either scrolled vertically or horizontally. This is determined by the position of the View Bar. * View buttons indicate the type of object assigned to them by a colored indicator bar and the corresponding icon of the object type. * While pressing MA, the icon unhides the pool ID of the assigned object on a view button. * Views that have 2 or more screens stored are displayed by an additional screen icon, for example: ![](/img/grandma3/2-3/icon_15_view_screens_v2_0-944d9c.png). The white squares in the icon indicate which screens are part of the view. * Tapping an empty view button clears the screen, and the command line history will display the information “(Click on empty ViewButton)” in addition to the execution of the Delete ScreenContent command. * When storing a view, a screenshot button (![](/img/grandma3/2-3/icon_screenshot_15_v2-0-257372.png)) in the top left corner of the store dialog offers to do a screenshot when enabled. After tapping OK, a new appearance will be created and then assigned to the view.\ As soon as two or more screens are selected in the Store View pop-up, the screenshot functionality will be temporarily grayed out.\ To remove the assignment of an Appearance from a View, edit the view, or a command that is based on this syntax:\ Assign Appearance At View \[“View\_Name” or View\_Number] * These objects can also be assigned to a view button: * [Encoder Bars](/grandma3/2-3/key_rn_v2_0/#h3_611477531) * Macros * MAtricks * Plugins * Quickeys * ScreenConfigurations * Timers * Users * When tapping view buttons that have filters, or worlds assigned, the object itself will be selected in the pool. * Improved View editor: Select the screen content mask in a similar way to a view button store. See also [View Bar and View Buttons](/grandma3/2-3/ws_ui_view_bar_and_buttons/).   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Pool windows, for example, the Group Pool window, allow to set Pool Columns in their settings. The Pool Title Object displays an icon (![](/img/grandma3/2-3/icon_pool-limited_12_v2-0-fc2d0c.png)) if a pool column is set. Using Pool Columns retains the initial look in a pool window even if the pool window was resized after arranging the pool objects. To see how the pool columns works, try this example: 1. Open a Group Pool window using the complete screen size. 2. Store some groups and arrange them in a nice layout that fits the placement of the fixtures on stage. 3. Make the Group Pool window smaller. 1. As a result, the groups are shifted around in the window. 4. Set Pool Columns to the value 18 (the amount of a pool window, when it is opened using the full screen, while the view bar is enabled). As a result, the arrangement of the pool object inside the window stays consistent. When Pool Columns is set to a value that is smaller than the current width of the window, the remaining space will be displayed in black.\ To get back to a dynamic pool window, set Pool Columns to the value **Not Defined**. See also [Window Settings](/grandma3/2-3/wvm_settings/#h2__522911071). *** ### Selection and Selection Grid [Section titled “Selection and Selection Grid”](#selection-and-selection-grid) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * The title bar buttons of the Selection Grid window can be configured by enabling Edit Title Bar in the Selection Grid Window Settings. * It is possible to align the selection to the left, the center, or the right of the whole selection, by tapping ![](/img/grandma3/2-3/icon_15_align_left_v2_0-896d90.png), ![](/img/grandma3/2-3/icon_15_align_center_v2_0-f98e88.png), ![](/img/grandma3/2-3/icon_15_align_right_v2_0-9c116c.png) in the tool bar. * The settings Auto Remove Gaps and Auto Remove Offset are combined in the new setting Preserve GridPositions. When Preserve GridPositions is enabled, the original grid position, for example, from the called group, will be applied. When it is disabled, all gaps and the offset to the origin of the grid will be suppressed. When tapping into the selection grid, Preserve GridPositions will be enabled in order to allow to add the next selection at the defined position.\ Also when storing a selection into an object, for example, a group, the state of Preserve GridPositions of the group will be recalled as long as Preserve GridPositions is disabled before calling the group. * Tapping ![](/img/grandma3/2-3/icon_15_remove_gaps_v2_0-8f5977.png) (Remove Gaps) takes out all gaps between the selected fixtures. * ![](/img/grandma3/2-3/icon_15_remove_offset_v2_0-de366e.png) (Remove Offset) removes the offset between the origin and the selection. * The multiply and divide tool (\*2 and /2) multiplies or divides the space on the x-axis relatively between fixtures inside the selection grid. * Tapping  transforms the current selection to be symmetrical. * The MAtricks Transformation setting allows to retain the initial grid view when applying MAtricks. When it is disabled, the fixtures will not be displayed stacked in the selection grid, as soon as the user applies MAtricks. It is enabled by default. * Tapping ![](/img/grandma3/2-3/icon_15_matricks_v2_0-c82d04.png) (Use MAtricks position and reset MAtricks) keeps the fixtures at their MAtricks transformed coordinates and removes the MAtricks. * The Move Grid Cursor setting in the title bar represents the Move Grid Cursor setting of the user profile. When selecting fixtures, Move Grid Cursor will work as specified in the user profile. If fixtures are selected through a group, the Move Grid Cursor setting from the called group gets applied. When switching the Move Grid Cursor value, the cursor changes immediately to a new grid position representing the new mode. * The Move Grid Cursor settings (Store Preferences, Groups, Preferences and Timing - Groups) have new values available: **\**, **Newline**, and **None**: * **\**: The setting of the user profile is taken when calling a group. * **Newline**: The grid cursor will be set to the first empty line (in Y direction) after selecting new fixtures. * **None**: The cursor won’t move when selecting fixtures or groups. * It is possible to open a temporary Selection Grid overlay when tapping Selection in the Encoder Bar. * The grid tools Align, Flip, Linearize, Rotate, and Transpose work now relative on the current grid position. * The Selection Grid window can display red center lines for the current selection. They can be enabled or disabled separately for X and Y in the context menu of the Selection Grid window by toggling Centerline X and Centerline Y. The color can be changed via the color definition SelectionGrid.Centerline in the color theme. * The font size of the fixture numbers in the selection grid boxes can be defined by the Font Size setting in the Selection Grid window settings. When it is set to **Automatic**, the font size depends on the size of the Selection Grid window and the zoom in the Selection Grid window. * The Selection Grid window has per default the Align Bar visible at its bottom. To hide the Align Bar, disable Align Bar in the settings menu of the Selection Grid window. * Off + tapping a fixture in the selection grid knocks out the fixture in the programmer. Whenever Setup mode is enabled, it is possible to knock out multiple fixtures at once using Off  and dragging a lasso around your selection. * The Selection Grid window displays a green outline around the overall selection. With the new Setup mode, it is possible to move fixtures around in the selection grid. Example: 1. Select some fixtures, for example, Fixture 1 Thru 10. 2. Open a Selection Grid window. 3. Enable Setup in the title bar of the Selection Grid window. 4. Tap a fixture to select it. In case you want to move several fixtures at once, tap more fixtures, or do a lasso selection to select several fixtures. 5. Tap, hold and drag one of the selected fixtures to the new position. 6. When done with adjusting the grid positions, disable Setup. Use the Grid tools in the setup mode with partly selected fixtures.  Setup mode can be left by executing ClearAll (3x Clear).\ Selecting fixtures again while being in Setup mode will toggle the selection state of the fixtures.\ When the Setup mode is enabled, Selection in the encoder bar will indicate this by a pulsating yellow indicator bar.   The Selection Grid allows to place fixtures on negative grid coordinates.   MAtricks X,Y and Z directions are now relative to the entire range of selected fixtures.\ This means that when moving through a selection with Next or Prev, if the selection does not start at grid 0/0/0, it is not necessary to continue moving through the grid until the first fixture will be mainly selected. This applies for Next/Previous, NextY/PreviousY, and NextZ/PreviousZ).   When having multi-instance fixtures selected, pressing Down arranges the sub fixtures depending on the arrangement of the sub-fixtures inside the main fixture. It is also possible to go Up again to the former selection. This works for all levels of sub fixtures inside fixtures. Each level of selection can have its own MAtricks. The grid positions of sub fixtures are automatically determined by the positions defined by the geometries inside the fixture type. Furthermore, the Geometries tab inside the fixture type editor offers new columns in order to modify the grid positions manually: * **Grid Auto**: Can change between Auto and Manual. In Auto mode (default value), the positions are determined automatically. When set to Manual, the user can define the grid positions by their own using the following properties. * **Grid Swap XY**: Interchanges the grid positions between the X and Y axis. * **Grid Inv X**: Inverts the grid positions on the X-axis. * **Grid Inv Y**: Inverts the grid positions on the Y-axis. * **Grid Inv Z**: Inverts the grid positions on the Z-axis. * **Grid X**: Defines the position of the geometry on the X-Axis. * **Grid Y**: Defines the position of the geometry on the Y-Axis. * **Grid Z**: Defines the position of the geometry on the Z-Axis. The GridStore command transfers the grid positions in the selection grid of the selected subfixtures into the fixture. To do so: 1. Arrange the subfixtures in the selection grid. 2. Execute GridStore using the command line.   The new Align Range functionality (Rx, Ry, and Rz in the MAtricks window) allows to define if the alignment of values is to be made across the whole selection (=Align Range is disabled), or if the values are to be aligned per row/column individually. This can be defined individually per axis.\ When an Align Range is enabled, the green frame around the selection in the Selection Grid window changes. Around each row or column (depending on the direction and the status of the different Aling Range settings), a dark sea green colored frame will be displayed. Improved the behavior when storing groups. Therefore, Group preferences are now located in the Preferences and Timings menu: * When Move Grid Cursor 1D Selection is enabled, **Move Grid Cursor** will be enabled in the group that was stored, given the Selection Grid has a selection only in one dimension. *  Move Grid Cursor 2D/3D Selection will enable **Move Grid Cursor** in the group that was stored, given the Selection Grid has a selection in at least two dimensions. When assigning a group to an executor, define the desired group mode by changing Mode. Once you change it manually to anything else but None, this setting will not apply. *** ### Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * In a world, the Encoder Bank Bar (read below in the [Encoder Bar Pool paragraph](/grandma3/2-3/key_rn_v2_0/#h4_828587241)) in the Encoder Bar now only displays Encoder Banks with attributes within that world, or with the attributes of the fixtures within that world. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release  The Encoder Bar window allows to switch the GUI style of the encoders to fader style. To do so, open the settings of the Encoder Bar window, and enable Fade Encoder. The encoder area in the Encoder Bar windows changes to fader style.\ It is also possible to show or hide the different elements of the encoder bar by enabling or disabling the different settings in the Encoder Bar window settings: * Title Bar: Shows or hides the title bar. Press both  MA or Ctrl + Alt  to temporarily show the title bar.  * User Profile Settings: Shows or hides the buttons on the left side of the encoder bar that contain these user profile settings: Sync, Single Step, Align, and Readout. * Grand Master: Shows or hides the grand master fader. * Encoder Bank: Toggles the visibility of the [Encoder Bank](/grandma3/2-3/key_rn_v2_0/#h3_611477531) buttons. * Tool Pop-Ups: Shows or hides the tool buttons to the right of the encoder bank button: Selection, Phaser, and MAtricks. * Timing Buttons: Shows or hides the buttons Prog Time and Exec Time. * Encoder Page: Shows or hides the Encoder Page selector. * Layer Toolbar: Shows or hides the Layer Toolbar. * Step Buttons: Shows or hides step buttons.  * Encoder Label: Shows the active value and the name above the encoder. This function works only when Fade Encoder is enabled. * Function Selector: Shows or hides the channel function area. * Fader Encoders: Changes the classic encoder to a fade encoder  * The Encoder Bar is also available as an overlay. To open the Encoder Bar overlay, tap ![](/img/grandma3/2-3/icon_encoder_bar_15p-af5f09.png)   in the Control Bar. The overlay always displays the encoder in fader style. * The Encoder Bar window allows to save and load Window Preferences. The Encoder Bar overlay displays only the following elements: Buttons Left, the Encoder Bank buttons, the encoder page selector, the Value button, the Layer tool bar, the Step Selector, and the five dual encoders. #### #### Encoder Bar Pool [Section titled “Encoder Bar Pool”](#encoder-bar-pool) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The encoder bar pool defines the arrangement of attribute encoders. Each UserProfile has its own encoder bar pool. To create an encoder bar pool, open the Add Window dialog, and tap Encoder Bars in the Pool tab. Encoder bar pool object 1 is the default encoder arrangement as known. This pool object cannot be modified by the user. To always go back to a functional arrangement of attribute encoders based on the patched attributes and their feature groups select encoder bar pool object 1. When selecting an Encoder Bar, the first Encoder Bank of the new selected Encoder Bar will be selected. Store a new encoder bar or copy the default one to start. The encoder bar area and the encoder bar window follows the selected pool object. When switching from one encoder bar to another, encoder bank 1 gets selected. The structure of the encoder bar:\ Inside an encoder bar pool object, the main elements are the encoder banks. Encoder banks represent the top button bar in the encoder bar. In the MA default encoder bar, these buttons are labeled with the names of the used feature groups.\ An encoder bank has children called Encoder Pages. To switch an encoder page, use the button on the left side of the Link Value button in the encoder bar.\ An encoder page has 5 dual encoder children, with settings for Inner Object and Outer Object. If only one attribute is assigned to a dual encoder inner or outer ring, the other ring is assigned to the same attribute and the dual encoder factor of the user profile is applied. Edit the Inner Object or Outer Object cell of an Encoder to assign a function to it.\ In the Assignment Editor, tap Attribute, and select the desired attribute from the list. It is also possible to search for an attribute. By using Filter in the title bar, you can also filter the list of attributes by all attributes that are used by fixture types in the show (**Used in Show**), by all attributes that are not used in the show (**Not Used**), or by all attributes that are used by the currently selected fixture (**Selection**). Switching this setting back to **All** displays all attributes that are part of the Attribute Definition in the Patch menu. As long as the Encoder Bar editor stays open, the set Filter and Search term are remembered when opening the Assignment Editor again.\ To clear the assignment of an encoder, choose Empty in the Assignment Editor. Instead of attributes, dual encoders can have other functions assigned to them, such as controlling the X and Y direction of the screen encoder. To achieve this, edit either the Inner Object or Outer Object of an Encoder and select the desired direction in the ScreenEncoderDirection tab in the Assignment Editor. As long as all Encoders on an Encoder Page have no used attribute assigned, the Encoder Page name will be displayed in red in the editor. As long as all Encoder Pages inside an Encoder Bank are empty, the name of the Encoder Bank will also be displayed in red. Unused attributes are also displayed in red when assigned to an encoder. When an encoder has only unused attributes assigned, it will also be displayed in red. Attributes are also marked in red when they are not available in the currently selected world. When an encoder has for the inner object or outer object nothing assigned or an unused attribute assigned, while the other object is a used attribute, the whole dual encoder gives access to the used attribute. In this case, the empty object of the encoder displays the function of the other object in angular brackets, for example, **<3 ‘Tilt’>**.\ When an encoder is empty on the inner and outer object or has both unused attributes assigned, the encoder won’t be displayed in the encoder bar at all. Encoders that have the same functionality on the inner and outer encoder, display this by the encoder icon where the inner and outer encoder are white. As the EncoderPage keyword was removed, the encoder pages can be addressed by using the EncoderBank keyword (MA + X15 | Page + X15 | Page + X15 | Page). To switch between the encoder bars, use the EncoderBar keyword (MA + X15 | Page + X15 | Page). To switch to the second encoder page of the fifth encoder bank, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Select EncoderBank 5.2 | To switch to the second encoder page of the fifth encoder bank of the second encoder bar, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Select EncoderBar 2.5.2 | To switch to the encoder page named ‘Song 2’ of the encoder bank called ‘Show’, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Select EncoderBank “Show”.”Song 2” | Each EncoderBank allows to execute a command when the Encoder Bank is selected. To define a command, the **Command** cell in the Encoder Bar editor of the desired Encoder Bank needs to be edited. The EncoderBank setting **SpecialDialog Tab** defines to which tab the [Special Dialog window](/grandma3/2-3/key_rn_v2_0/#h3_304211589) should switch, when this encoder bank gets selected. If the Special Dialog window should not switch the tab, set this setting to None.\ In addition to this encoder bank setting, the Special Dialog setting Link Encoder Bank needs to be enabled.\ For Encoder Bar pool object 1, all encoder banks, except Color and Shaper, are set to None. Color and Shaper encoder banks are set to Color tab and Shaper tab. To switch the encoder bank by using a shortcut, press: Preset + 1/2/3/…/9. Furthermore, the Encoder Bank buttons display their corresponding ID in the upper left corner. Encoder Bar pool objects can be assigned to ViewButtons. #### Knob UI Style and Encoder UI Style [Section titled “Knob UI Style and Encoder UI Style”](#knob-ui-style-and-encoder-ui-style) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Knob UI Style setting in the user profile defines how knobs in the user interface can be operated by using the following windows:\ Playback window, XKeys window, Custom Master Section window, and their respective overlays. The Encoder UI Style setting in the user profile defines how encoders in the user interface can be operated by using the following windows:\ Encoder Bar window, Encoder Bar are on screen 1, command wing Bar window, and their respective overlays. To change these setting, go to Menu - Settings - User Configuration - Profiles. These are the possible values: * **None**: Only available for the Encoder Style.  You cannot use gestures to change the values of encoders. * **Drag**: The fader overlay can be used to change values on encoders and knobs. * **Rotate**: To change values, use the [virtual encoder gesture](/grandma3/2-3/ws_gestures/) on encoders and knobs. To operate knobs or encoders when the Knob Style or Encoder Style is set to Drag: 1. Tap and hold the knob/encoder, drag it outside the knob/encoder, and release the finger. 2. A fader overlay opens. Depending on the drag direction, it opens horizontally or vertically. 3. Tap into the fader area and hold it. 4. To change the value, move the finger in the direction of the bar. 5. When the value is set, release the finger. 6. The overlay closes automatically when releasing the finger outside of the knob. 7. Tapping the fader opens a calculator. 8. If the position is held for more than one second, the fader value will be locked.  The buttons - and + in the fader overlay allow changing the value by 10%.\ Tapping Resolution in the knob overlay changes the value between **Slow** and **Fast**. Depending on the resolution that was set, the value of the fader will either change in a slower or faster manner when the fader is moved in the overlay.\ Tapping Resolution in the encoder overlay changes the value between **Coarse**, **Fine**, **Increment**, and **Native**. Learn more about the encoder resolution in the [Encoder Resolution](/grandma3/2-3/operate_encoder_resolution_multiplier/) topic. Each knob/encoder overlay displays which fader function is assigned to the knob/encoder.\ When Encoder Left Command or Encoder Right Command are assigned to a knob, the fader overlay can also be used to operate the knob accordingly. Instead of - and +, the buttons in the overlay will display the assigned function for Encoder Left Command and Encoder Right Command. *** ### Generator [Section titled “Generator”](#generator) #### ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release [Section titled “ New in this release”](#new-in-this-release) Generators are objects that allow a dynamic value generation for special purposes, like randomization of values on attributes.\ Learn more about the different purposes in the following sub-chapters. Executing the ListReference command for a generator object, for example, a Random object, informs the user where this generator is used.\ When editing a generator object that is already used in a preset or cue, the values in the referenced object arealso updated. #### Random [Section titled “Random”](#random) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The generator type Random allows the randomization of values of attributes in different ways. Randoms are organized in the Generator pool. The Generator pool is part of the data pools. To address the generator pool objects, use the Generator keyword. To create and edit a new Generator object, open a Generator pool window (Data Pools-tab in the Add Window dialog), and edit an empty object.\ The Generator editor allows to set different values for the parameters of a Random Channel:\ The top area of the Random editor allows to manage the different Random Channels. Each Random Channel can be set to an attribute by editing the Attribute cell. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When no attribute is set, the Random Channel will be applied later to all attributes. | With the different Random Channels inside a Generator pool object it is possible to set up different randomizations for different attributes. Random channel parameters can be modified either using the table at the top area or the faders in the bottom area of the editor. The parameter are as following: * Speed: Defines the speed of how fast the values are randomized. This value is relative to the current playback speed. * Speed Variance: Defines through the selection how big the speed may differ. * Phase: Sets the Phase of the Random between 0° and 360°. * Phase Variance: Defines the size of variance of the Phase value. If the selected fixtures use the Random feature and this value is not 0%, their behavior will change.  * Low: Defines the lowest value the random can reach. * Low Variance: Defines the degree of variation of the Low value. This adds some variation through the selected fixtures for the Low value. This variance acts only on the positive side of the Low value. * High: Defines the highest value the random can reach. * High Variance: Defines the size of value variance of the High value. This adds some variation through the selected fixtures for the High value. This variance acts only on the negative side of the High value. * Attack: Defines the size of the linear transition towards the High value. * Decay: Defines the size of the linear transition towards the Low value. * Ratio: Defines the ratio of how long fixtures will use the Low or High value. * Ratio Variance: Defines the amount of variance in the Ratio value. * Random Start: If Random Start is disabled, the Random will always start with the same random look every time the Random gets started. This might be useful in environments that need a predictable start. If Random Start is enabled, the random will start differently every time it will be started. * Speed Once: When Speed Once is disabled, speed changes are applied immediately to the running random. When it is enabled, the user has to call the random again. * Phase Once: When Phase Once is disabled, changes to the phase parameters are applied immediately. By default this setting is enabled. When the Generator editor is closed, the changes are applied to the Generator object. While editing a Generator object, tapping Revert discards all current changes back to the values that were valid when the Generator editor was opened.\ Tapping At applies the Generator to the current selection. When the Generator editor is open, the encoder displays the Generator Encoder Bar which provides access to the properties Speed, Speed Variance, Phase, Phase Variance, Low, Low Variance, High, and High Variance of the selected Random Channels.  To apply a Generator to fixtures, select the desired fixtures, and tap the Generator pool object. To call the second Generator for the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> At Generator 2 | To apply the Generator called ‘Flicker’ to the Zoom attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Attribute “Zoom” At Generator “Flicker” | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | We provide six different random generators that can be imported into your Generator pool. | #### Bitmap [Section titled “Bitmap”](#bitmap) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The generator type Bitmap allows to use media files (for examples, images, gobos, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the Bitmap pool. The Bitmap pool is part of the data pools. To address the Bitmap pool objects, use the Bitmap keyword. To create and edit a new Bitmap object, open a Bitmap pool window (Data Pools-tab in the Add Window dialog), and edit an empty object. The Bitmap editor has different areas to setup the Bitmap generator: The top area allows access to the Bitmap Configurations, and to the Bitmap Channels. To switch from one to the other, tap Config or Channel in the tab bar on the left side. * Bitmap Configurations: With the Bitmap Configurations, several media files can be set up inside one Bitmap Generator object. The Bitmap Configuration with the green background is the selected Bitmap Configuration that is output. To select a different Bitmap Configuration, tap the desired Bitmap Configuration then tap Select Bitmap Config.\ The media file of the selected Bitmap configuration is displayed in the Bitmap pool object. These are the Bitmap Configuration properties: * Content: The media file to be played back by the Bitmap Configuration. * Width / Height: The size of the canvas to which the source is mapped. The default size is 64 x 64 pixels. * Interpolate: Smoothens the transition from fixture to fixture when playing back a media file. * Alpha: When enabled, the alpha channel of the used media file is taken into account. * Content Mode: Can be set to None, Clip (media file uses the whole canvas size), or Wrap (media file is displayed several times across the canvas). * Control X / Y: Moves the canvas in X and Y direction. * Control Zoom: Zooms the canvas and keeps the aspect ratio. * Control Aspect: Changes the aspect ratio of the canvas in Y direction. * Control Rotate: Rotates the canvas. * Color R / G / B: Changes the color of the played back media files. When inserting a new Bitmap Configuration, the values for Control, Width, and Height will be set to the values of the selected Bitmap Configuration. * Bitmap Channels:  A Bitmap Channel allows to setup to which attributes the media file should respond to: * Attribute: The attribute that the bitmap generator should use to create values for the selected fixtures. * Virtual Dimmer: The Bitmap Channel with this setting set to Yes, defines how virtual dimmers in fixtures are handled by the Bitmap. * Source: Defines which part of the used media file should be analyzed to create the final values for the attributes. * Value Low / High: Defines the value range of the attribute to which the source should be mapped. The bottom area grants always access via faders to the Control attributes of the selected Bitmap Configuration.\ Tap Reset All to set the settings that are available through the faders to their default. Furthermore, tapping Reset under a fader resets this particular fader. All settings that are available as faders can also be changed by using the Bitmap Generator Encoder Bar. This encoder bar appears when the Bitmap Generator Editor is open.\ While editing a Bitmap Generator object, tapping Revert discards all current changes back to the values that were valid when the Bitmap Generator editor was opened. Control Fixture defines which Bitmap Control fixture (see below) controls this Bitmap Generator right now.\ Enabling Link Control Fixture selects the set Bitmap Control Fixture in the Selection 2, and applies the Bitmap Generator to it. When selecting a Control Fixture, Link Control Fixture will be enabled automatically. Tap SpeedMaster to assign a speed master to the Bitmap Generator. The Speed Master setting of a Bitmap Generator controls the speed of the played back videos in this Bitmap Generator. Tapping At applies the Bitmap Generator to the current selection. Tapping Dimensions From Selection changes the Width and Height of the selected Bitmap Configuration so that it matches the size of the current selection in the selection grid.\ Auto Format: When this is enabled, Format Selection will be executed automatically as soon as the Bitmap Generator is applied to a new selection.\ When tapping Format Selection, the selection will be scaled in the selection grid so that it fits as close as possible to the size of the canvas. The ratio of the selection in the selection grid is taken into account when scaling the selection. To be able to output a Bitmap generator to fixtures, it is necessary to select fixtures and arrange them in the Selection Grid. Furthermore, the canvas of the selected Bitmap Configuration needs to be aligned in the selection grid with the selected fixtures. This can be done by using the Control attributes: X,Y, Zoom, Aspect, and Rotate.\ The canvas is used to map the media file of the Bitmap Generator object to the fixtures.\ The canvas is represented by a purple rectangle in the Selection Grid window. It is visible as long as one attribute of the selection uses a Bitmap Generator as a value.\ The selected Bitmap Generator pool object defines the canvas that will be displayed in the Selection Grid window. Bitmap Generator objects can be applied to a selection by applying them to the selected fixtures by using this syntax: At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] Using this way, Bitmaps can be stored as values into selective presets or cues. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For testing purposes, we provide three simple video clips you can import into your Video pool. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If NDI input is used in a setup with several consoles and processing units, the NDI stream must be available at all calculating stations. | ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release With the new MA Lighting fixture type Bitmap Control, it is also possible to program the Bitmap Generators more versatile into cues or presets. To do so, 1. Patch at minimum one fixture using the MA Lighting Bitmap Control fixture type. Give it at least a FID. 2. Select the fixtures you want to apply the Bitmap Generator to. Make sure that they are arranged in the selection grid properly. 3. Apply the desired Bitmap to them, by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. 4. Select the Bitmap Control fixture. 5. Apply the desired Bitmap to the Bitmap Control fixture by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. This will set the Bitmap Generator as value on the Object attribute in the Gobo feature group of the Bitmap Control fixture. To apply a different BitmapConfiguration, scroll through the Config attribute. The attributes X, Y, R, G, B, and Zoom of the Bitmap Control fixture modifies the corresponding settings of the Bitmap generator. *** ### Sounds [Section titled “Sounds”](#sounds) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release It is possible to import audio files into the sound pool. These audio files can be played back by using Go+ or to stop the playback by using Off in combination with the sound pool object, or by playing it back via an executor when the sound pool object is assigned to an executor. To select the sound interface that should output the sound go to Menu - Settings - Local Settings / onPC Local Settings and change the Audio Out Device to the desired interface. The Grand Sound Out master needs to be above 0 % to get an output. By using the master fader of a sound pool object the volume of each sound can be adjusted individually. In order to adjust the level of a sound file, the setting dB can be set to a value between -6 and +6. Sounds that are played back are also listed in the Off Menu and the Running Playbacks window, and can be switched off from there as well. The progress bar on sound pool objects display the playback progress. | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | The Sound Pool is limited to 100 MB. Sounds are only output at stations, that are GlobalMaster, IdleMaster, or Standalone. | Audio files that exceed the file size limit will be highlighted in red in the import dialogs.\ This applies also to images and video files when being imported. It is also possible to use third-party USB sound cards connected to the grandMA3 consoles. MA Lighting cannot guarantee that all USB sounds cards will work with grandMA3 consoles, as the number of different USB sound cards out in the field may be very high. In general, audio interfaces that are HD Audio-compliant and that are supported by the snd-hda-intel module should work.\ MA Lighting tested successfully these HD Audio-compliant devices: * Focusrite Saffire USB * M-Audio Air Hub * Palmer PLI 04 USB * Radial USB-Pro *** ### Timecode [Section titled “Timecode”](#timecode) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Sound pool objects can be assigned to tracks in timecode shows. Or when recording a timecode show, and then playing back a sound, the sound will also be recorded as a track in the timecode show.\ Sounds that are part of a timecode show will display the waveform of the sound file in the timecode track. A horizontal center line divides the left from the right audio track. During the playback of a timecode show, the sounds will also be played back through the defined Audio Out Device. For more information read above the [Sounds](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1838296282) paragraph. The color of the waveform can be changed via the color theme: Color definition Global.WaveForm is used by color Timecode.WaveFormColor. In case the audio file in use is corrupted, the ![](/img/grandma3/2-3/icon_15_warning_sign_v2_0-0f0475.png) icon will be displayed on the left side of the track in use. Tapping this icon opens a pop-up and informs the user that the waveform could not be fully generated. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release Several Timecode Viewer windows are connected together when they are set up to display the selected timecode show. This can be useful for example, in order to have the view mode Timeline in one window and the text view in another. The selected tools, View Modes, etc. can be set individually for each window.\ When several Timecode Viewer windows display the same timecode show, but it is not the selected timecode show, they are not linked together. The title bar buttons of the Timecode Viewer window can be configured like other windows like other windows. As soon as the displayed timecode show is set to a timecode slot that is not the internal, the Timecode Viewer window and the Timecode Editor will grant access to the Offset TC Slot  directly in the title bar.  ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release In Menu - Preferences and Timings - Global, the setting Timecode Events Recording from defines which user actions will be recorded: * **All Users** records the playback actions from all others. * **Single User** records only the playback actions from the user who started the timecode recording. This is the default. When Timecode Events Recording from is set to **Single User**, the timecode editor will display a dark yellow record button, when a different user records already into the same timecode show. The new setting Playback and Record of Timecode shows defines which types of events will be played back and recorded: * **Manual Events**: Only actions triggered by the user are recorded and played back. All automatically recorded events, for example, Follow Cues are not recorded, nor played back. If this value is set, any prior automatically recorded events will be displayed as a small black dot. Later changes of cue commands are respected when playing back the timecode show. This is the default value of the Playback and Record setting. * **All Events**: All events will be recorded and played back. When this value is set, the Execute Command cells display a ”---” to indicate, that the user cannot override the command execution of cue commands within the timecode show. Cue commands are recorded and later changes of the commands in cues are not part of the timecode show. With the introduction of Playback and Record the Ignore Follow setting got obsolete and is removed. The setting Record Remote Event defines whether playback action that are triggered by remote actions are recorded or not. When this setting is enabled, all remote events are recorded, regardless of the status of the Timecode Events Recording from setting. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * Improved the export and import of timecode shows: * The property FaderToken exits only for FaderSubTracks. * Added the missing Play and Rec properties when exporting or importing timecode shows. * Track groups are expanded upon creation in the timecode editor. * Markers are created in the selected track group instead of the track group with the last selected track. * When a fader is moved and the sequence AutoStart or AutoStop is used to start or stop the sequence, a cue event will be also recorded. Timecode shows from v1.9.7.0 or prior will add such an event when migrating to v2.0 or later. * Automatically recorded events display an icon next to the event diamond (![](/img/grandma3/2-3/icon_15_timecode_diamond_v2_0-4f6948.png)), indicating the type of the event: * ![](/img/grandma3/2-3/icon_15_timecode_clock_v2_0-c50fa3.png): This event was recorded as it was a timed cue, for example, triggered by the Follow time of a cue. * ![](/img/grandma3/2-3/icon_15_timecode_cmd_v2_0-7f1d40.png): * Right side of the event diamond: This event triggers also a command. * Center of the event diamond: This event was created when a command was executed in a cue. * ![](/img/grandma3/2-3/icon_15_timecode_shared_v2_0-a68291.png): This event was triggered by a cue command. * ![](/img/grandma3/2-3/icon_24_timecode_fader_v2_0-78ae15.png): This event was triggered by moving a fader and AutoStart or AutoStop of the assigned sequence started or stopped the sequence. * ![](/img/grandma3/2-3/icon_15_timecode_seq_v2_0-25992a.png): When a playback was switched off via Off When Overriden. * ![](/img/grandma3/2-3/icon_15_timecode_macro_v2_0-f50e01.png): The event was created by executing a macro. * ![](/img/grandma3/2-3/icon_15_timecode_xlr_v2_0-7bfee2.png): The event was created via a DMX remote. * ![](/img/grandma3/2-3/icon_15_timecode_note_v2_0-c8e924.png): The event was created via a MIDI remote. * ![](/img/grandma3/2-3/icon_15_timecode_shared_v2_0-a68291.png): The event was created via a DC remote. * The CMD icon (![](/img/grandma3/2-3/icon_15_timecode_cmd_v2_0-7f1d40.png)) of events with disabled commands (either by disabling them in the timecode show by setting Execute Command to No, or by switching off Command Enable in a sequence) will be displayed in red. * The Target cell of a track displays the assigned object with its name now with a line break. * The default value of Record Go setting changed to **as Goto (Status)**. * Command Execution can also override the commands of recorded Off Cues. * The read-only column AbsTime reports the absolute time of events inside the timecode show. The column Time reports the time of events inside their Time Range. The Time encoder in the Timecode Encoder Bar displays as TC the absolute time, and with TR the time inside the Time Range. Both times are only displayed when the time and the absolute time are different. * The default value for Cursor Mode of Timecode Viewer windows changed to **Center**. * When recording new events, toggle events are recorded as Go+ and Off events, depending on whether the toggle started or stopped the sequence. * The new setting Fade Override per event allows to define a fade time for the event that overrides the cue fade time when the timecode show is played back. * Only faders that the user moves are recorded. Touching a fader without changing the fader level will no longer record the sequence. * Improved the behavior of the 2 finger scroll gesture in the timecode editor. * When two or more events are visually almost at the same place (+/- 1 pixel) an additional icon (![](/img/grandma3/2-3/icon_tc_multievents_v2_0-3190e6.png)) is displayed to inform the user that not all events at this place can be displayed. The indicator disappears when zooming in, as there may be enough room to place the events side by side on the timeline. * The Settings menu of a timecode show privodes to lock or unlock the timecode show by tapping Lock. *** ### Clone Window [Section titled “Clone Window”](#clonewindow) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Clone operations can be done easily within the Clone window. Execute Clone in the command line. This will open the Clone window as a temporary overlay.\ When specifying a source and destination in the clone command, these fixtures will be put into the Clone window as source and destination.\ The settings of the Clone window that were active upon closing the window, will be recalled if you open it again. The Clone window is separated in two areas by several filter options that are placed between those areas. The Clone Source is on the left side, and the Clone Destination on the right side.  To set source or destination fixtures or groups follow these steps: 1. Tap on source or destination side to set the focus to the desired side. 2. Tap + and select fixtures or groups in the pop-up. Then tap Add. 3. Or tap Add Selection at the bottom of the corresponding area in order to add the current selection as source or destination. When doing a 2 finger right-click gesture on an existing entry in one of the list, the fixture selection pop-up will also open. This allows to easily replace existing fixtures easily.\ If one side has fewer fixtures selected than the other one, the list of fixtures is repeated until they are equal. It’s possible to restrict the cloning process using the At Filter, Sequences, Groups, Presets, Worlds, or Layouts. Tapping All Items To All sets sequences, groups, presets, worlds, and layouts to all. All Items To None sets all these object types to none.\ Tapping Sequences, Groups, Presets, Worlds, or Layouts opens a pop-up where the user can select a subset of objects and then tap Choose, or they can tap Select None or Select All in order to deselect all objects or select all objects of the corresponding object type. When all object types are set to None, the clone operation takes place in the programmer.\ Depending on the selection state, the label of the buttons can differ between All, None, and Chosen: For example, All Sequences, No Sequences, or Chosen Sequences. And also the indicator bar of these buttons and the Clone button change accordingly: * Green: All items will be cloned. * Yellow: Some items are selected. * Gray: No object will be cloned. The selection and scrolling of entries is synchronized across both areas. The line which has the focus is highlighted with a white border at the top and bottom of the line. Also, the corresponding line in the other area shows the white border at the bottom and the top of the line. These tools and functions are available: * ![](/img/grandma3/2-3/icon_copy-15_v0-92-5c8e87.png): Copies the selected fixtures to the clipboard. * ![](/img/grandma3/2-3/icon_paste-15_v0-92-3c9da9.png): Pastes the fixtures of the clipboard to the position of the focus. * ![](/img/grandma3/2-3/icon_cut-15_v0-92-499055.png): Cuts the fixtures to the clipboard. * ![](/img/grandma3/2-3/icon_add_15_v1-5-png-png-fe49ca.png): Adds fixtures to the list. In the pop-up the user can choose between fixtures or groups. When choosing group, the fixtures of the group will be added. * ![](/img/grandma3/2-3/icon_minus_15_v1-5-9d1100.png): Removes the selected fixtures from the list. * ![](/img/grandma3/2-3/arrow_up_15px-358749.png): Moves the selected fixtures up in the list. This applies only to manually added fixtures. Automatically added fixtures cannot be moved. * ![](/img/grandma3/2-3/icon_arrow_down_15_v1-5-a942f9.png): Moves the selected fixtures down in the list. This applies only to manually added fixtures. Automatically added fixtures cannot be moved. * ![](/img/grandma3/2-3/icon_15_clone_flip_v2_0-3073c4.png): Interchanges the fixtures of source list and destination list. * Add Selection: Adds the selected fixtures of the programmer to the list. * Clear List: Clears the list completely. * Include Dependencies: During the resulting clone operation, the fixtures in use will also be cloned in the referenced objects. For example, when cloning a sequence that uses presets, the fixtues will also be cloned in the presets that are used. * Clone: Starts the clone operation for the clone setup you created. Depending on the state of the selected objects, the button is labeled as Clone Show (All items set to All), Clone Selected Objects (Some items have a subset of objects selected), or Clone Programmer (All items set to None). * Tapping Reset in the title bar resets the whole Clone menu back to default. When a clone operation is executed the command line history returns the resulting clone command. *** ### Special Dialog Window [Section titled “Special Dialog Window”](#special-dialog-window) The Special Dialog window combines specialized windows for certain functionalities, for example, the color picker for operating the color engines of fixtures and the shapers dialog for operating the shapers engine of fixtures. To open a special dialog window, open the Add Window pop-up, go to Common or Tools, then tap Special Dialog.\ To switch between the different functions, tap Color or Shapers on the left side in the Special Dialog window. The settings of the Color Picker and the Shapers Dialog can be accessed via the context menu of the Special Dialog window, and then tapping on Color or Shapers.\ The Show Tabs setting on the Display tab lets the user decide whether or not to see the tab bar on the left. The setting Tab defines which functionality will be displayed in the Special Dialog window. This setting changes its value dynamically when tapping Color or Shapers on the left side in the Special Dialog window. The Link Encoder Bank setting defines if the Special Dialog window follows the selected tab the encoder bank. To learn more about this setting, read the [Encoder Bar Pool section](/grandma3/2-3/key_rn_v2_0/#h4_828587241) above. #### Color Picker [Section titled “Color Picker”](#color-picker) This is the Color Picker as it is known from previous versions. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | All Color Picker windows in show files from v1.9.7.0 or prior or migrated to the Special Dialog window when loading the show file in v2.0 or later. | #### Shapers Dialog [Section titled “Shapers Dialog”](#shapers-dialog) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Shapers Dialog offers to change the shapers of fixtures in a graphical way. The vaues that are used to visualize the shapers are ones from the DMX layer. The titlebar of the Shapers Dialog offers different settings, modes and views to control the blades of shaper fixtures. * Auto POV: Sets the POV (Point of View) rotation of the fixture in relation to the 3D positioning. | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Auto POV is not available at moment! | * Show POV: When enabled, a fader to manually rotate the POV is displayed. * Mini Faders: Displays faders in the window depending on the set value: * **None**: No faders are displayed. * **Full**: Faders for rotation and blades are displayed. The function of the faders for the blades depend on the value of the Control setting. * **Blades**: Faders for the blades are displayed. The function of the faders depend on the value of the Control setting.  * **Rotation**: A fader for the rotation is displayed. * The Link setting defines if other blades will be moved as well when moving one blade: * **None**: Each shaper can be controlled on its own. * **All**: Moving one shaper moves the other 3 shapers accordingly. * **Parallel**: When moving one shaper, the shaper on the opposite of the beam will be moved accordingly. * **Mirrored**: Moving one shaper will also move the shaper on the opposite of the beam symmetrically.  * To change the control mode of the faders, tap Control: * **Ins+Rot** The user defines the depth of insertion (I) and the rotation (R) of the blades. * **A+B**: Operates the corners (A & B) of the blades. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All modes can be used, no matter the type of shaper engine of the fixture that is physically built in. The grandMA3 software converts the different modes to the correct DMX values. | * To change the display mode, tap View. Select between:  * **Graphical**: Shows shaper visualization. * **Fader**: Only shows faders. The displayed faders are dependend of the Control setting. A Rotation faders is always displayed in this View mode. In the graphical view mode the main area of the Shapers Window is divided into two parts: * Center: Displays a graphical representation of the shapers unit. The blades are labeled from 1 to 4. The corners of the blades are labeled with A and B in addition to the number of blades. The white lines display how far the blades are inserted into the beam.\ Tap and hold one of the labels and drag it to change the shaper/corner accordingly. When tapping outside a label, the closest label will be taken, - Right: Depending on the Mini Faders setting, the faders are displayed. When the Shapers Window has focus, the encoder bar will display the Shapers Encoder Bar. Depending on the mode you selected, the encoders display the corresponding functions. To enable the Reset Bar, enter the window settings and enable Reset Bar. The reset bar is now displayed at the bottom of the window: * Reset Shaper: Resets blades and rotation. * Reset Blades: Resets the blades only. The faders that are visible, have also reset buttons: * Reset POV: Resets the POV rotation. * Reset Rot: Resets rotation of the shaper unit. * Reset 1 / 2 / 3 / 4: Resets the single blades. *** ### 3D [Section titled “3D”](#3d-1) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new Shadow Quality setting defines the quality/resolution of the rendered shadow that an object casts, when fixture’s beam hits the object.\ The Shadow Quality setting can be defined per fixture in the Patch menu. It is only available for fixtures that are not using environmental fixture types.\ With the introduction of the per fixture Shadow Quality setting, the Shadow \[Px] setting of Render Qualities has become obsolete and has been removed. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release The 3D Viewer window setting Lum. Spread (Luminous Spread) controls how visible the difference in brightness between different fixture types is.\ Recap: The fixture type with the highest luminous intensity defines that this intensity as 100% brightness in the 3D Viewer window. When there are also fixture types used that have a much lower Luminous Intensity, they will be rendered much darker at their 100% dimmer output. To allow the user to adjust this intensity difference (and therefore deviate from reality) to better see the darker fixture, the Luminous Spread setting can be used with different values: * When this setting is set to 100%, the Luminous Intensities are rendered as before. * Setting Luminous Spread to 0% renders all beams of fixtures with the same maximum brightness. * The default of Luminous Spread in the 3D Viewer window settings is set to 80%. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * Improved the performance of the Follow tool in the 3D Viewer window when using multi-pixel fixtures. * To toggle the display of the environment objects in the 3D Viewer, use the setting Render Environmental. * The arrangement tool of the 3D Viewer Encoder Bar respects the selection grid. The selected fixtures are arranged in the order of their position on the x-axis in the selection grid. This means that multiple fixtures with the same x-position in the selection grid are treated as one fixture by the arrangement tool. *** ### MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The MVR-xchange feature allows to connect several devices, for example, grandMA3 console, Visualizers, and CAD software, in order to exchange the data via MVR directly by using a network connection. This makes the manual transport of MVR files via USB drives obsolete. The MVR-xchange is specified in the DIN SPEC 15801:2023-12. To configure the MVR-xchange in the grandMA3 software, go to Menu - In & Out - MVR. The top area provides these elements: * Group: Enter a name in order to define your own exchange group. All devices that have the same group name, belong to the same exchange group. * Interface: Defines which network interface will be used for the exchange of MVR files. Interface is part of the local settings of a device. * Enable: In order to be able to exchange MVR files with other stations, make sure to activate Enable. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Your station needs to be part of a grandMA3 session in order to be able to do the MVR-xchange. | The bottom area changes its content via the three different tabs: * Local: The Local tab lists all MVR files of the stations that are committed into the MVR-xchange group. For more information on how to commit MVR files see the Files tab further down in  this list of tabs. * Services: This tab lists all stations that are part of the same MVR-xchange group.\ Once a station joins an MVR-xchange group, a connection to this station will be automatically established. Existing connections are indicated by a green background of the station in the list.\ In order to interrupt this connection, select the station and tap Leave. The background of the station will turn red. To establish the connection again, select the station, and tap Join. * Files: In the Files tab it is possible to provide an MVR file for other stations, or to download MVR files from other stations. All MVR files that are shared within the same MVR-xchange group are listed here. * In order to provide an MVR file, tap Commit MVR. A file browser pop-up opens. From there select the MVR file, and tap Commit. The file is now provided for other stations. * If you want to download and use an MVR file of a different station, select it in the list, and tap Request. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The MVR-xchange needs to be enabled in order to be able to commit or request files, or to see the other stations of the same MVR-xchange group. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you change the name of the group or enable the MVR-xchange, the list of stations in the Services tab will be cleared and the stations will be discovered anew. This may take a while.Oopsing changes is only possible in the Local tab.The exchange of MVR files with other stations other than grandMA3 stations is only supported by the following products at the moment :\* Production Assist | * BlenderDMX | The SendMVR keyword was introduced for this feature. It can be used in order to commit or request MVR files, or to join or leave the connection to other devices. Syntax: SendMVR \[“Type”] \[Number] SendMVR “Commit” \[“Path/to/folder/name”] \[“Name”] To establish a connection to the third service device, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Send MVR “Join” “3” | To end the connection to the first service device, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SendMVR “Leave” “1” | To commit the MVR file “BestShow\.mvr” (which is located at C:\ProgamData\MA Lighting Technology\gma3\_library\mvr) to the MVR-xchange group, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SendMVR “Commit” “C:\ProgramData\MA Lighting Technology\gma3\_library\mvr\BestShow” “BestShow” | To request the second file, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SendMVR “Request” “2” | For more information see [SendMVR keyword](/grandma3/2-3/keyword_sendmvr/). *** ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the help: The version 2.0 rolls out a new help system that offers more features. It is possible to: * Watch videos\ To view how a video is displayed in the new system see [Videos in the Help](/grandma3/2-3/atm_videos_in_the_help/). * Use breadcrumbs to navigate in articles * Magnify screenshots if necessary.\ To magnify a screenshot, tap it once. * Read pop-up texts for more information\ To view how a pop-up text is displayed see [CurrentUser()](/grandma3/2-3/lua_objectfree_currentuser/) The help viewer has a new structure.\ For more information see [About the Help](/grandma3/2-3/about_the_manual/).  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved demo content: * Updated the MVR demo file (Demostage\_MVR): Updated fixtures and their models and updated environment models. * Updated the Simple\_Show * Updated the Demoshow\_grandMA3 * Updated the MA\_Startshow: * The user is now allowed to rename the groups without breaking the functionality of the used macros. * Also the Dimmer and Phaser sequences can be renamed. * New macros are added per group of fixtures, that change the Selection Mode of the recipes between Normal and Strict. * Improved the Speed macros. * Updated the predefined panic macro and added the DumpLog macro. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Backup Menu: * The Backup Menu disables Load or New Show if none of the four checkbox buttons (Show Data, Local Settings, Output Stations, and DMX Protocols) is selected. * The header of all sub-menus of the Backup Menu are identical. * When selecting several rows, the complete rows will be displayed as marked. * When the drive of an older software version is selected in the Backup menu, Save, Save as, and New Show are grayed out. If the user has selected the drive of an older software version using the command line and executes the SaveShow command, a pop-up will inform the user that the showfile could not be saved. * When loading a show file from a future version (for example, from v2.1), a pop-up informs the user that the show file cannot be loaded as it comes from a future version. * The button to open the onscreen keyboard for the Description field moved from the right side to the left side of the Description field.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Update menu: * An additional set of columns is displayed when the show file has more than one data pool. This helps identify which data pool contains the objects that can be updated. * To gain more space for the list of objects that can be updated, the buttons with the different settings were moved an area that can be collapsed or expanded. This is valid for both: Presets and Sequences.\ Each area always displays the values of the settings in a compressed representation.\ To expand a setting area, tap ![](/img/grandma3/2-3/triangle-right-38abb5.png) in one of the areas. * Replaced the Cue Only setting in the Sequence area with the “Cue ” section where the user can decide between Tracking and Cue Only when updating. * The new “Protect from Tracking” section allows to use Dimmer Cue Only for Update, and the “Shield tracked values” section offers access to the different Racking Shield modes for Update.\ For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368) and [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the update operation: * When updating, the software now uses the Use Selection value **Active** for all update operations, unless the user specifies a different value by using the command line. For example, [/All](https://malighting.clickhelp.co/smart/project-test-grandma3-user-manual/key_ok_all), [/AllForSelected](/grandma3/2-3/ok_allforselected/), or [/ActiveForSelected](/grandma3/2-3/ok_activeforselected/). * Select an entire cue instead the single Parts as an Update target. If values already exist in single parts and you update with the setting Sequence Update Mode set to **Add New Content**, the values will be updated in their respective parts.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Store /Merge operation when using programmer parts or cue parts: * Attributes per fixture that already exist in cue parts will be stored into their respective cue parts when doing a Store /Merge operation. The programmer part where the values are in will be ignored in this case. * Attributes per fixture that are active in a programmer part, but do not yet exist in a part of the target cue, will be stored into a cue part that has the same part number as the programmer part. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the input of Notes in the label dialog:\ The numeric keypad on the grandMA3 hardware can now be used to enter characters or apply changes. Oops can also be used as backspace when editing notes.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved pop-ups: Pop-ups now open at the position where the user tapped on the screen.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Title Bar Buttons: Title bar buttons can also be configured for temporary menus, such as the Edit Sequence menu or the Edit tab of the Assign menu.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Timers: * The playback commands Flash and Temp can be used to control a timer. * Reworked the Timer Link Type setting: The user can choose between: * **Not Linked**: Triggering a sequence will not trigger the timer. * **\**: Triggering the selected sequence will trigger the timer. * **Link Last**: Triggering any sequence will trigger the timer. * **Sequence x**: Triggering this dedicated sequence will trigger the timer. All sequences of the same data pool are offered. When a sequence has a custom name, only the sequence number and the sequence name will be displayed in the list. * For each timer, three colors define the appearance of the time when it is displayed in the Clock Viewer window or on the timer pool object. The colors are: Stopwatch Color, Countdown Color, and Countdown Confirmed. * Timers have a read-only property “ElapsedTime”. Countdown timers in addition, have a read-only property “RemainingTime”. * When changing the Timer Mode of a running timer, the timer will not continue to run, and reset its time.    ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MAtricks: * When entering speed values for MAtricks using the command line it is possible to define the desired speed readout with the speed value.\ To apply the speed value of 10Hz to the Speed From X property of the selection MAtricks, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” “Hz 10” | When setting a speed value in the MAtricks without a unit, the value is set in the unit that is defined as the speed readout of the user profile. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Loading show files created in previous versions that contain macros with the MAtricks **Speed To X** and **Speed From X** properties set will have a different result. These macros must be adjusted accordingly. | * MAtricks properties Groups for all axes allow to set a value of 1.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved macro triggers: * Go+ Macro \[“Macro\_Name” or Macro\_Number].\[“Macroline\_Name” or Macroline\_Number]: Executes the defined macro line and all further macro lines. * Call Macro \[“Macro\_Name” or Macro\_Number].\[“Macroline\_Name” or Macroline\_Number]: Executes only defined macro line.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Lua/Plugins: * Improved the Lua function file. For more information on how to create the Lua function file, read [HelpLua](/grandma3/2-3/keyword_helplua/). * The coroutine.yield function of Lua can wait until the show status is active or until a specified time has elapsed. To wait until the show file is in active state or after 1 second, use this code:\ coroutine.yield({activeShowstatus=1.0}) * The path of user plugins was added to the package.path. This includes the relative paths: ”./?.lua” as well as ”./requirements/?.lua”. * LightUserData can be converted to strings by using the tostring() function. In this case, the function ToAddr() is called. Also concatenating works in this case. For example,\ Cmd(“At “..myPreset)\ has the same functionality as\ Cmd(“At “..myPreset:ToAddr())​​​ * The Lua CleanUp() function can execute all grandMA3 API functions. * It is possible to access the Collection via Lua by using the BaseObject property. To get the name of the pool, the currently collected objects are part of, use this code:\ Printf(CurrentProfile().Collection.BaseObject.Name) * Improved the ToAddr() Lua function. Instead of a number in the address of an object, the name will be used. Therefore, the boolean option “with\_name” was added:ToAddr(light\_userdata:handle, boolean:with\_name): string:address * lmproved the Addr() Lua function: If the new argument boolean:force\_commandline\_index-based\_address is set to true the returned address uses the indices of the command line.\ Addr(light\_userdata:handle\[, light\_userdata:base\_handle\[, boolean:force\_parent-based\_address\[, boolean:force\_commandline\_index-based\_address]]]): string:numeric\_root\_address * To see the difference, try out this function: return function() — Stores the handle in a variable. local mySequence = DataPool().Sequences\[1] — Converts the handle to a numerical address and store in variable. local mySequenceAddress1 = ToAddr(mySequence, false) — Converts the handle to an address including name and store in variable. local mySequenceAddress2 = ToAddr(mySequence, true) — Send a go command with the numerical address appended. Cmd(“Go %s”, mySequenceAddress1) — Send a go command with the address including name Cmd(“Go %s”, mySequenceAddress2) end * The elements of the MessageBox() function are able to get a defined order. If there is a mixture of ordered and unordered elements, first the unordered elements are sorted by name and then the ordered elements are added, sorted by their given order. To define the order, the parameter order needs to be added with an integer value, for example  **order=1**.\ Here is an example of the MessageBox() where all elements are defined in an order: local function main() — create inputs: local states = { {order=4, name = “Color”, state = true, group = 1}, {order=3, name = “Gobo”, state = false, group = 1}, {order=2, name = “Position”, state = true, group = 2}, {order=1, name = “Dimmer”, state = false, group = 2} } local inputs = { {order=3, name = “Numbers Only”, value = “1234”, whiteFilter = “0123456789”}, {order=1, name = “Text Only”, value = “TextOnly”, blackFilter = “0123456789”}, {order=2, name = “Maximum 10 characters”, value = “abcdef”, maxTextLength = 10} } local selectors = { { name=“Swipe Selector”, selectedValue=2, values={Xylophone=3, Piano=2, Drums=3, \[“some stuff”]=4}, type=0}, { name=“Radio Selector”, selectedValue=2, values={grandMA2=1, grandMA=2, grandMA3=3}, type=1} } local commands={ {value=1, name=“Ok”, order=4}, {value=0, name=“Cancel”, order=3}, {value=4, name=“What?”, order=2}, {value=3, name=“Wait”, order=1} } — open messagebox: local resultTable = MessageBox( { title = “Messagebox example”, message = “This is a message”, message\_align\_h = Enums.AlignmentH.Left, message\_align\_v = Enums.AlignmentV.Top, states = states, inputs = inputs, selectors = selectors, commands = commands, backColor = “Global.Default”, — timeout = 10000, —milliseconds — timeoutResultCancel = false, icon = “logo\_small”, titleTextColor = “Global.AlertText”, messageTextColor = “Global.Text” } ) — print results: Printf(“Success = “..tostring(resultTable.success)) Printf(“Result = “..resultTable.result) for k,v in pairs(resultTable.inputs) do Printf(“Input ‘%s’ = ‘%s’“,k,v) end for k,v in pairs(resultTable.states) do Printf(“State ‘%s’ = ‘%s’“,k,tostring(v)) end for k,v in pairs(resultTable.selectors) do Printf(“Selector ‘%s’ = ‘%d’“,k,v) end end return main * It is possible to read the time of timecode slots using the ObjectList() function. Using Time returns the absolute value of the time, while TimeString returns the time in a format that a human can read. See this function on how to read the time of timecode slot 1: local function main() local t1 = ObjectList(“TimecodeSlot 1”)\[1].Time local t2 = ObjectList(“TimecodeSlot 1”)\[1].TimeString Echo(t1) Echo(t2) end return main * The read only properties **Full Path** and **File Exists** of Lua Components tell the user the whole path of the used Lua file, and inform if the configured Lua file exists at the destination. In case it does not exist, the text color will turn to red for the whole row of the Lua Component. * The content of a Lua Component can be listed. However, it is limited to 1024 characters including overhead. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Connector Configuration: * MIDI Mode is split up into MIDITC Mode and MIDIData Mode: * MIDITC Mode defines whether MIDI Timecode is input (In), output (Out), or input and also output again (Through). * MIDIData Mode defines whether MIDI Notes, MIDI Program Changes, or MIDI Control Changes are input, output, or input and output again. * The new column Devices in Session informs the user about connected and expected devices in the session. For more information on colors, read the following text below. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the System Info window: * The Network tab informs the user about the number of connected and expected stations in the session. When a number is green, the expected number of devices is connected. If it is red, the number of connected devices is also displayed. The number of the expected devices is displayed in parentheses. Furthermore, the background of the area will pulsate. * The title bar of the System Info window can be hidden by disabling Show Title Bar.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Network Menu: * It remembers the sorting within the columns when it is opened again. * The inputs for HostName, Session, and Location now check for the maximum input length of 31 characters and also for characters that are allowed. * When the Network Menu is open, and devices of station types that are not listed still appear, they will be displayed directly. * Added the new tab Station Control. It allows to enable and disable the most common network related settings of the grandMA3 system. All settings of this tab are also located in other places, too. The settings are organized by station-related (for example, Web Remote, Remote HID, Send Art-Net If IdleMaster, and other) and session-related settings (RDM, DC Remotes, DMX Remotes, MIDI Remotes, PSN, MVRxchange, Art-Net Input, sACN Input, and other).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improvements in the Graphical User Interface: * The graphics of the encoders in the Playback Window, XKeys Window, and Custom Master Section Window improved. * Changed the Update icon that appears on objects that can be updated while the Update Menu is open. * Faster initial drawing of a view when calling a view. * Sequences display their playback priority in the sequence pool and on executors with icons: * Super: ![](/img/grandma3/2-3/icon_15_sequprio_super_v2_0-8fc730.png) * Swap: ![](/img/grandma3/2-3/icon_15_sequprio_swap_v2_0-5bf2b5.png) * HTP: ![](/img/grandma3/2-3/icon_15_sequprio_htp_v2_0-ae609d.png) * Highest: ![](/img/grandma3/2-3/icon_15_sequprio_highest_v2_0-b642f9.png) * High: ![](/img/grandma3/2-3/icon_15_sequprio_high_v2_0-c8d204.png) * LTP: No icon * Low: ![](/img/grandma3/2-3/icon_15_sequprio_low_v2_0-efc07c.png) * Lowest: ![](/img/grandma3/2-3/icon_15_sequprio_lowest_v2_0-46bdfa.png) * While pressing MA, IDs that are too long to be properly displayed in their designated area, are scrolling through. This can be useful, for example, when a sequence from a different data pool is assigned to an executor. * The buttons in the Shutdown menu are labeled in addition to the icons. On consoles, the Shutdown menu offers an additional Reboot button. * When touching a column or window in the area to resize them, a resize icon appears. In addition, when resizing columns a white vertical line appears to display the edge of the column. The color line can be adjusted in the color theme. * Improved some icons in the tool bars. * Improved the status of the battery indicator in the command line on grandMA3 full-size and light consoles.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Off Menu and the Running Playbacks Window: * The different object types are now available via a horizontal tab bar at the top of the window. There are now buttons for disabling playbacks of different types of objects. * In addition, the All tab displays all running playbacks. The playbacks in the All tab are grouped together by their object types. * The displayed objects are filtered by the current user, but can also be changed by tapping Started by. When My Playbacks Only is activated Started by will be temporarily deactivated. * An additional DataPool filter can also be applied to filter the playbacks by Data Pools. * When Off Mode is enabled, the Running Playbacks window allows switching off playbacks by tapping them. * The Running Playbacks and the Off Menu display appearances. * The buttons in the title bar of the Running Playbacks window can be configured using the Edit Title Bar functionality in its context menu. * When opening the Off Menu, the focus is set to Everything Off. * The Sheet Style mode displays also the priority of a running sequence. * The Off Menu and the Running Playbacks Window also display running [sound files](/grandma3/2-3/key_rn_v2_0/#h3_1838296282). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command line interaction (CLI) of Go+ \[large], Go- \[large], and Pause \[large]: When pressing Go+ \[large], Go- \[large], or Pause \[large], they do not interact with the content of the command line any longer.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved XYZ: * The fading of fixtures from XYZ to PanTilt or vice versa is improved. * When opening the calculator to set a value for the MArker attribute, the Channel Sets tab lists the patched MArker fixtures. As soon as MArkers are patched on two or more stages, the button labels also display the stage the MArker is patched into. * When blocking cues that have tracked PanTilt and XYZ data, the positioning system that was used last in the cues before will get blocked.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Recipes: * If a recipe contains data that cannot be cooked, the name of the recipe is displayed in red. For example, a selection that cannot call the selected preset.\ The recipe is displayed in red, when an ingredient is missing at all. * If several cues are selected, all recipes included will be displayed, allowing editing of multiple recipes at a time. * When editing selection, values, or MAtricks the pop-up allows filtering. * Improved cooking of Recipes: The current Cook /Merge behavior is now available as Cook /MergeLowPriority.\ Cook /Merge removes values that are flagged as cooked, then cooks the values from the recipes and also replaces values at the destination based on the recipe ingredients. * The Recipe setting Selection Mode defines how subfixtures are handled when only main fixtures are part of the selection of the recipe: * **Normal**: Values are passed down to the subfixtures. * **Strict**: Values are strictly applied to only the fixtures that are part of the selection. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When migrating show files from v1.9.7.0. or earlier, the Selection Mode setting will be set to Strict in existing recipes. | * The Value cells display the icons for selective, global, and universal data, MAtricks and phaser, when a preset is used. Therefore, the Stored Data column got obsolete and was removed. * [Generators](/grandma3/2-3/key_rn_v2_0/#h4__2007147697) and [Bitmaps](/grandma3/2-3/key_rn_v2_0/#h4_2012165831) are available as values for recipes. * The setting Filter allows to assign a Filter or World to a recipe.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Window Preferences: When creating a new window, the first stored preferences of a window are loaded by default. This applies to all windows, except pool windows.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Sequence Sheet: * It is possible to test a command that is entered for a cue, without activating the cue. To do so, enable Show Command Test in the Mask tab of the Sequence Sheet context menu. When this is done, the command cells that contain commands a ![](/img/grandma3/2-3/triangle-right-38abb5.png) will be displayed on the left side of the cell. Tapping the play icon executes the command of the cue. * To view a sequence in a sequence sheet, use the Assign command in combination with sequence (Assign Sequence \[“Sequence\_Name” or Sequence\_Number]) and tap the title bar of the Sequence Sheet. * Empty phaser steps show tracked values of the previous step. * In new shows Cue Part Appearance is set to **Num+Name**.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command input in macros and command cells: The command input, for example, in macros, cues, or agenda events, displays a preview of the entered command. This helps to see if the entered commands will be interpreted by the software as intended before applying the input. Furthermore, the command input pop-up has the setting Resolve Executor Assignments. When this setting is enabled, and executors are pressed while inputting a command, not the page and executor will be entered, but the handle of the object that is assigned to the pressed executor. When a handle is used, object type, number, and name will be displayed with yellow text color in the preview. For example: Sequence 1 ‘Go Look’. A handle is an ID and name-independent identifier of an object. This makes it possible to rename the object later or move it within the pool without the need to adjust the macro, too. Handles can also be used in the command line directly: To set the variable “MyHandle” to the Handle of Macro 1, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetUserVariable “MyHandle” #\[Macro 1] | or | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable “MyHandle” At Macro 1 | To go to the next cue in sequence 23 using the handle of the sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Go+ #\[Sequence 23] | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Using handles instead of the object number or object name to call an object, eliminates the need to update macros and commands after moving the object to a different location or changing the name of the object. | The command input allows to go through the command line history, by pressing Arrow Up or Arrow Down. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the macro editor: *  Adding a new line in the macro editor, directly opens the command input. * The macro editor allows to undo all current changes ever since opening the editor at once by tapping Revert was possible.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the usage of values in commands: When specifying values for option keywords, especially number values, the input was simplified. Before: /XResolution = “64” After: /XResolution=64   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Appearances: * The name of a new appearance will be determined by the media file (image or video) that is used in the appearance.\ If the name is the default name, appearances that use an image do not display the name on the appearance object in the Pool window. * Media objects that can be used in an appearance (images, videos, symbols, and gobos) can be assigned to an appearance. Also assigning images to an empty appearance creates a new appearance with the image. * Appearances used in pool windows are displayed in the background of the pool window. Empty pool elements do not display the pool appearance. * Assigning an appearance to another appearance creates a copy of the first appearance. * The Appearance editor allows to undo the current changes directly by tapping Revert.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved images: It is possible to store screenshots of views or NDI streams directly as images. To do so, use the [/Screen](/grandma3/2-3/ok_screen/) option keyword or [/NDI option keyword](/grandma3/2-3/ok_ndi/) in combination with [Store](/grandma3/2-3/keyword_store/) and [Image](/grandma3/2-3/keyword_image/) keywords.\ The option keyword [/ScreenOnly](/grandma3/2-3/ok_screenonly/) allows to define which parts of the screen will be used: * /ScreenOnly “Yes” (this is the default, also when the /ScreenOnly is not defined at all): The screenshot only includes the area that can be defined by the user. * /ScreenOnly “No”: The whole screen including view bar, encoder bar, and other is used for taking the screenshot. To store a screenshot of screen 1 as image 5 of the area that can be defined by user, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Store Image 3.5 /Screen “1” | To store a screenshot of the whole screen 1, with encoder bar, view bar, and other as image 6, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Store Image 3.6 /Screen “1” /ScreenOnly “No” | See also [/ScreenOnly option keyword](/grandma3/2-3/ok_screenonly/). To store a screenshot of the first NDI stream 1 as image 13, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Store Image 3.13 /NDI=0 | See also [/NDI option keyword](/grandma3/2-3/ok_ndi/). When executing Store for an empty image, a store menu opens and offers the choice of a source and resolution. The  resolution can be defined via the command line as well by using the [/XResolution option keyword](/grandma3/2-3/ok_xresolution/) and [/YResolution option keyword](/grandma3/2-3/ok_yresolution/).   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Clock Viewer: When selecting a timer to be displayed, also timers from a different data pool can be displayed.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved ListReference: * The references and dependencies returned to provide additional information in the Info column, for example when a fixture is part of the selection of a different user, which has highlight enabled, the Info cell informs the current user about highlight in the selection. * The behavior when executing ListRefrence in combination with the Info window improved: * If no Info window is open, or if Auto List Reference is set to **None** in either of the open windows, the Info pop-up will be opened. * As soon as Auto List Reference is set to **None** in at least one or more Info windows, the information returned will be displayed in the Info windows. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Info window when working with appearances: When the new Info window setting Use Target Appearance is enabled, the appearance of the displayed object will be shown.          ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The If keyword can be used in commands combined with the [FeatureGroup](/grandma3/2-3/keyword_featuregroup/) and the [EncoderBank](/grandma3/2-3/keyword_encoderbank/) keywords. For example, in order to filter by Groups, Worlds, Presets, Filters, or Selection.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)  MA on the internal keyboard works in the same way as MA on the surface of the consoles and command wings.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved date and time configuration on onPC stations: The functionality Set Date and Time to OS Settings in the onPC Local Settings resets the date and time of the grandMA3 onPC application back to the date and time of the operating system.  ​ ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the System Monitor Window: * The system monitor timestamp uses the UTC time. * The system monitor displays per row now 1. time 2. the name of the service and the message in a row.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to transfer values of properties to other objects: In order to set properties of an object to the same value as another object, the Set command has been extended. General Syntax:\ Set \[Object\_Type] \[“Target\_Object\_Name” or Target\_Object\_Number] Property \[“Property\_Name”] At \[Object\_Type] (\[“Source\_Object\_Name” or Source\_Object\_Number]) (Property \[“Property\_Name”]) To transfer the value of the Priority setting of sequence 1 to sequence 42, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Set Sequence 42 Property “Priority” At Sequence 1 | To transfer the name of the selected sequence to the name of group 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Label Group 5 At Sequence | For more information see [Set keyword](/grandma3/2-3/keyword_set/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The SetUserVariable and SetGlobalVariable commands also support the properties of objects.  To set the user variable “myVar” to the CueFade value of Cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetUserVariable “myVar” At Cue 1 Property “CueFade” | To set the global variable “PositionX” to the 3D X coordinate of fixture 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetGlobalVariable “PositionX” At Fixture 1 Property “PosX” | To set the global variable “myShow” to the name of the loaded show file, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetGlobalVariable myShow At Root “MANetSocket” Property “Showfile” | You can get the name using the /Look option keyword for properties that have an index with a corresponding name.     To set the user variable “mySeqPrioIdx” to the Priority index value of the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetUserVariable “mySeqPrioIdx” At Sequence Property “Priority” | To set the user variable “mySeqPrioName” to the Priority name of sequence 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetUserVariable “mySeqPrioName” At Sequence 42 Property “Priority” /Look | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Stomp command: If Stomp is used in a FeatureGroup without selection, stomp will be executed in all fixtures.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) IfOutput is now working with Full or Zero for fixture selection.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the special values: At Highlight and At Lowlight load the highlight/lowlight values of the selected fixtures into the programmer.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Output Configuration does not create a new entry if the station IP changes.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Preset Pool settings: * The setting Display Mode has a new value called **Auto**. When this value is set, only the appearance of the preset is displayed. This only applies to presets that have an appearance assigned. Presets without an appearance will still display their names. * The setting Action has a new value called **SelFix/Extract**. This value acts similarly to **SelFix/At**, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Align: The Align Bar offers access to the new **XY Rotation** setting. The entered value will rotate the following alignment of values across the selection grid.\ Use tap, hold and drag inside the circle graphics of the XY Rotation setting to graphically adjust the value. The arrow in the circle snaps at 0°, 45°, 90°, 135°, 180°, 225°, 270°, and 315°. Example: Requirement: Load the Demoshow\_grandMA3 1. Select the group “LED Tiles Back”. 2. Set RotXY in the Align Bar to 45°. 3. At 0 Thru 100 The dimmer values will be aligned at a 45° angle across the selection grid. This can also be done with all other attributes.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Total Reference Update: When the Total Reference Update is shorter than 500 ms, no progress bar will be displayed.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the MemoryInfo keyword: Added the new option keywords /Limit and /Sort: * /Limit: Defines how many entries will be displayed. It expects a number as value. Syntax: MemoryInfo /Limit \[Limit\_Number] * /Sort: Defines how to sort the results MemoryInfo displays. Possible values are: “Asc”, “Desc”, and “None”. Syntax: MemoryInfo /Sort \[“Sort\_Name”] To display the 5 objects that are occupying the most memory, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> MemoryInfo /Sort “Desc” /Limit 5 |   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the scribble editor in the label dialog: It has now the same style and buttons as when editing a scribble in the scribble pool.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Command Line History: * By performing a right-click gesture on a command a pop-up opens which allows you to: * Copy: Copies the command to the clipboard. * Execute Again: Executes the command again. * Copy and Overwrite to Command Line: Copies the command into the command line. Existing command line content will be discarded. * Add to Command Line: Copies the command at the end of existing command line content. This pop-up can also be opened by pressing Please on the internal keyboard or by pressing the screen encoder. * When tapping Jump to Bottom in the Command Line History window, the focus jumps down to the newest command line history entry. * When pressing Clear, the Command Line History will show what type of clear was executed. * Increased the maximum number of lines that the Command Line History Window can display to 2 048.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Main Menu overlay: The installed software version is displayed in the title bar.    ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the handling of sessions: The first 32 session slots (Category A) are reserved for 16 consoles and 16 processing units, additional consoles and processing units will join the session as Category B session members.\ For example, this can be used in order to get up to 250,000 parameters in a session by only using processing unit M. Or when using only processing unit M and wanting to have more than 1 console in the session.\ When adding several devices to the session at the same time, they will be added following their internal order in the software. This order is represented by the No column in the Network menu. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added commands to remote control devices more efficiently in a session: * Disconnect: Disconnects the specified station from the session. Compared with Dismiss, Disconnect only disables the network of the station and but does not reset the session name and location of the device. Disconnect can only be executed for stations that are part of the same session. * Reconnect: Takes the specified station back into session that is specified by its name and location at the station. Reconnect works only for stations that have the same Session Name and Location as the device that sends the Reconnect command. The sending device needs to be part of the session. To learn more about the commands and their syntax, please read [Disconnect](/grandma3/2-3/keyword_disconnect/) and [Reconnect](/grandma3/2-3/keyword_reconnect/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the behavior of Session Data Merge: The Include Playback setting in the Station Control tab of the Network Menu defines per station if the changes of playbacks are to be consired in the Session Data Merge.  If it is enabled, the changes made on playbacks will be taken into account. Include Playbacks is enabled by default.   ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) The /Wait option keyword delays the execution of the store command. It also defines the countdown time of the pop-ups of ShutDown, Restart, Reboot, and so on. Enter the waitime milliseconds.\ To delay the Store Cue 5 command by 3 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Store Cue 5 /Wait 3000 | To set the countdown of the ShutDown pop-up to 20 seconds, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown /Wait 20000 | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the tool tips for elements in the user interface: Add Window dialog, At Overlay.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the preview feature NDI: * Updated NDI to version 5.6.0. * Third-Party software does not need to be enabled anymore to use NDI. * When the NDI source provides a resolution bigger than FullHD, a low bandwidth stream will be requested. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The SFTP access can be enabled or disabled by tapping SFTP Access in the Station Control tab of the Network menu, or via command line. To disable the SFTP access, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Set Root “MANetSocket” Property “EnableSFTP” “No” | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the grandMA3 onPC for macOS installer: When the Security setting **Allow applications downloaded from** is set to “App Store and identified developers”, the installer can be opened immediately by double-clicking the .pkg file.\ In case of having this setting set to “App Store”, right-click on the .pkg file, click **Open**, click **Open** in the pop-up. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved color selection dialogs, for example, in the Scribble Editor: When tapping into the color area, the set brightness stays as is. In addition, the color interface of the Appearance editor got a brightness fader as well. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Hue fader in the color picker: The indicator bar on top of the fader label displays the set hue color. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved filters: * Select Filter \[“Filter\_Name” or Filter\_Number] selects the filter permanently. The filter that was selected, will be indicated by a yellow frame. * Call Filter \[“Filter\_Namne” or Filter\_Number] selects the filter temporarily for the next action (Store, Update, At, and Clone) only. The filter that was called is indicated by a flashing yellow frame. * The Filter pool windows allow to set the Action to Select or Call. The default is Call. * When a Filter is selected, it has the yellow selected border in the pool.\ When a filter is called, the called filter pool object will get a flashing yellow frame. As soon as the At filter is modified no filter is called anymore.\ In this case the selected border will disappear from the selected filter pool object. Instead the indicator bar at the top is highlighted in yellow. * The At Filter applies always, also when applying values in the programmer, or when blocking/unblocking cues. Encoders and the dimmer wheel are excluded from that rule. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The Force Login setting forces the user to log in with a user when starting the grandMA3 Software. To enable Force Login, go to Menu - Settings - Local Settings / onPC Settings.         ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Assignment Editor: When no object is assigned, the Assignment Editor opens displaying the second tab, instead of the first tab (Empty tab). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the columns in the Patch menu: The columns Pan Offset, Tilt Offset, Pan DMX Invert, Tilt DMX Invert, Pan Enc Invert, and Tilt Enc Invert are grouped into the parent columns Offset, DMX Invert, and Enc Invert. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the Local Settings menu for consoles. It can be accessed via Menu - Settings - Local Settings. It offers to change the Audio Out Device and the Force Login setting. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Network Interfaces menu of grandMA3 xPort Nodes: The IP address of the first interface is now displayed in the first row. The second IP is displayed in the second row. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | With the adjustment of the sorting of the network interfaces of xPort nodes, the DHCP setting in the first row applies now also to the IP address of the first row. | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the My Interfaces menu of consoles and onPC stations: The Extended tab allows to change the Gateway, DHCP Timeout, and DNS server settings per interface. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Agenda Viewer Window: The title bar buttons are configurable. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command line operation in order to add more objects into a closed If statement: When an If statement is already closed with an EndIf, pressing + removes the EndIf, and an additional object can be added. After adding the object the EndIf is also added again. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the feedback when exporting fixture types: A progress abr appears now when exporting fixture types. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the importing of fixture types: * The caching of the fixture type library is faster. This caching happens when importing a fixture type the first time after the installation of a new software version. * When searching for a fixture type, the file name of the fixture type XML files are also taken into account. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the User Configuration/Web Remote: * The users Admin, Guest, and 3D cannot login on web remote devices. * When the logged in user at a web remote device gets deleted, the user will get a Login prompt displayed. * When the Remote user has set up a password, the user has to enter the password when logging in on a web remote device. * The passwords the user can set for the Admin user gets reset when loading the show. The password of the Guest cannot be changed anymore. * Specify name and password in the URL in order to connect to a station. This is how to do it: https\://\[IP]:8080/?user=\[User name]\&Password=\[password],\ for example **:8080/?user=Michael\&Password=qwerty** ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the attribute calculator: * When All Channel Sets is active, the Channel Sets area displays the channel sets of all channel functions at the same time. This setting is per attribute. The User Attribute Preferences editor (Menu - Settings - User Configuration - Profiles - Edit Encoder Bar) allows also to change this setting by editing the corresponding cell in the IgnoreChannelFunctions column. * When a different filter other than filter 1 is called or selected, the calculator displays a filter icon (![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)) in its title bar. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the handling of HSB attributes: The expected physical range of the HSB\_Saturation and HSB\_Brightness attributes is now percentage. Fixture types from older versions will be automatically migrated if their HSB\_Saturation and/or HSB\_Brightness channel functions have a physical range from 0 to 1. The same applies to show files that will be converted from grandMA2 to grandMA3 using the show file converter (in Mode 2) and the import of GDTF files. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the fixture type editor: * Improved the geometries: The beam types **PC**, **Fresnel**, and **Glow** were added to the Beam Types property of a beam geometry according to the GDTF DIN SPEC 15800:2022. **PC** and **Fresnel** are visualized the same as **Wash** in the 3D Viewer, while **Glow** is visualized as **None**. * Improved Channel Functions: The custom names of the Channel Functions are now forced to be unique for each Logical Channel. * An error message is displayed in the Show Conflicts pop-up of the fixture type editor if a channel function cannot be controlled because the maximum number of channel functions in the show file has been exceeded.  ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)  Added setting **Dive Into** per Fixture Type DMX Mode: When Dive Into is set to **Yes**, the encoder bar can control attributes of subfixtures, when the main fixture is selected and does not have the same attribute available.\ When Dive Into is set to No, the encoder bar controls only the attributes of the selected fixtures and cannot change the values of lower subfixtures anymore. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Playback window, XKeys window, Custom Master Section window, command wing Bar window, and System Info window: Their title bars can be hidden when disabling Show Title Bar in the settings. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Masters: * Masters that are assigned to executors: When the Master is set to Toggle, and the Master is switched on, the executor label will change its background to green. The color can be defined in the color theme: Exec.GrandMasterActive. * When the Grand MAster is pulled down, the Grand Master label in the encoder bar will flash red. In addition, when the Grand Master is assigned to an executor or special executor, these ones will flash red as well. * Masters that are set to Toggle can be executed with the button function Temp when they are off. They will then be temp’ed to the their current master fader level. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Encoders: When assigning a function to EncoderLeftCommand or EncoderRightCommand, the Encoder setting will be ignored. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the handling of USB drives: More USB drives will be detected with their correct names instead of a long number as name. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Extended the maximum depth of levels in presets (embedded presets and recipe presets) from 5 to 10. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added functionality to + and - when keeping them pressed: During press and hold of + and - it is possible to select or deselect fixtures in the fixture sheet. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added COMMAND parameter for Windows onPC: The value of COMMAND will be executed when starting grandMA3 onPC. The COMMAND needs to be added to the Target of the grandMA3 shortcut. This is the format: COMMAND="""command to be executed""". For example, COMMAND="""Go+ Macro 1""". ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the power loss pop-up: If the grandMA3 full-size and light consoles are running on the internal battery, an additional pop-up appears as soon as 50% of the battery’s capacity are reached. This pop-up informs the user that the show file will be automatically saved once 60 seconds have elapsed. If there are no changes in the show file, the pop-up will not appear. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Store Settings overlay (long-press Store): * Added more space between the different sections. * Refactored the “Cue Only” section into “Copy Values”: * Tracking: Stores the values at the destination as normal tracking values. * Cue Only: Stores the values at the destination as values only into this cue. The following Cue Only stores previous values. (= Cue Only principle). * Added the new section “Protect from Tracking”: * Dimmer Cue Only: Stores only the dimmer values at the destination following the Cue Only principle when it is enabled. All other attributes will be stored as tracking values. For more information see [Dimmer Cue Only](/grandma3/2-3/key_rn_v2_0/#h4__1071679005). * Added a Tracking Shield section: * Off * ![](/img/grandma3/2-3/icon_15_trackshield_rising0_v2_0-3f9534.png) * ![](/img/grandma3/2-3/icon_15_trackshield_greater0_v2_0-238a44.png) * For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved OSC: The OSC buffer size was extended to 2 048 bytes, for sending and receiving OSC. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MVR Import: When the MVR Merge pop-up has Columns set to Full, the column **My Stage** allows to define on which stage the fixture shall be imported. If the fixture to be imported exists already in the show file, the My Stage cell of the fixture has the corresponding stage entered. If the fixture does not exist, yet, Stage 1 is set up. *** ## Changes [Section titled “Changes”](#changes) * New keywords: * [AutoStore](/grandma3/2-3/keyword_autostore/) * [Bitmap](/grandma3/2-3/keyword_bitmap/) * [Disconnect](/grandma3/2-3/keyword_disconnect/) * [EncoderBank](/grandma3/2-3/keyword_encoderbank/) * [EncoderBar](/grandma3/2-3/keyword_encoderbar/) * [Generator](/grandma3/2-3/keyword_generator/) * [GridStore](/grandma3/2-3/keyword_gridstore/) * [Hold](/grandma3/2-3/keyword_hold/) * [MyRunningSoundFile](/grandma3/2-3/keyword_myrunningsoundfile/) * [MyRunningTimecode](/grandma3/2-3/keyword_myrunningtimecode/) * [Reconnect](/grandma3/2-3/keyword_reconnect/) * [RunningSoundFile](/grandma3/2-3/keyword_runningsoundfile/) * [SendMVR](/grandma3/2-3/keyword_sendmvr/) * New option keywords: * [/ChannelSet](/grandma3/2-3/ok_channelset/) * [/Limit](/grandma3/2-3/ok_limit/) * [/NDI](/grandma3/2-3/ok_ndi/) * [/ScreenOnly](/grandma3/2-3/ok_screenonly/) * [/Sort](/grandma3/2-3/ok_sort/) * [/TrackingShield](/grandma3/2-3/ok_trackingshield/) * [/Wait](/grandma3/2-3/ok_wait/) * [/XResolution](/grandma3/2-3/ok_xresolution/) * [/YResolution](/grandma3/2-3/ok_yresolution/) * Removed keywords: * EncoderPage | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | - New color theme colors: * ColorDefinitions: * Global.WaveForm * PoolDefault.Bitmaps * PoolDefault.EncoderBar * PoolDefault.Generators * Colors: * Assignment.EncoderBar * Assignment.Filter * Assignment.UpdatePreset * Assignment.UpdateSequence * CloneUI.All * CloneUI.Chosen * CloneUI.None * ColumnSetGrid.Separator * DBObjectGrid.WarningBackground * DBObjectGrid.WarningText * EndlessFader.Background * EndlessFader.FaderLocked * EndlessFader.Knob * EndlessFader.StripActive * EndlessFader.StripInactive * EndlessFader.TextActive * EndlessFader.TextInactive * Exec.GrandMasterActive * FixtureSheetCell.ExtendedSheetModeFrame * Global.Charging * Global.Running * Help.Breadcrumb * Help.TableHead * Help.TableRowEven * Help.TableRowOdd * LayoutView\.EditFrame * PoolButton.UpdateFront * PoolButton.UpdateBack * PoolButton.UpdateBackground * PoolButton.UpdatePreset * PoolButton.UpdateSequence * PoolWindow\.Bitmaps * PoolWindow\.EncoderBars * PoolWindow\.Filler * PoolWindow\.Generators * RotationButton.Arrow * RotationButton.Circle * RotationButton.Marking * SelectionGrid.BitmapOutline1 * SelectionGrid.BitmapOutline2 * SelectionGrid.Centerline * SelectionGrid.SelectionOutline1 * SelectionGrid.SelectionOutline2 * SelectionGrid.SetupActiveIndicator * SelectionGrid.SetupLasso * ShowCreator.DirectionIcon * ShowCreator.Section * Timecode.CommandExistsButDisabled * Timecode.CommandExistsButDisabledSelected * Timecode:IncompleteWaveFormWarning * Timecode.LinkOverlayColor * Timecode.RecordSingleUserActive * Timecode.SkippedNonUserEvents * Timecode.TriggerIcon * Timecode.TriggerIconSelected * Timecode.WaveFormColor * UIGrid.ResizeLine * UIGrid.UserFilterHiddenFactor * UpdateMenu.CellAltBackground * UpdateMenu.CellBackground * UpdateMenu.ExtendedOptionsBackground * UpdateMenu.OptionsLabelText * UpdateMenu.OptionsSummaryLabelText * UpdateMenu.OptionsSummaryValueText - Removed color theme colors: * ColorDefinitions: * PoolDefault.Functionals * Colors: * PoolWindow\.Functionals * New grandMA3 Lua Functions: * CmdlineChildren() * CurrentCue() * CurrentScreenConfig() * FirstDmxModeFixture() * GetScreenContent() * GetSelectedAttribute() * GridMoveSelection() * GridsGetColumnById() * GridsGetExpandedHeaderCellState() * GridsGetRowById() * IsLocked() * NeedShowSave() * NextDmxModeFixture() * ReleaseProfiling() * SelectedFeature() * SelectedLayout() * SelectedTimecode() * SelectedTimer() * SetChildrenRecursive() * TestPlaybackOutput() * TestPlaybackOutputSteps()  * Renamed the MIDIMode property in the Output Configuration MIDITC Mode. * The Lua PopupInput() function returns the actual Lua index of the items table, which starts counting at 1. * The At command uses the natural readout when no attribute is specified. As soon as an attribute is specified when using At, the readout of the encoder bar/user profile is taken into account. This can be overruled with specifying the readout together with the value. * In new shows, the existing and selected sequence is also assigned to executor 201. * Changed the button text from Reset Selected to Reset MAtricks in the EditSettings menu of presets. * If new objects are assigned in a layout, the insert position will be centered at the touch location. * It is no longer possible for two geometries to have the same name. The same applies to Emitters, Filters, DMX Modes and Wheels. The name must be unique. * XYZ was removed in the fixture type editor. To toggle XYZ for each DMX mode, directly edit the XYZ cell. * The FixtureType editor now separates the different modes of a fixture type. To change a channel of a mode, select the mode first and then edit it. * If a show file created in prior versions is loaded in the current version, trailing empty steps which do not contain absolute or relative values in cues, will be removed. * Moved these symbol files from lib\_symbols to lib\_symbols/symbols: * 0\_degree\_black.png * 0\_degree\_white.png * 180\_degree\_black.png * 180\_degree\_white.png * 270\_degree\_black.png * 270\_degree\_white.png * 360\_degree\_black.png * 360\_degree\_white.png * 90\_degree\_black.png * 90\_degree\_white.png * in\_order\_black.png * in\_order\_white.png * mirrored\_black.png * mirrored\_white.png * non\_mirrored\_black.png * non\_mirrored\_white.png * shuffle\_black.png * shuffle\_white.png * Value sorting of columns changed from long-press of the header cell to tap, hold and swipe down. Right-click on a header cell for sorting did not change. * The passwords the user can set for the Admin user gets reset when loading the show. The password of the Guest user cannot be changed anymore. * The screen configuration and rights of the default users (Guest, Admin, 3D, and Remote) cannot be changed anymore. * The IsMArker property of fixture types changed to Special Purpose. It can have the values **MArker** and **BitmapController**. * Renamed RGB/HSB Space setting in the color picker Color Space. * onPC Settings renamed to onPC Local Settings. * Removed the word “Show” from all buttons in the settings pop-up of the Custom Master Section window. * The buttons to open the Custom Master Section overlay (![](/img/grandma3/2-3/icon_special_master_15px-72974a.png)) and the Playbacks overlay (![](/img/grandma3/2-3/icon_playback_15_v1-9-d2ca58.png)) interchanged their positions in the Control Bar. *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The 3D Viewer did not display the red lock symbol when the displayed camera was locked. This bug is fixed. | | If 3D priority was disabled, the software did not react directly to it. This bug is fixed. | | Making changes in the Arrangement tool in the 3D Viewer Encoder Bar did not create entries in the Oops History. This bug is fixed. Changes on the arrangement can be oopsed. | | The dimensions of the stage bounding box in the 3D Viewer window were not instantly enlarged when a fixture was moved out of it using the 3D Viewer Encoder Bar to move it. This bug is fixed. | | No shadow was displayed in the beam if Render Quality setting Beam was set to Standard, the settings Shadow and Gobo were enabled. This bug is fixed. | | In some cases, beams from fixture types with rectangular beams were cut off mid-air or did not create spots on the ground when shadows were enabled. This bug is fixed. | | The size of rectangular beams did not match the size of the spot when shadows were enabled or Gobo was set to Animated in the used Render Quality. This bug is fixed. | | Fading between Gobo slots was not displayed correctly for Render Qualities with the Gobo property set to “Animated”. This bug is fixed. | | Beams could cause visual artifacts when using a 2D camera in the 3D Viewer. This bug is fixed. | | When using a render quality with Beam set to “High” and Multi Led Beam Mode set to “Single Beam Dynamic Gobo” in the 3D Viewer, the color of the beams and spots were incorrect. This bug is fixed. | | Textures in the 3D Viewer window were not displayed when running grandMA3 onPC on Windows PCs that use an Intel Iris graphics card. This bug is fixed. | | The previous selection was not reset when selecting new fixtures after changing values in the 3D Viewer or Layout Viewer Encoder Bar. This bug is fixed. | | The selection of fixtures could be reset when selecting new fixtures in the 3D Viewer window after deselecting fixtures of the selection. This bug is fixed. | | The grandMA3 software could crash when loading a show file that contained a lot of materials. This bug is fixed. | | Fixture types with multiple beam geometries that have different luminous intensities could appear too dark in the 3D Viewer window. This bug is fixed. | | glTF meshes could have incorrect position offsets when using the internal mesh offsets of glTF files. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The calculator of the Speed Master layer did not allow to select speed masters that had a space in their names. This bug is fixed. | | When assigning a sequence to another sequence while being in a session, the action could not be oopsed the first time. This bug is fixed. Mirroring a sequence can be oopsed. | | When executing Edit List the current cue was edited. This bug is fixed. Executing Edit List returns “Not Allowed” in the command line and does nothing else. | | Custom names of speed masters were displayed with capital letters in the calculator of the Speed Master layer. This bug is fixed. | | When using the Arrangement tool in the Layout Viewer, the proposed arrangement was not in the same order as the user selected the fixtures. This bug is fixed. | | The different Export functions of Lua returned nil in case of successful export. This bug is fixed. Lua returns boolean values when executing any export function. | | Progress bars initiated by plugins displayed the progress starting at 1. This bug is fixed. The progress of progress bars takes the defined start and end values of the SetProgressRange() function into account. | | A hook on RunningSequences in a plugin only returned information if the Off menu was open at the same time. This bug is fixed. | | At commands were not taken into account by the CreateUndo() Lua function. This bug is fixed. | | When using the filter function in dropdowns opened with the Lua function PopupInput(), the returned value did not match the total index of the selected item. This bug is fixed. | | When trying to switch off the selected element of a pool by specifying only the pool, for example Off Timecode, the selected sequence was switched off. This bug is fixed. Off combined with an object keyword switches either all elements of the given object type off (for example, Off Preset) or switches off the selected object in a pool (for example, Off Timer). | | When selecting elements in a layout, two Oops events were created. This bug is fixed. | | Custom Gels could not be exported or imported. This bug is fixed. Custom Gels are exported to gma3\_library/userprofiles/gels. From there they can also be imported. | | It was not possible to use Delete, Copy, and Insert in combination with events in the Agenda Viewer when it was in Setup mode and View Mode was set to Month, Week, or Day. This bug is fixed. | | It was impossible to use a variable as value for an option keyword, for example, Store View 1 /Screen $“Var”. This bug is fixed. | | Extract /Single could not be oopsed. This bug is fixed. | | When moving the cursor in between an existing command and then pressing hardkeys, put the keywords or numbers at the end of the command. This bug is fixed. Pressing hardkeys enters the keywords or numbers at the position of the cursor to the existing command. | | Oops was not possible after cancelling a label pop. This bug is fixed. | | MA + Please on the internal keyword did not work.  | | It was not possible to create a line break in the Notes tab of the Info window. This bug is fixed. | | When patching a fixture using the Patch command, the feature graphics could disappear in the fixture sheet. This bug is fixed. | | When storing individual times into a cue and choosing the release store option, the individual times were not stored. This bug is fixed. | | When an image was mirrored or rotated inside an appearance, the image disappeared when zooming a layout where this appearance was used. This bug is fixed. | | The software could crash if many PSN trackers were created and deleted right after. This bug is fixed. | | Pressing Off + Time + Please on a newly created show did crash the software. This bug is fixed. | | Park Thru and Unpark Thru did not work as expected. When executing Park Thru or Unpark Thru, the command is completed to Park Fixture Thru or Unpark Fixture Thru.  | | Adding a new user profile deactivated the programmer content of users. This bug is fixed.  | | The software could crash if you used, for example, a **Pan only** filter for a sequence that has Pan, Tilt, and XYZ attributes stored. This bug is fixed. | | It was not possible to set values using the command line in the physical readout in 0.01 steps. This bug is fixed.  | | Using MA + 2 or MA + 8 while the focus was set to the command line in order to scroll through the last commands, the commands disappeared whenever you released 2 or 8. This bug is fixed. | | When adding a new line or a space to a note in the notes area of the Sequence Sheet or in the Info Window, the new line or space was trimmed if you did not enter text shortly after. This bug is fixed. Notes will not be trimmed as long as the notes area has focus. | | When activating a channel set within an attribute calculator, the corresponding attributes of the activation group stayed inactive. This bug is fixed. | | The software could crash if you did collapse a track group inside a timecode show after the user moved tracks from one to the other track group. This bug is fixed. | | When doing mathematical calculations inside the MAtricks calculators, the results could be wrong. This bug is fixed. | | When a user was labeling an object, while another user tried to drop the ownership from this object, and the first user decided to keep the ownership, the label pop-up was also closed. This bug is fixed. | | When creating and editing a scribble by right-clicking it in the Scribble pool, and then closing the editor without doing any changes, the scribble pool object looked like it had content. This bug is fixed. Editing a newly created scribble and then closing the editor without applying these changes made the Scribble be empty. | | Move Grid Cursor did not work as expected when the order of the selected fixtures was not straight in the patch. This bug is fixed. The patch order of fixtures in the patch is not relevant anymore for Move Grid Cursor. | | A Timer linked to a sequence lost the reference if the sequence was moved afterward. This bug is fixed. | | No spaces before + and - were added when pressing + or - while having focus on a command input pop-up. This bug is fixed. | | It was possible to change the content of locked plugins. This bug is fixed. | | When trying to set a value for an attribute that exists in the show file but the selected fixtures do not have, the value was applied to the selected attribute. This bug is fixed. If the selected fixtures do not have the specified but existing attribute, the desired value will not be set at all. | | If multiple fixtures were selected, and the first fixture in the selection did not have the specified attribute, the command did not work. This bug is fixed. The values are set to the attribute for the fixture in the selection that has the specified attribute. | | The software could crash when listing the cues to update in the Temp destination. This bug is fixed. | | The software could crash when the user changed the geometry setting of the automatically created XYZ channels inside a fixture type. This bug is fixed. The geometry setting of XYZ channels are locked now. | | When pressing Help and then a different key with an action keyword, for example, Copy, the Help keyword in the command line was overwritten with Copy. This bug is fixed. | | If the new selection had no attributes on the current encoder page, the user had to cycle through all encoder pages until useable attributes were reached. This bug is fixed. When changing the selection, the selected encoder page will switch to the first encoder page with attributes the current selection uses. | | When having only fixtures patched that do not use all feature groups, the wrong encoder bank buttons could be highlighted when selecting a different feature group. This bug is fixed. | | The indicator bar of encoder bank buttons of custom-created feature groups were not colored correctly. This bug is fixed. | | Timecode events whose time matched the timecode duration time weren’t triggered. This bug is fixed. | | The software could crash when adding or manipulating a lot of configurations for Art-Net or sACN at the same time. This bug is fixed. | | The software crashed when the user tried to copy ScreenContent 1 at ScreenContent 2. This bug is fixed. | | If a command was prepared in the command line, it was not possible to complete it with the keyboard. This bug is fixed. | | When loading a show file along with its Output Configuration, duplicate entries could be created in the Connector Configuration. This bug is fixed. | | The attribute calculators did not apply ranges correctly when they contained at least one negative value. This bug is fixed. | | When pressing Alt, AltGr, or option the input of the command line could get selected. This bug is fixed. | | Sometimes not all properties of an appearance were applied to layout elements. This bug is fixed. | | Storing offset values in a multi-user session, stored the offset values for all active fixtures in all programmers. This bug is fixed. Only the programmer of the user who executes Store Offset will be taken into account. | | Cue commands that contained parentheses were not executed anymore. This bug is fixed. In addition, when working in a multi-user session, the pop-up will appear on the GlobalMaster station only when the same user is logged in as the user who triggered the cue. | | When auto creating a group, the command line could return a nothing to be done message, although the group was created correctly. This bug is fixed. | | Tapping an empty but existing group several times toggled the current selection. This bug is fixed. Tapping empty groups does not affect the current selection anymore. | | When executing macros while the focus was set to screen 6 or 7, not all popups triggered by the macro appeared. This bug is fixed. | | Cloning fixtures to a layout, where the destination fixtures were already part of the layout did not move their layout elements to the position of the source fixtures. This bug is fixed. | | The software crashed when executing a command, that required the specification of an index value by using the Index keyword, but the index value was not specified by the user. This bug is fixed. | | When loading a different show or when deleting the plugin, while a plugin is running, kept the plugin running. This bug is fixed. | | When storing a cue into a seqeunce before a cue that had a Break applied, the wrong value could be added to the cue that had the break applied. This bug is fixed. | | It was not possible to delete empty groups from layouts. This bug is fixed. | | When cloning without using dependencies within a sequence and the source and destination fixtures have different values in the used color preset of the cues, the correct preset reference was created but the destination fixture values in the cues were incorrect. This bug is fixed. | | When entering value ranges into the calculators of the color picker encoders, the values were not always applied correctly. This bug is fixed. | | Multiple cue part 0 could be created by oopsing the deletion of cues with several cue parts. This bug is fixed. | | When switching from the inner to the outer dual encoder or vice versa and both encoders had the same attribute assigned, Align was reset. This bug is fixed. | | Window preferences were not transmitted into the session, when storing them. This bug is fixed. | | Copied recipes were not automatically cooked. This bug is fixed. | | Values in cues after a cue break could change when changing the values in cues before the break. This bug is fixed. | | The tracking of relative values did not stop at cues that had a break defined. This bug is fixed. | | CleanStart of grandMA3 onPC did not work on macOS Sonoma. This bug is fixed. | | The pop-up warning the user that due to changes in the patch the data was incompatible for Session Data Merge was gone. This bug is fixed. | | Relative math operations in the calculators of the MAtricks properties did not deliver the expected result. This bug is fixed. | | Copied recipes could lose their reference to the preset or group in use. This bug is fixed. In case a recipe has selective data and a reference to an object, the selective data is discarded.  | | Fixtures that were not part of the stage the 3D was showing, could not be assigned to a layout. This bug is fixed. | | Absolute programmer vaues were discarded when calling a relative MAgic preset. This bug is fixed. | | Copying a cue to another one did not overwrite the recipes correctly if the user had chosen to overwrite the destination cue. This bug is fixed. | | The software could crash when the login pop-up appeared on the web remote after refreshing the page in the browser. This bug is fixed. | | Changing the value of the Brightness fader or Quality fader in the Color Picker in some cases could result in incorrect colors. This bug is fixed. | | If a new keyboard shortcut was created using an already existing combination, the old one was not properly removed. This bug is fixed. | | When assigning a different user profile to the admin user, this assignment was reset when loading the show again. This bug is fixed. | | When importing a data pool using the Include Dependencies option, the MAtricks value of imported recipes was cleared. This bug is fixed. | | When using the color picker with subfixtures, the color of the main instance was included as well to the resulting color. This bug is fixed. | | Offset values were not removed when executing Store Offset /Remove. This bug is fixed. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Remotely triggered sequences were using the executor time of the admin user. This bug is fixed. The executor time of the logged-in user on the station where the remote event is executed is used when triggering a sequence remotely. | | The timecode generator of a timecode slot did not continuously output timecode when Generator Looped was enabled. This bug is fixed. | | When a network connection was set to value Yes of the Slow property, it stayed at this value until the next full-install. This bug is fixed. The user can change the Slow setting manually again. | | When using an onPC command wing and a onPC fader wing at the same station connecting an additional usb device changed the Connector Configuration. This bug is fixed. | | The DMX Remotes had to be toggled off and on again to continue the functionality after changes were made in the session. This bug is fixed. | | OSC command messages were sent even if the network was disabled. This bug is fixed. | ### Patch [Section titled “Patch”](#patch-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Geometries’ type got lost and pasted back as geometry type “Geometry” whenever geometries were copied. They also lost the value of their properties during copying. This bug is fixed. | | The software would crash if fixtures were cut from one stage and pasted directly on the new stage row instead of the fixture row. This bug is fixed. | | The fixture type library displayed a blank manufacturer name and blank fixture name if the fixture type description contained the special characters ”<” or ”>”. This bug is fixed. | | The default name of a custom fixture type was exported as empty. This bug is fixed. The default name is now exported. Example: Manufacturer\@Fixture\_type 1.xml | | The default name of a custom attribute was exported as empty. This bug is fixed. When a user creates an attribute, the user is prompted to name the attribute. | | The resulting rotation of geometries could be wrong if they were rotated along 2 or 3 axes. This bug is fixed. | | When editing the geometries of a fixture type, a crash could occur when cutting and pasting geometry references from one parent to another. This bug is fixed. | | When editing the geometries of a fixture type, a crash occurred if an infinite loop was created with geometry references that referenced each other. This bug is fixed. A message is displayed in the Fixture Type Errors in case of creating such an infinite loop. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Measure encoder always displayed 1 as value when no value was active. This bug is fixed. As long as no value is active on the Measure layer, the encoder won’t show any value. | | The automatic cooking of recipes using phaser presets did not always apply the new values immediately. This bug is fixed.  | | When mirroring position phasers using MAtricks pool objects, it could happen that they were not mirrored correctly. This bug is fixed. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | A running sequence or preset was not fixed when enabling AutoFix for it. This bug is fixed. | | During the recording of timecode shows, cues with already existing timecode events were not recorded. However, their cue commands were recorded again. This bug is fixed. Cue commands will not be recorded, if the cue is already recorded in the timecode show. | | If a CMD Delay for the off cue was longer than the fade time of the cue, the CMD got triggered at the wrong time. This bug is fixed. | | Flash and Temp buttons would not release properly if the command line was not empty. This bug is fixed. | | Moving recipes from one to another cue part inside a sequence did not work as expected. This bug is fixed. | | When pressing and releasing the Temp buttons of executors very fast, it could happen that the sequence did not turn off again. This bug is fixed. | | Sequences could not be played back when the first cue was empty, MIB should happen for the second cue, and OffWhenOverriden was enabled. This bug is fixed. | | When executing a secondary executor button function (MA + Executor Button) and releasing MA first, kept the playback function, for example, Flash, active when releasing the Executor Button afterwards. | | When playing back a preset with a recipe and changing the ingredients at the same time, the cooked result was wrong. This bug is fixed. | | When a remote (DC, DMX, or MIDI) triggered a playback, the playback was started by the Remote user, but not by the user profile of the Remote user. This bug is fixed. | | Fixtures did not fade to their new values in other attributes when MIB was enabled and the dimmer was also fading to 0 in the same cue. This bug is fixed. | | When using <<< or >>> to go to a cue, and then updating it, while the original cue fade would have still be running, the playback engine faded into the cue. This bug is fixed. | | The resulting phaser could be wrong when using a phaser preset in a recipe of a different preset.This bug is fixed. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The help window went back to the start page when the user changes the color theme. This bug is fixed. | | When adding a scribble to an object by having the label dialog opened on a small screen, tapping Apply did nothing. This bug is fixed. | | The input range in the Speed Master calculator was wrong. This bug is fixed. The input range in the calculator of the Speed Master layer is now set from 0 to 16. | | The Feature Group Indicator Bar was displayed in some cases, also when the attributes were available within the selected world. This bug is fixed. | | The Feature Group Indicator Bar displayed indicators for Shapers and Video feature groups even when no attributes of those feature groups were used in the show. This bug is fixed. | | The input to the Store View pop-up was not displayed on all displays. This bug is fixed. The Store View pop-up is synchronized across all displays. | | It was possible to select several entries in the Load and Save As sections of the Backup menu. This bug is fixed. In the Backup menu, it is only possible to select one entry at a time. | | When opening an Assignment Editor, the focus was not always set to the input field. This bug is fixed. Opening an Assignment editor sets the focus on the input field. Pressing Please applies the first entry of the list. | | The scroll position of the Align Bar, Selection Bar, and Step Bar was not stored in views. This bug is fixed. | | Assign Menu offered Master as a fader function for timers. This bug is fixed. Timers do not have any fader function they can use. | | When switching from Mode2 to grandMA3 software on a grandMA3 console, it could happen, that the End User License Agreement was displayed again, also when it was already accepted by the user in the past. | | Opening the Import/Export menu twice on two screens made it impossible to select an object type and the command line was stuck in the data pool destination. This bug is fixed. The Import/Export menu can only be opened once at the same time. | | When opening the Link Values dropdown on screen 8 of a grandMA3 light or full-size console, it could briefly display buttons for Active Only and MultiStep Only. This bug is fixed. | | When scrolling with a mouse inside the Agenda Viewer, two days displayed the yellow selection frame. This bug is fixed. | | When opening the macro editor, the width of the columns was reset to default. This bug is fixed. The macro editor remembers the individual width of the columns. | | When doing a lasso selection in the timeline area of the timecode editor for the first time, it could happen that no or not all events were selected. This bug is fixed. | | The Power Loss pop-up on grandMA3 full-size and light consoles did not appear when another pop-up was open. This bug is fixed. The Power Loss pop-up appears always when the power to a grandMA3 full-size or light console gets lost. | | The icon of the appearance and the name of a filter or world moved to the right in the sequence sheet, the bigger the height of the line was. This bug is fixed. | | If User1 command was active and you called a view containing more than one screen, the Playback bar in screen 2 was replaced by the Xkeys bar. | | The EULA and Release Notes were not displayed at the small screens of CRV consoles. The EULA could not be accepted on the small screens of Light and Full-Size Consoles. This bug is fixed. | | The Color Picker did not show load or save options for the window setting. This bug is fixed. | | The color output of fixtures with CIE attributes did not correspond to the shown color in the fixture sheet and selection grid. This bug is fixed. | | The pan/tilt calculator did show wrong values when using it with the natural readout set to physical on the relative layer. This bug is fixed. | | A long press on the input field of the label dialog opened a second text input pop-up. This bug is fixed | | Calling a view using a sequence sheet where Auto Scroll was activated, always scrolled down starting in cue 1 and ending in the current cue. This bug is fixed.  | | Environmental objects with fixture ID could not be selected in the fixture sheet set to channel mode. This bug is fixed. | | Editing a fixture with Edit and tapping a fixture in the fixture sheet that is in channel mode did not open the patch. This bug is fixed. | | Using the different Bar windows (for example, Align Bar, Step Bar, and Selection Bar), the sizes of the buttons through the different windows would look different. This bug is fixed. When the Bar windows are the same size, the size of the buttons is now better aligned. | | The colors Fixture Graphic icon could be different across different fixtures. This bug is fixed. | | When recalling the displayed layout in the Layout Viewer, the stored position and zoom of the layout were not recalled correctly. This bug is fixed. | | When tapping a cell in the Sheet mode of the Phaser Editor, the corresponding step was not always selected. This bug is fixed. | | When loading a show file or creating a new show with Output Stations enabled, the name of the used Output Configuration was not cleared. This bug is fixed. | | When latching MA in the Command Section overlay, and closing it, the latched MA status was released. This bug is fixed. A latched MA button now remains latched until the user releases it. | | When a user with ‘View’ user rights had a Clock Viewer window open, it always displayed the clock. This bug is fixed. The Clock Viewer window displays always the clock source that was selected, no matter of the user rights. | | In the timecode show and timecode slot settings, User Bits could not be entered using the hexadecimal format. This bug is fixed. | | The Save and Load Preferences feature was not working when using the Content Sheet. This bug is fixed. | | When adding a padding to a Layout Element, it was added outside the element border. This bug is fixed. Paddings for Layout Elements are added inside the border of the Layout Element. | | Doing a right-click into the text input area when editing the command cell of a macro line, opened a second text input. This bug is fixed. | | When editing a value cell in the Content Sheet or in the Sequence Sheet in Track Sheet Mode, the value was not recalled correctly into the calculator. This bug is fixed. | | The Info window did not display the notes correctly when calling a view with an Info window. This bug is fixed. | | The Transpose setting in the Sequence sheet window did not work. This bug is fixed. | | The software could freeze when opening an attribute calculator in the Content Sheet after doing a losso selection from bottom to top. This bug is fixed. | | When a value in the speed layer was applied and a calculator was opened again, the value was not displayed properly. This bug is fixed. | | The software could crash if an old showfile was loaded and the delete tool of the phaser editor was used. This bug is fixed. | | The Notes tab in the Info window did not display the appearance of the window. This bug is fixed. | | When opening the command line history, the screen encoder could flicker. This bug is fixed. | | The on screen keyboard of the password input in the login pop-up did not mask the entered password. This bug is fixed. | | When rotating a selection of fixtures in the Layout Viewer, for example, by 90°, the resulting values were not correct. This bug is fixed. | | When having several color pickers open, and changing color in one of them, could cause the faders in the other ones to jitter. This bug is fixed. | | Small Selection Grid windows did not display the grid position cursor when using Auto Scroll. This bug is fixed. | | The Menu did not open when pressing Menu, while the Add Window pop-up was open. This bug is fixed. | | Message boxes created by plugins did not had scroll bars when the content was bigger than the pop-up size could display. This bug is fixed. | | The 3 or More Finger Scroll gesture did not work if you showed or hid the title bar of a window. This bug is fixed. | | The Sequence Sheet Encoder Bar did not display encoders for fade and delay of custom feature groups. This bug is fixed. | | The Update menu did not refresh its content when Sequence Mode was set to Selected or LastGo and the selected sequence or the last sequence executed did change in between opening the Update menu, closing it, and opening it again. This bug is fixed. | | The list of presets in the Import and Export tabs of the Show Creator did not update when switching between the different feature groups. This bug is fixed. | | When changing the width or height of a display, it was not possible to set a value that was twice the previous value. This bug is fixed. | | When opening calculators, for example in the 3D Encoder Bar, they could open on the screen where the corresponding window was open. This bug is fixed. The calculators of encoder bars now open on the screen that belongs to the encoder bar, no matter where the window is located that opened the encoder bar. | | Relative values were displayed in the Content Sheet in gray. This bug is fixed. The Content Sheet displays relative values with its normal pink. | | The font color of the MAtricks button in the encoder did not turn yellow, when the MAtricks were active. This bug is fixed. | | When Lock Position was enabled in a Layout Window, Show Title Bar could not be toggled. This bug is fixed. | | The Xkeys windows and Command control overlay did not display the correct keyboard shortcuts for the Xkeys. This bug is fixed. | | Entering ListReference into the command line and then tapping an executor in a letter box screen could open the Info pop-up on the letter box screen. This bug is fixed. The Info pop-up opens in such cases on the corresponding big screen. | | When enabling the Layer toolbar or the Recipe area in the Sequence editor, they were not displayed. This bug is fixed. | *** ## Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer.  | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Loading show files that were saved in previous versions deletes the programmer content.  | # Release Notes 2.1 > ](/grandma3/2-3/keyrnv21/#h22047761382) * [Get Started](/grandma3/2-3/key_rn_v2_1/#GetStarted) * [Bug Fix Version 2.1.1.5](/grandma3/2-3/key_rn_v2_1/#offline-topic) * [Other Enhancements](/grandma3/2-3/key_rn_v2_1/#h2__989068108)[\ ](/grandma3/2-3/key_rn_v2_1/#h2__2047761382) * [Changes](/grandma3/2-3/key_rn_v2_1/#h2__2047761382) * [Bug Fixes](/grandma3/2-3/key_rn_v2_1/#h2__473760171) * [Release Version 2.1.1.2](/grandma3/2-3/key_rn_v2_1/#h2__1841901983) * [Features](/grandma3/2-3/key_rn_v2_1/#h2_613882109) * [Partial Show Read (PSR)](/grandma3/2-3/key_rn_v2_1/#h3__228527687) * [3D](/grandma3/2-3/key_rn_v2_1/#h3_1570501958) * [Geometry Viewer](/grandma3/2-3/key_rn_v2_1/#h3__139560060) * [Other Enhancements](/grandma3/2-3/key_rn_v2_1/#OtherEnhancements) * [Changes](/grandma3/2-3/key_rn_v2_1/#h2__656690415) * [Bug Fixes](/grandma3/2-3/key_rn_v2_1/#BugFixes) * [Appendix](/grandma3/2-3/key_rn_v2_1/#Appendix) * [Known Limitations](/grandma3/2-3/key_rn_v2_1/#KnownLimitations) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](https://help.malighting.com/Page/grandMA3/grandMA3_Quick_Start_Guide/en) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | ***   ## Bug Fix Version 2.1.1.5  [Section titled “Bug Fix Version 2.1.1.5 ”](#bug-fix-version-2115) ## Other Enhancements  [Section titled “Other Enhancements ”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the notifications when loading show files: If a show file contains corrupted presets or cues, the Message Center will list the corrupted and discarded presets and cues in the System Errors mode of the message center.  *** ## Changes [Section titled “Changes”](#changes) * Reverted a Playback Bugfix from version 2.1.1.2: If you had a Sequence with absolute and relative dimmer values and turned off Soft LTP for the sequence, the dimmer did not behave correctly when playing back the sequence. *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The duration of cues in newly created sequences after using Partial Show Read was always set to 0 seconds. | | The assignment of a sound to a track in a timecode show got lost when loading an older show file in v2.1.1.2. | | Recipes in the programmer that had selective presets selected would not cook on a connected station if a sequence was already running for the targeted fixtures and attributes. | | The software could crash when loading a show file from a previous version that used XYZ. | | When loading a show file using Partial Show Read the Cue Destination in the timecode shows of the local show file got lost. | | The software could crash when deleting sequences while being in a world. | | If the mode of a fixture type was changed, for example from “Basic” to “Extended”, fixtures of this type did not share previous values of global preset data anymore. Instead only the first patched fixture kept values of the global preset data. | ### Patch [Section titled “Patch”](#patch) | Description | | ---------------------------------------------------------------------------------------------------------- | | With some GDTF files, there were no DMX modes visible in the library, and the files could not be imported. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you updated a preset that was part of a running sequence, the updated values did not appear in the output of that running sequence until you restarted it. | | New cue values were not output when clearing the programmer after updating or storing into the running cue if the DMX mode of a fixture was changed before. This problem only occured in a session with other grandMA3 devices. | ### Windows [Section titled “Windows”](#windows) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------- | | It could happen that the Scale fader in the Layout Viewer window settings could only be at minimum or maximum value, but not at a value in between. | | Preset pools did not display the cyan pool number indicating how many fixtures currently use the preset. | ***   ## Release Version 2.1.1.2  [Section titled “Release Version 2.1.1.2 ”](#release-version-2112) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.1.1.2 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. ***   ### Partial Show Read (PSR) [Section titled “Partial Show Read (PSR)”](#partial-show-read-psr) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release Partial Show Read allows to transfer objects from a different show into the currently loaded show file. Especially when dealing with objects that contain fixture data, Partial Show Read is able to transfer the data to the different patch of the loaded show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The show file to be PSR’ed needs to be saved with the current version that is running on the station where you do the PSR. | To access the PSR menu, go to Menu - Show Creator - PSR.\ A tab bar at the top with tabs in arrow shape guide the user through the different PSR steps. In a first step, select a show file you want to PSR into your current loaded show file. This will be done in the Show tab. Select the desired show file from a drive, and then tap Patch in the tab bar or Select at the bottom for the next step. PSR offers only show files from the internal drive (of the current version) or from an USB drive. A pop-up asks the user if they want to save the show file with a different name. This offers the possibility to continue with a new copy of the original show file.\ The show file will be saved with the new name. Enter the new name and then tap Rename. If you don’t want to rename the show file, just tap Do Not Rename. Not changing the name and tapping Rename has the same outcome as tapping Do Not Remame. If the selected file is suitable for PSR, the PSR menu will shift to the Patch tab. In this Partial Show Read Prepare menu the user can adjust the patch of both show files.\ The left side (PSR Patch) is the patch of the show file to be imported. The right side (Local Patch) represents the patch of the currently loaded show file. The title bars of both sides also display the show file names. To reset all changes and filters, tap Reset. When Hide Environmental is enabled, the environmental fixtures are not displayed in the menu. In order to adjust the patch of the to be PSR’ed show file towards the resulting patch, the user can change the Stage, FixtureID, IDType, and CID by editing the corresponding cells. When the user changes any of these properties, the font color turns from white to cyan. The Default value for Stage means that the fixtures are imported into the same stage as in the PSR show file.\ Cells that cannot be edited have a darker background color. This applies to the PSR Patch and the Local Patch areas.\ In the IDType cells on the PSR Patch side, two names of IDTypes may appear in one cell. This happens when an IDType was renamed in the PSR show. They will be displayed with this naming scheme: Name in PSR Show (Name in Local Show). The names of the IDTypes of the PSR Show cannot be taken over into the Local Show. Also when changing the IDType of a fixture on the PSR Patch side, both IDType names may be displayed.\ Rows with fixtures on both sides are called matched.\ The fixtures inside the Patch are grouped together and follow this order: 1. Fixtures that are taken from the local show file. 2. Fixtures taken from the PSR show file. 3. Not taken fixtures from the local show file. 4. Not taken fixtures from the PSR show file. These four blocks are separated by each other with white lines on both sides. When entering the Patch tab the software automatically matches the fixtures in this order: 1. Fixture ID 2. Custom ID 3. Name 4. GUID The fixtures with a green background will exist with their respective fixture types in the show file after completing the Partial Show Read Prepare step. To define which fixtures are used, use the tools that are located between both areas: * ![](/img/grandma3/2-3/icon_ok_15_v2-1-bc9f38.png) (Use selected fixture): The selected fixtures will be marked to be used. * ![](/img/grandma3/2-3/icon_flip_left_to_right_15px-e93648.png) (Swap selected fixture): The fixture on the other side will be marked. * ![](/img/grandma3/2-3/icon_cancel_15_v2-1-e54335.png) (Don’t use selected fixtures): The marking of the selected fixtures will be removed. It is possible to use different fixtures on the right side and the left side. But it is not possible to use the fixtures of both sides of the same row. Using the search field allows to filter the patches by fixture names, FixtureID and CID.\ Additional filters are available to filter the lists: * Stage: Displays the fixtures of the selected stage.  * Match Type: Displays the fixtures depending on their matching state. * **None**: No filtering applies. * **Matched**: Displays only fixture pairs that are matched together. * **Unmatched**: Displays only the fixtures that are not matched together. * **Conflicted:** Displays only the conflicting fixtures. * FixtureType: Displays only the fixtures of the selected fixture type. * Layer: Displays only the fixtures of the selected layer. * Class: Displays only the fixtures of the selected class. To reset all filters at once, tap Reset Filters. The buttons at the bottom allow fast selection of which fixtures will be taken: * Use PSR Only: The resulting patch contains only the fixtures from the PSR show file. * Use Local Only: The resulting patch contains only the fixtures of the local show file. * Merge PSR: The fixtures that exist only in the PSR show file are added to the fixtures of the local show file. Fixtures that exist on both sides will result in taking the ones of the current show file. * Merge Local: The fixtures that exist only in the local show file are added to the fixtures of PSR show file. Fixtures that exist on both sides will result in taking the ones of the PSR show file. If you applied filters to the lists, these buttons will only include the filtered items. In case that a fixture might not have a Fixture ID and CID anymore in the resulting patch, the fixture will be set to the new IDType PSR and get a consecutive CID.\ This can happen when different fixtures may be set to the same IDType/CID combination and one of them has no Fixture ID set. It is not allowed to match an environmental fixture with a normal fixture. In this case the system monitor informs the user.\ The resulting patch will use the Universal fixture, Universal fixture type, and the DMX Universe settings of the local show file. When done with matching the patch, tap Import in the tab bar or Proceed at the bottom in order to switch over to import objects of the PSR show file. Before the Import tab will be entered, a summary pop-up informs the user about how many fixtures are taken from the PSR show file and how many are taken from the local show file, how many are matched, replaced and deleted, and how many fixtures from the PSR show file are not taken over to the local show file. To return to the patch without applying the displayed changes, tap Cancel in the summary pop-up. The PSR Import menu is divided into two areas: * The left area displays a tree view of the show file to be PSR’ed with its different pools, and displays the objects the user selected last for the selected object type in the tree of the left area.\ The title bar also displays the name of the show file. * The right side displays the corresponding pool in the local show file. The title bar also displays  the name of the show file.  Navigate in the object tree to the objects you want to import.\ To unfold a level in the tree, tap  ![](/img/grandma3/2-3/triangle-right-38abb5.png) .\ To mark an object for import, tap its checkbox.\ If you select objects to import them, they will be listed in the center area, and will get a yellow checkmark in the tree view. To indicate that some child objects are selected for import, the parent object (for example the Filter pool when selecting a filter)  shows a gray checkmark.\ When selecting an object that has a reference, the reference will be marked for import as well. In this case, the referenced object will get a purple checkmark. For example, when selecting an appearance, the referenced image will get the purple checkmark.\ The number behind the checkmark box indicates the level of hierarchy the object is in. This happens due to the automatic import because of a reference. The colors of the indicator bars indicate the following states: * Green: Compared to the local show file, this element contains newer data in the show file that PSR will read. * Orange: The children of this element are a mixture of older and newer data in the PSR show file. * Red: Compared to the local show file, this element contains only older data in the PSR show file. The center area allows to define at which spot in the pool the object will be imported. Therefore change the Import Index property to the desired value, or use the pool in the Local area. The orange collected frames in the pool view on the right side will inform the user where the object will be imported. Only the objects that are selected in the PSR area can be defined where to be imported when tapping into the pool at the Local area. The Import Index value can also be set to \. In this case, the same object exists in both show files, for example when both show files have the same show file as origin. When the Import Index is set to \, the object to be imported will be merged to the matching object in the local show file. When the desired objects are selected, tap Import in order to transfer the objects into the local show file.\ After tapping Collapse All the tree will be collapsed. The whole tree will be expanded when tapping Expand Selected.\ The selected elements will be cleared when tapping Clear Selection. Objects that were imported are marked as imported in the object tree. They can not be imported again. To remove already imported items from the PSR tree, tap Cleanup. This helps to see what has not been imported yet. Going back to the Show tab closes also the Partial Show Read process. Also doing structural changes in the current show file, for example, changing the patch will close the Partial Show Read process. System locked objects, for example, filter 1 or world 1, are not offered to be imported during PSR. | | | | -------------------------------------------------- | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitations:** | | | - By entering the Import tab, the programmer gets cleared. | * References from fixtures to custom appearances in the PSR show cannot be preserved when importing the fixtures. * A Partial Show Read is only possible if the console is in Standalone or Idle master state.  | For more information about PSR see the [Partial Show Read (PSR)](/grandma3/2-3/sc_psr/) topic in the help manual. ***   ### 3D [Section titled “3D”](#3d) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Render Qualities define how haze is displayed in the 3D Viewer window.\ To do so, edit a Render Quality pool object, tap Haze Settings and enable Enabled.\ These are the settings the user can alter in order to change the rendering of the haze: * Particle Quality: How accurate the clouds of haze are rendered. * Particle Size: How much haze will be in the air. * Haze Scale: Changes the resolution of the used haze texture. * Layers: How many layers of haze are used in depth. The higher the value, the more spatial the haze looks.​ * Blend: Defines the visibility of the haze in the beams. * Animation Speed: The speed at which haze moves around. The movement of the haze is only visible when the 3D Viewer window has Priority mode enabled. Three pre-defined Render Qualities with haze enabled were added to the Render Quality pool in new shows.\ They are also available for import into older show files. The existing settings of Render Qualities are part of the new Main Settings tab in the Render Quality editor. If the fixtures are positioned in a resulting volume that is too big, the 3D Viewer window displays a message in the top right corner. Haze will not be rendered in this case. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The more realistic the haze setting, the more performance is needed. Use it wisely! We recommend using haze only on a separate onPC station. | | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | As soon as 90% of the 10GB Show Data limit are reached, the Haze feature will be disabled automatically. The 3D Viewer window will display a corresponding text when this is the case. | For more information about Render Qualities and Haze see the [Render Quality](/grandma3/2-3/patch_render_quality/) topic in the help manual. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved in this release * The 3D Viewer window can now display 3 gobo wheels of a fixture at the same time. * Beams are now cut off at the boundaries of the stage bounding box in the 3D Viewer window even if Shadow is disabled. * Dilution set to **Linear** or **Correct** as well as Shadow enabled in the Render Quality settings now work even if Gobo is disabled. ***   ### Geometry Viewer [Section titled “Geometry Viewer”](#geometry-viewer) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The Geometry Viewer offers a 3D view of the selected geometry tree inside the Geometry tab of the Fixture Type editor. The selected part of the geometry is displayed with a yellow color inside the 3D area on the right.\ The following tools are available: * ![](/img/grandma3/2-3/icon_camera-15_v0-1-b4c5a4.png)(Camera focus): When enabled, the camera moves so that the selected geometry is in the center of the 3D area. * ![](/img/grandma3/2-3/icon_globe_15_v1-7-1c9686.png)(World model transformation): Defines if the axis will follow the world or the selected geometry. * ![](/img/grandma3/2-3/icon_move-15_v0-1-79e509.png)(Translation mode): Lets you move around the selected geometry. To do so, tap and hold the arrow of the selected axis and move it around. When finished, release your finger. * ![](/img/grandma3/2-3/icon_rotate-15_v0-1-0f42c6.png)(Rotation mode): Lets you rotate the selected geometry. * ![](/img/grandma3/2-3/icon_resize_15_v1_5-7ef491.png)(Scale mode): Lets you scale the selected geometry. When you tap the block in the center of the axis indicators, all 3 axis are scaled together. For more information about Geometry Viewer see the [Link Models to Geometries](/grandma3/2-3/ft_link_models_geometries/) topic in the help manual. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Improved the  grandMA2 to grandMA3 Show Converter: To see the improvements, go to the [grandMA2 Release Notes document](https://help2.malighting.com/Page/grandMA2/releasenotes/en/3.9). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated predefined content: * Demoshow\_grandMA3.show * Simple\_Show\.show​ * Predefined views in new shows ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved executor labels: When you use Encoder Left Command or Encoder Right Command on the 300 or 400 row, the executor label displays 2 icons on the left side  indicating the current function. Only icons for the predefined functions can be displayed. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Assign menu: When assigning a function to an Encoder, functions that have already been assigned to Encoder Left Command and Encoder Right Command will be cleared, and vice versa. They are mutually exclusive. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command wing Bar window: The command wing Bar window offers the same settings for configuration of the encoder bar area as the Encoder Bar window. The settings to configure the encoder bar area are located in the Encoder Bar tab of the window settings pop-up.\ The Custom Master Section tab has the settings related to the master section, and the Playbacks tab has all settings for the playback bar area.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) The possibility to transfer values of properties to other objects also supports the following selected objects: * Camera, Encoder Bar, and Render Quality * Filter, World * DataPool, ExecutorConfiguration, Filter, Layout, Page, and World * User * Attribute and FeatureGroup To label group 1 with the name of the selected attribute, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Label Group 1 At Attribute | To set the user variable myEncoderBar to the name of the selected encoder bar, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> SetUserVariable myEncoderBar At EncoderBar Property “Name” | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the behavior when using the Help pop-up: * Help Please: Opens the temporary Help pop-up and keyboard focus is set to the Search field + Lists all keywords in the command line history. * Press and hold Help and then press Any key: The temporary Help pop-up opens with the corresponding topic of the key. * Help Any key Please: The temporary Help pop-up opens with the corresponding keyword topic. * To open the help article that was opened last time, press 2x Help or tap 2x ?. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Help Viewer: * The Search input field can be used with the on-screen keyboard. * When opening a search result, all results remain open on the left side to jump quickly to a another topic. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Knob UI Style in the user profile: The value None is now also available. When set to None, operating a knob in the UI does nothing. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Clone Menu: The Filter pop-up in the Clone menu lets you select a filter from the filter pool when you tap Filter Pool. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Info window: * Renamed Window Mode (before Link Type). The Window Mode setting now works when the Info window displays a macro. * New value **All Cues** of the Window Mode setting allows you to see the notes of all cues at a glance.\ When a cue has an appearance assigned and Use Target Appearance is enabled and Notes Appearance is set to **Label + Note**, the title row of the cue will display the image of the appearance and the note area of the cue will display the background part of the appearance.\ The current cue has a green border, same as in the Sequence Sheet.\ When Auto Scroll is enabled, the list of notes scrolls automatically further when going through the sequence. * New value **Sequence and Cues** of the Window Mode is similiar to All Cues, but it also displays the sequence and its note at the top if the list. * Renamed Link Type (before Auto List Reference). * The notes of cue parts are also displayed in the Info window. * The Settings pop-up allows you to change all settings. They were previously only available in the title bar. It is also possible to configure which settings should appear in the title bar. * New settings were added to the Info window: * Tabs: When disabled, the tab bar in the Info window is hidden. * Selected Tab: Defines which tab is the selected one in the tab bar. * Edit Note: When enabled, all cues will be displayed, no matter of the Show Empty status. Also a notes area for every cue will be displayed. Tapping into the note area of the cue sets the cursor into the area and lets you edit the note of the cue. This button is displayed in the title bar by default. * Show Empty: Defines whether cues without notes are displayed or not. This setting is enabled by default. * Notes Appearance: Defines which parts in the Note tab display the appearance: * **Off**: No appearance will displayed. * **Note**: The note area only displays the appearance. * **Label + Note**: The appearance will be displayed in the note area and the title row of the cue. * The Info window lets you save and load window preferences. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to display the name of the media files in case the name is automatically hidden or the pool object has a custom name. To do so, press and hold MA. In this case, the Appearance pool, Gobo pool, Image pool, Mesh pool, Sound pool, and Symbol pool will display the file names of the used files. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Import dialog for Media Pool objects: Removed the Name column of the Import pop-up. The FileName column is still present. The FileSize column displays now the file size of the image. Removed unnecessary columns. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Lua: * The Lua Core has been updated to Lua v5.4.6. * The ObjectList() API function got some options: * selected\_as\_default: Whent set to true, the selected object of the defined object type will be returned. To get the selected encoder bar, use this:\ ObjectList(‘EncoderBar’,{selected\_as\_default=true}) * reverse\_order: When set to true, the order of the list will be inverted. * The GetObject() function has been added.  It returns the first object matching the syntax, or the selected object if no unique match. * The MessageBox() function got the AutoCloseOnInput property. When it is set to true (default) the message box will close when pressing Please. If it is set to false, pressing Please will set the focus to the next text input when the focus is already in a text input. In this example the property is set to false: local function main() — create inputs: local states = { {name = “State A”, state = true, group = 1}, {name = “State B”, state = false, group = 1}, {name = “State C”, state = true, group = 2}, {name = “State D”, state = false, group = 2} } local inputs = { {name = “Numbers Only”, value = “1234”, whiteFilter = “0123456789”}, {name = “Text Only”, value = “TextOnly”, blackFilter = “0123456789”}, {name = “Maximum 10 characters”, value = “abcdef”, maxTextLength = 10} } local selectors = { { name=“Swipe Selector”, selectedValue=2, values={\[“Test”]=1,\[“Test2”]=2}, type=0}, { name=“Radio Selector”, selectedValue=2, values={\[“Test”]=1,\[“Test2”]=2}, type=1} } — open messagebox: local resultTable = MessageBox( { title = “Messagebox example”, message = “This is a message”, message\_align\_h = Enums.AlignmentH.Left, message\_align\_v = Enums.AlignmentV.Top, commands = {{value = 1, name = “Ok”}, {value = 0, name = “Cancel”}}, states = states, inputs = inputs, selectors = selectors, backColor = “Global.Default”, — timeout = 10000, —milliseconds — timeoutResultCancel = false, icon = “logo\_small”, titleTextColor = “Global.AlertText”, messageTextColor = “Global.Text”, autoCloseOnInput = true } ) — print results: Printf(“Success = “..tostring(resultTable.success)) Printf(“Result = “..resultTable.result) for k,v in pairs(resultTable.inputs) do Printf(“Input ‘%s’ = ‘%s’“,k,v) end for k,v in pairs(resultTable.states) do Printf(“State ‘%s’ = ‘%s’“,k,tostring(v)) end for k,v in pairs(resultTable.selectors) do Printf(“Selector ‘%s’ = ‘%d’“,k,v) end end return main * Labels linked to UI Objects, for example the labels of inputs, are highlighted with yellow text color as soon the input field has focus. * Added the possibility for Lua to wait for a number of Lua cycles:\ coroutine.yield({lua=x}), where x is the number of cycles to wait. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Improved the display of file sizes: The file sizes of images, meshes and plugin components are displayed in the best matching unit. The unit is also displayed with the file size. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)Improved the Off Menu and the Running Playbacks window: * When My Playbacks Only is enabled, Started by is disabled, and its value switches to the same user. Disabling My Playbacks Only resets Started by to its previous value. * The number in the lower right corner of each tab indicates how many playbacks of its object type are currently running. As soon as My Playbacks Only is active, or Started by is set to something else than **\**, or DataPool is set to something else than **All DataPools**, two numbers will be displayed: x / y. * x represents the number of running playbacks based on the made settings. * y represents the number of all running playbacks. * It is possible to move the Off menu to a different screen using the Screen Selector ( ![](/img/grandma3/2-3/icon_display_15_v1-9-4096ad.png)). * The Sheet Style displays additional information, for example: * Sequences: Cue Number, Cue Name, Trigger, and User * Macros: Trigger, Line Number, Line Name, and User * Timecodes: User and Cursor * Presets: Trigger, Feature Group, and User * Timers: Trigger, Elapsed Time, Remaining Time, Timer Mode, and User * The Trigger column indicates which object started the playback, for example, by an executor, by a cue, from the pool itself, the command line, etc. As soon as the starting object, for example, the pool window from where the playback was started, does not exist anymore, the Trigger cell will be cleared. * When Hold List is enabled, playbacks that are switched off after enabling this feature are grayed out. This prevents the Off Menu and the Running Playbacks window from changing the list of running playbacks too much, especially if a lot of sequences are flashing all the time. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the command editor (macros, cue commands, and many more): When Preview Variables is enabled, the preview of the command displays the content of the specified variable. This only works if the variable already exists at that time. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the behavior of the Time key: No matter what value Time Key Target in the user profile is set to, once At is part of the command line, pressing Time will cycle through the value layer keywords. For example pressing At 5 0 Time will result in the command At 50 Fade. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the playback output when updating or storing cues: * When updating or storing untouched fixtures do not assert their playback state anymore. * When updating individual fade or delay times in the current cue, the ouput is not asserted again. * When updating cues that are currently running one or more phasers, the speed and transition of the running phasers stays untouched. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the workflow with GDTF: * GDTF files with the file extension .GDTF can now be imported. * Improved the compliance with GDTF v1.2 (DIN SPEC 15800:2022-02): * The following geometry types are visible in the user interface but their specific properties are not listed or editable in the user interface or the data structure: * Added these Geometry types: * Laser  * Protocol * Wiring Object * PinPatch * Inventory * Structure * Support * Magnet * The following properties are available in the user interface: * Added ColorSpace. * Added the Default Channel Function setting to the DMX Channels of fixture types. * The following properties are not visible and not editable within the user interface or the data structure: * Added EmitterSpectrum property for the Beam geometry type * Added Gamut * Added the Properties collect * Added Animation System properties to Wheel Slot. * Added DominantWaveLength and DiodePart properties to the Emitter * Added Color property to a Filter * Added Gamut, ColorSpaceData, OriginalAttribute and CustomName property to the Channel Function * Added Fixture Type Macros * Added UserID and ModifiedBy properties to the Revision | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The added properties, collects, and geometry types are saved in the show file and exported when exporting a GDTF or grandMA3 fixture type. This also applies if the GDTF is created as part of an MVR export. | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Camera editor: The Roll property of cameras is now available in the editor. The properties have also been rearranged a bit and are better grouped. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Content Sheet: The recipes of the currently displayed cue will be displayed in the same recipe area as in the sequence sheet when Show Recipes in the Mask tab of the window settings is enabled. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Special Dialog Shaper: * The Shaper Dialog now supports fixtures that have less than 4 blades. * The Shaper Dialog now supports fixtures that only have blade insert attributes, but not blade rotate attributes. * When a fixture has less then 4 blades, or does not have a full set of attributes to control a blade, the faders of the missing blades or functions will be grayed out. * When there are three attributes per blade used in a fixture type, the Conflicts pop-up will inform the user about this misconfiguration. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the network interfaces: It is possible to renew the DHCP Lease of an interface by setting RenewDHCP in the My Interfaces menu to Yes. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Fixture Sheet: * Dimmer+ and Sheet/Filter sheet modes: The separator lines between a fixture and its subfixtures are thinner and are dashed. * The new Mask setting Hide Subfixtures does not display subfixtures in the fixture sheet when it is enabled. * When enabling Fixture Sort in the Fixture Sheet Settings: When you select all fixtures and go through them by pressing Next, the selected fixture is always displayed in the center of the sheet. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Handles: It is possible to address the children of an object for which the handle was used:\ \#\[Object].Children To delete macro lines 1 to 5 of macro 42 by using the handle of macro 42, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Delete #\[Macro 42].1 Thru 5 | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved cue commands in sequences: Commands can be disabled per cue part. The existing column for Command Delay is grouped together with the new Enabled column in a grouping column called Command. The single Command column stays separated in order to be able to change its size independently.\ The Enabled column can be set to Yes or No, and defines if the command of the cue part will be executed or not. It is only possible to edit this cell if there is a command set up in the cue part. In addition, the Cue Command (former Command Enable) property of Sequences was adjusted: It can be set to these values: * Enabled: The commands are executed per cue part respecting the Enabled setting of the cue part.  * Force No: No command of any cue part will be executed. The Enabled setting of each cue part is overruled by this value. * Force Yes: The commands of all cue parts will be executed. the Enabled setting of each cue part is overruled by this value. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the display of setting that is overruled: For example, Cue Command and MIB Mode settings of cue parts can be overruled by settings of the sequence (Cue Command and MIB with their Force values).\ If the overruling is active, the cells in the Sequence sheet display the overruled value surrounded by exlamation marks.\ For example: !Yes!\ In addition, the column header displays the forced value.\ For example:\ Enabled\ Force No ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the display and resizing of single columns that are part of a grouped column in the Sequence Sheet (for example, the Trig group column): * To indicate a clear separation of the single columns within the group column, a gray separator line is displayed in the header row. * Tap and hold the new separator line to resize single columns within grouped columns. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Pool Columns setting of pool windows: * Take Current Width in the calculator of Pool Columns applies the current set width of the pool window as value for Pool Column. * Scrolling is only possible in vertical direction for pool windows with Pool Column set to a value that is less or equal to the maximum number of columns the pool window could display. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the View Bar: By tapping ![](/img/grandma3/2-3/icon_triangle-down_15_v1-8-da38f5.png) at the bottom of the View Bar, it is possible to scroll the View Bar to the next set of View Buttons. When having a horizontal View Bar, tapping ![](/img/grandma3/2-3/triangle-right-38abb5.png) scrolls further to the next set of View Buttons.\ The size of scrolling depends on the number of View Buttons in the View Bar. To enable this feature, go to Menu - Configure Display and enable ![](/img/grandma3/2-3/icon_triangle-down_15_v1-8-da38f5.png). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the display of the DMX Footprint when importing fixture types: Fixture Types that have geometry references display now their correct DMX Footprint in the Import dialog. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the merging of fixture type geometries:\ By default, geometries that do not have attributes that are used further down in the geometry tree will be merged together.\ With the **Merge Geometries** option in the Geometries tab of the fixture type editor, you can define manually whether geometries will be merged.\ For example, when setting Merge Geometries to No the merging for all geometries of an Martin MAC Aura in Extended mode, the fixture sheet will have this tree structure in the fixture sheet: * Base instance with no attributes * Yoke instance with pan attribute * Head instance with tilt attribute * Beam instance with dimmer, color, beam focus, and control attributes * Aura instance with dimmer, color, and shutter attributes When keeping the geometries merged together (Merge Geometries set to Yes), the structure for the same mode looks like this: * Main instance with position attributes * Beam instance with dimmer, color, beam focus, and control attributes * Aura instance with dimmer, color, and shutter attributes ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the fixture type editor when working with geometries: * When setting DMX break offsets of multiple geometry references at once, the offsets are automatically calculated depending on the linked DMX mode with the largest offset. * The pop-up when selecting a link to a geometry of a DMX channel now displays the geometries in a tree view. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to see a preview of the subfixtures and attributes of a fixture mode within the Fixture Type Editor:\ The new tab Subfixture Overview when editing the Mode of a Fixture Type (Menu - Patch - Fixture Types - Edit - DMXModes - Edit) displays the different subfixtures of the DMX Mode along with the attributes each instance is using. This gives a preview of the structure and the distribution of the attributes across the subfixtures without the need to apply all changes to the patch and see the result in the fixture sheet only.\ When a subfixture has more than 128 attributes, the overhead will not be displayed.\ Attributes that are displayed in orange indicate that the attribute has no channel function that uses a valid attribute. For example, dimmer is a valid attribute and Dummy is an invalid attribute. Such attributes are not displayed in the fixture sheet. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to set a Default value for each Channel Function of a DMX Channel and select a Channel Function for the Default value of a DMX Channel of a fixture type:\ When editing the DMX Mode of a fixture type the column Default Channel Function defines which channel function of the DMX Channel is used for the Default value of the DMX Channel.This allows, for example, to set the default of the Gobo1 DMX Channel to the Gobo Rotation channel function instead of the Gobo Indexing channel function.\ The Default value of the DMX Channel is set into angular brackets, for example <30>. This indicates, that the value is coming from the Channel Function that is set as Default Channel Function. Changing it at one place will change it at the other place, too.\ When a ChannelFunction does not have a Default value set, the DMX From value of the Channel Function will be used. Furthermore, by expanding the DMX Channel in the Fixture Type Editor down to the Channel Functions, the user can set a Default Value per Channel function.\ In addition the attribute calculator (pressing an encoder or editing a cell in the fixture sheet or in sheet mode of the sequence sheet) offers ChannelFunction Default in the Specials tab to set the value of the attribute to default value of the selected channel function. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Select Mode pop-up in the Patch: It is now possible to search for modes. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)  Improved the display of presets: When creating a circular reference from one preset recipe to another preset recipe, an infinity symbol (![](/img/grandma3/2-3/icon_15_infinity_v2-1-986e15.png)) appears. Furthermore, the Info window will display such references/dependencies in red font color.    ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added an indicator for cooked values from recipes: In Track Sheet mode, the Sequence Sheet displays a green square in the top right corner of the value cell when the value is a cooked value from a recipe.\ Also the color for recipes (for example, the cooking pot icon when there is no error in the recipe) changed in general from orange to green.  ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added a recipe related setting to presets: If Recipe Template setting is enabled in a recipe preset, the recipe itself will be loaded into the programmer part and will be cooked there. Presets that have this setting enabled, are shown with a cooking pot icon with the lid open ((![](/img/grandma3/2-3/icon_cooking_template_15_v2-1-c2913a.png)).\ With this new setting and the already existing functionality, these workflows are possible: *  Recipes and Receipe Template enabled: Recipe itself will be loaded as recipe into the programmer part. *  Recipe with selection and Recipe Template disabled: Cooked data will be loaded into the programmer. Attributes reference to the recipe preset. *  Recipes without selection and Recipe Template disabled: Cooked data will be loaded into the programmer. Attributes reference to the preset used in the recipe. If Recipe Template is enabled, there is no need to cook a recipe preset itself. In this case, Cook will be grayed out. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the indication why recipes could not be cooked: When a group used in the recipe is empty, the selection of the recipe cannot use the preset, the MAtricks don’t allow to cook data for the selection of the recipe, or when the selected filter of the recipe hinders from cooking, the corresponding cell gets marked with red text color.\ When the selection of a recipe could not be fully cooked, the font color will turn orange. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the CleanUp functionality for recipes. If the recipe is not cooked it gets deleted in the cleanup process.\ To clean up all recipes in all parts of all cues in sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence 1.\*.\*.\* | ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png)\*\* \*\* Added Flip to the list of Codes for Quickeys. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the opportunity to cancel long running operations, for example when copying or storing a huge amount of data.\ To do so, press and hold for 5s: * MA + ESC or * Shift + Esc During the 5s, a red progress bar will appear at the bottom of the screen and informs about the initiation of the cancellation. A following red progress bar may appear when it takes a few moments to stop the running operation and oops the already done changes. At this time the user can release the pressed hard keys. Operations that cannot be cancelled display a lock symbol on the left side of the progress bar. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the Network Time Protocol (NTP): The Network Time Protocol allows to set the Session Time to an external time source. To do so: 1. Go to Menu - Settings - Date and Time - Time Server. 2. Set Extern TimeSync Mode from **None** to **NTP**. 3. Enter the IP or URL of the NTP server you want to use at Server IP or Server Name. Once TimeSync Mode is set to **NTP**, date and time in the Session Time tab cannot be changed manually anymore.\ The IdleMaster or GlobalMaster station distributes the time into the session, even if other stations in the session have a different NTP server set up. The right area in the Time Server tab displays the System Monitor messages that are related to the NTP feature. When a Server Name is entered, the URL is automatically resolved to the IP of the server, and the IP is displayed as well at Server IP. The time a NTP server will deliver is always the UTC time. To match it to your local time, adjust the Time zone in the Session Time tab. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Playback window: The Playback window lets you save and load window preferences.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the display of the lock symbol (![](/img/grandma3/2-3/icon_padlock_15_v1-0-f67852.png)). Each type has a different color: * Orange: Locked by user via the [Lock command](/grandma3/2-3/keyword_lock/). * Gray: Position locked. These objects cannot be moved around. For example, Timecode Slots. * Red: System locked. These objects cannot be modified by the user at all. For example, World1 or Encoder Bar 1. In addition, the Lock column in sheets displays different kinds of locks using more intuitive abbreviations: * UL: User Lock * PL: Position Lock * SL: System Lock ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the workflow when managing pages: Page 1 can now be deleted or moved to a different page. But as page 1 always has to exist, a new page 1 will be automatically created when moving or deleting page 1. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added Stomp, SelFix, and Assign to the list of keys where the user can do several successive operations while pressing and holding the key. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Add Window dialog: The All tab now also shows the window icons. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Command Section overlay: It is possible to change the dimmer value by scrolling with the mouse wheel while the mouse is above the dimmer wheel area. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the handling of the universal fixture type: It is not possible anymore to delete the Default DMX Mode. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the DMX Mode pop-up: Used modes of a fixture type are listed first, then all unused ones.   ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Timecode Viewer: When the View Mode is set to Text, the Play and Rec columns now also stay visible. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the System Info window: All graphs that can be viewed display in addition also the current value. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Session Data Merge: Added the possibility to keep the show file currently running on your station. To do so, tap Keep my Show File in the Session Data Merge pop-up. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Layouts: Layout elements will not be displayed anymore, when the IDs of the assigned fixture get removed. The layout editor still displays these layout elements, but changes the font color of the whole row to red. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the workflow when using MVR-xchange: A message appears when commiting a file in MVR-xchange that was already commited before. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added indirect color mixing to the color picker: The color picker supports indirect color mixing in a defined RGB Color Space. A color space must be defined in the fixture type for indirect color mixing. To define the color space, edit the fixture type and go to the PhysicalDescriptions tab. Here you will find the Color Space collect. Add a new ColorSpaceData.\ You can choose between the predefined color spaces “sRGB” (Adobe sRGB, HDTV IEC 61966-2-1:1999), “ProPhoto” (Kodak ProPhoto ROMM RGB ISO 22028-2:2013) and “ANSI” (ANSI E1.54-2021). Or define a custom color space via “Custom”.\ The color space needs to be linked by the “ColorSpaceData” property of the channel functions of the ColorRGB\_R, ColorRGB\_G and ColorRGB\_B channels used to control the indirect color mixing. ***   ## Changes [Section titled “Changes”](#changes-1) * New keywords: * [ChannelFunctionDefault](/grandma3/2-3/keyword_channelfunctiondefault/) * [GoboImage](/grandma3/2-3/keyword_goboimage/) * [PSR](/grandma3/2-3/keyword_psr/) * New option keywords: * [/SubTab](/grandma3/2-3/ok_subtab/) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The /SubTab option keyword is only used by the PSR menu so far. But as the user has to follow a certain workflow through the PSR menu, it is not possible for the user to change the sub tabs of the PSR menu by using commands. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | * New color theme colors: * ColorDefinitions: * Global.ButtonAdditionalText * Global.Cooked * Colors: * BandFader.Background * BandFader.FaderLocked * BandFader.Knob * BandFader.StripActive * BandFader.StripInactive * BandFader.TextActive * BandFader.TextInactive * ColorPicker.HSBIcon * FixtureSheetCell.FullyCookedIndicator * PoolButton.PositionLocked  * PoolButton.SystemLocked * PoolButton.UserLocked * Progress.NotCancellable * Progress.CancelBarLeft * Progress.CancelBar Right * Progress.CancelText * PSR.DefaultText * PSR.DisabledText * PSR.MatchMixBK * PSR.MatchOlderBK * PSR.MatchSameBK * PSR.MatchYoungerBK * PSR.Selected * PSR.SelectedDependency * PSR.SelectedInTree * PSR.SelectedText * PSR.Separator * TrackSheet.HeaderHintColor * UIGrid.ActiveBackground * UIGrid.SubColumnIndicator * UITab.AdditionalInfoText * UITab.ArrowBackground * Changed color theme colors: * PoolButton.Cooking references now from Global.Cooked * PoolButton.Global references now from Global.GlobalPreset * PoolButton.Matricks references now from Global.Cooked * Removed color theme colors: * Colors: * EndlessFader.Background * EndlessFader.FaderLocked * EndlessFader.Knob * EndlessFader.StripActive * EndlessFader.StripInactive * EndlessFader.TextActive * EndlessFader.TextInactive * PoolButton.Locked - New grandMA3 Lua Functions: * GetAttributeColumnId(light\_userdata:handle, light\_userdata:attribute): integer:column\_id  * GetObject(string:address): light\_userdata:handle  * SelectedDrive(nothing): light\_userdata:handle * The ActiveOnly property of filters was removed. * The file permission of the grandMA3 onPC app on macOS changed to 775. * Renamed the Slow column in the My Interfaces menu to Speed Mb/s. Also the values 100 or 1000 are displayed instead of Yes or No. * Changed the icon for the test functionality in the Command cell in the Sequence Sheet to ![](/img/grandma3/2-3/icon_15_cmd_test_v2_1-efc423.png). * Renamed the SoundFiles tab in the Off menu and Running Playbacks window to Sounds. * Renamed the sequence setting Command Enable to Cue Command. * The Settings dropdown in the main menu does not offer the Touch Configuration anymore on onPC stations, as this is handled by the operating system. * Info Window: * Renamed Window Mode (before Link Type) * Renamed Link Mode (before Auto List Reference) * When the Multicast Input limit for sACN (20 inputs) is reached, instead a pop-up a text at the bottom of the sACN menu will inform the user. * “Dive Into” for DMX Modes in the Fixture Type editor can no longer be toggled in the Live Patch. * The general color of recipes changed from orange to green. * The maximum number for Fixture ID and CID was limited to 1 000 000. Show files with higher IDs won’t be adjusted. The fixtures still work as expected, but when changing the IDs, no IDs above the limit can be set anymore. * The scroll wheel direction for the 3D viewer zoom was inverted. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Assigning a fully transparent appearance to the bounding box of the stage did not hide the bounding box. | | The 3D Window Settings pop-up was too big for screens 6 and 7. | | For big stages, the intensity of the Point Light was too bright. | | With many fixtures in a show, it could happen that shadows were displayed in the wrong beam in the 3D Viewer window. | | Under certain circumstances, not all beams and spots of multi pixel fixtures were displayed in the 3D Viewer window when Multi Led Beam Mode was set to **Single Beam Dynamic Gobo** or **Single Beam Dynamic Gobo** and Shadow was enabled. | | Visual artifacts could occur in the 3D Viewer window when Shadow was enabled while the Light Scale or Render Scale setting was set to a very low value. | | The state of the gear indicating the rendering of a frame while the 3D Viewer window is running below 2 fps could be wrong if Render Scale or Light Scale was set to a value below 100%. | | Beams could be drawn several times in the 3D Viewer window if Shadow was enabled while the 3D Viewer window was iterating. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The display of a handle was not restored correctly when oopsing the deletion of the referenced object. | | The auto-generated names of individual fixture groups could contain an additional counter,  if the fixture names themselves were already numbered consecutively. | | The command Fixture Thru. was not working anymore. | | When setting a sequence in the Timer Link Type setting from the command line, the specified sequence was not always entered. | | When importing a sequence that references a speed master or rate master, the reference was lost when importing the sequence. This bug is now fixed. The reference in the imported sequence is adjusted to the speed master with the same number in the new show file. | | The color of the resulting string in the preview of the command editor was wrong when concatenating strings and variables. | | Concatenation of numbers and variables in order to create cue numbers, for example Store cue 1.$number, created a cue part. | | Macros that contained only Clone as command in a macro line did nothing when being executed. | | The space bar of the internal keyboard did not work in the Lua editor if keyboard shortcuts were enabled. | | When editing a macro line that contained a handle, the first characters of the handle declaration ( #\[ ) could be cut off. | | The software could crash when repeatedly selecting multi-instance fixtures that had an invalid subfixture index. | | The software could crash when moving a cue part to a different cue part. | | A cue part could get lost when moving it to a different cue. | | Return, the arrow keys, and Backspace could get blocked when CapsLock was active for a longer time when using grandMA3 onPC running on macOS. | | It could happen that the folders of installed previous grandMA3 versions were not available on grandMA3 onPC running on macOS. | | When changing properties of objects, such as the Wait property of macro lines, where the value can be a number or a name, the new value was not set when using a name as property value. | | The POV value for the Shaper unit was not applied to the fixture when using the calculator of the POV fader in the Shaper Dialog. | | The notes of presets got lost when updating presets that contained notes and MAtricks. | | When using handles of sequences in commands for playing back sequences, additional specified timings were not used. | | Adressing cues by using handles was only possible, if the cue was adressed first and then the sequence. | | A string followed by a handle was breaking the automatically added space in macros. | | When a desk was locked, the faders could still be moved and influenced the playback. This bug is now fixed. Faders can still be moved during desk lock, but they don’t change the playback anymore. When leaving the desk lock, the faders will return to their correct levels. | | Commands that used a handle to an encoder bar were not working after loading the show file again, as the handle to the encoder bar got corrupted. | | The calculators for color faders, for example, in the Appearance editor did not apply the entered values correctly. | | The software could crash when oopsing the deletion of a sequence while a filter was active. | | Changes in cue recipes were not always taken into account when the value of the recipe was preset recipe. | | The display of the charge level of the UPS on grandMA3 full-size and light consoles was inaccurate. | | When cloning data only in one preset by using the Clone Menu, the resulting operation cloned data only in the programmer. | | When storing active values into a preset that were coming from a recipe, a reference to the recipe was stored as well, although storing embedded was disabled. | | Using the Clone Menu for cloning from or to fixtures by adressing them via their CID did not work. | | The software looked like freezed when doing large AutoStore operations. This bug is now fixed. A progress bar appears now in case of larger AutoStore operations. | | Stations left the session when moving a recipe from one part to a another part of the same cue. | | The option keyword /NoConfirmation did not work when using it in a Cook command. | | When copying cues the cooking state of values was also copied to the destination, although the recipe itself was not copied. This lead to the problem when cooking later a different recipe in the destination cue, the other values were cleared as there was no corresponding recipe in the cue anymore. | | When editing a cooked value in the tracking sheet, the cooking state of the vaue was not removed. | | Storing data directly into a recipe set the wrong preset mode for the recipe. | | When editing commands, for example in macros, were misinterpreted when a string inside the command contained a pound sign (#). | | When taking screenshots for the appearance of views, the entire screen was used, not just the user-defined area, if the display scale was not set to 1. | | Recipes could not be cooked when the used selection did not start at grid coordinate 0/0/0 and MAtricks in use had a value set for X, Y, or Z. | | When knocking out the relative layer on a connected station while the absolute layer still had active values, the output did not update correctly. | | Oopsing the removal of fixtures in a group did not auto cook the corresponding recipes. This bug is fixed. | | Recipe settings like FadeFrom or FadeTo could be applied to previous recipes in the same cue. | | When inviting processing units again into session all stations of the session could briefly output the playback state of the invited processing units. | | Filters did not work as expected when the Phaser layers were excluded in the filter. | | When assigning appearance to a range of cues, cues with dotted cue numbers were ignored. | | The software could crash when toggling the control bar off and on using the screen encoder. | | When enabling highlight while being in session with processing units, the fixtures that were highlighted last could flash up briefly with their highlight values. | | The software could crash when cutting timecode events in the the Timecode Editor while the Selection Mode was set to TimeRanges. | | When deleting an embedded preset the presets that were embedded did not update their reference indicator. | | Normal timecode events could be mistakenly treated as automatically recorded events which did not play them back when Playback and Record was set to **Manual Events**. | | When creating and labeling cues within the same operation, the consecutive numbering of the cue labels did not work as expected. | | Editing the value of an attribute using fixture sheet did not apply the new value when doing it the first time after enabling All Channel Sets. | | Changing the Store Settings of the user profile using the command line applied the new settings after the next store operation. | | When changing the size of an executor the assigned handles that were not from the executor configuration in use were overwritten by the handles of the executor configuration, | | When targeting an non-existing attribute in a command, the command was instead executed for the selected attribute. | | The software could crash when disabling Preserve Grid Position in the Selection Grid window while fixtures were selected that did not had a grid X value set up in the fixture type. | | The Encoder Bar broke if a value was applied via a command to an attribute that did not exist in the selected Encoder Bar. | | The At Filter did not change the displayed attributes according to the selected world. | | Typing a $ into a macro command could cause the command to break. | | During show migration, empty column sets were reset to visible in the sequence sheet with track sheet mode enabled. | | Encoders in physical read-out could be stuck on a specific value. | | If the destination of the command line was changed, the Go+ \[large], Go- \[large], and Pause \[large] keys did not work. | | When changing wing IDs via command, the console could crash. | | It was possible to move a Timecode event beyond the beginning of the time range.  | | Objects the user locked in grandMA3 v1.9 could not be unlocked in grandMA3 v2.0. | | The DMX Priority Input Merge did not work correctly for XYZ attributes. | | Recipes that had empty groups assigned were not automatically cooked when the group was filled with fixtures. | | The software could crash when letting the fader move automatically  for a long time and in parallel change the appearances of the assigned sequences all the time. | | Knob UI Style set to None, allowed using the Rotate gesture to change values. | | When starting the grandMA3 software, an additional output configuration could be created. | | Preserve Grid Position in the Selection Grid window did not work when having Preview enabled. | | The Layout editor did not allow to set the Action of layout elements that had a World assigned to ‘Select’. | | The values of shaper attributes could jump around when having Link in the Shaper Dialog set to the value All. | | The software could crash when trying to move or copy fixtures from one stage into a space. | | Executing the command Lua “GetTokenNameByIndex(550)” crashed the software. | | The secondary handles (press and hold MA) on an encoder executor were not mutually exclusive between Encoder and Encoder Left/Right Command. | | Macro lines that used handles were not executed correctly when the macro line had Execute set to No. | | Exported user profiles contained invalid entries for non existing attributes. This increased the size of the user profile file. | | Imported MAtricks from v1.9.7.0 or prior did not set the same values as they did in the past. | | Commands could stay in the command line when they were coming from Quickeys that were triggered by macros. | | When deleting a cue  with recipes and deciding that the data should be moved to 0, the recipes were not moved to part 0. | | Moving cues to different sequences let a timecode event point to the cue in the new sequence, although the timecode track was pointing to the old sequence. This bug is now fixed. When moving a cue to a different sequence the corresponding timecode event get invalid: The Cue Destination and Token will be removed from the event. The cells in the text view will display a red background. Th events in the timeline view will display a **?**. Show files with timecode shows that have such a setup will be cleaned up when loading them the first time in v2.1 or later. | | When a Quickey was executed by a macro the Code of the Quickey stayed in the command line and was executed until pressing Esc. | | It was not possible to unlock several locked objects at the same time using the user interface. For example, multiple cues in the Sequence sheet. | | The predefined macros for circular copy were outdated. | | In some cases when a timecode show was recorded and Playback and Record setting was set to **All Events** and changed to **Manual Events** afterwards, the events were not editable. | | When executing Cook /Overwrite for objects that contained empty recipes, all values were removed from the cue. | | When importing a preset that was previously exported, the values in the imported preset sometimes where changed. | | A cue did not store a phaser when the phaser was running in programmer part 2. | | When patching or unpatching fixtures in the Live Patch, the DMX Sheet did not update correctly when DMX Channels in the Tester Encoder Bar was set to **Patched** or **Unpatched**. | | If you had several programmer parts and executed  Store Cue x Part y, only the data of programmer part y was stored. This bug is now fixed. Store Cue x Part y stores the content of all programmer parts into part y. | | It was not possible to store a new sequence onto an executor when a cue was edited at the same time by a different user. | | When using From/To for Fade, Delay, Phase or Speed within the MAtricks in order to generate the values, the Rx, Ry, or Rz of the MAtricks was always treated as disabled. | | It was not possible to export or import Quickeys. | | It was not possible to record the levels of group masters or masters into timecode shows. | | When oopsing the change of the Tester Output in the Tester Encoder Bar while having several channels selected, pressing Oops 1x oopsed it only for the last selected channel. | | When using AutoStore to store presets into a fixture type and using the Sheet Style in the Advanced Mode of the Show Creator, most times all presets were stored instead of the selected ones. | | When pressing Time and toggling through the layer keywords, the last character of the command in the command line was removed with every cycle. | | It was not possible to oops the adjustments of faders in the Bitmap Editor or the Generator Editor. | | When the Selection Mode of the Layout Viewer window was set to 2D Grid and the user executed Ctrl + A, the fixtures of assigned presets and sequences in the layout were selected, too. | | The TimeOffset for onPC stations was also processed by consoles when loading a show file. | | It was not possible to apply division or multiplication directly to timing inputs. | | CuePart numbers of Preset Pools were not respected when storing presets to a cue. | | When opening the Off Menu by pressing Off twice, one Off still remained in the command line. This bug has been fixed. Now the command line gets cleared after pressing Off twice. | ### Connections [Section titled “Connections”](#connections) | Description | | ----------------------------------------------------------------------------------------------------------------- | | When using MIDI Control Changes to flash, black, or temp a sequence, the playback did not stop when releasing. | | When receiving sACN multicast packets again on the same station, not all packets were recognized. | | OSC send feedback of the previous cue when going into the next cue. | | Faders that were controlled by a Remote would not work properly if the input range did not cover the whole range. | | | | - | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The applied Offset values for Pan or Tilt were sometimes off by 1. | | The software sometimes crashed when patching a fixture type that had a relation to a different geometry than the follower of the relation. | | When exporting a fixture type using the Patch menu, the GDTF tab was also selectable when exporting a fixture type of source grandMA2. | | When entering a LongName for a new fixture type, the LongName was lost when leaving and re-entering the patch. | | The software could crash when toggling **Dive Into** for the DMX Mode in the Live Patch. | | If an appearance was assigned to a DMX universe, the DMX Universe List displayed neither the universe name in the name cell nor the appearance name in the appearance cell. | | When copying fixtures in the patch, the following clone process did not clone layout elements. | | The software could crash when using XYZ and when the user deleted all DMX Modes of the universal fixture type. | | Geometry references that referenced another geometry reference did not have a model linked. | | The geometries of fixture types were internally created several times which increased the show file size. | | The software crashed when building an endless loop of two geometry references referencing each other. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When multiple steps were selected and then the values were stolen from the programmer, the step selector in the encoder bar told the user that they are in step 1. This bug is now fixed. In this case, the step selector now correctly displays that all steps are still selected. | | When building a color phaser, the fixture sheet in **Dimmer+** or **Sheet/Filter** was only displaying the color of the current step in the graphic.  | | Changed values of phaser layers in a preset could get lost if  the MAtricks of the preset were changed afterwards. | | The dimmer attribute was knocked in into step 1 when tapping Select All Steps in the encoder bar or in the Phaser Editor. | | When tapping T\|T (Mirror Time) in the Phaser Editor while having only an absolute value step 1 and having multi-step values on other value layers, the absolute value was moved to step 2. | | The software could crash when creating the third step of a phaser using this type of command: Step 3 Preset 1.3. | | In a multi user session Stomp affected multiple users. | | It was sometimes not possible to Oops Stomp in a session. | ### Playback [Section titled “Playback”](#playback-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When updating a preset it could happen that a running cue could also be updated with the new preset, but the Update Menu would close and not offer to update the cue when it was opened again. | | When having keyboard shortcuts enabled, Shift + scrolling the mouse wheel did not execute the MAEncoderLeft and MAEncoderRight functions of a encoder knob. | | When changing the Tracking Distance setting of a cue, the output of the current cue did not change if it was affected by the changed tracking distance. | | When attributes were released by the end of a tracking distance, the attributes snapped to their new values instead of using the respective fade time of the cue. | | Sequences that contained a relative phaser where in step a 0 was stored were immediately switched off when Off When Overriden was enabled. | | Sequences were not always switched off when trying to switch them off using the Off command while the sequence was going through automatically triggered cues, for example, follow cues. | | When starting a preset playback using the Flash function, the playback stayed on upon the release of Flash. | | Recipes in the programmer with MAtricks that use the Transform setting were not correctly played back as soon as a second recipe used the same selection. | | The image color of a Generator was not reset when the playback stopped. | | Generator values could remain in a cue after the corresponding Generator was deleted, and newly created Generators could be automatically linked to that cue. | | If you had a Sequence with absolute and relative dimmer values and turned off Soft LTP for the sequence, the dimmer did not behave correctly when playing back the sequence. | | It was possible that after loading a show file MIB pre-positioned attributes already while the dimmer was not closed, yet. | | Cues with absolute values in the cue and relative values from a recipe in the cue could have not the mixed output of both layers. | | Recipes that used Generators as Value and used filters did not filter correctly. | | The console could crash when replacing a video that was played back by a Bitmap.  | | The software crashed when a cue was played back that contained recipes with PanTilt presets and XYT presets for the same selection. This bug is fixed now. In these cases, the data of the last recipe will be used now. When loading show files from v2.0 or prior into v2.1 or later, all recipes will be automatically cooked again. | | MIB could pre-position attributes in cues already when in a later cue part MIB was set to Early. although the dimmer was not-closed between both cues. | | Timecode shows that include sequences were not triggered properly when using **Auto Start** or **Auto Stop**. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It was not possible to select multiple fixture types in the Advanced mode of the Show Creator. | | When editing a note while keyboard shortcuts were active, pressing Space did not add a space. | | When moving a layout element using the encoders, the yellow selection frame in the layout did not move immediately with the element. | | When using the web remote with a user profile other than the default user profile, the Shaper Dialog always displayed the information of the default user profile. | | The Clone menu generated wrong syntax when the user wanted to clone from or to subfixtures. | | The Clone menu did not update the selected objects when new objects were added while the Clone menu was open. This bug is now fixed. When creating a new object, such as a sequence, while the Clone menu is open, the sequence button will change from All Sequences to Chosen Sequences. | | When closing and reopening a full-screen display on a second screen in Microsoft Windows, the position of the mouse cursor was not displayed correctly. | | The content of the encoder bar area on grandMA3 compact and compact XT consoles could be mixed up when the user had a Timecode Viewer window in Setup mode, pressed U1 or U2 twice and then set focus back to the Timecode Viewer window. | | The software could crash when using a color theme that did not contain all color definitions of v2.0 and then opening an Encoder Bar window that should display the endless faders. | | The faders of the Shaper Dialog did not work when calling a view that had the View Mode of the Shaper Dialog set to **Faders**. | | The software could crash when using the POV fader of the Shaper Dialog with fixtures that had a blade rotation attribute assigned instead of the shaper rotation attribute. | | The Patch Offset buttons in the Insert new Fixtures dialog and the Edit Patch dialog had different styles. | | The software crashed when the Clone menu was open and the user executed the command. | | The height of the buttons did not change immediately when tapping Line Height in the Filter overlay of the Clone menu. | | The Fixture Sheet did not display values for color attributes of multi-instance fixtures when the Sheet Mode was set to **Dimmer+** or **Sheet/Filter**. | | The Off Menu and the Running Playbacks window had unused space at their bottoms. | | When making changes in the Shaper Dialog and calling the same view again, the changes were not overwritten by the settings of the view. | | The sheet modes Dimmer+ and Sheet/Filter of the fixture sheet displayed dimmer values always as snapping in the feature graphics area. | | It was not possible to change the encoder resolution for an encoder which had only an attribute assigned to the outer encoder. | | The dimmer bar in the fixture sheet could display a wrong value of the dimmer, when the master fader of the playback was not at 100 %. | | The numbers in the Clock Viewer window could have different styles for the same window size but different position on the screen. | | It was not possible to scroll in the Content Sheet when using the 2 finger scroll gesture. | | The Fixture Sheet set to Sheet Mode **Dimmer+** or **Sheet/Filter** did not release the blue background when a cue fade had finished. | | The Fixture Sheet set to Sheet Mode **Dimmer+** or **Sheet/Filter** displayed always all attributes, also when they were not available in the current world. | | The Content Sheet set to Sheet Mode **Channel** did not always display all Fixture IDs or CIDs. | | When the Off menu was open or a Running Playbacks window was visible, the Oops History got unnecessary entries added as soon as a playback was started or switched off. | | The fixture and feature graphics in the Fixture Sheet could be scaled wrong when using Sheet Modes **Dimmer+** or **Sheet/Filter**. | | The Step Selector in the Phaser Editor or the Encoder Bar always displayed step 1 after calling phaser preset instead of 1/n. This bug is now fixed. When callign a 2 step phaser preset the Step Selector displays 1/2. | | The encoder bar showed graphical glitches in the web remote  during connection to a grandMA3 compact console. | | The Settings button in the title bar was not displayed in the Sequence Editor when it was displayed on screen 7. | | When scrolling horizontally in Content Sheet that was set to Cue Mode Manual the divider between the cue area and the data area could also be moved. | | When running grandMA 3 onPC on macOS it was not possible to hide the title bar, if the software was not in fullscreen mode.  | | Horizontal scrolling in the System Monitor was not possible if the front size was set to 28 or higher.   | | When creating a new filter no attributes were selected, and the select all button was not reacting at the first tap. | | The Sequence Sheet was sometimes executing Auto Scroll, even if the setting was disabled. | | The order of buttons in the control bar on the web remote was not identical to the control bar on the station itself. | | When the Fixture Sheet had Feature Sort enabled, the selected feature group was not always moved to the left side when changing the feature group directly after selecting some fixtures. | | The Edit Sound popup was missing buttons for Notes and Installed. | | The columns editor did not display the different column sets when you tapped through them. | | In some cases in the calculator the mouse wheel could not be used to scroll the list of channel sets. | | The fixture sheet did not indicate a position change with a blue marker when Wrap Around was enabled and the first cue was triggered by pressing Go +. | | When changing the colors by hovering over a fader and scrolling in the fader mode of the color picker, the other faders within the same grouping would jump to different positions. | | Pools did not display existing objects when Show Empty was disabled and the fixture selection could not use the object. | | It was not possible to see which fixtures where selected in the Patch window, when they were the selected at the cells that displayed the existing appearance of the fixture. | | The 1D graphs in the Phaser Editor could display the curve incorrectly. | | When assigning a filter to the content sheet it sometimes was not applied immediately. | | The Calibrate Position menu of the 3D Viewer window could not be closed by pressing Esc. | | In the Running Playbacks window the focus sometimes jumped away from the window to the command line when switching tabs. | | In a session the connected station always displayed the group master marker in the fixture sheet when it was active previously. | | Assignment editor pop-ups sometimes displayed a New Object line, for example when tapping Input Filter in the Preset Pool Window settings pop-up. | | When opening dropdowns, the focus could be set to an entry that was not the entry of the current value. | | When storing a view on a web remote device, the screenshot of the display on the host device was taken. | ### Additional Bug Fixes [Section titled “Additional Bug Fixes”](#additional-bug-fixes) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In new shows the User Attribute Preferences were not initialized properly. | | If you had a fixture selected and executed Unblock Cue Thru, in some cases the output of the fixture would be turned off. | | Updating a preset or cue could change their output. | | If Oops was applied after updating a cue, the restored values in the DMX Output and Fixture Sheet were wrong. | | The software crashes when loading showfiles from version 1.5 or prior that contained plugins. | | The Thickness option in Scribbles did not work. | | Setting a time, such as a cue fade, where the value came from a variable did not work. | | When importing fixtures using PSR, the positions of subfixture layout elements could change.Also, dimmer values in cues and presets could change to 0.This happened if a multi-instance fixture type had CanHaveChildren enabled. | | In the speed calculator of the generators, the BPM only accepted values between 0 and 1. All results resulted in a Stop. | | Updating a preset could switch off other fixtures that were generating phaser output in the same cue where the updated preset is also used. | | When loading a show in the PSR menu, mirrored sequences in the local show file broke. | | The fixture sheet could display wrong DMX values after leaving Preview mode. | | When playing back a cue using X-Assert, the timing of other cue parts than cue part 0 used always the timing of cue part 0 | | Updating a preset could remove the preset references of other presets on the relative layer in later cues. | | In rare cases it could happen that a playback would get stuck and ignore commands such as Off, On, Go, or when toggling Off when Overridden. | | The software could crash when streaming data in the network. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer.   | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Loading show files that were saved in previous versions deletes the programmer content. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | When using Partial Show Read, the models of fixture types that have no DMX channels (environmental fixture types) are not imported correctly. | # Release Notes 2.2 > Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail wh * [Let’s Get Started](/grandma3/2-3/key_rn_v2_2/#h2__1435677565) * [Bug Fix Version 2.2.5.2](/grandma3/2-3/key_rn_v2_2/#h2_1781471903) * [Bug Fixes](/grandma3/2-3/key_rn_v2_2/#h2_1399259183) * [Bug Fix Version 2.2.5.0](/grandma3/2-3/key_rn_v2_2/#h2_1781474115) * [Other Enhancements](/grandma3/2-3/key_rn_v2_2/#h2_594496323) * [Bug Fixes](/grandma3/2-3/key_rn_v2_2/#h2__1190835831) * [Release Version 2.2.1.1](/grandma3/2-3/key_rn_v2_2/#h2_727740091) * [Features](/grandma3/2-3/key_rn_v2_2/#h2_727740091) * [Tags](/grandma3/2-3/key_rn_v2_2/#h3_1566500637) * [Recipe Editor](/grandma3/2-3/key_rn_v2_2/#h3__1639612175) * [Other Enhancements](/grandma3/2-3/key_rn_v2_2/#h2_1198082799) * [Changes](/grandma3/2-3/key_rn_v2_2/#h2_1879708368) * [Bug Fixes](/grandma3/2-3/key_rn_v2_2/#h2__146634055) * [Deprecated](/grandma3/2-3/key_rn_v2_2/#h2__756870347) * [Appendix](/grandma3/2-3/key_rn_v2_2/#h2__1835053169) * [Known Limitations](/grandma3/2-3/key_rn_v2_2/#h2__1393830384) ***   ## []()Let’s Get Started [Section titled “Let’s Get Started”](#lets-get-started) Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning in the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-3/icon_gear_15_v1-0_1-8f7ef1.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. Would you like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any demo show in the list. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](https://help2.malighting.com/Page/grandMA3/grandMA3_Quick_Start_Guide/en) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software! Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | ***   ## Bug Fix Version 2.2.5.2 [Section titled “Bug Fix Version 2.2.5.2”](#bug-fix-version-2252) ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | If you calibrated a fixture that was part of a grouping fixture, for example a truss, with the Position Calibration dialog, the position of the fixture was displaced after tapping Solve. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------- | | If you set a custom command in an executor and executed it, the software could crash. | | Changing MAtricks in a recipe could lead to a crash in the software. | ### Connections [Section titled “Connections”](#connections) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In some cases, leaving the patch on a station with a web remote connected would crash the software. | | In some cases, the touch response of faders was not working correctly. The touch response of the fader was either missing or displayed without the fader being touched. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Updating a preset with XYZ values that was used in an earlier cue could assert pan and tilt values instead of XYZ values in the current output. | | In some rare cases the main sequence unexpectedly jumped to the first cue when pressing Go+. | | If the MIB delay was set to a time less than 1 second and the playback faded from a dimmer phaser to a closed dimmer, the MIB values would be applied before the dimmer was fully closed. | ***   ## Bug Fix Version 2.2.5.0  [Section titled “Bug Fix Version 2.2.5.0 ”](#bug-fix-version-2250) ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)  Improved the recipe editor: * The recipe editor has a **Lock** column in its grid. If the recipe line is set to UL (UserLock) and you tap CleanUp, the corresponding lines will not be cleaned up. If you deselect objects, for example, presets during recipe editing, the lock will be respected and the corresponding objects cannot be deselected while they are locked. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the patch menu: * When moving fixtures in the patch via Cut and Paste or via a command and the destination is not on the same level within the same parent, a pop-up opens. The pop-up allows you to choose between keeping the Absolute position and rotation in 3D space or keeping the Relative position and rotation offset of the parent. Tap Cancel to cancel the action altogether. /NoConfirmation will suppress the pop-up if the default is set to Absolute. /Type “Relative” sets the conversion mode to relative.  /Type “Absolute” sets the conversation mode to absolute. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Increased the tolerance for small jumps in external timecode signals. ***   ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was possible to use the command line to assign object actions to objects, even if these actions were not a part of options in the UI. | | Turning an empty encoder would execute commands in the command line. | | If a timecode event was assigned and triggered by an encoder and then Delete was pressed, the software could crash. | | Handles of macros could break after a PSR. For example #\[Group ‘StartShow Group 1 Linear’] turned to #\[FFFFFFFFFFFFFFFF]. | | A cue part would not be automatically recooked if the Allow Duplicates column was set to **Yes** after the cue part was cooked with values of the same attributes as in the cue. | | If you created a recipe with a group that contained subfixtures without a valid ID and applied MAtricks, the MAtricks would not be applied correctly. | | On some mac devices, the grandMA3 onPC application did not appear in the settings, which meant that the sound input did not work. | | If you created a recipe using the recipe editor and stored it to multiple cues, the recipe would only be stored to one of the cues. | | When cooking recipes it could happen that not all fixtures of the selection used the selected values, even if they were capable to do so. | | If blocked attributes have been unblocked, the values of unrelated fixtures that were still blocked would be displayed as unblocked in cyan in the track sheet. | | If you used macOS, the onPC software sometimes would not start. | | If presets had Cue Part settings other than the default and you created a recipe with the recipe editor, the presets would not be added to the defined programmer part but in the order they were selected. | | In some cases, if you executed valid commands using a macro or plugin that for example included /CueOnly, the command line history would falsely display errors. | | If you executed DumpLog /NoAutoClose while no USB drive was connected, the pop-up would ignore /NoAutoClose and a countdown would appear. | | Storing recipes in a cue with the same group but a different preset did not store the recipe in a new recipe line. | | If you copied a recipe line with values that refer to another recipe line to a new recipe line, the **Value** cell would remain empty. | | If you migrated a show file from v2.1.1.5 into v2.2, the software could freeze. | | The console could crash when importing an MVR file into a show during a session. | | If **Allow Duplicates** was disabled and you created a recipe with a preset in a cue and another recipe with a phaser that used the same attribute in a cue part, cooking would not work if the cooking mode was set to Low Priority. | | If Wrap Around was disabled for a sequence, the sequence was not triggered by an agenda event. | | It was possible to assign a tag to itself by executing an incomplete assign command. | | Renumbering some cues of a sequence also renumbered cues of the sequence that were not selected. | | If you moved an image in the image pool quickly after moving another image, the software could crash. | | In certain show files, when you changed the XYZ values to pan tilt in the programmer, the pan and tilt values were incorrect. | | If you imported a sequence, most MIB settings would be lost. | | If you migrated a show file to the new software version, in some cases presets would wrongly be selective instead of global. | | The DoubleSpeed, HalfSpeed, and Speed 1 commands were passed to the speed master assigned to the sequence, but should have only affected the sequence. | | The software could crash when importing fixtures with custom meshes that used textured materials via Partial Show Read. | | In some cases the software would crash if you tapped Rename in the Rename Show File pop-up. | | Changing the speed in sequences that had the same speed master assigned using DoubleSpeed, HalfSpeed or Speed1 would lead to different speeds in the sequences and speed master. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a console was disconnected from a session and a fader was moved, the fader position would not be synchronized in the data merge process. This would lead to two different positions of the same fader. | | If a console was disconnected from a session and a preset or executor configuration was changed, two different versions of the same preset or executor configuration would exist on different devices after merging the session data. | | If the master console with a higher priority unexpectedly dropped out of a session and a different show file was loaded in the session, the show file of the higher priority master would be used in the session without a warning as soon as it rejoined the session. | | DMX channels 511 and 512 of an incoming DMX signal were  not recognized and the DMX universe displayed no incoming values. | | If you selected a USB stick in the backup menu, the software could crash. | | If you had two sessions with the same session index but different software versions, one of them in version 2.2, in the same network, devices in the session would crash. | | If a session was created with normal priority, then a high priority station was invited and Keep Session’s Show File was selected, a processing unit that was additionally invited would not accept the current show file. Instead, it triggered another session data merge pop-up. | | If you were in a session and loaded a different show file on the connected station, the show file would not be loaded on all devices in the session. | | In some cases, the previously saved show file of a station with a higher priority could falsely be overwritten after inviting a station to a session and keeping the session’s show file. | | If you had a console and an onPC in session, connected via web remote to the console and then started a new show on the onPC, the console could crash. | | Pressing the sleep button on an external keyboard connected to a console could cause the console to freeze. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The offsets of DMX channels of fixture types using breaks could be wrong. | | Patching MArkers and changing their rotation in the patch would not show their rotation values if you reentered the patch. | | If you changed the size of a target space of a MArker, the XYZ values of fixtures that were spread across the space of that MArker would not be automatically updated. | | In sessions, it could happen, that X, Y, and Z values would all change if you turned an encoder to change one of the values. | | When fixtures were copied in the patch, relative pan/tilt values could be lost. | | Creating multipatch fixtures in the patch could cause the software to crash. | | Defective fixture types could lead to preset and cue data being lost if you migrated a show file to the new software version. In addition, a notification now informs the user to adjust the invalid fixture types. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Updating a dimmer preset, that was part of a phaser step, stored into a cue, did not apply the phaser with the updated value in the cue. | | If a cue already had reference data of phaser presets in it, and new phaser data was stored in a step of the phaser, this would result in lost phaser data in the cue. | | If you had an open phaser editor, turned the first or second encoder and changed from 2D Bar to Phaser Bar, the software could crash. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a running cue was deleted, the cue would still be played back and the sequence would not be stopped. This bug is fixed. Now the sequence will be disabled after the running cue is deleted. | | A Goto event during encoder movement caused the value to snap or jump to 0. This bug is improved to prevent values from jumping to 0. | ### Windows [Section titled “Windows”](#windows) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you migrated a show file to the new software version, the pool action of the plugins pool would be set to **None** instead of **Call**. | | If timecode events were recorded using pool objects, they were displayed as events triggered by DC Remotes in the timeline. | | In the login pop-up, the password field could not be reached pressing Tab. | | The label pop-up on screen six and seven would not automatically change to appearance tab if new appearance was created and entered. Instead it stayed on the keyboard tab. | | The names and numbers of groups that only contained a single fixture were not displayed in Selection of recipe lines. | | If you recorded a timecode and disabled Setup, the record button would disappear but the timecode recording would still be running. | | Filtered sheets would not automatically update to include recently added fixtures if the fixtures met the filter criteria. | | If the At filter was set to exclude Relative, cooking would fail and recipe lines would be displayed in red. | | Editing a sequence or an executor could lead to multiple Lua errors in the system monitor. | | The info window sometimes did not display the notes, when changing the selected sequence. | | After restarting the software on Windows or Mac, some feature groups could be missing in the encoder bar. | | In the timecode viewer, rows of track groups would be displayed too big and needed to be opened manually every time, instead of staying opened. | | Appearances would not be displayed in the load and goto pop-up for sequences when toggling Cue Appearance. | | If you turned a preset into a recipe, inserted a new recipe line, and opened the value selector, there would be no option to select other recipe lines. | | If a quickey pool was visible and then the selected data pool was changed, quickeys of the previous data pool would still be triggered, given that empty objects of the new quickey pool of the selected data pool were selected. | | The current cue was not displayed in the title bar of the sequence sheet. | | Adding a group to the selection using the clone dialog would change the original fixture selection order of that group. | | If you had a session with multiple output stations that were displayed in a layout and one device was dismissed from the session, the color of the layout element only would change if the status of a second station was changed, too. | | When loading a show file in v2.2, pools lost their assigned appearances. | | It was not possible to call a view by tapping it in the layout viewer. | | For the object action load the wrong icon was displayed on the object in the pool. | ***   ## Release Version 2.2.1.1 [Section titled “Release Version 2.2.1.1”](#release-version-2211) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.2.1.1 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. ***   ### Tags [Section titled “Tags”](#tags) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) New in this release The new Tags feature allows you to organize, link and cross-reference objects throughout the software. It is also a great tool for busking shows. All objects that have the same tag can be triggered or selected together. To open the Tags pool, open the Add Window dialog and go to Pools - Tags. There are three ways to assign tags to objects: * Open the editor of a tag pool object, tap Add New Tag Reference, select an element and then tap Assign. * Open the editor of a pool object, for example a sequence, tap Settings - Tags - Assign. * Use the command line. Syntax: Assign Tag \[“Tag\_Name” or Tag\_Number] At \[Object] \[“Object\_Name” or Object\_Number]   For more information on how to use tags in the command line see the [Tag keyword](/grandma3/2-3/keyword_tag/). When a tag is assigned to a pool object, ![](/img/grandma3/2-3/icon_tags_15px-0d0d05.png) is displayed on the pool object. The names and numbers of assigned tags are displayed on Tags in the pool object settings. Editors like the Sequence editor or the Macro editor display the assigned tags of the object in an area between the title bar and the grid. They can be edited and perform pool actions like the pool objects. The background color of the appearance assigned to the tag defines the background color of the tag displayed in the editor. To open the tags pop-up 1. Open the EditSettings pop-up for pool objects or the Edit Sequence pop-up for sequences. 2. Tap Tags. 3. Select a tag and tap Unassign or Assign.  Already assigned tags can be unassigned or vice versa. The left side of the pop-up shows tags that are assigned to the corresponding pool object. The right side shows tags that are not assigned.\ In the pop-up, tags can also be locked and unlocked and protected against Kill Instant and Kill Delayed (see below). The default action of objects in the tags pool is ListReference.  The Tag Editor shows the objects the tag is assigned to in the grid offering information about: * **Datapool**\*\*:\*\* Shows the corresponding Data Pool. * **Class**\*\*:\*\* Shows the object type of the assigned reference. * **No:** Shows the number of the corresponding pool object. * **Name**\*\*:\*\* Shows the name of the pool object. * **Protect:** The assigned reference is protected against Kill Instant and Kill Delayed. The default is **No.** Multiple objects can be assigned to a tag at the same time using  Add New Tag Reference in the tag editor. In the Add Tag References pop-up, multiple objects can be selected and assigned consecutively. To do so, select an object line and tap Assign. If you enable Settings in the title bar of tag editor,  Name, Scribble, Appearance, Tags, Note, and Tag Type can be set and Forward Commands can be toggled on or off. Tags are recursive, meaning it is possible to assign a tag to another tag. The following Tag Types can be selected: * **Kill Instant**: Other playbacks using the same tag will start their OffCue immediately when starting the sequence. * **Kill Delayed**: Sequence that was started will complete its fade in first and then the other playbacks using the same tags will start their OffCue. For tag types to function, the tag and tag type need to be set before triggering the sequence. Otherwise, the tag type will work as soon as the corresponding sequences have been triggered once.  When a playback is started by a tag, the **Trigger** column in the Off Menu and Running Playbacks window will report the tag. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Kill Protect does not protect a sequence from being disabled by Kill Instant or Kill Delayed if executed by a tag. For more information on Kill Protect see [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) and [Kill Keyword](/grandma3/2-3/keyword_kill/). | If Forward Commands is toggled on, playback commands can be executed for all references of a tag. It is on by default.\ This applies to >>>, <<<, Go+, Go-, Goto, HalfSpeed, Load, On, Off, Pause, Rate1, Speed1, Toggle, and Top. ***   ### Recipe Editor [Section titled “Recipe Editor”](#recipe-editor) \*\*![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) \*\*Improved in this release The Recipe Editor is introduced to improve and speed up the workflow for creating and editing recipes. This is done by using the user interface to define selections (Groups), values (Presets, Bitmaps, Generators), filters (Filters, Worlds), and MAtricks. Recipes are cooked when a recipe is generated based on LTP. The Recipe Editor replaces and is based on the Programmer Parts window. The Recipe Editor can be found in the Add Window   pop-up in Tools - Recipe Editor. To create a recipe using the recipe editor, enable the edit recipe mode. There are multiple ways to do this:​ * Tap Edit Recipe in the title bar of the recipe editor * Enable Edit Recipe in the **At Overlay** * Press MA + Edit + Please For more information on how to edit recipes using the command line see the [EditRecipe keyword](/grandma3/2-3/keyword_editrecipe/). To disable the edit recipe mode, press   Esc or use one of the options described to enable it. Once the edit recipe mode is disabled, all pools work as usual. While the edit recipe mode is enabled, Edit and Esc flash alternately. Each object type that can be used for a recipe will have its pool window marked with a green ![](/img/grandma3/2-3/icon_cooking-pot_12_v1-7-f630d9.png).  The following windows use the recipe indicator: * Groups * Preset Pools * MAtricks * Worlds * Filters * Layout Viewer * Fixture Sheet | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Make sure you set the Pool Action setting in the corresponding pools to **SelFix/At** or **At** so you can use them for recipes. | To create a recipe: 1. Enable the edit recipe mode. 2. Select fixtures, for example, Group 1.\ The selected groups are indicated by a green frame around the pool objects.\ Multiple groups can be selected at the same time. 3. Select the values, for example, a color preset At Preset 4.4. Presets that are not compatible with fixtures of the selected group will be grayed out.\ All objects selected for recipes are indicated by a green frame in their pool windows. Tap on a selected object again to deselect it.\ You can add multiple values to a selection, a single recipe line is created for each selected value.\ A feature group indicator bar at the bottom of the group objects show the feature groups that are active in the recipe for for this very group. 4. Store the new recipe to a cue or a preset.\ Storing a recipe clears the recipe editor and only groups will remain as selected objects.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The order of recording selections and values has an impact on how the recipe is handled. The last recipe line determines the output if several recipe lines with the same selection referring to the same attribute. | | | | | ------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is possible to create recipes with empty groups. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is not possible to directly enter values into a recipe, they have to be stored in a preset first. If no preset is selected, the values are stored into the programmer. | Executing EditRecipe with a corresponding cue or preset, for example, EditRecipe Cue 1, ***EditRecipe 1***, or ***EditRecipe Preset 2.2***, enables the edit mode for the specific object in the recipe editor. With sequences and executors, for example, ***EditRecipe Sequence 1***, ***EditRecipe Page 1.204***, the running cue is edited. Tap CleanUp in the title bar to delete all recipes that use the same selection with multiple presets of the same feature group. Only the last object that generates the output is kept. For example, when Group 1 + Red + Yellow + Blue is selected and then CleanUp is tapped, the recipe lines for Group 1 + Red + Yellow will be deleted. If you tap an already selected preset again to deselect it, the corresponding recipe line will also be deleted. CleanUp is only active when the same fixtures are used with multiple items of one feature group. Otherwise the button will be grayed out. With Edit Recipe disabled this button is not visible. Off Group \[“Group\_Name” or Group\_Number], Off Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number], or Off and tap a group or a preset can also be used to remove the corresponding recipe line. If a group has multiple lines linked, all of them are removed in the recipe. You can define a different selection, for example, by tapping Group 2. A brown frame around pool objects indicates the values for previous selections, for example, Group 1. Tap Group 1 again and the previously defined values for this selection are highlighted in green again. Open the MAtricks overlay to define specific MAtricks values to the recipe lines. While using the MAtricks editor to edit a recipe, the editor is displayed with “(Recipe)” and the green pot icon in the title bar. * Pool objects of MAtricks, Worlds, and Filters have a brown colored frame around them when they are used by a recipe. * MAtricks values that do not come from a pool object, Worlds, or Filters are indicated by small green icons (![](/img/grandma3/2-3/icon_15_matricks_v2_0-c82d04.png), ![](/img/grandma3/2-3/icon_world_v2-1-f24920.png), or![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)) on the right in the Name cell of recipes. * If the fixtures of the selected group are only partly used, the text in the values column is displayed in orange. This happens for example if not all fixtures of the selection in use can use the selected preset or a world is added to a recipe line. Use the Columns tab in the window settings to adjust the columns of the recipe editor individually. Find more improvements for recipes below in [Other Enhancements](/grandma3/2-3/key_rn_v2_2/#Improved_Recipes). ***   ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated predefined content: * Predefined views in new shows * New predefined macros * Updated demo shows: * MA\_StartShow * Simple\_Show ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Updated Carallon fixture library to v19.9. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Recipes: * Added Enabled column to recipes. To disable recipe lines for cooking, right-click  **Yes** in the corresponding recipe line of the Enabled column. The recipe line is marked red and Enabled is set to **No**. * Improved the pop-up of the Values column. The Edit Values pop-up displays preset, bitmaps and generators pools on the left and their pool objects on the right. Tapping on a preset pool expands its presets. Use the filter to filter for pool object names and pool numbers of the corresponding preset. The appearance and scribble are also previewed. Tap DataPool in the title bar of the Edit Values pop-up to change the data pool. * In the Show Recipes mask in the sequence sheet, the sequence editor and the content sheet, it is now possible to [adjust the columns](/grandma3/2-3/ws_ui_adjustable_columns/). * Added CleanUp Recipes to the Ed**it Setting** of presets to remove recipes in the editor. * The MAtricks properties “X”, “Y”, and “Z” were added to recipes. * The + and - on the left side can add or delete Programmer Parts and Recipes. In previous versions they added or deleted Programmer Parts only. \*\*![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) \*\*Improved the Sequence Sheet: * When the Executor Time or Executor Crossfade overrides cue timings, a yellow text will appear above the corresponding cue timings in the Sequence Sheet, indicating the Executor Time in seconds or the Executor Fader in percent. A **!** next to the cue’s original cue time indicates that the cue is currently being overwritten by the executor time. * The setting Show Recipes is enabled by default in new shows and user profiles. In the title bar, Show Recipes is displayed by default. * Added a column to the sequence sheet called **Individual Timing**.\*\* \*\*It influences the prioritization of general cue timings (**Cue Fade**, **Cue Delay**) and individual timings (**Indiv Fade**, **Indiv Delay**).\ There are two values: * Default: Individual timings are prioritized over general cue timings. * Normalized: General cue timings are set as the maximum time for individual timings. If individual timings have a range of values, these values will be scaled to the new maximum time set by the corresponding general cue timings. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the behavior when changing properties of cues or sequences:\ When a sequence is running, commands like, CueFade 5, will address the running cue. When the sequence is off, the sequence itself will be addressed. This applies to properties of sequences and cues. For example, the name: Label will address the sequence when the sequence is off, and it will address the running cue when the sequence is on. **![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)** Improved Preferences and Timings: * Added 50 Timing Masters that can be set to a value between 0 seconds and 10 seconds. The following properties can be set to a timing master instead of a numeric value: * Timings in sequences, except for Command Delay, Snap Delay and Trig Time. * Playback Timings in Preferences and Timings (new, see below) To set a timing master:  * Use the calculator that appears when editing the value of one of these properties.\  To set different timing masters for in and out timings, type it manually into the CueFade or CueDelay calculators (when condensed timing is enabled in the sequence sheet). For example, Timing1/Timing2 (no spaces in front or inside the string!). * Use the command line. Syntax: Cue \[“Cue\_Name” or Cue\_Number] CueFade “Timing1”  * Use timing masters for playback commands: ***Goto Cue 5 Fade “Timing5”***  - Improved the Masters tab: * To label a master, type Label + tap a master. * To assign the master quickly, for example to an executor, type Assign + tap a master. * Added Playback Timings to the Timings tab: This menu allows you to set the default values for actions triggered by Goto, Go-, >>>, and <<<. They can be set to **CueTiming**, using the timings set in the cue (only for Goto and Go-), a numeric value, or a timing master. **CueTiming** sets the timing values of the target cue and ignores the timings of other cues. Values that are tracked into the target cue, and therefore do not have a defined timing in that cue, will use the timing of Part 0. The default values are: * Goto: CueTiming * Go-: CueTiming * \>>>: 0 * <<<: 0 \*\*![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) \*\*Improved Content Sheet: * The setting Show Recipes is available in the title bar by default. * Added CuePart Appearance to the content sheet settings. Choose between **Off**, **Number**, and **Num+Name** as options for how the appearances of cues are displayed in the content sheet.  ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added a special value to Specials in the attribute calculator called **Deactivate**: * It deactivates data in the programmer, for example, to exclude specific attribute data from being stored in a cue.\ Deactivate can also be used in a command. For more information on how to use deactivate in the command line see the [Deactivate keyword](/grandma3/2-3/keyword_deactivate/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Layouts: * The Layout Element editor has the Load from Default and Save as Default feature. It is possible to set defaults and save, for example, a ppearances, notes, size, and scribbles. * It is now possible to create Layout Element Defaults. Either in the Layout editor or in the Menu - Preferences and Timings - Layout Elements. * Output Stations can be assigned to a Layout, for example, Assign onPC 1 At Layout 1. The appearance of the object shows the device type. Editing the assigned Output Station will open a device configuration menu.\ Assigned output stations display their current network state in an indicator bar. The colors displayed in the indicator bar are based on the defined network colors. Edit and tapping an assigned ouput station will open the generic editor. Therefore, **Stati\*\*\*\*on** was added to Layout Element Defaults. * The Align Selection (![](/img/grandma3/2-3/icon_snap_to_grid_15-3fc6fe.png)) function was added to the Layout window. Enable Setup. A toolbar opens on the left side of the window. Lasso all relating elements that should be aligned. Then tap ![](/img/grandma3/2-3/icon_snap_to_grid_15-3fc6fe.png) in the toolbar. * Select using the contents of the layout pool, for example,  SelectFixtures Layout 1. Only fixtures within the corresponding layout, and no other fixtures that may be part of other object types, for example, groups in the layout, will be selected. * Action in the **General** settings of the Edit pop-up for layout elements now follows the individual Object Action set for pool objects. When set to **\**, it follows the Object Action of the object itself.  * Renamed the value **\** of the Action (prior **\**). * Renamed 2 Finger Edit in the Layout Viewer (prior Right Click to Edit). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Gel Editor: * Tap Color to open a color picker pop-up and to adjust the color of the gel. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Appearance Editor: * The editor now displays the hex color code of the selected color above the color picker field. Tap the area with hex code to open an edit pop-up and adjust the hex code manually or use the HSB faders. * Redesigned the UI, tightened the spaces and added more descriptions. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the display of selected cells in conjunction with appearances:\ Cells that are selected by the user and that display an appearance now also display a thick blue frame and the appearance in the center. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Scribbles Editor: * Added Save to save changes and close the editor. * Apply saves and applies changes without closing the editor. * Revert takes back all recent changes to the initial status before opening the editor. * Tapping ![](/img/grandma3/2-3/icon_cancel_15_v2-1-e54335.png) displays a pop-up to confirm that changes are saved. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Label Dialog: * Added Appearance (![](/img/grandma3/2-3/icon_appearance_15px-6ffc97.png)) to the title bar to show or hide the appearance editor. * Added Tags (![](/img/grandma3/2-3/icon_tags_15px-0d0d05.png)) to the title bar to assign or unassign the corresponding tags of the object. * Scribbles (![](/img/grandma3/2-3/icon_scribble-15_v2-0-b60c04.png)) are saved directly to the Scribbles pool in the editor by using Save. * Added a Scribble button to the title bar to select scribbles in a dropdown menu, including a scribble preview.\ The button is not displayed for objects in the scribble pool as scribbles cannot be assigned to other scribbles. * Added an Appearance button to the title bar to choose between all appearances in the Appearance pool. The selected appearance is shown in the editor.\ The button is not displayed for objects in the appearance pool as appearances cannot be assigned to other appearances. * The areas for scribble, appearance, and tags are mutually exclusive in the Label Editor. Due to screen space, only one can be displayed at a time. * In the small screens, the onscreen keyboard cannot be displayed simultaneously on the areas for scribbles, appearance and tags due to limited space on the screen. If you disable one of the latter, the onscreen keyboard will be displayed if it was active before opening the other tab, otherwise only the name and note fields will be displayed. * When starting to draw a scribble, and there is no Scribble pool object selected, a new scribble will be created automatically in the Scribble pool. As soon as there is no scribble selected, Name and Note are grayed out. * When moving a fader or using the Color Picker on an empty appearance, a new appearance will be created automatically in the Appearance pool. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Text Input: * The cursor is synchronized on all screens. This applies to the name and note input in the label editor as well as the command line. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added languages to the onscreen keyboard: * Spanish * Portuguese ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Notes: * Spaces and empty lines before or after notes will not be cropped anymore. The only exceptions are notes in the sequence sheet, where empty lines are cropped for displaying purposes. However, the note itself will keep the empty lines.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Notes in the Info Window: * The text of the notes field will be wrapped according to the window size. The Info window allows to scroll through the note’s text by pressing Arrow Up or Arrow Down. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Help:  * The Help pop-up now stays open when you perform actions outside the pop-up. To close the Help pop-up, tap ![](/img/grandma3/2-3/icon_cancel_15_v2-1-e54335.png) in the top left corner or press Esc. * In the Help window, the font size can now be reduced to a smaller size than before, making it possible to fit more text on the screen. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the 3D Viewer: * Added Resolution to the encoder bar (is displayed when Setup is enabled) to adjust the encoder resolution. This also works in the 3D Positions area in the patch. * **Coarse**: 10 cm / 1 degree per click.  * **Fine**: 1 cm / 0,1 degree per click. * **Increment**: 1 mm / 0,01 degree per click. * Renamed Change on Encoder (prior Change on Encoder Event) * Renamed the values of Direction setting of the Arrangement Mode grid : * First X then y to X before Y * First Y then X to Y before X * First X then Z to X before Z * First Z then X to Z before X * First Y then Z to Y before Z * First Z then Y to Z before Y ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved PSR: * Added error message to the command line when a DataPool is missing. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Clock Viewer: * Added Style in the Title Bar (when Clock Source is set to session time) offering the following options: * **Digital**: Displays the time in in the 24 hours format. * **Digital AM/PM**: Displays the time in AM/PM. * **Date DD-MM-YYYY**: Shows the date starting with the day. * **Date MM-DD-YYYY**: Shows the date starting with the month. * **Dawn**: Shows time to dawn or the time elapsed after dawn. * **Sunrise**: Shows the time left to sunrise or the elapsed time after sunrise. * **Sunset**: Shows the time left to sunset or the elapsed time after sunset. * **Dusk**: Shows the time left to dusk or the elapsed time after dusk. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The corresponding name in the title bar changes accordingly to the selected style, for example, when “Digital AM/PM” is selected, the title bar will display “Clock PM” at midday. | * When Clock Source is set to **Time Zone**, Style is added to title bar offering the **Digital** and **Digital AM/PM** options. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Fixture Sheet: * DMX tester values are indicated by the same color as the DMX tester background color in the DMX layer and any other layer of the fixture sheet. Also the name cell of the corresponding fixtures and the attributes whose DMX channel with active tester values, are displayed with a white marker. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Universes Pool: * Pool objects can now be locked via Lock. * The selected Merge Mode is displayed in the top right corner of the Pool Object: * **P**: Prio * **H**: HTP * **L**: LowTP ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Network: * The Network menu now has the option to change MulticastBase. Tap to open the dropdown menu. Now you can change the MANet multicast address from the **Default** address to an **Alternative** address. The alternative multicast base address is 239.4.1.0, default uses the address that has previously been used. If you do change the address while you are in a session, all devices in that session will also change their address. All grandMA 3 devices with a network interface can configure the multicast base address. Changing the multicast base address cannot be oopsed.\ A pop-up informs the user about the possible drawback of this change and asks for confirmation. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Be careful when changing the MulticastBase address as it affects the entire network structure. Each grandMA3 device must have the same multicast address to allow communication between the devices. | * Added Flow Control Level column to the network menu for monitoring congestion. It displays, on a scale of 0 to 255, the intensity of flow control. * Added  NACK Count column to the network menu. All connected devices display nacks (negative acknowledgements) to the master of the session. It splits up in Per 1m/5m/10m, displaying all nacks in the last one, five, and ten minutes, and Total, which lists all nacks from the beginning of a session. The total count can be reset using the 2 finger edit gesture. Doing this also resets the nacks in the other column. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Please check the network environment of a device if rates of NACKs are constantly above 0. | * Added a DSCP (Differentiated Services Field Codepoints) setting to the Network menu. It allows a prioritization of data packets and data protocols during a session. Set DSCP in Menu - Network - Station Control in the  **Session** area. Tap DSCP to define DSCP values for this separated types of network packets: * MA-Net DMX * MA-Net Data * Network Update * DMX Protocols * In/Out Protocols * Tapping one of the buttons mentioned above will open a dropdown menu with multiple values. The default values are marked “(Default)”. - | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about the individual values, see . | | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | On grandMA3 onPC for Windows® the DSCP values are overwritten with the default value CS0. | * Added a TTL (Time To Live) button to the Network menu. Set TTL in  Menu - Network - Station Control in the  **Session** area. The TTL value specifies the lifespan of an IP packet. Each time the packet passes the next hop (for example, a router or gateway), its TTL is reduced by one, and it is discarded when the value reaches zero. Tap TTL and set a value using the calculator. The **Default** value is “8”. * Added Failure Mode (x) to the Output Configuration: Users can predefine a failure behavior for DMX Ports. For example, if a console crashes, **Hold** will send the output that was lastly calculated to the fixtures. The user can select one of 7 timestamps of the output between 10 seconds and 1 hour and **Hold**. **Timeout 10s** is the default. Any value other than the default is displayed with a **T** for a timeout value or an **H** for Hold in the lower right corner of the DMX Port cell. * Improved the DMX output when creating a new show while being in session: The DMX output will be set to no DMX / High-Z instead of 0. * Improved the grandMA3 session behavior in general. * If a device reconnects unsuccessfully multiple times within a short period of time (five times within one minute), it will stop trying to join the session again. * Processing units do not load show files from previous version from their hard drive anymore. They will receive the migrated show file from the GlobalMaster station. * If the data negotiation master is lost during the data negotiation process, the corresponding pop-ups are closed automatically on other stations.  * Preconfigured nodes and onPC stations retain their preconfigured connector configuration in a session. Make sure you remove the configurations for absent devices on the session master first. If stations are already set up and join the session, their port configuration is retained unless they have already been configured in the show file. * Improved Session Data Merge: For a console with a higher prio that is joining a session, a pop-up gives you the options to Keep Session’s Show File, Keep My Show File, or Cancel. * If a console with a higher priority than the current master is invited to the session, a pop-up gives you the options to Keep Session’s Show File, Take the Invited Station’s Show File, or Cancel. The invited stations name and IP is shown in red text in the pop-up. The additional checkbox Merge All Data If Compatible lets you decide if you want to merge all data or just keep a specific show file. This pop-up also replaces the session data merge dialog in this case. * Added settings to define the defaults for the Session Data Merge per station to the Session area in  Menu - Network - Station Control: * Data Merge Default Mode: The mode that is pre-selected when the Session Data Merge pop-up opens. This mode is also executed automatically when the countdown expires. By default it is set to **Merge**, the other options are **Cancel** and **Use Master**. * Data Merge Default Timeout: Allows the user to change the countdown of the Session Data Merge pop-up. By default the value is set to 1 minute. In case of choosing the value **Unlimited**, the pop-up will stay open until the user makes a choice. In case of setting it to **0s**, no pop-up will appear and the default mode selected will be executed immediately. * | | | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Changes to DSCP, TTL, Data Merge Default Mode, and Data Merge Default Timeout require admin rights. | | The new [Session keyword](/grandma3/2-3/keyword_session/) addresses all stations that belong to the same session. This allows, for example, to reboot or dismiss all stations using the same session credentials at once. | | * The NetworkSpeedTest keyword allows to execute a test of the network connection for the specified devices. When done, a pop-up informs the user about **Station**, **IP**, **TCP Speed**, and \*\*UDP Speed. \*\*  Syntax: NetworkSpeedTest \[DeviceType] \[“Device\_Name” or Device\_Number]  For more information on how to test the speed of the network see the [NetworkSpeedTest keyword](/grandma3/2-3/keyword_networkspeedtest/). | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | TCP and UDP Speed are displayed in percent. 100% refers to the recommended bandwith. For more information, see [Network Design](/grandma3/2-3/network_design/). | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved NDI: * Streams are limited to 1920 x 1080p resolution. If higher resolution streams are received, the stream will be blocked. To indicate a blocked stream, the corresponding Video Pool object displays this pulsing icon ![](/img/grandma3/2-3/icon_ndi_v2-2-792a60.png). You must reduce the video resolution of the source and restart the stream to get it to play again. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Art-Net input: * If the Sequence field in an ArtDmx packet is set to 0x00, the grandMA3 software will no longer try putting incoming Art-Net packets into the correct order. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved MIDI: * Added **In & Out** to MIDI Data Mode: With MIDI Data Mode set to **In & Out**, MIDI data can be received and different MIDI data can be output without outputting the incoming data. * Renamed **In & Out & Thru** (prior Thru). * Improved the System Monitor regarding changes of the MIDI Input/Output: Changing the MIDI mode now will be displayed over the system monitor. If the connection is lost, the system monitor will show the reason for the disconnection, for example, “Data Mode input disabled”. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png)   Improved the Message Center: * Added notifications  to the Message Center:\ New messages and changes regarding the message center will now be displayed in the upper right corner of all big screens. These notifications are displayed for all devices in the session and have the same background color as the indication in the message center (red, orange, or green).\ Messages can have different priorities and the following icons: Alert (![](/img/grandma3/2-3/icon_alert_v2-2_15px-c5fa72.png)), Error (![](/img/grandma3/2-3/icon_error_v2-2_15px-8b8fc0.png)), Spam (![](/img/grandma3/2-3/icon_spam_v2-2_15px-41d419.png)), Warning (![](/img/grandma3/2-3/icon_warning_v2-2_15px-e7911e.png)). \ All messages can be disabled by disabling Notifications in the title bar of the message center. * Added Notification Type. To display notifications only for a span of 5 seconds, select **Timed;** To display the notifications permanently until closing them, select **Permanent**. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Pool Action settings: * Several pools, such as timecodes, timecode slots, macros, and plugins now have the Pool Action setting. * The **Call** value can now be set in macros and plugins pools: To execute this function, tap the object. This is also the default value. * Use **Toggle** to turn macros on and off tapping on the pool object.  * Use **Top** to start at the beginning of a timecode. This function is located in the Timecode Pool. * Use **Toggle**, **Off** and a **Pause** action with Timecode Slots. * Use \*\*Goto \*\*and \*\*Load \*\*with Sequences. * Pools with the setting Pool Action now have an additional value called **None**. * The action SelFix/At now has an icon: ![Update this description text.](/img/grandma3/2-3/icon_selfix_at_v2-2_15px-f0caae.png) * Changed the icon of SelFix/Extract to ![Update this description text.](/img/grandma3/2-3/icon_selfix_extrakt_v2-2_15px-5145b5.png) * Changed the icon of At to ![Update this description text.](/img/grandma3/2-3/icon_at_preset_v2-2_15px-4729b6.png) ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added Individual Object Action Settings: * Object Action settings are now available in individual sequences and presets. The Object Action settings in the individual objects are the same as the Pool Action settings in pools. They can be set in the **EditSetting** pop-up of the individual object. * Use Object Action has been added to the pool settings of sequences and presets. When enabled, the selected object action is executed instead of the selected pool action.  Pool windows with Use Object Action enabled, are marked with a (**+**). * Pool objects indicate the selected object action setting with a light grey icon in the background of the object, if Use Object Action is enabled. The icons are: * ![Update this description text.](/img/grandma3/2-3/icon_selfix_at_v2-2_15px-f0caae.png): SelFix/At (Presets) * ![Update this description text.](/img/grandma3/2-3/icon_selfix_extrakt_v2-2_15px-5145b5.png): SelFix/Extract (Presets)  * ![Update this description text.](/img/grandma3/2-3/icon_at_preset_v2-2_15px-4729b6.png): At (Presets) * ![Update this description text.](/img/grandma3/2-3/icon_flash_15_v2-1-531f31.png): Flash * ![Update this description text.](/img/grandma3/2-3/icon_goplus_15_v2-1-b6f410.png): Go+ * ![Update this description text.](/img/grandma3/2-3/icon_temp_15_v2-1-7934be.png): Temp * ![Update this description text.](/img/grandma3/2-3/icon_toggle_15_v2-1-ba6c30.png): Toggle * ![Update this description text.](/img/grandma3/2-3/icon_select_s_v2-2_15px-bae904.png): Select (Sequences) * ![Update this description text.](/img/grandma3/2-3/icon_goto_v2-1-be1d1a.png): Goto (Sequences) * ![Update this description text.](/img/grandma3/2-3/icon_load_v2-2-84537b.png): Load (Sequences) * Extended the Assign command in order to assign playback keywords as object action. It is now possible to use a sequence or preset as target in the assign command. While doing so, the playback command will be entered as the object action of the specified sequence or preset.\ Example: To set Temp as object action in sequence 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Temp At Sequence 5 | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Timecode Pool: * Objects in the Timecode pool now display the Timecode Slot in the upper left corner below the pool number. They are displayed in the color defined in the settings of the timecode slot object. The currently selected timecode slot is displayed in angle brackets.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Window Settings: * If you create a new window and preferences have already been stored in the settings of the same type of window, the top preference will be applied automatically. * The settings and preferences are now separated per Preset pool. Exception: The preset pools of custom feature groups still share their settings and preferences. * Added 2 Finger Edit to the settings of the preset pools and the sequence pool. Toggling this button disables or enables the possibility to edit objects by right-clicking or using the two-finger gesture. * Renamed 2 Finger Edit in the Layout Viewer (prior Right Click to Edit). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the resizing of windows: * Double tap the title bar to resize the window to the largest possible size on the screen. In pool windows double tap on the title field below the MA logo. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved New Show Files: * When starting a new show file it is now directly initialized and the standard set of preset pools and the feature groups in the encoder bar are available right away. * If you do not clear all data, the name of the old show file and the data that was taken over will be displayed in the description of the new show file. * In new shows, the Settings bar is enabled by default. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Configure Display Pop-up: * The pop-up displays in the title bar the number of the display that is to be configured. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Syntax when storing new Objects: * If you do not specify a target during storing, the new object will be placed to the first free spot of the pool. For example, instead of Store Group 5 (where 5 is the explicit target in the group pool), a Store Group is enough to create a new group. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Add Window Menu: * Unnecessary borders around icons have been removed. The maximum size of icons is reduced to 256 x 256 pixels. * Pressing an alpha-numeric key automatically opens the All tab and the keyboard input is entered into the search field. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Handle tab of the **Assign Menu** and **Executor Configurations** pop-up: * Icons for the Executor rows are now more realistic and similar to the actual Executors. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Patch Menu: * The fixture type editor now has the CIE color picker for color wheels. It is possible to select colors outside the sRGB colorspace. Faders **x**, **y**, and **Y** were also added. * A DMX Footprint column was added to the fixture type editor. The DMX Footprint is the number of DMX Channels a mode occupies, including not used DMX channels in between. * The DMX Footprint is now displayed in brackets in the DMXChannels tab in the DMXMode editor, located in the Fixture Type editor. * Speeded up the patch conversion in general, when exiting the patch after making changes to it. * Fixture types with DMX breaks now display their DMX footprint per break in the fixture library. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Hardware Detection of grandMA3 onPC running on Windows: * Made the hardware detection a bit more tolerant. * A checkbox allows to suppress the pop-up on the next start in case of insufficient VRAM or RAM reports. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Clone Window: * Fixtures that are cut from the Clone Source or the Clone Destination are indicated by a red background color. * Added a total count of fixtures. Next to Clone Source and Clone Destination, the numbers in parentheses indicate the total number of fixtures on each side.  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Preset Pools:\ Presets with infinite circular references of recipes have an additional light red icon (![](/img/grandma3/2-3/icon_15_infinity_v2-1-986e15.png)) in the background of the pool object. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the automatic naming of presets, for example embedded presets:\ The mechanism uses the name of one preset of each used function group before using other preset names of the same function groups. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Playback Bar: Indicators for Masters are displayed in the top right corner of executors and special executors.\ They are: * SM: Selected Master * GM: Grand Master * SP: Speed Master * PB: Playback Master * TM: Timing Master ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Selection button in the Encoder Bar: If a fixture is placed at a position in the selection grid other than 0/0/0, the button indicates which axis the fixture is positioned on with X, Y, and Z labels. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Random Generators:\ It is now possible to set a speed master for a generator. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Speed of the Total Reference Update Mechanism:\ The order of references to be updated was changed so all references of running playbacks are updated first. ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the Command Line History:\ Commands, that are executed through macros and cue commands, now display the source of the commands in front of them.\ For example:  | | | | ---- | ----------------------------------------------------- | | OK : | Call Macro 1 | | | (Macro 1 ‘Select EncoderBar’) OK: Select EncoderBar 1 | ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved Lua: * Expanded the PropertyInfo() function: PropertyInfo(light\_userdata:handle, integer:property\_index): {‘ReadOnly’=boolean:read\_only\_flag, ‘ExportIgnore’=boolean:export\_ignore\_flag, ‘ImportIgnore’=boolean:import\_ignore\_flag, ‘EnumCollection’=string:enum\_collection\_name} * Sequences have a LoadedCue field which can be retrieved using Lua: GetObject(“Sequence 1”).LoadedCue * SetProgPhaser() and GetProgPhaser() changed to \[‘measure’=integer:percent]. * The Version() function has been improved: It is possible to get the individual parts of the version number as separate numbers;  return function() local textVersion, major, minor, streaming, ui = Version(); Printf(“Software version is: %s”, textVersion) Printf(“Major version number is: %i”, major) Printf(“Minor version number is: %i”, minor) Printf(“Streaming version number is: %i”, streaming) Printf(“UI version number is: %i”, ui) end ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the keyword **Label**: * If no object type is specified after the keyword, Label is automatically applied to a cue. For example: Label 1 “Awesome” will label the first cue of the selected sequence with the new name “Awesome”. ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to asynchronously execute remote commands, using the /Async option keyword.  For more information on how to use /Async see the [/Async option keyword](/grandma3/2-3/ok_async/). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to assign an object to multiple targets at the same time: * To do so, enter into the command line Assign \[Object] \[“Object\_Name” or Object\_Number] and then keep At pressed and select the objects you want to assign the first object to. * Example: If you assign appearance 1 to sequences 1, 2, and 3, the command will look as follows: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance 1 At Sequence 1 + 2 + 3 | ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added new keyword **Copy\*\*\*\*CrashLog:** * CopyCrashLog allows you to copy crash logs to connected USB drives. If more than one USB drive is connected to your device, a pop-up will appear asking you to select the USB drive you would like to copy the crash logs to. If no USB drive is connected, a pop-up will ask if the file should be stored on the internal drive. For more information on how to use CopyCrashLog see the [CopyCrashLog keyword](/grandma3/2-3/keyword_copycrashlog/). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the **option /Remove** as an extended functionality to **the CopyCrashLog keyword**. In combination with the CopyCrashLog keyword, the /Remove option keyword deletes crash logs on the device after copying. For more information on how to use /Remove in combination with CopyCrashLog see the [/Remove option keyword](/grandma3/2-3/ok_remove/). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added new keyword **List\*\*\*\*CrashLog**. ListCrashLog lists all crash logs in the command line history. For more information on how to use ListCrashLog see the [ListCrashLog keyword](/grandma3/2-3/keyword_listcrashlog/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the keyword **DumpLog**: * When there is one USB drive connected the log file will be stored on the USB drive directly. When there are several external drives connected, a pop-up will appear asking you to select the USB drive you would like to dump the log to. If no external USB drive is connected to your grandMA3 device, a pop-up will appear asking you if the file should be stored on the internal drive. * Using the /Limit option keyword in combination with DumpLog keyword defines the number of lines that will be copied to the resulting file. The number you specify using the /Limit option keyword specifies the number of lines starting at the bottom of the list. For more information on how to use /Limit in combination with the DumpLog keyword see the [/Limit option keyword](/grandma3/2-3/ok_limit/). ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the If command: * Objects can be used as an if filter for commands:\ Example: Label Group Thru If Appearance 20 will open a label editor for all groups where appearance 20 is assigned.\ For more information see the [If keyword](/grandma3/2-3/keyword_if/).  ![](/img/grandma3/2-3/icon_arrow_up_right_v0-9-8d3f40.png) Improved the CleanUp keyword: * The [/Type option keyword](/grandma3/2-3/ok_type/) now works in combination with the [CleanUp](/grandma3/2-3/keyword_cleanup/)[ keyword](/grandma3/2-3/keyword_cleanup/). The user has to define a value for /Type. These are the values: * NoReference: Deletes all objects that do not have any reference in the specified range. For example, it will delete presets that are not used in cues or recipes. * Recipe: Deletes recipes in the specified object that do not generate output. * The new [/Recipe option keyword](/grandma3/2-3/ok_recipe/) can only be used if the type is set to **Recipe** in the Cleanup command. Using this option it is possible to define even more precisely which recipes are to be deleted: * NoOutput: Recipes that do not generate output are deleted. This combines the following values (NotCooked and CookedButOverwritten). When specifying /Type “Recipe” but not using /Recipe in addition, this action will take place. * NotCooked: This removes recipes that are not fully functional. For example, when the assigned preset cannot be used by the selection or when the assigned group is empty. * CookedButOverwritten: Deletes all recipes that could be cooked successfully but do not generate output. For example, when a later recipe in the same selection uses a preset with values of the same attributes.  Example: * To clean up all recipes that do not generate output in cue 2 part 0 of sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” | or | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” /Recipe “NoOutput” | ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added new keyword **HelpKeyword**. HelpKeyword directly triggers the list of keywords in the command line history. Execute **HelpKeyword** and subsequently tap ![Update this description text.](/img/grandma3/2-3/icon_ma_15_v1-7-3bfac9.png) on the left in the command line.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | It is still possible to trigger the list executing Help + Please, however, it will be removed in a future version. | For more information on how to use HelpKeyword see the [HelpKeyword keyword](/grandma3/2-3/keyword_helpkeyword/). ![](/img/grandma3/2-3/icon_plus_v0-9-2719fc.png) Added the possibility to unassign objects from other objects (for example Tags from Sequences, or Appearances from Groups) by using commands that combine **Assign** and **Off**: Assign Off \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] Example: To unassign the appearance called “Red” from the group “Spots DS”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Off Appearance “Red” At Group “Spots DS” | ***   ## Changes [Section titled “Changes”](#changes) * New keywords: * [CopyCrashLog](/grandma3/2-3/keyword_copycrashlog/) * [Deactivate](/grandma3/2-3/keyword_deactivate/) * [EditRecipe](/grandma3/2-3/keyword_editrecipe/) * [HelpKeyword](/grandma3/2-3/keyword_helpkeyword/) * [ListCrashLog](/grandma3/2-3/keyword_listcrashlog/) * [NetworkSpeedTest](/grandma3/2-3/keyword_networkspeedtest/) * [Session](/grandma3/2-3/keyword_session/) * [Tag](/grandma3/2-3/keyword_tag/) * New option keywords: * [/Async](/grandma3/2-3/ok_async/) * [/Recipe](/grandma3/2-3/ok_recipe/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | New color theme colors: * ColorDefinitions: * Global.DmxTest * PoolDefault.Executor * PoolDefault.Station * PoolDefault.Tags * Colors: * Action.None * Action.Select * Action.Flash * Action.Go * Action.Temp * Action.Toggle * Assignment.Executor * Assignment.Station * GroupedProgLayerActive.DmxTest * GroupedProgLayerHas.DmxTest * Network.Missing * Network.OtherSession * OutputStation.Connected * OutputStation.GlobalMaster * OutputStation.Missing * OutputStation.OtherSession * OutputStation.Standalone * PoolWindow\.Recipes * PoolWindow\.Tags * RecipeEditing.Active * RecipeEditing.SoftFrame * RenderData.ButtonBackground * RenderData.EmptyButton * RenderData.EmptyButtonHover * RenderData.ExecuteIcon * RenderData.SelectedRowBorder * RenderData.Text * RenderData.TextBlack * SelectionGrid.XyzTextColor * Subfixture.DimmerBarBackground * Subfixture.DimmerBarForeground * Subfixture.DimmerBarFrame * Subfixture.MarkerBackground * TrackProgLayerActive.DmxTest * TrackProgLayerHas.DmxTest * Changed color definitions: * SequenceGrid.ProgressTrig references now to SheetColor.Delay * Network.GlobalMaster is now blue instead of cyan * Removed color theme colors: * Colors:  * Assignment.UpdatePreset * Assignment.UpdateSequence  * New grandMA3 Lua Functions: * Acquire(light\_userdata:handle\[, string:class\[, light\_userdata:undo]]): light\_userdata:child\_handle * CloseMessageQueue(string:queue name): boolean:success * CopyFile(string:srcPath, string:dstPath): boolean:result * GetTextScreenLine(nothing): integer:internal line number * GetTextScreenLineCount(\[integer:starting internal line number]): integer:line count * OpenMessageQueue(string:queue name): boolean:success * SampleOutput(table:sampling points): table with results | boolean:false, string:result text * SendLuaMessage(string:ip/station, string:channel name, table:data): boolean:success * Renamed Pool Action (prior Action) * Changed the icon for SelFix/Extract to ![Update this description text.](/img/grandma3/2-3/icon_selfix_extrakt_v2-2_15px-5145b5.png) * Changed the icon for At to ![Update this description text.](/img/grandma3/2-3/icon_at_preset_v2-2_15px-4729b6.png) * Renamed the MIDI Mode In & Out & Thru (prior Through) * Changed the minimum width and height of layout elements from 20 to 1 * The new Recipe Editor replaces the Programmer Parts window. * Renamed Change on Encoder (prior Change on Encoder Event). * Renamed 2 Finger Edit (prior Right Click to Edit). * Renamed the values of Direction setting of the Arrangement Mode grid : * First X then y to X before Y * First Y then X to Y before X * First X then Z to X before Z * First Z then X to Z before X * First Y then Z to Y before Z * First Z then Y to Z before Y * Removed the abbreviation **Net** in the ***NetworkNode keyword***. This keyword uses the abbreviations **Node** and **NetworkN**. The ***NetworkspeedTest keyword*** uses the abbreviation **Net**.\ For more information see the keywords [NetworkNode](/grandma3/2-3/keyword_networknode/) and [NetworkSpeedTest](/grandma3/2-3/keyword_networkspeedtest/).  ***   ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------- | | Pointing beams into the 2D camera lead to visual artifacts. | | If the 3D viewer was open and different groups were selected, illegal array values in 3D caused the console to freeze. | | Incompatible diver versions for AMD RX 5700 XT and RX 570 graphic cards could cause the software to crash when opening the 3D viewer. | | When using Position Calibration, the calibration points were not displayed in the 3D Viewer window. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pressing and holding Help and then pressing Page+, Page-, or Oops executed the command additionally to opening the help viewer. This bug is now fixed. Now the corresponding topic opens in the help viewer without executing the command. | | If you edited a macro, the command preview would sometimes be wrong. | | If you assigned a sequence to an empty sequence, a pop-up would ask whether you wanted to overwrite the new sequence although it was empty. If you pressed Yes, the sequence would be successfully assigned, however, the command line would show an “Illegal Object”. | | If you used the Label keyword to label cues of a selected sequence, the command line would show an “Illegal Object Error”. | | Assigning a sequence to another sequence using the command line without writing “sequence” a second time, for example Assign Sequence 1 at 2, did not work. | | It was not possible to assign appearances and scribbles to mirrored sequences.  | | Assigning objects to sequences created new and empty sequences in the pool. | | If you selected fixtures by typing the FIDs connected with a + in the command line, for example 1+2+3, all attributes would be knocked in into all fixtures except for the first fixture. | | A pop-up opened by a macro, that required an input which was not a string, only appeared on the screen that was in focus. This bug is now fixed. The pop-up now appears on all screens. | | Oopsing lasso selection in the layout was not possible. Instead the command line was oopsed. | | If you copied fixtures from one layout to a different layout that already included the copied fixtures and tapped on “Create Empty Element” in the appearing pop-up, duplicates of the selected fixtures would be inserted. | | It was possible to store and overwrite view buttons after their view has been locked. | | Assigning a sequence to an empty view button did not delete the screen content. | | Elements were hidden by default when assigning fixtures to layouts. | | Keyboard shortcuts Ctrl+Z and Ctrl+Y both triggered Oops. Now only Ctrl+Z triggers Oops. | | Commands that employ a defined range of objects using handles could fail. | | If you opened the Off Menu pressing Off twice, one Off would still remain in the command line. This bug was fixed. Now the command line will be cleared after pressing Off twice. | | It was not possible to use properties of encoder banks in variables. | | If you tried to delete an object in a layout that was not in setup mode, a pop-up would inform you that this is not possible, but Delete would still be shown in the command line and Delete would still light up. | | If you created a customized encoder bar and made changes to the patch, this would occasionally break the selector of the encoder bank. | | MAtricks From/To properties are returned as integers instead of floats, for example, when using Lua “Printf(ObjectList(‘Cue 1 Part 0.1’)\[1].FadeFromX)”. | | If you edited a macro line or cue command and pressed Oops, the characters would not be deleted in the expected order. | | Updating fixtures in other cue parts, except for part 0, could cause them to be moved to part 0 of the cue. | | Updating a specific cue with the command line while another cue was running, for example ***Update Cue 1***, did not update the specific cue, but the running one | | Changes to the device configuration, output configuration and local settings did not trigger a pop-up asking the user to save the show file. | | If you imported a layout that contained multiple fixtures with the same name, only the first fixture with that name would appear in the imported layout. | | If you changed the Action setting in a sequence pool to something other than Select and tapped on an empty tile in the pool, an empty sequence would still be created and selected. | | When a gel was stored and recalled outside the sRGB color space, the stored gel was recalled on the edge of the sRGB color space.  | | The software could crash after deleting a track or a single event in Timecode due to invalid memory access. | | Cutting and Pasting\*\* \*\*multiple timecode events while you are in a session, may have caused other stations to drop out of the session. | | In some cases, timecode events behaved as if Assert previous Events was enabled even if it was not. | | The software could crash when executing EditSetting for a recipe in a programmer part. | | The command line, command line history, and system monitor would show an illegal property if you opened the color picker in the Special Dialog window in the Book  view and tapped on View  or Sort By. | | Some invalid syntax in the command line, for example ***Page 1.201 thru 1.203 at 100***, created multiple unwanted objects. | | If you stored a cue using tracking shield, in some cases values from a previously referenced preset would be stored as hard values in the cue without the preset reference. The data output was not altered by this. | | If you had multiple fixtures with the same name in a layout, copied them and pasted them to a different layout, only the first line would reference a fixture, the other lines would not display the selected fixtures. | | If you selected a grouping fixture in the fixture sheet, sometimes the software would crash or the GUI would freeze. | | If you imported pages with playback masters from a show file using PSR, the playback master would be an empty executor object. | | If you were renumbering cues, the incremental delta used to enumerate cues would not be taken from the first one in the list, but all cues would be processed. | | Sometimes the selected color of a fixture was bound to the sRGB color space, even if the fixture was capable of having colors outside of this color space. | | When having a lot of objects in a layout selected and then opening the layout editor the software scrolled through all selected items, and when finished it was not possible to select items. | | Layout elements did not have dependencies to their assigned objects. This bug is now fixed. When exporting and importing layouts or importing layouts using PSR, the dependencies are imported as well. When fixtures are exported as dependency, they need to exist in the destination show file as well. Sequences are not exported as dependencies, as they have usually also a lot of dependencies. | | The software could crash when overwriting an existing user profile during the import of user profiles. | | Importing of environmental fixtures via PSR did not import the 3D models correctly. | | The software could crash after selecting a show file for PSR and initializing the PSR process. | | When fixing or unfixing a page, the assigned objects did not change their fix indication immediately. | | The software could crash when storing a preset using DMX as data source while having several programmer parts with duplicate values. | | If you cloned a large number of unordered fixtures, the cloning could fail and the command line history would only display a green bar instead of the syntax. | | Importing files with an apostrophe in the name could lead to the name of the file being interpreted as command line input and the file not being imported. | | If you were in a session and added a note to a cue using the command line, the note would not be visible on the connected stations. | | Using Dimmer Cue Only would sometimes track the stored dimmer value into the next cue if a fixture had two or more attributes in which dimmer was set in the special column in the attribute definitions. | | Starting the PSR process could lead to broken handles in commands. | | In imported layouts that were previously exported, the appearance of some layout elements would sometimes not be imported. | | Imported sequences that had previously been exported had wrong values for individual timings below 0.1 seconds. | | If you overwrote an existing cue, the name of the cue would be reset. | | If you extracted values from a preset and another preset could be updated with those values, Update would not light up. | | On some mac devices an error appeared, stating that the hard drive was full. This can happen if the folder permissions are set up in a way that do not allow a “shows” folder to be created. This has been improved. A pop-up now informs the user about this and tells to check the folder permissions. | | Deleting a generator in data pool 2 or higher deleted the entire data pool. | | When editing Column Sets while being in session, the changes were not immediately transferred to the other stations. | | When storing to an existing view with an appearance and the screenshot functionality was not used when storing, the appearance was removed from the view. | | When Color Readout was set to **CMY** and channel sets of ColorRGB attributes were used, the values were not inverted. | | When you loaded a show file where the Layout Element Defaults were renamed, a new set of Layout Element Defaults would be imported. This bug is now fixed. It is no longer possible to rename Layout Element Defaults. In v2.2, show files with renamed Layout Element Defaults are corrected when loading the show file. After that renaming is no longer allowed. | | If you imported a plugin in the show converter and then selected and imported another one, the first plugin would be added to Local a second time. | | If you executed a command with IfOutput, all fixtures would be displayed on grid position 1/1 in the selection grid. This bug is now fixed. Now the fixtures are displayed as a linear selection in the selection grid for all except for selective presets. | | If you changed the FID of a fixture using Lua, the software would crash. | | If you exported a user profile after enabling Hide Environmental in the PSR Patch and imported it into a show file, the software would crash. | | If you included an empty group in a command, the command would not be executed. | | If you created a new page by pressing Page+ and assigned an executor configuration to that page, assigning an appearance to the new page would cause the executor configuration to be lost the first time. | | Changing values for specific cue parts did not take the corresponding cue part into account. Instead, part 0 was used. | | Show file names that contained a ’ in the file name could not be loaded. | | The software could freeze when multiple pop-ups were open at the same time and the user tried to close the top one. | | Assigning a Sequence to a ViewButton created a hidden object on this button. Afterwards it was not possible to move a View onto this ViewButton. | | The Preset Timings defaults for cues in the Preferences and Timings menu displayed empty buttons when no additional feature groups were existing. | | The software would sometimes crash when executing ListRef. | ### Connections [Section titled “Connections”](#connections-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It could happen that a device was displayed twice in the output configuration if you joined and left a session several times and used Remove Absent in between. | | When the Root Bridge of an RSTP changed, the session did not work anymore. | | If DMX Remotes **In From** and **In To** were inverted (255-0), the resulting fader movements for the assigned object would not be executed. | | If you left a session with the master device, changed the sACN configuration and then rejoined the session and merged all data, the devices in the session would have different sACN configurations. | | If you joined a session with a different show file, a Session Data Merge pop-up would appear despite the show files not being compatible. | | While in a session, a station could drop out of the session if a sequence was deleted. | | If two devices in a session were receiving two Art-Net or SACN streams input on the same local universe with HTP, the output of the connected station would flicker. | | PSR import of show file from external USB drive failed with an “PSR input file invalid” error message. | | grandMA3 onPC on running on Windows only listed real network interfaces. This bug is now fixed. grandMA3 onPC running on Windows also lists virtual network interfaces. | | When the grandMA3 software sent an RDM packet to an RDM fixture, for example when changing the DMX Personality, it could happen that the RDM packet was sent with the previous value instead of the new one. | | Sound input was not transferred to other devices in a session. | | When connecting to a processing unit using an older show state than on the console, an unnecessary Session Data Merge pop up appeared. | | Inviting or dismissing grandMA3 stations to a session changed the output when the current output was coming from tracked values and playbacks with blocked values in the background were still active. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you deleted data in a fixture type in the fixture type editor and then oopsed the deletion, physical descriptions that were linked would not be oopsed. | | If you changed the pretty name of the dimmer in the attribute definitions tab of the patch, all sheet modes, except for the fixture, would appear blank in the fixture sheet. | | In some cases, if a station joined a session, there would be no option for the merge of show data. Instead, a pop-up would ask the user to choose between two show files without displaying the affected data. This could for example happen, if a station with a high priority dropped out of a session and rejoined the session after changes were made to preset data that was used as a default in the patch, resulting in patch changes. | | Alphabetical sorting of the Fixture Type column in the patch did not work. | | If you performed a Partial Show Read with Merge PSR after changing the Attribute Definitions in the Patch, the changes would not be kept in the merged show file. This bug is now fixed. The Attribute Definitions of the local show file will be used when using Partial Show Read. | | With Partial Show Read some fixture of the local running show were deleted.  | | If the stages in the local show file had the same name (or default names), the same size and the same orientation, when you performed a Partial Show Read, stages of the local running show other than Stage 1 were deleted and all patched fixtures of the local show were added to Stage 1. | | PSR did not work with files that were stored on an external USB flash drive. | | If the mode of a fixture type was changed, for example from “Basic” to “Extended”, fixtures of this type would not share previous values of global preset data anymore. Instead, only the first patched fixture would keep values of the global preset data. | | If fixtures had been exchanged in the patch, recipes of cues containing the exchanged fixtures had to be recooked or merged again. | | When editing a fixture type and then deleting the DMX Mode rows, conflicts would occur when pressing Oops. | | If a mode of a fixture type had conflicting attributes in geometry, for example two different color mixing systems, the fixture type could not be imported  in any mode, even if other modes did not have any conflicting attributes. This bug is now fixed. Now in the fixture type editor, conflicting modes and their channels are displayed in red and can be adjusted. Additionally, information about conflicting attributes in geometry are shown in the conflicts information window. All other modes work as expected. | | Rearranging the order of stages in the patch would hide all fixtures. | | If a fixture had unused DMX channels, the DMX Footprint shown in the Library in the Patch would be wrong. | ### Playback [Section titled “Playback”](#playback-2) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Entering the desk lock while touching the faders kept the faders highlighted after releasing the fingers of the faders. | | If you oopsed a preset selection for a recipe in the programmer, the value in the programmer would be lost instead of returning to the previously selected preset. | | Bitmaps and generators in programmer recipes did not generate output. | | If you used the bitmap generator, switching off the source did not switch off the output. | | The Zoom fader of the bitmap generator did not refer to the center of the input, but to the center of the canvas. | | When increasing the value of virtual dimmers by using the relative layer, the color tone of the other ColorRGB channels increased further even if the first ColorRGB channel had already reached 100%. | | If a sequence was not running, executing Go- or <<< would always trigger the first cue. This bug is now fixed. Now if a sequence is not running and Restart Mode is set to **First Cue**, executing Go- or <<< triggers the first cue. If Restart Mode is set to **Current Cue** or **Next Cue** it behaves the same way as Go+. | | When addressing a non-existent cue in a playback command, either the first cue was executed if the sequence was off, or the current cue was executed again if the sequence was on. This bug is now fixed. When addressing a non-existent cue in a playback command, the command line now returns an error. | | The output for mirrored sequences was not updated immediately. Instead, the sequence had to be restarted to see the changes. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The error pop-up “Load show failed.” could appear on any screen. This bug is now fixed. Now the pop-up always appears on all screens. | | If you changed the width of a column in the sequence sheet, the column editor sometimes would not display all columns. | | A screenshot that was previously stored on a view button would not disappear if you disabled the screenshot function and stored the view again. | | Pool window preference settings were not applied directly after saving. This bug is fixed. When storing a pool window on the screen the first preference stored is used in all pool settings except for preset pools. | | The Edit Columns pop-up in the sequence sheet could be opened several times. | | Removing fixtures in the selection grid by pressing - did not consider MAtricks positions, so the wrong fixtures were removed. | | If Setup was enabled in the selection grid, the selection of fixtures would not be cleared after moving them around and then selecting different fixtures. Pressing Clear now sets all fixtures as partly selected. Therefore, the workflow “Select -> Change -> Select” is possible. | | Symbol and gobo previews were not displayed when imported from the symbols and gobos pool. | | Properties of sounds were not displayed in the sounds tab of the running playbacks window. | | If you toggled through the different column sets within the column set editor, the column area would be blank when cycling through the sets the first time. | | When the login pop-up appeared, the cursor was set to the Password input field. This bug is now fixed. The cursor is now set to the User input field. | | It was not possible to change the display intensity and color theme on xPort nodes and I/O nodes. | | The indicators for parked and DMX Tester did not analyze fine and ultra channels. | | If you adjusted the hue value of a color using the color picker after changing the saturation, the saturation would jump to a different value. | | If you created a square using the shaper dialog and tried to adjust it afterwards, the shapers would sometimes not work as expected and could jump to full or zero. | | If you resized layout elements in y direction in a layout in setup mode, the snap grid setting would not be respected and the elements could be resized without restriction. | | If you scrolled in the help using the two-finger gesture, the scrolling of the page would not be in sync with the movement of the fingers. | | It was not possible to edit a note in the Info Window by tapping anywhere below the last item in the note tab due to a very small text field. Now the text box extends to the bottom of the window and can be easily edited. | | Recipes were displayed in the Notes tab of the Info window if they were children of cue part 1 or higher. | | When editing an appearance in the appearance pool, the fader for Background Color showed different values than those entered using the calculator. | | In the Appearance Pool, it was not possible to select a color from the Color Picker if the RGB values were set to 0%. | | If you changed values in the HSB color picker and then used the hue encoder within 2 seconds, the color picker unexpectedly jumped to the wrong position. | | If you changed values in the dimmer encoder bank and then changed the encoder bank, and then pressed  Off + tapped the Dimmer encoder bank button, you could not enter the dimmer encoder bank again. | | Fixtures were deselected when doing a 2 finger scroll gesture in a Layout Viewer window while it had Setup enabled. | | If you opened the on-screen keyboard for the command line and typed in Help, the help pop-up would not open. | | If you assigned elements to an Xkey and then tried to edit the Xkey, the **Edit** overlay would open on the small Screen 7, making it unusable. This is fixed and the Editor now opens on Screen 1. | | If display 1 was not connected on CRV\*\*\*\* consoles, windows with encoder bar functions, such as the 3D Viewer window in Setup mode, did not display their encoder bar on the letterbox screen of the console. | | Help overlay was displayed defective on small screens. | | When using the virtual keyboard to write a description in the Backup menu, the text was not saved when tapping Please. | | Entering special characters in notes using the on-screen keyboard resulted in incorrect text being entered in the note. | | The list of stations in the Software Update menu did not refresh automatically after reboot. | | Layout elements of fixtures could be displayed at full intensity but the intensity of the fixture was not set to 100%. | | Changing the mode of a fixture could lead to data from a global preset not being applied to that fixture anymore. | | If you had a user-defined area that was bigger than the display and had a special dialog window open on the shapers tab, scrolling down would lead to the visual being displayed on top of the command line instead of being hidden by it. | | If the fixture sheet was in channel mode, in some cases fixtures would be displayed with a red background despite not having active values in the programmer. | | In the Generator Editor, the Speed fader did not allow values above 60 BPM. This bug is now fixed. Now the maximum is 255 BPM with the fader and 3600 BPM with the calculator.  | | In the Info window, if you wrote a note for a sequence, after the fist letter the text would jump to the cue. | | If Setup was enabled in the Layout Viewer, shutting down and restarting the console would shift the view by 50 px. | | The ViewMode pop-up of the Agenda window did not display its items with the correct width.  | | If you loaded a new show file and Clock Source was set to **Timer**, the Clock Window\*\* \*\*would not display the default stopwatch from the Timers pool. | | Some editors, for example for macros and MAtricks, would stay open whenever logging in with a different user. | | If you created a view with a help window and stored it with a changed the zoom factor, the content of the help window would not be zoomed if you recalled the view later. | | If you wanted to select elements in a window and the lasso was ended outside of the valid area, the selection would not be made. | | The output layer in the Layout Viewer did not show the output of unpatched fixtures. | | If you had a grouping fixture that had a multi-instance fixture as a child, in some cases Hide Subfixtures would not hide the subfixtures of the multi-instance fixture. | | If Show Title Bar was toggled off in window settings, it was not possible to tap elements below the MA logo in the lower right corner. | | If you opened the network menu in the tab Station Control, it would be possible to operate some elements of the Stations tab if you tapped on the black areas. | | When activating the Setup mode of the Layout Viewer again, former selected layout elements could be displayed as selected. | | Reset 1, Reset 2, Reset 3, and Reset 4 in the Encoder Bar of the Shapers Dialog did not work.  | | The Recipe area in the Content Sheet did not display the recipes immediately after starting the sequence. | | If you pressed Please in the Label Dialog while having text in the Notes area selected, the selected text would be deleted and the remaining text would be applied at once. This bug is now fixed. Pressing Please in the Label Dialog while having text selected does not delete the selected text anymore, but applies the current state. | | The software could crash if you switched the Window Mode in the Info window. | | The Layout Viewer window did not display the information about the selected layout elements so that it was readable. | | Enabling Transpose in the sequence sheet settings would lead to unnecessary line breaks and text being cut off. | | When adjusting values in the Special Encoder bar of the Shaper Dialog, it could happen that the shaper jumped or the shapers did not move. | | AutoCreate for dimmer presets did not work when Dim2, Dim3, … were used in the show file, and when they had the Special property set to Dimmer in the Attribute Definitions. | | Recipe icons would display the wrong status in the sequence sheet if recipes in a cue part could not be cooked. | | Vertical alignment for text did not work for layout elements that had  fixtures assigned. The text field was always above the fixture. | ***   ## Deprecated [Section titled “Deprecated”](#deprecated) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The following is deprecated and will be removed in the software in the near future. Make sure you read the sections stated below, so you can adjust your macros and plugins accordingly, if necessary. | * The command Help + Please no longer opens the list of all keywords and option keywords. It was replaced by the new **HelpKeyword** keyword. For more information see HelpKeyword in \ [Other Enhancements](/grandma3/2-3/key_rn_v2_2/#h2_1198082799). * The Lua function Aquire() is deprecated. It was replaced by Acquire(). For more information on the new Lua function Acquire() see [Changes](/grandma3/2-3/key_rn_v2_2/#h2_1879708368). ***   ## Appendix [Section titled “Appendix”](#appendix) * We recommend you use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols we recommend you use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different, compared with the default executor configuration, is to create a new executor configuration, do the changes in the new configuration and save them. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system. | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | When multiple GlobalMasters exist on the network, each with the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster of all stations. | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | Loading show files that were saved in previous versions deletes the programmer content. | # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-822ef1.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-3a1562.png)     **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock.  ![](/img/grandma3/2-3/danger-of-electric-shock_6-b8402b.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_1-1701f7.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_fader_wing_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-38daf9.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_fader_wing_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF. # Sécurité > Avertissement – Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-f01f18.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-3/lightning_13-bc2f63.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_63-c944b6.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_13-35f95a.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_rack_unit_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-c80423.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_grandma3_onpc-rack_unit-1-2/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_safety-1-2/#h2_1453644028) et les [limitations d’usages](/grandma3/2-3/key_onpc_rack_unit_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales  [Section titled “Consignes de sécurité générales ”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheit > Warnung – Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-171b34.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-6b88ca.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-3/danger-of-electric-shock_65-fcda98.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/weee_15-ae7173.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_rack_unit_disposal-1/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-7f310f.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_grandma3_onpc-rack_unit-1/). *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_safety-1-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_onpc_rack_unit_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und am Gerät vermerkt sind, befolgen. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Select > Pressing Select enters the Select keyword into the command line. Pressing Select enters the Select keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select | For more information about Select, see the [Select keyword](/grandma3/2-3/keyword_select/). ## Location [Section titled “Location”](#location) Select is located in the command section. ![](/img/grandma3/2-3/button_select_v01-ccb615.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_select_v0-1-dba3d4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # SelFix [SelectFixtures] > Pressing SelFix enters the SelectFixtures keyword into the command line. Pressing SelFix enters the SelectFixtures keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelFix | For more information about SelFix, see the [SelectFixtures keyword](/grandma3/2-3/keyword_selectfixtures/). ## Location [Section titled “Location”](#location) SelFix is located in the command section. ![](/img/grandma3/2-3/button_selfix_v0-1-20d4e8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_selfix_v0-1-0877f3.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Sequ [Sequence] > Pressing Sequ enters the Sequence keyword into the command line. Pressing Sequ enters the Sequence keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Sequence | For more information about Sequence, see the [Sequence keyword](/grandma3/2-3/keyword_sequence/). ## Location [Section titled “Location”](#location) Sequ is located in the command section. ![](/img/grandma3/2-3/button_sequ_v0-1_1-4add10.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_sequ_v0-1-5f77d6.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Set > Pressing Set toggles the activation status of MAtricks in the command line. Pressing Set toggles the activation status of MAtricks in the command line. | | | | ---- | ------------------------------- | | OK : | Set Selection Property “Active” | For more information about MAtricks, see the [MAtricks keyword](/grandma3/2-3/keyword_matricks/). Step Toggle Executor Pressing MA + Set executes the **Step Toggle Executor** command in the command line. | | | | ---- | -------------------- | | OK : | Step Toggle Executor | Location Set is located in the command section. ![](/img/grandma3/2-3/button_set_v0-1-586838.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_set_v0-1-1820c4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # / [Slash] | * [Asterisk/Multiply] > Pressing / enters the / into the command line. Pressing / enters the / into the command line. | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store View 1 / Screen “2” | For more information about /, see the [/\[Slash\] keyword](/grandma3/2-3/keyword_slash/). Asterisk Pressing MA+/ enters the \* keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group “Mac\*” | For more information about \*, see the [\* \[Asterisk\] keyword](/grandma3/2-3/keyword_asterisk/). ## Location [Section titled “Location”](#location) ## / is located in the numeric keys section. [Section titled “/ is located in the numeric keys section.”](#is-located-in-the-numeric-keys-section) ![](/img/grandma3/2-3/button_slash_v0-1-f380ac.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-3/buttons_wings_slash_v0-1-0c2263.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Solo > Pressing Solo directly executes solo selection and enables or disables Solo. Pressing Solo directly executes solo selection and enables or disables Solo. For more information about Solo, see the [Solo keyword](/grandma3/2-3/keyword_solo/). ## Location [Section titled “Location”](#location) Solo is located in the command section. ![](/img/grandma3/2-3/button_solo_v0-1-6453d2.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_solo_v0-1-013f5f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Stomp > Pressing Stomp enters Stomp into the command line. Pressing Stomp enters Stomp into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Stomp | For more information on Stomp, see the [Stomp keyword](/grandma3/2-3/keyword_stomp/). Capture Pressing Stomp Stomp enters Capture into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Capture | For more information on Capture, see the [Capture keyword](/grandma3/2-3/keyword_capture/). ## Location [Section titled “Location”](#location) Stomp is located in the command section. ![](/img/grandma3/2-3/button_stomp_v0-1-0101a1.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_stomp_v0-1-4df18f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Store > Pressing Store enters the Store keyword into the command line. Pressing Store enters the Store keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store | For more information about Store, see the [Store keyword](/grandma3/2-3/keyword_store/). ## Location [Section titled “Location”](#location) Store is located in the command section. ![](/img/grandma3/2-3/button_store_v0-1-e86984.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_store_v0-1-0dd9ce.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Thru > Pressing Thru enters the Thru keyword into the command line. Pressing Thru enters the Thru keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Thru | For more information about Thru, see the [Thru keyword](/grandma3/2-3/keyword_thru/). ## Location [Section titled “Location”](#location) Thru is located in the numeric keys section. ![](/img/grandma3/2-3/button_thru_v0-1-ac638c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_thru_v0-1-ab4b00.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Time > The default functionality of Time depends on the "Time Key Target" setting in the current user profile. The default functionality of Time depends on the “Time Key Target” setting in the current user profile. If the “Time Key Target” is set to “Cue” and the command line is empty, pressing Time will toggle between CueFade and CueDelay in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade | For more information about Time, see the [CueFade keyword](/grandma3/2-3/keyword_cuefade/) or [CueDelay keyword](/grandma3/2-3/keyword_cueindelay/). If the “Time Key Target” is set to “Cue” and the command line contains a fixture selection, pressing Time will toggle between Fade and Delay in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group 1 Delay | For more information about Time, see the [Fade keyword](/grandma3/2-3/keyword_fade/) or [Delay keyword](/grandma3/2-3/keyword_delay/). If the “Time Key Target” is set to “Fixture” and the command line is empty, pressing Time will toggle between Fade and Delay in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delay | For more information about Time, see the [Fade keyword](/grandma3/2-3/keyword_fade/) or [Delay keyword](/grandma3/2-3/keyword_delay/). If the “Time Key Target” is set to “Fixture” and either Store or Cue is in the command line, pressing Time will toggle between CueFade and CueDelay in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store CueFade | For more information about Time, see the [CueFade keyword](/grandma3/2-3/keyword_cuefade/) or [CueDelay keyword](/grandma3/2-3/keyword_cueindelay/). Regardless of the “Time Key Target” setting, pressing MA Time will toggle between Relative, Fade, Delay, and Absolute. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Relative | For more information about Time, see the [Relative keyword](/grandma3/2-3/keyword_relative/), [Fade keyword](/grandma3/2-3/keyword_fade/), [Delay keyword](/grandma3/2-3/keyword_delay/), or [Absolute keyword](/grandma3/2-3/keyword_absolute/). Regardless of the “Time Key Target” setting, additionally adding At to the command and pressing Time will cycle through the value layer keywords. Example: At 5 0 Time | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At 50 Fade | ## Location [Section titled “Location”](#location) Time is located in the command section. ![](/img/grandma3/2-3/button_time_v0-1-f6d50d.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-3/buttons_wings_time_v0-1-87f0b8.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Transport > Transport locking in a grandMA3 full-size | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** - Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_consoles_limitations/). - After the transport check the device. - If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 console to power! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Be careful when moving or lifting a grandMA3 console, otherwise you may injure your back or other parts of your body. | * The grandMA3 console must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * Secure the monitor wing using the transport locking on each side of the device;  * In addition to the **transportation regulations UN 38.3** also follow your country’s transportation regulations; | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The CRV versions of the grandMA3 console do not have a transport locking.  | ![](/img/grandma3/2-3/img_transport-locking-10e532.png) *Transport locking in a grandMA3 full-size* * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage;  * Do not place the grandMA3 console on unstable surfaces; * Do not place any objects on top of the grandMA3 console. # Transport > Transportsicherungsbügel einer grandMA3 full-size #   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), das Gerät nicht an die Stromversorgung anschließen! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um Verletzungen am Rücken oder anderen Körperteilen zu vermeiden, die grandMA3 Konsolen nur vorsichtig bewegen oder heben. | * Die grandMA3 Konsolen während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Den Monitor Wing mit den Transportsicherungsbügel auf jeder Seite sichern. * Zusätzlich zu den **UN-Transportvorschriften 38.3** die Transportvorschriften des eigenen Landes beachten. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Die CRV-Versionen der grandMA3 Konsolen haben keine Transportsicherungsbügel. | ![](/img/grandma3/2-3/img_transport-locking3-4bc364.png) *Transportsicherungsbügel einer grandMA3 full-size* * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 Konsolen nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 Konsolen stellen. # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Soyez prudent lorsque vous déplacez ou soulevez les grandMA3 consoles, sinon vous risquez de vous blesser au dos ou à d’autres parties de votre corps. | * Les grandMA3 consoles doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 consoles sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 consoles.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 console au réseau électrique ! | # U1 > Pressing U1 executes the User1 command in the command line. Pressing U1 executes the User1 command in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>User1 | This key is only present on grandMA3 compact, grandMA3 compact XT, grandMA3 onPC command wing and grandMA3 onPC command wing XT. For more information about U1, see [User1 keyword](/grandma3/2-3/keyword_user1/). ## Location [Section titled “Location”](#location) U1 is located in the command section on the left side of the numeric keys. ![](/img/grandma3/2-3/buttons_wings_u1_v0-99-25b07a.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wings* # U2 > Pressing U2 executes the User2 command in the command line. Pressing U2 executes the User2 command in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>User2 | This key is only present on grandMA3 compact, grandMA3 compact XT, grandMA3 onPC command wing and grandMA3 onPC command wing XT. For more information about U2, see the [User2 keyword](/grandma3/2-3/keyword_user2/). ## Location [Section titled “Location”](#location) U2 is located in the command section on the left side of the numeric keys. ![](/img/grandma3/2-3/buttons_wings_u2_v0-99-e6d2b4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wings* # Up > Pressing Up navigates up in the fixture/subfixture structure. Pressing Up navigates up in the fixture/subfixture structure. ## Location [Section titled “Location”](#location) Up is located in the command section on the left side of the five dual encoders. ![](/img/grandma3/2-3/button_up_v0-1-a37cf3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_up_v0-1-95f331.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Update > Pressing Update enters the Update keyword into the command line. Pressing Update enters the Update keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update | For more information about Update, see the [Update Keyword](/grandma3/2-3/keyword_update/). Pressing MA + Update enters the Cook keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook | For more information about Cook, see the [Cook Keyword](/grandma3/2-3/keyword_cook/). ## Location [Section titled “Location”](#location) Update is located in the command section. ![](/img/grandma3/2-3/button_update_v0-1-e31bc5.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_update_v0-1-5b3534.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ D 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 viz-key *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   Waldbüttelbrunn, November 01, 2020 Dipl.-Ing. Michael Adenau (CEO)   ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_2-002442.png)    ![](/img/grandma3/2-3/ma_logo_120_3_3-8b4f91.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 viz-key *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   Waldbüttelbrunn, 1. November 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer)     ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_24-5ec907.png)    ![](/img/grandma3/2-3/ma_logo_120_3_34-39150f.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 viz-key *** *est conforme aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   Waldbüttelbrunn, 01 novembre 2020 Dipl.-Ing. Michael Adenau (CEO)   ![](/img/grandma3/2-3/img_signature_m-adenau_5_-1-_22-99c1df.png)    ![](/img/grandma3/2-3/ma_logo_120_3_32-23ea40.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten.  Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 viz-key is a handy tool to transmit encrypted show data from a grandMA3 device to an external 3D visualizer. The grandMA3 viz-key is a handy tool to transmit encrypted show data from a grandMA3 device to an external 3D visualizer. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Der grandMA3 viz-key ist nur für die Übertragung von verschlüsselten Showdaten von einem grandMA3 Gerät an einen externen 3D Visualisierer vorgesehen. Der grandMA3 viz-key ist nur für die Übertragung von verschlüsselten Showdaten von einem grandMA3 Gerät an einen externen 3D Visualisierer vorgesehen. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger\ Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > La viz-key grandMA3 est une clé de visualisation pour transmettre des données chiffrées d'un appareil grandMA3 à un visualiseur 3D externe. La viz-key grandMA3 est une clé de visualisation pour transmettre des données chiffrées d’un appareil grandMA3 à un visualiseur 3D externe. Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels. | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment. | * Disconnect the USB cable before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht!  | * Vor dem Reinigen das Gerät vom Netz trennen (Netzstecker ziehen). * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Hardware-related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Quick Start > 1. USB port type C ![](/img/grandma3/2-3/img_gm3_viz-key_front_callouts-5fe941.png)   1. USB port type C 2. Mode LEDs\ 1 Power On\ 2 USB connection with PC\ 3 Connection with onPC software ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Connect the grandMA3 viz-key via one of the USB cables with a PC or Laptop with installed grandMA3 onPC software. 4. To turn off the grandMA3 viz-key, disconnect the USB connector. 5. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ For more information, read the topic [Connect grandMA3 viz-key](/grandma3/2-3/fs_connect_viz_key/) in the online manual. # Quick Start > 1. USB Port Typ C ![](/img/grandma3/2-3/img_gm3_viz-key_front_callouts4-4970a9.png) 1. USB Port Typ C 2. Mode-LEDs\ 1 Power On\ 2 USB-Verbindung mit PC\ 3 Verbindung mit onPC Software ### Start-up [Section titled “Start-up”](#start-up) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen.  3. Den grandMA3 viz-key mit einem der USB-Kabel mit einem PC oder Laptop mit installierter grandMA3 onPC Software verbinden. 4. Zum Ausschalten des grandMA3 viz-key die USB-Verbindung unterbrechen. 5. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Um mehr Information zum Software Update zu erhalten, lesen Sie das Kapitel [Update grandMA3 viz-key](/grandma3/2-3/update_viz_key/). # Guide De Démarrage > 1. USB port type C ![](/img/grandma3/2-3/img_gm3_viz-key_front_callouts2-da1ee7.png)   1. USB port type C 2. LEDs de mode\ 1 Power On\ 2 USB connecté avec PC\ 3 Connecté avec onPC software ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Elever le matériel de protection.  3. Brancher la viz-key grandMA3 à votre PC ou laptop utilisant un cable USB. 4. Pour éteindre la viz-key grandMA3, débranchez le connecteur USB. 5. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](https://www.malighting.com/).\ Pour plus d’information sur Software Update, veuillez lire [Update grandMA3 viz-key](/grandma3/2-3/update_viz_key/). # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-a14f6d.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-3/lightning_1-40c418.png) **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-3/danger-of-electric-shock_19-c8a7d3.png) *** ![](/img/grandma3/2-3/weee_56x80-14a440.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_viz_key_disposal/). *** ![](/img/grandma3/2-3/ce-fcc_130x45-84dc9d.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_viz_key_conformity/). *** Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-3/key_viz_key_safety/#h2__2044492547) further down and [Limitations](/grandma3/2-3/key_viz_key_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, switches, connectors, or rotary knob; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets. * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or the main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheitshinweise > Warnung – Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_14-cc30cd.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_14-0d95ce.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-3/danger-of-electric-shock_194-fd9849.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin2-1bbfa5.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_viz_key_disposal-1/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_12-cf06c5.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_viz_key_conformity-1/). *** Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_viz_key_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_viz_key_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren und alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind, befolgen  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Alle Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen). * Bei längerer Nichtverwendung Gerät vom Netz trennen (Netzstecker ziehen). * Vor dem Reinigen Gerät vom Netz trennen (Netzstecker ziehen). * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Kraft auf Tasten, Knöpfe, Schalter, Verbinder oder Drehknöpfe ausüben. * Sind Netzkabel oder Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. Sollte der Schutzkontaktstecker nicht in die Steckdose passen, muss diese von einem Elektriker ausgetauscht werden. * Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement – Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_12-ff4626.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-3/lightning_12-029793.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_192-1267e5.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin1-aacf39.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_viz_key_disposal-1-2/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_11-0331df.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_viz_key_conformity-1-2/). *** | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_viz_key_safety-1-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-3/key_viz_key_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau.   ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ;  * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-8cb582.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_14-e867bd.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_12-67624f.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key)   ![](/img/grandma3/2-3/img_gm3_viz-key_3d-2988aa.png)     | Technical Data |   | | ----------------- | ------------------------------------------------------------ | | Parameters | 512 | | Display | none  | | Operating voltage | USB powered (5V DC) | | Net weight | 0.1 kg / 3.6 oz | | Dimensions | 80 x 51 x 17 mm / 3.2 x 2 x 0.7  in (width x depth x height) | |   |   | # Technische Daten # Technische Daten [Section titled “Technische Daten”](#technische-daten) ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key)   ![](/img/grandma3/2-3/img_gm3_viz-key_3d4-2edfb8.png)     | Technische Daten |   | | ------------------------- | ---------------------------------------------------------- | | Parameter | 512 | | Display | Nein | | Betriebsspannung | USB  (5V DC) | | Gewicht (ohne Verpackung) | 0,1 kg / 3,6 oz | | Maße | 80 x 51 x 17 mm / 3,2 x 2 x 0,7 in (Breite x Tiefe x Höhe) | |   |   | # Données Techniques ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key)   ![](/img/grandma3/2-3/img_gm3_viz-key_3d2-f284e0.png)     | Données Techniques |   | | ------------------ | -------------------------------------------------------------------- | | Paramètres | 512 | | Affichage | aucun | | Tension | USB powered (5V DC) | | Poids net | 0,1 kg / 3,6 oz | | Dimensions | 80 x 51 x 17 mm / 3,2 x 2 x 0,7  in (largeur x profondeur x hauteur) | |   |   | # Transport > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 viz-key must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 viz-key on unstable surfaces; * Do not place any objects on top of the grandMA3 viz-key. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_xport_nodes_limitations/). After the transport check the device. If the device is damaged (dented, bent, or broken), do not connect the grandMA3 viz-key to power! | # Transport > zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. # * Den grandMA3 viz-key während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers\ zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 viz-key nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf den grandMA3 viz-key stellen. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Informationen siehe [Betriebsgrenzen](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_viz_key_limitations-1). Nach dem Transport das Gerät prüfen. Wenn das Gerät beschädigt  (verbeult, verbogen oder gerissenen), den grandMA3 viz-key nicht anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # Transport [Section titled “Transport”](#transport) * La grandMA3 viz-key doit être protégé des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas la grandMA3 viz-key sur des surfaces instables ; * Ne placez aucun objet sur la grandMA3 viz-key.  | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_viz_key_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas la grandMA3 viz-key au réseau électrique ! | # Toleranzen > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # X1 | Clone > X1 | Clone is executor 291. X1 | Clone is executor 291. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | Clone Pressing and holding MA + X1 | Clone enters the Clone keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone | ​For more information about Clone, see the [Clone keyword](/grandma3/2-3/keyword_clone/). ## Location [Section titled “Location”](#location) X1 | Clone is located in the command section. ![](/img/grandma3/2-3/button_x1_v0-1-2d65b8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x1_v0-1-8db4da.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X10 > X10 is executor 192. X10 is executor 192. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X10 is located in the command section. ![](/img/grandma3/2-3/button_x10_v0-1-ef892e.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x10_v0-1-f1e750.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X11 > X11 is executor 193. X11 is executor 193. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X11 is located in the command section. ![](/img/grandma3/2-3/button_x11_v0-1-e360d7.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x11_v0-1-c68720.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X12 > X12 is executor 194. X12 is executor 194. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | |  All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X12 is located in the command section. ![](/img/grandma3/2-3/button_x12_v0-1-a3f27b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x12_v0-1-ae6d2c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X13 | Phaser > X13 | Phaser is executor 195. X13 | Phaser is executor 195. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | Phaser Pressing and holding MA + X13 | Phaser opens the [Phaser Editor](/grandma3/2-3/phaser_editor/). ​For more information about Phasers, see [Phasers](/grandma3/2-3/phaser/) and [Phaser Editor](/grandma3/2-3/phaser_editor/). ## Location [Section titled “Location”](#location) X13 | Phaser is located in the command section. ![](/img/grandma3/2-3/button_x13_v0-1-924ba8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x13_v0-1-e88132.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X14 | Macro > X14 | Macro is executor 196. X14 | Macro is executor 196. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | Macro Pressing and holding MA + X14 | Macro enters the Macro keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Macro | ​For more information about Macro, see the [Macro keyword](/grandma3/2-3/keyword_macro/). Plugin Pressing and holding MA + X14 | Macro + X14 | Macro enters the Plugin keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Plugin | ​For more information about Plugin, see the [Plugin keyword](/grandma3/2-3/keyword_plugin/). Quickey Pressing and holding MA + X14 | Macro + X14 | Macro + X14 | Macro enters the Quickey keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Quickey | ​For more information about Quickey, see the [Quickey keyword](/grandma3/2-3/keyword_quickey/). ## Location [Section titled “Location”](#location) X14 | Macro is located in the command section. ![](/img/grandma3/2-3/button_x14_v0-1-2bd443.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x14_v0-1-45da0b.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X15 | Page > X15 | Page is executor 197. X15 | Page is executor 197. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | |  All Xkeys behave like executors. | Page Pressing and holding MA + X15 | Page enters the Page keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Page | ​For more information about Page, see the [Page keyword](/grandma3/2-3/keyword_page/). ## Location [Section titled “Location”](#location) X15 | Page is located in the command section. ![](/img/grandma3/2-3/button_x15_v0-1-ec5fc7.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x15_v0-1-7ecb09.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X16 | Exec > X16 | Exec is executor 198. X16 | Exec is executor 198. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | Executor Pressing and holding MA + X16 | Exec enters the Executor keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Executor | ​For more information about Executor, see the [Executor keyword](/grandma3/2-3/keyword_executor/). SpecialExecutor Pressing and holding MA + X16 | Exec + X16 | Exec enters the SpecialExecutor keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SpecialExecutor | ​For more information about SpecialExecutor, see the [SpecialExecutor keyword](/grandma3/2-3/keyword_specialexecutor/). FaderMaster Pressing and holding MA + X16 | Exec + X16 | Exec + X16 | Exec enters the FaderMaster keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderMaster | ​For more information about FaderMaster, see the [FaderMaster keyword](/grandma3/2-3/keyword_fadermaster/). ## Location [Section titled “Location”](#location) X16 | Exec is located in the command section. ![](/img/grandma3/2-3/button_x16_v0-1-e56bf1.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x16_v0-1-5f2f77.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X2 | Link > X2 | Link is executor 292. X2 | Link is executor 292. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | ## Location [Section titled “Location”](#location) X2 | Link is located in the command section. ![](/img/grandma3/2-3/button_x2_v0-1-731689.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x2_v0-1-2939cf.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X3 | Grid > X3 | Grid is executor 293. X3 | Grid is executor 293. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | # X4 | Layout > X4 | Layout is executor 294. X4 | Layout is executor 294. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | Layout Pressing and holding MA + X4 | Layout enters the Layout keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Layout | ​For more information about Layout, see the [Layout keyword](/grandma3/2-3/keyword_layout/). Appearance Pressing and holding MA + X4 | Layout + X4 | Layout enters the Appearance keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Appearance | ​For more information about Appearance, see the [Appearance keyword](/grandma3/2-3/keyword_appearance/). Scribble Pressing and holding MA + X4 | Layout + X4 | Layout + X4 | Layout enters the Scribble keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Scribble | ​For more information about Scribble, see the [Scribble keyword](/grandma3/2-3/keyword_scribble/). ## Location [Section titled “Location”](#location) X4 | Layout is located in the command section. ![](/img/grandma3/2-3/button_x4_v0-1-ed9138.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x4_v0-1-3f4d74.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X5 | Step > X5 | Step is executor 295. X5 | Step is executor 295. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | Step Pressing and holding MA + X5 | Step enters the Step keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Step | ​For more information about Step, see the [Step keyword](/grandma3/2-3/keyword_step/). ## Location [Section titled “Location”](#location) X5 | Step is located in the command section. ![](/img/grandma3/2-3/button_x5_v0-1-c41cc7.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x5_v0-1-649158.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X6 | TC > X6 | TC is executor 296. X6 | TC is executor 296.  | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors.  | Timecode Pressing and holding MA + X6 | TC enters the Timecode keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Timecode | ​For more information about Timecode, see the [Timecode keyword](/grandma3/2-3/keyword_timecode/). TimecodeSlot Pressing and holding MA + X6 | TC + X6 | TC enters the TimecodeSlot keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>TimecodeSlot | ​For more information about TimecodeSlot, see the [TimecodeSlot keyword](/grandma3/2-3/keyword_timecodeslot/). Timer Pressing and holding MA + X6 | TC + X6 | TC + X6 | TC enters the Timer keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Timer | ​For more information about Timer, see the [Timer keyword](/grandma3/2-3/keyword_timer/). ## Location [Section titled “Location”](#location) X6 | TC is located in the command section. ![](/img/grandma3/2-3/button_x6_v0-1-284d95.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x6_v0-1-4a251c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X7 | View > X7 | View is executor 297. X7 | View is executor 297. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | |  All keys behave like executors. | View Pressing and holding MA + X7 | View enters the View keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>View | ​For more information about View, see the [View keyword](/grandma3/2-3/keyword_view/). ViewButton Pressing and holding MA + X7 | View + X7 | View enters the ViewButton keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ViewButton | ​For more information about ViewButton, see the [ViewButton keyword](/grandma3/2-3/keyword_viewbutton/). ScreenContent Pressing and holding MA + X7 | View + X7 | View + X7 | View enters the ScreenContent keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ScreenContent | ​For more information about ScreenContent, see the [ScreenContent keyword](/grandma3/2-3/keyword_screencontent/). ## Location [Section titled “Location”](#location) X7 | View is located in the command section. ![](/img/grandma3/2-3/button_x7_v0-1-4b1855.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x7_v0-1-987424.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X8 | DMX > X8 | DMX is executor 298. X8 | DMX is executor 298. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | DMXUniverse Pressing and holding MA + X8 | DMX enters the DMXUniverse keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DMXUniverse | ​For more information about DMXUniverse, see the [DMXUniverse keyword​](/grandma3/2-3/keyword_dmx_universe/). DMXAddress Pressing and holding MA + X8 | DMX + X8 | DMX enters the DMXAddress keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DMXAddress | ​For more information about DMXAddress, see the [DMXAddress keyword](/grandma3/2-3/keyword_dmx_address/). ## Location [Section titled “Location”](#location) X8 | DMX is located in the command section. ![](/img/grandma3/2-3/button_x8_v0-1-5dd76d.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x8_v0-1-85b360.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X9 > X9 is executor 191. X9 is executor 191. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X9 is located in the command section. ![](/img/grandma3/2-3/button_x9_v0-1-1f3bda.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_x9_v0-1-fb25c1.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Xkeys > Pressing Xkeys enters the Xkeys keyword into the command line. Pressing Xkeys enters the Xkeys keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>XKeys | ## Location [Section titled “Location”](#location) Xkeys is located in the command section. ![](/img/grandma3/2-3/button_xkeys_v0-1-b9ccc3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-3/buttons_wings_xkeys_v0-1-457dee.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) \*\*Manufacturer: \*\* MA Lighting Technology GmbH Dachdeckerstraße 16\ 97297 Waldbüttelbrunn \ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.    Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-3/img_signature_m-adenau-866ce5.png)  ![](/img/grandma3/2-3/ma_logo_120-93af1f.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.   Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-3/img_signature_m-adenau5-32d235.png)  ![](/img/grandma3/2-3/ma_logo_1205-fd63b4.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-3/img_signature_m-adenau3-df9b81.png)  ![](/img/grandma3/2-3/ma_logo_1203-517153.png) # Maintenance \*\*\ \*\* | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | * Disconnect power supply before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleaner or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät vom Netz trennen (Netzstecker ziehen). * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Quick Start > grandMA3 4Port Node front panel ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d_callouts-b08259.png) *grandMA3 4Port Node front panel* 1. Display  2. Rotary knob   ![](/img/grandma3/2-3/img_gm3_8port_node_rear_callouts-85df37.png) *grandMA3 8Port Node rear panel* 1. Power switch 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. [Ethernet](/grandma3/2-3/fs_connect_ethernet/) with [L (link) and G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/#Ethernet_LEDs) 4. [USB port](/grandma3/2-3/fs_connect_usb/) 5. [DMX](/grandma3/2-3/fs_connect_dmx/)   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Connect the grandMA3 xPort Node with your PC or laptop (with an onPC software), or a grandMA3 console using etherCON/RJ45 connector. 5. Start the grandMA3 console or grandMA3 onPC. 6. Switch on the grandMA3 xPort Node: \ -Insert powerCON TRUE1 into the corresponding jack. \ -Connect the main power plug.\ -Turn on the power switch:\ -Set it to position **I**.\ -The power switch lights up in red.\ OR  \ Connect the grandMA3 xPort Node PoE with a PoE switch, or a PoE injector. 7. The device starts booting.  8. To make basic settings, turn the rotary knob on the front panel of the device. 9. To turn off the grandMA3 xPort Node, set the power switch to position **O** or disconnect the RJ45 connector to turn off the grandMA3 xPort Node PoE. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** You can disconnect the grandMA3 xPort Node using the grandMA3 console or the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Turn on the grandMA3 device.  6. The grandMA3 device starts to boot. 7. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Control other MA Devices](/grandma3/2-3/comad_xport_nodes/) * [Update the Software](/grandma3/2-3/update/) * [Network Update](/grandma3/2-3/update_network/) # Quick Start > grandMA3 4Port Node Vorderseite #   ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d_callouts5-392bdc.png) *grandMA3 4Port Node Vorderseite* 1. Display 2. Drehregler ![](/img/grandma3/2-3/img_gm3_8port_node_rear_callouts5-bb8ac6.png) *grandMA3 8Port Node Rückseite* 1. Netzschalter 2. [powerCON TRUE1](/grandma3/2-3/key_power/) 3. [Ethern](/grandma3/2-3/fs_connect_ethernet/)[et mit ](/grandma3/2-3/fs_connect_ethernet/)[L (link) und G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 4. [USB-Anschluss](/grandma3/2-3/fs_connect_usb/) 5. [DMX](/grandma3/2-3/fs_connect_dmx/)   ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Den grandMA3 xPort Node mit dem PC, Laptop, oder einer grandMA3 Konsole mit einem etherCON/RJ45-Stecker verbinden. 5. Die grandMA3 Konsole oder grandMA3 onPC einschalten. 6. Den grandMA3 xPort Node einschalten: \ -powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. \ -Hauptstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen. \ -Netzschalter leuchtet rot.\ ODER\ -Den grandMA3 xPort Node PoE direkt über einen PoE Switch oder PoE Injector ans Netz anschließen. 7. Das Gerät startet. 8. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 9. Um den grandMA3 xPort Node auszuschalten, Netzschalter auf **O** stellen oder beim grandMA3 xPort Node PoE den RJ45 Stecker ziehen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sie können den grandMA3 xPort Node ebenfalls über die grandMA3 Konsole oder grandMA3 onPC Software deaktivieren. Der DMX-Ausgang wird dann abrupt unterbrochen.   | ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Das grandMA3 Gerät einschalten. 6. Das grandMA3 Gerät bootet. 7. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-3/control_other_ma_devices/) und [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.3/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide De Démarrage > grandMA3 4Port Node panneau avant # ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d_callouts3-124e71.png) \_grandMA3 4Port Node \_panneau avant 1. Affichage 2. Bouton rotatif ![](/img/grandma3/2-3/img_gm3_8port_node_rear_callouts3-b2f64a.png) \_grandMA3 8Port Node \_panneau arrière 1. Interrupteur de courant 2. [powerCON TRUE1](/grandma3/2-3/fs_connect_power/) 3. [Ethernet avec ](/grandma3/2-3/fs_connect_ethernet/)[L (link) et G (gigabit) LEDs](/grandma3/2-3/fs_connect_ethernet/) 4. [USB port](/grandma3/2-3/fs_connect_usb/) 5. [DMX](/grandma3/2-3/fs_connect_dmx/)   ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Brancher la xPort Node grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 5. Démarrer la console grandMA3 ou le logiciel grandMA3 onPC. 6. Allumer la xPort Node grandMA3: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge.\ OU\ Connecter la xPort Node PoE grandMA3 au réseau électrique à l’aide d’un commutateur PoE ou d’un injecteur PoE. 7. L’appareil se met en marche. 8. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 9. Pour éteindre la xPort Node grandMA3, mettre l’intérupteur en position **O**. Pour éteindre la xPort Node PoE grandMA3, débrancher le connecteur RJ45. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Vous pouvez déconnecter la xPort Node grandMA3 en utilisant le logiciel de la grandMA3 onPC. La sortie DMX sera alors interrompue immédiatement.    | ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire\ racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Allumer l’appareil grandMA3. 6. L’appareil grandMA3 commence à démarrer. 7. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-3/comad_xport_nodes/) et [Update the Software](/grandma3/2-3/update/) via [Network Update](/grandma3/2-3/update/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.3/HTML/help.html). | # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive.  If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 nodes and grandMA3 onPC nodes – 8Port Node, 4Port Node and 2Port Node – control all kinds of lighting genres such as conventional, moving lights, L The grandMA3 nodes and grandMA3 onPC nodes – **8Port Node, 4Port Node and 2Port Node** – control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Verwendungszweck > Die grandMA3 xPort Nodes und grandMA3 onPC xPort Nodes steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnlic ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 xPort Nodes und grandMA3 onPC xPort Nodes steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les Nodes grandMA3 et grandMA3 onPC xPort Nodes contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidé Les Nodes grandMA3 et grandMA3 onPC xPort Nodes contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Caution:** Higher temperatures can stress the cooling system of the device and destroy hardware components.  | Storage / Transport: -10 °C up to +50 °C / 14 °F up to 122 °F ### **Humidity** [Section titled “Humidity”](#humidity) Operation: 20 % up to 90 % relative humidity (no condensation) Storage / Transport: 10 % up to 90 % relative humidity (no condensation) ### **Environment​** [Section titled “Environment​”](#environment) * Follow all safety instructions; * Only use the device within its operating limits; * Only use the device indoors;  * Air must be free of dust and any hazardous or explosive substances;  * Avoid jolting;   * This device is not protected against splash water. Do not use it near water;  * Do not use the device in rain or moisture; * Do not place the device where it can come in contact with corrosive gases or saline air as this can cause maloperation. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Safety > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_1-79fbcd.png) **Warning** – Danger area  *** ![lightning](/img/grandma3/2-3/lightning_1-b3cb38.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-3/danger-of-electric-shock_11-a6f7af.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin-adee34.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-3/key_xport_nodes_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_1-482e12.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-3/key_xport_node_conformity/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Operating voltage ON/OFF.   | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-3/key_xport_nodes_safety/#general_safety_instructions) further down and [Limitations](/grandma3/2-3/key_xport_nodes_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions.   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  |   ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, switches, connectors, or rotary knob; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets. * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or the main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sécurité > Avertissement – Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_13-75c560.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-3/lightning_13-fac558.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-3/danger-of-electric-shock_131-80a929.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin3-3574ac.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-3/key_xport_node_conformity-1-2/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_13-fce583.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-3/key_xport_node_conformity-1-2/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Tension de service Marche / Arrêt   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-3/key_xport_nodes_safety-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-3/key_xport_nodes_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) |  **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.   | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ;  * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheit > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-3/exclamation_mark_15-f2a208.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-3/lightning_15-c950dd.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-3/danger-of-electric-shock_121-7a2c0d.png) *** ![icon\_garbage\_bin](/img/grandma3/2-3/icon_garbage_bin5-c17112.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-3/key_xport_nodes_disposal-1/). ***  ![ce\_and\_fcc](/img/grandma3/2-3/ce_and_fcc_15-9ace12.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-3/key_xport_node_conformity-1/).  *** ![on\_off](/img/grandma3/2-3/on_off_15-2217a4.png) Betriebsspannung AN/AUS   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam lesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-3/key_xport_nodes_safety-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-3/key_xport_nodes_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen). * Bei längerer Nichtverwendung Gerät vom Netz trennen (Netzstecker ziehen). * Vor dem Reinigen Gerät vom Netz trennen (Netzstecker ziehen). * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Kraft auf Tasten, Knöpfe, Schalter, Verbinder oder Drehknöpfe ausüben. * Sind Netzkabel oder Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. Sollte der Schutzkontaktstecker nicht in die Steckdose passen, muss diese von einem Elektriker ausgetauscht werden. * Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-3/question_mark_1-552f3a.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-3/question_mark_13-f85631.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-3/question_mark_15-641b67.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Technical Data | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** grandMA3 nodes PoE can also be powered by a direct power connection using a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | *** | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Use the USB port for updates only. Do not connect any peripheral devices (for example, mouse, keyboard). Each 5pin DMX512-A Out can be individually configured as DMX In.\*\* \*\* | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   **grandMA3 8Port Node and grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d-8e0fa1.png) *grandMA3 8Port Node – front panel* | Technical Data |   | | ----------------------------------- | ---------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 8Port Node and Outputs grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port_node_rear_3-d99cc0.png) *grandMA3 8Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x  | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 4Port Node and grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port-node_front_3d-71270c.png) *grandMA3 4Port Node – front panel* | Technical Data |   | | ----------------------- | --------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 4Port Node and grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port_node_rear_3-fd3289.png) *grandMA3 4Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x  | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 2Port Node and grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port-node_front_3d-f8b756.png) *grandMA3 2Port Node – front panel* | Technical Data |   | | ----------------------- | --------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 2Port Node and grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port_node_rear_3-c63deb.png) *grandMA3 2Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 onPC 8Port Node 4k and grandMA3 onPC 8Port Node 4k PoE** | Technical Data |   | | ----------------------------------- | ---------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (width x depth x height) | **grandMA3 onPC 4Port Node 4k and grandMA3 onPC 4Port Node 4k PoE** | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **grandMA3 onPC 2Port Node 2k and grandMA3 onPC 2Port Node 2k PoE** | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | # Technische Daten > grandMA3 8Port Node und grandMA3 8Port Node PoE # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hinweis:** Die grandMA3 xPort Nodes PoE können auch durch einen PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). Jeder 5-polige DMX512-A Out kann auch als DMX In konfiguriert werden. | * DMX: maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m.   **grandMA3 8Port Node und grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d5-b72453.png) *grandMA3 8Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 482 x 189 x 43 mm / 19 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 8Port Node und grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port_node_rear_21-0acd13.png) *grandMA3 8Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 4Port Node und grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port-node_front_3d5-d162e4.png) *grandMA3 4Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | -------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 4Port Node und grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port_node_rear_21-46dda6.png) *grandMA3 4Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 2Port Node und grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port-node_front_3d5-327add.png) *grandMA3 2Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 2Port Node und grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port_node_rear_21-9f2444.png) *grandMA3 2Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 onPC 8Port Node 4k und grandMA3 onPC 8Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 482 x 189 x 43 mm / 19 x 8 x 2 in (Breite x Tiefe x Höhe) | **grandMA3 onPC 4Port Node 4k und grandMA3 onPC 4Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | -------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **grandMA3 onPC 2Port Node 4k und grandMA3 onPC 2Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | # Données Techniques > grandMA3 8Port Node et grandMA3 8Port Node PoE # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Indice:** Les xPort Nodes PoE grandMA3 peuvent être alimentés par une connexion électrique directe utilisant un commutateur PoE ou un injecteur PoE. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** Utilisez le port USB uniquement pour les mises à jour. Ne connectez aucun périphérique (par exemple, souris, clavier). Chaque sortie DMX512-A à 5 broches peut être configurée individuellement comme entrée DMX.  | * DMX: la longueur maximale du câble est de 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   **grandMA3 8Port Node et grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port-node_front_3d3-d23fbe.png) *grandMA3 8Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ------------------------------------------------------------------ | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 8Port Node et grandMA3 8Port Node PoE** ![](/img/grandma3/2-3/img_gm3_8port_node_rear_32-4e83ed.png) *grandMA3 8Port Node – panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 4Port Node et grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port-node_front_3d3-85d507.png) *grandMA3 4Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 4Port Node et grandMA3 4Port Node PoE** ![](/img/grandma3/2-3/img_gm3_4port_node_rear_32-92d872.png) *grandMA3 4Port Node –panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 2Port Node et grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port-node_front_3d3-babafd.png) *grandMA3 2Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 2Port Node et grandMA3 2Port Node PoE** ![](/img/grandma3/2-3/img_gm3_2port_node_rear_32-680df9.png) *grandMA3 2Port Node –Panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 onPC 8Port Node 4k et grandMA3 onPC 8Port Node 4k PoE** | Données Techniques |   | | ------------------------------- | ------------------------------------------------------------------ | | Paramètres | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (largeur x profondeur x hauteur) | **grandMA3 onPC 4Port Node 4k et grandMA3 onPC 4Port Node 4k PoE** | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **grandMA3 onPC 2Port Node 2k et grandMA3 onPC 2Port Node 2k PoE** | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | # Transport > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 xPort Nodes must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 xPort Nodes on unstable surfaces; * Do not place any objects on top of the grandMA3 xPort Nodes. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-3/key_xport_nodes_limitations/). -After the transport check the device. -If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 xPort Node to power! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # * Les grandMA3 xPort Nodes doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Nodes sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Nodes.  | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node au réseau électrique ! | # Transport * Die grandMA3 xPort Nodes während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Nodes nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Nodes stellen. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-3/key_consoles_limitations-1/). - Nach dem Transport das Gerät prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Keys > A shortcut is a series of one or several keys that invoke the software to perform a pre-programmed action. A shortcut is a series of one or several keys that invoke the software to perform a pre-programmed action. In grandMA3, we differentiate between the term key and button. A key is a (hard) key on the console or on the (integrated) keyboard. A button is an element in the User Interface. The keys F9, F10, F11, Pause and Print Screen provide system-wide shortcuts on all operating systems always available in all contexts as long as the program is running. These shortcuts cannot be edited. The following shortcuts are available on all OS through several input methods: **Desk lock:** * Keyboard * F9  * Pause  * Key * MA + MA + Pause | Fix * Button * Lock **Toggle keyboard shortcuts:** * Keyboard * F10 * Button * ShCuts **Print screen:** * Keyboard * F11 * Print **Reload UI (If the color theme is set to unreadable values):** * Key * MA + MA + Clear | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Shift keys on the keyboard correspond with the MA keys on the console. | All other shortcuts can be edited by the user. For more information on see [Keyboard Shortcuts](/grandma3/2-3/do_shortcuts_keyboard/).  This overview displays shortcuts for a quick execution of commands. | Press key | Command | Description | | ---------------------------------------------------------------------------- | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | . | . | Enters . \[Dot] into the command line. For more information see the [. \[Dot\] keyword](/grandma3/2-3/keyword_dot/). | | . . | Zero | Sets the dimmer value of the selected fixtures to 0. | | MA . | Default | Sets the attributes to their default values. | | <<< | <<< | Enters <<< \[GoFastBackward] into the command line. For more information see the [<<< \[GoFastBackward\] keyword](/grandma3/2-3/keyword_gofastbackward/). | | Press and hold <<< | | Allows several successive operations. | | MA <<< | Black | Enters Black into the command line. For more information see the [Black keyword](/grandma3/2-3/keyword_black/). | | Press and hold <<< | | Allows several successive operations. | | >>> | >>> | Enters >>> \[GoFastForward] into the command line. For more information see the [>>> \[GoFastBackward\] keyword](/grandma3/2-3/keyword_gofastforward/). | | Press and hold >>> | | Allows several successive operations. | | MA >>> | Flash | Enters Flash into the command line. For more information see the [Flash keyword](/grandma3/2-3/keyword_flash/). | | Press and hold >>> | | Allows several successive operations. | | - | - | Enters - \[Minus] into the command line. For more information see the [- \[Minus\] keyword](/grandma3/2-3/keyword_minus/). | | - - | At Percent - 10 | Decreases the intensity of the selected fixtures by 10%. | | MA- | Previous | Enters the Previous keyword in the command line. For more information see [Previous keyword](/grandma3/2-3/keyword_previous/). | | + | + | Enters + \[Plus] into the command line. For more information see the [Plus keyword](/grandma3/2-3/keyword_plus/). | | + + | At Percent + 10 | Increases the intensity of the selected fixtures by 10%. | | MA+ | Next | Enters the Next keyword in the command line. For more information see [Next keyword](/grandma3/2-3/keyword_nexty/). | | / | / | Enters / \[Slash] into the command line. For more information see the [/ \[Slash\] keyword](/grandma3/2-3/keyword_slash/). | | MA / | \* | Enters \* \[Asterisk] into the command line. For more information see the [\* \[Asterisk\] keyword](/grandma3/2-3/keyword_asterisk/). | | At | At | Enters At into the command line. For more information see the [At keyword](/grandma3/2-3/keyword_at/). | | At At | Normal | Sets the intensity to the Normal value in the selected fixtures. | | MA At | Integrate | Enters Integrate into the command line. For more information see the [Integrate keyword](/grandma3/2-3/keyword_integrate/). | | MA At At | Extract | Enters Extract into the command line. For more information see the [Extract keyword](/grandma3/2-3/keyword_extract/). | | Press and hold At |   | Opens the At Filter Overlay. For more information see [At Filter](/grandma3/2-3/worldfilter_at_filter/). | | Store At | /Embed | Enters /Embed into the command line. For more information see the [/Embed option keyword](/grandma3/2-3/ok_embed/). | | Assign | Assign | Enters Assign into the command line. For more information see the [Assign keyword](/grandma3/2-3/keyword_assign/). | | Assign Assign | Label | Enters Label into the command line. For more information see the [Label keyword](/grandma3/2-3/keyword_label/). | | MA Assign | Set | Enters Set into the command line. For more information see the [Set keyword](/grandma3/2-3/keyword_set/).  | | Press and hold Assign | | Allows several successive operations. | | Align | Align | Cycles through the different align modes. | | Press and hold Align | Align “Off” | Sets the align mode to off. | | MA Align | AlignTransition | Cycles through the different align transitions. | | Press and hold MA Align | AlignTransition “Linear” | Sets the align transition to linear. | | Blind | Blind | Toggles the blind mode. For more information see the [Blind keyword](/grandma3/2-3/keyword_blind/).  | | Clear | Clear | Clears the selected fixtures. For more information see the [Clear keyword](/grandma3/2-3/keyword_clear/). | | Clear Clear | Clear | Clears the active values. For more information see the [Clear keyword](/grandma3/2-3/keyword_clear/). | | Clear Clear Clear | Clear | Clears the programmer. For more information see the [Clear keyword](/grandma3/2-3/keyword_clear/). | | Press and hold Clear | ClearAll | Clears the programmer and command filter. You can also press 3 x Clear. For more information see the [ClearAll keyword](/grandma3/2-3/keyword_clear_all/). | | Channel | Channel | Enters Channel into the command line. For more information see the [Channel keyword](/grandma3/2-3/keyword_channel/).  | | Channel Channel | ChannelUniversaland other ID types in use | Pressing Channel repeatedly switches through Channel, Universal, and other ID types in use. If ID types are not assigned to patched fixtures, they are not use and hence will not be toggled in the command line. For more information see the [Channel key](/grandma3/2-3/key_channel/), [Universal keyword](/grandma3/2-3/keyword_universal/), [Command Line - Change the Default Keyword](/grandma3/2-3/ws_ui_command_line/). | | Copy | Copy | Enters Copy into the command line. For more information see the [Copy keyword](/grandma3/2-3/keyword_copy/).  | | Copy Copy | Paste | Enters Paste into the command line. For more information see the [Paste keyword](/grandma3/2-3/keyword_paste/). | | Copy Copy Copy | Insert | Enters Insert into the command line. For more information see the [Insert keyword](/grandma3/2-3/keyword_insert/). | | MA Copy | Cut | Enters cut into the command line. For more information see the [Cut keyword](/grandma3/2-3/keyword_cut/). | | Press and hold Copy | | Allows several successive operations. | | Ctrl |   | Press and hold to use multi-selection in sheets. To initiate a clean start press and hold when the Mode Selector pop-up appears during the boot process. | | Cue | Cue | Enters Cue into the command line. For more information see the [Cue keyword](/grandma3/2-3/keyword_cue/). | | Cue Cue | Part | Enters Part into the command line. For more information see the [Part keyword](/grandma3/2-3/keyword_part/).  | | MA Cue | Programmer | Enters Programmer into the command line. For more information see the [Programmer keyword](/grandma3/2-3/keyword_programmer/).  | | Down | Down | Navigates downward in the structure of fixtures or subfixtures. | | Delete | Delete | Enters Delete into the command line. For more information see the [Delete keyword](/grandma3/2-3/keyword_delete/).  | | Delete Delete | Remove | Enters Remove into the command line. For more information see the [Remove keyword](/grandma3/2-3/keyword_remove/).  | | Delete Delete Delete | Release | Enters Release into the command line. For more information see the [Release keyword](/grandma3/2-3/keyword_release/). | | Press and hold Delete | | Allows several successive operations. | | ESC |   | Closes pop-ups, returning keyboard focus to the command line. If there are no open pop-ups, ESC will delete unexecuted commands in the command line. | | Press and hold for 5 seconds MAESC-or-Press and hold for 5 seconds  ShiftESC | | Cancels operations that take a longer period of time to process. For example, such operations are copying or storing large amount of data.  | | Edit | Edit | Enters Edit into the command line. For more information see the [Edit keyword](/grandma3/2-3/keyword_edit/). | | Edit Edit | EditSetting | Enters EditSetting into the command line. For more information see the [EditSetting keyword](/grandma3/2-3/keyword_editsetting/).  | | MAEdit | EditRecipe | Enters EditRecipe into the command line. For more information see the [EditRecipe keyword](/grandma3/2-3/keyword_editrecipe/). | | Freeze | Freeze | Toggles the Freeze function. | | Full | Full | Sets the intensity to 100% in the selected fixtures. For more information see the [Full keyword](/grandma3/2-3/keyword_full/). | | Fixture | Fixture | Enters Fixture into the commnd line. For more information see the [Fixture keyword](/grandma3/2-3/keyword_fixture/).  | | Fixture Fixture | Selection | Enters Selection into the command line. For more information see [Selection keyword](/grandma3/2-3/keyword_selection/).  | | FixtureFixture Fixture | Collection | Enters Collection into the command line. For more information see the [Collection keyword](/grandma3/2-3/keyword_collection/).  | | Group | Group | Enters Group into the commnd line. For more information see the [Group keyword](/grandma3/2-3/keyword_group/). | | Group Group | World | Enters World into the command line. For more information see the [World keyword](/grandma3/2-3/keyword_world/). | | Group Group Group | Filter | Enters Filter into the command line. For more information see the [Filter keyword](/grandma3/2-3/keyword_filter/). | | MA Group | Tag | Enters Tag into the command line. For more information see the [Tag keyword](/grandma3/2-3/keyword_tag/). | | Goto | Goto | Enters Goto into the command line. For more information see the [Goto keyword](/grandma3/2-3/keyword_goto/).  | | Goto Goto | Load | Enters Load into the command line. For more information see the [Load keyword](/grandma3/2-3/keyword_load/).  | | MA Goto Goto | Loaded | Enters Loaded into the command line. For more information see the [Loaded keyword](/grandma3/2-3/keyword_loaded/).  | | Go+ \[Large] | Go+ Executor | Executes Go+ Executor into the command line and affects the selected sequence. For more information see the [Go+ keyword](/grandma3/2-3/keyword_goplus/). | | MA Go+ \[Large] | Go+ Loaded | Executes Go+ Loaded into the command line. For more information see the  [Loaded keyword](/grandma3/2-3/keyword_loaded/).  | | Go- \[Large] | Go- Executor | Executes Go- Executor into the command line and affects the selected sequence. For more information see the [Go- keyword](/grandma3/2-3/keyword_gominus/).  | | Go+ \| Temp | Go+ | Enters Go+ into the command line. For more information see the [Go+ keyword](/grandma3/2-3/keyword_goplus/).  | | Press and hold Go+ \| Temp | | Allows several successive operations. | | Go+ \| TempGo+ \| Temp | Unpark | Enters Unpark into the command line. For more information see the [Unpark keyword](/grandma3/2-3/keyword_unpark/).  | | MA Go+ \| Temp | Temp | Enters Temp into the command lilne. For more information see the [Temp keyword](/grandma3/2-3/keyword_temp/).  | | Press and hold MAGo+ \| Temp | | Allows several successive operations. | | MA Go+ \| Temp Go+ \| Temp | Toggle | Enters Toggle into the command line. For more information see the [Toggle keyword](/grandma3/2-3/keyword_toggle/).  | | Go- \| Top | Go- | Enters the Go- into the command line. For more information see the [Go- keyword](/grandma3/2-3/keyword_gominus/).  | | Press and hold Go- \| Top | | Allows several successive operations. | | MA Go- \| Top | Top | Enters Top into the command line. For more information see the [Top keyword](/grandma3/2-3/keyword_top/).  | | Press and hold MA Go- \| Top | | Allows several successive operations. | |  MA Go- \| Top Go- \| Top | Kill | Enters Kill into the command line. For more information see the [Kill keyword](/grandma3/2-3/keyword_kill/).  | | Help | Help | Enters Help into the command line. For more information see the [Help keyword](/grandma3/2-3/keyword_help/).  | | Highlt | Highlight | Toggles the highlight function on and off. For more information see the [Highlight keyword](/grandma3/2-3/keyword_highlight/).  | | MA Highlt | Lowlight | Toggles the lowlight function on and off. For more information see the [Lowlight keyword](/grandma3/2-3/keyword_lowlight/).  | | If | IfOutput If EndIf | If the command line is empty, IfOutput will be entered into the command line. For more information see the [IfOutput keyword](/grandma3/2-3/keyword_ifoutput/). If any other command has already been entered, pressing If again will enter If into the command line. For more information see the [If keyword](/grandma3/2-3/keyword_if/).  If If has already been entered into the command line, pressing If will enter EndIf into the command line. For more information see the [EndIf keyword](/grandma3/2-3/keyword_endif/). | | If If | IfActive | Enters IfActive command into the command line. For more information see the IfActive keyword.  | | If If If | IfProgammer | Enters IfProgrammer into the command line. For more information see the [IfProgrammer keyword](/grandma3/2-3/keyword_ifprogrammer/).  | | If If If If | If | Enters If into the command line. For more Information see the [If keyword](/grandma3/2-3/keyword_if/).  | | Learn \| Rate1 | LearnSpeed | Enters LernSpeed into the command line. For more information see the [LearnSpeed keyword](/grandma3/2-3/keyword_learnspeed/). | | Press and hold Learn \| Rate1 | | Allows several successive operations. | | MA Learn \| Rate1 | Rate1 | Enters Rate1 into the command line. For more information see the [Rate1 keyword](/grandma3/2-3/keyword_rate/).  | | Press and hold Learn \| Rate1 | | Allows several successive operations. | | List | List | Enters List into the command line. For more information see the [List keyword](/grandma3/2-3/keyword_list/).  | | MA List | ListReference | Enters ListReference into the command line. For more information see the [ListReference keyword](/grandma3/2-3/keyword_listreference/).  | | Press and hold MA + any other key | | Pressing and holding MA in combination with other keys provides shortcuts to other functions. It works the same as using Shift on a keyboard. | | Press and hold MA | | If the name of a pool object is hidden or the pool object displays a custom name, pressing and holding MA displays the name of media files. This works with the following pools: Appearance pool, Gobo pool, Image pool, Mesh pool, Sound pool, and Symbol pool. It willl also show numbers of assigned objects on view buttons and scroll thorugh the address string of the assigned object on executors if they are in other data pools. | | MA Please |   | Sets focus to the command line. | | Menu |   | Opens the menu pop-up. | | Menu Menu | SaveShow | Saves the show file using the current name. For more information see the [SaveShow keyword](/grandma3/2-3/keyword_saveshow/). | | Move | Move | Enters Move into the command line. For more information see the [Move keyword](/grandma3/2-3/keyword_move/). | | Move Move | Exchange | Enters Exchange into the command line. For more information see the [Exchange keyword](/grandma3/2-3/keyword_exchange/).  | | Press and hold Move | | Allows several successive operations. | | Next | Next | Enters Next into the command line. For more information see the [Next keyword](/grandma3/2-3/keyword_nexty/).  | | MA Next | Next Step | Enters Next Step into the command line. For more information see the [Step keyword](/grandma3/2-3/keyword_step/).  | | Oops | Oops | Undoes the last operation or selection. For more information see the [Oops keyword](/grandma3/2-3/keyword_oops/).  | | Press and hold Oops |   | Opens the Oops window. | | On | On | Enters On into the command line. For more information see the [On keyword](/grandma3/2-3/keyword_on/).  | | OnOn | Call | Enters Call into the command line. For more iformation see the [Call](/grandma3/2-3/keyword_call/)[ keyword](/grandma3/2-3/keyword_call/).  | | Press and hold On | | Allows several successive operations. | | Off | Off | Enters Off into the command line. For more information see the [Off keyword](/grandma3/2-3/keyword_off/).  | | Off Off |   | Opens the Off Menu. | | MA Off | Deactivate | Enters Deactivate into the command line. For more information see the [Deactivate keyword](/grandma3/2-3/keyword_deactivate/). | | MA MA Off |   | Closes any active RemoteHID connections. | | Press and hold Off | | Allows several successive operations. | | | | | | Pause \[Large] | Pause Executor | Toggles pause on and off in the selected sequence. For more information see the [Pause keyword](/grandma3/2-3/keyword_pause/). | | Pause \| Fix | Pause | Enters Pause into the command line. For more information see the [Pause keyword](/grandma3/2-3/keyword_pause/).  | | Press and hold Pause \| Fix | | Allows several successive operations. | | Pause \| Fix Pause \| Fix | Park | Enters Park into the command line. For more information see the [Park keyword](/grandma3/2-3/keyword_park/). | | MA Pause \| Fix | Fix | Enters Fix into the command line. For more information see the [Fix keyword](/grandma3/2-3/keyword_fix/). | | MA MA Pause \| Fix |   | Toggles the desk lock. | | Press and hold MAPause \| Fix | | Allows several successive operations. | | Page+ | Next Page | Calls the next page. For more information see the [Page keyword](/grandma3/2-3/keyword_page/).  | | Page-  | Previous Page | Calls the previous page. For more information see the [Previous keyword](/grandma3/2-3/keyword_previous/). | | Press and hold Page-  | Page | Calls page 1. | | Please |   | Executes the command entered in the command line. | | Please Please |   | Activates all attributes in the selected fixtures. If you keep on repeatedly pressing Please, the activation will be toggled. | | Power |   | Powers up or powers down the console.  | | Preset + 1 , 2  | Select EncoderBank 1, 2 | Changes between encoder banks. | | Preset | Preset | Enters Preset into the command line. For more information see the [Preset keyword](/grandma3/2-3/keyword_preset/). | | Preset Preset | Attribute | Enters Attribute in the command line. For more information see the [Attribute keyword](/grandma3/2-3/keyword_attribute/). | | Preset Preset Preset | Gel | Enters Gel into the command line. For more information see the [Gel keyword](/grandma3/2-3/keyword_gel/). | | MA Preset | FeatureGroup | Enters FeatureGroup into the command line. For more information see the [FeatureGroup keyword](/grandma3/2-3/keyword_featuregroup/). | | MA Preset Preset | DataPool | Enters DataPool into the command line. For more information see the [DataPool keyword](/grandma3/2-3/keyword_datapool/).  | | Prev | Previous | Selects the previous fixture. For more information see the [Previous keyword](/grandma3/2-3/keyword_previous/) .  | | MA Prev | Previous Step | Selects the previous step. For more information see the [Step keyword](/grandma3/2-3/keyword_step/). | | Select | Select | Enters Select into the command line. For more information see the [Select keyword](/grandma3/2-3/keyword_select/).  | | Select Select | Collect | Enters Collect into the command line. For more information see the [Collect keyword](/grandma3/2-3/keyword_collect/).  | | Press and hold Select | | Allows several successive operations. | | SelFix | SelectFixtures | Enters SelectFixtures into the command line. For more information see the [SelectFixtures keyword](/grandma3/2-3/keyword_selectfixtures/). | | SelFix SelFix | Shuffle | Enters Shuffle into the command line. For more information see the [Shuffle keyword](/grandma3/2-3/keyword_shuffle/). | | Press and hold SelFix | | Allows several successive operations. | | Sequ | Sequence | Enters Sequence into the command line. For more information see the [Sequence keyword](/grandma3/2-3/keyword_sequence/).  | | Set | Set Selection Property “Active” | Toggles MATricks on and off. For more information see the [MAtricks keyword](/grandma3/2-3/keyword_matricks/). | | MA Set | Step Toggle | Toggles between the firstly selected step and all selected steps. | | Solo | Solo | Toggles the solo function on and off. For more information see the [Solo keyword](/grandma3/2-3/keyword_solo/). | | Stomp | Stomp | Enters Stomp into the command line. For more information see the [Stomp keyword](/grandma3/2-3/keyword_stomp/). | | Stomp Stomp | Capture | Enters Capture into the command line. For more information see the [Capture keyword](/grandma3/2-3/keyword_capture/). | | Press and hold Stomp | | Allows several successive operations. | | Store | Store | Enters Store into the command line. For more information see the [Store keyword](/grandma3/2-3/keyword_store/). | | Press and hold Store |   | Opens Store Settings. | | Thru | Thru | Enters Thru into the command line. For more information see the [Thru keyword](/grandma3/2-3/keyword_thru/). | | Time | | Toggles CueFade and CueDelay, or through Relative, Fade, Delay, and Absolute. Which layers are toggled depends on two things: the Time Key Target of your user profile settings and the content of the command line. For more information see these keywords [CueFade](/grandma3/2-3/keyword_cuefade/), [CueDelay](/grandma3/2-3/keyword_cuedelay/), [Relative](/grandma3/2-3/keyword_relative/), [Fade](/grandma3/2-3/keyword_fade/), [Delay ](/grandma3/2-3/keyword_delay/)and [Absolute](/grandma3/2-3/keyword_absolute/). For more information on the Time Key Target see [User Settings](/grandma3/2-3/user_settings/). | | Up | Up | Navigates upward in the structure of fixtures or subfixtures. | | Update | Update | Opens the Update menu. | | MA Update | CookOffset | Enters Cook into the command line. For more information see the [Cook keyword](/grandma3/2-3/keyword_cook/). If there is already Store in the command line, this key combination will enter Offset into the command line. For more information see the [Offset keyword](/grandma3/2-3/keyword_offset/).  | | X1\|Clone |   | At the moment all Xkeys behave as executors. X1 is executor 291. | | MA X1 \| Clone | Clone | Enters Clone into the command line. For more information see the [Clone keyword](/grandma3/2-3/keyword_clone/). | | MA X1 \| Clone X1 \| Clone | Recast | Enters Recast into the command line. For more information see the [Recast keyword](/grandma3/2-3/keyword_recast/). | | X2 \| Link |   | At the moment all Xkeys behave as executors. X2 is executor 292. | | X3 \| Grid |   | At the moment all Xkeys behave as executors. X3 is executor 293. | | MA X3 \| Grid | Grid | Enters Grid into the command line. For more information see the [Grid keyword](/grandma3/2-3/keyword_grid/). | | X4 \| Layout |   | At the moment all Xkeys behave as executors. X4 is executor 294. | | MA X4 \|  Layout | Layout | Enters Layout into the command line. For more information see the [Layout keyword](/grandma3/2-3/keyword_layout/). | | MA X4 \| Layout X4 \| Layout | Appearance | Enters Appearance into the command line. For more information see the [Appearance keyword](/grandma3/2-3/keyword_appearance/). | | MA X4 \| Layout X4 \| Layout X4 \| Layout | Scribble | Enters Scribble into the command line. For more information see the [Scribble keyword](/grandma3/2-3/keyword_scribble/).  | | X5 \| Step |   | At the moment all Xkeys behave as executors. X5 is executor 295. | | MA X5 \| Step | Step | Enters Step into the command line. For more information see the [Step keyword](/grandma3/2-3/keyword_step/). | | X6 \| TC |   | At the moment all Xkeys behave as executors. X6 is executor 296. | | MA X6 \| TC | Timecode | Enters Timecode into the command line. For more information see the [Timecode keyword](/grandma3/2-3/keyword_timecode/). | | MA X6 I TC X6 I TC | TimecodeSlot | Enters Timecode Slot into the command line. For more information see the [TimecodeSlot keyword](/grandma3/2-3/keyword_timecodeslot/). | | MA X6 I TC X6 I TC X6 I TC | Timer | Enters Timer into the command line. For more information see the [Timer keyword](/grandma3/2-3/keyword_timer/). | | X7 \| View |   | At the moment all Xkeys behave as executors. X7 is executor 297. | | MA X7 \| View | View | Enters View into the command line. For more information see the [View keyword](/grandma3/2-3/keyword_view/). | | MA X7 \| View X7 \| View | ViewButton | Enters ViewButton into the command line. For more information see the [ViewButton keyword](/grandma3/2-3/keyword_viewbutton/). | | MA X7 \| View X7 \| View X7 \| View | ScreenContent | Enters ScreenContent into the command line. For more information see the [ScreenContent keyword](/grandma3/2-3/keyword_screencontent/). | | X8 \| DMX |   | At the moment all Xkeys behave as executors. X8 is executor 298. | | MA X8 \| DMX | DMXUniverse | Enters DMXUniverse into the command line. For more information see the [DMXUniverse keyword](/grandma3/2-3/keyword_dmx_universe/). | | MA X8 \| DMX X8 \| DMX | DMXAddress | Enters DMXAddress into the command line. For more information see the [DMXAddress keyword](/grandma3/2-3/keyword_dmx_address/). | | X9 |   | At the moment all Xkeys behave as executors. X9 is executor 191. | | X10 |   | At the moment all Xkeys behave as executors. X10 is executor 192. | | X11 |   | At the moment all Xkeys behave as executors. X11 is executor 193. | | X12 |   | At the moment all Xkeys behave as executors. X12 is executor 194. | | X13 \| Phaser |   | At the moment all Xkeys behave as executors. X13 is executor 195. | | MA X13 \| Phaser | Menu “PhaserEditorOnly” | Opens the Phaser overlay. For more information see [Phasers](/grandma3/2-3/qsg_phasers/). | | X14 \| Macro |   | At the moment all Xkeys behave as executors. X14 is executor 196. | | MA X14 \| Macro | Macro | Enters Macro into the command line. For more information see the [Macro keyword](/grandma3/2-3/keyword_macro/). | | MA X14 \| Macro X14 \| Macro | Plugin | Enters Plugin into the command line. For more information see the [Plugin keyword](/grandma3/2-3/keyword_plugin/). | | MA X14 \| Macro X14 \| Macro X14 \| Macro | Quickey | Enters Quickey into the command line. For more information see the [Quickey keyword](/grandma3/2-3/keyword_quickey/).  | | X15 \| Page |   | At the moment all Xkeys behave as executors. X15 is executor 197. | | MA X15 \| Page | Page | Enters Page into the command line. For more information see the [Page keyword](/grandma3/2-3/keyword_page/). | | X16 \| Exec |   | At the moment all Xkeys behave as executors. X16 is executor 198. | | MA X16 \| Exec | Executor | Enters Executor into the command line. For more information see the [Executor keyword](/grandma3/2-3/keyword_executor/).  | | MA X16 \| Exec X16 \| Exec | SpecialExecutor | Enters SpecialExecutor into the command line. For more information see the [SpecialExecutor keyword](/grandma3/2-3/keyword_specialexecutor/). | | MA X16 \| Exec X16 \| Exec X16 \| Exec | FaderMaster | Enters FaderMaster into the command line. For more information see the [FaderMaster keyword](/grandma3/2-3/keyword_fadermaster/). | ## Subtopics [Section titled “Subtopics”](#subtopics) * [. Dot](/grandma3/2-3/key_dot/) * [<<< GoFastBackward | Black](/grandma3/2-3/key_gfb/) * [>>> GoFastForward | Flash](/grandma3/2-3/key_gff/) * [- Minus](/grandma3/2-3/key_minus/) * [+ Plus](/grandma3/2-3/key_plus/) * [/ Slash | \* Asterisk/Multiply](/grandma3/2-3/key_slash/) * [Align](/grandma3/2-3/key_align/) * [Assign](/grandma3/2-3/key_assign/) * [At](/grandma3/2-3/key_at/) * [Blind](/grandma3/2-3/key_blind/) * [Clear](/grandma3/2-3/key_clear/) * [Channel](/grandma3/2-3/key_channel/) * [Copy](/grandma3/2-3/key_copy/) * [Ctrl](/grandma3/2-3/key_ctrl/) * [Cue](/grandma3/2-3/key_cue/) * [Delete](/grandma3/2-3/key_delete/) * [Down](/grandma3/2-3/key_down/) * [Edit](/grandma3/2-3/key_edit/) * [Esc](/grandma3/2-3/key_esc/) * [Fixture](/grandma3/2-3/key_fixture/) * [Freeze](/grandma3/2-3/key_freeze/) * [Full](/grandma3/2-3/key_full/) * [Go+ | Temp](/grandma3/2-3/key_go_p/) * [Go+ large](/grandma3/2-3/key_go_p_l/) * [Go- large](/grandma3/2-3/key_go_m_l/) * [Go- | Top](/grandma3/2-3/key_go_m/) * [Goto](/grandma3/2-3/key_goto/) * [Group](/grandma3/2-3/key_group/) * [Help](/grandma3/2-3/key_help/) * [Highlt Highlight](/grandma3/2-3/key_highlt/) * [If](/grandma3/2-3/key_if/) * [Learn | Rate1](/grandma3/2-3/key_learn/) * [List](/grandma3/2-3/key_list/) * [MA](/grandma3/2-3/key_ma/) * [Menu](/grandma3/2-3/key_menu/) * [Move](/grandma3/2-3/key_move/) * [Next](/grandma3/2-3/key_next/) * [Numeric Keys | Arrows](/grandma3/2-3/key_nummeric/) * [Off](/grandma3/2-3/key_off/) * [On](/grandma3/2-3/key_on/) * [Oops](/grandma3/2-3/key_oops/) * [Page-](/grandma3/2-3/key_page_m/) * [Page+](/grandma3/2-3/key_page_p/) * [Pause large](/grandma3/2-3/key_pause_l/) * [Pause | Fix](/grandma3/2-3/key_pause/) * [Please](/grandma3/2-3/key_please/) * [Power](/grandma3/2-3/key_power/) * [Preset](/grandma3/2-3/key_preset/) * [Prev Previous](/grandma3/2-3/key_prev/) * [Prvw Preview](/grandma3/2-3/key_prvw/) * [Select](/grandma3/2-3/key_select/) * [SelFix SelectFixtures](/grandma3/2-3/key_selfix/) * [Sequ Sequence](/grandma3/2-3/key_sequ/) * [Set](/grandma3/2-3/key_set/) * [Stomp](/grandma3/2-3/key_stomp/) * [Solo](/grandma3/2-3/key_solo/) * [Store](/grandma3/2-3/key_store/) * [Thru](/grandma3/2-3/key_thru/) * [Time](/grandma3/2-3/key_time/) * [Up](/grandma3/2-3/key_up/) * [Update](/grandma3/2-3/key_update/) * [U1](/grandma3/2-3/key_u1/) * [U2](/grandma3/2-3/key_u2/) * [X1 | Clone](/grandma3/2-3/key_x1/) * [X2 | Link](/grandma3/2-3/key_x2/) * [X3 | Grid](/grandma3/2-3/key_x3/) * [X4 | Layout](/grandma3/2-3/key_x4/) * [X5 | Step](/grandma3/2-3/key_x5/) * [X6 | TC](/grandma3/2-3/key_x6/) * [X7 | View](/grandma3/2-3/key_x7/) * [X8 | DMX](/grandma3/2-3/key_x8/) * [X9](/grandma3/2-3/key_x9/) * [X10](/grandma3/2-3/key_x10/) * [X11](/grandma3/2-3/key_x11/) * [X12](/grandma3/2-3/key_x12/) * [X13 | Phaser](/grandma3/2-3/key_x13/) * [X14 | Macro](/grandma3/2-3/key_x14/) * [X15 | Page](/grandma3/2-3/key_x15/) * [X16 | Exec](/grandma3/2-3/key_x16/) * [Xkeys](/grandma3/2-3/key_xkeys/) # Absolute > To enter the Absolute keyword in the command line, use one of the options: To enter the Absolute keyword in the command line, use one of the options: * Press MA + Time + Time + Time + Time * Type \*\*Absolute \*\* * Type the shortcut **Ab** ## Description [Section titled “Description”](#description) The Absolute keyword is used to address the absolute layer.  ## Syntax [Section titled “Syntax”](#syntax) Absolute (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Absolute \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to absolute, type:  | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Absolute |   * To set the color red to 10 in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “ColorRGB\_R” At Absolute 10 | # Acceleration > To enter the Acceleration keyword in the command line, use one of the options: To enter the Acceleration keyword in the command line, use one of the options: * Type **Acceleration** * Type the shortcut **Acc** ## Description [Section titled “Description”](#description) The Acceleration keyword is used to set the acceleration curve of a step in the phaser.   For more information see [Phasers](/grandma3/2-3/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Acceleration (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Acceleration \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to accelerate, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Acceleration |   * To set the acceleration curve of the dimmer to 70, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Acceleration 70 | # Action > To enter the Action keyword in the command line, use one of the options: To enter the Action keyword in the command line, use one of the options: * Type **Action** * Type the shortcut **Actio** ## Description [Section titled “Description”](#description) The Action keyword is used to call functions that do not have a designated keyword.  ## Syntax [Section titled “Syntax”](#syntax) \*\*Action \[“Function”] \*\* ## Examples [Section titled “Examples”](#examples) * To store the pan/tilt position to calibration point 1 of the currently selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Action “StoreCalibrationPoint1” |   * To call the pan/tilt position of the currently selected fixture of calibration point 2 into the programmer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Action “CallCalibrationPoint2” |   *  To solve the stage calibration, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Action “SolveCalibration” | # ActivationGroup > To enter the ActivationGroup keyword in the command line, use one of the options: To enter the ActivationGroup keyword in the command line, use one of the options: * Type **ActivationGroup** * Type the shortcut **AG** or **Ac** ## Description [Section titled “Description”](#description) The ActivationGroup keyword represents attributes that are activated together.  For more information see [Activation Group](/grandma3/2-3/patch_attribute_activation_group/).  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] ActivationGroup** ## Example [Section titled “Example”](#example) * To list all activation groups, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List ActivationGroup | # Agenda > To enter the Agenda keyword in the command line, use one of the options: To enter the Agenda keyword in the command line, use one of the options: * Type **Agenda** * Type the shortcut **Age** ## Description [Section titled “Description”](#description) The Agenda keyword represents the single agenda events. For more information see [Agenda](/grandma3/2-3/agenda/).  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Agenda \[“Agenda\_Name” or Agenda\_Number] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Agenda keyword uses the following option keywords: * [/Date](/grandma3/2-3/ok_date/) ## Examples [Section titled “Examples”](#examples) * To assign sequence 1 to the agenda event 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Assign Sequence 1 At Agenda 1 |   * To give the first agenda event the name “Sunset”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Label Agenda 1 “Sunset” |   * To change the mode of the second agenda event to “Dawn”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Agenda 2 Property “Mode” “Dawn”  | # Align > To enter the Align keyword in the command line, use one of the options: To enter the Align keyword in the command line, use one of the options: * Press Align  * Type **Align** * Type the shortcut **Al** ## Description [Section titled “Description”](#description) The Align keyword is a function keyword which is used to toggle through the align modes of the attribute encoders.  To toggle through the modes, repeatedly press Align.  | Align Mode | Index Number | | ---------- | ------------ | | Off | 0 | | / | 1 | | < | 2 | | > | 3 | | >< | 4 | | <> | 5 | For more information on the align modes, see [Operate Fixtures - Align](/grandma3/2-3/operate_align/). ## Syntax [Section titled “Syntax”](#syntax) Align \[“Align\_Mode” or Align\_Index\_Number] ## Examples [Section titled “Examples”](#examples) * To set the encoders to the first align mode, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Align ”<” |   * To disable the align mode altogether, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Align 0 | # AlignTransition > To enter the AlignTransition keyword in the command line, use one of the options: To enter the AlignTransition keyword in the command line, use one of the options: * Type **AlignTransition** * Type the shortcut **Alignt** ## Description [Section titled “Description”](#description) The AlignTransition keyword is used to toggle between the align transition modes: | AlignTransition Mode | Index Number | | -------------------- | ------------ | | Linear | 0 | | Sinus | 1 | | Slow | 2 | | Fast | 3 | ## Syntax [Section titled “Syntax”](#syntax) AlignTransition \[“AlignTransition\_Name” or AlignTransition\_Index\_Number] AlignTransition \[Function] ## Examples [Section titled “Examples”](#examples) * To set the AlignTransition to Sinus, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> AlignTransition “Sinus” |   * To toggle the AlignTransition to the previous align mode, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AlignTransition Previous |   * To toggle the AlignTransition to the next align mode, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AlignTransition Next | # Appearance > To enter the Appearance keyword in the command line, use one of the options: To enter the Appearance keyword in the command line, use one of the options: * Press MA + X4 + X4 * Type **Appearance** * Type the shortcut **Ap** ## Description [Section titled “Description”](#description) The Appearance keyword is used to assign an appearance to an object.    For more information see [Appearance](/grandma3/2-3/appear/).  ## Syntax [Section titled “Syntax”](#syntax) **Assign Appearance \[“Appearance\_Name” or Appearance\_Number] At \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To assign appearance 14 to group 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance 14 At Group 1 |   * To assign appearance “Sunset” to group 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance “Sunset” At Group 2 | # Assign > To enter the Assign keyword in the command line, use one of the options: To enter the Assign keyword in the command line, use one of the options: * Press Assign * Type **Assign** * Type the shortcut **As** ## Description [Section titled “Description”](#description) The Assign keyword is a function which is used to assign objects to other objects.  To unassign objects in other objects, use the **Assign Off** command. To set parameters for objects, use the [Set keyword](/grandma3/2-3/keyword_set/). For more information see: * [Assign macros to keys and buttons](/grandma3/2-3/macro_assign/) * [Create new presets](/grandma3/2-3/presets_create/) * [Use appearances](/grandma3/2-3/appear_use/) * [Store and recall views](/grandma3/2-3/wvm_store_recall/) ## Syntax [Section titled “Syntax”](#syntax) Assign \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] Assign Off \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Assign keyword uses the following option keywords: * [/Tab](/grandma3/2-3/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To assign macro 2 to executor page 1 executor 402, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Macro 2 At Page 1.402 |   * To assign view 2 to display 2 and view button 3, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign View 2 At ViewButton 2.3 |     * To assign appearance 1 to group 5, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance 1 At Group 5 |   * To assign appearance 1 to the sequences 2, 3 and 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance 1 At Sequence 2 + 3 + 4 | # * (Asterisk) > To enter the  [Asterisk] in the command line, use one of the options: To enter the \* \[Asterisk] in the command line, use one of the options: * Press and hold Shift + 8 on the internal keyboard * Press and hold MA + /\* on the numeric keypad of the console ## Description [Section titled “Description”](#description) The \* \[Asterisk] is a placeholder which is used to substitute any other character or characters in a name. ## Syntax [Section titled “Syntax”](#syntax) \[Command] “Name\*“ | | | | ------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The \* \[Asterisk] can be positioned anywhere within the name string. | ## Examples [Section titled “Examples”](#examples) * To select the fixtures of all groups beginning with “Mac” in the group pool object name, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group “Mac\*” |   *  To select all fixtures with a name beginning with “backt” and ending with “blue”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture “backt\*blue” | # At > To enter the At keyword in the command line, use one of the options: To enter the At keyword in the command line, use one of the options: * Press At  * Type **At** * Type the shortcut \*\*A \*\* ## Description [Section titled “Description”](#description) The At keyword is a function keyword and a helping keyword at once. * As a function keyword it is used to apply values. * As a helping keyword it is used along with other function keywords to indicate destination.  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | At applies values live in the programmer. For information on how to apply values throughout the show file see the [Clone keyword](/grandma3/2-3/keyword_clone/).  | At is “the exception that proves the rule”. At is one of the few functional keywords which accept objects before the function. As a starting keyword, At is a function that applies values in the programmer to the current selection. If value type Fade or Delay is used, the value list will be applied as individual fade/delay times. Following an object list, At is a function that applies values to the object list. If the object list does not support the At function, the object list is resolved into a selection list and At applies values in the programmer. Following an object list that follows a function, At is a helping keyword for the starting function. ## General Syntax [Section titled “General Syntax”](#general-syntax) At (\[Value\_Type]) \[Value] At \[Object] \[“Object\_Name” or Object\_Number] \[Object] \[“Object\_Name” or Object\_Number] At (\[Value\_Type]) \[Value] \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] \[Destination] At \[Source] (If \[Object] \[“Object\_Name” or Object\_Number]) (/Option) ### Syntax as a Helping Keyword [Section titled “Syntax as a Helping Keyword”](#syntax-as-a-helping-keyword) \[Function] \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number]  ## Examples [Section titled “Examples”](#examples) * To set the MasterFader of the sequence 1 to 30 %, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderMaster Sequence 1 At 30 |   * To set the dimmer attributes of the current selection to 75%, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At 75 |   * To set the fixture selection to the values of cue 3 in the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Cue 3 |   *  To set the pan attributes of the selected fixtures to 20%, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At 20 |   * To set an individual delay time of 2 seconds to attribute 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute 2 At Delay 2 |   *  To copy group 4 to group 10, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Group 4 At 10 |   * To set a speed to 60 using the speed readout specified in the user profile (for example, BPM), type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Speed 60 |   | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you use the At command without specifying additional attributes, the natural readout of the dimmer of the user profile will be used.  | **Requriement:** Enable sinlge digit input first. For more information on single digit input and how to enable it see [User Settings](/grandma3/2-3/user_settings/). * To apply a dimmer value of 50 to the currently selected fixutes as single digit input, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At 5 | * To apply a dimmer vlaue of 40 to fixtures 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 4 At  4 | # Attribute > To enter the Attribute keyword in the command line, use one of the options: To enter the Attribute keyword in the command line, use one of the options: * Press Preset Preset * Type **Attribute** * Type the shortcut **Att**  ## Description [Section titled “Description”](#description) The Attribute keyword is an object keyword which is used to set attributes of a fixture. The default function of attributes is Call. If you call an attribute, you can use the encoders to modify the values. Calling attributes also selects the attributes in the fixture sheet. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The number of an attribute may vary if new fixtures and attributes are added to the show file. We recommend you use the unique library name of attributes.  | | | | | ------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | - Attributes are organized by subattributes; | * Subattributes are organized by features; * Features are organized by feature groups. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] Attribute \[“Attribute\_Name” or Attribute\_Number] ## Examples [Section titled “Examples”](#examples) * To view the list of attributes along with their corresponding names and numbers in the command line history, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List Attribute |   *  To set the attribute “pan” to 120 degrees in the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “pan” At 120 |   * To knock out the first attribute, which is Dimmer, in the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Off Attribute 1 |   **Requirement:** Load the demo show and select fixture 1. * To set the random strobe (channel function 4) of the selected fixture to a value of 4 Hz, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Shutter1StrobeRandom” At 4 | # AutoCreate > To enter the AutoCreate keyword in the command line, use one of the options: To enter the AutoCreate keyword in the command line, use one of the options: * Type \*\*AutoCreate \*\* * Type the shortcut \*\*Ac \*\*or **Au** ## Description [Section titled “Description”](#description) The AutoCreate keyword creates objects depending on predefined source objects. It can, for example, create groups in the fixture types of the patched fixtures.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If your selection is defined as source list, the active MAtricks settings will be taken into cosideration whenever executing AutoCreate. | ## Syntax [Section titled “Syntax”](#syntax) **AutoCreate \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At \[Destination\_Object] \[“Destination\_Object\_Name” or Destination\_Object\_Number] (/Option)** *** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The AutoCreate keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/ChannelSet](/grandma3/2-3/ok_channelset/) * [/Merge](/grandma3/2-3/ok_merge/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Single](/grandma3/2-3/ok_single/) ## Examples [Section titled “Examples”](#examples) * To create single fixture groups starting with group pool object 1 using all selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate Selection At Group 1 |   * To create single fixture groups for fixtures 1 to 10 starting with group pool object 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate Fixture 1 Thru 10 At Group 1 |   \*\*Requirement: \*\* 1. Insert at least ten fixture types in the show file and patch at least two fixtures of every fixture type. * To create a group in the group pool object 42 containing all fixtures of fixture type 10, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureType 10 At Group 42 |   **Requirement:** 1. Create layers and classes within the patch. 2. Set fixtures to these layers and classes. | | | | ------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The demo show already uses these settings. | # AutoStore > To enter the AutoStore keyword in the command line, use one of the options: To enter the AutoStore keyword in the command line, use one of the options: * Type **AutoStore** * Type the shortcut **Autos** ## Description [Section titled “Description”](#description) The AutoStore keyword is used to directly store presets in a fixture type. This can be useful, for example, when you have to use a fixture type in a different show file, and want to save time by creating your own standard set of presets. Syntax AutoStore FixtureType \[“FixtureType\_Name” or FixtureType\_Number] AutoStore Fixture \[“Fixture\_Name” or Fixture\_Number]  AutoStore Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] At FixtureType \[“FixtureType\_Name” or FixtureType\_Number]  ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The AutoStore keyword uses the following option keywords: * [/Merge](/grandma3/2-3/ok_merge/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) ## Examples [Section titled “Examples”](#examples) * To store your presets into the fixture type Mac Aura XB, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoStore FixtureType “Mac Aura XB” | # Bitmap > To enter the Bitmap keyword in the command line, use one of the options: To enter the Bitmap keyword in the command line, use one of the options: * Type **Bitmap** * Type the shortcut **Bi** ## Description [Section titled “Description”](#description) The Bitmap keyword allows you to use media files such as images or videos, also called bitmap generator objects, and map them to the selection of fixtures.  Syntax At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] ## Example [Section titled “Example”](#example) \*\*Requirement:\ \*\*Select fixtures and arrange them in the selection grid. By doing so you create a “fixture canvas” which, on the other hand, is used to map the media file of this bitmap object to your selection of fixtures.  * To apply the bitmap generator object “Unicorn” to your selection of fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Bitmap “Unicorn” | # Black > To enter the Black keyword in the command line, use one of the options: To enter the Black keyword in the command line, use one of the options: * Press MA + <<< * Type **Black** * Type the shortcut **Bla** ## Description [Section titled “Description”](#description) Black is a playback keyword that is used to temporarily override the master level to zero on executing objects.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Black (On or Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To override the master level of executor 201 to zero, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Black On Executor 201  |   * To return the master level of executor 201 to the master fader, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Black Off Executor 201 | # Blind > To enter the Blind keyword in the command line, use one of the options: To enter the Blind keyword in the command line, use one of the options: * Press Blind  * Type **Blind** * Type the shortcut **B** ## Description [Section titled “Description”](#description) The Blind keyword is used to suppress the output of the live programmer. It is possible to program without putting the content live. Disabling Blind activates the programmer and the changes made during the mode.  Use the [DMX sheet](/grandma3/2-3/patch_dmx_sheet/) to see that the output is set to 0. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Blind is a toggle function which means that entering Blind without using a helping keyword enables or disables it. | ## Syntax [Section titled “Syntax”](#syntax) Blind (On or Off) ## Example [Section titled “Example”](#example) * To enable Blind and to disable the output of the programmer in return, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Blind | # Block > To enter the Block keyword in the command line, use one of the options: To enter the Block keyword in the command line, use one of the options: * Type **Block** * Type the shortcut **Blo** ## Description [Section titled “Description”](#description) Block is a function used to add data and prevent them from tracking. Tracked values are converted to stored values. If the object list does not contain any references to any cues, the Block function is applied to the selected sequence. If syntax does not contain any selection list filter, all fixtures will be used. If syntax does not contain any attribute list filter, all attributes will be used. ## Syntax [Section titled “Syntax”](#syntax) Block (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] (If Fixture \[“Fixture\_Name” or Fixture\_Number] FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number] or Attribute \[“Attribute\_Name” or Attribute\_Number] EndIf) ## Examples [Section titled “Examples”](#examples) * To block all parameters in cue 2 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Block Cue 2 | To unblock parameters, use the [Unblock keyword](/grandma3/2-3/keyword_unblock/).    *  To block pan and tilt of fixture 4 in cue 5 of the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Block Cue 5 If Fixture 4 FeatureGroup “Position” EndIf | # BPM > To enter the BPM keyword in the command line, use one of the options: To enter the BPM keyword in the command line, use one of the options: * Type **BPM** * Type the shortcut **Bp** ## Description [Section titled “Description”](#description) The BPM keyword is used to set the speed of a fixture selection or a speed master using the unit BPM.  ## Syntax [Section titled “Syntax”](#syntax) **At Speed BPM \[Value]** **Master \[Master\_Number] At BPM \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 5 bpm, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Speed BPM 5 |   * To set the first speed master to 75 bpm, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.1 At BPM 75 | # Call > To enter the Call keyword in the command line, use one of the options: To enter the Call keyword in the command line, use one of the options: * Press On On * Type **Call** * Type the shortcut **Ca** ## Description [Section titled “Description”](#description) The Call keyword is used to apply an object or its content. ## Syntax [Section titled “Syntax”](#syntax) Call \[Object] \[“Object\_Name” or Object\_Number] **(/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Call keyword uses the following option keywords:  * [/Screen](/grandma3/2-3/ok_screen/) ## Examples [Section titled “Examples”](#examples) * To call view button 2.1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Call ViewButton 2.1 |   * To call macro 2, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Call Macro 2 | # Camera > To enter this keyword into the console, use one of the options: To enter this keyword into the console, use one of the options: * Type \*\*Camera \*\* * Type the shortcut \*\*Cam \*\* ## Description [Section titled “Description”](#description) The Camera keyword selects\*\* \*\*a camera in the camera pool.   ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Camera \[“Camera\_Name” or Camera\_Number] ## Examples [Section titled “Examples”](#examples) * To display the auto camera of the 3D, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Camera 1 |   * To select the front camera of the 3D, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Camera “Front” | # CancelSoftwareUpdate > To enter the CancelSoftwareUpdate keyword in the command line, use one of the options: To enter the CancelSoftwareUpdate keyword in the command line, use one of the options: * Type \*\*CancelSoftwareUpdate \*\* * Type the shortcut **Can** ## Description [Section titled “Description”](#description) The CancelUpdateSoftware keyword is a function keyword which is used to cancel the running process of sending grandMA3 update files to other grandMA3 devices in the network. ## Syntax [Section titled “Syntax”](#syntax) CancelSoftwareUpdate  ## Example [Section titled “Example”](#example) **Requirement:** * Device must be in the network; * Device must send update files to other stations.   * To cancel the running process of sending update files to other stations, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> CancelSoftwareUpdate  | # Capture > To enter the Capture keyword in the command line, use one of the following options: To enter the Capture keyword in the command line, use one of the following options: * Press Stomp Stomp * Type **Capture** * Type the shortcut **Cap** ## Description [Section titled “Description”](#description) The Capture keyword is a command keyword which is used to activate the current output values of specified parameters. Capturing parameters during a running phaser or cue fade activates the actual values at the moment the command is executed. The result is a single step of static values resembling a freeze frame of the output. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The capture command produces only numeric values, losing any existing preset references. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The capture command translates the output of each parameter into the appropriate value on the absolute layer while activating a 0 value on the relative layer. For any parameter where the output was previously composed of a combination of absolute and relative values, the output will appear the same while relying only on the absolute layer with no relative offset. | ## Syntax [Section titled “Syntax”](#syntax) **Capture \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To capture all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Capture |   * To capture only the position attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Capture FeatureGroup “Position” | # ChangeDestination > To enter the ChangeDestination keyword in the command line, use one of the options: To enter the ChangeDestination keyword in the command line, use one of the options: * Type **ChangeDestination** * Type the shortcut \*\*CD \*\*or ****Chang**** ## Description [Section titled “Description”](#description) The ChangeDestination keyword is a function keyword used to change the current destination of the command line.  ## Syntax [Section titled “Syntax”](#syntax) ChangeDestination \[“Element\_Name” or Element\_Number] ChangeDestination Root ChangeDestination .. ## Examples [Section titled “Examples”](#examples) * To enter the first element of the current destination, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination 1  | Result: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@MessageCenter>  |   * To enter the element of the current destination called “Sequence”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination “Sequence” |   * To leave the destination “Sequence”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Menus> ChangeDestination Root | Result: | | | | ------------------------------------------------------------------ | -------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> |   * To go one level back in the tree structure, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@MessageCenter/Undefined> ChangeDestination .. | Result: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@MessageCenter> | # ChangeMulticastBase > To enter the ChangeMulitcastBase keyword in the command line, use one of the options: To enter the ChangeMulitcastBase keyword in the command line, use one of the options: * Type **ChangeMulticastBase** * Type the shortcut ****Changem**** ## Description [Section titled “Description”](#description) The ChangeMulticastBase keyword is a function keyword used to change the current address of the Multicast Base.  For more information see [Session](/grandma3/2-3/network_session/). ## Syntax [Section titled “Syntax”](#syntax) ChangeMulticastBase \[Device\_Type] \[“Device\_Name” or Device\_Number] /Type “Type\_Value” ChangeMulticastBase IP \[IP] /Type “Type\_Value” ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ChangeMulticastBase keyword uses the following option keywords: * [/Type](/grandma3/2-3/ok_type/) ## Examples [Section titled “Examples”](#examples) ## * To change the address of multicast base to **Alternative**, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeMulticastBase Processing Unit Thru /Type “Alternative” |     * To change the address of multicast base to **Default** on the device with the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeMulticastBase IP 192.168.0.4 Thru /Type “Default” | # Channel > To enter the Channel keyword in the command line, use one of the options: To enter the Channel keyword in the command line, use one of the options: * Press Channel * Type **Channel** * Type the shortcut **Ch** * Type **F** + **1** ## Description [Section titled “Description”](#description) The Channel keyword is an object keyword used to select fixtures of the ID type Channel. Use the Channel keyword as a default keyword for the command line when programming with channels. For more information see [Workspace - Command Line - Change the Default Keyword](/grandma3/2-3/ws_ui_command_line/). ## Syntax [Section titled “Syntax”](#syntax) Channel \[“Channel\_Name” or Channel\_Number] ## Example [Section titled “Example”](#example) * To select channel ID 10, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Channel 10 | # ChannelFunctionDefault > To enter the ChannelFunctionDefault keyword in the command line, use one of the options: To enter the ChannelFunctionDefault keyword in the command line, use one of the options: * Type **ChannelFunction\*\*\*\*Default** * Type the shortcut **Chann** ## Description [Section titled “Description”](#description) The ChannelFunctionDefault keyword is used to set all attributes to the default value of the first channel function. ## Syntax [Section titled “Syntax”](#syntax) **ChannelFunctionDefault** **Fixture \[“Fixture\_Name” or Fixture\_Number] At ChannelFunctionDefault** ## Example [Section titled “Example”](#example) * To set the all attributes of fixture 1 to their channel function default values, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture 1 At ChannelFunctionDefault | # ChannelSet > To enter the ChannelSet keyword in the command line, use one of the options: To enter the ChannelSet keyword in the command line, use one of the options: * Type **ChannelSet** * Type the shortcut **Channels** ## Description [Section titled “Description”](#description) The ChannelSet keyword is used to take channel sets, such as gobos, actively into the programmer.  ## Syntax [Section titled “Syntax”](#syntax) **At ChannelSet \[“ChannelSet\_Name” or ChannelSet\_Number]** ## Example [Section titled “Example”](#example) * To activate the values of channel set 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At ChannelSet 4 | # Chat > To enter the Chat keyword in the command line, use one of the options: To enter the Chat keyword in the command line, use one of the options: * Type **Chat** ## Description [Section titled “Description”](#description) The Chat keyword is used to send messages via the world server in chat channels that were already joined. These chat messages are displayed in the message center.  ## Syntax [Section titled “Syntax”](#syntax) **Chat “Text”** ## Example [Section titled “Example”](#example) **Requirement:** Join a chat channel using the [ChatJoin Keyword](/grandma3/2-3/keyword_chatjoin/)   * To send the text “Cyan is a great color” as a chat message to all devices that joined the same chat channels, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Chat “Cyan is a great color” | # ChatJoin > To enter the ChatJoin keyword in the command line, use one of the options: To enter the ChatJoin keyword in the command line, use one of the options: * Type **ChatJoin** * Type the shortcut **Chatj** ## Description [Section titled “Description”](#description) The ChatJoin keyword is used to join a chat channel. ## Syntax [Section titled “Syntax”](#syntax) **ChatJoin \[“ChatChannel\_Name”]** ## Example [Section titled “Example”](#example) * To join the chat channel “Color”, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChatJoin “Color” | # ChatLeave > To enter the ChatLeave keyword in the command line, use one of the options: To enter the ChatLeave keyword in the command line, use one of the options: * Type **ChatLeave** * Type the shortcut **Chatl** ## Description [Section titled “Description”](#description) The ChatLeave keyword is used to leave a chat channel. ## Syntax [Section titled “Syntax”](#syntax) **ChatLeave \[“ChatChannel\_Name”]** ## Example [Section titled “Example”](#example) **Requirement:** Join a chat channel first * To leave the chat channel “Color”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChatLeave “Color”  | # CleanUp > To enter the CleanUp keyword in the command line, use one of the options: To enter the CleanUp keyword in the command line, use one of the options: * Type **CleanUp** * Or type the shortcut **Clean** ## Description [Section titled “Description”](#description) The CleanUp keyword is a command keyword that is used to delete objects that are not used and do not contain references in the show file. For example, you can clean up sequences that are not assigned to an executor. ## Syntax [Section titled “Syntax”](#syntax) CleanUp \[Object] \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The CleanUp keyword uses the following option keywords: * [/Recipe](/grandma3/2-3/ok_recipe/) * [/Selective](/grandma3/2-3/ok_selective/) * [/Type](/grandma3/2-3/ok_type/) ## Examples [Section titled “Examples”](#examples) * To delete all unassigned sequences, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence Thru |   * To delete all unused color presets in preset pool 4, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Preset 4.\* |   * To delete all images without reference, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Image 3.1 Thru | # Clear > To enter the Clear keyword in the command line, use one of the options: To enter the Clear keyword in the command line, use one of the options: * Press Clear * Type **Clear** * Type the shortcut **Cl** ## Description [Section titled “Description”](#description) The Clear keyword is a function keyword which is used to clear the selection, active values, or the programmer. Depending on the status of the programmer the Clear keyword successively: 1. Clears selection (deselects all fixtures); 2. Clears active values (deactivates all values); 3. Clears all (empties the entire programmer). For information on the key see the [Clear Key](/grandma3/2-3/key_clear/). For more information on each function of the Clear keyword see [ClearSelection](/grandma3/2-3/keyword_clear_selection/), [ClearActive](/grandma3/2-3/keyword_clear_active/), [ClearAll](/grandma3/2-3/keyword_clear_all/).  ## Syntax [Section titled “Syntax”](#syntax) Clear ## Example [Section titled “Example”](#example) * To clear the selection, active values or the programmer depending on the status or the content of the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clear | # ClearActive > To enter the ClearActive keyword in the command line, use one of the options: To enter the ClearActive keyword in the command line, use one of the options: * Type **ClearActive**  * Type the shortcut **Ca** or **Clearac** ## Description [Section titled “Description”](#description) ​The ClearActive keyword is used to deactivate all values in the programmer.  For information on the key see the [Clear Key](/grandma3/2-3/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-3/keyword_clear/), [ClearAll](/grandma3/2-3/keyword_clear_all/), [ClearSelection](/grandma3/2-3/keyword_clear_selection/).  ## Syntax [Section titled “Syntax”](#syntax) ClearActive ## Example [Section titled “Example”](#example) * To deactivate active values in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ClearActive | # ClearAll > To enter the ClearAll keyword in the command line, use one of the options: To enter the ClearAll keyword in the command line, use one of the options: * Type \*\*ClearAll \*\* * Type the shortcut **Cleara** ## Description [Section titled “Description”](#description) The ClearAll function clears the selection and discards all values in the programmer. For information on the key see the [Clear Key](/grandma3/2-3/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-3/keyword_clear/), [ClearActive](/grandma3/2-3/keyword_clear_active/), [ClearSelection](https://help.malighting.com/grandMA3/2.3/HTML/4c76b40d-6276-44d0-9e78-2dd9eed14a40.html). ## Syntax [Section titled “Syntax”](#syntax) ClearAll ## Example [Section titled “Example”](#example) * To clear the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ClearAll  | # ClearSelection > To enter the ClearSelection keyword in the command line, use one of these options: To enter the ClearSelection keyword in the command line, use one of these options: * Type **ClearSelection** * Type the shortcut **CS or Clears** ## Description [Section titled “Description”](#description) The ClearSelection keyword is a function keyword which is used to deselect the selected fixtures. For information on the key see the [Clear Key](/grandma3/2-3/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-3/keyword_clear/), [ClearActive](/grandma3/2-3/keyword_clear_active/), [ClearAll](/grandma3/2-3/keyword_clear_all/). ## Syntax [Section titled “Syntax”](#syntax) ClearSelection ## Example [Section titled “Example”](#example) * To deselect selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ClearSelection | # Clone > To enter the Clone keyword in the command line, use one of the options: To enter the Clone keyword in the command line, use one of the options: * Press MA + X1 | Clone * Type **Clone** * Type **Clo** ## Description [Section titled “Description”](#description) Clone replicates data from one fixture or selection to another throughtout the show file. For more information on applying values live in the programmer only, see the [At keyword](/grandma3/2-3/keyword_at/).  Syntax Clone \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] (If \[Object] \[“Object\_Name” or Object\_Number] /Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Clone keyword uses the following option keywords: * [/MergeLowPriority](/grandma3/2-3/ok_mergelowpriority/) * [/MergeHighPriority](/grandma3/2-3/ok_mergehightpriority/) * [/NoDependencies](/grandma3/2-3/ok_nodependencies/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) ## Examples [Section titled “Examples”](#examples) * To clone the entire show data from fixture 1 to fixture 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 | # Collect > To enter the Collect keyword in the command line, use one of the options: To enter the Collect keyword in the command line, use one of the options: * Press Select Select * Type \*\*Collect \*\* * Type the shortcut **Coll** ## Description [Section titled “Description”](#description) The Collect keyword is used to add objects of the same type to a collection. For more information on collection see [Collection Keyword](/grandma3/2-3/keyword_collection/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is possible to collect empty pool objects during import or when storing. | ## Syntax [Section titled “Syntax”](#syntax) **Collect \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To add the second preset of the color preset pool to the collection, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Collect Preset 4.2 |   * To add a different color preset to the collection, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Collect Preset 4.10 |   * To reset a collection, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Collect  | # Collection > To enter the Collection keyword in the command line, use one of the options: To enter the Collection keyword in the command line, use one of the options: * Press Fixture + Fixture + Fixture * Type \*\*Collection \*\* * Type the shortcut **Collecti** ## Description [Section titled “Description”](#description) The Collection keyword is an object keyword used to represent the current collection of objects.  | | | | ------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | A collection stays always at the same spot it was collected at.  | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Pool objects that are part of a collection have an orange frame around them. They also display the order of the collection which is located on top of a pool object.  | .Syntax **\[Function] Collection At \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) \*\*Requirement: \*\*Create a collection of color presets   * To move the collection to the twentieth color preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Move Collection At Preset 4.20 | # Color > To enter the Color keyword in the command line, type Color. To enter the Color keyword in the command line, type **Color**. ## Description [Section titled “Description”](#description) The Color keyword is an object keyword which is used, for example, to adjust the color of the color theme to your liking. ## Syntax [Section titled “Syntax”](#syntax) Set Color \[“ColorGroup\_Name”.”Text”] Property \[“Property\_Name” “PropertyReadout”] ## Examples [Section titled “Examples”](#examples) * To set the color of the color theme to green, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Color “Global”.”Text” Property “RGBA” “00FF00FF” | # ColorDefinition > To enter the ColorDefinition keyword in the command line, use one of the options: To enter the ColorDefinition keyword in the command line, use one of the options: * Type **ColorDefinition** * Type the shortcut **Colord** ## Description [Section titled “Description”](#description) The ColorDefinition keyword is an object keyword which is used, for example, to adjust the color defintion of the color theme to your liking. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ColorDefinition \[“ColorDefinitionGroup\_Name” or ColorDefinitionGroup\_Number]\(.\[“ColorDefinition\_Name” or ColorDefinition\_Number]) (Property \[“Property\_Name”] \[“Property\_Value”]) ## Examples [Section titled “Examples”](#examples) * To set the color defintion “Text” in the ColorDefinitionGroup “Global” to white, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set ColorDefinition “Global”.”Text” Property “RGBA” “FFFFFFFF” | # ColorTheme > To enter the ColorTheme keyword in the command line, use one of the options: To enter the ColorTheme keyword in the command line, use one of the options: * Type **ColorTheme** * Type the shortcut **Col** ## Description [Section titled “Description”](#description) ColorTheme is an object keyword which is used, for example, to adjust the color theme. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ColorTheme ## Examples [Section titled “Examples”](#examples) * To list all the elements of the color theme, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List ColorTheme |   * To enter the ColorTheme folder in the data structure, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination ColorTheme | # CommandDelay > To enter the CommandDelay keyword in the command line, use one of the options: To enter the CommandDelay keyword in the command line, use one of the options: * Type **CommandDelay** * Type the shortcut **Com** ## Description [Section titled “Description”](#description) The CommandDelay sets the delay time when executing commands in a cue. ## Syntax [Section titled “Syntax”](#syntax) CommandDelay \[CommandDelay\_Value] (\[Function]) (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] CommandDelay \[CommandDelay\_Value] ## Example [Section titled “Example”](#example) * To create cue 3 and set the cue’s command delay to 4 seconds, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>​Store Cue 3 CommandDelay 4 | # Configuration > To enter the Configuration keyword in the command line, use one of the options: To enter the Configuration keyword in the command line, use one of the options: * Type **Configuration** * Type the shortcut **Con** ## Description [Section titled “Description”](#description) A configuration contains a set of different button, key, fader, and encoder functions. It can be assigned to an executor.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Configuration \[“Configuration\_Name or Configuration\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To assign configuration 2 to executor 101, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Assign Configuration 2 At Executor 101 | # Console > To enter the Console keyword in the command line, use one of the options: To enter the Console keyword in the command line, use one of the options: * Type **Console** * Type the shortcut **Cons** ## Description [Section titled “Description”](#description) The Console keyword is an object keyword which is used to address all grandMA3 consoles in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Console \[“Console\_Name” or Console\_Number] ## Examples [Section titled “Examples”](#examples) * To list all consoles that are in the same network, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Console |   * To invite console “FOH” to the session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite Console “FOH” | # Cook > To enter the Cook keyword in the command line, use one of the options: To enter the Cook keyword in the command line, use one of the options: * Press MA + Update * Type **Cook** * Type the shortcut **Coo** ## Description [Section titled “Description”](#description) The Cook keyword is a command keyword which is used to concoct recipes of objects without accessing the editor. For more information see [Recipes](/grandma3/2-3/recipes/).  ## Syntax [Section titled “Syntax”](#syntax) Cook \[Object] \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Cook keyword uses the following option keywords: * [/Merge](/grandma3/2-3/ok_merge/) * [/MergeLowPriority](/grandma3/2-3/ok_mergelowpriority/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Remove](/grandma3/2-3/ok_remove/) ## Example [Section titled “Example”](#example) * To cook the recipes of the first dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook Preset 1.1 | For more information see [Recipes](/grandma3/2-3/recipes/). # Copy > To enter the Copy keyword in the command line, use one of these options: To enter the Copy keyword in the command line, use one of these options: * Press Copy * Type **Copy** * Type the shortcut **Co** ## Description [Section titled “Description”](#description) The Copy keyword\*\* \*\*is a function keyword which is used to create copies of an object. If no object type is given and the command line destination is root (no destination), the default object type **–** \*\*Cue – \*\* is used for this function. ## Syntax [Section titled “Syntax”](#syntax) Copy \[Object] \[“Source\_Name” or Source\_Number] At \[“Destination\_Name” or Destination\_Number] (/Option) **Copy \[Object] \[“Source\_Name” or Source\_Number] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Copy keyword uses the following option keywords: * [/CopyCueDestination](/grandma3/2-3/ok_copycuedestination/) * [/CopyCueSource](/grandma3/2-3/ok_copycuesource/) * [/Default](/grandma3/2-3/ok_default/) * [/Merge](/grandma3/2-3/ok_mergehightpriority/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/Overwrite ](/grandma3/2-3/ok_overwrite/) * [/Release](/grandma3/2-3/ok_release/) ## Examples [Section titled “Examples”](#examples) * To copy group 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Group 1 At 5 |   * To copy group 1 to group 11; group 2 to group 12; and group 3 to group 13, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Group 1 Thru 3 At 11 |   * To copy group 2 to group 6, 7, and 8, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Group 2 At 6 Thru 8 |   * To copy cue 2 to cue 6 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Copy Cue 2 At 6 |   * To copy macro 2 to macro 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Macro 2 At 6 | # CopyCrashLog > To enter the CopyCrashLog keyword in the command line, use one of the options: To enter the CopyCrashLog keyword in the command line, use one of the options: * Type **CopyCrashLog** * Type the shortcuts **Copyc** ## Description [Section titled “Description”](#description) CopyCrashLog is a function keyword that is used to copy crash logs into the crash logs folder in the gma3\_library folder on any device. ## Syntax [Section titled “Syntax”](#syntax) CopyCrashLog (If Drive \[“Drive\_Name” or Drive\_Number] /Option) # Cue > To enter the Cue keyword in the command line, use one of the options: To enter the Cue keyword in the command line, use one of the options: * Press Cue * Type **Cue** * Type the shortcut **C** ## Description [Section titled “Description”](#description) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Cue is the only object type that accepts numerical IDs as decimal fractions. The ID which is allowed for cues ranges from 0.001 to 9999.999. In all other objects, a dot indicates the ID of a parent or a child object. | \*\*Cue \*\*is an object type holding a look on stage. Cues are arranged in sequences and are divided into parts. For more information see the [Cue and Sequence section](/grandma3/2-3/cue_sequence/). The **Cue** keyword is an object keyword. Object keywords must have a function keyword in front of them to create a complete command. For more information on how to use the command syntax, see [General Syntax Rules](/grandma3/2-3/csk_syntax_rules/). Cue has a default function called [SelFix](/grandma3/2-3/keyword_selectfixtures/). This selects all the fixtures that have stored values in the cue. If a sequence is not specified, then the selected sequence is used in the command. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Cue \[“Cue\_Name” or Cue\_Number] \[Function] Sequence \[“Sequence\_Name” or Sequence\_Number] Cue \[“Cue\_Name” or Cue\_Number] (\[Setting] \[“Setting\_Value”] (/Option) Assign \[Object] \[“Object\_Name” or Object\_Number] At (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] ## Settings [Section titled “Settings”](#settings) In some settings you have to assign an object. These can be assigned using the [Assign keyword](/grandma3/2-3/keyword_assign/). Other settings may contain a text option or a value. Use the [Set keyword](/grandma3/2-3/keyword_set/) for these settings. Cues can also contain settings for MAtricks and recipe values. These can be changed using the [Set Keyword](/grandma3/2-3/keyword_set/). ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Cue keyword uses the following option keywords: * [/Active](/grandma3/2-3/ok_active/) * [/ActiveForSelected](/grandma3/2-3/ok_activeforselected/) * [/AddNewContent](/grandma3/2-3/ok_addnewcontent/) * [/All](/grandma3/2-3/ok_all/) * [/AllForSelected](/grandma3/2-3/ok_allforselected/) * [/Ask](/grandma3/2-3/ok_ask/) * [/CopyCueDestiation](/grandma3/2-3/ok_copycuedestination/) * [/CopyCueSource](/grandma3/2-3/ok_copycuesource/) * [/CreateSecondCue](/grandma3/2-3/ok_createsecondcue/) * [/CueOnly](/grandma3/2-3/ok_cueonly/) * [/Default](/grandma3/2-3/ok_default/) * [/DMX](/grandma3/2-3/ok_dmx/) * [/GridMergeMode](/grandma3/2-3/ok_gridmergemode/) * [/Look](/grandma3/2-3/ok_look/) * [/Merge](/grandma3/2-3/ok_merge/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/Output](/grandma3/2-3/ok_output/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Programmer](/grandma3/2-3/ok_programmer/) * [/Release](/grandma3/2-3/ok_release/) * [/Remove](/grandma3/2-3/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures with values stored in cue 3 of a selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 3 | The default function for **Cue** is **SelFix** so Cue 3 is the same as SelFix Cue 3.   * To delete cue 2.5 in the selected sequence, type:  | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Cue 2.5 |   * To store cue 2 in sequence 5, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 5 Cue 2 |   * To store cue 3 in sequence 5 with a cue fade time of 7 seconds and an outfade of 11, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 5 Cue 3 CueFade 7/11 | # CueAbsolute > To enter the CueAbsolute keyword in the command line, use one of the options: To enter the CueAbsolute keyword in the command line, use one of the options: * Type **CueAbsolute** * Type the shortcut **Cuea** ## Description [Section titled “Description”](#description) CueAbsolute is a layer keyword. It is used to change the selected layer to the CueAbsolute layer. This layer can show information in, for instance, the fixture sheet. The layer shows the cue ID number for each parameter that has an absolute value from the active cues. If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. A cue is composed of **\[Sequence\_Number].\[Cue\_Number]:\[Part\_Index]** ## Syntax [Section titled “Syntax”](#syntax) CueAbsolute ## Examples [Section titled “Examples”](#examples) * To select the CueAbsolute layer, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueAbsolute  | # CueDelay > To enter the CueDelay keyword in the command line, use one of the options: To enter the CueDelay keyword in the command line, use one of the options: * Press Time Time (If the Time Key Target is set to Cue. For more information see [User Settings](/grandma3/2-3/user_settings/) and [Time Key](/grandma3/2-3/key_time/).) * Type **CueDelay** * Type the shortcut **Cued** ## Description [Section titled “Description”](#description) CueDelay can set both the indelay and the outdelay time of a cue. To do so, use a /. See examples further down. For more information on how to set the delay times in objects see the [Delay Keyword](/grandma3/2-3/keyword_delay/). ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueDelay \[CueDelay\_Time] (Cue \[“Cue\_Name” or Cue\_Number])\*\*\*\* CueDelay \[CueInDelay\_Time]/\[CueOutDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter a delay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueDelay 5  |   * To set an indelay of 6 seconds and an outdelay of 12 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueDelay 6/12  |   * To adjust the CueInDelay to 3 seconds, but leave the CueOutDelay as it was, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueDelay 3/ |   * To enter a delay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 Thru 4 CueDelay 5 | # CueFade > To enter the CueFade keyword in the command line, use one of the options: To enter the CueFade keyword in the command line, use one of the options: * Press Time (If the Time Key Target is set to Cue. For more information see [User Settings](/grandma3/2-3/user_settings/) and [Time Key](/grandma3/2-3/key_time/).) * Type **CueFade** * Type **Cuef** ## Description [Section titled “Description”](#description) CueFade can set both the infade and the outfade time of a cue. To do so, use a /. See examples further down.  As a helping keyword for programming functions (for example Store), this keyword sets the fade time of a cue or a cue part. ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueFade \[CueFade\_Time] (Cue \[“Cue\_Name” or Cue\_Number]) CueFade \[CueInFade\_Time]/\[CueOutFade\_Time] ## Examples [Section titled “Examples”](#examples) * To enter a fade of 5 seconds in a cue, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade 5 |   * To set an infade of 6 seconds and an outfade of 12 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> CueFade 6/12 |   * To adjust the CueInFade to 3 seconds, but leave the CueOutFade as it was, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade 3/ |   * To enter a fade of 5 seconds in cues 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 Thru 4 CueFade 5 |   * To enter a fade time of 1 hour 22 minutes 56.3 seconds in cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 CueFade 1h22m56.3 | Or press:  Time 1 … 2 2 . . 5 6 . 3   * To double the CueFade time, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade \* 2  |   * To subtract 3 seconds from the CueFade time, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueFade - 3 | # CueInDelay > To enter the CueInDelay keyword in the command line, use one of the options: To enter the CueInDelay keyword in the command line, use one of the options: * Type **CueInDelay** * Type the shortcut **Cueind** ## Description [Section titled “Description”](#description) CueInDelay sets the delay time of a cue.  ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name or Cue\_Number]) CueInDelay \[CueInDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter an indelay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> CueInDelay 5 |   * To enter an indelay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 Thru 4 CueInDelay 5 | # CueInFade # CueOutDelay > To enter the CueOutDelay keyword in the command line, use one of the options: To enter the CueOutDelay keyword in the command line, use one of the options: * Type **CueOutDelay** * Type the shortcut **Cueoutd** ## Description [Section titled “Description”](#description) CueOutDelay sets the outdelay time of a cue.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | CueOutDelay is only used by dimmer parameters that go to a lower value in the cue. | ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueOutDelay \[CueOutDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter an outdelay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueOutDelay 5 |   * To enter an outdelay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 Thru 4 CueOutDelay 5 | # CueOutFade > To enter the CueOutFade keyword in the command line, use one of the options: To enter the CueOutFade keyword in the command line, use one of the options: * Type **CueOutFade** * Type the shortcut **Cueo** ## Description [Section titled “Description”](#description) CueOutFade sets the outfade time of a cue. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | CueOutFade is only used by dimmer parameters that go to a lower value in the cue. | ## **(Cue \[“Cue\_Name” or Cue\_Number]) CueOutFade \[CueOutFade\_Time]** [Section titled “(Cue \[“Cue\_Name” or Cue\_Number\]) CueOutFade \[CueOutFade\_Time\]”](#cue-cue_name-or-cue_number-cueoutfade-cueoutfade_time) ## Examples [Section titled “Examples”](#examples) * To enter an outfade of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueOutFade 5 |   * To enter an outfade of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cue 1 Thru 4 CueOutFade 5 | # CueRelative > To enter the CueRelative keyword in the command line, use one of the options: To enter the CueRelative keyword in the command line, use one of the options: * Type **CueRelative** * Type the shortcut **Cuer** ## Description [Section titled “Description”](#description) CueRelative is a layer keyword. It is used to change the selected layer to the CueRelative layer. This layer can show information in, for instance, the fixture sheet. The layer shows the cue ID number for each parameter that has a relative value from the active cues. If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. A cue is composed of **\[Sequence\_Number].\[Cue\_Number]:\[Part\_Index]** ## Syntax [Section titled “Syntax”](#syntax) CueRelative ## Example [Section titled “Example”](#example) * To select the CueRelative layer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CueRelative | # CueUpdate > To enter the CueUpdate keyword in the command line, use one of the options: To enter the CueUpdate keyword in the command line, use one of the options: * Type **CueUpdate** * Type the shortcut **Cueu** ## Description [Section titled “Description”](#description) CueUpdate keyword is an object keyword which addresses all cues that can be updated. ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] \*\*CueUpdate \[CueUpdate\_Number] ## Examples [Section titled “Examples”](#examples) * To list all the cues that can be updated in the command line feedback, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List CueUpdate | It is the same list shown in the  [Update menu](/grandma3/2-3/cue_update/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The number relates to the first element in the list. It does not represent the cue number.  | * To update the first cue in the list, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update CueUpdate 1 | # CurrentUser > To enter the CurrentUser keyword in the command line, use one of the options: To enter the CurrentUser keyword in the command line, use one of the options: * Type **CurrentUser** * ​Type the shortcut **CU** or **Cur** ## Description [Section titled “Description”](#description) CurrentUser represents the user that is currently logged in. ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentUser (\[“Property”] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To list all properties and their values of the current user, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List CurrentUser |   * To set the right of the current user to admin, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set CurrentUser “Rights” “Admin” | # CurrentUserProfile > To enter the CurrentUserProfile keyword in the command line, use one of the options: To enter the CurrentUserProfile keyword in the command line, use one of the options: * Type **CurrentUserProfile** * Type the shortcut **CUP** * Or type the shortcut **Currentuserp** ## Description [Section titled “Description”](#description) The CurrentUserProfile keyword represents the profile of the current user.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentUserProfile (\[“Property”] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To set single step in the current user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set CurrentUserProfile “SingleStep” “Yes” |   * To set the wheel resolution to normal in the current user profile, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set CurrentUserProfile “Wheelresolution” “Normal” | # CurrentEnvironment > To enter the CurrentEnvironment keyword in the command line, use one of the options: To enter the CurrentEnvironment keyword in the command line, use one of the options: * Type **CurrentEnvironment** * Type the shortcut\*\* CurEnv or Currente\*\* ## Description [Section titled “Description”](#description) The CurrentEnvironment keyword addresses the currently selected environment of the current user - Live or Preview.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentEnvironment (Property \[“Property\_Name”] \[“Value”]) ## Example [Section titled “Example”](#example) * To set the align mode to >< (butterfly) in the current environment, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set CurrentEnvironment Property “AlignMode” ”><” | # Cut > To enter the Cut keyword in the command line, type Cut. To enter the Cut keyword in the command line, type **Cut**. ## Description [Section titled “Description”](#description) The Cut keyword\*\* \*\*is a function keyword used to specify the source objects for a two-step action. ## Syntax [Section titled “Syntax”](#syntax) Cut \[Object] \[“Object\_Name” or Object\_Number] The object is temporarily stored for later use as source object for the following Paste command. For more information on Cut & Paste see the [Paste Keyword](/grandma3/2-3/keyword_paste/). ## Example [Section titled “Example”](#example) * To prepare the color preset 1 to be moved using the Paste keyword, type:  | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cut Preset 4.1 | # DataPool > To enter the DataPool keyword in the command line, use one of the options: To enter the DataPool keyword in the command line, use one of the options: * Press MA + Preset + Preset * Type **DataPool** * Type the shortcut **Da** ## Description [Section titled “Description”](#description) The DataPool keyword is used to address a data pool or objects outside the data pool you are currently in. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DataPool \[DataPool\_Number] (\[Object] \[“Object\_Name” or Object\_Number]) ## Example [Section titled “Example”](#example) * To go to the next cue in sequence 2 in the data pool 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ DataPool 2 Sequence 2 | # Deactivate > To enter the Deactivate keyword in the command line, use one of the options: To enter the Deactivate keyword in the command line, use one of the options: * Press MA + Off * Type **Deactivate** * Type the shortcut **Dea** ## Description [Section titled “Description”](#description) The Deactivate keyword deactivates active data in the programmer. Values will not be stored when storing cues or presets as values are subject to store settings. For more information see [Store Settings and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Deactivate Attribute \[“Attribute\_Name” or Attribute\_Number] ## ## Example [Section titled “Example”](#example) * To deactivate the pan attribute in the currently selected fixutres, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Deactivate Attribute “Pan” | # Deceleration > To enter the Deceleration keyword in the command line, use one of the options: To enter the Deceleration keyword in the command line, use one of the options: * Type **Deceleration** * Type the shortcut **Dec** ## Description [Section titled “Description”](#description) The Deceleration keyword is used to set the deceleration curve of a step in the phaser.   For more information see [Phasers](/grandma3/2-3/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Deceleration \[At] Deceleration \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to deceleration, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Deceleration |   * To set the deceleration curve of the dimmer to 85, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Deceleration 85 | # Decimal16 > To enter the Decimal16 keyword in the command line, use one of the options: To enter the Decimal16 keyword in the command line, use one of the options: * Type **Decimal16** * Type the shortcut **Decimal1** ## Description [Section titled “Description”](#description) The Decimal16 keyword is used to set the values of a fixture selection using the 16bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal16 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer for the selected fixtures on the absolute layer to 65535 in Decimal16, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Decimal16 65535 |   * To set the pan attribute for the selected fixtures on the absolute layer to 32768 in Decimal16, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Absolute Decimal16 32768 | # Decimal24 > To enter the Decimal24 keyword in the command line, use one of the options: To enter the Decimal24 keyword in the command line, use one of the options: * Type **Decimal24** * Type the shortcut **Decimal2** ## Description [Section titled “Description”](#description) The Decimal24 keyword is used to set the values of a fixture selection using the 24bit decimal notation.   ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal24 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to 1677721 in decimal24, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Decimal24 1677721 |   * To set the pan value in the absolute layer to 800000 in Decimal24, type:  | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “pan” At Absolute Decimal24 800000 | # Decimal8 > To enter the Decimal8 keyword in the command line, use one of the options: To enter the Decimal8 keyword in the command line, use one of the options: * Type **Decimal8** * Type the shortcut **Deci** ## Description [Section titled “Description”](#description) The Decimal8 keyword is used to set the values of a fixture selection using the 8bit decimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal8 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to 255 in decimal8, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Decimal8 255 |   * To set the pan value in the absolute layer to 128 in Decimal8, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “pan” At Absolute Decimal8 128 | # Default > To enter the Default keyword in the command line, use one of the options: To enter the Default keyword in the command line, use one of the options: * Press MA +  .  * Type **Default** * Type the shortcut **Def** ## Description [Section titled “Description”](#description) The Default keyword is used to reset the attributes of your fixture selection to default values. If there is no attribute list, all attributes of the selected fixtures will be set to their default values.  ## Syntax [Section titled “Syntax”](#syntax) **Default** \*\*Fixture \[“Fixture\_Name” or Fixture\_Number] At Default (\*\*FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number])  **Store Default (/Option)** ## Examples [Section titled “Examples”](#examples) * To set the dimmer of fixture 1 to its default values, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture 1 At Default |   * To set the position attribute of fixture 2 to default, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 2 At Default FeatureGroup 2 | # Delay > To enter the Delay keyword in the command line, use one of the options: To enter the Delay keyword in the command line, use one of the options: * Press Time Time (If the Time Key Target is set to Fixture. For more information see [User Settings](/grandma3/2-3/user_settings/) and [Time Key](/grandma3/2-3/key_time/).) * Press MA Time Time Time * Type **Delay** * Type the shortcut **Dela** ## Description [Section titled “Description”](#description) Delay sets the delay time of an object. For more information on the delay times for cues see [CueDelay Keyword](/grandma3/2-3/keyword_cuedelay/). ## Syntax [Section titled “Syntax”](#syntax) Delay \[Delay\_Time] ## Example [Section titled “Example”](#example) * To set an individual delay time of 4 seconds in the current selection, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Delay 4 | # Delete > To enter the Delete keyword in the command line, use one of the options: To enter the Delete keyword in the command line, use one of the options: * Press Delete * Type \*\*Delete \*\* * Type the shortcut **D** ## Description [Section titled “Description”](#description) The Delete keyword is a function keyword which is used to remove data in a show file. ## Syntax [Section titled “Syntax”](#syntax) Delete \[Object] \[“Object\_Name” or Object\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Delete keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) ## Examples [Section titled “Examples”](#examples) * To delete group 1 in the group pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Delete Group 1 |   * To delete cue 2 in the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Cue 2 | # DeleteGlobalVariable > To enter the DeleteGlobalVariable keyword in the command line, use one of the options: To enter the DeleteGlobalVariable keyword in the command line, use one of the options: * Type **DeleteGlobalVariable** * Type the shortcut **Deleteg** ## Description [Section titled “Description”](#description) The DeleteGlobalVariable keyword is used to delete global variables in a show.  ## Syntax [Section titled “Syntax”](#syntax) DeleteGlobalVariable \[“Name of Variable”] ## Example [Section titled “Example”](#example) * To delete the global variable Urban Blues 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DeleteGlobalVariable “Urban Blues 3” | # DeleteOtherVersion > To enter the DeleteOtherVersion keyword in the command line, use one of the options: To enter the DeleteOtherVersion keyword in the command line, use one of the options: * Type **DeleteOtherVersion** * Type the shortcut **Deleteo** ## Description [Section titled “Description”](#description) The DeleteOtherVersion keyword is a function keyword that is used to delete the installation files of the software versions in a grandMA3 device.  ## Syntax [Section titled “Syntax”](#syntax) DeleteOtherVersion “release\_type\_x.x.x.x.xml;/Path/to/MALightingTechnology/installation\_packages” ## Example [Section titled “Example”](#example) * To delete the installation files of the version 1.6.3.67 on your Windows® computer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DeleteOtherVersion “release\_stick\_v1.6.3.67.xml;C:/ProgramData/MALightingTechnology/installation\_packages” | # DeleteUserVariable > To enter the DeleteUserVariable keyword in the command line, use one of the options: To enter the DeleteUserVariable keyword in the command line, use one of the options: * Type **DeleteUserVariable** * Type the shortcut **Deleteu** ## Description [Section titled “Description”](#description) The DeleteUserVariable keyword is used to delete user-specific variables. ## Syntax [Section titled “Syntax”](#syntax) **DeleteUserVariable** \[“Name of Variable”] ## Example [Section titled “Example”](#example) * To delete the user-specific variable “Green 5”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DeleteUserVariable “Green 5” | # Disconnect > To enter the Disconnect keyword in the command line, use one of the options: To enter the Disconnect keyword in the command line, use one of the options: * Type **Disconnect** * Type the shortcut **Disc** ## Description [Section titled “Description”](#description) The Disconnect keyword disconnects the station from session. Contrary to Dismiss, the Disconnect keyword only disables the network of the station and does not reset the name of session and location of the device. Disconnect only works in devices that take part in the same session.  ## Syntax [Section titled “Syntax”](#syntax) Disconnect IP \[IP\_Number] Disconnect \[DeviceType] \[“DeviceType\_Name” or DeviceType\_Number] ## Example [Section titled “Example”](#example) * To disconnect the console with the name “SystemTech” from the session, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Disconnect Console “SystemTech” | # Dismiss > To enter the Dismiss keyword in the command line, use one of the options: To enter the Dismiss keyword in the command line, use one of the options: * Type **Dismiss** * Type the shortcut **Di** ## Description [Section titled “Description”](#description) The Dismiss keyword is used to throw stations out of your session. ## Syntax [Section titled “Syntax”](#syntax) Dismiss \[DeviceType] \[“Device\_Name” or Device\_Number] Dismiss IP \[IP\_Address] Find the device number in the [Network menu](/grandma3/2-3/network_session/): * To show the devices, unfold the device type. * Along with other information, each device displays number, IP address, and name. ## Examples [Section titled “Examples”](#examples) * To dismiss the console with the name “FOH2”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Dismiss Console “FOH2”  |   * To dismiss the Processing Unit with the number 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Dismiss ProcessingUnit 1 |   * To dismiss the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Dismiss IP 192.168.0.10 | # Display > To enter the Display keyword in the command line, use one of the options: To enter the Display keyword in the command line, use one of the options: * Type **Display** * Type the shortcut **Disp** ## Description [Section titled “Description”](#description) Display is an object keyword which is used to manage the displays. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Display \[Function] Display \[Display\_Number] ## Examples [Section titled “Examples”](#examples) * To list all open displays, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List Display |   * To close display 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Display 2 |   * To retrieve display 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Display 2 | # DMXAddress > To enter the DMXAddress in the command line, use one of the options: To enter the DMXAddress in the command line, use one of the options: * Press MA + X8 | DMX + X8 | DMX * Type \*\*DMXAddress \*\* * Type the shortcut **DMXA** ## Description [Section titled “Description”](#description) The DMXAddress keyword is used to access DMX addresses directly using an absolute numbering method. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DMXAddress \[DMXAddress\_Number] **DMXAddress \[DMXAddress\_Number] At** (\[Readout]) \[Value] ## Examples [Section titled “Examples”](#examples) * To select the fixture patched to universe 2, address 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures DMXAddress 513 |   * To output 50% on the third DMX channel of universe 1 using the DMX testing function, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DMXAddress 3 At 50 |   * To output 42% on the DMX channels 8 to 15 on universe 2 using the DMX testing function, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DMXAddress 520 Thru 527 At 42 |   * To disable the DMX testing function on all DMX channels of all universes, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off DMXAddress Thru | # DMXLayer > To enter the DMXLayer keyword in the command line, use one of the options: To enter the DMXLayer keyword in the command line, use one of the options: * Type **DMXLayer** * Type the shortcut **DMXL** ## Description [Section titled “Description”](#description) DMXLayer is a layer keyword. It is used to change the selected layer to the DMXLayer. This layer can show information in, for instance, the fixture sheet. The DMXLayer shows the values of the DMX sheet.  If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. ## Syntax [Section titled “Syntax”](#syntax) DMXLayer ## Example [Section titled “Example”](#example) * To select the DMXLayer, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> DMXLayer | # DMXUniverse > To enter the DMXUniverse in the command line, use one of the options: To enter the DMXUniverse in the command line, use one of the options: * Press MA + X8 | DMX * Type \*\*DMXUniverse \*\* * Type the shortcut **DMX** ## Description [Section titled “Description”](#description) The DMXUniverse keyword is used to access DMX universes or all DMX channels of a universe. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DMXUniverse \[“DMXUniverse\_Name” or DMXUniverse\_Number] DMXUniverse \[“DMXUniverse\_Name” or DMXUniverse\_Number] At (\[Readout]) \[Value] ## Examples [Section titled “Examples”](#examples) * To patch all DMX channels of universe 1 to universe 11, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> ​Move DMXUniverse 1 At DMXUniverse 11 |   * To select the fixture patched to universe 2.001, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures DMXUniverse 2.001 | # DMXReadout > To enter the DMXReadout keyword in the command line, use one of the options: To enter the DMXReadout keyword in the command line, use one of the options: * Type **DMXReadout** * Type the shortcut **DMXR** ## Description [Section titled “Description”](#description) The DMXReadout keyword is used to set the readout of DMX values in the user profile. It affects the display of values when editing a fixture type or the normal value in the user profile.  ## Syntax [Section titled “Syntax”](#syntax) DMXReadout \[“DMXReadout\_Name” or DMXReadout\_Number] ## Example [Section titled “Example”](#example) * To set the DMXReadout to Hex8, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DMXReadout “Hex8” | # $ (Dollar Sign) > To enter the $ (dollar sign) in the command line, type $. To enter the $ (dollar sign) in the command line, type **$**.  ## Description [Section titled “Description”](#description) The $ (dollar sign) character is used to address variables using the command line. For more information on how to set variables see [SetUserVariable keyword](/grandma3/2-3/keyword_setuservariable/) and the topic [Variables](/grandma3/2-3/macro_variables/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] $\[Variable\_Name] *** ## Example [Section titled “Example”](#example) * To log into user, whose name is stored in the variable “JanePublic”, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LogIn $JanePublic | # . (Dot) # DoubleSpeed > To enter the DoubleSpeed keyword in the command line, use one of the options: To enter the DoubleSpeed keyword in the command line, use one of the options: * Type **DoubleSpeed** * Type the shortcut **DS** or **Dou** ## Description [Section titled “Description”](#description) The DoubleSpeed keyword is a playback keyword which is used to change the speed of the speed masters, presets, or sequences to double the speed. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) DoubleSpeed\*\* \*\*\[Object] \[“Object\_Name” or Object\_Number]  ## Example [Section titled “Example”](#example) * To double the speed of sequence 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DoubleSpeed Sequence 2 | # Down > To enter the Down keyword in the command line, use one of the options: To enter the Down keyword in the command line, use one of the options: * Press Down * Type **Down** * Type the shortcut **Do** For more information see the [Down Key](/grandma3/2-3/key_down/).  ## Description [Section titled “Description”](#description) The Down keyword is a function keyword which is used to address the subfixture within the main fixture.  ## Syntax [Section titled “Syntax”](#syntax) Down ## Example [Section titled “Example”](#example) * To select the subfixtures in the selected fixtures in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Down | # Drive > To enter the Drive keyword in the command line, use one of the options: To enter the Drive keyword in the command line, use one of the options: * Type \*\*Drive \*\* * Type the shortcut **Dr** ## Description [Section titled “Description”](#description) The Drive keyword is used to address physical drives, for instance, USB flash drives and the internal hard drive.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Drive \[“Drive\_Name” or Drive\_Number]** \[Command] If Drive \[“Drive\_Name” or Drive\_Number] ## Examples [Section titled “Examples”](#examples) * To display all available drives, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Drive |   * To load the show “Timecode” from the internal drive, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “Timecode” If Drive 1 | # DropOwnership > To enter the DropOwnership keyword in the command line, use one of the options: To enter the \*\*DropOwnership \*\*keyword in the command line, use one of the options: * Type **DropOwnership** * Type the shortcut **Dro** ## Description [Section titled “Description”](#description) The DropOwnership keyword is used when a user wants to edit an object that is currently owned by a different user. DropOwnership sends a request to release the ownership of an object.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If a running process owns the object to protect data integrity, DropOwnwership might not work right away. If this should be the case, we recommend you use the command again.  | ## Syntax [Section titled “Syntax”](#syntax) DropOwnership \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To request dropping ownership of group 1, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> DropOwnership Group 1 |   * To request dropping ownership of macro 1, line 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DropOwnership Macro 1 | or type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DropOwnership Macro 1.1 | or | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DropOwnership Macro 1.\* | # DumpLog > To enter the DumpLog keyword in the command line, use one of the options: To enter the DumpLog keyword in the command line, use one of the options: * Type **DumpLog** * Type the shortcuts **Du** ## Description [Section titled “Description”](#description) DumpLog is a function keyword that is used to deposit the output of the system monitor in form of a text file in case you should experience any inconsistencies or errors in the software. Hence, use this keyword if you are prompted by the tech support. Regardless of the location the files are stored to – internally or to a USB drive – the path is always \*\*gma3\_library. \*\* | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you insert one USB drive only, the logs will be automatically dumped onto this drive. If you insert more than one USB drive, you will have to specify the drives you would like to save the logs to. | ![Update this description text.](/img/grandma3/2-3/popup_dump-system-monitor-to-drive_v2-2-bb7de0.png) Select Drive to Dump the Logs Syntax DumpLog ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The DumpLog keyword uses the following option keywords: * [/Limit](/grandma3/2-3/ok_limit/) ## Example [Section titled “Example”](#example) * To deposit the output of the system monitor, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>DumpLog | # Echo > To enter the Echo keyword in the command line, use one of these options: To enter the Echo keyword in the command line, use one of these options: * Type **Echo** * Type the shortcut **Ec** ## Description [Section titled “Description”](#description) The Echo keyword is used to display feedback in the windows **Command Line History** and the **System Monitor**.  ## Syntax [Section titled “Syntax”](#syntax) Echo \[“Feedback\_Text”] ## Example [Section titled “Example”](#example) * To feedback “Hello, world!”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Echo “Hello, world!” | Result: | | | | - | ------------- | | | Hello, world! | | | | | ---- | -------------------- | | OK : | Echo “Hello, world!” | # Edit > To enter the Edit keyword in the command line, use one of the options: To enter the Edit keyword in the command line, use one of the options: * Press Edit * Type **Edit** * Type the shortcut **E** ## Description [Section titled “Description”](#description) Edit is a function keyword which is used to modify values. ## Syntax [Section titled “Syntax”](#syntax) **Edit \[Object] \[“Object\_Name” or Object\_Number]** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Edit keyword uses the following option keywords: * [/Tab](/grandma3/2-3/ok_tab/) ## Example [Section titled “Example”](#example) * To edit sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Sequence 1 | The Edit Sequence pop-up opens. # EditRecipe > To enter the EditRecipe keyword in the command line, use one of the options: To enter the EditRecipe keyword in the command line, use one of the options: * Press MA +  Edit * Type **EditRecipe** * Type the shortcut **Editr** ## Description [Section titled “Description”](#description) The EditRecipe is a function keyword that enables the recipe editor.  ## Syntax [Section titled “Syntax”](#syntax) **EditRecipe (\[Object] \[“Object\_Name” or Object\_Number] or \[“Recipe\_Name” or Recipe\_Number])** ## Examples [Section titled “Examples”](#examples) * To enable the edit mode in the recipe editor, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe | * To enable edit mode in cue 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe Cue 1 | or type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe 1 | * To enable edit mode in the second position preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe Preset 2.2 | * To enable edit mode in the running cue in sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe Sequence 1 | * To enable the edit mode in the running cue on executor 204, page 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditRecipe Page 1.204 | # EditSetting > To enter the EditSetting keyword in the command line, use one of the options: To enter the EditSetting keyword in the command line, use one of the options: * Press Edit Edit * Type **EditSetting** * Type the shortcut **Edits** ## Description [Section titled “Description”](#description) EditSetting is a function keyword which is used to modify the settings of an object. ## Syntax [Section titled “Syntax”](#syntax) **EditSetting \[Object] \[“Object\_Name” or Object\_Number]** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The EditSetting keyword uses the following option keywords: * [/Tab](/grandma3/2-3/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To edit the object settings of group 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditSetting Group 1 | The group settings pop-up opens.   * To edit the settings of object 5 in preset pool 21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>EditSetting Preset 21.5 | The Preset settings pop-up opens.   * To change the Cue Part default, enter EditSetting into the command line and then tap the preset.\ The Preset settings pop-up opens. * Tap Cue Part, enter the new value and apply it by tapping Please. # Effect > To enter the Effect keyword in the command line, use one of the options: To enter the Effect keyword in the command line, use one of the options: * Press Channel until Effect appears in the command line * Type **F** + **7** * Type **Effect** * Type the shortcut **Ef** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Effect keyword, make sure you assign the Effect ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Effect keyword is an object keyword which is used to call fixtures of the ID type Effect in the programmer. The name of this keyword can change because it is a custom ID type. For more information see [Custom ID Type](/grandma3/2-3/patch_what_are_fixtures/).  ## Syntax [Section titled “Syntax”](#syntax) Effect \[“Effect\_Name” or Effect\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Effect ID 10, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Effect 10 | # Eject > To enter the Eject keyword in the command line, use one of the options: To enter the Eject keyword in the command line, use one of the options: * Type **Eject** * Type the shortcut **Ej** ## Description [Section titled “Description”](#description) The Eject keyword is used to eject a USB flash drive. ## Syntax [Section titled “Syntax”](#syntax) Eject Drive \[“Drive\_Name” or Drive\_Number] ## Examples [Section titled “Examples”](#examples) * To eject drive 2 (USB flash drive) from the console, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Eject Drive 2 |   * To eject drive Enceladus, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Eject Drive “Enceladus” | # EncoderBank > To enter the EncoderBank keyword in the command line, use one of the options: To enter the EncoderBank keyword in the command line, use one of the options: * Press  MA + X15 | Page + X15 | Page + X15 | Page  * Type **EncoderBank** * Type the shortcut **Encoderban** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can define commands for each encoder bank. The command will be executed once you select the encoder bank. To do so, edit the command cell in the Encoder Bar editor first. | ## Description [Section titled “Description”](#description) The EncoderBank keyword is an object keyword which addresses encoder banks. Syntax \[Function] EncoderBank \[“EncoderBank\_Name” or EncoderBank\_Number].(\[“EncoderPage\_Name” or EncoderPage\_Number]) ## Examples [Section titled “Examples”](#examples) * To select the encoder bank “Fancy Stuff”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select EncoderBank “Fancy Stuff” | # EncoderBar > To enter the EncoderBar keyword in the command line, use one of the options: To enter the EncoderBar keyword in the command line, use one of the options: * Press  MA + X15 | Page + X15 | Page * Type **EncoderBar** * Type the shortcut **En** ## Description [Section titled “Description”](#description) # EndIf # Environment > To enter the Environment keyword in the command line, use one of the options: To enter the Environment keyword in the command line, use one of the options: * Type **Environment** * Type the shortcut **Env** ## Description [Section titled “Description”](#description) The Environment keyword is used to grant access to the two environments of the user profile - normal and preview. Each environment has its own programmer, selection, At filter and other.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Environment \[Environment\_Number] (Property \[“Property\_Name”] \[“Property\_Value”]) ## Examples [Section titled “Examples”](#examples) * To list the environments, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Environment |   * To enable Single Step for Preview, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Environment 2 Property “SingleStep” “Yes” | # = (Equal) > To enter the = [Equal] character in the command line, type =. To enter the = \[Equal] character in the command line, type **=**.  ## Description [Section titled “Description”](#description) The = \[Equal] character is used when assigning a value to an object setting. Many objects have different settings and these settings can be set using the setting name followed by the equal sign and then the desired value. It is used in conjunction with the [Set keyword](/grandma3/2-3/keyword_set/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The equal character can be omitted in the command. In case a command could be misinterpreted, use this character.  | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] \[“Setting”] = \[“Option”] ## Example [Section titled “Example”](#example) * To set the setting Enabled in macro line 1 of macro 3 to No, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Macro 3.1 “Enabled” = “No” | # Exchange > To enter the Exchange keyword in the command line, use one of the options: To enter the Exchange keyword in the command line, use one of the options: * Press Move Move * Type **Exchange** * Type the shortcut **Exc** ## Description [Section titled “Description”](#description) The Exchange keyword is a function keyword used to swap places. ## Syntax [Section titled “Syntax”](#syntax) Exchange \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To exchange macro 1 for macro 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Exchange Macro 1 At Macro 3 | # Executor > To enter the Executor keyword in the command line, use one of the options: To enter the **Executor** keyword in the command line, use one of the options: * Press MA + X16 | Exec * Type **Executor** * Type the shortcut **Ex** ## Description [Section titled “Description”](#description) The Executor keyword is an object keyword used as a control handle for other objects. The default function for Executor objects is **Select**. This means that calling executors without any function specified selects the object assigned to the executor. This selection is now also controllable with the 100 mm fader section. If you apply a function or reference a property not supported by the Executor object, the command will be passed on to its child: key, fader, or the object assigned to the executor. ## Syntax [Section titled “Syntax”](#syntax) **Executor \[Executor\_ID]** Select Page \[Page\_ID] Executor \[**Executor\_**ID] **Set Executor \[Executor\_ID] \[Setting] = \[Setting\_Option**\*\*]\*\* ## Settings [Section titled “Settings”](#settings) The following table displays the settings that can be set using the command line: | Setting | Setting Options | Description | | ------------------------------- | --------------- | ----------------------------------------------------------------------------------------------- | | Key | Go+ etc. | Executor key assignment | | Fader | Master etc. | Executor fader assignment | | Encoder | Master etc. | Executor encoder assignment | | EncoderLeft | <<< etc. | Executor encoder assignment when turning the encoder counterclockwise | | EncoderRight | >>> etc. | Executor encoder assignment when turning the encoder clockwise | | KeyCmd | Go+ etc. | Command run when executor button is pressed | | EncoderRightCmd | <<< etc. | Command run when the encoder is turned counterclockwise | | EncoderLeftCmd | >>> etc. | Command run when the encoder is turned clockwise | | MAKey | Go+ etc. | Executor key assignment when pressing it together with the MA key | | MAFader | Master etc. | Executor fader assignment when pressing the MA key | | MAEncoder | Master etc. | Executor encoder assignment when the MA key is pressed | | MAEncdoerRight | <<< etc. | Executor encoder assignment when turning the encoder counterclockwise while pressing the MA key | | MAEncoderLeft | >>> etc. | Executor encoder assignment when turning the encoder clockwise while pressing the MA key | | MAKeyCmd | Go+ etc. | Command run when executor button is pressed together with the MA key | | MAEncoderRightCmd | <<< etc. | Command run when the encoder is turned counterclockwise together with the MA key | | MAEncoderLeftCmd | >>> etc. | Command run when the encoder is turned clockwise together with the MA key | | PrimaryAssignmentChanged |   | This is information only. See the description below | | SecondaryAssignmentChanged |   | This is information only. See the description below | | Width | 1-5 | Executor width | | Height | 1-4 | Executor height | | Object |   | The object the executor controls | | Config |   | The executor configuration used by the executor | | TotalPrimaryAssignmentChanged |   | This is information only. See the description below | | TotalSecondaryAssignmentChanged |   | This is information only. See the description below | | | | | The four information settings are related to changes made in relation to the used executor configuration. Primary assignments are the assignments the executor has when the MA key is not pressed. The Secondary assignments are the assignments the executor has while the MA key is pressed. The two properties beginning with “Total” are for the entire combined executor. This is relevant when the executor is part of a combined executor with more than one executor in height and/or width. The information settings cannot be changed, they are automatically updated by the software. For setting the executor assignments using the interface, please read the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/) and the [Executor Configurations topic](/grandma3/2-3/executor_configurations/). ## Examples [Section titled “Examples”](#examples) * To remove executor 205 on the current page, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Executor 205 | It does not delete the object assigned to the executor. It just deletes the assignment.   * To delete cue 3 of the sequence assigned to executor 205, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Executor 205 Cue 3 |   * To select executor 102 on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select Page 4.102 |   * To set the setting “Key” of executor 201 to “Flash”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Executor 201 “Key” = “Flash” |   For more information see [Executors](/grandma3/2-3/executor/). # Export > To enter the Export keyword in the command line, use one of the options: To enter the Export keyword in the command line, use one of the options: * Type **Export** * Type the shortcut **Exp** ## Description [Section titled “Description”](#description) Export is a function keyword which is used to save objects from the current show file as a smaller file. If no file name is used in the command, the file name will use the name of the object. By default, files will be exported to the relevant folder within the library folder structure, either on the local drive of the console or onPC station, or on a selected USB drive. For more information on grandMA3 folders see [Folder Structure](/grandma3/2-3/fm_folder_structure/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When exporting several objects at a time without indicating a file name for each pool object, a separate XML file will be exported.  When exporting several objects at a time indicating a file name, all pool objects will be exported into a shared XML file.  | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Import and Export buttons offer a graphical user interface for import and export functions within the Show Creator Menu. For more information, see [Import/Export](/grandma3/2-3/import-export/).  | ## Syntax [Section titled “Syntax”](#syntax) Export \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) (/Option) (“Option\_Value”) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Export keyword uses the following option keywords: * [/Gaps](/grandma3/2-3/ok_gaps/) * [/GDTF](/grandma3/2-3/ok_gdtf/) * [/HighPrecision](/grandma3/2-3/ok_highprecision/) * [/NoDependencies](/grandma3/2-3/ok_nodependencies/) * [/Path ](/grandma3/2-3/ok_path/) * [/Type](/grandma3/2-3/ok_type/) ## Examples [Section titled “Examples”](#examples) * To export macro 1 as the XML file “test”, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export Macro 1 “test” |   * To export macro 1 using the macro name, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Export Macro 1 |   * To export several macros to single XML files at a time, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Export Macro 1 Thru 42 |   * To export macro 1 “test” to the first connected USB drive, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export Macro 1 “test” If Drive 2 | # Extension > To enter the Extension keyword in the command line, use one of the options: To enter the Extension keyword in the command line, use one of the options: * Type **Extension** * Type the shortcut **Exte** ## Description [Section titled “Description”](#description) The Extension keyword is an object keyword which is used to address all extensions in the network.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Extension \[“Extension\_Name” or Extension\_Number] ## Examples [Section titled “Examples”](#examples) * To list all extensions that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Extension |   * To invite extension “FOH3” to the station where you execute the command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite Extension “FOH3” | # Extract > To enter the Extract keyword in the command line, use one of the options: To enter the **Extract** keyword in the command line, use one of the options: * Press MA + At + At * Type **Extract** * Type the shortcut **Ext** ## Description [Section titled “Description”](#description) The Extract keyword is a command keyword used to call the values of presets without references. ## Syntax [Section titled “Syntax”](#syntax) Extract \[Object] \[“Object\_Name” or Object\_Number] (/Option)  ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Extract keyword uses the following option keywords: * [/Single](/grandma3/2-3/ok_single/) ## Example [Section titled “Example”](#example) * To call color preset 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Extract Preset 4.2  | # Fade > To enter the Fade keyword in the command line, use one of the options: To enter the **Fade** keyword in the command line, use one of the options: * Press Time (If the Time Key Target is set to Fixture. For more information see [User Settings](/grandma3/2-3/user_settings/) and [Time Key](/grandma3/2-3/key_time/).) * Press MA Time Time * Type **Fade** ## Description [Section titled “Description”](#description) The Fade keyword is a helping keyword which is used to indicate fade times. As a helping keyword for playback functions (for example Goto), this keyword sets the time which is used to execute the function. If it is used as a starting keyword, Fade will apply individual timing in the programmer for the current selection and attributes. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | As long as the command starts with a function, the Fade keyword and the fade value can be randomly used within the command. | To set the fade times for cues, read more in the [CueFade keyword](/grandma3/2-3/keyword_cuefade/). ## Syntax [Section titled “Syntax”](#syntax) **(\[Function] \[Object] \[“Object\_Name” or Object\_Number]) Fade \[Fade\_Value]** ## Examples [Section titled “Examples”](#examples) * To crossfade to cue 3 in the selected sequence in 4 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 3 Fade 4 |   * To set the individual fade time of 2 seconds to the dimmer of the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fade 2 |   * To set the dimmer value of the current fixture selection to 50 % and apply an individual fade time of 2 seconds to the dimmer of the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At 50 Fade 2 | # FaderCrossFade > To enter the FaderCrossFade keyword in the command line: To enter the FaderCrossFade keyword in the command line: * Type **FaderCrossFade** * Type the\*\*\*\* shortcut \*\*FaderX \*\*or **Faderc** ## Description [Section titled “Description”](#description) The FaderCrossFade keyword represents the crossfade function of a sequence. Crossfade gradually activates the next cue of a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFade At \[Object] \[“Object\_Name” or Object\_Number] FaderCrossFade \[Object] \[“Object\_Name or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFade as executor 302, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderCrossFade At Executor 302 |   * To set the FaderCrossFade value of the fader range to 10% in sequence 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderCrossFade Sequence 5 At 10 | # FaderCrossFadeA > To enter the FaderCrossFadeA keyword in the command line: To enter the FaderCrossFadeA keyword in the command line: * Type **FaderCrossFadeA** * Type the shortcut **FaderXA** ## Description [Section titled “Description”](#description) The FaderCrossFadeA keyword represents the crossfade A function of a sequence. Crossfade A gradually fades out dimmer attributes of a current cue in a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFadeA At \[Object] \[“Object\_Name” or Object\_Number] FaderCrossFadeA \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFadeA as fader function as executor 303, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Assign FaderCrossFadeA At Executor 303 |   * To set the FaderCrossFadeA value to 10% of the fader range for sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderCrossFadeA Sequence 5 At 10 | # FaderCrossFadeB > To enter the FaderCrossFadeB keyword in the command line: To enter the FaderCrossFadeB keyword in the command line: * Type **FaderCrossFadeB** * Type the shortcut **FaderXB** ## Description [Section titled “Description”](#description) The FaderCrossFadeB keyword represents the crossfade B function of a sequence. Crossfade B gradually fades in dimmer attributes of the next cue in a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFadeB At \[“Object\_Name” or Object\_Number] FaderCrossFadeB \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFadeB as fader function to executor 304, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderCrossFadeB At Executor 304 |   * To set the FaderCrossFadeB value of the fader range to 10% in sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderCrossFadeB Sequence 5 At 10 | # FaderMaster > To enter the FaderMaster keyword in the command line, use one of the options: To enter the FaderMaster keyword in the command line, use one of the options: * Type \*\*FaderMaster \*\* * Type the shortcut **Faderm** * Press MA + X16 | Exec + X16 | Exec + X16 | Exec ## Description [Section titled “Description”](#description) The FaderMaster keyword applies the Master function to a number of objects such as executors, sequences, groups, masters, and other. The master function controls the intensity of the assigned object. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-3/cue_sequence/), [Groups](/grandma3/2-3/group/), or  [Masters](/grandma3/2-3/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderMaster At \[Object] \[“Object\_Name” or Object\_Number] FaderMaster \[Object] \[“Object\_Name” or Object\_Number] At \[Value] (Fade \[Time]) Only sequences and presets can move the master using a fade time. Other objects snap to the value. ## Examples [Section titled “Examples”](#examples) * To assign FaderMaster to executor 204, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderMaster At Executor 204 | * To move FaderMaster 205 at position 50% in a 5 seconds fade: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderMaster 205 At 50 Fade 5 | # FaderRate > To enter the FaderRate keyword in the command line, use one of the options: To enter the FaderRate keyword in the command line, use one of the options: * Type **FaderRate** * Type the shortcut **Faderr** ## Description [Section titled “Description”](#description) The FaderRate keyword applies the Rate function to a number of objects such as executors, sequences, groups, masters, presets, and other. Rate divides or multiplies the fade and delay time in a sequence by the value of the fader. If Speed from Rate is enabled, it is then also valid for the speed stored in cues. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-3/cue_sequence/), [Presets](/grandma3/2-3/presets/), [Groups](/grandma3/2-3/group/), or [Masters](/grandma3/2-3/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderRate At \[Object] \[“Object\_Name ” or Object\_Number] FaderRate \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderRate to executor 205, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Assign FaderRate At Executor 205 |   *  To move the rate fader of sequence 1 to 1:1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderRate Sequence 1 At 100 | # FaderSpeed > To enter the FaderSpeed keyword in the command line, use one of the options: To enter the FaderSpeed keyword in the command line, use one of the options: * Type **FaderSpeed** * Type the shortcut **Faders** ## Description [Section titled “Description”](#description) The FaderSpeed keyword applies the Speed function to a number of objects such as executors, sequences, groups, masters, and other. It controls the speed of a phaser in a cue. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-3/cue_sequence/), [Groups](/grandma3/2-3/group/), or  [Masters](/grandma3/2-3/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderSpeed At \[Object] \[“Object\_Name” or Object\_Number] FaderSpeed \[Object] \[“Object\_Name” or Object\_Number] At \[Speed\_Readout] \[Speed\_Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderSpeed to executor 206, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderSpeed At Executor 206 |   * To set the FaderSpeed of sequence 2 to 6 BPM, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderSpeed Sequence 2 At BPM 6 | # FaderTemp > To enter the FaderTemp keyword in the command line, use one of the options: To enter the FaderTemp keyword in the command line, use one of the options: * Type **FaderTemp** * Type the shortcut **Fadert** ## Description [Section titled “Description”](#description) The FaderTemp keyword applies the Temp function to a number of objects such as executors, sequences, groups, masters, and other. Temp crossfades the first cue on when pulled up, and off when pulled down. For more information see [Executors](/grandma3/2-3/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-3/cue_sequence/), [Groups](/grandma3/2-3/group/), or  [Masters](/grandma3/2-3/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderTemp At \[Object] \[“Object\_Name” or Object\_Number] FaderTemp \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderTemp to executor 301, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderTemp At Executor 301 |   * To set the temp fader of sequence 2 to 42%, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> FaderTemp Sequence 2 At 42 | # FaderTime > To enter the FaderTime keyword in the command line, use one of the options: To enter the FaderTime keyword in the command line, use one of the options: * Type **FaderTime** * Type the shortcut **Faderti** ## Description [Section titled “Description”](#description) The FaderTime keyword applies the Time function to a number of objects such as executors, sequences, groups, masters, and other. It is used to overwrite the stored cue part times by setting a time value and activating the time function.  For more information about cue time overwriting see [Cue Timing](/grandma3/2-3/cue_timing/). For more information on how to activate and deactivate the function see [Time](/grandma3/2-3/keyword_time/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderTime At \[Object] \[“Object\_Name” or Object\_Number] FaderTime \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderTime function to executor 207 on the selected page, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign FaderTime At Executor 207 |   * To set the FaderTime value to 50% of the time range for the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> FaderTime At 50 |   * To set the FaderTime value to 10% of the time range for sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FaderTime Sequence 5 At 10 | # FastSync > To enter the FastSync keyword in the command line, use one of the options: To enter the FastSync keyword in the command line, use one of the options: * Type **FastSync** * Type the shortcut **Fas** ## Description [Section titled “Description”](#description) The FastSync keyword is a playback keyword that is used to determine the starting point of the phaser. The first step of the phaser is immediately started. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **FastSync \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To set the starting point of the phaser running in the sequence that is assigned to executor 128, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>FastSync Executor 128 | # FeatureGroup > To enter the FeatureGroup keyword in the command line, use one of the options: To enter the FeatureGroup keyword in the command line, use one of the options: * Press MA + Preset * Type **FeatureGroup** * Type the shortcut **FG** or **Fe** ## Description [Section titled “Description”](#description) The FeatureGroup keyword is used to address feature groups. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number] ## Example [Section titled “Example”](#example) * To set the value Remove in all attributes of the FeatureGroup “Dimmer” in the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Remove FeatureGroup “Dimmer” | # Filter > To enter the Filter keyword in the command line, use one of the options: To enter the Filter keyword in the command line, use one of the options: * Press Group Group Group * Type **Filter** * Type the shortcut **Fil** ## Description [Section titled “Description”](#description) The Filter keyword is used to call a filter. It represents an attribute and a layer filter. For more information see [Worlds and Filters](/grandma3/2-3/worldfilter/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Filter \[“Filter\_Name” or Filter\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Filter keyword uses the following option keywords: * [/Overwrite](/grandma3/2-3/ok_overwrite/) ## Example [Section titled “Example”](#example) * To call filter 4, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Filter 4 | # Fix > To enter the Fix keyword in the command line, use one of the options: To enter the Fix keyword in the command line, use one of the options: * Press MA + Pause * Type **Fix** ## Description [Section titled “Description”](#description) Fix is a function keyword which is used to latch executors on a page. The executors that are latched will always be displayed, even if you change the page. Fix is a toggle function. This means that using Fix without any helping keyword toggles the fixing of the executors between enable and disable. ## Syntax [Section titled “Syntax”](#syntax) Fix (On or Off) Executor \[Executor\_Number] Fix (On or Off) Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] ## Examples [Section titled “Examples”](#examples) * To fix executor 101 through 105 on the current page, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fix On Executor 101 Thru 105 |   * To toggle executor 103 between changing page, or not changing page, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fix Executor 103 | # Fixture > To enter the Fixture keyword in the command line, use one of the options: To enter the Fixture keyword in the command line, use one of the options: * Press Fixture * Type **Fixture** * Type the shortcut **F** or **Fi** ## Description [Section titled “Description”](#description) The Fixture keyword is used as an object keyword to access fixtures that have a fixture ID.  ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] Fixture \[“Fixture\_Name” or Fixture\_Number].\[“SubFixture\_Name” or SubFixture\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Fixture keyword uses the following option keywords: * [/OddEven](/grandma3/2-3/ok_oddeven/) ## Examples [Section titled “Examples”](#examples) * To select fixture 2, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture 2 |   * To select the fifth subfixture of fixture 10, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 10.5  |   * To call values of fixture 1 of the next cue in the selected sequence to programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 At Cue Next | * To call values of fixture 5 of the previous cue in the selected sequence to programmer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 5 At Cue Previous | # FixtureClass > To enter the FixtureClass keyword in the command line, use one of the options: To enter the FixtureClass keyword in the command line, use one of the options: * Press MA + Fixture + Fixture + Fixture * Type **FixtureClass** * Type the shortcuts **FC** or **Fixturec** ## Description [Section titled “Description”](#description) FixtureClass is an object keyword which addresses the fixture classes of a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureClass \[“FixtureClass\_Name” or FixtureClass\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureClass keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Single](/grandma3/2-3/ok_single/) ## Examples [Section titled “Examples”](#examples) **Requirement:** Create the class “Spots” in the patch and link fixtures to it.   * To create a group in the group pool object 301 that contains all patched fixtures that are set to class “Spots” in the patch, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureClass “Spots” At Group 301 |   * To select all fixtures that are set to the class “Spots” in the patch, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixture FixtureClass “Spots” | # FixtureLayer > To enter the FixtureLayer keyword in the command line, use one of the options: To enter the FixtureLayer keyword in the command line, use one of the options: * Press MA + Fixture + Fixture * Type **FixtureLayer** * Type the shortcuts **FL** or **Fixturel** ## Description [Section titled “Description”](#description) FixtureLayer is an object keyword which addresses the layers of fixtures in a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureLayer \[“FixtureLayer\_Name” or FixtureLayer\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureLayer keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/](/grandma3/2-3/ok_single/)[Single](/grandma3/2-3/ok_single/) Example **Requirement:** Create the layer “Backtruss” in the patch and link fixtures to it. * To select all fixtures that are set to layer “Backtruss” within the patch, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures FixtureLayer “Backtruss” | # FixtureType > To enter the FixtureType keyword in the command line, use one of the options: To enter the FixtureType keyword in the command line, use one of the options: * Press MA + Fixture * Type **FixtureType** * Type the shortcuts **FT** or **Fixturet** ## Description [Section titled “Description”](#description) FixtureType is an object keyword which addresses the fixture types of a show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Most edits and command line actions with the keyword FixtureType has to be done while in the Edit Setup mode. For more information, see [ChangeDestination keyword](/grandma3/2-3/release_notes/). | ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureType \[“FixtureType\_Name” or FixtureType\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureType keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Single](/grandma3/2-3/ok_single/) ## Examples [Section titled “Examples”](#examples) **Requirement:** * Enter the Patch menu first.\ For more information see [Patch and Fixture Setup](/grandma3/2-3/patch/).   * To assign fixture type 2 to fixtures 1 through 4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/Patch/Stages/Stage 1> Assign FixtureType 2 At 1 Thru 4 |   * To select all patched fixtures of fixture type 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures FixtureType 3 | # Flash > To enter the Flash keyword in the command line, use one of the options: To enter the Flash keyword in the command line, use one of the options: * Press MA +  >>> * Type **Flash** * Type the shortcut **Fla** ## Description [Section titled “Description”](#description) The Flash keyword is a playback keyword which is used to temporarily overwrite master level in order to set it to full on executing objects without using times. If the executor is disabled and Flash is applied, the executor is temporarily activated using zero timing.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Flash (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To overwrite the master level of executor 201 and to start in first step, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flash On Executor 201 |   * To recall the overwriting, and set the executor to master fader and disable it, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flash Off Executor 201 | # Flip > To enter the Flip keyword in the command line, use one of the options: To enter the Flip keyword in the command line, use one of the options: * Type **Flip** * Type the shortcut **Fli** ## Description [Section titled “Description”](#description) The Flip keyword is used to access the different pan/tilt combinations that direct a moving head in the same direction.  Flip adds 180 degrees to the pan value of the fixtures and inverts the tilt angle. If the fixtures reach their physical breakpoint, the pan and tilt values will be set to the smallest possible value.\ That is, Flip directs the fixture in the same direction using a different pan/tilt combinations.  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | -If no selection list is entered, Flip is applied to the fixture selection. -If no number is entered, the function toggles through the different possible combinations. -The number of combinations depends on the possible degree value the fixture can pan in.  | ## Syntax [Section titled “Syntax”](#syntax) Flip (\[Flip\_Number] \[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To set the pan and tilt of the fixture selection to the next pan/tilt combination, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flip |   * To set the pan and tilt of group 7 to the second pan/tilt combination that directs the fixtures in the same direction, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flip 2 Group 7 | # Fog > To enter the Fog keyword in the command line, use one of the options: To enter the **Fog** keyword in the command line, use one of the options: * Press Channel until Fog appears in the command line * Type **F** + **6** * Type **Fog** * Type the shortcut **Fo** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Fog keyword, make sure you assign the Fog ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Fog keyword is an object keyword which is used to call fixtures of the ID type Fog in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-3/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Fog \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Fog ID 7, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fog 7 | # Freeze # Full # Gel > To enter the Gel keyword in the command line, use one of the options: To enter the **Gel** keyword in the command line, use one of the options: * Press Preset Preset Preset * Type **Gel** ## Description  [Section titled “Description ”](#description) The keyword Gel provides the opportunity to edit or apply swatch book colors using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] **Gel \[“Swatch\_Name”.”Gel\_Name”]** \[Function] **Gel \[Swatch\_Number].\[Gel\_Number]** \[Function] ****Gel \[Swatch\_Number]**** \[Function] ****Gel \[“****Swatch\_Name****”]**** ## Examples [Section titled “Examples”](#examples) * To set the color of the selected fixtures to Lee’s color Mauve, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Gel “Lee”.”Mauve” |   * To set the color of the selected fixtures to the 44th color of the eighth swatch book, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Gel 8.44 |   * To export the “Lee” swatch book, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export Gel 8 | # Generator > To enter the Generator keyword in the command line, use one of the options: To enter the \*\*Generator \*\*keyword in the command line, use one of the options: * Type **Generator** * Type the shortcut **Gen** ## Description  [Section titled “Description ”](#description) The Generator keyword is an object keyword which is used to address the Generator pool objects. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Generator \[“Generator\_Name” or Generator\_Number] *** ## Examples [Section titled “Examples”](#examples) * To call the second generator in the selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Generator 2 |   * To apply the generator “Flicker” to the zoom attribute of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Zoom” At Generator “Flicker” | # GetGlobalVariable > To enter the GetGlobalVariable keyword in the command line, use one of the options: To enter the GetGlobalVariable keyword in the command line, use one of the options: * Type **GetGlobalVariable** * Type the shortcut **Getg** ## Description [Section titled “Description”](#description) The GetGlobalVariable keyword is used to display global variables along with their values in the command line history.  ## Syntax [Section titled “Syntax”](#syntax) **GetGlobalVariable \[“Variable \_Name”\*\*\*\*]** ## Examples [Section titled “Examples”](#examples) * To display all variables in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetGlobalVariable ”\*” |   * To display all variables beginning with the letter f, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetGlobalVariable “f\*” | # GetUserVariable > To enter the GetUserVariable keyword in the command line, use one of the options: To enter the GetUserVariable keyword in the command line, use one of the options: * Type **GetUserVariable** * Type the shortcut **Get** ## Description [Section titled “Description”](#description) The GetUserVariable keyword is used to display user-specific variables along with their values in the command line history.  ## Syntax [Section titled “Syntax”](#syntax) **GetUserVariable \[“Variable\_Name”\*\*\*\*]** ## Examples [Section titled “Examples”](#examples) * To display all user-specific variables in the command line history, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable ”\*”  |   * To display all user-specific variables beginning with the letter f, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable “f\*” | # GoboImage > To enter the GoboImage keyword in the command line, use one of the options: To enter the GoboImage keyword in the command line, use one of the options: * Type **GoboImage** * Type the shortcut **Gob** ## Description [Section titled “Description”](#description) The keyword GoboImage is an object keyword. It is used to manage images of gobos using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] GoboImage \[“GoboImage\_Name” or GoboImage\_Number] ## Examples [Section titled “Examples”](#examples) * To edit gobo image 1 in the gobo pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit GoboImage 1 |   * To list all gobo images in the gobo pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List GoboImage | # <<< (GoFastBackward) > To enter the <<< [GoFastBackward] keyword in the command line, use one of the options: To enter the\*\* \*\*<<< \[GoFastBackward] keyword in the command line, use one of the options:  * Press <<<\*\* \*\* * Type **<<<** * Type the shortcut **<** ## Description [Section titled “Description”](#description) The <<< \[GoFastBackward] keyword is a playback keyword which is used to jump to the previous cue in a sequence, without using cue timing. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Instead of Goto it is also possible to use <<< in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) <<< \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the previous cue in sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> <<< Sequence 3 |   * To jump to the previous cue in the sequence assigned to executor 103 (on the current page), type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> <<< Executor 103 |   * To jump to the previous cue on all sequences assigned to executors on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]><<< Page 4 | For information on the key see the [<<<](/grandma3/2-3/key_gfb/) \[GoFastBackward] key. # >>> (GoFastForward) > To enter the >>> [GoFastForward] keyword in the command line, use one of the options: To enter the >>> \[GoFastForward] keyword in the command line, use one of the options: * Press >>> * Type **>>>**  * Type the shortcut **>**  ## Description [Section titled “Description”](#description) The\*\*\*\* >>> \[GoFastForward] keyword is a playback keyword which is used to jump to the next cue in a sequence without using cue timing. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Instead of Goto it is also possible to use >>> in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) \>>> \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the next cue in sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> >>> Sequence 3 |   * To jump to the next cue in the sequence assigned on executor 103, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> >>> Executor 103 |   * To jump to the next cue on all sequences assigned to executors on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> >>> Page 4 |   * To jump to the next cue in the sequences assigned to executor 211 on page 5, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> >>> Page 5.211 | For more information on the key see the [>>>](/grandma3/2-3/key_gff/) \[GoFastForward] key. # Go- > To enter the Go- keyword in the command line, use one of the options: To enter the Go- keyword in the command line, use one of the options: * Press Go- | Top  * Type **Go-** ## Description [Section titled “Description”](#description) The Go- keyword is a playback keyword that is used to activate the previous cue.  If the target object has cues, it will go back to the previous cue.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Instead of Goto it is also possible to use Go- in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) Go- \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To go to the previous cue of executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go- Executor 101 | # Go+ > To enter the Go+ keyword in the command line, use one of the options: To enter the Go+ keyword in the command line, use one of the options: * Press Go+ | Temp  * Type **Go+** * Type the shortcut **Go** ## Description [Section titled “Description”](#description) The Go+ keyword is a playback keyword and it operates as a start signal for commands to be executed. If the target object has cues, it will proceed to the next cue.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Go \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To go to the next cue of executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Go+ Executor 101 |   * To start macro 2, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ Macro 2 | # Goto > To enter the Goto keyword in the command line, use one of the options: To enter the **Goto** keyword in the command line, use one of the options: * Press Goto * Type **Goto** * Type the shortcut **Got** ## Description [Section titled “Description”](#description) Goto is a function keyword that is used to jump in a list using the original cue timing of the cue where the values were initially stored. Setting fade times using the Goto keyword overrides the original cue timing. For more information see [Relevant Playback Commands](/grandma3/2-3/cue_playback/#h2__483879150).   | | | | ------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | A set fade time overrides the original cue timing. | ## Syntax [Section titled “Syntax”](#syntax) Goto \[Object]\[“Object\_Name” or Object\_Number or Next/Previous] (Fade \[Fade\_Time]) ## Examples [Section titled “Examples”](#examples) * To go to cue 103 of the selected executor, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 103 |   * To go to cue 105 of executor 104, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 105 Executor 104 |   * To go to cue 10 of executor 201 using a fade time of 2 seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 10 Executor 201 Fade 2 | * To go to the next cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue Next | * To go to the previous cue in sequence 42, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Sequence 42 Cue Previous | # Grid > To enter the Grid keyword in the command line, use one of these options: To enter the Grid keyword in the command line, use one of these options: * Press MA + X3 * Type **Grid** * Type the shortcut **Gri** ## Description [Section titled “Description”](#description) The Grid keyword is used to set the grid cursor or span a grid area in the selection grid window. After the cursor is set, it is possible to arrange fixtures in the selection grid window. To position fixtures with a z-axis in the selection window, use the Grid keyword. To set the grid cursor using the user interface see [Selection Grid Window](/grandma3/2-3/operate_selection/). The grid command supports a space or a / (slash) as delimiters for command line input. ## Syntax [Section titled “Syntax”](#syntax) Grid \[x-axis]/\[y-axis]/\[z-axis] Grid \[x-axis] \[y-axis] \[z-axis] ## Examples [Section titled “Examples”](#examples) * To move the blue grid cell cursor in the selection window to column 2, row 2, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 2/2 |   * To position fixtures in a defined area in the selection window, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 2/2 Thru 4/4 | # GridPosition > To enter the GridPosition keyword in the command line, use one of the options: To enter the GridPosition keyword in the command line, use one of the options: * Type **GridPosition** * Type the shortcut **Gridp** ## Description [Section titled “Description”](#description) GridPosition is a layer keyword which represents the xyz grid coordinates of fixtures at a time as values were set in attributes. It is used to change the selected layer to GridPosition. This layer can show information in, for instance, the fixture sheet. ## Syntax [Section titled “Syntax”](#syntax) GridPosition ## Example [Section titled “Example”](#example) * To select the layer GridPosition, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GridPosition | # GridStore > To enter the GridStore keyword in the command line, use one of the options: To enter the GridStore keyword in the command line, use one of the options: * Type **GridStore** * Type the shortcut **GS** or **Grids** ## Description [Section titled “Description”](#description) GridStore transfers grid positions of subfixtures to fixture types.  Syntax **GridStore** ## Example [Section titled “Example”](#example) **Requirement:** 1. Patch fixtures containing subfixtures, for example a Robe Spiider and select Mode4.\ For more information on patching see [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). 2. Select one of the fixtures you patched and select subfixtures. To do so, press Down in the command area of your device or the command section of the onPC, or type the [Down keyword](/grandma3/2-3/keyword_down/) in the command line. 3. Arrange the subfixtures in the selection grid.\ For more information see [Selection Grid](/grandma3/2-3/operate_selection/).  * To store the grid positions of subfixtures to the fixture type, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GridStore | # Group > To enter the Group keyword in the command line, use one of the options: To enter the Group keyword in the command line, use one of the options: * Press Group * Type \*\*Group \*\* * Type the shortcut **G** ## Description [Section titled “Description”](#description) The Group keyword is an object type that contains a certain selection of fixtures in a specific order along with xyz-coordinates used in the [Selection window](/grandma3/2-3/operate_selection/). The default function of the Group keyword is SelFix. This means that calling groups without specifying any function selects the fixtures within the group. For more information see the [SelFix keyword](/grandma3/2-3/keyword_selectfixtures/). ## Syntax [Section titled “Syntax”](#syntax)  (\[Function]) Group \[“Group\_Name” or Group\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Group keyword uses the following option keywords: * [/GridMergeMode](/grandma3/2-3/ok_gridmergemode/) * [/Merge](/grandma3/2-3/ok_merge/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Remove](/grandma3/2-3/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures stored in group 3, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group 3  |   * To list all stored groups of the group pool in the command line history, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Group   | # HalfSpeed # #[Object] > To enter the #[Object] character in the command line, type #[Object]. To enter the #\[Object] character in the command line, type **#\[Object]**.  ## Description [Section titled “Description”](#description) The #\[Object] is used instead of object numbers or names in order to address an object. Using #\[Object] makes it unnecessary to update macros or commands if the object was moved or the name of the object was changed. ## Syntax [Section titled “Syntax”](#syntax) \[Function] #\[Object “Object\_Name”] \[Function] #\[Object Object\_Number] ## ## Examples [Section titled “Examples”](#examples) ## [Section titled “”](#-1) * To set the variable “MyHandle” to the handle of macro 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable “MyHandle” #\[Macro 1] | # Help > To enter the Help keyword in the command line, use one of the options: To enter the Help keyword in the command line, use one of the options: * Press Help * Type **Help** * Type the shortcut **H** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information on how to open the help see [Open the Help in the Console](/grandma3/2-3/atm_open_help_console/). | ## Description [Section titled “Description”](#description) Help is a function keyword which is used to open the Help pop-up for you to search for topics or to use the context sensitive help. ## Syntax [Section titled “Syntax”](#syntax) Help \[“Search\_Term”] Example\   - [Section titled “Example  ”](#example) * To list all keywords starting with an f, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Help f\* | # HelpKeyword > To enter the HelpKeyword keyword in the command line, use one of the options: To enter the HelpKeyword keyword in the command line, use one of the options: * Type **HelpKeyword** * Type the shortcut **Helpk** ## Description [Section titled “Description”](#description) HelpKeyword is a function keyword which is used to list all grandMA3 keywords. Syntax **HelpKeyword (\[“Search\_Term”])** ## Examples [Section titled “Examples”](#examples) * To list all grandMA3 keywords in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>HelpKeyword | # HelpLua > To enter the HelpLua keyword in the command line, use one of the options: To enter the HelpLua keyword in the command line, use one of the options: * Type **HelpLua** * Type the shortcut **Helpl** ## Description [Section titled “Description”](#description) HelpLua is a function keyword which is used to export a list of all grandMA Lua functions. To learn more about Lua functions, read the [Plugins](/grandma3/2-3/plugins/) topic. ## Syntax [Section titled “Syntax”](#syntax) **HelpLua** ## Example [Section titled “Example”](#example) * To list all specific grandMA3 Lua functions, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>HelpLua | The Lua functions are exported into the file “grandMA3\_lua\_functions.txt” in the [grandMA3 library folder](/grandma3/2-3/fm_folder_structure/). # Hex16 > To enter the Hex16 keyword in the command line, use one of the options: To enter the Hex16 keyword in the command line, use one of the options: * Type **Hex16** * Type the shortcut **Hex1** ## Description [Section titled “Description”](#description) The Hex16 keyword is used to set the values of a fixture selection using the 16bit hexadecimal notation.   ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex16 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer for the selected fixtures on the absolute layer to FFFF in Hex16, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Hex16 “FFFF” |   * To set the pan attribute for the selected fixtures on the absolute layer to 8000 in Hex16, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Absolute Hex16 “8000” | # Hex24 > To enter the Hex24 keyword in the command line, use one of the options: To enter the Hex24 keyword in the command line, use one of the options: * Type **Hex24** * Type the shortcut **Hex2** ## Description [Section titled “Description”](#description) The Hex24 keyword is used to set the values of a fixture selection using the 24bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex24 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to FFFFFF in Hex24, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Hex24 “FFFFFF” |   * To set the pan value in the absolute layer to 800000 in Hex24, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “pan” At Absolute Hex24 “800000” | # Hex8 > To enter the Hex8 keyword in the command line, use one of the options: To enter the Hex8 keyword in the command line, use one of the options: * Type **Hex8** * Type the shortcut **Hex** ## Description [Section titled “Description”](#description) The Hex8 keyword is used to set the values of a fixture selection using the 8bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex8 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to FF in Hex8, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Hex8 “FF”  |   * To set the pan value in the absolute layer to DE in Hex8, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “pan” At Absolute Hex8 “DE” | # Highlight > To enter the Highlight keyword in the command line, use one of the options: To enter the Highlight keyword in the command line, use one of the options: * Press Highlt  * Type \*\*Highlight \*\* * Type the shortcut **Hi** ## Description [Section titled “Description”](#description) The Highlight keyword is a playback keyword that is used to apply the defined highlight values on fixtures that are selected. It is a toggle function. This means, entering Highlight without a helping keyword enables or disables the Highlight mode. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To manually fade from the current value to the highlight value and back, use the Highlight fader. For more information see [Master Controls](/grandma3/2-3/ws_master_controls/).  | # Hold > To enter the Hold keyword in the command line, use one of the options: To enter the Hold keyword in the command line, use one of the options: * Press  MA + 0 * Type **Hold** * Type the shortcut **Ho** ## Description [Section titled “Description”](#description) The Hold keyword is a special value that prevents an MIB action while the dimmer is closed. Hold can only be applied to a dimmer attribute and is equivalent to a value of 0.  To prevent all fixtures (for example, scrollers) from performing an MIB action in the same cue, Hold can be used to distribute the movement across multiple cues. To expressly perform a movement between two cues using an open dimmer, Hold can be used to enhance individual fixtures. ## Syntax [Section titled “Syntax”](#syntax) (At) Hold ## Example [Section titled “Example”](#example) * To set the selected fixtures to the value Hold, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Hold | # Houselights > To enter the Houselights keyword in the command line, use one of the options: To enter the **Houselights** keyword in the command line, use one of the options: * Press Channel until Houselights appears in the command line * Type **F** + **3** * Type **Houselights** * Type the shortcut **Hou** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Houselights keyword, make sure you assign the Houselights ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Houselights keyword is an object keyword which is used to call fixtures of the ID type Houselights in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-3/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Houselights \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Houselights ID 5, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Houselights 5 | # Hz > To enter the Hz (Hertz) keyword in the command line, type: Hz To enter the Hz (Hertz) keyword in the command line, type: **Hz** ## Description [Section titled “Description”](#description) The Hz (Hertz) keyword is used to set the speed of a fixture selection or a speed master using the unit hertz.  ## Syntax [Section titled “Syntax”](#syntax) **At Speed Hz \[Value]** Master \[Master\_Number] At Hz \[Value] ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 60 hertz, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Speed Hz 60 |   * To set the first speed master to 3 hertz, type:  | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.1 At Hz 3 | # If # IfActive > To enter the IfActive keyword in the command line, use one of the options: To enter the IfActive keyword in the command line, use one of the options: * Press If If * Type **IfActive** * Type the shortcut **Ifa** ## Description [Section titled “Description”](#description) IfActive is a function keyword that selects fixtures with active values in the programmer. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Executed on its own, the IfActive keyword only selects fixtures of the current command line default. | | | | | ------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | IfActive only works with dimmer values. | If no filter is entered, IfActive will select all fixtures with active values. If a filter is entered, IfActive will select all fixtures which have this filter and also fixtures that have active values in the programmer. ## Syntax [Section titled “Syntax”](#syntax) IfActive (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To select all fixtures with active values in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfActive |   * To select fixtures within group 5 which also have active values in the programmer, type:  | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfActive Group 5 | # IfOutput > To enter the IfOutput keyword in the command line, use one of the options: To enter the IfOutput keyword in the command line, use one of the options: * Press If * Type **IfOutput** * Type the shortcut **Ifo** ## Description [Section titled “Description”](#description) IfOutput is a function keyword that selects fixtures based on their current output. This function works with presets and sequences only. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Executed on its own, the IfOutput keyword only selects fixtures of the current command line default. | ## Syntax [Section titled “Syntax”](#syntax) IfOutput (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To select all fixtures of the current command line default which have output on stage, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfOutput |   * To select all fixtures that output the values stored in sequence 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfOutput Sequence 1 |   * To select all fixtures that use the color preset “Green”, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfOutput Preset “Color”.”Green” |   **Requirement:** Select several fixtures where the dimmer is enabled and select several groups right after. * To only select fixtures where the dimmer is open, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>IfOutput Selection | # IfProgrammer > To enter the IfProgrammer keyword in the command line, use one of the options: To enter the IfProgrammer keyword in the command line, use one of the options: * Press If If If * Type **IfProgrammer** * Type the shortcut **Ifp** ## Description [Section titled “Description”](#description) IfProgrammer is a function keyword that selects fixtures that contain values in the programmer. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Executed on its own, the IfProgrammer keyword only selects fixtures of the current command line default. | # Image > To enter the Image keyword in the command line, use one of the options: To enter the Image keyword in the command line, use one of the options: * Type **Image** * Type the shortcut **Ima** ## Description [Section titled “Description”](#description) The keyword Image is an object keyword. It is used to manage images using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Image \[ImagePool\_Number].\[Image\_Number] ## Examples [Section titled “Examples”](#examples) * To edit image 1 in the custom image pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Image 3.1 |   * To delete image 2 in the custom image pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Image 3.2 | # Import > To enter the Import keyword in the command line, use one of the options: To enter the Import keyword in the command line, use one of the options: * Type **Import** * Type the shortcut **Im** ## Description [Section titled “Description”](#description) Import is a function keyword that incorporates small portions of exported show file data, available as XML files, into the current show file. The Import command loads data into the specified destination occupying the first free pool object when no certain pool object is given.  By default, files will be imported from the relevant folder within the library folder structure, either on the local drive of the console or onPC station, or on a selected USB flash drive. For more information on this folder structure see [Folder Structure](/grandma3/2-3/fm_folder_structure/). ## Syntax [Section titled “Syntax”](#syntax) Import \[Object] Library “File Name.xml” (If Drive \[Drive\_Number]) (At \[“Object\_Name” or Object\_Number]) (/Option) (“Option\_Value”) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Import keyword uses the following option keywords: * [/Path](/grandma3/2-3/ok_path/) * [/Gaps](/grandma3/2-3/ok_gaps/) * [/NoDependencies](/grandma3/2-3/ok_nodependencies/) * [/NoRefresh](/grandma3/2-3/ok_norefresh/) * [/Type](/grandma3/2-3/ok_type/) ## Examples [Section titled “Examples”](#examples) **Requirements:** Destination is changed to fixture types. * To import a MAC Aura XB as a new fixture type in the show file, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/Patch/FixtureTypes> Import Library “MAC Aura XB” |   **Requirements:** Destination is changed to macros. * To import the macro color.xml to the first free pool object, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/DataPools/Default/Macros> Import Library “color.xml” |   * To import the same macro to macro 42 in the macro pool without changing the command line destination, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Macro Library “color.xml” At Macro 42 |    **Requirements:** Destination is changed to macros. * To import all macros from the library into the show file, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/DataPools/Default/Macros> Import Library “\*.xml” | # Index > To enter the Index keyword in the command line, use one of the options: To enter the Index keyword in the command line, use one of the options: * Type **Index** * Type the shortcut **Ind** ## Description [Section titled “Description”](#description) Index keyword is a command keyword that addresses values where a property can have more than one value. For example, a fixture with at least two DMX breaks. The patch property has 2 values for this fixture. | | | | ------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The values of the Index keyword are zero nominated. | ## Syntax [Section titled “Syntax”](#syntax) Set \[Object] \[“Object\_Name” or Object\_Number] \[“Property”] Index \[Index\_Number] \[“Value”] ## Examples [Section titled “Examples”](#examples) **Requirement:** * Fixture 1 has to have at least two DMX breaks.\ For example, the fixture type LED Wall 20x20   * To set the patch address of the second break to universe 2 address 1 without affecting the first address, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Fixture 1 “Patch” Index 1 “2.1” |   * To disable the dimmer attribute in filter 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Filter 6 Property “Attributes” Index 0 “0” | # Insert > To enter the Insert keyword in the command line, use one of the options: To enter the **Insert** keyword in the command line, use one of the options: * Press Copy Copy Copy * Type **Insert** * Type the shortcut **In** ## Description [Section titled “Description”](#description) The Insert keyword is a function keyword which is used to insert pool objects between two other and already occupied pool objects. The following pool objects will be moved to the next empty destination. ## Syntax [Section titled “Syntax”](#syntax) \*\*Insert \*\*\[Object] \[“Object\_Name” or Object\_Number] At \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To move Group 5 onto Group 9 and move the latter one cell further, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Insert Group 5 At 9 | # Integrate > To enter the Integrate keyword in the command line, use one of the options: To enter the Integrate keyword in the command line, use one of the options: * Press MA + At * Type **Integrate** * Type the shortcut **Int** ## Description [Section titled “Description”](#description) The Integrate keyword integrates step 1 of a preset into other steps of the programmer. These steps can be stored into presets and cues. ## Syntax [Section titled “Syntax”](#syntax) Integrate Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Step \[Step\_Number] ## Examples [Section titled “Examples”](#examples) **Requirement: Example 1** * There are already active values in step 1 in the programmer   * To integrate step 1 of preset 1.1 into step 2 of the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Integrate Preset 1.1 Step 2 | # Interface > To enter the Interface keyword in the command line, use one of the options: To enter the Interface keyword in the command line, use one of the options: * Type **Interface**\*\*\*\* * Type the shortcut **Inter** ## Description [Section titled “Description”](#description) Interface is an object keyword which is used to set the network interface using the command line. For more information see [Interfaces and IP](/grandma3/2-3/network_interface/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Interface Interface \[Number] ## Examples [Section titled “Examples”](#examples) * To list all network interfaces, enter the Interface folder in the data structure first: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination Interface |   * To list the interfaces, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List | # Invert > To enter the Invert keyword in the command line, use one of the options: To enter the **Invert** keyword in the command line, use one of the options: * Type **Invert** * Type the shortcut **Inve** ## Description [Section titled “Description”](#description) Invert is a function to invert the selection status of fixtures. If a fixture is selected, using this keyword deselects the fixtures. If a fixture is not selected, using the Invert keyword selects the fixtures.  ## Syntax [Section titled “Syntax”](#syntax) Invert Fixture \[“Fixture\_Name” or Fixture\_Number] ## Example [Section titled “Example”](#example) **Requirement:** Fixtures 1, 3 and 5 are selected * To invert the state of selection in the fixtures 1 to 6, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Invert Fixture 1 Thru 6 | # Invite > To enter the Invite keyword in the command line, use one of the options: To enter the Invite keyword in the command line, use one of the options: * Type **Invite** * Type the shortcut **Inv** ## Description [Section titled “Description”](#description) Invite is a function keyword which is used to invite other stations into the session. ## Syntax [Section titled “Syntax”](#syntax) Invite IP \[Device\_IP] Invite \[Device\_Type] \[“Device\_Name” or Device\_Number] | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [Node](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Station](/grandma3/2-3/keyword_station/), [Extension](/grandma3/2-3/keyword_extension/). | ## Examples [Section titled “Examples”](#examples) * To invite console 6 to the session, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite Console 6 |   * To invite the node named “Truss” to the session, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite Node “Truss” |   * To invite the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite IP 192.168.0.10 | # IP > To enter the IP keyword in the command line, type IP. To enter the IP keyword in the command line, type **IP**. ## Description [Section titled “Description”](#description) IP is an object keyword which is used to manage devices with IP addresses. It interacts with other function keywords and the IP address of the corresponding device. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] IP \[IP Address]** ## Examples [Section titled “Examples”](#examples) For information on IP examples see: * [Dismiss keyword](/grandma3/2-3/keyword_dismiss/) * [Reboot keyword](/grandma3/2-3/keyword_reboot/) * [RemoteCommand keyword](/grandma3/2-3/keyword_remotecommand/) * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) # JoinSession > To enter the JoinSession keyword in the command line, use one of the options: To enter the JoinSession keyword in the command line, use one of the options: * Type **JoinSession** * Type the shortcut **J** ## Description [Section titled “Description”](#description) JoinSession is a function keyword which is used to join a session. ## Syntax [Section titled “Syntax”](#syntax) JoinSession IP \[Device\_IP] **JoinSession \[DeviceType] \[“Device\_Name” or Device\_Number]** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [Node](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Station](/grandma3/2-3/keyword_station/), [Extension](/grandma3/2-3/keyword_extension/). | ## Examples [Section titled “Examples”](#examples) * To join the session of console 6, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>JoinSession Console 6 |   * To join the session on the station with the IP address 192.168.10.21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>JoinSession IP 192.168.10.21 |   * To join the session of the node “Truss”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>JoinSession Node “Truss” | # Key > To enter the Key keyword in the command line, use one of the options: To enter the Key keyword in the command line, use one of the options: * Type **Key** * Type the shortcut **K** ## Description [Section titled “Description”](#description) The Key keyword is used to address the network keys. For more information on what network keys are see [Create a Custom Key](/grandma3/2-3/network_session_key/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Key \[“Key\_Name” or Key\_Number] (Property \[“Property\_Name” ] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To store a new key, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Key 2 |   * To list all keys, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Key |   * To set a different password for a newly created key, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Key 2 Property “Seed” “Concord Dawn” |   * To not use key 2 for MAnet, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Key 2 Property “MANET” “No” | # Keyboard > To enter the Keyboard keyword in the command line, use one of the options: To enter the Keyboard keyword in the command line, use one of the options: * Type **Keyboard** * Type the shortcut **Keyb** ## Description [Section titled “Description”](#description) Keyboard is an object keyword which is used to change the language of the on-screen keyboard. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Keyboard Keyboard \[“Keyboard\_Language” or Keyboard\_Number] ## Examples [Section titled “Examples”](#examples) * To list the keyboard languages, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List Keyboard |   * To set the keyboard to German, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Keyboard 1 | # KeyboardShortcut > To enter the KeyboardShortcuts keyword in the command line, use one of the options: To enter the KeyboardShortcuts keyword in the command line, use one of the options: * Type **KeyboardShortcut** * Type the shortcut **Keyboards** ## Description [Section titled “Description”](#description) The KeyboardShortcut keyword is an object keyword that is used to work with keyboard shortcuts using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] KeyboardShortcut \[KeyboardShortcut\_Number] (\*\***Property \[“Property\_Name”] \[“Value”])** ## Examples [Section titled “Examples”](#examples) * To list all keyboard shortcuts, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> List KeyboardShortcut |   * To assign, for example, the property “Shortcut” to the value “Space”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set KeyboardShortcut 161 Property “Shortcut” “Space” |   *  To delete the keyboard shortcut number 160, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete KeyboardShortcut 160 | # Kill > To enter the Kill keyword in the command line, use one of the options: To enter the \*\*Kill \*\*keyword in the command line, use one of the options: * Press MA + Go- + Go- * Type **Kill** * Type the shortcut **Ki** ## Description [Section titled “Description”](#description) The Kill keyword is a function keyword that executes the Go+ function on sequences and presets and disables all other played back sequences and presets.  If the sequences and presets are not protected against kill, they will be disabled by the Kill keyword. For more information on Kill Protect see [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). ## Syntax [Section titled “Syntax”](#syntax) Kill \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To jump to the next cue on executor 102 and disable all other playbacks, type:  | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Kill Executor 102 | # KnockIn > To enter the KnockIn keyword in the command line, use one of the options: To enter the KnockIn keyword in the command line, use one of the options: * Type **KnockIn** * Type the shortcut **Kn** ## Description [Section titled “Description”](#description) KnockIn is used to take values that are located for example in sequences or presets actively into the programmer.  This is useful to the effect that you can actively take values that have already been stored into the programmer.  ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] KnockIn\*\* \*\*\[“Attribute\_Name” or Attribute\_Number]/\[“FeatureGroup\_Name” or FeatureGroup\_Number] KnockIn Fixture \[“Fixture\_Name” or Fixture\_Number] **Attribute \[“Attribute\_Name” or Attribute\_Number] At KnockIn** ## Examples [Section titled “Examples”](#examples) * To knock in the attribute Color RGB\_R in fixture 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 KnockIn Attribute “ColorRGB\_R” |   * To knock in all attributes of fixture 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>KnockIn Fixture 2  |   * To knock in only the dimmer values of fixtures 11 through 15, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Fixture 11 Thru 15 At KnockIn | # KnockOut > To enter the Off keyword in the command line, use one of the options: To enter the Off keyword in the command line, use one of the options: * Type **KnockOut** * Type the shortcut **Knocko** | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The KnockOut keyword is used as a synonym of the Off keyword. | ## Description [Section titled “Description”](#description) The KnockOut keyword is used as a function and value keyword to: * Knock out selections in the programmer * Knock out active attributes in the programmer ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] KnockOut \[“Attribute\_Name” or Attribute\_Number]/\[“FeatureGroup\_Name” or FeatureGroup\_Number] KnockOut Fixture \[“Fixture\_Name” or Fixture\_Number] Attribute \[“Attribute\_Name” or Attribute\_Number] At KnockOut ## Examples [Section titled “Examples”](#examples) * To knock out the parameters of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>KnockOut Fixture 2 + 4 |   * To knock out the attribute Color RGB\_R in the selected fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “ColorRGB\_R”  At KnockOut |   * To knock out the dimmer attribute in fixture 5, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 5 At KnockOut | # Label > To enter the Label keyword in the command line, use one of the options: To enter the Label keyword in the command line, use one of the options: * Press Assign Assign * Type **Label** * Type the shortcut **L** ## Description [Section titled “Description”](#description) The Label keyword is used to give objects a name. If multiple objects are labeled, and the name contains a free-standing number, the number will be enumerated for each object. If you do not label an object, a pop-up appears. If no object is specified when using the Label keyword, the cue in the selected sequence will be addressed. If the selected sequence is disabled, the sequence will be addressed. ## Syntax [Section titled “Syntax”](#syntax) **Label \[Object] \[“Object\_Name” or Object\_Number] \[“Name”]** | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The name must not contain the following characters: \ ” $ & \* ? , . ; ^ { \| } \~  | ## Examples [Section titled “Examples”](#examples) * To label group 3 “Higgs Boson”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Group 3 “Higgs Boson” |   * To label fixtures 1 to 10 as “Mac700 1”, “Mac700 2” and so on, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Fixture 1 Thru 10 “Mac700 1” |   *  To rename the color preset “Red” to “Dark Red”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Preset “Color”.”Red” “Dark Red” |   * To label group 1 using the name of the selected attribute, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Group 1 At Attribute | * To label cue 1 “Insomnia”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label 1 “Insomnia” | * To address the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label | * To label cue 42 in the selected sequence given that the sequence is running, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label 42 | # Layout > To enter the Layout Keyword in the command line, use one of the options: To enter the Layout Keyword in the command line, use one of the options: * Press MA + X4 * Type **Layout** * Type the shortcut **Lay** ## Description [Section titled “Description”](#description) **Layout** is an object keyword representing a layout of fixtures and other objects. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Layout \[“Layout\_Name” or Layout\_Number]** ## Examples [Section titled “Examples”](#examples) * To create layout 5 and add fixture selection to this layout, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Layout 5 |   * To add group 5 as a button in layout 4, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Group 5 At Layout 4 | # Learn > To enter the Learn keyword in the command line, use one of the options: To enter the Learn keyword in the command line, use one of the options: * Type **Learn** * Type the shortcut **Lear** ## Description [Section titled “Description”](#description) The Learn keyword is a playback keyword that is used to determine the starting point and the speed of a phaser at the same time. It is a combination of [LearnSpeed](/grandma3/2-3/keyword_learnspeed/) and [ReSync](/grandma3/2-3/keyword_resync/) keywords.  For more information on the function Learn and phasers see [Phasers](/grandma3/2-3/phaser/).            ## Syntax [Section titled “Syntax”](#syntax) **Learn(\[Object] \[“Object\_Name” or Object\_Number])** ## Example [Section titled “Example”](#example) Requirement for the first example below: Select a sequence * To apply Learn to the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Learn | * To adjust the effects onto the phase and speed of the phaser in sequence 15, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Learn Sequence 15 | # LearnSpeed > To enter the LearnSpeed keyword in the command line, use one of the options: To enter the LearnSpeed keyword in the command line, use one of the options: * Press Learn | Rate1 * Type **LearnSpeed** * Type the shortcut **Learns** ## Description [Section titled “Description”](#description) The LearnSpeed keyword is a playback keyword that is used to set the speed in phasers. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **LearnSpeed \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) To set the speed in a phaser: * Press and hold Learn | Rate1 and press the executor key several times using the speed you would like to have your phaser at. The phaser learns the speed you press the executor key at. # LeaveSession > To enter the LeaveSession keyword in the command line, use one of the options: To enter the LeaveSession keyword in the command line, use one of the options: * Type **LeaveSession** * Type **Leave** * Type the shortcut **Le** ## Description [Section titled “Description”](#description) LeaveSession is a function keyword which is used to leave the session you are currently in. ## Syntax [Section titled “Syntax”](#syntax) **LeaveSession** ## Example [Section titled “Example”](#example) * To leave the current session, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> LeaveSession | # Library > To enter the Library keyword in the command line, use one of the options: To enter the **Library** keyword in the command line, use one of the options: * Type **Library** * Type the shortcut **Lib** ## Description [Section titled “Description”](#description) Library is an object keyword that is used to access the corresponding library folder down to the root on the hard drive. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Library** ## Examples [Section titled “Examples”](#examples) **Requirements:** Change destination to macros. For more information see [ChangeDestination Keyword](/grandma3/2-3/release_notes/). * To list all macros stored in the macro library, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\@Root/ShowData/Pools/Global/Macros> List Library |   * To import the first macro library, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\@Root/ShowData/Pools/Global/Macros> Import Library 1 |   **Requirements:** Change destination to fixture types. For more information see [ChangeDestination Keyword](/grandma3/2-3/release_notes/). * To list all fixture types stored in the fixture types library, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\@Root/ShowData/LivePatch/FixtureTypes> List Library | # List > To enter the List keyword in the command line, use one of these options: To enter the List keyword in the command line, use one of these options: * Press List * Type **List** * Type the shortcut **Li** ## Description [Section titled “Description”](#description) The List keyword displays show data, including objects and their properties, in the command line history. It is possible to list any object or any property of: * Cues of the selected executor * Groups * Presets If the List command does not specify any type of object, the data of the current command line destination is displayed. The List command can also display the contents of library folders on the console, onPC station, or connected USB drives. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The /Path option instructs the software to access folders other than the defaults. For more information on the default folder structure, see the [Folder Structure](/grandma3/2-3/fm_folder_structure/) topic.  | The List keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) **List** \[Object] \[“Object\_Name” or Object\_Number] List \[Object] Library (If Drive \[Drive\_Number]) (/Path \[FolderPath]) (/Type \[FileType]) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When specifying a type, the word “System” or “User” must be capitalized. For more information see the option keyword [/Type](/grandma3/2-3/ok_type/).  | ## Examples [Section titled “Examples”](#examples) * To list the first ten fixtures of the Fixture Edit Setup, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Fixture Thru 10 |   * To list all existing attributes in the show file, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Attribute |   * To list the first 5 groups of the group pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Group Thru 5 |   * To list the macros available to import from the default macro library folder on the first connected USB drive, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Macro Library If Drive 2 |   *** ## Example - List Properties of a Parent and Their Children’s Properties [Section titled “Example - List Properties of a Parent and Their Children’s Properties”](#example---list-properties-of-a-parent-and-their-childrens-properties) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | In case the children of an object should have various properties, they will be listed using names and numbers when executing List within the parent object. To display the properties of a child directly, you have to specifically list the child. However, the steps described here can also be used in other constellations consisting of a parent and their children.  | In the following example we use StationSettings as the parent and DeskLightsCollect as one of their children.  1. Change the destination of the command line first: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination StationSettings | Result:  | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@StationSettings> |   2. To list the properties of the station settings, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) |  User name\@StationSettings> List | The children are now displayed in the command line history: ![](/img/grandma3/2-3/window_command-line-history_list-keyword_v1-7-88d0fd.png) The children of the Station Settings are listed   3. To list the properties of one child, for example DeskLightsCollect, type:  | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@StationSettings> List DeskLightsCollect | The properties of the child DeskLightsCollect are now displayed in the command line history: ![](/img/grandma3/2-3/window_command-line-history_properties-of-a-child_v1-7-189769.png) The properties of DeskLightsCollect are listed   4.  To access the folder DeskLightsCollect within Station Settings, type:   | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@StationSettings> ChangeDestination DeskLightsCollect | Result: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@StationSettings/DeskLightsCollect> |   5.  To list the properties of the children of DeskLightsCollect, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@StationSettings/DeskLightsCollect> List |   The children’s properties are now displayed.  ![](/img/grandma3/2-3/window_command-line-history_list_desklightscollect_v1-7-5b834f.png) Properties of DeskLightsCollect listed in the command line history # ListCrashLog > To enter the ListCrashLog keyword in the command line, use one of the options: To enter the ListCrashLog keyword in the command line, use one of the options: * Type **ListCrashLog** * Type the shortcuts **Listc** ## Description [Section titled “Description”](#description) ListCrashLog is a function keyword that is used to list all crash logs in the system monitor. ## Syntax [Section titled “Syntax”](#syntax) ListCrashLog ## Example [Section titled “Example”](#example) * To list all crash logs in the system monitor, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListCrashLog | # ListOwnership > To enter the ListOwnership keyword in the command line, use one of the options: To enter the ListOwnership keyword in the command line, use one of the options: * Type **ListOwnership** * Type the shortcut **Listo** ## Description [Section titled “Description”](#description) ListOwnership is used as a troubleshooting keyword in case of a multi-user access conflict. If a multi-user access conflict occurs, use the ListOwnership keyword. It lists the objects that are currently locked for all users in the session, hence causing the conflict.  ## Syntax [Section titled “Syntax”](#syntax) ListOwnership (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To display all objects that are locked for all users and that might cause a multi-user conflict, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListOwnership |   * To display the ownership in macro 1 line 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListOwnership Macro 1 |  or type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListOwnership Macro 1.1 | or: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListOwnership Macro 1.\* | # ListReference > To enter the ListReference keyword in the command line, use one of the options: To enter the ListReference keyword in the command line, use one of the options: * Press MA + List * Type **ListReference** * Type the shortcut **Listr** ## Description [Section titled “Description”](#description) ListReference is used to display references and/or dependencies in your show file.  Examples of references between objects, only to mention a few: * Layout to group, to macro, or to fixture  * Preset to cue, to preset (embedded preset) These references and/or dependencies depend on the use of the object in the show file. ## Syntax [Section titled “Syntax”](#syntax) ListReference \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To list the references and dependencies of group 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ListReference Group 1 | The info pop-up opens listing references and/or dependencies: ![](/img/grandma3/2-3/popup_info_references_v1-9-c9db07.png) Current references, dependencies, or notes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Info Window](/grandma3/2-3/si_info_window/) # Load > To enter the Load keyword in the command line, use one of the options: To enter the Load keyword in the command line, use one of the options: * Press Goto Goto * Type **Load** ## Description [Section titled “Description”](#description) The Load keyword is a playback keyword which is used to prepare an executor to jump to another cue rather than jumping to the next cue when a [Go+](/grandma3/2-3/keyword_goplus/) is performed on the executor. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) ****Load \[Object] \[“Object\_Name” or Object\_Number]**** ## Examples [Section titled “Examples”](#examples) * To load cue 3 on the [selected](/grandma3/2-3/keyword_select/) executor, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load Cue 3 | Cue 3 is loaded. To indicate that a cue is loaded, the display toggles between Cue 3 and Cue “Name”.   * To load cue 5 on executor 114, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load Executor 114 Cue 5 |   * To load cue +2 on executor 114, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load +2 Executor 114 |   * To load the previous cue on executor 114, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load Previous Executor 114 | # Loaded # LoadShow > To enter the LoadShow keyword in the command line, use one of the options: To enter the LoadShow keyword in the command line, use one of the options: * Type **LoadShow** * Type the shortcut **Lo** ## Description [Section titled “Description”](#description) The LoadShow keyword is a function keyword that loads a show from the folders: shows, demo shows, or backup\*\*.\*\* For more information on the folder structure of shows, demo shows, and backups, see [Show File ](/grandma3/2-3/show_file_management/#FolderStructure)[Handling](/grandma3/2-3/show_file_management/#FolderStructure) and [Folder Structure](/grandma3/2-3/fm_folder_structure/).  ## Syntax [Section titled “Syntax”](#syntax) LoadShow \[“Show\_Name”] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The LoadShow keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/DMXProtocols](/grandma3/2-3/ok_dmxprotocols/) * [/LocalSettings](/grandma3/2-3/ok_localsettings/) * [/NoSave](/grandma3/2-3/ok_nosave/) * [/NoShowData](/grandma3/2-3/ok_noshowdata/) * [/OutputStations](/grandma3/2-3/ok_outputstations/) * [/Path](/grandma3/2-3/ok_path/) * [/Save](/grandma3/2-3/ok_save/) * [/Type](/grandma3/2-3/ok_type/) ## Examples [Section titled “Examples”](#examples) * To load the show file with the file name “MacBeth”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “MacBeth” |   * To create a new show file with the name “Henrietta”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “Henrietta” |   | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | To load the new show again, save the new show file after loading it. For more information see [SaveShow keyword](/grandma3/2-3/keyword_saveshow/). | # Lock > To enter the Lock keyword in the command line, use one of the options: To enter the Lock keyword in the command line, use one of the options: * Type **Lock** * Type the shortcut **Loc** ## Description [Section titled “Description”](#description) The Lock keyword is a function keyword that locks objects.  Objects that are locked are indicated by a padlock.  For more information on locks and their types see [Lock and Unlock Pool Objects](/grandma3/2-3/wvm_pool_lock_unlock/). ## Syntax [Section titled “Syntax”](#syntax) Lock \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To lock macro 1, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lock Macro 1 | To unlock objects see the [Unlock Keyword](/grandma3/2-3/keyword_unlock/).   * To lock the second color preset 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lock Preset 4.2 |   * To lock sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lock Sequence 3 | # LogIn > To enter the LogIn keyword in the command line, use one of the options: To enter the LogIn keyword in the command line, use one of the options: * Type \*\*LogIn \*\* * Type the shortcut **Log** ## Description [Section titled “Description”](#description) The LogIn keyword is a function keyword to log in another user. ## Syntax [Section titled “Syntax”](#syntax) LogIn **\[“User\_Name”] \[“Password”]** ## Example [Section titled “Example”](#example) * To log out the current user and log in as user Jimmy Page with the password mac, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LogIn “Jimmy Page” “mac” | # LogOut > To enter the LogOut keyword in the command line, use one of the options: To enter the LogOut keyword in the command line, use one of the options: * Type **LogOut** * Type the shortcut **Logo** ## Description [Section titled “Description”](#description) The LogOut keyword is a function keyword which is used to log out the user and change to guest user. ## Syntax [Section titled “Syntax”](#syntax) LogOut ## Example [Section titled “Example”](#example) * To log out the user and change to guest user, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LogOut | # Lowlight > To enter the Lowlight keyword in the command line, use one of the options: To enter the Lowlight keyword in the command line, use one of the options: * Press MA + Highlt * Type **Lowlight** * Type the shortcut **Low** ## Description [Section titled “Description”](#description) The Lowlight keyword is a playback keyword that is used to apply the defined lowlight values in fixtures that are subselected when highlight is enabled.  Lowlight is also a toggle function meaning that entering Lowlight without using a helping keyword enables or disables the Lowlight mode.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Lowlight (On/Off) ## Example [Section titled “Example”](#example) *  To apply the lowlight values to selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lowlight  | ## Example: Special Values **Requirement:** Activate values in the programmer:    -Call a preset or turn the attribute encoders.   * To store the currently active values as lowlight values, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Lowlight | For more information on the special values see [Parameter List](/grandma3/2-3/patch_parameter_list/).   * To load the lowlight values of the selected fixtures into the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Lowlight | # Lua > To enter the Lua keyword in the command line, use one of the options: To enter the Lua keyword in the command line, use one of the options: * Type **Lua** * Type the shortcut **Lu** ## Description [Section titled “Description”](#description) The Lua keyword is used to execute commands in the script language Lua.  After entering Lua into the command line, type in the script language Lua version 5.4. The grandMA3 will directly execute the commands written in Lua. To learn more about the grandMA3 specific Lua functions, see [Plugins](/grandma3/2-3/plugins/) . ## Syntax [Section titled “Syntax”](#syntax) Lua \[“LuaCode”] ## Examples [Section titled “Examples”](#examples) * To output “Hello World” in the Command Line History, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lua “Printf(‘Hello World’)” | Result:   Hello World   * To output “Hello World” in the system monitor, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Lua “Echo(‘Hello World’)” | Result:   Hello World # LuaFile > To enter the LuaFile keyword in the command line, use one of the options: To enter the LuaFile keyword in the command line, use one of the options: * Type **LuaFile** * Type the shortcut **Luaf** ## Description [Section titled “Description”](#description) The LuaFile keyword is used to execute a Lua file directly without the need to import it into the grandMA3 show file. ## Syntax [Section titled “Syntax”](#syntax) LuaFile \[“AbsolutePathToLuaFile/FileName.lua”] ## Example [Section titled “Example”](#example) * To execute the Lua file “execute\_example.lua”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LuaFile “C:\ProgramData\MALightingTechnology\gma3\_1.6.3\shared\resource\lib\_plugins\examples\execute\_example\execute\_example.lua” | # Macro > To enter the Macro keyword in the command line, use one of the options: To enter the **Macro** keyword in the command line, use one of the options: * Press MA + X14 | Macro * Type **Macro** * Type the shortcut **M** ## Description [Section titled “Description”](#description) The Macro keyword is an object keyword which is used to access Macros. The default function for macro is Go+. This means calling macros without specifying any function starts the macro. For more information see [Macros](/grandma3/2-3/macros/). ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Macro** \[“Macro\_Name” or Macro\_Number] \[Function] DataPool \[“DataPool\_Name” or DataPool\_Number] Macro \[“Macro\_Name” or Macro\_Number] ## Examples [Section titled “Examples”](#examples) * To start macro 5, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Macro 5 |   * To set the wait time of macro 3 line 4 to Go, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Macro 3.4 “Wait” “Go” |   * To store a new and empty macro 2, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Macro 2 | # MArker > To enter the MArker keyword in the command line, use one of the options: To enter the MArker keyword in the command line, use one of the options: * Press Channel until MArker appears in the command line * Type **F** + **9** * Type **MArker** * Type the shortcut **Mar** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the MArker keyword, make sure you assign the MArker ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The MArker keyword is an object keyword that is used to select fixtures of the ID type MArker.  ## Syntax [Section titled “Syntax”](#syntax) MArker \[“MArker\_Name” or MArker\_Number] ## Example [Section titled “Example”](#example) * To select MArker 30, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>MArker 30 | # Master > To enter the Master keyword in the command line, use one of the options: To enter the **Master** keyword in the command line, use one of the options: * Type **Master** * Type the shortcut **Mas** ## Description [Section titled “Description”](#description) The Master keyword is an object keyword that is used to address the different master functions, e.g., for the selected sequence, grand masters, speed masters and playback masters. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Master** \[“MasterCategory\_Name” or MasterCategory\_Number].\[“Master\_Name” or Master\_Number] Master \[MasterCategory\_Number].\[“Master\_Name” or Master\_Number] At \[SpeedReadout] \[SpeedReadout\_Value] ## Examples [Section titled “Examples”](#examples) * To assign the master to the selected sequence on executor 206, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Master 1.1 At Executor 206 |   *  To assign the grand master to executor 207, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Master 2.1 At Executor 207 |   * To label the second speed master “Great Speed”, type:   | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Master 3.2 “Great Speed” |   * To assign the playback master 3 to executor 209 on page 6, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Master 4.3 At Page 6.209 |  For more information on how to assign objects to executors see [Assign Object to an Executor](/grandma3/2-3/executor_assign/).    * To set the first speed master to a speed of 42 BPM, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.1 At BPM 42 | * To set the first speed master to a speed of 2 hertz, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.”Speed1” At Hz 2 | * To set the first speed master to a speed of 0.69 seconds, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.”Speed1” At Seconds 0.69 | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can also set the speed readout of other objects such as sequences and presets.  | # MAtricks > To enter the MAtricks keyword in the command line, use one of the following options: To enter the MAtricks keyword in the command line, use one of the following options: * Type \*\*MAtricks \*\* * Type the shortcut **Mat** ## Description [Section titled “Description”](#description) The MAtricks keyword behaves as an object type. Used with an ID, MAtricks represents MAtricks objects stored in the MAtricks pool. With the helping keywords On, Off, and Toggle, the MAtricks of the two selections may temporarily be enabled or disabled. Furthermore, you can set the values of the MAtricks of the two selections. ## Syntax [Section titled “Syntax”](#syntax) Set Selection (Selection\_Number) MAtricks (Property) \[“Property\_Name” or Property\_Value] \[Function] MAtricks \[“MAtricks\_Name” or MAtricks\_Number] ## Properties [Section titled “Properties”](#properties) | X | Y | Z | | -------- | -------- | -------- | | XBlock | YBlock | ZBlock | | XGroup | YGroup | ZGroup | | XWings | YWings | ZWings | | XWidth | YWidth | ZWidth | | XShuffle | YShuffle | ZShuffle | | XShift | YShift | ZShift | ## Examples [Section titled “Examples”](#examples) * To set the MAtricks X to 2 in the active selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Selection MAtricks “X” 2 |   * To set the MAtricks XBlock to 4 in selection 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Selection 2 MAtricks “XBlock” 4 |   * To disable MAtricks in the active selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Selection MAtricks |   * Toggle to activate MAtricks in the active selection, press Set or type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Toggle Selection MAtricks |   * To reset the MAtricks in the first selection, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reset Selection 1 MAtricks | ##   * To call the first MAtricks object in the MAtricks pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Call MAtricks 1 |   * To label MAtricks 2 “Great”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label MAtricks 2 “Great” |   * To assign the fourth MAtricks object of the pool to the first recipe in cue 1 part 0 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign MAtricks 4 At Cue 1 Part 0.1 |   * To apply the speed value of 10 Hz to the speed of the X property of the MAtricks selection, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” “Hz 10” | # Measure > To enter the Measure keyword in the command line, use one of the options: To enter the Measure keyword in the command line, use one of the options: * Type **Measure** * Type the shortcut **Mea** ## Description [Section titled “Description”](#description) The Measure keyword is used together with the phaser speed (speed layer) to define the length of time of a phaser. Knocking in the measure layer without specifying a value, will take the number of steps of the running phaser as the value.  For more information see [Phasers](/grandma3/2-3/phaser/).  | | | | ------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The measure layer also affects how the width of each step is calculated.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When using the measure layer, multiple width value combinations can produce identical results. To ensure predictable timing, we recommended you consider the width value of a step as the percentage of a beat and ensure that the total width of all steps in the phaser equals the number of beats specified in the measure layer. | # Media > To enter the Media keyword in the command line, use one of the options: To enter the **Media** keyword in the command line, use one of the options: * Type **F** + **5** * Type **Media** * Type the shortcut **Med** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Media keyword, make sure you assign the Media ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Media keyword is an object keyword which is used to call fixtures of the ID type Media in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-3/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Media \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Media ID 2, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Media 2 | # MemoryInfo > To enter the MemoryInfo keyword in the command line, use one of the options: To enter the \*\*MemoryInfo \*\*keyword in the command line, use one of the options: * Type **MemoryInfo** * Type the shortcut **Me** ## Description [Section titled “Description”](#description) The MemoryInfo keyword is a command keyword that is used to indicate how much memory is occupied.  ## Syntax [Section titled “Syntax”](#syntax) **MemoryInfo** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The MemoryInfo keyword uses the following option keywords: * [/Limit](/grandma3/2-3/ok_limit/) * [/Sort](/grandma3/2-3/ok_sort/) ## ## Example [Section titled “Example”](#example) * To check how much memory is occupied, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>MemoryInfo | # Menu > To enter the Menu keyword in the command line, use one of the options: To enter the \*\*Menu \*\*keyword in the command line, use one of the options: * Type **Menu** * Type the shortcut **Men** ## Description [Section titled “Description”](#description) The Menu keyword is an object keyword which is used to address menus. ## Syntax [Section titled “Syntax”](#syntax) **(\[Function]) Menu \[“Menu\_Name” or Menu\_Number]** ## Examples [Section titled “Examples”](#examples) * To open the menu Network, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “Network”    | # Mesh > To enter the Mesh keyword in the command line, use one of the options: To enter the \*\*Mesh \*\*keyword in the command line, use one of the options: * Type **Mesh** ## Description [Section titled “Description”](#description) The Mesh keyword is an object keyword which is used to address meshes. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Mesh \[“Mesh\_Name” or Mesh\_Number] ## Example [Section titled “Example”](#example) * To list all meshes of the show file, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Mesh | # - (Minus) > To enter the - [Minus] keyword in the command line, use one of the options: To enter the - \[Minus] keyword in the command line, use one of the options: * Press - * Type **-** \[Minus] ## Description [Section titled “Description”](#description) The - \[Minus] keyword is used to remove objects from a list or to indicate negative values.  If the - \[Minus] keyword is used in order to indicate values, it will indicate absolute or relative values: * A space between the - \[Minus] and the value is automatically added. The space makes the value relative * To obtain an absolute value, remove the space between the - \[Minus] ## Syntax [Section titled “Syntax”](#syntax) (\[Attribute] \[“Attribute\_Name” or Attribute\_Number]) At - \[Value] \[Object] \[“Object\_Name or Object\_Number] - \[Object] \[“Object\_Name” or Object\_Number] \[Number] ## Examples [Section titled “Examples”](#examples) * To reduce the percentage readout of pan by 10 percent, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At - 10 |   * To reduce 10 % from the current dimmer value in the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At - 10 |   * To select the entire group 5 without selecting fixture 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group 5 - Fixture 2 |   * To remove fixtures 5, 6, and 7 in the current selection of fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>- Fixture 5 Thru 7 | # Move > To enter the Move keyword in the command line, use one of the options: To enter the Move keyword in the command line, use one of the options: * Press Move * Type **Move** * Type the shortcut **Mo** ## Description [Section titled “Description”](#description) The Move keyword is a function keyword which is used to move objects to another location giving them a new object ID.  If the destination is already occupied, the object will be moved to the target object. The previous target object will be moved to the next object until an empty object will be occupied. ## Syntax [Section titled “Syntax”](#syntax) Move \[Object] \[“Object\_Name” or Object\_Number] At **\[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To move macro 1 to macro 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Move Macro 1 At 3 | # Multipatch > To enter the Multipatch keyword in the command line, use one of the options: To enter the Multipatch keyword in the command line, use one of the options: * Press Channel until Multipatch appears in the command line * Type **F + 10** * Type **Multipatch** * Type the shortcut\*\* Mu\*\* | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Multipatch keyword, make sure you create a Multipatch in an existing fixture first. | ## Description [Section titled “Description”](#description) The Multipatch keyword is a keyword which is used to address the multipatch fixtures of a fixture. ## Syntax [Section titled “Syntax”](#syntax) Multipatch\*\* \*\*\[Absolute\_Multipatch\_ID]  Fixture \[“Fixture\_Name” or Fixture\_Number] Multipatch \[Multipatch\_ID]  ## Examples [Section titled “Examples”](#examples) * To select the second multipatch fixture of fixture 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 4 Multipatch 2 |   * To patch the third multipatch fixture of fixture 2 to DMX address 6 in DMX universe 42, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Patch Fixture 2 Multipatch 3 42.6 | # MyRunningMacro > To enter the MyRunningMacro keyword in the command line, use one of the options: To enter the MyRunningMacro keyword in the command line, use one of the options: * Type **MyRunningMacro** * Type the shortcut **MyRunningm** ## Description [Section titled “Description”](#description) The MyRunningMacro keyword is used when there are several users in a session.  It allows you to list or disable your own running macros in a show file. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running macros are not equal to the numbers of the macro in the macros data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningMacro \[“Macro\_Name” or Macro\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first macro that is running and which you started, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningMacro 1 |   * To list all your running macros, change destination to the running macros first: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningMacro | Result:  | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningMacros> |   * To list all your running macros, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningMacros> List | # MyRunningPreset > To enter the MyRunningPreset keyword in the command line, use one of the options: To enter the MyRunningPreset keyword in the command line, use one of the options: * Type **MyRunningPreset** * Type the shortcut **MyRunningp** ## Description [Section titled “Description”](#description) The MyRunningPreset keyword is used when there are several users in a session.  It allows you to disable your own running presets in a show file. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running presets are not equal to the numbers in the preset pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningPreset \[“Preset\_Name” or Preset\_Number] ## Examples [Section titled “Examples”](#examples) * To disable your second preset of the gobo preset pool that is running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningPreset 3.2 |   * To list all your running presets, change destination to the running presets first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningPreset | Result:  | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningPresets> |   * To list all your running presets, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningPresets> List  | # MyRunningSequence > To enter the MyRunningSequence keyword in the command line, use one of the options: To enter the MyRunningSequence keyword in the command line, use one of the options: * Type **MyRunningSequence** * Type the shortcut **My** ## Description [Section titled “Description”](#description) The MyRunningSequence keyword is used when there are several users in a session.  It allows you to disable your own running sequences in a show file. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running sequences are not equal to the numbers of sequences in the sequences data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningSequence \[Number] ## Examples [Section titled “Examples”](#examples) * To disable the first sequence that is running and which you started, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningSequence 1 |   * To list all your running sequences, change destination to the running sequences first: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningSequence | Result:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningSequences> |   * To list all your running sequences, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningSequences>List | # MyRunningSoundFile > To enter the MyRunningSoundFile keyword in the command line, use one of the options: To enter the MyRunningSoundFile keyword in the command line, use one of the options: * Type **MyRunningSoundFile** * Type the shortcut **MyRunningso** ## Description [Section titled “Description”](#description) The MyRunningSoundFile keyword is used when there are several users in a session.  It allows you to disable your own running sound files in a show file. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running sound files are not equal to the numbers of sound files in the sound pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningSoundFile \[Number] ## Examples [Section titled “Examples”](#examples) * To disable the first sound file that is running and which you started, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningSoundFile 1 |   * To list all your running sound files, change destination to the running sound files first: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningSoundFile | Result:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningSoundFiles> |   * To list all your running sound files, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningSoundFiles> List | # MyRunningTimecode > To enter the MyRunningTimecode keyword in the command line, use one of the options: To enter the MyRunningTimecode keyword in the command line, use one of the options: * Type **MyRunningTimecode** * Type the shortcut **MyRunningt** ## Description [Section titled “Description”](#description) The MyRunningTimecode keyword is used when there are several users in a session.  It allows you to disable your own running timecodes in a show file. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running timecodes are not equal to the numbers of timecodes in the timecode data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningTimecode \[Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timecode that is running and which you started, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningTimecode 1 |   * To list all your running timecodes, change destination to the running timecodes first: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningTimecode | Result:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningTimecodes> |   * To list all your running timecodes, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningTimecodes>List | # MyRunningTimer > To enter the MyRunningTimer keyword in the command line, use one of the options: To enter the MyRunningTimer keyword in the command line, use one of the options: * Type **MyRunningTimer** ## Description [Section titled “Description”](#description) The MyRunningTimer keyword is used when there are several users in a session.  It allows you to list or disable your own running timers in a show file. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running timers are not equal to the numbers of timers in the timers data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningTimer \[“Timer\_Name” or Timer\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timer that is running and which you started, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off MyRunningTimer 1 |   * To list all your running timers, change destination to the running timers first: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination MyRunningTimer | Result:  | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningTimers> |   * To list all your running timers, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/MyRunningTimers>List | # Natural > To enter the Natural keyword in the command line, use one of the options: To enter the Natural keyword in the command line, use one of the options: * Type **Natural** * Type the shortcut **Na** ## Description [Section titled “Description”](#description) The Natural keyword is used to set the values of a fixture selection using the notation that is defined as natural in the different attributes. For information on how to define which readout is used as natural readout in each attribute in the user interface, see [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/).  ## Syntax [Section titled “Syntax”](#syntax) **Attribute \[“Attribute\_Name”] At Natural \[Value]** ## Example [Section titled “Example”](#example) * To set the pan attribute of the selected fixtures to value 26 using the readout that is defined as natural readout, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Natural 26 | # NDI > To enter the NDI keyword in the command line, use one of the options: To enter the NDI keyword in the command line, use one of the options: * Type **NDI** * Type the shortcut **ND** ## Description [Section titled “Description”](#description) The keyword NDI is an object keyword that addresses NDI streams within the NDI folder of the video pool.  For more information on NDI and how to use it see [Video - Use an NDI Source](/grandma3/2-3/videos/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] NDI ## Example [Section titled “Example”](#example) *  To list all NDI streams that are used in the show file, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List NDI | # NetworkNode > To enter the NetworkNode keyword in the command line, use one of the options: To enter the NetworkNode keyword in the command line, use one of the options: * Type **NetworkNode** * Type the shortcuts **Node** or **Networkn** ## Description [Section titled “Description”](#description) The NetworkNode keyword is an object keyword which is used to display the grandMA3 nodes in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] NetworkNode \[“NetworkNode\_Name” or NetworkNode\_Number] ## Examples [Section titled “Examples”](#examples) * To list all nodes that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List NetworkNode |   * To invite node “FOH3” into the session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite NetworkNode “FOH3”  | # NetworkSpeedTest # NewShow > To enter the NewShow keyword in the command line, use one of the options: To enter the NewShow keyword in the command line, use one of the options: * Type \*\*NewShow \*\* * Type the shortcut **New** ## Description [Section titled “Description”](#description) The NewShow keyword is a function keyword that is used to create new shows. ## Syntax [Section titled “Syntax”](#syntax) ****NewShow**** \[“**Show\_Name”] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The NewShow keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/DMXProtocols](/grandma3/2-3/ok_dmxprotocols/) * [/LocalSettings](/grandma3/2-3/ok_localsettings/) * [/NoShowData](/grandma3/2-3/ok_noshowdata/) * [/OutputStations](/grandma3/2-3/ok_outputstations/) * [/Path](/grandma3/2-3/ok_path/) ## Example [Section titled “Example”](#example) * To create a new show file with the file name “La Bohème”, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NewShow “La Bohème” | # Next > To enter the Next keyword in the command line, use one of the options: To enter the \*\*Next \*\*keyword in the command line, use one of the options: * Press  Next or MA + * Type **Next** * Type the shortcut **N** | | | | ------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | To execute the command directly, press Next. | ## Description [Section titled “Description”](#description) If no fixtures are selected and the default keyword is Fixture, the Next keyword selects the fixture with the lowest fixture ID. If only one fixture is selected and the default keyword is Fixture, the Next keyword selects the following fixture. If multiple fixtures are selected, the Next keyword selects the following fixture one after the other within the selected block of fixtures.  For more information see [MAtricks and Shuffle](/grandma3/2-3/matricks/).  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The logic of object-related operations was extended using the Next keyword. For more information see the [Store keyword](/grandma3/2-3/keyword_store/) and the [Update keyword](/grandma3/2-3/keyword_update/). | ## Syntax [Section titled “Syntax”](#syntax) **Next** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Next keyword uses the following option keywords: * [/Wrap](/grandma3/2-3/ok_wrap/) ## Examples [Section titled “Examples”](#examples) * To step through single fixtures in the selected block of fixtures, press Next.  ![](/img/grandma3/2-3/img_next-keyword_v0-99-67bb48.png) *Using Next in a selected block of fixtures* * To go to the next page in the page pool, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next Page | * To load the next cue in selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load Next | # NextY > To enter the NextY keyword in the command line, use one of the options: To enter the **NextY** keyword in the command line, use one of the options: * Type **NextY** ## Description [Section titled “Description”](#description) The NextY keyword is a command keyword that is used to move the main selection from fixture to fixture on the y-axis. This can be observed in the selection grid for example.  ## Syntax [Section titled “Syntax”](#syntax) **NextY** ## Examples: [Section titled “Examples:”](#examples) **Requirement:** * Select more than one fixture on the y-axis: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 0/0 Thru 4/4 | | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 25 |   * To move this selection downward, that is, on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NextY | # NextZ > To enter the NextZ keyword in the command line, use one of the options: To enter the **NextZ** keyword in the command line, use one of the options: * Type **NextZ** ## Description [Section titled “Description”](#description) The NextZ keyword is a command keyword that is used to move the main selection from fixture to fixture on the z-axis. This can be observed in the selection grid for example.  ## Syntax [Section titled “Syntax”](#syntax) **NextZ** ## Examples [Section titled “Examples”](#examples) **Requirement**: * Select more than one fixture on the z-axis: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 0/0/0 Thru 4/0/4 | | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 25 | * To move this selection upward, that is, on the z-axis, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NextZ | # NonDim > To enter the NonDim keyword in the command line, use one of the options: To enter the **NonDim** keyword in the command line, use one of the options: * Press Channel until NonDim appears in the command line * Type **F** + **4** * Type **NonDim** * Type the shortcut **Non** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the NonDim keyword, make sure you assign the NonDim ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The NonDim keyword is an object keyword which is used to call fixtures of the ID type NonDim in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type Topic](/grandma3/2-3/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) NonDim \[“NonDim\_Name” or NonDim\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the NonDim ID 1, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NonDim 1  | # Normal > To enter the Normal keyword in the command line, use one of the options: | | | | ------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Pressing At twice instantly executes the Normal keyword. | To enter the \*\*Normal \*\*keyword in the command line, use one of the options: * Press At At  * Type **Normal** * Type the shortcut **No** ## Description [Section titled “Description”](#description) The Normal keyword is an object keyword which is used to set the dimmer of the fixtures to the defined normal value. For information on how to change th enormal value see [User Settings](/grandma3/2-3/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) Normal ## Example [Section titled “Example”](#example) * To set the dimmer of the selected fixtures to the normal value, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Normal  | # Note > To enter the Note keyword in the command line, use one of the options: To enter the Note keyword in the command line, use one of the options: * Type **Note** * Type the shortcut **Not** ## Description [Section titled “Description”](#description) The Note keyword is used to add or edit a short note in an object.  For more information see [Notes](/grandma3/2-3/notes/).  ## Syntax [Section titled “Syntax”](#syntax) Note \[Object] \[“Object\_Name” or Object\_Number] (\[“Text”]) ## Examples [Section titled “Examples”](#examples) * To add a note in macro 5, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Note Macro 5 |   * To add a note called “Important” in plugin 42, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Note Plugin 42 “Important”  | # Off > To enter the Off keyword in the command line, use one of the options: To enter the Off keyword in the command line, use one of the options: * Press Off * Type **Off** * Type the shortcut **Of** ## Description [Section titled “Description”](#description) The Off keyword is used as a function keyword to: * Stop an executor * Knock out parameters in the programmer * Knock out selections in the programmer * Knock out active attributes in the programmer For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) ****Off** \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To knock out the parameters of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Fixture 2 + 4 |   * To knock out the values of sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Sequence 1  |   * To turn off all sequences containing loaded cues, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Loaded | # Offset # On > To enter the On keyword in the command line, use one of the options: To enter the On keyword in the command line, use one of the options: * Press On  * Type **On**  ## Description [Section titled “Description”](#description) The On keyword is used as a playback or as a helping keyword.  Use the On keyword as a playback keyword to: * Start or restart an executor; * Activate selection in the programmer; * Activate attributes in the programmer. Use the On keyword as a helping keyword to: * Indicate the start of a temporary function; * Enable the state of a toggle function. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Function keyword: On \[Object] \[“Object\_Name” or Object\_Number] Helping keyword: \[Function] On ## Examples [Section titled “Examples”](#examples) * To activate the attributes of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>On Fixture 2 + 4 |   * To activate sequence 3, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>On Sequence 3 | # onPC > To enter the onPC keyword in the command line, use one of the options: To enter the onPC keyword in the command line, use one of the options: * Type **onPC** * Type the shortcut **onp** ## Description [Section titled “Description”](#description) The onPC keyword is an object keyword which is used to display all onPC stations in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] onPC \[“onPC\_Name” or onPC\_Number] ## Examples [Section titled “Examples”](#examples) * To list all onPC stations that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List onPC |   * To invite the onPC station “FOH3” to the session, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite onPC “FOH3” | # Oops # OSC > To enter the OSC keyword in the command line, use one of the options: To enter the \*\*OSC \*\*keyword in the command line, use one of the options: * Type **OSC** * Type the shortcut **Os** ## Description [Section titled “Description”](#description) The OSC keyword represents the open sound control data. OSC keyword lists, exports or imports open sound control data in Remote Inputs.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] OSC** ## Examples [Section titled “Examples”](#examples) **1. List all OSC data in an interface**   1. []()Change destination to OSC: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination OSC | Result: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/OSCBase>  |   2. To list OSC data in the interface, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/OSCBase> List |   **2. Import OSC data in Remote Input** **Requirement:** Change destination to OSC.  For more information see [Example 1](/grandma3/2-3/keyword_osc/#example1).    * To import OSC data, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/OSCBase> Import |  If the target already exists, the import pop-up will appear asking you to choose an option: ![](/img/grandma3/2-3/popup_import-osc_v0-99-0f2db5.png) *Target is occupied* * Choose an option. The OSC is imported. # OutputLayer > To enter the OutputLayer keyword in the command line, use one of the options: To enter the OutputLayer keyword in the command line, use one of the options: * Type **OutputLayer** * Type the shortcut **Ou** ## Description [Section titled “Description”](#description) OutputLayer is a layer keyword. It is used to change the selected layer to the OutputLayer. This layer can show information in, for instance, the fixture sheet. ## Syntax [Section titled “Syntax”](#syntax) OutputLayer ## Example [Section titled “Example”](#example) * To select the OutputLayer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>OutputLayer | # Page > To enter the Page keyword in the command line, use one of the options: To enter the Page keyword in the command line, use one of the options: * Press MA + X15 | Page * Type **Page** * Type the shortcut **P** | | | | ------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Before calling a page, create a page in the page pool first. | ## Description [Section titled “Description”](#description) The Page keyword is an object keyword which is used to access pages. ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Page \[“Page\_Name” or Page\_Number] (\[/Option] \[“Option\_Value”]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Page keyword uses the following option keywords: * [/Tab](/grandma3/2-3/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To change to page 2, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Page 2 |   * To label page 2 “Ray”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Page 2 “Ray” |   * To call the page with the name “Ray”, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Page “Ray” |   * To change to the next page, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next Page | # Park > To enter the Park keyword in the command line, use one of the options: To enter the Park keyword in the command line, use one of the options: * Press Pause Pause * Type **Park** ## Description [Section titled “Description”](#description) The Park keyword is a command keyword which is used to prevent DMX channels of fixtures to change their value. ## Syntax [Section titled “Syntax”](#syntax) Park \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To park fixture 1 with all its attributes, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Park Fixture 1 |   * To park the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Park | It is also possible to enter Park into the command line and tap a cell in the fixture sheet to park a certain attribute. To unpark fixtures and/or attributes, see the [Unpark Keyword](/grandma3/2-3/keyword_unpark/). | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When parking a fixture and/or attribute it will park the corresponding DMX channel. | # Part > To enter the Part keyword in the command line, use one of the options: To enter the Part keyword in the command line, use one of the options: * Press Cue Cue * Type **Part** * Type the shortcut **Par** ## Description [Section titled “Description”](#description) The Part keyword is an object keyword which is used to segment cues in parts.  Parts are useful for the assignment and the edit of different timings of groups of fixture parameters.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Part \[“Part\_Name” or Part\_Number] ## Examples [Section titled “Examples”](#examples) * To create a second part of cue 3 in the selected executor, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 3 Part 2 |   * To delete part 3 of cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Cue 1 Part 3 | # Paste > To enter the Paste keyword in the command line, use one of the options: To enter the Paste keyword in the command line, use one of the options: * Press Copy Copy * Type **Paste** * Type the shortcut **Pas** ## Description [Section titled “Description”](#description) The Paste keyword pastes or moves previously cut or copied objects.  For more information see the [Cut keyword](/grandma3/2-3/keyword_cut/) and the [Copy keyword](/grandma3/2-3/keyword_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Paste Object \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Paste keyword uses the following option keywords: * [/Date](/grandma3/2-3/ok_date/) ## Examples [Section titled “Examples”](#examples) * To cut and then paste group 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cut Group 1 | | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Paste Group 5 | * To copy and then paste cue 5 to cue 15, type: # Patch > To enter the Patch keyword in the command line, use one of the options: To enter the \*\*Patch \*\*keyword in the command line, use one of the options: * Type **Patch** * Type the shortcut **Pat** ## Description [Section titled “Description”](#description) The Patch keyword is used to edit the patch address of single fixtures or entire fixture selections.  ## Syntax [Section titled “Syntax”](#syntax) **Patch Fixture \[“Fixture\_Name” or Fixture\_Number] \[Universe.Address]** **Patch Fixture \[“Fixture\_Name” or Fixture\_Number] Thru \[“Fixture\_Name” or Fixture\_Number]** ## Examples [Section titled “Examples”](#examples) * To patch fixture 2 to the patch address 123 on universe 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Patch Fixture 2 3.123 |   * To edit the patch address of fixtures 1 through 10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Patch Fixture 1 Thru 10 | The Edit Patch opens: ![](/img/grandma3/2-3/window_edit-patch_patch-keyword_v1-9-19e996.png) Edit patched fixtures You can now patch the fixtures to a new patch address or unpatch them using the user interface. # Pause > To enter the Pause keyword in the command line, use one of the options: To enter the Pause keyword in the command line, use one of the options: * Press Pause * Type **Pause** * Type the shortcut **Pau** ## Description [Section titled “Description”](#description) The Pause keyword is a playback keyword which is used to pause: * Crossfades between steps and cues; * Timecode shows; * Macros. | | | | ------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Pause is a toggle function between **Pause On** and **Pause Off**. | For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Pause (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To pause an active phaser in the sequence on executor 201, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pause Executor 201 |   * To restart the phaser in the sequence of executor 201, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pause Executor 201 | # % (Percent) > To enter the % [Percent] keyword in the command line, type %. To enter the % \[Percent] keyword in the command line, type %.  ## Description [Section titled “Description”](#description) The % \[Percent] keyword is a helping keyword that can be used as a scaling operator. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At % \[Value] ## Examples [Section titled “Examples”](#examples) **Requirement:** Set the dimmer to 70 % * To reduce the dimmer value from 70 % to 35 % in a selected fixture, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At % 50 |   *  To set the tilt to 90 % of the current value in a selected fixture, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Tilt” At % 90 | # Percent > To enter the Percent keyword in the command line, use one of the options: To enter the Percent keyword in the command line, use one of the options: * Type **Percent** * Type the shortcut **Pe** ## Description [Section titled “Description”](#description) The Percent keyword is used to set the values of a fixture selection using the percent (%) notation.  ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) Percent \[Value]** ## Example [Section titled “Example”](#example) * To set the pan value in the absolute layer to 50 in percent, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Absolute Percent 50 | # PercentFine > To enter the PercentFine keyword in the command line, use one of the options: To enter the PercentFine keyword in the command line, use one of the options: * Type **PercentFine** * Type the shortcut **Percentf** ## Description [Section titled “Description”](#description) The PercentFine keyword is used to set the values of a fixture selection taking into consideration two decimal places.  ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) PercentFine \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer on the absolute layer to 50.35% in PercentFine, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute PercentFine 50.35 |   * To set the pan value in the absolute layer to 75.50%, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Absolute PercentFine 75.50 | # Phase > To enter the Phase keyword in the command line, use one of the options: To enter the Phase keyword in the command line, use one of the options: * Type **Phase** * Type the shortcut **Ph** ## Description [Section titled “Description”](#description) Phase is an object keyword that is used to set the Phase layer.  For more information see [Phasers](/grandma3/2-3/phaser_editor/).  ## Syntax [Section titled “Syntax”](#syntax) Phase At Phase \[Value] (Thru \[Value]) ## Examples [Section titled “Examples”](#examples) * To change to the phase layer, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Phase  |   **Requirement:** In this example, at least 2 steps have to be active in the programmer. * To set a phase of 0 through 360° in the selected attribute, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Phase 0 Thru 360 | # Physical > To enter the Physical keyword in the command line, use one of the options: To enter the Physical keyword in the command line, use one of the options: * Type **Physical** * Type the shortcut **Phy** ## Description [Section titled “Description”](#description) The Physical keyword is used to set the physical values of a fixture selection using the Physical notation. It comprises RPM (rounds per minute), Hz (Hertz), degrees, or intensity. ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) Physical \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer value to 1.0 in the absolute layer using Physical, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Absolute Physical 1.0 |   * To set the pan value in the absolute layer to 75.60 degrees using Physical, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At Absolute Physical 75.60   | # Plugin > To enter the Plugin keyword in the command line, use one of the options: To enter the Plugin keyword in the command line, use one of the options: * Press MA + X14 | Macro + X14 | Macro * Type **Plugin** * Type the shortcut **Pl** ## Description [Section titled “Description”](#description) The Plugin keyword is an object keyword which is used to access plugins.  The default function of the Plugin keyword is [Go+](/grandma3/2-3/keyword_goplus/). ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Plugin \[“Plugin\_Name” or Plugin\_Number]\(.\[“LuaComponent\_Name” or LuaComponent\_Number]) (“Argument\_Value”) ## Examples [Section titled “Examples”](#examples) * To edit plugin 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Plugin 2  |   * To label plugin 1 “Weakon,” type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Plugin 1 “Weakon”  | *** ## Call a Plugin and Specify an Argument [Section titled “Call a Plugin and Specify an Argument”](#call-a-plugin-and-specify-an-argument)  **Requirement:** * Create a plugin that uses an argument when calling a function. In this example our plugin is plugin 1 of the plugin pool and the argument is called name in the definition of the function.  | | | -------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function(display\_handle, name) | ```plaintext Printf("My name is "..name) ``` end ```| - To generate the sentence "My name is Richard Roe" in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Plugin 1 "Richard Roe"  | Result: | | | | ---------------------- | ---------------------- | | OK : | Plugin 1 "Richard Roe" | | My name is Richard Roe | | Response in the command line history "My name is Richard Roe" is now displayed in the command line history. --- ## Call a Dedicated LuaComponent **Requirement: ** - Create at least two lua components in the plugin. For more information on how to create lua components see [Plugins](/grandma3/2-3/plugins/). - To call the second LuaComponent of plugin 1, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Plugin 1.2  | ``` # + (Plus) > To enter the + [Plus] keyword in the command line, use one of the options: To enter the + \[Plus]\*\* \*\*keyword in the command line, use one of the options: * Press + * Type **+** ## Description [Section titled “Description”](#description) The + \[Plus] keyword is a helping keyword that has various functions. It is used to combine multiple objects in a list or to indicate relative values. When used as a relative indicator without a value, value 1 is used. If used as a starting keyword, the + \[Plus] keyword creates a selection list which is added to the current selection. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At + \[Value] \[Function] \[Object] \[“Object\_Name” or Object\_Number] + \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To delete cue 1 and 2 on the selected executor, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Delete Cue 1 + 2 |   * To add 5 % to the current dimmer value, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At + 5 |   *  To add fixtures 5, 6 and 7 to the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>+ Fixture 5 Thru 7 | # Preset > To enter the Preset keyword in the command line, use one of the options: To enter the Preset keyword in the command line, use one of the options: * Press Preset * Type **Preset** * Type the shortcut **Pr** ## Description [Section titled “Description”](#description) With the Preset keyword, it is possible to: * Select the fixtures stored in a preset; * Apply the At function on the preset within the fixture or channel selection; * Set a property in a preset. A command containing only the Preset keyword and the preset ID performs the default function SelectFixtures. For more information see [SelectFixtures keyword](/grandma3/2-3/keyword_selectfixtures/). To give the fixture attributes a link to the preset, the At keyword needs to be added in front of the Preset keyword and the preset ID. For more information see [At Keyword](/grandma3/2-3/keyword_at/). ## Syntax [Section titled “Syntax”](#syntax) Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] (\[Setting] \[“Setting\_Value”] \[/OptionKeyword]) Assign \[Object] \[“Object\_Name” or Object\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] ## Settings [Section titled “Settings”](#settings) Some settings need an object assigned. These can be assigned using the [Assign Keyword](/grandma3/2-3/keyword_assign/). Other settings contain a text option or a value. The [Set keyword](/grandma3/2-3/keyword_set/) is used for these settings. The following table displays the settings that need an object: | Setting | Object | Description | | ----------- | -------------- | ---------------------------------------------------------------- | | Appearance | ”Appearance 1” | Assigns the appearance to the pool object. | | InputFilter | ”Filter 12” | Assigns a filter or world as an input filter to the pool object. | | Scribble | ”Scribble 1” | Assigns the scribble to the preset pool object. |   The following table displays the settings that need an option or value: | Setting | Option/Value | Description | | -------------- | ----------------------------------- | ------------------------------------------------------------------ | | Name | ”Preset Name” | Sets the name of the preset pool object. | | MoveGridCursor | ”Yes” or “No” | This defines if the grid cursor is moved after calling the preset. | | CuePart | ”Default” or a specific part number | This is the programmer cue part the preset will be called into. | | MAgic | ”Yes” or “No” | This defines if the preset is a magic preset or not. | | PresetMode | Read only | This is information only about the preset mode. | | StoredData | Read only | This is information only about the stored data. | Presets can also contain settings for MAtricks and recipe values. These can be changed using the [Set keyword](/grandma3/2-3/keyword_set/). ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Preset keyword uses the following option keywords: * [/Active](/grandma3/2-3/ok_active/) * [/ActiveForSelected](/grandma3/2-3/ok_activeforselected/) * [/AddNewContent](/grandma3/2-3/ok_addnewcontent/) * [/All](/grandma3/2-3/ok_all/) * [/AllForSelected](/grandma3/2-3/ok_allforselected/) * [/Ask](/grandma3/2-3/ok_ask/) * [/Auto](/grandma3/2-3/ok_auto/) * [/DMX](/grandma3/2-3/ok_dmx/) * [/Embed](/grandma3/2-3/ok_embed/) * [/ForceGlobal](/grandma3/2-3/ok_forceglobal/) * [/Global](/grandma3/2-3/ok_global/) * [/GridMergeMode](/grandma3/2-3/ok_gridmergemode/) * [/InputFilter](/grandma3/2-3/ok_inputfilter/) * [/KeepActivation](/grandma3/2-3/ok_keepactivation/) * [/Look](/grandma3/2-3/ok_look/) * [/MAtricks](/grandma3/2-3/ok_matricks/) * [/Output](/grandma3/2-3/ok_output/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/PhaserData](/grandma3/2-3/ok_phaserdata/) * [/Programmer](/grandma3/2-3/ok_programmer/) * [/Selective](/grandma3/2-3/ok_selective/) * [/Universal](/grandma3/2-3/ok_universal/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures that can use preset 5 of the dimmer feature group, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelFix Preset 1.5  |   * To select the fixtures stored in any preset with the name “DarkRed”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelFix Preset \*.”DarkRed”  |   * To call a reference to preset 21.45 (“All 1” preset number 45) to the attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Preset 21.45  |   * To set the name of the position preset 3 to be “Stage Left”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Preset 2.3 Name “Stage Left”  |   * To assign world 5 as an input filter on position preset 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign World 5 At Preset 2.4  | # PresetUpdate > To enter the PresetUpdate keyword in the command line, use one of these options: To enter the PresetUpdate keyword in the command line, use one of these options: * Type **PresetUpdate** * Type the shortcut **Presetu** ## Description [Section titled “Description”](#description) The PresetUpdate keyword is an object keyword that contains all presets that can be currently updated. To show the preset list, use the [List keyword](/grandma3/2-3/keyword_list/). ## Syntax [Section titled “Syntax”](#syntax) *** \*\*\[Function] \*\*PresetUpdate (\[“PresetUpdate\_Name” or PresetUpdate\_Number]) ## Examples [Section titled “Examples”](#examples) * To list all the presets that can be updated in the command line feedback, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List PresetUpdate  | The same list is displayed in the  [Update Menu](/grandma3/2-3/cue_update/).   * To update the second preset that is part of the PresetUpdate List , type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update PresetUpdate 2  | # Press > To enter the Press keyword in the command line, type Press. To enter the Press keyword in the command line, type **Press**.  ## Description [Section titled “Description”](#description) The Press keyword is used to simulate the pressed state of a key.  It is possible to assign this state to macros. For more information see [Macros](/grandma3/2-3/macros/).  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Press \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To execute Flash on the executor 203, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flash Press Executor 203  | To unpress a key, see [Unpress Keyword](/grandma3/2-3/keyword_unpress/). # Preview > To enter the Preview keyword in the command line, use one of the options: To enter the Preview keyword in the command line, use one of the options: * Press Preview * Type **Preview** * Type the shortcut **Previe** ## Description [Section titled “Description”](#description) The Preview keyword is used to toggle the preview mode. For more information on preview see [What is the Programmer](/grandma3/2-3/operate_programmer/).  ## Syntax [Section titled “Syntax”](#syntax) Preview (On/Off) ## Example [Section titled “Example”](#example) * To toggle the preview mode, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Preview  | The title bar and the frame around the windows that display the preview mode turn red. # Previous > To enter the Previous keyword in the command line, use one of the options: To enter the Previous keyword in the command line, use one of the options: * Press Prev or MA - * Type **Previous** * Type the shortcut **Prev** ## Description [Section titled “Description”](#description) The Previous keyword has several functions: * If no fixture is selected, the fixture with the highest ID number will be selected. * If one fixture is selected, the fixture before this fixture will be selected. * If MAtricks are active, the Previous keyword has special functions depending on the selected MAtricks options. For more information on MAtricks see [MAtricks and Shuffle](/grandma3/2-3/matricks/).  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The logic of object-related objects was extended using the Previous keyword. For more information see the [Store keyword](/grandma3/2-3/keyword_store/) and the [Update keyword](/grandma3/2-3/keyword_update/). | ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Previous (\[Object]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Previous keyword uses the following option keywords: * [/Wrap](/grandma3/2-3/ok_wrap/) ## Examples [Section titled “Examples”](#examples) * To select the last fixture of the selected fixtures in the selection order, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Previous  |   * To go to the previous page in the page pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Previous Page  |   * To load the previous cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Load Previous   | # PreviousY > To enter the PreviousY keyword in the command line, use one of the options: To enter the **PreviousY** keyword in the command line, use one of the options: * Type **Previousy** ## Description [Section titled “Description”](#description) The PreviousY keyword is a command keyword that is used to  move the main selection from fixture to fixture back to the previous position on the y-axis. This can be observed in the selection grid for example. ## Syntax [Section titled “Syntax”](#syntax) PreviousY *** ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Select more than one fixture on the y-axis | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 0/0 Thru 4/4  | | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 25  |   * To move this selection to the previous position on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>PreviousY  | # PreviousZ > To enter the PreviousZ keyword in the command line, use one of the options: To enter the **PreviousZ** keyword in the command line, use one of the options: * Type **Previousz** ## Description [Section titled “Description”](#description) The PreviousZ keyword is a command keyword that is used to  move the main selection from fixture to fixture back to the previous position on the z-axis. This can be observed in the selection grid for example. ## Syntax [Section titled “Syntax”](#syntax) PreviousZ *** ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Select more than one fixture on the z-axis | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid 0/0/0 Thru 4/0/4 | | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 25  | # ProcessingUnit > To enter the ProcessingUnit keyword in the command line, use one of the options: To enter the ProcessingUnit keyword in the command line, use one of the options: * Type **ProcessingUnit** * Type the shortcut **PU** or **Proc** ## Description [Section titled “Description”](#description) The ProcessingUnit keyword is an object keyword which is used to address the grandMA3 processing units in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ProcessingUnit \[“ProcessingUnit\_Name” or ProcessingUnit\_Number] ## Examples [Section titled “Examples”](#examples) To list all processing units that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List ProcessingUnit  |   To invite processing unit “FOH3” into the session, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite ProcessingUnit “FOH3”  | # Programmer > To enter the Programmer keyword in the command line, use one of the options: To enter the Programmer keyword in the command line, use one of the options: * Press MA + Cue * Type **Programmer** * Type the shortcut **Pro** ## Description [Section titled “Description”](#description) ​The Programmer keyword represents the programmer playback. It is used to enable, disable, or pause values in the programmer. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Programmer (\[ProgrammerPart\_Number]) ## Examples [Section titled “Examples”](#examples) **Requirement:** Phasers are running * To pause all phasers and transitions running in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pause Programmer  |   * To create programmer part 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Programmer 42 | # Property > To enter the Property keyword in the command line, use one of the options: To enter the Property keyword in the command line, use one of the options: * Type **Property** * Type the shortcut **Prop** ## Description [Section titled “Description”](#description) ​The Property keyword is an object keyword which is used to communicate with the console for you to set a specific property. It is used in conjunction with the [Set keyword](/grandma3/2-3/keyword_set/), the [SetUserVariable keyword](/grandma3/2-3/keyword_setuservariable/), or the [SetGlobalVariable keyword](/grandma3/2-3/keyword_setglobalvariable/).  Syntax \[Function] \[Object] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”]\(At + \[Object] \[“Object\_Name” or Object\_Number]) \[“Value”] ## Examples [Section titled “Examples”](#examples) * To set the ValueReadout to Hex8 in the current user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set CurrentUserProfile Property “ValueReadout” “Hex8” |   * To assign the filter “Only Dimmer” of cue 5 to “Break”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Cue 5 Property “Break” At + Filter “Dimmer Only” | # PSR > To enter the PSR keyword in the command line, use one of the options: To enter the PSR keyword in the command line, use one of the options: * Press Channel until PSR appears in the command line * Type **F** + **11** * Type **PSR** * Type the shortcut **Ps** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the PSR keyword, make sure you assign the PSR ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The PSR keyword is an object keyword which is used to select fixtures of the ID type PSR in the programmer. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The PSR ID type will be automatically allocated when using PSR to ensure that all fixtures have at least a CID of the ID type PSR. For more information see [Partial Show Read](/grandma3/2-3/sc_psr/). | Syntax PSR \[“PSR\_Name” or PSR\_Number] ## Example [Section titled “Example”](#example) * To select the the fixture that uses the PSR ID 2, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>PSR 2 | # Pyro > To enter the Pyro keyword in the command line, use one of the options: To enter the Pyro keyword in the command line, use one of the options: * Press Channel until Pyro appears in the command line * Type **F** + **8** * Type **Pyro** * Type the shortcut **Py** | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To use the Pyro keyword, make sure you assign the Pyro ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Pyro keyword is an object keyword which is used to call fixtures of the ID type Pyro in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type Topic](/grandma3/2-3/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Pyro \[“Pyro\_Name” or Pyro\_Number] ## Example [Section titled “Example”](#example) * To select the the fixture that uses the pyro ID 8, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Pyro 8  | # Quickey > To enter the Quickey keyword in the command line, use one of the options: To enter the Quickey keyword in the command line, use one of the options: * Press MA + X14 | Macro + X14 | Macro + X14 | Macro * Type **Quickey** * Type the shortcut **Q** ## Description [Section titled “Description”](#description) The Quickey keyword is an object keyword that is used to address quickeys in the pool. For more information see [Quickeys](/grandma3/2-3/quickeys/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Quickey \[“Quickey\_Name” or Quickey\_Number] ## Example [Section titled “Example”](#example) * To edit quickey 1 in the quickey pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Quickey 1  | # Rate1 > To enter the Rate1 keyword in the command line, use one of the options: To enter the Rate1 keyword in the command line, use one of the options: * Press MA + Learn * Type **Rate1** * Type the shortcut **Ra** ## Description [Section titled “Description”](#description) The Rate1 keyword is a playback keyword that is used to reset the rate of a phaser to 1:1. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **Rate1 \[Object] \[“Object\_Name” or Object\_Number]** *** *** ## Example [Section titled “Example”](#example) * To reset the rate of executor 105 back to 1:1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Rate1 Executor 105  | # RDM > To enter the RDM keyword in the command line, use one of the options: To enter the RDM keyword in the command line, use one of the options: * Type **RDM** * Type the shortcut **Rd** ## Description [Section titled “Description”](#description) The keyword RDM is an object keyword that addresses RDM objects within the RDM folder.  For more information on RDM and how to use it see [RDM](/grandma3/2-3/rdm/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] RDM ## Examples [Section titled “Examples”](#examples) *  Access the RDM folder first, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RDM  | Result: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/RDMData> |   * To list all RDM objects in this folder, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/RDMData>List | # Readout # RealtimeChannel > To enter the RealtimeChannel keyword in the command line, use one of the options: To enter the RealtimeChannel keyword in the command line, use one of the options: * Type **RealtimeChannel** * Type the shortcut **Real** ## Description [Section titled “Description”](#description) The RealtimeChannel keyword is used to address realtime channels. ## Syntax [Section titled “Syntax”](#syntax) \[Function] RealtimeChannel ## Example [Section titled “Example”](#example) * To list all realtime channels in a show file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List RealtimeChannel  | Realtime channels are also displayed in the parameter list of the patch. For more information see [Patch and Fixture Setup](/grandma3/2-3/patch/). # Reboot > To enter the Reboot keyword in the command line, use one of the following options: To enter the Reboot keyword in the command line, use one of the following options: * Type **Reboot** * Type the shortcut **R** ## Description [Section titled “Description”](#description) The Reboot keyword is a function keyword that is used to shut down the station in use and boot it up again. A confirmation pop-up opens on the station in use. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [NetworkNode](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Session](/grandma3/2-3/keyword_session/), [Station](/grandma3/2-3/keyword_station/), and [Extension](/grandma3/2-3/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) Reboot (/Option) Reboot IP \[IP\_Address] (/Option) Reboot \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) Option Keywords The Reboot keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/NoSave](/grandma3/2-3/ok_nosave/) * [/Save](/grandma3/2-3/ok_save/) * [/Wait](/grandma3/2-3/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To reboot the connected grandMA3 processing unit 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reboot ProcessingUnit 1  |   * To reboot the connected grandMA3 processing unit called “Stage Right”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reboot ProcessingUnit “Stage Right”   |   * To reboot the console that uses the IP address 192.168.0.4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reboot IP 192.168.0.4  | # Recast > To enter the Recast keyword in the command line, use one of the options: To enter the Recast keyword in the command line, use one of the options: * Press MA + X1 | Clone + X1 | Clone * Type **Recast** * Type the shortcut **Reca** ## Description [Section titled “Description”](#description) The Recast keyword is a command keyword which is used to update attributes that were added or removed in the presets. It will add or remove these values in cues where the preset is used.  Furthermore, recast can be used when configuring executors. When an executor configuration is used on several executors, and the assignment of handle for one of these executors changes, the changes will not automatically be transmitted to other executors using this configuration. When storing the changes into the executor configuration, it is possible to recast the executor configuration. All other executors using this configuration will then get the new handle assignmen. For more information on executor configurations see the [Executor Configurations](/grandma3/2-3/executor_configurations/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | Recast will only recast presets to cues where a preset link exists in the absolute layer. | ## Syntax [Section titled “Syntax”](#syntax) Recast Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Recast Configuration \[“ExecutorConfiguration\_Name” or ExecutorConfiguration\_Number] Example ## * The dimmer is open and the color is red in ten fixtures in the All preset 21.1. This preset is used in sequence 1. We now add position to the preset. To recast preset 21.1, type:  | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Recast Preset 21.1  | # Reconnect > To enter the Reconnect keyword in the command line, use one of the options: To enter the Reconnect keyword in the command line, use one of the options: * Type **Reconnect** * Type the shortcut **Recon** ## Description [Section titled “Description”](#description) The Reconnect keyword takes the station that was previously disconnected back to session. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Reconnect only works from station to station where session credentials are the same (same name of session and location). | ## Syntax [Section titled “Syntax”](#syntax) Reconnect IP \[IP\_Number] Reconnect \[“StationType\_Name” or StationType\_Number].\[“Station\_Name” or Station\_Number] ## Example [Section titled “Example”](#example) * To reconnect the device with the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reconnect IP 192.168.0.4 | # Record > To enter the Record keyword in the command line, use one of the options: To enter the Record keyword in the command line, use one of the options: * Press MA + Store * Type **Record** * Type the shortcut **Rec** ## Description [Section titled “Description”](#description) The Record keyword is used to record a timecode show using the command line.  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **Record (On/Off) Timecode \[“Timecode\_Name” or Timecode\_Number]** *** ## Example [Section titled “Example”](#example) * To start recording timecode 3 in the timecode pool, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Record Timecode 3  | # Relative > To enter the Relative keyword in the command line, use one of the options: To enter the Relative keyword in the command line, use one of the options: * Press MA + Time * Type \*\*Relative \*\* * Type the shortcut **Relativ** ## Description [Section titled “Description”](#description) The Relative keyword is an object keyword which is used to set the relative layer.  ## Syntax [Section titled “Syntax”](#syntax) Relative Attribute \[“Attribute\_Name”] At Relative \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to relative, type:  | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Relative  |   * To set the color red to 10 in the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “ColorRGB\_R” At Relative 10  | # Release > To enter the Release keyword in the command line, use one of the options: To enter the **Release** keyword in the command line, use one of the options: * Press Delete Delete Delete * Type **Release** * Type the shortcut **Rel** ## Description [Section titled “Description”](#description) The Release keyword enters release values in the programmer depending on attributes specified and the fixtures that were selected. Release values that are stored using the merge function release previously tracked values in the tracking list. The fixtures use their default values. If you release an object, the release is applied to the corresponding layer. ## Syntax [Section titled “Syntax”](#syntax) **Release \[Object] \[“Object\_Name” or Object\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To enter release values in the programmer in all attributes of the fixture selection in the corresponding layer, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Release  |   * To enter release values in the programmer in the attribute “Pan” of the fixture selection in the corresponding layer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Release Attribute “Pan”  |   * To enter release values in the programmer in fixture 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Release Fixture 1  | # ReloadAllPlugins > To enter the ReloadAllPlugins keyword in the command line, use one of the options: To enter the ReloadAllPlugins keyword in the command line, use one of the options: * Type **ReloadAllPlugins**  * Type **Reloada** * Type the shortcut **RP** ## Description [Section titled “Description”](#description) The ReloadAllPlugins keyword is a function keyword that is used to reload the content of the external Lua files. It is necesssary to reload the external Lua files after you edited them, as the edits can influence how Lua behaves. You may want to test the integrity of the Lua system to make sure that it behaves as expected next time you load the show. This is important as the show file saved does not contain a snapshot of the Lua memory. It only contains the integrated functions and the code in the defined plugins. When the show file is loaded, the external Lua files and the code of the plugins are reloaded. That is, the code of the Lua file on the harddrive is reread and loaded into the show file again. This then may result in a different state than that after you powered down the console or saved the show file.  | | | | ------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Double-check the executed command in the system monitor. | ## Syntax [Section titled “Syntax”](#syntax) **ReloadAllPlugins** *** ## Example [Section titled “Example”](#example) * To restart the content of the external Lua files after programming using Lua, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ReloadAllPlugins  | # ReloadUI > To enter the ReloadUI keyword in the command line, use one of the following options: To enter the ReloadUI keyword in the command line, use one of the following options: * Type \*\*ReloadUI \*\* * Type **Relo** * Type the shortcut **RU** ## Description [Section titled “Description”](#description) The ReloadUI keyword is a function keyword that is used to refresh the user interface of the console. ## Syntax [Section titled “Syntax”](#syntax) ReloadUI ## Example [Section titled “Example”](#example) * To refresh the user interface of the console, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ReloadUI | # Remote > To enter the Remote keyword in the command line, use one of the options: To enter the Remote keyword in the command line, use one of the options: * Type **Remote** * Type the shortcut **Rem** ## Description [Section titled “Description”](#description) The Remote keyword is an object keyword that is used to access the remote input types. You can store or delete remote input types and set parameters. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Remote \[“RemoteInputType\_Name” or RemoteInputType\_Number].\[“Remote\_Name” or Remote\_Number] (Property \[“Property\_Name”] \[“Property\_Value”]) Assign \[Object] \[“Object\_Name” or Object\_Number] At Remote **\[“RemoteInputType\_Name” or RemoteInputType\_Number].\[“Remote\_Name” or Remote\_Number] (Property \[“Property\_Name”] \[“Property\_Value”])** The following table displays the available remote input types and their remote input type IDs. | Remote Input Type | Remote Input Type ID | | ----------------- | -------------------- | | DC Remote | 1 | | MIDI Remote | 2 | | DMX Remote | 3 | The IDs in the input type have to be in an order and have to start with 1. ## Properties [Section titled “Properties”](#properties) The following table displays the properties you can set using the command line with the help of the [Set Keyword](/grandma3/2-3/keyword_set/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If an option or any other part of the keyword command requires two quotation marks, the outer quotation marks are ”+” and the inner quotation marks are ’+’. | | Property | Property Value | Description | | ---------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Lock | ”Yes”, “No” | Sets the lock status. | | Name | ”This is the name of the remote” | Sets the name of the remote. | | Target | ”World”, “Sequence”, “Macro”, “Group”, “Plugin”, “View”, “Master” | Sets the target of the action when the contact is active. | | Fader | ”Master”, “X”, “Temp”, and all the fader functions. | Sets the fader the console should activate. | | Key | ”Fix”, “Select”, “SelFix”, and all the key functions. | Sets the key the console should activate. | | TriggerOn | ”0%…100%“ | Sets the value at which the trigger will be set to on. | | TriggerOff | ”0%…100%“ | Sets the value at wich the trigger will be set to off. | | InFrom | ”0%…100%“ | Sets the starting point of the range of the incoming signal in use. | | InTo | ”0%…100%“ | Sets the end point of the range of the incoming signal in use. | | OutFrom | ”0%…100%“ | Sets the starting point of the range of the outgoing signal in use. | | OutTo | ”0%…100%“ | Sets the end point of the range of the outgoing signal in use. | | Enabled | ”Yes”, “No” | Sets the status to enabled or not enabled. | | **Only for DMX remotes:** Address | 1.001…1024.512 \[universe].\[dmx address] | Sets the DMX universe and address. | | **Only for DMX remotes:** Resolution | ”8bit”, “16bit”, “24bit” | Sets the DMX resolution. For 16 bit and 24 bit, the DMX channels have to be consecutive. | | **Only for MIDI remotes:** MIDIChannel | ”1, 2, 3, …, 16” | Sets the MIDI channel. | | **Only for MIDI remotes:** MIDIIndex | ”1, 2, 3, …, 128” | Sets the MIDI index. | | **Only for MIDI remotes:** MIDIType | ”Note”, “NoteAttack”, “NoteAttackDecay”, “Control” | Sets the MIDI type. Note = MIDI note only NoteAttack = MIDI note and uses the velocity to regulate the master except note off NoteAttackDecay = MIDI note and uses the velocity to regulate the master with note off Control = Control change (CC) messages. | | **Only for DC remotes:** DC start signal | ”1, 2, 3, …, 64” | Sets the DC start signal. | The start signal and the MIDI offset of the desired input console for [DC Remotes](/grandma3/2-3/remote_inputs_dc/) and [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/) have to be set in the [Output Configuration Menu](/grandma3/2-3/dmx_port_config/).  Examples * To set the key of the first DMX remote to Go+, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Remote 3.1 “Key” “Go+”  |   * To store a new MIDI remote, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Remote 2.1  |   * To assign sequence 2 to the second DMX remote, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Sequence 2 At Remote “DMXRemotes”.2  | # RemoteCommand > To enter the RemoteCommand keyword, use one of the options: To enter the RemoteCommand keyword, use one of the options: * Type **RemoteCommand** * Type **RC** * Type **Remotec** ## Description [Section titled “Description”](#description) The RemoteCommand keyword remotely sends commands to other stations. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [NetworkNode](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Session](/grandma3/2-3/keyword_session/), [Station](/grandma3/2-3/keyword_station/), and [Extension](/grandma3/2-3/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) RemoteCommand IP \[IP] \[“Command to be Executed”] RemoteCommand \[Device\_Type] \[“Device\_Name” or Device\_Number] \[“Command to be Executed”] ## Example [Section titled “Example”](#example) * To remotely execute the command “Call ViewButton 2.1” on the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 “Call ViewButton 2.1”  |   * To remotely lock the desk on the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 ‘Menu “DeskLock” ’  | **Alternatively type:** | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 “Menu ‘DeskLock’ ”  | For more information on the usage of quotation marks see [General Syntax Rules](/grandma3/2-3/csk_syntax_rules/).  For more mutual examples see the [Station Keyword](/grandma3/2-3/keyword_station/). # RemoteHID > To enter the RemoteHID keyword, use one of the options: To enter the RemoteHID keyword, use one of the options: * Type **RemoteHID** * Type **Remoteh** ## Description [Section titled “Description”](#description) The RemoteHID keyword connects a mouse and/or an external keyboard with different stations. ## Syntax [Section titled “Syntax”](#syntax) RemoteHID IP \[IP Address] RemoteHID onPC \[**“onPC\_Name” or onPC\_Number]** ## Examples [Section titled “Examples”](#examples) * To connect with the station which uses the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteHID IP 192.168.0.4  |   * To connect with the onPC station that is called “3D”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteHID onPC “3D”  | # Remove > To enter the Remove keyword in the command line, use one of the options: To enter the **Remove** keyword in the command line, use one of the options: * Press Delete Delete * Type **Remove**  * Type the shortcut **Remov** ## Description [Section titled “Description”](#description) The Remove keyword enters remove values in the programmer depending on the attributes specified and the fixtures that were selected. Remove values that are stored using the merge function remove previously stored values. If a stored value is removed, values from the previous cue will be tracked again. ## Syntax [Section titled “Syntax”](#syntax) **Remove Object \[“Object\_Name” or Object\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To set all attributes of the current selection to Remove, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Remove  |   * To set the Remove value in all attributes of the feature group Position, however in only the selected layer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Remove FeatureGroup “Position”  | # RenderQuality > To enter the RenderQuality keyword in the command line, use one of the options: To enter the RenderQuality keyword in the command line, use one of the options: * Type **RenderQuality** * Or type the shortcut\*\* Ren\*\* ## Description [Section titled “Description”](#description) The RenderQuality keyword is an object keyword that is used to address the objects within the render qualities pool. | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The first eight render quality objects are locked by default. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RenderQaulity \[“RenderQuality\_Name” or RenderQuality\_Number] ## Examples [Section titled “Examples”](#examples) * To list all render qualities, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List RenderQuality  |   * To label the render quality 9 “Fabulous”, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label RenderQuality 9 “Fabulous”  | # Reset > To enter the Reset keyword in the command line, use one of the options: To enter the Reset keyword in the command line, use one of the options: * Type **Reset** * Type the shortcut **Rese** ## Description [Section titled “Description”](#description) The Reset keyword is a function keyword used to clear the settings of objects, for example the MAtricks. ## Syntax [Section titled “Syntax”](#syntax) **Reset \[Object]** *** ## Example [Section titled “Example”](#example) * To reset the MAtricks settings of the current selection, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Reset Selection MAtricks  | # Restart > To enter the Restart keyword in the command line, use one of the options: To enter the Restart keyword in the command line, use one of the options: * Type **Restart** * Type the shortcut **Res** ## Description [Section titled “Description”](#description) The Restart keyword is a function keyword that is used to restart the application. Restart behaves the same as closing the program and reopening it without shutting down the console. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [NetworkNode](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Session](/grandma3/2-3/keyword_session/), [Station](/grandma3/2-3/keyword_station/), and [Extension](/grandma3/2-3/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) Restart (/Option) Restart \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) Restart IP \[IP\_Address] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Restart keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/NoSave](/grandma3/2-3/ok_nosave/) * [/Save](/grandma3/2-3/ok_save/) * [/Wait](/grandma3/2-3/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To restart the application of the console, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Restart  |   * To restart the application of the station using the IP address 192.168.0.32, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Restart IP 192.168.0.32  | # ReSync > To enter the FastSync keyword in the command line, use one of the options: To enter the FastSync keyword in the command line, use one of the options: * Type **Re\*\*\*\*Sync** * Type the shortcut **Resy** ## Description [Section titled “Description”](#description) The ReSync keyword is a playback keyword that is used to gradually synchronize phasers. The starting point of the phaser is gradually adjusted to the execution of the ReSync keyword. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/). ## Syntax [Section titled “Syntax”](#syntax) **ReSync \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To gradually adjust the phaser running in a sequence which is assigned to executor 128, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ReSync Executor 128 | # Root # RunningMacro > To enter the RunningMacro keyword in the command line, use one of the options: To enter the RunningMacro keyword in the command line, use one of the options: * Type **RunningMacro** * Type the shortcut **Runningm** ## Description [Section titled “Description”](#description) The RunningMacro keyword is useful when there are several users in a session.  It allows you to list or disable all running macros in a show file. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running macros are not equal to the numbers of macros in the macros data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningMacro \[Number] ## Example [Section titled “Example”](#example) * To disable the first macro that is currently running, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningMacro 1  |   * To list all running macros, change destination to the running macros first: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningMacro  | Result:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningMacros> |   * To list all running macros, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningMacros>List | # RunningPreset > To enter the RunningPreset keyword in the command line, use one of the options: To enter the RunningPreset keyword in the command line, use one of the options: * Type **RunningPreset** * Type the shortcut **Runningp** ## Description [Section titled “Description”](#description) The RunningPreset keyword is useful when there are several users in a session.  It allows you to list or disable all running presets in a show file. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running presets are not equal to the numbers in the preset pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningPreset \[“Preset\_Name” or Preset\_Number] ## Example [Section titled “Example”](#example) * To disable the first color preset that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningPreset 4.1  |   * To list all running presets, change destination to the running presets first: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningPreset  | Result:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningPresets> |   * To list all running presets, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningPresets>List | # RunningSequence > To enter the RunningSequence keyword in the command line, use one of the options: To enter the RunningSequence keyword in the command line, use one of the options: * Type **RunningSequence** * Type the shortcut **Run** ## Description [Section titled “Description”](#description) The RunningSequence keyword is useful when there are several users in a session.  It allows you to list or disable all running sequences in a show file. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running sequences are not equal to the numbers of sequences in the sequences data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningSequence \[Number] ## Example [Section titled “Example”](#example) * To disable the first sequence that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningSequence 1  |   * To list all running sequences, change destination to the running sequences first: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningSequence  | Result:  | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningSequences> |   * To list all running sequences, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningSequences> List | # RunningSoundFile > To enter the RunningSoundFile keyword in the command line, use one of the options: To enter the RunningSoundFile keyword in the command line, use one of the options: * Type **RunningSoundFile** * Type the shortcut **Runningso** ## Description [Section titled “Description”](#description) The RunningSoundFile keyword is used when there are several users in a session.  It allows you to disable all running sound files in a show file. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running sound files are not equal to the numbers of sound files in the sound pool. | ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] \*\*RunningSoundFile \[Number] *** ## Examples [Section titled “Examples”](#examples) * To disable the first sound file that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningSoundFile 1 |   * To list all running sound files, change destination to the running sound files first: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningSoundFile | Result:  | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningSoundFiles> |   * To list all running sound files, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningSoundFiles> List | # RunningTimecode > To enter the RunningTimecode keyword in the command line, use one of the options: To enter the RunningTimecode keyword in the command line, use one of the options: * Type **RunningTimecode** * Type the shortcut **Runningt** ## Description [Section titled “Description”](#description) The RunningTimecode keyword addresses the running timecodes in the show file.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running timcodes are not equal to the numbers of timecodes in the timecodes data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningTimcode \[“RunningTimecode\_Name” or RunningTimecode\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timecode that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningTimecode 1  |   * To list all running timecodes, change destination to the running timecodes first: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningTimecodes  | Result:  | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningTimecodes> |   * To list all running timecodes, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningTimecodes> List | # RunningTimer > To enter the RunningTimer keyword in the command line, type RunningTimer. To enter the RunningTimer keyword in the command line, type **RunningTimer**. ## Description [Section titled “Description”](#description) The RunningTimer keyword grants access to all running timers.  It allows you to list or disable all running timers in a show file. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The numbers of the running timers are not equal to the numbers of timers in the timers data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningTimer \[Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timer that is currently running, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off RunningTimer 1  | * To list all running timers, change destination to the running timers first: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination RunningTimer  | Result:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningTimers> |   * To list all running timers, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@Temp/RunningPlaybacksCollect/RunningTimers> List | # SaveShow > To enter the SaveShow keyword in the command line, use one of the options: To enter the SaveShow keyword in the command line, use one of the options: * Type **SaveShow** * Type the shortcut **Sa** ## Description [Section titled “Description”](#description) The SaveShow keyword is a function keyword which is used to save the current show file. If you do not enter a new show name, the show will be saved using the name of the current show. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If there is already a show file with the same show name, the console overwrites the existing show file. | For more information on the folder structure of shows, demo shows, and backups, see [Show File Handling](/grandma3/2-3/show_file_management/#FolderStructure). ## Syntax [Section titled “Syntax”](#syntax) SaveShow (“Show\_Name”) (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The SaveShow keyword uses the following option keywords: * [/Enumerate](/grandma3/2-3/ok_enumerate/) * [/Path](/grandma3/2-3/ok_path/) ## Examples [Section titled “Examples”](#examples) * To save the show as “Rhapsody”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SaveShow “Rhapsody”  |   * To save the show that is currently opened, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SaveShow  | # ScreenConfiguration # ScreenContent > To enter the ScreenContent keyword in the command line, use one of the options: To enter the ScreenContent keyword in the command line, use one of the options: * Type **ScreenContent** * Type the shortcut **Scre** ## Description [Section titled “Description”](#description) The ScreeContent keyword is used to represent the windows of a display. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ScreenContent \[Function] ScreenContent \[Screen\_Number].\[“Window\_Name” or Window\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ScreenContent keyword uses the following option keywords: * [/AutoFit](/grandma3/2-3/ok_autofit/) ## Examples [Section titled “Examples”](#examples) * To delete all windows on all screens, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete ScreenContent \*.\*  |   * To delete all windows on screen 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete ScreenContent 1.\*  |   * To set the width of the first window you created to 12 half columns in screen 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set ScreenContent 1.1 “W” “12”  | # Scribble > To enter the Scribble keyword into the command line, use one of the options: To enter the Scribble keyword into the command line, use one of the options: * Press MA + X4 + X4 + X4 * Type **Scribble** * Type the shortcut **Sc** ## Description [Section titled “Description”](#description) Scribbles are little drawings that are used as visualizations instead of labels. The scribble keyword is an object keyword that is used to access scribbles with a scribble ID. It is also possible to label scribbles and address them by their label.  For more information about scribbles see [Scribbles](/grandma3/2-3/scribbles/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Scribble \[“Scribble\_Name” or Scribble\_Number] (At \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To edit scribble 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Scribble 1  | The edit scribble pop-up opens.   *  To assign scribble 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Scribble 1 At Group 5  |   * To delete scribble 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Scribble 1  | # Seconds > To enter the Seconds keyword in the command line, use one of the options: To enter the Seconds keyword in the command line, use one of the options: * Type **Seconds** * Type the shortcut **Sec** ## Description [Section titled “Description”](#description) The Seconds keyword is used to set the speed of a fixture selection using the unit seconds.  ## Syntax [Section titled “Syntax”](#syntax) **(\[Object] \[“Object\_Name” or Object\_Number]) At Speed Seconds \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 20 seconds, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Speed Seconds 20  |   * To set the first speed master to 6 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Master 3.1 At Seconds 6  | # Select > To enter the Select keyword in the command line, use one of the options: To enter the Select keyword in the command line, use one of the options: * Press Select * Type **Select** * Type the shortcut **Sel** ## Description [Section titled “Description”](#description) The Select keyword selects objects as default objects. Every selected object is indicated by a yellow frame. * The **selected sequence** is the target for all sequence-related commands, e.g., Store Cue 4. * The **selected sequence** is displayed in the Sequence Sheet, if\*\* \*\*the **Link Type** is set to **Selected**. * The **selected camera** is displayed in the 3D View, if the **Camera Selection** is set to **Link Selected**. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Select \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To select the sequence assigned on executor 105, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select Executor 105  |   * To select page 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select Page 2  |   * To select world 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select World 1  |   * To select data pool 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select DataPool 3  | # SelectFixtures > To enter the SelectFixtures keyword in the command line, use one of the options: To enter the **SelectFixtures** keyword in the command line, use one of the options: * Press SelFix * Type **SelectFixtures** * Type the shortcut **Selectf** ## Description [Section titled “Description”](#description) The SelectFixtures keyword is a function keyword that is used to create selections of fixtures in the programmer. If only fixtures are selected, the SelectFixtures keyword adds additional fixtures to the selection. If fixtures are selected and activated in the programmer, the SelectFixtures keyword replaces the selection by the SelectFixtures selection. If the exact same SelectFixtures command is successively used: * using it the second time activates all attributes of the selected fixtures in the programmer  * using it the third time deactivates all attributes of the selected fixtures in the programmer SelectFixtures is the default function of most objects, for example, fixture or group or preset. To clear the selection, press Clear. ## Syntax [Section titled “Syntax”](#syntax) SelectFixtures\*\* \[Object] \[“Object\_Name” or Object\_Number]\*\* ## Examples [Section titled “Examples”](#examples) * To select all fixtures or channels stored in a sequence of the executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures Executor 101  |   * To select all fixtures stored in dimmer preset 1.1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SelectFixtures Preset 1.1  | # Selection > To enter the Selection keyword in the command line, use one of the options: To enter the Selection keyword in the command line, use one of the options: * Press Fixture Fixture * Type **Selection** * Type the shortcut **Selecti** ## Description [Section titled “Description”](#description) The Selection keyword is an object keyword that is used to represent the current selection of fixtures in the programmer. Each user profile has two selections – Selection 1 and Selection 2. For more information see [MAtricks and Shuffle](/grandma3/2-3/matricks/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Selection (\[Selection\_Number]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Selection keyword uses the following option keywords: * [/All](/grandma3/2-3/ok_all/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Single](/grandma3/2-3/ok_single/) ## Examples [Section titled “Examples”](#examples) * To disable all programmer values of the current fixture selection, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Selection  | * To switch to selection 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select Selection 2 | # ; (Semicolon) > To enter the : (Semicolon) in the command line, type ;. To enter the : (Semicolon) in the command line, type ;.  ## Description [Section titled “Description”](#description) The semicolon separates multiple commands. ## Syntax [Section titled “Syntax”](#syntax) \[Command]; \[Command] ## Example [Section titled “Example”](#example) * To turn off sequence 5 and delete group 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Sequence 5; Delete Group 3 | # SendMIDI # SendMVR > To enter the SendMVR keyword in the command line, use one of the options: To enter the SendMVR keyword in the command line, use one of the options: * Type **SendMVR** * Type the shortcut **Sendmv** ## Description [Section titled “Description”](#description) The keyword SendMVR can be used to commit and request MVR files, or to join and leave the connection to other devices during MVR-xchange. ## Syntax [Section titled “Syntax”](#syntax) **SendMVR \[“Connection\_Type”] \[“Number]** SendMVR “Commit” \[“Path\_to\_Folder/Name”] \[“Name”] *** ## Examples [Section titled “Examples”](#examples) * To establish a connection to the third service device, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SendMVR “Join” “3” |   * To end connection to the the first service device, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SendMVR “Leave” “1” | * To commit the MVR file “BestShow\.mvr” (which is located on C:\ProgamData\MA Lighting Technology\gma3\_library\mvr) to the MVR-xchange group, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SendMVR “Commit” “C:\ProgramData\MA Lighting Technology\gma3\_library\mvr\BestShow” “BestShow” | * To request the second file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SendMVR “Request” “2” | # SendOSC > To enter the SendOSC keyword in the command line, use one of the options: To enter the **SendOSC** keyword in the command line, use one of the options: * Type **SendOSC** * Type the shortcut **Sen** ## Description [Section titled “Description”](#description) The SendOSC keyword is a command keyword that is used to send an OSC command. For more information see [Remote In and Out](/grandma3/2-3/remote_inputs/#OSC). ## Syntax [Section titled “Syntax”](#syntax) **SendOSC \[ID] ”/\[OSCAddress],\[OSC Type],\[Value]”** *** The supported types are: * Int(i) * Float(f) * Blob(b) * String(s) * True(T) * False(F) * Null(N) * Impulse(I) * Timetag(t) It is not necessary to set a value (Payload) for: * True * False * Null * Impulse * Timetag | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When using the OSC types True, False, Nil/Null, Impulse and Timetag it is not necessary to enter a value. | | | | | ------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Several values can be sent at once when separated by commas. | | | | | ------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When addressing an executor, a page must be specified as well. | Instead of using page and executor numbers, it is also possible to address them by name. When addressing executor keys, a value of 0 will be interpreted as not pressed. Values greater 0 will be interpreted as button press. If a prefix is specified for an OSCData entry, then this very prefix will be added to the sent string when using the OSCSend command. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The supported OSC types to control faders, executor knobs, and buttons are: Integer32, Float32, True, False and Nil/Null.A True will be interpreted as 1, while a False will be interpreted as 0. | # Sequence > To enter the Sequence keyword in the command line, use one of the options: To enter the Sequence keyword in the command line, use one of the options: * Press Sequ * Type **Sequence** * Type **Seq** ## Description [Section titled “Description”](#description) The sequence keyword is an object keyword that is used to select sequences in the sequence pool. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Sequence \[“Sequence\_Name” or Sequence\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Sequence keyword uses the following option keywords: * [/CreateSecondCue](/grandma3/2-3/ok_createsecondcue/) * [/DMX](/grandma3/2-3/ok_dmx/) * [/Merge](/grandma3/2-3/ok_merge/) * [/Output](/grandma3/2-3/ok_output/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Programmer](/grandma3/2-3/ok_programmer/) * [/Release](/grandma3/2-3/ok_release/) * [/Remove](/grandma3/2-3/ok_remove/) * [/Selection](/grandma3/2-3/ok_selection/) ## Examples [Section titled “Examples”](#examples) * To select sequence 5 in the sequence pool, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Sequence 5  |   * To block all cues in sequence 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Block Sequence 5  | # Session > To enter the Session keyword in the command line, use one of the options: To enter the Session keyword in the command line, use one of the options: * Type **Session** * Type the shortcut **Ses** ## Description [Section titled “Description”](#description) The Session keyword is an object keyword which is used to address all sessions in the network. If the name and number of session is not specified, your own session will be addressed.  The name of the session consists of the  network properties “Session” and “Location” which are connected by @ – “Session\@Location”.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Session \[“Session\_Name” or Session\_Number] ## Examples [Section titled “Examples”](#examples) * To restart all devices that have the same session credentials as your station, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Restart Session | * To shut down all devices that use the session name “Athena” with location “Caledonia”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown Session “Athena\@Caledonia” | ## # Set > To enter the Set keyword in the command line, use one of the options: To enter the Set keyword in the command line, use one of the options: * Press MA + Assign * Type **Set** * Type **Se** ## Description [Section titled “Description”](#description) The Set keyword sets values to properties of objects. It is also used to transfer properties of objects to the same value as another object. It is used in conjunction with the [Property keyword](/grandma3/2-3/keyword_property/) or the [= \[Equal\] keyword.](/grandma3/2-3/keyword_equal/) ## Syntax [Section titled “Syntax”](#syntax) Set \[Object\_Type] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”] \[“Property\_Value”] Set \[Object\_Type] \[“Target\_Object\_Name” or Target\_Object\_Number] Property \[“Property\_Name”] At \[Object\_Type] (\[“Source\_Object\_Name” or Source\_Object\_Number]) (Property \[“Property\_Name”]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Set keyword uses the following option keywords: * [/PatchOffset](/grandma3/2-3/ok_patchoffset/) * [/Look](/grandma3/2-3/ok_look/) ## Examples [Section titled “Examples”](#examples) * To set sequence 8 to priority HTP, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Sequence 8 “Priority” 3 | * To transfer the value of the Priority setting of sequence 1 to sequence 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Sequence 42 Property “Priority” At Sequence 1 | * To transfer the name of the selected sequence to the name of group 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Group 5 Property “Name” At Sequence Property “Name” | * To transfer the value of the CueFade property of cue 9 to the CueDelay property of cue 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Cue 6 Property “CueDelay” At Cue 9 Property “CueFade”  | * To set CueFade and CueDelay of cue 1 to three seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Cue 1 Property “CueFade” + “CueDelay” 3 | * To transfer CueFade and CueDelay of cue 3 to cue 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]> Set Cue 1 Property “CueFade” + “CueDelay” At Cue 3 | # SetGlobalVariable > To enter the SetGlobalVariable keyword in the command line, use one of the options: To enter the SetGlobalVariable keyword in the command line, use one of the options: * Type **SetGlobalVariable** * Type the shortcut **Setg** ## Description [Section titled “Description”](#description) The SetGlobalVariable keyword is used to set global variables in a show. It also supports the use of values in properties of other objects as a value of the variable.  ## Syntax [Section titled “Syntax”](#syntax) SetGlobalVariable \[“Name of Variable”] \[Numeric Value] SetGlobalVariable \[“Name of Variable”] \[“Text\_Value”] SetGlobalVariable \[**“Name of Variable”] At \[Object] \[“Object Name” or Object Number] Property \[“Property\_Name”] (/Look)** ## Examples [Section titled “Examples”](#examples) * To set the global variable “Urban Blues” to the value of 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetGlobalVariable “Urban Blues” “3” | # SetUserVariable > To enter the SetUserVariable keyword in the command line, use one of the options: To enter the SetUserVariable keyword in the command line, use one of the options: * Type **SetUserVariable** * Type the shortcut **Setu** ## Description [Section titled “Description”](#description) The SetUserVariable keyword is used to set user-specific variables. It also supports the use of values in properties of other objects as a value of the variable. ## Syntax [Section titled “Syntax”](#syntax) SetUserVariable \[“Name of Variable”] \[Numeric Value] SetUserVariable \[“Name of Variable”] \[“Text\_Value”] SetUserVariable \[**“Name of Variable”] At \[Object] \[“Object\_Name” or Object Number] Property \[“Property\_Name”] (/Look)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The SetUserVariable keyword uses the following option keywords: * [/Look](/grandma3/2-3/ok_look/) ## Examples [Section titled “Examples”](#examples) ## * To set the user variable “Green” to the value 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable “Green” 5 | # Shuffle > To enter the Shuffle keyword in the command line, use one of the options: To enter the Shuffle keyword in the command line, use one of the options: * Press SelFix SelFix * Type **Shuffle** * Type the shortcut **Shuf** ## Description [Section titled “Description”](#description) Shuffle is a command keyword which is used to shuffle the order of the fixture selection. Shuffle is part of the MAtricks toolset. For more information, see [MAtricks and Shuffle](/grandma3/2-3/matricks/). ## Syntax [Section titled “Syntax”](#syntax) MAtricks **\[Axis]** **\[Value]** text MAtricks **\[Axis]** + | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The plus is a replacement of the value. You can either use plus/minus or a value. | ## Examples [Section titled “Examples”](#examples) * To shuffle the current selection on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>MAtricks “YShuffle” +  | * To shuffle the current selection on the z-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>MAtricks “ZShuffle” +  | * It is also possible to set a certain value to any of the three shuffle settings. To set the shuffle to 4 for the x-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>MAtricks “XShuffle” 4  | # ShutDown > To enter the ShutDown keyword in the command line, use one of these options: To enter the ShutDown keyword in the command line, use one of these options: * Type \*\*ShutDown \*\* * Type the shortcut **Sh** ## Description [Section titled “Description”](#description) The ShutDown keyword powers down the grandMA3 console or closes the grandMA3 onPC. It requires a confirmation in the local station and can be canceled within 10 seconds using a remote station. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-3/keyword_console/), [NetworkNode](/grandma3/2-3/keyword_networknode/), [onPC](/grandma3/2-3/keyword_onpc/), [ProcessingUnit](/grandma3/2-3/keyword_processingunit/), [Session](/grandma3/2-3/keyword_session/), [Station](/grandma3/2-3/keyword_station/), and [Extension](/grandma3/2-3/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) ShutDown (/Option) ShutDown \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) ShutDown IP \[IP\_Address] (/Option) ### Option Keywords [Section titled “Option Keywords”](#option-keywords) The ShutDown keyword uses the following option keywords: * [/NoAutoClose](/grandma3/2-3/ok_noautoclose/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/NoSave](/grandma3/2-3/ok_nosave/) * [/Save](/grandma3/2-3/ok_save/) * [/Wait](/grandma3/2-3/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To shut down the current station and provoke a countdown pop-up, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown  |   * To shut down the station with the IP address 192.168.0.4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown IP 192.168.0.4  | # SnapDelay > To enter the SnapDelay keyword in the command line, use one of the options: To enter the SnapDelay keyword in the command line, use one of the options: * Type **SnapDelay** * Type the shortcut **Sn** ## Description [Section titled “Description”](#description) The SnapDelay keyword sets a snap time. The snap time is a delay time for attributes that do not fade, for example a gobo wheel or a color wheel. ## Syntax [Section titled “Syntax”](#syntax) **SnapDelay \[Value]** *** ## Examples [Section titled “Examples”](#examples) * To set the snap time of the current cue of the selected sequence to 4 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SnapDelay 4  | # SoftwareImport > To enter the SoftwareImport keyword in the command line, use one of the options: To enter the SoftwareImport keyword in the command line, use one of the options: * Type **SoftwareImport** * Type the shortcut **So** ## Description [Section titled “Description”](#description) The SoftwareImport keyword is a function keyword which is used to import installation packages of a grandMA3 installer permanently to the hard drive of your grandMA3 console or the grandMA3 onPC using a given path.  ## Syntax [Section titled “Syntax”](#syntax) SoftwareImport “release\_type\_vx.x.x.x.xml;Path/to/the/location/of/the/installer” ## Example [Section titled “Example”](#example) * To import the installation packages of the grandMA3 stick v1.6.3.7 on the USB drive “Software” that is recognized as drive D on a Windows® computer, and where the files are located within the ma folder, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SoftwareImport “release\_stick\_v1.6.3.7.xml;D:/Software/ma”  | # SoftwareUpdate > To enter the SoftwareUpdate keyword in the command line, use one of the options: To enter the SoftwareUpdate keyword in the command line, use one of the options: * Type **SoftwareUpdate**  * Type the shortcut **Softwareu** ## Description [Section titled “Description”](#description) The SoftwareUpdate keyword is a function keyword which is used to update the software of every MA device or program in the network. For more information on how to update the software and requirements see [Update grandMA3 Consoles](/grandma3/2-3/update_consoles/). ## Syntax [Section titled “Syntax”](#syntax) SoftwareUpdate \[StationType] \[ID/”Name”] “release\_type\_x.y.z.a.xml;/Path/to/MALightingTechnology/installation\_packages” ## Example [Section titled “Example”](#example) **Requirement:** 1. The grandMA3 onPC runs on Windows® 2. Copy the files of the ma folder of the grandMA3\_stick\_v1.6.3.7.zip file to C:\ProgramData\MALightingTechnology\installation\_packages * To update the first console within your network to grandMA3 v1.6.3.7, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SoftwareUpdate Console 1 “release\_stick\_1.6.3.7.xml;C:/ProgramData/MAlightingTechnology/installation\_packages”  | # Solo > To enter the Solo keyword in the command line, use one of the options: To enter the Solo keyword in the command line, use one of the options: * Press Solo * Type **Solo** * Type **Sol** ## Description [Section titled “Description”](#description) The Solo keyword is a function keyword which is used to set the intensity values of fixtures - that are not selected - to zero. Only the fixtures that are selected generate visible output on stage. If Solo is used standalone, it toggles between Solo on and Solo off. To manually fade from the current value to solo and vice versa, use the Grand Solo. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Solo (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To enable Solo, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Solo On  | # Sound > To enter the Sound keyword in the command line, use one of the options: To enter the Sound keyword in the command line, use one of the options: * Type **Sound** * Type the shortcut **Sou** ## Description [Section titled “Description”](#description) The Sound keyword addresses sound objects in the sound pool. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Sound \[“Sound\_Name” or Sound\_Number]** *** ## Example [Section titled “Example”](#example) * To assign sound 5 to executor 401 on page 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Sound 5 At Page 1.401                 | # SoundChannel > To enter the SoundChannel keyword in the command line, use one of the options: To enter the SoundChannel keyword in the command line, use one of the options: * Type **SoundChannel** * Type the shortcut **SC** or **Soundc** ## Description [Section titled “Description”](#description) The SoundChannel keyword represents sound codes in the attribute calculators. ## Syntax [Section titled “Syntax”](#syntax) **\[Attribute List] \[At] SoundChannel \[ID/”Name”]** *** ## Example [Section titled “Example”](#example) * To set the value for Pan of the selected fixtures to Band1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At SoundChannel 5  | For more information about using sound input, see [Sound Window](/grandma3/2-3/sound_viewer/). # SpecialExecutor > To enter the SpecialExecutor keyword in the command line, use one of the options: To enter the SpecialExecutor keyword in the command line, use one of the options: * Press MA + X16 | Exec + X16 | Exec * Type **SpecialExecutor** * Type the shortcut **SE or Sp** ## Description [Section titled “Description”](#description) The SpecialExecutor keyword addresses special executors. For more information on the configuration see [Special Executors](/grandma3/2-3/executor_special/) and [Executor Configurations](/grandma3/2-3/executor_configurations/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] SpecialExecutor \[“SpecialExecutor\_Name” or SpecialExecutor\_Number] ## Examples [Section titled “Examples”](#examples) * To open the menu **Special Executor Configuration**, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign SpecialExecutor 7  |   *  To assign the functionality of grand master to SpecialExecutor 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Master 2.1 At SpecialExecutor 2  | # Speed > To enter the Speed keyword in the command line, type Speed. To enter the Speed keyword in the command line, type **Speed.** ## Description [Section titled “Description”](#description) The Speed keyword is used to set the speed of phasers.   For more information see [Phasers](/grandma3/2-3/phaser/).  **Requirement:**\ To set values to speed, there must be at least 2 steps in the programmer. ## Syntax [Section titled “Syntax”](#syntax) \[At] Speed \[Value] ## Examples [Section titled “Examples”](#examples) * To set the selected layer to speed, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Speed  |   * To set the speed of the dimmer to 70 hertz, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Speed Hz 70  | # Speed1 > To enter the Speed1 keyword in the command line, use one of the options: To enter the Speed1 keyword in the command line, use one of the options: * Type **Speed1** * Type the shortcut **Spee** ## Description [Section titled “Description”](#description) The Speed1 keyword is used to reset the speed to 60 BPM. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Speed1 \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To reset the speed master of the sequence that is assigned to executor 201, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Speed1 Executor 201  | # SpeedMaster > To enter the SpeedMaster keyword in the command line, use one of the options: To enter the SpeedMaster keyword in the command line, use one of the options: * Type **SpeedMaster** * Type the shortcut **Speedm** ## Description [Section titled “Description”](#description) The SpeedMaster is a layer keyword. It defines which speed master the phaser is to adapt its speed to in each attribute.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can set speed masters using the speed readouts BPM, Hertz, or Seconds. For more informations see the [Master keyword](/grandma3/2-3/keyword_master/). | ## Syntax [Section titled “Syntax”](#syntax) **SpeedMaster** (Attribute \[“Attribute\_Name” or Attribute\_Number]) At SpeedMaster \[SpeedMaster\_Number] *** ## Examples [Section titled “Examples”](#examples) * To set the layer to speed master, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SpeedMaster  |   * To set attribute “Pan” to SpeedMaster 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Attribute “Pan” At SpeedMaster 1  | # Stage > To enter the Stage keyword in the command line, use one of the options: To enter the Stage keyword in the command line, use one of the options: * Type **Stage** * Type the shortcut **Sta** ## Description [Section titled “Description”](#description) The Stage keyword addresses stages in the 3D space. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Stage \[ID/”Name”] \[“Property”] \[“Value”] ## Examples [Section titled “Examples”](#examples) * To store a new stage, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Stage 2  |   *  To list all stages in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Stage  |   * To set the center of stage 1 to 5 meters in the x direction of the Cartesian coordinate system, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Stage 1 “POSX” “5”  | # Station > To enter the Station keyword in the command line, use one of the options: To enter the Station keyword in the command line, use one of the options: * Type **Station** * Type the shortcut **Stat** ## Description [Section titled “Description”](#description) The Station keyword is an object keyword which is used to address all stations in the network. You can also [invite](/grandma3/2-3/keyword_invite/) stations to your session or [dismiss](/grandma3/2-3/keyword_dismiss/) them. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Station \[“DeviceType\_Name” or DeviceType\_Number].\[“Device\_Name” or Device\_Number] ## Examples [Section titled “Examples”](#examples) * To list all existing stations types in the same network, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Station  |   * To invite console “FOH3” to your session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Invite Station “Console”.”FOH3”  | # StationSettings > To enter the StationSettings keyword in the command line, use one of the options: To enter the StationSettings keyword in the command line, use one of the options: * Type **StationSettings** * Type the shortcut **Stations** ## Description [Section titled “Description”](#description) StationSettings keyword is used to address settings of your station. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] StationSettings (\[“StationSettings\_Name” or StationSettings\_Number] Property \[“Property\_Name”] \[Value])** *** ## Examples [Section titled “Examples”](#examples) * To list all station settings, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List StationSettings  |   * To set your desk light to 25%, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set StationSettings “DesklightsCollect”.”DeskLights” Property “Master” 25  | # Step > To enter the Step keyword in the command line, use one of the options: To enter the Step keyword in the command line, use one of the options: * Press MA + X5 | Step * Type **Step** * Type **Ste** ## Description [Section titled “Description”](#description) The Step keyword is a command keyword which is used to define the step of the At command.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Step \[Step\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Step keyword uses the following option keywords: * [/Wrap](/grandma3/2-3/ok_wrap/) ## Example [Section titled “Example”](#example) **Requirement**: Step 1 has to contain information   * To select the next step in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next Step  | * To select the previous step in the programmer, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Previous Step | # Stomp > To enter the Stomp keyword in the command line, use one of the options: To enter the Stomp keyword in the command line, use one of the options: * Press Stomp * Type **Stomp** * Type the shortcut **Stom** ## Description [Section titled “Description”](#description) The Stomp keyword is a command keyword which is used to stop a running phaser. Stomp knocks in the single-step value which was lastly used in the absolute layer of the attribute. In the relative layer, stomp knocks in a value of 0.\ This can be a value which is being used in the programmer or a playback. If there is no single-step value, Stomp will use the default value. ## Syntax [Section titled “Syntax”](#syntax) Stomp (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To stomp the phasers in the selected fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Stomp  |   * To stomp the phasers of the feature group “Position” in the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Stomp FeatureGroup “Position”   |   * To stomp the running phasers in fixtures 1 to 10, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Stomp Fixture 1 Thru 10  |   *  To stomp the phasers in all fixtures that are stored in the group “All Spots”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Stomp Group “All Spots”  | # Store > To enter the Store keyword in the command line, use one of the options: To enter the **Store** keyword in the command line, use one of the options: * Press Store * Type **Store** * Type the shortcut **S** ## Description [Section titled “Description”](#description) The Store keyword is a function keyword which is used to store objects in the show file.  If no object type or destination is given, the object type **Cue** will be used in the selected sequence. If you do not specify a target during storing, the new object will occupy the first free spot in the pool. ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number or Next/Previous]\(/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Store keyword uses the following option keywords: * [/Active](/grandma3/2-3/ok_active/) * [/ActiveForSelected](/grandma3/2-3/ok_activeforselected/) * [/All](/grandma3/2-3/ok_all/) * [/AllForSelected](/grandma3/2-3/ok_allforselected/) * [/Ask](/grandma3/2-3/ok_ask/) * [/Auto](/grandma3/2-3/ok_auto/) * [/AutoFit](/grandma3/2-3/ok_autofit/) * [/CreateSecondCue](/grandma3/2-3/ok_createsecondcue/) * [/CueOnly](/grandma3/2-3/ok_cueonly/) * [/Embed](/grandma3/2-3/ok_embed/) * [/ForceGlobal](/grandma3/2-3/ok_forceglobal/) * [/Global](/grandma3/2-3/ok_global/) * [/InputFilter](/grandma3/2-3/ok_inputfilter/) * [/KeepActivation](/grandma3/2-3/ok_keepactivation/) * [/Look](/grandma3/2-3/ok_look/) * [/MAtricks](/grandma3/2-3/ok_matricks/) * [/Merge](/grandma3/2-3/ok_merge/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/PhaserData](/grandma3/2-3/ok_phaserdata/) * [/Remove](/grandma3/2-3/ok_remove/) * [/Screen](/grandma3/2-3/ok_screen/) * [/ScreenOnly](/grandma3/2-3/ok_screenonly/) * [/Selective](/grandma3/2-3/ok_selective/) * [/Universal](/grandma3/2-3/ok_universal/) * [/Wait](/grandma3/2-3/ok_wait/) For more information see [Store Options and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/). ## Examples [Section titled “Examples”](#examples) * To store cue 2 in the selected sequence, type:  | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store 2  | For more information see [Store Cues](/grandma3/2-3/cue_store/).   * To store the programmer values as cue 1 through cue 10 and cue 20 through cue 30, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 Thru 10 + 20 Thru 30  |   * To store the programmer values as cue 42 of the selected sequence and directly label it, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 42 “Return of the Paranoid Android”  |   * To store a new group to the first free spot in the groups pool, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Group | * To store new values to the already existing cue 5 in the selected sequence, whlile cue 4 is active, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue Next | The Store Cue pop-up opens and you can now define how the values will be stored into the cue. * To store values to the second next existing cue, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue Next 2 | # Swap > To enter the Swap keyword in the command line, use one of the options: To enter the Swap keyword in the command line, use one of the options: * Type **Swap** * Type the shortcut **Swa** ## Description [Section titled “Description”](#description) The Swap keyword is a playback keyword that starts the playback of a sequence and pulls down the dimmer of all other fixtures that are not part of the sequence or that are protected against Swap. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  * To disable the executor, release the executor key. Pressing the executor button plays back the sequence using the swap functionality.\ If you swap sequences that have the same playback master, one will go to zero should it not be swap-protected.  For more information on Swap Protect see [Sequence Settings](/grandma3/2-3/cue_sequence_settings/).  ## Syntax [Section titled “Syntax”](#syntax) Swap (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To playback sequence 5 and pull down the dimmers of all other running playbacks to 0, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Swap Sequence 5  | # SwitchTograndMA2Software > To enter the SwitchTograndMA2Software keyword in the command line, use one of the options: To enter the SwitchTograndMA2Software keyword in the command line, use one of the options: * Type **SwitchTograndMA2Software** * Type the shortcut **SwgMA2** or **Sw** ## Description [Section titled “Description”](#description) The SwitchTograndMA2Software keyword is a command keyword that is used to remotely switch to Mode2 on a grandMA3 station.  ## Syntax [Section titled “Syntax”](#syntax) SwitchTograndMA2Software IP \[IP\_Address] ## Example [Section titled “Example”](#example) * To remotely switch the grandMA3 station with the IP 192.168.0.4 to Mode2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SwitchTograndMA2Software IP 192.168.0.4  | # SwitchTograndMA3Software > To enter the SwitchTograndMA3Software keyword in the command line, use one of the options: To enter the SwitchTograndMA3Software keyword in the command line, use one of the options: * Type **SwitchTograndMA3Software** * Type **SwitchTograndMA3** * Type the shortcut **SwgMA3** ## Description [Section titled “Description”](#description) The SwitchTograndMA3Software keyword is a command keyword that is used to remotely switch to grandMA3 software on a grandMA3 station that is currently running in Mode2. ## Syntax [Section titled “Syntax”](#syntax) SwitchTograndMA3Software IP \[IP\_Address] ## Example [Section titled “Example”](#example) * To remotely switch a grandMA3 station with the IP 192.168.0.4 from Mode2 to grandMA3 software, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SwitchTograndMA3Software IP 192.168.0.4  | # Tag > To enter the Tag keyword in the command line, use one of the options: To enter the Tag keyword in the command line, use one of the options: * Press MA +  Group * Type **Tag** * Type the shortcut **Ta** ## Description [Section titled “Description”](#description) The Tag keyword is a function keyword used to address tags.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Tag \[“Tag\_Name” or Tag\_Number] (At \[Object] \[“Object\_Name” or Object\_Number])** ## Examples [Section titled “Examples”](#examples) * To assign tag 1 to sequence 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Tag 1 At Sequence 1 | * To unassign tag “RTFM” in sequence 2 , type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Off Tag “RTFM” At Sequence 2 | * To delete the tag “Encore”, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Tag “Encore” | # Temp > To enter the Temp keyword in the command line, use one of the options: To enter the Temp keyword in the command line, use one of the options: * Press MA + Go+ * Type **Temp** * Type the shortcut **Te** ## Description [Section titled “Description”](#description) The Temp keyword is a function keyword that enables an executor as long as you hold the executor key. The Temp keyword follows cue timing, off timing, and the position of the master fader on the executor. * To disable the executor, release the executor key For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Temp (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To temporarily enable executor 104, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Temp On Executor 104  |   * To temporarily disable executor 104, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Temp Off Executor 104  | # Thru > To enter the Thru keyword in the command line, use one of the options: To enter the Thru keyword in the command line, use one of the options: * Press Thru * Type **Thru** * Type the shortcut **T** ## Description [Section titled “Description”](#description) The Thru keyword indicates the range of objects or values. If the beginning or the end of the range is not defined, the objects or values that were used last are used again. ## Syntax [Section titled “Syntax”](#syntax) \[Beginning of Range] Thru \[End of Range] ## Examples [Section titled “Examples”](#examples) * To select fixture 3 through 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 3 Thru 6  |   * To select all fixtures starting with the first fixture and ending with fixture 10, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture Thru 10  |   * To delete all cues, beginning with cue 3 in the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Cue 3 Thru  |   * To select all fixtures in the fixture sheet of the current world, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture Thru  |   * To disable all executors in the current page, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off Thru  | # Time > To enter the Time keyword in the command line, type Time. To enter the Time keyword in the command line, type **Time.** ## Description [Section titled “Description”](#description) The Time keyword is used to toggle the time overwrite function on sequences.   For more information see [Cue Timing topic](/grandma3/2-3/cue_timing/). For more information on how to set time see [FaderTime keyword](/grandma3/2-3/keyword_fadertime/). For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Time (On/Off) \[Object] \[“Object\_Name” or Object\_Number] | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the sequence ID is not defined, the sequence that is selected will be affected. | ## Examples [Section titled “Examples”](#examples) * To toggle the time function on the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Time  |   * To enable the time overwrite in sequence 4, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Time On Sequence 4  | # Timecode > To enter the Timecode keyword in the command line, use one of the options: To enter the Timecode keyword in the command line, use one of the options: * Press MA + X6 * Type **Timecode** * Type the shortcut **Ti** or **TC** ## Description [Section titled “Description”](#description) The Timecode keyword is an object keyword used to select the timecode by default. Using the Timecode keyword you can: * store * play (go) * record * edit * label * set properties of * rewind (top) timecode shows. For more information see [Timecode](/grandma3/2-3/timecode/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Timecode \[“Timecode\_Name” or Timecode\_Number] **\[“Property\_Name” or “Property\_Value”]** text ## Property [Section titled “Property”](#property) The following table displays the properties that can be assigned using the [Set Keyword](/grandma3/2-3/keyword_set/). | Property | Property Value | Description | | ------------------------------------------------------ | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Name | ”Timecode show name” | Set the name of timecode show. | | Time |   | Set position of the time cursor. | | Duration | 0s to 255h59m58.96s | Set the entire length of timecode show. | | Offset | 0s to 255h59m58.96s | To move the entire timecode show forward, set an offset in the timecode show. | | Loop Mode | Loop Pause Off | Basic settings for Loop and how to pause or stop. | | Loop Count | ”Endless Repeat” (0), “No Repeat” (1), 2..1000 | **Only for timecode shows syncing to the internal clock.** Set if the timecode show runs: Endless (Endless Repeat) Once and stop (No Repeat) A specific number of times (number between 2 and 1000) | | TimeMarkers |   | Time markers are used to select the track. They will be stored. | | TCSlot | ”Internal” (-2), “Link Selected” (-1), “Slot1” (0), “Slot2” (1), “Slot3” (2),  etc. | Set the timecode show to a timecode slot. | | AutoStart (only available with external timecode slot) | “Yes”, “No” | **Only available when syncing to an external source.** If a timecode signal is received, the timecode show switches from the off mode to the play mode. | | AutoStop | ”Yes”, “No” | **Only available when syncing to an external source.** If a timecode signal is received, the timecode show switches from the play mode to the off mode. | | User Bits | 0 .. FFFFFFFF, 0 .. 4294967296 | **Only available when syncing to an external source.** To transmit several kinds of information, for example, a second Timecode Stream, set user bits in hex or decimal. So several incoming Timecode Streams can be discerned. | ## Examples [Section titled “Examples”](#examples) * To set timecode show “Intro” to a duration of 55 seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Timecode “Intro” “Duration” “55”  |   * To store a new timecode show called “Napalm Skies” in the timecode pool, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Timecode “Napalm Skies”  |   * To rename timecode show “Intro” “Prelude”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Timecode “Intro” “Name” “Prelude”  |   *  To start the timecode show “Prelude”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go Timecode “Prelude”  |   *  To rewind the timecode show “Prelude”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Top Timecode “Prelude”  |   * To label timecode show 3 in the timecode pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Timecode 3  | The label pop-up opens and you can now label the timecode show. # TimecodeSlot > To enter the TimecodeSlot keyword in the command line, use one of the options: To enter the TimecodeSlot keyword in the command line, use one of the options: * Press MA + X6 + X6 * Type **TimecodeSlot** * Type **Timecodes** ## Description [Section titled “Description”](#description) The TimecodeSlot keyword is an object keyword which is used to address the timecode slots. For more information see **[What are Timecode Slots](/grandma3/2-3/timecode_slots/).** ## Syntax [Section titled “Syntax”](#syntax) **\[Function] TimecodeSlot \[“TimecodeSlot\_Name” or TimecodeSlot\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To select timecode slot 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select TimecodeSlot 4  |   *  To start the timecode generator of TimecodeSlot 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go+ TimecodeSlot 2  |   * To stop the timecode generator of timecode slot 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Off TimecodeSlot 2   | # Timer > To enter the Timer keyword in the command line, use one of the options: To enter the Timer keyword in the command line, use one of the options: * Press  MA + X6 | TC + X6 | TC + X6 | TC * Type **Timer** ## Description [Section titled “Description”](#description) **Timer** is an object keyword which is used to access the timer objects. Timers are stored in the Timer pool. There are two types of timers: * **Stopwatch** - counting up from zero. * **Countdown** - counting down to zero. They can be controlled using the Timer pool or the command line. For more information on timers see [Timers topic](/grandma3/2-3/timers/). ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] Timer \*\*\[“Timer\_Name” or Timer\_Number] (Property \[“Setting”] \[“Setting\_Value”]) *** ## Settings [Section titled “Settings”](#settings) In some settings you have to assign an object. To do so use the [Assign Keyword](/grandma3/2-3/keyword_assign/). Other settings contain a text option or a value. Use the [Set keyword](/grandma3/2-3/keyword_set/) for these settings. The following table displays the settings that have to have an object: | Setting | Object | Description | | ---------- | -------------- | ----------------------------------------------- | | Appearance | ”Appearance 1” | Assigns the appearance to the pool object. | | Scribble | ”Scribble 1” | Assigns the scribble to the preset pool object. | The following table displays the settings that have to have an option or value: | Setting | Option/Value | Description | | ------------------- | ------------------------------------ | ------------------------------------------------------------------ | | Name | ”Timer Name” | Sets the name of the timer pool object. | | Note | ”This is a note” | This is the note to the timer pool object. | | TimerMode | ”Stopwatch” / “Countdown” | Modes of the timer. | | TimeReadout | One of the four readout options | Readout options in the timer. | | RestartOption | ”Continue on Go+” / “Reset on Go+“ | Sets if the timer should restart or continue with a new Go+. | | TimerLinkType | One of the five link options | Timers can be linked to sequences and can be activated or toggled. | | CountdownAlertType | One of the four alert type options | Defines what should happen once the countdown has elapsed. | | CountdownAlertRange | ”Local” / “All Stations” | Defines where an alert pop-up should appear. | | CountdownDuration | Time value | Sets the duration of the countdown. | | AlertCommand | ”Command Line Input” | The command that can be executed once the countdown has elapsed. | | AlertText | ”Text that appears in a pop-up” | The text is displayed in an alert pop-up. | | FrameFormat | One of the five frame format options | A setting that defines which of five formats is used in the timer. | | AlertDuration | Time value | Displays the duration of the alert pop-up. | For more information on the settings of the Timer see [Timer](/grandma3/2-3/timers/). ## Examples [Section titled “Examples”](#examples) * To run timer 1, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Go Timer 1  | * To change the timer mode in timer 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Timer 2 “TimerMode” “Countdown”  | * To set timer 2 to a countdown time of 25 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Timer 2 “CountdownDuration” 25  | # Toggle > To enter the Toggle keyword in the command line, use one of the options: To enter the Toggle keyword in the command line, use one of the options: * Press and hold MA and press Go+ Go+ * Type **Toggle** * Type the shortcut **To** ## Description [Section titled “Description”](#description) The Toggle keyword is a playback and a helping keyword that behaves as an On or Off keyword, depending on the on/off status of an object, function, or mode it is applied to. If an object, function, or mode is enabled, Toggle disables it. If an object, function, or mode is disabled, Toggle enables it. For more information see the [On](/grandma3/2-3/keyword_on/) and [Off Keywords](/grandma3/2-3/keyword_off/). For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Toggle \[Object] \[“Object\_Name” or Object\_Number]xt ## Examples [Section titled “Examples”](#examples) * To disable the running executor 104, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Toggle Executor 104 | # Top > To enter the Top keyword in the command line, use one of the options: To enter the Top keyword in the command line, use one of the options: * Press MA + Go- * Type **Top** ## Description [Section titled “Description”](#description) The Top keyword is a playback keyword which is used to jump to the beginning of a cue list or to set a timecode marker at the beginning of a timecode show. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Top \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the top of the cue list on executor 105, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Top Executor 105  |   * To jump to the top of the cue list on executor 105 in 3 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Top Executor 105 Fade 3  |   * To jump to the top of the timecode show 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Top Timecode 1  | # TopUp > To enter the TopUp keyword in the command line, use one of the options: To enter the TopUp keyword in the command line, use one of the options: * Press Set + Up * Type **TopUp** * Type the shortcut **Topu** ## Description [Section titled “Description”](#description) The TopUp keyword is a function keyword which is used to select the highest level in the hierarchy of multi-instance fixtures whenever subfixtures are selected.  ## Syntax [Section titled “Syntax”](#syntax) TopUp ## Example [Section titled “Example”](#example) * To jump to the main instance of the fixture within which subfixtures are selected, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>TopUp | # Transition > To enter the Transition keyword in the command line, use one of the options: To enter the Transition keyword in the command line, use one of the options: * Type **Transition** * Type the shortcut **Tr** ## Description [Section titled “Description”](#description) The Transition keyword is used to determine the length of the period in a step. For more information see [Phasers](/grandma3/2-3/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Transition \[At] Transition \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to transition, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Transition  |   * To shorten the transition of a step to a half, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Transition 50  | # Type > To enter the Type keyword in the command line, use one of the options: To enter the Type keyword in the command line, use one of the options: * Type **Type** * Type the shortcut\*\* Ty\*\* ## Description [Section titled “Description”](#description) The Type keyword is used to address children of an object.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[Number/“Name”] Type “Name of Type”** *** ## Example [Section titled “Example”](#example) * To store cue part 1 in a newly created sequence without specifying the cue number, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Part 1 Type “Part”   | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To circumvent the pop-up “Select type of object”, press an executor immediately after typing this command. | # UIChannel > To enter the UIChannel keyword in the command line, use one of the options: To enter the UIChannel keyword in the command line, use one of the options: * Type **UIChannel** * Type the shortcut\*\* Ui\*\* ## Description [Section titled “Description”](#description) The UIChannel is an object keyword which represents an attribute in the fixture sheet.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Depending on the fixtures that are patched in the show file, the attributes that are represented in a UIChannel may differ. | ## Syntax [Section titled “Syntax”](#syntax) **\[List] UIChannel** **UIChannel \[UIChannel\_Number] At \[Value]** *** *** ## Examples [Section titled “Examples”](#examples) * To list all UIChannels in the command line, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List UIChannel  |   * To set the UIChannel 9 to a value of 42, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>UIChannel 9 At 42  | # UIGridSelection > To enter the UIGridSelection keyword in the command line, use one of the options: To enter the UIGridSelection keyword in the command line, use one of the options: * Type **UIGridSelection** * Type the shortcut **Uig** ## Description [Section titled “Description”](#description) UIGridSelection keyword is used by the system to hold information about which objects are selected in a grid window. Grid windows include sheets. It **does not include** the Selection Grid window. The keyword is primarily used internally by the system, but the selection can be used for normal operations that are executed on the selected objects. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The grid with the selection must have a focus so the UIGridSelection command can actually work. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] UIGridSelection ## Example [Section titled “Example”](#example) **Requirement:** * Several cues in a sequence. * A macro containing a Copy UIGridSelection command. This is important so you can execute the command without moving the focus.   * To copy a selection of the cues to cue 41 using the UIGridCommand, follow these steps: 1. Select the desired cues in the sequence sheet. 2. Run the macro using the command keys (Important to use the keys to keep the focus in the cue selection). 3. Now the following command can be entered and executed in the command line: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Paste Cue 41  | # Unblock # Universal > To enter the Universal keyword in the command line, use one of the options: To enter the **Universal** keyword in the command line, use one of the options: * Press Channel Channel * Type **F + 2** * Type **Universal** * Type the shortcut **Uni** ## Description [Section titled “Description”](#description) The Universal keyword is an object keyword wich is used to call fixtures of the ID type Universal in the programmer. ## Syntax [Section titled “Syntax”](#syntax) Universal \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Universal ID 1, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Universal 1  | # Unlock # Unpark > To enter the Unpark keyword in the command line, use one of the options: To enter the Unpark keyword in the command line, use one of the options: * Press Go+ Go+ * Type **Unpark** * Type **Unp** ## Description [Section titled “Description”](#description) The Unpark keyword is a command keyword which is used to release a parked DMX channel or universe.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you unpark a universe, the blue **P** icon disappears in the universe pool. | ## Syntax [Section titled “Syntax”](#syntax) Unpark \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To unpark fixture 1 with all its attributes, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Unpark Fixture 1  |   * To unpark the current selection, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Unpark  |   * To unpark DMX universe 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Unpark DMXUniverse 2  | # Unpress > To enter the Unpress keyword in the command line, use one of the options: To enter the Unpress keyword in the command line, use one of the options: * Type \*\*Unpress \*\* * Type the shortcut **Unpr** ## Description [Section titled “Description”](#description) The Unpress keyword is used to simulate the unpressed state of a key.  It is possible to assign this state to macros. For more information see [Macros](/grandma3/2-3/macros/).  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-3/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Unpress \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To disable Flash on the executor 203, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Flash Unpress Executor 203  | #### # Up > To enter the Up keyword in the command line, use one of the options: To enter the Up keyword in the command line, use one of the options: * Press Up * Type **Up** ## Description [Section titled “Description”](#description) The Up keyword is a function keyword which is used to navigate upward in the fixture structure. ## Syntax [Section titled “Syntax”](#syntax) Up ## Example [Section titled “Example”](#example) * To go back to the main fixture in the fixture sheet in an upward manner, type: | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Up | # Update > To enter the Update keyword in the command line, use one of the options: To enter the Update keyword in the command line, use one of the options: * Press Update * Type **Update** * Type the shortcut **U** ## Description [Section titled “Description”](#description) The Update keyword is a function keyword which is used to update values in their source objects. ## Syntax [Section titled “Syntax”](#syntax) Update \[Object]\[“Object\_Name” or Object\_Number or Next/Previous] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Update Keyword uses the following option keywords: * [/AddNewContent](/grandma3/2-3/ok_addnewcontent/) * [/ForceGlobal](/grandma3/2-3/ok_forceglobal/) * [/Global](/grandma3/2-3/ok_global/) * [/InputFilter](/grandma3/2-3/ok_inputfilter/) * [/OriginalContentOnly](/grandma3/2-3/ok_originalcontentonly/) * [/Selective](/grandma3/2-3/ok_selective/) * [/Universal](/grandma3/2-3/ok_universal/) ## Examples [Section titled “Examples”](#examples) * To update Preset 4.1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Preset 4.1  | | | | | ------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The following examples can only be applied to already existing cues! | * To update the previous cue to the current cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Cue Previous | * To update the second previous cue to the current cue in the selected sequence type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Cue Previous 2 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The examples that use **Previous** can use **Next** to **do the opposite**. | # UpdateContent > To enter the UpdateContent keyword in the command line, use one of the options: To enter the UpdateContent keyword in the command line, use one of the options: * Type **UpdateContent** * Type the shortcut **UC** or **Updatec** ## Description [Section titled “Description”](#description) The UpdateContent keyword is used to scan a media pool, for example images, and create XML files for media files. ## Syntax [Section titled “Syntax”](#syntax) **UpdateContent \[Object] \[“Object\_Name” or Object\_Number]** *** ## Example [Section titled “Example”](#example) The following example is explained using images.  **Requirement:** 1. A media file, for example an image, was added to the corresponding media folder, for example in grandMA3\_lib/media/images, without an XML file. 2. Enter the media pool folder and then the image folder. \ For more information see [ChangeDestination keyword](/grandma3/2-3/release_notes/).    * To create the XML files that are missing in the image folder of the media pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/MediaPools/Images>UpdateContent Image  | # User > To enter the User keyword in the command line, use one of the options: To enter the User keyword in the command line, use one of the options: * Type **User** * Type the shortcut **Us** ## Description [Section titled “Description”](#description) The User keyword is used to log in or to change the user settings. For more information on users and different settings see [User Setting](/grandma3/2-3/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) User \[“User\_Name” or User\_Number] \[Function] User \[“User\_Name or User\_Number] (\[Setting] \[Setting\_Value]) ## Settings [Section titled “Settings”](#settings) The User keyword uses a number of settings. Change the settings using the [Set Keyword](/grandma3/2-3/keyword_set/). If a setting has to have a pool object, use the [Assign keyword](/grandma3/2-3/keyword_assign/) to assign an object to the setting. Here are the settings: | Setting | Object/Option/Value | Description | | ------------ | -------------------------------------------------------------------- | ------------------------------------------------------------- | | Name | Text | The name of the user. This can be used as user ID. | | Scribble | Scribble pool object | The Scribble assigned to the User object. | | Appearance | Appearance pool object | The Appearance assigned to the User object. | | Password | Text | The password is not shown in clear text. | | Profile | UserProfile object | The assigned User Profile. | | ScreenConfig | Screen configuration object | The active screen configuration. | | Rights | ”Admin”, “Setup”, “Program”, “Preset”, “Playback”, “View”, or “None” | The access right assigned to the user. | | Language | ”de”, “en”, “ru”, or “dk” | The language assigned to the user. | | Keyboard | ”German”, “English”, “Russian”, or “Danish” | The keyboard layout assigned to the user’s onscreen keyboard. | ## Example [Section titled “Example”](#example) * To list the details of all users, type:  | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List User  |   * To log in as “Admin”, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>User Admin  | Alternatively see the [Login Keyword](/grandma3/2-3/keyword_login/).   * To assign appearance number 1 to User 2 | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Appearance 1 At User 2  |   * To change the rights to Playback for user Remote, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set User “Remote” “Rights” “Playback”  | # User1 # User2 # UserProfile > To enter the UserProfile keyword in the command line, use one of the options: To enter the UserProfile keyword in the command line, use one of the options: * Type **UserProfile**  * Type **Userp** * Type the shortcut **UPR** ## Description [Section titled “Description”](#description) The UserProfile keyword is an object keyword. It can be used to execute functions in the UserProfile such as create, delete, or change a setting. For more information on user profiles see [Create User](/grandma3/2-3/user_create/). For information on different settings see [User Settings](/grandma3/2-3/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] UserProfile \[“UserProfile\_Name” or UserProfile\_Number] (\[Setting] \[Setting\_Value]) ## Settings [Section titled “Settings”](#settings) The UserProfile keyword has several settings. The settings can be changed using the [Set Keyword](/grandma3/2-3/keyword_set/). Here are the settings: | Setting | Object/Option/Value | Description | | -------------------------- | ------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | Name | Text | The name of the user profile. This can be used as the user profile ID. | | DMXReadout | ”Percent”, “Dec8”, “Dec16”, “Dec24”, “Hex8”, “Hex16”, or “Hex24” | This is the default DMX readout. | | NormalValue | A percent value | This is the value assigned to the intensity attribute if the [Normal keyword](/grandma3/2-3/keyword_normal/) is used. | | WheelResolution | ”Coarse”, “Normal”, or “Fine” | The resolution of the [level wheel](/grandma3/2-3/do_control_level/) on the consoles. | | WheelMode | ”Additive”, “Incremental”, “Prop.+”, or “Prop.-“ | This defines the level wheel mode. | | PreciseEdit | ”Yes” or “No” | This turns the precise edit mode On or Off. | | ScreenEncoder | ”Yes” or “No” | This enables or disables the screen encoder on the fifth [dual encoder](/grandma3/2-3/do_control_encoder/). | | TimeKeyTarget | ”Cue” or “Fixture” | This defines how the [Time key](/grandma3/2-3/key_time/) functions. | | TCSlot | ”TCSlot 1” .. “TCSlot 8” | This is the user profile’s selected timecode slot. | | ValueReadout | ”Natural”, “Percent”, “PercentFine”, “Physical”, “Decimal8”, “Decimal16”, “Decimal24”, “Hex8”, “Hex16”, or “Hex24” | This is the default value readout. | | SpeedReadout | ”Hertz”, “BPM”, or “Seconds” | This is the default speed readout. | | PresetReadout | ”ID”, “ID+Name”, “ID+Name+Value”, “Name”, “Name+Value”, or “Value” | This is the default readout for preset in sheets. | | OverlayFade | Time value in milliseconds | This is the time used by pop-ups and overlays when fading into visibility. | | TimeReadout | ”10d11h23m45”, “251h23m45”, “10.11:23:45”, or “251:23:45” | This is the default time readout. | | FrameReadout | ”Seconds”, “24 fps”, “25 fps”, “30 fps”, or “60 fps” | This is the default time frame readout. | | UndoProgrammer | ”Yes” or “No” | This turns On or Off if programmer actions can be oopsed. | | UndoGeneral | ”Yes” or “No” | This turns On or Off if general actions can be oopsed. | | AutoRemoveGaps | ”Yes” or “No” | This turns On or Off the auto-remove gaps function in the selection grid. | | MirrorSpecialExecutorPages | ”Yes” or “No” | This turns On or Off the mirror function on extension wings. | | ShowAppearanceInCueInput | ”Yes” or “No” | This turns On or Off the cue appearance in cue selection pop-ups. | | ShowSettingsInEditors | ”Yes” or “No” | This turns On or Off if settings are visible in editors as a default. | | ExecConfigSequence | Executor Configuration Object | Default executor configuration for sequences. | | ExecConfigMacro | Executor Configuration Object | Default executor configuration for macros. | | ExecConfigView | Executor Configuration Object | Default executor configuration for views. | | ExecConfigWorld | Executor Configuration Object | Default executor configuration for worlds. | | ExecConfigGroup | Executor Configuration Object | Default executor configuration for groups. | | ExecConfigPreset | Executor Configuration Object | Default executor configuration for presets. | | ExecConfigPlugin | Executor Configuration Object | Default executor configuration for plugins. | | ExecConfigUser | Executor Configuration Object | Default executor configuration for users. | | ExecConfigSound | Executor Configuration Object | Default executor configuration for sounds. | | ExecConfigScreenConfig | Executor Configuration Object | Default executor configuration for screen configurations. | | ExecConfigMaster | Executor Configuration Object | Default executor configuration for masters. | | ExecConfigSpeedMaster | Executor Configuration Object | Default executor configuration for speed masters. | | ExecConfigPlaybackMaster | Executor Configuration Object | Default executor configuration for playback masters. | | ShowConnectors | ”Yes” or “No” | This turns On or Off if the connector overlay is visible when the “Output Configuration” menu is visible. | | FixtureLibShowMA | ”Yes” or “No” | This turns On or Off if MA fixtures are shown in the “Insert New Fixture” pop-up. | | FixtureLibShowUser | ”Yes” or “No” | This turns On or Off if User fixtures are shown in the “Insert New Fixture” pop-up. | | FixtureLibShowShare | ”Yes” or “No” | This turns On or Off if Share fixtures are shown in the “Insert New Fixture” pop-up. | For detailed expanation see [User Settings](/grandma3/2-3/user_settings/). ## Examples [Section titled “Examples”](#examples) * To list all available user profiles, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List UserProfile  |   * To turn off the screen encoder in the default user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set UserProfile “Default” “ScreenEncoder” “No”  | # Version > To enter the Version keyword in the command line, use one of the options: To enter the Version keyword in the command line, use one of the options: * Type **Version** * Type the shortcut **Ve** ## Description [Section titled “Description”](#description) The Version keyword is a function keyword which is used to grant access to details of the version in the console or in the onPC software. It displays the following details in the command line history: * Version number * Release type * Build type * Code type * Host type * Host sub type * Station serial number * Date of compilation * Repository branch * Repository hash * Version number of Lua * Version number of Lua sockets * Version number of Lua file system ## Syntax [Section titled “Syntax”](#syntax) Version ## Example [Section titled “Example”](#example) * To view the details of the version, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Version   | ![](/img/grandma3/2-3/window_command-line-history_version-keyword_v1-5_1-aebf12.png) *Version details in the command line history window* The version details are displayed in the command line history window. # Video > To enter the Video keyword in the command line, use one of the options: To enter the Video keyword in the command line, use one of the options: * Type **Video** * Type the shortcut **Vid** ## Description [Section titled “Description”](#description) The Video keyword is an object keyword. It is used to address videos using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Video \[“Video\_Name” or Video\_Number] ## Examples [Section titled “Examples”](#examples) * To edit video 1 in the video pool, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Video 1  |   * To delete video 1 in the video pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Video 1  | # View > To enter the View keyword in the command line, use one of the options: To enter the View keyword in the command line, use one of the options: * Press MA + X7 | View * Type **View** * Type the shortcut **V** ## Description [Section titled “Description”](#description) The View keyword calls or stores views on a screen. ## Syntax [Section titled “Syntax”](#syntax) View \[“View\_Name” or View\_Number] (/Option \[“Option\_Value”]) \[Function] View \[“View\_Name” or View\_Number] (/Option \[“Option\_Value”]) ## Settings [Section titled “Settings”](#settings) The following table displays the properties that can be assigned using the [Set keyword](/grandma3/2-3/keyword_set/). | Setting | Option/Value | Description | | ----------------- | ----------------------------------------- | --------------------------------------------------------------------- | | Name | View name, for instance, “Stage External” | The name of the view. | | Scribble | Scribble pool object | The assigned scribble object. | | Appearance | Appearance pool object | The assigned appearance object. | | ScreenContentMask | 1 to 127 | An internal number that indicates the screens used when it was saved. | | RequestedW | 1 to 327 | The width of the view (grid width). | | RequestedH | 1 to 327 | The height of the view (grid height). | ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The View keyword uses the following option keywords: * [/Screen](/grandma3/2-3/ok_screen/) ## Example [Section titled “Example”](#example) * To call view 2 in the view pool on the screen where it is stored, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>View 2  | # ViewButton > To enter the ViewButton keyword in the command line, use one of the options: To enter the ViewButton keyword in the command line, use one of the options: * Press MA + X7|View + X7|View * Type **ViewButton** * Type the shortcut **ViewB** * Type **VB** ## Description [Section titled “Description”](#description) The ViewButton keyword is an object keyword which is used to call or store the object assigned on the view button. Calling a view button only works if the object assigned to it supports it. For more information see the [Call Keyword](/grandma3/2-3/keyword_call/). ## Syntax [Section titled “Syntax”](#syntax) ViewButton \[Screen\_Number].\[“ViewButton\_Name” or ViewButton\_Number] (/Option “\[Option\_Value]”) \[Function] ViewButton \[Screen\_Number].\[“ViewButton\_Name” or ViewButton\_Number] (/Option “\[Option\_Value]“) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ViewButton keyword uses the following option keywords: * [/Screen](/grandma3/2-3/ok_screen/) ## Examples [Section titled “Examples”](#examples) * To call the view assigned to ViewButton 4 on screen 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ViewButton 2.4  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If you do not specify the screen location using the /Screen option keyword, the view will be called to the screen that currently has focus. | # Width > To enter the Width keyword in the command line, use one of the options: To enter the Width keyword in the command line, use one of the options: * Type **Width** * Type the shortcut **Wi** ## Description [Section titled “Description”](#description) The Width keyword is used to determine the width incorporating transition of the entire step.  For more information see [Phasers](/grandma3/2-3/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Width \[At] Width \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to width, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Width  |   * To create a PWM effect, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At Transition 0 + Width 50  | # World > To enter the World keyword in the command line, use one of the options: To enter the World keyword in the command line, use one of the options: * Press Group Group * Type **World** * Or type the shortcut **W** ## Description [Section titled “Description”](#description) The World keyword is an object keyword which is used to call worlds along with their filters, and limit the access to the parameters in the world. By default, World 1 is always locked. That is, it neither can be edited nor deleted. World 1 includes all parameters (fixtures and attributes) of the show. ## Syntax [Section titled “Syntax”](#syntax) \[Function] World \[“World\_Name” or World\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The World keyword uses the following option keywords: * [/GridMergeMode](/grandma3/2-3/ok_gridmergemode/) * [/Merge](/grandma3/2-3/ok_merge/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/Remove](/grandma3/2-3/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To call world 3, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>World 3  |   * To label the world 3 “All Fixtures”, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label World 3 “All Fixtures”  | # Zero > To enter the Zero keyword in the command line, use one of the options: To enter the Zero keyword in the command line, use one of the options: * Press . . * Type **Zero** * Type the shortcut **Z** ## Description [Section titled “Description”](#description) The keyword Zero is a helping keyword which is used to set the intensity of the dimmer to zero if fixtures or channels are selected. ## Syntax [Section titled “Syntax”](#syntax) **\[Object List] Zero** *** ## Examples [Section titled “Examples”](#examples) * To set the intensity of the selected fixtures or channels to zero, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Zero |   * To set the intensity of fixture 1 trough 10 to zero, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 10 Zero  | # Create a Layout > Layouts are created in the Layout pool and can be edited in the Layout window or the Layout editor. Layouts are created in the Layout pool and can be edited in the Layout window or the Layout editor. Default layout elements can be defined in the Preferences and Timings menu: Press Menu  and tap Preferences and Timings, then tap Layout Elements on the left side of the menu: ![](/img/grandma3/2-3/menu_preferences_and_timings-171300.png) Arrange the layout pool and the layout viewer on one screen to operate the layouts faster and to have them all at a glance. See [Add Window](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_layout-20window_layout-20pool_2-2-9a2d64.png)\ *Layout viewer and layout pool* ## Adding fixtures to Layouts [Section titled “Adding fixtures to Layouts”](#adding-fixtures-to-layouts) 1. Select the fixtures you want to assign to the layout. The selected fixtures’ selection grid positions are assigned to layouts. For more information, see [Selection Grid](/grandma3/2-3/operate_selection/).  2. Press Assign and tap an empty layout poll object, or tap the area in the layout viewer where you want to assign them. 3. A new layout pool is created with the selected fixtures. 4. Label the new layout pool. See [Label Pool Objects](/grandma3/2-3/wvm_pool_label/). ![](/img/grandma3/2-3/window_assign-20fixtures-20to-20layouts_v-2-2-d34e42.png)\ Layout viewer and layout pool ## Adding Sub-Fixtures to Layouts [Section titled “Adding Sub-Fixtures to Layouts”](#adding-sub-fixtures-to-layouts) Some fixtures may comprise several sub-fixtures that can also be assigned to layouts. To add sub-fixtures, repeat steps 1 and 2 above; this is what it could look like in the fixture sheet: ![](/img/grandma3/2-3/window_sub-fixture_selection_2-2-9bd140.png) 1. A new layout pool is created with the selected fixtures. 2. Label the new layout pool. See [Label Pool Objects](/grandma3/2-3/wvm_pool_label/). ![](/img/grandma3/2-3/window_sub-fixture_layout_pool_2-2-a8cbc8.png)\ *Layout viewer with the prominent fixture and its sub-fixtures added* # Edit Layout > Requirements: **Requirements:**\ A created layout. For more information, see **[Create a Layout ](/grandma3/2-3/layout_create/)***.* * To edit a layout, use the swipey command or press Edit, then tap the layout pool object. The Edit Layout menu opens: ![](/img/grandma3/2-3/menu_edit_layout-9f0022.png)\ *Edit layout menu* Tap Settings in the title bar to enable the settings buttons. The following is a description of the buttons: * To rename the layout, tap Name, enter the new name, tap Enter on the virtual keyboard, or press Please. For more information, see [Label Objects](/grandma3/2-3/wvm_pool_label/). * To add a scribble to the layout pool object, tap Scribble. For more information, see [Scribbles](/grandma3/2-3/scribbles/). * To add an appearance to the layout pool object, tap Pool Appearance. For more information, see [Appearances](/grandma3/2-3/appear/). * To add a canvas appearance to the layout, tap Canvas Appearance. This will apply to the layout window background. For more information, see [Appearances](/grandma3/2-3/appear/). * Tap Tags to add a tag. For more information, see [Tags](/grandma3/2-3/tags/). * Tap Notes to add a note. For more information, see [Notes](/grandma3/2-3/notes/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no dedicated canvas appearance is set, the pool appearance will be taken as canvas appearance. | Tap the following buttons to set the position and size of the canvas: * To set the start X position, tap PositionX. * To set the start Y position, tap PositionY. * To set the width dimension, tap DimensionW. * To set the horizontal dimension, tap DimensionH. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | This feature allows you to store two layouts with the same fixtures but with different positions and zoom values. | The following buttons can be toggled: * When enabled, the layout property Markers displays the layer markers of fixtures at their corresponding layout elements. * Enabling Value Colors in the layout settings displays the dimmer values of fixtures in their corresponding layout elements, using the same colors as those in the fixture sheet. When the background of the dimmer attribute cell in the fixture sheet is colored, the shadow of the value in the layout element gets colored equally. * When ViewPosActive is switched on, loading a layout again will recall the previously stored view zoom and position values. This button is switched off by default. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To see the same colors for values in a layout element as in the fixture sheet, the layout element needs to have a fixture with a dimmer assigned. The visibility fo the value needs to be enabled for the layout element, too. | ViewPosX, ViewPosY, and ViewPosScale are the stored values for the layout view position and zoom. * When Executor Style is enabled, sequences are displayed with their cues in layouts like in the executor bar. *** ## Layout Element Defaults [Section titled “Layout Element Defaults”](#layout-element-defaults) In the Layout Elements defaults tab, you can change templates for layout elements, such as groups, worlds, or sequences.  Layout element defaults are part of the user profile and will be applied as the default template when assigning an object to a layout.  2 Finger Edit a cell in the Appearance column to use a custom appearance for layout elements and select a new one. 1. To set the default values for layout elements, press Menu, then tap Preferences and Timings. On the left-hand side, tap Layout Elements or 1. Press Edit and then tap a layout pool object. 2. Tap Layout Element Defaults on the left side of the editor window. ![](/img/grandma3/2-3/menu_layout_element_default_editor-381f1d.png) *Layout Element Defaults editor* #### # Edit Layout View > To open the layout view, follow the instructions under Add Windows. To open the layout view, follow the instructions under [Add Windows](/grandma3/2-3/wvm_add_window/). In the Add Window pop-up: 1. Tap Tools.  2. Tap Layout Viewer.\ The layout view opens.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When Setup is enabled, it allows the editing of single layout elements. When disabled, it provides editing as in the programmer. | Add a Layout Element Tap Setup in the layout viewer window title bar to enable the setup mode. The toolbar is displayed on the left side of the window. * To add a layout element in the layout window, tap +. * Tap or tap and drag an empty area in the window, and a new empty layout element is added. (Empty yellow square) ![](/img/grandma3/2-3/window_layout_view_add_element-ae9bc2.png)\ *Layout viewer with setup mode enabled* * To assign an object to the element you created in the layout, open the new element with the 2 Finger Edit or press Edit and tap the new element.\ The edit layout element pop-up opens: ![](/img/grandma3/2-3/menu_edit_layout_element-abd81d.png) Edit Layout element menu # Edit Layout Elements > To edit a layout element: | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The grandMA3 system has a locking mechanism that temporarily prevents multiple users from editing the same object. For mor information, see: [Object Ownership](/grandma3/2-3/user_ownership/). | To edit a layout element: 1. Tap Setup to enable the setup mode in the Layout View window. 2. Tap ![](/img/grandma3/2-3/icon_select-15_v0-1-581965.png) and open the element with the [2 Finger Edit](/grandma3/2-3/ws_gestures/). -Or- 1. Tap Setup to activate the Layout Encoder Bar. 2. Select the layout elements to edit in the Layout View window. 3. Tap Edit Selected in the Layout Encoder Bar to open the layout element editor. The Edit Layout window is separated into three tabs: General, Arrangement, and Custom Text. ## General Tab [Section titled “General Tab”](#general-tab) Manages all properties regarding the object assigned to the layout element. ![](/img/grandma3/2-3/menu_edit_layout_element-abd81d.png)\ Edit Layout Elements # Layout Encoder Bar > Use the layout encoder bar to position and arrange layout elements. Use the layout encoder bar to position and arrange layout elements. **Requirements:** * A visible layout pool and a visible layout viewer. For more information on how to add a window, see [Add Windows](/grandma3/2-3/wvm_add_window/). The layout encoder bar has two function settings: **Position** and **Arrangement**. ## Layout Encoder Bar Function Set to Position [Section titled “Layout Encoder Bar Function Set to Position”](#layout-encoder-bar-function-set-to-position) 1. Create a layout and select it. See [Create a Layout](/grandma3/2-3/layout_create/). 2. Tap Setup in the title bar to enable **Setup**; the layout encoder bar is displayed. 3. Tap Function in the layout encoder bar until it is set to **Position**. 4. Select the layout element (e.g., fixture) you wish to position. 5. Use the encoders to position and/or resize the element. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When multiple elements are selected, use the **Align** function combined with the dual encoders to spread your selection evenly. | # Assign Multipatch Fixture > Requirement: **Requirement:** Patched multipatch fixtures. See [Add Multipatch Fixtures](/grandma3/2-3/patch_add_multipatch/). Multipatch fixtures can be selected via the command line by typing their CID number or global position order in the patch. See [Add Multipatch Fixtures](/grandma3/2-3/patch_add_multipatch/). The following is an example of how to assign primary fixture 1 and its multipatch fixtures to a layout. Before doing so, make sure to read [Create a Layout](/grandma3/2-3/layout_create/). To assign fixture 1 multipatch fixtures 1 thru 5: 1. Select the new layout pool object you have created. 2. Write the following syntax in the command line. | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Fixture 1 Multipatch 1 Thru 5 | 3. Tap in the layout view where you want the multipatch fixtures to be assigned. ![](/img/grandma3/2-3/window_multipatch_v2-0-6597cb.png) Layout 3 The selection color is light red instead of yellow (the default color). When a multipatch fixture is selected, the primary ID will flash between yellow and light red in the fixture sheet. # Layout View Settings > To open the Layout View window, follow the instructions under Add windows. To open the Layout View window, follow the instructions under [Add windows](/grandma3/2-3/wvm_add_window/). In the Add Window pop-up: 1. Tap Tools.  2. Tap Layout Viewer. ![](/img/grandma3/2-3/window_layout-viewer_1-9-cd4eae.png) Layout View window ## Open Layout View Settings [Section titled “Open Layout View Settings”](#open-layout-view-settings) * To open the Layout View Settings, tap ![ma\_logo](/img/grandma3/2-3/ma_logo_1-1f1286.png) in the upper left corner of the layout window. The Layout View Settings pop-up opens.  ![](/img/grandma3/2-3/windows_layout_viewer_settings_v2-1-f23ddb.png) Layout View Settings pop-up This is a description of each button in the layout view settings. ### Display Tab [Section titled “Display Tab”](#display-tab) * **Layout**:\ Link selected, select an existing layout or create a new one.  * **Setup:** * **Layer**:\ Select the layer readout between **DMX**, **Value**, or **Output**. * \*\*Lasso Filter:\ \*\*Specifies which type of layout element will be selected when a lasso selection is made. * **All**: All layout elements will be selected. * **Fixtures**: Only fixtures will be selected. * **Others**: Everything but fixtures will be selected. * **Show Selection:**\ Displays the selected fixtures by a yellow frame in the layout view or not. Show Selection is not available in the Setup mode. * **Right Click To Edit**:\ When this button is toggled on, it will allow editing of objects assigned to layout elements by right-clicking or using the two-finger edit gesture.\ Toggle this button off to disable the right-click and two-finger edit gesture to prevent accidental editing of objects. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To edit an object when this button is toggled off, press Edit and tap the assigned object you wish to edit. | * **Lock Position**:\ Toggle on to protect the layout arrangement. * \*\*Selection Mode:\ \*\*This defines how the fixtures are selected and positioned in the [Selection Grid](/grandma3/2-3/operate_selection/). The selection mode has two different options: * **2D Grid**: Using the lasso selection adds them as a two-dimensional selection to the Selection Grid. * \*\*Linearize: \*\*The selection is linearized to only the X-axis of the Selection Grid.  - **Auto Fit**:\ Toggle on to fit elements according to the window size. - **Canvas Fit Mode**:\ There are 3 fit modes, **Bar** will fit the entire canvas, **Crop** fits the canvas to its total width, and **Stretch** fits the canvas to its total height. - **Fit Type**:\ Toggle to fit the **Elements**, the **Canvas**, or **Both**. - **Snap To Grid**:\ Toggle on for objects to snap to the grid when in setup mode. - **Snap Grid**:\ Tap to open the calculator, then enter a snap value between 1 and 14 000 pixels.\ Make this number smaller to be as precise as possible when moving elements in the layout view. - **Visible Grid**:\ Tap to open the calculator, then enter a value for the visible grid size. - **Grid Color**:\ Use the edit grid color popup to create the desired grid color. - **Grid Style**:\ Select the grid style between **Off**, **Lines**, or **Dots**. - **Scale**:\ When Auto Fit is off, the fader can scale the layout. - **Show Title Bar:** ### Mask Tab [Section titled “Mask Tab”](#mask-tab) * **Filter**: ## Layout View Title Bar [Section titled “Layout View Title Bar”](#layout-view-title-bar) * **![](/img/grandma3/2-3/icon_selection-grid_15_v1-9-2ee8fe.png):**\ Transfers the currently selected arrangement of fixture positions in the layout to the Selection Grid. * **Zoom to fit**:\ Tap to zoom out to see the entire canvas. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no values are set for Dimension H and Dimension W, Zoom to fit is unavailable. | # Layouts > Layouts are two-dimensional drafts where you can arrange fixtures, macros, groups, and other pool objects. Layouts are two-dimensional drafts where you can arrange fixtures, macros, groups, and other pool objects.   * Layouts are created in the Layouts pool. * Layouts are displayed and edited in the Layout Viewer. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The maximum number of elements per layout is 10 000. | To set the defaults for new layout elements, press Menu, tap Preferences and Timings, then tap Layout Elements on the left side of the window. For more information, see [Layout Element Defaults](/grandma3/2-3/layout_edit/#h2_654138962). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a Layout](/grandma3/2-3/layout_create/) * [Assign Multipatch Fixture](/grandma3/2-3/layout_multipatch/) * [Edit Layout](/grandma3/2-3/layout_edit/) * [Layout View Settings](/grandma3/2-3/layout_view_settings/) * [Edit Layout View](/grandma3/2-3/layout_edit_view/) * [Edit Layout Elements](/grandma3/2-3/layout_elements_edit/) * [Layout Encoder Bar](/grandma3/2-3/layout_encoder_bar/) # Local Settings ## Subtopics [Section titled “Subtopics”](#subtopics) * [1 finger swipe](/grandma3/2-3/ws_gestures/) * [gestu](/grandma3/2-3/ws_gestures/) * [re](/grandma3/2-3/ws_gestures/) * [Create User](/grandma3/2-3/user_create/) # What is Lua > Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and d Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and data-driven programming. Lua is implemented as a library, written in *clean* C (a common subset of ANSI C and C++). For more information on scripting with Lua, see [www.lua.org](https://www.lua.org/).   The grandMA3 software supports Lua version 5.4.6 and all the built-in standard libraries. Use the [Version keyword](/grandma3/2-3/keyword_version/) in the command line to check which Lua version your device is currently running. # Handle - light_userdata > Many functions require a handle as an argument or return a handle. Many functions require a handle as an argument or return a handle. The handle is a custom data type called “light\_userdata”. The handle is a unique identifier that refers to a grandMA3 object, for instance, a specific sequence, cue, preset, or fixture. The object the handle refers to has some properties. Some can be changed, and some are read-only. The object might also have child objects. The object always has **Name**, **Class**, and **Path** information. The path is the same as an **address** that identifies where the object exists in the structure of the showfile. ## Related Functions [Section titled “Related Functions”](#related-functions) * [Addr()](/grandma3/2-3/lua_object_addr/) - Converts a handle into a numbered address path. * [AddrNative()](/grandma3/2-3/lua_object_addrnative/) - Converts a handle into a named address path. * [FromAddr()](/grandma3/2-3/lua_objectfree_fromaddr/) - Converts a numbered or named address into a handle. * [HandleToStr()](/grandma3/2-3/lua_objectfree_handletostring/) - Converts a handle into a string with a hexadecimal number. * [HandleToInt()](/grandma3/2-3/lua_objectfree_handletoint/) - Converts a handle into an integer. * [StrToHandle()](/grandma3/2-3/lua_objectfree_strtohandle/) - Converts a hexadecimal number string into a handle. * [IntToHandle()](/grandma3/2-3/lua_objectfree_inttohandle/) - Converts an integer into a handle. * [ToAddr()](/grandma3/2-3/lua_objectfree_toaddr/) - Object-free version - Converts a handle into an address string. * [ToAddr()](/grandma3/2-3/lua_object_toaddr/) - Object version - Converts a handle into an address string. # Interface Functions > There are several Lua functions related to creating and displaying interface elements. There are several Lua functions related to creating and displaying interface elements. They are often some of the most complex functions that can need a lot of different input elements that allow adjustment to specific needs. Some of them can also return user input to Lua functions. Individual functions are described like all others, but there are sub-topics here to explain further and provide a collection of functions. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | Not all Lua functions are described yet. This part of the manual will expand in the future. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Progress Bar](/grandma3/2-3/lua_interface_progressbar/) # Progress Bar > The Progress Bar is a Lua function that can create a moving progress bar on the screens. The Progress Bar is a Lua function that can create a moving progress bar on the screens. There are several Lua functions that are connected to creating and running a progress bar. See links to the topics below the example. ## Example [Section titled “Example”](#example) This example uses all the progress bar functions: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- create the progress bar local progressBarHandle = StartProgress("myProgressTitle") -- set start index and end index of the progress bar local progressRangeStart, progressRangeEnd = 1, 10 -- Define the range of the progress bar SetProgressRange(progressBarHandle, progressRangeStart, progressRangeEnd) -- Define the text of the progress bar SetProgressText(progressBarHandle, "This is my ProgressBar Text") -- Set the progress bar value to the start of range SetProgress(progressBarHandle, progressRangeStart) -- Loop that goes through the progress bar for i = progressRangeStart, progressRangeEnd do -- Add a yield to allow other functions and delay the progress coroutine.yield(1) -- Increment the progress state of the progress bar IncProgress(progressBarHandle, 1) end -- remove the progress bar: StopProgress(progressBarHandle) ``` end ```| ### Related Functions - [StartProgress](/grandma3/2-3/lua_objectfree_startprogress/) - [SetProgressRange](/grandma3/2-3/lua_objectfree_setprogressrange/) - [SetProgress](/grandma3/2-3/lua_objectfree_setprogress/) - [SetProgressText](/grandma3/2-3/lua_objectfree_setprogresstext/) - [IncProgress](/grandma3/2-3/lua_objectfree_incprogress/) - [StopProgress](/grandma3/2-3/lua_objectfree_stopprogress/) ``` # Lua Functions - Object API > Object API means Lua functions that are functions/methods of an object. Object API means Lua functions that are functions/methods of an object.   All of the object functions take a handle as an argument. This can often be omitted if the function is used with the colon notation. This is the most common use with object functions. Syntax with the handle: object.function(object-handle) Syntax with colon operator: object:function()   Most examples in the object subtopics use the colon operator notation. Subtopics * [Addr(handle\[, handle\[, boolean\]\])](/grandma3/2-3/lua_object_addr/) * [AddrNative(handle\[, handle\[, boolean\]\])](/grandma3/2-3/lua_object_addrnative/) * [Children(handle)](/grandma3/2-3/lua_object_children/) * [Count(handle)](/grandma3/2-3/lua_object_count/) * [Dump (handle)](/grandma3/2-3/lua_object_dump/) * [Export(handle, string, string)](/grandma3/2-3/lua_object_export/) * [Get(handle, string\[, integer\])](/grandma3/2-3/lua_object_get/) * [GetChildClass(handle)](/grandma3/2-3/lua_object_getchildclass/) * [GetClass(handle)](/grandma3/2-3/lua_object_getclass/) * [GetDependencies(handle)](/grandma3/2-3/lua_object_getdependencies/) * [GetReferences(handle)](/grandma3/2-3/lua_object_getreferences/) * [GetFader(handle, {\[string\],\[integer\]})](/grandma3/2-3/lua_object_getfader/) * [GetFaderText(handle, {\[string\], \[integer\]})](/grandma3/2-3/lua_object_getfadertext/) * [GetUIEditor(handle)](/grandma3/2-3/lua_object_getuieditor/) * [GetUISettings(handle)](/grandma3/2-3/lua_object_getuisettings/) * [HasActivePlayback(handle)](/grandma3/2-3/lua_object_hasactiveplayback/) * [Import(handle, string, string)](/grandma3/2-3/lua_object_import/) * [Ptr(handle, integer)](/grandma3/2-3/lua_object_ptr/) * [SetFader(handle, {\[number\], \[boolean\], \[string\]})](/grandma3/2-3/lua_object_setfader/) * [ToAddr(handle)](/grandma3/2-3/lua_object_toaddr/) # Addr(handle[, handle[, boolean]]) > The Addr Lua object function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The **Addr** Lua object function converts a handle to an address string that can be used in commands. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument. This is the handle to the object where the address is requested.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/).   * **Handle** (optional):\ The returned address is from the root as a default. This optional handle can specify a different base location. It must still be a base location in the address path from the root to the object. * **Boolean | nil** (optional):\ This can be useful if there is a difference between the ToAddr() and Addr(). Setting this to “true” uses the index number from the ToAddr() instead of the Addr() index number. See the example below. The ToAddr() object function returns the address as a text string using names. Learn more in the [ToAddr() topic](/grandma3/2-3/lua_object_toaddr/). * **Boolean** (optional):\ In some edge cases, the cue address is not resolved correctly. Setting this boolean to true will fix this. ## Return [Section titled “Return”](#return) * **String**:\ Text string with the address in a parent-child number format separated by dots. ## Example [Section titled “Example”](#example) This example prints different versions of the address to a cue in a sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Creates a cue in sequence 1 Cmd("Store Sequence 1 Cue 100 /Merge /NoConfirmation") --Store a handle to the created cue local cueObject = ObjectList("Sequence 1 Cue 100")[1] --Print different version of the handle address Printf("ToAddr: " .. cueObject:ToAddr()) Printf("Addr: " .. cueObject:Addr()) Printf("Addr(Parent, false, false): " .. cueObject:Addr(cueObject:Parent(), false, false)) Printf("Addr(Parent, true, false): " .. cueObject:Addr(cueObject:Parent(), true, false)) Printf("Addr(Parent, false, true): " .. cueObject:Addr(cueObject:Parent(), false, true)) Printf("Addr(Parent, true, true): " .. cueObject:Addr(cueObject:Parent(), true, true)) ``` end ```| ``` # AddrNative(handle[, handle[, boolean]]) > The AddrNative Lua object function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The AddrNative Lua object function converts a handle to an address string that can be used in commands. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle as an argument. This is the handle to the object where the address is requested.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **Handle** (optional):\ The returned address is from the root as a default. This optional handle can specify a different base location. It still needs to be a base location in the address path from the root to the object. * **Boolean** (optional):\ Set this to “true” to get the returned names in quotation marks.  ## Return [Section titled “Return”](#return) * **String**:\ Text string with the address in a parent-child name format separated by dots. ## Example [Section titled “Example”](#example) This example prints the address of the first sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle to the first sequence. local mySequence = DataPool().Sequences[1] -- Print the native address. Printf("The full address is: " .. mySequence:AddrNative()) -- Stores a handle to the default DataPool. local myDataPool = DataPool() -- Print the native address to the datapool using the default datapool as a base. Printf("The address in the datapool is: " .. mySequence:AddrNative(myDataPool)) -- Print the native address to the datapool, using the default datapool as a base, with names as strings. Printf("The address in the datapool with quotes around the names is: " .. mySequence:AddrNative(myDataPool, true)) ``` end ```| ``` # Children(handle) > The Children Lua function creates a table of handles for the children of an object. ## Description [Section titled “Description”](#description) The **Children** Lua function creates a table of handles for the children of an object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with handles for the child objects. If there are no children, then it returns an empty table. ## Example [Section titled “Example”](#example) This example returns the name of the cues in the first sequence of the selected data pool: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle for sequence 1 in a variable. local mySequence = DataPool().Sequences[1] if mySequence ~= nil then -- Use the "Children()" funciton to store a table with all the children in a new variable. local cues = mySequence:Children() -- For loop that uses the length operator on the cue variable. for i = 1, #cues do -- Text is printed for each child. Printf("Sequence 1 Child " .. i .. " = " .. cues[i].name) end else ErrPrintf("Sequence could not be found.") end ``` end ```| ``` # Count(handle) > The Count function returns an integer number indicating the number of child objects. ## Description [Section titled “Description”](#description) The **Count** function returns an integer number indicating the number of child objects. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer indicating the number of children of the object. ## Examples [Section titled “Examples”](#examples) This example prints the selected sequence’s number of children (cues). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext local numberChildren = SelectedSequence():Count() Printf("The selected Sequence has " .. numberChildren .. " cues.") ``` end ```| ``` # Dump (handle) > The Dump function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. ## Description [Section titled “Description”](#description) The **Dump** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation for object-oriented calls. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) The function returns nothing but outputs information about the object in the [Command Line History window](/grandma3/2-3/ws_ui_command_line/). ## Examples [Section titled “Examples”](#examples) These examples all print information about the selected sequence in the Command Line History. The first example using the colon operator: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dump() is called on a function Printf("=============== START OF DUMP ===============") SelectedSequence():Dump() Printf("================ END OF DUMP ================") ``` end ````|  The second example uses a variable with the same result: | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () --Stores the handle for the selected sequence in a local variable. local mySeqHandle = SelectedSequence() -- Dump() is called on the variable. Printf("=============== START OF DUMP ===============") mySeqHandle:Dump() Printf("================ END OF DUMP ================") end ``` | ```` # Export(handle, string, string) > The Export object Lua function exports an object into an XML file. ## Description [Section titled “Description”](#description) The **Export** object Lua function exports an object into an XML file. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **String**:\ This is a string with the file path for the exported file. * **String**:\ This is a string containing the file name of the exported file. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating if the export was a success. ## Examples [Section titled “Examples”](#examples) This example exports the selected sequence into an XML file: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end --The path is stored in a variable. local exportPath = GetPath(Enums.PathType.UserSequences) --The actual export function. local success = selectedSequence:Export(exportPath, "mySelectedSequence.xml") --Print some feedback. if success then Printf("The sequence is exported to: " .. exportPath) else ErrPrintf("The sequence could not be exported.") end ``` end ```| ##  Related Object Functions [Import](/grandma3/2-3/lua_object_import/) - object function used to import an XML table. ``` # Get(handle, string[, integer]) > The Get function returns a string with information about a specified property of the object, for instance, the object's name, class, or path. ## Description [Section titled “Description”](#description) The **Get** function returns a string with information about a specified property of the object, for instance, the object’s name, class, or path. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **String**:\ The string must be the name of a valid property for the object. * **Integer**  (optional):\ A valid role integer can be supplied. This will make the returned value a text string. ## Return [Section titled “Return”](#return) * **String:**\ The function returns the value of the property. If the property is a boolean, then the return is “0” or “1” unless a role is defined (see optional integer argument above). When the role is supplied, a boolean is returned as “No” or “Yes”. ## Examples [Section titled “Examples”](#examples) This example prints information about the “Tracking” property of the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Check if there is a selected sequence. If not, then exit the function. if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end -- Set a variable with the property name. local propertyName = "Tracking" -- Get the value of the property. local propertyValue = selectedSequence:Get(propertyName) local propertyValueString = selectedSequence:Get(propertyName, Enums.Roles.Edit) -- Return some feedback. if propertyValue ~= nil then Printf("The selected sequence's property " .. propertyName.. " has the value '" .. propertyValue .. "' and a string value of '" .. propertyValueString .. "'.") else ErrPrintf("The property could not be found.") end ``` end ```| ``` # GetChildClass(handle) > The GetChildClass function returns a string with the name of the class of the object's children. ## Description [Section titled “Description”](#description) The **GetChildClass** function returns a string with the name of the class of the object’s children. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the class of the object’s children. ## Examples [Section titled “Examples”](#examples) This example prints the class name of the selected sequences’ children. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gets the class name of children of the selected sequence. Printf("The class name is " .. SelectedSequence():GetChildClass()) ``` end ```| ``` # GetClass(handle) > The GetClass function returns a string with information about the class for the object. ## Description [Section titled “Description”](#description) The **GetClass** function returns a string with information about the class for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns the text string with the name of the object’s class. ## Examples [Section titled “Examples”](#examples) This example prints the class name of the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gets the class name of the selected sequence. Printf("The class name is " .. SelectedSequence():GetClass()) ``` end ```| ``` # GetDependencies(handle) > The GetDependencies function returns a table with the objects' dependencies. ## Description [Section titled “Description”](#description) The **GetDependencies** function returns a table with the objects’ dependencies. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with the handles for the different dependency objects. ## Examples [Section titled “Examples”](#examples) This example prints a dump of the selected sequence’s first object in the returned table. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the dependcies for the sequence. local seqDependencies = selectedSequence:GetDependencies() -- Check if there are any dependicies and output a relevant feedback. if seqDependencies ~= nil then -- There is a dependency table returned. Print a dump of the first table element. Printf("=============== START OF DUMP ===============") seqDependencies[1]:Dump() Printf("================ END OF DUMP ================") else Printf("No dependencies found") end ``` end ```| ``` # GetFader(handle, {[string],[integer]}) > The GetFader function returns a float number indicating a fader position for the object. ## Description [Section titled “Description”](#description) The **GetFader** function returns a float number indicating a fader position for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument. It can be omitted when using the colon notation on an object. See the examples below. * **Table**:\ The table can contain two different elements: Token and Index. The important element is the token. * **Token**: This is used to specify which fader the value is requested for. These are the valid values: * FaderMaster * FaderX * FaderXA * FaderXB * FaderTemp * FaderRate * FaderSpeed * FaderHighlight * FaderLowlight * FaderSolo * FaderTime ## Return [Section titled “Return”](#return) * **Number**:\ The function returns a float number indicating the fader position. ## Examples [Section titled “Examples”](#examples) This example prints the fader positions of the Master and Rate faders for the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the value for the Master fader. local faderMasterValue = selectedSequence:GetFader({}) -- Get the value for the Rate fader. local faderRateValue = selectedSequence:GetFader({token="FaderRate"}) -- Print feedback with the values. Printf("The selected sequence Master fader value is: ".. tostring(faderMasterValue)) Printf("The selected sequence Rate fader value is: ".. tostring(faderRateValue)) ``` end ```| ``` # GetFaderText(handle, {[string], [integer]}) > The GetFaderText function returns a text string indicating a fader value for the object. ## Description [Section titled “Description”](#description) The **GetFaderText** function returns a text string indicating a fader value for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument. It can be omitted when using the colon notation on an object. See the examples below. * **Table**:\ The table can contain two different elements: Token and Index. The important element is the token. * **Token**: This is used to specify which fader the value is requested for. These are the valid values: * FaderMaster * FaderX * FaderXA * FaderXB * FaderTemp * FaderRate * FaderSpeed * FaderHighlight * FaderLowlight * FaderSolo * FaderTime ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string indicating the fader value. ## Examples [Section titled “Examples”](#examples) This example prints the fader value text of the Master and Rate faders for the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the value for the Master fader. Since it is the default, no token needs to be defined. local faderMasterText = selectedSequence:GetFaderText({}) -- Get the value for the Rate fader. local faderRateText = selectedSequence:GetFaderText({token="FaderRate"}) -- Print feedback with the values. Printf("The selected sequence Master fader value text is: ".. tostring(faderMasterText)) Printf("The selected sequence Rate fader value text is: ".. tostring(faderRateText)) ``` end ```| ``` # GetReferences(handle) > The GetReferences function returns a table with handles for the objects referencing this object. ## Description [Section titled “Description”](#description) The **GetReferences** function returns a table with handles for the objects referencing this object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with the handles for the different objects referencing this object. ## Examples [Section titled “Examples”](#examples) This example prints a dump of the selected sequence’s first object in the returned table. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the references for the sequence. local seqReferences = selectedSequence:GetReferences() -- Check if there are any references and output a relevant feedback. if seqReferences ~= nil then -- There is a reference table returned. Print a dump of the first table element. Printf("=============== START OF DUMP ===============") seqReferences[1]:Dump() Printf("================ END OF DUMP ================") else Printf("No references found") end ``` end ```| ``` # GetUIEditor(handle) > The GetUIEditor function returns a text string with the name of the UI editor for the object. ## Description [Section titled “Description”](#description) The **GetUIEditor** function returns a text string with the name of the UI editor for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the object’s UI editor. ## Examples [Section titled “Examples”](#examples) This example prints the name of the selected sequence’s editor. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the name of the editor for the sequence object. local seqEditor = selectedSequence:GetUIEditor() -- Print some feedback. if seqEditor ~= nil then Printf("The name of the editor is: " .. seqEditor) else Printf("The object doesn not appear to have an editor.") end ``` end ```| ``` # GetUISettings(handle) > The GetUISettings function returns a text string with the name of the UI settings for the object. ## Description [Section titled “Description”](#description) The **GetUISettings** function returns a text string with the name of the UI settings for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the object’s UI settings. ## Examples [Section titled “Examples”](#examples) This example prints the name of the selected sequence’s settings. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the name of the editor for the sequence object. local seqSettings = selectedSequence:GetUISettings() -- Print some feedback. if seqSettings ~= nil then Printf("The name of the settings is: " .. seqSettings) else Printf("The object doesn not appear to have an editor.") end ``` end ```| ``` # HasActivePlayback(handle) > The HasActivePlayback Lua function returns a boolean indicating if an object has a currently active playback, for instance, if a sequence has an active cue. ## Description [Section titled “Description”](#description) The **HasActivePlayback** Lua function returns a boolean indicating if an object has a currently active playback, for instance, if a sequence has an active cue. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating the playback status: * **True**: There is active playback. * **False**: There is no active playback. ## Example [Section titled “Example”](#example) To return the information if the selected sequence has an active playback, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle of the selected sequence. local selectedSequence = SelectedSequence() -- The following 'if' gives different feedback based on the playback status. if selectedSequence:HasActivePlayback() then Printf("Sequence '" ..selectedSequence.name.. "' has active playback.") else Printf("Sequence '" ..selectedSequence.name.. "' has NO active playback.") end ``` end ```| ``` # Import(handle, string, string) > The Import object Lua function imports an object written in XML format. ## Description [Section titled “Description”](#description) The Import object Lua function imports an object written in XML format. | | | | -------------------------------------------------- | -------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The imported files need to exist already to be imported. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The Lua import will merge the content of the XML file into the object without any confirmation pop-up. | ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **String**:\ This is a string with the path to the file location. * **String**:\ This is a string containing the file name of the desired file. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating if the import was a success. ## Example [Section titled “Example”](#example) This example imports the content of an XML file into the selected sequence. The file is called “MySelectedSequence”, and it is located at ”../gma3\_library/datapools/sequences”. The file can be created using the example in the [Export object function](/grandma3/2-3/lua_object_export/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --SelectedSequence() creates a handle to the selected sequence. -- The imported object will be merged into this sequence. local selectedSequence = SelectedSequence() -- Check if there is a selected sequence - if not then exit the function. if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end --The path is stored in a variable. local path = GetPath(Enums.PathType.UserSequences) --The actual import function. local success = selectedSequence:Import(path, "mySelectedSequence.xml") --Print some feedback. if success then Printf("The sequence is imported from: " .. path .. GetPathSeparator() .. "mySelectedSequence.xml") else ErrPrintf("The object could not be imported.") end ``` end ```| ## Related Object Function [Export](/grandma3/2-3/lua_object_export/) - object function used to export an XML table. ``` # Ptr(handle, integer) > The Ptr Lua function returns the handle to a child object. ## Description [Section titled “Description”](#description) The **Ptr** Lua function returns the handle to a child object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **Integer**:\ This is the index number for the desired child object. This index is 1-based. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the child object. If the child object does not exist, then it returns nil. ## Example [Section titled “Example”](#example) This example prints the data connected to the first child of the selected sequence. It uses the Dump() function. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/).   | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Check that a handle was returned - if not then exit function. if selectedSequence == nil then ErrPrintf("There is no selected sequence.") return end -- Get a handle to the first child object. local firstChild = selectedSequence:Ptr(1) -- Print some feedback. if firstChild ~= nil then Printf("=============== START OF DUMP ===============") firstChild:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The object do not have a child object.") end ``` end ```| ``` # SetFader(handle, {[number], [boolean], [string]}) > The SetFader function sets a fader to a specified level. It must be used on an object that has faders. ## Description [Section titled “Description”](#description) The **Set\*\*\*\*Fader** function sets a fader to a specified level. It must be used on an object that has faders. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **Table**:\ The table can contain up to three named elements using the key/value methods. * **“value”**:\ This is a float number indicating the fader position on a scale from 0 to 100. This should always be part of the table. * **“token”**:\ This is a string indicating the fader. The string must start with “Fader”. It can be omitted, and then the value will be assigned to the Master fader. The fader name must be valid for the object being used. Possible tokens include: * “FaderMaster” * “FaderX” * “FaderXA” * “FaderXB” * “FaderTemp” * “FaderRate” * “FaderSpeed” * “FaderHighlight” * “FaderLowlight” * “FaderTime” * “FaderSolo” * **“faderEnabled”**:\ If the fader can be toggled, then this boolean can be used to enable or disable the fader. A true value sets the fader to enabled. ## Return [Section titled “Return”](#return) This function does not return anything.  ## Examples [Section titled “Examples”](#examples) This example changes the selected sequences’ Master fader to 100% and the Time fader to 5 seconds and enables the time fader. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Set the master fader to 100. The FaderMaster is the default token, so it can be omitted. selectedSequence:SetFader({value=100.0}) -- Set the time fader to 5 seconds and enable the fader. selectedSequence:SetFader({value=50.0, faderEnabled=1, token="FaderTime"}) ``` end ```| ``` # ToAddr(handle) > The ToAddr Lua object function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The **ToAddr** Lua object function converts a handle to an address string that can be used in commands. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-3/lua_object/). * **Boolean**:\ Set this to “true” to get the returned name. “False” will return the object type and index number. ## Return [Section titled “Return”](#return) * **String**:\ Text string with the address. ## Example [Section titled “Example”](#example) This example returns the address of the first sequence of the selected data pool, prints the address in the Command Line History, and creates a grandMA3 command with a “Go” keyword in front of the address. This command is sent to the grandMA3 command line. The command line history shows the commands entered and how the system interprets the command and feedback. Learn more in the [Command Line topic](/grandma3/2-3/ws_ui_command_line/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle in a variable. local mySequence = DataPool().Sequences[1] if mySequence ~= nil then -- Converts the handle to the address and store in variable. local mySequenceAddressName = mySequence:ToAddr(true) local mySequenceAddress = mySequence:ToAddr(false) -- Print the address to the Command Line History. Printf("The named address of the sequence is: " .. mySequenceAddressName) Printf("The system address of the sequence is: " .. mySequenceAddress) -- Send a 'Go' command with the address appended. Cmd("Go %s", mySequenceAddress) else ErrPrintf("The sequence could not be found") end ``` end ```| ``` # Lua Functions - Object-Free API > Object-Free API means Lua functions that are not functions/methods of objects. Object-Free API means Lua functions that are not functions/methods of objects. ## Subtopics [Section titled “Subtopics”](#subtopics) * [AddFixtures(table)](/grandma3/2-3/lua_objectfree_addfixtures/) * [AddonVars(string)](/grandma3/2-3/lua_objectfree_addonvars/) * [BuildDetails()](/grandma3/2-3/lua_objectfree_builddetails/) * [CheckDMXCollision(handle, string, integer, integer)](/grandma3/2-3/lua_objectfree_checkdmxcollision/) * [CheckFIDCollision(integer, integer, integer)](/grandma3/2-3/lua_objectfree_checkfidcollision/) * [ClassExists(string)](/grandma3/2-3/lua_objectfree_classexists/) * [CloseAllOverlays()](/grandma3/2-3/lua_objectfree_closealloverlays/) * [CloseUndo(handle)](/grandma3/2-3/lua_objectfree_closeundo/) * [Cmd(string, handle)](/grandma3/2-3/lua_objectfree_cmd/) * [CmdIndirect(string, handle, handle)](/grandma3/2-3/lua_objectfree_cmdindirect/) * [CmdIndirectWait(string, handle, handle)](/grandma3/2-3/lua_objectfree_cmdindirectwait/) * [CmdObj()](/grandma3/2-3/lua_objectfree_cmdobj/) * [ConfigTable()](/grandma3/2-3/lua_objectfree_configtable/) * [Confirm(string, string, integer, boolean)](/grandma3/2-3/lua_objectfree_confirm/) * [CreateMultiPatch({handles}, integer, string)](/grandma3/2-3/lua_objectfree_createmultipatch/) * [CreateUndo(string)](/grandma3/2-3/lua_objectfree_createundo/) * [CurrentEnvironment()](/grandma3/2-3/lua_objectfree_currentenvironment/) * [CurrentExecPage()](/grandma3/2-3/lua_objectfree_currentexecpage/) * [CurrentProfile()](/grandma3/2-3/lua_objectfree_currentprofile/) * [CurrentScreenConfig()](/grandma3/2-3/lua_objectfree_currentscreenconfig/) * [CurrentUser()](/grandma3/2-3/lua_objectfree_currentuser/) * [DataPool()](/grandma3/2-3/lua_objectfree_datapool/) * [DefaultDisplayPositions()](/grandma3/2-3/lua_objectfree_defaultdisplaypositions/) * [DelVar(handle, string)](/grandma3/2-3/lua_objectfree_delvar/) * [DeskLocked()](/grandma3/2-3/lua_objectfree_desklocked/) * [DeviceConfiguration()](/grandma3/2-3/lua_objectfree_deviceconfiguration/) * [DirList(string, string)](/grandma3/2-3/lua_objectfree_dirlist/) * [DrawPointer(integer,table,integer)](/grandma3/2-3/lua_objectfree_drawpointer/) * [DumpAllHooks()](/grandma3/2-3/lua_objectfree_dumpallhooks/) * [Echo(string)](/grandma3/2-3/lua_objectfree_echo/) * [ErrEcho(string)](/grandma3/2-3/lua_objectfree_errecho/) * [ErrPrintf(string)](/grandma3/2-3/lua_objectfree_errprintf/) * [Export(filename, export\_data)](/grandma3/2-3/lua_objectfree_export/) * [ExportCSV(filename, export\_data)](/grandma3/2-3/lua_objectfree_exportcsv/) * [ExportJson(filename, export\_data)](/grandma3/2-3/lua_objectfree_exportjson/) * [FileExists(string)](/grandma3/2-3/lua_objectfree_fileexists/) * [FindTexture(string)](/grandma3/2-3/lua_objectfree_findtexture/) * [FirstDmxModeFixture(handle)](/grandma3/2-3/lua_objectfree_firstdmxmodefixture/) * [FixtureType()](/grandma3/2-3/lua_objectfree_fixturetype/) * [FromAddr(string, handle)](/grandma3/2-3/lua_objectfree_fromaddr/) * [GetApiDescriptor()](/grandma3/2-3/lua_objectfree_getapidescriptor/) * [GetAttributeByUIChannel(integer)](/grandma3/2-3/lua_objectfree_getattributebyuichannel/) * [GetAttributeCount()](/grandma3/2-3/lua_objectfree_getattributecount/) * [GetAttributeIndex(string)](/grandma3/2-3/lua_objectfree_getattributeindex/) * [GetButton(handle)](/grandma3/2-3/lua_objectfree_getbutton/) * [GetChannelFunction(integer, integer)](/grandma3/2-3/lua_objectfree_getchannelfunction/) * [GetChannelFunctionIndex()](/grandma3/2-3/lua_objectfree_getchannelfunctionindex/) * [GetClassDerivationLevel(string)](/grandma3/2-3/lua_objectfree_getclassderivationlevel/) * [GetCurrentCue()](/grandma3/2-3/lua_objectfree_getcurrentcue/) * [GetDebugFPS()](/grandma3/2-3/lua_objectfree_getdebugfps/) * [GetDisplayByIndex(integer)](/grandma3/2-3/lua_objectfree_getdisplaybyindex/) * [GetDisplayCollect()](/grandma3/2-3/lua_objectfree_getdisplaycollect/) * [GetDMXUniverse(integer, boolean)](/grandma3/2-3/lua_objectfree_getdmxuniverse/) * [GetDMXValue(integer, integer, boolean)](/grandma3/2-3/lua_objectfree_getdmxvalue/) * [GetExecutor(integer)](/grandma3/2-3/lua_objectfree_getexecutor/) * [GetFocus()](/grandma3/2-3/lua_objectfree_getfocus/) * [GetFocusDisplay()](/grandma3/2-3/lua_objectfree_getfocusdisplay/) * [GetObjApiDescriptor()](/grandma3/2-3/lua_objectfree_getobjapidescriptor/) * [GetPath(string, boolean | integer)](/grandma3/2-3/lua_objectfree_getpath/) * [GetPathOverrideFor(string|integer, string, boolean)](/grandma3/2-3/lua_objectfree_getpathoverridefor/) * [GetPathSeparator()](/grandma3/2-3/lua_objectfree_getpathseparater/) * [GetPathType(handle, integer)](/grandma3/2-3/lua_objectfree_getpathtype/) * [GetRTChannel(integer)](/grandma3/2-3/lua_objectfree_getrtchannel/) * [GetPresetData(handle, boolean, boolean)](/grandma3/2-3/lua_objectfree_getpresetdata/) * [GetRTChannelCount()](/grandma3/2-3/lua_objectfree_getrtchannelcount/) * [GetRTChannels(integer,boolean OR handle,boolean)](/grandma3/2-3/lua_objectfree_getrtchannels/) * [GetSample(string)](/grandma3/2-3/lua_objectfree_getsample/) * [GetScreenContent(handle)](/grandma3/2-3/lua_objectfree_getscreencontent/) * [GetSelectedAttribute()](/grandma3/2-3/lua_objectfree_getselectedattribute/) * [GetShowFileStatus()](/grandma3/2-3/lua_objectfree_getshowfilestatus/) * [GetSubfixture(integer)](/grandma3/2-3/lua_objectfree_getsubfixture/) * [GetSubfixtureCount()](/grandma3/2-3/lua_objectfree_getsubfixturecount/) * [GetTokenName(string)](/grandma3/2-3/lua_objectfree_gettokenname/) * [GetTokenNameByIndex(int)](/grandma3/2-3/lua_objectfree_gettokennamebyindex/) * [GetTopModal()](/grandma3/2-3/lua_objectfree_gettopmodal/) * [GetTopOverlay()](/grandma3/2-3/lua_objectfree_gettopoverlay/) * [GetUIChannelCount()](/grandma3/2-3/lua_objectfree_getuichannelcount/) * [GetUIChannelIndex(integer, integer)](/grandma3/2-3/lua_objectfree_getuichannelindex/) * [GetUIChannels(integer,boolean OR handle,boolean)](/grandma3/2-3/lua_objectfree_getuichannels/) * [GetUIObjectAtPosition(integer, table)](/grandma3/2-3/lua_objectfree_getuiobjectatposition/) * [GetVar(handle, string)](/grandma3/2-3/lua_objectfree_getvar/) * [GlobalVars()](/grandma3/2-3/lua_objectfree_globalvars/) * [HandleToInt(handle)](/grandma3/2-3/lua_objectfree_handletoint/) * [HandleToStr(handle)](/grandma3/2-3/lua_objectfree_handletostring/) * [HookObjectChange(function, handle, handle, handle)](/grandma3/2-3/lua_objectfree_hookobjectchange/) * [HostOS()](/grandma3/2-3/lua_objectfree_hostos/) * [HostSubType()](/grandma3/2-3/lua_objectfree_hostsubtype/) * [HostType()](/grandma3/2-3/lua_objectfree_hosttype/) * [Import(string)](/grandma3/2-3/lua_objectfree_import/) * [IncProgress(handle, integer)](/grandma3/2-3/lua_objectfree_incprogress/) * [IntToHandle(integer)](/grandma3/2-3/lua_objectfree_inttohandle/) * [IsClassDerivedFrom(string, string)](/grandma3/2-3/lua_objectfree_isclassderivedfrom/) * [IsObjectValid(handle)](/grandma3/2-3/lua_objectfree_isobjectvalid/) * [KeyboardObj()](/grandma3/2-3/lua_objectfree_keyboardobj/) * [MasterPool()](/grandma3/2-3/lua_objectfree_masterpool/) * [MessageBox(table)](/grandma3/2-3/lua_objectfree_messagebox/) * [MouseObj()](/grandma3/2-3/lua_objectfree_mouseobj/) * [NeedShowSave()](/grandma3/2-3/lua_objectfree_needshowsave/) * [ObjectList(string, table)](/grandma3/2-3/lua_objectfree_objectlist/) * [Patch()](/grandma3/2-3/lua_objectfree_patch/) * [Printf(string)](/grandma3/2-3/lua_objectfree_printf/) * [Programmer()](/grandma3/2-3/lua_objectfree_programmer/) * [ProgrammerPart()](/grandma3/2-3/lua_objectfree_programmerpart/) * [Pult()](/grandma3/2-3/lua_objectfree_pult/) * [ReleaseType()](/grandma3/2-3/lua_objectfree_releasetype/) * [Root()](/grandma3/2-3/lua_objectfree_root/) * [SelectedFeature()](/grandma3/2-3/lua_objectfree_selectedfeature/) * [SelectedLayout()](/grandma3/2-3/lua_objectfree_selectedlayout/) * [SelectedSequence()](/grandma3/2-3/lua_objectfree_selectedsequence/) * [SelectedTimecode()](/grandma3/2-3/lua_objectfree_selectedtimecode/) * [SelectedTimer()](/grandma3/2-3/lua_objectfree_selectedtimer/) * [Selection()](/grandma3/2-3/lua_objectfree_selection/) * [SelectionCount()](/grandma3/2-3/lua_objectfree_selectioncount/) * [SelectionFirst()](/grandma3/2-3/lua_objectfree_selectionfirst/) * [SelectionNext()](/grandma3/2-3/lua_objectfree_selectionnext/) * [SerialNumber()](/grandma3/2-3/lua_objectfree_serialnumber/) * [SetBlockInput(boolean)](/grandma3/2-3/lua_objectfree_setblockinput/) * [SetLED(handle,table)](/grandma3/2-3/lua_objectfree_setled/) * [SetProgress(handle, integer)](/grandma3/2-3/lua_objectfree_setprogress/) * [SetProgressRange(handle, integer, integer)](/grandma3/2-3/lua_objectfree_setprogressrange/) * [SetProgressText(handle, string)](/grandma3/2-3/lua_objectfree_setprogresstext/) * [SetVar(handle, string, value)](/grandma3/2-3/lua_objectfree_setvar/) * [ShowData()](/grandma3/2-3/lua_objectfree_showdata/) * [ShowSettings()](/grandma3/2-3/lua_objectfree_showsettings/) * [StartProgress(string)](/grandma3/2-3/lua_objectfree_startprogress/) * [StopProgress(handle)](/grandma3/2-3/lua_objectfree_stopprogress/) * [StrToHandle(string)](/grandma3/2-3/lua_objectfree_strtohandle/) * [TextInput(string, string, integer, integer)](/grandma3/2-3/lua_objectfree_textinput/) * [Time()](/grandma3/2-3/lua_objectfree_time/) * [Timer(string, integer, integer, string, handle)](/grandma3/2-3/lua_objectfree_timer/) * [ToAddr(handle, boolean)](/grandma3/2-3/lua_objectfree_toaddr/) * [TouchObj()](/grandma3/2-3/lua_objectfree_touchobj/) * [Unhook(integer)](/grandma3/2-3/lua_objectfree_unhook/) * [UnhookMultiple(function, handle, handle)](/grandma3/2-3/lua_objectfree_unhookmultiple/) * [UserVars()](/grandma3/2-3/lua_objectfree_uservars/) * [Version()](/grandma3/2-3/lua_objectfree_version/) # AddFixtures(table) > The AddFixture Lua function adds fixtures to the patch. The argument for the function is a table, which must contain valid data for the function to succeed. The ## Description [Section titled “Description”](#description) The **AddFixture** Lua function adds fixtures to the patch. The argument for the function is a table, which must contain valid data for the function to succeed. The function returns a “true” boolean value if the addition was a success. The function must be run with the command line in the correct patch destination. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The table must contain valid data. This is a list of possible table elements. It is not necessary to add all elements. * **mode**:\ This must be a **handle** to a valid “dmx\_mode”. This defines a specific fixture type in a specific mode. * **amount**:\ This is an **integer** number that defines how many fixtures should be added. * **name** (optional):\ This is a string with the name of the (first) fixture. * **fid** (optional):\ This is a **string** with the fixture’s FID. * **cid** (optional):\ This is a **string** with the CID for the fixture. This table field is only valid if the “idtype” is not “Fixture”. * **idtype** (optional):\ This is a **string** with the name of the ID Type. This is only needed if the type is different than “Fixture”. * **patch** (optional):\ This is a **table** with up to eight **strings**. The string must indicate a universe and a start address in the universe. The two must be separated by a dot. Each table element is used for the up to eight DMX breaks in the patch. * **layer** (optional):\ This is a **string** with the layer name. * **class** (optional):\ This is a **string** with the class name. * **parent** (optional):\ This is a **handle** of the parent fixture. It is only needed if the fixture should be a sub-fixture of an existing fixture. * **insert\_index** (optional):\ This is an **integer** indicating an insert index number. * **undo** (optional):\ This is a **string** with an undo text. ## Return [Section titled “Return”](#return) * **Boolean** or **nil**:\ The function returns a true boolean if the AddFixture function succeeded. It does not return anything (nil) if it fails. ## Example [Section titled “Example”](#example) This example adds a dimmer fixture with FID and CID 301 and patch address “10.001”. It is a requirement that the generic dimmer type is already added to the show, that the ID and patch address are available, and that the stage is called “Stage 1”. The example does not perform any check for availability. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Change the command line destination to the root. Cmd("ChangeDestination Root") -- Enter the "Patch". Cmd('ChangeDestination "ShowData"."Patch"') -- Enter the fixture location for the "Stage 1" object. Cmd('ChangeDestination "Stages"."Stage 1"."Fixtures"') -- Create a table. local myAddFixtureTable = {} -- Set the mode to a 8-bit Dimmer fixture type. myAddFixtureTable.mode = Patch().FixtureTypes.Dimmer.DMXModes["Mode 0"] -- Set the amount of fixtures. myAddFixtureTable.amount = 1 -- Set the FID for the fixture. myAddFixtureTable.fid = "301" -- Set the IdType - it is not needed if the type is "Fixture". myAddFixtureTable.idtype = "Channel" -- Set the CID - Use only this when the "idtype" is different than Fixture. myAddFixtureTable.cid = "301" -- Set the name of the fixture. myAddFixtureTable.name = "AddedDimmer 301" -- Create a patch table with an address. myAddFixtureTable.patch = {"10.001"} -- Add the fixture to the patch using the table data. Store the result in a local variable. local success = AddFixtures(myAddFixtureTable) -- Provide some feedback. if success ~= nil then Printf("Fixture " .. myAddFixtureTable.fid .. " is added with patch address " .. myAddFixtureTable.patch[1]) else Printf("AddFixture failed!") end -- Return the command line to the root destination. Cmd("ChangeDestination Root") ``` end ```| ``` # AddonVars(string) > The AddonVars function returns a handle to the set of variables connected to a specific addon. ## Description [Section titled “Description”](#description) The **AddonVars** function returns a handle to the set of variables connected to a specific addon. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The addon variable set is not helpful at the moment. | ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string needs to be the name of the addon. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of variables. ## Example [Section titled “Example”](#example) This example prints information connected to the “Demo” addon variable set. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle to a variable set connected to the addon named 'Demo'. local variableSet = AddonVars("Demo") -- Check if the return is nil and print an error message if variableSet == nil then ErrPrintf("The variable set does not exists") return end Printf("=============== START OF DUMP ===============") variableSet:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # BuildDetails() > The BuildDetails function returns a table with key-value pairs about the software build. ## Description [Section titled “Description”](#description) The BuildDetails function returns a table with key-value pairs about the software build. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Build details**:\ This is the table with key-value pairs. These are the possible keys in the table: * **GitDate**: String with the date for the repository branch of the software. * **GitHead**: String with the branch of the repository. * **GitHash**: String with the hash for the repository. * **CompileDate**: String with the date for the compile. * **CompileTime**: String with the time for the compile. * **BigVersion**: String indicating the software version. * **SmallVersion**: String with the small version number of the software. Devices that only listen to a DMX data stream need to have this version to “understand” the streaming data. * **HostType**: String with the host type, for instance, “Console” or “onPC”. * **HostSubType**: String with the host sub-type, for instance, “FullSize” or “Light”. * **CodeType**: String showing the type of code, for instance, “Release”. * **IsRelease**: Boolean indicating if the software is a release version. ## Example [Section titled “Example”](#example) This example prints the content of the BuildDetails table: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Store the build detials table local myBuild = BuildDetails() --Print the content of the table Printf("GitDate: " .. myBuild.GitDate) Printf("GitHead: " .. myBuild.GitHead) Printf("GitHash: " .. myBuild.GitHash) Printf("CompileDate: " .. myBuild.CompileDate) Printf("CompileTime: " .. myBuild.CompileTime) Printf("BigVersion: " .. myBuild.BigVersion) Printf("SmallVersion: " .. myBuild.SmallVersion) Printf("HostType: " .. myBuild.HostType) Printf("HostSubType: " .. myBuild.HostSubType) Printf("CodeType: " .. myBuild.CodeType) Printf("IsRelease: " .. tostring(myBuild.IsRelease)) ``` end ```| ### Related Lua Functions - [Version()](/grandma3/2-3/lua_objectfree_version/) - [HostType()](/grandma3/2-3/lua_objectfree_hosttype/) - [HostSubType()](/grandma3/2-3/lua_objectfree_hostsubtype/) ``` # CheckDMXCollision(handle, string[, integer[, integer]]) > The CheckDMXCollision Lua function checks if a specific DMX address range is available or already used. ## Description [Section titled “Description”](#description) The **CheckDMXCollision** Lua function checks if a specific DMX address range is available or already used. It uses the number of DMX channels in a specific “DMX mode” of a fixture type to calculate the number of DMX channels that should be available from a specified DMX start address. All fixture types have at least one defined DMX mode. But fixtures often have more than one mode. This Lua function uses a specific DMX mode of a fixture type. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle must be for a “DMX mode”. This is used to calculate how many DMX channels should be available in the range. * **String**:\ This must be a DMX address expressed as a string. This defines the start of the range to be checked. * **Integer** (optional)|**nil**:\ This optional integer is a count of subsequent “DMX Modes” that should also be checked. The default value is **1**.\ For instance, if the provided “DMX Mode” uses 10 DMX channels and the count is set to 5, then there must be 50 unpatched DMX channels from the start address for a positive result. * **Integer** (optional):\ This optional integer indicates the break\_index. The default value is **0**, which is the first “DMX break” defined for the “DMX mode”. All fixture types have at least one defined “DMX break”. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The DMX address is available as a start address. * **False**:\ The DMX address is unavailable as a start address for the calculated number of DMX channels. ## Example [Section titled “Example”](#example) This example prints feedback to the DMX collision check based on a DMX address of “1.001” and the DMX mode of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Set the DMX universe - range 1-1024. local myDMXUniverse = 1 -- Set the DMX address in the universe - range 1-512. local myDMXAddress = 1 -- Set the optional count for the number of fixtures (break_index channel amount) to check. local myCount = 1 -- Set the optional break_index number for fixtures with multiple breaks. -- Default value is 0 to indicate the first break. local myBreakIndex = 0 -- Creates the string used for the DMX address. local startOfRange = string.format("%d.%03d", myDMXUniverse, myDMXAddress) -- Check if there is a selection and exit if there isn't. if SelectionFirst() == nil then Printf("Please make a selection and try again.") return end -- This gets the handle for the first fixture a patched generic Dimmers 8-bit mode. local myDmxMode = GetSubfixture(SelectionFirst()).ModeDirect if myDmxMode == nil then -- Exit the function if the DMX mode returns nil. else -- Do the actual collision check and provide useful feedback. if CheckDMXCollision(myDmxMode, startOfRange, myCount, myBreakIndex) then Printf("The DMX address " .. startOfRange .. " is available.") return else Printf("The DMX address " .. startOfRange .. " cannot be used as a start address for this patch.") return end end ``` end ```| ``` # CheckFIDCollision(integer[, integer[, integer]]) > The CheckFIDCollision Lua function checks if a specific (range of) ID is available or already used. It can be used to check FID and any type of CID by adding a ## Description [Section titled “Description”](#description) The **CheckFIDCollision** Lua function checks if a specific (range of) ID is available or already used. It can be used to check FID and any type of CID by adding a type integer. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is the ID that should be checked. * **Integer** (optional):\ This optional integer is a count of subsequent IDs that should also be checked. The default value is **1**. For instance, if FID 21 to 25 should be checked, then the count integer should be **5**. * **Integer** (optional):\ This optional integer indicates the IDType. The default value is **0**, which is the “Fixture” ID Type. See the example below for other valid integers. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The ID is available. * **False**:\ The ID is already used. ## Example [Section titled “Example”](#example) This example prints feedback to the FID check: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a variable with the FID you want to check. local myFID = 2001 -- Create a variable with the number of subsequent ID's to also check. local myCount = 10 -- Create a variable with the IDType you want to check. -- Default value is 0. This is the "Fixture" type. -- Valid integers are: --- 0 = Fixture --- 1 = Channel --- 2 = Universal --- 3 = Houseligths (default name) --- 4 = NonDim (default name) --- 5 = Media (default name) --- 6 = Fog (default name) --- 7 = Effect (default name) --- 8 = Pyro (default name) --- 9 = MArker --- 10 = Multipatch local myType = 0 -- Check if the count is more than one. if myCount > 1 then -- Check if there is a collision and print valid feedback. if CheckFIDCollision(myFID, myCount, myType) then Printf("The FID " .. myFID .. " to " .. (myFID + myCount) .. " is available.") return else Printf("The FID " .. myFID .. " to " .. (myFID + myCount) .. " gives an FID collision.") return end else if CheckFIDCollision(myFID, nil, myType) then Printf("The FID " .. myFID .. " is available.") return else Printf("The FID " .. myFID .. " gives an FID collision.") return end end ``` end ```| ``` # ClassExists(string) > The ClassExists Lua function returns a boolean indicating whether the provided string is a class. ## Description [Section titled “Description”](#description) The **ClassExists** Lua function returns a boolean indicating whether the provided string is a class. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string containing a single word that could be a class. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The provided word is a class. * **False**:\ The provided input is not a class. ## Example [Section titled “Example”](#example) This example asks if the word “Display” is a class and returns proper feedback. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a string with the class name local className = "Display" -- Check if the class exists and then provide proper feedback if ClassExists(className) then Printf("The class '%s' exists", className) else Printf("The class '%s' does not exists", className) end ``` end ```| ``` # CloseAllOverlays() > The CloseAllOverlays function closes any pop-ups or menus (overlays) open on any screen. ## Description [Section titled “Description”](#description) The **CloseAllOverlays** function closes any pop-ups or menus (overlays) open on any screen. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example simply closes any overlay. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext CloseAllOverlays() ``` end ```| ``` # CloseUndo(handle) > The CloseUndo Lua function closes an open undo list. The function returns a boolean indicating if the function succeeds. ## Description [Section titled “Description”](#description) The **CloseUndo** Lua function closes an open undo list. The function returns a boolean indicating if the function succeeds. Undo lists need to be created to be closed. See more about this in the [CreateUndo](/grandma3/2-3/lua_objectfree_createundo/) function. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of a created undo list. ## Return [Section titled “Return”](#return) * **Boolean**: * True: The undo list was closed. * False: The undo list is still in use and cannot be closed. ## Example [Section titled “Example”](#example) This example creates an undo list, performs a series of commands that are added to the undo list, and closes the undo list. Now the series of commands can be oopsed with one oops command. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Create the undo object local MyNewUndo = CreateUndo("MySelection") --Create command actions connected to the undo object Cmd("ClearAll", MyNewUndo) Cmd("Fixture 1", MyNewUndo) Cmd("Fixture 2", MyNewUndo) Cmd("Fixture 5", MyNewUndo) Cmd("Fixture 7", MyNewUndo) --Close the undo group and store it's return in a variable local closeSuccess = CloseUndo(MyNewUndo) --Print the feedback from the closing action - 1 = Success / 0 = Failure. if closeSuccess == false then ErrPrintf("The CloseUndo was not successful") elseif closeSuccess == true then Printf("The CloseUndo was successful") else Printf("The CloseUndo did not return a meaningful result") end ``` end ```| ``` # Cmd(string[, handle]) > The Cmd Lua function executes a command in the grandMA3 command line. It is executed in a Lua task - not the Main task (standard typed commands are run in the M ## Description [Section titled “Description”](#description) The **Cmd** Lua function executes a command in the grandMA3 command line. It is executed in a Lua task - not the Main task (standard typed commands are run in the Main task). It is executed synchronously, and it blocks the Lua task while executing. This means that a bad command has the potential to block the system. Alternative functions are [CmdIndirect()](/grandma3/2-3/lua_objectfree_cmdindirect/) and [CmdIndirectWait()](/grandma3/2-3/lua_objectfree_cmdindirectwait/). ## Argument [Section titled “Argument”](#argument) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo topic](/grandma3/2-3/lua_objectfree_createundo/). * **…** (optional):\ Additional arguments relevant for the command.  ## Return [Section titled “Return”](#return) * **String**:\ A string is returned with the execution feedback known from the command line feedback * **OK**:\ Command executed. * **Syntax Error**:\ The command was not executed because of a syntax error. * **Illegal Command**:\ Command not executed because of some illegal command or action. The returned string does not need to be used. ## Example [Section titled “Example”](#example) This example executes the command “ClearAll” in the command line. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Execute the command directly Cmd("ClearAll") ``` end ```| ``` # CmdIndirect(string[, handle[, handle]]) > The CmdIndirect Lua function executes a command within the grandMA3 command line. It is executed asynchronously in the Main task. It does not block the Lua exec ## Description [Section titled “Description”](#description) The **CmdIndirect** Lua function executes a command within the grandMA3 command line. It is executed asynchronously in the Main task. It does not block the Lua execution since it is not executed in the Lua Task. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo topic](/grandma3/2-3/lua_objectfree_createundo/). * **Handle** (optional):\ This is a handle for the target for the command. The target can be a specific screen. See the example below. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “1” and “2” in the Command Line History and let the main task open the [Configure Display pop-up](/grandma3/2-3/ws_ui_display_configuration/) on screen 2. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Print something Printf("1") --Use the 'CmdIndirect' to open a pop-up CmdIndirect("Menu DisplayConfig", nil, GetDisplayByIndex(2)) --Print something else Printf("2") ``` end ```| The Command Line History shows: | | | | ---- | -------------------- | | OK : | Call Plugin 49 | | 1 | | | 2 | | | OK : | Menu "DisplayConfig" | ``` # CmdIndirectWait(string[, handle[, handle]]) > The CmdIndirectWait Lua function executes a command within the grandMA3 command line. It does not block the Lua execution and is executed synchronously in the m ## Description [Section titled “Description”](#description) The **CmdIndirectWait** Lua function executes a command within the grandMA3 command line. It does not block the Lua execution and is executed synchronously in the main task. Synchronous commands wait for the command to be executed before executing any following command. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo](/grandma3/2-3/lua_objectfree_createundo/) topic. * **Handle** (optional):\ This is a handle for the target for the command. The target can be a specific screen. See the example below. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “1” and “2” in the Command Line History and lets the main task open the [Configure Display pop-up](/grandma3/2-3/ws_ui_display_configuration/) on screen 2. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Print something Printf("1") --Use the 'CmdIndirectWait' to open a pop-up CmdIndirectWait("Menu DisplayConfig", nil, GetDisplayByIndex(2)) --Print something else Printf("2") ``` end ```| The Command Line History shows: | | | | ---- | -------------------- | | OK : | Call Plugin 50 | | 1 | | | OK : | Menu "DisplayConfig" | | 2 | | ``` # CmdObj() > The CmdObj Lua function returns information about the command line object. ## Description [Section titled “Description”](#description) The **CmdObj** Lua function returns information about the command line object. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the command line object. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-3/lua_object_dump/)ump() function on the command object. It lists all the properties and lists the children and some extra examples of how the command line object can be used: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Store the handle to the command object local cmd = CmdObj() --Print all information about the command object Printf("=============== START OF DUMP ===============") cmd:Dump() Printf("================ END OF DUMP ================") --Print some selected elements from the command object - this is currently not in the online manual Printf("Current text in the command line: " ..cmd.cmdtext) Printf("Current cmd edit object: " ..tostring(cmd.editobject and cmd.editobject:ToAddr())) Printf("Current cmd destination: " ..tostring(cmd.destination and cmd.destination:ToAddr())) Printf("Current user of the command line: " ..tostring(cmd.user and cmd.user:ToAddr())) Printf("Current profile of the command line: " ..tostring(cmd.profile and cmd.profile:ToAddr())) Printf("Current DMX readout: " ..cmd.dmxreadout) Printf("Current amount steps: " ..cmd.maxstep) Printf("Current selected object: " ..tostring(cmd:GetSelectedObject() and cmd:GetSelectedObject():ToAddr())) ``` end ```| ``` # ConfigTable() > The ConfigTable Lua function returns a table with some configuration information. This is information only. The function does not have any actual functions. The ## Description [Section titled “Description”](#description) The **ConfigTable** Lua function returns a table with some configuration information. This is information only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains key value pairs with configuration information. See the example below. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the content of the ConfigTable for key,value in pairs(ConfigTable()) do Printf(key .. " : " .. value) end ``` end ```| ``` # Confirm(string[, string[, integer[, boolean]]]) > The Confirm Lua function provides a simple confirmation pop-up for a true/false query. It is part of the user interface functions. ## Description [Section titled “Description”](#description) The **Confirm** Lua function provides a simple confirmation pop-up for a true/false query. It is part of the user interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string is the title for the pop-up. * **String** (optional):\ This string is the text in the pop-up. * **Integer** (optional):\ This integer is not used since the pop-up appears on all screens. The value can be *nil*. * **Boolean** (optional):\ This boolean defines if there is a Cancel button in the pop-up or not. * true: There is a Cancel button in the pop-up. This is the default option used if it is not defined. * false: There is only an OK button in the pop-up. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The pop-up was confirmed with the OK. * False / 0: The pop-up was not confirmed with Cancel. This is only a possible option if the Cancel button is visible. ## Example [Section titled “Example”](#example) This example creates a confirmation pop-up with printed feedback in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Creates a pop-up asking to be confirmed and prints a useful text. if Confirm("Confirm me", "Tap OK or Cancel", nil, true) then Printf("Pop-up result: OK") else Printf("Pop-up result: Cancel") end ``` end ```| ``` # CreateMultiPatch({handles}, integer[, string]) > The CreateMultiPatch Lua function creates a series of multi patch fixtures to a table of fixtures. ## Description [Section titled “Description”](#description) The **CreateMultiPatch** Lua function creates a series of multi patch fixtures to a table of fixtures. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The table must contain **handles** to the fixtures who should have the multi patch fixtures. * **Integer**:\ The number of multi patch fixtures to create. * **String** (optional):\ The string is an optional undo text. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Integer** | **nil**:\ The returned integer indicates the amount of multi patch fixtures created. ## Example [Section titled “Example”](#example) This example creates two multi patch fixtures to the first fixture (excluding the “Universal” fixture) in the patch. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Enter Patch. Cmd("ChangeDestination Root"); -- Enter the SetupPatch. Cmd("ChangeDestination 'ShowData'.'Patch'"); -- Get the handle for the first fixture in the patch. local myFixture = Patch().Stages[1].Fixtures[2] -- Add the handle a list element in an table. local myFixtureTable = {myFixture} -- Add a variable with the amount of multipatch fixtures needed. local multiPatchAmount = 2 -- Count the number of elements in the fixture table and store in a variable. local count = 0 for _ in pairs(myFixtureTable) do count = count + 1 end -- Create an unto text string. local undoText = string.format("Create %d multipatch fixtures for up to %d fixtures", multiPatchAmount, count) -- Create the multipatch fixtures to the each fixture handle in the table and store the returned value. local multiPatchAmount = CreateMultiPatch(myFixtureTable, multiPatchAmount, undoText) if multiPatchAmount ~= nil then Printf(multiPatchAmount .. " multi patch objects was created") else Printf("An error occured") end -- Return the command line destination to the root. Cmd("ChangeDestination Root") ``` end ```| ``` # CreateUndo(string) > The CreateUndo Lua function returns a handle to a list of commands and function calls grouped in the same oops action. ## Description [Section titled “Description”](#description) The **CreateUndo** Lua function returns a handle to a list of commands and function calls grouped in the same oops action. Functions can be executed with a reference to the undo handle. This adds the function to the undo list. Undo lists need to be closed using the [CloseUndo](/grandma3/2-3/lua_objectfree_closeundo/) function. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A text string must be added. It can be used to identify the undo list. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the undo list. ## Example [Section titled “Example”](#example) This example creates an undo list, performs a series of commands being added to the undo list, and closes the undo list. Now, the series of commands can be oopsed with one oops command. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create the undo group. local MyNewUndo = CreateUndo("MySelection") -- Make some command line actions linked to the undo. Cmd("ClearAll", MyNewUndo) Cmd("Fixture 1", MyNewUndo) Cmd("Fixture 2", MyNewUndo) Cmd("Fixture 5", MyNewUndo) Cmd("Fixture 7", MyNewUndo) -- Closing the undo group and store it's return in a variable. local closeSuccess = CloseUndo(MyNewUndo) -- Print the feedback from the closing action - 1 = Success / 0 = Failure. if closeSuccess == false then ErrPrintf("The CloseUndo was not successful") elseif closeSuccess == true then Printf("The CloseUndo was successful") else Printf("The CloseUndo did not return a meaningful result") end ``` end ```| ``` # CurrentEnvironment() > The CurrentEnvironment Lua function returns a handle to the current users' selected environment. ## Description [Section titled “Description”](#description) The **CurrentEnvironment** Lua function returns a handle to the current users’ selected environment. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the environment. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current environment Printf("=============== START OF DUMP ===============") CurrentEnvironment():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentExecPage() > The CurrentEnvironment Lua function returns a handle to the current users' selected executor page. ## Description [Section titled “Description”](#description) The **CurrentEnvironment** Lua function returns a handle to the current users’ selected executor page. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the executor page. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current executor page Printf("=============== START OF DUMP ===============") CurrentExecPage():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentProfile() > The CurrentProfile Lua function returns a handle to the current users' profile. ## Description [Section titled “Description”](#description) The **CurrentProfile** Lua function returns a handle to the current users’ profile. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the user profile. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current executor page Printf("=============== START OF DUMP ===============") CurrentProfile():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentScreenConfig() > The CurrentScreenConfig Lua function returns a handle to the current users' screen configuration. ## Description [Section titled “Description”](#description) The **CurrentScreenConfig** Lua function returns a handle to the current users’ screen configuration. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the screen configuration. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current screen configuration Printf("=============== START OF DUMP ===============") CurrentScreenConfig():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentUser() > The CurrentUser Lua function returns a handle to the current user. ## Description [Section titled “Description”](#description) The **CurrentUser** Lua function returns a handle to the current user. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the user. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current user Printf("=============== START OF DUMP ===============") CurrentUser():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # DataPool() > The DataPool Lua function references the currently selected DataPool and is used to read or edit properties within the data pool. ## Description [Section titled “Description”](#description) The **DataPool** Lua function references the currently selected DataPool and is used to read or edit properties within the data pool. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the DataPool object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-3/lua_object_dump/)Dump() function on the data pool object. Dump lists all the properties and lists the children. Finally, the example also prints the name of the first sequence in the data pool. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the datapool object. Printf("=============== START OF DUMP ===============") DataPool():Dump() Printf("================ END OF DUMP ================") -- Prints the name of the first sequence. Printf("Name of sequence 1: " .. DataPool().Sequences[1].Name) ``` end ```| ``` # DefaultDisplayPositions() > The DefaultDisplayPositions Lua function returns the handle of the conventional default display positions, which contains the first seven screens as children. ## Description [Section titled “Description”](#description) The **DefaultDisplayPositions** Lua function returns the handle of the conventional default display positions, which contains the first seven screens as children. For example, whether the command line, view bar, and encoder/playback bar are displayed. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the command line object. ## Examples [Section titled “Examples”](#examples) This example prints all the information about display 1 (child 1 of the default displays) using the [](/grandma3/2-3/lua_object_dump/)Dump()\*\*\*\* function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a handle to display 1 (child 1 of the default displays). local display1 = DefaultDisplayPositions():Children()[1] -- Dumps information about the display. Printf("=============== START OF DUMP ===============") display1:Dump() Printf("================ END OF DUMP ================") ``` end ````|  This example toggles the [Control Bar](/grandma3/2-3/ws_ui_control_bar/) for display 1 with the help of the DefaultDisplayPositions object: | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() -- Store a handle to display 1 (child 1 of the default displays). local display1 = DefaultDisplayPositions():Children()[1] -- Toggles the 'ShowMainMenu' setting. display1.ShowMainMenu = not display1.ShowMainMenu end ``` | ```` # DelVar(handle, string) > The DelVar Lua function deletes a specific variable in a set of variables. To learn more about the variables in plugins, have a look at the Variable Functions t ## Description [Section titled “Description”](#description) The **DelVar** Lua function deletes a specific variable in a set of variables. To learn more about the variables in plugins, have a look at the [Variable Functions](/grandma3/2-3/lua_variables/) topic. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The variable was deleted. * False / 0: The variable was not deleted. If the variable does not exist, then false is also returned. ## Example [Section titled “Example”](#example) This example deletes a variable called “myUserVar” in the set of user variables. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Deletes the variable called 'myUserVar' in the 'UserVars' variable set. local success = DelVar(UserVars(), "myUserVar") -- Prints the outcome of the deletion outcome. if success then Printf("Variable is deleted.") else Printf("Variable is NOT deleted!") end ``` end ```| ``` # DeskLocked() > The DeskLocked Lua function returns a boolean indicating if the station is locked. ## Description [Section titled “Description”](#description) The **DeskLocked** Lua function returns a boolean indicating if the station is locked. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Boolean**:\ The boolean indicates if the station is desk locked or not. * **True** (or 1): The station is locked. * **False** (or 0): The station is not locked. ## Example [Section titled “Example”](#example) This example prints the boolean number indicating the “DeskLocked” status to the [Command Line History](/grandma3/2-3/ws_ui_command_line/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The DeskLocked() return is printed. Printf("The desk is locked: " .. tostring(DeskLocked())) ``` end ```| ``` # DeviceConfiguration() > The DeviceConfiguration Lua function returns a handle to the DeviceConfiguration object. ## Description [Section titled “Description”](#description) The **DeviceConfiguration** Lua function returns a handle to the DeviceConfiguration object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the DeviceConfiguration. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the DeviceConfiguration object. Printf("=============== START OF DUMP ===============") DeviceConfiguration():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # DirList(string[, string]) > The DirList Lua function returns a table of files at a specified path. The returned list can be filtered using an optional filter argument. ## Description [Section titled “Description”](#description) The **DirList** Lua function returns a table of files at a specified path. The returned list can be filtered using an optional filter argument. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The desired path in a string format. * **String** (optional):\ The optional filter string. The \* can be used as a wildcard in the string. See the example below. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table has elements of other tables. Each of these table elements has the following keys: * name: The name of the file. The value of name is returned as a string. * size: The size of the file in bytes. The value of size is returned as a number. * time: The timestamp for the file. The value of time is returned as a number. ## Example [Section titled “Example”](#example) This example prints the show files in the showfile directory. It uses the GetPath() function. The GetPath Lua function delivers a string with the path of a grandMA3 folder. Learn more in the [GetPath() topic](/grandma3/2-3/lua_objectfree_getpath/ "GetPath(string\[, boolean]) help topic."). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the path to the show files. local path = GetPath(Enums.PathType.Showfiles) -- Make a filter to only list .show files. local filter = "*show" -- Use the DirList function to get a table of the files. local returnTable = DirList(path, filter) -- Print the information of the files in the returned table. for _, value in pairs(returnTable) do Printf(value['name'] .. " - Size: " .. value['size'] .. " bytes - Time: " .. os.date("%c", value['time'])) end ``` end ```| ``` # DrawPointer(integer,table[,integer]) > The DrawPointer function draws a red pointer on the display. There can only be one pointer at a time on each station. ## Description [Section titled “Description”](#description) The **DrawPointer** function draws a red pointer on the display. There can only be one pointer at a time on each station. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This integer is the display index where the pointer should be drawn. * **Table**:\ This key-value table must have ‘x’ and ‘y’ keys with values indicating a position on the display. See the example below. * **Integer** (optional):\ This optional integer defines a duration for the pointer in milliseconds. It fades out. If a duration is not set, then it stays visible. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example draws a pointer on display 1 for 5 seconds: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Set a display index local displayIndex = 1 --Create and set the position in a table local position = {} position.x = 150 position.y = 25 --Set a 5 seconds duration - in milliseconds local duration = 5000 --Draw the actual pointer DrawPointer(displayIndex,position,duration) ``` end ```| ``` # DumpAllHooks() > The DumpAllHooks function prints a list of the hooks in the system. The list is only shown in the System Monitor. ## Description [Section titled “Description”](#description) The **DumpAllHooks** function prints a list of the hooks in the system. The list is only shown in the [System Monitor](/grandma3/2-3/si_system_monitor/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) The function does not return anything. It does print a list in the system monitor. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See also these related functions: [HookObjectChange](/grandma3/2-3/lua_objectfree_hookobjectchange/), [Unhook](/grandma3/2-3/lua_objectfree_unhook/), [UnhookMultiple](/grandma3/2-3/lua_objectfree_unhookmultiple/). | ## Example [Section titled “Example”](#example) This example prints the list of hooks in the system monitor. The system monitor shows what is happening at the station. This includes feedback on user commands. It logs the different things happening in the background. It also shows warnings, errors, and changes to the system. Learn more in the [System Monitor topic](/grandma3/2-3/si_system_monitor/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps a list of all the hooks in the System Monitor. Printf("=============== START OF HOOK DUMP ===============") DumpAllHooks() Printf("================ END OF HOOK DUMP ================") ``` end ```| ``` # Echo(string) > The Echo Lua function prints a string in the System Monitor. ## Description [Section titled “Description”](#description) The **Echo** Lua function prints a string in the [System Monitor](/grandma3/2-3/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the System Monitor. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “Hello World!” on the System Monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints 'Hellow World!' in the system monitor in yellow text. Echo("Hello World!") ``` end ```| ``` # ErrEcho(string) > The ErrEcho Lua function prints a red error message on the System Monitor. ## Description [Section titled “Description”](#description) The **ErrEcho** Lua function prints a red error message on the [System Monitor](/grandma3/2-3/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text is to be printed to the System Monitor. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This prints “This is a red error message!” on the system monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints an error message in the system monitor in red text. ErrEcho("This is an error message!") ``` end ```| ``` # ErrPrintf(string) > The ErrPrintf Lua function prints a red error message in the Command Line History and System Monitor. ## Description [Section titled “Description”](#description) The **ErrPrintf** Lua function prints a red error message in the [Command Line History](/grandma3/2-3/ws_ui_command_line/) and [System Monitor](/grandma3/2-3/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the Command Line History. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “This is a red error message!” in the Command Line History and System Monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints an error message in the command line feedback in red text. ErrPrintf("This is an error message!") ``` end ```| ``` # Export(filename, export_data) > The object-free Export Lua function exports a Lua table in XML format. ## Description [Section titled “Description”](#description) The object-free **Export** Lua function exports a Lua table in XML format. This Lua function correlates with the [Import Lua function](/grandma3/2-3/lua_object_import/). There is a related object version of [Export](/grandma3/2-3/lua_object_export/). ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.xml" --The actual export (in xml format) using the path and the table - the result boolean stored in a variable. local success = Export(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed") end ``` end ```| ``` # ExportCSV(filename, export_data) > The object-free ExportCSV Lua function exports a Lua table in CSV format. ## Description [Section titled “Description”](#description) The object-free **ExportCSV** Lua function exports a Lua table in CSV format. | | | | -------------------------------------------------- | -------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | The output CSV file might not formatted correctly. | ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success. * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.csv" --The actual export (in csv format) using the path and the table - the result boolean stored in a variable. local success = ExportCSV(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed.") end ``` end ```| ``` # ExportJson(filename, export_data) > The object-free ExportJson Lua function exports a Lua table in JSON format. ## Description [Section titled “Description”](#description) The object-free **ExportJson** Lua function exports a Lua table in JSON format. | | | | -------------------------------------------------- | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | The JSON file might not be formatted in proper JSON format. | ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success. * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.json" --The actual export (in JSON format) using the path and the table - the result boolean stored in a variable. local success = ExportJson(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed.") end ``` end ```| ``` # FileExists(string) > The FileExists Lua function checks if a file exists and returns a boolean with the result. ## Description [Section titled “Description”](#description) The FileExists Lua function checks if a file exists and returns a boolean with the result. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string must include the path and filename for the file that should be checked. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The file exists. * False / 0: The file does not exist. ## Example [Section titled “Example”](#example) This example returns feedback for the first file in the show file folder. The example uses the GetPath() and DirList() functions. The **GetPath** Lua function delivers a string with the path of a grandMA3 folder. Learn more in the [GetPath() topic](/grandma3/2-3/lua_objectfree_getpath/). The **DirList** Lua function returns a table of files at a specified path. Learn more in the [DirList() topic](/grandma3/2-3/lua_objectfree_dirlist/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the path to the show files. local path = GetPath(Enums.PathType.Showfiles) -- Get a table of files at the path. local dirTable = DirList(path) -- Get the file name for the first file. local firstFile = dirTable[1]['name'] -- Create a string with the path and filename. local filepath = string.format("%s%s%s", path, GetPathSeparator(), firstFile) -- Check if the file exist and return useful feedback. if FileExists(filepath) then Printf('The file "' .. firstFile .. '" exist at path "' .. path .. '"') else Printf('The file "' .. firstFile .. '" does not exist') end ``` end ```| ``` # FindTexture(string) > The FindTixture Lua function returns a handle to the texture matching the input text string - if the texture exists. ## Description [Section titled “Description”](#description) The **FindTixture** Lua function returns a handle to the texture matching the input text string - if the texture exists. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The text string must be the name of the texture without the file type. See the example below. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns the texture handle or nil if it does not exist.  ## Example [Section titled “Example”](#example) This example prints the information about the “button” texture. The example uses the Dump() function. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Set a texture name. local textureName = "button" -- Get the handle of the texture. local textureHandle = FindTexture(textureName) -- Check if textureHandle returned something and provide feedback. if textureHandle == nil then ErrPrintf("Texture does not exist.") else Printf("=============== START OF DUMP ===============") FindTexture(textureName):Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # FirstDmxModeFixture(handle) > The FirstDmxModeFixture Lua function returns a handle to the first fixture matching the supplied DMX mode. ## Description [Section titled “Description”](#description) The **FirstDmxModeFixture** Lua function returns a handle to the first fixture matching the supplied DMX mode. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ This must be a handle to a DMX mode. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the first fixture matching the DMX mode. ## Example [Section titled “Example”](#example) If it exists, this example prints the data connected to the first “Dimmer” fixture using “Mode 0” - if the fixture type exists in the show. It uses the Dump() functions: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the handle for the Dimmer fixture. local fixtureTypeHandle = Patch().FixtureTypes['Dimmer'] -- Check if fixture type returned something and provide feedback. if fixtureTypeHandle == nil then ErrPrintf("The fixture type does not exist in this show. Try adding it or edit this plugin.") else -- Get the handle for the DMX mode of a Dimmer fixture. local fixtureDMXMode = fixtureTypeHandle.DMXModes["Mode 0"] -- Check if fixtureDMXMode returned something and provide feedback. if fixtureDMXMode == nil then ErrPrintf("The fixture type does not contain a 'Mode 0' DMX mode. Try adding it or edit this plugin.") else -- Dumps information about the first fixture matching the DMX mode. Printf("=============== START OF DUMP ===============") FirstDmxModeFixture(fixtureDMXMode):Dump() Printf("================ END OF DUMP ================") end end ``` end ```| ``` # FixtureType() > The FixtureType Lua function returns a handle to the fixture type. The function does not accept any arguments, but the function must be executed when the comman ## Description [Section titled “Description”](#description) The FixtureType Lua function returns a handle to the fixture type. The function does not accept any arguments, but the function must be executed when the command line destination is at a fixture type. If the command line destination is not a valid fixture type, then the function returns “nil”. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle** or **nil**:\ The handle for the fixture type or nil. ## Example [Section titled “Example”](#example) This example prints the information about the second fixture type in the show: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The function returns the handle to the fixture at the current command line destination. -- Change to the "FixtureType" destination. Cmd("ChangeDestination FixtureType") -- Change to the second fixture type in the show. Cmd("ChangeDestination 2") -- Dump information about the Fixture Type handle. Printf("=============== START OF DUMP ===============") FixtureType():Dump() Printf("================ END OF DUMP ================") -- Return the command line destination to the Root. Cmd("ChangeDestination Root") ``` end ```| ``` # FromAddr(string[, handle]) > The FromAddr Lua function converts a numbered string address into a handle that can be used in commands. ## Description [Section titled “Description”](#description) The **FromAddr** Lua function converts a numbered string address into a handle that can be used in commands. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A text string identifying an object. It can be a numbered or named address. * **Handle** (optional):\ The default is to write the address from the root location. This optional handle can specify a different base location. It still needs to be a base location in the address path from the root to the object. ## Return [Section titled “Return”](#return) * **Handle**:\ The handle for the addressed object. ## Example [Section titled “Example”](#example) This example prints the address of the first sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Converts the string to a handle and store in a variabel. local mySequenceHandle = FromAddr("14.14.1.6.1") -- Converts the handle back to a numbered string and prints it. Printf("The address is: " ..mySequenceHandle:Addr()) -- Converts the handle to a named string and prints it. Printf("The address is: " ..mySequenceHandle:AddrNative()) -- Store the handle of the selected datapool. local myDataPool = DataPool() -- Prints the address of the selected datapool. Printf("The datapool address is: " ..myDataPool:Addr()) --- The follwoing example uses the name of a sequence in the sequence pool. --- Please adjust the "Default" name in the next line to match an existing named sequence. -- Finds the address based on the base location and a text string with names. local alsoMySequenceHandle = FromAddr("Sequences.Default", myDataPool) -- Converts the handle back to a numbered string and prints it. Printf("The address is: " ..alsoMySequenceHandle:Addr()) -- Converts the handle to a named string and prints it. Printf("The address is: " ..alsoMySequenceHandle:AddrNative()) ``` end ```| ``` # GetApiDescriptor() > The GetApiDescriptor Lua function returns a table with a description of all the object-free Lua functions. These are descriptions only. The function does not ha ## Description [Section titled “Description”](#description) The **GetApiDescriptor** Lua function returns a table with a description of all the object-free Lua functions. These are descriptions only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains elements with other tables. * **String**:\ This is the Api function name. * **String**:\ This is the description of the Api arguments. * **String**:\ This is the description of the Api returns. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This returns information about all the Lua "object-free" functions. -- GetApiDescriptor() returns a table with all the functions. -- Each table element is another table with the name, argument description, and return description. for key,value in ipairs(GetApiDescriptor()) do if value[1] ~= nil then Printf("Api " .. key .. " is: " .. value[1]) end if value[2] ~= nil then Printf("Arguments: " .. value[2]) end if value[3] ~= nil then Printf("Returns: " .. value[3]) end Printf("---------------------------------------") end ``` end ```| ``` # GetAttributeByUIChannel(integer) > The GetAttributeByUIChannel Lua function returns the handle to an attribute based on a "UI Channel Index". The index number can be found in the Parameter List. ## Description [Section titled “Description”](#description) The **GetAttributeByUIChannel** Lua function returns the handle to an attribute based on a “UI Channel Index”. The index number can be found in the [Parameter List](/grandma3/2-3/patch_parameter_list/). ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the UI Channel index number. ## Return [Section titled “Return”](#return) * **Handle**:\ The handle to the attribute connected to the UI Channel. ## Example [Section titled “Example”](#example) This example prints the “native” address to the first attribute of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get a handle to the first fixture in the current selection local fixtureIndex = SelectionFirst() -- Get the UI Channel Index number for the first attribute for the fixture local channelIndex = GetUIChannelIndex(fixtureIndex,0) -- Print the native address for the attribute with the handle Printf("The native addr for the attribute is: %s",GetAttributeByUIChannel(channelIndex):AddrNative()) ``` end ```| ``` # GetAttributeCount() > The GetAttributeCount Lua function returns the total number of attribute definitions in the show. ## Description [Section titled “Description”](#description) The **GetAttributeCount** Lua function returns the total number of attribute definitions in the show. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of attribute definitions in the show file. ## Example [Section titled “Example”](#example) This example prints the returned number in the Command Line History. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Attribute count is %i", GetAttributeCount()) ``` end ```| ``` # GetAttributeIndex(string) > The GetAttributeIndex Lua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. ## Description [Section titled “Description”](#description) The **GetAttributeIndex** Lua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string text of the attribute system name. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of patched fixtures on all the stages in the show file. ## Example [Section titled “Example”](#example) This example prints the index number of the attribute in Command Line History if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- store the returned index or nil of "Gobo1" local attributeIndex = GetAttributeIndex("Gobo1") -- Check if the returned value is not nil and print a useful feedback if attributeIndex~=nil then Printf("Attribute is index number %i", attributeIndex) else Printf("The attribute is not found") end ``` end ```| ``` # GetButton(handle) > The GetButton Lua function returns a key-value pairs table indicating, with a boolean value, whether a button is pressed on an MA3Module. ## Description [Section titled “Description”](#description) The **GetButton** Lua function returns a key-value pairs table indicating, with a boolean value, whether a button is pressed on an MA3Module. Below the example is a table listing all the grandMA3 hardware modules and which index number matches which button on the hardware module. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The handle for the MA3 module. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table is a key-value pairs table with a set of 512 pairs with a boolean value. A **true** boolean value indicates that the button is pressed or the fader is touched. The table key is 1-indexed.  ## Example [Section titled “Example”](#example) This example requests the buttons states on the master module on a grandMA3 full-size console: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --- grandMA3 full-size modules are: --- Master Module (MM): "UsbDeviceMA3 2" --- Fader Module Encoder (MFE): "UsbDeviceMA3 3" --- Fader Module Crossfader (MFX): "UsbDeviceMA3 4" -- Get a handle to the Master Module on a grandMA3 full-size. local usbDeviceHandle = Root().UsbNotifier.MA3Modules["UsbDeviceMA3 2"] -- Create a table with the button status. local buttonTable = GetButton(usbDeviceHandle) -- Check if the table is nil and then print an error. if buttonTable == nil then ErrPrintf("nil") return end -- If the table is not nil, then print a usefull feedback about pressed buttons. for key,value in pairs(buttonTable) do if tostring(value) == "true" then Printf("The button with the index " .. key .. " is pressed.") end end ``` end ```| ## Hardware Modules Button Table This table provides a list of index numbers (0-indexed and 1-indexed). The numbers are matched with elements on the three different kinds of hardware modules. Notice that the naming here comes from the internal hardware definition and might not exactly match the print on the keys or the official name. | 0-Index | 1-Index | grandMA3 Master Module(MM) | grandMA3 Fader Module Encoder(MFE) | grandMA3 Fader Module Crossfader(MFX) | | ------- | -------- | -------------------------- | ---------------------------------- | ------------------------------------- | | 0 | 1 | | | | | 1 | 2 | | | | | 2 | 3 | ENCODER\_INSIDE4 | EXEC\_108 | EXEC\_108 | | 3 | 4 | ENCODER\_OUTSIDE3 | EXEC\_110 | EXEC\_110 | | 4 | 5 | | | | | 5 | 6 | | | | | 6 | 7 | | | | | 7 | 8 | | | | | 8 | 9 | | | | | 9 | 10 | ENCODER\_INSIDE2 | EXEC\_211 | EXEC\_211 | | 10 | 11 | EXEC\_GrandKnob | EXEC\_212 | EXEC\_212 | | 11 | 12 | MENU | EXEC\_213 | EXEC\_213 | | 12 | 13 | | EXEC\_214 | EXEC\_214 | | 13 | 14 | ENCODER\_OUTSIDE2 | EXEC\_215 | EXEC\_215 | | 14 | 15 | ENCODER\_INSIDE1 | | | | 15 | 16 | ENCODER\_OUTSIDE1 | | | | 16 | 17 | | EXEC\_209 | EXEC\_209 | | 17 | 18 | | EXEC\_210 | EXEC\_210 | | 18 | 19 | | EXEC\_208 | EXEC\_208 | | 19 | 20 | | | | | 20 | 21 | | | | | 21 | 22 | | | DEF\_GO | | 22 | 23 | | EXEC\_115 | EXEC\_115 | | 23 | 24 | | EXEC\_114 | EXEC\_114 | | 24 | 25 | | EXEC\_113 | EXEC\_113 | | 25 | 26 | | EXEC\_112 | EXEC\_112 | | 26 | 27 | | EXEC\_207 | EXEC\_207 | | 27 | 28 | | EXEC\_206 | EXEC\_206 | | 28 | 29 | | EXEC\_205 | EXEC\_205 | | 29 | 30 | | | | | 30 | 31 | | | | | 31 | 32 | | | | | 32 | 33 | | EXEC\_105 | EXEC\_105 | | 33 | 34 | ENCODER\_OUTSIDE4 | EXEC\_106 | EXEC\_106 | | 34 | 35 | | EXEC\_107 | EXEC\_107 | | 35 | 36 | | | | | 36 | 37 | | | | | 37 | 38 | | EXEC\_109 | EXEC\_109 | | 38 | 39 | | EXEC\_204 | EXEC\_204 | | 39 | 40 | | EXEC\_203 | EXEC\_203 | | 40 | 41 | | EXEC\_202 | EXEC\_202 | | 41 | 42 | | EXEC\_201 | EXEC\_201 | | 42 | 43 | | | EXEC\_XFade2Btn | | 43 | 44 | | | DEF\_PAUSE | | 44 | 45 | | | EXEC\_XFade1Btn | | 45 | 46 | | EXEC\_111 | EXEC\_111 | | 46 | 47 | ENCODER\_OUTSIDE5 | EXEC\_101 | EXEC\_101 | | 47 | 48 | ENCODER\_INSIDE5 | EXEC\_102 | EXEC\_102 | | 48 | 49 | | EXEC\_103 | EXEC\_103 | | 49 | 50 | | EXEC\_104 | EXEC\_104 | | 50 | 51 | ENCODER\_INSIDE3 | | DEF\_GOBACK | | 51 | 52 | | | | | 52 | 53 | | | | | 53 | 54 | | | | | 54 | 55 | | | | | 55 | 56 | | | | | 56 | 57 | | | | | 57 | 58 | | | | | 58 | 59 | | FADER\_211 | FADER\_211 | | 59 | 60 | | FADER\_212 | FADER\_212 | | 60 | 61 | | FADER\_213 | FADER\_213 | | 61 | 62 | | FADER\_214 | FADER\_214 | | 62 | 63 | | FADER\_215 | FADER\_215 | | 63 | 64 | | | FADER\_XFade1 | | 64 | 65 | | | | | 65 | 66 | | | | | 66 | 67 | ESC | FADER\_312 (Disabled) | FADER\_312 (Disabled) | | 67 | 68 | CLEAR | FADER\_311 (Disabled) | FADER\_311 (Disabled) | | 68 | 69 | | | | | 69 | 70 | | | | | 70 | 71 | | | | | 71 | 72 | | | | | 72 | 73 | | | | | 73 | 74 | HELP | FADER\_413 (Disabled) | FADER\_413 (Disabled) | | 74 | 75 | | EXEC\_411 | EXEC\_411 | | 75 | 76 | GOTO | EXEC\_412 | EXEC\_412 | | 76 | 77 | | | | | 77 | 78 | ALIGN | FADER\_414 (Disabled) | FADER\_414 (Disabled) | | 78 | 79 | COPY | FADER\_411 (Disabled) | FADER\_411 (Disabled) | | 79 | 80 | OFF | FADER\_412 (Disabled) | FADER\_412 (Disabled) | | 80 | 81 | FULL | EXEC\_415 | EXEC\_415 | | 81 | 82 | | EXEC\_414 | EXEC\_414 | | 82 | 83 | PLEASE | EXEC\_413 | EXEC\_413 | | 83 | 84 | NUM4 | | | | 84 | 85 | NUM5 | | | | 85 | 86 | UNDO | | | | 86 | 87 | GROUP | | | | 87 | 88 | THRU | | | | 88 | 89 | NUM6 | | | | 89 | 90 | NUM2 | | | | 90 | 91 | | | | | 91 | 92 | STORE | | | | 92 | 93 | ASSIGN | | | | 93 | 94 | | | | | 94 | 95 | | | | | 95 | 96 | | | | | 96 | 97 | AT | EXEC\_312 | EXEC\_312 | | 97 | 98 | MA1 | FADER\_313 (Disabled) | FADER\_313 (Disabled) | | 98 | 99 | SLASH | EXEC\_311 | EXEC\_311 | | 99 | 100 | NUM1 | | | | 100 | 101 | CUE | | | | 101 | 102 | TIME | | | | 102 | 103 | | | | | 103 | 104 | SEQUENCE | | | | 104 | 105 | | | | | 105 | 106 | CHANNEL | | | | 106 | 107 | NUM7 | | | | 107 | 108 | NUM8 | | | | 108 | 109 | NUM9 | | | | 109 | 110 | NUM3 | EXEC\_313 | EXEC\_313 | | 110 | 111 | MINUS | FADER\_315 (Disabled) | FADER\_315 (Disabled) | | 111 | 112 | NUM0 | FADER\_314 (Disabled) | FADER\_314 (Disabled) | | 112 | 113 | DOT | EXEC\_314 | EXEC\_314 | | 113 | 114 | IF | EXEC\_315 | EXEC\_315 | | 114 | 115 | PLUS | FADER\_415 (Disabled) | FADER\_415 (Disabled) | | 115 | 116 | | | | | 116 | 117 | | | | | 117 | 118 | | | | | 118 | 119 | | | | | 119 | 120 | | | | | 120 | 121 | | FADER\_209 | FADER\_209 | | 121 | 122 | | FADER\_210 | FADER\_210 | | 122 | 123 | | | FADER\_XFade2 | | 123 | 124 | | | | | 124 | 125 | | | | | 125 | 126 | | | | | 126 | 127 | | | | | 127 | 128 | | | | | 128 | 129 | | | | | 129 | 130 | | | | | 130 | 131 | | FADER\_307 (Disabled) | FADER\_307 (Disabled) | | 131 | 132 | LEARN | FADER\_306 (Disabled) | FADER\_306 (Disabled) | | 132 | 133 | | | | | 133 | 134 | | | | | 134 | 135 | | | | | 135 | 136 | | | | | 136 | 137 | | | | | 137 | 138 | FADER\_297 (Disabled) | FADER\_408 (Disabled) | FADER\_408 (Disabled) | | 138 | 139 | X5 | EXEC\_406 | EXEC\_406 | | 139 | 140 | X6 | EXEC\_407 | EXEC\_407 | | 140 | 141 | | | | | 141 | 142 | FADER\_298 (Disabled) | FADER\_409 (Disabled) | FADER\_409 (Disabled) | | 142 | 143 | FADER\_295 (Disabled) | FADER\_406 (Disabled) | FADER\_406 (Disabled) | | 143 | 144 | FADER\_296 (Disabled) | FADER\_407 (Disabled) | FADER\_407 (Disabled) | | 144 | 145 | GOFAST | EXEC\_410 | EXEC\_410 | | 145 | 146 | X13 | EXEC\_409 | EXEC\_409 | | 146 | 147 | X14 | EXEC\_408 | EXEC\_408 | | 147 | 148 | | | | | 148 | 149 | | | | | 149 | 150 | | | | | 150 | 151 | | | | | 151 | 152 | | | | | 152 | 153 | | | | | 153 | 154 | DELETE | | | | 154 | 155 | X15 | | | | 155 | 156 | GOBACKFAST | | | | 156 | 157 | X8 | | | | 157 | 158 | | | | | 158 | 159 | | | | | 159 | 160 | | | | | 160 | 161 | STOMP | EXEC\_307 | EXEC\_307 | | 161 | 162 | SELECT | FADER\_308 (Disabled) | FADER\_308 (Disabled) | | 162 | 163 | | EXEC\_306 | EXEC\_306 | | 163 | 164 | | | | | 164 | 165 | | | | | 165 | 166 | | | | | 166 | 167 | | | | | 167 | 168 | | | | | 168 | 169 | X16 | | | | 169 | 170 | X7 | | | | 170 | 171 | | | | | 171 | 172 | ON | | | | 172 | 173 | MOVE | | | | 173 | 174 | FIXTURE | EXEC\_308 | EXEC\_308 | | 174 | 175 | PRESET | FADER\_310 (Disabled) | FADER\_310 (Disabled) | | 175 | 176 | EDIT | FADER\_309 (Disabled) | FADER\_309 (Disabled) | | 176 | 177 | UPDATE | EXEC\_309 | EXEC\_309 | | 177 | 178 | | EXEC\_310 | EXEC\_310 | | 178 | 179 | | FADER\_410 (Disabled) | FADER\_410 (Disabled) | | 179 | 180 | | | | | 180 | 181 | | | | | 181 | 182 | | | | | 182 | 183 | | | | | 183 | 184 | | | | | 184 | 185 | | | | | 185 | 186 | | | | | 186 | 187 | | FADER\_203 | FADER\_203 | | 187 | 188 | | FADER\_204 | FADER\_204 | | 188 | 189 | | FADER\_205 | FADER\_205 | | 189 | 190 | | FADER\_206 | FADER\_206 | | 190 | 191 | | FADER\_207 | FADER\_207 | | 191 | 192 | | FADER\_208 | FADER\_208 | | 192 | 193 | | | | | 193 | 194 | | | | | 194 | 195 | PAUSE | FADER\_302 (Disabled) | FADER\_302 (Disabled) | | 195 | 196 | GOBACK | FADER\_301 (Disabled) | FADER\_301 (Disabled) | | 196 | 197 | | | | | 197 | 198 | | | | | 198 | 199 | | | | | 199 | 200 | | | | | 200 | 201 | | | | | 201 | 202 | FADER\_293 (Disabled) | FADER\_403 (Disabled) | FADER\_403 (Disabled) | | 202 | 203 | SOLO | EXEC\_401 | EXEC\_401 | | 203 | 204 | HIGHLIGHT | EXEC\_402 | EXEC\_402 | | 204 | 205 | | | | | 205 | 206 | FADER\_294 (Disabled) | FADER\_404 (Disabled) | FADER\_404 (Disabled) | | 206 | 207 | FADER\_291 (Disabled) | FADER\_401 (Disabled) | FADER\_401 (Disabled) | | 207 | 208 | FADER\_292 (Disabled) | FADER\_402 (Disabled) | FADER\_402 (Disabled) | | 208 | 209 | GO | EXEC\_405 | EXEC\_405 | | 209 | 210 | LIST | EXEC\_404 | EXEC\_404 | | 210 | 211 | PAGE\_DOWN | EXEC\_403 | EXEC\_403 | | 211 | 212 | | | | | 212 | 213 | | | | | 213 | 214 | | | | | 214 | 215 | | | | | 215 | 216 | SELFIX | | | | 216 | 217 | MA2 | | | | 217 | 218 | | | | | 218 | 219 | PAGE\_UP | | | | 219 | 220 | XKEYS | | | | 220 | 221 | BLIND | | | | 221 | 222 | | | | | 222 | 223 | | | | | 223 | 224 | | | | | 224 | 225 | X10 | EXEC\_302 | EXEC\_302 | | 225 | 226 | X11 | FADER\_303 (Disabled) | FADER\_303 (Disabled) | | 226 | 227 | X12 | EXEC\_301 | EXEC\_301 | | 227 | 228 | | | | | 228 | 229 | | | | | 229 | 230 | | | | | 230 | 231 | | | | | 231 | 232 | PREVIEW | | | | 232 | 233 | FREEZE | | | | 233 | 234 | DOWN | | | | 234 | 235 | PREV | | | | 235 | 236 | SET | | | | 236 | 237 | UP | | | | 237 | 238 | X1 | EXEC\_303 | EXEC\_303 | | 238 | 239 | X2 | FADER\_305 (Disabled) | FADER\_305 (Disabled) | | 239 | 240 | X3 | FADER\_304 (Disabled) | FADER\_304 (Disabled) | | 240 | 241 | X4 | EXEC\_304 | EXEC\_304 | | 241 | 242 | X9 | EXEC\_305 | EXEC\_305 | | 242 | 243 | NEXT | FADER\_405 (Disabled) | FADER\_405 (Disabled) | | 243 | 244 | | | | | 244 | 245 | | | | | 245 | 246 | | | | | 246 | 247 | | | | | 247 | 248 | | | | | 248 | 249 | | FADER\_201 | FADER\_201 | | 249 | 250 | | FADER\_202 | FADER\_202 | | 250 | 251 | | | | | 251 | 252 | | | | | 252 | 253 | | | | | 253 | 254 | | | | | 254 | 255 | | | | | 255 | 256 | | | | | 256 | 257 | | | | | 257 | 258 | | | | | 258 | 259 | | EXEC\_RateBtn2 | | | 259 | 260 | | EXEC\_ExecBtn1 | | | 260 | 261 | | | | | 261 | 262 | | | | | 262 | 263 | | | | | 263 | 264 | | | | | 264 | 265 | | | | | 265 | 266 | | | | | 266 | 267 | | | | | 267 | 268 | | | | | 268 | 269 | | | | | 269 | 270 | | | | | 270 | 271 | | EXEC\_ProgEncoder | | | 271 | 272 | | EXEC\_ExecEncoder | | | 272 | 273 | | | | | 273 | 274 | | | | | 274 | 275 | | | | | 275 | 276 | | | | | 276 | 277 | | | | | 277 | 278 | | | | | 278 | 279 | | | | | 279 | 280 | | | | | 280 | 281 | | | | | 281 | 282 | | | | | 282 | 283 | | | | | 283 | 284 | | | | | 284 | 285 | | | | | 285 | 286 | | | | | 286 | 287 | | | | | 287 | 288 | | | | | 288 | 289 | | EXEC\_SpeedBtn1 | | | 289 | 290 | | EXEC\_RateBtn1 | | | 290 | 291 | | EXEC\_SpeedBtn2 | | | 291 | 292 | | | | | 292 | 293 | | | | | 293 | 294 | | | | | 294 | 295 | | | | | 295 | 296 | | | | | 296 | 297 | | | | | 297 | 298 | | | | | 298 | 299 | | EXEC\_ProgBtn1 | | | 299 | 300 | | EXEC\_ProgBtn2 | | | 300 | 301 | | EXEC\_ProgBtn3 | | | 301 | 302 | | | | | 302 | 303 | | | | | 303 | 304 | | | | | 304 | 305 | | EXEC\_ExecBtn3 | | | 305 | 306 | | EXEC\_ExecBtn2 | | | 306 | 307 | | | | | 307 | 308 | | | | | 308 | 309 | | | | | 309 | 310 | | | | ``` # GetChannelFunction(integer, integer) > The GetChannelFunction Lua function returns a handle to a channel function based on two index inputs. ## Description [Section titled “Description”](#description) The **GetChannelFunction** Lua function returns a handle to a channel function based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is a UI Channel Index. This can be found in the [Parameter List](/grandma3/2-3/patch_parameter_list/) or by the [GetUIChannelIndex()](/grandma3/2-3/lua_objectfree_getuichannelindex/) Lua function. * **Integer**:\ This integer is an Attribute Index (0-based). This can be found in the [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/) or by the [GetAttributeIndex()](/grandma3/2-3/lua_objectfree_getattributeindex/) Lua function. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the channel function. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Select the first fixture in the current selection. local subfixtureIndex = SelectionFirst() -- End the function if there is no selection. if subfixtureIndex == nil then ErrPrintf("Please select a fixture with a Dimmer") return end -- Get the Attribute index and UIChannel index. local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(subfixtureIndex,attributeIndex) Printf("The UIChannel Index is: %i. The Attribute Index is: %i. ",uiChannelIndex, attributeIndex) -- End the function if any of the index return nil. if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something wrong happened, maybe your first selected fixture don't have a Dimmer - Please try again") return end -- The following prints the dump for the dimmer channel function. Printf("=============== START OF DUMP ===============") GetChannelFunction(uiChannelIndex,attributeIndex):Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetChannelFunctionIndex() > The GetChannelFunctionIndex Lua function returns the integer matching a channel function based on two index inputs. ## Description [Section titled “Description”](#description) The **GetChannelFunctionIndex** Lua function returns the integer matching a channel function based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is a UI Channel Index. This can be found in the [Parameter List](/grandma3/2-3/patch_parameter_list/) or by the [GetUIChannelIndex()](/grandma3/2-3/lua_objectfree_getuichannelindex/) Lua function. * **Integer**:\ This integer is an Attribute Index (0-based). This can be found in the [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/) or by the [GetAttributeIndex()](/grandma3/2-3/lua_objectfree_getattributeindex/) Lua function. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer to a channel function. ## Example [Section titled “Example”](#example) This example prints the indexes based on the fixture selection and the “Dimmer” attribute. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the Attribute index and UIChannel index. local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(SelectionFirst(),attributeIndex) -- End the function if any of the index return nil. if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something wrong happened, maybe your first selected fixture don't have a Dimmer - Please try again") return end -- Get the Channel Function Index and store it in a variable. local channelFunctionIndex = GetChannelFunctionIndex(uiChannelIndex,attributeIndex) Printf("The UIChannel Index is: %i. The Attribute Index is: %i. The Channel Function Index is: %i", uiChannelIndex, attributeIndex, channelFunctionIndex) ``` end ```| ``` # GetClassDerivationLevel(string) > The GetClassDerivationLevel Lua function returns an integer indicating the derivation level index for a class based on a class name. ## Description [Section titled “Description”](#description) The **GetClassDerivationLevel** Lua function returns an integer indicating the derivation level index for a class based on a class name. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string needs to be the name of a class. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer indicates the class derivation level. ## Example [Section titled “Example”](#example) This example prints the index integer for the Pool class in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index integer for the "Pool" class. local classDerivationLevel = GetClassDerivationLevel("Pool") -- Create a valid Printf return. if classDerivationLevel == nil then Printf("The return is nil") else Printf("The ClassDerivationLevel index for 'Pool' is: %i", classDerivationLevel) end ``` end ```| ``` # GetCurrentCue() > The GetCurrentCue Lua function returns a handle to the last activated cue in the selected sequence. ## Description [Section titled “Description”](#description) The **GetCurrentCue** Lua function returns a handle to the last activated cue in the selected sequence. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the cue. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the last activated cue in the selected sequence Printf("=============== START OF DUMP ===============") GetCurrentCue():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetDebugFPS() > The GetDebugFPS Lua function returns a float number with the frames per second. ## Description [Section titled “Description”](#description) The **GetDebugFPS** Lua function returns a float number with the frames per second. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Number**:\ The returned number indicates the current frames per second. ## Example [Section titled “Example”](#example) This example prints the FPS number: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the current frames per second. Printf("Current FPS: " .. GetDebugFPS()) ``` end ```| ``` # GetDisplayByIndex(integer) > The GetDisplayByIndex Lua function returns a handle to the display object matching the provided index number. ## Description [Section titled “Description”](#description) The **GetDisplayByIndex** Lua function returns a handle to the display object matching the provided index number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This function needs an index number for one of the displays. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the display object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for "Display 1" local displayIndex = GetDisplayCollect()["Display 1"].INDEX -- return error text in case the index number is nil if displayIndex == nil then ErrPrintf('Something went wrong. It appears that there is no "display 1"') return end -- Dump all information about the display with the index number Printf("=============== START OF DUMP ===============") GetDisplayByIndex(displayIndex):Dump() Printf("================ END OF DUMP ================") ``` end ```| ## Subtopics - [GetDisplayCollect() topic](/grandma3/2-3/lua_objectfree_getdisplaycollect/) ``` # GetDisplayCollect() > The GetDisplayCollect Lua function returns a handle to the DisplayCollect object. ## Description [Section titled “Description”](#description) The **GetDisplayCollect** Lua function returns a handle to the DisplayCollect object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the DisplayCollect. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the DisplayCollect object. Printf("=============== START OF DUMP ===============") GetDisplayCollect():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetDMXUniverse(integer[, boolean]) > The GetDMXUniverse Lua function returns a table with the DMX channels and their current value. ## Description [Section titled “Description”](#description) The **GetDMXUniverse** Lua function returns a table with the DMX channels and their current value. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the universe number. The valid range is 1 to 1024. * **Boolean** (optional):\ The boolean indicates if the returned value is in percent or DMX value. * True:\ The returned value is in percent. The range is 0 to 100. * False:\ The returned value is in DMX value. The range is 0 to 255. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table lists all the DMX addresses and the corresponding values. — OR — * **Nil**:\ Nil is returned if the universe is not granted or the input value is out of range.\   ## Example [Section titled “Example”](#example) This example prints the table in a list for DMX universe 1 (if it is granted): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This gets a table for universe 1 with the returned value in percent. local tableDMXUniverse = GetDMXUniverse(1,true) -- Check the returned table and print information if nil. if tableDMXUniverse == nil then Printf("No value is returned. The univer is not granted or input is out of range") return end -- Prints the table if not nil. for addr, value in ipairs(tableDMXUniverse) do Printf("DMX Addr: %i - DMX value : %i", addr, value) end ``` end ```| ``` # GetDMXValue(integer[, integer, boolean]) > The GetDMXValue Lua function returns a number indicating the DMX value of a specified DMX address. ## Description [Section titled “Description”](#description) The **GetDMXValue** Lua function returns a number indicating the DMX value of a specified DMX address. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the DMX address. This value should be from 1 to 512 if a universe integer is provided. If a universe is not provided, this should be the absolute DMX address ranging from 1 to 524 288. * **Integer** (optional):\ The integer is the universe number. * **Boolean** (optional):\ The boolean indicates if the returned value is in percent or DMX value. * True:\ The returned value is in percent. The range is 0 to 100. * False:\ The returned value is in DMX value. The range is 0 to 255. ## Return [Section titled “Return”](#return) * **Integer** or **nil**:\ The returned integer value corresponds with the value of the selected DMX address or nil if the DMX address is not granted. ## Example [Section titled “Example”](#example) This example prints the value for DMX address 2 in Universe 1 (if it is granted): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This prints the value of DMX address 2 in universe 1 in a range of 0 to 255 local address = 2 -- The DMX address local universe = 1 -- The DMX universe local percent = false -- Readout in percent or DMX value local value = GetDMXValue(address, universe, percent) if value == nil then Printf("The DMX address did not return a valid value") else Printf("DMX address %i.%03d has a value of %03d", universe, address, value) end ``` end ```| ``` # GetExecutor(integer) > The GetExecutor Lua function returns the handles of the executor and the page based on the executor number. ## Description [Section titled “Description”](#description) The **GetExecutor** Lua function returns the handles of the executor and the page based on the executor number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer number for the executor. ## Return [Section titled “Return”](#return) * **Handle - Executor**:\ The returned handle to the executor. * **Handle - Page**:\ The returned handle to the page. ## Example [Section titled “Example”](#example) This example stores the handles for executor number 201. It then uses the Dump() function to show the data for the two handles. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This saves the handles for executor 201 on the selected page. local executorHandle, pageHandle = GetExecutor(201) -- exit the function and print an error message if any of the handles are nil. if executorHandle == nil or pageHandle == nil then ErrPrintf("There is not a valid object on executor 201, please assign something and try again.") return end -- The following prints the dumps of the two handles. Printf("============ START OF EXEC DUMP =============") executorHandle:Dump() Printf("================ END OF DUMP ================") Printf("============ START OF PAGE DUMP =============") pageHandle:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetFocus() > The GetFocus Lua function returns a handle to the object that currently has focus in the UI. ## Description [Section titled “Description”](#description) The **GetFocus** Lua function returns a handle to the object that currently has focus in the UI. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the object who currently got focus. Printf("=============== START OF DUMP ===============") GetFocus():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetFocusDisplay() > The GetFocusDisplay Lua function returns a handle to the display object that currently has focus in the UI. ## Description [Section titled “Description”](#description) The **GetFocusDisplay** Lua function returns a handle to the display object that currently has focus in the UI. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the display object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the display object who currently got focus. Printf("=============== START OF DUMP ===============") GetFocusDisplay():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetObjApiDescriptor() > The GetObjApiDescriptor Lua function returns a table with a description of all the object Lua functions. These are descriptions only. The function does not have ## Description [Section titled “Description”](#description) The **GetObjApiDescriptor** Lua function returns a table with a description of all the object Lua functions. These are descriptions only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains elements with three values. * **String**:\ This is the API function name. * **String**:\ This is the description of the API arguments. * **String**:\ This is the description of the API returns. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | -------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | | — This returns information about all the Lua “object” functions. | | — GetObjApiDescriptor() returns a table with all the functions. | | — Each table element is another table with the name, argument description, and return description. | ```plaintext for key,value in ipairs(GetObjApiDescriptor()) do if value[1] ~= nil then Printf("Api " .. key .. " is: " .. value[1]) end if value[2] ~= nil then Printf("Arguments: " .. value[2]) end if value[3] ~= nil then Printf("Returns: " .. value[3]) end Printf("---------------------------------------") end ``` end ```| ``` # GetPath(string[, boolean] | integer) > The GetPath Lua function returns a string with the path of a grandMA3 folder. ## Description [Section titled “Description”](#description) The **GetPath** Lua function returns a string with the path of a grandMA3 folder. The function has two possible argument types - use one of them with each function call. ## Argument [Section titled “Argument”](#argument) * **String**:\ A text string with the folder name. * **Boolean** (optional with string):\ If this boolean is true, then the folder at the path is created if it does not exist.\ \ \- OR -\   * **Integer**:\ An integer identifying an index in the “Enum.PathType” table. | | | | -------------------------------------------------- | ------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Folder creation only works with string arguments. | ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the *first found* full path related to the provided argument. ## Example [Section titled “Example”](#example) This example prints the paths of the show folder on the system monitor twice. It demonstrates the two different input types: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This prints a path based on a string input and it creates the folder if it does not exists. Printf("Path of show files (string) is: " .. GetPath("shows", true)) -- This prints the path based on an integer. The integer is looked-up using the 'PathType' enum. Printf("Path of show files (integer) is: " .. GetPath(Enums.PathType.Showfiles)) ``` end ```| ``` # GetPathOverrideFor(string|integer, string[, boolean]) > The GetPathOverrideFor Lua function delivers a string with the path of a grandMA3 folder. The function is relevant when the path should be on a removable drive ## Description [Section titled “Description”](#description) The **GetPathOverrideFor** Lua function delivers a string with the path of a grandMA3 folder. The function is relevant when the path should be on a removable drive connected to a console. ## Argument [Section titled “Argument”](#argument) * **String**:\ A text string with the folder name. * **String**:\ The base path in a string format. * **Boolean** (optional with string):\ If this boolean is true, then the folder at the path is created if it does not exist.\ \ \- OR -\   * **Integer**:\ An integer identifying an index in the “Enum.PathType” table. * **String**:\ The base path in a string format. * **Boolean**:\ If this boolean is true, then the folder at the path is created if it does not exist. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the *first found* full path related to the provided argument. ## Example [Section titled “Example”](#example) This example prints the override path of the macro folder on the system monitor. It should be run on a console with a removable drive connected. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Set a path for the first removable media. -- Set the initial value to nil. local myBasePath = nil -- Itereate the drives and find the first 'Removeable' drive and store the path. for _, value in ipairs(Root().Temp.DriveCollect) do local driveType = value.drivetype if driveType == "Removeable" then myBasePath = value.path break end end -- If no removeable drive was found, then provide feedback and exit the function. if myBasePath == nil then ErrPrintf("No removeable drive could be found. Please insert one and try again") return end -- Get the integer for the UserMacros path type. local myPathType = Enums.PathType.UserMacros -- Gey the string for the path override. local myOverridePath = GetPathOverrideFor(myPathType, myBasePath) -- Print the returned string. Printf("The path is: " .. myOverridePath) ``` end ```| ``` # GetPathSeparator() > The GetPathSeparator function returns a string with the path separator for the operating system. ## Description [Section titled “Description”](#description) The **GetPathSeparator** function returns a string with the path separator for the operating system. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The string is a single character indicating the path separator based on the operating system. ## Example [Section titled “Example”](#example) This example prints the path separator: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --- This prints the path seperator. It is different between a Linux and macOS (/) and a Windows (\) operating system. Printf("The path seperator is " .. GetPathSeparator()) ``` end ```| ``` # GetPathType(handle[, integer]) > The GetPathType Lua function returns a string with a name for the path type. This function can be useful when importing objects. ## Description [Section titled “Description”](#description) The **GetPathType** Lua function returns a string with a name for the path type. This function can be useful when importing objects. ## Argument [Section titled “Argument”](#argument) * **Handle**:\ The handle should match the object type for which the path type is needed. * **Integer** (optional):\ The optional integer can be used to specify if the returned string should match the user path type or the system path type. See the example below.\ The Enums.PathContentType can be used, or just use **0** for the system path and **1** for the user path. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the name of the path type. ## Example [Section titled “Example”](#example) This example prints the path type name for the first macro object - if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get a handle to the first Macro. local myMacro = DataPool().Macros[1] if myMacro == nil then ErrPrintf("An error occurred, possibly because the first macro does not exist.") ErrPrintf("Please create one and try again.") return end -- Get the user name of the path type. local myPathTypeNameUser = GetPathType(myMacro, Enums.PathContentType.User) if myPathTypeNameUser ~= nil then Printf("The user name of the path type is: " .. myPathTypeNameUser) else ErrPrintf("There was an error getting the path type.") end -- Get the system name of the path type. local myPathTypeNameSystem = GetPathType(myMacro, Enums.PathContentType.System) if myPathTypeNameSystem ~= nil then Printf("The system name of the path type is: " .. myPathTypeNameSystem) else ErrPrintf("There was an error getting the path type.") end ``` end ```| ``` # GetPresetData(handle[, boolean[, boolean]]) > The GetPresetData Lua function returns a table with the preset data based on the preset handle. ## Description [Section titled “Description”](#description) The **GetPresetData** Lua function returns a table with the preset data based on the preset handle. The returned table is quite complex and has tables inside the table. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle\*\*\*\* of the preset from which the data will\*\*\*\* be collected. * **Boolean** | **nil** (optional):\ This boolean determines whether the returned table should only contain phaser data. The default value is “false”. * **Boolean** (optional):\ This boolean defines if there should be an extra object in the returned table. The default value is “true”. The extra table object has the key “by\_fixtures”, and it contains the same table content as the returned table, but the keys are the fixture ID number instead of the UI Channel Index. ## Return [Section titled “Return”](#return) * **Table** | **nil**:\ The returned table contains the preset data. It has multiple levels of tables. ## Example [Section titled “Example”](#example) This example prints information about the first level table in the preset data and the first level of the first fixture in the preset. It uses dimmer preset 1, which must exist. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the handle for the first Dimmer preset. local myPreset = DataPool().PresetPools[1][1] -- Get the Preset Data of the handle. local myPresetData = GetPresetData(myPreset, false, false) -- Check if the GetPresetData returns something. if myPresetData == nil then ErrPrintf("Dimmer preset 1 does not exist. Please create one and try again.") return end -- Print the myPresetData table. for Key, value in pairs(myPresetData) do if type(value) == "table" then Printf("Key: " .. Key .. " ; Value type is: " .. type(value)) else Printf("Key: " .. Key .. " ; Value type is: " .. type(value) .. " ; Value: " .. value) end end -- Create a table object to hold all the integer keys in the myPresetData table. local myIntegerTableKeys = {} -- Fill the table. for key,_ in pairs(myPresetData) do if type(key) == "number" then table.insert(myIntegerTableKeys, key) end end -- Sort the table table.sort(myIntegerTableKeys) -- Print the elements of the fixture with the lowest ui_channel_index in the preset. local tableIndex = myIntegerTableKeys[1] if tableIndex ~= nil then Printf("=============== TABLE CONTENT START - Table Key: " .. tableIndex .." ===============") for Key, value in pairs(myPresetData[tableIndex]) do if type(value) == "table" then Printf("Key: " .. Key .. " ; Value type is: " .. type(value)) else Printf("Key: " .. Key .. " ; Value type is: " .. type(value) .. " ; Value: " .. tostring(value)) end end Printf("================ TABLE CONTENT END - Table Key: " .. tableIndex .." ================") end ``` end ```| ``` # GetRTChannel(integer) > The GetRTChannel Lua function returns a table with information about the related RT Channel. ## Description [Section titled “Description”](#description) The **GetRTChannel** Lua function returns a table with information about the related RT Channel. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for an RT Channel. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains related numbers, tables, and handles with a named identifying key: * handle “fixture” * handle “subfixture” * handle “dmx\_channel * integer “dmx\_default” * integer “dmx\_highlight” * integer “dmx\_lowlight” * integer “ui\_index\_first” * integer “rt\_index” * integer “freq” * table “info” * table “patch” ## Example [Section titled “Example”](#example) This example prints all information related to the first RT Channel for the first fixture in the selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for the first RT Channel for the first fixture in the current selection local channelRTIndex = GetRTChannels(SelectionFirst())[1] -- Print an error message if returnd index is nil if channelRTIndex == nil then ErrPrintf("Please select a fixture and try again") return end -- Print all information about the RT Channel if it does not return nil local rtChannel = GetRTChannel(channelRTIndex) if rtChannel == nil then Printf("An RTChannel could not be found. Please try to selct a different fixture and try again.") return end Printf("================= RT CHANNEL =================") Printf("ui_index_first = " .. rtChannel["ui_index_first"]) Printf("dmx_lowlight = " .. rtChannel["dmx_lowlight"]) Printf("dmx_highlight = " .. rtChannel["dmx_highlight"]) Printf("dmx_default = " .. rtChannel["dmx_default"]) Printf("freq = " .. rtChannel["freq"]) Printf("rt_index = " .. rtChannel["rt_index"]) Printf("========== RELATED DMX CHANNEL DUMP ==========") rtChannel["dmx_channel"]:Dump() -- Handle for relevant DMX channel Printf("============ RELATED FIXTURE DUMP ============") rtChannel["fixture"]:Dump() -- Handle for relevant fixture Printf("========== RELATED SUBFIXTURE DUMP ===========") rtChannel["subfixture"]:Dump() -- Handle for relevant subfixture Printf("=================== INFO =====================") Printf("normed_phaser_time = " .. rtChannel["info"]["normed_phaser_time"]) Printf("================ INFO FLAGS ==================") Printf("group_master = " .. rtChannel["info"]["flags"]["group_master"]) Printf("additive_master = " .. rtChannel["info"]["flags"]["additive_master"]) Printf("solo = " .. rtChannel["info"]["flags"]["solo"]) Printf("highlight = " .. rtChannel["info"]["flags"]["highlight"]) Printf("lowlight = " .. rtChannel["info"]["flags"]["lowlight"]) Printf("=================== PATCH ====================") Printf("break = " .. rtChannel["patch"]["break"]) Printf("coarse = " .. rtChannel["patch"]["coarse"]) Printf("fine = " .. rtChannel["patch"]["fine"]) Printf("ultra = " .. rtChannel["patch"]["ultra"]) ``` end ```| ``` # GetRTChannelCount() > The GetRTChannelCount Lua function returns a number indicating the total amount of RT channels. ## Description [Section titled “Description”](#description) The **GetRTChannelCount** Lua function returns a number indicating the total amount of RT channels. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of RT channels. ## Example [Section titled “Example”](#example) This example prints the number of RT channels to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The number of RT channels is " .. GetRTChannelCount()) ``` end ```| ``` # GetRTChannels(integer[,boolean] OR handle[,boolean]) > The GetRTChannels Lua function returns a table with RT Channel indexes or a table with handles to the RT Channel objects. There are two different types of argum ## Description [Section titled “Description”](#description) The **GetRTChannels** Lua function returns a table with RT Channel indexes or a table with handles to the RT Channel objects. There are two different types of arguments for this function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for a (sub)fixture. * **Boolean** (Optional): * **True**:\ The returned table contains handles for RT Channel objects. * **False** (default):\ The returned table contains integers index values to the RT Channel objects. \- OR - * **Handle**:\ The handle should relate to a (sub)fixture object. * **Boolean** (Optional): * **True**:\ The returned table contains handles for RT Channel objects. * **False** (default):\ The returned table contains integers index values to the RT Channel objects. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table can be a list of RT Channel indexes or handles to the same RT Channels. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) This example prints a list of RT Channel indexes for the first fixture in the selection. It uses an index number as input: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for the first fixture in the current selection local fixtureIndex = SelectionFirst() -- Get the indexes of the RT channels local rtChannels = GetRTChannels(fixtureIndex, false) -- Print an error message if returnd table is nil if rtChannels == nil then ErrPrintf("Please select a fixture and try again") return end -- Print the table content for key,value in ipairs(rtChannels) do Printf("List index number ".. key .." : RTChannel index number = ".. value) end ``` end ````| ### Example 2 This example prints a list of RT Channel indexes and attributes for the first fixture in the selection. It uses a handle as the input: | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() -- Get a handle to the first fixture in the current selection local fixtureHandle = GetSubfixture(SelectionFirst()) if fixtureHandle == nil then ErrPrintf("Please select a fixture and try again") return end -- Creates a table of handles to the RT channels of the first selected fixture. local rtChannels = GetRTChannels(fixtureHandle, true) if rtChannels == nil then ErrPrintf("Please select a fixture and try again") return end -- Print DMX addresses of the RT Channels for the fixture for key,value in ipairs(rtChannels) do Printf("List index number ".. key .. ": RTChannel Index = %i, Coarse DMX addr. = %s, Fine DMX addr. = %s", value.INDEX, value.COARSE, value.FINE) end end ``` | ```` # GetSample(string) > The GetSample Lua function returns a number representing a percentage usage based on a string input. ## Description [Section titled “Description”](#description) The **GetSample** Lua function returns a number representing a percentage usage based on a string input. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ Only a specific list of strings can be input: * MEMORY * CPU * CPUTEMP * GPUTEMP * SYSTEMP * FANRPM ## Return [Section titled “Return”](#return) * **Number**:\ A number (float) is returned. ## Example [Section titled “Example”](#example) This example stores the different samples in a table and then prints the content of the table: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gather the sample information in a table local sample = {} sample["MEMORY"] = GetSample("MEMORY") sample["CPU"] = GetSample("CPU") sample["CPUTEMP"] = GetSample("CPUTEMP") sample["GPUTEMP"] = GetSample("GPUTEMP") sample["SYSTEMP"] = GetSample("SYSTEMP") sample["FANRPM"] = GetSample("FANRPM") -- Print the collected data Printf("Memory ; ".. sample["MEMORY"]) Printf("CPU ; ".. sample["CPU"]) Printf("CPU temperature ; ".. sample["CPUTEMP"]) Printf("GPU temperature ; ".. sample["GPUTEMP"]) Printf("System temperature ; ".. sample["SYSTEMP"]) Printf("Fan RPM ; ".. sample["FANRPM"]) ``` end ```| ``` # GetScreenContent(handle) > The GetScreenContent Lua function returns a handle to the screen content based on a provided handle to a screen configuration. ## Description [Section titled “Description”](#description) The **GetScreenContent** Lua function returns a handle to the screen content based on a provided handle to a screen configuration. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ This must be a handle to a screen configuration. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the screen content. ## Example [Section titled “Example”](#example) This example prints the data connected to the screen content handle. It uses the CurrentScreenConfig() and Dump() functions: The **CurrentScreenConfig** Lua function returns a handle to the current users’ screen configuration. Learn more in the [CurrentScreenConfig topic](/grandma3/2-3/lua_objectfree_currentscreenconfig/). # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a handle for the current screen configuration. local myCurrentScreenConfig = CurrentScreenConfig() -- Create a handle for the screen content based on the screen configuration. local myScreenContent = GetScreenContent(myCurrentScreenConfig) -- Print the Dump of the handle. Printf("=============== START OF DUMP ===============") myScreenContent:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetSelectedAttribute() > The GetSelectedAttribute Lua function returns a handle to the currently selected attribute. ## Description [Section titled “Description”](#description) The **GetSelectedAttribute** Lua function returns a handle to the currently selected attribute. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the selected attribute. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the currently selected attribute Printf("=============== START OF DUMP ===============") GetSelectedAttribute():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetShowFileStatus() > The GetShowFileStatus Lua function returns a string with the current device's show file status, for example, "NoShow", "ShowLoaded", "ShowDownloaded", "ShowSavi ## Description [Section titled “Description”](#description) The **GetShowFileStatus** Lua function returns a string with the current device’s show file status, for example, “NoShow”, “ShowLoaded”, “ShowDownloaded”, “ShowSaving”, and “DataNegotiationActive”. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the enum string from “Enums.ShowFileStatus” that matches the current status. ## Example [Section titled “Example”](#example) This example prints the current device’s show file status in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the current showfile status Printf("ShowfileStatus: "..GetShowFileStatus()) ``` end ```| ``` # GetSubfixture(integer) > The GetSubfixture Lua function returns the handle of the fixture specified by its patch index number. ## Description [Section titled “Description”](#description) The **GetSubfixture** Lua function returns the handle of the fixture specified by its patch index number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The patch index number for a fixture. This is also known as the “subfixtureindex”. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the fixture object matching the provided index number. ## Example [Section titled “Example”](#example) This example uses a fixture selection to print all the information (in the Command Line History) about the first fixture in the selection using the [](/grandma3/2-3/lua_object_dump/)Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Check for a fixture selection, by returning an index for the first fixture if (SelectionFirst()) then -- There is a fixture selection, store the index for the first fixture local fixtureIndex = SelectionFirst() -- Dump all information about the fixture Printf("=============== START OF DUMP ===============") GetSubfixture(fixtureIndex):Dump() Printf("================ END OF DUMP ================") else -- There needs to be a selection of at least one fixture Printf("Please select a fixture") end ``` end ```| ### Related Functions - [SelectionFirst](/grandma3/2-3/lua_objectfree_selectionfirst/) - [SelectionNext](/grandma3/2-3/lua_objectfree_selectionnext/) - [GetSubfixtureCount](/grandma3/2-3/lua_objectfree_getsubfixturecount/) ``` # GetSubfixtureCount() > The GetSubfixtureCount Lua function returns the total number of fixtures that are patched within the show file. ## Description [Section titled “Description”](#description) The **GetSubfixtureCount** Lua function returns the total number of fixtures that are patched within the show file. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of patched fixtures on all the stages in the show file. ## Example [Section titled “Example”](#example) This example prints the total number of patched fixtures in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext Printf('Total number of patched fixtures: %i', GetSubfixtureCount()) ``` end ```| ``` # GetTokenName(string) > The GetTokenName Lua function returns a string with the full keyword based on the short version string input or nil if there is no corresponding keyword. ## Description [Section titled “Description”](#description) The **GetTokenName** Lua function returns a string with the full keyword based on the short version string input or nil if there is no corresponding keyword. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string input should correspond to a short version of a keyword. ## Return [Section titled “Return”](#return) * **String**:\ A string with the full keyword is returned. \- OR - * **Nil**:\ If there is no corresponding keyword, then nil is returned. ## Example [Section titled “Example”](#example) This example returns the full keyword matching the short “seq” string: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a short string to be used as input local shortToken = 'seq' -- Get the full token name local tokenName = GetTokenName(shortToken) -- Print useful output if nil is not returned if tokenName ~= nil then Printf("The full version of '".. shortToken .. "' is '" .. tokenName .. "'") end ``` end ```| ``` # GetTokenNameByIndex(int) > The GetTokenNameByIndex Lua function returns a string with the keyword based on the index number provided. ## Description [Section titled “Description”](#description) The **GetTokenNameByIndex** Lua function returns a string with the keyword based on the index number provided. Each keyword is described in the [Command Syntax and Keywords section](/grandma3/2-3/command_syntax_keywords/). ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer input is the index number for a corresponding keyword. There is no apparent logic to the index number and the keyword. ## Return [Section titled “Return”](#return) * **String**:\ A string with the full keyword is returned. \- OR - * **Nil**:\ If there is no corresponding keyword, then nil is returned. ## Example [Section titled “Example”](#example) If the keyword exists, this example returns the keywords matching the first 443 index numbers: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a variable to hold the keyword string local tokenName = "" -- Print the keywords to the first 443 indexes if possible for index = 1, 443, 1 do tokenName = GetTokenNameByIndex(index) if tokenName ~= nil then Printf("Token index " .. index .. " = " .. tokenName) end end ``` end ```| ``` # GetTopModal() > The GetTopModal Lua function returns a handle for the modal at the top. Modal is the internal name for pop-ups that interrupt the system's normal operation. A m ## Description [Section titled “Description”](#description) The **GetTopModal** Lua function returns a handle for the modal at the top. Modal is the internal name for pop-ups that interrupt the system’s normal operation. A modal blocks other UI elements from being used while it is open. For example, when opening a window’s settings pop-up, it is not possible to use the command line. The settings pop-up is a modal. Modals can also be identified by the rest of the UI, which darkens a bit when it is open. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the top modal UI object if there is one. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-3/lua_object_dump/)ump() function to show information about the StagePopup selection pop-up. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Open a Modal / Pop-up. Cmd('Menu "StagePopup"') -- Add a small wait. coroutine.yield(0.5) -- Get the handle for the modal / pop-up. local modalHandle = GetTopModal() -- If there is a handle then dump all information else print en error feedback. if modalHandle ~= nil then Printf("=============== START OF DUMP ===============") modalHandle:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The Modal UI object could not be found.") end -- Close the modal / pop-up by pressing the Escape key. Keyboard(1,'press','Escape') Keyboard(1,'release','Escape') ``` end ```| ``` # GetTopOverlay() > The GetTopOverlay Lua function returns a handle for the overlay at the top of the display with the provided index number. Overlay is the internal name for what ## Description [Section titled “Description”](#description) The **GetTopOverlay** Lua function returns a handle for the overlay at the top of the display with the provided index number. Overlay is the internal name for what is called pop-ups or menus in the rest of this manual. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the top overlay UI object if there is one. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-3/lua_object_dump/)ump() function to show information about the MenuSelector pop-up - it is the one opening when pressing the [Menu key](/grandma3/2-3/key_menu/). # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Open the MenuSelector overlay. Cmd('Menu "MenuSelector') -- Add a small delay. coroutine.yield(0.5) -- Get the handle for the overlay on the display with index 1. local overlayHandle = GetTopOverlay(1) -- Add a small delay. coroutine.yield(0.5) -- Close the MenuSelector overlay. Cmd('Menu "MenuSelector') -- Check if there is a handle and print appropriate feedback. if overlayHandle ~= nil then Printf("=============== START OF DUMP ===============") overlayHandle:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The Overlay UI object could not be found.") end ``` end ```| ``` # GetUIChannelCount() > The GetUIChannelCount Lua function returns a number indicating the total amount of UI channels. ## Description [Section titled “Description”](#description) The **GetUIChannelCount** Lua function returns a number indicating the total amount of UI channels. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of UI channels. ## Example [Section titled “Example”](#example) This example prints the number of UI channels to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The number of UI channels is " .. GetUIChannelCount()) ``` end ```| ``` # GetUIChannelIndex(integer, integer) > The GetUIChannelIndex Lua function returns the index integer matching a UI channel based on two index inputs. ## Description [Section titled “Description”](#description) The **GetUIChannelIndex** Lua function returns the index integer matching a UI channel based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is the patch index of a fixture. * **Integer**:\ This integer is an attribute index (0-based). This can be found in the Attribute Definitions or by the GetAttributeIndex() Lua function. # Attribute Definition [Section titled “Attribute Definition”](#attribute-definition) Attributes are the building blocks of fixture types. The same building blocks are used throughout the console and they are what is controlled using the Encoder bar when operating fixtures. Attributes definitions describe the relation between Main Attributes and sub-attributes. Learn more in the [Attribute Definition topic](/grandma3/2-3/patch_attribute_definitions/). # GetAttributeIndex() [Section titled “GetAttributeIndex()”](#getattributeindex) The **GetAttributeIndex** Lua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. Learn more in the [GetAttributeIndex() topic](/grandma3/2-3/lua_objectfree_getattributeindex/). ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer to a channel function. ## Example [Section titled “Example”](#example) This example prints the UI channel index of the “Dimmer” attribute of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the Attribute index and UIChannel indexes local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(SelectionFirst(),attributeIndex) -- End the function if any of the index return nil if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something went wrong, maybe your first selected fixture don't have a Dimmer - Please try again") return end Printf("The UI Channel Index is " .. uiChannelIndex) ``` end ```| ``` # GetUIChannels(integer[,boolean] OR handle[,boolean]) > The GetUIChannels Lua function returns a table with UI Channel indexes or a table with handles to the UI Channel objects. There are two different types of argum ## Description [Section titled “Description”](#description) The **GetUIChannels** Lua function returns a table with UI Channel indexes or a table with handles to the UI Channel objects. There are two different types of arguments for this function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for a (sub)fixture. * **Boolean** (Optional): * **True**:\ The returned table contains handles for UI Channel objects. * **False** (default):\ The returned table contains integer index values to the UI Channel objects. \- OR - * **Handle**:\ The handle should relate to a (sub)fixture object. * **Boolean** (Optional): * **True**:\ The returned table contains handles for UI Channel objects. * **False** (default):\ The returned table contains integer index values to the UI Channel objects. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table can be a list of UI Channel indexes or handles to the same UI Channel indexes. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) This example prints a list of UI Channel indexes for the first fixture in the selection. It uses an index number as input: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Creates a table of indexes of the UI channels of the first selected fixture. local uiChannels = GetUIChannels(SelectionFirst()) if uiChannels == nil then ErrPrintf("Please select a fixture and try again") return end for key,value in ipairs(uiChannels) do Printf("List index number ".. key .. " : UIChannel Index = " .. value) end ``` end ````| ### Example 2 This example prints a list of UI Channel indexes and attributes for the first fixture in the selection. It uses a handle as the input: | | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() local fixtureHandle = GetSubfixture(SelectionFirst()) -- Creates a table of handles to the UI channels of the first selected fixture. local uiChannels = GetUIChannels(fixtureHandle, true) if uiChannels == nil then ErrPrintf("Please select a fixture and try again") return end for key,value in pairs(uiChannels) do Printf("List index number ".. key .. ": UIChannel Index = %i, (Sub)Attribute = %s", value.INDEX-1, value.SUBATTRIBUTE) end end ``` | ```` # GetUIObjectAtPosition(integer, table) > The GetUIObjectAtPosition Lua function returns the handle of the UI Object at a specified position on a specified display. ## Description [Section titled “Description”](#description) The **GetUIObjectAtPosition** Lua function returns the handle of the UI Object at a specified position on a specified display. ## Argument [Section titled “Argument”](#argument) * **Integer**:\ The integer should be the index number of the display with the UI object. * **Table**:\ The table must have two elements with the following keys: * x: This is the X position on the display. The value must be a number indicating the desired pixel position. It is counted from the left side of the display. * y: This is the Y position on the display. The value must be a number indicating the desired pixel position. It is counted from the top of the display. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ If a UI object is at the provided position, then the handle to the object is returned. Otherwise, it returns nil. ## Example [Section titled “Example”](#example) This example prints the Dump of the UIObject at a specific position on display 1. It also uses the DrawPointer function to draw a red pointer at the position. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). The DrawPointer function draws a red pointer at a display. Learn more about it in the [DrawPointer() topic](/grandma3/2-3/lua_objectfree_drawpointer/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for "Display 1" local displayIndex = GetDisplayCollect()["Display 1"].INDEX -- Create a table with X and Y position local positionTable = {} positionTable.x = 1000 positionTable.y = 500 -- Get the UI object handle local uiObjectAtPositionHandle = GetUIObjectAtPosition(displayIndex,positionTable) -- Dump all information about the display with the index number if not nil if uiObjectAtPositionHandle == nil then Printf("The returned value was not a valid handle.") return end -- Draw a pointer at the posiiton for 5 seconds DrawPointer(displayIndex,positionTable,5000) --Dump of the UIObject Printf("=============== START OF DUMP ===============") uiObjectAtPositionHandle:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetVar(handle, string) > The GetVar Lua function returns the value of a specific variable in a set of variables. To learn more about the variables in plugins, look at the Variable Funct ## Description [Section titled “Description”](#description) The GetVar Lua function returns the value of a specific variable in a set of variables. To learn more about the variables in plugins, look at the [Variable Functions](/grandma3/2-3/lua_variables/) topic. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Value**:\ This is the value of the variable. If the variable does not exist, then nil is returned. ## Example [Section titled “Example”](#example) This example returns the value of a variable called “myUserVar” in the set of user variables if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the value from a user variable called "myUserVar" - assuming it already exists local varValue = GetVar(UserVars(), "myUserVar") -- Print en error feedback or the value of the variable if varValue == nil then Printf("Variable returns nothing!") else Printf("Variable value is: " .. varValue) end ``` end ```| ``` # GlobalVars() > The GlobalVars function returns a handle to the set of global variables. Read more about these in the Variables topic in the Macro section. ## Description [Section titled “Description”](#description) The GlobalVars function returns a handle to the set of global variables. Read more about these in the [Variables](/grandma3/2-3/macro_variables/) topic in the Macro section. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of global variables. ## Example [Section titled “Example”](#example) This example sets, gets, and deletes a global variable: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores a local Lua variable with the handle for the global variable set. local variableSet = GlobalVars() -- Sets a global variable with an integer value using the SetVar() function. SetVar(variableSet, "myGlobalVar", 42) -- Prints the global variable using the GetVar() function. Printf("The value of myGlobalVar is: " .. GetVar(variableSet, "myGlobalVar")) -- Deletes the global variable using the DelVar() function. DelVar(variableSet, "myGlobalVar") ``` end ```| ``` # HandleToInt(handle) > The HandleToInt Lua function converts a handle into an integer format. ## Description [Section titled “Description”](#description) The **HandleToInt** Lua function converts a handle into an integer format. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of the object. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer is the handle converted to an integer. ## Example [Section titled “Example”](#example) This example prints the handle integer number for the selected sequence. It also converts the integer back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The integer number for the handle of the selected sequence: %i", HandleToInt(SelectedSequence())) ``` end ```| ``` # HandleToStr(handle) > The HandleToStr Lua function converts a handle into a string in a hexadecimal number format. ## Description [Section titled “Description”](#description) The **HandleToStr** Lua function converts a handle into a string in a hexadecimal number format. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of the object. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the handle number converted to a hexadecimal format. ## Example [Section titled “Example”](#example) This example prints the handle hex number for the selected sequence. It also converts the string back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The string (in hex format with 'H#' in front) for the handle of the selected sequence: %s",HandleToStr(SelectedSequence())) ``` end ```| ``` # HookObjectChange(function, handle, handle[, handle]) > The HookObjectChange Lua function automatically calls a function when a grandMA3 object changes. ## Description [Section titled “Description”](#description) The **HookObjectChange** Lua function automatically calls a function when a grandMA3 object changes. ## Arguments [Section titled “Arguments”](#arguments) * **Function**:\ This must be the name of a function. This function is triggered every time the provided grandMA3 object changes. * **Handle**:\ This is the handle for the grandMA3 objects that should be monitored for changes. The triggered function passes this handle on as the first argument. * **Handle**:\ The handle must be for the plugin creating this HookObjectChange - it is the handle for “this” plugin. * **Handle** (optional):\ This optional handle is for an object that will be passed on to the triggered function (as the third argument). ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer identifying the hook. This can be saved to unhook the object later. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See also these related functions: [DumpAllHooks](/grandma3/2-3/lua_objectfree_dumpallhooks/), [Unhook](/grandma3/2-3/lua_objectfree_unhook/), [UnhookMultiple](/grandma3/2-3/lua_objectfree_unhookmultiple/). | ## Example [Section titled “Example”](#example) To call a function every time the content of the sequence pool changes, create a plugin with this code: | | | --------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | — Get the handle to this Lua component. | | local luaComponentHandle = select(4,…) | function Main() — Get a handle to the sequence pool. local hookObject = DataPool().Sequences — Get a handle to this plugin. local pluginHandle = luaComponentHandle:Parent() — Create the hook and save the Hook ID. SequenceHookId = HookObjectChange(MySequencePoolCallback, hookObject, pluginHandle) — Print the returned Hook ID. Printf(“HookId: ” .. SequenceHookId) end — This function is called when there are changes in the sequence pool. function MySequencePoolCallback(obj) Printf(tostring(obj.name) .. ” changed!”) end return Main ```| ``` # HostOS() > The HostOS Lua function returns a string with the type of operating system of the device where the plugin is executed (for instance, "Windows", "Linux", or "Mac ## Description [Section titled “Description”](#description) The **HostOS** Lua function returns a string with the type of operating system of the device where the plugin is executed (for instance, “Windows”, “Linux”, or “Mac”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the operating system of the grandMA3 hardware or grandMA3 onPC computer. ## Example [Section titled “Example”](#example) This example prints the operating system of the device in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostOS is "..HostOS()) ``` end ```| ``` # HostSubType() > The HostSubType Lua function returns a string with the host sub type of the station where the plugin is executed (for example, "FullSize", "Light", "RPU", "onPC ## Description [Section titled “Description”](#description) The **HostSubType** Lua function returns a string with the host sub type of the station where the plugin is executed (for example, “FullSize”, “Light”, “RPU”, “onPCRackUnit”, “Undefined”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the host sub-type of the device. ## Example [Section titled “Example”](#example) This example prints the host sub-type of the station in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostSubType is "..HostSubType()) ``` end ```| ``` # HostType() > The HostType Lua function returns a string with the host type of the device where the plugin is executed (for example, "Console" or "onPC"). ## Description [Section titled “Description”](#description) The **HostType** Lua function returns a string with the host type of the device where the plugin is executed (for example, “Console” or “onPC”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the host type of the device. ## Example [Section titled “Example”](#example) This example prints the host type of the device in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostType is "..HostType()) ``` end ```| ``` # Import(string) # IncProgress(handle, integer) # IntToHandle(integer) > The IntToHandle Lua function converts an integer number into a handle. The integer needs to correlate with an actual handle. The **IntToHandle** Lua function converts an integer number into a handle. The integer needs to correlate with an actual handle. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer that correlates to an object’s handle. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle of the object correlates with the integer. ## Example [Section titled “Example”](#example) This example prints the handle integer number for the selected sequence. It also converts the integer back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Convert the handle of the currently selected sequence to an integer local handleInt = HandleToInt(SelectedSequence()) -- Print the handle integer Printf("The handle integer number of the selected sequence: %i", HandleToInt(SelectedSequence())) -- Convter the integer back to a hanndle and use it to get the sequence name Printf("The name of the selected sequence is: %s", IntToHandle(handleInt).name) ``` end ```| ``` # IsClassDerivedFrom(string, string) > The IsClassDerivedFrom Lua function returns a boolean indicating if a class is derived from a different class. ## Description [Section titled “Description”](#description) The **IsClassDerivedFrom** Lua function returns a boolean indicating if a class is derived from a different class. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string needs to be the name of the class that might be derived from a different class. * **String**:\ This string needs to be the name of the class that might be the base class. ## Return [Section titled “Return”](#return) * **Boolean**:\ The returned boolean indicates if the class is derived from the base class. ## Example [Section titled “Example”](#example) This example checks if a class is derived from a different class and returns useful feedback. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Set the value of the two strings. local derivedName = "World" local baseName = "Group" -- Check if the derivedName is the name of a class derived from the baseName class. local isDerived = IsClassDerivedFrom(derivedName, baseName) -- Provide feedback. if isDerived then Printf(derivedName .. " is derived from " .. baseName) else Printf(derivedName .. " is not derived from " .. baseName) end ``` end ```| ``` # IsObjectValid(handle) > The IsObjectValid function returns a boolean true or nil depending on whether the supplied argument is a valid object. ## Description [Section titled “Description”](#description) The **IsObjectValid** function returns a boolean true or nil depending on whether the supplied argument is a valid object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The argument should be the handle to a possible object. ## Return [Section titled “Return”](#return) * **Boolean or nil**:\ The returned value is a boolean True if the handle is a valid object or it returns nil if it is not a valid object. ## Example [Section titled “Example”](#example) This example below examines if “Root()” is a valid object and prints meaningful feedback: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Create a variable with the possible object local myObject = Root() --Check if it is an object local myReturn = IsObjectValid(myObject) --Print the result if myReturn == nil then ErrPrintf("It is not a valid object") else Printf("It is an object") end ``` end ```| ``` # KeyboardObj() > The KeyboardObj function returns the handle to the first found keyboard object. ## Description [Section titled “Description”](#description) The **KeyboardObj** function returns the handle to the first found keyboard object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the keyboard object. ## Example [Section titled “Example”](#example) This example prints the information of the keyboard object. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the KeyboardObj object Printf("=============== START OF DUMP ===============") KeyboardObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # MasterPool() > The MasterPool Lua function returns the handle to the masters. ## Description [Section titled “Description”](#description) The **MasterPool** Lua function returns the handle to the masters. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the pool of masters. ## Example [Section titled “Example”](#example) This example prints the information of the MasterPool object. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the MasterPool object Printf("=============== START OF DUMP ===============") MasterPool():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # MessageBox(table) > The MessageBox Lua function is used to create pop-up message boxes. These can be simple or complex information pop-ups with many different options and user inpu ## Description [Section titled “Description”](#description) The MessageBox Lua function is used to create pop-up message boxes. These can be simple or complex information pop-ups with many different options and user inputs. The message box contains multiple elements that must be defined in a table. This table is the single input argument to the function. The elements in the message box are displayed in alphabetical order. This function is part of the User Interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The input to the function must be formatted as a table using key-value pairs. The needed elements have default values that will be used if not overwritten. The values can be defined in any order if the key is defined.\ The table can have the following elements: * **title**:\ This is the title of the pop-up message box. * **titleTextColor**:\ This is the text color for the title text. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **backColor**:\ This is the color of the frame or border of the pop-up. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **icon**:\ This is an icon that can be shown in the upper left corner of the pop-up. The value can be an integer or a string that refers to the number or name of a texture image (without the file format).\ The icons can be listed by navigating to the texture folder ChangeDestination GraphicsRoot/TextureCollect/Textures and then doing a List command.\ This shows a long list with numbers and names of all the textures in the Command Line History window. * **message**:\ This message text string is displayed in the main part of the pop-up. A new line can be created by adding a “\n” in the text. * **messageTextColor**:\ This is the text color for the message text. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **autoCloseOnInput**:\ This option defines if a Please (or Enter) from an input field closes the message box pop-up. The default value is **true**. Setting this to **false** keeps the message box open until it is explicitly closed. See example 5 below. * **timeout**:\ The timeout value is an integer that indicates how long the message box is displayed in milliseconds. It will show a countdown timer at the top of the message area. When the countdown runs out, it will close the pop-up.\ When the timeout closes the pop-up, it returns a **success** element with a **true** value (see more about the return below). It was closed “normally”. * **timeoutResultCancel**:\ This element can change the return to mimic a cancel of the pop-up, which returns a **false** instead of a **true** for the **success** element. * **timeoutResultID**:\ When the timeout closes the pop-up with the **success** value = **true**, a special return result can be defined using this, for instance, setting the value to 99 - then 99 is returned when the message box is closed by the timeout. * **commands**:\ The commands are buttons at the bottom of the message box pop-up. The input here is a table of objects using the following structure: * **value**:\ This integer value will be returned as the result value - see more about the return below. * **name**:\ This is a string which will be shown on the button. * **inputs**:\ The inputs are user input fields where text or numbers can be input. The input fields will be displayed in alphabetical order.\ The input fields are defined using an table with the following structure (see example 5 below): * **name**:\ This is a string value - the text will be shown as a label for the input field. * **value**:\ This is a string value - it is a default input value for the input field. * **blackfilter**:\ This is a string value - it defines input characters that are not allowed. * **whitefilter**:\ This is a string value - it defines which input characters are allowed. * **vkPlugin**:\ This is a string value - it is the name of the input pop-up, which is opened if the on-screen keyboard icon (![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png)) is tapped in the pop-up. Example 5 below has a list of possible vkPlugin values. * **maxTextLength**:\ This is an integer value - it defines the maximum number of characters for the input. * **states**:\ The states are buttons in the pop-up. State buttons have a small checkbox and can have a true or false state. The buttons will be displayed in alphabetical order.\ The buttons are defined using a table with the following structure (see example 4 below): * **name**:\ This is a string value - the text will be shown on the button. * **state**:\ This is the initial state of the button checkbox. * **selectors**:\ Selector buttons are two different types of buttons. Each type can have a selected value based on a list of available values. The two types are **Swipe** button (type 0) and **Radio** button (type 1).\ The buttons are defined in a table with the following structure: * **name**:\ This is a string value - the text will be shown on the button (swipe button) or as a label above the buttons (radio buttons). * **selectedValue**:\ This is an integer value - it defines the default selected value * **type**:\ This is an integer value - it defines the type of selector button. The options are: * **0**:\ This defines the button as a swipe button. * **1**:\ This defines the button as a radio button. * **values**:\ This is another table containing the different values available for the selector button. Each value element in the table has the following structure: \[“string”]=integer\ The string is the name displayed for the value. The integer is the value returned and the one used for **selectedValue** (see above). See example 6 below for an example of use. The table can contain some or all of the elements described above. The colors mentioned above can be a string or number value. It refers to a defined UI Color in the color theme, for instance, **“Global.Text”** or **1.27**. See more in the [Color Theme topic](/grandma3/2-3/ws_colors_color_theme/). A message box pop-up should have at least a title, message, and \_either \_a timeout *or* some basic command buttons. See the first three examples below. ## Return [Section titled “Return”](#return) * **Table**:\ The return from a message box pop-up is formatted in a table. The returned table adjusts to match the elements of the message box. For instance, if there are selection buttons in the message box, then there is another table inside the result table containing the return from the selection buttons. See the examples for details on how to retrieve the results. The table can contain the following elements: * **success**:\ This is a boolean - it returns true if the message box was closed by tapping a command button or by a timeout (see **timeoutResultCancel** above for exceptions). * **result**:\ This is an integer - it returns the value of the tapped command button or the timeout result ID. * **inputs** (only if the message box has inputs fields):\ This is a table with a list of the input fields’ name and string value in a key-value pair table. * **states** (only if the message box has state buttons):\ This is a table with a list of the state buttons’ name and boolean value in a key-value pair table. * **selectors** (only if the message box has selector buttons):\ This is a table with a list of the selector buttons’ name and integer value in a key-value pair table. An error is thrown if the message box does not have inputs, states, and selectors, but the script tries to use the table elements. See the examples to see how to extract the results. ## Examples [Section titled “Examples”](#examples) There are six different examples demonstrating different elements of the message box. The elements can be combined, but the examples highlight different functions. ### Example 1 [Section titled “Example 1”](#example-1) A simple message box pop-up that shows a single confirm button: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This creates a small pop-up with a single button. local returnTable = MessageBox( { title = "Please confirm This", commands = {{value = 1, name = "Confirm"}} } ) -- Print the content of the returned table. Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) ``` end ````| ### Example 2 This example opens a pop-up with some text and two command buttons: | | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is the title", message = "This is a message\nThat can have multiple lines", commands = defaultCommandButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) end ``` | ### Example 3 This example displays a message box for 3 seconds and then closes itself: | | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- This variable contains the table used as argument for the messagebox local messageTable = { title = "Do not worry", message = "This message will self destruct\nGoodbye!", timeout = 3000, timeoutResultCancel = false, timeoutResultID = 99, } -- This creates the messagebox pop-up and store the return table in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) end ``` | ### Example 4 This example adds state buttons to the message box. The buttons are added to a table for a better overview. | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with three state buttons -- The buttons will be displayed alphabetically in the pop-up local stateButtons = { {name = "State B", state = false}, {name = "State A", state = false}, {name = "New State", state = false} } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is state buttons", message = 'Toggle the states and click "Ok"', commands = defaultCommandButtons, states = stateButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the state of the stateButtons for name,state in pairs(returnTable.states) do Printf("State '%s' = '%s'",name,tostring(state)) end end ``` | ### Example 5 This example shows the input fields. | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with three input fields -- The fields will be displayed alphabetically in the pop-up based on name local inputFields = { {name = "Numbers Only", value = "1234", whiteFilter = "0123456789", vkPlugin = "NumericInput"}, {name = "Text Only", value = "abcdef", blackFilter = "0123456789"}, {name = "Maximum 10 characters", value = "", maxTextLength = 10} } -- Possible vkPlugin values: -- - "TextInput" : same as default - standrd on-screne keyboard -- - "TextInputNumOnly" : text input but only with number buttons -- - "TextInputNumOnlyRange" : text input but only with number and related range buttons -- - "TextInputTimeOnly" : text input styled for time input - includes buttons for time values -- - "NumericInput" : general number input -- - "CueNumberInput" : number input styled for cue number -- - "RelCueNumberInput" : number input with the relative "delta" button -- - "IP4Prefix" : designed for inputting an IPv4 address allowing CIDR notation -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is input fields", message = 'Change the values in the input fields and click "Ok"', commands = defaultCommandButtons, inputs = inputFields, autoCloseOnInput = false } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the values of the input fields for name,value in pairs(returnTable.inputs) do Printf("Input '%s' = '%s'",name,tostring(value)) end end ``` | ### Example 6 This example shows the different selector buttons. | | | 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| | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with selector buttons -- The buttons will be displayed alphabetically in the pop-up based on name local selectorButtons = { { name="Swipe Selector", selectedValue=1, type=0, values={["Swipe1"]=1,["Swipe2"]=2}}, { name="Radio Selector", selectedValue=2, type=1, values={["Radio1"]=1,["Radio2"]=2}}, { name="Another Radio", selectedValue=3, type=1, values={["Radio3"]=3,["Radio4"]=4}} } -- State button to show grouping with swipe Selector button local stateButton = { {name = "State Button", state = false}, } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is input fields", message = 'Change the values in the input fields and click "Ok"', commands = defaultCommandButtons, states = stateButton, selectors = selectorButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the values of the selection buttons for name,value in pairs(returnTable.selectors) do Printf("Input '%s' = '%s'",name,tostring(value)) end -- Print a list with the state of the stateButton for name,state in pairs(returnTable.states) do Printf("State '%s' = '%s'",name,tostring(state)) end end ``` | ```` # MouseObj() > The MouseObj function returns the handle to the first found mouse object. ## Description [Section titled “Description”](#description) The **MouseObj** function returns the handle to the first found mouse object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the mouse object. ## Example [Section titled “Example”](#example) This example prints the information of the mouse object. Is uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the MouseObj object Printf("=============== START OF DUMP ===============") MouseObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # NeedShowSave() > The NeedShowSave Lua function returns a boolean indicating if there are unsaved changes to the showfile. ## Description [Section titled “Description”](#description) The **NeedShowSave** Lua function returns a boolean indicating if there are unsaved changes to the showfile. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Boolean**:\ The boolean returns True if there are unsaved changes to the show file. False indicates that the show file has not changed since the last save. These indications do not include changes to the playback state of the show. ## Example [Section titled “Example”](#example) This example prints feedback indicating if the show file should be saved or not. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Check if the show should be saved. if NeedShowSave() then Printf("You should save your showfile.") else Printf("You do not need to save your showfile.") end ``` end ```| ``` # Patch() > The Patch Lua function returns a handle to the patch object. ## Description [Section titled “Description”](#description) The **Patch** Lua function returns a handle to the patch object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the patch. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the patch object Printf("=============== START OF DUMP ===============") Patch():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Printf(string) > The Printf Lua function prints a string in the Command Line History and System Monitor. ## Description [Section titled “Description”](#description) The Printf Lua function prints a string in the Command Line History and System Monitor. # Command Line History [Section titled “Command Line History”](#command-line-history) The **Command Line History** window shows feedback from the system based in the user input. Learn more in the [Command Line History topic](/grandma3/2-3/ws_ui_command_line/). # System Monitor [Section titled “System Monitor”](#system-monitor) The **System Monitor** window shows what is happening at the station. This includes feedback on user commands. It is a log of the different things happening in the background. It also shows warnings, errors, and changes to the system. Learn more in the [System Monitor topic](/grandma3/2-3/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the Command Line History. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “Hello World!” in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Hello World!") ``` end ```| ``` # Programmer() > The Programmer Lua function references the current programmer object. ## Description [Section titled “Description”](#description) The **Programmer** Lua function references the current programmer object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Programmer object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-3/lua_object_dump/)Dump() function on the programmer object: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dumps information about the programmer object. Printf("=============== START OF DUMP ===============") Programmer():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ProgrammerPart() > The ProgrammerPart Lua function references the current programmer part object. ## Description [Section titled “Description”](#description) The **ProgrammerPart** Lua function references the current programmer part object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the programmer part object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-3/lua_object_dump/)Dump() function on the programmer part object: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dumps information about the current programmer part object. Printf("=============== START OF DUMP ===============") ProgrammerPart():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Pult() > The Pult Lua function returns a handle to the current "Pult" object at position Root/GraphicsRoot/PultCollect. The "Pult" object contains display and device inf ## Description [Section titled “Description”](#description) The **Pult** Lua function returns a handle to the current “Pult” object at position Root/GraphicsRoot/PultCollect. The “Pult” object contains display and device information. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the pult object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The following prints the dump for the pult object Printf("=============== START OF DUMP ===============") Pult():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ReleaseType() > The ReleaseType Lua function returns a string with the type of release for the MA software. All the software versions available from MA Lighting will return "Re ## Description [Section titled “Description”](#description) The ReleaseType Lua function returns a string with the type of release for the MA software. All the software versions available from MA Lighting will return “Release”. Internally and during development, there can be other release types. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the release type of the grandMA3 software. ## Example [Section titled “Example”](#example) This example prints the release type in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The ReleaseType is "..ReleaseType()) ``` end ```| ``` # Root() > The Root Lua function returns a handle to the object at the root position. ## Description [Section titled “Description”](#description) The **Root** Lua function returns a handle to the object at the root position. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Root object. Example This simple example prints the information of the Root object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The following prints the dump for the root object Printf("=============== START OF DUMP ===============") Root():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedFeature() > The SelectedFeature Lua function returns the handle of the selected feature. ## Description [Section titled “Description”](#description) The **SelectedFeature** Lua function returns the handle of the selected feature. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected feature. ## Example [Section titled “Example”](#example) This example prints all information about the selected feature in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected feature object Printf("=============== START OF DUMP ===============") SelectedFeature():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedLayout() > The SelectedLayout Lua function returns the handle of the selected layout. ## Description [Section titled “Description”](#description) The **SelectedLayout** Lua function returns the handle of the selected layout. Layouts are two-dimensional drafts where it is possible to arrange fixtures, macros, groups, and other pool objects. Learn more in the [Layout topics](/grandma3/2-3/layouts/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected layout. ## Example [Section titled “Example”](#example) This example prints all information about the selected layout in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected layout object Printf("=============== START OF DUMP ===============") SelectedLayout():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedSequence() > The SelectedSequence Lua function returns the handle of the selected sequence. ## Description [Section titled “Description”](#description) The **SelectedSequence** Lua function returns the handle of the selected sequence. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected sequence. ## Example [Section titled “Example”](#example) This example prints all information about the selected sequence in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected sequence object Printf("=============== START OF DUMP ===============") SelectedSequence():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedTimecode() > The SelectedTimecode Lua function returns the handle of the selected timecode object. ## Description [Section titled “Description”](#description) The **SelectedTimecode** Lua function returns the handle of the selected timecode object. The selected timecode object is the Timecode show currently selected in the Timecodes pool. Learn more in the [Timecodes topics](/grandma3/2-3/timecode/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected timecode object. ## Example [Section titled “Example”](#example) This example prints all information about the selected timecode show in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected timecode object local myTimecodeShow = SelectedTimecode() if myTimecodeShow ~= nil then Printf("=============== START OF DUMP ===============") myTimecodeShow:Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # SelectedTimer() > The SelectedTimer Lua function returns the handle of the selected timer object. ## Description [Section titled “Description”](#description) The **SelectedTimer** Lua function returns the handle of the selected timer object. The selected timer object is the Timer currently selected in the Timers pool. Timers are stopwatch and timers that can be used to measure time. Learn more in the [Timers topics](/grandma3/2-3/timers/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected timer object. ## Example [Section titled “Example”](#example) This example prints all information about the selected timer in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected timer object local myTimer = SelectedTimer() if myTimer ~= nil then Printf("=============== START OF DUMP ===============") myTimer:Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # Selection() > The Selection Lua function returns a handle to the object holding the current selection of fixtures. ## Description [Section titled “Description”](#description) The Selection Lua function returns a handle to the object holding the current selection of fixtures. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Selection object. ## Example [Section titled “Example”](#example) This example prints the information of the Selection object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the selection Printf("=============== START OF DUMP ===============") Selection():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectionCount() > The SelectionCount Lua function returns a number indicating the total amount of currently selected fixtures. ## Description [Section titled “Description”](#description) The **SelectionCount** Lua function returns a number indicating the total amount of currently selected fixtures. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of fixtures in the current selection.\ If there is no selection, then it returns 0. ## Example [Section titled “Example”](#example) This example prints the number of fixtures in the current selection to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf('Number of fixtures in the current selection: %i', SelectionCount()) ``` end ```| ``` # SelectionFirst() > The SelectionFirst Lua function returns a set of integers for the selection's first fixture. It is the patch index number and the XYZ grid values in the selecti ## Description [Section titled “Description”](#description) The **SelectionFirst** Lua function returns a set of integers for the selection’s first fixture. It is the patch index number and the XYZ grid values in the selection grid. It is not required to use all four returned integers, but they are returned in order. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned number is the patch index of the first fixture in the current selection. It is not the FID or CID. The index is 0-based. * **Integer**:\ The returned number is the current position on the X-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Y-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Z-axis in the selection grid. The selection grid is 0-based. ## Example [Section titled “Example”](#example) This example prints the returned numbers of the first fixture in the selection, to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store the return in a local variable local fixtureIndex, gridX, gridY, gridZ = SelectionFirst(); -- Cancel the plugin if no fixture is selected assert(fixtureIndex,"Please select a fixture and try again."); -- Print the index number of the first fixture in the selection Printf("First selected fixture has index number: "..fixtureIndex .." and gridX value: "..gridX .." and gridY value: "..gridY .." and gridZ value: "..gridZ); ``` end ```| ### Related Functions - [SelectionNext](/grandma3/2-3/lua_objectfree_selectionnext/) - [GetSubfixture](/grandma3/2-3/lua_objectfree_getsubfixture/) - [GetSubFixtureCount](/grandma3/2-3/lua_objectfree_getsubfixturecount/) ``` # SelectionNext() > The SelectionNext function returns a set of integers for the next fixture in a selection based on the index number input as an argument. It is the index number ## Description [Section titled “Description”](#description) The SelectionNext function returns a set of integers for the next fixture in a selection based on the index number input as an argument. It is the index number in the patch and the XYZ grid values in the selection grid. It is not required to use all four returned integers, but they are returned in order. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The index number is used to find the next fixture. The index number needs to be part of the current selection. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned number is the patch index of the first fixture in the current selection. It is not the FID or CID. The index is 0-based. * **Integer**:\ The returned number is the current position on the X-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Y-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Z-axis in the selection grid. The selection grid is 0-based ## Example [Section titled “Example”](#example) This example prints the patch index number and grid positions of all the fixtures in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store the return in a local variable local fixtureIndex, gridX, gridY, gridZ = SelectionFirst() -- Cancel the plugin if no fixture is selected assert(fixtureIndex,"Please select a (range of) fixture(s) and try again.") -- Loop that prints the index and gridpositions of all the fixtures in the selection while fixtureIndex do Printf('The fixture has index number: %i and gridposition %i / %i / %i', fixtureIndex, gridX, gridY, gridZ); -- Here is SelectionNext actually used to find the next fixture in the selection fixtureIndex, gridX, gridY, gridZ = SelectionNext(fixtureIndex) end ``` end ```| ### Related Functions - [SelectionFirst](/grandma3/2-3/lua_objectfree_selectionfirst/) - [GetSubfixture](/grandma3/2-3/lua_objectfree_getsubfixture/) - [GetSubfixtureCount](/grandma3/2-3/lua_objectfree_getsubfixturecount/) ``` # SerialNumber() > The SerialNumber Lua function returns the serial number of the grandMA3 hardware or grandMA3 onPC. ## Description [Section titled “Description”](#description) The **SerialNumber** Lua function returns the serial number of the grandMA3 hardware or grandMA3 onPC. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the serial number of the grandMA3 hardware or grandMA3 onPC. ## Example [Section titled “Example”](#example) This example prints the serial number in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Serial number: " .. SerialNumber()) ``` end ```| ``` # SetBlockInput(boolean) > The SetBlockInput function is an internal function used during the system tests. It stops input from USB-connected keyboards and mouse. The built-in keyboard on ## Description [Section titled “Description”](#description) The **SetBlockInput** function is an internal function used during the system tests. It stops input from USB-connected keyboards and mouse. The built-in keyboard on some models is internally connected using a USB connection, which is also blocked by this function. The block affects the station where the function is executed. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Should the station be blocked and cannot be unblocked using a new Lua command, then pressing the keyboard keys A, S, D, and F simultaneously unblock the input again. | ## Arguments [Section titled “Arguments”](#arguments) * **Boolean**:\ The boolean indicates if the stations’ input should be blocked or unblocked. * **true** (or 1): The station input is blocked. * **false** (or 0): The station input is unblocked. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example blocks mouse and keyboard input for 10 seconds: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Set a variable for yield time in seconds yieldTime = 10 -- Set the block to true SetBlockInput(true) -- Wait the [yieldtime] coroutine.yield(yieldTime) -- Unblock the station SetBlockInput(false) ``` end ```| ``` # SetLED(handle,table) > The SetLED Lua function sends a table with a set of LED brightness values to an MA3Module. After around two seconds, the system automatically sets the LED value ## Description [Section titled “Description”](#description) The **SetLED** Lua function sends a table with a set of LED brightness values to an MA3Module. After around two seconds, the system automatically sets the LED values to what it believes it should be. Below the example is a table listing all the grandMA3 hardware modules and which index number matches which LED on the hardware module. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Setting a value above 0 for a table index number not connected to an LED can cause the module to crash and reboot | ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ This function does not accept any arguments. * **Table:**\ The table should be an indexed table with a set of integer values. The value range is from 0 to 255. This range indicates a brightness level. A special value of “-1” is used to release the LED to the system. The table should contain 1024 indexes. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets the LEDs on encoder 1 to green on a full-size console: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create the LED table local myLedTable = {} -- Fill the table with default "release" value for index=1,256 do myLedTable[index] = -1; end -- Set values in the table -- Encoder_inside1 = green myLedTable[7] = 0 myLedTable[10] = 255 myLedTable[22] = 0 -- Encoder_outside1 = green myLedTable[8] = 0 myLedTable[11] = 255 myLedTable[23] = 0 -- Get the handle for the MasterModule on a console local usbDeviceHandle = Root().UsbNotifier.MA3Modules["UsbDeviceMA3 2"] -- Set the values for the LEDs SetLED(usbDeviceHandle, myLedTable) ``` end ```| ## Hardware Modules LED Table This table provides a list of index numbers (indexed from 1). The numbers are matched with elements on the three different kinds of hardware modules that are relevant. Notice that the naming here comes from the internal hardware definition and might not match exactly the print on the keys or the official name. | Index | grandMA3 Master Module(MM) | grandMA3 Fader Module Encoder(MFE) | grandMA3 Fader Module Crossfader(MFX) | | ----- | ---------------------------- | ---------------------------------- | ------------------------------------- | | 0 |   |   |   | | 1 | ENCODER\_INSIDE4 Red | Executor 108 Button | Executor 108 Button | | 2 | ENCODER\_OUTSIDE3 Red | Executor 110 Button | Executor 110 Button | | 3 | ENCODER\_INSIDE2 Red | Executor 211 Button | Executor 211 Button | | 4 | EXEC\_GrandKnob Red | Executor 212 Button | Executor 212 Button | | 5 | MENU | Executor 213 Button | Executor 213 Button | | 6 | ENCODER\_OUTSIDE2 Red | Executor 214 Button | Executor 214 Button | | 7 | ENCODER\_INSIDE1 Red | Executor 215 Button | Executor 215 Button | | 8 | ENCODER\_OUTSIDE1 Red | Executor 209 Button | XFade1Btn Knob Red | | 9 | EXEC\_GrandKnob  Green | Executor 210 Button | XFade2Btn Knob Red | | 10 | ENCODER\_INSIDE1 Green | Executor 208 Button | Executor 209 Button | | 11 | ENCODER\_OUTSIDE1 Green | Executor 115 Button | Executor 210 Button | | 12 | ENCODER\_INSIDE2 Green | Executor 114 Button | Executor 208 Button | | 13 | ENCODER\_OUTSIDE2 Green | Executor 113 Button | XFade1Btn Knob Green | | 14 | ENCODER\_INSIDE3 Green | Executor 112 Button | XFade2Btn Knob Green | | 15 | ENCODER\_OUTSIDE3 Green | Executor 207 Button | DEF\_GO | | 16 | ENCODER\_INSIDE4 Green | Executor 206 Button | Executor 115 Button | | 17 | ENCODER\_OUTSIDE4 Green | Executor 205 Button | Executor 114 Button | | 18 | ENCODER\_INSIDE5 Green | Executor 105 Button | Executor 113 Button | | 19 | ENCODER\_OUTSIDE5 Green | Executor 106 Button | Executor 112 Button | | 20 | ENCODER\_OUTSIDE4 Red | Executor 107 Button | Executor 207 Button | | 21 | EXEC\_GrandKnob Blue | Executor 109 Button | Executor 206 Button | | 22 | ENCODER\_INSIDE1 Blue | Executor 204 Button | Executor 205 Button | | 23 | ENCODER\_OUTSIDE1 Blue | Executor 203 Button | XFade2 Fader Red | | 24 | ENCODER\_INSIDE2 Blue | Executor 202 Button | XFade2 Fader Green | | 25 | ENCODER\_OUTSIDE2 Blue | Executor 201 Button | XFade2 Fader Blue | | 26 | ENCODER\_INSIDE3 Blue | Executor 111 Button | Executor 105 Button | | 27 | ENCODER\_OUTSIDE3 Blue | Executor 101 Button | Executor 106 Button | | 28 | ENCODER\_INSIDE4 Blue | Executor 102 Button | Executor 107 Button | | 29 | ENCODER\_OUTSIDE4 Blue | Executor 103 Button | XFade1Btn Knob Blue | | 30 | ENCODER\_INSIDE5 Blue | Executor 104 Button | XFade2Btn Knob Blue | | 31 | ENCODER\_OUTSIDE5 Blue | Executor 312 Fader Red | Executor 109 Button | | 32 | ENCODER\_OUTSIDE5 Red | Executor 311 Fader Red | Executor 204 Button | | 33 | ENCODER\_INSIDE5 Red | Executor 413 Fader Red | Executor 203 Button | | 34 | ENCODER\_INSIDE3 Red | Executor 411 Button | Executor 202 Button | | 35 | ESC | Executor 412 Button | Executor 201 Button | | 36 | CLEAR | Executor 414 Fader Red | XFade2Btn Button | | 37 | HELP | Executor 411 Fader Red | DEF\_PAUSE | | 38 | GOTO | Executor 412 Fader Red | XFade1Btn Button | | 39 | ALIGN | Executor 415 Button | Executor 111 Button | | 40 | COPY | Executor 414 Button | Executor 101 Button | | 41 | OFF | Executor 413 Button | Executor 102 Button | | 42 | FULL | Executor 411 Fader Green | Executor 103 Button | | 43 | PLEASE | Executor 412 Fader Green | Executor 104 Button | | 44 | NUM4 | Executor 413 Fader Green | DEF\_GOBACK | | 45 | NUM5 | Executor 414 Fader Green | XFade1 Fader Red | | 46 | UNDO | Executor 415 Fader Green | XFade1 Fader Green | | 47 | GROUP | Executor 311 Fader Green | XFade1 Fader Blue | | 48 | THRU | Executor 312 Fader Green | Executor 312 Fader Red | | 49 | NUM6 | Executor 313 Fader Green | Executor 311 Fader Red | | 50 | NUM2 | Executor 314 Fader Green | Executor 413 Fader Red | | 51 | STORE | Executor 315 Fader Green | Executor 411 Button | | 52 | ASSIGN | Executor 312 Button | Executor 412 Button | | 53 | AT | Executor 313 Fader Red | Executor 414 Fader Red | | 54 | MA1 | Executor 311 Button | Executor 411 Fader Red | | 55 | SLASH | Executor 411 Fader Blue | Executor 412 Fader Red | | 56 | NUM1 | Executor 412 Fader Blue | Executor 415 Button | | 57 | CUE | Executor 413 Fader Blue | Executor 414 Button | | 58 | TIME | Executor 414 Fader Blue | Executor 413 Button | | 59 | SEQUENCE | Executor 415 Fader Blue | Executor 411 Fader Green | | 60 | CHANNEL | Executor 311 Fader Blue | Executor 412 Fader Green | | 61 | NUM7 | Executor 312 Fader Blue | Executor 413 Fader Green | | 62 | NUM8 | Executor 313 Fader Blue | Executor 414 Fader Green | | 63 | NUM9 | Executor 314 Fader Blue | Executor 415 Fader Green | | 64 | NUM3 | Executor 315 Fader Blue | Executor 311 Fader Green | | 65 | MINUS | Executor 313 Button | Executor 312 Fader Green | | 66 | NUM0 | Executor 315 Fader Red | Executor 313 Fader Green | | 67 | DOT | Executor 314 Fader Red | Executor 314 Fader Green | | 68 | IF | Executor 314 Button | Executor 315 Fader Green | | 69 | PLUS | Executor 315 Button | Executor 312 Button | | 70 | LEARN | Executor 415 Fader Red | Executor 313 Fader Red | | 71 | Executor 297 Knob Red | Executor 307 Fader Red | Executor 311 Button | | 72 | Executor 295 "X5 \| Step" | Executor 306 Fader Red | Executor 411 Fader Blue | | 73 | Executor 296 "X6 \| TC" | Executor 408 Fader Red | Executor 412 Fader Blue | | 74 | Executor 298 Knob Red | Executor 406 Button | Executor 413 Fader Blue | | 75 | Executor 295 Knob Red | Executor 407 Button | Executor 414 Fader Blue | | 76 | Executor 296 Knob Red | Executor 409 Fader Red | Executor 415 Fader Blue | | 77 | GOFAST | Executor 406 Fader Red | Executor 311 Fader Blue | | 78 | Executor 195 "X13 \| Phaser" | Executor 407 Fader Red | Executor 312 Fader Blue | | 79 | Executor 196 "X14 \| Macro" | Executor 410 Button | Executor 313 Fader Blue | | 80 | Executor 295 Knob Green | Executor 409 Button | Executor 314 Fader Blue | | 81 | Executor 296 Knob Green | Executor 408 Button | Executor 315 Fader Blue | | 82 | Executor 297 Knob Green | Executor 406 Fader Green | Executor 313 Button | | 83 | Executor 298 Knob Green | Executor 407 Fader Green | Executor 315 Fader Red | | 84 | DELETE | Executor 408 Fader Green | Executor 314 Fader Red | | 85 | Executor 197 "X15 \| Page" | Executor 409 Fader Green | Executor 314 Button | | 86 | GOBACKFAST | Executor 410 Fader Green | Executor 315 Button | | 87 | Executor 298 "X8 \| DMX" | Executor 306 Fader Green | Executor 415 Fader Red | | 88 | STOMP | Executor 307 Fader Green | Executor 307 Fader | | 89 | SELECT | Executor 308 Fader Green | Executor 306 Fader Red | | 90 | Executor 295 Knob Blue | Executor 309 Fader Green | Executor 408 Fader Red | | 91 | Executor 296 Knob Blue | Executor 310 Fader Green | Executor 406 Button | | 92 | Executor 297 Knob Blue | Executor 307 Button | Executor 407 Button | | 93 | Executor 298 Knob Blue | Executor 308 Fader Red | Executor 409 Fader Red | | 94 | Executor 198 "X16 \| Exec" | Executor 306 Button | Executor 406 Fader Red | | 95 | Executor 297 "X7 \| View" | Executor 406 Fader Blue | Executor 407 Fader Red | | 96 | ON | Executor 407 Fader Blue | Executor 410 Button | | 97 | MOVE | Executor 408 Fader Blue | Executor 409 Button | | 98 | FIXTURE | Executor 409 Fader Blue | Executor 408 Button | | 99 | PRESET | Executor 410 Fader Blue | Executor 406 Fader Green | | 100 | EDIT | Executor 306 Fader Blue | Executor 407 Fader Green | | 101 | UPDATE | Executor 307 Fader Blue | Executor 408 Fader Green | | 102 | PAUSE | Executor 308 Fader Blue | Executor 409 Fader Green | | 103 | GOBACK | Executor 309 Fader Blue | Executor 410 Fader Green | | 104 | Executor 293 Knob Red | Executor 310 Fader Blue | Executor 306 Fader Green | | 105 | SOLO | Executor 308 Button | Executor 307 Fader Green | | 106 | HIGHLIGHT | Executor 310 Fader Red | Executor 308 Fader Green | | 107 | Executor 294 Knob Red | Executor 309 Fader Red | Executor 309 Fader Green | | 108 | Executor 291 Knob Red | Executor 309 Button | Executor 310 Fader Green | | 109 | Executor 292 Knob Red | Executor 310 Button | Executor 307 Button | | 110 | GO | Executor 410 Fader Red | Executor 308 Fader Red | | 111 | LIST | Executor 302 Fader Red | Executor 306 Button | | 112 | PAGE\_DOWN | Executor 301 Fader Red | Executor 406 Fader Blue | | 113 | Executor 291 Knob Green | Executor 403 Fader Red | Executor 407 Fader Blue | | 114 | Executor 292 Knob Green | Executor 401 Button | Executor 408 Fader Blue | | 115 | Executor 293 Knob Green | Executor 402 Button | Executor 409 Fader Blue | | 116 | Executor 294 Knob Green | Executor 404 Fader Red | Executor 410 Fader Blue | | 117 | SELFIX | Executor 401 Fader Red | Executor 306 Fader Blue | | 118 | MA2 | Executor 402 Fader Red | Executor 307 Fader Blue | | 119 | PAGE\_UP | Executor 405 Button | Executor 308 Fader Blue | | 120 | XKEYS | Executor 404 Button | Executor 309 Fader Blue | | 121 | BLIND | Executor 403 Button | Executor 310 Fader Blue | | 122 | Executor 192 "X10" | Executor 401 Fader Green | Executor 308 Button | | 123 | Executor 193 "X11" | Executor 402 Fader Green | Executor 310 Fader Red | | 124 | Executor 194 "X12" | Executor 403 Fader Green | Executor 309 Fader Red | | 125 | Executor 291 Knob Blue | Executor 404 Fader Green | Executor 309 Button | | 126 | Executor 292 Knob Blue | Executor 405 Fader Green | Executor 310 Button | | 127 | Executor 293 Knob Blue | Executor 301 Fader Green | Executor 410 Fader Red | | 128 | Executor 294 Knob Blue | Executor 302 Fader Green | Executor 302 Fader Red | | 129 | PREVIEW | Executor 303 Fader Green | Executor 301 Fader Red | | 130 | FREEZE | Executor 304 Fader Green | Executor 403 Fader Red | | 131 | DOWN | Executor 305 Fader Green | Executor 401 Button | | 132 | PREV | Executor 302 Button | Executor 402 Button | | 133 | RESET | Executor 303 Fader Red | Executor 404 Fader Red | | 134 | UP | Executor 301 Button | Executor 401 Fader Red | | 135 | Executor 291 "X1 \| Clone" | Executor 401 Fader Blue | Executor 402 Fader Red | | 136 | Executor 292 "X2 \| Link" | Executor 402 Fader Blue | Executor 405 Button | | 137 | Executor 293 "X3 \| Grid" | Executor 403 Fader Blue | Executor 404 Button | | 138 | Executor 294 "X4 \| Layout" | Executor 404 Fader Blue | Executor 403 Button | | 139 | Executor 191 "X9" | Executor 405 Fader Blue | Executor 401 Fader Green | | 140 | NEXT | Executor 301 Fader Blue | Executor 402 Fader Green | | 141 | All LEDs on the Keyboard | Executor 302 Fader Blue | Executor 403 Fader Green | | 142 | Small Screen Backlight | Executor 303 Fader Blue | Executor 404 Fader Green | | 143 | Letterbox Screen Backlight | Executor 304 Fader Blue | Executor 405 Fader Green | | 144 |   | Executor 305 Fader Blue | Executor 301 Fader Green | | 145 |   | Executor 303 Button | Executor 302 Fader Green | | 146 |   | Executor 305 Fader Red | Executor 303 Fader Green | | 147 |   | Executor 304 Fader Red | Executor 304 Fader Green | | 148 |   | Executor 304 Button | Executor 305 Fader Green | | 149 |   | Executor 305 Button | Executor 302 Button | | 150 |   | Executor 405 Fader Red | Executor 303 Fader Red | | 151 |   | RateBtn2 | Executor 301 Button | | 152 |   | ExecBtn1 | Executor 401 Fader Blue | | 153 |   | SpeedBtn1 | Executor 402 Fader Blue | | 154 |   | RateBtn1 | Executor 403 Fader Blue | | 155 |   | SpeedBtn2 | Executor 404 Fader Blue | | 156 |   | ProgBtn1 | Executor 405 Fader Blue | | 157 |   | ProgBtn2 | Executor 301 Fader Blue | | 158 |   | ProgBtn3 | Executor 302 Fader Blue | | 159 |   | ExecBtn3 | Executor 303 Fader Blue | | 160 |   | ExecBtn2 | Executor 304 Fader Blue | | 161 |   | Executor 201 Fader Red | Executor 305 Fader Blue | | 162 |   | Executor 201 Fader Green | Executor 303 Button | | 163 |   | Executor 201 Fader Blue | Executor 305 Fader Red | | 164 |   | Executor 202 Fader Red | Executor 304 Fader Red | | 165 |   | Executor 202 Fader Green | Executor 304 Button | | 166 |   | Executor 202 Fader Blue | Executor 305 Button | | 167 |   | Executor 203 Fader Red | Executor 405 Fader Red | | 168 |   | Executor 203 Fader Green | Executor 201 Fader Red | | 169 |   | Executor 203 Fader Blue | Executor 201 Fader Green | | 170 |   | Executor 204 Fader Red | Executor 201 Fader Blue | | 171 |   | Executor 204 Fader Green | Executor 202 Fader Red | | 172 |   | Executor 204 Fader Blue | Executor 202 Fader Green | | 173 |   | Executor 205 Fader Red | Executor 202 Fader Blue | | 174 |   | Executor 205 Fader Green | Executor 203 Fader Red | | 175 |   | Executor 205 Fader Blue | Executor 203 Fader Green | | 176 |   | Executor 206 Fader Red | Executor 203 Fader Blue | | 177 |   | Executor 206 Fader Green | Executor 204 Fader Red | | 178 |   | Executor 206 Fader Blue | Executor 204 Fader Green | | 179 |   | Executor 207 Fader Red | Executor 204 Fader Blue | | 180 |   | Executor 207 Fader Green | Executor 205 Fader Red | | 181 |   | Executor 207 Fader Blue | Executor 205 Fader Green | | 182 |   | Executor 208 Fader Red | Executor 205 Fader Blue | | 183 |   | Executor 208 Fader Green | Executor 206 Fader Red | | 184 |   | Executor 208 Fader Blue | Executor 206 Fader Green | | 185 |   | Executor 209 Fader Red | Executor 206 Fader Blue | | 186 |   | Executor 209 Fader Green | Executor 207 Fader Red | | 187 |   | Executor 209 Fader Blue | Executor 207 Fader Green | | 188 |   | Executor 210 Fader Red | Executor 207 Fader Blue | | 189 |   | Executor 210 Fader Green | Executor 208 Fader Red | | 190 |   | Executor 210 Fader Blue | Executor 208 Fader Green | | 191 |   | Executor 211 Fader Red | Executor 208 Fader Blue | | 192 |   | Executor 211 Fader Green | Executor 209 Fader Red | | 193 |   | Executor 211 Fader Blue | Executor 209 Fader Green | | 194 |   | Executor 212 Fader Red | Executor 209 Fader Blue | | 195 |   | Executor 212 Fader Green | Executor 210 Fader Red | | 196 |   | Executor 212 Fader Blue | Executor 210 Fader Green | | 197 |   | Executor 213 Fader Red | Executor 210 Fader Blue | | 198 |   | Executor 213 Fader Green | Executor 211 Fader Red | | 199 |   | Executor 213 Fader Blue | Executor 211 Fader Green | | 200 |   | Executor 214 Fader Red | Executor 211 Fader Blue | | 201 |   | Executor 214 Fader Green | Executor 212 Fader Red | | 202 |   | Executor 214 Fader Blue | Executor 212 Fader Green | | 203 |   | Executor 215 Fader Red | Executor 212 Fader Blue | | 204 |   | Executor 215 Fader Green | Executor 213 Fader Red | | 205 |   | Executor 215 Fader Blue | Executor 213 Fader Green | | 206 |   | Desklights | Executor 213 Fader Blue | | 207 |   | Letterbox Screen Backlight | Executor 214 Fader Red | | 208 |   | Small Screen Backlight | Executor 214 Fader Green | | 209 |   |   | Executor 214 Fader Blue | | 210 |   |   | Executor 215 Fader Red | | 211 |   |   | Executor 215 Fader Green | | 212 |   |   | Executor 215 Fader Blue | | 213 |   |   | Desklights | | 214 |   |   | Letterbox Screen Backlight | | 215 |   |   | Small Screen Backlight | ``` # SetProgress(handle, integer) > The SetProgress Lua function defines a value on the range for a progress bar. A handle input argument defines the progress bar. The progress bar needs have been ## Description [Section titled “Description”](#description) The SetProgress Lua function defines a value on the range for a progress bar. A handle input argument defines the progress bar. The progress bar needs have been created using the [StartProgress](/grandma3/2-3/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-3/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **Integer**:\ The desired value indicating the current status or position of the progress bar. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a range value for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the current value to 5 for a progress bar with the matching handle SetProgress(progressHandle, 5) ``` end ```| ``` # SetProgressRange(handle, integer, integer) > The SetProgressRange Lua function defines a range for a progress bar. ## Description [Section titled “Description”](#description) The SetProgressRange Lua function defines a range for a progress bar. A handle input argument defines which progress bar it defines a range for. The progress bar must exist to have a handle. Progress bars can be created using the [StartProgress](/grandma3/2-3/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-3/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **Integer**:\ The start value for the range. * **Integer**:\ The end value for the range. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a range for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the range of a progress bar with the matching handle SetProgressRange(progressHandle, 1, 10) ``` end ```| ``` # SetProgressText(handle, string) > The SetProgressText Lua function defines a text string to be displayed in a progress bar next to the progress bar title text. The title cannot be changed after ## Description [Section titled “Description”](#description) The SetProgressText Lua function defines a text string to be displayed in a progress bar next to the progress bar title text. The title cannot be changed after creation, but this text can be changed. It could be used to describe the current step in the progress. A handle input argument defines which progress bar it defines a text for. The progress bar must exist for it to have a handle. Progress bars can be created using the [StartProgress](/grandma3/2-3/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-3/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **String**:\ The text string to be displayed. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a text string for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the text next to progress title SetProgressText(progressHandle, "- This is text next to the progress title") ``` end ```| ``` # SetVar(handle, string, value) > The SetVar Lua function sets a value to a specific variable in a set of variables. To learn more about the variables in plugins, look at the Variable Functions ## Description [Section titled “Description”](#description) The SetVar Lua function sets a value to a specific variable in a set of variables. To learn more about the variables in plugins, look at the [Variable Functions](/grandma3/2-3/lua_variables/) topic. If the variable exists, then the value is overwritten. If it does not exist, then it is created with value. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. * **Value**:\ The value can be a string, integer, or double. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The variable was set. * False / 0: The variable was not set. ## Example [Section titled “Example”](#example) This example sets a value to the variable called “myUserVar” in the set of user variables if it exists. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the value of user variable "myUserVar" to "Hello World" and store the returned boolean in a Lua variable local success = SetVar(UserVars(), "myUserVar", "Hello World") -- Prints the ressult if success then Printf("Variable is stored.") else Printf("Variable is NOT stored!") end ``` end ```| ``` # ShowData() > ShowData is an object-free function that returns a handle to the object at position Root/ShowData. ## Description [Section titled “Description”](#description) ShowData is an object-free function that returns a handle to the object at position Root/ShowData. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the ShowData object. Example This simple example prints the information of the ShowData object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the show data Printf("=============== START OF DUMP ===============") ShowData():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ShowSettings() > ShowSettings is an object-free function that returns a handle to the object at Root/ShowData/ShowSettings. ## Description [Section titled “Description”](#description) ShowSettings is an object-free function that returns a handle to the object at Root/ShowData/ShowSettings. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the ShowSettings object. ## Example [Section titled “Example”](#example) This simple example prints the information of the ShowSettings object using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the show settings Printf("=============== START OF DUMP ===============") ShowSettings():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # StartProgress(string) > The StartProgress Lua function creates and displays a progress bar on all screens. A string input argument creates a title for the progress bar. The function re ## Description [Section titled “Description”](#description) The StartProgress Lua function creates and displays a progress bar on all screens. A string input argument creates a title for the progress bar. The function returns a handle that is used to further interact with the progress bar. Executing the function displays the progress bar on the screens. It only disappears using the [StopProgress](/grandma3/2-3/lua_objectfree_stopprogress/) function - which needs the handle. So it is highly recommended to store the returned handle from the start function. See the [ProgressBar topic](/grandma3/2-3/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string is used as the title for the progress bar. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle is the identifier for the progress bar. ## Example [Section titled “Example”](#example) This creates and displays a progress bar on all screens. The progress bar does not disappear using this example - see the example in the StopProgress (link above) function to remove: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create and display a progress bar with a title -- IMPORTANT: The Lua variable 'progressHandle' is needed to remove the progressbar again - StopProgress() progressHandle = StartProgress("ProgressBar Title") ``` end ```| ``` # StopProgress(handle) > The StopProgress Lua function removes a progress bar. A handle input argument defines which progress bar it removes. The progress bar must exist before it can b ## Description [Section titled “Description”](#description) The StopProgress Lua function removes a progress bar. A handle input argument defines which progress bar it removes. The progress bar must exist before it can be removed. Progress bars are created using the [StartProgress](/grandma3/2-3/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-3/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar to be stopped. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example stops the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stops and closes the progress bar with the matching handle StopProgress(progressHandle) ``` end ```| ``` # StrToHandle(string) > The object-free StrToHandle Lua function converts a string with a hexadecimal number format into a handle. The string needs to correlate with an actual handle. The object-free StrToHandle Lua function converts a string with a hexadecimal number format into a handle. The string needs to correlate with an actual handle. See the [Handle topic](/grandma3/2-3/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string with a handle number in a hexadecimal format. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle based on the string with a hexadecimal number. ## Example [Section titled “Example”](#example) This example prints the handle hex number for the selected sequence. It also converts the string back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a variable with the string of the handle converted to hex local mySeqStr = HandleToStr(SelectedSequence()) -- Print some feedback with the handle in a string version Printf("The handle for the selected sequence (string version): %s", mySeqStr) -- Print some feedback where the string is converted back to a handle Printf("The name of the selected sequence is: %s", StrToHandle(mySeqStr).name) ``` end ```| ``` # TextInput([string[, string[, integer[, integer]]]]) > The TextInput Lua function opens a text input pop-up and returns the typed input as a string. It is part of the user interface functions. ## Description [Section titled “Description”](#description) The **TextInput** Lua function opens a text input pop-up and returns the typed input as a string. It is part of the user interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **String** (optional):\ This string is the title for the pop-up. The title bar has a default “Edit” text at the beginning of the title that cannot be removed. * **String** (optional):\ This string is the text already in the input field - can be used to provide user guidance. * **Integer** (optional):\ This integer defines a position on the x-axis where the pop-up should appear (on all screens). “0” is on the left side of the screen. Nil or undefined is centered. * **Integer** (optional):\ This integer defines a position on the y-axis where the pop-up should appear (on all screens). “0” is at the top of the screen. Nil or undefined is centered. ## Return [Section titled “Return”](#return) * **String**:\ The returned user input. ### Example [Section titled “Example”](#example) To open a text input and print the entered value in the Command Line History, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a pop-up with the title and an input field containing some default text -- The returned text is store in a Lua variable local input = TextInput("This is the title","Please provide your input here") -- Print the returned text value Printf("You entered this message: %s",tostring(input)) ``` end ```| ``` # Time() > The Time function returns the time (in seconds) the station has been on, as a number (float). It is basically a stopwatch that starts when the grandMA3 applicat ## Description [Section titled “Description”](#description) The **Time** function returns the time (in seconds) the station has been on, as a number (float). It is basically a stopwatch that starts when the grandMA3 application starts. It is not the current time of day or the session online time. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Number**:\ The returned number (float) is the on-time for the station. ## Example [Section titled “Example”](#example) This example finds, formats, and prints the time. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the current time local time = Time() --Calculate the different elements local days = math.floor(time/86400) local hours = math.floor((time % 86400)/3600) local minutes = math.floor((time % 3600)/60) local seconds = math.floor(time % 60) --Print the result Printf("The time is %d:%02d:%02d:%02d", days, hours, minutes, seconds) ``` end ```| ``` # Timer(string, integer, integer[, string[, handle]]) # ToAddr(handle[, boolean]) > The ToAddr Lua object-free function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The **ToAddr** Lua object-free function converts a handle to an address string that can be used in commands. See the Handle topic for more info regarding handles, addresses, and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of an object as an argument. * **Boolean** (optional):\ This returns the address using the names instead of numbers. The default is False, which returns the number version of the address. ## Return [Section titled “Return”](#return) * **String**:\ String with the address value. ## Example [Section titled “Example”](#example) This example prints the address of the selected sequence in both the numbered and named versions. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext local mySequence = SelectedSequence() -- Print the address to the selected sequence in number and name format. Printf(ToAddr(mySequence)) Printf(ToAddr(mySequence, true)) ``` end ```| ``` # TouchObj() > The TouchObj function returns the handle to the first found touch object. ## Description [Section titled “Description”](#description) The **TouchObj** function returns the handle to the first found touch object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the touch object. ## Example [Section titled “Example”](#example) This example prints information about the touch object using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-3/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the TouchObj object Printf("=============== START OF DUMP ===============") TouchObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Unhook(integer) > The Unhook Lua function removes a hook. ## Description [Section titled “Description”](#description) The **Unhook** Lua function removes a hook. Hooks are an automatically triggered function that activates when a grandMA3 object changes. A hook can be created using the [HookObjectChange](/grandma3/2-3/lua_objectfree_hookobjectchange/) function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This must be the integer matching the hook that should be unhooked. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | All hooks can be listed using the [DumpAllHooks](/grandma3/2-3/lua_objectfree_dumpallhooks/) function, but this does not reveal the corresponding hook integer ID. Use the [UnhookMultiple](/grandma3/2-3/lua_objectfree_unhookmultiple/) function if the integer is unknown. | # UnhookMultiple(function, handle, handle) > The UnhookMultiple Lua function unhooks multiple hooks based on an input. This input acts like a filter to identify all the hooks that should be unhooked. ## Description [Section titled “Description”](#description) The **UnhookMultiple** Lua function unhooks multiple hooks based on an input. This input acts like a filter to identify all the hooks that should be unhooked. The [DumpAllHooks](/grandma3/2-3/lua_objectfree_dumpallhooks/) function can be used to list all the existing hooks in the system. ## Arguments [Section titled “Arguments”](#arguments) * **Function** or **nil**:\ This must be the name of a triggered function or nil. * **Handle** or **nil**:\ This must be the handle for the target object or nil. * **Handle** or **nil**:\ The must be the handle for the context object or nil. The target and context names can be seen using the [DumpAllHooks](/grandma3/2-3/lua_objectfree_dumpallhooks/) function. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer indicating how many hooks were unhooked. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See also these related functions: [DumpAllHooks](/grandma3/2-3/lua_objectfree_dumpallhooks/), [HookObjectChange](/grandma3/2-3/lua_objectfree_hookobjectchange/), [Unhook](/grandma3/2-3/lua_objectfree_unhook/). | ## Example [Section titled “Example”](#example) This example unhooks all hooked related to the function created in the example for the [HookObjectChange](/grandma3/2-3/lua_objectfree_hookobjectchange/) - please run the example from that topic before running this one. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Unhooks all hooks related to the "MySequencePoolCallback" function. local amount = UnhookMultiple(MySequencePoolCallback) -- Print how many hooks that were unhooked. Printf(amount .. " hook(s) were unhooked.") ``` end ```| ``` # UserVars() > The UserVars function returns a handle to the set of user variables. Read more about these in the Variables topic in the Macro section. The UserVars function returns a handle to the set of user variables. Read more about these in the [Variables](/grandma3/2-3/macro_variables/) topic in the Macro section. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of user variables. ## Example [Section titled “Example”](#example) This example sets, gets, and deletes a user variable: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores a local Lua variable with the handle for the user variables. local variableSection = UserVars() -- Sets a user variable with an integer value using the SetVar function. SetVar(variableSection, "myUserVar", 42) -- Prints the user variable using the GetVar function. Printf("The value of myUserVar is: " .. GetVar(variableSection, "myUserVar")) -- Deletes the user variable using the DelVar function. DelVar(variableSection, "myUserVar") ``` end ```| ``` # Version() > The Version Lua function returns the software version. ## Description [Section titled “Description”](#description) The Version Lua function returns the software version. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the version of the grandMA3 software. ## Example [Section titled “Example”](#example) This example prints the software version in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Software version: %s", Version()) ``` end ```| ``` # Variable Functions > This topic is not about local variables in Lua plugins. This is about interactions with variables outside the plugins. For instance, the same user and global va This topic is not about local variables in Lua plugins. This is about interactions with variables outside the plugins. For instance, the same user and global variables can be used in macros and the regular command line. Read more about these in the [Variables](/grandma3/2-3/macro_variables/) topic in the Macro section. There are two different sets of variables. The sets are: * [UserVars()](/grandma3/2-3/lua_objectfree_uservars/) - These are the variables stored as User variables. * [GlobalVars()](/grandma3/2-3/lua_objectfree_globalvars/) - These are the variabels stored as Global variabels. There are three functions regarding interaction with variables in a set: * [GetVar()](/grandma3/2-3/lua_objectfree_getvar/) - Gets the value from a specific variable in one of the sets. * [SetVar()](/grandma3/2-3/lua_objectfree_setvar/) - Sets a value in a specific variable in one of the sets. This also creates the variable if it does not exist. * [DelVar()](/grandma3/2-3/lua_objectfree_delvar/) - Deletes a specific variable in a set of variables. Common for the three functions is a need to know the variable’s name. The user and global variables can be listed using the [GetUserVariable](/grandma3/2-3/keyword_getuservariable/) and [GetGlobalVariable](/grandma3/2-3/keyword_getglobalvariable/) keywords combined with an asterisk wildcard. # Assign Macros to Keys and Buttons > The macros can be assigned to executors or view buttons for easy access. The macros can be assigned to executors or view buttons for easy access.  The macro is still in the macro pool. The executor or view button simply runs the macro in the pool. It is, therefore, a requirement to have the macro in the pool before assigning it anywhere. There are different ways to assign macros to keys or buttons: ### Assign Macros by Using the Keys [Section titled “Assign Macros by Using the Keys”](#assign-macros-by-using-the-keys) **Requirements**: A visible macro pool and a stored macro. This is maybe the fastest way to assign the macro when using a console: 1. Press Assign. 2. Press MA while pressing X14 | Macro. 3. Enter the macro number using the numeric keys. 4. Press the button or tap the key where the macro is to be assigned. Alternatively, if the macro pool is visible: 1. Press Assign. 2. Tap the macro to be assigned in the macro pool. 3. Press the button or tap the key where the macro is to be assigned. ### Assign Macros by Using the Swipey Commands [Section titled “Assign Macros by Using the Swipey Commands”](#assign-macros-by-using-the-swipey-commands) **Requirement:** Have the macro pool visible on the screen. 1. Tap and hold the macro pool object. 2. Swipe out of the pool object. The swipey commands open. 3. Swipe to the Assign button and release the screen. 4. Press the button or tap the key where the macro is to be assigned. The macro is assigned to a key. ### Assign Macros by Using the Assign Menu for Executors [Section titled “Assign Macros by Using the Assign Menu for Executors”](#assign-macros-by-using-the-assign-menu-for-executors) 1. Press Assign and press the desired executor. The Assign Menu opens: ![](/img/grandma3/2-3/window_assign_menu-a3f606.png) 1. Tap Object on the left. 2. Tap Macro at the top of the menu. 3. Tap the desired macro in the list. 4. Close the Assign Menu. The macro is assigned to an executor.   ### Assign to an Executor Using the Command Line [Section titled “Assign to an Executor Using the Command Line”](#assign-to-an-executor-using-the-command-line) To assign a macro to an executor on a specific page, use this syntax: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Macro \[“Macro\_Name” or Macro\_Number] At Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] | To assign a macro to the current page, use this syntax: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Macro \[“Macro\_Name” or Macro\_Number] At Executor \[Executor\_Number] | # Create Macros > Create a macro using the GUI editor or the command line. Create a macro using the GUI editor or the command line. For a better understanding of macros, see the [Macros topic](/grandma3/2-3/macros/). ### Create a Macro [Section titled “Create a Macro”](#create-a-macro) Requirement: A visible macro pool. Open the Add window dialog, tap Data Pools, then tap Macros.  1. Pressing Edit, then tapping an empty macro pool object, creates a new macro and opens the editor: ![](/img/grandma3/2-3/window_edit_macro_example_6-a301f1.png) 2. Tap Insert New Macro Line. The command editor opens: ![](/img/grandma3/2-3/window_command_editor_v2-2-3-af0662.png) 3. Write a command into the editor. See [Examples](/grandma3/2-3/macro_examples/) for more information. 4. Repeat steps 2 and 3 to add several lines. There are several buttons in the editor. Here is a short explanation of the specific buttons: * Settings:\*\*\*\* Enable Settings in the title bar to display the Name, Scribble, Appearance, Note, Lock, and CLI buttons. * Test Macro Line:\*\*\*\* Tests only the selected line. * Test Macro:\*\*\*\* Tests the macro. * List References: For more information, see [Info Window](/grandma3/2-3/si_info_window/). * Tapping Import will open a pop-up containing predefined macros. See [Import Macros](/grandma3/2-3/macro_import/). When CLI is disabled (it is enabled by default), CLI is displayed in red text on the pool object, and the macro is executed without affecting the command line. ![](/img/grandma3/2-3/window_macro_cli_off-0ba03a.png) Macro 3 with CLI deactivated # Edit Macros > There are two ways to edit macros: The GUI and the command line. There are two ways to edit macros: The GUI and the command line. ## Edit a Macro by Using the GUI [Section titled “Edit a Macro by Using the GUI”](#edit-a-macro-by-using-the-gui) **Requirement:** * An open Macro Pool on one of the screens. To edit a macro by using the GUI: 1. Tap, hold, and swipe out of the macro in the macro pool that is to be edited. 2. Swipe to the Edit swipey command and release the screen.\ The editor opens. 3. Edit the fields that are to be changed. 4. Close the editor when the macro is correct.  Read the [Create Macros ](/grandma3/2-3/macro_create/)topic to learn about adding lines and labeling a macro. Macro lines can be deleted by selecting the line and then tapping the Delete button in the editor. ## Edit a Macro by Using the Command Line [Section titled “Edit a Macro by Using the Command Line”](#edit-a-macro-by-using-the-command-line) **Requirement:** * The **command line feedback** is very nice to have visible. Remember that the [List](/grandma3/2-3/keyword_list/) command displays the content at the current location and can be used anytime. This is the editing process: 1. Navigate to the macro that is to be edited: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination Macro \[“Macro\_Name” or Macro\_Number] | 2. Edit the fields using the [Set ](/grandma3/2-3/keyword_set/)command. This simply overwrites the current content in the field. 3. When done editing, return to the root location: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>ChangeDestination Root | Read the [Create Macros](/grandma3/2-3/macro_create/) topic to learn about adding lines and labeling a macro.   ## Delete a Macro Row Using the Command Line [Section titled “Delete a Macro Row Using the Command Line”](#delete-a-macro-row-using-the-command-line) To delete a macro row by using the command line: 1. Navigate to the macro where the row is to be deleted: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination Macro \[“Macro\_Name” or Macro\_Number] | 2. Use the [Delete](/grandma3/2-3/keyword_delete/) command followed by the row number: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>Delete \[Macro\_Row\_Number\_List] | | | | | ------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To delete multiple rows, type a list of numbers. | 3. When done deleting rows, return to the root location: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>ChangeDestination Root | The macro rows are deleted. # Example Macros > This topic has some example macros. They are meant as inspiration for other macros. In addition, they show some of the possibilities with macros. This topic has some example macros. They are meant as inspiration for other macros. In addition, they show some of the possibilities with macros. ### Calling Macros by Macros [Section titled “Calling Macros by Macros”](#calling-macros-by-macros) This example shows how macros triggered by other macros can have different results. 1. Create two Macros as shown below: Macro 1 | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ------------------------------------------------ | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | Macro 2; Echo “Macro 1 Line 1 - Trigger Macro 2” | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Echo “Macro 1 Line 2” | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | Echo “Macro 1 Line 3” | Follow | Yes | No | Yes | |   | 4 | MacroLine 4 | Echo “Macro 1 Line 4” | Follow | Yes | No | Yes | |   | 5 | MacroLine 5 | Echo “Macro 1 Line 5 - Last” | Follow | Yes | No | Yes | Macro 2  | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ---------------------------- | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | Echo “Macro 2 Line 1” | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Echo “Macro 2 Line 2” | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | Echo “Macro 2 Line 3” | Follow | Yes | No | Yes | |   | 4 | MacroLine 4 | Echo “Macro 2 Line 4” | Follow | Yes | No | Yes | |   | 5 | MacroLine 5 | Echo “Macro 2 Line 5 - Last” | Follow | Yes | No | Yes | 2. Tap Macro 1. As a result, all lines except line 5 of macro 2 are executed. 3. Disable lines 3 and 4 of Macro 1. As a result, Lines 1, 2, and 5 of Macro 1 are executed and Lines 1 and 2 of Macro 2 are executed. Macros triggered by other macros in this way will also stop when the first macro stops. In order to overcome this, Call Macro X command should be used. ### Change User [Section titled “Change User”](#change-user) This macro opens the login window where you can enter a new username and password. | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ------- | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | LogIn | Follow | Yes | No | Yes | ### World Is Selection [Section titled “World Is Selection”](#world-is-selection) This predefined macro will create a temporary world for the selected fixtures. | Lock | No | Name | Command | Wait | Enable | AddToCmdl | Execute | | ---- | -- | ----------- | -------------------------------- | ------ | ------ | --------- | ------- | |   | 1 | MacroLine 1 | Delete World 999 /NoConfirmation | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Store World 999 | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | World 999 | Follow | Yes | No | Yes | ### Block Sequence [Section titled “Block Sequence”](#block-sequence) This macro will prompt you for a sequence ID and a cue number to block. | Lock | No | Name | Command | Wait | Enable | AddToCmdl | Execute | | ---- | -- | ----------- | --------------------------------------- | ------ | ------ | --------- | ------- | |   | 1 | MacroLine 1 | Block Sequence (Sequence #) Cue (Cue #) | Follow | Yes | No | Yes | | | | | ------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no cue number is entered, the entire sequence will be blocked | # Import Macros > Requirement: ### Importing a Macro from the Macro Library [Section titled “Importing a Macro from the Macro Library”](#importing-a-macro-from-the-macro-library) **Requirement:** * Have a Macro Pool visible on one of the screens. For more information, see [Create Macros](/grandma3/2-3/macros/). To import a macro by using the macro pool: 1. Edit an empty pool object. This automatically creates a new macro and opens the Editor. 2. Tap Import at the bottom of the editor. This opens the macro library. 3. You can use the search function or scroll through the list to find a macro, select it, and then tap Import. The macro is imported. *** ### Importing Macros by Using the Import/Export Menu [Section titled “Importing Macros by Using the Import/Export Menu”](#importing-macros-by-using-the-importexport-menu) See the [Show Creator](/grandma3/2-3/show-creator/) menu for more information. Predefined macros can be imported from the internal library, for example: 1. Press Menu. 2. Tap Show Creator and then tap Import. The Import menu opens. 3. Tap Macros in the Data Pools column. The import macros menu opens: ![](/img/grandma3/2-3/menu_import_macro_v2-1-539701.png) Import menu 4. To select a macro from the library, tap a macro from the list on the left side of the window. 5. Tap an empty pool object (on the right side of the window) where you want to import the macro. 6. Tap Import at the bottom of the window. 7. The macro is imported. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no pool object is selected, the macro will be imported at the next available empty pool object. | # Variables > Variables can be used in macros or command line entries. Variables can be used in macros or command line entries. Variables have a user-defined name that the variable content replaces when executing the command. A variable can contain three different types of data: * **Integer**: A signed whole number. * **Double**: A signed fixed-point number with six decimals. * **Text**: Any text string. Signed numbers can be negative numbers, for instance, -7. Variables are typeless. This means an existing variable can be changed to contain a different type. The name of a variable can be composed of any character. Variable names are case-sensitive. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is not a requirement, but avoiding spaces in variables is a good idea. Instead, consider using camelCase or PascalCase for variable names. | There are two different variable scopes. Variables can be scoped for the user, or they can be global variables. User variables can only be seen and used by the user profile that creates them, while global variables can be seen and used by all users in the session. *** ## SetGlobalVariable and SetUserVariable [Section titled “SetGlobalVariable and SetUserVariable”](#setglobalvariable-and-setuservariable) Creating a variable is the same whether it is a user or global variable, but we use two different keywords to set one or the other: [SetGlobalVariable](/grandma3/2-3/keyword_setglobalvariable/) or [SetUserVariable](/grandma3/2-3/keyword_setuservariable/). This is the syntax: SetGlobalVariable \[“Variable\_Name”] \[“Content text with or without spaces”] SetGlobalVariable \[“Variable\_Name”] \[Integer or Double] SetUserVariable \[“Variable\_Name”] \[“Content text with or without spaces”] SetUserVariable \[“Variable\_Name”] \[Integer or Double] | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The quotation marks are very important if the variable name contains spaces. If the name does not contain spaces, then they can be omitted. The same is true for text strings as the variable content. Variable content must be in quotation marks to ensure the software stores a text string. | ### Examples [Section titled “Examples”](#examples) | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable MyFavoriteNumber 9 | | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable MyFavoriteText “9” | These two commands create two variables that might seem to have the same content, but the first is a number, and the second is a text. So, it is not because of the names but the quotation marks in the second example. ## Single and Double Quotation Marks [Section titled “Single and Double Quotation Marks”](#single-and-double-quotation-marks) It might be needed to store a variable with a text string that includes something in quotation marks. This presents an issue with how the software interprets the input and how it is interpreted when the variable is called during runtime. The variable system supports single and double quote pairs. This means that text strings can contain quoted text as long as the other quotation marks are used.  ### Examples [Section titled “Examples”](#examples-1) Working with a specifically named group (“Spots Grid”) in different contexts is necessary. A variable with “Group” and the name can be stored as a variable: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable MySpecialGroup “Group ‘Spots Grid’ ” | Notice the single quotes around the group name and the double quotes around the variable text string. These two pairs can be reversed for the same result. Now, the variable can be used to address the group: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>$MySpecialGroup At 80 | The $ is placed before the command so we can recall the variable.  This is the software’s reply: OK: Group  “Spots Grid”  At  80 ## GetGlobalVariable and GetUserVariable [Section titled “GetGlobalVariable and GetUserVariable”](#getglobalvariable-and-getuservariable) The variables’ content and type can be listed using the [GetGlobalVariable](/grandma3/2-3/keyword_getglobalvariable/) or [GetUserVariable](/grandma3/2-3/keyword_getuservariable/) keywords. These keywords need to know which variable to show. The syntax is: GetGlobalVariable \[“Variable\_Name”] GetUserVariable \[“Variable\_Name”] These commands show information about the variable name, content type, and content in the [Command Line Feedback window](/grandma3/2-3/ws_ui_command_line/). They only show the variables in their scope. This means that the global version only shows global variables, and the user version only shows the user variables. This assumes that the variable names are known. The [asterisk (\*)](/grandma3/2-3/keyword_asterisk/) wildcard can show all variables or a filtered list of variables for which a part of the name is known. ### Examples [Section titled “Examples”](#examples-2) The current content of the variable called “MySpecialGroup” can be shown using this command: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable MySpecialGroup | This is the feedback in the command line window: “MySpecialGroup”: Type = Text, Value = “Group ‘Spots Grid’ “\ OK: GetUserVariable  “MySpecialGroup” The following example shows a list of all the global variables where the name contains the word “Our”: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable \*ur\* | The “O” is replaced with an asterisk to ensure the variables beginning with “Our” are also shown. The asterisk wildcard at the beginning defines that there must be additional letters in front of the letters we specify. In reality, the example will also show variables beginning with “Hour” or, in fact, anything with “ur” somewhere in the name. To specify variables starting with “Our,” use the following example: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable Our\* | This example shows all the user variables: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>GetUserVariable \* | ## Use Variables [Section titled “Use Variables”](#use-variables) Variables are used where the content of the variable is needed.  The following variable was used in a previous example: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>$MySpecialGroup At 80 | The variable’s text string (“Group ‘Spots Grid’ ”) replaces the **$MySpecialGroup**. This works because the variable contains a text string with commands. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Using quotation marks when using variables is essential and makes a difference. | If the variable is used with quotation marks: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>$“MySpecialGroup” At 80 | This will fail because the content of the variable is explicitly called as a string, and the resulting feedback is: Illegal object: Fixture  “Group ‘Spots Grid’”  At  80 The software tries to use the variable content as a text string and does not interpret it as a command. This might be useful in other cases. When the variable name contains a text string that should be used as text, it must be in quotation marks. See the example below. #### Example [Section titled “Example”](#example) This example uses a variable that contains the name of a group: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable MyGroupName “Spots Grid” | Now, this variable can be used where the text would be used otherwise: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group $“MyGroupName” At 80 | It will fail If the quotation marks are omitted: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Group $MyGroupName At 80 | Illegal object: Group  “Spots”  Grid At  80 The text string is interpreted as a command. #### Example [Section titled “Example”](#example-1) Let’s assume you are running a musical show with multiple songs that will run off timecode.\ The following macro example creates a variable that prepares the desk for each song. Opened windows requirement: * Macro Pool * Pages Pool * Timecode Pool * Sequence Pool * Playbacks * Timecode Viewer * Sequence Sheet It could look like this: ![](/img/grandma3/2-3/window_variable_example-2200f6.png) # Macros > Macros are commands stored in a pool object. ### What are Macros [Section titled “What are Macros”](#what-are-macros) Macros are commands stored in a pool object. The commands can be simple, very complex, and everything in between. Macros can make programming faster and more convenient. They allow you to perform trivial or complex operations with a button push. ### []()Macro Pool [Section titled “Macro Pool”](#macro-pool) Macros are stored in the **Macro Pool** but can be assigned to physical keys and view buttons. The macro pool is shared between all users in the show file. For example, User A stores a macro on pool object number 10, it will also be available for User B as macro number 10. A Macro Pool can be created like any other window. [See Pools Window topic](/grandma3/2-3/wvm/). It is under the **Data Pools** tab. The Macro Pool could look like this: ![](/img/grandma3/2-3/window_macro_pool-bcc8aa.png) *Macro pool*   ### []()Elements in a Macro [Section titled “Elements in a Macro”](#elements-in-a-macro) A macro consists of one or more rows. ![](/img/grandma3/2-3/window_macro_editor-b75bf4.png)\ *Macro Editor* Each row has information about a **Command** the row executes. Each row has several cells that specify how the row is handled: The **Wait** cell adds a wait time before moving to the next row in the macro. This wait time is added after the command in the row is executed. It is relevant if there is more than one row in a macro. The first row will execute, wait the specified time, and then execute the next row. There are two special wait commands. They are not a time value but a special value: * **Follow**: This is the same as having a wait time of 0. The next row will be executed as soon as this row has executed the command. * **Go**: This special value pauses the macro after this row until it receives a new Go+ command. The **Enabled** field indicates if the row is enabled. This is a **Yes** or **No** field. If it is **Yes**, it is executed when the macro row is triggered. The **AddToCmdline** function allows you to append the command from the macro line to existing content in the command line. This is a **Yes** or **No** field. If set to **Yes,** it is added to the command line. The **Execute** field defines whether the macro row is automatically executed. If set to **Yes**, the row is executed (an automatic “Please” is executed at the end of the row). If set to  **N\*\*\*\*o**, the command will be placed on the command line, ready for user interaction. ### Importing Macros from the Library [Section titled “Importing Macros from the Library”](#importing-macros-from-the-library) A factory library of macros can be imported using the import command. For more information on how to import macros, read the [Import Macros](/grandma3/2-3/macro_import/) topic. Read more about importing in the [Import Keyword topic](/grandma3/2-3/keyword_import/). Subtopics * [Command Editor](/grandma3/2-3/command-editor/) * [Create Macros](/grandma3/2-3/macro_create/) * [Import Macros](/grandma3/2-3/macro_import/) * [Edit Macros](/grandma3/2-3/macro_edit/) * [Assign Macros to Keys and Buttons](/grandma3/2-3/macro_assign/) * [Variables](/grandma3/2-3/macro_variables/) * [Properties](/grandma3/2-3/use-property/) * [Example Macros](/grandma3/2-3/macro_examples/) # Masters > Masters are timing and level overrides. Masters are timing and level overrides. They can be assigned to fader executors or any of the special executors in the [Master section](/grandma3/2-3/do_consoles/#master_section), [Custom section](/grandma3/2-3/do_consoles/#custom_section), or the [Grand Master](/grandma3/2-3/do_control_grand/). Masters can be assigned using the [Assign Menu](/grandma3/2-3/executor_assign/#h2_420566424). Tap Object in the top-left corner, then Master at the top of the menu to display a tree structure separated into the five groups of masters. They can also be assigned and adjusted using the [Master keyword](/grandma3/2-3/keyword_master/). For more information on assigning objects to executors, see the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). Quick access to all of the selected masters and grand masters is available in the master controls menu. For more information on this menu, see the [Master Controls topic](/grandma3/2-3/ws_master_controls/). Masters have a limited selection of functions available as key assignments. Please read about the available masters in the following subtopics. ## Master Modes [Section titled “Master Modes”](#master-modes) Masters have a mode that defines how they operate. There are three available modes: * **Toggle**:\ Switch the master On or Off. The fader value of the master can always be changed and affects the output when the master is On. The indicator colors are gray (Off) and green (On).\ Masters that are set to toggle can be executed with the button function Temp when they are off. They will then be temp’ed to their current master fader level. For more information about Temp, see [Temp Keyword](/grandma3/2-3/keyword_temp/). * **Always On**:\ The master is always On and cannot be switched Off. The fader value of the master can always be changed and affects the output. The indicator color for Always On is white. * **Disabled**:\ The master is switched Off and its fader value internally uses its default value. For example, the grand master uses 100% and the program time uses 0s. The indicator color for Disabled is red. The modes of all masters can be changed in Menu – Preferences and Timings – Masters. ![](/img/grandma3/2-3/window_masters_01_v3-2-2-600aa1.png) Masters settings in Preference and Timings menu This menu displays the masters separated by their type and their membership in the show file. Masters can have a global membership which means that these masters are controlled by all users of the show file. Masters with a user membership are located within the user profile which means that every user profile has its own individual set of these masters. Changing one of these masters does not affect the same master in a different user profile. The section of masters that are controlled by the user profile displays the name of the user behind their type, for example, Selected (Admin) for the masters that control the selected sequence of the Admin user. Masters of the global membership display (Global) behind their type, for example, Playback (Global). The mode can be changed by tapping the current mode of the master. This toggles through the three modes. This menu also shows the current value of each master. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Selected Masters](/grandma3/2-3/masters_selected/) * [Grand Masters](/grandma3/2-3/masters_grand/) * [Time Control](/grandma3/2-3/masters_grand_time/) * [Speed Masters](/grandma3/2-3/masters_speed/) * [Playback Masters](/grandma3/2-3/masters_playback/) * [Timing Masters](/grandma3/2-3/masters_timing/) # Grand Masters > The Grand Masters are a selection of 14 different masters that can be assigned to executors and special executors. The Grand Masters are a selection of 14 different masters that can be assigned to executors and special executors. They are: * \*\*Master 2.1 ‘Master’\ \*\*This is the grand master. This has a dedicated virtual fader, but can also be assigned to any executor or special executor. * \*\*Master 2.2 ‘World’\ \*\*Functions like a grand master but only for fixtures included in the selected world. For more information on worlds, see the [Worlds and Filters topic](/grandma3/2-3/worldfilter/). * \*\*Master 2.3 ‘Highlight’\ \*\*Inhibits the effect of the highlight function on selected fixtures. It offers proportional control over dimmer as well as all other highlighted attributes. It also works as an inhibitor for the lowlight function. For more information on highlight, see the [Highlight keyword topic](/grandma3/2-3/keyword_highlight/). * \*\*Master 2.4 ‘Lowlight’\ \*\*Inhibits the effect of the lowlight function on highlighted fixtures. It offers proportional control over all lowlighted attributes. For more information on lowlight, see the [Lowlight keyword topic](/grandma3/2-3/keyword_lowlight/). * \*\*Master 2.5 ‘Solo’\ \*\*Inhibits the effect of the solo function on selected fixtures. It offers proportional control over dimmer attributes. For more information on solo, see the [Solo keyword topic](/grandma3/2-3/keyword_solo/). * \*\*Master 2.6 ‘Rate’\ \*\*Modifies the fade and delay time in sequences. For more information on rate, see the [FaderRate Keyword topic](/grandma3/2-3/keyword_faderrate/). * **Master 2.7 ‘Reserved’**\ This master is only necessary for background processes and not functional. * \*\*Master 2.8 ‘ProgramTime’\ \*\*Modifies the fade time used by the programmer. For more information on program time, see the [Time Control topic](/grandma3/2-3/masters_grand_time/). * \*\*Master 2.9 ‘ProgramXFade’\ \*\*Crossfades new programmer values to the output. It affects all programmer values changed after ProgramXFade is activated. * \*\*Master 2.10 ‘ExecutorTime’\ \*\*Overrides stored cue timing. For more information on exec time, see the [Time Control topic](/grandma3/2-3/masters_grand_time/). * \*\*Master 2.11 ‘ExecutorXFade’\ \*\*Crossfades one or multiple executors. It is like a crossfade for a single executor but affects all executors triggered after the ExecutorXFade is activated. * \*\*Master 2.12 ‘Blind’\ \*\*Inhibits the effect of the blind function. It offers proportional control over dimmer as well as all other attributes. For more information on blind, see the [Blind keyword topic](/grandma3/2-3/keyword_blind/). * \*\*Master 2.13 ‘SoundOut’\ \*\*Volume of the console’s audio output. * \*\*Master 2.14 ‘SoundIn’\ \*\*Inhibits incoming audio signals. For more information about using sound input, see the [Sound Window](/grandma3/2-3/sound_viewer/) topic. * \*\*Master 2.15 ‘SoundFade’\ \*\*Adjusts how quickly the console responds to changes in incoming audio signals. For more information about using sound input, see the [Sound Window](/grandma3/2-3/sound_viewer/) topic. # Time Control > When enabled, the Program Time and Executor Time masters can override playback timing within the programmer and executors, respectively, with a time range of 0 When enabled, the Program Time and Executor Time masters can override playback timing within the programmer and executors, respectively, with a time range of 0 seconds to 10 seconds. They can be assigned to executors as well as special executors in the [Master Area](/grandma3/2-3/do_control_master/), [Custom Area](/grandma3/2-3/do_control_custom/), or the [Grand Master](/grandma3/2-3/do_control_grand/). This gives physical control of their activation and level. Quick access to these masters is available in the master controls menu. For more information on this menu, see the [Master Controls topic](/grandma3/2-3/ws_master_controls/). ## Program Time [Section titled “Program Time”](#program-time) Program Time adds a fade time to changes of attribute values in the programmer. Set the master to the desired value and activate Program Time by pressing On or Toggle on an executor assigned to the program time master, or tap Prog Time in the master controls menu so there is a green marker. The set time will be used for all value changes in the programmer except for those made by turning an encoder or the dimmer wheel. To deactivate program time, press Off or Toggle on an executor assigned to the program time master, or tap Prog Time again in the master controls menu. The green marker will disappear. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Recalling presets that include individual fade time and delay time will continue to use their stored times. Presets with no individual fade time will respect the program time setting. | ## Executor Time [Section titled “Executor Time”](#executor-time) Executor Time overrides cue fade times during sequence playback, regardless of whether the sequence is running from an executor or directly from the sequence pool. Set the master to the desired value and activate Executor Time by pressing On or Toggle on an executor assigned to the executor time master, or tap Executor Time in the master controls menu so there is a green marker. Cues stored with only basic timing will change values using the specified executor time. Individual fade and delay and times will continue to playback as stored. Cues with follow or time triggers will continue to use the stored triggers. To deactivate executor time, press Off or Toggle on an executor assigned to the executor time master, or tap Executor Time again in the master controls menu. The green marker will disappear. If the Use Executor Time option in the sequence settings menu is enabled, the sequence will follow the executor time master. Disabling Use Executor Time allows all of the cues in the sequence playback using their stored timing. For more information on the sequence settings menu, see the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) topic. # Playback Masters > 50 different Playback Masters can be assigned to executors and special executors. 50 different Playback Masters can be assigned to executors and special executors. Playback Masters can be assigned as playback settings of sequences. The masters function as an inhibitive dimmer control for the assigned sequences. All sequences with the same playback master assigned can be simultaneously inhibited by that master. Read more about assigning playback masters to executors in the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) topic. Read about assigning a playback master to a sequence in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) topic. # Selected Masters > Selected masters give access to the individual masters of the selected sequence. They adjust the levels and timing of the selected sequence. Selected masters give access to the individual masters of the selected sequence. They adjust the levels and timing of the selected sequence. Selected masters can be [assigned](/grandma3/2-3/executor_assign/) to executors and special executors. Read more about the functions of the masters and assigning masters to executors in the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) topic, especially the [Change Fader Function](/grandma3/2-3/executor_assign/#h2_556425614) section. The selected masters are: * \*\*Master 1.1 ‘Master’\ \*\*Controls the intensity. * **Master 1.2 ‘XFade’** - this is also called Crossfade.\ Crossfades between the current cue and the next cue. * **Master 1.3 ‘XFadeA’** - this is also called CrossfadeA or XA.\ Is the first of a manual crossfade between two cues. Works along with XFadeB. * **Master 1.4 ‘XFadeB’** - this is also called CrossfadeB or XB.\ Is the second of a manual crossfade between two cues. Works along with XFadeA. * \*\*Master 1.5 ‘Temp’\ \*\*Crossfades the cue on when pulled up, and off when pulled down. * \*\*Master 1.6 ‘Rate’\ \*\*Modifies the fade and delay time in a sequence by the value of the rate master. If Speed from Rate is on, it is also valid for phaser speed stored in cues - see [Sequence Settings topic](/grandma3/2-3/cue_sequence_settings/). * \*\*Master 1.7 ‘Speed’\ \*\*Controls the phaser speed in a cue. * **Master 1.8 ‘Highlight’** * \*\*Master 1.9 ‘Lowlight’\ \*\* * \*\*Master 1.10 ‘Solo’\ \*\* * \*\*Master 1.11 ‘Time’\ \*\*Sets the time for the time overwrite. For more information on time, see the [Time Keyword](/grandma3/2-3/keyword_time/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Highlight, Lowlight, and Solo masters are only functional for the grand masters. For more information, see [Grand Masters](/grandma3/2-3/masters_grand/). | # Speed Masters > 15 different Speed Masters can be assigned to executors and special executors. 15 different Speed Masters can be assigned to executors and special executors. This group of masters also includes the BPM Master. This master adjusts the expected speed of the incoming audio. The console will adjust to the actual detected Beats Per Minute closest to this setting. For more information about using sound input, see the [Sound Window](/grandma3/2-3/sound_viewer/) topic. Speed masters can be assigned to sequences. This makes it possible to sync multiple sequences to the same speed. Read more about assigning speed masters to executors in the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) topic. Read about assigning a Speed Master to a sequence in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) topic. The colored indicator bar above the speed master label blinks in accordance with the speed. This gives visual feedback about the current speed. # Timing Masters > There are 50 different timing masters. There are 50 different timing masters.  They can have values between 0 seconds and 10 seconds. Timing masters can be set for playback timings instead of a numeric value. They can also be used for timings in combination with [playback commands](/grandma3/2-3/cue_playback/#h2__483879150). Timing masters can be renamed. This can be done in the Menu → Preference and Timings → Masters. Here, the [Label](/grandma3/2-3/keyword_label/) command can be used on the masters to change the name and add an appearance, scribble, and tags. The following properties can be set to a timing master: * Timings in sequences: CueIn Fade, CueOut Fade, CueIn Delay, CueOut Delay, Feature Group Fade, and Feature Group Delay\ Read more about using timing masters in sequences in [Cue Timing – Timing Masters](/grandma3/2-3/cue_timing/#h2_1670677255). * Playback Timings in Preferences and Timings\ To show and edit these default playback timings, press Menu → Preferences and Timings → Timings.\ Read more about default playback timings in [Cue Timing – Playback Timing](/grandma3/2-3/cue_timing/#h2_2018780083). To set a timing master, edit the value of one of these properties and choose a timing master in the [calculator](/grandma3/2-3/ws_calculator/). ![Update this description text.](/img/grandma3/2-3/window_timing-20masters_01_v3-2-2-5ba8b7.png) Calculator Cue Fade with timing masters To set different timing masters for in and out timings when **C\*\*\*\*ondensed Timing** is enabled in the sequence sheet, type manually into the Cue Fade or Cue Delay calculators. For example, Timing1/Timing2 (no spaces between name and number). To use a timing master in combination with [playback commands](/grandma3/2-3/cue_playback/#h2__483879150), type the timing master instead of a numeric value. **Example:**  | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Goto Cue 5 Fade “Timing5” | Timing masters can be assigned to executors. Read more about assigning masters to executors in the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) topic. # MAtricks and Shuffle > MAtricks is a tool that can be used to divide a selection of fixtures into sub-selections. MAtricks is a tool that can be used to divide a selection of fixtures into sub-selections. The general workflow involves selecting fixtures and applying different MAtricks settings to the selected fixtures inside the primary selection. For example, ten fixtures are selected, and you want to step through them one at a time to correct their positions. MAtricks is the tool used to do this. The selection can be shuffled using a set of shuffle tools. Read more [below](/grandma3/2-3/matricks/#shuffle_selection). ## MAtricks Tools [Section titled “MAtricks Tools”](#matricks-tools) One of the ways to work with MAtricks is the MAtricks toolbar or window. The MAtricks tools are available in a window that can be created like any other. ![](/img/grandma3/2-3/window_matricks_speedfromx_v2-3-f44265.png) A menu version of the MAtricks window can be opened by tapping MAtricks in the [Encoder bar](/grandma3/2-3/ws_encoder_bar/). The two versions have the same buttons and options. The following topics provide details about the different options. Tap Grid, Layers, or Shuffle to display or hide the corresponding group in the title bar. The MAtricks window is divided into three sections, one for each axis. The X-axis section has a red background, the Y-axis section has a blue background, and the Z-axis section has a green background. Tap X, Y, or Z in the toolbar on the left side to display or hide the corresponding axis. Each axis section has its properties grouped. Here are the groups and their properties: * **Grid**: Axis (X, Y, Z), Block, Group, Wings, and Width. * **Layers**: Fade From/To, Delay From/To, Speed From/To, and Phase From/To. Tap ![](/img/grandma3/2-3/swap_15_v3_2-3-2fe77a.png) between the input fields to swap the from/to values.   - **Shuffle**: Shuffle and Shift. The **Layers**\*\*\*\* speed readout format can be set to Hz, BPM, or Seconds in the User Profile. See [User Settings](/grandma3/2-3/user_settings/).  For the following example, the speed readout format is set to Hertz. To apply the speed value of 10Hz to the Speed From X property of the selection MAtricks using the command line, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” 10 | This is the result: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Blocks](/grandma3/2-3/matricks_block/) * [Groups](/grandma3/2-3/matricks_group/) * [Wings](/grandma3/2-3/matricks_wings/) * [Widths](/grandma3/2-3/matricks_width/) * [Shuffle](/grandma3/2-3/matricks_shuffle/) * [Transform](/grandma3/2-3/matricks_transform/) # Blocks > The blocks function in the MAtricks creates blocks of fixtures of the specified size. The blocks function in the MAtricks creates blocks of fixtures of the specified size. This treats blocks of fixtures as one fixture. It is better explained with examples. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.  ![](/img/grandma3/2-3/window_matricks_x-20at-201_v2-0-0-4-b71bf0.png)\ Ten fixtures with MAtricks X at 1 - No XBlock It looks like this in the Selection Grid and Fixture Sheet windows. (Fixture Sheet Mode set to Channel and Output layer selected). For more information, see [Fixture sheet](/grandma3/2-3/operate_fixture_sheet/). ![](/img/grandma3/2-3/window_selection-grid_fixture-sheet_matricks-blocks-1v2-0-0-4-d17894.png)\ Ten fixtures with MAtricks X at 1 - XBlock set to None # Groups > Groups in the MAtricks are used to separate the selection into the number of groups set. Groups in the MAtricks are used to separate the selection into the number of groups set. It alternates through the selection putting fixtures into each group. It is best explained with an example. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on the X-axis.  Tap + in the X settings MAtricks window or press Next to make the MAtricks X value 1.  ![](/img/grandma3/2-3/window_matricks_x-20at-201_v2-0-0-4-b71bf0.png)\ Ten fixtures with MAtricks X at 1 - No XGroup It looks like this in the Selection Grid and Fixture Sheet (Channel SheetMode and Output layer selected) window. ![](/img/grandma3/2-3/window_selection-grid_fixture-sheet_matricks-blocks-1v2-0-0-4-d17894.png)\ Ten fixtures with MAtricks X at 1 - No XGroup # Shuffle > Shuffle is used to shuffle the selection order of the current fixture selection. Shuffle is used to shuffle the selection order of the current fixture selection. The shuffle function is described in more detail in the [MAtricks and Shuffle topic](/grandma3/2-3/matricks/). This example uses the **MAtricks window**, the **Selection Grid window**, the **Fixture Sheet window,** the **Group Pool**, the **Color Preset Pool**, and the **All 1 Preset Pool**. It is useful to have them visible on the screens. This is an example of a shuffle on two axes. The main setup consists of 20 fixtures with a color mix and four global color presets (Red, Green, Blue, and Magenta). 1. Select fixtures 101 thru 105 and tap the red color preset. 2. Select fixtures 106 thru 110 and tap the green color preset. 3. Select fixtures 111 thru 115 and tap the blue color preset. 4. Select fixtures 116 thru 120 and tap the magenta color preset. 5. Select fixtures 101 thru 120. 6. Use the MAtricks tool to set XWidth to 5. This arranges the fixtures nicely in a 5 x 4 grid. 7. Store a group with this grid arrangement. 8. A dimmer range of 25% to 100% is applied by pressing: At 2 5 Thru 1 0 0 Please.  9. Press Store and tap an empty All 1 preset pool object. It looks like this: ![](/img/grandma3/2-3/window_matricks_shuffle-1515ff.png) # Transform > Transform is a setting in the MAtricks window. It is found in the Invert Options at the bottom of the MAtricks window. Transform is a setting in the MAtricks window. It is found in the [Invert Options](/grandma3/2-3/matricks/) at the bottom of the MAtricks window. If Transform is set to Mirror, the values will be mirrored depending on the other MAtricks settings, such as Blocks, Groups, and Wings. Transform allows to: * Quickly create symmetrical objects. * Keep a symmetrical impression on an odd fixture selection. ## Example [Section titled “Example”](#example) How to set Transform in a simple example: 1. Select some fixtures and set the dimmer to full. 2. Open a [Phaser Editor](/grandma3/2-3/phaser_editor/) window using the Add Window pop-up. Or tap the Phaser button in the Encoder Bar. 3. Select 2D and then tap the ![](/img/grandma3/2-3/icon_phaser_add_relative_15px-6b22c4.png) button in the left tool button bar of the phaser window. 4. Set two points, “1” and “2,” like in the image below: ![](/img/grandma3/2-3/window_phaser_editor_transform_v1-9-86e878.png) Phaser with relative position. 4. To change the phaser to a circle form, select ![](/img/grandma3/2-3/icon_phaser_form_saw_15px-8bb991.png) in the left button toolbar and then select ![](/img/grandma3/2-3/icon_phaser_form_circle_15px-0837c4.png) on the right button toolbar in the phaser window. ![](/img/grandma3/2-3/window_phaser_editor_transform-2_v1-9-4890ac.png) Phaser with circle form 5. Open the MAtricks window and set XWings to 2. 6. To set Transform to Mirror, tap and hold Transfom. A pop-up opens. Tap Mirror. ![](/img/grandma3/2-3/popup_matricks_transform_v1-8-5f4d46.png) Transform Mirror pop-up 7. The result is shown in the image below: ![](/img/grandma3/2-3/window_matricks_transform-e35c64.png) If Transform is set to Mirror:  * The font color of the Transform button is yellow. * InvertStyle changes to Pan. If Transform is set to None: * Inverts are switched off. # Widths > Width can appear to give the same result as groups. The difference is that groups place the grouped fixtures in the same grid positions where width moves the fi Width can appear to give the same result as groups. The difference is that groups place the grouped fixtures in the same grid positions where width moves the fixtures out on the next axis. This makes it possible to combine several axes in the MAtricks selection. It can be a great tool for fixtures arranged in grids. Having the fixtures in MAtricks with a width and storing a group in the [Group pool](/grandma3/2-3/group_create/) also stores the current selection grid setup. The MAtricks width is best explained with an example. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.   It looks like this in the Selection Grid and Fixture Sheet (Channel SheetMode and Output layer selected) window: ![](/img/grandma3/2-3/window_matricks_x-20at-201_v2-0-0-4-b71bf0.png)\ Ten fixtures with MAtricks X at 1 - No Width # Wings > Wings in the MAtricks separate the selection into the number of wings set and select devices from each wing from opposite directions. Wings in the MAtricks separate the selection into the number of wings set and select devices from each wing from opposite directions. It is better explained with examples. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.   ![](/img/grandma3/2-3/window_matricks_x-20at-201_v2-0-0-4-b71bf0.png)\ Ten fixtures with MAtricks X at 1 - No XWings # Meshes > Meshes are stored in the Mesh Pool. Meshes 1 thru 9 are locked and can not be edited. Meshes are stored in the Mesh\*\* Pool\*\*. Meshes 1 thru 9 are locked and can not be edited. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | For more information on **Meshes**, see [Build fixture types](/grandma3/2-3/ft_insert_models/). | Open a **Mesh Pool** window. For information, see the [Add window](/grandma3/2-3/wvm_add_window/) topic. ![](/img/grandma3/2-3/window_mesh_pool_v2-0-bfb464.png) Mesh pool In the **Add Window** pop-up, tap Pools, then in the **Media** column, tap Meshes. Edit a mesh pool object using one of the following two options: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. The Edit **UserMesh** pop-up opens. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | This icon ![](/img/grandma3/2-3/icon_15_timecode_note_v2_0-c8e924.png) Is displayed in the top right corner of a mesh pool object if a note exists. The note is displayed in the Note section of the Edit pop-up. | *** ### Import Meshes [Section titled “Import Meshes”](#import-meshes) To import meshes: 1. Repeat option 1 or 2 above. 2. In the **Edit** **UserMesh** pop-up, tap Import. The **Import mesh** pop-up opens. 3. Select the source from the title bar, for example, Internal. 4. Select the mesh to import. 5. Tap Import. The new mesh pool object is imported. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936282495?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Networking > Networking allows for the expansion of a single standalone console to a complete system with DMX nodes and extra processing powers. Networking allows for the expansion of a single standalone console to a complete system with DMX nodes and extra processing powers. The rear panel of all the consoles has three Ethernet connectors, which can be used to connect to three different networks. Networking is used for: * Connecting several MA3 devices in a session * Output and input Ethernet-based DMX * MVR-xchange to link compatible software * Internet connection  ## MA Session [Section titled “MA Session”](#ma-session) Sessions are a way to expand a single console. They allow for connecting multiple consoles in a multi-user setup where several programmers can work in the same show. grandMA3 Processing Units can be added to move DMX calculations away from the consoles and into processors located where needed. grandMA3 xPort Nodes listen to a session and function as DMX interfaces, allowing decentralized synchronized DMX distribution. A session is needed to connect grandMA3 devices. Read about [sessions here](/grandma3/2-3/network_session/). ## Ethernet DMX [Section titled “Ethernet DMX”](#ethernet-dmx) grandMA3 can output DMX using Art-Net and sACN. It is possible to set up a specific Ethernet port to output the network DMX. Read more in the [DMX In and Out topics](/grandma3/2-3/dmx/). ## MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) MVR-xchange can be used to exchange MVR information in a network. Learn more about this in the [MVR-xchange topic](/grandma3/2-3/remote_inputs_mvr/). ## Internet Connection [Section titled “Internet Connection”](#internet-connection) The grandMA3 system is designed to connect to the Internet, more specifically, to World Servers. These servers can provide different services to the connected stations. It is recommended to separate the light network from the Internet and use one of the three Ethernet connectors on the back of the MA hardware stations to connect to a network with Internet access. This will maintain a separation between the Internet and the light network and still provide access to the services on the world server. For more information, see the [World Server topic](/grandma3/2-3/system_world/) and the [Interfaces and IP topic](/grandma3/2-3/network_interface/). An Internet connection also makes it possible to see the manual videos in the software version of the manual.  ## Internal Connections [Section titled “Internal Connections”](#internal-connections) A console uses internal network connections to connect different sections of the internal components. This might be visible at some locations but should never be changed by users. ### []()Enabling or Disabling the Network Connection [Section titled “Enabling or Disabling the Network Connection”](#enabling-or-disabling-the-network-connection) The network needs to be enabled to communicate. This includes transmitting DMX using Ethernet. Turning network On or Off is done from the **Network menu** - read about the network menu in the [Sessions topic](/grandma3/2-3/network_session/). In the lower right corner of the network menu, there is a button to toggle the network connection. ![](/img/grandma3/2-3/icon_network-enable_v0-91-8a22df.png) *Network enable button* If the icon is red, the network is turned Off. If it is green, it is On. Subtopics * [Interfaces and IP](/grandma3/2-3/network_interface/) * [Session](/grandma3/2-3/network_session/) * [Web Remote](/grandma3/2-3/network_webremote/) * [Network Design](/grandma3/2-3/network_design/) * [Regulations and Standards](/grandma3/2-3/network_regulations/) * [Station Control](/grandma3/2-3/network_station_control/) # Network Design > Creating a good working network for a grandMA3 system can be complex when the system expands. Creating a good working network for a grandMA3 system can be complex when the system expands. Small systems might not require expensive switches and infrastructure to work, but pushing the grandMA3 system also pushes the network infrastructure. ## General Control System Requirements [Section titled “General Control System Requirements”](#general-control-system-requirements) * The output of an MA Lighting control system only changes by intention (of the user). * The output of an MA Lighting control system complies with the standards, proprietary open standards, and protocols (see a complete list in the [Regulations and Standards topic](/grandma3/2-3/network_regulations/)): * DMX512-A. * sACN. * SMPTE Timecode. * Open Sound Control (OSC). * DIN SPEC 15800 (GDTF). * Art-Net. * PSN. * MVR. * The output of an MA Lighting control system is synchronized for all physical output ports over all attached MA devices and all transmitted protocols. * The output of an MA Lighting control system is considered to be “real-time” (The term “real-time” can be defined by: All latencies between input events and output reactions are determined and known.) * Show files are upwards compatible, and exceptions shall be announced. (This might not always be possible due to rare technical reasons. If so, MA will state this with the release notes of the software update as ‘known limitations’!) The list above defines a set of rules that must be true within a correctly configured network. *** ## Network Speed [Section titled “Network Speed”](#network-speed) The amount of data sent in a grandMA3 network can vary depending on the number of grandMA3 devices and parameters. A grandMA3 system is always defined based on one (1) maximum utilized session in a network. This maximum is defined in the [Session topic](/grandma3/2-3/network_session/). With this in mind, a network speed of 1 Gbit/s is required for the MA-Net3 protocol. This means that the ports on the switches should be configured as “Access” ports and have a minimum capacity of 1 Gbit/s. The switches should be “non-blocking”. The maximum latency on the “broadcast domain” should be 2 milliseconds or less. The MA-Net3 protocol uses multicast, and all grandMA3 devices support IGMP membership requests. All devices should use the same bandwidth capacity. This means that if there is an older network node translating a DMX streaming protocol (like Art-Net) only capable of 100 Mbit/s speed, this protocol should be separated to a different VLAN (or network) limited to this speed. In a Gigabit network, the average bandwidth reserved for MA-Net3 is 200 Mbit/s. MA-Net3 does not allow for traffic shaping. ## Cable Quality and Lengths [Section titled “Cable Quality and Lengths”](#cable-quality-and-lengths) Since the network speed is defined as 1 Gbit/s, the quality of the copper cabling should be Cat.5e or better. The cable length is defined in a set of standards for fixed installations (EN 50173). These specify a set of rules for installations that should be followed. For “flying installations” or “one-offs”, a different type of cable is used (stranded core / “patch” cables). This type does not support the same lengths as a proper fixed installation (using solid core cables). Using a maximum length of 75 meters / 246 feet between devices is recommended for these systems. This length is tested by MA Lighting using new quality cables. If the cable is damaged, it should not be used. These lengths are about the distance between devices, such as a grandMA3 console and the switch. Connecting switches can have higher demands. The speed between the switches might be higher than 1 Gbit/s and thus have higher quality demands on the cabling. ## Switch Settings [Section titled “Switch Settings”](#switch-settings) If more than one switch is used, and the switches are used for more than MA-Net3, then it is recommended to separate the MA-Net3 into a different VLAN. Please consider that the MA-Net3 should have 1 Gbit/s available, so if the switches do other things as well, there needs to be more than 1 Gbit/s connection between the switches. When using multiple switches, please ensure the switches support Protocol Independent Multicast (PIM) to route the multicast correctly between the switches. Switches should have all ports go online simultaneously after a reboot. Delayed port-by-port reboot behavior is not supported at this time. The IP addresses used in a MA system should follow the recommendation RFC-1918 about address allocation in private internets. If the MA Worldserver is desired, then a VLAN (or separate network) should be used. This network segment should be routed to the Internet. ## EEE or Green Ethernet [Section titled “EEE or Green Ethernet”](#eee-or-green-ethernet) Energy-Efficient Ethernet (IEEE 802.2az) or Green Ethernet is a system supported by some network switches. The idea is to save some energy on the network ports that do not have a lot of traffic. This includes some negotiations between the switch and the connected device. Unfortunately, this does not always result in a successful setting, and the network port could be disabled and enabled when the negotiation fails. This is not good in a MA-Net3 setup. Disabling any energy-saving functions in the network switch is highly recommended. If the switch is unmanaged with EEE enabled, it is recommended not to use it. ## Bandwidth Calculation for Best Practise Networks [Section titled “Bandwidth Calculation for Best Practise Networks”](#bandwidth-calculation-for-best-practise-networks) The DMX output of MA devices needs a refresh rate of 30Hz. Therefore all “real-time” data needs to be present within 33ms. To avoid any visible jitter, the synchronization data packet is allowed to have a maximum latency over the whole system of 2ms. Within each refresh of 33ms, all necessary data must be transferred to the end devices. The maximum possible number of parameters will be 262 144 with 24-bit DMX data. Only a mixed calculation is possible with a 1 024 DMX universe limit. The maximum for 262 144 parameters each of 16bit will end up in 1024 DMX universes and therefore: 1 024 Universes \* 512 packets \* 10 bit \* 30 Hz = 158 MBit/s This will be the average bandwidth needed to allow the “real-time” traffic (as described in the requirements above) to pass through. At the same time, the latency cannot be more than 2ms. This is a worst-case scenario with the maximum possible DMX data. There is more data to be transmitted than just the DMX data; therefore, the average bandwidth for Gigabit systems is set to 200 MBit/s. Higher bandwidth for faster show upload might be required, especially in bigger installations. More bandwidth is needed if additional DMX-over-Ethernet protocols are used in parallel and/or Web-Remote(s). The calculation will be the same, and the bandwidth of additional DMX-over-Ethernet data must be added. ## DSCP and QoS [Section titled “DSCP and QoS”](#dscp-and-qos) The different types of grandMA3 network traffic is divided into five categories. Each category can have its own setting defining how the switches should prioritize the network packages for this category. These settings can alter the traffic flow and should only be done if a specific need exists. Learn more in the [Station Control topic](/grandma3/2-3/network_station_control/). ## Testing the Network Environment [Section titled “Testing the Network Environment”](#testing-the-network-environment) A grandMA3 network system will be recognized as a smooth operating system if there are no data retransmissions and no DMX dropouts on any device in the session. Any retransmission of data packages in the overall system will be shown in the System Monitor of every device within the session. Session stability and reliability are measures of network quality and vice versa. The Network Menu has columns showing the number of negative acknowledgments (NACKS) for each connected station in the system. NACKS are indicators of packages being dropped or not getting through to the recipient. The **Network Menu** is used to see all the stations and sessions in a network. Learn more in the [Session topic](/grandma3/2-3/network_session/). Retransmission means a data package has not reached its destination in order or at all. The question arises of which retransmission count is acceptable. In other words, when to worry about network stability. The answer cannot be a quantity – the answer is a situation-dependent measure. Here are some guidelines for quality insurance of the network session handling: * A few Retransmissions (0 – 50) on a regular or irregular basis – The system is considered stable. * Multiple Retransmissions (> 50) on an irregular basis – The system has issues. * Multiple Retransmissions (>100) on a regular basis – The system needs investigations! * High number of Retransmissions (> 200) on an irregular basis – The system needs investigations! | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | During a show upload, the number of retransmissions can be very high due to the heavy use of communication on all layers, and retransmissions are expected. The system is considered to be stable. | A network speed test can be performed to test the network speed. This will test the connections between the station activating the test and the selected stations. The result will show if the connection has issues. Do not perform this test while in a show. Learn more in the [NetworkSpeedTest keyword topic](/grandma3/2-3/keyword_networkspeedtest/). **DMX dropouts are not allowed within the session at any time.** Subtopics * [Protocol Details](/grandma3/2-3/network_design_protocols/) * [Wireless Networks WLAN - WiFi](/grandma3/2-3/network_design_wlan/) # Protocol Details > The grandMA3 system supports different network protocols. The grandMA3 system supports different network protocols. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See a list of protocols in the [Regulations and Standards topic](/grandma3/2-3/network_regulations/). | The following are some details about each protocol that might be useful for setting up rules in network switches and routers. ## MA-Net3 [Section titled “MA-Net3”](#ma-net3) ### General Traffic [Section titled “General Traffic”](#general-traffic) **Transport layer:** UDP - Multicast **Port number:** 30020 **IP addresses (default Base address):** * 236.4.1.0 - Administration group for all devices and sessions * 236.4.1.1 - General communication (session data) * 236.4.1.2 - Extended communication (session data) * 236.4.1.3 - Extended DMX (session data) * 236.4.1.4 - Reserved (session data) **Additional Information:** The IP addresses mentioned above belonging to the session are for session index number 1. Subsequent session indexes use different addresses using the formula “BaseIP+4\*X” where “X” is the session index number, and “IP” is the address mentioned above. This only changes the last octet of the address. So the default IP addresses specific for session index 3 are: * 236.4.1.13 * 236.4.1.14 * 236.4.1.15 * 236.4.1.16 This allows for 32 sessions in a network. ### Alternate Multicast Base [Section titled “Alternate Multicast Base”](#alternate-multicast-base) The default multicast base address (236.4.1.X) is within an IANA reserved block (according to RFC5771 - IANA Guidelines for IPv4 Multicast Address Assignments). If this causes any problem in the network environment, then an alternative multicast base address can be selected in the [Network Menu](/grandma3/2-3/network_session/).  The option called **Alternative** uses the 239.4.1.X address as a base. The fourth number is the same as described above. ### Alternate Traffic [Section titled “Alternate Traffic”](#alternate-traffic) **Transport layer:** TCP - Unicast **Port number:** 30022+ **Additional Information:** This is used when a station needs to send a lot of information to a different station, for instance, with a network update. ### MA Worldserver [Section titled “MA Worldserver”](#ma-worldserver) **Transport layer:** TCP - Unicast **Port number:** 30021 **Additional Information:** This must be routed to the Internet to access the official worldserver from MA Lighting. ### MA Web-Remote - HTTP [Section titled “MA Web-Remote - HTTP”](#ma-web-remote---http) **Transport layer:** TCP - Unicast **Port number:** 80 ### MA Web-Remote - Websocket [Section titled “MA Web-Remote - Websocket”](#ma-web-remote---websocket) **Transport layer:** TCP - Unicast **Port number:** 8080 ## Art-Net (revision 1.4db) [Section titled “Art-Net (revision 1.4db)”](#art-net-revision-14db) **Transport layer:** UDP - Broadcast **Port number:** 6454 and **Transport layer:** TCP - Unicast **Port number:** 6454 **Additional Information:** In Auto-Mode, grandMA3 Art-Net will be sent as Unicast unless there are more than five receivers (default value in Broadcast Threshold) of the same DMX universe in the network. Then the protocol switches automatically to Broadcast. The default Broadcast Threshold is set to five but can be changed in the [Art-Net menu](/grandma3/2-3/dmx_ethernet_artnet/). ## sACN [Section titled “sACN”](#sacn) **Transport layer:** UDP - Multicast **Port number:** 5568 **IP addresses:** 239.255.x.y and **Transport layer:** TCP - Unicast **Port number:** 5568 **Additional Information:** The default uses a Multicast address for each sACN DMX universe corresponding to a specific universe. The first two numbers in the IPv4 address are fixed. The two following numbers are calculated to match the universe number. For instance, sACN universe 1 is on IP 239.255.0.1, and sACN universe 256 is on IP 239.255.1.0 ## PSN - PosiStageNet [Section titled “PSN - PosiStageNet”](#psn---posistagenet) **Transport layer:** UDP - Multicast **Port number:** 65565 **IP addresses:** 236.10.10.10 **Additional Information:** The Multicast address and port number can be changed in the [PSN menu](/grandma3/2-3/remote_inputs_psn/). ## OSC - OpenSoundControl [Section titled “OSC - OpenSoundControl”](#osc---opensoundcontrol) **Transport layer:** TCP / UDP **Port number:** 8000 **Additional Information:** The transport layer protocol, address, and port number can be changed in the [OSC menu](/grandma3/2-3/remote_inputs_osc/). ## NDI - Network Device Interface [Section titled “NDI - Network Device Interface”](#ndi---network-device-interface) ### mDNS communication [Section titled “mDNS communication”](#mdns-communication) **Transport layer:** UDP - Multicast **Port number:** 5353 **IP addresses:** 224.0.0.251 ### Alternate Discovery [Section titled “Alternate Discovery”](#alternate-discovery) **Transport layer:** TCP - Unicast **Port number:** 5959 ### Base TCP Connection for Stream [Section titled “Base TCP Connection for Stream”](#base-tcp-connection-for-stream) **Transport layer:** TCP - Unicast **Port number:** 5961+ ### UDP Shared with TCP Connections [Section titled “UDP Shared with TCP Connections”](#udp-shared-with-tcp-connections) **Transport layer:** UDP - Multicast **Port number:** 5960+ ### UDP / TCP Receiving [Section titled “UDP / TCP Receiving”](#udp--tcp-receiving) **Transport layer:** UDP / TCP **Port number:** 6960+ ### UDP / TCP Sending [Section titled “UDP / TCP Sending”](#udp--tcp-sending) **Transport layer:** UDP / TCP **Port number:** 7960+ ## MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) ### mDNS communication for discovery [Section titled “mDNS communication for discovery”](#mdns-communication-for-discovery) **Transport layer:** UDP - Multicast **Port number:** 5353 **IP addresses:** 224.0.0.251 ### MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange-1) **Transport layer:** TCP **Port number:** 42424 **Additional Information:** Only TCP exchange is supported at the moment. Learn more about MVR-xchange in the [MVR-xchange topic](/grandma3/2-3/remote_inputs_mvr/). ## SFTP [Section titled “SFTP”](#sftp) **Transport layer:** TCP - Unicast **Port number:** 22 ## SNMP [Section titled “SNMP”](#snmp) **Transport layer:** UDP - Multicast **Port number:** 161 and 162 **Additional Information:** SNMP v1 and v2c. Public community. ## AVAHI [Section titled “AVAHI”](#avahi) **Transport layer:** UDP - Multicast **Port number:** 5353 # Wireless Networks WLAN - WiFi > A wireless connection should only be used with the web remote. A wireless connection should only be used with the web remote. Do not try to run a session on a WiFi connection. Please read the [Network Design topic](/grandma3/2-3/network_design/) and understand why it is not possible. Wireless networks (WiFi) manipulate the data packages to optimize the wireless network. This works for standard HTTP and HTTPS traffic but not for MA-Net3. Please use proper access points for the wireless network. The access points shall be connected to a port on a network switch, and all access points should be in a separate VLAN. This ensures that all multicast traffic can be filtered out of the wireless network. The access points must be filtered to only allow MA Web Remote traffic “on air” to avoid delays caused by too much traffic between the wireless device used for MA Web Remote and the rest of the MA System. This filtering could be done in the switch or the access points. In the software, the maximum resolution transmitted for the Web Remote can be set (and limited) to allow for better performance in a slow wireless network - see the [Web Remote topic](/grandma3/2-3/network_webremote/). # Interfaces and IP > The Network Interface menu lists the available interfaces, and in the grandMA3 hardware, it can be used to change the settings. The Network Interface menu lists the available interfaces, and in the grandMA3 hardware, it can be used to change the settings. ## Open the Network Interface Menu [Section titled “Open the Network Interface Menu”](#open-the-network-interface-menu) 1. Press Menu.\ \- Opens the [menu select pop-up](/grandma3/2-3/wvm_menus/). 2. Tap Network.\ \- Opens the Network menu. 3. Tap My Interfaces.\ \- Opens the Network Interfaces pop-up: Click this button to open the pop-up. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%27RemoteIpEditor%27) ![The image shows the standard tab of the My Network Interfaces pop-up.](/img/grandma3/2-3/popup_my-network-interfaces_standard_v2-1-be712a.png) *See the Standard tab in Network Interfaces* # Regulations and Standards > The grandMA3 system conforms to and suggests a series of network-related regulations and standards. The grandMA3 system conforms to and suggests a series of network-related regulations and standards. * ISO/IEC 11801:2002 - International standard for structured data cabling * EN 50173 - European standard for structure data cabling * ANSI/TIA-568 - Standard for commercial building cabling products and services * ANSI/IEEE 802.3 IEEE - Standard for Information Technology (Cabling) * ANSI/IEEE 802.11 IEEE - Standard for Information Technology (WiFi) * RFC 1918 - Address Allocation for Private Internets * RFC 2236 - Internet Group Management Protocol * RFC 4594 - Configuration Guidelines for DiffDerv Service Classes * ANSI E1.11 - 2008 (R2018) Entertainment Technology USITT DMX512-A Asynchronous Serial Digital Data Transmission Standard for Controlling Lighting Equipment and Accessories (DMX) * ANSI E1.31 - 2018 Entertainment Technology Lightweight streaming protocol for transport of DMX512 using ACN (sACN) * ANSI E1.20 - 2010 Entertainment Technology RDM Remote Device Management Over DMX512 Networks (RDM) * Art-Net 4 - revision 1.4db * PSN 2.03 * NDI 5.6 * DIN SPEC 15800:2022 – Entertainment Technology - General Device Type Format (GDTF) Some of the protocols have some more details in the [Protocol Details topic](/grandma3/2-3/network_design_protocols/). # Session > MA devices are connected in Sessions. MA devices are connected in **Sessions.** Controlling devices (grandMA3 onPC, grandMA3 replay unit, and grandMA3 consoles) are called **Stations**. Multiple sessions can exist in the same network and are identified by a session name and location. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Learn more about different ways the grandMA3 system can work in a networked environment in the [System Overview](/grandma3/2-3/system/). | ## Session Rules [Section titled “Session Rules”](#session-rules) The grandMA3 Session is an essential part of a working system. The rules for accomplishing and maintaining a stable session are listed below to help understand the system’s behavior. * A session always creates a **Master** station. * A session always creates a unique, matching **Session Index**, which the user cannot set. * A session always needs a unique, matching **Session Name** across all members. * A session always needs a matching **Location** across all members. * All session members (stations) are displayed with a green background in the **Stations** tab in the **Network Menu**. * All members must have the same **Streaming Version** of the software - the first three numbers of a software version number. * Devices can be invited or intentionally join the session. * Devices can be protected from being invited. * Devices that lost the connection to their session will be auto-invited when coming back online - if stated in the network list of the show file and the Invite button is activated. * Two devices with the same Session Index in the same network will cause a session data conflict when both are in Master states. The session data conflict only needs user interaction if the system cannot solve it automatically. * All DMX network protocols will be output from the **Master** station only. * A maximum of 32 sessions are possible in one network domain with a maximum of 1 fully loaded session (262 144\*\*\*\* Parameter) as a total. * Consoles in session with the same user logged in will work in **Full-Tracking Mode**. * Consoles in session with different users logged in will work in **Multi-User Mode**. * The network needs a latency of less than 2ms for data-package transmission (for synchronization) to avoid output jitter! * The session timeout (before action will be taken when a station loses connection) is 5s! Many of the elements above can be seen and edited in the network menu. MA devices recognized in the network can be seen in the network menu. The menu can be accessed in multiple ways. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When stations are in network overload, up to three progress bars indicate the stations that are most overloaded. This can be the case when transferring huge amount of data in the session, for example when copying a huge data pool or during show data negotiation. | ### Open the Menu Using the Command Line [Section titled “Open the Menu Using the Command Line”](#open-the-menu-using-the-command-line) Type the following command in the command line input and execute it: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “Network” | [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%27Network%27) ### Open the Menu from the Menu Pop-up [Section titled “Open the Menu from the Menu Pop-up”](#open-the-menu-from-the-menu-pop-up) This is a combination of keys and buttons. It executes the same command as above. 1. Press Menu. 2. Tap Network on the menu selection pop-up. ### Open the Menu Using the Dedicated Button [Section titled “Open the Menu Using the Dedicated Button”](#open-the-menu-using-the-dedicated-button) The [Command Line](/grandma3/2-3/ws_ui_command_line/) has a dedicated button for the network menu: ![](/img/grandma3/2-3/img_network-button_v0-91-64e653.png) Tap this button to open the menu. ![This is the network menu showing the stations in system.](/img/grandma3/2-3/menu_network_v2-2-78d6e2.png) *The Network menu lists all MA devices in the network* The title bar has the normal close button (![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png)). Next to this is a button that displays the current status for this device, a filter button, and a button that opens a [My Interfaces pop-up](/grandma3/2-3/network_interface/) where the network interfaces are listed and might be modified. The possible filters are: * **All**:\ This lists all stations. * **My Session**:\ This only lists the stations that are in the same session as this station. * **Not My Session**:\ This lists the stations that are not part of this station’s session. * **Wrong Version**:\ This lists stations that have software version numbers that are different from this station. * **My Location**:\ This lists the stations that have the same **Location** value. Read about the location setting below. The tool buttons on the left side have four buttons: Stations, [Keys](/grandma3/2-3/network_session_key/), [Web Remote](/grandma3/2-3/network_webremote/), and [Station Control](/grandma3/2-3/network_station_control/). There are four buttons on the left side at the bottom: [Invite Station](/grandma3/2-3/network_session_invite/), [Dismiss stations](/grandma3/2-3/network_session_dismiss/), [Join Session](/grandma3/2-3/network_session_join/), and [Leave Session](/grandma3/2-3/network_session_leave/). Some input buttons change the session settings for the station being operated. This is a short explanation of each field: * **HostName**:\ The name of this device. The name can be changed freely. It does not influence the session. It can be used to identify individual devices. It can only be edited when the station is not in a session. * **Session**:\ The name of the session. Three elements need to match before devices can connect in the session. The session name, the **Location**, and the **Key**. It can only be edited when the station is not in a session. * **Location**:\ The session location. It can be anything. It does not need to be the actual location for the session. It is used together with the session name to identify the session. It can only be edited when the station is not in a session. * **Multicast Base**:\ The multicast base value defines the first three numbers in the multicast IPv4 address for the MA-Net3 session. The options are **Default** and **Alternative**. Learn more about the multicast addresses in the [Protocol Details topic](/grandma3/2-3/network_design_protocols/). Changing this setting while in a session also changes this setting for all grandMA3 devices in the session. Changing it while not in a session only changes the setting for this station.\ Changing the base address opens a pop-up that informs about the possible drawback of the change and asks for confirmation. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Be careful when changing the Multicast Base address, as it affects the entire network structure. Each grandMA3 device must have the same multicast address to allow communication between the devices. | * **MA-Net Interface**:\ Tapping the Interface field opens a small **Select Interface pop-up**. This lists the possible network interfaces, including an Auto option (Read more about this option [below](/grandma3/2-3/network_session/#auto_option)). Read more about changing the IP addresses in [Interfaces and IP](/grandma3/2-3/network_interface/). * **WorldServer**:\ This input field is used to define what world server to contact. Read more about it in the [World Server topic](/grandma3/2-3/system_world/). * **Key**:\ The key is a password for the session. Tapping this field opens a small **Select Key pop-up** that lists the possible keys - including the option to create a new one. Read more about key creation in [Create a Custom Key](/grandma3/2-3/network_session_key/). * **Master Priority**:\ This field is used to set the priority for this device. Tapping this field opens the small **Select MasterPriority pop-up**. It can only be edited when the station is not in a session.\ There are several levels of priority: **Never** (not able to be master), **Very Low**, **Low**, **Normal**, and **High**. If stations have the same priority, then the station with the lowest slot number becomes master. Slot numbers are automatically assigned depending on the order of devices joined in the session. The slot number is listed in the station table. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Each station in a session has a priority. The session needs to have one station, which is the master in the session. If there is only a station with the never priority, then the session is terminated since this station can never become the master. | * **Invite**:\ This On/Off button toggles **Invites**. Disabling this prevents this station from being invited into a session. It is still possible to join a session from this station, but it is an action that needs to be performed locally at the station. * **Web Remote**:\ This On/Off button toggles the **Web Remote** access. Turning this off prevents web remote connections. * **Remote HID**:\ This On/Off button toggles **Remote HID**. Learn more about this in the [Remote HID topic](/grandma3/2-3/comad_remotehid/). * **RDM**:\ This is a global RDM On/Off button. Learn more about RDM in the [RDM section](/grandma3/2-3/rdm/). * **Enable button** (![](/img/grandma3/2-3/icon_power_15_v1-0-c9faff.png)):\ This button [enables or disables](/grandma3/2-3/network/) the network connections. * A red icon means the network connection is disabled. The text beneath the icon describes whether a session is created or joined if the network is enabled. * A green icon means the network connection is enabled. * A green icon with a red background means the connection is enabled, but the interface is not connected. ## []()Auto Option in MA-Net Interface Select Interface Pop-up [Section titled “Auto Option in MA-Net Interface Select Interface Pop-up”](#auto-option-in-ma-net-interface-select-interface-pop-up) The dropdown for selecting the interface used for MA-Net in the network menu has an **Auto** option. When the MA-Net interface is set to Auto, the grandMA3 software determines the interface to use. In this case, the IP of the selected interface is set into angle brackets on the MA-Net Interface button, for example, <192.168.0.4>. The order of the following rules specifies the automatically determined interface in Auto mode: 1. When a Class C IP address (192.168.x.y) is found, the interface with this IP will be taken. No matter the link state of this interface. (With onPC on Mac, the interface link state must be active.) 2. When no Class C IP is found, the software searches for a Class B IP (172.16.x.y). Only if the interface has an active link state. 3. If also no Class B IP address is available, a Class A IP in the range of 10 (10.x.y.z) will be searched only if the interface has an active link state. 4. If this also fails, a Class A IP in the range of 2 (2.x.y.z) will be searched only if the interface has an active link state. 5. The loopback interface will be used if no Class A IP is available. Changing the selected interface from Auto to the preferred interface is always possible. After a full install, the first interface will be selected as the default interface on grandMA3 consoles, processing units, and xPort nodes. Per default, grandMA3 onPC on Windows and macOS will be set to Auto. *** The **Stations** view of this menu displays all the MA devices organized in types. The devices with the green background are connected devices. This is a short description of the columns: * **Lock**:\ A row can be locked by the user. Editing the field toggles between empty and “UL” (User Locked). * **No**:\ This is the row number. Notice that a row can be a child of a parent object. If there is a number in parentheses, then it is the number of children in the parent object.  * **Name**:\ This is the name of the device or device type. * **Type**:\ This shows the type for each device. OnPCs might be listed as “Undefined”. * **IP**:\ This is the IP address for the device’s MA-Net interface. * **Session**:\ This is the name of the session the device is a part of. * **Location**:\ This is the location for the session. For devices to connect, the session name, location, and key must match. * **Show File**:\ This is the name of the active show file on the device. * **Status**:\ This is the device’s session status. * **Master Prio**:\ This is the priority for the station. * **Version Big**:\ This is the software version for the device. The **Version Big** number indicates the version number that needs to match for stations and processing units to connect in a session. * **Version Small**:\ This is the software number that needs to match for grandMA xPortNodes to be able to connect to a session. * **Enabled**:\ This shows if the network connection is enabled. * **Online Time**:\ This is the time the device has been online in the session. When the station connects to a session, then the online time resets. * **Session Index**:\ Each session is automatically assigned a number. This is the session number for each device. There is a maximum of 32 sessions in the same network. * **Session Slot**:\ Each station in a session has a unique slot ID. This is the ID number for each device. * **Remote IP**:\ Some MA devices are connected to a station. For instance, the grandMA3 extension. This field shows the IP address of the station these devices are connected. * **Mask**:\ This is the station’s sub-net mask. * **Flow Control Level**:\ This shows information about congestion and data loss in a session. It displays, on a scale of 0 to 255, the intensity of flow control. * **NACK Count Per 1m/5m/10m**:\ This shows information about negative acknowledgments (Nack). Nack’s can happen when network packages fail to properly get though the network.\ This shows the amount of nacks in the last one, five, and ten minutes. It can be reset by editing the cell. This also resets the total count (read below). * **NACK Count Total**:\ This shows the total amount of nacks since the session started. It can be reset by editing the cell. This also resets the nack counters described above. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Please check the network environment of a device if rates of nacks are constantly above 0. | | | | | ------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The NACK’s are only shown on the master station in a session. | ## Session Maximums [Section titled “Session Maximums”](#session-maximums) There are some maximum numbers for a session. These describe some limits in a session that can be good to know. There should only be one fully loaded session in a network domain. If more is needed, great care should be taken to ensure the network can manage the traffic without creating bottlenecks. These numbers are for one session. A session can control up to **262 144 parameters**. The [Parameters topics](/grandma3/2-3/system_parameter/) explain this and how the parameters can be expanded to the limit. ### MA Devices [Section titled “MA Devices”](#ma-devices) All MA devices in a session belong to one of the following three categories.  **Category A** - maximum **32 devices** in a session. These stations and devices calculate the show file information and parameters for the output. This includes grandMA3 consoles, grandMA3 replay-units, grandMA3 onPC stations, and grandMA3 processing units. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When adding several devices to the session simultaneously, they will be added following their internal order in the software. This order is represented by the No column in the Network menu. | A grandMA3 onPC counts as one station, no matter how many onPC wings are connected. The grandMA3 onPC wings do not count as devices in the session. All category A devices should be on the same switch or at least on directly connected switches. **Category B** - maximum **64 devices** in a session. Depending on their task, these stations and devices handle specific show file information. This includes grandMA3 consoles, grandMA3 replay-units, and grandMA3 onPC stations which have session priority “Never”. Also, grandMA3 processing units can be in category B. The system automatically moves processing units into this category whenever category A is full. In this way, the maximum parameter count in a session can be reached, no matter how many processing units of a specific type (M, L, or XL) are needed. **Category C** - maximum **128 devices** in a session. These are MA devices that use the calculated parameters and are in session. MA Nodes running in grandMA3 mode are category C devices. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Network nodes that run in sACN or Art-Net mode do not count against the limitation. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a Session](/grandma3/2-3/network_session_create/) * [Join a Session](/grandma3/2-3/network_session_join/) * [Leave a Session](/grandma3/2-3/network_session_leave/) * [Invite a Station into a Session](/grandma3/2-3/network_session_invite/) * [Dismiss Stations from a Session](/grandma3/2-3/network_session_dismiss/) * [Create a Custom Key](/grandma3/2-3/network_session_key/) * [Session Master Selection](/grandma3/2-3/network_session_master/) # Create a Session > Requirement: **Requirement:** Network connections need to be made, and the correct IP address should be set - For more information, see [Interfaces and IP](/grandma3/2-3/network_interface/). ## Create a Session with the User Interface [Section titled “Create a Session with the User Interface”](#create-a-session-with-the-user-interface) 1. Open the Network menu. 2. Tap the buttons at the bottom that need to be edited.\ \- Make sure that the correct interface is selected.\ \- Make sure the Session name and Location values are correct.\ \- Make sure the correct Key is selected. 3. If the network connection is disabled (the network icon (![](/img/grandma3/2-3/icon_network_15-928d88.png)) in the [Command Line](/grandma3/2-3/ws_ui_command_line/) is red), then tap the big enable/disable button in the lower right corner of the Network menu.\ \- The network icon should become green. # Dismiss Stations from a Session > Stations that are part of a session can be dismissed by another station. Stations that are part of a session can be dismissed by another station. **Requirement:** A session needs to be running, and the station being operated needs to be part of the session. The station to be dismissed also needs to be in the same session. See how to create sessions in the [Create a Session topic](/grandma3/2-3/network_session_create/). ## Using the User Interface [Section titled “Using the User Interface”](#using-the-user-interface) Stations are located and dismissed using the [Network menu](/grandma3/2-3/network_session/). 1. Navigate to the Network menu - see how using the link above. 2. Locate and tap the station in the list of stations that are connected to the session (stations with a green background color). 3. Tap Dismiss Station at the bottom of the Network menu. The selected station is now kicked out of the session. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Stations are dismissed using the [Dismiss keyword](/grandma3/2-3/keyword_dismiss/). # Invite a Station into a Session > Stations can be invited into a session if Invite is turned On in the Network menu on the station being invited. Stations can be invited into a session if **Invite** is turned On in the [Network menu](/grandma3/2-3/network_session/) on the station being invited. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If the priority of the joining station is higher than the current session master, the show file from the joining station will be used instead of the show file used in the session before the invite. | **Requirement:** A session needs to be running, and the station being operated needs to be part of the session. See how in the [Create a Session topic](/grandma3/2-3/network_session_create/). ## Using the User Interface [Section titled “Using the User Interface”](#using-the-user-interface) Stations are located and invited using the [Network menu](/grandma3/2-3/network_session/). 1. Navigate to the Network menu. See how to use the link above. 2. Locate and tap the station in the list of available stations (stations in the network but not connected to a session). 3. Tap Invite Station at the bottom of the Network menu. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Stations are invited using the [Invite keyword](/grandma3/2-3/keyword_invite/). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Inviting a station into a session is only possible if the joining station has the same key in the key registry as the one currently selected on the inviting station when the Invite button is tapped. | # Join a Session > Requirement: **Requirement:** Network connections need to be made, and the correct IP address should be set - For more information, see [Interfaces and IP](/grandma3/2-3/network_interface/). There needs to be a running session that can be joined. When a console or onPC station wants to join a session or gets invited into a session, the session recognizes that the station joining was already a part of the session at a previous point. If this is not the case, the station joins the session and gets the show file. If the same show file is loaded on both sides, the grandMA3 software can merge both show files. This is useful in undetected scenarios, such as a station being disconnected for a time from the rest of the session (maybe because of a defect in the network cable or other causes of failure). If, on both sides (the remaining session and the disconnected station), users worked further on the show file, they had to choose between one of the two show files. This means they had to reprogram the changes of the lost show file to the one that is kept. The Merge All Data option combines the data of both show files in one show file. This is the small pop-up asking what to do: ![](/img/grandma3/2-3/popup_session-data-merge_v2-2-1810f3.png) Session Data Merge pop-up | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The default selected option and the timeout time can be adjusted in the Station Control menu. Learn more in the [Station Control topic](/grandma3/2-3/network_station_control/). | The **Session Data Merge** pop-up is visible for a set amount of time (default is 60 seconds). After the timeout has elapsed without a response, the session data merge will use the default option. To pause the timeout counter, tap in the text area of the pop-up. When a station, as described above, joins the session again, a pop-up informs the user about a Session Data Merge. The pop-up lists the affected data. It is the elements that are different between the shows. There are four options to choose from: * **Merge All Data**:\ Merges the changes of all connecting stations into one show file. * **Keep only Master Data**:\ The changes in the show file data of the connecting devices are ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices, the show file will be saved automatically on the connecting stations. * **Keep my Show File**:\ Choosing this option means that the show data on this station will be the new session show data. This deletes any unsaved data on the other stations. * **Cancel**:\ The connecting stations will not join the session of the Master side and be made Standalone. Then it can be investigated which show file is correct, back up each show file, etc. Merging the data of two show files is supported for these object types at the moment: * Sequences with Cue and Cue Part * Presets * Recipes * Programmer and Programmer Parts * Timecodes * Macros, Plugins, and PluginComponents * Pages and Executors * Images and Videos * DataPools * Groups * All other pools not explicitly mentioned here | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | - Changes made to the patch during the disconnection of a station disables the possibility of merging.- Merging the deletion of parts of objects during the disconnection of a station is not fully working yet. (for example, deleting one macro line or deleting a recipe line)- Merging the movement of objects during the disconnection of a station creates duplicates: At the original spot and the new spot. This may result, for example, in having different sequences assigned to the same executor on different stations. | ## Joining Station with Higher Priority [Section titled “Joining Station with Higher Priority”](#joining-station-with-higher-priority) When a station with a higher priority joins a session, a choice needs to be made about which show file to use. The high priority station might have the most important show file, but the session show file might be the important one. This situation prompts a warning pop-up like this: ![Warning about a joining High Priority station.](/img/grandma3/2-3/popup_warning-high-prio-station-join_v2-2-96de68.png) Warning pop-up about the joining station’s higher priority. This warning pop-up has some information about the show file takeover. It has some options. * **Merge All Data If Compatible**:\ This is a toggle option that is valid when a show file is transferred. When it is active, it tries to merge the two show files, but it prioritizes the selected show file. * **Keep Session’s Show File**:\ This option will prioritize the session’s show file. If **Merge All Data If Compatible** is inactive, the joining station will load the show file from the current session master.   * **Keep My Show File**:\ This option will use the show file running on this joining station. If **Merge All Data If Compatible** is inactive, the joining station will transfer its show file to the session members. This deletes any unsaved data on the other stations. * **Cancel**:\ This will cancel the join process. This warning pop-up appears instead of the **Session Data Merge pop-up** described above. ## Inviting a Station with Higher Priority [Section titled “Inviting a Station with Higher Priority”](#inviting-a-station-with-higher-priority) When a station with a higher priority is invited into a session, a pop-up appears asking for a decision about the show file. ![Update this description text.](/img/grandma3/2-3/popup_warning-high-prio-station-invite_v2-2-e81cdf.png) Warning pop-up about the invited station’s higher priority. The pop-up shows information about the station name, type, and IP address. Most of the options are described above. * **Take the Invited Station’s Show File**:\ This option will prioritize the show file on the invited station. If **Merge All Data If Compatible** is inactive, the joining station will transfer its show file to the session members. This deletes any unsaved data on the other stations. ## Join a Session Using the User Interface [Section titled “Join a Session Using the User Interface”](#join-a-session-using-the-user-interface) 1. Open the Network menu. 2. Tap the buttons at the bottom that needs to be edited:\ \- Make sure that the correct interface is selected.\ \- Make sure the correct Key is selected. 3. Tap the station with the desired running session. 4. Tap Join Session.\ \- The network icon and the stations should become green. 5. If the **Session Data Collision pop-up** appears, then select the desired option. ## Join a Session Using the Command Line [Section titled “Join a Session Using the Command Line”](#join-a-session-using-the-command-line) 1. Use the [JoinSession keyword](/grandma3/2-3/keyword_joinsession/) to join existing or create a new session. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | It is only possible to join a session if the joining station has the same key as the currently active key on the selected station (step 3 above) currently in the session.This means that the station that wants to join a session selects a station already in the session. The station already in the session got a selected key. The joining station needs to have the same key selected to be able to join the session. | # Create a Custom Key > Keys are passwords for sessions. Keys are passwords for sessions. The same default key is a part of every new show file. It is used unless a custom key is created and used instead. The key is a long hexadecimal hash value generated by a seed word or a set of characters. Keys can be Inserted/Created, Deleted, Imported, and Exported. Locked keys cannot be edited or deleted. Keys are used when a [session is created](/grandma3/2-3/network_session_create/) and when stations are [invited](/grandma3/2-3/network_session_invite/). All the described key operations are done from the **Network Key Registry** menu. ![](/img/grandma3/2-3/menu_network-key-registry_v2-1-cc9003.png) *Open the Network Key Registry from the Network menu* ## Open the Network Key Registry Menu [Section titled “Open the Network Key Registry Menu”](#open-the-network-key-registry-menu) 1. Press the Menu key. 2. Tap the Network button. 3. Tap the Keys button on the left menu. This opens a menu like the one in the image above. There are a few columns in the menu: * **Lock**:\ This column indicates if the key is locked. The default key is locked as a default. When a seed is changed, the key is automatically locked. Edit this field to unlock a key. * **No**:\ This is the key number. * **Name**:\ This is a user-friendly name for the key. The name can be edited if the key is unlocked. * **Seed**:\ The seed is a hash value. This can be edited on unlocked keys. Any text input can be a seed to create a hash value. The hash value cannot be manually input as this would create a new hash using the input as a seed. The original seed input needs to be known to be able to recreate the hash manually. The default value for a new key is the same seed value as the default key. * **MAnet**:\ When this is set to **Yes**, the key gives access to the MAnet area. This is, for instance, the possibility of joining a session. * **Remote Call**:\ When this is set to **Yes**, the key gives access to the Remote Call area, which is, for instance, the possibility to use the web remote into a station, network updating the software, [RemoteCommand](/grandma3/2-3/keyword_remotecommand/), and other commands that affect other stations (for instance, reboot and shut down of other devices). * **Terminal**:\ When this is set to **Yes**, the key gives access to the Terminal area. This is, for instance, access to a station’s terminal interface. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Please leave the **MAnet**, **Remote Call**, and **Terminal** columns set to “Yes” for the default key. Changing these might give unexpected results. | ## Using Keys in Sessions [Section titled “Using Keys in Sessions”](#using-keys-in-sessions) The key is selected before the session is started. If a custom key is selected, other stations need to have the key in the registry list to join or be invited into a session. The keys can be exported to a USB memory stick and imported into other stations. Or, if the seed is known, the custom key can be recreated on other stations using the same seed value. If a station does not have the key used when the session was created, it cannot be a part of it. The joining station does not need to have the key selected in the **Network Menu** but must be in the **Network Key Registry** list. **Requirement for the next few operations:** The **Network Key Registry** menu is opened. ## Create a new Key [Section titled “Create a new Key”](#create-a-new-key) Keys are created like most new elements. 1. Select the row where the key should be inserted. 2. Tap Insert new Key. 3. (Optional) Edit the **Name** field to give the key a useful name. 4. Edit the **Seed** field and type a word or a random set of characters. This input is converted to a hash number. Notice that the row is locked as soon as the seed field changes. It can be unlocked and edited afterward. The lock is to prevent accidental change of the key. | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the same seed text is applied, the key can be reproduced on other stations. | ## Delete a Key [Section titled “Delete a Key”](#delete-a-key) A locked key cannot be deleted. Follow these steps to delete a key. 1. Select the row with the key to be deleted. 2. Edit the **Lock** field to unlock the row - the field should be empty for unlocked. 3. Tap Delete. The key is now deleted. ## Export a Key [Section titled “Export a Key”](#export-a-key) Keys can be exported and brought to other stations manually. 1. Select the row with the key to be exported. 2. Tap Export. 3. Select the desired drive in the pop-ups title bar. 4. Give the exported file a name. 5. Tap Export in the pop-up. The key is now exported to the selected drive. ## Import a Key [Section titled “Import a Key”](#import-a-key) Keys can be imported into a station. 1. Select the “New Key” row. 2. Tap Import. 3. Select the desired drive in the pop-ups title bar. 4. Select the desired file. 5. Tap Import in the pop-up. The key is now imported to the station. # Leave a Session > Requirement: **Requirement:** The station needs to be a session member to be able to leave the session. ## Leave a Session Using the User Interface [Section titled “Leave a Session Using the User Interface”](#leave-a-session-using-the-user-interface) 1. Open the [Network menu](/grandma3/2-3/network_session/). 2. Tap Leave Session or turn the network Off using the network connection button. ## Leave a Session Using the Command Line [Section titled “Leave a Session Using the Command Line”](#leave-a-session-using-the-command-line) * Use the [LeaveSession keyword](/grandma3/2-3/keyword_leavesession/) to leave the session. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When leaving the session during an active show download, the station will fall back to the previously loaded show file that was loaded before the show download started. | If there are other stations in the session with a priority above never, then the session is still active. # Session Master Selection > Some rules define what station becomes the master of a session. Some rules define what station becomes the master of a session. A key element to this is the stations’ priorities. ## Inviting Stations into a Session [Section titled “Inviting Stations into a Session”](#inviting-stations-into-a-session) A session always has a master. If there is only one station in the session, it is **IdleMaster**. If there are more stations, it is **GlobalMaster**. Adding another station to the session can have different outcomes: * The joining station has a **lower priority**:\ The station joins the session and downloads the showfile. The station’s status becomes **Connected**. * The joining station has the **same priority**:\ The station joins the session and downloads the showfile. The station’s status becomes **Connected**. * The joining station has a **higher priority**:\ The station joins the session, takes over the **GlobalMaster** status, and uploads its show to all connected stations. The show is replaced. ## Session Master Selection Rules [Section titled “Session Master Selection Rules”](#session-master-selection-rules) A set of rules takes effect in a situation where a new master needs to be selected among the remaining stations. This situation can appear if the current session master disappears. For instance, if the network connection disappears. It also happens when several stations booting up were previously part of a session. Three rules define how the master is selected. They are in prioritized order: 1. The station with the highest priority wins. If there is more than one station with the same priority, go to rule two. 2. The stations’ online time defines the master. The highest online time (+/- 5 seconds) wins. If more than one station has the same online time (+/- 5 seconds), go to rule three. 3. The station with the lowest IP address becomes the master. The online time can be seen in the [Network Menu](/grandma3/2-3/network_session/). # Station Control > The Station Control menu gives quick access to settings regarding the station and session communication. The Station Control menu gives quick access to settings regarding the station and session communication. Many of the settings in this menu can be found at other locations in the system. ![This image shows the Station Control menu.](/img/grandma3/2-3/menu_station-control_v2-2-aa242f.png) Station Control menu The menu is split into two sides. The left side is settings related to this specific station. The right side is settings that relate to the entire session. ## Station [Section titled “Station”](#station) The station side has two columns: **General** and **Session Data Merge**. General has the following toggle buttons: * **Invite**:\ This is the same as the **Invite** setting in the [Network Menu](/grandma3/2-3/network_session/). * **Web Remote**:\ This is the same as the **Web Remote** setting in the [Network Menu](/grandma3/2-3/network_session/). * **Remote HID**:\ This is the same as the \*\*Remote HID \*\*setting in the [Network Menu](/grandma3/2-3/network_session/). * **SFTP Access**:\ This setting toggles whether this station can be accessed using the SFTP connection. Learn more about SFTP in the [SFTP Connection topic](/grandma3/2-3/fm_sftp/). * **Send Art-Net If IdleMaster**:\ This is the same as the **Send Art-Net If IdleMaster** setting in the [Art-Net Menu](/grandma3/2-3/dmx_ethernet_artnet/). * **Send sACN If IdleMaster**:\ This is the same as the **Send sACN If IdleMaster** setting in the [sACN Menu](/grandma3/2-3/dmx_ethernet_sacn/). Session Data Merge only has one toggle button:  * **Include Playbacks**: This defines if the changes of playbacks are to be considered in the Session Data Merge. If it is enabled, the changes made on playbacks will be taken into account. Session Data Merge happens when stations connect in a session, and the data from two stations are merged.   ## Session [Section titled “Session”](#session) The session side has three columns: **General**, **In & Out**, and **DMX Protocols**. General only has the following buttons: * **RDM**:\ This is the same as the \*\*RDM \*\*setting in the [Network Menu](/grandma3/2-3/network_session/). * **DSCP**:\ DSCP settings define the Quality of Service (QoS) setting for the data packages. This is information added to the package, and the network switches have settings defining the prioritization of the data packages. Read more [below](/grandma3/2-3/network_station_control/#h2_1932358400). * **Data Merge Default Mode**:\ This defines the default data merge mode. This is the preselected option in the Session Data Merge pop-up. This option will be selected when the timeout (read below) expires unless the user manually selects an option. The options are: * **Cancel**:\ The connecting stations will not join the session of the Master side and be made Standalone. Then, it can be investigated which show file is correct, back up each show file, etc. * **Merge All Data**:\ Merges the changes of all connecting stations into one show file. * **Keep Only Master Data**:\ The changes in the show file data of the connecting devices are ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices, the show file will be saved automatically on the connecting stations. This pop-up allows the user to select how data is merged between the session and connecting stations. It is described in the [Join a Session topic](/grandma3/2-3/network_session_join/). * **Data Merge Default Timeout**:\ This defines the timeout time for the Session Data Merge pop-up. **Unlimited** is an option. This disables the timeout, and the user must make a manual selection. If the time is set to 0, then the pop-up will not appear and the default mode (see above) is used.  This pop-up allows the user to select how data is merged between the session and connecting stations. It is described in the [Join a Session topic](/grandma3/2-3/network_session_join/). * **TTL** (Time To Live): The TTL value specifies the lifespan of an IP packet. Each time the packet passes the next hop (for example, a router or gateway), its TTL is reduced by one, and the packet is discarded when the value reaches zero. Tap TTL and set a value using the calculator. The Default value is “8”. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Admin rights are needed to change DSCP, Data Merge Default Mode, Data Merge Default Timeout, and TTL. | In & Out has the following toggle buttons: * **DC Remotes**:\ This is the same as the **Enable Input** setting in the [DC Remotes menu](/grandma3/2-3/remote_inputs_dc/). * **MIDI Remotes**:\ This is the same as the **Enable Input** setting in the [MIDI Remotes menu](/grandma3/2-3/remote_inputs_midi/). * **DMX Remotes**:\ This is the same as the **Enable Input** setting in the [DMX Remotes menu](/grandma3/2-3/remote_inputs_dmx/). * **OSC Input**:\ This is the same as the **Enable Input** setting in the [OSC menu](/grandma3/2-3/remote_inputs_osc/). * **OSC Output**:\ This is the same as the **Enable Output** setting in the [OSC menu](/grandma3/2-3/remote_inputs_osc/). * **PSN**:\ This is the same as the **Enable Input** setting in the [PSN menu](/grandma3/2-3/remote_inputs_psn/). * **MVR-xchange**:\ This is the same as the **Enable** setting in the [MVR menu](/grandma3/2-3/remote_inputs_mvr/). DMX Protocols has the following toggle buttons: * **Art-Net Input**:\ This is the same as the **Art-Net Input** setting in the [Art-Net Menu](/grandma3/2-3/dmx_ethernet_artnet/). * **Art-Net Output**:\ This is the same as the **Art-Net Output** setting in the [Art-Net Menu](/grandma3/2-3/dmx_ethernet_artnet/). * **Art-Net Setup**:\ This is the same as the **Art-Net Setup** setting in the [Art-Net Menu](/grandma3/2-3/dmx_ethernet_artnet/). * **sACN Input**:\ This is the same as the **sACN Input** setting in the [sACN Menu](/grandma3/2-3/dmx_ethernet_sacn/). * **sACN Output**:\ This is the same as the **sACN Output** setting in the [sACN Menu](/grandma3/2-3/dmx_ethernet_sacn/). * **sACN Setup**:\ This is the same as the **sACN Setup** setting in the [sACN Menu](/grandma3/2-3/dmx_ethernet_sacn/). ## DSCP [Section titled “DSCP”](#dscp) The network data packages from a session are divided into five different categories. Each category has a setting defining the DSCP value. The higher the value, the higher the priority. Read about the setting above. Editing the DSCP setting opens the **Edit DSCP Configuration pop-up**. ![Example of the DSCP Configuration Editor.](/img/grandma3/2-3/popup_edit-dscp-configuration_v2-2-8bc5a0.png) Edit DSCP Configuration pop-up. The five categories are: * MA-Net DMX * MA-Net Data * Network Update * DMX Protocols * In/Out Protocols The different options for each category are: | DSCP Name | DSCP Value | | ----------- | ---------- | | CS0 | 0 | | CS1 | 8 | | AF11 | 10 | | AF12 | 12 | | AF13 | 14 | | CS2 | 16 | | AF21 | 18 | | AF22 | 20 | | AF23 | 22 | | CS3 | 24 | | AF31 | 26 | | AF32 | 28 | | AF33 | 30 | | CS4 | 32 | | AF41 | 34 | | AF42 | 36 | | AF43 | 38 | | CS5 | 40 | | Voice-Admit | 44 | | EF | 46 | | CS6 | 48 | | CS7 | 56 | It is recommended that the default value be changed only if there is a specific need to do so.  Learn more about DSCP on [Wikipedia (external link)](https://en.wikipedia.org/wiki/Differentiated_services) or [iana.org (external link)](https://www.iana.org/assignments/dscp-registry/dscp-registry.xhtml). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | On grandMA3 onPC for Windows® the DSCP values are overwritten with the default value CS0. | # Web Remote > The stations can be remote-controlled by any modern browser connected to the system. This includes Wi-Fi-connected devices. The stations can be remote-controlled by any modern browser connected to the system. This includes Wi-Fi-connected devices. A maximum of five devices can connect to one station simultaneously. Each remote device connects to a specific station. The remote browser shows the same controls and encoder view at the bottom of the display as the grandMA3 Compact, grandMA3 Compact XT, and grandMA3 onPC display 1. The user-definable area is the same as screen 1 on any console or onPC. The web remote will try to log in as the user **Remote** when connecting, and the view and windows on screen 1 follow the logged-in user’s screen configuration. The web remote can log in as a different user than the one currently logged in on the connected station. Learn more about multiuser setups in the [Single User and Multi User Systems section](/grandma3/2-3/user/). | | | | -------------------------------------------------- | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Admin, Guest, and 3D users cannot log in to web remote devices. | Any window or view that can be created on a console or onPC can be used in the remote. The system will try to provide a high refresh rate of the content, but it is affected by the connection speed and the resolution. ## Connect with a Web Remote [Section titled “Connect with a Web Remote”](#connect-with-a-web-remote) Web remotes need to be enabled in the station. This can be done in the **Network Menu** - see the [Session topic](/grandma3/2-3/network_session/) to learn how to access this menu. The network menu and [Station Control](/grandma3/2-3/network_station_control/) have a toggle button that turns the web remote On or Off. The same setting is mirrored in the actual **Web Remote** menu, which can be accessed by tapping Web Remote on the left side of the network menu. ![The image shows the Web Remote menu with a single connection.](/img/grandma3/2-3/menu_web-remote_v2-0-1c7021.png) Web Remote menu with one connection 1. Make sure web remote is turned On in the station. 2. Open a browser on a network-connected device. 3. Type the IP address of the station and include :8080 after the address to specify the port number.\ The result should be a browser window with a grandMA3 display. Now, there is access to remote control of the station with the user rights provided by the logged-in user. A new show file has a user called **Remote**. This uses the default user profile but with a different screen configuration. Remote is also a keyword, so if it is desired to log in as this user, type the following in the command line: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LogIn “Remote” | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Putting the user name in quotation marks is essential for the software to treat it as a name, not as a keyword. | It is possible to log in as a specific user, including a user password directly in the URL typed in the browser. This is the format: http\://\[IP]:8080/?user=\[User name]\&password=\[password] For example,  :8080/?user=McClane\&password=YippeeKiYay *** The Web Remote menu shows the connected devices. It is just information about the IP address, operating system, and browser. Three different settings can be changed in the menu. The remote connection can be turned On or Off. A **Resolution Limit** can be set. There are options to limit it to 480p, 720p, 1080p, or unlimited. This limit is the same for every device that connects. If unlimited is selected, the resolution is adopted to the device screen. **Connection Limit** can be used to set a number between 1 and 5. This is the maximum amount of simultaneous connections allowed on the grandMA3 onPC. A grandMA3 console or grandMA3 replay unit have a maximum of 2 connections. *** ## Linked Command Lines [Section titled “Linked Command Lines”](#linked-command-lines) A button on the connected remote device is next to the host command line input. ![](/img/grandma3/2-3/img_command-line-input_link-command-line_v1-5-2ad9c3.png) This can be activated to link the remote command line input to the host command line input. Linked command lines change the background color on both the remote and the host station. It could look like this: ![](/img/grandma3/2-3/img_command-line-input_linked-command-line_example_v1-5-0e4a0d.png) Linked command line example Notice that the command input in the image above is not a valid command. It is just an example. Any command input on any linked command line is immediately shown on all the linked command lines where the users are logged in with the same user profile. Any commands are executed at the host station. # New in the Manual > Learn what is new in the latest release of the help manual. Learn what is new in the latest release of the help manual. | New | Description | Topic | | ------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Executor Assignment | The Handle tab of the assign menu provides an easier and faster way to assign function to executors. | [Assign Object to an Executor](/grandma3/2-3/executor_assign/#h2_1296303096) | | Statuses in Message Center | Status icons can be displayed in the command line and configured in the message center.  | [Message Center](/grandma3/2-3/system_message_center/) | | Filters and Sheet Masking | Create filters with filter rules and mask what is displayed in a sheet using filters and worlds.  | [Worlds and Filters](/grandma3/2-3/worldfilter/)[Create a Filter](/grandma3/2-3/worldfilter_filter_create/)[At Filter Window](/grandma3/2-3/worldfilter_at_filter/)[Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) | | grandMA3 net duct | The grandMA3 net duct forms the basis of the MA-Net3 connection between grandMA3 devices and external tracking systems or media servers. | [grandMA3 net duct](/grandma3/2-3/update_net_duct/) | | Command Bot | Open elements, such as windows or menus, directly from the help window. | [Navigate in the Help](/grandma3/2-3/atm_navigate_in_the_help/) | | Keywords | New keyword topics were added. | [](/grandma3/2-3/keyword_copycrashlog/)[FastSync Keyword](/grandma3/2-3/keyword_fastsync/)[Learn Keyword](/grandma3/2-3/keyword_learn/)[ReSync](/grandma3/2-3/keyword_resync/) | | Option Keywords | New option keyword topics were added. | [/AutoFit Option Keyword](/grandma3/2-3/ok_autofit/)[/HighPrecision](/grandma3/2-3/ok_highprecision/)[/OddEven Option Keyword](/grandma3/2-3/ok_oddeven/) | | Videos | Videos were added to several topics. | [Recipes](/grandma3/2-3/recipes/)[Assign Object to an Executor](/grandma3/2-3/executor_assign/#h3_1689083776)[](/grandma3/2-3/operate_shapers/)[](/grandma3/2-3/operate_special/) | | Updated Topics in This Release | A number of topics were updated.For more information on other changes, see Release Notes. | [Release Notes 2.3](/grandma3/2-3/key_releasenotes/) | # Notes > The Notes feature allows to add useful information to objects. Each object that has Notes available, has a Note button in its editor or a Note cell. For example The Notes feature allows to add useful information to objects. Each object that has Notes available, has a Note button in its editor or a **Note** cell. For example: * Presets * Groups * Macros * Cues * Fixture Types Notes can be added to pool objects via the label command. For more information on how to label pool objects, see [Label pool objects](/grandma3/2-3/wvm_pool_label/). Notes can be added via the note keyword, too. For more information, see [Note keyword](/grandma3/2-3/keyword_note/). Notes are part of the object information. For more information, see [Info window](/grandma3/2-3/si_info_window/). To learn more about notes in particular, continue with the following subtopics and their examples: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Notes in Pool Objects](/grandma3/2-3/notes_pool_objects/) * [Notes in Cues](/grandma3/2-3/notes_cues/) # Notes in Cues > The following example shows how to add a note to a cue. Notes, for example, can inform the operator of primary on-stage procedures to trigger the next cue. For The following example shows how to add a note to a cue. Notes, for example, can inform the operator of primary on-stage procedures to trigger the next cue. For information about cues, refer to the [Cues and Sequences](/grandma3/2-3/cue_sequence/) topic. ## * **Requirement**: The grandMA3 demo show is open.  To add a note to a cue: 1. Open the Add window menu, tap Common and then tap Sequence Sheet. The Sequence Sheet opens and displays Sequence 1. 2. Tap into an empty note cell in a cue and start typing. The Text input editor opens. After finishing typing the note, tap Save or press “Enter” on a keyboard. 3. The text is displayed in the corresponding cue line under the **Note** column. ![](/img/grandma3/2-3/window_cue_notes_v2-3-20b4f3.png) Sequence 1 with different Notes added. *** ## Multi-Line Editor [Section titled “Multi-Line Editor”](#multi-line-editor) The text editor in notes is a multi-line editor. Multiple lines can be added by pressing Shift + Please when the text editor is open. For more information about the text editor, see [Text Input Editor](/grandma3/2-3/notes_pool_objects/#h2_801589522). *** ## Changing the Line Height [Section titled “Changing the Line Height”](#changing-the-line-height) To change the line height manually: 1. Tap MA. The Sequence Sheet Settings opens. 2. Tap the Mask tab. 3. Tap Line Height. The line height of the sequence sheet changes. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When Line Height is set to Auto, the row adjusts its height based on the number of lines. For more information about the sequence sheet settings, see [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/). | ![](/img/grandma3/2-3/window_sequence_setting_line_height_v2-3-458a59.png) The height of the rows is adjusted dynamically when Line Height is set to Auto. # Notes in Pool Objects > The following example shows how to add a note to a macro. For more information about macros, refer to the Macros topic. The following example shows how to add a note to a macro. For more information about macros, refer to the [Macros topic](/grandma3/2-3/macros/). * **Requirement**: The grandMA3 demo show is loaded.  For an overview of the example below, have a look at this video: [Vimeo video](https://player.vimeo.com/video/1026460754?title=0\&byline=0\&portrait=0\&color=ffeb0f) To add a note to a macro, follow these steps: 1. Open the Add Window dialog, tap the Data Pools and then tap Macros. The Macro Pool window opens. 2. Press Edit and then tap the first macro pool object called Select EncoderBar. The macro editor opens. 3. Enable Settings in the title bar. ![](/img/grandma3/2-3/menu_edit_macro_note_v2-2-cdf82f.png) Macro Editor. # /Active > To enter the /Active option keyword in the command line, use one of the options: To enter the **/Active** option keyword in the command line, use one of the options: * Type **/Active** * Type the shortcut **/Ac** ## Description [Section titled “Description”](#description) The /Active option keyword stores all active values of the programmer no matter the selection.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object]\*\* \*\*\[“Object\_Name” or Object\_Number] /Active ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Active option keyword: * [Cue key](/grandma3/2-3/keyword_cue/)[word](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Active values in the programmer   * To store all active values in cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /Active | # /ActiveForSelected > To enter the /ActiveForSelected option keyword in the command line, use one of the options: To enter the \*\*/ActiveForSelected \*\*option keyword in the command line, use one of the options: * Type **/ActiveForSelected** * Type the shortcut **/Activef** ## Description [Section titled “Description”](#description) The /ActiveForSelected option keyword stores all active attributes of the selected fixtures in the programmer.   ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /ActiveForSelected ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ActiveForSelected option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Selected fixtures with active values in the programmer   * To store all active attributes of the selected fixtures in cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /ActiveForSelected  | # /AddNewContent > To enter the /AddNewContent option keyword in the command line, use one of the options: To enter the \*\*/AddNewContent \*\*option keyword in the command line, use one of the options: * Type **/AddNewContent** * Type the shortcut **/Ad** ## Description [Section titled “Description”](#description) The /AddNewContent option keyword updates existing values of attributes and adds new values in presets or cues.   ## Syntax [Section titled “Syntax”](#syntax) Update \[Object] \[“Object\_Name” or Object\_Number] /AddNewContent ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AddNewContent option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) **Requirement:** * Create presets or cues * Playback presets or cues or activate presets in the programmer * At least one attribute must have active values in the programmer   * To update existing and new attribute values in Preset 1.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Preset 1.1 /AddNewContent  | # /All > To enter the /All option keyword in the command line, use one of the options: To enter the \*\*/All \*\*option keyword in the command line, use one of the options: * Type **/All** * Type the shortcut **/Al** ## Description [Section titled “Description”](#description) The /All option keyword stores the values of all attributes when using Data Source Output or DMX.   ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /All** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /All option keyword: * [AutoCreate keyword](/grandma3/2-3/keyword_autocreate/) * [Cue keyword](/grandma3/2-3/keyword_cue/) * [FixtureClass keyword](/grandma3/2-3/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-3/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-3/keyword_fixturetype/) * [LoadShow keyword](/grandma3/2-3/keyword_loadshow/) * [NewShow keyword](/grandma3/2-3/keyword_newshow/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The /All option keyword also works in conjunction with the [/Look option keyword](/grandma3/2-3/ok_look/). | ## Examples [Section titled “Examples”](#examples) * To store all attributes in cue 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /All   | * To load the entire data of the show “Fiddler on the Roof”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “Fiddler on the Roof” /All   |   * To create a new show file called “Rocky Horror Picture Show” and clear all previous settings, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NewShow “Rocky Horror Picture Show” /All   |   **Requirement:** 1. Select eight fixtures. 2. Set MAtricks XGroup to 2. 3. Set MAtricks X to 0. * To create group 21 in the group pool containing all main fixtures of the selection (odd fixtures of the current selection), type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate Selection At Group 21 /All   | \*\*Requirement: \*\*Create layers and classes and set fixtures to these. For more information and how to use fixture classes and fixture layers see Patch and [Fixture Setup - Classes and Layers](/grandma3/2-3/patch_classes_layers/).  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The demo show runs using this setting. For more information see [Backup, Demo, and Template Show Files](/grandma3/2-3/sfh_backup/). | * To create a group at group pool object 301 with all fixtures that are set to class “Spots” within the patch, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureClass “Spots” At Group 301 /All   | * To create a group at group pool object 201 with all fixtures that are set to layer “Backtruss” within the patch, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureLayer “Backtruss” At Group 201 /All   | * To create a group at group pool object 42 with all patched fixtures of fixture type 9, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureType 10 At Group 42 /All  | #### # /AllForSelected > To enter the /AllForSelected option keyword in the command line, use one of the options: To enter the \*\*/AllForSelected \*\*option keyword in the command line, use one of the options: * Type **/AllForSelected** * Type the shortcut **/Allf** ## Description [Section titled “Description”](#description) The /AllForSelected option keyword stores all attributes of the selected fixtures in the programmer.   ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /AllForSelected** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AllForSelected option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The /AllForSelected option keyword also works in conjunction with the [/Look option keyword](/grandma3/2-3/ok_look/). | ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Selected fixtures with values in the programmer   * To store all attributes of the selected fixtures in cue 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /AllForSelected  | # /Ask > To enter the /Ask option keyword in the command line, use one of the options: To enter the \*\*/Ask \*\*option keyword in the command line, use one of the options: * Type **/Ask** * Type the shortcut **/A** ## Description [Section titled “Description”](#description) The /Ask option keyword is a default setting which is used to define the store option in an object that already has values. The /Ask option keyword triggers a pop-up where it is possible to set the store options.  ## Syntax [Section titled “Syntax”](#syntax) **Store \[Object] \[“Object\_Name” or Object\_ID] /Ask** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Ask option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Filter keyword](/grandma3/2-3/keyword_filter/) * [Group keyword](/grandma3/2-3/keyword_group/) * [MAtricks keyword](/grandma3/2-3/keyword_matricks/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) * [Store keyword](/grandma3/2-3/keyword_store/) * [World keyword](/grandma3/2-3/keyword_world/) ## Example [Section titled “Example”](#example) **Requirement:** An existing cue    * To store the new value to the existing cue and define how to store data to the destination, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 3 Cue 1 /Ask  | # /Async > To enter the /Async option keyword in the command line, use one of the options: To enter the \*\*/Async \*\*option keyword in the command line, use one of the options: * Type **/Async** * Type the shortcut\*\* /Asy\*\* ## Description [Section titled “Description”](#description) The /Async option keyword is used to asynchronously execute remote commands.  ## Syntax [Section titled “Syntax”](#syntax) RemoteCommand IP \[IP\_Address] \[“Command to be Executed”] /Async RemoteCommand \[DeviceType] \[“Device\_Name” or Device\_Number] \[“Command to be Executed”] /Async ## Example [Section titled “Example”](#example) * To asynchronously execute the command “Delete Macro 1” on the console named “DimmerBeach”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>RemoteCommand Console “DimmerBeach” “Delete Macro 1 /NoConfirmation” /Async | # /Auto > To enter the /Auto option keyword in the command line, use one of the options: To enter the \*\*/Auto \*\*option keyword in the command line, use one of the options: * Type **/Auto** * Type the shortcut\*\* /Au\*\* ## Description [Section titled “Description”](#description) The /Auto option keyword is used to store and update presets. Executing the /Auto option keyword sets the preset mode to **Auto**. For more information see [Presets](/grandma3/2-3/presets/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_ID].\[“Preset\_Name” or Preset\_ID] /Auto ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Auto option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) * To store the active values into color preset 3 using the Preset Mode “Auto”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 4.3 /Auto  | # /AutoFit # /ChannelSet > To enter the /ChannelSet option keyword in the command line, use one of the options: To enter the \*\*/ChannelSet \*\*option keyword in the command line, use one of the options: * Type **/ChannelSet** * Type the shortcut\*\* /Ch\*\* ## Description [Section titled “Description”](#description) The /ChannelSet option keyword is used in conjuction with the AutoCreate keyword – whereby the AutoCreate command creates objects out of channel sets. ## Syntax [Section titled “Syntax”](#syntax) AutoCreate \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At \[Destination\_Object] \[“Destination\_Object\_Name” or Destination\_Object\_Number] /ChannelSet General Keywords General keywords that use the /ChannelSet option keyword: * [AutoCreate keyword](/grandma3/2-3/keyword_autocreate/) ## Example [Section titled “Example”](#example) * To create global beam presets out of channel sets of fixture type 9, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureType 9 At Preset \* If FeatureGroup “Beam” /ChannelSet | # /CopyCueDestination > To enter the /CopyCueDestination option keyword in the command line, use one of the options: To enter the \*\*/CopyCueDestination \*\*option keyword in the command line, use one of the options: * Type **/CopyCueDestination** * Type the shortcut \*\*/CopyCued \*\*or /**CCD** ## Description [Section titled “Description”](#description) The /CopyCueDestination option keyword defines how the copied data is used in the destination cue when copying cues.  For more information see [Copy Cues](/grandma3/2-3/cue_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Copy (Sequence \[“Source\_Sequence\_Name” or Source\_Sequence\_ID]) Cue \[“Source\_Cue\_Name” or Source\_Cue\_ID] At (Sequence \[“Destination\_Sequence\_Name” or Destination\_Sequence\_ID]) Cue \[“Destination\_Cue\_Name” or Destination\_Cue\_ID] /CopyCueDestination “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CopyCueDestination option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Copy keyword](/grandma3/2-3/keyword_copy/) ## Values [Section titled “Values”](#values) The /CopyCueDestination option keyword uses these values: * Merge * Overwrite ## Example [Section titled “Example”](#example) **Requirement:** Create cues 1 and 2 * To copy cue 1 to cue 2 and merge the data of cue 1 with cue 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /CopyCueDestination “Merge”  | # /CopyCueSource > To enter the /CopyCueSource option keyword in the command line, use one of the options: To enter the \*\*/CopyCueSource \*\*option keyword in the command line, use one of the options: * Type **/CopyCueSource** * Type the shortcut \*\*/Cop \*\*or **/CCS** ## Description [Section titled “Description”](#description) The /CopyCueSource option keyword defines how data is extracted in the source cue when copying cues.  For more information see [Copy Cues](/grandma3/2-3/cue_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Copy (Sequence \[“Source\_Sequence\_Name” or Source\_Sequence\_ID]) Cue \[“Source\_Cue\_Name” or Source\_Cue\_ID] At (Sequence \[“Destination\_Sequence\_Name” or Destination\_Sequence\_ID]) Cue \[“Destination\_Cue\_Name” or Destination\_Cue\_ID] /CopyCueSource “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CopyCueSource option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Copy keyword](/grandma3/2-3/keyword_copy/) ## Values [Section titled “Values”](#values) The /CopyCueSource option keyword uses these values: * Content * Status * Look ## Example [Section titled “Example”](#example) * To copy the status of cue 1 to cue 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /CopyCueSource “Status” | # /CreateReferenceObject > To enter the /CreateReferenceObject option keyword in the command line, use one of the options: To enter the \*\*/CreateReferenceObject \*\*option keyword in the command line, use one of the options: * Type **/CreateReferenceObject** * Type the shortcut **/Creater** ## Description [Section titled “Description”](#description) The /CreateReferenceObject option keyword creates a referenced object when an object is imported. For example, an appearance which uses the imported image.  For more information on importing references see [Import/Export Menu](/grandma3/2-3/import-export/).  ## Syntax [Section titled “Syntax”](#syntax) Import \[Object Type] Library “File Name.file\_type” At \[Object Type] (\[Object\_Number] \[Object\_ID]) /CreateReferenceObject ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CreateReferenceObject option keyword: * [Import keyword](/grandma3/2-3/keyword_import/) * [Image keyword](/grandma3/2-3/keyword_image/) ## Example [Section titled “Example”](#example) * To import an image and automatically create an appearance which references to the imported image, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Image Library “Cloud.png” At Image 3.11 /CreateReferenceObject  | # /CreateSecondCue > To enter the /CreateSecondCue option keyword in the command line, use one of the options: To enter the \*\*/CreateSecondCue \*\*option keyword in the command line, use one of the options: * Type **/CreateSecondCue** * Type the shortcut **/C** ## Description [Section titled “Description”](#description) The /CreateSecondCue option keyword stores a cue using the next whole number provided the sequence has only one cue.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (Sequence \[“Sequence\_Name” or “Sequence\_ID”]) /CreateSecondCue ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CreateSecondCue option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) * To store a second cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store /CreateSecondCue  | # /CueOnly > To enter the /CueOnly option keyword in the command line, use one of the options: To enter the \*\*/CueOnly \*\*option keyword in the command line, use one of the options: * Type **/CueOnly** * Type the shortcuts \*\*/CO \*\*or **/Cu** ## Description [Section titled “Description”](#description) The /CueOnly option keyword blocks tracked values in the next cue or cue part to preserve the previous look on stage.  For more information see [Store Cues](/grandma3/2-3/cue_store/) and [Store Settings and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (Sequence \[\*\*“**Sequence\_Name” or** \*\*Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] /CueOnly \[“Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CueOnly option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Delete keyword](/grandma3/2-3/keyword_delete/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Values [Section titled “Values”](#values) The /CueOnly option keyword uses these values: * DimmerOnly – uses the Dimmer Cue Only and releases the recently stored dimmer attributes in the next cue.  * DimmerOnlyDefaultNew – uses the Dimmer Cue Only and sets recently stored dimmer attributes to the default value in the next cue.  * Off – does not use CueOnly  * On –  uses CueOnly * OnDefaultNew – uses Cue Only and sets new attributes within the sequence to the default value in the next cue. ## Examples [Section titled “Examples”](#examples) * To store the current programmer values in cue 8 and to preserve the previous look in the following cue after cue 8, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 8 /CueOnly  | * To store the current programmer values in cue 6 and release the recently stored dimmer values in the next cue, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 6 /CueOnly “DimmerOnly” | * To store the current programmer values in cue 5 and set the dimmer attributes to default values in the next cue, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 5 /CueOnly “DimmerOnlyDefaultNew” | # /Date > To enter the /Date option keyword in the command line, use one of the options: To enter the \*\*/Date \*\*option keyword in the command line, use one of the options: * Type **/Date** * Type the shortcut\*\* /Da\*\* ## Description [Section titled “Description”](#description) The /Date option keyword changes the start date of an agenda event that is to be pasted from clipboard. All other settings of this agenda event will not be changed and stay the same.  ## Syntax [Section titled “Syntax”](#syntax) Paste Agenda \[Agenda\_Number] /Date “DD.MM.YYYY” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Date option keyword: * [Agenda keyword](/grandma3/2-3/keyword_agenda/) * [Paste keyword](/grandma3/2-3/keyword_paste/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*An existing agenda event was copied to the clipboard.   * To copy agenda event 1 to the clipboard, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Agenda 1  |   * To paste agenda event 1 back from the clipboard to create an agenda event 2 with a new start date 11.11.2011 , type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Paste Agenda 2/Date “11.11.2011”  | # /Default > To enter the /Default option keyword in the command line, use one of the options: To enter the \*\*/Default \*\*option keyword in the command line, use one of the options: * Type **/Default** * Type the shortcut\*\* /D\*\* ## Description [Section titled “Description”](#description) The /Default option keyword is used when copying cues. It replaces non-existing data in the destination cue by default values.  ## Syntax [Section titled “Syntax”](#syntax) Copy Cue \[“Cue\_Name” or Cue\_Number] /Default ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Default option keyword: * [Copy keyword](/grandma3/2-3/keyword_copy/) * [Cue keyword](/grandma3/2-3/keyword_cue/) ## Example [Section titled “Example”](#example) * To copy cue 1 to cue 5 using default values, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Cue 1 At Cue 5 /Default  | # /DiscardChanges > To enter the /DiscardChanges option keyword in the command line, use one of the options: To enter the \*\*/DiscardChanges \*\*option keyword in the command line, use one of the options: * Type **/DiscardChanges** * Type the shortcut\*\* /DC\*\* or **/Di** ## Description [Section titled “Description”](#description) The /DiscardChanges option keyword is used to leave the Patch without storing the changes.  ## Syntax [Section titled “Syntax”](#syntax) ChangeDestination \[Object] (\[“Object\_Name” or Object\_Number]) /DiscardChanges ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DiscardChanges option keyword: * [ChangeDestination keyword](/grandma3/2-3/release_notes/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*You are in the Patch and you made edits.   * To leave the patch without storing your recent edits in Stage1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/Patch/Stages/Stage1/Fixtures>ChangeDestination Root /DiscardChanges  | # /DMX > To enter the /DMX option keyword in the command line, use one of the options: To enter the \*\*/DMX \*\*option keyword in the command line, use one of the options: * Type **/DMX** * Type the shortcut\*\* /Dm\*\* ## Description [Section titled “Description”](#description) The /DMX option keyword is used to store incoming DMX data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-3/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /DMX \[/AllForSelected or /All] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DMX option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the incoming DMX data to sequence 1 cue 42 in all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /DMX /AllForSelected  | # /DMXProtocols > To enter the /DMXProtocols option keyword in the command line, use one of the options: To enter the \*\*/DMXProtocols \*\*option keyword in the command line, use one of the options: * Type **/DMXProtocols** * Type the shortcut **/Dmxp** ## Description [Section titled “Description”](#description) The /DMXProtocols option keyword is used to load the DMX protocol settings (Art-Net and sACN) of the show file.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /DMXProtocols ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DMXProtocols option keyword: * [LoadShow](/grandma3/2-3/keyword_loadshow/) * [NewShow](/grandma3/2-3/keyword_newshow/) ## Examples [Section titled “Examples”](#examples) * To load the DMX protocols of the show file “A Midsummer Night’s Dream” and its show data, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /DMXProtocols  |   * To create a new show and clear all DMX protocols, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>NewShow “Phobos” /DMXProtocols  | # /Embed > To enter the /Embed option keyword in the command line, use one of the options: To enter the \*\*/Embed \*\*option keyword in the command line, use one of the options: * Type **/Embed** * Type the shortcut\*\* /E \*\*or **/EB** ## Description [Section titled “Description”](#description) The /Embed option keyword is used to store presets that are active in the programmer into a preset. The values in the new preset reference the preset that was active in the programmer.  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Embed ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Embed option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Presets are activated in the programmer.    * To store the preset values that are currently active in the programmer together with the reference of these values into the second dimmer preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.2 /Embed  | # /Enumerate > To enter the /Enumerate option keyword in the command line, use one of the options: To enter the \*\*/Enumerate \*\*option keyword in the command line, use one of the options: * Type **/Enumerate** * Type the shortcut\*\* /En\*\* ## Description [Section titled “Description”](#description) The /Enumerate option keyword is used to add a count to the name of a show file.  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The number is a three-digit number. If the name of the show file along with the enumeration reaches the limit of 31 characters, the excess characters will be cut and replaced by the enumeration instead. | ## Syntax [Section titled “Syntax”](#syntax) SaveShow “Show\_Name” /Enumerate ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Enumerate option keyword: * [SaveShow keyword](/grandma3/2-3/keyword_saveshow/) ## Example [Section titled “Example”](#example) * To enumerate a show file type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SaveShow /Enumerate  | # /File > To enter the /File option keyword in the command line, use one of the options: To enter the \*\*/File \*\*option keyword in the command line, use one of the options: * Type **/File** * Type the shortcut\*\* /Fi\*\* ## Description [Section titled “Description”](#description) The /File option keyword is used to specify the file name of objects during import or export.   ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) /File \[“File\_Name”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /File option keyword: * [Export keyword](/grandma3/2-3/keyword_export/) * [Import keyword](/grandma3/2-3/keyword_import/) ## Example [Section titled “Example”](#example) * To export the preset file Endor, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export Preset 2.5 /File “Endor”  | # /ForceGlobal > To enter the /ForceGlobal option keyword in the command line, use one of the options: To enter the \*\*/ForceGlobal \*\*option keyword in the command line, use one of the options: * Type **/ForceGlobal** * Type the shortcut\*\* /Forceg\*\* ## Description [Section titled “Description”](#description) The /ForceGlobal option keyword adds global data to a preset already containing selective data. Selective data which is not used will be removed in the preset of fixtures of the same fixture type. /ForceGlobal removes selective data when updating or storing using the merge option. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /ForceGlobal ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ForceGlobal option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) * To replace the selective data by global data in all fixtures of the same fixture type in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.2 /ForceGlobal | # /Gaps > To enter the /Gaps option keyword in the command line, use one of the options: To enter the \*\*/Gaps \*\*option keyword in the command line, use one of the options: * Type **/Gaps** * Type the shortcut\*\* /Ga\*\* ## Description [Section titled “Description”](#description) The /Gaps option keyword retains or suppresses empty spaces when importing or exporting a range of pool objects. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | **/Gaps** or **/Gaps “Yes”** retains empty spaces when importing or exporting a range of pool objects.**/Gaps “No”** suppresses empty spaces when importing or exporting a range of pool objects. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Gaps (“Yes” or “No”) ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Gaps option keyword: * [Import keyword](/grandma3/2-3/keyword_import/) * [Export keyword](/grandma3/2-3/keyword_export/) ## Example [Section titled “Example”](#example) * To import all macros from the library “mymacros.xml,” starting with macro 11, while suppressing any empty spaces included in the library, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Macro Library “mymacros.xml” At Macro 11 /Gaps “No”  | # /GDTF > To enter the /GDTF option keyword in the command line, use one of the options: To enter the \*\*/GDTF \*\*option keyword in the command line, use one of the options:  * Type **/GDTF** * Type the shortcut\*\* /Gd\*\* ## Description [Section titled “Description”](#description) The /GDTF option keyword is used during export of a fixture type that uses the GDTF format.  ## Syntax [Section titled “Syntax”](#syntax) Export FixtureType \[“FixtureType\_Name” or FixtureType\_Number] “filename.gdtf” /GDTF ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /GDTF option keyword: * [Export keyword](/grandma3/2-3/keyword_export/) ## Example [Section titled “Example”](#example) **Requirement:** Select a drive you would like to export your fixture to.   * To export a Mac Aura XB to the currently selected drive, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export FixtureType “Mac Aura XB” “filename.gdtf” /GDTF  | # /Global > To enter the /Global option keyword in the command line, use one of the options: To enter the \*\*/Global \*\*option keyword in the command line, use one of the options: * Type **/Global** * Type the shortcut\*\* /G\*\* ## Description [Section titled “Description”](#description) The /Global option keyword is used to store or update global data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Global ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Global option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) * To store the current programmer content as global data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.2 /Global  | # /GridMergeMode > To enter the /GridMergeMode option keyword in the command line, use one of the options: To enter the \*\*/GridMergeMode \*\*option keyword in the command line, use one of the options:  * Type **/GridMergeMode** * Type the shortcut\*\* /Gr\*\* or **GMM** ## Description [Section titled “Description”](#description) The /GridMergeMode option keyword is used when storing fixtures with their selection grid data into objects using the merge mode. For more information see [Store Settings and Preferences](/grandma3/2-3/cue_store_settings_preferences/). ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Merge /GridMergeMode “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /GridMergeMode option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Group keyword](/grandma3/2-3/keyword_group/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [World keyword](/grandma3/2-3/keyword_world/) ## Values [Section titled “Values”](#values) The /GridMergeMode option keyword uses these values: * AppendX * Off ## Examples [Section titled “Examples”](#examples) * To merge the currently selected fixtures in group 27 and append the new fixtures in the selection grid on the x-axis following the fixtures that were alrady stored, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Group 27 /GridMergeMode “AppendX”  |   * To merge the currently selected fixtures in group 28 and place them on their original position in the selection grid, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Group 28 /GridMergeMode “Off”  | # /HighPrecision > To enter the /HighPrecision option keyword in the command line, use one of the options: To enter the \*\*/HighPrecision \*\*option keyword in the command line, use one of the options: * Type **/HighPrecision** * Type the shortcut\*\* /H\*\* ## Description [Section titled “Description”](#description) The /HighPrecision option keyword is used to increase the precision of metrics in fixture types during their export.  Beam exported **without using** /HighPrecision:  \Export FixtureType 3 /HighPrecision                 | # /Indirect > To enter the /Indirect option keyword in the command line, use one of the options: To enter the \*\*/Indirect \*\*option keyword in the command line, use one of the options: * Type **/Indirect** * Type the shortcut\*\* /Ind\*\* ## Description [Section titled “Description”](#description) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The /Indirect Option keyword can be used with all object types to which you can assign other objects. | The /Indirect option keyword is used to directly edit an assigned object. Executing a command containing this option keyword opens the editor for the object to be modified.  ## Syntax [Section titled “Syntax”](#syntax) Edit \[Object] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”] /Indirect ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Indirect option keyword: * [Edit keyword](/grandma3/2-3/keyword_edit/) * [Property keyword](/grandma3/2-3/keyword_property/) ## Examples [Section titled “Examples”](#examples) * To open the appearance editor and edit the appearance that is assigned to group 8, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Group 8 Property “Appearance” /Indirect  |   * To edit the object that is triggered by the first agenda entry, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Agenda 1 Property “Object” /Indirect  | # /InputFilter > To enter the /InputFilter option keyword in the command line, use one of the options: To enter the \*\*/InputFilter \*\*option keyword in the command line, use one of the options: * Type **/InputFilter** * Type the shortcut\*\* /I\*\* ## Description [Section titled “Description”](#description) The /InputFilter option keyword is used to enable or disable the filter of a feature group when storing or updating presets.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /InputFilter \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /InputFilter option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) * To disable the input filter when storing the third dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.3 /InputFilter “No”  | # /KeepActivation > To enter the /KeepActivation option keyword in the command line, use one of the options: To enter the \*\*/KeepActivation \*\*option keyword in the command line, use one of the options: * Type **/KeepActivation** * Type the shortcut\*\* /KA\*\* or **/K** ## Description [Section titled “Description”](#description) The /KeepActivation option keyword is used to keep the programmer content still active after storing the preset.  ## Syntax [Section titled “Syntax”](#syntax) Store Peset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /KeepActivation ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /KeepActivation option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) * To store the current programmer content in the third dimmer preset and keep this data active in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.3 /KeepActivation | # /Limit > To enter the /Limit option keyword in the command line, use one of the options: To enter the \*\*/Limit \*\*option keyword in the command line, use one of the options: * Type **/Limit** * Type the shortcut\*\* /Li\*\* ## Description [Section titled “Description”](#description) The /Limit option keyword defines how many entries will be displayed in the command line history. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can use\*\* /Limit\*\* together with the [/Sort option keyword](/grandma3/2-3/ok_sort/). | Syntax MemoryInfo /Limit \[Limit\_Number] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Limit option keyword: * [DumpLog keyword](/grandma3/2-3/keyword_dumplog/) # /LocalSettings > To enter the /LocalSettings option keyword in the command line, use one of the options: To enter the \*\*/LocalSettings \*\*option keyword in the command line, use one of the options: * Type **/LocalSettings** * Type the shortcut **/Loc** ## Description [Section titled “Description”](#description) The /LocalSettings option keyword is used to load the local settings of a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /LocalSettings ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /LocalSettings option keyword: * [LoadShow](/grandma3/2-3/keyword_loadshow/) * [NewShow](/grandma3/2-3/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load local settings together with the show data of the show file “A Midsummer Night’s Dream”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /LocalSettings  | # /Look > To enter the /Look option keyword in the command line, use one of the options: To enter the \*\*/Look \*\*option keyword in the command line, use one of the options: * Type **/Look** * Type the shortcut\*\* /L\*\* ## Description [Section titled “Description”](#description) The /Look option keyword stores all dimmer values of all fixtures in the show.  If the dimmer value of a fixture is zero, the /Look option keyword only stores dimmer values of the fixture as there is no visible output onstage.  If the dimmer value of a fixture is above zero, the /Look option keyword stores the values of all attributes of the fixture. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Look ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Look option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [SetUserVariable keyword](/grandma3/2-3/keyword_setuservariable/) * [SetGlobalVariable keyword](/grandma3/2-3/keyword_setglobalvariable/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The /Look option keyword can be used together with the [/All option keyword](/grandma3/2-3/ok_all/) or the [/AllForSelected option keyword](/grandma3/2-3/ok_allforselected/). | ## Examples [Section titled “Examples”](#examples) * To store all dimmer values and all attributes in fixtures, with dimmer open in cue 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /Look  |   * To store the dimmer values and all active attributes of the selected fixtures in the programmer to the second preset in the first All preset pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 21.2 /AllForSelected /Look  | * #### To set the user variable “mySeqPrioName” to the priority name of sequence 42, type:​​ [Section titled “To set the user variable “mySeqPrioName” to the priority name of sequence 42, type:​​”](#to-set-the-user-variable-myseqprioname-to-the-priority-name-of-sequence-42-type) #### | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>SetUserVariable “mySeqPrioName” At Sequence 42 Property “Priority” /Look | # /MAtricks > To enter the /MAtricks option keyword in the command line, use one of the options: To enter the \*\*/MAtricks \*\*option keyword in the command line, use one of the options: * Type **/MAtricks** * Type the shortcut\*\* /Ma\*\* ## Description [Section titled “Description”](#description) The /MAtricks option keyword is used to store the MAtricks settings in the preset whenever the MAtricks are active. ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /MAtricks ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MAtricks option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) * To store the currently active MAtricks settings in the third dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.3 /MAtricks  | # /Merge > To enter the /Merge option keyword in the command line, use one of these options: To enter the \*\*/Merge \*\*option keyword in the command line, use one of these options: * Type /**Merge** * Type the shortcut **/M** ## Description [Section titled “Description”](#description) The /Merge option keyword merges new values with existing values. The most recent values have a higher priority than the preexisting and will effectively overwrite these. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Merge ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Merge option keyword: * [Assign keyword](/grandma3/2-3/keyword_assign/) * [AutoCreate keyword](/grandma3/2-3/keyword_autocreate/) * [AutoStore keyword](/grandma3/2-3/keyword_autostore/) * [Cook keyword](/grandma3/2-3/keyword_cook/) * [Copy keyword](/grandma3/2-3/keyword_copy/) * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Group keyword](/grandma3/2-3/keyword_group/) * [Layout keyword](/grandma3/2-3/keyword_layout/) * [MAtricks keyword](/grandma3/2-3/keyword_matricks/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [World keyword](/grandma3/2-3/keyword_world/) ## Example [Section titled “Example”](#example) * To merge the values of cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /Merge  | # /MergeHighPriority > To enter the /MergeHighPriority option keyword in the command line, use one of these options: To enter the \*\*/MergeHighPriority \*\*option keyword in the command line, use one of these options: * Type /**MergeHighPriority** * Type the shortcut **/Mergeh** ## Description [Section titled “Description”](#description) The /MergeHighPriority option keyword adds all data that is in the source to destination. Data originating in the source overwrite the entire data at destination.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Source\_Object] \[“Object\_Name” or Object\_Number] At \[Destination\_Object] \[“Object\_Name” or Object\_Number] /MergeHighPriority ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MergeHighPriority option keyword: * [Clone keyword](/grandma3/2-3/keyword_clone/) ## Example [Section titled “Example”](#example) * To clone fixture 1 to fixture 2 overwriting the entire content of fixture 2 in the programmer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /MergeHighPriority  | # /MergeLowPriority > To enter the /MergeLowPriority option keyword in the command line, use one of these options: To enter the \*\*/MergeLowPriority \*\*option keyword in the command line, use one of these options: * Type /**MergeLowPriority** * Type the shortcut **/Mergel** ## Description [Section titled “Description”](#description) The /MergeLowPriority option keyword adds data that is in the source to the destination only where it does not contain data. This option keyword preserves existing data at destination and is the least extreme form of merging.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /MergeLowPriority ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MergeLowPriority option keyword: * [Clone keyword](/grandma3/2-3/keyword_clone/) * [Cook keyword](/grandma3/2-3/keyword_cook/) ## Examples [Section titled “Examples”](#examples) * To clone data from fixture 1 to fixture 2 as a low priority merge in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /MergeLowPriority  | * To cook recipes in the cue parts of sequence 5 using low priority merge, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook Sequence 5 /MergeLowPriority | # /MoveValues > To enter the /MoveValues option keyword in the command line, use one of the options: To enter the \*\*/MoveValues \*\*option keyword in the command line, use one of the options: * Type **/MoveValues** * Type the shortcut\*\* /MV\*\* or **/Mo** ## Description [Section titled “Description”](#description) The /MoveValues option keyword is used to move values to part 0 when deleting cue parts.  ## Syntax [Section titled “Syntax”](#syntax) Delete Cue \[“Cue\_Name” or Cue\_Number] Part \[“Part\_Name” or Part\_Number] /MoveValues ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MoveValues option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Delete keyword](/grandma3/2-3/keyword_delete/) * [Part keyword](/grandma3/2-3/keyword_part/) ## Example [Section titled “Example”](#example) * To delete part 5 of cue 7, and move the values to part 0 of cue 7, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Cue 7 Part 5 /MoveValues  | # /NDI > To enter the /NDI option keyword in the command line, use one of the options: To enter the \*\*/NDI \*\*option keyword in the command line, use one of the options: * Type **/NDI** * Type the shortcut\*\* /Nd\*\* ## Description [Section titled “Description”](#description) The /NDI option keyword stores screenshots of NDI streams directly as images.                     ## Syntax [Section titled “Syntax”](#syntax) Store Image \[“MediaPool\_Name” or MediaPool\_Number].\[“Image\_Name” or Image\_Number]  /NDI=\[NDI\_Number] General Keywords General keywords that use the /NDI option keyword: # /NoAutoClose > To enter the /NoAutoClose option keyword in the command line, use one of the options: To enter the \*\*/NoAutoClose \*\*option keyword in the command line, use one of the options: * Type **/NoAutoClose** * Type the shortcuts **/Noa** ## Description [Section titled “Description”](#description) The /NoAutoClose option keyword is used to suppress the countdown in pop-ups.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (\[“Object\_Name” or Object\_Number]) /NoAutoClose ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoAutoClose option keyword: * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the station you are working with at the moment suppressing the countdown in the shutdown pop-up, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Shutdown /NoAutoClose  | # /NoConfirmation > To enter the /NoConfirmation option keyword in the command line, use one of the options: To enter the \*\*/NoConfirmation \*\*option keyword in the command line, use one of the options: * Type **/NoConfirmation** * Type the shortcuts **/N** or **/NC** ## Description [Section titled “Description”](#description) The /NoConfirmation option keyword is used to suppress the confirmation pop-ups when storing objects or shutting down the station.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /NoConfirmation ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoConfirmation option keyword: * [AutoStore keyword](/grandma3/2-3/keyword_autostore/) * [Delete keyword](/grandma3/2-3/keyword_delete/) * [Oops keyword](/grandma3/2-3/keyword_oops/) * [Reboot keyword](/grandma3/2-3/keyword_reboot/) * [Restart keyword](/grandma3/2-3/keyword_restart/) * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Examples [Section titled “Examples”](#examples) * To shut down the station you are working with without provoking a confirmation pop-up, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Shutdown /NoConfirmation  |   * To store the programmer values as cue 2 without displaying the confirmation pop-up, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 2 /NoConfirmation  | # /NoDependencies > To enter the /NoDependencies option keyword in the command line, use one of the options: To enter the \*\*/NoDependencies \*\*option keyword in the command line, use one of the options: * Type **/NoDependencies** * Type the shortcuts **/Nod** ## Description [Section titled “Description”](#description) The /NoDependencies option keyword is used to import or export data without the dependent objects. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /NoDependencies ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoDependencies option keyword: * [Clone keyword](/grandma3/2-3/keyword_clone/) * [Export keyword](/grandma3/2-3/keyword_export/) * [Import keyword](/grandma3/2-3/keyword_import/) ## Examples [Section titled “Examples”](#examples) * To import the sequence in the file “Mimas.xml” to sequence 4 without dependent objects, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Sequence Library “Mimas.xml” At Sequence 4 /NoDependencies  |   **Requirement:** Fixture 1, which uses a selective preset, is stored in a cue of sequence 1. Only fixture 1 is part of this preset. * To clone the data of fixture 1 to fixture 2 and use hard values in sequence 1 in fixture 2 where fixture 1 uses the selective preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 If Sequence 1 /NoDependencies   | # /NoOops > To enter the /NoOops option keyword in the command line, use one of the options: To enter the \*\*/NoOops \*\*option keyword in the command line, use one of the options: * Type **/NoOops** * Type the shortcut **/NU** or **/Noo** ## Description [Section titled “Description”](#description) The /NoOops option keyword does not generate oops events when executing commands.  ## Syntax [Section titled “Syntax”](#syntax) **\[Command] /NoOops** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) Almost all of the keywords in the grandMA3 software can be combined with the /NoOops option keyword.  ## Example [Section titled “Example”](#example) * To store a new dimmer preset without creating an oops event for this action, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.4 /NoOops  | # /NoRefresh > To enter the /NoRefresh option keyword in the command line, use one of the options: To enter the \*\*/NoRefresh \*\*option keyword in the command line, use one of the options: * Type **/NoRefresh** * Type the shortcut **/Nor** ## Description [Section titled “Description”](#description) The /NoRefresh option keyword is used to suppress the refresh of libraries during import or export of objects. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When listing the library files of a certain type and/or path, it may take a while to type the path and the options into the command line. When a file is to be imported after a type and/or path has been specified during a previous command, the type and/or path will typically need to be entered again as part of the import command. Using the **/NoRefresh** option, it is not necessary to reenter [/Type](/grandma3/2-3/ok_type/) and/or [/Path](/grandma3/2-3/ok_path/) as part of the import command. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] Object \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) (/Option) (“/Option\_Value”) ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoRefresh option keyword: * [Export keyword](/grandma3/2-3/keyword_export/) * [Import keyword](/grandma3/2-3/keyword_import/) ## Examples [Section titled “Examples”](#examples) To use the /NoRefresh option to avoid reentering drive and path specifications: * List all macro libraries within a specific path on a specific drive: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Library If Drive 2 /Path “/My\_grandMA3\_files/macro/archive”  |   * To import the second library from the list without reentering the drive and path, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Library 2 /NoRefresh  | # /NoSave > To enter the /NoSave option keyword in the command line, use one of the options: To enter the \*\*/NoSave \*\*option keyword in the command line, use one of the options: * Type **/NoSave** * Type the shortcut **/NS** or **/Nosa** ## Description [Section titled “Description”](#description) The /NoSave option keyword defines for the show file not to be saved when loading a show, or shuttig down, restarting, or rebooting the console or your onPC.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The /NoSave option keyword only works in the conjunction with the [/NoConfirmation option keyword](/grandma3/2-3/ok_noconfirmation/). | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] (\[Object] \[“Object\_Name” or Object\_Number]) /NoConfirmation /NoSave** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoSave option keyword: * [LoadShow keyword](/grandma3/2-3/keyword_loadshow/) * [Reboot keyword](/grandma3/2-3/keyword_reboot/) * [Restart keyword](/grandma3/2-3/keyword_restart/) * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the grandMA3 console without saving the show file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown /NoConfirmation /NoSave  | # /NoShowData > To enter the /NoShowData option keyword in the command line, use one of the options: To enter the \*\*/NoShowData \*\*option keyword in the command line, use one of the options: * Type **/NoShowData** * Type the shortcut **/Nosh** ## Description [Section titled “Description”](#description) The /NoShowData option keyword is used to keep current show data when loading shows.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /NoShowData ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoShowData option keyword: * [LoadShow](/grandma3/2-3/keyword_loadshow/) * [NewShow](/grandma3/2-3/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load all data, except the show data of the show file “A Midsummer Night’s Dream” and keep the current show data, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /NoShowData  | # /NoSubfolders > To enter the /NoSubfolders option keyword in the command line, use one of the options: To enter the \*\*/NoSubfolders \*\*option keyword in the command line, use one of the options: * Type **/NoSubfolders** * Type the shortcut\*\* /Nos\*\* ## Description [Section titled “Description”](#description) The /NoSubfolders option keyword is used to exclude subfolders when importing library files or listing libraries.  | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Subfolders are created by the users. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /NoSubfolders ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoSubfolders option keyword: * [List keyword](/grandma3/2-3/keyword_list/) * [Import keyword](/grandma3/2-3/keyword_import/) ## Examples [Section titled “Examples”](#examples) * To only show color themes in the main folders when listing, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List ColorTheme /NoSubfolders  |   It might as well happen that there are two files with the same name located in the main folder and a subfolder.  * To import the macro library file “bestmacro.xml” located in the main folder, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /NoSubfolders  | # /OddEven > To enter the /OddEven option keyword in the command line, use one of the options: To enter the \*\*/OddEven \*\*option keyword in the command line, use one of the options: * Type **/OddEven** * Type the shortcut\*\* /Od\*\* ## Description [Section titled “Description”](#description) The /OddEven option keyword is used to form two groups – odd and even – out of fixtures of a specific fixture type, class or layer, and range of fixtures and selection. ## Syntax [Section titled “Syntax”](#syntax) AutoCreate \[SourceObject] \[“SourceObject\_Name” or SourceObject\_Number] At \[DestinationObject] \[“DestinationObject\_Name” or Destination\_Object\_Number] /OddEven ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OddEven option keyword: * [AutoCreate keyword](/grandma3/2-3/keyword_autocreate/) * [Fixture keyword](/grandma3/2-3/keyword_fixture/) * [FixtureClass keyword](/grandma3/2-3/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-3/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-3/keyword_fixturetype/) * [Selection keyword](/grandma3/2-3/keyword_selection/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) * To auto create odd and even groups out of all patched fixtures using fixture type 13 starting in group 21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>AutoCreate FixtureType 13 At Group 21 /OddEven | # /OriginalContentOnly > To enter the /OriginalContentOnly option keyword in the command line, use one of the options: To enter the \*\*/OriginalContentOnly \*\*option keyword in the command line, use one of the options: * Type **/OriginalContentOnly** * Type the shortcut **/Or** ## Description [Section titled “Description”](#description) The /OriginalContentOnly option keyword updates already existing values of attributes in their original location in presets or cues.  ## Syntax [Section titled “Syntax”](#syntax) Update \[Object] \[“Object\_Name” or Object\_Number] /OriginalContentOnly ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OriginalContentOnly option keyword: * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) **Requirement:** * Create presets or cues * Playback presets or cues or activate presets in the programmer * The different attributes must have active values in the programmer   * To only update the existing values in preset 1.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Update Preset 1.1 /OriginalContentOnly  | # /Output > To enter the /Output option keyword in the command line, use one of the options: To enter the \*\*/Output \*\*option keyword in the command line, use one of the options: * Type **/Output** * Type the shortcut\*\* /Ou\*\* ## Description [Section titled “Description”](#description) The /Output option keyword is used to store incoming output data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-3/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Output \[/AllForSelected or /All] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Output option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the incoming output data to sequence 1 cue 42 in all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /Output/AllForSelected  | # /OutputStations > To enter the /OutputStations option keyword in the command line, use one of the options: To enter the \*\*/OutputStations \*\*option keyword in the command line, use one of the options: * Type **/OutputStations** * Type the shortcut **/Outputs** ## Description [Section titled “Description”](#description) The /OutputStations option keyword is used to overwrite the current output stations with the output stations of the show file that will be loaded.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /OutputStations ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OutputStations option keyword: * [LoadShow](/grandma3/2-3/keyword_loadshow/) * [NewShow](/grandma3/2-3/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load the output stations of the show file “A Midsummer Night’s Dream” together with its show data, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /OutputStations  | # /Overwrite > To enter the /Overwrite option keyword in the command line, use one of the options: To enter the \*\*/Overwrite \*\*option keyword in the command line, use one of the options: * Type **/Overwrite** * Type the shortcut\*\* /O\*\* ## Description [Section titled “Description”](#description) The /Overwrite option keyword is used to overwrite existing values.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Overwrite ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Overwrite option keyword: * [AutoStore keyword](/grandma3/2-3/keyword_autostore/) * [Cook keyword](/grandma3/2-3/keyword_cook/) * [Clone keyword](/grandma3/2-3/keyword_clone/) * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Filter keyword](/grandma3/2-3/keyword_filter/) * [Group keyword](/grandma3/2-3/keyword_group/) * [MAtricks keyword](/grandma3/2-3/keyword_matricks/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) * [Store keyword](/grandma3/2-3/keyword_store/) * [World keyword](/grandma3/2-3/keyword_world/) ## Examples [Section titled “Examples”](#examples) * To overwrite the existing values of cue 5 in sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 1 Cue 5 /Overwrite  |   * To clone the programmer data of fixture 1 to fixture 2 and overwrite all the data of fixture 2 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /Overwrite  | # /PatchOffset > To enter the /PatchOffset option keyword in the command line, use one of the options: To enter the \*\*/PatchOffset \*\*option keyword in the command line, use one of the options: * Type **/PatchOffset** * Type the shortcut\*\* /Patc\*\* ## Description [Section titled “Description”](#description) When patching the /PatchOffset option keyword sets the offset of DMX addresses in fixtures. The DMX address has to be specified using breaks of the fixture type. ## Syntax [Section titled “Syntax”](#syntax) Set (Object) \[Object\_Number] Property “Break\[Number]” **\[“DMXAddress”] /PatchOffset \[PatchOffset\_Value]** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /PatchOffset option keyword: * [Set keyword](/grandma3/2-3/keyword_set/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Go to the Live Patch For information on the Live Patch and how to use it in the grandMA3, see [Live Patch](/grandma3/2-3/patch_live/).    * To set an offset of 50 starting at DMX address 10.1 in the first 13 fixtures in the patch, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Set 2 Thru 14 Property “Break1” “10.1” /PatchOffset 50 | # /Path > To enter the /Path option keyword in the command line, use one of the options: To enter the \*\*/Path \*\*option keyword in the command line, use one of the options: * Type **/Path** * Type the shortcut **/Pa** ## Description [Section titled “Description”](#description) The /Path option keyword defines the folder path where an imported or exported file is saved.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | -Enter a path beginning with a letter or number if the path is incorporated with the default folder structure.-Enter a path beginning with the forward-slash (/) character if the path begins at the root of the device.-Entering a path that does not already exist creates the necessary folders. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) /Path “The/Path/To/My/Files” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Path option keyword: * [Export keyword](/grandma3/2-3/keyword_export/) * [Import keyword](/grandma3/2-3/keyword_import/) * [LoadShow keyword](/grandma3/2-3/keyword_loadshow/) * [SaveShow keyword](/grandma3/2-3/keyword_saveshow/) ## Examples [Section titled “Examples”](#examples) * To export macro 1, with the name “test,” to a folder labeled “myfavorites” at the root of the first connected USB drive, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Export Macro 1 “test” If Drive 2 /Path “/myfavorites”  |   * To load the show file with the name “Fabulous” which was placed in the subfolder structure “/test” on the USB drive, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>LoadShow “Fabulous” If Drive 2 /Path “/test”  | # /PhaserData > To enter the /PhaserData option keyword in the command line, use one of the options: To enter the \*\*/PhaserData \*\*option keyword in the command line, use one of the options: * Type **/PhaserData** * Type the shortcut\*\* /Ph\*\* ## Description [Section titled “Description”](#description) The /PhaserData option keyword is used to define if attribute data will be stored in presets.  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /PhaserData \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /PhaserData option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) **Requirement:** 1. Select 10 fixtures. 2. Set XWings to 2. 3. Type in the command line: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>At 0 Thru 100  |   * To store all data, except the active programmer data, into the first preset of the third All preset pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 23.1 /PhaserData “No”  | # /Programmer > To enter the /Programmer option keyword in the command line, use one of the options: To enter the \*\*/Programmer \*\*option keyword in the command line, use one of the options: * Type **/Programmer** * Type the shortcut\*\* /P\*\* ## Description [Section titled “Description”](#description) The /Programmer option keyword is used to store active programmer data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-3/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Programmer ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Programmer option keyword: * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the programmer data to sequence 1 cue 42, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /Programmer  | # /Recipe > To enter the /Recipe option keyword in the command line, use one of the options: To enter the \*\*/Recipe \*\*option keyword in the command line, use one of the options: * Type **/Recipe** * Type the shortcut\*\* /Rec\*\* ## Description [Section titled “Description”](#description) The /Recipe option keyword can only be used together with the [CleanUp keyword](/grandma3/2-3/keyword_cleanup/) and only if the [/Type option keyword](/grandma3/2-3/ok_type/) is set to **Recipe**. Using /Recipe allows you to define more precisely which recipes are to be deleted. ## Syntax [Section titled “Syntax”](#syntax) CleanUp \[Object] \[“Object\_Name” or Object\_Number] /Type “Recipe” (/Recipe “Recipe\_Value”) ## General Keywords and Option Keywords [Section titled “General Keywords and Option Keywords”](#general-keywords-and-option-keywords) General keywords and option keywords that use the /Recipe option keyword. * [CleanUp keyword](/grandma3/2-3/keyword_cleanup/) * [/Type option keyword](/grandma3/2-3/ok_type/) ## Values [Section titled “Values”](#values) The /Recipe option keyword uses these values: * **NoOutput**\*\*:\*\*\ Recipes that do not generate output are deleted. This combines the following values – NotCooked and CookedButOverwritten. When specifying /Type “Recipe” and not using /Recipe in addition, NoOutput will be applied. * **NotCooked:**\ If the assigned preset cannot be used by the selection or if the assigned group is empty, **NotCooked** will remove such non-functional recipes.  * **CookedButOverwritten:**\ If a later recipe uses a preset with the values of the same attributes in the same selection, **CookedButOverwritten** will delete all recipes that could have been cooked successfully, but which do not generate output. ## Examples [Section titled “Examples”](#examples) * To clean up all recipes that do not generate output in cue 2 part 0 of sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” |  or: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” /Recipe “NoOutput” | # /Release > To enter the /Release option keyword in the command line, use one of the options: To enter the \*\*/Release \*\*option keyword in the command line, use one of the options: * Type **/Release** * Type the shortcut\*\* /Rel\*\* ## Description [Section titled “Description”](#description) The /Release option keyword is used when copying cues. It replaces non-existing data in the destination cue by released values.  ## Syntax [Section titled “Syntax”](#syntax) Copy Cue \[“Cue\_Name” or Cue\_Number] /Release ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Release option keyword: * [Copy keyword](/grandma3/2-3/keyword_copy/) * [Cue keyword](/grandma3/2-3/keyword_cue/) ## Example [Section titled “Example”](#example) * To copy cue 1 to cue 2 using released values, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /Release  | # /Remove > To enter the /Remove option keyword in the command line, use one of the options: To enter the \*\*/Remove \*\*option keyword in the command line, use one of the options: * Type **/Remove** * Type the shortcut\*\* /R\*\* ## Description [Section titled “Description”](#description) The /Remove option keyword is used to remove values that are stored in attributes and active programmer values.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /Remove ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Remove option keyword: * [Assign keyword](/grandma3/2-3/keyword_assign/) * [Cook keyword](/grandma3/2-3/keyword_cook/) * [CopyCrashLog](/grandma3/2-3/keyword_copycrashlog/) * [Cue keyword](/grandma3/2-3/keyword_cue/) * [Group keyword](/grandma3/2-3/keyword_group/) * [Layout keyword](/grandma3/2-3/keyword_layout/) * [MAtricks keyword](/grandma3/2-3/keyword_matricks/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) * [World keyword](/grandma3/2-3/keyword_world/) ## Examples [Section titled “Examples”](#examples) * To remove the values that are active in the programmer and that are stored in cue 5 of sequence 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 1 Cue 5 /Remove |   * To remove all cooked data from sequence 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook Sequence 1 /Remove  |   * To delete crash logs on your device after copying them to a USB drive, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>CopyCrashLog /Remove | # /Save > To enter the /Save option keyword in the command line, use one of the options: To enter the \*\*/Save \*\*option keyword in the command line, use one of the options: * Type **/Save** * Type the shortcut **/Sa** ## Description [Section titled “Description”](#description) The /Save option keyword defines for the show file to be saved when loading a show, shuttig down, restarting, or rebooting the console or your onPC. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The /Save option keyword only works in the conjunction with the [/NoConfirmation option keyword](/grandma3/2-3/ok_noconfirmation/). | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] (\[Object] \[“Object\_Name” or Object\_Number]) /NoConfirmation /Save** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Save option keyword: * [LoadShow keyword](/grandma3/2-3/keyword_loadshow/) * [Reboot keyword](/grandma3/2-3/keyword_reboot/) * [Restart keyword](/grandma3/2-3/keyword_restart/) * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the grandMA3 console and saving the current show file suppressing the confirmation pop-up, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown /NoConfirmation /Save  | # /Screen > To enter the /Screen option keyword in the command line, use one of the options: To enter the \*\*/Screen \*\*option keyword in the command line, use one of the options: * Type **/Screen** * Type the shortcut\*\* /S\*\* ## Description [Section titled “Description”](#description) The /Screen option keyword addresses screens when storing or calling views. It can be used in conjunction with the [/ScreenOnly option keyword](/grandma3/2-3/ok_screenonly/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Screen ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Screen option keyword: * [Call keyword](/grandma3/2-3/keyword_call/) * [Store keyword](/grandma3/2-3/keyword_store/) * [View keyword](/grandma3/2-3/keyword_view/) * [ViewButton keyword](/grandma3/2-3/keyword_viewbutton/) ## Examples [Section titled “Examples”](#examples) * To store screen 1 on the view button 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store View 1 /Screen “1”  | # /ScreenOnly > To enter the /ScreenOnly option keyword in the command line, use one of the options: To enter the \*\*/ScreenOnly \*\*option keyword in the command line, use one of the options: * Type **/Screen** * Type the shortcut\*\* /Screeno\*\* ## Description [Section titled “Description”](#description) The /ScreenOny option keyword defines which parts of the screen will be used when taking screenshots. It is used in conjunction with the [/Screen option keyword](/grandma3/2-3/ok_screen/), the [/XResolution option keyword](/grandma3/2-3/ok_xresolution/) and the [/YResolution option keyword](/grandma3/2-3/ok_yresolution/).  ## Syntax [Section titled “Syntax”](#syntax) Store Image \[“MediaPool\_Name” or MediaPool\_Number].\[“Image\_Name” or Image\_Number] /ScreenOnly \[“Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ScreenOnly option keyword: * [Image keyword](/grandma3/2-3/keyword_image/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Values [Section titled “Values”](#values) The /ScreenOnly option keyword uses these values: * Yes - This is the default if /ScreenOnly is not defined. The screenshot only includes the area that can be defined by the user.  * No - The entire screen will be used, including view bar, encoder bar and other. ## Example [Section titled “Example”](#example) * To store a screenshot of the entire screen 1 as image 6, including view bar, encoder bar, and other, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Image 3.6 /Screen “1” /ScreenOnly “No” | # /Selection > To enter the /Selection option keyword in the command line, use one of the options: To enter the \*\*/Selection \*\*option keyword in the command line, use one of the options: * Type **/Selection** * Type the shortcut\*\* /Selectio\*\* ## Description [Section titled “Description”](#description) The /Selection option keyword defines if the current selection will be stored in a recipe.  For more informtion on how recipes work see [Recipes](/grandma3/2-3/recipes/).  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number].\[“Recipe\_Name” or Recipe\_Number] /Selection \[“Option\_Value”] Store Sequence \[“Sequence\_Name” or Sequence\_Number] Cue \[“Cue\_Name” or Cue\_Number] Part \[“Part\_Name” or Part\_Number].\[“Recipe\_Name” or Recipe\_Number] /Selection \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Selection option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Sequence keyword](/grandma3/2-3/keyword_sequence/) * [Store keyword](/grandma3/2-3/keyword_store/) ## Example [Section titled “Example”](#example) * In order not to store the current selection into the recipe, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 3.2.1 /Selection “No”  | # /Selective > To enter the /Selective option keyword in the command line, use one of the options: To enter the \*\*/Selective \*\*option keyword in the command line, use one of the options: * Type **/Selective** * Type the shortcut\*\* /Se\*\* ## Description [Section titled “Description”](#description) The /Selective option keyword is used to store or update selective data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Selective ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Selective option keyword: * [CleanUp keyword](/grandma3/2-3/keyword_cleanup/) * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Examples [Section titled “Examples”](#examples) * To store the current programmer content as selective data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.2 /Selective  |   * To remove selective data in the first color preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cleanup Preset 4.1 /Selective  | # /Single > To enter the /Single option keyword in the command line, use one of the options: To enter the \*\*/Single \*\*option keyword in the command line, use one of the options: * Type **/Single** * Type the shortcut **/Si** ## Description [Section titled “Description”](#description) The /Single option keyword is used when extracting presets or when autocreating single fixture groups.  When extracting embedded presets or phaser presets where presets are integrated in the steps, Extract will call directly the values of the source presets. Using the **/Single** option keyword together with the Extract keyword makes it possible to extract one level down in the hierarchy of presets. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The combination of the Extract keyword together with the /Single option keyword currently works with presets that are active in the programmer. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /Single** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Single option keyword: * [AutoCreate keyword](/grandma3/2-3/keyword_autocreate/) * [Extract keyword](/grandma3/2-3/keyword_extract/) * [FixtureClass keyword](/grandma3/2-3/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-3/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-3/keyword_fixturetype/) ## Examples [Section titled “Examples”](#examples) ### Extract Example [Section titled “Extract Example”](#extract-example) **Requirement:** 1. Create 2 color presets. 2. Embed these color presets into a different color preset:\ Embed the second color preset into the All preset 21.1. 3. Select fixtures and apply the All preset on them. * To call the embedded color preset into the programmer, type once: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Extract Selection /Single | # /Sort > To enter the /Sort option keyword in the command line, use one of the options: To enter the \*\*/Sort \*\*option keyword in the command line, use one of the options: * Type **/Sort** * Type the shortcut\*\* /So\*\* ## Description [Section titled “Description”](#description) The /Sort option keyword defines how to sort results in the command line history. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can use **/Sort** together with the [/Limit option keyword](/grandma3/2-3/ok_limit/).  | Use the following sort names to define the order you are using /Sort with: | Sort Name | Description | | --------- | ------------------------------------------ | | Asc | Sorts results in an ascending order. | | Desc | Sorts results in an descending order.  | | None | Sorts results in the order of destination. | ## Syntax [Section titled “Syntax”](#syntax) MemoryInfo /Sort \[“Sort\_Name”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Sort option keyword: # /SubTab > To enter the /SubTab option keyword in the command line, use one of the options: To enter the \*\*/SubTab \*\*option keyword in the command line, use one of the options: * Type **/SubTab** * Type the shortcut **/Su** ## Description [Section titled “Description”](#description) The /SubTab option keyword is used to switch between tabs within tab bars in the PSR menu.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Currently the /SubTab option keyword is solely used by the PSR menu itself. As there is a defined order how to navigate in the PSR menu, only the PSR menu can use this option keyword and you cannot execute the command using the command line. | # /Tab > To enter the /Tab option keyword in the command line, use one of the options: To enter the \*\*/Tab \*\*option keyword in the command line, use one of the options: * Type **/Tab** * Type the shortcut **/Ta** ## Description [Section titled “Description”](#description) The /Tab option keyword is used to define which tab will open in the assign menu.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Page \[“Page\_Name” or Page\_Number].\[“Executor\_Name” or Executor\_Number] /Tab \[“Option\_Value”]** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Tab option keyword: * [Assign keyword](/grandma3/2-3/keyword_assign/) * [Edit keyword](/grandma3/2-3/keyword_edit/) * [EditSetting keyword](/grandma3/2-3/keyword_editsetting/) * [Page keyword](/grandma3/2-3/keyword_page/) ## Values [Section titled “Values”](#values) The /Tab option keyword uses these values: * Edit * EditSetting * Handle * Object ## Examples [Section titled “Examples”](#examples) * To open the edit tab of executor 201 on page 1 using the assign command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign Page 1.201 /Tab “Edit” |   * To open the assign menu and display the handle tab using the edit command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Page 1.201 /Tab “Handle” | # /TrackingShield > To enter the /TrackingShield option keyword in the command line, use one of the options: To enter the \*\*/TrackingShield \*\*option keyword in the command line, use one of the options: * Type **/TrackingShield** * Type the shortcut\*\* /T\*\* or **/TS** ## Description [Section titled “Description”](#description) The /TrackingShield option keyword is used to protect tracked attributes when storing values. For more information see [W](/grandma3/2-3/cue_tracking/)[hat is Tracking](/grandma3/2-3/cue_tracking/) and [Tracking Shield](/grandma3/2-3/cue_tracking_shield/).          ## Syntax [Section titled “Syntax”](#syntax) \[Function] Cue \[“Cue\_Name” or Cue\_Number] /TrackingShield \[“TrackingShield\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /TrackingShield option keyword: # /Type > To enter the /Type option keyword in the command line, use one of the options: To enter the \*\*/Type \*\*option keyword in the command line, use one of the options: * Type **/Type** * Type the shortcut\*\* /Ty\*\* ## Description [Section titled “Description”](#description) The /Type option keyword can have different values depending on the keyword it is combined with. The Import keyword and the Export keyword can be both used with the /Type “User” and “System”.\ The LoadShow keyword can be used with the /Type “Demo”.\ In a nutshell – the Import and the Export keyword both use library files and the LoadShow keyword uses show files. \ The ChangeMulticastBase keyword uses the /Type “Default” and “Alternative”. When importing the desired file may be either a “User” file, which has been previously exported, or a “System” file, which is predefined and included with the system software. If this option is not defined within the import syntax, the console will first search the user library for the specified file name. If the file does not exist within the user library, the console will then search within the system files. * **/Type “User”** restricts the console to only search within the user library of the selected drive. * **/Type “System”** restricts the console to only search within the system files, ignoring the user library. * **/Type “Demo”** restricts the console to only search within demo shows folder. * **/Type “Template”** restricts the console to only search within the template shows folder. * **/Type “NoReference”** deletes all objects that do not have any reference in the specified range. For example, “NoReference” will delete presets that are not used in cues or recipes. * **/Type “Recipe”** deletes recipes in the specified object that do not generate output. * **/Type “Default”** uses the default address of multicast base. * **/Type “Alternative”** uses a different address should the default address cause any problems within the network environment. For more information see [Protocol Details](/grandma3/2-3/network_design_protocols/).  * **/Type “GridPosition”** removes gaps in grid positions and resets the offset to origin in groups. It can only be used with the [CleanUp keyword](/grandma3/2-3/keyword_cleanup/). # /Universal > To enter the /Universal option keyword in the command line, use one of the options: To enter the \*\*/Universal \*\*option keyword in the command line, use one of the options: * Type **/Universal** * Type the shortcut\*\* /U\*\* ## Description [Section titled “Description”](#description) The /Universal option keyword is used to store or update universal data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Universal ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Universal option keyword: * [Preset keyword](/grandma3/2-3/keyword_preset/) * [Store keyword](/grandma3/2-3/keyword_store/) * [Update keyword](/grandma3/2-3/keyword_update/) ## Example [Section titled “Example”](#example) * To store the current programmer content as universal data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Preset 1.2 /Universal | # /Wait > To enter the /Wait option keyword in the command line, use one of the options: To enter the \*\*/Wait \*\*option keyword in the command line, use one of the options: * Type **/Wait** * Type the shortcut\*\* /Wa\*\* ## Description [Section titled “Description”](#description) In conjunction with the Store keyword /Wait option keyword defines the latency time in milli seconds after which your command will be executed. When used with remote calls such as reboot, restart or shut down, the /Wait option keyword defines the time in the countdown of the the pop-up that consequently appears after executing the command. Syntax # /Wrap > To enter the /Wrap option keyword in the command line, use one of the options: To enter the \*\*/Wrap \*\*option keyword in the command line, use one of the options: * Type **/Wrap** * Type the shortcut\*\* /W\*\* ## Description [Section titled “Description”](#description) The /Wrap option keyword loops through all steps and selects the first step after reaching the last step. This option keyword works in both directions using Next and Previous.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Step /Wrap ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Wrap option keyword: * [Next keyword](/grandma3/2-3/keyword_next/) * [Previous keyword](/grandma3/2-3/keyword_previous/) * [Step keyword](/grandma3/2-3/keyword_step/) ## Example [Section titled “Example”](#example) * To loop through all steps in the selected fixtures and subsequently select the first step in the selection, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Next Step /Wrap | # /XResolution > To enter the /XResolution option keyword in the command line, use one of the options: To enter the \*\*/XResolution \*\*option keyword in the command line, use one of the options: * Type **/XResolution** * Type the shortcut\*\* /X\*\* ## Description [Section titled “Description”](#description) The /XResolution option keyword defines the resolution of images on the x-axis during storing. Syntax # /YResolution > To enter the /YResolution option keyword in the command line, use one of the options: To enter the \*\*/YResolution \*\*option keyword in the command line, use one of the options: * Type **/YResolution** * Type the shortcut\*\* /Y\*\* ## Description [Section titled “Description”](#description) The /YResolution option keyword defines the resolution of images on the y-axis during storing. Syntax # grandMA3 onPC > MA Lighting offers the perfect solutions for getting started with. Simply download the grandMA3 onPC software and connect to any of the grandMA3 onPC products t MA Lighting offers the perfect solutions for getting started with. Simply download the grandMA3 onPC software and connect to any of the grandMA3 onPC products to unlock parameters. The amount of DMX outputs varies with each grandMA3 onPC product but all of them unlock parameters for the full grandMA3 software functionality. There is no compromise in feature set and the range of products allow you to make the right choice for your budget or individual needs. There are three choices for onPC solutions: the grandMA3 onPC command wing, which offers the ultimate grandMA3 mobile solution, the grandMA3 onPC command wing XT, featuring a built-in MA mother board, and the grandMA3 onPC xPort Nodes, which offer the most cost-effective DMX output solution for software only show control. Every grandMA3 onPC xPort Node is capable of handling MA-Net3, MA-Net2, sACN and Art-Net data and is fully RDM compliant. A 3.9” color display on the front face allows for simple configuration and provides a quick overview of the status of each Node. All grandMA3 onPC xPort Nodes are equipped with a powerful processor and a 1,000Mbit/s Ethernet connection to ensure the most reliable and stable Ethernet to DMX and vice versa conversion. The grandMA3 onPC xPort Nodes are high quality solutions that can handle busy Ethernet connections without ditching DMX or RDM messages. Subtopics * [System Requirements](/grandma3/2-3/onpc_system_requirements/) * [Windows™® Installation](/grandma3/2-3/onpc_windows_installation/) * [Optimize Windows™®](/grandma3/2-3/onpc_optimize_windows/) * [macOS® Installation](/grandma3/2-3/onpc_macos_installation/) * [Optimize macOS®](/grandma3/2-3/onpc_optimize_macos/) * [onPC Terminal App](/grandma3/2-3/onpc_terminal_app/) * [onPC Local Settings](/grandma3/2-3/onpc_onpc_settings/) # macOS® Installation > To install grandMA3 onPC on macOS®: To install grandMA3 onPC on macOS®: 1. Download the installation file from [www.malighting.com](https://www.malighting.com/downloads/). 2. Click grandMA3 onPC Software x.x.x.x for macOS to download the installer. 3. Open the zip file, double-click it. 4. Go to the subfolder “ma”. 5. Double-click the installation program grandMA3\_onPC\_x.x.x.x.pkg. The Installer opens: ![](/img/grandma3/2-3/img_macos_installer_2_v1-2-c41e47.png) 6. Click Continue. The software license agreement opens  7. Click on Continue and then on Agree. The software is installed in the standard directory /Applications/. The resources are located in /Users/. 8. Optional: Change the destination disk, select the desired disk and click Continue: ![](/img/grandma3/2-3/img_macos_installer_5_v1-5-ef4889.png) 9. Click Install to install the application or Change Install Location to change the destination:\ ![](/img/grandma3/2-3/img_macos_installer_6_v1-5-6f4724.png) 10. To install the software, click Install. During the installation, it is possible that you are asked for the administrator password. 11. Click Close after the installation is complete:\ ![](/img/grandma3/2-3/img_macos_installer_7_v1--790a8d.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you receive an “Installation failed” error message during the installation, move the ma folder outside the Downloads folder, for example, to the Desktop folder, and start the installation process again. | ### Start the Application [Section titled “Start the Application”](#start-the-application) 1. Go to Applications in the finder and double-click grandMA3. 2. The grandMA3 launcher starts. 3. The launcher will automatically start the last installed version. ![](/img/grandma3/2-3/img_mac_installer_1_v1-2-176cc4.png) 4. To choose another version, select the desired version via the launch drop-down. 5. Click Restart in order to start the selected version. 6. Confirm the shutdown in the running application. # onPC Local Settings > The onPC Local Settings allow various settings for grandMA3 onPC. In the grandMA3 console software, there is a similar but smaller settings pop-up called Local The onPC Local Settings allow various settings for grandMA3 onPC. In the grandMA3 console software, there is a similar but smaller settings pop-up called [Local Settings](/grandma3/2-3/local_settings/). To learn more about MIDI, read the topics [Connect MIDI](/grandma3/2-3/fs_connect_midi/) in [First Steps](/grandma3/2-3/first_steps/), and [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/) in [Remote In and Out](/grandma3/2-3/remote_inputs/). To learn more about Sound, see [Sound](/grandma3/2-3/sound_viewer/). For more information about viz-key, see [Update grandMA3 viz-key](/grandma3/2-3/update_viz_key/). For more information about how to create a password, see [Create User](/grandma3/2-3/user_create/) in [Single User and Multi User Systems](/grandma3/2-3/user/). ## Open the onPC Local Settings [Section titled “Open the onPC Local Settings”](#open-the-onpc-local-settings) To open the settings menu on grandMA3 onPC software: 1. Click ![gear](/img/grandma3/2-3/icon_setup_24px-3093e8.png) on the control bar. The Menu opens. 2. Click Settings. The Setting pop-up opens. 3. Click onPC Local Settings. The onPC Local Settings menu opens. ![](/img/grandma3/2-3/menu_onpc_settings_v2-1-09a991.png) onPC Settings menu ### MIDI [Section titled “MIDI”](#midi) * MIDI via onPC command wing: To enable or disable MIDI from grandMA3 onPC command wing.\ If disabled, the device configured in MIDI In Device and MIDI Out Device is used.\ If enabled, the command wing MIDI and the device configured in MIDI In Device and MIDI Out Device are used. * MIDI In Device: This opens a pop-up with possible MIDI devices. Tap one to select it.  * MIDI Out Device: This opens a pop-up with possible MIDI devices. Tap one to select it.   * MIDI Offset: This opens the calculator. For more information, see [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/#h2__2027674017). * MIDI Timecode Slot: Adjusts the MIDI Timecode Slot. ### Sound [Section titled “Sound”](#sound) * Audio In Device: This opens a pop-up with possible Audio devices. Tap one to select it. * Audio Out Device: This opens a pop-up with possible Audio devices. Tap one to select it.  ## viz-key [Section titled “viz-key”](#viz-key) * Connect to viz-key: Enabled, to attach the viz-key dongle to the onPC. * Connect to viz-key: Disabled, to attach the viz-key dongle to a visualizer that is running on the same computer as the onPC. ## Other [Section titled “Other”](#other) * Set Date and Time to OS Settings: Resets the date and time of the grandMA3 onPC application to the date and time of the operating system. * Force Login: Forces the user to enter a password after starting up the grandMA 3 onPC application. # Optimize macOS® > The grandMA3 onPC software is available for macOS™® and Windows™®. The grandMA3 onPC software is available for macOS™® and [Windows™®](/grandma3/2-3/onpc_optimize_windows/). Please refer to the [system requirements topic](/grandma3/2-3/onpc_system_requirements/) to learn more about the computer specifications. For more information about the grandMA3 onPC software and the terminal app, read the [Installation of grandMA3 onPC topic](/grandma3/2-3/onpc_windows_installation/). To run the grandMA3 onPC software even more efficiently, we recommend adjusting the following settings on your computer. Follow the following steps for the best results. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The same setting options may be available for other operating system versions, too. | ## Apple® macOS® Catalina 10.15 [Section titled “Apple® macOS® Catalina 10.15”](#apple-macos-catalina-1015) * Click Energy Saver in System Preferences. ![](/img/grandma3/2-3/img_mac_installer_2_v1-2-9fd595.png) System Preferences   ### Settings for Battery [Section titled “Settings for Battery”](#settings-for-battery) * Automatic graphics switching: Off * Turn display off after: Any time. * Put hard disks to sleep when possible: Off * Slightly dim the display while on battery power: Off * Enable power nap while on battery power: Off ![](/img/grandma3/2-3/img_mac_installer_4_v1-2-200a2d.png) Battery | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Working with grandMA3 onPC under MacOS® using only the battery would also require high performance settings. It is recommended to always connect the computer to the power supply. | ### Settings for Power Adapter [Section titled “Settings for Power Adapter”](#settings-for-power-adapter) * Automatic graphics switching: Off * Turn display off after: Never. * Prevent computer from sleeping automatically when the display is off: On * Put hard disks to sleep when possible: Off * Wake for Wi-Fi network access: Off * Enable power nap while plugged into a power adapter: Off ![](/img/grandma3/2-3/img_mac_installer_3_v1-2-a16df5.png) Power Adapter ***   ## Apple® macOS® Ventura 13 [Section titled “Apple® macOS® Ventura 13”](#apple-macos-ventura-13) ### Settings for Battery [Section titled “Settings for Battery”](#settings-for-battery-1) 1. Click Battery in System Preferences and then click Options… ![](/img/grandma3/2-3/img_macosventura_optimize_v1-9_1-73cfa9.png) Battery settings * Enable Power Nap: Never * Put hard disks to sleep when possible: Never * Wake for network access: Never * Automatic graphics switching: Off * Optimize video streaming while on battery: Off ### Settings for Display [Section titled “Settings for Display”](#settings-for-display) 1. Click Displays in System Preferences and then click Advanced… ![](/img/grandma3/2-3/img_macosventura_optimize_2_v1-9_1-ebbfc5.png) Display settings *  Slightly dim the display on battery: Off * Prevent automatic sleeping on power adapter when the display is off: On ### Lock Screen settings [Section titled “Lock Screen settings”](#lock-screen-settings) 1. Click Lock Screen in System Preferences. ![](/img/grandma3/2-3/img_macosventura_optimize_3_v1-9-0e4248.png) Lock Screen settings * Start Screen Saver when inactive: Any time * Turn display off on battery when inactive: Any time * Turn display off on power adapter when inactive: Never # Optimize Windows™® > Please refer to the system requirements topic to learn more about the computer specifications. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The grandMA3 onPC software is available for Windows™® and [macOS®](/grandma3/2-3/onpc_macos_installation/). | Please refer to the [system requirements topic](/grandma3/2-3/onpc_system_requirements/) to learn more about the computer specifications. For more information about the grandMA3 onPC app, the terminal app, and the different version icons, read the [Installation of grandMA3 onPC topic](/grandma3/2-3/onpc_windows_installation/). To run the grandMA3 onPC software even more efficiently, we recommend adjusting the following settings on your computer. *** ## Turn on High-Performance Power Plan [Section titled “Turn on High-Performance Power Plan”](#turn-on-high-performance-power-plan) To turn on the high-performance power plan: 1. Click the Start button. 2. Type Control Panel in the search bar. 3. In the search bar of the Control Panel, type power options. 4. Click Power Options. 5. Under Preferred plans, click High performance. ![](/img/grandma3/2-3/img_power_options_v1-1-340133.png) The high-performance power plan is turned on. *** ## Optimize High-Performance Power Options [Section titled “Optimize High-Performance Power Options”](#optimize-high-performance-power-options) * Turn off everything that can interrupt the grandMA3 onPC. To optimize the power options: 1. Click Change plan settings next to High performance ![](/img/grandma3/2-3/img_power_options2_v1-1-a5e786.png) 2. For **Turn off the display**, choose Never. 3. For **Put the computer to sleep**, choose Never. ![](/img/grandma3/2-3/img_power_options3_v1-1-d653cb.png) 4. Click Save changes. 5) Click Change advance power settings. ![](/img/grandma3/2-3/img_power_options4_v1-1-64bfb8.png) 6. To set Turn off hard disk after to Never, delete the number in the field Setting (Minutes). 7. Click OK. The power options are optimized. *** ## Disable the Screen Saver [Section titled “Disable the Screen Saver”](#disable-the-screen-saver) To conserve the graphic card resources, disable the screen saver. 1. Open the Control Panel. 2. In the search box, type Screen Saver. 3. Click Change Screen Saver to open the menu. 4. In the Screen saver select (None). 5. Click OK. ![](/img/grandma3/2-3/img_power_options5_v1-1-9a3cd2.png) The screen saver is disabled. *** ## System Requirement Warning [Section titled “System Requirement Warning”](#system-requirement-warning) When starting the grandMA3 onPC software, a warning pop-up may appear due to hardware performance. To suppress the system requirement pop-up, enable the Do not show this message again checkbox and then tap Yes. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Note that each time you update grandMA3 onPC for Windows™®, the system requirements pop-up will appear again. | ![Update this description text.](/img/grandma3/2-3/popup_windows_requirements-e663de.png) System Requirement Warning An error pop-up may appear when starting the grandMA3 onPC software. ![Update this description text.](/img/grandma3/2-3/popup_windows_requirements_error_v2-2-12caff.png) System Requirement Error # System Requirements > If you would like to run grandMA3 on your PC, here is what it takes. If you would like to run grandMA3 on your PC, here is what it takes. | Type | Minimum | Recommended | | ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------------- | | Operating system | Windows® 10 64bit version 1803 or later, Windows® 11 64bit version 21H2 or later, Apple® macOS® Monterey (version 12) or later, Admin rights are required for all operating systems. | | | Processor | 6th Generation Intel® Core CPU™ processor-based platform or later with 4 or more cores and SSE 4.2 or comparable AMD® CPU, AVX2,  Apple® M1® SoC CPU with 8 or more cores or later. | | | RAM | 8 GB | 16 GB | | Hard disk | 32 GB of available space | type SSD | | Graphics card | Any graphic card with hardware acceleration, OpenGL 4.1 support, and 1024 MB VRAM, or Apple® M1® SoC GPU with 8 or more cores or later. | 4 096 MB VRAM 32 GB unified memory | | Resolution | 1 920 x 1 080 or higher. |   | | Network card | 1000BASE-T |   | Additional requirements: * To use the grandMA3 onPC in session with grandMA3 consoles, a minimum of 16 GB of RAM (24GB Unified Memory when using Apple® M1® SoC or later) is required. * To use the online help and download the latest version of grandMA3 onPC, make sure that you have internet access. * To save the software on a USB flash drive, use a USB 2.0 or 3.0 port. # onPC Terminal App > The terminal app can be used to connect to the same station or any other grandMA3 station inside your network with the command line or the system monitor of the The terminal app can be used to connect to the same station or any other grandMA3 station inside your network with the command line or the system monitor of the main app using the Terminal. * To monitor the software of a connected network station, start the terminal app. * To connect to the system monitor of a station in the network, enter: sysmon \[IP Address] ## grandMA3 Terminal App on Windows [Section titled “grandMA3 Terminal App on Windows”](#grandma3-terminal-app-on-windows) In Windows®, the grandMA3 Terminal app can be found in the start menu in the folder MA Lighting after the grandMA3 onPC software is installled: ![](/img/grandma3/2-3/window_terminal_app_windows_v1-5-8725fe.png) ## grandMA3 Terminal App on macOS [Section titled “grandMA3 Terminal App on macOS”](#grandma3-terminal-app-on-macos) In macOS®, click grandMA3 Terminal to start the grandMA3 Terminal after the granMA3 onPC software is installed: ![](/img/grandma3/2-3/window_terminal_app_macos_v1-5-90989d.png) ### Example: [Section titled “Example:”](#example) 1. Open the grandMA3 Terminal app on the computer. 2. Enter sysmon 127.0.0.1 in the command section in the grandMA3 Terminal app. Press Enter. ![](/img/grandma3/2-3/image_terminal_app_sysmon-0c39a3.png) grandMA3 Terminal app with sysmon command 3. The terminal app is now connected to the system monitor of the grandMA3 onPC that is running on the same computer. # Windows™® Installation > To run the grandMA3 onPC software, copy and install the program files on your PC. To run the grandMA3 onPC software, copy and install the program files on your PC. The installation is possible in every root directory or in the **standard directory** “C:\Program Files\MALightingTechnology”. To download the grandMA3 software: 1. Go to \*\*. \*\* ![](/img/grandma3/2-3/img_downloads-e34512.png) Website malighting.com Downloads 2. Click **grandMA3** in the bar on the left. ![](/img/grandma3/2-3/img_downloads_2-5503b9.png) grandMA3 section 3. Click **Software + Release Notes** to find the latest software version. ![](/img/grandma3/2-3/img_downloads_3-6dc894.png) grandMA3 Software section 4. Click grandMA3 onPC Software x.x.x.x for Windows to download the desired installation package. The download process starts. *** * Extract the zip file. * Go to the subfolder “ma”. * Double-click the installation program grandMA3\_onPC-vx.x.x.x.exe. * Confirm with Execute.\ The installation program opens: ![](/img/grandma3/2-3/img_installer_5_v2-3-74953f.png) * Click Next. The End User License Agreement (EULA) appears: ![](/img/grandma3/2-3/img_installer_6_v2-3-d237b1.png) * Click I Agree to accept the agreement. The Install Location window appears: ![](/img/grandma3/2-3/img_installer_7_v2-3-933ca9.png) * Watch out for the suggested directory and change it if you would like to do so. * The standard directory for the resources and user files is “C:\Program Files\MALightingTechnology”. * To learn more about the folder structure, read the [Folder Structure topic](/grandma3/2-3/fm_folder_structure/) in [File Management](/grandma3/2-3/file_management/). * To confirm the installation directory, click Install. * The program files are copied into the selected directory. ![](/img/grandma3/2-3/img_installer_9_v2-3-42b505.png) 1. To install a USB driver, connect a usb stick before the installation. 2. During the installation, a pop-up window appears asking to install an USB driver. Tap Install. 3. Click Next to finish the installation. ![](/img/grandma3/2-3/img_installer_8_v2-3-377d66.png) At the end of the installation process, you can choose to set a link to the terminal app or not. ![](/img/grandma3/2-3/img_installer_1_v2-3-f5b79d.png) It is disabled by default. Click the checkbox if you want to create a desktop link to the terminal app. ![](/img/grandma3/2-3/img_installer_4_v1-2-153a0f.png) ## grandMA3 onPC for Windows [Section titled “grandMA3 onPC for Windows”](#grandma3-onpc-for-windows) As soon as the installation is finished, the MA icon appears on the desktop. If several versions of the software have been installed, several subfolders are created in the main folder “C:\ProgramData\MALightingTechnology”. The MA icon on the desktop will always link to the latest version: ![](/img/grandma3/2-3/img_installer_3_v1-2-75404d.png) This is the main app. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | grandMA3 onPC applications need to be run in administrator mode. For more information on how to force applications to run in administrator mode, see [Optimize Windows™®](/grandma3/2-3/onpc_optimize_windows/#h2_493540574). | # Align > A dedicated Align key, an Align Keyword, and an Align Bar can be created as a window. Align is accessible on the left side of the encoder bar. A dedicated Align key, an [Align Keyword](), and an **Align Bar** can be created as a window. Align is accessible on the left side of the encoder bar. Align is used to distribute attribute values between two or more values. There are five different align modes. Read about them below. This is a convenient window if align is used frequently. Read the descriptions below to understand the different modes. The default is a linear transition between the values, which can also be adjusted. There are four different **Align Transition** options: * **Linear** (default):\ Spreads the values with the same spacing. * **Sinus**:\ Spreads the values as if the fixtures were placed on a sine curve. The values themselves will not represent the sinus form. Depending on the Align mode, this results in smaller value gaps at the beginning and end of the range and more significant gaps towards the center of the range, or vice versa. * **Slow**:\ The gaps between the values will be small at the beginning of the range and increase toward the end of the range. * **Fast**:\ The gaps between the values will be big at the beginning of the range and decrease toward the end of the range. These can be accessed using the [AlignTransition keyword](/grandma3/2-3/keyword_aligntransition/), the **Align key**, or the **Align Bar**. The Align function can be used for different attributes. Dimmer, position, and color are the most common. The examples below use tilt or dimmer attributes. By default, the align mode is set to Off, and the transition is Linear. The result is that the encoder will adjust all the selected fixtures equally. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The selected order of the fixtures is important. The attribute will be adjusted proportionally to the selected order. | The align mode is active until a new attribute is adjusted. ## []()Align Bar [Section titled “Align Bar”](#align-bar) The **Align Bar Window** gives fast access to all the align functions. It has both the align modes and the align transitions. It can be created like any other window using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). It is located in the More tab. ![](/img/grandma3/2-3/window_align_bar-7d1e31.png)\ *Align Bar window* # Clone > Cloning can be used for the following occasions: Cloning can be used for the following occasions: * To clone data in the patch from existing fixtures to new fixtures, for example, if an additional truss is to be used in a rig on a stage. * To transfer attribute values from fixtures to fixtures in the programmer. * To transfer values from attribute to another attribute, for example, from Gobo1 to Gobo2. * To transfer values from fixtures to fixtures throughout the show file, including Sequences, Groups, Presets, Worlds, and Layouts.  Cloning can be triggered via the command line or a clone dialog in the user interface. For more information about the command line syntax, see [Clone Keyword](/grandma3/2-3/keyword_clone/). How to use the clone feature is described in the following topics. # Use Clone to Transfer Values ## Subtopics [Section titled “Subtopics”](#subtopics) * [Operate Fixtures](/grandma3/2-3/operate_fixtures/) * [Clone](/grandma3/2-3/operate_clone/) * [Clone](/grandma3/2-3/operate_clone/) * [Clone Keyword](/grandma3/2-3/keyword_clone/) * [Cloning Show Data](/grandma3/2-3/operate_clone_overlay/) * [At Filter](/grandma3/2-3/worldfilter_at_filter/) * [Filters](/grandma3/2-3/worldfilter/) * [/MergeLowPriority Option Keyword](/grandma3/2-3/ok_mergelowpriority/) * [/MergeHighPriority Option Keyword.](/grandma3/2-3/ok_mergehightpriority/) * [/Overwrite Option Keyword.](/grandma3/2-3/ok_overwrite/) * [Select Fixtures](/grandma3/2-3/operate_select_fixtures/) * [Gestures](/grandma3/2-3/ws_gestures/) # Clone Fixtures in the Patch > The cloning feature is a useful tool for duplicating existing fixtures and their data to new fixtures in the Patch menu for immediate use. The copy and paste fu The cloning feature is a useful tool for duplicating existing fixtures and their data to new fixtures in the Patch menu for immediate use. The copy and paste functions automatically create a complete clone of the show data for the corresponding fixtures. The following topics offer additional information: * For general information about cloning, see [Clone Function](/grandma3/2-3/operate_clone/). * To understand the Patch menu, see [Patch and Fixture Setup](/grandma3/2-3/patch/) and [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). * To position fixtures in the 3D viewer, see [Position Fixtures in the 3D Space](/grandma3/2-3/patch_position_fixtures/). Take a look at the following example to get a better understanding of cloning fixtures. *** #### Example of Cloning Fixtures in the Patch [Section titled “Example of Cloning Fixtures in the Patch”](#example-of-cloning-fixtures-in-the-patch) Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/904434044?title=0\&byline=0\&portrait=0\&color=ffeb0f) **Requirements:** * Load the grandMA3 demo show file and enter the Patch menu. # Using the Color Picker > The Color Picker is part of the Special Dialog window and can be selected by tapping on the left side of the window or via the window settings. For more informa The **Color Picker** is part of the Special Dialog window and can be selected by tapping on the left side of the window or via the window settings. For more information, see [Special Dialog](/grandma3/2-3/operate_special/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Color Picker windows in show files created in software version 1.9.7.0 or earlier are migrated to the Special Dialog window when loading the show file in software version 2.0 or later. | The Color picker can select a color in fixtures with a mixed color system or color wheel(s). The color picker provides convenient access to mix the desired color using several color mixing and selection options. The method is independent of the fixture’s color mix system (LED emitters or color subtraction) and color wheel. *** ## Open the Color Picker [Section titled “Open the Color Picker”](#open-the-color-picker) Open a Special Dialog window. See [Add window](/grandma3/2-3/wvm_add_window/). Tap Color on the left side of the window. RGB and HSB color space: Tap Color Space in the title bar of the color picker to switch the color picker’s color space. There are four options: * **Fixture Type**\*\*:\*\* The color space is defined by the emitters of the respective fixture type. * **Standard:** Plasa Standard E1.54 for Color Communication in Entertainment Lighting. * **Rec.2020:** ITU-R BT.2020 or\*\* \*\*Rec. 2020 is an audiovisual industry standard for ultra-high definition (UHDTV). * **Rec.709:** ITU-R BT 709 or Rec. 709 is an audiovisual industry standard for high definition (HDTV). *** Tap MA in the top left corner of the Special Dialog window to open the settings. ![Update this description text.](/img/grandma3/2-3/popup_color_picker_settings_v2-1-09bad3.png) Special Dialog Window Settings - Color The Mode can be selected using the buttons in the title bar. This is a short description of the different modes. * **CIE:** A CIE color space area picker with Brightness, Quality, x, and y on-screen faders. * **HSB:** An HSB area with Brightness and Quality on-screen faders. * **Fader:** On-screen faders to adjust RGB, CMY, HSB, Brightness, and Quality. * **Book:** This is a swatch book with colors from different gel manufacturers. Tap Edit Title Bar to define which buttons will be displayed in the color picker window’s title bar. ![Update this description text.](/img/grandma3/2-3/window_color_picker_title_bar_v2-1-341093.png) Special Dialog Window Settings - Edit Title Bar *** ## Quality [Section titled “Quality”](#quality) The Q fader, or Quality fader, is available when the fixtures have a color mix system of more than three colors. It controls how the colors are mixed.\ Q at 100 results in small-band mixing (the specialized emitters are used). 0% results in a broadband mix. That uses as many emitters as possible to mix the color. CIE ![](/img/grandma3/2-3/window_special-dialog_collor-picker_cie-20v2-0-2f8004.png)\ *Special Dialog - Color Picker CIE mode* The CIE (Commission Internationale de l’éclairage) standard uses a figure that indicates the visible light spectrum.  The RGB triangle shows the colors that the specific fixture can mix. Requirements: Fixtures with color attributes are selected. * To select a color, tap inside this area. If the fixture has more than three mixing colors, the shaded part will become smaller. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The [Align](/grandma3/2-3/operate_align/) function can be used together with the color picker. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/944470549?title=0\&byline=0\&portrait=0\&color=ffeb0f) The color picker offers the Constant Brightness Mode, which can be enabled by tapping Constant Brightness in the title bar. The default setting is off. If Constant Brightness is disabled, the selected color is mixed with maximum brightness when the brightness fader is set to 100%. In this case, the fixture’s output intensity is not kept constant but changes with the color. If the constant brightness mode is enabled, the maximum overall brightness is limited to the brightness of the fixture’s darkest emitter. Changing the color in constant brightness mode does not change the output intensity of the fixture.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When enabling the constant brightness mode while the brightness fader is currently positioned above the constant brightness color mixing range, the CONST B fader will become red, showing a value of > 100 %. The fader must be moved to <= 100 % to ensure constant brightness color mixing. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Color mixing and constant brightness mode work better the more accurate the fixture type’s emitter data is. | Except for the Fixture Type color space, the gamut of the selected color space is displayed in the CIE color picker with a white line. The shaded area only depends on the fixture’s emitters. It does not change with the Color Space (only the small white triangle changes with the selected color space). Color mixing in the RGB tab and the HSB Color Picker depends on the color coordinates of the RGB primaries of the selected color space. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If a color is picked in the CIE Color picker outside of the gamut of the selected color space, the faders in the RGB tab will show values below 0% or above 100%.  | The CIE Color Picker displays the spectral profile (or **curve**) at a specific temperature corresponding to a specific peak wavelength and vice versa. As the temperature of the black body increases, the peak wavelength decreases (Wien’s Law). The intensity (or flux) at all wavelengths increases as the temperature of the black body increases. That is what we call the **black body curve**. *** ## HSB Field [Section titled “HSB Field”](#hsb-field) Tap the HSB field symbol in the title bar to adjust the color mix, also known as a Color Picker. Here, it is possible to tap a color in the HSB field. The x-axis (left/right) is the Hue value. The y-axis (up/down) is the Saturation value, and Brightness is the B-fader on the right side. ![](/img/grandma3/2-3/window_special-dialog_collor-picker_hsb-20v2-0-60b7cd.png)\ *Special Dialog - Color Picker HSB mode* *** Fader On-screen RGB, CMY, HSB, Brightness, and Quality faders. # Encoder Resolution > Sometimes, precise handling is required, and you may want to change the resolution of an encoder. Sometimes, precise handling is required, and you may want to change the resolution of an encoder. The default encoder resolution of attributes can be defined from the user configuration menu: 1. ​Press Menu, tap Settings, and tap User Configuration. The user configuration menu opens. 2. On the left side of the window, tap Profiles. 3. Tap Edit Encoder Bar. The Default User Attribute Preferences menu opens: ![](/img/grandma3/2-3/window_user_attribute_peeferences-8ae3c2.png) It is also possible to change the encoder resolution directly on an encoder. For more information, see [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). To do so: 1. Press and hold MA, this will display the possible resolutions in the channel function area of each encoder. 2. The resolution can be changed for a single feature or a feature group. To toggle between the two options, hold MA and tap Link Resolution.\*\* \*\*Then, tap the resolution area of an encoder; the encoder’s selected resolution will change to the next resolution. Read about in [Feature Group](/grandma3/2-3/patch_attribute_feature_group/) and [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/). 3. When the desired resolution is selected, release MA. ![](/img/grandma3/2-3/window_encoder_bar_resolution-dfea5e.png)\ *Encoder bar attribute resolution* | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | - For one rotation, an encoder has 24 clicks. - 5 rotations of an encoder are needed to cross the whole range of the attribute from its minimum to maximum. | The possible resolutions are: 1. **Coarse**: One encoder turn click will change the value depending on the readout: * Percent: 1 * PercentFine: 1 * Physical: (MaxValue-MinValue)/ (24\*5)\ When multiple fixture types are selected, the smallest physical range of a fixture is taken to determine the size of one click. This allows the same value to change when, for example, turning the tilt encoder. * Dec8: 255/(24\*5), therefore 1 click equals 2.125 * Dec16: 65 535/(24\*5), therefore 1 click equals 546.125 * Dec24: 1 677 216/(24\*5), therefore 1 click equals 13 976.8 * Hex8: 255 (=FF)/(24\*5), therefore 1 click equals 2.125 * Hex16: 65 535 (FFFF)/(24\*5), therefore 1 click equals 546.125 * Hex24: 1 677 216 (=FFFFFF)/(24\*5), therefore 1 click equals 13 976. 2. **Fine**: Fine has a 10x finer resolution than coarse. 3. **Increment**: When the resolution is set to Increment, one encoder turn click will change the lowest digit of the displayed readout. 4. **Native**: The value Layers absolute and relative offer this mode to directly access the smallest possible value change of the parameter resolution. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When Native mode is selected, if a dimmer channel is based on 8/16/24 bit, one encoder turn always results in a one-digit change in DMX output. |  An encoder displays the current resolution in the center of the encoder symbol within the encoder bar: ![](/img/grandma3/2-3/img_encoder_resolution_coarse_v1-5_1-258f72.png) Encoder resolution coarse ![](/img/grandma3/2-3/window_encoder_fine_1-02ef60.png) Encoder resolution fine ![](/img/grandma3/2-3/img_encoder_resolution_increment_v1-5_1-c35a5f.png) Encoder resolution increment ![](/img/grandma3/2-3/window_encoder_native_1-6733d1.png) Encoder resolution native Furthermore, the factors of value change between turning the inner encoder and all other encoder actions can be defined. See [User Settings](/grandma3/2-3/user_settings/) for more information. All factors can be selected from a list of predefined factors: | Predefined Factors | Background Used Factors | | ------------------ | ----------------------- | | Div50 | 0.02 | | Div25 | 0.04 | | Div10 | 0.1 | | Div5 | 0.2 | | Div2.55 | 0.39 | | Div2 | 0.5 | | One | 1 | | Mul2 | 2 | | Mul2.55 | 2.55 | | Mul5 | 5 | | Mul10 | 10 | | Mul25 | 25 | | Mul50 | 50 | | Disable | 0 | # Graphics > Graphics can be set for features and fixtures. Graphics can be set for features and fixtures. ### Feature Graphic [Section titled “Feature Graphic”](#feature-graphic) The attributes of the features **Dimmer**, **PanTilt**, **Gobo**, **RGB, and Color1** can have a small symbol displaying a graphic representation of the attribute values:  ![](/img/grandma3/2-3/window_feature_graphic-7bb9ab.png) * Tapping Feature Graphic in the Fixture Sheet settings window, the Content Sheet settings window and the Sequence Sheet settings window will show or hide these symbols in the corresponding sheet. ![](/img/grandma3/2-3/window_fixture_sheet_settings_v2-1-0dd89d.png) ### *** ### Fixture Graphic [Section titled “Fixture Graphic”](#fixture-graphic) A graphic representation of different output values can be displayed in all sheet modes except Channel Sheet Mode: ![](/img/grandma3/2-3/window_fixture_graphic-4d62bf.png) Open the fixture sheet settings and tap Fixture Graphics. There are four values: 1. **None**: No icon will be displayed. 2. **Flip**: Only the flip indicator bar will be displayed. 3. **Simple**: A square icon will display the intensity and color output combination. 4. **Gobo**: The intensity, color output, and the used gobo are displayed. Only the gobo of one gobo wheel is displayed at a time. For example, when gobo 1 is set to open, gobo 2 is displayed. The flip indicator bar is visible except when **None** is selected. It is displayed as a vertical bar with a white rectangle. The rectangle’s position indicates the flip area (combination of pan and tilt values) where the fixture is located. More significant is the range of pan and tilt; the more combinations of pan and tilt are possible that point to the same position on stage. Tap Fixture Graphic Source to define which values to visualize. These are the different values: * **Auto**: The values are visualized according to the selected layer of the Layer Toolbar. * **Value**: The icon displays the output of the Absolute Layer and the Relative Layer. * **Output**: The values are visualized according to the Output Layer. * **DMX**: The values are visualized as the resulting DMX values. # Fixture Sheet > The fixture sheet shows all the patched objects in the show file with an FID or a CID. For more information, see Fixture Sheet Modes. This is usually every obje The fixture sheet shows all the patched objects in the show file with an FID or a CID. For more information, see [](/grandma3/2-3/patch/)[Fixture Sheet Modes](/grandma3/2-3/fixture-sheet-modes/). This is usually every object that needs to be controlled in the show. Read the [Patch and Fixture Setup](/grandma3/2-3/patch/) topic to learn how to add objects to the show. The fixture sheet is a window that can be created like any other window. For more information, see [Add Window](/grandma3/2-3/wvm_add_window/). Open the Add Window menu and tap Fixture Sheet under the Common tab. The fixture sheet opens: ![](/img/grandma3/2-3/window_fixture-sheet_absolute-mode-942397.png)\ *Fixture sheet with layer toolbar enabled* Four fixture sheet modes are available: **Fixture**, **Channel**, **Dimmer+**, and **Sheet/Filter**. For more information, see [Fixture Sheet Modes](/grandma3/2-3/fixture-sheet-modes/). The layer toolbar gives quick access to all available layers. See [Programmer Layers](/grandma3/2-3/fixture-sheet-dmx-layer/) for more information. Filters, worlds, and the selection can be assigned to the fixture sheet. This will, for example, reduce the number of fixtures and/or attributes displayed on the sheet. Information about the filter is shown in the title bar. For more information, see [Create a World](/grandma3/2-3/worldfilter_world_create/) and [Create a Filter](/grandma3/2-3/worldfilter_filter_create/). # Operate Fixtures > When the fixtures are added and patched in the show, see Patch and Fixture Setup. The next step is to select and operate them. When the fixtures are added and patched in the show, see [Patch and Fixture Setup](/grandma3/2-3/patch/). The next step is to select and operate them. Different fixture types can do various things. Most fixtures have some intensity control, but if it is a moving light, it will also have pan and tilt control. If the fixture can change color, it will have a color wheel, an RGB, a CMY, or a scroller. If it is a media server, there are many other settings to control, such as which clip to play. All these different control elements are referred to as [Attributes](/grandma3/2-3/patch_attribute_definitions/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Knowing the patched fixtures and their capabilities (attributes) is essential. Do not waste time trying to mix the perfect color if the fixture has a fixed color wheel. | To learn more about the fixture sheet and attributes, see [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) and [Attribute definitions](/grandma3/2-3/patch_attribute_definitions/). One of the primary ways to operate fixtures is via the [E](/grandma3/2-3/ws_encoder_bar/)[ncoder Bar](/grandma3/2-3/ws_encoder_bar/). ![](/img/grandma3/2-3/window_encoder_bar-20v2-0-0-4-d87577.png)\ *Encoder Bar* The **Encoder Bar** gives fast access to available attributes for the selected fixtures. The [Dual Encoders](/grandma3/2-3/do_control_encoder/) change function depending on the selected [Feature Group](/grandma3/2-3/ws_eb_feature_group_control_bar/), for instance, Position.  There is a window for color and shapers control, the [S](/grandma3/2-3/operate_special/)[pecial Dialog](/grandma3/2-3/operate_special/). It is an excellent tool for selecting a color independently of the fixture’s color system. The [Smart View](/grandma3/2-3/operate_smart/) provides quick access to fixture-defined values. For instance, most fixtures with a gobo wheel display information on the required value to select the gobo slots. ### Dimmer [Section titled “Dimmer”](#dimmer) The dimmer is a little special because it is a universal attribute. Almost all fixtures have some intensity control. There are many ways to set the dimmer value on selected fixtures. Here are some of them: * Use the level wheel to set the value. * Use the numeric keys to set a specific value, for example, At 3 0 Please. * Press Full to give the fixture 100% intensity. * Select **Dimmer** in the encoder bar and use the dual encoders to set a value. * Select **Dimmer** in the encoder bar and press on the inner ring of the dual encoder to open the [calculator](/grandma3/2-3/ws_calculator/). Use this to set a specific value. * Tap and hold a cell in the fixture sheet under the **Dimmer** column to open the calculator and set a value. * Use a dimmer preset. * Enter the **Normal Value** by pressing At At. See [User Settings](/grandma3/2-3/user_settings/). Subtopics * [Select Fixtures](/grandma3/2-3/operate_select_fixtures/) * [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) * [Parent Child Fixture Behavior](/grandma3/2-3/parent-child-fixture/) * [What Is the Programmer](/grandma3/2-3/operate_programmer/) * [Clone](/grandma3/2-3/operate_clone/) * [Graphics](/grandma3/2-3/operate_fixture_graphic/) * [Encoder Resolution](/grandma3/2-3/operate_encoder_resolution_multiplier/) * [Special Dialog](/grandma3/2-3/operate_special/) * [Gels Pool](/grandma3/2-3/operate_gel_pool/) * [Selection Bar](/grandma3/2-3/operate_selection_bar/) * [Align](/grandma3/2-3/operate_align/) * [SMArt View](/grandma3/2-3/operate_smart/) * [Selection Grid](/grandma3/2-3/operate_selection/) # Gels Pool > The Gels Pool displays manufacturers and their corresponding gel series. Each gel series has different amounts of gel in its pool. Manufacturer gel pools are lo The Gels Pool displays manufacturers and their corresponding gel series. Each gel series has different amounts of gel in its pool. Manufacturer gel pools are locked by default. Gels can be added and edited in a custom gel pool. For more general information about pools, see [Pool Windows](/grandma3/2-3/wvm_pool/). * If you want to know about the gel keyword, see [Gel Keyword](/grandma3/2-3/keyword_gel/). * The Color Picker uses a Book list with many filter options for gels. See [Using the Color Picker](/grandma3/2-3/operate_color_picker/) for more information. Each gel in the manufacturer pool displays: 1. Gel name. 2. Key catalog number. 3. Appearance. ![Update this description text.](/img/grandma3/2-3/window_pools_gels_v2-1-3a0943.png) Gels Pool To open the Gels Pool: * Tap Pools and Gels in the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). To select a specific manufacturer catalog: 1. Tap \ under the MA Logo in the top left corner. A dropdown menu opens. 2. Select a manufacturer. The dropdown menu closes and the corresponding gel pool is shown in the Gel Window. *** Edit a Gel Color The following video shows an example of editing a color using the Custom Gel Pool: [Vimeo video](https://player.vimeo.com/video/1026121766?title=0\&byline=0\&portrait=0\&color=ffeb0f) Press Edit and tap a gel pool object to open the gel editor. The Gel Editor is divided into two areas, the **Label** area (left) and the **Gel** area (right). ![Update this description text.](/img/grandma3/2-3/popup_editgel_v2-2-961e8f.png) Gels Pool - Editor To edit the gel color to green: 1. Tap Color. The color editor opens.  2. Set the RGB faders to **000/100/000**. The color has changed to green. ![Update this description text.](/img/grandma3/2-3/popup_colorgel_scaled_v2-2-f44350.png) Gels Pool - Color Editor 3. Tap Ok. The editor closes and the gel color has changed. *** Custom Gel Pool The Custom Gel Pool allows you to store gels according to your personal preferences. In the custom gel pool, you can create your own gels or copy from existing manufacturer gel pools. To copy gels in the custom gel pool: 1. Open a manufacturer gel pool and a custom pool next to each other. 2. Use the copy function in the swipey command. For more information, see Swipey Commands in [Pool Windows](/grandma3/2-3/wvm_pool/). The gel is copied into the custom gel pool. To edit a gel in the custom pool: 1. Do the Swipey Command on the corresponding gel pool.  2. Swipe to Edit. The editor opens. 3. Edit the pool object.  4. Tap X. The editor closes and the gel has been edited. To store the color of the last selected fixture as a new gel pool object: 1. Open the Custom gel pool. 2. Press Store and then tap an empty pool object in the gel pool. The color is stored as a new gel pool object. The pop-up closes and the gel is stored. *** Gels Pool Settings To open the Pool settings, tap MA in the top left corner. The Pool Settings pop-up opens. * **Show Empty**: This toggle button can hide or show empty pool objects. * **Appearance**: The appearance is applied behind the pool objects. * **Pool Columns**: This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-3/icon_pool-limited_12_v2-0-fc2d0c.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Font Size**: There are some different font size properties from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **Pool Color**: This is the color for the title button in the pool. * **Empty Color**: This color is applied to empty pool objects. * **Reset Colors**: This resets the colors to the colors in the default color theme. # What Is the Programmer > The programmer is a temporary memory where the edited values are placed. The values can then be stored or released. The programmer is a temporary memory where the edited values are placed. The values can then be stored or released. Every user profile has a programmer. The programmer has three levels: * Selected fixture * Active programmer values * Deactivated programmer values The programmer’s values usually affect the system’s output. However, there is a Blind function that allows hiding the programmer’s values from the output. Selected fixtures will be affected by encoder input or command line entries. For example: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 At Preset 2.1 | For more information, see [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). Active and deactivated programmer values can affect the output, but only active values will be stored. For more information, see [Store Options](/grandma3/2-3/cue_store_settings_preferences/).  Selected fixtures can be identified with a yellow name and ID text color. The Fixture Sheet colors for active attribute layers are explained in detail in the [System Colors](/grandma3/2-3/ws_colors_system/) topic.  ![](/img/grandma3/2-3/window_fixture-sheet_example-d62d0f.png)\ *Values in programmer* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Programmer Layers](/grandma3/2-3/fixture-sheet-dmx-layer/) * [Programmer Parts](/grandma3/2-3/programmer-parts/) # Select Fixtures > First, fixtures must be selected to operate and change the values of attributes (for example, dimmer, pan, tilt, or zoom). First, fixtures must be selected to operate and change the values of attributes (for example, dimmer, pan, tilt, or zoom). To select fixtures, use one of the following methods: * Type the fixture ID in the command line using the numeric keys. * Tap at the fixtures in a [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/). * Draw a lasso around the fixtures in the [3D Viewer](/grandma3/2-3/patch_3d_viewer/). * Tap a Group Pool object. See [Create Groups](/grandma3/2-3/group_create/). * Tap a Preset Pool object. See [Create New Presets](/grandma3/2-3/presets_create/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See the [System Colors](/grandma3/2-3/ws_colors_system/) topic to learn more about the font colors used when selecting or deselecting fixtures in the fixture sheet. | *** ## Examples [Section titled “Examples”](#examples) Requirements: * 10 patched fixtures. See [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). * A fixture sheet window is open.    To select fixtures 1 thru 5, press the following hardkeys on the console or use the command section menu ![](/img/grandma3/2-3/icon_command_section-734f51.png) : Fixture 1 Thru 5 Please This command is visible in the command line input: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 5 | Fixtures 1 thru 5 are selected. The five selected fixtures are in a yellow font in the Fixture Sheet window. *** To exclude fixtures from a selection, for example, types: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 10 - 6 Thru 8 | Fixtures 1 to 5 are selected, 6 to 8 are deselected, and 9 and 10 are selected. *** To make the same selection of fixtures as shown in the example above, using a different syntax, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 5 + 9 Thru 10 |  To select fixtures in two commands, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1 Thru 5 | | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 9 + 10 | To select fixtures 9 and 10 in the example above,  + or Thru can be used. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Some keys are used to navigate the sub-selection of fixtures, which is part of the [MAtricks](/grandma3/2-3/matricks/) function. The keys have an on-screen version called the [Selection Bar,](/grandma3/2-3/operate_selection_bar/) which can also be used to select fixtures. |   ## Recursive Selection of Fixtures [Section titled “Recursive Selection of Fixtures”](#recursive-selection-of-fixtures) Some fixtures have multiple sub-fixtures. The following examples demonstrate how to select fixtures and their sub-fixtures in various orders and hierarchies using an additional dot (.) character. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | See the First Patch topic in the Quick Start Guide to learn more about sub-fixtures. | Requirement for this example: * 10 Ayrton Alienpix - RS Ex 16-bit patched. See [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). * Fixtures spot numbered from 301 to 310. * A fixture sheet window is open. To select fixture 301, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301 | Only the main fixture is selected. * A dot (.) can be added to the main fixture’s selection syntax to select all sub-fixtures quickly. To select fixture 301 and all its sub-fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301. | ![](/img/grandma3/2-3/window_recursive_selection_1-02722e.png) All AlienPix ( fixtures and sub-fixtures) are selected. To select the main fixtures and all sub-fixtures of fixtures 301 thru 303, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301 Thru 303. | ![](/img/grandma3/2-3/window_recursive_selection_2-35986c.png) All AlienPix ( fixtures and sub-fixtures) are selected. * The dot selects the sub-fixtures downwards from the specified level. Therefore, selecting only the pixels of an AlienPix is also possible. To select all pixels of an AlienPix, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301.1. Thru | ![](/img/grandma3/2-3/window_recursive_selection_3-3a116d.png) All pixels of an AlienPix are selected. To select pixels of an AlienPix in particular, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 301.1. Thru 4 + 6 | ![](/img/grandma3/2-3/window_recursive_selection_4-95aca5.png) Particular selection of pixels. *** ## General Fixture Selection [Section titled “General Fixture Selection”](#general-fixture-selection) To select all fixtures and sub-fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture Thru . | To select all parents of all fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture Thru | # Selection Grid > Fixtures can have information about their position in a 3D selection grid. Fixtures can have information about their position in a 3D selection grid. Each fixture is symbolized as a box using a space in the grid. The grid organizes the fixtures in relation to each other, but not necessarily their position in the 3D Viewer. A helpful tool for positioning fixtures in the selection grid according to their position in 3D space is called the 3D view to Selection Grid. For more information about this tool, see [3D Viewer](/grandma3/2-3/patch_3d_viewer/). Tap a space on one of the screens to add the **Selection Grid** window. See [Add Window](/grandma3/2-3/wvm_add_window/). ## Adjust the Selection Grid [Section titled “Adjust the Selection Grid”](#adjust-the-selection-grid) The grid can be rotated by pressing the window with a single finger and moving the finger around the screen. The grid can be zoomed using a pinch motion with two fingers on the touch screens or by scrolling the wheel on a mouse. The grid can be moved by touching the screen with two fingers and moving them around the screen. Alternatively, you can move it with a mouse by keeping the right mouse button pressed while moving the mouse. ### Grid Cursor [Section titled “Grid Cursor”](#grid-cursor) Fixtures are positioned based on the position of the grid cursor, which is the blue cell in the grid. The grid origin, 0/0/0, is marked with a white frame. ![](/img/grandma3/2-3/window_selection-grid_v1-9-222-6-c68851.png)\ *Selection Grid window* When a cell other than the origin 0/0/0 is selected, Preserve GridPositions in the title bar will be enabled. When it’s disabled, all gaps and offsets to the origin will be removed.\ The state of Preserve GridPosition can be recalled if it is disabled before storing the selection into an object. When selecting fixtures, the Move Grid Cursor setting in the title bar will work as specified in the user profile. For more information, see [User Settings](/grandma3/2-3/user_settings/). These are the three modes for the Move Grid Cursor. After a selection is made: 1. **None**: The cursor will stay at its position when the selection is made. 2. **Append X**: The Cursor will move to the next available X-axis cell on the grid. 3. **Newline**: The cursor will move to X=0 on the following line. **![](/img/grandma3/2-3/icon_show_grid_15px-07472a.png) (Toggle grid lines):** Toggles the visibility of the grid. **![](/img/grandma3/2-3/icon_fit-15_v0-9-52e4b2.png) (Toggle view autoscroll):** The window is reset to fit all the fixtures and the grid cursor in the selection grid window. *** Tap the MA logo on the left side of the Selection Grid window’s title bar to open the **Selection Grid Window Settings**. ![](/img/grandma3/2-3/window_selection_grid_settings-196cbd.png)\ *Selection Grid Window Settings* Buttons in the display column: # Selection Bar > The selection bar is a quick toolbar that provides access to some of the most commonly used hard keys for selecting fixtures. The selection bar is a quick toolbar that provides access to some of the most commonly used hard keys for selecting fixtures. It is a window that can be created like any other. Learn how in the [Add Windows topic](/grandma3/2-3/wvm_add_window/). It is found in the **More** tab. ![](/img/grandma3/2-3/window_selection-bar_v1-9-3-1f52ef.png) \_Selection Bar \_ This window can be half field height. ![](/img/grandma3/2-3/window_selection_bar_half_height-9a9324.png) To change the appearance, tap the MA logo in the title bar. There are four buttons in the Selection Bar: * [Previous](/grandma3/2-3/key_prev/) - Select the previous fixture. * [Set](/grandma3/2-3/key_set/) - Resets the MAtricks. * [Next](/grandma3/2-3/key_next/) - Select the next fixture. * [Full](/grandma3/2-3/key_full/) - Gives the selected fixtures a full intensity value on the dimmer. These soft keys behave just like the hard keys. Follow the links to learn about them. They are also handy when working with [MAtricks](/grandma3/2-3/matricks/). # Using the Shapers Dialog > The Shapers dialog is part of the Special Dialog window and provides a graphical user interface for controlling shaper attributes in fixtures. The values that a The Shapers dialog is part of the Special Dialog window and provides a graphical user interface for controlling shaper attributes in fixtures. The values that are used to visualize the shapers come from the DMX layer. For more information, see [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) and [Layouts](/grandma3/2-3/layouts/). Watch the following video to get an overview of the Shapers dialog feature. [Vimeo video](https://player.vimeo.com/video/904394004?title=0\&byline=0\&portrait=0\&color=ffeb0f)                                                              **Requirements:** * A fixture type with a shaper is selected in the programmer, for example, Ayrton Eurus. For more information, see [Import Fixture Types](/grandma3/2-3/ft_import/) and [What is the Programmer](/grandma3/2-3/operate_programmer/). To open the Shapers Dialog window: 1. Open the Add Window dialog. 2. Tap Common and Special Dialog. The Special Dialog window opens. 3. Tap the Shapers tab on the left. The Shapers dialog opens. ![Shapers Dialog window is open](/img/grandma3/2-3/window_shapers_dialog_1_v2-2-14b30f.png) *Shapers Dialog window* The title bar of the Shapers Dialog provides the following options for controlling blades and shapers of fixtures. For more information about how to edit the title bar, see [Title Bar Configuration](/grandma3/2-3/wvm_title_bar_configuration/). * **Reset Bar:** When enabled, tapping Reset Shaper resets blades and rotation. Tapping Reset Blades resets the blades only. * **Show POV:** Displays a fader to manually rotate the Point of View (POV) of the fixture. When enabled, a Reset POV button is also displayed. * **Mini Faders:** Changes the number of faders that are displayed. Can be accessed by tapping and holding Mini Faders. * None: No faders are displayed. * Full: The faders for blades and rotation are displayed depending on the value of Control. * Blades: The faders for blades are displayed depending on the value of Control. * Rotation: A fader for the shaper rotation is displayed. - **Link:** Defines how the movement of one or more blades works together.\*\* \*\* * None: Each blade can be controlled individually. * All: Moving one blade moves all other blades proportionally. * Parallel: Moving one blade will also move the opposite blade. * Mirrored: Moving one blade will mirror the opposite blade. - **Control:** Changes the control mode. * Ins+Rot: The depth of insertion (1-4 -“I”) and the blade rotation (1-4-”R”) can be defined. * A+B: The blade corners (A,B) can be defined. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The software converts different types of shaper engines to the correct DMX values so that all modes can be used regardless of the fixture type. Blade misconfigurations are shown in the [Conflicts in Fixture Types](/grandma3/2-3/ft_conflicts_in_fixture_types/). | # SMArt View > The sMArt View is a dynamic pool that gives quick access to fixture defined channel sets. The channel sets are a part of the fixture types. Depending on the fix The **sMArt View** is a dynamic pool that gives quick access to fixture defined channel sets. The channel sets are a part of the fixture types. Depending on the fixture selection and the selected attribute in the encoder bar, the pool objects in the sMArt window will change. Each pool object represents a channel set defined in the fixture profile. To open the window, use the [Add Windows](/grandma3/2-3/wvm_add_window/) pop-up, then tap Tools and tap sMArt. The windows opens: ![](/img/grandma3/2-3/window_smart_viewer_v-1-9-3-1c7346.png) *Smart View showing a gobo wheel* * Tap one of the objects to put the respective value into the programmer. The bottom of the sMArt view shows an attribute selection bar. This makes it easy to select the desired attribute in the currently selected feature group. The example above shows the **Gobo** feature group, the selected **Gobo Wheel 1** (G1) attribute and the attributes G2, G2<>, Anim 1, Anim 1 FX, and Anim Pos. * To enable or disable the attribute selection bar, open the [Pool Settings](/grandma3/2-3/wvm_settings/#pool_settings) and tap Show Bottom Menu. ### Edit sMArt Object [Section titled “Edit sMArt Object”](#edit-smart-object) To edit the channel set values for a corresponding pool object: 1. Edit a pool object. The Edit Fixture Type window opens. 2. Enable Settings in the title bar.  3. Change the values accordingly. For more information, see [Insert DMX Modes and DMX Channels](/grandma3/2-3/ft_insert_dmx/). 4. Tap ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) to close the editor. The channel set values are changed. # Special Dialog > The Special Dialog window provides a user-friendly way to control attributes within a feature group in a single window. These attribute functions can be accesse The Special Dialog window provides a user-friendly way to control attributes within a feature group in a single window. These attribute functions can be accessed through different tabs in the Special Dialog window. To learn more about attributes and feature groups, see [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/) and [Feature Group](/grandma3/2-3/patch_attribute_feature_group/). The Special Dialog window can be found in the Add Window dialog -  Common / Tools - Special Dialog. For more information about adding windows, see [Add Window](/grandma3/2-3/wvm_add_window/). *** Tab on the following video to get an overview of the Special Dialog and the Settings. [Vimeo video](https://player.vimeo.com/video/904401740?title=0\&byline=0\&portrait=0\&color=ffeb0f) The Color tab and the Shapers tab on the left side of the Special Dialog window can be used to switch between the different functions. In the Special Window settings, these tabs can be shown or hidden by toggling Tabs. For more information about window settings in general, see [Window settings](/grandma3/2-3/wvm_settings/). ![](/img/grandma3/2-3/window_special_dialog-85a2dc.jpg)\ *Special dialog window with color mode* The Special Window settings are separated into three tabs: Display, Color, and Shapers. #### Display Settings [Section titled “Display Settings”](#display-settings) * Tabs\*\*:\*\* Enables/disables the tabs on the left side of the Special Dialog window. * Tab\*\*:\*\* Tap to switch between the different Special dialog windows. * Link Encoder Bank\*\*:\*\* Links an encoder bank to a specific Special Dialog window. ![](/img/grandma3/2-3/popup_special_dialog_settings_v2-1-47cf9c.png) | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Pressing MA in the title bar opens the settings of the currently open tab. | To learn more about the specific functions of the Special Dialog window, read the following topics. Subtopics * [Using the Color Picker](/grandma3/2-3/operate_color_picker/) * [Using the Shapers Dialog](/grandma3/2-3/operate_shapers/) # Option Keywords > Option keywords can be seen as temporary filters in commands. You can use them to define your command in an even more detailed manner. Option keywords can be seen as temporary filters in commands. You can use them to define your command in an even more detailed manner. The result is always a single event – that is, it will not be set permanently as it is the case with settings for example. ## Subtopics [Section titled “Subtopics”](#subtopics) * [/Active](/grandma3/2-3/ok_active/) * [/ActiveForSelected](/grandma3/2-3/ok_activeforselected/) * [/AddNewContent](/grandma3/2-3/ok_addnewcontent/) * [/All](/grandma3/2-3/ok_all/) * [/AllForSelected](/grandma3/2-3/ok_allforselected/) * [/Ask](/grandma3/2-3/ok_ask/) * [/Async](/grandma3/2-3/ok_async/) * [/Auto](/grandma3/2-3/ok_auto/) * [/ChannelSet](/grandma3/2-3/ok_channelset/) * [/AutoFit](/grandma3/2-3/ok_autofit/) * [/CopyCueDestination](/grandma3/2-3/ok_copycuedestination/) * [/CopyCueSource](/grandma3/2-3/ok_copycuesource/) * [/CreateReferenceObject](/grandma3/2-3/ok_createrefernceobject/) * [/CreateSecondCue](/grandma3/2-3/ok_createsecondcue/) * [/CueOnly](/grandma3/2-3/ok_cueonly/) * [/Date](/grandma3/2-3/ok_date/) * [/Default](/grandma3/2-3/ok_default/) * [/DiscardChanges](/grandma3/2-3/ok_discardchanges/) * [/DMX](/grandma3/2-3/ok_dmx/) * [/DMXProtocols](/grandma3/2-3/ok_dmxprotocols/) * [/Embed](/grandma3/2-3/ok_embed/) * [/Enumerate](/grandma3/2-3/ok_enumerate/) * [/File](/grandma3/2-3/ok_file/) * [/ForceGlobal](/grandma3/2-3/ok_forceglobal/) * [/GDTF](/grandma3/2-3/ok_gdtf/) * [/Gaps](/grandma3/2-3/ok_gaps/) * [/Global](/grandma3/2-3/ok_global/) * [/GridMergeMode](/grandma3/2-3/ok_gridmergemode/) * [/Indirect](/grandma3/2-3/ok_indirect/) * [/InputFilter](/grandma3/2-3/ok_inputfilter/) * [/KeepActivation](/grandma3/2-3/ok_keepactivation/) * [/HighPrecision](/grandma3/2-3/ok_highprecision/) * [/Limit](/grandma3/2-3/ok_limit/) * [/LocalSettings](/grandma3/2-3/ok_localsettings/) * [/Look](/grandma3/2-3/ok_look/) * [/MAtricks](/grandma3/2-3/ok_matricks/) * [/Merge](/grandma3/2-3/ok_merge/) * [/MergeHighPriority](/grandma3/2-3/ok_mergehightpriority/) * [/MergeLowPriority](/grandma3/2-3/ok_mergelowpriority/) * [/MoveValues](/grandma3/2-3/ok_movevalues/) * [/NoAutoClose](/grandma3/2-3/ok_noautoclose/) * [/NoConfirmation](/grandma3/2-3/ok_noconfirmation/) * [/NDI](/grandma3/2-3/ok_ndi/) * [/NoDependencies](/grandma3/2-3/ok_nodependencies/) * [/NoOops](/grandma3/2-3/ok_nooops/) * [/NoRefresh](/grandma3/2-3/ok_norefresh/) * [/NoSave](/grandma3/2-3/ok_nosave/) * [/NoShowData](/grandma3/2-3/ok_noshowdata/) * [/NoSubfolders](/grandma3/2-3/ok_nosubfolders/) * [/OriginalContentOnly](/grandma3/2-3/ok_originalcontentonly/) * [/Output](/grandma3/2-3/ok_output/) * [/OutputStations](/grandma3/2-3/ok_outputstations/) * [/OddEven](/grandma3/2-3/ok_oddeven/) * [/Overwrite](/grandma3/2-3/ok_overwrite/) * [/PatchOffset](/grandma3/2-3/ok_patchoffset/) * [/Path](/grandma3/2-3/ok_path/) * [/PhaserData](/grandma3/2-3/ok_phaserdata/) * [/Programmer](/grandma3/2-3/ok_programmer/) * [/Release](/grandma3/2-3/ok_release/) * [/Remove](/grandma3/2-3/ok_remove/) * [/Recipe](/grandma3/2-3/ok_recipe/) * [/Save](/grandma3/2-3/ok_save/) * [/Screen](/grandma3/2-3/ok_screen/) * [/ScreenOnly](/grandma3/2-3/ok_screenonly/) * [/Selection](/grandma3/2-3/ok_selection/) * [/Selective](/grandma3/2-3/ok_selective/) * [/Single](/grandma3/2-3/ok_single/) * [/Sort](/grandma3/2-3/ok_sort/) * [/SubTab](/grandma3/2-3/ok_subtab/) * [/Tab](/grandma3/2-3/ok_tab/) * [/TrackingShield](/grandma3/2-3/ok_trackingshield/) * [/Type](/grandma3/2-3/ok_type/) * [/Universal](/grandma3/2-3/ok_universal/) * [/Wait](/grandma3/2-3/ok_wait/) * [/Wrap](/grandma3/2-3/ok_wrap/) * [/XResolution](/grandma3/2-3/ok_xresolution/) * [/YResolution](/grandma3/2-3/ok_yresolution/) # Advanced Examples > The examples below are in addition to those in the OSC topic. The examples below are in addition to those in the [OSC topic](/grandma3/2-3/remote_inputs_osc/). ## Executor Control [Section titled “Executor Control”](#executor-control) For more information, see [Executor Control](/grandma3/2-3/remote_inputs_osc/#h3_977962818) in OSC. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If no EncoderLeft or EncoderRight function is assigned, the Encoder function is used. If an EncoderLeft or EncoderRight function is assigned, it overrides the Encoder function and the Encoder function is ignored.   | # Use Cases > The use of OSC in different situations is described in the following topics. The use of OSC in different situations is described in the following topics. ## Subtopics [Section titled “Subtopics”](#subtopics) * [TouchOSC](/grandma3/2-3/osc_touchosc/) * [QLab](/grandma3/2-3/osc_qlab/) * [Open Stage Control](/grandma3/2-3/osc_open_stage_control/) * [zactrack](/grandma3/2-3/osc_zactrack/) * [Protocol Viewer](/grandma3/2-3/osc_protocol_viewer/) # Open Stage Control > Open Stage Control is a free program used to build a simple OSC interface. When first opening the program, the network configuration settings pop up. Besides te [Open Stage Control](https://openstagecontrol.ammd.net/) is a free program used to build a simple OSC interface. When first opening the program, the network configuration settings pop up. Besides telling it which network interface to use on the computer, the only thing to fill in here is the port: ![](/img/grandma3/2-3/img_openstagecontrol_1_v1-5-b45ac6.png) This needs to match the port that has been set in the corresponding OSCData line in the console. Port 8000 is the default. Afterwards, the Open Stage Control session can be started.   ### Fader [Section titled “Fader”](#fader) This example will control the fader for Executor 230 on Page 1: ![](/img/grandma3/2-3/img_openstagecontrol_2_v1-5-9ecde9.png)   Notes: * Assumes the OSCData line on the console has a prefix of “gma3” configured. If the prefix is empty, this would just be /Page1/Fader230. * Assumes the “Page” and “Fader” cells on the OSCData line in the console are set to “Page” and “Fader” respectively (this is the default). * All of the settings in the picture above are at their defaults except for: * fader settings: range: change the ‘max’ to 100 instead of 1 * osc settings: address ### Executor button [Section titled “Executor button”](#executor-button) This example will press the button for Executor 229 on Page 1: ![](/img/grandma3/2-3/img_openstagecontrol_3_v1-5-50fd49.png)   Notes: * Assumes the OSCData line on the console has a prefix of “gma3” configured. If the prefix is empty, this would just be /Page1/Key229. * Assumes the “Page” and “Key” cells in the OSCData line on the console are set to “Page” and “Key” respectively (this is the default). * All of the settings in the picture above are at their defaults except for the address in the osc settings. * Open Stage Control buttons default to functioning as ‘toggle’ - you may wish to change this to ‘tap’. ### Command Line Syntax [Section titled “Command Line Syntax”](#command-line-syntax) Here we have a button that will execute command line syntax on the console, in this case triggering the Selected Sequence: ![](/img/grandma3/2-3/img_openstagecontrol_4_v1-5-04a806.png) Notes: * Assumes the OSCData line on the console has a prefix of “gma3” configured. If the prefix is empty, this would just be /cmd. * Requires Receive Command to be enabled for that OSCData line on the console. * All of the settings in the picture above are at their defaults except for: * button mode set to “momentary” * address * preArgs - this is where you enter the syntax string you wish to execute # Protocol Viewer > The Protokol app by Hexler is a test / monitoring tool to check OSC. It works on any device including smartphones. The [Protokol app](https://hexler.net/protokol) by Hexler is a test / monitoring tool to check OSC. It works on any device including smartphones.\ ![](/img/grandma3/2-3/img_osc-zactrack_6_v1-9-35605e.png) # QLab > QLab is sound, video, and lighting control for macOS by qlab.app. QLab is sound, video, and lighting control for macOS by [qlab.app](https://qlab.app/). QLab is fairly simple to use with OSC. The QLab network settings are shown below. To configure the network: 1. Click ![](/img/grandma3/2-3/icon_gear_15_v1-0-f220ce.png) in the bottom right corner of the window. The workspace settings pop-up opens. 2. Click Network. The network setting opens: ![Update this description text.](/img/grandma3/2-3/img_qlab_network-5c8017.png) QLab - Network Settings 3. Set a Name, for example, **gma3**. 4. Select the Type, **grandMA3**. 5. Select the Network protocol. 6. Select the Interface. The network interface on your computer connected to the grandMA3 system. 7. Select the Destination. 1. The IP address of the grandMA3 system. 2. The Port should be the same as set in the OSC menu of the grandMA3 system. The default is **8000**. 8. The Passcode should be emtpy. 9. Click Done. The network is configured. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Make sure you use the same IP range for communication between grandMA3 and Qlab. For more information, see [Interfaces and IP](/grandma3/2-3/network_interface/). | *** Example 1 To configure a cue to trigger the grandMA3 system: 1. Click the Network icon. A new cue is generated. 2. Click the newly generated cue. The cue settings opens. 3. Click the Settings-tab. The settings mask opens. 4. Set the Patch to the configured network configuration, in our case it is **gma3**. 5. Set the Category to **Command line control**. 6. Set Use Prefix to **Yes**. 7. Set a Prefix, such as, **gma3**. 8. Set a Command, such as, **Go Sequence 2** 9. Click Send. The command is sent. ![Update this description text.](/img/grandma3/2-3/img_qlab_cue-75bc28.png) QLab - Cue Settings # TouchOSC > TouchOSC is a modular OSC and MIDI control surface for Windows, macOS, and Android by hexler.net. TouchOSC is a modular OSC and MIDI control surface for Windows, macOS, and Android by [hexler.net](https://hexler.net/). It supports sending and receiving Open Sound Control and MIDI messages over Wi-Fi and CoreMIDI inter-app communication and compatible hardware. ### Fader [Section titled “Fader”](#fader) This example will control the fader of Executor 230 of Page 1: ![](/img/grandma3/2-3/img_touchosc_1_v1-5-40543b.png) Notes: * Assumes the OSCData line on the console has a prefix of “gma3” configured. If the prefix is empty, this would just be /Page1/Fader230. * Assumes the “Page” and “Fader” cells in the OSCData line on the console are set to “Page” and “Fader” respectively (this is the default).   ### Executor Button [Section titled “Executor Button”](#executor-button) This example will press the button for Executor 230 of Page 1: ![](/img/grandma3/2-3/img_touchosc_2_v1-5-e2fd75.png) Notes: * Assumes the OSCData line on the console has a prefix of “gma3” configured. If the prefix is empty, this would just be /Page1/Key230. * Assumes the “Page” and “Key” cells in the OSCData line on the console are set to “Page” and “Key” respectively (this is the default). * The {Send on Press} and {Send on Release} settings (not pictured above) should both be enabled/checked. # zactrack > zactrack is an automated full-tracking follow system designed for open-air events, theater stages, and studios. Any number of performers can be placed in a 2D o [zactrack](https://www.zactrack.com/) is an automated full-tracking follow system designed for open-air events, theater stages, and studios. Any number of performers can be placed in a 2D or 3D space. zactrack precisely aligns output devices and special effects equipment and sends XYZ coordinates to grandMA3. ### Example 1: [Section titled “Example 1:”](#example-1) Trigger cues on a grandMA3 console with a performance area defined by a 3x3 2D grid. The position will trigger cues in that specific zone number, when walking with a tracker. 1. Enter the console IP and Port. 2. Enter the exact string address and argument the console expects. In the example below on the console, it is executor 202 on page1. ![](/img/grandma3/2-3/img_osc-zactrack_1_v1-9-5172b5.png)   3. Define the Coordinate System using calibration points (via Pucks / Trackers / Disto). 4. Set the grid size and order. ![](/img/grandma3/2-3/img_osc-zactrack_2_v1-9-57eda9.png)\ The 2D grid is created.   ### Example 2: [Section titled “Example 2:”](#example-2) Trigger a fader on a grandMA3 console. When walking in defined axis with a Tracker the position will trigger for example, linear intensity, for that specific fader. 1. Enter the console IP and Port. 2. Enter the exact string address the console expects. In the example, it is the fader of executor 201 on page 1 of the grandMA3 software. 3. Set Range (int) as Mode. ![](/img/grandma3/2-3/img_osc-zactrack_4_v1-9-1e6397.png)   4. Define the Axis Output, X only. 5. Define the Coordinate System. 6. Set the X Range for the fader. These values must match the corresponding setting in the grandMA3 software. The default value is 0 to 100. ![](/img/grandma3/2-3/img_osc-zactrack_5_v1-9-e84b87.png) # Parent Child Fixture Behavior > When a fixture has one or more sub-fixtures, changing the values of an attribute of a sub-fixture that doesn't exist will change the values of the corresponding When a fixture has one or more sub-fixtures, changing the values of an attribute of a sub-fixture that doesn’t exist will change the values of the corresponding attribute of the main fixture. See [Parent Child Concept](/grandma3/2-3/csk_parent_child/). To understand better, follow the steps below. Requirements for the following examples: 1. Patch an Ayrton AlienPix RS and select mode Extended 16 Bit (52 ch). For more information, see [Patch and Fixture Setup](/grandma3/2-3/patch/). 2. Set the fixture ID (FID) to 1. 3. Leave the patch and tap Save and Exit. 4. Open a fixture sheet. See [Add Window](/grandma3/2-3/wvm_add_window/). 5. Expand the fixture sheet by typing the arrow on the left-hand side of the window. The fixture sheet looks like this in Fixture Sheet Mode. See [Fixture Sheet Modes](/grandma3/2-3/fixture-sheet-modes/). ![](/img/grandma3/2-3/window_fixture-sheet_sub-fixture_no-20selection-edb022.png) ### Changing Values of Non-Existing Attributes [Section titled “Changing Values of Non-Existing Attributes”](#changing-values-of-non-existing-attributes) For the following example, follow these steps: 1. Enter in the command line: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Fixture 1.1.1 | 2. Tap Position in the encoder bar. 3. Press the inner ring of the **Pan** encoder wheel, and the calculator opens. 4. Enter 50 and tap Please. Since there is no **Pan** attribute for sub-fixture 1.1.1, the **Pan** attribute value for fixture 1.1 was changed to 50 even if it was not selected. See the image below. ![](/img/grandma3/2-3/window_parent_child_fixture_exemple-a1aea0.png) # Patch and Fixture Setup > Fixtures need to be added to the show file before they can be controlled or operated. Fixtures need to be added to the show file before they can be controlled or [operated](/grandma3/2-3/operate_fixtures/). Fixtures are added to the show using the **Patch** menu. ![](/img/grandma3/2-3/menu_patch_v2-3-7def2d.png) *The patch menu with some fixtures patched* The patch menu also gives access to [Fixture Types](/grandma3/2-3/fixture_types/), [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/), [Parameter List](/grandma3/2-3/patch_parameter_list/), [DMX Universes](/grandma3/2-3/patch_dmx_universe/), [Stages](/grandma3/2-3/patch_stage/), and [DMX Curves](/grandma3/2-3/patch_dmx_curves/). The bottom of the patch menu has several buttons. This is a short explanation of them: * **Insert New Fixture** / **Insert**:\ Tapping this inserts a new fixture or object in a new row above the currently selected row. * **Delete**:\ Deletes the selected row(s). * **Cut**:\ Tapping this cuts the selected row(s) into the clipboard. This can be combined with Paste (see below) to reorder the objects in the patch. * **Copy**:\ Tapping this copies the selected row(s) into the clipboard.  * **Paste**:\ Tapping this button pastes the clipboard’s content into new rows above the currently selected row. * **Edit DMX Mode**:\ This opens the fixture type editor for the current DMX mode for the first of the selected fixtures. Learn more about editing the fixtures in the [Fixture Types section](/grandma3/2-3/fixture_types/). * **Export**:\ Tapping this exports the selected fixture types to a single XML file in the **/gma3\_library/patch** folder. * **Patch**:\ Tapping this opens the Edit Patch pop-up for the selected fixture(s). Learn more about this pop-up in the [Add Fixtures to the Show topic](/grandma3/2-3/patch_add_fixtures/). * **Create Multipatch**:\ Tap this to add multipatch fixtures to the currently selected fixture(s). Learn more in the [Add Multipatch Fixtures topic](/grandma3/2-3/patch_add_multipatch/). * **Import MVR**:\ Tap this to import MVR files. Learn more in the [My Virtual Rig topic](/grandma3/2-3/patch_mvr/). * **Export MVR**:\ Tap this to export the patch to an MVR file. Learn more in the [My Virtual Rig topic](/grandma3/2-3/patch_mvr/). * **Select Up** / **Select Down**:\ These two buttons can be used to navigate up and down in the patch structure. For instance, when a grouping fixture contains fixtures and it is currently selected, then the sub-fixtures can be selected by tapping Select Down. Navigating back to the grouping fixture can be done by tapping Select Up.  Buttons might be grayed out if they are not available. The patch menu has two different modes. The image above shows the **Condensed** mode. This mode hides a lot of columns that might not be needed. The other mode is called **Full**. This shows all columns in the patch menu. The mode can be toggled by tapping Columns in the title bar. The fixture list can also be filtered using the filter settings in the title bar or by activating Split View. Split view filters the fixtures by different column properties. ![](/img/grandma3/2-3/menu_patch_full_split-view_v2-3-906d31.png) The full Patch menu in Split View The different split options appear as tabs that can be selected to filter the fixture list. The list of fixtures is separated into two sides. The left side lists the different elements of the selected split filter. The right side lists the fixtures that qualify based on the object selected on the left side. The tabs and split options (in Full mode) are: * **Fixture Types**:\ The left side lists the imported fixture types, including \ (all fixtures) and \ (fixtures without an assigned fixture type). Learn more about fixture types in the [Fixture Types section](/grandma3/2-3/fixture_types/). * **DMX Universes**:\ The left side lists the DMX universes, including \ (all universes) and \ (fixtures without an assigned DMX address). Learn more about DMX universes in the [DMX Universes topic](/grandma3/2-3/patch_dmx_universe/). * **Filters**:\ The left side lists the filters in the Filter pool, including \ (all fixtures). Learn more about filters in the [World and Filters section](/grandma3/2-3/worldfilter/). * **Hierarchy**:\ The left side lists the hierarchical structure of the patch. It lists the parent elements and can be unfolded. The right side displays the elements directly dependent on the selected object on the left side. * **ID Types**:\ The left side lists the different defined ID types, including \ (all fixtures) and \ (fixtures without an assigned FID or CID). Learn more about ID types in the [What are Fixtures topic](/grandma3/2-3/patch_what_are_fixtures/). * **Layers**:\ The left side lists the different defined layers, including \ (all fixtures) and \ (fixtures without an assigned layer). Learn more about layers in the [Classes and Layers topic](/grandma3/2-3/patch_classes_layers/). * **Classes**:\ The left side lists the different defined classes, including \ (all fixtures) and \ (fixtures without an assigned class). Learn more about classes in the [Classes and Layers topic](/grandma3/2-3/patch_classes_layers/). It is possible to have a small version of the 3D stage open in the patch. It can be toggled On or Off with Show 3D Positions in the title bar. It is visible in the first example image above. When it is On, it is visible on the right side of the menu. It can be adjusted in size by moving the separator. Also, when it is On, a 3D Positions Settings appears in the title bar. Tapping this opens a limited version of the settings for the 3D viewer. The settings have two tabs: **Misc** and **Label**. The tab Misc offers these settings: * **Wireframe**:\ Enables the rendering of the 3D scene as wireframe. By default, this setting is disabled. * **Beam**:\ Changes the visualization of the beam. Available values are “Simple” and “Line”. Simple is the default value. * **BodyQuality**:\ Changes the visualization of the fixture body: * **Box**:\ The whole bounding box of the fixture is visualized as one box. * **Standard** (Default):\ The fixture is visualized with its original meshes until the vertex limit of 1 200 vertices is reached. If the overall vertex count of the fixture exceeds 1 200 vertices, the fixture is visualized with default meshes. * **Ultra**:\ The fixture is visualized with its original meshes, no matter its vertex count. The Label settings are the same as for the normal 3D (link below). When the 3D area has focus (for instance, when tapped), the encoder toolbar changes to the 3D encoder toolbar. The 3D area in the patch does not visualize the current DMX output. The selected fixture in the patch shows an intensity output of 100%. The zoom of a fixture is visualized with the default value of the zoom attribute or, respectively, with the value of the Beam Angle of its Beam Geometry if a fixture does not have a zoom attribute. Other functions of the fixture (for example, color, iris, or gobo) are not visualized in the 3D area in the patch. Learn more about 3D and the setting in the [3D Viewer topic](/grandma3/2-3/patch_3d_viewer/). Subtopics * [What are Fixtures](/grandma3/2-3/patch_what_are_fixtures/) * [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/) * [Add Multipatch Fixtures](/grandma3/2-3/patch_add_multipatch/) * [My Virtual Rig (MVR)](/grandma3/2-3/patch_mvr/) * [Live Patch](/grandma3/2-3/patch_live/) * [DMX Sheet](/grandma3/2-3/patch_dmx_sheet/) * [DMX Universes](/grandma3/2-3/patch_dmx_universe/) * [Remove Fixtures from the Show](/grandma3/2-3/patch_remove_fixtures/) * [Position Fixtures in the 3D Space](/grandma3/2-3/patch_position_fixtures/) * [3D Viewer](/grandma3/2-3/patch_3d_viewer/) * [Render Quality](/grandma3/2-3/patch_render_quality/) * [Camera Pool](/grandma3/2-3/patch_3d_camera/) * [Stages in grandMA3](/grandma3/2-3/patch_stage/) * [Classes and Layers](/grandma3/2-3/patch_classes_layers/) * [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/) * [Parameter List](/grandma3/2-3/patch_parameter_list/) * [DMX Curves](/grandma3/2-3/patch_dmx_curves/) # Camera Pool > The cameras are used in the 3D viewer to see the fixtures in the 3D virtual stage. The cameras are used in the [3D viewer](/grandma3/2-3/patch_3d_viewer/) to see the fixtures in the 3D virtual stage. Multiple cameras can be arranged to see fixtures and 3D objects from different angles and with different camera settings. The cameras are all in the **Camera Pool**. ![](/img/grandma3/2-3/window_cameras-pool_v2-2-4707fd.png) *Camera pool with some cameras and a selected camera* There are some default cameras in the pool in a new show. Most of these can be edited, but the “Auto” camera is locked. The “Auto” camera is a special camera that automatically zooms and pans to keep the selected fixtures in the center of the 3D window. When no fixtures are selected, it shows the entire stage. A camera can be selected by tapping it in the pool or using the command line. For example, selecting camera number 3 can be done with this command: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Select Camera 3 | The selected camera has a yellow frame. Editing an empty pool object creates a new camera that copies the currently selected camera.   Editing an existing camera object opens the **Edit Camera** pop-up: ![](/img/grandma3/2-3/popup_edit-camera_v2-2-8a1ded.png) *Edit Camera pop-up for the front camera.* This pop-up contains all the values needed for the camera. Changing the values here changes the camera. * **Name:**\ This input box can be used to change the name of the camera. * **Scribble**:\ A scribble can be assigned to the camera pool object. * **Appearance**:\ An appearance can be assigned to the camera pool object. * **Tags**:\ Tags can be assigned to cameras. * **Note**:\ A note can be added to the camera. * **Camera Mode**:\ The cameras can have a 3D perspective or a flat 2D projection. Editing this field allows selecting one of the predefined 2D camera angles. Selecting a 2D camera disables some of the other values in this pop-up.\ The 3D camera mode gives access to all values in this pop-up. * **FOV** (Field Of View):\ The Field of view or Field of vision describes how wide or narrow the camera looks at the 3D stage. * **Roll**:\ The roll value can be used to roll the camera. The value specifies the degree to which the camera will be rolled. A positive value rolls the camera clockwise. A negative value rolls the camera counterclockwise. The default value is “0”, which makes the camera horizontal. * **Zoom**:\ The zoom value is very useful with 2D cameras. The zoom value goes from 0.01 to 1. It goes from narrow to wide. * **Pos X:**\ This is the camera position on the X-axis. * **Pos Y:**\ The camera’s position on the Y-axis. * **Pos Z:**\ The camera’s position on the Z-axis. * **Pan:**\ This value pans the camera. Positive values turn the camera clockwise. * **Tilt:**\ This tilts the camera up and down. A positive value points the camera down. Moving the camera and changing the pan and tilt values directly in the 3D window might be easier. There are nice tools for manipulating the camera. Read more about this in the [3D window](/grandma3/2-3/patch_3d_viewer/) topic. The values are applied to the camera when Reload Camera is tapped. Close the pop-up by tapping the ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) in the upper right corner of the pop-up. # 3D Viewer > The 3D Viewer shows a 3D visualization of the virtual space where fixtures and 3D elements can be positioned and rotated. The 3D Viewer shows a 3D visualization of the virtual space where fixtures and 3D elements can be positioned and rotated. The fixtures can project a light beam that moves and changes color when the values for the fixtures are changed. Haze can be rendered to make the beams look more realistic in the air. Learn more in the [Render Quality topic](/grandma3/2-3/patch_render_quality/). All the fixtures and other stage objects can be [positioned and rotated](/grandma3/2-3/patch_position_fixtures/) in the [Patch](/grandma3/2-3/patch_add_fixtures/), [Live Patch](/grandma3/2-3/patch_live/), or using this window. ![](/img/grandma3/2-3/window_3d-viewer_v2-1-337fc5.png) *The 3D Viewer with some fixtures* The **Stage** object can be visualized as a box or just a floor. The box can be looked into, but not out of. Read more [below](/grandma3/2-3/patch_3d_viewer/#window_settings). Fixtures can be interacted with in the 3D Viewer like the [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/). For instance, it can be used in combinations with commands. Virtual cameras are used to see 3D space. These define the position, direction, and other settings from where and how the 3D space is viewed. The cameras are stored in the [Camera Pool](/grandma3/2-3/patch_3d_camera/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | When on an onPC station, the driver of the GPU has issues with OpenGL, the 3D Viewer informs the user about the driver issue instead. In this case, the 3D Viewer does not try to render 3D scenes anymore. | ## []()Title Buttons [Section titled “Title Buttons”](#title-buttons) There are several default buttons in the title bar. The available buttons in the title bar can be edited using the window settings. Learn more in the [Title Bar Configuration topic](/grandma3/2-3/wvm_title_bar_configuration/). Some of the default buttons are swipe buttons that open a list of the available options. Three toggle buttons turn On or Off labels and turn On or Off the Setup mode. The others give fast access to select Selection Mode, Stage object, Render Quality, and Camera selection. There can be several stages in the patch. Each 3D Viewer can show one of these stages or all stages. Read more about stages in the [Stages topic](/grandma3/2-3/patch_stage/). Read about all the settings [below](/grandma3/2-3/patch_3d_viewer/#window_settings). ## Left Side Tool Buttons [Section titled “Left Side Tool Buttons”](#left-side-tool-buttons) There can be a toolbar on the left-hand side of the window. These tools control what happens when the window is touched and change camera positions (read more about the cameras below). The ones that change the touch mode are tapped to select the mode, and when the window is touched, the mode dictates what happens. The selected mode is displayed in the window title bar. Most tools are grayed out and disabled if the selected camera is locked. This is the explanation of the different tool buttons: * ![](/img/grandma3/2-3/icon_select-15_v2-0-ae826d.png) **(Select):**\ Sets the touch mode to **Select**. This is used to select fixtures in the window. The fixtures can be tapped or selected using a selection lasso. * **![](/img/grandma3/2-3/icon_follow-15_v0-9-5f8e26.png)(Follow):**\ Sets the touch mode to **Follow**. This makes all the selected moving lights point to the touched stage area. The follow function obeys the [Align](/grandma3/2-3/operate_align/) settings. * ![](/img/grandma3/2-3/icon_move-15_v0-1-79e509.png) **(Move):**\ The mode is set to **Camera Move**. Move means changing the camera’s position without changing the camera’s pan and tilt values. The scroll wheel on a mouse moves the camera forward and backward in the view based on the location of the pointer (not necessarily the center). * ![](/img/grandma3/2-3/icon_rotate-15_v0-1-0f42c6.png) **(Rotate Center):**\ Sets the mode to **Camera Orbit**. This mode orbits the camera around the center of the window, keeping it pointed toward the center. The scroll wheel on a mouse moves the camera closer to or away from the location of the pointer (not necessarily the center). * ![](/img/grandma3/2-3/icon_zoom-15_v0-1-a0cebe.png) **(Zoom):**\ Changes the mode to **Camera Zoom**. This mode moves the camera in and out of the 3D Viewer. This can also be done in the other modes using a scroll wheel on a mouse. * **![](/img/grandma3/2-3/icon_rotate-pivot-15_v0-1-256744.png) (Rotate Pivot):**\ Changes the mode to **Camera Pivot**. This pivots the camera around a pivot point that does not have to be the center. The pivot point can be set (read about the next button) and is remembered until a new point is set. The scroll wheel functions just like the rotate center mode. * **![](/img/grandma3/2-3/icon_rotate-set-pivot-15_v0-1-ad6e9d.png) (Set Pivot):**\ This button is used to set a new pivot point in the window. The rotate pivot mode is selected as soon as the point has been set (by clicking or touching the window). * ![](/img/grandma3/2-3/icon_suspension_15_v1-9-7bbd4e.png)**(Focus)** - only available when **Setup** is On:\ This tool can focus static fixtures (fixtures without position attributes). Select the desired fixture, tap this tool, and tap the location in the 3D Viewer where the fixture should be pointed. This tool affects the rotation values of the fixture. * ![](/img/grandma3/2-3/icon_fit-15_v0-9-52e4b2.png)**(Fit):**\ Tapping this button moves the camera to fit the entire stage area into the view. * ![](/img/grandma3/2-3/icon_fit-selected-15_v0-9-ca13f7.png) **(Fit Selected):**\ Tapping this button moves the camera to fit the selected fixtures into the view without orbiting the camera. * ![](/img/grandma3/2-3/icon_camera-15_v0-1-b4c5a4.png) **(Camera):**\ This button reloads the selected camera to the settings set in the [camera pool object](/grandma3/2-3/patch_3d_camera/). * ![](/img/grandma3/2-3/icon_selection-grid_15_v1-9-2ee8fe.png)**(3D view to Selection Grid)**:\ Tapping this tool creates grid values for the [Selection Grid](/grandma3/2-3/operate_selection/), using the current view of the fixtures.\   ## []()Moving the Camera [Section titled “Moving the Camera”](#moving-the-camera) The cameras are pool objects in the [Camera Pool](/grandma3/2-3/patch_3d_camera/). A camera can be moved to different locations and pointed in different directions. This information can be edited in the pool, but the position and direction are easier to change in the 3D Viewer - read about the left-hand side tool buttons above. A scroll wheel on a mouse moves the camera closer to or away from the location of the pointer. Editing the camera in the pool allows changing the camera mode and type. Read more in the camera pool topic (link above). ## []()Moving the Fixtures [Section titled “Moving the Fixtures”](#moving-the-fixtures) The fixtures’ position and rotation can be set in the [patch](/grandma3/2-3/patch_add_fixtures/) or [live patch](/grandma3/2-3/patch_live/). But they can also be positioned live in the 3D Viewer. Read more about this in the [Position Fixtures in the 3D Space topic](/grandma3/2-3/patch_position_fixtures/). ## []()3D Viewer Settings [Section titled “3D Viewer Settings”](#3d-viewer-settings) The settings can be opened by tapping the MA logo in the upper left corner of the 3D Viewer. This opens a settings pop-up. This pop-up has tabs called **Rendering**, **Misc**, and **Label**. ### Rendering Settings [Section titled “Rendering Settings”](#rendering-settings) The rendering settings are about light levels, colors, and rendering quality. ![](/img/grandma3/2-3/popup_3d-window-settings_rendering_v2-3-8a32fd.png) *Rendering tab in 3D View Settings*   There are four on-screen faders: * **Beam:**\ This is the visibility of the light beam from all fixtures. * **Spot**:\ This is the general intensity of the visualization of the light beam reflection where it hits a surface. * **Ambient**:\ This is the ambient light level inside and outside the stage box. It is a very diffuse light that removes some of the contrast in the 3D Viewer. * **Point Light**:\ This is a light source from the direction of the camera. It is used to light up the elements in the 3D space. * **Lum. Spread** (Luminous Spread):  This controls how visible the difference in brightness between different fixture types is. The fixture type with the highest luminous intensity defines this intensity as 100% brightness in the 3D Viewer window. When fixture types are used that have a much lower Luminous Intensity, they will be rendered much darker at their 100% dimmer output. To allow adjustment to this intensity difference (and therefore deviate from reality) to better see the darker fixture, the Luminous Spread setting can be used with different values: * When this setting is set to 100%, the Luminous Intensities are rendered as before. * Setting the Luminous Spread to 0% renders all fixtures beams with the same maximum brightness. * The default of Luminous Spread in the 3D Viewer window settings is set to 80%. The ambient and point light can be colored, similar to putting a gel in front of the light. The area above the faders can be tapped to open a color selector pop-up. The **Background** can also be colored. The ambient light must be turned up for this color to be visible. There are some buttons: * **Dyn. Gobo Res.** (Dynamic Gobo Resolution):\ This is the resolution of dynamically created gobos. * **Bloom Intensity**:\ The blooming effect can be turned On or Off. Tapping this button toggles between the two. * **Setup**:\ Turning the setup On makes it possible to move the fixtures and 3D objects using the 3D Viewer and encoder bar. Read more about this in the [Position Fixtures in the 3D Space topic](/grandma3/2-3/patch_position_fixtures/). * **Camera**:\ This is used to select one of the cameras from the camera pool. If it is set to follow the selected camera, the name is inside angled brackets. Read more about cameras in the [Camera Pool topic](/grandma3/2-3/patch_3d_camera/). * **Stage**:\ This selects what stage the 3D Viewer shows. A single stage can be selected, or all stages can be shown. Read more about stages in the [Stages topic](/grandma3/2-3/patch_stage/). * **Render**:\ This is used to select one of the render qualities. Read more in the [Render Quality topic](/grandma3/2-3/patch_render_quality/). Some of these are swipe buttons, so remember that the options can be reached easily by swiping out of the button.   ### Misc Settings [Section titled “Misc Settings”](#misc-settings) The second tab is called **Misc**. ![](/img/grandma3/2-3/popup_3d-window-settings_misc_v2-3-1-695c93.png) *Misc tab in the 3D View Settings* The Misc. tab has the following settings: * **Show fps:**\ Turning this On displays frames per second information in the upper right corner of the window. * **Wireframe:**\ Turning this On shows the 3D Viewer as a wireframe instead of a shaded view. * **Priority**:\ Turning this On gives the 3D Viewer a high priority. It is only recommended to turn this On when used on a computer with a high-quality graphics card. It takes away resources from a console interface, making it react slower to user input. * **Mark Faulty Meshes**:\ This marks meshes that are unloaded or faulty. * **Show Selection**:\ Selected fixtures are marked with a yellow body color for the primary fixtures and a light red color for multipatch fixtures when this is On. Learn more about multipatch in the [Add Multipatch Fixtures topic](/grandma3/2-3/patch_add_multipatch/). * **Lens Shading**:\ This defines whether the selection is shown on the lens of a geometry type “Beam”. The shaded selection is drawn when it is On. * **Touch Mode**:\ Touching and swiping in the 3D Viewer can interact with the window differently. This setting defines how. Tapping it toggles through the following options: **Select, Follow, Focus**(Only valid when Setup is On)**, Camera Orbit**, **Camera Zoom**, **Camera Pivot, Camera Move**, and **Camera Set Pivot**.\ The Camera options move the camera - Read more [above](/grandma3/2-3/patch_3d_viewer/#move_camera). The **Select** option is used to select fixtures in the view. * **Selection Mode:**\ This defines how the fixtures are selected and positioned in the [Selection Grid](/grandma3/2-3/operate_selection/). The selection mode has two different options: * **2D Grid**:\ The 2D grid selection offers two different modes, **Planar** and **Perspective**. Using the lasso selection to select fixtures in the 3D Viewer adds them as a two-dimensional selection to the selection grid. In planar mode, the camera position does not affect the selection order. Only the real position of the fixtures is significant. In perspective mode, the camera’s orientation also influences the selection’s order in the selection grid.  To select fixtures in the 3D Viewer using the planar selection, draw a lasso starting with a horizontal or vertical mouse movement. The color of the lasso changes to green when the selection is locked to planar mode. To select fixtures in perspective mode, draw a lasso starting with a diagonal mouse movement. The color of the lasso changes to cyan when the selection is locked to perspective mode. * **Linearize**: \ The selection is linearized to only the X-axis of the selection grid depending on which direction the selection lasso was created (top/bottom - left/right). This selection mode is indicated with a yellow lasso. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The projection distortion of the camera of the 3D Viewer may affect the position of the fixtures in the selection grid if the perspective selection is used. To prevent this, use a 2D camera in the 3D Viewer. | - **Mark Unpatched**:\ This marks the body of unpatched fixtures with a dark red color when On. - **Prism Lines**:\ This shows a line for each prism facet when the **Beam Quality** is set to **Line**. - **Point of Origin**:\ This shows a point of origin axis marker. It is typically at the zero point of the stage. - **Show Pigtails**:\ This shows the “Pigtail” element if the GDTF model defines it. - **Arrangement**:\ This is a collection of settings for visualizing the purple arrangement “ghosts” markers. They are seen when using the arrangement tool to position fixtures. * **Mark Type**:\ There are two options: **Dynamic** or **Small**. Dynamic shows a box matching the size of the fixture. Small is just a small square marker. * **Depth**:\ Set if the depth of the 3D space is considered when showing the marks. This could lead to marks being hidden behind objects. If the depth is switched off, the marks are always drawn in front of other objects. * **Alpha**:\ Define the transparency of the marker objects. - **Show Lines**: This can display the direction of the fixture beam with a thin colored line running from the fixture’s light source. Unselected fixtures have a red line, selected fixtures have a yellow line, and subselected fixtures have a brown line. * **None**: The lines are not displayed. * **All**: A line is displayed from all fixtures except those with Beam Type set to None and Glow. Learn more about Beam Types in the [Geometries topic](/grandma3/2-3/ft_insert_geometries/). * **All Dimmer 0**: All moving fixtures with a dimmer value of zero display the lines. * **Selected**: All selected moving lights display the lines. * **Selected Dimmer 0**: All selected moving lights with a dimmer value of zero display the lines. - **Render Environmental**:\ This toggles if the environmental elements are rendered or hidden. - **Draw Target Spaces**:\ This setting show or hide a square wireframe for MArker fixtures’ target spaces. - **Show Title Bar**:\ This setting shows or hides the title bar for the window. - **Show Tool Bar**:\ This shows or hides the toolbar on the left-hand side. The toolbar is always visible when **Setup** is On. ### Label Settings [Section titled “Label Settings”](#label-settings) The tab is called Label. It is settings about the labels that can be turned On or Off for the spots and the fixture bodies. ![](/img/grandma3/2-3/popup_3d-window-settings_label_v2-3-cdce19.png) *Label tab in the 3D View Settings* * **Show Label on Body**:\ This On / Off button enables labels to be drawn on the fixture’s body. * **Show Label on Spot**:\ This On / Off button enables labels to be drawn in the center of the fixture’s spot. A fixture can also be selected using the rubber band selection on a label. * **Select by Label**:\ This setting is possible when **Show Label on Spot** is active. It makes it possible to select fixtures by selecting the spot labels in the 3D Viewer when this setting is On. * **Add Fixture ID** / **Add CID** / **Add Patch** / **Add Name**:\ These On/ Off buttons define the information displayed on the label. * **Background Alpha**:\ This on-screen fader sets the transparency of the label’s background. * **Text Alpha**:\ This on-screen fader sets the transparency of the text displayed on the label. * **Font Size**:\ This button sets the font size of the text displayed on the label. Tapping this toggles through the available Font Sizes. It can be swiped to open a small Select Label Font Size pop-up with all the size options. * **Max Label Count**:\ This input field sets the maximum count of labels that are displayed at the same time. If the number of labels exceeds the maximum label count, the labels closest to the camera will be displayed. * **Selection Only**:\ This On / Off button defines whether labels are displayed for all fixtures or only for selected or partly selected fixtures. * **Selection Priority**:\ This On / Off button defines whether labels of selected fixtures are displayed on top of not selected fixtures. * **Spot Subfixture ID**:\ This On / Off button defines if the label of the spots shows the Fixture ID of the corresponding sub fixture (On). Otherwise, all spots of a fixture show the Fixture ID of the main fixture (Off). * **Reset Properties**:\ Tap this button to reset the label properties to their factory defaults. ## Setting Up a 3D Computer [Section titled “Setting Up a 3D Computer”](#setting-up-a-3d-computer) The grandMA3 consoles can show a 3D Viewer with the fixtures and the stage setup. However, the consoles are optimized to be the human interface used to program the light. If a high-quality and high-framerate 3D render machine is needed, the best solution is to have a high-performing computer with good graphics cards. This computer must have the grandMA3 onPC installed and optimized for 3D graphics. The grandMA3 onPC needs to be in a session with the console. The grandMA3 onPC could be logged in as the default 3D user who uses a different **Screen Configuration** but has the same user profile as the default admin user. The grandMA3 onPC should be logged in with a user with the same profile as the user looking at the 3D computer. This ensures that the 3D computer follows the user into preview mode. **Screen Configurations** contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen configuration also contains information about what is assigned to the View Buttons. Learn more in the [Screen Configuration](/grandma3/2-3/user_screen_config/) topic. The 3D computer could have one big 3D Viewer with all the render settings set to the best quality, and the 3D Viewer setting called **Priority** should be On (see settings above). The window can also be set to hide the title bar to maximize 3D viewing space using the [Window Settings](/grandma3/2-3/wvm_settings/). Other elements, like the view buttons, encoder bar, etc., can also be hidden using the [Configure Display pop-up](/grandma3/2-3/ws_ui_display_configuration/). # Add Fixtures to the Show > This is the process of adding new fixtures (or devices) to the show and the patch using the GUI. This is the process of adding new fixtures (or devices) to the show and the patch using the GUI. | | | | ------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Quick Steps in a new show:** | | | 1. Open the Patch Menu. | 2. Follow the steps in the wizard: 1. Select the fixture type. 2. (optional) Add a custom name. 3. Type the quantity. 4. Type the first ID number. 5. (If in **Full** mode) Select a Layer and class (**None** is an option). 6. Type the patch address for the first fixture. 7. Tap Apply. 3. Close the Patch menu and tap Save and Exit to save the changes.These are steps needed for adding the first fixtures to a new show - read below for details. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994942576?title=0\&byline=0\&portrait=0\&color=ffeb0f) | | | | ------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Quick Steps in a show with existing fixtures:** | | | 1. Open the Patch Menu. | 2. Select the row where the new fixtures should be inserted and tap the Insert New Fixture button. 3. Make sure the desired source is selected. 4. Select the desired fixture type (use the filter to limit the list) and tap Select. 5. Fill in the rest of the fields in the wizard and tap Create !. 6. Edit any desired field in the patch grid before closing the Patch menu. 7. Close the Patch menu and save the changes.These are steps needed to add more fixtures in an existing show - read below for details. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994950488?title=0\&byline=0\&portrait=0\&color=ffeb0f) Everything about adding fixtures is done from the Patch menu.  ## Navigate to the Patch Menu [Section titled “Navigate to the Patch Menu”](#navigate-to-the-patch-menu) The Patch menu needs to be open to add fixtures. 1. Press the Menu key. 2. Tap the Patch button in the menu pop-up. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%27Patch%27.%27Edit%27) The patch menu is now open. ![](/img/grandma3/2-3/menu_patch_v2-3-7def2d.png) *The open Patch menu - in condensed mode - with some fixtures* When the menu is opened the first time, a wizard helps to add the first fixtures to the show, and instead of the patch menu, there is a guide through the fixture selection and the **Insert New Fixtures** pop-up (see below). ## []()Insert a Device in the Patch [Section titled “Insert a Device in the Patch”](#insert-a-device-in-the-patch) Each fixture needs a row in the patch menu. The fixtures belong to a “parent” stage object. The default parent is **Stage 1**. Several stages can be created - read more in the [Stage topic](/grandma3/2-3/patch_stage/). The selected stage can be changed using the stage button in the title bar. 1. Select the stage where the fixtures should be added using the button in the title bar. 2. Tap the New Fixture area on the list if it needs to be added to the bottom, or tap an existing fixture to insert new fixtures above the selected fixture. 3. Tap Insert New Fixture. This opens the **Insert New Fixture** wizard pop-up on the **Select DMX Mode to use** part. ![](/img/grandma3/2-3/popup_insert-new-fixtures_select-fixture_v1-9-48f4ca.png) *Select a fixture in the libraries* Below the search bar are two tabs: **Show** and **Library**. Show lists the fixture types already imported into the show file. This list can be limited to only showing the patched fixture types. This can be done by activating the Used only button. The **Library** tab lists the different fixture types that can be used. With library selected, there are extra buttons available on the right side. One button selects the drive. This makes it possible to select the internal drive, previously installed versions library, or an external USB drive. In the image above, it is the Internal button. The button is labeled to show the selected drive. Next to this button, there are small toggle buttons that select different sources. The sources are MA ![](/img/grandma3/2-3/icon_ma_15_v1-7-3bfac9.png) (grandMA2 converted fixture files and grandMA3 fixture files), User ![](/img/grandma3/2-3/icon_user_15_v1-7-f9b8dc.png), and Shares ![](/img/grandma3/2-3/icon_globe_15_v1-7-1c9686.png) (GDTF share and grandMA3 fixture share). The share button is only available when there is an active connection to a World Server (learn more in the [World Server topic](/grandma3/2-3/system_world/)). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | grandMA2 fixture files cannot be loaded directly into the grandMA3. The grandMA2 converted source mentioned above is the grandMA2 library converted to match the grandMA3 structure. Fixture files are converted when a grandMA2 file is stored as a grandMA3 file. Learn more in the grandMA2 manual / Using the Backup Menu / Save as grandMA3. | 4. Select the desired drive and activate the desired sources. The fixture libraries are sorted by manufacturers in the left column. Selecting a manufacturer lists the fixtures from that manufacturer in the center column. Selecting a fixture lists the available modes in the right column. At the bottom, a Description button can show an area with extra information about the selected fixture type file. 5. The list can be filtered by typing a word in the **Search** input. The search is across manufacturers, fixtures, and modes (If a fixture has multiple modes, it will show them all, but only fixtures that include the searched mode). 6. Select the desired fixture and mode from the list and tap Select. This reveals the **Insert New Fixtures Wizard**. This has a list of elements that need information to add the fixtures to the patch. The wizard comes in two different modes, depending on the **Columns** mode of the patch. This mode can be toggled in the Columns button in the title bar. When the mode is **Full,** then there are more elements (ID Type, CID, Layer, and Class). This is the full version of the pop-up: ![](/img/grandma3/2-3/popup_insert-new-fixtures_name_full_v2-3-3f9264.png) *Fill out all the desired fields in the right column to insert fixtures* 7. All the fields in the right column can be filled with information. The required fields have a value suggestion. These can be edited to suit the needs. All the information can also be edited afterward in the patch menu. The area on the right side adapts to help fill out the selected field. It might have suggestions for input. 8. Accept the suggested values, or edit them to suit the needs. 9. Tap Create ! to add the fixtures. A row now represents each new fixture in the patch menu. Read below for an explanation of each column in the patch menu and detailed information about changing some values. ## []()Short Explanation of Most Columns in the Patch Menu [Section titled “Short Explanation of Most Columns in the Patch Menu”](#short-explanation-of-most-columns-in-the-patch-menu) The patch menu has many columns. This is a short explanation of each. Remember that the patch menu has a condensed and full mode. Select Full to see all the columns. * **FID**:\ This is the Fixture ID of the fixture. Read more in the **Assign an ID to fixtures** below. * **IDType**:\ This is the ID Type of the fixture. Read more in the **Assign an ID to fixtures** below. * **CID**:\ This is the fixture’s CID. Read more in the **Assign an ID to fixtures** below. * **Name**:\ This is the name of the fixture. If there are sub-fixtures, then a right-pointed arrow can be tapped to unfold the sub-fixtures. * **FixtureType**:\ This is the name of the selected fixture type. * **Mode**:\ This is the mode of the selected fixture. * **Patch**:\ This is the first DMX address of the fixture. Read more in the **Assign DMX address to fixtures** below. * **Layer**:\ Fixtures can be organized in Layers. This is the layer information for the fixture. Read more in the [Classes and Layers topic](/grandma3/2-3/patch_classes_layers/). * **Class**:\ Fixtures can be organized in Classes. This is the class information for the fixture. Read more in the [Classes and Layers topic](/grandma3/2-3/patch_classes_layers/). * **Offset Pan**:\ This offset value can offset the DMX output for the Pan attribute.\ It is applied just before the DMX output, which means the offset is not shown in the programmer, cues, or presets. The offset can be useful if, for instance, a fixture is hung differently than what has been programmed, especially in a touring situation where it is not a permanent change. The offset value can be set in physical degrees. * **Offset Tilt**:\ This is the same as the Offset Pan but for the tilt attribute. Read above. * **DMX Invert Pan**:\ The Pan DMX output can be inverted by editing this field. This can be useful depending on how the fixtures are mounted. * **DMX Invert Tilt**:\ The Pan DMX output can be inverted by editing this field. This can be useful depending on how the fixtures are mounted. * **Enc Invert Pan**:\ Editing this field allows the pan to be inverted for the encoder rotation, which can be useful depending on how the fixtures are mounted. * **Enc Invert Tilt**:\ Editing this field allows tilt to be inverted for the encoder rotation. Depending on how the fixtures are mounted, this can be useful. * **Pos X**:\ This is the fixture’s position on the X-axis in the 3D window. * **Pos Y**:\ This is the fixture’s position on the Y-axis in the 3D window. * **Pos Z**:\ This is the fixture’s position on the Z-axis in the 3D window. * **Rot X**:\ It is the rotation of the fixture on the X-axis in the 3D window. * **Rot Y**:\ It is the rotation of the fixture on the Y-axis in the 3D window. * **Rot Z**:\ It is the rotation of the fixture on the Z-axis in the 3D window. * **Scale X**:\ This can scale the fixture/object on the X-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Scale Y**:\ This can scale the fixture/object on the Y-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Scale Z**:\ This can scale the fixture/object on the Z-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Gel Color**:\ Here, a color that will be added to the fixture’s output can be defined. This is useful for adding gels to conventional fixtures. This is visualized in the console and 3D Viewer. * **Note**:\ This adds a multiline note to the fixture. * **Tags**:\ Tags can be assigned to the fixture. * **Beam Angle**:\ Here, the fixture’s beam angle can be defined. This is useful for conventional fixtures where different angles might be needed. This is visualized in the 3D window. * **Shadow Quality**:\ This setting defines the render quality of the shadows created when this fixture’s light beam hits a different object that casts shadows. A higher level of quality improves the real-world look, but it also increases the calculations needed for the 3D visualization. The options are **None**, **Low**, **Medium**, **High**, and **Very High**.\ Cast Shadows need to be set to Yes for the shadows to be rendered (see below). This setting is not available for environmental fixture types. * **Cast Shadow**:\ Each fixture can cast a shadow or not. This setting defines if this fixture should cast a shadow. * **Follow Target**:\ Turning this to Yes makes the fixtures or 3D objects something that can be selected or picked using the **Follow** function in the 3D Viewer. * **Selectable 3D**:\ This is a Yes or No (text is hidden) field. Yes means that the fixture can be selected using the selection tool in the [3D Viewer](/grandma3/2-3/patch_3d_viewer/). Turning this off (No option) for stage elements that do not need to be controlled can be useful. * **Visible 3D**:\ This is a Yes or No (text is hidden) field. Yes means that it is shown in the [3D Viewer](/grandma3/2-3/patch_3d_viewer/). * **MIB Disable**:\ This can be set to **Yes** to disable the MIB function for the fixture and its attributes. Learn more about MIB in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **Target Space**:\ The MAker fixtures use this. This is the selected target space for the MArker fixture. It defines the available space where fixtures can move their light beams when selecting this MAker fixture. Learn more in the [MAker Fixture topic](/grandma3/2-3/xyz_marker/). * **Movement Space**:\ The MAker fixtures use this. This is the selected movement space for the MArker fixture. It defines the space wherein the MAker fixture can move. Learn more in the [MAker Fixture topic](/grandma3/2-3/xyz_marker/). * **Master React**:\ This setting has three options: **None**, **Group**, and **Grand**. This defines if the intensity is affected by a master. If Grand is selected, then group masters will also affect the fixture. If Group is selected, then they are not affected by the grandmaster. None makes the fixture ignore both groups and grandmasters. * **Grid Rot and Inv**:\ These six settings allow for modifying the arrangement of subfixtures in the selection grid. For instance, if a linear LED bar has multiple LED cells defined in the fixture type, it will use the information in the fixture type to show the individual cells when the subfixtures are shown in the selection grid. The Grid settings can be used to rotate and invert the representation of subfixtures in the Selection Grid. * **Appearance**:\ An appearance can be assigned to the fixture. ## Assign an ID to Fixtures [Section titled “Assign an ID to Fixtures”](#assign-an-id-to-fixtures) The fixtures need at least one ID to be selected and controlled. There are two types of ID numbers for each fixture. Fixtures can have both or just one of the two - but it needs at least one. The **FID** is the default fixture ID. The number here is used with the [Fixture](/grandma3/2-3/keyword_fixture/) keyword. The **CID** is the second ID. This can be used if the **IDType** differs from “Fixture”. Editing the IDType field opens the **Select IDType** pop-up. ![](/img/grandma3/2-3/popup_select-idtype_v2-2-2997af.png) *Select the desired IDType* This lists the different valid IDTypes. Select one that is not “Fixture” to use the CID. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | There are types called **Universal**, **Multipatch**, and **PSR**. Universal is a special type the software automatically creates for a special universal fixture added to the patch. Multipatch is used for special multipatch versions of fixtures. PSR is used with Partial Show Read. These IDTypes should not be used for normal fixtures. | 1. Select the ID fields in one of the two ID columns (FID or CID) for the fixture rows where an ID is to be assigned. The selection order is important. 2. Type a number on the keyboard and assign the number by pressing Please. Now, the fixtures have an ID. The numbers are assigned sequentially based on the selection order. ## Assign DMX Address to Fixtures [Section titled “Assign DMX Address to Fixtures”](#assign-dmx-address-to-fixtures) The fixtures need to be assigned a DMX universe and address before being able to create any output. There are two primary options for giving the fixtures an address. One is to type the desired address directly in the patch field, and the other is to use the dedicated **Edit Patch** pop-up. **Type the number:** 1. Select the fields in the Patch column for the fixture rows where the address will be assigned. The selection order is important. 2. Type the DMX universe and address separated by a dot (for example, **2.1**) on the keyboard and assign the address by pressing Please. **Use the Edit Patch menu:** 1. Select the fields in the Patch column for the fixture rows where the address will be assigned. The selection order is important. 2. Right-click the blue selected areas or tap the Patch button - this opens the **Edit Patch** pop-up. ![](/img/grandma3/2-3/popup_edit-patch_v2-3-bbc8d5.png) *Use the Edit Patch pop-up to get a visual overview of the DMX universe* This pop-up is divided into two sides. On the left side, there are all the selected fixtures. On the right side is a view with all the DMX universes and addresses. The purpose of the menu is that fixtures can be selected on the left side, and the universe list on the right side shows where there is available space in the universes. There are several ways to navigate universes and assign the fixtures to the selected DMX address. The numbers on the right side are red if the universe is not granted. The pop-up also opens a dedicated encoder toolbar: ![](/img/grandma3/2-3/img_encoder-bar_edit-patch_v2-3-5a0a3f.png) *Edit patch encoder toolbar is used for easy navigation* This toolbar can be used to select fixtures, universe, and address. This is one way to do it: 1. Select the fixtures in the correct order. 2. Use the encoders to navigate to the desired address. 3. Tap the **Address** encoder to assign the fixtures to the address. The Edit Patch pop-up has several buttons at the bottom: * **PatchTo**:\ Opens a small pop-up where the desired patch address can be typed. * **Unpatch**:\ This removes the patch address from the fixtures. * **Move Patched To Selected Universe**:\ This moves the fixtures to the selected universe and keeps the DMX address. * **AddressMode**:\ This toggle button changes how the DMX address is displayed. They can be split up into universes and a range DMX address from 1 through 512 - this option is called **Univ.addr**. The other option is **Absolute**, which shows the addresses continuously starting from number 1 and upwards. * **Patch To Next Free Address**:\ This gives the fixtures the next available DMX addresses. * **Patch To Next Free Universe**:\ This patches the fixtures to the next empty universe. * **SkipPatched**:\ This will skip addresses that have patched fixtures when scrolling through the universes. * **PatchOffset**:\ This can set the desired number of DMX channels between the fixtures. If the number is lower than the number of channels the fixtures use, they are patched as close as possible. If the number is more than the used channels, then the PatchOffset number is used. The **Edit Patch** menu auto closes when all the selected fixtures are patched. ## []()Filtering the Patch Menu [Section titled “Filtering the Patch Menu”](#filtering-the-patch-menu) Filtering in the patch menu can be useful when there are a lot of fixtures and stage elements. There are several ways to filter the fixtures in the patch menu. An existing filter can be assigned using the Filter input in the title bar. Tapping this opens a small select pop-up that lists all existing filters (read about creating a filter in the [Create a Filter topic](/grandma3/2-3/worldfilter_filter_create/)). Two other options are **None** (no filter) and **New** (create new filter). Select the desired filter. Filtering needs to be turned On for the filter to be active. Tap the filter icon (![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)) (between Filter and Columns) to turn it On. This button toggles On or Off. Turning filters On also exposes column filters. An extra row is displayed above the fixture rows just below the column titles. Any column value can filter the patch simply by editing the filter field for a column. Only one filter value can be applied to each column. Edit a column filter field to assign a value. Some fields open a small selection pop-up with a list of available values, while others are input fields where text needs to be written. The column filters can be combined with a filter from the pool. The **Split View** is also a way to filter the patch. Learn more about the split view in the [Patch and Fixture Setup topic](/grandma3/2-3/patch/). ## Closing the Patch Menu [Section titled “Closing the Patch Menu”](#closing-the-patch-menu) There is a pop-up asking what to do when exiting the patch menu. ![](/img/grandma3/2-3/popup_leave-the-patch_v1-5-ab7f4b.png) *Leave patch pop-up with options* This asks if the changes should be kept. Tap Save and Exit to save the changes and leave the patch menu. Tap Discard and Exit to cancel any changes and leave the patch menu. Tap Stay in Patch to stay in the patch menu. # Add Multipatch Fixtures > Multipatch fixtures are virtual fixtures where every parameter follows the primary fixture (the fixture they mirror). Multipatch fixtures are virtual fixtures where every parameter follows the primary fixture (the fixture they mirror). These multipatch fixtures can be used when multiple physical fixtures are controlled by the same ID. The virtual fixtures do not cost any extra parameters as long as the primary fixture has a patched and granted DMX address. They can have their own patch address and there will be DMX output to these addresses. For more information about granted in DMX Universes, see [DMX Universes](/grandma3/2-3/patch_dmx_universe/). The multipatch fixtures can be assigned to [layouts](/grandma3/2-3/layouts/) and positioned in the [3D](/grandma3/2-3/patch_3d_viewer/). They are not part of the selection grid and can, therefore, not be used in MAtricks. Changing the parameters on a selected multipatch fixture actually changes the parameters of the primary fixture. All multipatched fixtures to this primary fixture will reflect the changed values.   Changing the location of the primary fixtures in the patch or adding multipatch fixtures to other fixtures might renumber all the multipatch fixtures. Multipatch fixtures can be selected individually. The selection color is light red instead of yellow (default colors). In the fixture sheet, the primary ID will flash between yellow and light red when a multipatch fixture is selected. They can be selected using the command line using their unique multipatch CID or by an index number of the primary fixture. ### Example [Section titled “Example”](#example) Have a setup like this: ![](/img/grandma3/2-3/img_live-patch_multi-patched-fixtures_v1-7-7a0dd3.png) Patch with two fixtures with two multipatched fixtures each The first multipatch fixture on FID 2 has the hidden multipatch CID number of 3 - it is the third multipatch fixture in the entire patch. It can be selected by this syntax: Multipatch 3 or Fixture 2 Multipatch 1. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The hidden multipatch CID should not be used to select the fixtures. The CID number will possibly change if changes are made to patch. The number is not fixed. It is recommended to use the index number based on the primary fixture (the second example above). | Learn more about the keyword in the [Multipatch keyword](/grandma3/2-3/keyword_multipatch/) topic. ## Add Multipatch Fixtures [Section titled “Add Multipatch Fixtures”](#add-multipatch-fixtures) **Requirement:** Have some fixtures patched to the show. 1. Enter the Patch menu by pressing Menu and then tap Patch. 2. Select the primary fixture that needs multipatched fixtures. 3. Tap Create Multipatch. 4. Enter the number of needed multipatch fixtures in the **Amount of MP fixtures** pop-up and confirm it by tapping Please. The new multipatched fixtures can now get a DMX patch address. The multipatch fixtures are limited in what can be changed, but name and location information are part of what can be changed for the fixtures. 5. When all needed information is assigned to the new multipatch fixtures, the patch menu can be closed by tapping ![](/img/grandma3/2-3/icon_cross_v0-1-fe6968.png) and saving the changes. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994966153?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Activation Group > An activation group is used when there are several attributes where it makes sense that they are activated together. An activation group is used when there are several attributes where it makes sense that they are activated together. For instance, storing pan and tilt values together often makes sense. Having them in the same activation group makes this possible. Activating one of them also activates the other. There are factory-defined groups that are used with the factory-defined attributes. Custom groups can be made and then used in the [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/). The group needs to be created before it can be used. ![](/img/grandma3/2-3/menu_patch_activation-groups_v1-7-39a4b9.png) *The standard Activation Groups* The menu has the following columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number. * **Name**:\ This is the name of the activation group. * **Attrib Count**:\ This is a counter showing how many attributes are part of the group. * **Deactivation Group**:\ This column selects a **Deactivation Group** for two or more activation groups. Read more about this in the [Deactivation Group topic](/grandma3/2-3/patch_attribute_deactivation_group/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Editing the existing Activation Groups is not recommended. Editing them can result in not automatically storing all expected values. | ## Create and Use a New Activation Group [Section titled “Create and Use a New Activation Group”](#create-and-use-a-new-activation-group) To create a new activation group: 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Tap Activation Groups on the top tabs. 5. Select the line in the list, where the new group should be above. 6. Tap Insert New ActivationGroup at the bottom. 7. Edit the name field to add a descriptive name. 8. Optionally edit the **Deactivation Group** cell to add a deactivation group. 9. Tap Attribute Definitions on the top tabs. 10. Assign the new group to the relevant attributes in the **Attribute Definitions** menu. 11. When finished, close the menus and tap Save and Exit in the pop-up asking if the changes should be kept. For more information on how to use the **Activation Group** read the [Attribute Definition topic](/grandma3/2-3/patch_attribute_definitions/). # Deactivation Group > Deactivation Groups are groups of Activation Groups. A deactivation group makes sure that only one set of valid attribute values are active for the actual DMX c **Deactivation Groups** are groups of **Activation Groups**. A deactivation group makes sure that only one set of valid attribute values are active for the actual DMX channels being output. This is to avoid DMX channels getting conflicting information. The deactivation group knocks out other groups of attributes when a value is assigned to a different activation group than the one already active. For example, when having active pan and/or tilt values in the programmer, the deactivation group “Position” takes care, that these attributes will be knocked out when activating XYZ attributes instead. ![](/img/grandma3/2-3/menu_patch_deactivation-groups_v2-2-cf2e1c.png) Default deactivation groups By default, there are 2 automatically generated deactivation groups: Position and Color. The menu has the following columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number. * **Name**:\ This is the name of the activation group. * **Act Groups Count**:\ This is the number of activation groups using the deactivation group. The deactivation groups are assigned to activation groups in the **Activation Groups** tab. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Editing the existing Deactivation Groups is not recommended. Editing them can result in conflicting values being stored. | ## Create and Use a New Deactivation Group [Section titled “Create and Use a New Deactivation Group”](#create-and-use-a-new-deactivation-group) Create a new deactivation group following these steps. 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Tap Deactivation Groups on the top tabs. 5. Select the line in the list, where the new group should be above. 6. Tap Insert New DeactivationGroup at the bottom. 7. Edit the name field to add a descriptive name. 8. Tap Activation Groups on the top tabs. 9. Assign the new deactivation group to the relevant activation groups in the **Activation Groups** menu. 10. When finished, close the menus and tap Save and Exit in the pop-up asking if the changes should be kept. # Attribute Definitions > Attributes are the building blocks of fixture types. The same building blocks are used throughout the console, and they are what is controlled using the Encoder Attributes are the building blocks of [fixture types](/grandma3/2-3/fixture_types/). The same building blocks are used throughout the console, and they are what is controlled using the [Encoder bar](/grandma3/2-3/ws_encoder_bar/) when [operating fixtures](/grandma3/2-3/operate_fixtures/). Each show file has a limitation of 1 024 different attributes. Attribute definitions describe the relation between Main Attributes and sub-attributes. Attributes are organized in [Activation Groups](/grandma3/2-3/patch_attribute_activation_group/), [Feature Groups](/grandma3/2-3/patch_attribute_feature_group/), and [Deactivation Groups](/grandma3/2-3/patch_attribute_deactivation_group/). There is a set of 366 predefined attributes with a complete setup and relations. They can be edited, and custom attributes can be created. It is all done from the sub menus in the patch menu. ![](/img/grandma3/2-3/menu_patch_attribute-definitions_v2-2-5f6e67.png) *Attribute Definitions* The attribute definitions have the following columns: * **Lock**:\ This column can be used to lock the rows and protect them from editing. * **No**:\ This is an auto-generated row number. * **Name**:\ This name needs to be a unique identifier. When it is typed, it is locked and cannot be edited. * **Pretty**:\ This is the name displayed above the encoders. This input accepts local country characters if typed using grandMA3 onPC. * **Main Attribute**:\ This is used to define a hierarchy between the attributes. Editing a cell in this column opens a small **Select Main Attribute** pop-up. Selecting the main attribute makes this attribute a subattribute of the main attribute. * **Activation Group**:\ Activation groups are used to activate a group of attributes as soon as one of the members in the group is activated. Read more in the [Activation Group topic](/grandma3/2-3/patch_attribute_activation_group/). * **Feature**:\ Features are part of the hierarchy system. Attributes need to be a part of a feature. Read more in the [Feature Group topic](/grandma3/2-3/patch_attribute_feature_group/). * **Special**:\ This is information only. It shows how the attribute is visualized in the [3D window](/grandma3/2-3/patch_3d_viewer/). * **Special Index**:\ This is information about the index number for the special value. * **Physical Unit**:\ The physical units describe the physical properties of the attribute. Read more [below](/grandma3/2-3/patch_attribute_definitions/#physical_unit). * **Geometry Type**:\ This can be used as a standard geometry type when using the attribute in new Fixture Types. Read more about geometry types in the [Fixture Types topic](/grandma3/2-3/fixture_types/). * **Color**:\ Any attribute can have a color but it is only relevant for the attributes that use “ColorComponent” as the physical unit. Here the color information defines the color of the LED emitter. * **Intensity**:\ The intensity value can be used to define the relationship between the Color Components. It is used by the color engine to compensate if, for instance, the blue emitters are much brighter than the green. This intensity information can also be defined in the fixture types. The information in the attribute definition is used if nothing is defined in the fixture type. * **Natural Readout**:\ This is the readout type used when **Natural** readout is selected. * **Encoder Resolution**:\ This defines the resolution of the encoder controlling the attribute. * **Log Channels**:\ This is information only. It shows how often the attribute is used in logical channels of fixture types added to the show. * **Channel Functions**:\ This is information only. It shows how often the attribute is used in channel functions of fixture types added to the show. * **Hide**:\ This can be used to hide the attribute on the interface. It will not be visible on encoder bars or on any sheets. If the attribute is matched with a DMX channel then it will still be visible in the DMX sheet. * **MIB**:\ This can be used to deactivate MIB for an attribute. Edit the cell to set it to Disabled to exclude this attribute. Learn more about MIB in the [Move In Black topic](/grandma3/2-3/cue_mib/). ## []()Add an Attribute Definition [Section titled “Add an Attribute Definition”](#add-an-attribute-definition) It is recommended to use one of the factory-defined attributes, if possible. Custom attribute definitions can be created following these steps: 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Select the line in the list, where the new definition should be above. 5. Tap Insert New Attribute at the bottom. 6. Fill in all the relevant cells. 7. Close all the menus and tap Ok to accept the changes to the setup. Now the definition exists and can be used to create new custom devices. ## []()Physical Units [Section titled “Physical Units”](#physical-units) The physical units are used to describe the physical part of the attribute - if relevant. For some attributes, this is not relevant. For instance, the selection of a Gobo is linked to an image of the gobo projected, but it is not defined as a physical unit (it is a wheel slot information). Physical unit information is relevant for the attributes that define the rotation of the selected gobo. So the attribute defining the gobo position (index) uses **Angle** as a physical unit. The attribute defining the continuous rotation of the gobo uses **AngularSpeed** as the physical unit. Editing the cells for physical units (see the column descriptions above) opens the **Select Physical Unit** pop-up. There are many physical units available on the list. Select the one matching the needed unit. Subtopics * [Activation Group](/grandma3/2-3/patch_attribute_activation_group/) * [Feature Group](/grandma3/2-3/patch_attribute_feature_group/) * [Deactivation Group](/grandma3/2-3/patch_attribute_deactivation_group/) # Feature Group > Feature groups are part of the structure and hierarchy of the entire show. Feature groups are part of the structure and hierarchy of the entire show. This structure is visible and used in the [Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/) in the default [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Be aware that editing the Feature Groups settings can have serious consequences for the structure of the show. Editing the existing groups is only recommended if the consequences is known. Maybe use the custom [Encoder Bars](/grandma3/2-3/ws_eb_encoder_pool/) to manage encoder set up. | A **Feature Group** contains at least one **Feature**. The feature is assigned to attributes in the [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/). All attributes need to have an assigned feature. A feature group automatically has a **Preset Pool** where the attributes in the feature group can store values. Read more about presets in the [Presets topics](/grandma3/2-3/presets/). The feature group and feature need to be created before they can be used. ![](/img/grandma3/2-3/menu_patch_feature-groups_v2-2-3d6e8b.png) *The standard Feature Groups with Features* The menu has 6 columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number for the feature group. The number in parentheses is the number of features inside the group. * **Name**:\ This is the name of the feature. This needs to be a unique name. * **Pretty**:\ This is a custom label for the feature group. It can have local characters or a different spelling. For instance “Color” could be labeled “Colour”. * **Preset Mode**:\ This is the default type used when storing values in the preset pool. * **Attrib Count**:\ This is information only. This is a counter showing how many attributes use the feature. * **Log Channels**:\ This is information only. It shows how often the feature is used in logical channels of fixture types added to the show. ## Create and Use a New Feature Group and Feature [Section titled “Create and Use a New Feature Group and Feature”](#create-and-use-a-new-feature-group-and-feature) Create a new feature group and feature following these steps. 1. Press Menu on the console. 2. Tap Patch to select the patch menu. 3. Tap Attribute Definitions on the left side. 4. Tap Feature Groups on the top tab. 5. Select the row in the list, where the new group should be above. 6. Tap Insert New Feature Group at the bottom. 7. Fill in the name of the group. 8. Tap the triangle icon ![triangle-right](/img/grandma3/2-3/triangle-right-38abb5.png) next to the new group to expand the group. 9. Tap the New Feature area in the new group. 10. Tap Insert and write the name of the feature. Repeat until all the needed features have been created. 11. Tap Attribute Definitions on the top tab. 12. Assign the new features to the relevant attributes. 13. When finished close all the menus and tap Save and Exit in the pop-up asking if the changes should be kept. For more information on how to use the **Feature Group** read the [Attribute Definition topic](/grandma3/2-3/patch_attribute_definitions/). # Classes and Layers > Fixtures can be organized and grouped in both Class and Layer. Fixtures can be organized and grouped in both **Class** and **Layer**. It is inherited from the MVR (My Virtual Rig) import and from the CAD drawing programs, where fixtures can be organized using classes and layers. In grandMA3 there is no real difference between a class or a layer. Each fixture can have one of each assigned. The class and/or layer can be used when applying [filters in the patch](/grandma3/2-3/patch_add_fixtures/#filter). Classes and layers can be created manually. ## Create a Class or Layer [Section titled “Create a Class or Layer”](#create-a-class-or-layer) The following description is for a layer, but the process is the same for classes. Just exchange all the places it says “Layer” or “FixtureLayer” with “Class”. 1. Press Menu. 2. Tap Patch in the menu pop-up -> this opens the patch menu. 3. Activate Full columns in the title bar. 4. Activate Split View in the title bar. 5. Tap Layers. 6. Tap the location in the list where the new layer should be or tap New Fixture Layer at the bottom of the list. 7. Tap Insert new Fixture Layer. A new class or layer is now added. The name can be changed. Classes and layers can also be created by editing the class or layer field for the fixture. See the description below, but instead of selecting an existing class or layer, tap New. This creates a new class or layer, and the name pop-up appears to give the new class or layer a name. ## Assign a Class or Layer to a Fixture [Section titled “Assign a Class or Layer to a Fixture”](#assign-a-class-or-layer-to-a-fixture) Classes and layers can be assigned to fixtures in the [patch menu](/grandma3/2-3/patch_add_fixtures/) when it is in **Full** column mode or when the **Split View** is active in layers or classes. When the column mode is full, they also appear as options in the Fixture Wizard (read about it following the link above). Editing the class or layer cells opens small select pop-ups where the existing classes or layers can be selected. There is also the option to select **None**. This can be used to remove a class or layer from a fixture. # DMX Curves > Attributes use DMX curves. As a default, they use a linear transition from 0% to 100%. Other DMX curves can be created and assigned to parameters. Attributes use DMX curves. As a default, they use a linear transition from 0% to 100%. Other DMX curves can be created and assigned to parameters. There are three types of DMX curves: MinMax, Switch, and Custom. | | | | -------------------------------------------------- | ----------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | A show file can contain 9 999 DMX curves. | Importing fixture types that use special DMX curves adds the curves to the list. Curve values can be seen and edited in different readouts. These can be changed in the menu at the bottom by tapping the DMXReadout button. Other buttons at the bottom give access to Cut, Copy, and Paste the curves in the list. There is also a button that deletes a curve. If the curve is used, it might be impossible to delete it. The curves are displayed, created, and edited in the DMX Curves menu found in the patch. ## Open the DMX Curves Menu [Section titled “Open the DMX Curves Menu”](#open-the-dmx-curves-menu) 1. Press Menu. 2. Tap Patch. 3. Tap DMX Curves on the left side. ![](/img/grandma3/2-3/menu_patch_dmx-curves_v2-2-431ab2.png) DMX Curve menu The DMX Curve menu is split into left and right sides. The left side lists the curves, and the right displays the selected curve. The curve settings are listed on the left side. The curves can be unfolded (tap the white right-pointing triangle), and the different points on the curves can be seen and edited in the table mode. In and Out show the relationship between the incoming value and what it is translated to in the curve. The right side can also be used to edit curves. It has a standard toolset for selection (![](/img/grandma3/2-3/icon_select-15_v0-1-581965.png)), addition of point (![](/img/grandma3/2-3/icon_add_15_v1-5-png-png-fe49ca.png)), removal of point (![](/img/grandma3/2-3/icon_minus_15_v1-5-9d1100.png)), move point (![](/img/grandma3/2-3/icon_move-15_v0-1-79e509.png)), and move point handle (![](/img/grandma3/2-3/icon_move_handle_15_v1_5_2-ac3974.png)). Not all tools not available for all curve modes. The column called **UseForVisualization** defines whether the DMX output, as defined by the DMXCurve, shall be visualized in the 3D Viewer. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When enabling this property for DMXCurves created by color-calibrated fixtures, the colors in the 3D Viewer will not match the actual output on stage! | All DMX curve changes are made inside the patch menu. This means that the menu needs to be closed and changes saved for them to take effect. To finish all DMX curve changes, leave and save the patch changes. Or exit without saving to cancel any changes. ## Create a New MinMax Curve [Section titled “Create a New MinMax Curve”](#create-a-new-minmax-curve) MinMax curves are linear DMX transitions from a minimum to a maximum value. These can be useful to limit output values in, for instance, dimmers or the pan and tilt movements of fixtures. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom - the default curve mode for a new curve is **MinMax**. 4. Edit the name to give it a custom name. 5. Edit the Min and Max values to match the needs. ## Create a New Switch Curve [Section titled “Create a New Switch Curve”](#create-a-new-switch-curve) Switch curves use two points to create a switch point where the output value instantly changes from one output value to the other. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom. 4. Edit the Curve Mode value to open the small **Select Curve Mode** pop-up. 5. Tap Switch in the pop-up. 6. Edit the name to give it a custom name. 7. Edit the Min and Max values of the two points to match the needs. Having two points in the switch allows for setting a value needed for switching On and another value for switching Off. This can help with hysteresis. **Example:** 1. Create a new switch curve. 2. Set the **Min** point to In = 70% Out = 0% 3. Set the **Max** point to In = 80% Out = 100% This creates a switch that needs a value of 80% and above to turn On (output 100%) and a value of 0% to 70% to turn Off (0% output) ## Create a New Custom Curve [Section titled “Create a New Custom Curve”](#create-a-new-custom-curve) Custom curves can be used for many different things, such as matching the emitter output of LED fixtures. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom. 4. Edit the Curve Mode value to open the small **Select Curve Mode** pop-up. 5. Tap Custom in the pop-up. 6. Edit the name to give it a custom name. 7. Points can be added using the Add tool on the right side or by creating a New Dmx Curve Point in the table view on the left side.\ To create a point using the tools: 1. Tap the Add tool (**+**) 2. Tap in the curve where the point should be added 8. Edit the Min and Max values and the Accel (acceleration) and Decel (deceleration) of the points to match the needs. This can be done in the table or by using the graph editor on the right side. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | A curve might give a warning if the output at some point is lower than a previous output value.Curves with a warning have the name displayed with a red text color. | ## Export and Import Curves [Section titled “Export and Import Curves”](#export-and-import-curves) Curves can be exported to a drive. 1. Select the desired drive. 2. Tap Export. 3. Select the desired drive. 4. Write a name in the name input field. 5. Tap Export in the pop-up. Curves can be imported to the show. 1. Select a location in the curve list. 2. Tap Import. 3. Select the desired source drive. 4. Select the desired curve. 5. Tap Import in the pop-up. ## Assign Curve to a Parameter [Section titled “Assign Curve to a Parameter”](#assign-curve-to-a-parameter) The curves can be assigned to parameters in the [Parameter List](/grandma3/2-3/patch_parameter_list/). This applies the curve to a specific DMX channel. 1. Open the Parameter List in the menu on the left side. 2. Locate the parameter that needs to use the custom curve. 3. Edit the DMX Curve field and select the custom curve in the small select pop-up. ## Assign Curve to a Fixture Type [Section titled “Assign Curve to a Fixture Type”](#assign-curve-to-a-fixture-type) DMX Curves can be assigned to an attribute in a [Fixture Type](/grandma3/2-3/fixture_types/). This applies the curve to the selected attribute for all the fixtures of this type. 1. Open the Fixture Types in the menu on the left side. 2. Select the desired fixture in the list. 3. Tap Edit in the menu at the bottom. 4. Tap the DMXModes tab at the top. 5. Edit the DMX Curve field for the desired attribute. 6. Select the wanted curve in the pop-up. 7. Close the FixtureType editor pop-up by tapping the X in the upper right corner. # DMX Sheet > The DMX sheet displays the actual DMX output from the system. It shows the result from the sequences, programmer, incoming merged DMX, and any masters that migh The DMX sheet displays the actual DMX output from the system. It shows the result from the sequences, programmer, incoming merged DMX, and any masters that might limit the output. The sheet can be created as a window on any empty space on the screens. The minimum size is 1.5 squares wide and 2 high. It is created like any other window using the [add windows](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_dmx-sheet_v2-2-61ba3e.png) *DMX sheet with patched fixtures*   The main part of this window displays a big grid with every DMX address represented by its own square. This makes it a very long list (all 1024 universes are there). The first column on the left side is a label for the second column. There are two ways to see the DMX address: Absolute DMX address and the normal Universe divided. This can be changed in the [Sheet Settings](/grandma3/2-3/patch_dmx_sheet/#h2__190436926). The absolute address mode displays the DMX addresses as a continuous number. This means that the first address in the second universe will not be written as “2:001” but as “513” (512 addresses from the first universe + 1 from the second). The top row displays the column number. Since the grid is a matrix, the column number should be added to the address shown in the vertical bar - the actual calculation for the square number is the number in the left column plus the number in the top row minus one. Each square can display up to three different types of information: * **Value**:\ Toggling this setting shows or hides the DMX value of the DMX channel in the sheet. * **Attribute**:\ Toggling this setting shows or hides the attribute related to the DMX channel in the sheet. * **ID**:\ Toggling this setting shows or hides the FID and CID number assigned to the fixture patched to the DMX channel in the sheet. The three elements can be turned On or Off individually in the mask settings (read the [Sheets Settings](/grandma3/2-3/patch_dmx_sheet/#h2__190436926) below for more about the settings). If a fixture uses more than one DMX channel, the rounded corners are on the first and last attribute/DMX channel. The background color alternates between two shades of gray to indicate different fixtures. ![](/img/grandma3/2-3/window_dmx-sheet_detail_v2-2-bbdbda.png) *Detail of the DMX sheet* In the example above, some RGB LED fixtures are patched. The selected fixture (FID 201) gets a yellow text color in attributes and FID:CID. If labels in the leftmost column have red text, then the channels/universes are not granted. Read more about getting more parameters in the [Expand the Amount of Parameters topic](/grandma3/2-3/system_parameter_expand/). If the cursor is moved to a square, information about that square is displayed in a text line at the bottom of the window (see the image above for an example). The two images show the two different ways the value can be visualized in the DMX sheet. The first is called **Background**, and the second is **Bar**. They can be changed or turned Off in the [Sheet Settings](/grandma3/2-3/patch_dmx_sheet/#h2__190436926). The setting is called **Level Bar**. ## []()Sheet Settings [Section titled “Sheet Settings”](#sheet-settings) The DMX sheet has some settings that define how the sheet shows the data. Tap the MA logo in the upper left corner of the window to open the settings. It opens the Display tab as a default. ![](/img/grandma3/2-3/window_dmx-sheet_settings_display_v2-3-a376a4.png) DMX Sheet Settings - Display tab This is a short description of all the Display settings for the DMX Sheet: * **Only Selection**:\ \*\*\*\*When this setting is On, the DMX sheet will automatically scroll to the universe of the first fixture selected in the programmer. It automatically turns Off if a specific universe is selected. * **#Columns**:\*\*\ \*\*This input button sets the number of columns a sheet should display (the settings **Transpose** and **Adjust Columns** must be switched On except in the DMX Sheet). The DMX Sheet shows all the DMX channels and their output values. Learn more in the [DMX Sheet topic](/grandma3/2-3/patch_dmx_sheet/). * **Universe**:\*\*\ \*\*This input button can change the universe a sheet should display. Tapping it opens a number input where a universe number can be typed. There is a special option called **Selected**. This makes the sheet scroll to the selected universe. * **Appearance**:\*\*\ \*\*Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **DmxTestBar** (only when Edit Title Bar is On):\ This setting is only visible when the Edit Title Bar is On. Thus, changing the setting is only possible when the setting is visible in the title bar.\ The setting is an On/Off button that shows or hides the DMX tester encoder bar when the DMX Sheet has focus. Learn more in the [DMX Tester section](/grandma3/2-3/patch_dmx_sheet/#h2_1956195346). * **Adjust Columns**:\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Address**:\ This input button opens a calculator where a DMX address can be typed. This address defines the address the sheet should scroll to. * **Font Size**:\*\*\ \*\*This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\*\*\ \*\*This selects the value readout for DMX channels. It is a swipe button that opens a list of readout types with the following options: * **Percent**:\ This is a range from 0 to 100. * **Decimal**:\ This is a decimal range from 0 to 255. * **Hex**:\ This is a hexadecimal range from 00 to FF. * **Address Mode**:\ This toggle button changes how the DMX address is displayed. It can be split up into universes and a range of DMX addresses from 1 through 512 - this option is called **Univ. add**. The other option is **Absolute**, which shows the addresses continuously starting from number 1 and upwards. * **Level Bar**:\ This input field changes the level bar setting in the sheet. There are three options: * **Off**:\ The value only visualizes the level. * **Background**:\ The background changes from dark green to bright green as the value rises. * **Bar**:\ The value is visualized as a bar that moves from left to right as the value rises. * **Auto Columns**:\ This On/Off button activates a function that automatically adjusts the number of columns in the DMX Sheet.\ **Adjust Columns** need to be active for this to work. **#Columns** is automatically adjusted by this function. * **Universe Up** (only when Edit Title Bar is On):\ This is not a traditional setting. It is a button that can be visible in the title bar. Tapping the button will select the next universe.\ This setting is only visible when **Edit Title Bar** is On. Thus, using the button is only possible when it is visible in the title bar. * **Auto Column Width**:\ This On/Off button activates a function that automatically adjusts the number of columns in the DMX Sheet.\ **Adjust Columns** need to be active for this to work. **#Columns** is automatically adjusted by this function. * **Universe Down** (only when Edit Title Bar is On):\ This is not a traditional setting. It is a button that can be visible in the title bar. Tapping the button will select the previous universe.\ This setting is only visible when **Edit Title Bar** is On. Thus, using the button is only possible when it is visible in the title bar. The mask tab contains the three On/Off toggle buttons called **Value, A\*\*\*\*ttribute**, and **ID**. They are described in the text above. ## []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) The DMX channels can have output from the DMX tester. This can be done using the [DMXAddress](/grandma3/2-3/keyword_dmx_address/) and [DMXUniverse](/grandma3/2-3/keyword_dmx_universe/) keywords. It can also be done using the **DMX Tester** encoder bar. It can be shown by turning on the Tester Encoder Bar in the title bar of the DMX Sheet. ![](/img/grandma3/2-3/img_encoder-bar_dmx-tester_v2-1-9108ff.png) Encoder bar - DMX Tester This encoder bar allows fast access to DMX addresses, a test value, and the option to patch the selected address to an existing fixture. A row of buttons gives fast access to some useful functions. On the left side of the bottom row, there is a button that changes the address mode for the encoders. It can be Uni for **Universe** and **Address** separation on the first and second encoder or Abs for absolute DMX addressing on the second encoder. The third encoder (Tester Output) defines the DMX value used for the test. Changing the readout for the DMX sheet also changes the readout for this encoder. The fourth encoder can be tapped to open a **Fixture(s) to Patch** pop-up. This can be used to select an existing fixture that should be patched to the selected DMX address. DMX addresses can also be selected by tapping on the DMX sheet. The buttons above the encoder control have the following functions: * **Retain**:\ Turning this On will keep the value from the tester active in output for any DMX address selected using the tester. Retain Off releases the previous addresses from the tester. * **DMX Channels**:\ This button toggles between three different values: * **All**:\ Any DMX address can be selected using the encoders. * **Patched**:\ This allows only patched DMX addresses to be selected using the encoders. * **Unpatched**:\ This allows only unpatched DMX addresses to be selected using the encoders. * **Select All**:\ Tapping this selects all the DMX addresses affected by the DMX tester. * **Release Selected**:\ This will release the currently selected DMX address from being affected by the DMX tester. * **Release Unselected**:\ This will release all other DMX addresses except the currently selected one from being affected by the DMX tester. * **Release All**:\ This will release all DMX addresses from being affected by the DMX tester. * **Park Selected**:\ This can park the currently selected DMX address at the current DMX value. * **Unpark Selected**:\ This can be used to unpark the currently selected DMX address. When a DMX tester affects a DMX channel, the background color for the value is white. ![](/img/grandma3/2-3/img_dmx-sheet_active-testing_v1-8-ae0695.png) DMX address 2 is being tested The [DMX Universe pool](/grandma3/2-3/patch_dmx_universe/) shows when a universe has parked DMX addresses with a small ![](/img/grandma3/2-3/icon_parked_14_v1-8-5337e5.png) icon. Universes where the tester affects DMX channels also have a small ![](/img/grandma3/2-3/icon_dmx-tester_14_v1-8-f4c153.png) icon. It could look like this in the pool: ![](/img/grandma3/2-3/img_universe-pool_parked-tester_v2-1-177d7d.png) DMX universe pool with parked addresses and actively testing addresses # DMX Universes # Live Patch > The Live Patch menu is a version of the Patch menu with limited functionality. It looks like the patch menu, but some buttons are missing and some columns have The **Live Patch** menu is a version of the [Patch menu](/grandma3/2-3/patch_add_fixtures/) with limited functionality. It looks like the patch menu, but some buttons are missing and some columns have a dark background - these columns cannot be edited. The idea behind Live Patch is that it is only possible to change the elements that do not require a new show upload to the system. This means that fixtures/objects cannot be added or removed. In the live patch it is possible to change the following columns: * Name * Patch * Offset Pan * Offset Tilt * DMX Invert Pan * DMX Invert Tilt * Enc Invert Pan * Enc invert Tilt * Position and Rotation * Gel Color * Note * Tags * Beam Angle * Shadow Quality * Cast Shadow * Follow Target * Selectable 3D * Visible 3D * Master React * Values for automatic position calculation * Grid rotation and invert values * Appearance The automatic position calculation columns are for the four points used for automatic fixture position calculation. Read more about this in the [Position Fixtures in the 3D Space](/grandma3/2-3/patch_position_fixtures/) topic. Follow the link to the Patch menu (above) to read more about the other columns. Changes made in the live patch are changed immediately. The lowest button on the left side gives access to an additional RDM Fixtures menu. This lists fixtures discovered using RDM. Learn more about RDM in the [RDM section](/grandma3/2-3/rdm/). # My Virtual Rig (MVR) > MVR (My Virtual Rig) is a file format that is used to share data for a stage set up between a lighting console, a visualizer, a CAD program or similar tools. Th MVR (My Virtual Rig) is a file format that is used to share data for a stage set up between a lighting console, a visualizer, a CAD program or similar tools. This allows for transferring parametric and geometric data between different programs. It is a complementary system to the GDTF files. MVR is described in the GDTF help pages (external link): ## Import MVR [Section titled “Import MVR”](#import-mvr) MVR files can be imported into a show file. This is done from the [Patch menu](/grandma3/2-3/patch_add_fixtures/). The MVR file needs to be in the correct folder for the software to find it. The folder is ../gma3\_library/mvr. It is the same location if the files are on a USB stick. There is a button at the bottom of the patch menu called Import MVR. Tapping this opens an **Import MVR** pop-up. This is used to browse and select the MVR file. The source drive can be selected in the title bar by tapping the drive selection button (next to the ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png)). Select the desired file in the list and tap Import MVR to import the MVR file. The content of the MVR file is added to the patch and the information in the MVR files means that there might be added [Layers, Classes](/grandma3/2-3/patch_classes_layers/), stage elements, or fixtures. It is a good idea to store the show file **before** importing the MVR. In case it adds unwanted elements or in worst case corrupts the show. ## Export MVR [Section titled “Export MVR”](#export-mvr) Exporting the patch to an MVR file is done from the Patch menu. The file is created in the \[folder with grandMA3]\shared\resource\lib\_mvr folder on the selected drive. At the bottom of the menu, there is a button called Export MVR. Tapping this opens an **Export MVR** pop-up. This can be used to select the desired drive and give the file a name. It also lists already existing MVR files on the selected drive. The MVR file contains the entire patch including fixture files, stage elements, and organizational elements like the [Classes and Layers](/grandma3/2-3/patch_classes_layers/). It is a good idea to store the show file **before** exporting it to the MVR file. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | In order to export an MVR file or GDTF file that contains user meshes and gobos, save the show file to the local hard drive before exporting. | # Parameter List > The Patch menu gives access to the list of all the parameters by tapping the Parameter List button in the menu on the left of the Patch Menu. The Patch menu gives access to the list of all the parameters by tapping the Parameter List button in the menu on the left of the [Patch Menu](/grandma3/2-3/patch/). These parameters are also called RTChannels (Realtime Channels). This menu lists all the parameters in the show. ![](/img/grandma3/2-3/menu_parameter-list_v2-3-e8661a.png) Parameter List menu The menu is a big table with the parameters in rows. This is a short explanation of the different columns: * **Lock**:\ This indicates a “PL” (Position Locked) if the row is locked. * **No**:\ This is the parameter number. * **Name**:\ This is the name of the fixture. * **FID**:\ This is the FID of the fixture using the parameter. * **IDType**:\ This is the ID number of the fixture ID type. * **CID**:\ This is the CID for the fixture using the parameter. * **ChannelName**:\ This is the name of the channel in the fixture definition. * **Default**:\ This is the default value for the parameter. * **Default Preset**:\ If the default value is referencing a preset, then the preset number and name are shown here. * **Highlight**:\ This is the highlight value for the parameter. * **Highlight Preset**:\ If the highlight value is referencing a preset, then the preset number and name are shown here. * **Lowlight**:\ This is the lowlight value for the parameter. * **Lowlight Preset**:\ If the lowlight value is referencing a preset, then the preset number and name are shown here. * **Coarse**:\ This is the DMX address for coarse control of the parameter. * **Fine**:\ This is the DMX address for fine control of the parameter. * **Ultra**:\ This is the DMX address for ultra-fine control of the parameter. * **DMX Curve**:\ This field can be used to select one of the existing DMX curves. Learn about DMX curves in the [DMX Curve topic](/grandma3/2-3/patch_dmx_curves/). Only the default, highlight, lowlight values and presets, and the DMX curves can be changed in this list. A filtered version of this list is also shown when a fixture is edited. It is filtered to only show the attributes (or RTChannels) for the fixture being edited. *** ## Change the Default, Highlight, and Lowlight Values [Section titled “Change the Default, Highlight, and Lowlight Values”](#change-the-default-highlight-and-lowlight-values) The values in the Default, Default Preset, Highlight, Highlight Preset, Lowlight, and Lowlight Preset columns can be edited in this menu or when editing the fixture. It is also possible to store the programmer’s content to these elements. It automatically assigns presets that might be in the programmer into the preset column. To reset any of the special values, set the corresponding attributes to remove values in the programmer and Store /Merge them to the desired type of special values. Or set any value for the corresponding attributes and do a Store /Remove. It is done using the [Default](/grandma3/2-3/keyword_default/), [Highlight](/grandma3/2-3/keyword_highlight/), and [Lowlight](/grandma3/2-3/keyword_lowlight/) keywords and the [/Remove](/grandma3/2-3/ok_remove/) and [/Merge](/grandma3/2-3/ok_merge/) option keywords. ### Examples: [Section titled “Examples:”](#examples) Store a new default position for a group of fixtures. 1. Clear the programmer for any existing values and selection. 2. Select the desired fixtures. 3. Give them the desired position, for instance, from a preset. 4. Be careful not to have undesired values in the programmer (for instance, intensity values). 5. Execute this command: Store Default. 6. Clear the programmer and verify the new default position.   Remove the currently stored highlight values for a selection of pan and tilt attributes. 1. Clear the programmer for any existing values and selection. 2. Select the desired fixtures. 3. Give the pan and tilt attributes some value - the actual value does not matter. It only matters that there are active programmer values for the desired attributes. 4. Be careful not to have undesired values in the programmer (for instance, intensity values). 5. Execute this command: Store Highlight /Remove. 6. Clear the programmer and verify the new highlight position. To reset the special values of default and lowlight, follow the example above but replace Highlight with Default, or Lowlight. In addition, storing with the [/Release](/grandma3/2-3/ok_release/) option keyword to the special values will do the same as Remove. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | For which fixtures the special values will be changed when using the command line approach, the Use Selection setting and the If not empty setting of the Store Options are important.To learn more about the Use Selection setting and the If not empty setting, read in the [Store Options topic](/grandma3/2-3/cue_store_settings_preferences/). | | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | It is only possible to store special values using absolute values. Relative values will be ignored. | | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Presets with more than 1 step (“Phaser presets”) will only use step 1 when using them as special values. | # Position Fixtures in the 3D Space > The 3D Viewer Window shows a 3D visualization of the fixtures and objects in a 3D space. The [3D Viewer Window](/grandma3/2-3/patch_3d_viewer/) shows a 3D visualization of the fixtures and objects in a 3D space. The fixtures need to be positioned in the 3D space for this to truly be a powerful tool. The virtual fixtures should be positioned and rotated to match the real-world fixtures. There are three primary ways to change the fixture position: [Using the patch](/grandma3/2-3/patch_position_fixtures/#h2_1201591992), [using the 3D Viewer](/grandma3/2-3/patch_position_fixtures/#h2_1696709667), or [position calibration](/grandma3/2-3/patch_position_fixtures/#h2_2046232340). ## []()Position Fixtures Using the Patch [Section titled “Position Fixtures Using the Patch”](#position-fixtures-using-the-patch) The best way to position the fixtures from the patch is from the [Live Patch](/grandma3/2-3/patch_live/): 1. Press Menu. 2. Tap Live Patch. 3. Make sure the menu is in **Full** column mode. In the patch, there are rows for each fixture, and there are columns with position and rotation values: ![](/img/grandma3/2-3/img_patch_fixture-position_v2-2-f43495.png) *Position and Rotation values in the Patch.* New fixtures are always added at the zero-point location and with zero rotation. The zero points are 0.000 meters for all three position axes (X, Y, and Z) and 0.00° for all three rotation axes.   * X position is usually regarded as the Stage Left and Stage Right indication. A positive value is in the stage left direction. * Y position is usually the Downstage and Upstage direction. A positive value would move the fixture more upstage. * Z position is the height. A positive value would move the fixture above the stage. * X rotation is rotating the fixture around the fixture’s own X-axis. A positive value is rotating the top of the fixture towards downstage. * Y rotation is rotating around the fixtures’ own Y-axis. A positive value rotates the top towards stage left. * Z rotation is rotating around the fixtures’ own Z-axis. A positive value rotates the fixture counter-clockwise, as seen from the top. The grandMA3 software currently only works with meters and degrees. *** Do the following steps to edit the fixtures’ position and rotation:  1. Locate the rows for the fixtures that need to be positioned. 2. Edit the needed fields. 3. Type the new position. The Show 3D Positions can be activated to show the 3D space with the fixtures. The fixtures represented by the selected rows are highlighted in yellow in the 3D space. ## []()Position Fixtures Using the 3D Viewer [Section titled “Position Fixtures Using the 3D Viewer”](#position-fixtures-using-the-3d-viewer) The 3D Viewer can be used to position and rotate the fixtures. It needs to be in **Setup** mode, which can be activated by tapping Setup in the title bar. This mode changes the encoder toolbar into this: ![](/img/grandma3/2-3/img_encoder-bar_3d-viewer_position_v2-3-16bf63.png) *Use the encoders to position and rotate fixtures* Different buttons in this toolbar change how the fixtures are affected by the encoders. Some standard functions do not change; others change depending on selected functions. The general workflow is this: 1. Select the fixtures that need to be moved. 2. Change the settings in the toolbar to match the wanted action. 3. Use the encoders to adjust the values.   The values on the encoders show the relevant values depending on the selected fixtures. Turning the encoders changes the values and, thus, the position or rotation of the selected fixtures. These are the different standard buttons for position and rotation: * **Function**:\ This button toggles between two different modes: **Position/Rotation** and **Arrangement**. This changes the function of the encoders to either change the position and rotation of the selected fixtures or to different arrangement types. Read about the Arrangement tool [below](/grandma3/2-3/patch_position_fixtures/#h3__386717161). * **Resolution**:\ This setting has three different resolutions. The setting affects the encoder resolution in both **Position/Rotation** and **Arrangement**. The options are: * **Coarse**:\ Each click on the encoder moves 10 cm or turns 1 degree. * **Fine**:\ Each click on the encoder moves 1 cm or turns 0,1 degrees. * **Increment**:\ Each click on the encoder moves 1 mm or turns 0,01 degrees. * **Axis**:\ The axis is used when a fixture is moved or rotated. The two options here are **Stage** and **Object**. This means that the selected fixtures can be positioned and rotated using their own axis (Object) or the stage or world axis (Stage). * **Rotation Mode:**\ When multiple fixtures are selected, the rotation mode can be changed between **Single** or **Group**. This determines if rotation is done for each fixture or if the selection of fixtures is treated as a group and thus rotated as one object. * **Calibrate Position**:\ This opens the Position Calibration menu. Read more about it [below](/grandma3/2-3/patch_position_fixtures/#h2_2046232340). * **Change on Encoder Event**:\ This determines when changes are distributed through the network to other stations. When it is On, then the new position is sent immediately. When it is Off, then the new information is sent two seconds after the encoders stop turning. * **Reset Position:**\ Tap this button to reset the fixture position to 0 in all positions. * **Reset Rotation**:\ Tap this button to reset the rotation to 0 on all axes.   ### []()Position Arrangement Tool [Section titled “Position Arrangement Tool”](#position-arrangement-tool) The position arrangement tool consists of three different arrangement or layout types. It can be used to arrange the selected objects in a **Line**, **Grid**, or **Circle**. The tool is accessed by changing the Function in the encoder toolbar to **Arrangement**. Each of the three layout types has its own encoder functions and their own buttons. There are some common arrangement buttons: * **Layout Type**:\ There are three types of arrangement: **Line**, **Grid**, and **Circle**. These different types change the available buttons in the encoder bar and the functions of the encoders. * **Reset Encoder Values**:\ Resets the values on the encoder to the default values. * **Apply on Change**:\ This controls whether arrangement changes are applied and distributed immediately (On) or only marked by a purple indicator of the would-be location (Off). * **Apply**:\ If **Apply on Change** is Off, then this button needs to be tapped to confirm the new arrangement location. * **Center**:\ This is active in **Grid** or **Circle**. It sets the center of the grid or circle to the 0 point based on the **Axis Group Type** (read below). This function is applied immediately and does not obey the **Apply on Change** setting. When an arrangement is being adjusted, then there are purple fixtures in the 3D window with ID numbers to indicate where the fixtures would end up if the arrangement settings are applied. **Line** This is used to position the fixture on a single row.  ![](/img/grandma3/2-3/img_encoder-bar_3d-viewer_position_arrangement-line_v2-3-44d29e.png) Line Arrangement Encoder Toolbar The encoders change to set a start and a length for all three axes. There is a special button called **Line up**. Tap this to align the base of the fixture to match the line. **Grid** The grid arrangement moves the fixtures into rows and columns. It is a 2D grid. ![](/img/grandma3/2-3/img_encoder-bar_3d-viewer_position_arrangement-grid_v2-3-3011e8.png) Grid Arrangement Encoder Toolbar The encoders change to set the number of columns and rows and the interval spacing between the columns and rows. There are some special buttons: * **Axis Group Type**:\ This sets the orientation of the grid. It shows the two axes that are used as columns and rows. * **Reset Z** / **Reset X** / **Reset Y**:\ This button resets the position on the third axis. The one not affected by the grid. * **Direction**:\ This changes the direction of the grid. It changes the order of the two axes. * **Row Order**:\ Tap this button to reverse the direction of the row. * **Column Order**:\ Tap this button to reverse the direction of the row.   **Circle** The circle arrangement tool is used to position fixtures in circles and spirals. ![](/img/grandma3/2-3/img_encoder-bar_3d-viewer_position_arrangement-circle_v2-3-bbfa6b.png) Circle Arrangement Encoder Toolbar The encoders change to set the Radius Start size, Radius Delta (sets if the radius changes size), Angle Start, and Angle Range. Angle Start sets where the first fixture is on the circle. Angle Range is used when creating semi-circles (value below 360) or even multiple circles (value above 360). There are some special buttons: * **Axis Group Type**:\ This sets the orientation of the circle. It shows the two axes that are used. * **Reset Z** / **Reset X** / **Reset Y**:\ This button resets the position on the third axis. The one not affected by the circle. * **Rotate to Circle Center**:\ This rotates the fixture bases to match the circle. Tapping this button several times rotates the fixtures, each time to a different rotation.   ## []()Position Fixtures Using Position Calibration [Section titled “Position Fixtures Using Position Calibration”](#position-fixtures-using-position-calibration) The fixture position calibration system calculates the fixture position based on the pan and tilt values needed to hit three or four known points in the real world. While using only points one, two, and three can be enough, the best result is achieved using all four points. The four points do not need to be the same for all fixtures. Each fixture can have its own four points. The points are visible in the 3D window as a red, green, blue, and yellow octahedron when the window is in setup mode, and the **Position Calibration** pop-up is open. The pop-up is opened by tapping the Calibrate Position on the encoder bar - read [above](/grandma3/2-3/patch_position_fixtures/#h2_1696709667). ![](/img/grandma3/2-3/popup_position-calibration_v2-1-e7989a.png) *Position calibration pop-up with some selected fixtures and their values* The pop-up shows the selected fixtures as rows and four colored sections of columns. Each color section has X, Y, and Z values for the calibration point, and the Pan and Tilt values needed to hit the point. At the bottom, there are buttons to store and recall the pan and tilt values for each point. There is also the Solve needed to start the position calculation. To record the pan/tilt position that matches the calibration point, tap Store Px. Call Px can be used to recall a stored position to refine it. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Four calibration points are recommended. Using three calibration points deteriorates the quality of the calibration. |   To calibrate fixtures, use this workflow: 1. Open the **Position Calibration** pop-up. 2. Select the fixtures to calibrate. 3. Define the real-world coordinates of the calibration points (P1 - P4) in the position calibration pop-up for each fixture. 4. Position each fixture using pan and tilt to each of the calibration points, and store these positions. 5. Tap Solve. 6. Close the pop-up. Now, the fixtures should move and rotate in the 3D window to match the real-world values. ### Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Storing calibration points, calling calibration points, and solving the calibration can be done using the [Action keyword](/grandma3/2-3/keyword_action/). # Remove Fixtures from the Show > Removing or deleting a fixture row in the Patch menu removes all programmed information from the show. Removing or deleting a fixture row in the [Patch menu](/grandma3/2-3/patch/) removes all programmed information from the show. It can not be done from the Live Patch menu. Removing the DMX address or the ID number does not remove the programmed values, but the fixture can no longer be edited, and it does not produce any output. It is also not visible in the [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/). ## Remove a Fixture from the Patch [Section titled “Remove a Fixture from the Patch”](#remove-a-fixture-from-the-patch) **Requirement:** Patched fixtures. 1. Open the Patch Menu. 1. Press Menu 2. Tap Patch 2. Select the fixtures in the patch. 3. Tap Delete 4. Close the Patch menu and tap Ok to accept the changes. The fixtures are deleted and all programming with those fixtures is lost. It cannot be oopsed. # Render Quality > The render quality defines how the light and fixture bodies are rendered in the 3D Viewer. The render quality defines how the light and fixture bodies are rendered in the [3D Viewer](/grandma3/2-3/patch_3d_viewer/). All the render settings are stored in a **Render Quality** pool object and can be easily selected in the pool. ![Render Qualities pool.](/img/grandma3/2-3/window_render-qualities-pool_v2-2-a19914.png) Render Qualities pool There are some predefined render qualities in the pool. There is always a selected object. The 3D Viewer can use any render qualities or be linked to the selected pool object. New pool objects can be made and edited to change the render settings. ![The Render Quality Editor on the Main Settings tab.](/img/grandma3/2-3/popup_edit-render-quality_main_v2-3-cddbfa.png) Render Quality Editor - Main Settings The editor has two different tabs. The one called “Main Settings” deals with the general settings defining how detailed the rendering should be. The main settings contain the following: * **Name**:\ This is the name of the pool object. Tapping it allows changing the name. * **Scribble**:\ This is the assigned scribble, and tapping it allows selecting a scribble or creating a new one. * **Appearance**:\ This is the assigned appearance. Tapping allows for selecting an appearance or creating a new one. * **Tags**:\ Tags can be added to the render quality. * **Note**:\ A note can be added to a render quality. * **Lock**:\ The render quality can be locked to prevent unwanted changes. * **Beam**:\ This toggles through a list of different simulation qualities that can be selected for the light beam. It goes from low to high quality. The higher quality uses more computer resources. * **No Beam**:\ This does not render any beams. This mode does not show any gobos or spot rendering. * **Line**:\ This renders a simple line as the beam. This mode does not show any gobos or spot rendering. * **Standard**:\ This is a simple light beam from the fixture. * **High**:\ This mode adds more reality to the light beam. * **High Fancy**:\ This is a more precise calculation of light dissipation. * **Shadow**:\ Turns On or Off if the beam shall throw shadows when hitting another object. Therefore, the 3D object needs the setting Cast Shadow enabled within the patch, and the fixture’s Shadow Quality must be set to a value above **None**. Each fixture has a Shadow Quality setting in the Patch. Learn more in the [Add Fixture to the Show topic](/grandma3/2-3/patch_add_fixtures/). * **Gobo**:\ This setting defines whether gobos shall be rendered within the beam and spot. It has three different options: * **Disabled**:\ Gobos are not rendered. * **Enabled**:\ Gobos are rendered. * **Animated**:\ This means that in addition to the gobo, gobo animations like gobo shake or gobo wheel spin are rendered. When gobo is only set to enabled, these animations will not be rendered. * **Multi LED Beam Mode**:\ This defines how multi-emitter fixtures render the light beam. The options are: * **Separated Beams**:\ This renders a beam for each emitter. * **Single Beam Mean Color**:\ This renders a single beam using the mean color. * **Single Beam Dynamic Gobo**:\ This takes the output of the emitters and creates a “virtual dynamic gobo”. This is then rendered as a single beam. * **Body Quality**:\ This defines the quality of the fixture body rendering. The options are * **None**:\ No meshes of fixtures are visualized. Nevertheless, environmental objects are displayed. * **Box**:\ A whole fixture’s body is visualized as one box. This box has the dimensions of the fixture. * **Low**:\ Every geometry of a fixture is visualized as a box. This is not changed if one of the fixture’s meshes is a default cylinder. * **Simple**:\ Fixtures with a common geometrical structure of a moving head (Base - Yoke - Head - Lens with or without Pigtail) are visualized with grandMA3 default meshes. All other fixtures are visualized in “Low” mode. * **Standard**:\ Fixtures with a vertex count above 1 200 are visualized in “Simple” quality mode. The meshes of fixtures with a vertex count lower than 1 200 are not changed. * **High**:\ Fixtures with a vertex count above 10 000 are visualized in “Standard” quality mode. The meshes of fixtures with a vertex count lower than 10 000 are not changed. * **Ultra**:\ The fixtures are visualized with their original meshes, no matter the vertex count. * **Dilution Type**:\ This defines the dilution intensity of the beam and the spot relative to the distance. These are the options: * **None**:\ The beam and spot keep their brightness over the distance. * **Linear**:\ Corresponds to a linear attenuation of the intensity over the distance. * **Correct**:\ Corresponds to a more realistic attenuation. * **Light Scale**:\ This changes the resolution of the light rendering in the 3D Viewer. 100% means that the 3D Viewer is rendered with its native resolution. 10% means that the resolution of the light in the 3D Viewer is divided by 5 in width and height. * **Render Scale**:\ This changes the resolution of the whole rendering in the 3D Viewer. 100% means that the 3D Viewer is rendered with its native resolution. 10% means that the resolution of the 3D Viewer is divided by 5 in width and height. * **Native Colors**:\ This fader interpolates between the native representation of colors and the intensities of the beams and spots. An automatic method that changes the colors and intensities so that the rendered beams are easier to separate. A higher value for native colors can make distinguishing between individual overlapping beams impossible but provides stronger colors and higher contrasts. * **Dilution Scale**:\ This defines the beam intensity dilution of the beam dilution. The higher the value, the less the beam is attenuated, resulting in a beam that remains visible over further distance. Render Scale and Light Scale can be used in combination. Setting both to 1/2 means that the whole 3D Viewer is rendered with half of its resolution, while the light is rendered with a quarter of its resolution. The Import button allows for importing the settings of the exported render quality objects.  Pool objects can be exported using the [Show Creator menu](/grandma3/2-3/show-creator/) or the [Export Keyword](/grandma3/2-3/keyword_export/). *** The Haze Settings tab looks like this: ![The Render Quality Editor on the Haze Settings tab.](/img/grandma3/2-3/popup_edit-render-quality_haze_v2-2-756c33.png) Render Quality Editor - Haze Settings These settings are about an animated haze that can be visualized in the 3D Viewer. This requires some graphic powers that exceed the intended use of the graphics cards in the consoles. It is recommended that this feature be used on a grandMA3 onPC with a powerful graphics card. Using this feature makes the 3D Viewer look more realistic. The 3D Viewer must activate the Priority setting to visualize the haze animation. The priority mode is used to prioritize the 3D rendering. It takes away resources from displaying other UI elements. Learn more about it in the [3D Viewer topic](/grandma3/2-3/patch_3d_viewer/#h3__206664939). The haze exists inside a volume space. The space is defined by the location of the patch’s non-environmental devices positioned in the stage space. If this volume space is too big, the haze rendering is disabled. If this happens, a warning will appear in the upper left corner of the 3D Viewer: “Haze has been automatically disabled as the maximum volume defined by the non-environmental fixtures is in \[size of volume]% overload.”. The haze rendering is enabled again when the volume space is made smaller. It is an internal setting that defines whether or not the haze is rendered. This does not change the “Enable” setting mentioned below. Another restriction to the haze rendering is the show data limit on the show file. As soon as 90% of the 10GB data limit is reached, the haze rendering will be disabled, and a corresponding warning text will be displayed in the 3D Viewer. These are the haze settings: * **Enable**:\ This toggles if the haze rendering is activated. Limitations might internally disable the haze rendering, so this setting defines if the rendering is desired. * **Particle Quality**:\ This defines how accurately the clouds of haze are rendered. The higher the value, the better the quality.  * **Particle Size**:\ This defines the size of the haze particles. A low value makes the haze more like clouds. A higher value makes the haze more dense. * **Haze Scale**:\ This changes the resolution of the haze texture. The higher the number, the more detailed the texture, and then more resources are needed to calculate the rendering. * **Layers**:\ This defines how many layers of haze are used in depth. The higher the value, the more spatial the haze looks. * **Blend**:\ This defines how well the haze is blended in the air. The lower the values, the more it blends into the air and seems more even. A higher value makes it appear more realistic. * **Animation Speed**:\ The speed at which haze moves around. The haze will not be animated if the 3D viewer does not have Priority enabled. # Stages in grandMA3 > In grandMA3 there are virtual stages. The fixtures added to the patch are placed in a stage. The fixtures can be positioned in this 3D virtual stage. In grandMA3 there are virtual stages. The fixtures [added to the patch](/grandma3/2-3/patch_add_fixtures/) are placed in a stage. The fixtures can be [positioned](/grandma3/2-3/patch_position_fixtures/) in this 3D virtual stage. It is possible to create more stages. This could be useful in a house with several physical stages, a television station with several studios, a theme park with several different areas, or for adding a festival rig to a touring show. The stages have location and dimension information. ## Add a Stage in the Patch [Section titled “Add a Stage in the Patch”](#add-a-stage-in-the-patch) 1. Press Menu. 2. Tap Patch in the menu pop-up. 3. Tap Stages on the left side. 4. Tap Insert new Stage at the bottom. A new stage has now been added above the line that had focus. ![](/img/grandma3/2-3/menu_patch_stages_v2-2-663c02.png) *Stages menu with two stages* The stages can be named for organizational purposes. Tags can be assigned to a stage. The standard size for a new stage is 30 meters wide (X) and deep (Y), with a zero in the middle. The height (Z) is from zero to 15 meters high. The stage displayed in the 3D window will automatically expand the visible box but will not change the dimension defined for the stage object. The stage setup allows for changing the positions and rotation of the stages. A 3D Viewer can show one or all of the stages. The buttons at the bottom make it possible to insert new stages. The stages can also be deleted. Be careful with this! | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Fixtures are patched inside stages. Deleting a stage also deletes all the fixtures in that stage, including all the information programmed about those fixtures. | If the stages need to be reorganized, they can be copied, cut, and pasted to move them in the list. A stage can also be exported and imported. Remember that the stage contains the fixtures. The exported stage object contains the patched fixtures and any other stage objects inside the stage. For more information about adding fixtures to the stage, please follow the first link at the top. ## Edit a Stage [Section titled “Edit a Stage”](#edit-a-stage) A selected stage in the stage menu can be edited by tapping Edit at the bottom. This opens the **Edit Stage** menu. ![](/img/grandma3/2-3/menu_edit-stage_v2-2-79af33.png) *Edit stage menu for stage 1* The top part of this editor has input fields for almost the same settings as the **Stage** menu. The lower part is used to add and edit a stage **Space** object and stage **Elements**. The elements are flat surfaces that can be combined to create boxes or areas that the light can hit. A stage space defines a volume in the stage. This space is relevant when using XYZ programming. It defines the size of the space the fixtures can point to. Read more about this in the [XYZ section](/grandma3/2-3/xyz/). A stage space can have multiple stage elements inside. These elements are defined by four corners, each with an X, Y, and Z coordinate. Stage spaces and elements can be created, deleted, copied, cut, pasted, oopsed, imported, and exported like many other objects. Export and Import are especially nice if a lot of time has been spent on creating a 3D set using stage elements. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | More complex 3D objects can be added to the Patch. They are found in the “Set” manufacturer. | A new stage always has a Stage Space and a default Stage Element (the “floor”). Adding MArker fixtures automatically adds stage spaces for Target and, if needed, for the Movement. Read more about this in the [MArker Fixture topic](/grandma3/2-3/xyz_marker/). # What are Fixtures > Fixtures are the different devices that can be controlled by the grandMA3. Fixtures are the different devices that can be controlled by the grandMA3. Fixtures are added using the patch menu. Each fixture is a row in the patch menu. Each row has some settings organized in columns. Two of the columns are **Fixture Type** and  **Mode**. Fixture Type is the definition or description of the physical fixture and the DMX definition of the fixture might be separated into different modes. Each fixture type can have several different modes. Only one mode can be selected for each fixture in the patch. Read more about editing and creating fixture types in the [Fixture Types section](/grandma3/2-3/fixture_types/). Fixtures contain different **Attributes** or **Parameters**. The parameters can have different values. Individual parameters are the ones manipulated when controlling the fixtures’ attributes. For instance, changing the dimmer attribute for ten fixtures changes the dimmer parameter on each of the ten fixtures. Read more about attributes in the [Attribute Definitions topic](/grandma3/2-3/patch_attribute_definitions/). Fixtures in the grandMA3 are selected using an ID. There are 12 different **ID Types**. These ID Types can be used to organize the fixture list. Six of the ID Types are **Universal**, **Fixture**, **Channel**, **MArker**, **Multipatch**, and **PSR** - they are locked and cannot be renamed. **Universal** is a fixture type that is automatically created and should not be edited manually. **PSR** is a fixture type the system uses when utilizing the Partial Show Read function. It should not be used when manually adding an ID.\ **Multipatch (MP)** ID type is a special type used to create multi-patch versions of a fixture - learn more in the [Add Multipatch Fixture](/grandma3/2-3/patch_add_multipatch/) topic.\ The remaining six ID types can be renamed to match the needs of the show. These are called **Custom ID** because they can be customized. The default names are **Houselights**, **NonDim**, **Media**, **Fog**, **Effect**, and **Pyro**. Each of these is a keyword. Renaming them changes the corresponding keywords. Read about the ID type keywords following these links: [Fixture](/grandma3/2-3/keyword_fixture/), [Channel](/grandma3/2-3/keyword_channel/), [Universal](/grandma3/2-3/keyword_universal/), [Houselights](/grandma3/2-3/keyword_houselights/), [NonDim](/grandma3/2-3/keyword_nondim/), [Media](/grandma3/2-3/keyword_media/), [Fog](/grandma3/2-3/keyword_fog/), [Effect](/grandma3/2-3/keyword_effect/), [Pyro](/grandma3/2-3/keyword_pyro/), [MArker](/grandma3/2-3/keyword_marker/), [Multipatch](/grandma3/2-3/keyword_multipatch/), and [PSR](/grandma3/2-3/keyword_psr/). Partial Show Read is used to access elements from a different show file. The function needs to compare the patch, and that is why this ID type exists. When the patch is compared and possibly combined, then elements can be transferred from the other show into the recurrent one. Learn more in the [Partial Show Read topic](/grandma3/2-3/sc_psr/). A fixture can have a **Fixture ID** (FID) and one other **ID Type** (CID) with the same or a different ID number. A fixture needs at least one ID to be [operated](/grandma3/2-3/operate_fixtures/). Fixtures are added to a stage. In a new empty show, there is a standard stage (Stage 1). More stages can be added to organize the setup. Read more about Stages in the [Stages topic](/grandma3/2-3/patch_stage/) and about placing fixtures in the [Position Fixtures in the 3D Space topic](/grandma3/2-3/patch_position_fixtures/). Fixtures can have **Class** and **Layer** information. These are two different ways to organize or group the fixtures. Read more in the [Classes and Layers topic](/grandma3/2-3/patch_classes_layers/). The patch menu can be filtered to hide or show fixtures, for instance, using specific classes or layers. Another way to organize the patch is to add fixtures as a “child” (structurally below a “parent”) to another fixture. A special **Grouping** fixture is very useful for this. It is an “empty” fixture in the generic manufacturer group. This can be useful if there are many fixtures of one type, for instance, 100 LED panels. A grouping fixture would be added to the patch, and the LED panels would be added inside or below the grouping fixture. The grouping fixture can have an ID. Selecting this ID then controls the LED panels inside or below the grouping fixture. An example of this structure can be seen in the demo showfile. Fixtures also need to be patched to a DMX address in the grandMA3. If it does not have a DMX address, then the system does not know where to send the parameter values. ### Example 1 [Section titled “Example 1”](#example-1) A row is added to the patch menu. A Robe MegaPointe is assigned to the row. Now, the fixture exists in the patch menu. The fixture needs an ID to be selected and controlled. The fixture gets FID (Fixture ID) 1. Now, the fixture can be selected using the Fixture 1 command. For the fixture to react, it needs to have the same DMX address as set in the fixture itself, and it needs to be connected to a DMX port set to the correct universe. The fixture gets address 3.54. The universe number is 3, and the DMX address in that universe is 54 - this needs to match the fixture setting. ### Example 2 [Section titled “Example 2”](#example-2) A row is added to the patch menu. A generic dimmer (8-bit) is assigned as the mode. The fixture is a part of the building and is used for house lights. The ID Type is changed to **Houselights** and CID (Channel ID / Custom ID depending on the ID type) is changed to 101. It does not get an FID. It can now be selected by pressing Channel three times to get the houselights keyword and the numbers 1 0 1. The fixture gets the Patch address 1.101 (universe 1, address 101). | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The channel key is used to get all other ID types than **Fixture**. Pressing it multiple times toggles through the ID types. | # Phasers > Phasers are the effects and chasers of grandMA3, creating dynamic output from a single preset or cue. Phasers are the effects and chasers of grandMA3, creating dynamic output from a single preset or cue. Phasers change the output for attributes using a set of information in two or more steps. A normal, static cue or preset only contains one step of information. Adding additional steps creates a phaser. ### Example [Section titled “Example”](#example) A phaser has two steps with an absolute dimmer value of 100% in step 1 and an absolute dimmer value of 0% in step 2. With all other phaser layers at their default values, the resulting output is a smooth, repeating fade of the dimmer output from 100% to 0% and back to 100%. *** ## Layers [Section titled “Layers”](#layers) ### Value Layers [Section titled “Value Layers”](#value-layers) Each phaser step can include attribute value information. These values can be an absolute value (for instance, a dimmer value of 50%) or a relative value (for instance, a dimmer value of -20%). Steps can contain both absolute and relative values simultaneously. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The grandMA3 software handles storage, editing, and playback of absolute values and relative values separately. This separation allows the user to combine different absolute and relative values as desired. | ### Step Layers [Section titled “Step Layers”](#step-layers) Each phaser step also includes additional layers, which define the overall width of the step, the percentage of the step dedicated to transitioning to the new value, and the amount of acceleration and deceleration used when changing to the new value. * **Width** ![](/img/grandma3/2-3/img_phaser-layer_width_v1-9-bce6d3.png) Phaser Editor showing steps with various widths. The Width layer defines the total amount of time from the beginning of a step to the beginning of the next step. Width is shown as a percentage of one beat as defined by the Speed layer. The image above shows the first step with 100% width, so the change in value takes place over the time of one beat. The second step has a width of 0%, so the values change instantaneously and the next step begins immediately. The third step has a width of 200%, so the values change over the time of two beats. * **Transition** ![](/img/grandma3/2-3/img_phaser-layer_transition_v1-9-e2062e.png) Phaser Editor showing steps with various transitions. The Transition layer defines how much of the step width is used to adjust values to their new levels. The transition of a step is shown as a percentage of the width of that step. The image above shows the first step with a transition of 100%, so the values change during the entire time of the step. The second step has a transition of 10%, so the values change during the first 10% of the width of the step, then remain at the new level until the end of the step. The third step has a transition of 90%, so the values change during the first 90% of the width of the step, then remain at the new level until the end of the step. * **Accel** ![](/img/grandma3/2-3/img_phaser-layer_acceleration_v1-9-0b1cf3.png) Phaser Editor showing steps with various acceleration values. The Accel layer defines how abruptly or gently the attributes begin to change from the value defined by the current step toward the value of the next step (acceleration). In the image above, the first step shows an acceleration of -100%, resulting in a smooth start to the transition away from the value at the end of the step. The second step shows an acceleration of 200%, resulting in an abrupt start to the transition away from the value at the end of the step. * **Decel** ![](/img/grandma3/2-3/img_phaser-layer_deceleration_v1-9-0b93c3.png) Phaser Editor showing steps with various deceleration values. The Decel layer defines how abruptly or gently the attributes reach the value defined by the current step (deceleration). In the image above, the second step shows a deceleration of -100%, resulting in a smooth end to the transition into the value for the step. The third step shows a deceleration of 200%, resulting in an abrupt end to the transition into the value for the step. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For linear transitions, keep Accel and Decel values at 0%. For smooth transitions, closely resembling sinus or cosinus waves, Accel and Decel values of -100%. | ### Phaser Layers [Section titled “Phaser Layers”](#phaser-layers) Each phaser additionally includes layers, which affect all steps of the phaser. Each attribute of each fixture can have its own speed, speed master, phase, and measure value in a phaser, but these values will be the same for all steps in a phaser. * **Speed** Speed defines the overall rate at which the console plays back the steps of a phaser. The grandMA3 displays speed in units of either BPM (beats per minute), Hz (beats per second), or Seconds (seconds per beat).  * **SpeedMaster** SpeedMaster defines per attribute to which master of the type speed the phaser adapts its speed to. Phasers speeds can be assigned to executors by using speed masters. For more information, see [SpeedMaster keyword](/grandma3/2-3/keyword_speedmaster/). * **Phase** ![](/img/grandma3/2-3/img_phaser-layer_phase_v1-8-7da7b1.png) Phaser editor showing a range of phase offsets. Phase defines the timing offset of each fixture’s attributes within a phaser. Phase is displayed in degrees (º). The image above shows a selection of fixtures in a circle phaser with phase offsets ranging from 0 to 90 degrees. The Phaser Editor displays this offset in both the 2D and 1D layouts. * **Measure** The optional Measure layer defines the number of beats in the repeating phaser loop. For example, a phaser with a measure of 4 beats and a speed of 120BPM will repeat every 2 seconds. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When using the Measure layer, multiple combinations of step widths can produce the same result. In this case, it may be easiest to think of the width as a percentage of one beat in the measure. | All phaser layers, as well as a step selection tool, appear in the [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) any time attributes are mapped to the encoders. Phaser layers are indicated by a dark purple color. Phaser layers behave just like other attribute layers when activating, deactivating, storing, and clearing. For more information about attribute encoders and layers, see the [Operate Fixtures](/grandma3/2-3/operate_programmer/) topic. The Phaser Editor provides a graphical view and powerful manipulation of phaser layer information. *** ## Steps [Section titled “Steps”](#steps) The grandMA3 offers multiple tools and methods for creating, selecting, and deleting phaser steps. One intuitive method to quickly create steps based on presets involves the Step key. To create steps using this method, press and hold the Step key, then tap a preset for each desired step. ### Example [Section titled “Example”](#example-1) To create a 3-step color phaser from white to red to blue: 1. Select the desired fixtures. 2. Press and hold the Step key. 3. Tap the white color preset. 4. Tap the red color preset. 5. Tap the blue color preset. 6. Release the Step key. When using this method, the software will only create the next step when tapping a new preset, which contains any of the same attributes as the current step. This behavior allows each step to reference multiple presets as long as those presets apply to different attributes. ### Example [Section titled “Example”](#example-2) To create a 2-step phaser, where each step contains both color and position presets: 1. Select the desired fixtures. 2. Press and hold the Step key. 3. Tap the desired color preset for step 1. 4. Tap the desired position preset for step 1. This preset is added to step 1. 5. Tap the desired color preset for step 2. Step 2 is automatically created. 6. Tap the desired position preset for step 2. This preset is added to step 2. 7. Release the Step key. The Step key can also quickly change which preset is referenced by a step. ### Example [Section titled “Example”](#example-3) Start with the 3-step color example above, but afterward, change the blue step to yellow: 1. Follow all directions in the 3-step color example above. 2. Press and release Step. 3. Press and release 3. 4. Tap the yellow color preset. Delete specific steps from the programmer using standard syntax with the Delete keyword. For example, to delete step 3, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Step 3 | Alternatively, delete specific steps from the programmer by selecting the steps in the Step Bar and deleting the [programmer](/grandma3/2-3/keyword_programmer/). | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Programmer | An easy way to access this command (especially on grandMA3 onPC) is to tap Delete Steps in the [At Overlay](/grandma3/2-3/ws_ui_control_bar/#at_overlay). *** ## Stomp [Section titled “Stomp”](#stomp) The stomp function stops a phaser, running either in the programmer or from a playback, and resolves the stomped attributes to a single, static step. The console calls and activates the last static output value for each stomped attribute into step 1 of the programmer. All other steps of the stomped phaser are discarded. With the programmer in step 1, calling a static preset onto any attributes currently running in a phaser automatically uses the stomp function to stop the phaser and output only the static look from the preset. Phasers follow this behavior whether the static preset is called directly in the programmer or as part of a recipe. *** ## Sync [Section titled “Sync”](#sync) The Sync option ensures that phasers recall with predictable timing and phase offsets. When calling phasers into the programmer, the Sync option is available in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). When recalling phasers stored in cues, the Sync option is available as a setting for each cue part in the Sequence Sheet. For more information about settings in cues and cue parts, see the [Look at Cues and Sequences](/grandma3/2-3/cue_sequence_sheet/) topic. Subtopics * [Phaser Editor](/grandma3/2-3/phaser_editor/) * [Create a Sinus Dimmer Phaser](/grandma3/2-3/phaser_create_dimmer/) * [Create a Circle Phaser](/grandma3/2-3/phaser_create_circle/) * [Create a Circle Phaser Around a Position Preset](/grandma3/2-3/phaser_create_circle_preset/) * [Create Color Rainbow Phaser](/grandma3/2-3/phaser_create_rainbow/) # Create a Circle Phaser > This topic presents an example of one method for creating a simple circle phaser. It uses absolute position values and will always move the lights in the specif This topic presents an example of one method for creating a simple circle phaser. It uses absolute position values and will always move the lights in the specified circle. See the [Create Circle Phaser Around Position](/grandma3/2-3/phaser_create_circle_preset/) topic for an example that covers creating a relative phaser circle, which can be used with different absolute base positions. **Requirements:** * Have a show with some moving lights patched - for instance, the demo show. * An open [Phaser Editor](/grandma3/2-3/phaser_editor/) window is needed. * Arranging the fixtures in the [3D window](/grandma3/2-3/patch_3d_viewer/) can be useful, but it is not a requirement. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For phasers that use position values, it is recommended to use a slower speed than the default of 60 BPM, such as 20 BPM. Otherwise, the fixtures may not be able to move properly. | Follow these steps to create a circle: 1. Select the desired fixtures and bring their dimmers to full.\ The Phaser Editor shows a white beam in the center of the blue 2D grid. 2. Tap the A+ button on the left of the editor. 3. Tap somewhere in the blue grid; for instance, just below the center. ![](/img/grandma3/2-3/img_phaser-create-circle_01_v1-7-1e794a.png) *Phaser Editor with fixtures turned on and one absolute position* This creates the first absolute point. The selected fixtures move to this static position. This is an absolute position value in step one. 4. Tap somewhere else in the blue grid to create a second absolute position. Please tap 90 degrees vertically to the first point and do not cross the horizontal blue line - otherwise, the circle becomes a figure 8. ![](/img/grandma3/2-3/img_phaser-create-circle_02_v1-7-5e020c.png) *Two absolute positions - one in each step* Now, the fixtures move between the two absolute points (two steps). 5. Tap the **Select All Steps** button (![](/img/grandma3/2-3/icon_step-select-all_15_v1-7-58df2e.png)).\ This selects both steps. 6. Tap the **Move Handle** button (![](/img/grandma3/2-3/icon_phaser_move-handle_15_v1-7-025830.png)). 7. Tap one of the two points and drag horizontally. 8. Release the screen when there is a nice circular movement. ![](/img/grandma3/2-3/img_phaser-create-circle_03_v1-7-2c7bc6.png) *The fixtures now move in a circle* 9. Tap the **Edit phase** button (![](/img/grandma3/2-3/icon_phaser_angle_15_v1-7-691bf7.png)) on the left menu. 10. Tap 360 in the menu on the right\ This distributes the fixtures evenly along with the form. The finished result could look like this: ![](/img/grandma3/2-3/img_phaser-create-circle_04_v1-7-2bc71e.png) *Finished circle phaser* The **Change Phase** part of the phaser editor represents each fixture as a yellow dot in a grid where the horizontal axis is the phase value. The circle phaser is now finished and can be stored into a cue or a preset. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Following the steps above exactly results in an active dimmer value in the first step of the phaser. If you prefer that your circle phaser only contain position values, deactivate the dimmer attribute before storing. | # Create a Circle Phaser Around a Position Preset > This topic presents an example of one method for creating a simple relative circle phaser. This topic presents an example of one method for creating a simple relative circle phaser. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Combining relative phasers with separate absolute presets provides greater flexibility for creating dynamic looks.  | **Requirements:** * Have a show with some moving lights patched. The following examples reference presets included in the demo show. * An open [Phaser Editor](/grandma3/2-3/phaser_editor/) window is needed. * Arranging the fixtures in the [3D window](/grandma3/2-3/patch_3d_viewer/) can be useful, but it is not a requirement. This example shows one possible workflow for creating a relative phaser. Alternate workflows can also produce the same results. Follow these steps to create a relative circle preset: 1. Select all of the desired fixtures. 2. Tap R+ on the left side menu in the **Phaser Editor**. 3. Tap just above the center of the blue 2D grid. ![](/img/grandma3/2-3/phaser_create_circle_preset-2024-04-24-2-f32099.png) *The first point in a relative circle* 4. Tap just below the center of the blue 2D grid.\ This creates two relative position points. ![](/img/grandma3/2-3/phaser_create_circle_preset-2024-04-24-3-82f755.png) *Two steps /points are the basis for the circle* 5. Tap the Select Form (![](/img/grandma3/2-3/icon_phaser_form_saw_15px-8bb991.png)) button. 6. Tap the Circle (![](/img/grandma3/2-3/icon_phaser_form_circle_15px-0837c4.png)) button. ![](/img/grandma3/2-3/phaser_create_circle_preset-2024-04-24-4-b2013d.png) *The relative circle with all selected fixtures moving simultaneously.* 7. Tap the Change Phase (![](/img/grandma3/2-3/icon_phaser_angle_15_v1-7-691bf7.png)) button on the left menu. 8. Tap 360 in the menu on the right. ![](/img/grandma3/2-3/phaser_create_circle_preset-2024-04-24-5-2cd16a.png) *The relative circle with selected fixtures aligned evenly around the form.* 9. Store this as a preset.   [Vimeo video](https://player.vimeo.com/video/941870934?title=0\&byline=0\&portrait=0\&color=ffeb0f) Follow these steps to create a cue combining this relative circle phaser with a static absolute position: 1. Select the desired fixtures. 2. Tap dimmer preset 2 “Open” to bring the fixtures to full. 3. Tap position preset 3 “Center” to move the lights to the downstage-center position. 4. Tap the new preset with the relative circle. The resulting output shows the fixtures moving in a circle around the downstage-center position. ![](/img/grandma3/2-3/phaser_create_circle_preset-2024-04-24-6-799eb6.png) *Fixtures moving in a circle around the downstage-center position.* Continue editing as desired or store this as a new preset or store as a cue. [Vimeo video](https://player.vimeo.com/video/941872119?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Create a Sinus Dimmer Phaser > This topic details a couple of examples of how to create a sinus dimmer phaser using keys and buttons as well as the phaser editor and encoder bar. There are ma This topic details a couple of examples of how to create a sinus dimmer phaser using keys and buttons as well as the phaser editor and encoder bar. There are many ways to reach the same goal in grandMA3. Many of the steps in the examples below are interchangeable while producing identical results. These examples use a combination of keys and the calculator interface. If you are working with the onPC software, it might be easier to type commands into the command line rather than use the on-screen keys. It is recommended to read the [Phasers topic](/grandma3/2-3/phaser/) and the [Phaser Editor topic](/grandma3/2-3/phaser_editor/) before this topic. **Requirements:** * Have a show with some lights patched. * An open [Phaser Editor](/grandma3/2-3/phaser_editor/) window with the Step Bar enabled is recommended, though it is also possible to use the temporary Phaser Editor. * Arranging the fixtures in the 3D window can be useful, but it is not a requirement. * As it is highly recommended to use presets while programming, an open Dimmer preset pool is recommended with presets for dimmer values of 100% and 0%. *** ## Quickly Create Steps and Apply Adjustments with the Phaser Editor [Section titled “Quickly Create Steps and Apply Adjustments with the Phaser Editor”](#quickly-create-steps-and-apply-adjustments-with-the-phaser-editor) 1. Select the desired fixtures. For example: Fixture Thru Please 2. Choose a dimmer preset for step one: Press and hold Step and tap the preset with the 0% dimmer value. 3. Choose a dimmer preset for step two: While still holding Step, tap the preset with the 100% dimmer value. This is the base for the phaser. There are now two steps with a dimmer preset of 0% in the first step and a preset of 100% in the second step. All of the fixtures are changing together from step one to two with a linear fade (not yet using a sine curve). The Sheet view mode of the **Phaser Editor** shows: ![](/img/grandma3/2-3/img_phaser_sine-dim_01-linear_v1-7-2fba08.png) Linear Dimmer Phaser with No Phase Distribution Adjust the curve of both steps using tools in the Phaser Editor: 4. Select all steps by tapping the ![](/img/grandma3/2-3/icon_step-select-all_15_v1-7-58df2e.png) button at the right end of the Step Bar or at the bottom of the left-hand tool bar. 5. Tap to select the Select Form tool (![](/img/grandma3/2-3/icon_phaser_form-saw_15_v1-7-b6c696.png)) in the left-hand tool bar. 6. In the right-hand tool bar, tap the sine wave button (![](/img/grandma3/2-3/icon_phaser_form-sin_15_v1-7-4b25fe.png)) to select the sine wave form. ![](/img/grandma3/2-3/img_phaser_sine-dim_02-sine_v1-7-475c3e.png) Sinus Dimmer Phaser with No Phase Distribution Adjust the phase of all fixtures using tools in the Phaser Editor: 7. Tap to select the Edit Phase (![](/img/grandma3/2-3/icon_phaser_angle_15_v1-7-691bf7.png)) tool in the left-hand tool bar. 8. In the right-hand tool bar, tap the 360 button to evenly distribute the selected fixtures over the wave form. ![](/img/grandma3/2-3/img_phaser_sine-dim_03-phased_v1-7-5c688c.png) Sinus Dimmer Phaser with Full Phase Distribution Store the phaser into a preset or a cue.  [Vimeo video](https://player.vimeo.com/video/941921800?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ## Alternate Methods to Create a Sinus Dimmer Phaser [Section titled “Alternate Methods to Create a Sinus Dimmer Phaser”](#alternate-methods-to-create-a-sinus-dimmer-phaser) Follow these steps to create a sinus dimmer phaser: 1. Select the desired fixtures. For example: Fixture Thru Please. 2. Set them at a dimmer value of 0: At 0 Please. 3. Create step 2 and select it: MA + Next (Next Step). 4. Set the fixtures at full: Full. This is the base for the phaser. There are now two steps with a dimmer value of 0 in the first step and a value of 100 in the second step. All the fixtures are changing together from step one to two in a linear direction and do not fade using a sine curve. It looks like this in the **Phaser Editor**: ![](/img/grandma3/2-3/img_phaser_sine-dim_small_01-linear_v1-7-5825d3.png) The curve is corrected by adjusting the acceleration and deceleration in both steps. 5. Select both steps: MA + Set (Step Toggle). 6. The steps need to have an accelerate value of -100. This is done using the [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/). 1. Tap Dimmer to make sure it is selected. 2. Tap Accel to select the acceleration layer. 3. Tap the left attribute encoder to open the calculator. 4. Tap +/- 1 0 0 Please. This gives a known and precise value. If **Handles** are used then it might not be as precise as typing a value. 7. Do the same for the Decel layer. Now the attribute accelerates out of and decelerates into each step. The curve now looks like this: ![](/img/grandma3/2-3/img_phaser_sine-dim_small_02-sine_v1-7-2e23ef.png) 8. The final thing to do is to spread out the fixtures using the phase value. This is also done from the encoder toolbar. 1. Tap Phase to select the phase layer. 2. Tap the left attribute encoder to open the calculator. 3. Tap 0 Thru 3 6 0 Please. Now the fixtures are spread out equally over the entire phase of the phaser loop. ![](/img/grandma3/2-3/img_phaser_sine-dim_small_03-phased_v1-7-07c73d.png) This is a sinus phaser that can be stored in a cue or preset. It is created using a specific selection of fixtures so remember to select the desired **Preset Mode** when [storing a preset](/grandma3/2-3/presets_create/). # Create Color Rainbow Phaser > This topic presents an example of one possible workflow for creating a rainbow color phaser. This example creates the rainbow chase using three steps with a pri This topic presents an example of one possible workflow for creating a rainbow color phaser. This example creates the rainbow chase using three steps with a primary color in each step. An additional example at the end shows an easy way to change the color used in one of the steps. **Requirements:** * Have a show with some fixtures that have a color mixing system (not color wheels with static colors). The steps below reference fixtures and presets included in the demo show. * Have three color presets with Red, Green, and Blue colors stored using the color mixing system. The additional example also uses a White preset. These presets exist in the demo show file. * An open [Phaser Editor](/grandma3/2-3/phaser_editor/) window is needed. * An open Color preset pool for quickly calling the desired presets. * Arranging the fixtures in the [3D window](/grandma3/2-3/patch_3d_viewer/) can be useful, but it is not a requirement. Follow these steps needed to create the phaser. 1. Select the desired fixtures. The following screenshots use fixtures 1 thru 8 in the demo show. 2. Bring the dimmers to full so the beams are visible. 3. Press and hold the X5 | Step key, and tap the red color preset. 4. While still holding the X5 | Step key, create the second step by tapping the green color preset. 5. While still holding the X5 | Step key, create the third step by tapping the blue preset. The phaser editor shows the three steps and all referenced presets. ![](/img/grandma3/2-3/img_phaser-create-rainbow_steps_v1-7-dcf104.png) *Phaser Editor with a three-step, three-color phaser* All the fixtures now change color together through the rainbow colors. If this is the desired result then store this in a cue or preset. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Following the steps above exactly results in an active dimmer value in the first step of the phaser. If you prefer that your rainbow phaser only contain color values, deactivate the dimmer attribute before storing. | To spread the rainbow across the selected fixtures, adjust the Phase: 1. Tap the Change Phase (![](/img/grandma3/2-3/icon_phaser_angle_15_v1-7-691bf7.png)) button on the left menu in the **Phaser Editor**. 2. Tap 360 on the right menu in the **Phase Editor** to spread the fixtures evenly. The 3D window shows the result: ![](/img/grandma3/2-3/img_phaser-create-rainbow_3d-rgb_v1-7-65f092.png) *Rainbow chase across a range of fixtures* This can be stored as a preset or in a cue. *** ## Quick Workflow for Changing the Preset Referenced in a Step [Section titled “Quick Workflow for Changing the Preset Referenced in a Step”](#quick-workflow-for-changing-the-preset-referenced-in-a-step) In the case that a different combination of colors is desired, the following workflow allows for such adjustments to be made quickly. With the rainbow from the above example still active in the programmer, use the following command to change the preset used in step two from green to white, so that the fixtures transition from red to white, then to blue: Press X5 | Step then 2 and tap the white preset. ![](/img/grandma3/2-3/img_phaser-create-rainbow_3d-rwb_v1-7-7d00ca.png) Red, white, and blue phaser The resulting phaser now references the red, white, and blue presets.  [Vimeo video](https://player.vimeo.com/video/941847841?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Phaser Editor > The Phaser Editor is a diverse tool for manipulating phasers. The **Phaser Editor** is a diverse tool for manipulating phasers. It offers multiple means of visualizing running phasers as well as tools for dynamically creating and editing phasers. It can also be used as a simple trackpad to adjust the position attributes of fixtures. Open a storable **Phaser Editor** window using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). Alternatively, open a temporary version of the **Phaser Editor** by tapping the Phaser button in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). ![](/img/grandma3/2-3/window_phaser-editor-auto_v1-9a-c18a17.png) *Create and manipulate phaser steps in the phaser editor* The image above shows the Phaser Editor in the Auto view mode. Choose between multiple available view modes using the radio buttons in the title bar or the drop-down button in the Window Settings pop-up. Read below for images and descriptions of the other available view modes. The blue grid on the left represents the entire pan range (horizontally) and the entire tilt range (vertically). This is called the 2D layout. The smaller blue grids on the right are 1D layouts. Each attribute with more than one step in the phaser is displayed in its own 1D layout. The bold, vertical, blue lines in the 1D layouts represent beats, based on the speed of the phaser. The example above shows pan and tilt attributes, each with two steps. When fixtures are selected, they are visualized by small yellow cross-hairs. The beams can be represented in the 2D layout by toggling the Show Beams button in the Window Settings pop-up. When Show Beams is enabled, the intensity and color of each fixture are visualized as a larger circle behind the corresponding yellow cross-hair. Adding points in the 2D layout adds steps to the programmer. The first point moves the fixtures to the specified position. Each subsequent point adds another step to the programmer. When a step contains both an Absolute point (shown as a yellow or cyan-filled square) and a Relative point (shown as a hollow, yellow or cyan square), a thin red line connects the relative point and the related absolute point. The cyan-colored points show that the value is from a preset. Yellow-colored points are hard values from the programmer. Selected points have a yellow circle around them. A green line describes the path of the fixtures. A row of buttons immediately below the title bar includes one button for each attribute included in the active phaser. These buttons function as a direct link to the [At Filter](/grandma3/2-3/worldfilter_at_filter/). Phaser adjustments apply to any attributes with a yellow bar and yellow text. Attributes with a grey bar and grey text will ignore adjustments. Tap the button immediately to the right of the last attribute button in this bar to enable or disable all attributes in the bar. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If any or all attributes in the bar are disabled, the first tap of the button to the right of the attributes enables all displayed attributes. If all displayed attributes are already enabled, tapping this button disables them all. | The tool buttons on the left side are mouse or touch tools, and the tool buttons on the right are operational functions and shortcuts - read more below. The right side tool buttons might change depending on the selected tool on the left side. *** ## Step Bar [Section titled “Step Bar”](#step-bar) The Step Bar appears across the bottom of the Phaser Editor. The Step Bar is a quick step selection tool. This element is optional in the Phaser Editor window, and it is enabled by default. Tap the Step Bar button in the Window Settings pop-up to show or hide the Step Bar. A storable window version of the Step Bar is also available in the **More** tab in the [Add Windows pop-up](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_step-bar_v1-9-f65366.png) *Step Bar window with step one selected* Each step has a small square, which displays a status of empty, deselected, or selected. Empty steps are steps that do not have any values. They have a dark background color. Deselected steps have values in them, but they are not selected and are not affected by step-specific adjustments. Deselected steps have a light gray background color and an On/Off toggle icon in the upper-right corner. Selected steps have values in them and are affected by step-specific adjustments. Selected steps have yellow text and a yellow On/Off toggle icon in the upper-right corner. Tapping any of the steps toggles the selected status. Additional controls appear on the right side of the Step Bar. These controls include left and right arrows used to change between single steps. An informative field appears between the arrows, showing which step is currently selected and the number of steps that contain values in the active phaser. If multiple steps are selected, the first selected step is shown with two dots after it (for example, 1../3). If all steps are selected, the first number is replaced with an asterisk (for example, \*/3). Tap the ![](/img/grandma3/2-3/icon_step-select-all_15_v1-7-58df2e.png) button to the right of the right arrow in the Step Bar to select all steps. Tapping this selects all not-empty steps if only one step is currently selected. If more than one step is already selected, then only step 1 is selected. Tapping the button executes this command: Step Toggle Executor. The Step Bar in the Phaser Editor window includes three radio buttons. Tap one of these buttons to call up the desired encoder toolbar. The Preset Bar opens the standard attribute [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) with access to all layers and all attributes. See below for Images and descriptions of the 2D Bar and Phaser Bar. | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The storable window version of the Step Bar does not include the encoder toolbar radio buttons. | *** ## 2D View Mode [Section titled “2D View Mode”](#2d-view-mode) ![](/img/grandma3/2-3/window_phaser-editor-2d_v1-9-30cd73.png) Phaser Editor in 2D View Mode The 2D view mode removes other layout elements and expands the 2D layout to cover the main area of the window. This view mode is helpful when working with position phasers. The Values button in the title bar allows or prevents the display and editing of absolute points or relative points. Tap to cycle through the available options or tap and swipe to open a list of available options. Options include: * Absolute - Displays and allows editing of absolute points and their handles. * Relative - Displays and allows editing of relative points and their handles. * Abs+Rel - Displays and allows editing of absolute and relative points, as well as their handles. *** ## 1D View Mode [Section titled “1D View Mode”](#1d-view-mode) ![](/img/grandma3/2-3/window_phaser-editor-1d_v1-9-cbf063.png) Phaser Editor in 1D View Mode showing Values The 1D view mode removes other layout elements and expands the 1D layouts to cover the main area of the window. This view mode displays a layout for every attribute included in the active phaser. To change the height of the attribute lines, tap the MA logo in the upper-left corner of the window, then tap LineHeight in the **Window Settings** menu, enter the desired height, and press Please. The checkboxes to the left of the attribute lines represent the status of those attributes in the **At Filter**. These checkboxes relate directly to the attribute buttons across the top of the Phaser Editor. A yellow checkmark indicates that adjustments are allowed on the corresponding attribute. An empty, grey box indicates that adjustments are not allowed. Tap the 1D Mode button at the right end of the title bar to toggle between the two available 1D drawing modes. These modes change the vertical scale of the 1D layouts. * Value - In this mode, the vertical scale of each 1D layout equals the full range of values available for the displayed attribute. * Transition - In this mode, the bottom of the vertical axis represents the beginning value for each step, and the top represents the ending value for the step. ![](/img/grandma3/2-3/window_phaser-editor-1d-transition_v1-9-ce472d.png) Phaser Editor in 1D View Mode showing Transitions *** ## Sheet View Mode [Section titled “Sheet View Mode”](#sheet-view-mode) ![](/img/grandma3/2-3/window_phaser-editor-sheet_v1-9-f28e4d.png) Phaser Editor displayed using Sheet View Mode The sheet view mode displays phaser steps using a configurable spreadsheet format similar to the fixture sheet. Beneath all of the relevant spreadsheet data, this mode also includes 1D layouts for each attribute included in the phaser. The default configuration of the sheet view mode arranges phaser steps as columns and layers as rows. Layers that affect all steps of the phaser appear only under step 1. Each cell in the sheet displays an overview of all values for the layer in that step. In cases where the cell includes multiple values or presets, the sheet displays the lowest and highest values in the cell separated by two dots. *** ## Tools [Section titled “Tools”](#tools) The tool buttons on the left side are: ![](/img/grandma3/2-3/window_phaser-editor_tools_v1-7-8b4415.png) Phaser Editor left side toolbar   * **1 - Move Area**:\ Moves the entire blue pan/tilt square to show relative values that can be outside the position range. * **2 - Select**:\ Selects single steps or uses lasso selection for multiple steps. The selection can be filtered to **Absolute** and **Relative** steps by toggling the respective buttons in the title bar. * **3 - Add Absolute**:\ Adds a step using absolute value. The encoder bar follows the absolute layer. A filled rectangle represents absolute values. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while adding an absolute point. * **4 - Add Relative**:\ Adds a step using a relative value. The encoder bar follows the relative layer. An empty rectangle represents relative values. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while adding a relative point. * **5 - Move Point**:\ Moves selected steps. It is also possible to use the Align function. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while moving a single point. * **6 - Move Handles (The yellow highlight shows this is the current tool.)**:\ Move handles of selected steps. It is also possible to use the **Align** function. Each point/step has two handles to influence acceleration and deceleration at the same time. Each handle has a cyan line connected to the point it controls. Move both handles of a point by touching the point and dragging in the desired direction. A handle can be moved individually by touching and moving the handle (small yellow circle). * **7 - Change Size**:\ Enlarges/reduces all selected steps evenly from the center point of the selection. It is also possible to use the **Align** function.\ Pressing MA while changing the size enlarges/reduces all selected steps from the center point of the selection on the horizontal or vertical axis. * **8 - Change Rotation**:\ Rotates the selected steps around the center of the selection. It is also possible to use the **Align** function.\ Pressing MA while changing the rotation, rotates the selected steps around the center of the selection in 5-degree increments. * **9 - Change Phase**:\ Opens an overlay with yellow dots symbolize the value of the phase for each fixture. Here the phase value can be shifted independently from the selected steps for the selected fixtures. The **At** filter can be used to move phases for individual attributes. It is also possible to use the **Align** and the **Transition** mode functions. If several attributes are displayed along with different phases, the selected feature groups are displayed in a brighter color. If the fixtures are allocated to grid positions, the values of the phases can be vertically or diagonally aligned. Selecting this also changes the functions on the right side to quick selections for alignment. This changes the tool buttons on the right side to give quick access to standard phase values and a Reset and Invert button. * **10 - Change Width:**\ The width can be changed with this tool. It changes the functions on the right side to shortcuts of different percentages. If all steps are selected and the Speed shortcut is tapped, then the movement speed is equalized between the steps. Default is that each step has the same width with no regard to the distance the fixtures are moving in the step. Equalizing the step width makes the fixture move at the same speed by adjusting the width. There is a Reset shortcut that resets the width. Default is a width of 100%. This means that each step has the same width with no regard to the travel distance of the fixtures in each step. * **11 - Select Form:**\ Selecting a form overwrites the values of the transition layer, accel layer, and decel layer to create the desired effect. Available forms are listed in the toolbar on the right side and include Rectangle, Sawtooth, Sine, and Circle. * **12 - Change Speed:**\ Tap to display various speed tools in the right side toolbar. Available speed tools include functions which multiply or divide the current speed of the phaser by a given amount. Special speed options include: * **Loop:** Tap Loop to multiply the current phaser speed by the number of steps currently in the phaser. * **Fixture:** Tap Fixture to divide the current phaser speed by the number of fixtures in the current selection. * **13 - Select all Steps**:\ This is not a tool like the others. Tapping this toggles between all steps selected or the selection of single steps. It keeps the previously selected tool active. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Some tools don’t require the user to precisely touch points in the 2D and 1D layouts to adjust them. Instead, make sure the desired steps are enabled in the **Step Bar**, and use the blue grid areas in the **Phaser Editor** as trackpads to make the desired adjustments. | The standard operational functions on the right side are: ![](/img/grandma3/2-3/window_phaser-editor_functions_v1-5-b91756.png) * **1 - Reset**:\ Reset spline of the selected steps. * **2 - Delete**\ Deletes the selected steps. * **3 - Cut Programmer**:\ Removes all programmer values in the currently selected fixtures and moves them to the clipboard. * **4 - Copy Programmer**:\ Copies all programmer values in the currently selected fixtures and moves them to the clipboard. * **5 - Paste Programmer**:\ Inserts all values from the clipboard to the currently selected fixtures in the programmer. * **6 - Mirror X**:\ Mirrors all selected points on the x-axis. * **7 - Mirror Y**:\ Mirrors all selected points on the y-axis. * **8 - Mirror Time**:\ Swaps the order of the steps. Select all steps first. This is the same as reversing the direction of the movement. * **9 - Swap XY**:\ Swaps the X and Y axes of the selected steps. * **10 - Flip**:\ Flips the position of the selected fixtures. * **11 - Reset Zoom**:\ Resets the area with the blue square.  *** ## Phaser Encoder Toolbar [Section titled “Phaser Encoder Toolbar”](#phaser-encoder-toolbar) Depending upon the type of encoder toolbar selected with the radio buttons in the bottom-right corner of the **Phaser Editor**, the encoder toolbar changes to display helpful tools, which are specific to the manipulation of Phaser data. ### 2D Bar [Section titled “2D Bar”](#2d-bar) To enable the 2D Bar, tap 2D Bar in the bottom-right corner of the Phaser Editor. ![](/img/grandma3/2-3/img_encoder-bar_encoder-toolbar_2d_v1-7-9004d8.png) 2D Phaser Encoder Bar This encoder toolbar includes the following encoder controls: * **MoveX:** Turn the inner encoder to adjust the X position in the 2D Phaser grid of all steps currently enabled in the **Step Bar**. * **MoveY:** Turn the inner encoder to adjust the Y position in the 2D Phaser grid of all steps currently enabled in the **Step Bar**. * **Size:** Turn the inner encoder to adjust size of all steps currently enabled in the **Step Bar**. This allows encoder access to the **Change Size** tool mentioned above. * **Handle:** Turn the outer encoder to adjust the handle length of all steps currently enabled in the **Step Bar**. This allows encoder access to the **Move Handles** tool mentioned above. * **Rotate:** Turn the outer encoder to rotate all steps currently enabled in the **Step Bar**. This allows encoder access to the **Change Rotation** tool mentioned above. * **Aspect:** Turn the outer encoder to adjust the aspect ratio of all steps currently enabled in the **Step Bar**. This tool simultaneously adjusts positions of points as well as length and direction of handles in order to create a wider or taller version of the current 2D form. * **Select Step:** Turn the inner or outer encoder to select individual steps. Press the inner encoder or the outer encoder key to toggle between selecting all steps and a single step. ### Phaser Bar [Section titled “Phaser Bar”](#phaser-bar) To enable the Phaser Bar, tap Phaser Bar in the bottom-right corner of the Phaser Editor. ![](/img/grandma3/2-3/img_encoder-bar_encoder-toolbar_1d_v1-7-765c16.png) Phaser Bar This encoder toolbar allows for adjustment of **Speed**, **Phase**, **Transition**, **Width**, and **Measure**, based upon the current fixture and step selection, as well as the current status of the **At Filter**. *** ## Window Settings [Section titled “Window Settings”](#window-settings) The Window Settings pop-up includes some [Common Window Settings](/grandma3/2-3/wvm_settings/) as well as some that are specific to the Phaser Editor. ![](/img/grandma3/2-3/popup_phaser-display-settings_v1-9-d240e5.png) Display tab of the Phaser Window Settings Pop-up * View Mode - The view mode defines how the different data and information are displayed in the view. The view mode can be changed in the settings or the title bar of the window. * **Auto:**\ Displays the 2D and 1D layouts. * **2D:**\ Displays the 2D layout. * **1D:**\ Displays a 1D layout for every attribute included in the active phaser.  * **Sheet:**\ Displays phaser steps in a spreadsheet format and the 1D layouts for the phaser attributes. * Line Height - Defines the height of the 1D layouts. Valid options range from 50 to 500. **Auto** adjusts the lines to the size of the Phaser Editor within this range.  * Appearance - Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * Font Size - This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * Show Beams - Tap to show or hide the beams in the 2D layout. * 1D Mode - Tap to toggle between the two 1D drawing modes. These modes change the vertical scale of the 1D layouts. * **Value:**\ The vertical scale of each 1D layout equals the full range of values available for the displayed attribute. * **Transition:**\ The bottom of the vertical axis represents the beginning value for each step, and the top represents the ending value for the step. * Attributes -  Defines which position attributes are used when creating a position phaser. Tap to toggle between PanTilt, XY, XZ, and YZ. * Step Bar - Tap to show or hide the Step Bar. * Layer Bar - Tap to show or hide the Layer Bar. * EncoderBar - Defines which encoder bar is displayed in addition to the step bar. Tap to toggle between 2D Bar, Phaser Bar and Preset Bar. ![](/img/grandma3/2-3/popup_phaser-window-settings_v1-9-afb192.png) Sheet Tab of the Phaser Window Settings Pop-up * Readout - This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-3/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * Speed -  It sets how the speed value is displayed. It has the following options: Auto (following the User Profile setting), Hertz, BPM (Beats Per Minute), and Seconds. * Preset - This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * Color Mode - This switches the color readout between Auto (following the User Profile setting), RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-3/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * Attribute Sheet - Tap to show or hide individual rows for each attribute included in the phaser. If Layer Sheet is enabled, each layer will include all of these individual layers. * Layer Sheet - Tap either show all layers simultaneously or hide most layers, showing only the layer that is currently accessible on the attribute encoders. * Transpose - This On/Off button flips the columns and rows in windows. * Show Empty Rows - Tap to show or hide empty rows. # Plugins > Plugins are pieces of Lua code that can add features or functionality to the grandMA3. Plugins are pieces of Lua code that can add features or functionality to the grandMA3. With plugins, it is possible to do more than what can be achieved with macros. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The creation and use of plugins can go deeper into the system than the “normal” usage of a console. Therefore, the technical support team of MA Lighting may not be able to help you in all circumstances when using complex plugins, and plugins might have to be rewritten when migrating show files to future grandMA3 software versions. | The plugins are stored in the Plugins Pool. ![](/img/grandma3/2-3/window_plugin_pool_v2-2-a39d9a.png) Plugin pool window The pool can be created like any other using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). ## Create a New Plugin [Section titled “Create a New Plugin”](#create-a-new-plugin) To create or add a plugin to the plugin pool, edit an empty pool object using any edit method. The **Edit UserPlugin** pop-up opens: ![](/img/grandma3/2-3/popup_edit-userplugin_v2-2-5e5515.png) Edit Plugin window This editor can show the settings for the plugin if Setting is On in the title bar. These are the settings: * **Name**:\ The name of the plugin. Tap this to edit the name. * **Scribble**:\ The assigned scribble. Tap this to select a scribble or open the editor to create a new one. * **Appearance**:\ The assigned appearance. Tap this to select an appearance or open the editor to create a new one. * **Tags**:\ Tags can be assigned to the plugin. * **Note**:\ A note can be added to the plugin. * **Lock**:\ Toggle this On to lock the plugin from changes. * **Author**:\ This can be used to add the name of the plugin author. * **Version**:\ This custom field can be used to indicate a version of the plugin. * **Path**:\ This is a path (sub-folders) for the files inside the plugin folder (gma3\_library/datapools/plugins). * **UserRights**:\ This can be used to set the needed user rights for running this plugin. A plugin can contain several Lua components but should at least have 1. ## Create and Edit a Component [Section titled “Create and Edit a Component”](#create-and-edit-a-component) A Lua component contains the Lua code. Each component is usually one file. Add the component by pressing and holding the New Component Lua. A new component can also be added by selecting a line in the component list and tapping Insert new Component Lua. This creates a new line above the selected line. ![](/img/grandma3/2-3/popup_edit-userplugin_new-component_v2-2-df2e48.png) Plugin with 1 added Lua component Each component has some settings and some information. It is the different columns in the list. * **Name**:\ This is the name of the component. * **Scribble**:\ This is the assigned scribble - this is not displayed anywhere. * **Appearance**:\ This is the assigned appearance - this is not displayed anywhere. * **Note**:\ A note can be added to the component. * **Tags**:\ Tags can be assigned to the component. * **FileName**:\ This is the file name for the Lua component file. A file name is needed if the plugin is exported. Giving the component a name also creates a file name. * **FilePath**:\ This is a sub-folder path for the Lua file inside the plugin folder (gma3\_library/datapools/plugins). * **FileSize** (Information only):\ This displays the file size of the Lua component file in bytes. * **Source** (Information only):\ This is information only. It indicates whether the component is located in the showfile or the library. * **Installed**:\ If this is set to Yes, the Lua components will be updated from the file archive they were imported from. This is useful when Lua files are edited and copied into the folder using an external editor.\ To update any changes in these Lua components, the [ReloadAllPlugins keyword](/grandma3/2-3/keyword_reloadallplugins/) must be executed. * **IsResource** (Information only):\ This indicates if the Lua file is an internal resource stored in an internal library. These files are not stored in the showfile and are not streamed. * **InStream** (Information only):\ Yes means that the Lua code is saved in the show file and streamed in the session but stays as saved in the show file.\ No means that the Lua code is locally saved on the hard drive. The content of this Lua code can be updated using the [ReloadAllPlugins keyword](/grandma3/2-3/keyword_reloadallplugins/).\ Setting **Installed** to Yes will set InStream to No. * **UserRights**:\ This can be used to set user rights on specific components. * **SyntaxError** (Information only):\ If syntax errors prevent the Lua component from being loaded into the Lua engine, the SyntaxError property turns to Yes, and the component line turns red. * **Full Path** (Information only):\ This shows “\” or the full path for the file. * **File Exists** (Information only):\ This is information only. It indicates “Yes” if the file is found or “No” if it is not found. This is only relevant if the source is the Library. Select the component that needs to be edited and tap Edit. This opens the **Lua Input** pop-up: ![](/img/grandma3/2-3/popup_lua-input_v1-8-eb6d8f.png) Empty Lua Input pop-up Text can be copied into the pop-up from an external editor (when using the grandMA3 onPC), or it can be written directly in the pop-up. Editing existing code can also be done in the Lua Input pop-up. Line numbers help when troubleshooting code or as general help (the numbers are not part of the code). The number of the active line is in white color, and the others are in gray color. When Tab is used to indent text, a gray ”>” appears where the tab was pressed. When the desired code is input, it needs to be saved by tapping Save in the title bar. The title bar has other buttons: * ![](/img/grandma3/2-3/icon_triangle-down_15_v1-8-da38f5.png) **(Virtual Keyboard)**:\ This toggles the on-screen virtual keyboard. * **Lua Code Templates**:\ This toggles the Lua Code Templates that can be used as templates for writing new code. Learn more about this [below](/grandma3/2-3/plugins/#lua_code_template). * **API Description**:\ This toggles the grandMA3-specific Lua API description on the right-hand side of the Lua Input. Learn more about this [below](/grandma3/2-3/plugins/#api_description). * ![](/img/grandma3/2-3/icon_undo-arrow_15_v1-8-94f788.png) **(Undo)**:\ This undoes the last edit. * ![](/img/grandma3/2-3/icon_redo-arrow_15_v1-8-c54a19.png) **(Redo)**:\ Thie redoes undoed actions. After the code is saved, the Lua Input pop-up can be closed by tapping the ![](/img/grandma3/2-3/icon_cross_v0-1-fe6968.png) in the upper right corner. ## Run a Plugin [Section titled “Run a Plugin”](#run-a-plugin) The plugins can be run by tapping them in the pool or using the [Plugin keyword](/grandma3/2-3/keyword_plugin/). Running the plugin will execute the first component. This component needs to call other components, or specific components can be called directly using this syntax: Plugin \[Plugin\_Number or “Plugin\_Name”].\[Component\_Number or “Component\_Name”] Plugins can also be assigned to executors and view buttons. Learn how in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). ## []()Lua Code Templates [Section titled “Lua Code Templates”](#lua-code-templates) The templates are example codes that can be copied into the editor. | | | | -------------------------------------------------- | ----------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Using a template will delete any existing code. | Tap Lua Code Templates in the title bar to show the templates. ![](/img/grandma3/2-3/popup_lua-input_templates_v1-8-9bd64e.png) The Lua code templates The different templates are shown next to each other, and there is a horizontal scroll bar, making it possible to scroll through the different templates. To import one of the templates, select it (yellow frame) and tap Use Template. The templates can be closed without importing a template by tapping Lua Code Templates in the title bar or the Back in the lower left corner. ## API Description [Section titled “API Description”](#api-description) The API description can be shown on the right side of the Lua Input pop-up. It can be toggled On or Off by tapping API Description in the title bar. It lists all the grandMA3-specific Lua functions and shows a short explanation of the required arguments and the return values. ![](/img/grandma3/2-3/popup_lua-input_api-description_v2-2-c063d2.png) The API description There are three elements to the description. At the top is a search input field where text can be input to search the list of functions. Below is the actual list of functions in alphabetic order. Selecting one shows the description of the selected function below the list. Tapping the ![](/img/grandma3/2-3/icon_plus_15_v1-5-9f4773.png) in the description area adds the function to the Lua input code, with the arguments, at the cursor’s current location. ## Export a Plugin [Section titled “Export a Plugin”](#export-a-plugin) The plugin can be exported from the **Edit UserPlugin** by tapping Export. This creates an XML file for the plugin. If the Lua components have a file name ending in “.lua”, an extra LUA file is exported for the component. If there is no valid file name for the component, it is then stored in the XML file, coded in the “base64” format. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The Lua files are only exported if the Lua component has “Yes” in the “InStream”. | ## Import a Plugin [Section titled “Import a Plugin”](#import-a-plugin) All the required files are needed to import a plugin successfully. The XML file is always needed; if the Lua components are stored as extra Lua files, they are also needed. These files must be in the ../gma3\_library/datapools/plugins folder on the desired drive. 1. Create a new plugin. 2. Tap Import. 3. Select the desired drive and XML file. 4. Tap Import. 5. The plugin is imported, and the editor can be closed. ## Subtopics [Section titled “Subtopics”](#subtopics) * [What is Lua](/grandma3/2-3/lua/) * [Handle - light\_userdata](/grandma3/2-3/lua_handle/) * [Interface Functions](/grandma3/2-3/lua_interface/) * [Variable Functions](/grandma3/2-3/lua_variables/) * [Lua Functions - Object-Free API](/grandma3/2-3/lua_objectfree/) * [Lua Functions - Object API](/grandma3/2-3/lua_object/) # Presets > A preset can hold information about attribute and timing values for a selection of fixtures and may be referenced and re-used in cues or in the programmer. A preset can hold information about attribute and timing values for a selection of fixtures and may be referenced and re-used in cues or in the programmer. The principle of presets is to store a labeled reference in a cue, rather than the actual value itself. Or use presets for busking, where presets are called into the programmer or played back on the fly. Updating the preset means that the cues do not need to be updated since they reference the preset and not the actual preset content. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The images and mentions of pool colors in this topic use the colors from the default Color Theme. The pools can have different default colors. Each feature group pool, all the “All Preset” pools, and the Dynamic preset pool can have their own default pool color. Learn more in the [Color Theme topic](/grandma3/2-3/ws_colors_color_theme/). | Presets are marked with a cyan marker. This maker is visible on cues that use preset and on the values themselves, for instance, in the tracking sheet or the fixture sheet. Read more in the [Marker topic](/grandma3/2-3/ws_colors_markers/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Using presets when programming facilitates the work, especially when working with a show which is used in different locations and for various customers. | ## Preset Pools [Section titled “Preset Pools”](#preset-pools) Presets are stored in pools. There are pools for each feature group. These pools have a default input filter that only allows the values for that feature group to be stored in the preset pool. There are also five preset pools called “All 1” to “All 5”. These do not have a default input filter and can be used to store any attribute values. Learn more about the pools in the [Preset Pool topic](/grandma3/2-3/presets_pools/). ## []()Preset Modes [Section titled “Preset Modes”](#preset-modes) Preset modes are used when the preset is stored (or updated) and when the preset is called. There are three different preset modes: Selective, Global, and Universal. Each preset got letters showing the preset mode. **Example:** ![](/img/grandma3/2-3/img_preset_mode-markers_v1-7-a0c60e.png) Preset 4 has all three modes stored but only shows U and S. The three modes are: * **Selective (S)**:\ The data will be added as selective data for each fixture that has active data in the programmer. * **Global (G)**:\ The data will be added mainly as global data. If there are several fixtures of the same fixture type but with different values, then the global data will be determined by average, and selective data will be added for the other fixtures which have divergent data. * **Universal (U)**:\ Data will be added as global data, and the preset mode will be set to Universal. When a preset is stored or updated, then there are two more options: * **Auto**:\ When updating or storing into an existing preset, the preset mode of the preset will be respected.\ In the case of global preset mode, selective data will be added to the preset when at least one fixture that can use the preset is active with new values.\ When creating a new preset Auto mode will take the mode defined by the pool and use the rules for each mode. * **Force Global**:\ Data will be added as global data, and untouched existing selective data will be discarded within the preset for the fixtures of the same fixture type.\ Force Global will discard the selective data when updating a preset or when storing with the merge option into an existing preset. Each preset can store all three modes or some combinations of modes. Each preset pool has a setting for a default mode. This mode is indicated by one of the letters in the upper right corner of the pool title field. ![](/img/grandma3/2-3/img_preset_mode-marker-title-field_v1-9-3c99b8.png) Position preset pool title field with Selective as the default mode for the pool This default can be used when storing the preset or a different mode can be used. Learn more in the [Create New Presets topic](/grandma3/2-3/presets_create/) and the [Use Preset topic](/grandma3/2-3/presets_use/). ## Absolute and Relative Values [Section titled “Absolute and Relative Values”](#absolute-and-relative-values) Presets can store absolute and/or relative values. Relative values are often used with multistep presets but it is not limited to this use. **Example:** ![](/img/grandma3/2-3/img_preset_absolute-relative-markers_v1-7-ee4b69.png) Preset with absolute, relative, and both types of values Presets with only absolute values do not have a marker. The absolute marker is a square dark red marker with rounded corners. Relative values are indicated by a dark pink square with rounded corners. Presets can contain both absolute and relative values - they will have both markers in the pool object. Learn more about the different programmer layers in the [What is the Programmer topic](/grandma3/2-3/operate_programmer/). Learn more about the markers in the [Markers topic](/grandma3/2-3/ws_colors_markers/). ## Timing Values [Section titled “Timing Values”](#timing-values) Timing values can be stored in presets. The timing layers are Fade and Delay. **Example:** ![](/img/grandma3/2-3/img_preset_fade-delay-markers_v1-7-95e64f.png) Preset with fade, delay, and both types of values The Fade marker is green. The Delay marker is orange. Timing values can be combined with absolute and relative values. The timing preset can be used when calling values into the programmer.  A timing-only preset cannot be stored or referenced in a cue. Suppose an attribute value (absolute or relative) is called together with a timing-only preset and stored in a cue. In that case, the timing information is stored as individual timing without a preset reference. Presets that contain both attribute values and timing values are stored in cues with a preset reference. ## []()Pool Action and Object Action [Section titled “Pool Action and Object Action”](#pool-action-and-object-action) A preset pool window has a pool action for the pool objects. The individual pool objects can also have an object action. The object action is used if the **Use Object Action** is active in the **Preset Pool Settings** (link below). The defined pool or object action is performed when the preset is tapped in the pool without a (relevant) keyword in the command line. A small icon in the upper right corner of the pool title object indicates the selected pool action. If **Use Object Action** is activated in the settings, a plus icon will be displayed next to the pool action. See the example image below. A big transparent icon is added to the pool object when **Use Object Action** is activated. The pool object is grayed out if the object action is set to **None** (see preset 10 in the example below). There is no icon displayed if the object action is set to \*\*Pool Default \*\*(see preset 11 in the example below). ![Example showing the different preset pool objects default action overlay.](/img/grandma3/2-3/img_preset-pool_object-actions-overlay_v2-2-75fe65.png) Example of a dimmer preset pool with pool objects assigned all the possible default actions. The pool action is set in the [Preset Pool Settings](/grandma3/2-3/presets_pools/#preset_pool_settings). The object action is set in the object editor described in the [Edit or Update Presets topic](/grandma3/2-3/presets_edit/#h2__416715531). The functions are also described in the [Window Settings topic](/grandma3/2-3/wvm_settings/#pool_action). Follow the links to learn more. ## []()Feature Group Indicator Bar [Section titled “Feature Group Indicator Bar”](#feature-group-indicator-bar) This bar is visible when a preset has attributes of two or more feature groups stored. The bar is always visible on All presets. ![](/img/grandma3/2-3/img_preset_feature-group-indicator-bar_v1-9-e9fa2e.png) Feature Group Indicator Bar at the bottom of the preset The feature group indicator bar has a square for each feature group, displayed in white, gray, or red color. * **White**:\ Indicates that values of attributes of the corresponding feature group are stored in the preset. * **Gray**:\ Indicates, that no values of attributes of this feature group are stored in the preset. * **Red**:\ Indicates that at least one attribute of this feature group is not accessible at the moment. For example, when having a world with a limited set of attributes active.\ The square turns also red when the currently selected world does not contain fixtures that can make use of the attribute data in the preset. The order of the squares is similar to the order of feature groups in the encoder bar, from left to right: * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shaper * Video If a show file contains additional feature groups, more squares will be added automatically to the bar. The bar can also be visible in [Worlds and Filters](/grandma3/2-3/worldfilter/). ## []()Embedded Presets [Section titled “Embedded Presets”](#embedded-presets) A preset can contain a link to a different preset. It is the same as cues storing a reference to a preset - just for other presets. This can be useful for instance when a show is built using a set of general presets and other presets are created using these as building blocks. Presets can be embedded to a depth of up to 10 levels.  **Example:** In this example, there is a universal dimmer preset that has values for the universal fixture. This is used to create a new global preset for fixture types. This is again used to create a selective preset for only some fixtures. If the fixture type changes, then the global preset needs to be updated. The selective preset links to the global preset values and do not need to be updated. The universal fixture is unaffected by the fixture change. ![](/img/grandma3/2-3/img_preset_embedded-markers_v1-7-59f159.png) Preset 1 is used in an embedded preset. Preset 2 contains embedded data and is also used in a different embedded preset. Preset 3 contains embedded data. The “source” preset has a downward pointing arrow that points to a line. This indicates that this preset is referenced by other presets (or cues). The preset with embedded data has an icon with an arrow and a line above to indicate that this preset uses referenced data. Presets with embedded data that is also referenced has the arrow and a line above and below the arrow. If a new name is not defined, then the name is also referenced (referenced names are in square brackets). This means that changing the name of the source preset also updates the name of the new preset. Learn more in the [Create New Presets](/grandma3/2-3/presets_create/) topic. ## []()Recipe Presets [Section titled “Recipe Presets”](#recipe-presets) Presets can have recipe information. A recipe is one or more lines with information about a selection, value, MAtricks, individual fade, delay, speed, and phase values. This information can be used to “cook” values into the preset or programmer. If the source information changes, the preset can be cooked again to reflect the changes. For instance, if a group is used in a recipe and it changes after the initial cooking, then the preset can be cooked again, and the changes will now reflect the group’s changes. A preset can be a **Recipe Template** that can be used to load the recipe into the programmer. Learn more in the [Recipe Presets](/grandma3/2-3/presets_recipes/) topic. **Example:** ![](/img/grandma3/2-3/img_preset_cook-markers_v2-1-f5f9c2.png) Presets with recipe information A small pot icon indicates a preset with recipes. Recipe Templates have a pot icon with an open lid. Recipe presets can contain presets with recipes. There can be up to 10 levels of recipes within recipes. A circular reference can be created between recipe presets. If that is the case, there is a small red infinity icon on the presets. **Example**: ![Example showing the infinite icon on presets.](/img/grandma3/2-3/img_preset_infinite-marker_v2-1-ad0ee9.png) Presets with infinite circular references ## []()MAgic Presets [Section titled “MAgic Presets”](#magic-presets) MAgic presets are presets where value points in a range are defined. This range can then be applied to a dynamic selection of fixtures. For instance, two fixtures are stored in a MAgic preset with dimmer values of 0% and 100%. MAgic presets should be stored as a selective preset, but that does not mean that only the selected fixtures can use it - it only means that they contain values for a selection of fixtures. The MAgic preset uses the values to define the points in a range. A different fixture selection can be made and the range of values between the points is assigned to the fixtures when the MAgic preset is called into the programmer. These values are calculated based on the points and then taken into the programmer as hard values. There is no reference back to the MAgic preset. There can be up to five defined points in the range (on each axis in the selection grid). MAgic presets have a small wizard hat icon in the preset pool object ![](/img/grandma3/2-3/img_preset_magic-marker_v1-7-22ba92.png) Position preset with MAgic information **Example:** A path needs to be defined to control a color range from blue to yellow. The wish is to have the range go through the red area in a CIE color picker - instead of going through white. Three fixtures are needed to define the range. The first fixture is blue, the second is magenta, and the third is yellow. This is then stored as a MAgic preset. Now this range through three points can be used by multiple fixtures to create the desired path. ![](/img/grandma3/2-3/img_preset_magic_example-01_v1-4-3c6bee.png) Result of a three-point MAgic color preset applied to multiple fixtures Learn the details on how to create this MAgic preset in the [Create New Presets](/grandma3/2-3/presets_create/) topic. ## Multistep Presets [Section titled “Multistep Presets”](#multistep-presets) Presets can contain values in multiple steps (Phasers). Presets with only one step usually have the values stored in step one.  If a preset has multiple steps then they are called multistep or Phaser presets. **Example:** ![](/img/grandma3/2-3/img_preset_multistep-marker_v1-7-b5fb41.png) Multistep preset They have a three-dot icon to indicate multistep values. ## MAtricks Presets [Section titled “MAtricks Presets”](#matricks-presets) MAtricks information can be stored in presets. Having MAtricks information in the programmer and storing a preset will add the MAtricks information into the preset (if the [Store Settings](/grandma3/2-3/cue_store_settings_preferences/) allow it). **Example:** ![](/img/grandma3/2-3/img_preset_matricks-marker_v1-7-7e4e59.png) Preset with MAtricks information The MAtricks icon is a green icon with nine dots in a grid. ## []()Filtered Presets [Section titled “Filtered Presets”](#filtered-presets) The entire preset pool has a default input filter - except the All preset pools. The default filter is on feature group preset pools. They automatically filter the attributes in the feature group. The input filter can be changed to a custom filter for any preset pool, including the All presets. If the input filter is different than the default, then there is an input filter icon on the preset pool title field. Besides an entire preset pool having an input filter, it is also possible to have an input filter on individual presets. Learn more about input filters in the [Edit Presets](/grandma3/2-3/presets_edit/) topic. **Example:** ![](/img/grandma3/2-3/img_preset_filter-marker_v1-7-c353eb.png) Preset with input filter The input filter icon is a gray filter icon with a small right-pointed arrow. *** ## Extract Preset Data [Section titled “Extract Preset Data”](#extract-preset-data) The values stored in presets can be extracted from the preset. This will take the values stored in the preset and put them into the programmer. There will not be a link to a preset when the values are extracted. This can be done using the [Extract keyword](/grandma3/2-3/keyword_extract/). Different sources can be specified with the extraction. If there is a selection of fixtures with references to presets in the programmer, then the entire selection can be extracted. The command for this would be: Extract Selection Specific fixtures can be specified instead of extracting the entire selection. It can be single fixtures or a selection of fixtures: Extract Fixture \[Fixtures\_Numbers or “Fixture\_Names”] Specific presets can also be extracted into the current selection of fixtures: Extract Preset \[FeatureGroup\_Number or “FeatureGroup\_Name”].\[Preset\_Number or “Preset\_Name”] All presets from a cue can also be extracted to a selection of fixtures: Extract Cue \[Cue\_Number or “Cue\_Name”] | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When extracting by specifying a fixture, selection, cue, feature group, or attribute, presets must be active in the programmer for the desired fixtures. | When extracting embedded presets or phaser presets which have presets integrated into their steps, extract will call directly the values of the source presets. Using the **/Single** option together with extract makes it possible to extract one level down in the hierarchy of the presets. ### Example [Section titled “Example”](#example) Create 2 color presets (“red” and “blue” presets) that are embedded into a different color preset (“odd/even red/blue”). The second color preset (“odd/even red/blue”) is embedded into All preset 21.1 (“cool look”). Select some fixtures and apply the All preset (“cool look”) to them. Executing Extract Selection /Single calls the second color preset (“odd/even red/blue”) into the programmer. Executing Extract Selection /Single again calls the first color presets (“red” and “blue” presets) into the programmer. When executing Extract Selection /Single a third time, the result is the same as using Extract Selection in the first step: The hard red and blue values without a preset link. *** ## Delay To Phase [Section titled “Delay To Phase”](#delay-to-phase) Each preset can have a **Delay To Phase** setting turned On. The setting relates to phasers with delay values.  When enabled, the phase calculation for each attribute begins as the values start to change at the end of the delay time. Because this delay timing may be different for different attributes or fixtures within a single preset, the resulting output may appear to include different phase offsets than originally stored within the phaser. For instance, multiple “waves” of the phaser appears to be running at the same time. Basically, each attribute starts the phaser when the delay ends, so each attribute is no longer in phase with the others. When disabled, the phase calculation for all attributes starts when the preset is triggered, regardless of any individual delay times. Each attribute will join the phaser playback when its delay ends, but in sync with the running phase. This allows for more predictable, synchronized phaser playback, even with different individual delay times. Learn how to change the setting in the [Edit or Update Presets topic](/grandma3/2-3/presets_edit/). Subtopics * [Preset Pools](/grandma3/2-3/presets_pools/) * [Create New Presets](/grandma3/2-3/presets_create/) * [Recipe Presets](/grandma3/2-3/presets_recipes/) * [Use Preset](/grandma3/2-3/presets_use/) * [Edit or Update Presets](/grandma3/2-3/presets_edit/) # Create New Presets > Please read the general Preset topic and the Preset Pool topic before this topic to get an understanding of the presets and how they are organized. Please read the general [Preset ](/grandma3/2-3/presets/)topic and the [Preset Pool](/grandma3/2-3/presets_pools/) topic before this topic to get an understanding of the presets and how they are organized. Creating and using presets requires some fixtures patched in a show file or the universal fixture in the patch for general universal presets. For more information on patching fixtures, see [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/). When presets are stored, some defaults are used unless other choices are actively made. Some of these choices are accessible in the **Store Options** pop-up. This is opened by keeping Store pressed for approximately one second. The pop-up has a section regarding the presets: ![](/img/grandma3/2-3/popup_store-options_presets_v1-7-0dc3f8.png) The preset section in Store Options pop-up | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Changing a setting here without saving this as the new preference only uses the changed setting for the next store action. Learn more about it in the [Store Options and Preferences topic](/grandma3/2-3/cue_store_settings_preferences/). | The preset mode is one of the options. The preset pool has a default setting, but a different mode can be chosen by tapping Preset Mode until it has the desired mode. Learn about the presets modes in the [Presets](/grandma3/2-3/presets/) topic and the [Preset Pools](/grandma3/2-3/presets_pools/) topic. **Keep Activation** means that when the preset is stored, the newly created preset is active in the programmer and ready to be stored in, for instance, a cue. Turning this setting Off stores the preset but leaves the values as inactive in the programmer. **MAtricks** allows storing MAtricks settings in the preset. Read about [**Embedded**](/grandma3/2-3/presets_create/#embedded) and [**Input Filter**](/grandma3/2-3/presets_create/#input_filter) below. ## []()Input Filter [Section titled “Input Filter”](#input-filter) The I**nput Filter** setting in the store options determines whether input filtering in preset pools is used. If this option is active, then it is only possible to store attribute values inside the preset pools if the filter allows it. If the input filter setting is empty, a feature group filter is applied to the relevant feature group preset pools. This means that only attributes of the corresponding feature group can be stored in the preset pool. For instance, pan attributes can be stored in the Position preset pool but not in the Color preset pool. All preset pools do not have any feature group filtering. Any attribute can be stored, regardless of the Input Filter setting in the store options. Custom filters and worlds can be assigned to the preset pool or individual presets using the preset settings or individual preset options. Filters and worlds can also be assigned using the following syntax: Assign Filter \[“Filter\_Name” or Filter\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number]. Substitute filter with world if a world needs to be assigned as an input filter. Learn more about filters and worlds in the [Worlds and Filters](/grandma3/2-3/worldfilter/) section. Learn about the preset pool settings in the [Preset Pools](/grandma3/2-3/presets_pools/) topic. ## Simple Static Preset [Section titled “Simple Static Preset”](#simple-static-preset) Storing a preset with simple static values is very easy: 1. Select some fixtures. 2. Give some of the fixture attributes a value in the programmer. 3. Store this in the relevant empty pool object. This is the general workflow. If the programmer values are allowed to pass the input filter (read above), they are stored in the preset. The best way to work with presets is to have the desired preset pool available on a touch screen. The pool can then be tapped to store and call the presets. If it only contains values in **step** one, it is considered a static preset, which means that the values do not change. Read the [Phaser](/grandma3/2-3/phaser/) topic to learn what the steps are. ## Global Preset Data [Section titled “Global Preset Data”](#global-preset-data) The global data is stored on real fixtures within the patch. When storing new global presets, the global data is automatically created within the new preset. When all data for the fixture type is the same, the first fixture from the stored data is used to hold the global data within the preset. Each fixture type gets its own global data value so that the global value can be adjusted per fixture type. When selective data is added to the preset for one of the fixtures that holds the global data or when the fixture is deleted from the show, the global data is moved to the first patched fixture for the fixture type. If the global data was held by the first fixture before, it is moved to the next patched fixture of this fixture type. When editing a preset with global data, the fixtures with the global data in the programmer will display a yellow square marker in the top right corner of the attribute cell within the fixture sheet. ![](/img/grandma3/2-3/img_preset_-20global_edit-example_v1-9-5cde06.png) Example showing a preset with fixture 1 holding global data and fixture 3 holding selective data. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When converting old show files from grandMA3 v1.5 or prior to grandMA3 v1.6 or later, the data from the global fixture type object will be migrated to the first patched fixture of the same fixture type that is not already holding selective data. | The global value is determined by the average across all values of attributes within the same activation group:\ (Value of fixture 1 + Value of fixture 2 + Value of fixture 3 + … value of fixture n) / Number of used fixtures = Average value\ The value closest to the calculated average value will be the global value. The fixture with this value will then hold the global value. In the case of color, all color attributes are handled together when choosing the global value. Furthermore, the method to determine the global data across several attributes is now considering all attributes of the same activation group. This will result in taking all attributes of the same activation group of one fixture and not taking the different attributes from different fixtures. ## Universal Preset Data [Section titled “Universal Preset Data”](#universal-preset-data) Storing a universal preset using a real patched fixture will store global data for active fixture types when the preset was stored. Universal presets are more versatile and can use the data from a real fixture with global values when the **Universal Fixture** has no data inside the preset. This has the added benefit of creating universal presets using a real fixture from the stage if the universal fixture has these attributes. When calling a universal preset, the software first uses global fixture type data and then uses the data from the universal fixture. When no data exists for the universal fixture, the first fixture with global data is used instead. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When calling universal color, it will be transformed through the color engine. If, for instance, a 7-color LED is used to create a color and call that data universal, a similar color will be called on an RGBA fixture. | ## []()Embedded Preset [Section titled “Embedded Preset”](#embedded-preset) The concept of embedded preset is explained in the [Presets](/grandma3/2-3/presets/) topic. This is the workflow: 1. Select the desired fixtures. 2. Recall an existing preset so the preset is in the programmer. 3. Store a new preset with the Embedded store option active. A recipe preset could be an alternative to an embedded preset. Learn more about them in the [Recipe Presets](/grandma3/2-3/presets_recipes/) topic. ## Store Selective Preset [Section titled “Store Selective Preset”](#store-selective-preset) 1. Select one or more fixtures. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Selective**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. ## Store Global Preset [Section titled “Store Global Preset”](#store-global-preset) Attribute values need to be tagged with a global flag to be stored as global data. 1. Select one fixture from one or more fixture types. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Global**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. ## Store Universal Preset [Section titled “Store Universal Preset”](#store-universal-preset) 1. Select one or more fixtures or the universal fixture. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Universal**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. Values that are a part of the universal fixture type are stored in this fixture. Attributes outside the scope of the universal fixture type are stored as global values. ## []()MAgic Presets [Section titled “MAgic Presets”](#magic-presets) The concept of MAgic presets is explained in the [Presets](/grandma3/2-3/presets/) topic. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The MAgic presets only work if the stored fixtures have different grid positions on the relevant axes, and the best result is if they start at grid position 0 and the fixtures are next to each other. This does not need to match the real-world position; it is only for the individual positions between the fixtures. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Calling a MAgic preset in the programmer does not create a link to the preset. The fixture values are calculated based on the selection and stored as hard values. The only way to keep a reference to the MAgic preset is if the preset is used in a recipe. Learn more about recipes in the [Recipe Preset topic](/grandma3/2-3/presets_recipes/). | This is the general workflow for creating a MAgic preset: 1. Select all the needed fixtures. 2. Use Next to give the first fixture values to match the first point in the range. 3. Press Next to select the next fixture and give it values for the next point in the range. 4. Repeat step 3, if needed, to have a maximum of five fixtures (on each axis in the selection grid). 5. Select all the used fixtures using Set. 6. Store the preset in an appropriate preset pool. 7. Edit the preset settings and tap MAgic to turn the MAgic function On. The new preset can now be used by as many fixtures as needed. Learn more about editing the [Edit Presets topic](/grandma3/2-3/presets_edit/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | Storing MAgic preset only works with selective data as multiple points cannot be defined across universal or global fixtures. | ### Example: [Section titled “Example:”](#example) A path must be defined to control a color range from blue to yellow. The wish is to have the range go through the magenta/red area in a CIE color picker - instead of going through white or the blue/green area. Three fixtures are needed to define the range. **Requirement:** * Patch several fixtures (10 or more) with color mixing possibilities. * Create a view with the Special Dialog - Color Picker (in CIE mode) and an All preset pool. Follow these steps: 1. Select three of the fixtures. 2. Turn the fixture intensity to 100%. 3. Press Next to select the first of the three fixtures. 4. Tap the blue area in the color picker. 5. Press Next to select the second fixture. 6. Tap the magenta area in the color picker. 7. Press Next to select the third fixture. 8. Tap the yellow area in the color picker. 9. Press Set to select all three fixtures again. 10. Press Store. 11. Tap an empty pool object in the All preset pool. 12. Use the [swipey menu](/grandma3/2-3/wvm_pool/#swipey) to select Edit Settings. 13. Tap MAgic to turn On the option and close the settings. Now, there is a preset that looks something like this: ![](/img/grandma3/2-3/img_preset_magic_example-02_v2-1-4716d5.png) MAgic preset in the preset pool 14. Clear the programmer. 15. Select all the fixtures. 16. Tap the MAgic preset. The result should look similar to this in the color picker: ![](/img/grandma3/2-3/img_preset_magic_example-01_v2-1-827f13.png) Result of the MAgic preset used on multiple fixtures The dimmer values are not needed for this example; it just makes it easier to see the result. ## Multistep Preset [Section titled “Multistep Preset”](#multistep-preset) Multistep presets are presets that contain values in more than one step. It is explained in a little bit more detail in the [Presets](/grandma3/2-3/presets/) topic. For an explanation of steps, please read the [Phasers](/grandma3/2-3/phaser/) section. With Phaser information in the programmer, a preset can be stored. This will then be a multistep preset. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Presets can be used for more advanced functions with Recipes. Please read the [Recipe Presets topic](/grandma3/2-3/presets_recipes/) for more about recipes. | # Edit or Update Presets # Preset Pools > There is a preset pool for each Feature Group in the show. A show with no custom feature groups will have nine preset pools named after the default feature grou | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If pools are new to you, please read the [Pool Windows topics](/grandma3/2-3/wvm_pool/) first. | There is a preset pool for each **Feature Group** in the show. A show with no custom feature groups will have nine preset pools named after the default feature groups. For instance, Dimmer. These pools can have a feature group filter besides the standard input filter (read more below). | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Create custom preset pools using Feature Groups. For more information, see [Feature Group](/grandma3/2-3/patch_attribute_feature_group/). | Besides the feature group preset pools, there are five “All” preset pools. These do not filter based on feature groups. The “All” preset pools can be labeled to match the needs. For instance, one of the pools could be used for storing multistep phaser presets or different parts of the show. There is a unique preset pool called “Dynamic”. This is not a preset pool in itself. It automatically changes between the feature group preset pools based on the selected feature group in the [Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/). The preset pools are created like any other window in the user-defined areas using the [Add window pop-up](/grandma3/2-3/wvm_add_window/). They are all under the **Presets** tab: ![](/img/grandma3/2-3/popup_add-window_presets_v2-1-840275.png) *Open the Presets* The preset pools look and behave like many other pools, but small differences exist. Read more about pools in general in the [Pool Windows topics](/grandma3/2-3/wvm_pool/). The default preset mode for the preset pool is indicated by a letter in the upper right corner of the pool title field. Read more about the preset modes in the [Preset topic](/grandma3/2-3/presets/) and below for information about setting the default. There is a colored indicator bar at the top of each pool object. If nothing is selected, it is colored like the pool color. This color can be edited in the [Color Theme](/grandma3/2-3/ws_colors_color_theme/). The pool object is dimmed if there is a selection, but none of the currently selected fixtures can use a preset. If a preset can be used by all the fixtures currently selected, then the colored bar is green. It is yellow if the preset is only valid for some of the selected fixtures. These are the default colors. They can be edited in the pool settings (see below). ![Example of a preset pool with a colored bar at the top.](/img/grandma3/2-3/window_pool_all4-preset_v2-2-517718.png) Presets in the All 4 pool The cyan number below the pool number is the number of fixtures currently using the preset. See preset 2 in the example image above. ## []()Preset Pool Settings [Section titled “Preset Pool Settings”](#preset-pool-settings) Enter the pool settings by tapping the MA logo in the pool title field. This is an example of the preset pool settings. ![Preset Pool Settings pop-up showing all the settings for a preset pool.](/img/grandma3/2-3/popup_preset-pool-settings_v2-2-a99440.png) Settings for the All 1 preset pool window These are the settings for preset pool window: * **Name**:\ Some pools can be named, for instance, the five All preset pools. The other preset pools are named from the feature group. * **Input Filter**:\ This can be used to select an input filter for the entire pool. [Worlds and Filters](/grandma3/2-3/worldfilter/) can be used. An input filter blocks some elements. The blocked elements cannot be stored in the pool. Tap this to open an **Assignment Editor**. Here filters or worlds can be selected, or it can be set to Empty. * **Show Empty**:\ This toggle button can hide or show empty pool objects. * **Appearance**:\ The appearance is applied behind the pool objects. * **Pool Columns**:\ This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-3/icon_pool-limited_12_v2-0-fc2d0c.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Display Mode**:\ This is used to define what the pool object displays. It has the following options: * **Text and Symbol**:\ Both the text (name) and symbol are shown on the pool object if they are different than the default values and not empty. * **Text**:\ Only the pool object’s name is shown. If the pool object only has the default name, it is not shown. * **Symbol**:\ Only the symbol is shown. If no symbol is generated, then the pool object is empty. * **Auto**:\ This results in only the symbol being displayed if a symbol exists. Otherwise, the text (name) is displayed. * **Font Size**:\ There are some different font size properties from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **DataPool**:\ This defines what data pool the pool window shows data from. This makes it possible to have pools showing objects from different data pools. For instance, a group pool window from the default data pool can be shown next to a different group pool window showing groups from a different data pool. * **Pool Color**:\ This is the color for the title button in the pool.\ This only changes the color for this specific instance of the preset pool. The default colors for each preset pool can be changed in the [Color Theme](/grandma3/2-3/ws_colors_color_theme/). * **Empty Color**:\ This color is applied to empty pool objects. * **Reset Colors**:\ This resets the colors to the colors in the default color theme. * **Preset Mode**:\ This sets the default preset mode when storing into the entire pool. A different mode can always be specified when storing. Learn more about preset modes in the [Presets topic](/grandma3/2-3/presets/). * **For All**:\ This color is used when the preset can be used by all of the selected fixtures. * **For Some**:\ This color is used when some of the selected fixtures can use the preset. * **For None**:\ This color is used when the preset is not usable by any of the selected fixtures or when none of the selected fixtures are in the group. * **Cue Part**:\ By default, presets call their values into programmer part 0. Use this setting to specify a different programmer part for presets for this pool. This setting can also be changed for individual presets in the pool. Learn more about programmer parts in the [What is the Programmer topic](/grandma3/2-3/operate_programmer/). * **Pool Action:**\ This defines the default action executed when a pool object is tapped without a (relevant) keyword in the command line.\ Pools can have some of the following actions (the available actions depend on the type of pool): * **At** (![Update this description text.](/img/grandma3/2-3/icon_at_preset_v2-2_15px-4729b6.png)):\ When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it calls the preset into the programmer. * **Call**(![](/img/grandma3/2-3/icon_small_call_12_v2-1-604574.png)) - default action for filters:\ This action calls the tapped pool object. * **SelFix/At** (![](/img/grandma3/2-3/icon_selfix_at_v2-2_15px-f0caae.png)) - default action for presets:\ When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again calls the preset into the programmer.\ When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. * **SelFix/Extract** (![](/img/grandma3/2-3/icon_selfix_extrakt_v2-2_15px-5145b5.png)):\ This value acts similarly to SelFix/At, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer. * **Select** (![](/img/grandma3/2-3/icon_execute_select_15_v1-9-31d8b8.png)) - default action for sequences:\ Tapping the pool object selects it. * **Toggle** (![](/img/grandma3/2-3/icon_small_execute_toggle_10_v1-9-c580a3.png)):\ Tapping a pool object activates it or switches it off, depending on its current state. * **Go+** (![](/img/grandma3/2-3/icon_small_execute_go_10_v1-9-4bf62d.png)):\ Starts playback of the pool object or goes to the next cue in the sequence. * **Flash** (![](/img/grandma3/2-3/icon_small_execute_flash_10_v1-9-5c92fe.png)):\ Flashes a pool object as long as it is tapped. Flash ignores fade times. * **Temp** (![](/img/grandma3/2-3/icon_small_execute_temp_10_v1-9-fcb760.png)):\ Plays back a pool object as long the pool object is pressed. Temp respects the fade times. * **Top** (![](/img/grandma3/2-3/icon_top_15_v2-3-c3505c.png)):\ Restarts the timecode pool object at the beginning. * **Pause** (![](/img/grandma3/2-3/icon_playback_pause_15_v1-9-3396e6.png)):\ Pauses the timecode pool object. Tap again to play it back.  * **Off** (![](/img/grandma3/2-3/icon_off_15_v2-1-fb4a52.png)):\ Stops the recording of the timecode pool object and pauses it when it is played back.  * **Goto** (![](/img/grandma3/2-3/icon_goto_v2-1-be1d1a.png)):\ Opens a po-up to play back a specific cue from the sequence pool object.  * **Load** (![](/img/grandma3/2-3/icon_load_15_v2-1-4785fe.png)):\ Opens a po-up to load a specific cue from the sequence pool object.  * \*\*None \*\*():\ No action is triggered when tapping on the pool object.  * **Use Object Action**:\ When enabled, the selected object action is executed instead of the selected pool action. Pool windows with Use Object Action enabled, are marked with a (![](/img/grandma3/2-3/icon_clicking_hand_14_v2-3-cc0afd.png)). Pool objects indicate the selected object action setting with a light grey icon in the foreground of the object. If the object action is set to **None**, there is a gray overlay on top of the pool object. * **2 Finger Edit**:\ This toggle button enables the possibility to edit objects by using the two-finger gesture or right-clicking.  The settings described above (except the preset mode) can also be set for individual presets. The individual preset settings have a higher priority than the preset pool setting. # Recipe Presets > Please read the Recipe topic before this topic. Please read the [Recipe topic](/grandma3/2-3/recipes/) before this topic. This topic explores using recipes in presets. Recipes can only be added to presets that do not contain attribute values when using the user interface. Presets with attribute data offer to turn the existing attribute data into a recipe (by tapping Turn into Recipe - read more below). ## Adding Recipe Lines [Section titled “Adding Recipe Lines”](#adding-recipe-lines) Recipe lines are added to presets using the **Edit Preset Object** pop-up. This can be accessed using the [Swipey](/grandma3/2-3/wvm_pool/#swipey) on a preset pool object. ![](/img/grandma3/2-3/popup_preset_edit_v2-3-8549c9.png) Edit options for a preset The middle part of this pop-up is about the recipes and, for instance, grid values. Besides the main recipe area (described in the [Recipe topic](/grandma3/2-3/recipes/)), the recipe editor area has a colored background. This is a different tool for editing and viewing the values in the selected recipe line. The preset settings can be visible at the top; most of them are described in the [Preset Pools topic](/grandma3/2-3/presets_pools/). There is a setting specifically for the recipes: **Recipe Template**. This can be enabled to turn the preset into a Recipe Template. If the **Recipe Template** setting is enabled in a recipe preset, the recipe itself will be loaded into the programmer part and will be cooked there. Presets that have this setting enabled are shown with a cooking pot icon with the lid open. The bottom of the editor has different buttons: * **Insert New Recipe**  - (this button is available when the preset is turned into a recipe preset):\ Creates a new recipe line. Adding additional recipe lines will reference the values from the first line when values are stored in the first line. When the first line contains a preset, the reference to this preset is copied. Additional lines also automatically reference the MAtricks values from the first line. * **Cut**:\ Cuts the selected recipe line. * **Paste**:\ Paste the copied or cut recipe line. * **Delete**:\ Delete the selected recipe line. * **Copy**:\ Copies the selected recipe line. * **Oops**:\ Oops the last action. * **CleanUp Recipes**:\ Tap this to remove unused recipe lines. Multiple lines can be created with the same selection and values for the same attributes, but only one line can send values to the attribute. Clean Up removes the unused lines.  * **Reset MAtricks for Selected**:\ Resets the MAtricks for the selected recipe line. * **Turn Into Recipe**:\ Tap this button to turn a preset containing attribute value into a recipe preset. A new empty preset must also be turned into a recipe preset before adding recipe lines. * **Take Selection**:\ This allows using a selection of fixtures instead of a group. Tap this button to make the current programmer fixture selection the new selection for the selected recipe line. * **List References**:\ Tapping this opens a pop-up listing all elements that reference and depend on the preset. * **Edit Preset**:\ Closes the editor and takes the selected recipe line into the programmer in edit mode. * **Recast Preset**:\ This will recast the preset where it is referenced. This means that if attributes are added or deleted after the preset is used in cues, then the preset might need to be recast for the cues to reflect the new content. Read about this in the [Cue Recipes topic](/grandma3/2-3/presets_recipes/). * **Cook**:\ This will cook the preset recipes. This might be necessary for the preset to reflect the recipe content. * **At**:\ Tapping this applies the preset’s current settings to the selection. ## Create a New Recipe Preset Using the Edit Preset Object Pop-Up [Section titled “Create a New Recipe Preset Using the Edit Preset Object Pop-Up”](#create-a-new-recipe-preset-using-the-edit-preset-object-pop-up) Open the editor for an empty preset. Tap Turn into Recipe in the menu at the bottom. This turns the preset into a recipe preset and creates the first recipe line. It is almost always relevant to at least add a preset reference value. To do this, tap and hold the field in the recipe row in the values column. This opens a **Preset Pool** selection pop-up. Here, navigating the existing presets and selecting the desired preset is possible. It does not have to be in the same feature group as the recipe preset. Add the desired values in the other columns. Add a selection if desired - from a group or by tapping Take Selection. If the recipe contains a group, then the preset is automatically cooked when the edit pop-up is closed. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The[ Recipe topic](/grandma3/2-3/recipes/#h2_1768861353) describes a creation workflow using the Recipe Editor. This might be a better workflow for recipe creation. | ## Example [Section titled “Example”](#example) We want a preset that can take the current selection of fixtures to a new position in two wings and with a ranged time. **Requirement:** Have a show with some moving heads patched and placed in a row. The show also needs a position preset and dimmer preset where the fixtures are at full. This example uses the Demoshow. Follow these steps to create the recipe preset: 1. Tap an empty position preset pool object and swipe the finger outside the preset to open the Swipey menu. 2. Select Edit Setting in the Swipey menu. 3. Tap Turn into Recipe to be able to create recipe lines. 4. Tap and hold the first field in the “Values” column. 5. Tap Dimmer and then the preset where the intensity is at full (Open). 6. Tap and hold New Recipe to create a second line. 7. Press Assign. 8. Tap the position preset (Roof Floor) in the position preset pool. 9. Tap the second recipe line to assign the preset to the line. 10. Select both recipe lines in the XWings column (if the column is not visible, then make sure both “X” and “Grid” are active in the row with toggle buttons). 11. Edit this value so it says “2” in the XWings. 12. Select both rows in the “Fade From X” column and set the value to “1”. 13. Select both rows in the “Fade To X” column and set the value to “3”. It should look like this (“Settings” is turned Off in the title bar): ![Image of the example editor.](/img/grandma3/2-3/img_preset_recipe_example-01_v2-3-013fe9.png) The finished recipe 14. Close the editor. 15. Select some fixtures (for instance, group 2). 16. Tap the new recipe preset and see the fixture move while they turn on. If the move and fade should start from the center, then open the edit preset object pop-up again and set the InvertStyle to “All” and the InvertX to “Yes” for both recipe lines. *** ## Working with Recipe Presets [Section titled “Working with Recipe Presets”](#working-with-recipe-presets) There are three suggested workflows with presets using recipes: * Preset containing recipe lines with a selection and Recipe Template disabled. * Preset containing recipe lines without a selection and Recipe Template disabled. * Preset containing recipe lines and Recipe Template enabled. ### Preset Containing Recipe Lines With a Selection and Recipe Template Disabled [Section titled “Preset Containing Recipe Lines With a Selection and Recipe Template Disabled”](#preset-containing-recipe-lines-with-a-selection-and-recipe-template-disabled) The recipe preset is cooked and will be referenced by the fixtures in the programmer ([Recipe Editor window](/grandma3/2-3/recipes/)). These values can be stored or removed/overwritten in the programmer. For example, if a recipe preset contains one line with a group as the selection and a value referencing color preset 5. The preset is cooked in the preset. Tapping the recipe preset will result in a reference to the recipe preset in the programmer. Recipe presets with a selection can be played back from executors. Learn more bout this in the [Use Presets topic](/grandma3/2-3/presets_use/). ### Preset Containing Recipe Lines Without a Selection and Recipe Template Disabled [Section titled “Preset Containing Recipe Lines Without a Selection and Recipe Template Disabled”](#preset-containing-recipe-lines-without-a-selection-and-recipe-template-disabled) This recipe works with the programmers’ current selection of fixtures. The recipe preset is not loaded into the programmer. Instead, the recipe value links and grid values are used with the current selection of fixtures to cook values directly to the programmer. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If values are stored into the recipe and then such a recipe preset with no selection stored is called, the values will be called into the programmer, but without a preset link.Recipe presets with no selection stored will call values with preset links into the programmer when a preset is defined in the preset instead of storing values in the recipe. | This is a great way to have a bunch of template objects in the preset pools that allow quickly calling complex looks based on grid values and MAtricks ranges. ### Preset Containing Recipe Lines and Recipe Template Enabled [Section titled “Preset Containing Recipe Lines and Recipe Template Enabled”](#preset-containing-recipe-lines-and-recipe-template-enabled) Recipe Templates load the recipe lines into the active programmer part. This means the recipe lines are cooked in the programmer when the lines contain a selection. If the recipe includes a selection, then it is cooked immediately. If the recipe lines do not contain a selection, it must be added, for instance, using the [Recipe Editor window](/grandma3/2-3/recipes/). For example, if a Recipe Template contains one line with a group as the selection and a value referencing color preset 5, tapping the recipe preset will result in a recipe in the programmer part with a recipe line that references color preset 5. # Use Preset > Presets are often used for live playback or as building blocks in cues. Presets are often used for live playback or as building blocks in cues. ## Calling Preset Into the Programmer [Section titled “Calling Preset Into the Programmer”](#calling-preset-into-the-programmer) The first step is to select the desired fixtures and then call the preset into the programmer. The workflow is the same for every type of preset (MAgic, Recipe, Multistep, standard single step, etc.) If the programmer does not have a fixture selection and a preset is tapped, then the first tap selects all the fixtures that can use the preset. In this case, it works like a group. Tapping a preset with a fixture selection in the programmer calls the preset if it is valid for the selected fixtures. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Please be aware that the **Default Pool Action** could be changed. This text assumes the factory default **SelFix/At** action. Learn more about default pool action in the [Windows Settings topic](/grandma3/2-3/wvm_settings/). | Timing values can be stored together with attribute values in the preset, and calling a preset that includes timing information calls the values into the programmer using the preset timing. Calling presets that only contain timing values call the timing values into the timing lavers of the programmer. Another way to use timing with presets is the **Programmer Time** master. Learn more about the master in the [Time Control](/grandma3/2-3/masters_grand_time/) topic. Presets with stored timing values have a higher priority than the **Programmer Time** master, and the stored timing will be used when the preset is called. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | Calling a MAgic preset into the programmer will extract the data and not reference the preset. It is recommended to use MAgic presets in combination with recipes to maintain referenceable data. | ## Presets Running from Executors [Section titled “Presets Running from Executors”](#presets-running-from-executors) Presets can be assigned to executors using the [Assign keyword](/grandma3/2-3/keyword_assign/) or the Assign menu. Learn more about this in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). If the preset uses global or universal data, the executor button should use the **At** command to call the preset values. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Using the At command on presets assigned to executors does not playback the values from the executor. The values are called into the selected fixtures in the programmer just like described above - if the preset is valid for the fixture selection. | Other playback commands (like Go+, Toggle, Flash, etc.) are relevant for presets with Selective data. This also means that presets with selective data can be played back from the preset pools using, for instance, a Go+ command. Opening the Edit Setting tab of an executor’s assign menu with a preset assigned offers some of the same settings as for sequences. For more information on playback settings, see the [Sequence Settings topics](/grandma3/2-3/cue_sequence_settings/). Edit the general preset playback settings in Menu - Preferences and Timing - Preset. The **OffFade** setting of preset playbacks determines the fade time when switching off a selective preset playback. ## Store Presets in Cues [Section titled “Store Presets in Cues”](#store-presets-in-cues) When a preset is in the programmer, it can be stored in cues. Learn more about storing cues in the [Store Cues](/grandma3/2-3/cue_store/) topic. A reference to the preset is stored for the specific fixture attributes. This means that the value stored in the preset is not stored in the cue, but a reference to the preset is stored. So if the value stored in the preset is changed after the cue is stored, then the cue still looks in the preset to get the value when the cue is played back, and the values in the preset will be used. Be aware that the **Absolute** and **Relative** value layers are connected to the Fade and the Delay layers. Individual fade and delay times for an attribute use the Fade and Delay layers. Storing a value in an attribute’s absolute or relative layer in a preset can also add values from the fade and delay layers. This means that if a preset contains absolute or relative values, it also connects to possible values in the fade and delay layers. If the fade or delay values are later added, changed, or updated, this change will be reflected in the cue referencing the absolute or relative value. Fade and Delay values connected to an absolute value has a higher priority than fade and delay values connected to a relative value. For instance, if two presets are called, each with fade and delay values, but one is for absolute values, and the other is for relative values. The phaser layers (**Speed**, **Phase**, **Measure**, **Accel**, **Decel**, **Transition**, and **Width**) are also linked. Adding one of these layers in a preset effectively adds all the phaser layers. This is very important to keep in mind when updating the preset information. If attributes are added to or deleted from the preset after it is used in a cue, the stored cues referencing the preset need to reflect this new change, so the preset needs to be recast. This can be done using the [Recast](/grandma3/2-3/keyword_recast/) keyword or the [Edit Preset Object pop-up](/grandma3/2-3/presets_edit/). Recasting a preset removes or adds attributes to the fixtures in the cue. The recast function only recasts presets to cues where a preset reference exists for the absolute layer. When presets are used in cues and later deleted, the preset values are transferred to the cue (hardcoded values in the cue). ## Assign Presets to Attributes in the Tracking Sheet [Section titled “Assign Presets to Attributes in the Tracking Sheet”](#assign-presets-to-attributes-in-the-tracking-sheet) When a value is edited in the [Track Sheet](/grandma3/2-3/cue_sequence_sheet/#track_sheet_mode), the available presets can be chosen in the [Calculator](/grandma3/2-3/ws_calculator/#track_sheet_calculator). ## Extract Preset Values [Section titled “Extract Preset Values”](#extract-preset-values) Preset values can be extracted to the selected fixtures. The preset needs to be valid for the selected fixtures. The [Extract](/grandma3/2-3/keyword_extract/) keyword is used for this. The values stored in the preset will be pulled into the programmer without a reference to the preset. The values are then like any other typical programmer values. # Programmer Parts > When presets are called into the programmer, the data is called into the selected programmer part unless the Cue Part setting of the preset pool or preset is ch When presets are called into the programmer, the data is called into the selected programmer part unless the Cue Part setting of the preset pool or preset is changed. To change the Cue Part setting of a preset pool, follow the steps below. Requirements: 1. Patched fixtures, see [Patch and Fixture Setup](/grandma3/2-3/patch/). 2. Stored and labeled dimmer and position presets. See [Create New Presets](/grandma3/2-3/presets_create/). 3. A visible dimmer preset pool. 4. A visible position preset pool. 5. A visible recipe editor. 6. A visible sequence sheet. See [Add Window](/grandma3/2-3/wvm_add_window/) for steps 3 to 6. Tap the MA logo on the dimmer preset pool title object to open the preset pool settings: ![](/img/grandma3/2-3/window_preset-pool_settings-b68e98.png) Tap Cue Part and set it to 1. Repeat the above procedure with the position preset pool and set Cue Part to 2. 1. Select some fixtures. 2. Tap one of the dimmer presets you have created. 3. Tap one of the position presets you have created. The Recipe Editor could look like this: ![](/img/grandma3/2-3/window_recipe-editor_part-cue-777464.png) Parts 1 and 2 have been added for the dimmer and position preset. 1. In the command line, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Sequence 10 Cue 1 | # grandMA3 Quick Start Guide ![](/img/grandma3/2-3/logo_3_grey-e2649d.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [00 - Welcome](/grandma3/2-3/qsg_welcome/) * [01 - New Show and Setup](/grandma3/2-3/qsg_new_show_setup/) * [02 - First Patch](/grandma3/2-3/qsg_first_patch/) * [03 - First View Setup](/grandma3/2-3/qsg_first_view/) * [04 - Control Simple Fixtures](/grandma3/2-3/qsg_control_fixtures/) * [05 - 3D Fixture Setup](/grandma3/2-3/qsg_3d_setup/) * [06 - Groups](/grandma3/2-3/qsg_group/) * [07 - Appearances](/grandma3/2-3/qsg_appear/) * [08 - Scribbles](/grandma3/2-3/qsg_scribble/) * [09 - Macros](/grandma3/2-3/qsg_macros/) * [10 - Store Cues and Use Executors](/grandma3/2-3/qsg_cue_executor/) * [11 - Add Moving Lights](/grandma3/2-3/qsg_add_moving/) * [12 - Control Moving Lights](/grandma3/2-3/qsg_control_moving/) * [13 - Presets](/grandma3/2-3/qsg_presets/) * [14 - Phasers](/grandma3/2-3/qsg_phasers/) * [15 - Sequence with Multiple Cues](/grandma3/2-3/qsg_multicue_sequence/) * [16 - Network and How to Output DMX](/grandma3/2-3/qsg_output_dmx/) * [17 - Recipes](/grandma3/2-3/qsg_recipes/) # 05 - 3D Fixture Setup > The grandMA3 software has a virtual 3D stage area. ## 3D Window [Section titled “3D Window”](#3d-window) The grandMA3 software has a virtual 3D stage area. The fixtures we patched exist in this environment, and other elements can be imported to match the stage and set elements. It is a visualization tool where the fixtures can be positioned to match real-world positions, and the fixtures can be rotated to point in the correct direction. You can create a new window to see the 3D stage area. The window is located in the **Common** tab of the **Add Window** pop-up. It is called **3D Viewer**. This is what it currently looks like: ![](/img/grandma3/2-3/qsg_05_stage-empty_v2-2-c0cb72.png) When the fixtures are patched, they are positioned at the zero position. This is where we see a green and red line in the image above. It is on the floor in the middle of the stage area as a default. We are looking at the stage area through a virtual camera. There are several default cameras, but for now, we are just gonna use the one called **Front**. You can see the camera we use in the ‘Camera’ button in the title bar. The 3D space and the light beams in the space can have different render qualities. This can include simulation of haze in the 3D space. The different render qualities can be selected in a pool, like the cameras, and you can see the currently selected render quality in the title bar. The toolbars on the left side of the window have different tools that allow for fixture selection and view manipulation. If the window you created is less than seven squares high in the user-definable area, then the toolbar menu is split into two columns. If the height is even smaller, the toolbar is split into smaller sections. The first toolbar column, in the image above, is about fixture selection and moving the camera: * ![](/img/grandma3/2-3/icon_select-24_v2-1-43b050.png) **Select** - For selecting fixtures or other objects. * ![](/img/grandma3/2-3/icon_follow_24_v0-1_1-8734d8.png)**Follow** - We are not gonna cover this function in this topic. It points moving lights at the position you click in the window. * ![](/img/grandma3/2-3/icon_move_24_v2-1-4a376c.png)**Move** - This moves the camera around. * ![](/img/grandma3/2-3/icon_rotate_24_v0-1_1-519406.png)**Orbit** - This rotates the camera around the center (0,0,0) position. * ![](/img/grandma3/2-3/icon_zoom_24_v0-1_1-3314c7.png)**Zoom** - Zooms in and out from the position clicked. * ![](/img/grandma3/2-3/icon_rotate-pivot_24_v0-1_1-c81ae7.png)**Pivot** - Rotates the camera around a set pivot point. * ![](/img/grandma3/2-3/icon_rotate-set-pivot_24_v0-1_1-469e8a.png)**Set Pivot** - Sets the pivot point for the rotate function above. The second toolbar column has the following tools: * ![](/img/grandma3/2-3/icon_fit_24_v0-1_1-f04ebf.png)**Zoom to Fit** - Moves the virtual camera to fit all elements. * ![](/img/grandma3/2-3/icon_fit-selected_24_v0-1_1-011179.png)**Fit Selected** - Moves the camera to fit the selected fixtures. * ![](/img/grandma3/2-3/icon_camera_24_v0-1_1-7d8394.png)**Camera Reset** - Moves the virtual camera to its default position. * **![](/img/grandma3/2-3/icon_selgrid_24_v1-9-5f9a5c.png)3D view to Selection Grid** - We will not cover this function in this topic. Tapping it uses the 3D fixture arrangement in a different view called **Selection Grid**. Try out the different camera tools and get comfortable moving the camera around. Did you notice that the fixtures appear to be under the floor? This is because the fixture’s insert point is usually its hanging point. For this to be useful, we need to position and rotate fixtures to match our setup. The 3D window has a mode called **Setup**. Setup is turned Off when you do not want to change the fixture position and rotation but simply want to use the window. Setup is turned On when you want to change the fixture setup. The mode can be changed by toggling the ‘Setup’ button in the 3D Windows title bar. Select fixture 1. Turn the setup mode On. Now, the encoder toolbar has been changed to allow you to use the encoders to change the fixture position and rotation. ![](/img/grandma3/2-3/qsg_05_3d-encoder-bar_v2-2-d7bc64.png) The 3D axes are X, Y, and Z, which can represent positive or negative numbers. The X-axis is usually set up to be stage left and right. Stage right will be negative numbers if 0 is on the centerline. The Y-axis is usually downstage and upstage. Positive numbers are upstage. The Z-axis is the height. Positive numbers are typically above the floor. The inner encoders move the fixture around, and the outer encoder ring changes the fixture rotation. Try moving and rotating the fixture. Notice that when you change one of the rotation values, the values for the two other rotation axes may also change. On the right side of the encoder bar, there are buttons to reset the fixture position and rotation. The position and rotation values are actually a part of the patch information. Changing the values using the 3D window writes the values to the patch. If you are changing a lot of fixtures and you know the values, then it might be easier to make the changes in the patch. Click the ![](/img/grandma3/2-3/icon_gear_24_v1-9-186752.png) icon in the control bar (or Menu) and click Live Patch. **Live Patch** is a version of the patch menu that allows you to make live changes without modifying the show configuration. This means that, for instance, you cannot add or delete fixtures to the show, but we can change the DMX address to which a fixture is patched. We can also change the fixture position and rotation. We can show a version of the 3D Viewer in the patch. Click Show 3D Positions. Now, we can see a version of the 3D Viewer inside the patch. This can be very useful when positioning the fixtures in the 3D space. In this version of the 3D Viewer, we have an extra tool that is also visible in the actual 3D Viewer when it is in “Setup” mode. The icon looks like this: ![](/img/grandma3/2-3/icon_focus_24_v1-9-932b46.png). It can be used to rotate conventional fixtures to point at a location in the 3D space.   The patch menu has two different column modes. They are **Condensed** and **Full**. Condensed only shows a few common columns. Full shows all the different columns and settings available for the fixtures. The mode can be changed by toggling the ‘Columns’ button in the patch menu title bar. Change it to **Full**. Now, you can see all the different fixture settings that belong to the patch. There are position and rotation columns for the fixture. Change the numbers to match the following table. You can select multiple cells with lasso selection or by holding Ctrl on a keyboard while clicking cells. | FID | Name | Type | Patch | X-Pos | Y-Pos | Z-Pos | X-Rot | Y-Rot | Z-Rot | | --- | ---------- | --------------------------- | ----- | ------ | ------ | ----- | ------ | ------ | ------ | | 1 | Dim 1 | Dimmer - Mode 0 | 1.001 | -4.00m | -4.00m | 3.30m | 60.20 | -3.50 | -6.00 | | 2 | Dim 2 | Dimmer - Mode 0 | 1.002 | -3.67m | -4.00m | 3.30m | 61.25 | -9.00 | -15.75 | | 3 | Dim 3 | Dimmer - Mode 0 | 1.003 | -3.33m | -4.00m | 3.30m | 63.20 | -14.00 | -25.65 | | 4 | Dim 4 | Dimmer - Mode 0 | 1.004 | -3.00m | -4.00m | 3.30m | 66.14 | -18.75 | -36.00 | | 5 | Dim 5 | Dimmer - Mode 0 | 1.005 | 3.00m | -4.00m | 3.30m | 66.14 | 18.75 | 36.00 | | 6 | Dim 6 | Dimmer - Mode 0 | 1.006 | 3.33m | -4.00m | 3.30m | 63.20 | 14.00 | 25.65 | | 7 | Dim 7 | Dimmer - Mode 0 | 1.007 | 3.67m | -4.00m | 3.30m | 61.25 | 9.00 | 15.75 | | 8 | Dim 8 | Dimmer - Mode 0 | 1.008 | 4.00m | -4.00m | 3.30m | 60.20 | 3.50 | 6.00 | | 9 | Dim 9 | Dimmer - Mode 0 | 1.009 | -4.00m | 0.00m | 2.80m | 16.00 | -45.00 | 0.00 | | 10 | Dim 10 | Dimmer - Mode 0 | 1.010 | -4.00m | 0.00m | 2.40m | 16.00 | -57.50 | 0.00 | | 11 | Dim 11 | Dimmer - Mode 0 | 1.011 | -4.00m | 0.00m | 2.00m | 16.00 | -70.00 | 0.00 | | 12 | Dim 12 | Dimmer - Mode 0 | 1.012 | 4.00m | 0.00m | 2.80m | 16.00 | 45.00 | 0.00 | | 13 | Dim 13 | Dimmer - Mode 0 | 1.013 | 4.00m | 0.00m | 2.40m | 16.00 | 57.50 | 0.00 | | 14 | Dim 14 | Dimmer - Mode 0 | 1.014 | 4.00m | 0.00m | 2.00m | 16.00 | 70.00 | 0.00 | | 20 | Blinders | Grouping |   |   |   |   |   |   |   | | 21 | Blinder 1 | COB - Blinder 2x100w - 1 ch | 1.015 | -2.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 22 | Blinder 2 | COB - Blinder 2x100w - 1 ch | 1.016 | -1.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 23 | Blinder 3 | COB - Blinder 2x100w - 1 ch | 1.017 | 1.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 24 | Blinder 4 | COB - Blinder 2x100w - 1 ch | 1.018 | 2.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 25 | Blinder 5 | COB - Blinder 2x100w - 1 ch | 1.019 | -3.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 26 | Blinder 6 | COB - Blinder 2x100w - 1 ch | 1.020 | -2.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 27 | Blinder 7 | COB - Blinder 2x100w - 1 ch | 1.021 | -0.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 28 | Blinder 8 | COB - Blinder 2x100w - 1 ch | 1.022 | 0.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 29 | Blinder 9 | COB - Blinder 2x100w - 1 ch | 1.023 | 2.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 30 | Blinder 10 | COB - Blinder 2x100w - 1 ch | 1.024 | 3.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 31 | Blinder 11 | COB - Blinder 2x100w - 1 ch | 1.025 | -2.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 32 | Blinder 12 | COB - Blinder 2x100w - 1 ch | 1.026 | -1.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 33 | Blinder 13 | COB - Blinder 2x100w - 1 ch | 1.027 | 1.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 34 | Blinder 14 | COB - Blinder 2x100w - 1 ch | 1.028 | 2.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | When the numbers match, you can close the patch menu and accept the changes if the software asks. Now the fixtures are positioned and rotated, and the 3D window should look something like this: ![](/img/grandma3/2-3/qsg_05_stage-complete_v2-3-e5e79f.png) Try to turn on the fixtures to see the fixtures’ light and move the camera around to see them from different positions. When you are happy, remember to turn the 3D window “Mode” back to **Standard** by turning Off the Setup button. You can store this as a new view or store it on top of the default “3D” view. The blinder fixtures are, as mentioned, children of the Blinder grouping fixture. This includes their position and rotation. The position and rotation are relative to the parent fixture. Currently, the grouping fixture is at the zero position, so the blinder fixtures, for instance, are positioned 4 meters above the stage - in reality, they are actually 4 meters above the location of the parent fixture. If we move the parent fixture 2 meters, then the child fixture remains 4 meters above the parent fixture, but it is now 6 meters above the stage. This explains the move pop-up we got in Chapter 2. The system asked if we wanted the current position and rotation values to be relative to the parent fixture or if the values should be adjusted based on the parent’s location. Let me explain this with a simple example. We have a fixture and a grouping fixture. Both are 2 meters above the stage floor. The fixture and the grouping fixture are rotated 90 degrees. Now we move the fixture to be a child of the grouping fixture. If we choose ‘Absolute’, then the fixture does not move in the 3D virtual space. The values are adjusted to accommodate the position and rotation of the grouping fixture. If we choose ‘Relative’, then the fixture and the grouping fixtures remain unchanged. The result is that the fixture is now 2 meters higher and rotated another 90 degrees.   The 3D window has a lot of different settings that allow you to adjust the window to match your wishes. For instance, it can be set up to have priority and run on a grandMA3 onPC on a powerful graphics computer, giving you high-quality real-time visualization with a more realistic haze. The quality can also be scaled down to run on a console, where the user interface and cue control are prioritized. For now, we are just gonna use it with the default settings. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at the 3D Viewer window and positioned the fixtures in the 3D virtual space. If you want to learn details about the 3D window, read the [3D Window](/grandma3/2-3/patch_3d_viewer/) topic. The [Position Fixtures in the 3D Space topic](/grandma3/2-3/patch_position_fixtures/) explores fixture positioning in more detail. In future chapters, we will add more interesting fixtures to our patch and 3D space. The [next chapter](/grandma3/2-3/qsg_group/), however, is about groups. # 11 - Add Moving Lights > In this chapter, we will return to the patch and add some moving lights. In this chapter, we will return to the patch and add some moving lights. We are going to add a variety of fixtures, and we are going to hang them on our fictive fixture pods. ## World Server [Section titled “World Server”](#world-server) This time, we are going to get the fixtures from the Internet. The files come from [https://gdtf-share.com.](https://gdtf-share.com/) You can find and download fixtures from the website. We can also import them directly from the grandMA3 onPC or console when there is a connection to a **World Server**. MA Lighting offers a public world server for connection. Let us start by checking the connection. The command line input bar shows a globe icon on the right-hand side when a connection to a world server is established. ![](/img/grandma3/2-3/qsg_11_world-server-globe_online_v2-3-cbe1d3.png) A green globe indicates a good connection to the server. If this is true, you can jump to [Fixture Share Library](/grandma3/2-3/qsg_add_moving/#h2_1910645447) below. Keep reading to learn how to change the address of the world server. If the globe is gray, there is no internet connection, or the server address is wrong. I cannot help you with the internet connection, but we can check that the world server address is correct. We need to have a look at the **Network menu**. We will return to networking in a future chapter. For now, we will concentrate on the world server. Click the ![](/img/grandma3/2-3/icon_gear_15_v1-9-bd0337.png) (or press Menu) and click Network in the pop-up. This is the interesting part: ![](/img/grandma3/2-3/qsg_11_world-server_address_v1-8-3c3d49.png) The World Server address must be correct when the computer running grandMA3 onPC has an internet connection. Type worldserver.malighting.de into the WorldServer input. It should already be this in a new empty show, but it is good to check. Consoles need internet access on one of the Ethernet connectors on the back to connect to the server. The server is the same for consoles and onPC. You can close the network menu. Hopefully, the globe will turn green. ## []()Fixture Share Library [Section titled “Fixture Share Library”](#fixture-share-library) We are going to import fixtures from the world server. If you cannot access the server, just use the standard library. The fixture types may not be as good, but they will function for us in the rest of the quick start guide. We need to get back into the Patch. You should remember how; otherwise, review [chapter 2](/grandma3/2-3/qsg_first_patch/). Select New Fixture at the bottom of the list - make sure to select the one outside the Blinder grouping fixture. Click Insert New Fixture. We need to import new fixtures from a library, so click Library. The upper right corner of the pop-up has some buttons that can be used to select different library sections. The default is that the MA library (![](/img/grandma3/2-3/icon_ma-logo_15_v1-9-6365d9.png)) and the user created files (![](/img/grandma3/2-3/icon_user_15_v1-9-255697.png)) are active, but we can also activate the library section from the world server by turning On the globe icon ![](/img/grandma3/2-3/icon_world-server_15_v1-9-6d3a13.png). ![](/img/grandma3/2-3/qsg_11_library-selection_v1-9-ac0ca7.png) Now, we can also search through the online fixture libraries. Here, we can access user-created fixtures and fixtures created by the manufacturers themselves. We want to import an “Impression X4 Bar 10” fixture from GLP in a “Single Pixel High Resolution” mode. ![](/img/grandma3/2-3/qsg_11_patch_x4-import_v2-3-62f86d.png) We can see some details about a fixture by turning On the ‘Description’. It is a button in the lower left corner. In the description, we can see the **Source** information. In the example above, we can see that the source is “GDTF Share”. We can also see next to “Fixture” in the list above that there is a globe icon next to the fixture type I have selected. Please make sure you select exactly the same fixture and mode as the one in the image above. There might be more versions on the world server by different **Creators**. Select the one uploaded by **User** “Gubii”. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If you cannot access the world server, just select the one from the “MA” library. It might not look correct in the 3D viewer, but it controls and behaves the same. | When you click Select, it might take a few seconds to download and import the fixture type. You need to add 7 fixtures starting with the name “X4 Bar 1” and FID “101”. They need to be patched to Universe 2 from address 1. ![](/img/grandma3/2-3/qsg_11_insert-wizard_x4bar_v2-2-c07ce7.png) Remember to click Create! to add the fixtures to the actual patch. The next fixture type we need is the “Robin MegaPointe” from Robe Lighting using “Mode 1”. Again, from the GDTF Share. ![](/img/grandma3/2-3/qsg_11_patch_megapointe-import_v2-3-d80cb9.png) Notice in the image above that the manufacturer has uploaded their fixtures under the Manufacturer name “Robe Lighting”. These are the fixtures we need. Manufacturer-uploaded fixtures get a factory icon next to the fixture type name. Again, we need 7 fixtures. They should be in Universe 4 from address 1. The name for the first fixture should be “MegaP 1”. The FID begins at “201”. ![](/img/grandma3/2-3/qsg_11_insert-wizard_megapointe_v2-1-bdce57.png) The next fixture type is from Martin Professional. The fixture type “MAC Aura XB” in “Standard” mode. I would select the files uploaded by the factory. 7 fixtures beginning from FID “301”, name “AuraXB 1”, and in Universe 5 beginning with address 1. ![](/img/grandma3/2-3/qsg_11_insert-wizard_auraxb_v2-1-8023bc.png) The last fixture type is from Clay Paky. It is a “Sharpy” in mode “Standard Lamp on”. I would select the fixture type from the MA library. Again 7 fixtures from FID “401”, name “Sharpy 1” in mode “Standard Lamp on”, and starting at DMX address “6.1” ![](/img/grandma3/2-3/qsg_11_insert-wizard_sharpy_v2-1-fc50e9.png) This table contains information about the new fixtures, including the position of the new fixtures. Remember that you have to change the patch menu to show **Full** columns to see the position columns. | FID: | Name: | Manufacturer: | Fixture: | Mode: | Patch: | X-Pos: | Y-Pos: | Z-Pos: | | ---- | -------- | ------------------- | ---------------------- | ------------------------------ | ------ | ------ | ------ | ------ | | 101 | X4 Bar 1 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.001 | -1.5 | 0.5 | 4.5 | | 102 | X4 Bar 2 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.090 | 1.5 | 0.5 | 4.5 | | 103 | X4 Bar 3 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.179 | -3.0 | 2.1 | 4.0 | | 104 | X4 Bar 4 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.268 | 0.0 | 2.1 | 4.0 | | 105 | X4 Bar 5 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.357 | 3.0 | 2.1 | 4.0 | | 106 | X4 Bar 6 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 3.001 | -1.5 | 3.6 | 3.5 | | 107 | X4 Bar 7 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 3.090 | 1.5 | 3.6 | 3.5 | | 201 | MegaP 1 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.001 | -1.5 | 0.8 | 4.5 | | 202 | MegaP 2 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.040 | 1.5 | 0.8 | 4.5 | | 203 | MegaP 3 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.079 | -3.0 | 2.4 | 4.0 | | 204 | MegaP 4 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.118 | 0.0 | 2.4 | 4.0 | | 205 | MegaP 5 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.157 | 3.0 | 2.4 | 4.0 | | 206 | MegaP 6 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.196 | -1.5 | 3.9 | 3.5 | | 207 | MegaP 7 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.235 | 1.5 | 3.9 | 3.5 | | 301 | AuraXB 1 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.001 | -1.0 | 0.8 | 4.5 | | 302 | AuraXB 2 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.015 | 2.0 | 0.8 | 4.5 | | 303 | AuraXB 3 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.029 | -2.5 | 2.4 | 4.0 | | 304 | AuraXB 4 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.043 | 0.5 | 2.4 | 4.0 | | 305 | AuraXB 5 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.057 | 3.5 | 2.4 | 4.0 | | 306 | AuraXB 6 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.071 | -1.0 | 3.9 | 3.5 | | 307 | AuraXB 7 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.085 | 2.0 | 3.9 | 3.5 | | 401 | Sharpy 1 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.001 | -2.0 | 0.8 | 4.5 | | 402 | Sharpy 2 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.017 | 1.0 | 0.8 | 4.5 | | 403 | Sharpy 3 | Clay Paky | 8 Sharpy | 2  Standard Lamp on | 6.033 | -3.5 | 2.4 | 4.0 | | 404 | Sharpy 4 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.049 | -0.5 | 2.4 | 4.0 | | 405 | Sharpy 5 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.065 | 2.5 | 2.4 | 4.0 | | 406 | Sharpy 6 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.081 | -2.0 | 3.9 | 3.5 | | 407 | Sharpy 7 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.097 | 1.0 | 3.9 | 3.5 | When your patch matches, exit the patch and save the new setup. The 3D Viewer should look like this: ![](/img/grandma3/2-3/qsg_11_3d_v2-2-f1f781.png) ## Create new Groups [Section titled “Create new Groups”](#create-new-groups) Create the following new groups: | Group No.: | Group Name: | Fixtures: | | ---------- | ----------- | ------------------------------- | | 6 | All X4 Bar | 101 Thru 107 | | 7 | All MegaP | 201 Thru 207 | | 8 | All Aura | 301 Thru 307 | | 9 | All Sharpy | 401 Thru 407 | | 10 | Pod 1 | 21 + 22 + 101 + 201 + 301 + 401 | | 11 | Pod 2 | 23 + 24 + 102 + 202 + 302 + 402 | | 12 | Pod 3 | 25 + 26 + 103 + 203 + 303 + 403 | | 13 | Pod 4 | 27 + 28 + 104 + 204 + 304 + 404 | | 14 | Pod 5 | 29 + 30 + 105 + 205 + 305 + 405 | | 15 | Pod 6 | 31 + 32 + 106 + 206 + 306 + 406 | | 16 | Pod 7 | 33 + 34 + 107 + 207 + 307 + 407 | You can create and assign appearances to the groups if you like. Mine looks like this - no appearances or scribbles: ![](/img/grandma3/2-3/qsg_11_groups-all_v2-2-c0ca98.png)   *** ## Recap [Section titled “Recap”](#recap) In this chapter, we have added moving light fixtures to our stage and created new groups. The [next chapter](/grandma3/2-3/qsg_control_moving/) is about controlling these fixtures. # 07 - Appearances > Appearances are a defined look that can be applied to most objects. In this chapter, I will introduce you to appearances, but we will not create specific appear Appearances are a defined look that can be applied to most objects. In this chapter, I will introduce you to appearances, but we will not create specific appearances that we will use later. You are, however, very welcome to continue to add appearances to objects in future chapters. The appearances are organized in an **Appearance** pool. A new show already has some appearances in the pool. These can be used like any other appearance you create. Most objects in the grandMA3 have the option to add an appearance. The purpose is to customize the look of the objects. This can be used as indicators of different fixture types or special cues or to add symbols or images to elements for faster identification. ### Symbols [Section titled “Symbols”](#symbols) Before creating an appearance, let us have a look at a different pool. Appearances can use user images, symbols, and even videos. We are going to load a symbol and use it in the appearance. Clear some space on the user area and create a **Symbols** pool. It can be found in the **Pools** tab in the **Add Window** pop-up. There are already some default symbols in the pool. These are auto-created in a new show. There is a large symbol library in the software. We can import any of these symbols into the symbol pool and use this symbol in appearances. In the symbols pool, scroll down until you see an empty pool element. I had to scroll down to number 44. Right-click the empty pool element. This opens an **Edit Symbol** pop-up. Click the Import button in the pop-up. This opens another pop-up called **Select Image for Import**. You can scroll through the library, or in the **Filter** you can write lightbulb. We want the symbol called “lightbulb.png.xml”. Select it and click Import. Now, the editor should look like this: ![](/img/grandma3/2-3/qsg_07_symbol-editor_v2-3-ef79dd.png) Now close the symbol editor by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png)​ in the upper right corner. Now, the symbol is in the pool and can be used in appearances. ![](/img/grandma3/2-3/qsg_07_symbol-pool_v2-2-23ab4d.png) ### Back to Appearance [Section titled “Back to Appearance”](#back-to-appearance) You create an appearance by editing an empty appearance object in the appearance pool. The **Appearances** pool can also be found in the **Pool** tab in the **Add Window**. There are already some predefined appearances, so you might need to scroll the pool to find an empty pool object. I had to scroll to number 16. Edit an empty appearance pool object. The editor looks like this: ![](/img/grandma3/2-3/qsg_07_appearance-editor_v2-3-e4acd3.png) The left side allows you to change the name, add an image, control how the image is adjusted to the size, and see a preview. The right side has two sections with color selection. The top one adjusts the image color. The bottom one adjusts the background color. It can only subtract existing colors from the image. It can, however, add color to a transparent background. Click Image. It defaults to using the “Images” pool as the source. This can be changed. Click the ImageSouce button until it says “Symbols” - and most likely becomes bigger. ![](/img/grandma3/2-3/qsg_07_select-image_v2-3-84a8a4.png)​ Select the lightbulb symbol we imported. Now, adjust the colors to match your needs. Close the editor when you are happy. Here is where I ended: ![](/img/grandma3/2-3/qsg_07_appearance-editor_result_v2-3-bc2f02.png) The appearance can be assigned to a lot of different objects. In the previous chapter, we looked at the Swipey menu. One of the options here is ‘Assign’. This can be used to assign the appearance. Let us try to assign the new appearance to the first group. You need to have the Appearances pool and Groups pool visible. Open the Swipey menu on the appearance and select the Assign option. Now click the first group. This assigns the appearance to the group. Use the Swipey menu on the group and select the Edit Settings option. This opens the editor for the group pool object. ![](/img/grandma3/2-3/qsg_07_edit-group_v2-3-b949ba.png) Many editors have an appearance setting that can be used to select an appearance. Tap the Appearance button. This opens a small select pop-up with all the appearances and the options to select ‘None’ and ‘New’. Select the desired appearance - this closes the select pop-up. Close the **Edit Group** pop-up by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper left corner. You cannot assign an appearance to other appearance pool objects. Other pool objects that apply a look to an object, for instance, the symbols, cannot have an appearance assigned. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at appearances and Symbols as tools to create custom indications and marking of objects. The main manual also has a section for [Symbols](/grandma3/2-3/symbols/),  [Images](/grandma3/2-3/images/), and [Appearances](/grandma3/2-3/appear/). They have more details on the different functions. We will not talk more about appearance, but feel free to add more and use them in the rest of the chapters. The [next chapter](/grandma3/2-3/qsg_scribble/) is about another useful customization tool - Scribbles. # 04 - Control Simple Fixtures > In this chapter, we will look at controlling the dimmers we patched in Chapter 2. In this chapter, we will look at controlling the dimmers we patched in Chapter 2. The grandMA3 system uses a **Programmer** as a temporary memory to hold values until they are stored or released. To do something with a fixture, we need to select it first. Click one of the fixtures in the **Fixture Sheet**. Fixtures with a yellow ID text are selected fixtures. ![](/img/grandma3/2-3/qsg_04_selected-fixture_v2-3-21672a.png) Fixture 1 is selected in the image above. Selected fixtures can get a dimmer value using a lot of different methods. If you have grandMA3 hardware, for example, from the console range or a grandMA3 onPC command wing model, there is a level wheel on the right side. This can be scrolled up and down to adjust the dimmer value. A value can also be typed using the numeric keys. Type this: At 5 0 Please. Now the fixture’s dimmer value is 50%. Other physical keys can be used to set a value. For instance, ‘Full’. This will take the dimmer value to 100%. Pressing ‘At’ twice takes the dimmer to a defined value called **Normal**. The default for this is also 100%, but it can be modified. Double pressing ’.’ (dot) takes the dimmer to **Zero**. Pressing the ‘MA’ key and the ’.’ (dot) simultaneously puts the **Default** keyword in the command line; this can be executed by ‘Please’. The Default value is often 0% for dimmers. Try these keys and see the result in the fixture sheet and the command line history. To click the ‘MA’ key and another key at the same time on the grandMA3 onPC, you can latch the ‘MA’ key by left-clicking it and, while holding the mouse button, move the cursor out of the button area and then release the mouse button. Now, other buttons change their label and can be clicked to add the new keywords in the command line. To unlatch the ‘MA’ key simply click it shortly again. Another control option is the encoders. There are five dual encoders on the control hardware. The **Encoder Bar** we saw in the last chapter shows us what the encoders are controlling. It should look something like this: ![](/img/grandma3/2-3/qsg_04_encoder-bar_v2-1-bfa9ab.png) There are three rows in the encoder bar. In the top row, there are different **Feature Groups** - we will return to these when we have fixtures with more than dimmers. The important part is that **Dimmer** is selected (yellow text). We will also return to the second row in later chapters. It has buttons that do different things and a row of layer selection buttons. At the bottom is the encoder labels. We also call this **Attribute Control** because it can be used to control the different attributes in fixtures. Our current fixtures only have the dimmer attribute. We can use this to control the dimmer value. If you have the physical hardware, you can turn the left-most encoder to change the value. The inner encoder changes the value in larger steps than the outer encoder. If you use grandMA3 onPC, there are different ways to mimic the hardware. You can place the mouse pointer in the white encoder icon and then scroll the mouse wheel (if you have one). Another option is to use a kind of invisible on-screen encoder. You can also click and hold the encoder icon and, while keeping the mouse button pressed, move the pointer to another area of the screen. This is now the center of the encoder. While keep holding the mouse button, you can now draw circles around the center of your invisible encoder. The further away from the center you draw the circle, the finer resolution you have. Small circles close around the center make the value change faster (smaller resolution). You can release the mouse button when you are happy with the value. Finally, you can click the red area or press the inner encoder shortly. This opens the **Calculator** pop-up. ![](/img/grandma3/2-3/qsg_04_calculator_v2-3-925011.png) The calculator pop-up gives access to type a value on the on-screen keypad. There is also access to “Specials” (button in the middle of the calculator), with buttons for the keys we learned about above - ‘Full’, ‘Default’, ‘Normal’, and ‘Zero’. Fixture types might also have **Channel Sets**. These are named values defined in the fixture type. Dimmers often have ‘Open’ and ‘Closed’ representing 100% and 0%. This pop-up is named calculator because we can do some arithmetic with this. In my example, the dimmer is at 50%. If I click + 1 0 Please, I add 10 to the current value. We can also subtract, divide, and multiply. If we have selected more than one fixture, we can even type a value range using ‘Thru’. Clicking ‘Please’ closes the pop-up. You can also close it without making any changes by clicking the ‘X’ in the upper right corner of the pop-up. Try to select multiple fixtures either by clicking and dragging in the fixture sheet or by typing. For instance, 1 Thru 1 0 Please. Now open the calculator and click 1 0 Thru 1 0 0 Please. The result should be a nice range of values from 10% to 100% across the selected fixtures. This is also where the fixture selection order matters. The value is spread out across the fixtures in the selection order. So if we selected the same fixtures in a different order - for instance, 10 thru 1 - and then applied the same value range, then the result would be reversed.   The programmer has three levels of information. It is the **selected** fixtures, \*\*activated \*\*values, and **deactivated** values. We can remove each level by shortly pressing ‘Clear’. A long press clears all three levels at once, and all values in our programmer are gone. If we, on the other hand, just press ‘Clear’ once, then we release the selection of fixtures. This means that we do not have any selected fixtures, and trying to give a value does not change anything. If we do not have a fixture selection and we press ‘Clear’, then we deactivate the active values. This means the value is still sent to the output but is typically not stored if we try to. If we press ‘Clear’ without a fixture selection and with no active values, then the deactivated values are cleared from the programmer. ![](/img/grandma3/2-3/qsg_04_programmer-levels_v2-3-b609ad.png) The image above shows the programmer levels. Fixtures 1 and 5 are selected. Fixtures 2 and 5 have active values. Fixture 3 has deactivated values. Fixture 4 does not have anything in the programmer. Notice the two colored indicators. They indicate the programmer status. Red represents active values, and white represents deactivated values.   A final programmer tool I will introduce you to is the **At Pop-up**. This is very useful, especially when you are using the grandMA3 onPC. ![](/img/grandma3/2-3/qsg_04_at-overlay_v2-2-dd4fbd.png) It can be opened by clicking the At in the Control Bar or pressing F1 on a keyboard. It can also be opened using a command: Menu “AtOverlay” The pop-up has buttons with access to many useful commands, including Clear, Zero, Full, and Normal.   And remember that often-used keys can be added to the Quickey pool. I have added the ‘Clear’ key to my pool. ## Selecting Fixtures [Section titled “Selecting Fixtures”](#selecting-fixtures) We discussed selecting fixtures in the fixture sheet, but they can also be selected using the keypad in the command section. When we look at the command line, it should look like this: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\[Fixture]> | The yellow fixture part of this is the default keyword. This means that if we do not define a different beginning keyword, the system assumes we want to begin our command with **Fixture**. Fixtures can be selected using their ID numbers. You can select fixture 1 simply by writing 1 in the command line and executing the command. If you look at the **Command Line History** window. It says | | | | ---- | --------- | | OK : | Fixture 1 | You can add a fixture to the selection by writing + 2 and executing the command. Removing a fixture from the selection can be done using minus.  A range of fixtures can be selected using thru. Write the following in the command line and run the command: 9 Thru 14 As long as we have not given the fixtures a value, we keep adding fixtures to our selection. If you give the selected fixtures a value by any of the methods described above, the system assumes that the next fixture selection means that you are done with the previous selection and automatically clears it before selecting the new fixtures. A single ‘Clear’ will clear the fixture selection. If numbers are not added on the sides of the “Thru” keyword, then the range will go as far as possible. This means that **Fixture Thru** selects from the lowest to the highest number. This is often all fixtures.   The 14 blinders have their own individual FID numbers but are also children of the **Blinders** grouping fixture. We also call these **Sub-fixtures**. This means that they can also be selected using a sub-fixture index number. **Fixture 20.11** is the same as **Fixture 31**. There are a lot of different combinations of commands that allow you to use this recursive selection of sub-fixtures. We will explore a few of them. Start by clearing the programmer completely. Select fixture 20. This only selects the grouping fixture and not the sub-fixtures. The grouping fixture does not have any attributes, but at the same time, we can change the dimmer attribute. This is because the children inherit the dimmer values. Try to give the fixture a dimmer value. You can see that all the children get the value without being selected. Press the Down key (not the down arrow). We have moved down in the hierarchy, and all the children are selected. Since multiple fixtures are selected, we can use the calculator to apply a range of values. Try to apply 0 Thru 65. Your result should look similar to this: ![](/img/grandma3/2-3/qsg_04_sub-fixture-levels_v2-3-76b5ad.png) Pressing Up moves back up the hierarchy to the grouping fixture. Clear the programmer again. Now do Fixture 20. (remember the dot at the end). Adding the dot at the end will select the main fixture 20 and all the sub-fixtures. Clear the programmer again. Now type Fixture 20.2 thru 10 This selects sub-fixtures 2 thru 10 in fixture 20. Try other combinations of fixture selections until you are comfortable selecting fixtures and sub-fixtures.   Finish this chapter by clearing the programmer. *** ## Recap [Section titled “Recap”](#recap) This topic taught us about the programmer, fixture selection, and how to assign dimmer values. The primary manual has a section called [Operate Fixtures](/grandma3/2-3/operate_fixtures/). This section of topics has information about the programmer and fixture control. Noteworthy keywords from this chapter are [Fixture](/grandma3/2-3/keyword_fixture/), [Thru](/grandma3/2-3/keyword_thru/), [Clear](/grandma3/2-3/keyword_clear/), [ClearAll](/grandma3/2-3/keyword_clear_all/), [-\[minus\]](/grandma3/2-3/keyword_minus/), [+\[plus\]](/grandma3/2-3/keyword_plus/), [At](/grandma3/2-3/keyword_at/), [Down](/grandma3/2-3/keyword_down/), and [Up](/grandma3/2-3/keyword_up/). In the [next chapter](/grandma3/2-3/qsg_3d_setup/), we will look at the 3D virtual space. # 12 - Control Moving Lights > In the previous chapter, we added some moving lights. In this chapter, we will look at how to control these fixtures. We are not adding any new content or fixtu In the previous chapter, we added some moving lights. In this chapter, we will look at how to control these fixtures. We are not adding any new content or fixtures in this chapter. If you are comfortable controlling the fixtures, feel free to skip this chapter. I do recommend reading it as you might learn something new. We will need another version of the fixture sheet. The first we made primarily shows the intensity attributes using the “Dimmer+” mode. We need a new one that allows us to view all the other attributes. Create a new fixture sheet. Let us adjust some of the sheet settings. Tap the MA icon in the upper left corner of the sheet. Ensure both ‘Fixture Sort’ and ‘Feature Sort’ are On and that the ‘Sheet Mode’ is set to Fixture. We also want the ‘Fixture Appearance’ set to “Enabled”, ‘Fixture Graphic’ should be “Gobo”, and ‘Fixture Graphic Source’ should be “Output”. ![](/img/grandma3/2-3/qsg_12_fixture-sheet-settings_v2-3-1ccf57.png) That is it for now. Please close the settings. Store this as a new view. ## Controlling Moving Lights [Section titled “Controlling Moving Lights”](#controlling-moving-lights) In the previous chapters, we looked at controlling the dimmer attribute. But now we have many more attributes. The key to controlling these attributes is the **Feature Group Control Bar**. ![](/img/grandma3/2-3/qsg_12_feature-group-control-bar_v2-1-e717d5.png) With this, you can control what feature group you control with the encoders. All fixture attributes are separated into different sections. These are called feature groups. The bar will display the feature groups you have access to. If you select fixture 101 (or group 6), the bar above each button might change (from gray to red). This indicates the feature groups you can use for the selected fixture. If you clear your programmer and try to select fixture 1, you can see that only the ‘Dimmer’ button got a red bar. Selecting a feature group also selects the feature, and the encoders give access to the first attributes in the feature. Fixtures are structured in a hierarchy. The attributes are organized inside features, and features are organized inside feature groups. The image below shows the dimmer feature group selected. Below the feature group is a button showing the feature (the button says “Dimmer 1 of 1”). Below the feature, the first encoder controls the first attribute (Dim) in the dimmer feature. ![](/img/grandma3/2-3/qsg_12_hierarchy_v2-1-0825a0.png) There can be several encoder pages for a feature. That is why the feature button says “1 of 1”; it is page one of one page. We need a second page if a feature has more attributes than we have encoders. To get a better feeling for controlling fixtures, we should try the different elements of the MegaPointe. Clear your programmer and select group 7. ### Dimmer [Section titled “Dimmer”](#dimmer) You can assign a dimmer value using the methods you learned in the previous chapters, or you can select the Dimmer feature group by touching the bar and turn the left encoder to turn up the lights. Please turn the fixtures to full. ### Position [Section titled “Position”](#position) Select Position by tapping it in the bar. Notice how your encoder changes function according to your selected feature group. With the “Position”, your encoders look like this: ![](/img/grandma3/2-3/qsg_12_position_v2-1-525fd7.png) Turning the encoders changes the values. Turning them with the encoder pressed changes the value faster. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The outer ring on the dual encoders cannot be pressed. Pressing the small key next to the outer ring on the left side equals pressing the ring. | If you want to make smaller movements with a turn (increasing the resolution), you can press and hold the MA key and select a different resolution. On the grandMA3 onPC, you need to open the command section (F3), click and hold the MA button, slide the mouse out of the button, and then release the mouse button to latch the MA button. This changes the small area next to the encoder readout. ![](/img/grandma3/2-3/qsg_12_position-resolution_v2-1-9a6be7.png) These set the resolution of the encoder. Play around with it and choose the one you are comfortable with. Notice that the Pan and Tilt can have negative values (below 0). This is because the fixture types are created with a default zero position in the middle of the movement range. So the fixtures can be moved in both directions from their default starting point. ### Gobo [Section titled “Gobo”](#gobo) Gobos can be added if the fixtures contain the attributes. The manufacturers design the fixture to control the gobo in different ways. Some manufacturers have a lot of functions on the same DMX channels, and others spread the functions out on different DMX channels. The MegaPointe has two gobo wheels with different gobos. The first wheel is physically a single metal plate with different cutouts. We can choose what cutout to have in front of the light. The wheel can have different operational modes. For instance, spin continually. The second gobo wheel is a wheel with replaceable gobos whose rotation can be position indexed or continuously rotated. Let us give the second wheel a try. Tap Gobo in the feature group control bar. Now we have the gobo controls on the encoders. The first encoder is “G1” - this is gobo wheel one. The second encoder selects a gobo on the second gobo wheel. Gobos are often defined in the fixture type definition, and the gobos in the different “wheel slots” are often defined. These definitions include small images that match the actual gobos in the fixture. Try to press the second encoder shortly or click on the value area of the encoder label. This opens the calculator that we talked about in Chapter 4. Around the calculator’s middle is the ‘Channel Sets’ button. Please click this. Now, the right side displays the defined gobos on the second wheel. ![](/img/grandma3/2-3/qsg_12_gobo_calculator_v2-3-322db0.png) When an encoder controls different functions, they can be separated into different sections of values. At the top of the calculator, there are several tabs. The second tab can select the same gobos but with a gobo rotation mode. Select one of the gobos in the first (Index) mode. The third encoder controls the rotation index of the selected gobo on gobo wheel 2. This encoder also has several different modes. They are Index (G2<>), continuous rotation (Rotate), Shake Index (G2<>), and Shake Rotation (Rotate). We can change the mode by clicking the area on the left of the encoder label. We also need to give it a value after the mode selection before the fixture does what we want. ![](/img/grandma3/2-3/qsg_12_gobo_encoderbar_v2-2-1136c2.png) Try the different rotation and index functions. Remember, you can see the result in the 3D window if the dimmer is turned up - the shake function is not visualized. A very good tool with fixtures that have defined Channel Sets like the gobos is the **sMArt** window. This can be created on an empty user-defined area. It can be found in the **Tools**\*\* \*\*tab in the **Add Window** pop-up. ![](/img/grandma3/2-3/qsg_12_gobo_smart-view_v2-3-939b91.png) This gives access to the defined channel sets by a dynamic pool that changes content based on the selected feature (“Gobo” is the feature in the example above). Notice that the gobos appear several times. Once for each mode. ### Color [Section titled “Color”](#color) Let us have a look at the colors. The three first encoders control red, green, and blue. This does not match the physical properties of what is inside the MegaPointe (it has a subtractive CMY color system). The grandMA3 system has a color engine that gives us the same unified control no matter what color system the fixtures use. This means we control the MegaPointe and the Auras (additive RGBW color system) using the same controls. We could use the encoders to change the colors, but we have a better tool. It is called **Color Picker**, it is part of a window called **Special Dialog**, a window that can be created like any other window. It is found in the **Tools** tab. ![](/img/grandma3/2-3/qsg_12_color_picker-cie_v2-2-ec431d.png) The left side of the window has two vertical tabs called “Color” and “Shapers”. Shapers are used with fixtures that have motorized beam shaper functions. None of our fixtures have this, so we are just going to look at the color tab. The color picker has four different modes. The first one we see is the **CIE**. The modes can be changed in the title bar. CIE is a CIE 1931 chromaticity diagram. The crossed-out area is the color area that the selected fixture cannot output. The area changes if we had fixtures with more color options (for instance, fixtures with LED emitters of more than the standard red, green, and blue types) or if the fixtures are measured against their real emitters. A color can be selected by clicking in the color area. The next mode is called **HSB** and is represented by a colored square. This can also be clicked to select a color. The **Fader** mode gives access to different faders that can be used to select the desired color. Finally, the **Book** mode can select different defined filters sorted by manufacturers. The book can be searched by filter name or number. Selecting a filter gives a color as close as possible based on the known information about the fixture. The color picker only affects the color mixing system in a fixture if it exists. This means it only changes the color wheels in fixtures if color wheels are the only option. We have patched some Sharpys, and they only have a color wheel. If we want to change colors in a Sharpy, it works much like the gobo control, and the best tool can be the **sMArt** window. The color wheels (C1, C2, etc.) may be on different feature pages. So, you might need to change the page by clicking the feature button to access these functions on the encoders. Try the different color modes of the color picker and play around with the on-screen faders in the color picker. The “Q” fader is about color quality, and it becomes relevant in RGB+ LED fixtures, where different sets of LEDs have different ways to reach the same colors. ### Beam [Section titled “Beam”](#beam) The beam feature group has controls for shutters, iris, prism, and other beam effects. The MegaPointe has some prisms, and the 3D can visualize these. On feature page 2, there is a “Prism1” where different prisms can be selected. The “Prism 1 Pos” attribute can be used to rotate the prism. This can be used to rotate or index the prisms. A rotating gobo and a rotating prism can give some very interesting looks. Try this while looking at the 3D. ### Focus [Section titled “Focus”](#focus) The focus feature group has controls for the focus. But it also has the **Zoom** attribute. Zoom is visualized in the 3D window. Focus is not visualized. ### Control [Section titled “Control”](#control) The final feature group we have with the patched fixtures is the Control. This is where we find attributes used to reset and set different modes in the fixtures. These are often attributes that we do not store in cues. The exception is possibly a sequence that can be used to turn the lamp on and off in the fixtures. *** ## Recap [Section titled “Recap”](#recap) This chapter looked at different ways to control moving head fixtures. There is an entire section in the manual about [operating fixtures](/grandma3/2-3/operate_fixtures/). It gives more details about the different elements we discussed in this chapter. The [next chapter](/grandma3/2-3/qsg_presets/) is about **Presets**. # 10 - Store Cues and Use Executors > There are different terms that you need to learn before we continue. There are different terms that you need to learn before we continue. ### Cue [Section titled “Cue”](#cue) A **Cue** stores different values from fixture attributes. They can contain more than just the attribute values; it is all about the output of the fixtures. Cues also have information on how to transition between different cues. Each cue has a unique cue number. Cues actually consist of **Cue Parts**. This means that if we store values in cue 5. Then, the values are actually stored in cue 5 part 0. We often just talk about this as cue 5 and only mention the parts when they are relevant, and there is more than just part 0. ### Sequence [Section titled “Sequence”](#sequence) The cues are stored in a **Sequence**. The sequences have a list of cues sorted by the cue number. This means that cue number 4 cannot be before cue number 3. The grandMA3 can handle an almost unlimited number of sequences and many cues for each sequence. The sequences are stored in a sequence pool. When we playback (or “run”) a cue, it is actually played back from the sequence pool. There is always a selected sequence. A thick yellow frame is the default color for indicating a selected pool object. If we do not specify a sequence, the grandMA3 assumes that a sequence command is for the selected sequence. ### Executors [Section titled “Executors”](#executors) **Executors** are used to controlling different objects. One of the objects is the sequences. Executors can also be called **Playbacks**. Different executor hardware exists: Executor Buttons, Executor Faders, and Executor Knobs. All faders and knobs have a button attached. Not all buttons have a fader or knob attached. On the grandMA3 onPC, you can open an on-screen version of the executor hardware by pressing F5. It is important to know that the sequences are not playing back from the executors. The executor sends control commands to the sequences running from the sequence pool. This also means that if several executors control the same sequence, they share the sequence status. *** ## Create Some Cues [Section titled “Create Some Cues”](#create-some-cues) We will create some cues, but first of all, we need a window where we can see the sequence. Click the default view called “Sequence Sheet”. It is a starting point; you can modify it if you want. The window you need is called **Sequence Sheet**, and if you want to create one from scratch, it can be found in the “Tools” tab in the **Add Window** pop-up. The sequence sheet shows the selected sequence. We have not created a sequence yet, but the first sequence pool object is already selected. The lower part of the sequence sheet displays the Recipe information for the cue. We are looking at recipes in Chapter 17. The Recipe area can be hidden by entering the window settings (tapping the MA logo in the upper left corner of the window). In the “Mask” tab, disable “Show Recipe” by tapping it.   Start by clearing the programmer completely. Then select group 1 and give the fixtures a value of 100%. Press Store and then Please. Now, we have stored the active programmer values into **Cue 1** in **Sequence 1**. When we did not specify a location, the selected sequence was used, and it stores the values in the first available cue.  You can see the cue in the sequence sheet. ![](/img/grandma3/2-3/qsg_10_sequence-sheet_one-cue_v2-3-a26961.png) A sequence always contains two default cues: CueZero and OffCue. The OffCue controls different timings when the sequence is turned Off. Cues are rows in the sheet. The different columns represent different settings for the cue. There are many columns in the sequence sheet - let us look at some of the most important ones. **No** is the cue number. **Part** is the cue part number. **Name** is the cue (part) name. In the group of three **Trig** columns, there is one called **Type**. It describes what triggers the cue. If you look at Cue 1, the type is “Go”. This means that to execute the cue, you must press a ‘Go’ key or perform a “Go” action on the sequence. **Cue Fade** defines the time it takes to fade to the stored values in the cue. **Cue Delay** defines if there should be a delay between the trigger and the fade start. ## Run the Cue [Section titled “Run the Cue”](#run-the-cue) We want to trigger the cue. We will do this using a combination of the command line and the Sequence Pool. If you do not have a visible Sequence Pool, please make room for one and create it in the user-defined area. ![](/img/grandma3/2-3/qsg_10_sequence-pool_v2-3-570d87.png) Write Go in the command line and tap the sequence in the pool. Now, the sequence is outputting the stored values in cue 1. ![](/img/grandma3/2-3/qsg_10_sequence-pool-playback_v2-3-dbd8f4.png) Notice that the pool object shows the active cue and a green playback icon in the upper right corner. An easier way to control the sequence is the executors and **Master Area**. On the grandMA3 hardware, the master area is the two long faders and the three dedicated buttons for ‘Go+’, ‘Go-’ and ‘Pause’. Some hardware also has some extra buttons and knobs above the faders. On the grandMA3 onPC, we can open an on-screen version of the master area by pressing F7 on a keyboard - here, it is the middle part of the pop-up. ![](/img/grandma3/2-3/qsg_10_master-area_v2-3-2d95db.png) The master area always controls the selected sequence. The default function for the left fader is an output master. Moving it up and down adjusts the output level of the sequence. ### Assign Sequence Control to Executors [Section titled “Assign Sequence Control to Executors”](#assign-sequence-control-to-executors) We can also assign sequence controls to other executors. Sequence 1 is already assigned to an executor, as a default in a new show. The on-screen version of the executors can be opened by pressing F5 on a keyboard. ![](/img/grandma3/2-3/qsg_10_executors_default_v2-3-14efdb.png) The on-screen executors can be created as a window. It is called **Playbacks** and is in the ‘More’ tab. I have created a window with the playbacks for the next step. If you are on the onPC, I suggest you do the same.   On the grandMA3 hardware, these executor buttons are not numbered as they are in the software. They have small horizontal lines on the buttons indicating the hundreds number. The leftmost column of executors are the first. This means that the bottom executor in the lower-left corner is executor 101. It has one horizontal line. The button above this is 201; it is connected to the fader. The button above the fader is 301, and it got a rotating knob. The top button is 401, and it also got a rotating knob. The next column is the second’s executors for each hundred: 102, 202, 302, and 402. Each executor is its own and can send control commands to different objects. But they can also be grouped together.   With sequence 1 already assigned to executor 201, we can move the left executor fader, and it also controls the master intensity for the sequence. Notice that the master in the Master Area also moves. Both faders do the same thing for Sequence 1. ## Create More Sequences [Section titled “Create More Sequences”](#create-more-sequences) Now, we are going to create more sequences. Clear your programmer and select group 2. Give the fixtures 100% intensity. Press the **Store** Quickey and then the executor button 202. Now we have two faders, each controlling their own fixtures. ![](/img/grandma3/2-3/qsg_10_executors_seq-2_v2-3-a386e6.png) When we pressed the executor button, the grandMA3 software automatically created a new cue 1 in a new sequence and assigned the sequence as the object on executor 202.   Clear the programmer, repeat the steps above for group 4 (Even Blinders), and store them to executor 203. And finally, store group 5 at 100% on executor 204. We should name/label the four sequences in the sequence pool to match the group names. Now, you have four faders that each control some of the fixtures. ![](/img/grandma3/2-3/qsg_10_executors_seq-4_v2-3-c04f02.png) ## Modify the Executors [Section titled “Modify the Executors”](#modify-the-executors) Let us try to modify the controls to give us some more buttons. We would like to use the 101, 102, 103, and 104 as flash buttons for the sequences above. We could make these buttons separately control the sequences and just have a flash button on them, but we could also expand the executor and group the executors for each sequence. Press Assign and press executor 201. This opens the **Assign Menu**: ![](/img/grandma3/2-3/qsg_10_assign-menu_start_v2-3-85db8f.png) This menu can be used to adjust the height and width of the assigned objects, in this case, sequences. It is also used to change the functions assigned to the buttons, faders, and rotating knobs. In the center part, we can use the four corners to change the size. Pressing and holding the object title (in the image above the red “Front”) can be used to move the object to other available executors. Tapping a button, fader, or knob in the center part gives it focus (a brighter yellow frame), and the right side can be used to assign a function to the selected button, fader, or knob. We wanted to add the 101 to our control. Press and hold one of the lower corners of the highlighted Go+ button. Now move it down to include the 101. Select the 101 button and select ‘Flash’ on the right side. ![](/img/grandma3/2-3/qsg_10_assign-menu_first-done_v2-3-d34d1c.png) This has now changed the function (or command) assigned to the button. It has a cyan icon in the top left corner to indicate that this is different from the default assignment of the executor configuration. The text in the ‘Executor Config.’ button in the title bar is also cyan.  We can save this change to the default configuration. Tap Executor Config. in the title bar of the Assign Menu. This opens a pop-up where we can perform different actions on the executor configurations. Let us store the current settings to the “Default Sequence” configuration by tapping Save. Now tap the 202 button in the menu and change the size to include the 102. Now the flash is automatically assigned to the 102 button because it is the default configuration. Repeat this for 203 and 204. Close the Assign Menu by tapping the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner. ![](/img/grandma3/2-3/qsg_10_executors_done_v2-3-680b82.png) Let us try the new function. Clear the programmer. Turn down all the faders and press executor button 101. You should see the fixture flash in the 3D window and the fixture sheet. Flash can be combined with having the faders up. If the fader is at 100%, then the flash does not have a function, but having the faders at 25% and flashing is a visible combination. Now the executors look like this in a **Playback** window: ![](/img/grandma3/2-3/qsg_10_executors_final_v2-3-c476c1.png) Notice that the sequence called “Front” has a yellow color in the executor label. This indicates that this is the selected sequence. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we stored some cues in different sequences and made some executors control the sequences. We also adjusted the executors to match our needs. Read the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/) to learn details about the Sequence Sheet window. The Assign menu is described in detail in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). The [next chapter](/grandma3/2-3/qsg_add_moving/) is about adding moving lights. **Your onPC or console needs access to the internet for the best result in the next chapter.** # 02 - First Patch > The new show file we created is empty! The new show file we created is empty! We need to add some devices to our **Patch** to be able to do something meaningful with the grandMA3. We are going to create a mock-up festival rig. It will not be the perfect rig, but it will give us a very diverse and flexible rig that we can use to try some of all the features in the software. The setup will have 7 “pods” each with the same fixtures. But before we add a lot of complex fixtures, we will start with the conventional fixtures in our setup. The conventional fixtures will be front light, some sidelight, and blinders. We will start with these simple fixtures to get a basic understanding of the workspace and how to structure the patch and show file.   Everything about fixture setup is done in the patch. Some tools might give us easier access to fixture properties (we will get back to these in future chapters), but every fixture property ultimately lives in the patch. Fixture properties include the fixture type and mode, the DMX patch address, the fixture position in a 3D space, etc. There are different tools available to us for organizing the fixture setup. I am going to explain some of them before we start adding fixtures. ### Grouping Fixtures [Section titled “Grouping Fixtures”](#grouping-fixtures) A fixture is typically represented as a single row in a **Fixture Sheet**. This makes it possible to see all the different values a fixture may have. If we have a lot of fixtures, then it might be a very long list of fixtures. Fixtures can be grouped inside a special grouping fixture. This is especially nice for fixtures that often do the same thing. The grouping fixture is a virtual fixture that can have an ID number. Using this ID to select fixtures actually applies the values to the fixtures inside. The grouping fixture itself does not contain any values. Fixtures inside a grouping fixture must have their own ID and can be accessed individually using their ID number. Having fixtures inside grouping fixtures creates a hierarchy. There are many hierarchies in grandMA3, and they can have many layers. Two terms often used with hierarchies are **Parent** and **Child**. When talking about grouping fixtures, the actual fixtures are the children inside the parent (the grouping fixture). The child fixtures can be selected using their own unique ID, as mentioned above, but they can also be selected using the parent ID and a Child index number. We’ll explore this more in Chapter 4. ### Sub-fixtures [Section titled “Sub-fixtures”](#sub-fixtures) Some fixtures have sub-fixtures. This is often the case when a fixture has multiple elements that do the same. For instance, an LED fixture with multiple LED cells which can be controlled individually. There would be a parent fixture with all the shared functions, for instance, pan and tilt. Then, there would be a child or sub-fixture for each LED element. These sub-fixtures are addressed as a sub-ID from the parent fixture ID. The parent and child IDs are separated by a dot (.). For example, a Clay Paky A.leda B-EYE K10 can have the LEDs separated into 19 different individually controlled LEDs (Standard RGB mode). If the fixture has ID 17, selecting 17 would only select the main parent fixture. If the main and all the sub-fixtures need to be selected, then you need to select “17.” - that is the ID followed by a dot. Selecting fixture 17.1 would only select the first LED element - the first sub-fixture. ### IDTypes [Section titled “IDTypes”](#idtypes) The fixtures can be organized in different **IDTypes**. There are eight different types that we can use. Two of those are **Fixture** and **Channel**. The other six can be renamed to match our needs. The default names are **Houselights**, **NonDim**, **Media**, **Fog**, **Effect**, and **Pyro**. Each IDType has its own number range from 1 and upwards. A fixture can have two different ID numbers. The first one is always the **Fixture** IDType, which is called **FID**. The second can be one of the other IDTypes and is called **CID**. A fixture needs to have at least one ID for us to be able to select and ultimately control the fixture. ## Enter the Patch [Section titled “Enter the Patch”](#enter-the-patch) Here is the goal for this chapter: * Add 14 standard dimmer channels that we can control. * Add another 14 dimmer channels that are the audience blinders. * Organize the blinders in a Grouping fixture. We need to get to the patch. Press Menu (or the Gear Icon ![](/img/grandma3/2-3/icon_gear_24_v1-9-186752.png) in the onPC) and then click Patch. ### Insert New Fixtures Wizard [Section titled “Insert New Fixtures Wizard”](#insert-new-fixtures-wizard) The first time we open the patch, it is empty, and we are presented with the **Insert New Fixture wizard** that helps us provide the needed information to add the fixtures. ![](/img/grandma3/2-3/qsg_02_empty-patch_v2-3-3a4298.png) The cursor is ready in the **Filter** input field and can be used to filter the list presented to us. The list is the **library**. The default is the MA and user fixtures on the local hard drive (Internal). Other libraries can be chosen, but this is fine for the first fixtures. We need dimmers, so type dim in the filter. Now, the list is limited to only showing fixtures that have **dim** somewhere in the manufacturer name, the fixture name, or the fixture mode. It might look like this: ![](/img/grandma3/2-3/qsg_02_filtered-list_v2-3-981514.png) The library has three columns. The left column shows the different manufacturers. The center column is the fixture models from the selected manufacturer. The right column lists the different modes available for the selected fixture model. We need the Generic Dimmer in “Mode 0”. Make sure the correct elements are selected (darker gray background and yellow text as in the image above), and click Select in the lower right corner. Now, you can give the fixtures a name. If the name ends with a space and a number, the fixtures are automatically numbered starting from the number you type. Just leave it as the default “Dim 1” and click Please. Next is the quantity, meaning how many fixtures we want to add. Type 28 and click Create ! in the lower right corner (not the ‘Please’ in the number input). Now we have 28 dimmers named “Dim” followed by a number. They are patched to DMX address 1 in DMX universe 1 and upwards. They have an FID from 1 and up to 28. ![](/img/grandma3/2-3/qsg_02_first-fixtures_v2-3-313dfa.png) This solves some of our goals for this chapter. Next, we need to add the grouping fixture. Scroll to the end of the list, select the cell called “New Fixture”, and click Insert new Fixture in the menu. Now we are back at the **Insert New Fixture wizard**. Now we look at the tab called “Show,” and there is only the generic dimmer, which is nice if we want to add more dimmers, but we need to add a new fixture type to our show. The idea behind this is that there are different fixture types in different libraries, and we import a copy of the fixture type from a library into our show. We need the grouping fixture, and this is in the Library, so click the Library tab below the filter input. Now type group in the filter input, and select the Generic Grouping fixture in “Default” mode, and click Select. Name the fixture Blinders. We only need 1, but we want it to have FID 20 - type 20 in the FID input. This gives us a red background in the FID input to show us that there is a problem: ![](/img/grandma3/2-3/qsg_02_add-grouping_v2-2-0a6b9b.png) Ignore the problem for now and click Create !. The problem was that we already had a fixture with FID 20, and since we can only have unique FIDs, the previous fixture 20 now has “None” in the FID column. We need to fix this and will renumber all the blinder fixtures. The blinders are the last 14 dimmer fixtures on the list. We need to select the FID for these fixtures. Left-click and hold the FID 15 and drag down to FID 28 and release. It should look like this: ![](/img/grandma3/2-3/qsg_02_blinder-fixtures_v2-3-379261.png) Now, we need to edit this. It is easy to do with a mouse; just right-click in the blue area. On the console, you can press Edit and then tap in the blue area. A number pop-up appears where we need to click 2 1 and confirm with Please. Now, the fixtures are renumbered. We also need to move them to be children of the grouping fixture. To keep the selection, simply click Cut to cut them from the list into the clipboard. The result is that they are now marked with a red background in the fixture list. We need to paste them to the new location. Click the triangle arrow next to the Blinders fixture so it unfolds, and select **New Fixture** inside the “Blinders”. Like this: ![](/img/grandma3/2-3/qsg_02_blinder-unfolded_v2-2-8042b1.png) It is important that you do not select the lowest **New Fixture** as this is outside the “Blinders”. Now click Paste. You are now asked about the fixtures’ position and rotation in the 3D virtual space. ![](/img/grandma3/2-3/qsg_02_move-fixtures_pop-up_v2-3-5c62cd.png) At the moment, all the fixtures are at the zero position in the 3D virtual space. So, it does not matter whether you select ‘Absolute’ or ‘Relative’. But select one of them.  In chapter 5, we will look at the 3D virtual space and positioning of the fixtures. After the move, the fixtures are now children of the blinder grouping fixture. These were all the goals for the chapter, but there is one more thing we should do now that we are in the patch. The fixtures have a shape in a 3D virtual space. This shape is defined by the fixture type we select. Let us change the fixture for the blinders and find another fixture. Select the 14 fixtures again, but this time in the **FixtureType** column, and edit the value with a right-click. Now, we are back to the fixture-finding pop-up. Here, we must select the Library tab and type blinder in the filter. Select “Briteq” manufacture and the “COB Blinder 2x100W” and select the “1 channel” mode. Confirm the choice by clicking Select. Finally, let us change the name of the blinders. Select all the blinders in the name column and edit the name. Type Blinder 1 and confirm with Enter/Please. The patch should look something like this: | FID | Name | FixtureType | Mode | Patch | | --- | ---------- | ---------------------- | ----------- | ----- | | 1 | Dim 1 | 2 Dimmer | 2 Mode 0 | 1.001 | | 2 | Dim 2 | 2 Dimmer | 2 Mode 0 | 1.002 | | 3 | Dim 3 | 2 Dimmer | 2 Mode 0 | 1.003 | | 4 | Dim 4 | 2 Dimmer | 2 Mode 0 | 1.004 | | 5 | Dim 5 | 2 Dimmer | 2 Mode 0 | 1.005 | | 6 | Dim 6 | 2 Dimmer | 2 Mode 0 | 1.006 | | 7 | Dim 7 | 2 Dimmer | 2 Mode 0 | 1.007 | | 8 | Dim 8 | 2 Dimmer | 2 Mode 0 | 1.008 | | 9 | Dim 9 | 2 Dimmer | 2 Mode 0 | 1.009 | | 10 | Dim 10 | 2 Dimmer | 2 Mode 0 | 1.010 | | 11 | Dim 11 | 2 Dimmer | 2 Mode 0 | 1.011 | | 12 | Dim 12 | 2 Dimmer | 2 Mode 0 | 1.012 | | 13 | Dim 13 | 2 Dimmer | 2 Mode 0 | 1.013 | | 14 | Dim 14 | 2 Dimmer | 2 Mode 0 | 1.014 | | 20 | Blinders | 3 Grouping | 1 Default |   | | 21 | Blinder 1 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.015 | | 22 | Blinder 2 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.016 | | 23 | Blinder 3 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.017 | | 24 | Blinder 4 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.018 | | 25 | Blinder 5 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.019 | | 26 | Blinder 6 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.020 | | 27 | Blinder 7 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.021 | | 28 | Blinder 8 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.022 | | 29 | Blinder 9 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.023 | | 30 | Blinder 10 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.024 | | 31 | Blinder 11 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.025 | | 32 | Blinder 12 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.026 | | 33 | Blinder 13 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.027 | | 34 | Blinder 14 | 4 COB - Blinder 2x100w | 1 1 Channel | 1.028 | There is an “Univ” fixture in there automatically - this is the universal fixture that the system uses. Just ignore it for now. Exit the patch by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner. Now you are asked if you want to keep the changes. Confirm this by clicking Save and Exit. Finally, save the show. Let us do this by using the command line. Type the following keyword shortcut: | | | | ------------------------------------------------------------------ | ------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\[Fixture]>sa | And execute the command with ‘Enter’/Please. Now, the show is saved with the same name. We used the short version of the **SaveShow** keyword. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we have added simple dimmer fixtures to the patch, and we can now start learning how to control the dimmers. You could look at some places in the manual to learn details about the patch. The topic called [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/) covers what we did and has detailed information. We will return to the patch in a later chapter and look closely at some of the functions there. If you want to learn about fixture types, there is a whole section called [Fixture Types](/grandma3/2-3/fixture_types/). We used one keyword in the command line - follow this link to learn a little more about it: [SaveShow Keyword](/grandma3/2-3/keyword_saveshow/). I suggest simply continuing to the [next chapter](/grandma3/2-3/qsg_first_view/) in this guide. # 03 - First View Setup > In the previous chapter, we added some dimmer fixtures. In the previous chapter, we added some dimmer fixtures. We need to see the fixtures and set up our screens to show the relevant windows. ## Quick Interface Introduction [Section titled “Quick Interface Introduction”](#quick-interface-introduction) First, we need to have a quick look at the interface. This is display 1 on the grandMA3 onPC: ![](/img/grandma3/2-3/qsg_03_interface_v2-3-b64a38.png) There are six different areas indicated in the picture above. The areas have different purposes: 1. **Control Bar** - Very useful when using the grandMA3 onPC. It has shortcuts to different windows and menus. 2. **Title Bar** - This is the Windows title bar (Mac OS has a similar title bar). It shows the display number, the software version, and the name of the show file. 3. **User-defined Area** - This area is where you can create views with different windows. 4. **Command Line** - This row has different indicators and buttons with quick access to different menus. The center part is the **Command Line Input**. Here, you can write commands to the software. 5. **Encoder Bar** - This area is often used to apply values to the different attributes of the fixtures. The right side has controls for the **Grand Master** for the console. On the full-size and light consoles, this area is on the letterbox screen 8. 6. **View Bar** - This bar features buttons called ViewButtons, where we can store and recall different elements, such as views. The interface dynamically adjusts when you are using a grandMA3 onPC. The user-defined area can expand and contract based on the display size. It can also be configured to hide some areas or scale the interface. This is done using the **Configure Display** pop-up. This can be accessed when the Menu selection pop-up is visible. Do this by clicking the gear icon (![](/img/grandma3/2-3/icon_gear_24_v1-9-186752.png)) in the control bar. Then click Configure Display in the smaller “Display” pop-up. ![](/img/grandma3/2-3/qsg_03_configure-display_v2-3-cee806.png) Here, the different areas can be toggled On or Off. When something has a yellow text color, it is On or selected.  Width and Height define the number of square fields in the user-definable area. Scale can be used to visually scale the entire interface. ## Predefined Views [Section titled “Predefined Views”](#predefined-views) When we talk about a **view**, it refers to the setup of **windows** in the user-defined area. These views can be stored and recalled. They can be assigned to buttons, such as the one in the **View Bar** on the right side of the interface. If you change a view and would like to keep the change, then you simply store the view again. A new show file has some predefined views that can be very useful. Click the one called Fixture. Depending on your display size, you might see a view that is cut off on the bottom or/and the right side. This is because the stored view is bigger in width and height than the current size of the user-defined area. A thin brown frame indicates that the view is bigger. Scroll bars appear, allowing you to scroll to other parts of the view. If you have touch screens, a three-finger touch and scroll also move the view inside the user-defined area. ## Fixture Sheet [Section titled “Fixture Sheet”](#fixture-sheet) We are going to create our own view. First, we need to create an empty user-defined area. Again, we can use the Menu selection pop-up. Click the gear icon (![](/img/grandma3/2-3/icon_gear_15_v1-9-bd0337.png)) or press the Menu key. All screens now have a small pop-up in the lower right corner. Click Delete This Screen in the small **Display** pop-up. Now, the user-defined area is empty again. We want to create a window that shows us the dimmer values of the fixtures in our show. So far, we only have fixtures with dimmers. Click the upper left corner in the user-defined area. An **Add Window** pop-up appears. This pop-up gives access to all the different windows in the system. They are organized into different tabs. One of the tabs is called “All”. This has all the windows in one alphabetically sorted list. We need the window called **Fixture Sheet**. This can be found in the **Common** tab. Click Common and then Fixture Sheet. Now, we have a fixture sheet filling the entire user-definable area. This window shows us the fixtures in rows and the attributes (in this case, primarily the “Dimmer”) in columns. The **Blinders** fixture is collapsed and does not show the child fixtures. This can be changed by clicking the white triangle arrow either at the top of the left column or the arrow next to the **Blinder** name. There might be a **Universal Fixture** in the list. Just keep ignoring this for now. I will explain it later in this chapter. We can change how the window looks when we are only interested in looking at the dimmer values. This is done in the **Settings** for the window. All windows have an MA logo in the upper left corner. Click this to open the settings for the window. Different windows have different settings. Some are common settings, and some are individual for a specific type of window. The settings are often organized into different tabs. We want to change a setting called  **Sheet Mode**. It is found in the **Display** tab. Click SheetMode until it says **Dimmer+**. The settings should look like this: ![](/img/grandma3/2-3/qsg_03_fixture-sheet-settings_v2-3-0eacb7.png) Now, the Fixture Sheet has been changed, and it shows tiles with the ID, the dimmer value, and a square showing the output. Close the settings by tapping the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner of the settings pop-up. Looking at the fixture sheet, you might wonder, “Why are there two fixtures 1 in the sheet”. The one in the lower right corner is the virtual universal fixture that the system automatically creates. It is not “Fixture” 1; it is “Universal” 1. The universal fixture contains some of the most generic functions in fixtures. All you need to do for now is ignore it and not worry about it. This fixture sheet window is much bigger than needed, and we can adjust it to match our needs. The lower right corner of the window looks like this: ![](/img/grandma3/2-3/qsg_03_resize-corner_v1-4-bd0046.png). This can be used to resize the window. Click and hold the resize corner and move it to a new location in the user-defined area. Release the mouse button (or screen) on a location where the window looks nice to you. ## Store the View [Section titled “Store the View”](#store-the-view) We want to store the new view on one of the **ViewButtons** on the right side. Let us begin by clearing a button for our new view. We need to press the ‘Delete’ key. If you use a grandMA3 onPC, then there is an on-screen version of the physical keys of the **Command Area** of the consoles. This can be opened by clicking the ![](/img/grandma3/2-3/icon_key_24_v1-9-b069f7.png) icon in the command bar on the left or by pressing F3 on a keyboard. It can be closed again by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner or pressing F3 again. I am going to write “press” a key. This might mean that you open this on-screen representation of the command keys and click the representation of the key. But I will write about them as if you had the physical keys on a console. So, Press Delete and then close the Command Area pop-up, and then click the top ViewButton on the right (the one that says “Fixture”). Now, the ViewButton should be empty. Next, store the current look of the user-defined area on the empty ViewButton. Instead of pressing the ‘Store’ key, we will use the command line input. Click the command line input where it says “Admin\[Fixture]>”. Now write Store, so the command line looks like this: | | | | ------------------------------------------------------------------ | --------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\[Fixture]>Store | Now click the empty ViewButton. This opens a **Store View Options** pop-up. ![](/img/grandma3/2-3/qsg_03_store-view-popup_v2-2-486e63.png) Here, we can see that we are currently storing the windows on display “Internal 1” and we can give the view a name or label. Write Dimmer as the name/label and click OK. The view is now stored on the button, and it can be recalled anytime by clicking the view button. ## Command Line History [Section titled “Command Line History”](#command-line-history) Another view that can be useful to have visible is the **Command Line History** window. Often, it can be advantageous to see how the console reacts to your input. The **Command Line History** window continually gives you a lot of information. It shows how the software interprets our user input and if the input is not understood or gives an error. Do not be confused about all the information. We will go through it when needed. Let us create the window. When we made the fixture sheet, we clicked in the upper left corner, and the window took all the available space. Now, we are going to try a different technique. Click and hold below the fixture sheet (make it smaller first if needed) and drag a square of the size you want the window to be. Now, release the mouse/screen. Now, the **Add Window** pop-up appears again, and in the **Common** tab, click Command Line History. Now, you have a **Command Line History** window. You can still adjust the size if you are not happy with the size you made. A window can be moved around by clicking, holding the title bar, and dragging the window around. If there is insufficient space, the window will resize automatically on the right and bottom sides. ## Update the View [Section titled “Update the View”](#update-the-view) We are going to add one more element to the view. In the area below the command line history, we need to create a new window. Click and drag the area below the window. In the Add Window pop-up, we need to click Data Pools and then Quickeys. When we first create a pool, it is often empty and just has a lot of “containers” for objects or elements. Pools are often limited to only contain one kind of element. Sometimes, we need to store into an empty pool element; other times, we edit an empty element to define what it should do. **Quickeys** are virtual hardware keys that can be organized in a pool. Instead of having to open the **Command Section** every time we need to press a key, we can create the key in the Quickey pool. Let us create the first key in the pool. Right-click the first empty pool object where it says “1”. This opens the **Edit Quickey 1** pop-up. We need to edit the “Code” input. Clicking this opens a big pop-up with all the different hard keys. Click Store in the pop-up. This also changes the name of the quickey. ![](/img/grandma3/2-3/qsg_03_edit-quickey-popup_v2-3-555917.png) Close the editor pop-up. Now, we have an on-screen version of the ‘Store’ key. Once a quickey is created, it works exactly as a physical key. We explore pools more in Chapter 6. When you are happy with the windows’ size, location, and look, you can store the view on the view button again. Click the new Store quickey and then tap the view button. Confirm the name and the store action by clicking OK in the **Store View Options** pop-up. Here is my result. I have changed the **#Columns** option in the fixture sheet settings to 15. This makes the fixtures align nicely in the sheet. ![](/img/grandma3/2-3/qsg_03_result_v2-3-1ad040.png) You should save your show. *** ## Recap [Section titled “Recap”](#recap) This chapter briefly introduced the user interface and the command line input. We also looked at creating windows in the user-defined area and storing the windows, their settings, and their arrangement on a view button. The manual has an entire section with details about the windows and view. It is called [Windows, Views, and Menus](/grandma3/2-3/wvm/). The fixture sheet is described in detail in the [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) topic. The command line and the **Command Line History** window are described in detail in the [Command Line](/grandma3/2-3/ws_ui_command_line/) topic. And naturally, there is also a section about the [Quickeys](/grandma3/2-3/quickeys/). In the [next chapter](/grandma3/2-3/qsg_control_fixtures/), we are going to control the dimmers. # 06 - Groups > Fixture selection can be made using the methods explored in Chapter 4. However, when fixtures are often used together and need to be selected together, there is Fixture selection can be made using the methods explored in Chapter 4. However, when fixtures are often used together and need to be selected together, there is another option called **Groups**. In a **Group**, we store the fixture selection and the order of the fixture selection. Groups are organized in a **Group Pool**. This can be created as a window for easy creation, overview, and selection. Make room in a user-defined area to create a group pool window. The **Groups** window is created like other windows and can be found in the **Data Pools** tab in the **Add Window** pop-up. The pool looks like this when empty: ![](/img/grandma3/2-3/qsg_06_group-pool_empty_v2-1-49a916.png) The square on the top left is the **Title Field**. All pools have one of these. It tells you what kind of pool it is and the MA logo is used to access the settings - just like the logo in the left corner of other windows’ title bar. Pools often have fewer settings than more complex windows like the fixture sheet. The other squares in the pool window are where we can store pool objects. The objects we store in the group pool are groups. A lot of the things we create are stored in pools. For instance, the views we have stored and modified are stored in a **Views** pool. The quickeys we have created are also in a pool. ## Create Group [Section titled “Create Group”](#create-group) We are going to create a few groups with our current fixtures. The first group will be the front lights. Make sure to start with an empty programmer and then select fixtures 1 thru 8. You do not need to give them a dimmer value. Now click and hold the first group field until a group object appears. Looking at the **Command Line History** window, you can see feedback like this: | | | | ---- | ------------- | | OK : | Store Group 1 | Try to clear your programmer and then click the group. Now you have reselected the fixtures. The group does not have a name, but we can label the group easily. The last thing we touch or click gets focus. This is indicated with a white frame. When a pool object has focus, and we start writing on our keyboard, the system assumes we are giving it a label. You can simply start typing: Front - this opens the “Label” pop-up. Complete the labeling by pressing ‘Enter’ on the keyboard. Now, the group has a name. There are other ways to do this. Pool objects have a special **Swipey** menu that gives access to some standard functions. The menu is accessed by clicking and holding the group and then moving the pointer out of the group pool object. ![](/img/grandma3/2-3/qsg_06_swipey-menu_v2-3-fa3ab9.png) The menu has seven buttons that appear around the pool object. The top center button can be used to give the group a new label. The menu is visible as long as you hold the mouse button pressed or as long as you touch the screen. Move the pointer/finger to the desired button and release. You can release it outside the buttons if you do not want to do anything. Create a second group with fixtures 9 thru 14. Label it “Sides”. Make sure it only contains the desired fixtures. Our third group is all the blinders (fixtures 21 thru 34). Label it “All Blinders”. We are going to make two more groups. It is two selections of blinders. These two groups are all blinders, but we will make two symmetrical selections. Group four is fixtures 21, 24, 25, 27, 28, 30, 31, and 34 - label this “Even Blinders”. It is not strictly the even numbers but just ignore this. The last group is fixtures 22, 23, 26, 29, 32, and 33 - label this group “Odd Blinders”. Now we have the groups we need. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at groups as a selection tool and created some useful groups. Groups are described in detail in the [Groups section](/grandma3/2-3/group/) of the main manual. The [next chapter](/grandma3/2-3/qsg_appear/) is about appearance. # 09 - Macros > A macro is a command or a set of several commands that can be executed when the macro is called. A macro is a command or a set of several commands that can be executed when the macro is called. Macros are stored in the **Macros** Pool (found in the Data Pool tab). The previous chapter introduced the pools and how to use them. So, create a macro pool in the user-defined area and edit the first empty pool object. The macro editor looks like this - with ‘Settings’ toggled On in the title bar: ![](/img/grandma3/2-3/qsg_09_macro-editor-empty_v2-3-b6d3f2.png) In the editor, we can create macro lines. Each line is executed one by one. A macro needs at least one line. The commands are the same as the ones we use in the command line input. We do not write a please command at the end; it is automatically added if the **Execute** column says **Yes**. Click Insert New Macro Line. Now we have a macro line where we can add a **Command**. We get a command editor where we can write a command and see how the system would interpret the command. We are going to create a simple macro that saves the show. Edit the command field in the editor and write SaveShow. ![](/img/grandma3/2-3/qsg_09_command-editor_v2-3-0377bc.png) It is important that it is one word. Confirm the input with a ‘Please’ / ‘Enter’. Edit the Name input button at the top of the editor and write Quicksave. If you do not see a ‘Name’ button at the top, Click Settings in the title bar to show the settings at the top. Close the editor and click the macro in the pool: ![](/img/grandma3/2-3/qsg_09_macro-pool_v2-2-733840.png) This was one of the most simple macros. A single keyword that saves our show. Macros can be more complex using elements like user-defined variables and something called “Handles”. That is outside the scope of this Quick Start Guide. We are going to create another macro. It uses multiple lines and a temporary group (number 999). Edit a new empty macro pool object. Add a new macro line and write Delete Group 999 /NoConfirmation in the command editor. This deletes any group stored at number 999 without asking for confirmation. Make sure to click New Macro Line below the command we just added, and then Insert New Macro Line. Now, we have a new macro line that will be executed right after the first line. Write Store Group 999 /Merge. This stores the current selection in a new group. We need another line with the command Fixture Thru - Group 999. This selects all fixtures except the ones in group 999. The next line should be At 0. This gives the selected fixtures a dimmer value of 0 %. The next line is Group 999. This reselects the original fixtures. The final line is the same as the first line Delete Group 999 /NoConfirmation. This is a bit of house cleaning, removing the group we no longer need. All these lines are executed one after the other as fast as possible. This is nice, but some actions might take milliseconds to perform, such as storing a big group. So, we want to add a small delay between the macro lines. The **Wait** column defines the wait time before the next line is performed. It currently says “Follow”. This means that the next line follows as fast as possible. Select all the lines in the **Wait** column and edit the value to 0.1. This introduces a 100-millisecond wait time before executing the next macro line. Edit the name of the macro and change it to “RemOff”. The result should look like this (I have added notes to each line for information only): ![](/img/grandma3/2-3/qsg_09_macro-2-final_v2-2-9508e6.png) Notice that the wait time in the last line is in red text. This is because no more lines exist, and wait is not performed or needed. Let us do one more macro. Edit a new empty macro pool object. Now click Import. This opens a long list of previously exported macros and factory-created macros. Filter the list or scroll down to find “help context sensitive.xml”, select it and click Import. Now, you have imported all the settings for this macro, including a macro name. One of the settings is the **Execute** setting. This is set to “No”. This means that the macro line is not automatically executed. It basically just adds the command to the command line and then waits for a user action that executes the command. You can close the macro editor. This macro can be used to open relevant help pages. Try it out by clicking the macro and then the macro pool title field. This opens the help page about macros.   Close the help pop-up and add more macros if you feel like it. ![](/img/grandma3/2-3/qsg_09_macro-pool_final_v2-2-3377ed.png) You can click the macros in the pool to run them. A command can also trigger them, for example, Macro 1. *** ## Recap [Section titled “Recap”](#recap) This chapter was a quick look at the macro system. The main manual has an entire [Macro section](/grandma3/2-3/macros/) about macros. Feel free to add more macros in the following chapters if you feel it makes sense. In the [next chapter](/grandma3/2-3/qsg_cue_executor/), we are finally going to create some cues. # 15 - Sequence with Multiple Cues > Now, we are going to create a new sequence with multiple cues. Now, we are going to create a new sequence with multiple cues. We will use the moving heads and some of the presets we created in Chapter 13. Because of the differences in our preset, your result will look different than mine. That is okay. It is meant as a demonstration, and we will use the sequence to look at different functions with sequences. The actual preset values are not important. ## Create the Sequence [Section titled “Create the Sequence”](#create-the-sequence) We begin by getting some values into our programmer. Start by clearing the programmer. Now select Group 7 (all the Mega Pointe) and turn them to 100%. Select a position preset and color preset. This is our first cue in a new sequence, so let us store it: Press Store and then the executor button 206. Now, we have a new sequence (number 5), and executor 206 controls the sequence. Press Select Sequ 5 Please to select the sequence. This makes it easier when we are going to work with the sequence. Have a look at the sequence sheet. Notice that the cue name gets the names from the presets. ![](/img/grandma3/2-3/qsg_15_sequence_first-cue_v2-3-b3519d.png) First Cue in the New Sequence Press the Go+ key in the master section to run the cue. The master section can be opened temporarily by pressing F7 on a keyboard or be created as a window. Turn off the Mega Pointes (0%) and Press Store Cue 2 Time 3 Please. This stores cue 2 with a cue fade time of 3 seconds. Clear the programmer. Now you are back to cue 1. Press Go+ in the master area to run the second cue. Select all the Auras. Turn them On, and select a color and a position. Store this as cue 3 with a fade time of 4. Give them a new position and adjust the color. Store this as cue 4 with a fade time of 3 seconds. Clear the programmer and run the two new cues in the sequence. ![](/img/grandma3/2-3/qsg_15_sequence_cue-four_v2-3-4b182f.png) Cue 4 is active Select the X4 Bars. Give them a dimmer value, a color, and a position, and adjust the zoom. Store this as cue 5 with a fade time of 2 seconds. Clear the programmer and run cue 5. Select the Mega Pointe. Give them a new position, intensity, color, and add a gobo. Select the Auras and turn them Off. Store this as cue 6. Run the cue and *then* clear the programmer. This allows you to go to the cue without any changes to the output when we clear the programmer. Now, we are going to change the cue timing. Press Time 2 / 5 Please. This changed the current cues time. We could have specified a cue number, and you can do this if you want to change a different cue than the current one. We also specified two different numbers separated by a forward slash. This means that the cue now has fade and outfade times. The outfade time (5 seconds) will be used by the dimmer going down in value (the Auras). All other attributes change values using the normal fade time (2 seconds). The final cue is going to be a blackout. Select the Mega Pointes and the X4 Bars and give them 0% intensity. Store this as cue 7 with a fade time of 0. This was the sequence. Try to run through it a couple of times. ![](/img/grandma3/2-3/qsg_15_sequence_cue-seven_v2-3-fedf6a.png) All Cues Created ## Edit the Sequence [Section titled “Edit the Sequence”](#edit-the-sequence) Let us make some changes to the sequence using the sequence sheet. We would like cue 4 to automatically run, shortly after cue 3 is done. This can be done by changing the trigger for cue 4. The default trigger type is “Go” as we saw in chapter 8. Edit the “Type” field for cue 4, select Time, edit the time column, and give it a value of 6 seconds. These settings mean that when we trigger cue 3 with a Go, cue 3 runs with a fade time of 4 seconds, and a timed countdown of 6 seconds is also started for cue 4. So, 6 seconds after we trigger cue 3, cue 4 is triggered and starts fading. There are other ways to achieve the same result. This is just one way to do it.   With cue 6, we created a cue where the Mega Pointes turn On, and the Auras turn Off. We know this because we just did it. If we return to this show after some time has passed, we might not remember that it is the Auras that use the outfade time. So, let us change this to a different solution that makes what is happening more obvious. We are going to create a part cue with the Auras. Select the Auras and give them 0%. Press Store Cue 6 Cue 2 Time 5 Please. Notice that pressing ‘Cue’ changes the keyword that will be used - the next time we press the key - to the “Part” keyword. This command might give you a rather complex popup asking you how to store the values. Make sure “Tracking” is selected and that the pop-up looks like this: ![Update this description text.](/img/grandma3/2-3/qsg_15_sequence_store-cue-6-popup_v2-3-34655b.png) Store cue 6 pop-up Confirm the settings by clicking Store. This stores the Auras dimmer value to cue 6 part 2 with a cuefade of 5. So now we can change the cue fade in cue 6 part 0 to 2. Press Cue 6 Time 2 Please. If we do not specify a part number, the software assumes we mean part 0. ![](/img/grandma3/2-3/qsg_15_sequence_cue-part-2_v2-3-cb6730.png) Cue 4 with a Time Trigger and Cue 6 with a Cue Part Separating the Auras in their own part instead of just using the outfade time can seem like extra work. In the end, it is a matter of personal programming style. I wanted to show you two ways this look could be achieved. I like to separate attributes that have different timing in part cues. It makes it easier for others to decode what is happening in the cue. Now, we should name the part something that tells us what we put in the part. Let us give all the cues a name. You can rename them by editing the name field for each cue and cue part. Here are the names I use: | Cue | Part | Name | | --- | ---- | ------------ | | 1 | 0 | Entrance | | 2 | 0 | Ready | | 3 | 0 | Scene 1 | | 4 | 0 | - - Auto - - | | 5 | 0 | Scene 2 | | 6 | 0 | Scene 3 | | 6 | 2 | - - Aura 0% | | 7 | 0 | BO | We should also name the sequence. Click in the command line input and type Label Sequence 5 “My Show” and execute the command. If you, for some reason, have a different sequence number, then please adjust the command to reflect the correct sequence number. ![](/img/grandma3/2-3/qsg_15_sequence_cue-named_v2-3-b22ccb.png) New Names for the Cues Another feature I would like to introduce is the appearance of the sequence and the cues. We can give the sequence an appearance. This can give it a distinguished look on the executors and the sequence pool. Let us start by creating the appearances we need. Make an **Appearance** pool somewhere. How you use appearance is all up to you. Maybe you do not like the way I do it, and that is, of course, completely OK. But try to follow what I do, and then you can always change it afterward. We need to create 3 new appearances. Edit an empty pool object. You might need to scroll in the pool to get to some empty pool objects. In the **Background Color** fader, set the “R” fader to 0%, the “G” and “B” faders to 100%, and the “Alpha” fader to 30% (right-click the on-screen fader to open the calculator). Name this appearance “30% Cyan”. The next appearance is named “40% Red”. The faders are “R” = 100%, “G” = 0%, “B” = 0%, and “Alpha” = 40%. The final appearance is named “50% Green”. The faders are “R” = 0%, “G” = 100%, “B” = 0%, and “Alpha” = 50%. Those were the appearances we needed. ![](/img/grandma3/2-3/qsg_15_appearance-pool_v2-3-e22748.png) Now, we need to have a Sequence Sheet and the Appearance pool visible. We are going to assign appearances to cues. To be able to see these, we need to adjust the **Sequence Sheet Settings**. Click the MA logo in the upper left corner of the sheet. Click the Display tab to make sure it is the selected tab. There is a setting called **CuePart Appearance**. Set this to “Num+Name”. ![](/img/grandma3/2-3/qsg_15_cue-part-appearance_v2-1-a06cef.png) Close the settings. The easiest way to assign the appearances to cues (or technically the cue parts) is by using the Swipey menu in the Appearance pool. If you forgot about Swipey, please revisit [chapter 6](/grandma3/2-3/qsg_group/). Use the assign option and assign the “30% Cyan” to cue 4 (part 0) and cue 6 part 2. Assign the “40% Red” on cue 2 and cue 7. The result should look something like this: ![](/img/grandma3/2-3/qsg_15_sequence-sheet_colors_v2-3-13712d.png) Cues with Appearances Marking the cues with colors can help you quickly distinguish special cues from others. I like to mark “dangerous” cues, like blackouts, and cues that I do not need to worry about, like those that run automatically. Finally, let us give the sequence an appearance. Click the Settings in the title bar of the sequence sheet. These are the settings for the actual sequence. In the first column, there is a setting called “Appearance”. Click this and select the “50% Green” appearance in the list. This colors the sequence in the sequence pool and gives the executor the green color. This can make it fast to identify the sequence on the executors. Below this setting, there is another setting called “Prefer Cue Appearance”. Turning this On will give the executor, and the sequence pool object the color from the active cue (part 0) if there is one. Otherwise, it will use the sequence appearance. Turn this On if you like, and then close the settings. ## Tracking [Section titled “Tracking”](#tracking) We can see what is stored in the cues by changing the sequence sheet into a tracking sheet. Do this by turning On the Track Sheet in the title bar of the sequence sheet. It then looks like this (I have scrolled the sheet horizontally): ![](/img/grandma3/2-3/qsg_15_sequence-sheet_tracking_v2-3-f44071.png) Sequence Sheet in Track Sheet Mode Here, we can see how an attribute changes through the cues. For instance, the dimmer value of fixture 201 is at 100% (Open) in cue 1 and then at 0% (Closed) in cue 2. This then tracks to cue 6, where the value is at 80%. There are some colors here that are a bit interesting for us. The cyan text color indicates that it is a new value. This value will use the **Cue In Fade** time. The green text color is dimmer values going to a lower value, and they will use the **Cue Out Fade** to change the value. The **Cue Out Fade** is the same as the **Cue In Fade** unless you specify a different time. The magenta text color indicates tracking values. This means that the value is not stored in the cue, but it is the value that the sequence will output. Another text color that can be on the tracking sheet is white. This indicates values stored in the cue at the same value as they would have if it were a tracking value. So, in essence, it does not need to be stored in the cue. We can edit a value directly in the tracking sheet. Let us try this. We will make a change for only one cue, so the first thing we want to do is turn On the Cue Only button in the title bar. We would like to change some other settings. Open the Sequence Sheet settings, turn on “Feature Sort”, and set “ChannelSet” to “Value+Name”. This will order attributes of the same type next to each other and allow us to see the stored values. ![](/img/grandma3/2-3/qsg_15_sequence-sheet_tracking_feature-sort_v2-3-45feb8.png) Feature Sort Activated Now, use the mouse to click and drag through all the cells for fixtures 101 to 107 in cue 5 to mark them with a blue frame. Next, you want to right-click (Edit) the selected cells. This opens the calculator. We can select valid presets by clicking the Presets button around the middle of the calculator. For now, we just want to change the dimmer value to a different value. Click 5 0 Please (if they already were at 50%, then select a different new value). Now it looks something like this: ![](/img/grandma3/2-3/qsg_15_sequence-sheet_tracking_final_v2-3-56984f.png) Dimmer Values Edited in Track Sheet If we did not do this as “Cue Only”, the new value would have been tracked through cue 6. ## Move In Black [Section titled “Move In Black”](#move-in-black) You might have noticed when running the cues that the fixtures faded to a new position and a new color, together with the dimmer values. If we want the fixtures to already be at the next position and with the color and gobos ready, then you could store the color, gobo, and position values in the previous cue, but we can also make the software work for us. It is a function called MIB (Move In Black). To use MIB, we must turn off the Track Sheet again (toggle the button in the title bar). Scroll the sheet horizontally until you see columns called something with MIB. You can see the **MIB Mode** is set to “\”. Values inside <> are usually values set in a setting somewhere else. We can change this value in four of the cues. These are the cues where dimmer values go from 0% to a value above 0% while other values also change. These cues can have attributes auto-pre-positioned. Change the MIB Mode to “Early” for cue 3 by editing the cell in the sheet. We might want a different default than “None”. Click Settings in the title bar of the Sequence Sheet. On the right side, there is a setting called **MIBMode**. Change this to “Late” and close the settings. You can see that cue 3 still has the mode we specifically selected, but all the other cues use a different default MIB mode. ![](/img/grandma3/2-3/qsg_15_sequence-sheet_mib_v2-3-aa27ea.png) MIB Result The result in the output is that we do not see fixtures move while dimmers are On except cue 4, where we have stored a new position and color while the fixtures are On. Again, there are other ways to achieve the same look. This was one way to solve this.   There are more details and things to know about tracking and MIB, but it is outside the scope of this quick start. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we created a sequence with multiple cues. We edited two cues using the standard programmer, looked at the tracking information, and edited the values in the tracking sheet. There is a whole section of the manual dedicated to cues and sequences. I have linked to it in chapter 8, but here it is again - [Cue and Sequences section](/grandma3/2-3/cue_sequence/). This also has a topic about [Tracking](/grandma3/2-3/cue_tracking/). We had a short look at MIB. There are many settings related to this, which can be quite complex when Phaser steps are included. If you want to, you can read more about it in the [Move In Black topic](/grandma3/2-3/cue_mib/). The [next chapter](/grandma3/2-3/qsg_output_dmx/) explores how we can output DMX from the system. # 01 - New Show and Setup > There might be a running show when you open the onPC or console. It always boots up with the last loaded show. We are going to build our show from scratch. ## A Fresh Start [Section titled “A Fresh Start”](#a-fresh-start) There might be a running show when you open the onPC or console. It always boots up with the last loaded show. We are going to build our show from scratch. This starts with the **Backup Menu**. This is where we store, load, or delete show files.  Locate and tap the gear ![](/img/grandma3/2-3/icon_gear_24_v1-9-186752.png) icon in the left menu (the Command Bar) on the onPC. This menu is not visible by default on the consoles. On the console, you need to press the Menu button. Another way to get to this menu in the future is by pressing the ‘F2’ key on the keyboard. Now, the menu pop-up appears. This gives access to several essential menus and settings. We will come back to some of them in later chapters. It is an important pop-up that gives you access to many menus and system settings. We need the backup menu now, so click the Backup button. This opens the backup menu. This is used to create, load, and save shows. It refers to a selected drive (hard drive, USB, or another external storage device). The drive can be changed by tapping the drive button in the title bar. The default drive is “Internal”. This is where you can select a USB flash drive as the selected drive. Select the internal drive or a flash drive (if you have one). Now tap or click the New Show button. The software gives a suggested name that includes the current date and time. The name pop-up can be expanded to include an on-screen keyboard. This might be useful on some devices, such as Compact consoles. Tap the keyboard icon (![](/img/grandma3/2-3/icon_keyboard_24_v1-9_1-ae7f34.png)) in the right corner of the name input field. This opens a new small “Edit NameInput” pop-up. Now click the keyboard icon in the upper left corner of the new pop-up to show or hide the keyboard - try it out. When you are happy with the look of the name pop-up, name the show QuickStart. If you are on a console or computer that you share with others, it might be a good idea to add your name in front of the show name. This ensures that you create a new show and do not modify others’ show files. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is always a good idea to store your show in multiple locations. For instance, have a USB flash drive with the show file, and always remember to have the drive with you. Then you have the original file, and if it is changed in the console, you can always load the original. Hardware might also be destroyed or stolen. But that should not mean that your show is lost. | Create a new completely empty show by clicking Check All and then click New Show. Now, you might be asked if you want to save any changes to the currently active show file. The options are **Save** or **Do Not Save** - selecting **Cancel** will cancel the new show creation. I do not know the answer to this question in your case. But if I am in doubt, I often choose not to save. It must be the responsibility of the programmer to store their show before leaving it. If you are employed in a company, there might be a policy regarding this. If not, then this might be an excellent opportunity to get one. Select the option you are most comfortable with. You might be asked if you want to create a new show - we want this, so please click New Show. Now, we have created a new, completely empty show. ## Log in as Admin [Section titled “Log in as Admin”](#log-in-as-admin) We might be logged in as a guest user. But we need to have administrative rights to make any changes to the show. So, the first thing we might need to do is log in as the Admin. The current user can be seen in the Command Line input. It could look like this: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Guest\[Fixture]> | This example shows that the user is **Guest,** and the default keyword is **Fixture**. The default keyword is the one the console assumes we will use if we do not specify anything else. More on this later. The grandMA3 is a command line console. This means that most things can be done using commands written in the command line input. This might not be the most useful method, but simple operations can be faster to type on a keyboard. Especially when working with the onPC. The command line system also gives us very powerful macro and plugin tools - more on this in later chapters. It is very helpful to know the most common commands and their short versions. A short version means that you do not have to type (and correctly spell) the entire command. There is often a shorter version of the command. Now, we will log in as Admin. This user exists in all shows, and the username and password should not be changed. We need to use the **Login** keyword followed by the user name and the password. Login is a short word, so I prefer to write the entire word, but the short version is **Log**. Type and execute the following command: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Guest\[Fixture]>Login Admin | If a user has a password, it needs to be added after the login name, and be aware that the password is case-sensitive. Now, we should have the following command line input: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\[Fixture]> | *** ## Recap [Section titled “Recap”](#recap) In this chapter, we created a new empty show and logged in as the default administrator user. It lays the foundation for everything following. It is not necessary in order to proceed to the next topic, but if you want to read details on some of the things we did, then these are some suggestions: The backup menu is described in the [Show File Handling topic](/grandma3/2-3/show_file_management/). Every keyword in the console is described in more detail. Here is a link to the [Login](/grandma3/2-3/keyword_login/) keyword. Any keyword can be found by searching for it. If you want to browse through the keywords, then have a look at the [General Keywords topic](/grandma3/2-3/csk_general_keywords/). The grandMA3 is made to accommodate multiple users working together in the same show. This is one of the reasons for having different users. Read more about users and how to create them in the [Single User and Multi User Systems topics](/grandma3/2-3/user/). When you are happy, then move on to the [next chapter](/grandma3/2-3/qsg_first_patch/). # 16 - Network and How to Output DMX > This chapter is only information. We are not going to add anything to the show. This chapter is only information. We are not going to add anything to the show. It is possible to connect multiple grandMA3 hardware devices on a network. This allows multiple operators to work together on the same showfile. It also offers backup in case some hardware stops working. There are two directions to go in a grandMA3 network. The first direction is a grandMA3 onPC solution where the computing hardware is a Windows or Mac computer running the grandMA3 onPC software. We are not permitted to output anything from the grandMA3 onPC software unless we have some grandMA3 hardware that unlocks parameters/attributes for us. If we have an onPC solution, there is a limit of 4 096 parameters. We can patch these parameters in any of the 1 024 universes available to the system. We need something that can convert the DMX in the network into actual physical DMX universe outputs if we need to control fixtures without an Ethernet port. The other direction is using grandMA3 consoles as the primary computing hardware. This can be combined with grandMA3 onPC. The console system gives you some parameters from the beginning. The way to expand the parameters in a console system is by adding grandMA3 processing units - this is the only way to add more parameters when there is a console in the system. Much of the grandMA3 hardware has physical DMX ports. These can (as a general rule) be used as a DMX input or an output. ## Session [Section titled “Session”](#session) The grandMA3 devices need to be connected to a network switch and have IP addresses. We are not going into details on how to do this. Then, a **Session** needs to be set up. There is always a master device in a session - this needs to be what we call a station. A **Station** is any grandMA3 device that can create and run a session. Other grandMA3 hardware in the network can join the session. This is controlled from the **Network Menu**. Click the gear icon ![](/img/grandma3/2-3/icon_gear_15_v1-9-bd0337.png) in the control bar or press the Menu key, and then click Network. ![](/img/grandma3/2-3/qsg_16_network-menu_onpc_v2-3-8fbeef.png) Other grandMA3 hardware on the network will appear in this menu and can be selected and invited into the session. ## Configuring a DMX Port on grandMA3 Hardware [Section titled “Configuring a DMX Port on grandMA3 Hardware”](#configuring-a-dmx-port-on-grandma3-hardware) The DMX ports on any connected grandMA3 hardware can be configured from any station. Open the menu pop-up again, and this time, click Connector Configuration. ![](/img/grandma3/2-3/qsg_16_output-configuration_v2-2-682cdf.png) In the example image above, you can see a full-size console with DMX ports. The onPC has ports that match a grandMA3 onPC command wing and a connected grandMA3 onPC fader wing. Up to two grandMA3 onPC fader wings can be connected to each grandMA3 onPC station. Their ports appear as children of the onPC station. A (not connected) Network Node with a port configuration also exists. Editing the fields for any port allows you to select which universe it should output or input DMX into. ## Network DMX [Section titled “Network DMX”](#network-dmx) Another option is to output (or input) DMX using Art-Net or sACN. To do this, open the menu pop-up again and then click DMX Protocols. There are two options on the left side where you can select Art-Net or sACN. ![](/img/grandma3/2-3/qsg_16_dmx-protocols_sacn_v2-3-5d765d.png) It is outside the scope of this Quick Starts Guide to describe this in detail. There is a link below to learn details about the Art-Net and sACN. But generally, you can set up the grandMA3 system to output any combination of universes. Then, you will need a DMX node from any manufacturer that can understand Art-Net or sACN, and remember that you need some grandMA3 hardware to unlock the parameters even when using Art-Net or sACN to output DMX. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at what is needed to output DMX. A session, unlocked parameters, grandMA3 DMX ports, or DMX via a network. Learn more about unlocking parameters in the [Parameters](/grandma3/2-3/system_parameter/) topic and the sub-topics. You can see the grandMA3 hardware lineup on MA Lighting’s website ([External Web Link](https://www.malighting.com/grandma3/products/)). The Network menu is described in detail in the [Networking](/grandma3/2-3/network/) section. Details about setting up output from the grandMA3 hardware can be found in the [DMX Port Configuration topic](/grandma3/2-3/dmx_port_config/). The [Ethernet DMX](/grandma3/2-3/dmx_ethernet/) and its sub-topics describe DMX output via the network. This was the final chapter in the original version of the Quick Start Guide. Since then, we have added a new chapter about recipes. Future chapters might also get added as new chapters at the end of the guide. The idea is to allow users to not go through the entire quick start guide again but just load their “old” quick start showfile and continue learning about the new stuff. This does not mean that the previous chapters do not contain new information (for instance, Quickeys was added), but these new functions that deserve a chapter will be added at the end. So, the [next chapter](/grandma3/2-3/qsg_recipes/) is about Recipes. # 14 - Phasers > We often desire to have our fixtures move around and possibly change colors or any combination of values changing dynamically. This is often achieved using some We often desire to have our fixtures move around and possibly change colors or any combination of values changing dynamically. This is often achieved using some kind of effect engine. The effect engine in grandMA3 is called **Phaser**. Phasers can be complex, and we are not going into a lot of details, but we are going to look at the basics of Phasers. A phaser uses **Steps**. The cues and presets we have stored until now have one step. If we do not specify anything else, we store the values in step 1. A step contains a set of values. Normally, you would need two or more steps to have a Phaser. Each step contains a set of values. We sometimes refer to objects with a Phaser as “multi-step” objects. Phasers can be stored just like cues and presets. The Phaser plays each step one at a time and loops through the steps during playback. A **Speed** value defines how fast this loop runs. If all the fixtures are doing the same steps simultaneously, then we say they have the same **Phase** value. But often, we want to spread the fixtures out so they are in different places in the loop. This is done by giving the fixtures different phase values. Do not confuse the **Phase** value with the concept of **Phasers**. *** ## Create a Dimmer Phaser [Section titled “Create a Dimmer Phaser”](#create-a-dimmer-phaser) To try some of these concepts, let’s create a simple dimmer chaser that fades between two values with the Even Blinders. Clear the programmer. Select Group 4. Give them an active dimmer value of 0%. Notice this small area on the encoder toolbar: ![](/img/grandma3/2-3/qsg_14_step-bar_step-1_v2-3-ba7f40.png) It is called the “Step Bar”. It currently says “1”. This shows us that we are working with values for step 1. Everything we have done so far in all the previous chapters has happened in step one. We need to add another step with a new value. Click the right-pointing arrow in the step bar. Now it should say “2/2”. ![](/img/grandma3/2-3/qsg_14_step-bar_step-2_v2-3-2e77a1.png) Since we have not given the fixtures any value yet, we still only have 1 step, but we have selected step 2 and are ready to add some values. Give the fixtures 100%. Now, the fixtures are looping between the two steps in the output. Have a look at the fixture sheet. You can probably not see the value changes because we are looking at a layer called “Absolute”. This shows you the values you have requested in the programmer. We are currently looking at the values from step 2. Different elements, such as a phaser, can affect the output. We can change the fixture sheet to look at the actual output. We must turn On the **Layer toolbar** in the Fixture sheet if it is not currently visible. Click the MA logo in the upper right corner of the sheet window to open the settings for the fixture sheet. Toggle the setting called “Layer Toolbar” On (yellow text). Close the settings by clicking the X in the upper right corner of the settings pop-up. Now, a layer toolbar is at the bottom of the fixture sheet. The layer toolbar can be used to select different layers. We are not going into details about the layer toolbar. But if you click Output, you can see that the values of the fixtures are dynamically changing the output. ![](/img/grandma3/2-3/qsg_14_fixture-sheet-layer-toolbar_v2-3-0de20e.png) There is a version of the Layer Toolbar included in the Encoder Toolbar: ![](/img/grandma3/2-3/qsg_14_layer-toolbar_v2-1-81f3ae.png) The layers are organized into three different groupings. The first group (Values and Timings) is currently shown. The two other groups are layers relevant to Phasers. Phaser layers are marked with a purple bar at the top. The same colored indicator is also displayed in the fixture sheet on the values that a Phaser affects. The layer toolbar in the encoder bar defines what “layer” the encoders are controlling. The layer toolbar in the fixture sheet defines what layer we are looking at.  Click Phaser Overall and then Speed in the layer toolbar in the encoder toolbar. Now, the first encoder controls the speed. The default readout for the speed is BPM - Beats Per Minute. Each beat is a single step. So, if we had a Phaser with 60 steps running at 60 BPM, it would take one minute to run through all the steps. The speed encoder is currently empty. This means a speed is not defined, and the Phaser currently uses the default value (60 BPM). The fixture sheet shows that the blinders are currently moving together. We can change this by giving them different values in the **Phase** layer. Click Phase in the encoder toolbar. Then, click or short-press the encoder to open the calculator. In the “Specials” section, click 0 thru 360. Now, the fixtures are spread out equally over the entire loop. You can see this by selecting the “Phase” layer in the fixture sheet. If you cannot see the ‘Phase’ button, you can scroll the layer toolbar in the fixture sheet by clicking and holding both the left and right mouse buttons while moving the bar to the side. On the console, you must touch the layer bar with two fingers and scroll sideways. ![](/img/grandma3/2-3/qsg_14_phase-layer_v2-3-3f37f8.png) Notice that the values assigned are not actually from 0 to 360. This is because the phase value is defined as a degree on a circle. Imagine all the steps looping as a circle. On a circle, the values of 0 degrees and 360 degrees are the same location. So if the console literally did 0 to 360, then the first and last fixture would do the same. The phase values we have now look like this on a circle: ![](/img/grandma3/2-3/qsg_14_phase_destribution_v1-8-2b536a.png) ## Store and Use the Phaser [Section titled “Store and Use the Phaser”](#store-and-use-the-phaser) Store this in a new All Preset in preset pool 22 on the first preset. ![](/img/grandma3/2-3/qsg_14_phaser-preset_v2-3-b5387e.png) Click the preset to have the reference to it active in your programmer. Press/Click Store and then click executor 103. Now we get a new pop-up: ![](/img/grandma3/2-3/qsg_14_store-popup_v2-3-18a64f.png) We want to store the Phaser as cue number 2. We could have been precise with our store command, but then you would not have seen this pop-up. It asks this question because we can store the values in the existing cue, or we can create a second cue. The default store settings have an option called “If not empty”. The default action when storing is set to “Ask”. This pop-up is the question. Click Create second cue. Now, you can use the “Go+” button on executor 203 to toggle between the two cues. ## Create Second Phaser [Section titled “Create Second Phaser”](#create-second-phaser) Here is a little more explanation about the controls for how a value changes from one step to another. Two Phaser (step) layers are called **Accel** (Acceleration) and **Decel** (Deceleration). These control if there is a curve to the fade to and from a step. The **Transition** layer defines how much of the available time between different steps should be used on the value transition. These three sets of values define how the value gets from one step to the next. The default values give us a linear fade using all of the available time.   We will make a third cue with a similar phaser but where the values snap from one step to the other instead of fading between the values. Turn off the executor if it is active (Off and then executor 103) and clear the programmer. Many of the values we stored in the All Preset can be reused. Click it twice to call the phaser into the programmer. We did nothing to make the blinders fade from one step to the other. The default values make this happen.   We could achieve our goal by using the phaser layers as we did with the phase value, but let us look at the **Phaser Editor**. The encoder bar has a button that opens a temporary version of the Phaser Editor, but it can also be created as a window. Click Phaser in the encoder bar. ![](/img/grandma3/2-3/qsg_14_phaser-editor_2d-linear_v2-3-ab9c82.png) This is the Phaser Editor. It is outside the scope of this quick start guide to explain all the elements and options in this editor. There is a link to the phaser topics in the recap if you want to learn all the details about the editor. The big green “V” in the editor is the path between the two steps for the dimmer values. Step 1 is at the bottom of the “V” (0%), and step 2 is at the top left. You can see the numbers at the bottom blue line. The fixtures’ different dimmer values are the yellow markers moving along the green line. The square on the left side (with the white frame) can be used when creating position phasers. It represents pan and tilt. For now, we are going to concentrate on the dimmer. We want to change the shape of the green line. Currently, the values are fading in a straight line between the two values. A button in the tools on the left-hand side can help us with this. Click the **Select Form** button. ![](/img/grandma3/2-3/qsg_14_phaser-editor_select-form_v1-8-ff5b48.png) This gives us a new toolset on the right-hand side: ![](/img/grandma3/2-3/qsg_14_phaser-editor_form-tools_v1-8-bb9bb2.png) Click the top button. Now, the form has changed to this: ![](/img/grandma3/2-3/qsg_14_phaser-editor_square-form_v2-1-c2d2cb.png) Here, we can see that the green line is straight vertical. This means that the value jumps or snaps to the new value. We have actually turned the **Transition** value to 0% for both steps. The transition values can differ for each step to make very creative Phasers. Close the Phaser Editor by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner. ## Store and Use the Second Phaser [Section titled “Store and Use the Second Phaser”](#store-and-use-the-second-phaser) Store this as a new All Preset in the 22 preset pool. You should label the two presets with useful names. I have called them “Even Blind Soft” and “Even Blind Snap”. ![](/img/grandma3/2-3/qsg_14_phaser-editor_preset-pool_v2-3-86ba63.png) Click the second preset so it is active in your programmer, and press/click Store and then executor 103. This time, it does not ask us what we want to do. When there are at least two cues in a sequence, and we just store in the sequence, the system assumes we want to store a new cue using the next whole number as the cue number. If we want something else, we need to specify it. Great, clear the programmer and try out the three different cues on the executor. The best way to experience it is in the 3D window. ## Modify the Executor [Section titled “Modify the Executor”](#modify-the-executor) There are some things we should adjust to make this better. Right now, the sequence resets when we turn the master all the way down. It might be better if it stayed at the last cue we selected. And maybe we would like to be able to control the speed dynamically. Let us make these two changes. We need to open the **Assign Menu**. Click Assign and then one of the executor buttons for the Even Blinder sequence. We need to be on the **Handle** page in the menu. If it is not already active, click Handle on the left side. We want to expand the executor even further upwards. Click and move one of the upper corners up to include the next row above. The key assignment might have changed (because we changed the size). Again, we want the lower executor button to be “Flash”. We want the key for the 300 button to be “Speed1” and the Encoder for the 300 knob to be “Speed”. The handle assignment should look like this: ![](/img/grandma3/2-3/qsg_14_executor-handle_v2-3-ddd05f.png) Now, we need to adjust the executor’s settings. Click Edit Setting on the left side to open the settings for the sequence. There are many different settings. The one we want to change is “Restart Mode”, which is near the middle of the menu. This setting has three options. Click the button until it says “Current Cue”. ![](/img/grandma3/2-3/qsg_14_restart-mode_v2-3-c0c941.png) This means the sequence will restart on the cue where we left it. Finally, close the **Assign Menu**. Play around with the new speed knob and the fader in combination with the three cues. The button below the rotating knob resets the speed back to 60 BPM. The knobs on the onPC can be turned like the encoders. Be aware that this is the speed of the entire sequence, not the Phasers - although since the Phasers are in the sequence, they will be affected by the sequence speed. ## Create Phasers for the Odd Blinders [Section titled “Create Phasers for the Odd Blinders”](#create-phasers-for-the-odd-blinders) Now, repeat everything we just did, but this time for the Odd Blinders, and set up their executor the same way. Store the Phasers in new All Presets. When you have done all that, continue to the next chapter. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at simple dimmer Phasers. There is an entire section in the manual called [Phaser](/grandma3/2-3/phaser/) - this gives you all the details about Phaser creation, and there are some examples of more advanced Phasers. You can use this show to try the examples. We also looked at the layer toolbar in the fixture sheet. This has a little bit more description - [Fixture sheet layer toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/). We often keep the Auto layer selected in the fixture sheet unless we want to see something specific. This means it follows the selected layer in the encoder toolbar. We also briefly touched the Store Settings. We will not talk more about them in this quick start guide. You can learn more about the Store Setting in the [Store Settings and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/) topic. In the [next chapter](/grandma3/2-3/qsg_multicue_sequence/), we are going to create a new sequence. # 13 - Presets > We have looked at storing values in cues. We have looked at storing values in cues. There is another option - storing the values in presets. Presets are pool objects that can contain values and a selection of fixtures that can use the values. These are often created as building blocks in cues but can also be used for busking shows. One of the advantages of using presets as building blocks in cues is that the cue stores a **reference** to the preset and not the value stored in the preset. Should the preset values change, the cue will still look in the preset for the values. There is no need to update the cue. A preset pool looks a lot like the other ones we have looked at. There are several preset pools, so they have their own tab in the Add Window pop-up. The preset pools are created as windows in the user-defined area. Each feature group has its own preset pool. The default setting is that you can only store values from a feature group in its respective pool. There are also five **All** preset pools. They can store values from all feature groups. Let us have a look at color presets. Clear your programmer if you still have values there. Create a color preset pool on your screen. ![](/img/grandma3/2-3/qsg_13_color-preset_empty_v2-2-983f2c.png) Press Group 6 Please. Press Full to turn them On. Tilt them forward a little (a negative tilt value). Finally, give them a nice color. Now, we have active programmer values in dimmer, tilt, and colors. ![](/img/grandma3/2-3/qsg_13_fixture-sheet_active-values_v2-3-973c8e.png) My fixture sheet uses the “Value” option in the “ChannelSet” setting in the Fixture Sheet Settings, and I have activated ‘Prog Only’ in the title bar. **Prog Only** means programmer only, and this filters the sheet to display only the programmer content. Notice that we have selected the “main” part of the X4 fixtures. The dimmer and tilt are part of this main part. The main part does not have any color attributes. The values shown for the row with the main part are slightly dimmed. This indicates that the value shown is actually from the child or sub-fixture. The color attributes are actually in the sub-fixtures. We do not need to select the sub-fixtures explicitly to apply the color. Since the main fixture does not have this attribute, it is passed on to the sub-fixtures when applied to the main fixture. Have a look at the dimmer attribute. The main fixture and sub-fixtures all have dimmer attributes. The value is only applied to the selected (main) fixture. The sub-fixtures’ default dimmer value is at 100%, so the result is a colored light output. Ok, back to presets. Press Store and click the first preset pool object in the color preset pool - not the title field, but the one with a small “1” in the upper left corner. Two things happened. First, our fixture sheet changed. ![](/img/grandma3/2-3/qsg_13_fixture-sheet_inactive-values_v2-3-656317.png) The color values are now inactive values in the programmer. The dimmer and tilt attributes are still active values. This indicates that the color values have gone somewhere and the dimmer and tilt have not. Also, the color values are replaced with “4.1”. This is the number of the preset where the color values have gone. The first number is the feature group / preset pool number. The second number is the pool object. ![](/img/grandma3/2-3/qsg_13_preset-color_one_v2-3-7b7b78.png) So we got this new color preset. Notice the small yellow “G” in the upper right corner of the preset. This indicates that the preset is a **Global** preset. Let us have a look at what is actually stored in the preset. Clear the programmer. Press Edit and then click the preset. Now the fixture sheet changes and looks like this: ![](/img/grandma3/2-3/qsg_13_fixture-sheet_edit-global_v2-3-23bc2c.png) These are now values in our programmer, and it is actually output. We see here that the value is only stored for the first sub-fixture of the first X4 fixture, and there is a small square yellow color indicator above each value. This indicates that a value is a global value. All fixtures of the same type can use global values. This means that all the sub-fixtures of the X4 bars can use this color. Clear your programmer and press Esc. Click the color preset. This first preset “call” selects all the fixtures that can use a preset - when we do not already have a selection of fixtures. Notice that we select all the sub-fixtures. Click the preset again. Now, we have called the preset reference into our programmer for the selected fixtures. This would also happen if we had used a group or manual selection to select some of the sub-fixtures. Notice that the preset number shows in the fixture sheet value cells. If we want to turn On and tilt the X4 bars again, we must select the parent / main fixtures. We can do this by pressing the group again (number 6). Now we have selected the main fixtures, and we can press Full to turn them On and use the tilt encoder to tilt them forward. Now, we are going to store a couple of other presets. Please make a **Position** preset pool and a **Dimmer** preset pool. Now press Store and click the first preset in the position pool. And we are going to store the first dimmer preset as well. Now you should have presets that look like this (The color preset might not be the same): ![](/img/grandma3/2-3/qsg_13_presets_v2-3-223890.png) The position preset got a small red “S”. This tells us it is a **Selective** preset. Selective presets only contain values that can be used by the fixtures that had the values when the preset was stored. Try to clear your programmer completely and click the position preset once. Now, you have selected all the X4 main fixtures. Clicking it again assigns the reference to the preset. If you edit the preset, you can see in the fixture sheet that the same tilt value is stored for all the X4 fixtures. The fixture sheet can be expanded or collapsed by tapping the white triangle arrow in the upper left corner. ![](/img/grandma3/2-3/qsg_13_fixture-sheet_edit-selective_v2-3-58cde4.png) Clear the programmer again and exit the edit mode by pressing Esc. Let us have a look at the dimmer preset. Notice that this got a gray “U”, which tells us it is a **Universal** preset. Press Edit and click the preset. ![](/img/grandma3/2-3/qsg_13_fixture-sheet_edit-universal_v2-3-96b820.png) Notice that it has only stored values for the first X4 main unit. The value is marked as global. So, it looks a lot like a global preset. But it is not global - it is universal. This is important when we call the preset. Clear the programmer and exit the edit mode. Now click the dimmer preset once. This selects *all the fixtures*. That is because all the fixtures we have patched have a dimmer attribute, and the preset can be applied to all dimmer attributes. Clicking it again. Now, all the fixtures are at full. Clear the programmer. Why did the presets get stored with these different preset modes? It is because we did not change the default store settings. These say that the preset should be stored using the “Auto” option for the preset mode. Auto means that the preset pools mode is used. Each preset pool title field also has one of the mode letters showing the mode for the entire pool. This can be changed by clicking the MA logo in the title field for the pool. This opens the pool settings. ![](/img/grandma3/2-3/qsg_13_preset-pool-settings_v2-3-171403.png) I am not going to explain all the different settings. But there is the **Preset Mode** for the entire pool. Clicking the button toggles between the three different modes. Please leave it in the mode it was. Close the settings pop-up by clicking the ![](/img/grandma3/2-3/icon_cross_v0-1_1-12bd41.png) in the upper right corner of the pop-up.   Let us move on. Create an **All** preset pool. There are five different All preset pools. They do the same; it does not matter which one you choose to create. There are several ways to organize the pools and store different content in different pools - should you choose to. If we want to recreate the first look with the X4 bar, we need to select the X4 fixtures and apply the three presets. You could do this by clicking group 6, but we can also click the position preset first to select the X4 bars. After making the selection, you can click the three presets. Now, we have the references to the three presets in our programmer. We want to store this in an All preset, but we would like to keep the references to presets - just like if we stored a cue. To do this, we need to make a small change to the store settings. Press and hold the Store key until the store options open. ![](/img/grandma3/2-3/qsg_13_store-settings_v2-2-a96cf2.png) The store options are separated into different areas. One of them is about the preset. In this area, there is a button called “Embedded”. Click it to activate it. Now click the first preset in the All preset pool. You might need to close the Store Settings to click the preset pool. We will do this again - almost and create a second All preset, and then we can look at what happened. Clear the programmer. Click the position preset twice and then the dimmer and color preset. Now store the second All preset without changing the store settings. The result should look something like this: ![](/img/grandma3/2-3/qsg_13_presets-all_v2-3-e79beb.png) The first all preset got an icon in the upper right corner area with a horizontal line and a down-pointing arrow below the line. This means that the preset is referencing other objects. The three presets we started with each have a different icon with a horizontal line and a down-pointing arrow above the line. This means that the preset is used as a reference somewhere else. Clearing the programmer and clicking any of the two All presets gives the same output. But try to use the edit method and look at the two presets in the fixture sheet. The first All preset has the references as values, and the second preset has values for the attributes. This means that the default when storing presets is that we extract the values from any selected preset and store these values in the new preset.   To explore this further, clear your programmer and exit the edit mode. Select group 6 and click the color preset (not any of the All presets). Change the color to something different. Now the ‘Update’ key is flashing. This means that we can update something. Press Update. This opens the update menu. ![](/img/grandma3/2-3/qsg_13_update_v2-2-c6c5da.png) The left side shows the color preset. Click the preset. Now we have updated the color preset, and it could look something like this: ![](/img/grandma3/2-3/qsg_13_presets-all-updated_v2-3-43f7b6.png) Notice that nothing in the two All presets has actually changed! But the output is obviously different. The first All preset is still just referencing the first color preset - and this color preset *has* changed. The second All preset has attribute values stored, which have not changed.   Alright, this is all the preset knowledge we need at the moment. Please create five different color presets, including all the fixtures that can change color. Also, create five position presets, some gobo presets, and some All presets. Please create the position preset for all the fixtures that can move. Having presets with the default values (Open white, No Gobo, Home position, etc) is always a good idea. When you have created the desired presets, please clear your programmer, and do not forget to save the show once in a while. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at different presets and made some presets for use in later chapters. We touched different areas, including the [Update Menu](/grandma3/2-3/cue_update/) and the [Store Settings](/grandma3/2-3/cue_store_settings_preferences/). The manual has an entire section with details about [presets](/grandma3/2-3/presets/). In the [Next Chapter](/grandma3/2-3/qsg_phasers/), we are going to look at Phasers. # 17 - Recipes > In Chapter 15, we created a sequence with multiple cues using different presets. In Chapter 15, we created a sequence with multiple cues using different presets. Recipes can produce a similar result, but in a very flexible setup. This means we can program a show knowing that our fixtures might adjust in the future - both the amount and type. We can then choose to program our show so we are ready for future adjustments. Let us have a look at the theory behind the recipes. A recipe line can contain a set of information. This often involves a selection of fixtures (possibly from a group), a set of values (often from a preset), and some information about how to apply the value to the fixtures. This information is then “cooked” into a cue or a new preset. If an element is changed, the recipe can be re-cooked, and the cue or preset will reflect the updated information. The element containing information about how to apply the values to the selection is what makes the recipe unique compared to using all presets with embedded presets (like we did in chapter 13) and the flexibility in updating a few groups and then re-cooking an entire sequence, makes the recipes a unique and very flexible tool when you often have to make adjustments to your show setup - for instance in a touring show. A recipe can contain multiple recipe lines. Each line can contain one set of information, making the entire recipe capable of having multiple sets of information. This graphic is from the recipe topic: ![](/img/grandma3/2-3/qsg_17_recipe_data-flow_v1-9-3dd871.png) This shows us that a recipe can be stored in a cue part or preset, which can then be used in a cue part. It also shows an element called “MAtricks”, which is currently out of the scope of the quick start guide. If a cue part contains its own recipes and uses presets with recipes, then it can be a complex calculation for the software to figure out what output the fixture should have. Ultimately, each fixture can only have output from one source at any given time. So I suggest to keep it as simple as possible. You can create incredibly complex programming, and the software will still figure out what to do. There is a bigger risk that you confuse yourself and your colleagues. Okay, let us do something and look at how it works. ## View Setup [Section titled “View Setup”](#view-setup) We should set up a view with the elements we will use. We need a sequence sheet to look at the sequence - create one on an empty user area or call a view with a sequence sheet. We also need a group pool with an empty group pool object. And we need the All preset pool number 1. It might also be useful to have a 3D Viewer visible. We need to make sure the sequence sheet displays the recipe lines. It might show this by default, but to ensure it does, click the MA logo in the upper left corner of the sheet, then click the Mask tab. This tab contains settings for customizing the appearance of the sequence sheet. Click Show Recipes to toggle it On. This setting might also have a button in the title bar called ‘Show Recipe’. This toggles the same setting as the one in ‘Mask’. ![](/img/grandma3/2-3/qsg_17_sequence-sheet-settings_mask_v2-3-b36d2e.png) Close the settings. Now, the bottom part of the sequence sheet shows an area where recipes can be created and edited. My view looks like this: ![](/img/grandma3/2-3/qsg_17_view-setup_v2-3-22e24a.png) ## Cue with a Recipe [Section titled “Cue with a Recipe”](#cue-with-a-recipe) We are going to create a cue that uses a recipe. Start by clearing the programmer and turn off any active sequence. Then, store a new sequence and select it. For me, it will be sequence number 6. The new sequence should contain an empty cue 1. You can assign an executor to control the sequence if you want. We are going to create a recipe that uses a group. Select fixtures 201 and 202 and store this as a new group. This will be my group number 17. We now have all the building blocks we need for our cue recipe. You can see the recipe area at the bottom of the sequence sheet. Click cue 1 to select it - you may need to click the cue part number. The separation between the normal sequence sheet and the recipe area can be adjusted by clicking and moving the gray bar, separating the two areas up or down. Right-click New Recipe in the recipe area to create a recipe line. This line has a lot of columns that can contain settings for the recipe line. It is outside the scope of this quick start guide to explain what each column does. Right-click (or Edit) the field in the “Selection” column. This opens a selection pop-up with all the groups. Select the new group with the two Mega Pointes. Now right-click the “Values” field and select a color preset. Now we can see the cue name changed, and it got a small “pot” (![](/img/grandma3/2-3/icon_cooking_12_v1-9-738126.png)) icon. ![](/img/grandma3/2-3/qsg_17_cue-name-with-recipe_v2-2-a719e3.png) Run the first cue of the sequence. We don’t see anything. Select the group and give the fixtures a dimmer value. Store this into cue 1 using merge and clear the programmer. We can see that the fixtures get the color from the preset cooked into the cue, and the dimmer values are stored directly into the cue without referencing a preset or a recipe. Turn on Track Sheet to see what is stored in the cue. It appears that the color is just coming from the preset, just like if we stored it manually into the cue. Only the small green dot in the upper right corner of the value and the pot icon in the name indicate that some attributes are affected by a recipe. You should have some dimmer presets, including one with a low level and one with 100%. If you do not, then please create these (as universal presets). Let us create a new recipe line for cue 1, so we have two lines. We also want the group to be the “selection” for this line. Use the swipey menu of the group and select Assign. Now click the new recipe line. This assigns the group as the selection. Use any of the two methods to select a dimmer preset with a lower dimmer value as the “value”. ![](/img/grandma3/2-3/qsg_17_cue-recipe_two-lines_v2-3-f01289.png) Notice that this does not change the output. This is because the cue’s manually stored “hard” values have a higher priority than the recipe data. The second line’s name is red, and the pot icon in the cues’ name is red. This indicates that some recipe values are not cooked. Let us try to change the fixture selection in the group. Select group 7 and store the new selection into the group used in the recipe - in my example, group 17. You can choose to merge or overwrite the group. The result is that the other spots turn on in my selected color and the lower dimmer value - they reference both the dimmer and color preset. The pot icon turned orange. This means that the cue contains cooked recipe data, and there is selective data overwriting some recipe data. We will now remove the stored “hard” dimmer values from the cue. With the group selection, give the fixtures a dimmer value - the actual value does not matter; we just need the active programmer value. Execute the following command: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Cue 1 /Remove | Clear the programmer. All the dimmer values are now removed from the cue, and the fixtures turn off. Even when we still have dimmer values in the recipe, we can remove the cooked data from the cue. If we want the dimmer values from the recipe back in the cue, then we can edit the recipe, which will trigger an auto-cook, or we can manually cook the cue or sequence again. Let us try the manual approach. Execute the following command: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook Sequence 6 | If your sequence is not number 6, please adjust the number to match. This gives us a pop-up: ![](/img/grandma3/2-3/qsg_17_cook-popup_v2-1-52e0c2.png) We did not specify how the values should be cooked into the cue in our command, so the software asks us what we want. Note that we can also use the cook command to remove recipe data. We want to merge the recipe data, so click Merge. The fixture now uses the dimmer preset and the pot is green again. Let us try to change the dimmer preset in the second recipe line. Select a different dimmer preset with a high output. You can use the assign method or right-click the values field in the line and select the desired preset. Notice how the cue name adjusts to represent the referenced presets. Add a third recipe line and use the same group as the selection and a position preset as the value. When the value and selection are added, it is automatically cooked into the cue, and the fixtures reflect the output. The final change we will make is adjusting the fade and delay times for the dimmer recipe line. Scroll the recipe to the right to show the four “Fade” and “Delay” columns.  There is a “From X” and “To X” for both fade and delay. It is outside the scope to explain the X, but the from and to allow us to add a value range for the selection. Give the “Fade From X” field a value of 3. The “Fade To X” a value of 10. The “Delay From X” should be 1. The result should look like this (the presets can be different): ![](/img/grandma3/2-3/qsg_17_recipe-lines-fade-delay_v2-3-63a2f7.png) Try to turn off the sequence and then run the cue. You can see that the individual fixtures use the individual fade times matching the range in the recipe. It might be easier to see in a fixture sheet. Finally, edit the group (Group 17) to contain only fixtures 201 and 202 and use the “overwrite” method to store only these two fixtures in the group. The output is now updated. If not, try turning off the sequence and run the cue again to see how the output adjusts to the new selection. ## Preset Recipe [Section titled “Preset Recipe”](#preset-recipe) We are going to create a preset containing a recipe. Clear the programmer and turn off the sequence. We are going to adjust the view to include the “Recipe Editor” window, the color preset pool, and the dimmer preset pool. My view looks like this: ![Update this description text.](/img/grandma3/2-3/qsg_17_view-setup-2_v2-3-00cdc4.png) The Recipe Editor is a window we can use to build and edit a recipe in the programmer. We will use this to create a new recipe and store it in a new preset. Click the Edit Recipe button in the title bar of the window to turn On the edit mode. Notice that this adds a green recipe pot icon in the title fields of the presets and groups pools. Also, the ‘Edit’ and ‘Esc’ keys flash to indicate the edit mode. Now, we can build a recipe by clicking relevant pool objects. Click the group with the two fixtures (my group 17) and then the high output dimmer preset. The group gets a solid green frame. The preset gets a green dotted line that scrolls around the pool object. The recipe line is added to the editor. The recipe line also has a dotted line scrolling around the name field. The two dotted markings indicate the relation between the recipe line and the preset pool object.  Click one of the color presets and one of the dimmer presets. Now, we have three recipe lines and four pool objects with a green frame. Two of these are dimmer presets. Both try to send a dimmer value to the same group, but only one of the recipe lines can be used. It is the line we clicked last that will be used. We could save this, but we could also clean it up a bit. Click CleanUp in the title bar. This removes the unnecessary recipe line. My result looks like this: ![](/img/grandma3/2-3/qsg_17_recipe-editor-build_v2-3-44c292.png) These are programmer values, and they can be stored in a cue or a preset. Store this as a new “All 1” preset. My first available preset is number 3. The preset is created, and the active programmer values are removed. The group is still selected, and the edit mode is still active, so the group has a green frame. Clear the programmer and click Edit Recipe to turn it Off. Now, try the preset by clicking it twice. The fixture should turn on in the selected color. Let us try to adjust the preset. Right-click the preset. The recipe lines are called back into the Recipe Editor, and the editor has a green frame to indicate the general edit mode - not the “Edit Recipe” mode. We will add a “Fade From X” value of 2 to the color. Find the correct column and edit the value to 2. ![](/img/grandma3/2-3/qsg_17_recipe-editor-edit_v2-3-9bf6ae.png) Click Update and update the preset. Clear the programmer and try clicking the preset twice to test the change. The color should fade in. Click the group with all the Mega Pointe (group 7) and store (merge) the selection into the group used in the recipe (my group 17). This does not update the output. The programmer still only has the recipe information for the two fixtures. The added fixtures are not automatically cooked into our programmer. Click the preset to call the recipe values for the entire group. ## Recipe Preset without a Selection [Section titled “Recipe Preset without a Selection”](#recipe-preset-without-a-selection) Clear the programmer again. We will now create a recipe preset that does not contain a selection. A preset without a selection can be applied to the current selection. The valid values are then cooked into the programmer. Use the swipey menu on an empty preset in the All 1 preset pool. For me, the first empty pool object is number 4. In the swipey menu, select Edit Settings. This opens an editor for the pool object. This is a big editor that uses a lot of space. We can get a bit more space for our needs if we turn off the ‘Settings’ in the title bar. ![](/img/grandma3/2-3/qsg_17_preset-editor_empty_v2-3-f4e473.png) This big editor has the same recipe section as the Recipe Editor, plus a big MAtricks section at the bottom. Before we can add a recipe line, we need to click Turn into Recipe at the bottom of the editor. This gives us the first recipe line where we can assign a “value”. Please select a color preset as the value. In the MAtrick section below the recipe lines, please edit the “XWings” to a value of 2 and the “Fade From X” columns to 3, the “Delay From X” to 0 and “Delay To X” to 5.  Add an extra recipe line and a dimmer preset with a high value for the recipe line. The result should look something like this: ![](/img/grandma3/2-3/qsg_17_preset-editor_final_v2-3-ba7f45.png) Notice the MAtricks part changes to show the settings for the selected line. Close the editor. Ensure the programmer is empty. Select the group with all the Auras and then click the new preset. This calls the preset into the programmer using the fade and delay times and the recipe values. The programmer content does not refer to the recipe preset but to the content of the recipe preset. This can be seen in the Fixture Sheet. A preset like this can be used to busk and play back values on the fly or to build other presets. Clear the programmer. ## Add Recipe Preset to the Sequence [Section titled “Add Recipe Preset to the Sequence”](#add-recipe-preset-to-the-sequence) Click the first preset we created twice. Store this as cue number 2 in our recipe sequence. Clear the programmer and run the two cues. It seems to work. The fixtures do what we wanted. Turn off the sequence again. Select fixtures 201 and 202 and store (Overwrite) the selection in the recipe group (Group 17). Clear the programmer and run the two cues again. Cue 1 looks as expected, but cue 2 still affects all the fixtures. Clicking the preset twice confirms that the preset actually updated to use the new group. The problem with cue 2 is that the link to the preset was never updated to the new group content. The cue does not know that the recipe preset was changed to a smaller selection. Let us fix the problem and simply add a recipe for the second cue. The second cues recipe line should have our recipe group (Group 17) as the selection and the All preset as the “values”. Now we need to cook the sequence using the following command: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Cook Sequence 6 /Overwrite | If your sequence is not number 6, please adjust the number to match. Overwrite can be a very dangerous function, but in this case, it makes a lot of sense to use it because we only want the cues to contain the recipe content. Turn Off the sequence, clear the programmer, and try running the two cues again. Now, the cues look as expected. You can continue to play around with recipes if you want to explore further. Remember to store your show when you are done. *** ## Recap [Section titled “Recap”](#recap) This final chapter was a big one. Recipes can be an extensive topic, and we only scratched the surface. There are many more details to recipes, but the hope is that you can see some of the advantages of using recipes in a show where flexibility is needed. Recipes are explained in more detail in the [Recipes topic](/grandma3/2-3/recipes/). Using recipes in cues is explained in the [Cue Recipes topic](/grandma3/2-3/cue_recipe/). Using them in presets is described in the [Recipe Presets topic](/grandma3/2-3/presets_recipes/). *** ## Finally [Section titled “Finally”](#finally) This is the end of the Quick Start Guide. Thank you for reading it. I hope you have enjoyed it and learned something. We did not create the best show ever, but that was not really the goal. The goal was to introduce you to some of the many features and functions of the software. The manual is a great resource to get detailed information about grandMA3. There are also the release notes with each new release to keep you updated on changes. If you want to learn more, there is online E-learning and in-classroom learning - see more on MA Lightings website and possibly contact your local distributor. I also want to mention the official forum. It is a great resource for getting help from other users and professionals. There are also a lot of different videos online - both official and unofficial that provide great insight and information about grandMA3. **Happy Programming** # 08 - Scribbles > Scribbles are another way to add a custom indication to different objects. Scribbles are another way to add a custom indication to different objects. These are small, simple drawings that you can create and use. They also live in a pool. Create the **Scribbles** pool in your user-defined area and edit the first empty pool object. This is the scribble editor: ![](/img/grandma3/2-3/qsg_08_scribble-editor_v2-3-c28508.png) The left side is the drawing area. The right side is used to select a drawing color and line thickness. You can also give it a name, and there are buttons to clear, oops, change some color, apply changes, and save the drawing to the pool. Try the different drawing options. When you are happy with your drawing, you can close the editor. Scribbles are applied like appearances. They are mostly applied to pool objects, where appearances can also be applied to a wider range of elements such as backgrounds, windows, or even the user-defined area. When we label an object that can create a new scribble, there is an icon (![](/img/grandma3/2-3/icon_scribble_15_v2-1-967e8c.png)) near the upper left corner of the **Edit Name pop-up**: ![](/img/grandma3/2-3/qsg_08_edit-name_scribble-icon_v2-2-887e4a.png) The icon with the fountain pen tip (![](/img/grandma3/2-3/icon_scribble_15_v2-1-967e8c.png)) is the scribble icon. Clicking this opens the scribble editor at the bottom of the edit name pop-up. Creating a new scribble and applying it to the object adds the scribble to the pool so it can be used again on other objects. The ‘Scribble’ button near the upper right corner can be clicked to open a small select pop-up where existing scribbles can be selected.   When both scribble and appearance are assigned to an object, the appearance is at the back, the scribble is on top of the appearance, and the object’s name is at the front. It could look like this: ![](/img/grandma3/2-3/qsg_06_result_v2-3-8bcda8.png) *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at Scribbles as tools to create custom indications and marking of objects. The main manual also has a section for [Scribbles](/grandma3/2-3/scribbles/). They have more details on the different functions. We will not talk more about scribbles, but feel free to add more and use them in the rest of the chapters. The [next chapter](/grandma3/2-3/qsg_macros/) is about another useful pool - Macros. # 00 - Welcome > This guide is a quick tour of some of the most used elements of the grandMA3 software. This guide has been written for version 2.3.0.4. If you are on a differen This guide is a quick tour of some of the most used elements of the grandMA3 software. This guide has been written for version 2.3.0.4. If you are on a different version, then there might be elements that function slightly differently. The general functions and principles are the same. We will try to keep this guide updated to the latest version. It is meant to be a more personal and loose reading experience than the main manual. It is a collection of tutorials where you (the reader) follow the steps I (the author) explain as we, together,  go along. The main manual is better if you are looking for short explanations of how to do a specific thing. This guide has a lot of text and description behind the steps - hopefully, it is also a little fun to read. It is highly recommended that you read the numbered chapters in order. You should read this online since it is the most up-to-date version. But you can also create this as a PDF and maybe print it. You could save the paper, take the PDF, and read it on your favorite electronic device instead. One favorite device could be the console or onPC, where this guide is available in the help system - and then you do not need to create a PDF. The Quick Start Guide is meant to be read from start to finish, and it is meant for beginners. You should try the main manual if you are looking for help on a specific topic. To get the best result, you should try to do precisely what is written. If you change something that is not described, you might get a different result. We will create a new show with some fixtures with standard functions. We will create something with a cue sequence and some busking setup that can be used for a more dynamic live playback. ## Preface [Section titled “Preface”](#preface) This guide is primarily written using the grandMA3 onPC. The thought is that most users that go through this are on the onPC platform. You can go through this guide if you have a grandMA3 console or a grandMA3 onPC command wing. It will be explained if there is any difference in how to operate the onPC or console. The primary difference is that you do not need to open windows with virtual keys and executors if you have real hardware. A mouse/trackball is recommended. Often the guide will say something like “click the button”. This is the same as tapping it on a console or a touch screen. We might need to “Right-click” something with the mouse. It is the same as pressing the Edit key and tapping the object on a console. You can use an external mouse/trackball on the console; it is all up to you, but the interface is built to be touched. If you are using the onPC, you will work a lot on the “virtual displays”. The screens on the console are numbered like this. ![](/img/grandma3/2-3/img_screen_order_fs_v1-1-e38640.png) The grandMA3 onPC is a little different: * Display 1 is a combination of console screens 1 and 8. * Display 2 is a combination of console screens 2 and 9. * Display 3 is a combination of console screens 3 and 10. * Display E4 is an external screen 4. * Display E5 is an external screen 5. * Display S6 is console screen 6. * Display S7 is console screen 7. The displays can be toggled using the **Display** pop-up found in the **Control Bar** on the left side of the displays. It is a button with a screen icon(![](/img/grandma3/2-3/icon_display_24_v1-9_1-ee400d.png)). It is not possible to turn off Display 1. The **Control Bar** also gives access to virtual controls. There is the virtual **Command Section**, the **Master Controls**, the **Playback Controls**, and the **Custom/Master Section**. These can also be toggled using a keyboard’s F3, F4, F5, and F7 keys. We will come back to all these controls later. ## Markup in the Quick Start Guide [Section titled “Markup in the Quick Start Guide”](#markup-in-the-quick-start-guide) In this guide, there are different markups in different situations. Even though this is written using an onPC, there will be some (virtual) key presses. If you should press or click keys, then it is displayed like this: Store Cue 1 Please. If we are just talking about a key, it will be written in single quotes like this: The ‘Store’ key. If it is an area on the screens you need to click or press, it is written like this Internal. This could be tabs in menus or a button on the screen. If we are talking about a term, it will look like this: **Store** is a function to save something.  If you need to use a keyboard and write something in the command line (we are going to look at what this is later), then it will look like this: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | Admin\[Fixture]>Store Cue 1 | All input like this should be executed with an ‘Enter’ on your keyboard. The Enter is not displayed. It is the same as the Please key. ‘Please’ or ‘Enter’ is not a visible command - it is the key that executes the typed command. A default keyword is displayed in the command line input above. It is the yellow word inside the square brackets. You do not need to write this; it is already there - it might be different than the one displayed above. Feedback from the system is displayed like this: | | | | ---- | ----------- | | OK : | Store Cue 1 | Notice that the Please or Enter is not displayed. The feedback can be seen in the Command Line Feedback window (more on this later). If you need to write something on the keyboard that is not for the command line, the keyboard input will look like this: **My Favorite Cue**. This could, for instance, be a name. There might be hints, important information, or restrictions throughout the guide. These are written in boxes with icons and a small headline showing the type of information. | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | This is what a hint would look like. | *** ## Recap [Section titled “Recap”](#recap) Each chapter ends with a short recap of what we did. It might also include links to relevant topics in the main manual. These links are meant as guides to relevant locations in the manual where you can get more detailed information about specific topics touched on in the guide chapter. You can take a break from the guide and read the manual topics if you want to, but you do not need to read it to continue to the next chapter. For this chapter and introduction, I could add the following links: Learn how to install the onPC in the [Installation of grandMA3 onPC topic](/grandma3/2-3/onpc_windows_installation/). For details about setting up the console, have a look at the [First Steps section](/grandma3/2-3/first_steps/). If you want to learn more about the command line input, then read the [Command Line Topic](/grandma3/2-3/ws_ui_command_line/). At the end of the recap, there is a link to [the next chapter](/grandma3/2-3/qsg_new_show_setup/) - go ahead and click it when you are ready. # Quickeys > Quickeys allow you to create soft versions of various hardkeys and functions. #### Overview [Section titled “Overview”](#overview) Quickeys allow you to create soft versions of various hardkeys and functions. #### Accessing Quickeys [Section titled “Accessing Quickeys”](#accessing-quickeys) You can access Quickeys by either: * Using the Quickey Pool. Open the Add Window dialog, tap Data Pools and then tap Quickeys. For more information about pools in general, see [Pool Windows](/grandma3/2-3/wvm_pool/). * Using the [Quickey keyword](/grandma3/2-3/keyword_quickey/). # Quickey Editor > 1. To open the Quickey editor, use Swipey on an empty pool object and then tap Edit. 1. To open the Quickey editor, use Swipey on an empty pool object and then tap Edit.  2. The Quickey editor opens: ![](/img/grandma3/2-3/popup_edit_quickey_v2-2-75843d.png) Quickey editor | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To edit an existing Quickey, enable CLI in the Quickey Pool Settings or use the command line, for example Edit Quickey 1. |   The following six settings are available in the Quickey editor: * **Name:**\ This is the name of the pool object.\ Selecting Code first takes over the name of the function.\   * **Scribble:**\ Assigns a scribble to the pool object. See [Scribble](/grandma3/2-3/scribbles/).\   * **Appearance:**\ Assigns an appearance to the pool object. See [Appearances](/grandma3/2-3/appear/). * **Tags**:\ Opens the Tags pop-up. See [Tags](/grandma3/2-3/tags/).\                           * **Note:**\ Edits a note to the pool object. See [Notes](/grandma3/2-3/notes/).\   * **Lock:**\ When enabled the pool object is looked for further changes.\   * **Code:**\ Opens the code list. Tapping Code in the pool editor opens the Quickey code list. To filter codes, tap ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) and type the function into the text field. For more information about the individual functions, see [Keys](/grandma3/2-3/keys/). ![](/img/grandma3/2-3/popup_code_quickey_v2-1-ae326b.png) Select Code pop-up. # Create Quickey > To select fixtures 9 through 13: #### Requirements [Section titled “Requirements”](#requirements) * The demo show is loaded. * The fixture sheet is open. * The Quickeys pool is open. * Clear the Programmer and turn off any active playbacks. For more details, refer to the sections [Clear Key](/grandma3/2-3/key_clear/) and [Running Playbacks](/grandma3/2-3/executor_running_playbacks/). #### Fixture Selection [Section titled “Fixture Selection”](#fixture-selection) To select fixtures 9 through 13: 1. Type `Fixture 9 Thru 13` into the command line. 2. Press Please to confirm. #### Creating a Quickey [Section titled “Creating a Quickey”](#creating-a-quickey) 1. To open the Quickey editor, use [Swipey](/grandma3/2-3/wvm_pool/) on an empty pool object and release your finger above Edit. ![](/img/grandma3/2-3/window_swipey_quickey_v1-9-09855c.png) Swipey 2. To open the code list, tap Code. 3. To open the filter bar, tap ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) and type “full”: ![](/img/grandma3/2-3/popup_full_v1-9-1208c8.png) Filter 4. Tap FULL. The code list closes. 5. Tap ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) to close the editor. A new Quickey pool object is created.   6. Create a second Quickey with the BLIND function. The pool should look like this: ![](/img/grandma3/2-3/window_quickey_example_v1-9-3_2-47e338.png) Quickey pool 7. To set the dimmer of the selected fixtures to 100%, tap FULL in the Quickey pool. 8. To toggle blind, tap BLIND repeatedly. For more detailed information about the used keywords, see [Full](/grandma3/2-3/keyword_full/) and [Blind](/grandma3/2-3/keyword_blind/). # Use Quickey Pool Objects > To activate or deactivate a Quickey, tap on the particular pool object. To activate or deactivate a Quickey, tap on the particular pool object. A virtual LED in the top right corner in each pool object indicates the current status of the Quickey, depending on the LED color: * **Black**:\*\*\*\* Quickey is off. Some Quickeys are triggered without a LED color, for example, MENU or NUM1. ![](/img/grandma3/2-3/window_quickey_led4_v1-9_1-f7a81c.png) * **White**: Quickey is active. ![](/img/grandma3/2-3/window_quickey_led3_v1-9-e20c23.png) * **Grey**: Certain Quickeys trigger keywords. The appropriate keyword is entered into the command line, when the virtual LED is grey. ![](/img/grandma3/2-3/window_quickey_led_v1-9-affefc.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Quickeys MA1 and MA2 can be latched. For more information about latch, see [Command area](/grandma3/2-3/ws_command_area/). | # RDM (Remote Device Management) > Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixt Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixtures) over a standard DMX line. RDM protocol allows grandMA3 devices to send commands and receive messages from specific moving lights for device configuration and status monitoring. For example adjusting the DMX starting address. This is especially useful for devices installed in a remote area. The [parameters](/grandma3/2-3/rdm/#h2_1163065709) of each fixture determine which commands can be send and which messages can be received between the fixture and the grandMA3 device. ANSI E1.20 - 2010 by PLASA specifies the RDM standard as an extension of the DMX 512-A protocol (ANSI E1.11). RDM is integrated in DMX without influencing the connections. The RDM data is transmitted via the standard XLR-poles – new DMX cables are not required. RDM-ready and conventional DMX devices can be operated in one DMX line. The RDM protocol sends its own data packages in the DMX512 data feed and does not influence conventional devices. *** ## Enable RDM [Section titled “Enable RDM”](#enable-rdm) To use RDM, it has to be enabled in two different spots: 1. Globally within the show file:  * Press Menu - Network: Enable the RDM button in the \*\*[Stations](/grandma3/2-3/network_session/#h3_1753514110) \*\*tab. * Or Press Menu - Network: Enable the RDM button in the **[Station Control](/grandma3/2-3/network_station_control/)** tab.  * Or press Menu - Live Patch: Enable the RDM button in the **RDM** tab. * Or press Menu - Connector Configuration: Enable the RDM button on the bottom right. All four RDM buttons are linked to each other and RDM is enabled globally.  2. Per XLR port that shall use RDM. Therefore, the mode of an XLR Port in the Connector Configuration needs to be set from Out to RDM. Tap and hold in the cell of the desired Port. An editor opens: ![](/img/grandma3/2-3/window_device_rdm_v2-1-377e3c.png) Tap Mode A and change it to RDM. Confirm the changes by tapping Apply. The background color of the port turns to turquoise:  ![Connector Configuration options with Port A in RDM mode and RDM activated globally in the bottom right.](/img/grandma3/2-3/menu_output_config_rdm_v2-1-fea804.png) Connector Configuration options with Port A in RDM mode and RDM activated globally in the bottom right. In RDM mode, DMX data is only sent when there are changes of DMX values. In addition, every 500ms a refreshing packet will be sent so that DMX fixtures will not switch into DMX fail mode. This RDM output mode allows more time on the DMX line for RDM configuration. *** ## RDM Devices Window [Section titled “RDM Devices Window”](#rdm-devices-window) Open the RDM devices window via the [Add Window](/grandma3/2-3/wvm_add_window/) dialog in the Tools tab. The RDM Devices window lists all devices that are discovered through RDM. The same list is also displayed in Menu - Live Patch - RDM. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowRDM%22%20%2FAutoFit) When an RDM device is detected on an XLR port, a section called RDMPorts will be included in the list of RDM devices. Within each RDMPort, all fixtures that are detected via RDM on this physical XLR port are listed. An RDM port is labeled with the IP of the device and the XLR port of the device, e.g., 192.168.0.4 - XLR D. If the device is not detected anymore, the font color turns red. The RDM devices window with **RDMFixtureTypes** and **RDMPorts** detected could look like this: ![RDM devices window with RDMPorts in expanded mode. ](/img/grandma3/2-3/menu_rdm_devices_v2-1-0d61d1.png) RDM devices window with RDMPorts in expanded mode.  For every fixture type identified by RDM, a new child will be added to the **RDMFixtureTypes** in the RDM Devices window. Each RDMFixtureType contains general information of the RDM fixtures, that is similar to all fixtures of the same product, e.g., the parameter description, or the available DMX personalities. Expanding with ![](/img/grandma3/2-3/triangle_right_15_1-d9ca8a.png) next to the RDM fixture shows all the different parameters of the fixture: ![RDM devices window with one active RDM fixture in a expanded view.](/img/grandma3/2-3/window_rdm_devices_v2-1-d5fbd2.png) RDM devices window with one active RDM fixture in a expanded view. *** ## RDM Parameters [Section titled “RDM Parameters”](#rdm-parameters) The grandMA3 creates RDMFixtureTypes by itself depending on these three parameters: ManufacturerID, DeviceModelID, and SoftwareID.\ As soon as the same physical type of lighting fixtures have different software IDs due to different firmware versions, different RDMFixtureTypes are created. Only the cells of properties that an RDM fixture provides as set-able can be edited in the RDM devices window. Not all RDM parameters can be set by the user. There are three different kinds of commands for each Parameter: * Set: Parameters that are adjustable on the console. * Get: Parameters that are only receivable. * Set and Get: Parameters that can be sent and also received by a device. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The RDM devices window also displays all Parameters individual commands under a specific column called [Command](/grandma3/2-3/rdm/#h2__469026232).  | The following RDM parameters are supported by grandMA3: # Recipes > Recipes can be a very useful tool for touring shows or when the changes are expected. Recipes can be a very useful tool for touring shows or when the changes are expected. Recipes can be stored in cue parts and presets. ![](/img/grandma3/2-3/img_recipe_data-flow_v1-7-b0ac95.png) Recipe data flowchart There is a possibility to create some conflicting data using recipes and stored values in both cue parts and in presets. Values can be stored in a cue part. Cue parts can also contain recipe data. The cue part recipe needs to be cooked into the cue part. If this is cooked with the “Merge” option then existing values in the cue part are not overwritten by the recipe. If the “Overwrite” option is selected, then all existing values are overwritten by the recipe - values that are not affected by the recipe are removed from the overwritten cue. Preset recipes are automatically cooked into the preset, and a preset can be used in a cue part. All this means that an attribute can potentially get a value from four different locations, but only one of these values can be output: * The cue part * The cue part recipe * The preset * The preset recipe Values stored in the cue part have higher priority than the cue part recipe value. Values stored in the preset have a higher priority than the preset recipe values. Storing a preset to a cue part creates the preset reference to the preset so in that case the output is decided by the preset priority. This flow chart can be used to determine where the output comes from in a sequence: ![](/img/grandma3/2-3/img_recipe_output-decision-flow_v1-7-cf9ddd.png) Output decision flowchart *** A recipe contains one or multiple recipe lines describing what should happen based on a set of information. The recipe can “cook” values into the cue part, preset, or programmer. This cooked data is marked by a small pot icon ![](/img/grandma3/2-3/icon_cooking-pot_12_v1-7-f630d9.png) and the cooked data can easily be removed again if needed. A recipe line can contain information about a selection of fixtures, group, preset, MAtricks, individual fade, delay, speed, and phase values. Values from recipes can be combined with conventionally stored values. The flexibility in the recipe system allows for a variety of uses. The recipes could be used to: * Create recipe presets for groups referencing other presets for a flexible fixture setup. * Create template presets with ranged values that can be applied to a flexible selection of fixtures. * Cues that contain a recipe on how different elements create the desired look. If a recipe is present in a cue or preset, then there is a small pot icon. It can look different depending on the recipe status: * ![](/img/grandma3/2-3/icon_pot-green_12_v2-1-e78ae4.png) Green pot: All recipe lines are valid. * ![](/img/grandma3/2-3/icon_pot-red_12_v2-1-ea0197.png) Red pot: One or more recipe lines cannot be cooked. * ![](/img/grandma3/2-3/icon_pot-green-open_12_v2-1-fc06c4.png) Open pot: This is a Recipe Template. * ![](/img/grandma3/2-3/icon_pot-orange_12_v2-3-32a5dd.png) Orange pot: This means, that there is data from recipes (cooked) and selective data (uncooked) in the cue or cue part.  The grandMA3 software offers multiple tools and methods to create and edit recipes. Read the [Cue Recipe](/grandma3/2-3/cue_recipe/) and [Preset Recipe](/grandma3/2-3/presets_recipes/) topics for details on how to create and edit recipes directly in cues and presets. Additionally recipes can be created with the programmer and the Recipe Editor window in Edit Recipe mode.  *** ## Recipe Editor Window [Section titled “Recipe Editor Window”](#recipe-editor-window) The Recipe Editor window is useful for working with [Programmer Parts](/grandma3/2-3/operate_programmer/#h2_1195515184) and offers a visualization of recipe lines. All recipe lines can be edited. The Recipe Editor window can be found in the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up in Tools - Recipe Editor.\   ![Update this description text.](/img/grandma3/2-3/recipe_editor_window_v-2-1-a77367.png) Recipe Editor window with Edit Recipe enabled and Part 1 selected To enable the edit recipe mode, tap Edit Recipe in the title [bar](/grandma3/2-3/recipes/#h2__524264777). Tap on a Part to select it for creating recipes.  If a Group has multiple recipe lines with different presets for the same attribute, only the last entry will generate output. To delete all recipes that use the same selection with multiple presets of the same feature group, tap CleanUp in the title bar. Only the last object that generates the output is kept. For example, when Group 1 + Red + Yellow + Blue is selected and then CleanUp is tapped, the recipe lines for Group 1 + Red + Yellow will be deleted. If you tap an already selected preset again to deselect it, the corresponding recipe line will also be deleted. CleanUp is only active when the same fixtures are used with multiple items of one feature group. Otherwise the button will be greyed out. With Edit Recipe disabled this button is not visible. + and - on the left side can add or delete Programmer Parts and Recipes. It depends on the destination whether recipes of the different parts are stored or not: * If cue parts are the destination for storing recipes, recipe lines of the selected programmer part, which is displayed in green, will be stored in the destination cue part. For example, Store Cue Part 1. * If cues are the destination for storing, all parts will be stored as respective cue parts. For example, Store Cue 1. * If presets are the destination for storing, the selected part which is displayed in green will be stored into the preset. For example, Store Preset 1.3. As soon as recipes are stored they will be cleared from the Recipe Editor.  *** ## Recipe Sheet [Section titled “Recipe Sheet”](#recipe-sheet) The recipe sheet with its multiple columns is part of recipes in cue parts, presets, and the Recipe Editor window (programmer). Besides minor differences, the recipe sheet covers the same information in all three places.  This is an example of a recipe sheet: ![The image shows en example of the recipe editor with two recipe lines.](/img/grandma3/2-3/recipe_sheet_v2-2-0d13c0.png) Recipe sheet with three lines A top bar with toggle buttons can show or hide different elements of the recipe. * **Lock**:\*\*\ \*\*If this column is set to **UL** (UserLock), tapping CleanUp will not clean up the locked recipe line. It is also not possible to deselect objects of the corresponding recipe line.  * **Name**:\*\*\ \*\*The Name column can also be used to give the recipe line a name. If the name text is red, that indicates that the line cannot be cooked. For example, if the values are not valid for the selection or if crucial ingredients are missing. MAtricks values that do not come from a pool object, Worlds, or Filters, are indicated by small green icons (![](/img/grandma3/2-3/icon_15_matricks_v2_0-c82d04.png), ![](/img/grandma3/2-3/icon_world_v2-1-f24920.png), or![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)) on the right in the Name cell.  * **Tags**:\*\*\ \*\*Displays assigned Tags. Tap and hold to edit the cell and assign or unassign tags.  * **Enabled**:\ If set to **Yes** recipe lines will be cooked. With **No**, the recipe line is marked red and will not be cooked.   * **Selection Mode**:\ This defines how subfixtures are handled when only main fixtures are part of the selection of the recipe: * **Normal**:\ Values are passed down to the subfixtures. * **Strict**:\ Values are strictly applied to only the fixtures in the selection. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When migrating show files from v1.9.7.0. or earlier, the **Selection Mode** setting will be set to **Strict** in existing recipes. | * **References**:\ These are the columns for referenced data. * **Selection**:\ This is the selection of fixtures using this recipe line. If the selection is a group, then the number and the name of the group is displayed. If the group is empty, the text is red. Tap and hold to open a pop-up with a drop-down of all groups. To select all fixtures of a preset, that is set in the values column, select **\** in the drop-down. The pop-up also offers a search function and a Data Pool selection in the title bar. To create a new group, tap **New** at the bottom of the drop-down. A new groups pool is created with the edit mode active. * **Values**:\ This is the value reference used in the recipe line. If the value is a preset, then the number and the name of the preset and many of the different preset icons indicating Preset Mode, MAtricks, MultiStep, Layer information, and so on are shown. If the fixtures of the selected group are only partly used, the text in the values column is displayed in orange. This happens for example if not all fixtures of the selection in use can use the selected preset or a world is added to a recipe line. If it is red, it is not compatible to fixtures in the Selection column.  * **MAtricks**:\ This is a reference to an existing MAtricks pool object. Having a reference to an existing MAtricks, adds referenced values in the Grid columns. * **Filter**:\ This makes it possible to assign a filter or world to the recipe line. - **Grid**:\ These columns are the same as known from [MAtricks](/grandma3/2-3/matricks/). There is a set of columns for X, Y, and Z axes in the grid. The columns can be filtered by activating one or several of the **X**, **Y**, and **Z** in the top bar. This section also has columns for invert. Some of these are linked to X, Y, and Z. Some are not linked to an axis but a common setting: * **X**:\*\*\ \*\*Edit the value **X** of the MAtricks Editor. * **Y**:\*\* \ \*\*Edit the value **Y** of the MAtricks Editor. * **Z**:\*\* \ \*\*Edit the value **Z** of the MAtricks Editor. * **Group**:\ The number of groups the selection is split into. * **Block**:\ The number of fixtures blocked together. * **Wings**:\ The number of wings the selection is split into. * **Width**:\ This changes the width of the selection in the [Selection Grid](/grandma3/2-3/operate_selection/). * **InvertStyle**:\ This defines if Invert is applied to Pan, Tilt, Pan and Tilt, or All attributes. * **PhaserTransform**:\ Transform can be set to Mirror. This mirrors values depending on the other grid settings, for example, Blocks, Groups, Wings. Learn more in the [Transform topic](/grandma3/2-3/matricks_transform/). * **Invert, Inv, InvB, InvG, InvW**:\ These are Yes/No inverting settings for each of the grid axes. - **Layers**:\ These are the timing layers. X, Y, or Z also needs to be active for any of the layer columns to be shown. * **Fade From / Fade To**:\ The two fade values allow spreading the fade time over a range. * **Delay From / Delay To**:\ The two delay values allow spreading the delay time over a range. * **Speed From / Speed To**:\ The two speed values allow spreading the speed values over a range. * **Phase From / Phase To**:\ The two phase values allow spreading the phase values over a range. - **Shuffle**:\ These are the shuffle columns. X, Y, or Z also needs to be active for any of the layer columns to be shown. * **Shuffle**:\ This value can be set to shuffle the selection order. * **Shift**:\ This value can be set to shift the selection in the selection grid. - **X**, **Y**, and **Z**:\ Each of the grid axes has columns. If the recipe only uses one or two axes, then the columns can be limited to only show the relevant columns. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The MAtricks and Shuffle settings are described in detail in the [MAtricks and Shuffle section](/grandma3/2-3/matricks/). | Recipes do not need information in all columns, but they can have information in all. They often only have information in a few columns. ## *** ## Create Recipes with the Edit Recipe Mode [Section titled “Create Recipes with the Edit Recipe Mode”](#create-recipes-with-the-edit-recipe-mode) Besides handling recipes in cues parts and presets, recipes can also be created and edited within the programmer. This mode is based on a [programmer workflow](/grandma3/2-3/operate_programmer/) for quickly and efficiently creating recipes. All pool item selections are logged, saved in a recipe, and then can be easily stored into presets and cues. The Recipe Editor window is a handy tool to visualize and edit recipes while in edit recipe mode. For more information on the Recipe Editor window, see [above](/grandma3/2-3/recipes/#h2_1768861353). ![Update this description text.](/img/grandma3/2-3/recipe_editor_window_v2-2-18adb4.png) Recipe Editor window There are multiple ways to enable the edit recipe mode:​ * Tap Edit Recipe in the title bar of the recipe editor window. * Enable Edit Recipes in the **At Overlay.** * Use the [EditRecipe](/grandma3/2-3/keyword_editrecipe/) keyword. While the edit recipe mode is enabled, Edit and Esc flash alternately. To disable the edit recipe mode, press Esc or use one of the options described above to toggle the edit recipe mode. Once the edit recipe mode is disabled, all pools work as usual. Each object type that can be used for a recipe will have its pool window marked with a green ![](/img/grandma3/2-3/icon_cooking-pot_12_v1-7-f630d9.png), when edit recipe mode is enabled: ![Update this description text.](/img/grandma3/2-3/edit_recipe_mode_enabled_v2-1-3a46d0.png) Groups pool with edit recipe mode enabled The following windows use the recipe indicator: * Groups * Preset Pools * MAtricks * Worlds * Filters * Layout Viewer * Fixture Sheet | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Make sure you set the Pool Action setting in the corresponding pools to **SelFix/At** or **At** so you can use them for recipes. | For creating recipes with the Edit Recipe mode, it is useful to have a groups pool, several preset pools, a sequence pool, and the recipe editor window visible: ![Update this description text.](/img/grandma3/2-3/recipe_editor_mode_and_window_v2-1-b70f43.png) Several pool windows and recipe editor window with edit recipe mode enabled The following steps outline the general workflow for creating recipes. For a practical example, see [below](/grandma3/2-3/recipes/#h2_1689083776). 1. Activate the Edit Recipe mode. 2. Select groups. The selected groups are indicated by a green frame around the pool objects. Multiple groups can be selected at the same time. 3. Select presets. Presets that are not compatible with fixtures of the selected group will be grayed out. All objects selected for recipes of the currently selected groups are indicated by a green frame in their pool windows. The last selected preset and the corresponding recipe line in the recipe editor, will be displayed with rotating green dots around the objects. These rotating dots indicate it as the target of MAtricks or filter values. \ Tap on a selected object again to deselect it. To select an already used preset (which has a green frame), press MA and tap the preset. Now MAtricks, filters, and worlds can be applied to the corresponding recipe. The corresponding line in the recipe editor is displayed with a green dotted frame.\ Multiple values can be added to a selection, a single recipe line is created for each selected value in the recipe editor window. Also different selections can be defined, for example, by tapping Group 2. A brown frame around pool objects indicates the values for previous selections, for example, Group 1. Tap Group 1 again and the previously defined values for this selection are highlighted in green again. A feature group indicator bar at the bottom of the group objects shows the feature groups that are active in the recipe for this very group. 4. Store the new recipe to a cue, cue part, or a preset. Storing a recipe clears the recipe editor and only groups will remain as selected objects.  The order of recording selections and values has an impact on how the recipe is handled. The last recipe line determines the output if several recipe lines with the same selection refer to the same attribute. Storing recipes into [Preset Pools](/grandma3/2-3/presets_pools/) for specific feature groups, for example the Color preset pool, stores not only values for Colors, but all recipe lines of the selected programmer part. Executing the [EditRecipe](/grandma3/2-3/keyword_editrecipe/) keyword with a corresponding cue, cue part, or preset, enables the edit mode for the specific object in the recipe editor mode. Press Off and tap a group or a preset to remove the corresponding recipe line. If a group or a preset has multiple lines linked, all corresponding lines will be removed.  It is not possible to directly enter values into a recipe, they have to be stored in a preset first. If no preset is selected, the values are put directly into the programmer.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Values that are entered for creating a recipe, do not overwrite or replace values that are directly entered into the programmer. The automatically cooked recipes are treated with low priority. To actively overwrite or merge programmer values, cook the programmer using the [Cook Keyword](/grandma3/2-3/keyword_cook/). Also MAtricks values will only work with recipes and will not affect the programmer.  | Open the [MAtricks Editor](/grandma3/2-3/matricks/) to define specific MAtricks values to the recipe lines. While using the MAtricks editor to edit a recipe, the editor is displayed with “(Recipe)” and the green pot icon in the title bar. The rotating dots around the preset and recipe line indicate the target for MAtricks values.\ To add MAtricks, Worlds and Filters to the last created recipe, tap on the objects in the pool. Pool objects of MAtricks, Worlds, and Filters have a brown colored frame around them when they are used by a recipe: ![Update this description text.](/img/grandma3/2-3/matricks_editor_and_pools_with_edit_recipemode_enabled_v-2-1-479238.png) MAtricks Editor with a selected MAtricks and Filter pool object  *** # grandMA3 Release Notes ![](/img/grandma3/2-3/csm_gm3-fs-mode3_sum_less_border_8113969f0d-dc12a7.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Release Notes 2.3](/grandma3/2-3/key_releasenotes/) * [Release Notes 2.2](/grandma3/2-3/key_rn_v2_2/) * [Release Notes 2.1](/grandma3/2-3/key_rn_v2_1/) * [Release Notes 2.0](/grandma3/2-3/key_rn_v2_0/) * [Release Notes 1.9](/grandma3/2-3/key_rn_v1_9/) * [Release Notes 1.8](/grandma3/2-3/key_rn_v1_8/) * [Release Notes 1.7](/grandma3/2-3/key_rn_v1_7/) * [Release Notes 1.6](/grandma3/2-3/key_rn_v1_6/) * [Release Notes 1.5](/grandma3/2-3/key_rn_v1_5/) * [Release Notes 1.4](/grandma3/2-3/key_rn_v1_4/) * [Release Notes 1.3](/grandma3/2-3/key_rn_v1_3/) * [Release Notes 1.2](/grandma3/2-3/key_rn_v1_2/) * [Release Notes 1.1](/grandma3/2-3/key_rn_v1_1/) * [Release Notes 1.0](/grandma3/2-3/key_rn_v1_0/) # Remote In and Out > Remote Inputs and Outputs are handled through the In & Out menu. The In & Out menu can be used to define parameters, for example, to trigger a command via a rem Remote Inputs and Outputs are handled through the In & Out menu. The In & Out menu can be used to define parameters, for example, to trigger a command via a remote controller. Press Menu and then tap In & Out. The In & Out menu opens. The menu is separated into six tabs: \ \ [DC Remotes](/grandma3/2-3/remote_inputs_dc/), [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/), [DMX Remotes](/grandma3/2-3/remote_inputs_dmx/), [OSC](/grandma3/2-3/remote_inputs_osc/), [PSN](/grandma3/2-3/remote_inputs_psn/), and **[MVR](/grandma3/2-3/remote_inputs_mvr/)**. *** ## Common Procedures [Section titled “Common Procedures”](#common-procedures) The **DC Remotes**-, **MIDI Remotes**-, and **DMX Remot\*\*\*\*es**- tabs have a number of options in common. These are explained below. For the options specific to each Remote, see the corresponding topics. * Enabled: Toggle between **Yes** and **No** to enable the Input for the corresponding configuration line. * Target: Set a target in the Assignment Editor. * Fader: Sets the Fader to the corresponding target. * Key: Sets the Key to the corresponding target. - Trigger On / Trigger Off: These values define the range of the key reaction. If the Trigger On, for example, is set to 75 %, the Remote reacts as soon as the incoming signal exceeds this value. If the Trigger Off, for example, is set to 25 %, the Remote stops reacting as soon as the incoming signal has fallen below this value. * In From / In To: These values define the range of the input signal reaction for the defined fader. * Out From / Out To: These values recalculate the input signal range to match up the output signal range. The range of a fader is defined by the output signal range. If a fader, for example, should not be moved to 100 %, restrict the Out To value to 90 %.In / Out:These columns at the end of the table display the signal value of the incoming signal (In) and the resulting value for the selected fader function (Out). * In / Out:These columns at the end of the table display the signal value of the incoming signal (In) and the resulting value for the selected fader function (Out). * Note: Opens the note editor of the corresponding configuration line. *** ## Output Configuration Settings for Remotes [Section titled “Output Configuration Settings for Remotes”](#output-configuration-settings-for-remotes) The Connector Configuration menu offers multiple options for DMX, Timecode, and Remotes. The Output Configuration options for remotes are explained here. For all other configurations, see [Connector Configuration](/grandma3/2-3/dmx_port_config/).  * MIDI Data Mode: Select the Mode for MIDI. For more information, see [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/). * **In**: Receiving MIDI data. * **Out**: Sending MIDI data. * **In & Out & Thru**: Outputs and transmits received MIDI data. * **In & Out**: MIDI data can be received and different MIDI data can be output without sending the incoming data. * MIDI Offset: Changes the MIDI Index. For more information, see [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/). * DC Start: Set the trigger for the DC Remote. For more information, see [DC Remotes](/grandma3/2-3/remote_inputs_dc/). * OSC Interface: These settings mirror those in the In & Out menu. For more information, see [Interfaces and IP](/grandma3/2-3/network_interface/). * PSN Interface: These settings mirror those in the In & Out menu. *** Examples ### Example 1 [Section titled “Example 1”](#example-1) To add a new element, such as, DC Remote: | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Make sure that the corresponding hardware is connected properly. For more information, see [First Steps](/grandma3/2-3/first_steps/). | Each step of the example is shown in the video below or in the text below. [Vimeo video](https://player.vimeo.com/video/998092213?title=0\&byline=0\&portrait=0\&color=ffeb0f) 1. Open the In & Out menu. 2. Tap DC Remotes. 3. Tap Insert new DCRemote. A new DC remote configuration line is added. 4. To enable the Remote Input, tap Enable Input. The button turns yellow. For more information about session and station communication, see Station Control.   5. Set the Signal of the remote, for example, 1. 6. Two finger-tap the corresponding configuration line in the Target column. The Assignment Editor opens. 7. Select the target, for example, a view. The target is selected and the editor closes. ![Update this description text.](/img/grandma3/2-3/popup_assignement_editor_select_v2-2-3fb582.png) Assignment Editor 8. To select a key function, right-click or tap and hold Key. The Select Key pop-up opens.\ ![Update this description text.](/img/grandma3/2-3/popup_analog_remote_v2-1-385e45.png) Select Key pop-up 9. Trigger the DC Remote signal. The In and Out values go to 100%. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | DC Remotes and DMX Remotes thresholds are defined in percent, while MIDI Remotes thresholds are defined between 1 and 127 MIDI velocity. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The different readout options take effect on the Trigger On/Off, In From/To, Out From/To values. | ### Example 2 [Section titled “Example 2”](#example-2) | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | grandMA3 onPC products, such as the grandMA3 command wing, can switch on and off but do not fade. For more information, see [Connect DC Remote In](/grandma3/2-3/fs_connect_dc_remote_in/) | To add a fader remote: 1. Follow steps 1-6 from above. 2. Select a Target, e.g. **Master**. 3. Set Fader to **Master**. 4. Move the fader on the remote, the In and Out values change accordingly. ![Update this description text.](/img/grandma3/2-3/menu_dc_remotes_v2-2-6be250.png) In & Out - DC Remotes ### Example 3 [Section titled “Example 3”](#example-3) In some cases, scaling of the input and output values is needed. The range of the incoming and outgoing values can be modified. To set In From to 20%: 1. Right-click or tap and hold In From. The calculator opens: ![](/img/grandma3/2-3/popup_calculator_in_from_v2-1-35e68a.png) *Calculator In From* 1. Tap and hold Dec8. A dropdown opens. 2. Tap Percent. The entity has changed. 3. Press 2 0 and press Please. The In From value is entered. 4. Move the fader on the remote, the In and Out values change accordingly. ![Update this description text.](/img/grandma3/2-3/menu_inandout_v2-2-a70ca3.png) In & Out - DC Remotes | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For detailed information about the values, read the [Remote keyword](/grandma3/2-3/keyword_remote/) topic. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [DC Remotes](/grandma3/2-3/remote_inputs_dc/) * [MIDI Remotes](/grandma3/2-3/remote_inputs_midi/) * [DMX Remotes](/grandma3/2-3/remote_inputs_dmx/) * [OSC (Open Sound Control)](/grandma3/2-3/remote_inputs_osc/) * [PSN (PosiStageNet)](/grandma3/2-3/remote_inputs_psn/) * [MVR-xchange](/grandma3/2-3/remote_inputs_mvr/) # DC Remotes > The DC Remotes tab is used to configure the DC Remote Control input on the rear panel of the console, command wing or I/O node. The DC Remotes tab is used to configure the DC Remote Control input on the rear panel of the console, command wing or I/O node. To learn more about the hardware part of the input, read the [Connect DC Remote In topic](/grandma3/2-3/fs_connect_dc_remote_in/). *** Example # DMX Remotes > The DMX Remotes tab uses DMX channels as remote triggers. The DMX source can also be the console itself. The **DMX Remotes** tab uses DMX channels as remote triggers. The DMX source can also be the console itself. * To learn more about the hardware part of the input, read the [Connect DMX topic](/grandma3/2-3/fs_connect_dmx/). * To learn more about the general Remotes settings, see [Remote In and Out](/grandma3/2-3/remote_inputs/). The following parameters are used in the DMX Remotes configuration: * Address: Sets the DMX Address. * Resolution: Sets the DMX Resolution. *** ## Example [Section titled “Example”](#example) 1. To adjust the settings of the DMX Remotes, tap DMX Remotes. The DMX Remotes menu opens: 2) To set the DMX address the DMX Remote input should listen to, right-click or tap and hold Address. ![](/img/grandma3/2-3/popup_dmx_remote_edit_address_v1-9-2517ed.png) DMX address pop-up 3. To adjust the DMX resolution, open the Resolution cell of the DMX Remote entry you want to edit. ![](/img/grandma3/2-3/window_analog_remote_9_v1-5-d83708.png) DMX resolution pop-up | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The DMX Remote can be controlled by 16 bit or 24 bit DMX channels. This allows for more precise control. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | On the controlling DMX device, the 16 bit and 24 bit channels must be patched directly after the 8 bit channel. | # MIDI Remotes > MIDI stands for Musical Instrument Digital Interface. MIDI is used as a world-wide standard protocol that allows communication between different digital devices MIDI stands for **M**usical **I**nstrument **D**igital **I**nterface. MIDI is used as a world-wide standard protocol that allows communication between different digital devices, for example: * a MIDI keyboard and a grandMA3 command wing. * a MIDI pad controller and a grandMA3 console. * a grandMA3 console and an audio mixing console. The MIDI Remotes tab is used to define actions for incoming MIDI notes or MIDI Control Changes (CC). | | | | -------------------------------------------------- | --------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | MIDI does not transmit an audio signal. | To learn more about the hardware part of the input, read the [Connect MIDI topic](/grandma3/2-3/fs_connect_midi/). This topic is divided into several chapters: * [Output Configuration Window](/grandma3/2-3/remote_inputs_midi/#h2__2027674017) * [In & Out Menu](/grandma3/2-3/remote_inputs_midi/#h2__1279301565) * [Examples](/grandma3/2-3/remote_inputs_midi/#h2__1406500097) * [Control an External MIDI Device](/grandma3/2-3/remote_inputs_midi/#h3__1959648189) * [Receive MIDI](/grandma3/2-3/remote_inputs_midi/#h3__2047067536) * [Send MIDI](/grandma3/2-3/remote_inputs_midi/#h3_1633374073) * [MIDI Connection via USB](/grandma3/2-3/remote_inputs_midi/#h3_583608197) *** ## Output Configuration Window [Section titled “Output Configuration Window”](#output-configuration-window) Adjusting the MIDI Offset will shift the MIDI Index in general. The MIDI Offset can be adjusted in the Output Configuration window as followed: 1. To set the MIDI Offset, open the [Output Configuration](/grandma3/2-3/dmx_port_config/) menu. 2. Open the product in the Output Configuration category tree using the arrows ( ![](/img/grandma3/2-3/triangle-right-38abb5.png)). ![](/img/grandma3/2-3/window_output_configuration_midi_in_v2-1-67f74c.png) Output Configuration menu 3. To set the MIDI Offset to a new value, for example -2, right-click or tap and hold MIDI Offset in the product row. A pop-up opens: ![](/img/grandma3/2-3/popup_midi_offset_v1-8_1-9e8096.png) MIDI Offset pop-up 4. The MIDI Offset is adjusted. For example, MIDI Index 50 is changed to 48, after MIDI Offset is set to -2 as shown below: ![](/img/grandma3/2-3/window_system_monitor_offset_v1-9-3-727fe0.png) MIDI Offset changes the MIDI Index (note) shown in the System Monitor. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the data input is disabled, a text in the System Monitor next to the actual MIDI Note will inform the user about it. | # MVR-xchange > The MVR menu offers a platform to exchange and manage MVR files via a network connection instead of using a USB drive. For more information about MVR files in g The MVR menu offers a platform to exchange and manage MVR files via a network connection instead of using a USB drive. For more information about MVR files in general, see [My Virtual Rig (MVR)](/grandma3/2-3/patch_mvr/). The MVR-xchange is specified in the DIN SPEC 15801:2023-12. For more information, see the external link . The idea behind the MVR menu is to send MVR files from a station into a defined network and share the files with other stations. For more information about the appropriate keyword, see[ SendMVR Keyword](/grandma3/2-3/keyword_sendmvr/). To open the MVR menu: 1. Press Menu. The menu opens. 2. Tap In & Out.  3. Tap MVR. The MVR menu opens. The three elements on top of the menu are described as follows: * Group: The standard group name is **Default**. The group name can be edited. Stations with identical group names share the same exchange group. * Interface: Defines the network interface. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To share data between different devices, the devices need to be in the same network. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To share data between different devices, a network connection has to be established. For more information, see [Enabling or Disabling the Network Connection](/grandma3/2-3/network/#h3_800718561). | * Enable: To be able to exchange MVR files, make sure to activate Enable. For more information about station and session communication, see [Station Control](/grandma3/2-3/network_station_control/). # OSC (Open Sound Control) > Open Sound Control, or OSC, is a client and server system that defines a message address pattern used to address elements in the receiving server. Open Sound Co Open Sound Control, or OSC, is a client and server system that defines a message address pattern used to address elements in the receiving server. Open Sound Control allows devices of different types to control other devices via a peer-to-peer messaging protocol. OSC messages are human-readable, so they are more than just numbers and strings (unlike, for example, MIDI Show Control, or MSC). The grandMA3 software supports OSC 1.1. For more general information about OSC, e.g. OSC Packets, see [https://ccrma.stanford.edu/groups/osc/spec-1\_0.html.](https://ccrma.stanford.edu/groups/osc/spec-1_0.html) *** ## OSC Structure [Section titled “OSC Structure”](#osc-structure) OSC messages follow a specific pattern: ”(/prefix)/\[OSC Address],\[OSC Type],\[Value]” ### **Prefix:** This is optional, depending on your system setup. It can be used in a more complex OSC network to distinguish messages intended for one set of devices (e.g., lighting consoles) from others (e.g., sound consoles). If a prefix is specified, only OSC messages beginning with the specified prefix are processed, and the prefix is prepended to outgoing OSC messages. | | | | ------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The prefix must not contain any slashes (”/”). | **OSC Address:** This is the target you are controlling on the receiving device(s), for example /Fader201 would be the address to move the fader for executor 201 in grandMA3. Sometimes the address will be more complex, for example /Page1/Fader201 would be the address to move the fader for executor 201 on page 1 in grandMA3. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Only OSC messages are supported when receiving or sending an OSC packet. OSC Bundle messages are currently not supported. | **OSC Type:** This is the type of value you’re sending, for example: i = integer f = float s = string T = true F = false **Value:** This is the value you send to the target. An example OSC command to set the fader for executor 201 to 100 might be: * “/Page1/Fader201,i,100” * or with a prefix to specify only, e.g. grandMA3 devices: “/gma3/Page1/Fader201,i,100” *** ## OSC Menu [Section titled “OSC Menu”](#osc-menu) To open the OSC Menu: * Menu - In & Out - OSC. The OSC Menu opens: ![Open OSC Menu without any values.](/img/grandma3/2-3/menu_osc_v2-2-0586b8.png) OSC Menu At the top of the menu, the following four options can be set: * Preferred IP: This is the preferred IP address or address range used by the OSC protocol. * Interface: Tap this button to open the **Select Interface pop-up** to select the desired network interface. For more information, see [Interfaces and IP](/grandma3/2-3/network_interface/). * Enable Output: This toggle button must be enabled to transmit OSC. See [Station Control](/grandma3/2-3/network_station_control/) in Network preferences for more information. * Enable Input: This toggle button must be enabled to receive OSC. See [Station Control](/grandma3/2-3/network_station_control/) for more information. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When receiving OSC messages, Enable Input will highlight its title bar in yellow. When sending OSC messages, the title bar of Enable Output will be highlighted. | The following are the specific parameters that can be set in the OSC menu: * Name: Sets the name for this configuration. * Destination IP: Sets the IP address for sending OSC data. A specific IP address or a broadcast IP can be set. * Tags: Opens the Tags editor. * Mode: OSC packets can be sent via UDP or TCP. * Port: Specifies the network port of the incoming and/or outgoing OSC packets. * Prefix: A prefix can be set by the user if he needs to. A prefix can be used for example as a criterion for limiting the range of possible receivers, e.g. /lighting would only take packets with /lighting into account, and discard OSC packets with the /sound-prefix. * Page: Specifies which OSC Address of incoming OSC messages is routed to pages. * Fader: Specifies which OSC Address of incoming OSC messages is routed to faders. * ExecutorKnob: Specifies which OSC Address of incoming OSC messages is routed to the mini encoders. * Key: Specifies which OSC Address of incoming OSC messages is routed to keys. * FaderRange: Specifies which OSC value range is used for the fader, e.g. FaderRange 255 sets OSC 0-255 to 100%. * Receive: Specifies if OSC data (but no commands) shall be received. * Send: Specifies if this OSC configuration sends OSC data (but no commands). * Receive Command: Specifies if commands for the command line will be received via OSC. This setting is independent of the general receive setting. * Send Command: Specifies if commands of the command line will be sent via OSC. This setting is independent of the general send setting. * EchoInput: Specifies if the input data shall be displayed in the system monitor. * EchoOutput: Specifies if the output data shall be displayed in the system monitor. * Note: Sets a note for this configuration. With the buttons Receive All, Receive None, Send All, Send None, Receive Command All, Receive Command None,Send Command All, and Send Command None all OSC configuration lines can be modified together for the properties Receive, Send, Receive Command and Send Command. *** ## Receive OSC [Section titled “Receive OSC”](#receive-osc) **Requirement:** * A network connection is established and the Interface is on both devices. For more information, see [Enabling or Disabling the Network Connection](/grandma3/2-3/network/#h3_800718561). * Make sure that the network protocol (UDP, TCP), and the port are set correctly. Please note that the port configuration is used for sending and receiving OSC data. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you want to use different ports for sending and receiving, you can create multiple configuration lines. | ### Example [Section titled “Example”](#example) Example to receive OSC packets on a grandMA3 light console: 1. Open the In & Out menu / OSC. 2. Tap Enable Input. The input is enabled. 3. Two-finger tap the first row below Receive in the grid. The parameter is set to **Yes**. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When receiving OSC messages, Enable Input will highlight its title bar in yellow. | | | | | ------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Please note that in the example above, no prefix is defined. | For more examples, see [Advanced Examples](/grandma3/2-3/osc_advanced_examples/#h2_977962818). ## Command Line Control [Section titled “Command Line Control”](#command-line-control) The entirety of the grandMA3 command line can be accessed via OSC by using the “/cmd” OSC Address and the string ‘s’ OSC Type. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To receive OSC messages for the command line, set Receive Command to **Yes** in the corresponding OSC configuration line. | Examples that can be sent from another console to the receiving console: * *SendOSC 1 “/cmd,s,FaderMaster Page 1.201 At 50”*: Brings fader 201 on page 1 to 50% (same as the examples above but using gMA3 command line syntax instead). * *SendOSC 1 “/cmd,s,FaderMaster Page 1.201 At 50 Fade 5”*: Brings fader 201 on page 1 to 50% and additionally adds a fade time of five seconds * *SendOSC 1 “/cmd,s,Fixture 1 At 75*”: grandMA3 command line syntax is used to execute the command “Fixture 1 At 75” in the command line. * *SendOSC 1 “/cmd,s,Go+ Exec 402”*: Triggers executor 402. * *SendOSC 1 “/cmd,s,Patch Fixture 1 3.42”*: Patches fixture 1 to address 42 in Universe 3.  ​ ### Object Playback Control [Section titled “Object Playback Control”](#object-playback-control) The Playback of the following pool objects are controlled through OSC: * Sequences * Masters * Groups * Presets * Sounds * Worlds * Plugins * Screen Configuration * Timers Pool objects are addressed by their enumerated address in the grandMA3 directory structure. For more information about the grandMA3 structure, see [List keyword](/grandma3/2-3/keyword_list/).  | Target | Addresses | Type Tags | Arguments | Results | Example | | ---------- | ------------ | --------- | ----------------------------------- | --------------------------------------------------------------------------------- | ----------------------- | | Sequence X | /13.13.1.6.X | si | \,1 | Press the Key of the given Key function. | /13.13.1.6.1,si,Flash,1 | | - | - | si | \,0 | Release the Key of the given Key function | | | - | - | sif | \,3,0 … 100 | Set the Fader of the given Fader function to the given value in percent. | | | - | - | sii | \,0 … 3, -100 … 100 | Incrementally move the Fader of the Fader function by the given value in percent. | | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The address in the grandMA3 directory structure may change between software versions. Be sure to check the addresses when performing a software update. | All playback functions that can be used when assigning the object type to an Executor can also be controlled through OSC. For more information, see [Assign Object to an Executor](/grandma3/2-3/executor_assign/#h2_420566424). ### Example [Section titled “Example”](#example-1) To display the argument of a playback control function in the System Monitor: 1. On the reciving device, press Menu - tap In & Out - tap OSC menu. 2. Tap Enable Input. 3. Set Receive to **Yes** in the corresponding OSC configuration Line. 4. Set Echo Input to **Yes**. 5. Tap to close the In & Out menu. 6. Open Add Window - More - System Monitor. 7. Execute a playback command, e.g. move Fader201 on the sending device. The argument of the playback is displayed in the System Monitor of the receiver. ![System Monitor is shown.](/img/grandma3/2-3/window_system_monitor_osc_v2-1-dac1d0.png) System Monitor To retrieve the enumerated address of an object and display it in the Command Line History: 1. Tap the command line. 2. Type  *Lua “Printf( ObjectList( ‘Master 1’ )\[ 1 ]:Addr() )”* and press Please ( Replace the *Master 1* in the example with another object). The enumerated address is shown in the command line history. ![Update this description text.](/img/grandma3/2-3/window_commandline_osc_v2-1-420e32.png) Command Line History For more information, see the [Printf(string)](/grandma3/2-3/lua_objectfree_printf/) Lua function. *** ## Send OSC [Section titled “Send OSC”](#send-osc) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For more information about sending OSC, see [SendOSC keyword](/grandma3/2-3/keyword_sendosc/). | ### Example 1 [Section titled “Example 1”](#example-1-1) To send OSC packets from a grandMA3 onPC station: 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Two-finger tap Destination IP in the first row of the grid. The editor opens. 4. Set the Destination IP of the receiving device and then press Please. 5. Two-finger tab the first row below Send Command. The parameter is set to **Yes.** 6. Send data to the receiving device, e.g by using the command: *SendOSC 1 “/Page1/Fader201,i,50”*. 7. The title bar of Enable Output turns yellow\*\* \*\*and OSC packets are sent from grandMA3 onPC to the grandMA3 light console. ![Title bar of the OSC Menu is shown with Enable Output in yellow.](/img/grandma3/2-3/menu_osc_enable_input_v2-1-1ae869.png) Title Bar of the Enable Output button is yellow when sending data | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When sending OSC messages, the title bar of Enable Output will be highlighted. | ### Object Playback Feedback [Section titled “Object Playback Feedback”](#object-playback-feedback) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To send OSC messages for playback action, set Send to **Yes** in the corresponding OSC configuration line. | Playback actions generate OSC output on the following objects, which can be used in the System Monitor when Echo Output is enabled: * Sequences * Masters * Groups * Presets * Sounds * Worlds * Plugin Components * Screen Configuration * Timers For more information on Plugin Components, see [Plugins](/grandma3/2-3/plugins/). ### Example 2 [Section titled “Example 2”](#example-2) To send a command, e.g., a playback control function, to a grandMA3 console: 1. On the sending device, press Menu - tap In & Out - tap OSC menu. 2. Tap Enable Output. 3. Set Send to **Yes** in the corresponding OSC configuration line. 4. Set Echo Output to **Yes**. 5. Tap X to close the In & Out menu. 6. Open Add Window - More - System Monitor. 7. Execute a playback command, e.g. move Fader201. The command is send to the receiver. ### Example 3 [Section titled “Example 3”](#example-3) To send OSC data from a grandMA3 onPC workstation and receive it on a console: **Requirement**: * The IP addresses are set up correctly and the network is enabled on both devices . * Some Fixtures are patched on the receiving console. **Sender:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Set Send Command to Yes. 4. Tap the command line in grandMA3 onPC: 5. Type \_*SendOSC 1 “/cmd,s,Fixture 1 At 75*” \_ and press Please.\*\*\*\* **Receiver:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Input. The input is enabled. 3. Set Receive Command to **Yes**. 4. If the command is received, Fixture 1 on the console is dimmed down to 75%. ### Example 4 [Section titled “Example 4”](#example-4) To send OSC data from a grandMA3 onPC workstation to a third party device, e.g., a videoserver: **Requirement**: * The IP addresses are set up correctly on both devices  **Sender:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Set Send Command to **Yes**. 4. Tap the command line in grandMA3 onPC: 5. Type ***SendOSC 1 “/Videoserver/Master,i,100*”** and press Please. For more examples, see [Advanced Examples](/grandma3/2-3/osc_advanced_examples/#h2__2094987871). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Advanced Examples](/grandma3/2-3/osc_advanced_examples/) * [Use Cases](/grandma3/2-3/osc_examples/) # PSN (PosiStageNet) # Create Presets from Fixture Types > Here is how to create presets using presets that were previously stored to fixture types: ## Create Presets from Fixture Type (FT) [Section titled “Create Presets from Fixture Type (FT)”](#create-presets-from-fixturetypeft) Here is how to create presets using presets that were previously stored to fixture types: To open the Show Creator menu, press Menu and tap Show Creator. The Show Creator menu opens. * Requirement: Patched fixture types previously stored using the **Store Presets to FT** menu or AutoStore keyword. For more information, see [Store Presets to FT](/grandma3/2-3/sc_fixture_type_presets/). On the left side of the Show Creator menu window, tap Create Presets from FT. ![](/img/grandma3/2-3/window_create_presetfrom_ft-ed9f03.png)\ *Create Presets from Fixture Types (FT) menu in normal mode* The left area displays only the **Fixture Types** and modes that contain **Fixture Type Presets**.\ When Fixtures is enabled in the title bar of this area, the patched fixtures are displayed instead of the fixture types. Here also, only fixtures whose fixture types contain fixture type presets are listed. The right area lets users define which presets will be created from fixture types.\ The At Filter is temporarily activated by tapping ![](/img/grandma3/2-3/icon_playback_forwards_15_v1-9-9b44d0.png) on the title bar in the right area, and the feature group area is expanded to display the attributes filter. ![](/img/grandma3/2-3/window_create_preset-20from_ft_at-filter-5b4a62.png)\ *Create Presets from FT menu with Fixtures enabled and expended At Filter area* This is the workflow to create presets from fixture types: 1. Select fixtures or fixture types. 2. Select the feature groups, features, or attributes. 3. Tap AutoCreate Presets at the bottom right of the window. A pop-up will ask to Overwrite or Merge existing presets or Cancel the operation: ![](/img/grandma3/2-3/auto-create-presets_v2-0e279b.png) *** Tapping Advanced in the main title bar will display the **Fixture Types** in the left area, the available **Fixture Type Presets** for the selected **Fixture Types** in the center, and the **Presets** pool on the right. ![](/img/grandma3/2-3/window_create_preset-20from_ft_advanced-7ba87b.png)\ *Create Presets from FT menu when Advanced is enabled in the*\_ title bar\_ The feature groups tabs are displayed above the window. For more information, see [Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/).  This is the workflow to create presets when Advanced is active: 1. Select the fixtures or fixture types. 2. Select a feature group from the tab at the top of the window. 3. Select the desired **Fixture Type Presets** from the center area. 4. Tap an empty pool object in the **Presets** area. 5. Tap AutoCreate Presets at the bottom right of the window. # Create Groups > Creating groups based on your current patch is easy and quick. Creating groups based on your current patch is easy and quick.\ To do so, press Menu and tap Show Creator. On the left side of the **Show Creator** window, tap Create Groups. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/927145966?title=0\&byline=0\&portrait=0\&color=ffeb0f) The **Create Groups** menu opens. ![](/img/grandma3/2-3/window_create_groups-7ffba6.png)\ *Create Groups menu* The left side of the window displays fixture types that are available based on your patch. Tapping Fixture Types in the title bar switches to **Classes** and **Layers**. To learn more, see [Classes and Layers](/grandma3/2-3/patch_classes_layers/). The group pool is displayed on the right side of the window. Tap DataPool in the title bar to select the desired **Data Pool** from the dropdown list; tap Sheet Style to change the display to sheet style. To create groups: 1. In the left area, select the fixture type, class, or layer for which you want to create a group. 2. In the right area, tap an empty pool object. 3. Tap Create Groups /All to create a group with all fixtures for the selected objects or Create Groups /Single to create single fixture groups. Create Groups /OddEven creates two groups with the fixtures of the selected fixture type, class, or layer. It alternately stores the fixtures of the specified object in a first odd group and a second even group. To learn more, see the [AutoCreate](/grandma3/2-3/keyword_autocreate/) keyword. When tapping Advanced on the Create Groups title bar, a center area appears. This area allows the creation of groups based on a reduced set of fixtures. *![](/img/grandma3/2-3/window_create_groups_advenced-f6c5cf.png)\ Create Groups menu with Advanced mode enable* Create groups with Advanced enabled: 1. Select the objects you want to create a group in the left area. The center area now displays the fixtures for the selected objects. 2. From the center area, select the fixtures for which you want to create a group, for example, all odd fixtures. 3. Tap an empty pool object in the right area. 4. Tap  Create Groups /All. 5. A new group with odd fixtures is created. # Create Presets > You can easily create universal dimmer or color presets. You can easily create universal dimmer or color presets. To learn more about presets, please read the [Create New Preset](/grandma3/2-3/presets_create/) topic. ## Create Universal Dimmer Presets. [Section titled “Create Universal Dimmer Presets.”](#create-universal-dimmer-presets) This is the workflow to create universal dimmer presets: 1. Press Menu, then tap Show Creator. 2. On the left side of the window, tap Create Presets. 3. On the window’s feature group bar, tap Dimmer. 4. Tap Dimmer Increment to define the increasing percentage from one preset to the next. Presets are created from 0% to 100%. The allowed increment input range is from 5% to 50%. 5. In the **Presets** area, tap an empty pool object. This will define the starting point for generating presets. 6. Tap Create Dimmer on the bottom right of the window. ![](/img/grandma3/2-3/window_create_dimmer_presets-2edd30.png)\ *Create dimmer presets menu* # Store Presets to Fixture Types > It is an excellent habit to save already stored and named presets directly to the Fixture Types used in your show file; you can then create presets from these F It is an excellent habit to save already stored and named presets directly to the Fixture Types used in your show file; you can then create presets from these Fixture Types when you use them again on another show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Fixture Type Presets are not part of the GDTF specification. They can only be transferred to other show files using grandMA3 Fixture Types during export and import. | # Partial Show Read (PSR) > The Partial Show Read menu transfers objects, especially objects containing fixture data, from a different show to the currently loaded show file. The Partial Show Read menu transfers objects, especially objects containing fixture data, from a different show to the currently loaded show file. For more information, see [PSR](/grandma3/2-3/keyword_psr/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The show file to be PSR’ed must have been saved to the same software version as the running show file on the station where you performed the PSR. | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/warning-b3b0cc.png) | The partial show read can’t be oopsed; it is strongly recommended that the loaded show file be renamed before proceeding with PSR. | To access the PSR menu: Press Menu, tap Show Creator, then tap PSR. The PSR menu opens: ![](/img/grandma3/2-3/window_psr_show-7390aa.png) The arrow-shaped tabs at the top will guide you through the different steps. 1. Tap the Show tab on the bar at the top of the menu. 2. Select a drive (on the right side of the title bar) 3. Select a show file. 4. Tap Select at the bottom of the window or tap Patch in the arrow shape tab bar on top. The Rename Show File pop-up opens: ![](/img/grandma3/2-3/rename-20show-20file-20pop-20up-7c0915.png) Enter the new name and tap Rename. Tap Do Not Rename if you don’t want to rename the show file.\ If you don’t enter a new name, tapping Rename will result in the same outcome as tapping Do Not Rename. *** ### PSR Prepare Menu [Section titled “PSR Prepare Menu”](#psr-prepare-menu) If the selected file is suitable, the PSR Prepare menu will open. ![](/img/grandma3/2-3/window_psr_menu_patch-b29323.png) When entering the PSR Prepare menu, the software matches the fixtures in the following order: 1. Fixture ID 2. Channel ID 3. Name 4. GUID The menu is divided into two areas: * On the left, **PSR Patch** displays the patch of the show file to be imported and its name in the title bar. * On the right, **Local Running Patch** displays the currently loaded show file and its name in the title bar. Editing the corresponding cell of the **PSR Patch** allows you to change the properties for **Stage**, **FixtureID**, **IDType**, and **CID**.\ Changed properties are displayed in a cyan font. Cells that cannot be edited have a darker background color. When an IDType is renamed in the PSR Show, two names may appear in one cell of the IDType of the **PSR Patch**. They are displayed with this naming scheme: Name in **PSR Show** (Name in **Local Show**). The names of the IDTypes of the **PSR Show** can’t be taken over into the **Local Show**. When fixtures are not set to the same IDType/CID combination, or one has no Fixture ID, they will be set to the new IDType PSR and get a consecutive CID. Rows with corresponding fixtures on both sides are called matched. Use the tools between both patch areas to define which fixtures will be used: * ![](/img/grandma3/2-3/icon_ok_15_v2-1-bc9f38.png) Use the selected fixtures in the resulting patch. * ![](/img/grandma3/2-3/icon_15_clone_flip_v2_0-3073c4.png) Use the fixtures from the opposite patch in the resulting patch. * ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) Remove the selected fixtures from the resulting patch.  Marked fixtures have a green background. After the PSR Prepare process, they will exist in the currently loaded show file with their respective fixture types.\ Different fixtures can be used from the right and left sides, but not fixtures on the same row. Environmental fixtures can be hidden by tapping Hide Environmental in the title bar. Use the search field to filter the patches by fixture names.\ Other filters are available: * Stage: Displays the fixtures of the selected stage. * Match Type: Displays the fixtures depending on their matching state: 1. **Non\*\*\*\*e**: No filters applied. 2. **Matched**: Displays only fixture pairs that are matched together. 3. **Unmatched**: Displays only fixtures that do not match together. 4. **Conflicted**: Displays the conflicting fixtures. * Fixture Type: Displays only the fixtures of the selected fixture type. * Layer: Displays only the fixtures of the selected layer. * Class: Displays only the fixtures of the selected class. * Reset Filters: Resets all filters. For a fast selection of fixtures to be taken, tap one of the four buttons at the bottom of the window: * Use PSR Only: The resulting patch contains only fixtures from the **PSR** show file. * Use Local Only: The resulting patch contains only fixtures from the **Local** show file.  * Merge PSR: Add all unmatched or unselected fixtures from the **PSR** show list to the resulting patch.  * Merge Local: Add all unmatched or unselected fixtures from the Local show list to the resulting patch.  Tap Reset in the menu title bar to reset all changes and filters. * When done, tap Proceed in the bottom right corner of the window or Import in the tab bar. The PSR Patch Summary pop-up opens: ![](/img/grandma3/2-3/window_patch_summary-8a81aa.png) Tap OK to proceed with the PSR Import menu or Cancel. *** ### - PSR Import Menu [Section titled “- PSR Import Menu”](#--psr-import-menu) The menu is divided into three areas: 1. The left area (PSR) displays the different pools of the showfile to be PSR’ed, and the title bar displays the name of the show file. Navigate the object tree to the objects you want to import. Tap ![](/img/grandma3/2-3/icon_playback_forwards_15_v1-9-26c950.png) to unfold a level in the tree. Mark the objects to be imported by tapping their checkboxes. Selected objects get a yellow checkmark and are displayed in the center area. Parent objects get a gray check mark to indicate that some child objects are selected. When selecting an object that has a reference, the reference is also marked for import and gets a purple checkmark. A number behind the checkbox indicates the hierarchy level of an object. The colors of the indicator bar indicate the following states: * Green: This element contains newer data than the local show file. * Orange: The children of this element are a mixture of older and newer data in the PSR show file. * Red: This element contains only older data in the PSR show file. *![](/img/grandma3/2-3/window_psr_import_v2-0-3-956d02.png)\ PSR Import menu* 1. The center area displays the last selected object type in the left area and allows the definition of the **Import Index** (which spot in the pool it will be imported to). Edit a cell in the **Import Index** column or tap a pool object in the right area (Local). When the Import Index is set to \, the same object exists in both show files, and the object will be merged with the matching object in the locally running show file. 1) The right area (Local Running) displays the corresponding pool in the local show file. The title bar also displays the name of the show file. The orange collected frames indicate where the objects will be imported. When tapping into the pool in the Local Running area, only selected objects in the PSR area will be imported.  ### Import non-default DataPool [Section titled “Import non-default DataPool”](#import-non-default-datapool) To import a data pool other than the default one, select a non-default data pool by tapping its checkboxes. Then tap on the referring parent DataPools object in the tree structure. The right area (Local Running) now displays DataPools.  Select a tree pool object in the right area. A pop-up window appears:  ![](/img/grandma3/2-3/window_create_new_data_pool-05a841.png) Confirm by tapping **OK**. A new DataPool with the non-default Datapool of the PSR is now created in the locally running showfile.  Tap Import to transfer the selected object into the local showfile. Objects that were imported are marked as imported in the object tree. Tap Cleanup to remove imported items from the PSR. System-locked objects, for example, world 1 or filter 1, can’t be imported. An error message is added to the command line when a data pool is missing. | | | | -------------------------------------------------- | ------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Known Limitation:** | | | - The programmer gets clear when entering Import. | * When importing the fixtures, references from fixtures to custom appearances will not be preserved. * The console must be in standalone or Idle master state to perform a Partial Show Read. | [](/grandma3/2-3/keyword_psr/)[](/grandma3/2-3/keyword_psr/)[](/grandma3/2-3/keyword_psr/) | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Use the PSR keyword in the programmer to select fixtures of the ID type PSR. For more information, see [PSR keyword](/grandma3/2-3/keyword_psr/#h2_873740972). | #### #### [Section titled “”](#-1) #### [Section titled “”](#-2) # Screenshots > Screenshots can be created by pressing the Print Screen key or the shortcut F11 on a built-in or external keyboard. A green flash on all screens indicates that Screenshots can be created by pressing the Print Screen key or the shortcut F11 on a built-in or external keyboard. A green flash on all screens indicates that the screenshot has been taken. An image from each screen is stored as an individual PNG file in the image folder. The file names are generated using this template: YYYYMMDD\_hhmmss\_displayX.png The images can be imported into the [image pool](/grandma3/2-3/images/) or copied from a console using an SFTP connection. For more information, see [Networking ─ SFTP connection](/grandma3/2-3/fm_sftp/). | | | | -------------------------------------------------- | ----------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | There is no keyword or command to create screenshots. | ## Storing Screenshots on a USB Stick [Section titled “Storing Screenshots on a USB Stick”](#storing-screenshots-on-a-usb-stick) Screenshots can be stored on a USB memory stick. They are stored as PNG files. The USB needs to be the selected drive when Print Screen is pressed. A list of the drives can be seen in the [Command Line History window](/grandma3/2-3/ws_ui_command_line/) by running the following command: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Drive | It is drive number two if no other USB devices are connected. Select the drive using this syntax: Select Drive \[drive\_number] Now press Print Screen. Bring the USB to a computer. Screenshots are saved to the **/gma3\_library/media/images** folder. On USB drives, the **gma3\_library** folder is located in the **grandMA3** folder. ## Copy Screenshots using SFTP [Section titled “Copy Screenshots using SFTP”](#copy-screenshots-using-sftp) When accessing the console’s internal drive using SFTP, the **gma3\_library** folder is located at the root of the visible folder structure. Open an [SFTP connection](/grandma3/2-3/fm_sftp/), navigate to the images folder, and copy the relevant files from the console. For more information on folder structure, see the [Folder Structure](/grandma3/2-3/fm_folder_structure/) topic. # Scribbles > Scribbles are small drawings that are created in the software and can be assigned to objects. Scribbles are small drawings that are created in the software and can be assigned to objects. All scribbles are stored in the scribbles pool. For more information on opening the scribbles pool, see [Add Window](/grandma3/2-3/wvm_add_window/). [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowScribblePool%22%20%2FAutoFit) # Assign Scribbles > Scribbles in the scribble pool can be assigned to objects. Additionally, you can create new scribbles and assign them directly when editing objects. Scribbles in the scribble pool can be assigned to objects. Additionally, you can create new scribbles and assign them directly when editing objects. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To avoid spamming the scribble pool, create the scribbles in the scribbles pool and then assign them to other objects.  | There are multiple ways to assign scribbles: * **Scribble Pool Objects** 1. Press Assign. 2. Tap a scribble in the scribbles pool. 3. Tap the object you want to assign the scribble to. or 1. Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on an object in the Scribbles pool and choose Assign.  2. Tap the object you want to assign the scribble to. * **Other Objects** 1. Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on the object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example sequences or macros, additionally tap Settings in the title bar of the pop-up. 2. Tap Scribble. The select scribble dropdown opens. 3. Select a scribble. * **Command Line**  \ For more information on assigning scribbles using the command line, see  [Scribble Keyword](/grandma3/2-3/keyword_scribble/).   The scribble is assigned to the selected object. Tap New in the select scribble dropdown to create and assign a scribble directly to an object. # Create Scribbles # Delete Scribbles > To delete scribbles, use one of the following options: To delete scribbles, use one of the following options: * Press Delete and tap the scribble you want to delete in the scribbles pool. * Use the swipey commands on the pool object in the scribbles pool.\ For information, see [Pool Windows – Swipey](/grandma3/2-3/wvm_pool/#h2__1144791563). * Use the command line.\ For more information on deleting pool objects, see [Delete Pool Objects](/grandma3/2-3/wvm_pool_delete/). For more information on the Delete keyword, see [Delete Keyword](/grandma3/2-3/keyword_delete/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If scribbles are assigned to other objects, deleting individual scribbles in the scribble pool will delete the links to the objects. | # Selection Grid Tool Bar > When the Selection Grid Tool Bar is enabled, it is visible on the left side of the Selection Grid window. The tools can be used to modify the arrangement of the ### Selection Grid Tool Bar [Section titled “Selection Grid Tool Bar”](#selection-grid-tool-bar) When the Selection Grid Tool Bar is enabled, it is visible on the left side of the Selection Grid window. The tools can be used to modify the arrangement of the selected fixtures. ![](/img/grandma3/2-3/window_selection-grid_tool-20bar-ad5ef2.png)\ *Selection Grid toolbar* Here’s a description of what the tools can do: * ![](/img/grandma3/2-3/icon_linearize_24_v1-8-6573d8.png) **Linearize Grid Numerical**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is in ascending order by their Fixture IDs (and secondarily by the CIDs). * ![](/img/grandma3/2-3/icon_left-to-right_24_v1-8-15ed70.png) **Linearize Grid Left To Right, then Top to Bottom**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. Based on the current grid arrangement, the new order of the fixtures is determined to work from left to right first and then from top to bottom. * ![](/img/grandma3/2-3/icon_top-to-bottom_24_v1-8-ee00ef.png) **Linearize Grid Top to Bottom, then Left to Right**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. Based on the current grid arrangement, the new order of the fixtures is determined to work from top to bottom first and then from left to right. * ![](/img/grandma3/2-3/icon_compress_24_v1-8-96e3ad.png) **Remove Gaps:** Removes gaps between fixtures. * **![](/img/grandma3/2-3/icon_15_remove_offset_v2_0-de366e.png) Remove Offset:** Removes the offset between the origin and the selection\*\*.\*\* * **![](/img/grandma3/2-3/icon_15_align_left_v2_0-896d90.png) Apply Left Alignment to Grid:** Align the selection to the left of the whole selection. * **![](/img/grandma3/2-3/icon_15_align_center_v2_0-f98e88.png) Apply Center Alignment to Grid:** Align the selection to the center of the entire selection.  * **![](/img/grandma3/2-3/icon_15_align_right_v2_0-9c116c.png) Apply Right Alignment to Grid:** Align the selection to the right of the whole selection.  * ![](/img/grandma3/2-3/icon_transpose_24_v1-8-e542fe.png) **Transpose Grid**: Interchanges every selected fixture’s X and Y grid coordinates. * ![](/img/grandma3/2-3/icon_rotate-cw_24_v1-8-b71cc0.png) **Rotate Grid by 90 Degrees to the right**: Rotate the currently selected fixtures 90 ° clockwise along the XY plane. * ![](/img/grandma3/2-3/icon_rotate-ccw_24_v1-8-a27dc9.png) **Rotate Grid by 90 Degrees to the left**: Rotate the currently selected fixtures 90 ° counterclockwise along the XY plane. * ![](/img/grandma3/2-3/icon_mirror-x_24_v1-8-785723.png) **Mirror Grid at X-axis**: Mirrors the fixtures in the grid along a vertical mirror line. * ![](/img/grandma3/2-3/icon_mirror-y_24_v1-8-691fa3.png) **Mirror Grid at Y-axis**: Mirrors the fixtures in the grid along a horizontal mirror line. * \*2 **Multiply Grid Coordinates by 2:** Relatively multiplies the space between fixtures on the x-axis. * /2 \*\*Divide Grid Coordinates by 2: \*\*Relatively divide the space between fixtures on the x-axis.  * **![](/img/grandma3/2-3/icon_15_grid_symmetrical_v2_0-91b843.png) Make Grid Symmetrical:** Transforms the current selection to be symmetrical.  * **![](/img/grandma3/2-3/icon_15_matricks_v2_0-c82d04.png) Use MAtricks Positions and Reset MAtricks:** keep the fixtures at their MAtricks transformed coordinates and remove MAtricks.  Use the Grid keyword to trigger the grid tools from the command line. For example, to trigger the **Transpose** tool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid “Transpose” | These are the commands for each tool: * Linearize Grid Numerical: **Grid “Linearize” “Numerical”** * Linearize Grid Left To Right, then Top to Bottom: **Grid “Linearize” “LeftToRight”** * Linearize Grid Top to Bottom, then Left to Right: **Grid “Linearize” “TopToBottom”** * Remove Gaps: **Grid “RemoveGaps”** * Remove Offsets: **Grid “RemoveOffset”** * ****Apply Left Alignment to Grid:** Grid “Align” “Left”** * Apply Center Alignment to Grid: **Grid “Align” “Center”** * Apply Right Alignment to Grid: **Grid “Align” “Right”** * Transpose Grid: **Grid “Transpose”** * Rotate Grid by 90 Degrees to the right: **Grid “Rotate” “Right”** * Rotate Grid by 90 Degrees to the left: **Grid “Rotate” “Left”** * Mirror Grid at X-axis: **Grid “Flip” “X”** * Mirror Grid at Y-axis: **Grid “Flip” “Y”** * Multiply grid coordinates by 2: **Grid “Multiply” 2** * Divide grid Coordinate by 2: **Grid “Divide” 2** * Make grid symmetrical: **Grid “MakeSymmetrical”** * Use matricks positions and reset matricks: **Grid “UseMatricksPositions”** Grid Coordinates can be multiplied or divided by values other than 2. For example, to multiply the grid coordinates by the factor 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Grid “Multiply” 6 | # Selection Grid Setup Mode # Backup, Demo, and Template Show Files > Show files are categorized into multiple folders. Shows is where the regular saved show files are stored, in Backup Shows  a show file is automatically generate Show files are categorized into multiple folders. Shows is where the regular saved show files are stored, in Backup Shows  a show file is automatically generated when saving a show file.  Demo Shows are the predefined show files by MALighting, and in Template Shows predefined show files can be added by the user.  To load a backup file, a demo show file, or a template show: 1. Open the Backup Menu and tap Load. 2. Tap Shows to toggle between Shows, Backup Shows, Demo Shows and Template Shows. 3. You can load a previously saved backup or a demo show. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | It is not possible to save or create a new show file in the Backup Shows, Demo Shows, or Template Shows folder. | * Up to 10 backup files can be stored from the same show file. A backup is automatically generated when saving a show file. * The name of a backup show file contains: * Showfile Name * Backup * Date and Time in UTC format ![](/img/grandma3/2-3/menu_backup_backup_shows_v2-3-6da29f.png) Backup Files *** ## Template Shows [Section titled “Template Shows”](#template-shows) To display show files in the Template Shows folder, the show file need to be placed manually into a specific folder in the library of the local device. For more information, see [Folder Structure](/grandma3/2-3/fm_folder_structure/). To place an already saved show file into the template show folder on a grandMA3 console, use an external SFTP client. For more information, see [SFTP Connection to a Console](/grandma3/2-3/fm_sftp/) . # Load a Show File > Show files are separated into Shows, Backup Shows, Demo Shows, and Template Shows. For more information, see Backup, Demo, and Template Show Files. Show files are separated into Shows, Backup Shows, Demo Shows, and Template Shows. For more information, see [Backup, Demo, and Template Show Files](/grandma3/2-3/sfh_backup/). For more information about Show History and Show Description, see [Organize Show Files](/grandma3/2-3/shf_organize/). Use the search field, to filter for specific show files. To load a show file: 1. Open the Backup menu and tap Load. 2. Tap the search field and start typing. The show file list is filtered 3. Select a show file and tap Load. ![](/img/grandma3/2-3/menu_backup_load_v2-3-181d8e.png) Load menu in the Backup menu with the four checkbox buttons on the right side. To load a show via the command line, use the [LoadShow keyword](/grandma3/2-3/keyword_loadshow/). ***   ## Load Show Segments [Section titled “Load Show Segments”](#load-show-segments) The following checkbox buttons define which segments of a show file are loaded: * Show Data: Loads the show-relevant data from the show file. This includes the patch, pool objects, user, and user profiles. Show Data is enabled by default. * Local Settings: Loads the local settings. For example, this includes web remote settings and onPC settings. * Output Stations: Includes the setup of all DMX ports, the SMPTE settings, and the MIDI settings. * DMX Protocols: Loads the configuration of all available DMX protocols (Art-Net and sACN). If a segment is not checked, the currently loaded settings are kept for that segment. * Check All is a fast selection for all checkboxes. * Load: The show file will be loaded. If no checkbox button is enabled, Load is disabled.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Show files that were saved with grandMA3 v1.8.8.2 or prior do not contain Local Settings, Output Configuration, and DMX Protocols saved inside. The show file needs to be saved first with grandMA3 v1.9 or higher. | # New Show File > To create a new show file: To create a new show file: 1. Open the Backup menu and tap New Show. ![](/img/grandma3/2-3/menu_new_show_v2-2-e0ca42.png) Backup menu - New Show 2. Type to overwrite the file name or keep the automatically generated show file name. 3. Select the show segments you would like to omit from the new show file. The description changes accordingly. 4. Tap New Show in the bottom right corner. 5. When the currently loaded show file has unsaved changes, a Warning pop-up appears. 6. Tap Save to store the currently loaded show. This might not be the right option. Tap Do not Save to not make any changes to the loaded show file. Tap Cancel to cancel the creation of a new show.\ -or-\ When the currently loaded show file does not have any unsaved changes, the Create New Show pop-up appears. Tap New Show. A new show file has been created. Use the [NewShow keyword](/grandma3/2-3/keyword_newshow/) to create a new show from the command line. | | | | ------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is possible to use local letters in the filename, like æ, õ, and ä. | *** ## Clear Show Segments [Section titled “Clear Show Segments”](#clear-show-segments) To define which segments of the current show file should be cleared for the new show, use the four checkbox buttons on the right side: * Clear Show Data: Clears the show-relevant data from the show file. Includes the patch, pool objects, user, and user profiles. This checkbox is marked as default. * Clear Local Settings: Clears the local settings. For example, this includes web remote settings and onPC settings. * Clear Output Stations: Clears the setup of all DMX ports, the SMPTE settings, and the MIDI settings. * Clear DMX Protocols: Clears the configuration of all available DMX protocols (Art-Net and sACN). Selected data will be cleared after tapping New Show. * Check All is a fast selection for all checkboxes. * All enabled show segments will be omited from the newly created show file. * An automatically generated description text of the kept show segments can be found in the Description area. After creating a new show file, you can change the description in the backup menu. | | | | ------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Make sure to at least select one checkbox button to enable New Show. | # Save a Show File > To select and change the drive to save a show file on, for example, the USB drive: ### Save To a Drive [Section titled “Save To a Drive”](#save-to-a-drive) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Saving a show file to an external drive automatically saves a show file to the internal drive. | To select and change the drive to save a show file on, for example, the USB drive: 1. Open the Backup menu. 2. Tap and hold Internal in the top right corner. A dropdown menu opens. 3. Select a drive, for example, the external USB drive **Removable D:\\**.  Save To Internal changes its name automatically adjusts to the name of the drive. 4. Tap Save to Removable D:/ to save the show on the selected USB drive. *** ### Quick Save [Section titled “Quick Save”](#quick-save) To save the show file quickly: * Press Menu and tap Quick Save. \- OR- * Pressing quickly 2 x Menu also makes a Quick Save. To save a show by using the command line, use the [SaveShow keyword](/grandma3/2-3/keyword_saveshow/). *** ### Auto Save [Section titled “Auto Save”](#auto-save) To save the show automatically in regular intervals: 1. Press Menu. The menu opens. 2. Tap  Backup and AutoSave Interval. A dropdown menu opens. 3. Select the desired Auto Save Interval, for example, **15 Minutes**. ![Update this description text.](/img/grandma3/2-3/menu_autosave_v2-2-f12a5d.png) AutoSave Interval 4. The auto save is set and a countdown with the time until the next auto save will be displayed in the title bar of the Backup menu.  ![Update this description text.](/img/grandma3/2-3/menu_backup_titlebar_v2-2-acde2a.png) Backup menu - Titlebar with Autosave Interval enabled. # Organize Show Files > To display the show file history: ## Show File History [Section titled “Show File History”](#show-file-history) To display the show file history: 1. Tap Load in the backup menu. Enable Show History in the bottom left corner of the menu. 2. Select a show file. The history of the selected show file is displayed at the bottom of the backup menu. When loading the show file, the history gives information regarding: * Date: This shows the date and time when the show file was saved. * Version: This shows the software version in which the show file was saved. * Type: This shows the software type, for example, Release. * Name: This shows the name of the show file. * Description: This shows the description of the show file. * TZ: This shows the time zone. * UTC: This shows the date and time in UTC time. A new entry within the history will be entered when the show file is saved again and one of these criteria has changed: * Version * Type * Name * Time zone * Description The newest entry is at the top of the history list. ![Show file name with description and time stamp](/img/grandma3/2-3/window_backup_show_history_v1-9-9ab6f8.png) Show file name with description and time stamp ***   ## Add a Description [Section titled “Add a Description”](#add-a-description) To add a description to the current show file, use the description area at the top of the backup menu. To add another line, press Please. Modifying or entering a description will only be applied to the show file when saving it afterward. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When you create a new show file with kept show segments, the defined show segments are displayed in the Description area. For more information, see [New Show File](/grandma3/2-3/sfh_new/). | ![Backup Menu New Show](/img/grandma3/2-3/description_line_backup_menu_v2-2-40e1ea.png) Show file name with description line *** ## Display the Description [Section titled “Display the Description”](#display-the-description) To see the description of a show file: 1. Press Menu and then tap Backup. The backup menu opens. 2. Tap Load. The first line of the description is already shown in the **Description** column. 3. Enable Show Description and select a show file. The whole description of the selected show file is shown. The description can also be edited via Save As and displayed via Delete in the backup menu. ![Backup Menu](/img/grandma3/2-3/menu_description_v2-1-e9ccd0.png) Backup menu - Show file description *** ## Add Automatic Numbering [Section titled “Add Automatic Numbering”](#add-automatic-numbering) The setting Enumerate Show File Name When Description Changes in the backup menu provides an automatic increase of a 3-digit number. The number will be added to the end of the show file name if the description is changed when saving the show. * To separate the show file name from the number, add a hyphen (-), an underscore (\_), or any other character to separate the name from the numbers at the end of the show file name. * Enumerating a show file can also be called with the /Enumerate option. For more information see [/Enumerate option keyword](/grandma3/2-3/ok_enumerate/). | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the original show file name is too long to add the number, the command line will return an error. In this case, the former show file name will be used again. | # Show File Handling > The show file contains all the information that is related to the show including: The show file contains all the information that is related to the show including:  * Patch * Fixture profiles * Cues * Timings * 3D information * Users and user profiles # Show Creator > The Show Creator menu lets you Import and Export various object types, Create Presets, Create Groups, Store Presets to Fixture Types, and Create Presets from Fi The Show Creator menu lets you **Import** and **Export** various object types, **Create Presets**, **Create Groups**, **Store Presets to Fixture Types, and ****Create Presets from Fixture Types****.** To learn more about **Import** and **Export**, see [Import Keyword](/grandma3/2-3/keyword_import/) and [Export Keyword](/grandma3/2-3/keyword_export/). To learn more about creating various object types, for example, **Groups**, see [AutoCreate Keyword](/grandma3/2-3/keyword_autocreate/). To learn more about how to **Store Presets to Fixture Types**, see [AutoStore Keyword](/grandma3/2-3/keyword_autostore/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import / Export](/grandma3/2-3/import-export/) * [Create Groups](/grandma3/2-3/sc_create_groups/) * [Create Presets](/grandma3/2-3/sc_create_presets/) * [Create Presets from Fixture Types](/grandma3/2-3/sc_autocreate_groups/) * [Store Presets to Fixture Types](/grandma3/2-3/sc_fixture_type_presets/) * [Partial Show Read (PSR)](/grandma3/2-3/sc_psr/) # Shut Down the System > Before shutting down the system, save the show file via the Backup menu. Before shutting down the system, save the show file via the [Backup menu](/grandma3/2-3/show_file_management/). To start the shutdown procedure, use one of the following options: ### Use the Software User Interface [Section titled “Use the Software User Interface”](#use-the-software-user-interface) * Tap the ![](/img/grandma3/2-3/icon_power_15_v1-9-9d4090.png) icon at the top of the control bar. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%27ShutdownMenuOverlay%27%0A) The shutdown menu opens: ![Shutdown Menu buttons are shown](/img/grandma3/2-3/menu_shut-down_v2-0-4f0312.png) Shutdown Menu - Buttons * To shut down, tap the ![](/img/grandma3/2-3/icon_power_15_v1-9-9d4090.png) icon. * To reboot,  tap the Reboot ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5-6d6abc.png) icon. This button is only available on consoles. * To restart, tap the Restart ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5-6d6abc.png) icon. * To lock the desk, tap the ![](/img/grandma3/2-3/icon_padlock_15_v1-0-f67852.png) icon. For more information, see [desk lock](/grandma3/2-3/ws_ui_desk_lock/). ### Use the Power Key [Section titled “Use the Power Key”](#use-the-power-key) * Press the [power key](/grandma3/2-3/key_power/) on the front panel. ### Use a Keyword [Section titled “Use a Keyword”](#use-a-keyword) * [Reboot keyword](/grandma3/2-3/keyword_reboot/) * [Restart keyword](/grandma3/2-3/keyword_restart/) * [ShutDown keyword](/grandma3/2-3/keyword_shutdown/) ### Shutdown Warning Pop-Up [Section titled “Shutdown Warning Pop-Up”](#shutdown-warning-pop-up) One of the following warning pop-ups appears: ![](/img/grandma3/2-3/popup_shut-down_2_v1-9-a896b8.png) ![](/img/grandma3/2-3/popup_shut-down_v1-9-46b6a8.png) * Tap OK. The grandMA3 device shuts down. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When using the [ShutDown keyword](/grandma3/2-3/keyword_shutdown/), you can choose an option without a shutdown pop-up or without timer. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If an attempt is made to shut down before saving the show file, a save show file pop-up will appear. For more information, see [Save Show File](/grandma3/2-3/sfh_save/). | * To shut down the current station without confirmation, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown /NoConfirmation | * To shut down the current station without timer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ShutDown /NoAutoClose | # Clock > Open the Clock Viewer window with the Add Window pop-up in the Tools tab. Open the Clock Viewer window with the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up in the Tools tab.  [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowClock%22%20%2FAutoFit) # Date and Time > Sets date and time. Sets date and time. To access **Date and Time**: 1. Press Menu. 2. Tap Settings. A drop-down menu opens. 3. Tap\*\*\*\* Date and Time. The Date and Time window opens.    ## Session Time [Section titled “Session Time”](#session-time) The Session Time tab provides an overview about the current **Time**, **Date** and **Location**. ![Date and Time window with Session Time settings](/img/grandma3/2-3/menu_date_and_time_session_time_v2-1-8c9632.png) Date and Time window with Session Time settings #### Date and Time: [Section titled “Date and Time:”](#date-and-time) To set date and time manually: 1. Go to Session Time. 2. Tap the buttons with a gray title bar. The calculator opens. 3. Enter values and tap Please. Date and time are set.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If Date and Time is NTP synchronized, it is not possible to adjust the values manually. Go to the Time Server tab first. Set Extern TimeSync Mode to None. Now go back to Session Time and adjust manually. | | | | | -------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | When using grandMA3 onPC with **m\*\*\*\*acOS**, avoid changing the system time in the general system settings of macOS as it can cause critical time conflicts in different parts of the onPC software. Adjusting the session time in the onPC software with macOS is safe. | #### #### Location: [Section titled “Location:”](#location) The time zone refers to the international time standard UTC.  1. To enter the current location, tap each of the buttons –Timezone, Longitude, Latitude – on the right of the column Location.\ The calculator opens. 2. Enter values and tap Please. Location is set. *** ## Daylight Info [Section titled “Daylight Info”](#daylight-info) The Daylight Info tab, displays yesterday’s, today’s, and tomorrow’s dawn, sunrise, sunset, and dusk. ![Date and Time window with Daylight Info settings](/img/grandma3/2-3/menu_date_and_time_daylight_v2-1-ce9da1.png) Date and Time window with Daylight Info settings All times are based on the Location settings in the tab Session Time. The times are calculated at sea level without any elevation on the horizon. Maximum precision for all times is +/- 1 minute. Dawn and Dusk are calculated using nautical twilight. *** ## Time Server [Section titled “Time Server”](#time-server) The Time Server tab allows you to synchronize the Session Time with an external time source through Network Time Protocol (NTP).  ![Date and Time window with Time Server settings and NTP Monitor](/img/grandma3/2-3/menu_date_and_time_time_server_v2-1-452c0b.png) Date and Time window with Time Server settings and NTP Monitor The Time Server tab offers several options: * **Extern TimeSync Mode**: When set to NTP, Time and Date are synchronized with the NTP settings referring to Server IP and Server Name. Setting it to None, Date and Time can be set manually in the [Session Time](/grandma3/2-3/si_date_and_time/#h2__1681385269). * **Server IP**: Tap on Server IP. A calculator opens. Type in any IP address from an NTP server. The NTP server now provides Date and Time.   * **Server Name**: Type in any Server Name of an NTP server. This displays the Server IP automatically. The NTP server now provides Date and Time.    The **NTP Monitor** on the right side displays details about the server’s connection.  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The NTP server delivers always Coordinated Universal Time (UTC +0:00). To match it to your local time, adjust the Time zone in the **[Session Time](/grandma3/2-3/si_date_and_time/#h2__1681385269)** tab. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The **IdleMaster** or **GlobalMaster** station determines the time of the session, even if other stations in the session have different NTP servers set up. | # Desk Lights > This topic describes the setting of desk lights. This topic describes the setting of desk lights. To learn more about color themes, see [Color Themes](/grandma3/2-3/ws_colors_color_theme/). To access the Desk Lights Color Theme menu: 1. Press Menu. 2. Tap Desk Lights & Color Theme. 3. The Desk Lights Color Theme menu opens. ![](/img/grandma3/2-3/menu_desk_lights_color_theme_1_v1-9-0435ab.png) Desk Lights & Color Theme menu * Desk Lights:\  Move the fader up or down to adjust the desk light intensity. * Screens:\ Adjusts the overall brightness of all screens. * To adjust the brightness of individual screens, tap Details below the Screens fader. Then, move the respective screen fader up or down. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The Screen External fader currently has no function. | * LED Master:\ Adjusts the overall intensity of all LEDs. * To adjust the LED intensity of the individual elements, tap Details below the LED Master fader.  * LED Background:\  Adjusts the overall LED background intensity, such as for encoders and keys. * To adjust the LED background intensity of the individual elements, tap Details below the LED Master fader. * LED Feedback:\ Adjusts the intensity with which the LEDs respond to input. * To adjust the LED Feedback intensity of the individual elements, tap Details below the LED Feedback fader. # Info Window > The Info window is a helpful tool to show the operator references, dependencies, and notes for objects in the show file. The Info window is a helpful tool to show the operator references, dependencies, and notes for objects in the show file. To learn more about displaying dependencies and references in the Command Line History, see the [ListReference Keyword](/grandma3/2-3/keyword_listreference/). To open the Info window, tap More and then tap Info in the Add window dialog. ![](/img/grandma3/2-3/window_info_references_2_v2-1-06e3b3.png) Info window The Info window is seperated into three tabs: **Referenced by (x)**, **Depends on (x)**, and **Note (x)**. Referenced by (x) tab displays the following information: * **(x)**, displays the number of references for this object. * **Type,** displays the targeted object reference type. * **No,** displays the targeted object reference number. * **Name,** displays the targeted object reference name.  Depends on (x)tab displays the following information: * **Type,** displays the type of the targeted object dependencies. * **No,** displays the number of the targeted object dependencies. * **Name,** displays the name of the targeted object dependencies. The Note (x)tab displays the notes of an object. Depending on the size of the Info window, the notes are resized to fit the window. For more information about Notes, see [Notes](/grandma3/2-3/notes/) topic.   *** ## List Reference [Section titled “List Reference”](#list-reference) * To list all references and/or dependencies in your show file, type ListReference into the command line and press Please. The Info window pop-up opens: ![Update this description text.](/img/grandma3/2-3/window_info_references_all_v2-2-25f043.png) Info window pop-up - All References / Dependencies of the show file are shown To list the references of an object, for example, a sequence pool object or macros: **Requirements:** * grandMA3 demo show file is loaded. * Open Sequence pool and Info window. 1. Tap List Reference in the title bar of the Info window or type **ListReference** in the command line. 2. Tap Look in the Sequence pool. The related information about the selected sequence pool object is shown in the Info window. ![](/img/grandma3/2-3/window_info_references_v2-1-32aca6.png) Info window displaying information of Sequence 1. # System Information > System Info is a mixture of system and performance monitoring of the console. System Info is a mixture of system and performance monitoring of the console.  To add a System Info window, follow the instructions under [Add windows](/grandma3/2-3/wvm_add_window/). In the Add Window pop-up: 1. Tap More. 2. Tap System Info.\ The System Info window opens. ![](/img/grandma3/2-3/window_system_info_v2-0-a61431.png) *System Info – details on onPC* To adjust the System Info window settings, follow the instructions under [Window Settings](/grandma3/2-3/wvm_settings/). \   ## Temperature Check [Section titled “Temperature Check”](#temperature-check) CPU, GPU, and system temperatures can be displayed on: * grandMA3 full-size * grandMA3 light * grandMA3 replay unit * grandMA3 compact XT ![](/img/grandma3/2-3/window_gm3_temperature_v1-9-8d8a7c.png) Example of temperature windows The grandMA3 compact can only display CPU and system temperatures. These products are not able to display temperature information: * grandMA3 extension * grandMA3 processing unit * grandMA3 nodes * grandMA3 viz-key * All grandMA3 onPC solution devices ## Fan Check [Section titled “Fan Check”](#fan-check) The fan view in the System Info window displays the system/CPU cooling fan speed in correlation to its maximum speed. Fan speeds can be displayed on: * grandMA3 full-size * grandMA3 light * grandMA3 replay unit * grandMA3 compact (XT) These products are not able to display fan speed information: * grandMA3 extension * grandMA3 processing unit * grandMA3 nodes * grandMA3 viz-key * All grandMA3 onPC solution devices System Info is divided into different views, which can be selected using the button in the title bar on the right-hand side. Tap and hold the button to toggle between: * Realtime: Realtime displays the workload of the system in milliseconds per DMX frame. * Timing: Timing displays the time that is required to render screens on the console.MainLoop, Swap, and End show the internal processing and in which displays it takes place. * CPU: CPU displays the workload of the main processor. * Memory: Memory displays the RAM of the system in GB. * CPU Temp: CPU Temp displays the current temperature of the console. * GPU Temp: GPU Temp displays the current temperature of the graphics processing unit of the console. * Sys Temp: Sys Temp displays the current temperature of the central computer board. * Fan: Fan displays the rotational speed of the fan of the cooling system in RPM. * Details: Details displays other relevant system info such as the serial number or the build date. * HDD: HDD lists relevant information about the available hard drives. * Network: Lists the number of connected and expected stations in the session. Green numbers shows the expected numbers of devices. Red shows when a device is disconnected.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Graphs such as the Memory graph show the current used value on the left and the total value on the right. | The title bar can be enabled or disabled by tapping Show Title Bar in the System Info Window Settings. # System Monitor > The system monitor is a window that can be created like any other window using the Add Window pop-up. The system monitor is a window that can be created like any other window using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_system-monitor_v2-1-29b80d.png) System Monitor It shows what is happening at the station. This includes feedback on user commands. It is a log of the different things happening in the background. It also shows warnings, errors, and changes to the system. It is a debugging window that can provide useful information if there are any problems with the system. There are only two settings for the window. * **Appearance**:\ Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. The default background is black. The bottom line shows the latest thing that happened. If the system monitor is scrolled up, then the background changes to a red color to indicate that is not the latest data, and the auto-scrolling function that automatically shows the latest info is not active. Scroll back down to the bottom to reactivate the auto-scroll function. # Sound > The grandMA3 system can receive and transmit sound. See how to connect audio devices in the Connect Audio In and Connect Sound Out topics. The grandMA3 system can receive and transmit sound. See how to connect audio devices in the [Connect Audio In](/grandma3/2-3/fs_connect_audio_in/) and [Connect Sound Out](/grandma3/2-3/fs_connect_sound/) topics. The Sound Viewer can be used to show the received sound. **Sound Viewer** is a window that can be created using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). Received sounds can be used in phasers to dynamically change attribute values or in sequences where incoming sounds can be used to trigger cues. Learn more about received sound in the Sound Viewer topic (link below). Sound files can be imported into the **Sounds** Pool. Imported sounds can be played back from the pool, and they can be added to timecode tracks. Learn more about importing sound in the Sounds Pool topic (link below). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Sound Viewer](/grandma3/2-3/sound_viewer/) * [Sounds Pool](/grandma3/2-3/sound_pool/) # Sounds Pool > The Sounds pool can contain sound files. The pool is part of the media pools. The **Sounds** pool can contain sound files. The pool is part of the media pools. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The Sounds pool has a limit of 100 MB for all objects. Files exceeding the limit will be highlighted with a red color in the import pop-up.The overall size of the media pools is a maximum of 200 MB. | Sound pool objects can be played back in the pool or added as a track in a timecode object. ![The Sounds pool with imported sound files.](/img/grandma3/2-3/window_sounds-pool_v2-0-0c7e8b.png) *Sounds Pool with imported sound files* # Sound Viewer > The grandMA3 system can receive a sound signal. This signal can be used in Phasers, and different Sound Channels can be used to give value to attributes or trig The grandMA3 system can receive a sound signal. This signal can be used in Phasers, and different **Sound Channels** can be used to give value to attributes or trigger cues. The **Sound Viewer** displays an incoming audio signal as a raw waveform. This window also breaks down the strength of that signal into several bands of a few different widths. The **Sound Viewer** also displays calculations performed by the console to find steady beats within the signal. **Requirement:**\ Active sound input is required in order for the console to display useful information in the **Sound Viewer**. For information about connecting an audio input to a console, see the [Connect Audio In](/grandma3/2-3/fs_connect_audio_in/) topic. The grandMA3 onPC software uses any sound input hardware designated by the operating system.  The **Add Window** pop-up includes the **Sound Viewer** under the Tools tab. See the [Add Windows topic](/grandma3/2-3/wvm_add_window/) for more information about the Add Window pop-up. The right corner of the **Sound Viewer** title bar includes a View Mode button. Tap this button to cycle through available display mode options, or tap and swipe to open a pop-up menu containing all of the available display mode options for the **Sound Viewer**. On the grandMA3 onPC, there is another button in the title bar called Audio In Device. This is a list of available sound devices on the computer that can be used as sound input devices. The used input can be selected here or in the onPC settings. These settings define different settings specifically for the onPC. Learn more in the [onPC Settings topic](/grandma3/2-3/onpc_onpc_settings/#h3_1554795451). *** ## Wave View Mode [Section titled “Wave View Mode”](#wave-view-mode) ![](/img/grandma3/2-3/window_sound_wave-display_v1-9-a39cec.png) Sound window in Wave view mode The left side of the window includes a simple VU meter, which is shown as a vertical bar. The main area of the window shows the raw waveform of the incoming audio signal. The right side of the window includes quick access to the **Sound In** master. Adjusting the **Sound In** master changes the volume of the input signal. This change is immediately visible in both the VU meter and the waveform. For more information about the **Sound In** master, see the [Grand Masters](/grandma3/2-3/masters_grand/) topic. *** ## Sound View Mode [Section titled “Sound View Mode”](#sound-view-mode) ![](/img/grandma3/2-3/window_sound_sound-display_v1-9-7b2fde.png) Sound window in Sound view mode The **Sound** view mode of the **Soun\*\*\*\*d Viewer** displays the incoming audio signal as a series of bars representing the volume of different bands of frequencies. When a given bar reaches a peak, a dot appears above the bar. This dot represents a possible sound trigger based on that frequency band. The eleven bars shown in the window break down the frequencies of the audio signal in three different ways, displaying all three breakdowns simultaneously. The first bar represents the volume of the whole signal. The next three bars divide the signal into **Bass**, **Mid**, and **High** frequencies. And the remaining seven bars divide the frequencies equally into narrower bands. These eleven bars relate directly to the first eleven **Sound Channels** and inversely to the remaining **Sound Channels**. Available **Sound Channels** include: 1. **All** 2. **Bass** 3. **Mid** 4. **High** 5. **Band1** 6. **Band2** 7. **Band3** 8. **Band4** 9. **Band5** 10. **Band6** 11. **Band7** 12. **InvAll** 13. **InvBass** 14. **InvMid** 15. **InvHigh** 16. **InvBand1** 17. **InvBand2** 18. **InvBand3** 19. **InvBand4** 20. **InvBand5** 21. **InvBand6** 22. **InvBand7** Set the value of any parameter to follow one of the **Sound Channels** in the command line using the [SoundChannel](/grandma3/2-3/keyword_soundchannel/) keyword or the Sound Codes tab of the [Calculator.](/grandma3/2-3/ws_calculator/#sound_codes_calculator) The right side of the window includes quick access to the **Sound Fade** master. Adjusting the **Sound Fade** master changes the fall-off speed of all of the channels. While a lower number results in more accurate tracking of quickly changing dynamics, the response may appear undesirably erratic. A higher value results in a smoother response. For more information about the **Sound Fade** master, see the [Grand Masters](/grandma3/2-3/masters_grand/) topic. *** ## Beat View Mode [Section titled “Beat View Mode”](#beat-view-mode) ![](/img/grandma3/2-3/window_sound_beat-display_v1-9-2286e8.png) Sound window in Beat view mode The **Beat** view mode of the **Sound Viewer** displays the incoming audio signal after some additional processing. This processing looks for repeating beats. The processed signal appears as a series of hills and valleys. Deeper valleys form where louder pulses in the incoming signal line up more consistently over time. Dim, yellow, vertical lines appear in the valleys with the most consistent repeated pulses. These lines represent beat candidates, which the **BPM** speed master can follow. A bold, yellow, vertical line appears when the **BPM** master locks onto a beat. The **BPM** master adjusts automatically to follow any changes detected in the incoming signal. The right side of the window includes quick access to the **BPM** speed master fader. For more information about the **BPM** speed master, see the [Speed Masters](/grandma3/2-3/masters_speed/) topic. # Structure of the Help Manual # Symbols > Symbols are stored in the Symbol Pool. Symbols 1 thru 14 are locked and can not be edited. Symbols are stored in the **Symbol Pool**. Symbols 1 thru 14 are locked and can not be edited. Open a **Symbol Pool** window. For information, see the [Add window](/grandma3/2-3/wvm_add_window/) topic. In the **Add Window** pop-up, tap Pools, then in the **Media** column, tap Symbols. ![](/img/grandma3/2-3/window_symbol_pool-58b074.png) Symbol pool  Edit a symbol pool object using one of two options: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. ### Assign Symbols to Appearances [Section titled “Assign Symbols to Appearances”](#assign-symbols-to-appearances) To assign a symbol to an appearance: 1. Open an Appearances pool window. 2. Open the swipey command on the pool object, select **Edit** or press Edit, and tap an appearance pool object. The **Edit Appearance** pop-up opens. 3. Tap Image. The **Select Image** pop-up opens. 4. From the title bar, tap and hold ImageSource and select **Symbols**. The Select Image pop-up opens. 5. Select an image and close the pop-up. 6. Edit the new appearance if needed and close the **Edit Appearance** pop-up. A new appearance is created. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936292653?title=0\&byline=0\&portrait=0\&color=ffeb0f) Subtopics * [Import Symbols](/grandma3/2-3/symbols_import/) * [Delete Symbols](/grandma3/2-3/symbols_delete/) # Delete Symbols > Deleting symbols is like deleting any other pool object. The symbol disappears in any appearance where it might be used. Deleting symbols is like deleting any other pool object. The symbol disappears in any appearance where it might be used. There are three common ways to delete symbols. ### Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) The important keyword for this is: [Delete](/grandma3/2-3/keyword_delete/). This is the syntax for deleting a single symbol: Delete Image 2.x For example, if symbol 4 needs to be deleted: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Image 2.4 | It is also possible to delete a range of symbols using the standard range syntax (Thru, +, and—). For example, if symbols 15 to 20 need to be deleted: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete Image 2.15 Thru Image 2.20 | *** ### Using the Symbol Pool on a Screen [Section titled “Using the Symbol Pool on a Screen”](#using-the-symbol-pool-on-a-screen) **Requirement:** A visible symbol pool on one of the screens. 1. Press Delete. 2. Tap the symbol in the pool. The symbol is deleted. *** ### Using the Swipey Commands [Section titled “Using the Swipey Commands”](#using-the-swipey-commands) **Requirement:** A visible symbol pool on one of the screens. 1. Tap and hold the symbol you wish to delete. 2. Swipe out of the pool object without releasing the screen. 3. Swipe to the Delete swipey and release the screen. The symbol is deleted. # Import Symbols > Symbols can be imported using the command line. ### Import Predefined Symbols [Section titled “Import Predefined Symbols”](#import-predefined-symbols) Symbols can be imported using the command line. 1. Navigate to the symbol pool: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>ChangeDestination Image 2 | 2. Now import the predefined library images: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/MediaPools/Symbols> Import Library “\*.xml” | This command imports the symbol files from MA into the symbols pool. 3. Return to the command line root: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\@ShowData/MediaPools/Symbols> ChangeDestination Root | For more information, see [ChangeDestination keyword](/grandma3/2-3/release_notes/). ### Using the Symbol Pool [Section titled “Using the Symbol Pool”](#using-the-symbol-pool) Workflow: 1. Tap Edit, then tap an empty pool object or open the swipey commands and choose Edit. 2. From the **Edit Symbols** pop-up, tap Import. This opens the **Select Image** pop-up. 3. Select the drive, then select the symbol to import. 4. Tap Import. 5. If needed, label the new imported symbol, then close the **Edit Symbols** pop-up. Tap the video below to see the example. # System Overview > This section examines the different possibilities of a standalone console and the options for expanding the system This section examines the different possibilities of a standalone console and the options for expanding the system ## Subtopics [Section titled “Subtopics”](#subtopics) * [Standalone Device](/grandma3/2-3/system_standalone/) * [Locally Networked Devices](/grandma3/2-3/system_local/) * [World Server](/grandma3/2-3/system_world/) * [Parameters](/grandma3/2-3/system_parameter/) # System > This section holds system windows that provide information on the system, operational views, and overall system settings. This section holds system windows that provide information on the system, operational views, and overall system settings. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Date and Time](/grandma3/2-3/si_date_and_time/) * [Clock](/grandma3/2-3/si_clock/) * [Desk Lights](/grandma3/2-3/si_desklights/) * [System Information](/grandma3/2-3/si_system_info/) * [System Monitor](/grandma3/2-3/si_system_monitor/) * [Info Window](/grandma3/2-3/si_info_window/) * [Message Center](/grandma3/2-3/system_message_center/) # Locally Networked Devices > When more stations are connected in a session, then it is a networked system. Local networked systems are sessions running in the same network. This might be a When more stations are connected in a [session](/grandma3/2-3/network_session/), then it is a networked system. Local networked systems are sessions running in the same network. This might be a big network spanning a big area, but if it is a closed system without contact with the rest of the world (for instance, through the internet), then it is considered a local networked system.  The smallest networked system is two stations running in a session together, where one is the master of the session, and the other is connected and running as a backup. A single station that outputs DMX locally is considered a [standalone system](/grandma3/2-3/system_standalone/). Many systems have one console with one backup console or onPC and some networked devices to output the DMX. If the devices that translate Ethernet data to DMX are MA nodes, then the DMX output is in sync, no matter where the DMX is output. So, a blackout cue on LED fixtures is in sync when some LEDs get a signal from the console and some LEDs from a node somewhere in the system. Besides the stations, there are a lot of different devices that can be added to the system. Read more about the different devices in the [Device Overview topics](/grandma3/2-3/device_overview/). In all networked systems, there is one station, the session master, called **GlobalMaster**. This station is in charge of communication and executes commands triggered by remote inputs or from a command in a sequence. Other stations in the system are in a **Connected** status. They are connected to the master station. Traditionally, we recommend creating local networks with good-quality switches, cables, and equipment. Most systems are local systems without any connection to the outside world. # Message Center > The message center displays information on processes in the software. The message center displays information on processes in the software. It also allows you to configure the information displayed on your screens. The message center is divided into two categories: 1. **Messages**\ The messages section displays messages produced by the system. 2. **Status**\ Configure how status icons are displayed in the [command line](/grandma3/2-3/ws_ui_command_line/) in the status section. Read more about these two sections below, under [Messages](/grandma3/2-3/system_message_center/#h2_1985295618) and [Status](/grandma3/2-3/system_message_center/#h2_1959773104). *** ## Open the Message Center [Section titled “Open the Message Center”](#open-the-message-center) To open the message center window, tap Message Center in the **More** tab in the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up. For more information on adding windows, see [Add Window](/grandma3/2-3/wvm_add_window/). To open a temporary version of the message center: * Tap the envelope icon (![](/img/grandma3/2-3/icon_message_15px-1d0791.png)). * Tap any of the [status icons](/grandma3/2-3/system_message_center/#h2_1959773104) on the right side of the command line. To close the temporary message center, tap one of the icons in the command line again or tap ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png) in the upper right corner of the window. To select a different screen to display the message center: 1. Tap ![monitor](/img/grandma3/2-3/icon_display_24_v1-9-904776.png) in the title bar. 2. Tap the screen you want to display the message center on.  The message center is displayed on the selected screen every time you open a temporary version of the message center. To reset the display selection to default, tap ![monitor](/img/grandma3/2-3/icon_display_24_v1-9-904776.png) and then tap Clear. *** ## Messages [Section titled “Messages”](#messages) The messages section displays messages produced by the system. The envelope icon (![](/img/grandma3/2-3/icon_message_15px-1d0791.png)) on the right side of the command line changes color to indicate new messages in the message center.\ The icon is displayed in the color of the new message with the highest priority. A number underneath the envelope icon indicates the number of new messages, except spam messages. The categories for messages are: * System * Command Line * Power * MA-Net * USB * Chat Messages have different priorities. * **Spam** (green): Information about internal system processes that generally don’t require user activity or input. * **Warning** (yellow): Information that is important and should be taken care of. * **Error** (brown): Information on invalid actions and malfunctions in the software. * **Alert** (red): Information on critical events. Messages in the alert category generally require immediate action. ![Update this description text.](/img/grandma3/2-3/window_message-20center_1_v3-2-3-2aeb39.png) Message center # Parameters > Most people are used to thinking in DMX channels when considering the number of fixtures a system can control. Most people are used to thinking in DMX channels when considering the number of fixtures a system can control. MA Lighting cares more about **Parameters**. ## What are Parameters [Section titled “What are Parameters”](#what-are-parameters) Parameters are also called **Attributes** in the software. A dimmer function is a parameter, and a pan function is also a parameter. The software calculates the different attributes with a higher precision than what is output via DMX. So, the software calculates the parameter or attribute once, and it is then scaled to the number of DMX channels a fixture uses - typically one or two per attribute. ## Why Counting in Parameters and Not DMX [Section titled “Why Counting in Parameters and Not DMX”](#why-counting-in-parameters-and-not-dmx) It is to your advantage. In the MA world, you do not pay extra for fixtures that are running 16-bit or 24-bit instead of the 8-bit used by one DMX channel. More networked nodes or devices might be needed to output all the parameters that can be controlled. **Example:** A simple moving head with a dimmer might use 5 DMX channels. The channels can be defined like this: | Definition: | DMX Channel: | | ----------- | ------------ | | Dimmer | 1 | | Pan | 2 | | Pan Fine | 3 | | Tilt | 4 | | Tilt Fine | 5 | The pan and tilt are one attribute each. Even though both pan and tilt each use two DMX channels, they are only counted as one each in the parameter count. This means that the fixture only costs 3 parameters. | Definition: | DMX Channel: | Parameter cost: | | ----------- | ------------ | --------------- | | Dimmer | 1 | 1 | | Pan | 2 | 2 | | Pan Fine | 3 | free | | Tilt | 4 | 3 | | Tilt Fine | 5 | free | This can be a big advantage when many fixtures have 16-bit (or fine) channels. ## What about Preprogramming and Parameters? [Section titled “What about Preprogramming and Parameters?”](#what-about-preprogramming-and-parameters) The show can be preprogrammed and visualized in the [3D window](/grandma3/2-3/patch_3d_viewer/) without any parameter unlocking hardware. The lights are still visualized. If third-party visualizers are used, then grandMA3 hardware is needed to give access to the parameters. The grandMA3 viz-key can be added to unlock visualization on a third-party visualizer. Learn more about the grandMA3 viz-key in the [Connect grandMA3 viz-key topic](/grandma3/2-3/fs_connect_viz_key/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Calculate Parameters](/grandma3/2-3/system_parameter_calculate/) * [Expand the Number of Parameters](/grandma3/2-3/system_parameter_expand/) # Calculate Parameters > Calculating the needed number of parameters can be a big task, depending on the size of the setup. Calculating the needed number of parameters can be a big task, depending on the size of the setup. It is generally true that most modern fixtures use fewer parameters than DMX channels. The best way to see how many parameters a show needs is to patch all the fixtures and then open the **Details** in the\*\*\*\* [System Info Window](/grandma3/2-3/si_system_info/). Here, the number of needed (used) parameters can be seen, as well as the number of currently available parameters. Read the [Expand the number of parameters](/grandma3/2-3/system_parameter_expand/) topic to learn how to get more. ## Parameter Count [Section titled “Parameter Count”](#parameter-count) Some devices provide parameters: * **grandMA3 full-size and grandMA3 full-size CRV:**\ 20 480 parameters. * **grandMA3 light and grandMA3 light CRV:**\ 16 384 parameters. * **grandMA3 extension:**\ none parameters. * **grandMA3 replay unit:**\ 8 192 parameters. * **grandMA3 compact XT:**\ 8 192 parameters. * **grandMA3 compact:**\ 8 192 parameters. * **grandMA3 processing unit XL:**\ 16 384 parameters. * **grandMA3 processing unit L:**\ 8 192 parameters. * **grandMA3 processing unit M:**\ 4 096 parameters. * **grandMA3 8Port Node**:\ none parameters. * **grandMA3 4Port Node:**\ none parameters. * **grandMA3 2Port Node:**\ none parameters. * **grandMA3 8Port Node DIN-Rail**:\ none parameters. * **grandMA3 4Port Node DIN-Rail**:\ none parameters. * **grandMA3 2Port Node DIN-Rail**:\ none parameters. * **grandMA3 onPC rack-unit**:\ 4 096 parameters. * **grandMA3 onPC command wing XT:**\ 4 096 parameters. * **grandMA3 onPC command wing:**\ 4 096 parameters. * **grandMA3 onPC fader wing**:\ 4 096 parameters. * **grandMA3 onPC 8Port Node 4k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 4Port Node 4k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 2Port Node 2k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 1 024 parameters). * **grandMA3 onPC 8Port Node DIN-Rail 4k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 4Port Node DIN-Rail 4k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 2Port Node DIN-Rail 2k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 1 024 parameters). * **grandMA3 onPC Software**:\ none parameters. * **grandMA3 onPC Software with a connected grandMA3 viz-key**:\ 512 parameters. # Expand the Number of Parameters > The grandMA3 processing units are the only units that expand the parameter count when using grandMA3 consoles. The grandMA3 processing units are the **only units** that expand the parameter count when using grandMA3 consoles. **Every grandMA3 processing unit added to the network also adds a number of parameters depending on the model!** There is a **maximum limit of 262 144 parameters** in a grandMA3 session. The grandMA3 processing units help with parameter calculations. ### Examples: [Section titled “Examples:”](#examples) 1 grandMA3 full-size (20 480) + 1 grandMA3 processing unit XL (16 384) = 36 864 parameters 1 grandMA3 full-size (20 480) + 15 grandMA3 processing unit XL (16 384) = 262 144 parameters (the calculation is 266 240, but the limit is 262 144) 1 grandMA3 light (16 384) + 1 grandMA3 processing unit M (4 096) = 20 480 parameters 1 grandMA3 light (16 384) + 15 grandMA3 processing unit XL (16 384) = 262 144 parameters 1 grandMA3 full-size (20 480) + 1 grandMA3 light (16 384) = 20 480 parameters (consoles cannot expand the parameter count, so the parameters from the console with the highest number are unlocked) 1 grandMA3 light (16 384) + 15 grandMA3 onPC 2Port Node 2k (4 096) = 16 384 parameters (nodes cannot expand the parameter count with consoles, so the parameters from the console are used) 1 grandMA3 light (16 384) + 1 onPC computer with a grandMA3 onPC command wing (4 096) = 16 384 parameters (onPC command wings cannot expand the parameter count with consoles, so the parameters from the console are used) ## Using a grandMA3 onPC [Section titled “Using a grandMA3 onPC”](#using-a-grandma3-onpc) When a grandMA3 onPC is used as the primary station (the system does not include any grandMA3 consoles), some grandMA3 **onPC** hardware is needed to unlock parameters. The grandMA3 processing units also unlock parameters in an onPC system. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The maximum number of parameters allowed in a grandMA3 onPC system is 4 096. | Any amount of onPC hardware and processing units can be used with a computer or the grandMA3 onPC rack-unit. Every piece of hardware will add its parameters until the limit of 4 096 parameters is reached. grandMA3 xPort Nodes need to be onPC versions to unlock parameters. These are the only two rules for parameters with grandMA3 onPC. Remember, more units can be added to get more DMX ports even after reaching the parameter limit. ### Examples: [Section titled “Examples:”](#examples-1) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC 2Port Node 2k (4 096) = 4 096 parameters (the limit) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC 4Port Node 4k (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC command wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC command wing XT (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC 2Port Node 2k (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC fader wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC 2Port Node DIN-Rail 2k (4 096) = 4 096 parameters grandMA3 onPC + grandMA3 onPC 2Port Node 2k (4 096) + grandMA3 8Port Node (none) = 4 096 parameters (the 8Port Node is not an onPC node) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC 8Port node 4k (4 096) = 4 096 parameters (the limit is reached and cannot be exceeded) grandMA3 onPC + 1 grandMA3 processing unit M (4 096) = 4 096 parameters (the limit) grandMA3 onPC + 1 grandMA3 processing unit XL (16 384) = 4 096 parameters (the limit is reached and cannot be exceeded) grandMA3 onPC + connected grandMA3 viz-key (512) = 512 parameters # Standalone Device > If a console is not connected to anything, then it is a Standalone system. It is also a standalone system using a grandMA3 onPC with a connected grandMA3 onPC c If a console is not connected to anything, then it is a **Standalone** system. It is also a standalone system using a grandMA3 onPC with a connected grandMA3 onPC command wing. Any grandMA3 device that can create and run a [session](/grandma3/2-3/network_session/) is called a **Station**. Stations with network disabled are in **Standalone** mode. A station is in **IdleMaster** mode when the network is On, and it is ready to be in a session with other stations, but currently, it is alone. So, a console that is connected to a network but not in a session with other stations is considered a master that is ready to connect to other stations. The current status can be seen in the [Network menu](/grandma3/2-3/network_session/). The title bar has an area that displays the status. The current status can also be seen in the icon area on the right in the [Command Line](/grandma3/2-3/ws_ui_command_line/). * ![](/img/grandma3/2-3/img_network-icon_gray_v2-2-a0ca20.png) This icon indicates the **IdleMaster** status. * ![](/img/grandma3/2-3/img_network-icon_red_v2-2-a72600.png) This icon indicates the **Standalone** status and that the network connection is turned off. * ![](/img/grandma3/2-3/img_network-icon_green_v2-2-627939.png) This icon indicates that the station is in a session as a **Connected** member. Learn more in the [Locally Networked Devices topic](/grandma3/2-3/system_local/). * ![](/img/grandma3/2-3/img_network-icon_blue_v2-2-876c5f.png) This icon indicates that the station is in a session as a **GlobalMaster**. Learn more in the [Locally Networked Devices topic](/grandma3/2-3/system_local/). If the station is in a session and it needs to be set to Standalone mode, then turn off the network. This can be done using the [GUI](/grandma3/2-3/network_session_leave/) or the command line ([LeaveSession keyword](/grandma3/2-3/keyword_leavesession/)).   In **Standalone** or **IdleMaster** mode, the station is limited to controlling only the number of [parameters](/grandma3/2-3/system_parameter/) the console/onPC unlocks. It is only possible to use the DMX ports on the console/wings. If DMX is output via an Ethernet connection, then the console needs to be in a session. Even though it is not connected to other stations, it still needs to run an active session as IdleMaster. # World Server > Each station can be connected to the internet and a world server. Each station can be connected to the internet and a world server. The station automatically tries connecting to a world server if an internet connection is detected. The connection status of the world server can be displayed in the [Command Line](/grandma3/2-3/ws_ui_command_line/). A globe icon indicates the connection status. ![](/img/grandma3/2-3/icon_worldserver_24_v1-9-f1a2f3.png) If the globe is green, then the station is connected to the server. Learn more about networking in the [Networking topic](/grandma3/2-3/network/). Learn more bout how to display icons in the command line in the [Message Center topic](/grandma3/2-3/system_message_center/). The address of the official world server, provided by MA Lighting, is **worldserver.malighting.de** The server address can be changed in the Network Menu. Learn more about this in the [Session topic](/grandma3/2-3/network_session/). The server offers two functions: Fixture type files and Crash Log upload. ## Fixture Type Files [Section titled “Fixture Type Files”](#fixture-type-files) Fixture type files from the GDTF-share and grandMA3 Share are provided as a direct import to the show file. Learn more about manually importing GDTF in the [Import GDTF topic](/grandma3/2-3/ft_import_gdtf/) and patching fixtures in the [Add Fixtures to the Show topic](/grandma3/2-3/patch_add_fixtures/). ## Crash Logs [Section titled “Crash Logs”](#crash-logs) A station creates a crash log if it crashes. These log files are automatically sent to the server when there is a connection. This means that the file is sent the next time the station is connected. This is also true if the station returns from a job and is connected to the world server when it returns to the workshop. If Tech Support is needed, please make sure the station has been online and provide the Tech Support date and time the crash happened and the station’s serial number (grandMA3 onPC stations also have a generated serial number). The serial number can be found using the [Version Keyword](/grandma3/2-3/keyword_version/) - grandMA3 onPC has a generated serial number. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If these functions are not desired, then change the server address in the **Network menu** to “0”. | # Tags > Tags allow you to organize, link and cross-reference objects throughout the software. They are also a great tool for busking shows. All objects that have the sa ### Tags allow you to organize, link and cross-reference objects throughout the software. They are also a great tool for busking shows. All objects that have the same tag can be triggered or selected together. Tags are organized in the tags pool. To open this pool, see the Pools tab in the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up. ![Update this description text.](/img/grandma3/2-3/window_tags_01_v3-2-2-aae994.png) Tags Pool The default action for objects in the tags pool is [ListReference](/grandma3/2-3/keyword_listreference/). *** ## Assign Tags [Section titled “Assign Tags”](#assign-tags) Tags can be assigned to other objects, like for example sequences or groups. It is possible to assign a tag to another tag. Multiple tags can be assigned to the same object. There are multiple ways to assign tags to objects: * **Tag Pool Objects** 1. Press Edit and tap on an object in the Tags pool. The tag editor opens. 2. Tap Add New Tag Reference. A pop-up opens. 3. Select an object. 4. Tap Assign. * **Pool Objects** 1. Open the [swipey commands](/grandma3/2-3/wvm_pool/#h2__1144791563) on the pool object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example sequences or macros, additionally tap Settings in the title bar of the pop-up. 2. Tap Tags. The Edit Tags pop-up opens. 3. Select a tag and tap Assign. * **Other Objects**\ This applies for example to recipes, cues, or macro lines. 1. Edit the cell in the Tags column. The Edit Tags pop-up opens. 2. Select a tag and tap Assign. * **Command Line**\ For more information on assigning tags using the command line, see [Tag Keyword](/grandma3/2-3/keyword_tag/). Already assigned tags can also be unassigned using the options listed above. ![Update this description text.](/img/grandma3/2-3/window_tags_04_v3-2-2-f55dbc.png) Edit Tags pop-up The left side of the Edit Tags pop-up shows tags that are assigned to the corresponding pool object. The right side shows tags that are not assigned.\ In the pop-up, tags can also be locked and unlocked and protected against Kill Instant and Kill Delayed (see [below](/grandma3/2-3/tags/#Tag_Types)). When a tag is assigned to a pool object, ![](/img/grandma3/2-3/icon_tags_15px-0d0d05.png) is displayed on the pool object. The names and numbers of assigned tags are displayed on Tags in the pool object settings. ![Update this description text.](/img/grandma3/2-3/window_tags_02_v3-2-2-bf4ab8.png) Sequence pool with tags assigned to sequences 1 and 3 In the sequence sheet and editors like the sequence editor or the macro editor, the assigned tags are displayed in the area between the title bar and the grid. They can be edited and perform pool actions like the objects in the Tags pool. The background color of the appearance assigned to the tag defines the background color of the tag displayed in the editor. ![Update this description text.](/img/grandma3/2-3/window_tags_03_v3-2-2-bd20ac.png) Sequence sheet with two assigned tags *** ## Edit Tags [Section titled “Edit Tags”](#edit-tags) To edit a tag, press Edit and tap on an object in the tags pool. The Tag Editor shows the objects the tag is assigned to in the grid offering information about: * **Datapool**\*\*:\*\* Shows the corresponding Data Pool. * **Class**\*\*:\*\* Shows the object type of the assigned reference. * **No:** Shows the number of the corresponding pool object. * **Name:** Shows the name of the pool object. * **Protect:** The assigned reference is protected against Kill Instant and Kill Delayed. The default is **No**. ![Update this description text.](/img/grandma3/2-3/window_tags_05_v3-2-2-293ace.png) Tag Editor Multiple objects can be assigned to a tag at the same time using Add New Tag Reference in the tag editor. In the Add Tag References pop-up, multiple objects can be selected and assigned consecutively. To do so, select an object line and tap Assign. If you enable Settings in the title bar of tag editor, Name, Scribble, Appearance, Tags, Note, and Tag Type can be set and Forward Commands can be toggled on or off. The following Tag Types can be selected: * **Kill Instant:** Other playbacks using the same tag will start their OffCue immediately when starting the sequence. * **Kill Delayed:** The sequence that was started will complete its fade in first and then the other playbacks using the same tags will start their OffCue. For tag types to function, the tag and tag type need to be set before triggering the sequence. Otherwise, the tag type will work as soon as the corresponding sequences have been triggered once. When a playback is started by a tag, the Trigger column in the [Off Menu](/grandma3/2-3/executor_running_playbacks/#h2__845100434) and [Running Playbacks](/grandma3/2-3/executor_running_playbacks/) window reports the tag. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Kill Protect does not protect a sequence from being disabled by Kill Instant or Kill Delayed executed from a tag. For more information on Kill Protect see [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) and [Kill Keyword](/grandma3/2-3/keyword_kill/). | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For temporary playback actions (Flash, Temp, Swap, and Black) Kill Instand and Kill Delayed do not switch off other playbacks permanently. | If Forward Commands is toggled on, [playback commands](/grandma3/2-3/cue_playback/#h2__483879150) can be executed for all references of a tag. It is on by default.\ This applies to >>>, <<<, Go+, Go-, Goto, Halfspeed, Load, On, Off, Pause, Rate1, Speed1, Toggle, and Top. *** ## Example 1 – Apply Kill Instant and Kill Delayed [Section titled “Example 1 – Apply Kill Instant and Kill Delayed”](#example-1--apply-kill-instant-and-kill-delayed) **Requirements:** * Have a show with some lights patched, for example the Simple\_Show. * An open 3D Viewer is recommended to see the effects of the tags more clearly. Create three individual sequences 1, 2, and 3 for fixtures 1, 2, and 3 with the same cue: * Dimmer 100% * Fade 2 seconds Set up tag 1: 1. Edit Tag 1: 1. Press Edit. 2. Tap on the first pool object in the Tags pool. 2. Add tag references: 1. Tap Add New Tag Reference. 2. Select sequences 1 thru 3. 3. Tap Assign. 3. 4. Tap Settings in the title bar of the editor.​ 5. Set Tag Type to **Kill Instant**. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/window_tags_6_v3-2-2-c3e7ef.png) Editor Tag 1 **Result:** If you trigger one of the sequences with Tag 1 assigned, the other sequences are switched off immediately. Edit Tag 1 and change the Tag Type to **Kill Delayed**. **Result:** If you trigger one of the sequences with Tag 1 assigned, the other sequences are switched off after the triggered sequence has completed its fade in. See the effects of the tag types Kill Instant and Kill Delayed in this video: [Vimeo video](https://player.vimeo.com/video/1035662622?title=0\&byline=0\&portrait=0\&color=ffeb0f) Edit Tag 1 and set Protect to **Yes** for Sequence 2. **Result:** * When triggered, Sequence 1 switches off Sequence 3 but not sequence 2. * Sequence 2 switches off Sequence 1 and Sequence 3. See Protect being applied for a sequence in the following video: [Vimeo video](https://player.vimeo.com/video/1035662881?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ## Example 2 – Apply Forward Commands [Section titled “Example 2 – Apply Forward Commands”](#example-2--apply-forward-commands) **Requirements:** * Have a show with some lights patched, for example the demo show. * An open 3D Viewer is recommended to see the effects of the tags more clearly. Create two or more sequences with different groups of fixtures, for example all spots and LED wall: * Dimmer 100% * Color blue Set up tag “Blue”: 1. Press Edit. 2. Tap on an object in the tags pool. 3. Add tag references: 1. Tap Add New Tag Reference. 2. Select the sequences you created. 3. Tap Assign. 4. Tap Settings in the title bar of the editor. 5. Set Name to “Blue”. 6. Set Appearance to blue. 7. If Forward Commands is disabled, enable it. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-3/window_tags_08_v3-2-2-938260.png) Editor Tag “Blue” Press Go+ and tap tag Blue. **Result:** Go+ is executed for all sequences that have the tag Blue assigned. # Update Does Not Work > There may be several reasons for a software update to fail: There may be several reasons for a software update to fail: ### Broken Installer Package [Section titled “Broken Installer Package”](#broken-installer-package) | | | | -------------------------------------------------- | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The installer package zip file may be broken after the download. | 1. Delete the old installer package. 2. Download a new installer package. ### Installation from the Zip File [Section titled “Installation from the Zip File”](#installation-from-the-zip-file) | | | | -------------------------------------------------- | ---------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Do not install the software from the zip file. | 1. Unzip the file to your computer’s hard drive. 2. Install the software from the uncompressed folder. ### Broken USB Flash Drive [Section titled “Broken USB Flash Drive”](#broken-usb-flash-drive) | | | | -------------------------------------------------- | ---------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Older USB flash drives may be worn and cannot be read correctly. | * Format the USB flash drive. * Replace the USB flash drive with a new one. | | | | ------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | New out-of-the-box USB flash drives may come without a partition table. | 1. Check the USB flash drive by copying and pasting other files and folders from one computer to another. 2. Copy the installation packages if the USB flash drive works perfectly. 3. Perform software update. ### Broken USB Port [Section titled “Broken USB Port”](#broken-usb-port) | | | | -------------------------------------------------- | ------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The USB port may be broken on the grandMA3 device or the computer. | * Use a different USB port. * Update the USB port driver. * Replace the broken USB port. ### Broken USB Cable [Section titled “Broken USB Cable”](#broken-usb-cable) | | | | -------------------------------------------------- | ---------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The USB cable may be broken. | * Use a different USB cable. # Time Ranges > Time Ranges can be used to mark a specific area in a Track. This could be used to indicate a specific grouping of Events in the track. Time Ranges can be used to mark a specific area in a **Track**. This could be used to indicate a specific grouping of **Events** in the track. When a track is created, a Time Range is automatically created. This range automatically has the duration of the timecode show. ![Timecode show with multiple time ranges.](/img/grandma3/2-3/window_timecode-viewer_time-ranges_v2-2-f8235b.png) An example image with multiple time ranges in the timecode show. A track can have multiple time ranges, and they can overlap. Events are children of the time range.  This is useful if there is a group of events that repeat. Then, the events can be stored in their own time range, and this range can be copied to multiple locations. The events’ **Time** value is relative to the beginning of the time range. Moving the time range changes an event’s calculated (Event Time + Time Range Start) **Absolute Time**, but not the **Time**. A time range can be added to a track by tapping **+** followed by tapping the track when the setting **Selection Target** is **TimeRanges**. Tapping and dragging in the track will add the time range and the duration based on the range dragged. The move tool (![](/img/grandma3/2-3/icon_move-15_v0-1-79e509.png)) can be used to move the start time for the time range. The resize tool (![](/img/grandma3/2-3/icon_resize_15_v1_5-7ef491.png)) can be used to adjust the duration for the time range. Time ranges can be copied or cut and then pasted into tracks using the tools in the toolbar on the left. Deleting the time range by pressing Delete or tapping **-** followed by the time range also deletes the events in the time range. Time ranges can have a label. The timeline view shows the name and appearance on the track and subtracks. Notes and tags can only be seen in the text view. Learn about the different views in the [Timecode Viewer topic](/grandma3/2-3/timecode_viewer/). # Timecode Show > Timecode shows can execute events and move faders to a timed recording or at specific points in time based on a running time counter. This running time counter Timecode shows can execute events and move faders to a timed recording or at specific points in time based on a running time counter. This running time counter can be an internal timecode from the session master or an external timecode source. The timecode show is organized in **Tracks**, and they exist inside a **Track Group**. There can be multiple timecode shows that all live in the **Timecode** pool. ![The Timecode pool with two shows](/img/grandma3/2-3/window_tiemcode-pool_v2-2-30d6d2.png) The timecode pool with a selected show and a running show. One of the timecode shows is the selected timecode show, which is indicated by a yellow frame. There is another connected pool called **Timecode Slots**. These can be used as the source for the running time counter. There are eight timecode slots. This is a fixed number of slots. ![Timecode Slots pool](/img/grandma3/2-3/window_timecode-slots-pool_v2-2-c707a6.png) The Timecode Slots pools with a selected slot and a running time. A slot can be connected to an SMPTE audio timecode, MIDI timecode, and Art-Net timecode input to allow an external source to control the running time. The slots can also generate a running time that can be used to run a timecode show. The Clock Viewer can show the time of a timecode slot. Learn more in the [What are Timecode Slots topic](/grandma3/2-3/timecode_slots/). The Clock Viewer shows the time. It can be the system time, the time of a timezone, the timer of a timer, or timecode slot.\ Learn more in the [Clock viewer topic](/grandma3/2-3/si_clock/). icked. The content of a timecode show can be seen in the **[Timecode Viewer](/grandma3/2-3/timecode_viewer/)**. ![Timecode Viewer Window.](/img/grandma3/2-3/window_timecode-viewer_v2-2-8e9d38.png) The Timecode Viewer window shows the content of the timecode show. The viewer can also be in a setup mode where the events can be added, edited, and deleted. The viewer can be a window in a view or a temporary pop-up. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Timecode Viewer](/grandma3/2-3/timecode_viewer/) * [Track Groups](/grandma3/2-3/timecode_track_groups/) * [Markers](/grandma3/2-3/timecode_markers/) * [Tracks](/grandma3/2-3/timecode_tracks/) * [Time Ranges](/grandma3/2-3/timceode_time_ranges/) * [Events](/grandma3/2-3/timecode_events/) * [Timecode Slots](/grandma3/2-3/timecode_slots/) * [Timecode Settings](/grandma3/2-3/timecode_settings/) * [Create a Timecode Show](/grandma3/2-3/timecode_create/) * [External Connections](/grandma3/2-3/timecode_external_connections/) # Create a Timecode Show > There are two basic ways to create a timecode show. The timecoded events can be recorded or added manually. There are two basic ways to create a timecode show. The timecoded events can be recorded or added manually. The two workflows can be combined. A timecode show needs to be created in the Timecode pool. A new show can be added by performing a store or edit action on an empty pool object. This creates an empty timecode show. This show is created using the default settings. There are many settings connected to timecode shows and timecode elements like the viewer and the slots. Learn about the settings in the [Timecode Settings](/grandma3/2-3/timecode_settings/) topic. If the edit action is used on the pool object, a pop-up editor appears, which functions like the **Timecode Viewer** with **Setup** active. ![Empty timecode show in the Timecode Viewer.](/img/grandma3/2-3/window_timecode-viewer_edit-empty_v2-2-efcf97.png) The timecode pop-up editor displays an empty timecode show with Setup active. The pop-up editor is missing some tools in the toolbar on the left, which are available in the Timecode Viewer with Setup active. So, it might be better to use the Timecode Viewer. The Timecode Viewer is described in the [Timecode Viewer topic](/grandma3/2-3/timecode_viewer/). This includes detailed descriptions of the different tollbars in the viewer. ## Time Source [Section titled “Time Source”](#time-source) One of the most important elements is the source of the time. Each timecode show has a setting called **TC Slot**. This can be “Internal” or one of the Timecode Slots. Learn more about the timecode slots in the [What are Timecode Slots](/grandma3/2-3/timecode_slots/) topic. There are a lot of different settings related to the timecode shows. Learn more about them in the [Timecode Settings Topic](/grandma3/2-3/timecode_settings/). If it is internal, it can be run by a Go command to the timecode show. This will put the show in play mode and run the time. The show’s playback actions have an easy-access Playback Toolbar at the bottom of the Timecode Viewer window. This includes a play button(![](/img/grandma3/2-3/icon_playback_15_v2-2-b6d05a.png)). This toolbar allows control of the playback status of the timecode show. When the setup mode is active, the extra record button is available. Learn more in the [Timecode Viewer](/grandma3/2-3/timecode_viewer/#h2__2056348116) topic. If the time source is one of the timecode slots, then the timecode show must be in playback mode, and then the timecode slot can generate the time, or an external source can make the time run in the timecode slot. Initially, a new timecode show is set to use the internal time source. If the timecode show should use an external source, then this source must be set up, and the timecode show must be set to listen to the relevant timecode slot. Learn how to set up external sources in the [External Connections](/grandma3/2-3/timecode_external_connections/) topic. ## Record a Timecode Show [Section titled “Record a Timecode Show”](#record-a-timecode-show) The timecode show can be recorded using the Record keyword. It also has a quick access button (![](/img/grandma3/2-3/icon_record_15_v2-2-18072b.png)) on the Playback Toolbar at the bottom of the Timecode Viewer when Setup is active. The Record keyword is used to start the recording mode of the timecode show. Learn more in the [Record Keyword topic](/grandma3/2-3/keyword_record/). This toolbar allows control of the playback status of the timecode show. When the setup mode is active, the extra record button is available. Learn more in the [Timecode Viewer](/grandma3/2-3/timecode_viewer/#h2__2056348116) topic. When the record mode is active and the selected time signal is running, then the executor actions are automatically added to the show in relevant tracks. This includes the fader movements. The different events are added to tracks. Each track represents a target. A target object can be sequences, presets, sounds, group masters, masters, and other timecode shows and slots. This requires that objects are assigned to executors and that these are valid timecode show target objects. Learn about the valid object in the [Tracks](/grandma3/2-3/timecode_tracks/) topic. The recording can be stopped using the stop button (![](/img/grandma3/2-3/icon_stop_15_v2-2-718a37.png)) or the Off command on the timecode show pool object. The recorded events can be edited after the recording. As a default, the tracks are added to the same Track Group and the same Time Range. Track Groups are a way to organize the tracks. Learn more in the [Track Groups topic](/grandma3/2-3/timecode_track_groups/). Time Ranges are ranges of the time in the timeline. Time ranges are a part of the tracks. Each track must have one time range. Learn more in the [Time Ranges](/grandma3/2-3/timceode_time_ranges/) topic. If the Timecode Settings have the **Record Remote Events** active and the **Playback and Record** setting is **All Events**, then events triggering cues or other valid actions are automatically added to the timecode show. These settings also record events triggered by the cues in the timecode show. For instance, follow cues or cue commands.  The timecode settings contain all settings for the timecode show object. Learn more in the [Timecode Settings](/grandma3/2-3/timecode_settings/) topic. ## Manually Add Events [Section titled “Manually Add Events”](#manually-add-events) Events can manually be added to tracks. The track must exist, and these can be manually created. The tracks must exist inside a Track Group. The track group must be created in an empty show, and then the track can be added. | | | | -------------------------------------------------- | ------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Subtracks cannot be manually created. | ### Add a Track Group [Section titled “Add a Track Group”](#add-a-track-group) Follow these steps to manually create a Track Group: 1. Make sure to have a **Timecode Viewer** visible and activate **Setup**. 2. Ensure the viewer displays the correct **Timecode Show** by either having the viewer display the selected timecode show and select the correct show or by selecting the correct timecode show in the timecode settings. 3. Tap and hold New Track Group. Now, a new track group has been added. It can be unfolded by tapping the right-pointing white triangle (![](/img/grandma3/2-3/triangle-right-38abb5.png)). This reveals that it already has one track with a time range. ### Add a Track to a Track Group [Section titled “Add a Track to a Track Group”](#add-a-track-to-a-track-group) Follow these steps to add a track to the track group: 1. Make sure to have a **Timecode Viewer** visible and activate **Setup**. 2. Ensure the viewer displays the correct **Timecode Show** by either having the viewer display the selected timecode show and select the correct show or by selecting the correct timecode show in the timecode settings. 3. Unfold the desired **Track Group**. 4. Tap and hold New Track. A new track has been added to the track group. 1. Now, edit the **Target** cell for the track. This opens the Assignment Editor pop-up. 2. Select the desired object type by tapping one of the tabs at the top of the editor. 3. Select the desired target object in the list. The track is now ready to get some events. Points 5 to 7 can also be used to edit the desired target. Be aware this will break existing events in the track. ### Add a Single Event to a Track [Section titled “Add a Single Event to a Track”](#add-a-single-event-to-a-track) Single events can be added to the selected track. There are two ways to add events. The beginning is the same for both ways: The first involves the green cursor: 1. Make sure to have a **Timecode Viewer** visible and activate **Setup**. 2. Ensure the viewer displays the correct **Timecode Show** by either having the viewer display the selected timecode show and select the correct show or by selecting the correct timecode show in the timecode settings. 3. Unfold the desired **Track Group**. 4. Select the desired **Track**. 5. Make sure the **Selection Target** is **Events** by tapping Selection Target in the title bar or by opening the settings and changing the setting in there . If the Timecode Viewer with setup active is used, then the ![](/img/grandma3/2-3/icon_tc-events_12_v2-2-233ab6.png) icon can be tapped to select the events as the selection target. The first method involves the green cursor: 1. Move the cursor to the desired time. The cursor can be moved by tapping and holding it while moving it in the timeline or by using the [Timecode Encoder Toolbar](/grandma3/2-3/timecode_viewer/#h2_1465173453). 2. Tap ![](/img/grandma3/2-3/icon_add_event_15_v1-5-png-eb4b15.png) in the toolbar on the left. This adds the default event to the track. These two steps can be repeated until all the events exist. The second method involves tapping the track: 1. Activate the Add tool (![](/img/grandma3/2-3/icon_plus_15_v1-5-9f4773.png)) in the toolbar on the left. 2. Tap the track where the event should be. Repeat point 7 until all desired events exist. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Manually created cue events only trigger follow cues, timed cues, or cue commands if the **Playback and Record** setting is **Manual Events**. Learn more about this in the [Timecode Settings](/grandma3/2-3/timecode_settings/) topic. | ### Add Multiple Events to a Track [Section titled “Add Multiple Events to a Track”](#add-multiple-events-to-a-track) Multiple events can be added to the selected track: 1. Make sure to have a **Timecode Viewer** visible and activate **Setup**. 2. Ensure the viewer displays the correct **Timecode Show** by either having the viewer display the selected timecode show and select the correct show or by selecting the correct timecode show in the timecode settings.  3. Unfold the desired **Track Group**. 4. Select the desired **Track**. 5. Make sure the **Selection Target** is **Events** by tapping Selection Target in the title bar or by opening the settings and changing the setting in there . If the Timecode Viewer with setup active is used, then the ![](/img/grandma3/2-3/icon_tc-events_12_v2-2-233ab6.png) icon can be tapped to select the events as the selection target. 6. Move the cursor to the desired time. The cursor can be moved by tapping and holding it while moving it in the timeline or by using the [Timecode Encoder Toolbar](/grandma3/2-3/timecode_viewer/#h2_1465173453). 7. Tap ![](/img/grandma3/2-3/icon_add_multi_events_15_v1-5-c61f3c.png) in the toolbar on the left. This opens the **Add multiple events** pop-up. # Events > The tracks can have Events positioned on the timeline. Events can have a Token assigned. Tokens are the actions an event triggers. The tracks can have Events positioned on the timeline. Events can have a **Token** assigned. Tokens are the actions an event triggers. The assigned token is executed when the cursor (green timeline) reaches an event. A diamond marks the event in the timeline. ![Example of en event in the timeline.](/img/grandma3/2-3/img_timecode-viewer_event_v2-2-1e31a5.png) An event diamond in the timeline. The diamond is black when it is not selected and yellow when selected. There are some icons and text around the diamond. The visibility of these and the actual diamond can be changed in the window settings. Learn more about the settings in the [Timecode Viewer](/grandma3/2-3/timecode_viewer/#h2_1412431149) topic. The green icon above the diamond indicates the token action. Each action has its own icon. The token can be edited in the text mode or by pressing the event encoder in the encoder toolbar when in setup mode. This is the list of available tokens for a cue: ![Select Token pop-up allows toe user to select what the event should do.](/img/grandma3/2-3/popup_select-token_v2-2-2c61e0.png) Select Token pop-up. Some tokens have an extra status setting. For instance, **Flash**. This token can be On or Off to indicate the status of the token. The different status’ changes the icon in the timeline. Events automatically recorded will display an icon next to the event diamond or in the center of it: * ![](/img/grandma3/2-3/icon_15_timecode_clock_v2_0-c50fa3.png) This event was recorded as a timed cue, for example, triggered by the follow or time triggers. * ![](/img/grandma3/2-3/icon_15_timecode_cmd_v2_0-7f1d40.png) Command icon:\ When displayed on the right side of the event diamond, a command was executed by the timecode event.\ When displayed in the center of the event diamond, a command was executed in the triggered cue.  -  ![](/img/grandma3/2-3/icon_faders_15_v1-9-0583bd.png) This event was triggered by moving a fader, and the assigned sequence’s **Auto Start** or **Auto Stop** started or stopped the sequence. - ![](/img/grandma3/2-3/icon_15_timecode_seq_v2_0-25992a.png) When a playback is switched off via Off When Overriden, for more information, see [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). - ![](/img/grandma3/2-3/icon_15_timecode_macro_v2_0-f50e01.png) The event was created by executing a macro. For more information, see [Create Macros](/grandma3/2-3/macro_create/). - ![](/img/grandma3/2-3/icon_tc_multievents_v2_0-3190e6.png) This icon is displayed when two or more events are too close to one another to be displayed. It disappears when zooming in. - ![](/img/grandma3/2-3/icon_small_execute_toggle_10_v1-9-c580a3.png) This icon is displayed when a toggle event is recorded. It will be accompanied by this icon ![](/img/grandma3/2-3/icon_15_sequprio_high_v2_0-c8d204.png) if the toggle starts the sequence or by this icon ![](/img/grandma3/2-3/icon_stop_v0-93-3deb03.png) if the toggle stops the sequence. - ![](/img/grandma3/2-3/icon_15_timecode_xlr_v2_0-7bfee2.png) The event was created via a DMX remote. - ![](/img/grandma3/2-3/icon_15_timecode_note_v2_0-c8e924.png) This event was created via MIDI remote. - ![](/img/grandma3/2-3/icon_15_timecode_shared_v2_0-a68291.png) This event was created via a DC remote. For more information about remotes, see [Remote In and Out](/grandma3/2-3/remote_inputs/). For events with disabled commands, the command icon will be displayed in red if you set **Execute Command** to **No** in the timecode show or by switching off Command Enable in the sequence. See the [Create a Timecode Show](/grandma3/2-3/timecode_create/) to learn about adding events. # External Connections > External connections allow the timecode slots to receive a time source from SMPTE/LTC, MIDI timecode, and ArtTimeCode. It is also possible to transmit SMPTE/LTC External connections allow the timecode slots to receive a time source from SMPTE/LTC, MIDI timecode, and ArtTimeCode. It is also possible to transmit SMPTE/LTC and MIDI timecode from the timecode slot generator. When a received signal is correctly configured and accepted, the timecode slots indicate the signal type with a small icon and a play icon. ![The timecode slot pool receiving external timecode signals.](/img/grandma3/2-3/window_timecode-pool_receiving-signals_v2-2-2df745.png) Timecode slot pool receiving three different external timecode signals. The example above shows the timecode slot pool with an SMPTE signal in slot 1, a MIDI signal in slot 2, and an ArtTimeCode signal in slot 3. The received times are displayed in green at the bottom of the pool objects.  ## Set Up SMPTE/LTC and MIDI Timecode [Section titled “Set Up SMPTE/LTC and MIDI Timecode”](#set-up-smpteltc-and-midi-timecode) Physical connections must be made for the time signals to be received or transmitted. Learn how in the [Connect LTC](/grandma3/2-3/fs_connect_smpte_ltc/) and [Connect MIDI](/grandma3/2-3/fs_connect_midi/) topics. With connections, the next step is to access the **Output Configuration**. The menu can be opened by tapping the gear icon (![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png)) on the Control Bar or by pressing Menu. Then, tap Connector Configuration. ![Update this description text.](/img/grandma3/2-3/img_output-connection_timecode-section_v2-2-13044f.png) Output Connection menu showing the timecode relevant columns. Four columns are relevant for the timecode in this menu. * **SMPTE Mode**:\ This mode has two possible options that can be toggled: * **In**:\ The 3-pin female XLR connector marked LTC on the station is used to receive a SMTPE timecode signal. * **Out**:\ The 3-pin female XLR connector marked LTC on the station is used to transmit a SMPTE time signal. * **SMPTE TC**:\ This is used to select the timecode slot to which the physical port relates. * **MIDI TC Mode**:\ This mode has three options that can be edited and selected using the small Select MIDI TC Mode pop-up. * **In**:\ The 5-pin DIN connector marked MIDI In on the station receives the incoming MIDI timecode signal. * **Out**:\  The 5-pin DIN connector marked MIDI Out on the station transmits the outgoing MIDI timecode signal. * **In & Out & Thru**:\ The MIDI In connector can receive a MIDI timecode signal, which is then output on the MIDI Out port. The system can also generate a MIDI timecode signal transmitted from the MIDI Out port. * **MIDI TC**:\ This is used to select the timecode slot to which the physical port relates. Several stations can receive a signal related to the same Timecode Slot. The device receiving the signal first is the one the slot listens to. When multiple stations are in Out mode, the master transmits the time signal. The [Timecode Slot Settings](/grandma3/2-3/timecode_slots/#h3_681682073) display the station’s **Source IP** address that provides the time signal for the slot. The text “No Cable” in the Source IP button can be an indicator that: * Indicates that no network cable is connected to the selected MA-Net-Interface. * No timecode show is currently running on the selected TCSlot. * The time is running on another timecode slot. ## Set Up ArtTimeCode [Section titled “Set Up ArtTimeCode”](#set-up-arttimecode) ArtNet can be used to transmit timecode using ArtTimeCode.  This can be set up in the DMX Protocols menu. The menu can be opened by tapping the gear icon (![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png)) on the Control Bar or by pressing Menu. Then,  tap DMX Protocols and then Art-Net. ![Update this description text.](/img/grandma3/2-3/img_dmx-protocols_artnet_timecode_v2-2-58b2bc.png) The Art-Net menu with timecode columns. The following elements must be set up to receive ArtTimeCode: 1. The correct Interface must be selected to match the interface that connects to the source. 2. The Enable Input must be active.  3. There must be a row with Art-Net-Data. 4. The row must be **Enabled,** and the **Mode** must be **Input**. 5. The Timecode Slot must be set to the correct slot number. When all these elements are set up, the ArtTimeCode received will set the time for the related slot. ArtTimeCode cannot be generated by the grandMA3 system. # Markers > Markers can be used to mark specific places in a Track Group. This could be used to mark when a specific part of a song or event is happening. Markers can be used to mark specific places in a **Track Group**. This could be used to mark when a specific part of a song or event is happening. A vertical line indicates the position of a basic marker through all tracks in the track group. Markers can be labeled. The name is shown in the track group. An appearance is displayed vertically through all tracks. The marker might need a duration for the appearance to be visible. ![Timecode show with markers.](/img/grandma3/2-3/window_timecode-viewer_markers_v2-2-0afc5b.png) Timecode show with markers. The example above shows three different markers. The first one (at time 0) has a name. The second one is a simple marker with a label. The third one has a range, name, and appearance. The two M<< and >>M buttons in the playback toolbar jump to the previous and next marker in the timeline. Notes and Tags on markers are not indicated in the timeline view. They can be seen in text mode. Learn about the different modes in the [Timecode Viewer topic](/grandma3/2-3/timecode_viewer/). ## Add Markers to the Track Group [Section titled “Add Markers to the Track Group”](#add-markers-to-the-track-group) To add a marker, the Setup mode must be active. Then, follow these steps: 1. Make sure the **Selection Target** is set to **TimeRanges**. This can be done by tapping ![](/img/grandma3/2-3/icon_tc-time-ranges_12_v2-2-f95ad8.png) in the toolbar on the left. If the Selection Target is visible in the title bar, it can be tapped to change the target. 2. Select the track group where the marker should be added. 3. Position the cursor at the correct location in the timeline. 4. Tap ![](/img/grandma3/2-3/icon_add_time_marker_15_v1-5-c46f60.png) in the toolbar. The Edit Name pop-up opens. 5. Enter a name for the new marker and press Please or tap Enter. 6. The new marker is added.​ Another option is the quick marker tool. 1. Make sure the **Selection Target** is set to **TimeRanges**. This can be done by tapping ![](/img/grandma3/2-3/icon_tc-time-ranges_12_v2-2-f95ad8.png) in the toolbar on the left. If the Selection Target is visible in the title bar, it can be tapped to change the target. 2. Select the track group where the marker should be added. 3. A marker is added every time the +M is tapped. This can be useful during recording as it does not prompt for a name during creation. # Timecode Slots > A timecode slot is an integrated interface that interprets a timecode signal in hours (h), minutes (m), seconds (s), and frames (f). | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The timecode slots can be edited but not added, copied, deleted, or moved. | A timecode slot is an integrated interface that interprets a timecode signal in hours (h), minutes (m), seconds (s), and frames (f). The grandMA3 can receive up to eight different external timecode signals at the same time.  Timecode slots are located in the Timecode Slots pool. ![Update this description text.](/img/grandma3/2-3/window_timecode-slots-pool_v2-2-c707a6.png) The Timecode Slots pool. Each pool object represents a timecode slot. The slot can listen to external time sources and start counting when a time signal is received. Each slot can also generate a time signal. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Timecode slot settings are not part of the show file and will not be transmitted to another station within the show file. | ## Generator [Section titled “Generator”](#generator) The system can generate a time signal. Each slot is capable of generating a signal. The generated signal can be used in the session or transmitted to external devices. The generator can be controlled by sending commands to a timecode slot following this syntax: \[Function] TimecodeSlot \[**“TimecodeSlot\_Name” or TimecodeSlot\_Number**] The generator supports the following functions: * **Select**:\ Select the timecode slot pool object. * **On**:\ Starts the generator at the current time. * **Go+**:\ Starts the generator at the current time. * **Pause**:\ It turns off the generator and does not reset the time. * **Off**:\ Turns off the generator and resets the time. ## Edit a Timecode Slot [Section titled “Edit a Timecode Slot”](#edit-a-timecode-slot) Edit a timecode slot pool object using any of the edit methods. This opens the editor: ![Timecode Slot Editor pop-up.](/img/grandma3/2-3/popup_edit-timecode-slot_v2-2-79a047.png) Example of the Timecode Slot Editor. The settings are separated into different sections. ### Label [Section titled “Label”](#label) This is a short description of the settings in the **Label** section. * **Name**:\ This is name of the timecode slot. * **Scribble**:\ A scribble can be added to the timecode slot. Learn more in the [Scribble topic](/grandma3/2-3/scribbles/). * **Appearance**:\ An appearance can be added to the timecode slot. Learn more in the [Appearance topic](/grandma3/2-3/qsg_appear/). * **Tags**:\ Tags can be added to the timecode slot. Learn more in the [Tags topic](/grandma3/2-3/tags/). * **Note**:\ A note can be added to the timecode slot. Learn more in the [Notes topic](/grandma3/2-3/notes/). ### Settings [Section titled “Settings”](#settings) This is a short description of the settings in the **Settings** section. * **Pre Roll**:\ States how long an external signal must be received before the timecode slot uses it. This is only relevant for external time sources. * **After Roll**:\ If the external time signal stops, the timecode runs internally in the After Roll. For example, if 10 seconds were set, the time runs for another 10 seconds, even though the external signal ceased. This can be useful if the source is a little unstable to prevent the slot from starting and stopping unintentionally. * **Source IP**:\ Displays the IP address of the grandMA3 device, which receives the running timecode signal. * **User Bits**:\ Besides the 32 Bit for 8-digit timecode time, timecode executes 32 User Bits (8-digit) per frame.\ Use User Bits to mark a timecode signal. For example, use User Bit 1 for light and User Bit 2 for pyro. This is not available when using an internal timecode source. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Do not change the user bits unless you are told to do so by the timecode supplier. If the user bits are changed and the timecode supplier does not know, the timecode signal will not be received anymore. | ### Generator [Section titled “Generator”](#generator-1) This is a short description of the settings in the \*\*Generator \*\*section. * **Generator Start Time**:\ Sets the start time for the internal timecode generator.  * **Generator End Time**:\ Sets the end time for the internal timecode generator. * **Generator Looped**:\ Toggle this On to repeat the internal timecode range indefinitely. The time range is only generated once if this is Off. * **Generator Frame Unit**:\ Sets the frame unit for the generated signal. ### Colors [Section titled “Colors”](#colors) This is a short description of the settings in the \*\*Colors \*\*section. The color is applied to the time displayed in the Clock and in the pool object. Tapping any of the settings opens the Color Editor pop-up, where a color can be selected. * **External Source Color**:\ Defines the color when the time source is external. * **Generator Color**:\ Defines the color when the time source is the generator. * **After Roll Color**:\ Sets the color to indicate that the external signal was interrupted and that the timecode slot is in After Roll. * **Off Color**:\ Sets the color of the clock when no signal is coming in. ### Format [Section titled “Format”](#format) This is a short description of the settings in the \*\*Format \*\*section. * **Time Display Format**:\ This can be used to define how the time should be displayed. The following options exist: * **Default**:\ This follows the user profile setting called **Time Readout**. Learn more in the [User Settings topic](/grandma3/2-3/user_settings/). * **10d11h23m45**:\ The time is separated into days, hours, minutes, and seconds using letters as separators. * **251h23m45**:\ This is separated into hours, minutes, and seconds using letters as separators. The hour number can become more than 24 if time is more than a day. * **10.11:23:45**:\ The time is separated into days, hours, minutes, and seconds using a dot and colons as separators. * **251:23:45**:\ This is separated into hours, minutes, and seconds using colons as separators. The hour number can become more than 24 if time is more than a day. ## Clock [Section titled “Clock”](#clock) To use the clock to display the timecode slot, open the clock window. The Clock Viewer shows the time. It can be the system time, the time of a timezone, the timer of a timer, or timecode slot.\ Learn more in the [Clock viewer topic](/grandma3/2-3/si_clock/). To display the timecode clock, tap and hold Clock Source in the title bar to open the drop-down menu, then select Timecode. Tap and hold Timecode Slot in the title bar to open the drop-down menu, then select the desired timecode slot. When set to **\** the selected timecode slot from the Timecode Slot Pool is displayed. ![](/img/grandma3/2-3/window_clock_tc-be123c.png)\ *Clock window with Clock Source set to Timecode* The buttons in the title bar of the clock viewer can be used to control the timecode slot generator (Off, Pause, and Go+). These actions do not add Command Line History feedback. Learn about the generator [above](/grandma3/2-3/timecode_slots/#h2__2007147697). For general information on the clock, see [System – Clock](/grandma3/2-3/si_clock/). # Track Groups > Timecode shows are arranged in a hierarchical structure where Track Groups are the children of the timecode show. Track groups can contain one or more Tracks. Timecode shows are arranged in a hierarchical structure where **Track Groups** are the children of the timecode show. Track groups can contain one or more **Tracks**. **Markers** can be assigned to the track group. **Time Ranges** are assigned to tracks. Read the following topics to learn more about these elements. # Tracks > A Track Group can contain multiple Tracks. The track contains one or multiple Time Ranges. The time range can contain Events. The Track can have one or multiple A **Track Group** can contain multiple **Tracks**. The track contains one or multiple **Time Ranges**. The time range can contain **Events**. The Track can have one or multiple **Subtracks**. Subtracks contain information about fader position and movement. A track should have a **Target**. The target can be one of the following objects: * Sequence * Sound * Timecode * Timecode Slot (TCSlot) * Preset * Group * Master ## Subtracks [Section titled “Subtracks”](#subtracks) Subtracks contain information about fader positions and transitions. ![Example timecode show with a subtrack.](/img/grandma3/2-3/window_timecode-viewer_subtrack_v2-2-4d2282.png) An example timecode show with a Master subtrack.   Subtracks can be added by starting a recording and then moving a fader or rotating a knob. The timecode show will record a series of events containing a fader value. These points will recreate the fader movement. The events can be edited to only contain the relevant events. Be aware that if **Auto Start** and **Auto Stop** are activated, then moving the master fader from and to a zero value might also record cue events. Subtracks appear as rows nested in the tracks. The row does not have any settings that can be changed and appears with a black background. The name column indicates what fader type it affects. Only the events in the subtrack can be edited. Subtracks can be deleted by pressing Delete and then tapping the subtrack. ## Sound Track [Section titled “Sound Track”](#sound-track) Sound pool objects can be assigned to tracks and will display the waveform in the timecode show. For more information, see [Sounds Pool](/grandma3/2-3/sound_pool/). The left from the right of the audio track is divided by a horizontal line across the waveform. The sound assigned to a track is played back when playing the timecode show. For more information, see [Local Settings](/grandma3/2-3/local_settings/) and [Connect Sound Out](/grandma3/2-3/fs_connect_sound/). ![An example showing a timecode show with a sound track.](/img/grandma3/2-3/window_timecode-viewer_sound_v2-2-adb8a1.png) A timecode show with a sound track. Events cannot be added to the sound track. A warning icon (![](/img/grandma3/2-3/icon_15_warning_sign_v2_0-0f0475.png)) will be displayed on the left side of the track if the sound file is corrupted. # Timecode Viewer > The timecode viewer can be created as a window. It gives access to control the timecode show and can be in a setup mode where the timecode show can be edited. The timecode viewer can be created as a window. It gives access to control the timecode show and can be in a setup mode where the timecode show can be edited. ![Update this description text.](/img/grandma3/2-3/window_timecode-viewer_v2-2-8e9d38.png) Timecode viewer window in normal mode. # Timers > The Timer pool can be used to manage stopwatches and countdowns. The Timer pool can be used to manage stopwatches and countdowns. The pool can be created like any other pool window using the [Add Window pop-up](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_timers-pool_v2-1-064256.png) Timers pool with different timers. The Timers pool has a default action indicated by an icon in the title field’s upper right corner. The factory default action is **Toggle** (![](/img/grandma3/2-3/icon_small_execute_toggle_10_v1-9-c580a3.png)). The default action is applied when a pool object is tapped without a valid keyword in the command line. Learn more about Pool Actions in the [Window Settings topic](/grandma3/2-3/wvm_settings/#pool_action). There are two different types of timers: Stopwatch and Countdown. Each of these two types has their own topics. Follow the links below or in the menu on the left. Each object in the Timers pool can be one or the other. Changing the type from one to the other will stop and reset the timer if it is active. The first pool object is a stopwatch that is locked from being edited, although it can be used. Timers can be controlled using the pool objects or the [Timer keyword](/grandma3/2-3/keyword_timer/). Active timers can be seen in the pool with the time and a progress bar at the bottom of the pool object. Active timers can also be seen in the [Running Playbacks window](/grandma3/2-3/executor_running_playbacks/). Running timers have a green play icon pointing right for stopwatches (![](/img/grandma3/2-3/icon_playback_forwards_15_v1-9-26c950.png)) and left for countdowns (![](/img/grandma3/2-3/icon_playback_backwards_15_v1-9-dbbd00.png)) in the upper right corner of the pool object. A paused timer has the pause icon (![](/img/grandma3/2-3/icon_playback_pause_15_v1-9-3396e6.png)) in the corner. Stopped timers do not have a playback icon. Timers can be assigned to executors. Learn more in the [Assign Object to an Executor topic](/grandma3/2-3/executor_assign/). The running state of the timer is not saved with the showfile. The time on the timer will be saved, and the timer will be on the saved time in a paused state when the showfile is reloaded. Timers have a read-only property called “ElapsedTime”. This can be used to read the current timer value. All the different timer properties can be seen using the following commands in the command line and watching the Command Line History: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Timer | ## Playback Actions [Section titled “Playback Actions”](#playback-actions) A timer can be started with a **Go+** command or toggled On if it is Off or paused. It will start to count up or down in real-time. A timer can be paused in its running. This keeps the current time on the timer. Restarting the timer with a Go+ command can either restart the timer or let it continue. This can be set in the setting for the timer. The **Top** command will reset the time. If the timer is running, it will continue to run. If the timer is paused, the time will be reset, and the timer will be stopped. **Flash** and **Temp** commands can be used to trigger timers. The timer will run while the function is active and pause when the command is stopped. For instance, a stopwatch can run while a flash executor button is pressed. Stopping a timer resets the time to zero for stopwatches and to the set time value for countdowns. Besides running timers manually, they can also be automatically triggered with specific sequence actions. See more below in the settings. ## Using the Clock to See the Time [Section titled “Using the Clock to See the Time”](#using-the-clock-to-see-the-time) The [Clock Viewer](/grandma3/2-3/si_clock/) can be used to show and control the timers. The Clock Source should be set to **Timer**. Then, the Timer can be used to select the desired timer object. ![](/img/grandma3/2-3/img_timer_clocks_v1-9-3-0a1912.png) Two clocks showing a stopwatch and a countdown The controls in the title bar adjust to match the selected timer. ## Create and Edit a New Timer [Section titled “Create and Edit a New Timer”](#create-and-edit-a-new-timer) A new timer can be created by editing an empty pool object. Editing a timer pool object opens the editor: ![](/img/grandma3/2-3/popup_edit-timer_v2-0-04a674.png) Timer editor There are some common settings for the two types of timers. ### Label [Section titled “Label”](#label) * **Name**:\ This is the name of the timer object. * **Scribble**:\ This is used to assign a scribble to the pool object. * **Appearance**:\ This is used to assign an appearance to the pool object. * **Note**:\ This is used to add a note to the pool object. ### Settings [Section titled “Settings”](#settings) * **Timer Mode**:\ This is used to select one of the two modes: **Stopwatch** or **Countdown**. * **Timer Link Type**:\ Tapping this opens a select pop-up. It contains a list of all the sequences in the show, plus three special options. The options are: * **Not Linked**:\ Nothing happens when starting a sequence playback. * **\**:\ Triggering the selected sequence will trigger the timer. * **Link Last**:\ Triggering any sequence will trigger the timer. * **\[Sequence]**:\ Triggering the specific sequence will trigger the timer. * **Timer Trigger**:\ This setting defines what action triggers a timer. * **Restart Option**:\ This has two possible options: * **Continue**:\ When a stopped or paused timer is triggered, it will continue to run the time. * **Reset**:\ When triggered, a stopped or paused timer will be reset and start from its default time. ### Colors [Section titled “Colors”](#colors) The timer has a color defined. This color is used in the clock viewer and in the bar at the bottom of the pool objects. The default color for stopwatches is white text color. Countdowns have numbers in red color with a countdown bar at the bottom of the timer and green color for a confirmed countdown. These colors can be changed for each timer. ### Format [Section titled “Format”](#format) There are two settings in the format column: * **Frame Format** * **Time Readout** These are available for each timer object. They are described in the [User Settings topic](/grandma3/2-3/user_settings/). Subtopics * [Stopwatch](/grandma3/2-3/timers_stopwatch/) * [Countdown](/grandma3/2-3/timers_countdown/) # Countdown > Stopwatches are the default mode for timers. The mode can be changed to the Countdown mode. Learn more in the Timers topic. Stopwatches are the default mode for timers. The mode can be changed to the Countdown mode. Learn more in the [Timers topic](/grandma3/2-3/timers/). Countdowns count time down from a set value; when zero is reached, a trigger can fire an alert pop-up and a command. The countdown timer has an hourglass icon (![](/img/grandma3/2-3/icon_hourglass_15_v1-9-4e6d5f.png)) in the upper right corner of the pool object. Besides the “ElapsedTime” property mentioned in the Timers topic (link above), the Countdown also has a “RemainingTime” read-only property.  ## Countdown Settings [Section titled “Countdown Settings”](#countdown-settings) The countdowns have more settings besides the common settings described in the Timer topic. ### Countdown [Section titled “Countdown”](#countdown) * **Countdown Time**:\ Sets the duration time of the countdown. The maximum possible countdown time is limited to 14 days. The calculator sets the duration time in seconds, minutes, hours, and days. * **Countdown Alert Type**:\ The alert type defines what should happen when the countdown reaches zero. There are four options: * **None**:\ Nothing happens when the timer runs out, except it stops. * **Pop-Up**:\ A pop-up appears with the text set in the **Alert Text** setting (see below). The pop-up appears for as long as the **Alert Duration** is set (see below). * **Command**:\ The timer executes the command set in the **Alert Command** setting (see below). * **Command & Pop-Up**:\ The pop-up appears, and the command is triggered. ### Alert [Section titled “Alert”](#alert) * **Alert Duration**:\ Defines how long the pop-up should be displayed when the Countdown Timer reaches zero. An alert duration of zero seconds means the pop-up stays until confirmed. The countdown alert type needs to include “Pop-Up” for this setting to be active. * **Alert Range**:\ The countdown alert range defines where the pop-up appears. * **Local**:\ The alert pop-up appears on the stations with users logged in using the same user profile as the one who started the countdown. * **All Stations**:\ The alert pop-up appears on all stations in the session. Countdowns with this setting have a small G icon (![](/img/grandma3/2-3/icon_small_global_11_v1-9-080a91.png)) in the upper right corner of the pool object to indicate that it is a global countdown.\ The pop-up has a confirmation button to close the alert (before the duration closes it). Confirm only confirms for the station where it is tapped. Confirm All Stations confirm the alert on all stations. * **Alert Command**:\  When the countdown reaches zero, the command is executed on the GlobalMaster/IdleMaster station or the Standalone station. The **Countdown Alert Type** needs to include “Command” for this setting to be active. * **Alert Text**:\ The defined text of this setting is displayed in the alert pop-up when the countdown reaches zero. The countdown alert type needs to include “Pop-Up” for this setting to be active. # Stopwatch > Stopwatches are the default timer. Learn more in the Timers topic. Stopwatches are the default timer. Learn more in the [Timers topic](/grandma3/2-3/timers/). They count time up from 0 and do not have a practical upper limit. The stopwatch timer has a stopwatch icon (![](/img/grandma3/2-3/icon_stopwatch_15_v1-9-a4c5dd.png)) in the upper right corner of the pool object. A stopwatch will run for several days if it is not stopped or paused. Stopwatches do not have any special settings. # Troubleshooting > In case your grandMA3 device does not work as expected, the topics below include helpful general troubleshooting steps as well as detailed solutions to some pos In case your grandMA3 device does not work as expected, the topics below include helpful general troubleshooting steps as well as detailed solutions to some possible issues. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Clean Start](/grandma3/2-3/ts_clean_start/) * [Update Does Not Work](/grandma3/2-3/tc_update_does_not_work/) * [Station Does Not Connect](/grandma3/2-3/ts_station_does_not_connect/) * [Panic Macro](/grandma3/2-3/ts_panic_macro/) # Clean Start > A clean start clears the current show and all user settings as the grandMA3 software boots. This may be a helpful troubleshooting step in cases where the softwa A clean start clears the current show and all user settings as the grandMA3 software boots. This may be a helpful troubleshooting step in cases where the software boots normally but encounters an issue when the show file loads. ## Clean Start a grandMA3 console, Replay Unit, or Processing Unit [Section titled “Clean Start a grandMA3 console, Replay Unit, or Processing Unit”](#clean-start-a-grandma3-console-replay-unit-or-processing-unit) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | This process relies on the Ctrl or control key commonly found at or near the bottom-left or bottom-right corner of an alpha-numeric keyboard. For devices without an integrated keyboard, an external USB keyboard is required. | To perform a clean start on a grandMA3 console, replay unit, or processing unit: 1. Make sure the integrated keyboard is functional or connect an external USB keyboard. 2. Boot or reboot the device, watching for the mode selection pop-up. 3. When the mode selection pop-up appears, press and hold the Ctrl key. 4. While holding the Ctrl key, tap the desired mode in the mode selection pop-up. 5. Once the mode selection pop-up disappears, release the Ctrl key. 6. The device completes the boot process with no show file loaded and all user settings reset to factory defaults. ## Clean Start grandMA3 onPC [Section titled “Clean Start grandMA3 onPC”](#clean-start-grandma3-onpc) * To perform a clean start on a Windows system, run the grandMA3 onPC x.x.x.x Clean Start app from the MA Lighting folder. * To perform a clean start on a macOS system, press and hold the option key on the keyboard and then open the grandMA3 onPC application. An alert pop-up appears, confirming the clean start operation. Click Continue to proceed with the clean start. Otherwise, click Cancel. The software starts with no show file loaded and all user settings reset to factory defaults. # Panic Macro > In different cases, for example, if a show file is not working as expected before a show, it can be useful to use the "Panic" macro. | | | | ------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Make sure to save the show file before executing the Panic macro. | | | | | -------------------------------------------------- | ---------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Do not use the Panic macro during a live show. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Be aware that the use of the panic macro can have a severe impact on the show. | In different cases, for example, if a show file is not working as expected before a show, it can be useful to use the “Panic” macro. The panic macro will restore and reset general settings to default. These general settings are listed below: 1. Warning pop-up 2. Warning pop-up 3. Clear the Programmer (ClearAll) 4. Change Command Line back to root destination 5. Switch off Web Remote 6. Switch off Remote HID 7. Switch off RDM 8. Switch off Agenda 9. Switch off DC/ MIDI/ DMX Remotes 10. Switch off OSC Input 11. Switch off OSC Output 12. Switch off PSN Input 13. Go to World 1 14. Select Filter 1 15. Switch off Freeze 16. Switch off Preview 17. Switch off Plugins 18. Switch off Sequences 19. Switch off Timecodes 20. Switch off all Executors 21. Switch off Timecode Slots 22. Switch off Master Mode of Groups 23. Set the Master Fader of all Groups to 100% 24. Switch Off DMX Tester 25. Set the Grand Master to 100% 26. Set the World Master to 100% 27. Set the Highlight Master to 100% 28. Switch off Highlight 29. Set the Lowlight Master to 100% 30. Switch off Lowlight 31. Set Solo Master to 100% 32. Switch off Solo 33. Set Grand Rate to 1 34. Set Grand Speed to 60 BPM 35. Set Programmer Time to 0s 36. Switch off Programmer Time 37. Set Programmer X Fade to 0s 38. Switch off Programmer X Fade 39. Set Executor Time to 0s 40. Switch off Executor Time 41. Set Executor X Fade to 0s 42. Switch off Executor X Fade 43. Set all Speed Masters to 60 BPM 44. Set the Blind Master to 100% 45. Switch off Blind 46. Enable Sync for Phasers in the Programmer 47. Disable SingleStep for Phasers in the Programmer 48. Switch off Align 49. Set Value Readout to Natural 50. Set Wheel Mode to Additive 51. Request all Universes 52. Set Merge Mode of all Universes to HTP 53. Switch off Art-Net and sACN Output 54. Switch off Art-Net and sACN Input 55. Clear Programmer for all Users 56. Select Encoder Bar 1 57. Switch to first Feature Group 58. Reload the User Interface 59. Switch off all Macros | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To see the list from above in the software, press Edit and then tap the Panic macro in the macro pool. | *  To learn more about macros, see [Macros](/grandma3/2-3/macros/). ### Import and Execute Panic Macro [Section titled “Import and Execute Panic Macro”](#import-and-execute-panic-macro) 1. Search for Panic in the import list. For more information about importing macros, see [Create Macros](/grandma3/2-3/macro_create/). 2. After import, tap Panic in the Macros pool window. The text editor opens. 3. To confirm the panic macro, press Please Please. 4. The panic macro is executed. # Station Does Not Connect > If a station or a wing does not connect, reset the station settings with a Clean Start. If a station or a wing does not connect, reset the station settings with a [Clean Start](/grandma3/2-3/ts_clean_start/). If the command wing or fader wing fails to connect to the onPC software, try switching the product off and then on again. Reasons that can prevent an onPC command wing or fader wing communication with a computer: * A damaged USB port on the command wing or fader wing. * A damaged USB port on the computer. * A damaged USB cable. * Recently installed operating system updates or power settings. * An incomplete or corrupted onPC software installation. # Update the Software > Every grandMA3 device is delivered with the latest version of the grandMA3 software. Every grandMA3 device is delivered with the latest version of the grandMA3 software. All devices in a network with software versions higher than 1.0 can see and update each other. This is to give you information on how to update or downdate the grandMA3 software if needed. For more information, see [Network Update](/grandma3/2-3/update_network/). To check which version your device is currently running, use the [Version keyword](/grandma3/2-3/keyword_version/) in the command line (does not work with PUs and Nodes). ## Check for Updates and Download the Latest Version [Section titled “Check for Updates and Download the Latest Version”](#check-for-updates-and-download-the-latest-version) To check if there is a new grandMA3 software update: 1. Go to [www.malighting.com](https://www.malighting.com/), click \*\*Downloads. \*\* ![](/img/grandma3/2-3/img_downloads_v2-2-092cc8.png) Website malighting.com Downloads 2. Click **grandMA3** in the bar on the left. ![](/img/grandma3/2-3/img_downloads_2_v2-2-75664c.png) grandMA3 section 3. Click **Software + Release Notes** to find the latest software version. ![](/img/grandma3/2-3/img_downloads_3_v2-3-cf3158.png) grandMA3 Software section 4. Click the current version to download the desired installation package. The download process starts. ## Available Installation Packages [Section titled “Available Installation Packages”](#available-installation-packages) There are six installation packages available, as shown in the table below: | Software / Package | Device | | --------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | | grandMA3 Software x.x.x.x / grandMA3\_stick\_vx.x.x.x.zip | Console, RPU, processing unit, xPort Node, and I/O Node | | grandMA3 onPC Software x.x.x.x for windows / grandMA3\_onPC\_win\_vx.x.x.x.zip | Windows operating systems, e.g., PC or laptop, command wing XT, rack-unit, viz-key | | grandMA3 onPC Software x.x.x.x for macOS / grandMA3\_onPC\_mac\_vx.x.x.x.zip | macOS | | grandMA3 Software x.x.x.x for grandMA3 viz-key, grandMA3 net duct / grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip | viz-key only, grandMA3 net duct | | grandMA3 Full Package / grandMA3\_vx.x.x.x\_full\_package.zip | Contains all the installation packages listed above (\_stick, \_onPC\_win, \_onPC\_macOS, \_viz\_key\_net\_duct)  | | grandMA3 onPC Windows Hardware Image x.x.x.x / grandMA3\_Windows\_Hardware\_Image\_vx.x.x.x.zip | Windows system recovery of command wing XT and rack-unit, including grandMA3 onPC | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | For network updates, the target software installation package must also be downloaded. For example, when updating a console via grandMA3 onPC. | ## Store the Installation Packages  [Section titled “Store the Installation Packages ”](#store-the-installation-packages) All files for each device type are included in the corresponding zip-file. To update the software via network from an onPC station: 1. Open the installation package zip-file.  2. Open the ma folder: * For Windows systems, copy the files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages. * For macOS systems, copy the files from the ma folder into the directory \~/MALightingTechnology/installation\_packages. To create a USB flash drive containing all the installation files, see [Update grandMA3 Consoles](/grandma3/2-3/update_consoles/). * For information about windows grandMA3 onPC installation, see [Windows™® Installation](/grandma3/2-3/onpc_windows_installation/). * For information about macOS grandMA3onPC installation see [macOS® Installation](/grandma3/2-3/onpc_macos_installation/). Follow all the onscreen instructions that appear during the update. ## Download an Older Version [Section titled “Download an Older Version”](#download-an-older-version) To downdate a grandMA3 device to an older software version, e.g. in a permanent installation, follow these steps: 1. Follow steps 1 through 3 above.  2. Scroll down and click **Archive** to find older software versions. ![](/img/grandma3/2-3/img_downloads_archive_v2-3-79db02.png) grandMA3 Software archive To open the folder, click the desired version, e.g. Version 2.1.1.2. ![](/img/grandma3/2-3/img_downloads_archive_files_v2-3-55c369.png) grandMA3 Software archive versions The download process starts. #### Subtopics\* [Update grandMA3 Consoles](/grandma3/2-3/update_consoles/) [Section titled “Subtopics\* Update grandMA3 Consoles”](#subtopics-update-grandma3-consoles) * [Update grandMA3 Nodes](/grandma3/2-3/update_nodes/) * [Update grandMA3 onPC Windows Hardware](/grandma3/2-3/update_windows_hardware/) * [Update grandMA3 viz-key](/grandma3/2-3/update_viz_key/) * [Network Update](/grandma3/2-3/update_network/) * [grandMA3 net duct](/grandma3/2-3/update_net_duct/) * [Delete Update Files](/grandma3/2-3/update_delete_files/) * [Troubleshooting Update Process](/grandma3/2-3/update_troubleshooting/) # Update grandMA3 Consoles > This topic describes the software update with additional options such as factory reset, etc. This topic describes the software update with additional options such as factory reset, etc. For a simple software update via the user interface, follow the instructions in the [Network Update topic](/grandma3/2-3/update_network/). For a processing unit, the following update process is also valid. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | - The folders EFI, ma, and the update.scr file have to be directly accessible on the flash drive and must not be located in an extra folder. - The USB flash drive’s data system has to be FAT32. | ## Download the Software Package [Section titled “Download the Software Package”](#download-the-software-package) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](https://www.malighting.com/).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  ## Turn off the console [Section titled “Turn off the console”](#turn-off-the-console) 1. Press the [power key](/grandma3/2-3/key_power/) on the front panel.\ A warning pop-up appears:\ ![](/img/grandma3/2-3/popup_shut-down_v1-5_1_1-d76ce5.png) 2) Tap OK.\ The grandMA3 console shuts down. 3) Turn off the power switch on the rear panel ## Install the Software Package on the Console [Section titled “Install the Software Package on the Console”](#install-the-software-package-on-the-console) 1. Turn on the power switch on the rear panel. 2. Insert the USB flash drive in a USB port. 3. For devices without an integrated keyboard (e.g. grandMA3 compact console), connect an external keyboard with a USB port.  4. Press the power key on the front panel. The grandMA3 device starts. 5. Press the key 8/F8 on the internal or the external keyboard several times.\ The **Boot Manager** opens. 6. Scroll down to EFI USB Device using the arrow keys. 7. Press Enter on the (external) keyboard. \ The console starts to boot. The EULA screen opens. 8. Accept the EULA. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | If the USB flash drive contains more than 1 version, select the version you would like to install first. | The Install Selector dialog appears: ![](/img/grandma3/2-3/img_installer-dialog_v0-9_3-af1f03.png) * Select option 1 to keep the shows and user data. * Select option 2 to delete the shows and user data.  * Select option 3 for a complete factory reset to clean the system before installing the software. * Select option 4 to save the shows on the USB flash drive.  * Select option 5 to reboot the grandMA3 device.  1. Press Enter on the (external) keyboard. \ Wait for completion. The grandMA3 device reboots. 2. Remove the USB flash drive.  The Mode Selection dialog appears.  ![](/img/grandma3/2-3/img_select-mode_v0-9_3-26224a.png) *Select mode* 3. Select one of the modes.  For more information about grandMA3 mode2, read the [Mode2 topic](https://help2.malighting.com/Page/grandMA2/mode2_introduction/en) in the section grandMA3 Mode2 of the [grandMA2 User Manual](https://help2.malighting.com/Page/grandMA2/grandma2/en/).\ If no selection is made, the device automatically starts in grandMA3 mode. 4. Screens 1, 2, 3 are initializing.\ The letterbox screens go into self-test mode (red, green, blue, white, and black color changer).\ The command screens stay black.\ It can take several seconds for them to start initializing.  5. The installation is complete. # Delete Update Files > To save storage on the hard drive, we recommend to delete not used update files from the hard drive. To save storage on the hard drive, we recommend to delete not used update files from the hard drive. To delete update files from the hard drive: 1. To access the software update window, tap ![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png). 2. Tap Settings.\ The settings drop-down menu opens. ![](/img/grandma3/2-3/popup_settings_v1-5-2b27b1.png) Settings drop-down 3. Tap Software Update.\ The Software Update window opens. 4) Tap Delete Update Files.\ The Select Update pop-up opens. ![](/img/grandma3/2-3/popup_selectupdate_v1-7-6e2c30.png) Select update pop-up 5. Select the to be deleted update file. 6. Tap Select.\ The Delete packets pop-up opens. ![](/img/grandma3/2-3/popup_delete_packets_v1-7-fcec00.png) Delete packets pop-up 6. Tap Yes.  The selected update file is deleted from the hard drive. # grandMA3 net duct > The grandMA3 net duct forms the basis of the MA-Net3 connection between grandMA3 devices and external tracking systems or media servers. In order to connect a t The grandMA3 net duct forms the basis of the MA-Net3 connection between grandMA3 devices and external tracking systems or media servers. In order to connect a tracking system or media server to your grandMA3 system via MA-Net3, the grandMA3 net duct must be installed in the third-party software, which must have the same version as your grandMA3 devices. **Requirements:** * Download the latest grandMA3 net duct software version from[ www.malighting.com](https://www.malighting.com/downloads/products/grandma3/). For more information, see [update the software](/grandma3/2-3/update/). * Have an external tracking system or media server ready that supports the grandMA3 net duct. *** ## Install and Update grandMA3 net duct [Section titled “Install and Update grandMA3 net duct”](#install-and-update-grandma3-net-duct) ### Install and Update per USB Stick [Section titled “Install and Update per USB Stick”](#install-and-update-per-usb-stick) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For the first initialization and also to update, the external device must be running in the update mode. For more information, see the manual of the external device. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To establish a connection, the external device has to be updated to match the current version of the grandMA3 device.  | **Requirement:** The USB flash drive’s data system has to be FAT32.  1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip and copy the the ma folder into the root directory of the USB flash drive. 2. Insert the USB flash drive in the grandMA3 onPC or console USB port. Follow the next steps from point 4. ### Install and Update via the Local Hard Drive [Section titled “Install and Update via the Local Hard Drive”](#install-and-update-via-the-local-hard-drive) 1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip. 2. Open the folder ma. 3. For Windows systems, copy the files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages. For macOS systems, copy the files from the ma folder into the directory \~/MALightingTechnology/installation\_packages. For more information, see [Folder Structure](/grandma3/2-3/fm_folder_structure/). 4. To access Software Update, tap ![gear](/img/grandma3/2-3/icon_gear_15px-1dd78f.png). 5. Tap Settings. 6. Tap\*\* \*\*Software Update. The Software Update window opens. 7. Tap Select and Import Update Files. The Select Update pop-up opens.\ ![](/img/grandma3/2-3/popup_update_net_duct_v2-2_-509eb2.png)\ *Select Update pop-up* 8. Select the location that contains the update files (internal or any plugged-in external device). Select the release\_viz\_key\_net\_duct\_vx.x.x.x.xml file. 9. Tap Select. The pop-up closes and the End User License Agreement (EULA) opens. 10. Confirm the End User License Agreement (EULA) by scrolling down and then tapping I agree. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The currently selected update file is displayed at the title bar of the software update window.                    | 11. In the device list, tap the external device you want to install grandMA3 net duct. The selected devices turns into bright blue. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Only devices with the \*\*Type “\*\*TrackingServer”  or “MediaServer” can be updated. The devices are listed in the NetworkNode category. | 12. Tap Update Devices. The software update starts copying files. 13. After the files are transferred you might need to restart the external device and follow the manual of the external device.  ![Update this description text.](/img/grandma3/2-3/menu_network_netduct_v2-2-cca48b.png) Network menu #### # Network Update > Use Software Update to update one or more stations on a network. Use Software Update to update one or more stations on a network. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Make sure that all devices are in the same network (check network adapter). To learn more about network settings, read the Networking, [Interfaces and IP](/grandma3/2-3/network_interface/) topic. | ### Preliminary Procedures [Section titled “Preliminary Procedures”](#preliminary-procedures) * Connect all grandMA3 devices to a network with an etherCON/RJ45 connector. * Download the required installation packages from [www.malighting.com](http://www.malighting.com), \*\*Downloads. \*\* * Copy all installation packages for grandMA3 software into the root directory of your USB flash drive. For more information, see [Update the Software](/grandma3/2-3/update/). * Insert the USB flash drive in the device’s USB port. * For Windows systems, copy the zipped files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages. * For macOS systems, copy the files from the ma folder into the directory \~/MALightingTechnology/installation\_packages. ### Procedure [Section titled “Procedure”](#procedure) To update the grandMA3 device, follow the onscreen instructions that appear during the update. To access Software Update: 1. Press Menu or tap ![gear](/img/grandma3/2-3/icon_gear_15px-1dd78f.png). 2. Tap Settings and then tap Software Update. The Software Update window opens, as shown in the image below: ![](/img/grandma3/2-3/img_network_update_v2-2-1ae7f1.png) Software Update window 3. To select a file, tap Select and Import Update File. The Select Update pop-up opens: ![](/img/grandma3/2-3/popup_update_full_package_v2-3-4f7f5c.png) Select Update pop-up 4. Make sure the correct update file location is selected (Internal or external device). Select the desired update file.  5. Tap Select. The pop-up closes and the End User License Agreement (EULA) opens. 6. Scroll down to read the complete EULA. The button I agree in the upper right corner of the pop-up turns white. To close the EULA, tap I agree. 7. Select the desired device(s). The selected devices are marked in blue. 8. Tap Update Devices. The software update starts copying files. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The selected update file will be displayed in the title bar of the software update menu. | * Cancel Software Update Process: Tap to cancel the current update process. For more information, see [CancelSoftwareUpdate keyword](/grandma3/2-3/keyword_cancelsoftwareupdate/). | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | It is also possible to update the grandMA3 [onPC](/grandma3/2-3/onpc/), [consoles](/grandma3/2-3/update_consoles/), [xPort Nodes](/grandma3/2-3/update_nodes/), [onPC command wing XT](/grandma3/2-3/update_windows_hardware/), [processing unit](/grandma3/2-3/update_consoles/) and [onPC rack-unit](/grandma3/2-3/update_windows_hardware/) directly. Select the correct XML file for each device. For more information on which XML file to use for which device, see [Update the Software](/grandma3/2-3/update/#h2_2074272643).  | Update Confirmation After copying the files to the grandMA3 device, a warning pop-up will appear: ![](/img/grandma3/2-3/popup_network_update_v1-9-10306d.png) Pop-up in the update process * **Update and Reboot:** Updates and reboots the device. * **Update Later and Cancel Reboot:** Delays the update and leaves a red indicator in the control bar ![](/img/grandma3/2-3/icon_power_15_v1-9-9d4090.png). * **Discard Update and Reboot:** Aborts the update and reboots the device. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The update will start automatically when the countdown in the pop-up window expires. | Tap ![](/img/grandma3/2-3/icon_power_15_v1-9-9d4090.png) in the Shutdown Menu to install delayed updates. This will open a second warning pop-up. ![](/img/grandma3/2-3/popup_shut_down_update_v1-9-62627a.png) Shutdown pop-up * **Update and Reboot:** Updates and reboots the device. * **Update Later and Cancel Shutdown:** Delays the update and leaves a red indicator in the control bar ![](/img/grandma3/2-3/icon_power_15_v1-9-9d4090.png). * **Discard Update and Shutdown:** Aborts the update and shuts down the device. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Tapping ![](/img/grandma3/2-3/icon_refresh_arrow_15_v1_5-6d6abc.png) (Restart) in the Shutdown Menu opens an Update Confirmation pop-up as well. | For more information about shutting down, see [Shut Down the System](/grandma3/2-3/shutdown_the_system/). # Update grandMA3 Nodes > Requirement: | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | We recommend formatting with every update. Whenever formatting, the IP address will be reset back to default (DHCP).  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | - The folders EFI, ma, and the update.scr file have to be directly accessible on the flash drive and must not be located in an extra folder. - The USB flash drive’s data system has to be FAT32. - Use a USB flash drive with USB, USB 2.0, or USB 3.0 standard. | **Requirement:** 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Turn on the grandMA3 device. 6. Follow the onscreen instructions during the update process. ![](/img/grandma3/2-3/img_mode2_xportnode_update_2-faabcd.png) *Update notification* *  Press the rotary knob. ![](/img/grandma3/2-3/img_mode2_xportnode_package-corrupted_v3-5_1-8a964c.png) *Corrupted installer package* ![](/img/grandma3/2-3/img_mode2_xportnode_formatting_v3-5_1-8b14e7.png) *Format the hard drive* ![](/img/grandma3/2-3/img_update_xportnode_v1-0-0b373d.png) *grandMA3 xPort Node is updating* ![](/img/grandma3/2-3/img_mode2_xportnode_update-complete_v3-5_1-d9fc28.png) *Update completed* # Troubleshooting Update Process > During the update process, different problems may occur. During the update process, different problems may occur. ## Corrupted Files on USB Flash Drive [Section titled “Corrupted Files on USB Flash Drive”](#corrupted-files-on-usb-flash-drive) ![](/img/grandma3/2-3/img_mode2_xportnode_package-corrupted_v3-5_1-8a964c.png) *Corrupted installer package* If the installer package is corrupted, try the following: * Remove the USB flash drive from the grandMA3 device. * Shutdown the grandMA3 device. * Format the USB flash drive (FAT32). * Copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  * Update the grandMA3 device with the USB flash drive. If the error message shows up again, try the following: * Use a different USB flash drive. * Format the USB flash drive (FAT32). * Start a new download of the latest software version from [www.malighting.com](http://www.malighting.com). * Extract the zip file before copying the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive. ## Corrupted Show File [Section titled “Corrupted Show File”](#corrupted-show-file) If the grandMA3 device does not stop updating, the show file saved on the grandMA3 device may be corrupted. If the show file is corrupted, try the following: * Remove the USB flash drive from the grandMA3 device. * Reboot the grandMA3 device. * Save the corrupted show file to another USB flash drive. * Delete the corrupted show file from the grandMA3 device. * Update the grandMA3 device with the other USB flash drive. ## Unrecognized USB Flash Drive [Section titled “Unrecognized USB Flash Drive”](#unrecognized-usb-flash-drive) * Make sure to follow the sequence for connecting the USB flash drive as described in [Update grandMA3 Consoles](/grandma3/2-3/update_consoles/#h2__1509860294). ## Failures during the Update Process [Section titled “Failures during the Update Process”](#failures-during-the-update-process) If the grandMA3 device starts updating, but fails to update one of the hardware sections, try the following: * Remove the USB flash drive from the grandMA3 device. * Reboot the grandMA3 device. If the measures above do not help, try the following: * Save any show file to another USB flash drive. * Delete any show file from the grandMA3 device. * Update the grandMA3 device with the other USB flash drive. To avoid failure when updating grandMA3 Nodes, make sure you use a USB flash drive that meets the USB, USB 2.0, or USB 3.0 standard. # Update grandMA3 viz-key > The required installer is called grandMA3 Software x.x.x.x for grandMA3 viz-key. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The grandMA3 onPC software includes the grandMA3 viz-key software. There is no additional installation required to use the grandMA3 viz-key. In case that the grandMA3 onPC software is not installed on the computer that is running the visualizer, the separate grandMA3 viz-key software needs to be installed. | | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the grandMA3 viz-key hardware is connected to a grandMA3 onPC station or visualizer, the running software version is sent to the grandMA3 viz-key hardware. | * Download the latest grandMA3 viz-key software version from [www.malighting.com](http://www.malighting.com). For more information, see [update the software](/grandma3/2-3/update/).\ The required installer is called grandMA3 Software x.x.x.x for grandMA3 viz-key. ## Update Standalone Third-Party Visualizer Using a USB Stick [Section titled “Update Standalone Third-Party Visualizer Using a USB Stick”](#update-standalone-third-party-visualizer-using-a-usb-stick) **Requirement:** The USB flash drive’s data system has to be FAT32.  1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip. and copy the ma folder into the root directory of the USB flash drive. 2. Insert the USB flash drive in the grandMA3 onPC or console USB port. Follow the next steps from point 3. ## Update Standalone Third-Party Visualizer Using the Local Hard Drive [Section titled “Update Standalone Third-Party Visualizer Using the Local Hard Drive”](#update-standalone-third-party-visualizer-using-the-local-hard-drive) 1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip.  2. For Windows systems, copy the files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages.\ For macOS systems, copy the files from the ma folder into the directory \~/MALightingTechnology/installation\_packages. For more information, see [Folder Structure](/grandma3/2-3/fm_folder_structure/). 3. To access Software Update, tap ![gear](/img/grandma3/2-3/icon_gear_15px-1dd78f.png). 4. Tap Settings. 5. Tap\*\* \*\*Software Update. The Software Update window opens: | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The third-party visualizer must be running in the update mode. For more information, see the manual of the third-party software. |   ![](/img/grandma3/2-3/menu_network_update_viz_v2-2-c984ae.png) Software Update Window with selected update file 6. Tap Select and Import Update Files.\ The Select Update window opens. ![](/img/grandma3/2-3/popup_update_net_duct_v2-2_-509eb2.png) Select Update pop-up 8. Select the location that contains the update files (internal or any plugged-in external device). Select the release\_viz\_key\_net\_duct\_vx.x.x.x.xml file. 9. Tap Select. 10. The pop-up closes and the End User License Agreement (EULA) opens.\ Confirm the End User License Agreement (EULA).\ The selected update file is displayed at the title bar of the software update window. 11. Select the third-party visualizer with viz-key support. The selected devices turns into bright blue. 12. Tap Update Devices. 13. The software update starts copying files. 14. Once the file is transferred, restart the third-party visualizer with the viz-key support software. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To learn more on how to connect, visit [https://www.malighting.com/viz-key.](https://www.malighting.com/viz-key) | # Update grandMA3 onPC Windows Hardware > Updating the software for the grandMA3 onPC windows hardware, such as grandMA3 onPC command wing XT or grandMA3 onPC rack-unit, is similar to the update process Updating the software for the grandMA3 onPC windows hardware, such as grandMA3 onPC command wing XT or grandMA3 onPC rack-unit, is similar to the update process of the windows version of grandMA3 onPC. For more information on how to update a grandMA3 on PC for windows, see the [Windows installation](https://help.malighting.com/grandMA3/2.3/HTML/key_onpc_windows_installation.html) topic. | | | | ------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Select the grandMA3 onPC installer for Windows from the download section! | ## Reset to Factory Defaults [Section titled “Reset to Factory Defaults”](#reset-to-factory-defaults) Use the following instruction to fully clean the drive or to remove your files from the drive. Install the complete windows recovery installation package on the hard drive. This includes the operating system and the grandMA3 onPC software information. The windows recovery installation package always installs the latest version of the grandMA3 onPC software and the Windows updates!  To download the windows recovery installation package: 1. Go to the download area of grandMA3. 2. Click on grandMA3 onPC Windows Hardware Image x.x.x.x. The EULA and Third-Party Acknowledgements pop-up opens. 3. Click Accept and download. A pop-up opens. 4. Enter the serial number and pin as described in the pop-up: ![](/img/grandma3/2-3/download_winrecoveryinstallation_popup-9edd0d.png) 5. Click Start Download to download the file. To install the windows recovery installation package: 1. Extract the entire data from the zip file and copy it onto a USB flash drive (FAT32 formatted, minimum 8 GB).  2. Insert the USB flash drive. 3. Power up the grandMA3 onPC command wing XT or grandMA3 onPC rack-unit. 4. If necessary, tap F8 to choose Boot device and select boot from USB. 5. Choose a keyboard layout, for example, US. ![](/img/grandma3/2-3/img_windows_installer_02-cd4be3.png) 6. Click Recover from a drive. ![](/img/grandma3/2-3/img_windows_installer_03-b8a788.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If the “Recover from a drive” option does not appear, the USB flash drive may be faulty. Try another USB flash drive and make sure that the files are properly unzipped. | 7. Click Just remove my files. If you want to do a complete clean install without keeping any user files, continue with Fully clean the drive. ![](/img/grandma3/2-3/img_windows_installer_04-e3010a.png) 8. Click Recover. The License Agreement opens. ![](/img/grandma3/2-3/img_windows_installer_06-31e1a4.png) 9. Click Accept. The system restarts several times. ![](/img/grandma3/2-3/img_windows_installer_10-456a75.png) The system restarts several times. ![](/img/grandma3/2-3/img_windows_installer_12-1b25cd.png) 10. The MA Shell Launcher starts for the first time. ![](/img/grandma3/2-3/img_windows_installer_11-30e88e.png)   ## Configure the Settings [Section titled “Configure the Settings”](#configure-the-settings) 1. To configure the touch screens, click Touch Settings. ![](/img/grandma3/2-3/img_touch_configuration-035175.png) 2. To set the desired screen configuration, click Display Settings. ![](/img/grandma3/2-3/img_display_setting-1e4616.png) 3. To set the desired screen configuration, click Display Settings. ![](/img/grandma3/2-3/img_ip_configuration-35958b.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If an incorrect motherboard is installed or if the windows recovery installer package is installed on a different device, you receive the following error message. | ![](/img/grandma3/2-3/img_windows_installer_13-7ace0e.png) # Properties > Values of object properties can be set via the command line. For more information, see Property keyword. Values of object properties can be set via the command line. For more information, see [Property keyword](/grandma3/2-3/keyword_property/). Requirements for the following examples: Patched fixtures. See [Add Fixtures to the Show](/grandma3/2-3/patch_add_fixtures/).\ Stored preset 2.1. See, [Create New Preset](/grandma3/2-3/presets_create/).\ Stored group 8. See [Create New Groups](/grandma3/2-3/group_create/). The property of an object can be displayed in the Command Line History. For example, to view all properties for preset position 2.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>List Preset 2.1 | # Single User and Multi User Systems > The grandMA3 system can handle small and big systems with one or many users simultaneously. The grandMA3 system can handle small and big systems with one or many users simultaneously. grandMA3 systems are often referred to as a **Session**. An Ethernet network can have several sessions running. A session can have one, some, or many MA devices as members or listeners. This page describes some differences between the two primary ways to have a system. ## Single User Session [Section titled “Single User Session”](#single-user-session) In a single-user session, there is one operator/programmer. This person might have one or several stations (consoles or onPC). When there is only one user, all stations are logged in as the same **User**. This is also called a **Full Tracking Backup**. The stations are all in sync and share views, and the programmer content is the same on all stations. This is useful for the single operator. If one station fails, the operator can move to another station and continue working without losing anything. A version of this involves a single operator adding multiple **Users** with the same **User Profile** but different **Screen Configurations**. This allows the user to have different views on the stations’ screens while still having the same programmer content.  The single operator will usually have full admin rights to the entire system. ## Multi User Session [Section titled “Multi User Session”](#multi-user-session) In a multi-user session, there are several operators. They might use the same stations and take turns (working in shifts or at different process phases). It can also be a system with multiple users working simultaneously on different stations. For this setup, the operators must create more **Users** and, most likely, more **User Profiles**. Each operator will then log into the station using their User and may control the complete system or just a part of the system. The stations share the show file, and the sequences are all in sync, but the users can have different views on the screens, and their programmer is not shared - the output is. Sometimes systems are a combination of multi-users and full tracking backups; There are several operators (Multi User), but each operator has two (or more) stations logged in with their user (Full Tracking Backup). In a multi-user system, it is possible to have users with different operator rights. There are several levels of rights. They span from complete access to only being allowed to change the view. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create User](/grandma3/2-3/user_create/) * [User Settings](/grandma3/2-3/user_settings/) * [Object Ownership](/grandma3/2-3/user_ownership/) * [Screen Configuration](/grandma3/2-3/user_screen_config/) # Create User > A User is also a login name. A **User** is also a login name. Some things are connected to the user. For instance, each user can have different operating rights and different languages. Read more in the [User Settings topic](/grandma3/2-3/user_settings/). The users are stored in a **User pool**. Read more about creating windows in the [Add Windows topic](/grandma3/2-3/wvm_add_window/). ![](/img/grandma3/2-3/window_users-pool_v2-3-886a21.png) *The User pool with logged-in Admin user* The currently logged-in user has a yellow frame. It is the selected user. Tapping one of the other users logs in as this user. If the user has a password, then a **Please Login pop-up** appears. ![](/img/grandma3/2-3/popup_please-login_v2-1-db5701.png) *Please Login pop-up asking for password* # Object Ownership > A multi-user setup presents a situation where multiple users can try to edit the same object. This could cause unpredictable problems. A multi-user setup presents a situation where multiple users can try to edit the same object. This could cause unpredictable problems. The grandMA3 system has a locking mechanism that temporarily prevents multiple users from editing the same object. When a user starts to edit an object, the other users are presented with a pulsing lock icon and some text offering information about the station and the user editing the object. ![](/img/grandma3/2-3/img_pool-object_locked-by-other-user_v2-2-e77bde.png) Position preset 1 is being edited by a different user An object can be fully locked by another user editing the entire object. A big red lock indicates this (see the example above). A big yellow lock indicates that an object is partially locked. This means that only a part of the object is being edited and is currently locked. Other elements of the object can still be edited. ![](/img/grandma3/2-3/img_pool-object_partially_locked-by-other-user_v2-2-c7ef9a.png) A macro line is being edited by a different user All users can use the objects while they are being edited, but using the object before the edit is done might not reflect the edited values. The user editing the object has ownership of the object while it is being edited. The station being used to edit the object will have a green frame in the relevant window while it is being edited. Suppose the editing user is logged into several stations. In that case, other stations with this user display a yellow frame around the windows to indicate the user has started editing an object on a different station. If a different user tries to edit a temporarily locked object, a pop-up appears with additional information: ![](/img/grandma3/2-3/popup_ownership-conflict_v1-9-e84fd5.png) Ownership Conflict pop-up The pop-up has a 10 seconds countdown that automatically closes the pop-up. It can be closed before the countdown ends by tapping Ok. A user can try to get ownership of a temporarily locked object using the [DropOwnership keyword](/grandma3/2-3/keyword_dropownership/). This presents a pop-up at the stations belonging to the user who owns the object: ![](/img/grandma3/2-3/popup_drop-ownership_v1-9-5b101d.png) Drop Ownership pop-up In this pop-up, the current owner can choose to drop the ownership by tapping Drop Ownership or keep it by tapping Keep Ownership. This pop-up also has a countdown of 10 seconds. If the time runs out, then the ownership is dropped. This is the default action that allows other users to get objects currently owned by a user who has left the stations and simultaneously allows a user to keep ownership as an active choice. The [ListOwnership keyword](/grandma3/2-3/keyword_listownership/) can list all or specific ownerships in a session. The result is shown in the [Command Line History window](/grandma3/2-3/ws_ui_command_line/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Objects can also be locked by automatic processes that start as a follow-up of the user’s actions.For example, when a user updates a preset, the Total Reference Update mechanism locks the needed objects with ownership while running. The automatic process owns the objects while the update process is running. | # Screen Configuration > Screen Configurations contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen **Screen Configurations** contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen configuration also contains information about what is assigned to the View Buttons. The User-Defined Areas are the areas on screens 1 through 7 where windows can be added and arranged to be stored and recalled as views. Learn more about this in the [User-Defined Area topic](/grandma3/2-3/ws_ui_user_defined_area/). The view buttons can be used to store and recall views and clear the screen. They can also have other objects than views assigned. Learn more about View Buttons in the [View Bar and View Button topic](/grandma3/2-3/ws_ui_view_bar_and_buttons/). The screen configurations do not have a pool of objects to interact with. They are part of the user profile, which means that each user profile has its own set of screen configurations. Each user has one of the screen configurations assigned. The current configuration can be changed in the [User Settings](/grandma3/2-3/user_settings/). Screen configurations can be assigned to Executors and View Buttons. This makes it possible to change the current user’s assigned screen configuration quickly. Screen configurations can also be called using the [ScreenConfiguration keyword](/grandma3/2-3/keyword_screenconfiguration/). Follow the link to the keyword to see examples of creating, calling, and assigning screen configurations. The screen configurations can be used to have different sets of views on the screens and different View Button setups. ## Examples of Use [Section titled “Examples of Use”](#examples-of-use) ### Example 1 - Operator with Main and Backup Console: [Section titled “Example 1 - Operator with Main and Backup Console:”](#example-1---operator-with-main-and-backup-console) A single operator has two consoles. If the operator has one User with a User Profile, then both consoles would be logged in with this User, and the consoles would have the same programmer content and the same views on the screens. Instead of having a mirrored console, the operator could expand the workspace and actively use the backup console to show other views. In this case, the operator creates a second User, “MyBackupConsole”. This user has the same User Profile but has a different Screen Configuration. The backup console then uses this new User. Now, the backup console still has the same programmer content but can show different views than the main console. The operator can now actively use both consoles and still have the backup function in case of failure. ### Example 2 - Operator with a Console and a 3D Computer: [Section titled “Example 2 - Operator with a Console and a 3D Computer:”](#example-2---operator-with-a-console-and-a-3d-computer) A single operator has one console and a computer with powerful graphic capabilities. The desire is to use the computer as a 3D visualizer that the operator can use to show the playback state and to see blind programmer content. The blind function hides programmer values from the output. This can be used to program elements without it being shown in the output. Learn more in the [What is the Programmer topic](/grandma3/2-3/operate_programmer/#h2__952389555). To be able to follow the operator into blind, the onPC in the computer needs to log in as a User with the same User Profile as the operator, but to avoid it showing the same views as the console, it can be a User with a different Screen Configuration. Now, the onPC can show a single big 3D Viewer window, and the operator can freely use the console. The 3D Viewer shows a virtual 3D space with the stage setup. Learn more in the [3D Viewer topic](/grandma3/2-3/patch_3d_viewer/). ### Example 3 - Operator on a Console and Designer with a Web Remote: [Section titled “Example 3 - Operator on a Console and Designer with a Web Remote:”](#example-3---operator-on-a-console-and-designer-with-a-web-remote) An operator is using a console to program a show. The lighting designer wants to see some information about the sequence and fixture values. One way to accomplish this is by allowing the designer to connect their laptop to the lighting network using WiFi. The designer can open a browser window and log in on the console using their own User with their own Screen Configuration. The designer User has limited rights but uses the same User Profile as the operator to see programmer content and to be able to manipulate some attribute values. If the operator needs to help the designer set up the windows or change a setting, then the operator can change to the same Screen Configuration, make the changes, and then change back to their own Screen Configuration. ## Create a New Screen Configuration [Section titled “Create a New Screen Configuration”](#create-a-new-screen-configuration) The examples in the [ScreenConfiguration keyword](/grandma3/2-3/keyword_screenconfiguration/) include an example of creating a new Screen Configuration using the command line. It is also possible to create a new screen configuration when editing the **ScreenConfig** setting in the [User Settings](/grandma3/2-3/user_settings/). Edit the setting and tap New. This does not give access to label the screen configuration. This still needs to be done using the command line. ## Copy a Screen Configuration [Section titled “Copy a Screen Configuration”](#copy-a-screen-configuration) The examples in the keyword topic (link above) show how to create a new Screen Configuration, but it could also be relevant to copy an existing screen configuration. This can be done using the following syntax: Copy ScreenConfiguration \[“ScreenConfiguration\_Name” or ScreenConfiguration\_Number] At ScreenConfiguration \[“ScreenConfiguration\_Name” or ScreenConfiguration\_Number] The copy operation can be used to create a new screen configuration or copy into an existing one. # User Settings > Many settings are connected to the User and the User Profile. Many settings are connected to the **User** and the **User Profile**. ## User Settings [Section titled “User Settings”](#user-settings) There are two places in the GUI where the settings can be viewed and edited. The first place is the Users pool. Editing a pool object opens an editor where the settings can be changed. Learn more about the users pool in the [Create User topic](/grandma3/2-3/user_create/). The second place is the **User Configuration menu**. Navigate to it using these steps: 1. Press the Menu key. 2. Tap the Settings button. 3. Tap the User Configuration button. The User Configuration menu can also be opened using this command Menu “UserConfiguration”. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22UserConfiguration%22%20%2FTab%20%22Users%22)  This opens the list of users in the show. Edit any field to change the setting. There are some different user settings. * **Name**:\ This is the name of the user. This is the login name used with the [LogIn keyword](/grandma3/2-3/keyword_login/).\*\*\*\* * **Scribble**:\ A user can have a scribble assigned. The scribble is only used in the [User pool](/grandma3/2-3/user_create/). * **Appearance**:\ A user can have an appearance. The appearance is used in the user pool and when the station is locked. * **Note**:\ A note can be added to the user. * **Tags**:\ Tags can be assigned to the user. * **Password**:\ This is an optional password that can be set to the user. It needs to be provided when the user is logging in. * **Profile**:\ Each user has a User Profile assigned. Read more [below](/grandma3/2-3/user_settings/#h2_989550839). * **Screen Config**:\ Different screen configurations can be created. This input field defines the selected screen configuration. The selected screen configuration is called when the user logs in. Learn more in the [Screen Configuration topic](/grandma3/2-3/user_screen_config/). * **Rights**:\ There are six different levels of rights. Read more [below](/grandma3/2-3/user_settings/#h2__2113361792). * **Keyboard**:\ The on-screen keyboard can have different layouts. This setting can be used to select one of the available layouts. * **Privacy Policy** (Only in the User Configuration menu):\ This setting can be toggled between Yes and No. Yes means that this user has agreed to the **Privacy Policy**. The policy can be found in Menu - Settings - Software Update - Privacy Policy. * **Web Remote Login** (Only in the User Configuration menu):\ This is information only. It indicates if the user can log in using the web remote.   ## []()User Profile Settings [Section titled “User Profile Settings”](#user-profile-settings) The user profiles contain most of the settings relevant to the users. The programmer information, views, selected elements, values, preferences, and much more. Many of these elements are stored and selected by using the software. Some settings can be set in the **User Profiles** menu. Navigate to the menu: 1. Press the Menu key. 2. Tap the Settings button. 3. Tap the User Configuration button. 4. Tap the Profiles button on the left menu. The user profile settings can also be opened using this command Menu “UserConfiguration” /Tab “Profiles”. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22UserConfiguration%22%20%2FTab%20%22Profiles%22)  Some of these settings can also be changed in relevant places in the software. For instance, the value readout setting can be changed in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Name**:\ This is the name of the user profile. * **Note**:\ This is a note for the user profile. * **Tags**:\ Tags can be added to the user profile. * **DMX Readout**:\ This is used to change the readout of DMX values. This is useful when editing [fixture types](/grandma3/2-3/fixture_types/). * **Normal Value**:\ This is the intensity value used when the [Normal keyword](/grandma3/2-3/keyword_normal/) is used - typically by pressing the [At key](/grandma3/2-3/key_at/) twice. It is a DMX value, so the DMX readout setting affects how to input a value in this field. * **Wheel Resolution**:\ This can be used to change the resolution of the wheels on the consoles. The options are: Coarse, Normal, and Fine. * **Wheel Mode**:\ This setting changes how the wheels work. Read more [below](/grandma3/2-3/user_settings/#h2_1355706332). * **Knob UI Style**:\ This defines how on-screen rotating knobs can be adjusted. There are three modes: * **None**: This disables using gestures to adjust the values of knobs. * **Rotate**: Change the value by rotating around the encoder or knob. * **Drag**: This can open a special pop-up that can be used to edit the value. Read more in the [Gestures topic](/grandma3/2-3/ws_gestures/).  * **Encoder UI Style**:\ This defines how on-screen encoders can be adjusted. There are two modes: * **None**: This disables using gestures to adjust the values of encoders.  * **Rotate**: Change the value by rotating around the encoder or knob. * **Drag**: This can open a special pop-up that can be used to edit the value. Read more in the [Gestures topic](/grandma3/2-3/ws_gestures/). * **Precise Edit**:\ This function is used when editing values in sheets. It can be difficult to hit a field precisely in a sheet with fingers. Turning this Off makes it easier to select a field without accidentally creating a new selection. Learn more about this in the [Gesture topic](/grandma3/2-3/ws_gestures/). * **Screen Encoder**:\ When this option is enabled, the rightmost dual encoder becomes a screen encoder. Turning the inner encoder moves the focus in a vertical direction while the outer encoder scrolls in a horizontal direction. To create a lasso selection in a grid, like in the patch menu, press, hold and turning the inner encoder. Press and release the inner encoder or the dual encoder key to edit the currently focussed object.\ The screen encoder label in the encoder also displays which display the encoder is currently active. This option is enabled by default. * **Time Key Target**:\ The [Time key](/grandma3/2-3/key_time/) can have two different targets: Cue or Fixture. This defines if the key defaults to keywords relating to cue timing or fixture layers. * **Encoder Bar Type**:\ This setting can be useful in grandMA3 onPC or the grandMA3 compact consoles. It changes the look of the Encoder Toolbar at the bottom of screen 1. See also the [User1](/grandma3/2-3/keyword_user1/) and [User2](/grandma3/2-3/keyword_user2/) keywords. * **Default**: The standard Encoder Bar is displayed. * **Exec**: The Executor Bar is displayed with labels for the executors. * **Xkeys**: The labels for the Xkeys are displayed. * **TCSlot**:\ This displays the currently selected timecode slot. Read more in the [What are Timecode Slots](/grandma3/2-3/timecode_slots/) topic. * **Value Readout**:\ This is the default value readout. Many sheets can be set to show a readout, which can be a specific readout type or follow this default type. This setting can be changed in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Speed Readout**:\ This is the default speed readout. The options are Hertz, BPM, and Seconds. Speed is used in [Phasers](/grandma3/2-3/phaser/). * **Preset Readout**:\ This changes the way presets are displayed in Fixture and Sequence Sheets. The preset can be displayed with a combination of three elements: * **ID**: The ID number of the preset. * **Name**: The name of the preset. * **Value**: The values in the preset. * **Help Popup Zoom Factor**:\ This is the default zoom factor in the help pop-up. * **Overlay Fade**:\ This time sets a fade time used by pop-ups and menus in the user interface. The default time is 250 ms. * **Time Readout**:\ This is the default time readout for the user profile. Read more about the readout [below](/grandma3/2-3/user_settings/#time_readout). * **Frame Readout**:\ This is the default frame readout for the user profile. Read more about the readout [below](/grandma3/2-3/user_settings/#frame_readout). * **Color Readout**:\ This is the default color readout. This default is used in the [encoder toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) and most sheets - unless a different readout is selected for the sheet. * **Oops Views**:\ This setting toggles if view operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Oops Programmer**:\ This setting toggles if programmer operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Oops Selection**:\ This setting toggles if selection operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Create Oops**:\ This setting toggles if the Oops function in general is turned On or Off. “Yes” means that the Oops function is On. * **Oops Confirmation**: * **Always**: All oops actions need confirmation. * **Main**: This will require a confirmation for the following actions: * Create * Delete * Exchange * File actions while loading from a file. * Insert * Layout * Move * Remove * **Never**: Actions are oopsed without confirmation. * **Mirror Special Executor Pages**:\ This setting is for the custom section of the [grandMA3 extension](/grandma3/2-3/do_extension/). If the setting is “Yes” then the extension has the same assignment as the custom section of the station the extension is connected to. If the setting is “No”, then each extension can have its own assignments in the custom section. grandMA3 extensions with the same WingID are always mirrored - they are essentially defined as the same. Learn more about connecting grandMA3 extensions in the [Connect grandMA3 extension topic](/grandma3/2-3/fs_connect_extension/). * **Show Appearance In Cue Input**:\ This setting is used to define if the cue appearances are shown in pop-ups where cues can be selected. For instance, the pop-ups that appear using the [Goto](/grandma3/2-3/keyword_goto/) and [Load](/grandma3/2-3/keyword_load/) commands without a specified target. * **Show Settings In Editors**:\ Toggling this shows or hides the settings in some editors. This setting is also in the title bar of the editors, where this can be toggled. * **Single Digit Input**:\ If this is set to “Yes”, then all input integer dimmer values below 10 are multiplied by 10. The following rules apply: * Whole numbers from 1 to 9 are applied as values 10, 20, 30, 40, 50, 60, 70, 80, or 90. * Digits with decimal places, for example, 1.5, are deemed as 1.5. * When specifying any attribute in a command (Attribute “Dimmer” …), single digit input is not applied. * When using the At command without any additional attributes being specified, the value is taken by the natural readout of the dimmer of the user profile. * **Resolve Executor Assignments**:\ This setting is used in the [Command Editor](/grandma3/2-3/macro_create/). When it is “Yes” and a command is edited by pressing executor buttons, then the handle of the object is used instead of the reference to the executor. * **Preview Variables**:\ This setting changes how variables are previewed in the [Command Editor](/grandma3/2-3/macro_create/). When this is “Yes”, the command preview displays the specified variable’s content. This only works if the variable already exists at that time. * **Create Command Handle**:\ When this is set to “Yes”, then **Create Handle** is active by default in the **Edit Command pop-up**. Learn more in the [Command Editor](/grandma3/2-3/command-editor/). * **Show Connectors**:\ This setting shows or hides the Connector image pop-up. Learn more about the Connector image in the [Output Configuration topic](/grandma3/2-3/dmx_port_config/). * **DMX Tester Address Mode**:\ The following settings relate to the [DMX Tester](/grandma3/2-3/patch_dmx_sheet/#DMX_tester). * **Uni**: This splits the DMX address into universes and universe addresses. * **Abs**: This shows the DMX address as an absolute DMX address. * **DMX Tester Retain Mode**:\ Toggles the retained mode in the DMX tester. * **DMX Tester Mode**: * **All**: All DMX addresses are available for testing. * **Patched**: Only patched addresses can be tested. * **Unpatched**: Only unpatched addresses can be tested. * **DMX Tester Test Value**:\ This is the test values used by the DMX tester. * **Move Grid Cursor**:\ This is the same setting as the one available in the **Selection Grid** window. Learn more in the [Selection Grid Window topic](/grandma3/2-3/operate_selection/). * **KnockIn MIB**:\ Learn details about this feature in the [Move In Black topic](/grandma3/2-3/cue_mib/). * **Off**: The feature is not active and will not knock in any attribute values. * **Post**: When pre-positioned fixtures (MIB state) are selected and the dimmer attribute is activated above 0, all the pre-positioned values of the selected fixtures are activated in the programmer. ## []()User Attribute Preferences [Section titled “User Attribute Preferences”](#user-attribute-preferences) From the profile setting, the **User Attribute Preferences** can be accessed by tapping Edit Encoder Bar. This is used to set the user profiles preferred readout type for the natural readout. It also has different resolutions and encoder press resolution multipliers. Resolution multipliers define the factor by which an encoder changes a value when the encoder is pressed or, in the case of the dual encoders, the difference between the inner and outer ring. At the top, there are some settings: * **Time Layer Resolution**:\ Sets the encoder resolution for the time-related layers. * **Phase Layer Resolution**:\ Sets the encoder resolution for the phaser-related layers. * **Dual Encoder Factor**:\ This defines the multiplier the outer encoder ring uses in relation to the inner encoder ring. * **Dual Encoder Press Factor**:\ This defines the multiplier for the outer encoder ring when the dual encoder key is pressed while turning the outer encoder ring. * **Link Resolution**:\ This setting defines how the encoder resolution is linked between features. The options are **Single** and **Feature Group**. Learn more about this setting in the [Encoder Toolbar topic](/grandma3/2-3/ws_eb_encoder_toolbar/). The rest of the pop-up lists all the attributes in rows. Three different columns with values can be changed for each attribute: * **Natural Readout**:\ The Natural readout allows defining the desired readout type per attribute. For instance, dimmer values are best displayed in percentage readout. In contrast, pan or tilt values are better readable using the physical readout, which displays the pan and tilt values as degrees. This setting selects the desired readout when Natural is selected in sheets and encoders.\ The user-defined readout has a higher priority than the readout defined for the attribute. The user-defined readout can be linked to the default (from the attribute definition). This option is called Default, and the actual readout is shown in angle brackets. * **Encoder Resolution**:\ The encoder resolution defines how big an attribute value change will be when turning a dual encoder by 1 click. This setting can also be changed by pressing MA and tapping the channel function area in the encoder toolbar. Learn how in the [Encoder Resolution topic](/grandma3/2-3/operate_encoder_resolution_multiplier/). * **Encoder Press Factor**:\ This multiplier is used when the inner encoder is pressed and turned for this attribute. * **Ignore Channel Functions**:\ When this is set to “Yes”, the Channel Sets area displays the channel sets of all channel functions at the same time Learn more about the different resolutions available in the [Encoder Resolution topic](/grandma3/2-3/operate_encoder_resolution_multiplier/). *** ## []()Wheel Mode [Section titled “Wheel Mode”](#wheel-mode) There are four different level wheel modes: **Additive**:\ Additive keeps the difference between dimmer values until they reach 0% or 100%, using the level wheel. After 0% or 100 % is reached, the values will be leveled out. Example:\ Fixture 1 has a value of 50, and fixture 2 is at 60. When the level wheel is used to take them both up to 100 and then back down, they both go down from 100 at the same time and at the same level. **Incremental:**\ Incremental would always keep the difference between the dimmer values, even if you reached 0% or 100% by using the dimmer wheel. Example:\ Fixture 1 has a value of 50, and fixture 2 is at 60. When the level wheel is used to take them both up to 100 and then back down, fixture 1 will start coming down first, and then fixture 2 will follow when fixture 1 is at 90. **Prop.+** (Proportional positive):\ When using the level wheel to turn up the dimmer values, the difference in the dimmer values will **decrease**. Turning up to 100% will make all channels reach 100% at the same time. **Prop.-** (Proportional negative):\ When using the level wheel to turn up the dimmer values, the difference in the dimmer values will **increase**. Turning down the values will make all channels reach 0% at the same time. ## []()User Rights [Section titled “User Rights”](#user-rights) There are seven different levels of user rights in the system. They are a user setting - read more above. ![](/img/grandma3/2-3/popup_select-rights_v1-7-1500ad.png) *Select Rights pop-up is used to select one of the rights levels* The settings are: * **Admin**:\ This is the right to change everything in the console, system, and show. * **Setup**:\ This will limit access to some of the elements in the console. There are other console settings that can be accessed. * **Program**:\ At this level, the user cannot make major changes to the patch. It only gives access to the “Live Patch”. Most programming operations can be done. * **Presets**:\ This level allows for updating existing presets. However, the user cannot edit the cue content. * **Playback**:\ This level allows playback and running a programmed show. But the user cannot store anything. * **View**:\ With this user right, it is not allowed to use a programmer. The user is allowed to call views and log in as a different user. * **None**:\  The user is only allowed to log in as a different user. ## []()Time and Frame Readout [Section titled “Time and Frame Readout”](#time-and-frame-readout) The applied values are used in most places the time is displayed. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The Readout can be changed for individual sheets in the [window settings](/grandma3/2-3/wvm_settings/). | There is a hierarchy of the readout/format settings. The default is set in the user profile. If this default is changed in a window, then the window setting is used. Timecode is an example of an area with many layers in the hierarchy. Read more about the timecode in the [Timecode section](/grandma3/2-3/timecode/). | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The user profile defined time readout is used in the encoder bar even if the readout for an, for instance, fixture sheet is changed separately. | The timing calculator value indicator is aligned with the preselected frame readout. To provide better optical representation, the trailing zeros from frames or seconds are always suppressed. When the frame readout is set to a frame unit, the times will always display trailing zeros. To easily distinguish between fractions of a second and frames, fractions of a second are separated from second using a dot (.), while frames are separated from seconds using a colon (:). The time options are: * **10d11h23m45**:\ The time is separated into days, hours, minutes, and seconds using letters as separators. * **251h23m45**:\ This is separated into hours, minutes, and seconds using letters as separators. The hour number can become more than 24 if time is more than a day. * **10.11:23:45**:\ The time is separated into days, hours, minutes, and seconds using a dot and colons as separators. * **251:23:45**:\ This is separated into hours, minutes, and seconds using colons as separators. The hour number can become more than 24 if time is more than a day. ## []() The frame options are: * **Seconds** * **24 fps** * **25 fps** * **30 fps** * **60 fps** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If frame readouts (24, 25, 30, 60 fps) are used, fractions are separated by a colon, and fractions of seconds are divided by dots. | Fps means frames per second. # Videos > Videos can be used as a source for an appearance or in a Bitmap. Videos can be used as a source for an appearance or in a Bitmap. The bitmaps are an effect that can “project” a video or image on a set of fixtures. Learn more in the [Bitmap topic](/grandma3/2-3/bitmap/). Videos can be imported into the Video Pool. ![](/img/grandma3/2-3/window_video-pool_v2-1-78fad1.png) Videos pool The videos pool holds the imported videos, but can also have streaming video sources using the NDI format. The video objects can be used as an image source in Appearances. Learn more about appearances in the [Appearances section](/grandma3/2-3/appear/). The video will then play back in a loop everywhere the appearance is used. If the video is used on a bitmap, it should not exceed 60 Hz. 30 Hz is recommended, as the DMX output is not faster than 30 Hz. The system can overload and crash if a high-resolution (8K) video is previewed. It is recommended that the video file should not exceed a resolution of 1 920 x 1 080 pixels. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Third-Party Software needs to be activated and agreed to in Menu / Settings / Software Update / EULA for videos to be played back. The button is in the lower right corner. Turning it On opens a pop-up that needs to be agreed to. | | | | | -------------------------------------------------- | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | The overall size of the media pools is limited to a maximum of 300 MB. | ## Import a Video [Section titled “Import a Video”](#import-a-video) The video file needs to be in the correct folder to be imported. The folder is /gma3\_library/media/videos. Learn more about folders in the [Folder Structure topic](/grandma3/2-3/fm_folder_structure/). 1. Edit an empty video pool object. This opens the **Edit Video** pop-up: ![](/img/grandma3/2-3/popup_edit-video_v2-1-da28bd.png) Edit video pop-up 2. Tap Import to start the import process. This opens a new pop-up: ![](/img/grandma3/2-3/popup_select-image-for-import_v2-2-18c5d9.png) Select image for import pop-up This lists all the video files in the video folder. 3. If needed, then tap Internal in the title bar of the pop-up to change the selected drive. 4. Tap the desired video file. The video should play back in the preview area. If it does not appear, then it is not a supported format, or third-party software is not activated. 5. Tap Import. This returns to the **Edit Video** pop-up: ![](/img/grandma3/2-3/img_video-import-with-file-selected_v2-1-8bd068.png) Edit video pop-up with a file selected The editor now shows relevant data like video width, height, and file size. 6. Edit the name if desired. 7. The file is imported and the editor can be closed by tapping the ![](/img/grandma3/2-3/icon_cross_v0-1-fe6968.png). ## Use an NDI Source [Section titled “Use an NDI Source”](#use-an-ndi-source) An NDI streaming video source can be used instead of importing a video file. **Requirement:** An NDI stream needs to be on the network. 1. Edit an empty video pool object. This opens the **Edit Video** pop-up. 2. Tap Source. 3. Tap NDI in the **Select Source** pop-up. 4. Tap Select Source. This opens the **Select NDISource** pop-up. 5. Tap the desired NDI source. If the list is empty then there are no NDI sources in the network or third-party software is not activated. 6. Select the desired bandwidth setting. 7. Close the editor by tapping the ![](/img/grandma3/2-3/icon_cross_v0-1-fe6968.png). Two bandwidth options are available. The bandwidth option defines the requested quality of the stream. The higher quality uses more bandwidth, and the network setup should be considered when choosing the bandwidth setting. ## Create an Appearance with Video [Section titled “Create an Appearance with Video”](#create-an-appearance-with-video) Adding a video to an appearance is almost the same as adding an image from the image pool. The difference is that ImageSource needs to change to “Videos” in the title bar of the **Select Image** pop-up. Learn how in the [Create Appearances](/grandma3/2-3/appear_create/) topic. # Workspace > In general, Workspace deals with the visual elements on screens and input modes such as: In general, **Workspace** deals with the visual elements on screens and input modes such as: * Windows * Views * Coloring * Executor bar * Encoder bar * Gestures * Keyboard shortcuts It represents the usage of the working area in the grandMA3 console.  Subtopics * [User Interface](/grandma3/2-3/ws_user_interface/) * [Gestures](/grandma3/2-3/ws_gestures/) * [Command Area](/grandma3/2-3/ws_command_area/) * [Oops Menu](/grandma3/2-3/ws_oops_overlay/) * [Master Controls](/grandma3/2-3/ws_master_controls/) * [Playback Controls](/grandma3/2-3/ws_playback_controls/) * [Displays in grandMA3 onPC](/grandma3/2-3/ws_onpc_displays/) * [Encoder Bar](/grandma3/2-3/ws_encoder_bar/) * [Calculator](/grandma3/2-3/ws_calculator/) * [Playback Bar](/grandma3/2-3/ws_playback_bar/) * [command wing Bar](/grandma3/2-3/ws_command_wing_bar/) * [Colors](/grandma3/2-3/ws_colors/) # Worlds and Filters > Worlds and filters can be used as tools for programming, playback, or filtering information in some windows and sheets. Both are Pool Windows. Worlds and filters can be used as tools for programming, playback, or filtering information in some windows and sheets. Both are [Pool Windows](/grandma3/2-3/wvm_pool/). Worlds are used to limit access to fixtures and attributes. This is especially useful in a multi-user session, so every user works in a designated world with specific fixtures and attributes. Filters can be used to prevent attributes to pass a filter. Typically in store, update, and recall actions or for sheet masking. The selected world and the selected or called filter always dictate what is possible using the programmer. Worlds and filters can be assigned to some objects. For instance, a sequence or a preset. Additionally, worlds and filters are assignable to specific sheets for sheet masking. For more information, see the [Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) section.  A small icon on the pool object, for example, the sequence pool, indicates if a world or filter is assigned as an Input Filter (![](/img/grandma3/2-3/worldfilter-2024-09-09-1650ee.png)), an Output Filter (![](/img/grandma3/2-3/worldfilter-2024-09-10-2-770680.png)), or both (![](/img/grandma3/2-3/worldfilter-2024-09-10-622ab3.png)). In that case, the world or filter dictates what can be played back from or stored into the object. Learn more about Input and Output Filters for pool objects in [Create New Presets](/grandma3/2-3/presets_create/#h2_1781461980) and [Sequence Settings](/grandma3/2-3/cue_sequence_settings/#OutputFilter). *** ## []()Worlds [Section titled “Worlds”](#worlds) Worlds contain information about fixtures and attributes. Worlds are used to prevent access. Fixtures and attributes not in the active world are removed in some windows and cannot be used in programmer actions. They are stored in the Worlds pool. This can be created like any window using the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up. ![](/img/grandma3/2-3/window_worlds-pool_v2-3-5e1773.png) *World pool with world 1 selected* There is always a selected world. The selected world has a yellow frame around it. There is a default world from the factory. It is always world number 1 and in a new show it is called “Full”. This automatically contains all fixtures and all attributes. This world is locked and cannot be edited. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Fixtures of different worlds can be stored in one sequence, allowing multiple users working in different worlds to program one sequence together. | For more specific information on how to create a world, see the [Create a World](/grandma3/2-3/worldfilter_world_create/) section. *** ## []()Filters [Section titled “Filters”](#filters) Filters contain information about attributes, filter rules, and programming layers. Filters are used to block values from being stored or recalled. For instance, assigning a filter that blocks dimmer values as a playback filter on a sequence prevents the dimmer values from being played back from that sequence. Assigning a filter that blocks certain ID Types to a [Layout](/grandma3/2-3/layouts/) will hide these fixtures in the layout viewer. Depending on static or dynamic filter rules (![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png)), filters can be used to block values or for sheet masking. Sheet masking is used in the Fixture sheet, Content sheet, and in the Tracking sheet. For more information, see [Filter Rules](/grandma3/2-3/worldfilter_filter_create/#h3_363473175). Filters are stored in the Filters pool. This can be created like any window using the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up. ![](/img/grandma3/2-3/window_filters-pool_v2-3-a5aeb1.png) *Filter pool with filter 1 selected and filter 2 in a called state* The selected filter usually has a yellow frame around it. A filter can also be called using the [Call keyword](/grandma3/2-3/keyword_call/). A called filter will have a yellow pulsating frame. When the called filter is different than the selected filter or the [At Filter](/grandma3/2-3/worldfilter_at_filter/) is modified, then the selected filter is marked with a yellow line above the filter. See the example image above. Filter 2 is called, and Filter 1 is selected. The called filter will be used for the next action (Store, Update, At, and Clone) only. The pool action setting determines whether an object is selected or called upon tapping it. For more information, see the [Preset Pools](/grandma3/2-3/presets_pools/) topic. A new show will have some default filters from the factory. The first one is called “All”. It contains all attributes and layers. If the attribute structure changes, then this filter is automatically updated. The filter is locked and cannot be edited. If a different filter than number 1 is the selected or called filter, then the [At key](/grandma3/2-3/key_at/) flashes to indicate that there is an active filter. For more information about how to create a filter, see the [Create a Filter](/grandma3/2-3/worldfilter_filter_create/) section. *** ## Feature Group Indicator Bar [Section titled “Feature Group Indicator Bar”](#feature-group-indicator-bar) This bar is visible at the bottom of the world or filter pool object when a world or filter does not have all feature groups stored. Learn more about the bar in the [Preset topic](/grandma3/2-3/presets/#feature_group_indicator_bar). Subtopics * [Create a World](/grandma3/2-3/worldfilter_world_create/) * [Create a Filter](/grandma3/2-3/worldfilter_filter_create/) * [At Filter Window](/grandma3/2-3/worldfilter_at_filter/) * [Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) # At Filter Window > The At Filter window is a tool to see, add, and store current filter settings of filters. The At Filter window is a tool to see, add, and store current filter settings of filters. It can be added like any other [window](/grandma3/2-3/wvm_add_window/). Additionally tap and hold the ![](/img/grandma3/2-3/icon_10_filter_24px-3d96f7.png) icon in the control bar to open the **At Filter Overlay**. Most of the settings and functions are similar to edit filter menu. For more general information see [Create a Filter](/grandma3/2-3/worldfilter_filter_create/).  *** ### Create Filter with the At Filter Window [Section titled “Create Filter with the At Filter Window”](#create-filter-with-the-at-filter-window) To create individual filter settings, add the **At Filter** window and the **Filter** pool: ![At Filter window and Filter pool with a default All filter enabled.​](/img/grandma3/2-3/window_at_filter_v2-3-4980bb.png) At Filter window and Filter pool with a default **All** filter enabled.​ Tap on the yellow marked cells to disable the filter for this specific element. Tap on cells under the column **Feature Group**, to automatically deactivate the related **Feature** and **Attributes**. Store a new filter by pressing Store followed by tapping an empty pool object or specify the filter using keys or commands. To change the size of the attribute buttons, tap Line Height. To select all buttons, tap Select All. To deselect all buttons, tap Select None. [Vimeo video](https://player.vimeo.com/video/1001987201?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Create a Filter > Filters are stored in the filter pool. All, Prog Only, Only Dimmer, Only Position, Only Color, Selection Only, and Parked Only are the default pool objects. Filters are stored in the filter pool. All, Prog Only, Only Dimmer, Only Position, Only Color, Selection Only, and Parked Only are the default pool objects.  ![](/img/grandma3/2-3/window_filters-pool_v2-3-a5aeb1.png) Filter pool with default filters There are three main ways to create filers: * Create a filter using the pool by editing one of the empty pool objects. This opens the **Edit Filter menu.** * Store a new filter pool object using the current filter settings. * Assign an object, such as a group object, to a filter pool object. The [At Filter window](/grandma3/2-3/worldfilter_at_filter/) is a nice tool for seeing the current filter settings. *** ## Create Filter from the Pool [Section titled “Create Filter from the Pool”](#create-filter-from-the-pool) The filter editor is divided into two sections: left and right. An adjustable bar separates them. To rearrange the size of each section: 1. Use the two-finger tab and hold by placing one finger on each side of the menu. 2. Drag your fingers to the left or the right side. The size of the sections is rearranged. Enabling Settings in the title bar lets you add object information, such as name, scribble, appearance, tags, and notes.\ The  ![](/img/grandma3/2-3/icon_display_15_v1-9-4096ad.png) allows the filter editor to be moved to a different display. \ If an filter object has a lock, the lock icon is displayed next to the object name in the title bar. If the object has dynamic filter rules, ![](/img/grandma3/2-3/icon_dynamic_filter_wave_px15-7dd81e.png) \*\*Dynamic Filte\*\*\*\*r \*\*is displayed underneath the object name. If it is static, no text appears. At the bottom of the editor, filter rules can be imported and exported using Import and Export.  Cut, Paste, Ooops, Delete, and Copy can be used for a selected filter rule configuration line. List References shows the related elements to the filter object. For instance, if the filter is assigned to a preset. # Sheet Masking > Sheet masks are used to show or hide fixtures and attributes in specific sheets. Sheet masks can be used in the Fixture Sheet, the Content Sheet, and the Track Sheet masks are used to show or hide fixtures and attributes in specific sheets. Sheet masks can be used in the **Fixture Sheet**, the **Content Sheet**, and the **Track Sheet**. Filter and world objects can be assigned to mask sheets. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The functionality for **Programming Layers** (prior Layers) in filter objects has not changed. Please note that programming layers are not compatible with sheet masking or input and output filtering. | *** ## Create a Sheet Mask [Section titled “Create a Sheet Mask”](#create-a-sheet-mask) A filter pool object including filter rules is required. For more information, see the [Filter Rules](/grandma3/2-3/worldfilter_filter_create/#h3_363473175) section. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | For this section, we will use the fixture sheet as an example, but the process for setting up sheet masks is the same for the content sheet and the track sheet. | Tap MA and tap Mask Buttons to open the user interface for setting up masks, which could look like this: ![](/img/grandma3/2-3/window_settings_mask_buttons_tab_v2-3-b4abe9.png)\ Fixture Sheet Settings - Mask Buttons * **Mask1-16**: \ This displays the assigned object for sheet masking. Tapping a sheet mask button, for example Mask 1, opens the Assignment Editor.  * **Mask Toolbar**: \ This enables the Mask Toolbar in the sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled. # Create a World > Worlds are created in the programmer and stored in the world pool. Worlds are created in the programmer and stored in the world pool. Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and being in a world may block programmer access to rows and/or columns in sheets.  The created world will contain the rows of the current fixture selection and the columns of any active attribute. All columns/attributes are included in the created world if no attributes were active. If no fixtures were selected, then all fixtures are a part of the world.  Worlds from the world pool can also be used for sheet masking. For more information read the [Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) topic.   *** ## Examples [Section titled “Examples”](#examples) **Requirement:** Have a world pool and [fixture sheet](/grandma3/2-3/operate_fixture_sheet/) visible on a screen. ### Create a World with Fixture 1 to 5 [Section titled “Create a World with Fixture 1 to 5”](#create-a-world-with-fixture-1-to-5) 1. Clear the programmer. 2. Select fixtures 1 thru 5 (or any 5 fixtures in your show). 3. Press Store followed by an empty world in the **World Pool**. 4. Tap the newly created world. Now there is only programming access to fixtures 1 thru 5, reflected by the fixture sheet. All attributes are available. ![Fixture sheet with World named "Fixt 1 Thru 5" active.](/img/grandma3/2-3/window_fixture_sheet_world_example1_v2-1-b7d923.png) Fixture sheet with World named “Fixt 1 Thru 5” active. # Calculator > When editing a field that accepts numeric values, the calculator appears. This includes pressing one of the dual encoders while it is displaying an editable val When editing a field that accepts numeric values, the calculator appears. This includes pressing one of the dual encoders while it is displaying an editable value. The calculator is a dynamic window, and its appearance changes depending upon the edited item and the type of value to be entered. ## Example [Section titled “Example”](#example) * Edit a dimmer attribute ![](/img/grandma3/2-3/popup_calculator_01_v3-2-1-d6bf01.png) *The calculator editing a dimmer attribute* The title bar displays several useful pieces of information about what the calculator is currently editing: * **Layer:** If applicable, the first set of brackets contains the value layer. * **Attribute** or **parameter:** The name of the attribute or parameter appears after the word “Edit.” * **Value Range:** The last set of brackets contains the allowed range of input values. All Channel Sets: Shows the channel sets of all channel functions per attribute. For more information, see [Encoder Resolution](/grandma3/2-3/operate_encoder_resolution_multiplier/). ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png): A filter icon in the title bar indicates a filter selection. *** ## Input Field [Section titled “Input Field”](#input-field) The input field appears below the title bar. When the calculator opens, the input field displays the current value of the edited object. The text of this value is completely selected so that any immediate entry will replace the existing value. Alternatively, the text can be deselected and retained as part of the entry. Entering values with a percentage sign (%) in front of the value scales the former value by the new value. For example, the old value is 50, and entering % 50 results in a value of 25. *** ## Standard Buttons [Section titled “Standard Buttons”](#standard-buttons) The following buttons appear in all calculators. ### Number Pad [Section titled “Number Pad”](#number-pad) The calculator displays a number pad on the left. These buttons share the same functions in the calculator as the number keypad in the command section of the console. ### Function Buttons [Section titled “Function Buttons”](#function-buttons) Function buttons appear to the right of the number pad. These buttons include: * Back: Tap to delete characters to the left of the cursor. * Del: Tap to delete characters to the right of the cursor. * Home: Tap to set the cursor at the beginning of the input field. * End: Tap to set the cursor at the end of the input field. * <: Tap to move the cursor to the left. * \>: Tap to move the cursor to the right. * +/-: Tap to insert a negative or a positive value. For more information see [- \[Minus\] Key](/grandma3/2-3/key_minus/) or the [+ \[Plus\] Key](/grandma3/2-3/keyword_plus/). * %: Tap to enter the percent sign. * \=: Tap to enter the equals sign. * Clear: Tap to delete the entire entry. * Please: Tap to confirm and apply the value. The calculator closes. # Colors > grandMA3 uses several colors to provide information about states of values and their origin. There are two editable color themes included in the software, and i grandMA3 uses several colors to provide information about states of values and their origin. There are two editable color themes included in the software, and it is possible to create, import, and export additional color themes. The following topics give an overview of the colors defined in the default color theme, as well as an introduction to the color theme editor. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Use caution when editing the color theme, as it can make information on the screens difficult or impossible to read; for example, selecting the same color for both text and the background behind the text. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | MA + MA + Clear activates the default color theme and resets all values of that theme to the manufacturer defaults. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [System Colors](/grandma3/2-3/ws_colors_system/) * [Colored Indicators](/grandma3/2-3/ws_colors_markers/) * [Color Theme](/grandma3/2-3/ws_colors_color_theme/) * [Compare Tool](/grandma3/2-3/ws_compare_tool/) # Color Theme > Color themes allow for the customization of a wide variety of colors within the graphical user interface of the console. Alternate color themes can be activated Color themes allow for the customization of a wide variety of colors within the graphical user interface of the console. Alternate color themes can be activated quickly, changing the look of the interface on demand. Color themes can be exported to and imported from external sources. The console initially includes two color themes. The “default” color theme provides optimal readability when using the console under most lighting conditions. The “defaultDAYLIGHT” color theme creates a bolder interface for use in brighter conditions, such as daylight.   ## Activating Alternate Color Themes [Section titled “Activating Alternate Color Themes”](#activating-alternate-color-themes) Color themes can be imported using the menu. 1. Open the Menu. 2. Tap Desk Lights & Color Theme in the top-right corner. 3. Tap Active Color Theme. This button will also display the name of the current color theme. For example, ‘default’.\ The Import Color Theme pop-up opens. 4. Tap the desired color theme. If the color theme is on a USB drive, tap Internal in the title bar to select the drive. 5. Tap Import. The color theme is imported. Color themes can also be imported using the command line. For example, use the following command to activate the “defaultDAYLIGHT” color theme: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Import ColorTheme Library “defaultDAYLIGHT.xml” AT ColorTheme /NoConfirmation |   ## Editing the Current Color Theme [Section titled “Editing the Current Color Theme”](#editing-the-current-color-theme) Press Menu, tap Desk Lights & Color Theme and then tap Edit in the bottom-right corner. The color theme editor opens: ![](/img/grandma3/2-3/menu_color-theme-editor_v2-2-006892.png) Color theme editor The left side of the color theme editor includes a list of color definitions. These function like color presets for user interface elements. Any changes to color definitions will be reflected in all of the UI elements referencing those definitions. Find an explanation for each column in the grid, such as Name or RGBA, in the [Compare Tool](/grandma3/2-3/ws_compare_tool/) topic. #### The right side of the color theme editor includes a list of user interface elements. This list shows the name of the UI color, a reference to a color definition, and the actual color defined by that reference. Changing the color definition reference to reference another color definition changes the color used for that element without altering any other elements. Deleting the reference for a UI element allows for a direct color definition for that element. This is analogous to storing a cue with hard values instead of referencing a preset. Tap Export As… at the bottom of the menu to export the current color theme, either to the internal drive or to an external USB drive. To delete a color, tap a color configuration line and tap Delete. # Colored Indicators # System Colors # Command Area > This menu displays the Command Area of a console. This menu displays the Command Area of a console. Consoles have a command area with physical hard keys. This on-screen version of the command area is useful when using an onPC. To open the Command Section, tap ![key](/img/grandma3/2-3/icon_button_24_v1-0-8fab28.png) in the control bar on the left of the screens 1 to 7 or F3 on a keyboard. ![](/img/grandma3/2-3/menu_command-section_v2-3-b623bb.png) *Command area* Apart from the command area, this menu also displays: 1. [Xkeys](/grandma3/2-3/keys/) 2. [Grand master](/grandma3/2-3/do_control_grand/) 3. [Level wheel](/grandma3/2-3/do_control_level/) The on-screen level wheel in this command area can be scrolled using a mouse with a scroll wheel. Move the pointer above the level wheel and scroll the wheel up or down to change the level.  To use the latch function, tap and swipe a MA key. The MA key turns yellow, and the keys of the Command Section changed, as shown below: ![](/img/grandma3/2-3/menu_command_section_latch_v2-3-facab2.png) To unlatch, tap the latched MA key. # command wing Bar > The command wing Bar combines a small version of the Playback Bar, including two sections of executors and the Master Area, with a compressed version of the Enc The **command wing Bar** combines a small version of the [Playback Bar](/grandma3/2-3/ws_playback_bar/), including two sections of executors and the [Master Area](/grandma3/2-3/do_control_master/), with a compressed version of the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). This combined bar is helpful for optimizing screen space and minimizing the views necessary to move between programming and playback, especially when using the grandMA3 onPC software. The executors displayed on the playback side of the bar coincide with the executor sections available on the grandMA3 onPC command wing and command wing XT. In the grandMA3 onPC software, tap the ![](/img/grandma3/2-3/icon_command-wing-bar_15_v1-6-012c15.png) icon in the [Control Bar](/grandma3/2-3/ws_ui_control_bar/) to toggle the **Encoder Bar** to the **c****om****mand wing Bar**. **The command wing Bar** is also available as a window under the More and All tabs in the **Add Window** pop-up. For more information on adding windows, see the [Add Window](/grandma3/2-3/wvm_add_window/) topic. ![](/img/grandma3/2-3/window_command-20wing-20bar_01_v3-2-2-385673.png) command wing Bar Tap MA in the upper-left corner of the **c\*\*\*\*ommand wing Bar Window** to access the **co\*\*\*\*mmand wing Bar Window Settings** pop-up. ![](/img/grandma3/2-3/window_command-20wing-20bar_02_v3-2-1-3961b7.png) command wing Bar Window Settings pop-up This pop-up includes the following tabs: ### Playbacks: [Section titled “Playbacks:”](#playbacks) * **Title Bar:**\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. * **Wing ID:**\ Defines which wing the window displays. Tap this setting to open a small **Select WingID** pop-up where the desired wing can be selected. * **Page:**\ It is used to change which executor page the window relates to. * **Mode Executors:**\ Tap to toggle the display of the executors in the window between Labels and Hardware Buttons. ### Custom Master Section: [Section titled “Custom Master Section:”](#custom-master-section) * **Title Bar:**\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. * **Master Section:**\ This toggle button hides or shows the Master Section. * **Mode Masters:**\ Tap to toggle the display of the special masters in the window between Labels and Hardware Buttons. ### Encoder Bar: [Section titled “Encoder Bar:”](#encoder-bar) This tab includes the same settings as the encoder bar window settings. For more information on this, see [Encoder Bar Window Settings](/grandma3/2-3/ws_encoder_bar/#h2_2054056638). #### # Compare Tool > The color theme compare tool is part of the Desk Lights & Color Theme menu. The color theme compare tool is part of the Desk Lights & Color Theme menu. The compare tool is a useful feature when it comes to: * Comparing color themes with each other. * Easily find distinctions when comparing color themes via color indicators and colored rows. * Transfer colors between one color theme and another. * Live color editing. The color indicators and colored rows are defined as the following: * **Orange**: This color exists in the base color theme, but is missing in the compared color theme, or vice versa. * **Green**: This color was transferred from the base to the compared color theme, or vice versa.  For more information about color themes, see [Color Theme](/grandma3/2-3/ws_colors_color_theme/) topic. To open the compare tool: 1. Open the Menu. 2. Tap Desk Lights & Color Theme. 3. Tap Compare. The compare tool opens. The currently active color theme will be taken as the base for comparison. 4. When opening the compare tool for the first time, a import pop-up opens. Select a color theme, for example defaultDAYLIGHT, and tap Import. ![](/img/grandma3/2-3/window_compare_1_v2-2-3af0d7.png) Compare tool is open The different buttons of the compare tool are described below: * Filter:\ Filters the color name\*\*.\*\*\   * Clear Filter\*\*:\*\*\ Clears the filter.\   * Select Base Theme:\ Opens the import base color theme pop-up.\   * Select Compare Theme\*\*:\*\*\ Opens the import compare color theme pop-up.\   * ![](/img/grandma3/2-3/arrow_up_15px-358749.png) (Arrow up):\ Shows previous missing or merged color in the theme.\   * ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) (Object Filter):\ Shows only unmatched colors.\   * ![](/img/grandma3/2-3/icon_arrow_down_15_v1-5-a942f9.png) (Arrow down):\ Shows next missing or merged color in the theme.\   * **![](/img/grandma3/2-3/icon_merge_all_left_15px-53a2e9.png)** (Merge all left):\ Merges all unmatched colors from the right into the left theme.\   * **![](/img/grandma3/2-3/icon_merge_all_right_15px-455faf.png)** (Merge all right)**:**\ Merges all unmatched colors from the left into the right theme.\   * **![](/img/grandma3/2-3/icon_merge_left_15px-663ede.png)** (Merge left):\ Merges only selected unmatched colors from the left into the right theme.\   * **![](/img/grandma3/2-3/icon_merge_right_15px-5ded17.png)** (Merge right):\ Merges only selected unmatched colors from the right into the left theme. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To change the direction of the merge arrows, tap into the grid area of the specific color theme. | The grid is categorized in different columns: * **Lock**:\ When it is set to “Yes”, no color values can be changed. * **No**:\ This is the color index number. Value in the bracket (x) shows the amount of colors in the particular structure tree. * **Name**:\ Color name. * **RGBA**:\ Shows the color definition. * **Used**:\ This is the amount of color related references. * **ColorDefRef**:\ See [Color Theme](/grandma3/2-3/ws_colors_color_theme/). * **Auto Generated**:\ Displays “Yes” in green within the configuration line when a color is merged.\ Alternatively, the value can be manually set to “Yes”, for example, to visually highlight configuration lines that still require review. * **Unmatched**:\ Is set to “Yes” and indicated in orange when a color is not matching the compared theme. ## Example for a Color Theme Merge [Section titled “Example for a Color Theme Merge”](#example-for-a-color-theme-merge) **Requirements:** * Default is selected as base color theme. * DefaultDAYLIGHT is selected as compare color theme. * A color is deleted in the DefaultDAYLIGHT color theme. In the example below, FullBreak. 1. To quickly move the scroll bar to the next unmatched color in the color theme, tap ![](/img/grandma3/2-3/icon_arrow_down_15_v1-5-a942f9.png).  The unmatched color is marked in orange, as shown below: ![](/img/grandma3/2-3/window_compare_scroll-bar_v2-3-e291a5.png) Unmatched colors are marked in orange. 2. To merge all unmatched colors,  tap ![](/img/grandma3/2-3/icon_merge_all_right_15px-455faf.png).\ All merged colors are displayed in green rows. Notice that the column Auto Generated is set to Yes and the column Unmatched is set to No automatically in the defaultDAYLIGHT color theme as shown below:\   ![](/img/grandma3/2-3/window_compare_scroll-bar_2_v2-3-5a28c6.png) Missing colors merged into defaultDAYLIGHT color theme are shown in green. 3. To show only Auto Generated and Unmatched colors, tap ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png).  When enabling filter, the button turns yellow and the columns names “Auto Generated” and “Unmatched” get a yellow filter icon as well:  4. To change RGBA values for “FullBreak”, right click the color in the RGBA column. The color editor opens. 5. Change the R value to 20 by using the dynamic color scroll bar. Tap Ok to close the editor. The color value has changed: ## Export Color Theme [Section titled “Export Color Theme”](#export-color-theme) If closing the color editor without exporting the color theme first, the following pop- up with opens: ![](/img/grandma3/2-3/pop-up_compare_exit_v1-9-d26e6f.png) Export color theme pop-up. * Stay in Editor:\ Pop-up closes and the color theme editor stays open.\   * Export and Exit:\ Changes are exported to the color theme\*\*\*\* listed above.\   * Exit:\ Closes the color theme editor. Changes will get lost after a shutdown.\   To export the defaultDAYLIGHT.xml color theme as a new theme: 1. Tap into the right grid area of the compare tool to link the Export button to the corresponding defaultDAYLIGHT.xml file. 2. Tap Export Compare Theme as … The Export Compare Theme pop-up opens. 3. Type defaultDAYLIGHT\_new\.xml and then tap Export. The color theme is exported. # Encoder Bar Pool > The Encoder Bar Pool can be used to create customizable encoder bars. The customization can be made in an editor, for example, defining the functionality per en The Encoder Bar Pool can be used to create customizable encoder bars. The customization can be made in an editor, for example, defining the functionality per encoder, and defining the number of encoder banks and their encoder objects. To always have a backup with the original feature group structure, the encoder bar pool object 1 is set as default and can not be deleted or edited, as it is system locked. For more information, read the [Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/) topic. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Copy the default encoder bar to an empty pool object to use it as a template. Simply press Copy, tap the default encoder bar pool object and then tap an empty pool object. | When tapping on a pool object, the Encoder Bar and the Encoder Bar window change the user interface according to the settings previously made for those pools. * To address Encoder Banks and Encoder Pages directly, use the [EncoderBank Keyword](/grandma3/2-3/keyword_encoderbank/). * To switch between encoder bars, use the [EncoderBar Keyword](/grandma3/2-3/keyword_encoderbar/). *** Encoder Bar Structure  The following graphic and the numbered list displays the basic structure and terminology of the encoder bar: ![](/img/grandma3/2-3/encoder_bar_pool_numbers_v2-3-7a14fd.png) 1. **Encoder Bar Pool:** This pool contains all the encoder bar pool objects. Each user profile has its own encoder bars pool. 2. **Encoder Bar Pool Object:** A pool can have several pool objects. For more information on how to setup pool objects, see\*\* **[**Pool Windows**](/grandma3/2-3/wvm_pool/)**.\*\* 3. **Encoder Bank Button:** There can be several encoder banks inside an encoder bar pool object. Allows to link to Special dialog tap. 4. **Encoder Page:** Each encoder bank can have several encoder pages. Encoders get arranged in Encoder Pages.  5. **Encoder:** An encoder page can contain up to five dual encoders. *** #### Create New Encoder Bar Pool Object [Section titled “Create New Encoder Bar Pool Object”](#createnew-encoder-bar-pool-object) To open the Encoder Bars pool: 1. Open the Add Window dialog. 2. Tap Pools and then tap Encoder Bars. The Encoder Bars pool is open. To create a new Encoder Bar Pool object: * Press Edit and tap an empty encoder bar pool object. A pool object is added and the Encoder Bar editor opens. To copy the default encoder bar pool object to an empty pool object: * Press Copy, tap Encoder BarPool Object 1 and then tap an empty encoder bar pool object in the Encoder Bars Pool. To assign an Encoder Bar pool object to a ViewButton: * Press Assign, tap an encoder bar pool object, and then tap an empty view button. # Encoder Toolbar > The encoder toolbar represents the largest portion of the encoder bar. The encoder toolbar is context-sensitive and displays different sets of controls as diffe The encoder toolbar represents the largest portion of the encoder bar. The encoder toolbar is context-sensitive and displays different sets of controls as different editors become active. The default set of controls in the encoder toolbar provides access to and display of attribute encoder information. ![](/img/grandma3/2-3/img_encoder-bar_encoder-toolbar_v1-9-5c3343.png) Encoder toolbar Attribute controls available in the encoder toolbar include: 1. **Encoder Page:** This button displays the name of the current feature. It also indicates the total number of pages available in the current encoder bank. \ Tap to cycle through features or tap and swipe to open a pop-up with available features. Encoder Pages can be customized, see [Encoder Bar Pool](/grandma3/2-3/ws_eb_encoder_pool/).\ For more information about features and feature groups, see the [Feature Group](/grandma3/2-3/patch_attribute_feature_group/) topic.  2. **Channel function of the attribute:** These buttons display the current channel function of the attribute displayed directly to the right. They also display additional channel functions when available.\ Tap to cycle through subattributes or tap and swipe to open a pop-up with available subattributes. 3. **Attribute encoder display:** These buttons display the names of the attributes currently linked to the encoders, and show the values of those attributes.\ The center of the encoder icon includes an additional image, which changes depending on the current resolution of the encoder. For more information on encoder resolution, see the [Encoder Resolution](/grandma3/2-3/operate_encoder_resolution_multiplier/) topic.\ To open the calculator, tap the attribute name field or the attribute value field. For more information about attributes and subattributes, see the [Attribute Definitions](/grandma3/2-3/patch_attribute_definitions/) topic.\ For more information about the gesture for rotating a virtual encoder, see the [Gestures](/grandma3/2-3/ws_gestures/) topic. 4. **Link button:** In cases where the same value, timing, phaser, or resolution adjustments should apply to multiple attributes, the link button offers a few options for defining multiple, simultaneous attribute destinations. For more information about the link button, see the section [below](/grandma3/2-3/ws_eb_encoder_toolbar/#h2__786220226). 5. **Layer toolbar:** The default layer is absolute. Tap any layer button in the toolbar to access the desired layer on the attribute encoders. For more information about the layer toolbar, see the [section below](/grandma3/2-3/ws_eb_encoder_toolbar/#LayerToolbar). 6. **Screen encoder:** If the screen encoder is enabled in the user profile settings of the current user, this area displays the basic functionality of the screen encoder. If the screen encoder is disabled in the current user profile, the functionality of the fifth dual encoder will be similar to that of the other four, and the display in this area will also be similar to the displays above the other four encoders. For more information about the screen encoder, see the [User Settings](/grandma3/2-3/user_settings/) topic. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Setting Screen Encoder to **No** in the User Profile settings enables a fifth encoder for controlling attributes. | 7. **Step bar:** The left and right arrows allow navigation between phaser steps in the programmer. The step number button displays the current phaser step in the programmer. Tap the step number button to open a calculator to choose a specific step. Tap the button to the right (![](/img/grandma3/2-3/img_phaser_select_reset_15px-ab995c.png)) of the right-arrow to select all phaser steps. For more information about phaser steps, see the [Phasers](/grandma3/2-3/phaser/) topic. *** ## Link Button [Section titled “Link Button”](#link-button) The link button maintains different link settings for the different types of layers found in the layer toolbar as well as encoder resolution. The text in the link button will update automatically to show the link setting of the current layer type. The available link settings are: * \*\*Single:\ \*\*Adjustments made on one encoder apply only to the attribute on that encoder. * **Feature:**\ Adjustments made to one encoder within a feature apply simultaneously to all attributes in the feature. * **AtFilter:** Adjustments made to one encoder apply simultaneously to all attributes currently enabled in the at filter. * **Active Only (**![](/img/grandma3/2-3/icon_active_15px-827034.png))\*\*:\ \*\*If enabled, only attributes with active values in the programmer will get new values. * **MultiStep Only (**![](/img/grandma3/2-3/iocn_multi_step_15px-3989f0.png))**:**\ If enabled, new values are only applied to attributes with two or more active steps. ### Link Values [Section titled “Link Values”](#link-values) Value layers include: * Absolute * Relative When a value layer is selected, tap Link Values to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for value layers include: * Single * Feature ### Link Timing [Section titled “Link Timing”](#link-timing) Timing layers include: * Fade * Delay When a timing layer is selected, tap Link Timing to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for timing layers include: * Single * Feature * AtFilter *** ## Link Phasers [Section titled “Link Phasers”](#link-phasers) ### Overall [Section titled “Overall”](#overall) The overall phaser layers include: * Speed * SpeedMaster * Phase * Measure ### Steps [Section titled “Steps”](#steps) The phaser step related layers include: * Accel * Decel * Transition * Width ## Phaser Overall and Phaser Steps [Section titled “Phaser Overall and Phaser Steps”](#phaser-overall-and-phaser-steps) When a phaser layer is selected, tap Link Phaser to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for phaser layers include: * Single * Feature * AtFilter * Active Only  * MultiStep Only ## Link Resolution [Section titled “Link Resolution”](#link-resolution) While the MA key is pressed and held, tap Link Resolution to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for encoder resolution include: * Single * FeatureGroup *** ## []()Layer Toolbar [Section titled “Layer Toolbar”](#layer-toolbar) Presets and cues can store and recall multiple layers of data for each attribute. The layer toolbar provides access to all available layers. Layers are color-coded. Markers and text backgrounds using matching colors in the attribute encoder displays, encoder bank buttons, fixture sheet, and sequence sheet denote active or stored data for the corresponding layer. For more information about colors, see the [Colors](/grandma3/2-3/ws_colors/) topic. Tap a button in the layer toolbar to access data for the desired layer. The attribute encoders and any sheet with a layer selection set to auto will display the desired layer. For more information about value and timing layers, see the [What is the Programmer](/grandma3/2-3/operate_programmer/) topic. For more information about phaser layers, see the [Phasers](/grandma3/2-3/phaser/) topic. For more information about using GridPosition to create MAgic presets, see the [Create New Presets](/grandma3/2-3/presets_create/#magic) topic. When the programmer is clear, the bars across the top of the attribute encoder and the channel function displays are gray. The selected layer group returns to **Values and Timings** and the **Absolute** layer. The layer selection in Phaser Overall and Phaser Steps stays as selected after clearing the programmer. As the selection changes, the bars across the top of any attributes and channel functions available in the current selection change color. The color coordinates with the color of the current layer in the layer toolbar.\ The lights under the dual-encoders also follow the same behavior. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The colors for each phaser-related layer can be changed in the color theme in the ColorGroup “ProgLayer”. For more information, see [color theme](/grandma3/2-3/ws_colors_color_theme/). | # Default Feature Group Control Bar > The default feature group control bar appears along the top of the encoder bar. Each feature group used in the show file appears in the form of a radio button. The default feature group control bar appears along the top of the encoder bar. Each feature group used in the show file appears in the form of a radio button. The feature group control bar is the MA default encoder bar. To create a customized Encoder bar, see the [Encoder Bar Pool](/grandma3/2-3/ws_eb_encoder_pool/) topic. ![](/img/grandma3/2-3/img_feature-group-control-bar_v1-0-7905b7.png) *Feature group control bar with Dimmer selected* Adding fixtures, which use additional feature groups, to the patch automatically adds the necessary feature groups to the feature group control bar. When the programmer is clear, the bars across the top of the feature group buttons are grey. As the selection changes, the bars across the top of any feature groups available in the current selection change color. The color coordinates with the color of the current layer in the layer toolbar. *** ## Select a Feature Group  [Section titled “Select a Feature Group ”](#select-a-feature-group) To select a feature group in the control bar, tap the desired feature group. The radio button is enabled, and the encoder toolbar adjusts to display the attributes of the selected feature group. To change the feature group using a shortcut, press and hold Preset + press one of the numbers from 1 to 9 on the numeric keypad. For example, to change to the color feature group, press Preset + 4. *** ## Active Programmer Values [Section titled “Active Programmer Values”](#active-programmer-values) To activate the attributes of a feature group in the programmer, tap twice on the desired feature group. The information activates and a colored marker appears on the feature group button. To deactivate, tap the feature group once again. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The color of the marker or markers on the feature group button corresponds to the active layer or layers of information. These markers will appear as long as there are active values, no matter how the values were activated. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To activate information in a specific layer, tap the desired layer in the layer control bar in the encoder toolbar before tapping the feature group. | *** ## Feature Group as the Object of a Command [Section titled “Feature Group as the Object of a Command”](#feature-group-as-the-object-of-a-command) Many function keywords (including On, Off, Park, Unpark, Remove, Release, Stomp, and Default) can execute their commands using feature groups as their destination objects. ### Example [Section titled “Example”](#example) To remove all dimmer values within the current selection from the programmer: * Press Off and tap Dimmer. The dimmer values of the current selection are removed from the programmer. # Encoder Bar > The encoder bar displays the attributes or functions linked to the encoders. The encoder bar also includes shortcuts for quick access to a selection of user pro The encoder bar displays the attributes or functions linked to the encoders. The encoder bar also includes shortcuts for quick access to a selection of user profile settings and programming tools. On the grandMA3 full-size, the grandMA3 full-size CRV, the grandMA3 light, and the grandMA3 light CRV; the encoder bar appears on screen 8. By default, the encoder bar appears at the bottom of screen 1 on all other grandMA3 consoles and the grandMA3 onPC software. To show or hide the encoder bar on screen 1 on any grandMA3 console or the grandMA onPC software, tap Show Encoder Bar in the configure display menu on screen 1. For more information on the configure display menu, see the [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/) topic. The Encoder Bar ![](/img/grandma3/2-3/icon_encoder_bar_15p-af5f09.png) is available as a window under the **More** and **All** tabs in the **Add Window** pop-up. For more information on adding windows, see the [Add Windows](/grandma3/2-3/wvm_add_window/) topic. The Encoder bar is also available as a pop-up. To open the encoder bar pop-up, tap ![](/img/grandma3/2-3/icon_encoder_bar_15p-af5f09.png) in the control bar.  ![](/img/grandma3/2-3/img_encoder-bar_v2-3-424f0e.png) Encoder bar  The encoder bar includes the following main sections, for easier identification, they are marked with red numbers in the image above. 1. User profile settings and align mode. * Tap Sync to disable or enable synchronized playback of phasers in the programmer. For more information on sync, see the [Phasers](/grandma3/2-3/phaser/) topic. * Tap Single Step to enable or disable single step. For more information on the single step setting, see the [User Settings](/grandma3/2-3/user_settings/) topic. For more information on using steps in general, see the [Phasers](/grandma3/2-3/phaser/) topic. * Tap Align to cycle through align modes or tap and swipe to open a pop-up menu containing all of the available align modes. For more information on align, see the [Align](/grandma3/2-3/operate_align/) topic. * Tap Readout to cycle through attribute value readout options or tap and swipe to open a pop-up menu containing all of the available readout options. For more information on readout, see the [User Settings](/grandma3/2-3/user_settings/) topic. 2. The encoder bank buttons appear along the top of the encoder bar. For more information, continue to the following subtopics. 3. The encoder toolbar occupies most of the area in the encoder bar. The layer toolbar is part of the encoder toolbar. For more information, [Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/) and [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/). 4. Tap Selection to open a temporary version of the [](/grandma3/2-3/operate_selection/)Selection Grid. For more information on the Selection Grid, see the [Selection Grid](/grandma3/2-3/operate_selection/) topic. 5. Tap Phaser to open a temporary version of the Phaser Editor window. For more information on the Phaser Editor window, see the [Phaser Editor](/grandma3/2-3/phaser_editor/) topic. 6. Tap MAtricks to open a temporary version of the MAtricks window. The background, top bar, and three dots in the upper-right corner of this button will change color to indicate that MAtricks is active. For more information on MAtricks, see the [MAtricks and Shuffle](/grandma3/2-3/matricks/) topic. 7. Time Control. Two on-screen fader controlling two different timing elements. They are called **Prog Time** (Program Time) and **Exec Time** (Executor Time). For more information, see [time control](/grandma3/2-3/masters_grand_time/). 8. The Grand Master appears at the right edge of the encoder bar. For more information on the grand master, see the [Grand Master](/grandma3/2-3/do_control_grand/) topic. *** ## Encoder Bar Window Settings [Section titled “Encoder Bar Window Settings”](#encoder-bar-window-settings) The elements in the Encoder Bar window can be enabled or disabled. To open the Encoder Bar Window Settings 1. Open the Add window dialog, open the More tab and then tab Encode Bar. The Encoder Bar window opens. 2. Tap MA in the title bar of the window. The Encoder Bar window settings opens. Tap the following settings to show or hide various elements of the Encoder Bar window: * \*\*Title Bar:\ \*\*Press MA + MA (or Ctrl + Alt) to temporarily show the title bar. * \*\*User Profile Settings:\ \*\*Buttons on the left. * \*\*Encoder Bank:\ \*\*The buttons top left. * \*\*Tool Pop-Ups:\ \*\*The buttons top right. * \*\*Timing Buttons:\ \*\*The buttons Prog Time and Exec Time. * \*\*EncoderPage:\ \*\*The encoder page selector. * \*\*Layer Toolbar: \ \*\*The layer toolbar in the middle. * \*\*Step Buttons:\ \*\*The step buttons on the right. * \*\*Encoder Label:\ \*\*The active value and the name above the encoder.  * \*\*Function Selector:\ \*\*The channel function area. * **Fader Encoders:**\ Changes the encoder to a fader style in the graphical user interface. * \*\*Grand Master:\ \*\*The grand master fader. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) * [Default Feature Group Control Bar](/grandma3/2-3/ws_eb_feature_group_control_bar/) * [Encoder Bar Pool](/grandma3/2-3/ws_eb_encoder_pool/) # Gestures > Use gestures on the touchscreens of the grandMA3 console to quickly navigate and adjust settings. Use gestures on the touchscreens of the grandMA3 console to quickly navigate and adjust settings. ![tap](/img/grandma3/2-3/tap_1_v2-2-5dd7b0.png) * **Tap** Briefly tap the surface with a fingertip. *** ![tap\_and\_hold](/img/grandma3/2-3/tap_and_hold_1_v2-2-4d8f1c.png) * **Tap & Hold** **​**Tap the surface and hold it for at least one second. *** ![zoom](/img/grandma3/2-3/zoom_1_v2-2-fbfccd.png) * **Zoom** **​**Tap the surface using two fingers and move them apart or toward each other. *** ![resize](/img/grandma3/2-3/resize_1_v2-2-e7a433.png) * **Resize** 1. Tap the title bar or the title field using any finger of one hand and hold it. 2. Briefly tap anywhere on the surface using a second finger. 3. Release both fingers. 4. The window is resized. *** ![1\_finger\_swipe](/img/grandma3/2-3/1_finger_swipe_1_v2-2-72dddb.png) * **1 Finger Swipe** Tap and brush in any direction. *** ![2\_finger\_scroll](/img/grandma3/2-3/2_finger_scroll_1_v2-2-725583.png) * **2 Finger Scroll** To scroll within a window, tap the surface with two fingertips and brush the surface in the desired direction. | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If using a mouse, hold down the right and left buttons and move the mouse. | *** ![3\_or\_more\_finger\_scroll](/img/grandma3/2-3/3_or_more_finger_scroll_1_v2-2-fe17c2.png) * **3 or More Finger Scroll** **Requirement:** * Set the height and/or width of the user-defined area larger than the available screen space. For more information see the [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/) topic. To scroll the user-defined area within the available screen space, tap the surface with three or more fingertips and brush the surface in the desired direction. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When using a mouse, press and hold the option key (on macOS) or Alt key (on Windows), then hold down the right and left buttons and move the mouse. | *** ![drag\_and\_drop](/img/grandma3/2-3/drag_and_drop_1_v2-2-a51165.png)​​ * **Drag & Drop** Use this gesture to move and resize windows within the user-defined area as well objects and elements within certain graphical editors (such as the 3D, Layout, Phaser Editor, or Timecode window). 1. ​Tap and hold with one finger. 2. Move the finger to the desired position. 3. Release the finger. *** ![two\_finger\_edit](/img/grandma3/2-3/two_finger_edit_v2-2-c321df.png) * **2 Finger Edit** In sheets and other similar grids:\ The **Precise Edit** user profile setting defines the behavior of the **2 Finger Edit** gesture when it is used within sheets and other similar grids (such as the macro editor or patch menu). **Precise Edit** disabled: 1. Tap the desired cell. 2. Tap with two fingers anywhere within the same window of the desired cell. **Precise Edit** enabled: 1. **​**Tap and hold one finger in the desired cell. 2. Tap anywhere on the same screen with a second finger. 3. Release both fingers. In pools:\ The **Precise Edit** user preference setting does not change the behavior of the **2 Finger Edit** gesture when it is used to edit objects within pools. To edit a pool object, follow the steps above under “**Precise Edit** enabled.” For more information about user profile settings, such as **Precise Edit**, see the [User Settings](/grandma3/2-3/user_settings/) topic. *** * \*\*On-screen Encoder and Rotating Knob \*\* The on-screen encoders and rotating knobs types each have a setting in User Profile settings that defines how the on-screen element work. The User Profile settings have all the settings that apply to the user profile. See all the settings in the [User Settings topic](/grandma3/2-3/user_settings/). ### Rotate Style [Section titled “Rotate Style”](#rotate-style) To change the value using a gesture in the user interface: 1. Tap and hold the desired encoder or knob icon. The encoder icon turns dark. 2. Draw circles around the center of the encoder or knob in the direction of the desired change. Turning clockwise will increase the value, and turning counter-clockwise will decrease the value. 3. If desired, drag the pointer to another area of the screen. This moves the virtual center of the on-screen encoder to this new point. Larger circles result in finer control resolution. For more information about the on-screen encoder, see the [Encoder Toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) topic. For more information about the on-screen knobs, see the [Executor](/grandma3/2-3/executor/#h2__770195381) topic. ### Drag Style [Section titled “Drag Style”](#drag-style) Here is how to operate the encoders (including knobs) on a screen using the fingers: 1. Tap and hold the encoder, drag it outside the encoder, and release the finger. 2. A fader pop-up opens. Depending on the drag direction, it opens horizontally or vertically (see example below). 3. Tap into the fader area and hold it. 4. Moving the finger in the direction of the bar, the value changes. 5. When the desired value is set, release the finger. 6. The pop-up closes automatically when releasing the finger outside of the encoder. 7. Tapping the encoder fader opens a calculator. 8. If the position is held for more than one second, the fader value gets locked. This is an example of the horizontal drag encoder pop-up: ![Image showing the Drag style of the encoder pop-up](/img/grandma3/2-3/popup_encoder-style-drag_v2-0-aef08d.png) Horizontal version of the Drag rotating knob style There are small differences between the knob and encoder styles. The buttons - and + in the small pop-up allow changing the value by 10%. If there are assigned commands to the knobs left and right rotation, then these are on the - and + buttons instead. Tapping Resolution changes the value between the available resolutions. The knobs have **Slow** and **Fast**. The encoders have the resolutions available on the physical encoders. Depending on the chosen value, the value will change slower or faster when moving the fader in the pop-up.   The encoders have multiple resolutions. Typically, they are **Coarse**, **Fine**, **Increment**, and **Native**. Learn more in the [Encoder Resolution topic](/grandma3/2-3/operate_encoder_resolution_multiplier/). Each encoder pop-up displays which fader function is assigned to the encoder. # Master Controls > The menu Master Controls displays all selected and grand masters. The menu Master Controls displays all selected and grand masters. To open Master Controls, tap ![faders](/img/grandma3/2-3/icon_faders_15_v1-9-0583bd.png) in the control bar on the left of screens 1 to 7 or press F4 on a keyboard. ![Master Controls](/img/grandma3/2-3/overlay_master-controls_v1-9-542ffe.png) *Master Controls* 1. Upper section is used in the selected sequence.  2. Lower section is used for global settings.    Adjust the value of the on-screen faders depending on their type: * On-screen faders with indicators in the right corner of the title bar: * To change modes, see [Masters](/grandma3/2-3/masters/).  * To adjust values, tap and slide upward or downward.\   * On-screen faders without indicators: * To adjust values, tap and slide upward or downward. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can enable or disable the on-screen faders  **[Highlight](/grandma3/2-3/keyword_highlight/)**, **[Lowlight](/grandma3/2-3/keyword_lowlight/)**, **[Solo](/grandma3/2-3/keyword_solo/)**, and **[Blind](/grandma3/2-3/keyword_blind/)** using Highlt, MA + Highlt, Solo, and Blind on the console. | # Displays in grandMA3 onPC > The Displays pop-up allows toggling, showing, or hiding all 7 screens on the grandMA3 onPC. The Displays pop-up allows toggling, showing, or hiding all 7 screens on the grandMA3 onPC. To open the Displays pop-up on the grandMA3 onPC, tap ![](/img/grandma3/2-3/icon_display_15_v1-9-4096ad.png) in the [control bar](/grandma3/2-3/ws_ui_control_bar/). ![](/img/grandma3/2-3/popup_displays_v1-9-940938.png) *Displays* Displays can be toggled On or Off by tapping the relevant buttons. | | | | -------------------------------------------------- | --------------------------------------------- | | ![](/img/grandma3/2-3/restriction_gray-3bb57e.png) | **Restriction:** | | | Display 1 cannot he toggled. It is always On. | The number and the indicator turn yellow on the displays that are shown. The pop-up can be closed by tapping the icon again in the control bar or by tapping the X in the upper right corner of the pop-up. For information on the location of menus, see [Change Menu Locations](/grandma3/2-3/wvm_change_location/). # Oops Menu > The Oops menu displays the history of completed actions. Completed actions are displayed as a list and in chronological order. The action at the bottom shows th The Oops menu displays the history of completed actions. Completed actions are displayed as a list and in chronological order. The action at the bottom shows the latest entry. The latest action or multiple actions can be Oopsed. It is also possible to use Oops filters for different kinds of actions. For more information about Oops, see [Oops keyword](/grandma3/2-3/keyword_oops/) and [Oops hardkey](/grandma3/2-3/key_oops/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | All Oops entries are cleared when changing the Patch or loading a show file. | To get a first impression of the Oops menu, watch the video below: [Vimeo video](https://player.vimeo.com/video/1057870932?title=0\&byline=0\&portrait=0\&color=ffeb0f) To open the Oops menu: * Press and hold Oops. or * Execute the command Menu “OopsOverlay”. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22OopsOverlay%22) ![](/img/grandma3/2-3/overlay_oops_v2-1-41e43f.png) Oops menu   The menu is separated into two columns: * **Name**: Shows the executed command or the action that has been done. * **Elapsed Time / Session Time**: Shows the bygone time since the action has been executed. To toggle between different time units, tap Columns in the title bar: * Elapsed Time: Shows the passed time since the command has been executed. * Session Time: Shows the time off the day the command has been executed.   ## Oops Actions [Section titled “Oops Actions”](#oops-actions) Only the last action or a coherent amount of actions can be Oopsed. A selection of actions always include the latest one. A blue background indicates the selected action. Requirements: * Change at least two values in the show file to create Oops events, for example, by setting dimmer, position and color values for fixtures. To undo the last action: 1. The action at the bottom is selected, when opening the Oops menu. 2. Tap Oops Last Action located the bottom right corner in the Oops menu. The latest action is undone and is vanished.   To undo multiple actions: 1. Use [2 Finger Scroll](/grandma3/2-3/ws_gestures/) or the scrollbar to scroll to a particular event in the Oops menu. 2. Tap on any listed event to undo it. This selects the latest event and all other events up to and including the selected event.  3. Tap Oops x Actions. The x stands for the selected number of actions. 4. The selected actions are undone and are vanished from the menu.   ## Toggle Oops Filters [Section titled “Toggle Oops Filters”](#toggle-oops-filters) The following Oops elements in the list can be filtered/hidden: * Create Oops * Oops Views * Oops Programmer * Oops Selection | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The four filters operate the corresponding settings of the User Configuration. For more information, see [User Settings](/grandma3/2-3/user_settings/). | | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | /NoOops does not generate oops events when executing commands. For more information, see [/NoOops Option Keyword](/grandma3/2-3/ok_nooops/). | * To create no events at all, disable Create Oops. Oops View, Oops Programmer and Oops Selection are grayed out. ## Oops Confirmation [Section titled “Oops Confirmation”](#oops-confirmation) The setting Oops Confirmation defines when an Oopsed event has to be confirmed via a pop-up. Oops Confirmation can be set to the following options: * Always: Any Oopsed event needs to be confirmed. * Main: Important actions needs to be confirmed, for example, storing, moving, or deleting objects. * Never: No confirmation is needed. Oops Configuration is set to Never by default. To change the Oops Confirmation to Always: 1. At least one Oops event is created. 2. Press and hold Oops. The Oops menu opens. 3. Tap, hold and swipe Oops Confirmation. A dropdown menu opens. 4. Select Always. The dropdown menu closes. 5. Close the Oops menu. 6. Press Oops. A Oops pop-up appears: ![](/img/grandma3/2-3/overlay_oops-undo_pop-up-v1-9-17b5c0.png) Undo pop-up 7. Tap Oops to confirm. The last action is undone. *** ## Oops in a Session [Section titled “Oops in a Session”](#oops-in-a-session) Oopsing an action is possible in a session with multi-users. For more information about multi-users in sessions, see [Multi User Systems](/grandma3/2-3/user/) and [Session](/grandma3/2-3/network_session/). Oops could fail while changes to the show file are being made via another station. If so, an error message will appear on the station where Oops is being used: ![](/img/grandma3/2-3/menu_oops_station_fail_v2-3-7bd4b0.png) Error message # Playback Bar > The playback bar displays the objects currently assigned to the corresponding executors. The playback bar displays the objects currently assigned to the corresponding executors. The bar includes: * The playback status of each object * The available controls assigned to the executor keys, faders, and knobs * In some cases: * [Master Area](/grandma3/2-3/do_control_master/) * [Custom Area](/grandma3/2-3/do_control_custom/) * Page navigation controls * Xkeys # Playback Controls > The Playback Controls menu shows an on-screen version of the physical faders of a console and/or wings. The Playback Controls menu shows an on-screen version of the physical faders of a console and/or wings. To open Playback Controls, tap ![](/img/grandma3/2-3/icon_playback_15_v1-9-d2ca58.png) in the control bar on the left of screens 1 to 7 or F5 on a keyboard. For more information on the functionality of executors, see [Executors](/grandma3/2-3/executor/). ![](/img/grandma3/2-3/img_playback-controls_v2-1-f002b2.png) *Playback Controls from the Demoshow* # Adjustable Columns > In certain windows and sheets, the column arrangements can be customized. The following sections will be covered in this topic: In certain windows and sheets, the column arrangements can be customized. The following sections will be covered in this topic: | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | To save and recall your arrangements, store them as Views or use Preferences. For more information, see [Store and Recall Views](/grandma3/2-3/wvm_store_recall/) and [Store Settings and Store Preferences](/grandma3/2-3/cue_store_settings_preferences/) | There are two ways to customize the columns, by enabling column editing in the grid and using gestures or by defining the column arrangements in column sets. The following windows and sheets in the Add Window pop-up use the column editing to adjust the columns. See [gestures](/grandma3/2-3/ws_gestures/) for more information. ### * Content Sheet * Fixture Sheet * Track Sheet * Layouts and Layout Editor * Timecode Editor and Timecode Viewer In addition, the following windows and sheets are using [Column Sets](/grandma3/2-3/ws_ui_adjustable_columns/#h2__1793373853):[](/grandma3/2-3/ws_ui_adjustable_columns/#h1__1190983073) * Agenda Viewer. * RDM Devices Viewer. * Sequence Sheet. * Track Sheet. *** ## Column Editor in the Grid [Section titled “Column Editor in the Grid”](#column-editor-in-the-grid) The following video provides a basic overview of the column editing feature using gestures. ### [Section titled “”](#-1) ### [Vimeo video](https://player.vimeo.com/video/907845098?title=0\&byline=0\&portrait=0\&color=ffeb0f) [Section titled “Vimeo video”](#vimeo-video) ### Open Column Editing [Section titled “Open Column Editing”](#open-column-editing) To edit specific columns, a column edit mode has to be opened in the corresponding window. To open column editing: 1. Open the corresponding window, for example, the fixture sheet via the [Add window dialog](/grandma3/2-3/wvm_add_window/). 2. Perform a 2 finger scroll gesture in the header row of the window. A gear icon (![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png)) appears in the top left corner of the header. 3. Tap ![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png) within three seconds. Three available buttons for column editing are shown. 4. Tap Enter Column Editing. The contents of the window will be displayed in a light gray color and the columns will now be ready for editing as shown in the image below. ![Fixture sheet window with enabled column editing mode](/img/grandma3/2-3/window_fixture_sheet_edit_column_v2-0-1abecf.png) *Fixture Sheet - Column Editing* ### [Section titled “”](#-2) ### Edit Columns [Section titled “Edit Columns”](#edit-columns) ### [Section titled “”](#-3) A drag & drop gesture is used, to change the column order. To change the column order in the corresponding window, for example, the fixture sheet: 1. Tap and hold a column header with one finger, for example, the Color header. 2. Drag the column left or right to the desired position. A red vertical line indicates the potential position of the column if releasing the finger. 3. Release the finger. The column has now moved to the new position. To reset all columns back to the initial position, tap Reset Column Order. 4. Tap Leave Column Editing. The edit column mode is closed. ![Fixture sheet with enabled column editing mode and a red vertical line.](/img/grandma3/2-3/window_fixture_sheet_edit_column_2_v2-0-9b2e07.png) Fixture Sheet - Column Editing mode with a red vertical line # Command Line > The following categories are highlighted in this topic: The following categories are highlighted in this topic: * [Show or Hide the Control Bar](/grandma3/2-3/ws_ui_command_line/#h2__161440591) * [Open the Command Line History](/grandma3/2-3/ws_ui_command_line/#h2_472441094) * [Open the Virtual Keyboard](/grandma3/2-3/ws_ui_command_line/#h2__1232432911) * [Information in the Command Prompt](/grandma3/2-3/ws_ui_command_line/#h2__895363515) * [Change the Default Keyword](/grandma3/2-3/ws_ui_command_line/#h2__1056423551) * [Set the Cursor in the Command Line](/grandma3/2-3/ws_ui_command_line/#h2_1930382764) * [Session Status and Quick Access to the Network Menu](/grandma3/2-3/ws_ui_command_line/#h2__450173061) * [Hidden Progress Bar](/grandma3/2-3/ws_ui_command_line/#h2_1717885788) * [Message Center](/grandma3/2-3/ws_ui_command_line/#h3__364189110) The main purpose of the command line is to display active command syntax as it is entered and to display any errors generated by failed syntax. The command line also includes several helpful status indicators and quick-access buttons to frequently used features. By default, the command line is located at the bottom of screen 1. It can also appear at the bottom of screens 2, 3, 4, 5, 6, and 7. ![](/img/grandma3/2-3/img_command-line_v2-0-bc2e9f.png) *Command line as it appears on screen 7* *** ## Show or Hide the Control Bar [Section titled “Show or Hide the Control Bar”](#show-or-hide-the-control-bar) Tap the left arrow at the left edge of the command line to show or hide the control bar along the left edge of the screen. *** ## Open the Command Line History [Section titled “Open the Command Line History”](#open-the-command-line-history) To open a temporary window showing the Command Line History: * Tap MA on the left side of the command line The Command Line History opens. ![](/img/grandma3/2-3/popup_command-line-history_v2-0-b9d647.png) Command Line History To close the window: * Tap MA once again -or- * Tap ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png) in the upper right corner of the window To open the window version of the Command Line History: 1. Open the Add Window dialog 2. Tap Common + Command Line History. To show or hide the Command Line in the Command Line History window: 1. To open the Command Line History Window Settings, tap MA. 2. Enable Show Command Line. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The content of the command line is synchronized across all visible command line inputs at the very same station. To synchronize the command line between a station and a connected web remote, see [Linked Command Lines](/grandma3/2-3/network_webremote/#h2_1692143775). | To select a recent command in the command line history: 1. Tap and hold a recent command in the history. The command gets selected, a pop-up opens, and the Command Line History background turns red. 2. Select one of the following options from the pop-up: 1. Copy: Copies the command in the clipboard. 2. Execute Again: Executes the command again. 3. Copy and Overwrite to Command Line: Copies the command into the command line. Existing command line content will be discarded. 4. Add to Command Line: Copies the command to the end of existing command line content. 3. Tap Jump To Bottom to set the Command Line History to the latest entry. The Command Line History can display a maximum number of 2 048 lines. For more information, see [Add Window](/grandma3/2-3/wvm_add_window/). *** ## Open the Virtual Keyboard [Section titled “Open the Virtual Keyboard”](#open-the-virtual-keyboard) To open a temporary command line window with a virtual keyboard: * Tap ![virtual\_keyboard](/img/grandma3/2-3/virtual_keyboard-0aab3d.png) on the left of the command line. The window opens with a virtual keyboard. ![](/img/grandma3/2-3/img_virtual-keyboard_v2-3-4d3f7c.png) *Open virtual keyboard* To minimize the virtual keyboard: * Tap ![virtual\_keyboard](/img/grandma3/2-3/virtual_keyboard-0aab3d.png). To close the virtual keyboard: * Execute a command by tapping Please. * Tap ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png) in the upper right corner of the window. To change the language on the keyboard: * To cycle through the languages, tap the key that displays the language, for example, English, on the keyboard. For more information, see [Keyboard Keyword](/grandma3/2-3/keyword_keyboard/). *** ## Information in the Command Prompt [Section titled “Information in the Command Prompt”](#information-in-the-command-prompt) The command prompt is the point where the entered syntax appears. The prompt ends with the ’>’ symbol, but it contains two pieces of helpful information before the symbol. * **User Name**\ The user name of the logged in user appears first in the command prompt. * **Default Keyword**\ The default keyword appears in square brackets in yellow text after the user name. The console uses the displayed default keyword for any numerical syntax entered without a specified object keyword. It is possible to navigate through the directory structure of the software using the command line. In this case, the current location in the directory replaces the default keyword displayed in the command line. When returning to the root directory, the default keyword replaces the directory path display. *** ## Change the Default Keyword [Section titled “Change the Default Keyword”](#change-the-default-keyword) Possible default keywords of the command line can include: * [Fixture](/grandma3/2-3/keyword_fixture/) * [Channel](/grandma3/2-3/keyword_channel/) * [Universal](/grandma3/2-3/keyword_universal/) * [Houselights](/grandma3/2-3/keyword_houselights/) * [NonDim](/grandma3/2-3/keyword_nondim/) * [Media](/grandma3/2-3/keyword_media/) * [Fog](/grandma3/2-3/keyword_fog/) * [Effect](/grandma3/2-3/keyword_effect/) * [Pyro](/grandma3/2-3/keyword_pyro/) * [MArker](/grandma3/2-3/keyword_marker/) * [Multipatch](/grandma3/2-3/keyword_multipatch/) * [PSR](/grandma3/2-3/keyword_psr/) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Some of the listed keywords can be customized. For more information, see [Custom ID](/grandma3/2-3/patch_what_are_fixtures/). | To change the default keyword: 1. Enter the desired keyword into the command line. For example, press the Channel key. 2. Press Please. *** ## Set the Cursor in the Command Line [Section titled “Set the Cursor in the Command Line”](#set-the-cursor-in-the-command-line) When entering command line syntax using a keyboard, it is necessary to bring the keyboard focus to the command line. To set the cursor in the command line: * Tap the command line \- or - * Press Esc one or more times. Once all open menus and pop-ups are closed, the keyboard focus returns to the command line. \- or - * Press and hold MA and subsequently press Please ![](/img/grandma3/2-3/img_command-line_v2-0-bc2e9f.png) *Set cursor in the command line* The cursor is set and starts blinking after the prompt and a white box surrounds the command line. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | A triangle symbol (![](/img/grandma3/2-3/icon_playback_backwards_15_v1-9-dbbd00.png)) appears if the prompt is longer than the command line. | For more information, see [Command Syntax and Keywords](/grandma3/2-3/command_syntax_keywords/). *** ## ## Session Status and Quick Access to the Network Menu [Section titled “Session Status and Quick Access to the Network Menu”](#session-status-and-quick-access-to-the-network-menu) An indicator of network session status appears on the right side of the command line. Tapping the indicator toggles the network menu open or closed. The color of the network icon indicates one of the following session states: * **Red:** Standalone * **Black:** Startup * **Gray:** IdleMaster * **Light Blue:** GlobalMaster * **Green:** Connected For more information about networking, see the [Networking](/grandma3/2-3/network/) topic. *** Show or Hide the View Bar Tap the right arrow at the right edge of the command line to show or hide the bar of view buttons along the right edge of the screen. *** ## Hidden Progress Bar [Section titled “Hidden Progress Bar”](#hidden-progress-bar) The process, e.g. when sending an update from a grandMA3 onPC station to a grandMA3 console, is indicated by a circle with a number in it on the right side of the command line. The number inside the circle indicates how many processes are running in the background. ![Update this description text.](/img/grandma3/2-3/img_cmd_progressbar_v2-2-650e07.png) Command Line - Hidden Progress Bar Tap the circle to show the regular progress bar. # Control Bar > The control bar allows fast access to the shutdown command, essential menus, additional displays (in grandMA3 onPC), online help, and At filter. The control bar allows fast access to the shutdown command, essential menus, additional displays (in grandMA3 onPC), online help, and At filter. On console displays, the control bar is hidden on all screens by default. Within the onPC application, the control bar is shown along the left edge of screens 1 through 5 by default. In consoles and the onPC application, the control bar can appear along the left edge of screens 1 through 7. To show or hide the control bar, tap Show Control Bar in the Configure Display pop-up for the desired screen or press the left arrow at the left side of the command line. For more information about the display configuration, see [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/). Another quick and easy way to toggle the control bar is to tap on the ![](/img/grandma3/2-3/icon_triangle_lef_15px-74422e.png) icon in the command line. ![](/img/grandma3/2-3/img_control-bar_v2-0-d94ac9.png) Control bar * Tap the ![](/img/grandma3/2-3/icon_power_24px-d6a55f.png) icon at the top of the control bar to open the [shutdown menu](/grandma3/2-3/shutdown_the_system/). * Tap the ![](/img/grandma3/2-3/icon_setup_24px-3093e8.png) icon in the control bar to open the main menu. For more information, see [Menus](/grandma3/2-3/wvm_menus/). * Tap the ![](/img/grandma3/2-3/icon_button_24_v1-0-8fab28.png)  icon in the control bar to open the command section pop-up. For more information, see [Command Section](/grandma3/2-3/ws_command_area/).  * Tap the ![](/img/grandma3/2-3/icon_fader_24px-32b9c7.png)  icon in the control bar to open the master controls pop-up. For more information, see [Master Controls](/grandma3/2-3/ws_master_controls/). * Tap the ![](/img/grandma3/2-3/icon_special_master_24px-a397b8.png) icon in the control bar to open the custom master section pop-up. For more information, see [Special Executors](/grandma3/2-3/executor_special/). * Tap the ![](/img/grandma3/2-3/icon_master_fader_24px-f60f8d.png)  icon in the control bar to open the playback controls pop-up. For more information, see [Playback Controls](/grandma3/2-3/ws_playback_controls/). * Tap the ![](/img/grandma3/2-3/icon_encoder_bar_25px-f44f81.png) icon in the control bar to open the Encoder Bar pop-up.  * Tap the ![](/img/grandma3/2-3/icon_display_24px-401c55.png)  icon in the control bar for access to all of the available displays within the grandMA3 onPC application. This option is only available in grandMA3 onPC. For more information, see [Displays in grandMA3 onPC](/grandma3/2-3/ws_onpc_displays/). * Tap the ![](/img/grandma3/2-3/icon_question_mark_24px-dc16e6.png)  icon in the control bar to enter the Help keyword into the command line. For more information, see [Help keyword](/grandma3/2-3/keyword_help/). * Tap the ![](/img/grandma3/2-3/icon_commandwingbar_24px-555a15.png) icon in the control bar to toggle the main encoder bar to the command wing bar in the grandMA3 onPC application. This option is only available in grandMA3 onPC. For more information, see [Command Wing Bar](/grandma3/2-3/ws_command_wing_bar/). * Tap the ![](/img/grandma3/2-3/icon_10_filter_24px-3d96f7.png) icon in the control bar to open the At Filter pop-up. For more information, see below. *** ## At Filter Pop-Up [Section titled “At Filter Pop-Up”](#at-filter-pop-up) ## The At ![](/img/grandma3/2-3/icon_10_filter_15px_white-92d996.png) allows quick access to various programmer functions and special values. [Section titled “The At  allows quick access to various programmer functions and special values.”](#the-atallows-quick-access-to-various-programmer-functions-and-special-values) ![](/img/grandma3/2-3/img_control-bar_at-menu_v2-3-963853.png) At Filter pop-up * Tap At Filter to open the temporary At Filter menu. * Tap Cut Programmer, Copy Programmer, and Paste Programmer to cut, copy, and paste the contents of the programmer. For more information, see the [What is the Programmer](/grandma3/2-3/operate_programmer/) topic. * Tap Delete Steps to delete the current phaser step or steps from the programmer. For more information, see the [Phasers](/grandma3/2-3/phaser/) topic. * Tap Clear to access the same three clear keywords available by pressing the Clear key. For more information, see the [Clear Key](/grandma3/2-3/key_clear/) topic. * Tap Full, Zero, Default, Normal, On, Off, Release, or Remove to apply the desired special attribute value to the selection. On and Off apply to the selection. Full, Zero, Default, Release, and Remove apply to the dimmer attribute of the selection. For more information, see the Specials section in the [Calculator](/grandma3/2-3/ws_calculator/) topic. * Tap Edit Recipe to enable edit recipe mode. For more information, see [Recipe Editor Window](/grandma3/2-3/recipes/#h2_1768861353). * Tap and hold At ![](/img/grandma3/2-3/icon_10_filter_15px_white-92d996.png)  to open the temporary At Filter. For more information, see [At Filter Window](/grandma3/2-3/worldfilter_at_filter/). # Desk Lock > The desk lock is a useful tool that keeps unauthorized people from accessing the desk. The desk lock is a useful tool that keeps unauthorized people from accessing the desk. To lock the desk, use one of these options: * Press MA + MA + Pause. For more information, see [Pause | Fix Key](/grandma3/2-3/key_pause/). * Press Pause on the keyboard. * Press F9 on the keyboard. * Tap the ![](/img/grandma3/2-3/icon_power_15_v1-0-c9faff.png) icon at the top of the [control bar](/grandma3/2-3/ws_ui_control_bar/) to open the [shutdown menu](/grandma3/2-3/shutdown_the_system/). Then tap the ![](/img/grandma3/2-3/icon_padlock_15_v1-0-f67852.png) icon. ![](/img/grandma3/2-3/window_desklock_locked_v1-0-cab122.png) *Desk Locked* The desk is locked. To unlock the desk, use one of these options: * Press MA + MA + Pause. * Press Pause on the keyboard. * Press F9 on the keyboard. * Tap the upper left corner, lower right corner, upper right corner, and lower left corner of any screen. ![](/img/grandma3/2-3/window_desklock_unlock_v1-0-b34a7f.png) *Touch pattern to unlock the desk.* The desk is unlocked. # Configuration of Displays > The displays are populated with a combination of a user-defined area and a collection of additional display elements. The additional elements offer quick access The displays are populated with a combination of a user-defined area and a collection of additional display elements. The additional elements offer quick access to helpful features, and their availability differs from screen to screen. The following video gives an overview of the display configuration. [Vimeo video](https://player.vimeo.com/video/953039503?title=0\&byline=0\&portrait=0\&color=ffeb0f) Pressing Menu then tapping Configure Display on any screen (excluding screen 8, screen 9, screen 10, screen 11, and screen 12) opens the Configure Display pop-up for that screen. The number of the display to be configured is displayed in the title bar of the pop-up. This pop-up can also be opened by tapping any empty user-defined area on the desired screen and tapping Configure in the upper-right corner of the Add Window pop-up. ![The image shows an open configure display pop-up window.](/img/grandma3/2-3/popup_configure-display_v2-2-04e75f.png) *Tap areas to activate or deactivate them* This pop-up is used to configure or change the appearance of the display. It has different areas: * \*\*Show Title Bar: \ \*\*Activate this button to see the window frame in the grandMA3 onPC. This is not an option in the MA hardware. * \*\*Show Control Bar: \ \*\*Activate this to see the control bar on the left side of the display. For more information, see [Control Bar](/grandma3/2-3/ws_ui_control_bar/). * \*\*Appearance: \ \*\*Tap this to open the Select Appearance pop-up and select one of the existing appearances for this display. The appearance is added as a background for the screen area. Read more in the [Appearance section](/grandma3/2-3/appear/). * \*\*Reset size:\ \*\*Tap this to reset the size of the user-defined area. * **Width:**\ Tapping Width opens the calculator and the width can be edited. * \*\*Height:\ \*\*Tapping Height opens the calculator and the height can be edited. * \*\*Scale: \ \*\*The scale can be used to change the scale of the interface. This option is only available on onPC and on external screens. It is very useful with high DPI screens or screens that have a lower resolution than Full HD. Tap and hold Scale to open the dropdown menu and select a value. * \*\*Show Feedback: \ \*\*Activates a small feedback pop-up at the bottom of the display. This feedback appears briefly when the show is saved. * \*\*Show View Bar: \ \*\*Activates the column of view buttons. For more information on the View Bar, see [View Bar and View Buttons](/grandma3/2-3/ws_ui_view_bar_and_buttons/). * \*\*Show Command Line: \ \*\*Activate this to see the command line input bar at the bottom of the display. For more information, see [Command Line](/grandma3/2-3/ws_ui_command_line/). * \*\*Show Encoder Bar or Show Playback Bar: \ \*\*Activates the encoder bar or the playback bar at the bottom of the display. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The user-defined area can be shared by multiple users using the corresponding Screen Config. A user-defined area bigger than the display will appear within a brown frame. A user-defined area that is smaller than the screen will gray out the unused area. For more information, see [User-Defined Area](/grandma3/2-3/ws_ui_user_defined_area/). | The ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png) in the title bar closes the pop-up. These additional elements can be hidden to increase the amount of available user-defined area or shown in different combinations on most screens, whether internal screens or external monitors. ![](/img/grandma3/2-3/window_screen-configure_empty_v2-1-daf292.png) Screen 1 with additional display elements hidden, allowing more user-defined area. ![](/img/grandma3/2-3/window_screen-configure_full_v2-1-2fa253.png) Screen 1 with all additional display elements shown. ![](/img/grandma3/2-3/img_feedback_show-saved_v2-3-eb052c.png) Command line with additional feedback pop-up. *** ## Screen 1, Screen 2, and Screen 3 [Section titled “Screen 1, Screen 2, and Screen 3”](#screen-1-screen-2-and-screen-3) Screen 1, screen 2, and screen 3 are the main screen workspaces on the console. The displays on these screens offer the most available user-defined area on any of the internal screens. They can be configured with a selection of additional display elements. By default, screen 1 includes the command line and view bar. It can also be configured to display the control bar and encoder bar. By default, screen 2  and screen 3 include the view bar. In addition, the grandMA3 compact XT includes the command line on screen 2. They can also be configured to display the command line, control bar, and playback bar. *** ## Screen 4 and Screen 5 [Section titled “Screen 4 and Screen 5”](#screen-4-and-screen-5) Screen 4 and screen 5 are on the optional external monitors. The displays on these screens offer a large amount of user-defined area. They can be configured with a selection of additional display elements. They can be configured to display the view bar, command line, control bar, and playback bar. The scale option is available on screen 4 and screen 5 to take advantage of monitors of different resolutions. *** ## Screen 6 and Screen 7 [Section titled “Screen 6 and Screen 7”](#screen-6-and-screen-7) Screen 6 and screen 7 are the right command screen and left command screen, respectively. The displays on these screens offer a small amount of user-defined area. They can be configured with a selection of additional display elements. Screen 6 can be configured to display the view bar, command line, and control bar. Screen 7 can be configured to display the view bar, command line, control bar, and playback bar. The playback bar available on screen 7 shows the status of objects assigned to the Xkeys. ![](/img/grandma3/2-3/window_screen-configure_screen-7_v1-9-13a4bf.png) Screen 7 with view bar and playback bar visible, showing the assignments of the Xkeys. *** ## Screen 8, Screen 9, Screen 10, Screen 11, and Screen 12 [Section titled “Screen 8, Screen 9, Screen 10, Screen 11, and Screen 12”](#screen-8-screen-9-screen-10-screen-11-and-screen-12) Screen 8, Screen 9, Screen 10, Screen 11, and Screen 12 are the letterbox screens, which are available on the grandMA3 full-size, light, and extension. The displays on these screens offer no user-defined area. The configurations of these displays cannot be changed. These screens are dedicated to specific display information and user input. Screen 8 displays the encoder bar and grand master. Screen 9 displays the playback bar and master section. Screen 10, Screen 11, and Screen 12 display the playback bar and custom section encoders and wheels. #### # Tables in General > Compared to sheets that serve as an overview, tables is where you can actively enter, change, and modify values. Tables can be found in the Patch menu, for exam Compared to sheets that serve as an overview, tables is where you can actively enter, change, and modify values. Tables can be found in the Patch menu, for example. Tables have parents and children in form of new “object lines”. * A parent is the main object  * A child is the sub object of the parent * A child can have several children To disable or enable children in tables, tap ‘New object’ line.  Simplify operation and edit in tables: * **Move/Select** * To move the focus in a table, tap to select an object and use the arrow buttons of the integrated or virtual keyboard. * To move the selection from one column to another, tap the heading of the corresponding column. * Tap the heading twice to select the entire column. * **Inertial scrolling** * Use two fingers to tap and quickly brush the table in either direction.  * Depending on the momentum, the scroll slows down after a while until it comes to a halt. # Temporary Filtering > Certain menus and windows, such as the Patch Menu or Layout Editor, allow you to temporarily filter and search for specific terms in the grid. Certain menus and windows, such as the Patch Menu or Layout Editor, allow you to temporarily filter and search for specific terms in the grid. | | | | ------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | You can use several column filters at the same time to specify the results. | * The filter area is displayed as a yellow row between the header row and the first row of the grid. Tapping ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) in the title bar of the window enables or disables the filter area. * The ![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png) in the filter area marks text input fields and the three dots (…) mark the selection fields. * Applied filters are indicated with a yellow ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) in the header of the corresponding column. * To delete applied filters, tap ![](/img/grandma3/2-3/icon_filter_non_15-v2-1-b7af37.png) in the title bar or close the corresponding window. ![Update this description text.](/img/grandma3/2-3/window_edit_layout_filter_v2-1-c179dc.png) Edit Layout - Filter  ### Example [Section titled “Example”](#example) The following video gives you an overview. [Vimeo video](https://player.vimeo.com/video/1058605416?title=0\&byline=0\&portrait=0\&color=ffeb0f) To select a filter in the Layout Editor: 1. Open the grandMA3 Demoshow.\ [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?LoadShow%20%22Demoshow_grandMA3.show%22%20%2FType%20%22Demo%22%20%2FSave) 2. Type Edit Layout 1 into the command line and then press Please. The editor opens. For more information about Layout Editor, see [Edit Layout](/grandma3/2-3/layout_edit/). 3. Make sure ![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png) is enabled in the title bar. 4. Tap … in the **Assign Type** column. A pop-up opens. 5. Select Fixture. The pop-up closes and the grid shows only the rows with Assign Type set to Fixture. To use the text input field filter in the Layout Editor: 1. Follow steps 1-3 from above. 2. Tap ![](/img/grandma3/2-3/icon_filter_non_15-v2-1-b7af37.png) to clear all filters. 3. Tap ![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png) in the **Name** column. A text input field opens. 4. Type **Wash** and press Please. The pop-up closes and the grid shows the rows with “Wash” in their name. or 1. Tap the area to the right of the ![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png) in the **Name** column. A text cursor is set. 2. Start typing. The Name column is filtered as you type. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | If you disable the filter area (![](/img/grandma3/2-3/icon_filter_15px-3d7e4b.png)) while a filter is set and then enable it again, the previously set filter will still be active. | # Trackpad Window > The trackpad window allows precise control of a mouse cursor as well as an alternate method for controlling the position of selected fixtures. The trackpad window allows precise control of a mouse cursor as well as an alternate method for controlling the position of selected fixtures. The trackpad window can appear within the user-defined area of screens 1 through 7. Views can store and recall the appearance and settings of the trackpad window. For more information on adding windows to the user-defined area, see the [Add windows](/grandma3/2-3/wvm_add_window/) topic. Tap the Mode button in the upper-right corner of the trackpad window to toggle between mouse mode and pan/tilt mode, or tap and swipe to see a menu of available modes. *** ## Mouse Mode [Section titled “Mouse Mode”](#mouse-mode) ![](/img/grandma3/2-3/window_trackpad_mouse_v1-9-13faf4.png) Trackpad window in mouse mode ### Trackpad Mouse Cursor [Section titled “Trackpad Mouse Cursor”](#trackpad-mouse-cursor) While in mouse mode, tapping inside the main area of the trackpad window and swiping in any direction presents a dedicated cursor and moves that cursor in the direction of the swipe. The main cursor in the user interface of the console appears as a black arrow with a white outline. This cursor is not affected by the trackpad window. A separate cursor appears when using the trackpad in mouse mode. The trackpad mouse cursor appears as a white arrow with a light gray outline. ![](/img/grandma3/2-3/window_trackpad_cursor_v1-2-1e1565.png) Trackpad mouse cursor The trackpad cursor initially appears slightly larger than normal. After three seconds, it reverts to its normal size. After five seconds of idle time, the trackpad cursor disappears. The trackpad mouse cursor can move freely across the user interface of the console within screens 1 through 5. Although the trackpad window can appear on screen 6 and screen 7, the trackpad cursor cannot appear on these screens. ### Trackpad Window Buttons in Mouse Mode [Section titled “Trackpad Window Buttons in Mouse Mode”](#trackpad-window-buttons-in-mouse-mode) The main area of the trackpad window in mouse mode includes two buttons: * Left: Tap for a left mouse click. This selects the item under the point of the trackpad cursor. Tap and hold while swiping in the main area of the trackpad window with a second finger to mimic a 1 finger swipe gesture. * Right: Tap for a right mouse click. This generates the same result as a 2 finger edit gesture. The title bar of the trackpad in mouse mode includes tools, which control the behavior of the trackpad. These tools include: * Reset Mouse: Tap to respawn the trackpad mouse cursor in the center of screen 1. * Tap for Click: When enabled, tapping anywhere in the main area of the trackpad window, except for the Right button, executes a left mouse click. When disabled, only a tap on the Left button executes a left mouse click. * Resolution: Tap to cycle through the available resolution options for the trackpad mouse, or tap and swipe to see a menu of available resolution options. This resolution setting is separate from the resolution setting in pan/tilt mode. *** ## Pan/Tilt Mode [Section titled “Pan/Tilt Mode”](#pantilt-mode) ![](/img/grandma3/2-3/window_trackpad_pan-tilt_v1-9-9b33b5.png) Trackpad Pan/Tilt mode While in pan/tilt mode, horizontal swipes within the main area of the trackpad window adjust the pan attribute of any selected fixtures. Vertical swipes adjust the tilt attribute. Diagonal and curved swipes adjust both pan and tilt accordingly. The main area of the trackpad window in pan/tilt mode displays a simple grid as a visual guide. The title bar of the trackpad in pan/tilt mode includes tools, which control the behavior of the trackpad. These tools include: * P/T Mode: Tap to cycle through the available pan/tilt modes, or tap and swipe to see a menu of available pan/tilt mode options. These options include: * Pan Only: This mode only allows adjustment of the pan attribute, ignoring any vertical movement. * Tilt Only: This mode only allows adjustment of the tilt attribute, ignoring any horizontal movement. * Both: This mode allows simultaneous adjustment of both the pan and tilt attributes. * Invert Mode: Tap to cycle through the available invert modes, or tap and swipe to see a menu of available invert mode options. These options include: * Off: Both pan and tilt are adjusted normally. * Pan Invert: Pan inputs are interpreted in reverse of the normal direction. Tilt inputs remain normal. * Tilt Invert: Tilt inputs are interpreted in reverse of the normal direction. Pan inputs remain normal. * Both: Both pan and tilt inputs are interpreted in reverse of the normal direction. * Resolution: Tap to cycle through the available resolution options for the trackpad control of pan and tilt, or tap and swipe to see a menu of available resolution options. This resolution setting is separate from the resolution setting in mouse mode. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | The **TrackpadMode**, **Mouse Resolution**, **P/T Resolution**, **P/T Invert Mode**, and **P/T Mode** settings are also available in the **Trackpad Window Settings** pop-up. To open this pop-up, tap MA in the upper-left corner of the **Trackpad** window. | # User-Defined Area > The user-defined area is located on screens 1 through 7. It appears as a grid of small dots. The user-defined area is located on screens 1 through 7. It appears as a grid of small dots. ![](/img/grandma3/2-3/img_user-defined_area_blank_v1-2-d1ee55.png) Empty user-defined area with a grid of small dots This is the area where windows can be added and arranged to be stored and recalled as views. For information on how to manage windows in the user-defined area and views, see [Windows, Views, and Menus](/grandma3/2-3/wvm/). The Configure Display menu allows adjustment of the grid size within the user-defined area. It is possible to configure the grid of the user-defined area to a size larger or smaller than the available display space. For more information on the Configure Display menu, see [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/). ![](/img/grandma3/2-3/img_user-defined_area_bigger_v1-2-32dafb.png) Grid of the user-defined area configured larger than the available display space If the grid is larger than the available display space, a dark orange outline appears around the edge of the user-defined area. Horizontal and vertical scroll bars appear, allowing access to the full space of the grid. The 3 finger scroll gesture also scrolls the user-defined area within the visible portion of the display. For more information on gestures, see the [Gestures](/grandma3/2-3/ws_gestures/) topic. ![](/img/grandma3/2-3/img_user-defined_area_smaller_v1-2-eceb53.png) Grid of the user-defined area configured smaller than the available display space If the grid is smaller than the available display space, a partially transparent gray area appears over the excess area. Any previously stored views that utilize this area will still recall as stored. The gray area does allow interaction with the contents of windows underneath, but windows cannot be resized or created outside of the user-defined area. # View Bar and View Buttons > Screens can have View Bars visible on screens. The View bar can be on the right side of the screen or at the top of the screen. The View Bar contains View Butto Screens can have View Bars visible on screens. The View bar can be on the right side of the screen or at the top of the screen. The View Bar contains View Buttons. The view buttons can be used to store and recall views and clear the screen. Other objects than views can be assigned. The following objects are supported: * Encoder Bars * Macros * MAtricks * Plugins * Quickeys * Screen Configurations * Timers * Users * Views If a store action without a specified object is performed on an empty view button, the default object is a new view. The screen size might limit how many view buttons can be seen, but the view bar can be scrolled. If the view bar is scrolled, then there is an arrow icon (![](/img/grandma3/2-3/icon_scroll-top_15_v2-0-2b8606.png) or ![](/img/grandma3/2-3/icon_playback-fastbackward_15_v2-1-ef0826.png)) to scroll back to the first buttons.  The screen on the consoles can show 10 view buttons in a single column with the view bar on the right side and 19 view buttons on a row when at the top. ## Configure the View Bar [Section titled “Configure the View Bar”](#configure-the-view-bar) Editing an empty area on the user-definable area opens the Configure Display pop-up: ![Configure Display Pop-up](/img/grandma3/2-3/popup_configure-display_v2-1-5975eb.png)\ *Configure Display Pop-up* This pop-up can also be opened using the Menu “DisplayConfig” command. [![](/img/grandma3/2-3/robot-icon_white-274940.png)       Paste to Command Line](#ma_cmd?Menu%20%22DisplayConfig%22)   There are other methods to open the pop-up. The right side of the pop-up has the option to toggle the view bar by tapping Show View Bar. There is an arrow icon (![](/img/grandma3/2-3/icon_view-bar-move_15_v2-0-91ba93.png)) that toggles the position of the view bar between the right side of the screen and the top of the screen. There is also the option to add up to three columns or three rows (depending on the view bar position) by tapping + or limiting again down to one by tapping - below the Show View Bar. Each column or row begins with its own hundred number, so there can be a total of 300 view buttons on each screen.  The downward pointing triangle (![](/img/grandma3/2-3/icon_triangle-down_15_v1-8-da38f5.png)) adds a button (![](/img/grandma3/2-3/icon_triangle-down_15_v1-8-da38f5.png) or ![](/img/grandma3/2-3/triangle-right-38abb5.png)) at the last view button. Tapping this button scrolls the view buttons to the next set of view buttons. The view bars on each screen work independently, meaning that the view bar can have different sizes, locations, and scroll positions on each screen. View button 4 on screen 1 is “ViewButton 1.4”. View button 4 on screen 2 would be “ViewButton 2.4”.  Tapping an empty view button clears the screen. Tapping and holding a view button activates the store view function, which opens the Store View pop-up. Read more about storing views in the [Store and Recall Views topic](/grandma3/2-3/wvm_store_recall/). ## View Button Information [Section titled “View Button Information”](#view-button-information) The view buttons show an icon in the upper right corner and a colored bar at the top indicating the object type. ![View Bar with different pool objects - showing icons](/img/grandma3/2-3/img_view-bar_diffrent-objects_v2-1-41c2f8.png) The example above shows different objects in the view bar. Pressing and holding MA show the object number instead of the object icon. ![View Bar with different pool objects - showing numbers](/img/grandma3/2-3/img_view-bar_diffrent-objects_numbers_v2-1-3b94ca.png) Notice that the icon for the view object is only shown if the view contains information about just one screen. If the view contains information for two or more, then the icon is replaced by an icon showing which screens it relates to - see view button 6 above. Tapping objects in the view bar is the same as tapping the object in the respective pool - It executes the default pool action. For instance, tapping view button 9 in the image above selects user number 2 in the user pool. # User Interface > This section covers the control elements that help you operate and control the grandMA3 in an efficient and effective way. This section covers the control elements that help you operate and control the grandMA3 in an efficient and effective way. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Configuration of Displays](/grandma3/2-3/ws_ui_display_configuration/) * [Desk Lock](/grandma3/2-3/ws_ui_desk_lock/) * [User-Defined Area](/grandma3/2-3/ws_ui_user_defined_area/) * [Command Line](/grandma3/2-3/ws_ui_command_line/) * [Control Bar](/grandma3/2-3/ws_ui_control_bar/) * [Tables in General](/grandma3/2-3/ws_ui_grids_in_general/) * [View Bar and View Buttons](/grandma3/2-3/ws_ui_view_bar_and_buttons/) * [Adjustable Columns](/grandma3/2-3/ws_ui_adjustable_columns/) * [Temporary Filtering](/grandma3/2-3/ws_ui_temporary_filtering/) * [Trackpad Window](/grandma3/2-3/ws_ui_trackpad/) # Windows, Views, and Menus > Windows are created on the Screens. The screens are the monitors. The different sizes of grandMA3 hardware have different amounts of screens. The grandMA3 onPC **Windows** are created on the **Screens**. The screens are the monitors. The different sizes of grandMA3 hardware have different amounts of screens. The grandMA3 onPC has quick access to open 5 displays with a large screen area and 2 displays with a small screen area. This offers access to the same primary screens as a grandMA3 full-size. For more information, see [Screen Allocation](/grandma3/2-3/do_screen_allocation/). There are several possible **Screen Configurations** for each user profile. A user always has a screen configuration assigned. Each screen configuration stores a set of view button assignments and the current window set up on the screens. The screen configurations can be selected in the [User menu](/grandma3/2-3/user_settings/). Most screens are empty in a new show. An empty screen is a blank space where each user can create their own arrangement of windows. This arrangement can be stored as a **View**. On the right side or top of each screen, there can be a number of **View Buttons**. Views can be assigned to these buttons. This allows for fast access to recall a stored view or update a view by storing it again. A new show has six factory-made views assigned to the first six view buttons on each of the big screens. The two smaller screens have four and two views assigned. These can be changed or deleted. A **Menu** is a big pop-up that covers most of the screen. The software has several menus that give access to setting up the console, system, fixtures, and much more. For more information, see [Menus](/grandma3/2-3/wvm_menus/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add Window](/grandma3/2-3/wvm_add_window/) * [Rearrange Windows](/grandma3/2-3/wvm_rearrange/) * [Store and Recall Views](/grandma3/2-3/wvm_store_recall/) * [Remove Windows from a Screen](/grandma3/2-3/wvm_remove_windows/) * [Common Window Settings](/grandma3/2-3/wvm_settings/) * [Title Bar Configuration](/grandma3/2-3/wvm_title_bar_configuration/) * [Menus](/grandma3/2-3/wvm_menus/) * [Change Menu Locations](/grandma3/2-3/wvm_change_location/) * [Pool Windows](/grandma3/2-3/wvm_pool/) # Add Window > Windows are added to the user definable areas on the screens. Windows are added to the [user definable areas](/grandma3/2-3/ws_ui_user_defined_area/) on the screens. The best way to add a window is by tapping inside an empty screen area. The window is added with the new window’s upper left corner, where the screen is tapped. Another option is to tap and draw a square on the empty screen to define the window size. Tap the screen to open the **Add Window** pop-up: ![](/img/grandma3/2-3/popup_add-window_v2-0-4ec617.png) *Tap a button with the desired window to create it* Windows are divided into tabs: **Common**, **Data Pools,** **Presets, Pools, Tools**, **More**, and **All**. Tapping the different tabs reveals buttons with windows for each section. Tap the desired button to create the window. This creates a new window. By default, the first stored preferences of a window are loaded. This applies to all windows except pool windows. The pop-up’s title bar has two buttons. The red Delete Screen button removes all windows from the screen. []()The Configure button opens the **Configure Display** pop-up. This can be used to customize some settings regarding tools on the side of the display and change the size of the user area. Read more in the [Configurations of Displays topic](/grandma3/2-3/ws_ui_display_configuration/).   List of current windows that can be created using the **Add Window** pop-up: ### Common [Section titled “Common”](#common) A fixed selection of commonly used windows. (These windows are also represented in other tabs): * [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) * [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/) * [Content Sheet](/grandma3/2-3/cue_content_sheet/) * [Phaser Editor](/grandma3/2-3/phaser_editor/) * [3D Viewer](/grandma3/2-3/patch_3d_viewer/) * [Layout Viewer](/grandma3/2-3/layouts/) * [Selection Grid](/grandma3/2-3/operate_selection/) * [Special Dialog](/grandma3/2-3/operate_special/) * [MAtricks Editor](/grandma3/2-3/matricks/) * [Playbacks](/grandma3/2-3/executor/) * [Xkeys](/grandma3/2-3/ws_playback_bar/) * [Command Line History](/grandma3/2-3/ws_ui_command_line/#h2_472441094) * [DMX Sheet](/grandma3/2-3/patch_dmx_sheet/) ### Data Pools [Section titled “Data Pools”](#data-pools) All object pools that are part of a data pool: * [](/grandma3/2-3/executor_configurations/)[Bitmaps](/grandma3/2-3/bitmap/) * [Executor Configurations](/grandma3/2-3/executor_configurations/) * [Filters](/grandma3/2-3/worldfilter/) * [Generators](/grandma3/2-3/generator/) * [Groups](/grandma3/2-3/group/) * [Layouts](/grandma3/2-3/layouts/) * [Macros](/grandma3/2-3/macros/) * [MAtricks](/grandma3/2-3/matricks/) * [Pages](/grandma3/2-3/executor/) * [Plugins](/grandma3/2-3/plugins/) * [Quickeys](/grandma3/2-3/quickeys/) * [Sequences](/grandma3/2-3/cue_sequence/) * [Timecodes](/grandma3/2-3/timecode/) * [Timers](/grandma3/2-3/timers/) * [Worlds](/grandma3/2-3/worldfilter/)   ### Presets [Section titled “Presets”](#presets) All [preset](/grandma3/2-3/qsg_presets/) pools: * Dynamic * All 1 * All 2 * All 3 * All 4 * All 5 * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shapers * Video ### Pools [Section titled “Pools”](#pools) All pools that are part of the show data or the user profiles: Show Data: * [Appearances](/grandma3/2-3/appear/) * [Data Pools](/grandma3/2-3/datapool/) * [Gels](/grandma3/2-3/operate_gel_pool/) * [Scribbles](/grandma3/2-3/scribbles/) * [Tags](/grandma3/2-3/tags/) * [Timecode Slots](/grandma3/2-3/timecode_slots/) * [Universes](/grandma3/2-3/patch_dmx_universe/) * [Users](/grandma3/2-3/user_create/) Media: * [Gobos](/grandma3/2-3/gobos/) * [Images](/grandma3/2-3/images/) * [Meshes](/grandma3/2-3/meshes/) * [Sounds](/grandma3/2-3/sound_pool/) * [Symbols](/grandma3/2-3/symbols/) * [Videos](/grandma3/2-3/videos/) User Profile: * [Cameras](/grandma3/2-3/patch_3d_camera/) * [Encoder Bars](/grandma3/2-3/ws_eb_encoder_pool/) * [Render Qualities](/grandma3/2-3/patch_render_quality/) * [Views](/grandma3/2-3/wvm_store_recall/) ### Tools [Section titled “Tools”](#tools) General windows for displaying show data: Sheets: * [Content Sheet](/grandma3/2-3/cue_content_sheet/) * [DMX Sheet](/grandma3/2-3/patch_dmx_sheet/) * [Fixture Sheet](/grandma3/2-3/operate_fixture_sheet/) * [Sequence Sheet](/grandma3/2-3/cue_sequence_sheet/) Programmer Tools: * [At Filter](/grandma3/2-3/worldfilter_at_filter/) * [Recipe Editor](/grandma3/2-3/recipes/) * [Selection Grid](/grandma3/2-3/operate_selection/) * [sMArt](/grandma3/2-3/operate_smart/) * [Special Dialog](/grandma3/2-3/operate_special/) Viewers and Editors: * [3D Viewer](/grandma3/2-3/patch_3d_viewer/) * [Agenda Viewer](/grandma3/2-3/agenda/) * [Clock Viewer](/grandma3/2-3/si_clock/) * [Layout Viewer](/grandma3/2-3/layouts/) * [MAtricks Editor](/grandma3/2-3/matricks/) * [Phaser Editor](/grandma3/2-3/phaser/) * [RDM Devices Viewer](/grandma3/2-3/rdm/) * [Sound Viewer](/grandma3/2-3/sound_viewer/) * [Timecode Viewer](/grandma3/2-3/timecode/) ### More [Section titled “More”](#more) All different bars, playback windows, or info and system-related windows: Bars: * [Align Bar](/grandma3/2-3/operate_align/) * [command wing Bar](/grandma3/2-3/ws_command_wing_bar/) * [Encoder Bar](/grandma3/2-3/ws_encoder_bar/) * [Selection Bar](/grandma3/2-3/operate_selection_bar/) * [Step Bar](/grandma3/2-3/phaser_editor/) Playback: * [Custom Master Section](/grandma3/2-3/do_control_custom/) * [Running Playbacks](/grandma3/2-3/executor_running_playbacks/) * [Playback](/grandma3/2-3/executor/) * [Xkeys](/grandma3/2-3/ws_playback_bar/) Info and System: * [Command Line History](/grandma3/2-3/ws_ui_command_line/) * [Help](/grandma3/2-3/about_the_manual/) * [Info](/grandma3/2-3/si_info_window/) * [Message Center](/grandma3/2-3/ws_ui_command_line/#message_center) * [System Info](/grandma3/2-3/si_system_info/) * [System Monitor](/grandma3/2-3/si_system_monitor/) * [Trackpad](/grandma3/2-3/ws_ui_trackpad/) ### All [Section titled “All”](#all) The **All** tab contains all windows in an alphabetical list that can be filtered and sorted. # Change Menu Locations > Some menus can be moved between the screens. Some menus can be moved between the screens. Menus that can be moved have a display icon in the title bar: ![](/img/grandma3/2-3/img_display-icon-title-bar_v1-9-368c7f.png) *Display icon next to the close X* ## Move a Menu to a Different Screen [Section titled “Move a Menu to a Different Screen”](#move-a-menu-to-a-different-screen) **Requirement:** * Open a menu that can be moved. For instance the [Playback Controls](/grandma3/2-3/ws_playback_controls/) Menu. 1. Tap the display icon in the title bar.\ The **Edit Display Preference pop-up** appears: ![](/img/grandma3/2-3/popup_edit-display-preference_v1-9-a6240c.png) *Use the Edit Display Preference pop-up to select a new location* 2. Tap the button corresponding to the desired screen. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Tap the Clear button or the ![](/img/grandma3/2-3/icon_cross_15px-ba31d0.png) to cancel the move. | ## Move all Menus to a Screen [Section titled “Move all Menus to a Screen”](#move-all-menus-to-a-screen) It is possible to select a screen where all moveable menus open. 1. Open the [Menu and Display pop-up](/grandma3/2-3/wvm_menus/). 2. In the Display pop-up tap the Set Dialog to This Display button on the screen where the menus should open. ## Reset Movable Menus Screen [Section titled “Reset Movable Menus Screen”](#reset-movable-menus-screen) The screen selection can be reset. This is useful if a show changes from a smaller hardware platform. For instance, if the show is programmed on a grandMA3 full-size and menus are moved to screen 3 and now the show is opened on a grandMA3 light without screen 3. 1. Open the [Menu and Display pop-up](/grandma3/2-3/wvm_menus/). 2. In the Display pop-up tap the Set Dialog Positions to Default button on the screen where the menus should open. # Menus > There are many different menus in the grandMA3 software. Most are described in relevant sections. For instance, the patch menu is described in the Patch section There are many different menus in the grandMA3 software. Most are described in relevant sections. For instance, the patch menu is described in the [Patch section](/grandma3/2-3/patch/). There is a **Menu pop-up** that gives access to many of the different menus. ![](/img/grandma3/2-3/popup_menu_v2-1-7058e2.png) *Menu pop-up with buttons that open a lot of menus* This pop-up can be opened in multiple ways: * On physical hardware, there is a Menu key. Press this to open the pop-up. * In the [Control Bar](/grandma3/2-3/ws_ui_control_bar/) on the left side of most displays, on the onPC, there is a gear icon ![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png). Tap this to open the pop-up. * It can be opened using the command line: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Menu “MenuSelector” |   The menu pop-up gives access to the following menus: * **Patch**:\ This is where fixtures are added and is all about fixture setup. Read more in the [Patch and Fixture Setup section](/grandma3/2-3/patch/). * **Live Patch**:\ This menu gives access to the fixture setup, which can be changed without a new show upload. Read more in the [Patch and Fixture Setup section](/grandma3/2-3/patch/). * **Connector Configuration**:\ The [connector configuration](/grandma3/2-3/dmx_port_config/) changes the local physical DMX ports on the MA equipment. * **Desk Lights & Color Theme**:\ This opens a pop-up that gives access to [customize the look of the software](/grandma3/2-3/ws_colors_color_theme/). * **Network**:\ This menu is used to set up all about the network and sessions. Read more in the [Networking section](/grandma3/2-3/network/). * **In & Out**:\ This opens the [In & Out menu](/grandma3/2-3/remote_inputs/) with settings for DC remote, MIDI remote, DMX remotes, OSC, and PSN. * **DMX Protocols**:\ This menu is used to set up DMX [network protocols](/grandma3/2-3/dmx_ethernet/). * **Settings**: This opens a small sub-menu that has these options: * **User Configuration**:\ This menu is used to set up users and user profiles. Read more in the [Single User and Multi-User Systems section](/grandma3/2-3/user/). * **Date and Time**:\ This menu is used to change the time and date in the console. Read more in the [Date and Time topic](/grandma3/2-3/si_date_and_time/). * **USB Configuration**:\ This is used to configure USB devices. This should normally not be changed manually. * **Software Update**:\ This menu is used to [update the software](/grandma3/2-3/update/). * **Touch Configuration** (consoles only):\ This menu is used to assign touch screens to the USB inputs. * **Extension Configuration**:\ This menu shows the connected grandMA3 extensions. * **onPC Local Settings** (onPC only):\ This is a pop-up with [onPC settings](/grandma3/2-3/onpc_onpc_settings/). * **Local Settings** (consoles only):\ This is a pop-up with settings for the [local console](/grandma3/2-3/local_settings/). * **Backup**:\ The backup menu is used to save and load shows. Read more in the [Show File Handling topic](/grandma3/2-3/show_file_management/). * **Quick Save**:\ This is not a menu but a shortcut to saving the show with the same show file name. * **Show Creator**:\ This opens the [Show Creator](/grandma3/2-3/show-creator/) menu that can be used to create presets and groups. It is also possible to import and export different objects of the show file. * **Preferences and Timings**: In this menu many different default and timing settings can be set. The sub-menu has the following options: * **Cues**:\ In this tab cue timings and MIB preferences can be set. Read more in the [Cue Timing](/grandma3/2-3/cue_timing/) and [Move In Black](/grandma3/2-3/cue_mib/) topic.  * **Sequences**:\ In this tab default sequence settings can be set. Read more in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/) topic.  * **Presets**:\ In this tab default settings regarding presets can be set. Read more in the [Presets](/grandma3/2-3/qsg_presets/) topic. * **Timecodes**:\ In this tab default settings for timecodes can be set. Read more in the [Timecode Settings](/grandma3/2-3/timecode_settings/) topic. * **Layout Elements**:\ In this tab templates for layout elements can be adjusted. Read more in the [Edit Layout](/grandma3/2-3/layout_edit/) topic. * **Keyboard Shortcuts**:\ Use this tab to customize keyboard shortcuts. Read more in the [Keyboard Shortcuts](/grandma3/2-3/do_shortcuts_keyboard/) topic.  * **Executor Config.**:\ This tab allows setting default executor configurations for each object type, except for quickeys. Read more in the [Executor Configurations](/grandma3/2-3/executor_configurations/#h2_1184230023) topic.  * **Timings**:\ In this tab playback timings and MIB timings can be set. Read more in the [Assign Object to an Executor](/grandma3/2-3/executor_assign/) and [Move In Black](/grandma3/2-3/cue_mib/). * **Masters**:\ In this tab, all masters are represented by a swipe button and can be set to **Always On**, **Toggle**, or **Disabled**. Read more in the [Masters ](/grandma3/2-3/masters/)topic.  * **Groups**:\ Here group masters default settings and store settings can be set. Read more in the [Group Masters](/grandma3/2-3/group_master/) topic.  * **Global**:\ In this tab global and miscellaneous settings can be set. Read more in the [Timecode Settings](/grandma3/2-3/timecode_settings/#h2_608284945) [](/grandma3/2-3/group_master/)topic.   | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | It depends on the setting and the object itself when the defaults are applied. For example, for cues, sequences, presets, and timecodes, the defaults are applied when a new object is created. Changing the default action of a layout element immediately changes a linked layout element action. Be sure to check the topics linked to each tab for more information on how and when defaults are applied. | ### Display Overlay [Section titled “Display Overlay”](#display-overlay) Opening the **Menu pop-up** also opens a **Display overlay**. ![](/img/grandma3/2-3/popup_display_v2-1-8c7ddf.png) *Display overlay in the right-hand lower corner of all screens* This pop-up appears on all screens except the letterbox screens. Most of the actions performed using this pop-up relate to the specific screen where the menu is touched. For instance, deleting a screen (removing the windows from the screen). * **Delete This Screen**:\ This clears all windows from this screen. Read more in the [Remove Windows from a Screen topic](/grandma3/2-3/wvm_remove_windows/). * **Delete All Screens**:\ This clears all windows from screens. Read more in the [Remove Windows from a Screen topic](/grandma3/2-3/wvm_remove_windows/). * **Configure Display**:\ This opens the Configure Display pop-up. Read more in the [Configuration of Displays topic](/grandma3/2-3/ws_ui_display_configuration/). * **Set Dialogs to This Display**:\ This makes all menus open on this screen. Read more in the [Change Menu Locations topic](/grandma3/2-3/wvm_change_location/). * **Set Dialog Positions to Default**:\ This resets all menus to open on the default screen. Read more in the [Change Menu Locations topic](/grandma3/2-3/wvm_change_location/). # Pool Windows > Most of the show data in grandMA3 are organized in pools, which are part of a Data Pool. So, in essence, everything except the patch and fixture setup are store Most of the show data in grandMA3 are organized in pools, which are part of a **Data Pool**. So, in essence, everything except the patch and fixture setup are stored inside a Data Pool. This makes having several shows with the same fixture setup but different data pools easy. Pools contain a lot of different data. For instance, the [Groups pool](/grandma3/2-3/group/) contains information about the selections of fixtures. The [Views pool](/grandma3/2-3/wvm_store_recall/) contains information about the arrangement of windows on a screen. Pools are made like any other window - read more in the [Add Windows topic](/grandma3/2-3/wvm_add_window/). Pool arrangement and resizing are just like any other window - read more in the [Rearrange topic](/grandma3/2-3/wvm_rearrange/). This is an example of the Groups pool: ![](/img/grandma3/2-3/window_group-pool_v2-1-5ff422.png) *Groups pool* Each pool has a title field. In the example above it is the first blue square with the MA logo, the pool icon (if available), and the name of the pool. Tapping the logo opens the settings for the entire pool - read more about the window settings in the [Window Settings](/grandma3/2-3/wvm_settings/) topic. Read the relevant topics for details about the pool or preset specific settings. Some pools have specific uses. This topic and the following subtopics describe the general concepts. Read the specific topics to learn the details of each type of pool. ## []()Pool Object [Section titled “Pool Object”](#pool-object) All other fields except the title field contain a **Pool Object**. If something is stored in the pool object, it has a lighter gray color (default color) and a label (see the example pool above). It can also contain pool-specific information like a master level or icons that show information about the content or pool object settings. The number in the upper left corner of each pool object is the unique pool number identifier. It can be used when the object is called. For instance, using Group 1 in the command line is the first object in the groups pool. The name of the pool object can also be used to call the group. For example, Group “All Spots” calls (all) the groups with that name. Asterisk can be used as a joker sign when using object names. Typing Group “All\*” calls all the group objects where the name starts with **All**. Working with or using pool objects can be done in many ways. The examples in the subtopics use the command line, but many of the operations could also be performed using the keys, screens, or any combination thereof. Some pools have **Selected** pool objects. It is visualized with a yellow frame around the selected pool object. ![](/img/grandma3/2-3/window_worlds-pool_v2-1-6c2bb0.png) *World 1 is selected* A different pool object can usually be selected by tapping the object in the pool or using the [Select keyword](/grandma3/2-3/keyword_select/). ## []()Swipey Commands [Section titled “Swipey Commands”](#swipey-commands) Each pool object can open a set of **Swipey Commands**. They give quick access to some common operations with the pool object. This is how to open the swipey commands: 1. Tap and hold the pool object. 2. Move the finger/cursor outside the pool object while keep pressing the screen. ![](/img/grandma3/2-3/img_swipe-menu_v0-0-42e81e.png) *The open Swipey Commands* 3. Keep the screen pressed and move the finger/cursor to the desired command. 4. Release the screen.   These are the available commands with the swipeys: * **Assign:**\ This adds “Assign” and the pool object type and number in the command line. Waiting for more user input. * **Edit**:\ This starts the edit mode for the pool object - this is about the content of the pool object. * **Edit Setting**:\ This opens a small editor that gives access to editing this pool object’s settings - this is about the settings for the pool object. * **Store:**\ This executes “Store” plus the pool object type and number. This is useful for storing new pool objects - for instance, groups. * **Label**:\ This executes “Label” plus the pool object type and number. * **Delete:**\ This executes “Delete” plus the pool object type and number - The result is deleting the pool object. * **Move**:\ This adds “Move” plus the pool object type and number in the command line. Waiting for the user to tap the new location. * **Copy**:\ This adds “Copy” plus the pool object type and number in the command line. Waiting for the user to tap the new location. Subtopics * [Create Pool Objects](/grandma3/2-3/wvm_pool_create/) * [Move Pool Objects](/grandma3/2-3/wvm_pool_move/) * [Insert Pool Objects](/grandma3/2-3/wvm_pool_insert/) * [Copy Pool Objects](/grandma3/2-3/wvm_pool_copy/) * [Lock and Unlock Pool Objects](/grandma3/2-3/wvm_pool_lock_unlock/) * [Delete Pool Objects](/grandma3/2-3/wvm_pool_delete/) # Copy Pool Objects > Pool objects can be copied to an empty location using the Copy keyword. Pool objects can be copied to an empty location using the [Copy](/grandma3/2-3/keyword_copy/) keyword. A single object or a selection of several objects can be copied at once. Using the selection order, they are positioned at the new location. ### Example [Section titled “Example”](#example) Copy sequence 1 at pool object 22 using the following command: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Copy Sequence 1 At 22 | If the destination is not empty, then the old object will be overwritten. There is a pop-up asking if this is desired. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is also possible to copy a pool object using a [Swipey Command](/grandma3/2-3/wvm_pool/#h2__1144791563).  | # Create Pool Objects > This is a general description of how to create pool objects. This is a general description of how to create pool objects. The [Store keyword](/grandma3/2-3/keyword_store/) is used when creating pool objects. This stores the relevant information in the pool object if the relevant information is available. For instance, to store a preset, the programmer needs to have valid values. If the relevant values are not available, an empty pool object is created. Some pool objects are a bit more complex. For instance, storing a pool object in the image pool. The pool that can be added on a screen, is not just called “Images” as the title suggests. It is actually image “pool” 3. So, storing something on pool object 2 needs the following input: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Image 3.2 | This only stores an empty pool object.  Some objects are better to [Edit](/grandma3/2-3/keyword_edit/) when creating them. This opens the relevant editor to create the object. Images are an example of such an object. | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Edit Image 3.2 | This command creates the pool object and immediately opens the editor for the image pool object. Read more about images in the [Images section](/grandma3/2-3/images/). Some pool objects can be created by pressing and holding an empty pool object. If there is relevant information in the programmer, then this might be stored in the new pool object. For instance, having a selection of fixtures in the programmer and pressing and holding an empty group pool object for about 2 seconds will create a new group with the fixture selection. It is also possible to use the Store keyword in combination with a pool but without a specific number: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store Group | This stores a new pool object with the relevant information at the first available empty spot in the pool.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is also possible to create a pool object using a [Swipey Command](/grandma3/2-3/wvm_pool/#h2__1144791563).  | # Delete Pool Objects > Removing pool objects can be done using the Delete keyword. Removing pool objects can be done using the [Delete](/grandma3/2-3/keyword_delete/) keyword. When an object is deleted, grandMA3 will try to make everything look the same. For instance, deleting a preset will move the values stored in the preset into the different cues where the preset was used. This is not always possible, for instance, if an executor is controlling a sequence and the sequence is deleted, then it is gone, and the executor is empty. ### Example [Section titled “Example”](#example) Delete view 42: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete View 42 | It can also be a range of numbers, for instance. | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Delete View 42 Thru 90 | Deleting pool objects can be undone with [Oops](/grandma3/2-3/keyword_oops/). It will bring back the pool objects, but it might not restore links to the object. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | It is also possible to delete a pool object using a [Swipey Command](/grandma3/2-3/wvm_pool/#h2__1144791563).  | # Insert Pool Objects > Pool objects can be inserted between other pool objects of the same type. This can be useful for organizing the pools. Pool objects can be inserted between other pool objects of the same type. This can be useful for organizing the pools. It is done using the [Insert](/grandma3/2-3/keyword_insert/) keyword. The inserted pool object is inserted before the destination object number. ### Example [Section titled “Example”](#example) For example, inserting view 42 between views 9 and 10: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>insert View 42 At 10 | The old view 10 and other views from 10 to the next empty pool object are then moved one number up. # Label Objects > All objects can be labeled using the label pop-up. The label pop-up can contain a name, a note, a scribble, and an appearance. It differs depending on the type All objects can be labeled using the label pop-up. The label pop-up can contain a name, a note, a scribble, and an appearance. It differs depending on the type of object. For example, there are no scribbles available for labeling cues. All options are available for pool objects. The name can be changed using the [Label](/grandma3/2-3/keyword_label/) keyword. It can be written in the command line. Write **Label** followed by the object you want to name and then the name in quotation marks. For instance, if group 1 needs to be named “Stage Right Spots” use the following command: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Label Group 1 “Stage Right Spots” | The label command can be accessed by pressing the Assign twice. The syntax is the same no matter how the command is created: Label \[Object\_Type] \[“Current\_Object\_Name” or Object\_Number] “New\_Object Name” If the object name is omitted in the command, an **Edit Label** pop-up appears: ![](/img/grandma3/2-3/label_pop-up_poolobjects_v2-1-fc4788.png) Label pop-up for a pool object The keyboard icon (![](/img/grandma3/2-3/icon_keyboard_15_v1-9-d04ccc.png)) opens an on-screen keyboard. If the keyboard is visible, then the icon is yellow. The [Scribble](/grandma3/2-3/scribbles_create/) icon (![scribble](/img/grandma3/2-3/icon_scribble-15_v2-0-b60c04.png)) opens the **Scribble pad**. If the Scribble pad is visible, then the icon is yellow. When starting to scribble in the blank scribble editor, a new scribble in the scribble pool will be created.  The [Appearance](/grandma3/2-3/appear/) icon (![](/img/grandma3/2-3/icon_appearance_15px-6ffc97.png)) opens the appearance editor. If the appearance editor is visible, then the icon is yellow. When starting to tap around in the blank appearance editor, a new appearance will be created in the appearance pool.  The tags icon (![](/img/grandma3/2-3/icon_tags_15px-0d0d05.png)) opens the tags pop-up to assign and unassign tags.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | On small screens all buttons behave as radio buttons. On big screens, the keyboard button is a toggle, the scribble, appearance and tags button behave as radio buttons. | Tap Scribble in the title bar to select scribbles in a dropdown menu. As soon as there is no scribble selected, Name and Note are grayed out. Tap Appearance in the title bar to choose between all appearances in the appearance pool. The selected appearance is shown in the editor.  The label pop-up also has easy access to add a note to the object. Learn more in the [Notes topic](/grandma3/2-3/notes/). The last touched pool object has a white frame around it. If the keyboard is used, the keyboard text input is often interpreted as a new label input, which can be used to label all pool objects. This is the fastest way to label newly created objects. ## Learn more about scribbles in the [Scribble section](/grandma3/2-3/scribbles/). ## [Section titled “”](#-1) Learn more about appearances in the [Appearance section](/grandma3/2-3/appear/). # Lock and Unlock Pool Objects # Move Pool Objects > Pool objects are moved using the Move keyword. Pool objects are moved using the [Move](/grandma3/2-3/keyword_move/) keyword. A single object can be moved, or a selection of objects can be moved at once. ### Example [Section titled “Example”](#example) Macro 5 needs to be moved to the empty macro pool object 20: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Move Macro 5 At 20 | If the destination is not empty, then the existing object will move one place further. If this object is also occupied, it will move further, and so on, until no occupied object has to move anymore. Thus potentially moving all the arranged pool objects. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Please have a look at the [Exchange keyword](/grandma3/2-3/keyword_exchange/) for objects exchanging positions. | # Rearrange Windows > Tapping a free space on a screen opens the Add Window pop-up. The tapped grid field is used as the upper left corner of the created window. From here, the windo Tapping a free space on a screen opens the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up. The tapped grid field is used as the upper left corner of the created window. From here, the window takes all the available space it can and becomes as big as possible, trying to fill all available space on the screen. Tap, hold, and drag on an empty screen to draw a square. Releasing the screen opens the [Add Window](/grandma3/2-3/wvm_add_window/) pop-up, and the selected window fills the drawn square. The window size can often be made smaller. In the lower right corner of each window, there is a small resize corner: ![](/img/grandma3/2-3/img_resize-corner_v0-1-d37248.png) Tap or click, and holding this corner allows it to be moved. Moving it resizes the window. Windows can also be resized by tapping and holding in the title bar while tapping another location on the screen. The window will fill the available space. Double tap the title bar to resize the window to the largest possible size on the screen. In pool windows double tap on the title field below the MA logo. Windows can also be moved or resized by moving the entire window. Tap or click and hold the title bar while moving it on the screen. It will show the grid, and the window can be dragged and dropped to a new position. Windows cannot overlap each other, so they can only be as big as the free space allows. If a window is moved up against another window, it will resize. # Remove Windows from a Screen > There are three different ways to remove or delete a window from a screen: A single window can be deleted, all windows on a screen can be deleted, or all window There are three different ways to remove or delete a window from a screen: A single window can be deleted, all windows on a screen can be deleted, or all windows can be deleted on all screens. This can be done using the command line or the GUI. This topic is about the GUI method. For information about the command method, please see the [Delete keyword](/grandma3/2-3/keyword_delete/) and the [ScreenContent keyword](/grandma3/2-3/keyword_screencontent/). ## Delete a Single Window on a Screen [Section titled “Delete a Single Window on a Screen”](#delete-a-single-window-on-a-screen) **Requirement:**\ A window needs to be on the screen. 1. Tap the MA icon in the windows title bar.\ \- The settings pop-up appears. 2. Tap the Delete Window button in the title bar of the settings pop-up. The window is now deleted from the screen. *** ## Delete All Windows from a Screen [Section titled “Delete All Windows from a Screen”](#delete-all-windows-from-a-screen) There are several methods to do this. Use the **Add Window pop-up**, the **Display pop-up**, or tap an empty View Button. ### Add Window Method [Section titled “Add Window Method”](#add-window-method) **Requirement:**\ An empty area on the screen. 1. Tap the empty area on the screen. 2. Tap the Delete Screen button in the **Add Window** pop-up. All windows are now deleted from the screen. ### Display Method [Section titled “Display Method”](#display-method) 1. Open the Menu and Display pop-up by pressing the Menu key or tap the ![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png) icon in the **[Control Bar](/grandma3/2-3/ws_ui_control_bar/)**. 2. In the Display pop-up, tap the Delete This Screen button on the screen that needs to be deleted. All windows are now deleted from the screen. *** ## Delete All Windows from All Screens [Section titled “Delete All Windows from All Screens”](#delete-all-windows-from-all-screens) 1. Open the Menu and Display pop-up by pressing the Menu key or tap the ![](/img/grandma3/2-3/icon_gear_15px-1dd78f.png) icon in the **[Control Bar](/grandma3/2-3/ws_ui_control_bar/)**. 2. In the Display pop-up, tap the Delete All Screens button on any of the screens. All windows are now deleted from all screens. # Common Window Settings > All windows have settings. All windows have settings. The settings can be accessed by tapping the MA logo in the title bar or title field. The settings vary depending on the window. The settings are organized in different sections, visualized by different tabs. The **Display** section looks like this for the **Fixture Sheet**: ![This image shows an example of the window settings. The example is for the Fixture Sheet.](/img/grandma3/2-3/popup_fixture-sheet-settings_display_v2-0-14136f.png) *Fixture Sheet Settings - Display tab* There are some common buttons in the settings title bar. The red Delete Window button deletes the window from the screen. The ![cross](/img/grandma3/2-3/icon_cross_v21-b7ee32.png) closes the settings pop-up. To show or hide buttons in the title bar, tap Edit Title Bar. See [Title Bar Configuration](https://help.malighting.com/grandMA3/2.2/HTML/wvm_title_bar_configuration.html) for more information.  The Save button stores the current settings as a user preference. The Load button is used to load stored preferences. Read more [below](/grandma3/2-3/wvm_settings/#h2_35385864) to learn more about how to store and load preferences. The number of tabs changes depending on the window. Some windows have a lot of settings; some have fewer. Changing a setting does not close the settings pop-up. Some settings open small selection pop-ups listing the different properties for the setting. *** ## Display / Sheet [Section titled “Display / Sheet”](#display--sheet) This tab has settings regarding the way the window displays sheet information. The settings here vary a lot depending on the window. The settings that are special for a single window type are described in the topic about the window. Some of these settings are in a Display tab in the Phaser Editor some of the settings are in the Sheet tab. The following is a list of the settings that are shared between two or more windows: * \*\*2 Finger Edit: \ \*\*This toggle button enables the possibility to edit objects by using the two-finger gesture or right-clicking.  * **#Columns:**\ This input button sets the number of columns a sheet should display (the settings **Transpose** and **Adjust Columns** must be switched On except in the DMX Sheet). The DMX Sheet shows all the DMX channels and their output values. Learn more in the [DMX Sheet topic](/grandma3/2-3/patch_dmx_sheet/). * **Adjust Columns:**\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Appearance:**\ Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Auto Scroll:**\ This On/Off button activates the auto-scrolling function. This will keep the active object visible in the window by scrolling the sheet or grid. * **Channel Set**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Color Mode**:\ This switches the color readout between RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-3/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Cue Only**:\ It defines if the cue only function is On/Off when editing values.[](/grandma3/2-3/cue_tracking/)This setting is valid for the Sequence Sheet in Track Sheet mode and Content Sheet. The Sequence Sheet can be in “Track Sheet” mode where the attribute values are shown and can be edited. Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/#h2__1270272113). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-3/cue_content_sheet/). * **Executors**:\ This is an On/Off button that shows or hides the executors. If executors are hidden and labels are shown, they look like the executor labels in the Playback Bar on the letterbox screens.This setting is valid for the Playback and Xkeys windows. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-3/executor/#h2__770195381). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-3/ws_playback_bar/). * **Feature Graphic**:\ Shows or hides a small graphic next to each feature in the sheets showing the features. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. * **Fixture Appearance**:\ This defines how the appearance of the fixtures is shown in the sheets. There are three options: * **None**:\ The fixture appearance is not shown. * **Enabled**:\ The appearance of the fixture type is shown. * **Graphic**:\ The appearance is shown with a colored background to match the output. This is valid for the Fixture Sheet and Content Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-3/cue_content_sheet/). * **Fixture Graphic**:\ This defines which graphics are displayed in front of the name column in sheets showing the fixture graphic. Resizing the name column to a very small size will hide the graphic.\ This setting has the following options: * **None**:\ No graphic is shown. * **Flip**:\ Adds the flip indicator for fixtures with position attributes on the left side of the **Name** column. * **Simple**:\ Adds a simple square graphic indicating combined color and dimmer values next to the flip indicator in the **Name** column. * **Gobo**:\ Adds a gobo image on the simple graphic. It only displays the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). * **Labels**:\ This is an On/Off button that shows or hides the labels. This setting is valid for the Playback and Xkeys windows. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-3/executor/#h2__770195381). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-3/ws_playback_bar/). * **Layer:**\ It selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-3/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-3/keyword_assign/) and [Sequence](/grandma3/2-3/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-3/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. This is valid for the Sequence Sheet and the Content Sheet. The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-3/cue_content_sheet/). * **Merge Cells**:\ Cells can be merged to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * ****Page**:**\ It is used to change which executor page the window relates to. This setting is valid for the Playback window, command wing Bar window, and the Xkeys window. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-3/executor/#h2__770195381). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-3/ws_command_wing_bar/). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-3/ws_playback_bar/). * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. This is valid for the Fixture Sheet, Sequence Sheet, and Phaser Editor. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/). The Phaser Editor is an editor that can be used to see, create, and edit Phaser information and values.\ Learn more in the [Phaser Editor topic](/grandma3/2-3/ws_command_wing_bar/). * **Readout:**\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-3/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-3/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **Setup**:\ This changes the window into a setup mode, where the content or setup of the window elements can be manipulated. * **Sheet Mode**:\ The sheet mode changes how the sheets look. There are four different modes: * **Fixture**:\ This shows a matrix with the fixtures in rows and the attributes in columns. * **Channel**:\ This shows the fixtures as tiles with the dimmer attribute. * **Dimmer+**:\ Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. This mode can display the **Fixture Graphics**, but does not display the **Feature Graphics**. * **Sheet/Filter**:\ Similar to **Dimmer+**. However, it displays all attributes unless there is a defined filter in the **Mask** tab of the sheet settings. This setting is valid for the Fixture Sheet and the Content Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-3/cue_content_sheet/). * **Show Grand Master**:\ This shows or hides the Grand Master section in the window. This is valid for the Custom Master Section window, command wing Bar window, and Encoder Bar window. The Custom Master Section is a window that shows on-screen versions of the two custom areas, the master area, and the grand master knob. It also shows the labels for these elements.\ Learn more in the [Special Executors topic](/grandma3/2-3/ws_command_wing_bar/). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-3/ws_command_wing_bar/). The Encoder Bar window shows on-screen versions of the encoder bar. It can be useful to create custom interfaces.\ Learn more in the [Encoder Bar topic](/grandma3/2-3/ws_encoder_bar/). * **Show Master Area** or **Show Master Section:**\ This shows or hides the Master area in the window. This is valid for the Custom Master Section window and command wing Bar window. The Custom Master Section is a window that shows on-screen versions of the two custom areas, the master area, and the grand master knob. It also shows the labels for these elements.\ Learn more in the [Special Executors topic](/grandma3/2-3/ws_command_wing_bar/). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-3/ws_command_wing_bar/). * **Show Title Bar / Title Bar**:\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. This is valid for Clock Viewer, Encoder Bar window, and Layout Viewer. The Clock Viewer shows the time. It can be the system time, the time of a timezone, the timer of a timer, or timecode slot.\ Learn more in the [Clock viewer topic](/grandma3/2-3/si_clock/). The Encoder Bar window shows on-screen versions of the encoder bar. It can be useful to create custom interfaces.\ Learn more in the [Encoder Bar topic](/grandma3/2-3/ws_encoder_bar/). The Layout Viewer shows a layout. The shown layout can follow the selected layout or always show a specific layout.\ Learn more in the [Layout topics](/grandma3/2-3/layouts/).[](/grandma3/2-3/si_clock/) * **Speed**:\ It sets how the speed value is displayed. It has the following options: Auto (following the User Profile setting), Hertz, BPM (Beats Per Minute), and Seconds. This setting is valid for the Fixture Sheet and Phaser Editor. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Phaser Editor is an editor that can be used to see, create, and edit Phaser information and values.\ Learn more in the [Phaser Editor topic](/grandma3/2-3/ws_command_wing_bar/). * **Step:**\ It selects which step to display. Steps are used with [Phasers](/grandma3/2-3/phaser/). It is a property input button that opens a calculator pop-up. This setting is valid for the Fixture Sheet and Sequence Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/). * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-3/user_settings/#time_frame_readout). This setting is valid for the Fixture Sheet and Sequence Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-3/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-3/cue_sequence_sheet/). * **Transpose:**\ This On/Off button flips the columns and rows in windows. * **View Mode**:\ The view mode defines how the different data and information are displayed in the view. The view mode can be changed in the settings or the title bar of the window. The Agenda Viewer has the following view modes: Sheet, Year, Month, Week, and Day.\ The Phaser Editor has the following view modes: Auto, 2D, 1D, and Sheet.\ The Sound Viewer has the following view modes: Wave, Sound, and Beat.\ The Timecode Viewer has the following view modes: Text, Timeline, and Both. * **Wing ID:**\ Defines which wing the window displays. Tap this setting to open a small **Select WingID** pop-up where the desired wing can be selected. This setting is valid for the command wing Bar window and Playback window. The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-3/ws_command_wing_bar/). The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-3/executor/#h2__770195381). | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | Showing a window that has the **Show Title Bar** setting in a true full-screen version can be achieved by hiding all other visual elements on the screen using the [Configure Display pop-up](/grandma3/2-3/ws_ui_display_configuration/) and then turning Off the Show Title Bar setting for the window. | *** ## Mask [Section titled “Mask”](#mask) All sheets (fixture, sequence, content, and DMX sheet) and the layout viewer have a mask tab in the window settings. All settings offer different options to show or hide information in the window and how content is sorted.  ![Update this description text.](/img/grandma3/2-3/popup_fixture-sheet-settings_mask_v2-3-49e947.png) *Fixture Sheet Settings - Mask tab* The following is a list of the settings that are shared between two or more windows: * \*\*Group By ID Type:\ \*\*This organizes the sheet by ID type, grouping together fixtures with the same ID type.  * **Show Fixture Name:\ **It shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.**** In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * \*\*Show ID Type:\ \*\*It shows the ID Type of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture**. * \*\*Show Notes:\ \*\*This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-3/notes/). * \*\*Sorted By:\ \*\*This defines how the sheet is sorted. The two options are:  * **FID:**\ The sheet is sorted by FID. * \*\*CID: \*\*\ The sheet is sorted by CID. *** ## Mask Buttons [Section titled “Mask Buttons”](#mask-buttons) For all sheets, use the Mask Buttons tab to assign filters and worlds for [Sheet Masking](/grandma3/2-3/worldfilter_filter_rules/) and filtering content of the sheet.  ![Update this description text.](/img/grandma3/2-3/window_settings_mask_buttons_tab_v2-3-b4abe9.png) *Fixture Sheet Settings - Mask Buttons tab* These are the settings of the Mask Buttons tab: * **Mask 1-16**:\ This displays the assigned object for sheet masking. Tapping a sheet mask button, for example Mask 1, opens the Assignment Editor.  * **Mask Toolbar**: \ This enables the Mask Toolbar in the sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled. *** ## Pool Settings [Section titled “Pool Settings”](#pool-settings) Most pools have the same few settings. Some pools might have extra settings. The Group and Preset pools have three extra settings regarding the colored bar above each pool object. The [Smart window](/grandma3/2-3/operate_smart/) behaves much like a pool and shares most of the pool settings. ![](/img/grandma3/2-3/popup_pool-window-settings_v2-0-8c63a4.png) *General pool window settings* These are the common settings for pools: * **Show Empty**:\ This toggle button can hide or show empty pool objects. * **Appearance**:\ The appearance is applied behind the pool objects. * **Pool Columns**:\ This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-3/icon_pool-limited_12_v2-0-fc2d0c.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Font Size**:\ There are some different font size properties from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **DataPool** (only available for some pools):\ This defines what data pool the pool window shows data from. This makes it possible to have pools showing objects from different data pools. For instance, a group pool window from the default data pool can be shown next to a different group pool window showing groups from a different data pool. * **Pool Color**:\ This is the color for the title button in the pool. * **Empty Color**:\ This color is applied to empty pool objects. * **Reset Colors**:\ This resets the colors to the colors in the default color theme. * \*\*Use Object Action:\ \*\*When enabled, the selected object action is executed instead of the selected pool action. Pool windows with Use Object Action enabled, are marked with a (![](/img/grandma3/2-3/icon_clicking_hand_14_v2-3-cc0afd.png)). Pool objects indicate the selected object action setting with a light grey icon in the foreground of the object. If the object action is set to **None**, there is a gray overlay on top of the pool object. The data pool number is shown in the lower right corner of the pool title button. The number is only shown if the pool window supports showing different data pools and if there is more than one data pool in the show. ![](/img/grandma3/2-3/img_pool-title-buttons_data-pool-indicator_v1-9-3-ae1da8.png) Two group pools with different data pools Preset and group pools also have: * **For All**:\ This color is used when the preset can be used by all of the selected fixtures. * **For Some**:\ This color is used when some of the selected fixtures can use the preset. * **For None**:\ This color is used when the preset is not usable by any of the selected fixtures or when none of the selected fixtures are in the group. Tapping one of the color settings opens an **Edit Color** pop-up. The buttons in the title bar are the same as the ones for other window settings - read above. ### Default Pool Action [Section titled “Default Pool Action”](#default-pool-action) This defines the default action executed when a pool object is tapped without a (relevant) keyword in the command line.\ Pools can have some of the following actions (the available actions depend on the type of pool): * **At** (![Update this description text.](/img/grandma3/2-3/icon_at_preset_v2-2_15px-4729b6.png)):\ When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it calls the preset into the programmer. * **Call**(![](/img/grandma3/2-3/icon_small_call_12_v2-1-604574.png)) - default action for filters:\ This action calls the tapped pool object. * **SelFix/At** (![](/img/grandma3/2-3/icon_selfix_at_v2-2_15px-f0caae.png)) - default action for presets:\ When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again calls the preset into the programmer.\ When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. * **SelFix/Extract** (![](/img/grandma3/2-3/icon_selfix_extrakt_v2-2_15px-5145b5.png)):\ This value acts similarly to SelFix/At, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer. * **Select** (![](/img/grandma3/2-3/icon_execute_select_15_v1-9-31d8b8.png)) - default action for sequences:\ Tapping the pool object selects it. * **Toggle** (![](/img/grandma3/2-3/icon_small_execute_toggle_10_v1-9-c580a3.png)):\ Tapping a pool object activates it or switches it off, depending on its current state. * **Go+** (![](/img/grandma3/2-3/icon_small_execute_go_10_v1-9-4bf62d.png)):\ Starts playback of the pool object or goes to the next cue in the sequence. * **Flash** (![](/img/grandma3/2-3/icon_small_execute_flash_10_v1-9-5c92fe.png)):\ Flashes a pool object as long as it is tapped. Flash ignores fade times. * **Temp** (![](/img/grandma3/2-3/icon_small_execute_temp_10_v1-9-fcb760.png)):\ Plays back a pool object as long the pool object is pressed. Temp respects the fade times. * **Top** (![](/img/grandma3/2-3/icon_top_15_v2-3-c3505c.png)):\ Restarts the timecode pool object at the beginning. * **Pause** (![](/img/grandma3/2-3/icon_playback_pause_15_v1-9-3396e6.png)):\ Pauses the timecode pool object. Tap again to play it back.  * **Off** (![](/img/grandma3/2-3/icon_off_15_v2-1-fb4a52.png)):\ Stops the recording of the timecode pool object and pauses it when it is played back.  * **Goto** (![](/img/grandma3/2-3/icon_goto_v2-1-be1d1a.png)):\ Opens a po-up to play back a specific cue from the sequence pool object.  * **Load** (![](/img/grandma3/2-3/icon_load_15_v2-1-4785fe.png)):\ Opens a po-up to load a specific cue from the sequence pool object.  * \*\*None \*\*():\ No action is triggered when tapping on the pool object.  A small icon in the upper right corner of the pool title object indicates the default action. ![](/img/grandma3/2-3/img_pool-actions_v1-9-3-a521f3.png) Pools with default pool actions *** ## Store and Load Preferences [Section titled “Store and Load Preferences”](#store-and-load-preferences) Setting preferences can be stored and loaded for each window and pool. These preferences are stored in the user profile. This means that exporting and importing a user profile includes these preferences. Tapping Save opens a **Save Preferences** pop-up: ![](/img/grandma3/2-3/popup_save-preference_v1-5-8f2d50.png) *Save Preference pop-up* ### Save a New Preference [Section titled “Save a New Preference”](#save-a-new-preference) 1. Open the **Settings** pop-up. 2. Tap Save in the settings title bar. 3. Tap Insert new \[Type] (this button changes a little for each window, and the type shows what type of settings are being inserted). 4. Edit the name field and give it a name. 5. Tap Save in the preference pop-up. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/tip_gray-269535.png) | **Hint:** | | | When saving a new preference, no preference exists yet, and the focus is on “New …”, it is enough to tap Save to save the preference. | ### Update the Preference [Section titled “Update the Preference”](#update-the-preference) 1. Open the **Settings** pop-up. 2. Tap Save in the settings title bar. 3. Tap the desired preference in the list. 4. Tap Save in the preference pop-up. ### Load a Preference [Section titled “Load a Preference”](#load-a-preference) ![](/img/grandma3/2-3/popup_load-preference_v1-5-42a289.png) *Load preference pop-up* 1. Open the **Settings** pop-up. 2. Tap Load in the settings title bar. 3. Select the desired preferences. 4. Tap Load in the preference pop-up to confirm. # Store and Recall Views > The arrangement of windows is called a View. Views are stored in a View Pool. The pool can be created as a window. The arrangement of windows is called a **View**. Views are stored in a **View Pool**. The pool can be created as a window. ![](/img/grandma3/2-3/window_views-pool_v2-0-5e915b.png) *View pool window* Views can be assigned to **View Buttons** and **Executors**. ViewButtons are located in the View Bar. The view bar is usually located on the right side of screens. View bars can be shown or hidden and they can be on the right side or the top of screens. Learn more in the [View Bar and View Button Topic](/grandma3/2-3/ws_ui_view_bar_and_buttons/). Executors are handles used to control other objects. They are often used to control sequences, but they can control other objects. For instance, calling different views. Learn more in the [Executor topic](/grandma3/2-3/keyword_executor/). ## []()Store Views [Section titled “Store Views”](#store-views) A view is stored using the standard store syntax and the [View keyword](/grandma3/2-3/keyword_view/). This means it is possible to use the keys, keys in combination with buttons on the screens, or the command line. Storing a view opens the **Store View Options** pop-up. ![](/img/grandma3/2-3/popup_store-view-options_v2-0-9a4f8f.png) *Select what screens to store in a view.* This is used to directly label the view and select which screens should be stored in the view. Each screen has a button that can be turned On or Off. The last touched screen is selected as a default. There are two buttons at the bottom that give fast access to select All or None of the screens. Tap OK to store the window arrangement of the selected screens or press Please to confirm the options. It is also possible to store a screenshot of the view if a single screen is selected. This can automatically be created by toggling the screenshot button (![](/img/grandma3/2-3/icon_screenshot_15_v2-0-257372.png)). Activating the screenshot function automatically creates an image, which is assigned to an appearance, which in turn is assigned to the view pool object. It also removes the text label. A label can be added again. This will be on top of the image. View number 17, in the image above, has a screenshot. If a view has stored information about two or more screens, then there is an icon on the view pool object indicating the relevant screens in a brighter color than the others in a grid matching the screen grid in the Store View Options pop-up. View number 20, in the image above, has stored windows for Internal 1 and 2. If the command line is used, the screens can be specified using the [/Screen option keyword](/grandma3/2-3/ok_screen/). For more information, please read the [Store keyword](/grandma3/2-3/keyword_store/) and [View keyword](/grandma3/2-3/keyword_view/) topics.  ### Store Using Keys [Section titled “Store Using Keys”](#store-using-keys) 1. Press Store. 2. Press and hold MA while pressing X7 | View.\ This puts the [View keyword](/grandma3/2-3/keyword_view/) in the command line. 3. Use the numeric keys to type the view number. 4. Execute the command by pressing Please. 5. Select the desired screens in the pop-up and press Please to confirm the options. If point 3 is skipped (not adding a number), the first available view in the pool is stored.   ### Store Using a Combination of Keys and Touch Screens [Section titled “Store Using a Combination of Keys and Touch Screens”](#store-using-a-combination-of-keys-and-touch-screens) **Requirement:** * A visible **View Pool** on one of the screens. To store a new view: 1. Press Store. 2. Tap an available pool object in the view pool to create a new view or one of the existing pool objects to overwrite the existing view. 3. Select the desired screens in the pop-up and tap OK to confirm the options. The last touched object (the object with the white frame) can be labeled if you start typing on the keyboard. Any of the labeling methods described in the [Label Pool Objects](/grandma3/2-3/wvm_pool_label/) topic can also be used. ### Store Using Command Line [Section titled “Store Using Command Line”](#store-using-command-line) Storing using the command line is very simple. The two keywords needed are [Store](/grandma3/2-3/keyword_store/) and [View.](/grandma3/2-3/keyword_view/) For example, storing the window arrangement on screens 1 and 2 as view 15 with the “layout” label: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Store View 15 “layout” /Screen “1,2” | See more in the [View keyword](/grandma3/2-3/keyword_view/) topic. ## []()Store a View Directly on a View Button [Section titled “Store a View Directly on a View Button”](#store-a-view-directly-on-a-view-button) A new view can be stored on a **[View Button](/grandma3/2-3/ws_ui_view_bar_and_buttons/)**. This creates a view in the view pool and immediately assigns it to the view button. 1. Press Store. 2. Tap a view button. 3. Select the desired screens in the pop-up and tap OK to confirm the options. \- OR - 1. Press and hold a view button until the pop-up appears. 2. Select the desired screens in the pop-up and tap OK to confirm the options. Now, there is a new view in the pool, and it is assigned to the view button. Any of the [described label functions](/grandma3/2-3/wvm_pool_label/) can be used with the view buttons.   ## []()Assign Existing View to a View Button [Section titled “Assign Existing View to a View Button”](#assign-existing-view-to-a-view-button) The above method is for creating a new view and having it available on a view button. Existing views can also be assigned to the view buttons. Again, there are three primary ways to do it: Keys, keys and screens, and command line. ### Assign View Using Keys [Section titled “Assign View Using Keys”](#assign-view-using-keys) 1. Press Assign. 2. Press and hold MA while pressing X7 | View once. 3. Use the numeric keys to type the view number. 4. Press At. 5. Press and hold MA while pressing X7 | View twice (this gives the [ViewButton](/grandma3/2-3/keyword_viewbutton/) keyword). 6. Use the numeric keys to type the view button number. 7. Execute the command by pressing Please. **Example:** To assign view four at view button seven on screen number one, the following key presses are needed: Assign MA + X7 | View 4 At MA + X7 | View MA + X7 | View 1 . 7 Please This is the command result: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign View 4 At ViewButton 1.7 | ### Assign View Using Keys and Screens [Section titled “Assign View Using Keys and Screens”](#assign-view-using-keys-and-screens) **Requirement:** * A visible **View Pool** on one of the screens and visible view buttons. To assign a view: 1. Press Assign. 2. Tap the desired view in the view pool. 3. Tap the desired view button. ### Assign View Using the Command Line [Section titled “Assign View Using the Command Line”](#assign-view-using-the-command-line) The [Assign](/grandma3/2-3/keyword_assign/), [View](/grandma3/2-3/keyword_view/), and [ViewButton](/grandma3/2-3/keyword_viewbutton/) keywords are needed for this command. Assign View \[“View\_Name” or View\_Number] At ViewButton \[“Display\_Name” or Display\_Number].\[ViewButton\_Number]   ## []()Assign Existing Views to an Executor [Section titled “Assign Existing Views to an Executor”](#assign-existing-views-to-an-executor) Existing views can be assigned to executors. Again, there are three primary ways to do it: Keys, keys and screens, and the command line. ### Assign View Using Keys [Section titled “Assign View Using Keys”](#assign-view-using-keys-1) When objects are assigned to executors on a specific page using the keys and command line, then the object needs to be assigned to the child of the page using the [Page](/grandma3/2-3/keyword_page/) keyword. The executors are children of the page. If the object needs to be assigned to executors on the active page, it can be assigned to the executor using the [Executor](/grandma3/2-3/keyword_executor/) keyword. 1. Press Assign. 2. Press and hold MA while pressing X7 | View once. 3. Use the numeric keys to type the view number. 4. Press At. 5. Press and hold MA while pressing X16 | Exec once. 6. Use the numeric keys to type the executor number (executor on the active page). 7. Execute the command by pressing Please. **Example:** To assign view 9 at executor  X1 | Clone (executor 291) on executor page 3, the following key presses are needed: Assign MA + X7 | View 9 At MA + X15 | Page 3 . 2 9 1 Please This is the command result: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-3/icon_commandline-input_logo_v2-0-59d23e.png) | User name\[Fixture]>Assign View 9 At Page 3.291 | ### Assign View Using Keys and Screens [Section titled “Assign View Using Keys and Screens”](#assign-view-using-keys-and-screens-1) **Requirement:** * A visible **View Pool** on one of the screens and access to executors. To assign a view: 1. Press Assign. 2. Tap the desired view in the view pool. 3. Tap the desired executor. ### Assign View Using the Command Line [Section titled “Assign View Using the Command Line”](#assign-view-using-the-command-line-1) The [Assign](/grandma3/2-3/keyword_assign/), [View](/grandma3/2-3/keyword_view/), and [Page](/grandma3/2-3/keyword_page/) or [Executor](/grandma3/2-3/keyword_executor/) keywords are needed for this command. Assign View \[“View\_Name” or View\_Number] At Executor \[“Executor\_Name” or Executor\_Number] Assign View \[“View\_Name” or View\_Number] At Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] ## []()Recall Views [Section titled “Recall Views”](#recall-views) Stored views are recalled to load the view. If a view is recalled without specifying a destination (which screen should the view be recalled to), then it, by default, opens on the screen where it was stored. The destination can be set using the /Screen preference. See the example below and learn more in the [View keyword](/grandma3/2-3/keyword_view/) topic. If the view is stored with two or more screens, then the views are always recalled on the stored screens. When the view is assigned to a view button, then pressing the view button recalls the view on the same screen as the view button. Tapping a view in the pool recalls the view on the same screen as the tapped view pool. Pressing an executor to recall a view uses the default behavior described above. If a view is recalled using the command line without specifying a destination, it is recalled on the screen where the command line has focus (the command line can be on several screens). Specifying a destination in the command line overrides this default behavior. (Call) View \[“View\_Name” or View\_Number] (Call) View \[“View\_Name” or View\_Number] /Screen “\[Screen\_Number]“ ## []()Update Views [Section titled “Update Views”](#update-views) A view is updated simply by storing it again and overwriting the existing view. This can be done directly in the view pool or on the view button using the methods described above. ## Edit a View Object [Section titled “Edit a View Object”](#edit-a-view-object) A view object can be edited. This opens the View Editor. ![](/img/grandma3/2-3/popup_edit-view_v2-0-b14be4.png) This editor has a table view with each window as a row and all the different settings for the windows in columns. The window objects (called “ViewWidget”) can be unfolded by tapping the white arrow. This exposes all the settings for the window. At the top of this editor, the settings can be visible (like in the example above). This has the standard settings for Name, Scribble, Appearance, Note, and Lock. There are also three settings specific to the views. The **ScreenContentMask** is a numeric representation of which screens are stored in the view. Tapping this opens a small **Edit Screen Content Mask** pop-up. ![](/img/grandma3/2-3/popup_edit-screen-content-mask_v2-0-eb831c.png) This is similar to the screen grid from the **Store View Options** pop-up. The **RequestedW** and **RequstedH** settings define the size this view would like the screen to have. Selecting a window in the list and tapping Edit in the bottom bar opens the relevant window settings pop-up. # Title Bar Configuration > Many windows with a title bar can edit the arrangements of the buttons in the title bar. Many windows with a title bar can edit the arrangements of the buttons in the title bar. These settings follow the user profile so that different users can have different default preferences. The setting is also stored with the view. For instance, a view can have several fixture sheets with some buttons in one window and others in a different window. The title bar buttons can be edited in the window settings. Open the settings by tapping the MA logo in the upper left corner. The settings title bar has an Edit Title Bar. Toggling this On changes how the setting pop-up works and looks. ![](/img/grandma3/2-3/img_fixture-sheet_edit-title-bar_v2-1-0a8b5a.png) Fixture Sheet Setting with Edit Title Bar On Some settings can have a button in the title bar. These settings can be toggled to **Yes** in the different tabs in the setting pop-up. The number on the lower right side of the settings shows the order of the button counting from right to left. The latest activated button will have the highest number and be on the left side in the title bar. The green number in the tab displays how many settings are set to **Yes** out of the possible settings in the tab. For instance, “3/13” is three out of 13 possible settings with a button in the title bar. Turning the edit mode On also adds an extra tab called Title Buttons. ![](/img/grandma3/2-3/title_buttons_v-2-2-f886a9.png) Title Buttons tab This tab is split into two sides. The left side lists all the active title bar buttons. The Selected button can be moved up or down using the arrow buttons on the left side. The selected button can also be deleted by tapping the ![](/img/grandma3/2-3/icon_trash_15_v1-9-8d1d86.png) icon. The top button is on the right side of the title bar. The right side of this tab has two buttons. Load Defaults loads the default button configuration for the window. Delete All delete all the buttons from the title bar. # XYZ > Fixtures can be programmed using XYZ values instead of PanTilt values. Fixtures can be programmed using XYZ values instead of PanTilt values. This offers some advantages over standard PanTilt programming. For instance, when fixtures move from one position to another, they do it in a straight line from position A to B when using XYZ values. When using PanTilt, the fixtures fade from DMX value A to B, this means that two fixtures often do not follow the same path. XYZ values can, just like PanTilt, be relative and absolute. PanTilt values can be mixed with XYZ values in a sequence. All combinations of PanTilt and XYZ, and absolute and relative, are supported. When XYZ position parameters are added, a Distance attribute is also added. Distance is connected to Pan and Tilt. Pan and Tilt values can, in combination with a Distance (from the fixture) and the fixture’s known position, be calculated into XYZ position information. And vice versa.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | When mixing absolute PanTilt with relative XYZ, the value of the Distance attribute in the PanTilt feature is important. This value defines where the relative XYZ values are added. | Calling XYZ presets with absolute values or hard values in the absolute layer knocks out absolute PanTilt values. The same is true with relative values. Absolute PanTilt values can be combined with relative XYZ values and vice versa. When knocking in attributes of one position type (PanTilt or XYZ) while the other one has active values in the programmer or is played back, the values will be converted to the knocked-in position type and converted to match the same position on stage. If several playbacks with values for both positioning systems run, Pan, Tilt, and Distance will be knocked in. If the position feature group is knocked in while a transition from one system to the other is happening, Pan, Tilt, and Distance will be knocked in. On FeatureGroup “Position”.”XYZ” knocks in all XYZ attributes, while On EncoderPage “Position”.2 will knock in only the attributes that are currently on this encoder page (in most cases, this will be X, Y, Z, and Flip). The **OffWhenOverriden** setting of sequences turns off playbacks with relative PanTilt when relative XYZ is played back, and vice versa. ## XYZ Attribute Range [Section titled “XYZ Attribute Range”](#xyz-attribute-range) The absolute XYZ attributes range from 0 to 100 % of the space they use. The relative XYZ attributes range from -100 to 100% of the space they use. The default space for the absolute values is the default stage space volume. Read about stage spaces in the [Stages topic](/grandma3/2-3/patch_stage/). The physical readout of the XYZ attributes displays the values in meters of the stage (when MArker is set to 0) or of the size of the target space of the selected MArker fixture. Turning the encoders of the XYZ attributes by one click in the encoder resolution Coarse changes the value in physical readout and natural readout by 1 meter. The other encoder resolutions and encoder factors are also based on this size. When a MArker fixture is set up on the relative layer for the MArker attribute, the relative XYZ values are relative to the movement space of the MArker fixture. When a fixture does not have XYZ values active in the programmer or played back, activating the MArker attribute will set the values for XYZ in the programmer to 0. When the value of the MArker attribute on the relative layer is 0, the absolute MArker value will be used. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | XYZ needs to be activated for fixtures that want to use MArker fixtures. See the [MArker Fixture topic](/grandma3/2-3/xyz_marker/) for more information about this special fixture. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Activating XYZ for Fixture Types](/grandma3/2-3/xyz_activate/) * [MArker Fixture](/grandma3/2-3/xyz_marker/) # Activating XYZ for Fixture Types > XYZ needs to be activated for a fixture type to get access to the XYZ attributes. XYZ needs to be activated for a fixture type to get access to the XYZ attributes. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | Turning On XYZ adds extra virtual parameters for each fixture using the fixture type mode. These extra virtual parameters do not count against the parameter limit, but they are shown in the [System Info window](/grandma3/2-3/si_system_info/). | XYZ is turned on in the Fixture Type Editor. 1. Press Menu. 2. Tap Patch. 3. Tap Fixture Types in the menu on the left. 4. Select the fixture type that needs XYZ. 5. Tap Edit in the menu at the bottom. 6. Edit the XYZ cell for the desired DMX Mode so it says “Yes”. 7. Close the editor and the patch and save the changes. Now, XYZ can be used for the selected fixture type mode. XYZ is activated for the selected fixture type mode. So make sure it is activated for the mode that is used. # MArker Fixture > A fixture type called MArker from the manufacturer MA Lighting is part of the fixture library for the MA source. A fixture type called **MArker** from the manufacturer MA Lighting is part of the fixture library for the MA source. A MArker is a virtual fixture, that allows operating (for instance, moving around or rotating) objects such as fixtures, actors, or stage props in the 3D stage environment. Learn more about this in the [3D window](/grandma3/2-3/patch_3d_viewer/). It can also function as a target for XYZ-enabled fixtures. Learn how to activate XYZ in the [Activating XYZ for Fixture Types topic](/grandma3/2-3/xyz_activate/). MArker fixtures have a **Target Space** in the Stage. The **Space** defines the volume around the MArker. This space is also the boundary for X, Y, and Z attribute values for the fixtures pointing to the MArker. For instance, if the target space is 2 meters wide on the X-axis, then a fixture pointing to this maker can move inside this 2-meter wide space volume. Setting the X attribute to 0 will move the fixture to the minimum X position in the MArkers target space. The default size for a target space is 200 meters on the X and Z axes (very much bigger than the default stage space). Moving MArker fixture also has a Movement Space. This defines the space volume in which the MArker fixture can be moved. The default values for this space are also 200 meters in X, Y, and Z. Read more about the spaces in the [Stage topic](/grandma3/2-3/patch_stage/). ## MArker as an Object Mover [Section titled “MArker as an Object Mover”](#marker-as-an-object-mover) For each object or group of objects that shall be moved separately, a MArker fixture needs to be added to the patch in the **Moving** mode. As soon as a MArker fixture is patched, other patched fixtures can be added as children of the MArker. After applying these changes to the patch, the MArker fixture can be operated like any other fixture in the show. The MArker fixture provides these attributes: * X, Y, and Z are used to move the MArker and all its children together along the corresponding axes. * Rot X, Rot Y, and Rot Z rotate the MArker and all its children together around the corresponding axes. These attributes are located within the features XYZ and Rotation within the feature group Position in the encoder bar. Select the MArker fixture and turn the encoders for the described attributes in order to see the MArker and its children moving around in the 3D window. The children of a MArker are always moved around relative to the position set up of the MArker itself. This means that if the fixtures are already at a height of 5 meters and then attached to a MArker that is at a height of 0 meters, then the MArker needs to move below zero to move the fixtures below 5 meters. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | A MArker fixture needs to have a DMX address patched in order to be able to see its changes within the 3D window. | ## MArker as a Target [Section titled “MArker as a Target”](#marker-as-a-target) The MArker fixtures can be a target for other fixtures that are XYZ enabled. Read about activation in the [Activate XYZ for Fixture Types topic](/grandma3/2-3/xyz_activate/). The MArker fixtures need to have the MArker IDType in the patch and a CID number. The MArker fixtures can be of the Moving or Still mode. Still markers can be positioned using the patch or any other method described in the [Position Fixtures in the 3D Space](/grandma3/2-3/patch_position_fixtures/) topic. Still MArkers are meant to be used for positions in the 3D space that do not move around. Moving MArkers are meant to be used with positions that can move in the 3D space. The fixtures with XYZ enabled have a MArker attribute. Giving this attribute a number makes the fixture point to the MArker fixture with the matching number. Moving the MArker, makes the light fixtures pointing at the MArker move the beams to match the MArker fixtures’ position. If the light fixtures pointing to MArker fixture, are be moved using a different MArker fixture while pointing to a MArker, then the light fixture will try to keep the light beam pointing to the MArker. ## Moving the MArkers by a Tracking System [Section titled “Moving the MArkers by a Tracking System”](#moving-the-markers-by-a-tracking-system) The input of PSN trackers can be linked to moving MArkers. This allows moving around the MArker and its children via an external tracking system. To do so, set up the number of markers needed, and add the desired children to them within the grandMA3 software. Then set up the PSN system and configure the [PSN input](/grandma3/2-3/remote_inputs_psn/) within the grandMA3 software. Within the PSN menu, the columns called IDType and ID allows entering the MArker IDType and ID of the MArker fixture that shall be linked to the input of each tracker. The column DMX Priority defines at which level of the grandMA3 playback priorities the PSN data shall be processed. This allows overwriting the input of the PSN system by using a sequence with a higher priority if needed. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-3/important_gray-f4dfbc.png) | **Important:** | | | The DMX universes the marker fixtures are patched to which are receiving data from PSN trackers need to be set to the [merge mode Prio](/grandma3/2-3/patch_dmx_universe/). | # grandMA3 User Manual ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [New in the Manual](/grandma3/2-4/news/) * [About the Help](/grandma3/2-4/about_the_manual/) * [Device Overview](/grandma3/2-4/device_overview/) * [System Overview](/grandma3/2-4/system/) * [First Steps](/grandma3/2-4/first_steps/) * [grandMA3 onPC](/grandma3/2-4/onpc/) * [Show File Handling](/grandma3/2-4/show_file_management/) * [Workspace](/grandma3/2-4/workspace/) * [Command Syntax and Keywords](/grandma3/2-4/command_syntax_keywords/) * [Windows, Views, and Menus](/grandma3/2-4/wvm/) * [Networking](/grandma3/2-4/network/) * [DMX In and Out](/grandma3/2-4/dmx/) * [Single User and Multi User Systems](/grandma3/2-4/user/) * [Patch and Fixture Setup](/grandma3/2-4/patch/) * [Operate Fixtures](/grandma3/2-4/operate_fixtures/) * [Label Objects](/grandma3/2-4/wvm_pool_label/) * [Notes](/grandma3/2-4/notes/) * [Scribbles](/grandma3/2-4/scribbles/) * [Appearances](/grandma3/2-4/appear/) * [Images](/grandma3/2-4/images/) * [Supported File Formats](/grandma3/2-4/file_formats/) * [Screenshots](/grandma3/2-4/screenshot/) * [Meshes](/grandma3/2-4/meshes/) * [Videos](/grandma3/2-4/videos/) * [Gobos](/grandma3/2-4/gobos/) * [Symbols](/grandma3/2-4/symbols/) * [Groups](/grandma3/2-4/group/) * [Presets](/grandma3/2-4/presets/) * [Worlds and Filters](/grandma3/2-4/worldfilter/) * [MAtricks and Shuffle](/grandma3/2-4/matricks/) * [Cues and Sequences](/grandma3/2-4/cue_sequence/) * [Executors](/grandma3/2-4/executor/) * [Masters](/grandma3/2-4/masters/) * [Recipes](/grandma3/2-4/recipes/) * [Phasers](/grandma3/2-4/phaser/) * [Shapes](/grandma3/2-4/shapes/) * [Generator - Random](/grandma3/2-4/generator/) * [Bitmap](/grandma3/2-4/bitmap/) * [XYZ](/grandma3/2-4/xyz/) * [Tags](/grandma3/2-4/tags/) * [Macros](/grandma3/2-4/macros/) * [Agenda](/grandma3/2-4/agenda/) * [Timers](/grandma3/2-4/timers/) * [Preview](/grandma3/2-4/preview/) * [Timecode Show](/grandma3/2-4/timecode/) * [Layouts](/grandma3/2-4/layouts/) * [Plugins](/grandma3/2-4/plugins/) * [Quickeys](/grandma3/2-4/quickeys/) * [Data Pools](/grandma3/2-4/datapool/) * [System](/grandma3/2-4/system_information/) * [Remote In and Out](/grandma3/2-4/remote_inputs/) * [Sound](/grandma3/2-4/sound/) * [RDM (Remote Device Management)](/grandma3/2-4/rdm/) * [Local Settings](/grandma3/2-4/local_settings/) * [Update the Software](/grandma3/2-4/update/) * [Fixture Types](/grandma3/2-4/fixture_types/) * [File Management](/grandma3/2-4/file_management/) * [Show Creator](/grandma3/2-4/show-creator/) * [Control other MA Devices](/grandma3/2-4/control_other_ma_devices/) * [Troubleshooting](/grandma3/2-4/troubleshooting/) * [Glossary](/grandma3/2-4/glossary/) * [grandMA3 List of Trademarks](/grandma3/2-4/key_grandma3_listoftrademarks/) # About the Help > Use this guide to learn how grandMA3 can help you to make an aMAzing show. Use this guide to learn how grandMA3 can help you to make an aMAzing show. Start at the beginning, visit each section, use the [context sensitive help](/grandma3/2-4/atm_open_help_console/#h2_2095429847), connect with the community to work your way through a show, or use our huge pdf document. ## Support [Section titled “Support”](#support) Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### MA Forum [Section titled “MA Forum”](#ma-forum) Share your knowledge and get help from other MA users in the official MA Forum. A community can be stronger and better than an individual. Be part of the MA community! Go to .  ### Central Support [Section titled “Central Support”](#central-support) If you need further assistance or manufacturer support, please fill out an email request (in English or German) on . Your request will automatically be sent to . This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm (CET), Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In cases of device-related or show-related emergency during or shortly before a show, please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is for emergency cases only. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  Subtopics * [Open the Help in the Console](/grandma3/2-4/atm_open_help_console/) * [Structure of the Help Manual](/grandma3/2-4/structure_manual/) * [Open the Help in the Web Browser](/grandma3/2-4/atm_open_help_webbrowser/) * [Open the Help as PDF](/grandma3/2-4/atm_open_help_pdf/) * [Navigate in the Help](/grandma3/2-4/atm_navigate_in_the_help/) * [Videos in the Help](/grandma3/2-4/atm_videos_in_the_help/) # Agenda > The agenda allows you to schedule objects, such as sequences, macros, or plugins, to be executed by the console based on the calendar. Commands can also be defi The agenda allows you to schedule objects, such as sequences, macros, or plugins, to be executed by the console based on the calendar. Commands can also be defined, such as shutting down the system at a certain time. You can also schedule events that repeat every minute, every day, every week, every month, and/or every year, for example, the Saint-Patrick’s Day cue every year. To learn about the Agenda keyword, see [Agenda](/grandma3/2-4/keyword_agenda/) ## Subtopics [Section titled “Subtopics”](#subtopics) * [View Modes](/grandma3/2-4/agenda_modes/) * [Create an Agenda Entry](/grandma3/2-4/agenda_entry/) * [Edit an Agenda Entry](/grandma3/2-4/agenda_edit/) * [Agenda Toolbar](/grandma3/2-4/agenda_toolbar/) # Edit an Agenda Entry > To edit an agenda entry from the Month, Week, and Day layout mode, press Edit, then tap the agenda entry you wish to edit. You can also tap and hold or right-cl To edit an agenda entry from the **Month**, **Week**, and **Day** layout mode, press Edit, then tap the agenda entry you wish to edit. You can also tap and hold or right-click an agenda entry. The **Edit Agenda Event** pop-up opens. ![](/img/grandma3/2-4/window_edit_agenda_event-7f9fe2.png) To learn about the properties that can be defined here, see [Create an agenda entry](/grandma3/2-4/agenda_entry/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Agenda events can also be edited using the toolbar. See [Agenda toolbar](/grandma3/2-4/agenda_toolbar/). | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Events can be deleted from any view mode by pressing Delete and then tapping the event you wish to delete. | # Create an Agenda Entry > 1. Tap and hold View Mode in the title bar, then slide your finger into the list and select Sheet. ### Create an Agenda Entry Using the Sheet View Mode [Section titled “Create an Agenda Entry Using the Sheet View Mode”](#create-an-agenda-entry-using-the-sheet-view-mode) 1. Tap and hold View Mode in the title bar, then slide your finger into the list and select Sheet. 2. To create a new agenda event, right-click or tap and hold New AgendaEvent.  A new entry is created with the system date and time. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can also create an entry from the Sheet View mode by pressing Edit and then tapping New AgendaEvent.  | # View Modes > Open an agenda window, see Add Windows. From the add window dialog, tap Tools, and then tap Agenda Viewer. Open an agenda window, see [Add Windows](/grandma3/2-4/wvm_add_window/). From the add window dialog, tap Tools, and then tap Agenda Viewer. The agenda window can display data in five view modes: Sheet, Year, Month, Week, and Day. To change the view, tap View Mode in the title bar. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To sort the agenda entries in the sheet view, right-click or tap and hold a column header. | # Agenda Toolbar > Create or edit an agenda entry using the toolbar within the 5 available view modes; Sheet, Year, Month, Week, and Day. For more information, see Agenda Modes. Create or edit an agenda entry using the toolbar within the 5 available view modes; **Sheet**, **Year**, **Month**, **Week**, and **Day**. For more information, see [Agenda Modes](/grandma3/2-4/agenda_modes/). To enable the toolbar, tap Setup in the title bar.  ![](/img/grandma3/2-4/window_agenda_day-2-e80fa9.png) Agenda day view mode To select an event, tap ![](/img/grandma3/2-4/icon_select-15_v0-1-92bf61.png) in the toolbar, then tap the event you wish to select. To create an event, tap ![](/img/grandma3/2-4/icon_add_15_v1-5-png-png-b4d606.png) in the toolbar, then tap a day in the agenda. To delete an event, tap ![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png) in the toolbar, then tap the event you wish to delete. Select an event, then tap ![](/img/grandma3/2-4/test-a92d31.png)  in the toolbar to execute it immediately. This will verify if the set object or command will be executed correctly. Select the event you wish to edit, then tap ![](/img/grandma3/2-4/icon_tools_15_v1-5-075b30.png)  in the toolbar. This opens the Edit Agenda pop-up. See [Edit an agenda entry](/grandma3/2-4/agenda_edit/) for more information. To cut an agenda entry, tap ![](/img/grandma3/2-4/icon_cut-15_v0-92-28c948.png) in the toolbar, then tap the entry you wish to cut. Notice that ![](/img/grandma3/2-4/icon_paste-15_v0-92-23d3dd.png) (the paste tool) is selected in the toolbar and awaits the user to tap a day where to paste the cut entry. To copy an agenda entry, tap ![](/img/grandma3/2-4/icon_copy-15_v0-92-107b85.png) in the toolbar, then tap the day you wish to copy. Notice that ![](/img/grandma3/2-4/icon_paste-15_v0-92-23d3dd.png) (the paste tool) is selected in the toolbar and awaits the user to tap a day where to paste the copied entry. Use ![](/img/grandma3/2-4/icon_arrow_left_15_v1-5-cee7a6.png) and ![](/img/grandma3/2-4/icon_arrow_right_15_v1-5-72a3c2.png) in the title bar to change the day, week, month, or year. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The day, week, month, or year is displayed in brackets in the title bar according to the selected View Mode. | Tapping Today in the title bar will set the agenda to today’s date. Tap Delete Old in the title bar to delete outdated entries. # Appearances > Appearances are sets of looks that can be assigned to pool objects, presets, view buttons, or windows. Appearances are sets of looks that can be assigned to pool objects, presets, view buttons, or windows. All appearances are stored in the a**ppearances pool,** which can be created like any other window. For more information see [Add Windows](/grandma3/2-4/wvm_add_window/). [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowAppearancePool%22%20%2FAutoFit) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create Appearances](/grandma3/2-4/appear_create/) * [Assign Appearances](/grandma3/2-4/appear_use/) * [Delete Appearances](/grandma3/2-4/appear_delete/) # Create Appearances > Edit an empty pool object in the appearances pool to create a new appearance. Edit an empty pool object in the **appearances pool** to create a new appearance. To edit a pool object, use one of the following options: * Press Edit and then tap an appearance in the pool. * Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on the pool object and select Edit. * Use the command line: **Edit Appearance \[“Appearance\_Name” or Appearance\_Number]**. Editing a pre-existing pool object opens the editor to the current state of the appearance. This is the **Appearance Editor**: ![](/img/grandma3/2-4/pop-up_create-20appearances_01_v3-2-2-5e9354.png) There are six input boxes, two sets of faders with a color picker and a hex color code to adjust the color, and a preview area showing the appearance. *** ### Set a Background Color [Section titled “Set a Background Color”](#set-a-background-color) The **Background Color** fader and color picker can be used to change the appearance’s background. The default background is transparent (**Alpha** fader at 0%, **B** fader at 0%). Increase the Alpha value, then use the R (red), G (green), and B (blue) faders to mix any color within the RGB range. You can also tap in the color picker area to select a color or edit the hex color code above the color picker.   *** ### Label the Appearance [Section titled “Label the Appearance”](#label-the-appearance) To edit the name, use the [Label keyword](/grandma3/2-4/keyword_label/) or tap Name in the appearance editor. Appearances can be labeled like any [other pool object](/grandma3/2-4/wvm_pool/#label_pool_object). *** ### Add an Image to the Appearance [Section titled “Add an Image to the Appearance”](#add-an-image-to-the-appearance) Appearances can use an image. The image is placed in front of the background but behind the label. 1. Tap the **Image** input box to add an image. The **Select Image dropdown** opens with a list of all images. 2. Tap ImageSource in the title bar to display different objects stored in the images, videos, gobos, or symbols pool. 3. Tap the desired image in the pop-up. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Appearances that use an image will not display the name on the appearance object in the pool if the name is the default name. | Media objects (images, videos, symbols, and gobos) can be **assigned** to an appearance. Assigning images to an empty appearance will create a new object in the appearances pool.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Assigning an appearance to another one creates a copy of the first appearance. | The images have different modes. Their modes define how the image is adapted to the aspect ratio. These are the different modes: * **Stretch**\ The image is stretched to fit the appearance area. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/pop-up_create-20appearances_stretch_04_v3-2-2-fa1de3.png) Fixture sheet with stretched appearance * **Bar**\ The entire image is displayed and scaled to fit the appearance area without changing its aspect. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/pop-up_create-20appearances_bar_05_v3-2-2-566f3c.png) Fixture sheet with appearance set to Bar * **Crop**\ The image is fitted to fill the entire appearance area. The aspect of the image is kept, but it is cropped. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/pop-up_create-20appearances_crop_02_v3-2-2-7da34c.png) Fixture sheet with a cropped appearance * **Tile**\ The image is tiled. This means that the image is repeated in its original size to fill the entire appearance area. The aspect of the image is kept. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/pop-up_create-20appearances_tile_03_v3-2-2-62aa4f.png) Fixture sheet with tiled appearance * **Center**\ The image is displayed in its original size with the center of the image aligned with the center of the appearance area. The aspect of the image is kept. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/pop-up_create-20appearances_center_03_v3-2-2-c77f53.png) Fixture sheet with a centered appearance To change the mode: 1. Tap the **Image\*\*\*\*Mode** button. This toggles through the different modes. You can also swipe the button to open the **Select ImageMode dropdown**. 2. Select a mode in the dropdown. *** ## Change the Image Color and Orientation [Section titled “Change the Image Color and Orientation”](#change-the-image-color-and-orientation) Adjust the image color using the top set of faders and the color picker in the appearance editor. It is also possible to edit the hex color code directly.\ To edit the hex color code, tap the input field above the color picker and adjust the hex code in the Edit ImageRGBA pop-up. This means that the same image can be used across different appearances with different color hues and transparency levels. | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Color can only be added to an image, not removed from it. This means that black areas in an image cannot be changed, but white areas can be. | To rotate the image, tap ImageRotation in the appearance editor. The image can be rotated by 90°, 180°, or 270°. To mirror the image, tap ImageMirror in the appearance editor. The image can be mirrored vertically or horizontally or both. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936310066?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ### Revert Changes [Section titled “Revert Changes”](#revert-changes) To revert the changes made in the latest editing process: 1. Tap Revert. A pop-up opens. 2. Tap OK. The changes are reverted. # Delete Appearances > To delete appearances, use one of the following options: To delete appearances, use one of the following options: * Press Delete and tap the appearance you want to delete in the appearances pool. * Use the swipey commands on the pool object in the appearances pool.\ For information see [Swipey Commands](/grandma3/2-4/wvm_pool/#h2__1144791563). * Use the command line.\ For more information on deleting pool objects see [Delete Pool Objects](/grandma3/2-4/wvm_pool_delete/). For more information on the Delete keyword, see [Delete Keyword](/grandma3/2-4/keyword_delete/). If the appearance is used somewhere, a warning pop-up will open; tap Ok to delete the object from the appearances pool. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If appearances are assigned to other objects, deleting individual appearances in the appearance pool also deletes the links to those objects. Oopsing the deletion will reassign the appearance. | # Assign Appearances > Almost all pool objects and many windows can have an appearance assigned. Almost all pool objects and many windows can have an appearance assigned. There are multiple ways to assign appearances: * **Appearance Pool Objects** 1. Press Assign. 2. Tap an appearance in the appearances pool. 3. Tap the object you want to assign the appearance to. or 1. Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on an object in the appearances pool and choose Assign.  2. Tap the object you want to assign the appearance to. * **Pool Objects** 1. Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on the pool object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example sequences or macros, additionally tap  Settings in the title bar of the pop-up. 2. Tap Appearance.\ A dropdown opens.  3. Select an appearance. * **Other Objects**\ This applies, for example, to cues. 1. Edit the cell in the **Appearance** column. A dropdown opens. 2. Select an appearance. # Navigate in the Help > Multiple elements in the help window help you navigate the manual. Multiple elements in the help window help you navigate the manual. ## Buttons in the Title Bar [Section titled “Buttons in the Title Bar”](#buttons-in-the-title-bar) To increase or decrease the size of the content displayed within the help window: * Tap ![](/img/grandma3/2-4/icon_plus-d59bd8.png)(plus) or ![](/img/grandma3/2-4/icon_minus-ad1b80.png) (minus) * Tap and hold Zoom Factor and swipe left or right * Tap Zoom Factor and choose a percentage in the drop-down list Tap ![](/img/grandma3/2-4/icon_arrow_back-3cc2e5.png) (left arrow) to reverse through the history of previously viewed help topics. Tap ![](/img/grandma3/2-4/icon_arrow_fwd-6bd229.png) (right arrow) to advance through the history of previously viewed help topics. *** ## Scrolling in the Help [Section titled “Scrolling in the Help”](#scrolling-in-the-help) * [Two-finger tap](/grandma3/2-4/ws_gestures/#h3_795151923) and swipe to scroll through a help topic. * Use the screen encoder to scroll through a help topic. For more information on using the screen encoder see [User Settings](/grandma3/2-4/user_settings/#h2_989550839). *** ## Topics Tab [Section titled “Topics Tab”](#topics-tab) The topics tab in the help window displays the available topics in a tree structure. Single topics are indicated by ![](/img/grandma3/2-4/icon_topic_15p-20d79c.png) next to them. Multiple topics of the same category are sorted within a folder (![](/img/grandma3/2-4/icon_folder_15p-b5c3df.png))  and are called subtopics.  Tap > to the left of any topic to show or hide the related subtopics. Tap the name of any topic to display its content in the main area of the window. Subtopics are also displayed in a bullet list at the end of the topic. If the help window is too small to display both the main area and the topics and search tabs, a burger menu (![](/img/grandma3/2-4/icon_burger_menu_15p-38fa19.png)) appears in the upper left corner. It contains the **Topics** and **Search** tabs.  In addition to the grandMA3 User Manual, the root topics in the tree structure contain the Quick Manuals for the different products within the grandMA3 family. These main sections include: * [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) * [grandMA3 Quick Start Guide](/grandma3/2-4/qsg/) * [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/) * [grandMA3 Quick Manual processing](/grandma3/2-4/grandma3_quick_manual_processing_units/) * [grandMA3 Quick Manual Nodes](/grandma3/2-4/grandma3_quick_manual_nodes/) * [grandMA3 Quick Manual Nodes DIN-Rail](/grandma3/2-4/grandma3_quick_manual_nodes_din-rail/) * [grandMA3 Quick Manual onPC command wing XT](/grandma3/2-4/grandma3_quick_manual_onpc_command_wing_xt/) * [grandMA3 Quick Manual onPC command wing](/grandma3/2-4/grandma3_quick_manual_onpc_command_wing/) * [grandMA3 Quick Manual onPC fader wing](/grandma3/2-4/grandma3_quick_manual_onpc_fader_wing/) * [grandMA3 Quick Manual viz-key](/grandma3/2-4/grandma3_quick_manual_viz-key/) * [grandMA3 Quick Manual onPC Rack-Unit](/grandma3/2-4/grandma3_quick_manual_onpc_rack-unit/)[\ ](/grandma3/2-4/grandma3_quick_manual_viz-key/) * [grandMA3 Quick Manual I/O Nodes](/grandma3/2-4/grandma3_quick_manual_i_o_nodes/) * [Release Notes](/grandma3/2-4/release_notes/) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The complete grandMA3 documentation consists of the grandMA3 User Manual and the respective grandMA3 Quick Manual with technical specifications, safety instructions, and declaration of conformity. | *** ## Search Tab [Section titled “Search Tab”](#search-tab) To find topics containing a specific search term, use the search function: 1. Open the search tab in the help window. 2. Tap the search field. 3. Type a search term in the search field.\ To search for a specific product or search term, the brand name or the series name (for example grandMA3) is not necessary. 4. Press Please. The search results are displayed. To open a virtual keyboard in the software, tap the keyboard icon on the left of the search field. ![The help window with a search result is shown](/img/grandma3/2-4/window_navigate-20in-20the-20help_01_v3-2-3-727176.png) *Help window - Search tab* *** ## Listed Subtopics [Section titled “Listed Subtopics”](#listed-subtopics) A list of subtopics that are related to the current topic is displayed at the bottom of the help page. To open a related topic, tap it in the list. ![Update this description text.](/img/grandma3/2-4/window_navigate-20in-20the-20help_02_v3-2-3-175695.png) Listed subtopics *** ## Breadcrumbs [Section titled “Breadcrumbs”](#breadcrumbs) Breadcrumbs are navigation elements that provide links to the related sections of the current topic and subtopics. Breadcrumbs are located at the top of each topic. To go back to a more general topic in the hierarchy, tap the corresponding link in the breadcrumbs. ![Breadcrumb to navigate in the help](/img/grandma3/2-4/window_navigate-20in-20the-20help_03_v3-2-3-63f3a0.png) Breadcrumbs to navigate in the help # Open the Help in the Console > There are different ways to open the help in the console. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The help topics included in the software represent the status and volume of the help pages at the date of release.The most up-to-date version of the manual is published online. For more information on the online user manual, see [Open the Help in Web Browser](/grandma3/2-4/atm_open_help_webbrowser/) | There are different ways to open the help in the console. ## Open the Search Tab [Section titled “Open the Search Tab”](#open-the-search-tab) To open the help pop-up on the search tab: * Press Help and then press Please. * Type **Help** and then press Please.\ For more information, see [Help Keyword](/grandma3/2-4/keyword_help/). The help pop-up opens to the search tab. To search for a topic, just start typing. *** ## Open the Last Viewed Topic [Section titled “Open the Last Viewed Topic”](#open-the-last-viewed-topic) To open the help pop-up on the topic you last viewed: * Double-tap![question\_mark](/img/grandma3/2-4/icon_question_mark_15px-4657e6.png)in the [Control Bar](/grandma3/2-4/ws_ui_control_bar/). * Double-press Help. *** ## Help Window [Section titled “Help Window”](#help-window) To open the help window: * Open the Add Window dialog, tap the More tab, then tap Help. For more information, see the [Add Windows](/grandma3/2-4/wvm_add_window/) topic. * Store the Help view button on a view bar. For more information, see [Store a View Directly on a View Button](/grandma3/2-4/wvm_store_recall/#h2__179579878). # Open the Help as PDF > You can download PDF files of different versions of the manual as well as single topics. You can download PDF files of different versions of the manual as well as single topics. *** ## Download Manual for a Software Version [Section titled “Download Manual for a Software Version”](#download-manual-for-a-software-version) A PDF version of the user manual is available for each version of the software. To download a PDF of the entire manual: 1. Navigate to the **Downloads** section of the MA Lighting website: 2. Select a product family in the list on the left side. 3. Click **Offline User Manuals + QuickMAnual**. 4. For versions other than the latest release, click **Archive** at the bottom of the list. 5. Click on the version of the manual you want to download.\ The PDF file is saved to your downloads folder. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_open-20helo-20as-20pdf_01_v3-2-3-15daa1.png) Download section on the MA Lighting website *** ## Create PDFs in the Online Help [Section titled “Create PDFs in the Online Help”](#create-pdfs-in-the-online-help) Download single topics from the [online help](/grandma3/2-4/atm_open_help_webbrowser/) as a PDF document to view them offline. To download the contents of a topic as a PDF file: 1. Click the printer icon (![](/img/grandma3/2-4/icon_print_15_v3_2-3-a0c2f3.png)) next to the topic title. 2. As destination choose **Save as PDF**. 3. Click Save.\ The topic PDF is saved to your downloads folder. # Open the Help in the Web Browser > The help topics included in the software represent the status and volume of the help pages at the date of release. The help topics included in the software represent the status and volume of the help pages at the date of release. The help system is constantly being updated and extended. The most up-to-date and complete version of the grandMA3 help manual can be accessed on the following website: The website includes links to documentation for the following product families: * grandMA3 series * grandMA2 series * dot2 series * MA Network Switch \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_open-20the-20help-20in-20the-20web-20browser_1_v3-2-3-37eaa0.png) Online manuals on the MA Lighting website | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 online manual includes all versions of the manual since software version 2.0.You can download all versions of the manual, including software versions prior to 2.0, as PDF files. For more information see [Open the Help as PDF](/grandma3/2-4/atm_open_help_pdf/). | # Videos in the Help > The help system offers micro-videos to introduce the user to specific features or tasks in the software. The average video length is less than one minute. A top The help system offers micro-videos to introduce the user to specific features or tasks in the software. The average video length is less than one minute. A topic can have several videos. A video is indicated by a play icon (![](/img/grandma3/2-4/icon_videothumbnail_v2-0-4ed072.png)) .  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Videos in the help are only available if an internet connection is established. For more information see [Networking](/grandma3/2-4/network/#h2_275512621). | When the internet connection is interrupted, a placeholder is displayed instead of the video: ![A placeholder for the video is shown](/img/grandma3/2-4/window_videos-20in-20the-20help_01_v3-2-3-337f23.png) Help window - Video placeholder Videos are recorded in the grandMA3 onPC software. For better visualization, mouse effects are used: * Mouse highlight effect in a yellow color. * Left mouse click effect in a red color. * Right mouse click effect in a gray color. *** ## Play a Video [Section titled “Play a Video”](#play-a-video) To start playing a video: * Tap the play icon (![](/img/grandma3/2-4/icon_videothumbnail_v2-0-4ed072.png)). The video starts. To stop playing a video: * Tap anywhere in the video area. The video stops. Or * Tap the pause button (![](/img/grandma3/2-4/icon_video_pause_v2-0-30ab1f.png)) in the video control bar. To restart a video: * Tap the restart button (![](/img/grandma3/2-4/icon_video_restart_v2-0-3b168c.png)) after the video is finished. *** ## Video Control Bar [Section titled “Video Control Bar”](#video-control-bar) The video control bar is located at the bottom of the video area. ![Update this description text.](/img/grandma3/2-4/menu_help_video_controlbar_v2-0-42f971.png) Video control bar * To display the video control bar in the console, tap the video area. The video control bar appears for several seconds. * To display the video control bar in grandMA3 onPC, hover the mouse over the video area. * To jump to a specific position in the video, tap the timeline in the control bar. To change the playback speed of the video: 1. Tap the gear icon ![](/img/grandma3/2-4/gear-622132.png) on the right. The settings open. 2. Tap Speed. A dropdown menu opens. 3. Tap a value to increase or decrease the speed of the video. 4. Tap ![](/img/grandma3/2-4/gear-622132.png) to close the settings. The playback speed is changed.  *** Example The following video shows an example of how to open a video and change the playback speed: [Vimeo video](https://player.vimeo.com/video/1093106854?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Bitmap > The Bitmaps allow the use of media files (images, gobos, symbols, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the Bitmaps p | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The system can overload and crash if a high-resolution (8K) video is previewed in the Layout Viewer. The video source should not exceed a resolution of 1 920 x 1 080 pixels. Maximum frame rate is 60 Hz, but since the DMX output is a maximum of 30 Hz, it is recommended to also use this framerate for the video sources. | The Bitmaps allow the use of media files (images, gobos, symbols, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the **Bitmaps** pool. The Bitmap pool is part of the data pools. To address the Bitmap pool objects, use the [Bitmap keyword](/grandma3/2-4/keyword_bitmap/). ![The image shows an example of the Bitmaps pool.](/img/grandma3/2-4/window_bitmaps-pool_v2-4-ef25e4.png) Example of the Bitmaps pool | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For testing purposes, three simple video clips are provided. These can be imported into the Video pool. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If NDI input is used in a setup with several consoles and processing units, the NDI stream must be available at all calculating stations. | ## Bitmap Canvas [Section titled “Bitmap Canvas”](#bitmap-canvas) The canvas is an essential concept for Bitmaps. To be able to output a Bitmap to fixtures, it is necessary to select fixtures and arrange them in the Selection Grid. The Bitmap applies the dynamic value changes coming from the media file to a canvas. This canvas is mapped to the selection grid. The Selection Grid window shows the selected fixtures and their arrangement. It is a very useful programming tool. Learn more about it in the [Selection Grid topic](/grandma3/2-4/operate_selection/). A purple rectangle in the selection grid represents the canvas. It is visible as long as one attribute of the selection uses a Bitmap as a value. The canvas should be in the same area as the arranged fixtures for the fixture to be affected by the Bitmap. The size and aspect of the canvas can be changed using different settings in the Bitmap Configuration. The selected fixtures should be arranged in the selection grid in a manner that makes sense for the desired output. The canvas can be adjusted automatically or by different built-in functions. The Bitmap Editor is described below. The editor has some buttons related to the canvas and the fixture arrangement in the canvas area. Tapping At applies the Bitmap to the current selection. Tapping Dimensions From Selection changes the width and height of the selected Bitmap Configuration (see below) to match the current selection’s size in the selection grid. Tapping Format Selection scales the current selection in the grid so it fits as close as possible to the size of the canvas. The ratio of the selection in the selection grid is taken into account when scaling the selection. Toggling On Auto Format automatically performs a “Format Selection” when the Bitmap is applied to a new selection. ## Bitmap Editor [Section titled “Bitmap Editor”](#bitmap-editor) The best way to create a new bitmap is by editing an empty pool object. This opens the **Bitmap Editor**: ![This image shows the Bitmap editor.](/img/grandma3/2-4/popup_edit-bitmap_v2-3-825e77.png) The Bitmap editor can be used to edit the Bitmap. The top area of the editor gives access to the Bitmap Configurations or the Bitmap Channels. Tap the relevant tab on the left side to switch between the two. On the right side of this area, there are some buttons to add connections to a Bitmap Control Fixture (read more about this below) and a Speed Master. Below this area are on-screen faders that give access to change the **Control** and **Color** attributes of the selected Bitmap Configuration. Each on-screen fader has a Reset button below. Tapping this will reset the associated fader value to the default value. A Reset All button resets all the attributes represented by the on-screen faders. At the bottom of the editor are the usual editor buttons and some special buttons for the Bitmap editor. The special buttons are described in the following text. The encoder toolbar changes to show the same attributes as the on-screen fader while the editor has focus. ![The image shows the Bitmap Encoder Toolbar.](/img/grandma3/2-4/img_encoder-bar_bitmap_v2-0-bbb77e.png) This is the encoder toolbar shown when the Bitmap editor has focus. The title bar has a Revert button. Tapping this discards all current changes to the valid values when the Bitmap editor was opened. There is also a Settings button which toggles the visibility of the bitmap settings. ## Bitmap Configuration [Section titled “Bitmap Configuration”](#bitmap-configuration) The bitmap configuration is a sheet with columns containing settings and rows representing different media files. The bitmap can contain several rows with bitmap configurations but only plays the selected bitmap configuration. The selected row is marked with a green background color. A row can be selected by tapping it in the list and then tapping Select Bitmap Config in the bottom area. The Bitmap Configuration has the following settings organized in columns: * **Content**:\ This is the media file played back by the Bitmap Configuration.  * **Width**:\ This is the width of the canvas to which the content is mapped. The default value is 64 pixels or squares in the selection grid. * **Height**:\ This is the height of the canvas to which the content is mapped. The default value is 64 pixels or squares in the selection grid. * **Interpolate**:\ Smoothens the transition from fixture to fixture when playing back a media file. * **Alpha**:\ The used media file’s alpha channel is considered and made transparent when enabled. * **Content Mode**:\ This setting has three different options: * **None** (default value):\ The media file uses the part of the canvas based on the media file size, the canvas size, and the zoom. The result can be that the media file only takes up a small part of the canvas. * **Clip**:\ The media file scales to use the whole canvas size. * **Wrap**: The media file is displayed several times across the canvas. * **Control - X**:\ Moves the canvas on the X-axis in the selection grid.  * **Control - Y**:\ Moves the canvas on the Y-axis in the selection grid. * **Control - Zoom**:\ Zooms the canvas in the selection grid and keeps the aspect ratio. * **Control - Aspect**:\ Changes the aspect ratio of the canvas in the Y direction in the selection grid. * **Control - Rotate**:\ Rotates the canvas in the selection grid. * **Color - R**:\ Changes the red color of the played-back media files. * **Color - G**:\ Changes the green color of the played-back media files. * **Color - B**:\ Changes the blue color of the played-back media files. Adding a new bitmap configuration will set the values for Control, Width, and Height to the values of the currently selected bitmap configuration. ## Bitmap Channel [Section titled “Bitmap Channel”](#bitmap-channel) The bitmap channels define which fixture attributes respond to the media file content. The bitmap channel sheet has different fixture attributes in rows and the channel settings in columns. These are the settings: * **Attribute**:\ The fixture attribute defines what the bitmap should affect. * **Source**:\ The source defines which part of the media file should be analyzed to create the values for the fixture attribute. * **Value - Low**:\ Defines the low value of the fixture attribute to which the source should be mapped. * **Value - High**:\ Defines the high value of the fixture attribute to which the source should be mapped. Attributes can be added to change what the Bitmap effects. For instance, Tilt can be added, and a pixel’s intensity in a video can be used to dynamically change the tilt between the low and high values. ## Bitmap Control Fixture [Section titled “Bitmap Control Fixture”](#bitmap-control-fixture) One or several special Bitmap Control fixtures can be added to the patch. The Bitmap Control fixture has attributes to change the Color values and some of the Control values in the Bitmap Configuration. It can also be used to change the selected Bitmap Configuration. The right side of the Bitmap editor has a Control Fixture button. Tapping this opens a small select pop-up where one of the patched Bitmap Control fixtures can be selected. Selecting a fixture here automatically toggles On the Link Control Fixture. When this is On, then the selected Bitmap Control fixture can be used to control the Bitmap Configuration values. This fixture has programmer values that can be stored in cues or presets. A suggested workflow could be the following. It assumes normal patched fixtures and an existing Bitmap. 1. Patch at least one fixture using the MA Lighting Bitmap Control fixture type. Give it at least a FID number. 2. Select the fixtures which should use the Bitmap and arrange them in the Selection Grid. 3. Tap the desired Bitmap in the pool or use the keyword to apply the Bitmap to the selected fixtures. 4. Select the Bitmap Control fixture. 5. Apply the desired Bitmap to the Bitmap Control fixture by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. This will set the Bitmap Generator as the value on the Object attribute in the Gobo feature group of the Bitmap Control fixture. To apply a different Bitmap Configuration, scroll through the Config attribute. The attributes X, Y, R, G, B, and Zoom of the Bitmap Control fixture modify the corresponding settings of the Bitmap generator. ## Speed Master [Section titled “Speed Master”](#speed-master) The speed of the Bitmap is relevant when the content is a video. As a default, the Bitmap will play the video using the speed of the video. A Speed Master can be assigned to the Bitmap by tapping SpeedMaster on the right side. This Speed Master will then adjust the playback speed of the Bitmap. ## Using Bitmaps [Section titled “Using Bitmaps”](#using-bitmaps) Bitmaps must be applied to a selection of fixtures. This can be done by tapping a Bitmap with a selection of fixtures. It can also be done using the following syntax: At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] This applies the Bitmap to the relevant attributes, based on the Bitmap Channels, in the programmer. These programmer values can be stored in presets or cues. The Bitmap Fixture connected to a Bitmap can also be stored in Presets and Cues. # MA Network Switch > The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch, and networking devices provides the easies The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch, and networking devices provides the easiest solution, even for complex lighting systems. You can control the MA Network Switch by using the web interface or directly with a grandMA3 console in Mode2 or a grandMA2 onPC. For more information on controlling the MA Network Switch using the web interface, see the [MA Network Switch manual](https://help.malighting.com/grandMA2/en/help/key_control_ma_switch.html). To learn how to control the MA Network Switch from a grandMA3 console in [Mode2](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html) or a grandMA2 onPC, read the topic [Control the MA Network Switch](https://help.malighting.com/grandMA2/en/help/key_control_ma_switch.html) in the [grandMA2 User Manual](https://help.malighting.com/grandMA2/en/help/index.html). There, you will find out how to add the MA Network Switch to the network configuration, configure ports, or edit groups and presets. For more information about changing to grandMA3 Mode2, read the [Mode2 topic](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html) in the section grandMA3 Mode2 of the [grandMA2 User Manual](https://help.malighting.com/grandMA2/en/help/index.html). # RemoteHID > The Remote HID feature lets you use local HID devices (typically a mouse and keyboard) to control other grandMA3 stations on the network, as if they were connec The Remote HID feature lets you use local HID devices (typically a mouse and keyboard) to control other grandMA3 stations on the network, as if they were connected to the remote device. A use case for this feature is controlling onPC stations used for visualization directly from a console. Instead of placing several mice and keyboards on the table, only one set of mouse and/or keyboard is needed. | | | | -------------------------------------------------- | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | It is not a remote desktop feature. The remote device’s display must be visible. | To control another station from the local console, follow these steps: 1. Enable RemoteHID in Menu - Network menu on the remote station. 2. Execute the RemoteHID command on the local station: RemoteHID IP \[remote\_ip\_address]  - Or - RemoteHID \[remote\_station\_type] \[“remote\_hostname”] 3. Once the connection is established, the local station’s screen changes to olive green. During the connection, only the executors, including the 100mm faders and Go+\[Large], Go-\[Large], and Pause\[Large] remain usable on the local station. All other elements are blocked. The remote function can be ended using one of the following options: * Press MA + MA + Off * Use the keyboard shortcut Shift + Ctrl + Alt + E ### Example [Section titled “Example”](#example) A pre-programming setup with a console and a powerful graphics computer running grandMA3 onPC, optimized for 3D visualization. They are connected in a session on a local LAN network. The grandMA3 onPCs hostname is “3D,” and RemoteHID is enabled. From the console, you need to change a setting in the 3D window of the grandMA3 onPC. In the command line, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteHID onPC “3D” | Now, the mouse and keyboard connected to the console can be used to operate the computer. Finish the connection by pressing MA + MA + Off # grandMA3 Nodes > To adjust the settings in the grandMA3 Nodes, it may be convenient to control them from a connected console or a onPC station. To adjust the settings in the grandMA3 Nodes, it may be convenient to control them from a connected console or a onPC station. For more information, read the [Session topic](/grandma3/2-4/network_session/) in the [Networking section](/grandma3/2-4/network/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you want to use Art-Net or sACN with grandMA3 nodes, make sure to switch the console to [Mode 2](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html). For information on configuring the xPort Nodes in Mode2, see [“Configure xPort Nodes in the Console”](https://help.malighting.com/Page/grandMA2/control_ma_xport_node_configure_on_console/en/).  | ## Change Name and Set IP Address [Section titled “Change Name and Set IP Address”](#change-name-and-set-ip-address) To change the name and to set the IP address of a grandMA3 Node, open the Network Interface Menu: * Press Menu.\ \- Opens the [menu select pop-up](/grandma3/2-4/wvm_menus/). * Tap Network.\ \- Opens the Network menu. ![](/img/grandma3/2-4/img_network_menu01_v2-2-431f7c.png) Network menu # Command Syntax and Keywords > The command line is an essential way of communication between the console and its operator. The command line is an essential way of communication between the console and its operator.  Using keywords, special characters, and numerical identifiers is how the operator tells the console what to do.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Depending on the use case, most commands can be executed using the [Please key](/grandma3/2-4/key_please/) or Enter. It does not matter if you type them in the command line or use keys.  | The basic syntax looks as follows: \[Function]\[Object] ### Example [Section titled “Example”](#example) * To delete sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Sequence 1 |   * Or use the keys in the command section of the console and press: Delete + Sequ + 1 *** ## Keywords [Section titled “Keywords”](#keywords) The keywords that are mostly used have their own corresponding keys.  For more information on the multiple functions of the keys see [Keys](/grandma3/2-4/keys/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | All keywords can be entered in the command line using the internal or any other connected keyboard.  | To view the commands issued to the console, tap MA in the left corner of the command line.  The **Command Line History** opens. For more information on the usage of the command line in detail see [Command Line](/grandma3/2-4/ws_ui_command_line/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Syntax Rules](/grandma3/2-4/csk_syntax_rules/) * [Hierarchical Structure of Objects](/grandma3/2-4/csk_parent_child/) * [General Keywords](/grandma3/2-4/csk_general_keywords/) * [Next Previous Concept](/grandma3/2-4/csk_next_previous_concept/) * [Option Keywords](/grandma3/2-4/option_keywords/) * [Advanced Use of Command Line Syntax](/grandma3/2-4/extended_command_line/) # Command Editor > When editing a command, for example, in a macro, a cue, or an agenda event, the Edit Command pop-up opens: ## Command Input [Section titled “Command Input”](#command-input) When editing a command, for example, in a macro, a cue, or an agenda event, the **Edit Command** pop-up opens: ## Subtopics [Section titled “Subtopics”](#subtopics) * [user profile settings](/grandma3/2-4/user_settings/) # Control other MA Devices > This section describes how to control other MA devices via the console. This section describes how to control other MA devices via the console. ## Subtopics [Section titled “Subtopics”](#subtopics) * [grandMA3 Nodes](/grandma3/2-4/comad_xport_nodes/) * [MA Network Switch](/grandma3/2-4/comad_network_switch/) * [RemoteHID](/grandma3/2-4/comad_remotehid/) # General Keywords > Using keywords provides one of many possibilities to operate the grandMA3 console. Using keywords provides one of many possibilities to operate the grandMA3 console.  The following subtopics cover each of the available grandMA3 keywords. These are arranged in alphabetical order. Each topic describes various means of entering the keyword into the command line, provides definition, proper syntax, and depicts examples of the keywords. ## Subtopics [Section titled “Subtopics”](#subtopics) * [; (Semicolon)](/grandma3/2-4/keyword_semicolon/) * [/ (Slash)](/grandma3/2-4/keyword_slash/) * [. (Dot)](/grandma3/2-4/keyword_dot/) * [= (Equal)](/grandma3/2-4/keyword_equal/) * [#Object](/grandma3/2-4/keyword_hashsquarebrackets/) * [$ (Dollar Sign)](/grandma3/2-4/keyword_dollarsign/) * [<<< (GoFastBackward)](/grandma3/2-4/keyword_gofastbackward/) * [>>> (GoFastForward)](/grandma3/2-4/keyword_gofastforward/) * [- (Minus)](/grandma3/2-4/keyword_minus/) * [\* (Asterisk)](/grandma3/2-4/keyword_asterisk/) * [% (Percent)](/grandma3/2-4/keyword_percent/) * [+ (Plus)](/grandma3/2-4/keyword_plus/) * [Absolute](/grandma3/2-4/keyword_absolute/) * [Acceleration](/grandma3/2-4/keyword_acceleration/) * [Action](/grandma3/2-4/keyword_action/) * [Agenda](/grandma3/2-4/keyword_agenda/) * [ActivationGroup](/grandma3/2-4/keyword_activationgroup/) * [Align](/grandma3/2-4/keyword_align/) * [AlignTransition](/grandma3/2-4/keyword_aligntransition/) * [Appearance](/grandma3/2-4/keyword_appearance/) * [Assign](/grandma3/2-4/keyword_assign/) * [At](/grandma3/2-4/keyword_at/) * [Attribute](/grandma3/2-4/keyword_attribute/) * [AutoCreate](/grandma3/2-4/keyword_autocreate/) * [AutoStore](/grandma3/2-4/keyword_autostore/) * [Bitmap](/grandma3/2-4/keyword_bitmap/) * [Black](/grandma3/2-4/keyword_black/) * [Blind](/grandma3/2-4/keyword_blind/) * [Block](/grandma3/2-4/keyword_block/) * [BPM](/grandma3/2-4/keyword_bpm/) * [Call](/grandma3/2-4/keyword_call/) * [CancelSoftwareUpdate](/grandma3/2-4/keyword_cancelsoftwareupdate/) * [Camera](/grandma3/2-4/keyword_camera/) * [Capture](/grandma3/2-4/keyword_capture/) * [ChangeDestination](/grandma3/2-4/keyword_changedestination/) * [Channel](/grandma3/2-4/keyword_channel/) * [ChannelFunctionDefault](/grandma3/2-4/keyword_channelfunctiondefault/) * [ChangeMulticastBase](/grandma3/2-4/keyword_changemultcastbase/) * [ChannelSet](/grandma3/2-4/keyword_channelset/) * [Chat](/grandma3/2-4/keyword_chat/) * [ChatJoin](/grandma3/2-4/keyword_chatjoin/) * [ChatLeave](/grandma3/2-4/keyword_chatleave/) * [CleanUp](/grandma3/2-4/keyword_cleanup/) * [Clear](/grandma3/2-4/keyword_clear/) * [ClearActive](/grandma3/2-4/keyword_clear_active/) * [ClearAll](/grandma3/2-4/keyword_clear_all/) * [ClearSelection](/grandma3/2-4/keyword_clear_selection/) * [Clone](/grandma3/2-4/keyword_clone/) * [CommandDelay](/grandma3/2-4/keyword_commanddelay/) * [Collect](/grandma3/2-4/keyword_collect/) * [Collection](/grandma3/2-4/keyword_collection/) * [Color](/grandma3/2-4/keyword_color/) * [ColorDefinition](/grandma3/2-4/keyword_colordefinition/) * [ColorTheme](/grandma3/2-4/keyword_colortheme/) * [Configuration](/grandma3/2-4/keyword_configuration/) * [Console](/grandma3/2-4/keyword_console/) * [Cook](/grandma3/2-4/keyword_cook/) * [Copy](/grandma3/2-4/keyword_copy/) * [Cue](/grandma3/2-4/keyword_cue/) * [CopyCrashLog](/grandma3/2-4/keyword_copycrashlog/) * [CueAbsolute](/grandma3/2-4/keyword_cueabsolute/) * [CueDelay](/grandma3/2-4/keyword_cuedelay/) * [CueFade](/grandma3/2-4/keyword_cuefade/) * [CueInDelay](/grandma3/2-4/keyword_cueindelay/) * [CueInFade](/grandma3/2-4/keyword_cueinfade/) * [CueOutDelay](/grandma3/2-4/keyword_cueoutdelay/) * [CueOutFade](/grandma3/2-4/keyword_cueoutfade/) * [CueRelative](/grandma3/2-4/keyword_cuerelative/) * [CueUpdate](/grandma3/2-4/keyword_cueupdate/) * [CurrentEnvironment](/grandma3/2-4/keyword_currentenvironment/) * [CurrentUser](/grandma3/2-4/keyword_current_user/) * [CurrentUserProfile](/grandma3/2-4/keyword_current_user_profile/) * [Cut](/grandma3/2-4/keyword_cut/) * [DataPool](/grandma3/2-4/keyword_datapool/) * [Deceleration](/grandma3/2-4/keyword_deceleration/) * [Decimal8](/grandma3/2-4/keyword_decimal8/) * [Deactivate](/grandma3/2-4/keyword_deactivate/) * [Decimal16](/grandma3/2-4/keyword_decimal16/) * [Decimal24](/grandma3/2-4/keyword_decimal24/) * [Default](/grandma3/2-4/keyword_default/) * [Delay](/grandma3/2-4/keyword_delay/) * [DeleteGlobalVariable](/grandma3/2-4/keyword_deleteglobalvariable/) * [Delete](/grandma3/2-4/keyword_delete/) * [DeleteOtherVersion](/grandma3/2-4/keyword_deleteotherversion/) * [DeleteUserVariable](/grandma3/2-4/keyword_deleteuservariable/) * [Disconnect](/grandma3/2-4/keyword_disconnect/) * [Dismiss](/grandma3/2-4/keyword_dismiss/) * [Display](/grandma3/2-4/keyword_display/) * [DMXAddress](/grandma3/2-4/keyword_dmx_address/) * [DMXLayer](/grandma3/2-4/keyword_dmx_layer/) * [DMXReadout](/grandma3/2-4/keyword_dmxreadout/) * [DMXUniverse](/grandma3/2-4/keyword_dmx_universe/) * [DoubleSpeed](/grandma3/2-4/keyword_doublespeed/) * [Down](/grandma3/2-4/keyword_down/) * [DumpLog](/grandma3/2-4/keyword_dumplog/) * [Drive](/grandma3/2-4/keyword_drive/) * [DropOwnership](/grandma3/2-4/keyword_dropownership/) * [Echo](/grandma3/2-4/keyword_echo/) * [Edit](/grandma3/2-4/keyword_edit/) * [EditSetting](/grandma3/2-4/keyword_editsetting/) * [Eject](/grandma3/2-4/keyword_eject/) * [EditRecipe](/grandma3/2-4/keyword_editrecipe/) * [Effect](/grandma3/2-4/keyword_effect/) * [EncoderBank](/grandma3/2-4/keyword_encoderbank/) * [EncoderBar](/grandma3/2-4/keyword_encoderbar/) * [EndIf](/grandma3/2-4/keyword_endif/) * [Environment](/grandma3/2-4/keyword_environment/) * [Exchange](/grandma3/2-4/keyword_exchange/) * [Executor](/grandma3/2-4/keyword_executor/) * [Export](/grandma3/2-4/keyword_export/) * [Extension](/grandma3/2-4/keyword_extension/) * [Extract](/grandma3/2-4/keyword_extract/) * [Fade](/grandma3/2-4/keyword_fade/) * [FaderCrossFade](/grandma3/2-4/keyword_fadercrossfade/) * [FaderCrossFadeA](/grandma3/2-4/keyword_fadercrossfadea/) * [FaderCrossFadeB](/grandma3/2-4/keyword_fadercrossfadeb/) * [FaderMaster](/grandma3/2-4/keyword_fadermaster/) * [FaderRate](/grandma3/2-4/keyword_faderrate/) * [FaderSpeed](/grandma3/2-4/keyword_faderspeed/) * [FaderTime](/grandma3/2-4/keyword_fadertime/) * [FaderTemp](/grandma3/2-4/keyword_fadertemp/) * [FeatureGroup](/grandma3/2-4/keyword_featuregroup/) * [Filter](/grandma3/2-4/keyword_filter/) * [Fix](/grandma3/2-4/keyword_fix/) * [Fixture](/grandma3/2-4/keyword_fixture/) * [FixtureClass](/grandma3/2-4/keyword_fixture_class/) * [FixtureLayer](/grandma3/2-4/keyword_fixture_layer/) * [FastSync](/grandma3/2-4/keyword_fastsync/) * [FixtureType](/grandma3/2-4/keyword_fixturetype/) * [Flash](/grandma3/2-4/keyword_flash/) * [Flip](/grandma3/2-4/keyword_flip/) * [Fog](/grandma3/2-4/keyword_fog/) * [Freeze](/grandma3/2-4/keyword_freeze/) * [Full](/grandma3/2-4/keyword_full/) * [Gel](/grandma3/2-4/keyword_gel/) * [Generator](/grandma3/2-4/keyword_generator/) * [GetGlobalVariable](/grandma3/2-4/keyword_getglobalvariable/) * [GetUserVariable](/grandma3/2-4/keyword_getuservariable/) * [Go+](/grandma3/2-4/keyword_goplus/) * [Go-](/grandma3/2-4/keyword_gominus/) * [Goto](/grandma3/2-4/keyword_goto/) * [Grid](/grandma3/2-4/keyword_grid/) * [GridPosition](/grandma3/2-4/keyword_gridposition/) * [GridStore](/grandma3/2-4/keyword_gridstore/) * [GoboImage](/grandma3/2-4/keyword_goboimage/) * [Group](/grandma3/2-4/keyword_group/) * [HalfSpeed](/grandma3/2-4/keyword_halfspeed/) * [Help](/grandma3/2-4/keyword_help/) * [HelpLua](/grandma3/2-4/keyword_helplua/) * [Hex8](/grandma3/2-4/keyword_hex8/) * [Hex16](/grandma3/2-4/keyword_hex16/) * [Hex24](/grandma3/2-4/keyword_hex24/) * [HelpKeyword](/grandma3/2-4/keyword_helpkeyword/) * [Highlight](/grandma3/2-4/keyword_highlight/) * [Hold](/grandma3/2-4/keyword_hold/) * [Houselights](/grandma3/2-4/keyword_houselights/) * [Hz](/grandma3/2-4/keyword_hz/) * [If](/grandma3/2-4/keyword_if/) * [IfActive](/grandma3/2-4/keyword_ifactive/) * [IfProgrammer](/grandma3/2-4/keyword_ifprogrammer/) * [IfOutput](/grandma3/2-4/keyword_ifoutput/) * [Image](/grandma3/2-4/keyword_image/) * [Import](/grandma3/2-4/keyword_import/) * [Index](/grandma3/2-4/keyword_index/) * [Insert](/grandma3/2-4/keyword_insert/) * [Integrate](/grandma3/2-4/keyword_integrate/) * [Interface](/grandma3/2-4/keyword_interface/) * [Invert](/grandma3/2-4/keyword_invert/) * [Invite](/grandma3/2-4/keyword_invite/) * [IP](/grandma3/2-4/keyword_ip/) * [JoinSession](/grandma3/2-4/keyword_joinsession/) * [Key](/grandma3/2-4/keyword_key/) * [Keyboard](/grandma3/2-4/keyword_keyboard/) * [KeyboardShortcut](/grandma3/2-4/keyword_keyboardshortcut/) * [Kill](/grandma3/2-4/keyword_kill/) * [KnockIn](/grandma3/2-4/keyword_knockin/) * [KnockOut](/grandma3/2-4/keyword_knockout/) * [Label](/grandma3/2-4/keyword_label/) * [Layout](/grandma3/2-4/keyword_layout/) * [LearnSpeed](/grandma3/2-4/keyword_learnspeed/) * [LeaveSession](/grandma3/2-4/keyword_leavesession/) * [Library](/grandma3/2-4/keyword_library/) * [List](/grandma3/2-4/keyword_list/) * [ListOwnership](/grandma3/2-4/keyword_listownership/) * [ListReference](/grandma3/2-4/keyword_listreference/) * [Load](/grandma3/2-4/keyword_load/) * [Learn](/grandma3/2-4/keyword_learn/) * [Loaded](/grandma3/2-4/keyword_loaded/) * [LoadShow](/grandma3/2-4/keyword_loadshow/) * [ListCrashLog](/grandma3/2-4/keyword_listcrashlog/) * [Lock](/grandma3/2-4/keyword_lock/) * [LogIn](/grandma3/2-4/keyword_login/) * [LogOut](/grandma3/2-4/keyword_logout/) * [Lowlight](/grandma3/2-4/keyword_lowlight/) * [Lua](/grandma3/2-4/keyword_lua/) * [LuaFile](/grandma3/2-4/keyword_luafile/) * [Macro](/grandma3/2-4/keyword_macro/) * [MArker](/grandma3/2-4/keyword_marker/) * [Master](/grandma3/2-4/keyword_master/) * [MAtricks](/grandma3/2-4/keyword_matricks/) * [Measure](/grandma3/2-4/keyword_measure/) * [Media](/grandma3/2-4/keyword_media/) * [MemoryInfo](/grandma3/2-4/keyword_memoryinfo/) * [Menu](/grandma3/2-4/keyword_menu/) * [Mesh](/grandma3/2-4/keyword_mesh/) * [Move](/grandma3/2-4/keyword_move/) * [Multipatch](/grandma3/2-4/keyword_multipatch/) * [MyRunningPreset](/grandma3/2-4/keyword_myrunningpreset/) * [MyRunningMacro](/grandma3/2-4/keyword_myrunningmacro/) * [MyRunningSequence](/grandma3/2-4/keyword_myrunningsequence/) * [MyRunningSoundFile](/grandma3/2-4/keyword_myrunningsoundfile/) * [MyRunningTimecode](/grandma3/2-4/keyword_myrunningtimecode/) * [MyRunningTimer](/grandma3/2-4/keyword_myrunningtimer/) * [Natural](/grandma3/2-4/keyword_natural/) * [MessageCenter](/grandma3/2-4/keyword_messagecenter/) * [NDI](/grandma3/2-4/keyword_ndi/) * [NewShow](/grandma3/2-4/keyword_newshow/) * [Next](/grandma3/2-4/keyword_next/) * [NextY](/grandma3/2-4/keyword_nexty/) * [MyRunningPlayback](/grandma3/2-4/keyword_myrunningplayback/) * [NextZ](/grandma3/2-4/keyword_nextz/) * [NetworkNode](/grandma3/2-4/keyword_networknode/) * [NonDim](/grandma3/2-4/keyword_nondim/) * [Normal](/grandma3/2-4/keyword_normal/) * [Note](/grandma3/2-4/keyword_note/) * [Off](/grandma3/2-4/keyword_off/) * [Offset](/grandma3/2-4/keyword_offset/) * [NetworkSpeedTest](/grandma3/2-4/keyword_networkspeedtest/) * [On](/grandma3/2-4/keyword_on/) * [onPC](/grandma3/2-4/keyword_onpc/) * [OSC](/grandma3/2-4/keyword_osc/) * [Oops](/grandma3/2-4/keyword_oops/) * [OutputLayer](/grandma3/2-4/keyword_outputlayer/) * [Page](/grandma3/2-4/keyword_page/) * [Part](/grandma3/2-4/keyword_part/) * [Park](/grandma3/2-4/keyword_park/) * [Paste](/grandma3/2-4/keyword_paste/) * [Patch](/grandma3/2-4/keyword_patch/) * [NShot](/grandma3/2-4/keyword_nshot/) * [Pause](/grandma3/2-4/keyword_pause/) * [Percent](/grandma3/2-4/keyword_percent_word/) * [PercentFine](/grandma3/2-4/keyword_percentfine/) * [Phase](/grandma3/2-4/keyword_phase/) * [Physical](/grandma3/2-4/keyword_physical/) * [Plugin](/grandma3/2-4/keyword_plugin/) * [Preset](/grandma3/2-4/keyword_preset/) * [PresetUpdate](/grandma3/2-4/keyword_presetupdate/) * [Press](/grandma3/2-4/keyword_press/) * [Preview](/grandma3/2-4/keyword_preview/) * [Previous](/grandma3/2-4/keyword_previous/) * [PreviousY](/grandma3/2-4/keyword_previousy/) * [PreviousZ](/grandma3/2-4/keyword_previousz/) * [Programmer](/grandma3/2-4/keyword_programmer/) * [Property](/grandma3/2-4/keyword_property/) * [ProcessingUnit](/grandma3/2-4/keyword_processingunit/) * [PSR](/grandma3/2-4/keyword_psr/) * [Pyro](/grandma3/2-4/keyword_pyro/) * [Quickey](/grandma3/2-4/keyword_quickey/) * [Rate1](/grandma3/2-4/keyword_rate/) * [RDM](/grandma3/2-4/keyword_rdm/) * [Readout](/grandma3/2-4/keyword_readout/) * [Reboot](/grandma3/2-4/keyword_reboot/) * [Recast](/grandma3/2-4/keyword_recast/) * [Reconnect](/grandma3/2-4/keyword_reconnect/) * [Record](/grandma3/2-4/keyword_record/) * [Relative](/grandma3/2-4/keyword_relative/) * [Release](/grandma3/2-4/keyword_release/) * [ReloadAllPlugins](/grandma3/2-4/keyword_reloadallplugins/) * [ReloadUI](/grandma3/2-4/keyword_reloadui/) * [Remote](/grandma3/2-4/keyword_remote/) * [RemoteHID](/grandma3/2-4/keyword_remotehid/) * [RemoteCommand](/grandma3/2-4/keyword_remotecommand/) * [Remove](/grandma3/2-4/keyword_remove/) * [RenderQuality](/grandma3/2-4/keyword_renderquality/) * [Reset](/grandma3/2-4/keyword_reset/) * [Restart](/grandma3/2-4/keyword_restart/) * [Root](/grandma3/2-4/keyword_root/) * [RealtimeChannel](/grandma3/2-4/keyword_realtimechannel/) * [RunningMacro](/grandma3/2-4/keyword_runningmacro/) * [RunningPreset](/grandma3/2-4/keyword_runningpreset/) * [RunningSoundFile](/grandma3/2-4/keyword_runningsoundfile/) * [RunningSequence](/grandma3/2-4/keyword_runningsequence/) * [RunningTimecode](/grandma3/2-4/keyword_runningtimecode/) * [RunningTimer](/grandma3/2-4/keyword_runningtimer/) * [SaveShow](/grandma3/2-4/keyword_saveshow/) * [ScreenConfiguration](/grandma3/2-4/keyword_screenconfiguration/) * [ScreenContent](/grandma3/2-4/keyword_screencontent/) * [ReSync](/grandma3/2-4/keyword_resync/) * [Scribble](/grandma3/2-4/keyword_scribble/) * [Seconds](/grandma3/2-4/keyword_seconds/) * [Select](/grandma3/2-4/keyword_select/) * [Selection](/grandma3/2-4/keyword_selection/) * [SelectFixtures](/grandma3/2-4/keyword_selectfixtures/) * [Sequence](/grandma3/2-4/keyword_sequence/) * [SendMIDI](/grandma3/2-4/keyword_sendmidi/) * [RunningPlayback](/grandma3/2-4/keyword_runningplayback/) * [SendOSC](/grandma3/2-4/keyword_sendosc/) * [SendMVR](/grandma3/2-4/keyword_sendmvr/) * [Set](/grandma3/2-4/keyword_set/) * [SetGlobalVariable](/grandma3/2-4/keyword_setglobalvariable/) * [SetUserVariable](/grandma3/2-4/keyword_setuservariable/) * [Shuffle](/grandma3/2-4/keyword_shuffle/) * [ShutDown](/grandma3/2-4/keyword_shutdown/) * [SnapDelay](/grandma3/2-4/keyword_snapdelay/) * [Session](/grandma3/2-4/keyword_session/) * [SoftwareImport](/grandma3/2-4/keyword_softwareimport/) * [SoftwareUpdate](/grandma3/2-4/keyword_softwareupdate/) * [SoundChannel](/grandma3/2-4/keyword_soundchannel/) * [Solo](/grandma3/2-4/keyword_solo/) * [SpecialExecutor](/grandma3/2-4/keyword_specialexecutor/) * [Speed](/grandma3/2-4/keyword_speed/) * [Speed1](/grandma3/2-4/keyword_speed1/) * [SpeedMaster](/grandma3/2-4/keyword_speedmaster/) * [Stage](/grandma3/2-4/keyword_stage/) * [Station](/grandma3/2-4/keyword_station/) * [StationSettings](/grandma3/2-4/keyword_stationsettings/) * [Step](/grandma3/2-4/keyword_step/) * [Stomp](/grandma3/2-4/keyword_stomp/) * [Store](/grandma3/2-4/keyword_store/) * [Shape](/grandma3/2-4/keyword_shape/) * [Sound](/grandma3/2-4/keyword_sound/) * [SwitchTograndMA2Software](/grandma3/2-4/keyword_switchtograndma2software/) * [SwitchTograndMA3Software](/grandma3/2-4/keyword_switchtograndma3software/) * [Swap](/grandma3/2-4/keyword_swap/) * [Temp](/grandma3/2-4/keyword_temp/) * [Thru](/grandma3/2-4/keyword_thru/) * [Time](/grandma3/2-4/keyword_time/) * [Timecode](/grandma3/2-4/keyword_timecode/) * [TimecodeSlot](/grandma3/2-4/keyword_timecodeslot/) * [Timer](/grandma3/2-4/keyword_timer/) * [Toggle](/grandma3/2-4/keyword_toggle/) * [Top](/grandma3/2-4/keyword_top/) * [Tag](/grandma3/2-4/keyword_tag/) * [TopUp](/grandma3/2-4/keyword_topup/) * [Transition](/grandma3/2-4/keyword_transition/) * [Type](/grandma3/2-4/keyword_type/) * [UIChannel](/grandma3/2-4/keyword_uichannel/) * [UIGridSelection](/grandma3/2-4/keyword_uigridselection/) * [Unblock](/grandma3/2-4/keyword_unblock/) * [Generic](/grandma3/2-4/keyword_generic/) * [Unlock](/grandma3/2-4/keyword_unlock/) * [Unpark](/grandma3/2-4/keyword_unpark/) * [Unpress](/grandma3/2-4/keyword_unpress/) * [Up](/grandma3/2-4/keyword_up/) * [Update](/grandma3/2-4/keyword_update/) * [UpdateContent](/grandma3/2-4/keyword_updatecontent/) * [User](/grandma3/2-4/keyword_user/) * [User1](/grandma3/2-4/keyword_user1/) * [User2](/grandma3/2-4/keyword_user2/) * [UserProfile](/grandma3/2-4/keyword_userprofile/) * [Video](/grandma3/2-4/keyword_videos/) * [Version](/grandma3/2-4/keyword_version/) * [View](/grandma3/2-4/keyword_view/) * [ViewButton](/grandma3/2-4/keyword_viewbutton/) * [Width](/grandma3/2-4/keyword_width/) * [World](/grandma3/2-4/keyword_world/) * [Zero](/grandma3/2-4/keyword_zero/) # Next Previous Concept ## Subtopics [Section titled “Subtopics”](#subtopics) * [Store keyword](/grandma3/2-4/keyword_store/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [+ (Plus) keyword](/grandma3/2-4/keyword_plus/) * [- (Minus) keyword](/grandma3/2-4/keyword_minus/) # Hierarchical Structure of Objects # Syntax Rules > The command line syntax is used to create valid commands. The command line syntax is used to create valid commands. Function keywords, also called command keywords, behave like verbs in commands – they tell the objects what to do. Object keywords are used to allocate objects in the show file. Help keywords are used to create a relation between functions and objects. Layer keywords address the layers of different parameters. Cue timing keywords address different times of a cue transition. Value readout keywords define the unit of displayed values.  Speed readout keywords define the unit of displayed speeds. At value keywords are a sort of shortcuts which are used to set parameters to certain predefined values.  Playback keywords provide control over playback functionalities. Fader keywords are related to anything that has to do with faders. Operator keywords are symbols that perfrom mathematical opertions in a command. Option keywords are temporary filters in commands. For more information on option keywords see [Option Keywords](/grandma3/2-4/option_keywords/). To view all executed commands, see [Command Line History](/grandma3/2-4/ws_ui_command_line/). ## General Rules [Section titled “General Rules”](#general-rules) The general rules are: * All objects have a default function which is used if no function is given. * Most functions have a default object or an object type which is used if no object is given.  * Objects are arranged in a hierarchical tree structure. If an object does not support the function applied, the function is passed on to a child or parent object.  For more information see [Hierarchical Structure of Objects](/grandma3/2-4/csk_parent_child/). *** ## Terminology [Section titled “Terminology”](#terminology) * \[Square brackets]:\ Description of non-literal content. - (Parentheses):\ Description of optional content.  * “Quotation marks”/‘Quotation marks’:\ Quotation marks are used to enter a definite name or content. If the line ends after the word in quotation marks, the quotation marks at the end may be omitted. If the name or content is not a keyword and does not contain special characters, the quotation marks can be left out altogether. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If an option or any other part of the keyword command requires two types of quotation marks -  single (’) and double quotation marks (”) - make sure to always use an equal pair. For more information see the [RemoteCommand keyword](/grandma3/2-4/keyword_remotecommand/).  | * Capitalization:\ In general, capitalization is important as values are case-sensitive.  ### Example [Section titled “Example”](#example) Here the value “Positive” is capitalized. This is correct and the command will be executed. Set Group 1 Property “Mode” “Positive” Here the value “positive” is in lower case. This is wrong and the command will not be executed.  Set Group 1 Property “Mode” “positive” * Only when using keyword commands, the console does not distinguish between upper case and lower case. In such topics, capitalization is used to improve readability only. *** ## []()Use the Command Line [Section titled “Use the Command Line”](#use-the-command-line) It is possible to abbreviate all the commands using the shortcuts of the corresponding keywords.  Each keyword has its own shortcut. Every keyword topic also names the respective shortcut.  For more information see [General Keywords](/grandma3/2-4/csk_general_keywords/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Shortcuts are subject to change as new keywords are added to the software. We advise you read the corresponding keyword topics and the release notes to check for recent changes.  | ## Example [Section titled “Example”](#example-1) * To store cue 20 in sequence 8 using the overwrite option keyword, type: Full version of the syntax: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 8 Cue 20 /Overwrite |   Abbreviated version of the syntax: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>S Seq 8 Cue 20 /O |   Very short version of the syntax: * To copy cue 2 to cue 6 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Co 2 At 6 | | | | | ------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The examples use the full version in the manual.  | # Content Sheet > The Content Sheet is used to see the fixtures and values stored in cues. It looks much like the Fixture Sheet but has a masking function that only displays what The Content Sheet is used to see the fixtures and values stored in cues. It looks much like the Fixture Sheet but has a masking function that only displays what is stored in cues and cue parts. It is like a combined Sequence Sheet in tracking mode and a Fixture Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/). The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Content Sheet can be masked to limit what is seen in the sheet using the Mask Buttons. Learn more in the [Sheet Masking topic](). It could look like this: ![](/img/grandma3/2-4/window_content-sheet_v2-1-561aa5.png) *Content Sheet* The Title Bar shows the sequence ID and the cue ID of the cue being shown. If a world other than the default Full world is selected, it is also displayed in the title bar (Small World icon with a name and number next to it). The values displayed in the sheet can be edited directly in the sheet, just like in the Sequence Sheet in [Track sheet mode](/grandma3/2-4/cue_tracking/). The look of the content sheet is very customizable. The content sheet settings control this. [Read more about it ](/grandma3/2-4/cue_content_sheet/#h2_948195719)[below](/grandma3/2-4/cue_content_sheet/#h2_948195719). The example image above shows most of the pan and tilt values with a small note saying “Part 2”. This indicates that the values are stored in cue part 2. A red “DUP” in the lower right corner means duplicate data is stored in a different part of the cue. If Show Parts is turned On, the parts are separated into different frames. The same example cue would look like this: ![](/img/grandma3/2-4/window_content-sheet_parts_v2-1-e39a9a.png) Content Sheet with multiple part frames Each frame with a cue part can be toggled On or Off by tapping the checkmark in the frame. The content sheet can automatically follow the active cue being played back. The setting **Cue Mode** defines which cue to show in the sheet. Setting the mode to **Manual** makes it possible to select a specific cue instead of following the active cue. In manual mode, an extra section on the left displays a list of all the cues in the sequence. ![](/img/grandma3/2-4/window_content-sheet_manual_v2-3-81c23b.png) Content Sheet in Manual mode The green frame around a cue indicates the active cue being output. The blue background indicates the selected cue being displayed in the content sheet. Tapping a cue in the list makes it the selected cue. Tapping the part number in the cue list automatically deselects the other parts if Show Parts is active. ## Content Sheet Settings [Section titled “Content Sheet Settings”](#content-sheet-settings) The content sheet has a lot of settings. They can be accessed by tapping the MA logo in the upper left corner of the sheet. The settings are divided into three different tabs - Display, Mask, and Mask Buttons. This is a short description of each of the display settings: * **Show Parts**:\ This separates the cue parts into individual frames. Each frame can be turned On or Off by tapping the upper left corner of each frame. If this setting is Off, the cue parts are combined into one frame showing the cue part number in the lower right corner of each relevant attribute. * **Cue Only**:\ This defines if the cue only function is On/Off when editing values.[](/grandma3/2-4/cue_tracking/) * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **CuePart Appearance**:\ This defines how the cue part appearance is displayed in the sheet. The options are: * **Off**:\ Cue part appearance is not displayed. * **Number**:\ The appearance is only shown on the cue number column. * **Num+Name**:\ The appearance is displayed in the number and name columns. * **Sheet Mode**:\ The sheet mode changes how the sheets look. There are four different modes: * **Fixture**:\ This shows a matrix with the fixtures in rows and the attributes in columns. * **Channel**:\ This shows the fixtures as tiles with the dimmer attribute. * **Dimmer+**:\ Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. This mode can display the **Fixture Graphics**, but does not display the **Feature Graphics**. * **Sheet/Filter**:\ Similar to **Dimmer+**. However, it displays all attributes unless there is a defined filter in the **Mask** tab of the sheet settings. * **Cue Mode**:\ Cue Mode has three different options: * **Current Cue:**\ This will make the sheet display the information related to the current active cue. * **Previous Cue:**\ This will display the values from the previous cue. This is the last active cue, even if the sequence order is jumped. * **Next Cue:**\ This displays the values for the next cue if a triggering action is performed on the sequence. If a cue is “Loaded”, the loaded cue will be displayed. * **Manual**:\ This mode allows selecting a specific cue. When this mode is selected, a list of the cues appears on the left side. Tap the desired cue in the list to see the content. If the setting is available in the title bar, the different options can be toggled by tapping the button in the title bar. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-4/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **#Columns**:\ This input button sets the number of columns a sheet should display. * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Fixture Appearance**:\ This defines how the appearance of the fixtures is shown in the sheets. There are three options: * **None**:\ The fixture appearance is not shown. * **Enabled**:\ The appearance of the fixture type is shown. * **Graphic**:\ The appearance is shown with a colored background to match the output. * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * **Color Mode**:\ This switches the color readout between RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-4/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). * **Fixture Graphics**:\ This defines which graphics are displayed in front of the name column in sheets showing the fixture graphic. Resizing the name column to a very small size will hide the graphic.\ This setting has the following options: * **None**:\ No graphic is shown. * **Flip**:\ Adds the flip indicator for fixtures with position attributes on the left side of the **Name** column. * **Simple**:\ Adds a simple square graphic indicating combined color and dimmer values next to the flip indicator in the **Name** column. * **Gobo**:\ Adds a gobo image on the simple graphic. It only displays the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. * **Fixture Select**:\ With this On/Off button, fixtures can be selected by tapping the name or ID in the sheet. * **Show Tracked**:\ This On/Off setting shows or hides all the values tracked from previous cues. Turning it Off hides the tracked values and only shows the values stored in the cue. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). * **Feature Graphic**:\ This shows or hides a small graphic next to each feature in the sheets showing the features. * **Channel Set**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Merge Cells**: This allows to merge cells to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-4/keyword_assign/) and [Sequence](/grandma3/2-4/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. This is a short description of each of the mask settings: * **Layer**:\ This selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Show Recipes**:\ This On/Off button shows or hides the cue recipes at the bottom of the sheet. Read more about it in the [Cue Recipes topic](/grandma3/2-4/cue_recipe/). * **Show Notes**:\ This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-4/notes/). * **Show ID Type**:\ This shows the ID Type of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture**. * **Sorted By**:\ This defines how the sheet is sorted. The two options are:  * **FID:**\ The sheet is sorted by FID. * \*\*CID: \*\*\ The sheet is sorted by CID. * **Show Fixture Name**:\ This shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.\*\*\*\* In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * **Group By ID Type**:\ This organizes the sheet by ID type, grouping together fixtures with the same ID type.  Learn more about the Mask Buttons in the [Sheet Masking topic](/grandma3/2-4/worldfilter_filter_rules/). # Copy Cues > Cues can be copied to a new or existing cue. Cues can be copied to a new or existing cue. The [Copy keyword](/grandma3/2-4/keyword_copy/) is needed for this operation. The general syntax is Copy Cue \[“Cue\_Name” or Cue\_Number] At \[“New\_Cue\_Name” or New\_Cue\_Number]. Different options define what and how the cue is copied. These options appear in a pop-up when the copy command is executed. ![Cue Copy Pop-up with multiple settings.](/img/grandma3/2-4/popup_copy-cue_v2-3-395a61.png) Copy cue pop-up **Copy values from Source Cue** has three different radio buttons that are mutually exclusive: * **Content**:\ Copies only the values stored in the source cue. * **Status**:\ Copies the status of the source cue. Status includes the values stored in the cue and all tracked values from former cues. * **Look**:\ If the fixture’s dimmer attribute has a value status above 0% in the source cue, then the status values of all attributes in the source cue are copied.\ If the fixture’s dimmer attribute has a value status of 0% in the source cue, then only the dimmer attribute is copied from the source cue.\ This means that the current status of the dimmer value is always copied.  **Copy Values** defines\*\*\*\* how values should track through the sequence. There are two radio buttons: * **Tracking**:\ The new values are added as normal tracking values and will track onward. * **Cue Only**:\ The new values are added using Cue Only. Attributes that do not have a previous value it can return to will store the default value in the following cue. Cue Only is a function that stores values at the destination, but also stores the previouslly tracked values in the following cue. The result is that following cue keeps the same look. Learn more about **Cue Only** in the [Store Cues Topic](/grandma3/2-4/cue_store/). A single option in the **Protect from Tracking** section is **Dimmer Cue Only**. Turning this On will store the dimmer attributes as Cue Only, but the other attributes can be stored as tracking using the other settings. The **Shield tracked Values** have three options. It is about the Tracking Shield function. Learn more in the [Tracking Shield topic](/grandma3/2-4/cue_tracking_shield/). The options are: * **Off**:\ Tracking Shield is not used. * **↑0**:\ Protects attributes in the next cue where the dimmer value increases starting from zero. * **>0**:\ Protects attributes in the next cue where the dimmer value is above zero **Existing Values tracking into Destination** also has three mutually exclusive radio buttons. This setting defines what should happen with values that track into the new copied cue from previous cues. * **Retain**:\ The tracking values are kept and tracked into the new cue. * **Replace With Release**:\ Tracking values are replaced with the “Release” special value. * **Replace With Default**:\ Tracking values are replaced with the default value. # Delete Cues > Cues can be deleted using the Delete keyword. Cues can be deleted using the [Delete keyword](/grandma3/2-4/keyword_delete/). This can be accessed using the command line input or the [Delete key](/grandma3/2-4/key_delete/). Deleting a cue opens a pop-up asking for confirmation. ![](/img/grandma3/2-4/popup_delete-cue_v2-4-df6969.png) Delete Cue pop-up Some settings influence how the deletion affects the following cues. **Delete Values** has two options: **Tracking** and **Cue Only**. The option specifies whether deletion should be performed using Tracking or Cue Only rules. **Protect from Tracking** can be used to delete the dimmer attributes using Cue Only. **Shield tracked Values** can be used to define how the Tracking Shield should respond to the deletion. Learn more in the [Tracking Shield topic](/grandma3/2-4/cue_tracking_shield/). Tap Ok to delete the cue with the selection options and close the pop-up. Tapping Cancel closes the pop-up and does not delete the cue. Deleting the last cue in a sequence does not open the pop-up; it simply deletes the cue. # Move In Black > Move in black (MIB) is a function where tracking sequences look ahead and preposition attributes of fixtures that are fading the dimmer in from zero to automati Move in black (MIB) is a function where tracking sequences look ahead and preposition attributes of fixtures that are fading the dimmer in from zero to automatically prevent transitions where the fixture would move the attributes into position while the fixture is fading in. MIB is enabled on a cue part basis by giving the MIB property of the cue part a value that tells the console when and how it should do the prepositioning. MIB settings are applied to cues and affect all fixtures stored in the cue. A special **Hold** value can be stored on the Dimmer attribute to prevent a MIB action for specific fixtures. **Hold** is similar to giving the dimmer attribute a value of 0%, but it does not trigger the MIB function for the fixture. Hold can be found in the calculator for the dimmer attribute, in the **Specials** tab. It can also be applied using the [Hold Keyword](/grandma3/2-4/keyword_hold/). While the MIB is in progress, the MIB indicator in the Fixture Sheet indicates this: * **Fast flashing**: Fixtures’ intensity fades to 0% in order to do an MIB. * **Slow flashing**: Fixtures do the MIB. When a fixture has moved in black, it has a deep-sea green background color (see more at the bottom of this topic). If the fixture is selected and an absolute dimmer value above 0 is given, then there is a [User Profile Setting](/grandma3/2-4/user_settings/#h2_989550839) called **KnockIn MIB** defining what happens. * **Off**:\ Only the actively changed attributes are activated in the programmer. The moved in black attributes stay in the MIB’ed state and are not automatically active values in the programmer. The result can be that what is seen in the output is not what is stored in the cue, so when the cue is played back, it will not look like it did when it was stored. * **Post**:\ The attributes that have been moved in black are activated in the programmer to ensure the fixture’s current state is active. This means that if the cue is stored or updated and played back, it will look like it did when it is played back. This function only regards absolute values. *** Several options and properties modify MIB behavior. Two of them are **MIB Fade** and **MIB Delay** timing properties. **MIB Fade** is the fade time of attributes that will be positioned by MIB. It is available in different places. There is an order of importance in which MIB fade time to apply: 1. Per cue part 2. Per attribute in a fixture type 3. Global in the show file When a MIB fade time is specified in the cue part, the individual attribute MIB fade time will be ignored. When the MIB fade time of the cue is set to default, the global MIB fade time will be applied unless an attribute has an individual MIB fade time set. **MIB Delay** is the delay time the attributes wait from having the dimmer closed until the MIB fade is performed. The MIB delay time can be specified per cue part or global in the show file. The same ruleset as for MIB fade applies:  When the MIB delay time of the cue is set to default, the global MIB delay time will be applied. When the MIB fade and/or MIB delay is performed between cues, the MIB times specified in the (future) cue part where the dimmer opens again will be applied. For example, a fixture is moving in cue 3 to be ready for cue 5. The MIB times specified in cue 5 is used for the MIB. ## Cue MIB Settings [Section titled “Cue MIB Settings”](#cue-mib-settings) The sequence sheet can display several columns for the different MIB settings. Read more about the sequence sheet in the [Look at Cues and Preferences](/grandma3/2-4/cue_sequence_sheet/). * **MIB Preference**:\ This specifies a cue’s suitability for MIB. It is a percentage number from 0(never) to 100(best). The MIB modes Early, UponGo, and Late prioritize the cue with the highest rated suitability and choose this cue for executing the MIB. The MIB mode Defined does not respect the MIB preference.\ Edit the cell to type a number or select one of the following preference options: * **Never(0)**:\ An MIB will never be performed. * **Worst(1)**:\ If there are no other options, then this cue will be used. * **Bad(25)**:\ It is not optimal, but it is better than the two others. * **Normal(50)**:\ This is the default value. * **Good(75)**:\ This is a better cue than normal. * **Best(100)**:\ This is the optimal cue to perform the MIB. * **MIB Mode**:\ Defines how early or late the MIB shall be performed per cue part. * **Default**:\ Performs MIB corresponding to the MIB mode setting of the sequence setting **MIB Mode**. * **None**:\ MIB will not be performed for this cue. * **Defined**:\ A specific cue can be defined in the **MIB Target** column where the MIB is to be performed. The MIB is performed when the specified cue is active. * **Early**:\ Performs the MIB as soon as the dimmer is closed. Typically, after the cue transition has finished. * **UponGo**:\ Performs the MIB with the next cue transition after the dimmer has closed. The MIB executes with the cue after **Early** would have triggered the MIB. * **Late**:\ Performs the MIB latest in the cue before the dimmer opens again. * **MIB Target**:\ A specific cue where MIB is performed for this cue part, see MIB Mode above. When setting an MIB target, the **MIB Mode** will be changed to **Defined**, and vice versa. When changing an MIB Mode that is not \*\*Defined, \*\*the **MIB Target** will be removed. * **MIB MultiStep**:\ It is possible to decide whether a phaser where the fixtures are already prepositioned shall keep running with the closed dimmer or if they shall be paused. This can prevent unwanted noise and movement of stepper motors for prepositioned fixtures running a phaser, especially when it would disturb the audience. The two options are: * **Running**:\ A phaser is running with a closed dimmer. * **Paused**:\ A phaser will be prepositioned but does not start running until opening the dimmer. * **MIB Fade**:\ The MIB fade time per cue part. It can be a set time or default. Default takes the global show file MIB fade time, or the attribute MIB fade time. * **MIB Delay**:\ The MIB delay time per cue part. It can be a set time or default. Default takes the global show file MIB delay time or the attribute MIB delay time. The sequence sheet hides those MIB cells that are not considered for the different combinations of MIB settings or if a cue or cue part is not suitable for MIB. ## Global MIB Settings [Section titled “Global MIB Settings”](#global-mib-settings) To change the global MIB Preferences, go to Menu - Preferences and Timings. In the Timings tab, there is a section called MIB Timings. This defines the default **MIB Fade** and **MIB Delay** times. This value is input as time. For more information about MIB fade and MIB delay, please read above. The property **MIB Transition** defines which transition type will be applied to the fade of MIB. Read more about the different types of transitions in the [Cue Timing topic](/grandma3/2-4/cue_timing/). The MIB Transition can only be defined for all MIB fades globally in the show file. It is not possible to define a different transition type for a single MIB fade per cue or cue part. In the Cues tab, there is a section called **MIB Preferences**. Here, it is possible to change the defaults that will be set to a new cue when it is stored. * **MIB Mode**:\ The MIB Mode is used when storing a new cue that can execute MIB. * **MIB Fade**:\ The MIB fade time is used when storing a new cue that can execute MIB. Default uses the time set in the timing tab. * **MIB Delay**: \ The MIB delay time is used when storing a new cue that can execute MIB. Default uses the time set in the timing tab. * **MIB MultiStep**: \ The MIB MultiStep settings are described above. For more information about these settings, read above. ## Sequence MIB Settings [Section titled “Sequence MIB Settings”](#sequence-mib-settings) There are sequence-wide MIB settings within the sequence settings. Read more about the settings in the [Sequence Settings topic](/grandma3/2-4/cue_sequence_settings/). The purpose of the sequence MIB settings is to have the option to overwrite the cue-based MIB settings with the MIB settings. When setting the MIB to any option except Enabled, the sequence sheet displays the corresponding setting in yellow in the MIB Mode column header. It also adds exclamation marks before and after the mode set in the cues, for instance, !Late!, to indicate that the set value is overwritten. The MIB Mode setting selects the default MIB mode used when doing a MIB. The MIB Mode per cue or cue part must be set to Default. For more information about the different MIB Mode types per sequence, please read the above. ## MIB Color Indicators [Section titled “MIB Color Indicators”](#mib-color-indicators) Attribute values will be displayed with special colors within the fixture sheet and the sequence sheet in track mode to show when the MIB is performed. The tracking sheet view shows when the MIB is performed in this example. ![](/img/grandma3/2-4/img_mib-tracksheet_v2-1-eeb914.png) Two versions of the sequence sheet showing MIB data and the Track Sheet The fixtures need to be ready for cue 5. In cue 5, the MIB Mode is set to “UponGo”. This means that when the fixtures fade to 0% in cue 2, they are ready to MIB with the next cue trigger. When cue 3 is activated, they will perform the MIB for cue 5. The default color indicators are a deep-sea green background and black text color. Read more about the MIB colors in the fixture sheet and other grandMA3 colors in the [Colors topics](/grandma3/2-4/ws_colors/). # Play Back Cues > Cues are stored in a Sequence. All sequences are stored in a sequence pool. Cues are stored in a Sequence. All sequences are stored in a sequence pool. When a cue is active, the sequence is active in the pool. It is not possible to run a cue without playing back the sequence. Executors are controls that allow for easy hands-on playback of the sequences. Executors can playback or trigger other objects than sequences as well. Sequences do not need to be associated with an executor to playback cues. ## Relevant Playback Commands [Section titled “Relevant Playback Commands”](#relevant-playback-commands) Many keywords can be used for playback operations. They are all listed using the [Help](/grandma3/2-4/keyword_help/) command. For sequence playback, there are some very common keywords (read details about them by following the links): * **[Go+](/grandma3/2-4/keyword_goplus/)**\ Use this to trigger the next cue with a “Go” trigger or to specify a cue (Go+ Cue \[“Cue\_Name” or Cue\_Number]). This command triggers subsequent cues using a follow or timed trigger. * **[Go-](/grandma3/2-4/keyword_gominus/)**\ Use this to trigger the previous cue or a specific cue using Go- Cue \[“Cue\_Name” or Cue\_Number]. Using the syntax that specifies the cue number does not trigger subsequent cues. * **[Goto](/grandma3/2-4/keyword_goto/)**\ Use this command to go to a specific cue. The specified cue is triggered when the command is executed. Please note that this command also asserts tracked values so that the visual result can be different than a normal Go command. The **Assert** mode for the cue is relevant. “None” and “Assert” will assert tracked values using the cue timing from the cue where the value is stored. “X-Assert” will assert the tracked values using the cue timing of the “Goto” cue. Learn more about the Goto keyword in the [Goto Keyword topic](/grandma3/2-4/keyword_goto/ "Goto Keyword description"). * **[Load](/grandma3/2-4/keyword_load/)**\ This is used to preload cues. The cue is then ready to be triggered via a Go+ command. Several cues in different sequences can be loaded and triggered together with the Go+ [Loaded](/grandma3/2-4/keyword_loaded/) syntax. * **[Pause](/grandma3/2-4/keyword_pause/)**\ Executing this command will pause all running fades, delays, and phasers, effectively halting all values where they currently are. The fade and delay are also resumed using the Pause command. * **[Top](/grandma3/2-4/keyword_top/)**\ This keyword is used to trigger the first cue * **[<<< (GoFastBackward)](/grandma3/2-4/keyword_gofastbackward/)**\ If a target cue is not specified, the previous cue in the sequence is triggered, ignoring any cue timing and jumping to the cue using the timing defined in the Playback Timings. The default timing is 0 seconds. A cue can be specified, and this will trigger the specified cue only (<<< Cue \[“Cue\_Name” or Cue\_Number]). This keyword does not trigger follow and timed cues.  This timing is set in the **Preference and Timings** menu under **Timings**. Learn more in the [Cue Timing topic](/grandma3/2-4/cue_timing/). * **[>>>(GoFastForward)](/grandma3/2-4/keyword_gofastforward/)**\ If a target cue is not specified, the next cue in the sequence is triggered, ignoring any cue timing and jumping to the cue using the timing defined in the Playback Timings. The default timing is 0 seconds. A cue can be specified, and this will trigger the specified cue only (>>> Cue \[“Cue\_Name” or Cue\_Number]). This keyword does not trigger follow and timed cues.  This timing is set in the **Preference and Timings** menu under **Timings**. Learn more in the [Cue Timing topic](/grandma3/2-4/cue_timing/). But there are many more that can be useful. These functions can be assigned to executor keys for easy access (See how in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/)), but they can also always be sent directly to the sequence. For instance, the following command can be used if you want to go to cue 4 in sequence 6: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 4 Sequence 6 | The order of sequence and cue does not matter. So it could also be: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Sequence 6 Cue 4 | The system interprets it as in the last example. The Command Line History window shows this response: | | | | ---- | --------------------- | | OK : | Goto Sequence 6 Cue 4 | If an executor handles a sequence, the playback commands can also be sent to the executor. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ Executor 101 | This will send the go command to the object assigned to Executor 101. If this object is a sequence, the next cue will be triggered. *** ## Sequence Priorities [Section titled “Sequence Priorities”](#sequence-priorities) When several sequences affect the same fixture attributes, then priorities become important. The priority setting is a property of the sequence. These settings can be opened by pressing the Assign key and then one of the executors keys where the sequence is assigned. This opens the **Assign Menu**. On the right side of the menu, there are some buttons. Please tap Edit Settings. These are all the settings available for a sequence. The settings can also be opened by tapping Settings in the title bar of a sequence sheet. All the settings are discussed in the [Sequence Settings topic](/grandma3/2-4/cue_sequence_settings/). The priority setting can be found in the **Playback** group of settings. Tapping it toggles through the different properties, swiping it opens a small select pop-up like this: ![](/img/grandma3/2-4/popup_select-priority_v1-6-694278.png) Select Priority pop-up This is the list of possible priority properties. This is a short explanation of the priorities: * **Super:**\ This priority is the LTP priority above any other playbacks and even above the programmer. * **Swap:**\ Intensity is working as LTP with higher priority than HTP. * **HTP (Highest Takes Precedence):**\ The highest intensity value will be used. Other parameters will use LTP. * **Highest**:\ Highest LTP priority - Like LTP but with the highest possible LTP priority. * **High:**\ High LTP priority - like LTP but a higher priority than normal LTP. * **LTP (Latest Takes Precedence):**\ This is the normal LTP priority. The newest attribute value is prioritized over the old value. * **Low:**\ Low LTP - This is a lower LTP priority. * **Lowest**:\ Lowest LTP - This is the lowest possible LTP priority. LTP is one of the most used priority settings. There are five different levels of LTP priority to give different sequences different levels of LTP priorities. The list in the pop-up is also prioritized, where Super at the top has the absolute highest priority. This also means that HTP sequences have a higher priority than LTP sequences. ## Soft LTP [Section titled “Soft LTP”](#soft-ltp) This option relates to how intensities change from one sequence to another when the values transfer from the original sequence to the new one. When an attribute has a value from a cue and another cue in a different sequence with the same LTP priority is beginning to send new values to the same attribute, then Soft LTP might influence how the transition from the old value to the new value happens. This is only relevant when the new value is applied by moving the master of the new sequence. In this case, the attribute can jump from the old value to the new value and immediately have the value it should have according to the master position (Soft LTP Off), or it can start to fade from the old value to the new value using the master position as a crossfader (Soft LTP On). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Both sequences need to be active, and both need to send value to the same attributes. **Auto Start** and **Auto Stop** are turned On by default for sequences. If these properties are turned Off, the sequences must be turned On manually for the SoftLTP function to affect the transition.If the Master faders are both at 100%, then SoftLTP does not have a function. | ### Example [Section titled “Example”](#example) 1. Patch a fixture with a dimmer attribute. 2. Give the dimmer a 50% value and store this in a new sequence - call this sequence “Original”. 3. Give the dimmer a value of 100% and store this as a new cue in a new sequence. Call this sequence “New”. 4. Assign an executor fader as the master for sequence “New”. 5. Ensure **Auto Start** and **Auto Stop** are active for sequence “New”. 6. Open a fixture sheet and make sure it is set to show the **Output** layer. 7. Run the cue on sequence “Original” and have the master at zero for sequence “New”. The dimmer value should now be 50%. 8. Now move the master slowly up from zero and see the output value change. **Soft LTP On**: The dimmer will fade from 50% to 100% while the master moves up to 100 (fade from the “Original” value to the “New” value). **Soft LTP Off**: The dimmer will jump down to the value dictated by the master position and fade up together with the master (jump from the “Original” value to the “New” value based on fader position). 9. Now try to move the fader slowly down to zero. **Soft LTP On**: The dimmer fades from 100% to 50% (from the “New” value to the “Original” value). **Soft LTP Off**: The dimmer value will fade down to 0% with the master, and when the sequence turns Off then the dimmer will jump to 50% (Fade down with “New” master position - jump to “Original” value when “New” is turning Off). # Cue Recipes > Recipes can be used in cues and presets. See the Recipe topic to learn the basics of recipes and the Recipe Preset topic to learn about using recipes in presets Recipes can be used in cues and presets. See the [Recipe](/grandma3/2-4/recipes/) topic to learn the basics of recipes and the [Recipe Preset](/grandma3/2-4/presets_recipes/) topic to learn about using recipes in presets. It is a good idea to read the recipe topic before this one. This topic is about recipes in cues. A recipe can contain multiple lines describing what should happen based on a set of information. The recipe “cooks” values into the cue.  A recipe line can contain information about a selection, values, MAtricks reference, filter, individual fade, delay, speed, phase values, and grid values. Values from recipes can be combined with conventionally stored values. ## Adding Cue Recipes [Section titled “Adding Cue Recipes”](#adding-cue-recipes) Recipes are added to each cue part in a sequence. The best way to access the recipes is by turning On the Show Recipes mask in a [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/): ![](/img/grandma3/2-4/window_sequence-sheet_recipes_v2-4-1382be.png) Sequence sheet with cue recipes showing This gives access to adding, editing, and deleting recipe lines. Showing the recipe lines in the sequence sheet adds a gray horizontal divider that allows separating the cues from the recipes. This line can be moved up or down by tapping and holding the line and sliding it up and down. Release the screen at the desired location. Learn more about this line and the different columns in the [Recipes](/grandma3/2-4/recipes/) topic. The cells in the recipe lines can be edited, and more lines can be added by tapping and holding the New Recipe or by tapping the relevant plus icon in the toolbar on the left side. Each line can contain a set of information. The MAtricks reference column and the individual MAtricks columns only take effect when there is ranged data from, for instance, a [MAgic preset](/grandma3/2-4/presets_create/) or a timing range. Making changes to the recipe line automatically cooks the line using the Merge Low Priority option, not the normal Merge. Recipe lines without a group do not auto-cook. Deleting an already cooked recipe line also auto-cooks any remaining recipe lines. Manual cooking can be done using the [Cook keyword](/grandma3/2-4/keyword_cook/). An entire sequence can be cooked in one command. The general syntax for cook is: Cook \[Object] (/Option) There are four options: * **Merge** - Removes values flagged as cooked, then cooks the values from the recipes, and replaces values at the destination based on the recipe ingredients. * **MergeLowPriority** - Default if nothing else is specified. Replace existing cooked data and add new data based on the recipe ingredients, but do not change non-cooked data. * **Overwrite** - Delete all contents of the target object and cook new data based on the recipe ingredients. * **Remove** - Delete any data from the target object that has been cooked but never updated. Executing a cook command without an option keyword opens a pop-up prompting for which option to use. It also includes a cancel option that cancels the cook command. A cue with recipe information gets the small pot icon in the name column. It does not indicate whether there are cooked values or not; it only indicates if there are recipe lines and if the lines are valid. Learn about the different color indications of the pot icon in the [Recipe topic](/grandma3/2-4/recipes/). Activating the Track Sheet mode in the Sequence Sheet makes the attribute values visible for each cue. Values from a recipe have a small green marker in the upper-right corner. ![This example shows the green Recipe marker highlighted by a red arrow.](/img/grandma3/2-4/window_sequence-sheet_recipes-track-marker_v2-4-7d1a08.png) Sequence Sheet in Track Sheet mode showing the Recipe marker # Renumber Cues > Cues can be renumbered. This cannot be used to change the order of the cues. Cues can be renumbered. This cannot be used to change the order of the cues. Single cues can be renumbered but it can also be a range of cues. Giving the same cue number to two or more cues is impossible - they must be unique. Setting the cue number to a previous number already used is prevented by the system. Entering a cue number used later in the sequence, all following cues will be renumbered until no collision with existing cue numbers occurs. There is no command or keyword to renumber cues. It can be done in the [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/). *** **Requirement**: Have a sequence with cues. **Procedure:** 1. Open the sequence sheet window. 2. Select the cue numbers to be renumbered using the number column in the sheet. 3. Press Edit and tap inside the cue selection.\ This opens an Edit Cue Number pop-up. ![](/img/grandma3/2-4/pop-up_edit-cue-number_v2-4-86cd9d.png) Edit cue number pop-up. 4. Type the new cue number. If several cues are to be renumbered, use the lasso selection when tapping the cue numbers. # Cues and Sequences > Fixture values can be stored in Presets or Cues. Fixture values can be stored in [Presets](/grandma3/2-4/presets/) or **Cues**. Cues are organized in **Sequences**. [Executors](/grandma3/2-4/executor/) can control and playback sequences. The sequence is played back from the sequence pool. The executors are handles for the sequence. The sequences are all in the **Sequence Pool**. This is created like any other window - see more in the [Add Window topic](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_sequences-pool_v2-4-c4c8e4.png) *Sequence pool with sequence 1 running a cue* The sequence contains information about the cues and how to transition between them. Cues can contain fixture values (sometimes called “hard values”), references to presets, and recipes. Read the [Store Cues topic](/grandma3/2-4/cue_store/) to learn about making cues. All cues have at least one **Step**. If there is more than one step, then it is a [Phaser](/grandma3/2-4/phaser/). Follow the phaser link to read about multi-step cues. Cues have **Cue Parts**. All values are actually stored in the parts. All cues automatically have part 0. Other parts can be created, but it is not necessary. Creating several parts allows for the separation of values into different sub-cues. The parts can have different timing or properties, but the cue parts are connected to the primary (parent) cue. This means that all the cue parts in a cue trigger together with the primary cue. The cues in a sequence can be seen in a **Sequence Sheet**. Read more about looking at the sequence in the [Look at Cues and Sequences topic](/grandma3/2-4/cue_sequence_sheet/). Sequences have many different settings. Read the [Sequence Settings topic](/grandma3/2-4/cue_sequence_settings/) for more information. ## Executor Style [Section titled “Executor Style”](#executor-style) The sequence pool objects can be presented in a different style called **Executor Style**. The same pool shown above can look like this: ![Update this description text.](/img/grandma3/2-4/window_sequences-pool_executor-style_v2-4-58f7db.png) Sequence Pool using Executor Style It is a setting for the entire pool, not for the individual pool objects. It can be changed in the\*\* Pool Settings\*\*, accessed by tapping the black MA logo in the upper-left corner. Each sequence pool object shows up to three cues. If there is an active cue, it is in the center with a blue background. If there are no active cues, the center cue is the first cue in the sequence. This style makes the pool object look similar to how it looks on the executor labels. Learn more in the [What are Executors topic](/grandma3/2-4/executor/). See the [Common Window Settings topic](/grandma3/2-4/wvm_settings/#h2__522911071) for the other pool settings.   ## Pool Action and Object Action [Section titled “Pool Action and Object Action”](#pool-action-and-object-action) A sequence pool has a pool action for the pool objects. The individual sequence pool objects also have an object action. This action is performed when the sequence is tapped in the pool without a (relevant) keyword in the command line. The object action is used if the **Use Object Action** is active in the **Sequence Pool Settings** (link below). The defined pool or object action is performed when the sequence is tapped in the pool without a (relevant) keyword in the command line. A small icon in the upper right corner of the pool title object indicates the selected pool action. If **Use Object Action** is activated in the settings, a small hand with an index finger icon ![](/img/grandma3/2-4/icon_clicking_hand_14_v2-3-5b5382.png) will be displayed next to the pool action. See the example image below. A big icon is added to the pool object when **Use Object Action** is activated. The pool object is grayed out if the object action is set to **None** (see sequence 10 in the example below). There is no icon displayed if the object action is set to \*\*Pool Default \*\*(see sequence 11 in the example below). ![The sequence pool showing the different object action overlays.](/img/grandma3/2-4/img_sequence-pool_object-actions-overlay_v2-4-cd4ace.png) Example of the sequence pool with pool objects assigned all the possible object actions. The pool action is set in the **Sequence Pool Settings**. This is described in the [Common Window Settings topic](/grandma3/2-4/wvm_settings/#h2__522911071). The object action is set in the object editor described in the [Sequence Settings topic](/grandma3/2-4/cue_sequence_settings/). ## Reference [Section titled “Reference”](#reference) If a sequence is referenced somewhere, it gets a small reference icon (![](/img/grandma3/2-4/icon_referenced_12_v1-8-145a42.png)). Referenced means that it is used or assigned somewhere. The [Info window](/grandma3/2-4/si_info_window/) can show where an object is referenced. ## Filters [Section titled “Filters”](#filters) The sequence can have a world or a filter assigned as an input filter and an output filter. If there is an input filter, there is a small icon (![](/img/grandma3/2-4/icon_input-filter_12_v1-7-8711ca.png)) in the pool object. The input filter only allows the data in the world or filter to be stored in the sequence. If an output filter is assigned, the pool object has a small icon (![](/img/grandma3/2-4/icon_output-filter_12_v1-7-373a24.png) ). The output filter allows only the fixtures and attributes in the world or filter to be played back from the sequence. See the example image at the top. Sequence three has both an input and output filter assigned, and this is a combined filter icon (![](/img/grandma3/2-4/icon_input-output-filter_12_v1-7-227f8a.png)). Read more about filtering sequences in the [Worlds and Filters section](/grandma3/2-4/worldfilter/). ## Shared Data [Section titled “Shared Data”](#shared-data) Two sequences can be connected and share the cue data. If a sequence shares data with another sequence, then it has a small icon (![](/img/grandma3/2-4/icon_shared-data_v0-1-b1379f.png)) in the pool object. See sequences two and three in the example image above. Shared data means that the cue content and the cue settings (for example, fade times) are the same. Changing one of the two sequences will also change the other sequence. For example, creating cues, changing cue content, or deleting cues. The sequence settings can be different. Different executors can control the different linked sequences and playback different cues in the two (or more) linked sequences. This can be useful if, during rehearsal, a video programmer and a lighting programmer want to work with one sequence but must be able to run different cues. The relevant input and output filters can be assigned to the two shared sequences. Two different executors can be assigned to control the two linked sequences. Now, one sequence can playback and store video data, and the other can run and store light data. All values are stored in the same linked sequence. So when the show is ready, an operator can remove the filters and just playback one sequence with all the data. Subtopics * [What is Tracking](/grandma3/2-4/cue_tracking/) * [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/) * [Content Sheet](/grandma3/2-4/cue_content_sheet/) * [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) * [Store Cues](/grandma3/2-4/cue_store/) * [Update Cues](/grandma3/2-4/cue_update/) * [Copy Cues](/grandma3/2-4/cue_copy/) * [Cue Recipes](/grandma3/2-4/cue_recipe/) * [Store Settings and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/) * [Play Back Cues](/grandma3/2-4/cue_playback/) * [Move In Black](/grandma3/2-4/cue_mib/) * [Cue Timing](/grandma3/2-4/cue_timing/) * [Renumber Cues](/grandma3/2-4/cue_renumber/) * [Delete Cues](/grandma3/2-4/cue_delete/) # Sequence Settings > Each sequence has a lot of different settings. The settings can be accessed from the title bar of each sequence sheet or the executor assign menu. Each of these Each sequence has a lot of different settings. The settings can be accessed from the title bar of each [sequence sheet](/grandma3/2-4/cue_sequence_sheet/) or the [executor assign menu](/grandma3/2-4/executor_assign/). Each of these two locations has a button called Edit Settings or Settings. Tap this to open the settings. ![](/img/grandma3/2-4/popup_sequence-settings_v2-3-44fae4.png) *Sequence settings pop-up* The settings are divided into different sections. Label, Start, Playback, Speed, Protect, and MIB. Read about the different settings in each section below. Each user profile has default sequence settings. These settings are used when a new sequence is created. The default can be loaded and stored from this pop-up. The title bar has two relevant buttons. The left one is Load from Default. Tapping this loads the stored sequence defaults. Next to this is Save as Default. Tapping this stores the current settings as the new default. ## []()Label [Section titled “Label”](#label) This group is about the name and look of the sequence. **Name** Edit this input field to change the name of the sequence. **Scribble** This scribble field can be used to select or create a scribble for the sequence. This scribble is visible in the sequence pool and on the executor label. **Appearance** This appearance field can be used to select or create an appearance for the sequence. This appearance is visible in the sequence pool and on the executor label. **Tags** A tag can be added to the sequence. Learn more about tags in the [Tags topic](/grandma3/2-4/tags/). **Note** This input field can be used to add a note to the sequence. **Prefer Cue Appearance** When this option is enabled, and the current cue has an appearance, the cue appearance will be displayed on the executor or in the layout instead of the sequence appearance. **Executor Display Mode** The executor display mode defines how the sequence will be displayed on an executor: * **Data**:\ Only the cues with their appearances will be displayed. The cue appearance is only displayed in the line of the cue and not in the background. * **Appearance**:\ Only the sequence or cue appearance will be displayed. No cue names, fade bar, etc., will be displayed. This can be handy for sequences with only one cue, color cues, or gobo cues. * **Data and Appearance**:\ Each cue line displays its cue appearance, and the sequence appearance or the appearance of the current cue will be displayed in the background of the executor. ## []()Start [Section titled “Start”](#start) The settings in this section are about starting and stopping the sequence. **Auto Start** The **Auto Start** feature switches the executor ‘On’ when the master is moved from zero. **Auto Stop** The **Auto Stop** feature switches the executor ‘Off’ when the master is moved down to zero. **Master Go Mode** The **Master Go** function is active if auto stop is turned Off. Tapping this button opens the **Select Master Go Mode** pop-up. There are four options here. They all take effect when the master fader is moved from zero and up. The options are: * **None**:\ The cue is still running. * **Go**:\ It executes a Go. * **On**:\ The current cue is reloaded (fading in again). * **Top**:\ The first cue is activated. **Auto Fix** The **Auto Fix** feature can be activated for each executor. It will automatically [Fix](/grandma3/2-4/keyword_fix/) active executors and keep them visible even when pages are changed. The executor is automatically unfixed when it is switched off. **Cue Zero Mode** This setting defines what is automatically stored in Cue Zero. There are three options: * **Off**:\ No attributes are automatically stored in the cue. This is the default option. * **All Used Attributes**:\ This adds default values for all attributes of the fixtures used in the sequence. * **Only Used Dimmers**:\ This adds default dimmer attributes of the fixtures used in the sequence. **Auto Stomp** If auto stomp is On, an **absolute** value from a cue will stomp a phaser running from a different playback. ## []()Playback [Section titled “Playback”](#playback) The playback settings are about running the cues. Running or playing back cues is described in the [Play Back Cues topic](/grandma3/2-4/cue_playback/). **Tracking** This turns On or Off value tracking in the sequence. Read more in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). **Wrap Around** Wrap around allows the sequence to return to the top/first cue if a Go (forward) command is performed after the last cue in the sequence is reached. This is automatically disabled if the “Off Cue” has a trigger. **Release First Cue** This setting defines if the first cue releases tracking values. These tracking values can come from the last cue if **Wrap Around** is active. If **Release First Cue** is On then it adds a **\** to the **Release** column in the first cue of the sequence. Learn more about the different columns in the [Look at Cue and Sequences topic](/grandma3/2-4/cue_sequence_sheet/). The first cue can manually be set to release by editing the field in the sequence. **Restart Mode** There are three different restart modes: * **First Cue**:\ This always restarts the sequence with the first cue. * **Current Cue**:\ This restarts the sequence with the cue where it was when the sequence was turned Off. * **Next Cue**:\ This restarts the sequence with the next cue based on where it was when the executor was turned Off. **Cue Command** This option defines how the cue commands can be executed. It can be set to follow the value set for each cue in the sequence’s **Command** column, or it can force the execution or disable the execution of the commands in the **Command** column in a sequence. The stored commands are not deleted or removed; they are just disabled. * **Enabled**:\ Each cue command can be enabled or disabled in the **Command Enabled** column. Disabling the command does not delete or remove the command. They are just disabled. * **Force No**:\ The cue command execution is disabled for the entire sequence. The **Command Enabled** column header will display “Force No” if this option is selected. The user-defined settings in the Command Enabled column are not changed to show “No”. It shows the user-set value with exclamation marks before and after. * **Force Yes**:\ The cue command execution is forced to be enabled for the entire sequence. The **Command Enabled** column header will display “Force Yes” if this option is selected. The user-defined settings in the Command Enabled column are not changed to show “Yes”. It shows the user-set value with exclamation marks before and after. **XFade Reload** When this option is enabled, the Xfader needs to be pulled back to 0 after completing a crossfade to do the next crossfade. \*\*Output Filter  \*\* The output filter can have a [Filter or World](/grandma3/2-4/worldfilter/) assigned. Tapping the button opens the **Assignment Editor** pop-up: ![The assignment editor is used to select a filter for a sequence.](/img/grandma3/2-4/popup_assignment-editor_v2-4-ef0520.png) *Tap a world or filter in the list to apply an output filter* The editor has three tabs. **Empty** can be used to select no filtering. **Filter** and **World** are lists of each type. Each lists the possible choices of their type. Tap the desired filter or world to apply it. The fixtures and attributes in the world or filter are allowed to pass the output filter and be output from the sequence. The same sequence can be played back from several executors, and each executor shares the output filter settings. If different output filters are needed, the sequence should be linked or shared with another. The other sequence can have different output filter settings. Read about linked sequences in the [Cues and Sequences topic](/grandma3/2-4/cue_sequence/). If the sequence has an output filter applied, there is a small output filter icon (![](/img/grandma3/2-4/icon_output-filter_12_v1-7-373a24.png)) in the sequence pool button. **Priority** This is the priority of the sequence. The priorities are described in the [Play Back Cue topic](/grandma3/2-4/cue_playback/). **Soft LTP** The Soft LTP function is described in the [Play Back Cue topic](/grandma3/2-4/cue_playback/). **Playback Master** Here it is possible to select a [Playback Master](/grandma3/2-4/masters_playback/). It functions as a sub-master that multiple sequences can share. **XFade Mode** This is used to set how the two CrossfadeA/XFadeA and CrossfadeB/XFadeB faders work. There are two crossfade modes: * **Split**:\ The dual crossfaders work as masters for the current/next cue. * **AB**:\ The dual crossfaders work as crossfaders for increasing/decreasing values. **Object Action** The sequence can have an action assigned. This action can be used when the sequence is tapped in the pool. The pool option **Use Object Action** must be active for the sequence object action to take effect. The pool object actions are shown with a big icon on the pool objects. ![](/img/grandma3/2-4/img_sequence-pool_object-actions-overlay_v2-3-74c996.png) It has the following options: * **None**:\ Tapping the object does not trigger an action. * **Pool Default**:\ The action set for the pool is used. * **Select**:\ This action selects the sequence. * **Flash**:\ This performs a flash action on the sequence while it is tapped. * **Go+**:\ This will perform a Go+ action on the sequence. * **Temp**:\ This performs a temp action on the sequence while it is tapped. * **Toggle**:\ This action toggles the sequence On or Off. * **Goto**:\ Tapping this performs a Goto action on the sequence. This opens a pop-up where a cue can be selected to complete the goto command. * **Load**:\ Tapping this performs a Load action on the sequence. This opens a pop-up where a cue can be selected to complete the load command. * **Top**:\ Tapping this performs a Top action on the sequence. This is similar to an automatic Goto action to the first cue (after CueZero) in the sequence. ## []()Speed [Section titled “Speed”](#speed) Speed and rate can be used to adjust the stored times without reprogramming the show. For instance, a cue can have a fade time of 5 seconds. A rate master can adjust the fade time live while playing it back. All sequences have their own individual rate and speed, but they can be linked to a global master. This master can then adjust the timing for multiple sequences simultaneously. Read more details in the [Speed Masters topic](/grandma3/2-4/masters_speed/). **Rate Master** The sequence has a rate master. It can be linked to a shared global speed master, or it can have an individual rate master. Tapping this button will open the **Select Rate Master pop-up**. In the pop-up, it is possible to select the **None** option for having an individual rate master for the sequence or select one of the global speed masters. **Rate Scale** Enabling this binds the rate to defined steps instead of a variable value. Tapping this button opens the **Select Rate Scale pop-up**. Choosing one of the steps in the pop-up, selects the multiplier or divider. This multiplies or divides the rate by the selected factor. **Speed Master** The sequence has a speed master. It can be linked to a shared global speed master, or it can have an individual speed master. Tapping this button will open the **Select Speed Master pop-up**. In this pop-up, it is possible to select the **None** option for having an individual speed master for the sequence or select one of the global speed masters. **Speed Scale** If a sequence is assigned to a global speed master (read above), it can be useful to adjust a speed scale. Tapping this button will open the **Select Speed Scale pop-up**. In the pop-up, selecting one of the multipliers or dividers is possible. This multiplies or divides the speed by the selected factor. **Speed from Rate** This links the speed to follow the rate. ## []()Protect [Section titled “Protect”](#protect) This group of settings is used to protect the sequence from different actions. **Input Filter** The playback filter is described in a little bit more detail in the [Cues and Sequences topic](/grandma3/2-4/cue_sequence/). Tapping this button opens the **Assignment Editor pop-up**: See above about the output filter. The fixtures and attributes in the world or filter are allowed to pass the filter and can be stored in the sequence. **Swap Protect** Activating this option protects this sequence from the Swap playback action.  Learn more about this action in the [Swap Keyword topic](/grandma3/2-4/keyword_swap/). **Kill Protect** Activating this option protects this sequence from the Kill playback action. Learn more about this action in the [Kill Keyword topic](/grandma3/2-4/keyword_kill/). **Include Link Last Go** This setting is On as default. When it is set to Off, playing back a sequence will not trigger the LinkLastGo functionality in the [sequence sheet](/grandma3/2-4/cue_sequence_sheet/). **Use Executor Time** This makes the executor playback cues using the stored timing. If this is turned on, it is affected by the **Exec Time** master fader, who overwrites the timing. **Off when Overridden** The Off when Overridden function allows a sequence to be automatically turned Off if another sequence has taken control with all the attributes in the sequence = this executor does not control any attributes. **Lock Sequence** The sequence is locked against changes when this is On. It can still be played back. ## []()MIB [Section titled “MIB”](#mib) This group is about MIB settings for the sequence. Read more about MIB in the [Move In Black topic](/grandma3/2-4/cue_mib/). **MIB** Enable, disable, or force MIB for the sequence. The options are: * **Enabled**:\ MIB will be performed according to the cue and cue part MIB settings. * **Never**:\ MIB will never be performed for this sequence. All cue and cue part-specific MIB settings will be ignored. * **Force Early**:\ Forces the early MIB for all cues that can perform MIB as soon as the dimmer is closed. Further MIB settings specified per cue or cue part will be ignored. * **Force UponGo**:\ MIB is forced to be executed with the next cue transition after the dimmer is closed. For all cues that can perform MIB. Further MIB settings specified per cue or cue part will be ignored. * **Force Late**:\ Forces the MIB latest in the cue before the dimmer opens again. For all cues that can perform MIB. Further MIB settings specified per cue or cue part will be ignored. **MIB Mode** This setting defines which MIB mode will be executed when doing a MIB. The **MIB Mode** per cue or cue part needs to be set to **Default**. The options are: * **None** * **Early** * **UponGo** * **Late** Learn about the mode types in the MIB topic (link above). # Sequence Sheet > The different sequences are best seen in the Sequence Pool. The different sequences are best seen in the [Sequence Pool](/grandma3/2-4/cue_sequence/). The best way to see the cues inside a sequence is the **Sequence Sheet**: ![This image show the Sequence Sheet in normal mode.](/img/grandma3/2-4/window_sequence-sheet_v2-2-94ec30.png) *Sequence sheet for a sequence called “Main” - Cue 2 is active* The sheet shows the cues and cue parts in rows. The different cue settings are in columns. Read below for a description of the different columns. The purpose of this sheet is to see the cues in a sequence. It also shows the active cue with a green frame. Cue fades, and delays are visualized with moving bars while the fades are running. The sheet can be created as a window in a view using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/), or displayed as a temporary pop-up by editing a sequence pool object. The sheet can show a lot of different markers and colors - read more about all these in the [Colored Indicators topic](/grandma3/2-4/ws_colors_markers/). The sheet can display a value tracking section. In this section, all the stored attribute values are displayed. This can be a very handy tool for seeing the flow of an attribute through the cues. These values can also be edited directly in the sheet. Most other fields in the sheet can be edited directly. This can affect the look of the show. For instance, the cue fade and delay times are stored when the cue is created. The default timing is used if nothing else is defined. The cue timing can be edited in this sheet. Tapping this sheet to give it focus changes the encoder toolbar to make it easy to edit the cue timings. Read more about the toolbar [below.](/grandma3/2-4/cue_sequence_sheet/#sequence_edit_bar) When a trigger type is set for the OffCue of a sequence, Wrap Around will be disabled. Enabling Wrap Around for a sequence removes the trigger type for the OffCue. ## Title Bar [Section titled “Title Bar”](#title-bar) The left side of the title bar has the MA logo. Tap this to open the settings for the sheet. Read about them [below](/grandma3/2-4/cue_sequence_sheet/#sequence_sheet_settings). Next to the logo are the sequence number and name. Information about the active world (if different than world 1) is displayed below the Sequence number and name. Some buttons can be on the right side of the title bar. This can be defined by editing the title bar in the window settings. Learn more in the [Title Bar Configuration topic](/grandma3/2-4/wvm_title_bar_configuration/). ## Main Part of the Sheet [Section titled “Main Part of the Sheet”](#main-part-of-the-sheet) The main part of the sheet is below the title bar. Here is the sheet with rows and columns. A sequence sheet setting defines how the cue timing is displayed in the sheet. The option is called **Condensed Timing**. The cue fade and delay are actually four different times because there are both fade and delay for values fading in (or up) and for dimmer values fading down. The condensed view shows this in two columns where the time can be separated by a slash (/). The value on the left is the InFade. the value on the right is the OutFade. The list below shows the uncondensed timing columns. Read more in the [Cue Timing topic](/grandma3/2-4/cue_timing/). The order of the columns and which columns are visible can be changed and stored in **Columns** sets. It can also be edited dynamically. Learn more in the [Adjustable Columns topic](/grandma3/2-4/ws_ui_adjustable_columns/). This is a short description of each of the possible columns in the sheet: * **Lock**:\ Editing this cell adds or removes “UL”. This means **User Locked** and protects the cue content and settings from being changed. “PL” means **Position Locked**, and it is a system lock that cannot be removed. * **No**:\ This is the cue number. * **Part**:\ This shows the cue part number. * **Name**:\ This is the cue (part) name. If the cue contains part cues, an arrow allows them to fold and unfold the parts. In the example above, there are cue parts in cues 2 and 4.5. It is unfolded so the parts can be seen. In the lower right corner, “cmd” is displayed if a cue (part) has a valid active command. * **Trig Type**:\ There are five different trigger types. Editing this cell opens a small select pop-up with the five different options: * **Go**:\ The cue needs a valid command (Go+, Goto, Go-, >>>, <<<, Kill) to be triggered. * **Time**:\ The cue is triggered a set time after the previous cue is triggered. The time is set in the **Trig Time** column. * **Follow**:\ A follow cue is triggered when the previous cue is completely done with the cue transition (which includes all individual timing). * **Sound**:\ This will trigger the cue using a sound as the trigger. Choosing one of 22 different frequency areas in the Trig Sound column is possible. Learn more about sound input in the [Sound Window topic](/grandma3/2-4/sound_viewer/). * **BPM**:\ This will trigger the cue using the beats in the sound input. This can become useful with several cues triggered by the BPM (beats per minute). * **Trig Time**:\ The values stored here are only used if the trigger is **Time** or **Follow**.\ If the trigger is **Time**, then the time in the cell will be used. The time starts counting down when the previous cue is triggered. If the previous cue uses a “Follow” trigger, then the cue’s countdown is started when the follow cue is triggered.\ If the trigger is **Follow**, then positive time values can be added in the time cell. This time will be added as a wait between the previous cue’s completion of its transition and the triggering of this cue. * **Trig Sound**:\ This setting defines the sound used to trigger the cue when the **Trig Type** is sound. * **Duration**:\ This is the overall cue time transition time. It is a combination of the longest fade time and any delays. This is the time used with the Follow trigger. The cell cannot be edited. It always shows the complete transition time. * **CueIn Fade**:\ This is the fade time for all non-snap attributes and dimmer values that increase in value. * **CueIn Delay**:\ This is the delay or wait time between the trigger and the actual cue in fade begins. * **CueOut Fade**:\ This is the fade time for dimmer values that go down in value. The default values for this are the same as the CueIn Fade time - it is linked to the cue in fade with the **None** value. * **CueOut Delay**:\ This is the delay for the **Out Fade** (only dimmer values). Its default value is the same as the CueIn Delay value. * **Snap Delay**:\ This can be used to control when “snap” attributes change values. * **Release**:\ Changing the value to **Yes** in this cell makes the cue release tracked values. Learn more in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). * **Break**:\ A break blocks new values of attributes being tracked. Editing the cell opens an **Assignment Editor** pop-up where a filter or world can be selected. The selected filter or world defines what is blocked by the break. Learn more in the [Break topic](/grandma3/2-4/cue_tracking_break/). * **Assert**:\ Assert can be used to make tracked values take precedence as if they are stored values in the cue. There are three options: * **None**:\ Tracked values are not asserted * **Assert**:\ The tracked values take precedence as if they are stored values in the cue. Values are asserted using the timing from the cue where the values are originally stored. * **X-Assert**:\ Like assert, but the tracked values are asserted using the timing from the cue where the X-Assert is set. * **Allow Duplicates**:\ If several parts of the same cue are to contain values for the same attributes, use **Allow Duplicates** to enable this function. Absolute and relative values in multiple parts will use the value with the highest cue part number. * **Tracking Distance**:\ The tracking distance sets how many cues a value should track. If the cell is empty, it tracks until changed. Read more about tracking distance in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). * **Sync**:\ Synchronizes the fixtures of the phaser. For example, if fixtures join the already running phaser, they will be synchronized with the fixtures already running. Learn more about sync in the [Phaser topic](/grandma3/2-4/phaser/). * **Delay To Phase**:\ This property can be “Yes” or “No” (empty). When it is “Yes”, then the individual attribute delay times are transferred to when multistep phasers are triggered for the individual attributes. This might give a very different look than the original phaser. * **Morph**:\ If the property is enabled and the phase of the fixtures changes from one cue to the next, they will stay on track and morph into their new phase value. If the option is disabled, the fixtures will take the direct way to their new position in the phase. * **Transition**:\ This can be used to select a transition path for the fade. The different options are described in the [Cue Timing topic](/grandma3/2-4/cue_timing/). * **“Preset type” Fade**:\ Each preset type has columns called the name of the preset type followed by “Fade”. This uses the cue in fade as a default. It can be changed to give all values in the preset type a different fade time. All fixtures with new values in this preset type will use this timing for the attributes in the preset type. * **“Preset type” Delay**:\ Each preset type has columns called the name of the preset type followed by “Delay”. This uses the cue in delay as a default. It can be changed to give all values in the preset type a different delay time. All fixtures with new values in this preset type will use this timing. * **Command**:\ Commands (like the ones written in the command line input) can be written in the cues. When the cue is triggered, they are executed on the GlobalMaster, IdleMaster, or Standalone station if Command Enabled allows it. Editing the cell opens the **Command Editor**. Learn more about this editor in the [Create Macros topic](/grandma3/2-4/macro_create/). If a valid and enabled command exists for a cue, then “cmd” is displayed in the lower right corner of the cue (part) name. * **Command Enabled**:\ This can be toggled **Yes** or **No** if there is a command. If exclamation marks surround the option, then the [sequence settings](/grandma3/2-4/cue_sequence_settings/) overwrite the setting. The overwritten option can be seen in the header of the column. * **Command Delay**:\ This will add a delay between the triggering of the cue and the execution of the command. See **Command** just above. * **Note**:\ This is a multiline text field where a note can be added to the cue. Learn more in the [Notes topic](/grandma3/2-4/notes/). * **MIB Preference**:\ This defines whether the cue is good for the MIB function. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **MIB Mode**:\ This sets the MIB mode. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **MIB Target**:\ Defines a cue where the MIB should be performed if possible. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **MIB MultiStep**:\ Defines what should happen with phasers in the MIB. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **MIB Fade**:\ Sets the MIb fade time. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **MIB Delay**:\ Sets the MIB delay time. This can only be edited if MIB is possible. Read more in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **Indiv Fade**:\ This is “Individual Fade”. It displays the time for attributes that have individual stored fade times. This cell cannot be edited. * **Indiv Delay**:\ This is “Individual Delay”. It displays the time for attributes that have individual stored delay times. This cell cannot be edited. * **Indiv Duration**:\ This is “Individual Duration”. It displays the overall time for attributes that have individual stored fade and delay times. This cell cannot be edited. * **Speed Master**:\ A Speed Master can be assigned to the cue or cue part by editing this cell. The speed of the cue or cue part is only controlled by the assigned speed master. A speed master assigned to the sequence has a lower priority and does not influence a cue or cue part with a different assigned speed master.\ If no speed master is assigned to an attribute, but a speed master is set for the sequence or cue part, phasers in the cue apply the speed master depending on the cue part’s sync setting: * **Sync enabled for the cue part**:\ The phaser is synced to the common timeline. For example, if flash is tapped, it always begins at a different point of the phase. * **Sync disabled for the cue part**:\ The phaser is only using the speed of the speed master. For example, if flash is tapped, it always begins at the starting point of the phase. * **Speed Scale**:\ This can be used to scale the speed of the cue or cue part. A speed scale assigned to a cue or cue part has a higher priority than a speed scale assigned to the sequence. * **Appearance**:\ An Appearance can be assigned to the cue or cue part. It is connected with a sequence sheet setting called **CuePart Appearance**, which defines how the appearance is displayed. Read more [below](/grandma3/2-4/cue_sequence_sheet/#sequence_sheet_settings). * **Individual Timing**: This influences the prioritization of general cue timings (Cue Fade, Cue Delay) and individual timings (Indiv Fade, Indiv Delay). The options are: * **Default**:\ Individual timings are prioritized over general cue timings. * **Normalized**:\ General cue timings are set as the maximum time for individual timings. If individual timings have a range of values, these values will be scaled to the new maximum time set by the corresponding general cue timings. * **Tags**:\ Cues can have tags assigned. Learn more about tags in the [Tags topic](/grandma3/2-4/tags/). All cells with a light or dark gray background color can be edited, and the field’s value can be changed. Fields with a black background cannot be edited. ## []()Track Sheet Mode [Section titled “Track Sheet Mode”](#track-sheet-mode) The sequence sheet can be in **Track Sheet** mode. This can be changed in the window settings - and the setting can be a button in the title bar. ![This image shows the Sequence Sheet in Tracking mode.](/img/grandma3/2-4/window_sequence-sheet_track-sheet_v2-2-3f1614.png) Sequence Sheet in Track Sheet mode This mode can use a different selection in the **Columns** setting in the sheet settings. The example image above also has the **Columns** setting in the title bar. The track mode shows attribute data in columns on the right side of the sheet. The attribute values and markers have different colors, indicating different statuses, like the tracking status. Read about the colors and markers in the [Colors topics](/grandma3/2-4/ws_colors/). Read about tracking in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). The values can be edited in the sheet. The Cue Only setting can be activated in the settings, and it can be a button in the title bar that appears when **Track Sheet** is On. This makes edited values follow the [cue only rules](/grandma3/2-4/cue_store/). When cues with multiple parts are expanded to show all the parts, it is easy to see exactly what parts have stored which values. When the cues are collapsed to show only one row, the values from the parts are shown in this row with a small text in the lower right corner telling what part the values come from. ![This image shows an example of the Sequence Sheet with collapsed cues.](/img/grandma3/2-4/img_window_sequence-sheet_track-sheet_collapsed-example_v2-1-d99672.png) Collapsed cue with multiple parts This example is the same cue 2 and 4.5 as the image above. The only difference is that the cue is collapsed to show only one row. Notice the small text showing that the pan and tilt values are from part 2 and in cue 4.5 the dimmer is from part 1. The [Layer Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) can be turned On in the settings. This can be useful when there is a desire to edit or look at values in other layers. The Mask Toolbar can be turned On in the settings. This shows the Mask Toolbar when the Track Sheet Mode is active. The mask buttons in the toolbar can be used to easily change between different masks that can hide elements in the sheet. Learn more in the [Sheet Masking topic](/grandma3/2-4/worldfilter_filter_rules/).  Editing a value opens the Calculator, where a new value can be selected from Presets, Channel Sets, Specials, or simply typed. The [calculator](/grandma3/2-4/ws_calculator/#track_sheet_calculator) has some special functions in the track sheet that define what is changed, and there are special buttons that give access to block, unblock, and extract presets. Extract presets will remove the link to a preset and store the current preset values directly in the cue. ## Overwritten Cue Timing [Section titled “Overwritten Cue Timing”](#overwritten-cue-timing) The cue timing can be overwritten by the Executor Time or by a manual crossfade. When this happens, a yellow text appears in the header, and an exclamation mark is added next to the stored time. ![Update this description text.](/img/grandma3/2-4/img_sequence-sheet_cuetime-overwritten_v2-2-335c27.png) Example of an active Executor time. Learn more about the Executor time in the [Cue Timing topic](/grandma3/2-4/cue_timing/). ## []()Sequence Sheet Settings [Section titled “Sequence Sheet Settings”](#sequence-sheet-settings) The sheets have a lot of settings. They are accessed by tapping the MA logo in the upper left corner of the window. ![This image shows the sequence sheet settings.](/img/grandma3/2-4/popup_sequence-sheet-settings_display_v2-3-26bce4.png) Sequence Sheet Settings - Display tab Some of them are general settings that are shared with other windows. Read about them in the [Window Settings topic](/grandma3/2-4/wvm_settings/). The settings have three tabs: **Display**, **Mask**, and **Columns**. This is a short description of the display settings in the sequence sheet. * **Layer**:\ This selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Cue Only**:\ This defines if the cue only function is On/Off when editing values.[](/grandma3/2-4/cue_tracking/) * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **Appearance**:\ This button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Step**:\ This selects which step to display. Steps are used with [Phasers](/grandma3/2-4/phaser/). It is a property input button that opens a calculator pop-up. * **Settings**:\ This is only visible when editing the Title Bar. This setting determines whether there is a Settings button in the title bar or if it is hidden.\ The actual Settings button can be tapped to open the settings for the object. For instance, tapping the Settings button in the title bar of the sequence sheet opens the settings for the sequence. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-4/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **#Columns**:\ This input button sets the number of columns a sheet should display. * **ChannelSet**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Condensed Timing**:\ This toggles if the cue timing columns are displayed condensed or if all four cue timing columns are visible. * **Adjust Columns**:\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). * **Countdown**:\ This displays a cue timing countdown can be displayed while the fade is running. This setting has three options: * **Off**:\ There is no countdown in any of the timing columns. They always display the set times. * **Duration**:\ The duration column displays a countdown while the cue transition is running. * **All**:\ The duration and cue timing columns display a countdown while the cue transition is running. * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * **Transpose**:\ This On/Off button flips the columns and rows in windows. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). * **CuePart Appearance**:\ This defines how the cue part appearance is displayed in the sheet. The options are: * **Off**:\ Cue part appearance is not displayed. * **Number**:\ The appearance is only shown on the cue number column. * **Num+Name**:\ The appearance is displayed in the number and name columns. * **All**:\ The appearance is displayed on all columns. * **Merge Cells**: This allows to merge cells to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * **Auto Scroll**:\ This On/Off button activates the auto-scrolling function. This will keep the active object visible in the window by scrolling the sheet or grid. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-4/keyword_assign/) and [Sequence](/grandma3/2-4/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. *** The mask settings for the sequence sheets are: * **Color Mode**:\ This switches the color readout between Auto (following the User Profile setting), RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-4/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Feature Graphic**:\ This shows or hides a small graphic next to each feature in the sheets showing the features. * **Line Height**:\ This defines the line height for the rows in the sheet. Valid options range from 1 to 12. There is also an **Auto** option, which selects the smallest height possible to show the content. * **Recipe Preset**:\ This defines how presets are displayed in the sheet: * **Name**:\ Displays the name of the preset. * **ID**:\ Displays the ID number of the preset. * **ID+Name**:\ Displays the ID and name of the preset. * \*\*ID+Long Name:\ **Displays the ID and long name of the preset.**\ \*\* **Example showing the difference between ID+Name and ID+Long Name**: ![Update this description text.](/img/grandma3/2-4/img_recipe-preset_id-name_v2-4-a3441b.png) Recipe Preset displaying ID+Name ![Update this description text.](/img/grandma3/2-4/img_recipe-preset_id-long-name_v2-4-ea5012.png) Recipe Preset displaying ID+Long Name * **Show Command Test**:\ This makes it possible to test a command stored in a cue without activating the cue. Toggling this setting On will display a play icon (![](/img/grandma3/2-4/icon_playback_forwards_15_v1-9-544021.png)) in the command cells that contain commands. Tapping the play icon executes the command of the cue. * **Show Fixture Name:\ **This shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.**** In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * **Show Notes**:\ This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-4/notes/). * **Show Recipes**:\ This On/Off button shows or hides the cue recipes at the bottom of the sheet. Read more about it in the [Cue Recipes topic](/grandma3/2-4/cue_recipe/). * **Show Steps**:\ This On/Off button shows or hides the cue steps in the sheet. This is useful in a sequence sheet with **Track Sheet** On. * \*\*Track Sheet:\ \*\*This On/Off button shows or hides the values and tracking information for each attribute in the sheet. *** The **Mask Buttons** tab can be used to define the buttons in the **Mask Toolbar**. A Mask Toolbar button toggles whether the toolbar is displayed or hidden. Learn more about the mask buttons in the [Common Window Settings topic](/grandma3/2-4/wvm_settings/). Learn about the filter rules often used to mask elements in the sheet in the [Filter Rules topic](/grandma3/2-4/worldfilter_filter_rules/). Finally, there is a tab called **Columns**. This allows editing of the columns and column sets in the sequence sheet. Learn more about this in the [Adjustable Columns topic](/grandma3/2-4/ws_ui_adjustable_columns/). ## []()Sequence Edit Toolbar [Section titled “Sequence Edit Toolbar”](#sequence-edit-toolbar) The encoder toolbar changes when the sequence sheet has focus. The sheet can get focus by tapping the sheet. ![This image shows the Sequence Encoder Toolbar. ](/img/grandma3/2-4/img_encoder-bar_edit-sequence_v2-2-8acc2b.png) Sequence Edit Toolbar - Basic Timing page There are several pages with many different settings for the cues. The pages can be changed using the swipe button in the upper left corner of the toolbar (see the image above). The top row in the toolbar gives access to select a cue. There are also playback controls that can be used to run cues. Read more in the [Play Back Cues topic](/grandma3/2-4/cue_playback/). Turning the two rings on the encoders changes the respective values for the selected cue in the sheet. The lower row is the outer ring of the dual encoder. The middle row is the inner ring of the dual encoders. # Store Cues > Storing a cue is the default Store action in grandMA3. Storing a cue is the default [Store](/grandma3/2-4/keyword_store/) action in grandMA3. This means that if nothing else is defined and Please is pressed right after Store, a new cue is stored in the selected sequence. Or press Store, followed by pressing the executor button where the sequence, with the cue, should be stored. If active values are in the programmer, they are stored in the cue (with the default store settings), but programmer values are not needed to store cues. Of course, there are more details about storing cues, so please keep reading. ## Store a New Cue on an Empty Executor [Section titled “Store a New Cue on an Empty Executor”](#store-a-new-cue-on-an-empty-executor) If a cue is stored on an empty executor, the grandMA3 software automatically stores the cue in a new sequence and assigns this executor to control the sequence using the default settings. Returning to the second example at the top of this topic, just pressing the Store button, then the executor button on the empty executor, is enough. The software assumes that the desired action is to store a cue. This will automatically be cue number 1 - nothing else was specified. Storing cues obeys [Worlds and Filters](/grandma3/2-4/worldfilter/), which enables control of what is stored. Worlds and filters can also be assigned to the sequence, both as an input and also as an output filter - independently of each other. This will function as an input or output filter, allowing only the elements in the world or filter to be stored in or played back from the sequence. ## Store the Second Cue [Section titled “Store the Second Cue”](#store-the-second-cue) If the store function is used again on the same sequence - without adding cue number details - then the grandMA3 does not know what should happen, and a pop-up appears, giving different choices. ![](/img/grandma3/2-4/popup_store-cue_v2-3-4f516a.png) *Please choose store mode pop-up with “Create Second Cue” option* Tapping Create Second Cue will store a cue with the next whole number. **Overwrite** and **Merge** options are explained below. **Remove** and **Release** are described in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). **Cancel** does not store anything. ## Cue Numbers [Section titled “Cue Numbers”](#cue-numbers) When a cue is stored, it is possible to specify a cue number. This is done using the following syntax: Store Cue \[Cue\_Number]. It is also possible to specify a sequence or an executor using the keys in the command section while storing:\ Store Cue \[Cue\_Number] Sequence \[“Sequence\_Name” or Sequence\_Number] or\ Store Cue \[Cue\_Number] Executor \[Executor\_Number]. Notice that the cues are stored in the sequence. Using the executor number will store the cue in the sequence the executor is controlling. Cue numbers have three decimal numbers. If all are zero, then they are not displayed. But cue number “42” is the same as cue number “42.000” - it is not “42 thousand”, it is “42 point 0 0 0”.  The currently highest cue number that can be stored is “999 999.999”. The lowest number that can be stored is “0.001”. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Storing nearly 1 billion cues will completely fill the memory and make the show file VERY big.The software will cancel the store process before the system crashes, but almost any operation after this will make the software shut down!! | The software hides the trailing decimal zeros, but they are still there. This means that cue “5.2” is after cue “5.11” because they are actually cues “5.200” and “5.110”. It is not limited to storing only a single cue number at a time. It can just as easily be a range of numbers - this means it is possible to use Thru, +, and - keys to create number ranges to store. Selecting the sequence can be a good idea if you are working with or adding a lot of cues to the same sequence. This can be done easily by pressing Select and then one of the buttons associated with the executor controlling the sequence or tapping the sequence in the sequence pool. The selected sequence is used if no sequence or executor is defined in the store command. ## Store Into Cues That are Not Empty [Section titled “Store Into Cues That are Not Empty”](#store-into-cues-that-are-not-empty) If the store operation is used to store into already existing cues, then a pop-up like this appears: ![Update this description text.](/img/grandma3/2-4/popup_store-cue_merge-a_v2-3-3e237c.png) *Please choose store mode pop-up* or if there are cues following the cue stored into, it looks like this: ![](/img/grandma3/2-4/popup_store-cue_merge_v2-3-983487.png) *Please choose store mode pop-up with following cues* The pop-up only appears if the store options do not specify what should happen. Look at the [Store Options and Defaults topic](/grandma3/2-4/cue_store_settings_preferences/) for information about specifying this while storing. **Cue Only** is described in the [Cue Only topic](/grandma3/2-4/cue_tracking_cue-only/). The shield tracking options are described in the [Tracking Shield topic](/grandma3/2-4/cue_tracking_shield/).  **Remove**, **Release**, and other tracking information are described in detail in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). The two remaining options are: * **Overwrite:**\ This will remove what is already stored in the cue and only store the new values using the tracking settings in the pop-up. * **Merge:**\ This will merge the new values into the existing values. New values have a higher priority and will overwrite existing values. ### Examples [Section titled “Examples”](#examples) In the following examples, we have a sequence with the following two cues: ![](/img/grandma3/2-4/img_store-cue_example-01_v2-1-054367.png) The magenta value for fixture 1 in cue 2 is a tracked value. Now we turn on fixture 3 at 100 % and store this into cue 2. This is the result if **Overwrite** is chosen: ![](/img/grandma3/2-4/img_store-cue_example-02_v2-1-425b2a.png) Now fixture 2 is gone. This is because it only had values stored in cue number 2. The dimmer value of fixture 1 is not affected because it is a tracked value. If we had chosen **Merge** instead, it would have looked like this: ![](/img/grandma3/2-4/img_store-cue_example-03_v2-1-7b4f5a.png) Now, the value from fixture 3 is added to the existing values. ## Store Cues with Timings [Section titled “Store Cues with Timings”](#store-cues-with-timings) When storing a cue, it is possible also to store the different cue timings. This is described in detail in the [Cue Timings topic](/grandma3/2-4/cue_timing/), but here is the short version. The Time key will add different timing keywords to the command when storing. For instance, storing cue 4 with a fade time of 6 seconds and a delay of 1 second, the following keys can be pressed: Store Cue 4 Time 6 Time 1 Please This is the result in the command line feedback: | | | | ---- | ------------------------------------ | | OK : | Store Cue 4 CueFade “6” CueDelay “1” | Pressing the Time button repeatedly will change what timing keyword it adds. ## Adding and Using Cue Labels [Section titled “Adding and Using Cue Labels”](#adding-and-using-cue-labels) A cue can be given a name - using the [label keyword](/grandma3/2-4/keyword_label/) - while it is stored. This is the syntax: Store Cue \[Cue\_Number] “My Cue Name”. The keyboard is needed for writing this. The quotation marks are needed to tell the software that this is text - then, it is not interpreted as a command. Labels can also automatically be enumerated while storing. Have a look at this command: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 2 + 4 “BO Scene 1” | This will not label both cues 2 and 4 the same - it will add 1 to the number for each cue. The result is that cue 2 is called “BO Scene 1” and cue 4 is “BO Scene 2”. This enumeration only works if the number is the last part of the label and if there is a space between the last word and the number. Cue labels can be used when storing. This means that if there are several cues whose labels start with “BO”, it is possible to store into all these cues in one operation using BO plus an asterisk. The asterisk functions as a character wildcard and means that the cue name has to begin with “BO”, but then any remaining characters can be anything. See the following example. ### Example [Section titled “Example”](#example) This is the cue sequence and content before storing: ![](/img/grandma3/2-4/img_store-cue_example-04_v2-1-beb725.png) Notice that cues 3 and 5 are [blocked](/grandma3/2-4/keyword_block/). This means that 100% is stored in the cues even though it is currently not necessary. With an active value of 0% for fixture 1, use the keyboard to type the following command: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue “BO\*” /Merge | This is the result: ![](/img/grandma3/2-4/img_store-cue_example-05_v2-1-4d3021.png) The two cues whose label begins with BO now got the new value. ## Store Cue Parts [Section titled “Store Cue Parts”](#store-cue-parts) Besides the many cues that could be stored in each sequence, it is also possible to store 256 **Cue Parts** to each cue. Values are always stored in a cue part, and often when we talk about a cue, we are actually talking about all the parts in a cue. Cue parts are a division of the cue. Cue part 0 is always created with the cue, and this part has all the values unless a different part is created or specified when storing. Have a look at this example: ![](/img/grandma3/2-4/img_store-cue_example-06_v2-1-95c62f.png) Notice that the value for fixture 3 is stored in cue 2, part 10. It does not have a value in cue 2, part 0. And the values from fixtures 1 and 2 are in part 0 and therefore do not have any value in cue 2, part 10. It appears as tracked values. Storing something in a part is almost as easy as storing the main cue. Using the example above, the keypresses would be: Store Cue 2 Cue 1 0 Please The second press on the cue key will result in the [Part keyword](/grandma3/2-4/keyword_part/), and the command line feedback looks like this: | | | | ---- | ------------------- | | OK : | Store Cue 2 Part 10 | As a default, it is only possible for an attribute to be stored in one cue part per cue. But this can be changed so an attribute can have values in multiple cue parts in the same cue. If **Allow Duplicates** is turned On for a cue then attributes can be stored in all parts of the cue. In this example, **Allow Duplicates** is set to Yes for cue 2, and fixture 1 has values in both part 0 and part 10: ![](/img/grandma3/2-4/img_store-cue_example-07_v2-1-bbd524.png) The cue part with the highest number takes precedence, and in the example above, fixture 1 will end at 40% output when cue 2 is triggered. **Allow Duplicates** is a column in the [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/). ## []() ## Store Cue Next and Previous [Section titled “Store Cue Next and Previous”](#store-cue-next-and-previous) The [Next](/grandma3/2-4/keyword_next/) and [Previous](/grandma3/2-4/keyword_previous/) keywords can be used when storing cues. This means that instead of storing a specific cue number (or name), a cue can be stored based on the currently active cue. For instance, if the currently active cue is number 4. Then, values can be stored in the next cue using a syntax like this: Store Cue Next /Merge. If the next cue does not exist, then a new cue is created using the next available whole number. It is the same that happens with Store Cue, so in this case the Next keyword is disregarded. The same method can be used to store into the previous cue using the Store Cue Previous /Merge syntax. A number can be added to count forward or backward. For instance, if there is a sequence with cues 1 to 5 and the currently active cue is 1, then values can be stored to cue 4 using this syntax: Store Cue Next 3 /Merge. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Next and Previous can be used for other cue actions than store. For instance, Update, Goto, and At. | ## Store Cue + and - [Section titled “Store Cue + and -”](#store-cue--and--) The [+](/grandma3/2-4/keyword_plus/) and [-](/grandma3/2-4/keyword_minus/) keywords can be used when storing cues. In the paragraphs just above, we look at storing using next and previous, but this only stores into the existing cues or adds a new cue at the end with the next available whole number. With + and -, there are some extended options. This can be used to create new cues in between existing cues. Let us explore this using an example. The base sequence has the following cues: 10, 20, and 30. Cue 20 is active. A new cue can be created between cues 20 and 30 using this syntax: Store Cue +. This creates cue 21. So the system creates the new cue with the next whole number when it is available. If the same syntax is used again (still with cue 20 active), then cue 20.1 is created because there are no more whole numbers available between 20 and 21. If the syntax is repeated, then cues 20.01 and 20.001 are created. If there is no available space for a new cue between the active cue (20.000) and the next cue (20.001), then the syntax will give an “Illegal index” error. The syntax Store Cue - creates cue 19, so it works the same, just backwards. Another option is to define the cue using a number. For example, a sequence exists with cues 1 to 5 (all whole numbers). The currently active cue is number 3. A fixture has some programmer values. This can be stored into cue 4 using the following syntax: Store Cue + 1 /Merge. It is important that there is a space between the + and the number. This creates the same result as Store Cue Next /Merge. If, instead, the wish is to store the values into a new cue between cues 3 and 4, and we want it to be cue 3.5, then the following syntax can be used: Store Cue + 0.5. This creates cue 3.5 with the values. This uses math to calculate the cue number based on the number of the active cue. Here is a slightly different example. The base is the same sequence with five cues and the active cue 3. Again, there are some values in the programmer, and the wish is to store these values into a cue just before the active cue. This can be done using the following syntax: Store Cue - 0.4. This creates cue 2.6 with the values (3.0 - 0.4 = 2.6). ## Using Command Line Input to Add More While Storing [Section titled “Using Command Line Input to Add More While Storing”](#using-command-line-input-to-add-more-while-storing) In the example using the cue labels to store, a command showed some of the other possibilities while storing cues. The command line gives access to all the store options in the GUI Store Options - read about them in the [Store Options and Defaults topic](/grandma3/2-4/cue_store_settings_preferences/). All the different elements are described in the [Store Keyword topic](/grandma3/2-4/keyword_store/). ### Examples [Section titled “Examples”](#examples-1) The following are just a few extra command line examples showing some of the possibilities while storing. | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1.2 Sequence 4 | Stores cue number 1.2 in sequence 4. It does not matter if you write sequence or cue first. So this could also have been: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 4 Cue 1.2 | The commands can often be written shorter in the command line input. See some examples in the [General Syntax Rules topic](/grandma3/2-4/csk_syntax_rules/#use_command_line). Read the topics about each keyword to see the short version of the keyword. | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 42 “Al Powell arrives at the Plaze” CueFade 6/3 /Merge | This will store the cue with a name, merged, and stored with an in-fade of six seconds and an out-fade of three seconds. Read more about the store options in the [Store options and defaults topic](/grandma3/2-4/cue_store_settings_preferences/). ## Store Remove [Section titled “Store Remove”](#store-remove) A version of storing is the **Store Remove**, where Remove is selected in the store pop-up (described above). This will remove the stored values for the attributes that currently have active values in the programmer. The actual values in the programmer are irrelevant in this case. They simply indicate what attributes should be removed from the cue. # Store Settings and Store Preferences > There are some settings used for storing objects such as cues, presets, and groups. There are some settings used for storing objects such as cues, presets, and groups. Each user has their own preferred settings. During the store, it is also possible to add option commands that will use a specific set of store settings. In this topic, the settings regarding storing cues are described. Some of these settings will impact how other cues will respond. Elements related to tracking are described in the [“What is Tracking” topic]() and its subtopics. ## Temporary Store Settings [Section titled “Temporary Store Settings”](#temporary-store-settings) The store settings can be opened as a temporary version. This is done by pressing and holding the Store key for approximately one second. It appears as a pop-up on screen 1 (default location). ![The image shows the Store Settings pop-up.](/img/grandma3/2-4/popup_store-settings_v2-4-eb64dc.png) *Store Settings pop-up showing the current settings* There are different areas with different settings: Data Source, Use Selection, If not empty, Presets, Cue, Grid, and Store. In the title bar, there are three buttons. Tap Save Preferences to store the current settings as the new default user store preferences. Tap Load Preferences to load the stored user store preferences values into the store settings pop-up. The last button is used to [change the menu location](/grandma3/2-4/wvm_change_location/). ### Data Source [Section titled “Data Source”](#data-source) This defines the data source for what will be stored. There are three different sources: * **Programmer** (Default):\ This will use the values in the programmer as the source. It takes the **Use Selection** and **Store** settings into account (read below). * **Output**:\ Uses the status of the current output from the console as the source. The output can be affected by masters and DMX profiles. The [DMX sheet](/grandma3/2-4/patch_dmx_sheet/) shows what the output actually is. The **Use Selection** setting is limited to **All For Selected** or **All** (Default). * **DMX**:\ This uses incoming DMX values as the source. It is only valid for DMX channels that have fixtures patched. The **Use Selection** setting is limited to **All For Selected** or **All** (Default).\ When storing incoming DMX, only the values are stored that are not at the default of the fixture type. In addition, values that are at fixture type default will be stored into the sequence when the sequence contains already this attribute with a different value. ### Use Selection [Section titled “Use Selection”](#use-selection) This decides what values, from the source, will be used when storing. * **Active For Selected**:\ Stores all active attributes but only for the fixtures selected in the programmer. This is only available to the **Programmer** data source. * **All For Selected**:\ Stores all attributes of the selected fixtures. * **Active** - (default for programmer source):\ Stores the values that are active in the programmer. This is only available to the **Programmer** data source. * **All** - (default for Output and DMX source)**:**\ Stores all attributes for all fixtures. ### If Not Empty [Section titled “If Not Empty”](#if-not-empty) This defines the store method used if values are stored into an existing cue. * **Ask** - This is the factory default setting:\ This means that none of the other options below are used and a pop-up asks the user what to do. * **Overwrite**:\ All existing data is deleted and the current source and selection are used to store new values. * **Merge**:\ This will merge the new values into the existing values. New values have a higher priority and will overwrite existing values. * **Remove**:\ This will remove the stored values for the attributes using the current **Use Selection** setting. * **Release**:\ A special release value is stored. The actual values in the source are not relevant, but the selection is used to define where the release value is stored.  ### Presets [Section titled “Presets”](#presets) These are the settings used when storing presets. They are described in the [Create Presets topic](/grandma3/2-4/presets_create/) or in the other [Preset topics](/grandma3/2-4/presets/). ### Cue [Section titled “Cue”](#cue) There are two radio buttons here: Tracking and Cue Only.           Values can be stored using the tracking principles or as Cue Only. Learn more about **Tracking** in the [What is Tracking](/grandma3/2-4/cue_tracking/) topic. Learn more about **Cue Only** in the [Cue Only topic](/grandma3/2-4/cue_tracking_cue-only/). ##### Protect from Tracking [Section titled “Protect from Tracking”](#protect-from-tracking) This setting is called **Dimmer Cue Only**. It is relevant when the Cue mode is Tracking (see above). Toggling this setting On will store the dimmer values using Cue Only principles and other attributes as tracking (link about Cue Only and Tracking topics above). ##### Shield tracked values [Section titled “Shield tracked values”](#shield-tracked-values) The shield function can be used to protect tracked values in future cues. This setting is only relevant when the Cue mode is Tracking. The three options are explained in the [Tracking Shield topic](/grandma3/2-4/cue_tracking_shield/). ### Grid [Section titled “Grid”](#grid) There is one setting in this area. It is Merge Mode. This is relevant for all elements that store the fixture grid position - Learn more about the grid in the [Selection Grid topic](/grandma3/2-4/operate_selection/). The **Merge Mode** is used when an object (including fixture grid position) is merged into another object of the same type. For instance, a group merged into another group or a preset merged into another preset. There are two options that the button toggles between: * **Append X**:\ The fixtures are merged into an offset X position in the selection grid. The merged fixtures (source fixtures) are positioned after the last existing fixture (destination fixtures). They are appended to the existing fixture’s X position. * **Off**:\ The fixtures are merged into the grid positions where they are originally stored. ### Store [Section titled “Store”](#store) This area only has one toggle button: **Look**. This can be turned On or Off. When this is On, then all attributes for fixtures with a dimmer value above 0 are stored. If **Active For Selected** is selected and there are fixtures that have a dimmer level actively at 0% in the programmer, then only the dimmer value will be stored for these fixtures, even if other attributes are active in the programmer. This can be combined with various settings for **Data Source** and **Use Selection**. ## Cue Preferences [Section titled “Cue Preferences”](#cue-preferences) There is a set of timing preferences used when cues are created. They can be seen and edited in the Menu -> Preferences and Timings. Here are the general cue timings and the preset timings. Read more about these different timings and what they do in the [Cue Timing topic](/grandma3/2-4/cue_timing/). # Cue Timing > Each cue part has a lot of timing information. Each cue part has a lot of timing information. The default times are used if nothing is defined on cue creation. The default can be changed. Read about the default times [below](/grandma3/2-4/cue_timing/#h2_1091955624). Any cue timings can be changed at any point using the command line or the GUI ([Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/)). There are a lot of elements that affect how a fixture changes values, and they can be divided into different groups: * **General cue times** * **Feature Type Timing** * **Individual Attribute times** * **Executor Time at point of cue execution** * **Dynamic changed Rate** This is also the priority list from lowest to highest priority. There is also the [cue transition](/grandma3/2-4/cue_timing/#cue_transition) that defines how the values change from one to another. ## General Cue Times [Section titled “General Cue Times”](#general-cue-times) There are six different general cue timings. Each has its own column in the Sequence Sheet when condensed timing is turned off - read about it in the [Look at Cues and Sequences topic](/grandma3/2-4/cue_sequence_sheet/) : * **Cue In Fade**\ This is the fade time used for all intensity values changing from a lower value to a higher value, and for any other attribute changing value. It starts when the cue is triggered and after the Cue In Delay has counted down. * **Cue In Delay**\ This is the delay before the fade. This defines a countdown time between when the cue is triggered and when the fade should begin. The In Delay affects the In Fade. The default value is 0, meaning that there is no delay. * **Cue Out Fade**\ The out fade is used by intensity values fading from a higher value to a lower one. It is executed after the Cue Out Delay. The default value is the in fade, meaning that it is the same as whatever the cue in fade is. * **Cue Out Delay**\ This is the delay time for the Out Fade. It can be used to delay when intensity values should start to fade down in value. The default value is in delay, meaning it is the same as the Cue In Delay value. * **Snap Delay**\ Some attributes are defined to Snap. This means that they do not fade from one value to another. They change values as fast as possible. This can make sense for attributes like gobos. This delay is used to delay when the snap is performed. It makes it possible to have the fixture fade out before snapping to a new gobo. This delay affects all snap attributes stored in the cue. It can be overwritten by individual attribute timing. * **Command Delay**\ This delays the execution of a command. This is the only place where this delay can be defined. There is no individual timing for this. These values can be changed using this syntax: Cue \[“Cue\_Name” or Cue\_Number] CueInFade \[New\_Cue\_Time] Just use the relevant keyword: [CueInFade](/grandma3/2-4/keyword_cueinfade/), [CueOutFade](/grandma3/2-4/keyword_cueoutfade/), [CueInDelay](/grandma3/2-4/keyword_cueindelay/), [CueOutDelay](/grandma3/2-4/keyword_cueoutdelay/), [SnapDelay](/grandma3/2-4/keyword_snapdelay/), or [CommandDelay](/grandma3/2-4/keyword_commanddelay/). There are two more options for setting the cue fade and delay. They are called [CueFade](/grandma3/2-4/keyword_cuefade/) and [CueDelay](/grandma3/2-4/keyword_cuedelay/). They can be used to set the four cue fade and delay times mentioned above. They are used to set the in and out time using just one keyword. The in and out time is separated by a slash. The time before the slash is the **In** time. The time after the slash is the **Out** time. It is not necessary to specify both in and out. The slash can be used to set just one of them. The desired time has to be on the correct side of the slash. If only one time is set without any slash, then the in time gets the actual value, and the out time is linked to the in time - it is technically set to time “None”. The result is that, for instance, the fade in and fade out will be the same. For example, setting the in fade to 5 seconds and the out fade to 8 seconds in cue 3 could be done with the following keystrokes: Cue 3 Time 5 / 8 Please The command line would read: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 3 CueFade 5/8 | If only one time is given, both in and out will use the time. For instance, | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 4 CueFade 7 | This makes cue 4 use 7 seconds to both fade in and out. The CueFade and CueDelay commands can address only the in or out time by adding the slash and a number to the relevant side. For instance, setting the CueOutFade to 3 and the CueInDelay to 1 on the currently active cue: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade /3 CueDelay 1/ | Both CueFade and CueDelay can be addressed using the [Time key](/grandma3/2-4/key_time/). Read more about delays by following the links above to the keywords. ## Feature Group Timings [Section titled “Feature Group Timings”](#feature-group-timings) Each feature group has its own fade and delay time, and the Sequence Sheet has columns for each. These times are used by all fixtures changing the values of that feature group. Overwriting the general cue timing for that feature group. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Intensity values changing to a lower value are not affected by the “Dimmer Fade” time. They are controlled by the “Cue Out Fade”. | The feature group fade and delay default is general cue timing. This means they are the same as the time for the Cue In Fade and Cue In Delay. ## Individual Attribute Timing [Section titled “Individual Attribute Timing”](#individual-attribute-timing) Each individual attribute can have an individual fade and/or delay time. This is called individual time. These individual times are selected using the [programmer](/grandma3/2-4/operate_programmer/) and added to the cue when it is [stored](/grandma3/2-4/cue_store/). They can also be edited in the sequence sheet while in [tracking mode](/grandma3/2-4/cue_tracking/). There are two columns in the sequence sheet called **Indiv Fade** and **Indiv Delay**. They display the highest of the individual times. The **Indiv Duration** column shows the complete individual time (delay + fade). ## Executor Time [Section titled “Executor Time”](#executor-time) There is an **Executor Time** master fader. It can be seen and changed in the [Master Controls pop-up](/grandma3/2-4/ws_master_controls/). It can also be [assigned to physical controls or executors](/grandma3/2-4/executor_assign/). If this function is turned On, the set time will be used instead of the stored fade and delay timing. The **Executor Time** faders position is registered when the cue is triggered. The fader can be moved afterward without affecting the running cue fade. Read more in the [Time Control topic](/grandma3/2-4/masters_grand_time/). Sequences can be protected from this function by turning Off the **Use Executor Time** setting in [Sequence Setting](/grandma3/2-4/cue_sequence_settings/). ## Rate Time [Section titled “Rate Time”](#rate-time) The **Rate** allows the timings to be dynamically adjusted while the cue fade runs. It does not change the stored times. It simply adjusts the time to be faster or slower.  Moving the fader up makes the fade faster, making the stored times appear smaller. Pulling the fader down makes it go slower, extending the stored times. Times affected by the rate has an asterisk (\*) in front of the time. If the rate is all the way down, the times will show **\*Stopped**. If the rate is all the way up, the times will show **\*0**. An executor with the rate function shows the rate as a percentage in the executor label. If the rate is exactly 100%, then the label shows **1:1**. If the rate is at maximum, the label shows **1:∞**. If the rate is at a minimum, the label shows **Stopped**. The rate can be reset using the [Rate1 keyword](/grandma3/2-4/keyword_rate/). ## Timing Masters [Section titled “Timing Masters”](#timing-masters) There are 50 timing masters. These can be set to a value from 0 to 10 seconds. The timing masters can be referenced as cue fade, cue delay, feature group fade, and feature group delay values. The cue will then use the value set at the timing master instead of a specific defined fade or delay value. Timing masters can be added to the following timings: * CueIn Fade * CueOut Fade * CueIn Delay * CueOut Delay * Feature Group Fade * Feature Group Delay  They can be assigned using the command line and by editing cells in the Sequence Sheet. # What is Tracking > Tracking is the principle of storing only the changes in the cues. Tracking is the principle of storing only the **changes** in the cues. If a fixture is turned On in blue, it will stay like this until it is told to change. It does not matter how many cues there are between being told to turn On and the cue where it is told to turn Off. Tracking is the principle that once a parameter has a value, it stays there until it is told to go somewhere else or released from a sequence. The following example explores the basic tracking principles and describes some of the other basic related functions after the example. Four tracking principles have their own topics: [Cue Only](/grandma3/2-4/cue_tracking_cue-only/),  [Tracking Distance](/grandma3/2-4/cue_tracking_distance/), [Tracking Shield](/grandma3/2-4/cue_tracking_shield/), and [Break](/grandma3/2-4/cue_tracking_break/).  ### Example [Section titled “Example”](#example) Fixture number 1 is stored in blue color, at 100% dimmer value in cue number 1. If there are 6 cues and fixture number 1 does not get any new information, it will stay at 100% in blue color in all 6 cues. The best way to see this information is to turn the [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/) into tracking sheet mode. This can be activated using the Track Sheet setting either in the title bar or the window settings. ![](/img/grandma3/2-4/img_tracking_example-01_v2-1-b49f80.png) *A sequence with 6 cues - fixture 1 stored values in cue 1* Notice the difference in text color between the values in cue 1 and the others. The magenta text color indicates that the value is not stored in the cues but is a tracked value from a previous cue. Now, change the fixture’s color to red and set the dimmer to 100% again. Store this in cues 4 **and** 5 (using the Merge option). Now it looks like this: ![](/img/grandma3/2-4/img_tracking_example-02_v2-1-ac75bc.png) *A sequence with 6 cues - fixture 1 has a new color in cues 4 and 5 - blocked values* The text color of the dimmer value is now white in cues 4 and 5. All the color values are also white in cue 5. This indicates that the values are stored here, but are the same as the tracked value. These are called “Blocked” values. This means that if any value is changed in any previous cue, it would still be 100% in cue number 4. It blocks the tracked value from cue 1 (the same value), and the value stored in cue 5 is tracked to the end. Values can be edited directly in the tracking sheet. Edit the dimmer value in cue 3 by right-clicking with a mouse or the two-finger edit gesture on a touchscreen. This opens the [calculator](/grandma3/2-4/ws_calculator/). ![](/img/grandma3/2-4/img_tracking_example-03a_v2-1-43058c.png) Calculator editor Select Channel Sets and tap Closed. This closes the calculator and changes the dimmer value to 0 in cue 3 in the sequence. ![](/img/grandma3/2-4/img_tracking_example-03b_v2-1-4baaab.png) *A sequence with 6 cues - fixture 1 has a new dimmer value in cue 3* The dimmer value is now green in cue 3. This indicates that the dimmer value is now stored with a lower value than the previous cue. Only dimmer values show this green indication for a lower value. The dimmer value in cue 4 is now cyan, indicating a higher value than the previous cue. The redundantly stored values in cue 5 can be removed from the cue by removing the stored values - also called “unblocking”. ![](/img/grandma3/2-4/img_tracking_example-04_v2-1-bcfb01.png) *A sequence with 6 cues - unblocked sequence* There are several ways to do this. One option is to have the values for fixture number 1 as active values in the programmer (it does not matter what the values are) and store cue 5 with the “Remove” option. This would remove the values from the cue. A second option is using a command like this: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Unblock Sequence 2 | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Cue Only](/grandma3/2-4/cue_tracking_cue-only/) * [Tracking Distance](/grandma3/2-4/cue_tracking_distance/) * [Tracking Shield](/grandma3/2-4/cue_tracking_shield/) * [Break](/grandma3/2-4/cue_tracking_break/) # Break > Tracking and common tracking functions are described in the What is Tracking topic. Tracking and common tracking functions are described in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). **Breaks** in cues are a filtered version of the **Release** function. Where the release stops all tracking values, the break will stop tracking of attributes based on a selected filter or world. The main difference between the release function and setting a break, filtering all attributes, is that the release will release currently tracked attributes from the sequence immediately when the release is activated. Setting a break does not affect existing stored and tracking values. An existing break can only affect tracking values added or changed that pass the cues where the break is already set - if the selected filter or world includes the attribute. Editing the **Break** cell in a cue opens an **Assignment Editor** pop-up. ![](/img/grandma3/2-4/popup_assignment-editor_v2-4-ef0520.png) Assignment Editor pop-up This has three tabs: Empty, Filter, and World. Empty will remove any break setting. Filter and World allow the selection of an existing filter or world. Selecting one of these will stop tracking changes or additions, passing the cue where the break is set based on the content of the selected filter or world. Learn more about filters and worlds in the [Worlds and Filter section](/grandma3/2-4/worldfilter/). Filters used as break filters must be static filters. Follow the example below for a better understanding of the break function.   ### Example [Section titled “Example”](#example) The base sequence for this example looks like this: ![](/img/grandma3/2-4/img_tracking-break_base_v2-1-9e9579.png) Base sequence for Break example Here, we have nine cues. Cue number 1 has some stored values (Dimmer, Position, and Color) for fixture 1. The values stored in cue number 1 are tracked from 1 to the end. The values are released in the **OffCue** because there is a **Yes** in the **Release** column. Two filters in the **Filters** pool will be used: “All” and “Only Dimmer”. ![](/img/grandma3/2-4/img_tracking-break_filter-pool_v2-1-bed4c4.png) Filter pool with filter objects There are two filters: one that contains all attributes and layers, and one that contains only the dimmer attributes and all layers. In this scenario, cue number 4 is a fade out to black, and cue number 7 is used to pre-set fixtures for the second scene in the show. The break function can protect these two cues from tracking value changes. Before moving any further with the example, let us explore the release function by editing the **Release** cell for cue 7, so it changes to “Yes”. ![](/img/grandma3/2-4/img_tracking-break_release_v2-1-7fafa3.png) Release is out of the scope of this topic (it is explained in more detail in the [What is Tracking topic](/grandma3/2-4/cue_tracking/)), but it is included here to show that a release stops all existing and future tracking. The tracking values are released from the sequence. Release is not the goal for cue 7. Remove the “Yes” in the **Release** column again. Editing the **Break** cell for cue number 7 opens the **Assignment Editor**. Select Filter and then tap All to select it. Now the sequence looks like this: ![](/img/grandma3/2-4/img_tracking-break-01_v2-1-94dca0.png) Break is set for cue 7 Notice the difference between this and the release. The existing tracking values are not released but are protected from future changes. A break adds a white line to indicate the tracking break. If the break affects all attributes - typically by using Filter 1 or world 1 - it will extend across the entire row (just like the release). Cue 4 is a fade out. The current dimmer value of 0% can be protected by adding a second break in cue 4, but this time using the “Only Dimmer” filter: ![](/img/grandma3/2-4/img_tracking-break-02_v2-1-791b02.png) A break is set for cue 4 The break in cue 4 looks a bit different. The white line is black in the attribute columns. This indicates that some attributes are filtered. The Feature Group Indicator Bar is visible at the bottom of the break cell. It shows the features active in the filter.   Now that all the breaks are set, the values can be changed. A new dimmer, position, and color values for fixture 1 are stored in cue number 2. ![](/img/grandma3/2-4/img_tracking-break-03_v2-1-3d53ce.png) Result The result is that the dimmer, and only the dimmer, value is returned to 0% (the previous tracked value) in cue number 4 because the filter in the break stopped the newly added values from tracking past the cue. All the values in cue 7 were protected from changes by the filter in the break, and the old tracking values are added (if needed) in cue number 7. # Cue Only > Cue Only is a store option for cues. When stored in a cue with Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous Cue Only is a [store option](/grandma3/2-4/cue_store_settings_preferences/) for cues. When stored in a cue with Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous look on stage. The programmer’s actual values will only be stored in the target cue or cue part. Cue Only can be used when storing into existing cues - except the last cue. There is no hard key for cue only, so it needs to be activated otherwise. These are the following options: * As command line option keyword [/CueOnly](/grandma3/2-4/ok_cueonly/) or /CO after the normal [Store keyword](/grandma3/2-4/keyword_store/). * In the store options: To open the store options, press and hold Store for at least 2 seconds. Then turn On cue only by tapping Cue Only. * In the **Store Cue pop-up**. When storing onto an existing cue, the Store Cue pop-up will appear and ask whether to Overwrite, Merge, Remove, Release, or Cancel the current store operation. It is also possible to decide if the cue is to be stored with active cue only within the pop-up. Remove and Release can be used for Cue Only. The pop-up only appears if the desired cue is not the last one in the sequence. When storing cue only, the grandMA3 software decides, based on the 3 following rules, which cue part will block the original values: 1. The default cue part is cue part 0. 2. If the next cue already contains a part with the same name as the cue part from which the original value is coming, the blocked value will be used in this part. 3. If the cue already contains attributes of the same feature group, the previous values will be blocked in this cue. If none of the rules are true for phaser values, a new cue part will be created where the previous values will be blocked. ### Example [Section titled “Example”](#example) In this example, we have a sequence with the following cues and values: Fixture 1 is at 80% in cue 1. Fixture 2 is stored at 100% in cue 2. Cues 4 and 5 exist, but they are empty. The values for fixtures 1 and 2 track into the other cues. ![Update this description text.](/img/grandma3/2-4/img_cue-only_example-01_v2-1-eefd52.png) The starting sequence without cue 3. Now, fixture 1 gets an active dimmer value of 50%. This is stored into cue 3. # Tracking Distance > Tracking and common tracking functions are described in the What is Tracking topic. Tracking and common tracking functions are described in the [What is Tracking topic](/grandma3/2-4/cue_tracking/). Tracking values can have a distance. This can be changed in the **Tracking Distance** column in a [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/). There are two types of tracking distances: Normal tracking tracks until a specific cue number. Delta tracks values to a cue number calculated by the cue number, where it is set, plus a number. Both types release the attribute when the tracking distance ends. This will return the attribute to a previously tracked value or release it from the sequence. See the examples below. A vertical white line next to the value displays the attributes affected and the number of cues the tracking distance is valid. A tracking distance affects all values stored in the cue where the distance is set. The tracking distance value does not consider cue parts where the distance ends. ## Tracking Using Cue Number [Section titled “Tracking Using Cue Number”](#tracking-using-cue-number) The tracking distance can be set to track to and include a specific cue number using the tracking distance with a normal number input. See the following example for an explanation. ### Example [Section titled “Example”](#example) The starting point for this example is a simple sequence with nine cues and two fixtures dimmer value set to 50% in the first cue: ![](/img/grandma3/2-4/img_tracking-distance_base-number_v2-1-9e48e0.png) Base sequence for Tracking Distance using cue number Normal tracking rules dictate that the values in cue number 1 are tracked to the end where the **OffCue** releases the value - because **Release** is set to “Yes” A dimmer value of 70% for fixture 1 is added to cue number 3. ![](/img/grandma3/2-4/img_tracking-distance_number-01_v2-1-7813b9.png) Value added to cue number 3 A tracking distance is set by editing the Tracking Distance cell for cue number 3. This opens the **Edit Cue Number** pop-up, where a number can be typed. ![](/img/grandma3/2-4/img_tracking-distance_edit-cue-number_v1-9-386eef.png) Edit Cue Number pop-up The number typed is the cue number, after which the tracking should stop. The cue does not need to exist. This is the result of the Tracking Distance set to a value of 5: ![](/img/grandma3/2-4/img_tracking-distance_number-02_v2-1-bf5d9e.png) Tracking Distance set using a cue number The tracking stops between the existing cues numbers 5 and 6 - notice the white line indicating the tracking distance. It will track to and include cue number 5. The previous tracked value of 50% continues tracking after the distance. Adding or removing cues in between does not change that it tracks to and including cue 5. Renumbering cue number 3 also does not change the distance. ![](/img/grandma3/2-4/img_tracking-distance_number-03_v2-1-61e175.png) Tracking still ends after cue 5. Here, cue number 3 is renumbered to 2.5, and cue 4.5 is added. The tracking still ends after cue number 5. ## Tracking Delta Distance [Section titled “Tracking Delta Distance”](#tracking-delta-distance) Setting a tracking distance with a delta number will track the value to a cue number mathematically higher than the cue where it is set. See the following example for a better understanding. ### Example [Section titled “Example”](#example-1) The starting point for this example is the same sequence used in the previous example but cleaned up a bit: ![](/img/grandma3/2-4/img_tracking-distance_base-delta_v2-1-eea53d.png) Base sequence Now cue number 4 is updated with a dimmer value of 80% for fixture 2: ![](/img/grandma3/2-4/img_tracking-distance_delta-01_v2-1-c23329.png) Updated cue number 4 When the Tracking Distance cell for cue number 4 is edited, the **Edit Cue Number** pop-up appears again. Notice the Δ+ button. Use this to tap Δ+ 2 . 5 Please. The result is that the value of 80% is tracked from cue number 4 and forward to and including cue number 6.5 (4 + 2.5 = 6.5). ![](/img/grandma3/2-4/img_tracking-distance_delta-02_v2-1-0b2fa4.png) Delta Tracking Distance Cue number 6.5 does not exist, so the current last cue for the distance is cue number 6. Any cue added between cue number 3 and cue number 6.5 will have the 80% tracked value, but a cue number higher than 6.5 will have the 50% value. Make sure the programmer is empty and store empty cues number 6.5 and 6.6 in the sequence. ![](/img/grandma3/2-4/img_tracking-distance_delta-03_v2-1-fb9c55.png) Added cues number 6.5 and 6.6 Now, it can be seen that the tracking stops between cues number 6.5 and 6.6. If cue number 4 is renumbered, this affects the distance. Renumber cue number 4 to number 3.1 by editing the cue number cell. ![](/img/grandma3/2-4/img_tracking-distance_delta-04_v2-1-510b46.png) Updated cue number Now, the tracking stops between cues number 5 and 6. It tracks from cue number 3.1 and up to number 5.6 (3.1 + 2.5 = 5.6). The view might have to be recalled to show the change in tracking distance. # Tracking Shield > Tracking Shield is a system that can protect tracked attributes that are used in future cues. The function can be applied when storing or copying attribute valu Tracking Shield is a system that can protect tracked attributes that are used in future cues. The function can be applied when storing or copying attribute values into cues. It is relevant if the new values will change the look of future cues. It uses the dimmer attribute to detect if the shield can be applied. The function can be applied when the new attribute values are stored or copied into cues. It is a store mode available in all the pop-ups related to store and copy functions. When the shield function is selected, there are two modes: * **↑0**:\ Protects attributes in the next cue where the dimmer value increases starting from zero. * **>0**:\ Protects attributes in the next cue where the dimmer value is above zero. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) The starting point for this example is a sequence with five cues. Fixture 1 is stored at 100% on a center position with a blue color in Cue 1. The fixture turns off in Cue 2 and On again in Cue 5. The position and color are not stored in Cue 5. They are tracked values, and the desire is that the fixture has the same position and color in Cue 5 as the currently tracked values. ![Tracking Shield Example 1 - Sequence Starting Point](/img/grandma3/2-4/img_tracking-shield_example_start-sequence_v2-1-77024a.png) *Sequence Sheet showing the starting point, for example, 1* Now, the fixture is selected and given a new position, color, and dimmer value. These new attribute values are stored in cue 3. This opens a pop-up like this: ![Store Pop-up](/img/grandma3/2-4/popup_store-cue_merge_v2-3-983487.png) *Store Cue pop-up* Here, we have the “Shield tracked values” options. This is the result if the cue is stored using merge with “Off” selected: ![Tracking Shield Example - Result using "Off" option](/img/grandma3/2-4/img_tracking-shield_example_shield-off_v2-1-556d83.png) *Sequence Sheet showing result using normal Tracking* The new attribute values are tracked into Cue 5, and the result is that Cue 5 will look different. This is the result if the cue is stored using merge with the “↑0” selected: ![Tracking Shield Example - Result using "From Zero" option](/img/grandma3/2-4/img_tracking-shield_example_shield-from-zero_v2-1-5e6344.png) \_Sequence Sheet showing result using Tracking Shield in “↑0” mode\ \_ The Tracking Shield function saves the previously tracked attribute values in Cue 5, and the cue looks the way it should. The result in this example is the same if the “>0” option is selected. ###  Example 2 [Section titled “ Example 2”](#example-2) This second example uses almost the same sequence as a starting point. ![Tracking Shield Example 2 - Sequence Starting Point](/img/grandma3/2-4/img_tracking-shield_example-2_start-sequence_v2-1-e72cb6.png) *Sequence Sheet showing the starting point for example 2* The difference is that the fixture is at 10% in Cue 2 instead of 0%. This example uses the same new attribute values as example 1, and the new attributes are also stored into Cue 3. This is the result if the cue is stored using merge with normal “Tracking” and the shield setting “Off”: ![Tracking Shield Example 2 - Result using "Off" and "From Zero" option](/img/grandma3/2-4/img_tracking-shield_example-2_shield-off_v2-1-45f393.png) *Sequence Sheet showing result using normal Tracking* The new attribute values are tracked into Cue 5, and the result is that Cue 5 will look different. The result shown above is the same if the cue is stored using merge with the “↑0” mode. This mode is only effective when the dimmer attribute starts at 0% and increases to a value above 0%. However, this is the result if the cue is stored using merge with the “>0” mode: ![Tracking Shield Example 2 - Result using "Above Zero" option](/img/grandma3/2-4/img_tracking-shield_example-2_shield-above-zero_v2-1-025af8.png) \_Sequence Sheet showing result using Tracking Shield in “>0” mode\ \_ # Update Cues > The stored values in a cue can always be changed by storing new values in them. The stored values in a cue can always be changed by storing new values in them. But if there are active cues and active values in the programmer, it is also possible to update the cue or cue part. The [Update key](/grandma3/2-4/keyword_update/) flashes when this scenario is valid. Pressing Update opens the **Update Menu**. ![](/img/grandma3/2-4/menu_update_cue_options_v2-2-db724d.png) *The Update Menu with possible update locations.* The main update menu is split into a left and right section. The right side displays a list of possible cue update targets. If there are multiple data pools in the show, columns with the data pool information are shown. To update the cue part with the current settings, just tap the desired cue part on the list on the right side. This immediately updates the stored values in the selected location.  Entire cues can also be selected as the update target. If values already exist in single parts and are updated with the **Sequence Update Mode** setting to **Add New Content**, the values will be updated in their respective parts. Some options are relevant to the cue update process. The current selected values for these options are displayed in the dark yellow area on the right side. These settings can be changed by tapping the right-pointing triangle (![](/img/grandma3/2-4/triangle-right-4d3382.png)). This opens the settings - the example image above shows the settings for the cues. The top row of the cue settings are the tracking settings. These settings define how and if the updated values are tracked through the following cues. Learn more about these settings in the [What is Tracking topic](/grandma3/2-4/cue_tracking/) and its sub-topics. The two settings on the second row are **Sequence Update Mode** and **Sequence Mode**. **Sequence Update Mode:** The mode toggles between two options. **Original Content Only** updates the already existing values at their original location - possibly a previous cue. **Add New Content** updates the active cue with all the programmer values (filter and worlds are still respected), possibly adding new values and new content to the cue.  **Sequence Mode:** The sequence mode is a filter that can be used to filter the list of possible cue parts. The options are: * **All**:\ This shows all possible cue parts from all active sequences. * **Selected**:\ This only shows the cue part from the selected sequence. * **Last Go**:\ This shows the latest cue to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the cue is triggered from a running timecode recording. A sequence (and its cues) can be excluded from LastGo - read about the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). Last Go only shows cues triggered by the same [user profile](/grandma3/2-4/user/). *** The left side of the **Update Menu** is about presets. Learn more about presets in the [Preset section](/grandma3/2-4/presets/). # Data Pools > Much of the different data belonging to the show file are stored in pools. Many of these pools exist as children inside a Data Pool parent object. Much of the different data belonging to the show file are stored in pools. Many of these pools exist as children inside a **Data Pool** parent object. A new show file creates a default **Data Pool**. The Data Pool object contains the other pools. New **Data Pool** objects can be created, giving an entirely new set of pools. This can be very useful if several shows or acts use the same patch; for instance, each song in an extensive band catalog can be in its own data pool. These are the pools inside the Data Pool objects: * [Bitmaps](/grandma3/2-4/bitmap/) * [Executor Configurations](/grandma3/2-4/executor_configurations/) * [Filters](/grandma3/2-4/worldfilter/) * [Generators - Random](/grandma3/2-4/generator/) * [Groups](/grandma3/2-4/group/) * [Layouts](/grandma3/2-4/layouts/) * [Macros](/grandma3/2-4/macros/) * [MAtricks](/grandma3/2-4/matricks/) * [Pages](/grandma3/2-4/executor/) * [Plugins](/grandma3/2-4/plugins/) * [Preset Pools](/grandma3/2-4/presets/) * [Quickeys](/grandma3/2-4/quickeys/) * [Sequences](/grandma3/2-4/cue_sequence/) * [Shapes](/grandma3/2-4/shapes/) * [Timecodes](/grandma3/2-4/timecode/) * [Timers](/grandma3/2-4/timers/) * [Worlds](/grandma3/2-4/worldfilter/) Each window of pools can be linked to the selected data pool or a specific data pool. Learn more in the [Window Settings topic](/grandma3/2-4/wvm_settings/#pool_settings). ## Data Pools Window [Section titled “Data Pools Window”](#data-pools-window) The best way to see the different data pools is in the **Data Pools window**. This can be created like any other window - learn how in the [Add Windows topic](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_data-pool_v2-1-5b02af.png) Data pools with some data pool objects The pool can be used to select the desired data pool by tapping it. Any of the different data pool operations mentioned below can be done using the appropriate keyword in combination with the pool window. But it can also be done using the command line and the [DataPool keyword](/grandma3/2-4/keyword_datapool/). The data pools can also be found in Menu / Settings / User Configuration / Pools. This is a list of the data pools. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Data Pool number 128 is reserved for the Preview feature. It should not be used for anything else. Learn more in the [Preview topic](/grandma3/2-4/preview/). | ## Create a New Data Pool Object [Section titled “Create a New Data Pool Object”](#create-a-new-data-pool-object) Data pools need to be stored to be created. These are different ways to create a new Data Pool. * Press Store and then tap an empty pool object. * Open the swipey commands on an empty pool object and choose Store. * Using the command line: Store DataPool \[DataPool\_number] Performing an “edit” command on an empty pool object also creates the data pool object. ## Copy a Data Pool Object [Section titled “Copy a Data Pool Object”](#copy-a-data-pool-object) A data pool can be copied. This makes a copy of all the elements in the data pool. The copies are not linked, but objects inside the copy might be referencing objects in the source data pool. For instance, a copy of a sequence might contain links to presets in the source data pool - the presets are not copied automatically, and the references are not changed in the copy.\ Changing one of the copies after the copy action does not change the other. * Press Copy, tap the source pool object, and then an empty pool object. * Open the swipey commands on the source pool object, choose Copy, then tap an empty pool object. * Using the command line: Copy DataPool \[“DataPool\_Name” or DataPool\_Number] At \[“DataPool\_Name” or DataPool\_Number] | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Objects inside a data pool can be copied from one pool to another using the normal [Copy](/grandma3/2-4/keyword_copy/) and [Paste](/grandma3/2-4/keyword_paste/) commands. | ## Edit a Data Pool Object [Section titled “Edit a Data Pool Object”](#edit-a-data-pool-object) Editing a data pool object opens an editor with a structured list of the elements in the data pool. Unfolding the elements in the list shows the settings for the elements. ![](/img/grandma3/2-4/menu_edit-pool_datapool_v2-2-c1cf9f.png) Data pool in edit mode - Sequence unfolded This is a deep look into the structure of the data. Changing a setting here changes the setting for the object. Edit a pool object using one of these methods: * Press Edit and then tap the desired pool object. * Open the swipey commands on the pool object and choose Edit. * Using the command line: Edit DataPool \[“DataPool\_Name” or DataPool\_Number]. ## Reference Data Pool Objects from a Different Data Pool [Section titled “Reference Data Pool Objects from a Different Data Pool”](#reference-data-pool-objects-from-a-different-data-pool) Other data pools can use a pool element inside a different data pool. For instance, imagine a repertoire theater. All default elements are stored in the data pool one, including a sequence that controls the house lights. Tonight’s show is programmed in data pool two. The sequence can be copied from data pool one, but if changes are made to it later, it would need to be copied again into the second data pool. Instead, the original sequence can be assigned to an executor in data pool two. The image of the edit menu above shows that the structure in the data pool is numbered. So sequence 2 in this data pool is data pool object 1.6.2. The first number is the data pool number. The second number specifies that it is a sequence. The third number specifies that it is sequence number 2. If this element needs to be assigned somewhere, the data pool object must be included in the assign command. This can be done using the data pool object number or simply by adding the data pool information before the object - see the example below. ### Example [Section titled “Example”](#example) Data pool 1 has sequence 2. This needs to be used in data pool 2 on (page 1) executor 201. Make sure data pool 2 is the selected pool. The example can be achieved using the command line: Assign DataPool 1 Sequence 2 At Page 1.201. Now the sequence in data pool 1 can be controlled by the executor in data pool 2. Some menus give access to select the data pool. In the title bar of the menus, there is a button called DataPool that can toggle between the different data pools. ## Delete a Data Pool Object [Section titled “Delete a Data Pool Object”](#delete-a-data-pool-object) | | | | ------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Deleting a data pool object also deletes everything inside the data pool! | Unlocked data pools can be deleted using any of the following methods: * Press Delete and then tap the pool object. * Open the swipey commands on the relevant pool object and choose Delete. * Using the command line: Delete DataPool \[“DataPool\_Name” or DataPool\_Number]. # [DE] Quick Manual grandMA3 onPC DMX-key und onPC DMX-key starter ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_dmx_key_bestimmungsgem-er_gebrauch/) * [Sicherheitshinweise](/grandma3/2-4/key_dmx_key_safety-1-1/) * [Support](/grandma3/2-4/key_dmx_key_support-1/) * [Transport](/grandma3/2-4/key_dmx_key_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_dmx_key_limitations-1/) * [Quick Start](/grandma3/2-4/key_dmx_key_quick_start-1/) * [Wartung](/grandma3/2-4/key_dmx_key_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_dmx_key_disposal-1/) * [Technische Daten](/grandma3/2-4/key_dmx_key_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_dmx-key_instances-1/) * [Konformitätserklärung](/grandma3/2-4/key_dmx_key_conformity-1/) # [DE] Quick Manual grandMA3 I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_i_o_node_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_i_o_node_safety-1/) * [Support](/grandma3/2-4/key_i_o_node_support-1/) * [Transport](/grandma3/2-4/key_i_o_node_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_grandma3_i_o_node-1/) * [Installation](/grandma3/2-4/key_io_node_installation-1/) * [Quick Start](/grandma3/2-4/key_io_node_quick_start-1/) * [Wartung](/grandma3/2-4/key_i_o_node_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_i_o_node_disposal-3/) * [Technische Daten](/grandma3/2-4/key_i_o_node_technical_data-3/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_ionodes_instances/) * [Konformitätserklärung](/grandma3/2-4/key_i_o_node_conformity-1/) # [DE] Quick Manual grandMA3 onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_onpc_command_wing_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_onpc_command_wing_safety-3/) * [Support](/grandma3/2-4/key_onpc_command_wing_support-1/) * [Transport](/grandma3/2-4/key_onpc_command_wing_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_onpc_command_wing_limitations-1/) * [Quick Start](/grandma3/2-4/key_onpc_command_wing_quick_start-1/) * [Wartung](/grandma3/2-4/key_onpc_command_wing_maintenance-3/) * [Entsorgung](/grandma3/2-4/key_onpc_command_wing_disposal-1/) * [Technische Daten](/grandma3/2-4/key_onpc_command_wing_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_command_wing_instances/) * [Konformitätserklärung](/grandma3/2-4/key_onpc_command_wing_conformity-1/) # [DE] Quick Manual grandMA3 onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_onpc_xt_intended_use-3/) * [Sicherheitshinweise](/grandma3/2-4/key_onpc_xt_safety-1/) * [Support](/grandma3/2-4/key_onpc_xt_support-3/) * [Transport](/grandma3/2-4/key_onpc_xt_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_onpc_xt_limitations-1/) * [Quick Start](/grandma3/2-4/key_onpc_xt_quick_start-3/) * [Wartung](/grandma3/2-4/key_onpc_xt_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_onpc_xt_disposal-3/) * [Technische Daten](/grandma3/2-4/key_onpc_xt_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_commandwingxt_instances/) * [Konformitätserklärung](/grandma3/2-4/key_onpc_xt_conformity-1/) # [DE] Quick Manual grandMA3 onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_safety-1-3/) * [Support](/grandma3/2-4/key_fader_wing_support-1/) * [Transport](/grandma3/2-4/key_fader_wing_transport-3/) * [Betriebsgrenzen](/grandma3/2-4/key_onpc_limitations-3/) * [Quick Start](/grandma3/2-4/key_fader_wing_quick_start-1/) * [Wartung](/grandma3/2-4/key_fader_wing_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_fader_wing_disposal-1/) * [Technische Daten](/grandma3/2-4/key_fader_wing_technical_data-3/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_faderwing_instances/) * [Konformitätserklärung](/grandma3/2-4/key_fader_wing_conformity-1/) # [DE] Quick Manual grandMA3 onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_grandma3_rack_unit_transport-1/) * [Sicherheitshinweise](/grandma3/2-4/key_rack_unit_safety-3/) * [Support](/grandma3/2-4/key_rack_unit_support-1/) * [Transport](/grandma3/2-4/key_rack_unit_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_onpc_rack_unit_limitations-1/) * [Quick Start](/grandma3/2-4/key_rack_unit_quick_start-1/) * [Wartung](/grandma3/2-4/key_rack_unit_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_rack_unit_disposal-1/) * [Technische Daten](/grandma3/2-4/key_rack_unit_technical_data-3/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_rackunit_instances/) * [Konformitätserklärung](/grandma3/2-4/key_grandma3_onpc-rack_unit-1/) # [DE] Quick Manual grandMA3 viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_viz_key_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_viz_key_safety-1/) * [Support](/grandma3/2-4/key_viz_key_support-1/) * [Transport](/grandma3/2-4/key_viz_key_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_viz_key_limitations-1/) * [Quick Start](/grandma3/2-4/key_viz_key_quick_start-1/) * [Wartung](/grandma3/2-4/key_viz_key_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_viz_key_disposal-1/) * [Technische Daten](/grandma3/2-4/key_viz_key_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_vizkey_instances/) * [Konformitätserklärung](/grandma3/2-4/key_viz_key_conformity-1/) # [DE] Quick Manual grandMA3 Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_dinrail_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_dinrail_safety-1/) * [Support](/grandma3/2-4/key_dinrail_support-1/) * [Transport](/grandma3/2-4/key_dinrail_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_dinrail_limitations-1/) * [Installation](/grandma3/2-4/key_dinrail_installation-3/) * [Quick Start](/grandma3/2-4/key_dinrail_quick_start-1/) * [Wartung](/grandma3/2-4/key_dinrail_maintenance-3/) * [Entsorgung](/grandma3/2-4/key_dinrail_disposal-1/) * [Technische Daten](/grandma3/2-4/key_dinrail_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_nodes_din_rail_instances/) * [Konformitätserklärung](/grandma3/2-4/key_dinrail_conformity-1/) # [DE] Quick Manual grandMA3 Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_xport_nodes_intended_use-1/) * [Sicherheitshinweise](/grandma3/2-4/key_xport_nodes_safety-3/) * [Support](/grandma3/2-4/key_xport_nodes_support-3/) * [Transport](/grandma3/2-4/key_xport_nodes_transport-3/) * [Betriebsgrenzen](/grandma3/2-4/key_xport_nodes_limitations-1/) * [Quick Start](/grandma3/2-4/key_xport_node_quick_start-1/) * [Wartung](/grandma3/2-4/key_xport_node_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_xport_nodes_disposal-1/) * [Technische Daten](/grandma3/2-4/key_xport_nodes_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_nodes_instances/) * [Konformitätserklärung](/grandma3/2-4/key_xport_node_conformity-1/) # [DE] Quick Manual grandMA3 processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Bestimmungsgemäßer Gebrauch](/grandma3/2-4/key_pu_intended_use-3/) * [Sicherheitshinweise](/grandma3/2-4/key_pu_safety-1/) * [Support](/grandma3/2-4/key_pu_support-1/) * [Transport](/grandma3/2-4/key_pu_transport-1/) * [Betriebsgrenzen](/grandma3/2-4/key_pu_limitations-3/) * [Quick Start](/grandma3/2-4/key_pu_quick_start-1/) * [Wartung](/grandma3/2-4/key_pu_maintenance-1/) * [Entsorgung](/grandma3/2-4/key_pu_disposal-3/) * [Technische Daten](/grandma3/2-4/key_pu_technical_data-1/) * [Gerätespezifische Gegebenheiten](/grandma3/2-4/key_pu_instances/) * [Konformitätserklärung](/grandma3/2-4/key_pu_conformity-3/) # Device Overview > All MA Lighting devices are built for touring and installation purposes and meet international standards for electronic safety and protection. The Declaration o All MA Lighting devices are built for touring and installation purposes and meet international standards for electronic safety and protection. The Declaration of Conformity and the Electromagnetic Compatibility regulation (EMC) can be found in the Quick Guide included with the product and available for download at [https://www.malighting.com.](https://www.malighting.com/) All MA Lighting devices have a wide input voltage range and can operate from 90V to 230V.   The following chapters describe the different grandMA3 devices. # DMX In and Out > There are several ways to get DMX in and out of the grandMA3 system. There are several ways to get DMX in and out of the grandMA3 system. All DMX ports on all devices can be configured as DMX inputs or outputs. DMX behavior varies depending on whether it is transmitted via physical ports or network protocols, and how those outputs are configured. This is configured in the **Output Configuration** menu. For more information see [DMX Port Configuration](/grandma3/2-4/dmx_port_config/). DMX can also be transferred using standard network protocols, referred to as [Ethernet DMX](/grandma3/2-4/dmx_ethernet/). ## DMX Refresh Rate [Section titled “DMX Refresh Rate”](#dmx-refresh-rate) The DMX standard used by the system (ANSI E1.11 - 2008 (R2018)) supports a wide range of refresh rates and does not require all channels to be transmitted every time. However, the grandMA3 system implements DMX using the following rules: * The entire DMX universe is sent each time. * The maximum DMX rate is 30 Hz. * The minimum DMX rate is 1 Hz. * The default refresh rate is 30 Hz. * The refresh rate can drop, but not below the minimum, in universes without value changes. This can occur on XLR ports set to “RDM” and when DMX is output using Art-Net or sACN. DMX output can be XLR ports on compatible grandMA3 hardware or via Ethernet DMX. The XLR ports set to “Out” do not slow down the DMX refresh rate. The other methods can slow it down. * Universes can have different refresh rates. For instance, a universe without any changes can be at 1 Hz, and a universe with a running phaser can be at 30 Hz. See the subtopics for more information about refresh rates.\ \ Subtopics * [DMX Port Configuration](/grandma3/2-4/dmx_port_config/) * [Ethernet DMX](/grandma3/2-4/dmx_ethernet/) * [DMX Priorities](/grandma3/2-4/dmx_priorities/) # Ethernet DMX > There are currently two supported protocols for sending and receiving DMX using the network: sACN and Art-Net. There are currently two supported protocols for sending and receiving DMX using the network: sACN and Art-Net. The session master station outputs the network DMX. The visual feedback for sending or receiving network DMX can appear differently across stations in the session, so it should be viewed and adjusted on the master station to reflect the actual output/input status. Both are set up and changed in the **DMX Protocols** menu: ![](/img/grandma3/2-4/menu_dmx-protocols_artnet_v2-4-3beb35.png) *DMX protocol configuration for Art-Net* Access the menu by pressing Menu and then tap DMX Protocols. Tapping the DMX Protocols button opens the menu for the first protocol. The example above is the Art-Net menu. The menus can also be opened using the command line: For Art-Net: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “ArtNet” | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22ArtNet%22) For sACN: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “sACN” | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22sACN%22) On the left side menu, there are two buttons, one for each menu. See the subtopics for information about the two protocols. Subtopics * [Art-Net Menu](/grandma3/2-4/dmx_ethernet_artnet/) * [sACN (streaming ACN) Menu](/grandma3/2-4/dmx_ethernet_sacn/) * [Transmit DMX Using Art-Net](/grandma3/2-4/dmx_ethernet_artnet_transmit/) # Art-Net Menu > Art-Net is a royalty-free protocol developed by Artistic Licence (). Art-Net is a royalty-free protocol developed by Artistic Licence (). grandMA3 supports Art-Net 4. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The DMX output via Art-Net can vary in refresh rates. It follows the rules specified in the [DMX In and Out topic](/grandma3/2-4/dmx/#h2_49605550). | It is configured in the Art-Net menu: ![](/img/grandma3/2-4/menu_dmx-protocols_artnet_v2-4-3beb35.png) *Art-Net configuration menu* See the [Ethernet DMX topic](/grandma3/2-4/dmx_ethernet/) for information on how to open this menu. See the [Transmit DMX using Art-Net topic](/grandma3/2-4/dmx_ethernet_artnet_transmit/) for an explanation of the steps needed to transmit Art-Net. ## Config Buttons [Section titled “Config Buttons”](#config-buttons) There are some buttons at the top of the menu: * **Preferred IP**:\ This is the preferred IP address or address range used by the Art-Net protocol. The Interface can be set to **Auto**, allowing this setting to select the interface that matches the preferred setting. Tap this input button to open a small number input pop-up. The preferred number has to be input as an IP address with the subnet mask written in CIDR notation. For instance, 10.0.0.0/8 tells the system that it prefers an IP address that starts with 10. The rest of the numbers do not matter (the “/8” is the same as the subnet mask 255.0.0.0). This setting is individual for each station. * **Interface**:\ Tap this button to open the Select Interface pop-up to select the desired network interface. This interface will be used for all Art-Net in and out. The **Auto** option can be used to allow the **Preferred IP** setting to select the interface. The interface is written inside ”<” and ”>” when it is selected by the preferred setting. This setting is individual for each station. * **Enable Output**:\ This On/Off button must be On for Art-Net to be transmitted. Data also needs to be configured for output - read more below. * **Enable Input**:\ This On/Off button must be On for Art-Net to be received. Data also needs to be configured for input - read more below. * **Broadcast Threshold**:\ This input button sets the amount of Art-Net receivers for a universe before the master starts to send the universe as broadcast. This is only valid if the mode is set to **Auto**. If the number of receivers is below the threshold, the universe is sent as Unicast. If it is above, then the universe is sent as Broadcast. * **ArtPollRate**:\ This input sets the time between each ArtPollRequest packet sent by the master station. * **Setup Mode**:\ This On/Off button is used to toggle the setup mode. This mode can be used to transmit and receive configuration data only. If the output and input are turned Off, only the configuration data is transmitted and received. * **Send Art-Net If IdleMaster**:\ This On/Off button defines if the station transmits Art-Net data when it is Idle Master. In a session, the Global master transmits the network DMX. If the station is not in a session with other devices, it is Idle Master. Turning this setting On will make the station output network DMX when it is Idle Master. This must be On if a single station is to output networked DMX. Learn more about standalone devices and networked devices in the [System Overview section](/grandma3/2-4/system/). This setting is individual for each station. * **Output Delay**:\ This can set an output delay between 0ms and 30ms. This delays the entire Art-Net output compared to the outputs coming from MA-Net devices. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | \* Enabling Setup Mode allows Art-Net configuration data to be sent and received even when **Enable Output** and **Enable Input** is Off. | * When Setup Mode is Off, and output is enabled, DMX and configuration data are transmitted. * When Setup Mode is Off, and input is enabled, DMX and configuration data are received. | There are three tabs below the buttons. They are **Data**, **Nodes**, and **Timecode**. Data is used to configure the output and input. Nodes can be used to see the discovered nodes in the network. If the nodes support it, this can also be used to configure the ports on the node. Timecode is used to configure Art-Net timecode. Learn more about ArtTimeCode and how to set it up in the [External Connections topic](/grandma3/2-4/timecode_external_connections/).   ## Data Tab [Section titled “Data Tab”](#data-tab) The data tab is a grid of rows and columns. Each row is an Art-Net configuration. The text on the entire row is red if the row is not valid or not enabled. The name text is flashing green when data is transmitted. It can appear solid green if the output is constantly changing. The name text color is flashing orange when data is received. It can appear solid orange if the input is constantly changing. This is a short description of the columns: * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row can have a name. This can be used as short info for the row. * **Note**:\ A note can be added to each row for information purposes. * **Tags**:\ A tag can be added to each row. Learn more about tags in the [Tags topic](/grandma3/2-4/tags/). * **Enabled**:\ This \*\*Yes \*\*or \*\*No \*\*field is used to enable the row to transmit or receive Art-Net. No is the default. * **Mode**:\ The mode defines what the row is doing. There are four options: * **Broadcast**:\ This transmits Art-Net using broadcast. * **Unicast**:\ This transmits Art-Net using unicast. * **Auto**:\ This transmits Art-Net. It uses the **Broadcast Threshold** number to determine if universes should be transmitted using broadcast or unicast. If the number of universe subscribers (determined by ArtPollRequests) are below the threshold, then it is sent using unicast. If it is above the threshold, then it is broadcasted. * **Input**:\ The row receives Art-Net and merges it into the defined universe. | | | | -------------------------------------------------- | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The total input count (Art-Net and sACN) must not exceed 128 Universes. | * **Destination IP**:\ This field is only active if the unicast mode is selected. This is the IPv4 address of the receiving device. * **Subscribed Nodes**:\ This field provides information about the number of subscribing devices. This is determined using ArtPollRequests. * **Local Universe**:\ This is the grandMA3 universe to be transmitted or the universe that should receive incoming Art-Net DMX. This is the first universe in the range if the amount is more than one. * **Amount**:\ This is the amount of grandMA3 universes to be transmitted or received. * **Net**:\ The net number is a value between 0 and 127. There are 128 different nets since Art-Net III. Each net is a complete group of **Sub-Nets** and **Universes**. This allows for addressing a total of 32 768 Art-Net universes. To be compatible with Art-Net I and Art-Net II devices, please use net 0. * **Art-Net Sub-Net**:\ There are 16 sub-nets in Art-Net. They can be input in decimal numbers from 0 to 15 or 0 to F in hex numbers. * **Universe**:\ There are 16 universes in each sub-net. They can be input in decimal numbers from 0 to 15 or 0 to F in hex numbers. * **Art-Net Absolute**:\ This is the absolute universe number. It is calculated based on the net, sub-net, and universe numbers. It can also work the other way. A universe number can be input here, and then the net, sub-net, and universe numbers are calculated based on the input. * **Packet Delay**:\ A delay can be set up between each transmitted universe. This can be helpful for older nodes with slower network cards. Sending many universes at once can flood the node. Adding a small delay helps. This setting is only available for outputting modes. * **Merge Mode**:\ The Merge Mode defines how incoming sACN merges into universes. When changing the Merge Mode for a configuration line, all universes defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the universe pool, it is still possible to independently change the Merge Mode for single universes. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Merge Mode and Input Priority are described in the [DMX Port Configuration topic](/grandma3/2-4/dmx_port_config/). * **Input Priority**:\ This is the priority of the received Art-Net. This can only be changed when the mode is input. Follow the link above to learn more. * **Enable RDM**:\ RDM via Art-Net can be enabled for the Art-Net universes specified in the row. ## Nodes Tab [Section titled “Nodes Tab”](#nodes-tab) Each node detected is a row. Each node has one or more sub-rows with “binds”. Each bind can only have 4 ports. If a device has more than 4 ports, then the device has multiple binds. * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row gets a name from the device. The name can be edited if the device supports it. The name text turns red if a node has been online but is now inactive. * **IP**:\ The IP address of the device. The address can be edited if the device supports it. * **Net**:\ Each bind has a net number. The number can be edited if the device supports it. * **Sub-Net**:\ Each bind has a sub-net number. The number can be edited if the device supports it. * **Output Port**:\ This is the universe number of output ports on the device. The number can be edited if the device supports it. * **Input Port**:\ This is the universe number of input ports on the device. The number can be edited if the device supports it. # Transmit DMX Using Art-Net > This is a short example of setting up DMX transmission using Art-Net. Learn more about the Art-Net menu in the Art-Net Menu topic. This is a short example of setting up DMX transmission using Art-Net. Learn more about the Art-Net menu in the [Art-Net Menu topic](/grandma3/2-4/dmx_ethernet_artnet/). The idea in this example is that some lights are patched in universes one to five. The fixtures are connected to Art-Net nodes, and the nodes need to get the Art-Net data from the grandMA3. There is also a media server that uses a single universe. It is patched in universe 21 and needs to receive Art-Net universe 21 (hex number 1:5). The Art-Net nodes are set up to receive from Art-Net universe 11 (hex number 0:B), so the grandMA3 universe one needs to be sent to this Art-Net universe. The media server is a specific device with a defined Art-Net IP address, and this data can be sent using unicast. In this example, the media server IP address is set to 10.10.10.51. The example assumes a patched setup that matches the universes. This is not actually needed for demonstration purposes. If the grandMA3 onPC is used to try this example, there might not be enough parameters to allow actual output. These are the steps needed: 1. Open the Art-Net menu by pressing Menu and then tap DMX Protocols. Make sure the Art-Net menu is visible by tapping Art-Net. 2. The first line is going to be universe one to five. Edit the following cells to match these options: 1. Enabled = Yes 2. Mode = Auto 3. Local Universe = 1 4. Amount = 5 5. Art-Net Absolute = 11 3. A second line is needed for the universe that needs to go to a specific destination. Tap New Art-Net-Data below line 1. 4. Tap Insert new Art-Net-Data in the button menu at the bottom of the screen. 5. Now, the line exists. Edit the new line to match these options: 1. Enabled = Yes 2. Mode = Unicast 3. Destination IP = 10.10.10.51 4. Local Universe = 21 5. Amount = 1 6. Art-Net Absolute = 21 (notice that this automatically calculates the correct Art-Net Sub-Net and Universe number) 6. Finally, tap the Enable Output until it is On to activate the transmission of DMX data via Art-Net That was it. It should look something like this: ![](/img/grandma3/2-4/menu_dmx-protocols_artnet-example_v2-4-57111f.png) Final Art-Net example setup If the station is not connected to other stations or nodes in a session, it is **Idle Master**. If the station needs to output Art-Net in a setup like this, the **Send Art-Net if Idle Master** setting needs to be turned On. If the station is in a session with other stations, then it is the **Global Master** in the session that transmits the Art-Net data. The menu can be closed by tapping the cross (![](/img/grandma3/2-4/icon_cross_15px-9b559c.png)) in the upper right corner. # sACN (streaming ACN) Menu > ACN (and streaming ACN) is an ANSI/ESTA international standard. Further readings: . ACN (and streaming ACN) is an ANSI/ESTA international standard. Further readings: . ACN (Architecture for Control Networks) is a suite of protocols. It uses a lot of elements that are currently not supported by grandMA3. However, the ACN protocols also have a version that transports DMX data. It is called ‘Lightweight streaming protocol for transport of DMX512 using ACN’ or more popular “streaming ACN” or “sACN”. It is the international standard number E1.31. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The DMX output via sACN can vary in refresh rates. It follows the rules specified in the [DMX In and Out topic](/grandma3/2-4/dmx/#h2_49605550). | It is configured in the sACN menu: ![](/img/grandma3/2-4/menu_dmx-protocols_sacn_v2-4-e6d1d1.png) *sACN menu* See the [Ethernet DMX topic](/grandma3/2-4/dmx_ethernet/) for information on how to open this menu. ## Config Buttons [Section titled “Config Buttons”](#config-buttons) There are some buttons at the top of the menu: * **Preferred IP**:\ This is the preferred IP address or address range used by the sACN protocol. The Interface can be set to Auto, allowing this setting to select the interface that matches the preferred setting. Tap this input button to open a small number input pop-up. The preferred number has to be input as an IP address with the subnet mask written in CIDR notation. For instance, 192.168.1.0/24 tells the system that it prefers an IP address that starts with 192.168.1. The last number does not matter (the “/24” is the same as the subnet mask 255.255.255.0). This setting is individual for each station. * **Interface**:\ Tap this button to open the **Select Interface pop-up** to select the desired network interface. This interface will be used for all sACN in and out. The **Auto** option can be used to allow the **Preferred IP** setting to select the interface. The interface is written inside ”<” and ”>” when the preferred setting selects it. This setting is individual for each station. * **Enable Output**:\ This On/Off button must be On for the master to transmit sACN. Data also needs to be configured for output - read more below. * **Enable Input**:\ This On/Off button must be On for the master to receive sACN. Data also needs to be configured for input - read more below. * **Setup Mode**:\ This On/Off button is used to toggle the setup mode for nodes. This allows configuration data to set up the nodes without sending sACN DMX data into the network. * **Send sACN If Idle Master**:\ This On/Off button defines if the station transmits sACN data when it is Idle Master. In a session, the Global Master transmits the network DMX. If the station is not in a session with other devices, it is Idle Master. Turning this setting On will make the station output network DMX when it is Idle Master. This must be On if a single station is to output networked DMX. Learn more about standalone devices and networked devices in the [System Overview section](/grandma3/2-4/system/). This setting is individual for each station. * **Output Delay:**\ This can set an output delay between 0ms and 30ms. This delays the entire sACN output compared to the outputs coming from MA-Net devices. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | \* Enabling Setup Mode allows sACN configuration data to be sent and received even when **Enable Output** and **Enable Input** is Off. | * When Setup Mode is Off and output is enabled, then DMX and configuration data are transmitted. * When Setup Mode is Off and input is enabled, then DMX and configuration data are received. | Below the buttons, there are two tabs: \*\*Data \*\*and **Discovery**. Data is used to set up output and input, while Discovery can be used to see the transmitting nodes in the network. ## Data Tab [Section titled “Data Tab”](#data-tab) The data tab is a grid of rows and columns. Each row is an sACN configuration. The text color of the name field indicates the status of the row. The text on the entire row is red if the row is not valid or not enabled. The name text is flashing green when data is transmitted. It can appear solid green if the output is constantly changing. The name text color is flashing orange when data is received. It can appear solid orange if the input is constantly changing. This is a short description of the columns: * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row can have a name. This can be used as short info for the row. * **Note:**\ A note can be added to each row for multiline information. * **Tags**:\ Tags can be added to each row. Learn more about tags in the [Tags topic](/grandma3/2-4/tags/). * **Enabled**:\ This Yes or No field enables the row to transmit or receive sACN. Yes is the default. * **Mode**:\ The mode defines what the row is doing. There are four options: * **Output Multicast**:\ When choosing Output Multicast, sACN will be sent as multicast to the relevant multicast addresses. * **Output Unicast**:\ When choosing Output Unicast, a valid IP address has to be entered in the **Destination IP** column. Universes configured in this row will be sent as unicast to this IP address. * **Input Multicast**:\ Input Multicast will join the Multicast group of the relevant DMX Input Universe.\ Input Multicast is limited to max. 20 Universes. A warning pop-up appears if more than 20 rows are configured as Input Multicast, and all rows beyond multicast input row 20 will be invalid. * **Input Unicast**:\ Input Unicast is not limited and receives sACN data for the relevant universe without joining any multicast group. | | | | -------------------------------------------------- | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The total input count (sACN and Art-Net) must not exceed 128 Universes. | * **Destination IP**:\ This field is only active if the output unicast mode is selected. This is the IPv4 address of the receiving device. * **Local Universe**:\ This is the grandMA3 universe to be transmitted or the universe that should receive incoming sACN DMX. If the amount is more than one, then this is the first universe in the range. * **Amount**:\ This is the amount of grandMA3 universes to be transmitted or received. * **sACN Universe**:\ This is the sACN universe number the grandMA3 universes is transmitted to or the universe number that is listened to if Input is selected. If the amount is more than one, then this is the first universe in the range. * **Priority**:\ The allowed value is 0 to 200. The highest number has the highest priority. The default value is 100. This priority is used for transmitted sACN. * **Preview Only**:\ sACN data can be sent as preview data. This can, for instance, be used to send DMX to visualizers.  * **TTL** (Time To Live):\ Time To Live is a number used to tell routers and some switches how far through the network the sACN data should be transmitted. This is only relevant for output modes. The default value is 8 and this should usually not be changed. * **Delay**:\ A delay can be set up between each transmitted universe. This can be helpful for older nodes with slower network cards. Sending many universes at once can flood the node. Adding a small delay helps. * **Merge Mode**:\ The Merge Mode defines how incoming sACN merges into universes. When changing the Merge Mode for a configuration line, all universes defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the universe pool, it is still possible to change the Merge Mode for single universes independently. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Merge Mode and Input Priority are described in the [DMX Port Configuration topic](/grandma3/2-4/dmx_port_config/). * **Input Priority**:\ This is the priority of the received sACN. sACN input of grandMA3 ignores sACN priorities and uses this priority instead. ## Discovery Tab [Section titled “Discovery Tab”](#discovery-tab) This tap displays the transmitting nodes in the network. Each node detected is a row, and each node has one or more sub-rows with “pages”. * **Lock**:\ The row can be locked to prevent changes. * **No**:\ This is the row number. * **Name**:\ Each row gets a name from the device. The name cannot be edited. * **Universe List**:\ This is a list of the universes the node transmits. # DMX Port Configuration > The DMX outputs and inputs are configured in the Output Configurationenu. They are labeled from A and alphabetically upwards. The DMX outputs and inputs are configured in the **Output Configuration** menu. They are labeled from **A** and alphabetically upwards. There are many columns for SMPTE, MIDI, DC, and Ethernet interfaces, but these elements are not described in this topic. Please read about them in the [Timecode section](/grandma3/2-4/timecode/), [Remote In and Out topic](/grandma3/2-4/remote_inputs/), and [Ethernet DMX](/grandma3/2-4/dmx_ethernet/). ![](/img/grandma3/2-4/menu_output-configuration_dmx_v2-4-5d2f04.png) *Output configuration menu with console onPC and PU* Access the menu by pressing the Menu key and then tap Connector Configuration. -OR- Use the command line to open the menu: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “ConnectorConfig” | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22ConnectorConfig%22) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See [Ethernet DMX](/grandma3/2-4/dmx_ethernet/) for how to send and receive DMX using Ethernet. | The menu lists grandMA3 devices. There is a button in the title bar called Session. This filters the list to show **All** devices in the network or only the ones **In Session**. The devices are organized in Console, onPC, PU, and NetworkNode sections that can be unfolded to see the devices in each category. Real hardware devices are matched to devices in this list by IP addresses. There is a **Devices in Session** column. It shows the number of each device type in session with the current device in green. If a device is missing, the number is red, and the expected number is in parentheses next to the actual number of devices. The menu has different modes for displaying columns. There is a button in the title bar called Columns. This has three modes: * **Full**:\ This shows all columns. * **Condensed**:\ This mode condenses the XLR columns to one for each port and displays all other columns. * **XLR Only**:\ This only shows the XLR ports in a condensed version. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Read the [What are Timecode Slots topic](/grandma3/2-4/timecode_slots/) to learn about the SMPTE and MIDI settings.Read the [DC Remotes topic](/grandma3/2-4/remote_inputs_dc/) to learn about the DC Start setting.Read the [Ethernet DMX topics](/grandma3/2-4/dmx_ethernet/) to learn about the Art-Net and sACN settings.Read the [OSC topic](/grandma3/2-4/keyword_osc/) and the [PSN topic](/grandma3/2-4/remote_inputs_psn/) to learn about these settings. | ## DMX Ports [Section titled “DMX Ports”](#dmx-ports) Each DMX port has four different settings (only visible when in **Full** mode): **Mode:** Each port can have four different modes: * **Off** (gray background color in the cell):\ The port is turned Off. * **Out** (green background color in the cell):\ DMX is sent out without RDM traffic. The universe is defined in the XLR field. This is the default mode.\ DMX refresh rate is a constant at 30 Hz. DMX refresh rates define how many times a DMX universe is sent per second. Learn more about refresh rates in the [DMX In and Out Topic](/grandma3/2-4/dmx/#h2_49605550). * **RDM** (dark sea green background color in the cell):\ DMX is sent out, and RDM is active. The universe is defined in the XLR field.\ DMX refresh rate is variable and can change between 1 Hz to 30 Hz. DMX refresh rates define how many times a DMX universe is sent per second. Learn more about refresh rates in the [DMX In and Out Topic](/grandma3/2-4/dmx/#h2_49605550). * **In** (yellow background color in the cell):\ DMX is received and merged into the universe specified by the XLR number. The merge uses the priority defined in Prio. **Failure Mode:** This setting defines the failure behavior for the DMX port. A failure could be the software application crashing. A set of “Timeout” values can be chosen to select a predefined time for which the last calculated DMX output should be maintained. When the timeout runs out, then the DMX output will stop. A “Hold” value will hold the DMX output as long as there is power.  **XLR:** This is a number that defines what universe the port relates to. Fixtures can be patched in universes 1 to 1 024. **Merge:** This option is only visible when the port mode is **In**. The options are: * **Off**:\ The incoming DMX is not merged. * **Prio**:\ The priority set in the **Prio** column is used. The highest priority wins. * **HTP**:\ The highest DMX value is used. * **LowTP**:\ The lowest DMX value is used. **Prio (Priority):** The priority is used for merging DMX inputs. It is only used and can only be edited when the port mode is **In**, and the merge is set to **Prio**. Editing this field opens a small select pop-up with the options. The options are (from highest priority to lowest): * **Super**:\ This priority is the LTP priority above any other playbacks and even above the programmer. * **Prog**:\ The Programmer priority is between Super and the other priorities. * **Highest**:\ Highest LTP priority - like LTP but higher than both LTP and High. * **High**:\ High LTP priority - like LTP but a higher priority than normal LTP. * **LTP (Latest Takes Precedence)**:\ This is the normal LTP priority. The newest attribute value is prioritized over the old value. * **Low**:\ Low LTP - This is a lower LTP priority. * **Lowest**:\ Lowest LTP - This is a lower priority than both LTP and Low. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The port configuration is stored in each device where it is set. The device’s port configuration is retained when it connects to a session until it is changed while it is connected to a session.   | *** ## Add and Remove Devices [Section titled “Add and Remove Devices”](#add-and-remove-devices) The list of devices is automatically updated with new devices in the network. Tapping Add Present updates the list with new devices. Tapping Remove Absent removes devices from the list that are no longer in the network. Devices can be added without being present in the network. Unfold the desired device type in the list and tap the New \[device type] followed by Insert new \[device type]. ## Adding grandMA3 onPC wings and onPC DMX-Keys to a grandMA3 onPC [Section titled “Adding grandMA3 onPC wings and onPC DMX-Keys to a grandMA3 onPC”](#adding-grandma3-onpc-wings-and-onpc-dmx-keys-to-a-grandma3-onpc) Each grandMA3 onPC has three DMX ports as a default. These represent the three ports on a grandMA3 command wing. Each grandMA3 onPC can have one command wing attached. Two grandMA3 onPC fader wings can be attached to each grandMA3 onPC. One of each of the grandMA3 onPC DMX-keys can be added. Connected devices should automatically be detected, and the output configuration should appear. Otherwise, press and hold New Output Configuration. Clicking this button up to four times adds the two grandMA3 onPC fader wings and one of each of the grandMA3 onPC DMX-keys. Now the ports can be configured for the devices. The “Type” of the output configuration indicates the different hardware. *** ## Import and Export of Entire Device Configuration [Section titled “Import and Export of Entire Device Configuration”](#import-and-export-of-entire-device-configuration) The device configuration for all the devices in the list can be stored in a single configuration file. This configuration can then be loaded again to restore the settings based on the file. This makes storing and loading configurations for different shows or setups easy. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device configuration file includes the Output Configuration and the DMX Protocol ([Ethernet DMX](/grandma3/2-4/dmx_ethernet/) protocols) settings. | ### Save Device Configuration [Section titled “Save Device Configuration”](#save-device-configuration) 1. Make sure the configuration is as desired. 2. Tap Save Device Configuration. This opens the **Save Device Configuration as:** pop-up. 3. Type a name for the configuration and ensure the desired drive is selected in the title bar of the pop-up. 4. Tap Save. ### Load Device Configuration [Section titled “Load Device Configuration”](#load-device-configuration) 1. Tap Load Device Configuration. This opens the **Load DeviceConfiguration from:** pop-up. 2. Select the desired configuration file. 3. Tap Load. ## Import and Export of Output Configuration for Single Devices [Section titled “Import and Export of Output Configuration for Single Devices”](#import-and-export-of-output-configuration-for-single-devices) Each device keeps its own output configuration. The configuration of single devices can be exported to a file and then imported again. ### Export an Output Configuration [Section titled “Export an Output Configuration”](#export-an-output-configuration) 1. Select the devices that need to be exported. 2. Tap the Export button -> a file browser opens. 3. Select the desired drive. 4. Give the file a name and tap enter/please. A file can contain the configuration for one or multiple devices. It is just a matter of selecting one or several devices before the export. ### Import an Output Configuration [Section titled “Import an Output Configuration”](#import-an-output-configuration) 1. Select the desired devices. 2. Tap the Import button -> a file browser opens. 3. Select the desired drive. 4. Select the files that have a configuration for the selected devices. ## ## []()Show Connectors [Section titled “Show Connectors”](#show-connectors) On the light and full-size consoles, there is a button called Show Connectors. This can be toggled On and shows an image with the relevant connectors on the letterbox screens. This indicates where the different connectors are located on the back of the console. The XLR ports are labeled DMX A to DMX G in this image. ![](/img/grandma3/2-4/img_connector-overlay_right-letterbox_v1-7-534b62.png) Connector image on the right letterbox screen (grandMA3 full-size model) The image can also be toggled using the following command: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “ConnectorView” | # DMX Priorities > Multiple DMX sources can affect values to the same parameter, and the console resolves competing values using the following source priority order, followed by o Multiple DMX sources can affect values to the same parameter, and the console resolves competing values using the following source priority order, followed by output modifiers and selection overrides. ## DMX Data Source Priorities [Section titled “DMX Data Source Priorities”](#dmx-data-source-priorities) 1. External input sources like sACN, Art-Net, DMX In, and PSN. 2. DMX Tester. 3. Parked values. 4. Playbacks with Super priority. 5. Programmer (Freeze enabled). 6. Standard playback priorities. 1. Swap 2. HTP 3. Highest 4. High 5. LTP 6. Low 7. Lowest 7) Programmer (Freeze disabled). ### Merge Behaviors [Section titled “Merge Behaviors”](#merge-behaviors) 1\. HTP: Highest dimmer value takes precedence.\ 2\. LTP: Latest attribute value takes precedence. ### Output Modifiers [Section titled “Output Modifiers”](#output-modifiers) 1\. Grand Master\ 2\. World Masters\ 3\. Group Masters ### Selection Overrides [Section titled “Selection Overrides”](#selection-overrides) 1\. Highlight\ 2\. Lowlight\ 3\. Solo ## Explanation of Each Layer [Section titled “Explanation of Each Layer”](#explanation-of-each-layer) ### 1. External Input Sources (sACN / Art-Net / PSN / DMX In) [Section titled “1. External Input Sources (sACN / Art-Net / PSN / DMX In)”](#1-external-input-sources-sacn--art-net--psn--dmx-in) External inputs like sACN, Art-Net, and DMX In take the highest priority depending on how they are merged in. Their behavior depends on Merge Mode and Input Priority.  Merge Mode includes Prio, HTP, LowTP, and Off. Input Priority includes Super, Prog, Highest, High, LTP, Low, and Lowest. For more information see [DMX Port Configuration](/grandma3/2-4/dmx_port_config/). PSN continuously injects position data and behaves like a high-priority position source depending on the merge setting of the universe the linked MArkers are patched to. For more information see [PSN](/grandma3/2-4/remote_inputs_psn/). ### 2. DMX Tester [Section titled “2. DMX Tester”](#2-dmx-tester) Overrides almost everything on the console. Used for troubleshooting and direct address output. DMX Tester takes priority over programmer, playbacks, and parked values. For more information see  [DMX Tester](/grandma3/2-4/patch_dmx_sheet/#h2_1956195346) in the [DMX Sheet ](/grandma3/2-4/patch_dmx_sheet/)topic. These values are kept until the DMX Tester is cleared using the command line or the Tester Encoder Bar. ### 3. Parked Values [Section titled “3. Parked Values”](#3-parked-values) Hard locks a DMX value until Unpark is used. Often used for: Work lights, stuck channels, protecting dimmers. For more information see [Park Keyword](/grandma3/2-4/keyword_park/). # Connector Pin Assignment > This page gives an overview of all connectors and their respective pinouts. This page gives an overview of all connectors and their respective pinouts. *** ## ## []()XLR Connectors [Section titled “XLR Connectors”](#xlr-connectors) ![](/img/grandma3/2-4/img_connector_pin_assignment_desk_light-3018e2.png) For more information, see [Connect Desk Light](/grandma3/2-4/fs_connect_desk_light/).         ### ![](/img/grandma3/2-4/img_connector_pin_assignment_dmx_xlr-697335.png)   [Section titled “  ”](#-)  For more information, see [Connect DMX](/grandma3/2-4/fs_connect_dmx/). ### ![](/img/grandma3/2-4/img_connector_pin_assignment_ltc_xlr-3ee298.png) [Section titled “”](#-1) For more information, see [Connect LTC](/grandma3/2-4/fs_connect_smpte_ltc/). ![](/img/grandma3/2-4/img_connector_pin_assignment_audio_xlr-e9a65e.png)\ For more information, see [Connect Audio In](/grandma3/2-4/fs_connect_audio_in/). ## []() [Section titled “”](#-2) *** ## D-Sub Connectors [Section titled “D-Sub Connectors”](#d-sub-connectors) ![](/img/grandma3/2-4/img_connector_pin_assignment_remote_subd_10v-630736.png) GPI for grandMA3 consoles,  grandMA3 onPC command wing, command wing XT # grandMA3 compact > grandMA3 compact front panel ![](/img/grandma3/2-4/img_gm3_compact_3d-e51578.png) ![](/img/grandma3/2-4/img_gm3_compact_top_callouts-b27cf7.png) *grandMA3 compact front panel* 1. [Screen 1](/grandma3/2-4/do_screen_allocation/) 2. [Power key](/grandma3/2-4/key_power/) 3. [Level wheel](/grandma3/2-4/do_control_level/) 4. [Command section](/grandma3/2-4/do_control_command/) 5. [Xkeys](/grandma3/2-4/do_control_executor/) 6. [Master section](/grandma3/2-4/do_control_master/) 7. [Executor section](/grandma3/2-4/do_control_executor/) ![Update this description text.](/img/grandma3/2-4/img_compact--xt-_rear_callouts_white-91bd1c.png) grandMA3 compact rear panel 1. [](/grandma3/2-4/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 4. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 5. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 6. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 7. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 8. [DisplayPort 1](/grandma3/2-4/fs_connect_external_screens/) 9. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 12. Power switch 13. [Desk light](/grandma3/2-4/fs_connect_desk_light/) For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 compact XT > grandMA3 compact XT front panel ![](/img/grandma3/2-4/img_gm3_compact-xt_3d-9666c0.png) ![](/img/grandma3/2-4/img_gm3_compact_xt_top_callouts-39bb20.png) *grandMA3 compact XT front panel* 1. [Screens 1+2](/grandma3/2-4/do_screen_allocation/) 2. [Power key](/grandma3/2-4/key_power/) 3. [Level wheel](/grandma3/2-4/do_control_level/) 4. [Command section](/grandma3/2-4/do_control_command/) 5. [Xkeys](/grandma3/2-4/do_control_executor/) 6. [Master section](/grandma3/2-4/do_control_master/) 7. [Executor section](/grandma3/2-4/do_control_executor/) ![Update this description text.](/img/grandma3/2-4/img_compact--xt-_rear_callouts_white-91bd1c.png) grandMA3 compact XT rear panel 1. [](/grandma3/2-4/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 4. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 5. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 6. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 7. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 8. [DisplayPort 1](/grandma3/2-4/fs_connect_external_screens/) 9. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 12. Power switch 13. [Desk light](/grandma3/2-4/fs_connect_desk_light/) For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 full-size > grandMA3 full-size front panel ![](/img/grandma3/2-4/img_gm3_full-size_3d-4a142e.png) ![](/img/grandma3/2-4/img_gm3_full-size_top_callouts-fcd967.png) *grandMA3 full-size front panel* 1. [Screens 1-3](/grandma3/2-4/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-4/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 4. [Power key](/grandma3/2-4/key_power/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. [Command area](/grandma3/2-4/do_control_command/) 7. [Xkeys section](/grandma3/2-4/do_control_executor/) 8. [Master area](/grandma3/2-4/do_control_master/) 9. [Right executor area with 3 executor sections](/grandma3/2-4/do_control_executor/) 10. [Custom area](/grandma3/2-4/do_console_fullsize/#custom_section) 11. [Left executor area with 3 executor sections](/grandma3/2-4/do_control_executor/)   ![](/img/grandma3/2-4/img_full-size_rear_callout-7afe49.png) *grandMA3 full-size rear panel* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 4+5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-4/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 full-size CRV > grandMA3 full-size CRV front panel ![](/img/grandma3/2-4/img_gm3_full-size-crv_3d-2e0910.png) ![](/img/grandma3/2-4/img_gm3_full-size_crv_top_callouts-d84905.png) *grandMA3 full-size CRV front panel*   1. [Letterbox screens 8-10](/grandma3/2-4/do_screen_allocation/) 2. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 3. [Power key](/grandma3/2-4/key_power/) 4. [Level wheel](/grandma3/2-4/do_control_level/) 5. [Command area](/grandma3/2-4/do_control_command/) 6. [Xkeys section](/grandma3/2-4/do_control_executor/) 7. [Master area](/grandma3/2-4/do_control_master/) 8. [Right executor area with 3 executor sections](/grandma3/2-4/do_control_executor/) 9. [Custom area](/grandma3/2-4/do_console_fullsize_crv/#custom_section) 10. [Left executor area with 3 executor sections](/grandma3/2-4/do_control_executor/)   ![](/img/grandma3/2-4/img_gm3_full_size_crv_rear_callout_1-04b637.png) *grandMA3 full-size CRV rear panel* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-4/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/)[](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-4/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 light > grandMA3 light front panel ![](/img/grandma3/2-4/img_gm3_light_3d-a2216f.png) ![](/img/grandma3/2-4/img_gm3_light_top_callouts-c87c68.png) *grandMA3 light front panel* 1. [Screens 1+2](/grandma3/2-4/do_screen_allocation/) 2. [Letterbox screens 8+9](/grandma3/2-4/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 4. [Power key](/grandma3/2-4/key_power/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. [Command area](/grandma3/2-4/do_control_command/) 7. [Xkeys section](/grandma3/2-4/do_control_executor/) 8. [Master area](/grandma3/2-4/do_control_master/) 9. [Executor area with 3 executor sections](/grandma3/2-4/do_control_executor/)   ![](/img/grandma3/2-4/img_full-size_rear_callout-7afe49.png) *grandMA3 light rear panel* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-4/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 4+5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-4/dmx_port_config/#h2__474686261) topic. | For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 light CRV > grandMA3 light CRV front panel ![](/img/grandma3/2-4/img_gm3_light-crv_3d-f47a6b.png) ![](/img/grandma3/2-4/img_gm3_light_crv_top_callouts-7601ec.png) *grandMA3 light CRV front panel* 1. [Letterbox screens 8+9](/grandma3/2-4/do_screen_allocation/) 2. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 3. [Power key](/grandma3/2-4/key_power/) 4. [Level wheel](/grandma3/2-4/do_control_level/) 5. [Command area](/grandma3/2-4/do_control_command/) 6. [Xkeys section](/grandma3/2-4/do_control_executor/) 7. [Master area](/grandma3/2-4/do_control_master/) 8. [Executor area with 3 executor sections](/grandma3/2-4/do_control_executor/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For command line and graphical user interface access to an image showing the connectors on the back of the console, see the [DMX Port Configuration](/grandma3/2-4/dmx_port_config/#h2__474686261) topic. | ![Update this description text.](/img/grandma3/2-4/img_gm3_light-crv_rear_callout_white-b71c7d.png) grandMA3 light CRV rear panel 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [](/grandma3/2-4/fs_connect_dmx/)[](/grandma3/2-4/fs_connect_dmx/)[DMX-512-A A-F (5pin XLR female) + G (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/)  5. [DisplayPort 1+2+4+5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 consoles > The grandMA3 consoles control a wide range of lighting genres, including conventional lights, moving lights, LEDs, video, and media, via DMX signals or within a The grandMA3 consoles control a wide range of lighting genres, including conventional lights, moving lights, LEDs, video, and media, via DMX signals or within a network environment. All grandMA3 components, regardless of hardware, use the same software. For a general overview of grandMA3 hardware, see  . All components are fully integrable into the network environment. This topic describes the different sections of the grandMA3 consoles. These sections vary from model to model. The flagship of the grandMA3 range is the full-size or full-size CRV, respectively. The control room version (CRV) of the full-size and light models is without the monitor wing but includes additional external monitor ports. The grandMA3 light console or the light CRV are the workhorses of the range. The compact and compact XT models offer the full system benefits in a compact and lightweight format. The grandMA3 consoles number their screens in a specific order, for more information see [Screen Allocation](/grandma3/2-4/do_screen_allocation/). You can connect several external touch screens to a console, see [Connect External Screens](/grandma3/2-4/fs_connect_external_screens/). The display elements of the screens can be modified, see [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/).   For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [grandMA3 full-size](/grandma3/2-4/do_console_fullsize/) * [grandMA3 full-size CRV](/grandma3/2-4/do_console_fullsize_crv/) * [grandMA3 light](/grandma3/2-4/do_console_light/) * [grandMA3 light CRV](/grandma3/2-4/do_console_light_crv/) * [grandMA3 compact XT](/grandma3/2-4/do_console_compact_xt/) * [grandMA3 compact](/grandma3/2-4/do_console_compact/) # Command Area > Command area of grandMA3 full-size (CRV) and grandMA3 light (CRV) ![](/img/grandma3/2-4/img_full-size_front-panel_command-section-f29abf.png) Command area of *grandMA3 full-size (CRV) and grandMA3 light (CRV)* 1. Left command screen 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. Right command screen 4. [Grand master](/grandma3/2-4/do_control_grand/) 5. Number pad 6. [Xkeys section](/grandma3/2-4/do_control_executor/) # Custom Area # Control Elements > The following chapters describe the different control elements of the grandMA3 devices. The following chapters describe the different control elements of the grandMA3 devices. Each chapter uses drawings of the grandMA3 product for visualization. Control elements described in the chapters are marked in red. Subtopics * [Command Area](/grandma3/2-4/do_control_command/) * [Master Area](/grandma3/2-4/do_control_master/) * [Custom Area](/grandma3/2-4/do_control_custom/) * [Dual Encoders](/grandma3/2-4/do_control_encoder/) * [Level Wheel](/grandma3/2-4/do_control_level/) * [Grand Master](/grandma3/2-4/do_control_grand/) * [Executor Elements](/grandma3/2-4/do_control_executor/) # Dual Encoders > The five dual encoders are used to adjust the different attributes of the fixtures. There are four different actions on the encoders: The five dual encoders are used to adjust the different attributes of the fixtures. There are four different actions on the encoders: * Turn the inner ring to adjust the attribute “Coarse”. * Turn the outer ring to adjust the attribute “Fine”. * Press the inner ring to open a calculator to type in the value. * Press and turn the inner ring to adjust the attribute “Coarse” with a higher speed. * Press the dual encoder key to open a calculator to type in the value. The dual encoder key replaces the press function of the outer ring. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information on the Readout and Resolution of the encoders, see [Readout Keyword](/grandma3/2-4/keyword_readout/) and [Encoder Resolution](/grandma3/2-4/operate_encoder_resolution_multiplier/) topics. | These encoders are placed above the command section. You can define a customized encoder bar in the grandMA3 software. For more information, see [Encoder Bar Pool](/grandma3/2-4/ws_eb_encoder_pool/). ![](/img/grandma3/2-4/button_encoders_v0-91-539318.png) *Location on grandMA3 full-size and grandMA3 light consoles​* ![](/img/grandma3/2-4/buttons_small_-encoders_v0-91-910618.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​ and command wing​ XT*   Each of the dual encoders is numbered 1 to 5 from left to right. There are three elements in each encoder: The inner ring ![](/img/grandma3/2-4/button_encoders_inner_v0-91-21ac02.png)   The outer ring ![](/img/grandma3/2-4/button_encoders_outer_v0-91-d5c21a.png)   The dual encoder key ![](/img/grandma3/2-4/button_encoders_button_v0-91-b99810.png) # Executor Elements > Executors are used to playback and control elements of a show file in an accessible way. For example, they can be used to control a sequence. Executors are used to playback and control elements of a show file in an accessible way. For example, they can be used to control a sequence. For more information about executors, see the [Executors topic](/grandma3/2-4/executor/). Objects can be assigned to executors via the user interface of the grandMA3 software. The following menu/window gives access to the executor: * To open the Playbacks window, in the [Add Window pop-up](/grandma3/2-4/wvm_add_window/) tap Common and Playbacks. * To open the Playbacks menu, press F5 on the keyboard or tap ![](/img/grandma3/2-4/icon_master-fader_24_v1-0-2f4445.png) in the control bar. Depending on the hardware: * The number of physical executors depends on the console type. * The executors are handles to control objects in the show file. The executors are located on the left part of the console. ![](/img/grandma3/2-4/button_exec_v0-99_1-fd3174.png) *Executor location on large consoles* *** ## Executor 101 thru 190 [Section titled “Executor 101 thru 190”](#executor-101-thru-190) The executors 101 thru 190 are located as the lower buttons in the executor section. On the hardware keys, these have labeled one horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 191 thru 198 [Section titled “Executor 191 thru 198”](#executor-191-thru-198) The executors 191 thru 198 are located as the lower row of Xkeys (X9 to X16 | Exec). For more information see [Keys](/grandma3/2-4/keys/). *** ## Executor 201 thru 290 [Section titled “Executor 201 thru 290”](#executor-201-thru-290) The executors 201 thru 290 are located as the second lower buttons and the faders in the executor section. One button and the above fader is one executor.  On the hardware keys, these have labeled two horizontal lines on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 291 thru 298 [Section titled “Executor 291 thru 298”](#executor-291-thru-298) The executors 291 thru 298 are located as the upper row of Xkeys (X1 | Clone to X8 | DMX). For more information see [Keys](/grandma3/2-4/keys/). *** ## Executor 301 thru 390 [Section titled “Executor 301 thru 390”](#executor-301-thru-390) The executors 301 thru 390 are located as the second upper buttons and knobs in the executor section. One button and one knob is one executor. On the hardware keys, these have labeled three horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. *** ## Executor 401 thru 490 [Section titled “Executor 401 thru 490”](#executor-401-thru-490) The executor 401 thru 490 are located as the upper buttons and knobs in the executor section. One button and one knob is one executor. On the hardware keys, these have labeled four horizontal line on top of them. In the Playback Control overlay or the Playback window, they are named by their number. # Grand Master > The Grand Master is used to limit the output of the intensity of all the fixtures patched in the show. The Grand Master is used to limit the output of the intensity of all the fixtures patched in the show. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Fixtures can be excluded from the grand master, for example, by setting **Master React** to None in the patch menu. For more information, see [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/) | By default, turning the knob adjusts intensity. This can be changed in the Special Executor Configuration menu. To access the Special Executor Configuration menu: 1. Press Assign. 2. Press the Grand Master knob. The special executor configuration menu opens. This menu can also be opened using the SpecialExecutor keyword in the command line. For more information about SpecialExecutor, see the [SpecialExecutor keyword](/grandma3/2-4/keyword_specialexecutor/) topic. To read more about Executor Configuration, see the [Executor Configuration](/grandma3/2-4/executor_configurations/) topic. The Grand Master is also displayed on the right side of the encoder bar on screen 1: ![](/img/grandma3/2-4/img_grandmaster_v1-9-9f586f.png) *Grand Master in the encoder bar* The Grand Master level can be set by the fader. To enable or disable the Grand Master function, see [Master Modes](/grandma3/2-4/masters/). The Grand Master can also be assigned to any executor. See the [Assign object to an Executor](/grandma3/2-4/executor_assign/) topic. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Output layer and the DMX layer in both the [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) and the [Layout view](/grandma3/2-4/layout_view_settings/) as well as the [DMX Sheet](/grandma3/2-4/patch_dmx_sheet/) and the [3D window](/grandma3/2-4/patch_3d_viewer/) all display values as adjusted by the Grand Master | *** The Grand Master is located on the right side of the console. ![](/img/grandma3/2-4/button_grand_master_v0-1-0f0604.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-4/buttons_wings_grand_master_v0-1-ca9c04.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Level Wheel > The level wheel is used to adjust the intensity of the selected fixtures. The level wheel is used to adjust the intensity of the selected fixtures. The level wheel is placed on the right side of the numeric keys. * To adjust the wheel, see Wheel Mode and Wheel Resolution in the [User settings](/grandma3/2-4/user_settings/). ![](/img/grandma3/2-4/button_level_wheel_v0-91-2a2c2a.png) *Location on grandMA3 full-size and grandMA3 light consoles​*   ![](/img/grandma3/2-4/button_wings-level_wheel_v0-91-884afa.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​/command wing XT* # Master Area # grandMA3 extension > grandMA3 extension front panel ![](/img/grandma3/2-4/img_gm3_extension_3d-867380.png) ![](/img/grandma3/2-4/img_gm3_extension_top_callouts_1-89940f.png) *grandMA3 extension front panel* 1. [Letterbox screen 10](/grandma3/2-4/do_screen_allocation/) 2. [Custom section](/grandma3/2-4/do_extension/#custom_section) 3. [Executor section](/grandma3/2-4/do_control_executor/)   ![](/img/grandma3/2-4/img_gm3_extension_rear_callouts-5d14f7.png) *grandMA3 extension rear panel* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1 connector](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [Ethernet](/grandma3/2-4/fs_connect_ethernet/) For more information, see the topics [First steps](/grandma3/2-4/first_steps/), [Connect grandMA3 extension](/grandma3/2-4/fs_connect_extension/). For technical specifications, see [Technical Data](/grandma3/2-4/key_consoles_technical_data/) in the [grandMA3 Quick Manual consoles](/grandma3/2-4/grandma3_quick_manual_consoles/). # grandMA3 I/O Node # grandMA3 I/O Node DIN-Rail # grandMA3 Nodes # grandMA3 Nodes DIN-Rail # grandMA3 onPC command wing > grandMA3 onPC command wing front panel ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_3d-ff778a.png) ![](/img/grandma3/2-4/img_gm3_command_wing_top_callouts_3-533dce.png) grandMA3 onPC command wing front panel 1. [Master area](/grandma3/2-4/do_control_master/) 2. [Dual encoder section](/grandma3/2-4/do_consoles/#dual_encoder_section) 3. [Command area](/grandma3/2-4/do_control_command/) 4. [Level wheel](/grandma3/2-4/do_control_level/) 5. Executor buttons 101-110 + 201-210 6. Executor faders 201-210 7. Executor buttons 301-310 + 401-410 8. Executor knobs 301-310 + 401-410 For more information about executors, see [Executor elements](/grandma3/2-4/do_control_executor/). ![](/img/grandma3/2-4/img_gm3_command_wing_rear_callouts-b5d6df.png) grandMA3 onPC command wing rear panel 1. [DMX-512-A A-B (5pin XLR female) + C (5pin XLR male) ](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. USB 6. Power switch 7. [IEC connector](/grandma3/2-4/fs_connect_power/) 8. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 9. Kensington lock For technical specifications see [Technical Data](/grandma3/2-4/key_onpc_command_wing_technical_data/) in the [grandMA3 Quick Manual onPC command wing](/grandma3/2-4/grandma3_quick_manual_onpc_command_wing/). # grandMA3 onPC command wing XT > grandMA3 onPC command wing XT front panel ![](/img/grandma3/2-4/img_gma3_command_wing_xt_3d_1-9c7ccc.png) ![](/img/grandma3/2-4/img_gm3_command_wing_xt_top_callouts-bae554.png) *grandMA3 onPC command wing XT front panel* 1. [Master area](/grandma3/2-4/do_control_master/) 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. [Power key](/grandma3/2-4/key_power/) 4. [Command area](/grandma3/2-4/do_control_command/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. Executor buttons 101-110 + 201-210 7. Executor faders 201-210 8. Executor buttons 301-310 + 401-410 9. Executor knobs 301-310 + 401-410 For more information about executors, see [Executor elements](/grandma3/2-4/do_control_executor/). ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_callout_white-a65449.png) *grandMA3 onPC command wing XT rear panel* 1. [DMX-512-A A-B (5pin XLR female) + C (5pin XLR male)](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. Power switch 6. [IEC connector](/grandma3/2-4/fs_connect_power/) 7. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/#Jack) 10. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-4/fs_connect_external_screens/) For technical specifications see [Technical Data](/grandma3/2-4/key_onpc_xt_technical_data/) in the [grandMA3 Quick Manual onPC command wing XT](/grandma3/2-4/grandma3_quick_manual_onpc_command_wing_xt/). # grandMA3 onPC DMX-key / starter > ! **![](/img/grandma3/2-4/img_gm3_onpc_dmx-key_front_callouts-f3d573.png)** *** **grandMA3 onPC DMX-key (starter) front panel** 1. [Lockable USB p](/grandma3/2-4/fs_connect_usb/)[ort type C](/grandma3/2-4/fs_connect_usb/) 2. [Link LED](/grandma3/2-4/key_dmx_key_quick_start/) ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_back_callouts-c75cbe.png) *grandMA3 onPC DMX-key (starter) rear panel* 1. [DMX-512-A OUT (5pin XLR female) A ](/grandma3/2-4/fs_connect_dmx/) 2. [DMX-512-A OUT (5pin XLR female) B](/grandma3/2-4/fs_connect_dmx/)  For technical specifications, see [Technical Data](/grandma3/2-4/key_dmx_key_technical_data/) in the [grandMA3 Quick Manual DMX-key](/grandma3/2-4/en-quick-manual-dmx-key-1/). # grandMA3 onPC fader wing # grandMA3 onPC rack-unit # grandMA3 replay unit # grandMA3 viz-key > grandMA3 viz-key front panel ![Update this description text.](/img/grandma3/2-4/img_gm3_viz-key_front_callouts-797e09.png) *grandMA3 viz-key front panel* 1. [USB port type C](/grandma3/2-4/fs_connect_usb/) 2. Mode LEDs\ 1: Power On\ 2: USB connection with PC\ 3: Connection with grandMA3 onPC software # grandMA3 processing units # Screen Allocation > grandMA3 consoles number their screens in a specific order. Different consoles within the range have different amounts of internal screens and connections for e ## Numerical Order of Screens [Section titled “Numerical Order of Screens”](#numerical-order-of-screens) grandMA3 consoles number their screens in a specific order. Different consoles within the range have different amounts of internal screens and connections for external monitors. This topic covers those physical differences as well as the numbering system applied to those screens. ### grandMA3 full-size and light [Section titled “grandMA3 full-size and light”](#grandma3-full-size-and-light) ![](/img/grandma3/2-4/img_screen_order_fs-91ae12.png) grandMA3 full-size with all screens numbered The grandMA3 full-size includes three internal 15.6-inch screens mounted in a double-hinged monitor wing, three internal 14.9-inch letterbox screens, two internal 7-inch screens, and two connections for optional external monitors. The grandMA3 light includes two internal 15.6-inch screens mounted in a double-hinged monitor wing, two internal 14.9-inch letterbox screens, two internal 7-inch screens, and two connections for optional external monitors. The numbering of these screens is detailed in the following table:   | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ----------------------------------------------------------------------------------------------------------------------------------------- | | Screen 1 | 15.6-inch | 1,920 x 1,080 |   | | Screen 2 | 15.6-inch | 1,920 x 1,080 |   | | Screen 3 | 15.6-inch | 1,920 x 1,080 | Only on grandMA3 full-size | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 6 | 7-inch | 800 x 480 | Right command screen | | Screen 7 | 7-inch | 800 x 480 | Left command screen | | Screen 8 | 14.9-inch | 1,280 x 242 | Letterbox encoder screen | | Screen 9 | 14.9-inch | 1,280 x 242 | Right letterbox executor screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Left letterbox executor screen, on grandMA3 full-size or first grandMA3 extension connected to grandMA3 light | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen, on grandMA3 extension connected to grandMA3 full-size or second grandMA3 extension connected to grandMA3 light | *** ### grandMA3 full-size CRV and light CRV [Section titled “grandMA3 full-size CRV and light CRV”](#grandma3-full-size-crv-and-light-crv) ![](/img/grandma3/2-4/img_screen_order_fs_crv-e973cf.png) grandMA3 full-size CRV with all screens numbered   The grandMA3 full-size CRV includes three internal 14.9-inch letterbox screens, two internal 7-inch screens, and five connections for optional external monitors. The grandMA3 light CRV includes two internal 14.9-inch letterbox screens, two internal 7-inch screens, and four connections for optional external monitors. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | Screen 1 |   | 1,920 x 1,080 | External screen | | Screen 2 |   | 1,920 x 1,080 | External screen | | Screen 3 |   | 1,920 x 1,080 | External screen (only grandMA3 full-size CRV) | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 6 | 7-inch | 800 x 480 | Right command screen | | Screen 7 | 7-inch | 800 x 480 | Left command screen | | Screen 8 | 14.9-inch | 1,280 x 242 | Letterbox encoder screen | | Screen 9 | 14.9-inch | 1,280 x 242 | Right letterbox executor screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Left letterbox executor screen, on grandMA3 full-size CRV or grandMA3 extension connected to grandMA3 light CRV | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen, on grandMA3 extension connected to grandMA3 full-size CRV or second grandMA3 extension connected to grandMA3 light CRV | | | |   | | ***   ### grandMA3 compact XT and compact [Section titled “grandMA3 compact XT and compact”](#grandma3-compact-xt-and-compact) ![](/img/grandma3/2-4/img_screen_order_compact_xt-0ff26c.png) grandMA3 compact XT with all screens numbered The grandMA3 compact XT includes two internal 15.6-inch screens mounted in a hinged monitor wing and one connection for an optional external monitor. The grandMA3 compact includes one internal 15.6-inch screen mounted in a hinged monitor wing and one connection for an optional external monitor. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | --------------------------- | | Screen 1 | 15.6-inch | 1,920 x 1,080 |   | | Screen 2 | 15.6-inch | 1,920 x 1,080 | Only on grandMA3 compact XT | | Screen 4 |   | 1,920 x 1,080 | External screen | ***   ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-4/img_screen_order_rpu-1edd7d.png) grandMA3 replay unit with all screens numbered The grandMA3 replay unit includes two connections for optional external monitors. The numbering of these screens is detailed in the following table: | Screen number | Display Size | Resolution | Remark | | ------------- | ------------ | ------------- | ---------------------------------------------------------------------------------------- | | Screen 1 | 5-inch | 800 x 480 | Internal command multi-touch screen | | Screen 4 |   | 1,920 x 1,080 | External screen | | Screen 5 |   | 1,920 x 1,080 | External screen | | Screen 10 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on first grandMA3 extension connected to grandMA3 replay unit | | Screen 11 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on second grandMA3 extension connected to grandMA3 replay unit | | Screen 12 | 14.9-inch | 1,280 x 242 | Letterbox executor screen on third grandMA3 extension connected to grandMA3 replay unit | For more information on connecting external screens, see the [Connect External Screens](/grandma3/2-4/fs_connect_external_screens/) topic. *** ### grandMA3 onPC rack-unit and grandMA3 onPC command wing XT [Section titled “grandMA3 onPC rack-unit and grandMA3 onPC command wing XT”](#grandma3-onpc-rack-unit-and-grandma3-onpc-command-wing-xt) For onPC stations, the single windows for each display can be freely arranged. The grandMA3 onPC rack-unit does include a 5-inch screen. For more information, see the [Displays in grandMA3 onPC](/grandma3/2-4/ws_onpc_displays/) topic. # Shortcuts > The following topics describe the use of shortcuts in the grandMA3 software. The following topics describe the use of shortcuts in the grandMA3 software. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Keyboard Shortcuts](/grandma3/2-4/do_shortcuts_keyboard/) * [Framework Shortcuts](/grandma3/2-4/do_shortcuts_framework/) # Framework Shortcuts > The framework of the grandMA3 software uses the following keyboard shortcuts for user interface related grids, for example, in the Patch menu or the Fixture Bui The framework of the grandMA3 software uses the following keyboard shortcuts for user interface related grids, for example, in the Patch menu or the Fixture Builder. | Press key | Command | Description | | ---------------- | --------------------------------- | ------------------------------------------------------------------------- | | Insert | Insert UIGridSelection | Executing a user interface (UI) related insert function. | | Ctrl + Insert | Store UIGridSelection | Executing a UI related store function. | | Delete | Delete UIGridSelection | Executing a UI related delete function. | | Ctrl + C | Copy UIGridSelection | Copying from a UI grid. | | Ctrl + V | Paste UIGridSelection | Pasting into a UI grid. | | Ctrl + X | Cut UIGridSelection | Cutting from a UI grid. | | Ctrl + N | - | Toggles, for example, the “New Object Line” in a UI grid. | | Ctrl + M | - | Toggles Merge children. | | Ctrl + Enter | Edit UIGridSelection | Opens the edit pop-up for a selected cell. | | Ctrl + Alt + D |   | Resets the color theme. | | F1 | Menu “AtOverlay” | Opens the At Filter. | | F2 | Menu “MenuSelector” | Opens the menu. | | F3 | Menu “CommandControl” | Opens the command section menu. | | F4 | Menu “MasterControl” | Opens the master controls menu. | | F5 | Menu “PlaybackControl” | Opens the playback menu. | | F7 | Menu “CustomMasterSectionOverlay” | Opens the custom master section menu. | | F8 | Menu “EncoderBarControl” | Opens the encoder bar menu. | | F9 | Menu “DeskLock” | Enables desk lock | | F10 | - | Toggles shortcuts. For more information, see [Keys](/grandma3/2-4/keys/). | | F8 during reboot | - | Opens the boot menu. | # Keyboard Shortcuts > Keyboard shortcuts allow fast operation of the console and onPC command wings via the (internal) keyboard. Keyboard shortcuts allow fast operation of the console and onPC command wings via the (internal) keyboard. Some of these user-editable shortcuts are for general use and override other commands. Others are related to specific windows and pop-ups. The [KeyboardShortcut keyword](/grandma3/2-4/keyword_keyboardshortcut/) is used to edit and list the keyboard shortcuts. Keyboard Shortcuts are part of the user profile. This allows each user or user profile to use their own shortcut definitions within a show file. *** ## Turn the Keyboard Shortcuts on [Section titled “Turn the Keyboard Shortcuts on”](#turn-the-keyboard-shortcuts-on) * Tap ShCuts next to the command line or press F10\*\*\*\* on your keyboard. ![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_enabled_v2-2-ded7d7.png) *Keyboard shortcuts enabled* ![](/img/grandma3/2-4/window_keyboard_shortcuts_enabled_v1-0-ed8cb6.png)The keyboard shortcuts are turned on (yellow text). *** ## Turn the Keyboard Shortcuts off [Section titled “Turn the Keyboard Shortcuts off”](#turn-the-keyboard-shortcuts-off) * Tap ShCuts next to the command line or press F10\*\*\*\* on your keyboard. ![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_disabled_v2-2-48f259.png) *Keyboard shortcuts disabled* The keyboard shortcuts are turned off (white text). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | In certain menus and pop-ups where the shortcuts are not relevant, they are switched off and back on automatically. The shortcut icon turns red. | *** ### Shortcut Examples [Section titled “Shortcut Examples”](#shortcut-examples) The images show the activated shortcut menu. The menu color can be changed in the [color theme](/grandma3/2-4/ws_colors_color_theme/). The lavender text in the images shows the keyboard shortcuts when ShCuts is enabled. *![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_command_section1_v2-2-31447b.png)*Command section window left*![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_command_section2_v2-2-cbfcc6.png)*Command section window right*![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_playback_controls_v2-2-a49921.png)*Playback controls window** *** ### Keyboard Shortcuts Window [Section titled “Keyboard Shortcuts Window”](#keyboard-shortcuts-window) 1. To edit the shortcuts, open the Preferences and Timings window. 2. Tap Keyboard Shortcuts. The Keyboard Shortcuts window opens: ![Update this description text.](/img/grandma3/2-4/window_edit_keyboard_shortcuts_v2-1-cbb065.png) *Edit Keyboard Shortcuts window* ![](/img/grandma3/2-4/window_edit_keyboard_shortcuts_v1-9-d19a8f.png)Add Keyboard Shortcuts  1. To add a new keyboard shortcut at the end of the list, scroll down, tap New KeyboardShortcut, and then tap Insert new Keyboard Shortcut. A new empty cell is generated at the end of the list. 2. Tap and hold or right-click on the empty cell. The **Select Key Code** pop-up opens. ![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_keycode_v2-2-6c27d0.png) *Select key code window* 3. Select the desired key code from the pop-up list. The pop-up closes. 4. To open the Edit Keyboard Shortcut pop-up, tap and hold or right-click on the empty cell in the Shortcut row.\ ![Update this description text.](/img/grandma3/2-4/pop_up_keyboard_shortcuts_edit_v2-1-3adb47.png)\ *Edit Keyboard shortcut pop-up* 5. To enter the desired shortcut, press the relevant keys. The pop-up closes. As Enter can also be used as a shortcut, it is not possible to close the Edit keyboard shortcut pop-up with Enter. * To confirm the shortcut, tap Ok. * To clear the shortcut, tap None. * To cancel the edit, tap X. 6. If a keyboard shortcut already exists, a warning pop-up appears. Tap Yes to save the new shortcut. ![Update this description text.](/img/grandma3/2-4/popup_keyboard_shortcuts_warning_v2-1_1-d53e08.png) *Warning pop-up* 7. The new shortcut is added to the list. ![Update this description text.](/img/grandma3/2-4/window_keyboard_shortcuts_finished_v2-1-a9460a.png) *New shortcut is added*   ### Add Executor Index [Section titled “Add Executor Index”](#add-executor-index) The **Executor Index** column defines the executor that is triggered when executing the corresponding shortcut. The executor will have its shortcut displayed in lavender color in the playbacks control window when ShCuts is enabled. ![Update this description text.](/img/grandma3/2-4/popup_edit_executor_v2-1-60cc3c.png) Executor Index - Calculator ## Edit Existing Keyboard Shortcut [Section titled “Edit Existing Keyboard Shortcut”](#edit-existing-keyboard-shortcut) 1. To edit an existing shortcut definition, tap and hold the Keyboard Shortcut you want to edit. The Edit keyboard shortcut pop-up opens: ![Update this description text.](/img/grandma3/2-4/popup_edit_shortcut_v2-1_1-0bdc3c.png) *Edit keyboard shortcut pop-up* 2. Enter the new shortcut. ## Delete Keyboard Shortcuts [Section titled “Delete Keyboard Shortcuts”](#delete-keyboard-shortcuts) 1. To select the keyboard shortcut to be deleted, tap the desired shortcut. 2. Tap Delete. 3. The keyboard shortcut is deleted. To undo a deletion, tap Oops.   ## Reset Keyboard Shortcuts to Defaults [Section titled “Reset Keyboard Shortcuts to Defaults”](#reset-keyboard-shortcuts-to-defaults) * To reset the keyboard shortcuts to their defaults, tap Load Defaults. The keyboard shortcuts are reset to their defaults. | | | | ------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Shift keys on the keyboard correspond with the MA keys on the console.  | ## Import / Export Keyboard Shortcuts [Section titled “Import / Export Keyboard Shortcuts”](#import--export-keyboard-shortcuts) * To import or export the keyboard shortcuts, tap Import or Export. By default, files will be exported to the relevant folder within the library folder structure, either on the console’s local drive or on the onPC station, or on a selected USB drive. For more information about this folder structure, see the [Folder Structure](/grandma3/2-4/fm_folder_structure/) topic. For information about exporting and importing show data using command line syntax without the use of these menus, see the [Export keyword](/grandma3/2-4/keyword_export/) and [Import keyword](/grandma3/2-4/keyword_import/) topics. #### # UPS Battery > The grandMA3 full-size, grandMA3 light, and their CRV versions all have rechargeable lithium-ion batteries for an uninterrupted power supply (UPS). The grandMA3 full-size, grandMA3 light, and their CRV versions all have rechargeable lithium-ion batteries for an uninterrupted power supply (UPS). The purpose of the battery is to enable saving the show file and shutting down the console in case of a power loss. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Do not use the battery to bypass the console for a longer period! Do not move the console around while in UPS mode! | In case of a power loss: * A Power Loss pop-up appears on every screen and command screen, depending on the console type. * The power status icon in the command line turns red. *** ## Power Status [Section titled “Power Status”](#power-status) There is an indicator of the power status on both the command line and in the [Message Center](/grandma3/2-4/system_message_center/). Status indications include the following states: ![](/img/grandma3/2-4/img_command-line_battery-full_v2-0-7d2b90.png) Power is connected, and the battery is full. ![](/img/grandma3/2-4/img_command-line_battery-charging_v2-0-3eb9d7.png) Power is connected, and the battery is not full (and recharging).  ![](/img/grandma3/2-4/img_command-line_battery-discharge_pulsating_v2-3-1b70e6.png) (Pulsating) Power is disconnected and the battery is discharging.  ![](/img/grandma3/2-4/img_command-line_battery_session_v2-3-9711cc.png) Indicates a power disconnection for a station in a session. For example, when a grandMA3 onPC station is connected to a console and the console loses power, the icon on the grandMA3 onPC station turns yellow. ![](/img/grandma3/2-4/img_command-line_battery-none_v2-3-7993a4.png) The battery icon is crossed when the station has no battery, for example, grandMA3 onPC. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When a device runs in battery mode, the system differentiates between the battery status of your own device and those of other devices in a session. Depending on the configuration, the label beneath the status icon will show either **“My”**, **“My+Ext”**, or **“Ext”** to indicate whether which device is affected. | *** ### Battery Status Pop-Up [Section titled “Battery Status Pop-Up”](#battery-status-pop-up) Tap the power status indicator to open the Battery status pop-up. The pop-up could look like this: ![](/img/grandma3/2-4/popup_battery-status_v2-0-dcc131.png) Battery status pop-up The Battery status pop-up displays multiple relevant metrics for the battery and A/C power.   *** ## Power Loss Pop-up [Section titled “Power Loss Pop-up”](#power-loss-pop-up) While this pop-up is open, the percentage in parentheses (X%) decreases continuously. The percentage in parentheses is linked to the battery’s power status. In the pop-up window, three commands are available to tap: **Save and Shut Down:** Saves the current show file and shuts down the console properly. **Shut Down:** Properly shuts down the console without saving the show file. **Continue**: The console continues running on battery power. Additional Power Loss pop-ups appear during battery discharge. When continued, the console will automatically shut down, reaching (0%). The console reboots automatically when the power supply is back. ![](/img/grandma3/2-4/pop-up_powerloss_v1-9-bc8445.png) Power Loss - Pop-up. # Fixture Types Editor > With the fixture types editor, you can build new fixture types and modify existing ones. With the fixture types editor, you can build new fixture types and modify existing ones. To access the editor: * Press Menu and tap Patch. The patch menu opens. * Tap Fixture Types on the left side of the window: ![](/img/grandma3/2-4/window_fixture-type-5680b6.png)\ *Fixture type menu* To edit an existing fixture type, follow the steps below: 1. Import some fixtures. See [Import Fixture Types](/grandma3/2-4/ft_import/). 2. Select the fixture type you want to edit and tap Edit at the bottom of the window. The Fixture type editor opens: ![](/img/grandma3/2-4/window_fixture-type-20_editor-1-5f17a7.png)\ *Fixture type editor* 1. Tap Columns in the title bar to filter the number of columns to be displayed. There are three modes: * **Condensed**: For a better overview, this mode displays only essential columns. * **Full**: Displays all columns and tabs used by the grandMA3. * **Extended**: Displays all columns and tabs of all settings of the fixture type. 1. Tap DMXModes at the top of the window. 2. Select the fixture type mode you want to edit and tap Edit at the bottom of the window. The editor displays the DMXChanels for the selected fixture type. ![](/img/grandma3/2-4/window_edit_fixture-type_v2-4-63e713.png) The DMX footprint for the selected fixture type is displayed in brackets in the DMXChannels tab. When you are done with the modifications, close the window. Changes will be saved when you exit the patch menu. The following topics guide you in building a new fixture type. # Edit Recipe Mode > Besides handling recipes in cues parts and presets, recipes can also be created and edited within the programmer. This mode is based on a programmer workflow fo ## Create Recipes with the Edit Recipe Mode [Section titled “Create Recipes with the Edit Recipe Mode”](#create-recipes-with-the-edit-recipe-mode) Besides handling recipes in cues parts and presets, recipes can also be created and edited within the programmer. This mode is based on a [programmer workflow](/grandma3/2-4/operate_programmer/) for quickly and efficiently creating recipes. All pool item selections are logged, saved in a recipe, and then can be easily stored into presets and cues. | | | | -------------------------------------------------- | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The edit recipe mode is only available for standard recipes. | The Recipe Editor window is a handy tool to visualize and edit recipes while in edit recipe mode. For more information on the Recipe Editor window, see [above](/grandma3/2-4/recipes/#h2_1768861353). ![Update this description text.](/img/grandma3/2-4/recipe_editor_window_v2-2-4c4fbb.png) Recipe Editor window There are multiple ways to enable the edit recipe mode:​ * Tap Edit Recipe in the title bar of the recipe editor window. * Enable Edit Recipes in the **At Filter menu.** * Use the [EditRecipe](/grandma3/2-4/keyword_editrecipe/) keyword. While the edit recipe mode is enabled, Edit and Esc flash alternately. To disable the edit recipe mode, press Esc or use one of the options described above to toggle the edit recipe mode. Once the edit recipe mode is disabled, all pools work as usual. Each object type that can be used for a recipe will have its pool window marked with a green ![](/img/grandma3/2-4/icon_cooking-pot_12_v1-7-c4818c.png), when edit recipe mode is enabled: ![Update this description text.](/img/grandma3/2-4/edit_recipe_mode_enabled_v2-1-b473c5.png) Groups pool with edit recipe mode enabled The following windows use the recipe indicator: * Groups * Preset Pools * MAtricks * Worlds * Filters * Layout Viewer * Fixture Sheet | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Make sure you set the Pool Action setting in the corresponding pools to **SelFix/At** or **At** so you can use them for recipes. | For creating recipes with the Edit Recipe mode, it is useful to have a groups pool, several preset pools, a sequence pool, and the recipe editor window visible: ![Update this description text.](/img/grandma3/2-4/recipe_editor_mode_and_window_v2-1-6b62e3.png) Several pool windows and recipe editor window with edit recipe mode enabled The following steps outline the general workflow for creating recipes. For a practical example, see [below](/grandma3/2-4/recipes/#h2_1689083776). 1. Activate the Edit Recipe mode. 2. Select groups. The selected groups are indicated by a green frame around the pool objects. Multiple groups can be selected at the same time. 3. Select presets. Presets that are not compatible with fixtures of the selected group will be grayed out. All objects selected for recipes of the currently selected groups are indicated by a green frame in their pool windows. The last selected preset and the corresponding recipe line in the recipe editor, will be displayed with rotating green dots around the objects. These rotating dots indicate it as the target of MAtricks or filter values. \ Tap on a selected object again to deselect it. To select an already used preset (which has a green frame), press MA and tap the preset. Now MAtricks, filters, and worlds can be applied to the corresponding recipe. The corresponding line in the recipe editor is displayed with a green dotted frame.\ Multiple values can be added to a selection, a single recipe line is created for each selected value in the recipe editor window. Also different selections can be defined, for example, by tapping Group 2. A brown frame around pool objects indicates the values for previous selections, for example, Group 1. Tap Group 1 again and the previously defined values for this selection are highlighted in green again. A feature group indicator bar at the bottom of the group objects shows the feature groups that are active in the recipe for this very group. 4. Store the new recipe to a cue, cue part, or a preset. Storing a recipe clears the recipe editor and only groups will remain as selected objects.  The order of recording selections and values has an impact on how the recipe is handled. The last recipe line determines the output if several recipe lines with the same selection refer to the same attribute. Storing recipes into [Preset Pools](/grandma3/2-4/presets_pools/) for specific feature groups, for example the Color preset pool, stores not only values for Colors, but all recipe lines of the selected programmer part. Executing the [EditRecipe](/grandma3/2-4/keyword_editrecipe/) keyword with a corresponding cue, cue part, or preset, enables the edit mode for the specific object in the recipe editor mode. Press Off and tap a group or a preset to remove the corresponding recipe line. If a group or a preset has multiple lines linked, all corresponding lines will be removed.  It is not possible to directly enter values into a recipe, they have to be stored in a preset first. If no preset is selected, the values are put directly into the programmer.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Values that are entered for creating a recipe, do not overwrite or replace values that are directly entered into the programmer. The automatically cooked recipes are treated with low priority. To actively overwrite or merge programmer values, cook the programmer using the [Cook Keyword](/grandma3/2-4/keyword_cook/). Also MAtricks values will only work with recipes and will not affect the programmer.  | Open the [MAtricks Editor](/grandma3/2-4/matricks/) to define specific MAtricks values to the recipe lines. While using the MAtricks editor to edit a recipe, the editor is displayed with “(Recipe)” and the green pot icon in the title bar. The rotating dots around the preset and recipe line indicate the target for MAtricks values.\ To add MAtricks, Worlds and Filters to the last created recipe, tap on the objects in the pool. Pool objects of MAtricks, Worlds, and Filters have a brown colored frame around them when they are used by a recipe: ![Update this description text.](/img/grandma3/2-4/matricks_editor_and_pools_with_edit_recipemode_enabled_v-2-1-9d14c9.png) MAtricks Editor with a selected MAtricks and Filter pool object  *** ## Example [Section titled “Example”](#example) This is a simple example of how to create recipe lines for a cue using the recipe editor window. **Requirements**: * Load the demo show file. * Have preset pools, a groups pool, the recipe editor window, and the MAtricks editor visible. Also the sequence pool can be useful, but it is not a requirement.  Follow these steps to create two recipe lines and store it into a cue: 1. Enable Edit Recipe in the recipe editor window. 2. Tap on group 1 to select it. Group 1 now has a green frame around it. 3. Tap on the dimmer preset  2. The dimmer preset appears with a green dotted frame around it.  4. Tap on the color preset  2. The green dotted frame moves to the color preset.\ At this point, two recipe lines are created. Group 1 is the **Selection** for both lines. For **Values**, the first line has preset 1.2, the second preset 4.2. 5. Now tap on a different group (Group 3) to select it.\ The prior selections of all pool objects is now deselected and displayed with a brown frame. 6. Select a dimmer and color preset again: Tap on preset 1.2 and preset 4.4.\ The selected presets are now connected to Group 3. 7. Tap on the position preset 3. 8. Tap on the template phaser preset 1. 9. Add some values for the MAtricks Editor: Set phase from X to 0, set phase to X to 360°.\ The MAtricks Editor values are added to the last created phaser preset recipe line with a green dotted frame around the line. This is indicated by a small MAtricks icon in Name column of **Recipe 6** of the recipe editor window: ![Update this description text.](/img/grandma3/2-4/recipe_editor_example_v2-2-37eef6.png) Recipe editor window with six recipe lines. The rotating dots around recipe line 6 indicate it as the target of MAtricks or filter values.   10. The last step is to store all recipe lines to a cue: Store Sequence 2 Cue 1. Cue 1 with all six recipe lines is created and all lines are removed from the recipe editor window. To see the example, tap the video below:  [Vimeo video](https://player.vimeo.com/video/1085694170?title=0\&byline=0\&portrait=0\&color=ffeb0f)\\ # [EN] Quick Manual grandMA3 onPC DMX-key and onPC DMX-key starter ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_dmx_key_intended_use/) * [Safety Instructions](/grandma3/2-4/key_dmx_key_safety/) * [Support](/grandma3/2-4/key_dmx_key_support/) * [Transportation](/grandma3/2-4/key_dmx_key_transportation/) * [Limitations](/grandma3/2-4/key_dmx_key_limitations/) * [Quick Start](/grandma3/2-4/key_dmx_key_quick_start/) * [Maintenance](/grandma3/2-4/key_dmx_key_maintenance/) * [Disposal](/grandma3/2-4/key_dmx_key_disposal/) * [Technical Data](/grandma3/2-4/key_dmx_key_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_dmx_key_processing_unit/) * [Declaration of Conformity](/grandma3/2-4/key_dmx_key_conformity/) # [EN] Quick Manual grandMA3 I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_i_o_node_intended_use/) * [Safety Instructions](/grandma3/2-4/key_i_o_node_safety/) * [Support](/grandma3/2-4/key_i_o_node_support/) * [Transportation](/grandma3/2-4/key_i_o_node_transport/) * [Limitations](/grandma3/2-4/key_grandma3_i_o_node/) * [Installation](/grandma3/2-4/key_io_node_installation/) * [Quick Start](/grandma3/2-4/key_io_node_quick_start/) * [Maintenance](/grandma3/2-4/key_i_o_node_maintenance/) * [Disposal](/grandma3/2-4/key_i_o_node_disposal/) * [Technical Data](/grandma3/2-4/key_i_o_node_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_io_nodes/) * [Declaration of Conformity](/grandma3/2-4/key_i_o_node_conformity/) # [EN] Quick Manual grandMA3 onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_onpc_command_wing_intended_use/) * [Safety Instructions](/grandma3/2-4/key_onpc_command_wing_safety/) * [Support](/grandma3/2-4/key_onpc_command_wing_support/) * [Transportation](/grandma3/2-4/key_onpc_command_wing_transport/) * [Limitations](/grandma3/2-4/key_onpc_command_wing_limitations/) * [Quick Start](/grandma3/2-4/key_onpc_command_wing_quick_start/) * [Maintenance](/grandma3/2-4/key_onpc_command_wing_maintenance/) * [Disposal](/grandma3/2-4/key_onpc_command_wing_disposal/) * [Technical Data](/grandma3/2-4/key_onpc_command_wing_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_command_wing/) * [Declaration of Conformity](/grandma3/2-4/key_onpc_command_wing_conformity/) # [EN] Quick Manual grandMA3 onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_onpc_xt_intended_use/) * [Safety Instructions](/grandma3/2-4/key_onpc_xt_safety/) * [Support](/grandma3/2-4/key_onpc_xt_support/) * [Transportation](/grandma3/2-4/key_onpc_xt_transport/) * [Limitations](/grandma3/2-4/key_onpc_xt_limitations/) * [Quick Start](/grandma3/2-4/key_onpc_xt_quick_start/) * [Maintenance](/grandma3/2-4/key_onpc_xt_maintenance/) * [Disposal](/grandma3/2-4/key_onpc_xt_disposal/) * [Technical Data](/grandma3/2-4/key_onpc_xt_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_command_wing_xt/) * [Declaration of Conformity](/grandma3/2-4/key_onpc_xt_conformity/) # [EN] Quick Manual grandMA3 onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_intended_use/) * [Safety Instructions](/grandma3/2-4/key_safety/) * [Support](/grandma3/2-4/key_fader_wing_support/) * [Transportation](/grandma3/2-4/key_fader_wing_transport/) * [Limitations](/grandma3/2-4/key_onpc_limitations/) * [Quick Start](/grandma3/2-4/key_fader_wing_quick_start/) * [Maintenance](/grandma3/2-4/key_fader_wing_maintenance/) * [Disposal](/grandma3/2-4/key_fader_wing_disposal/) * [Technical Data](/grandma3/2-4/key_fader_wing_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_fader_wing/) * [Declaration of Conformity](/grandma3/2-4/key_fader_wing_conformity/) # [EN] Quick Manual grandMA3 onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_grandma3_rack_unit_transport/) * [Safety Instructions](/grandma3/2-4/key_rack_unit_safety/) * [Support](/grandma3/2-4/key_rack_unit_support/) * [Transportation](/grandma3/2-4/key_rack_unit_transport/) * [Limitations](/grandma3/2-4/key_onpc_rack_unit_limitations/) * [Quick Start](/grandma3/2-4/key_rack_unit_quick_start/) * [Maintenance](/grandma3/2-4/key_rack_unit_maintenance/) * [Disposal](/grandma3/2-4/key_rack_unit_disposal/) * [Technical Data](/grandma3/2-4/key_rack_unit_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_rack_unit/) * [Declaration of Conformity](/grandma3/2-4/key_grandma3_onpc-rack_unit/) # [EN] Quick Manual grandMA3 viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_viz_key_intended_use/) * [Safety Instructions](/grandma3/2-4/key_viz_key_safety/) * [Support](/grandma3/2-4/key_viz_key_support/) * [Transportation](/grandma3/2-4/key_viz_key_transport/) * [Limitations](/grandma3/2-4/key_viz_key_limitations/) * [Quick Start](/grandma3/2-4/key_viz_key_quick_start/) * [Maintenance](/grandma3/2-4/key_viz_key_maintenance/) * [Disposal](/grandma3/2-4/key_viz_key_disposal/) * [Technical Data](/grandma3/2-4/key_viz_key_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_viz_key_processing_unit/) * [Declaration of Conformity](/grandma3/2-4/key_viz_key_conformity/) # [EN] Quick Manual grandMA3 Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_dinrail_intended_use/) * [Safety Instructions](/grandma3/2-4/key_dinrail_safety/) * [Support](/grandma3/2-4/key_dinrail_support/) * [Transportation](/grandma3/2-4/key_dinrail_transport/) * [Limitations](/grandma3/2-4/key_dinrail_limitations/) * [Installation](/grandma3/2-4/key_dinrail_installation/) * [Quick Start](/grandma3/2-4/key_dinrail_quick_start/) * [Maintenance](/grandma3/2-4/key_dinrail_maintenance/) * [Disposal](/grandma3/2-4/key_dinrail_disposal/) * [Technical Data](/grandma3/2-4/key_dinrail_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_nodes_din/) * [Declaration of Conformity](/grandma3/2-4/key_dinrail_conformity/) # [EN] Quick Manual grandMA3 consoles ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_consoles_intended_use/) * [Safety Instructions](/grandma3/2-4/key_consoles_safetyinstructions/) * [Support](/grandma3/2-4/key_consoles_support/) * [Transportation](/grandma3/2-4/key_transport/) * [Limitations](/grandma3/2-4/key_consoles_limitations/) * [Quick Start](/grandma3/2-4/key_console_quick_start/) * [Maintenance](/grandma3/2-4/key_consoles_maintenance/) * [Disposal](/grandma3/2-4/key_consoles_disposal/) * [Technical Data](/grandma3/2-4/key_consoles_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults/) * [Declaration of Conformity](/grandma3/2-4/key_conformity/) # [EN] Quick Manual grandMA3 Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_xport_nodes_intended_use/) * [Safety Instructions](/grandma3/2-4/key_xport_nodes_safety/) * [Support](/grandma3/2-4/key_xport_nodes_support/) * [Transportation](/grandma3/2-4/key_xport_nodes_transport/) * [Limitations](/grandma3/2-4/key_xport_nodes_limitations/) * [Quick Start](/grandma3/2-4/key_xport_node_quick_start/) * [Maintenance](/grandma3/2-4/key_xport_node_maintenance/) * [Disposal](/grandma3/2-4/key_xport_nodes_disposal/) * [Technical Data](/grandma3/2-4/key_xport_nodes_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_nodes/) * [Declaration of Conformity](/grandma3/2-4/key_xport_node_conformity/) # [EN] Quick Manual grandMA3 processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/grandma3/2-4/key_pu_intended_use/) * [Safety Instructions](/grandma3/2-4/key_pu_safety/) * [Support](/grandma3/2-4/key_pu_support/) * [Transportation](/grandma3/2-4/key_pu_transport/) * [Limitations](/grandma3/2-4/key_pu_limitations/) * [Quick Start](/grandma3/2-4/key_pu_quick_start/) * [Maintenance](/grandma3/2-4/key_pu_maintenance/) * [Disposal](/grandma3/2-4/key_pu_disposal/) * [Technical Data](/grandma3/2-4/key_pu_technical_data/) * [Hardware-Related Instances](/grandma3/2-4/key_pixel_faults_pu/) * [Declaration of Conformity](/grandma3/2-4/key_pu_conformity/) # Executors > The executors are handles and controls to other objects. The executors are handles and controls to other objects. They are often used to control sequences, but they can control other objects. The idea is that an object (for instance, a sequence) is assigned to the executor. The executor can then control the object. Several executors can control the same object. A sequence assigned to an executor is running cues from the sequence pool. In essence, the executor is manipulating or sending commands to the sequence in the pool.   Executors are physical keys (executor buttons), knobs (executor knobs), and faders (executor faders) on the grandMA3 hardware. They can also be represented as on-screen virtual executors - these can be viewed and operated in the [Playback Window](/grandma3/2-4/executor/#playback_window) (see below). Read more about the physical executor hardware in the [Executor Elements topic](/grandma3/2-4/do_control_executor/). There are 4 rows of executors. The bottom row is numbered from 101 up to 190. This row only has a single executor button. The row above is numbered from 201 up to 290. This row has an executor button and an executor fader. The next row is from 301 up to 390. This row has an executor button and a rotating executor knob. The top row is from 401 up to 490. This row also has an executor button and a rotating executor knob. The Xkeys are also executors. The executor buttons labeled X1 | Clone to X8 | DMX are executor 291 to 298. The executor buttons labeled X9 to X16 | Exec are executors 191 to 198. Executors are organized in wings. There are vertically 15 columns of executors on a wing. The columns are organized in sections of 5. There are 60 (15 columns x 4 rows) executors on a wing. There are 6 wings for a total of 360 (6 wings x 60 executors) executors plus the 16 from the Xkeys - the total is 376. The physical device might have fewer executors than the software’s amount. For instance, the grandMA3 compact console has 2 x 5 columns of executors. The executors can also be used from the command line using the [Executor keyword](/grandma3/2-4/keyword_executor/). ## []()Executor Pages [Section titled “Executor Pages”](#executor-pages) The 376 executors are just on one page. It is possible to create up to 9 999 executor pages in each [Data Pool](/grandma3/2-4/datapool/). Each page has its own setup of executors. Executors that are active on one page are still active when the selected page is changed to another. The executor pages can be seen and labeled in the **Page Pool** - it can be [created as a window](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_pages-pool_v1-9-051df9.png) *Page pool with page 1 selected.* The page pool is also available as a pop-up that can be opened by tapping the middle part of the page selector. ![](/img/grandma3/2-4/img_page-selector_v0-8-02c41e.png) *Tap the middle part of the page selector to open the page pool pop-up* There are no functional differences between the pool as a pop-up or window. Pages are automatically created when the Page+ and Page- keys are used to change through the pages. The up and down arrows in the page selector can also be used to change the page, just like the physical keys. A page can also be created using the following syntax: Store Page \[Page\_Number] (\[“Page\_Name”]) The page name is optional in the syntax above. Read more in the[ Page keyword](/grandma3/2-4/keyword_page/) topic. ## Executor Labels [Section titled “Executor Labels”](#executor-labels) The letterbox screens above the executors show the labels for the executors. The bottom of the left command screen shows the labels for the Xkeys. ![Example of the playback bar for the first section of 5 x 4 executors](/img/grandma3/2-4/img_playback-bar_executor-topic_v1-9-b2926f.png) *Example of the playback bar for the first section of 5 x 4 executors* The executor labels above the executors are a part of the Playback Bar. Read more about them in the [Playback bar topic](/grandma3/2-4/ws_playback_bar/). The labels display how the encoders are grouped, what object they control, and what handle function each executor has. Read more about how to change all these things in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). The labels take appearance and scribbles from the object assigned. For example, if a sequence has a special appearance, this appearance is also displayed in the playback bar. ## []()Playback Window [Section titled “Playback Window”](#playback-window) The Playback window is a virtual representation of the physical executors. ![Playback window showing all four rows and both labels and executor handles](/img/grandma3/2-4/window_playback_v1-9-3-1653a1.png) *Playback window showing all four rows and both labels and executor handles* The window can automatically adjust the number of visible executors based on the window’s width and the selected number of sections. This means that a window can minimum have 5 x 4 executors and a maximum of 15 x 4 (one wing). The window’s minimum size to display a section of 15 executors is 10 squares wide on a screen. The virtual executors can be operated on the screen. ### Playback Window Settings [Section titled “Playback Window Settings”](#playback-window-settings) The settings allow for customization of the window. The settings can be accessed by tapping the MA logo in the upper left corner. ![Playback window settings](/img/grandma3/2-4/playback_window_settings-cbd966.png) Playback window settings There are toggle buttons that can show or hide the four executor rows. There are also settings to show or hide the labels and the executor handles. This makes it very flexible. For instance, it could just show the labels for the 200 row of executors or just the executor handles for the 100 row executors. The Page and WingID settings are also described in the [Window Settings](/grandma3/2-4/wvm_settings/) topic. The Executors setting toggles the displayed on-screen copies of the relevant faders, knobs, and keys.  In additon, Labels shows or hides the executor or Xkeys labels. The #Sections setting selects how many sections of five columns the window should display. The properties are: * **Auto**:\ The window displays as many sections as possible based on the width of the window and a minimum width of each column. * **1**:\ The window only shows the first section of executors - 5 columns. * **2**:\ The window shows the first and second sections of executors - 10 columns. * **3**:\ The window shows all three sections of executors in the wing - 15 columns. The properties with a specified number of sections will always show the selected amount, even when the window width makes it hard to use. Subtopics * [Executor Configurations](/grandma3/2-4/executor_configurations/) * [Assign Object to an Executor](/grandma3/2-4/executor_assign/) * [Running Playbacks](/grandma3/2-4/executor_running_playbacks/) * [Special Executors](/grandma3/2-4/executor_special/) # Assign Object to an Executor > Many objects can be assigned to an executor. The executor is a physical key, fader, or encoder that controls the assigned object. The physical devices can also Many objects can be assigned to an executor. The executor is a physical key, fader, or encoder that controls the assigned object. The physical devices can also be represented as on-screen controllers. | | | | ------------------------------------------ | ---------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Quick Steps:** | | | 1. Press Assign. | 2. Tap what should be assigned or press the relevant keys. 3. Press the executor where it should be.These are the simplest steps to assign something to an executor - read below for details. | ## Assigning Objects Using Keys and Pools [Section titled “Assigning Objects Using Keys and Pools”](#assigning-objects-using-keys-and-pools) It is easy to assign something to an executor. Press Assign followed by the desired object and then the executor to which it should be assigned. Here are three variations on how it works. The examples use sequences, but it can be any of the allowed types: #### Example 1 [Section titled “Example 1”](#example-1) Using only the keys to assign sequence 3 at executor number 105 on the current page, type: Assign Sequ 3 At MA + X16 | Exec 1 0 5 Please #### Example 2 [Section titled “Example 2”](#example-2) It is also possible to use a combination of keys and pools. Having a pool visible on one of the screens makes it possible to combine key presses with pool selection. 1. Tap and swipe out of the sequence pool object that should be assigned. 2. Swipe to the Assign option and release the screen. 3. Press one of the keys associated with the desired executor. #### Example 3 [Section titled “Example 3”](#example-3) Pressing the keys puts keywords into the command line. This means it can also be typed as a command line input. | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Sequence 4 At Page 2.301 | This command will assign sequence 4 to executor 301 on executor page 2. The page keyword needs to be used when addressing executors on specific pages. The page needs to exist before it can be addressed. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The process for assigning special executors and Xkeys is the same as the process described for executors. | *** ## Assign Objects Using the Assign Menu [Section titled “Assign Objects Using the Assign Menu”](#assign-objects-using-the-assign-menu) The **Assign** menu offers a visual approach to assigning something to the executors. Use the assign menu by selecting the executor first and then selecting the object. There are three main ways to open the Assign Menu: * Press Assign followed by any of the keys associated with the desired executor. * Tap the executor label in the [Mini Executor Bar](/grandma3/2-4/ws_playback_bar/) (do not do a long press - it opens the editor instead). * Tap on the desired executor in the the Playbacks Window or the [Playback Controls](/grandma3/2-4/ws_playback_controls/) menu. This is the Assign menu: ![Assign Menu - Object page](/img/grandma3/2-4/menu_assign-executor_object_v1-9-3f9417.png) *Assign Menu - Object tab* The title bar has a toggle button called Lock Executor. This can be used to lock the executor from changes. It does not lock the executor from playing back or performing other functions normally; the lock only prevents making changes to the executor. This is the **Object** page of the Assign menu. This page is selected by tapping Object on the right side. The top has several tabs. One for each object type that can be assigned to the executor and a special one used to select an **Empty** object. The other tabs open a selection list. The list will contain the possible objects of that type. The different types are: * [Sequence](/grandma3/2-4/cue_sequence/) * [Master](/grandma3/2-4/masters/) * [Group](/grandma3/2-4/group/) * [Macro](/grandma3/2-4/macros/) * [Quickey](/grandma3/2-4/quickeys/) * [Preset](/grandma3/2-4/presets/) * [Sound](/grandma3/2-4/sound/) * [World](/grandma3/2-4/worldfilter/) * [View](/grandma3/2-4/wvm/) * [User](/grandma3/2-4/user/) * [UserPlugin](/grandma3/2-4/plugins/) * [ScreenConfig](/grandma3/2-4/wvm/) * [Timer](/grandma3/2-4/timers/) Tap Sequence to open the list of possible sequences. It could look like this: ![Assign menu in the sequence object tab](/img/grandma3/2-4/menu_assign-executor_object-sequence_v1-9-142d54.png) *Assign menu in the sequence object tab with Sequence 1 ‘Look’ selected* Each allowed type that can be assigned to an executor provides a list of the available objects. The DataPool in the title bar makes selecting an object from a different data pool easy. Select the desired object by tapping it. The default [Executor Configuration](/grandma3/2-4/executor_configurations/) for the object type is applied to the executor when assigning an object to an empty executor. When there is already an object assigned, the executor configuration is not recalled, when assigning a different object to the executor. This, including executor expansion, can be defined in the handle tab. *** ## Change Key Function and Executor Size Using the Handle Tab [Section titled “Change Key Function and Executor Size Using the Handle Tab”](#change-key-function-and-executor-size-using-the-handle-tab) When the executor, special executor, or Xkey has something assigned, changing the functions assigned to the executor keys, faders, and encoders is possible. It is also possible to assign functions using keys or commands. For more information, read [below](/grandma3/2-4/executor_assign/#h2_1870226992). If continuing to work in the Assign menu, tap Handle on the left side. It could look like this: ![](/img/grandma3/2-4/assign_menu_handle_page_v-2-4-5b2b20.png) *Assign menu on the Handle tab with Sequence 1 ‘Look’ and the key executor 201 selected* In the title bar, enable Fix Executor to latch the selected executor to all pages, same as the [Fix Keyword](/grandma3/2-4/keyword_fix/) does. The handle tab of the assign menu is split up in two sides. On the left hand side of the menu a table represents the executors of of the same section. The assign menu of the special executors displays all special executors. The right side of the menu is designed to set different options for the selected executor. The executor section is displayed on the left. The selected executor button is indicated by a yellow frame and is brighter compared to executors that are not selected. The title bar is blinking in red. The name of the assigned object is displayed in the middle of title bar. The starting number of the executor is on the left and the number of the assigned pool object on the right. Tapping an empty executor in the handle tab creates a new empty executor and the assign menu switches to the object tab. The example image above shows executor 201 with space above and to the right. The size of the selected executor can be extended using any of the four resize corners (![](/img/grandma3/2-4/icon_resize_corner_15px-2f5a25.png)). Executors can be expanded if there are empty executors next to them. Depending on whether the resizing or moving of an executor was successful or not, the border of the executor will shortly flash green or red. To move the entire executor, tap, hold, and drag  in the executor’s title bar. Tapping an executor with a less saturated appearance will select this executor.  The elements (key, fader, or encoder) of the selected executor are indicated by icons in the upper left corner. The selected function, except fader functions, with the corresponding icon is displayed in the center. The color of the bar at the top of the executor button indicates the assigned object category (Sequence, Master, Group, etc.). The rest of the button will be the same color as the appearance color of the object if the button is not selected. If a button has more than one trigger option assigned to it, the button will split to display the multiple options.  If executors have multiple functions assigned, and the assigned objects have individual appearances, then it could look like this: ![](/img/grandma3/2-4/img_assign_menu_left_v2-4-072c67.png) *Two executors with executor 206 ‘Spots’ selected* *** ## Trigger Options [Section titled “Trigger Options”](#trigger-options) The keys, faders, and encoders have different functions. The available functions depend on the object assigned to the executor and the executor itself. Different functions are available when using a key, fader, or encoder. Set different options for the selected executor, on the right side of the handle tab. Depending on whether a key, fader or encoder is selected, the menu on the right changes. At the top, choose how to trigger the key, fader, or encoder. A key can have up to four different trigger options: * ![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png): Press the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_button_release_v2-3-859e21.png): Release the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png): Press and hold MA and press the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_button_release_v2-3-859e21.png): Release MA and the key to trigger the selected function. An encoder has six different trigger options: * ![](/img/grandma3/2-4/icon_encoder_left_v2-3-191628.png): Rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-4/icon_encoder_left_right_v2-3-3e9317.png): Rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-4/icon_encoder_right_v2-3-7a3116.png): Rotate the encoder to the right to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_left_v2-3-191628.png): Press and hold MA and rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_left_right_v2-3-3e9317.png): Press and hold MA and rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_right_v2-3-7a3116.png): Press and hold MA and rotate the encoder to the right to trigger the selected function. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When only the encoder or key trigger option is used, without the MA trigger option, then the trigger option remains accessible when pressing MA. | A fader has one trigger option: * ![](/img/grandma3/2-4/img_single_fader_15px-2cfca4.png): Move the fader up or down to use the selected function. # Executor Configurations > Executor key and fader configurations can be saved and reused. Read the Assign Object to an Executor topic for information on changing the assignment. Executor key and fader configurations can be saved and reused. Read the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/) for information on changing the assignment. The configurations are stored in an Executor Configuration pool. This can be created as any other window. Read the [Add Window topic](/grandma3/2-4/wvm_add_window/) to learn how. ![Executor Configuration pool with a selected configuration ](/img/grandma3/2-4/window_configs-pool_v2-4-bc836e.png) *Executor Configuration pool with a selected configuration* Each object type that can be assigned to an executor has a default executor configuration used if nothing changes. This is described below. The selected pool object is used as the default for sequences. This configuration can be changed in the **Assign Menu.** The Assign Menu can be opened by pressing Assign and then an executor button. The menu is used to set up executors. Learn more in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). ![Key and Fader configurations](/img/grandma3/2-4/key_and_fader_configs_v-2-1-0fde2f.png) *Key and Fader configurations* In the example above, there are several Keys and Encoders that have a different assignment than the original saved configuration. The different assignments are marked with a cyan color bar. In the title bar of the assign menu, is Executor Config. button. ![](/img/grandma3/2-4/menu_assign_titlebar_v2-0-23568c.png) *Title bar of the assign menu* Executor Config. shows the currently selected configuration, and tapping it opens a small select pop-up where any existing executor configurations can be selected or a new one can be created. Load is used to load the selected configuration onto the keys, encoders, and faders. Save can be used to save the currently assigned functions to the selected configuration. For more information on the pop-up and creating and editing executor configurations in the handle tab of the assign menu, read [Assign Object to an Executor](/grandma3/2-4/executor_assign/#h2_420566424). *** ## Executor Configurations Editor [Section titled “Executor Configurations Editor”](#executor-configurations-editor) To open the editor, tap and swipe on a pool object and tap Edit: ![](/img/grandma3/2-4/popup_edit-configuration_v2-4-07d1f8.png) *Edit configuration pop-up for the first pool object* Use the editor to customize executor configurations. The buttons on the left side of the menu always come in pairs and represent a fader/encoder and key executor. This is indicated by the icons in the upper left corner of the buttons (![](/img/grandma3/2-4/icon_encoder_left_right_v2-3-3e9317.png)![](/img/grandma3/2-4/img_single_fader_15px-2cfca4.png)/ ![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png)). An executor configuration can be loaded to any type of executor. Depending on for which type of executor (encoder, fader, or key) the configuration is used later, the functions set in the editor are loaded to the executor. For example, when encoder left/right are defined, and used later on an executor in row 200, the fader would have an empty assignment.  Select a fader/encoder or key executor on the left side of the editor, to edit its trigger options and functions on the right side of the editor. For more information about functions and trigger options, see [Assign Object to an Executor](/grandma3/2-4/executor_assign/#h2_1296303096). The title bar of the editor offers the following options:  Recast is used when a configuration has been saved with changes, and these changes should also be applied to the other executors that use this configuration. Saving a change to a configuration does not automatically apply the changes to other executors. Pressing Recast applies the changes to all the executors using the configuration. The recast can also be applied using the [Recast keyword](/grandma3/2-4/keyword_recast/). Tapping List References in the title bar opens an info pop-up showing the objects that reference the configuration and what other objects this configuration might depend on. Enabling Settings in the title bar displays the following options below the title bar:  * **Name**: Opens the [Label](/grandma3/2-4/wvm_pool_label/) dialog.  * **Scribble**: Select a [Scribble](/grandma3/2-4/scribbles_assign/) from the drop-down or tap New to create a new one.  * **Appearance**: Select an [Appearance](/grandma3/2-4/appear_create/) from the drop-down or tap New to create a new one. * **Tags**: Opens the [Tags](/grandma3/2-4/tags/) assignment editor.  * **Note**: Opens the [Note](/grandma3/2-4/notes/) editor.  * **Width**: Edit the width of the executor configuration. * **Height**: Edit the height of the executor configuration. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The width and height define the scale of a new executor when using the configuration. It is possible to increase the width and height of the configuration and edit the functions for additional executor button and decrease it again in the editor. When loaded to an executor and the executor is expanded later, all information of the assigned functions will be loaded. | * **ExecConfigType**: Select an ExecutorConfigType as a preference for which object type you want to use the executor configuration. Functions that cannot be used with the selected type are grayed out in the list below. However, it is still possible to assign it to executors of different object types.  *** ## []()Executor Configuration Preferences [Section titled “Executor Configuration Preferences”](#executor-configuration-preferences) The default executor configuration for each object is stored in the Preference and Timing. This is accessed by pressing Menu /![](/img/grandma3/2-4/icon_gear_15px-4a7044.png) and then Preference and Timings, and finally Executor Config. ![](/img/grandma3/2-4/executor_config_pref_and_timings_menu_v2-4-8a6e31.png) Preferences and Timings - Executor Config menu This menu has a setting for each object type that can be assigned to an executor. Tapping each of these settings opens a small select pop-up where any of the executor configurations can be selected as the default settings for the object type. # Running Playbacks > There are two ways to see the different running playbacks. This can be useful when trying to find out what is running and also to quickly turn off different pla There are two ways to see the different running playbacks. This can be useful when trying to find out what is running and also to quickly turn off different playbacks. ## []()Running Playback Window [Section titled “Running Playback Window”](#running-playback-window) It can be a window on a screen. This is called **Running Playbacks** and can be [created like any other window](/grandma3/2-4/wvm_add_window/). It is in the “More” tab. ![Running playback window ](/img/grandma3/2-4/window_running_playbacks_v2-1-c14a60.png) \_Running playback window \_ Each running object is displayed as a pool object and can be interacted with like any other pool object. For instance, it is possible to use the [Off keyword](/grandma3/2-4/keyword_off/) to turn off an object by pressing Off and then tapping the object in the window. This window can show different types of objects: Sequences, Macros, Timecodes, Presets, Timers, SoundFiles, and Generators. Toggle between them by tapping the Sequence, Macros, Timecodes, Presets, Timers, or SoundFiles tabs or select All to see all the different types. The title bar has a button that can activate the “Off Mode”. With this On, objects are immediately turned off when tapped in the window. Tap Off Mode to toggle between the On and Off states. After Hold List is enabled, playbacks that are switched off will be grayed out. This stops the **Running Playbacks** window from constantly updating the list of running playbacks, especially when many sequences are flashing. It is possible to filter the objects in the window to display only the playbacks started by a specific user by changing the Started by setting in the title bar or in the window settings. This can be overridden to only show playback triggered by the user currently logged in on the station, by tapping My Playbacks Only in the title bar. Disabling My Playbacks Only again resets Started by to its previous value.  The number in the lower right corner of each tab indicates how many playbacks of its object type are currently running. As soon as My Playbacks Only is active, or Started by is set to something else than **\** , or SelectedDataPool in the Window Settings\*\* \*\*is set to something else than **All DataPools,** two numbers will be displayed: **x** / **y**. * **x**: Represents the number of running playbacks based on the made settings. * **y**: Represents the number of all running playbacks. The title bar also has a Sheet Style button. This turns the sheet style On or Off for this window. The default style is pool style, like the image above. Sheet style could look like this: ![Running playbacks window in sheet style - one sequence and one timer started by Guest](/img/grandma3/2-4/window_playbacks_sheetstyle_v2-1-8d9596.png) *Running playbacks window in sheet style - one sequence and one timer started by Guest* This mode shows more details and displays all the extra information available on pool objects. For example, the **Trigger** column indicates which object started the playback. Selecting a specific data pool and changing the font size are the only other options for the **Running Playbacks** window. All settings can be found in the **Running Playback Settings**, which can be opened by tapping the MA logo in the upper left corner of the title bar. ## []()Off Menu [Section titled “Off Menu”](#off-menu) The other way to see running playbacks is to open a temporary version of the window. This is called the **Off Menu**. It is opened by pressing Off twice: ![Update this description text.](/img/grandma3/2-4/off_menu_v-2-2-f1717e.png) *Off Menu in \ mode* # Special Executors > Special executors include the grand master knob as well as the keys, knobs, faders, encoders, and wheels found in the custom area and master area. By default, t Special executors include the grand master knob as well as the keys, knobs, faders, encoders, and wheels found in the custom area and master area. By default, they are assigned to control a useful assortment of masters. As with other executors, changing the assignment of special executors allows control of many types of objects, including sequences, masters, plugins, groups, macros, worlds, and views. The different areas containing special executors are always displayed to the right of the relevant letterbox screens corresponding to the hardware below the screens. The **Custom Master Section** window displays the current assignment and status of the special executors in the two custom areas, the master area and the grand master knob. This window can also include on-screen versions of the special executor encoders, wheels, knobs, and keys; as well as the Go+, Go-, and Pause keys for the selected sequence. Tap the ![](/img/grandma3/2-4/icon_special_master_15px-c10e14.png) icon in the control bar to open the **Custom Master Section** temporarily. The **Custom Master Section** window is available under the More and All tabs in the **Add Window** pop-up.  ![The Custom Master Section Window with all areas visible.](/img/grandma3/2-4/window_custom-master-section_v2-0-c73374.png) Custom/Master Section window The Custom/Master Section window contains three main areas:​ * Custom area encoders and wheels are displayed on the left side of the window when all sections are visible. * Master area, including the Go+, Go-, and Pause buttons for the selected executor, is displayed in the center of the window when all areas are visible. * Grand master area, displayed on the right side of the window when all sections are visible. These three main areas can include labels and a visualization of the associated hardware. When both labels and hardware are visible, the label for each special master appears directly above the associated hardware. In addition, page navigation buttons can be shown along the window’s right edge. Tap MA in the upper left corner of the window to open the Window Settings pop-up. ![](/img/grandma3/2-4/popup_custom-master-section_settings_v2-0-9ce6a6.png) Custom/Master Section Window Settings pop-up Tap Labels to show or hide the labels for all visible sections. Tap Hardware Buttons to show or hide the hardware visualizations for all visible sections. Tap Custom Area, Master Area, Grand Master, Page Area, and Master Area Knobs to show or hide the corresponding area of special executors or page navigation controls. Tap Show Title Bar to show or hide the title bar of the window. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Hardware Buttons and Master Area settings must all be enabled in order for the **Default Playback** buttons to be visible. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | As elements are hidden, the remaining visible elements automatically rescale to fill the available space within the window. | Tap the label of the **Default Playback** area to open the **Edit Sequence** for the selected sequence. Tap the label of any special executor to open the **Assign Menu** for that special executor. The options available in the **Assign Menu** for a special executor are the same as the options for any other executor. For more information on the assignment process, see the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) topic. *** ## Special Executor 5 and the Grand Master [Section titled “Special Executor 5 and the Grand Master”](#special-executor-5-and-the-grand-master) By default, the grand master is assigned to special executor 5. Press Assign, then press the special executor 5 knob to open the **Assign Menu** for special executor 5. Use the **Assign Menu** to assign any desired object to special executor 5. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Since the hardware associated with special executor 5 consists of only a knob with no additional key, it is possible to assign a normal key function to the press of the knob. | When any object other than the grand master is assigned to special executor 5, the area of the encoder bar that normally shows the grand master adjusts to show both the grand master and a label for the object assigned to special master 5. ![](/img/grandma3/2-4/img_grandmaster-specialmaster5_v2-0-dd1e4e.png) Encoder bar showing both sequence 1, assigned to special master 5, and the grand master. # Advanced Use of Command Line Syntax > To control the input in the command line use the List keyword any time. To control the input in the command line use the [List keyword](/grandma3/2-4/keyword_list/) any time. For more information about the command line and the Command Line History, read the [command line topic](/grandma3/2-4/ws_ui_command_line/). To list all available destinations, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List |   ![](/img/grandma3/2-4/window_commandlinehistory_list_v2-3-1eb441.png) List view in Command Line History ## Subtopics [Section titled “Subtopics”](#subtopics) * [macros](/grandma3/2-4/macro_create/) # Supported File Formats > grandMA3 software supported file formats: grandMA3 software supported file formats: ### Sound File Formats [Section titled “Sound File Formats”](#sound-file-formats) WAV (.wav), MP3 (.mp3), and Vorbis (.ogg) files are supported. Files are imported into the Sounds Pool. See [Sounds Pool](/grandma3/2-4/sound_pool/). *** ### Image File Formats [Section titled “Image File Formats”](#image-file-formats) JPG (.jpg) and PNG (.png) files are supported.  JPG is generally for standard images while PNG can have transparent areas useful for icons. Files are imported into the Images Pool. See [Images](/grandma3/2-4/images/).[](/grandma3/2-4/sound_pool/) | | | - | *** ### Video File Formats [Section titled “Video File Formats”](#video-file-formats) VP8 (.webm) and VP9 (.webm) files are supported. They are open-source, royalty-free codecs developed by Google. Video files are imported to the Videos Pool. See [Videos](/grandma3/2-4/videos/). | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | With VP8, the video size will be larger, but the CPU usage will be lower than with VP9. Use VP8 when you need better performance, such as when streaming multiple videos simultaneously. If your goal is to reduce video memory usage, use VP9. | # File Management > In addition to saving and loading complete show files, the grandMA3 software supports the exchange and portability of smaller portions of show data; for example In addition to saving and loading complete show files, the grandMA3 software supports the exchange and portability of smaller portions of show data; for example, a collection of macros or even a single preset. To maintain a predictable organizational structure, the software uses well-defined sets of folders within the hard drive of the console, the hard drive of a computer running grandMA3 onPC, and any USB drive connected to either a console or an onPC station. The following topics cover data transfer between a client and the console, as well as the default folder structure created and utilized by the software. For more information about the handling of complete show files, see the [Show File Handling](/grandma3/2-4/show_file_management/) topic. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The file name must not contain the following characters: \ ” $ \* ? ^ \| / : < > \` | ## Subtopics [Section titled “Subtopics”](#subtopics) * [SFTP Connection to a Console](/grandma3/2-4/fm_sftp/) * [Folder Structure](/grandma3/2-4/fm_folder_structure/) # First Steps > This chapter describes how to prepare the grandMA3 consoles and the grandMA3 onPC for operation, from unpacking the devices to powering them on for the first ti This chapter describes how to prepare the grandMA3 consoles and the grandMA3 onPC for operation, from unpacking the devices to powering them on for the first time. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Unpack the Device](/grandma3/2-4/fs_unpack_device/) * [Check Scope of Delivery](/grandma3/2-4/fs_scope_delivery/) * [Position the Device](/grandma3/2-4/fs_postition_device/) * [Connect Power](/grandma3/2-4/fs_connect_power/) * [Connect Desk Light](/grandma3/2-4/fs_connect_desk_light/) * [Connect External Screens](/grandma3/2-4/fs_connect_external_screens/) * [Connect USB Devices](/grandma3/2-4/fs_connect_usb/) * [Connect DMX](/grandma3/2-4/fs_connect_dmx/) * [Connect Audio In](/grandma3/2-4/fs_connect_audio_in/) * [Connect MIDI](/grandma3/2-4/fs_connect_midi/) * [Connect Sound Out](/grandma3/2-4/fs_connect_sound/) * [Connect LTC](/grandma3/2-4/fs_connect_smpte_ltc/) * [Connect Ethernet](/grandma3/2-4/fs_connect_ethernet/) * [Connect DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/) * [Connect grandMA3 extension](/grandma3/2-4/fs_connect_extension/) * [Connect grandMA3 fader wing](/grandma3/2-4/fs_connect_fader_wing/) * [Connect grandMA3 viz-key](/grandma3/2-4/fs_connect_viz_key/) * [Turn on the device for the first time](/grandma3/2-4/fs_turn_on_the_device/) * [Shut Down the System](/grandma3/2-4/shutdown_the_system/) # Fixture Types > Fixture types are used to visualize and control real-life fixtures on stage. Fixture types are used to visualize and control real-life fixtures on stage. A fixture type is a footprint of an actual fixture, smoke machine, laser, media server, dimmer, or anything to be controlled and visualized with a grandMA3 console. A fixture type is described with the following parameters: * modes * channels * physical properties You can find many fixture types and manufacturers in the grandMA3 library. Fixture types are also available for download from MA Fixture Share and GDTF Share webpages. Beyond that, it is possible to build a fixture from scratch with its parameters and attributes using the fixture builder! The grandMA3 software includes its fixture builder.\ Using the GDTF Builder is also an option. *** ## Links [Section titled “Links”](#links) For more information on Fixture Share, see . For more information on GDTF Share, see . For more information on GDTF Builder, see . ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import Fixture Types](/grandma3/2-4/ft_import/) * [Build Fixture Types](/grandma3/2-4/ft_build/) * [Export Fixture Types](/grandma3/2-4/ft_export/) # Programmer Layers > Values for the selected layer can be displayed in the Sequence Sheet, the Content Sheet, and the Fixture Sheet. Values for the selected layer can be displayed in the [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/), the [Content Sheet](/grandma3/2-4/cue_content_sheet/), and the [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/). Layers can be set from the Encoder Bar, the Layer Toolbar, or by typing the corresponding layer keyword. For more information, see [General Keywords](/grandma3/2-4/csk_general_keywords/). To enable the **Layer Toolbar** in the fixture sheet, see [Fixture Sheet Settings](/grandma3/2-4/fixture-sheet-settings/). ![](/img/grandma3/2-4/window_layer_toolbar-203dc0.png)\ *Fixture sheet layer toolbar* The CueAbs layer displays each attribute’s sequence, cue, and part numbers, with absolute values derived from a running playback. The displayed information refers to the playback that defines the current output value for the attribute. For more information, see [CueAbsolute](/grandma3/2-4/keyword_cueabsolute/) keyword. Typical values, such as a selected static position, are displayed in the **absolute** value layer.  The CueRel layer displays each attribute’s sequence, cue, and part numbers, along with a relative value derived from the running playback. The displayed information refers to the playback that defines the current output value for the attribute. For more information, see [CueRelative](/grandma3/2-4/keyword_cuerelative/) keyword. A mauve marker indicates relative values.  The\*\* Fade\*\* layer can be used to adjust and see individual fade times. Individual fade times are indicated with a green marker. The **Delay** layer can be used to adjust and see individual delay times indicated by an orange marker. The [Sequence Sheet]() in Track Sheet mode is best for viewing these values. Learn more about [Individual Attribute Timing](/grandma3/2-4/cue_timing/) in the [Cues and Sequences](/grandma3/2-4/cue_sequence/) topic. The fixture sheet DMX layer provides valuable information. Open a fixture sheet and tap DMX in the Layer Toolbar. For more information, see [Fixture Sheet Settings](/grandma3/2-4/fixture-sheet-settings/). The fixture name cells for fixtures/attributes with active values from the DMX tester are highlighted in white on the fixture sheet. For more information, see the [DMX Sheet](/grandma3/2-4/patch_dmx_sheet/). The DMX values are shown in the same color as the DMX tester background. ![](/img/grandma3/2-4/window_fixture-sheet_dmx_layer-8c2fff.png)\ *Fixture sheet with DMX layer selected* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Sheet Masking](/grandma3/2-4/worldfilter_filter_rules/) * [Fixture Sheet Settings](/grandma3/2-4/fixture-sheet-settings/) # Fixture Sheet Modes > There are four fixture sheet modes: There are four fixture sheet modes: * **Fixture** * **Channel** * **Dimmer+** * **Sheet Filter** ## Subtopics [Section titled “Subtopics”](#subtopics) * [Common Window Settings](/grandma3/2-4/wvm_settings/) * [Graphics](/grandma3/2-4/operate_fixture_graphic/) # Fixture Sheet Settings > To open the Fixture Sheet Settings menu, tap the MA logo in the title bar of the Fixture Sheet: To open the Fixture Sheet Settings menu, tap the MA logo in the title bar of the **Fixture Sheet**: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Title Bar Configuration](/grandma3/2-4/wvm_title_bar_configuration/) # Folder Structure > The grandMA3 software uses a default set of folders to help maintain a predictable structure when saving data to any internal or external drives. The grandMA3 software uses a default set of folders to help maintain a predictable structure when saving data to any internal or external drives. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | This topic, and other topics in the manual, lists a particular folder name as **gma3\_x.y.z**. In this name, the “x.y.z” portion takes the place of the actual installed version number. If the installed version is v1.4.2.1, the name of this folder is **gma3\_1.4.2**. | ## Main Folder [Section titled “Main Folder”](#main-folder) The main folder where all grandMA3 user data is stored by default appears using different labels depending upon the type of drive. This folder can be found under the following names and locations: ### On USB Drives: [Section titled “On USB Drives:”](#on-usb-drives) The main folder on any USB drive connected to either a console or a computer running grandMA3 onPC appears at the root of the drive with the name **grandMA3**. The full folder structure is created once the drive is connected to the station and selected in the system. There are many ways to select the drive, including the Backup menu, any menu allowing import or export, or the **Select Drive \[Drive Number]** command. For more information on the **Drive** keyword, see the [Drive keyword](/grandma3/2-4/keyword_drive/) topic. ### On Internal Drives of Computers Running grandMA3 onPC: [Section titled “On Internal Drives of Computers Running grandMA3 onPC:”](#on-internal-drives-of-computers-running-grandma3-onpc) The full folder structure is created as part of the software installation process. The main folder on the internal drive of any computer running grandMA3 onPC appears with the name **MALightingTechnology**. On computers running macOS, the main folder is found at the following location:\ **\[System HD]/Users/\[User Name]/MALightingTechnology** On computers running Windows, the main folder is found at the following location:\ **C:\ProgramData\MALightingTechnology** ### On the Internal Drive of the Console: [Section titled “On the Internal Drive of the Console:”](#on-the-internal-drive-of-the-console) When logged into the console via SFTP, the console presents the main grandMA3 folder as the root directory, using the name **/**. For more information about SFTP, see the [SFTP Connection](/grandma3/2-4/fm_sftp/) topic. *** ## Shows and Backups [Section titled “Shows and Backups”](#shows-and-backups) Show files and backup show files are saved in dedicated folders, which appear in the following locations: ### On USB Drives: [Section titled “On USB Drives:”](#on-usb-drives-1) **grandMA3/shared/shows\ grandMA3/shared/backups** ### On Internal Drives of Computers Running grandMA3 onPC: [Section titled “On Internal Drives of Computers Running grandMA3 onPC:”](#on-internal-drives-of-computers-running-grandma3-onpc-1) **MALightingTechnology/gma3\_x.y.z/shared/shows\ MALightingTechnology/gma3\_x.y.z/shared/backups** ### On the Internal Drive of the Console: [Section titled “On the Internal Drive of the Console:”](#on-the-internal-drive-of-the-console-1) **/actual/shared/shows\ /actual/shared/backups** | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Moving, altering, or deleting any files other than show files or backup show files within the **gma3\_x.y.z** folder of an onPC station or the **actual** folder of a console may make the software unstable or render the system unable to boot. | *** ## Library [Section titled “Library”](#library) When exporting smaller portions of data from the show file (including objects such as fixture profiles, user profiles, and macros), these files are saved into the **gma3\_library** folder of the selected drive unless an alternate destination is specified during the export. Most object types have dedicated default sub-folders within the library. The complete list of automatically generated library folders and sub-folders includes: * agendas * appearances * certificates * colorthemes * datapools * executorconfigurations * executorpages * filters * groups * layouts * macros * matricks * plugins * presets * sequences * timecodes * worlds * fixturetyperesources * gobos * meshes * fixturetypes * inout * artnet * dcremotes * dmxremotes * midiremotes * osc * outputconfigurations * sacn * media * images * sounds * symbols * videos * mvr * netkeys * patch * dmxcurves * stages * scribbles * userprofiles * cameras * renderqualities * screenconfigurations * viewbuttons * views * users ### Exceptions to the Default Library Structure [Section titled “Exceptions to the Default Library Structure”](#exceptions-to-the-default-library-structure) Exporting any objects, that do not have a dedicated sub-folder within the gma3\_library, saves the files directly to the **gma3\_library** folder unless an alternate destination is specified during the export. Exporting either the parent of multiple objects, which each have their dedicated folders, (for example, exporting DMXProtocols as one file rather than separate exports of Art-Net and sACN) or children of objects where those children do not have their dedicated folder (for example, exporting one or more cues rather than a whole sequence), automatically adds a descriptive sub-extension to the file name while saving the file to the most appropriate folder. *** ## Automatic Folder Structure Migration [Section titled “Automatic Folder Structure Migration”](#automatic-folder-structure-migration) The default folder structure used by version 1.5 and later of the grandMA3 software is different than the structure used in previous versions. When the software recognizes a USB drive, which includes the older structure but not the newer structure, the software presents a pop-up with options for automatically migrating the existing data to the new structure. ![](/img/grandma3/2-4/popup_folder-structure_v1-5-63b0f8.png) Old folder structure pop-up Options in the pop-up include: * Yes, But Keep Old: Tap to copy files to the new structure while also maintaining copies in the old structure. This allows both older and newer software versions to continue using the drive. * Yes, And Delete Old: Tap to move files to the new structure and delete the old structure. * Not Now: Tap to make no changes to the current structure. The next time the USB drive is recognized by the software, the same pop-up will appear. * No And Don’t Ask Again: Tap to make no changes to the current structure. The software will not present this pop-up when the USB drive is recognized in the future. # SFTP Connection to a Console > The consoles can be accessed using an SFTP client program. The consoles can be accessed using an SFTP client program. One such program could be FileZilla Client from the FileZilla Project ([external link to internet webpage](https://filezilla-project.org/)). The SFTP client needs to be installed on a computer in the same network as the console. To access the folder structure of the console, the **IP address** of the device is needed. A username and password are also required. SFTP uses TCP port **22**. To access the grandMA3 area of the console’s hard drive, please use **madata** as both username and password. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA2 area of the grandMA3 consoles can also be accessed using SFTP. Please use **data** as both username and password to access this part. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Be very careful about making any changes in the folders or files. This is direct access to the device. Deleting or moving files may cause serious harm to the device. | Once the connection is made, it is possible to browse through the folders inside the device. The first level of folders has three folders. The “actual” folder gives access to the current software version. The “gma3\_library” folder contains exported objects, including screenshots. The “installation\_packages” contains zip files with the necessary installation files. Learn more about the folder structure in the [Folder Structure topic](/grandma3/2-4/fm_folder_structure/). Read more about screenshots in the [Screenshots topic](/grandma3/2-4/screenshot/). # [FR] Quick Manual grandMA3 onPC DMX-key et onPC DMX-key starter ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_dmx_key_intended_use-2/) * [Sécurité](/grandma3/2-4/key_dmx_key_safety-2/) * [Support technique](/grandma3/2-4/key_dmx_key_support-2/) * [Transport](/grandma3/2-4/key_dmx_key_transport-2/) * [Limitations](/grandma3/2-4/key_dmx_key_limitations-2/) * [Guide de démarrage](/grandma3/2-4/key_dmx_key_quick_start-2/) * [Entretient](/grandma3/2-4/key_dmx_key_maintenance-2/) * [Élimination](/grandma3/2-4/key_dmx_key_disposal-2/) * [Données techniques](/grandma3/2-4/key_dmx_key_technical_data-2/) * [Événements liés au matériel](/grandma3/2-4/key_dmx-key_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_dmx_key_conformity-2/) # [FR] Quick Manual grandMA3 I/O Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_i_o_node_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_i_o_node_safety-1-2/) * [Support technique](/grandma3/2-4/key_i_o_node_support-1-2/) * [Transport](/grandma3/2-4/key_i_o_node_transport-1-2/) * [Limitations](/grandma3/2-4/key_grandma3_i_o_node-1-2/) * [Installation](/grandma3/2-4/key_io_node_installation-1-2/) * [Guide de démarrage](/grandma3/2-4/key_io_node_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_i_o_node_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_i_o_node_disposal-2/) * [Données techniques](/grandma3/2-4/key_i_o_node_technical_data-2/) * [Événements](/grandma3/2-4/key_ionodes_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_i_o_node_conformity-1-2/) # [FR] Quick Manual grandMA3 Node DIN-Rail ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_dinrail_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_dinrail_safety-1-2/) * [Support technique](/grandma3/2-4/key_dinrail_support-1-2/) * [Transport](/grandma3/2-4/key_dinrail_transport-1-2/) * [Limitations](/grandma3/2-4/key_dinrail_limitations-1-2/) * [Installation](/grandma3/2-4/key_dinrail_installation-2/) * [Guide de démarrage](/grandma3/2-4/key_dinrail_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_dinrail_maintenance-2/) * [Élimination](/grandma3/2-4/key_dinrail_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_dinrail_technical_data-1-2/) * [Événements](/grandma3/2-4/key_nodes_din_rail_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_dinrail_conformity-1-2/) # [FR] Quick Manual grandMA3 Nodes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_xport_nodes_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_xport_nodes_safety-2/) * [Support technique](/grandma3/2-4/key_xport_nodes_support-2/) * [Transport](/grandma3/2-4/key_xport_nodes_transport-2/) * [Limitations](/grandma3/2-4/key_xport_nodes_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_xport_node_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_xport_node_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_xport_nodes_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_xport_nodes_technical_data-1-2/) * [Événements](/grandma3/2-4/key_nodes_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_xport_node_conformity-1-2/) # [FR] Quick Manual grandMA3 onPC command wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_onpc_command_wing_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_onpc_command_wing_safety-2/) * [Support technique](/grandma3/2-4/key_onpc_command_wing_support-1-2/) * [Transport](/grandma3/2-4/key_onpc_command_wing_transport-1-2/) * [Limitations](/grandma3/2-4/key_onpc_command_wing_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_onpc_command_wing_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_onpc_command_wing_maintenance-2/) * [Élimination](/grandma3/2-4/key_onpc_command_wing_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_onpc_command_wing_technical_data-1-2/) * [Événements](/grandma3/2-4/key_command_wing_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_onpc_command_wing_conformity-1-2/) # [FR] Quick Manual grandMA3 onPC command wing XT ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_onpc_xt_intended_use-2/) * [Sécurité](/grandma3/2-4/key_onpc_xt_safety-1-2/) * [Support technique](/grandma3/2-4/key_onpc_xt_support-2/) * [Transport](/grandma3/2-4/key_onpc_xt_transport-1-2/) * [Limitations](/grandma3/2-4/key_onpc_xt_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_onpc_xt_quick_start-2/) * [Entretient](/grandma3/2-4/key_onpc_xt_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_onpc_xt_disposal-2/) * [Données techniques](/grandma3/2-4/key_onpc_xt_technical_data-1-2/) * [Événements](/grandma3/2-4/key_commandwingxt_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_onpc_xt_conformity-1-2/) # [FR] Quick Manual grandMA3 onPC fader wing ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_safety-1-2/) * [Support technique](/grandma3/2-4/key_fader_wing_support-1-2/) * [Transport](/grandma3/2-4/key_fader_wing_transport-2/) * [Limitations](/grandma3/2-4/key_onpc_limitations-2/) * [Guide de démarrage](/grandma3/2-4/key_fader_wing_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_fader_wing_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_fader_wing_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_fader_wing_technical_data-2/) * [Événements](/grandma3/2-4/key_faderwing_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_fader_wing_conformity-1-2/) # [FR] Quick Manual grandMA3 onPC rack-unit ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_grandma3_rack_unit_transport-1-2/) * [Sécurité](/grandma3/2-4/key_rack_unit_safety-2/) * [Support technique](/grandma3/2-4/key_rack_unit_support-1-2/) * [Transport](/grandma3/2-4/key_rack_unit_transport-1-2/) * [Limitations](/grandma3/2-4/key_onpc_rack_unit_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_rack_unit_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_rack_unit_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_rack_unit_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_rack_unit_technical_data-2/) * [Événements](/grandma3/2-4/key_rackunit_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_grandma3_onpc-rack_unit-1-2/) # [FR] Quick Manual grandMA3 viz-key ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_viz_key_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_viz_key_safety-1-2/) * [Support technique](/grandma3/2-4/key_viz_key_support-1-2/) * [Transport](/grandma3/2-4/key_viz_key_transport-1-2/) * [Limitations](/grandma3/2-4/key_viz_key_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_viz_key_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_viz_key_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_viz_key_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_viz_key_technical_data-1-2/) * [Événements](/grandma3/2-4/key_vizkey_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_viz_key_conformity-1-2/) # [FR] Quick Manual grandMA3 consoles ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage Prévu](/grandma3/2-4/key_consoles_intended_use-1-2/) * [Sécurité](/grandma3/2-4/key_consoles_safety-1-2/) * [Support technique](/grandma3/2-4/key_consoles_support-1-2/) * [Transport](/grandma3/2-4/key_transport-1-2/) * [Limitations](/grandma3/2-4/key_consoles_limitations-1-2/) * [Guide de démarrage](/grandma3/2-4/key_console_quick_start-2/) * [Entretient](/grandma3/2-4/key_consoles_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_consoles_disposal-1-2/) * [Données techniques](/grandma3/2-4/key_consoles_technical_data-1-2/) * [Événements](/grandma3/2-4/key_pixel_faults-1-2/) * [Déclaration de conformité](/grandma3/2-4/key_conformity-1-2/) # [FR] Quick Manual grandMA3 processing units ## Subtopics [Section titled “Subtopics”](#subtopics) * [Usage prévu](/grandma3/2-4/key_pu_intended_use-2/) * [Sécurité](/grandma3/2-4/key_pu_safety-1-2/) * [Support technique](/grandma3/2-4/key_pu_support-1-2/) * [Transport](/grandma3/2-4/key_pu_transport-1-2/) * [Limitations](/grandma3/2-4/key_pu_limitations-2/) * [Guide de démarrage](/grandma3/2-4/key_pu_quick_start-1-2/) * [Entretient](/grandma3/2-4/key_pu_maintenance-1-2/) * [Élimination](/grandma3/2-4/key_pu_disposal-2/) * [Données techniques](/grandma3/2-4/key_pu_technical_data-1-2/) * [Événements](/grandma3/2-4/key_pu_instances-2/) * [Déclaration de conformité](/grandma3/2-4/key_pu_conformity-2/) # Connect Audio In > To use a sound trigger or BPM, connect a sound source to the grandMA3 device. For more information about sound, see the Sound topic. To use a sound trigger or BPM, connect a sound source to the grandMA3 device. For more information about sound, see the [Sound](/grandma3/2-4/sound/) topic. | | | | ------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The signal strength should be at least 50 mV. | Connect the 3pin XLR sound source cable to the [Audio Remote In connector](/grandma3/2-4/do_connector_pin_assignment/#XLR) on the rear panel. ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_audio-e5e582.png) *grandMA3 full-size rear panel – Audio Remote In* ![](/img/grandma3/2-4/img_gm3_compact-xt_rear_white_audio-89e151.png) *grandMA3 compact (XT) rear panel – Audio Remote In* ![Update this description text.](/img/grandma3/2-4/img_gm3_replay-unit_rear_audio-4aabf9.png) grandMA3 replay unit - Audio Remote In To view the pinout of the XLR connector, refer to the topic [Connector Pin Assignment](/grandma3/2-4/do_connector_pin_assignment/#XLR). # Connect DC Remote In > To use the DC Remote In with grandMA3 consoles, onPC command wings, and I/O Nodes, connect a contact closure switch, for example, a light barrier or a push butt To use the DC Remote In with grandMA3 consoles, onPC command wings, and I/O Nodes, connect a contact closure switch, for example, a light barrier or a push button. For further information, see the topics [Remote keyword](/grandma3/2-4/keyword_remote/), [Remote In and Out](/grandma3/2-4/remote_inputs/), and [Output configuration](/grandma3/2-4/dmx_port_config/). Up to 64 input channels can be used within a session. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is possible to move faders analog, for example, the Master Fader by using a grandMA3 console or I/O Node connected with a potentiometer (0 to +10V DC). The onPC products can be switched on and off but do not fade. | * Generate a switch or connect an external source that provides up to +10V DC to pin 1 so the console can respond to analog input number 1. * The recommended resistance is 5 kohms to 10 kohms. * To use the DC Remote, feed a voltage signal (maximum +10V DC) into the corresponding input pin. For more information, see the pinout image below. To connect a switch: * Take +10V DC voltage in pin 5 for the grandMA3 console or I/O Node -or- * +5V DC voltage for grandMA3 onPC command wing and command wing XT -or- * Take an external voltage source (+10V DC in grandMA3 consoles or I/O Nodes, and +5V DC in grandMA3 onPC command wing and command wing XT), and connect its ground to the device’s common ground pin.  Connect the +10V DC voltage source to one input pin 1-4 or 6-8 with a potential-free contact (switch, buzzer, motion detector, or any other switching device) in between. Circuit examples: * Potentiometer +10V DC in grandMA3 consoles or I/O Nodes ![](/img/grandma3/2-4/img_dc-remote_pot-10v-7e828b.png) *Potentiometer +10V DC* * Switch +10 DC in grandMA3 consoles or I/O Nodes ![](/img/grandma3/2-4/img_dc-remote_switch-10v-2ba1a9.png) *Switch +10V DC* * Switch +5V DC in grandMA3 onPC command wing and command wing XT ![](/img/grandma3/2-4/img_dc-remote_switch-5v-53f0ad.png) *Switch +5V DC* # Connect Desk Light > The grandMA3 comes with one or two desk lights, depending on the model. For more information see, delivery contents. The grandMA3 comes with one or two desk lights, depending on the model. For more information see, [delivery contents](/grandma3/2-4/fs_scope_delivery/). Connect the 4-pin XLR connector to the desk light connectors on the rear panel. The desk lights are connected.  To adjust the light level, see the [Desk Lights](/grandma3/2-4/si_desklights/) topic. ![](/img/grandma3/2-4/img_gm3_full-size--crv-_rear_desk-light-6a4cd6.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – desk light* ![](/img/grandma3/2-4/img_gm3_compact_rear_desk-light-032ca9.png) *grandMA3 compact (XT) rear panel – desk light* ![](/img/grandma3/2-4/img_gm3_command-wing_rear_desk-light-6d4113.png) *grandMA3 onPC command wing (XT) rear panel – desk light* ![](/img/grandma3/2-4/img_gm3_fader-wing_rear_desk-light-66b9d7.png) *grandMA3 *fader wing* rear panel – desk light* ![](/img/grandma3/2-4/img_gm3_extension_rear_desk-light-2d87bd.png) *grandMA3 *extension* rear panel – desk light* To view the pinout of the XLR connector, refer to the topic [Connector Pin Assignment](/grandma3/2-4/do_connector_pin_assignment/#XLR). # Connect DMX > You can connect DMX devices to the grandMA3 devices. You can connect DMX devices to the grandMA3 devices.  Depending on the type of the grandMA3 device there are up to eight DMX Out ports (for example, the grandMA3 8 port node) and one DMX In port (for example, the grandMA3 onPC command wing XT). No matter which physical direction the connector has, it can be configured in the software and is therefore capable of both directions: in and out. To adjust the DMX Remote settings, read the [In and Out topic](/grandma3/2-4/remote_inputs/). To configure the DMX ports (Off, Out, RDM, In), read the [DMX Port Configuration topic](/grandma3/2-4/dmx_port_config/). *  Connect the 5-pin XLR DMX cable to a DMX connector on the console and a DMX device. The DMX device is connected to the [XLR connector](/grandma3/2-4/do_connector_pin_assignment/#XLR). ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_dmx-23d343.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – DMX* ![](/img/grandma3/2-4/img_gm3_compact-xt_rear_white_resize_dmx-35cc6c.png) *grandMA3 compact (XT) rear panel – DMX* ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_white_dmx-c58def.png) *grandMA3 onPC command wing (XT) rear panel – DMX* ![](/img/grandma3/2-4/img_gm3_fader-wing_rear_white_dmx-6b170d.png) *grandMA3 onPC *fader wing* rear panel – DMX* # Connect Ethernet > Depending on the grandMA3 device type, there are up to three Ethernet ports on the rear panel. To set the IP addresses for the Ethernet ports, see Interfaces an Depending on the grandMA3 device type, there are up to three Ethernet ports on the rear panel. To set the IP addresses for the Ethernet ports, see [Interfaces and IP](/grandma3/2-4/network_interface/). ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_ethernet-9f4847.png) \_grandMA3 full-size (CRV) and light (CRV) rear panel – \_Ethernet ![](/img/grandma3/2-4/img_gm3_compact-xt_rear_white_ethernet-ed46d9.png) \_grandMA3 compact (XT) rear panel – \_Ethernet ![](/img/grandma3/2-4/img_gm3_extension_rear_white_ethernet-140d37.png) \_grandMA3 *extension* rear panel – \_Ethernet ![](/img/grandma3/2-4/img_gm3_io-node_rear_white_ethernet-2069c9.png) \_grandMA3 *I/O Node* rear panel – \_Ethernet ![](/img/grandma3/2-4/img_gm3_io-node--20din-rail_rear_white_ethernet-98742e.png) \_grandMA3 *I/O Node DIN-Rail* rear panel – \_Ethernet | | | | - | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | **Hint:** | | | The naming of the Ethernet ports is individual; for example, the console shows Con1, Con2, and Con3. In the onPC software, the Ethernet ports are named by the operating system, for example Ethernet, Ethernet 2, etc. | # Connect grandMA3 extension > The grandMA3 extension allows you to increase the number of physical executor handles for a grandMA3 full-size (CRV), grandMA3 light (CRV), or grandMA3 replay u The grandMA3 extension allows you to increase the number of physical executor handles for a grandMA3 full-size (CRV), grandMA3 light (CRV), or grandMA3 replay unit. For more information about this device, please refer to [grandMA3 extension](/grandma3/2-4/do_extension/) in the Device Overview section. The number of grandMA3 extensions connected to a grandMA3 console depends on the console type: | Device | Number of grandMA3 extensions | | ---------------------------------- | ----------------------------- | | grandMA3 full-size / full-size CRV | 1 | | grandMA3 light / light CRV | 2 | | grandMA3 replay unit | 3 | **Requirements:** * The grandMA3 extension needs to be in the same IP subnet as the console. For more information about the network, see  [Networking](/grandma3/2-4/network/). * The grandMA3 extension software version must match the console software version. *** To display the software version on an extension: * Boot the extension. The software version is displayed in the lower-left corner. To display the extension software version on a console: 1. Tap Menu and Network. The Network window opens. 2. Tap on the arrow ![](/img/grandma3/2-4/icon_network_arrow-bb83b7.png) next to Extension. The flip-menu opens. 3. The software version is shown under Version Big in the grandMA3 extension column. ![Update this description text.](/img/grandma3/2-4/menu_network_extensio_v2-3-f3cae7.png) Network menu *** | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | An extension only connects to a specific console. It is not a standalone device. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | To establish a connection with an extension, the IP address of the extension must be in the same IP range as the console. | To change the extension’s IP address remotely from a console or onPC station: 1. Tap Menu and Network. The network window opens. 2. Select the grandMA3 extension entry, then click IP address / tap and hold it. 3. Use the pop-up window to change the IP settings. To change the IP address on the extension: 1. Turn on the extension. 2. Tap the gear icon ![](/img/grandma3/2-4/icon_gear_15_v1-0-2ad84a.png) to open the Network Interface. A network interface pop-up opens. 3. Tap on the IP address. The IP editor opens. ![](/img/grandma3/2-4/window_grandma3_extension_1_v1-8-65256d.png) Gear icon on the grandMA3 extension ![](/img/grandma3/2-4/popup_grandma3_extension1_v1-8-0bc077.png) Network Interfaces on the grandMA3 extension To establish a connection between a console and an extension: 1. Select the extension in the network menu on the console, 2. Tap Invite Station. The connection will be initiated. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | It is not possible to invite the extension to a second console when it is already connected to another. | To disconnect the extension from a console, cancel the connection on the console the extension is connected to at the moment: 1. Select the extension in the network menu on the console. 2. Tap Dismiss Station. The connection will be disconnected. It can now be connected to a different console. *** The Remote IP column in the network menu shows which console the extensions are currently connected to.\   When an extension is successfully connected to a console, it displays the first wing of executors by default. To display a different executor wing: * Tap Menu - Settings - Extension Configuration. In the Extension Configuration menu, you can only change the WingID for the connected extension. ![Update this description text.](/img/grandma3/2-4/menu_extension_configuration_v2-3-cf65c4.png) Extension Configuration menu There are 2 column modes: Condensed (default) and Full. 1. The condensed mode only displays information about the connection state, IP, and WingID. 2. The full mode also displays the columns “Connected”, “Count”, and “Device Type”. * Connection State: Can be Yes or No. This cell cannot be edited by the user and indicates whether the extension is connected to the console. * IP: Displays the extension’s IP address. This cell also cannot be edited by the user. * Wing ID: Displays the ID of the executor wing that the extension controls. This property can be changed by the user. * Connected Count: The higher the number, the more often the extension tried to connect to the console. In a faulty network environment, the number can increase quickly due to reconnection. This value cannot be edited by the user. * Device Type: This column displays the extension’s device type. Typically, it is the grandMA3 Fader Module Encoder (MFE). This cell also cannot be edited. The extension desk light is controlled together with the console’s desk lights. The custom section of an extension can mirror the console’s [Custom Area](/grandma3/2-4/do_control_custom/) or be independent of it, depending on user settings. To learn more about user settings, read the [User settings topic](/grandma3/2-4/user_settings/). # Connect External Screens > You can connect up to five external touch screens to a grandMA3 full-size CRV (Control Room Version). For more information on the number of DisplayPort connecto You can connect up to five external touch screens to a grandMA3 full-size CRV (Control Room Version). For more information on the number of DisplayPort connectors for each model, see the[ Quick]()[ Manual Consoles - Technical Data](/grandma3/2-4/key_consoles_technical_data/) or the relevant device overview topic. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The grandMA3 series supports only native DisplayPort connectors on external screens. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | In grandMA3 CRV versions, use at least one Full HD display and a touch display or a mouse. | # Connect grandMA3 fader wing > The grandMA3 onPC fader wing expands the onPC system with additional playback capabilities. The grandMA3 onPC fader wing expands the onPC system with additional playback capabilities. For more information about this device, please refer to [grandMA3 onPC fader wing](/grandma3/2-4/do_grandma3_onpc_fader_wing/) in the Device Overview section. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | It is only possible to connect fader wings to grandMA3 onPC systems. A maximum of two fader wings and a command wing can be connected. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Regardless of how many devices are connected to the grandMA3 onPC software, the maximum number of parameters is limited to 4 096. For more information, see [Expand the Amount of Parameters topic](/grandma3/2-4/system_parameter_expand/). | *** ### Connect the grandMA3 onPC fader wing [Section titled “Connect the grandMA3 onPC fader wing”](#connect-the-grandma3-onpc-fader-wing) 1. Connect the grandMA3 onPC fader wing with: * command wing XT * PC * Laptop 2. Start the grandMA3 command wing XT, PC, or laptop. 3. Switch on the grandMA3 onPC fader wing. ### \_ Expanding the Number of Executors\_ [Section titled “\_ Expanding the Number of Executors\_”](#_expanding-the-number-of-executors_) To connect a grandMA3 onPC fader wing in combination with a grandMA3 onPC command wing to expand the number of executors, the wing configuration has to be changed: * To check the USB setting, tap Settings, USB Configuration, MA3Modules. ![](/img/grandma3/2-4/menu_usb_configuration1_v2-3-dcf673.png) USB Configuration setting ### Adjust the Wing ID​ [Section titled “Adjust the Wing ID​”](#adjust-the-wing-id) 1. To adjust the wing ID of the command wing, tap or right-click WingID. A pop-up window opens. 2. To change the WingID to 2, tap Wing2. # Connect MIDI > MIDI connectors can be used for MIDI input or output. For example, to send the MIDI timecode signal to the sound engineer. MIDI connectors can be used for MIDI input or output. For example, to send the MIDI timecode signal to the sound engineer. ## Location of MIDI Connectors on Different Products [Section titled “Location of MIDI Connectors on Different Products”](#location-of-midi-connectors-on-different-products) ![](/img/grandma3/2-4/img_gm3_full-size_rear_midi-c1f082.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – MIDI* ![](/img/grandma3/2-4/img_gm3_compact_rear_midi-c47370.png) *grandMA3 compact (XT) rear panel – MIDI* ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_white_midi-19bf31.png) *grandMA3 onPC command wing (XT) rear panel – MIDI*     ![](/img/grandma3/2-4/img_gm3_io-node_rear_white_midi-97f4cb.png) *grandMA3 *I/O Node* rear panel – MIDI* ![](/img/grandma3/2-4/img_gm3_io-node--20din-rail_rear_white_midi-a0b80c.png) *grandMA3 *I/O Node DIN-Rail* top panel – MIDI* | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information on DIN and Euroblock connector pinout, see [Connector Pin Assignment](/grandma3/2-4/do_connector_pin_assignment/). | # Connect Power > 1. Insert the powerCON TRUE1 connector or powerCON TRUE1 TOP connector in the powerCON TRUE1 plug or powerCON TRUE1 TOP plug and twist it to lock clockwise. ### Devices with powerCON Connector or powerCON TRUE1 TOP Connector [Section titled “Devices with powerCON Connector or powerCON TRUE1 TOP Connector”](#devices-with-powercon-connector-or-powercon-true1-top-connector) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** If only the powerCON TRUE1 connector or powerCON TRUE1 TOP connector is provided, connect a suitable cable to the connector. To connect a suitable cable to the powerCON TRUE 1 connector or powerCON TRUE1 TOP connector, contact the local distributor. | 1. Insert the powerCON TRUE1 connector or powerCON TRUE1 TOP connector in the powerCON TRUE1 plug or powerCON TRUE1 TOP plug and twist it to lock clockwise.\ An audible click is heard. 2. Connect the other end of the cable to a suitable power source. ### Devices with IEC Connector [Section titled “Devices with IEC Connector”](#devices-with-iec-connector) 1. Insert the IEC connector into the corresponding jack.  2. Connect the power plug. The device is connected to power. ![](/img/grandma3/2-4/img_gm3_full-size_rear_power-08b9df.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – power* ![](/img/grandma3/2-4/img_gm3_compact_rear_power-a05815.png) *grandMA3 compact (XT) rear panel – power* ![](/img/grandma3/2-4/img_gm3_command-wing_power-50560d.png) *grandMA3 onPC command wing (XT) rear panel – power* ![](/img/grandma3/2-4/img_gm3_fader-wing_power-4965a5.png) *grandMA3 *fader wing* rear panel – power* ![](/img/grandma3/2-4/img_gm3_extension_rear_power-91486d.png) *grandMA3 *extension* rear panel – power* ![](/img/grandma3/2-4/img_gm3_io-node_power-dbd268.png) \_grandMA3 *I/O Node* rear panel – \_power # Connect LTC > The LTC connector can be used for timecode input or for timecode output, e.g., to send the timecode signal to the sound engineer. The LTC connector can be used for timecode input or for timecode output, e.g., to send the timecode signal to the sound engineer. The LTC port direction can be configured in the [Output Configuration](/grandma3/2-4/dmx_port_config/). To synchronize the console with an SMPTE timecode source, connect an SMPTE source to the LTC port. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Information:** | | | The supported time formats are: - 24 fps - 25 fps - 30 fps If you send 29.97 or 30 drop frame, it will be interpreted as 30 fps. | **Sound and timecode signal levels** | Min. level | Max. level | Recom. level | | ---------- | ---------- | ------------ | | -11 dBu | +15 dBu | 0 dBu | | 0.2 Veff | 4.4 Veff | 0.8 Veff | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Information:** | | | The signal strength should be at least 200 mV. Pin 1: Ground Pin 2: - (minus) Pin 3: + (plus) | *  Connect the SMPTE source to the LTC connector on the console’s rear panel. The SMPTE source is connected to the LTC connector. ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_ltc-4d0a2e.png) *grandMA3 full-size (CRV) and light (CRV) rear panel – LTC* ![](/img/grandma3/2-4/img_gm3_compact-xt_rear_white_resize_ltc-854466.png) *grandMA3 compact (XT) rear panel – LTC* ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_white_ltc-c3eeda.png) *grandMA3 onPC command wing (XT) rear panel – LTC* ![](/img/grandma3/2-4/img_gm3_io-node_rear_white_ltc-e4fdf4.png) *grandMA3 *I/O Node* rear panel – LTC* ![](/img/grandma3/2-4/img_gm3_io-node--20din-rail_rear_white_ltc-39ca42.png) *grandMA3 *I/O Node DIN-Rail* rear panel – LTC* To view the pinout of the XLR and Euroblock connector, refer to the topic [Connector Pin Assignment](/grandma3/2-4/do_connector_pin_assignment/#XLR). # Connect Sound Out > The following grandMA3 products have a S/PDIF (Sony/Philips Digital Interface) connectors on the rear panel to output sound. For more information on sounds, see The following grandMA3 products have a S/PDIF (Sony/Philips Digital Interface) connectors on the rear panel to output sound. For more information on sounds, see the [Sounds Pool](/grandma3/2-4/sound_pool/) topic. ![](/img/grandma3/2-4/img_gm3_full-size_rear_white_s_pdif-089294.png) *grandMA3 full-size (CRV) and light (CRV) rear panel - S/PDIF Out* ![](/img/grandma3/2-4/img_compact_xt_rear_white_s_pdif-9877b6.png) *grandMA3 compact XT rear panel - S/PDIF Out* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Local Settings](/grandma3/2-4/local_settings/) * [Sound](/grandma3/2-4/sound/) # Connect USB Devices > You can connect an external USB flash drive, USB hard drive, USB mouse, USB keyboard, or external touchscreen to the grandMA3 device via its USB ports. You can connect an external USB flash drive, USB hard drive, USB mouse, USB keyboard, or external touchscreen to the grandMA3 device via its USB ports. Depending on the type of the grandMA3 device, there are up to 6 USB connectors: * 1x USB 3.0 at the front, on the right of the console * 1x USB 3.0 inside the keyboard drawer * 3x USB 2.0 and 1x USB 3.0 on the rear panel ![](/img/grandma3/2-4/img_full-size_front_usb-d5cf70.png) *grandMA3 full-size USB 3.0* (type A)\_ inside keyboard drawer and on the right\_ ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_usb-d128b9.png) \_grandMA3 full-size (CRV) rear panel USB 2.0 \_(type A) ![](/img/grandma3/2-4/img_gm3_full-size-crv_rear_white_usb3-c8901b.png) *grandMA3 full-size rear panel USB 3.0* (type A) ![](/img/grandma3/2-4/img_gm3_compact-xt_rear_white_usb-fcf37c.png) \_grandMA3 compact (XT) rear panel USB 3.0 \_(type A)   To connect a grandMA3 onPC device with the computer or laptop, use the USB connector (type B): ![](/img/grandma3/2-4/img_gm3_fader-wing_rear_white_usb-a65230.png) *grandMA3 onPC fader wing rear panel USB* 2.0 (type B) ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_white_usb-6431f5.png) *grandMA3 onPC command wing rear panel USB* 2.0 (type B) # Connect grandMA3 viz-key > The grandMA3 viz-key is needed to: The grandMA3 viz-key is needed to: * Establish a connection between a grandMA3 software and a third-party visualizer with an unlimited number of virtual parameters. * Output 512 parameters via network. If the correct version of grandMA3 onPC is installed on the visualizer workstation, no further download or installation is required. When sufficient parameters are already available in a session, then the grandMA3 viz-key hardware is not required. To establish a session between a visualizer on which no grandMA3 onPC is running and a grandMA3 system, the matching grandMA3 viz-key software must be installed on the visualizer. This software is essential to establish a connection between the visualizer and the grandMA3 system, so even if no viz-key is required, it must be installed on the visualizer.\  \ For more information, see [Update grandMA3 viz-key](/grandma3/2-4/update_viz_key/). # Position the Device > Follow the instructions below: Follow the instructions below: * Do not place the device in a humid area. * Place the device on a stable, flat, dry surface. * Do not cover the ventilation holes. * Do not expose the device to direct sunlight. * Maintain a minimum distance of 15 cm (5.91 inches) between the multi-touch screen surface and radio intercom systems. Going below the minimum distance may cause unexpected behavior, such as unwanted multi-touch actions or mouse movements. # Check Scope of Delivery > The list below shows the scope of delivery. If anything is missing, contact your local distributor. The list below shows the scope of delivery. If anything is missing, contact your local distributor. ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 full-size * 2 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 full-size CRV * 2 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 light * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) * 2 x LED desk light grandMA3 * 1 x Dust cover grandMA3 light CRV * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) * 1 x LED desk light grandMA3 * 1 x Dust cover grandMA3 compact XT * 1 x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) * 1 x LED desk light grandMA3 * 1 x Dust cover grandMA3 compact * 1 x Magnetic plate for easy labeling of 10 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) * 1 x LED desk light grandMA3 * 1 x Dust cover * 1x Magnetic plate for easy labeling of 15 faders * 1 x grandMA3 Quick Manual consoles ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) * 1x grandMA3 Quick Manual consoles ### grandMA3 processing units [Section titled “grandMA3 processing units”](#grandma3-processing-units) * 1x grandMA3 Quick Manual processing unit ### grandMA3 xPort Nodes [Section titled “grandMA3 xPort Nodes”](#grandma3-xport-nodes) * 1x grandMA3 Quick Manual Nodes ### grandMA3 Nodes DIN-Rail [Section titled “grandMA3 Nodes DIN-Rail”](#grandma3-nodes-din-rail) * 1x grandMA3 Quick Manual Nodes DIN-Rail ### grandMA3 I/O Nodes [Section titled “grandMA3 I/O Nodes”](#grandma3-io-nodes) * 1x grandMA3 Quick Manual I/O Nodes ### grandMA3 I/O Nodes DIN-Rail [Section titled “grandMA3 I/O Nodes DIN-Rail”](#grandma3-io-nodes-din-rail) * 1x grandMA3 Quick Manual I/O Nodes ### grandMA3 onPC command wing [Section titled “grandMA3 onPC command wing”](#grandma3-onpc-command-wing) * 1 x Dust cover * 1 x Magnetic plate for easy labeling of 10 faders * 1 x USB cable * 1 x grandMA3 Quick Manual onPC command wing ### grandMA3 onPC command wing XT [Section titled “grandMA3 onPC command wing XT”](#grandma3-onpc-command-wing-xt) * 1 x Dust cover * 1 x Magnetic plate for easy labeling of 10 faders * 1 x grandMA3 Quick Manual onPC command wing XT ### grandMA3 onPC fader wing [Section titled “grandMA3 onPC fader wing”](#grandma3-onpc-fader-wing) * 1x Dust cover  * 1x USB cable * 1x Magnetic plate for easy labeling of 10 faders * 1x grandMA3 Quick Manual onPC fader wing ###  grandMA3 rack-unit [Section titled “ grandMA3 rack-unit”](#grandma3-rack-unit) * 1x grandMA3 Quick Manual onPC rack-unit ### grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key) * 1x USB cable (C/C) * 1x USB cable (C/A) * 1x grandMA3 Quick Manual viz-key ### grandMA3 onPC DMX-keys [Section titled “grandMA3 onPC DMX-keys”](#grandma3-onpc-dmx-keys) * 1x USB cable (C/C) * 1x set of mounting screws  * 1x Safety Instructions # Turn on the device for the first time # Unpack the Device * Unpack the device. Remove all packing material, strips, and protection films. * Keep the packing material for transport. | | | | ------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device was tested for proper function at the factory. | # Build Fixture Types > grandMA3 allows building fixture types. Therefore, the grandMA3 software benefits from using a fixture-type editor. In this editor, you can set up a custom-made grandMA3 allows building fixture types. Therefore, the grandMA3 software benefits from using a fixture-type editor. In this editor, you can set up a custom-made fixture type using different inputs. For example: * Wheels * Physical Descriptions * Models * Geometries * DMX Modes ![](/img/grandma3/2-4/window_fixture_type_editor-ec38ad.png)\ *Fixture type editor showing DMX modes for the selected fixture type* ![](/img/grandma3/2-4/window_dmx_editor-61c997.png) The following topics demonstrate how to use the Fixture Type Editor and provide a simple example of what a standard fixture type can look like.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Creating fixture types can be necessary to project real-life fixtures that have not been built yet. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Instead of creating a new fixture type, it can be easier and faster to take an existing one and adjust only the differences! | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is also possible to build fixtures using the GDTF Builder and import them to grandMA3. For more information, see [Import GDTF](/grandma3/2-4/ft_import_gdtf/). | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Insert Fixture Types](/grandma3/2-4/ft_insert_fixture_types/) * [Insert Geometries](/grandma3/2-4/ft_insert_geometries/) * [Insert Models](/grandma3/2-4/ft_insert_models/) * [Link Models to Geometries](/grandma3/2-4/ft_link_models_geometries/) * [Insert DMX Modes and DMX Channels](/grandma3/2-4/ft_insert_dmx/) * [Environmental Fixture Types](/grandma3/2-4/ft_environmental_fixture_types/) # Conflicts in Fixture Types > Importing or editing fixture types from the library could lead to conflicts, for example, if the fixture type has wrong information in it or if a DMX channel is Importing or editing fixture types from the library could lead to conflicts, for example, if the fixture type has wrong information in it or if a DMX channel is overlapped by another. Conflicts are displayed by specific font colors in the Patch.  ### Fixture Type with Orange Font Color [Section titled “Fixture Type with Orange Font Color”](#fixture-type-with-orange-font-color) * Orange font colors in the patch indicate a warning. Fixture types with an orange font color are accessible, but may not function properly. # Environmental Fixture Types > A way to make a stage more realistic is to use environmental fixture types. These fixture types are anything other than lighting fixtures, such as stages, truss A way to make a stage more realistic is to use environmental fixture types. These fixture types are anything other than lighting fixtures, such as stages, trusses, seating, or scenery. Environmental fixture types are part of the fixture library in the patch menu. To list some basic environmental fixtures: 1. Press Menu. The menu opens. 2. Tap Patch. The patch menu opens. 3. Tap Insert New Fixture. 4. Search for **Set** in the library. (All the provided environmental fixture types are using the manufacturer ‘Set’.) All fixtures types that have Set in their name or manufacturer name are listed. # Export Fixture Types > It is possible to export the fixture types to the following locations: It is possible to export the fixture types to the following locations: * Internal drive * External USB drive It is possible to export the fixture types as the following file formats: * grandMA3 format * GDTF **Requirement:** Open the Patch. 1. Tap Fixture Types in the bar on the left of the patch dialog.\ The **Fixture Types** menu opens.  ![](/img/grandma3/2-4/window_fixture_type_v1-6-1fc433.png) *Open Fixture Types* 2. Tap at the to be exported fixture type in the list. 3. Tap Export.\ The **Export Fixture Type** pop-up opens. ![](/img/grandma3/2-4/window_export_fixture_type-fcf7af.png) *Export a fixture type* 4. To select the destination drive, tap at Internal in the title bar.\ If an USB stick is inserted, the USB stick can be chosen. 5. To export the fixture type as grandMA3 format for only grandMA3 use case, tap at User.\ To export the fixture type as GDTF to use the fixture type within different programs that can read GDTF, tap at GDTF. 6. Enter a name. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no name is entered, the fixture type file will be exported as or . | 7. Tap Export. The selected fixture type is exported to the selected drive. When the selected drive is internal, the fixture type is exported to the computer’s local drive **(C:)\ProgramData\MALightingTechnology\gma3\_library\fixturetypes**. When the selected drive is external, the fixture type is exported to the external USB Drive **(E:)\grandMA3\library\fixturetypes.** # Import Fixture Types > Fixture Types is used to import fixtures for later use. Fixture Types is used to import fixtures for later use. It is possible to import fixture types from these libraries: * **grandMA3** fixtures * Converted **grandMA2** fixtures * Fixtures using **GDTF** format ## Fixture Types Menu [Section titled “Fixture Types Menu”](#fixture-types-menu) 1. To access the Patch menu, press Menu and then tap Patch. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When creating a new show, the Insert New Fixtures window opens. It’s a good habit to import new Fixture Types from the Fixture Types menu. Tap ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png)on the top right corner of the Insert New Fixtures window to close it. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import GDTF](/grandma3/2-4/ft_import_gdtf/) * [Conflicts in Fixture Types](/grandma3/2-4/ft_conflicts_in_fixture_types/) # Import GDTF > Import a GDTF file (General Device Type Format) containing a fixture type description. GDTF provides a fixture's digital footprint. Visit https://gdtf-share.com Import a GDTF file (General Device Type Format) containing a fixture type description. GDTF provides a fixture’s digital footprint. Visit [https://gdtf-share.com](https://gdtf-share.com/) for more information. The GDTF file is a zip file containing: * Description * Geometry data * Gobo images For a detailed description of GDTF, see the DIN specification 15800:2022 (). ## Import GDTF from the Console or Directly from the World Server [Section titled “Import GDTF from the Console or Directly from the World Server”](#import-gdtf-from-the-console-or-directly-from-the-world-server) Access **grandMA3 fixture share** and **GDTF** libraries directly when there is an active connection to a World Server (for more information, see [World server](/grandma3/2-4/system_world/)), 1. Open the patch menu by pressing Menu. 2. Tap Patch. 3. On the left side of the window, tap Fixture Types. 4. Tap Import at the bottom of the window. The ​Select Fixture Type to Import pop-up opens. 5. Enable the share button to list all fixture types sourced from the GDTF shared library. ![](/img/grandma3/2-4/window_import_gdtf-de2c45.png) Select Fixture to Import from Library pop-up # Insert DMX Modes and DMX Channels > The next step is to insert DMX modes and channels and link them to the geometries. The next step is to insert DMX modes and channels and link them to the geometries. Specific functions and attributes can only be executed by specific physical parts of a fixture. The pan movement, for example, is executed by the yoke of the basic moving head. Therefore, you have to link DMX channels with their specific functions and attributes to the corresponding geometrical parts of the fixture type. # Insert Fixture Types > The following topics provide a step-by-step guide to building a basic moving-head fixture. The following topics provide a step-by-step guide to building a basic moving-head fixture. First, a fixture type must be inserted. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Always make sure to save the settings you made; otherwise, they will get lost. How to save settings in Fixture Types: 1. Leave the Patch. 2. The **pop-up Leaving the patch** appears.  3. Tap Ok. 4. Save the show file. For more information, see [SaveShow Keyword](/grandma3/2-4/keyword_saveshow/).To back up data during or after the build of fixture types, leave the Fixture Type Editor and tap Export in the Fixture Types menu. An .xml file is exported. It is possible to import this file into a show file. | 1. Open the Fixture Types tab in the Patch menu. To exit the Fixture Types tab, see [Import fixture types](/grandma3/2-4/ft_import/) topic. 2. In the **Name** column\*\*, \*\*tap New Fixture Type. 3. Tap Insert New Fixture Type in the bottom left corner. A new fixture-type row is inserted into the sheet. In the example below, FixtureType 2. ![](/img/grandma3/2-4/window_edit-20_fixture_type_3-c62a99.png) Fixture Types tab with the newly inserted FixtureType 2. 4. To edit or enter the basic data of the fixture type, fill out the following cells by right-clicking or tapping and holding the cell: * Name * Scribble * Appearance * ShortName * Description * Manufacturer | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To see a detailed description of every cell in the Fixture Types tab, see [Import Fixture Types](/grandma3/2-4/ft_import/) topic. | The next step is to create individual geometries for your fixture type: [Insert Geometries](/grandma3/2-4/ft_insert_geometries/). # Insert Geometries > The geometry of a fixture is the physical description of parts of the device. The geometry of a fixture is the physical description of parts of the device. This example of a basic moving head consists of four components: 1. Base 2. Yoke  3. Head  4. Beam All fixture parts must be set up to link them to a specific DMX function later. **Requirement:** * [Insert Fixture Types](/grandma3/2-4/ft_insert_fixture_types/). 1. Tap Fixture Types, then select FixtureType 2. ![](/img/grandma3/2-4/window_edit-20_fixture_type_3-c62a99.png) Select the fixture type you want to edit 2. To open the Fixture Type Editor, tap Edit. The window **Edit Fixture Type** opens. ![](/img/grandma3/2-4/window_edit-20_fixture_type_4-6c7042.png) Fixture Type Editor 3. Tap Geometries. 4. The Geometries window opens. ![](/img/grandma3/2-4/window_edit-20_fixture_type_geometries-072a61.png)\ FixtureType Editor Geometries window with the [Geometry Viewer](/grandma3/2-4/ft_link_models_geometries/#h2__139560060) on the right side   Under the Name column, tap and hold Geometry and rename it Base. 5. At the bottom right of the window, tap ‘New object’ line. 6. Expand the Base tab by tapping ![](/img/grandma3/2-4/icon_small_execute_go_10_v1-9-9f318d.png), then select **New Geometry**. ![](/img/grandma3/2-4/window_edit-20_fixture_type_geometries_2-7232c9.png)\ *Insert new geometry* 1. Tap Insert New Geometry. 2. The pop-up Select type of the object opens. ![](/img/grandma3/2-4/popup_insert-20geometries_02_v3-2-1-76f311.png) *Select type* * Select **Axis**. * Axis is now displayed in the column Type.  ​In the column Name, rename Axis to Yoke. 3. * Press Edit and tap Axis, or press and hold Axis. * The virtual keyboard opens. * Enter Yoke. Expand the cell, Yoke. 4. * Yoke’s child New Geometry opens. * Repeat steps [6 to 8](/grandma3/2-4/ft_insert_geometries/#insert_rename) and rename Axis to Head.  Expand the cell Head.  * Head’s child New Geometry opens. * Repeat steps [6 to 8](/grandma3/2-4/ft_insert_geometries/#insert_rename), selecting Beam. Geometries are inserted, as shown in the image below: ![](/img/grandma3/2-4/window_edit-20_fixture_type_geometries_3-c0420d.png) Inserted geometry and its children *** ### subfixtures Grid Position [Section titled “subfixtures Grid Position”](#subfixtures-grid-position) The grid position of subfixtures can be modified manually under the **Grid** columns of the **Geometry** tab: * **Grid Auto**: The positions are determined automatically by the position on the geometries (default value). When set to Manual, the user can define the grid positions independently using the following properties: * **Grid Swap XY**: Interchanges the grid positions between the X and Y axes. * **Grid Inv X**: Inverts the grid positions on the X-axis. * **Grid Inv Y**: Inverts the grid positions on the Y-axis. * **Grid Inv Z**: Inverts the grid positions on the Z-axis. * **Grid X**: Defines the position of the geometry on the X-axis. * **Grid Y**: Defines the position of the geometry on the Y-axis. * **Grid Z**: Defines the position of the geometry on the Z-axis. To better understand subfixture grid positioning, follow the steps below: 1. Import the Martin Professional Mac Aura PXL fixture type and select it. For more information, see [Import Fixture Types](/grandma3/2-4/ft_import/). 2. Tap Edit at the bottom of the fixture type menu. The fixture type editor opens. 3. Tap Geometries at the top of the window. 4. Click the arrow on top of the window to expand all the lines. 5. Select BeamLED 1. The edit fixture type menu looks like this: ![](/img/grandma3/2-4/window_edit-20_fixture_type_geometries_4-2c499e.png) In the [3D area](/grandma3/2-4/ft_link_models_geometries/#h2__139560060) on the right side, colored indicators are displayed on the selected geometry. If the selected geometry is visible in the 3D model, the object itself is displayed in yellow. The values entered for Grid X, Grid Y, and Grid Z define the geometry position for all axes. Grid settings per fixture are possible if, for example, the same fixture type is used for fixtures that are hung and on the floor. This is set in the patch menu: Open the patch menu, press Menu, and tap Patch: ![](/img/grandma3/2-4/window_edit-20_fixture_type_geometries_5-48b961.png) 1. Select a fixture. 2. Set RotX, RotY, RotZ, InvX, InvY, and InvZ in the grid column. After inserting the fixture type’s geometries, the next step is to create models as a physical foundation for the fixture’s different parts: [Insert Models](/grandma3/2-4/ft_insert_models/). # Insert Models > Each geometry has a separate description of a model. Each geometry has a separate description of a model.  Every model needs a mesh. Meshes are 3D models that represent objects in a virtual environment. A mesh is a .3ds file (the 3D image format used by Autodesk 3D Studio) or a .gltf/.glb file (the open standard 3D image format). Meshes are stored in the Meshes pool after they have been imported to the show. * For more information about importing meshes, see [Meshes](/grandma3/2-4/meshes/). # Link Models to Geometries > To correctly display the models in the 3D Viewer, the next thing to do is to link models to geometries. To correctly display the models in the 3D Viewer, the next thing to do is to link models to geometries. **Requirement:** * [Insert Geometries](/grandma3/2-4/ft_insert_geometries/) and [Insert Models](/grandma3/2-4/ft_insert_models/). 1. Tap the tab Geometries. 2. To link the model Base to geometries, tap, and hold the cell in the column Model. * Pop-up Select Model opens.  * Select Base. 3. Set the offset of position in single geometries. * In Base, leave the default value of Pos Z. * In Yoke, set Pos Z to -0.265 m. * In Head, set Pos Z to -0.100 m. * In Beam, set Pos Z to -0.150 m.  | | | | ------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The offset of the position depends on the measurements of the models.  | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | These cells can also be edited using the [Geometry Viewer](/grandma3/2-4/ft_link_models_geometries/#h2__139560060). | ![Update this description text.](/img/grandma3/2-4/window_link-20models-20to-20geometry_01_v3-2-1-4b93cc.png) Set the offset of Pos Z This is the result in the 3D window. ![](/img/grandma3/2-4/img_fixture_type_wireframe-a0f063.png) Basic moving head displayed in wireframe in the 3D window | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To display the basic moving head in wireframe in the 3D window, see [3D](/grandma3/2-4/patch_3d_viewer/) topic. | ![](/img/grandma3/2-4/img_fixture_type_render-e03b1d.png) Basic moving head rendered in the 3D window *** ## Geometry Viewer [Section titled “Geometry Viewer”](#geometry-viewer) The geometry viewer on the right side of the window displays a real time 3D visualization of the selected geometry tree. It allows you to view and to edit the geometries of the fixtures. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To display the geometries in the geometry viewer, add meshes in the models tab first. See [Insert Models](/grandma3/2-4/ft_insert_models/). | To edit the geometries: 1. Tap on the part of the fixture you want to edit or select a geometry in the table.\ This part is now selected and is displayed with a yellow color in the 3D area. 2. Tap and hold one of the colored indicators to move, scale or rotate the geometries.\ The corresponding cells change accordingly. ![Update this description text.](/img/grandma3/2-4/window_link-20models-20to-20geometry_04_v3-2-1-6ab5d1.png) Geometry Editor with the selected geometry Base in rotation mode and camera focus enabled ![](/img/grandma3/2-4/icon_camera-15_v0-1-8895af.png) (Camera focus):\ If this button is enabled, the selected geometry is displayed in the center of the 3D area.\ If this button is disabled, the center of the whole fixture is pinned to the center of the 3D area. ![](/img/grandma3/2-4/icon_globe_15_v1-7-048d78.png) (World model transformation):\ If this button is enabled, the axis follows the world.\ If this button is disabled, the axis follows the selected geometry. ![](/img/grandma3/2-4/icon_move-15_v0-1-644ef1.png) (Translation mode):\ Lets you move the selected geometry.\ Tap and hold the arrow of the selected axis and move it. When the geometry is in the desired position, release your finger. ![](/img/grandma3/2-4/icon_rotate-15_v0-1-95b64e.png) (Rotation mode):\ Lets you rotate the selected geometry.\ Tap and hold one of the colored rings and move it. When the geometry is in the desired position, release your finger.\ While you rotate the geometry along its own axis, the degree value of the rotation is displayed in the top left corner of the 3D area. Additionally, a colored disc shows a visual representation of the angle by which the geometry is rotated. ![](/img/grandma3/2-4/icon_resize_15_v1_5-aacfe0.png) (Scale mode):\ Lets you scale the selected geometry.\ Tap and hold one of the axis indicators and move it. When the geometry has the desired size, release your finger.\ To scale all three axes at the same time, tap and move the block in the center of the axis indicators. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Scaling the geometries changes the values for length, width, and hight in the Models tab. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you scale a geometry whose model is also linked to other geometries, those geometries are scaled as well. | The last step of building a basic moving head, is inserting DMX modes and channels and linking them to specific geometries: [Insert DMX Modes](/grandma3/2-4/ft_insert_dmx/). This is important for fully and accurately managing your fixture type. #### # Generator - Random > Generators are objects that allow a dynamic absolute value generation for special purposes, like the randomization of absolute values on attributes. Generators are objects that allow a dynamic absolute value generation for special purposes, like the randomization of absolute values on attributes. # Random [Section titled “Random”](#random) The generator type **Random** allows randomization of absolute values of attributes in different ways. Randoms are organized in the **Generator** pool. The **Generator** pool is part of the data pools. To address the generator pool objects, use the [Generator keyword](/grandma3/2-4/keyword_generator/). ![The generator pool contains objects og the type Random](/img/grandma3/2-4/window_generator-pool_v2-0-396957.png) Generator pool The key to randoms are the different **variance** values. Without the variance, it would be a very simple phaser, but the variance allows the different values to vary between each “loop” of the random. Randoms are called into the programmer and affect the defined attributes for the selected fixtures. This programmer information can be stored in presets or cues. Randoms can only affect the values on the absolute layer. The random generators have many settings that affect how the attribute output is randomized. This is a short description of all the different settings: * **Attribute**:\ This is the attribute affected by the random generator. * **Speed Master**:\ One of the 15 speed masters or the BPM master can be assigned as a speed controller.  * **Speed**:\ Defines the speed at which the attribute values are randomized. * **Speed Variance**:\ Defines how big the **Speed** value may differ through the selection. * **Phase**:\ Sets the phase of the random between 0° and 360°. * **Phase Variance**: Defines the size of variance of the **Phase** value. If the selected fixtures use the random feature and this value is not 0%, their behavior will change. * **Low**:\ Defines the lowest value the random can reach. * **Low Variance**: Defines the degree of variation of the **Low** value. This adds some variation through the selected fixtures for the Low value. This variance acts only on the positive side of the Low value. * **High**:\ Defines the highest value the random can reach. * **High Variance**: Defines the size of value variance of the **High** value. This adds some variation through the selected fixtures for the High value. This variance acts only on the negative side of the High value. * **Attack**: Defines the size of the linear transition towards the **High** value. * **Decay**: Defines the size of the linear transition towards the **Low** value. * **Ratio**:\ Defines the ratio of how long fixtures will use the **Low** or **High** value.  * **Ratio Variance**:\ Defines the amount of variance in the **Ratio** value. * **Speed Once**: When **Speed Once** is set to No, speed changes are applied immediately to the running random. When it is set to Yes, the random must be called again to see the change. * **Phase Once**: When **Phase Once** is set to No, changes to the phase parameters are applied immediately. By default, this setting is set to Yes. * **Random Start**: When **Random Start** is set to No, the random will always start the same way each time Random is started. This might be useful for environments that need a predictable start. When Random Start is set to Yes, the Random will start differently every time it is started. These settings are applied to a **Random Channel**. A Random can have multiple Random Channels.  ## Create a Random Generator [Section titled “Create a Random Generator”](#create-a-random-generator) Randoms can be created by editing an empty pool object. This opens the **Generator Random Editor**. ![This is the Generator Random editor](/img/grandma3/2-4/popup_edit-generator-random_v2-2-2abf79.png) Generator Random Editor The top part of the editor contains a sheet area where the Random Channels are rows, and the different settings are columns. The bottom part has on-screen faders that can be used to edit the selected rows.  The values can be edited on the sheet and the fader parts. There are buttons at the bottom for normal actions like Cut, Copy, Paste, etc. This includes an At button, which can be used to apply the random values to the current selection. There is a special encoder bar when the editor has focus. ![Encoderbar for the Generator Random.](/img/grandma3/2-4/img_encoder-bar_generator-random_v2-1-2fbe03.png) Generator Random Encoderbar This encoder bar also allows editing the generator values. The editor’s title bar has a button called Revert. Tapping this discards all current changes to the valid values when the Generator editor was opened. ## Using a Random [Section titled “Using a Random”](#using-a-random) Random Generators are not dependent on specific fixtures. They affect attributes. Having a fixture selection and tapping a Random pool object applies the Random object’s values to the attributes of the fixtures on the absolute layer. These are programmer values that can be stored or used as live playback. The [Generator keyword](/grandma3/2-4/keyword_generator/) can also be used to apply Random Generators. # Glossary > The following collection of abbreviations, acronyms, and fundamental lighting terms can be found in the grandMA3 user manual. The following collection of abbreviations, acronyms, and fundamental lighting terms can be found in the grandMA3 user manual. To open the glossary in the grandMA3 software: 1. Press Help, and enter Glossary into the command line. 2. Press Please. The Glossary opens. ## A [Section titled “A”](#a) **[]()ACN** Architecture for Control Networks\ ACN is a suite of protocols. It uses many elements that are not currently supported by grandMA3. But the ACN protocols also have a version for transporting DMX data.\ For more information see [sACN Menu](/grandma3/2-4/dmx_ethernet_sacn/). \*\*ANSI\ \*\* American National Standards Institute\ A standards organization that oversees the development and adoption of voluntary consensus standards in the United States. In the entertainment and lighting industry, ANSI accredits standards such as DMX512 (ANSI E1.11), which are relevant to grandMA3 system operation and interoperability. \*\*API\ \*\* Application Programming Interface\ A defined set of functions that allows plugins or scripts to interact with grandMA3 software objects, data, and system functions.\ For more information see [Lua Functions - Object-Free API](/grandma3/2-4/lua_objectfree/) or [Lua Functions - Object API](/grandma3/2-4/lua_object/). **Art-Net** An Ethernet-based lighting control protocol that transmits DMX data over IP networks using UDP.\ Art-Net 4 Ethernet communication standard was developed by Artistic Licence.\ For more information see [Art-Net menu](/grandma3/2-4/dmx_ethernet_artnet/).  \*\*Asterisk (\*)\ \*\* Symbol used in the command line as a mathematical operator, wildcard, or as a placeholder for multiple objects, depending on the context.\ For more information see [\* (Asterisk) Keyword](/grandma3/2-4/keyword_asterisk/).  *** \*\*Attributes\ \*\* An individual controllable property of a fixture or system object, such as Dimmer, Pan, Tilt, Color, or Gobo.\ Attributes are the building blocks of fixture types and are organized into feature groups.\ Attribute values can be adjusted in the Programmer and stored in presets, cues, and sequences.\ For more information see [Attribute definitions](/grandma3/2-4/patch_attribute_definitions/). ## B [Section titled “B”](#b) **bit** binary digit \*\*bpm\ \*\* beats per minute ## C [Section titled “C”](#c) \*\*Child\ \*\*An object that exists inside and is owned by a parent object within the hierarchical structure. A child object is dependent on its parent for placement and context.\ For more information see [Parent Child Fixture Behavior](/grandma3/2-4/parent-child-fixture/).  \*\*CIDR\ \*\* Classless Inter-Domain Routing\ A method for allocating IP addresses for IP routing.  \*\*CIE\ \*\* Commission internationale de l’éclairage or International Commission on Illumination  **CLI** Command Line Interaction\ For more information see [Command Line Interaction](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/command-line-interaction). **CMD** Command\ A command is a phrase in the syntax that can be entered into the command line to perform a specific action.  \*\*CMY\ \*\* Cyan, Magenta, Yellow\ A subtractive color mixing system that creates colors by filtering white light through varying amounts of cyan, magenta, and yellow.  **Command Line** Interface where the syntax to control the console can be entered.\ For more information see [Command Line](/grandma3/2-4/ws_ui_command_line/).   **Conventional lights** Lighting devices with a dimmer only. **CPU** Central Processing Unit **Cue** Cues can include fixture values, references to presets, and references to recipes. Cues are organized in a sequence.\ For more information see [Cues and Sequences](/grandma3/2-4/cue_sequence/).     ## D [Section titled “D”](#d) **dBu** decibel unloaded  **DC** Direct Current  **DHCP** Dynamic Host Configuration Protocol\ Is a system where IP addresses are distributed from a DHCP server.\ For more information see [Interfaces and IP](/grandma3/2-4/network_interface/).   **[]()** **Display** A physical or virtual output device used by the system to render one or more screens. Displays correspond to GPU outputs or internal console panels.\ For more information see [Display](/grandma3/2-4/keyword_display/). **DMX** Digital Multiplex\ A communication protocol to send a digital signal from a controller to a receiver. A single DMX cable can transmit one Universe.  **DMX Channel** A single DMX Channel has a value between 0 and 255.  **DMX Universe** A DMX Universe contains 512 DMX channels.  **Dual Encoder** The five dual encoders on a console or command wing are used to adjust the various attributes of fixtures and other functions.\ For more information see [Dual Encoders](/grandma3/2-4/do_control_encoder/).   ## E [Section titled “E”](#e) \*\*Encoder Bar\ \*\* Displays the attributes and functions associated with the encoders and includes shortcuts for quick access to a selection of user profile settings and programming tools.\ For more information see [Encoder Bar](/grandma3/2-4/glossary/). \*\*Executors\ \*\* Executors are physical keys, knobs, and faders on the grandMA3 hardware. They can also be represented as on-screen virtual executors.\ For more information see [Executors](/grandma3/2-4/executor/).   \*\*Extension\ \*\* Allows for extending the number of physical executor handles for specific grandMA3 products.\ For more information see [Connect grandMA3 extension](/grandma3/2-4/fs_connect_extension/).     ## F [Section titled “F”](#f) \*\*Fader Wing\ \*\* An additional fader device for the grandMA3 onPC system.\ For more information see [grandMA3 onPC fader wing](/grandma3/2-4/do_grandma3_onpc_fader_wing/).  \*\*Fixture\ \*\* A complete lighting unit including at least a housing and a lamp.  \*\*Fixture Type\ \*\* Fixture types are used to visualize and control real-life fixtures on stage.\ For more information see [Fixture Types](/grandma3/2-4/fixture_types/).   \*\*fps\ \*\* frames per second  ## G [Section titled “G”](#g) \*\*GB\ \*\* Gigabyte  **GDTF** General Device Type Format\ Is a file format used to describe devices.\ For more information see [Import GDTF](/grandma3/2-4/ft_import_gdtf/).   \*\*GlobalMaster\ \*\* The master station in a session with more than one station. The GlobalMaster manages shared session data and network DMX output.\ For more information see [Locally Networked Devices](/grandma3/2-4/system_local/).  \*\*GPI\ \*\* General Purpose Interface\ A hardware input that allows external devices to trigger actions within the system via contact closures or voltage signals. GPI inputs can be configured to execute functions such as triggering macros, sequences, or other system events. \*\*Grand Master\ \*\* Is used to limit the output of the intensity of all the fixtures patched in a show.\ For more information see [Grand Master](/grandma3/2-4/do_control_grand/).   \*\*Groups\ \*\* Groups contain a selection of fixtures. This includes the selection’s order and grid position. This can be used as a programming tool, providing a fast way to select fixtures.\ For more information see [Groups](/grandma3/2-4/group/).   \*\*GUI\ \*\* Graphical User Interface\ The visual part of the grandMA3 software that allows users to interact with windows, menus, buttons, and other on-screen elements instead of using only the command line.  \*\*GUID\ \*\* Globally Unique Identifier\ A 128-bit unique identification value used to distinguish objects, data, or devices from one another.  ## H [Section titled “H”](#h) \*\*Hex\ \*\* Hexadecimal  \*\*HID\ \*\* Human Interface Device\ An input device, such as a keyboard or mouse, used to interact with a grandMA3 station or connected computer.\ For more information see [RemoteHID](/grandma3/2-4/comad_remotehid/). \*\*Highlt\ \*\* Highlight\ For more information see [Highlight, Lowlight, Solo](/grandma3/2-4/highlight_lowlight_solo/).   \*\*HTP\ \*\* Highest Takes Precedence\ The highest value will be output. Mostly used with Dimmer. \*\*Hz\ \*\* Hertz\ cycles/beats per second   ## I [Section titled “I”](#i) \*\*IdleMaster\ \*\* A station is IdleMaster when the network is On and it is the only device in the session.\ For more information see [Standalone Device](/grandma3/2-4/system_standalone/).  \*\*IEC\ \*\* International Electrotechnical Commission\ An international standards organization that develops and publishes standards for electrical, electronic, and related technologies. \*\*IP\ \*\* Internet Protocol\ A network protocol responsible for addressing and routing data packets between devices on a network. ## K [Section titled “K”](#k) \*\*Keywords\ \*\* Defined word in the software with a specific usage.  ## L [Section titled “L”](#l) \*\*LED\ \*\* Light Emitting Diode \*\*Level Wheel\ \*\* The level wheel on the right side of a console or command wing is always assigned to dimmer attributes.  \*\*log\ \*\* logarithm  \*\*Lua\ \*\* Lua is a scripting language designed to support general procedural programming.\ For more information see [What is Lua](https://malighting.clickhelp.co/articles/grandma3-user-manual-publication/lua).   \*\*LTC\ \*\* Linear Time Code\ An analog timecode signal that encodes time information as an audio waveform. \*\*[]()\*\*\*\*LTP\\ *** Latest Takes Precedence\ The most recent value will be output, mostly used for all attributes besides Dimmer.\ For more information see [DMX port configuration](/grandma3/2-4/dmx_port_config/).     ## M [Section titled “M”](#m) \*\*mA\ \*\* milliampere  \*\*Macro\ \*\* Macros are commands stored in a pool object.\ For more information see [Macros](/grandma3/2-4/macros/).   \*\*Master\ \*\* Masters are physical representations of various timing and level overrides that exist in the software.\ For more information see [Masters](/grandma3/2-4/masters/).   \*\*MB\ \*\* Megabyte  \*\*MIB\ \*\* Move In Black\ A function that allows non-dimmer attributes to change while the associated fixture’s intensity is at zero, ensuring that visual changes occur without being seen.\ For more information see [Move In Black](/grandma3/2-4/cue_mib/).  \*\*MIDI\ \*\* Musical Instrument Digital Interface\ A digital communication protocol used to transmit control data between electronic devices.\ For more information see [MIDI](/grandma3/2-4/remote_inputs_midi/).   \*\*Monitor\ \*\* A generic term for a hardware display device. A monitor is a physical screen connected to a display output.  \*\*Moving Light\ \*\* Lighting instrument with additional attributes other than a dimmer. It is possible to control the position of a Moving Light from a console.  \*\*MSC\ \*\* MIDI Show Control\ Sends functions via MIDI signal from an executor to another device, for example, a console or MIDI sequencer.  \*\*Multi-Instance Fixture\ \*\* A lighting instrument with multiple individually controllable sections.  \*\*MVR\ \*\* My Virtual Rig\ MVR is a file format used to share patch data.\ For more information see [MVR](/grandma3/2-4/patch_mvr/).   N\*\*\ \*\* ---- [Section titled “N\*\* \*\*”](#n) ## **NDI** [Section titled “NDI”](#ndi) Network Device Interface\ A software specification that enables high-definition video to be transmitted, received, and communicated over a computer network.\ For more information see [NDI Keyword](/grandma3/2-4/keyword_ndi/). ## O [Section titled “O”](#o) \*\*OS\ \*\* Operating System  \*\*OSC\ \*\* Open Sound Control\ OSC is a client and server system that defines a message address pattern used to address elements in the receiving server.\ For more information see [OSC](/grandma3/2-4/remote_inputs_osc/).     ## P [Section titled “P”](#p) \*\*Pan\ \*\* Horizontal movement axis of a fixture.  \*\*Parameters\ \*\* A parameter represents the underlying control data used to drive one or more fixture attributes and may use up to 24 bits of DMX resolution across multiple DMX channels.\ A single parameter can control multiple attributes, or multiple parameters can contribute to a single attribute, depending on the fixture design.\ For example, a combined Dimmer/Strobe DMX channel may be represented as one parameter in the system while providing separate Dimmer and Strobe attributes in the fixture sheet.\ For more information see [Parameters](/grandma3/2-4/system_parameter/). \*\*\ Parent\ \ \*\* An object that directly contains or owns another object (the child) within the hierarchical data structure.\ For more information see [Parent Child Fixture Behavior](/grandma3/2-4/parent-child-fixture/). \*\*Patch\ \*\* In the Patch, the DMX universes, addresses, and modes for the fixture types are defined.  \*\*Phasers\ \*\* Dynamically changes the output for attributes using a set of information in two or more steps.\ For more information see [Phasers](/grandma3/2-4/phaser/).   \*\*PoE\ \*\* Power over Ethernet  \*\*Playback\ \*\* Recalling stored information physically (for example, fader) or graphically (user interface) on a console.\ A preset, a sequence with cues, or a timecode show can be played back.\ For more information see [Playback Window](/grandma3/2-4/executor/).   \*\*Presets\ \*\* Presets are containers for values. For example, when the same values are used in different cues several times.\ For more information see [Presets](/grandma3/2-4/presets/). \*\*Prev\ \*\* Previous\ For more information see [Prev key](/grandma3/2-4/key_prev/).   \*\*Programmer\ \*\* The programmer is a temporary memory, where active and inactive values are placed. These values can then be stored or released.\ For more information see [Programmer](/grandma3/2-4/operate_fixtures/). \*\*Prvw\ \*\* Preview\ For more information see [Prvw key](/grandma3/2-4/key_prvw/).   \*\*PSN\ \*\* PosiStageNet\ A network protocol used to transmit real-time positional tracking data of objects, such as performers or cameras, over IP networks.\ grandMA3 stations can receive PSN data.\ For more information see [PSN](/grandma3/2-4/remote_inputs_psn/).   \*\*PSR\ \*\* Partial Show Read\ A function that allows selected data from one show file to be imported into another without loading the entire show.\ For more information see [PSR](/grandma3/2-4/sc_psr/).   \*\*PWM\ \*\* Pulse Width Modulation   ## R [Section titled “R”](#r) \*\*RAM\ \*\* Random Access Memory  \*\*RCA\ \*\* Radio Corporation of America\ A type of electrical connector commonly used to transmit analog audio and video signals. \*\*RDM\ \*\* Remote Device Management\ Permits intelligent bidirectional communication between devices from multiple manufacturers using a modified DMX512 data link.\ For more information see [RDM](/grandma3/2-4/rdm/). \*\*RFC\ \*\* Request for Comments\ A technical document used to define or describe internet and networking standards, such as IP address ranges and network protocols.\ For more information see [Regulations and Standards](/grandma3/2-4/network_regulations/). \*\*RGB\ \*\* Red, Green, Blue\ An additive color model that creates colors by combining varying intensities of red, green, and blue emitters.  \*\*RPM\ \*\* Revolutions per Minute. Commonly: Rounds per Minute.  ##  S [Section titled “ S”](#s) \*\*S/PDIF\ \*\* Sony/Philips Digital Interface\ A digital audio connection standard used to transmit stereo audio signals between devices without converting the signal to analog.\ The grandMA3 S/PDIF connection uses coaxial RCA connectors. \*\*sACN\ \*\* Streaming Architecture for Control Networks\ A network-based lighting control protocol defined by ANSI E1.31 that transmits DMX data over IP networks using UDP and multicast or unicast distribution.\ For more information see [sACN (streaming ACN) Menu](/grandma3/2-4/dmx_ethernet_sacn/)[](/grandma3/2-4/glossary/#ACN) \*\*Screen\ \*\* A user interface display that hosts windows, views, and user interface elements such as the control bar, view bar, and encoder or playback bar.\ For more information see [Screen](/grandma3/2-4/ok_screen/).  \*\*SelFix\ \*\* SelectFixture\ For more information see [SelFix key](/grandma3/2-4/key_selfix/).   \*\*Seq\ \*\* Sequence\ A sequence contains cues that can be played back in a defined order.\ For more information see [Cues and Sequences](/grandma3/2-4/cue_sequence/).  \*\*SFTP\ \*\* Secure File Transfer Protocol\ A secure method for transferring files between a computer and a grandMA3 station over a network.\ For more information see [SFTP Connection to a Console](/grandma3/2-4/fm_sftp/). \*\*SMPTE\ \*\* Society of Motion Picture and Television Engineers\ A timecode standard defined by the Society of Motion Picture and Television Engineers used to synchronize lighting, audio, video, and other show systems. \*\*SSD\ \*\* Solid-State Drive  \*\*SSE\ \*\* Streaming SIMD Extensions \ A set of processor instructions that enable Single Instruction, Multiple Data (SIMD) operations, allowing multiple data elements to be processed simultaneously using vector registers.\ SSE is used to accelerate tasks such as graphics, audio, and signal processing. \*\*Station\ \*\* A station is a physical device in the grandMA3 system that can participate in a session and exchange data with other devices on the network.\ Stations include consoles, onPC systems, processing units, and other compatible network devices.  \*\*STP\ \*\* Shielded Twisted Pair  \*\*Syntax\ \*\* The structure used to form valid command line instructions.\ For more information see [Syntax Rules](/grandma3/2-4/csk_syntax_rules/).   ## T [Section titled “T”](#t) \*\*TC\ \*\* Timecode\ Timecode is a time signal used to time-stamp recordings for playback or to trigger cues.\ For more information see [Timecode](/grandma3/2-4/timecode/).  \*\*TCP\ \*\* Transmission Control Protocol\ A connection-oriented network protocol that ensures reliable, ordered, and error-checked data transmission between devices over IP networks. \*\*Tilt\ \*\* Vertical movement axis of a fixture.  \*\*Tracking\ \*\* Tracking is the principle of storing only the changes in the cues.\ For more information see [Tracking](/grandma3/2-4/cue_tracking/).   \*\*TZ\ \*\* Time Zone ## U [Section titled “U”](#u) \*\*UDP\ \*\* User Datagram Protocol\ A connectionless network protocol that transmits data without guaranteeing delivery, order, or error correction. \*\*UI\ \*\* User Interface\ The visual and interactive elements of the system through which the user operates the software or hardware, including screens, windows, views, buttons, and controls.\ For more information see [User Interface](/grandma3/2-4/ws_user_interface/).  \*\*UTC\ \*\* Coordinated Universal Time\ The primary time standard globally used to regulate clocks and time. Used for backup file timestamps.  \*\*UUID\ \*\* Universally Unique Identifier\ A 128-bit identifier used to uniquely distinguish objects within the system. In grandMA3, UUIDs are assigned to elements such as fixtures, presets, sequences, and other data objects to ensure consistent identification across show files, sessions, and data exchanges. ##  V [Section titled “ V”](#v) \*\*Variable\ \*\* A variable is a container that holds a value you can change and reuse. Variables let you store information, like numbers, names, or object references, and use it later in macros or commands.\ For more information see [Variables](/grandma3/2-4/macro_variables/).   \*\*V\ \*\* Volt \*\*VRAM\ \*\* Video Random Access Memory\ Dedicated memory on a graphics processing unit (GPU) used to store and manage visual data such as textures, images, frame buffers, and display output.  ## W [Section titled “W”](#w) \*\*Web Remote\ \*\* A browser-based remote control interface that allows users to monitor and operate a grandMA3 system over a network connection. The Web Remote provides access to selected system functions, views, and controls without requiring the full console or onPC software.\ For more information see [Web remote](/grandma3/2-4/network_webremote/).   ## X [Section titled “X”](#x) \*\*XFade\ \*\* Crossfade\ A transition in which parameter values from one state are gradually replaced by values from another over a defined time.\ For more information see [Assign object to an executor](/grandma3/2-4/executor_assign/).   \*\*XLR\ \*\* A locking electrical connector commonly used for professional audio, lighting, and control signals.\ XLR connectors are widely used for balanced audio, DMX data transmission, intercom systems, and timecode connections.\ The most common variants use 3-pin or 5-pin configurations.  \*\*XML\ \*\* Extensible Markup Language\ A structured, text-based data format used to store and exchange information in a human-readable and machine-readable form. XML may be used for configuration data, data exchange, and interoperability with external systems and file formats. # Gobos > Gobos are stored in the GoboPool. Gobos are stored in the **Gobo**\*\* Pool\*\*. | | | | ------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The total size of the media pools is limited to 300 MB. | Gobos 1 through 4 have a red padlock icon, indicating they are system-locked and cannot be edited. Gobos with a yellow padlock icon are locked by the user and can be unlocked and edited. When fixtures are patched into the show file, the gobos used by those fixtures are stored in the **Gobo Pool**. Open a **Gobo Pool** window. For information, see the [Add window](/grandma3/2-4/wvm_add_window/) topic. In the **Add Window** pop-up, tap Pools and Gobos in the \*\*Media \*\*column. ![](/img/grandma3/2-4/window_gobo_pool-875eb9.png) Gobo pool Edit a gobo pool object using one of the following options: * Press Edit and then tap the desired pool object. * Open the swipey commands on the pool object and choose Edit. *** ### Assign Gobo to Appearances [Section titled “Assign Gobo to Appearances”](#assign-gobo-to-appearances) To assign a gobo to an appearance: 1. Open an Appearance Pool window. 2. Open the swipey command on the pool object, select Edit or press Edit, and tap an appearance pool object. The **Edit Appearance** pop-up opens. 3. Tap Image. The **Select Image** pop-up opens. 4. From the title bar, tap and hold ImageSource and select **Gobos**. The Select Image pop-up opens. 5. Select an image and close the pop-up. 6. Continue editing the new appearance if needed and close the **Edit Appearance** pop-up. A new appearance is created. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936269645?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Quick Manual grandMA3 consoles ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 consoles](/grandma3/2-4/english-quick-manual-consoles/) * [DE Quick Manual grandMA3 Konsolen](/grandma3/2-4/deutsch-quick-manual-konsolen/) * [FR Quick Manual grandMA3 consoles](/grandma3/2-4/francais-quick-manual-consoles/) # Quick Manual grandMA3 onPC DMX-key and onPC DMX-key starter ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 onPC DMX-key and onPC DMX-key starter](/grandma3/2-4/en-quick-manual-dmx-key-1/) * [DE Quick Manual grandMA3 onPC DMX-key und onPC DMX-key starter](/grandma3/2-4/de-quick-manual-dmx-key-1/) * [FR Quick Manual grandMA3 onPC DMX-key et onPC DMX-key starter](/grandma3/2-4/fr-quick-manual-dmx-key-1/) # Quick Manual grandMA3 I/O Node ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 I/O Nodes](/grandma3/2-4/en-quick-manual-i-o-nodes/) * [DE Quick Manual grandMA3 I/O Nodes](/grandma3/2-4/de-quick-manual-i-o-nodes/) * [FR Quick Manual grandMA3 I/O Nodes](/grandma3/2-4/fr-quick-manual-i-o-nodes/) # Quick Manual grandMA3 Nodes ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 Nodes](/grandma3/2-4/english-quick-manual-nodes/) * [DE Quick Manual grandMA3 Nodes](/grandma3/2-4/deutsch-quick-manual-nodes/) * [FR Quick Manual grandMA3 Nodes](/grandma3/2-4/fr-quick-manual-nodes/) # Quick Manual grandMA3 Node DIN-Rail ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 Node DIN-Rail](/grandma3/2-4/en-quick-manuals-node-din-rail/) * [DE Quick Manual grandMA3 Node DIN-Rail](/grandma3/2-4/de-quick-manuals-node-din-rail/) * [FR Quick Manual grandMA3 Node DIN-Rail](/grandma3/2-4/fr-quick-manual-node-din-rail/) # Quick Manual grandMA3 onPC command wing ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 onPC command wing](/grandma3/2-4/en-quick-manual-onpc-command-wing/) * [DE Quick Manual grandMA3 onPC command wing](/grandma3/2-4/de-quick-manual-onpc-command-wing/) * [FR Quick Manual grandMA3 onPC command wing](/grandma3/2-4/fr-quick-manual-onpc-command-wing/) # Quick Manual grandMA3 onPC command wing XT ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 onPC command wing XT](/grandma3/2-4/en-quick-manual-onpc-command-wing-xt/) * [DE Quick Manual grandMA3 onPC command wing XT](/grandma3/2-4/de-quick-manual-onpc-command-wing-xt/) * [FR Quick Manual grandMA3 onPC command wing XT](/grandma3/2-4/fr-quick-manual-onpc-command-wing-xt/) # Quick Manual grandMA3 onPC fader wing ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 onPC fader wing](/grandma3/2-4/en-quick-manual-onpc-fader-wing/) * [DE Quick Manual grandMA3 onPC fader wing](/grandma3/2-4/de-quick-manual-onpc-fader-wing/) * [FR Quick Manual grandMA3 onPC fader wing](/grandma3/2-4/fr-quick-manual-onpc-fader-wing/) # Quick Manual grandMA3 onPC rack-unit ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 onPC rack-unit](/grandma3/2-4/en-quick-manual-onpc-rack-unit/) * [DE Quick Manual grandMA3 onPC rack-unit](/grandma3/2-4/de-quick-manual-onpc-rack-unit/) * [FR Quick Manual grandMA3 onPC rack-unit](/grandma3/2-4/fr-quick-manual-onpc-rack-unit/) # Quick Manual grandMA3 processing units ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 processing units](/grandma3/2-4/english-quick-manual-processing-units/) * [DE Quick Manual grandMA3 processing units](/grandma3/2-4/deutsch-quick-manual-processing-units/) * [FR Quick Manual grandMA3 processing units](/grandma3/2-4/francois-quick-manual-processing-units/) # Quick Manual grandMA3 viz-key ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [EN Quick Manual grandMA3 viz-key](/grandma3/2-4/en-quick-manual-viz-key/) * [DE Quick Manual grandMA3 viz-key](/grandma3/2-4/de-quick-manual-viz-key/) * [FR Quick Manual grandMA3 viz-key](/grandma3/2-4/fr-quick-manual-viz-key/) # GridStore Function > The fixture types imported and patched in your show file may have been built with the right subfixture arrangement. The fixture types imported and patched in your show file may have been built with the right subfixture arrangement. For example, Martin Professional Mac Aura PXL: ![](/img/grandma3/2-4/window_fixture-sheet_sub-fixture_example-203-b4bf6f.png) The fixture type editor sets the grid position of the subfixtures. For more information, see [Build Fixture Types](/grandma3/2-4/ft_build/) and [Insert Geometries](/grandma3/2-4/ft_insert_geometries/). The grid position of subfixtures can also be transferred to fixture types using the [GridStore](/grandma3/2-4/keyword_gridstore/) keyword. Requirements for the following example: * One patched GLP JDC2 IP set to M4 - Segment 12-24 mode. See [Patch and Fixture Setup](/grandma3/2-4/patch/). * Set FID to 1. * An open selection grid window. Workflow: 1. Select fixture 1.3 and press Down. The selection grid looks like this: ![](/img/grandma3/2-4/window_selection_grid_gridstore_exemple-201-dfe73c.png) 1. Tap Setup to enter setup mode. 2. Position the subfixtures and exit setup. For more information, see [Selection Grid Setup Mode](/grandma3/2-4/selection-grid-window-settings/).  The selection grid could look like this: ![](/img/grandma3/2-4/window_selection_grid_gridstore_exemple-202-ba822d.png) 1. Type the keyword **GridStore** in the command line and press Please. The subfixtures grid positions are transferred to the fixture type in the show file.  The arrangement for the selected fixtures will apply to other fixtures of the same type. You can use the grid settings per fixture when the same fixture type is used, for example, hung and in a floor position on stage. For more information, see [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/#h2_127376776). # Groups > Groups contain a selection of fixtures. A group can include one or many fixtures. Groups contain a selection of fixtures. A group can include one or many fixtures.  The fixtures’ selection order and grid position are also stored in a group. For more information, see [Selection Grid](/grandma3/2-4/operate_selection/). Using groups is a fast way to select the fixtures. Groups can also be used as masters. There are four different types of group masters. Read more in the [Group Master topic](/grandma3/2-4/group_master/). Groups are organized in a **Groups Pool** - read more about pools in the [Pool Windows topic](/grandma3/2-4/wvm_pool/). ![](/img/grandma3/2-4/window_group-pool_v2-3-d7b030.png) *Groups pool example* Cues and presets do not store a reference to or information about the groups; only the values applied to the fixtures are stored in them. Recipes can store a reference to groups. The following topics explore the creation, editing, and deletion of groups, as well as information about group masters. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create New Groups](/grandma3/2-4/group_create/) * [Edit Groups](/grandma3/2-4/group_edit/) * [Delete Groups](/grandma3/2-4/group_delete/) * [Group Masters](/grandma3/2-4/group_master/) # Create New Groups > Groups are created by storing them in the Group Pool with a selection of fixtures. Groups are created by storing them in the [Group Pool](/grandma3/2-4/group/) with a selection of fixtures. The groups store the fixture selection, the grid information, and the fixtures’ selection order (this is also a grid). Grid information is 3D position information indicating the position relationship between the fixtures. It is not the location on the 3D stage. For more information, see [Selection Grid topic](/grandma3/2-4/operate_selection/). The order and grid information are essential for ranged value input or when creating [Phasers](/grandma3/2-4/phaser/). | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Groups do not store values! - Only the fixture selection, order, and grid. | Use one of the following methods to store a group: Please make sure the correct fixtures are selected and in the correct order. 1. Store the group using a syntax like this: Store Group \[Group\_Number] (\[“Group\_Name”]). The two needed keywords are [Store](/grandma3/2-4/keyword_store/) and [Group](/grandma3/2-4/keyword_group/). To store group 3, for example: 1. Press Store Group 3 Please When storing to an existing group, the store mode pop-up opens: ![](/img/grandma3/2-4/pop_up_store_mode_v2-3-d0d77f.png) Store mode pop-up. When Grid Merge Mode is set to **Append X** (the default setting), the selected fixtures will be added to the next available X coordinate in the selection grid. When it is **Off**, then the current grid position is stored and merged into the group. The setting can be saved as a new default by tapping Save Defaults. The current defaults can be loaded by tapping Load Defaults. The **Grid Merge Mode** is the only setting stored in the defaults. Existing groups can be edited using the [Edit Group pop-up](/grandma3/2-4/group_edit/). Labeling the group is not required, but it is a good idea. It can be done using any method described in [Label pool objects](/grandma3/2-4/wvm_pool_label/) or the Edit Group pop-up. # Delete Groups > Groups can be deleted. Groups can be deleted.  If the group is used (referenced) somewhere, then a pop-up asks for confirmation. ![Update this description text.](/img/grandma3/2-4/popup_delete-group_v2-3-e8e240.png) Deletion pop-up asking for confirmation Tapping OK deletes the group. Tapping Cancel does not perform the deletion. If the deleted group is used in a recipe, then the reference is deleted, and the recipe no longer contains a selection. Learn more about recipes in the [Recipe topic](/grandma3/2-4/recipes/). If the group is assigned to an executor and used as a Group Master. Then the executor will be empty after deleting the group. Read more in the [Group Master topic](/grandma3/2-4/group_master/). The deletion can be oopsed and then the references are back. This is the general deletion syntax: Delete Group \[“Group\_Name” or Group\_Number] *** There are several ways to delete a Group Pool object. Use one of the following. * Using the [Delete keyword](/grandma3/2-4/keyword_delete/).\ To delete group number 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Group 1 | # Edit Groups > To edit a group, use one of the following methods: To edit a group, use one of the following methods: * The [EditSetting keyword](/grandma3/2-4/keyword_editsetting/). * Press Edit twice and then tap a group pool object. * Open the swipey commands on the pool object and choose Edit Setting.  The Edit Group pop-up opens. ![](/img/grandma3/2-4/popup_edit-group_v2-3-a2e7b2.png) Edit group pop-up. The editor has two columns, **Label** and **Settings**. Use the **Master** fader on the right to set the level for the group. Read more in the [Group Masters](/grandma3/2-4/group_master/) topic. Here is a description of the settings under the \*\*Label  \*\*column: * **Name**:\ This is the name of the group. It can be edited here or by using the Label command. For more information, see [Label keyword](/grandma3/2-4/keyword_label/). * **Scribble**:\ An existing scribble can be assigned, or a new one can be created by editing this field. Learn more in the [Scribble topics](/grandma3/2-4/scribbles/). * **Appearance**:\ An existing appearance can be assigned, or a new one can be created by editing this field. Learn more in the [Appearance topics](/grandma3/2-4/appear/). * **Tags**:\ The group can have one or more tags assigned. Editing this field opens the **Edit Tags pop-up**, where tags can be assigned and created. Learn more in the [Tags topics](/grandma3/2-4/tags/). * **Note**:\ The group can have a note. For more information, see [Notes](/grandma3/2-4/notes/). Here is a description of the settings under the \*\*Settings  \*\*column: * **Lock**:\ The group can be locked by toggling this to **On**. This prevents changes to the groups settings and editing the content of the group. The group can still be used for fixture selection and in recipes. * **Mode**:\ Each group can have one of five different modes including **None**. The other modes can be used to limit the dimmer output or add dimmer output. Learn more in the [Group Masters topic](/grandma3/2-4/group_master/). * **Move Grid Cursor**:\ This setting defines how the grid cursor moves after the group is called. For more information, see [Selection Grid](/grandma3/2-4/operate_selection/) and [User Settings](/grandma3/2-4/user_settings/).  Tapping Edit Content activates the edit mode for the group. This is used to edit the selection and grid potions. Read more below. # Group Masters > Groups can be masters of the fixtures in the group. For more information, see Masters. Groups can be masters of the fixtures in the group. For more information, see [Masters](/grandma3/2-4/masters/). Groups can be assigned to executors. This provides handles that make it easier to adjust the master level. Learn how in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). There are four different kinds of group masters: * **Positive** - This is an HTP group master, indicated by ![](/img/grandma3/2-4/icon_plus_15_v1-5-dc1987.png)  icon in the upper right corner of the pool object. The output of the fixtures is reduced depending on the value of the group master.  * **Negative** - This is a LoTP group master, indicated by ![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png)  icon in the upper right corner of the pool object. The output of the fixtures is reduced depending on the values of the group master. * **Scaling** - This scales the intensity output. Scaling is indicated by ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png) icon in the upper right corner of the pool object. For example, if the fixture is at 50% and the group master is at 50%, then the output is 25%.  * **Additive** - This master does not limit output but adds output as HTP merges with values from the programmer and playbacks. A small circle icon ![](/img/grandma3/2-4/icon_record_15_v2-2-a2dc2d.png) in the upper right corner of the pool object indicates it. ## Difference Between Positive, Negative, and Scaling [Section titled “Difference Between Positive, Negative, and Scaling”](#difference-between-positive-negative-and-scaling) The difference between the positive and negative masters is relevant when several groups contain the exact or overlapping fixtures. A negative master has priority over a positive. For example, if two groups include a fixture with 100% output, and if one group is a positive master at 80% and the other group is a negative master at 60%, then the output is 60% (limited by the negative master). If the negative master is turned up, the output stops at 80% when the positive master becomes valid. If both groups are switched to Scaling, the output will be 48% since the fixture output of 100% is multiplied by 60% and 80% of the second group master.  ![](/img/grandma3/2-4/window_group-pool_v2-3-d7b030.png) *Group pool with masters* Groups with a mode assigned display a horizontal bar indicating the master level when relevant. The master mode can be selected using the **Edit Group pop-up**. Read more about the pop-up in the [Edit Groups topic](/grandma3/2-4/group_edit/). The mode can also be assigned using the [Set keyword](/grandma3/2-4/keyword_set/). ### Example [Section titled “Example”](#example) Using the command line to set the master mode of group 4 to positive: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Group 4 Property “Mode” “Positive” | The mode type is capital sensitive. Writing “positive” fails, but “Positive” works. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | A pop-up appears if the mode is not specified, allowing you to choose a mode from a list. | ## Delete a Group Master [Section titled “Delete a Group Master”](#delete-a-group-master) Deleting a group assigned to an executor does not delete the group from the pool. If a group is deleted from the group pool, it is deleted from the show. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Deleting a group from an executor keeps the fixtures limited, as the group still exists in the pool. When deleting a group directly, the fixtures return to their non group master limited value. | # Highlight, Lowlight, Solo > Highlight forces the selected fixtures into a bright identifiable state. In conjunction, Lowlight dims the sub-selection so the selection stands out. Solo suppr # Highlight forces the selected fixtures into a bright identifiable state. In conjunction, Lowlight dims the sub-selection so the selection stands out. Solo suppresses all non-selected fixtures to zero intensity. Highlight, Lowlight and Solo Masters can be used to alter the intensity of these states. Highlight, Lowlight and Solo do not write values into the programmer. They do not get stored into cues. They do not change fixture data. They are temporary visualization overrides. These tools are commonly used to identify fixtures in a crowded rig, confirm selection order, build or troubleshoot groups, or check fixture focus and alignment. As soon as they are toggled off, the fixtures return to their previous output. ## Master 2.3 ‘Highlight’ [Section titled “Master 2.3 ‘Highlight’”](#master-23highlight) The typical behavior for Highlight temporarily forces the selected fixtures to their Highlight values while the non-selected fixtures remain unchanged. Programmer values are not overwritten. If Lowlight is active, the remainder of the selection will be forced to their Lowlight values while the non-selected fixtures will not be affected. Common default highlight values might include: • Dimmer At 100. • Color At Open/White. • Shutter At Open. • Gobo At Open. These values are defined in the Highlight column of the [FixtureTypes Editor](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/edit_fixture_types). The basic workflow for using Highlight could look like this: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 10 |  then press Highlt. This lets you visually confirm what you have selected. To toggle off Highlight, press Highlt again or type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Highlight Off | To confirm group selection order, you can use this example. 1\. To select the group “DS\_Spots”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Group “DS\_Spots” | 2\. Press Highlt.\ 3\. Press  Next several times. 4\. Confirm selection order. You can now visually confirm selection order, fixture orientation, or stage layout correctness. If an unexpected fixture lights up, then the group or selection order can be reorganized. ## Master 2.4 ‘Lowlight’ [Section titled “Master 2.4 ‘Lowlight’”](#master-24lowlight) Lowlight is the inverse concept. Lowlight dims or modifies the sub-selection so your current selection stands out in conjunction with Highlight. Programmer values are not overwritten. Lowlight values commonly include: • Dimmer At 20 %. • Color At dark blue. **Highlight and Lowlight Together** Lowlight only works in conjunction with Highlight. When both are active, selected fixtures go to their Highlight state while the sub-selection go to to their Lowlight state. This creates a clear visual isolation effect, which is useful for large rigs. To put fixtures 101 - 120 to their bright Highlight state and the sub-selection to their Lowlight state, you can use this example: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>101 Thru 120 | Press Highlt to toggle it on. MA + Highlt toggles on Lowlight. **Editing Highlight / Lowlight Behavior** Both functions are controlled by values inside the fixture type. 1\. Press Menu.\ 2\. Tap Patch in the menu pop-up.\ 3\. Select the desired fixture.\ 4. Tap Edit DMX Mode in the menu at the bottom.\ 5. Scroll over to Highlight or Lowlight columns.\ 6. Highlight / Lowlight values can be edited in the window.\ 7. Close the editor and the patch and save the changes.  These states can be edited for different use-cases. You can also define these states through keywords: For more information, see [Highlight](/grandma3/2-4/key_highlt/) and [Lowlight](/grandma3/2-4/keyword_lowlight/) Keyword. ## Master 2.5 ‘Solo’ [Section titled “Master 2.5 ‘Solo’”](#master-25solo) Solo is a temporary output isolation tool. When activated, it forces all fixtures except the fixtures selected to zero intensity, allowing you to focus on a subset of the rig without modifying programmer data, cues, or playbacks. Think of it as a live “spotlight mode” for programming and troubleshooting. When Solo is On, selected fixtures output normally while un-selected fixtures are temporarily suppressed (dimmer forced to 0). Solo does not write values into the programmer. Solo does not change cue data. Solo does not alter playbacks. It is a temporary output filter. When Solo is turned Off, the full rig returns to its original state. Solo sits very high in the output priority stack. It does not change priorities like HTP, LTP, Super, or Programmer. Instead it simply blocks output from other fixtures. For fixtures 1- 12 to remain visible while forcing all unselected fixtures to zero intensity you can use this example. 1\. To select fixtures 1 thru 12, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 12 | 2\. Then press  Solo.\ 3\. Confirm results. To exit Solo press  Solo again or type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Solo Off | **Solo vs Highlight vs Lowlight** Highlight forces selected fixtures to Highlight state. Lowlight forces the sub-selection to their Lowlight state. Solo forces non-selected fixtures to zero intensity except selected fixtures. **Highlight, Lowlight, Solo Masters** The Highlight Master controls the intensity level of the Highlight function in real time. Instead of Highlight forcing fixtures to a fixed intensity (like 100%), the fader lets you scale the brightness of highlighted fixtures while Highlight is active. This only affects fixtures that are currently in their Highlight state. The Lowlight Master controls the intensity level applied to the sub-selection when the Lowlight function is active. The Lowlight Master then scales the intensity of those fixtures. The Solo Master controls the intensity level of non-selected fixtures when Solo mode is active. The Solo fader determines how much of the rest of the rig remains visible when Solo is engaged. When Solo is on, the console normally isolates the selected fixtures. The Solo master then controls the brightness of all other fixtures. The Solo fader does not modify actual fixture intensity values. It does not change cue data, change programmer values or affect playback priorities. The Highlight, Lowlight, and Solo Masters are typically found in the Master Controls section. These Masters are also assignable to executors. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | These Masters are different than the Selected Highlight, Lowlight, and Solo Masters found in the Selected Masters section. | ![Master Controls Overlay](/img/grandma3/2-4/highlight--20lowlight--20solo-995fdc.png) Master Controls Overlay # Images > Imported images are stored in the Image Pool. For more information, see Pool Windows. Imported images are stored in the **Image Pool**. For more information, see [Pool Windows](/grandma3/2-4/wvm_pool/). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The storage limit for the entire Image Pool is a maximum of 100 MB. The total size of all media pools is limited to 300 MB. | We recommend keeping the image pool as small as possible. For example, keep the maximum image size below 64 MB, and do not exceed a resolution of 1 920 x 1 080 pixels. Images can be used for appearances. Read more in the [Create Appearances](/grandma3/2-4/appear_create/) topic. Images can also be imported to the [Gobos](/grandma3/2-4/gobos/) and [Symbols](/grandma3/2-4/symbols/) pool. ![](/img/grandma3/2-4/window_images_pool_v1-9-3-05f610.png) *Example of the image pool*  To edit an image pool object, use one of the following methods: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. The Edit Images pop-up opens: ![](/img/grandma3/2-4/window_edit_image_pop-up-16faf9.png)\ *Edit Images pop-up window* Toggle on Add Alpha to make black areas in images transparent. This works only with images that do not already have a transparent channel. See example below: ![](/img/grandma3/2-4/window_edit_image_pop-up_add-alpha-ea71b7.png) Activating Installed ensures that the files are updated from the file archive used to import them. *** ### Import Images Using the Image Pool [Section titled “Import Images Using the Image Pool”](#import-images-using-the-image-pool) Workflow: 1. Edit an empty pool object. 2. Tap the Import button. 3. Tap Internal in the top-right corner of the title bar to switch the drive to the desired source. 4. Select the desired image. 5. Tap Import. 6. Label the new image. 7. Close the **Edit Image** pop-up.  Tap the video below to see the example: # Import / Export > The Import / Export menus present a graphical workflow for exporting objects from the current show file as a smaller file with minimal additional show data. The **Import / Export** menus present a graphical workflow for exporting objects from the current show file as a smaller file with minimal additional show data. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When exporting objects that reference other objects in the show, the referenced objects are automatically included in the export. For example, when exporting a macro with a defined appearance, the exported file includes the referenced appearance. | The **Import** menu also allows objects from these smaller files to be imported into the current show file. For example, this menu provides an easy way to copy a user profile or a selection of macros from one show file to another. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/990958540?title=0\&byline=0\&portrait=0\&color=ffeb0f) Open the **Import / Export** menus using the following steps:  1. Press the Menu key or tap ![](/img/grandma3/2-4/icon_gear_15px-a11466.png) near the top of the **Control Bar**. 2. Tap Show Creator. The Show Creator menu opens. Tap the Import or Export tab in the upper-left corner to access the desired interface. ![](/img/grandma3/2-4/window_show-creator_import_menu-20v2-1-0-5-a242f6.png) Import menu ## Object Types [Section titled “Object Types”](#object-types) These menus allow for importing and exporting a wide variety of object types. Tap ObjectType on the left side of the main area to open or close the full list of available object types: * [Appearances](/grandma3/2-4/appear/) * [Bitmaps](/grandma3/2-4/bitmap/) * [Cameras](/grandma3/2-4/patch_3d_camera/) * [Data Pools](/grandma3/2-4/datapool/) * [Encoder Bars](/grandma3/2-4/ws_eb_encoder_pool/) * [Executor Configurations](/grandma3/2-4/executor_configurations/) * [Filters](/grandma3/2-4/worldfilter_filter_create/) * [Gels](/grandma3/2-4/keyword_gel/) * [Generators](/grandma3/2-4/generator/) * [Gobos](/grandma3/2-4/gobos/) * [Groups](/grandma3/2-4/group/) * [Images](/grandma3/2-4/images/) * [Layouts](/grandma3/2-4/layouts/) * [Macros](/grandma3/2-4/macros/) * [MAtricks](/grandma3/2-4/matricks/) * [Meshes](/grandma3/2-4/meshes/) * [Pages](/grandma3/2-4/keyword_page/) * [Plugins](/grandma3/2-4/plugins/) * [Presets](/grandma3/2-4/presets_pools/) * [Quickeys](/grandma3/2-4/quickeys/) * [Render Qualities](/grandma3/2-4/patch_render_quality/) * [Scribbles](/grandma3/2-4/scribbles/) * [Sequences](/grandma3/2-4/cue_sequence/) * [Sounds](/grandma3/2-4/sound_pool/) * [Symbols](/grandma3/2-4/symbols/) * [Timecodes](/grandma3/2-4/timecode/) * [Timers](/grandma3/2-4/timers/) * [Users](/grandma3/2-4/user_create/) * [UserProfiles](/grandma3/2-4/user_settings/) * [Views](/grandma3/2-4/wvm/) * [Videos](/grandma3/2-4/videos/) * [Worlds](/grandma3/2-4/worldfilter_world_create/) ![](/img/grandma3/2-4/window_show-creator_export_menu-20v2-1-0-5-7f6c7b.png) Export menu prepared to export color presets The main area of both the **Import** and **Export** menus shows the data source on the left and the destination on the right. Therefore, the **Export** menu displays the specified object types from the current show file in the area on the left, titled **Local**, and the contents of the relevant folder of the selected drive on the right, titled **Drive**. In the **Import** menu, these two areas appear on opposite sides. * An enabled Gaps button imports or exports the gaps of the XML file. For more information, see [/Gaps Option Keyword](/grandma3/2-4/ok_gaps/). * Enabeling Include Dependencies will import and export dependencies. For more information, see [/NoDependencies keyword](/grandma3/2-4/ok_nodependencies/). ## Drive Selection [Section titled “Drive Selection”](#drive-selection) To choose a different destination drive for the exported data, tap the Internal button at the right side of the title bar of the **Drive** section or swipe to open a list of available drives. In the **Import** menu, this drive setting defines which drive the console uses as the data source. ## Local Section Title Bar Tools [Section titled “Local Section Title Bar Tools”](#local-section-title-bar-tools) The title bar of the **Local** section includes a few buttons with helpful tools. * Tap DataPool to cycle through available data pools within the current show file or swipe to open a list of data pools. This option is only available when importing or exporting an **ObjectType,** which is incorporated into a **DataPool** within the show file. These **ObjectTypes** are listed below DataPools in the right column of the ObjectType section. * Tap Sheet Style to display objects in the **Local** section as a sheet with relevant details for each object. Tap Sheet Style again to view objects as they appear in their pools. Some objects, like UserProfiles, never appear in pools. Therefore, they will always appear in the sheet format regardless of the state of the Sheet Style button. * Tap Collect all to select all objects of the current type for export. Once tapped, this button changes to read Uncollect all. Tap this button to deselect all objects. These functions do not appear in the **Import** menu. * Tap Clear Collection to reset the collection of objects. This option is only available in the **Import** menu. ## Object Sub-Types [Section titled “Object Sub-Types”](#object-sub-types) ​Some entries in the ObjectType selection include several collections of objects, which appear as different pools. These include: * Presets: The **Import **and** Export** menus handle and display each preset pool individually. * Gels:  The **Import** and **Export** menus handle and display each gel book as an individual pool. With the Presets or Gels ObjectType selected, a row of radio buttons appears across the top of the main area, showing all relevant object sub-types. Tap one of these buttons to display the desired pool below. ## Multiple Object Selection [Section titled “Multiple Object Selection”](#multiple-object-selection) Tap any object in the displayed pool to select it for export. A brown border appears around each selected object. To select multiple objects in a pool, tap each desired object. Tap any selected object to deselect it. When Sheet Style is enabled, select multiple adjacent objects by drawing a lasso of overall desired objects. To select just one object, tap only the desired object. To toggle selection for any objects in the sheet without changing the selection status of any other objects, hold Ctrl on the keyboard while tapping the desired objects. ## Export Workflow [Section titled “Export Workflow”](#export-workflow) 1. Tap the Export tab in the upper-left corner. 2. Set the desired ObjectType. 3. Set the desired destination drive. 4. Select all of the desired objects to export from the **Local** area. 5. Enter the desired file name in the Name field of the **Drive** area. 6. Tap Export at the bottom of the menu. ## Import Workflow [Section titled “Import Workflow”](#import-workflow) 1. Tap the Import tab in the upper-left corner. 2. Set the desired ObjectType. 3. Set the desired source drive. 4. Select all of the desired files to import from the **Drive** area. 5. Select the desired destination in the pool in the **Local** area. 6. Tap Import at the bottom of the menu. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Certain object types (including **Gobos**, **Images**, **Symbols**, and **Videos**) can be included in **Appearances**. To automatically create new **Appearances** based on these objects as they are importing, toggle the Create Appearances option before tapping Import. | ## Import and Export Using Command Line Syntax [Section titled “Import and Export Using Command Line Syntax”](#import-and-export-using-command-line-syntax) See the Export keyword and Import keyword topics for information about exporting and importing show data using command-line syntax without using these menus. #### # Align > Pressing Align toggles between 6 different Align modes. Pressing Align toggles between 6 different Align modes. By default, the Align mode is disabled. Pressing MA + Align toggles between four different transition modes. By default, the transition mode is linear. The Align mode is displayed in the default encoder bar. ![](/img/grandma3/2-4/img_encoder-bar_left_v1-4-c111f8.png) *Default encoder bar* The align mode will be disabled when changing the value of a different attribute and the transition mode becomes linear. Pressing and holding Align resets the align mode. Pressing and holding MA + Align resets the transition mode. For more information see [Align](/grandma3/2-4/operate_align/). ## Location [Section titled “Location”](#location) Align is located in the command section. ![](/img/grandma3/2-4/button_align_v0_1-2177e3.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-4/buttons_wings_align_v0-1-9e520d.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Assign > Pressing Assign enters the Assign keyword into the command line. Pressing Assign enters the Assign keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign | For more information about Assign, see [Assign keyword](/grandma3/2-4/keyword_assign/). ## ## Label [Section titled “Label”](#label) Pressing Assign Assign enters the Label keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label | ​For more information about Label, see [Label keyword](/grandma3/2-4/keyword_label/). Set Pressing MA + Assign enters the Set keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set | ​For more information about Set, see [Set keyword](/grandma3/2-4/keyword_set/). ## Location [Section titled “Location”](#location) Assign is located in the command section. ![](/img/grandma3/2-4/button_assign_v0_1-8427a7.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_assign_v0-1-820dc5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # At > Pressing At enters the At keyword into the command line. Pressing At enters the At keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 17 At 30 | For more information about At, see [At keyword](/grandma3/2-4/keyword_at/). ## ## Normal [Section titled “Normal”](#normal) Pressing At At executes the **Normal keyword** in the command line in the selected fixtures. | | | | ---- | ------ | | OK : | Normal | ​For more information, see [Normal keyword](/grandma3/2-4/keyword_normal/). ## Integrate [Section titled “Integrate”](#integrate) Pressing and holding MA + At enters the Integrate keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Integrate | ​For more information about Integrate, see [Integrate keyword](/grandma3/2-4/keyword_integrate/). ## Extract [Section titled “Extract”](#extract) Pressing and holding MA + At + At enters the Extract keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Extract | For more information about Extract, see [Extract keyword](/grandma3/2-4/keyword_extract/). ## [Section titled “”](#-1) ## At Filter Menu [Section titled “At Filter Menu”](#at-filter-menu) Pressing and holding At opens the At Filter menu. ## [Section titled “”](#-2) ## Location [Section titled “Location”](#location) At is located in the numeric keys section. ![](/img/grandma3/2-4/button_at_v0-1-c64e48.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_at_v0-1-c85e5c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Blind > Pressing Blind toggles the Blind function. Pressing Blind toggles the Blind function. | | | | ---- | ----- | | OK : | Blind | For more information about Blind, see the [Blind keyword](/grandma3/2-4/keyword_blind/). ## Location [Section titled “Location”](#location) Blind is located in the Command Section. ![](/img/grandma3/2-4/button_blind_v0-1-fd7718.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_blind_v0-1-3566b1.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Channel > Pressing Channel enters the Channel keyword in the command line. Pressing Channel enters the Channel keyword in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Channel | For more information, see the [Channel keyword](/grandma3/2-4/keyword_channel/). ## ## Generic [Section titled “Generic”](#generic) Pressing Channel Channel enters the Generic keyword in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Generic | For more information, see the [Generic keyword](/grandma3/2-4/keyword_generic/). ## [Section titled “”](#-1) ## ID Types [Section titled “ID Types”](#id-types) Pressing Channel repeatedly switches through Channel, Generic, and ID types in use. ID types where no patched fixtures are assigned are not shown in the command line. For more information, see the [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). ## Location [Section titled “Location”](#location) Channel is located in the command section. ![](/img/grandma3/2-4/button_channel_v0-1-f54a09.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_channel_v0-1-f962a3.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Clear > If there are values in the programmer, Clear behaves like this: If there are values in the programmer, Clear behaves like this: * Pressing Clear executes the [ClearSelection keyword](/grandma3/2-4/keyword_clear_selection/). * Pressing Clear Clear executes the [ClearActive keyword](/grandma3/2-4/keyword_clear_active/). * Pressing Clear Clear Clear executes the [ClearAll keyword](/grandma3/2-4/keyword_clear_all/). If there are no values in the programmer, pressing Clear deletes unexecuted commands in the command line and executes the ClearActive keyword Pressing and holding Clear executes the ClearAll keyword. Pressing Clear, no matter how often, always displays a Clear in the Command Line Feedback. For more information about Clear, see the [Clear keyword](/grandma3/2-4/keyword_clear/). ## Location [Section titled “Location”](#location) Clear is located in the command section. ![](/img/grandma3/2-4/button_clear_v0-1-0f141b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_clear_v0-1-e17c6f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of product:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *are conform to the following directives and harmonized standards*  ***   \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_1-49cc4a.png)  ![](/img/grandma3/2-4/ma_logo_schriftzug_r_4farbig-22a365.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_1-49cc4a.png)![](/img/grandma3/2-4/ma_logo_schriftzug_r_4farbig-22a365.png) # Déclaration de conformité > Fabricant : # Déclaration de conformité [Section titled “Déclaration de conformité”](#déclaration-de-conformité) ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 full-size * grandMA3 full-size CRV * grandMA3 light * grandMA3 light CRV * grandMA3 compact XT * grandMA3 compact * grandMA3 replay unit * grandMA3 extension *** *sont conformes aux directives et normes harmonisées suivantes*  ***   \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau_1-49cc4a.png)  ![](/img/grandma3/2-4/ma_logo_schriftzug_r_4farbig-22a365.png) # Quick Start > 1. Screens 1-3 ![](/img/grandma3/2-4/img_gm3_full-size_top_callouts_white-ebb3bf.png) 1. [Screens 1-3](/grandma3/2-4/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-4/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 4. [Power key](/grandma3/2-4/key_power/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. [Command area](/grandma3/2-4/do_control_command/) 7. [Xkeys section](/grandma3/2-4/do_control_executor/) 8. [Master area](/grandma3/2-4/do_control_master/) 9. [Right executor area with 3 executor sections](/grandma3/2-4/do_control_executor/) 10. [Custom area](/grandma3/2-4/key_console_quick_start/#custom_section) 11. [Left executor area with 3 executor sections](/grandma3/2-4/do_control_executor/) ![](/img/grandma3/2-4/img_gm3_full_size-crv_rear_callout-2ec7c7.png) *grandMA3 full-size CRV rear panel* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [DMX A-G](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/#RCA) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) # Guide de démarrage > ![ # [![](/img/grandma3/2-4/img_gm3_full-size_top_callouts_white-ebb3bf.png)\ ](/grandma3/2-4/do_screen_allocation/) [\ ](/grandma3/2-4/do_screen_allocation/) 1. [Screens 1-3](/grandma3/2-4/do_screen_allocation/) 2. [Letterbox screens 8-10](/grandma3/2-4/do_screen_allocation/) 3. [Command screens 6+7](/grandma3/2-4/do_screen_allocation/) 4. [Touche Marche/Arrêt](/grandma3/2-4/key_power/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. [Aire Command](/grandma3/2-4/ws_command_area/) 7. [Section Xkeys](/grandma3/2-4/do_control_executor/) 8. [Aire Master](/grandma3/2-4/do_control_master/) 9. [Aire Executor à droite avec 3 sections Executor](/grandma3/2-4/do_control_executor/) 10. [Aire Custom](/grandma3/2-4/key_console_quick_start-2/#custom_section) 11. [Aire Executor à gauche avec 3 sections Executor](/grandma3/2-4/do_control_executor/) ![](/img/grandma3/2-4/img_gm3_full_size-crv_rear_callout-2ec7c7.png) \_grandMA3 full-size CRV \_panneau arrière 1. [Lumière d’appoint](/grandma3/2-4/si_desklights/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Interrupteur d’alimentation 4. [DMX A-G](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** Pour afficher les connecteurs du panneau arrière dans les écrans letterbox, écrire: | | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “Connectorview” | ### Allumer la console [Section titled “Allumer la console”](#allumer-la-console) 1. Déballer l’appareil. 2. Enlever le matériel de protection et la couverture anti-poussière. 3. Placer l’appareil à l’intérieur sur une surface stable. 4. Connecter les moniteurs externes à la console à l’aide d’un connecteur DisplayPort natif. 5. Démarrer la console grandMA3:\ -Insérer le connecteur powerCON TRUE1 au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant (mettre en position **I**) sur le panneau arrière.\ -L’interrupteur s’illumine en rouge.\ -Appuyer sur la touche Marche/Arrêt sur le panneau avant.\ -L’appareil se met en marche.\ -Le dialogue de **sélection du mode** apparaît:\ ![](/img/grandma3/2-4/img_select-mode-a1cf0f.png)\ -Toucher pour sélectionner un mode.   ### Éteindre la console [Section titled “Éteindre la console”](#éteindre-la-console) 1. Appuyer sur la touche Marche/Arrêt sur le panneau avant. Un pop-up d’avertissement apparaît: ![](/img/grandma3/2-4/popup_shut-down_v1-5_1_1-173b5e.png) 2. Appuyer sur OK. La console grandMA3 s’éteint. 3. Metter l’interrupteur en position **O**. Pour plus d’information, voir la section [Shut down the System](/grandma3/2-4/shutdown_the_system/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). Software update 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ Le programme d’installation requis s’appelle grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Allumez l’intérrupteur d’allimentation sur le panneau arrière. 4. Insérer la clé USB dans un port USB. 5. Pour les appareils sans clavier interne (par exemple, la console compact grandMA3), connecter un clavier externe avec un port USB. 6. Appuyez sur la touche Marche/Arrêt du panneau avant. L’appareil grandMA3 démarre. 7. Appuyer plusieurs fois sur la touche 8/F8 du clavier intégré ou du clavier externe. Le gestionnaire de démarrage s’ouvre. 8. Faire défiler la liste jusqu’à EFI USB Device à l’aide des touches fléchées. 9. Appuyer sur la touche Enter du clavier (externe).\ La console commence à démarrer. 10. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) et [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html).   | # Quick Start > ![ # [![](/img/grandma3/2-4/img_gm3_full-size_top_callouts_white-ebb3bf.png)\ ](/grandma3/2-4/do_screen_allocation/) 1. [Monitore 1-3](/grandma3/2-4/do_screen_allocation/) 2. [Letterbox Monitore 8-10](/grandma3/2-4/do_screen_allocation/) 3. [Kommando Monitore 6+7](/grandma3/2-4/do_screen_allocation/) 4. [Ein/Aus-Taster](/grandma3/2-4/key_power/) 5. [Level Wheel](/grandma3/2-4/do_control_level/) 6. [Kommando Bereich](/grandma3/2-4/do_control_command/) 7. [Xkeys Sektion](/grandma3/2-4/do_control_executor/) 8. [Master Bereich](/grandma3/2-4/do_control_master/) 9. [Rechter Executor Bereich mit 3 Executor Sektionen](/grandma3/2-4/do_control_executor/) 10. [Benutzer Bereich](/grandma3/2-4/do_control_custom/#custom_section) 11. [Linker Executor Bereich mit 3 Executor Sektionen](/grandma3/2-4/do_control_executor/) ![](/img/grandma3/2-4/img_gm3_full_size-crv_rear_callout-2ec7c7.png) *grandMA3 full-size CRV Rückseite* 1. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. Power switch 4. [DMX A-G](/grandma3/2-4/fs_connect_dmx/) 5. [DisplayPort 1-5](/grandma3/2-4/fs_connect_external_screens/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 8. [Audio Remote In](/grandma3/2-4/fs_connect_audio_in/) 9. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 10. [Ethernet 1-3](/grandma3/2-4/fs_connect_ethernet/) 11. [S/PDIF In+Out](/grandma3/2-4/do_connector_pin_assignment/) 12. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 13. [MIDI In+Out](/grandma3/2-4/remote_inputs/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Um die Anschlüsse auf der Rückseite in den Letterbox Screens anzuzeigen: | | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “Connectorview” | ### grandMA3 Konsole anschalten [Section titled “grandMA3 Konsole anschalten”](#grandma3-konsole-anschalten) 1. Gerät auspacken. 2. Verpackungsmaterial und Staubschutzhülle entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Externe Monitore mit DisplayPort Anschluss an die Konsole anschließen. 5. grandMA3 Konsole einschalten. 6. powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. 7. Hauptstecker an die Steckdose anschließen. 8. Auf der Rückseite Netzschalter auf **I** stellen.Netzschalter leuchtet rot. 9. Auf der Vorderseite der Konsole die Ein/Aus-Taste drücken.\ Das Gerät fährt hoch.\ Der **Mode Selection** Dialog erscheint:\  ![](/img/grandma3/2-4/img_select-mode-a1cf0f.png)  10. Den gewünschten Modus durch Tippen des jeweiligen Icons auswählen.   ### grandMA3 Konsole ausschalten [Section titled “grandMA3 Konsole ausschalten”](#grandma3-konsole-ausschalten) 1. Die Ein/Aus-Taste auf der Vorderseite der Konsole drücken.\ Eine Warnmeldung erscheint:\ ![](/img/grandma3/2-4/popup_shut-down_v1-5_1_1-173b5e.png) 2. OK tippen.\ Die grandMA3 Konsole fährt runter. 3. Netzschalter auf **O** stellen. Für weitere Informationen siehe Abschnitt [Shut down the System](/grandma3/2-4/shutdown_the_system/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den Netzschalter des grandMA3 Geräts auf **I** stellen. 4. Den USB-Stick in einen USB-Anschluss stecken. 5. Bei grandMA3 Geräten ohne integrierte Tastatur  (z. B. grandMA3 compact Konsole) eine externe Tastatur an einen USB-Anschluss anschließen. 6. Das grandMA3 Gerät am Ein/Aus-Taster einschalten. 7. Auf der internen oder externen Tastatur mehrfach die Taste 8/F8 drücken.\ Der **Boot Manager** öffnet sich. 8. Mit den Pfeiltasten bis EFI USB Device scrollen. 9. Die Taste Enter auf der (externen) Tastatur drücken.\ Die Konsole bootet. 10. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) und [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) |   ### [Section titled “”](#-1) [](https://www.malighting.com/) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive.  If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend\ entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen\ Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > This grandMA3 console controls all kinds of lighting genres, such as conventional, moving lights, LEDs, video, and media, via DMX signal or within a network env This grandMA3 console controls all kinds of lighting genres, such as conventional, moving lights, LEDs, video, and media, via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same industrial software. All components are fully integrable into the network environment. All grandMA3 devices have to be operated by professionally trained personnel only. Use all grandMA3 devices for professional purposes only. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Die grandMA3 Konsolen steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signa Die grandMA3 Konsolen steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger\ Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage Prévu > Les consoles grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisa # Les consoles grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** - Temperaturen, die den in dieser Kurzanleitung angegebenen Bereich über- oder unterschreiten, können zu Fehlfunktionen am Display oder anderen Komponenten führen. - Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten. * Das Gerät innerhalb der Betriebsgrenzen betreiben. * Das Gerät nur in geschlossenen Räumen betreiben. * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein. * Erschütterungen vermeiden. * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen. * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** -Des températures supérieures ou inférieures à celles indiquées dans ce guide rapide peuvent entraîner un mauvais fonctionnement des écrans et d’autres composants. -Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ;  * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ;  * Évitez les secousses ;   * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ;  * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The grandMA3 full-size, the grandMA3 light, and their CRV versions have an air intake filter on the back.  Do not wash the filter. Clean it using a vacuum cleaner only. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  |   * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Wartung # | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht!  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Die grandMA3 full-size, die grandMA3 light und die CRV-Versionen haben einen eingebauten Luftansaugfilter auf der Rückseite.  Den Filter nicht waschen. Reinigung ausschließlich mit einem Staubsauger. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung.   | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen mit einem trockenen Tuch reinigen. * Handauflage nur mit einem feuchtem Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden.  * Kein Lösungsmittel verwenden. * Überprüfen ob die Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung, empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell zu reinigen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** La grandMA3 full-size, la grandMA3 light et leurs versions CRV ont un filtre d’admission d’air à l’arrière.  Ne lavez pas le filtre. Nettoyez-le uniquement à l’aide d’un aspirateur. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel.   | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Sicherheitshinweise > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png) **Warnung** – Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-e2ac99.png)     \*\*Vorsicht \*\*– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag.  ![](/img/grandma3/2-4/danger-of-electric-shock_17-c7e352.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-c04583.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten.  Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_consoles_disposal-1/). *** ![battery](/img/grandma3/2-4/battery_1-334268.png)     Batterie recyceln *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-a55c9f.png)   Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_conformity-1/).  *** ![on\_off](/img/grandma3/2-4/on_off_1-png-8f4ea7.png) Betriebsspannung AN/AUS *** ## Lithium-Ionen-Batterie [Section titled “Lithium-Ionen-Batterie”](#lithium-ionen-batterie) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png) \*\*Warnung \*\* Hinweise zur integrierten Batterie: * Die grandMA3 full-size, grandMA3 light und die entsprechenden CRV-Versionen enthalten eine wiederaufladbare Lithium-Ionen-Batterie (LiFePo4) für den USV-Betrieb (unterbrechungsfreie Stromversorgung).  * Alle Konsolen enthalten eine BIOS-Batterie auf der Hauptplatine (MA central computer board). *  Nur von MA Lighting Technology GmbH zugelassene Batterien verwenden. * Nicht bestimmungsgemäße Verwendung der Batterie oder ein fehlerhafter Umgang damit kann zu einer Explosion der Batterie oder einem Flüssigkeitsaustritt aus der Batterie führen.  Folgende Punkte beachten, um Verletzungen zu vermeiden: * Die Batterie nicht öffnen oder zerlegen.  * Die Batterie nicht anbohren und in keiner anderen Weise beschädigen.  * Die Batterie nicht kurzschließen.  * Die Batterie vor Nässe und Feuchtigkeit schützen.  * Die Batterie vor Feuer schützen.   * Die Batterie von Kindern fernhalten.  * Falls die Batterie beschädigt sein sollte, nicht verwenden.  * Die integrierte Batterie nicht auszutauschen. Der Austausch der Batterie muss durch eine von MA Lighting Technology GmbH zertifizierte Reparaturwerkstatt oder Fachkraft durchgeführt werden.  **Es wird empfohlen, den Akku der USV mindestens einmal pro Jahr aufzuladen, um eine Tiefenentladung zu verhindern. Zum Aufladen die Konsole anschalten, hochfahren und die Statusleiste der USV beachten.** \*\*Bitte beachten:  UN-Transportvorschrift 38.3. – Empfehlung der UN für die Beförderung gefährlicher Güter, Ausgabe 6, Abschnitt 38.3. \*\* Für mehr Informationen siehe [Transport](/grandma3/2-4/key_onpc_command_wing_transport/). | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | *** Alle Anweisungen in diesem Quick Manual aufmerksam lesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_consoles_safety-1/#general_safety_instructions) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_consoles_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und dem Gerät selbst vermerkt sind. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | * Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. * Alle Sicherheitsanweisungen befolgen um dieses Restrisiko zu vermeiden. * Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH haftet nicht für Schäden, die durch Nichtbeachtung der Sicherheitsanweisungen verursacht wurden. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu verhindern. * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren.  * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Um die Bildschirme nicht zu beschädigen, das Gerät nicht am Monitor Wing tragen oder hochheben. * Um Verwindung zu vermeiden, den Monitor Wing mit beiden Händen, jeweils links und rechts, öffnen.  * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen die Konsole herunterfahren und über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.  * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbinder oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden.  * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat einen Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose verwendet werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Netz trennen (Netzstecker ziehen) und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger # ### Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png) \*\*Avertissement \*\*– Zone de danger *** ![lightning](/img/grandma3/2-4/lightning_1-e2ac99.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. ![](/img/grandma3/2-4/danger-of-electric-shock_17-c7e352.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-c04583.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_consoles_disposal-1-2/). *** ![battery](/img/grandma3/2-4/battery_1-334268.png)     Recycler la batterie *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-a55c9f.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_conformity-1-2/). *** ![on\_off](/img/grandma3/2-4/on_off_1-png-8f4ea7.png) Tension de service Marche / Arrêt ***   ##  Batterie lithium-ion [Section titled “ Batterie lithium-ion”](#batterie-lithium-ion) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png)\ **Avertissement**  Consignes de sécurité concernant la batterie lithium-ion intégrée : * Les grandMA3 full-size, grandMA3 light et leurs versions CRV disposent d’une batterie rechargeable au lithium-ion (LiFePo4) pour une alimentation sans interruption (UPS) ; * Utilisez uniquement des batteries approuvées par MA Lighting Technology GmbH  ; * Une mauvaise utilisation ou une manipulation incorrecte de la batterie peut provoquer son explosion ou l’écoulement du liquide à l’intérieur de la batterie. Suivez les instructions suivantes pour éviter les blessures : * Ne pas ouvrir ni démonter la batterie ; * Ne percez pas de trous dans la batterie et ne l’endommagez pas de toute autre manière ; * Ne court-circuitez pas la batterie ; * Protégez la batterie contre l’humidité ; * Protégez la batterie contre le feu ; * Gardez la batterie hors de portée des enfants ; * N’utilisez pas la batterie si elle est défectueuse  ; * N’essayez pas d’échanger la batterie intégrée. Le remplacement de la batterie doit être effectué par un technicien de service ou un centre de réparation agréé par MA Lighting Technology GmbH. **Nous vous recommandons de charger la batterie au moins une fois par an afin d’éviter une décharge profonde.** **Respecter les règles de transport UN 38.3. - Recommandations de l’UN sur le transport des marchandises dangereuses, 6e édition, section 38.3.** Pour plus d’informations, voir [Transport](/grandma3/2-4/key_transport-1-2/). | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | *** Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_consoles_safety-1-2/#general_safety_instructions) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_consoles_limitations-1-2/). Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. \*\*  \*\* | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique.  Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens  ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Pour éviter d’endommager les écrans, ne transportez pas ou ne soulevez pas l’appareil par le panneau d’écran ; * Pour éviter toute torsion, n’ouvrez pas le panneau d’écran en le soulevant d’un seul côté. Lorsque vous le soulevez, utilisez vos deux mains ; * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ;  * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ;  * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. **Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-e2ac99.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_17-c7e352.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-c04583.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_consoles_disposal/). *** ![battery](/img/grandma3/2-4/battery_1-334268.png)     Recycle the battery *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-a55c9f.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_1-png-8f4ea7.png) Operating voltage ON/OFF *** ## Lithium-Ion-Battery [Section titled “Lithium-Ion-Battery”](#lithium-ion-battery) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-f646c8.png) \*\*Warning \*\* Safety instructions for the built-in lithium-ion battery: * The grandMA3 full-size, grandMA3 light, and their CRV versions have a rechargeable lithium-ion battery (LiFePo4) for an uninterrupted power supply (UPS); * All grandMA3 consoles have a memory battery on the MA Central Computer Board. * Only use batteries approved by MA Lighting Technology GmbH;  * Misuse or improper handling of the battery can cause it to explode or the fluid inside the battery to discharge.  Note the following instructions in order to avoid injuries: * Do not open or disassemble the battery;  * Do not drill holes into the battery or damage it in any other different manner;  * Do not short-circuit the battery;  * Protect the battery against moisture and humidity;  * Protect the battery against fire;  * Keep the battery away from children;  * Do not use the battery if it is defective; * Do not try to exchange the built-in battery. The exchange of the battery must be performed by a service technician or a repair center approved by MA Lighting Technology GmbH.  **We recommend charging the UPS battery at least once a year in order to avoid deep discharge. To do so, switch on the console, boot it up, and mind the status bar of the UPS battery.** \*\*Note the transportation regulations UN 38.3. – UN Recommendations on the Transport of Dangerous Goods, 6th edition, section 38.3. \*\* For more information see [Transportation](/grandma3/2-4/key_transport/).  | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety. | *** Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_consoles_safetyinstructions/#general_safety_instructions) further down and the [Limitations](/grandma3/2-4/key_consoles_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions.   | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | | | | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock.  Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * To avoid damage to the displays, do not carry or lift the device by the monitor wing; * To avoid torsion, do not open the monitor wing lifting it up at one edge. When lifting up use both of your hands; * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Unplug the power plug to disconnect the power supply from electric voltage during thunderstorms;  * Switch off the console via the power switch if it is unattended for a longer period of time; * Shut down the console via the Power key and switch it off via the power switch before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, faders, knobs, switches, connectors, or monitor wing; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break. * Only use power cables which are safety-marked; * Do not use high-power radio devices or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets; * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or the main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Support > MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is abou MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-bd6f8a.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, st # MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-c14bbc.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, um Ihr MA Produkt bestmöglich nutzen können.  Eine Serie auswählen und alle Videos dazu auf unserem YouTube Kanal ansehen. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Das MA Fixture Share ist eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share findet sich eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung bitte das E-Mail-Formular unter , Training und Support ausfüllen. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen bitte Kontakt zur MA Lighting Support-Hotline aufnehmen. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 full-size – rear panel | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** The grandMA3 full-size, grandMA3 light and their CRV versions have a built-in uninterruptible power supply (UPS). For more information on UPS see [Safety](/grandma3/2-4/key_consoles_safetyinstructions/). | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** Only use monitors with a native DisplayPort connector. Do not use adapters, for example DP to VGA or similar. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: max. length of the cable 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-4/img_gm3_full-size_3d_1-bd8555.png) | Technical Data |   | | ---------------------------------------------------------- | ------------------------------------------------------------------------------------ | | Parameters | 20 480 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 44 kg / 98 lbs | | Power | max. 300 VA  | | Dimensions (folded and closed keyboard drawer) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (width x depth x height) | | Dimensions (unfolded for operation) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (width x depth x height) | | Dimensions (maximally unfolded and opened keyboard drawer) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (width x depth x height) |   ### Outputs grandMA3 full-size [Section titled “Outputs grandMA3 full-size”](#outputs-grandma3-full-size) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 full-size – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) |  \*registered trademark of Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-4/img_gm3_full-size-crv_3d_1-e896a2.png) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------------- | | Parameters | 20 480 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 33 kg / 73 lbs | | Power | max. 300 VA | | Dimensions (closed keyboard drawer) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in (width x depth x height) | | Dimensions (opened keyboard drawer) | 1 213 x 644 x 169 mm / 48 x 26 x 7 in (width x depth x height) |   ### Outputs grandMA3 full-size CRV [Section titled “Outputs grandMA3 full-size CRV”](#outputs-grandma3-full-size-crv) ![](/img/grandma3/2-4/img_grandma3_full-size-crv_rear-4a3dd2.png) *grandMA3 full-size CRV – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x  | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 5 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x  | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) |  \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-4/img_gm3_light_3d_1-c11ce7.png) | Technical Data |   | | ---------------------------------------------------------- | ---------------------------------------------------------------------------------- | | Parameters | 16 384 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight  | 33 kg / 73 lbs | | Power | max. 300 VA | | Dimensions (folded and closed keyboard drawer) | 854 x 539 x 181 mm / 34 x 22 x 8 in (width x depth x height) | | Dimensions (unfolded for operation) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in (width x depth x height) | | Dimensions (maximally unfolded and opened keyboard drawer) | 854 x 871 x 255 mm / 34 x 35 x 10 in (width x depth x height) |   ### Outputs grandMA3 light [Section titled “Outputs grandMA3 light”](#outputs-grandma3-light) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 light – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_3d_1-6cea27.png) | Technical Data |   | | ----------------------------------- | ------------------------------------------------------------ | | Parameters | 16 384 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 25 kg / 56 lbs | | Power | max. 300 VA | | Dimensions (closed keyboard drawer) | 811 x 539 x 169 mm / 32 x 22 x 7 in (width x depth x height) | | Dimensions (opened keyboard drawer) | 811 x 644 x 169 mm / 32 x 26 x 7 in (width x depth x height) |   ### Outputs grandMA3 light CRV [Section titled “Outputs grandMA3 light CRV”](#outputs-grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_rear-a80123.png) *grandMA3 light CRV – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 4 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein    *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact-xt_3d_1-83c27c.png) | Technical Data |   | | --------------------- | ---------------------------------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 20 kg / 45 lbs | | Power | max. 250 VA | | Dimensions (folded) | 845 x 429 x 160 mm / 34 x 17 x 7 in (width x depth x height) | | Dimensions (unfolded) | 845 x 563 x 325 (max. 410) mm / 34 x 23 x 13 (max. 17) in (width x depth x height) |   ### Outputs grandMA3 compact XT [Section titled “Outputs grandMA3 compact XT”](#outputs-grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact XT – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein   *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_3d_1-239446.png) | Technical Data |   | | --------------------- | ---------------------------------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 16 kg / 36 lbs | | Power | max. 250 VA | | Dimensions (folded) | 661 x 429 x 160 mm / 26 x 17 x 7 in (width x depth x height) | | Dimensions (unfolded) | 661 x 563 x 325 (max. 410) mm / 26 x 23 x 13 (max. 17) in (width x depth x height) |   ### Outputs grandMA3 compact [Section titled “Outputs grandMA3 compact”](#outputs-grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-4/img_gm3_replay-unit_3d_1-38c4d5.png) | Technical Data |   | | ----------------- | ----------------------------------------------------------- | | Parameters | 8 192 | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 6 kg / 14 lbs | | Power | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (width x depth x height) |   ### Outputs grandMA3 replay unit [Section titled “Outputs grandMA3 replay unit”](#outputs-grandma3-replay-unit) ![](/img/grandma3/2-4/img_grandma3_replay-unit_rear-4bf8a0.png) *grandMA3 replay unit – rear panel* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 5 x | USB 2.0 (type A) (2 on the front panel) max. 500 mA | \*registered Trademark of Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_3d_1-97508e.png) | Technical Data |   | | ----------------- | ------------------------------------------------------------ | | Parameters | None | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 11 kg / 25 lbs | | Power | max. 75 VA | | Dimensions | 409 x 537 x 169 mm / 17 x 22 x 7 in (width x depth x height) |   ### Outputs grandMA3 extension [Section titled “Outputs grandMA3 extension”](#outputs-grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_rear_1-b7d01f.png) *grandMA3 extension - rear panel* | Number | Connector | | ------ | ---------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Desk light (4pin XLR female) | \*registered Trademark of Neutrik AG, Liechtenstein # Technische Daten > grandMA3 full-size – Rückseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die grandMA3 full-size, grandMA3 light und die entsprechenden CRV-Versionen haben eine eingebaute unterbrechungsfreie Stromversorgung (USV). Für weitere Informationen zu USV, siehe [Sicherheit](/grandma3/2-4/key_consoles_safety-1/).   | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** Ausschließlich Monitore mit einem nativen DisplayPort-Stecker verwenden. Keine Adapter verwenden, wie DP zu VGA oder ähnliches.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-4/img_gm3_full-size_3d_1-bd8555.png) | Technische Daten |   | | -------------------------------------------------------- | ------------------------------------------------------------------- | | Parameter | 20 480 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 44 kg / 98 lbs | | Anschlussleistung | max. 300 VA  | | Maße (zugeklappt mit geschlossener Tastatur) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (Breite x Tiefe x Höhe) | | Maße (Monitor Wing auf Bedienhöhe) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (BxTxH) | | Maße (maximal aufgeklappt und geöffneter Tastaturauszug) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 full-size [Section titled “Steckverbinder grandMA3 full-size”](#steckverbinder-grandma3-full-size) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 full-size – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) |  \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-4/img_gm3_full-size-crv_3d_1-e896a2.png) | Technische Daten |   | | ----------------------------------- | ------------------------------------------------------------- | | Parameter | 20 480 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 33 kg / 73 lbs | | Anschlussleistung | max. 300 VA | | Maße (geschlossener Tastaturauszug) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in (Breite x Tiefe x Höhe) | | Maße (geöffneter Tastaturauszug) | 1 213 x 644 x 169 mm /48 x 26 x 7 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 full-size CRV [Section titled “Steckverbinder grandMA3 full-size CRV”](#steckverbinder-grandma3-full-size-crv) ![](/img/grandma3/2-4/img_grandma3_full-size-crv_rear-4a3dd2.png) *grandMA3 full-size CRV – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x  | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 5 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x  | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) |  \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-4/img_gm3_light_3d_1-c11ce7.png) | Technische Daten |   | | -------------------------------------------------- | ----------------------------------------------------------------- | | Parameter | 16 384 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 33 kg / 73 lbs | | Anschlussleistung | max. 300 VA | | Maße (Maße (zugeklappt mit geschlossener Tastatur) | 854 x 539 x 181 mm / 34 x 22 x 8 in (BxTxH) | | Maße (Monitor Wing auf Bedienhöhe) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in (BxTxH) | | Maße (aufgeklappt mit geöffneter Tastatur) | 854 x 871 x 255 mm / 34 x 35 x 10 in (BxTxH) |   ### Steckverbinder grandMA3 light [Section titled “Steckverbinder grandMA3 light”](#steckverbinder-grandma3-light) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 light – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_3d_1-6cea27.png) | Technische Daten |   | | ----------------------------------- | ----------------------------------------------------------- | | Parameter | 16 384 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 25 kg / 56 lb | | Anschlussleistung | max. 300 VA | | Maße (geschlossener Tastaturauszug) | 811 x 539 x 169 mm / 32 x 22 x 7 in (Breite x Tiefe x Höhe) | | Maße (geöffneter Tastaturauszug) | 811 x 644 x 169 mm / 32 x 26 x 7 in (Breite x Tiefe x Höhe) |   ### Outputs grandMA3 light CRV [Section titled “Outputs grandMA3 light CRV”](#outputs-grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_rear-a80123.png) *grandMA3 light CRV – Rückseite* | Anzahl | Steckverbinder | | ------ | ---------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – Fernsteuerung) | | 4 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 3 x | USB 3.0 (Typ A) (2 auf der Vorderseite) | | 2 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein   *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact-xt_3d_1-83c27c.png) | Technische Daten |   | | ------------------------- | --------------------------------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 20 kg / 45 lbs | | Anschlussleistung | max. 250 VA | | Maße (zusammengeklappt) | 845 x 429 x 160 mm / 34 x 17 x 7 in (Breite x Tiefe x Höhe) | | Maße (aufgeklappt) | 845 x 563 x 325 (max. 410) mm / 34 x 23 x 13 (max. 17) in (Breite x Tiefe x Höhe) |   ### Outputs grandMA3 compact XT [Section titled “Outputs grandMA3 compact XT”](#outputs-grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact XT – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 1 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 2 x | USB 3.0 (Typ A) (1 auf der Vorderseite) | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein    *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_3d_1-239446.png) | Technische Daten |   | | ------------------------- | -------------------------------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 16 kg / 36 lbs | | Anschlussleistung | max. 250 VA | | Maße (zusammengeklappt) | 661 x 429 x 160 mm / 26 x 17 x 7 in (Breite x Tiefe x Höhe) | | Maße (aufgeklappt) | 661 x 563 x 325 (max. 410 mm / 26 x 23 x 13 (max. 17) in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 compact [Section titled “Steckverbinder grandMA3 compact”](#steckverbinder-grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5-polig XLR weiblich) | | 1 x | DMX-512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 1 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 3 x | USB 2.0 (Typ A) | | 2 x | USB 3.0 (Typ A) (1 auf der Vorderseite) | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-4/img_gm3_replay-unit_3d_1-38c4d5.png) | Technische Daten |   | | ------------------------- | ---------------------------------------------------------- | | Parameter | 8 192 | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 6 kg / 14 lbs | | Anschlussleistung | max. 200 VA | | Maße | 482 x 372 x 87 mm / 19 x 15 x 4 in (Breite x Tiefe x Höhe) |   ### Steckverbinder grandMA3 replay unit [Section titled “Steckverbinder grandMA3 replay unit”](#steckverbinder-grandma3-replay-unit) ![](/img/grandma3/2-4/img_grandma3_replay-unit_rear-4bf8a0.png) *grandMA3 replay unit – Rückseite* | Anzahl | Steckverbinder | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5-polig XLR weiblich) | | 1 x | DMX512-A In (5-polig XLR männlich) | | 1 x | MIDI In (5-polig DIN weiblich) | | 1 x | MIDI Out (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | Audio In (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich– Fernsteuerung) | | 2 x | DisplayPort (externe Bildschirme) | | 2 x | S/PDIF In und Out | | 5 x | USB 2.0 (Typ A) (2 auf der Vorderseite) | \*eingetragene Marke der Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_3d_1-97508e.png) | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | Keine | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 11 kg / 25 lbs | | Anschlussleistung | max. 75 VA | | Maße | 409 x 537 x 169 mm / 17 x 22 x 7 in | |   |   |   ### Steckverbinder grandMA3 extension [Section titled “Steckverbinder grandMA3 extension”](#steckverbinder-grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_rear_1-b7d01f.png) *grandMA3 extension – Rückseite* | Anzahl | Steckverbinder | | ------ | ---------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Pultleuchte (4-polig XLR weiblich) | \*eingetragene Marke der Neutrik AG, Liechtenstein # Données techniques > grandMA3 full-size – panneau arrière # | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le grandMA3 grandeur nature, le grandMA3 light et leurs versions CRV sont équipés d’une alimentation sans coupure (UPS) intégrée. Pour plus d’informations sur l’UPS, voir [Sécurité](/grandma3/2-4/key_consoles_safety-1-2/). | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** N’utilisez que des moniteurs dotés d’un connecteur DisplayPort natif. N’utilisez pas d’adaptateurs, par exemple DP à VGA ou similaires. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | \*\*Important:  \*\*Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   *** ### grandMA3 full-size [Section titled “grandMA3 full-size”](#grandma3-full-size) ![](/img/grandma3/2-4/img_gm3_full-size_3d_1-bd8555.png) | Données Techniques |   | | ------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 20 480 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 44 kg / 98 lbs | | Puissance | max. 300 VA  | | Dimensions (tiroir à clavier plié et fermé) | 1 256 x 539 x 181 mm / 50 x 22 x 8 in (largeur x profondeur x hauteur) | | Dimensions (déplié pour le fonctionnement) | 1 256 x 584 x 409 (max. 450) mm / 50 x 23 x 17 (max. 18) in (l x p x h) | | Dimensions (clavier déplié et ouvert) | 1 256 x 871 x 255 mm / 50 x 35 x 10 in (largeur x profondeur x hauteur) |     ### Sorties grandMA3 full-size [Section titled “Sorties grandMA3 full-size”](#sorties-grandma3-full-size) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 full-size – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 sur le panneau avant) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) |  \*marque déposée de Neutrik AG, Liechtenstein   *** ### grandMA3 full-size CRV [Section titled “grandMA3 full-size CRV”](#grandma3-full-size-crv) ![](/img/grandma3/2-4/img_gm3_full-size-crv_3d_1-e896a2.png) | Données Techniques |   | | --------------------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 20 480 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 33 kg / 73 lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 1 213 x 539 x 169 mm / 48 x 22 x 7 in  (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 1 213 x 644 x 169 mm / 48 x 26 x 7 in  (largeur x profondeur x hauteur) |   ### Sorties grandMA3 full-size CRV [Section titled “Sorties grandMA3 full-size CRV”](#sorties-grandma3-full-size-crv) ![](/img/grandma3/2-4/img_grandma3_full-size-crv_rear-4a3dd2.png) *grandMA3 full-size CRV – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x  | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 5 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x  | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) |  \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 light [Section titled “grandMA3 light”](#grandma3-light) ![](/img/grandma3/2-4/img_gm3_light_3d_1-c11ce7.png) | Données Techniques |   | | --------------------------------------------------------- | ------------------------------------------------------------------------------------------- | | Paramètres | 16 384 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net  | 33 kg / 73 lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 854 x 539 x 181 mm / 34 x 22 x 8 in (largeur x profondeur x hauteur) | | Dimensions (déplié pour le fonctionnement) | 854 x 584 x 409 (max. 450) mm / 34 x 23 x 17 (max. 18) in  (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 854 x 871 x 255 mm / 34 x 35 x 10 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 light [Section titled “Sorties grandMA3 light”](#sorties-grandma3-light) ![](/img/grandma3/2-4/img_grandma3_full-size-light_rear_panel-295122.png) *grandMA3 light – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x  | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 light CRV [Section titled “grandMA3 light CRV”](#grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_3d_1-6cea27.png) | Données Techniques |   | | --------------------------------------------------------- | -------------------------------------------------------------------- | | Paramètres | 16 384 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 25Kg / 56lbs | | Puissance | max. 300 VA | | Dimensions (tiroir à clavier plié et fermé) | 811 x 539 x 169 mm / 32 x 22 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 811 x 644 x 169 mm / 32 x 26 x 7 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 light CRV [Section titled “Sorties grandMA3 light CRV”](#sorties-grandma3-light-crv) ![](/img/grandma3/2-4/img_gm3_light-crv_rear-a80123.png) *grandMA3 light CRV – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 4 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 3 x | USB 3.0 (type A) (2 on the front panel) max. 900 mA | | 2 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 compact XT [Section titled “grandMA3 compact XT”](#grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact-xt_3d_1-83c27c.png) | Données Techniques |   | | --------------------------------------------------------- | --------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 20Kg / 45lbs | | Puissance | max. 250 VA | | Dimensions (tiroir à clavier plié et fermé) | 845 x 429 x 160 mm / 34 x 17 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 845 x 563 x 325 mm / 34 x 23 x 13 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 compact XT [Section titled “Sorties grandMA3 compact XT”](#sorties-grandma3-compact-xt) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact XT – panneau arrière* | Nombre | Connecteurs | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein    *** ### grandMA3 compact [Section titled “grandMA3 compact”](#grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_3d_1-239446.png) | Données Techniques |   | | --------------------------------------------------------- | ----------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 16Kg / 36lbs | | Puissance | max. 250 VA | | Dimensions (tiroir à clavier plié et fermé) | 661 x 429 x 160 mm / 26 x 17 x 7 in (largeur x profondeur x hauteur) | | Dimensions (tiroir à clavier déplié et ouvert au maximum) | 661 x 563 x 325 mm / 26 x 23 x 13 in (largeur x profondeur x hauteur)   |   ### Sorties grandMA3 compact [Section titled “Sorties grandMA3 compact”](#sorties-grandma3-compact) ![](/img/grandma3/2-4/img_gm3_compact_xt_rear-cf866e.png) *grandMA3 compact – panneau arrière* | Number | Connector | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX-512-A Out (5pin XLR female) | | 1 x | DMX-512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1 x | DisplayPort 1.2 (external screen) | | 2 x | S/PDIF In and Out | | 3 x | USB 2.0 (type A) max. 500 mA | | 2 x | USB 3.0 (type A) (1 on the front panel) max. 900 mA | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein     *** ### grandMA3 replay unit [Section titled “grandMA3 replay unit”](#grandma3-replay-unit) ![](/img/grandma3/2-4/img_gm3_replay-unit_3d_1-38c4d5.png) | Données Techniques |   | | ------------------------- | ------------------------------------------------------------------- | | Paramètres | 8 192 | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 6 kg / 14 lbs | | Puissance | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 replay unit [Section titled “Sorties grandMA3 replay unit”](#sorties-grandma3-replay-unit) ![](/img/grandma3/2-4/img_grandma3_replay-unit_rear-4bf8a0.png) *grandMA3 replay unit – panneau arrière* | Nombre | Connecteur | | ------ | --------------------------------------------------------------- | | 1 x | powerCON TRUE1\* | | 3 x | etherCON/RJ45 | | 6 x | DMX512-A Out (5pin XLR female) | | 1 x | DMX512-A In (5pin XLR male) | | 1 x | MIDI In (5pin DIN female) | | 1 x | MIDI Out (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | Audio In (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 2 x | DisplayPort 1.2 (external screens) | | 2 x | S/PDIF In and Out | | 5 x | USB 2.0 (type A) (2 on the front panel) max. 500 mA | \*marque déposée de Neutrik AG, Liechtenstein     *** ### grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_3d_1-97508e.png) | Données Techniques |   | | ------------------------- | -------------------------------------------------------------------- | | Paramètres | Aucun | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 11 kg / 25 lbs | | Puisance | max. 75 VA | | Dimensions | 409 x 537 x 169 mm / 17 x 22 x 7 in (largeur x profondeur x hauteur) | |   |   |   ### Sortie grandMA3 extension [Section titled “Sortie grandMA3 extension”](#sortie-grandma3-extension) ![](/img/grandma3/2-4/img_gm3_extension_rear_1-b7d01f.png) *grandMA3 extension – panneau arriere* | Nombre | Connecteur | | ------ | ----------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | etherCON/RJ45 | | 1 x | Lumière d’appoint (4pin XLR female) | \*marque déposée de Neutrik AG, Liechtenstein # Copy > Pressing Copy enters the copy keyword into the command line. Pressing Copy enters the copy keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy | For more information about Copy, see the [Copy keyword](/grandma3/2-4/keyword_copy/). ## Paste [Section titled “Paste”](#paste) Pressing Copy Copy enters the Paste keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Paste | ​For more information about Paste, see the [Paste keyword](/grandma3/2-4/keyword_paste/). ## Insert [Section titled “Insert”](#insert) Pressing Copy Copy Copy enters the Insert keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Insert | ​For more information about Insert, see the [Insert keyword](/grandma3/2-4/keyword_insert/). ## Cut [Section titled “Cut”](#cut) Pressing MA Copy enters the Cut keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cut | ​For more information about Cut, see the [Cut keyword](/grandma3/2-4/keyword_cut/). Location Copy is located in the command section. ![](/img/grandma3/2-4/button_copy_v0-1-b6f646.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_copy_v0-1-f58fd4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Ctrl > To select multiple cells in a sheet, hold Ctrl and tap or click each cell. ## Multi Select [Section titled “Multi Select”](#multi-select) To select multiple cells in a sheet, hold Ctrl and tap or click each cell. ## ## Clean Start [Section titled “Clean Start”](#clean-start) To perform a clean start, hold Ctrl when the mode selection pop-up appears during the boot or reboot process and tap the desired mode. For more information about clean start, see [Clean Start](/grandma3/2-4/ts_clean_start/). ## Location [Section titled “Location”](#location) Ctrl is located in two places on the bottom row of the alpha-numeric keyboard. ![](/img/grandma3/2-4/img_keyboard-diagram_ctrl_v1-7-ddbce6.png) Location on grandMA3 full-size and grandMA3 light console # Cue > Pressing Cue enters the Cue keyword into the command line. Pressing Cue enters the Cue keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue | For more information about Cue, see the [Cue keyword](/grandma3/2-4/keyword_cue/). ## Part [Section titled “Part”](#part) Pressing Cue Cue enters the Part keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Part | ​For more information about Part, see the [Part keyword](/grandma3/2-4/keyword_part/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If there is already **Cue** in the command line right in front of the cursor, pressing Cue once will display **Part** in the command line. | ## Programmer [Section titled “Programmer”](#programmer) Pressing MA +Cue enters the Programmer keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Programmer | ​For more information about Programmer, see the [Programmer keyword](/grandma3/2-4/keyword_programmer/). ## Location [Section titled “Location”](#location) Cue is located in the command section. ![](/img/grandma3/2-4/button_cue_v0-1-02af2f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_cue_v0-1-3fe961.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Delete > Pressing Delete enters the Delete keyword into the command line. Pressing Delete enters the Delete keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete | For more information about Delete, see the [Delete keyword](/grandma3/2-4/keyword_delete/). ## Remove [Section titled “Remove”](#remove) Pressing Delete Delete enters the Remove keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Remove Selection | For more information about Remove, see the [Remove keyword](/grandma3/2-4/keyword_remove/). ## Release [Section titled “Release”](#release) Pressing Delete Delete Delete enters the Release keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Release Fixture 37 | For more information about Release, see the [Release keyword](/grandma3/2-4/keyword_release/). ## Location [Section titled “Location”](#location) Delete is located in the command section. ![](/img/grandma3/2-4/button_delete_v0-1-63cf86.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_delete_v0-1-855e98.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of products:** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k *** *are conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector. The device has to be grounded (connected with PE).  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5-d60a11.png)  ![](/img/grandma3/2-4/ma_logo_120_3-e9162d.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail  * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k  *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein. Das Gerät muss geerdet (mit PE verbunden) sein. Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_5-d60a11.png)![](/img/grandma3/2-4/ma_logo_120_3-e9162d.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** ****Nom de produit :**** * grandMA3 2Port Node DIN-Rail, grandMA3 4Port Node DIN-Rail, grandMA3 8Port Node DIN-Rail  * grandMA3 onPC 2Port Node DIN-Rail 2k, grandMA3 onPC 4Port Node DIN-Rail 4k, grandMA3 onPC 8Port Node DIN-Rail 4k *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG)   ![](/img/grandma3/2-4/img_signature_m-adenau_5-d60a11.png)![](/img/grandma3/2-4/ma_logo_120_3-e9162d.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Élimination [Section titled “Élimination”](#élimination) Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Installation | | | | ------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** Install the grandMA3 xPort Node DIN-Rail on the rail following DIN EN 60715.  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Install the grandMA3 xPort Node DIN-Rail horizontally so that the input terminal is located at the bottom and the DMX terminal on top. | # Installation > Installer la Node xPort DIN-Rail grandMA3 sur le rail. # | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** Installer la xPort Node DIN-Rail grandMA3 sur le rail selon la norme DIN EN 60715. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Installer la xPort Node DIN-Rail grandMA3 horizontalement de sorte que le terminal d’entrée soit situé en bas et le terminal DMX en haut.  | | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Pour que le dispositif puisse dissiper la chaleur, respecter une distance minimale de 30 mm au-dessus et au-dessous de la Node xPort DIN-Rail grandMA3. |     Installer la Node xPort DIN-Rail grandMA3 sur le rail. rail/img\_install\_on\_rail\_13.png”/> \_![](/img/grandma3/2-4/img_install_on_rail_1-7c0a04.png)\ \_ # Installation > 1.  Installieren Sie den grandMA3 xPort Node DIN-Rail auf der Schiene. # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Installieren Sie den grandMA3 xPort Node DIN-Rail auf einer DIN EN 60715 Hutschiene. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Installieren Sie den grandMA3 xPort Node DIN-Rail horizontal, sodass die Eingangsbuchse sich unten und der DMX-Anschluss oben befindet.    | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Halten Sie für optimale Wärmeabführung einen Mindestabstand von 30 mm (ca. 2 Zoll) zwischen den grandMA3 xPort Node DIN-Rail Geräten ein.  | 1.  Installieren Sie den grandMA3 xPort Node DIN-Rail auf der Schiene. ![](/img/grandma3/2-4/img_install_on_rail_1-7c0a04.png) *Setzen Sie den grandMA3 xPort Node DIN-Rail auf der Schiene auf.*   ![](/img/grandma3/2-4/img_install_on_rail_2-392391.png) *Lassen Sie das Gerät einrasten.* 2. Installieren Sie den xPort Node DIN-Rail im Schaltschrank.  ***   ## Anschlüsse [Section titled “Anschlüsse”](#anschlüsse) ![](/img/grandma3/2-4/img_xport_din_rail_connections-89c246.png) *Netzanschluss* -oder-  ![](/img/grandma3/2-4/img_xport_din_rail_connections_poe-a3216e.png) *Anschluss über PoE*   | Netzanschluss |   | | -------------- | ----------------------------------------------------------- | | Anschluss | MC 1,5/ 3-ST1-5,08 | | Starre Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Flexible Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 7 mm  | | Drehmoment | 0,22 Nm - 0,25 Nm | | DMX |   | | -------------- | ------------------------------------------------------------ | | Anschluss | FK-MC 0,5/ 3-ST-2,5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig.  | | Abisolierlänge | 8 mm | ## [Section titled “”](#-1) # Intended Use > The grandMA3 nodes DIN-Rail – 8Port Node DIN-Rail, 4Port Node DIN-Rail, 2Port Node DIN-Rail – and grandMA3 onPC nodes DIN-Rail – onPC 8Port Node DIN-Rail 4k, on The grandMA3 nodes DIN-Rail – **8Port Node DIN-Rail, 4Port Node DIN-Rail, 2Port Node DIN-Rail** – and grandMA3 onPC nodes DIN-Rail – **onPC 8Port Node DIN-Rail 4k, onPC 4Port Node DIN-Rail 4k, onPC 2Port Node DIN-Rail 2k –** control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Die grandMA3 xPort Nodes DIN-Rail und die grandMA3 onPC xPort Nodes DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 xPort Nodes DIN-Rail und die grandMA3 onPC xPort Nodes DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Les xPort Nodes DIN-Rail grandMA3 et les xPort Nodes DIN-Rail grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les m # Usage Prévu [Section titled “Usage Prévu”](#usage-prévu) Les xPort Nodes DIN-Rail grandMA3 et les xPort Nodes DIN-Rail grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: ## **Temperature** [Section titled “Temperature”](#temperature) Operation: -10 °C up to +50 °C / 14 °F up to 122 °F # Betriebsgrenzen > Betrieb: # ## **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: -10 °C bis +50 °C / 14 °F bis 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ## [Section titled “”](#-1) ## **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend)   ## **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement : # ## **Température** [Section titled “Température”](#température)   Fonctionnement : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F   ## **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation)   ## [Section titled “”](#-1) ## **Environnement​** [Section titled “Environnement​”](#environnement)  Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ;  * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ;  * Évitez les secousses ;   * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | # Entretient | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Quick Start > grandMA3 8Port Node DIN-Rail front panel ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_front_callouts-20c80a.png) *grandMA3 8Port Node DIN-Rail* front panel 1. [Terminal block](/grandma3/2-4/do_connector_pin_assignment/) 2. Rotary knob  ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_rear_callouts-f495f3.png) *grandMA3 8Port Node DIN-Rail* rear panel 1. [DMX](/grandma3/2-4/fs_connect_dmx/) 2. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_4port-node-din-rail_rear_callouts_1-9b617d.png) *grandMA3 4Port Node DIN-Rail* rear panel  ![](/img/grandma3/2-4/img_gm3_2port-node-din-rail_rear_callouts_1-842ced.png) *grandMA3 2Port Node DIN-Rail* rear panel   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Install the device on a rail. For more information see [Installation](/grandma3/2-4/key_dinrail_installation/). 4. Connect the grandMA3 xPort Node DIN-Rail with your PC, laptop, or a grandMA3 console using the RJ45 connector. 5. Connect the grandMA3 xPort Node DIN-Rail with the electrical grid using a terminal block connector, a PoE switch, or a PoE injector. 6. The device starts booting. 7. To make basic settings, turn the rotary knob on the front panel of the device. 8. To turn off the grandMA3 xPort Node DIN-Rail, disconnect the RJ45 connector or the terminal block connector.  ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com). 2. The required installer is called grandMA3 Software x.x.x.x. 3. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  4. Insert the USB flash drive in the device’s USB port. 5. Turn off the grandMA3 device. 6. Turn on the grandMA3 device. \ The grandMA3 device starts to boot. 7. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Control other MA Devices](/grandma3/2-4/comad_xport_nodes/) * [Update the Software](/grandma3/2-4/update/) * [Network Update](/grandma3/2-4/update_network/) # Quick Start > grandMA3 8Port Node DIN-Rail Vorderseite # ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_front_callouts-20c80a.png) *grandMA3 8Port Node DIN-Rail Vorderseite* 1. [Klemmleiste für Netzanschluss](/grandma3/2-4/do_connector_pin_assignment/) 2. Drehregler ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_rear_callouts-f495f3.png) *grandMA3 8Port Node DIN-Rail Rückseite* 1. [DMX](/grandma3/2-4/fs_connect_dmx/) 2. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 3. [USB-Anschluss](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_4port-node-din-rail_rear_callouts_1-9b617d.png) *grandMA3 4Port Node DIN-Rail Rückseite* ![](/img/grandma3/2-4/img_gm3_2port-node-din-rail_rear_callouts_1-842ced.png) *grandMA3 2Port Node DIN-Rail Rückseite* ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Das Gerät auf der Hutschiene installieren. Mehr Information unter [Installation](/grandma3/2-4/key_io_node_installation/).   4. Den grandMA3 xPort Node DIN-Rail mit dem PC, Laptop oder einer grandMA3 Konsole über die RJ45-Stecker verbinden.\ Den grandMA3 xPort Node DIN-Rail direkt über die Klemmleiste, einen PoE Switch oder PoE Injector ans Netz anschließen.\ Das Gerät fährt hoch und der Drehregler beginnt zu blinken. 5. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 6. Um den grandMA3 xPort Node DIN-Rail auszuschalten, das Gerät von der Stromversorgung trennen.   ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Das grandMA3 Gerät wieder einschalten.\ Das grandMA3 Gerät bootet. 6. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) |  **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) und [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide de démarrage > 8Port Node DIN-Rail grandMA3anneau avant # ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_front_callouts-20c80a.png) \_8Port Node DIN-Rail grandMA3 \_panneau avant 1. [Bornier](/grandma3/2-4/do_connector_pin_assignment/) 2. Bouton rotatif ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_rear_callouts-f495f3.png) *8Port Node DIN-Rail grandMA3* panneau arrière 1. [DMX](/grandma3/2-4/fs_connect_dmx/) 2. [Ethernet avec L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_4port-node-din-rail_rear_callouts_1-9b617d.png) *4Port Node DIN-Rail grandMA3* panneau arrière ![](/img/grandma3/2-4/img_gm3_2port-node-din-rail_rear_callouts_1-842ced.png) *2Port Node DIN-Rail grandMA3* panneau arrière ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Elever le matériel de protection.  3. Installer l’appareil sur un rail. Pour plus d’informations, voir [Installation](/grandma3/2-4/key_dinrail_installation-2/).   4. Brancher la xPort Node DIN-Rail grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 5. Connecter la xPort Node DIN-Rail grandMA3 au réseau électrique à l’aide d’un connecteur de bornier, d’un commutateur PoE ou d’un injecteur PoE. 6. L’appareil se met en marche. 7. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 8. Pour éteindre la xPort Node DIN-Rail grandMA3, débrancher le connecteur RJ45 ou le connecteur du bornier.   ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/). L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Allumer l’appareil grandMA3.\ L’appareil grandMA3 commence à démarrer. 6. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) et [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | # Safety Instructions ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) # Sicherheitshinweise > Warnung– Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Die Installation, Inbetriebnahme und Bedienung des xPort Node DIN-Rails dürfen ausschließlich von geschultem Personal durchgeführt werden. Die Sicherheits- und Unfallverhütungsvorschriften Ihres Landes unbedingt beachten. | ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-e1e65d.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-b0729b.png) **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten.  Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-4/danger-of-electric-shock_18-c7d51d.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-4c7410.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_dinrail_disposal-1/). ***  ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-e593cc.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_dinrail_conformity-1/). *** | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss über die Hutschiene geerdet sein. Vergewissern Sie sich, dass alle Kabel ausreichend dimensioniert und abgesichert sind.  | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_dinrail_safety-1/) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_dinrail_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal des Herstellers durchgeführt werden. Schicken Sie das Gerät im Reparaturfall an den Hersteller zurück. | * Dieses Gerät entspricht dem neusten Stand der Technik. * Trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. * Um Risiken zu vermeiden, die Sicherheitsanweisungen befolgen. * Dieses Gerät nur als Festinstallation im Schaltschrank oder in einem anderen, geschlossenen Gehäuse verwenden. * Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt nicht für Schäden auf, die aufgrund Nichtbeachtung der Sicherheitsanweisungen entstehen könnten. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen. Die Sicherheitsanweisungen befolgen um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden. * Vor der Installation Gerät vom Netz trennen und vor unbeabsichtigtem Wiedereinschalten schützen. * Das Gerät über eine Sicherung abgesichern. * Die Anschlussklemmen abdecken, um den Kontakt mit stromführenden Teilen zu verhindern. * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen das Gerät über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Gewalt auf Tasten, Knöpfe, Schalter, Verbindung oder Drehknopf ausüben. * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät darf nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. * Nicht den Sicherheitszweck einer Schutzkontaktsteckdose ignorieren. Eine Schutzkontaktsteckdose hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder Verbindung ist / sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Seul du personnel entraîné est autorisé à installer, mettre sous tension et faire fonctionner le xPort Node DIN-Rail. Respectez les consignes de sécurité et de prévention des accidents de votre pays.  | ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-e1e65d.png) **Avertissement** – Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-b0729b.png) **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles.  Le contact avec des pièces sous tension peut provoquer un choc électrique. ![](/img/grandma3/2-4/danger-of-electric-shock_18-c7d51d.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-4c7410.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_dinrail_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-e593cc.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_dinrail_conformity-1-2/).  *** | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Le profilé de l’appareil doit être mis à la terre. Assurez-vous que tous les câbles sont suffisamment dimensionnés et munis de fusibles.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_dinrail_safety-1-2/#general_safety_instructions) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_dinrail_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service internes qualifiés. Envoyer l’appareil au fabricant pour inspection.  | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel ; * N’utilisez cet appareil que pour une installation fixe dans des armoires électriques ou d’autres armoires d’installation fermées.  MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A,  conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * Avant d’installer l’appareil, couper la tension d’entrée et protéger l’appareil contre une mise sous tension involontaire ; * Assurez-vous que l’appareil peut être désactivé à l’aide d’un fusible préliminaire ; * Pour éviter tout contact avec des pièces sous tension, dissimuler la zone du raccord ; * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur le bouton tournant ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil ne doit être utilisé qu’avec des prises de sécurité ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 8Port Node DIN-Rail front panel | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** grandMA3 nodes DIN-Rail are powered by a direct power connection using a terminal block connector, a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) |  **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Use the USB port for updates only. Do not connect any peripheral devices (for example, mouse, keyboard). Each 3pin DMX512-A Out can be individually configured as DMX In. | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   ![](/img/grandma3/2-4/img_gm3_8port-din-rail_front_3d-3dd7c8.png) *grandMA3 8Port Node DIN-Rail front panel* ### grandMA3 8Port Node DIN-Rail  [Section titled “grandMA3 8Port Node DIN-Rail ”](#grandma3-8port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) |   ### Outputs grandMA3 8Port Node DIN-Rail  [Section titled “Outputs grandMA3 8Port Node DIN-Rail ”](#outputs-grandma3-8port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_rear-70bc6f.png) *grandMA3 8Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 8 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 4Port Node DIN-Rail [Section titled “grandMA3 4Port Node DIN-Rail”](#grandma3-4port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### Outputs grandMA3 4Port Node DIN-Rail [Section titled “Outputs grandMA3 4Port Node DIN-Rail”](#outputs-grandma3-4port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_4port-node-din-rail_rear-57e409.png) *grandMA3 4Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 4 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) |   ### grandMA3 2Port Node DIN-Rail [Section titled “grandMA3 2Port Node DIN-Rail”](#grandma3-2port-nodedin-rail) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | None  | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### Outputs grandMA3 2Port Node DIN-Rail [Section titled “Outputs grandMA3 2Port Node DIN-Rail”](#outputs-grandma3-2port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_2port-node-din-rail_rear_1-5e644e.png) *grandMA3 2Port Node DIN-Rail rear panel* | Number | Connector | | ------ | --------------------------------- | | 2 x | 3pin PCB connector (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (type A) | ### grandMA3 onPC 8Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 8Port Node DIN-Rail 4k”](#grandma3-onpc-8port-nodedin-rail-4k) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 2 048 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### grandMA3 onPC 4Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 4Port Node DIN-Rail 4k”](#grandma3-onpc-4port-nodedin-rail-4k) | Technical Data |   | | ----------------------------------- | -------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 2 048 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height) | ### grandMA3 onPC 2Port Node DIN-Rail 2k [Section titled “grandMA3 onPC 2Port Node DIN-Rail 2k”](#grandma3-onpc-2port-nodedin-rail-2k) | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Parameters Mode2 | 1 024 (HTP/LTP) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 1 kg / 3 lbs | | Power | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 in (width x depth x height)  | # Technische Daten > grandMA3 xPort Node DIN-Rail Vorderseite | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Das grandMA3 xPort Node DIN-Rail kann direkt über die Klemmleiste ans Netz angeschlossen oder durch ein PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). Jeder 3-polige DMX512-A Out kann auch als DMX In konfiguriert werden. | * DMX: maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m.   ![](/img/grandma3/2-4/img_gm3_8port-din-rail_front_3d-3dd7c8.png) *grandMA3 xPort Node DIN-Rail Vorderseite* ### grandMA3 8Port Node DIN-Rail  [Section titled “grandMA3 8Port Node DIN-Rail ”](#grandma3-8port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 8Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 8Port Node DIN-Rail ”](#ausgänge-grandma3-8port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_8port-node-din-rail_rear-70bc6f.png) *grandMA3 8Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 8 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) |   ### grandMA3 4Port Node DIN-Rail  [Section titled “grandMA3 4Port Node DIN-Rail ”](#grandma3-4port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### Ausgänge grandMA3 4Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 4Port Node DIN-Rail ”](#ausgänge-grandma3-4port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_4port-node-din-rail_rear-57e409.png) *grandMA3 4Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 4 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) |   ### grandMA3 2Port Node DIN-Rail  [Section titled “grandMA3 2Port Node DIN-Rail ”](#grandma3-2port-nodedin-rail) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### Ausgänge grandMA3 2Port Node DIN-Rail  [Section titled “Ausgänge grandMA3 2Port Node DIN-Rail ”](#ausgänge-grandma3-2port-nodedin-rail) ![](/img/grandma3/2-4/img_gm3_2port-node-din-rail_rear_1-5e644e.png) *grandMA3 2Port Node DIN-Rail Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 2 x | 3-polige Platinenbuchse (DMX512-A Out) | | 1 x | RJ45 | | 1 x | USB 2.0 (Typ A) | ### grandMA3 onPC 8Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 8Port Node DIN-Rail 4k”](#grandma3-onpc-8port-nodedin-rail-4k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 2 048 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### grandMA3 onPC 4Port Node DIN-Rail 4k [Section titled “grandMA3 onPC 4Port Node DIN-Rail 4k”](#grandma3-onpc-4port-nodedin-rail-4k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 2 048 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | ### grandMA3 onPC 2Port Node DIN-Rail 2k [Section titled “grandMA3 onPC 2Port Node DIN-Rail 2k”](#grandma3-onpc-2port-nodedin-rail-2k) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Parameter Mode2 | 1 024 (HTP/LTP) | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) | # Données techniques > grandMA3 xPort Node DIN-Railanneau avant | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** Les rails DIN xPort Node grandMA3 sont alimentés par une connexion électrique directe utilisant un connecteur de bloc terminal, un commutateur PoE ou un injecteur PoE. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) |  **Important:** Utilisez le port USB uniquement pour les mises à jour. Ne connectez aucun périphérique (par exemple, souris, clavier). Chaque sortie DMX512-A à 3 broches peut être configurée individuellement comme entrée DMX.  | * DMX: la longueur maximale du câble est de 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. La longueur maximale du câble est de 75 m. ![](/img/grandma3/2-4/img_gm3_8port-din-rail_front_3d-3dd7c8.png) \_grandMA3 xPort Node DIN-Rail \_panneau avant grandMA3 8Port Node DIN-Rail # Transportation > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 xPort Node DIN-Rails must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 xPort Node DIN-Rails on unstable surfaces; * Do not place any objects on top of the grandMA3 xPort Node DIN-Rails. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-4/key_dinrail_limitations/) # Transport # * Die grandMA3 xPort Node DIN-Rails während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Node DIN-Rails nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Node DIN-Rails stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_dinrail_limitations-1/). Nach dem Transport das Gerät prüfen. Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # * Les grandMA3 xPort Node DIN-Rails doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Node DIN-Rails sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Node DIN-Rails.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_dinrail_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node DIN-Rail au réseau électrique! | # Bestimmungsgemäßer Gebrauch > Der grandMA3 onPC DMX-key und der grandMA3 onPC DMX-key starter sind kompakte und leistungsstarke Lösungen für die Freischaltung von Parametern und die DMX-Ausg Der grandMA3 onPC DMX-key und der grandMA3 onPC DMX-key starter sind kompakte und leistungsstarke Lösungen für die Freischaltung von Parametern und die DMX-Ausgabe auf jedem grandMA3 onPC System. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger\ Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC DMX-key * grandMA3 onPC DMX-key starter *is conform to the following directives and harmonized standards*  *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2015/A11:2020 (Class A)  * EN55035:2017/A11:2020  *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   Waldbüttelbrunn, February 02, 2026 Dipl.-Ing. Alexander Schneider (Managing Director)   ![](/img/grandma3/2-4/unterschrift-20alexander-20schneider-b43ed4.png)    ![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 onPC DMX-key * grandMA3 onPC DMX-key starter *den folgenden Richtlinien sowie harmonisierten Normen entspricht*\*\*\*\* *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2015/A11:2020 (Class A)  * EN55035:2017/A11:2020  *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** Waldbüttelbrunn, 2. Februar 2026 Dipl.-Ing. Alexander Schneider (Geschäftsführer)  ![](/img/grandma3/2-4/unterschrift-20alexander-20schneider-b43ed4.png) ![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 onPC DMX-key * grandMA3 onPC DMX-key starter *** *est conforme aux directives et normes harmonisées suivantes*\*\* \*\* *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2015/A11:2020 (Class A)  * EN55035:2017/A11:2020  *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   Waldbüttelbrunn, 02 février 2026 Dipl.-Ing. Alexander Schneider (CEO)  ![](/img/grandma3/2-4/unterschrift-20alexander-20schneider-b43ed4.png) ![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country’s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten.  Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 onPC DMX-key and the grandMA3 onPC DMX-key starter are compact and powerful solutions for unlocking parameters and enabling DMX output on any grand The grandMA3 onPC DMX-key and the grandMA3 onPC DMX-key starter are compact and powerful solutions for unlocking parameters and enabling DMX output on any grandMA3 onPC system. All grandMA3 components, despite different hardware solutions, use the same software. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Usage prévu > La onPC DMX-key grandMA3 est une solution puissante et compacte qui active des paramètres et permet la sortie DMX sur n'importe quel système grandMA3 onPC. La onPC DMX-key grandMA3 est une solution puissante et compacte qui active des paramètres et permet la sortie DMX sur n’importe quel système grandMA3 onPC. Tous les composants grandMA3, indépendamment des solutions matérielles différentes, utilisent le même logiciel.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to +40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to +40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis +40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis +40 °C / 32 °F bis 104 °F Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à +40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à +40 °C / 32 °F jusqu’à 104 °F Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | * Disconnect the USB-C cable before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht!  | * Vor dem Reinigen das Gerät vom USB-C-Kabel trennen. * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | * Débranchez le câble USB-C avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Hardware-Related Instances > Color deviations in hardware, for example in housing, and deviations in surface texture are subject to technical tolerances during manufacturing of such materia ## Color deviations in hardware, for example in housing, and deviations in surface texture are subject to technical tolerances during manufacturing of such materials. This does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## [Section titled “”](#-1) # Quick Start > grandMA3 onPC DMX-key front panel ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_front_callouts-f3d573.png) *grandMA3 onPC DMX-key front panel*    1. USB port type C  2. Link LED LED statuses: # Quick Start ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_front_callouts-f3d573.png) # Guide de démarrage > Panneau frontal grandMA3 onPC DMX-key ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_front_callouts-f3d573.png) \ *Panneau frontal grandMA3 onPC DMX-key* 1. USB port type C 2. LED Link États des voyants LED: # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png) **Caution –** Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_dmx_key_disposal/). *** ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png) Declaration of conformity. For more information see [Declaration of Conformity](/grandma3/2-4/key_dmx_key_conformity/). *** Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_dmx_key_safety/#h2__2044492547) further down and [Limitations](/grandma3/2-4/key_dmx_key_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and USB-C cable must be kept away from children; * Children are not allowed to play with the device; * During thunderstorms, disconnect the USB-C cable of the device and the onPC system that is connected to it. * Disconnect the USB-C cable if it is unattended for a longer period of time; * Disconnect the USB-C cable before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose the device to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the USB-C cable. Protect it from being walked on or pinched, particularly at the connector and where the USB-C cable exits the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * If the USB-C cable is defective, replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power radio devices or cell phones near the device;  * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the USB-C cable and call your local distributor or the technical support!** * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheitshinweise > Warnung– Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) ![]() *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_dmx_key_disposal-1/). ***  ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_dmx_key_conformity-1/). *** Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen und befolgen, vor allem die [Allgemeine Sicherheitsanweisungen](/grandma3/2-4/key_dmx_key_safety-1-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_dmx_key_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren.  Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und dem Gerät selbst vermerkt sind, befolgen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Alle Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom USB-C-Kabel und dem onPC-System trennen. * Bei längerer Nichtverwendung Gerät vom USB-C-Kabel trennen. * Vor dem Reinigen Gerät vom USB-C-Kabel trennen. * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können. * Keine Gegenstände auf das USB-C-Kabel stellen; Nicht auf das USB-C-Kabel treten oder zusammendrücken, besonders an Stellen, an denen das Kabel das Gehäuse verlässt. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Ist das USB-C-Kabel beschädigt, muss dieses umgehend ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur USB-C-Kabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom USB-C-Kabel trennen und den Kundendienst kontaktieren!** * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_dmx_key_disposal-2/). ***  ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png)  Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_dmx_key_conformity-2/). *** | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_viz_key_safety-1-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_dmx_key_limitations-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau.   ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble USB-C doivent être tenus à l’écart des enfants ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez le câble USB-C pendant les orages ;  * Débranchez le câble USB-C si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez le câble USB-C avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble USB-C. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où le câble USB-C sort de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * Si le câble USB-C est défectueux, remplacez-le immédiatement ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez le câble USB-C et appelez votre distributeur local ou le \*\***support technique !** * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about operation, software features, software installations, or troubleshooting. ### Help [Section titled “Help”](#help) Find our help in the onPC software.  * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f6dfd4.png) twice in the control bar. * To use our context-sensitive help, tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f6dfd4.png) in the control bar and tap a UI element to open the corresponding help topic. For more information on the help see [About the Help](/grandma3/2-4/about_the_manual/) in the grandMA3 User Manual. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### MA Forum [Section titled “MA Forum”](#ma-forum) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2 (including dot2), and grandMA. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see: [h](https://www.malighting.com/training-support/fixture-shares)[ttps://www.malighting.com/training-support/fixture-shares](https://www.malighting.com/training-support/fixture-shares). ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on  in Training and Support. Your request will automatically be sent to\*\* [support@malighting.com](mailto:support@malighting.com?subject=support@malighting.com) \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In cases of device-related or show-related emergency during or shortly before a show, please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is for emergency cases only. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see: . # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Hilfe [Section titled “Hilfe”](#hilfe) So finden Sie unsere Hilfe in der onPC-Software: * In der Kontrollleiste das ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) zwei mal antippen. * Um die kontextsensitive Hilfe zu nutzen, das ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. Mehr Info unter [About the Help](/grandma3/2-4/about_the_manual/). ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehen Sie auf . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehen Sie auf . ### MA Forum [Section titled “MA Forum”](#ma-forum) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehen Sie auf . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share, kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/ma-university/support-anfrage/) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Retrouvez nos pages d’aide dans le logiciel. * Tapez deux fois sur ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) dans la barre de contrôle. * Pour utiliser l’aide contextuelle, tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. Pour plus d’informations sur l’aide, voir [About the Help](/grandma3/2-4/about_the_manual/). # Technical Data > grandMA3 onPC DMX-key ## grandMA3 onPC DMX-key   [Section titled “grandMA3 onPC DMX-key  ”](#grandma3-onpc-dmx-key) ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_3d-988f6d.png) *grandMA3 onPC DMX-key*  | Technical Data |   | | ----------------- | ---------------------------------------------------------------- | | Color | Black | | Parameters | 4 096 | | Display | N/A | | Operating voltage | USB-powered (5 V DC) | | USB cable | Locking USB-C cable | | Net weight | 0.24 kg / 8.5 oz | | Dimensions | 90 x 88 x 38 mm / 3.54 x 3.46 x 1.5  in (width x depth x height) | *** ## grandMA3 onPC DMX-key starter [Section titled “grandMA3 onPC DMX-key starter”](#grandma3-onpc-dmx-key-starter) ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_3d-988f6d.png) g\_randMA3 onPC DMX-key starter\_   | Technical Data |   | | ----------------- | ---------------------------------------------------------------- | | Color | Red | | Parameters | 1 024 | | Display | N/A | | Operating voltage | USB-powered (5 V DC) | | USB cable | Locking USB-C cable | | Net weight | 0.24 kg / 8.5 oz | | Dimensions | 90 x 88 x 38 mm / 3.54 x 3.46 x 1.5  in (width x depth x height) | # Technische Daten > grandMA3 onPC DMX-key ## grandMA3 onPC DMX-key [Section titled “grandMA3 onPC DMX-key”](#grandma3-onpc-dmx-key)  ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_3d-988f6d.png)   *grandMA3 onPC DMX-key*   | Technische Daten |   | | ------------------------- | --------------------------------------------------------------- | | Farbe | Schwarz | | Parameter | 4 096 | | Display | Nicht vorhanden | | Betriebsspannung | USB-betrieben  (5 V DC) | | Gewicht (ohne Verpackung) | 0,24 kg / 8,5 oz | | Maße | 90 x 88 x 38 mm / 3,54 x 3,46 x 1,5  in (Breite x Tiefe x Höhe) | # Données techniques > grandMA3 onPC DMX-key ## grandMA3 onPC DMX-key [Section titled “grandMA3 onPC DMX-key”](#grandma3-onpc-dmx-key)  ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_3d-988f6d.png)\ *grandMA3 onPC DMX-key*   | Données techniques |   | | ------------------ | ------------------------------------------------------------------------ | | Couleur | Noir | | Paramètres | 4 096 | | Affichage | Aucun | | Tension | Alimenté par USB (5 V DC) | | Poids net | 0,24 kg / 8,5 oz | | Dimensions | 90 x 88 x 38 mm / 3,54 x 3,46 x 1,5  in (largeur x profondeur x hauteur) | *** ## grandMA3 onPC DMX-key starter [Section titled “grandMA3 onPC DMX-key starter”](#grandma3-onpc-dmx-key-starter) ![Update this description text.](/img/grandma3/2-4/img_gm3_onpc_dmx-key_3d-988f6d.png) g\_randMA3 onPC DMX-key starter\_   | Données techniques |   | | ------------------ | ------------------------------------------------------------------------ | | Couleur | Rouge | | Paramètres | 1 024 | | Affichage | Aucun | | Tension | Alimenté par USB (5 V DC) | | Poids net | 0,24 kg / 8,5 oz | | Dimensions | 90 x 88 x 38 mm / 3,54 x 3,46 x 1,5  in (largeur x profondeur x hauteur) | # Transport > zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. # * Den grandMA3 onPC DMX-key während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers\ zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 onPC DMX-key nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf den grandMA3 onPC DMX-key stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Informationen siehe [Betriebsgrenzen](/grandma3/2-4/key_dmx_key_limitations-1/). Nach dem Transport das Gerät prüfen. Wenn das Gerät beschädigt ist (verbeult, verbogen oder gerissen), den grandMA3 onPC DMX-key nicht anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * La grandMA3 onPC DMX-key doit être protégé des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas la grandMA3 onPC DMX-key sur des surfaces instables ; * Ne placez aucun objet sur la grandMA3 onPC DMX-key.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_dmx_key_limitations-2/). Après le transport, vérifiez l’appareil. Si l’appareil est endommagé (cabossé, tordu ou cassé), ne connectez pas la grandMA3 onPC DMX-key à votre système onPC ! | # Transportation > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 onPC DMX-key must be protected from environmental factors such as jolting and vibration during transportation; * Remove all cables before transportation; * The user is responsible for securely fastening the products for transportation and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC DMX-key on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC DMX-key. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Pay attention to temperature and humidity during transportation. For more information see [Limitations](/grandma3/2-4/key_dmx_key_limitations/). After transportation check the device. If the device is damaged (dented, bent, or broken), do not connect the grandMA3 onPC DMX-key to your onPC system! | # Gerätespezifische Gegebenheiten > Gerätespezifische Farbabweichungen, beispielsweise am Gehäuse, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Gerätespezifische Farbabweichungen, beispielsweise am Gehäuse, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. Dies stellt keinen Mangel oder Fehlfunktion dar. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können. ## [Section titled “”](#-1) # Événements liés au matériel > Les déviations de couleur dans le matériel, par exemple dans le boîtier, et les déviations dans la texture de la surface sont soumises à des tolérances techniqu Les déviations de couleur dans le matériel, par exemple dans le boîtier, et les déviations dans la texture de la surface sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. Ceci ne décrit ni les défauts ni les dysfonctionnements. Ceci indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. # . [Dot] > Pressing . [Dot] enters a . into the command line. Pressing . \[Dot] enters a . into the command line.  | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1.2 | # Down > Pressing Down  accesses one level deeper in the fixture structure. Pressing Down  accesses one level deeper in the fixture structure. ## Location [Section titled “Location”](#location) Down is located in the command section on the left side of the five dual encoders. ![](/img/grandma3/2-4/button_down_v0-1-4d7de3.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_down_v0-1-09b203.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Edit > Pressing Edit enters the Edit keyword into the command line. Pressing Edit enters the Edit keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit | For more information about Edit, see the [Edit keyword](/grandma3/2-4/keyword_edit/). ## EditSetting [Section titled “EditSetting”](#editsetting) Pressing Edit Edit enters the EditSetting keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditSetting | For more information about EditSetting, see the [EditSetting keyword](/grandma3/2-4/keyword_editsetting/). ## Location [Section titled “Location”](#location) Edit is located in the command section. ![](/img/grandma3/2-4/button_edit_v0-1-68bfb4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_edit_v0-1-166a82.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Esc > Pressing Esc deletes commands that were not executed in the command line and closes pop-ups. Pressing Esc deletes commands that were not executed in the command line and closes pop-ups. Location Esc is located in the command section. ![](/img/grandma3/2-4/button_esc_v0-1-ee425b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_esc_v0-1-961b5f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC fader wing *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, July 28, 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5_1-8f2fda.png)    ![](/img/grandma3/2-4/ma_logo_120_3_1-abbe85.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC fader wing *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 28. Juli 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer)   ![](/img/grandma3/2-4/img_signature_m-adenau_5_1-8f2fda.png)![](/img/grandma3/2-4/ma_logo_120_3_1-abbe85.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 onPC fader wing *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 28 julliet 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5_1-8f2fda.png)![](/img/grandma3/2-4/ma_logo_120_3_1-abbe85.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment | * Disconnect the power supply before cleaning;  * Clean the surface with dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC fader wing front panel ![](/img/grandma3/2-4/img_gm3_fader_wing_top_callouts_4-0eb3cc.png) \_grandMA3 onPC fader wing front panel \_ 1. Executor buttons 101-190 + 201-290 2. Executor faders 201-290 3. Executor buttons 301-390 + 401-490 4. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-4/do_control_executor/). ![Update this description text.](/img/grandma3/2-4/img_gm3_fader-wing_rear_callout_11-9fc83b.png) grandMA3 onPC fader wing rear panel  1. [DMX A+B](/grandma3/2-4/fs_connect_dmx/) 2. [USB](/grandma3/2-4/fs_connect_usb/) 3. [Power switch](/grandma3/2-4/key_power/) 4. [IEC connector](/grandma3/2-4/fs_connect_power/) 5. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 6. Kensington lock   ### Connect and Power Up the Device [Section titled “Connect and Power Up the Device”](#connect-and-power-up-the-device) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Download the grandMA3 onPC software on [www.malighting.com](http://www.malighting.com) 5. Install the software on your PC or laptop. For minimum requirements see [System Requirements](/grandma3/2-4/onpc_system_requirements/) grandMA3 in the grandMA3 user manual.  6. Connect the grandMA3 onPC fader wing with your command wing XT, PC or laptop using a USB cable. 7. Start the command wing XT, PC or laptop .  8. Switch on the grandMA3 onPC fader wing: \ -Insert the IEC connector into the corresponding jack. \ -Connect the main power plug. \ -Turn on the power switch:\ -Set it to position **I**. \ -The power switch lights up in red. ### Turn off the grandMA3 onPC fader wing [Section titled “Turn off the grandMA3 onPC fader wing”](#turn-off-the-grandma3-onpc-fader-wing) To turn off the grandMA3 onPC fader wing set the power switch to position **0**.   | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** -Show data is only saved in the grandMA3 onPC software. -For updates use the grandMA3 onPC software. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** You can disconnect the grandMA3 onPC fader wing using the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | -------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC fader wing + | PC/laptop | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | # Quick Start > grandMA3 onPC fader wingorderseite ![Update this description text.](/img/grandma3/2-4/img_gm3_fader_wing_top_callouts_4-0eb3cc.png) \_grandMA3 onPC fader wing \_Vorderseite # Guide de démarrage > grandMA3 onPC fader wing front panel ![](/img/grandma3/2-4/img_gm3_fader_wing_top_callouts_4-0eb3cc.png) \_grandMA3 onPC fader wing front panel \_ 1. Executor boutons 101-190 + 201-290 2. Executor faders 201-290 3. Executor boutons 301-390 + 401-490 4. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-4/do_control_elements/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). ![Update this description text.](/img/grandma3/2-4/img_gm3_fader-wing_rear_callout_11-9fc83b.png) \_grandMA3 onPC fader wing \_panneau arrière  1. [DMX A+B](/grandma3/2-4/fs_connect_dmx/) 2. [USB](/grandma3/2-4/fs_connect_usb/) 3. [Power switch](/grandma3/2-4/key_power/) 4. [IEC connector](/grandma3/2-4/fs_connect_power/) 5. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 6. Verrou Kensington  ### Branchement et mise sous tension de l’appareil [Section titled “Branchement et mise sous tension de l’appareil”](#branchement-et-mise-sous-tension-de-lappareil) 1. Déballer l’appareil. 2. Enlever l’emballage et le matériel de protection. 3. Installer l’appareil à l’intérieur sur une surface stable. 4. Télécharger le logiciel de la grandMA3 onPC à [www.malighting.com](http://www.malighting.com) 5. Installer le logiciel sur votre PC ou laptop. Pour connaître le minimum requis pour votre système, voir [System Requirements](/grandma3/2-4/onpc_system_requirements/) dans le manuel utilisateur de la grandMA3 6. Brancher la grandMA3 onPC fader wing à votre command wing XT, PC ou laptop en utilisant um câble USB. 7. Démarrer la command wing XT. le PC ou le laptop. 8. Allumer la fader wing grandMA3 onPC:\ -Insérer le connecteur IEC dans le jack correspondant. \ -Brancher à une prise de courant.\ \- Allumer le commutateur:\ -Mettre en position poition **I**.  -Le commutateur s’élumine en rouge. Éteindre la grandMA3 fader wing onPC Pour éteindre la fader wing grandMA3 onPC, mettre le commutateur en position\*\* 0\*\*. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** -Les données de l’émission sont uniquement enregistrées dans le logiciel grandMA3 onPC. -Pour les mises à jour, utilisez le logiciel grandMA3 onPC. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Vous pouvez déconnecter l’aile du fader grandMA3 onPC en utilisant le logiciel grandMA3 onPC. La sortie DMX sera alors immédiatement interrompue.   | Différentes Combinaisons | **Appareil** | **Connecté à** | **Paramèters** | | -------------------------- | ------------------------------------------- | -------------- | | grandMA3 onPC fader wing + | PC/laptop | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC fader wing + | PC/laptop + grandMa3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Indépendamment des appareils connectés au logiciel grandMA3 onPC, le nombre de paramètres ne peut atteindre qu’un maximum de 4 096. | Pour plus d’information voir: [Expand the amount of parameters topic.](/grandma3/2-4/system_parameter_expand/) # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages  [Section titled “Help Pages ”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-c14bbc.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-c14bbc.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share befindet sich eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-c14bbc.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC fader wing front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | |  Power cable and connector are not included in the delivery. | *  DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-4/img_gm3_onpc-fader-wing_3d-1b50a9.png) *grandMA3 onPC fader wing front panel*     | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 (HTP/LTP) | | Operating voltage | 100-240 V AC, 50/60 Hz  | | Net weight | 5 kg / 11 lbs | | Power | max. 50 VA  | | Dimensions | 240 x 427 x 102 mm / 10 x 17 x 4 in |   ### Outputs grandMA3 onPC fader wing [Section titled “Outputs grandMA3 onPC fader wing”](#outputs-grandma3-onpc-fader-wing) ![](/img/grandma3/2-4/img_gma3_onpc_fader_wing_rear-55b755.png) *grandMA3 onPC fader wing rear panel* | Number | Connector | | ------ | -------------------------------- | | 1 x | USB 2.0 (type B) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Données techniques > DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Le câble d’allimentation et le connecteur ne sont pas inclus dans la livraison.  | DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal).  ![](/img/grandma3/2-4/img_gm3_onpc-fader-wing_3d-1b50a9.png) \_grandMA3 onPC fader wing \_panneau avant   | Données Techniques |   | | ------------------------- | ----------------------------------- | | Paramètres | 4 096 (HTP/LTP) | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 5 kg / 11 lbs | | Puissance | max. 50 VA  | | Dimensions | 240 x 427 x 102 mm / 10 x 17 x 4 po |   ### Sorties grandMA3 onPC fader wing [Section titled “Sorties grandMA3 onPC fader wing”](#sorties-grandma3-onpc-fader-wing) ![](/img/grandma3/2-4/img_gma3_onpc_fader_wing_rear-55b755.png) \_grandMA3 onPC fader wing \_panneau arrière | Nombres | Connecteur | | ------- | --------------------------------------- | | 1 x  | USB 2.0 (type B) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | IEC connecteur | | 1 x | Lumière d’appoint DEL (4pin XLR female) | # Technische Daten > grandMA3 onPC fader wing Vorderseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | \*\*Wichtig: \*\* Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen).  ![](/img/grandma3/2-4/img_gm3_onpc-fader-wing_3d-1b50a9.png) ![](/img/grandma3/2-4/img_gm3_onpc-fader-wing_3d5-5fb81b.png) *grandMA3 onPC fader wing Vorderseite*   | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 (HTP/LTP) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 5 kg / 11 lbs | | Anschlussleistung | max. 50 VA  | | Maße | 240 x 427 x 102 mm / 10 x 17 x 4 in |   ### Steckverbinder grandMA3 onPC fader wing [Section titled “Steckverbinder grandMA3 onPC fader wing”](#steckverbinder-grandma3-onpc-fader-wing) ![](/img/grandma3/2-4/img_gma3_onpc_fader_wing_rear-55b755.png) ![](/img/grandma3/2-4/img_gma3_onpc_fader_wing_rear5-dbe026.png) *grandMA3 onPC fader wing Rückseite*   | Anzahl | Steckverbinder | | ------ | -------------------------------------- | | 1 x | RJ 45 | | 1 x  | USB 2.0 (Typ B) | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | Kaltgeräteeinbaustecker | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Transportation > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 onPC fader wing must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC fader wing on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC fader wing. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-4/key_onpc_limitations/) # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC fader wings doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC fader wings sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC fader wings.  | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_onpc_limitations-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC fader wing au réseau électrique ! | # Transport # * Den grandMA3 onPC fader wing während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 onPC fader wing nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 onPC fader wing stellen. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_onpc_rack_unit_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Fixture > Pressing Fixture enters the Fixture keyword into the command line. Pressing Fixture enters the Fixture keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture | For more information about Fixture, see the [Fixture keyword](/grandma3/2-4/keyword_fixture/). ## ## Selection [Section titled “Selection”](#selection) Pressing Fixture Fixture enters the Selection keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Selection | For more information about Selection, see the [Selection keyword](/grandma3/2-4/keyword_selection/). ## Location [Section titled “Location”](#location) Fixture is located in the command section. ![](/img/grandma3/2-4/button_fixture_v0-1-228f5b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_fixture_v0-1-17e032.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Freeze > Pressing Freeze toggles the Freeze function. Pressing Freeze toggles the Freeze function. | | | | ---- | ------ | | OK : | Freeze | For more information about Freeze, see the [Freeze keyword](/grandma3/2-4/keyword_freeze/). ## Location [Section titled “Location”](#location) Freeze is located in the command section. *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_freeze_v0-1-fdc3d9.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Full > Pressing Full enters the Full keyword into the command line. Pressing Full enters the Full keyword into the command line. Full sets the dimmer values to 100% in the selected fixtures. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Full | For more information about Full, see the [Full keyword](/grandma3/2-4/keyword_full/). ## Location [Section titled “Location”](#location) Full is located in the command section. ![](/img/grandma3/2-4/button_full_v0-1-ded06c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_full_v0-1-e496e4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # <<< [GoFastBackward] | Black > Pressing <<< enters the <<< keyword into the command line. Pressing <<< enters the <<< keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]><<< | For more information about  <<<, see the [GoFastBackward keyword](/grandma3/2-4/keyword_gofastbackward/). ## ## Black [Section titled “Black”](#black) Pressing and holding MA + <<< enters the Black keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Black | ​For more information about Black, see the [Black keyword](/grandma3/2-4/keyword_black/). ## [Section titled “”](#-1) ## Location [Section titled “Location”](#location) <<< is located in the command section. ![](/img/grandma3/2-4/button_black_v0-1-544a39.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_gofastback_v0-1-e02987.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # >>> [GoFastForward] | Flash > Pressing >>> enters the >>> keyword into the command line. Pressing >>> enters the >>> keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>>>> | For more information about >>>, see the [GoFastForward keyword](/grandma3/2-4/keyword_gofastforward/). ## ## Flash [Section titled “Flash”](#flash) Pressing and holding MA + >>> enters the Flash keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flash | ​For more information about Flash, see the [Flash keyword](/grandma3/2-4/keyword_flash/). ## [Section titled “”](#-1) ## Location [Section titled “Location”](#location) \>>> is located in the command section. ![](/img/grandma3/2-4/button_flash_v0-1-3e79d4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_gofastforward_v0-1-84d779.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Go- | Top > Pressing Go- enters the Go- keyword into the command line. Pressing Go- enters the Go- keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go- | For more information about Go-, see the [Go- ​keyword](/grandma3/2-4/keyword_gominus/). ## Top [Section titled “Top”](#top) Pressing and holding MA + Go- enters the Top keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Top | ​For more information about Top, see the [Top keyword](/grandma3/2-4/keyword_top/). ## Location [Section titled “Location”](#location) Go- is located in the command section. ![](/img/grandma3/2-4/button_go_minus_v0-1-7082d6.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_gominus_v0-1-1b1716.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go- [large] > Go- Executor is executed immediately in the command line when pressing Go- [large]. Go- Executor is executed immediately in the command line when pressing Go- \[large]. | | | | ---- | ------------ | | OK : | Go- Executor | For more information about Go-, see the [Go- ​keyword](/grandma3/2-4/keyword_gominus/). Location Go- \[large] is located in the master section under the two master faders. ![](/img/grandma3/2-4/button_go_minus_large_v0-1-6f7df0.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_gominus_large_v0-1-1696ec.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go+ | Temp > Pressing Go+ enters the Go+ keyword into the command line. Pressing Go+ enters the Go+ keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ | For more information about Go+, see the [Go+ keyword](/grandma3/2-4/keyword_goplus/). ## Temp [Section titled “Temp”](#temp) Pressing and holding MA + Go+ enters the Temp keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Temp | ​For more information about Temp, see the [Temp keyword](/grandma3/2-4/keyword_temp/). ## Toggle [Section titled “Toggle”](#toggle) Pressing and holding MA + Go+ Go+ enters the Toggle keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Toggle | ​For more information about Toggle, see the [Toggle keyword](/grandma3/2-4/keyword_toggle/). ## Location [Section titled “Location”](#location) Go+ is located in the command section. ![](/img/grandma3/2-4/button_go_plus_v0-1_1-368116.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_goplus_v0-1-450070.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Go+ [large] > Go+ Executor is executed immediately in the command line when pressing Go+ [large]. Go+ Executor is executed immediately in the command line when pressing Go+ \[large]. | | | | ---- | ------------ | | OK : | Go+ Executor | For more information about Go+, see the [Go+ ​keyword](/grandma3/2-4/keyword_goplus/). ## Go+ Loaded [Section titled “Go+ Loaded”](#go-loaded) Pressing MA + Go+ \[large] executes the Go+ Loaded keyword in the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ Loaded | For more information about Go+, see the [Go+ ​keyword](/grandma3/2-4/keyword_goplus/). ## Location [Section titled “Location”](#location) Go+ \[large] is located in the master section below the two master faders. ![](/img/grandma3/2-4/button_go_plus_large_v0-8_1-eb698f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_goplus_large_v0-1-d99f9c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Goto > Pressing Goto enters the Goto keyword into the command line. Pressing Goto enters the Goto keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto | For more information about Goto, see the [Goto ​keyword](/grandma3/2-4/keyword_goto/). ## Load [Section titled “Load”](#load) Pressing Goto Goto enters the Load keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load | ​For more information about Load, see the [Load keyword](/grandma3/2-4/keyword_load/). ## Location [Section titled “Location”](#location) Goto is located in the command section. ![](/img/grandma3/2-4/button_goto_v0-1-fd8681.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-4/buttons_wings_goto_v0-1-7cf4af.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Limitations > Operation: ### **Temperature** [Section titled “Temperature”](#temperature) Operation: I/O Nodes: 0 °C up to 40 °C / 32 °F up to 104 °F I/O Nodes DIN-Rail: -10 °C up to +50 °C / 14 °F up to 122 °F # Betriebsgrenzen > Betrieb I/O Nodes: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb I/O Nodes: 0 °C bis 40 °C / 32 °F bis 104 °F Betrieb I/O Nodes DIN-Rail: -10 °C bis +50 °C / 14 °F bis 122 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement I/O Nodes: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement I/O Nodes: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F Fonctionnement I/O Nodes DIN-Rail: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # grandMA3 List of Trademarks > The grandMA3 Software supports other brands and highlights their intellectual property in its software. The grandMA3 Software supports other brands and highlights their intellectual property in its software.  The following trademarks used by grandMA3 are protected in the US and other countries: * Rosco colors are protected by Rosco Laboratiories, Inc. | Rosco Laboratories, Inc. | | ------------------------ | | Rosco | | CalColor | | Cinegel | | Cinelux | | Mix | | Mixbook | | R26 | | R80 | | Roscolux | | Supergel | | True Rosco Color | | VS | * macOS is protected by Apple Inc. * Windows is protected by Microsoft Corporation # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) \*\*Manufacturer: \*\* MA Lighting Technology GmbH Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC rack-unit *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.    Waldbüttelbrunn, May 28, 2021 Dipl.-Ing. Michael Adenau (CEO)     ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_3-a91047.png)      ![](/img/grandma3/2-4/ma_logo_120_3_4-0d8198.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC rack-unit *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 28. Mai 2021 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_3-a91047.png)  ![](/img/grandma3/2-4/ma_logo_120_3_4-0d8198.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom du produit:** * grandMA3 onPC rack-unit *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité : \*\* **2014/35/UE (Directive Basse Tension**\*\*)\*\* * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **CEM - Compatibilité électromagnétique :** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 28 mai 2021 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_3-a91047.png)    ![](/img/grandma3/2-4/ma_logo_120_3_4-0d8198.png) # Intended Use > The grandMA3 onPC rack-unit controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network The grandMA3 onPC rack-unit controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Die grandMA3 onPC rack-unit steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 onPC rack-unit steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Les rack-units grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les rack-units grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Group > Pressing Group enters the Group keyword into the command line. Pressing Group enters the Group keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group | For more information about Group, see the [Group keyword](/grandma3/2-4/keyword_group/). ## World [Section titled “World”](#world) Pressing Group Group enters the World keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>World | ​For more information about World, see the [World keyword](/grandma3/2-4/keyword_world/).   ## ## Filter [Section titled “Filter”](#filter) Pressing Group Group Group enters the Filter keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Filter | ​For more information about Filter, see the [Filter keyword](/grandma3/2-4/keyword_filter/). ## Location [Section titled “Location”](#location) Group is located in the command section. ![](/img/grandma3/2-4/button_group_v0-1-34f475.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_group_v0-1-14fd63.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Help > Pressing Help enters the Help keyword into the command line. Pressing Help enters the Help keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Help | Pressing Help and an element in the user interface opens the corresponding article in the Help. For more information about the Help, see the [Help keyword](/grandma3/2-4/keyword_help/) and [Open the Help in the Console](/grandma3/2-4/atm_open_help_console/).  Location Help is located in the command section. ![](/img/grandma3/2-4/button_help_v0-1-c85fa8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_help_v0-1-7afc7f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Highlt [Highlight] > Pressing Highlt toggles the highlight function. Pressing Highlt toggles the highlight function. For more information about Highlight, see the [Highlight​ keyword](/grandma3/2-4/keyword_highlight/). Pressing MA + Highlt toggles the lowlight function. For more information about Lowlight, see the [Lowlight​ keyword](/grandma3/2-4/keyword_lowlight/). ## Location [Section titled “Location”](#location) Highlt is located in the command section. ![](/img/grandma3/2-4/button_highlt_v0-1-a746c5.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_highlt_v0-1-3ff0a7.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector. The device has to be grounded (connected with PE).  Waldbüttelbrunn, October 01, 2020 Dipl.-Ing. Michael Adenau (CEO)            ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_1-d44257.png)  ![](/img/grandma3/2-4/ma_logo_120_3_2-8c91ef.png) # Konformitätserklärung > Hersteller: ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.   Waldbüttelbrunn, 1. Oktober 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_1-d44257.png)![](/img/grandma3/2-4/ma_logo_120_3_2-8c91ef.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 I/O Node * grandMA3 I/O Node PoE * grandMA3 I/O Node DIN-Rail *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 octobre 2020 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_1-d44257.png)![](/img/grandma3/2-4/ma_logo_120_3_2-8c91ef.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Intended Use > The grandMA3 I/O nodes, grandMA3 I/O nodes DIN-Rail and grandMA3 I/O nodes PoE, control all kinds of lighting genres such as conventional, moving lights, LEDs, The grandMA3 I/O nodes, grandMA3 I/O nodes DIN-Rail and grandMA3 I/O nodes PoE, control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Der grandMA3 I/O Node und grandMA3 I/O Node DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Der grandMA3 I/O Node und grandMA3 I/O Node DIN-Rail steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Le grandMA3 I/O Node et grandMA3 I/O Node DIN-Rail contrôle tous genres de dispositifs d'éclairage comme les traditionnels, les motorisés, les DELS, la vidéo et Le grandMA3 I/O Node et grandMA3 I/O Node DIN-Rail contrôle tous genres de dispositifs d’éclairage comme les traditionnels, les motorisés, les DELS, la vidéo et les médias en utilisant le signal DMX directement à la sortie de la console et/ou dans un environnement réseau. Toutes les composantes grandMA3, à l’exception de certaines solutions pour d’autre matériel, utilisent le même logiciel. Toutes les composantes peuvent tous être intégrées à un réseau. Utiliser toutes les composantes grandMA3 et ses accessoires dans des pièces fermées et des conditions environnementales permises. L’installation et le branchement des dispositifs doit être effectué par du personnel qualifié en conformité avec les règles de sécurité. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment. | * Disconnect the power supply before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät vom Netz trennen (Netzstecker ziehen). * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Only trained personnel is allowed to install, power up, and operate the I/O Node DIN-Rail. Follow your country’s safety and accident prevention regulations. | ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-eed58f.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-943713.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-4/danger-of-electric-shock_18_1-92f11f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-6019d1.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_i_o_node_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-edf420.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_i_o_node_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF # Sicherheitshinweise > Warnung– Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Die Installation, Inbetriebnahme und Bedienung des I/O Node DIN-Rails dürfen ausschließlich von geschultem Personal durchgeführt werden. Unbedingt die Sicherheits- und Unfallverhütungsvorschriften Ihres Landes beachten. | ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-eed58f.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-943713.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-4/danger-of-electric-shock_18_1-92f11f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-6019d1.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_i_o_node_disposal-3/). ***  ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-edf420.png)  Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_i_o_node_conformity-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam lesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_i_o_node_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_grandma3_i_o_node-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind, befolgen.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen.  Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Die Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen). * Bei längerer Nichtverwendung Gerät vom Netz trennen (Netzstecker ziehen). * Vor dem Reinigen Gerät vom Netz trennen (Netzstecker ziehen). * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Kraft auf Tasten, Knöpfe, Schalter, Verbinder oder Drehknöpfe ausüben. * Sind Netzkabel oder Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. Sollte der Schutzkontaktstecker nicht in die Steckdose passen, muss diese von einem Elektriker ausgetauscht werden. * Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Seul du personnel entraîné est autorisé à installer, mettre sous tension et faire fonctionner le I/0 Node DIN-Rail. Respectez les consignes de sécurité et de prévention des accidents de votre pays. | **Avertissement** – Zone de danger  ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-eed58f.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-943713.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_18_1-92f11f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-6019d1.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_i_o_node_disposal-2/). ***  ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-edf420.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_i_o_node_conformity-1-2/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les consignes générales de sécurité ci-dessous et les [limitations d’usages](/grandma3/2-4/key_i_o_node_safety-1-2/#general_safety_instructions).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.   | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ;  * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen.  To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share befindet sich eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share befindet sich eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten bitte als erstes an Ihre MA Produktspezialisten vor Ort wenden. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Für weitere Hilfe oder Herstellerunterstützung schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-991381.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** grandMA3 I/O nodes PoE can also be powered by a direct power connection using a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery.\*\* \*\* | # Données techniques > Données Techniques | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** La I/O Node PoE grandMA3 peut être alimenté par une connexion électrique directe utilisant un commutateur PoE ou un injecteur PoE.  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser le port USB pour la mise à niveau seulement. Ne branché pas d’appareil périphérique (exemple, souris, clavier). | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal) * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   ### grandMA3  I/O Node [Section titled “grandMA3  I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_front_3d-3201e0.png) **Données Techniques** | Paramètres | Aucun | | ------------------------------- | ----------------------------------------------------------------- | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) |   ### Sorties grandMA3 I/O Node  [Section titled “Sorties grandMA3 I/O Node ”](#sortiesgrandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_rear-221882.png) | Nombre | Connecteur | | ------ | ------------------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote IN | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* |   \* marque déposée de Neutrik AG, Liechtenstein\ \*\* Ne branché pas d’appareil périphérique (souris, clavier, ou autre).   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_front_3d-da7695.png) | Données Techniques |   | | ------------------------------- | ---------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT couleur | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Poids Net | 1 kg / 3 lbs | | Puissance | max. 15 VA  | | Dimensions | 150 x 50 x 90 mm / 6 x 2 x 4 po (largeur x profonduer x hauteur) |   ### Sorties grandMA3 I/O Node DIN-Rail [Section titled “Sorties grandMA3 I/O Node DIN-Rail”](#sortiesgrandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-_din-rail_rear-3d709a.png) | Nombre | Connecteur | | ------ | ------------------------------------------- | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* | \*\* Ne branché pas d’appareil périphérique (souris, clavier, ou autre). # Technische Daten > eingetragene Marke der Neutrik AG, Liechtenstein | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Der grandMA3 I/O Node PoE und der grandMA3 I/O Node DIN-Rail können auch durch einen PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Verbinder nicht im Lieferumfang enthalten. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). | * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m. ### grandMA3  I/O Node [Section titled “grandMA3  I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_front_3d-3201e0.png) | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 I/O Node  [Section titled “Ausgänge grandMA3 I/O Node ”](#ausgänge-grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_rear-221882.png) | Anzahl | Steckverbinder | | ------ | ------------------------------------------- | | 1 x | powerCON TRUE1\* | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote IN | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (type A)\*\* |   \* eingetragene Marke der Neutrik AG, Liechtenstein\ \*\* Keine Geräte anschließen (zum Beispiel Tastatur oder Maus).   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_front_3d-da7695.png) | Technische Daten |   | | -------------------------------- | ------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT-Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Gewicht (ohne Verpackung) | 1 kg / 3 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 150 x 50 x 90 mm / 6 x 2 x 4 in (Breite x Tiefe x Höhe) |   ### Ausgänge grandMA3 I/O Node DIN-Rail [Section titled “Ausgänge grandMA3 I/O Node DIN-Rail”](#ausgänge-grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-_din-rail_rear-3d709a.png) | Anzahl | Steckverbinder | | ------ | ------------------------------------------- | | 1 x | MIDI In | | 1 x | MIDI Out | | 1 x | LTC | | 1 x | DC Remote | | 1 x | etherCON/RJ45       L (link)   G  (gigabit) | | 1 x | USB 2.0 (Typ A)\*\* | \*\* Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). # Transportation > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 I/O Node must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 I/O Node on unstable surfaces; * Do not place any objects on top of the grandMA3 I/O Node. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_grandma3_i_o_node/). After the transport check the device. If the device is damaged (dented, bent, or broken), do not connect the grandMA3 I/O Node to power! | # Transport * Die grandMA3 I/O Nodes während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Nodes nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Nodes stellen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_grandma3_i_o_node-1/). - Nach dem Transport das Gerät prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 I/O Nodes doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Nodes sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Nodes.  | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_grandma3_i_o_node-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node au réseau électrique ! | # If > Pressing If enters the IfOutput keyword into the command line. ## IfOutput [Section titled “IfOutput”](#ifoutput) Pressing If enters the IfOutput keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfOutput | For more information about IfOutput, see the [IfOutput keyword](/grandma3/2-4/keyword_ifoutput/). ## IfActive [Section titled “IfActive”](#ifactive) Pressing If If enters the IfActive keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfActive | For more information about IfActive, see the [IfActive keyword](/grandma3/2-4/keyword_ifactive/). ## IfProg [Section titled “IfProg”](#ifprog) Pressing If If If enters the IfProg keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfProg | For more information about IfProg, see the [IfProg keyword](/grandma3/2-4/keyword_ifprogrammer/). ## If [Section titled “If”](#if) Pressing If If If If enters the If keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>If | For more information about If, see the [If keyword](/grandma3/2-4/keyword_if/). ## EndIf [Section titled “EndIf”](#endif) Pressing If again once the If command is already in the command line enters the EndIf keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store If Group 5 EndIf Preset 1.1 | For more information about EndIf, see the [EndIf keyword](/grandma3/2-4/keyword_endif/). Location If is located in the numeric keys section. ![](/img/grandma3/2-4/button_if_v0-1-641903.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_if_v0-1-5731d7.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Intended Use > The grandMA3 onPC fader wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a networ The grandMA3 onPC fader wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Der grandMA3 onPC fader wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DM ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Der grandMA3 onPC fader wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Les fader wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les fader wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Installation > 1.  Install the grandMA3 I/O Node DIN-Rail onto the rail. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** The grandMA3 I/O Node can be connected with the power cable. Only the grandMA3 I/O Nodes DIN-Rail need to be installed on the rail following DIN EN 60715 and the instructions below. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Install the grandMA3 I/O Node DIN-Rail horizontally so that the input terminal is located at the bottom.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** In order for the device to dissipate heat, comply with a minimum distance of 30 mm (approx. 2 inches) above and beneath the grandMA3 I/O Node DIN-Rail.  |   1.  Install the grandMA3 I/O Node DIN-Rail onto the rail. ![](/img/grandma3/2-4/img_install_on_rail_1_1-a69fc1.png) Place the grandMA3 I/O Node DIN-Rail on the rail.    ![](/img/grandma3/2-4/img_install_on_rail_2_1-078b92.png) Snap into place 2. Build the I/O Node DIN-Rail into the switchboard.   ### Connections [Section titled “Connections”](#connections) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_power-373b6e.png) Connect with electrical grid -or-  ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_poe-0cb308.png) Connect via PoE   | Power |   | | --------------------- | -------------------------------------------------------------- | | Connector | MC 1.5/ 3-ST1-5.08 | | Rigid cables | 0.75 mm² - 1.5 mm² (18-16 AWG) | | Flexible cables | 0.75 mm² - 1.5 mm² (18-16 AWG) Wire end sleeves are permitted. | | Wire stripping length | 7 mm  | | Tightening torque | 0.22 Nm - 0.25 Nm | | MIDI & LTC |   | | --------------------- | --------------------------------------------------------------- | | Connector | FK-MC 0.5/ 3-ST-2.5 | | Rigid cables | 0.14 mm² - 0.5 mm² (26-20 AWG) | | Flexible cables | 0.14 mm² - 0.5 mm² (26-20 AWG) Wire end sleeves are permitted.  | | Wire stripping length | 8 mm | | DC Remote |   | | --------------------- | --------------------------------------------------------------- | | Connector | FK-MC 0.5/ 7-ST-2.5 | | Rigid cables | 0.14 mm² - 0.5 mm² (26-20 AWG) | | Flexible cables | 0.14 mm² - 0.5 mm² (26-20 AWG) Wire end sleeves are permitted.  | | Wire stripping length | 8 mm | # Installation > 1.  Den grandMA3 I/O Node DIN-Rail auf der Schiene installieren. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Der grandMA3 I/O Node lässt sich über das Netzkabel anschließen. Zur Installation eines grandMA3 I/O Nodes DIN-Rail auf einer DIN EN 60715 Hutschiene folgen Sie den Hinweisen. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Den grandMA3 I/O Node DIN-Rail horizontal installieren, sodass die Eingangsbuchse sich unten befindet.    | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Für eine optimale Wärmeabführung einen Mindestabstand von 30 mm (ca. 2 Zoll) zwischen den grandMA3 I/O Node DIN-Rail Geräten einhalten.    | 1.  Den grandMA3 I/O Node DIN-Rail auf der Schiene installieren. ![](/img/grandma3/2-4/img_install_on_rail_1_1-a69fc1.png) *Den grandMA3 *I/O Node* DIN-Rail auf der Schiene aufsetzen.*   ![](/img/grandma3/2-4/img_install_on_rail_2_1-078b92.png) *Das Gerät einrasten.* 2. Den I/O Node DIN-Rail im Schaltschrank installieren.  ***   ## Anschlüsse [Section titled “Anschlüsse”](#anschlüsse) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_power-373b6e.png) *Netzanschluss* -oder-  ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_poe-0cb308.png) *Anschluss über PoE*   | Netzanschluss |   | | -------------- | ----------------------------------------------------------- | | Anschluss | MC 1,5/ 3-ST1-5,08 | | Starre Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Flexible Kabel | 0,75 mm² - 1,5 mm² (18-16 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 7 mm  | | Drehmoment | 0,22 Nm - 0,25 Nm | | MIDI & LTC |   | | -------------- | ------------------------------------------------------------ | | Anschluss | FK-MC 0,5/ 3-ST-2,5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig.  | | Abisolierlänge | 8 mm | | DC Remote |   | | -------------- | ----------------------------------------------------------- | | Anschluss | FK-MC 0.5/ 7-ST-2.5 | | Starre Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Flexible Kabel | 0,14 mm² - 0,5 mm² (26-20 AWG) Aderendhülsen sind zulässig. | | Abisolierlänge | 8 mm | # Installation > 1.  Installer la I/O Node DIN-Rail grandMA3 sur le rail. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** La grandMA3 I/O Node peut être connecté avec le câble d’alimentation. Installer la I/O Node DIN-Rail grandMA3 sur le rail selon la norme DIN EN 60715 et les instructions ci-dessous. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Installer la I/O Node DIN-Rail grandMA3 horizontalement de sorte que le terminal d’entrée soit situé en bas.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Pour que le dispositif puisse dissiper la chaleur, respecter une distance minimale de 30 mm au-dessus et au-dessous de la I/O Node DIN-Rail grandMA3.    | 1.  Installer la I/O Node DIN-Rail grandMA3 sur le rail. ![](/img/grandma3/2-4/img_install_on_rail_1_1-a69fc1.png) *Placer la *I/O Node* DIN-Rail grandMA3 sur le rail*   ![](/img/grandma3/2-4/img_install_on_rail_2_1-078b92.png) *La mettre en place* 2. Monter la I/O Node DIN-Rail dans le tableau de distribution.  ***   ## Connections [Section titled “Connections”](#connections) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_power-373b6e.png) Se connecter au grid électrique -ou-  ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_connections_poe-0cb308.png) Se connecter via le PoE   | Alimentation |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | MC 1,5/ 3-ST1-5,08 | | Câbles rigides | 0,75 mm² - 1,5 mm² (18-16 AWG) | | Câbles souples | 0,75 mm² - 1,5 mm² (18-16 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 7 mm  | | Couple de serrage | 0,22 Nm - 0,25 Nm | | MIDI & LTC |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | FK-MC 0,5/ 3-ST-2,5 | | Câbles rigides | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Câbles souples | 0,14 mm² - 0,5 mm² (26-20 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 8 mm | | DC Remote |   | | --------------------------- | -------------------------------------------------------------------- | | Connecteur | FK-MC 0.5/ 7-ST-2.5 | | Câbles rigides | 0,14 mm² - 0,5 mm² (26-20 AWG) | | Câbles souples | 0,14 mm² - 0,5 mm² (26-20 AWG) Les embouts de câbles sont autorisés. | | Longueur de dénudage du fil | 8 mm | # Quick Start > grandMA3 I/O Node front panel ### grandMA3 I/O Node [Section titled “grandMA3 I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_front_3d_callouts_1-7a8c1f.png) grandMA3 I/O Node front panel 1. Display 2. Rotary knob ![](/img/grandma3/2-4/img_gm3_io-node_rear_callouts-cffeae.png) *grandMA3 I/O Node rear panel* 1. Power switch 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 4. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-4/remote_inputs/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/)   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Switch on the grandMA3 I/O Node: \ -Insert powerCON TRUE1 into the corresponding jack. \ -Connect the main power plug. \ -Turn on the power switch (set it to position **I**.)\ -The power switch lights up in red.\ OR\ Connect the grandMA3 I/O Node PoE with a PoE switch, or a PoE injector. 5. The device starts booting.  6. To make basic settings, turn the rotary knob on the front panel of the device. 7. To turn off the grandMA3 I/O Node, set the power switch to position **O**. ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com). 2. The required installer is called grandMA3 Software x.x.x.x. 3. Extract the zip file and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  4. Insert the USB flash drive in the device’s USB port. 5. Turn off the grandMA3 device. 6. Power up the grandMA3 device. 7. Follow the onscreen instructions during the update process. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Control other MA Devices](/grandma3/2-4/comad_xport_nodes/) and [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). |   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_front-panel_callouts-5fa690.png) grandMA3 I/O Node DIN-Rail front panel 1. Terminal block 2. Rotary knob   ![](/img/grandma3/2-4/img_gm3_io-node-_din-rail_rear_callouts-1c2aeb.png) grandMA3 I/O Node DIN-Rail rear panel 1.   [MIDI In & Out](/grandma3/2-4/remote_inputs/) 2. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [Ethernet with L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 5. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ###  Start-up [Section titled “ Start-up”](#start-up-1) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Install the device on a rail. For more information see [Installation](/grandma3/2-4/key_io_node_installation/). 4. Connect the grandMA3 I/O Node DIN-Rail with the electrical grid using a terminal block connector, a PoE switch, or a PoE injector.\ The device starts booting. 5. To make basic settings, turn the rotary knob on the front panel of the device. 6. To turn off the grandMA3 I/O Node DIN-Rail, disconnect the RJ45 connector or the terminal block connector. ### Update the software [Section titled “Update the software”](#update-the-software-1) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Power up the grandMA3 device. 6. Follow the onscreen instructions during the update process. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Control other MA Devices](/grandma3/2-4/comad_xport_nodes/) and [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | # Quick Start > grandMA3 I/O Node Vorderseite # Quick Start [Section titled “Quick Start”](#quick-start) ### grandMA3 I/O Node  [Section titled “grandMA3 I/O Node ”](#grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_front_3d_callouts_1-7a8c1f.png) grandMA3 I/O Node Vorderseite 1. Display 2. Drehregler ![](/img/grandma3/2-4/img_gm3_io-node_rear_callouts-cffeae.png) *grandMA3 I/O Node Rückseite* 1. [Netzschalter](/grandma3/2-4/key_power/) 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 4. [USB-Anschluss](/grandma3/2-4/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-4/fs_connect_midi/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/)   ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Den grandMA3 I/O Node einschalten: \ -powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. \ -Hauptstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen. (Der Netzschalter leuchtet rot.)\ ODER\ -Den grandMA3 I/O Node PoE direkt über einen PoE Switch oder PoE Injector ans Netz anschließen. 5. Das Gerät startet. 6. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 7. Um den grandMA3 I/O Node auszuschalten, Netzschalter auf **O** stellen oder beim grandMA3 I/O Node PoE den RJ45 Stecker ziehen. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Entpacken Sie die Zip-Datei und kopieren Sie die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks. 3. Stecken Sie den USB-Stick in den USB-Anschluss am Gerät. 4. Schalten Sie das Gerät aus. 5. Schalten Sie das Gerät ein. 6. Folgen Sie während des Update-Vorgangs den Bildschirmanweisungen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) und [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) |   ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_front-panel_callouts-5fa690.png) grandMA3 I/O Node DIN Rail Vorderseite 1. [Klemmleiste für Netzanschluss](/grandma3/2-4/do_connector_pin_assignment/) 2. Drehregler ![](/img/grandma3/2-4/img_gm3_io-node-_din-rail_rear_callouts-1c2aeb.png) *grandMA3 I/O Node DIN-Rail Rückseite*   1. [MIDI In & Out](/grandma3/2-4/fs_connect_midi/) 2. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [Ethernet mit L (link) und G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 5. [USB-Anschluss](/grandma3/2-4/fs_connect_usb/) ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme-1) 1. Gerät auspacken und Verpackungs- und Polstermaterial entfernen.  2. Installieren Sie das Gerät auf der Hutschiene. Mehr Information unter [Installation](/grandma3/2-4/key_io_node_installation-1/). 3. Den grandMA3 I/O Node DIN-Rail direkt über die Klemmleiste, einen PoE Switch oder PoE Injector ans Netz anschließen.\ Das Gerät startet. 4. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 5. Um den grandMA3 I/O Node DIN-Rail auszuschalten, trennen Sie das Gerät von der Stromversorgung. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren-1) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Entpacken Sie die Zip-Datei und kopieren Sie die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks. 3. Stecken Sie den USB-Stick in den USB-Anschluss am Gerät. 4. Schalten Sie das Gerät aus. 5. Schalten Sie das Gerät ein. 6. Folgen Sie während des Update-Vorgangs den Bildschirmanweisungen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) und [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide de démarrage > grandMA3 I/O Node panneau avant # Guide De Démarrage [Section titled “Guide De Démarrage”](#guide-de-démarrage) ### grandMA3 I/O Node [Section titled “grandMA3 I/O Node”](#grandma3-io-node) ![](/img/grandma3/2-4/img_gm3_io-node_front_3d_callouts_1-7a8c1f.png) grandMA3 I/O Node panneau avant 1. Affichage 2. Bouton rotatif ![](/img/grandma3/2-4/img_gm3_io-node_rear_callouts-cffeae.png) \_grandMA3 I/O Node \_panneau arrière   1. Interrupteur d’alimentation 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. [Ethernet avec L (link) et G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 4. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 5. [MIDI In & Out](/grandma3/2-4/fs_connect_midi/) 6. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 7. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/)   ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Allumer la I/O Node grandMA3: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge.\ OU\ Connecter la I/O Node PoE grandMA3 au réseau électrique à l’aide d’un commutateur PoE ou d’un injecteur PoE. 5. L’appareil se met en marche. 6. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 7. Pour éteindre la I/O Node grandMA3, mettre l’intérupteur en position **O**.  Pour éteindre la I/O Node PoE grandMA3, débranchez le connecteur RJ45. ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayez le fichier zip et copiez les dossiers EFI et ma et le fichier update.scr dans le répertoire racine de votre clé USB.  3. Insérez la clé USB dans le port USB de l’appareil. 4. Éteignez l’appareil grandMA3 5. Allumez l’appareil grandMA3. 6. Suivez les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) et [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html) disponible sous [www.malighting.com](https://www.malighting.com/). | ### grandMA3 I/O Node DIN-Rail [Section titled “grandMA3 I/O Node DIN-Rail”](#grandma3-io-node-din-rail) ![](/img/grandma3/2-4/img_gm3_io-node-din-rail_front-panel_callouts-5fa690.png) grandMA3 I/O Node DIN Rail panneau avant 1. [Bornier](/grandma3/2-4/do_connector_pin_assignment/) 2. Bouton rotatif ![](/img/grandma3/2-4/img_gm3_io-node-_din-rail_rear_callouts-1c2aeb.png) \_grandMA3 I/O Node DIN-Rail \_panneau arrière 1. [MIDI In & Out](/grandma3/2-4/fs_connect_midi/) 2. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 3. [DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [Ethernet avec L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 5. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ### Mise en service [Section titled “Mise en service”](#mise-en-service-1) 1. Déballer l’appareil. 2. Elever le matériel de protection.  3. Installer l’appareil sur un rail. Pour plus d’informations, voir [Installation](/grandma3/2-4/key_io_node_installation-1-2/). 4. Connecter la I/O Node DIN-Rail grandMA3 au réseau électrique à l’aide d’un connecteur de bornier, d’un commutateur PoE ou d’un injecteur PoE. 5. L’appareil se met en marche. 6. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 7. Pour éteindre la I/O Node DIN-Rail grandMA3, débranchez le connecteur RJ45 ou le connecteur du bornier. ### Software update [Section titled “Software update”](#software-update-1) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayez le fichier zip et copiez les dossiers EFI et ma et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérez la clé USB dans le port USB de l’appareil. 4. Éteignez l’appareil grandMA3 5. Allumez l’appareil grandMA3. 6. Suivez les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) et [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Learn | Rate1 > Pressing Learn enters the Learn keyword into the command line. Pressing Learn enters the Learn keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Learn | For more information about Learn, see the [Learn keyword](/grandma3/2-4/keyword_learnspeed/). ## Rate1 [Section titled “Rate1”](#rate1) Pressing and holding MA + Learn enters the Rate1 keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Rate1 | ​For more information about Rate1, see the [Rate1 keyword](/grandma3/2-4/keyword_rate/). ## Location [Section titled “Location”](#location) Learn is located in the command section. ![](/img/grandma3/2-4/button_learn_v0-1-84b13c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_learn_v0-1-8200d0.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # List > Pressing List enters the List keyword into the command line. Pressing List enters the List keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List | For more information about List, see the [List keyword](/grandma3/2-4/keyword_list/). ## ListRef [Section titled “ListRef”](#listref) Pressing and holding MA + List enters the ListRef keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListRef | For more information about List, see the [ListRef keyword](/grandma3/2-4/keyword_listreference/). Location List is located in the command section. ![](/img/grandma3/2-4/button_list_v0-1-f99c8f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_list_v0-1-2da13b.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # MA > Pressing and holding MA in combination with other keys, provides shortcuts to other functions. There are two MA keys there – on both layouts of the console. The Pressing and holding MA in combination with other keys, provides shortcuts to other functions. There are two MA keys there – on both layouts of the console. They are identical and have the same function. Pressing MA + Please sets the focus to the command line. To check out the complete list of functions, see [Keys](/grandma3/2-4/keys/). Location MA is located in the command section. ![](/img/grandma3/2-4/button_ma_v0-1-23a648.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_ma_v0-1-b5ba5f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing​* # Menu > Pressing Menu opens the Menu pop-up. Pressing Menu opens the Menu pop-up. For more information about Menu, see the [Menu keyword](/grandma3/2-4/keyword_menu/). ## Location [Section titled “Location”](#location) Menu is located in the command section. ![](/img/grandma3/2-4/button_menu_v0-1-4c92bf.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_menu_v0-1-46bceb.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # - [Minus] > Pressing - enters a - into the command line. Pressing - enters a - into the command line. | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group 5 - Channel 11 | # Move > Pressing Move enters the Move keyword into the command line. Pressing Move enters the Move keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Move | For more information about Move, see the [Move keyword](/grandma3/2-4/keyword_move/). Exchange Pressing Move Move enters the Exchange keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Exchange | ​For more information about Exchange, see the [Exchange Keyword](/grandma3/2-4/keyword_exchange/). ## Location [Section titled “Location”](#location) Move is located in the command section. ![](/img/grandma3/2-4/button_move_v0-1-6ba085.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_move_v0-1-9bc07c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Next > Pressing Next executes the Next keyword in the command line. Pressing Next executes the Next keyword in the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next | For more information about Next, see the [Next keyword](/grandma3/2-4/keyword_next/). Next Step Pressing MA + Next executes the Next Step command in the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next Step | For more information about Next Step, see the [Next keyword](/grandma3/2-4/keyword_next/) and the [Step keyword](/grandma3/2-4/keyword_step/). For more information on steps see [Phaser](/grandma3/2-4/phaser/). ## Location [Section titled “Location”](#location) Next is located in the command section. ![](/img/grandma3/2-4/button_next_v0-1-da4d63.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_next_v0-1-e3f8f4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Numeric Keys | Arrows > Pressing a numeric key enters the number into the command line. Pressing a numeric key enters the number into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1+7+8 | *** ## Move Cursor [Section titled “Move Cursor”](#move-cursor) Pressing MA + 8 moves the cursor one row upward. Pressing MA + 2 moves the cursor one row downward. Pressing MA + 4 moves the cursor one column to the left. Pressing MA + 6 moves the cursor one column to the right. The arrow keys have the same functions on a keyboard. ## Location [Section titled “Location”](#location) The numeric keys are located in the command section. ![](/img/grandma3/2-4/button_numeric-v0_1-7f7ed1.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_numeric_keys_v0-1-b157a4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Off > Pressing Off enters the Off keyword into the command line. Pressing Off enters the Off keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off | For more information about Off, see the [Off keyword](/grandma3/2-4/keyword_off/). Off Menu Pressing Off Off opens the Off menu. Read more about the Off menu [here](/grandma3/2-4/executor_running_playbacks/). Close RemoteHID Connection Pressing MA + MA + Off closes every RemoteHID connection that is active. For more information about RemoteHID connections, see the [RemoteHID](/grandma3/2-4/comad_remotehid/). ## Location [Section titled “Location”](#location) Off is located in the command section. ![](/img/grandma3/2-4/button_off_v0-1-0bd7a9.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_off_v0-1-ecc015.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # On > Pressing On enters the On keyword into the command line. Pressing On enters the On keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>On | For more information about On, see the [On keyword](/grandma3/2-4/keyword_on/). Call Pressing On On enters the Call keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call | For more information about Call, see the [Call keyword](/grandma3/2-4/keyword_call/). ## Location [Section titled “Location”](#location) On is located in the command section. ![](/img/grandma3/2-4/button_on_v0-1-af0304.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_on_v0-1-34d2b6.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ### CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC command wing *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_2-782cd2.png)  ![](/img/grandma3/2-4/ma_logo_120_2-948074.png) # Konformitätserklärung > Hersteller: ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC command wing *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_2-782cd2.png)![](/img/grandma3/2-4/ma_logo_120_2-948074.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 onPC command wing *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau_2-782cd2.png)  ![](/img/grandma3/2-4/ma_logo_120_2-948074.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 onPC command wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a netw The grandMA3 onPC command wing controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Der grandMA3 onPC command wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von # ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Der grandMA3 onPC command wing steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Les command wing grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, e # Les command wing grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ## **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  | * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Quick Start > grandMA3 onPC command wing front panel ![](/img/grandma3/2-4/img_gm3_command_wing_top_callouts-5567bf.png) *grandMA3 onPC command wing front panel* 1. [Master area](/grandma3/2-4/do_control_master/) 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. [Command area](/grandma3/2-4/do_control_command/) 4. [Level wheel](/grandma3/2-4/do_control_level/) 5. Executor buttons 101-190 + 201-290 6. Executor faders 201-290 7. Executor buttons 301-390 + 401-490 8. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-4/do_control_executor/). ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_callout_white-63ab2d.png) *grandMA3 onPC command wing rear panel* 1. [DMX A, B, C](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. USB 6. Power switch 7. [IEC connector](/grandma3/2-4/fs_connect_power/) 8. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 9. Kensington lock   ### Turn on the grandMA3 onPC command wing [Section titled “Turn on the grandMA3 onPC command wing”](#turn-on-the-grandma3-onpc-command-wing) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Download the grandMA3 onPC software on [www.malighting.com](http://www.malighting.com) 5. Install the software on your PC or laptop. For minimum requirements see [System Requirements](/grandma3/2-4/onpc_system_requirements/) grandMA3 in the grandMA3 user manual.  6. Connect the grandMA3 onPC command wing with your PC or laptop using a USB cable. 7. Start the grandMA3 console or grandMA3 onPC software.  8. Insert the power connector into the corresponding jack. 9. Connect the power plug with the mains. 10. Turn on the power switch on the rear panel.\ The device starts booting.  To turn off the grandMA3 onPC command wing set the power switch to position **O**.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** -Show data is only saved in the grandMA3 onPC software. -For updates use the grandMA3 onPC software. | | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** You can disconnect the grandMA3 onPC command wing using the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ---------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing + | PC/laptop | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | # Quick Start > 1. Master Bereich # Quick Start [Section titled “Quick Start”](#quick-start) ![](/img/grandma3/2-4/img_gm3_command_wing_top_callouts-5567bf.png) 1. [Master Bereich](/grandma3/2-4/do_control_master/) 2. [Dual Encoder Sektion](/grandma3/2-4/do_control_encoder/) 3. Kommando Bereich 4. [Level Wheel](/grandma3/2-4/do_control_level/) 5. Executor Buttons 101-190 + 201-290 6. Executor Fader 201-290 7. Executor Buttons 301-390 + 401-490 8. Rotierbare Executors 301-390 + 401-490 Für weitere Informationen über Executors siehe den Abschnitt [Executor elements](/grandma3/2-4/do_control_elements/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_callout_white-63ab2d.png) grandMA3 onPC command wing Rückseite 1. [DMX A, B, C](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-4/remote_inputs_dc/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. USB 6. Netzschalter 7. [IEC Buchse](/grandma3/2-4/fs_connect_power/) 8. [Pultleuchte](/grandma3/2-4/si_desklights/) 9. Kensington-Schloss ### Das Gerät anschließen und einschalten [Section titled “Das Gerät anschließen und einschalten”](#das-gerät-anschließen-und-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen.  4. grandMA3 onPC Software auf [www.malighting.com](https://help.malighting.com/grandMA3/2.4/HTML/www.%20malighting.com) herunterladen.  5. Die Software auf PC oder Laptop installieren. Für Mindestanforderungen, siehe System Requirements grandMA3 im grandMA3 Online Benutzerhandbuch.  6. Den grandMA3 onPC command wing mit dem PC oder Laptop mithilfe eines USB-Kabels verbinden. 7. Die grandMA3 Konsole oder grandMA3 onPC einschalten. 8. Den grandMA3 onPC command wing einschalten:\ -IEC-Kaltgerätestecker mit der dafür vorgesehenen Buchse verbinden.  \ -Netzstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen.  \ -Netzschalter leuchtet rot.  ### Den grandMA3 onPC command wing ausschalten [Section titled “Den grandMA3 onPC command wing ausschalten”](#den-grandma3-onpc-command-wing-ausschalten) Um den grandMA3 onPC command wing auszuschalten, Netzschalter auf **O** stellen.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** -Showdaten werden nur in der grandMA3 onPC Software gespeichert. -Für Updates die grandMA3 onPC Software verwenden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Der grandMA3 onPC command wing kann ebenfalls über die grandMA3 onPC Software deaktiviert werden. Der DMX-Ausgang wird dann abrupt unterbrochen. | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | ---------------------------- | ------------------------------------------- | --------- | | grandMA3 onPC command wing + | PC/Laptop | 4 096 | | grandMA3 onPC command wing + | PC/Laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/Laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Unabhängig davon, welche Geräte an die grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information finden Sie im User Manual unter Expand the [Amount of Parameters](/grandma3/2-4/system_parameter_expand/). # Guide de démarrage > 1. Aire Master ![](/img/grandma3/2-4/img_gm3_command_wing_top_callouts-5567bf.png) 1. [Aire Master](/grandma3/2-4/do_control_master/) 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. Aire Command 4. [Level wheel](/grandma3/2-4/do_control_level/) 5. Executor boutons 101-190 + 201-290 6. Executor faders 201-290 7. Executor boutons 301-390 + 401-490 8. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-4/do_control_executor/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). ![](/img/grandma3/2-4/img_gm3_onpc-command-wing_rear_callout_white-63ab2d.png) \_grandMA3 onPC command wing \_panneau arrière 1. [DMX A, B, C](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. Interrupteur de courant 6. [Connecteur IEC](/grandma3/2-4/fs_connect_power/) 7. [Lumière d’appoint](/grandma3/2-4/si_desklights/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/) 10. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-4/fs_connect_external_screens/) ### Branchement et mise sous tension de l’appareil  [Section titled “Branchement et mise sous tension de l’appareil ”](#branchement-et-mise-sous-tension-de-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Télécharger le logiciel grandMA3 onPC sur [www.malighting.com](https://help.malighting.com/grandMA3/2.4/HTML/www.malighting.com) 5. Installer le logiciel sur votre PC ou votre laptop. Pour connaitre la configuration minimale requise pour votre system voir [System Requirements](/grandma3/2-4/onpc_system_requirements/) dans le manuel utilisateur de la grandMA3.  6. Brancher la command wing grandMA3 à votre PC ou laptop en utilisant un câble USB. 7. Démarrer la console grandMA3 ou le logiciel grandMA3 onPC.  8. Allumer la command wing grandMA3 onPC: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge. Pour éteindre la command wing grandMA3 onPC, mettre l’interrupteur en position **O**.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** -Les données sont enregistrées seulement dans le logiciel de grandMA3 onPC. -Pour les mises à niveau, utiliser le logiciel grandMA3 onPC . | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Vous pouvez déconnecter la command wing grandMA3 onPC en utilisant le logiciel de la grandMA3 onPC. La sortie DMX sera alors interrompue immédiatement.  | ### Différentes Combinaisons [Section titled “Différentes Combinaisons”](#différentes-combinaisons) | Appareil | Branché à | Paramètres | | ---------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing + | PC/laptop | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096. | Pour plus d’information, voir: [Expand the Amount of Parameters topic](/grandma3/2-4/system_parameter_expand/). # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-8f4284.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-582eb9.png)     **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-4/danger-of-electric-shock_3-7beb11.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-c3434b.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_onpc_command_wing_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-2d7a00.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_onpc_command_wing_conformity/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF. # Sécurité > Avertissement– Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-8f4284.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-4/lightning_1-582eb9.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_3-7beb11.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-c3434b.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_onpc_command_wing_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-2d7a00.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_onpc_command_wing_conformity-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_onpc_command_wing_safety-2/#general_safety_instructions) et les [limitations d’usages](/grandma3/2-4/key_onpc_command_wing_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | ****Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés.** | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheitshinweise > Warnung– Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-8f4284.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-582eb9.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-4/danger-of-electric-shock_3-7beb11.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-c3434b.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_onpc_command_wing_disposal-1/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-2d7a00.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_onpc_command_wing_conformity-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_onpc_command_wing_safety-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_onpc_command_wing_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden,  die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen enstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f76199.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-f76199.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-f76199.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC command wing front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-4/img_gm3_command_wing_3d_3-712e19.png) *grandMA3 onPC command wing front panel* | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 | | Parameters Mode2 | not applicable (no Mode 2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 10 kg / 23 lbs | | Power | max. 50 VA  | | Dimensions | 620 x 427 x 102 mm / 24 x 17 x 4 in |   ### Outputs grandMA3 onPC command wing [Section titled “Outputs grandMA3 onPC command wing”](#outputs-grandma3-onpc-command-wing) ![](/img/grandma3/2-4/img_gm3_command_wing_rear-ccd9a0.png) *grandMA3 onPC command wing rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | IEC connector | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1 x | USB 2.0 (type B) | | 1 x | LED desk light (4pin XLR female) | # Technische Daten > grandMA3 onPC command wing – Vorderseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). ![](/img/grandma3/2-4/img_gm3_command_wing_3d_3-712e19.png) *grandMA3 onPC command wing – Vorderseite*   | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 10 kg / 23 lbs | | Anschlussleistung | max. 50 VA  | | Maße | 620 x 427 x 102 mm / 24 x 17 x 4 in | ### Steckverbinder grandMA3 onPC command wing [Section titled “Steckverbinder grandMA3 onPC command wing”](#steckverbinder-grandma3-onpc-command-wing) ![](/img/grandma3/2-4/img_gm3_command_wing_rear-ccd9a0.png) *grandMA3 onPC command wing – Rückseite* | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 1 x | Kaltgeräteeinbaustecker | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | DMX512-A IN (5-polig XLR männlich) | | 1 x | MIDI IN (5-polig DIN weiblich) | | 1 x | MIDI OUT (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1 x | USB 2.0 (Typ B) | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Données techniques > grandMA3 onPC command wing panneau avant | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal).   ### grandMA3 onPC command wing [Section titled “grandMA3 onPC command wing”](#grandma3-onpc-command-wing) ![](/img/grandma3/2-4/img_gm3_command_wing_3d_3-712e19.png) grandMA3 onPC command wing panneau avant   | Données Techniques |   | | ------------------ | ----------------------------------- | | Paramètres | 4 096 | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 10 kg / 23 lbs | | Puissance | max. 50 VA  | | Dimensions | 620 x 427 x 102 mm / 24 x 17 x 4 in | ### Sorties grandMA3 onPC command wing [Section titled “Sorties grandMA3 onPC command wing”](#sorties-grandma3-onpc-command-wing) ![](/img/grandma3/2-4/img_gm3_command_wing_rear-ccd9a0.png) grandMA3 onPC command wing panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------------ | | | | | 1 x | IEC connector | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1 x | USB 2.0 (type B) | | 1 x | LED desk light (4pin XLR female) | # Transportation > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 onPC command wing must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC command wing on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC command wing. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_onpc_command_wing_limitations/). -After the transport check the device. -If the device is damaged (dented, bent or broken), do not connect the grandMA3 onPC command wing to power! | # Transport * Den grandMA3 command wing während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 command wing nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 command wing stellen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_onpc_command_wing_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC command wings doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC command wings sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC command wings.  | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC command wing au réseau électrique ! | # Limitations > Operation: Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Operation: Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 onPC command wing XT *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-Nr. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, March 24, 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_2_1-7ffa4e.png)  ![](/img/grandma3/2-4/ma_logo_120_2_1-c0bf4f.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produktname:** * grandMA3 onPC command wing XT *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, den 24. März 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_2_1-7ffa4e.png)  ![](/img/grandma3/2-4/ma_logo_120_2_1-c0bf4f.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 onPC command wing XT *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 24 mars 2020 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau_2_1-7ffa4e.png)  ![](/img/grandma3/2-4/ma_logo_120_2_1-c0bf4f.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Intended Use > The grandMA3 onPC command wing XT controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a n The grandMA3 onPC command wing XT controls all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Usage prévu > Les command wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, # Les command wings grandMA3 onPC contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Bestimmungsgemäßer Gebrauch > Bestimmungsgemäße Verwendung # **Bestimmungsgemäße Verwendung** Der grandMA3 onPC command wing XT steuert alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden.  Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingung verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Limitations > Operation: ## **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: # ## **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung/Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ##   [Section titled “ ”](#-1) ## **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung/Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend)   ## **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten.  * Das Gerät innerhalb der Betriebsgrenzen betreiben.  * Das Gerät nur in geschlossenen Räumen betreiben.   * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein.   * Erschütterungen vermeiden.  * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser betreiben.  * Das Gerät nicht bei Regen oder Nebel betreiben.  * Das Gerät nicht an einem Ort platzieren, an dem es mit korrosiven Gasen oder salzhaltiger Luft in Kontakt kommen könnte, da dies sonst Fehlfunktionen verursachen könnte. # Limitations > Fonctionnement : # ## **Température** [Section titled “Température”](#température)   Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F\   ## **Humidité** [Section titled “Humidité”](#humidité)  Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation)   ## **Environnement​** [Section titled “Environnement​”](#environnement)  Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** The intervals between maintenance may differ depending on the frequency of transport and the operational environment.  | * Disconnect power supply before cleaning;  * Clean the surface using dry cloth only;  * Clean the wrist rest using a damp cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device once a year. # Wartung # | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient # | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | *** | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC command wing XT front panel ![](/img/grandma3/2-4/img_gm3_command_wing_xt_top_callouts_1-cb06d4.png) *grandMA3 onPC command wing XT front panel* 1. [Master area](/grandma3/2-4/do_control_master/) 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. [Power key](/grandma3/2-4/key_power/) 4. [Command area](/grandma3/2-4/do_control_command/) 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. Executor buttons 101-190 + 201-290 7. Executor faders 201-290 8. Executor buttons 301-390 + 401-490 9. Executor knobs 301-390 + 401-490 For more information about executors, see [Executor elements](/grandma3/2-4/do_control_executor/). ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_callout_white_2_v2-0-a46e66.png) 1. [DMX A, B, C](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 3. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. Power switch 6. [IEC connector](/grandma3/2-4/fs_connect_power/) 7. [Desk light](/grandma3/2-4/fs_connect_desk_light/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/#Jack) 10. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-4/fs_connect_external_screens/)   ### Turn on the grandMA3 onPC command wing XT [Section titled “Turn on the grandMA3 onPC command wing XT”](#turn-on-the-grandma3-onpc-command-wing-xt) 1. Unpack the device. 2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface. 4. Connect external monitors using the native DisplayPort connectors.  5. Connect an external mouse or keyboard using the USB ports. 6. Insert the power connector into the corresponding jack. 7. Connect the power plug with the mains. 8. Turn on the power switch on the rear panel. 9. Press the power key on the front panel.\ The device starts booting. ### Turn off the grandMA3 onPC command wing XT [Section titled “Turn off the grandMA3 onPC command wing XT”](#turn-off-the-grandma3-onpc-command-wing-xt) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Do not press the power key to turn off the device. Only if a hard shutdown is necessary, press and hold the power key for more than 3 seconds. | 1. Tap ![power](/img/grandma3/2-4/power_1-df560e.png) at the top of the control bar to start the shutdown procedure or shutdown the onPC software by the [shutdown keyword](/grandma3/2-4/keyword_shutdown/).   A warning pop-up appears:   ![](/img/grandma3/2-4/popup_shut-down_v1-5_4-4dba15.png) 2. Tap OK. 3. Shut down the Windows system. The grandMA3 onPC command wing XT powers down. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Do not switch off the grandMA3 onPC command wing XT too early.  Make sure that you wait until Windows has completely shut down. All LEDs on the grandMA3 onPC command wing XT must have turned off. | 4. Set the power switch to position **O**.    ### Install the Latest grandMA3 onPC Software and the Operating System [Section titled “Install the Latest grandMA3 onPC Software and the Operating System”](#install-the-latest-grandma3-onpc-software-and-the-operating-system) | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Updating the grandMA3 onPC software and the operating system deletes all files previously stored. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** To update only the grandMA3 onPC software, use the network update process. For more information, see [Network update](/grandma3/2-4/update_network/). | 1. To install, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Save the full software image on your computer’s hard drive. 3. Extract the zip file “grandMA3\_v.x.x.x.x\_windows\_hardware\_image.zip” and copy it onto a USB flash drive (FAT32 formatted, minimum 8 GB).  4. Insert the USB flash drive. 5. Power up the grandMA3 onPC command wing XT. 6. If necessary, tap F8 to choose Boot device and select boot from USB. 7. Follow the onscreen instructions during the update process. To learn more about the update process, read the [Update grandMA3 onPC windows hardware](/grandma3/2-4/update_windows_hardware/) topic in the [online user manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ----------------------------- | --------------------------------- | ---------- | | grandMA3 onPC command wing XT | standalone | 4 096 | | grandMA3 onPC command wing XT | + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing XT | + grandMA3 processing unit M/L/XL | 4 096   | # Guide de démarrage > grandMA3 onPC command wing XT panneau avant # ![](/img/grandma3/2-4/img_gm3_command_wing_xt_top_callouts_1-cb06d4.png) grandMA3 onPC command wing XT panneau avant 1. [Aire Master](/grandma3/2-4/ws_master_controls/) 2. [Dual encoder section](/grandma3/2-4/do_control_encoder/) 3. [Touche Marche/Arrêt](/grandma3/2-4/key_power/) 4. Aire Command 5. [Level wheel](/grandma3/2-4/do_control_level/) 6. Executor boutons 101-190 + 201-290 7. Executor faders 201-290 8. Executor boutons 301-390 + 401-490 9. Executor rotatifs 301-390 + 401-490 Pour plus d’information, voir la section [Executor elements](/grandma3/2-4/do_control_elements/) dans le Mode d’emploi. ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_callout_white_2_v2-0-a46e66.png) grandMA3 onPC command wing XT panneau arriére 1. [DMX A, B, C](/grandma3/2-4/fs_connect_dmx/) 2. [MIDI In+Out](/grandma3/2-4/fs_connect_midi/) 3. [DC Remote Control](/grandma3/2-4/remote_inputs_dc/) 4. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 5. Interrupteur de courant 6. [IEC connector](/grandma3/2-4/fs_connect_power/) 7. [Lumière d’appoint](/grandma3/2-4/si_desklights/) 8. Kensington lock 9. [Line In+Out](/grandma3/2-4/fs_connect_audio_in/) 10. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 11. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 12. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 13. [DisplayPort 1-4](/grandma3/2-4/fs_connect_external_screens/) ### Branchement et mise sous tension de l’appareil [Section titled “Branchement et mise sous tension de l’appareil”](#branchement-et-mise-sous-tension-de-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Brancher les écrans externes à la command wing XT grandMA3 onPC en utilisant des connecteurs d’origine DisplayPort. 5. Connecter un clavier externe ou une souris avec un port USB. 6. Insérer le connecteur IEC dans la prise correspondante.  7. Brancher la prise principale de courant. 8. Allumer l’interrupteur de courant sur le panneau arrière.  9. Appuyer sur la touche Marche/Arrêt sur le panneau avant. ### Éteindre la command wing XT grandMA3 onPC [Section titled “Éteindre la command wing XT grandMA3 onPC”](#éteindre-la-command-wing-xt-grandma3-onpc) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** N’appuyer pas sur la touche Marche/Arrêt pour éteindre l’appareil. Seulement si un arrêt brutal est nécessaire, appuyer sur la touche Marche/Arrêt et maintenez-la enfoncée pendant plus de 3 secondes | 1. Appuyer sur l’icone  ![power](/img/grandma3/2-4/power_1-df560e.png)  en haut de la barre de contrôle pour démarrer le processus de fermeture de la console ou de l’application onPC ou fermer le logiciel onPC en utilisant **shutdown keyword**. Un pop-up d’avertissement s’ouvre: ![](/img/grandma3/2-4/popup_shut-down_v1-5_4-4dba15.png) 2. Appuyer sur  OK. 3. Fermer le système Windows. La command wing XT grandMA3 onPC s’éteint. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Ne pas éteindre la command wing XT grandMA3 onPC trop rapidement. Assurez-vous d’attendre jusqu’à la fermeture complète de Windows. Toutes les DELs sur la command wing XT grandMA3 onPC doivent s’être éteintes. | 4. Mettre l’interrupteur en position O. ### Installer la dernière version du logiciel grandMA3 onPC et du système d’exploitation [Section titled “Installer la dernière version du logiciel grandMA3 onPC et du système d’exploitation”](#installer-la-dernière-version-du-logiciel-grandma3-onpc-et-du-système-dexploitation) | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** La mise à jour du logiciel grandMA3 onPC et du système d’exploitation supprime tous les fichiers sauvegardés précédemment. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Astuce:** Pour mettre à jour uniquement le logiciel grandMA3 onPC, utilisez le processus de mise à jour en réseau. Pour plus d’informations, voir Mise à jour réseau. | 1. Pour installer, téléchargez le logiciel grandMA3 sur  [www.malighting.com](http://www.malighting.com).\ L’installateur requis est appelé grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Sauvegardez l’image complète du logiciel sur le disque dur de votre ordinateur. 3. Extrayer le fichier zip “grandMA2\_vx.x.x.x\_windows\_hardware\_image.zip” et copier le fichier complet dans le répertoire racine de votre clé USB (FAT32 formatted, minimum 8 GB). 4. Insérer la clé USB dans le port USB de l’appareil. 5. Allumer l’appareil grandMA3. 6. Quand nécessaire, appuyer sur la touche 8/F8 pour choisir “Boot from USB”. 7. Suivre les instructions à l’écran pendant le processus de mise à jour. Pour plus d’information, voir la section Update grandMA3 onPC windows hardware dans le Mode d’emploi. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | \*\*\*\*Important: Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections Update the Software via Network Update dans le Mode d’emploi.  \*\* \*\* | ### Différentes Combinaison [Section titled “Différentes Combinaison”](#différentes-combinaison) | Appareil | Branché à | Paramètres | | ------------------------------- | ------------------------------------------- | ---------- | | grandMA3 onPC command wing XT + | PC/laptop | 4 096 | | grandMA3 onPC command wing XT + | PC/laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC command wing XT + | PC/laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096. | Pour plus d’information, voir: **Expand the Amount of Parameters**. # Quick Start > ! \_![](/img/grandma3/2-4/img_gm3_command_wing_xt_top_callouts_1-cb06d4.png)\ \_ # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-7e75d7.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-b91dab.png) **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-4/danger-of-electric-shock_4-ff91f8.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-f0739f.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_onpc_xt_disposal/). *** ![battery](/img/grandma3/2-4/battery_1-ddc4f6.png)     Recycle the battery. *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-863075.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_onpc_xt_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The device has to be grounded.  Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_onpc_xt_safety/#h2__2044492547) further down and [Limitations](/grandma3/2-4/key_onpc_xt_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to inobservance of the safety instructions. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to this device not expressly approved by the party responsible for the compliance could void the user’s authority to operate it.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** The device plug and the power plug of the supply line serve as a separator. - To disconnect the power supply, disconnect the device plug and / or the power plug. | To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, faders, dual encoders, knobs, switch, connector; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break. * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets.  * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheitshinweise > Warnung– Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-e1e65d.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-b0729b.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-4/danger-of-electric-shock_18-c7d51d.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-4c7410.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_onpc_xt_disposal-3/). *** ![battery](/img/grandma3/2-4/battery_1-ddc4f6.png) Batterie recyceln. *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-e593cc.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_onpc_xt_conformity-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_onpc_xt_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_onpc_xt_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Den Geräte- und/oder Netzstecker abziehen um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-7e75d7.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-4/lightning_1-b91dab.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_4-ff91f8.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-f0739f.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_onpc_xt_disposal-2/). *** ![battery](/img/grandma3/2-4/battery_1-ddc4f6.png)     Recycler la batterie. *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-863075.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_onpc_xt_conformity-1-2/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_onpc_xt_safety-1-2/#general_safety_instructions) et les [limitations d’usages](/grandma3/2-4/key_onpc_xt_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f9f678.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-f9f678.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-f9f678.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Technical Data > grandMA3 onPC command wing XT front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions).   ![](/img/grandma3/2-4/img_gm3_command_wing_xt_3d_1-561ef4.png) grandMA3 onPC command wing XT front panel | Technical Data |   | | ----------------- | ----------------------------------- | | Parameters | 4 096 | | Parameters Mode2 | not applicable (no Mode2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 12 kg / 27 lbs | | Power | max. 100 VA  | | Dimensions | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Outputs grandMA3 onPC command wing XT [Section titled “Outputs grandMA3 onPC command wing XT”](#outputs-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_white-7a5402.png) grandMA3 onPC command wing XT rear panel | Number | Connector | | ------ | --------------------------------------------------------------- | | 4x  | DisplayPort 1.2 for external screens | | 2x | RJ 45 | | 2x  | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 1x | Audio In (mini jack 3.5mm) | | 1x | Audio Out (mini jack 3.5mm) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – remote control) | | 1x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Technische Daten > grandMA3 onPC command wing XT Vorderseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m.   ![](/img/grandma3/2-4/img_gm3_command_wing_xt_3d_1-561ef4.png) grandMA3 onPC command wing XT Vorderseite | Technische Daten |   | | ------------------------- | ----------------------------------- | | Parameter | 4 096 | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 12 kg / 27 lbs | | Anschlussleistung | max. 100 VA  | | Maße | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Steckverbinder grandMA3 onPC command wing XT [Section titled “Steckverbinder grandMA3 onPC command wing XT”](#steckverbinder-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_white-7a5402.png) grandMA3 onPC command wing XT Rückseite | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 4 x | DisplayPort (externe Bildschirme) | | 2 x | RJ45 | | 2 x | USB 3.0 (Typ A) max. 900 mA | | 2 x | USB 2.0 (Typ A) max. 500 mA | | 1 x | Audio In (Miniklinke 3,5 mm) | | 1 x | Audio Out (Miniklinke 3,5 mm) | | 2 x | DMX512-A OUT (5-polig XLR weiblich) | | 1 x | DMX512-A IN (5-polig XLR männlich) | | 1 x | MIDI IN (5-polig DIN weiblich) | | 1 x | MIDI OUT (5-polig DIN weiblich) | | 1 x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1 x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1 x | Kaltgeräteeinbaustecker | | 1 x | LED Pultleuchte (4-polig XLR weiblich) | # Données techniques > grandMA3 onPC command wing XT panneau avant # | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   ![](/img/grandma3/2-4/img_gm3_command_wing_xt_3d_1-561ef4.png) grandMA3 onPC command wing XT panneau avant | Données Techniques |   | | ------------------ | ----------------------------------- | | Paramètres | 4 096 | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 12 kg / 27 lbs | | Puissance | max. 100 VA  | | Dimensions | 620 x 427 x 112 mm / 24 x 17 x 5 in |   ### Sorties grandMA3 onPC command wing XT [Section titled “Sorties grandMA3 onPC command wing XT”](#sorties-grandma3-onpc-command-wing-xt) ![](/img/grandma3/2-4/img_gm3_onpc-command-wing-xt_rear_white-7a5402.png) grandMA3 onPC command wing XT panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------------ | | 4x  | DisplayPort 1.2 pour écrans externes | | 2x | RJ 45 | | 2x  | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 1x | Audio In (mini jack 3.5mm) | | 1x | Audio Out (mini jack 3.5mm) | | 2 x | DMX512-A OUT (5pin XLR female) | | 1 x | DMX512-A IN (5pin XLR male) | | 1 x | MIDI IN (5pin DIN female) | | 1 x | MIDI OUT (5pin DIN female) | | 1 x | LTC – Linear Time Code (3pin XLR female) | | 1 x | GPI – General Purpose Input (D-SUB DE9 female – DC remote control) | | 1x | IEC connector | | 1 x | LED desk light (4pin XLR female) | # Transportation > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 onPC command wing XT must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC command wing XT on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC command wing XT. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_onpc_xt_limitations/). -After the transport check the device. -If the device is damaged (dented, bent or broken), do not connect the grandMA3 onPC command wing XT to power! | # Transport # * Den grandMA3 command wing XT während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 command wing XT nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf den grandMA3 command wing XT stellen. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC command wings XT doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC command wings XT sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC command wings XT.  | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_onpc_xt_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC command wing au réseau électrique ! | # Oops > Pressing Oops executes the Oops command. Pressing Oops executes the Oops command. | | | | ---- | ---- | | OK : | Oops | For more information about Oops, see the [Oops keyword](/grandma3/2-4/keyword_oops/). ## Location [Section titled “Location”](#location) Oops is located in the command section. ![](/img/grandma3/2-4/button_oops_v0-1-8b5418.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_oops_v0-1-cd0c69.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Page- > Pressing Page- executes the command Previous Page in the command line. Pressing Page- executes the command **Previous Page** in the command line. | | | | ---- | ------------- | | OK : | Previous Page | Pressing and holding Page- for over a 1 second sets the page to page 1. ## Location [Section titled “Location”](#location) Page- is located in the command section. ![](/img/grandma3/2-4/button_page_minus_v0-1-bd6577.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_pageminus_v0-1-0ef4ab.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Page+ > Pressing Page+ executes the command Next Page in the command line. Pressing Page+ executes the command **Next Page** in the command line. | | | | ---- | --------- | | OK : | Next Page | ## Location [Section titled “Location”](#location) Page+ is located in the command section. ![](/img/grandma3/2-4/button_page_plus_v0-1-e0a72b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_pageplus_v0-1-4f6afd.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Pause | Fix > Pressing Pause enters the Pause keyword into the command line. Pressing Pause enters the Pause keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pause | For more information about Pause, see the [Pause keyword](/grandma3/2-4/keyword_pause/). Pause Pressing Pause Pause enters the Park keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Park Fixture 17 | For more information about Park, see the [Park keyword](/grandma3/2-4/keyword_park/). Fix Pressing and holding MA + Pause enters the Fix keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fix | ​For more information about Fix, see the [Fix keyword](/grandma3/2-4/keyword_fix/). Desk Lock Pressing and holding MA + MA + Pause toggles the desk lock. ​For more information about the desk lock, see [Desk Lock](/grandma3/2-4/ws_ui_desk_lock/). ## Location [Section titled “Location”](#location) Pause is located in the command section. ![](/img/grandma3/2-4/button_pause_v0-1-8926ab.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_pause_v0-1-b87da4.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Pause [large] > Pressing Pause [large] executes the Pause Executor command in the command line Pressing Pause \[large] executes the **Pause Executor** command in the command line | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pause Executor | For more information about the Pause, see the [Pause keyword](/grandma3/2-4/keyword_pause/). ## Location [Section titled “Location”](#location) Pause \[large] is located in the master section under the two master faders​. ![](/img/grandma3/2-4/button_pause_large_v0-1-10bb4e.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_pause_large_v0-1-eb604e.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Hardware-Related Instances > The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. The following list does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. 1. Backlight bleeding may occur during manufacturing of LCD displays. 2. Deviations in color temperature are subject to technical tolerances during the manufacturing process of LCD displays. 3. Color deviations in hardware, for example in display housing, and deviations in the surface texture, such as hand rest pads, are subject to technical tolerances during manufacturing of such materials. ## Pixel Faults [Section titled “Pixel Faults”](#pixel-faults) The screens of the grandMA3 series are subject to pixel fault class II (ISO 9241-307). The table below shows the maximum number of allowed defects per 1 million pixels. | Pixel fault | Maximum number of faults per 1 million pixels | | -------------------------------------------------- | --------------------------------------------- | | Permanent hot pixel (always on, being color white) | 2  | | 2 permanent hot pixels that are adjacent | 1 | | Permanent dead pixel (always off, meaning black) | 5  | | 2 permanent dead pixels that are adjacent | 1 | | Defective subpixel (always on) | 5 | | Defective subpixel (always off) | 5 | Due to technical reasons, you might detect light scratches on the screens. # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # Événements [Section titled “Événements”](#événements) ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Please > Pressing Please executes a command. It behaves the same as pressing Enter on an external keyboard. Pressing Please executes a command. It behaves the same as pressing Enter on an external keyboard. ## Activate all Attributes [Section titled “Activate all Attributes”](#activate-all-attributes) * Pressing Please Please activates all attributes of the selected fixtures. * Pressing Please once more deactivates all attributes of the selected fixtures. ## Location [Section titled “Location”](#location) Please is located in the numeric keys section. ![](/img/grandma3/2-4/button_please_v0-1-72e70b.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_please_v0-1-e3a1d5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # + [Plus] > Pressing + enters the + into the command line. Pressing + enters the + into the command line. | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group 8 + Group 11 | # Power > Pressing Power boots up the console or shuts it down. Pressing Power boots up the console or shuts it down. | | | | ------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | To switch the console on or off, use the power switch on the rear panel. | # Preset > Pressing Preset enters the Preset keyword into the command line. Pressing Preset enters the Preset keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preset | For more information about Preset, see the [Preset keyword](/grandma3/2-4/keyword_preset/). Attribute Pressing Preset Preset enters the Attribute keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute | For more information about Attribute, see the [Attribute keyword](/grandma3/2-4/keyword_attribute/). Gel Pressing Preset Preset Preset enters the Gel keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Gel | For more information about Gel, see the [Gel keyword](/grandma3/2-4/keyword_gel/). FeatureGroup Pressing MA + Preset enters the FeatureGroup keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FeatureGroup | For more information about FeatureGroup, see the [FeatureGroup keyword](/grandma3/2-4/keyword_featuregroup/). DataPool Pressing MA + Preset + Preset enters the DataPool keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DataPool | For more information about DataPool, see the [DataPool keyword](/grandma3/2-4/keyword_datapool/). ## Location [Section titled “Location”](#location) Preset is located in the command section. ![](/img/grandma3/2-4/button_preset_v0-1-5b17f4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_preset_v0-1-c2b03c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Prev [Previous] > Pressing Prev executes the Previous keyword in the command line. Pressing Prev executes the Previous keyword in the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Previous | For more information about Previous, see the [Previous keyword](/grandma3/2-4/keyword_previous/). Previous Step Pressing MA + Prev executes the **Previous Step** command in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Previous Step | For more information about Previous Step, see the [Previous keyword](/grandma3/2-4/keyword_previous/) and the [Step keyword](/grandma3/2-4/keyword_step/). For mor information about steps see [Phaser](/grandma3/2-4/phaser/). ## Location [Section titled “Location”](#location) Prev is located in the command section. ![](/img/grandma3/2-4/button_prev_v0-1-64bbff.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_prev_v0-1-cb014f.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Prvw [Preview] > Pressing Prvw executes the the Preview keyword in the command line. Pressing Prvw executes the the Preview keyword in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preview | For more information about Prvw, see the [Preview keyword](/grandma3/2-4/keyword_preview/). ## Location [Section titled “Location”](#location) Prvw is located in the command section. ![](/img/grandma3/2-4/button_prvw_v0-1-79ecfe.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_prvw_v0-1-cd7af5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals  [Section titled “CE and FCC Standards and Approvals ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *declares that the products* *** **Name of product:** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *are conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.  Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_3-767396.png)  ![](/img/grandma3/2-4/ma_logo_120_1-5fa6ca.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau_3-767396.png)  ![](/img/grandma3/2-4/ma_logo_120_1-5fa6ca.png) # Konformitätserklärung > Hersteller: # Konformitätserklärung [Section titled “Konformitätserklärung”](#konformitätserklärung) ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ GERMANY *** *erklärt, dass die Produkte* *** **Produktnamen:** * grandMA3 processing unit XL * grandMA3 processing unit L * grandMA3 processing unit M *** *den folgenden Richtlinien sowie harmonisierten Normen entsprechen*  *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 ***   **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 ***   **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.  Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_3-767396.png)![](/img/grandma3/2-4/ma_logo_120_1-5fa6ca.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend\ entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen\ Verwenderland zu beachten. # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: # Toleranzen [Section titled “Toleranzen”](#toleranzen) ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica # ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Intended Use > The grandMA3 processing units M, L, XL control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within The grandMA3 processing units **M, L, XL** control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Usage prévu > Les processing units grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en Les processing units grandMA3 contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Bestimmungsgemäßer Gebrauch > Die grandMA3 processing units M, L, XL steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hi # ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 processing units M, L, XL steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F # Limitations > Fonctionnement : 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # Limitations [Section titled “Limitations”](#limitations) ### **Température** [Section titled “Température”](#température) Fonctionnement : 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention :** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport : -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement : 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport : 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen.  | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchte (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchte (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten. * Das Gerät innerhalb der Betriebsgrenzen betreiben. * Das Gerät nur in geschlossenen Räumen betreiben. * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein. * Erschütterungen vermeiden. * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen. * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Maintenance | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The grandMA3 processing unit has an air intake filter on the front.  Do not wash the filter. Clean it using a vacuum cleaner only. | * Disconnect power supply before cleaning;  * Clean the surface with dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Die grandMA3 proccesing unit hat einen eingebauten Luftansaugfilter an der Vorderseite.  Den Filter nicht waschen. Reinigung ausschließlich mit einem Staubsauger. | * Vor dem Reinigen das Gerät spannungsfrei schalten. * Die Oberflächen mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob die Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung, empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell zu reinigen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Les processing units grandMA3 ont un filtre d’admission d’air à l’arrière.  Ne lavez pas le filtre. Nettoyez-le uniquement à l’aide d’un aspirateur. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 processing unit M, L, XL front panel ![](/img/grandma3/2-4/img_gm3_processing-unit_front_callouts-292838.png) grandMA3 processing unit M, L, XL front panel 1. Internal command multi-touch screen 2. [Power key](/grandma3/2-4/key_power/) 3. [USB 2.0 (type A)](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_processing-unit_rear_callouts-3e1db5.png) grandMA3 processing unit M, L, XL rear panel 1. [etherCON/RJ45](/grandma3/2-4/fs_connect_ethernet/) 2. Power switch 3. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 4. [USB 2.0 (type A)](/grandma3/2-4/fs_connect_usb/) 5. [DMX-512-A OUT (5pin XLR female)](/grandma3/2-4/fs_connect_dmx/)  ### Turn on the grandMA3 processing unit [Section titled “Turn on the grandMA3 processing unit”](#turn-on-the-grandma3-processing-unit) 1. Unpack the device.  2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface. 4. Connect an external keyboard and mouse to the grandMA3 processing unit using the USB ports. 5. Connect the grandMA3 processing unit with your PC, laptop, or a grandMA3 console using an etherCON/RJ45 connector. 6. Insert the powerCON TRUE1 plug into the corresponding socket. 7. Connect the main power plug. 8. Turn on the power switch (set it to position **I**.) 9. The power switch lights up in red. 10. Press the power key on the front panel. \ The device starts booting.\ The **Mode Selection** dialog appears:\ ![](/img/grandma3/2-4/img_select-mode_v0-9_3_1-52ce58.png) 11. Tap to select a mode.   ### Turn off the grandMA3 processing unit [Section titled “Turn off the grandMA3 processing unit”](#turn-off-the-grandma3-processing-unit) 1. Press the power key on the front panel.\ A warning pop-up appears:\ ![](/img/grandma3/2-4/popup_shut-down_v1-5_8-5d18e3.png) 2. Tap OK.\ The grandMA3 device shuts down. 3. Set the power switch to position **O**. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** You can disconnect the grandMA3 processing unit using the grandMA3 console or the grandMA3 onPC software. The DMX output will then be immediately interrupted. | ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Shut down the grandMA3 device. 5. Connect an external keyboard with a USB port. 6. Turn on the grandMA3 device. 7. Press the key 8/F8 on the external keyboard several times.\ The **Boot Manager** opens. 8. Scroll down to EFI USB Device using the arrow keys. 9. Press Enter on the external keyboard.\ The grandMA3 device starts to boot. 10. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Update the Software](/grandma3/2-4/update/) * [Network Update](/grandma3/2-4/update_network/) # Quick Start > grandMA3 processing unit M, L, XL Vorderseite # Quick Start [Section titled “Quick Start”](#quick-start) ![](/img/grandma3/2-4/img_gm3_processing-unit_front_callouts-292838.png) grandMA3 processing unit M, L, XL Vorderseite 1. Multi-touch Bildschirm 2. [Ein/Aus-Taste](/grandma3/2-4/key_power/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_processing-unit_rear_callouts-3e1db5.png) grandMA3 processing unit M, L, XL Rückseite 1. [EthernetCON/RJ45](/grandma3/2-4/fs_connect_ethernet/) 2. Netzschalter 3. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 4. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 5. [DMX-512-A OUT (5-polig XLR weiblich)](/grandma3/2-4/fs_connect_dmx/)    ### grandMA3 Gerät einschalten [Section titled “grandMA3 Gerät einschalten”](#grandma3-gerät-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Externe Maus und Keyboard über die USB Ports anschließen. 5. Die grandMA3 processing unit über die etherCON/RJ45 Buchse mit dem PC, Laptop oder der grandMA3 Konsole verbinden. 6. Den powerCON TRUE1 Stecker mit der dafür vorgesehenen Buchse verbinden. 7. Hauptstecker an die Steckdose anschließen. 8. Netzschalter auf **I** stellen.\ Netzschalter leuchtet rot. 9. Auf der Vorderseite die Ein/Aus-Taste drücken.\ Das Gerät fährt hoch.\ Der **Mode Selection** Dialog erscheint:\  ![](/img/grandma3/2-4/img_select-mode_v0-9_3_1-52ce58.png)  10. Den gewünschten Modus durch Tippen des jeweiligen Icons auswählen.   ### grandMA3 Gerät ausschalten [Section titled “grandMA3 Gerät ausschalten”](#grandma3-gerät-ausschalten) 1. Die Ein/Aus-Taste drücken.\ Eine Warnmeldung erscheint:\ ![](/img/grandma3/2-4/popup_shut-down_v1-5_8-5d18e3.png) 2) OK tippen.\ Die grandMA3 processing unit fährt runter. 3) Netzschalter auf **O** stellen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die grandMA3 processing unit kann ebenfalls über die grandMA3 Konsole oder grandMA3 onPC Software deaktiviert werden. Die DMX-Ausgabe wird dann abrupt unterbrochen.    | ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Eine externe Tastatur an einen USB-Port anschließen. 6. Das grandMA3 Gerät einschalten. 7. Auf der externen Tastatur mehrfach die Taste 8/F8 drücken.\ Der **Boot Manager** öffnet sich. 8. Mit den Pfeiltasten bis EFI USB Device scrollen. 9. Die Taste Enter auf der externen Tastatur drücken.\ Das grandMA3 Gerät bootet. 10. Während des Update-Vorgangs den Bildschirmanweisungen folgen. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software verwenden. Für weitere Informationen siehe die Abschnitte [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide de démarrage > grandMA3 processing unit M, L, XL panneau avant # Guide De Démarrage [Section titled “Guide De Démarrage”](#guide-de-démarrage) ![](/img/grandma3/2-4/img_gm3_processing-unit_front_callouts-292838.png) grandMA3 processing unit M, L, XL panneau avant 1. Écran multi-touch 2. [Touche Marche/Arrêt](/grandma3/2-4/key_power/) 3. [USB 2.0 (type A)](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_processing-unit_rear_callouts-3e1db5.png) grandMA3 processing unit M, L, XL panneau arrière 1. [EtherCON/RJ45](/grandma3/2-4/fs_connect_ethernet/) 2. Interrupteur de courant 3. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 4. [USB 2.0 (type A)](/grandma3/2-4/fs_connect_usb/) 5. [DMX-512-A OUT (5pin XLR female)](/grandma3/2-4/fs_connect_dmx/)   ### Allumer l’appareil [Section titled “Allumer l’appareil”](#allumer-lappareil) 1. Déballer l’appareil. 2. Enlever le matériel de protection. 3. Placer l’appareil à l’intérieur sur une surface stable. 4. Connecter un clavier et une souris à l’aide des ports USB. 5. Brancher l’appareil grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 6. Insérer le connecteur powerCON TRUE1 au branchement correspondant.  7. Brancher la prise principale de courant. 8. Allumer l’interrupteur de courant (mettre en position **I**) sur le panneau arrière. 9. L’interrupteur s’illumine en rouge. 10. Appuyer sur la touche Marche/Arrêt sur le panneau avant.\ L’appareil se met en marche.\ Le dialogue de **sélection du mode** apparaît:\ ![](/img/grandma3/2-4/img_select-mode_v0-9_3_1-52ce58.png) 11. Toucher pour sélectionner un mode.   ### Éteindre l’appareil [Section titled “Éteindre l’appareil”](#éteindre-lappareil) 1. Appuyer sur la touche Marche/Arrêt sur le panneau avant. Un pop-up d’avertissement apparaît:\ ![](/img/grandma3/2-4/popup_shut-down_v1-5_8-5d18e3.png) 2. Appuyer sur OK. L’appareil grandMA3 s’éteint. 3. Mettre l’interrupteur en position **O**. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Vous pouvez déconnecter l’appareil grandMA3 en utilisant le logiciel grandMA3 onPC. La sortie DMX sera alors immédiatement interrompue.   | ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour l’appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ Le programme d’installation requis s’appelle grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Connecter un clavier externe avec un port USB. 6. Allumer l’appareil grandMA3. 7. Appuyer plusieurs fois sur la touche 8/F8 du clavier externe. Le gestionnaire de démarrage s’ouvre. 8. Faire défiler la liste jusqu’à EFI USB Device à l’aide des touches fléchées. 9. Appuyer sur la touche Enter du clavier externe.\ L’appareil grandMA3 commence à démarrer. 10. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utilisé la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-74be26.png) **Warning** – Danger area  *** ![lightning](/img/grandma3/2-4/lightning_1-1cc1cf.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_14-ceff73.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-733d5e.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_pu_disposal/). *** ![battery](/img/grandma3/2-4/battery_1-2fc1b6.png)     Recycle the battery *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-098ca4.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_pu_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF   | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_pu_safety/#general_safety_instructions) further down and [Limitations](/grandma3/2-4/key_pu_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to inobservance of the safety instructions.   | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them.  | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  |   ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) Defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleanser. Use a dry cloth only; * Do not use device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, switch, connector, or rotary knob; * If the power cable or the main power plug are defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets. * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheitshinweise > Warnung – Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-74be26.png) **Warnung** – Gefahrenbereich  *** ![lightning](/img/grandma3/2-4/lightning_1-1cc1cf.png)     **Vorsicht** – Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag. ![](/img/grandma3/2-4/danger-of-electric-shock_14-ceff73.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-733d5e.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_pu_disposal-3/). *** ![battery](/img/grandma3/2-4/battery_1-334268.png) Batterie recyceln *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-a55c9f.png) Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_pu_conformity-3/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit.  | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeine Sicherheitshinweise](/grandma3/2-4/key_pu_safety-1/#h2__510451242) weiter\ unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_pu_limitations-3/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und dem Gerät selbst vermerkt sind, befolgen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. \*\* \*\* | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen. Die Sicherheitsanweisungen befolgen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden. * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitshinweise [Section titled “Allgemeine Sicherheitshinweise”](#allgemeine-sicherheitshinweise) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen. * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen).  * Bei längerer Nichtverwendung das Gerät über den Netzschalter ausschalten.  * Vor dem Reinigen das Gerät über den Netzschalter ausschalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindung oder Monitor Wing ausüben. * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelement so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-74be26.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-1cc1cf.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_14-ceff73.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-733d5e.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_pu_disposal-2/). *** ![battery](/img/grandma3/2-4/battery_1-2fc1b6.png) Recycler la batterie *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-098ca4.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_pu_conformity-2/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_pu_safety-1-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_pu_limitations-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.\*\* \*\* | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ; * Ne pas ouvrir les couvercles vissés de l’appareil ; * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ; * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ; * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-dc79af.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-dc79af.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. # Support technique [Section titled “Support technique”](#support-technique) Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-dc79af.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 processing unit front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** The processing units M, L, XL have an equal front panel and rear panel. | * DMX: max. length of the cable 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m. ![](/img/grandma3/2-4/img_gm3_processing-unit-l_3d_white-317fb2.png) grandMA3 processing unit front panel | Technical Data grandMA3 processing unit M, L, XL |   | | ------------------------------------------------ | ----------------------------------------------------------- | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 5 kg / 12 lbs | | Power | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 in (width x depth x height) | | Parameters |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Outputs grandMA3 processing unit M, L, XL [Section titled “Outputs grandMA3 processing unit M, L, XL”](#outputs-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-4/img_gm3_processing-unit_rear-8ca085.png) grandMA3 processing unit rear panel | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR female) | | 3 x | USB 2.0 (type A) | # Technische Daten > grandMA3 processing unit Vorderseite # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Die processing units M, L, XL haben die gleiche Vorder- und Rückseite. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m. ![](/img/grandma3/2-4/img_gm3_processing-unit-l_3d_white-317fb2.png) grandMA3 processing unit Vorderseite | Technical Data grandMA3 processing unit M, L, XL |   | | ------------------------------------------------ | ---------------------------------------------------------- | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 5 kg / 12 lbs | | Anschlussleistung | max. 200 VA | | Maße | 482 x 372 x 87 mm / 19 x 15 x 4 in (Breite x Tiefe x Höhe) | | Parameter |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Steckverbinder grandMA3 processing unit M, L, XL [Section titled “Steckverbinder grandMA3 processing unit M, L, XL”](#steckverbinder-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-4/img_gm3_processing-unit_rear-8ca085.png) grandMA3 processing unit Rückseite | zahl | Steckverbinder | | ---- | ----------------------------------------------------------------- | | 1 x | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR weiblich) | | 3 x | USB 2.0 (type A) | # Données techniques > grandMA3 full-size panneau avant # | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le câble d’alimentation et le connecteur ne sont pas inclus dans la livraison. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** Les processing units M, L, XL ont un panneau avant et arrière identique. | * DMX : longueur maximale du câble 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. Longueur max. du câble 75 m. ![](/img/grandma3/2-4/img_gm3_processing-unit-l_3d_white-317fb2.png) *grandMA3 full-size panneau avant* | Données Techniques processing unit M, L, XL |   | | ------------------------------------------- | ------------------------------------------------------------------- | | Tension de fonctionnement | 100-240 V AC, 50/60 Hz | | Poids net | 5 kg / 12 lbs | | Puissance | max. 200 VA | | Dimensions | 482 x 372 x 87 mm / 19 x 15 x 4 po (largeur x profondeur x hauteur) | | Paramètres |   | | --------------------------- | ------ | | grandMA3 processing unit M | 4 096 | | grandMA3 processing unit L | 8 192 | | grandMA3 processing unit XL | 16 384 | ### Sorties grandMA3 processing unit M, L, XL [Section titled “Sorties grandMA3 processing unit M, L, XL”](#sorties-grandma3-processing-unit-m-l-xl) ![](/img/grandma3/2-4/img_gm3_processing-unit_rear-8ca085.png) *grandMA3 full-size panneau arrière* | Nombre | Connecteur | | ------ | ------------------------------ | | 1 x | powerCON TRUE1\* | | 2 x | etherCON/RJ45 | | 8 x | DMX512-A OUT (5pin XLR female) | | 3 x | USB 2.0 (type A) | \* marque déposée de Neutrik AG, Liechtenstein # Transportation > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 processing unit must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 processing unit on unstable surfaces; * Do not place any objects on top of the grandMA3 processing unit. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_pu_limitations/). -After the transport check the device. -If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 processing unit to power! | # Transport # * Die grandMA3 processing unit während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 processing unit nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 processing units stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), das Gerät nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # Transport [Section titled “Transport”](#transport) * Les grandMA3 processing units doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 processing units sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 processing units.  | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_pu_limitations-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 processing unit au réseau électrique! | # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden.  Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Land zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Maintenance | | | | ------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 onPC rack-unit only requires minor attention. | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and / or removing coverings. Touching live parts may cause electric shock. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The intervals between maintenance may differ depending on the frequency of transport and the operational environment. | * Disconnect all cables before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Die grandMA3 onPC rack-unit benötigt nur ein Mindestmaß an Pflege.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die Wartungsintervalle variieren je nach Transportfrequenz und Betriebsumgebung. | * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Die Oberflächen mit einem trockenen Tuch reinigen.  * Handauflage nur mit einem feuchtem Tuch reinigen.  * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingungen empfehlen wir das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** Les rack-units grandMA3 onPC ne nécessitent qu’une attention mineure. | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Les intervalles entre les entretiens peuvent varier en fonction de la fréquence des transports et de l’environnement opérationnel. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * Nettoyez le repose-poignet à l’aide d’un chiffon humide uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement une fois par an. # Quick Start > grandMA3 onPC rack-unit front panel ![](/img/grandma3/2-4/img_gm3_rack-unit_front_callouts_1-4bdffb.png)\ *grandMA3 onPC rack-unit front panel* 1. Screen   2. [Power key](/grandma3/2-4/key_power/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear_callouts-a39e32.png) *grandMA3 onPC rack-unit rear panel* 1. [DisplayPort 1+2](/grandma3/2-4/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/#Jack) 6. [DMX A-C](/grandma3/2-4/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-4/remote_inputs/) 8. [DC Remote Control](/grandma3/2-4/fs_connect_dc_remote_in/) 9. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 10. Power switch + [IEC connector](/grandma3/2-4/fs_connect_power/) ### Turn on the onPC rack-unit [Section titled “Turn on the onPC rack-unit”](#turn-on-the-onpc-rack-unit) 1. Unpack the grandMA3 device. 2. Remove the packaging and cushioning material. 3. Place the device indoors on a stable surface or install it in a 19” rack. 4. Connect external monitors to the grandMA3 device using the native DisplayPort connectors.  5. Connect an external mouse or keyboard using the USB ports. 6. Insert the IEC connector into the corresponding jack.  7. Connect the power plug. 8. Turn on the power switch on the rear panel. 9. Press the power key on the front panel. ### Turn off the grandMA3 onPC rack-unit [Section titled “Turn off the grandMA3 onPC rack-unit”](#turn-off-the-grandma3-onpc-rack-unit) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Do not press the power key to turn off the device. Only if a hard shutdown is necessary, press and hold the power key for more than 3 seconds. | 1. Tap ![power](/img/grandma3/2-4/power_1-742709.png) at the top of the control bar to start the shutdown procedure or shutdown the onPC software by the [shutdown keyword](/grandma3/2-4/keyword_shutdown/). A warning pop-up appears: ![](/img/grandma3/2-4/popup_shut-down_v1-5_9-fc791d.png) 2. Tap OK. 3. Shut down the Windows system. The grandMA3 onPC rack-unit powers down. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Do not switch off the grandMA3 onPC rack-unit too early.  Make sure that you wait until Windows has completely shut down. The display and the fan on the grandMA3 onPC rack-unit must have turned off. | 4. Set the power switch to position **O**. ### Install the Latest grandMA3 Software and the Operating System [Section titled “Install the Latest grandMA3 Software and the Operating System”](#install-the-latest-grandma3-software-and-the-operating-system) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Updating the grandMA3 software and the operating system deletes all previous stored files. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** To update only the grandMA3 onPC software, use the network update process. For more information, see [Network update](/grandma3/2-4/update_network/). | 1. To install, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Save the full software image on your computer’s hard drive. 3. Extract the zip file “grandMA3\_v.x.x.x.x\_windows\_hardware\_image.zip” and copy it onto a USB flash drive (FAT32 formatted, minimum 8 GB).  4. Insert the USB flash drive. 5. Power up the grandMA3 onPC rack-unit. 6. If necessary, tap F8 to choose Boot device and select boot from USB. 7. Follow the onscreen instructions during the update process. To learn more about the update process, read the [Update grandMA3 onPC windows hardware](/grandma3/2-4/update_windows_hardware/) topic in the [online user manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** To configure the device, or to update or downdate the installed software, use a grandMA3 console or your PC or laptop with the grandMA3 onPC software installed. For more information see the topics [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) in the [grandMA3 User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) online available at [www.malighting.com](https://www.malighting.com/). | ### Different Combinations [Section titled “Different Combinations”](#different-combinations) | Device | Connected To | Parameters | | ------------------------- | ------------------------------- | ---------- | | grandMA3 onPC rack-unit | standalone | 4 096 | | grandMA3 onPC rack-unit + | grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC rack-unit + | grandMA3 processing unit M/L/XL | 4 096   | # Quick Start > 1. Multi-touch Bildschirm ![](/img/grandma3/2-4/img_gm3_rack-unit_front_callouts_1-4bdffb.png) 1. Multi-touch Bildschirm 2. [Ein/Aus-Taste](/grandma3/2-4/key_power/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear_callouts-a39e32.png) *grandMA3 onPC rack-unit Rückseite* 1. [DisplayPort 1+2](/grandma3/2-4/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/) 6. [DMX A-C](/grandma3/2-4/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-4/fs_connect_midi/) 8. [DC Remote Control](/grandma3/2-4/remote_inputs_dc/) 9. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 10. Netzschalter + [Kaltgerätebuchse](/grandma3/2-4/fs_connect_power/)   ### grandMA3 onPC rack-unit einschalten [Section titled “grandMA3 onPC rack-unit einschalten”](#grandma3-onpc-rack-unit-einschalten) 1. Gerät auspacken. 2. Verpackungs- und Polstermaterial entfernen.  3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen oder im Rack installieren.  4. Externe Monitore mit DisplayPort Anschluss an das Gerät anschließen. 5. Externe Maus und Keyboard über die USB Ports anschließen. 6. Kaltegerätestecker mit der dafür vorgesehenen Buchse verbinden. 7. Netzstecker in die Steckdose stecken. 8. Netzschalter auf der Rückseite auf **I** stellen. 9. Ein/Aus-Taste auf der Vorderseite drücken. ### grandMA3 onPC rack-unit ausschalten [Section titled “grandMA3 onPC rack-unit ausschalten”](#grandma3-onpc-rack-unit-ausschalten) | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig!** Das Gerät nie über die Ein/Aus-Taste ausschalten. Nur wenn ein hartes Ausschalten erforderlich ist, die Ein/Aus-Taste 3 Sekunden lang drücken. | 1. In der onPC Software das ![power](/img/grandma3/2-4/power_1-742709.png) Symbol in der oberen linken Ecke der Kontrollleiste antippen, um die Software zu beenden oder das [Shutdown keyword](/grandma3/2-4/keyword_shutdown/) verwenden. Eine Warnmeldung erscheint: ![](/img/grandma3/2-4/popup_shut-down_v1-5_9-fc791d.png) 2. OK tippen. 3. Windows beenden. Die grandMA3 onPC rack-unit fährt runter. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die grandMA3 onPC rack-unit nicht zu früh ausschalten. Vergewissern Sie sich, dass Windows komplett heruntergefahren ist. Der Bildschirm und der Lüfter an der grandMA3 onPC rack-unit müssen aus sein. | 4. Um die grandMA3 onPC rack-unit auszuschalten, Netzschalter auf **O** stellen. ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](https://www.malighting.com/), um die aktuellste Software herunterzuladen. Der benötigte Installer heißt grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Das gesamte Software Image auf der Festplatte Ihres Computers speichern. 3. Die Zip-Datei entpacken und das Image auf Ihren USB-Stick (FAT32 formatiert, mindestens 8 GB) kopieren. 4. Den USB-Stick in den USB-Anschluss am Gerät stecken. 5. Das Gerät einschalten. 6. Falls notwendig, auf der Tastatur mehrfach die Taste 8/F8. drücken und Sie “Von USB starten” wählen. 7. Während des Update-Vorgangs den Bildschirmanweisungen folgen. Für weitere Informationen über den Update-Vorgang siehe den Abschnitt [Update grandMA3 onPC windows hardware](/grandma3/2-4/update_windows_hardware/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, eine andere grandMA3 Konsole im Netzwerk oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software verwenden. Für weitere Informationen siehe die Abschnitte [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | ### Kombinationsmöglichkeiten [Section titled “Kombinationsmöglichkeiten”](#kombinationsmöglichkeiten) | Gerät | Verbunden mit | Parameter | | ------------------------- | ------------------------------------------- | --------- | | grandMA3 onPC rack-unit + | PC/Laptop | 4 096 | | grandMA3 onPC rack-unit + | PC/Laptop + grandMA3 onPC 8/4/2Port Node | 4 096 | | grandMA3 onPC rack-unit + | PC/Laptop + grandMA3 processing unit M/L/XL | 4 096 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Unabhängig davon, welche Geräte an der grandMA3 onPC Software angeschlossen sind, kann die Parameteranzahl insgesamt maximal 4 096 betragen. | Weitere Information finden Sie im [User Manual](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [Expand the Amount of Parameters.](/grandma3/2-4/system_parameter_expand/) # Guide de démarrage > 1. Écran ![](/img/grandma3/2-4/img_gm3_rack-unit_front_callouts_1-4bdffb.png) 1. Écran 2. [Touche Marche/Arrêt](/grandma3/2-4/key_power/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear_callouts-a39e32.png) \_grandMA3 onPC rack-unit \_panneau arrière 1. [DisplayPort 1+2](/grandma3/2-4/fs_connect_external_screens/) 2. [USB 3.0](/grandma3/2-4/fs_connect_usb/) 3. [USB 2.0](/grandma3/2-4/fs_connect_usb/) 4. [Ethernet 1+2](/grandma3/2-4/fs_connect_ethernet/) 5. [Line In+Out](/grandma3/2-4/do_connector_pin_assignment/) 6. [DMX A-C](/grandma3/2-4/fs_connect_dmx/) 7. [MIDI In+Out](/grandma3/2-4/fs_connect_midi/) 8. [DC Remote Control](/grandma3/2-4/remote_inputs_dc/) 9. [LTC](/grandma3/2-4/fs_connect_smpte_ltc/) 10. Interrupteur de courant + [connecteur IEC](/grandma3/2-4/fs_connect_power/)   ### Branchement et mise en marche de l’appareil [Section titled “Branchement et mise en marche de l’appareil”](#branchement-et-mise-en-marche-de-lappareil) 1. Déballer l’appareil.  2. Enlever le matériel de protection.   3. Placer l’appareil à l’intérieur sur une surface stable ou installer dans un rack 19”.   4. Brancher les écrans externes à la rack-unit en utilisant des connecteurs d’origine DisplayPort. 5. Connecter un clavier externe ou une souris avec un port USB. 6. Insérer le connecteur IEC dans la prise correspondante.   7. Brancher la prise principale de courant.  8. Allumer l’interrupteur de courant sur le panneau arrière.   9. Appuyer sur la touche Marche/Arrêt sur le panneau avant. ### Éteindre la rack-unit [Section titled “Éteindre la rack-unit”](#éteindre-la-rack-unit) | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** N’appuyer pas sur la touche Marche/Arrêt pour éteindre l’appareil. Seulement si un arrêt brutal est nécessaire, appuyer sur la touche Marche/Arrêt et maintener-la enfoncée pendant plus de 3 secondes. | -Appuyer sur l’icone ![power](/img/grandma3/2-4/power_1-742709.png) en haut de la barre de contrôle pour démarrer le processus de fermeture de la console ou de l’application onPC ou fermer le logiciel onPC en utilisant [shutdown keyword](/grandma3/2-4/keyword_shutdown/). -Un pop-up d’avertissement s’ouvre: ![](/img/grandma3/2-4/popup_shut-down_v1-5_9-fc791d.png) -Appuyer sur OK.\ -Fermer le système Windows. \ -La rack-unit s’éteint.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Ne pas éteindre la rack-unit trop rapidement.  Assurez-vous d’attendre jusqu’à la fermeture complète de Windows. L’écran et le ventilateur de la rack-unit doivent être éteints.  | -Mettre l’interrupteur en position **O**.  ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 onPC Windows Hardware Image x.x.x.x. 2. Extrayer le fichier zip et copier le fichier complet dans le répertoire racine de votre clé USB (FAT32 formatted, minimum 8 GB). 3. Insérer la clé USB dans le port USB de l’appareil. 4. Allumer l’appareil grandMA3. 5. Quand nécessaire, appuyer sur la touche 8/F8 pour choisir “Boot from USB”. 6. Suivre les instructions à l’écran pendant le processus de mise à jour. Pour plus d’information, voir la section [Update grandMA3 onPC windows hardware](/grandma3/2-4/update_windows_hardware/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | ### Différentes Combinaisons  [Section titled “Différentes Combinaisons ”](#différentes-combinaisons) | *Appareil* | *Branché à* | *Paramètres* | | --------------------------- | --------------------------------- | ------------ | | *grandMA3 onPC rack-unit* | \_ \_ | *4 096* | | *grandMA3 onPC rack-unit +* | *grandMA3 onPC 8/4/2Port Node* | *4 096* | | *grandMA3 onPC rack-unit +* | *grandMA3 processing unit M/L/XL* | \_4 096  \_ | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Peu importe les appareils branchés au logiciel grandMA3 onPC, le nombre de paramètres ne peut excéder 4 096.  | Pour plus d’information, voir: [Expand the Amount of Parameters topic.](/grandma3/2-4/system_parameter_expand/) # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-a28945.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-1c3def.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_21-2586f0.png) *** ![](/img/grandma3/2-4/weee-7713e6.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_rack_unit_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-442e5e.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_grandma3_onpc-rack_unit/): *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF. # Sécurité > Avertissement– Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-a28945.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-4/lightning_1-1c3def.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_21-2586f0.png) *** ![](/img/grandma3/2-4/weee-7713e6.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_rack_unit_disposal-1-2/). *** ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_grandma3_onpc-rack_unit-1-2/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les consignes générales de sécurité et les [limitations d’usages](/grandma3/2-4/key_onpc_rack_unit_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales  [Section titled “Consignes de sécurité générales ”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheitshinweise > Warnung– Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-a28945.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-1c3def.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-4/danger-of-electric-shock_21-2586f0.png) *** ![](/img/grandma3/2-4/weee-7713e6.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_rack_unit_disposal-1/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-442e5e.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_grandma3_onpc-rack_unit-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Lesen Sie alle Anweisungen in diesem Quick Manual aufmerksam durch, vor allem die Allgemeinen Sicherheitsanweisungen weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_onpc_rack_unit_limitations-1/).  Befolgen Sie diese und bewahren Sie das Quick Manual für den späteren Gebrauch auf. Befolgen Sie alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und am Gerät vermerkt sind. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-a3ae4e.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-a3ae4e.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-a3ae4e.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Technical Data > grandMA3 onPC rack-unit front panel | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Power cable and connector are not included in the delivery. | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m. ![](/img/grandma3/2-4/img_gm3_rack-unit_3d-0d6602.png) grandMA3 onPC rack-unit front panel | Technical Data |   | | ----------------- | ------------------------------------ | | Parameters | 4 096  (HTP/LTP) | | Parameters Mode 2 | not applicable (no Mode 2) | | Operating voltage | 100-240 V AC, 50/60 Hz | | Net weight | 4 kg / 9 lbs | | Power | max. 100 VA  | | Dimensions | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### Outputs grandMA3 onPC rack-unit [Section titled “Outputs grandMA3 onPC rack-unit”](#outputs-grandma3-onpc-rack-unit) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear-6c83de.png) grandMA3 onPC rack-unit rear panel | Number | Connector | | ------ | ------------------------------------------------------------- | | 2x  | DisplayPort 1.2 for external screens | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Line Out (mini jack 3.5 mm) | | 1x | Audio Line In (mini jack 3.5 mm) | | 2x | DMX512-A OUT (5pin XLR female) | | 1x | DMX512-A IN (5pin XLR male) | | 1x | GPI General Purpose Interface (D-SUB DE9 female) DC Remote In | | 1x | MIDI In (5pin DIN female) | | 1x | MIDI Out (5pin DIN female) | | 1x | LTC Linear Timecode  (3pin XLR female) | | 1x  | IEC connector | # Données techniques > grandMA3 onPC rack-unit panneau arrière | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utiliser des câbles protégés adéquatement (min. Ø = 3 x 1.0 mm²). Le câble de courant requis pour le branchement doit être conforme au standard du pays. **Seul une personne qualifiée est autorisée à travailler sur le câble de courant!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Le câble et le connecteur ne sont pas inclus dans la livraison. | * DMX: la longueur maximale du câble ne doit pas excéder 350 m (dans des conditions idéal). * Utiliser un câble Ethernet de type CAT-5e ou supérieur. La longueur maximale du câble est de 75 m. ![](/img/grandma3/2-4/img_gm3_rack-unit_3d-0d6602.png) | Données Techniques |   | | ------------------ | ------------------------------------ | | Paramètres | 4 096  (HTP/LTP) | | Paramètres Mode2 | Aucun | | Tension | 100-240 V AC, 50/60 Hz | | Poids net | 4 kg / 9 lbs | | Puissance | max. 100 VA  | | Dimensions | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### Sorties grandMA3 onPC rack-unit [Section titled “Sorties grandMA3 onPC rack-unit”](#sorties-grandma3-onpc-rack-unit) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear-6c83de.png) grandMA3 onPC rack-unit panneau arrière | Nombre | Connecteur | | ------ | ------------------------------------------------------------- | | 2x  | DisplayPort 1.2 pour écrans externes | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Out (mini jack 3.5mm) | | 1x | Audio In (mini jack 3.5mm) | | 2x | DMX512-A OUT (5pin XLR female) | | 1x | DMX512-A IN (5pin XLR male) | | 1x | GPI General Purpose Interface (D-SUB DE9 female) DC Remote In | | 1x | MIDI In (5pin DIN female) | | 1x | MIDI Out (5pin DIN female) | | 1x | LTC Linear Timecode  (3pin XLR female) | | 1x  | IEC connector | # Technische Daten > grandMA3 onPC rack-unit Rückseite | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Netzkabel und Steckverbinder sind im Lieferumfang nicht enthalten. | * DMX: Die maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel oder höher verwenden; die maximale Kabellänge beträgt 75 m. ![](/img/grandma3/2-4/img_gm3_rack-unit_3d-0d6602.png) | Technische Daten |   | | ------------------------- | ------------------------------------ | | Parameter | 4 096  (HTP/LTP) | | Parameter Mode2 | nicht zutreffend (kein Mode2) | | Betriebsspannung | 100-240 V AC, 50/60 Hz | | Gewicht (ohne Verpackung) | 4 kg / 9 lbs | | Anschlussleistung | max. 100 VA  | | Maße | 482 x 249 x 87 mm / 19 x 10 x 3.5 in | ### SteckverbindergrandMA3 onPC rack-unit [Section titled “SteckverbindergrandMA3 onPC rack-unit”](#steckverbindergrandma3-onpc-rack-unit) ![](/img/grandma3/2-4/img_gm3_rack-unit_rear-6c83de.png) grandMA3 onPC rack-unit Rückseite | Anzahl | Steckverbinder | | ------ | -------------------------------------------------------------------- | | 2x  | DisplayPort (externe Bildschirme) | | 2x | USB 3.0 (type A) max. 900 mA | | 2x | USB 2.0 (type A) max. 500 mA | | 2x | RJ 45  Ethernet  10 / 100 / 1000 | | 1x | Audio Out (Miniklinke 3,5 mm) | | 1x | Audio In (Miniklinke 3,5 mm) | | 2x | DMX512-A OUT (5-polig XLR weiblich) | | 1x | DMX512-A IN (5-polig XLR männlich) | | 1x | GPI – General Purpose Input (D-SUB DE9 weiblich – DC Remote Control) | | 1x | MIDI IN (5-polig DIN weiblich) | | 1x | MIDI OUT (5-polig DIN weiblich) | | 1x | LTC – Linear Time Code (3-polig XLR weiblich) | | 1x  | Kaltgeräteeinbaustecker | # Transportation > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 onPC rack-unit must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 onPC rack-unit on unstable surfaces; * Do not place any objects on top of the grandMA3 onPC rack-unit. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Limitations](/grandma3/2-4/key_onpc_rack_unit_limitations/) # Transport # * Die grandMA3 onPC rack-unit während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 onPC rack-unit nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 onPC rack-unit stellen. | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Wichtig:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_onpc_rack_unit_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Falls das Gerät beschädigt sein sollte (verbeult, verbogen oder kaputt), es nicht an die Stromversorgung anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * Les grandMA3 onPC rack-units doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 onPC rack-units sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 onPC rack-units.  | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_onpc_rack_unit_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 onPC rack-units au réseau électrique ! | # Gerätespezifische Gegebenheiten > Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: ## Gerätespezifische Gegebenheiten [Section titled “Gerätespezifische Gegebenheiten”](#gerätespezifische-gegebenheiten) Die folgenden Punkte sind keine Mängel oder Fehlfunktionen. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können: 1. Bei der Herstellung von LCD-Bildschirmen kann es zu Backlight-Bleeding kommen. 2. Farbtemperaturabweichungen bei der Herstellung von LCD-Bildschirmen unterliegen technischen Toleranzen. 3. Gerätespezifische Farbabweichungen, beispielsweise im Bildschirmgehäuse, sowie in der Oberflächenbeschaffenheit, etwa bei Polstern, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Pixelfehler [Section titled “Pixelfehler”](#pixelfehler) Die Bildschirme der grandMA3 Serie orientieren sich an der Pixelfehlerklasse II (ISO 9241-307). Die folgende Tabelle zeigt die maximale Anzahl zulässiger Fehler pro 1 Million Pixel. | Pixelfehler | Maximale Anzahl von Fehlern pro 1 Million Pixel | | ------------------------------------------------ | ----------------------------------------------- | | Ständig leuchtendes Pixel (immer an, Farbe weiß) | 2  | | 2 angrenzende ständig leuchtende Pixel | 1 | | Ständig schwarzes Pixel (immer aus) | 5  | | 2 angrenzende ständig schwarze Pixel | 1 | | Defekte Subpixel (ständig leuchtend) | 5 | | Defekte Subpixel (ständig schwarz) | 5 | Aus technischen Gründen können die Bildschirme leichte Kratzer haben. # Événements > La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrica ## Événements liés au matériel [Section titled “Événements liés au matériel”](#événements-liés-au-matériel) La liste suivante ne décrit ni les défauts ni les dysfonctionnements. Elle indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. 1. Une fuite du rétroéclairage peut se produire lors de la fabrication des écrans LCD. 2. Des différences de température peuvent entraîner des différences de couleur dans les écrans LCD. 3. Les déviations de couleur dans le matériel, par exemple dans le boîtier de l’écran, et les déviations dans la texture de la surface, par exemple dans les coussinets de repose-mains, sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. ## Défaut de pixel [Section titled “Défaut de pixel”](#défaut-de-pixel) Les écrans de la série grandMA3 sont soumis à la classe de défaut de pixel II (ISO 9241-307). Le tableau ci-dessous indique le nombre maximum de défauts autorisés par million de pixels. | Défaut de pixel | Nombre maximal de défauts par million de pixels | | ----------------------------------------------------------------- | ----------------------------------------------- | | Pixel actif permanent (toujours allumé, étant de couleur blanche) | 2 | | 2 pixels actifs permanents qui sont adjacents | 1 | | Pixel inactif permanent (toujours éteint, c’est-à-dire noir) | 5 | | 2 pixels inactifs permanents qui sont adjacents | 1 | | Sous-pixel défectueux (toujours actif) | 5 | | Sous-pixel défectueux (toujours inactif) | 5 | Pour des raisons techniques, il peut y avoir de légères rayures sur les écrans. # Release Notes 2.3 > Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail wh * [Let’s Get Started](/grandma3/2-4/key_releasenotes_2-3/#h2__1435677565) * [Bug Fix Version 2.3.2.0](/grandma3/2-4/key_releasenotes_2-3/#h2_1781474115) * [](/grandma3/2-4/key_releasenotes_2-3/#h2__146634055)[Changes](/grandma3/2-4/key_releasenotes_2-3/#h2__1821394898) * [Bug Fixes](/grandma3/2-4/key_releasenotes_2-3/#h2__146634055) * [Bug Fix Version 2.3.1.1](/grandma3/2-4/key_releasenotes_2-3/#h2_1781475297) * [Other Enhancements](/grandma3/2-4/key_releasenotes_2-3/#h2_1309759467) * [Bug Fixes](/grandma3/2-4/key_releasenotes_2-3/#h2_1309759467) * [Release Version 2.3.0.4](/grandma3/2-4/key_releasenotes_2-3/#h2__1841901983) * [Features](/grandma3/2-4/key_releasenotes_2-3/#h2_727740091) * [Assign Menu](/grandma3/2-4/key_releasenotes_2-3/#h3_1856826362) * [Message Center](/grandma3/2-4/key_releasenotes_2-3/#h3__364189110) * [Sheet Masking and Filters](/grandma3/2-4/key_releasenotes_2-3/#h3_271449867) * [Phaser Speed Handling and Sync](/grandma3/2-4/key_releasenotes_2-3/#h3_778665917) * [Other Enhancements](/grandma3/2-4/key_releasenotes_2-3/#h2_1198082799) * [Changes](/grandma3/2-4/key_releasenotes_2-3/#h2__656690415) * [Bug Fixes](/grandma3/2-4/key_releasenotes_2-3/#h2__146634055) * [Deprecated](/grandma3/2-4/key_releasenotes_2-3/#h2__756870347) * [Appendix](/grandma3/2-4/key_releasenotes_2-3/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_releasenotes_2-3/#h2__1852571500) *** ## []()Let’s Get Started [Section titled “Let’s Get Started”](#lets-get-started) Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning in the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. Would you like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any demo show in the list. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](https://help.malighting.com/grandMA3/2.0/HTML/qsg.html) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun using our grandMA3 software! Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | *** ## Bug Fix Version 2.3.2.0 [Section titled “Bug Fix Version 2.3.2.0”](#bug-fix-version-2320) ## Changes [Section titled “Changes”](#changes) * Renamed \*\*Export \*\*in the color theme compare tool → previously **Export As** *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In some cases, if you imported a user profile and logged in with a user that used this user profile, the step size of encoders of special executors was set to zero. As a result, turning the encoders of special executors did not change values as would be expected. | | If a PSR was performed and the target pool object was locked, a pop-up would inform the user about the cancelled action but the reason was not given. Now, an error message is displayed in the system monitor explaining that the import failed because the destination is locked. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | onPC rack-units granted parameters and were recognized in the software but did not output DMX. | | In some cases, if you were in a session and loaded a show file that had different data pools compared to the running show file, the software could crash. | | If a show file had incorrectly built fixture types and subfixtures and you were in a session with processing units, in some cases, there was no DMX output. | | Improved reliability of USB reconnection. This update resolves issues that could lead to delayed system startup, unstable reconnections, and errors in the system monitor. | | Reduced fader flickering in some cases by enhancing the stability of position readouts. Operation is now smoother and more consistent, even in harsh environments. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you used a phaser preset that had a speed of 0 bpm in a sequence and played back the sequence, the phaser ran with the default speed of 60 bpm instead of 0 bpm. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------- | | While receiving a video stream for a bitmap, the software would sometimes crash if the bitmap was edited during an active playback. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------- | | In the on-screen keyboard, some keys, such as Shift or Ctrl, stayed enabled if you closed the keyboard. | | In some cases, Backspace and Please did not work in the on-screen keyboard. | *** ## Bug Fix Version 2.3.1.1 [Section titled “Bug Fix Version 2.3.1.1”](#bug-fix-version-2311) ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated predefined content: * Updated demo shows: * Demoshow\_grandMA3 * Simple\_Show *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fixtures with gobo shake enabled could show artefacts on grandMA3 consoles. | | For some fixtures, the 3D position calibration did not work. Therefore, tapping Solve in the position calibration pop-up did not put the fixtures in the correct position. | | Show 3D Positions did not display any beams for the selected fixtures in either the patch or live patch. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The output of the Lua function Dump() did not return in the command line history anymore. | | The returning output when executing the Lua function Dump() was capped at some point. | | In OSC messages the spacing between the sequence name and cue number was not consistent. This bug is now fixed. There is now one space between the sequence name and the cue number within OSC messages. | | Using /Remove or /Release in order to reset pan and tilt offsets did not work as expected.  | | When going forward in a sequence using Go+, such as Go Cue 10, values were unexpectedly snapping. This bug is fixed. When going through the cue list for the first time, going forward will fade tracked values using the cue timing from the cue where the value is stored. | ### Patch [Section titled “Patch”](#patch) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when leaving the patch after changing the mode for a particular fixture. | | The column sorting in the patch was lost when migrating show files from version 2.2.5.2 to version 2.3. | | The focus tool was not working anymore in Show 3D Positions. | | It could happen that fixture types were shown with incompatible modes. | | Deleting multiple fixtures of the same fixture type in the patch could crash the software. | | The software could crash in the MVR dialog, when importing specific MVR files. | | When migrating show files that had custom commands for encoders from software version 2.2 to version 2.3, the Use Custom Command setting was disabled. This bug is now fixed. When loading show files from version 2.2 to version 2.3.1.1 or newer, the Use Custom Command setting will be enabled. When loading show files from version 2.3.0.4 to version 2.3.1.1 or newer, the Use Custom Command setting will not be changed automatically. | | Individual fixture type default, highlight, and lowlight values may be overwritten when patching a new fixture, or may be lost when loading a show file created with version 2.2.5.2 that contains such values. | | Loading a show file containing invalid speed master values could cause the software to crash. | | Loading show files with invalid references to objects from older versions into version 2.3, could cause the software to crash.  This bug is now fixed. Instead the invalid references will be deleted, and the message center informs the user about all invalid references. | | It was not possible to import meshes using the show creator. | | Dimensions of a mesh pool object were not automatically transferred when the mesh was added as a model of a fixture type in the fixture type editor. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Importing sequences, cues, cue parts, and presets could cause the level of the phaser bar in the command line to rise and never return to normal, which could lead to malfunctioning playbacks. | | If the phaser speed was set below 3.75 BPM, after a while running, the phaser would jump to the starting point. | | Running phasers could jump when changing the speed in the recipe the phaser was used by command line. | | Changing the SpeedFromX value in a recipe line for a cue, which referenced to a preset with MAtricks values for SpeedFromX and SpeedToX, did not automatically change the MAtricks value for SpeedToX, resulting in an alternating phaser. | | While improving Phaser Speed Handling and Sync towards version 2.3, Grand Speed became functional in speed calculations. This is not intended for user editing. Grand Speed is again not functional in speed calculations and named as Reserved. | ### Playback [Section titled “Playback”](#playback-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet or the layout viewer incorrectly indicated a white marker as soon as a phaser or preset was running. | | When a master was assigned to an empty executor, the executor did not use the master executor configuration, but instead used the executor configuration of playback masters. | | When using an invalid speed master in a cue, the software could crash when playing back the cue. | | Using Go+ \[large] key or Go- \[large] key to trigger the selected sequence, that was assigned to an executor with a size bigger than 1x1, triggered the selected sequence multiple times. | | In a session, it could happen that in bump sequences executed from a connected station, the sequence would stuck at the first cue with **Release** set to **Yes**, without releasing the second cue with **Trig Type** set to **Time**. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The appearance background color was no longer displayed in layouts.  | | Migrating older show files to version 2.3 did not transfer the pool actions for the world pool correctly. | | The functionality that allowed users to switch between Elapsed Time and Session Time in the Oops overlay was broken. | | The sequence setting   Executor Display Mode was not respected in the layout viewer. | | The values entered in the setup mode of the layout viewer were not transferred correctly. | | On a console, the software could crash when changing Layer to **DMX** in the layout viewer. | | Files migrated from version 2.2 or earlier did not migrate properly when multiple filters of the same type existed. | | The names of the filters in the mask toolbar were displayed permanently. This bug is fixed. The names are displayed while you press and hold MA.  | | When migrating version 2.1 show files, agenda events with a **Call** action are not transferred. | | After storing or updating a sequence, the corresponding sequence pool object was displayed dark and with an update symbol inside. | | In a new show, the note section was missing in the Label pop-up. | | When turning a preset into a Recipe Template, an error message appeared. | | There was a graphical glitch when ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) was enabled in the title bar of drop-down pop-ups: When you typed something, the text of the search results were only displayed on the left side of the pop-up. | | The console could crash if a running recipe was edited and the EditRecipe command was executed on a configuration line in the recipe editor. | *** ## Release Version 2.3.0.4 [Section titled “Release Version 2.3.0.4”](#release-version-2304) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.3.0.4 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### Assign Menu [Section titled “Assign Menu”](#assign-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The redesigned Handle tab on the left side of the assign menu provides an easier and faster way to assign functions to executors, special executors, and Xkeys. The executor section is displayed on the left and the selected executor button is indicated by a yellow frame, is brighter compared to executors that are not selected, and the title bar is blinking in red. The name of the assigned object is displayed in the middle of the title bar. The starting number of the executor on the left and the number of the assigned pool object on the right.  The executor selection can be extended using any of the four resize corners (![](/img/grandma3/2-4/icon_resize_corner_15px-2f5a25.png)). Executors can be expanded if there are empty executors next to them. If the executor cannot be expanded, the frame around the executor will turn red. If it is possible to expand the executor, the frame around the executor will turn green. To move the entire executor, tap and drag in the executor’s title bar. Tapping an executor with a less saturated appearance will select this executor. The appearance of sequences and presets are displayed on the executor when the  Executor Display Mode setting is set to **Appearance only** or **Both**. Appearances of other objects that are assigned to executors are always displayed. The selected executor comes with a corresponding icon (encoder, fader, or button) in the upper left corner. The selected function with the corresponding icon is displayed in the center. The color of the bar at the top of the executor button indicates the assigned object category (Sequence, Master, Group, etc.). The rest of the button will be the same color as the appearance color of the object if the button is not selected. If more than one trigger option is assigned to a button, the button will be split up according to the number of trigger options that are assigned to it. In the title bar, Executor Config. displays the current executor configuration and its appearance. To edit or load executor configurations, tap Executor Config.. A pop-up opens. The grid options are similar to the ones in the executor configurations pool. For more information, see the [Executor Configurations](/grandma3/2-4/executor_configurations/) topic. You can select different data pools in the title bar. There are four buttons on the bottom of the pop-up: * Insert New Configuration: Adds a new empty executor configuration. The new configuration line is added above the previously selected one in the pop-up. * Delete: The selected executor configuration lines can be deleted. * List Reference: Displays referenced objects. * Recast Config: Transfers the functions that are stored inside the executor configuration to all executors that have this executor configuration assigned. The Width and Height of the executor configuration will not be recast. * Load: The selected executor configuration line can be loaded. * Save: The selected executor configuration line is saved and loaded.  When you change a function of the loaded executor configuration, the corresponding executor icon (encoder, fader, or button) and the text in Executor Config. turn cyan. Tap Save in the Executor Config. pop-up to save the changes to the executor configuration. The icon in the upper left corner and the text in Executor Config. turn white again. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Changing the function of only one trigger option of an executor, turns all icons of this trigger cyan, even if they have not changed. If a function, for example for MA + Press has changed to **Empty**, the icon (![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png)) is not displayed anymore, but the remaining Press icon (![](/img/grandma3/2-4/test2-2025-05-08-1-69e18a.png)) is still displayed in cyan. | On the right side of the menu, set different options in the selected executor. Depending on whether a key, fader or encoder is selected, the menu on the right changes. At the top, choose how to trigger the key, fader, or encoder. A key can have up to four different trigger options: * ![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png): Press the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_button_release_v2-3-859e21.png): Release the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_button_press_15_v2-3-b02f33.png): Press and hold MA and press the key to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_button_release_v2-3-859e21.png): Release MA and the key to trigger the selected function. An encoder has six different trigger options: * ![](/img/grandma3/2-4/icon_encoder_left_v2-3-191628.png): Rotate the encoder to the left to trigger the selected function. * ![](/img/grandma3/2-4/icon_encoder_left_right_v2-3-3e9317.png): Rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-4/icon_encoder_right_v2-3-7a3116.png): Rotate the encoder to the right to trigger the selected function. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_left_v2-3-191628.png): Press and hold MA and rotate the encoder to the left to trigger the selected function.  * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_left_right_v2-3-3e9317.png): Press and hold MA and rotate the encoder to the left to decrease the value of the selected function and to the right to increase the value. * ![](/img/grandma3/2-4/icon_ma_key_15_v2-3-c56036.png)![](/img/grandma3/2-4/icon_encoder_right_v2-3-7a3116.png): Press and hold MA and rotate the encoder to the right to trigger the selected function. A fader has one trigger option: * ![](/img/grandma3/2-4/img_single_fader_15px-2cfca4.png): Move the fader up or down to use the selected function. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Pressing MA and triggering a fader or an Xkey is not offered as a trigger option. If an object is assigned to an Xkey, pressing MA and the Xkey will trigger the keyword printed on the Xkey. For example, if an object is assigned to X4 \| Layout, MA + X4 \| Layout triggers the Layout keyword. | Find the list of all functions that can be selected for the key, fader, or encoder below the trigger options. It is also possible to tap and hold a trigger option above to open a drop-down list of all actions possible. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Depending on the assigned object and if it is assigned to a key, an encoder, or a fader, some actions are grayed out. For example, when a sequence is assigned to an encoder, Flash, Black, Temp, and Swap are grayed out for the encoder left and encoder right functions. | If Flash, Black, Temp, or Swap is assigned to a key or MA + key, \, \, \, and \, are automatically assigned to the related release trigger option. This indicates that they are press and hold functions.\ \ If a key, unpress key, MA + key, unpress MA + key, encoder left and encoder right, and MA + encoder left and MA + encoder right, is selected in the executor section, an additional input field for custom commands will appear on the right side. Tap the Custom Command input field to open the [Command Editor](/grandma3/2-4/command-editor/) and type in a command to save it as a function. Setting a custom command enables Use Custom Command. When Use Custom Command is enabled, the small keyboard icon of the input field turns yellow and the custom command is assigned to the selected executor. When disabled, the icon is white and the function selected above is assigned.\ Next to the input field on the right, there is an Add Executor button. Enabled, the corresponding executor is added to the custom command. When the function is executed in the command line, the executor will be added to the command. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When assigning a new function to an encoder or key via command line (for example, Assign Go+ At Executor 201), the set unpress function will be removed. This does not happen when the user does it manually by using the Assign Menu. | To change the resolution for an encoder, or MA + encoder, select an encoder executor in the executor selection, and tap Step Size on the bottom right side of the menu. A pop-up opens and the encoder resolution can be set ranging from 0.01% to 100%. Tap - on the left to decrease the value by 1%. Tap + on the right to increase the value by 1%. To reverse the direction of rotation of the encoder, tap Invert Encoder.\ \ It is also possible to assign functions to keys and MA + key via commands now. For example, to assign Goto as an MA + key function, press Assign + Goto + MA + the key you want the function Goto be assigned to.  *** ### Message Center [Section titled “Message Center”](#message-center) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Added statuses to the message center. The message center now offers a list of different statuses on the right side of the window. Status icons are displayed next to the command line input field on the right side in the command line. All status settings are set per user profile. For some statuses you can choose to see the corresponding status of all user profiles. To show or hide a status icon in the command line, swipe the status in the message center. A drop-down displays the following options: * **Never**: No icon for the status is displayed. The indicator bar of the corresponding status is gray. * **On Activity**: Displays the icon when a setting or function is active. The indicator bar is white. * **Always**: The icon is always displayed in the command line. If the setting or function is not active, the icon will be grayed out. The indicator bar is green. The default for statuses in the Programmer and Filter section is **On Activity**.\ The default for statuses in the More and Toggles section, except for Battery, is **Always**. The default for Battery depends on the device. For some statuses (Highlight; Lowlight; Solo; Timecode Record) you can select different sources for the status in the drop-down:  * **My**: The status is active if triggered by the current user profile. * **All**: The status is active if triggered by any user profile. When enabled, a small icon (![](/img/grandma3/2-4/icon_users_v2-3-f2e7a7.png)) appears in the status cell. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the user profile is set to **All** and highlight, lowlight, solo, or a timecode record is triggered by another user profile, **e\*\*\*\*xt** or **m\*\*\*\*y+ext** is displayed below the icons. **ext** is displayed if the function is only triggered by another user profile. **my+ext** is displayed if the function is triggered by both the current and another user profile. If the function is triggered by the currently active user profile, no text is displayed below the icon.  | The following statuses can be displayed in the command line: **Programmer:** * **Highlight** (![](/img/grandma3/2-4/icon_status_highlight_v2-2-e7f66b.png)): Highlight is active. Tap the icon to open master controls. * **Lowlight** (![](/img/grandma3/2-4/icon_lowlight_v2-3-9a8d79.png)): If Lowlight is active, the icon turns blue. Tap the icon to open master controls.  * **Solo** (![](/img/grandma3/2-4/icon_status_solo_v2-2-c91620.png)): Solo is active. Tap the icon to open master controls. * **Blind** (![](/img/grandma3/2-4/icon_status_blind_v2-2-0ba4ce.png)): Blind is active. Tap the icon to open master controls. * **Preview** (![](/img/grandma3/2-4/icon_status_preview_v2-3-3d3ec2.png)): Preview is active. * **Timecode Record** (**![](/img/grandma3/2-4/icon_status_timecode_recording_v2-3_15px-2cbe0b.png)**): A timecode recording is active. When a timecode is recorded, the icon starts to blink. Tap the icon to open the off menu in the timecodes tab. * **Recipe Editing** (![](/img/grandma3/2-4/icon_cooking-pot_12_v1-7-c4818c.png)): If the recipe editor is active, the icon is green. **Filter:** * **Filter** (![](/img/grandma3/2-4/icon_filter_15px-78282b.png)): A filter other than Filter 1 is called or selected. * **World** (![](/img/grandma3/2-4/icon_status_world_v2-2-34aa13.png)): A world other than World 1 is selected.   **Universe/Patch:** * **Parked** (![](/img/grandma3/2-4/icon_status_parked_v2-2-b8f575.png)): If fixtures are parked, the icon is blue. * **DMX Tester** (![](/img/grandma3/2-4/icon_status_dmx_tester_output_v2-2-a24a68.png)): If the DMX tester generates output, the icon is white.  * **Not Enough Parameters** (![](/img/grandma3/2-4/icon_not_enough_parameters_15_v3_2-3-99f2d6.png)): The limit of parameters is exceeded. If the system is in overload and the DMX output refresh rate is slowing down, **Overload** is displayed below the icon. **More:** * **World Server** (![](/img/grandma3/2-4/icon_worldserver_24_v1-9-0bc73e.png)): Displays if there is a connection to the world server. The functionality has not changed compared to 2.2. For more information, see [World Server](/grandma3/2-4/system_world/).  * \*\*Battery \*\*(![](/img/grandma3/2-4/battery_icon_15_v2-2-ec0efb.png)): The battery is now part of the message center. On full-size, light, full-size CRV, and light CRV consoles, the icon is displayed by default. Tap the icon to open the battery status pop-up. If the station has no battery, the icon is crossed (![](/img/grandma3/2-4/icon_battery_none_v2-3-1c9c8e.png)). * **Phasers**: Graphically indicates the current processing workload dedicated to phaser calculation in the bar in the command line. The exact value is displayed as a tooltip in the command line. The functionality has not changed compared to 2.2. * **Flow Control**: Graphically indicates the current workload of the network in the bar in the command line. The exact intensity of the flow control is displayed on a scale of 0 to 255 as a tooltip in the command line. The functionality has not changed compared to 2.2. **Toggles:** * **Keyboard Shortcuts** (![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png)): If keyboard shortcuts are active, the icon is yellow. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release\ Improved the message center: * The message center icon now displays the number of new messages, except spam messages, below the icon in the command line. If there is a new message, the icon flashes in the color of the message priority (Spam, Warnings, Errors, and Alerts). * The latest message of each section is displayed in the cell in the main page.\ If there is a new message, the background of the cell flashes in the color of the message priority. * A timestamp is displayed next to each message in the list that appears if you click on a cell. The date and time is displayed in the format dd.mm.yyyy hh:mm:ss. * To confirm all new messages, tap Confirm Messages in the title bar.\ To confirm single messages, tap on the corresponding cell and then tap the message you want to confirm.\ To confirm all messages of a category and priority, tap on the cell in the message center. Then tap the corresponding Confirm button below the messages. * Each cell has a bell icon (![](/img/grandma3/2-4/icon_bell_15_v2-3-221ddc.png)) to select a notification type. The color of the icon changes depending on the notification. Swipe the icon to display a drop-down list with all three types, or tap the icon in order to toggle through the different types: * **None**: No notification is displayed. (Gray icon) * **Notification**: A notification is displayed in the upper right corner of all big screens. (White icon)  * **Pop-up**: A pop-up is displayed in the middle of all screens. (Red icon)\ The spam category cannot be set to show pop-ups. *** ### Sheet Masking and Filters [Section titled “Sheet Masking and Filters”](#sheet-masking-and-filters) Sheet masking was added to the fixture sheet, the content sheet, and the tracking sheet in the sequence sheet. Sheet masking is controlled by filter objects.  Hence, filter rules were added to the filter object editor. Filters can be static or dynamic. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Dynamic filter rules use sources where data often changes. These rules are based on individual sheets and users. As these filter rules are subject to change, they can only be used for sheet masking. | The default filter pool objects now includes **Prog Only**,  **Selection Only,** and **Parked Only.** The **Prog Only** filter includes selected fixtures. Copying a filter object to another filter object opens a pop-up with options to overwrite or cancel the task, but not the option to merge. When creating a new empty filter pool object, the rule type **Attributes** is set per default. The filter editor opens as a menu and is split into two sides, left and right. To adjust the width of the two sides: 1. Use the two-finger tap by placing one finger on each side of the menu. 2. Now drag your fingers left or right. The segmentation is adjusted. Left Side: Here you can set up filter rules. Hierarchically, new filter rules can be added within different dependencies. Multiple filter rules can be collected inside a **Ruleset**. Filters inside a ruleset are logically connected by **AND** logic (indicated by ![](/img/grandma3/2-4/icon_and_15px_v2-3-429e66.png)). **AND** logic means all conditions must be met to display an object. Tap Insert New Filter Rule to insert a filter rule within a ruleset.\ Multiple rulesets are logically connected by **OR** logic (indicated by ![](/img/grandma3/2-4/icon_or_15px_v2-3-304da2.png)). **OR** logic means one condition must be met to display an object. To create a new ruleset, tap Insert New Ruleset. If Settings in the title bar is enabled, Name, Scribble, Appearance, Tags, and Notes can also be set up.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The functionality for Programming Layers (previously Layers) has not changed. Please note that programming layers are not compatible with sheet masking or input and output filtering. | Right Side: This is the attribute filter area. To enable the user interface for attribute filtering, select the corresponding Attributes rule type. When creating a new filter pool object, Attributes is selected per default. As multiple attribute filter rules can be set per object, the selected filter rule is indicated by a three-digit number in the heading on the right side, for example, Filter 8.2.1. The numbers describe the object number, the ruleset, and the filter rule. Also LineHeight, Select All, and Select None are located in the attribute filter area. If the filter is locked, a lock icon is displayed next to the object name in the title bar of the filter object editor. A dynamic filter rule is indicated by ![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png) displayed next to the filter type. The icon is also displayed in the top left corner of a filter pool object. \*\*Dynamic Filte\*\*\*\*r \*\*is displayed below the object name. If it is static, no text or icon are displayed. Filter rules can be definded using multiple options. These options are described as follows, beginning with the Type: * Attributes : Filters the **Attributes**. Prior to that they were located in the filter object editor. * Changed(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Shows changed values and hides cues if they do not contain any changed values. * Cooked(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters for cooked values in recipes. * DMX Mode: Filters the specified **DMXMode** of a fixture type. * DMX Tested(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters attributes and fixtures with values currently in the DMX tester. * Fade & Delay(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters values with individual fade and delay timings. * Fixture Layer & Class: Filters fixtures by fixture **Layer** and **Class**. * ID Type: Filters fixtures by \*\*ID T\*\*\*\*ype. \*\*If the **From** and **To** values are left blank, all fixtures with the defined ID type will be included. * IfActive(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters active values. * IfOutput(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures that have output on stage with a dimmer value above 0%. * IfProgrammer(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures and attributes in the programmer. * Live(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures with a dimmer value above 0% or with a 0% value stored in the current cue.  * MIB(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures and attributes in an MIB state. * Multi Step(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures and attributes with more than one phaser step. * Name: Filters the predefined fixture name in the **Name Filter**. * Parked(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters parked fixtures and attributes. * Patch: Filters fixtures that are patched to DMX channels between the DMX channel by predefined **From** and **To** values. * Selected:(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)) Filters all selected fixtures. With **If Empty** set to **Ignore**, all fixtures will be displayed if there is no selection; this makes it work like the selection filter in previous grandMA3 versions. Leaving **If Empty** blank will result in an empty sheet if there is no selection; this makes it work like the selection filter in grandMA2. * Selected Feature(![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): The **Mode** filters the feature groups. * Stage: Filters fixtures by stage.  * Used In Object: Filters predefined **Objects** in the assignment editor. Objects can be groups, worlds, presets, or sequences. * Used in Selected Sequence: (![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png))Filters fixtures and attributes in the selected sequence.  * Used in Show (![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)): Filters fixtures and attributes that are stored in the show.​ Invert: An empty cell indicates that the filter rule is used as described. Selecting  **Yes** inverts the filter rule. Apply to Fixtures, Attributes: Filters for attributes and/or fixtures. The default is **Yes** for both, fixtures and attributes. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | A few filter rule types have specific options that only apply to them. Columns in the grid that do not apply to a specific filter option have a darker background in the corresponding configuration line and cannot be edited. | Filter rules can be imported and exported using Import and Export. The filter rule configuration lines can be copied, cut, pasted, deleted and oopsed, using Cut, Paste, Ooops, Delete, and Copy. Also List References shows related elements of the filter object. Static filter rules support input and output filtering for sequences, presets, cue breaks, recipes, and the command line. In the assignment editor, Hide Dynamic in the title bar is enabled per default and dynamic filter objects are hidden. Disabling Hide Dynamic shows all dynamic filter rules in red. When Edit Recipe is enabled, the filter pool objects are grayed out. The command line displays an error when attempting to assign a dynamic filter to an object for which it cannot be used. | | | | -------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | It is not possible to turn a static filter into a dynamic filter if it is assigned as an input filter, an output filer, or a cue break. Therefore, the dynamic filter rules are grayed out whenever you create a new filter rule.  | To assign filter objects to sheets, for example, the fixture sheet, tap Mask Buttons in the corresponding sheet settings. Up to 16 sheet masks are available per sheet. Tapping a sheet mask button, for example Mask 1, opens the assignment editor. The assignment editor offers 5 options: * Emtpy: No mask is active. * \: Links to the selected filter. * \: Links to the called filter. * Filter: Select a filter from the filter pool. * World: Select a world from the world pool for masking. The Mask Toolbar enables a toolbar in the corresponding sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled. Filter and world objects can be assigned to the mask toolbar directly. Pressing Edit + tapping an assigned sheet mask button will open the corresponding filter or world object editor. Pressing Delete + tapping a sheet mask button will delete its assignment.\ Single sheet masks are toggle buttons. A single sheet mask button can be toggled on or off. Toggling on another sheet mask will deactivate the currently active sheet mask. An active sheet mask is displayed in yellow. Mask buttons can also be displayed in the title bar of the corresponding sheet by enabling them in the Edit Title Bar settings. The mask toolbar and the mask buttons in the title bar are linked to each other. In the fixture sheet, the filters  Prog Only and Selection Only are displayed in the mask toolbar as default sheet masks. In the content sheet and the sequence sheet, the filter Selection Only is displayed as a default sheet mask.  Groups, worlds, presets, and sequences pool objects can be assigned to filter objects, for example by using the syntax Assign \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At Filter \[“Filter\_Name” or Filter\_Number]. Assigning an object to an already existing filter pool object will create a new ruleset within the object including the **Used in Object** rule type that links to the corresponding object. If an object is assigned to an empty filter pool object, the **Used in Object** rule type will be created, which will then also link to the corresponding object. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Any object that can be used in the filter rule **Used in Object** can be assigned to a filter. For example, Assign Group X at Filter Y.The copy function for the corresponding objects to a filter is disabled. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Importing filter objects that were exported in version 2.2.5.2 or earlier is not fully supported. Fixture patch information filters will be discarded after import. To migrate these settings, first import the filter objects into a show file in version 2.2.5.2, and then migrate them to the current version.  | *** ### Phaser Speed Handling and Sync [Section titled “Phaser Speed Handling and Sync”](#phaser-speed-handling-and-sync) This release introduces several new functions, enhancements, and fixed bugs to provide an easier, more streamlined workflow regarding phasers. It improves the handling of phaser speed and phaser synchronization throughout the software. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Added **FastSync**, **ReSync**, and **Learn**\*\*\*\* keywords. Use them to synchronize phasers to each other and to a beat. They best work in combination with speed masters. * **[\*\*\*\*](/grandma3/2-4/keyword_resync/)**[FastSync](/grandma3/2-4/keyword_fastsync/)\*\*\*\* adjusts the starting point of a multistep phaser at once. * **[ReSync](/grandma3/2-4/keyword_resync/)** adjusts the starting point of a multistep phaser gradually. * \*\*[Learn](/grandma3/2-4/keyword_learn/) \*\*combines the functionality of ReSync and [LearnSpeed](/grandma3/2-4/keyword_learnspeed/). Use Learn to adjust the starting point and speed of a phaser at the same time. To apply these keywords to an object, use this syntax: \[Keyword] (\[Object] \[“Object\_Name” or Object\_Number]) ReSync, FastSync, and Learn can be set as functions for executors.\ To determine the starting point of the phaser, tap the executor with the FastSync, ReSync, or Learn function once. For Learn\*\*, \*\*tap the executor multiple times to additionally adjust the speed of the phaser. To sync phasers across sequences, set them to the same speed master and apply the keywords to the speed master. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Phasers with measures that can be divided by three cannot be synced with phasers containing measures that can be divided by two. | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * The **Delay To Phase** column has been added to the sequence sheet. Delay to Phase can be set to **Yes** in the cue and cue part. The default is No. Additionally, Delay To Phase was added to the settings of the preset editor. Delay To Phase links the phase calculations of a phaser to the active individual delay time for the attribute. For more information on Delay to Phase see [Presets](/grandma3/2-4/presets/#h2_1390786845).  * BPM analysis of the sound input is improved and more precise by working together with the user adjusted BPM value of the BPM speed master. This value can be adjusted with the fader or the keywords Learn and LearnSpeed. * Knocking in running phasers into the programmer now keeps them synchronized with the running output. * Knocking in the measure layer is now based on the number of steps while keeping the same speed. For example, if a phaser has four steps and you knock in the measure layer, the measure will be 4. * If the same speed master is assigned to a sequence or cue part and an attribute, the speed master will be removed from the attribute when updating or storing the sequence or cue.\ For example, **Speed1** is assigned to a dimmer attribute. Then you set **Speed1** for a cue and update it. **Speed1** is removed from the dimmer attribute. * Speed masters assigned to attributes are always synced to the timeline of the speed master in the active cue or sequence. * If no speed master is assigned to an attribute, but a speed master is set for the sequence or cue part, phasers in the cue apply the speed master depending on the cue part’s sync setting: * Sync enabled for the cue: The phaser is synced to the common timeline. For example, if you tap **Flash**, it always begins at a different point of the phase.  * Sync disabled for the cue: The phaser is only using the speed of the speed master. For example, if you tap **Flash**, it always begins at the starting point of the phase.  * Additionally, multiple bugs regarding phasers, speed handling, and sync were fixed. For more information, see [below](/grandma3/2-4/key_releasenotes_2-3/#h3__118549267). *** ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated predefined content: * Updated predefined MAtricks * Added predefined filters * New symbols for the different key functions of executors * MA\_StartShow * Updated the render qualities “Custom” and “Custom Haze” in the Demoshow\_grandMA3 ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved preset pools: * Color definitions and colors were added to the color theme for every default feature group. Preset pool colors can now be defined in the color theme. * The add window pop-up displays the corresponding colors of pools of custom feature groups. When preset pool windows are created they use these defined colors. Additionally, there is one color defined for all All preset pools, and one color for the dynamic preset pool window. Preset pool windows of custom feature groups use the normal PoolWindow\.Presets color. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved presets:  * Added At to the bottom of the preset editor. Tap  At to apply changes made in MAtricks directly to the programmer without closing the editor. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved local settings: * Added Mouse Cursor Size and Mouse Speed to the local settings in consoles. Tap Mouse Cursor Size and choose between **Small** (Default), **Medium**, and **Large**. Mouse Speed offers **Slow**, **Normal**, and **Fast** as options for the speed of the mouse cursor. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MAtricks: * Added ![](/img/grandma3/2-4/swap_15_v3_2-3-cae3ff.png) to the MAtricks editor and Swap Fade, Swap Delay, Swap Speed, and Swap Phase to the calculators for layer values. Tap to swap the from/to values.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved sheets: * The Mask tab in the fixture sheet settings and the content sheet settings have two new buttons: Sorted By, which can either be **FID** or **CID**, and Group By ID Type. Enable Group by ID Type to sort the fixture sheet by ID type grouping. * It is now possible to add Layer to the title bar, using the Edit Title Bar settings in the **Display** tab. In the content sheet, the setting is located in the **Mask** tab. * The fixture and content sheet now display fixtures affected by a group master with a purple background. * Removed obsolete settings in the fixture sheet settings due to sheet masking: Removed Fixture, Channel, Universal, MArker, Houselights, NonDim, Media, Fog, Effect, Pyro, Prog Only, Filter Selection, and Filter Toolbar toggle buttons + the Filter button in the Mask tab.  * Removed obsolete settings in the sequence sheet settings due to sheet masking: Removed Selection Only, and Filter Toolbar toggle button + Filter button in the Mask tab. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved sequence sheet: * The track sheet allows to edit values in empty cells. * Added Show Fixture Name to the Mask tab of the sequence sheet settings. Enabling Show Fixture Name in track sheet mode shows or hides the fixture names in the sheet. * To learn more about improvements about filters and masks regarding the sequence sheet, read [here](/grandma3/2-4/key_releasenotes_2-3/#h3_271449867). * Executing a Goto Cue X command for a non-existing cue opens the Goto pop-up. * It is now possible to assign an object to a property using a + in the syntax. For example, Set Cue X Property ‘Break’ At + Filter ‘Only Dimmer’. * The timing progress bar for cues now includes values from timing masters. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the sequence pool: * Added Executor Style to the sequence pool settings. With Executor Style enabled, the pool objects display all cues of the sequence. The active cue is visualized with a blue moving bar, same as in the sequence sheet. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved layouts: * Added Executor Style to the edit layout settings. With Executor Style enabled, sequences are displayed with their cues in layouts.  * Added Icons to the arrangement tab of the edit layout elements settings. With Icons enabled, pool objects are displayed with their icons in layouts.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MIB: * If you select some prepositioned fixtures (MIB state) and turn on the dimmer, all prepositioned values of the selected fixtures are knocked in into the programmer. * The user profile now has a KnockIn MIB property. By default it is set to **Post**, meaning that the attributes that have been prepositioned by Move in Black are activated in the programmer to ensure the current state of the fixtures is active. When KnockIn MIB is set to **Off**, only the actively changed attributes are activated in the programmer. This is same behavior as in previous versions. The moved in black attributes stay in the state of MIB and are not automatically activated in the programmer. This means that what is displayed in the output is not necessarily what was stored in the cue, which might result in a cue that looks different when it is played back to when it was stored.  | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | KnockIn MIB does not work with relative values. Instead, the tracked absolute values will be knocked in.  | * Set the **MIB** property in the patch menu and the attribute definitions menu to **Disable** to disable the MIB functionality for the corresponding fixtures and attributes.\ MIB can also be disabled per logical channel in the DMX Modes of fixture types. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the patch menu: * The values in the **Offset** column of **Pan** and \*\*Tilt \*\*can be entered in physical degrees in the patch menu.  * Tap Edit DMX Mode in the patch menu to quickly edit the DMX mode of the selected fixture.\   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved scribbles: * Changes made in the scribble editor are applied to the scribble immediately. In this context Apply and Save were removed in the scribble editor.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved pool action settings: * **Toggle** can be set for plugins to turn plugins on and off by tapping on the pool object. * **Top** can be set in sequences to jump to the beginning of the sequence when tapping the pool object. The icon is ![](/img/grandma3/2-4/icon_top_15_v2-3-01ecde.png) . * Added Pool Action to world pool settings. The following pool actions can be selected: **None**; **Select**; **SelFix**. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved pool objects: * The render quality pool objects can be locked or unlocked via Lock within the editor of the corresponding object. Previously, this could only be done from the command line. * Copying an object that is locked by the user automatically unlocks the target object. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved pool overlay: * The pool overlays (for example, List + MA + X14 | Macro) have a DataPool selector. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved handles: * Added Create Handle to the title bar of the [command editor](/grandma3/2-4/command-editor/). When enabled, the last object in the command is automatically resolved into a handle using the [#\[Object\]](/grandma3/2-4/keyword_hashsquarebrackets/) keyword. * The conversion to handles happens via Please in the command line input, for example, in the macro editor. * **Create Command Handle** is a user profile setting. When is set to Yes, Create Handle in the command editor is enabled by default. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved recipes: * The Selection column of the recipe sheet now offers **\**. When a selective preset is set in Values, **\** refers to all fixtures of the selective preset. Additionally the selection pop-up has a DataPool selector. * If edit recipe mode is enabled and the last selected preset of the last selected recipe is selected, rotating green dots will be displayed around the pool object. These rotating dots indicate it as the target of MAtricks or filter values. Also, the recipe line in the recipe editor displays the preset that was selected last with rotating green dots. If you tap a preset that is not part of a recipe in the recipe editor, the green dotted frame will appear around the preset. To select an already used preset (which has a green frame), press MA and tap the preset. Now MAtricks, filters, and worlds can be applied to the corresponding recipe. The corresponding line in the recipe editor is displayed with a green dotted frame. * If EditRecipe is enabled, the MAtricks window and the MAtricks overlay will only work with recipes and will not affect the programmer.  * An orange cooking pot icon is shown next to the cue in the sequence sheet when the cue has both, cooked and uncooked values. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the 3D viewer: * The Misc settings of the 3D viewer now have a Lines Overlay button. This shows the direction of the fixture beam direction with a colored thin line. Unselected fixtures have a red line, selected fixtures have a yellow line, and sub selected fixtures have a brown line. The following values are available: * **Off**: No lines are showing. * **All**: Every fixture in the patch shows a colored line. * **All Dim 0**: All fixtures with dimmer at 0 shows the colored line. * **Sel**: All selected fixtures show a colored line. * **Sel Dim 0**: All selected fixtures with dimmer at 0 show a colored line. * The 3D viewer now seamlessly visualizes the fading of color transitions in fixtures with color wheels. * Improved the assignment of individual DMX channels to the correct geometries in the case of more complicated geometric structures (nested geometry references). * Improved the performance if Show Label on Spot is enabled. * It is now possible to add the setting Touch Mode to the title bar of the 3D viewer. To do so, tap MA in the upper left corner and enable Edit Title Bar. Then go to the Misc tab and tap Touch Mode. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved DMX protocols: The Art-Net and sACN tabs in the DMX Protocols menu display “in” in green text when Enable Input is enabled and “out” in green text when Enable Output is enabled. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added a MIDI monitor to the MIDI Remotes tab of the In & Out menu:  * The MIDI monitor displays all MIDI messages including CC messages. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added Create Groups /OddEven to the Create Groups tab of the Show Creator menu: * Create Groups /OddEven creates two groups with the fixtures of the selected fixture type, class, or layer. It alternately stores the fixtures of the specified object in a first odd group and a second even group. * Added /OddEven option keyword. The /OddEven option keyword also creates two groups as described above with the fixtures of a specific fixture type, class, or layer. It is also possible to create odd and even groups with the fixtures from a selection using the syntax Fixture x Thru y or the Selection keyword.\ For example: AutoCreate FixtureType 13 At Group 21 /OddEven.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved countdown pop-ups: * As soon as the countdown has stopped by tapping on the pop-up, a text is displayed in the countdown bar indicating which user stopped the countdown, for example “Stopped by User 4”. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added an **Encoder Bar Type** column to user profiles configuration:  * It offers three different encoder bar types (Default, Exec, Xkeys) that can be selected per user profile. The types can still be changed, using the [User1](/grandma3/2-4/keyword_user1/) and [User2](/grandma3/2-4/keyword_user2/) keywords.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved PSR: * A progress bar indicates the progress of the operation. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved special dialog shaper: * If there are too many attributes per blade used in a fixture type, the system monitor will inform the user about this misconfiguration. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Help: * Added the Command Bot to the help. Open elements, such as windows or settings, directly from the help window using the Command Bot. * You can use the bot wherever [*![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)*       \_ Paste to Command Line \_](#ma_cmd?Menu%20%22CommandLineHistory%22)is displayed in the manual. Use the Command Bot: 1. To paste the command to the command line, tap [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)        Paste to Command Line ](#ma_cmd?Menu%20%22CommandLineHistory%22). 2. To execute the command, press Please. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If you change settings using the Command Bot, the changes are applied to all windows of the same type that are open at that time. | | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To open a window using the Command Bot, there must be free space on your screen. | There are examples in these topics: [Appearances](/grandma3/2-4/appear/); [Clock](/grandma3/2-4/si_clock/); [Scribbles](/grandma3/2-4/qsg_scribble/); [RDM](/grandma3/2-4/rdm/); [Clone Fixtures in the Patch](/grandma3/2-4/operate_clone_patch/); [Connect MIDI](/grandma3/2-4/fs_connect_midi/); [What is Tracking](/grandma3/2-4/cue_tracking/); [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/); [View Bar and View Buttons](/grandma3/2-4/ws_ui_view_bar_and_buttons/). * Links in the help are now blue and underlined. * Syntax now has a new and more prominent font.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command line: * Group can be set as default for the command line using the keyword **Group** + Please. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Next and Previous keyword behavior to target objects: When used in combination with the Cue keyword, Next and Previous can be used to target existing cues in relation to the current cue. (\[Function]) \[Object] \[“Object\_Name” or Object\_Number or Next] **Examples:** * To target the next or previous cue, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue Next | | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue Previous | - To target the next or previously indexed cue, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue Next 1 | | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue Previous 1 | * To store to the second next cue, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue Next 2 | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the access of buttons to the Next and Previous keywords: In addition to the buttons, Next and Previous keywords can now be accessed using shortcuts closer to the keypad: MA + (shortcut for Next)  MA - (shortcut for Previous) Opposed to the buttons Next and Prev, these shortcuts will not immediately execute the command. Instead, they will execute the command once you press Please. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the + (Plus) and - (Minus) keyword behavior: When used in combination with the Cue keyword, + and - can be used to mathematically target numbers of cues relative to the current cue. * To target the object that is +0.1 from the current cue object, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue + 0.1 | If this object exists, the Store Cue Merge pop-up will be displayed. If this object does not exist, this command will create the object. - To target the object that is +1 integer apart form the current cue object, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue + 1 | If this object exists, the Store Cue Merge pop-up will be displayed. If this object does not exist, this command will create the object. * To target the object that is +1 integer apart from the current object, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Cue + 1 | If this object does not exist, an error message will be displayed. **Example:** * To store values to cue 13.5 if you are in cue 12, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue + 1.5 | If cue 13.5 already existed, the values will be updated, if cue 13.5 did not exist yet, a new cue 13.5 will be created (12 + 1.5 = 13.5). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the method to create objects: Using the + and - keyword without including the offset of numbers, creates objects. If you do not specify the offset of numbers when using + or -, while also using any function keyword along with this (Store, Copy, Paste, Insert, Import and so forth),\ Store Cue + will insert a new cue before or after the current cue using an offset of 1, 0.1, 0.01 or 0.001, depending on the space available between the current and next or previous cue that already exists. **Examples:** * To create cue 12 if you are in cue 11 and there is no cue 12 yet, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue + | * To copy cue 21 to a new cue between two existing cues 11 and 12 and you are in cue 11, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Cue 21 At Cue + | Cue 21 will be copied as a new cue 11.1 (offset = 0.1, as cue 12 already exists).  ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the option keyword **/AutoFit**. It positions any window in the next free area of the specified screen respecting the minimum requirements: Use this syntax to do so: \[Function] ScreenContent Default \[“Window\_Name”] /AutoFit ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved IfOutput keyword: * If you selected several fixtures, where dimmer is enabled and then select multiple groups afterward, entering IfOutput Selection into the command line and pressing Please will only select the fixtures where dimmer is open. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the option keyword /HighPrecision. However, it has more of an internal use rather than a general one. Using this option keyword shows more digits in the export of the geometry offset values. If you do not use /HighPrecision, the export will still be precise enough and also more intelligible. Use this syntax to do so: Export \[“FixtureType\_Name” or FixtureType\_Number] /HighPrecision ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Lua: * Added another boolean to SetBlockInput(boolean, boolean) to display a message on all screens, that the station input is blocked: ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added new value “GridPosition” in the /Type option keyword: It can only be used with the CleanUp keyword. /Type “GridPosition” removes gaps in grid positions and resets offset to origin in one object. Use this syntax to do so: CleanUp \[Object] \[“Object\_Name” or Object\_Number] /Type “GridPosition” *** ## Changes [Section titled “Changes”](#changes-1) * New keywords: * [FastSync](/grandma3/2-4/keyword_fastsync/) * [Learn](/grandma3/2-4/keyword_learn/) * [ReSync](/grandma3/2-4/keyword_resync/) * New option keywords: * [/AutoFit](/grandma3/2-4/ok_autofit/) * [/HighPrecision](/grandma3/2-4/ok_highprecision/) * [/OddEven](/grandma3/2-4/ok_oddeven/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | New color theme colors: * ColorDefinitions: * Global.ButtonBackgroundTransparent75 * PoolDefault.PresetDimmer * PoolDefault.PresetPosition * PoolDefault.PresetGobo * PoolDefault.PresetColor * PoolDefault.PresetBeam * PoolDefault.PresetFocus * PoolDefault.PresetControl * PoolDefault.PresetShapers * PoolDefault.PresetVideo * PoolDefault.PresetDynamic * PoolDefault.PresetAll  * StatusCenter.Visible * Colors: * Beat.DownBeat * Beat.NormalBeat * Beat.InactiveBeat * Beat.DisabledBeat * ExecConfigEdit.ExecSizeFrame * FilterGrid.RulesetSeparator * FilterGrid.ResultingAttributes * Global.DefaultTransparent75 * Help.Links * PoolWindow\.PresetDimmer * PoolWindow\.PresetPosition * PoolWindow\.PresetGobo * PoolWindow\.PresetColor * PoolWindow\.PresetBeam * PoolWindow\.PresetFocus * PoolWindow\.PresetControl * PoolWindow\.PresetShapers * PoolWindow\.PresetVideo * PoolWindow\.PresetDynamic * PoolWindow\.PresetAll * StatusCenter.Inactive * StatusCenter.Active * StatusCenter.Warning * StatusCenter.Error * StatusCenter.Visible * StatusCenter.Enabled * StatusCenter.Cooking * StatusCenter.Parked * StatusCenter.Alert * StatusCenter.Lowlight * Subfixture.DefaultMarkerColor * TitleButton.DynamicFilterIcon * TitleButton.DynamicFilterShadow * TitleButton.DynamicFilterText * New grandMA3 Lua Functions: * CallRealtimeLockedProtected(function:name): result of function * ChannelTable(string:attribute\_name or integer:attribute\_index): table of ui\_channel\_index * GetBlockInput(boolean) * GetListItemAdditionalInfo(light\_userdata:handle, integer:index): string:value * GetVarVersion(light\_userdata:variables, string:varname): integer:version * HostRevision(nothing): string:hostrevision * RemoteCallRunning(nothing): boolean:remotecall\_is\_running * SelectionTable(nothing): table of subfixture\_index * SetListItemAdditionalInfo(light\_userdata:handle, integer:index, string:value): nothing - In the copy cue pop-up, the buttons in the title bar changed from Load Defaults and Save Defaults to Load Preferences and Save Preferences. - Removed the acronym **AS** in the **AutoStore keyword**. This keyword now uses the shortcut **Autos**. The \*\*As \*\*shortcut is now only used in the **Assign keyword**. - Typing **C** in the command line now enters the Cue keyword. - Typing **I** in the command line now enters the If keyword.  - The white focus frames around selected pool objects are now slightly thinner. - Renamed **Lock Executorin** the title bar of the assign menu ->previously **Lock Exec**. - Renamed **Notification Mode** in the title bar of the message center -> previously **Notification Type**. - Moved the **Frequency** column from DMX channels to DMX modes in the fixture type editor. - Moved the **Delay To Phase** setting to the sequence sheet and the settings of the preset editor. The Delay to Phase setting is no longer part of Preferences and Timings - Timings window.  - Pool windows with Use Object Action enabled that were marked with a ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) are now marked with a ![](/img/grandma3/2-4/icon_clicking_hand_14_v2-3-5b5382.png). *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Visual artifacts in the form of grain appeared in the shadowed area of a beam. | | Meshes could sometimes be lost after doing a PSR and restarting the software. | | The calculator for the X,Y and Z rotation did not work correctly when the Rotation Mode in the encoder bar was set to **Group**. | | The Render Quality and Camera would not show any label text if a render quality or camera pool object had the default name. | | When creating a new camera and setting Roll to a value other than 0, the camera was displayed incorrectly. | | In some cases subfixture selections would be displayed wrongly in the 3D viewer. | | In rare cases the 2D Right camera in the 3D viewer would not display the bounding box. | | Opening Calibrate Position and loading the show file again would cause a crash. | | Depending on the size of the 3D viewer window, tapping ![](/img/grandma3/2-4/icon_selection-grid_15_v1-9-58833f.png) resulted in different grid values in the selection grid. | | Changing Multi LED Beam Mode in edit render qualities multiple times resulted in a decrease of beam brightness. | | If you patched two MArkers to the same universe using data from multiple PSN sources, only one MArker would move in 3D. | | When using the Position Calibration Dialog, the points P1 to P4 inside the 3D viewer window were displayed with an offset on the Z axis. | | If a stage had an offset position, the arrangement tool in the encoder bar would not always take the offset into account correctly. | | If you tapped Touch Mode in the 3D viewer settings multiple times to switch through the values, the selection would stop at **Follow**. | | Selecting fixtures and resetting the Pos X encoder in 3D Setup mode, and then re-aligning them, the fixtures were sorted incorrectly and did not respect the selection order of the selection grid. | | If you opened the patch on screen 2, enabled Show 3D Positions, and tapped 3D Position Settings, the settings pop-up would open on screen 1. | | If you had Show 3D Positions enabled in the patch and opened the 3D position settings on the Label tab, the faders Background Alpha and Text Alpha would flicker. | | If a view included a 3D viewer window, the view would sometimes take longer to be be displayed fully. Now the 3D viewer displays the message “3D initializing …” to indicate that the 3D viewer requires some time for data preparation. | | Translating and rotating a stage could result in wrong stage sizes and beam cutoffs. | | An MVR-xchange file request could fail due to an invalid character in the commit message. This bug is fixed. Any invalid characters in the comment will now be converted to valid ones. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you selected a subfixture of a multi-instance fixture and executed TopUp or pressed Up, the parent fixture would not be selected. | | If you opened the Oops overlay on onPC with the backspace shortcut, an additional oops was executed undoing the most recent command. | | After selecting a Gel and then pressing Oops, did not remove the Gel from fixtures. | | If a user with setup rights was logged in, New Show in the Backup Menu was not grayed out. | | Typing “Thru” in the calculator using the keyboard lead to wrong results. | | Cue commands in mirrored sequences would be executed even if Cue Command was set to Force No in the mirrored sequence. | | Moving recipes to create a new order did not automatically trigger the cooking process. | | Filters were not stored with individual names, for example with ***Store Filter 5 “My Filter”***, the name was “Filter 5”. | | When editing the command with the handle inside again, handles to recipes became invalid. | | In the Layout Viewer, when editing layout elements via ***Edit Layout x.y***, the selected elements were edited instead of the one called via the command line. | | Pressing MA to close the temporary command line history returned  “Failed:Menu “CommandLineHistory” in the command line history. | | It was possible to copy empty strings from the cue command field to the clipboard. | | If you executed Delete Sequence X If Tag 1 and Tag1 had no references, a warning would be displayed. | | If you typed **C** in the command line in order to enter the Cue keyword, the Call keyword would be entered instead. This bug is fixed and typing C now enters the Cue keyword. | | If you typed the **I** in the command line in order to enter the If keyword, the Import keyword would be entered instead. This bug is fixed and typing I now enters the If keyword. | | The ChangeMulticastBase command could not address the own device from which the command was executed. For example ChangeMulticastBase Console Thru /Type “Alternative” changed the multicast base address for all consoles in the network, except the executing console itself. | | If you copied a sequence in the sequence pool, the object action would not be copied to the new sequence. | | If you copied a cue to another cue in the sequence sheet, the options to copy values from the source cue would not be displayed in the pop-up. | | If you assigned functions to encoder left and right and then selected Empty on the encoder, encoder left and right would both be cleared. | | It was not possible to set up a MIDI In Device via the Lua command GetObject(‘root 2.2’):Set(‘onpcmidiindevicename’,‘None’).  | | If you executed the HelpKeyword command, the keywords CueDelay, CueFade, Bitmap, and Generator would not be listed in the command line history. | | If you created single groups using the command AutoCreate Group X these single groups would not respect the order of the fixtures in the selection grid. | | If you loaded the “defaultDAYLIGHT” color theme and executed MA + MA + Clear, the “default” theme would not be reloaded. | | If you opened the list of keywords in the command line history, the Multipatch keyword would show an incorrect abbreviation – F10. This bug is fixed. The command line history now displays the correct abbreviation – F+10. | | Using the Goto keyword in combination with a cue that did not exist, for example Goto Cue 6.5, would lead to a syntax error. Now the Goto pop-up opens with focus on the nearest cue. | | Enabling Assert Previous Events while a timecode was running, did not immediately perform an assertion on the running timecode. | | When creating plugins, the property called “Tags” collided with its child container called “Tags”. | | It could happen that the grandMA3 software crashed when moving a cue to an empty sequence. | | It was not possible to assign subfixtures to a layout using the command line, for example by using Assign Fixture 1 Thru 4.Thru At Layout 1. | | Assigning an action to an executor, using a name that did not exist, created an empty executor if it did not already exist on a page.  | | Moving an object from an executor to an Xkey with a width of 2, resized it to a width of 1. Moving it back again to a normal executor resized it again to a width of 2. | | Renumbering cues in the sequence sheet did not follow the user input regarding the decimals but the cue with the most decimals in the selection. | | Cloning fixtures referring to data pools, for example Clone Fixture 1 Thru 4 At Fixture 5 Thru 8 if Datapool 1, removed individual delay times of the cloned fixtures. | | Turning a recipe back to a preset could cause a crash. | | Executing a collect command in combination with an asterisk (\*) would lead to to a freeze in the software. | | If a sequence was locked and you stored a cue with a decimal, the cue numbers would change. | | Changing MAtricks in a recipe preset would sometimes not work as expected. | | Using Oops after cloning did not undo all changes to attributes from the cloning process. | | Cancelling an operation using MA + MA + Esc while the “Reading Objects” bar was displayed, could crash the software.  | | Merging a preset into an embedded preset could cause references and data in and to the embedded preset to be wrong or lost. | | If you selected **No Shuffle** for a recipe line in presets and referenced to a different preset in the values column, shuffle would not be disabled. | | If there was only a single cue in a sequence and it was locked, it was still possible to store new values into the sequence with Store Sequence X. | | MAgic presets that were created from recipes did not work. | | Moving a range of cues, oopsing, and moving them again would result in cues with decimal numbers. | | Executing Store Sequence /DMX if the programmer was clear would store channels for the Universal fixture and RGB values. | | If you assigned the selected Rate master to an executor, the speed master executor configuration would be assigned instead of the master executor configuration. | | If you opened a menu, like for example the Add Window menu, that did not use encoders other than the screen encoder and the screen encoder setting was enabled in the user profile, all dual encoders behaved as screen encoders instead of only encoder 5. | | Macros that trigger other macros, which then overwrite presets, could lead to a crash if they are executed too fast. | | FaderSpeed At x Fade y could fail if the current speed was learned and is linked to a speed master. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you established a RemoteHID connection between two devices using the onscreen keyboard and tried to cut the connection, only the onscreen keyboard would close, the RemoteHID connection would not be cut. | | Sometimes USB drives would be detected stating 0% free space, although they still had free space, | | Some USB devices, for example the SanDisk 3.2 Gen1 SCSI, were not detected as storage devices at all. | | The dual encoders on a command wing would not work if screen 1 of the onPC software was minimized. | | In rare cases, if you installed a new software version using network update with a slow network, some update processes would not be completed fully. This could lead to issues, for example missing wing connectivity or empty oops list. | | If you added Art-Net or sACN data to a show file and performed a PSR with that show file, the Art-Net and sACN data would only be available in the new show file after saving and loading the show file. | | grandMA3 did not start on macOS version 11.7.10 on some devices. | | When playing a song on grandMA3 onPC for MacOS, the software would output sound even if the system volume was set to 0. | | If the minimum or maximum X, Y, or Z position of a MArker was exceeded by using PSN input, the MArker would jump to the 0 position inside its movement space on the according axis. | | Some devices advertised 2.5 Gbps as a possible link mode when connected to the network. This could lead to problems with the network, as not all devices support 2.5 Gbps. | | The software could crash if an individual object action, for example, flash, was assigned to an sequence pool object and then the object was selected via web remote. | | If two consoles were in session and one console had a web remote connected, loading a show file on the other console multiple times would crash the console that was connected with web remote. | | RemoteHID did not work when used with Windows 11. | | In session the master station could crash, if sACN was active and a show file was loaded ont the station. | | It was not possible to use the DumpSystemInformation command from terminal app. | | Pasting a large amount of PSN trackers from an external system could crash the software. A limit was set for PSN trackers per system to avoid crashes. The new limit is 1024 trackers per PSN system. | | The software could crash when a fixture sent a RDM parameter description that exceeded the maximum allowed length of ANSI E1.20. | | Repatching a MArker to a new address via Live Patch while receiving PSN did not initialize the input to the new DMX channels. | | In some cases, if an extension wing was disconnected and then reconnected, the touch, buttons, and faders of the extension wing would stop working.  | | The software could crash when a command, for example, in a cue, was changed and was displayed multiple times across different displays. | | If MA-Net interface was set to **Auto** on consoles, the Class C IP address (192.168.x.y) was not preferred. Instead, the Class B IP address (172.16.x.y) was preferred. | | In some bigger show files, if a console booted and automatically connected to a running session, the faders and buttons of the internal wings would not connect.  | | The touch function of internal screens could stop working properly after the corresponding product had been running for a week. | | It was possible to invite xPort nodes running in Mode2 into grandMA3 sessions. | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you created a new DMX curve and assigned it to a fixture, the new DMX curve would not be applied to the output. | | Unassigned copies of automatically created spaces from MArkers were deleted after leaving the patch menu. | | If you changed the IDType to “Fixtures”, you could not enter the patch anymore. | | The subcolumn of the DMX column in the edit fixture type menu of the geometries tab was incorrectly named **Offset**. It was renamed **Patch**. | | If you reentered the patch after cutting and pasting a layer or class in the patch, the fixtures would not be in their corresponding layers or classes anymore. | | Editing an already patched fixture type could change the default values of some channels. | | With Partial Show Read the software could crash if universal fixtures had no CID. | | Replacing a used attribute with an unused attribute did not reinitialize the patch. | | The Feature selection pop-up in the Attribute Definitions tab was empty when a feature group with no features was selected. | | In PSR, renamed IDTypes would reset to their default names. | | Fixtures with indirect additive color mixing remained black when indirect color mixing attributes of the main instance were set to RGB 0/0/0. | | Cutting and pasting fixtures in the patch could lose corresponding preset data in cues.  | | PatchOffset in edit patch was calculated wrong if you set an offset for multiple fixtures. | | If you stored a show file called “NewShow” and performed a clean start, this show file was loaded instead of a blank new show file. | | If you deleted fixtures in the patch and saved the changes, the programmer would be cleared. | | Exchanging a fixture type with broken channel functions would do nothing due to a missing channel conversion of physical values. | | In the description column of fixture types in the patch, only the first line of the description could be edited. | | Oopsing a newly created channel set in the fixture type editor did not work. Instead the first channel set was removed. | ### Phaser [Section titled “Phaser”](#phaser-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Using LearnSpeed after executing DoubleSpeed, HalfSpeed, or Speed1, did not scale the speed as correctly.  | | When KnockIn Measure was executed, the total width was knocked in instead of the phaser steps. | | Phaser values were not applied to attributes of subfixtures that were part of a subfixture.  | | The console could crash if you had more than 25 steps for a phaser. | | If a speed master was assigned to a cue and Sync was set to **No** in the sequence sheet for the cue, the cue phase was still synchronized as if Sync was set to **Yes**. Hence, the cue phase did not start at the beginning of the phase when a cue was started and a phaser was already running. | | Cloning fixtures in a phaser preset with integrated selective presets, would result in the loss of inks to the selective presets. | | Dimmer phasers in multi-instance fixtures that had a phase set in the phaser would not fade out correctly with the determined fade out time. | | Cloning in a phaser preset with integrated selective presets lead to loss of the link to these presets. | | Stomping a phaser with relative values in a tracked cue would sometimes not work. | | If a phaser had a value in step 1 that was equal to the value in a break cue, tracking of the phaser would continue after the break cue. | | Speed7 was not selectable in the speed master calculator. | ### Playback [Section titled “Playback”](#playback-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Stomping a running phaser from a playback did not always offer the cue in the Update menu. | | Starting a sequence where fixtures had no values in the first cue and Off when Overridden was enabled, the sequence would be immediately disabled again. | | If Wrap Around was enabled for a sequence and Go+ Cue 1 was executed while the last cue was running, Cue 1 would have tracked values of the last cue in the sequence. | | If cues had **Type** set to \*\*Follow \*\*in the sequence sheet, executing Top would sometimes not work. | | Timecode events could get lost when deleting a mirrored sequence. | | The **Break** property in cues did not work properly when tracking shield options are used. | | Setting a **Break** property for filters in cues did only work when storing the corresponding cue the second time. | | In a session, it could happen that in bump sequences, pixels on different fixtures remained active for a short moment after the bump. | | If there was corrupted group data in a show file, patching a fixture into a grouping fixture could change the DMX output. | | The last event of a timecode show was not triggered if the time of the event did not match the actual duration. | | If you renumbered cues, the tracking distance and MIB targets of the cue were not automatically updated. | | If you saved a show while a sequence was running that had a tag with the tag type Kill Instant assigned, the sequence would not be running when you loaded the show. | | If you had executor time enabled and played back a sequence from an executor, the executor fade time would be applied even if an attribute was set to Snap. | | In some cases, fader values could jump when using negative or positive group masters. | ### Windows [Section titled “Windows”](#windows-2) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you had a fixture type with fixture type presets in it and then switched to FTPresets in the Fixture Types Editor, the calculator values would offer an incorrect range. | | If a sheet was opened on a console and then the Assign menu was used while the command line was visible on that same screen, the edit pop-up when creating new appearances or scribbles would open in the background. | | Certain fixture types could freeze the console due to a number of duplicated channel functions and channel sets. | | The Value column of the recipe sheet did not display the pool number of the All Presets pool when the pool was renamed. | | It was not possible to open the pool window settings using the pool overlay. | | In the Master Controls overlay, the Playback Controls overlay, and Playback window, a long press on the title of an executor did not open the calculator. | | The IDs for objects in the sMArt menu did not match the IDs in the encoder bar. | | If you edited columns in sheets, a white focus box would be drawn above the column edit menu. | | Tap and hold on an object in the dropdown of Timecode in the title bar or the settings of the timecode viewer opened another timecode editor. This also happened if you selected New in the dropdown. | | Pressing Delete and selecting an object in the Layout Viewer, without enabling the setup mode, would open the alert pop-up reminding you to enable setup mode. However, it did not remove the Delete command in the command line. | | Scrolling through the sequence pool resulted in selecting empty pool objects and creating empty sequences. | | If you scrolled through preset pools some feature group indicator bar squares would display wrong colors. | | When appearances were assigned to layouts, they did not create a reference. Deleting appearances from layouts did not display the confirmation pop-up. | | On onPC the phaser editor overlay sometimes did not fit the full screen. | | In some cases, universal presets were displayed as available for a fixture, even if they could not be used. | | The plugin editor did not recall the previous state of the on-screen keyboard and had a button with an arrow instead of a keyboard icon in the title bar. | | If you double-clicked on the header of a column in the import pop-up of a media pool (Images, Videos, Sounds, Symbols), all files would be imported. This bug is now fixed. Now if you double-click on a header, all rows in the column will be selected but no file will be imported. | | If Hide Subfixtures was enabled in the fixture sheet, the attributes of the subfixtures would also be hidden in the main fixture. In Channel Sheet Mode, the main fixture would be hidden as well. | | The XY Rotation pop-up in the selection grid would not close automatically after typing a value in the calculator. | | When tapping the sequence setting Executor Display Mode, a drop down menu would open instead of toggling through the different properties. | | When editing camera views in the 3D viewer, the title bar of the calculator did not show the range of values that were allowed. | | Changing the mode in the Color Picker caused the window to lose focus. | | Oops did not work as a backspace in the Show File Description area of the Backup menu. | | In the Special Dialog window, it was not possible to use arrow keys to navigate through colors in Book mode. | | Load Preferences and Save Preferences of the macro pool windows displayed the filter pool preferences. | | The Add Window dialog stayed on the tab of the previously loaded show file when loading a different show file. This bug is now fixed. When loading a show file or starting a new show, the tab that opens the Add Window dialog is always reset to the Common tab. | | If timecodes were locked, they could still be edited. | | Opening an existing timecode show and editing the timecode would display the wrong time in the calculator in Offset TC Slot of the timecode settings. | | If you saved a show file with a German Umlaut (ä, ö, ü), the show files character limit would be reached faster. | | With Sheet Mode set to **Dimmer+**, the fixture sheet did not display fixtures in a world without dimmer. | | It was not possible to move the tags column using column editing in recipes of the sequence sheet. | | Tapping Ctrl on the on-screen keyboard could remain active after closing the on-screen keyboard. This bug is now fixed. Ctrl in the on-screen keyboard is now immediately released after using it once in combination with any other button of the on-screen keyboard. | | The calculators in the camera pool object edit dialog did not display a range of valid entries in the title bar. | | When dragging the help overlay to the corners of the screen, the overlay was not displayed in full screen. Instead, it was larger than the size of the full screen. | | If a view was stored with a window in Setup mode, disabling setup and calling the view again, setup was still disabled, except for Setup in the selection grid viewer.  | | Font sizes in layout elements would not adjust to the element as expected. | | When opening a custom master section window on grandMA3 onPC, disabling Show Title Bar, saving the window as a view and then recalling it, the title bar was displayed.  | | It was not possible to directly label the first element with focus on in the edit layout menu using the keyboard. | | Assigning a tag from the label pop-up could cause the software to crash. | | The EncoderBars pool was listed under the category “Show Data” instead of “User Profile” in the all tab of the add window dialog. | | After adding multiple events in the timecode viewer, the focus in the confirmation pop-up would be on Cancel instead of Add. | | The bitmaps width and height dimensions that did not meet the Full HD restrictions could cause the grandMA3 software to crash. | | The selection grid overlay opened and closed without using the Overlay Fade Time property of the user profile. | | Canceling the mirroring of sequences using swipey commands, for example, Assign Sequence 1 At Sequence 2 + Page x.x resulted in a loss of data instead of a rollback. | | If you set the action of a layout element to **None**, and then saved and loaded the show, the previously set action changed to **\**. | | The selection grid would not automatically adjust to fit all selected fixtures if you selected too many fixtures. | | Fixtures selections would not be displayed in selected order in the sequence sheet if Track Sheet and Fixture Sort were enabled. | | If you set a feature group timing in the sequence sheet and switched to track sheet mode, the feature group timing would not be displayed. | | In some cases wrong colors were displayed in the feature graphics column in the track sheet. | | Selected Rate and Grand Rate in the master controls displayed two times ”%”, for example “100%%”. | | If you ran the onPC software on a multi-touch screen and disabled Show Title Bar in the configure display menu, multi-touch would no longer work. | | Recipes in cue parts were not displayed in the content sheet. | | Having a large number of presets in a show file and creating recipes using the Edit Values pop-up in the Recipe Editor would cause the editor to lag and eventually crash. | | On macOS, tapping the drive button in the backup menu multiple times did not always cycle through all drives. | | The software could crash while scrolling through a pool window which was opened using a macro. | | In some cases, the fixture sheet did not display selected fixtures in the fixture sheet modes when the Prog Only mask was enbled. | | It was not possible to display more than 127 wheel slots in the Channel Set Editor. | | Edit Display Preference in edit pop-ups, for example, the edit filter pop-up, did not work properly. | | If you had a layout in setup mode, editing multiple fixtures at the same time by selecting them and tapping Edit Selected would not work. | | In show files with a very high amount of presets the calculator would not open immediately for some attributes. | | The Select DMX Mode pop-up in the filter editor would be missing the fixture type name and index for most modes. | | If you had the onPC software running on multiple monitors that had different resolutions and Show Title Bar was disabled, the grandMA3 window would not fit the screen. | | A few appearance colors made it very difficult to read text and values in the sequence sheet. | | If the user rights were set to **None** for the logged in user after booting the console, screens 8 to 10 would display the wrong content. | | If you imported a fixture type, gobos would not be added to the next available slot in the gobo pool. | | Tapping Park Selected in the DMX tester encoder bar did not work if the focus was not on the DMX sheet window. | | Calling a view with a fixture sheet, moving columns in the sheet and calling the view again, could cause the software to crash. | | Dimmer values above 100% were displayed incorrectly in some sheets. | | If you scrolled the content of the info window using a mouse wheel, the scroll direction would be opposite to other sheets and windows. | | If you opened a pool overlay with another pool overlay already open, the old overlay would close but the new one would not open. | | If you pressed Menu and moved the Display menu on screen 7, there would be two instances of the menu. | | It was possible to store empty screen content by pressing Store and tapping on a blank screen, which would block the screen and make it unusable. | | If you copied an empty scribble to a different slot in the pool and then tapped a combination of Revert, Clear, Oops, and Apply in the scribble editor of this copy, the software could crash. | | If you had a note with more than one line in a cue and hid the Note column, the height of the cue row would not be adjusted. | | For certain objects, their default key function was grayed out in the assign menu. This bug is fixed. The executor configuration for masters uses now Toggle instead of Flash for keys.  | | In some cases, the software could crash if you had the agenda window or sequence sheet open on multiple screens and updated the input of the command column. | | In a specific show file, the selection grid window was flickering. | | If opening the layout view in setup mode and deleted all layouts, tapping Snap to Grid would cause the software to crash. | | In the sequence pool, objects that had an input / output / input and output filter assigned did not show the correct icon. | | After importing meshes, the value of the **IsResource** column for the mesh in “Materials” changed. | | The order of the tabs (Empty, Filter, and World) in the assignment editor was different from the order in the input and output filters in sequences. | | Illegal commands with presets, such as moving a locked preset, did not display an error message in the command line, only in the command line history. | | Tapping a parent in the Master or Preset tab closed the assign menu. | | For certain fixture types, the color picker displayed the incorrect gamut when more than nine subfixtures were selected. | *** ## Deprecated [Section titled “Deprecated”](#deprecated) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The following is deprecated and will be removed in the software in the near future. Make sure you read the sections stated below, so you can adjust your macros and plugins accordingly, if necessary. | * The command Help + Please no longer opens the list of all keywords and option keywords. It was replaced by the new **HelpKeyword** keyword. For more information see HelpKeyword in [Other Enhancements](/grandma3/2-4/key_releasenotes_2-3/#h2_1198082799). * The Lua function Aquire() is deprecated. It was replaced by Acquire(). For more information on the new Lua function Acquire(), see [Changes](/grandma3/2-4/key_releasenotes_2-3/#h2__656690415). *** ## Appendix [Section titled “Appendix”](#appendix) * We recommend you use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols we recommend you use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different, compared with the default executor configuration, is to create a new executor configuration, do the changes in the new configuration and save them. * XML files with exported executor configurations from grandMA3 version 1.2 and prior cannot be properly imported to grandMA3 version 1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | When multiple GlobalMasters exist on the network, each with the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster of all stations.  | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Loading show files that were saved in previous versions deletes the programmer content. | # Release Notes 1.0 > Welcome to grandMA3 software version 1.0! **Welcome to grandMA3 software version 1.0!** Founded on the legacy of the previous grandMA consoles, the grandMA3 represents a radical re-think of what’s possible from a lighting control platform. The grandMA3 software marks a new level of lighting control that extends your familiar workflows to deal with up-to-date challenges. Converts from grandMA2 will find the most common workflows are still respected and should feel familiar straight away. Learning a new lighting console is never easy, however we have included many tools to help you get up to speed with the new concepts of the grandMA3 software. You will find help within the software - just open the Help window. You can go to [www.malighting.com](http://www.malighting.com), where you will find grandMA3 e-learning courses, grandMA3 tips videos, the official MA support forum and all current MA software. We also encourage you to contact your local MA Distributor, who can register you for e-learning access or arrange for you to attend our new grandMA3 training conversion course. The latest grandMA2 version - called Mode 2 - is implemented in the console software as well. Just type the command “restart” (in both modes) and you are able to change between Mode 2 and Mode 3. We hope you enjoy your grandMA3 journey and welcome your feedback at . **Hint:**\ Make sure to visit our MA University which offers training courses for the new grandMA3.\ For more information go to [www.malighting.com/training-support/ma-university/overview/](http://www.malighting.com/training-support/ma-university/overview/) * [Features](/grandma3/2-4/key_rn_v1_0/#h2_727740091) * ​​[Menu/Patch](/grandma3/2-4/key_rn_v1_0/#h3__845933848) * [Programming](/grandma3/2-4/key_rn_v1_0/#h3_1685124517) * [Playback](/grandma3/2-4/key_rn_v1_0/#h3_826433239) * [Programming Tools](/grandma3/2-4/key_rn_v1_0/#h3_167726520) * [Protocols](/grandma3/2-4/key_rn_v1_0/#h3__1798358011) * [There is More to Come](/grandma3/2-4/key_rn_v1_0/#h3__460056378) * [Known Limitations](/grandma3/2-4/key_rn_v1_0/#h2__1852571500)   ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.0.0.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. ### []()Menu/Patch [Section titled “Menu/Patch”](#menupatch) * Tree structure for the organization of fixtures according to logical trees; * The entire Fixture Library of grandMA2, grandMA3 and GDTF (General Device Type Format); * Import the complete Patch using MVR (my virtual rig); * Filter & sorting are available as Layer & Classes but are not mandatory; * Color themes change between default and high contrast for daylight use; * Appearance and Scribble pools can customize the software to your liking. ### []()Programming [Section titled “Programming”](#programming) * The Fixture Sheet displays a tree structure that works with the top down principle; * Next/Prev and Up/Down allow easy selection; * Selection Grid dynamically shows selection; * 3D arrangement of selection are stored in Groups, Presets and Cues; * Presets can add/remove attributes to the referenced destinations using the keyword Recast; * There are 5 All Presets pools; * Phasers are the Preset information based on dynamic steps; * Presets with individual timings are stored in cues, which have links to these timings; * Data Pools offer a more fexible organization regarding the structure of the show file.  ### []()Playback [Section titled “Playback”](#playback) * Sequences are synchronized and always have the same playback status; * Executors have Handles which can be used more flexible; * Executor assignments can be stored in a pool; * Timecode shows have additional GroupTracks and Markers; * The Sequence Sheet and Sequence Tracking Sheet are now combined; * Temp Fader respects individual timings. ### []()Programming Tools [Section titled “Programming Tools”](#programming-tools) * MATricks are three-dimensional now; * 3D view replaces Stage view and offers real rendering options; * ColorPicker includes RGB, CMY, HSI and CIE views; * Swipeys allow fast operation directly on screen; * Press & Hold stores empty objects or edits already existing objects; * Fully adjustable Playback view; * Integrated Web Remote including access to encoders and pop-ups; * Copy & Paste within Programmer; * Info view to show all references and dependencies of objects; * The Programmer can show all Parts of a Cue; * Screen configurations allow flexible use of the same screen with the same user profile. ### []()Protocols [Section titled “Protocols”](#protocols) * DMX512-A * sACN * Art-Net4 * Midi Notes * OSC - Open Sound Control * Analog Remotes ### []()There is More to Come [Section titled “There is More to Come”](#there-is-more-to-come) * Agenda * XYZ programming including the integration of PSN (Posi Stage Net) * Pixel mapping * RDM * Park functionality * MIB * Mask pool * PSR (Partial Show Read) * Update & store “Tracking Cue Only” These are only a few highlights of the new grandMA3 operating system. There is much more to come - so stay tuned and check out our MA University, the MA official forum or the MA website.   ## []() *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) To have the best network experience within a grandMA3 session, we recommend to enable IGMP Snooping and Flow Control in your network switch configuration. The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. Playbacks always use Soft LTP, regardless of whether the Soft LTP is enabled or disabled. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Custom meshes / 3D models are not transmitted within a session nor are they stored within the show file. # Release Notes 1.1 > The latest release of grandMA3 version 1.1.3.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find li * [Bugfix Version 1.1.4.2](/grandma3/2-4/key_rn_v1_1/#h2__1590821963) * [What’s Changed](/grandma3/2-4/key_rn_v1_1/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_1/#h2__1624482491) * [grandMA3 Version 1.1.3.2](/grandma3/2-4/key_rn_v1_1/#h2__488082198) * [Features](/grandma3/2-4/key_rn_v1_1/#h2_727740091) * [Network Software Update](/grandma3/2-4/key_rn_v1_1/#h3_799040378) * [Park](/grandma3/2-4/key_rn_v1_1/#h3__1516408206) * [Layout](/grandma3/2-4/key_rn_v1_1/#h3__2084382304) * [Cue Only](/grandma3/2-4/key_rn_v1_1/#h3__1071679005) * [Tracking Distance](/grandma3/2-4/key_rn_v1_1/#h3__311019666) * [UI Scaling](/grandma3/2-4/key_rn_v1_1/#h3_1763414465) * [Shortcuts](/grandma3/2-4/key_rn_v1_1/#h3__675591373) * [3D](/grandma3/2-4/key_rn_v1_1/#h3__1137860005) * [Output Configuration](/grandma3/2-4/key_rn_v1_1/#h3__1806759397) * [Web Remote](/grandma3/2-4/key_rn_v1_1/#h3__1621231930) * [Presets](/grandma3/2-4/key_rn_v1_1/#h3_956339510) * [grandMA3 Extension](/grandma3/2-4/key_rn_v1_1/#h3_545259682) * [Other Enhancements](/grandma3/2-4/key_rn_v1_1/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_1/#h2_279488008) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_1/#h2_1272181069) * [Appendix](/grandma3/2-4/key_rn_v1_1/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_1/#h2__1852571500)   ## []() *** ## Bugfix Version 1.1.4.2 [Section titled “Bugfix Version 1.1.4.2”](#bugfix-version1142) ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The maximum allowed time for any cue timing is now set to 14 days. ## []() [Section titled “”](#-1) *** ## Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Oopsing the creation of a cue part crashed the console. This bug is fixed. Reverting the creation of a cue part does not crash the console anymore. | | Importing a user profile discarded the scroll positions of pools in the stored views. This bug is fixed. Import and export of user profiles restore now the saved scroll positions in pools. | | It was not possible to oops the creation of a time range within a timecode show. This bug is fixed. It is now possible to oops the creation of a time range. | | The timecode settings menu did not always open on every attempt to open it. This bug is fixed. The timecode settings menu should now always open. | | It was possible to delete the fonts of the UI. This bug is fixed. It is not possible to delete the fonts anymore. | | If you turned an attribute encoder and the program time was enabled at the same time, the attribute faded using the program time. This bug is fixed. Program time is not applied when turning attribute encoders. | | Layout encoder bar did not respect subselections when modifying layout elements. This bug is fixed. Going through a fixture selection using Next and Prev now only modifies the subselected fixtures upon turning encoders in the layout encoder bar.  | | An already executed keyboard shortcut could return to the command line again. This bug is fixed. Keyboard shortcuts do not return to the command line again. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | The internal wings of a Compact or Compact XT console did not always initialize properly when doing a restart. This bug is fixed. The internal wings of Compact and Compact XT consoles now always connect to the system. | | Selecting the own console in the network menu and tapping Join resulted in a freeze of the station. This bug is fixed. Trying to join the very same console does not freeze the console anymore. | | The timecode generator did only work when the station had the network enabled. This bug is fixed. The timecode generator works now also in standalone mode. | | witching the timecode slot for an incoming Art-Net timecode routed the timecode signal to the old and the new slot. This bug is fixed. When switching the timecode slot for an incoming Art-Net timecode the time will run only on the new slot. | | A network session created too many negative acknowledgments messages in the system monitor although there were no NACKs. This bug is fixed. The system monitor displays now only NACKs when they are really occur.  | | It was not possible to connect to the world server. This bug is fixed. grandMA3 stations connect now again to the world server when it is available. | ### Playback [Section titled “Playback”](#playback) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Loading show files from v1.0 did not display always all tracking values. This bug is fixed. Show files stored with v1.0 are now restoring their tracking values correctly when loading the show with v1.1.4.2 for the first time. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Scrolling around several times in an unfolded fixture sheet could display single attributes at the wrong fixtures. This bug is fixed. Scrolling around in a fixture sheet displays the attributes at the correct fixtures. | | The clock window displayed Sytem Clock on Clock Source. This bug is fixed. Clock Source displays System Clock when the internal clock is displayed. | | Locking the Position in the layout settings did not disable the scroll bars. This bug is fixed. The scroll bars are disabled if “lock position” is applied. | | Scaling or moving the visible canvas area of a layout was not transmitted within a session to other stations. This bug is fixed. Changes in the layout window are now correctly transmitted in the session. | | Label of the layout encoder displayed Position/Rotation. This bug is fixed. As layout elements can only be positioned and not rotated at the moment, the label is changed to Position. | ***   ## []()grandMA3 Version 1.1.3.2 [Section titled “grandMA3 Version 1.1.3.2”](#grandma3-version-1132) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.1.3.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Network Software Update [Section titled “Network Software Update”](#network-software-update) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release **Restriction:**\ Only devices running grandMA3 software v1.0.0.3 or higher can be updated via the Network Software Update feature. The Network Software Update is located in Menu - Settings - Software Update. In order to update onPC stations, the installer needs an XML file for the package description. Therefore, both files are bundled in a zip file container. **Restriction:**\ Mac systems receive and launch the installer. However, you have to enter the user password in order to install the new software version.\ After the installation finished, launch the grandMA3 onPC application. There are separate packages for grandMA3 hardware (consoles, RPUs, Processing Units and xPort nodes), grandMA3 onPC Windows and grandMA3 onPC macOS available.\ All of these packages can be sent to all of the different types of stations. This allows to update the target station with the correct package later even if the source system cannot install the file itself. For example sending all packages to an grandMA3 onPC Windows makes it possible for this grandMA3 onPC station to update all other devices that are running grandMA3 software later. Copy the update files onto an USB drive, to be able to update other stations from one grandMA3 station: * grandma3\_stick\_vx.y.z.a.zip: Decompress the zip file and copy all folders (“ma” and “EFI”) with all its content and all files (“update.scr”) to the root of a USB drive. For more information read [Update grandMA3 consoles](/grandma3/2-4/update_consoles/). * grandma3\_onPC\_win\_vx.y.z.a.zip: Decompress the zip file. A folder called “ma” will be created. Copy this folder to the root of your USB drive. * grandMA3\_onPC\_mac\_vx.y.z.a.zip: Decompress the zip file. A folder called “ma” will be created. Copy this folder to the root of your USB drive. Plug this USB drive to your onPC computer or console and choose the USB drive in the pop-up when tapping Choose update file. Choose also the software version and host system you want to update by selecting the corresponding xml file in the pop-up.\ To copy the files to the hard drive of the station, tap Import selected update. On onPC stations, the files will be copied to C:\ProgramData\MALightingTechnology\installation\_packages on Windows stations or to \~/MALightingTechnology/installation\_packages. When an update file is selected, the stations that are to be updated can be selected in the grid of stations within the Software Update menu. Tap Update devices.\ The files will be send to the destinations. After the stations received all files, they will reboot in order to install the update.\ It is possible to hide or display different stations by selectiong a Filter in the title bar of the software update menu.All: Displays all stations in the network. * My Session: Displays all stations that are member of the current session. * Not My Session: Displays all devices that are not part of the current session. * Wrong Version: Displays all stations in the network that have not the same software version as the station you are working on. **Hint:**\ Some zip applications do not unzip all files correctly. Files like ma\grandMA3\_onPC\_v.x.y.z.a.zip cannot be used correctly by the software. In this case use a different zip software then. *** ### []()Park [Section titled “Park”](#park) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Parking fixtures allows preventing DMX channels of fixtures to change their value accidentally. The syntax to park fixture 1 with all its attributes, type: User name\[Fixture]> Park Fixture 1 To park the current selection, type: User name\[Fixture]> Park It is also possible to enter Park into the command line and tap a cell in the fixture sheet to park a certain attribute. To unpark fixtures and/or attributes the keyword **Unpark** can be used in the same way as the keyword **Park**. To enter Park into the command line using keys, press Pause twice.\ Enter Unpark into the command line using keys with pressing  Go+ twice. **Important:**\ When parking a fixture and/or attribute the corresponding DMX channel will be parked. It is also possible to park a fixture at a certain value: User name\[Fixture]> Park Fixture 1 At 50 **Hint:**\ The command Park Fixture At will park all DMX channels of the fixture to the set value. To park only DMX channels for a certain FeatureGroup or Attribute, the FeatureGroup/Attribute can be specified with the If-Appendix: User name\[Fixture]> Park Fixture 1 At 50 If FeatureGroup 1 It is also possible to park a DMX universe: User name\[Fixture]> Park DMXUniverse 2 The desired universe can also be specified by tapping a universe in the universe pool after entering **Park** or **Unpark** in the command line. To park DMX channel 20 on the first universe, type:  User name\[Fixture]> Park DMXUniverse 1.20 The desired DMX channel can also be specified by tapping a channel in the DMX sheet after entering **Park** or **Unpark** in the command line. If there are parked channels in a universe, this will be indicated by a blue **P** icon in the universe pool. Parked Fixtures and Attributes are also marked in the Fixture sheet via a blue marker. ***   ### []()Layout [Section titled “Layout”](#layout) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release It is now possible to select several elements while pressing Ctrl on the internal keyboard. When being in the setup mode of a layout, the selection is synced with the selection in the programmer.\ The former selection is also discarded when no values were changed and the new selection is carried out in the layout window that is set to setup mode. This is the main difference to the normal selection when only working in the programmer. The layout /layout window can be locked with 2 different types of lock: * Lock Position: A layout window can be set to a position lock. This will lock the layout area of this very special layout window so that the visible layout area cannot be dragged anymore. Nevertheless, it is still possible to move single layout elements within the visible area.\ To enable the position lock of a layout window, tap MA in the top left corner of the layout window and tap Lock Position in the context menu.\ When Lock Position is active, Fit Type and Zoom to Fit in the title bar are grayed out.\ Other layout windows that may be open at the same time are unaffected from this setting.  * Lock Layout: This lock is set per layout pool element and locks the layout against changes itself. With this lock it is not possible anymore to edit a layout with its elements. Nevertheless, it is still possible to move the visible area of a layout or to do fixture selections, etc. within the layout.\ When a layout is locked,  Mode in the title bar is grayed out.\ There are several ways to lock a layout: * User name\[Fixture]> Lock Layout x * Long press/right-click on Layout in the title bar of a layout window, and then tap the padlock icon in the title bar of the layout editor. In the Layouts, the encoder bar uses the same arrangement tools as the 3D encoder bar when in setup mode. **Hint:**\ The Line mode in the arrangement tool places the layout elements around the origin of the layout, while grid and circle mode place the layout elements around the center of the current selection. **Restriction:**\ Assigned default actions and layout element actions are reset to factory default when loading a show file from v1.0. **Restriction:**\ The maximum amount of layout elements is set to 10,000 elements. **Important:**\ It is no longer possible to assign the same fixture more than once in a layout. A message box will pop-up if you try to do so, and cancel the operation for this fixture. *** ### []()Cue Only [Section titled “Cue Only”](#cue-only) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Cue Only is a store option for cues. When storing into a cue with the Cue Only, the tracked values will be blocked in the next cue or cue part to preserve the previous look on stage. The actual values of the programmer will only be stored in the target cue or the cue part. Cue Only is available for several workflows: * As command line option /CueOnly or /CO: User name\[Fixture]> Store Cue 5 /CueOnly Will store the actual programmer content as cue only into cue 5 of the selected sequence. * In the store options: To open the store options, press and hold Store for at least 2 seconds. To toggle the Cue Only option, tap CueOnly. * In the Store Cue pop-up: When storing onto an existing cue, the Store Cue pop-up will appear and ask whether to Overwrite, Merge, Remove, Release or Cancel the current store operation. It is also possible to decide if the cue is to be stored with active cue only within the pop-up. Remove and Release can be used for Cue Only. The pop-up only appears if the desired cue is not the last one in the sequence. When storing using Cue Only, and new cue part needs to be created for the blocked values created by Cue Only, the cue part will be labeled Cue Only.\ When storing Cue Only, the grandMA3 software decides, on the basis of the 3 following rules, in which cue part it will block the original values: 1. The default cue part for static values is cue part 0. 2. If the next cue already contains a part that has the same name as the cue part the original value is coming from, the blocked value will be used in this part. 3. If the cue already contains attributes of the same feature group, the previous values will be blocked in this cue. If none of the rules turn out to be true for phaser values, a new cue part will be created where the previous values will be blocked. *** ### []()Tracking Distance [Section titled “Tracking Distance”](#tracking-distance) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release With the new cue part option Tracking Distance (TD), it is possible to dynamically return to previously tracked values. The tracking distance can be set a relative positive offset of cues or set to an absolute specific cue. Example 1: |   | Fixture 1 Dim | TD | | ----- | ------------- | --- | | Cue 1 | **100%** |   | | Cue 2 | *100%* |   | | Cue 3 | **50%** | Δ+2 | | Cue 4 | *50%* |   | | Cue 5 | *50%* |   | | Cue 6 | *100%* |   | | Cue 7 | *100%* |   | | Cue 8 | *100%* |   | In this example, the values 100% in cue 1, and 50% in cue 3 are stored (**blocked**) values. All other values are \_tracked \_values. If you set the tracking distance to Δ+2 (delta +2), the 50% will track all following cues from the current cue number plus 2. The value in cue 1 returns in cue 6.\ When setting the tracking distance to Δ+2.4 it would include all cues until cue 5.4. Example 2: |   | Fixture 1 Dim | TD | | ----- | ------------- | -- | | Cue 1 | **100%** |   | | Cue 2 | *100%* |   | | Cue 3 | **50%** | 7 | | Cue 4 | *50%* |   | | Cue 5 | *50%* |   | | Cue 6 | *50%* |   | | Cue 7 | *50%* |   | | Cue 8 | *100%* |   | In this example, the values 100% in cue 1, and 50% cue 3 are stored (**blocked**) values. All other values are \_tracked \_values. If you set the tracking distance to cue 7, the 50% will track from cue 3 to cue 7. The value in cue 1 returns in cue 8. If you change the value in cue 1 afterwards, the change will affect the tracking in the cues following the cues with tracking distance. The tracking distance of a cue is only applied to the stored values of the cue.\ It is also possible to embed or overlap a range of cues using tracking distance inside an existing tracking distance. The tracking sheet displays the tracked values within a tracking distance and returns to the former tracking values at the end of a tracking distance. This is indicated by a white vertical line on the left side of the affected value cells. In addition, the end of the tracking distance will be marked with a white horizontal line covering the left part of the bottom border. *** ### []()UI Scaling [Section titled “UI Scaling”](#ui-scaling) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release ​​UI Scaling for high dpi monitors can be accessed through the Configure Display dialog. The Scale value is located in Menu - Display  - Configure Display. **Hint:**\ Access the Scale settings also via the Add Window function followed by tapping Configure in the upper right corner. ***   ### []() Shortcuts [Section titled “ Shortcuts”](#shortcuts) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release **Keyboard Shortcuts:** Keyboard shortcuts are implemented. They allow fast operation of the console and onPCs.\ To activate the keyboard shortcuts, press F10 or tap ShCuts on the right of the command line. Keyboard Shortcuts are part of the UserProfile. This makes it possible for every user/user profile to use their own shortcut definitons within a show file.\ To modify the shortcut definitions for the current user go to Menu - Preferences and Timing - Edit Keyboard Shortcuts, or right-click/long-press ShCuts on the right of the command line. In the Edit Shortcuts menu it is possible to define shortcuts for each keycode/executor.\ When entering a shortcut that is already in use, a pop-up will warn the user.\ As Enter can also be used as a shortcut, it is not possible to close the Edit Keyboard Shortcut pop-up with Enter. * To confirm the shortcut, tap Ok. * To clear the shortcut, tap None. * To cancel the edit, tap X. **Hint:** \ The Shift keys are always bound to the MA keys.  When shortcuts are enabled, the Playback and Command Controls overlay will display the shortcuts for each button below the button label with a smaller font size.  The shortcuts symbol at the right end of the command line turns yellow when the shortcuts are activated. In certain overlays and pop-ups where the shortcuts are not relevant, they are switched off and back on automatically. The shortcut symbol turns red. The shortcut color in the Playback and Command Controls overlay and the “automated switched off” color can be set in the color theme. There is a new keyword called KeyboardShortcut. KeyboardShortcut keyword can edit and list the keyboard shortcuts. To modify the keyboard shortcuts, use the [Set](/grandma3/2-4/keyword_set/) keyword. These shortcuts are available on all OS through several input methods: **Desk lock:** * Keyboard * F9  * Pause  * Key * MA + MA + Pause * Button * Lock **Toggle keyboard shortcuts:** * Keyboard * F10 * Button * ShCuts **Print screen:** * Keyboard * F11 * Print **Reload UI (If the color theme is set to unreadable values):** * Key * MA + MA + Clear ***   ### []()3D [Section titled “3D”](#3d) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Fixtures can be hidden in the 3D window. Find the related flag per fixture in the Patch and the Live Patch. It is called “3D Visible”. If it is set to “Yes” the fixture is displayed in the 3D window. Default: “Yes” Fixtures can be excluded from the rope selection in the 3D window. Find the related flag per fixture in the Patch and the Live Patch. It is called “3D Selectable”. If it is set to “Yes” the fixture can be selected in the 3D window using the rope selection. Default: “Yes”. *** ### []()Output Configuration [Section titled “Output Configuration”](#output-configuration) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The Output Configuration has now different view modes. The title bar button Columns can be set to one of these values: * Condensed (default) * Displays a reduced view of the XLR ports and all other essential properties like SMPTE Mode, SMPTE TC, Midi TC, Analog Start. * XLR only * Only displays the XLR ports. * Full * Displays the full data of the output configuration. ​​All 3 modes display essential information such as name, type, and IP. The Output Configuration will only display as many physical XLR ports as the device has. At the moment only the universe of an XLR port can be changed when in condensed mode or XLR mode. To change the mode or merge settings, enter full mode. The universe objects in the universe pool now also display the colors of the output configuration and the DMX protocols: * If any XLR connector is used in a universe, the universe pool object will display the XLR 5pin symbol. The color of the symbol stands either for: * All XLRs that are used as output: dark green; * All XLRs that are used as RDM output: jade; * All XLRs that are used as input: orange; * A mix of output, RDM output and/or input: cyan. * If input is created using DMX protocols, the corresponding DMX protocol will flash up on the universe pool object in the color of the input. * Output via DMX protocols will be displayed per universe pool object with an A or S for Art-Net or sACN. On the station that is IdleMaster or GlobaMaster the letters will be highlighted in green when DMX packets will be sent. The XLR mode Out sends now DMX packets with a refresh rate of 30Hz. The XLR mode RDM remains unchanged: If DMX values are changed, they are send immediately. If there are no changes of DMX values, then refresh packets will be send with a rate of 2.1Hz.\ The XLR mode Out is now the default when starting a new show. There may be lighting fixtures that are not capable of the low refresh rate of 2.1Hz in the RDM mode. It is then recommend to switch the XLR mode to Out. *** ### []()Web Remote [Section titled “Web Remote”](#web-remote) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Web remote settings can be set in Menu - Network - Web Remote. To toggle the web remote, tap Web Remote.\ To set the maximum transmitted resolution, tap Resolution Limit: * 480p * 720p * 1080p * Unlimited The smaller the resolution the faster the transmission of the data. To change the maximum allowed web remote connections, change Connection Limit. Consoles allow a maximum of 2 connections. onPC stations allow a maximum of 5 connections. The main part of the Web Remote menu displays all established connections of web remote devices connected to this grandMA3 station:\ The column IP displays the IP of a connected device and UserAgent displays information about the operating system, web browser, and further information. **Hint:**\ All settings and information in the Web Remote menu are designated for one grandMA3 console or grandMA3 onPC only. ***   ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Only the normal preset pools (not the all preset pools) have the preset mode property. A preset itself does not have the preset mode property any more.\ The preset mode in Menu - Patch - Attribute Definitions - Feature Groups is now linked with the preset pools. If you store to an existing preset using the merge mode, the selected PresetMode in the store options is considered. IfOutput for presets can deal also with relative values in presets and with integrated presets. It is now possible to store a universal preset using a normal fixture. To do so, select a fixture, adjust the values and select preset mode universal in the store options.\ Or: set the preset mode for the preset pool to universal. In this case, store options have to be set to default.  *** ### []()grandMA3 extension [Section titled “grandMA3 extension”](#grandma3-extension) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The grandMA3 extension allows to extend the amount of physical executor handles for a grandMA3 full-size, grandMA3 light or RPU. A grandMA3 extension has to be connected to the same network or network interface that is used for the MA-Net communication. Furthermore, an extension will connect to a specific console but not to a session. **Restriction:**\ It is only possible to connect extensions to grandMA3 full-size, grandMA3 light or grandMA3 RPUs.\ The maximum connection amount for extensions depends on the device type:\ grandMA3 full-size: 1x extension\ grandMA3 light: 2x extensions\ grandMA3 RPU: 3x extensions To establish a connection with an extension, the IP address of the extension has to be in the same IP range of the console. The IP address of an extension can only be changed remotely from a console or onPC station. To do so, go to Menu - Network Menu and select the entry of the extension and long-press the IP cell. Use the pop-up to change the IP settings of the extension remotely. To establish a connection between a console and an extension, select the extension in the network menu on the console you want to connect, then tap Invite Station. The connection will be initiated.\ It is not possible to invite the extension to a third console when it is already connected to a different console. First, cancel the connection on the console the extension is connected to at the moment. To do so, select the console in the network menu and tap Dismiss Station. After that it can be connected to a different console.\ The column Remote IP in the network menu displays to which console the extensions are connected at the moment. When an extension is connected successfully to a console, it will display the first wing of executors by default. To display a different executor wing, go to Menu - Settings - Extension Configuration. Within the Extension Configuration Menu it is only possible to change the WingID for the connected extension.\ There are 2 column modes: Condensed (default) and Full. Condensed mode only displays information about the connection state, IP and WingID. Full mode displays the columns Connected Count and Device Type in addition. * Connection State: Can be Yes or No. This cell cannot be edited by the user and displays if the extension is connected with the console or not. * IP: Displays the IP address of the extension. This cell also cannot be edited by the user. * Wing ID: Displays the ID of the executor wing the extension controls. This property can be changed by the user. * Connected Count: The higher the number the more often the extension tried to connect to the console. In a faulty network environment the number can increase fast due to reconnection. This value cannot be edited by the user. * Device Type: This column displays the device type of the extension. Typically it is grandMA3 Fader Module Encoder (MFE). This cell also cannot be edited. The desk light of an extension is controlled together with the desk lights of the console.\ Also the custom section of an the extension is not independent from the custom section of the console. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Soft LTP: Having Soft LTP activated or deactivated works now in both cases as expected. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is possible to specify a show file or a plugin that is to be be loaded upon starting the onPC application.\ To do so, add the SHOW or RUNPLUGIN parameter to the shortcut that launches the onPC application: * “C:\Program Files\MALightingTechnology\gma3\_1.1.4\bin\app\_system.exe” HOSTTYPE=onPC SHOW=“startshow\.show” * “C:\Program Files\MALightingTechnology\gma3\_1.1.4\bin\app\_system.exe” HOSTTYPE=onPC RUNPLUGIN=“startplugin.xml”-x * x represents the number of the LUA component in the plugin that is to be started, e.g., 1 * It is not recommend to specify a path for the plugin although the plugin may be put into a subfolder. In addition, the optional parameters NOLOAD and CLEANSTART are also available when starting the onPC. * NOLOAD will not load the last show file but start with an empty show. Other device related configurations are kept. * CLEANSTART will reset device related configuration back to default and come up with an empty show file. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)\*\* \*\*In the MIDI Remotes menu, the option to display the incoming MIDI messages in the System Monitor was added. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Lasso selections, e.g., in the fixture sheet, DMX sheet, sequence sheet or layout window, etc. interact now with the command line. If you enter a keyword in the command line and drag a lasso selection around cues, fixtures, etc., the command will be executed for the selected objects. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Speeded up the MVR export if there are a many of objects. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Grand Master and Speed Masters are displayed in BPM instead of %. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) SelFix selects the fixtures via specifying a DMX address in absolute notation or tapping one DMX channel in the DMX sheet. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) DMXProtocols interface is by default on auto and the correct interface is selected as soon as the device is master. First it will look for an interface with a Class A IP (2. or 10.). If this rule turns out not to be true, it will select for Art-Net the same interface that is used for MA-Net. \ The same rules apply for sACN except it will not select an interface with an IP in the range of 2.x.y.z.        ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) DMX Protocols now support the input priorities. To set the input priority for incoming data, change the input priority setting in the DMX Protocols menu. The input priority can be set individually per data line in the DMX Protocols. Each grandMA3 universe that gets data input with different priorities has to to be set to Merge Mode “Prio” when editing the universe in the universe pool or in the DMX list in the Patch. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The title bar of the fixture sheet, layout, and 3D displays the selected world, except for world 1. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Names and IP addresses within a network of grandMA3 stations can now be changed from the network menu of one station. If the console is running the software version that supports this feature, the corresponding fields can be edited (light gray background color). If a station is in a session with at least one other grandMA3 device, the name cannot be edited. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) All grandMA3 hardware stations (except for grandMA3 onPC software) can be switched from grandMA3 software to Mode2 using the command SwitchGma2Mode.\ Executing this command without specifying a station will reboot the current station into Mode2. To specify a certain station, use an IP or device type.\ To switch the device from grandMA3 software to Mode using the IP address 192.168.0.4, type: User Name\[Fixture]> SwitchGma2Mode IP 192.168.0.4 To switch the second xPort Node of all xPort nodes available to Mode2, type: User Name\[Fixture]> SwitchGma2Mode Node 2 ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When searching for files in the backup menu or an import dialog, the search input field is no longer case-sensitive. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Add Window: The tab All is implemented. The current default sorting is in alphabetical order. It is possible to search within the list of this tab and to filter by the different types of possible windows. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)The layer CueID - located  in the layer toolbar - displays the playback in which the current phaser is stored.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The cue progress bar displays the different kinds of crossfades with different colors. The colors are defined in the color theme in the color group CrossFade.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) User meshes and user gobos are stored into the show file when saving it. They will also be transmitted to other session members in the network. Copy user gobos into the folder shared\lib\_fixture\_types\gobos\user and user meshes into the folder shared\lib\_fixture\_types\meshes\user. **Important:**\ User gobos and meshes that are part of a show file will be copied to these folders once a show file is saved. Files in these folders that have the same name are overwritten. **Important:**\ In order to export an MVR file or GDTF file that contains user meshes and gobos, save the show file to the local hard drive before exporting. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The System Info window has a new section called ShowData. This section displays the memory consumption of the loaded show file (=data of the show). The limit for a loaded show file is set to 10GB. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New command RemoteCommand is implemented: RemoteCommand can send commands to any grandMA3 station within a network. The commands will be executed by the currently logged in user on the receiving station.\ To address the target grandMA3 device, use the IP keyword or corresponding keyword for the target station type (e.g., [Console](/grandma3/2-4/keyword_console/), [PU](/grandma3/2-4/keyword_processingunit/), [onPC](/grandma3/2-4/keyword_onpc/) or [Node](/grandma3/2-4/keyword_networknode/)). To send the command Store Cue 1 to the station using the IP address 192.168.0.4, type: User name\[Fixture]> RemoteCommand IP 192.168.0.4 “Store Cue 1” To switch all onPC stations to view 1 on display 2, type: User name\[Fixture]> RemoteCommand onPC \* “View 1 /Screen ‘2’ ” ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Stomp of a group is now possible. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved network experience. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Sequence sheet now represents a tracking release with a white line on top of the applied row. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The user interface for Processing Units improved: * Removed unnecessary elements in the info view. * In addition to the graph the workload view displays the values for CPU and memory usage. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is now possible to do a clean start for grandMA3 onPC on macOS. To do so, keep Alt/Option pressed while executing the grandMA3 onPC application. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Renumbering of cues is more clever now: It is not possible anymore to give the same cue number to two or more cues. Setting the cue number to a previous number that is already used is prevented by the system. Entering a cue number that is used later in the sequence, all following cues will be renumbered until no collision with existing cue numbers occurs. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New property “Real Acceleration” was added to the Channel Function of a fixture type. This property is related to the already existing “Real Fade” and is used for visualization. Real Acceleration describes the time that is needed to accelerate from resting state to maximum velocity. Unit: seconds. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * The maximum amount of data pools, user profiles and users within a show file is now limited to 128 objects. All other pools, the user can store data into, are now limited to 9999 objects. Objects that were stored in grandMA3 v1.0 above the new limits are now not accessible anymore. * The maximum amount of OSC configurations within a show file is now limited to 1024. * To enter DMX Address and DMX Universe keywords, press MA + X8 and MA + X8 + X8. * The DMX sheet displays not granted universes now with a red font color in the title column of the sheet only.  * The Layout Element Defaults of a UserProfile were moved from the UserProfiles menu to the Preferences and Timing menu. * When the limit of multicast inputs (sACN) is reached, a warning pop-up appears. The limit is set to 20 multicast inputs. * The image pool is limited to 200MB in total. If the limit would be exceeded during import of an image, a popup will inform the user. * Interface is renamed to MA-Net Interface in the Network menu. * Pools with icons (e.g., Group pool) display now pool name and icon in the title pool object. Therefore, the MA logo is smaller. * Long-press on pool objects now only performs a store operation if the pool object is empty. Long-press on a view button always performs a store operation if empty or a view object is assigned. * Pressing 3x Clear or executing ClearAll now also resets the command filter. In general, Clear is independent on the set filter. * The properties ArtnetIP and SACNIP in the output configuration are renamed to Art-Net IP and sACN IP. * Activating one onPC window on Windows brings also all other onPC windows to the front. * The keyword shortcut for MyRunningSequence, MyRunningMacro, RunningSequence and RunningMacro were changed in order to be aligned: * MyRunning = MyRunningSequence * MyRunningM = MyRunningMacro * Running = RunningSequence * RunningM = RunningMacro * grandMA3 onPC puts the local loopback adapter to the first place in the order of network interfaces and does not offer virtual interfaces anymore. * The properties PositionX and PositionY of layout elements were renamed to PosX and PosY. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Gobo Rotation was not visualized correctly in the 3D window of an onPC running on Windows with some types of AMD Radeon graphics cards. This bug is fixed. Gobo rotation is now correctly visualized also on AMD Radeon Graphics Cards. | | The position of the labels was not updated when zooming in the 3D window using the mouse wheel. This bug is fixed. The position of the labels is now updated correctly when zooming in the 3D window using the mouse wheel. | | When using the arrangement tool “Circle”, the position of the center of the circle was shifted with other than the default settings of Angle Range and Radius Delta. This bug is fixed. The center of the circle stays in position at the center of the selection. | | When changing the position or rotation of a parent fixture the children were not updated in real-time. This bug is fixed. Children are moved and rotated in real-time if the position or rotation of the parent is changed. | | The option “Rotate to circle center” in the circle arrangement tool did not rotate correctly single fixtures. This bug is fixed. Rotate to circle center rotates fixtures correctly to the center of a circle. In addition, it is possible to step through other possible combinations of rotations by tapping Rotate to circle center several times. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Calling a view again after changing something inside the view did not recall the view. This bug is fixed. Calling a view is now always executed. | | Having Edit in the command line and closing the Playback Controls overlay removed Edit from the command line. This bug is fixed. Edit will not be removed from the command line when closing any overlay. | | Console could freeze when entering a wrong password while logging in a new user. This bug is fixed. Entering a wrong password upon user login does not freeze the console anymore. | | Listing references of a sequence displayed the wrong preset numbers. This bug is fixed. References and dependencies of sequences are now displayed correctly again. | | The console could crash when calling the PopupInput function in LUA. This bug is fixed. Calling the PopupInput function in LUA does not crash the console anymore. | | Oopsing the creation of timecode events could delete other timecode events instead. This bug is fixed. When oopsing the creation of timecode events the correct event is now removed. | | It was possible to delete a locked group. This bus is fixed now. Locked groups cannot be deleted anymore. | | Importing the predefined phasers into an empty show file crashed the console. This bug is fixed. The console does not crash anymore when importing the predefined phasers into a new show file. | | Clearing the selection did not clear the selection of all elements in a layout either. This bug is fixed. All selected elements of a layout will now be deselected when executing Clear or ClearSelection. | | The encoders in the layout encoder bar were changing size in the opposite direction. This bug is fixed. The encoders in the layout encoder bar change now the size of an element in the same direction when turning | | Changing the default border size for layout elements in the user profile was not applied to new layout elements. This bug is fixed. New layout elements apply now the correct default border size of the user profile. | | Tapping an empty sequence in the sequence pool while having Off posted in the command line switched off the selected sequence. This bug is fixed. Tapping an empty sequence while having an action keyword already in the command line will not execute this action anymore for the selected sequence. | | Storing a show file while the internal timecode generator is running continued the timecode generation when loading the show file the next time. This bug is fixed. Running timecode generators will be stopped when loading a show file. | | It was not possible to edit a LUA component twice while keeping the Plugin editor open. This bug is fixed. LUA components can be edited several times. | | Layouts in show files of v1.0 did not display the layout elements and were set to the incorrect layers. This bug is fixed. Layouts are now converted correctly from v1.0 to v1.1. | | It was not possible to store Release values in a cue. This bug is fixed. Release values can be stored in cues again. | | The unblock command did not work correctly. This bug is fixed. Unblock is now functional. | | Preset References were not updated properly when copy was applied. This bug is fixed. Preset References are updated properly. | | Deleting a feature group from the encoder bar was possible. This bug is fixed. Deleting a feature group is not possible any more. | | Entering values for a grouping fixture via an attribute calculator did not forward the values to the members of the grouping fixture. This bug is fixed. A grouping fixture now always forwards its values to its members. | | The timecode generator did not work when in a session. This bug is fixed. The timecode generator also works in sessions. | | If you deleted a group that had a limited master, the fixtures stayed limited. This bug is fixed. Deleting a group always resets the limitation of involved fixtures. | | Changing the selected interface for a DMX protocol via command line did not work the first time around. This bug is fixed. The interface for DMX protocols can now always be changed. | | Shutting down, restarting or rebooting a couple of stations via command line did not execute the action on the executing station also if it was included. This bug is fixed. Sending commands to stations in the network executes the command also on the station that sends the command if it is included in the destination list. | | Deleting selections from groups, presets or cues did not work. This bug is fixed. Selections can now be deleted from groups, presets and cues. | | USB drives without names were listed with an empty label. This bug is fixed. USB drives without names do not have empty labels anymore. Furthermore, they are listed with a replacement name. | | SelFix as assigned button function on an executor button did not work. This bug is fixed. SelFix on an executor button selects the fixtures used in the assigned object. | | Fixture At Fixture ignored relative values. This bug is fixed. Fixture At Fixture and cloning work with relative values as well. | | Executing At Full in a new show crashed the console. This bug is fixed. The console does not crash anymore when executing At Full in a new show. | | Storing data pools while being in a session could crash the console. This bug is fixed. Creating data pools in a session does not crash the console anymore. | | Store /merge on a view button did not open the store view pop-up. This bug is fixed. Storing on a view or view button opens always the store view pop-up. | | Update Please did nothing. This bug is fixed. Update Please updates now the selected sequence. | | Starting to type for labelling an object surpressed the first character when being in a session. This bug is fixed. The first character when labelling an object is recognized and used. | | Copy or import of user profiles replaced the user defined views with the default views. This bug is fixed. User created views in the first slots of the view pool are not overwritten with the default views anymore. | | Storing a cue with a custom user profile labeled cues with Cuepart Zero. This bug is fixed. Creating a cue gives the cue always a proper label. | | Entering a file name that is longer than 31 characters did not inform the user about the limitation. This bug is fixed. When exceeding the limitation of the file name length the console will inform the user with a pop-up. | | Moving data pools in a session crashed the console. This bug is fixed. The console does not crash anymore when moving a data pool. | | Copying a user profile did not copy the selected page. This bug is fixed. The selected page is now copied with the user profile. | | Store Sequence x Cue y Part 0 did not work. This bug is fixed. Storing into a specific cue part now also creates the correct cue part and stores the data into this part. | | Selecting a gobo in the gobo attribute calculator while the value readout is set to physical did not set the correct value for the attribute. This bug is fixed. No matter which value the readout is set, the channel sets will call the correct values. | | Gobo thumbnail on gobo encoder and fixture sheet showed gaps between slots although there were no gaps. This bug is fixed. The gobo encoder and the fixture sheet continuously show gobo thumbnail if a value range is well defined with gobo slots. | | Playing back a timecode show with an offset of the timecode did not respect the offset. This bug is fixed. Timecode shows with an offset are played back correctly. | | Importing a macro to an empty macro pool object opened a pop-up that asked if the object should be overwritten, inserted or if it should cancel the operation. This bug is fixed. Importing a macro to an empty pool object does not open pop-ups anymore. | | When working in a session it could happen, that controlling an attribute changed the values on a different attribute. This bug is fixed. When controlling an attribute the correct DMX channel is now changed. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When receiving commands for sequences via OSC, not all of the commands worked. This bug is fixed. All received commands for sequences are executed. | | Creating analog remote entries did not transmit all the data for it within the session. This bug is fixed. Analog remote configurations are displayed now correctly on all stations. | | Creating hundreds of Art-Net, sACN or OSC entries crashed the console. This bug is fixed. The console does not crash anymore when creating a huge amount of Art-Net, sACN or OSC entries at the same time. | | DMX Protocol in and outputs were not displayed properly in the universe pool on a slave station. This bug is fixed. DMX Input / Outputs are now displayed correctly in the universe pool of the slave. | | MIDI Remote in and outputs did not display the correct values. This bug is fixed. Midi values are displayed properly. | | It was possible to send the wrong update files to a station for a network update. This bug is fixed. Sending the wrong files to update is not possible anymore. | | The maximum start for analog remotes was too big. This bug is fixed. The maximum start for analog remotes is now 64 as the system can handle a maximum of 64 analog remotes. | | Receiving timecode for the same slot in a network did not work properly. This bug is fixed. Receiving timecode for the same slot in network is working properly. | | If a timecode signal was lost, the after roll was processed until the backup signal was selected. This bug is fixed. If a timecode signal is lost, the backup signal will be selected within 2s. | | Timecode was not displayed properly in the clock window when the time was exceeding 24h. This bug is fixed. Timecodes are displayed properly. | | Timecode after roll was not transmitted properly in the network. This bug is fixed. Timecode after roll is transmitted properly in the network. | | Store CueFade x did not store a new cue with the given cue time. This bug is fixed. A new cue with the given cue timing is now stored when executing store with cue timing specified. | | It was possible to change the IP of an interface to 0.0.0.0. This bug is fixed. It is not possible to change the IP to 0.0.0.0 anymore for any interface. | | The intensity of the left desk light was not restored correctly after booting the console. This bug is fixed. Both desk lights are initialized with the correct intensity stored in the show file after booting the console. | | Consoles with a built-in UPS did not remove the Power Loss pop-up when the power came back. This bug is fixed. The Power Loss pop-up will be removed correctly when the power comes back. | | Switching an interface from a static IP to DHCP kept the the old static IP in addition to the DHCP IP address. This bug is fixed. When switching from a static IP address to DHCP, the static IP address will be removed completely. | | Pulling and re-plugging a network cable did no re-establish the network communication. This bug is fixed. Re-plugging a network cable continues now with sending and receiving DMX protocols and network protocols. | | It could happen, that grandMA3 onPC stations running on macOS crashed while being part of a session. This bug is fixed. grandMA3 onPC running on macOS should not crash anymore while only being idle in a session. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It was possible to assign Scribbles and Appearances to Layers and Classes. This bug is fixed. Scribbles and Appearance cannot be assigned to Layers and Classes anymore. | | Importing a patch into a show while lacking a couple of fixture types crashed the console. This bug is fixed. Importing invalid patch data does not crash the console anymore. | | A crash occurred if an attribute used in a fixture type was not linked to a valid Feature Group and Feature. This bug is fixed. There is no crash any longer if an attribute is not linked to a Feature Group or Feature. | | Selecting a channel set in the calculator did not set the corresponding channel function on the encoder to active. This bug is fixed. If a channel set is selected in the calculator the corresponding channel function is activated. | | Calling a preset did not set the corresponding channel function on the encoder to active. This bug is fixed. If a preset is called the corresponding channel function on the related encoder is set to active. | | DMX addresses of granted universes without patched fixtures were displayed in red color in the DMX sheet. This bug is fixed. Unpatched but granted DMX addresses won’t be displayed as ungranted DMX addresses anymore. | | An exported GDTF file had wrong Wheel Slot Indices. There was an offset of -1. This bug is fixed. A GDTF file has correct Wheel Slot Indices after it is exported. | | An exported GDTF file lost its Mode Dependencies if the ModeMaster was pointing to a DMX Channel. This bug is fixed. Mode Dependencies are exported correctly to a GDTF file now. | | Global fixtures of unused fixture modes were used in the show. This bug is fixed. Unused modes of fixture types do not create global fixtures for them. | | Fixtures stored in worlds could become uncontrollable when the patch was entered afterwards. This bug is fixed. Fixtures stored in worlds are controllable after entering the patch again. | | Phaser and 3D window follow tool did not work if a fixture type was part of the show that had a Pan2 or Tilt2 attribute. This bug is fixed. Phaser and 3D window follow tool work if a fixture type with attributes Pan2 and Tilt2 is part of the show file. |   ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | Oopsing the creation of phaser steps with the Step Creator was not possible. This bug is fixed. Creating steps with the Step Creator can now be undone. | | The Step Creator entered Remove values into the programmer when using presets. This bug is fixed. The Step Creator works with presets. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a timecode show was stopped several times, events may have not been triggered when the show was started again. This bug is fixed. Timecode events are now triggered always when they should be triggered. | | Deleting a sequence, cue or cue part could crash the console. This bug is fixed. Deleting a sequence, cue or cue part does not crash the console anymore. | | The console crashed when 240 programmer parts were created. This bug is fixed. The console does not crash when creating 240 programmer parts. | | Switching off tracking for a mirrored sequence crashed the console. This bug is fixed. The console does not crash anymore when switching off the tracking for a mirrored sequence. | | Playing back a cue did not execute an assert for blocked values in the cue. This bug is fixed. An assert is now executed for blocked values in a cue, when it is needed. | | When fading from a phaser in a cue to a static value in the next cue let the fixtures snap to the static value, also if a fade time was specified. This bug is fixed. Fixtures do not snap anymore from a phaser value to a static value during a fade. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Insert new fixtures dialog had different alignments of the input fields. This bug is fixed. All input fields in the Insert new fixtures dialog are now aligned to the left. | | If you tapped and held the title bar and simultaneously moved context menus, the main window, the context menu belongs to, was resized. This bug is fixed. Tap, hold and move of context menus does not resize the main window anymore. | | Backup menu displayed drives of the current version (Internal) and of the same streaming version again. This bug is fixed. The drive selector in the backup menu displays only the internal drive for the current streaming version. | | The scribble pad was smaller in the “edit scribble” pop-up than in the label pop-up. This bug is fixed. Both edit popups have the same field size.  | | The Priority property in the Output configuration menu always opened a calculator. This bug is fixed. The Priority property in the Output Configuration offers now only a dropdown with all possible priorities. | | Timecode was displayed on top of the timecode slot pool object. This bug is fixed. Timecode is displayed on bottom of the timecode slot pool object. | | The fixture sheet did not expand the children of a fixture when entering them with the down command. This bug is fixed. The fixture sheet will expand now automatically when selecting a collapsed subfixture. There is no automatic collapsing yet. | | The sheet in the network menu did not update correctly when choosing a filter. This bug is fixed. The network menu refreshes correctly when choosing a filter. | | The sequence sheet did not jump to the current cue when opening the sequence sheet or selecting a different sequence while AutoScroll was activated. This bug is fixed. AutoScroll in the sequence sheet now jumps to the current cue. | | Patching a grouping fixture did not allow to set the focus to Apply in the Insert new fixture dialog. This bug is fixed. It is now possible to navigate the focus to Apply when patching a grouping fixture. | | It was not possible to close the context menu of the layout window by pressing ESC. This bug is fixed. The layout window context window can now also be closed by pressing ESC. | | The Add window dialog displayed a scroll bar in the Pools tab also when the dialog was big enough to display all buttons. This bug is fixed. The Add window dialog displays only scroll bars if they are needed. | | The caption in the title bar of the align bar window and selection bar window were cut off when the height was set to half of the row. This bug is fixed. The align bar window and selection bar window display always the caption. | | Adding multiple events in the timecode editor did not allow to cancel the pop-up. This bug is fixed. The add multiple events pop-up can be cancelled now. | | Sometimes the timecode toolbar in the timecode editor was displayed too small. This bug is fixed. The timecode toolbar is displayed correctly. | | Windows could overlap in a view when storing into an existing view in a multi-user environment. This bug is fixed. It is not possible anymore to create views with overlapping windows. When loading a show from 1.0 with views having this issue we recommend you delete the views with this issue and recreate them. |   ## []() [Section titled “”](#-2) *** ## Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. # Release Notes 1.2 > Features * [Features](/grandma3/2-4/key_rn_v1_2/#offline-title) * [Cue Part and Programmer Part Management](/grandma3/2-4/key_rn_v1_2/#h3__1052496443) * [Cue Transition](/grandma3/2-4/key_rn_v1_2/#h3__911910712) * [Move in Black](/grandma3/2-4/key_rn_v1_2/#h3_500261061) * [Selection](/grandma3/2-4/key_rn_v1_2/#h3__786962412) * [Shuffle Selection](/grandma3/2-4/key_rn_v1_2/#h3__1057755481) * [Multiple Selections](/grandma3/2-4/key_rn_v1_2/#h3_968851195) * [Shift Selection](/grandma3/2-4/key_rn_v1_2/#h3__1252988096) * [Variables](/grandma3/2-4/key_rn_v1_2/#h3_442277137) * [Trackpad Window](/grandma3/2-4/key_rn_v1_2/#h3__438336978) * [3D Window](/grandma3/2-4/key_rn_v1_2/#h3__673189665) * [Frame and Time Readout](/grandma3/2-4/key_rn_v1_2/#h3__1969116833) * [Preferred IP for DMX protocols](/grandma3/2-4/key_rn_v1_2/#h3__1107293925) * [Other Enhancements](/grandma3/2-4/key_rn_v1_2/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_2/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_2/#h2__1624482491) * [Appendix](/grandma3/2-4/key_rn_v1_2/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_2/#h2__1852571500) *** Features The latest release of grandMA3 version 1.2.0.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Cue Part and Programmer Part Management [Section titled “Cue Part and Programmer Part Management”](#cue-part-and-programmer-part-management) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release With the new properties Static Part, Dynamic Part From and Dynamic Part To it is possible per preset pool and per single preset to determine into which programmer part the preset will be called. Each preset containing a phaser will be called into a single part of the corresponding dynamic part range.\ By default, static values will be called into part 0. The dynamic ranges are separated per feature group and include 100 parts each.\ The start of the dynamic range for each feature group is the corresponding number range in the hundreds of the feature group ID. For example, feature group dimmer (= ID 1) has a dynamic range from part 100 to 199.\ All preset pools are also using this style of numbering. All preset pool 1 starts at 2100 with its dynamic range.\ These part properties can be set individually per data pool. The former PartMode property of preset pools and presets is obsolete now.\ When loading older show files the made PartMode settings are skipped and the new defaults will be applied. When storing a cue (without specifying a dedicated cue part) the programmer content with all its parts will be stored as a cue with corresponding cue parts.\ When storing a cue with specifying a dedicated cue part the programmer content of the actual selected programmer part will be stored into the specified cue part. In the sequence sheet are now two separated columns for the cue number (No) and the part number (Part). This allows now also a free editing of the part number. When renumbering a cue part, the same rules and logic for renumbering a cue apply. ***   ### []()Cue Transition [Section titled “Cue Transition”](#cue-transition) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new cue part property cue transition allows to modify the path of values during the fade from one cue to another cue. The transition can be set per cue part. There are nine different transition forms available: | Transition Type | Illustration |   | Transition Type | Illustration |   | Transition Type | Illustration | | --------------- | ---------------------------------------------- | - | --------------- | ----------------------------------------- | - | --------------- | --------------------------------------------- | | Linear | ![](/img/grandma3/2-4/linear_2-e6d895.png) |   | Fast | ![](/img/grandma3/2-4/fast_1-b4193b.png) |   | Fast+ | ![](/img/grandma3/2-4/fastplus_1-d3eae0.png) | | SCurve | ![](/img/grandma3/2-4/scurve_1-96a9f0.png) |   | Slow | ![](/img/grandma3/2-4/slow_1-9d3cb8.png) |   | Slow+ | ![](/img/grandma3/2-4/slowplus_1-dcf045.png) | | Swing- | ![](/img/grandma3/2-4/swingminus_1-747912.png) |   | Swing | ![](/img/grandma3/2-4/swing_1-7923a7.png) |   | Swing+ | ![](/img/grandma3/2-4/swingplus_2-f92d95.png) | ***   ### []()Move in Black [Section titled “Move in Black”](#move-in-black) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Move in Black (MIB) is a function which in a tracking sequence will look ahead and preposition attributes of fixtures that are fading the dimmer in from zero, to automatically prevent “ugly” transitions where you would normally see the fixture move the attributes into position, while the fixture is fading in. MIB is enabled individually per cue part by giving the MIB property of the cue part a value which tells the console when it should do the prepositioning. There are several options and properties that modify the MIB behavior: * MIB Fade is the fade time of attributes that will be positioned by MIB. It is available at different places. There is also an order of importance which MIB fade time to apply: 1. Per cue part 2. Per attribute in a fixture type 3. Global in the show file When an MIB fade time is specified in the cue part, the individual attribute MIB fade time will be ignored. When the MIB fade time of the cue is set to default the global MIB fade time will be applied, unless an attribute has an individual MIB fade time set. * MIB Delay is the time the attributes wait from having the dimmer closed until the MIB fade will be performed. The MIB delay time can be specified per cue part or global in the show file. The same ruleset as for MIB fade applies: When the MIB delay time of the cue is set to default the global MIB delay time will be applied. The global MIB fade time and MIB delay time can be set in the Timing tab located in Menu - Preferences and Timing. When performing an MIB fade and/or MIB delay the MIB times of the cue part where the dimmer opens again will be applied. The sequence sheet displays now several columns for the different additional MIB settings. All MIB related columns can be displayed or hidden together by the new mask MIB Settings within the sequence sheet context menu.   * MIB Preference: The user can specify the suitability of a cue for MIB. Any value between 0 and 100 can be chosen. The higher the value the better is the suitability to execute MIB in this cue. There are also special values available: * Never (0) * Worst (1) * Bad (25) * Normal (50) * Good (75) * Best (100) For example if the cue is very silent, the user can set the MIB preference to Never, as he maybe does not want to have an MIB transition during this cue. The MIB mode values Early, Late and UponGo will then look, which cue has the highest rated suitability and will choose this cue then for executing the MIB. MIB mode Defined does not respect the MIB Preference! * MIB Mode: Defines how early or late the MIB shall be performed per cue part. * Default performs MIB corresponding to the MIB mode setting of the sequence property “MIB mode”. Please read below about the sequence-wide MIB settings. * None: MIB will not be performed for this cue. * Defined: In the MIB target cell, the user can specify a cue to perform the MIB. When the specified cue is active, the MIB will then be executed. * Early will perform the MIB as soon as the dimmer is closed. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * UponGo performs the MIB with the next cue transition after the dimmer has closed. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * Late performs the MIB latest in the cue before the dimmer opens again. If the next cue transition would already open the dimmer again, then an early MIB will be performed. * MIB Target: A specific cue when MIB shall be performed for this cue part, see MIB mode. * MIB Fade: The MIB fade time per cue part. Can be a user set time or default. Default takes the global show file MIB fade time or an individual MIB fade time per attribute specified in the fixture type (see above at MIB fade). * MIB Delay: The MIB delay time per cue part. Can be a user set time or default. Default takes the global show file MIB delay time. * MIB Dynamic: The user can decide whether a phaser where the fixtures are already prepositioned shall keep running with the closed dimmer, or if they shall be paused. This can prevent unwanted noise of stepper motors of prepositioned fixtures that are running a phaser, especially when it is very quiet in the audience. * Running: A phaser is running with closed dimmer. * Paused: A phaser will be prepositioned but does not start running until opening the dimmer. The sequence sheet hides those MIB cells, that are not considered for the different combinations of MIB settings or if a cue or cue part is not suitable for MIB. When setting an MIB target the MIB mode will be changed to Defined, and vice versa, when changing an MIB mode to not Defined will remove the MIB target.   For a more simple way of configuring MIB, the user can also define sequence-wide MIB settings within the sequence settings. To enter the sequence settings you can do one of the following actions: * Edit + tap the sequence in the sequence pool and then tap Settings. * Open the assign menu of the executor the sequence is assigned to (Assign + press the executor button) and then tap Settings. * Tap Settings in the title bar of the sequence sheet. This opens the settings for the displayed sequence. The column MIB hosts all available MIB settings for the sequence: * MIB: * Enabled: MIB will be performed according to the cue and cue part MIB settings. * Never: MIB will never be performed for this sequence. All cue and cue part specific MIB settings will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Never!”. * Force Early: Will perform the MIB for all cues that can perform MIB as soon as the dimmer is closed. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Early!”. * Force UponGo: MIB will be executed with the next cue transition after the dimmer is closed. For all cues that can perform MIB. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “UponGo!”. * Force Late: Performs the MIB latest in the cue before the dimmer opens again. For all cues that can perform MIB. Further MIB settings specified by the user per cue or cue part will be ignored. When this setting is selected it will be displayed in the MIB mode column of the sequence sheet as “Late!”. * MIB Mode: This setting defines which MIB mode will be executed for any cue parts whose MIB mode is set to Default. * None * Early * UponGo * Late For more information about the single MIB mode types, please read above. When the MIB setting per sequence is set to Force Early, Force UponGo or Force Late it still pays attention to the MIB preference per cue.\   To change the global MIB preferences go to Menu - Preferences and Timing.\ In the MIB preferences column of the Cue section, it is possible to change the defaults that will be set to a new cue when storing it: * MIB Mode: The mode that shall be set when storing a new cue that is able to execute MIB. * MIB Fade: The MIB fade time that shall be set when storing a new cue that is able to execute MIB. * MIB Delay: The MIB delay time that shall be set when storing a new cue that is able to execute MIB. * MIB Dynamic: The MIB dynamic mode that shall be set when storing a new cue that is able to execute MIB. For more information about these MIB properties, please read above.   The section Timing allows to set the global MIB settings:\ The global MIB fade and MIB delay times can be set here. For more information about MIB fade and MIB delay, please read above.\ The property MIB transition defines which transition type will be applied to the fade of MIB. Read more about the different types of transition in the [Cue Transition paragraph above](/grandma3/2-4/key_rn_v1_2/#CueTransition).\ The MIB transition can only be defined for all MIB fades globally in the show file. It is not possible to define a different transition type for a single MIB fade per cue or cue part. Attribute values that are already prepositioned or currently doing a move in black will be displayed with special colors within the fixture sheet and sequence sheet (in track sheet mode): * During an MIB fade (only fixture sheet) * The background color of attribute cells that are fading will be displayed in a brighter peacock green. * The font color of attribute cells that are fading is black. * Prepositioned * The background color of attribute cells that are prepositioned by MIB is a darker peacock green. * The font color of attribute cells that are prepositioned by MIB is black. All these colors are defined in the color theme: * Color definition group SheetColor * TextMIBFade * BackMIBFade * TextMIB * BackMIB * ColorGroup FixtureSheetCell * MIBActive * TextPlaybackMIB * BackgroundPlaybackMIB * TextMIBFade * BackgroundMIBFade * TextSelectedPlaybackMIB * BackgroundSelectedPlaybackMIB * TextSelectedPlaybackMIBFade * BackgroundSelectedPlaybackMIBFade ***   ### []()Selection [Section titled “Selection”](#selection) ### []()Shuffle Selection [Section titled “Shuffle Selection”](#shuffle-selection) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new keyword Shuffle allows to shuffle the selection order in a random sort. Shuffle is part of the MAtricks toolset. To enter the Shuffle keyword in the command line, use one of the options: * Press SelFix SelFix * Type **Shuffle** * Type the shortcut **Shuf** By default Shuffle will randomize the selection order on all 3 axes. To shuffle on a single axis only the user has to enter a value for shuffle of the desired axis in the MAtricks.\ To do so, open an MAtricks window, and tap + for XShuffle, YShuffle and/or ZShuffle, or tap XShuffle, YShuffle and/or ZShuffle to enter a value for the settings.\ When having a value greater 0, it is also possible to decrease the value by tapping -. Each shuffle setting per axis can be set to a value from 0 (=None) up to 32768. Each value represents a different shuffled selection order. When selecting the very same amount of fixtures again and again, the same shuffle value will result in the same shuffled selection order. This can be helpful when you have found a nice shuffled selection order for e.g. 20 fixtures and you want to have the same shuffled selection order for other 20 fixtures. In this case apply the same shuffle value in the MAtricks when having the new fixtures selected.\ These shuffle values can also be stored into MAtricks in the MAtricks pool. By tapping Shuffle in the MAtricks window, shuffle will be executed for all three axes. (The following examples require a selection that has fixtures placed on more than one positions along the axis that shall be shuffled. For more information read about the [selection grid](/grandma3/2-4/operate_selection/) and the [grid keyword](/grandma3/2-4/keyword_grid/).) To shuffle the current selection on the x-axis, type: User name\[Fixture]> MAtricks “XShuffle” + To shuffle the current selection on the y-axis, type: User name\[Fixture]> MAtricks “YShuffle” + To shuffle the current selection on the z-axis, type: User name\[Fixture]> MAtricks “ZShuffle” + It is also possible to set a certain value to any of the three shuffle settings. To set the shuffle to 4 for the y axis, type: User name\[Fixture]> MAtricks “YShuffle” 4 3 shuffle modes are available: * Auto: When doing shuffle only for one dimension this behaves like Linked. Shuffling on two or three axes behaves like Unlinked. * Linked: All fixtures that are placed on the same position along the axis that will be shuffled but have different position on the other axis, will keep their alignment along the other axis. * Unlinked: The fixtures placed on other axis than the axis that will be shuffled but have the same position on the shuffled axis will be shuffled independently. To switch between these shuffle modes, tap ShuffleMode in the MAtricks window. **Hint:**\ When deactivating or resetting the MAtricks, the original selection order will be restored. **Known issue:**\ The shuffle command generates greater numbers for the MAtricks shuffle settings than the user can enter manually. ***   ### []()Multiple Selections [Section titled “Multiple Selections”](#multiple-selections) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Each user profile has now 2 different selections called Selection 1 and Selection 2.\ At the moment, the active selection is displayed in the MAtricks window. The button ActiveSel displays a 1 for selection 1 and a 2 for selection 2.\ To switch between the two selections tap or tap and hold ActiveSel in the MAtricks window. To switch from selection 1 to selection 2, type: User name\[Fixture]> Select Selection 2 It is possible to copy the selection from one to the other selection. Copy Sel copies the current selection to the other selection. To copy selection 1 to selection 2, type: User name\[Fixture]> Copy Selection 1 At Selection 2 You can also clone the values from one to the other selection. To clone the values from selection 1 to selection 2, type: User name\[Fixture]> Clone Selection 1 At Selection 2 Or select the target selection and then tap Copy Values in the MAtricks window. The combination of Shuffle and Copy Values allows to shuffle the existing values across the shuffled selection. To do so follow these steps: 1. Do the initial selection and apply the values. 2. Copy the current selection to the other selection. 3. Shuffle the current selection by tapping Shuffle. 4. Copy the values from the other selection to the current selection. 5. With each additional copy action the values will be shuffled again. *** ### []()Shift Selection [Section titled “Shift Selection”](#shift-selection) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new MAtricks setting Shift allows to shift the current selection within the actual grid positions. This can be done per axis in the grid. Therefore, change the values for XShift, YShift or ZShift.\ Positive values shift to the right (x axis), to the bottom (y axis) and to the front (z axis). According to this, negative values shift into the opposite direction. In combination with the 2 selections per user profile it is possible to do a circular copy of values. To do so follow these steps: 1. Do the initial selection and apply the values. 2. Copy the current selection to the other selection. 3. Shift the current selection by the shift value of your choice. 4. Copy the values from the other selection to the current selection. 5. With each additional copy action the values will be shifted again by the set shift value. ***   ### []()Variables [Section titled “Variables”](#variables) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Variables of each type can be concatenated together.  Precondition: The variables need to be created by the user first. OK:GetUserVar ”\*“\ answer Integer 42\ grandMA Integer 3\ greeting Text “Hello World” To concatenate the values of the variables greeting and answer into one variable called result, type: User name\[Fixture]> SetUserVar result $“greeting”$answer OK:GetUserVar “result”\ result Text “Hello World42” To concatenate the values of the variables greeting and answer into one variable called result but with a space in between, type: User name\[Fixture]> SetUserVar result $“greeting"" “$answer OK:GetUserVar “result”\ result Text “Hello World 42” To concatenate the integer values of the variables grandMA and answer as a string into one variable called result, type: User name\[Fixture]> SetUserVar result $“grandMA”$“answer” OK:GetUserVar “result”\ result Text “342” To do a mathematical addition of the values of the variables grandMA and answer into one variable called result, type: User name\[Fixture]> SetUserVar result $grandMA$answer OK:GetUserVar “result”\ result Integer 45 With a smart use of quotes and setting variables it is also possible to convert the variable types: Precondition: Variable of the type integer: OK:GetUserVar “answer”\ answer Integer 42 To convert the integer to text, type: User name\[Fixture]> SetUserVar answer $“answer” OK:GetUserVar “answer”\ answer Text “42” This works also vice versa. The same rules for working with integer variables apply also to variables of tye double (e.g., 1.500000).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The user can now also add single quotes into a text value. To create the variable called command which shall contain the value “Store Group 1 ‘Spot’”, type: User name\[Fixture]> SetUserVar command “Label Group 1 ‘Spot’” OK:GetUserVar “command”\ command Text “Label Group 1 ‘Spot’ ”   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Setting a variable into quotes when calling it will handle the value of the variable as a quoted string, no matter of which data type the variable is defined. To get the string interpreted as a command call the variable without quotes, type: User name\[Fixture]> $command OK: Label Group 1 “Spots” To call the value as a string put the variable name into quotes, type: User name\[Fixture]> $“command” Fixture “Label Group 1 ‘Spots’ “ *** ### []()Trackpad Window [Section titled “Trackpad Window”](#trackpad-window) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The trackpad window can be used in two different modes: PanTilt and Mouse.  It can be opened when tapping into the free area of the user defineable area. The Add Window pop-up opens. Tap Other and then Trackpad.\ The minimum size of the trackpad window is 4x4 half-size squares. To change the mode of the trackpad window, tap Mode in the title bar of the trackpad window.\ In Pan/Tilt mode the pan and tilt attributes of the selected fixtures can be controlled. To change the resolution of the trackpad in PanTilt mode, tap Resolution in the title bar. It will change between the resolutions Coarse, Normal and Fine. The trackpad resolution is independent of the encoder resolution. A gray grid is displayed for better axis guidance.\ In addition, it is possible to invert pan and/or tilt with Invert Mode. P/T Mode allows to move only one axis or both axes for a more precise input.  When switching the mode to Mouse, the user can use the trackpad as a substitution for a hardware mouse. It provides two mouse buttons at the bottom: Left and Right. In mouse mode, it is also possible to adjust the resolution. The resolutions of mouse mode and pan tilt mode are independent from each other.\ The cursor fades out after 5 seconds of idle time and returns at the last used position when using it again. When the cursor returns, it is displayed zoomed for 3 seconds and will then shrink to its normal size. With Reset Mouse, it is possible to respawn the cursor centered at screen one.\ When Tap for Click is activated the user can also tap into the trackpad area to execute a left click. When it is disabled, only tapping Left will execute a left click. **Important:**\ The main usage of the trackpad window is on devices with a touch screen. Therefore, it is necessary to click and hold the mouse key on a physical mouse when you try to operate the trackpad window with a normal mouse. ***   ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Prisms are visualized in the 3D window now. The visualization of prisms is not limited to circular or linear prisms.\ In the current state the attributes “Prism” (prism selection), “PrismPos” (prism indexed rotation) and “PrismPosRotate” (prism continuous rotation) are visualized.\ Each prism needs to be defined with its facets as one slot of a wheel. In Beam Quality “Line” the beam is visualized with only one line even if a prism is inserted. To display one line for every facet of a prism go to the Window Settings of the 3D Window and enable Prism Lines. It is disabled by default. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release CTO, CTB and CTC are visualized in the 3D window now. The color temperature can be defined by the physical values of a related channel function or its channel sets and the property “ColorTemperature” of the Geometry Type “Beam”. If both are defined, the value of the channel has priority over the value of the geometry. **Hint:**\ Fixture Types that are imported from previous versions of grandMA3 or are part of show files from previous versions may show a wrong color temperature. In this case, exchange the fixture type with one from the grandMA3 fixture library of version 1.2 or correct the physical values of the fixture type. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Additional support of multi-touch gestures was added. Use 2 fingers scroll gesture to move the camera and the 2 finger zoom gesture to zoom the camera to the center of its view. For more information about the gestures, read the [gestures topic](/grandma3/2-4/ws_gestures/). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release A new Beam Quality was added. Select the new Beam Quality “High Shadow Fancy” in the title bar of the 3D window. This quality setting offers a less technical representation of the beams in favor of a more realistic look. ***   ### []()Frame and Time Readout [Section titled “Frame and Time Readout”](#frame-and-time-readout) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release With the frame and time readout is it possible to choose a preferred display format for timings. It is divided into 2 readouts: Time and Frame.\ Time includes days, hours, minutes and seconds, while frame defines the display format of fractions of a second. As time readout are 4 different format available: * 10d11h23m45: All values, except seconds, display their unit. In this case days are d, hours are h and minutes are m. * 251h23m45: All values, except seconds, display their unit. Days are converted to hours. * 10.11:23:45: The units are not displayed. Days and hours are separated with a dot (.) , while all other units are separated with a colon (:). * 251:23:45: The units are not displayed. Days are converted to hours. The preferred time format and frame readout can be set in the user profile. The applied values are used at several places: | Location | Time Readout | Frame Readout | | --------------------------------------- | -------------------------------- | -------------------------------------------------------------------------------------- | | Fixture Sheet | Yes | Yes | | Sequence Sheet | Yes | Yes | | Macros | Yes | Yes | | Timecode Slot | Yes | Frame Readout is determined by the incoming timecode source or the timecode generator. | | Timecode running with internal clock | Yes | Yes | | Timecode running with external timecode | Yes | Determined by the timecode slot | | Timecode Editor | Determined by the timecode show | Determined by the ​timecode show | | Timecode Viewer | Determined by the ​timecode show | Determined by the ​timecode show | | Clock (ClockSource set to Timecode) | Determined by the timecode slot | Determined by the timecode slot | | Preferences and Timing | Yes | Yes |   The readout can be changed individually for each location in the corresponding settings of the windows or objects, except for macros, and the preferences and timing menu. When a readout value is set into angled brackets, e.g., \, then the readout is set to default at this place and the readout value from the level above in the hierachy is used. **Hint:**\ The user defined time readout is used in the encoder bar even if the readout for an e.g. fixture sheet is changed separately. When opening a timing calculator, e.g., for the fade time, the preselected frame readout is determined by the settings in the user profile. Timing calculators offer only timing formats like seconds, 24 fps, 25 fps, 30 fps and 60 fps. Speed calculators offer only speed formats as seconds, Hertz or BPM. The timecode generator frame unit is always set to seconds by default. The sequence sheet displays timings are now right aligned in columns where only one time is displayed. This leads to having the same parts of a time always aligned to the same location within the cell. The readability is improved. When the condensed timing option is enabled in the sequence sheet the combined timing columns are center aligned. To provide a better optical representation, the trailing zeros of seconds are always suppressed. When the frame readout is set to a frame unit the times will always display trailing zeros.\ To easily distinguish between fractions of a second and frames, fractions of a second will be separated with a dot (.) from the seconds, while frames will be separated with a colon (:) from the seconds. **Restriction:**\ It is not possible to enter times with frames as fractions of a second by entering it as second:frame, e.g., 2:5.\ Timing calculators in condensed timing columns, e.g., in the sequence sheet, do not allow the input of frame formats, e.g., 2:5/4:8 or 2S5F/4S8F  ***   ### []()Preferred IP for DMX protocols [Section titled “Preferred IP for DMX protocols”](#preferred-ip-for-dmx-protocols) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release DMX protocols (Art-Net or sACN) choose now their interface in auto mode depending on the setting made in the Preferred IP setting.\ Preferred IP is available for each DMX protocol separately in Menu - DMX Protocols.\ The first interface that fits into the IP range of preferred IPs will be chosen to handle the protocol.\ When an interface is selected, the label of the auto mode value will change from Auto to \, e.g., \.\ When no interface could be determined, then \ will be displayed. The user can then change the preferred IP or change the selected interface manually. Tap Preferred IP in order to enter a new preferred IP.\ The preferred IP can be entered in different styles. The most accurate style is IP/Prefix, e.g., 10.0.0.0/8. The prefix defines the area of IPs to search for the best interface.\ A prefix defines the amount of possible IPs. The start of the possible IP range and the range itself depends on the common rules and definitions of IPv4 networks. Prefix 0 includes 4,294,967,296 IPs (255 \* 255 \* 255 \* 255) up to prefix 32 which is only one IP.\ When entering an IP without a prefix, the prefix will automatically be determined by the software. IPs of the class A area (0.0.0.0 - 127.255.255.255) get prefix 8, class B (128.0.0.0 - 191.255.255.255) gets prefix 16 and class C (192.0.0.0 - 223.255.255.255) gets prefix 24. The user can also only enter the beginning of an IP and the software completes it to the first IP of this range, e.g.: * 10 will be completed to 10.0.0.0/8 * 172.16 will be completed to 172.16.0.0/16 * 192.168 will be completed to 192.168.0.0/24 In addition the output configuration (Menu - Output Configuration) has now the properties ArtnetInterface and SACNInterface. These properties display only the index of the selected interface (not auto mode) or Auto when auto mode is selected. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Sequence sheet: * Cue number and cue part number columns are now in front of the name column. * Sequence sheet shows a world indicator if the user is in a different world than world 1. * The column coloring improved so that related columns are grouped together. * Sequence appearance and scribble options are available in the sequence settings pop-up. * The sequence sheet context menu is updated: * The display tab is now more structured. * Properties that mask the sequence sheet, e.g., Cue Settings, Preset Timings, etc. are moved to the new tab Mask. * In newly created sequence sheets the preset timing is hidden by default. It can be displayed any time by enabling Preset Timing in the mask tab in the context menu of the sequence sheet. * Sequence sheet in track sheet mode distinguishes now between increasing and decreasing dimmer values. Increasing dimmer values are displayed with a cyan font color, while decreasing dimmer values are displayed with a green font color. * The sequence sheet in track sheet mode allows to change values of stored attributes. To do so, tap and hold or do the 2-finger edit gestures. The editor for the selected cell(s) opens. it is now possible to change the value to another value/channel set, a preset, a sound code or execute a special function like removing the value or releasing the value.\ It is possible to select values across different cues and attributes and fixtures. To do so, press and hold Ctrl and tap single cells and/or do a lasso selection.\ The option CueOnly in the title bar allows to change the values with the cue only option. This option can be modified in the calculator as well. CueOnly is only displayed in the title bar when the track sheet mode is enabled.\ Destination Attribute(s) defines if the values should only be changed for the selected cells (=Selection), for all attributes of the feature group of the selected attributes (=Feature), for all attributes that are part of the same activation group the selected attributes are part of (=Activation Group) or for all attributes of all fixtures used in this cue part (=All Fixtures). \ Tapping Apply to steps through the different values Selected Parts, All Parts in sel. Cues and All Cues/Parts in order to define where to change the values to the new value: * Selected Parts: Changes the value only in the cue parts of the selected cells. * All Parts in sel. Cues: Changes the value for all fixtures and attributes in all parts of the cues, where cells are selected. * All Cues/Parts: Changes the value for all selected attribute cells in all cues. * In addition to the above way of editing values in the track sheet mode, it is possible to edit the values with the value encoder of the sequence sheet encoder bar. To do so, tap into the title bar of the sequence sheet. The sequence sheet encoder bar will pop-up on the encoders. Switch to the Data Edit page by tapping Page several times in the encoder bar. The value encoder changes its label depending on the selected layer of the sequence sheet, e.g., Absolute, Relative, Fade, and so on. To change the layer in the sequence sheet enable the Layer Toolbar in the settings of the sequence sheet. As above, Cue Only editing is here also possible by enabling Cue Only in the title bar of the sequence sheet. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) grandMA3 supports now USB drives formatted with the exFAT file system for the show file handling. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Objects in the Mesh Pool displays a thumbnail preview of the mesh now. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) MIDI * The system monitor outputs now also messages for MIDI Control Changes if the option Show MIDI Data in System Monitor is enabled. * MIDI Control Changes are now respecting the MIDI Offset of the Output Configuration. * It is now also possible to set a MIDI remote that reacts to MIDI Control Change address 0. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is now possible to enter simple mathematic formulas into input calculators, e.g., the attribute calculator. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Filters for filtering tables, e.g., patch or layout editor, have now an option to filter also blank cells. To display only data entries with blank cells, choose the option \. To remove the column from the filter, choose the option \. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The style of the attribute calculators changed. The right section with the buttons allows showing the list of special categories like Specials, Presets, Channel Sets and Sound Codes permanently. The last selected category will be remembered when opening the calculator again. The calculators in the fixture sheet, encoder bar and sequence sheet (in track sheet mode) remember their state individually. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Output configuration: Column modes Condensed and XLR Only open now an editor when editing an XLR port. The editor allows to change all possible properties of the port at the same time. When setting a port to input, the additional property Merge mode appears. When the merge mode is set to Prio the property Prio will be also displayed.\ It is also possible to edit the same port on multiple devices at a time. When doing so, you can also specify a range of universes when editing a port with the help of the Thru keyword, e.g., 1 Thru 5.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When copying cues, the copy cue pop-up allows now to choose if the cue should copied by applying cue only to the target cue and/or copying the values with or without calling the cue status. To do so, enable or disable Cue Only or Status in the pop-up. These buttons will appear in the pop-up when the copy operation allows to use these options. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New command TopUp selects the top instance of the currently selected subfixtures. To enter the TopUp keyword in the command line, use one of the options: * Press Set Up * Type **TopUp** * Type the shortcut **TopU** ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Encoder bar was added to the Phaser Editor. When setting focus to the Phaser Editor by tapping the title bar, the encoder bar will change to the Phaser editor encoder bar. The encoders work only for position phasers.\ The encoders MoveX, MoveY, Handle, Size, Aspect and Rotate work and control their corresponding tools in the Phaser.  The displayed values next to the encoders currently show the value delta in percent. After finishing the turning of an encoder the new values are applied to the fixtures, and the value will turn gray in the encoder display. The encoder displays the percentage of change in percentage compared to the prior values of the fixture. When the values turn gray, the encoders still display the percentage value until the next changes are made. The screen encoders behave differently than in all other places of the software: Screen Y cycles through the single steps of the phaser.\ Screen X cycles through the fixtures of the current selection.\ Toggling between single and all steps is possible by pressing the inner or outer ring of the screen encoders (dual encoder 5). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Fixtures that are limited by a group master display now a light purple marker in the IDType column of the fixture sheet. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) SelFix, On and Off works now also in conjunction with DMXUniverse, e.g. SelFix DMXUniverse 1 selects all fixtures patched to universe 1. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the general network experience in sessions. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The update menu now also offers cue parts to update into. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The fixture sheet now displays a red marker per attribute and fixture when an attribute is active in a different programmer part or step. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) New macros were added to the macro library and MAtricks were added to the MAtricks library. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The folder for demoshows moved from the folder shared to shared/resources. * The default IP for Con2 is changed to be an address in the range of 10.x.y.z. This changes applies only after a format and install of the new version. * grandMA3 onPC on macOS puts the local loop back adapter to the first place in the order of network interfaces and does not offer virtual interfaces anymore. * The value for the timecode slot of timecode shows is now 1-normalized. These values are possible: * -1 = Internal * 0 = Selected Timecode Slot * 1-8 = Timecode Slots 1 - 8. * The maximum allowed size per mesh is now restricted to 10MB. * The world indicator in sheets changed from “World:” to the world icon. * Shutdown and Display are removed from the control bar in the web remote. * The input for the unicast IP address in the DMX protocols menu and in the OSC menu is now a numeric calculator instead of a text input. * On all places where it makes sense to enter an IP address together with a prefix it is now possible to do so, e.g., My Interfaces Menu and Preferred IP. * The color picker to change colors in the settings of a pool window displayed a non-functional button for the Swatch Book. The button is now removed.  * The default for the timecode after roll is now set to 0.5s. * ​In new show files the sync option for user profiles and cues is now set to off. * grandMA3 onPC on Windows does not open the single terminal window anymore. * ​Newly opened fixture sheets have Fixture Sort enabled. * The input calculator for the Address in the DMX Remote menu allows now only to enter numbers and the dot. * The maximum possible dimensions for stages are now limited to -11500km to +11500km on X and Y axis. Z axis is limited to -20km to +20km. On the XY plane the resulting area is as big as the surface of the earth itself. * The default overall intensity of beams and spots in the 3D window is adjusted. Beams and spots have less intensity now by default. * The readout of the overall intensity of spot and beam in the 3D window options is changed. The intensity of spots and beams can be adjusted between 0% and 400%. The default is 100%. * The wait time of macro lines is now a real time and is not rounded to the next DMX frame anymore. Nevertheless a macro line can still only be executed within one DMX calculation cycle. * New hard key shortcuts: * Scribble : MA + X4|Layout + X4|Layout + X4|Layout * ListRef: MA + List * Timecode Slot: MA + X6|TC + X6|TC * The Prefix column in the network menu is renamed to Mask, as it displays the subnet mask. * Unpatched fixtures do not show any output in the 3D window. Unpatched fixtures are displayed with a dark red color in the 3D window. This marking can be disabled in the window settings of the 3D window by disabling Mark Unpatched in the tab “Misc”. Default: Enabled. * Fixture Type: the properties “MIBFade” and “DMXChangeTimeLimit” were moved from the DMX Channel to the Logical Channel. * The limit of chat messages is now set to 2,500 characters. * The version column in the network menu and software update menu moved more to the left, so that it is always visible when opening these menus on the big displays. * The names of presets that are played back by a sequence are only displayed in the absolute layer. All other layers display only the value and a preset marker. To learn more about markers in the fixture sheet, read [here](/grandma3/2-4/ws_colors_markers/). * The default color for sounds has changed from a bright orange to a dark purple. This color is applied to new sound pool windows, and to the color indicator of the sound codes. * In Menu - Preferences and Timings the Timing tab is renamed to Cue Defaults , the Sequence Preferences to Sequ Defaults , and a new tab for global Timing , accomodating MIB global timing, is added. * Data lines that are added to the Art-Net and sACN configuration are created “not enabled” to avoid any conflicts with active output. * The physical XLR Input ports are set to mode IN per default. * Layout element properties DimensionX and DimensionY are renamed to PositionX and PositionY. * DMX protocols are now sent with 30Hz instead of 60Hz. * Frames per second in the 3D window is shown without decimals now. * The 3D window does not show line beams if wireframe is activated and the Beam Quality is set to “None” ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | No label was displayed if a fixture did not have a Fixture ID. This bug is fixed. A label is shown even if a fixture only has a Custom ID. | | A label was shown even if 3D visible of a fixture was set to “No” in the patch. This bug is fixed. If a fixture is hidden also its label is not displayed. | | ColorRGB attributes linked to different geometries on the same level in the hierarchy were mixed together. This bug is fixed. ColorRGB attributes now only affect the geometry they are linked to and not other geometries on the same level. | | 3ds mesh files were not imported correctly if there was a dot (.) in the name of the file. This bug is fixed. 3ds files that have a dot in the file name are now imported correctly. | | The Center button in the 3D Setup Encoder Bar did not work as expected. This bug is fixed. Tapping Center resets the value of the axis that is not part of the Axis Group Type selected in the Arrangement. | | The grandMA3 application did possibly crash if a 3ds file with a lot of linked materials was imported. This bug is fixed. 3ds files with a lot of linked materials do not possibly cause a crash any longer. | | Opening a 3D window with very detailed meshes or a very high count of meshes and a Selection Grid on the same display could cause a crash. This bug is fixed. | | Executing SelFix and At to a preset very fast and having individual times in the preset did not display the timings correctly in the 3D. This bug is fixed. Selecting fixtures and executing a preset very fast right behind each other is now displayed with the correct timings in the 3D. | | In the 3D setup encoder bar the first one or two ticks of the dual encoder were not recognized. This bug is fixed. Now also the first ticks of the encoder are recognized. | | When editing a camera in the camera pool Reload Camera did not apply changes of FOV, Camera Mode and Zoom. This bug is fixed. Changes on FOV, Camera Mode and Zoom are applied to the camera with the when tapping Reload Camera. | | A recall of the camera in the 3D window was executed if another camera was selected in the camera pool. This bug is fixed. The active camera in the 3D window if the selected camera is changed in the camera pool. | | The position of the pink preview boxes of the 3D setup encoder bar arrangement tool was not in sync with other stations on the network. This bug is fixed. The position of the pink preview boxes is synced to other stations on the network now. | | Rotate to circle center did not work properly if the Angle Range of the circle was not 360 degree. This bug is fixed. Return to circle center in the arrangement tool circle now works as expected with Angle Range and Angle Start. | | Labels in the 3D window were drawn above the fps indication. This bug is fixed. Labels are not drawn above the fps counter any longer. | | The label of a fixture was shown even if “3D Visible” of the fixture was set to “No”. This bug is fixed. Labels are shown only for fixtures that are set to visible in the 3D window. | | Changing the rotation of a fixture directly after using the “Rotate to Circle Center” functionality of the arrangement tool caused a jump of rotation of the fixtures. This bug is fixed. Changing the rotation does not cause a jump after Rotate to circle center. | | Changing the Throw Ratio of a fixture type with a rectangular beam did not change the throw ratio of the beam in the 3D window. This bug is fixed. The 3D window now shows the correct Throw Ratio of the fixture type. | | The title bar of the 3D window displayed the selected tool only after changing the tool once. This bug is fixed. The selected tool is immediately shown once the 3D window is open. | | Column Interval and Row Interval in the arrangement tool “Grid” were swapped. This bug has been fixed. Column Interval now adjusts the offset between several columns. | | 3 finger scroll did not work if all three fingers were inside a 3D window. This bug is fixed. 3 finger scroll works now also in the 3D view. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tap and hold of Page Down in the executor bar did not switch to page 1. This bug is fixed. The selected page switches now to page 1 when the user taps and holds Page Down in the executor bar. | | The calculator for entering MAtricks values displayed too many decimals. This bug is fixed. MAtricks calculators allow now only to enter integer numbers. | | Turning an encoder in the layout encoder bar to the end and beyond turned the encoder internally further. This bug is fixed. Turning encoder in the layout encoder bar to the end and then turning into the other direction continues directly with changing the values. | | Reducing the height of a layout element to smaller than 25 removed the dimmer bar of the element. This bug is fixed. Small layout elements keep their dimmer bars. | | Pressing Power several times on a console let the shutdown pop-up several times. This bug is fixed. The shutdown pop-up can only appear once. | | Labelling of an executor opened only a keyboard without the possibility to add a scribble. This bug is fixed. An input field with the option to display an on screen keyboard and a scribble area opens now when labelling an executor. | | Help listed the shortcuts in the entries for the custom ID types in different styles. This bug is fixed. Help displays now the entries of the custom ID types in the same style in the command line feedback. | | Macro wait times allowed up to 10 decimals. This bug is fixed. The maximum allowed digits for macro wait times is set to 3. | | Setting the maximum allowed wait time within a macro switched the wait time to trigger Go. This bug is fixed. Entering the maximum possible wait time applies it now correctly to the macro line. | | Entering a wait time for a macro line that was a bit smaller than the maximum allowed time rounded the time up to be above the limit. This bug is fixed. The wait time is not rounded anymore to be above the maximum allowed wait time. | | The software could crash when cutting and pasting a huge amount of objects. This bug is fixed. The software does not crash anymore when doing cut and paste. | | Pause assigned to an executor button was only activated during press and hold of the executor button. This bug is fixed. The pause function assigned to an executor button can now be toggled. | | The software crashed when deleting several layout elements that were selected with the lasso tool and the sorting order was not subsequent. This bug is fixed. The software does not crash anymore when deleting layout elements.  | | It was not possible to oops the creation of a time range within a timecode show. This bug is fixed. It is now possible to undo the creation of a time range. | | Entering mathematic calculations into a timing calculator did not calculate the correct results. This bug is fixed. Doing mathematic calculations within a timing calculator are now done correctly. All input times will be converted into seconds before doing the calculation. | | It was possible to overwrite the demo shows when having one loaded and displaying the network for one of the stations that were part of the session. This bug is fixed. Demo shows can not be overwritten anymore. | | Key presses were not recognized by grandMA3 onPC on Windows when one of the windows was minimized. This bug is fixed. grandMA3 onPC on Windows now always recognizes key presses if any of the windows has the focus. | | When closing grandMA3 onPC and starting it again the former display setting such as size and position were not remembered. This bug is fixed. Starting grandMA3 onPC remembers now the former display settings. | | It could happen that macro lines were not triggered after the wait time expired. This bug is fixed. Macro lines will be executed after the wait time expires. | | The maximum possible length of variable names was limited to 15 characters. This bug is fixed. The maximum length of variable names is now set to 4,096 characters. Exceeding this limit will cut off the rest of the name. | | Copying one cue to another via the “At” keyword was not possible. This bug is fixed. Copying Cue 1 At Cue 2 is possible. | | LUA Obj.Get command was not working properly together with timecode events. This bug is fixed. Obj.Get command is working as expected when using together with timecode events. | | The input of input pop-ups was always interpreted as string. This bug is fixed. The input pop-ups detect now the type of the inputted values and treat it in the correct way: Integers are handled now as numbers and not as strings. When the input shall be handled as a string, the pop-up needs to be created with quotes, e.g., (“Enter your input here”). | | Exchange Filter y At Filter y deleted filter y. This bug is fixed. Exchange of filters in the filter pool does not delete filters anymore. | | Select Layout x.y did not select the layout element y of layout x. This bug is fixed. Select Layout can now select layout elements. | | Lasso selection in layouts did not always work as expected depending on the direction of drawing the lasso. This bug is fixed. A lasso selection in the layout window selects now the layout elements in the correct order. | | Using %s in functions but referencing to a number instead a string crashed the software. This bug is fixed. %s and referencing to numbers returns now an error in the system monitor. | | When selecting fixtures in a not consecutive order while being in a world added gaps between the fixtures in the selection grid. This bug is fixed. Selecting fixtures while being in a world puts the fixtures now on the correct grid positions.  | | The large Go+, Go- and Pause did not work when a pop-up was open. This bug is fixed. Large Go+, Go- and Pause can now always be operated. | | Delete Programmer did not work. This bug is fixed. Delete Programmer deletes now the selected steps of the current selected programmer. | | While being in the patch and pressing Edit + Please closed the patch without asking how to proceed with the changes. This bug is fixed. Edit + Please does not do anything anymore while being in the patch. | | MA + X9, X10, X11 or X12 entered the keyword Executor into the command line. This bug is fixed.  MA + X9, X10, X11  or X12 does not enter a keyword into the command line anymore. | | Loading a show file from v1.1.3.2 in v1.1.4.2 or newer moved all timecode events to 0s. This bug is fixed. Loading show files from prior versions recall the timecode events as they were stored. | | Update of preset did not take the preset mode of the store options into account. This bug is fixed. Updating presets uses now the preset store mode. | | Empty card readers were listed as nameless drives. This bug is fixed. Card readers that have no card inserted are not listed anymore. | | Parts that were labeled with the default name (e.g., Part 1) did not change their label when they were moved to a different part index. This bug is fixed. Part labels are now updated when moving parts. | | Macros were listed still as running when the last macro line had set the wait time to Go. This bug is fixed. Macros are not staying on anymore when the last macro line is triggered by a Go. | | It was not always possible to select fixtures in the fixture sheet by tapping them when the sheet was set to channel mode. This bug is fixed. Tapping fixtures in the fixture sheet in channel mode selects them now always. | | Exporting data pool 1 crashed the console. This bug is fixed. The console does not crash anymore when exporting the first data pool. | | It was possible to keep a pressed flash on forever. This bug is fixed. Pressed down flashes are released when loading the show file again. | | Clearing the programmer and having a command filter active did not stop the blinking of the At key. This bug is fixed. At stops blinking when clearing the programmer completely and having a command filter active before. | | Pressing Set resetted the MAtricks. This bug is fixed. Set toggles now the activation of the MAtricks instead of resetting them. | | Labelling an executor added “Exec:” in front of the actual object name. This bug is fixed. Labelling an executor does not add extra terms in front of the original object name. | | Tapping Save when loading a different show did not always save the show. This bug is fixed. When saving a show it is now always saved. | | Edit + tapping a dual encoder crashed the console. This bug is fixed. Tapping a dual encoder while having Edit in the command line opens now the attribute calculator. | | Store Please and Store Cue Please did not store a new cue of the selected sequence or did not store into the current cue of the selected sequence. This bug is fixed. Store Please now creates a new cue at the end of the selected sequence, while Store Cue Please stores into the current cue of the selected sequence. | | When closing grandMA3 onPC on macOS a new terminal window was opened. This bug is fixed. During shutdown of grandMA3 onPC on macOS the terminal window is needed, but it will close the application afterwards. For existing terminal sessions the user will be asked if they should be closed. | | Keyboard shortcuts were not disabled temporarily when opening the import MVR dialog. This bug is fixed. Keyboard shortcuts are not disturbing the input into the import MVR dialog anymore. | | Copying a sequence while being in a session resulted in a wrong output when playing it back. This bug is fixed. Playback of copied sequences creates now the correct output when being in a session. | | When copying locked objects the lock state was discarded. This bug is fixed. A copy of an object creates now an excat 1:1 copy of the object. | | Export and import of timecode shows ignored the leading zeros of decimals in the times of events. This bug is fixed. After exporting and importing timecode shows the correct times of events are applied. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net poll replies were not sent by the grandMA3 every time. This bug is fixed. Art-Net poll replies are now send after every poll. | | grandMA3 onPC on macOS could crash after a long time being in a session. This bug is fixed. grandMA3 onPC running on macOS should not crash anymore while only being idle in a session. | | If the console was connected to a switch with DHCP disabled, changing the date and time was not possible during the first startup after a full install. This bug is fixed. Changing the date and time is possible after performing a full install and starting up for the first time. | | Setting the world server address to loopback device or another MA station in the network caused the application to crash. This bug is fixed. Setting the world server address to different IP/URL does not crash the application anymore. | | An extension did not keep its custom set name when rebooting or repowering it. This bug is fixed. A custom set name on an extension remains until the user changes it again. | | The control bar and the message center used the same shortcut (Alt M). This bug is fixed. The shortcut for the control bar is now Alt B. | | Connections via the web remote did not always work, especially when using Google Chrome as browser. This bug is fixed. A web remote connection can now be established again when using Google Chrome. | | Web remote connections to grandMA3 onPC running on macOS displayed only the bottom left quarter of the real display. This bug is fixed. Web remote connections to grandMA3 onPC on macOS display now again the full screen content. | | The user layout element defaults were not always transmitted to connected stations within a session. This bug is fixed. Changing layout element defaults are now transmitted within a session to other stations. | | Timecode stopped immediately if the timecode was input on a connected station and the connected station disappeared from the network. This bug is fixed. Timecode after roll is triggered also when the incoming timecode signal of a connected station disappears. | | xPort nodes did not always display the correct show file name when loading a different show file in the session. This bug is fixed. xPort nodes now update the show file name when loading a different show file in the session. | | The show file was not saved before a station with higher priority was invited or joined the session. This bug is fixed. The show file is saved before a show file from another station is downloaded. | ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rotations of geometries were not processed correctly in some cases when editing a fixture type. This bug is fixed. Rotations are now applied correctly to geometries. | | The toolbar at the bottom of the window of the edit fixture type menu did not refresh when changing the tab of the menu. This bug is fixed. The toolbar is now updated according to the selected tab. | | Changes in the DMX footprint of a fixture type were only applied after leaving the patch once. This bug is fixed. Changes in the DMX footprint of a fixture type are now effected even without leaving the patch. | | Cut and Paste of environment objects in the patch caused the link to the fixture type to break. This bug is fixed. Cut and pasted instances of environment objects do not lose their link to the correct fixture type. | | Dimensions follow ratio did not work properly for all meshes when editing the properties of the model of a fixture type. This bug is fixed. Dimensions follow ratio does now also work if a mesh originally has a dimension of 1m x 1m x 1m. | | When adding fixtures to the patch it could happen that cues lost the preset link for already programmed fixtures. This bug is fixed. Preset links in existing cues are not lost anymore when adding new fixtures to the show. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The grouping fixture could not be used in the step creator. This bug is fixed. The step creator can also create phasers now with the grouping fixture. | | Values created by the step creator were displayed as deactivated values in the fixture sheet. This bug is fixed. Values created by the step creator are now displayed as active in the programmer. | | Changing the speed of a running phaser restarted the phaser with every single encoder turn. This bug is fixed. Changing the speed of a phaser adjusts the speed now smoothly without restarting the phaser again. |   ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Timecode events were not triggered when the after roll was running. This bug is fixed. Timecode events will always be triggered when the timecode show is running. | ### Windows [Section titled “Windows”](#windows) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When switching on Selection Only in the DMX sheet the focussed cell was scrolled to the bottom of the DMX sheet. This bug is fixed. The DMX sheet scrolls now again to the top of the window when enabling Selection Only. | | The priority drop down menu displayed HTP. This bug is fixed. Priority HTP is now displayed correctly as HTP in the priority drop-down. | | The shadow of text in the DMX sheet was not linked to the color theme. This bug is fixed. The color definition Global.Shadow is now also used in the DMX sheet. | | It was not possible to clear the search in the color picker swatch book by one click. Thus bug is fixed. Clear Filter is added to the color picker swatch book. | | All buttons to add a new entry into a table were labeled with “Insert New xyz”. This bug is fixed. Buttons to add a new entry to a table are now labelled with “Insert new xyz”. | | The LED indicator in ? in the control bar did not light up when tapping it. This bug is fixed. The LED indicator in ? in the control bar lights up when it is activated for the context sensitive help. | | The MAtricks editor displayed buttons like Insert, Delete and Paste which were not really useable in this kind of editor. This bug is fixed. The MAtricks editor displays now only useful buttons. | | The calculator for fixture positions always added m (for meter) to existing values which failed then when extending the value with a range. This bug is fixed. The values for fixture position in the calculator are now always recalled without a unit. | | The table header of a timecode show in text mode could be displayed at the bottom of the window. This bug is fixed. The table header in text mode in the timecode window is always displayed at the top. | | It was not possible to switch to the empty tab in the object area of the assign menu. This bug is fixed. Executors can now be set to no object again. | | The appearance menu displayed always Appearance also when no object was assigned. This bug is fixed. Appearance is now only displayed within the assign menu when an object is assigned. | | Turning the executor knob within a playback window ignored assigned EncoderLeft and EncoderRight actions. This bug is fixed. The playback window uses now also assigned ExecutorLeft and ExecutorRight actions when turning the executor knob within the window. | | If the on-screen keyboard for labeling in a store view popup was used, the text was not selected. This bug is fixed. The text will be selected when storing a view and using the onscreen keyboard. | | The assign menu did not offer to choose an executor configuration from a different data pool. This bug is fixed. It is now possible to select a data pool in the title bar of the assign menu in order to select an executor configuration from a different data pool. | | It was possible to delete entries in the all tab of the add window dialog. This bug is fixed. Entries in the all tab of the add window dialog can not be deleted anymore. | | The timecode settings window was displayed too big when opening it on the small screens. This bug is fixed. The size of the timecode settings window is now scaled to the size of the screen when opening it on one of the small screens. | | The styles of LinkType in the sequence sheet, Universe and Address in the DMX sheet were different between the context menu and the title bar of these windows. This bug is fixed. Button styles of sequence sheet buttons and DMX sheet buttons are now the same in the context menu as in the title bars. | | The help window used the keyboard shortcuts when they were enabled. This made it impossible to enter a search string. This bug is fixed. When setting focus to the help window, the keyboard shortcuts will be disabled temporarily. | | Opening the calculator for entering a new trigger time for a cue opened a normal numeric calculator. This bug is fixed. The calculator for the cue trigger time is now a timing calculator. | | Deleting a step in the step creator did not work correctly. This bug is fixed. Deleting steps in the step creator works now as expected. | | Resizing a playback window to a smaller size and then resizing it again to a bigger size kept the fader area limited to the former and smaller size. This bug is fixed. The faders in the playback window use now the real estate of the available screen space. | | Activating Shift or Caps Lock on the on screen keyboard moved the keyboard on the display to a different position. This bug is fixed. Using Shift or Caps Lock keeps the on screen keyboard now in its place. | | Scaling a calculator to a smaller size allowed to change it nearly to zero height. This bug is fixed. The minimum size for calculators is now set to a useful value, so that the calculators can always be operated. | | Sorting by object column when editing a layout could crash the application. This bug is fixed. Sorting by any column is possible when editing a layout. | | Layout Element Defaults menu allowed to add, delete, copy and paste entries. This bug is fixed. Layout Element Defaults can now only change their properties, but it is not possible to add, delete, copy or paste defaults. | | The width of columns in the step creator window was unfortunate depending on the mode of the step creator. This bug is fixed. The column width in the step creator offers now the best readability when opening a step creator window. | | The naming of buttons and columns in the step creator were not clear. This bug is fixed. Ins Step is renamed to Insert Step, Del Step is renamed to Delete Step and the column Preset Ref is renamed to Preset Reference. | | Calling a group with fixtures inside in a not consecutive order did not display the selection order correctly in the fixture sheet when fixture sort was enabled. This bug is fixed. Enabled fixture sort in the fixture sheet represents now also not consecutive selection orders, e.g., from groups. | | The black shadow on texts in the daylight color theme made some texts unreadable. This bug is fixed. The text shadow in the daylight color theme is now changed to a brighter color. This makes texts also on dark backgrounds readable. | | The graphs of the system info window could escape out of the window boundaries. This bug is fixed. The graphs of the system info window are not displayed outside the window anymore when the graph would exceed the window border. | | The playback window cut off the elements at the bottom when changing the width of the window. This bug is fixed. The playback window displays always all elements of a column. Depending on the ratio of width and height it will hide whole columns beginning on the right. | | When scrolling through a DMX sheet the separator line between single universes flickered. This bug is fixed. The universe separator line in the DMX sheet does not flicker anymore when scrolling. | | The executor bar displayed the white touch frame also when pressing a key and the outfade faded to black and jumped then to the correct colors. This bug is fixed. The executor bar displays only the touch frame when touching a hardware fader. The outfade fades now directly to the correct background color. | | Help + tapping an element in one of the letterbox displays opened the help on the letterbox displays. This bug is fixed. As the letterbox displays are too small to display the help window in a readable size, the help window now opens on the corresponding large display. | | The scribble editor did not offer the complete possible area of the scribble. This bug is fixed. The scribble area in the scribble editor takes now advantage of the maximum possible scribble size. | | Scaling to canvas or elements in a layout window did not work correctly when the elements are not centered. This bug is fixed. Layout window zooms now correctly, even when the layout elements are not centered. | | Pool Appearance and Canvas Appearance in the layout editor displayed the same appearance in different styles. This bug is fixed. Pool Appearance and Canvas Appearance are now displayed in the same style. | | The white touch frame around executor labels in the executor bar was also displayed when pressing an executor key. In addition it faded in. This bug is fixed. The white touch frame in the executor bar is now only displayed when touching a fader. It only fades out. | | The screen encoder did not work in the Add Window dialog. This bug is fixed. The Add Window dialog can now be operated with the screen encoder. | | Sequence sheet offered LastGo as value for Link Type. This bug is fixed. As LastGo is not yet implemented it is removed as value for Link Type in the sequence sheet. | | Timecode events set to a time smaller than 1s were displayed in gray. This bug is fixed. Timecode events between 0s and 1s are also displayed in white. | | Turning off the title bar on Windows onPC displayed the desktop behind the former title bar position. This bug is fixed. When disabling the title bars on Windows onPC the window makes now use of the new free space. | | If a gobo was imported to the gobo pool from a USB drive this was not stored into the show file if the show file was saved to the local drive. This bug is fixed. The gobo is stored to the show file now if the show file is saved on the local drive. | | Reload Camera did not work reliable when editing the properties of a camera. This bug is fixed. Reload Camera now applies the values to the camera in a reliable way. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. *** ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.3 > Features * [Features](/grandma3/2-4/key_rn_v1_3/#offline-title) * [Encoder Bar](/grandma3/2-4/key_rn_v1_3/#h3_2107302277) * [Backup Menu](/grandma3/2-4/key_rn_v1_3/#h3_1498318733) * [Filter](/grandma3/2-4/key_rn_v1_3/#h3__1623789156) * [Master Section and Custom Section](/grandma3/2-4/key_rn_v1_3/#h3_1282248970) * [Phaser Editor](/grandma3/2-4/key_rn_v1_3/#h3__1379228610) * [Other Enhancements](/grandma3/2-4/key_rn_v1_3/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_3/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_3/#h2__1624482491) * [Appendix](/grandma3/2-4/key_rn_v1_3/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_3/#h2__1852571500) *** Features The latest release of grandMA3 version 1.3.1.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * A colored indicator stripe was added to guide the user through the available encoder page groups and attributes for the selected fixture(s). The color indicator changes with the selected attribute layer to assist the presentation of the selected layer. Furthermore, the LEDs of the dual encoders change their color, too. * Added “Select all Steps” button next to the step selection area. * The MAtricks button and the Align button show now their active status. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release  The Encoder Bar is now available as a dedicated window. It is also possible to show/hide the grandmaster section. The encoder bar window is part of the More tab in the [add window dialog](/grandma3/2-4/wvm_add_window/). *** ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The backup menu is now completely new structured. On the left side a toolbar provides several functions like Load, Save, Delete and Settings.\ To execute an action in the sections “Load”, “Save” and “Delete”, the corresponding button in the down right corner needs to be tapped: * Load Show: Enter a file name of an existing show in the input field or select a show file in the list. Then tap Load Show in the bottom right corner. * New Show: Enter a file name in the input field or leave it blank. Then tap New Show in the bottom right corner. When entering the name of an already existing show, a pop-up warns the user if the show shall be overwritten. Leaving it blank creates a new show with an autogenerated show name. * Save Show: Enter a file name of an existing show in the input field, select a show file in the list, or enter a new show name. Then tap SaveShow in the bottom right corner. When entering a new file name in the Save section, the button changes its function from Save Show to Save Show As. * Delete Show: Enter a file name of an existing show in the input field or select a show file in the list. Then tap Delete Show in the bottom right corner. The list of show files is always visible in order to have an overview across all show files.\ The demo show folder and the backup folder are excluded in the new and save sections. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The settings section in the backup menu offers to set up automatic savings (AutoSave) of the show. Switching AutoSaveTimeout from Off to any of the predefined intervals activates this feature. After counting down the defined time, the show will be saved automatically, and the timer starts again. When AutoSave is active, a timer will display the remaining time until the next automatic save in the title bar of the backup menu. *** ### []()Filter [Section titled “Filter”](#filter) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Filters can now be used to filter windows. These windows are the patch, fixture sheet, sequence sheet in track sheet mode and the layout window.\ To do so, create a filter, open one of the supported windows, tap MA in order to open the context menu of the window, tap Mask, tap Filter, and select the desired filter in the list.\ In addition, the context menu offers the possibility to display the filter toolbar in the fixture sheet and sequence sheet. Tap Filter Toolbar in the mask tab. The filter toolbar will be displayed at the bottom of the sheet, surrounded by a blue border. Read more about the filter criteria in the paragraph below.\ In the patch menu instead, tap Filter in the title bar to select a filter. Furthermore, the known temporary patch filter is still available by tapping the filter symbol in the title bar of the patch.\ When a filter is set, the title bar of the window displays a blue filter symbol with the ID and label of the filter: Filter x ‘Name’. In addition to the possibility to filter by attributes, the filter editor is equipped with options to filter by Name, IDType, FixtureType, Layer, and/or Class. To create a filter edit a filter pool object and add a condition to the desired category.\ With the - right of the header cell of each category, it is possible to change the filter behavior: When it is disabled, the items filtered by this category with all its criteria are displayed. If it is enabled (yellow minus symbol), the items filtered by this category are hidden.\ To delete a criterion press Delete and tap the corresponding criterion in the filter editor. New shows will add predefined filters for the different places where filtering can be applied. They are called Patch, Fixture Sheet, Sequence Sheet and Layout. These filters are already set to their corresponding windows when calling the predefined views in a new show. ***   ### []()Master Section and Custom Section [Section titled “Master Section and Custom Section”](#master-section-and-custom-section) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release A new window is available that represents the [Master Section](/grandma3/2-4/do_control_master/) and the [Custom Section](/grandma3/2-4/do_control_custom/). This window is mainly useful for onPC users who want to have these sections visible on their screens. This window displays by default the label of the Custom Section Wheels, Custom Section Encoders and the Master Section.\ The encoder bar window is part of the other tab in the [add window dialog](/grandma3/2-4/wvm_add_window/). By tapping MA in the top left corner of the window the context menu opens and allows to display or hide more elements. These are: * Custom Section Encoders: Displays or hides both, labels and hardware area of the custom encoder section. * Encoders Label: Displays or hides the labels of the custom encoder section. * Encoders Hardware Area: Displays or hides the hardware area of the custom encoder section. * Custom Section Wheels: Displays or hides both, labels and hardware area of the custom wheel section. * Wheels Label: Displays or hides the labels of the custom wheel section. * Wheels Hardware Area: Displays or hides the hardware area of the custom wheel section. * Master Section: Displays or hides both, labels and hardware area of the master section. * Master Label: Displays or hides the labels of the master section. * Master Hardware Area: Displays or hides the hardware area of the master section. * Default Playback Buttons: Displays or hides the default playback buttons of the master section: Pause \[large], Go- \[large] and Go+ \[large]. * Page Section: Displays or hides the page button section with Page+, Page x and Page- that is located on the right side of the executor bars. *** ### []()Phaser Editor [Section titled “Phaser Editor”](#phaser-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The phaser editor 1D view mode allows now to manipulate the attribute values and handles (acceleration and deceleration).\ To change the attribute value, select the steps you want to manipulate, select the Move Points tool, and tap and drag up and down in the corresponding timeline of the desired attribute.\ To change the handles, select the Move Handles tool, and tap and drag the desired handles in the timeline. The handles are displayed by a yellow circled dot. It is possible to drag the handles outside of the visible timeline area. To get them back, use the corresponding accel and decel encoders in the phaser encoder bar. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The command “At Speed 60” uses the speed readout specified in the user profile. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The MIB mode per cue is set into angle brackets when the cue MIB mode is set to default. The value inside the angle brackets is the MIB mode of the sequence. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Sequence settings offer a new setting called Master Go Mode. In combination with Auto Start, Auto Stop, and Restart Mode there are plenty of possibilities to affect the behavior of the master fader. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) IfOutput supports now also to specify a value or range of values, e.g., IfOutput At 50 selects all fixtures that have an output of 50%. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) GDTF import and export support fixture images now. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The align mode >< (butterfly) now keeps the center fixtures at their value when turning the encoder. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The update menu settings are now always set back to the saved preferences after updating a cue or preset. It is possible to save the current settings as preference by tapping Save Preferences in the title bar of the update menu. It is also possible to restore the preferences by tapping Load Preferences. The update menu has now the same behavior as the store settings. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Oops settings: The user profile has now two settings to define the oops/undo behavior: * Undo Programmer: Setting this to No blocks oops to undo the changes of the programmer, e.g., setting attribute values. * Undo General: Changing this setting to No excludes all other executed commands and actions from the possibility to oops them. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated the converted grandMA2 fixture library to Carallon 16.2. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Groups containing only one fixture are now marked as single fixture groups. They are labeled with the name of the fixture and have the appearance of the fixture type. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * onPC Windows * onPC taskbar labels changed to “Display \[number] onPC \[version] \[show file name]. * The desktop icon names of the onPC main app and terminal app do no longer include the version number. * Update indicators only appear on objects possible to update if update is entered in the command line. The update hardkey and the button in Command Section remain alternating. * The button label changed from Create to Active in the step creator. * When using the follow function in the 3D window or choosing a new color in the color picker for fixtures that are running a phaser at the same time, the programmer will then switch temporarily into [Single Step mode](/grandma3/2-4/ws_encoder_bar/). The Single Step mode is only switched on during tapping and holding in the 3D window or the color picker. * The fallback mechanism for executor configurations changed. When starting with a 1x1 configuration and expanding it, the functions of the new handles are determined by the handles left or below. This is the case as long as the configuration has not stored any dedicated function information for this size and the handle at all. * The proposed name for new show files is now NewShow\_date\_timeUTC. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storing cues using a number beginning with a dot (e.g.  .5) did not work properly. This bug is fixed. Storing cue numbers beginning with a dot is working as expected. | | Names that were entered with a leading Z were split up into the Zero command and the rest of the name. E.g.: Fixture “Zorro” was executed as Fixture Zero “orro”. This bug is fixed. Names are now executed in the correct way. | | New data pools were missing some default pool objects like an executor configuration and a sequence. This bug is fixed. New data pools have now the same default pool objects as data pool 1 has. | | Backup file names had only one digit days, months, hours, minutes and seconds in the file name, which did not allow a proper sorting. This bug is fixed. Backup file names now contain always 2 digit dates. Backup files are using now this scheme of naming: Filename.backup\_date\_timeUTC.show | | Loading show files from v1.1 discarded individual wait times in macros and did reset them all to follow. This bug is fixed. Macros in show files from v1.1 load their wait times as they were set before. | | SetGlobalVer interpreted decimal numbers as integers. This bug is fixed. Setting a decimal number as a global variable interprets it now as type double. | | When switching from a keyword that was entered via a shortcut with a modifier to a keyword of the same hard key but without a modifier, did the new keyword was not entered into the command line, e.g. MA + Preset and then switching to Preset. This bug is fixed. Keywords of the same key are now always entered correctly into the command line. | | Faders could start to jitter after a long operation time of the grandMA3 software. This bug is fixed. Faders should not jitter anymore. | | xPort nodes and Processing Units did not allow to change the IP address using the UI on the device itself. This bug is fixed. IP addresses of xPort nodes and Processing Units can be changed via UI on the device or remotely within the network using a console or onPC. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Art-Net poll replies could carry wrong universe information. This bug is fixed. Art-Net poll replies contain correct universe information. | | When several wings (console and extension) used the same WingID not all faders on the wings were moved, when one fader was moved. This bug is fixed. When moving a fader, all faders that represent the same executor on other wings will move, too. | | When a new station joins into a session, the new station downloaded first the show file and then stored it with the old show file name. This bug is fixed. When taking a station into a session, the old show file will be saved first before downloading the new show data. |   ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Leaving the patch could add attributes to presets when multi-instance fixtures are part of the show. This bug is fixed. Leaving the patch does not add new attributes to existing presets. | | Adding new fixtures to the patch could change the stored values of presets for fixtures that use the same attribute on several channel functions. This bug is fixed. Adding new fixtures to the show does not change preset values anymore to the first channel function. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Outfade and outdelay times were ignored when playing back a cue. This bug is fixed. Outfade and outdelay in cues work again. | | Clearing a programmer with values while another programmer had the same fixtures with its attributes at default values in the programmer created a dimmer output of 100% for these fixtures. This bug is fixed. Clearing a programmer in a multi-user environment does not keep cleared values in the output. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When recording over an existing timecode show, the prerecorded events were not triggered. This bug is fixed. Prerecorded events are triggered when recording over an existing timecode show.  | | Fixture type custom resources were removed from the show file when storing the show file again, while the resource files were not present on the local hard drive. This bug is fixed. Storing a show file that contains custom resources does not make the custom resource file to be discarded. | | Long press on a number in the calculator did cause multiple entries. This bug is fixed. Long press on the calculator does not cause multiple entries. | | The console crashed when scrolling down in the sequence sheet when it was switched into the transposed mode. This bug is fixed. The console does not crash anymore when scrolling in a transposed sequence sheet. | | MAtrick pool objects that had only their default values set, were displayed as empty, and macros that had no macro lines were displayed as not empty. This bug is fixed. All pool objects display now their state of empty/not empty correctly. | | The encoder bar sometimes missed some button labels after a show download. This bug is fixed. The encoder bar now displays the labels of their buttons. | | The on screen keyboard missed the secondary functions on the numeric keys. This bug is fixed. The on screen keyboard has again the secondary functions on the numeric keys when tapping Shift or CapsLock. | | Scrolling with the cursor, time or duration encoder in the timecode encoder bar changed the times in steps regarding to the scale ratio of the timeline in the editor. This bug is fixed. The cursor, time and duration encoder in the timecode encoder bar now use the defined frame readout of the timecode editor when turning. One click is one frame in the chosen unit, except seconds will always scroll with a resolution of 60 frames (One click is 1/60s). | | The time of the incoming timecode signal was displayed in 1/100s time format on the timecode slot pool objects. This bug is fixed. The timecode slot pool objects display the incoming timecode signal in the format of the signal. | | The command controls overlay displayed the XKeys permanently in the way as would be MA or Shift permanently pressed when Shift was pressed during switching off the shortcuts. This bug is fixed. The command controls display always the correct state of the Keys. | | The console crashed when setting the grid to 0 in the layout window options. This bug is fixed. The allowed range for the grid size in layouts is now limited from 10 to 1000. | | The console could crash when loading a show file with a corrupted layout window. This bug is fixed. The console should not crash anymore when loading a show file with a corrupted layout window. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.4 > Bug Fix Version 1.4.2.1 * [Bug Fix Version 1.4.2.1](/grandma3/2-4/key_rn_v1_4/#offline-content) * [Other Enhancements](/grandma3/2-4/key_rn_v1_4/#h2_1198082799) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_4/#h2__1624482491) * [grandMA3 Release Version 1.4.0.2](/grandma3/2-4/key_rn_v1_4/#h2_30567551) * [Features](/grandma3/2-4/key_rn_v1_4/#h2_727740091) * [Selection](/grandma3/2-4/key_rn_v1_4/#h3__786962412) * [​](/grandma3/2-4/key_rn_v1_4/#Selection)[Recursive Selection of Fixtures](/grandma3/2-4/key_rn_v1_4/#h3_195672305) * [General Selection Syntax](/grandma3/2-4/key_rn_v1_4/#h3__2047748697) * [Selection of Groups](/grandma3/2-4/key_rn_v1_4/#h3_1092467461) * [MAtricks](/grandma3/2-4/key_rn_v1_4/#h3__802038404) * [Phaser Editor](/grandma3/2-4/key_rn_v1_4/#h3__1379228610) * [Recipes](/grandma3/2-4/key_rn_v1_4/#h3__808614509) * [MA grid interpolation concept (MAgic)](/grandma3/2-4/key_rn_v1_4/#h3__1074724244) * [3D Window](/grandma3/2-4/key_rn_v1_4/#h3__673189665) * [PosiStageNet (PSN)](/grandma3/2-4/key_rn_v1_4/#h3__1538375422) * [Color Picker](/grandma3/2-4/key_rn_v1_4/#h3_1475112279) * [Remote Device Management (RDM)](/grandma3/2-4/key_rn_v1_4/#h3_1861064977) * [Remote Human Interface Device Control (Remote HID)](/grandma3/2-4/key_rn_v1_4/#h3_1141334809) * [Copy](/grandma3/2-4/key_rn_v1_4/#h3__911352779) * [Copy of Cues](/grandma3/2-4/key_rn_v1_4/#h3_937929976) * [Copy of Ranges](/grandma3/2-4/key_rn_v1_4/#h3__1241955370) * [Copy Pop-Up](/grandma3/2-4/key_rn_v1_4/#h3__1677612958) * [Sequence and Sequence Sheet](/grandma3/2-4/key_rn_v1_4/#h3_33384368) * [Timecode and Timecode Editor](/grandma3/2-4/key_rn_v1_4/#h3_519986610) * [Other Enhancements](/grandma3/2-4/key_rn_v1_4/#h2_1460263093) * [What’s Changed](/grandma3/2-4/key_rn_v1_4/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_4/#h2__1429873276) * [Appendix](/grandma3/2-4/key_rn_v1_4/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_4/#h2__1852571500) *** Bug Fix Version 1.4.2.1 ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Layout window has the new property Use RightClick To Edit. When it is enabled, a right-click on a layout element or the 2 finger edit gesture edits the assigned object of the layout element. When it is off, a right-click or the 2 finger edit gesture into a layout will act like a normal tap or like a left-click. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The 2D grid perspective selection in the 3D window has been improved. The arrangement of fixtures in the grid should now be more precise in most use cases. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Installing grandMA3 onPC on Windows computers now only adds the general grandMA3 onPC shortcut on the desktop. This shortcut opens the last installed grandMA3 onPC version. Each version folder in the start menu contains a shortcut to its specific version. The start menu does not have the general shortcut anymore. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### 3D [Section titled “3D”](#3d) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Loading show files from v1.3 could crash onPC stations when opening a display that has a 3D window open. This bug is fixed. grandMA3 onPC stations should not crash anymore when opening displays with 3D windows.  | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash after selecting a fixture, copying the current selection to the other selection, and then selecting a different fixture in the other selection. This bug is fixed. Selecting fixtures after copying an existing selection does not crash the software anymore. | | Assigning a group onto an executor did not work on grandMA3 onPC Windows stations. This bug is fixed. Groups can now be assigned to executors again. | | The software could crash when selecting a fixture that was added in the patch before an empty fixture line. This bug is fixed. The software does not crash anymore when selecting fixtures while having empty fixture lines in the patch. | | The software could crash when selecting all fixtures while having several color picker windows open. This bug is fixed. The software does not crash anymore when selecting all fixtures of a show and having multiple color picker windows open. | | The keyboard shortcuts were not disabled correctly when using calculators. This bug is fixed. Keyboard shortcuts are disabled in calculators. The only shortcut that is still possible to use is pressing T to enter Thru into the calculator. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The consoles could freeze when the user unplugged and replugged a USB mouse repeatedly. This bug is fixed. Unplugging and replugging a USB device should not freeze. | | When rebooting a console while being in standalone mode, did not ouptut any DMX after the reboot. This bug is fixed. A console can now again output DMX immediately after rebooting, also if it is in standalone mode. | ### Patch [Section titled “Patch”](#patch) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Changing the default, highlight, or lowlight values of fixture types in the live patch while being in a session, did not apply the changed values to the output immediately. This bug is fixed. Modified default, highlight, and lowlight values of fixture types are output immediately when doing the modification in the live patch. | | Stage dimensions were not converted correctly from show files saved in versions prior v1.4. This bug is fixed. When loading a show file from an older software version the stage dimensions are converted correctly. | | The software could crash when adding a new fixture to the show in the patch menu, while the patch menu had a filter active. This bug is fixed. Active filters in the patch menu do not crash the software anymore when adding new fixtures to the show. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When calling a relative preset after an absolute preset into the programmer, the programmer did only play back the relative preset. This bug is fixed. Combinations of relative preset and absolute presets are now played back in sequences and in the progammer. | | When fading from one cue to another cue, identical values between both cues could flicker slightly on the output. This bug is fixed. Fading between two cues now keeps the DMX output stable when the values do not change in these two cues. | ### Windows [Section titled “Windows”](#windows) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The default views displayed All pool 25, while the import predefined phaser macro imports the phaser presets into All pool 21. This bug is fixed. The default views in new shows display now All pool 21, when an All pool is displayed. | | The default views did not have a mode in the color picker windows selected. This bug is fixed. The default views in new shows have now the CIE mode selected in color picker windows. | | It was not possible to edit a keyboard shortcut definition by right clicking it. This bug is fixed. Keyboard shortcuts can now be edited again by right clicking them in Menu - Preferences and Timings - Keyboard Shortcuts. | ***   ## []()grandMA3 Release Version 1.4.0.2 [Section titled “grandMA3 Release Version 1.4.0.2”](#grandma3-release-version-1402) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.4.0.2 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Selection [Section titled “Selection”](#selection) ### []()Recursive Selection of Fixtures [Section titled “Recursive Selection of Fixtures”](#recursive-selection-of-fixtures) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release For a fast selection of all subfixtures (recursive selection), an additional dot (.) can be added to the selection syntax of the main fixture. To select fixture 1 with all its subfixtures, type: User name\[Fixture]> Fixture 1. To select all subfixtures of fixtures 1 thru 3, type: User name\[Fixture]> Fixture 1 Thru 3. The dot selects all subfixtures downwards from the specified level. Therefore, it is also possible to select, e.g., only the pixels of an AlienPix. To do so, type: User name\[Fixture]> Fixture 1.1. To select all fixtures and subfixtures, type:  User name\[Fixture]> Fixture Thru. To still select all parents of all fixures, type:  User name\[Fixture]> Fixture Thru   ### []()General Selection Syntax [Section titled “General Selection Syntax”](#general-selection-syntax) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release To gain a faster and more logical way of selecting fixtures in the hierarchical structure, the general syntax has changed:\ The main rules are: * The dot (.) ends the selection on the current level and steps then one level down. * Instead of using the dot as a separator, dedicated keywords for the objects in the next level of the hierarchy can be used (e.g. Page 1 Executor 201). * To restart at the top level of the hierarchy within one command, the starting keyword (e.g., Fixture) has to be entered again. To select the second subfixture of fixture 5, type: User name\[Fixture]> Fixture 5.2 To select only subfixtures 2 to 4 of fixtures 1 to 3, type: User name\[Fixture]> Fixture 1 Thru 3.2 Thru 4 In this case, the first rule from above can be observed: First, all fixtures on the top level have to be selected (Fixture 1 Thru 3), and after the dot, the subfixtures are then selected (2 Thru 4). To select subfixtures 8 to 10 of fixture 1, all subfixtures of fixture 2, and subfixtures 1 to 5 of fixture 3, type: User name\[Fixture]> Fixture 1.8 Thru 10  Fixture 2. Thru  Fixture 3.1 Thru 5 In this example the second rule from above is applied: As .8 in “Fixture 1.8” steps down to the subfixture level, “Fixture 2” needs to be entered to restart at the top level with fixture 2. If “Fixture 2” would not be entered, the second subfixture of subfixtures 8 to 10 would be selected.\ This selection syntax is a replacement for doing a lasso selection in the fixture sheet starting at fixture 1.8 and ending it at fixture 3.5 excluding the parent fixtures. To select all subfixtures on the first subfixture level for all fixtures, type:  User name\[Fixture]> Fixture Thru.Thru **Important:**\ These syntax rules not only apply to fixtures and all their levels of subfixtures, but furthermore apply to all types of objects that use a hierarchy structure, e.g. pages with executors, macro with macro lines, and many more. To delete executor 201 on all pages, type: User name\[Fixture]> Delete Page Thru.201 or type: User name\[Fixture]> Delete Page Thru Executor 201 This second example describes the additional rule of the first rule from above: Instead of using Page x.y, the Executor keyword is used to address the executors. ### []()Selection of Groups [Section titled “Selection of Groups”](#selection-of-groups) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Groups are now by default called differently into the selection: * When fixtures are stored in groups with only coordinates along the X axis and have no gaps along this axis, the grid cursor will be set to the next grid position after calling this group.  * As soon as the coordinates are different across two or all three axes, the grid cursor will stay at its current position when calling such a group. **Hint:**\ This behavior can be changed in the EditOption menu of each group via the option Move Grid Cursor In all cases, the fixtures are set relative to the selection grid starting at the current position of the grid cursor. The new option Auto Remove X Gaps in the title bar of the selection grid allows to suppress existing gaps in the fixture selection. Gaps on the X axis can only be removed as long as no other fixture is placed on the same X coordinate but with a different Y or Z coordinate. A group, for example, that has fixtures stored to the grid X positions 0, 2, and 4, will recall the fixtures to X 0, 1, and 2, as soon as this option is enabled.\ This option can also be enabled after calling a group or selecting fixtures. It is also possible to remove the gaps via the command line on all three axes.\ To remove the gaps on the X axis only, type: User name\[Fixture]> Remove Grid \*   To remove the gaps on the Y axis only, type: User name\[Fixture]> Remove Grid / \* To remove the gaps on the Z axis only, type: User name\[Fixture]> Remove Grid / / \* All these possibilities to remove the gaps on one axis can also be combined. To remove the gaps on all three axes at the same time, type: User name\[Fixture]> Remove Grid \* / \* / \* **Hint:**\ Between each slash ( / ) and asterisks ( \* ) a space needs to be entered.  *** ### []()MAtricks [Section titled “MAtricks”](#matricks) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The design of the MAtricks window has changed significantly for better workflow. The main area of the MAtricks window is now visually separated into 3 sections. One section for each axis. Each axis section has its own background color: X: red; Y: blue; Z: green.\ Each section can be individually displayed or hidden by the user. Therefore, the toolbar on the left side provides toggle buttons for X, Y, and Z.\ Within each section, different properties are available, but each section has the same kind of properties for its axis. E.g., Each axis section has properties for blocks, wings, shift, and so on. These kinds of properties are logically grouped together. These groups are called Grid, Layers, and Shuffle. With the help of the title bar buttons Grid, Layers, and Shuffle, these groups can also be displayed or hidden.\ As soon as a property is active, the background of the corresponding button of the section and the group will turn green. The groups contain these properties: * Grid: Single, Block, Group, Wings, and Width. * Layers: Fade From/To, Delay From/To, Speed From/To, and Phase From/To. Learn more about these properties in the [Recipes](/grandma3/2-4/key_rn_v1_4/#Recipes). * Shuffle: Shuffle, and Shift.   At the bottom are additional buttons displayed or hidden, depending on the state of Grid, and Shuffle: * When Grid is enabled, additional buttons for invert are displayed. Read more about these options later in this paragraph. * When Shuffle is enabled, additional buttons like Copy Values, Copy Sel, ActiveSel, Shuffle, and ShuffleMode are displayed. The value buttons allow in addition to the normal value input a new style of modifying the value: Tap the value area, hold and slide in order to change the value. Depending on the direction when starting to slide, the value will change when dragging with the finger left or right. It is now also possible to combine several MAtricks from MAtricks pool to the MAtricks of the programmer. The MAtricks editor now has the same look and feel as the MAtricks window.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Invert options has been added to the MAtricks. The invert options allow an easier and more advanced manipulating of values. With invert, it is possible to define on which axis in the selection grid the values should be inverted when turning the encoder or applying a range of values. The fixtures that will be inverted, are displayed in green in the fixture sheet (font color), 3D (body color), and layout window (border color). Furthermore, it is also possible to limit the value invert to pan and/or tilt: * InvertStyle: Defines if Invert shall be applied to Pan, Tilt, P+T (Pan and Tilt), or to All attributes. * InvertX: Inverts the overall invert of the current individual inverts per MAtrick property on the X axis. * InvertY: Inverts the overall invert of the current individual inverts per MAtrick property on the Y axis. * InvertZ: Inverts the overall invert of the current individual inverts per MAtrick property on the Z axis. In addition, all grid related MAtricks properties can also be inverted. Therefore, these properties have a small button with the invert symbol. These invert options allow an alternating invert. When using Align in combination with Invert the alignment is still based on the arrangement of fixtures inside selection grid, however the aligned values will be inverted.   **Restriction:**\ At the moment Align only works with the X axis. ***   ### []()Phaser Editor [Section titled “Phaser Editor”](#phaser-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The Phaser Editor has a new Layout mode called Step. To select it, tap Layout in the title bar of the Phaser Editor repeatedly, until the value is set to Step. In the Step mode, a grid displays the values of all current steps currently running in the programmer. Each row displays a step, and each column displays the data of an attribute, like in the fixture sheet. In addition, the phaser editor has now additional buttons in the tool bar on the left side: * Form: Allows to define a form for the current phaser. Available forms are listed in the tool bar on the right side. They are: Rectangle, Sawtooth, Sine and Cosine. These forms modify the values of the transition layer, accel layer and, decel layer. * Speed: Allows to change the speed of the current phaser. In the toolbar on the right side several possible options are available: * Loop: Multiplies the current speed by the number of steps. * Fixture: Divides the current speed by the number of fixtures you have selected. * x2 - x32: Multiplies the current speed by the chosen value. * /2 - /32: Divides the current speed by the chosen value. The symbol of the phase tool has also changed, it does not display the sinus symbol anymore, but a phase symbol. The encoder bar offers now additional Link Encoder settings when having a phaser layer selected. The existing At-Filter value of Link Phaser is still available.\ The new values are: * Single: Only the values of the touched attribute in the selected phaser layer will be changed. * Feature: The values of all attributes in the very same feature will be changed together when changing the value for one attribute. A new button Phaser has been added to the encoder on the top right side. Tapping this button opens a temporary overlay of the phaser editor. Each layer of phaser related layers in the encoder bar display now only encoders for the selected layer. For example, the transition layer displays now only an encoder for transition, and not other additional layers anymore.\ When setting focus into the 2D area of the phaser editor, the encoder bar switches to the phaser editor encoder bar with position feature group. The encoders are rearranged slightly, and the fourth encoder in the encoder bar scrolls now through the existing steps.\ When setting the focus into the 1D area of the phaser editor, the encoder bar changes to the At-Filter encoder bar. This encoder bar manipulates the phaser values for all attributes that are active in the At-Filter at that time. In addition, all encoders are labeled with “At:” in front of the encoder label. The selected Programming Layer is displayed in the title bar for additional guidance. ### []()Recipes [Section titled “Recipes”](#recipes) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Recipes allow a fast workflow in adapting a show to different setups, and allow you to build your intention before you know your setup. As the setup changes you can use Recipes to recook the data in your presets and cues. Recipes contain the ingredients fixture selection (groups), values (presets), MAtricks, fade, delay, speed, and phase. Recipes can be added to presets, cue parts, and programmer parts. Each cue part and preset can contain several recipes. When cooking, the recipes will be read in the order.  Cooking is the process of reading the ingredients and writing the data to the cue, preset, or programmer. When all ingredients are updated to the current setup, the recipes can be cooked, which adjusts the cue parts and presets to the changed setup. The data written by cooking is marked as cooked data and can later be removed with the cook remove command. The cook remove command will remove any values that are marked as cooked data regardless of recipe ingredients. To create a recipe for a cue part, open the Sequence sheet, tap MA in the left corner of the title bar, tap Mask, and enable Show Recipes.\ At the bottom of the sequence sheet, the recipe area will be displayed. To enlarge the recipe area, tap, hold and drag the divider between the cue area and the recipe area upwards. When the recipe area has reached a desired size, release your finger.\ When selecting more than one cue part by doing a lasso selection, the recipes of the last selected cue part will be displayed. To create a recipe in a preset, open the EditOptions-dialog for the desired preset. To do so, tap, hold and move your finger outside the preset in the preset pool in order to open the swipey. While keeping the finger pressed move it to the EditOption button and release then your finger. To create a recipe in the programmer, open a Programmer Parts window, and unfold the programmer part you want to create the recipe into. In all 3 cases, you can now add a new recipe by tapping and holding on New Recipe.\ In the newly created recipe, the ingredients can also be added by tap and hold of the corresponding cell. A drop-down opens and offers all possible types for the ingredient.\ Another way to add the ingredients is to assign them to the corresponding cell. To do so, press Assign, tap the desired ingredient, e.g. a group in the group pool, and tap then the cell in the recipe. **Hint:**\ When a new recipe is added it will automatically capture the values set inside your MAtricks window. After finishing the recipe, the cue or preset can be cooked by tapping Cook. The values will be applied to the cue data, preset data, and/or the programmer for the selected group with the desired modifiers (fade, delay, MAtricks, speed, and phase).   There are three cooking modes: * Merge: Remove cooked data and add new data based on the recipe ingredients, but do not replace non-cooked data. * Overwrite: Remove cooked data and add new data based on the recipe ingredients, and replace non-cooked data. * Remove: Remove all cooked data from the destination object. As recipe properties are changed the recipe will auto-cook using the merge mode as long as a selection (groups) is assigned to the recipe. If no group is assigned to the recipe it will not auto-cook. There are a couple of special ways you can use recipes with presets: * If recipes in a preset do not contain a group, calling that preset will cook the ingredients to the programmer using your current selection. This only works when the preset object does not contain any values. * A second approach is to make recipes in a preset with groups and values. Again, if this preset object does not contain any values, calling this preset will cook the recipes directly into your programmer and you will also see those recipe lines in your programmer parts window. Remember to use cook remove to remove the values from your preset. Using presets this way makes it easy for you to build cue parts with recipes because any recipes you have in your programmer parts window will be stored to the cue or preset destination.  To cook any object without entering the editor, the keyword Cook can be used. To cook preset 1.1, type: User name\[Fixture]> Cook Preset 1.1 Cook is located on the shortcut: MA + Update. To remove cooked data from preset 1.1, type: User name\[Fixture]> Cook Preset 1.1 /Remove Presets and cue parts with recipes display an orange pot icon. ***   ### []()MA grid interpolation concept (MAgic) [Section titled “MA grid interpolation concept (MAgic)”](#ma-grid-interpolation-concept-magic) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release MAgic presets are presented as a special ingredient for recipes but can be used for much more. They are used to align and interpolate preset values across a dynamic selection of fixtures without storing values for each fixture of the range. It is enough to define the edge values for a fixture range and dynamically recall those edge values for different selections. For example, 2 fixtures with 0% and 100% dimmer intensity stored as a MAgic preset allow recalling the preset across an arbitrary number of fixtures, where the first and last fixture of the selection have 0% and 100% intensity, while the fixtures in between are nicely aligned across the range. Edge values are defined by simple grid positions and then interpolated across a larger selection grid of fixtures.  To build a MAgic Preset, select the fixtures and apply the values that shall represent the edges. Now the values need to be marked as a MAgic preset. This can be done with the command **At MAgic**.  **Hint:**\ The command **At MAgic** captures the current grid position of your selected fixtures.  **Important:**\ Always select all the fixtures that will be used with **At MAgic**.  Now the MAgic preset can be stored like any other preset. The green MAgic wizard hat icon on the preset indicates that the preset contains MAgic information.   If you need to knock out values on the MAgic layer you can use the Off MAgic button or syntax with your selection.  **Hint:**\ Use \*\*At MAgic \*\*and **Off MAgic** in combination with your At Filter to limit what attributes will get MAgic values.   The At quick command overlay features 2 additional buttons At MAgic and Off MAgic. In addition, a new layer called MAgic has been added to the layer toolbar.  **Hint****s****:** \ Up to 5 points can be defined per X / Y / Z axis. For example,  you could define a Green, Orange, White, Orange, Green pattern across two axes to create a very cool look on stage.     **Known Limitations**\*\*:\*\* \ \- Storing an MAgic preset only works with selective data as you cannot define multiple points across universal or global fixtures.\ \- Calling an MAgic preset into the programmer will extract the data and it will not reference the preset. We recommend to use MAgic presets in combination with recipes to maintain referenceable data.  \ \- The MAgic layer will show you the grid positions captured for the value, but you cannot manually enter or edit these grid position values using the calculator.  *** ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release An option to decrease the render resolution of the 3D window was added to the 3D window settings. Decreasing the render resolution will increase the frames per second that are rendered. Find this in the tab “Quality”. There are several options: * Render Scale: this changes the resolution of the whole rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the 3D window is divided by 5 in width and height. Default: 100% * Light Scale: this changes the resolution of the light rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the light in the 3D window is divided by 5 in width and height. Default: 100% * Shadow\[Pix]: this changes the resolution of the rendered shadows. The higher this value is, the higher is the resolution of the shadows. This only affects the rendering in Beam Quality “Gobo Shadow”, “High Shadow” and “High Shadow Fancy”. Default: 128 * Snap: If “Snap” is enabled, the Render Scale and Light Scale are divided with integer values. The fader then indicates the scale (1/1 to 1/5). Render Scale and Light Scale can be used in combination. Setting both to 1/2 means that the whole 3D window is rendered with half of its resolution, while the light is rendered with a quarter of its resolution.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The 3D window visualizes Blades now. The attributes Blade1-4A, Blade1-4B, Blade1-4Rot, and ShaperRot are visualized. **Hint:**\ There is no special dialog to control the shapers yet.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Added the two-dimensional grid selection. This selection type is activated by default. To switch to the linearized selection tap Selection Mode in the title bar of the 3D window. The 2D grid selection offers two different modes, “Planar” and “Perspective”. Using the lasso selection to select fixtures in the 3D window now adds them as a two-dimensional selection to the selection grid. In planar mode, the camera position does not affect the selection order. Only the real position of the fixtures is significant. In perspective mode, the orientation of the camera additionally influences the order of the selection in the selection grid.  To select fixtures in the 3D window using the planar selection, draw a lasso starting with a horizontal or vertical mouse movement. The color of the lasso changes to green when selection is locked to planar mode. To select fixtures in perspective mode, draw a lasso starting with a diagonal mouse movement. The color of the lasso changes to cyan when the selection is locked to perspective mode. The “Linearize” selection mode is indicated with a yellow lasso. In linearize mode the selection is linearized to only the X axis of the selection grid depending on which direction the lasso was created (top/bottom - left/right).  **Hint:**\ The projection distortion of the camera of the 3D window may affect the position of the fixtures in the selection grid if the perspective selection is used. In order to prevent this, use a 2D camera in the 3D window. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The 3D window visualizes Iris now. The attributes Iris, IrisStrobe, IrisStrobeRandom, IrisPulseClose, and IrisPulseOpen are visualized.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The 3D window visualizes Strobe now. The attributes ShutterStrobe, ShutterStrobePulse, ShutterStrobePulseClose, ShutterStrobePulseOpen, ShutterStrobeRandom, ShutterStrobeRandom, ShutterStrobeRandomPulse, ShutterStrobeRandomPulseClose and ShutterStrobeRandomPulseOpen are visualized. ***   ### []()PosiStageNet (PSN) [Section titled “PosiStageNet (PSN)”](#posistagenet-psn) PosiStageNet data is now received by grandMA3 stations. To open the PSN menu, go to Menu - In & Out - PSN.\ When a PSN source is available in the network, adding a new PSN System by tapping Insert new System is required.\ Depending on the type of transmitting the data, the user may have to make some settings first: In case of sending the PSN data to a multicast address, the user has to manually add the multicast IP of the PSN system. In most cases, this may be the IP 236.10.10.10.\ If the sender is transmitting the data via unicast to the selected interface in the PSN menu, the PSN system automatically detects the data. For each PSN system that is received, the user can map each axis to a different axis and/or invert the incoming data per axis. To do so, tap and hold the cell of an axis or of an invert option. In the case of mapping, a drop-down opens to choose the target axis. Invert just toggles the cell between No (=empty cell) and Yes (= data will be inverted). As soon as an axis is mapped or inverted, the individual trackers display their values according to the settings made by the user. **Hint:**\ At moment the PSN data is only received and displayed by the grandMA3 system. *** ### []()Color Picker [Section titled “Color Picker”](#color-picker) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Improved the color picker and the color engine underneath. The color picker now offers the possibility to be used in Constant Brightness Mode. Enable the Constant Brightness mode by tapping Constant Brightness in the title bar of the color picker. Default: “Off” If the constant brightness is disabled, the selected color is mixed with its maximum brightness, when the brightness fader is set to 100 %. In this case, the output intensity of the fixture is not kept constant, but changes with the color. If the constant brightness mode is enabled, the maximum overall brightness is limited to the brightness of the weakest emitter of the fixture. Changing the color in constant brightness mode does not change the output intensity of the fixture. **Hint:**\ If the constant brightness mode is enabled while the brightness fader is currently in a position above the constant brightness color mixing range, the fader indicator turns red and displays “>100%”.\ To ensure constant brightness color mixing, the fader needs to be moved to <= 100 %. **Hint:**\ The color mixing and the constant brightness mode works the better, the more precise the emitter data of the fixture type is. Tap RGB/HSB Space in the title bar of the color picker to switch the color space of the color picker. There are several options: * Fixture Type: the color space is defined by the emitters of the respective fixture type. - Plasa: Plasa Standard E1.54 for Color Communication in Entertainment Lighting. * Rec. 2020: ITU-R Recommendation BT.2020 for UHDTV - Rec 709: ITU-Recommendation BT.709 for HDTV Except for the Fixture Type color space, the gamut of the selected color space is displayed in the CIE color picker with a white line. Colors outside of the selected color space are displayed shaded in the HSB color picker. Color mixing in the Fader tab and the HSB Color Picker depends on the color coordinates of the RGB primaries of the selected color space. **Hint:**\ If a color is picked in the CIE Color picker that is outside of the gamut of the selected color space, the faders in the Fader tab will show values below 0% or above 100%. The CIE Color Picker now displays the black body curve. The black body curve describes the equivalent color temperature range of a white light source.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The color picker window now supports the encoder bar operation of its controls. To display the related encoder bar set the focus to the color picker window by tapping its title bar. ***   ### []()Remote Device Management (RDM) [Section titled “Remote Device Management (RDM)”](#remote-device-management-rdm) Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixtures) over a standard DMX line. ANSI E1.20 - 2010 by PLASA specifies the RDM standard as an extension of the DMX 512-A protocol (ANSI E1.11). Manual settings, such as adjusting the DMX starting address, are no longer needed. This is especially useful for devices installed in a remote area. RDM is integrated in DMX without influencing the connections. The RDM data is transmitted via the standard XLR-poles – new DMX cables are not required. RDM-ready and conventional DMX devices can be operated in one DMX line. The RDM protocol sends its own data packages in the DMX512 data feed and does not influence conventional devices. To be able to use RDM, RDM has to be enabled at two different spots: 1. Globally within the show file. To do so, tap RDM in Menu - Network Menu, or tap RDM in Menu - Live Patch - RDM. 2. Per XLR port that shall use RDM. Therefore, the mode of an XLR port in the Output Configuration needs to be set from Out to RDM. In RDM mode, DMX data is only sent when there are changes of DMX values. In addition, every 500ms a refreshing packet will be sent so that DMX fixtures will not switch into DMX fail mode.\ This RDM output mode allows more time on the DMX line for RDM configuration. The new RDM Devices window lists all devices that are discovered via RDM. It can be opened via the Add Window dialog and is located in the More-tab.\ The same list is also displayed in Menu - Live Patch - RDM. When an RDM fixture is detected on an XLR port, a new node called RDMPort will be added to the RDM devices list. Within each RDMPort node, all fixtures that are detected via RDM on this physical XLR port are listed. An RDM port is labeled with the IP of the device and the XLR port of the device, e.g., 192.168.0.4 - XLR D. If the device is not available anymore with the port, the font color turns red.\ For each different fixture type, detected per RDM, a new node in the RDMFixtureTypes node in the RDM Devices window will be created. Each RDMFixtureType contains general information of the RDM fixtures, that is similar to all fixtures of the same product, e.g., the parameter description, or the available DMX personalities. The grandMA3 creates RDMFixtureTypes by itself depending on these three parameters: ManufacturerID, DeviceModelID, and SoftwareID.\ As soon as the same physical type of lighting fixtures have different software IDs due to different firmware versions, different RDMFixtureTypes are created.   This first implementation of RDM supports these RDM parameters, which can be set by the user: * IDENTIFY\_DEVICE, 0x1000 * DEVICE\_LABEL, 0x0082 * DMX\_PERSONALITY, 0x00E0 * DMX\_START\_ADDRESS, 0x00F0 * PAN\_INVERT, 0x0600 * TILT\_INVERT, 0x0601 * DEVICE\_LABEL 0x0082 * DISPLAY\_INVERT 0x0500 * DISPLAY\_LEVEL 0x0501 * RESET\_DEVICE 0x1001 * FACTORY\_DEFAULTS 0x0090 * LAMP\_STATE 0x0403 Only the cells of properties that an RDM fixture provides as set-able can be edited in the RDM devices window. In grandMA3 the RDM communication follows this process: 1. Discovery for new RDM fixtures. 1. Check if detected fixtures are still available. 2. Check for new RDM fixtures. 2. Get parameter and sensor data. 3. 1s Pause 4. Start again at 1. Parameters that are not changing during the runtime of a fixture, e.g., Device Info, are only pulled via RDM once when creating the corresponding RDMFixtureType. All other parameters and sensors are pulled every time in step 2.\ As soon as an RDM fixture is not available for 3 discoveries in a row, it will be displayed in red in the list of RDM fixtures. It is possible to match an RDM fixture with a fixture of the grandMA3 patch. To do so, edit the fixture cell of the desired RDM fixture in the RDM devices window. A pop-up opens and offers all fixtures of the current show file.\ In addition, it is also possible to match fixtures within the RDM window in the live patch. In the live patch, it is possible to open the fixture list in the same way as described above, and by selecting any cell of a fixture then tapping Match at the bottom of the window.\ To remove a match between an RDM fixture and a grandMA3 fixture, it is possible to tap Unmatch in the RDM window in the live patch or to tap Clear in the match pop-up. ***   ### []()Remote Human Interface Device Control (Remote HID) [Section titled “Remote Human Interface Device Control (Remote HID)”](#remote-human-interface-device-control-remote-hid) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Remote HID feature allows controlling of other grandMA3 stations that are available in the network via a locally connected mouse and/or keyboard.\ A use case for this feature is controlling of onPC stations that are used for visualization right at a console. Instead of placing several mice and keyboards on the table, only one set of mouse and/or keyboard is needed. To control another station from your local console, follow these steps: 1. Enable RemoteHID in Menu - Network Menu on the station you want to control. 2. Execute the RemoteHID command on your local station: To connect to the station with the IP 192.168.0.4, type: User name\[Fixture]> RemoteHID IP 192.168.0.4 To connect to the onPC station that has the name “3D”, type: User name\[Fixture]> RemoteHID onPC “3D” 3. When the connection has been established, the screen of the local station changes to olive green. During the connection, only the executors including the 100mm faders and Go+\[Large], Go-\[Large], and Pause\[Large] remain usable on the local station. All other elements are blocked. 4. Do the remote control settings, you need to do. E.g.; Change settings in the 3D window. 5. To end the remote control connection, use one of the following options: 1. Press MA + MA + Off 2. Use the shortcut Shift + Ctrl + Alt + E **Important:**\ grandMA3 onPC on Windows controlled via RemoteHID, is not only limited to control the grandMA3 onPC application. Furthermore, the mouse and keyboard can also access remotely the entire system. **Restriction:**\ RemoteHID can only be used on grandMA3 consoles and grandMA3 onPC on Windows. **Restriction:**\ At the moment, it is not possible to use the touch displays of grandMA3 consoles to control the mouse remotely.  ***   ### []()Copy [Section titled “Copy”](#copy) ### []()Copy of Cues [Section titled “Copy of Cues”](#copy-of-cues) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Copying of cues has been improved. The new options in the copy cue pop-up allow various combinations: * Copy Src(Copy Source): * Content: Copies only the values stored in the source cue. * Status: Copies the status of the source cue. Status includes the values stored in the cue and all tracked values from former cues. * Look: Copies all values of attributes for fixtures where the dimmer is open in the source cue, no matter if the open dimmer value is set in this cue, or if it tracks into the source cue. All other fixtures used in the source sequence will get only their dimmer copied at 0. * Cue Only: * When this checkbox is on, the copied cues will be inserted at the destination with activated cue only. Read more about cue only in the [Store Cues topic](/grandma3/2-4/cue_store/)​. * Release: * Defines if Release values will be set when using cue only, or when overwriting with Overwrite (Status). When Release is off, the default values will be set instead of using Release values. Attributes that were before introduced with individual values will get their former values back when using cue only. Release and Default values will only be set in the copied cue when an attribute is not used in the copied cue but is used in the destination sequence already.\ When a copied attribute is not part of the destination sequence, Release values or default values will be set for the attributes in the following cue, when cue only is activated. The action buttons behave like this: * Merge: Merges the data of the source to the destination. Existing data in the destination will be kept as long as both, the source and destination do not have data of the same attribute. If existing data in the destination is also part of the source, the data from the source wins and overwrites the destination. * Overwrite (Status): Overwrites the tracking status (and therefore also the content) of the destination with the data of the source. In this case, the option Release ( described above) is important. Fixtures that track into the destination will be set to Release values or default values, depending on the state of the Release checkbox. * Overwrite (Content): Overwrites only the content (stored values) of the destination with the values of the source. When the destination cue does not exist, the copy cue pop-up will display only these action buttons: * Copy: Copies the source to the destination. Prior cues at the destination will track into the destination cues. * Copy (Status): Copies the source to the destination and sets tracking data from prior cues to Release values or default values, depending on the state of the Release checkbox. In addition, there are some new command line options in order to achieve the copy actions that can be done via the copy cue pop-up. The basic command is always a copy cue command: User name \[Fixture]> Copy Cue 1 At Cue 11 The following command options can be added to this basic command: * /CopyCueSrc ( /CCS): Defines how the source cue is taken for copy. Read more above. * Content * Status * Look * /CopyCueDst ( /CCD): Defines how the data is handled at the destination * Merge: Merges the data to the destination. Makes the most sense in combination with the overall merge action (see /Merge). * OverwriteRelease: Sets the data that is part of the destination, but not of the source to Release values in the destination. Makes the most sense in combination with the overall overwrite action (see /Overwrite). * OverwriteDefault: Sets the data that is part of the destination, but not of the source to default values in the destination. Makes the most sense in combination with the overall overwrite action (see /Overwrite). * /CueOnly ( /CO): Defines if the copy action should be executed with cue only. * /Release ( /Rel): Defines if Release values should be set in the following cue of the destination for attributes that will be introduced by the source. * /Default ( /D): Defines if default values should be set in the following cue of the destination for attributes that will be introduced by the source. * /Overwrite ( /O): Overwrites the existing cue data at the destination. The option /CopyCueDst should be used in addition to define how to overwrite the data at the destination. * /Merge ( /M): Merges the data from the source to the destination. * /NoConfirm ( /NC): Surpresses the copy cue pop-up. If this option is not set, the copy cue pop-up opens and the user can still manually change the settings.   ### []()Copy of Ranges [Section titled “Copy of Ranges”](#copy-of-ranges) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The copying object ranges can be divided into different parts: Cues and all other objects (e.g., Macros, Presets, Groups, and many more). When copying ranges of cues these rules apply: * When a natural order of cues is selected by using Thru, the console attempts to maintain all gaps from the source range at the destination. Example: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 12, and 14.* * If a cue exists already in the range of the destination spot (even if it would fit into a gap), the console suppresses the range at the destination, so that the original order of cues is uninterrupted. The console tries to set whole cue numbers. If this is not possible it appends dotted cue numbers. The console tries to use as less as possible decimals (1 -> .1 -> .01 -> .001). Examples: *Precondition: Cues 1, 2, 4, and 12 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 11.1, and 11.3. The gap between cue 2 and 4 is maintained, but shifted, as the start of the destination is 11 and not 11.1.* *Precondition: Cues 1, 2, 4, and 11.1 exist.* User name\[Fixture]> Copy Cue 1 Thru 4 At Cue 11 *Result: New cues 11, 11.01, and 11.03. The gap between cue 2 and 4 is maintained, but shifted, as the start of the destination is 11 and not 11.1.*   * When the source range of cues is selected in a reversed order by using Thru, the console ignores the gaps from the source range when creating the destination range. The same rule for the resulting cue numbers at the destination from above applies here as well. Example: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 4 Thru 1 At Cue 11 *Result:\ The content, status, or look of cue 4 is copied to cue 11.\ The content, status, or look of cue 2 is copied to cue 12.\ The content, status, or look of cue 1 is copied to cue 13.* * In case of defining the source range by using +, the arising gaps between the single cues can be maintained if the cues are selected in ascending order. If the order is reversed or mixed, then the gaps are suppressed. The same rule for the resulting cue numbers at the destination from above applies here as well. Examples: *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 1 + 4 At Cue 11 *Result: New cues 11, and 14.*   *Precondition: Cues 1, 2, and 4 exist.* User name\[Fixture]> Copy Cue 2 + 1 + 4 At Cue 11 *Result: New cues 11, 12, and 13.* * When the source list is generated by using a combination of Thur and +, the above rules apply. The Thru-part of the source list uses the rules of Thru, while the +-part uses the +-rules.     When copying other objects, these rules apply: * When a natural order of objects is selected by using Thru, the console attempts to maintain all gaps from the source range at the destination. Example: *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, 12, and 14.* * In case of already existing objects at the destination spot would fit into gaps of the source list, the existing objects will be kept. In case of objects at the destination spot would collide with objects of the source list, the console asks the user how to proceed (Overwrite, Merge, or Cancel). Examples: *Precondition: Groups 1, 2, 4, and 13 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, 12, and 14. The already existing group 13 stays untouched.* *Precondition: Groups 1, 2, 4, and 12 exist.* User name\[Fixture]> Copy Group 1 Thru 4 At Group 11 *Result: New groups 11, and 14. For group 12, the console asks the user how to proceed.* * When the source list of objects is created by using Thru, but in a reversed order, the console ignores the gaps. *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 4 Thru 1 At Group 11 *Result:\ Group 4 is copied to group 11.\ Group 2 is copied to group 12.\ Group 1 is copied to group 13.*   * When the source list of objects is created by using +, the console ignores the gaps. *Precondition: Groups 1, 2, and 4 exist.* User name\[Fixture]> Copy Group 1 + 2 + 4 At Group 11 *Result: New groups 11, 12, and 13.* * When the source list is generated by using a combination of Thru and +, the above rules apply. The Thru-part of the source list uses the Thru-rules, while the +-part uses the +-rules. ### []()Copy Pop-Up [Section titled “Copy Pop-Up”](#copy-pop-up) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The copy pop-up displays now the source objects and destination objects in the title bar.\ As soon as there is more than one source or destination specified in the copy command, only the first source or destination object will be displayed, followed by three dots (…) as an indicator. The general scheme is: Copy ID ‘Name’ At ID ‘Name’, e.g., Copy 1 ‘Intro’ At 11 ‘Outro’\ The resulting string can be different when an object has no user-given name. In this case, the system generated name contains the object ID, and therefore, the ID is then discarded: Copy Cue 1 At 11 ‘Outro’. ***   ### []()Sequence and Sequence Sheet [Section titled “Sequence and Sequence Sheet”](#sequence-and-sequence-sheet) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The release behavior of sequences has been improved. From now on the first cue of a sequence will not be set to release mode anymore automatically. Instead of this, the new sequence setting Release First Cue determines if the tracking from the last to the first cue is released or not, when using wrap around. When Release First Cue is enabled, and the first cue in a sequence does not have the cue property Release set to Yes, then a gray \ will be displayed for this cue in the Release cell.\ Release First Cue is enabled by default in all sequences. This includes new sequences and also sequences in shows of older software versions.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The sequence sheet got several improvements to enhance the user experience: It is not possible to sort the sequence sheet anymore, as the order of cues is determined by the cue IDs. The sequence sheet received the Merge Cells option and displays now in track sheet mode the same values of the same feature as one value. Read more about [Merge cells](/grandma3/2-4/wvm_settings/).\ Tracked dimmer values of 0% are now displayed by a dot (.), instead of displaying a tracked 0. This improves the readability of the tracking sheet.\ Cue parts display now always values, also when the values are only tracked values, and a new value would be set in the same cue, but in a later part. The value LinkLastGo is now part of the LinkType-option. When a sequence sheet is set to LinkLastGo, the sequence that was go-ed as last will be displayed by the sequence sheet.\ Executing one of these playback commands for a sequence will trigger LinkLastGo: * <<< * \>>> * Go+, Go- * Goto, Load * On * Select * Top * Temp, Flash * Toggle On * Pause   In addition, automatic cue triggers from timecode shows and cue commands trigger LinkLastGo as well. Follow and Time cue triggers are excluded from LinkLastGo.\ Sequences have a new option called Include Link Last Go. It is on by default. When it is set to off, playing back a sequence with the commands listed above will not trigger the LinkLastGo functionality.\ LinkLastGo displays only the sequence that is executed by the same user profile. Custom IDs are now displayed with their corresponding ID type when the sequence sheet is in track sheet mode. Therefore, the cell with the fixture ID is split horizontally. The top row displays the ID type, while the bottom row displays the IDs (Fixture ID = FID; Custom ID = CID): FID:CID or CID. In case of having only a fixture ID for a fixture, the cell is not split. When loading a cue, the sequence sheet jumps now to the loaded cue. The sequence sheet in track sheet mode has now more values for the Preset readout option in the context menu: * ID: Displays only the ID of a preset. * ID+Name: Displays the ID and the name of a preset. * ID+Name+Value: Displays the ID, name and the value of a preset. * Name: Displays only the name of a preset. In former versions, this value was called “Preset”. * Name+Value: Displays the name and the value of a preset. In former versions, this value was called “Both”. * Value: Displays only the value of the preset. The sequence sheet displays running timings now also on the name column. The running timings in the name cell and duration cell are set to blue progress bars by default.\ All cells that have a timing display now also a progress bar as soon as this time is running. Fade times are having a green progress bar, delay times and trigger times are having orange progress bars. All colors can be adjusted in the color theme in the UI color section SequenceGrid. Countdown timing was added to the sequence sheet. Countdown can be set per sequence sheet in the context menu. When countdown timing is enabled, running cue timings will display the remaining time. The times are displayed as whole numbers without fractions of a second or frames. It has these options: * Off: During the transition into a cue, all cells with timings still display the set times. * Duration: During the transition into a cue, the duration cell of the cue displays the remaining time of the transition with a countdown analog to the progress bar. * All: All cells with a running time display the remaining time with a countdown. ***   ### []()Timecode and Timecode Editor [Section titled “Timecode and Timecode Editor”](#timecode-and-timecode-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Timecode shows got a bunch of improvements: Markers in timecode shows are now always part of the track group. It is not possible anymore to define a dedicated track as a marker track.\ The default length of a marker is now 1 frame when adding markers without specifying a length. Adding markers with the quick add time marker tool (+M), are also 1 frame long.\ In the timecode editor context menu, a new option allows to displays the markers of the track group in a lighter version within each track of the track group: Marker in tracks. When it is off, the markers are only displayed in the track group. The appearance of timecode events has changed:\ An event is now displayed by a diamond with a vertical line. The vertical line / the center of the diamond is placed at the frame of the event.\ In addition, the action of the event is displayed above the diamond.\ Cue number and cue name are displayed below the diamond.\ All four elements (diamond, symbol, cue number, and cue name) can be displayed separately or hidden, by enabling or disabling the corresponding options in the display section of the timecode editor context menu. A Timecode section has been added to the Preferences and Timing menu. These settings are used when creating a new timecode show. New timecode setting Record Go defines how go events are recorded into timecode shows: “as Go” records usual Go+ as action for events, while “as Goto (Status)” records Goto+ as action. By default “as Go” will also record a destination cue. That ensures that the correct cue will also be played back correctly when playing back the timecode show. It is possible to delete the destination from a Go+ event. In this case, a normal Go+ would be executed, which would then go to the next cue. The new timecode setting Assert Previous Events makes sure that all previous events will be asserted when jumping to a position somewhere in the timecode show, when it is set to Yes. The previous events will be asserted in backward order starting at the current position the play head in the timecode show. Timecode Slots are not recorded anymore automatically into timecode shows. They have to be set manually as a target to a track in order to be able to set events for timecode slots. The Selection Target (Select. target) type can now be defined in the title bar of the timecode editor. It is now possible to define per timecode event, if cue commands shall be executed within this event, or not. Therefore the column Execute Cmd has been added. When it is set to No for an event, the cue command is not executed.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release In addition, several improvements were made to the timecode editor: When adding an event into a time range, the select mode will automatically change to time range.\ When using the add event tool in order to add a time range into a track group, the select mode will automatically change to time range.\ Adding events or time ranges via the toolbar in the timecode editor, changes now also the selection mode in the tool bar to event or time ranges. New buttons to jump to markers were added to the timecode navigation bar at the bottom of the timecode editor: M<< and M>> jump directly to the beginning of the next marker in the chosen direction.\ The default color of new markers is white. When the timecode editor is in playback mode, the record button disappears now from the timecode navigation bar at the bottom. When tapping Zoom to Fit, the timecode editor zooms now to a scaling where all recorded events can be seen. In addition, 1s before the first event and 1s after the last event will also be displayed. Collapsed track groups display a smaller summary of all tracks in the track group. The image color of the assigned appearance is now used to color the track when no background color is defined in the appearance. When adding a marker to a track group, a pop-up asks now to enter a name for the marker. In addition, it is possible to select an appearance in the label pop-up. It is now possible to select track groups. To do so, press Select and tap the desired track group in the timecode window. Or execute Select Timecode x.y where x is the ID of the timecode pool object and y is the ID of the track group. When adding markers or new tracks to the timecode show, they will be added to the selected track group. The elements in the context menu of the timecode editor and the settings menu of timecode shows are rearranged. The arrangement of the encoders in the timecode editor encoder bar changed: * Dual encoder 1 outer ring: Marker * Dual encoder 1 inner ring: Cursor * Dual encoder 2 outer ring: TimeRange * Dual encoder 2 inner ring: Track * Dual encoder 3: Event * Dual encoder 4 outer ring: Duration * Dual encoder 4 inner ring: Time   The marker encoder in the timecode encoder bar displays now also the track group the marker belongs to.\ Pressing the track encoder in the timecode editor encoder bar opens now a track selection pop-up.\ Pressing the inner encoder of the event encoder opens the token selection pop-up, while pressing the key for the outer encoder of the event encoder allows to select events of the current track.\ The encoders for cursor, time, and duration open now an input calculator when the encoder or its corresponding key is pressed.\ Pressing the keys of the time range encoder and marker encoder opens a drop-down for a direct selection of a time range or marker. When selecting an event in the text mode, it will also be selected in the timeline and vice versa.\ New text mode “Markers” when the editor is in text mode or both mode: Markers will only display the markers.\ Text mode is sorted by time per default.\ The text mode has now a column in order to display the track group of each event.\ The text view does not display the No (number) column anymore.\ Switching the View Mode to Text, the text area is now scaled as big as possible.\ Events and markers display the track appearance or the appearance of the track group in the track cell in the text area of the view modes Text and Both. The command line has now priority above the selected tool in the timecode editor. For example, the add tool is selected and the command line has Label as input. Tapping a time range will label the time range instead of adding a new one to the track group. The option Last Event in the timecode editor works now also in record mode. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Network The Network Menu features 2 separate columns called “Version Big” and “Version Small”. Nodes only have to match up with the “Version Small” number for compatibility. The versions of consoles and processing units have to match the “Version Big”. The dropdown for selecting the interface used for MA-Net in the network menu has now also an Auto value. When the MA-Net interface is set to Auto, the grandMA3 software determines the interface to use by itself. In this case, the IP of the selected interface is set into angle brackets on the MA-Net Interface button, e.g., <192.168.0.4>. The automatically determined interface in Auto mode is specified by the order of the following rules: 1. When a Class C IP address (192.168.x.y) is found, the interface if this IP will be taken. No matter of the link state of this interface. (At onPC on Mac the interface link state must be active.) 2. When no Class C IP is found, the software searches for a Class B IP (172.16.x.y). Only if the interface has an active link state. 3. If also no Class B IP address is available, a Class A IP in the range of 10 (10.x.y.z) will be searched. Only if the interface has an active link state. 4. If this also fails, a Class A IP in the range of 2 (2.x.y.z) will be searched. Only if the interface has an active link state. 5. If no Class A IP is available, the loopback interface will be used. The user can still always change the selected interface from Auto to his preferred interface. On grandMA3 consoles, Processing Units, and xPort Nodes, the first interface will still be selected as the default interface after a Full Install.\ Per default grandMA3 onPC on Windows and macOS will be set to Auto. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Web remote * The web remote menu displays now for every connection the requested resolution. * New show files will have an additional user called “Remote” and has its own ScreenConfig “Remote” assigned. This allows independent use of the web remote compared with the console. * When connecting to a grandMA3 station via web remote, the Remote user will be logged in automatically. * Command-line linking allows the user to see the input into the command line of a station on all other stations that are logged in with users that use the same user profile. Command line linking can be activated on the device that is logged in via web remote. Right of the command line, a button with a chain-link symbol is located. When command line linking is enabled, the background of the linked command lines turns slightly yellow. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When a show was saved a small temporary overlay will be displayed for 1s by default at the bottom of all displays. By default the overlay is green. The color can be changed within the color theme: UI color definition Display.SaveShow.\ It is possible to enable or disable the overlay for each display separately. To do so, open the display configuration and tap Show Feedback. This needs to be done for each display on its own. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Timecode Slots have now additional colors for off (gray), running with an external source (green), and running via generator (orange). All colors can be changed individual per timecode slot. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Dropdowns that display appearances or presets, display now a small thumbnail with the appearance or the preset display information (e.g., dimmer intensity, color, gobo, etc.). This can be observed for example in the assign menu of executors that have sequences assigned. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Update menu The update menu has now a button called Sequence Mode with these values: * All: All sequences are displayed. * Selected: Offers only the selected sequence to update. * Last Called: Offers only the last called sequence to update. The Cue Filter property interacts with the Update Mode. The update menu offers now only cue parts to update, and not the cue and its cue parts. In addition, the columns in the sequence area were reworked. Now only the labels and IDs of the sequence, cue, and cue part are displayed. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Delete with Cue Only option works now. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Backup menu When saving a show with a new name, a pop-up asks now the user if he wants to change the name. In addition, a pop-up warns also the user if a show with the same name also exists when tapping Save Show As. The default tab in the backup menu is now the Save-tab. The “.show” file extension of show files is now suppressed in the input field in the backup menu. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The commands SelFix and Off work now also in combination with programmer parts. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Network menu and Update menu The network menu and the update menu display now the following states of stations within the list of network devices: * IP address of other IP address range: Red font color of the IP. * Invite disabled: Orange font color of the station name. * Station is in update mode: Yellow font color of the status. * Different software version: Orange font color of the version numbers. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The on-screen keyboard is now equipped with buttons to navigate through the displayed text.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Layout View: * MAtricks can be assigned to a layout. * The default token for newly assigned objects to a layout is selfix. * The Layout window displays the cue number and cue name of assigned sequences. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Preset editor can be moved to different screens by tapping the edit display preference button in the upper right corner. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the presentation of colors that are outside of the sRGB color space in the 3D window. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The custom/master section window allows now a minimum width of one square. This is handy when it should only display the page section. * The launcher on macOS displays the different versions now by increasing version numbers. * Backup menu: The name of the autosave time has been changed from Timeout to Interval. * Release and Assert are now set in CueZero instead of Cue 1 in new sequences. * Analog Remotes are renamed to DC Remotes. * The DC Remote input Signals are now assignable via their absolute number (1-64). The Slot/Signal (1-8/1-8) system is replaced. For example, Slot 5/Signal 1 is now Signal 33. * Stomp on a running phaser stopped the phaser and knocked the current values into the programmer. This behavior changed: Stomp on a running phaser now knocks the attribute values of step 1 into the programmer and discards all other steps. * Midi is now always renamed to MIDI. * The sorting mechanism in the fixture sheet sorts now in this order: * By Fixture ID * By ID Type * By Custom ID within each ID Type * The possible range of phase has been extended. Now it is possible to set phases between -720° and +720°. * When Art-Net configuration lines are set to Auto mode, and no Art-Net receiver subscribed for Art-Net universes, Art-Net of this configuration line is now sent as Broadcast. As soon as a subscriber is available, the existing rules for Auto are applied: Until the number of subscribers does not exceed the broadcast threshold, Art-Net will be sent as Unicast. * Keyboard Shortcuts are not automatically disabled anymore when opening a pop-up with a calculator. * Coordinates of stage elements now display only 3 digits. * The setting MIBDynamic is changed to MIBMultiStep  * The arrangement of the buttons common tab, pools tab, and more tab in the add window dialog was changed. * The Network menu and the Software update menu is sorted by IP address by default. * The last logged user name is remembered. If a new show is created and the user is not available, the user Admin will be used.  * The hardkey shortcut MA + . is entered in the command line instead of executed immediately. * The At button in the Control Bar displays now an additional filter symbol instead of Yes or No. When a different filter than filter 1 is selected, the icon and the At will turn yellow. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The projection of a gobo in the 3D window that was pointing into the camera was displayed in the opposite direction of the stage bounding box in some cases. This bug is fixed. If a beam containing a gobo is pointing into the camera, there is no projection shown on the backside of the bounding box.  | | The color of several single color emitters on the same level of the geometrical tree was not treated as a single color but as a combined color mixing system. This bug is fixed. Single additive colors of different geometries on the same level are not mixed together any longer. | | Wrong values were visualized at the lower and upper end of a channel function if the DMX channel had a resolution of 16 bits. This bug is fixed. DMX channels with a 16-bit resolution bit are now visualized correctly at the whole range of its channel functions. | | The lasso of the selection was not restricted to the borders of the 3D window. This bug is fixed. Lasso selection now respects the borders of the 3D window. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Macros that opened multiple text input pop-ups within one macro line, rearranged the input values to wrong positions. This bug is fixed. Commands executed by macros should not rearrange the syntax anymore.  | | The LUA HTTP library included other libraries wrong. This bug is fixed. The LUA HTTP library is now included properly. | | It was not possible to store a show that was named “show”. This bug is fixed.  | | Switching off the recording of a timecode show recorded off events for all recorded playbacks. This bug is fixed. Switching off the record mode of a timecode show does not add off events anymore to the timecode tracks. | | Updating values from presets with individual timings in a cue remained in the preset link even if the new preset had no individual timings. This bug is fixed. Updating values in a cue where the original preset contained individual timings transform the individual timings into hard timing values when the new preset has no individual timings. | | Changing the time of a timecode event using the time encoder could not be oopsed by executing Oops once. Each encoder click was one event for oops. This bug is fixed. Turning the time encoder of a timecode event can now be oopsed at once by executing oops one time. | | It was not possible to manually set a fader value above 59% in a timecode show. This bug is fixed. Editing the fader value of a timecode show event allows now input up to 100%. | | When re-recording a timecode show and an executor fader movement was recorded again, the resulting fader graph was a mix of the old and the new fader movement. This bug is fixed. Recording the fader movement again in a timecode show overwrites the old fader movement now completely. | | Auto Start and Auto Stop in timecode shows did not work independently. This bug is fixed. Auto Stop works now also, even when Auto Start is disabled. | | Padding Top and Padding Bottom in layout elements were interchanged. This bug is fixed. Padding Top affects now the top padding and Padding Bottom affects the padding at the bottom of a layout element. | | The console crashed when Exchange was executed with lasso selections in the sequence sheet. This bug is fixed. Exchange with lasso selections in the sequence sheet does not crash the console anymore.  | | When copying a timecode show the action was reset to Go+ and the destination was deleted. This bug is fixed. Copying a timecode show copies it now 1:1. | | It was not possible to alter the values of an attribute by turning the encoder, when the user dialed the encoder before to the upper limit of the current channel function and selected then a different channel function for the encoder. This bug is fixed. Turning an encoder should now always alter the values of the attribute of the selected fixtures. | | Copying a cue range did not respect gaps in the cue numbers or cue numbers with points. This bug is fixed. Gaps in the cue numbers or cue numbers with points are now respected when copying a cue range. | | A provided cue part number was not respected when copying cues. This bug is fixed. Cue part numbers are obeyed when copying cues.  | | Editing a color in the color theme editor did not automatically disable the keyboard shortcuts. This bug is fixed. Keyboard shortcuts are now disabled when editing colors in the color theme editor. | | The system monitor in grandMA3 onPC on macOS displayed from time to time the error message “kevent failed with Operation now in progress(36)”. This bug is fixed. All errors with kevent should be fixed now. | | The commands Blind On and Blind Off did not change the state of the blind mode accordingly. This bug is fixed. Blind On and Blind Off work now again as expected. | | The predefined macro “Circular Copy X Plus” referenced not to itself in a macro line. This bug is fixed. The predefined macro “Circular Copy X Plus” should work now as expected. | | Pressing Page + or Page - several times while having already a part of a command inside the command line, e.g., Copy Page 1.201, removed with the second press and every additional press one character from the existing command. This bug is fixed. Changing pages while having already a command in the command line does not delete characters of this command anymore. | | The commands Off and On did not interact properly with the encoder bar attributes and layers. This bug is fixed. Off an On do interact with the encoder bar attribute and layers. | | Next X in an only in Y axis oriented selection in the Selection Grid did not work as expected. This bug is fixed. Next X in an only Y axis oriented Selection performs a selection clear and applies next X. | | Adding a Timecode marker on top of another marker changed the first marker duration to 0. This bug is fixed. Adding a Timecode marker on top of another marker is not possible anymore. | | The command On and Off did not allow defined switching of Highlight, Lowlight, Solo and Blind. This bug is fixed. Defined switching for Highlight, Lowlight, Solo and Blind works as expected. | | Copy and paste of a Time range in a Timecode show did not work as expected. This bug is fixed. Copy and Paste of a Time range works as expected. | | Executor knob events were not recorded within a Timecode show. This bug is fixed. Executor knob events are recorded in a Timecode show. | | The grand master knob function encoderclick was not assignable with e.g. black. This bug is fixed. The grand master knob function encoderclick can be assigned. | | When shortcuts were enabled, the label function was not working with the onscreen keyboard. This bug is fixed. When shortcuts are enabled, the label function is working with the onscreen keyboard. | | The command label selection did not work as expected. This bug is fixed. Label Selection is working correct. | | While recording a timecode show and moving a fader slowly, an event at the start of the movement was not recorded. This bug is fixed. Fader movements during timecode recordings are now recorded properly. | | Appearances could not be assigned to groups that contain only one fixture. This bug is fixed. Appearances can now be assigned to single fixture groups. | | When setting options to commands and a pop-up was then spawned by the command, the options were not displayed anymore in the pop-up. This bug is fixed. Pop-ups of commands (e.g., Store pop-up) display always all options, also when they are already set by the command line. | | Editing fade or delay cells in the sequence sheet in tracking sheet mode corrupted the timings. This bug is fixed. Editing timings in the tracking sheet applies now the timings the user inputs. | | Assigning a filter to a preset pool did not work by pressing Assign, then tapping the filter in the filter pool and tapping the preset pool. This bug is fixed now. Filters can now be easily assigned to pools. | | When keyboard shortcuts were enabled, pressing one Shift key was interpreted as pressing both MA keys. This bug is fixed. The Shift keys are now handled separately when having keyboard shortcuts enabled. | | SelFix assigned to executor buttons did not work for groups assigned to the executor. This bug is fixed. SelFix on executors for groups assigned to the executor selects now the fixtures of the group. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The delay of Art-Net and sACN configurations were set to 0.1000000015 ms. This bug is fixed. The default delay is set to 0.1 ms. | | Sending and receiving OSC was only possible on port 8000. This bug is fixed. OSC can now be sent and received on all ports. | | The input of DC remotes was not streamed within the session. The data was only processed locally. This bug is fixed. DC remote input is now transmitted within the session. The data is processed at the global master station. | | The console could crash when moving the master fader of a group via OSC. This bug is fixed. The console should not crash anymore when moving a fader via OSC. | | When a web remote device requested a resolution of 0x0 pixels, the console could crash. This bug is fixed. The console should not crash anymore when a web remote device requests an invalid resolution. | ### Patch [Section titled “Patch”](#patch-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The MIB fade calculator for attributes had a wrong range of the maximum allowed time. This bug is fixed. The MIB fade calculator allows now up to 14D of fade time. | | The console could crash when exchanging the fixture type of a fixture with a dimmer fixture type. This bug is fixed. The console should not crash anymore when exchanging the fixture type of a fixture. | | Importing an MVR file with a huge amount of scene objects could cause the grandMA3 application to freeze. This bug is fixed.  | | The Layer and Class information was not kept when performing a cut/paste operation in the patch. This bug is fixed. The Layer and Class information is kept when performing cut/paste inside the patch. | | Leaving the Live Patch asked for a confirmation. This bug is fixed. Leaving the Live patch does not ask for confirmation anymore. | | After the import of a GDTF file, the stage in the patch was set to “All Stages”. This bug is fixed. The import of a GDTF file does not change the stage. | | The DMX Change Time Limit calculator for attributes rounded the input time in a wrong way. This bug is fixed. The DMX Change Time Limit calculator applies now the time the user inputs without rounding errors. | | Individual timings were discarded from cues, when adding new fixtures to the patch or replacing fixture types. This bug is fixed. Individual timings should not get deleted anymore when doing changes in the patch. |   ### Playback [Section titled “Playback”](#playback-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet and encoders displayed the wrong tracking colors when going back in the sequence. This bug is fixed. The tracking state should now always be in sync between the sequence sheet, fixture sheet, and encoders. | | When adjusting the master of an empty group, the output of all fixtures was adjusted. This bug is fixed. Empty group masters do not influence the output of any fixture anymore. | | Timed fades between 2 cues or sequences did not fade to the correct values when the master fader was pulled down. This bug is fixed. Fades between cues respect now the position of the master fader. | | Go+ reasserted the tracking state of a playback, even when the programmer had a different value active for the same attributes. This bug is fixed. Programmer values of attributes are not overwritten by playbacks when the cue has only tracked values for the attributes. | | Setting Release to off in the first cue released nevertheless the values when going from the last cue to the first cue with wrap around. This bug is fixed. Wrap around works now also with release set to off in the first cue. | | Fast backward (<<<), fast forward (>>>), and goback (Go-) triggered the next cue, when it was a timed cue (Follow or Trigger Time). This bug is fixed. Timed cues are not triggered anymore when going to a cue with <<<, >>>, or Go-. | | <<< in the sequence sheet encoder bar executed always a Go- instead of <<<. This bug is fixed. All playback buttons in the sequence sheet encoder bar execute now the actions of their labels. | | Updating a sequence asserted the sequence completely. This bug is fixed. Stolen attributes of other playbacks are not asserted anymore when updating a sequence. | | When activating highlight while being in blind mode with the programmer, the highlight values ignored the blind mode and were output. This bug is fixed. Highlight values are not output anymore while being in blind mode. |   ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The German on screen keyboard had / and ? twice. This bug is fixed. - and \_ are now available on the German on screen keyboard. The German onscreen keyboard Alt did not work properly. This bug is fixed. The German Alt key at the on screen keyboard is working now. | | The timecode editor window offered the possibility to select a different timecode pool object. This bug is fixed. The timecode editor is now limited to the edited timecode pool object. The timecode window still allows to select and display a different timecode pool object. | | The color theme editor had two Delete buttons. This bug is fixed. The second delete button is now labeled as Delete Color Theme. | | The window title of the In & Out menu was wrong. This bug is fixed. The In & Out menu title is now In & Out. | | When delay times were coming from presets, the sequence sheet in track sheet mode did not display the link, but only the hard values. This bug is fixed. All values, coming from a preset display now the preset link in the tracking sheet. | | The sequence sheet did not store the scroll position into a view. This bug is fixed. The scroll position of the sequence sheet is now recalled when calling a view. Auto-scroll has to be disabled. | | Auto-scroll in the sequence sheet did not scroll back to the left when track sheet mode and transposed mode were enabled and it jumped to the next row. This bug is fixed. The sequence sheet displays now with auto-scroll always the current cue, also when the transposed mode is enabled. | | The sequence sheet displayed markers for phaser values accidentally when storing release values. This bug is fixed. Phaser markers are only displayed when phaser values are present. | | The default width of columns in the sequence sheet was chosen unluckily. This bug is fixed, The width of columns in the sequence sheet are now better adjusted to the purpose of every single column. | | Enabling track sheet mode in the sequence sheet could crash the console. This bug is fixed. The console should not crash anymore when enabling the track sheet mode of the sequence sheet. | | Opening a default 3D view caused a crash in some cases. This bug is fixed. | | Load and Save did not work in the timecode view context menu. This bug is fixed. The window settings can now be saved and recalled in the timecode view. | | The round corners of pop-ups on the xPort nodes had a black background. This bug is fixed. Round corners of pop-ups have now always a transparent background. | | Spinning an encoder directly after switching its channel function could cause the first ticks of the encoder to be lost. This bug is fixed. The first ticks of the encoder do not get lost if the channel function is switched. | | When entering times for CueFade or CueDelay, which were different for in and out timing, the background of the cell changed to black. This bug is fixed. CueFade and CueDelay cells in the sequence sheet have always a gray background when they can be edited. | | When editing values in a sheet by doing a long-press beforehand, a lasso selection was initiated when closing the calculator. This bug is fixed. Opening a calculator by long-pressing a cell does not start a lasso selection anymore. | | From time to time pressing objects in pools was not recognized. This bug is fixed. All pool objects should now be accessible after resizing a pool window. | | Selecting a single attribute cell in the fixture sheet activated the entire row. This bug is fixed. Selecting a single attribute in the fixture sheet is possible.   | | When resizing the application window of grandMA3 onPC on Windows, the not touched edges of the window moved slighty on the desktop. This bug is fixed. Resizing the grandMA3 onPC application on Windows does not move the window across the window. | | When a show file was converted from grandMA2 to grandMA3 with a grandMA2 onPC or Mode2. If the grandMA3 software was started on the same machine after that, graphical issues in the user interface occurred. This bug is fixed. There are no longer graphical issues in the user interface of grandMA3 after a show file was converted from grandMA2 on the same machine. | | When having gaps between data pools, the assign menu displayed the wrong data pool on the data pool button. This bug is fixed. The assign menu displays now always the selected data pool om the data pool button. | | The All preset pools disappeared from the Add window dialog, when they were renamed. This bug is fixed. The All preset pools are always displayed in the Add window dialog, no matter if they are labeled, or not. | | Multi-line editors, like the plugin component editor, highlighted the wrong characters, when the user did selections across multiple lines. This bug is fixed. Selections in multi-line editors highlight now the selected characters. | | Not all pool buttons in the Add window dialog displayed their pool color in the indicator bar of their button. This bug is fixed. All pools display now their color in the indicator ar in their buttons in the Add window dialog. | | Scrolling via the mouse wheel in the main menu did not work properly. This bug is fixed. Scrolling with mouse wheel in the main menu is working as expected. | | The Software update menu did not show the selected update file when reopening the menu. This bug is fixed. The Software update menu shows the selected file continuously. | | The selected Timecode Trackgroup was not displayed properly. This bug is fixed. The selected Timcode Trackgroup is displayed with yellow text. | | The power loss pop-up did not appear on the letterbox screens if the console was locked. This bug is fixed. The power loss pop-up does now always appear when there is a loss off power. | | The Add Window did not show colors for all pools and presets. This bug is fixed. Pool and Preset Colors are displayed in the Add Window. | | The Edit User pop-up was too big for the small screens. This bug is fixed. The Edit user pop-up fits now into the small screens. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Step Recipes and the Step Creator are not anymore part of v1.4 or newer. Existing step recipes of show files in versions up to v1.3.1.3 will be discarded. Independent tracking of absolute and relative values in the same sequence is currently not possible. Moving cues/cue parts does not move the data correctly. It is recommended to use the copy command. Show files saved with versions v1.3.1.3 or prior discard the content of the programmer when loading the show file in v1.4 or newer. The grandMA3 system supports at the moment only one external DMX source per universe for merging DMX into the system. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. Show files saved with versions prior to v1.0.0.3 cannot be loaded using this version. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations are of the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. # Release Notes 1.5 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v1_5/#GetStarted) * [Bugfix Version 1.5.2.3](/grandma3/2-4/key_rn_v1_5/#h2__1437913018) * [Other Enhancements](/grandma3/2-4/key_rn_v1_5/#h2_1198082799) * [​](/grandma3/2-4/key_rn_v1_5/#Bugfix)[What’s Changed ](/grandma3/2-4/key_rn_v1_5/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_5/#h2__1624482491) * [grandMA3 Version 1.5.2.1​](/grandma3/2-4/key_rn_v1_5/#h2__234416704) * [Features](/grandma3/2-4/key_rn_v1_5/#h2_727740091) * [Playback Engine](/grandma3/2-4/key_rn_v1_5/#h3__1886388219) * [Absolute and Relative Layers](/grandma3/2-4/key_rn_v1_5/#h3_611999356) * [Release Values](/grandma3/2-4/key_rn_v1_5/#h3_535471253) * [Stomp and Capture](/grandma3/2-4/key_rn_v1_5/#h3__1231776360) * [Cue Parts and Programmer Parts](/grandma3/2-4/key_rn_v1_5/#h3_1922197212) * [Special Values and Pan/Tilt Offset](/grandma3/2-4/key_rn_v1_5/#h3_100054290)[​](/grandma3/2-4/key_rn_v1_5/#Features) * [Agenda](/grandma3/2-4/key_rn_v1_5/#h3__1229996058) * [Layout](/grandma3/2-4/key_rn_v1_5/#h3__2084382304) * [3D Window](/grandma3/2-4/key_rn_v1_5/#h3__673189665) * [Import/Export Menu](/grandma3/2-4/key_rn_v1_5/#h3__671156747) * [Readout and Encoder Resolution](/grandma3/2-4/key_rn_v1_5/#h3_1424464029) * [Patch and Live Patch Menu](/grandma3/2-4/key_rn_v1_5/#h3_25192502) * [Special Executors](/grandma3/2-4/key_rn_v1_5/#h3__1819526639) * [DMX Curves](/grandma3/2-4/key_rn_v1_5/#h3_1465530181) * [Assign Menu and Settings Editor](/grandma3/2-4/key_rn_v1_5/#h3_53454221) * [onPC Improvements](/grandma3/2-4/key_rn_v1_5/#h3_539032469) * [USB MIDI Support](/grandma3/2-4/key_rn_v1_5/#h3_847521682) * [Audio In Selection](/grandma3/2-4/key_rn_v1_5/#h3__1163635527) * [MVR Merge](/grandma3/2-4/key_rn_v1_5/#h3_27294869) * [Other Enhancements](/grandma3/2-4/key_rn_v1_5/#h2_596831770) * [What’s Changed](/grandma3/2-4/key_rn_v1_5/#h2__570807996) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_5/#h2_301368596) * [Appendix](/grandma3/2-4/key_rn_v1_5/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_5/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press the Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-4/gear_1-0b513c.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu key on a console. Hit Backup, and tap Load tab in the pop-up menu. Now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by double-clicking on it or selecting it and then tap Load Show. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.5.2.3 [Section titled “Bugfix Version 1.5.2.3”](#bugfix-version-1523) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Windows IoT image for the grandMA3 command wing XT and the grandMA3 onPC rack-unit got updated: The Windows IoT version is now 20H2.\ Furthermore, drivers got updated, too. *** ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * onPC stations without grandMA3 onPC hardware connected directly to the station generate now a unique serial number. This serial number can be seen in the command line history after executing the [version](/grandma3/2-4/keyword_version/) keyword. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Changes in a show file were saved, even when tapping Do not save. This bug is fixed. Choosing Do not save does not save the current show file anymore. | | Executing IfOutput together with a dimmer value, e.g., IfOutput At 0 crashed the software. This bug is fixed. IfOutput At 0 does not crash the software anymore. | | MIDI messages were still received when MIDI via onPC command wing was disabled. This bug is fixed. MIDI messages input into onPC command wings are only processed when MIDI via onPC command wing is enabled. | | It was not possible to load a show by using the SHOW argument of the grandMA3 onPC Windows executable file anymore. This bug is fixed. grandMA3 onPC on Windows can again load a show file on startup. | | The software could crash when loading several show files quickly in a row and the layout window was displayed in the show files. This bug is fixed. Fast and successively loading of different show files should not crash the software anymore. | | Turning an encoder and while that changing to press and turn made the attribute jump to an unexpected value. This bug is fixed. Changing from turning an encoder to press and turn continues to change the value flawlessly. | | grandMA3 onPC on macOS could crash during startup when the user tried to change the size of the window. This bug is fixed. grandMA3 onPC does not crash anymore when the size of the window will be changed during the startup process. | | The software could crash when storing cues with cue only activated. This bug is fixed. Activated cue only should not crash the software when storing a cue. | | When disabling the screen encoder, a possible fifth attribute encoder displayed always the encoder resolutions instead of the channel functions. This bug is fixed. The fifth attribute encoder displays now the channel functions and on pressing MA the encoder resolutions. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sequences were triggered from time to time, when DMX remotes were set up for them, also when there was no trigger event happening for them. This bug is fixed. DMX remotes are working as expected again and do not trigger sequences anymore unexpectedly. | | Playing back sequences with HTP priority did not work as expected. This bug is fixed. Sequence priority HTP works now again as expected. | | Adding a huge amount of attributes to an already running sequence could cause wrong output. This bug is fixed. The output of a running sequence won’t be corrupted anymore when adding a lot of attributes to the sequence. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when a layout window and several encoder bar windows were displayed at the same time. This bug is fixed. The software does not crash anymore when several encoder bar windows and layout windows are displayed. | | Some fixtures could flicker within the layout window. This bug is fixed. Layout elements displaying fixtures should not flicker anymore. | | The software could crash when importing a color theme, that had not the color MiniEncoder - IndicatorBack defined. This bug is fixed. Importing a color theme that has not the color MiniEncoder - IndicatorBack defined does not crash the software anymore. | | The software could crash when it tried to render a character that is not part of the used font. This bug is fixed. Characters that are not part of the used font type are not tried to be rendered anymore. | | Tapping on the executors in the executor bar could crash the software when another editor, e.g., the macro editor, was already open. This bug is fixed. Opening the assign menu by tapping executors in the executor bar does not crash the software anymore. | *** ## grandMA3 Version 1.5.2.1 [Section titled “grandMA3 Version 1.5.2.1”](#grandma3-version-1521) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.5.2.1 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Playback Engine [Section titled “Playback Engine”](#playback-engine) ### []() Absolute and Relative Layers [Section titled “ Absolute and Relative Layers”](#absolute-and-relative-layers) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The playback engine has now the absolute and relative layers separated from each other. This allows now an easy combination of absolute and relative data coming from different presets. **Known Limitations:**\ MIB works only with absolute values. After calling the values of a Preset, the next tap of that preset will discard the programmer values for Layers not included in the Preset.     ### []() Release Values [Section titled “ Release Values”](#release-values) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When setting a release value in the programmer for any attribute, a real release value will now be stored.   ### []() Stomp and Capture [Section titled “ Stomp and Capture”](#stomp-and-capture) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The behavior of Stomp improved again. When stomping multistep relative phasers, steps 2 and above will be deleted, and the relative values will be set to 0.\ The values in step 1 will be set to the default values on the absolute layer and to 0 on the relative layer. It is now possible to execute stomp directly when calling a preset. Example:\ A relative circle is running around the absolute drummer position. Select some fixtures, press Stomp, and then tap a different absolute position preset, e.g., the one for the singer.\ In this case, the lights will point to the singer without doing the circle anymore.\ When the singer preset would have been called without stomp, the lights would circle around the singer in this case. In addition, it is now also possible to define per preset if it shall be called automatically with stomp. When editing the settings of a preset, Stomp can be enabled.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new keyword Capture (Stomp Stomp) knocks the current non-default values of the selected fixtures into the programmer. During a running multistep phaser, it’s not the value of a step that is knocked in, but the current output value when executing Capture will be knocked in. This can be any value between 2 steps, depending on the moment of the execution. Capture allows also to knock in the current output values when fading into a new cue, or when doing a crossfade. *** ### []()Cue Parts and Programmer Parts [Section titled “Cue Parts and Programmer Parts”](#cue-parts-and-programmer-parts) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The displaying of parts in the track sheet and the fixture sheet improved. Sequence sheet:\ When a cue has several parts, but only one value for one attribute in one of the parts, it is not necessary to expand the whole cue in the track sheet mode to see the values that are living in other parts than part 0. The track sheet merges the values of all cue parts into the cue line when the cue is collapsed. Therefore, values from other parts will display the part it is coming from in the lower right corner of the value cell. Fixture Sheet:\ When the programmer has values from different parts, all cells of attributes that are not part of the currently selected programmer part are displayed with darker color. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release​ With the changes regarding absolute and relative values, the different part properties of presets were reduced to only Cue Part. Cue Part defines into which part the preset will be called. By default, the value is set to 0 for all presets. To change this setting, enter EditSetting into the command line and then tap the desired preset. In the EditSetting pop-up, tap Cue Part, enter the new value and apply it by tapping Please. This defined part will also be used when activating values in the programmer via the encoders. **Important:**\ When loading show files saved within grandMA3 v1.4 or older, the old part properties are discarded. *** ### []()Special Values and Pan/Tilt Offset [Section titled “Special Values and Pan/Tilt Offset”](#special-values-and-pantilt-offset) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Special values are used to modify the default values, highlight values, and lowlight values of attributes per fixture instead of using the values defined by the fixture type.\ This can be used for example when a single fixture should not return to pan/tilt 50%/50% after clearing the programmer. Or when single fixtures should turn to green instead to open white when the highlight function is activated. In both cases, the corresponding values of these fixtures themselves can be modified to reach the goal.   When a preset is used as a default value for an attribute, the fixture sheet will display the new default value by displaying also the preset information, e.g., 1.1 Closed instead of 0. The style of displaying the preset information follows also the Preset setting of the fixture sheet. **Hint:**\ When using a preset as a special value while updating the values in the preset, the special values will also use the updated value of the preset. Special values can be set by using different ways: By editing a fixture: 1. To do so, execute, e.g., Edit Fixture 1, or do a right-click onto the fixture name in the fixture sheet. 2. The fixture editor opens and offers a list of all attributes of this fixture at the bottom. The corresponding cells for Default, Highlight, and Lowlight can be edited by doing a long-press on them, or by right-clicking them. 3. A calculator opens that allows entering any value directly. To choose one of the presets the fixture can call, tap Preset in the right area and tap the desired preset, or return to the standard values stored in the corresponding fixture type by tapping Specials and then choose the option Reset to Original. The special section offers to choose Extract. Extract takes the values of the preset and applies it without a link to the preset. The values of the preset are still kept by the attribute, but won’t change anymore when updating the preset in the future.\ Alternatively, it is possible to choose a preset by editing the corresponding preset cell (Default Preset, Highlight Preset, or Lowlight Preset). When doing so, a drop-down opens to select one of the available feature groups of the show file first, and then a preset that can be used by the selected fixture for the desired attribute.\ When using the approach to edit the preset cell, the drop-down offers also to Reset to Original, and Extract. Modifying the RTChannels (Realtime Channels) in the Parameter List: 1. After entering the parameter list (Menu - Patch / Live Patch - Parameter List), scroll to the desired attribute of the desired fixture, and follow the steps of opening the calculator described above in the “By editing a fixture” description.   Via command line: **Requirement:**\ The desired presets or values have to be set actively into the programmer, e.g., by calling a preset or turning attribute encoders. * To store the currently active values as default values, type: User name\[Fixture]> Store Default * To store the currently active values as highlight values, type: User name\[Fixture]> Store Highlight * To store the currently active values as lowlight values, type: User name\[Fixture]> Store Lowlight To reset any of the special values, set the corresponding attributes to Remove values in the programmer and store to the desired type of special values. Or set any value for the corresponding attributes and do a store remove. To store remove the currently active values for the default values, type: User name\[Fixture]> Store Default /Remove For resetting the special values of highlight and lowlight, follow the example above but replace Default with Highlight, or Lowlight.\ In addition, storing Release values to the special values will do the same as Remove. **Hint:**\ For which fixtures the special values will be changed when using the command line approach, the Use Selection setting and the If not empty setting of the Store Options are important.\ To learn more about the Use Selection setting and the If not empty setting, read in the [Store Options topic](/grandma3/2-4/cue_store_settings_preferences/). \*\*Restrictions:\ - \*\*It is only possible to store special values using absolute values. Relative values will be ignored.\ \- Presets with more than 1 step (“Phaser presets”) will only use step 1 when using them as special values.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release It is now possible to define Pan Offset and Tilt Offset per fixture. This can be very useful if the show has been preprogrammed or it is a touring show, and the fixtures are not hung the way they were planned to be. The offset value is not visible in the Fixture Sheet, but it can be seen in the DMX Sheet. It is a nice function as long as the fixtures do not come all the way out to their endpoints in the programming.\ To see the columns for Pan Offset and Tilt Offset, go to Menu - Patch/Live Patch, and set Columns to Full. To change the values for an offset, select the desired cells, and tap and hold them. A calculator opens. Enter the desired values and apply them. At the moment, the offsets are displayed corresponding to the selected DMX Readout within the user profile. It is also possible to define the offset without the need to enter the patch. Call a preset into the programmer, or play a cue, for the lamps that need an offset to be applied. The position should be possible in 3D and on the real stage. Now adjust pan and tilt in the programmer for these fixtures in a way, that the fixtures hit the exact same position on the real stage, as they should do when no offset would be needed.\ Then execute: User name\[Fixture]> Store Offset This calculates the offset values and enters them for the selected fixtures. The Offset keyword can be reached via the shortcut MA + Update when Store is already input into the command line. **Hint:**\ \- Store Offset is more precise when the resulting offsets are as small as possible.\ \- For the Offset keyword it is also possible to use relative values in the programmer. **Restriction:**\ \- At the moment, it is only possible to enter positive values for offset in the patch menus.   ### []() *** ### Agenda [Section titled “Agenda”](#agenda) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Agenda is used to execute scheduled commands on the console, according to the calendar. The agenda also allows to schedule events repeatedly, e.g, the Christmas eve cue every year. To enter the agenda, open an agenda window by using the [Add windows dialog](/grandma3/2-4/wvm_add_window/), tap More, and then Agenda. The agenda window offers several modes for displaying the data. To change between these modes, tap ViewMode in the title bar of the agenda window. These modes are: * Sheet: Lists all agenda entries at a glance. * Year: Displays a calendar view of the whole year. The current date has a light green background. Days with at least one enabled event will be displayed with a dark green background. Days that have all events disabled (also when the whole Agenda is not running) have a bright red background. * Month: Displays a calendar view of the currently selected month with all its agenda entries. Disabled agenda events are displayed with red font color. * Week: Displays a calendar view of the currently selected week with all its agenda entries. Disabled agenda events are displayed with red font color. * Day: Displays a smaller monthly overview and the agenda entries of the selected day. Disabled agenda events are displayed with red font color. Disabled agenda events are displayed within the month, week, and day view mode with red font color. Repeated events in the month, week, and day view mode have the ![](/img/grandma3/2-4/icon_refresh_arrow_15_v1_5_1-8f4052.png) icon on the right side. Each day in the month, week, and day view mode display also the number of events that will be scheduled throughout each day. An event that will be repeated several times within each day is counted as one event in this case. The Agenda can be enabled or disabled by Running. The calendar view modes offer to jump to the current month, week, or day by tapping Today in the title bar. With the arrow keys next to Today, it is possible to step forward and backward in calendar view modes. To create a new agenda entry, switch to sheet view mode and right-click New AgendaEvent, or in the other view modes use Setup in the title bar to open the toolbar and select + followed by the desired date. An agenda entry offers several properties the user can define: * Name: The name of an agenda entry will be displayed in all different modes. * Appearance: Each agenda entry can have an appearance. Assigned appearances define also how an entry looks like in the calendar views. * Mode: Instead of using the entered start time when set to absolute, twilight times like dawn, sunrise, sunset, and dusk can be used. When using twilight times, the local time zone and location need to be set up properly in the [Date and Time menu](/grandma3/2-4/si_date_and_time/). * Start Date: Sets the start day of the agenda entry. Editing the cell opens a pop-up where the user can edit the day, month, and year separately. Today is a quick option to apply today’s date. * Start Time: Sets the start time of the agenda entry. Editing the cell opens a pop-up where the user can edit the hour, minute, and second separately. Now is a quick option to set the current time. * Sunlight Offset: Defines the offset for an event when a twilight time is set in the Mode column. This allows for example to trigger an event 30 minutes before sunrise. * Valid Duration: If the console is not switched on, or the agenda is disabled during a scheduled entry, the entered duration allows to backcast events whose start time falls into the time from now on backward until the duration is over. * Enabled: To enable or disable single agenda entries. * Object: Defines which object, sequence, macro, or plugin shall be executed within the agenda entry. * Action: Defines which action to use when the defined object is executed. * Command: Instead of defining an object to be triggered, a command can be defined instead. E.g., for shutting down the system at a certain time. * Repeat: Editing the repeat property offers the possibility to define how often the entry is repeated, e.g., every day, every second week, etc. To do so, change the available options to your needs in the tabs Schedule and Iterations. To reset the repeat setting you made before, tap Reset Pattern in the title bar of the pop-up. At the bottom of both tabs you find information fields for how often the event will be repeated (Total Repeat), and on how many days the event will be repeated (Repeated days). The repeat logic repeats the agenda event firstly between the start time and end time within a day and repeats this furthermore then between the start date and the end date. * Schedule: Allows to set up a start date, start time, and end date. The start date and start time are linked to the corresponding settings of the agenda event itself. By default the start and end dates and times are identical. To get repetitions, the user must set at least a different end date or end time.\ Tapping Reset End resets the end date and end time back to the start date and start time of the agenda event.\ By enabling or disabling one of the day settings (Mon, Tue, Wed, Thu, Fri, Sat, or Sun), week settings (1st Week, 2nd Week, 3rd Week, 4th Week, 5th Week, or 6th Week), or month settings (Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, or Dec) the user can decide at which days, weeks or months the event shall be repeated. The week settings are the weeks within a full month: E.g., 1st week is the first week of a month, and not the first week of the agenda event itself. * Iterations: Allows to define a repeat per minute, days, weeks, and month. This allows repeating an agenda event, e.g., every 30 minutes, and/or every second week. These settings are counting from the start date onwards. In addition, when setting Repeat every year to Yes, the event will be repeated every year again.\ When a repeat per minute is set, the setting End Time will become active. The time between Start Time and End Time defines the interval in which the minute repeats will be effected. * Countdown: The remaining days or time until the next launch of the event. * Planned Date: The next date when the event will be launched. * Planned Time: The next time when the event will be launched. * Repeat Count Days / Total: Similar to the edit repeat popup the repeat pattern can be double verified. When editing an agenda event within one of the view modes that are not the sheet view mode and the year view mode an edit agenda pop-up opens and offers to modify the same properties as in the sheet view mode. The sheet mode offers an additional button for testing the selected agenda entries. Tapping Test selected in the title bar executes the selected agenda events immediately. This allows checking if the set object or command will be executed correctly. Delete Old erases all preceded events (includes also the valid duration). It is also possible to display a toolbar on the left edge of the agenda window. To enable the toolbar, tap Setup in the title bar.\ Available tools are: * Mouse Pointer: Select tool, e,g, select a day in the day view mode. * +: When the add tool is selected, tapping into a day will add a new event. * \-: Tapping an event while delete is active will delete the event. * Test(![](/img/grandma3/2-4/icon_test_1_15_v1-5-5e6ab9.png)): Tapping an event while test is active will execute the agenda event immediately. * Edit(![](/img/grandma3/2-4/icon_tools_15_v1-5_1-1d0757.png)): Tapping an event in edit mode allows to edit a single event within a pop-up. * Cut(![](/img/grandma3/2-4/icon_cut_15_v1-5-7cec1d.png)): Tapping an event while cut is active cuts the event out of the agenda. The Paste tool will be activated after cutting an event. * Copy(![](/img/grandma3/2-4/icon_copy_15_v1-5-1f7ee1.png)): Tapping an event while copy is active will copy the event. The Paste tool will be activated after copying an event. * Paste(![](/img/grandma3/2-4/icon_paste_15_v1-5-f54afb.png)): The event that is in the clipboard (cut or copy) will be pasted when clicking into a day. *** ### []()Layout [Section titled “Layout”](#layout) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release There are several improvements for layouts. The layout editor features a new option called ViewPosActive. When it is enabled the previously stored zoom and position values of the view will be recalled when loading the layout again. When it is switched off the stored zoom and position values of the view can only be recalled when calling the whole view again. This button is switched off by default. Assigning a selection to a layout utilizes the grid position of the selected fixtures. In setup mode, it is possible to transform your current selection position in the layout to a position similar to your camera view in the 3D window. To apply this function change the layout encoder bar to the Arrangement function. Tap Layout Type until it is set to Camera. It is now possible to define some parameters on the encoders before the new positions will be applied: * Camera (Encoder 1): Select the desired camera. * Scale (Inner encoder 2): Scales the whole selection in X and Y direction. * Ratio (Outer encoder 2): Defines the ratio of the selection. * Move X (Inner encoder 2): Move the whole selection in the X direction for a more convenient position. * Move Y (Outer encoder 2): Move the whole selection in the Y direction for a more convenient position. Tapping an encoder will open a calculator for direct value input. The calculator for the camera allows to select a camera out of the list of existing cameras or to enter a camera ID directly. The new Resize Fixed Ratio (![](/img/grandma3/2-4/icon_resize_fixed_15_v1_5_1-6caa54.png)) tool allows resizing of a layout element by keeping its actual aspect ratio.\ To resize a layout element with the possibility to change also the aspect ratio, chose the normal Resize (![](/img/grandma3/2-4/icon_resize_15_v1_5_1-95b14f.png)) tool. The Grid property of a layout window is split up into SnapGrid and VisibleGrid. SnapGrid defines the grid size of a grid that is used when moving layout elements. VisibleGrid defines the grid size of the visible grid. The keyboard keys Del, Ins, and the shortcut Ctrl + A can be used with a layout view. Layout elements can now have text with definable text settings and definable borders. These properties are new: * Custom Text: The individual text the user can enter. * Font Size: The size of the text. * Text color: The color of the text. * Text Horizontal: The horizontal text alignment. Possible values: * Center: The text will be aligned to the horizontal center of the layout element. * Left: The left end of the text will be positioned within the left edge of the layout element. * Right: The right end of the text will be positioned within the right edge of the layout element. * Text Vertical: * Center: The text will be aligned to the vertical center of the layout element. * Top: The text will be placed within the layout element at the top edge. * Bottom: The text will be placed within the layout element at the bottom edge. * Above: The text will be placed outside the layout element at the top edge. * Border color: The color of the border. * Border size: The thickness of the border itself. * Indicator Bar: Defines if the indicator bar on top of pool objects will be displayed also on top of the layout element. * Selection Relevance: When selection relevance is enabled, the image of a layout element will be colored with the For All or For Some color depending on the current selection. This setting applies only to layout elements that have a pool object assigned, e.g., a group. In addition, there is now a drawing hierarchy of layout elements. The hierarchy defines which layout element can be overlayed by other layout elements.\ The following hierarchy applies:\ (Highest to lowest level)  1. The selected objects will always be displayed above all other elements. 2. Layout elements that have objects assigned. 3. Layout elements that have environment fixtures assigned. 4. Empty layout elements (this includes also layout elements that have only a text or border defined) are always displayed at the lowest level. Layout elements can be hidden by disabling Element Visible. Layout element dimensions are now allowed to a maximum size of 14 000 x 14 000 pixels to fill the entire canvas. The Fixture ID, Custom ID, or both can be displayed on layout elements by enabling or disabling ID (= Fixture ID), and or CID (= Custom ID). When the custom ID will be displayed, the corresponding ID type will also be displayed when the size of the layout element is big enough to do so. The ID type will be then displayed in front of the IDs. The IDs are displayed separately when the Fixture ID and the Custom ID are not equal. The style is then FID:CID. An example would be: Channel 1:1001. In this case, the assigned fixture of the layout element has the Fixture ID #1 and the Channel ID #1001. Presets can now be assigned to layouts. They behave like presets in preset pools when tapping them. \*\*Restriction: \*\*\ Existing show files cannot get Layout Element Defaults for presets. Only new shows will have a layout element default for presets. *** ### []()3D Window [Section titled “3D Window”](#3d-window) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The 3D window visualizes additional iris attributes now. The attributes IrisRandomPulseClose and IrisRandomPulseOpen are visualized now. Separate beams of multi-pixel fixtures are merged into one beam if the pixels are on the same plane. This will increase the performance for that kind of fixture type. The rendering method of the merged beam is used if the array of pixels has a circular or a rectangle shape with a ratio close to 1.\ How much the individual pixels are blurred into each other can be defined via the property “Multi-Beam Blur” per beam geometry. The value range for this property is from 0.1 to 1. The higher the value, the more the beams are blurred together. The beam quality “Gobo Animated” was added. With this beam quality and the higher beam qualities, the transition of wheel slots of gobo wheels is animated now. Snapping transition, as well as a fading transition between slots, is visualized. In addition, also the attributes Gobo#SelectShake, Gobo#WheelSpin, and Gobo#PosShake are visualized now.\ Wheels in fixture types have now a property called “Allow Shortcut”. This defines whether a wheel takes the shortest distance between two wheel slots or if it is following an ascending or descending DMX value. The default is set to “No”. **Hint:**\ The attribute Gobo#WheelSpin is also visualized with the beam quality “Gobo” but without animation between the wheel slots. *** ### []()Import/Export Menu [Section titled “Import/Export Menu”](#importexport-menu) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new menu for import or export can be entered via the main menu: Menu - Import / Export. Within the menu, the user can choose whether he wants to import or export data by tapping Import or Export in the tab bar on the left side. Both tabs have a similar structure, but the main areas (which will be described in the following sentences) may be interchanged, depending on import or export.\ The main area is divided into two parts, the drive part, which represents the files on the hard drive or USB drive, and the local part which represents the data inside the show file.\ In the Import tab, the drive part is on the left side, and the local area is on the right side. In the Export tab, it is interchanged: the local area is on the left side, and the drive part is on the right side.\ Besides these two main areas, the title bar of the import/export menu allows switching between the different types of objects that can be imported/exported, e.g., groups, sequences, macros, MAtricks, and many more. To do so, tap ObjectType to toggle through the different object types or tap it, hold the finder and drag it outside the button. The dropdown is divided into 3 columns. The first column contains object types that are not organized within data pools, e.g., Appearances, Scribbles, User Profiles, and so on. The second column contains all different types of media: Images, Videos, Sounds, etc. The last column lists all object types that are organised within data pools and data pools itself, too. As all other objects types are children of the data pools, these object types have a ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) in front of their labels. When selecting, e.g. PresetPools or GelPools, an additional tab bar will be displayed above the main area to switch between the different preset pools or gel pools. In addition, the selected drive can also be changed by tapping Internal in the title bar of the drive part.\ Within the local area, DataPool allows switching between the different available data pools of the show file.\ Enabling Sheet Style displays the pool of the selected ObjectType in a sheet style instead of the default pool style.\ The drive area offers also to search for files by entering a search string into the input field behind Name. The export tab has, in addition, one special function in the local area. Tapping Select All selects all elements of the current object type. After tapping Select All, the button changes to Deselect All, which will clear the selection of elements. Each area allows the selection of several entries at once. In sheet style it is possible to do a lasso selection or tap single entries while having Ctrl pressed. When the local area is not in sheet style, tapping several pool objects after each other will select them in addition to the current selection. Deselection is possible by tapping a selected pool object again. To export objects, select them in the local area of the export tab, enter a file name in the drive area, or tap an existing file in the drive area, and tap Export. To import objects from a file, select the file in the drive area of the import tab, select the desired spots in the local area, and tap Import. When importing images, the menu offers to immediately create appearances with the imported images. To do so, enable Create Appearance at the bottom of the import tab. *** ### []()Readout and Encoder Resolution [Section titled “Readout and Encoder Resolution”](#readout-and-encoder-resolution) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new readout “Natural” allows defining the desired readout type per attribute. E.g., dimmer values are at best displayed in percentage readout, while pan or tilt values are better readable using the physical readout which displays the pan and tilt values as degrees.\ When setting the readout for the fixture sheet, sequence sheet, or user profile, natural can be selected instead of percent, physical, etc. The Natural readout can be defined per attribute in Menu - Patch / Live Patch - Attribute Definitions. The cells in the column Natural Readout can be edited. New shows will come up with a predefined set of natural readouts. New attributes will be set to Percent for the natural readout.\ \ In addition, the natural readout can also be defined per attribute within each user profile. To do so, go to Menu - Settings - User Configuration - Profiles - Select a user profile - Edit Encoder Bar.\ When creating a new user profile within a show, the natural readout for all attributes is linked to the one in the attribute definitions by using the default value. When starting a new show, or creating a new user profile, the readout is set by default to Natural.\ When loading show files stored with grandMA3 v1.4 or prior are applying the same readouts for the natural readout within the attribute definitions. In addition, all user profiles will be set to natural value readout when migrating the show file once from v1.4 or prior to v1.5 or later.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Encoder resolution can now be defined per attribute. The encoder resolution defines how big the change of an attribute value will be when turning a dual encoder by 1 click. The encoder resolution can be changed per attribute in the Encoder Resolution column within the attribute definitions (Menu - Patch / Live Patch - Attribute Definitions). The size of the value change is also dependent on the current readout per attribute. Parallel to the natural readout, the encoder resolution can also be defined per user profile within the Edit Encoder Bar menu in the user profile menu.\ When creating a new user profile, the current encoder resolution settings will also be copied from the Attribute Definitions to the user profile. It is also possible to change the encoder resolution directly on an encoder. To do so press and hold MA. During the hold, the channel function area of each encoder will switch to display the possible resolutions. By tapping the resolution area of an encoder, the selected resolution of the encoder will change to the next resolution. This will change the encoder resolution of the attribute within the user profile. When the desired resolution is selected, release MA. **Hint:**\ \- An encoder has 24 clicks for one turnaround.\ \- 5 turns of an encoder are needed to cross the whole range of the attribute from its minimum to the maximum while using the coarse encoder resolution. The possible resolutions are: * Coarse: This is the most coarse resolution. One encoder turn click will change the value depending on the readout:​ * Percent: 1 * PercentFine: 1 * Physical: (MaxValue-MinValue)/(24\*5)\ When fixtures of 2 or more different fixture types are selected, the smallest physical range of one of these fixtures determines the size of one turn click. * Dec8: 255/(24\*5), therefore 1 click equals 2.125. * Dec16: 65 535/(24\*5), therefore 1 click equals 546.125. * Dec24: 1 677 216/(24\*5), therefore 1 click equals 13 976.8. * Hex8: 255 (=FF)/(24\*5), therefore 1 click equals 2.125. * Hex16: 65 535 (FFFF)/(24\*5), therefore 1 click equals 546.125. * Hex24: 1 677 216 (=FFFFFF)/(24\*5), therefore 1 click equals 13 976.8. - Fine: Fine has a 10x finer resolution than coarse. - Increment: When the resolution is set to Increment one encoder turn click will change the lowest digit of the displayed readout.  - Native: The value layers Absolute and Relative offer this mode to have direct access to the smallest possible value change of the parameter resolution. **Hint:**\ In Native mode, If a e.g. dimmer channel is based on 8/16/24 bit, one encoder turn always results in one digit change of the DMX output.  An encoder displays the current resolution in the center of the encoder symbol within the encoder bar: Depending on the resolution a circle of four dots (=Coarse), a circle of eight dots (=Fine), or a circle with four dots and four bars (=Increment) will be displayed. Native resolution is represented by a gear symbol. Furthermore, the factors of value change between turning the inner encoder and all other encoder actions (press and turn the inner encoder, turn the outer encoder, and press and turn of the outer encoder) can be defined within the Edit Encoder Bar menu. These are the available factors: * Encoder Press Factor: Press and turn the inner encoder, definable per attribute. * Dual Encoder Factor: Turning the outer encoder, definable as a general factor. * Dual Encoder Press Factor: Press and turn the outer encoder, definable as a general factor. The available values for the different factors are these ones: * Div50 * Div25 * Div10 * Div5 * Div2.55 * Div2 * One * Mul2 * Mul2.55 * Mul5 * Mul10 * Mul25 * Mul50 * Disabled When creating a new user profile these factors are set to Mul5 for the encoder press, Div5 for the dual encoder, and Div25 for the dual encoder press. The buttons TimeLayerResolution and PhaserLayerResolution offer to set different desired resolutions depending on the selected layer. TimeLayerResolution is by default set to Fine and PhaserLayerResolution is by default set to coarse. Link Resolution defines if switching the encoder resolution should switch the resolution for all other attributes of the same feature group as well (Link Resolution set to FeatureGroup), or if it should switch the resolution only for the one attribute where you change the resolution now (Link Resolution set to Single). This setting can also be accessed in the encoder bar by pressing and holding MA in order to change the encoder resolution. ***   ### []()Patch and Live Patch Menu [Section titled “Patch and Live Patch Menu”](#patch-and-live-patch-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release In order to have a more structured workflow inside the Patch Menu, a couple of improvements were made. The navigation in the patch menus changed in such a way, that a tab bar is now used on the left-hand side. This lets the user always know at which part of the patch he is looking, especially when a section has sub-sections, like the attribute definitions. In this case, a tab bar will appear at the top of the section area which allows navigating through the subsections. Furthermore, there are now 2 different styles to look at the real fixture patch. In the title bar, you can toggle Split View. When Split View is deactivated, you can see the complete tree-structured overview of the fixture patch, like known from former versions of grandMA3.\ When it is activated, you can see the new Split View. The tab bar at the top offers to display the patch split by Layers, Classes, ID Types, FixtureTypes, DMX Universes, Filters, or Hierarchy. The left area of the split view displays the corresponding objects. Selecting one of these objects by tapping it will display fixtures on the right side, influenced by these objects: * FixtureTypes: Selecting one fixture type on the left side will display all patched fixtures that use this fixture type. * DMX Universes: The split is done by DMX Universes, which results in displaying all fixtures patched to the selected universe. * ID Types: All ID types can be selected. The fixture area will display all fixtures that have the selected ID type assigned. Fixtures that have an ID type other than Fixture are only displayed in the corresponding ID Type, also when they have an additional FID set up. The left area allows also to label the custom ID types. * Filters: The split is done by the patch information in filters. Read more in the [Create a Filter](/grandma3/2-4/worldfilter_filter_create/) topic. * Layers: All layers set up in the show can be selected. The fixture area will display all fixtures that have the selected layer assigned. The left area allows also to manage the layers of the show file. * Classes: All classes set up in the show can be selected. The fixture area will display all fixtures that have the selected class assigned. The left area allows also to manage the classes of the show file. * Hierarchy: The left side lists the hierarchical structure of the patch. It lists the parent elements and can be unfolded. The right side displays the elements directly dependent on the selected object on the left side. The top-level where the hierarchy starts is the level of the stages. **Hint:**\ In every tab of the Split View there is a \ and a \. In \ you can find all elements no matter which category they belong to. In \ you can find all elements that are not assigned to any Layers/Classes/… . When adding a new fixture while being in split mode, the fixture wizard populates the current split by setting, e.g, selecting a layer in Split by Layer will enter the selected layer in the fixture wizard. Or selecting a fixture type in Split by Fixture Type will create a fixture of the selected fixture type. Cutting and Pasting between categories will automatically adjust the category to which the element is pasted to. The patch menu remembers which tab was selected last when leaving the patch the last time and returns to this tab when entering it again. Leaving the patch without changes does not create a pop-up anymore and will not clear the oops stack anymore.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When a Fixture Type has the flag CanHaveChilderen=“No”, fixtures of this Fixture Type cannot be the parent of any fixtures. The default of the CanHaveChildren flag was set to “No” for most Fixture Types. It still can be manually set to “Yes” if desired.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release In the EditPatch menu, the following new buttons were added: * Move Patched To Selected Universe: This moves the fixtures to the selected universe and keeps the DMX address. * Patch To Next Free Address: This gives the fixtures the next available DMX addresses. * Patch To Next Free Universe: This patches the fixtures to the next completely empty universe. * PatchOffset: This can be used to set the desired number of DMX channels between the start address of each fixture. To make advantage of the Patch Offset, the value for the Patch Offset needs to be greater than the fixtures have DMX channels. In case that the chosen Patch Offset is smaller than the amount of DMX channels of the fixtures, the fixtures will be patched as close as possible. When inserting a new fixture you can find a new Column called “No” (Number) in the tab “In current show” of the “Select DMX Mode to use”. This is the index number from the Fixture Types list. The patch menu, live patch menu, the fixture type section and the insert new fixture dialog have a new button called Hide Environmental in the title bar of these menus. When it is active all fixture types, that do not have at least a DMX address assigned to one DMX channel will be hidden. These fixture types are mainly environmental fixture types, e.g., stage elements, trusses, and many more. For the case of hierarchical patch items, it searches recursively, thus showing the parents if a child object is found that has DMX channels with DMX addresses.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The fixture library now offers the possibility to download GDTF fixture types directly from GDTF-Share.com. In order to do this an active internet connection with connection to the [world server](/grandma3/2-4/system_world/) is needed. This is indicated by a green world server icon right beside the command line. Go to the patch (Menu - Patch) and tap Insert new Fixture. The insert new fixture dialog opens. Besides the already existing fixture libraries tap GDTF Share. The list of fixture types is downloaded. **Hint:**\ Downloading the list of fixture types and downloading individual fixture types may take a while depending on the speed of your internet connection. After selecting a fixture type tap Select. A local copy of the GDTF file is downloaded to the folder gma3\_library/fixturetypes/gdtfs on the selected drive and added to the show file. To learn more about the folder structure in the [Other Enhancements](/grandma3/2-4/key_rn_v1_5/#OtherEnhancements) section of this document. The GDTF Share fixture library has two additional properties. “Uploader” indicates whether the file was uploaded to the GDTF Share by a user or a registered manufacturer. “Rating” displays the average user rating of the fixture type between 1 and 5, where 5 is the best rating. **Hint:**\ The GDTF Share fixture library only displays fixture types whose release status on GDTF-Share.com is set to “Release”.\ Furthermore, ratings, comments, and many more can only be added by visiting GDTF-share.com with a normal web browser. This is not possible within the grandMA3 software. This requires also a GDTF share user account. ***   ### []()Special Executors [Section titled “Special Executors”](#special-executors) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The special executors are reworked which helps to have a better overview of them. They are now arranged in this way: * SpecialExecutor 1: The left 100mm fader. * SpecialExecutor 2: The right 100mm fader. * SpecialExecutor 3: The key and mini encoder above the left 100mm fader. * SpecialExecutor 4: The key and mini encoder above the right 100mm fader. * SpecialExecutor 5: The GrandMaster. * SpecialExecutor 10: The lowest key below the left wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 11: The lowest key below the right wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 20: The left wheel and the key below the left wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 21: The right wheel and the key below the right wheel (grandMA3 full-size (CRV) and extension). * SpecialExecutor 30: The lower encoder (grandMA3 full-size (CRV) and extension). * SpecialExecutor 40: The upper encoder (grandMA3 full-size (CRV) and extension). Together with the hardware elements merge of the special executors, the special executor area in the executor bars was cleaned up, too. As a result of this, the special executor area on the left executor bar on a full-size (CRV) and on extensions does not need a scroll bar anymore. With the new structure, all special executors now fit natively into the executor bars.\ Furthermore, the special executor area of the [master section](/grandma3/2-4/do_control_master/) displays now at its top in a 2x2 arrangement the special executors 1 to 4. The bottom area displays now always the selected sequence. The special executor configuration menu with the overview of all special executors is now gone. This menu opened in between when the users wanted to open the assign menu for a special executor.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release A new option per user profile (Mirror SpecialExecutor) allows defining if the special executor areas of grandMA3 extensions should use all together the same set of special executors (Mirror SpecialExecutor set to Yes), or if each individual extension should use its own set of special executors (Mirror SpecialExecutors set to No).\ In the case of setting Mirror SpecialExecutor to Yes, the same special executors are used as the left executor area of a grandMA3 full-size (CRV) uses.\ The sets of special executors are managed by the set WingID of a grandMA3 extension. When 2 connected extensions are set to the same WingID, and Mirror SpecialExecutor is switched off, theses both extensions will display and use the same special executors. To read here more about the [grandMA3 extension](/grandma3/2-4/do_extension/), how to [connect it](/grandma3/2-4/fs_connect_extension/), and [WingIDs](/grandma3/2-4/executor/).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When the assign menu for a special executor is open, the executor label of the chosen special executor alternates now between a red coloring and its normal look. When any other object, then the Grand Master object, is assigned to special executor 5 (which represents the physical grandmaster knob), the encoder bar reduces the area of the grandmaster fader. In the now free area at the bottom of the encoder bar, a special executor label will display the assigned object of special executor 5. In addition, the [control bar](/grandma3/2-4/ws_ui_control_bar/) has now the possibility to open a temporary overlay of the Custom/Master Section window. To open the overlay, tap ![](/img/grandma3/2-4/icon_special_master_15_v1-5_1-45e90b.png).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Together with the restructuring of the special executors the Custom/Master Section Window got a brush up as well:\ The settings of the custom/master section has now less properties compared with former versions. These are the current properties: * Show Labels: Displays or hides the labels for all special executors. * Show Hardware Buttons: Displays or hides the hardware buttons for all special executors. * Show Custom Section: Displays or hides the complete custom section with special executors 10 to 40.  * Show Master Section: Displays or hides the complete master section with special executors 1 to 4, and Go+ \[large], Go- \[large], Pause \[large]. * Show Master Section Knobs: Displays or hides special executors 3 and 4. This allows to adjust onPC stations or compact (XT) consoles to display only the parts of the master section which they have as hardware. * Show Grand Master: Displays or hides special executor 5 (by default the grand master). * Show Page Section: Displays or hides the page button section with Page+, Page x and Page- that is located on the right side of the executor bars. The custom/master section window now displays the assigned fader function on top of each fader. **Important:**\ All settings of custom/master section windows within show files saved with v1.4 or prior will be reset to default when loading these shows in v1.5! ***   ### []()DMX Curves [Section titled “DMX Curves”](#dmx-curves) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release DMX curves allow to modify the usual linear output of DMX channels. This makes it possible for example to define that 100% of the dimmer attribute of a fixture should only output a DMX value of 90% when the dimmer needs to be limited. Another use case could be a DMX channel that shall be treated as a switch channel. DMX Curves can be managed within the DMX Curves section of the Patch menu: Menu - Patch - DMX Curves. It is possible to have up to 9 999 DMX curves within one show file.\ It is possible to define 3 different CurveModes: * MinMax: This allows to define a simple line as a DMX curve, e.g., when the maximum needs to be limited. * Switch: A switch curve allows to define at which point the signal should be switched from its minimum to maximum value and vice versa. It is possible to define different switching points for increasing and decreasing values. The increasing curve is marked with an upwards arrow on the curve, while the decreasing curve is marked with a downwards pointing arrow on the line of the curve. * Custom: Allows to create own curves with linear connections between each defined point. Up to 63 points are possible within a custom DMX curve. To create a new DMX Curve, tap New DmxCurve in the DMX Curves menu, and then tap Insert new DmxCurve.\ Change the CurveMode to the desired mode.\ To move points around within the graph area on the right side, select them with the select tool (Mouse pointer icon).\ Then switch to the move tool (Arrow-cross symbol), tap and hold the selected point and move your finger around. Release the finger when the desired position is reached.\   The custom curve mode has some more tools that can be used: * Selecting the add point tool (+) allows adding of additional points to the curve. When the tool is selected, tap at the desired position in the graph. The previous and the next point along the In axis will automatically be connected to the newly added point. * For deleting points within a custom DMX curve, select the delete tool (-) and tap the point you want to delete. * For the custom curve mode, it is also possible to move the handles of each point in order to modify the incoming part (Decel) or the outgoing part (Accel) of the curve. This allows forming of the linear curve into a round curve. To do so, select the move handle tool (Outlined arrow-cross symbol). The possible handles that can be modified will be displayed in the graphical area. Each handle has a peacock green line and a yellow dot at the end. By tap, hold and move of one of the yellow dots, the corresponding handle can be moved. The curve will transform accordingly. When the desired form is reached, release your finger. It is also possible by tap, hold, and move of the DMX curve point itself to adjust both handles of the point simultaneously. * In the custom mode it is also possible to move around more than one point at the same time. To do so, select all desired points with the select tool. Then switch to the move tool. Tap, hold and move your finger within the graphical area. It is important to tap into free space within the graphical area and not on an existing point. The graph view has in both directions (In and Out) rulers which change their labels depending on the selected DMXReadout. The horizontal direction (In) represents the input value of the attribute, while the vertical direction (Out) represents the resulting DMX output.\ The points of the curve within the graph view display their names or IDs for better identification. Within a custom DMX curve it is possible to move the resulting curve outside of the allowed value range by using the handles. This behavior may be wanted by the user, in case of over-shooting, for example. The resulting DMX value will be cut to the corresponding limit (0 or 255) in this case. Furthermore, the software displays in case of such a curve a new button with the DMX Curves-tab: Show Warnings. By tapping it, the user will be informed, which curves are set up like described before.\ \ For fine adjustment, the grid on the left side offers to enter the In and Out values for each point. To see each point of a DMX Curve, expand the DMX Curve by tapping the triangle icon in front of the name.\ MinMax curves and Switch curves are limited to two points. The points are named Min and Max. It is not possible to add more points to these two types.\ The grid allows also to adjust Accel and Decel of a custom DMX Curve by editing the corresponding cells. **Hint:**\ There are 3 predefined DMX curves available to be imported. These curves are of the DMX curve type Custom, and have curves prepared for Sinus, Square, and Power Correction shape. DMX Curves can be applied to attributes within fixture types or to realtime parameters: For attributes inside a fixture type, edit the fixture type (Menu - Patch - Fixture Types - Select the desired fixture type - Edit), tap DMXModes, expand the desired DMX Mode, expand the DMX Channels. Then edit the DMX Curve cell of the desired DMX Channel.\ A pop-up opens and offers to select one of the existing DMX Curves within this show file in the DMX Curve tab. Or remove an assigned DMX Curve by tapping Empty. For realtime parameters (Menu - Patch / Live Patch - Parameter List) it is possible to assign DMX Curves as well. To do so, open the parameter list, scroll down to the desired parameter (check IDType, CID and ChannelName to identify the desired parameter), and edit the DmxCurve cell. A drop-down opens and offers all DMX Curves of the show file. In addition, the drop-down also allows ignoring a possibly assigned DMX Curve from the fixture type. To do so, select Ignore FT.\ In case, the parameter has already a DMX Curve assigned, and the user wants to remove it, it is also possible to use the DMX Curve of the attribute that is defined within the fixture type. To do so, select Follow FT. **Hint:**\ In case of patching a fixture that has a DMX Curve assigned to a realtime parameter to a different DMX address, the DMX Curve on the realtime parameter will also move to the new DMX address. *** ### []()Assign Menu and Settings Editor [Section titled “Assign Menu and Settings Editor”](#assign-menu-and-settings-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release To have a unified experience when assigning or editing settings of objects, the executor assign menu has been reworked. On the left side, the displayed tabs are reduced to Object, Handle, Edit Setting, and Edit (if available for the object). The buttons for Name, Scribble, and Appearance moved to the Edit Setting area of the assigned object. Editing a sequence or macro opens the associated editor inside the assign menu, allowing to go back to other settings by using a different tab on the left side.\ The settings of an assigned object, e.g., group or world, can be edited directly by tapping Edit Setting.  In addition, the Settings Editor has a similar layout across the editable objects. Name, scribble, and appearance are always displayed at the left side in the settings. When opening the assign menu, it depends now how the assign menu was called, and therefore the assign menu will be opened with a defined tab: * Edit: Opens the assign menu and selects the Edit tab. If the assigned object does not provide the Edit tab, it will switch to the Edit Setting tab. * EditSetting: Displays the Edit Setting tab of the assign menu when it opens. * Assign: Opens the assign menu with the Handle tab selected. When doing this with an empty executor, the assign menu will open up with the Object tab selected. This can also be achieved via command line and using the new /Tab-option: To open the Edit-tab via the Assign command of executor 201 on page 1, type: User name\[Fixture]> Assign Page 1.201 /Tab “Edit” It is also possible the other way round. To open the assign menu and get the Handle tab displayed by using the Edit command, type: User name\[Fixture]> Edit Page 1.201 /Tab “Handle” The possible values for the /Tab-option are Object, Handle, EditSetting, and Edit. Furthermore, tapping the executor in the executor bar without any of these special additions remembers now the selected tab when having the assign menu open the last time before.\ When the assign menu is now open, the executor label of the chosen executor alternates now between a red coloring and its normal look. *** ### []() onPC Improvements [Section titled “ onPC Improvements”](#onpc-improvements) ### []()USB MIDI Support [Section titled “USB MIDI Support”](#usb-midi-support) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release grandMA3 onPC for macOS and Windows now supports USB MIDI Interfaces.  To configure your USB MIDI Interface, go to Menu - Settings - onPC Settings. In the MIDI columns, it can be decided if the MIDI ports from the command wing should be used for input and output: MIDI via onPC command wing. If it is enabled, the MIDI input and output is routed through the connect grandMA3 onPC command wing. If it is disabled, the below configured device is used. Select the desired device for the input and output separately by tapping MIDI In or MIDI Out and choose the device in the pop-up. MIDI Offset allows defining the shift of incoming MIDI Notes and Control Changes (CC) for the selected MIDI In Device. The incoming notes and CCs will then be shifted by the defined offset.\ MIDI TimecodeSlot defines the timecode slot for the selected MIDI In Device.   ### []()Audio In Selection [Section titled “Audio In Selection”](#audio-in-selection) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release grandMA3 onPC for Windows now supports selecting the audio interface that shall be used when using sound input into the grandMA3 onPC software. To configure the audio in selection, go to Menu - Settings - onPC Settings. In the Sound column, tap Audio In Device in order to open the pop-up with the different possible sources for audio. Tap the desired interface, to select it. Selecting None disables the audio input into the grandMA3 onPC software. Besides None and the other available sources, the pop-up also offers to select the Default audio in device of the operating system. This can be done by tapping Default \.\ In addition, the Sound window offers now to select the audio in device by tapping Audio In Device within the title bar. This button is only displayed on onPC stations. ***   ### []()MVR Merge [Section titled “MVR Merge”](#mvr-merge) The import of MVR files has now the possibility to merge the content of an MVR file with the show file, where the user can decide per fixture if he wants to apply a change coming from the MVR file. Enter the patch (Menu - Patch) and tap Import MVR. Choose an MVR file in the file browser and tap Import. The MVR Merge menu opens. This menu compares the current content of the show file with the content of the MVR file matched by the Fixture ID. The left side (My) displays the patch content of the show file, while the right side (Other) displays the content that is coming from the MVR file that is imported. **Hint:**\ The left side will be empty if there is no fixture in your show file. The user can decide per fixture if he wants to keep the existing data of the show file or overwrite it with the data coming from the MVR file. A blue background marks the data set of a fixture (My or Other) that will be applied. In each line either My or Other can be active. To select one of the sides of a row, tap the side you want to keep. The blue background changes to the side that is selected. To import the selection to the show file tap Import MVR. Like the patch, the MVR Merge Menu allows changing the set of displayed columns, by tapping Columns in the title bar of the MVR Merge pop-up.\ When Columns is set to Condensed, only the most important information is displayed. These are FixtureID, Name, Fixture Type, and the Patch address.\ In the full columns mode, additional information, like the position, the rotation, or the class are displayed. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) grandMA3 onPC on macOS supports now the new Apple Silicon system architecture. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When having several timecode events selected and turning the time encoder in the encoder bar of the timecode editor moves the selected events now relatively to each other. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Drop-down lists that were scrollable, are not displayed as scrollable lists anymore, but they display all their values as a grid, e.g., when editing the function of a key in the assign menu, or when tapping Appearance while editing the options of a group. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Appearances: Appearances are displayed at more places: * Appearances of fixtures are now displayed in the fixture sheet when enabling Fixture Appearance in the context menu of the fixture sheet window. The image and the background color of the appearance are displayed right before the name of the fixture. * Appearances can now be assigned to cues. Depending on the set value of the CuePart Appearance setting in the context menu of the sequence sheet, the appearance is displayed in these ways: * Off: Appearance is not displayed * Number: The No, and Part columns display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * Num + Name: The No, Part, and Name columns display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * All: All columns in the sequence sheet display the background color of the assigned appearance. The image of the appearance is displayed in front of the cue name. * Drop-down lists that offer to select an appearance display now in front of each appearance name a small preview of the appearance. * If a Sequence is activated, the running cue appearance is displayed at the sequence object, if deactivated, the sequence defined appearance is used. Appearances allow now to rotate assigned images. To do so, edit an appearance, and tap ImageRotation until the desired rotation is set. It is possible to rotate images in steps of 90°.\ In addition, the image can now also be mirrored with the new property ImageMirror. ImageMirror can be set to Horizontal, Vertical, or Both. The image will then be mirrored in the set direction. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Macros: * The macro editor offers now to test only the selected line by tapping Test Macro Line. The Go button was renamed to Test Macro. * The macro editor offers a button CLI to toggle Command-Line Interaction. Deactivated CLI is displayed in red letters on the macro pool object.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Steps can be deleted using the - in the tool area in the phaser editor. Delete as well as Insert is also available via command line. To delete step 3: User name\[Fixture]> Delete Step 3 To insert step 2: User name\[Fixture]> Insert Step 2 ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is now possible per station and DMX protocol (Art-Net or sACN) to define if the station shall send these DMX Protocols while being an IdleMaster. This is useful for larger setups with several consoles. If one console gets separated from the original session, it will still send these protocols if the option is enabled. This can cause the receiving devices to jump all the time between these sources.\ To enable or disable the settings, press Menu - DMX Protocols - Art-Net or sACN. Tap SendArtnetIfIdleMaster or SendSacnIfIdleMaster to enable or disable the settings.\ Or go to Menu - Output Configuration and scroll to the right. Here you can set the values for SendArtnetIfIdleMaster or SendSacnIfIdleMaster for every console being part of the current session.\ This setting is enabled by default for all consoles and onPC stations. Also when updating consoles from v1.4 or prior to v1.5 and later, SendArtnetIfIdleMaster and SendSacnIfIdleMaster will be enabled. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When storing onto existing MAtricks Pool Objects, the software asks now the user if the existing one should be overwritten, merged, or if the user wants to cancel. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) grandMA3 extensions allow now to change the IP address of the device without having it connected to a host. To do so, tap ![gear](/img/grandma3/2-4/gear_1-0b513c.png) in the lower left corner in the display of the grandMA3 extension. A pop-up opens, that is similar to the IP configuration within the grandMA3 software. To read more about Interfaces and IP, read the [Interfaces and IP](/grandma3/2-4/network_interface/) topic. \ In addition, it is possible to reset the current settings of the grandMA3 extension to the factory settings by tapping Factory reset. **Important:**\ This is also possible for the internal wings of grandMA3 full-size consoles and grandMA3 light consoles, but we recommend to use this menu only by instruction of the Tech Support! ​​![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)​ The Video Pool now features importing of videos. These videos can be used in appearances instead of images. **Important:**\ Video files count into the overall size limit of 200MB for media pools within a show file. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The folder structure on the hard drive and USB drives changed.\ All user data will now be stored in the gma3\_library folder. The folder is on the same level as the gma3\_vx.y.z folders on hard drives. This allows version-independent management of user files. On USB drives the folder is placed within the grandMA3 folder, which in turn is placed into the root of the USB drive.\ Exporting data from the grandMA3 software creates the files now in the gma3\_library folder. The folders inside the gma3\_vx.y.z folders are now only used for default content the software installs by itself.\ On USB drives, the gma3\_library folder will be created automatically after plugging the USB drive into a station that is running the grandMA3 software, and opening the USB drive in the backup menu. Within the gma3\_library folder, the data is structured into subfolders. These subfolders are created together with the gma3\_library folder. These subfolders are mainly representing the internal data structure. These are the created folders: * agendas * appearances * certificates * colorthemes * datapools * executorconfigurations * executorpages * filters * groups * layouts * macros * matricks * plugins * presets * sequences * timecodes * worlds * fixturetypes * fixtureicons * gdtfs * gobos * meshes * inout * artnet * dcremotes * dmxremotes * midiremotes * osc * outputconfigurations * sacn * media * images * sounds * symbols * videos * mvr * netkeys * patch * dmxcurves * stages * scribbles * userprofiles * cameras * screenconfigurations * viewbuttons * views * users **Hint:**\ The location of show files did not change, as they are more version dependent than exported files. Show files are located here:\ \- onPC Windows® from the folder \*\*C:\ProgramData\MALightingTechnology\gma3\_x.y.z\shared\shows\ - \*\*onPC Apple macOS® version from the folder \*\*HD\users\\\[username]\MALightingTechnology\gma3\_x.y.z\shared\shows \*\*\ \- on USB drives from the folder **\grandMA3\shared\shows** Object types that are not part of the list above, like masters or RDM data, will be exported directly into the “gma3\_library” folder.\ Furthermore, when exporting the parent level of an object, a single file with a sub extension will be placed into the corresponding folder.\ E.g., DMXProtocols (Export Root “DeviceConfigurations”.”DMXProtocols” “MyPerfectDMXProtocolsSetup”) instead of Art-Net and/or sACN as separate exports. In this case, a file with the name “MyPerfectDMXProtocolsSetup.dmxprotocols.xml” will be created in the “inout” folder.\ This applies to more object types, e.g., all remotes, all camera, and so on.\ In addition, when exporting a child object, e.g., a cue (child of a sequence), the exported file will be created in the folder “sequences” of the parent object (sequence), and gets also a subextension. In this case “cuename.cue.xml”. With this change of the folder structure, it is still possible to import files that are part of older software installations that are installed on your grandMA3 device.\ To be able to use the existing files on USB drives a copy file functionality has been implemented. The grandMA3 software detects the existing old folder structure as soon as a USB drive is recognized. A pop-up asks then if the old data should be migrated to the new folder structure. The user has these choices: * Yes, But Keep Old: In this case, the files will be copied from the old folders to the new folders. Old and new software versions can use the files. * Yes, And Delete Old: The files will be moved from the old folders to the new folders. In this case, when using an old software version later again, the old software version is not able to access the files anymore. * Not Now: Nothing is done at moment. The pop-up appears again when starting the software again, or when unplugging and plugging again the USB drive. * No And Don’t Ask Again: Nothing is migrated into the new folder structure, and the pop-up will not appear in the future for this USB drive. In this case a small additional text file will be placed on the USB drive to be able to remember this choice. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New command line options when working with files (Import/Export, SaveShow/LoadShow, List):\ It is now possible to specify a path for files with the command line option /Path. This is handy for example when files are located within subfolders. Examples: The macro library file “bestmacro.xml” is located within “gma3\_library/data/macros/myfavorites”.\ To import this library file, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 /Path “myfavorites” When the file is in the same folder, but on the first connected USB drive, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /Path “myfavorites” With the path option, it is also possible to import library files that are not placed within the grandMA3 folder structure. To import the same file, but from the folder “My\_grandMA3\_files” that is placed directly in the root of the USB drive, type: User name\[Fixture]> Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /Path “/My\_grandMA3\_files” When the value of the path option starts with a slash (/), the system starts to navigate in the root of the drive (See the example from above). When the value of the path starts directly with a name, the system starts to navigate from the corresponding library folders, e.g., the macro folders in the gma3\_library and the resources. With the new gma3\_library (please read above), there are now also 2 places available where library files are located. With the /Type option can now be distinguished between user library files (/Type “User”) and system library files (/Type “System”). To list only the library files of the user MAtricks, type: User name\[Fixture]> List MAtricks Library /Type “User” To list all library files of the predefined MAtricks, type: User name\[Fixture]> List MAtricks Library /Type “System” The type option can also be used when a library file exists with the same name in the user library and the system library. To import the save\_show macro from the system library instead of the user library, type: User name\[Fixture]> Import Macro Library “save\_show\.xml” At Macro 21 /Type “System” The type option is also available for LoadShow, but with different values: The normal shows are /Type “Shows”, demo shows are /Type “Demo”, and backup files can be specified with /Type “Backup” To load the demo show from the demo shows folder, type User name\[Fixture]> LoadShow “Demoshow\_grandMA3.show” /Type “Demo” **Restriction:**\ The /Type option can only be used for LoadShow, Import or List. **Important:**\ When no type is specified, the type “User” has priority.   A third and new option is /NoRefresh. When for example listing the library files of a certain type and path, it takes a while to type the options into the command line. When a file shall be imported afterward from the specified type and path, they need to be entered again.\ With /NoRefresh it is not necessary anymore to enter /Type and/or /Path again for the following command. Example: List all macro libraries within a specific path: User name\[Fixture]> List Library If Drive 2 /Path “/My\_grandMA3\_files/macro/archive” To import the second library then to macro 1, type: User name\[Fixture]> Import Library 2 At Macro 1 /NoRefresh Without the /NoRefreshOption, the user would have to execute this command: User name\[Fixture]> Import Library 2 At Macro 1 If Drive 2 /Path “/My\_grandMA3\_files/macro/archive”   Also, a new command line option is /Gaps. This option allows specifying whether the number of gaps between pool objects shall be preserved during import, or not. During export, the gaps are always exported. In our following example, the macro pool has macros 1, 2, 4, and 8, and all these macros shall be exported into one XML file. To export the macros from our example, type: User name\[Fixture]> Export Macro 1 Thru 8 “mymacros.xml” Let’s continue and import the exported macros again to macros 11 onwards without the gaps, type: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11 /Gaps “No” But if you want to import the macros and get the former gaps back, then type: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11 /Gaps “Yes” In this case, it would also be possible to not specify the /Gaps-option, as the XML file contains these gaps already: User name\[Fixture]> Import Macro Library “mymacros.xml” At Macro 11   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When opening the calculator of the DMX personality cell, the special area on the right side displays a button for each DMX personality. These buttons use the same naming scheme as mentioned above.\ When selecting several RDM fixtures of different RDM fixture types, the calculator displays only the personality of the first selected RDM fixture.When selecting one of the DMX personalities in this example, the DMX personality will only be changed for the corresponding RDM fixtures. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) If an absent RDM fixture is connected to a different RDM port, the RDM fixture will be deleted from the previous RDM port. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Disabled properties, objects, etc. are now displayed with a red text color at these places: * Macro lines are displayed in red when the Enabled property of the macro line is set to No. * The sequence sheet displays entered commands in the Cmd cell with a red font color when the Cmd Enable setting of the sequence is switched off. * Layout elements are displayed in the layout editor with a red text color when the visibility of the element itself is set to Hidden, or when the assigned object of a layout element is not part of the currently selected world. * Agenda entries are displayed with a red font color when the agenda entry property Enabled is set to No or when the Agenda itself is totally switched off. * Disabled remote (DC Remotes, DMX Remotes, and MIDI Remotes) entries are also displayed with a red font color.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Command Controls overlay allows now to use the area of the dimmer wheel for changing the dimmer values. To alter the dimmer values of the selected fixtures, tap into the dimmer wheel above Full, hold, and move the finger up or down. When the desired dimmer value is reached release the finger. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The grandMA3 onPC for macOS can now only be installed when an already installed grandMA3 onPC version is not running. The grandMA3 onPC installer on macOS informs the user with a pop-up if this is the case. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Date & Time menu * In addition to the implementation of the Agenda, the Date and Time menu displays now the sunlight times (Dawn, Sunrise, Sunset, and Dusk) of yesterday, today, and tomorrow in the Sunlight view. **Important:**\ All times are local times taking the time zone into account. Predictions will only work if the correct global location is given! Times are calculated for a flat horizon at sea level. Maximum precision for all times is +- one minute. * The time zone pop-up offers now to choose a time zone not only by entering an offset in relation to the UTC time but offers now also to choose a time zone from a list of the usual time zones. The list has an alphabetical order. The time zone pop-up allows searching within the list of available time zones. All time zones are listed by their official names and their offset to the UTC time. For all time zones that change to daylight saving time in summer, there are additional daylight saving time zones available. * The timezones.xml file within the resource folder of each grandMA3 version allows to add own time zones or to edit the existing time zones. The changes at this file are only visible after restarting the grandMA3 software. * The input fields for latitude and longitude were interchanged to meet the usual notation of coordinates. **Hint:**\ Executing a clean start for grandMA3 onPC pulls the current time and time zone from the operating system and sets it as time and time zone within the grandMA3 onPC software.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Clock window * The Clock window has a new ClockSource called Time Zone Clock. When Time Zone Clock is active, a Timezone can be set up in addition. The time zone pop-up is the same as in the date and time menu described above. The clock window will then display the current time of the specified time zone in relation to the setup time in Menu - Settings - Date and Time. * The Clock window has a new property in its context menu called Title Prefix. The title prefix allows the user to enter a custom name, e.g., to enter a city that corresponds with the chosen time zone. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The OSC, PSN, and DMX Protocols menus display a “No Output Station” message in the Interface area and prevent any changes if no output configuration is generated for the station. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The copy cue pop-up was reworked: Instead of dropdowns, the options are now displayed with radio buttons which allows a faster overview and operation. In addition, the labels were reworked, too. * CopySrc is now called Source Cue * The buttons Merge, Overwrite (Status), and Overwrite (Content) have been removed. They are replaced by the Copy button and the new setting Destination Cue: * Merge: Defines that the content of the source cue will be merged to the existing content of the destination cue. * Overwrite: Overwrites the content of the destination cue. * The new option Tracking into Destination Cue defines what should happen with the content that is tracking into the destination cues: * Keep: Attributes that are tracking into the destination cue, and not touched by the copied attributes, will stay as tracked values. * Force Release: Attributes that track into the destination will be set to Release. * Force Default: Attributes that track into the destination will be set to their default values. * Cue Only offers now 3 options in direct access: * Off: Cue Only is off for the copy operation. * On: The copied cues will be inserted at the destination with activated cue only. Attributes that will be introduced by the copy operation will be set back to Release in the following cue. Read more about cue only in the [Store Cues topic​](/grandma3/2-4/cue_store/). * On (Default New): Works the same way as On, but instead of setting Release values, the attributes will be set to default values. This revision also makes it necessary to change the command line options slighty: * /CopyCueDestination has now the possible values Keep, ForceRelease, and ForceDefault. * /CueOnly has the possible values Off, On, and OnDefaultNew. * Instead of /CueOnly “On” it is enough to specify only /CueOnly, when the default for CueOnly is set to Off. The workflow how the copy cue pop-up remembers its settings has also changed: The settings are now stored for the next copy operation when tapping Save in the title bar of the copy cue pop-up. After having changed the settings and you want to revert to the stored settings, tap Load. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is now possible to set the trig type for the OffCue. To be able to do so, wrap around in the sequence settings has to be disabled. The following values can be applied:  * NoTrigger: The OffCue will only be executed when switching the sequence off manually. * Go: When the last cue is active, pressing go again will execute the OffCue * Time: The OffCue will be triggered after the defined TrigTime. * Follow: The OffCue will be started when the previous cue has finished its transition. * Sound: Triggers the OffCue via the sound signal when the last cue is active. * BPM: Triggers the OffCue via the BPM signal when the last cue is active. To learn more about cue triggers, read the [Look at Cues and Sequences topics](/grandma3/2-4/cue_sequence_sheet/).  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The system monitor displays now proper feedback when sending OSC messages fails. The feedback displays also the number and name of the corresponding OSC configuration line of the OSC menu. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Executor bar The executor bar design was updated: * The selected sequence is now displayed with a yellow background of the label area within the executor bar. Other selected objects, e.g., the selected world, are still displayed by a yellow border around the executor label. This gives a better indication of the selected sequence on the executors. * The value of a fader does not display decimals anymore when it is a percent value. * The function of a fader itself is now recognizable by the background color of the fader bar: * Yellow: Master * Green: Rate * Purple: Speed * White: All other fader functions, like Crossfade, Crossfade A, Crossfade B, Temp, Highlight, Lowlight, and Solo. * The abbreviation of the fader function Speed changed from SPD to SP. Furthermore, when the speed readout of the user profile is set to BPM, only a B will be used for this unit. In addition, in speed readout BPM no decimals are displayed anymore. All three changes allow now to display the full information within the fader bar of an executor label. * An appearance of a sequence is now displayed in the background of the executor. Therefore it will be displayed a bit darker than normal.\ When a sequence does not have an appearance, but part 0 of a cue within the sequence has an appearance, the appearance of part 0 will be displayed in the background of the executor, as soon as the cue is active.\ Each cue in the cue list of an executor displays the appearance of part 0. The image of the appearance will be displayed right in front of the cue number. The whole cue line will display the background color of the appearance. * The object number (in the top right corner), e.g., of a sequence, will now be displayed a bit brighter compared with the executor number in the top left corner of an executor. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Sequence settings Sequences have 2 more options regarding the look of the sequence on executors and in the layout: * PreferCueAppearance: When this option is enabled, and the current cue has an appearance, the cue appearance will be displayed on the executor or in the layout, instead of the sequence appearance. * ExecDisplayMode: The ExecDisplayMode defines how the sequence will be displayed on an executor: * DataOnly: Only the cues with their appearances will be displayed. The cue appearance is only displayed in the line of the cue, and not in the background. * AppearanceOnly: Only the sequence or cue appearance will be displayed. No cue names, fade bar, etc. will be displayed. This can be handy for sequences with only one cue, or for sequences with only color cues or gobo cues. * Both: Each cue line displays its cue appearance, and the sequence appearance or the appearance of the current cue will be displayed in the background of the executor. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is now possible to create a new sequence directly by selecting an empty sequence in the sequence pool or selecting an empty executor. In case of selecting an empty executor, and the user did not use such a created and empty sequence, selecting then a different executor deletes the first created sequence and makes a new sequence on the newly selected executor. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Backup menu A new setting in the backup menu allows defining if media files shall be additionally exported to the hard drive or USB drive when saving a show. The option Export Media on Show Save is located in Menu - Backup - Settings. When it is enabled images, plugins, meshes, and some more that are part of the show file will be exported to the drive the user saves the show to. When it is disabled, the mentioned objects won’t be exported. Together with the new option, the Settings tab of the backup menu got a small restyling: The Interval button got renamed to AutoSave Interval, and the label on the left side of AutoSave Interval is now gone.  Presets display now markers for absolute values and/or relative values depending on their stored values. The markers are squares in red or violet (same colors as in the layer toolbar). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Pop-ups for Goto and Load are now implemented. To open such a pop-up, enter Goto or Load into the command line. This can be done by entering the terms using a keyboard or by pressing Goto for Goto or Goto Goto for Load.\ After that, press the sequence or executor the pop-up should be opened for. Executing Goto or Load directly opens the corresponding pop-up for the selected sequence. Within the pop-up, scroll to the desired cue, and tap it. It is also possible to search for cues by entering the desired name within the filter input field at the top of the pop-up. Both pop-ups allow also to display the cue appearance. To do so, tap Cue Appearance in the title to display or hide the cue appearance. Both pop-ups share this setting. **Known Limitation:**\ It is not possible yet to use Goto or Load as a direct button function on an executor for this. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Swop can be assigned as a button function for an executor. Pressing the executor button plays then the sequence back with the swop functionality. Swop as button function is a temporary function, same as with Flash and Temp. In addition, sequences can be protected against swop. To do so, edit the settings of the desired sequence, and enable Swop Protect. This sequence will not be set to 0 anymore when executing swop with an other sequence. Swop is also affected by the playback master. When swopping a sequence that has a playback master assigned, only the sequences that have also the same playback master assigned will go to zero. Sequences outside of this playback master are not affected. Swop protect within the playback master is also respected.\ A sequence that will be swopped and that has no playback master assigned puts only sequences to zero that are also not having a playback master assigned. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Installed option Images, videos, and plugins can use the new setting Installed. When this setting is enabled, the station uses the resource from the drive from where it was imported, instead of taking it into the show file. This can reduce the size of show files. When taking new stations into the session, the user has to take care, that the files marked as installed are also available on these stations.\ When the Installed setting is disabled, the file will be imported into the show file and used from there. During a session upload, these resources will be transmitted to the joining devices, too.\ By default Installed is disabled. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New command HelpLua. Executing HelpLua exports a file named “grandMA3\_lua\_functions.txt” into the gma3\_library folder on the internal drive. This file contains all grandMA3 specific Lua functions.\ Furthermore, the manual provides now more detailed topics for the grandMA3 specific Lua functions. To learn about these functions, please read the [Lua functions topic and its subtopics.](/grandma3/2-4/lua_objectfree/) The manual does not describe all gandMA3 specific Lua functions, yet. It will be expanded all the time. To read the newest updates, please visit the online manual pages at [https://help.malighting.com](https://help.malighting.com/grandMA3/2.4/HTML/help.html). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The software update menu got a small rework:​ * The buttons Select Update File, Import Selected Update File, and Update Devices are reordered to get a useful order that reflects the workflow: 1. Select the file, then the user can import a file or update devices. * The buttons Import Selected Update File, and Update Devices are grayed out, as long as no update file is selected. * When selecting a file to use for updating devices, the End User License Agreement (EULA) pops up, as the update process cannot prompt the user with the EULA on the updated device. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The color engine has been improved. It now makes use of color-measured fixture types with a subtractive color mixing system. If a fixture type has measured emitters or filter data, a DMX curve is created from this data and automatically applied to the corresponding logical channel of the fixture type. In the case of a fixture that has additive color mixing at least one color measurement with a color point at full output per emitter is needed. A DMX curve is created only if there is more than one measurement. In the case of a fixture that has subtractive color mixing at least two color measurements with spectral data are needed. One of these must be at maximum insertion and one at minimum insertion. **Hint:**\ Additional measurement values at different emitter output levels or filter insertions can significantly improve the accuracy, especially for emitters with non-linear brightness curves or filters with non-linear saturation curves. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The color theme got a new color definition for the selected color of pool buttons. It is called Selected and is located within the PoolButton color group. This allows defining a different color for the selected pool elements, e.g., Sequences, compared with the selection color of fixtures. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * Include Link Last Go moved in the settings of a sequence to the protect column. * Entering one IP out of the following ranges is not allowed anymore. The check will be done when the user tries to apply these IPs in the corresponding calculator. In case one of these IPs has been entered, a pop-up will inform the user about the illegal input.\ These are the blocked IP address ranges:\ 192.168.33.0/24\ 0.0.0.0/8\ 127.0.0.0/8\ 224.0.0.0/4\ 255.255.255.255/32 * Configuration lines in the Art-Net or sACN menu change the font color of their name to green when a corresponding packet is sent. When no packet is sent, the font color turns back to white. * The buttons in the timecode slot editor were rearranged, and the editor displays now also the IP address of the receiving station. * onPC stations that crash offer now to cancel the automatic restart. A pop-up will be displayed for 10s when the software crashed. The focus is set to Restart Now, which will restart the software when tapping the button, or after 10s when taking no further action. In case of choosing Cancel, the software will not start again after 10s. * When a selection has different attribute values set, the corresponding attribute encoder displays now the value of the last selected fixture. * When a pool element, e.g., a preset cannot be called by the current selection, the indicator bar on top of the pool object will display now the For None color of the pool window. * The root index numbers are reorganized. Direct index access commands may have to be adjusted. * The icon of the resize tool in several windows (Phaser Editor, Layout Window, and Timecode Window) has changed. This is the new icon: ![](/img/grandma3/2-4/icon_resize_15_v1_5_1-95b14f.png) * Toggling through the different channel functions on an encoder does not activate the attribute anymore. The attribute will be activated when changing the value of the attribute afterward. * The syntax of MAtricks has changed: The former keyword MAtricksPool to address the MAtricks object in the MAtricks pool is now gone. To address them now, use the MAtricks keyword: SelFix MAtricks 3 will apply the third MAtricks object in the pool to the current selection.\ To modify the MAtricks of one of the selections, address them with the combination of the keywords Selection and MAtricks. To set the XBlocks of the current selection to 3, type: User name\[Fixture]> Set Selection MAtricks “XBlock” 3 **Restriction:**\ Existing macros with MAtricks syntax cannot be converted by the system. *  In the case of an RDM fixture that sends data from a non-supported RDM version, the RDM fixture will be displayed with orange font color within the RDM Devices window. * The specific library keywords (ColorThemeLibrary, FixtureTypeLibrary, GDTFLibrary, MacroLibrary, MenuLibrary, MeshLibrary, and PluginLibrary) are replaced by keyword combinations of the corresponding object keyword and Library:\ For example, Macro Library replaces MacroLibrary,  ColorTheme Library replaces ColorThemeLibrary, and FixtureType Library replaces FixtureTypeLibrary.\ The GDTFLibrary keyword is replaced by a special combination together with the path option:\ FixtureType Library /Path ”../gdtf”\ This style also allows to address the fixture types that are converted from grandMA2:\ FixtureType Library /Path ”../grandma2” **Restriction:**\ Existing macros that use one of the mention object specific keywords cannot be converted to use the new syntax. * The LUA Core has been updated to LUA v5.4. * Changed the name of the ANSI E1.54 colorspace from “Plasa” to “Standard” in the color picker window. * The Magic workflow changed: * The MAgic layer was renamed to GridPos. * The MAgic values (now GridPos values) are now always activated automatically when entering attribute values or if calling presets. Therefore, they are automatically part of a preset when a preset will be stored. * With the automatic creation of the MAgic values (now GridPos values) on the GridPos layer, it is now possible to have different GridPos values for different attributes of the same fixture which expands the creativity. * Presets have now a MAgic property (edit the options of a preset, e.g., by executing EditOption Preset x.y). When the MAgic property is enabled, the preset will behave as a MAgic preset and distribute its values across the range of selected fixtures when calling it. * The Commands At MAgic and Off MAgic are obsolete now. If you change the grid position of fixtures and would like to apply the new GridPos value you can use At GridPos. **Important:**\ MAgic Presets must be stored as selective. * The EditOption keyword changed to EditSetting. * As executor is the correct word, most places where exec was used instead of executors were refactored. Among others these are: * The SpecialExec keyword changed to SpecialExecutor. * ExecTime changed to Executor Time. * Selection of groups, MAtricks, etc. is not possible anymore. As a result of this change, only the selected sequence can now interact with Go+ \[large], Go+ \[large], and, Pause \[large]. * The TTL of MANet3 network packets is now set to 8. * The phaser editor window uses now ViewMode instead of Layout to change between the different modes to display the data. * All windows that used to have the ability to set the window into a setup mode are having now a Setup toggle button instead of the 2 state button that changed between Normal/Playback and Setup. In detail, these are the 3D window, layout window, timecode window, and timecode editor. * The columns Enable and input (Signal, MIDI Channel, MIDI Index and MIDI Type) in the different remote types menus are moved more to the front. They are all now located right after the name column. * The show file migration converts the preset readouts for sheets (e.g., fixture sheet) of show files from v1.3 or prior in this way: * Preset to ID+Name * Both to Name+Value * Exporting filters exports now also the names of the attributes. * When the software starts, it tries to load the last show file from its last location (e.g., USB drive). If the last location is not connected anymore, the software tries to load a show file with the same name from the internal drive. * Show files that will be loaded from drives, that are not the internal drive, will be internally marked as to be saved. This will trigger the save dialog when loading another show later or when shutting down the system. * The system does not ask anymore to save a show later if loading the show failed, and therefore the show will stay empty. This prevents that the user may accidentally overwrite the existing show file. * The name of the FixtureIcon pool changed to Symbol. In new shows, there will be added some more symbols. Furthermore, a new lib\_symbols folder with many new symbols will be installed with this version onwards. The symbol library folder is located in gma3\_vx.x.x. * The sequence setting Off when Overwritten was renamed to Off when Overridden. **Important:**\ When importing sequences that were exported with v1.4 or earlier, the Off when Overwritten setting inside these files cannot be imported. In this case, Off when Overridden will be set to the default state. * The layers CueID and CueIDEffect within the layer toolbar of the fixture sheet are renamed to CueAbs and CueRel. CueAbs displays the references to the cue, where the played back absolute value is coming from, and CueRel displays the references to the cue, where the relative value of the output is coming from. * The layer toolbar in the fixture sheet was rearranged: Output, DMX, CueAbs, and CueRel are now placed behind Auto. These items are followed by the layers, that are also directly available within the encoder bar. While being on Auto, the layers within the fixture sheet change together with the ones in the encoder bar.  * When calling MAtricks pool objects they will now always be activated, no matter if MAtricks were active or not, when storing the MAtricks pool object. * Web remote devices display now always by default the command line, and the control bar. * When activating the To value of any MAtricks property, and the From value is not set, yet, the From value will be activated with its default, e.g., 0s, 60 BPM, or 0°. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Labels on Spot were not displayed for spots of subfixtures while Selection Only was active. This bug is fixed. The spots of subfixtures now display a label even if selection only is activated. | | Visual artifacts were displayed for fixtures with rectangle beams in the 3D window. This bug is fixed. A rectangle beam should not disappear any longer in any perspective. Also, there should not be visual artifacts with rectangular spots any longer. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When loading a different show and tapping Save, the previous show file was not always saved. This bug is fixed. Show files are now always saved when tapping Save. | | Command line pop-ups that were triggered via the LUA function cmd() could crash the console. This bug is fixed. Command line pop-ups triggered by LUA are not crashing the console anymore, but post an error message in the system monitor. | | Locking the console by pressing MA + MA + Pause \| Fix kept these buttons still highlighted during desk lock. This bug is fixed. Locking a console lights up now only the buttons that were highlighted before locking the console. | | When holding List pressed and then pressing an object hard key, e.g., Group, the List keyword was also posted into the command line. This bug is fixed. The List keyword will now only be posted into the command line when releasing List, and no other actions have been done. | | Selecting the children of a fixture and specifying the name of the main fixture, e.g., Fixture “Spot\*”, failed. This bug is fixed. Recursive selection of fixtures works now also when specifying the name of the main fixture. | | Selection commands where a range was specified and the range used at least one name, e.g., Fixture 1 Thru “Spot 8”, did not work. This bug is fixed. Selection ranges can now be specified using names. | | It was not possible to add a new selection to a recursive selection within one command, e.g., “Fixture 1. + Fixture 2”. This bug is fixed. Recursive selection is now also at the beginning of a selection syntax possible. | | When doing a recursive selection with fixture IDs that are not valid, all main fixtures were selected, e.g., Fixture 30. Thru in the Demoshow. This bug is fixed. Using invalid fixture IDs for a recursive selection returns now an error in the command line. | | When tapping MA + Update in the Command Section overlay Cook was not entered into the command line and instead, the update menu opened. This bug is fixed. MA + Update in the Command Section overlay inserts now Cook into the command line. | | Renaming groups that contained only one fixture renamed also the fixture itself. This bug is fixed. Fixtures are not renamed anymore when renaming a single fixture group. | | Single fixture groups always displayed the appearance of the fixture. This bug is fixed. When assigning a third appearance to a single fixture group, the new appearance will now be displayed on the group pool object. The appearance of the fixture itself stays unchanged. | | The input of a recursive selection command like “Fixture 301. Thru .1” was not possible via the keys. This bug is fixed. Pressing . in conjunction with a selection command should work now in every case as expected. | | When disabling the general undo for a user profile, users using this user profile could still oops the operation of the sliders in the MAtricks window. This bug is fixed. Oopsing the operation of the MAtricks sliders is now dependent of the undo general setting within the user profile. | | Importing a view that contained a layout window set to a dedicated layout object, the layout window was reset to the selected layout. This bug is fixed. Importing views with layout windows imports the setting of the selected layout object now correctly. | | The console failed to export a color theme for the first time. This bug is fixed. Exporting a color theme does now always work. | | Exporting to a USB drive failed when the USB drive was selected by tapping, holding, and dragging the drive select button, and then choosing the USB drive from the list. This bug is fixed. The correct USB drive will now also be selected when choosing it from the drop-down list of the drive select button. | | The software could crash when copying cues that had values for attributes without a feature definition. This bug is fixed. Attributes without a feature defined do not cause a crash anymore when copying cues. | | Storing an MAtricks object and specifying a name applied the name to the MAtricks object. This bug is fixed. Store MAtricks “Cool Setup” will now create an MAtricks object that is called “Cool Setup”. | | It was possible to set non-existing values for properties when using a number instead of the value name. This bug is fixed. Set Selection 1 MAtricks “InvertStyle” 100 does not apply 100 as value anymore, as this property has not 100 different values. | | Importing multiple objects at once and not specifying a target spot, did not ask the user how to proceed when at least one target spot was not empty. This bug is fixed. Import asks now always when the destination is not empty. | | When exporting and importing a sequence that used individual timings the timings were set to 0 after the import. This bug is fixed. Individual times within sequence are now preserved during export and import. | | The command Off Page x to turn off the executors of a specific page did not work. This bug is fixed. Off Page x works now as expected. | | It was possible to assign the same fixture several times within a layout by creating several layout elements and editing the object cell within the layout editor. This bug is fixed. Fixtures and subfixtures can now only be assigned once within one layout. | | The import of sequences ignored individual fade and delay times. This bug is fixed. Individual fade and delay times within sequences will be imported correctly. | | Stack labeling of objects did not obey leading zeros. This bug is fixed. Leading zeros are kept during relabeling objects. | | Calling an MAtricks object with an assigned appearance and/or scribble into a selection called also the appearance and/or scribble. Storing then a new MAtricks object also included the appearance and/or scribble assigned. This bug is fixed. Calling a MAtrick that has an appearance and/or scribble assigned does not call the assigned objects anymore. | | Moving or deleting layout 1 created immediately a new layout. This bug is fixed. It is now possible to delete all layouts within the layout, and it is possible to not have a layout 1. | | Closing the assign menu for an executor with no object assigned kept an empty executor object. This bug is fixed. Empty executors are now deleted when closing the assign menu. | | List Library did not display library files that were added during the runtime of the software. This bug is fixed. Listing the library files of an object displays now also files that were added since listing them the last time. | | Importing objects into locked objects changed the locked objects. This bug is fixed. Locked objects as import targets are not modified anymore. | | The software could crash when importing a data pool into an existing one. This bug is fixed. Importing data pools should not crash the software anymore. | | Importing a timecode show could not display the events of the first track in the timeline view mode. This bug is fixed. Importing a timecode show imports all events correctly. | | Merging into an existing group switched off the Move Grid Curser setting. This bug is fixed. Move Grid Cursor won’t be disabled anymore when merging into a group. | | Listing groups did not display the Move Grid Cursor setting of the groups. This bug is fixed. The command line history returns now also the Move Grid Cursor settings of groups when listing them. | | Moving objects in pools to IDs above 9 999 were lost. This bug is fixed. Move actions to pool IDs above 9 999 won’t take place anymore. When moving several objects at the same time, and only some of them will moved to be above pool ID 9 999, only the objects below 9 999 will be moved. | | When changing the target of a timecode track, the events inside the track still referenced to the former target. This bug is fixed. Targets of timecode tracks are now also referencing to the new target when the target of the track will be changed. | | When deleting cues of sequences that are used in timecode shows, the now empty events within the timecode show were handled as Go+ when playing back the timecode show. This bug is fixed. Empty timecode events won’t trigger the next cue anymore. | | The cue part number was lost when copying sequences. This bug is fixed. Sequences are now copied without discarding the cue part numbers. | | Exporting a data pool, and importing it again, lost all presets in the imported data pool. This bug is fixed. Importing a data pool preserves now presets. | | Executing “Copy Cue 1” could crash the software. This bug is fixed. Copying a cue into the clipboard should not crash the software anymore. | | Pressing Blind while being in the update menu, updated the current cue of the selected sequence. This bug is fixed. Pressing Blind does not update cues anymore while having the update menu open. | | Fixture At Fixture within layouts did not work. This bug is fixed. Having fixtures selected, adding At into the command line, and then selecting fixtures within a layout window, executes now the Fixture At Fixture functionality correctly. | | Oopsing the store operation into an existing view could cause an empty view button when trying to call the original view button later again. This bug is fixed. View buttons won’t be empty anymore when oopsing the store operation into them when they existed already. | | Recording timecode events did not always record all events that had a trigger time of 0s. This bug is fixed. Timecode events should now always be recorded, no matter of the setup trigger time. | | Tapping Shuffle in the MAtricks window did not shuffle correctly. This bug is fixed. Shuffle creates now again new values when tapping Shuffle in the MAtricks window. | | Entering commands with specifying the input readout for the value, did not work correctly when using Decimal16 or Hex16 readouts. This bug is fixed. Commands like “At Decimal16 512” set now the value to 512 in decimal readout. | | Macros with command keywords, e.g., Move, that had AddToCmdline set to Yes and Execute set to No, executed the command immediately when tapping the first object. This bug is fixed. Macros with a command functions keyword that requires to specify a source and a destination object by tapping them work now as expected. | | The store modes All and All For Selected did not store the attributes that were expected. This bug is fixed. Store modes All and All For Selected store now all attributes of the show, or all attributes of all selected fixtures. | | Storing into an existing preset while having still the values of a different fixture for this preset deactivated in the programmer did not retain a preset link for the new fixture in the programmer. This bug is fixed. Deactivated preset links in the programmer do not prevent other fixtures to get a preset link in the programmer when storing into a preset. | | Moving a list of objects failed, when the destination was also part of the source, e.g., Move Group 1 Thru 3 At Group 3. This bug is fixed. Move with overlapping source and destination works now. | | Moving a range of objects, where the range of objects had gaps, removed the gaps at the destination. This bug is fixed. Having groups 1 and 3, and moving them with Move Group 1 Thru 3 At Group 11 results now in groups 11 and 13, and not groups 11 and 12. | | The software crashed when trying to record new events into a locked timecode show. This bug is fixed. Trying to record events into a locked timecode show does not crash the software anymore. | | Overwriting all integrated data within a preset kept the integrate symbol on the preset. This bug is fixed. The integrate marker will be removed when overwriting all integrated data of a preset. | | Storing into a range of cues created new, but unwanted cues. This bug is fixed. New cues will not be created anymore when storing into a range of existing cues. | | When entering values using the numeric keypad of a grandMA3 console while editing an XLR port of the output configuration, pressing Please was not recognized. This bug is fixed. The Edit XLR pop-up can now be closed by pressing Please on the numeric keypad of grandMA3 consoles. | | Press, hold and turn of an attribute encoder reset align immediately when releasing the encoder. This bug is fixed. Align is not reset anymore when releasing a pressed attribute encoder. It will be reset first when starting to use an encoder of a different attribute. | | When unzipping grandMA3 onPC for Windows zip files with the Archive Utility of macOS, the extracted files were malformed. This bug is fixed. The macOS Archive Utility can now be used again to unzip grandMA3 onPC zip files. | | Changing the background color of an appearance to black changed the size of an additionally used image within the appearance. This bug is fixed. The size of an image is not changed anymore when changing the background color of an appearance. | | The cue only setting and the sequence mode setting of the update menu was not stored when tapping Save Preferences. This bug is fixed. The preferences of the update menu include now the cue only setting and the sequence mode setting. | | When storing a cue right after storing a preset while having Keep Activation enabled did not store the preset link into the cue. This bug is fixed. Storing right behind preserves now the link to presets. | | Importing an MAtricks object did not import the speed values correctly. This bug is fixed. MAtricks are now imported correctly. | | Storing an attribute into part 0 of a cue, that is already stored in a different cue part, did not respect the Allow Duplicate setting. This bug is fixed. Allow Duplicates is now respected when storing explicit into part 0. | | Timecode events that were placed at the beginning of the time range were not always played back. This bug is fixed. Timecode events that are placed at the edges of the time range are now played back correctly. | | Selecting fixtures by pressing the SelFix key of an executor did not select the fixtures within the layout when the layout window was switched into the setup mode. This bug is fixed. Fixtures within the layout window will be selected when pressing SelFix on an executor where these fixtures are part of the assigned object. | | Values on phaser layers were not stored into presets when the value was set to the default value. This bug is fixed. Values of phaser layers are now always stored into presets when they are active. | ### Connections [Section titled “Connections”](#connections) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having a session with two or more grandMA3 onPC stations running on macOS, it could happen that both stations were displayed alternating on the same line in the network menu. This bug is fixed. Each grandMA3 onPC station running on macOS is now displayed in its own line within the network menu. | | When inviting a station into a session, it could happen that both stations used the same Session Slot. This bug is fixed. When initializing a session, or inviting stations into a session, each station gets now its own and unique Session Slot. | | Layout windows being displayed within a web remote connection could flicker. This bug is fixed. Layout windows displayed within a web remote connection do not flicker anymore even if the same layout is not displayed on the host station.   | | It was not possible to output DMX locally when a console booted up in standalone mode. This bug is fixed. Local DMX output is now always immediately possible when a console finished its boot process. | | The software could crash when a web remote connection was not finally established and one of the connection participants already tried to use the connection. This bug is fixed. The software should not crash anymore when a web remote connection is not ready, yet. | | When receiving a long OSC command followed by a short one, fragments of the long one could be visible in the system monitor. This bug is fixed. Fragments of long OSC messages are not visible when followed by a short one. | | If a key with a macro assigned to start a sequence was triggered through OSC, the console GUI could freeze. This bug is fixed. Macros assigned to keys to start a sequence can be triggered through OSC. | | OSC commands were not sent if triggered from a connected console in a session. This bug is fixed. OSC commands are sent from connected consoles in a session as well. | | The Toggle buttons for OSC input and output did not work correctly. This bug is fixed. OSC input and output buttons toggle each property right.  | | OSC commands were only sent if Send and SendCmd were enabled in the OSC configuration menu. This bug is fixed. OSC commands are sent also if only SendCmd is enabled. | | The after roll of a timecode slot was not started when the timecode signal was input into an I/O node and the I/O node lost its connection. This bug is fixed. The timecode slot after roll will be started when an I/O node disappears from the session. | | The DMX input of sACN packets ignored the start code and therefore processed alternative sACN packets as DMX sACN packets. This bug is fixed. The DMX input of sACN processes now only DMX sACN packets. | | Connecting via SFTP to a console did not allow to access the user data of other installed versions. This bug is fixed. Accessing the console via SFTP now also allows to enter the folders of other installed software versions. | | The software crashed when trying to change the IP address for an interface, but keeping the input field empty. This bug is fixed. Applying an empty IP address does not crash the software anymore. In this case, the former IP will stay. | | Changing the IP address of a station that is part of a session caused unexpected session behavior. This bug is fixed. Changing the IP address of a station within a session to a totally different subnet does not keep the station trying to join the session all the time. | | The station priority of an onPC station was reset to Normal when connecting an onPC command wing or onPC fader wing the first time after starting the application. This bug is fixed. The station priority does not change anymore when connecting an onPC command wing or onPC fader wing after starting the grandMA3 onPC application. | | The takeover from the main timecode source to the backup timecode source was not smooth. This bug is fixed. When the first received timecode input fails, the input on a different station takes now over seamlessly. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Copy and paste of fixtures in the patch caused duplicated UUIDs for those fixtures. This bug is fixed. Copy and paste of fixtures do not create duplicate UUIDs for those fixtures or export them if a patch was exported as MVR. | | Oopsing the assignment of a Mode Master when editing a fixture type could cause a crash. This bug is fixed. Oppsing a Mode Master assignment does not cause a crash anymore. | | A fixture without an assigned fixture type in the patch could crash the software when trying to select this fixture. This bug is fixed. Selecting a fixture without an assigned fixture type does not crash the software anymore. | | The DMX footprint of a fixture type with nested geometry references was calculated wrong. This bug is fixed. A fixture type with nested geometry references now has a correct DMX footprint. | | Changing a Fixture ID to an already existing ID did not inquire the user. This bug is fixed. Switching a Fixture ID to an already used one displays a pop-up to review the operation. | | Editing the mode of a fixture displayed all modes available in the show file. This bug is fixed. Editing the mode of a fixture only displays the modes available for the selected fixture. | | Applying the same label command again on fixtures resulted in multiple equally labeled fixtures. This bug is fixed. Relabeling multiple fixtures now counts up the right way. | | The universal fixture could be deleted or moved. This bug is fixed. It is not possible to delete, move, or cut and paste the universal fixture anymore. | | ”Global” could be assigned as a ID Type. This issue has been fixed. The “Global” Fixture Type and the Global Stage are now hidden and can’t be edited nor assigned. | | Cut and paste of fixtures in Patch was losing Layer and Class information. This bug is fixed. Cut and paste of fixtures in Patch keeps Layer and Class information | | Setting the option “React to master” to “None” or “Group” for fixtures in the patch did not work. This bug is fixed. Now, after leaving the patch the setting is saved. | | The property “RealAcceleration” of a channel function was not imported when a GDTF was imported. This bug is fixed. The RealAcceleration property of a GDTF is now correctly imported. | | Channel functions were imported with their default name instead of their custom name when a GDTF was imported. This bug is fixed. Custom names of channel functions of a GDTF are imported correctly now. | | Adding new layers or classes between existing ones changed also the assignment of layers or classes of fixtures when entering the patch later again. This bug is fixed. Layer or class assignments of fixtures are not changed anymore when adding new ones to the show. | | Assigning a fixture that has now DMX patch into a layout crashed the software. This bug is fixed. The software does not crash anymore when adding a fixture without a DMX address into a layout. | | The software could crash when adding hundreds of millions new fixtures. This bug is fixed. Trying to add too many fixtures does not crash the software anymore. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When editing a phaser and changing the speed in wide steps, the software could crash. This bug is fixed. Editing the phaser speed in wide steps does not crash the software anymore. | | Changing the form of a phaser by using the phaser editor, reset the phase values to 0°. This bug is fixed. Individual phase values are now kept when changing the form of a phaser. | | When having multiple steps, select them together, and then turning the encoder of an until now not involved attribute set different values for this attribute within the selected steps. This bug is fixed. Activating attributes for multiple selected steps by turning the encoder sets now the same value into the selected steps. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When storing normal values with the cue only option into empty cues, it could happen that the cue displayed the phaser marker. This bug is fixed. Cues should now only display the phaser marker when there is more than 1 step in the cue. | | The I< button in the sequence encoder bar jumped to CueZero. This bug is fixed. The I< button now jumps to the first cue. | | When switching off a sequence where the OffCue has timings, and the master of the sequence was below 100%, the fade and delay to off took place only at the last time frame that was proportional to the position of the master of the sequence. This bug is fixed. The timings of the OffCue are now running completely when switching off a sequence, no matter of the master level of the sequence. | | The position of the master fader of a sequence was not respected when activating attributes that use a preset. This bug is fixed. Knocking in attributes that use presets which are played back by a master scaled sequence activates now the value in respect of the scaled master fader. | | Playing back recipes with a set phase did not use the phase of the recipe, but used the phase of the preset that was specified within the recipe. This bug is fixed. Recipes use now their set phase, instead of the one of the preset. | | Restart Current Cue did not restart the current cue when the sequence was switched off before by using a fade time within the OffCue. This bug is fixed. Restart Current Cue works now also when the OffCue has a fade time. | | Pausing a follow cue by pressing Pause was not possible. This bug is fixed. Follow cues can be now paused. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The timecode markers and time ranges were sorted by their ID in their pop-ups. This bug is fixed. Markers and time ranges are now sorted by their start time. | | When changing between the different tabs of the backup menu, the selected file was not kept selected. This bug is fixed. The selected file stays now selected when changing to a different tab in the backup menu. | | The encoder bar window created several errors in the system monitor when being on another screen than screen 1 and entering the setup mode of the layout window. This bug is fixed. The encoder bar window should not create errors in the system monitor anymore. | | Tapping - the first time for the layer MAtricks property in the MAtricks window, while this property did not have any active value, set the value to non-logical values. This bug is fixed. Tapping - the first time for a layer MAtricks property sets the value to its default values, e.g. 60 BPM for speed MAtricks properties. | | At some places within the recipe editors, MAtricks was spelled wrong. This bug is now fixed. The user interface should now always display MAtricks correctly spelled. | | When entering the setup mode of the timecode editor, the encoder bar did only change to the timecode editor encoder bar when tapping into the title bar of the timecode editor in addition. This bug is fixed. The timecode editor encoder bar is now always displayed when entering the setup mode of the timecode editor. | | In the Fixture sheet, the display rules for selected CIDs were not consistent with the FID rules. This bug is fixed. Selected CIDs are displayed the same way as the FID rules. | | On 2Port nodes the port configuration did not display valid data for port 1. This bug is fixed. The port configuration menu on 2Port nodes displays now again all ports for configuration. | | The performance of the UI slowed down when a layout window with huge images was displayed. This bug is fixed. Images with big resolutions do not drastically slow down the UI performance anymore. | | The timecode editor did not always appear when editing a timecode show. This bug is fixed. When entering the setup mode of a timecode window or when editing a timecode show, the timecode editor bar will now always be displayed immediately. | | When having an overlay above a pool window, and scroll in the pool window behind the overlay, the focus frame of the selected pool object shone through. This bug is fixed. Selected elements behind overlays do not display the white focus frame on top of the overlay anymore. | | Groups in layouts disappeared in the layout window when being in a world where not all fixtures of the group are part of the world. This bug is fixed. Groups are now always displayed, also when the current world is limited to a subset of fixtures that do not allow to select any fixture of the group. | | The different properties in the Date & Time menu had the wrong input ranges defined. This bug is fixed. The Date & Time menu has now useful input ranges defined per property. | | Using the color picker with a fixture that had DMX channels for Hue and Saturation of an HSB color mixing system caused a crash. This bug is fixed. | | When changing the timecode slot generator start time, the displayed time was not updated right away. This bug is fixed. Changing the timecode slot generator start time updates the display directly. | | The Timecode display colors for Generator and External source did not work like expected. This bug is fixed. The display color for Generator and External Source is used correctly in the timecode slot pool and clock set to timecode clock. | | Identical channel functions of different subfixtures were not merged in the channel function selector of the encoder and in the calculator of an encoder in some cases. This bug is fixed. Identical channel functions are merged correctly now. | | The layout window could display the wrong dimmer values for fixtures when changing the dimmer value of another fixture. This bug is fixed. The layout window displays now always the correct dimmer values for each displayed fixture.  | | The order of the toolbar copy/cut/paste buttons was inconsistent across several windows. This bug is fixed. The order of the toolbar buttons is now unified.  | | If the onscreen keyboard was changed to Russian language, the yY letter was displayed wrong. This bug is fixed. The Russian onscreen keyboard does not display two eE buttons anymore. | | The additional input buttons on the left side of a calculator did not work properly if the calculator was moved. This bug is fixed. Selecting for example a channel set in the calculator of the encoder bar is working fine again after moving the calculator. | | When assigning a sequence or group to an executor not equipped with a fader or encoder, or changing the fader/encoder assignment to empty afterwards, the “MST” for the fadermaster was still displayed in the playback bar. This bug is fixed. “MST” is not displayed anymore when assigning a sequence or group to an executor not equipped with a fader or encoder or changing the fader/encoder function to empty. | | Special executors without an assigned object displayed their internal name on the special executor label which made the user think, that this special executor is not empty. This bug is fixed. Empty special executors do not display a name anymore. | | The speed values on executor labels were wrong when the speed readout was set to Seconds. This bug is fixed. Speed readout Seconds displays now the correct values on executor labels. | | Opening and closing the phaser editor from the encoder bar within a new show file created black layer buttons in the encoder bar. This bug is fixed. The layer buttons do not turn black anymore when toggling the phaser editor from the encoder bar within a new show file. | | The smart view objects, appearances, and presets that had only an appearance assigned did not display a shadow around their labels in their pools. This bug is fixed. All pool objects that have an appearance assigned, display a pie chart, a color or a scribble in the background have now a text shadow for their labels. | | The fixture sheet displayed as IDs of subfixtures always the fixture ID in the CID cell. This bug is fixed. When a fixture has subfixtures and a CID, the CID is now displayed for the subfixtures. | | The IP calculator had the buttons for 0 and . interchanged compared with the layout of the keys on consoles. This bug is fixed. The IP calculator matches now for all buttons, except / the key layout of the consoles. | | It could happen, that not all layout elements were displayed when the layout window was displayed on one of the small screens (display 6 and 7). This bug is fixed. Layout windows on the small screens display now always all layout elements that are placed in the visible area of the layout. | | When entering the In & Out menu again, the last selected tab was not remembered. This bug is fixed. The In & Out menu remembers now the last tab the user selected the last time when entering it again. | | Changing the WingID of an internal wing did not update the content of the executor to the new WingID. This bug is fixed. The content of the letterbox screens is updated immediately when changing the WingID of an internal wing. | | The button Frame Readout within the settings of a timecode show did not display the set frame readout. This bug is fixed. Frame Readout displays now the correct value. | | The executor label within the playback bar did not display newly stored cues. This bug is fixed. New stored cues appear now immediately within the executor label when the new cue will be the next cue after the current cue. | | The order of the available DMX Readouts was not the same at all places where the user can choose it. This bug is fixed. The order of the DMX Readout values should now be the same on all places where it is used. | | When having shortcuts enabled, the Xkeys window did not display the corresponding shortcuts. This bug is fixed. The Xkeys window displays now the shortcuts on its buttons when they are activated. | | The software could crash when opening a 3D window after importing an MVR file. This bug is fixed. The software should not crash anymore when opening a 3D window. | | The settings window of the clock window was too big for screens 6 and 7. This bug is fixed. The settings window of the clock window scales now properly for the two small screens. | | It was not possible to tap I agree or I DO NOT agree within the EULA pop-up after installing a new version on screens 6 and 7. This bug is fixed. The End User License Agreement can now be operated again on the small displays of grandMA3 light and full-size consoles. | | The layout window could display the wrong or no IDs for subfixtures. This bug is fixed. The layout window displays now the IDs of subfixtures correctly | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations have the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. Programmer content is discarded when loading show files from previous versions. NDI as a video source is a feature preview.​ # Release Notes 1.6 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v1_6/#h2__1435677565) * [Bugfix Version 1.6.3.7](/grandma3/2-4/key_rn_v1_6/#h2_551141764) * [Other Enhancements](/grandma3/2-4/key_rn_v1_6/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_6/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_6/#h2__1624482491) * [Bugfix Version 1.6.3.5](/grandma3/2-4/key_rn_v1_6/#h2_1713941178) * [What’s Changed](/grandma3/2-4/key_rn_v1_6/#h2__924702632) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_6/#h2__759464123) * [grandMA3 Version 1.6.1.3](/grandma3/2-4/key_rn_v1_6/#h2_594421974) * [Features](/grandma3/2-4/key_rn_v1_6/#h2_727740091) * [​](/grandma3/2-4/key_rn_v1_6/#Features)[Presets](/grandma3/2-4/key_rn_v1_6/#h3_956339510) * [Command Wing Bar](/grandma3/2-4/key_rn_v1_6/#h3__422989463) * [CleanUp Command](/grandma3/2-4/key_rn_v1_6/#h3__1195489397) * [Stomp](/grandma3/2-4/key_rn_v1_6/#h3__938816491) * [RDM](/grandma3/2-4/key_rn_v1_6/#h3__1132175009) * [Markers](/grandma3/2-4/key_rn_v1_6/#h3__430960067) * [Backup Menu](/grandma3/2-4/key_rn_v1_6/#h3_1498318733) * [Other Enhancements](/grandma3/2-4/key_rn_v1_6/#h2_34494591) * [What’s Changed](/grandma3/2-4/key_rn_v1_6/#h2__2036553563) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_6/#h2_1665398321) * [Appendix](/grandma3/2-4/key_rn_v1_6/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_6/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-4/gear_1-0b513c.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu on a console. Hit Backup, and tap Load in the pop-up menu. Now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by double-clicking on it or selecting it and then tap Load Show. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.6.3.7 [Section titled “Bugfix Version 1.6.3.7”](#bugfix-version-1637) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) grandMA3 onPC works now also on Apple Macs running macOS 12 (Monterey). *** ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * Using all tools, except the follow tool, within the 3D window does not trigger the temporary Single Step functionality anymore. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Unblocking could remove the references to presets and left hard values when presets were used. This bug is fixed. Unblocking should not delete preset references anymore. | | When storing a cue the MAtricks setting were not always respected. This bug is fixed. The current MAtricks settings are now again taken into account when storing a cue. | | Storing into an existing cue by using the Release option created an additional step in the cue that contained the release values. This bug is fixed. Store release does not create additional steps in the target cue anymore. | | The size of the value change when turning an encoder could change when the encoder was switched off through a macro that addressed the whole encoder page. This bug is fixed. Off EncoderPage within an executed macro does not change the size of the value change anymore when turning an encoder afterward. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was not possible anymore to connect grandMA3 devices of different subnets using a gateway. This bug is fixed. grandMA3 sessions can be established again across different subnets.  | ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Moving fixture types within the patch could crash the software when applying the changed patch structure. This bug is fixed. The software should not crash anymore when moving fixture types within the patch. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Having a preset called in step 1 and then integrating a preset into step 2 set the preset of step 1 also in step 2 into the programmer. This bug is fixed. When integrating presets into steps, the desired preset is integrated again. | | Calling a multi-step preset and then integrating a different preset in one of the steps did not store the resulting phaser correctly. This bug is fixed. Phasers are now stored correctly, also when calling them from a preset and then exchanging one used preset within the programmer. | | Storing a phaser that was created within the programmer and that has presets integrated into two or more steps, displayed hard values within the tracking sheet and fixture sheet when it was stored into a sequence. This bug is fixed. Integrated presets within directly stored phasers in sequences are now displayed correctly. | ### Playback [Section titled “Playback”](#playback) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Moving a temp fader up and down could cause a fader error mode. This bug is fixed. Executor faders that have the temp fader function assigned should not go into error mode anymore by only moving the fader up and down unless there is a real issue with the fader itself. | | A large number of running multi-step phasers could sometimes result in a channel not refreshing with each frame. This is fixed. Channels are always refreshing even with a large number of multi-step phasers. | ***   ## []()Bugfix Version 1.6.3.5 [Section titled “Bugfix Version 1.6.3.5”](#bugfix-version-1635) ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * Executor labels that are not at 0% or at 100% display now a value of at least 1% or 99%. * The SequenceMode in the update menu is reset to All for all user profiles when loading a show file the first time in this version. *** ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | On Apple M1 systems all beams were flickering if a dimmer phaser was running on some of them. This bug is fixed. Beams on Apple M1 systems do not flicker if a dimmer phaser is running. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When changing the patch by e.g., adding or deleting fixtures, existing worlds were reset to have all fixtures included. This bug is fixed. Worlds are not changed anymore when changing the patch. | | The software could crash when editing the time position of a marker in a timecode show using a plugin. This bug is fixed. The software does not crash anymore when changing the position of a marker. | | The software could crash when moving an executor or Xkey. This bug is fixed. Moving executors or Xkeys does not crash the console anymore. | | Loading a show file from v1.5 or prior could crash the software. This bug is fixed. Loading show files from older software versions does not crash the software anymore. | | Global presets could not always be called for all subfixtures of the same geometry. This bug is fixed. All subfixtures using the same geometry can use the same global presets again. | | The functionality of some hard keys within popups was blocked when using hard keys before in combination with MA and releasing MA first. This bug is fixed. The hard keys should now always work in pop-ups. | | Deleting an executor where the originally used executor configuration was resized after creating the executor deleted also the next executors. This bug is fixed. Resizing an executor configuration when it is already in use does not influence further actions with executors anymore. | | The software could crash when moving a layout element from one layout to another layout or oopsing this action. This bug is fixed. Moving layout elements into a different layout or oopsing this does not crash the software anymore. | | The software could crash when turning the encoder of an attribute where the default was set to a value that was not covered by the defined ranges of its channel functions. This bug is fixed. The software does not crash anymore when the default value of an attribute is not part of the value range of its channel functions and the encoder will be turned for it. | | When loading show files from v1.5 or prior including global presets where different modes of a fixture type were stored, the global data of only one mode was correctly migrated. This bug is fixed. Individual global values within a preset of different modes of the same fixture type are now migrated correctly into v1.6. | | Selective phaser presets that had global presets integrated lost their reference to the integrated presets when one of the integrated presets was updated. This bug is fixed. Updating presets that are integrated into other presets do not remove the reference in the other preset anymore. | | A preset could lose its reference to another preset when the source preset would be moved. This bug is fixed. Moving a preset does not lose its references anymore. | | Deleting the cue that holds the same data before a cue that has the same data blocked, kept the block status of the second cue. This bug is fixed. Deleting cues checks now the block status of the following cues and resolves them if necessary. | | Storing a new cue with the same data in front of an existing cue did not block the data in the already existing cue. This bug is fixed. Adding cues in front of existing cues checks now if blocking is needed and blocks it then. | | Blocking a cue that tracks phasers created a new cue part. This bug is fixed. When blocking a cue with phaser data, the values will be blocked correctly in their original cue part. | | It was possible to create executors that did not interact with all commands. This bug is fixed. It is not possible anymore to create executors that are not fully functional. | | Moving an open range of cues, e.g., Move Cue 1 Thru At Cue 501, made it impossible to move the first cue of this range later again. This bug is fixed. Moving an open range of cues does not prevent anymore the first cue of the range to be moved later again. | | It was possible to move a special executor to a normal executor. This bug is fixed. Special executors cannot be moved anymore. | | The automatic blocking of attributes did not work correctly when storing a second cue, and the first fixture of the selection did not have all attributes that should be stored active. This bug is fixed. The automatic blocking when storing or updating a cue works now with all combinations of fixture selection and attributes. | | Storing a fixture at the same level as the previous cue did not block the cue correctly if the previous cue had tracked data for the attribute. This bug is fixed. When storing a cue the automatic blocking works now also when the previous cue had only tracked data. | | The software crashed when oopsing the copy and paste of timecode events. This bug is fixed. Oopsing the copy and paste of timecode events should not crash the software anymore. | | Activating the timecode setting Ignore Follow recorded again timecode events when the timecode show was passing by already recorded timecode events. This bug is fixed. Existing timecode events are not recorded anymore into timecode shows. | | Storing into a preset with the /Remove option did not remove relative values from the preset when relative values were active, but set the relative value to 0. This bug is fixed. Store with the use of the /Remove option removes now also relative values from presets. | | Unblocking a cue did not remove preset references for the attributes that used presets. This bug is fixed. Preset references are now removed when unblocking cues that use presets. | | Storing a stomped attribute into a cue where a preset reference was already stored for the attribute did not remove the preset reference for this attribute. This bug is fixed. Storing a stomped attribute with a hard value into a cue removes now also the preset reference for the attribute within the cue. | | Stomp could sometimes keep a preset reference to the first step of the other layer of a multi-step preset which could result in storing a reference to the wrong information. This bug is fixed. Stomp will now try to link to a single-step preset or use hard values.   | | Knocking-in an attribute with a hard value that was already played back by a cue with a preset, knocked in the preset reference from the cue. This bug is fixed. It should not be possible anymore to store a hard value with a preset reference into a cue. | | Editing an attribute in the sequence sheet in track sheet mode and changing from a hard value to a preset did not set the block state correctly. This bug is fixed. Editing values in the tracking sheet now updates the block states correctly. | | When cloning, the system created new phasers in the background. This bug is fixed. Cloning does not create new phasers in the phaser engine anymore. | | It could happen that the ABS and/or REL layer values in a cue or embedded preset were overwritten when only one layer was referencing a preset that contained values for both layers. This bug is fixed. The preset update process will correctly keep the layers separated when updating the referenced values. | | It was not possible to store merge into several cues, that were specified by using + within the command, e.g., Store Cue 1 + 2 /Merge. This bug is fixed. It is possible again to store merge into several cues by using + to specify the cues. | | The software could crash when cooking recipes. This bug is fixed. The software should not crash anymore when cooking recipes. | | Cooking a recipe that had a group with more fixtures assigned, than the assigned selective preset had stored, created unwanted data for the fixtures that were part of the group, but were not part of the preset. This bug is fixed. Cooking a recipe that has different fixtures in the used group and the used preset creates only data for the fixtures that are part of both, the group and the preset. | | The software could freeze when the user tried to set a cue fade time to a range of cues, and the range included the OffCue. This bug is fixed. Addressing a range of cues with the OffCue included does not freeze the software anymore. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The DMX input merge was only processed on the global master station after another device joined the session. This bug is fixed. DMX input merge works now correctly after devices joined the session. | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could freeze when having the patch open in split view mode and then trying to open the patch again on a second display. This bug is fixed. Trying to open the patch a second time should not freeze the software anymore. | | When leaving the patch and applying changes, the preset modes of all preset pools were reset to the defaults of a new show. This bug is fixed. The preset modes are now preserved when leaving the patch and applying changes. | | The software could crash if a geometry reference of a fixture type was not linked to any geometry. This bug is fixed. Geometry references without a link to a geometry do not crash the software any longer. | | Exchanging a single-instance fixture to a multi-instance fixture type did not convert global presets correctly. This bug is fixed. Global presets are now converted correctly when exchanging the fixture type of relevant fixtures from single-instance to multi-instance. | | The software could crash when copying and pasting a fixture within the patch. This bug is fixed. Copy and paste of fixtures within the patch menu should not crash the software anymore. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The output level of sequences could be changed to 0 when updating a preset. This bug is fixed. Updating a preset should not change the output of an unattended sequence to 0 anymore. | | It could happen that a DMX universe did not recognize the change of values at the first cycle and therefore did not send out the changes immediately. This bug is fixed. DMX universes have been further optimized for value changes and output changes immediately.  | | The playback of a timecode show was not triggering the playbacks correctly when the user profile which recorded the events did not exist anymore. This bug is fixed. Timecode shows generate always the correct playback, even when user profiles were deleted. | | A sequence that was already triggered by a timecode was switched off when the incoming timecode signal was lost and reappeared during the After Roll time with a previous time again. This bug is fixed. Restarting the timecode sender does not switch off sequences anymore when the signal is coming back during the After Roll timeout. | | Disabling the timecode setting Assert Previous Events still turned off the sequence when no previous events were found. This bug is fixed. Only when Assert Previous Events is enabled will the software turn off the sequence when no previous events are found.  | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The fixture sheet did not display the phase and speed values on fixtures when the phaser was operated by a sequence. This bug is fixed. The phase and speed values of played back phasers are now displayed within the fixture sheet. | | The software could crash when opening a sequence sheet or when editing a sequence. This bug is fixed. Opening the sequence sheet does not crash the software anymore. | ***   ## []()grandMA3 Version 1.6.1.3 [Section titled “grandMA3 Version 1.6.1.3”](#grandma3-version-1613) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.6.1.3 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Global data has been streamlined to make it easier for the user to manage. The global data is now stored on real fixtures within the patch. In addition, universal presets can now reference data stored to a real fixture patched within the show file. When storing new global presets, the global data will be created within the new preset automatically. When all data for the fixture type is the same, the first fixture from the stored data will be used to hold the global data within the preset. Each fixture type gets its own global data value so that you can adjust the global value per fixture type. When adding selective data to the preset for one of the fixtures that hold the global data, or when deleting the fixture from the show, the global data will be moved to the first patched fixture for the fixture type. In the case that the global data was held before by the first fixture, the data will be moved to the next patched fixture of this fixture type. When editing a preset with global data, the fixtures with the global data in the programmer will display a yellow square marker in the top right corner of the attribute cell within the fixture sheet. **Important:**\ When converting old show files from grandMA3 v1.5 or prior to grandMA3 v1.6 or later the data from the global fixture type object will be migrated to the first patched fixture of the same fixture type that is not already holding selective data. The global value is determined by the average across all values of attributes within the same activation group: ```plaintext (Value of fixture 1 + Value of fixture 2 + Value of fixture 3 + ... value of fixture n) / Number of used fixtures = Average value ``` The value that is closest to the calculated average value will be the global value. The fixture with this value will then hold the global value. In the case of color, all color attributes are handled together when choosing the global value. Furthermore, the method to determine the global data across several attributes is now taking all attributes of the same activation group into account. This will result in taking all attributes of the same activation group of one fixture, and not taking the different attributes from different fixtures.   Together with the new global data handling, the preset modes for storing or updating were improved: * Auto: When updating or storing into an existing preset, the preset mode of the preset will be respected. In the case of global preset mode, selective data will be added to the preset when at least one fixture that can use the preset is active with new values. When creating a new preset Auto mode will take the mode defined by the pool and use the rules described here for each mode. * Selective: The data will be added as selective data for each fixture that has active data in the programmer. * Global: The data will be added mainly as global data. If there are several fixtures of the same fixture type but with different values, then the global data will be determined by average as described above, and selective data will be added for the other fixtures which have divergent data. * ForceGlobal: Data will be added as global data, and untouched existing selective data will be discarded within the preset for the fixtures of the same fixture type. ForceGlobal will discard the selective data when updating a preset or when storing with the merge option into an existing preset. * Universal: Data will be added as global data, and the PresetMode will be set to Universal. The universal preset gets more versatile and can now use the data from a real fixture with global values when the universal fixture has no data inside the preset. This has the added benefit that you can create your universal presets using a real fixture from your stage, in the case that the universal fixture has these attributes. When calling a universal preset, the software uses global fixture type data first and then uses the data from the universal fixture. When no data exists for the universal fixture the first fixture with global data is used instead. **Hint:**\ When calling universal color, it will be transformed through the color engine. If you use a 7-color LED to create a color and call that data universal, you will get the similar color on the RGBA fixture.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release When the same fixture type (attributes, their order, and their physical from and physical to values) is used several times within a show file, the patched fixtures of these fixture types can now use the global presets that are only stored for one of these fixture types. Therefore, the new fixture type property Share Global needs to be set to Yes for the fixture types. Share Global is set to Yes by default. The fixtures of the fixture type that are set to No cannot call global presets that will be created or modified later by using the other fixture type. When switching Share Global to No when there are already global presets for the fixtures of the fixture type that could use data from a different fixture type, the presets will get copied the global value from the original fixture type to the fixture type that has now Share Global set to No. **Hint:**\ To break up the usage of global presets by fixtures of the other but similar fixture type, the Share Global property needs to be set to No for the fixture type that should not be allowed to use the global presets. Switching Share Global to No for the fixture type of fixtures that hold the global value will not influence the preset call ability of the other fixture types.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release When exchanging the fixture type of a fixture, the data within the global presets will now be converted so that the fixtures with the new fixture type can immediately use these global presets, too.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The update menu and the store preset pop-up have now also PresetMode buttons.\ PresetMode within the update menu is independent of the PresetMode within the store settings.\ PresetMode within the store preset pop-up populates the value of the store settings and can be changed temporarily for only this certain store action. After that it will fall back to the value of the store settings.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The title pool objects of preset pools display now on their upper right corner an S, G, or U depending on the preset mode of their feature group. This preset mode will be mainly taken when storing new presets into that pool by using the preset mode Auto. ***   ### []()Command Wing Bar [Section titled “Command Wing Bar”](#command-wing-bar) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Command Wing Bar window can be opened by tapping More, and then Command Wing Bar within the Add window dialog.\ It provides access to the encoder bar, the first ten executors of the selected WingID, the grand master, and the special executor section of wing 1. In the command wing bar window settings, it is possible to display or hide the grand master by tapping Show Grand Master. The same procedure is available for the special executor section by tapping Show Master Section. Furthermore, with the settings Display Mode Executors and Display Mode Masters can be decided if the labels or the hardware buttons of the executors should be displayed. The displayed Page and WingID can be selected via the settings pop-up or the title bar. The Command Wing Bar can also be displayed in the encoder bar area on onPC systems. Simply tap ![](/img/grandma3/2-4/icon_commandwingbar_15_v1_6-c5bf10.png) in the control bar to display or hide it. Or use the shortcut Alt + W. *** ### []()CleanUp Command [Section titled “CleanUp Command”](#cleanup-command) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)  New in this release The CleanUp command allows deleting unused (contains no reference) objects in the show file. For example, sequences that are not assigned to an executor. A pop-up asks the user for confirmation to delete the unused objects and it tells the user how many objects will be deleted. * To delete all unassigned sequences, type: User name\[Fixture]> Cleanup Sequence Thru * To delete all unused color presets in the color preset pool, type: User name\[Fixture]> Cleanup Preset 4.\* * To delete all images which have no reference, type: User name\[Fixture]> Cleanup Image 3.1 Thru ***   ### []()Stomp [Section titled “Stomp”](#stomp) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Stomp now knocks in the last used single-step value for the absolute and/or the relative layer of the attribute.\ This can be a value from the programmer or from a playback. If no single-step value is found then it uses the default value. *** ### []()RDM [Section titled “RDM”](#rdm) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The RDM implementation in grandMA3 supports now more RDM parameters. These are the newly supported RDM parameters: * PROXIED\_DEVICES, 0x0010 * PROXIED\_DEVICE\_COUNT, 0x0011 * DEVICE\_MODEL\_DESCRIPTION, 0x0080 * LANGUAGE\_CAPABILITIES, 0x00A0 * SOFTWARE\_VERSION\_LABEL, 0x00C0 * BOOT\_SOFTWARE\_VERSION\_ID, 0x00C1 * BOOT\_SOFTWARE\_VERSION\_LABEL, 0x00C2 * SLOT\_INFO, 0x0120 * SLOT\_DESCRIPTION, 0x0121 * DEFAULT\_SLOT\_VALUE, 0x0122 * SENSOR\_DEFINITION, 0x0200 * SENSOR\_VALUE, 0x0201 * DEVICE\_HOURS, 0x400 * LAMP\_HOURS, 0x401 * LAMP\_STRIKES, 0x402 * LAMP\_ON\_MODE, 0x404 * DEVICE\_POWER\_CYCLES, 0x405 * PAN\_TILT\_SWAP, 0x602 * POWER\_STATE, 0x1010 **Important:**\ Not all of these RDM parameters allow the user to set values for them.     As SENSOR\_DEFINITION and SENSOR\_VALUE are now supported, the RDM Fixtures display the sensors with their values within the RDM Devices Window. To watch the sensors and their values, unfold the desired RDM fixture by tapping ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) in front of the RDM fixture.\ For each sensor, an own line will be displayed as child of the RDM fixture. In most cases, the user has to scroll to the right to see the columns Present Value, Lowest, Highest, and Recorded: * Present Value: The current value of the sensor. * Lowest: The lowest value the sensor can reach. * Highest: The highest value the sensor can reach. * Recorded: The value that was stored by the fixture itself, when RECORD\_SENSORS, 0x0202 was executed. **Hint:**\ RECORD\_SENSORS needs to be executed by a different RDM controller in order to display a value.   grandMA3 can now also deal with RDM proxy devices, such as radio DMX links. The RDM parameters PROXIED\_DEVICES, 0x0010 and PROXIED\_DEVICE\_COUNT, 0x0011 are responsible for this feature. A proxy device, in our case of a radio DMX link, is the transmitting device. This device will also show up in the RDM Devices window. The number within the column Proxied Devices reports how many RDM devices are handled by this device. The receiver of the radio DMX/RDM signal counts also into this number. **Important:**\ In our tests, we were only able to get RDM devices working that were connected to a corresponding radio DMX receiver device.\ Fixtures that were directly linked to the radio DMX transmitter, because these fixtures have a built-in radio DMX module, were not detected. Also not by other 3rd party RDM controllers. To learn more about using RDM within the grandMA3 software, please read the [RDM topic](/grandma3/2-4/rdm/). ***   ### []()Markers [Section titled “Markers”](#markers) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release A Marker is a virtual fixture, that allows operating (e.g., moving around or rotating) objects such as fixtures, actors, or stage props in the 3D stage environment. To do so, for each object or group of objects that shall be operated separately an own marker fixture needs to be patched. A fixture type called Marker from the Manufacturer MA Lighting is now part of the fixture library.\ As soon as a Marker fixture is patched, other patched fixtures can be added as children of the Marker.\ After applying these changes to the patch, the Marker fixture can be operated like any other fixture in the show. At the moment, a marker fixture provides these attributes: * X, Y, and Z for moving the Marker and all its children together along the corresponding axes. * Rot X, Rot Y, and Rot Z rotate the Marker and all its children together around the corresponding axes. These attributes are located within the features XYZ and Rotation within the feature group Position in the encoder bar. Select the Marker fixture and turn the encoders for the described attributes in order to see the Marker and its children moving around in the 3D window.\ The children of a Marker are always moved around relative to the set up position of the Marker itself. **Important:**\ A Marker fixture needs to have a DMX address patched in order to be able to see its changes within the 3D, etc.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Together with the implementation of Markers, the input of PSN trackers can be linked to Markers. This allows moving around the Marker and its children via an external tracking system. To do so, set up the number of Markers you need, add the desired children to them within the grandMA3 software. Then set up the PSN system and configure the [PSN input](/grandma3/2-4/remote_inputs_psn/) within the grandMA3 software. Within the PSN menu, new columns called IDType and ID allows entering the IDType and ID of the Marker fixture that shall be linked to the input of each tracker.\ The column DMX Priority defines at which level of the grandMA3 playback priorities the PSN data shall be processed. This allows overwriting the input of the PSN system by using a sequence with a higher priority if needed. **Important:**\ The DMX universes the Marker fixtures are patched to which are receiving data from PSN trackers need to be set to the [Merge mode Prio](/grandma3/2-4/patch_dmx_universe/). ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Show files are now saved with the timestamp of the current session time. The resulting files on the hard drive of the system will be also stamped using the current session time.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release At the bottom of the backup menu, an area allows you to enter and read the description of the currently loaded show file. Modifying or entering a description will only be applied to the show file when saving it afterward.\ Pressing Enter while editing the description immediately saves and closes the backup menu. Shift + Enter can be used to add another line. By enabling History in the title bar of the backup menu, the history of the selected show file will be displayed at the bottom of the backup menu.\ The history gives useful information regarding the dates and time, used software version, the type of the software, the name, time zone, and UTC time when saving the show file.\ A new entry within the history will be entered when the show file will be saved again and one of these criteria has changed: Version, type, name, time zone, or description. The newest entry will be on top of the history list. The option Enumerate Show File Name when Description Changes in the Settings of the backup menu provides an automatic increase of a 3 digit number, added to the end of the show file name if the description is changed when saving the show.\ If the original show file name is too long to add the number, the command line will return an error. In this case, the former show file name will be used again. Enumerate is always looking at the last three characters of the show file name. When three numbers are found it increases the number by 1. When 999 is found, it will change the number to 001.  Enumerating a show file can also be called with the /Enumerate option. To do so, type: User name\[Fixture]> SaveShow /Enumerate **Hint:**\ When saving your show file for the first time, add a custom character to the end of your show file name so it’s easier to see the enumeration (e.g. ShowName# or ShowName\_v or ShowName-) ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The network menu allows filtering stations by “My Location”. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Reduced show upload time by transferring media objects in the background. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The “Insert New Fixtures” dialog now allows simultaneous access to the grandMA3 Fixture Share and the GDTF Share. Therefore, the GDTF Share tab is renamed to Shares. The column “Source” indicates from which of the two Share sites the fixture originates. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The label process prevents entering system reserved characters when the label pop-up is used. In this case, the title bar of the label dialog turns for about 2s into orange and displays “Character ’.’ not allowed.” Depending on the character the message might be different, as every character that is not allowed but was pressed by the user will be reported within this message.\ When labelling an object by using the label command, the disallowed characters will be removed by the software, and the objects gets a new label with this reduced name: Labeling group 1 with the desired name “Back.Truss” by using this command, will result in the name “BackTruss” for group 1: User name\[Fixture]> Label Group 1 “Back.Truss” In this case, the command line history will report this modification as well: Not allowed characters in name “Back.Truss” changed to “BackTruss” ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The operation of encoders in physical readout (includes also attributes in natural readout that are set to physical for the natural readout) when having at minimum 2 fixtures of different fixture types selected, improved. In this case, stepping through the selection with Next and Previous now also uses always the smallest physical range to determine the size of an encoder click. In previous versions the size of an encoder click changed between the different fixtures of the different fixture types when using Next and Prev. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Master faders in the executor label now display their temporary value while flashing or blacking them. Furthermore, the background of the fader bar in the executor label turns red while flash or black, when the value of the master fader is different to the value during flash or black. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The playback window has now a setting that allows how many sections of each 5 faders shall be displayed. To change this setting, tap MA in the top left corner of the playback window, then tap #Sections repeatedly until the desired value is set. The value can be set to Auto, 1, 2, or  3. When set to Auto, the playback window decides by its size how many sections will be displayed. This is anyway how it worked in previous versions. When choosing 1, 2, or 3, the first 5, 10, or 15 faders of the selected WingID will be displayed. This happens independently from the size of the playback window.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Tapping ![](/img/grandma3/2-4/icon_power_15_v1-0_1-204153.png) within the control bar opens now the new shutdown menu. It offers to * ![](/img/grandma3/2-4/icon_power_15_v1-0_1-204153.png): To shutdown the grandMA3 device or to close the grandMA3 onPC software. * ![](/img/grandma3/2-4/icon_refresh_arrow_15_v1_5_1-8f4052.png): To restart the grandMA3 application. * ![](/img/grandma3/2-4/icon_padlock_15_v1-0_1-b5dd31.png): To lock the desk. In addition to this improvement, the Desk Lock button has been removed from the control bar. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The new timecode show setting Ignore Follow allows controlling whether follow cues of sequences should be triggered by the timecode show or by the sequence. When it is off, the follow cues will be triggered by the timecode show.\ When it is on, the sequence will trigger its follow cues. In this case the events within the timecode show for the follow cues will be marked with a prohibition sign on top of the event icon within the timeline view. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Move of executors: * Moving executors behave now like moving objects within a pool. For executors, each Wing (15 executors) behaves like a pool. * Moving an executor that is 2 or more wide to a different executor, in a way, that the former executor would be spread across 2 banks (5 executors), the executor will be split into 2 executors, one each on one of the banks. In the past, the executor has been scaled down to only use the executors of the left bank. This works only across the banks of the same wing, and not across wings. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The conversion of channel functions has been improved in the grandMA2 to grandMA3 Show Converter. In the grandMA2 the non-linear physical characteristic of channel functions was described within the physical values of the channel sets. This could cause unexpected behavior of the encoders in natural and physical readout because of the channel function’s invalid range of physical values. The conversion has been improved to the extend that converted channel functions now have a valid range of physical values according to their channel sets. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) 3D Window: Additional mesh qualities for the BodyQuality setting were added. * **None:** No meshes of fixtures are visualized. Nevertheless, environment objects are displayed. * **Box:** A whole fixture’s body is visualized as one box. This box has the dimensions of the fixture. * **Low:** Every geometry of a fixture is visualized as a box. If one of the fixture’s meshes is a default cylinder, this is not changed. * **Simple:** Fixtures with a common geometrical structure of a moving head (Base - Yoke - Head - Lens with or without Pigtail) are visualized with grandMA3 default meshes. All other fixtures are visualized like in “Low” mode. * **Standard:** Fixtures with a vertex count above 1 200 are visualized as in “Simple” quality mode. The meshes of fixtures with a vertex count lower than 1 200 are not changed. * **High:** All fixtures are displayed with their original meshes. By default, the BodyQuality is set to Standard. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Surfaces has been renamed to Stage Volumes: A stage volume is a defined space within a stage. By default, a volume (Volume 1) always exists, and its size is always the size of the stage. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The assign menu allows now to lock or unlock the executor by tapping Lock Exec in the title bar. When locking ur unlocking the executor via the lock or unlock command, this button reflects also the correct state. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When an event will be repeated every year, the repeat cell of the event displays now in addition “repeat annually” to indicate this repetition. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When creating a new show, the software will now create a prompt asking the operator now if a new show should really be created. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When canceling a store operation the next time doing a store operation the store preferences are loaded again. In addition, pressing ESC once when the store options overlay is open, closes now the overlay. Store and Update work now uniformly regarding closing the menus or canceling the operation. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Fixtures that are modified by a additive group display now also a marker in their ID type cell within the fixture sheet. The color of the marker is lavender by default, and can be changed in the color theme: Color definition SheetColor.AdditiveMasterActive and color FixtureSheetCell.AdditiveMasterActive. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-2) * The ListRef button in the Update Window was removed as it is obsolete now. * The automatic label functionality of cues changed and does not use the commas (,) anymore to separate different presets within the name. It uses now the slash (/) to separate presets within the cue name. * The first element within the cue list on an executor label shows now always the previous cue of the sequence order, ad not anymore the previous played back cue. * The fixture sheet has now an additional title bar button for the Prog Only setting. * The tab Time within the date and time menu got renamed to Session Time. Session Time is the time the grandMA3 session is running at. In addition, the ClockSource System Time within the clock window got renamed to Session Time. The session time can be different compared to your local time. * With the improvement to presets the universal fixture is now part of Stage 1. * The Store options overlay was renamed to Store Settings. ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The property “Beam Diameter” of the Beam geometry type was not visualized correctly if a fixture had an iris channel. This bug is fixed. The correct beam diameter is visualized at the origin of the beam, even if a fixture has an iris. | | Gobo rotation was visualized with the wrong center of rotation if the position of a gobo wheel was between two slots. This bug is fixed. Gobos are rotating around their own center point now if the gobo wheel is positioned between two slots. | | Fixture types with a complex geometrical structure (nested geometry references) were not visualized correctly in all cases. This could cause unexpected behavior of intensity or color of subfixtures. This bug is fixed. Fixture types with nested geometry references are visualized correctly now. | | Gobos in the 3D window were flashing when changing the selection or changing settings in the 3D window. This bug is fixed. Fixtures with gobos are not flashing any longer when making changes elsewhere in the software or the 3D window. | | The visualization in the 3D window did not utilize the RealFade values of the fixture type. This bug is fixed. Values of RealFade are now utilized again. | | Iris animations like strobe or pulse were visualized with a much too high speed. This bug is fixed. Iris animations are visualized correctly now. | | Textures of meshes were not imported correctly if the mesh and the texture were located in a subfolder. This bug is fixed. Textures are now imported correctly, even from a subfolder. | | Single Step was switched off when doing a lasso selection in the 3D window. This bug is fixed. A lasso selection in the 3D window will not disable single step. | | Fixtures with Blade channels did not show proper beams on a Mac onPC running on Apple M1 hardware. This bug is fixed. Blades are visualized correctly on Apple M1 hardware. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Fade in combination with FaderMaster did not obey a specified fade time. This bug is fixed. FaderMaster Page 1.201 at 100 fade 5 is working as expected. | | If several different show files were loaded in a short amount of time, the software could crash. This bug is fixed. Rapid loading of different show files does not crash the software anymore. | | Export and import of user profiles removed the link to default for properties, and therefore the values were set to the hard default value. This bug is fixed. Properties of user profiles are now keeping their link to the default value when the user profile will be exported and imported. | | The encoder could be stuck for a while at value 255 when being in Dec8 readout and turning the encoder several times without interruption from 0 to 255 and vice versa. This bug is fixed. Encoders should not stick to a value anymore when turning them very fast from one end to the other end and back. | | The fifth encoder in grandMA3 onPC running on Windows was still acting as screen encoder when the screen encoder was switched off. This bug is fixed. The fifth encoder works now always within the function it displays. | | Changing the used preset while being in the update mode for a cue changed also the name of the cue. This bug is fixed. Cues labeled by the user won’t change their name anymore when using the edit mode for a cue and changing a used preset. | | When auto start was enabled for a sequence and the master fader of this sequence was set to 100% before starting a timecode show, the first go+ event for this sequence was not triggered by the timecode show. This bug is fixed. All timecode show events should be triggered correctly now. | | When changing agenda events where the valid duration was not over, yet, were triggered again. This bug is fixed. Agenda events won’t be executed again, when their duration is still valid and changes are made to the agenda event. | | Single Step was always temporarily activated when tapping into any kind of a color picker. This bug is fixed. Only the color picker for attributes activates now temporarily Single Step when tapping into the color picker in order to choose a color. | | Commands with non-existing variables in it were executed in a way that the non-existing variable was ignored. This bug is fixed. Commands with non-existing variables won’t be executed anymore. The command line history returns an error in this case. | | Filters did not update their filter results when the properties of fixtures were changed, and these properties were used as a filter criterion. This bug is fixed. Changing fixture properties updates now also the results of filters.  | | It was not possible to store a new executor when the selected page was deleted before. This bug is fixed. After deleting the selected page it is now possible again to store immediately new executors on page 1. | | Mode dependencies caused other channels that were dependent to be knocked into the programmer if the active channel function of this channel was changed because of the mode dependency. This bug is fixed. The channel function is changed, but this does not cause the channel to be knocked into the programmer any longer. | | Copy and paste of cues inserted the cues with their former cue number. This bug is fixed. Copy and paste of cues adjust now the cue number of the pasted cue to fit into the cue numbering at the destination. | | The software could crash when data was imported to the wrong destination. This bug is fixed. The software should not crash anymore when data was imported to the wrong destination. | ### Connections [Section titled “Connections”](#connections-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having 2 consoles in a session with a parallel input of LTC Timecode, the backup console did not take over the LTC smoothly. This bug is fixed. On signal loss, the backup console takes over within half of the defined afterroll time.  | | In the onPC settings menu, the “MIDI via onPC command wing” button did not work as expected. This bug is fixed. When the button is toggled “on” the MIDI Signal from command wing is used, if toggle “off” the Signal of the selected USB device is used. | | The target settings in the In/Out menu did not work properly. This bug is fixed. Selecting “Empty” as a target is working again. | | The software could crash when sending an OSC string without specifying an OSC address. This bug is fixed. OSC strings without an address do not crash the software anymore. | ### Patch [Section titled “Patch”](#patch-2) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In the “Insert New Fixtures” popup, if the DMX sheet was used to directly chose the address, tapping on the address directly was not possible. This bug is fixed. Choosing the desired address directly by tapping is working now. | | In the “Insert New Fixtures” popup, if the DMX sheet was used and resized very small, it was not possible to change the size again. This bug is fixed. Resizing the DMX sheet is working as expected. | | Changing the mode master of a patched fixture type could lead to shifting of default values between DMX channels. This bug is fixed. Default values will not be changed any longer when a mode master of a fixture type is changed. | | Sometimes the Offset value was in the wrong Fixture. This bug is fixed. The Offset value is now in the correct fixture. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Activating the attributes that were running a phaser discarded the values for fade, delay, speed, and phase when a processing unit is part of the session. This bug is fixed. While having processing units in the session the knock-in of attributes does not discard values anymore when they are running a phaser. | | Changing the speed of a phaser by using the Speed From and Speed To properties within the MAtricks window always restarted the phaser. This bug is fixed. Phasers adjust their speed now flawlessly when changing the speed by using Speed From and Speed To within the MAtricks window. | | Oopsing the stomping of a phaser did not work. This bug is fixed. The stomping of phasers can now be reverted by using Oops. | ### Playback [Section titled “Playback”](#playback-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The sequence setting “HTP” was not working properly. This bug is fixed. The sequence setting “HTP” is working as expected. | | Sequences with SoftLTP off outputted their values first when moving their master fader. This bug is fixed. Sequences with SoftLTP off output their resulting value now immediately when they will be started. | ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In the sequence edit overlay, the auto-scroll option did not work properly. This bug is fixed. Enabled auto-scroll in the sequence edit sheet jumps to the currently edited cue. | | The sequence sheet did not display individual fade, delay, and duration times correctly. This bug is fixed. The individual times in the sequence sheet are displayed properly now. | | Saved preferences in the update menu did not include all options. This bug is fixed. Saving and recalling the preferences in the update menu is working as expected. | | If multiple encoder bars and layout views were used at the same time, the onPC software could crash. This bug is fixed. Several encoder bars and layout views can be used in parallel.  | | When changing the DMX sheet to Levelbar “Bar”, the values were not displayed properly. This bug is fixed. Level bars are displayed properly in the DMX sheet now. | | The Trackpad, set to mode Pan/Tilt was not working with physical readout. This bug is fixed. The Trackpad in Pan/Tilt mode also works with physical readout.  | | The values that were displayed within the fixture sheet for a collapsed grouping fixture could flicker from time to time. This bug is fixed. The values of grouping fixtures do not flicker anymore within the fixture sheet. | | The HSB Color Picker and the fader page of the color picker did not work for fixture types with subtractive color mixing and only one measurement of the color flags at 100 % insertion. This bug is fixed. The color picker is working for subtractive color mixing with only one measurement defined for a fixture type. | | In Agenda setup mode, if the entry “New Agenda Event” was copy and pasted on itself, a loop was created. This bug is fixed. If the first entry is copy and pasted on itself only one more event is created. | | The fixture sheet did not display the correct fixtures when leaving the edit mode and the Global mask was enabled. This bug is fixed. After using the edit mode, the fixture sheet redraws properly when using the Global mask.  | | Pie charts of color presets displayed a black pie if a fixture with subtractive color mixing had measured filter data. This bug is fixed. Pie charts of color presets now show the correct color even for a fixture with subtractive color mixing and measured filter data. | | The Audio In Device pop-up could display (null) instead of the device name or the manufacturer. This bug is fixed. The Audio In Device pop-up displays now “Device x” when the device name is not provided by the device or it displays “Manufacturer unknown” when the manufacturer is not provided by the device. | | It could happen that not all feature groups were offered as preset pools within the Add window dialog. This bug is fixed. All feature groups of a show file are now offered to create preset pool windows for. | | It was not possible to scroll through the list of cues within the edit sequence window by using the screen encoder when the sequence had not enough cues to get the whole list scrolling on the display. This bug is fixed. It is now always possible to scroll through the list of cues within the edit sequence window by using the screen encoder. | | EditSetting + tapping the area of the selected sequence in the letterbox display opened the sequence setting menu on the letterbox display. This bug is fixed. The sequence settings of the selected sequence will now be opened on display 2 when having EditSetting in the command line and then tapping the area of the selected sequence within the letterbox display. | | The ViewMode Month of the agenda displayed also the last week of the former month, when the week day of the first day of the month matched up with the set up day in the StartOfWeek setting. This bug is fixed. The ViewMode Month in the agenda window does not display unnecessary whole weeks of the former month anymore. | | The command line history window and overlay displayed a black background when having the daylight color theme active. This bug is fixed. The command line history window and overlay respect now the colors of the color theme. | | It was not possible to open the name input popup for a timecode track by using the screen encoder. This bug is fixed. The screen encoder can now be used to open the name input popup for timecode tracks. | | It was not possible to switch between the different feature groups within the Export-tab Import/Export menu when the local area had sheet style enabled. This bug is fixed. The Export-tab of the Import/Export menu allows now to switch between feature groups when sheet style is enabled. | | The Off menu could be moved outside the visible screen area. This bug is fixed. The Off menu cannot be dragged around on the screen anymore. | | The phaser overlay reset its settings every time when it was closed. This bug is fixed. The settings are only reset after a clear. | | Executor labels displayed the cues of the sequence repeatedly when the off cue would have been used for switching off the sequence, and when the executor label was higher than 1 row. This bug is fixed. High executor labels display now only one set of their cues when the off cue has any time set up. | | Calling menus on displays that were not defined for the menus could crash the software. This bug is fixed. Menus won’t open anymore on displays that are not defined for the menus. | | The temporary pool overlays of views and sequences did not use their pool color. This bug is fixed. All temporary pool overlays use now always the defined pool color of their object type. | | The fixture sheet did not display values for attributes in the DMX layer when the values were on their default value. This bug is fixed. The DMX layer in the fixture sheet displays now always the value for each attribute. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported presets from grandMA3 v1.5 and prior cannot be properly imported to grandMA3 v1.6 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Exchanging a multi-instance fixture to a single-instance fixture type might not convert presets when the parent fixture has not the attributes. Software update via network to onPC stations requires confirmation during the install process at the destination system. When deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over without user input. If all stations have the same priority, then the station with the longest Online Time becomes the GlobalMaster for all stations. Programmer content is discarded when loading show files from previous versions. Sound input via Apple Silicon hardware is not implemented, yet. # Release Notes 1.7 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v1_7/#h2__1435677565)   * [Bugfix Version 1.7.2.2](/grandma3/2-4/key_rn_v1_7/#h2__2030687499)​ * [Fixed Bugs](/grandma3/2-4/key_rn_v1_7/#h2__1624482491) * [grandMA3 Version 1.7.2.0](/grandma3/2-4/key_rn_v1_7/#h2_727740091) * [Features](/grandma3/2-4/key_rn_v1_7/#h2_727740091) * [Presets](/grandma3/2-4/key_rn_v1_7/#h3_956339510) * [Executor Assignment and Playback of Presets](/grandma3/2-4/key_rn_v1_7/#h3_1832424387) * [Recipes](/grandma3/2-4/key_rn_v1_7/#h3__808614509) * [Sequences](/grandma3/2-4/key_rn_v1_7/#h3__1026008) * [Preview](/grandma3/2-4/key_rn_v1_7/#h3__2122125854) * [Phaser and Phaser Editor](/grandma3/2-4/key_rn_v1_7/#h3__946139376) * [Spaces](/grandma3/2-4/key_rn_v1_7/#h3_2096095723) * [MArker Fixture and XYZ](/grandma3/2-4/key_rn_v1_7/#h3_231964299) * [3D](/grandma3/2-4/key_rn_v1_7/#h3__1137860005) * [Render Quality](/grandma3/2-4/key_rn_v1_7/#h3__1135228353) * [glTF Support](/grandma3/2-4/key_rn_v1_7/#h3_1462499028) * [Session Data Merge](/grandma3/2-4/key_rn_v1_7/#h3_1469462798) * [MIDI Out](/grandma3/2-4/key_rn_v1_7/#h3__1503058193) * [Content Sheet](/grandma3/2-4/key_rn_v1_7/#h3_320348620) * [DMX Tester](/grandma3/2-4/key_rn_v1_7/#h3_1956195346) * [Backup Menu](/grandma3/2-4/key_rn_v1_7/#h3_1498318733) * [Other Enhancements](/grandma3/2-4/key_rn_v1_7/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_7/#h2_563643534) * [Fixed Bugs](/grandma3/2-4/key_rn_v1_7/#h2_895816868) * [Appendix](/grandma3/2-4/key_rn_v1_7/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_7/#h2__1852571500) ***   ## []()Get Started  [Section titled “Get Started ”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let´s go! Once you leave the Release Notes by tapping I agree on the top right corner, you get presented with the main screen of grandMA3 software. On the right side, you can see predefined views. By tapping the view buttons you can switch between them.  If this is your first time starting grandMA3 software you need to patch some fixtures first to get started. Or you can load one of the demo shows delivered with the software. In both cases, you need to press Menu key. If you are using grandMA3 onPC software there is a ![gear](/img/grandma3/2-4/gear_1-0b513c.png) symbol in the top left corner. Clicking the symbol is the same as pressing the Menu on a console. Hit Backup and then Load, now you are ready to load shows. As you want to get started quickly you should change in the header bar from Shows to Demo Shows by tapping the button repeatedly. Once it says Demo Shows you can choose any of them by selecting it and then tapping Load. Just in case there was a show loaded already the software will ask you if want to save the current show first before loading the new one… your choice ;-) Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - on the right side are the view buttons to change screen content. At the bottom, you find the encoder bar and the command line. Technically that is all you need to get started. For more detailed information, refer to the grandMA3 help menu which you can reach by one of the view buttons named Help or via the MA Lighting website. If you want to learn grandMA3 software step by step please join the MA e-Learning - it’s free of charge and available via the MA Lighting website. Have fun with the grandMA3 software - next, you will find all the improvements and changes of this software version. **Hint:**\ The grandMA3 software will start with the show file (or status) that was active when the software was closed.  ***   ## []()Bugfix Version 1.7.2.2 [Section titled “Bugfix Version 1.7.2.2”](#bugfix-version1722) ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software crashed during loading show file from v1.6 or earlier that had recipes in presets which in turn had no selection assigned. This bug is fixed. Recipes without a selection do not crash the software anymore during the migration of the show file. | | The software crashed when recipes were repeatedly stored into the programmer by pressing Store and then tapping New Recipe in the Programmer Part window. This bug is fixed. Repeatedly storing recipes in the Programmer Part window does not crash the software anymore. | | Executing Fixture At Fixture on a connected console with a different user profile did not output the new programmer content. This bug is fixed. Fixture At Fixture works again in multi-user environments. | | When attributes were stomped in a multi-user environment and processing units were connected, the stomped values could have become part of the programmer of a different user profile instead of the one that executed stomp. This bug is fixed. Stomping in multi-user environments puts the stomped values into the programmer of the user who executed stomp. | | Copying symbol pool object to the image pool crashed the software. This bug is fixed. Copying objects from one pool to a different pool does not crash anymore. | | Importing a Lua plugin crashed the software when General Undo was disabled in the settings of the user profile. This bug is fixed. Disabled General Undo does not crash the software when importing data. | | Addressing objects via their IDs in an OSC message did not trigger the object anymore. This bug is fixed. Triggering objects via their IDs in an OSC message works. | | When switching off the network Art-Net or sACN were still being output. This bug is fixed. Disabling the network stops now also the output of DMX protocols. | | When you brought back a station into session where the session and the joining IdleMaster were both sending Art-Net or sACN, GlobalMaster and the connected station at times could output Art-Net or sACN. This bug is fixed. In sessions with two or more consoles only the GlobalMaster station outputs Art-Net or sACN. | | The keywords IfActive or IfProg selected fixtures with activated or deactivated values in the programmer of different user profiles. This bug is fixed. IfActive and IfProg only select fixtures that have actived or deactivated values in their own programmer. |   ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | After booting a grandMA3 console the sound input was not always recognized. This bug is fixed. The sound input via XLR now works directly after booting the console. |   ### Patch [Section titled “Patch”](#patch) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Adding new fixtures in the patch at the top of a grouping fixture caused layout elements to display the new fixtures instead of the fixtures of the same grouping fixture that were formerly assigned. This bug is fixed. The assigned objects in layouts are not changed anymore when adding new fixtures at the top of a grouping fixture. | | The individual phase values of a phaser in a cue could get lost when exchanging fixture types in the patch. This bug is fixed. Exchanging fixture types should not delete individual values in phaser anymore when the new fixture type has the same attribute. |   ### Playback [Section titled “Playback”](#playback) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tracked absolute values were not considered during a cue playback. The cue was played back using only the new relative phaser data of the attribute. This bug is fixed. This bug is fixed. The output of a relative phaser in a cue respects the tracking absolute data of the same attribute. | | When playing a sequence with HTP playback priority with dimmers at 0% in the cue, the former programmer values were still output. This bug is fixed. HTP playbacks of sequences where dimmers are stored at 0% have now the correct playback output. |   ### Windows [Section titled “Windows”](#windows) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The filtering in grids, for example the patch menu or the layout editor, could not filter all columns. This bug is fixed. Filtering in grids is fully functional again. | ***   ## []() ## grandMA3 Version 1.7.2.0 [Section titled “grandMA3 Version 1.7.2.0”](#grandma3-version-1720) ## Features  [Section titled “Features ”](#features) The latest release of grandMA3 version 1.7.2.0 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. *** ### []()Presets [Section titled “Presets”](#presets) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Presets can now contain timing values only. For example, fade and/or delay. Together with this change, it is now possible to only call fade and/or delay times into the programmer. In cues, you cannot store timings only. When calling a timing only preset into the programmer, adding absolute and/or relative values to the programmer for the same attributes, and then storing a cue, the cue will store the values of the timing without a preset reference.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Presets now store MAtricks directly into the preset. Whenever the MAtricks are active, storing a preset also stores the MAtricks settings in the preset. Should a preset contain MAtricks, the MAtricks icon will be displayed.\ To easily edit the MAtricks settings of a preset, open the EditSettings editor of the desired preset, and edit the MAtricks settings. The new store setting MAtricks defines whether the active MAtricks is to be stored into the preset. Whenever a preset contains fade times and/or delay times in its the MAtricks, the preset object in the pool displays the fade and or delay markers as well. Calling a preset which contains MAtricks, the preset applies the data in this order: 1. MAtricks Grid settings 2. Preset values 3. MAtricks Layer settings (if they exist)   ### []()Executor Assignment and Playback of Presets [Section titled “Executor Assignment and Playback of Presets”](#executor-assignment-and-playback-of-presets) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Presets can now be assigned to executors.\ In addition, the selective content of a preset can be either played back by starting an executor which has such a preset assigned or by executing a playback function with a preset in the preset pools, using Go+ for example. Opening the EditSetting-tab of the assign menu of an executor that has a preset assigned, offers the same settings as for sequences, as long as they make sense for a preset. For more information on playback settings see [Sequence settings](/grandma3/2-4/cue_sequence_settings/). Edit the global preset playback settings in Menu - Preferences and Timing - Preset. The OffFade property of preset playbacks determines the fade time when switching off a preset playback.\ The new executor button function At allows to perform an At Preset x.y for the selected fixtures when having the At function assigned to a preset executor. ###   [Section titled “ ”](#-1) ### []()Recipes [Section titled “Recipes”](#recipes) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Creating recipes in presets has become easier and more comprehensive.\ It is possible to add one or more recipe lines to empty preset objects, or to convert already existing presets into recipes.\ Recipes in presets are useful when different MAtricks are to be executed with different fixture selections. The recipe workflow: 1. Execute the command EditSetting on a preset object in the preset pool. 2. To create a recipe line, tap Turn into Recipe.\ If the edited preset previously contained values, these will be converted into the recipe. \ appeares in the column “Values”.  \ If the preset was empty, a preset can be entered in the “Values” column. Or values from the programmer can be stored in the recipe by pressing Store and then tapping the recipe line. 3. In order for the preset to have functionality, add a selection:\ Either enter a group in the Selection column or tap Take Selection to take the selection from the programmer. In this case \ is displayed in the Selection column.\ It is also possible to use the “Store /Selection” command and then tap the recipe line. If several recipe lines are created, the columns Values and MAtricks refer to the first recipe of the preset. This is indicated by MAtricks values which are displayed using <>, for example, <2>.\ This makes sense if you assign your own MAtricks values, for example, Fade or Speed, to a special selection. It is also possible to assign other values to the Values column. When tapping Reset Selected the individual MAtricks settings for the selected recipe line will be reset.\ If presets or groups used in recipes are edited, they will be cooked automatically.  It is still possible to store attribute data into recipe presets, and to create recipes in normal presets using the Store Preset x.y.z command. Recipes can now use the MAtricks settings Shuffle and Shift. The button Shuffle toggles the display of the corresponding columns in the recipe area and displays the corresponding section in the MAtricks area. The Stored Data column informs the user of which type the data inside the preset or recipe is. This is important when calling a recipe preset that has no Selection stored inside of it. Recipe presets that contain values, but not a selection, call the values of the preset for the current selection of the programmer into the programmer without having a reference to the preset. *** ### []()Sequences [Section titled “Sequences”](#sequences) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Each cue and cue part have now settings to assign a speed master and a speed scale to them. Access these settings in the sequence sheet using the Speed Master and Speed Scale columns. Whenever a speed master is assigned to a cue or cue part, the speed of the cue or cue part will only be controlled by the speed master. A speed master that might be assigned to the sequence itself, does not influence such a cue or cue part. ***   ### []()Preview [Section titled “Preview”](#preview) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Preview allows to have values in a separate programmer that will never generate output on a real stage. To enter the preview mode, press Prvw. When Preview is on, Prvw will light up, and the borders of at least these windows will turn red: * 3D * Align Bar * At Filter, window and overlay * Color Picker * DMX Sheet * Fixture Sheet * Layout * MAtricks, window and overlay * Phaser Editor, window and overlay * Programmer Parts * Selection Grid * Smart * Step Bar To leave the preview mode, press Prvw again. Prvw will turn dark and the windows listed above will turn gray once again. During preview mode, the output of the preview programmer will be displayed in the corresponding windows. Leaving and entering preview brings back the previous values of the preview programmer, unless they were manually cleared.\ The preview programmer behaves the same as the normal live programmer. Editing cues and presets in the preview mode does not create a green frame (as it would in the normal programmer). Instead, the frame turns yellow.  **Known Limitations:**\ \- In this version, Preview has a preview programmer only. The preview of playbacks will be integrated at a later point in time.\ \- Highlight, Lowlight, and Solo are not functional yet in Preview. ***   ### []()Phaser and Phaser Editor [Section titled “Phaser and Phaser Editor”](#phaser-and-phaser-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The View Mode button in the title bar of the phaser editor was replaced by radio buttons. These allow switching directly between the view modes: * Auto * 1D * 2D * Sheet The phaser editor offers new modes when ViewMode is set to ‘Sheet’. The new mode Layer Sheet lists the values of different layers in rows. Every layer has their own row. Each column represents a step.\ If Layer Sheet is enabled, you can use the additional Attribute Sheet mode. When Attribute Sheet is enabled, the layers will be expanded to display the attributes separately.\ Find LayerSheet and AttributeSheet in the tab Sheet of the context menu.\ Selecting Sheet mode in the phaser overlay displays the data just like an active LayerSheet.\ The additional setting Show Empty Rows in the sheet view modes allows to show or hide empty rows within the sheet view modes. At the top of this view mode, all used attributes are displayed. Disabling the used attributes by simply tapping them disables the attributes for further actions, e.g., adjusting the values. These attribute buttons are linked to the command filter that you can open with a long press on At.\ To toggle selection of all attributes, tap ![](/img/grandma3/2-4/icon_reset_filter_24_v_1_7-4dd029.png) on the right of the attribute bar. The currently selected layer will be displayed in the layer view mode with a colored background in the layer column on the left side. The background color is the same color as the layer color, too. Layers sharing their value with all steps display their value in the column of step 1. At the bottom of the layer view mode, the used attributes also display their phaser as a graph, like in the 1D view mode. The Filter button allows to show or hide empty lines within the different Sheet modes. When it is on, empty lines, e.g., of layers that do not contain values at the moment, are hidden. When it is off, all lines will be displayed. Regarding the displayed presets, etc. within the phaser editor, the context menu of the phaser window offers now to choose the value readout, speed readout, and preset readout, as known from the fixture sheet, sequence sheet, and many more. Furthermore, with the Transpose setting, it is possible to exchange the columns and rows in the sheet mode. The Transpose setting can be found in the Sheet-tab of the context menu (tap MA in the top left corner of the phaser window).\ The Sheet-tab allows also to set an individual Readout, Speed readout, and Preset readout that differs from the settings of the user profile. To edit values in the Sheet view mode, tap and hold the cell. In Layer Sheet mode it is not possible to edit an absolute value cell or relative value cell when attributes of two or more feature groups are selected in the filter bar at the top of the window. Furthermore, the phaser editor has now the possibility to display the step bar within the phaser editor. By default, the step bar is enabled. To hide or show it, open the context menu of the phaser editor and tap Step Bar.\ In addition, the Step Bar setting in the phaser editor includes 3 more small buttons to the right of the step bar, which define, which encoder bar the user gets displayed when the focus is set to the phaser editor: 2D Bar, Phaser Bar, or Preset Bar. Preset Bar is the normal attribute encoder bar. The graph of the 1D phaser editor does not draw a new line for each single phase value that is active, but instead spreads the fixtures corresponding to their phase along with the graph. The - tool in the left toolbar was removed, as this tool already exists in the right toolbar.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The indicator bars of the step bar buttons are functional: * Purple indicator bar on the First Step button: * Step 2 or above is selected alone. * Some steps are selected. * Purple indicator bar on the First Step button and the Select All Steps button. In addition, the icon of the Select All Steps button turns yellow: * All steps are selected. * No indication: * Only step 1 is selected.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Keeping X5 | Step pressed and then tapping presets integrates these presets automatically into steps into the programmer. To be able to do so, executor 295 on the current page does not have an object assigned. As soon as an object is assigned, MA + X5 | Step needs to be pressed. Please refer to the [Other Enhancements](/grandma3/2-4/key_rn_v1_7/#OtherEnhancements) section within this document for more information about this Xkeys behavior in general. When pressing X5 | Step and then tapping a preset integrates the preset into the current step. Tapping the next preset will behave differently depending on the attributes of the preset: * Same attributes as already in the step: Next step will be entered and the new preset will be integrated there. * Different attributes as already in the step: The new preset will be integrated into the current step. Furthermore, when calling a preset into step 1 and then integrating a preset in step 2, the preset in step 1 will automatically be integrated, too.\ And when tapping a preset while being in step 2 or higher will also automatically integrate the tapped preset into the current step.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new phaser layer, Measure (Unit: Beats), coupled with the phaser speed (Speed layer) defines the length of time a phaser cycle takes. For example, a phaser with 2 beats on the measure layer at 60 BPM will repeat every 2 seconds. The Measure layer also affects how the width of each step is calculated. **Hint:**\ When using the Measure layer, multiple Width value combinations can produce identical results. To ensure predictable timing, it is recommended to consider the Width value of a step as the percentage of a beat and ensure that the total width of all steps in the phaser equals the number of beats specified in the Measure layer. The Measure layer affects the whole phaser, just as the speed layer and the phase layer do. The vertical, bold, blue lines in the 1D view of the phaser editor represent beats, whether the Measure layer is in use or not. When the Phaser encoder bar is displayed, the third dual encoder has the Width layer on the inner encoder, and Measure on the outer encoder.\ The phaser encoder bar only now only affects attributes that have two or more active steps.   Depending on the value of the Values button, the 2D Phaser encoder bar colors the indicator bars of the encoder labels: * Absolute: Red color of the absolute layer * Relative: Pink color of the relative layer * Abs + Rel: Purple   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release It is now possible to set the width to values higher than 100%. The new limit is 3 200%. ***   ### []()Spaces [Section titled “Spaces”](#spaces) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release A space is a defined area within a stage. It needs to be used by MArker fixtures to define in which area they can operate (Movement Space), or to attach the space to the MArker fixture in order to let fixtures point to a MArker (Target Space) by using XYZ attributes. A space can be used for both types simultaneously.\ By default, a Stage Space always exists. This space describes the size of the stage.\ The Movement Default space describes a wide area for MArker fixtures to move within. It will always be assigned to MArker fixtures by default, but user-defined spaces are also possible.\ The Target Default space describes an area that can be used as a target area for fixtures to point to when assigned as Target Space to a MArker fixture. This space will always be assigned to new MArker fixtures by default, but user-defined spaces are also possible.\ By default, each patched MArker fixture gets its own set of spaces that will be assigned to it as Target Space and Movement Space. If a different space, e.g., a catwalk, is needed for a MArker fixture, go to Menu - Patch - Stages. Select the stage you want the MArker to be operated on, then tap Edit.\ In the Edit Stage menu, select the cell ‘New Space’, and then tap Insert new Space. The new space will be added.\ With the next steps, the size (Min X, Max X, Min Y, Max Y, Min Z, and Max Z) can be modified. After setting up a new space, this space needs to be assigned as Target Space or as Movement Space to an existing MArker fixture. The Columns need to be set to **Full** in order to see these two columns. To do so, go back to the Patch tab within the Patch menu, and edit the Target Space cell or the Movement Space cell of the desired fixture. Select the new space from the drop-down list.\ By default, a MArker fixture has the Target Default space and/or the Movement Default space of its stage assigned.\ One space can be assigned to several fixtures within the patch. A MArker fixture cannot move outside the edge of its assigned Movement Space within the grandMA3 system. When the input (e.g., via PSN) of a MArker fixture reports a position that is outside the boundaries of the Target space, the MArker fixture will be positioned as close as possible, but within the space. The 3D window allows displaying the spaces that are assigned as Target Space to MArker fixtures. To see these spaces, enable Draw Target Spaces within the Misc-tab of the 3D Window settings. When a space has an appearance assigned, the outlines of the space will be displayed in the background color of the assigned appearance. ***   ### []()MArker Fixture and XYZ [Section titled “MArker Fixture and XYZ”](#marker-fixture-and-xyz) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The existing MArker fixture type has now 2 modes: Moving and Still.\ The moving mode reflects the behavior of the MArker fixture type as known from grandMA3 v1.6.\ The still mode has no DMX channels and therefore cannot be moved around by external input (e.g., PSN). A still MArker fixture shall be used when fixtures shall point their beams to still stage elements by using the XYZ system. Still stage elements will not move around during the show, e.g., the drum riser. As soon as an element will move around during the show, the moving mode of the MArker fixture type is the way to go. Learn more about [MArkers](/grandma3/2-4/xyz_marker/). To create a still MArker fixture, start creating a new fixture and select the MA Lighting MArker fixture type and within the fixture type select the Still mode. Once the still MArker fixture is created, a space can be assigned to it as Target Space. The still MArker fixture needs to be placed within the grandMA3 3D space in the same position as to where it is being placed on the real stage. In addition, there is a new custom ID Type called MArker. MArker fixtures need to have a custom ID for the MArker custom ID type. The MArker custom ID type cannot be renamed. The XYZ attribute MArker (see below) points to a fixture by using the custom ID of the MArker ID type. The fixture sheet has also the option to hide or show fixtures that are using the MArker ID type by disabling or enabling the MArker mask within the fixture sheet settings menu.\ When patching MArker fixtures the MArker ID will automatically be set. The MArker ID starts with 1, but the user is also free to set any other number as MArker ID. The MArker ID is not linked to the fixture ID. **Important:**\ It is possible to patch a maximum of 1,024 MArker fixtures within a show file.     ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release XYZ is a different approach to position the beam of a fixture. Instead of using Pan and Tilt values to point a fixture to a spot on stage, the same position can also be described by a coordinate with X Y, and Z values. The grandMA3 system recalculates automatically the XYZ coordinate into Pan/Tilt values for the fixture. **Important:**\ To get the most accurate result when using XYZ, it is necessary that the fixtures are placed as close as possible within the grandMA3 3D space compared to the real fixtures.\ The [Stage Calibration](/grandma3/2-4/patch_position_fixtures/) feature can be helpful to achieve this. To be able to use the XYZ position system, XYZ needs to be enabled for all fixture types whose fixtures shall do XYZ. To do so, go to Menu - Patch - Fixture Types - select a fixture type - Edit. In the fixture type editor, XYZ needs to be enabled. The XYZ button is only displayed when the fixture is ready to be used for XYZ. An additional column called XYZ within the fixture type editor displays if XYZ is enabled or not for a DMX mode of a fixture. Enabling XYZ will add new virtual XYZ attributes to the selected mode of the fixture type. These attributes are: * X, Y, Z: The attributes to enter the X, Y, and Z coordinates the beam of the fixture shall point to on stage. * Flip: Defines which flip type shall be used (please read the description below to learn more about the different flip areas): * Negative: The negative flip areas that shall be used. * Center: The center flip area shall be used. * Positive: The positive flip areas that shall be used.  * Auto Flip: The software decides which flip area it uses. * No Tilt Flip: Flips only the pan attribute. * No Flip: The fixture tries not to flip. * MArker: The custom ID the MArker fixture got assigned of the MArker custom ID Type the fixture(s) shall follow. * Distance: The Distance attribute belongs to the Pan and Tilt attributes when using XYZ. With this attribute, the software can define a unique XYZ coordinate out of a pan/tilt position. The distance attribute sets the distance between the fixture and the point that will be calculated as the XYZ coordinate. Without this attribute, the combination of the pan and tilt attributes only describe an “endless” line within the space. When using the follow tool within the 3D window for pan and tilt, the distance will be automatically set to the value that represents the distance between the fixture and the position that was defined by the follow tool. The value range of the X, Y, and Z attributes goes from 0% to 100%. This is done because the XYZ system can now use relative positioning within the Target Space of a MArker fixture.\ Let’s have four fixtures that point to a 2 m x 2 m riser by using XYZ. These fixtures have a value of 1 set on the MArker attribute because the riser they point to is patched as a MArker fixture with this ID. The space of the riser is defined with an overall size of 2 m x 2 m x 2 m.\ With spreading the X attribute from 0% to 100% the four fixtures align nicely over the riser. Imagine you are now touring and in the next venue the riser is now 4 m wide. Instead of adjusting now the XYZ positions for all four fixtures, it is enough to adjust only the size of the space. With the relative XYZ position, the grandMA3 software adjusts automatically the four fixtures across the range of 4 m. Together with the XYZ implementation, the Phaser Editor window allows defining which position attribute pair shall be used for a phaser when working in the 2D area. Therefore the phaser editor window has now Attributes added within its context menu. It can be set to PanTilt, or any 2D combination of the 3 XYZ attributes (XY, XZ, or YZ). When using the follow tool of the 3D window, XYZ will be used as soon as a fixture has XYZ enabled within its fixture type, and when the encoder bar is set to display the attributes of the XYZ feature (X, Y, Z, Flip, and MArker). As soon as the encoder bar is set to any other feature (PanTilt) or feature group, the follow tool will use pan and tilt attributes. **Known Limitations:**\ \- XYZ can work only with fixtures that have Pan and Tilt attributes and these attributes must be set up with a correctly structured geometry.\ \- Complex fixtures that have multiple pan axes or tilt axes are not supported, yet, for XYZ.\ \- Using XYZ with relative values may cause unexpected results. Therefore, please use only absolute values with XYZ.\ \- For v1.7 we recommend using only one type of position attributes (PanTilt or XYZ) for the same fixture within one sequence.\ \- PanTilt presets that were created before activating XYZ need to manually get the Distance attribute added.\ -Fading between two MArkers is not possible in grandMA3 v1.7.   A flip area is a pan or tilt area of 180°. How many flip areas a fixture has is defined by its physical range of pan and tilt. A fixture that has a pan range of 540° has the following flip areas for the pan attribute: * Flip area -1: -270° to -90° * Flip area center: -90° to +90° * Flip area +1: +90° to +270° The flip area starts always in the center of the physical range. From there the center flip area is defined by going 90° into each direction (negative and positive). Consequently, the center flip area also has a size of 180°.\ The following negative and positive flip areas attach seamlessly to the center area. A fixture that has a bigger physical range, will have then more negative and positive flip areas, e.g., a fixture with a pan range of 900° has these flip areas on the pan attribute: * Flip area -2: -450° to -270° * Flip area -1: -270° to -90° * Flip area center: -90° to +90° * Flip area +1: +90° to +270° * Flip area +2: +270° to +450°   The negative and the positive flip areas are each limited to 10, which would cover physical ranges of 1800°.\ When a negative or positive flip is set in the flip attribute that the fixture cannot access, the closest one the fixture can access will be used. *** ### []()3D [Section titled “3D”](#3d) ### []()Render Quality [Section titled “Render Quality”](#renderquality) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The BeamQuality setting, BodyQuality setting, and some more settings within the 3D window got replaced by the Render Quality setting. The render quality setting refers to the new Render Quality pool.\ This pool has already some predefined and locked Render Qualities the user can select within their 3D windows. It is also possible to add new Render Qualities. A Render Quality describes the render quality within the 3D window. Each Render Quality consists of numerous settings that can be freely combined by the user: * Beam: None, Line, Standard, High, and High Fancy define the quality of the rendered beam. * Shadow: Enabled, or Disabled defines if the beam shall also throw shadows when hitting another object. Therefore the 3D object needs the setting **Cast Shadow** enabled within the patch. * Gobo: Disabled, Enabled, or Animated defines if gobos shall be rendered within the beam and spot, or not. Animated means that in addition to the gobo also gobo animations like gobo shake or gobo wheel spin are rendered. When gobo is only set to enabled, these animations won’t be rendered. * BodyQuality: None, Box, Low, Simple, Standard, High and Ultra define the quality of the rendered fixture body. In the qualities Standard, High, and Ultra the meshes are displayed natively up to a certain vertex count per fixture type. If this count is exceeded, the fixture will be displayed with default meshes. While there is no limit in Ultra, the maximum vertex count is 1 200 in Standard and 10 000 in High. * Multi Led Beam Mode: Separated Beams, Single Beam Mean Color, and Single Beam Dynamic Gobo define if every beam of a multi-emitter fixture is drawn individually or if they are drawn combined to save performance.  * Light Scale: Defines the resolution of the rendering of the light. 100% means native resolution. The lower the value, the lower the resolution of the rendered light. A lower resolution means less performance impact. * Render Scale: This changes the resolution of the whole rendering in the 3D window continuously. 100% means that the 3D window is rendered with its native resolution. 0% means that the resolution of the 3D window is divided by 5 in width and height. Default: 100% * Shadow \[Pix]: Defines the resolution of the shadow. A lower resolution means less performance impact. This only affects the rendering in Beam Quality “Gobo Shadow”, “High Shadow” and “High Shadow Fancy”. Default: 128 * Snap: If “Snap” is enabled, the Render Scale and Light Scale are divided with integer values. The fader then indicates the scale (1/1 to 1/5). To address the pool object of the Render Qualities pool the new keyword **RenderQuality** is introduced.   To create a new Render Quality, open a Render Qualities pool (Add Window dialog - Pools - Render Qualities). Enter **Store** into the command line and then tap an empty pool object. The new Render Quality can now be edited which allows adjusting the parameters listed above. ### []()glTF Support [Section titled “glTF Support”](#gltf-support) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Mesh files of the glTF (GL Transmission Format) format are supported now. Importing them to the mesh pool works the same way as importing a mesh file of the 3ds format. glTF files with the extensions \*.glb, \*.gltf and \*.gltf with related \*.bin file can be imported. **Hint:**\ glTF version 2.0 is implemented to the grandMA3 software. **Important:**\ There is a size limit of 10 MB for the mesh data and 128 MB for the whole glTF file (mesh + textures). *** ### []()Session Data Merge [Section titled “Session Data Merge”](#session-data-merge) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release When a console or onPC station rejoins a session (either by joining or invitation or network reconnect), the session recognizes that the station joining already was a part of the session at a previous point in time. If the same show file is loaded on both sides, the grandMA 3 software can merge both show files. This is useful in undetected scenarios such as a station being disconnected for a time from the rest of the session (maybe because of a defect in the network cable or other causes of failure). If on both sides (the remaining session and the disconnected station) users worked further on the show file, users have to decide to choose between one of the two show files. Meaning they had to reprogram the changes of the lost show file in the one that is kept. The new **Merge All Data** option combines the data of both show files in one show file. The Session Data Merge pop-up is visible for 60 seconds. After 60 seconds without a response, the session data merge will be canceled. \ To pause the countdown, tap in the text area of the pop-up.   When such a station as described above now joins again the session, a pop-up informs the user about a **Session Data Merge**. The user has 3 options they can choose from: * Merge All Data: Merges the changes of all connecting stations into one show file. * Keep only Master Data: The changes in the show file data of the connecting device(s) is ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices(s), the show file will be saved automatically on the connecting station. * Cancel: The connecting station(s) will not join the session of the Master side and be made Standalone. The user can now investigate which show file is the correct one from their point of view,  then back up each show file, etc. Merging the data of two show files is supported for these object types, at the moment: * Sequences with Cue and Cue Part * Presets * Recipes * Programmer and Programmer Parts * Timecodes * Macros, Plugins, and PluginComponents * Pages and Executors * Images and Videos * DataPools * Groups * All other pools not explicitly mentioned here **Known Limitations:**\ \- Changes made to the patch during the disconnection of a station disables the possibility to merge.\ \- Merging the deletion of parts of objects during the disconnection of a station is not fully working, yet. (e.g. Deleting one Macro line or deleting a Recipe line)\ \- Merging the movement of objects during the disconnection of a station creates duplicates: At the original spot and the new spot. This may result, for example, in having different sequences assigned to the same executor on different stations. ***   ### []()MIDI Out [Section titled “MIDI Out”](#midi-out) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The grandMA3 can now output MIDI notes, MIDI control change messages, and MIDI program change messages by executing the new command SendMIDI. To enter the MidiNote keyword in the command line, use one of the options: * Type **SendMIDI** * Type the shortcut **Sendm** Syntax: **SendMIDI “Note” (Channel/)Note (Velocity) (Status)** **SendMIDI “Program” (Channel/)Value** **SendMIDI “Control” (Channel/)Controller (Value)**   If a MIDI channel is entered in the command, the entered MIDI channel will be used.\ If no MIDI channel is entered, MIDI channel 1 will be used. If a velocity is entered in the command, the entered velocity will be used.\ If no velocity is entered, a velocity full (127) will be used. If no status (On or Off) is entered in the command, On will be used. To send out the MIDI note 42 on MIDI channel 2 with a velocity of 99, type: User name\[Fixture]> SendMIDI “Note” 2/42 99 To send out the MIDI note 42 on MIDI channel 1 with a velocity of 99, type: User name\[Fixture]> SendMIDI “Note” 42 99 To send out the MIDI note 37 on MIDI channel 1, type: User name\[Fixture]> SendMIDI “Note” 37 To switch off MIDI note 37 on MIDI channel 1, type: User name\[Fixture]> SendMIDI “Note” 37 Off To send out the MIDI control value 64 to MIDI channel 1 controller 8, type: User name\[Fixture]> SendMIDI “Control” 1/8 64 To send out a MIDI program change of 12, type: User name\[Fixture]> SendMIDI “Program” 12 **Known Limitation:**\ MIDI Through for the MIDI hardware connectors is only working with MIDI Timecode. *** ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Content Sheet is used to see the fixtures and values stored in cues. It looks a lot like the Fixture Sheet, but it has a functionality that only displays what is stored in a single cue. It is like a combined Sequence Sheet in Track Sheet mode and Fixture Sheet. It works very similarly to the Sequence Sheet regarding the sequence to display (Link Type). With the Cue Mode the user can decide if they want to see the current cue, the previous cue, or the next cue.\ With the Show Tracked setting it is possible to display also values that are tracking into the displayed cue. When it is off, only attributes are displayed that will change their value within the displayed cue. The data of the displayed cue is also separated by the cue parts the cue may have. Within each cue part the fixtures are positioned vertically and the attributes are placed horizontally, like in the fixture sheet. By tapping the headline of each cue part is it is possible to hide or show this specific cue part. A checkmark to the left of the headline bar indicates whether the data of the cue part is displayed or not. When the new setting Fixture Select is enabled, tapping a cell in the Content Sheet will select these fixtures in the programmer. When this setting is disabled, selecting cells will not select their fixtures in addition. ***   ### []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release​ The DMX tester feature allows to output DMX without addressing attributes of fixtures. This can be useful in order to find the correct DMX address of a dimmer channel, e.g., in a theater, or to check if a DMX channel addresses the correct functionality of a fixture. The DMX tester can be used on patched or unpatched DMX addresses. To output a value via the DMX Tester feature, the keywords DmxAddress and DmxUniverse can be used.\ The syntax scheme is as following: **DmxAddress/DmxUniverse \[Dmx-List] At (Readout-keyword) \[Value]**\ **\[Function] DmxAddress/DmxUniverse \[Dmx-List]**   To output 50% with the DMX Tester on the third DMX channel of universe 1, type: User name\[Fixture]> DmxAddress 3 At 50 or  User name\[Fixture]> DmxUniverse 1.3 At 50 It is also possible to output to a range of DMX channels. To output 42% with the DMX Tester to the DMX channels 8 to 15 on universe 2, type: User name\[Fixture]> DmxAddress 520 Thru 527 At 42 or User name\[Fixture]> DmxUniverse 2.8 Thru 15 At 42 To output 69% with the DMX Tester to DMX channels 11 to 15 on universes 3 to 5, type: User name\[Fixture]> DmxUniverse 3 Thru 5.11 Thru 15 At 69 To output the 8 Bit decimal value 128 with the DMX Testet to all DMX channels of the 42th universe, type: User name\[Fixture]> DmxUniverse 42 At Decimal8 128 **Hint:**\ The readout keywords are [Percent](/grandma3/2-4/keyword_percent_word/), [PercentFine](/grandma3/2-4/keyword_percentfine/), [Decimal8](/grandma3/2-4/keyword_decimal8/), [Decimal16](/grandma3/2-4/keyword_decimal16/), [Decimal24](/grandma3/2-4/keyword_decimal24/), [Hex8](/grandma3/2-4/keyword_hex8/), [Hex16](/grandma3/2-4/keyword_hex16/), and [Hex24](/grandma3/2-4/keyword_hex24/). When a DMX channel outputs values through the DMX Tester, the corresponding cell within the DMX sheet has a white background. To switch off the DMX Tester the Off keyword needs to be combined with the DmxAddress or DmxUniverse keywords. To switch off the DMX Tester on all DMX channels of all universes, type: User name\[Fixture]> Off DmxAddress Thru or User name\[Fixture]> Off DmxUniverse Thru **Important:**\ The former functionality that selected the fixture that was patched to a DMX address when executing the DmxAddress or DmxUniverse keywords, still exists, but it needs to be executed together with the SelFix command, e.g., SelFix DmxAddress 1 selects now the fixture that is patched to DMX channel 1 of universe 1. **Known Limitation:**\ For grandMA3 v1.7 the DMX Tester can only be operated throughout the command line. ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When opening the backup menu (Menu - Backup) a new first selection menu opens that offers the choices for Load, New Show, Save To \, Save As, and Delete.\ The background coloring of these buttons helps also to distinguish fastly the different functions.\ At the top of the selection menu, the description input field is always visible. It displays the description of the currently loaded show file and allows also to modify it.\ On the bottom of this selection menu, the settings are now always visible. Tapping Save To \, for example, Save To Internal, will directly save the show file under the current show file name onto the selected drive. Save As opens a file list, and allows to overwrite other show files with the content of the current show file or to enter a new show file name. When a new show file name is entered, tap Save As … in the bottom right corner to finally save the show with the new name.\ Load and Delete will also open the same style of file list where the selected show can be loaded or deleted by tapping then the corresponding button in the bottom right corner: Load or Delete.\ The buttons to select the type (e.g., Shows, Backup, or Demo Shows), and the drive selector button are now also part of the Load, Save As, and Delete menus.\ Tapping New Show opens an input pop-up where the user can enter the show file name for their new show, or take the suggested show file name. Applying it will start the new show. When being in a file list (Load, Save As, or Delete), buttons at the bottom allow to display the history of the show file (Show History) or to display the description of the selected show file (Show Description / Edit Description). To go back to the selection menu, tap Back on the top left corner of the menu. Within the Save As list, the description of the show file can be also modified. Only one dialog of these two can be displayed at the same time. Line breaks within the description input field can be made now by just pressing Please or Enter. The input field for the description now allows using the on-screen keyboard to enter the description. To do so, tap the keyboard icon at the right edge of the input field. A pop-up with the on-screen keyboard at the bottom to enter the description opens. If the on-screen keyboard is not visible, tap the triangle icon in the top left corner.\ When a description is longer than 2 lines, the description cell in the list of show files will display ”\[…]” at the end of the second line to indicate this. For, e.g., deleting show files, it is now possible to do multi selections within the list of show files. As soon as 2 or more show files are selected within the Load or Save As menus, the buttons Save As … and Load are grayed out. The warning pop-up which appears when loading a show while the changes are not saved to the current show now also displays the name of the current show file. If you tap Save As … and the file is not found in accordance to the search, the name of the show file being searched will be used as a suggestion. In case there is a match with the searched show file name, the first show file within the matching list will be suggested. The backup menu is now a full-screen menu. When being in the Load Show, Save As, or Delete the top right area of the menu informs the user about the available space on the selected drive. When saving a show file and the destination drive does not have enough space, a pop-up informs now the user that the show file could not be saved successfully. **Hint:**\ On macOS the available space is the sum of free space and purgeable space. As Windows stations will freeze when using certain names as show file names, the software does not allow to use such show file names anymore. A pop-up informs the user if they used an illegal show file name.\ The illegal show file names are:\ CON, PRN, AUX, NUL COM1, COM2, COM3, COM4, COM5, COM6, COM7, COM8, COM9, LPT1, LPT2, LPT3, LPT4, LPT5, LPT6, LPT7, LPT8,  and LPT9. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The grandMA3 onPC software running on Windows now checks if the minimum and recommended [system requirements](/grandma3/2-4/onpc_system_requirements/) are fulfilled. If not, a pop-up will inform the user before the application starts. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The indicator icons on preset pool buttons and sequence pool buttons were reworked: * In and out filter icons are now sharing the same spot: When only a filter for input is assigned, the filter icon looks like this: ![](/img/grandma3/2-4/icon_input_filter_fixed_15_v_1_7-e0e7f0.png); when only an output filter is assigned, the icon looks like this: ![](/img/grandma3/2-4/icon_output_filter_fixed_15_v_1_7-a834f2.png); when both, input filter and output filter are assigned, it looks like this: ![](/img/grandma3/2-4/icon_input_output_filter_fixed_15_v_1_7-c0daba.png). This is valid for presets (input filter only) and sequences (both, input and output filter). * The indicators for referenced/embedded and integrated are also sharing the same spot: * Only referenced/embedded: ![](/img/grandma3/2-4/icon_referenced_fixed_v_1_7_1-d508cb.png) * Only integrated: ![](/img/grandma3/2-4/icon_integrated_fixed_v_1_7-a6610d.png) * Embedded and integrated: ![](/img/grandma3/2-4/icon_referenced_integrated_fixed_v_1_7-975c25.png) * Furthermore, these icons and the number of the fixtures that have the preset applied are now cyan by default. * When a preset is set to be a MAgic preset, the indicators for the preset mode of the preset disappear now and on their spot, the MAgic icon appears. * The indicator for multi step presets was also reworked: ![](/img/grandma3/2-4/icon_multi_step_fixed_15_v_1_7-6e0eb7.png) * On top of the indicator icon row, layer indicators are now placed. It displays indicators when there are values of the following layers stored within the preset: Absolute, Relative, Fade, and Delay. The coloring of these indicators follows the coloring of the layers themselves. As long as there are only absolute values part of the preset, no indicator for absolute will be displayed. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Groups and MAtricks pool objects that are referenced to other objects, e.g., into layouts, recipes, etc. display now also the reference icon: ![](/img/grandma3/2-4/icon_referenced_fixed_v_1_7_1-d508cb.png) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Import/Export menu was reworked regarding the ObjectType selection: The ObjectType selection was moved from the title bar to the left side of the main area.\ Tapping ObjectType opens the ObjectType selection dialog across the whole Import/Export menu. After selecting one ObjectType or tapping ![](/img/grandma3/2-4/icon_triangle_left_fixed_v_1_7-f7f055.png), the ObjectType selection dialog closes.\ When opening the Import/Export menu for the first time, the ObjectType selection dialog opens automatically. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Agenda * Pasting agenda events allow now directly to set a new start date by using the /Date option. To set the start date of the agenda event that will be pasted to 3.10.2042  as the second agenda event, type: User name\[Fixture]> Paste Agenda 2 /Date “3.10.2042” * It is now possible to copy all events of a day at once and paste them at another day, just by selecting the day within the ViewMode Year, Month, Week, or Day.\ Within these view modes, it is only possible to select 1 day at all or 1 event at all. * When using the Delete Old-functionality, a pop-up asks if the user wants to delete all events from the past. * The title bar buttons for Reset Selection and Delete Old are now only displayed when the Agenda window has the Setup mode active. * The workflow of the cut (![](/img/grandma3/2-4/icon_cut_15_v1-5-7cec1d.png)), copy (![](/img/grandma3/2-4/icon_copy_15_v1-5-1f7ee1.png)), and paste (![](/img/grandma3/2-4/icon_paste_15_v1-5-f54afb.png)) functionality in the setup mode of the agenda window changed and works now in the same way as in other places of the software: Select first the agenda entry, then tap the button of the desired action. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) IfOutput, IfActive, and IfProg * IfOutput selects now only fixtures that have non default values. * IfOutput, IfActive, and IfProg select fixtures now in the order of their fixture and/or custom ID. * IfActive and IfProg are now selecting fixtures that have other attributes than the dimmer active or in the programmer. * IfActive and IfProg can now filter by objects, e.g., presets, attributes, feature groups, etc. To select only the fixtures that have the red color preset active in the programmer, type: User name\[Fixture]>IfActive Preset 4.”red” Learn more about [IfOutput](/grandma3/2-4/keyword_ifoutput/), [IfActive](/grandma3/2-4/keyword_ifactive/), and [IfProg](/grandma3/2-4/keyword_ifprogrammer/) in their help topics.    ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The dialogs “Select fixture type to import” and “Insert New Fixtures” in the patch were improved: * Select fixture type to import dialog: * The list of fixture types to be selected for import is now redesigned and follows the same style as known from the different share sites ([http://fixtureshare.malighting.com or](http://fixtureshare.malighting.com%C2%A0or) ): It has 3 columns (from left to right): Manufacturer, Fixture, and Mode.\ Within these 3 columns, a list displays always the currently available data, depending on the former action and/or search. The user has to select first a manufacturer to see all the available fixtures of the manufacturer. After selecting a fixture, all available modes will be displayed.\ An entry with yellow font color and a dark gray background is the selected entry. Light gray text under each manufacturer name, fixture name, and mode name, tells the user how many fixtures of the manufacturer are available, how many modes a fixture has, or how big the DMX footprint of the mode is. * The fixture types to import offers now all possible files from all available sources (MA, User, Shares) at once. There are no different tabs for each source anymore. To see and search only within a certain type of source, enable only the wanted source(s). Tap the icon of each source in order to enable or disable it for the search.\ Shares as source is disabled by default, but can be enabled by the user any time.\ The column for the fixtures of a manufacturer displays also per fixture from which source this fixture type os coming from. * The list of fixture types to patch new fixtures can be changed between the fixture types that are already part of the Show (Show) or to import one from the available libraries (Library). * Shares will be grayed out when there is no active connection with the world server. It will also be grayed out when the internal drive is not the selected one. * It is possible to navigate through the columns of Manufacturers, Fixtures, and Modes using the arrow keys. * Left and Right: Switch between the columns. * Up and Down: Scroll through the column. * Before the import of the fixture type to the show file, tap Description at the bottom to display the description and other information, like Version, Uploader, etc., of the fixture type. To adjust the vertical size of the description, tap, hold, and drag the top border of the area. * Insert New Fixtures: * The list of fixture types to be selected for import is now redesigned. To learn more about this new style, please read the first sub bullet point from the bullet point “Select fixture type to import dialog” above. * The new cells Mode and Dmx Footprint display the information of the selected fixture type. Tap Mode to change the used mode of the fixture(s) that shall be created. * The Apply button was renamed to Create! and has now a green background color. * The FID or CID area now suggests, depending on the quantity set, IDs that can take all fixtures in a row without causing a collision with existing fixtures. IDs that would cause a collision are grayed out. * The Patch field now has three more buttons Patch To Next Free Address, Patch To Next Free Universe, and Patch Offset. Furthermore, the calculator for direct input of a patch address and the sheet view are now simultaneously displayed. To apply a DMX address from the sheet view, the desired DMX address needs to be double-tapped. PatchOffset determines how many DMX channels shall be between the first channel of each fixture that will now be patched. * The Insert New Fixtures dialog allows now to change the Columns mode, too. Therefore, the title bar has now the corresponding button. Changing the Columns mode here changes it also in the patch menu, and vice versa. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When editing cells, it is possible to set negative values to Pan Offset and Tilt Offset in the patch menu. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Exchanging fixture types should not create unnecessary selective preset data anymore by using existing global data for the swapped fixture type. When no existing global data exists for the fixture type, it will move/create global data for the new fixture type where global data exists for the old fixture type. Therefore the existing look is not explicitly preserved when there was no selective data for the fixture before the fixture swap. **Known limitation:**\ If you swap all fixtures using two or more fixture types to a new fixture type, you might get selective data for all but the first fixture type. To avoid this limitation swap one fixture to the new fixture type and save the patch before swapping the rest of your fixtures. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is now possible to create a new line within grids, e.g., the macro editor or the recipe editor, by pressing Store and then tapping the New Line cell. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The color picker can now address fixtures that are using color wheels. **Known Limitation:**\ \- When a fixture type has more than one color wheel, the color picker can only handle up to 255 different color combinations across the color wheels.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New keywords Collect and Collection allow adding object index locations of the same type together into the collection. Additional actions can then be executed with the collection, e.g., import, store, delete, move, and many more. To enter the Collect keyword in the command line, use one of the options: * Press Select Select * Type **Collect** * Type the shortcut **coll** To enter the Collection keyword in the command line, use one of the options: * Press Fixture Fixture Fixture * Type **Collection** * Type the shortcut **collecti** To add an object into the collection, e.g., the second color preset, type: User name\[Fixture]> Collect Preset 4.2 To add then color preset 10, type: User name\[Fixture]> Collect Preset 4.10 To move the collection to the 20th color preset, type: User name\[Fixture]> Move Collection At Preset 4.20   Pool objects that are part of the collection, have an orange frame and display the collection order number in orange color centered on the top edge of the pool object. **Hint:**\ It is also possible to collect empty pool objects, e.g., for import or for store. **Important:**\ A collection stays always at the collected spot. To reset the collection, type: User name\[Fixture]> Collect   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updating multiple devices at once via the software update menu sends out the data now parallel to several devices at the same time and not in sequential order any more. To a maximum of 10 devices, the software update will be sent out simultaneously. As soon as the first device has received all data, the update for the next device will be sent out.\ During a running software update process, it is not possible to start a second one. As soon as the running process is done, a new software update process can be started again.\ If needed, a running software update process can now be stopped by tapping Cancel Update Process in the bottom right corner of the software update menu. The Select Update File functionality improved and imports now also the selected files to the hard drive. Therefore the button is now labeled Select and Import Update Files.\ Furthermore, the new function Delete Update Files allows to delete selected update files from the hard drive. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Filter in the Network Menu and the Software Update Menu were split up: In the Network Menu it is called Session Filter and in the Software Update menu it is called Software Filter. This change allows to set up different values in the filters of each menu. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The fixture type editor now displays if there will be conflicts between the default value and the defined channel functions and channel sets, e.g., in case that the channel functions do not cover the set default value. In this case Show conflicts will be displayed at the bottom of the fixture type editor. Tapping it opens a pop-up that tells where the conflict is located.\ In addition, the name cell of the affected DMX Mode and the name cell of the affected attribute will be highlighted with a red font color, and the corresponding values will be highlighted in orange. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Xkeys can now access their secondary function directly as long as no object is assigned to the Xkey: Pressing X4 | Layout, for example, enters now Layout into the command line, when no object is assigned to this Xkey. Store and press X4 | Layout stores, as before, a new sequence to Xkey 4. From this point onwards, the keyword Layout can only be accessed by pressing MA + X4 | Layout, as before. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New master Grand.ProgXFade allows to crossfade the programmer. The new master Grand.ExecutorXFade allows to crossfade playbacks. To enable the crossfade functionality, switch the corresponding master on. Switching it off again disables the crossfade functionality again. Switching on the corresponding time master disables the XFade master, and vice versa, as only one of the two functions can be used at a time. When the Prog XFade is active, doing changes within the programmer will then put them into the programmer, but not output them until the Prog XFade fader is either pulled up to 100% or down to 0%, depending on its current fader position. When the Executor XFade is active, going cues will then output them when the Executor XFade fader is either pulled up to 100% or down to 0%, depending on its current fader position. Two new buttons in the top right corner of the executor bar display the program time (Prog Time) and the executor time (Exec Time). Depending on what is active, they display either the time or the XFade state. When the indicator bar on top of the button is blinking orange, XFade is active. When Time is active it will just be just orange without blinking.\ Furthermore, the master controls window got the Prog XFade fader added. The Prog XFade master is a setting per user profile. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The values coming from the programmer or playbacks of other users are now displayed with their own colors within the fixture sheet. * By default, cells with a lighter gray background and white font color indicate a value that is active or deactivated within the programmer of another user profile. * The values of playbacks started by other users have the same look as the playback of non-selected sequences from your user profile: Yellow font color. The color definitions can be changed within the color theme: * SheetColor.BackgroundOtherProgrammer * SheetColor.TextOtherProgrammer * SheetColor.TextOtherPlayback * SheetColor.TextOtherPlaybackTracked ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New command options /Save and /NoSave: These options define if the show file will be saved or not when, e.g., shutting down, restarting, or rebooting the console/software, and when loading a show. These options are only taken into account when the /NoConfirm option is specified, too. To shut down the grandMA3 console and automatically save the show file, type: User name\[Fixture]> Shutdown /NoConfirm /Save To shut down the grandMA3 console without saving the show file, type: User name\[Fixture]> Shutdown /NoConfirm /NoSave The shortcut for /Save is /S, for /NoSave the shortcut is /NS. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) grandMA3 consoles can now change their IP addresses during operation from AVAHI addresses (e.g., 169.254.x.y) to IP addresses assigned by a DHCP server. This will be the case if the DHCP server appears in the network after the console has booted. Furthermore, DHCP for the interface within the grandMA3 software has to be set to Yes. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) grandMA3 consoles now boot faster.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) grandMA3 onPC Windows Hardware Image: * Updated to Windows 10 IoT Enterprise 21H2. * Internet Explorer replaced by Microsoft Edge. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Macros and CMD input fields * The grandMA3 software translates now entered commands within macro lines or CMD fields (e.g., Sequence Sheet or Agenda) of cues into the syntax the command line would execute later. This helps to detect typos and other mistakes directly when applying the entered command. Proper names that are entered within quotes (” or ’) stay untouched from this interpretation. * Pressing hard keys with commands, e.g., Delete, Fixture, At, and many more enters now their command into the input field of macro lines and into CMD fields. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) No title bar mode of windows The * 3D window * Layout window * Clock window allow now to enter a mode where these windows hide their title bar. To do so, open the context menu of the window, and deactivate Show Title Bar. In the context menu of the 3D window this button is located within the Misc-tab. The title bar disappears now. In this mode, it is not possible to change the size of the window. Furthermore, a small MA logo will be displayed in the bottom right corner of each window that is in fullscreen mode. This mode is mainly intended for installations that want to prevent that untrained people, e.g., facility management, who need to do simple operations, are not reconfiguring the views by mistake. In order to get close to a real fullscreen experience, the border of windows is thinner in this mode compared to the normal mode. To temporarily disable this mode in order to enter the context menu again, etc., press both MA keys (in the command control area), or press Ctrl + Alt (Windows), or press Ctrl + Option (macOS). The title bar appears for the time that both keys are being pressed. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When entering a range of phase, the range will automatically be recalculated to the number of fixtures in a way that the first and last fixtures do not have the same phase value. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Update menu has now also the option to switch the input filter on or off by toggling InputFilter. The input filter setting applies only when updating presets. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When editing a fixture type, the list of DMX Channels allows now to define a resolution for virtual attributes (attributes without having an address for Coarse, Fine, and Ultra). To do so, the corresponding cell of the Virtual Resolution column needs to be edited. By default, it is set to 24bit. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Load and Goto: * Load and Goto can now be assigned as button functions to executors. When pressing an executor button with such a function, the corresponding Load/Goto pop-up appears for the sequence that is assigned to the executor. * When displaying the appearances within the Load/Goto pop-up the image used in the appearance are now also displayed. * The width of the Load/Goto pop-up was reduced. * The Load/Goto pop-up has now the possibility to move it to a different display by using the Edit Display Preferences functionality within the title bar. * The Load/Goto pop-up has an improved focus handling:\ When the pop-up opens, the focus is set to the search field. To set the focus into the list of cues press Please one time. To load or goto the selected cue press Please a second time. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The encoders display now in addition to the value also the name of a channel set if the value is part of a channel set. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is now possible to trigger EncoderLeftCmd and EncoderRightCmd of executors by using OSC. To turn the encoder of executor 315 on page 1 by one click in counter-clockwise direction, use this OSC string: “/Page1/Encoder315,i,-1”. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) MAtricks With the introduction of MAtricks into presets, the MAtricks button within the encoder bar displays now also the preset object where the current active MAtricks are coming from. Furthermore, this button displays now also markers for the different layers (fade, delay, and phasers), when values for the corresponding layers are part of the called object. All MAtricks properties, except the ones from the Layer section, provide now an additional value: No \, e.g., No Group, No Block, etc.\ This allows forcing MAtricks properties to be inactive when combining several MAtricks pool objects. For example: MAtricks 1 contains XBlock 4 and XWing 2. MAtricks 2 contains XGroup 2 and XWings No Wings. Calling first MAtricks 1 and then MAtricks 2 will result in XBlock 4 and XGroup 2. XWings will be set to No Wings, and therefore it will be ignored by modifying the selection. It is possible to use the remove option when storing onto existing MAtricks pool objects. When an active MAtricks property is stored in a MAtricks pool object and it is active in the MAtricks of the programmer, then it will be removed from the MAtricks pool object. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) RDM over Art-Net: * The order of enabling the different switches (Session, global RDM, Art-Net Out/In/Setup, and EnableRdm per Art-Net line) in order to get RDM over Art-Net working is not important anymore. * The detection of RDM fixtures via Art-Net improved. * Each Art-Net universe within an Art-Net data line creates now its own RDM Port when there are RDM fixtures on the universe. * Such RDM ports are labeled with the name of the Art-Net data line they are coming from.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The new AutoCreate keyword creates objects depending on the given source objects, e.g., creates groups from the fixture types of the patched fixtures. To enter the AutoCreate keyword in the command line, use one of the options: * Type **AutoCreate** * Type the shortcut **Ac** * Type the shortcut **Au** Syntax: **AutoCreate \[Source-list] At \[Destination-list] (/Option)** Options: * /Single: For auto-creation of groups. For each fixture of the source, an own group will be created. * /All: For auto-creation of groups. For all fixtures of the source one single group will be created. When executing AutoCreate and having Selection defined as source-list the current active MAtricks settings will be taken into account. If a group exists already on the destination, a pop-up will appear and ask the user how they want to proceed: Overwrite, Merge, or Cancel. Requirement for the next 3 examples:\ Enough fixture types need to be part of the show. To create a group at group pool object 42 with all fixtures of fixture type 10, type: User name\[Fixture]> AutoCreate FixtureType 10 At Group 42 To create single fixture groups starting at group pool object 24 for all patched fixtures of fixture type 9, type: User name\[Fixture]> AutoCreate FixtureType 10 At Group 42 /Single To create single fixture groups starting at group pool object 101 for all patched fixtures of fixture types 9 and 10, type: User name\[Fixture]> AutoCreate FixtureType 9 + 10 At Group 101 /Single To create single fixture groups starting at group pool object 1 for all currently selected fixtures, type: User name\[Fixture]> AutoCreate Selection At Group 1   Requirements for the next example:\ Select 8 fixtures, set MAtricks XGroup to 2, and MAtricks X to 0. To create a group at group pool object 21 with all main selected fixtures (odd fixtures of the current selection), type: User name\[Fixture]> AutoCreate Selection At Group 21 /All Requirments for the next examples:\ The used layer and class need to exist within the patch and fixtures need to be set to them. The demoshow has this already set up. To create single fixture groups starting at group pool object 201 for all patched fixtures that are set to the layer “Backtruss” within the patch, type: User name\[Fixture]> AutoCreate FixtureLayer “Backtruss” At Group 201 /Single To create a group at group pool object 301 for all patched fixtures that are set to class “Spots” within the patch, type: User name\[Fixture]> AutoCreate FixtureClass “Spots” At Group 301 To create single fixture groups starting at group pool object 401 for all fixtures of fixture type 9 that are also set to fixture class “Spots, type: User name\[Fixture]> AutoCreate FixtureType 9 + 10 If FixtureClass “Spots” **Known Limitations:**\ -  Auto Create is a command line only tool for version v1.7.\ \- For v1.7 the AutoCreate feature can only creates groups.\ \- The auto create collision pop-up does not report the colliding objects.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Keywords FixtureLayer, FixtureClass, FixtureType, and Stage can now be used in combination with the SelFix keyword. If only the first-named keywords are executed the same action is done as when executing the keyword together with SelFix.\ SelFix on one of these named keywords will select all fixtures of the specified object. To select all patched fixtures of fixture type 3, type: User name\[Fixture]> SelFix FixtureType 3 To select all fixtures patched on stage 1, type: User name\[Fixture]> SelFix Stage 1 To select all fixtures that are set to class “Spots” within the patch, type: User name\[Fixture]> SelFix FixtureClass “Spots” To select all fixtures that are set to layer “Backtruss” within the patch, type: User name\[Fixture]> SelFix FixtureLayer “Backtruss” The keywords FixtureType, FixtureLayer, and FixtureClass have now these key shortcuts: * FixtureType: MA + Fixture * FixtureLayer: MA + Fixture + Fixture * FixtureClass: MA + Fixture + Fixture + Fixture ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Deactivation groups Deactivation groups define which other attributes shall be knocked out when activating an attribute. For example, when having active pan and/or tilt values in the programmer, the deactivation group “Position” takes care, that these attributes will be knocked out when activating XYZ attributes. By default, there are 2 automatically generated deactivation groups: Position and Color. A Deactivation Group can be set up within the patch: Menu - Patch - Attribute Definitions - Deactivation Groups. The definition of which attributes are organized within a deactivation group is done via the activation groups. Therefore, the Activation Groups-tab has the new column “Deactivation Groups”. Enter here per set up activation group if and to which deactivation group it should belong to. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Select Interface drop-down to select a network interface displays now a network icon that is colored green or red to indicate if the interface has a connection established or not.\ Furthermore, when such an interface is set to use DHCP, the UI will display **No cable** everywhere this interface is selected. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New user right View: This user right is only allowed to call views, and to login to a different user. With introducing this user right, the user right None is now only allowed to login to a different user.​ ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) There are executor configurations within the executor configuration pool available for every object type that can be assigned to executors. Therefore, each object type has its own default executor configuration that will be used when assigning an object to an executor. To see the selected executor configuration of an object type, go to Menu - Preferences and Timing - Exec Configs. It is possible to change the selected executor configuration here by tapping the button of the desired object type and then selecting the desired executor configuration from the appearing drop down list.\ When migrating show files from older grandMA3 version to v1.7, the existing executor configurations are retained, but they will be shifted in the pool. They start now at pool object ID 14. This happens, because the new default executor configurations will be placed at the beginning of the pool. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The lists of available fader functions and button functions within the Assign Menu were reworked: Functions that are not functional for the object type of the assigned object were removed. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Clean start of the application on consoles, RPUs, and processing units: Press and hold Ctrl once the Mode Selection pop-up appears during the start-up process of the device.\ While holding Ctrl, either tap then the desired mode you want to enter or continue to hold Ctrl until the 10s countdown runs out. When allowing the timer to run out, the preselected mode (the button displayed with a lighter gray) will be used. After the Mode Selection pop-up has disappeared, release the Ctrl key.\ When you press and hold Ctrl and let the 10s countdown run out, the preselected mode (the button will be displayed with a lighter gray) will be clean started.\ When the clean start is performed, the grandMA3 software will start with no show file loaded and all user settings are set back to factory default. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Assign menu offers now all assignable object types to be assigned to executors. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) On grandMA3 light and grandMA3 full-size consoles (including the CRV models) the command line displays an [icon indicating the power status and the battery status](/grandma3/2-4/ws_ui_command_line/).\ When tapping now the icon the Battery status pop-up will appear. This pop-up reports more useful information about the power status and battery status like battery voltage, battery level, battery charging, A/C power status, UPS status, and if the battery is faulty.\ Furthermore, the charging behavior of the battery has been optimized to avoid prolonged charging and extend the lifetime of the battery.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The connector overlay can now easily be enabled within the Output configuration menu by tapping Show Connectors. To disable the overlay, tap the button again. **Restriction:**\ The connector overlay is only available for grandMA3 full-size, grandMA3 full-size CRV, grandMA3 light and grandMA3 light CRV models.  ​![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The system info window has now an HDD section that lists relevant information about the available disks, e.g, name, drive type, free space, and total space. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When using TrigType ‘Follow’ for cues, an additional TrigTime can be added. This follow time will start to count down after the transition (fade and delay times) into the cue has finished. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The Set key is now highlighted by its backlight when MAtricks are active in the programmer. Furthermore, the Fixture and Channel keys are also highlighted, when Fixture or Channel is the default of the command line. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The structure of the user library folder regarding fixture types and fixture type resources changed. Fixture types are now located in gma3\_library/fixturetypes. It is no longer distinguished between grandMA3 fixture types and GDTF fixture types.\ The additional new folder “fixturetyperesources” with its two subfolders called “gobos” and “meshes” is now the location for gobos and meshes. Copy your custom gobos and meshes into these subfolders to be able to import them to your show. Exported gobos and meshes are also located there. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Typing fixture IDs into the command and then turning the dimmer wheel selects now automatically the fixtures and applies the dimmer values to them. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Additional selective data in global or universal preset can be deleted by using the Cleanup command with the selective option.\ To delete the selective data from the global or universal color preset 1 to 10, type: User name\[Fixture]> Cleanup Preset 4.1 Thru 10 /Selective ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The new function Connect to viz-key (In Menu - Settings - onPC Settings) allows to define if a plugged in grandMA3 viz-key should or should not connect to the grandMA3 onPC. This can be useful when a third-party visualizer is running on the same computer and the viz-key should always connect to the visualizer for it to grant visualization parameters. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Executing Default, Remove, or Release without specifying selection or attributes, applies the corresponding values to all attributes of the current selection.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is possible to switch the feature groups in the encoder bar via shortcuts. To do so, press and hold Preset, and then press one of the numbers from 1 to 9 on the numeric keypad in the command area​. To switch to the color feature group, press Preset + 4. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The parameter count increased for these grandMA3 devices to the documented parameter count (when using grandMA3 software): * grandMA3 full-size and full-size CRV: 20 480 parameters * grandMA3 light and light CRV: 16 384 parameters * grandMA3 replay unit: 8 192 parameters * grandMA3 compact: 8 192 parameters * grandMA3 compact XT: 8 192 parameters * grandMA3 onPC command wing: 4 096 parameters * grandMA3 onPC fader wing: 4 096 parameters * grandMA3 onPC rack-unit: 4 096 parameters * grandMA3 onPC 2Port Node 2k: 4 096 parameters * grandMA3 onPC 2Port Node 2k PoE: 4 096 parameters * grandMA3 onPC 2Port Node DIN-Rail 2k: 4 096 parameters * All other grandMA3 devices stay unaffected by this change. * When opening the All-tab of the Add Window dialog, the focus is now set to the search input field. * The backup menu stays now open after saving a show. * The installer of grandMA3 onPC checks now for the [minimum required Windows version number](/grandma3/2-4/onpc_system_requirements/). * When using the SaveShow command and a show file name that is longer than 31 characters, the intended show file name will now be added as new first line to the description of the show file. * Colors * The color of the preset indicator within the fixture sheet, encoder bar, and sequence sheet changed to cyan. * The color for the relative text and phaser text were adjusted. Relative text is now brighter and phaser text is darker. This improves the distinctiveness between the 2 layers. * The icon of swipe buttons changed. A swipe button has now this icon: ![](/img/grandma3/2-4/icon_swipe_fixed_v_1_7-1e3917.png) * When a transition into the OffCue is running, a backward running fade bar on the executor and sequence pool object indicates this now. * The label dialog says now Label instead of Edit Name in its title bar. Furthermore, the object to label is now also displayed within the title bar, for example, Label Group 1 ‘All Spots’. * Clearing the programmer now switches the Single Step setting off. * Selecting an empty executor selects now the executor. * Furthermore, this does not create a new sequence anymore. The new sequence will then only be created when storing a new cue without specifying explicitly a sequence. * The button labels within the context menu of the Custom/Master Section window replaced the term Section with Area. * When opening a new fixture sheet window, sequence sheet window, or sequence content sheet window, the layer toolbar is now enabled by default. * The LUA Core has been updated to LUA v5.4.4. * When Split View mode is enabled and the Columns are set to Condensed, the patch menu does not have the tabs for ID Type, Layers, and Classes anymore. * The 14D button in the AfterRoll calculator of TiemcodeSlots was removed. * Renamed Sunlight to Daylight in the Date and Time menu and the Agenda. * Agenda events are executed with Admin user rights only. * The values active in the programmer of other users can now be stolen from these programmers by only knocking in these attributes into the own programmer. * Presets that are set to CuePart 0 within their settings are now called into the selected programmer part, and not into programmer part 0 anymore. Presets with a different dedicated programmer part will always be called into this dedicated programmer part. * Turning an encoder knocks in the attribute into the currently selected programmer part. * The Lua function GetSubFixture() now returns the handle of the corresponding fixture type when using GetSubFixture().fixturetype. Use GetSubfixture(1):Get(‘FixtureType’, Enums.Roles.Display) to get directly the name of the used fixture type. * The default intensity of the Point Light and the Ambient Light in the 3D window was changed to 15 % (Ambient Light) and 50 % (Point Light). * The settings Fixture Sort and Feature Sort in the fixture sheet, sequence sheet, and content sheet are disabled by default in new shows.  ***   ## []()Fixed Bugs [Section titled “Fixed Bugs”](#fixed-bugs-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Opening the dimmer of fixtures with blades the first time after loading a show animated a shaper movement within the 3D. This bug is fixed. Shapers do not animate anymore within a fixture when opening the dimmer for the first time. | | Gobos were not loaded correctly and displayed as “open” instead of from time to time, especially if the gobos had a high resolution. This bug is fixed. High-resolution gobos are now displayed reliably. | | Fixture Types that had geometries without a model linked did not display lenses under some circumstances in mesh qualities “Low”, “Simple”, and “Standard”. | | The “Pick Pivot” tool did not work correctly if meshes of a fixture were displayed with default meshes or boxes in lower body quality modes and the pan or tilt of the fixture were rotated. This bug is fixed. Pick pivot now works as expected in lower body quality modes. | | Virtual DMX Channels like a virtual pan or tilt were not visualized in the 3D window. This bug is fixed. Virtual channels are visualized in the 3D window. | | There was a crash if a fixture type had a lot of prism facets (48). This bug is fixed. It will not crash any longer if a fixture type’s prism has a lot of facets. | | It could happen that certain fixture types did not render their lenses when a body quality lower than High was selected. This bug is fixed. Lenses of 3D models should now also be rendered also in lower body qualities.  | | High-resolution textures of 3D models were not correctly scaled to a lower resolution during mesh import in some cases. This bug is fixed. High-resolution textures are scaled down correctly now. The UV mapping is correct after scaling. | | The linearize and planar selection did not work as expected on a console. This bug is fixed. Linearize and planar selection now give the expected result on a console. | | Zoom to selection zoomed the camera to the origin of the 3D space. This bug is fixed. Zoom to selection zooms to best fit the selected fixtures in the 3D window. | | The beam of a fixture disappeared with shaking gobos in High Shadow Fancy render quality. This bug is fixed. Beams of fixtures do not disappear any longer if a gobo is shaking in High Shadow Fancy quality. | | Zooming the camera with the two-finger zoom multitouch gesture was not transferred to other stations on the network. This bug is fixed. Zooming the camera with the two-finger multitouch gesture is now synchronized to other stations on the network. | | Parent geometries were not rendered in some cases while their children were. This bug is fixed. If a child is rendered, its parents will also be rendered. | | Beams of multi-beam fixtures could have an offset between the beam geometry and the origin of the actual beam in some cases. This bug is fixed. Beams rendered with “Multi LED Dynamic Gobo” do not have an offset regarding their position any longer. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When moving a recipe line while being in a session, the recipe line got lost on all other stations. This bug is fixed. Moving objects while being in a session should not result in loose of data anymore. | | When entering a negative timecode slot offset for a timecode show, each value needed to be set negative, e.g., -1m -30s to get a negative offset of 1m30s. This bug is fixed. To enter a negative timecode slot offset it is enough to enter the offset as one negative time, e.g., -1m30s. | | When knocking in a new value for an attribute that playbacks a preset within a sequence knocked also the preset reference into the programmer. This bug is fixed. It should not be possible anymore to store a preset reference with a hard value into a cue. | | It was possible to knock in a preset reference when a cue was running with a preset, and only turning the encoder. This bug is fixed. Activating hard values does not knock in the preset reference from a running cue anymore. | | When overwriting an MAtricks pool object, the previous label was not respected. This bug is fixed. Store /Overwrite on a pool object keeps the previous label. | | The content of Lua plugins was not transferred within the session when a new station joined, and the Lua plugin was created on a station of the session. This bug is fixed. Lua plugins that are not imported into the software are now transferred correctly within the session. | | Assigning objects to recipes did not work when specifying 2 sequences by using a +, e.g., Assign Group 1 At Sequence 6 + 9 Cue 1 Part 0.1. This bug is fixed. Defining a range by using + works now also with sequences and cues. | | Executing the help command with a search term that has no help topic specified did nothing. This bug is now fixed. Executing Help with any search term opens now always the help pop-up. In case of search terms that are not connected to specific topics, the help will search for the term within all topics. | | It was possible to delete devices in the output configuration if they were part of the session. This bug is fixed. Devices of the session cannot be deleted anymore in the output configuration. | | Whenever the **If not empty** setting in the store settings was set to Merge or Overwrite, the preset mode was ignored when storing a preset. This bug is fixed. Presets are now stored with the correct mode no matter to which value the If not empty setting of the store settings is set to. | | Performing a store overwrite to an MAtricks pool object did also reset the name of the MAtricks pool object. This bug is fixed. Store overwrite to MAtricks pool objects does not overwrite the name of it anymore. | | The command line content was kept when loading a different show. This bug is fixed. Loading a new show clears now the command line, too. | | Store /Merge could cause that following blocked values would be displayed in the sequence sheet in the wrong color. This bug is fixed. The sequence sheet in track sheet mode displays now values in the correct color after a Store /Merge operation. | | Opening a drop-down within the store settings overlay removed **Store** as a keyword from the command line. This bug is fixed. **Store** is kept in the command line when opening a drop-down in the store settings overlay. | | Switching off multiple executors on different pages did not work. This bug is fixed. Off Page Thru.Thru switches off now all assigned objects on all pages. | | The handle assignments of executors could be restored to the default of the used executor configuration when assigning an appearance to a page. This bug is fixed. Assigning an appearance to a page should not change the executor handle assignment anymore. | | Moving pages could corrupt fixed executors in a way that they could not be deleted or moved anymore. This bug is fixed. Moving pages does not corrupt executors anymore. | | When activating a value for an attribute, other layers could be knocked in, if the attribute had values run by a cue on other layers. This bug is fixed. Attribute values of layers that are played back by a sequence will now be knocked in and automatically deactivated when the attribute will be activated by changing the value of only one layer. | | It was possible to rename the ShowData object. This bug is fixed. It is not allowed anymore to rename the ShowData object. Show files where this has happened will be fixed automatically when loading them in v1.7 or later. | | The software could crash when attempting to open pop-ups by using Lua commands, e.g., Lua “Cmd(‘label group 1’)”. This bug is fixed. Pop-ups cannot be opened anymore by using non UI-threads. | | The Lua function SetProgPhaser() did not accept negative values for acceleration and deceleration. This bug is fixed. Negative values within the Lua function SetProgPhaser are now handled correctly. | | Knockout as value did not work. This bug is fixed. For example, At Relative Knockout now switches off the relative values for the selected fixtures. | | When a station joined a session with a higher master priority while the station and the session had the same show file loaded, already running timecode generators stopped. This bug is fixed. Timecode generators keep on running when a station with a higher master priority will join into the session. | | When updating the preset data for the fixture that was used to store a universal preset, the new data was used only globally for the fixtures of the same fixture type. All other fixtures still used the former universal data. This bug is fixed. Updating a universal preset applies now the new data to all fixtures that can use the universal preset. | | The software crashed when invoking the Lua GetFader method outside of main coroutine in a plugin. This crash is fixed. The software does not crash anymore when calling the GetFader method. | | It was not possible to permanently assign the Call function to buttons of executors which had plugins assigned. This bug is fixed. Plugins on executors are now able to get the Call function assigned to the executor button. | | Cook /Merge of cues overwrote manually stored data of the cue. This bug is fixed. Manual data of a cue is now preserved when cooking the recipe of a cue again. | | Cloning fixtures within sequences that had preset links and hard individual timings lost the individual timing. This bug is fixed. Cloning within sequences clones now also individual timing correctly. | | Canceling the pop-up input of a macro executed the rest of the macro. This bug is fixed. Macros are switched off when canceling an input pop-up that was created by the macro. | | It was not possible to use LearnSpeed that was assigned to different executors simultaneously. This bug is fixed. Pressing several executor keys that have LearnSpeed assigned at the same time learn now the speed for their assigned object. | | Cloning did not respect the currently selected world. This bug is fixed. When being in a world, the clone function now only clones the fixtures that are part of the world. | | Exporting and importing a timecode show that had events of different cues assigned where the cue names are identical assigned always the first cue with this name to the corresponding timecode events. This bug is fixed. Importing a timecode show that has identical cue names for different cues assigned to different timecode events are now routed to the correct cues. | | The corresponding keys (Channel or Fixture) did not lit up for the selected command line default or when MAtricks (Set) where active. This bug is fixed. The corresponding keys for the command line default and active MAtricks are now highlighted. | | Using a global or universal preset for special values updated only the special values in the fixtures that held the global or universal values. This bug is fixed. Updating a global or universal preset updates the special values of all fixtures that use these presets for special values. | | Storing a cue using the options/CueOnly and /Remove did not remove the values in the target cue and respecting cue only. This bug is fixed. Store /Remove /CueOnly now works as expected. | | Deleting a data pool could not be oopsed. This bug is fixed. It is now possible to oops the deleting of data pools. | | Blocking a cue could change the tracked values of attributes, too. This bug is fixed. When blocking a cue, the tracked values are only blocked, and not changed and blocked anymore. | | It was not possible to execute the keyword of the current command line default, for example, Fixture. This bug is fixed. Executing, for example, Fixture, while Fixture is already the command line default now executes the command. | | Locked cues could change their content when using Bloc/Unblock or Store/Update. This bug is fixed. Locked sequences and cues cannot be modified anymore. | | Importing the same plugin to the same plugin pool object, and not having made any changes to the plugin pool object itself, prevented the plugin to be executed again. This bug is fixed. Importing a plugin again does not block the execution of the plugin anymore. | | The visual progress of progress bars, for example, called by plugins was always one step behind. This bug is fixed. The visual progress of progress bars is now more intuitive. | | The slot of a wheel was reset to the beginning of the corresponding channel function if the encoder was spun after a timeout when it was in physical readout. This bug is fixed. The value of an encoder controlling a wheel will not jump when spinning the encoder after a timeout. | | Parking and unparking of unpatched DMX channels when using the DmxAddress keyword did not work. This bug is fixed. Parking and unparking of DMX channels now works with the DmxAddress keyword and the DmxUniverse keyword. | | Tapping a user pool object, that had the default name, did not log in the user. This bug is fixed. Users with default names can log in by only tapping their user pool object. | | Copying a set of values from one fixture to another did not copy the active values that were the same as the default value of the attribute. This bug is fixed. Active, but unchanged values of attributes are now also copied from fixture to fixture. | | Edit on empty pool object worked differently depending on the object type: Some pools created only a new object, while other pools created the object and opened their editor. This bug is fixed. Editing an empty pool object now creates the pool object  | | Creating a new user did not assign a user profile to the user. This bug is fixed. When creating a new user, the default user profile will be assigned to it. | | The stage calibration put the fixtures always below the stage. This bug is fixed. The stage calibration now positions the fixtures in a better way. | | The result when entering a formula for a value within the calculator of any MAtricks property was not correct. This bug is fixed. Working with formulas within the MAtricks calculators now works correctly. | | Storing color presets using fixtures that use more emitters than just RGB, could store the presets with only converted RGB values. This bug is fixed. Color presets are stored with the values that were active when storing the preset. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When connecting the MA viz-key via a USB hub to a computer it was not always recognized by the grandMA3 software. This bug is fixed. The MA viz-key should now always be detected when connecting it via a USB hub. | | It could happen that an Art-Net node was added as several nodes within the nodes tab in the Art-Net section of the DMX Protocols menu. This bug is fixed. A physical Art-Node will now be added as one single node within the nodes tab. | | Getting input to a dedicated timecode slot via MIDI timecode could let other timecode slots also shortly run for the time of their configured after roll time. This bug is fixed. Inputting MIDI timecode should only trigger the defined timecode slot anymore. | | The software could crash when MIDI packets were received that are bigger than the allowed packet length. This bug is fixed. MIDI packets that exceed the maximum packet size are now ignored. | | An input MIDI control change value of 127 to a master resulted in a master value of 99.9999940359. This bug is fixed. MIDI control change values of 127 are now correctly interpreted as 100%. | | When switching off and on a command wing that was connected to grandMA3 onPC running on macOS the output configuration was reset to default. This bug is fixed. Restarting a command wing that is connected to a macOS computer preserves now the output configuration the user has set up manually for the command wing. | | The software could crash when web remote connections were established and closed several times right after each other. This bug is fixed. Closing and establishing new web remote connections several times should not crash the software anymore. | | The grandMA3 software expected that a received MIDI Note On message will always have a MIDI Note Off received later. This bug is fixed. It is now possible to send several times the same MIDI Note On message and the corresponding Remote entry will always be triggered again. | | The software could crash when changing settings of RDM fixtures while having an RDM Device window open and the RDM tab within the Live Patch menu. This bug is fixed. The RDM Devices Window and the RDM-tab within the Live Patch menu can now be open at the same time and changes can be made to RDM fixtures without crashing the software anymore. | | Executing macros via the web remote executed the macros using the user profile of the user that was logged in on the station the web remote was connected to. This bug is fixed. Executing macros via the web remote executes the macros using the user profile of the user of the web remote. | | Flashing the TempFader of a DMX remote did not work. This bug is fixed. TempFader can now be flashed using DMX remotes. | | When triggering Load or Goto for a sequence using any remote, the corresponding pop-up did not appear. This bug is fixed. Load or Goto triggered by a remote now opens the corresponding pop-up. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When patching new fixtures with two or more breaks and changing the number of devices in the Insert New Fixture dialog, the suggested DMX addresses would cause collisions in the new fixtures. This bug is fixed. When changing the number of multi-break fixtures within the Insert New Fixture dialog DMX addresses without a collision across all breaks are now suggested. | | The universal fixture was exported to an MVR. This bug is fixed. The universal fixture is no longer exported to an MVR. | | Exchanging the fixture type of fixtures could change global data of presets into selective data. This bug is improved. Exchanging fixture types should not create unnecessary selective preset data anymore. | | Moving fixtures inside the patch caused blank fixture sheets and fixtures could not be selected anymore. This bug is fixed. Moving fixtures inside the patch does not cause any issues anymore. | | When changing the sorting of the columns in the patch menu, after leaving and entering the patch again, the sorting was reset. This bug is fixed. The column sorting within the patch menu is now remembered when leaving the patch menu. | | The number in the Used column was not correct in all tabs of the Split View mode. This bug is fixed. The Split View mode displays now the correct number in the Used column in all tabs. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When activating solo while being in a world, solo was applied to all fixtures of the show. This bug is fixed. Solo is now limited to the fixtures of the currently selected world. | | A phaser could still run after stomping it and updating the cue. This bug is fixed. Updating a cue with stomped attributes should not let run the phaser any longer. | | Double tapping a preset did not execute stomp with this preset when the program time was enabled. This bug is fixed. Executing stomp using a preset and enabled program time now stomps within the specified program time. | ### Playback [Section titled “Playback”](#playback-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When having a label pop-up open it was not possible to playback a sequence by using Go+ \[large], Go- \[large], or Pause \[large]. This bug is fixed. The functionality of the large playback buttons is now still given when having pop-ups open. | | Moving the executor fader of a sequence up, while having a flash button pressed for the sequence did not output the sequence accordingly to the fader after releasing the flash. This bug is fixed. The sequence output follows now the fader after releasing a flash when the fader was moved while having flash active. | | The fade time of the off cue was ignored when the sequence was played back with HTP priority. This bug is fixed. HTP sequences will use the OffCue fade time when they are switched off. | | Active temp faders were set to 100% when devices joined or left the session. This bug is fixed. Temp faders remain on their current level when the session is re-initialized. | | Press and hold Flash, then press and hold Swop, and then releasing Flash as assigned button functions on an executor did not execute the Swop functionality. This bug is fixed. Starting a playback function first, then a second playback function, and after that releasing the first playback function, now executes the second function. | | When starting a playback it could happen that other playbacks were not switched off by the Off when Overridden function when they should be. This bug is fixed. Off when Overriden switches now playbacks off correctly. | ### Windows [Section titled “Windows”](#windows-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Settings in the Edit-tab of the assign menu were always enabled when entering the Edit-tab. This bug is fixed. The state of the Settings-option is now always remembered across all locations. | | The list of show files in the backup menu always scrolled down when switching to a different drive. This bug is fixed. The backup menu does not scroll down the list of show files anymore unless the user scrolls it manually. | | The list of installed versions within the drive selector, e.g., in the backup menu, could be mixed in grandMA3 onPC running on macOS. This bug is fixed. In grandMA3 onPC running on macOS the order of installed versions within the drive selector is now in descending order, as on the other systems, too. | | When preset objects were grayed out, scribbles remained lit up. This bug is fixed. When presets are now grayed out, scribbles on the presets are also grayed out. | | When tapping into the empty area of a fixture sheet (also when it was set to channel mode), fixtures were selected. This bug is fixed. Tapping into the empty areas of the fixture will not select fixtures anymore. | | The EULA and Release Notes splash screens could be moved around. This bug is fixed. Splash screens are fixed in their position and size. | | Moving universes could hide fixtures within layout windows. This bug is fixed. Moving universes does not hide fixtures anymore. | | Help + tapping an element on one of the small screens opened the Help overlay on the small screens. This bug is fixed. Opening the help overlay for an element of the small screens opens the pop-up now on screen 1 in order to have it in a readable size. | ***   ## []()Appendix  [Section titled “Appendix ”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations  [Section titled “Known Limitations ”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. Deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Loading show files from previous versions deletes the programmer content. # Release Notes 1.8 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v1_8/#h2__1435677565) * [Bug Fix Version 1.8.8.2](/grandma3/2-4/key_rn_v1_8/#h2__146634055) * [Other Enhancements](/grandma3/2-4/key_rn_v1_8/#h2_1198082799) * [What’s Changed](/grandma3/2-4/key_rn_v1_8/#h2_563643534) * [Bug Fixes](/grandma3/2-4/key_rn_v1_8/#h2__146634055) * [Release Version 1.8.1.0](/grandma3/2-4/key_rn_v1_8/#h2__1841875975) * [Features](/grandma3/2-4/key_rn_v1_8/#h2_727740091) * [Multi Patch](/grandma3/2-4/key_rn_v1_8/#h3_1063964535) * [Grid Tools](/grandma3/2-4/key_rn_v1_8/#h3_1278483279) * [XYZ](/grandma3/2-4/key_rn_v1_8/#h3__1797581261) * [Store Sources](/grandma3/2-4/key_rn_v1_8/#h3_1020479761) * [Device Configuration](/grandma3/2-4/key_rn_v1_8/#h3__329342182) * [Extract](/grandma3/2-4/key_rn_v1_8/#h3__508884835) * [Content Sheet](/grandma3/2-4/key_rn_v1_8/#h3_320348620) * [Plugin Editor](/grandma3/2-4/key_rn_v1_8/#h3__46089734) * [Layout Window](/grandma3/2-4/key_rn_v1_8/#h3__1430353876) * [DMX Tester](/grandma3/2-4/key_rn_v1_8/#h3_1956195346) * [Update Menu](/grandma3/2-4/key_rn_v1_8/#h3__1345480982) * [Master Modes](/grandma3/2-4/key_rn_v1_8/#h3_1462218188) * [Other Enhancements](/grandma3/2-4/key_rn_v1_8/#h2_1084249605) * [What’s Changed](/grandma3/2-4/key_rn_v1_8/#h2_193902598) * [Bug Fixes](/grandma3/2-4/key_rn_v1_8/#h2_821083107) * [Appendix](/grandma3/2-4/key_rn_v1_8/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_8/#h2__1852571500) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the MA Lighting website. If you want to learn the grandMA3 software step by step, please join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. **Hint:**\ The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down.  ***   ## []()Bug Fix Version 1.8.8.2 [Section titled “Bug Fix Version 1.8.8.2”](#bug-fix-version-1882) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When in the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar, pressing the screen encoder patches the selected fixture to the set up patch address. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Multistep Phasers have a new show setting: DelayToPhase. The user can choose how delay timings are used to mimic the use of phase values of a phaser.\ When DelayToPhase is enabled, delay times across a range of fixtures with the same phase value creates a look similar to using a range of phase values without delay. For example, using an individual delay of 0 to 1s on a phaser having the same phase value, speed of 60 BPM, and the total sum of all step widths is 100%, will look similar to using a phase of 0 to 360 without delay. When DelayToPhase is disabled, delay values can be used to delay the start of multistep phasers and keep the triggered channels aligned to the phase values of the phaser. Access this new setting in Menu - Preferences and Timing - Timing.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved stability of MA-Net3 protocol and error handling. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Absolute and relative layers are now handled separately during preset update. When adding a relative layer value to a preset with an existing absolute layer value, the relative value will not be added to the cue where the preset is already used. Vice versa when adding an absolute layer value to a preset with an existing relative layer value, the absolute value will not be added to the cue where the preset is already used.  **Known Limitation**:\ Recast will only recast presets to cues if there is a preset link in the absolute layer.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Preset pool objects can display only text, symbols, or both. The respective setting “Display Mode” is located in the settings of each preset pool window. These are the possible values: * Text and Symbol: Displays the name of the preset and the symbol (Pie charts or gobo images for example). * Text: Displays only the name of the preset. * Symbol: Displays only the symbol.    Improved the speed of the Global Preset Update mechanism and added a red LED indicator to the MA logo of the command line to show when it is running. **Known Limitation:**\ Deleting, changing, moving, or exchanging objects while a Global Preset Update is processing is not yet fully supported for the following object types:\ -Data Pools\ -Presets (Selective, Global, and Universal)\ -Sequences\ -Cues, Cue Parts\ -Recipes\ The red indicator in the MA logo of the command line appears when a Global Preset Update is currently processing! The time needed for the process depends on the size of the show file and the number of references between objects. ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed) * The following properties cannot be changed in the Live Patch anymore: * Toggling fixture types “Share Global” and “Is MArker”; * Editing the attributes “Physical From / To” and “DMX To” in fixture types;  * Activation Group of attributes; * Deactivation Groups of Activation Groups; * Position, Rotation, and IsMainBeam of Geometries in fixture types; * Relations of DMX Modes in fixture types. * Releasing Flash does not reset the Temp Fader and keeps Flash active, when Flash and Temp Fader is used on a single cue. If Flash and Temp fader is used on a sequence containing more than 1 cue, the Temp Fader crossfades into the second cue. * Progress bars of processes that run in the background, for example, “Global Preset Update”, are displayed at the top of the displays. * Merge All Data is temporarily not available in the bug fix.\ This feature is under revision. We recommend not to use it in earlier versions. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Displaying gobos could cause a freeze on Intel graphics cards. This bug is fixed. There is no freeze when a gobo is displayed. | | Labels incorrectly indicated fixtures as multipatch if more than one stage was used. This bug is fixed. The indication of multipatch is correct for more than one stage. | | Fixture types of the manufacturer ‘Set’ in the internal fixture library did not display any of their related textures. This bug is fixed. Set fixture types display their related textures. | | GLTF mesh files of environmental objects were not exported using MVR. This bug is fixed. GLTF meshes are now exported using MVR. | | It was not possible to control the DMX value of a channel if the Frequency property for that attribute was used in a fixture type. This bug is fixed. The DMX values of channels can be controlled via the encoders, that use the Frequency property in their fixture type. | | There was a possible crash when a show file contained an excessive number of meshes. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When attributes had different channel sets with the same name, it was not possible to select these channel sets. This bug is fixed. All channel sets with the same name can be applied again. | | Starting to record a timecode show in the user interface failed, when the timecode show was renamed. This bug is fixed. The record mode starts, also when the timecode show was renamed. | | Migrating show files from v1.7 or earlier to v1.8.1.0 lost the fader type of events in timecode shows. This bug is fixed. Migrating show files stored with v1.7 or earlier directly to this version does not lose fader events of timecode shows. When show files were already migrated to v1.8.1.0, then please get in contact with tech support for further assistance to restore the fader events. | | Buttons in the encoder bar could be empty when joining a session. This bug is fixed. The graphical user interface displays all elements after joining a session. | | Changing the speed scale of cue/cue part to value “One” did not adjust the resulting speed when running grandMA3 on consoles or when running grandMA3 onPC on macOS. This bug is fixed. The speed scale value “One” works again as expected. | | The software could crash during copy and paste of new track groups and tracks in timecode shows. This bug is fixed. Copy and paste new timecode tracks and track groups do not crash the software. | | When the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar was open, all dual encoders behaved as screen encoders. This bug is fixed. Only the 5th dual encoder can behave as the screen encoder in the Fixture(s) to Patch dialog of the DMX Tester Encoder Bar. | | When the selected executor was empty and you tried to open the Master Controls overlay, the software crashed. This bug is fixed. Opening the Master Controls overlay does not crash the software anymore when an empty executor is selected. | | The default device configuration was loaded starting the grandMA3 when the last time a device configuration with a custom name was active. This bug is fixed. Custom device configurations are not ignored when starting the grandMA3 software. | | If you used Capture, PanTilt and XYZ attributes were activated together in the programmer when using Capture. This bug is fixed. Capture knocks in only the attributes of one positioning system. This positioning system will activate its attributes with values that represent the current output position. When crossfading between both positioning systems, XYZ attributes will become only active when only XYZ data is output. | | When updating only relative data into a preset that contained also only relative data, absolute data was also added. This bug is fixed. Updating a preset brings only active data into the preset. | | When storing a cue where fixtures could perform MIB, MIB settings for this cue were not always offered. This bug is fixed. Cues that contain data of fixtures that can be prepositioned using MIB always offer MIB settings. | | When restarting or rebooting Mode2 or grandMA3, the main screen was not cleared immediately and the process could be paused. This bug is fixed. Restart or Reboot in Mode 2 or grandMA3 is executed immediately. | | If the Grand Master knob was turned while pressed, the pressed value was used when releasing the knob. This bug is fixed. Pressing and turning the Grand Master knob asserts the adjusted value when releasing. | | The software could crash while loading a show file on a Windows onPC station that was part of a session. This bug is fixed. Loading show files on a Windows onPC station while being in session should not crash the software. | | The software could get in an endless loop of the global preset update process when doing changes in the patch. This bug is fixed. The global preset update process should not get in an endless loop anymore. | | Storing a cue with the cue only option crashed the software when XYZ fixtures had active values in the programmer. This bug is fixed. Storing cues with Cue Only enabled should not crash the software when the fixture has XYZ enabled. | | Calling a channel set did not set the correct channel function of mode depending channels. This bug is fixed. When a channel set is called, the correct channel function of mode depending channels is activated. | | Properties in copied user profiles pointed to the source user profile. This bug is fixed. Copied user profiles reference only to their own properties. | | If a station loaded a new show file and left the session during upload, other stations could freeze during the show download. This bug is fixed. If the station loads a different show file and leaves the station, stations will cancel the show download. If the station has a previous version of the new show file on its hard drive, this show file will be loaded instead. If the station does not have this show file on its hard drive, a new show file with this name will be created. | | Park fixture X did only park the main fixture and not the multipatch fixtures. This bug is fixed. Park fixture x now includes the multipatch fixtures. | | Highlight and Solo did not work correctly within a multiuser session, utilizing different worlds. This bug is fixed. Highlight and Solo now work in multiuser sessions with different worlds. | | Off Selection did not deselect fixtures when used in combination with a world. This bug is fixed. Off Selection deselects fixtures in a world as well. | | Updating a preset or cue could also update values from other user profiles into the update target. This bug is fixed. Only values from the user profile which updates an object are updated into the updated object. | | When a proper name of an object started with a T or D and was not set into quotes by the user, the T or D were replaced by the keywords Thru or Default when calling the object via a command. This bug is fixed. Proper names are now handled correctly, even when the user does not put them into quotes. | | It was possible to move a recipe from a cue part into a cue. This bug is fixed. Moving recipes into cues is prohibited now. | | The grandMA3 software crashed when calling a view that contains a layout window that had a non-existing layout selected. This bug is fixed. The software does not crash anymore when a view is called that contains a layout window that has a non-existing layout selected. In this case, the layout window is changed to display the selected layout. | | Commands that were already entered into the command line could be executed by touching only the fader caps of an executor. This bug is fixed. Touching the fader caps of executors does not execute commands anymore. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | xPort nodes did not output the correct DMX values when the master of a session changed and DMX was input via Art-Net or sACN. This bug is fixed. xPort nodes output the correct DMX values when the master changes. | | RDM fixtures connected to xPort nodes were only detected when the user pressed Remove Absent and/or Add Present in the Output Configuration menu, in case the xPort node got later invited to the session. This bug is fixed. RDM works with xPort nodes immediately after inviting them to the session. | | The grandMA3 software sent out the wrong Port ID in its RDM packets. This bug is fixed. RDM packets send by a grandMA3 device have the correct Port ID. | | Running grandMA3 onPC on Windows 11 version 22H2 did not detect USB drives. This bug is fixed. Running grandMA3 onPC running on Windows 11 version 22H2 provides USB drives. | | A station could enter a wrong standalone state, not being able to get invited to a session again. This bug is fixed. A device in standalone mode can be invited to the session. | | Session data merge was appearing even when the two show file names are different. This bug is fixed. When show file names are different, they are recognized as separate show files. | | When a large number of objects was moved or copied in a session, the connected station could become disconnected. This bug is fixed. Move or copy of objects does not disconnect stations. | | The software crashed when several text input pop-ups were opened at the same time. This bug is fixed. Opening several text input pop-ups at the same time does not crash the software anymore. | | When a Processing Unit joined a session, it outputted the default values of the fixtures for a short moment. This bug is fixed. Inviting a Processing Unit to a session outputs the correct values after the output is initialized. | | The grandMA3 software crashed when using IAC audio driver in a different application and it sent MIDI notes. This bug is fixed. grandMA3 software does not crash anymore when receiving MIDI messages that were sent to it by using the IAC audio driver. | | Unplugging a USB drive while having the desk locked terminated the desk lock. This bug is fixed. Desk lock stays active when unplugging a USB drive. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Active programmer values could get stuck if the patch was changed at the same time in a session. This bug is fixed. The patch can be changed while having active programmer values. | | Editing any value of a fixture type in the fixture type editor, set the value to 0 when the DMX Readout was set to Percent. This bug is fixed. Changing values in fixture types is also possible in DMX Readout Percent. | | Deleting attributes in a fixture type recalculated color attribute values in presets. This bug is fixed. Deleting attributes in fixture types does not change values in presets for the remaining attributes. | | When the patch was changed, absolute color values were added to presets containing only relative color values. This bug is fixed. No absolute color values are added to presets containing only relative color values, when the patch is changed. | | When copying a fixture several times in the patch, show data was only cloned to the first copy. This bug is fixed. Copying fixtures in the patch clones the data to all copies. | | The software crashed when the user added multipatch fixtures to fixtures that have XYZ enabled. This bug is fixed. Multipatch fixtures can be added to XYZ fixtures. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Changing attribute values on a connected station encoder utilized an active program time or individual time. This bug is fixed. Turning an encoder on a connected station does not use individual time or program time. | | Tapping a preset three times in a row stomped running phasers of the same attributes running in the programmer. This bug is fixed. It takes only 2 presses of a preset to stomp other phasers on the same attributes in the programmer. | | If cues with individual delay times, containing phasers reversing each other were triggered in a certain order, attributes were not properly asserted. This bug is fixed. Running cues with phasers reverting each other works as expected. | | Calling and storing two different presets with phasers at different speeds into a cue resulted in playing both phasers at the same speed. This bug is fixed. Different phasers retain their look when being stored into the same cue. | | When using the step keyword to integrate presets with only the main fixture selected, no steps for the subfixtures were created. This Bug is fixed. Step creates also steps for subfixtures if only the main fixture is selected. | | A preset containing a last step without absolute or relative value was not called correctly into the programmer. This bug is fixed. All steps from the preset are now called correctly into the programmer.  | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In a certain combination of individual timing and cue timing, the cue output was not as expected. This bug is fixed. Using individual and cue timing does not create an output glitch anymore. | | When editing the recipe of a running cue, the old data of the recipe was still running on the output. This bug is fixed. Edited recipes update their output and release old data when the cue with the recipe is still running. | | When storing data into a cue of a sequence that was already running and had fixtures prepositioned by MIB, the prepositioning could be overwritten by data in previously started playbacks. This bug is fixed. When storing data into running sequences fixtures that were prepositioned by MIB do not get their current output values overwritten from previously started sequences. | | DMX channels could flicker when updating or storing a cue. This bug is fixed. DMX channels should not flicker anymore when updating or storing a cue. | | If the Program Time was set to 0 and activated, sequences with “Off on overridden” could be switched off when the programmer contained all fixtures of these sequences. This bug is fixed. Sequences with “Off On Overwridden” are not affected by the programmer with active Program Time. | | When a preset including MAtricks was assigned to an executor, the playback always had to be restarted. This bug is fixed. MAtricks changes are updated directly in presets that are played back. | | MIB was not working repeatedly, when MIB was used with Wrap Around activated. This bug is fixed. MIB is working continually, when Wrap Around is enabled. | | Sending a go command to a cue part could cause a crash. This bug is fixed. Cue parts cannot be executed independently by Go command. | | MIB could be executed when a dimmer phaser was running. This bug is fixed. A running dimmer phaser does not execute MIB. | | When starting a playback it could happen that not all attributes which contained data in the programmer were overwritten by the playback. This bug is fixed. Active values in the programmer are overwritten by a playback when starting it while Freeze is switched off. | | While playing back a timecode show, it could happen that timecode events did not trigger cues. This bug is fixed. Events in timecode shows always trigger their cues when played back. | | Cues were not triggered when two timecode shows were played back at the same time and both timecode shows triggered the same sequence. This bug is fixed. Playing back two timecode shows triggers the cues when they are in the same sequence. | ### Windows [Section titled “Windows”](#windows) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The master indicator colors could be displayed wrong if the Masters Overview in preferences and timing was opened if a session was established. This bug is fixed. The master indicator colors are displayed correctly after a session is established. | | The Content Sheet was not updated as expected if Link Type was set to “Selected” and Cue Mode “Manual” was selected. This bug is fixed. If an empty executor is selected while Link Mode is set to “Selected” and Cue Mode is set to “Manual” the content sheet is updating correctly. | | The default preset reference was missing in the Fixture Sheet. This bug is fixed. The default preset reference is displayed in the fixture sheet. | | The software could crash when scrolling a timecode window that displayed a new timecode show which contained only one track group. This bug is fixed. Scrolling the timecode window does not crash the software when the displayed timecode show is empty. | | Migrating show files from v1.7 or earlier to v1.8.1.0 caused a black area in views where the Mesh3DS pool was located before. This bug is fixed. Mesh3DS pool windows in views are migrated into Mesh pool windows when migrating a show file from v1.7 or earlier to this version. | | Unchecking the first cue part while in a scroll position displayed cue parts in the content sheet incorrectly. This bug is fixed. Unchecking parts in the content sheet while being in a scroll position displays all cue parts correctly. | | Closing the Import/Export menu in a new show crashed the software. This bug is fixed. The software does not crash when closing the Import/Export menu. | | After a restart of the grandMA3 application, the Display Selector could not appear when pressing Menu. This bug is fixed. When pressing Menu, the Menu and the Display Selector are always displayed. | ***   ## []()Release Version 1.8.1.0 [Section titled “Release Version 1.8.1.0”](#release-version-1810) ## []()Features [Section titled “Features”](#features) The latest release of grandMA3 version 1.8.1.0 rolls out several enhancements that enrich your lighting experience. Read on for a quick introduction and find links for more information. ### []()Multipatch [Section titled “Multipatch”](#multipatch) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Multipatch is a function that adds extra fixtures to a fixture. Any multipatch fixture needs its own DMX patch. Adding multipatch fixtures to the patch will also add an extra virtual fixture in 3D.\ This can be used when two or more real lights should be controlled by the same patched fixtures. For example, an ACL bar consisting of 8 PAR cans that are controlled by only 1 dimmer channel.\ When the primary fixture has a DMX patch address, it does not cost you any parameters to add multipatch fixtures. When the primary fixture has no DMX patch address the parameters of the multipatch fixture count against your licensed parameters.\ Multipatch fixtures cannot be programmed individually. They are connected to the same ID(s) as the primary fixture. All fixtures, the primary and the multipatch fixture do the same. Any programming that existed on the primary fixture is also outputted on the multipatch fixtures. To add multipatch fixtures to your patch follow these steps: 1. Press Menu - Patch. 2. Select the fixtures you want to add multipatch fixtures to, then tap Create Multipatch. 3. A calculator appears. Enter the number of multipatch fixtures you want to add to every selected fixture. 4. Tap Please.  5. The multipatch fixtures are now added to the selected fixtures. 6. Assign every multipatch fixture a DMX address by tapping and holding their Patch cells. 7. In the Edit Patch dialog enter the desired DMX address and apply it. The multipatch fixtures are now added to your patch/show.\ In the multipatch fixtures, the values of all properties that will be inherited from the primary fixture are set into angular brackets (\).\ In addition, the inherited properties that cannot be modified by the user for the multipatch fixtures, are grayed out. It is possible to position them in 3D by changing their position in the patch menu. Use the encoders in the setup mode of the 3D window to arrange the multipatch fixtures in the 3D space. **Known Limitation:**\ Aligning several selected multipatch fixtures by using the encoders is not supported.   Cutting a primary fixture will also cut its multipatch fixtures. It is possible to transfer a multipatch fixture to a different primary fixture by using the copy and paste functions. Copying a multipatch fixture to a primary fixture of a different fixture type takes over the settings of the new primary fixture, for example, FixtureType, FID, IDType, CID, and further.\ Pasting works as before: The fixture will be pasted into the selected line, which will move the currently selected line and all the following lines one line down. This means, that pasting a copied multipatch fixture will be bound to the primary fixture above the currently selected primary fixture. Each multipatch fixture gets automatically a CID of the new IDType Multipatch assigned. This allows addressing the multipatch fixtures, for example, to select them for setting them up in the 3D window or for patching them via the command line.\ To enter the Multipatch keyword in the command line, use one of the options: * Press Channel repeatedly until Multipatch appears in the command line * Type **Multipatch** * Type the shortcut **Mu** Multipatch fixtures can be addressed with a combination of Fixture ID and relative Multipatch ID. The selection color of multipatch fixtures is light red, for example in the layout window. When a multipatch fixture is selected, its primary fixture will alternate its selection color between yellow and light red, for example in the fixture sheet and the layout window. Selected multipatch fixtures do not get a position in the selection grid, and therefore cannot be used with MAtricks. Precondition: Have 5 fixtures (Fixture ID 1 to 5) with each one having 4 multipatch fixtures. To select the second multipatch fixture of fixture 4, type: User name\[Fixture]> Fixture 4 Multipatch 2 Now the user can use the encoders in the setup mode of the 3D window to arrange the muti-patch fixtures in the 3D space. To patch the third multipatch fixture of fixture 2 to DMX address 6 on DMX universe 42, type: User name\[Fixture]> Patch Fixture 2 Multipatch 3 42.6 When having multipatch fixtures selected, it is also possible to enter values for the attributes to them, but these values will be redirected to their primary fixture immediately. ***   ### []()Grid Tools [Section titled “Grid Tools”](#grid-tools) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Grid Tools allow modifying the current selection in the selection grid. The Grid Tools are available on the left side of the Selection Grid window.\ The available tools are: * ![](/img/grandma3/2-4/icon_phaser_swap_form_15_v1_8-c68fb1.png) (Transpose): Interchanges the X and Y grid coordinates of every selected fixture. * ![](/img/grandma3/2-4/icon_linearize_15_v1_8-5e6b8f.png) (Linearize Numerical): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is in ascending order by their Fixture IDs (and secondarily by the CIDs). * ![](/img/grandma3/2-4/icon_left_to_right_15_v1_8-8d87f8.png) (Linearize Left To Right, Top to Bottom): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is determined working from left to right first, and then from top to bottom, based on the current grid arrangement. * ![](/img/grandma3/2-4/icon_top_to_bottom_15_v1_8-f9dd63.png) (Linearize Top to Bottom, Left to Right): The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new order of the fixtures is determined working from top to bottom first, and then from left to right, based on the current grid arrangement. * ![](/img/grandma3/2-4/icon_phaser_rotate_clockwise_15_v1_8-99e473.png) (Rotate 90° clockwise): Rotates the currently selected fixtures by 90° in clockwise direction along the XY plane. * ![](/img/grandma3/2-4/icon_phaser_rotate_15_v1_8-ab2c0b.png) (Rotate 90° counterclockwise): Rotates the currently selected fixtures by 90° in counterclockwise direction along the XY plane. * ![](/img/grandma3/2-4/icon_phaser_mirror_x_15_v1_8-a6dd41.png) (Mirror Grid at X-axis): Mirrors the fixtures in the grid along a vertical mirror line. * ![](/img/grandma3/2-4/icon_phaser_mirror_y_15_v1_8-3c4585.png) (Mirror Grid at Y-axis): Mirrors the fixtures in the grid along a horizontal mirror line. * ![](/img/grandma3/2-4/icon_center_15_v1_8-1f95a2.png) (Center Alignment): When having different numbers of fixtures selected on different Y coordinates, they will be aligned together to their center on the X-axis. * ![](/img/grandma3/2-4/icon_compress_15_v1_8-74ccf9.png) (Compress): Removes all gaps between fixtures, and moves the selection to the left and up, so that the selection starts at 0/0/0. It is possible to trigger the grid tools via command line using the Grid keyword.\ These are the commands for each tool: * Transpose: Grid ‘Transpose’ * Linearize Numerical: **Grid ‘Linearize’ ‘Numerical’** * Linearize Left To Right, Top to Bottom: Grid ‘Linearize’ ‘LeftToRight’ * Linearize Top to Bottom, Left to Right: Grid ‘Linearize’ ‘TopToBottom’ * Rotate clockwise: Grid ‘Rotate’ ‘Right’ * Rotate counterclockwise: Grid ‘Rotate’ ‘Left’ * Mirror Grid at X-axis: Grid ‘Flip’ ‘X’ * Mirror Grid at Y-axis: Grid ‘Flip’ ‘Y’ * Center Alignment: Grid ‘Align’ * Compress: Grid ‘Compress’ ***   ### []()XYZ [Section titled “XYZ”](#xyz) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * Fading fixtures between XYZ and PanTilt or vice versa fades directly between the old and the new position. * Fading fixtures from one MArker to a different MArkers is supported. The MArker attribute of fixture types that have XYZ enable has Snap disabled. * The calculators and encoders set to the physical readout of the attributed X, Y, and Z are displaying the values of the assigned space with the unit Meters instead of Percent. * Editing a space by right-clicking it in the drop-down list when selecting a Target Space or Movement Space opens an editor for this space instead of the stage editor. * To enable XYZ for a fixture type it is also possible to change XYZ cell in the fixture type editor to Yes. **Known Limitation:**\ \- Using Goto or Load to transition from XYZ to Pan/Tilt or from Pan/Tilt to XYZ may not create a smooth fade.\ - Enabling Assert for a Cue that is transitioning from XYZ to Pan/Tilt or from Pan/Tilt to XYZ may not create a smooth fade.\ - CueParts with enabled Allow Duplicates do not work with fixtures that have XYZ enabled. ***   ### []()Store Sources [Section titled “Store Sources”](#store-sources) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Incoming DMX data on DMX channels that have fixtures patched can be used as store source for presets and/or cues. To store the incoming DMX data, the **Data Source** in the Store Settings (Press and hold Store) needs to be set to DMX. For this **Data Source**, the **Use Selection** setting in the Store Settings needs to be set to All or All For Selected.\ When switching the **Data Source** to DMX, **Use Selection** will switch to All, when it is set to a different value as named before.\ Selecting a different **Use Selection** value is not possible when **Data Source** is set to DMX, and therefore these buttons will be grayed out When storing the incoming DMX, only the values are stored that are not at the default of the fixture type. In addition, values that are at fixture type default will be stored into the sequence when the sequence contains already this attribute with a different value. The resulting DMX output after the masters (sequence master, group master, playback master, grand master, etc.) can also be stored by using Output as **Data Source**.\ For this Data Source setting, the **Use Selection** needs also to be set to All or All For Selected. When using the command line, the options /Programmer, /DMX, and /Output can be used to determine the desired data source.\ To store the incoming DMX data to sequence 1 cue 42 for all attributes of the selecte fixtures, type: Fixture\[User name]> Store Sequence 1 Cue 42 /DMX /AllForSelected ***   ### []()Device Configuration [Section titled “Device Configuration”](#device-configuration) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Added new functionality to save and load device configurations. A device configuration includes the output configuration and DMX protocol (Art-Net and sACN) configuration.\ To save a device configuration follow these steps: 1. Go to Menu - Output Configuration. 2. Tap Save Device Configuration. A pop-up opens. 3. Enter the file name for the device configuration, for example “My nice configuration”. 4. Tap Save. Tapping Load Device Configuration allows to select a saved device configuration and then load it by tapping Load. The title bar of the Output Configuration menu displays also the file name of the saved or loaded device configuration. The allocation between a real grandMA3 device and a line in the output configuration is done by matching IP addresses. Therefore, the IP address of a device in the output configuration can be changed by pressing and holding the IP cell.\ New devices, that are not already part of the session can by added to the device configuration by inserting a new device within the desired device type category. To do so, expand, for example the onPC section by tapping ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) in front of the onPC line, then tap and hold New onPC. **Hint:**\ When adding a new onPC device, it is also possible to add up to two configuration lines for the maximum number of onPC fader wings, that can be connected to a grandMA3 onPC station. To do so, unfold the configuration line of the desired onPC station itself. ***   ### []()Extract [Section titled “Extract”](#extract) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release It is possible to extract values of presets by specifying the preset, selection, fixture, cue, feature group, or attribute: * To extract all values from presets (that are currently active in the programmer) for the selected fixtures, type: User name\[Fixture]> Extract Selection To call the extracted values from preset 2.3 into the programmer for the selected fixtures, type: User name\[Fixture]> Extract Preset 2.3 To extract all values from presets (that are currently in the programmer) for fixtures 2 to 4, type: User name\[Fixture]> Extract Fixture 2 Thru 4 To extract the values from presets that are in cue 42 for the selected fixtures, type: User name\[Fixture]> Extract Cue 42 **Hint:**\ When extracting by specifying a fixture, selection, feature group, or attribute, presets must be active in the programmer for the desired fixtures. When extracting embedded presets or phaser presets which have presets integrated into their steps, extract will call directly the values of the source presets.\ Using the **/Single** option together with Extract makes it possible to extract one level down in the hierarchy of the presets.\ For example, create 2 color presets (“red” and “blue” presets) that are embedded into a different color preset (“odd/even red/blue”). The second preset color preset (“odd/even red/blue”) is embedded into All preset 21.1 (“cool look”).\ Select some fixtures and apply the All preset (“cool look”) to them.\ Executing Extract Selection /Single calls the second color preset (“odd/even red/blue”) into the programmer.\ Executing Extract Selection /Single again calls the first color presets (“red” and “blue” presets) into the programmer.\ When executing Extract Selection /Single a third time, the user gets the same result as when they would have used Extract Selection in the first step: The hard red and blue values without a preset link. **Known Limitation:**\ At the moment, Extract /Single works only with presets that are active in the programmer. ***   ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * It is possible to select multiple cells in the horizontal direction. * Show Parts On separates the data into different sections per cue part. Show Parts Off, the entire data of the cue is displayed in one grid. * Cue Mode Manual allows to look at cues independent from the output cue. When Cue Mode is set to Manual, a cue list on the left side will be displayed. Selecting a cue in this cue list displays its content on the right side. * The Content Sheet allows a data merge of the cells of the same feature, when the values are identical. To merge cell, tap Merge Cells in the Content Sheet Settings. *** ### []()Plugin Editor [Section titled “Plugin Editor”](#plugin-editor) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * When editing a LuaComponent, the editor displays the line number of each line in front of them. The line number of the line the cursor is set to is highlighted in white. * Entering a tab character to the code of the plugin, the tab character is highlighted by a gray > at the beginning of the tab character. * To display the entire selection of available Lua code templates, tap Lua Code Templates in the title bar of the LuaComponent editor. To select the desired template tap into the code area of a template. A yellow frame around the template shows which one is selected. Tap Use Template at the bottom, to paste the selected template into the editor. A pop-up appears warning the user before overwriting the existing code. A code template provides a sample of code for a certain functionality, for example, a progress bar. * Tapping API Description in the title bar shows or hides the API area on the right-hand side of the editor. The API area offers all grandMA3 specific Lua functions. A search field at the top allows searching for functions. Tap a function to get more information displayed in the information section below the list of API functions. To enter the selected function to the position of the cursor in the editor, tap + on the right side of the information section, or double-tap the desired API function. * If syntax errors prevent the Lua component to be loaded into the Lua engine, the SyntaxError property turns to **Yes** and the component line turns red. ***   ### []()Layout Window [Section titled “Layout Window”](#layout-window) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * Having multiple layout elements selected and editing them edits all of them simultaneously. When aligning values across the selected layout elements the selection order determines the alignment order. When toggling layout element properties while having multiple layout elements selected with different property values, they will switch to the same value and from there change their value together. * To enter the layout element editor from the Layout Encoder Bar, tap Edit Selected in the Layout Encoder Bar. * Cloning in layouts is possible by using this syntax: Clone \[Source\_List] At \[Destination\_List] If Layout \[“Layout\_Name” or Layout\_ID]\ This clone operation will add the fixtures of the Source-List into the specified layout at the position of the fixtures defined in the Destination-List. To be able to distinguish both layout elements, the new layout element will be placed with a small offset to the existing layout element. Also all settings of the layout element will be cloned, too. * The Rotate Encoder in the Layout Encoder Bar rotates the selected fixtures as a group. When only one fixture is selected, the encoder is grayed out. This functionality rotates the selected fixtures on the layout canvas and changes their position. * The Scale Encoder scales the arrangement of the selected elements in the X and Y direction. The Ratio Encoder scales the arrangement of the selected elements in the X direction. * When having elements in a layout selected and then editing the layout itself, the layout editor will automatically select these elements. * When assigning a fixture again into a layout, a pop-up offers to Overwrite the layout, Merge it into the layout, Remove the fixture from the layout, or to Cancel the operation. * Show Selection in the Layout View Settings allows displaying the selection (for example yellow border) at layout elements. To enable or disable the yellow frame of selected layout elements in the layout view, tap Show Selection in the Layout View Settings. When being in Setup mode, this setting is ignored and the selection is always displayed. * Leaving and entering the Setup mode the layout window resets the selected tool to the select tool (![](/img/grandma3/2-4/icon_select_15_v1_5-1307b6.png)). ***   ### []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When enabling Tester Encoder Bar in the title bar of a DMX sheet and then setting focus into the DMX sheet, the encoder bar switches over to the DMX Tester Encoder Bar.\ The DMX Tester Encoder Bar allows fast access to the DMX Tester feature. There are four encoders available: * Universe: Changes the selected DMX address to a different universe. Tap Uni / Abs on the left side of the Universe encoder defines if the DMX channel selected for the DMX tester is set via a combination of Universe and Address (= Uni) or via an absolute DMX address (= Abs). In case of an absolute DMX address mode, the Universe encoder is grayed out. * Address: Changes the selected DMX address. * Tester Output: Defines to change the output of the DMX Tester to the selected DMX channel. * Patch: Opens an overlay to patch a fixture to the DMX channel that is set up on the Universe and Address encoders. The overlay displays the fixtures of the currently selected stage. To change to a different stage, tap Stage in the title bar in order to cycle through the available stages.\ ​Tap the cell of the DMX break of the fixture you want to patch to the new DMX address and then tap Patch ! at the bottom of the overlay. Enabling Show Unpatched Only displays fixtures that don’t have all of their DMX breaks patched. When disabled, all fixtures are displayed. The buttons above the encoders execute special actions: * Retain: Off will release the values on the former selected DMX address when changing the address. Retain On keeps the DMX tester value on the former selected DMX addresses until the user releases them. * DMX Channels: * All: All DMX channels can be used by the DMX Tester. * Patched: Only DMX channels that have fixtures patched to are useable. * Unpatched: Only DMX channels without patched fixtures can be used by the DMX tester. * Select All: Selects all DMX Channels that have an output by the DMX Tester. A blue frame around the cell of the DMX channel indicates the selection. * Release Selected: Release the DMX Tester values from the selected DMX channels. * Release Unselected: Release the DMX Tester values from all non-selected DMX channels. * Release All: Releases the DMX tester values on all DMX channels. * Park Selected: Parks the selected DMX channel. * UnPark Selected: Unparks the selected DMX channel. When a universe has DMX channels that output values from the DMX Tester, the universe pool object in the universe pool shows a T ( Tester). And also the fixture sheet indicates values from the DMX Tester with a white background on the DMX layer.\ Saving a show file while the DMX Tester is active does not store the DMX Tester values into the show file. When loading the show again, the DMX Tester does not output value. ***   ### []()Update Menu [Section titled “Update Menu”](#update-menu) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The settings in the update menu are split into settings for presets and cues. All buttons are now at the bottom and arranged below the preset section on the left and below the cue section on the right. The following settings are available in the update window: * Presets: * Preset Update Mode: Original Content Only and Add New Content determine if only already existing attributes in the preset will be updated, or if also new attributes may be added to the preset. * Preset Mode: Auto, Selective, Global, ForceGlobal, and Universal define if the updated data will be added as selective, global, or universal data to the preset. * Input Filter: Defines if attributes of other feature groups may be updated to the preset (Input Filter is Off), or if only attributes of the same feature group of the preset may be updated to the preset  (Input Filter is On). * Cues: * Sequence Update Mode: Original Content Only and Add New Content determine if only already existing attributes in the cue will be updated, or if also new attributes will be added to the cue. * Sequence Mode: Defines which cues will be offered for updating: All shows all possible cues. Selected offers only cues of the selected sequence, Last Called displays only cues of the sequence that was called as last one. * Cue Only: When Cue Only is on, the data will be updated for this cue only, and returns in the next cue to the status of values before the updated cue. The Cue Only setting in the update window is not linked with Cue Only in the Store Settings anymore. The update menu displays each possible object to update now within one row. Each row shows the following information from left to right: * Preset Pool No + Name * Preset No + Name and respectively * Sequence No + Name * Cue No + Name * Part No + Name  ***   ### []()Master Modes [Section titled “Master Modes”](#master-modes) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release All masters, for example the grand master, a speed master, playback master, and other, can change their mode between Toggle, AlwaysOn, and Disabled. * Toggle: Switch the master on or off. The fader value of the master can always be changed and affects the output when the master is on. The indicator colors are gray (Off) and green (On). * AlwaysOn: The master is always on and cannot be switched off. The fader value of the master can always be changed and affects the output. The indicator color for AlwaysOn is white. * Disabled: The master is switched off and its fader value internally uses its default value. For example the grandmaster uses 100% for the grand master or the program time uses 0s. The indicator color for Disabled is red. The modes of all masters can be changed in Menu - Preferences and Timings - Masters.\ This menu displays the masters separated by their type and their membership in the show file. Masters can have a global membership which means that these masters are controlled by all users of the show file. Masters with a user membership are located within the user profile which means that every user profile has its own and individual set of these masters. Changing one of these masters does not affect the same master in a different user profile. The section of masters that are controlled by the user profile displays the name of the user behind their type, for example, **Selected (Admin)** for the masters that control the selected sequence of the Admin user. Masters of the global membership display (Global) behind their type, for example **Playback (Global)**. ***   ### []()MAtricks [Section titled “MAtricks”](#matricks) To read more about this function, see [Transform](/grandma3/2-4/matricks_transform/) topic in the help system. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Added MAtricks setting Transform. Transform set to Mirror mirrors values depending on the other MAtricks settings, for example, Blocks, Groups, Wings. When Transform is set to Mirror: * The font color of the Transform button will change to yellow. * InvertStyle will change to Pan. When Transform is set back to None: * Inverts will be switched off. When a MAtricks settings, for example XWings, is set to None and Transform is set to Mirror, Invert for this setting will be disabled.\ If there are only values for one step active, the values will be mirrored in this step. As soon as there are attributes with two or more steps, Mirror will only mirror the values of the multi-step phasers. When working with Wings and an odd number of fixtures is selected (for example 7 fixtures are selected and XWings is set to 2), the center fixture will be marked as edge fixture (lighter green selection color compared with inverted selected color in the fixture sheet, selection grid window, 3D, and other). An edge fixture does not follow all values, for example when creating a mirrored circle with the seven selected fixture, the edge fixture in the center will only tilt, but not pan. This is done in order to keep the symmetry. Transform Mirror works by transforming values of the inverted fixtures to create symmetry. This requires altering the original values in the programmer. If you are transforming values that are called directly from a Preset or Integrated from Presets it is important to know that the transformed values will not have reference to the Preset. Storing the transformed values directly to a Cue will break the references to the presets for transformed values. To avoid losing references, store the transformations with MAtricks to a new Preset object. With the combination of transformed values with MAtricks the reference links will be automatically saved to the preset object. Calling this Preset with transformation MAtricks included will keep the links when you then store it to a Cue.  In the MAtricks window, the PhaseTo calculators have buttons to set the value directly to 90°, 180°, 270°, or 360°. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New playback functions HalfSpeed and DoubleSpeed which result in halving or doubling the current speed of speed masters, presets, or sequences.\ HalfSpeed and DoubleSpeed can be assigned as button functions to executors that have speed masters or sequences assigned to them. For more information see [HalfSpeed](/grandma3/2-4/keyword_halfspeed/) and [DoubleSpeed](/grandma3/2-4/keyword_doublespeed/) help topics.\ When using HalfSpeed or DoubleSpeed the SpeedScale property of the master is modified accordingly. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Output Configuration menu: * To enable or disable RDM, tap RDM in the Output Configuration menu. The RDM button in the Network menu is linked with this new RDM button. * When switching the universe on an XLR port that is set to be an input port, the settings for Merge and Priority are taken from the new universe. * The name, type, and IP of the station that displays the output configuration are marked with a green background, also when no session is active. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) DMX In Merge Mode Prio got the possible priorities reorganized. From now on, these priorities are available: Lowest, Low, LTP, High, Highest, Prog, and Super. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the DMX Protocols menu. It allows setting the Merge Mode for the universes DMX data is input to per configuration line. When changing the Merge Mode for a configuration line, all universes that are defined by Local Universe and Amount are changed together. In the DMX Universes-tab of the Patch and Live Patch menu or by editing a universe in the pool it is still possible to change the Merge Mode for single universes independently. As soon as two or more universes of a configuration line have different Merge Modes, the Merge Mode cell will display **…** to indicate this. The Input Priority field is only editable when the Merge Mode is set to Prio. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the PSN menu (Menu - In & Out - PSN): * The Merge Mode can be set here as in the DMX Protocols menu (see above). It is necessary to have patched MArker fixtures assigned to trackers, in order to be able to change the Merge Mode. If no trackers have a patched MArker fixture linked to them, the Merge Mode cell displays “No MArker” in orange font color. The Merge Mode cell displays the Merge Mode of the universes of the MArker fixtures that are assigned to the PSN trackers. * The ID of the PSN tracker is displayed in the new PSN ID column. Edit this column to pre setup trackers before the PSN system sends information. * The IDType column is removed, and the ID column is renamed to MArker ID. As PSN trackers need to be connected to MArker fixtures, and the MArker fixtures need to have a CID of the MArker IDType in order to be able that fixtures follow the MArker, it is now only possible to set MArker IDs to PSN trackers. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The shortcut MA + 5 on the keypad of grandMA3 devices executes the same as pressing Please on the internal keyboard. This allows a faster editing of cells or buttons when navigating the focus by using MA + 2 / 4 / 6 / 8.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Sequence Rate: * When moving a rate fader of a sequence up to 100%, the rate is now set to infinity which results in fade times of 0s. This applies also for speed masters that are assigned as rate master to sequences * Fade times modified by a rate master are displayed within the sequence sheet. In addition to the new resulting time, an asterisk (\*) will be displayed in front of the time in order to indicate the modification by a rate master. For example: \*10.42 When the rate master is pulled down to 0%, the times will be displayed as \*Stopped, and the executor label displays Stopped. When the rate master is pulled up to 100%, the executor label displays 1:∞. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When incoming packets are processed the font color for the name of the configuration line in the DMX Protocols menu name flashes to yellow. Similar to the green flashing when packets are sent out. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The DMX Curves editor allows adding points for DMX curves of Curve Mode ‘Custom’ in the grid area on the left side. Until now it was only possible to add points for custom curves in the 2D area o the right side. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) MIDI Mode ‘Through’ receives and forwards MIDI Notes, MIDI Control Changes, and MIDI Program Changes. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the color of an attribute doing a fade. The attribute gets a dark blue background during the fade. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The speed masters’ indicator bar blinks in accordance with the speed. This gives visual feedback about the speed that was set. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) In the Phaser Editor, the forms are expanded by a circle form. To create a circle with this form, follow these steps: 1. Select at least one moving light fixture. 2. Add 2 points in the 2D area of the phaser editor. 3. Tap Form on the left tool bar. 4. Then tap Circle in the right tool bar. A perfectly shaped circle will be created. The circle form applies to the layer chosen in the Values button of the title bar of the Phaser Editor. If one or two steps are active in the programmer on the Absolute layer and Values is set to Absolute, the circle will be created on the Absolute Layer. If one or two steps are active in the programmer on the Relative layer and Values is set to Relative the circle will be created on the Relative layer. As it’s very common to create a circle around an absolute position, if there is an active single-step value on the Absolute layer, you can immediately create a circle on the Relative layer by setting Values to Relative and tapping the circle form. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is possible to start recording a timecode show via command line using the new keyword Record. For more information see [Record](/grandma3/2-4/keyword_record/) help topic. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Store Settings allows storing the current look in conjunction with the selected Use Selection option into cues or presets. For example, when Look is enabled and Use Selection is set to Active For Selected it stores the active values of the selected fixtures which have an open dimmer. Fixtures that have a closed dimmer, but other attributes active will get only their closed dimmer stored. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) 3D: * If a fixture is unpatched, the Patch label in 3D displays “Unpatched” for fixtures and “N/A” for environment objects. * To deselect fixtures using the 3D window,  press - and then draw a lasso around the fixtures. * ​Beams and spots in the 3D window look more identical between the different render quality settings. This includes both the general look and the intensity, while the beam is “Open” or has a gobo inserted. * Show Selection in the 3D Settings defines if the models of fixtures in the 3D window shall display their selection state, or not. To enable or disable the display of the selection, tap Show Selection in the 3D Settings. When in Setup mode, this setting is ignored and the selection is always displayed. * The property Select by Label in the Label-tab of the 3D Settings allows defining if the user can select fixtures by selecting the labels on the spot of the fixtures in 3D. To be able to use this property, Show Label on Spot and any of the properties Add Fixture ID, Add CID, Add Patch, or Add Name need to be enabled. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The color picker supports direct control of the GDTF HSB attributes HSB\_Hue, HSB\_Saturation, and HSB\_Brightness. Only HSB attributes of GDTF files are supported by now. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Fixture library updated to Carallon 18.2. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Fixture types that have errors are displayed with a red font color in the Fixture Types-tab of the Patch menu. As long as a fixture type has errors, the corresponding fixtures are not displayed in the rest of the software, because they cannot work correctly. Editing the fixture type provides a more detailed description of the error when tapping Show Conflicts. Fixture Types that have an orange font color indicates a warning. These fixture types may not work properly, but they are accessible. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Calculators of attributes that have many channel functions available, display ![](/img/grandma3/2-4/icon_triangle_left_fixed_v_1_7-f7f055.png) and ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) on the left and right side of the tab-bar, in order to indicate the presence of more channel functions and to scroll through the different channel functions. It is also possible to scroll through the tab bar by using scroll gestures. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The software update menu displays a progress bar during a version import to the hard drive when using the Select and Import Update Files functionality. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) A pop-up informs the user if they try to assign an IP address to an interface while a different interface has already an IP of the same subnet assigned. A pop-up also appears when the user tries to enter an IP address that is already used on a different station in the network. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the network experience when using IGMP. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Sequences that are assigned to executors are displaying the reference icon (![](/img/grandma3/2-4/icon_referenced_fixed_v_1_7_1-d508cb.png)) on their sequence pool object. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The backup menu displays the free disk space in the upper right corner of the menu. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The timecode property RawTCOffsetSlot returns the raw time of the set timecode slot offset.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Knock in and knock out behavior improved: * Knocking in or out a layer only affects the layer in the selected feature group. * When knocking in or out an attribute while having the absolute layer selected, all layers are affected. * When having a different layer than the absolute layer selected, the attribute will be only knocked in or out in the selected layer. * Knocking in or out only the absolute layer can be done by using the command line. To knock out the absolute layer for the dimmer attribute, type: User name\[Fixture]> Off Absolute Attribute “Dimmer” ***   ## []()What’s Changed [Section titled “What’s Changed”](#whats-changed-1) * The maximum number of remote entries per remote type is set to 10 000. For OSC it is set to 1 024. * When a grandMA3 extension is connected to a grandMA3 console that is in a session and the session credentials are matching between both stations, the extension has also a green background in the Network menu. When using the Session Filter “My Session”, the grandMA3 extension appears only, when the session credentials are matching between the console and the extension. * Pressing Channel repeatedly switches through Channel, Universal, and used IDTypes. IDTypes that have no patched fixtures assigned are not appearing in the command line. * These fixture properties were renamed: * Ray Traceable is now called Follow Target * 3D Selectable is now called Selectable 3D * 3D Visible is now called Visible 3D * Attributes that change their value to a hard value, for example in a cue, with a fade time display the fading values on the absolute and relative layer, too. * When MArker fixtures were set to a different IDType than MArker, the IDType would be forced to be MArker when loading a show file from a previous version in grandMA3 v1.8 or later. A possible set CID is reset to None. When having such MArker fixtures connected to PSN trackers, they have to be connected again in the PSN menu. This applies also to other fixtures of other fixture types that have IsMarker set to Yes. * The assignment of SpecialExecutors 10 and 11 in new shows changed to the speed masters Speed 1 and Speed 2. * The color of the indicator bar of an active Prog Time and Exec Time changed from orange to green. * The order of keywords on X8 | DMX interchanged: * Press MA +  X8 | DMX to enter DMXUniverse. * Press MA +  X8 | DMX +  X8 | DMX to enter DMXAddress. * The abbreviations of the following keywords changed: * DMXAddress: Dmxa * DMXUniverse: Dmx * DMXMode: Dmxm * In the Update Menu value LastCalled of the Sequence Mode setting changed to LastGo. * The windows of the default views in a new show has no filters assigned anymore. * The LuaComponent property IsRessource changed to IsResource. * When Con3 on grandMA3 consoles are set to DHCP and no DHCP server is available, the interface gets no IP address instead of an AVAHI IP address, which could conflict with Con1 if there was also no DHCP available. * The Mesh3DS keyword changed to Mesh. * The text “No Cable” when a network interface is down changed to “No IP”. * In the timecode editor and timecode window the button label changed from Select. target to Selection Target. * When you are on the Absolute layer, toggling the activation will now toggle the activation of all attributes on the Absolute layer and any non-default values on all other layers. If you are not on the Absolute layer, toggling activation will only toggle values of the current layer. * The MAtricks button in the recipe editors was renamed to Grid in order to match the naming of the MAtricks window. The order of the buttons changed to Reference, Grid, Layers, Shuffle, X, Y, and Z. The Invert toggle was removed, and all Invert properties are part of the Grid section.\ This change also affects the Programmer Parts window. * When storing the content of the programmer, the selected step will be reset to step 1. * These properties changed their names: * Cues: * Cmd to Command * CmdDelay to CommandDelay * Sequences: * CmdEnable to CommandEnable * OSC: * ReceiveCmd to ReceiveCommand * SendCmd to SendCommand * Timecode Event: * ExecuteCmd to Execute Command * CmdDelay keyword is renamed as CommandDelay. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The beam and the spot of multi-pixel fixtures were not visualized correctly when the Multi Led Beam Mode was set to Single Beam Dynamic Gobo. This bug is fixed. Beam and Spot are visualized correctly even if the dimmer of the first pixel of the multi-pixel fixture is closed. | | Fixtures were not visible in some cases when loading a show file from a prior version of grandMA3. This bug is fixed. The scaling of fixtures is reset to 1:1:1 on the X, Y, and Z axes when loading a show file from an older grandMA3 version. | | The attributes Blade1B, Blade2B, Blade3B, Blade4B, and ShaperRot were not visualized in the 3D. This bug is fixed. These attributes are visualized again in the 3D window. | | It was not possible to select a fixture in the 3D window by tapping its label in the spot. This bug is fixed. A fixture can be selected by tapping its label in the spot. | | Beams pointing to x=y=z=0 while using the 2D Top camera were not displayed. This bug is fixed. Beams pointing to the 3D origin and using the 2D Top camera are displayed now. | | Shadows were not drawn after moving a fixture that then cast a shadow into the beam of another light source. This bug is fixed. A shadow will be drawn once a fixture that casts a shadow is moved into another light beam. When using the 3D encoder bar to move the fixture it will take a short timeout until the new position of the fixture is updated and the shadow is displayed. | | Beams disappeared when pointing them into the camera on grandMA3 onPC stations that used recent series of AMD graphic cards. This bug is fixed. Beams will no longer disappear when pointing into the camera on a grandMA3 onPC station running on a recent AMD graphics card. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Using the Lua function printf() could crash the software when a string variable was to be printed, but the value was of a different data type. This bug is fixed. Lua printf() does not crash the software anymore when returning a value of a different data type than it was specified. | | When changing the value of one attribute that is part of an activation group, the other attributes of the same activation group kept their preset references. This bug is fixed. When changing one attribute all other attributes of the same activation group now remove their preset references. | | When the current command has a number, it was not possible to enter a keyword by pressing the key that is put at the key of the current command line default. For example, when Fixture is the command line default it was not possible to enter the collection keyword by pressing Fixture + Fixture + Fixture for this command: Move Preset 1.1 Thru At Collection. This bug is fixed. It is possible to enter keywords that have their shortcut on the key the command line default is set to at moment. | | Selecting several executors and then storing sequences to it, kept only the first executor selected. This bug is fixed. All sequences stay selected when having several executors selected and then storing sequences onto them. | | Specifying a specific DMX address on an open range of DMX universes for the DMX tester failed. This bug is fixed. DMXUniverse Thru.1 At 100 works now as expected. | | Applying the default value to attributes that have several channel function and the default value is not part of the first channel function applied the corresponding value in the range of the first channel function. This bug is fixed. Setting the default value for attributes respects the correct channel function. | | When keyboard shortcuts are enabled, they were not always automatically disabled when setting the focus into the input field of the Import/Export menu or the Load Show dialog. This bug is fixed. Keyboard shortcuts are automatically disabled in the input fields of the Import/Export menu or the Load Show dialog. | | SelFix on a sequence put the fixtures always onto original grid position that was stored in the sequence. This bug is fixed. SelFix on sequences respects the current position of the grid cursor and adds the fixtures to the grid there. | | The arrangement tool of the layout window arranged fixtures in their ascending order of fixture IDs. This bug is fixed. The arrangement tool of the layout window now respects the selection order of the layout elements. | | Storing Remove values to a cue using the options /Merge /CueOnly did not remove the values in the target cue and respecting cue only. This bug is fixed. Store /Merge /CueOnly with Remove values removes values in the target cue and respects cue only. | | Entering very long commands into macros froze the UI for a time. This bug is fixed. Long commands input into macros are now processed faster so that the UI does not freeze anymore. | | Channel sets called the wrong values in some cases if the readout of the encoder bar was set to Dec8, Dec16, Dec24, Hex8, Hex16, or Hex24. This bug is fixed. Channel sets call the correct values now even in the decimal and hexadecimal readouts. | | When selecting a group and a fixture that is part of a group in a layout window, only the fixture was selected. This bug is fixed. Selecting several layout elements with different object types assigned selects them all reliable. | | When turning the transition encoder in the phaser encoder bar the value could jump from 100% to 0%. This bug is fixed. The transition value when turning the encoder follows the turning of the encoder. | | When turning the inner dual encoder rapidly down to 0% and then up again it could happen, that the value was stuck at 0%. This bug is fixed. The value of an encoder follows the encoder when turning it fast down to its software limit and then up again. | | When storing MAtricks with InvertStyle set to Pan, then switching it to any other value and recalling the MAtricks from the pool, InvertStyle was not set to Pan. This bug is fixed. The MAtricks settings InvertStyle, Transform, and ShuffleMode are always stored into MAtricks. | | Setting a negative value for Acceleration and Deceleration via command line failed. This bug is fixed. Negative values for Acceleration and Deceleration can be set again by using the command line. | | When setting a value via command line on the Acceleration or Deceleration layer and then opening its calculator, the value in the calculator could not be the same value as before. This bug is fixed. The calculator for Acceleration Deceleration open with the same value that was set before via encoders or command line. | | Toggling a selection (Please Please) and then selecting different fixtures, the previous selected fixture stayed selected. This bug is fixed. Toggling fixtures and then selecting different fixtures unselects the previously selected fixtures. | | The shortcut for the options /Save and /Screen was set to /S for both. This bug is fixed. /S is the shortcut for /Screen and /Sa is the shortcut for /Save. | | Newly created MIDI remotes set the In To property to a value of 128. Exporting and importing this MIDI remote again set the value to -128. This bug is fixed. New MIDI remotes have a value of 127 for the In To property and it is not possible to set a higher value. | | Executing a specific macro line failed when using the scheme Macro x.y. This bug is fixed. Macro 1.2 will execute the second macro line of the first macro. | | Updating a preset that contained additional selective data removed this data when using Preset Mode Auto. This bug is fixed. Preset Mode Auto does not remove selective preset data when updating a preset. | | When dragging a lasso around a layout element that was set to action ‘None’, a SelFix command was executed instead. This bug is fixed. Selecting layout elements with set the action to ‘none’ does nothing anymore. | | Labeling more than two DMX universes at the same time did not automatically increment the name when the name had a number at the end. This bug is fixed. The names of DMX universes will be automatically incremented during the labeling process. | | When adding a new character in the middle of a command that will be entered into a command input, the command was translated into keywords and the cursor jumped to the end of the command. This bug is fixed. Changing single characters in a command of a command input does not let the cursor jump to the end. | | When turning a preset or cue into a recipe and then editing the recipe, set the programmer par ID to 4 294 967 295. This bug is fixed. Editing the recipe after creating it by turning a preset or cue into a recipe does not change the programmer part ID to unexpected values. | | The software could crash when moving a recipe in a cue. This bug is fixed. Moving a recipe in a cue moves the recipe to the specified spot. | | Store /Remove removed also attributes that were deactivated in the programmer from the selected cue or preset. This bug is fixed. When removing attributes from cues or presets, deactivated values in the programmer are ignored. | | Commands in macros that were separated by a semicolon in a command cell were not applied correctly when the command behind the semicolon contained a clear keyword. This bug is fixed. Commands separated by a semicolon are correctly applied. | | It was not possible to enter Oops or Undo into the command cell, for example in a macro. This bug is fixed. Oops or Undo can be entered into command cells. When the input field of a command cell contains a string pressing Oops works as backspace, until the field is empty. Then pressing Oops enters Oops into the input field. | | It was possible to move a locked executor. This bug is fixed. Locked executors cannot be modified. | | The software crashed when executing blackout for the grand master while editing a macro line. This bug is fixed. While editing a macro line executing blackout for the grand master does not crash the software anymore. | | Selecting a group after selecting manually different fixtures put the fixtures of the group at the same starting point in the grid as the manual selection had. This bug is fixed. Selecting fixtures by calling a group puts the fixtures into the grid starting at the current position of the grid cursor. | | Opening the calculator of an attribute that had a lot of channel sets (65 k) crashed the console. This bug is fixed. Opening the calculator of an attribute with a lot of channel sets does not cause a crash any longer. | | The wrong channel function could be active on attributes that are following mode dependencies if the from and to values of the mode dependency had a small range while the encoder controlling the mode master was set to coarse resolution. This bug is fixed. Mode followers will have the correct channel function active even if the encoder of the mode master attribute is set to coarse. | | The store settings were not reset to default when executing a clear command via macro or typing it manually in the command line. This bug is fixed. Executing any clear command via any command cell or by typing it in the command line. | | When moving a preset that was used in a recipe, that value drop-down of the recipe editor did afterwards not offer the feature group anymore the moved preset is part of. This bug is fixed. The value drop-down in the recipe editor offers always all available feature groups in order to choose presets from. | | The console crashed when moving recipes in a cue or preset. This bug is fixed. Moving recipes in a preset or cue works. | | When using the dimmer wheel shortly behind with different fixtures selected, the value change of the second selection started at the starting value of the first selected fixtures. This bug is fixed. When using the dimmer wheel the dimmer value starts to change from the current value of the fixtures onwards. | | The Scroll Lock LED on grandMA3 consoles did inform the user about the current state. This bug is fixed. The Scroll Lock LED works again. | | It was not possible to move a fader over time when using grandMA3 onPC on Apple Silicon hardware. This bug is fixed. Executor 201 At 0 Fade 5 for example is now also possible on Apple Silicon hardware. | | The views of the default user profile and of copies of the default user profile could be overwritten by the default views when loading a new show and then loading the former show again. This bug is fixed. The default views are only initialized when starting a new show. | | Importing user profiles by using the Import/Export menu could crash the software when it tried to import onto the default user profile. This bug is fixed. Importing user profiles onto the default user profile is prohibited. | | Copying an agenda event that had no object assigned, had the Root object assigned when pasting it. This bug is fixed. Copying empty agenda object copies them 1:1. | | The software could crash when trying to use the CommandCall() function for the root object in a plugin, but outside of the main function. This bug is fixed. The software does not crash anymore when using the CommandCall() function outside the main function of a plugin. | | The software could crash when a connected drive reported a size of 0 bytes while using the backup menu. This bug is fixed. USB drives reporting a size of 0 bytes do not crash the software anymore. | | It was not possible to delete an empty layout while being in a different world than world 1. This bug is fixed. Empty layouts can be deleted, also when being in another world. | | Processing units kept values cleared when saving a show file, clearing the programmer and then loading the show file with the programmer values again. This bug is fixed. Loading a show file restores the correct programmer values, also on processing units. | | The software crashed when deleting a sequence that was assigned to Xkeys and where the used executor configuration was set to be higher or wider than 1. This bug is fixed. Assigned sequences on Xkeys can be deleted without crashing the software. | | The software crashed when the user tried to use the color picker with a fixture where the intensity of the emitters was very small. This bug is fixed. The color picker does not cause a crash anymore when a fixture type as unusual emitter intensities set. | | The software crashed when the user tried to edit the assigned movement or target space of a MArker fixture by editing the MArker fixture itself. This bug is fixed. It is only possible to change the assigned spaces of MArker fixtures when being in the Patch menu. | | It was not possible to enter the command Next Step into a command cell, for example in a macro. This bug is fixed. Next Step as command can be entered again into command cells. | | IfOutput, IfActive, and IfProg did not select instances of multi-instance fixtures. This bug is fixed. Multi-instance fixtures get selected when using IfOutput, IfActive, or IfProg. | | When toggling a grouping fixture and a child of the grouping fixture, only these two fixtures were toggled. This bug is fixed. Toggling grouping fixtures toggles all children of the grouping fixture. | | When moving a fader after a page change, it could happen, that the fader did not recognize the movement and wanted to go back to its previous position. This bug is fixed. A fader should not work against the movement done by the user. | | The software could crash when feature groups were switched and the maximum amount of 32 768 channel functions in the show file was exceeded. This bug is fixed. The limit of allowed channel functions was increased to 65 535. The software does not crash anymore when changing feature groups while the limit is exceeded. | | Deleting a locked sequence that is played back let the pop-up appear that warned the user that the object to be deleted has references that may affect the output. This bug is fixed. Locked objects cannot be deleted, and therefore the locked error message appears directly in the command line. | | Step appeared again and again in the command line when pressing MA + X5 \| Step and releasing MA first and then X5 \| Step and then pressing Clear. This bug is fixed. No keyword should appear in the command line when pressing Clear. | | Deleting layout elements, while not being in the setup mode with the layout window, deleted the assigned object of the layout element, too. This bug is fixed. Deleting layout elements is only possible when the layout window is in setup mode. | | Exporting plugins that were created in the grandMA3 software did only export a XML, and did not create the corresponding Lua file. This bug is fixed. Plugins that were created in the grandMA3 software are exported as XML files which contain the content of the plugin encoded in Base64. Plugins that were created in the grandMA3 software, where the user entered a FileName manually, a XML file and a corresponding Lua file will be created. |   ### Connections [Section titled “Connections”](#connections-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When changing the readout temporarily in a calculator of the In & Out menu, the entered value was not interpreted for the new readout. This bug is fixed. The entered value of calculators in the In & Out menu is applied respecting the temporarily changed readout. | | NDI input could have interchanged red and blue colors. This bug is fixed. The input of NDI streams is now checked in which color format the data is received and does not interchange red and blue anymore. | | When the name of a PSN tracker changed in the PSN stream, the new name would not be recognized by the grandMA3 software. This bug is fixed. Changing the name of a PSN tracker on the PSN sender changes also the name of the tracker in the PSN menu of grandMA3. | | When connecting an external monitor while the console or onPC was locked, the new display would not display the desk lock. This bug is fixed. Connecting new monitors display the desk lock information when it is active during the connection process. | | When a station changed its status to IdleMAster it could happen, that Art-Net or sACN were not output, though Send If IdleMaster for the corresponding protocol was enabled. This bug is fixed. Stations that are IdleMAster send out DMX network protocols when they should do. | | RDM did not work with fixtures that were connected to a grandMA3 xPort node or a processing unit. This bug is fixed. RDM works again with xPort nodes and processing units. | | It was not possible to delete the gateway entry of an interface. This bug is fixed. Gateways IP of interfaces can be deleted. | | The connected stations of a session did not display the Sender IP of a PSN system. This bug is fixed. The PSN menu displays the Sender IP on all stations of a session. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When saving and loading a show file the set DMX curves in attributes in fixture types were lost. This bug is fixed. Saving and loading a show files preserves the DMX curves in fixture types. | | Exporting an MVR from the Live Patch did not work. This bug is fixed. Exporting MVRs is possible also when being in the Live Patch menu. | | The source column of fixture types that were imported from an MVR file displayed “2”. This bug is fixed. Fixture Types imported from an MVR file display “GDTF” as source. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The allowed input range in the calculators for Acceleration and Deceleration was set to -100 % to +100 %. This bug is fixed. The allowed value input range for Acceleration and Deceleration matches now the limits of the encoders: -3 200 % to 3 200 %. | | Phasers restarted when changing their speed. This bug is fixed. Phasers change to their new values without restarting when adjusting the phaser layers. |   ### Playback [Section titled “Playback”](#playback-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When flashing the temp fader of a sequence via a DMX remote, MIDI remote, DC remote from 0% upwards, the sequence did not play back. This bug is fixed. Remote input to the temp fader of a sequence controls the sequence in all situations. | | When dimmers decreased in a cue, and tracking was disabled in the sequence, the normal cue timing was applied. This bug is fixed. When dimmers decrease in a non-tracking sequence, the out timing is applied. | | Assigning a preset to an executor could later not playback the preset via the executor when the preset was played back via the preset pool at the time of the assignment. This bug is fixed. Selective presets can always be played from executors. | | Going to the next cue during a partial crossfade did not release attributes when they had to release. This bug is fixed. Attributes that should release in the next cue, are now released after a not finished crossfade with an addition Go+ into the cue. | | The applied output filter for preset playbacks excluded the fixtures of the output filter. This bug is fixed. The output filter for preset playbacks includes the fixtures of the filter and excludes all other fixtures. | | When playing back a cue with phasers and then moving up the fader, the phaser could be out of sync. This bug is fixed. Playing back cues with phasers keeps the attributes in the phaser in sync. | | Attributes that were set to Snap faded when using a crossfade functionality, for example ProgramXFade or ExecutorXFade. This bug is fixed. Snap attributes are always snapping when a crossfade is performed. | | When initializing a cue, for example after updating it, that was output at the same time, the command set in the cue was also executed again. This bug is fixed. Cue commands are only executed when starting the cue. | | Oopsing the value change of an attribute on a connected console did not update the DMX output. This bug is fixed. DMX output follows the value change, also when oopsing attribute changes of a connected station. | | When fixtures faded to a new position with stomped phasers, the fixtures first moved towards a wrong position before they started to fade to their correct and new position. This bug is fixed. Stomping a phasers to a new position lets the fixtures move correctly and straight to their new position. | | When tracking a relative phaser the phaser could restart every time going into a new cue. This bug is fixed. Tracked phasers do not restart when going into a new cue. | | When starting a playback again while the fade of the OffCue was running, the output values would jump. This bug is fixed. The output values of a playback do a smooth transition when starting the playback again while the fade of the OffCue is running. | | When changing the speed of a preset playback using the encoder of the executors in row 300 or 400, while the executor time was active, faded the speed down to 0. This bug is fixed. Changing the speed of preset playbacks on 300 and 400 executors is also possible when the executor time is on. | | When stomping the playback of a relative phaser by starting a new playback, the fixtures moved in an unexpected direction before going to their static value. This bug is fixed. Stomping the playback of relative phasers moves the fixtures directly to their new value. | | Played back presets could not be switched off anymore when the preset was changed from being selective to global or universal. This bug is fixed. Global and universal presets can be switched off when their playback was started when they were selective. Starting a playback of global or universal presets is not possible. | | When switching off a XYZ playback with a fade time in the OffCue, the fixtures always flipped during the fade. This bug is fixed. Fixtures only flip during the fade of an OffCue of a XYZ playback when it cannot be avoided. This depends on the current pan/tilt value combination the fixtures have and to where they should fade. |   ### Windows [Section titled “Windows”](#windows-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Closing the Edit Encoder Bar menu brought the user back to different locations depending on whether you pressed ESC or tapped X. This bug is fixed. Closing the Edit Encoder Bar menu brings the user back to the User Profile menu. | | When opening the dropdown for an interface in the output configuration, the Auto entry was always highlighted. This bug is fixed. The currently selected interface will be highlighted when opening an interface dropdown in the output configuration. | | When switching off a sequence and the Content Sheet was set to Cue Mode Next, the next cue that would be played back when starting the sequence again was not displayed. This bug is fixed. The Content Sheet displays always the next cue when Cue Mode is set to Next. | | When disabling and enabling the encoder bar of the color picker, the Mode was reset to Auto. This bug is fixed. When opening the color picker encoder bar again the Mode is remembered correctly. | | While dragging a lasso in a layout window doing a right-click the lasso frame did not disappear anymore until clicking one more time into the layout window. This bug is fixed. Right-clicking in the layout window while dragging a lasso removes the lasso frame now. | | When changing the WingID of a module, the content of the corresponding letter box display did not follow to the new WingID. This bug is fixed. Letter box displays follow with their conent to the new WingID when it is changed. | | When presets were played back from sequences the attributes in the fixture sheet did not display a preset marker. This bug is fixed. Preset markers are displayed when playing back presets in sequences. | | When entering the layout editor and column filtering was active, two lines of filters could appear. This bug is fixed. The layout editor displays only one row of filters. | | When having the layout encoder bar or the 3D encoder bar open the screen encoder was not accessible. This bug is fixed. The screen encoders are available when the layout encoder bar or the 3D encoder bar active. | | The Pos X, Pos Y, Width, and Height encoder were not available for layout elements that had something else than a fixture assigned and when the Arrangement was set to Camera. This bug is fixed. The position and size of layout elements can be changed even if the Arrangement mode is set to Camera. | | When a preset or cue was updated and the update menu stayed open, the settings of the update menu were reset to their defaults. This bug is fixed. The settings of the update menu are kept as long as the update menu is open. They are reset when closing and opening the update menu. | | The order of the tabs in the Object section of the assign menu was different between the different supported operating systems, and the order could change with every start of the grandMA3 software. This bug is fixed. The tabs in the Object section of the assign menu have a fixed order. | | The fixture sheet displayed parked fixtures when enabling Prog Only. This bug is fixed. Prog Only enabled in the fixture sheet displays only attributes and fixtures that are in the programmer. | | The entered show file name was reset to the current show file name when changing the drive in the Save As dialog of the backup menu. This bug is fixed. The desired show file name is not discarded when changing the selected drive in the backup menu. | | The plugin editor was not readable when using the daylight color theme. This bug is fixed. The plugin editor is useable, also when using the daylight color theme. | | The content sheet displayed tracked values in cyan color when a different user profile than the default one was used. This bug is fixed. The content sheet displays the correct tracking colors no matter which user profile is used. | | Tapping fixtures several times in the Content Sheet, DMX Sheet, or Layout View toggles the fixtures in the programmer. This bug is fixed. It is not possible to toggle fixtures by tapping them several times in the Content Sheet, DMX Sheet or Layout View. | | When hovering the buttons of the timecode editor or the timecode encoder bar, icons on these buttons changes their color to white. This bug is fixed. Hovering buttons in the timecode editor or the timecode encoder bar does not change the color of icons anymore in order to identify their states all the time correctly. | | When starting to slide in the + or - area of an MAtricks slider, and releasing the finger within the same area, the displayed value was not applied. This bug is fixed. Sliding and releasing in the MAtricks sliders applies the displayed values. | | The text alignment of some cells was unfortunate for a good readability. This bug is fixed. The Command Cells in Sequence Sheet, Macro editor, and Agenda, the cells Fixture Type, Mode, Layer, and Class in the Patch menus are displaying their values aligned to the left. | | Toggling the criterions in the recipe editor, or attributes in the filter editor toggled other elements in the editors when using Apple Silicon hardware. This bug is fixed. Clicking on toggle buttons when using Apple Silicon hardware toggles the clicked button. | | When having the layout editor open and then editing a different layout, the layout editor still displayed the content of the formerly edited layout. This bug is fixed. Layout and macro editor display the correct content when editing elements, also when changing to a different object and keeping the editor open. | | The fixture sheet changed the font color of attributes to yellow (playback from a different user), also when the values were still coming from the selected sequence. This bug is fixed. Font colors of attributes indicates always if the values are coming from the selected sequence (green, cyan, white, or purple) or if they are coming from a non-selected sequence (yellow) no matter which user plays back the sequence. | | The sequence sheet in track sheet mode displayed the wrong cue part ID, when the cue was collapsed while the value was not stored in part 0. This bug is fixed. The attribute cells in the sequence sheet display the correct cue part ID when the cue is collapsed. | | The faders in the color picker could go crazy when having two or more color picker windows open at the same time. This bug is fixed. Having two or more color picker windows open at the same time does not let the faders in the color picker jump around. | | The unpatched section in the Split By view of the patch menu hides fixtures that had not all of their DMX breaks patched. This bug is fixed. Unpatched are all fixtures that have not all of their DMX breaks patched. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. Deleting a preset that is referenced by a cue the reference cannot be restored when oopsing the deletion. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Recast will only recast presets to cues if there is a preset link in the absolute layer. Deleting, changing, moving, or exchanging objects while a Global Preset Update is processing is not yet fully supported for the following object types:\ -Data Pools\ -Presets (Selective, Global, and Universal)\ -Sequences\ -Cues, Cue Parts\ -Recipes\ ​The red indicator in the MA logo of the command line appears when a Global Preset Update is currently processing! The time needed for the process depends on the size of the show file and the number of references between objects. Loading show files that were saved in previous versions deletes the programmer content. # Release Notes 1.9 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v1_9/#h2__1435677565) * [Bugfix Version 1.9.7.0](/grandma3/2-4/key_rn_v1_9/#h2__344179064) * [Other Enhancements](/grandma3/2-4/key_rn_v1_9/#h2_1198082799) * [Changes](/grandma3/2-4/key_rn_v1_9/#h2__656690415) * [Bug Fixes](/grandma3/2-4/key_rn_v1_9/#h2__146634055) * [Bugfix Version 1.9.3.3](/grandma3/2-4/key_rn_v1_9/#h2__1345613001) * [Bugfix Version 1.9.3.1](/grandma3/2-4/key_rn_v1_9/#h2_1786554881) * [Other Enhancements](/grandma3/2-4/key_rn_v1_9/#h2_400753621) * [Changes](/grandma3/2-4/key_rn_v1_9/#h2_332896111) * [Bug Fixes](/grandma3/2-4/key_rn_v1_9/#h2__1824648617) * [Release Version 1.9.2.2](/grandma3/2-4/key_rn_v1_9/#h2__1841879015) * [Features](/grandma3/2-4/key_rn_v1_9/#h2_727740091) * [Windows](/grandma3/2-4/key_rn_v1_9/#h3__1683156125) * [Quickeys](/grandma3/2-4/key_rn_v1_9/#h3_268725800) * [Notes](/grandma3/2-4/key_rn_v1_9/#h3_1601836855) * [Timers](/grandma3/2-4/key_rn_v1_9/#h3_412597360) * [Layouts](/grandma3/2-4/key_rn_v1_9/#h3__188810639) * [Graphics](/grandma3/2-4/key_rn_v1_9/#h3_1921435161) * [Phasers](/grandma3/2-4/key_rn_v1_9/#h3_1777432350) * [Filters](/grandma3/2-4/key_rn_v1_9/#h3_271449867) * [Backup Menu](/grandma3/2-4/key_rn_v1_9/#h3_1498318733) * [Title Bar Buttons](/grandma3/2-4/key_rn_v1_9/#h3__1221436992) * [Patch](/grandma3/2-4/key_rn_v1_9/#h3__1205445558) * [Encoder Bar](/grandma3/2-4/key_rn_v1_9/#h3_2107302277) * [Tracking](/grandma3/2-4/key_rn_v1_9/#h3_1174079095) * [XYZ](/grandma3/2-4/key_rn_v1_9/#h3__1797581261) * [3D](/grandma3/2-4/key_rn_v1_9/#h3_1895667430) * [Other Enhancements](/grandma3/2-4/key_rn_v1_9/#h2_827051770) * [Changes](/grandma3/2-4/key_rn_v1_9/#h2__242929343) * [Bug Fixes](/grandma3/2-4/key_rn_v1_9/#h2__628412833) * [Appendix](/grandma3/2-4/key_rn_v1_9/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v1_9/#h2__1852571500) ***   ## []()Get Started  [Section titled “Get Started ”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the MA Lighting website. If you want to learn the grandMA3 software step by step, please join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. **Hint:**\ The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down.  ***   ## []()Bugfix Version 1.9.7.0 [Section titled “Bugfix Version 1.9.7.0”](#bugfix-version1970) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Command Line History window displays a command line input when Show Command Line is enabled.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated the MA Startshow and the grandMA3 Demoshow.\ Added new symbols to the Symbols library.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) In the Network menu, your station name, type, IP, and version are shown in green for easier identification.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MIB: * MIB also works with multi-instance fixtures that have a dimmer in the main fixture and have a dimmer in their subfixtures. * Attributes will be MIB’ed if they run a relative phaser as soon as the dimmer opens. * MIB works in cues that have several cue parts where the dimmer is stored in a later cue part than the attributes that should be MIB’ed.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Total reference update and Ownership: * A Total Reference Update progress bar appeared when you created a new object in a pool while another object of the same pool was owned by another station. * When multiple users work in same data pool, the ownership functionality allows the user to create new objects, move, copy, delete, or oops already created objects within the same pool. * The ListOwnership command now displays detailed information about the children of an object ownership. * The lock symbol uses two colors to indicate the state of the ownership:  * Yellow: Indirect ownership. For example, when a user edits a macro line the macro itself is indirectly owned. * Red: Direct ownership. This object is being edited directly by a different user.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Software Update menu now includes a Trademarks tab. It lists all trademarks of the grandMA3 software. ***   ## []()Changes [Section titled “Changes”](#changes) * The default mesh of a pigtail has changed. The pigtail of a fixture is now visualized as a cyan cube. The visualization of pigtails can be disabled in the window settings of the 3D viewer. Find the property “Show Pigtails” in the “Misc”-tab. Default: enabled. * Discard Update and Cancel Shutdown in the shutdown pop-up changed to Discard Update and Shutdown after receiving a software update. * If an absolute and a relative preset, both containing MAtricks, are used together, the MAtricks in the absolute preset will be used as their foundation. Any MAtricks setting that is missing in the absolute preset but which exists in the relative preset will be completed by the setting of the relative preset. * Trailing empty steps in the programmer that do not contain absolute or relative values are not output on the stage and also no longer stored or updated in cues.   * Trailing empty steps can be stored in presets as template presets, however trailing empty steps will not be output on stage if selective presets are running in playback mode. * The focus in the clone pop-up is set to Low Priority. * The default link timing settings are changed to single and active only is disabled.  ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The attribute Gobo\*PosShake was not visualized. This bug is fixed.  | | The 3D Positions area in the Patch menu did not display the purple preview boxes for fixtures when using the Arrangement mode in the encoder bar. This bug is fixed | | Gobo Rotation (Gobo\*PosRotate) was not visualized correctly in both directions in onPC running on Apple with M1 chip. This bug is fixed. | | There would be a position offset between the origin of the beam and the lens if the property “Multi Led Beam Mode” of a Render Quality was set to “Single Beam Mean Color” or “Single Beam Dynamic Gobo” in some cases. This bug is fixed. The origin of the beam does not move any longer when moving the head of a fixture using the tilt. | | If grandMA3 onPC Windows ran on stations equipped with Radeon RX- 5000 / 6000 graphics card series, the beams would not be properly displayed in 3D. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tapping several objects in a data pool that was not selected, for example for a command, created a wrong command. This bug is fixed.  | | The software would crash If you sorted using the Appearance column in the layout editor. This bug is fixed.  | | If you started a new show and Clear Output Stations was enabled, there would be no DMX output as the Connector Configuration would be completely cleared. This bug is fixed. Enabling Clear Output Stations when starting a new show deletes all entries in the Connector Configuration and creates a new entry for the own station.  | | Knockout did not respect the defined layer. | | At Default did not respect the color readout of the user profile. This bug is fixed. When the encoder bar is set to CMY instead of RGB, At Default will set the values inverted to the RGB default values. | | The software would crash if the fader of an empty executor was moved via command line. This bug is fixed. | | It was possible to delete your own station from the Connector Configuration menu. This bug is fixed. | | Keyboard shortcuts did not trigger Macros assigned to Xkeys. This bug is fixed. | | When several commands were separated using semicolons within one command cell, for example in a macro, some of the commands would not be executed if there was a semicolon followed by a space. This bug is fixed. | | Creating a recipe would cook global data instead of selective data of the preset that was used. This bug is fixed. | | The software did not complete the required Total Reference Update process when oopsing the edit of a preset. This bug is fixed. | | Excluding fixtures recursively in a recursive fixture selection, for example, Fixture 1 Thru 3. - Fixture 2. did not work. This bug is fixed.  | | In Timers, the stopwatch assigned to an executor could show the wrong time. This bug is fixed. | | When a session with a time code generator was disconnected and reconnected, the connected station’s timecode clock did not continue. This bug is fixed. | | On grandMA3 onPC for macOS the command key for selecting multiple items in a list did not work. This bug is fixed. | | If a group was labeled with shortcuts enabled, some key commands could accidentally end up in the programmer. This bug is fixed. | | Speed Masters did not offer the following button functions when assigned to an executor: Black, Flash, On, Off, and Toggle. This bug is fixed. | | If you imported a fixture in grandMA3 that on the other hand was exported in grandMA2, the system monitor would display a mismatch in the dependency count. This bug is fixed. | | If a new show was created and all checkboxes were checked, the EULA license would be displayed again. This bug is fixed. | | Calling a macro, executing the Load command and Goto did not work as expected in agenda. This bug is fixed.  | | Off on Overridden would not work properly in combination if the program time was enabled. This bug is fixed. | | Using the encoders in the tab Data Edit of the Sequence Sheet Encoder bar the software could crash. This bug is fixed. | | Output configurations stored in 1.9.2.2 could not be loaded in 1.9.3.3. This bug is fixed. | | When selectively storing fixtures in presets and the setting Grid Merge Mode was set to **Append X**, the grid positions were not stored correctly in the preset. This bug is fixed. | | Using only the absolute values of a preset that contains absolute and relative values, could add the relative values of the preset to the cue. This bug is fixed. | ### Connections [Section titled “Connections”](#connections) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In MIDI Remotes, a ControlChange value of 0 did not trigger the event that was assigned to it. This bug is fixed. | | If the time was updated before a complete midi Timestamp, the timecode would jump on minute changes. | | When switching between NDI sources, the system monitor displayed error messages. This bug is fixed. | | When booting a console without a network cable connected, it could happen that not all modules were connecting properly. This bug is fixed. The boot process has been improved so that modules connect more reliably. | | When loading a show file and enabling the Output Stations checkbox, the Connector Configuration menu could be missing an entry for your own station. This bug is fixed. When loading a show file, your own station will always be added to Connector Configuration. | ### Patch [Section titled “Patch”](#patch) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fixture types with a complex geometrical structure would not display lens geometries in some cases if several DMX modes referenced the same geometrical chain. This bug is fixed. | | Set fixture types were exported to MVR using wrong dimensions from the internal fixture library. This bug is fixed.  | | The software would crash if you changed the DMX Curve of a realtime channel to a DMX Curve that did not exist using the command line. This bug is fixed. | | The software could crash when leaving the patch after deleting all unused fixture types. This bug is fixed. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Phasers would stop working if fixtures and fixture types were deleted in the patch. This bug is fixed. | | The software would crash if MAtricks were changed several times and fixtures were deselected in the phaser editor. This bug is fixed. | | Step keyword followed by a non-preset object created an empty step. This bug is fixed. | | It was possible to create multiple phaser steps without a selection or a value change. This bug is fixed | | When double-tapping a phaser preset with the MAtricks Transform setting set to Mirror, the mirroring of the values in the programmer got lost. This bug is fixed. | | When storing a mirrored phaser into a cue and the MAtricks Transform was not in the preset but directly in the programmer, the resulting values in the cue were stored with a reference to the used phaser preset. This bug is fixed. When storing a mirrored phaser into a cue, the values in the cue will be stored without a preset reference, as long as the MAtricks Transform setting is not part of the used phaser preset. In this version, when loading show files from v1.9.3.3 or prior, the preset references in such cue parts are automatically removed. Side Note: As part of the bug, changing anything in the patch, updating a preset, or loading a show file from a prior version, would not mirror the values in the cues. This only applied when the MAtricks Transform setting itself was not stored directly in the phaser preset. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Updating a step of a phaser preset that was played back by a sequence at the same time did not update the values of the step in the sequence. This bug is fixed. | | Pressing and releasing temp or flash buttons of executors started the sequence, but did not switch it off again on release. This bug is fixed. | | If an absolute and a relative preset were used in the same attribute, they could not be output using the programmer. This bug is fixed. | | A user with playback rights could not clear the programmer. This bug is fixed. | | It could happen that sequences kept running when switching them off after doing changes in the patch. This bug is fixed.  | | Running very fast phasers made values of steps sometimes to interfere with DMX calculation rate of the grandMA3 software. Hence, some steps could not appear on the output. This issue has been improved. When running very fast phasers, the software makes sure to output at least one DMX frame per step. | ### Windows [Section titled “Windows”](#windows) | Description | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | - | | The Sequence Sheet in Track Sheet mode displayed wrong feature graphics for phaser steps. This bug is fixed.  |   | | The screen encoder would flicker in the UI if you scrolled in the command line history overlay. This bug is fixed. | | | Numbers could flash briefly in the title bar of the Clock Viewer when two Clock Viewer windows were open at the same time. This bug is fixed. | | | If you moved your onPC window across different screens, a black gap would show in the title bar. This bug is fixed. | | | If the sequence was set to Notes and Commands only, it would not work in combination with Auto Scroll. This bug is fixed. | | | If a show was saved onto a USB flash drive using different file names many times, the console´s memory information was displayed incorrectly. This bug is fixed.  | | | The sequence sheet, set to track sheet did not show the correct color graphics for all steps of phasers. This bug is fixed. | | | The heading of the note area in the sequence sheet did not display cue point numbers correctly. This bug is fixed. | | ***   ## []()Bugfix Version 1.9.3.3 [Section titled “Bugfix Version 1.9.3.3”](#bugfix-version-1933) ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When executing ReloadUI via the Lua Cmd() function, the software crashed. This bug is fixed. Executing Cmd(‘ReloadUI’) in Lua returns an error and does not execute it. When you have to execute ReloadUI via a Lua function, use the CmdIndirect() function instead. For example Lua “CmdIndirect(‘ReloadUI’)”. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | When storing non-cooked values to a preset or to a cue part that contains a recipe all values were marked as non-cooked. Therefore, when changing the recipe later, the values in the object were not updated. This bug is fixed. | | When playing back sequences while they will be changed in the background, for example by changing recipes, they could end up in a state where they could not be started again. This bug is fixed. | | When a playback is running a multi-step value, calling a single-step preset for that value into the programmer showed all steps from the playback. This bug is fixed. Calling a preset with a single-step value for an already running multi-step value will show only one step in the programmer for that value.  | ### Windows [Section titled “Windows”](#windows-1) | Description | | --------------------------------------------------------------------------------------------------------------------------- | | When loading a show file, empty view buttons could have the labels of the views of the former show file. This bug is fixed. | ***   ## []()Bugfix Version 1.9.3.1 [Section titled “Bugfix Version 1.9.3.1”](#bugfix-version-1931) ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Content Sheet in Manual Mode and the Load/Goto pop-ups: Cues and cue parts cannot be expanded anymore to display the recipes of the cue.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Compare Color Theme tool: The label of the Export button and the title of the Export pop-up have been changed to better indicate which color theme to export.    ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the information when saving a show file and the disk space is full: * The Backup menu displays the disk space usage of the selected drive with different pulsating font colors. To learn more, read [Show File Handling](/grandma3/2-4/show_file_management/). * When booting the console, if the hard disk has less than 15 GB of free space, a pop-up will warn the user. To learn more, read [Show File Handling](/grandma3/2-4/show_file_management/). * When trying to save a show file and one of the drives used is full, the full disk warning pop-up informs the user on which drives the show file was saved and on which drives it could not be saved. To learn more, read [Save a Show File](/grandma3/2-4/sfh_save/). *** ## []()Changes [Section titled “Changes”](#changes-1) * When executing Kill for a sequence that is already running, Go+ is internally executed instead of On. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The software could crash when fixtures were selected but not visible within the selected camera and the Selection to Selection Grid functionality was used. This bug is fixed. | | The Focus tool button was displayed on the tool bar in the same place as the Select tool. This bug is fixed. When the 3D is in Setup mode, the Focus tool is provided as a separate button. | | Making an additional lasso selection in the 3D after changing values in the programmer cleared the previous fixture selection. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Cloning to the correct subfixtures did not occur when cloning from one multi-instance fixture to another fixture of the same fixture type. This bug is fixed. | | When switching from one fixture to another, as well as when switching from the inner encoder to the out encoder or vice versa, the attribute could change its value from its default value. This bug is fixed. Changing fixtures, as well as switching from the inner encoder to the outer encoder or vice versa will cause the attribute value to change from its current value. | | The attribute encoders had a grayed-out value area when the patch contained fixtures without an ID. This bug is fixed. | | When copying a cue and the source cue had a recipe with a phaser additional cue parts were created on the destination cue. This bug is fixed. Copying cues with recipes no longer creates additional cue parts on the destination cue. | | When stomping fixtures, non-multi-step values on layers would be knocked in as hard values, even if a preset was set on that layer. This bug is fixed. Stomping now knocks in non-multi-step values on layers and respects the preset reference. Furthermore, non-multi-step values are knocked in as deactivated values, when they are not already active in the programmer. | | When deleting a recipe from a cue, the cue was not cooked automatically. This bug is fixed. Cues are automatically cooked when a recipe is deleted from the cue, so the cooked values will disappear from the cue. | | When editing a command field, where both types of quotation were used together, the last quote was deleted. This bug is fixed. | | Adding multiple executors by pressing them into separate commands within one command cell added a **+** before the second executor. This bug is fixed. Pressing, for example, Off Executor 201 ; Go+ Executor 202 results now correctly in the command Off Page 1.201; Go+ Page 1.202. | | Setting fixtures to their default values by executing At Default could crash the software. This bug is fixed. | | Pressing + + or - - always changed the dimmer value in steps of 10 values according to the current readout. This bug is fixed. + + and - - always changes the dimmer value in steps of 10%. | | Disabled attributes in the At Filter were ignored by the Phaser Editor. This bug is fixed. | | When having a color phaser active in the programmer and then using the color picker to change the color in step 1 cleared all other steps from the programmer. This bug is fixed. | | MArkers did not take the size of their assigned movement space into account but used the physical values of the XYZ attributes. This bug is fixed. | | Setting the appearance of a layout element to none, the former appearance was still displayed. This bug is fixed. | | When importing timecode shows, the start time of time ranges was not imported correctly if it was originally greater than one minute. This bug is fixed. | | The content of the assigned scribble was also deleted when the name of an object was deleted. This bug is also fixed. | | It was not possible to Oops the locking of some objects, for example, Cameras, Timers, ViewButtons, or Worlds. This bug is fixed. | | Copying and pasting a range of fixtures in the programmer would cause all fixtures to take the values of the first fixture in the list of source fixtures. This bug is fixed. | | If a plugin opened a pop-up that should be able to scroll, but had no target to scroll, the software could crash. This bug is fixed. | | When copying and pasting information in the programmer, the pasted values were not output for the target fixtures until the user deactivated the values. This bug is fixed. | | It could happen that the old values remained as values of another user’s programmer when clearing the programmer. This bug is fixed. | | It was possible to corrupt world 1. This bug is fixed. | | When editing the time of timecode events by using the calculator of the time encoder, relative changes were not applied correctly. This bug is fixed. The time calculator of the timecode encoder bar adjusts the time of events correctly, for example:\* + 2: Adds 2 seconds to all selected events. | * 2: Moves the first selected event to 2 seconds, moves all other selected events, and maintains the spacing between all events. | | When editing values of attributes using the Content Sheet, only the values visible in the Content Sheet were transferred over into the cue. This bug is fixed. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------- | | grandMA3 onPC could not start, when a USB device was connected that returned a length of 0 for its description. This bug is fixed. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Filters were reset to all attributes when attributes were added to the show or moved within the show. This bug is fixed. Changes to the attribute structure in the show do not enable all attributes in filters anymore. | ### Phaser [Section titled “Phaser”](#phaser-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | If very high values on the Speed layer were combined with very low values on the Width or Measure layers, the software could crash. This bug is fixed. | | Speed 1 was used on the Speed Master layer when importing Phaser presets from XML files created prior to v1.9. | ### Playback [Section titled “Playback”](#playback-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It could happen that the content of newly triggered cues was not played back. This bug is fixed. | | When switching off sequences, it could happen that the output of the sequence was still kept. This bug is fixed. | | Tracked attributes snapped to their values instead of using the cue timing when executing Goto or Go- on a sequence. This bug is fixed. | | OffWhenOverridden switched off playbacks when another playback for only a subset of fixtures was started, and all fixtures had active values in the programmer. This bug is fixed. | | When a cue was triggered while the previous cue was still in transition, the cue out timings were ignored. This bug is fixed. | | When changing the MAtricks of a preset, the new values did not respect the Transform setting, resulting in incorrect output. This bug is fixed. | | When switching off a preset with MAtricks Transform set to Mirror, the software could crash. This bug is fixed. | ### Windows [Section titled “Windows”](#windows-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Sequence Sheet could display the wrong order of tracked data within cue parts of the same cue. This bug is fixed. | | The Break cell in the Sequence Sheet displayed the Feature Group Indicator Bar when a world was set as a break that contained all attributes. This bug is fixed. When a world is set for break, the Sequence Sheet displays the Feature Group Indicator Bar only when the world does not contain all attributes. | | It was possible to select several entries in the Select and Import Update Files dialog of the Software Update menu. This bug is fixed. | | Editing symbols in the Symbols pool did not display a preview of the symbol before importing it. This bug is fixed. | | The Select Step encoder in the 2D Phaser Bar did not display the correct information when a step other than step 1 was selected. This bug is fixed. | | Tapping Save in the Save changes? pop-up after editing a note did not save changes. This bug is fixed. | | When typing into the note area in the label dialog, the input was only visible on the screen where the label dialog had the focus. This bug is fixed. The text input in the note area of the label dialog is now visible on all screens. | | Changing the note of a cue by using the Label dialog did not immediately display the new text in the Info window. This bug is fixed. | | The notes of automatically triggered cues were not displayed in the Info window, for example, Follow or Time triggered cues. This bug is fixed. | | The Timecode Viewer did not always display all tool bar buttons. This bug is fixed. | | The user interface could not display its contents if a drive other than drive 1 was selected while ReloadUI was executed or a station joined the session. This bug is fixed. | | When zooming into the timecode viewer or editor, events were always displayed. This bug is fixed. | | The content sheet could display wrong values. This bug is fixed. | | It was not possible to change the mode of windows if the window itself was very small, for example, the Color Picker or the Phaser Editor. This bug is fixed. | ***   ## []()Release Version 1.9.2.2 [Section titled “Release Version 1.9.2.2”](#release-version-1922) ## []()Features  [Section titled “Features ”](#features) The latest release of grandMA3 version 1.9.2.2 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### []()Windows [Section titled “Windows”](#windows-3) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release All windows have icons. The icons are displayed in the Add Window dialog and in the title bar or pool title object of each window. In addition, the Add Window dialog got rearranged. It has these tabs available: * Common: A fixed selection of commonly used windows. All these windows are also available in one of the other tabs. * Data Pools: All object pools that are part of a data pool for example Sequences, MAtricks, Groups, and more. * Presets: All preset pools. * Pools: All pools that are part of the show data or the user profiles. For example, Appearances, Users, Cameras, and more. * Tools: General windows for displaying show data. For example, 3D Viewer, Agenda Viewer, Timecode Viewer, and more. * More: All different bars, playback windows, or info and system related windows. For example, Align Bar, Playback Window, System Monitor, and more. * All: Lists all windows with the ability to search and filter. In most tabs the windows are grouped in categories. These categories are displayed when opening the Add Window dialog on a big screen. They are hidden when opening the Add Window dialog on the small screens (screens 6 and 7 of grandMA3 light and full-size). The Common tab is sorted by importance. The other tabs are sorted by type and within a type in alphabetical order.\ The buttons in the Preset tab display their corresponding feature group number in the top left corner of the button. Use the number address presets via command line.\ For more information, see [Preset keyword](/grandma3/2-4/keyword_preset/). Furthermore, some windows were renamed in order to provide consistent and comprehensive names. For more information, see [Add window](/grandma3/2-4/wvm_add_window/). ***   ### []()Quickeys [Section titled “Quickeys”](#quickeys) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Quickeys are pool objects that can have keys or functions assigned. Quickeys are stored in the Quickey pool window. Assign Quickeys to executors, Xkeys, or layouts. Or use them directly in the Quickeys pool.\ Quickeys that are latched, for example with the Quickeys that represent the MA keys, display the latch in a yellow font color. To latch a Quickey, tap and hold the Quickey, move the finger outside the pool object, and then release the finger. **Important:**\ The CLI (Command Line Interaction) is for Quickeys always disabled. The pool objects cannot interact with the command line, for example, Edit + tapping a Quickey cannot open the Quickey editor. To edit a Quickey execute the Edit command directly from the command line, for example, Edit Quickey 1. To enable CLI for the Quickey globally, tap CLI in the Quickey Pool Settings window of any Quickey Pool window. New Quickey keyword. For more information about Quickeys, see the following help topics: * [What are Quickeys?](/grandma3/2-4/quickeys/) * [Quickey Editor](/grandma3/2-4/quickeys_editor/) * [Use Quickey Pool Objects](/grandma3/2-4/quickeys_pool_objects/) * [Quickeys - Example](/grandma3/2-4/quickeys_example/) * [Quickey keyword](/grandma3/2-4/keyword_quickey/) ***   ### []()Notes [Section titled “Notes”](#notes) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Notes allow adding information to objects, for example, cues, presets, groups, macros, and macro lines. In cues, for example, they can tell the operator about important actions on stage in order to trigger the next cue.\ Each object that has notes available, has a Note button in its editor, or have a Note cell (for example, cues in the sequence sheet). For more information about notes, see the following help topics: * [Notes](/grandma3/2-4/notes/) * [Note keyword](/grandma3/2-4/keyword_note/) * [Info window](/grandma3/2-4/si_info_window/) * [ListReference keyword](/grandma3/2-4/keyword_listreference/) * [Timecode settings](/grandma3/2-4/timecode_settings/) * [Assign key](/grandma3/2-4/key_assign/) * [Keys](/grandma3/2-4/keys/) To display the notes of all cues at once, the sequence sheet can be masked accordingly: the Mask tab in the Sequence Sheet Settings has a Note available. Enabling only the Note mask and disabling all other masks display only the notes. It is also possible to combine the different masks with the Note mask. The setting Line Height allows to define the height of a line in the sequence sheet. In case of having notes with multiple lines, Line Height can be changed in order to see the full note. The value **Auto** dynamically changes the height of each row to display the full note. To enter a new line in a note when using the command line, type the escape character \n in the command line.\ To enter the note\ *This note\ uses two lines.*\ via command line to group 2, type: User name\[Fixture]> Note Group 2 “This note\nuses two lines.”   The label dialog displays also the notes area always. ***   ### []()Timers [Section titled “Timers”](#timers) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Timer pool object allows to be configured as a stopwatch or as a countdown. For example, to stop times during rehearsals in order to set up a fade time that matches the movements on stage. Or to countdown a time in order to inform the operator when they should pay attention to the actions on stage in order to trigger the next cue on time. For more information, see the following help topics: * [Timers](/grandma3/2-4/keyword_timer/) * [Timers - Stopwatch](/grandma3/2-4/timers_stopwatch/) * [Timers - Countdown](/grandma3/2-4/timers_countdown/) * [Timer keyword](/grandma3/2-4/keyword_timer/) * [RunningTimer keyword](/grandma3/2-4/keyword_runningtimer/) * [MyRunningTimer keyword](/grandma3/2-4/keyword_myrunningtimer/) * [Running playbacks](/grandma3/2-4/executor_running_playbacks/) * [User settings](/grandma3/2-4/user_settings/) * [Clock window](/grandma3/2-4/si_clock/) When a Countdown Timer is displayed in the clock window, a descending progress bar at the bottom of the window indicates also the remaining time.\ Expired countdown timers display the time in green color in the Clock Viewer window. The Off Menu and the Running Playbacks window display the running timers. Therefore, tap Sequences repeatedly until it is set to Timers.\ The keywords **RunningTimer** and **MyRunningTimer** addressing running timers from all users, or only timers started from the own user profile. Timers can also be assigned to executors and be operated from the executors.\ With adding an executor configuration for timers, the existing executor configurations are retained. All executor configurations from pool object ID 15 upwards until the next empty pool object are shifted in the pool. This takes place when migrating show files from older grandMA3 versions up to v1.9.\ When loading a show, a timer that was running while the show file was saved is loaded in paused state. ***   ### []()Layouts [Section titled “Layouts”](#layouts) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * New value for appearances of a layout element: \ allows to use the appearance of the assigned object. * New properties Font Size and Text Size for layout elements. * New element property Full Resolution. * New layout property Markers and Value Colors. * Text on layout elements that is too long to display is cut off in a way so that the user does not see half-cut lines. This applies to labels of pool objects as well. * Setting layout elements to a dedicated font size will always display the text in the set size, no matter the zoom value of the layout. * The title bar in a Layout Viewer shows the data pool of the displayed layout. This information is only displayed if the layout is not part of the selected data pool. **Hint:**\ To see the same colors for values in a layout element as in the fixture sheet, assign a fixture with a dimmer in the layout element. The visibility for the value has to be enabled for the layout element, too.  For more information, see the following help topics: * [Edit layout elements](/grandma3/2-4/layout_elements_edit/) * [Edit layout](/grandma3/2-4/layout_edit/) * [Create a layout](/grandma3/2-4/layout_create/) ***   ### []()Graphics [Section titled “Graphics”](#graphics) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Feature Graphic\*\* \*\*is a setting in the Fixture Sheet, Sequence Sheet, and the Content Sheet. The attributes of the features Dimmer, Position, Gobo, and Color can have a small symbol displaying a graphic representation of the attribute values. These symbols can be shown or hidden by enabling or disabling the setting Feature Graphics in the context menu of these windows. For instance, the dimmer value is represented by a dimmer bar. The position values are represented by a crossed vertical and a horizontal line. Gobo attributes are displaying a small image of the gobo. Colors are displayed as small squares displaying the colors next to each color feature. The settings Fixture Graphic and Fixture Graphic Source are available in Fixture Sheets. They define which kind of icons are displayed in front of the Name cell of each fixture. Both settings are also located in the context menu of the fixture sheet. Resizing the Name column to a small size will hide the icon. That happens when only the icon is visible in order to see the fixture name. Fixture Graphic has these values: * **None**: No icon will be displayed. * **Flip**: Only the flip indicator bar will be displayed. * **Simple**: The combined intensity and color output of the fixture is displayed in a square icon. * **Gobo**: The intensity and color output of the fixture is displayed combined with the used gobo. Fixture Graphics displays only the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. In all cases, except None, the Flip Indicator Bar will be displayed. It is displayed as a vertical bar with a white rectangle in it. The position of the rectangle in the flip indicator bar indicates the user in which flip area (combination of pan/tilt values) the fixture is located right now. The bigger the physical range of pan and tilt of a fixture type is, the more combinations of pan and tilt values are possible that point to the same position on stage. With the setting Fixture Graphic Source the user can define which values are taken in order to visualize the values in the icons of the Fixture Graphic setting. These are the different values of Fixture Graphic Source: * **Auto**: The values are visualized accordingly to the selected layer of the Layer Toolbar. * **Value**: The icon displays the output of the Absolute Layer and the Relative Layer. * **Output**: The values are visualized accordingly to the Output Layer. * **DMX**: The values are visualized as the resulting DMX values. ***   ### []()Phasers [Section titled “Phasers”](#phasers) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The phaser layer SpeedMaster allows defining per attribute to which master of the type speed the phaser should adapt its speed to.\ By turning the SpeedMaster encoder or opening the calculator for an attribute on this layer, one of the 16 available masters of the type speed can be selected.\ The value of the speed layer is combined with the value of the selected master of the type speed.\ These values are also stored into presets and cues/cue parts. The speed indicator on executor labels and special executor labels of assigned speed masters is bigger and moved into the vertical center of the executor label. The SpeedMaster layer can be addressed by using the keyword SpeedMaster.\ For more information, see [SpeedMaster keyword](/grandma3/2-4/keyword_speedmaster/). With the addition of the SpeedMaster layer, the ProgramSpeed master was removed. The GrandSpeed master still exists but is not part of the Master Controls overlay and the Preferences and Timings menu anymore. The values on the SpeedMaster layer take precedence over Speed Master and Speed Scale settings of Sequence and Cue/Cue Part. Speed Masters can be paused. A paused Speed Master pauses all phasers used by the paused Speed Master. It is possible to stomp a range of fixtures or a group. For more information, see [Stomp keyword](/grandma3/2-4/keyword_stomp/). ***   ### []()Filters [Section titled “Filters”](#filters) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The At Filter and Filters can be configured to take layers into account when storing, updating, cloning, or Fixture At Fixture operations. Therefore, filters can have Absolute, Relative, Timing, and Phaser enabled or disabled in the Filter Editor. These buttons are located on the right side of the Filter Editor. In addition, filters that filter layers can also be used as Input Filters for Presets, Preset Pools, or Sequences.\ Furthermore, layer filtering works also when specifying such a filter in an If statement. Example: Requirement: Create filter 42 which has only Relative in the layer section and all attributes enabled. Select a fixture, and activate absolute, relative, fade and delay values for Dimmer and Zoom.\ To store only the relative value into cue 3 of the selected sequence, and without selecting the filter in the pool beforehand, type: User name\[Fixture]> Store Cue 3 If Filter 42 **Known Limitation:**\ \- Using filters as Output Filters ignores layer filtering.\ \- Using filters for Break ignores layer filtering.\ \- Knocking in values does not take the layer filters of the At Filter into account. For example, when using At Preset or At Cue syntax. ***   ### []()Content Sheet [Section titled “Content Sheet”](#content-sheet) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * When the Content Sheet is set to Cue Mode ‘Manual’, empty cues are displayed in a darker background and text. The Sequence Sheet does the same. * The screen encoder can scroll through the list of cues when Cue Mode is set to ‘Manual’. Therefore, the Content Sheet displays the selected cue immediately. * The list of cues in Cue Mode ‘Manual’ displays the currently active cue (not the displayed one) with a green frame around its row. * When the Cue Mode is set to ‘Manual’ and Show Parts is active, tapping a Part cell of a cue with different cue parts, unchecks all other parts of the cue, and displays only the data of the selected cue part. * When a cue is collapsed, a red text “DUP” in the bottom right corner of an attribute cell indicates, that there is duplicate data stored in different parts of the cue. This indicator is displayed in the Sequence Sheet (when Track Sheet is enabled), too. * The performance of the Content Sheet improved. ***   ### []()Backup Menu [Section titled “Backup Menu”](#backup-menu) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release It is possible to define the loaded segments of a show file. There are four show file segments available: * Show Data * Local Settings * Output Stations * DMX Protocols For more information, see [show file handling](/grandma3/2-4/show_file_management/). The data of the currently loaded show file will be kept for these segments, where the checkbox buttons are not enabled. The option keywords **/NoShowData**, **/LocalSettings**, **/OutputStations**, and **/DMXProtocols**, can be combined with the LoadShow keyword and NewShow keyword. When executing a LoadShow command without specifying an additional option keyword, it will load only the Show Data of the show file. For more information, see the following help topics: * [/LocalSettings](/grandma3/2-4/ok_localsettings/) * [/NoShowData](/grandma3/2-4/ok_noshowdata/) * [/OutputStations](/grandma3/2-4/ok_outputstations/) * [/DMXProtocols](/grandma3/2-4/ok_dmxprotocols/) * [/All](/grandma3/2-4/ok_all/) * [LoadShow keyword](/grandma3/2-4/keyword_loadshow/) * [NewShow keyword](/grandma3/2-4/keyword_newshow/) **Important:**\ To be able to use this feature, the show file needs to be saved with grandMA3 v1.9 or higher first. Show files saved with grandMA3 v1.8.8.2 or prior do not contain the Station Settings, Output Configuration, and DMX Protocols.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The folder Template Shows allows only to load template show files. For more information, see [show file handling](/grandma3/2-4/show_file_management/).\ For example, in theaters where a show file with all essential objects exists, and nobody should destroy it by mistake, and every user should be able to load this show file and work in a copy of the template show file. Learn more about the grandMA3 folder structure in the [Folder Structure topic](/grandma3/2-4/fm_folder_structure/). Furthermore, the /Type option keyword with the value “Template” can be used to load template show files via command line. For more information, see [/Type option keyword](/grandma3/2-4/ok_type/). ***   ### []()Title Bar Buttons [Section titled “Title Bar Buttons”](#title-bar-buttons) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Every window with a title bar, except the following, allow configuring the availability of buttons in the title bar of the windows:\ Agenda Viewer, At Filter window, Clock Viewer, Command line History window, Custom Master Section window, Help window, Info window, Message Center window, Programmer Parts window, RDM Devices Viewer, Running Playbacks window, Selection Grid window, Sound Viewer, System Info window, System Monitor window, Timecode Viewer, and Trackpad window. This is configurable per user profile. To configure the title bar buttons, follow these steps: 1. Open a window with a title bar, for example the Fixture Sheet. 2. Tap MA in the left corner of the title bar. 3. The context menu opens. 4. Enable Edit Title Bar in the title bar of the context menu. 5. The available buttons change their style: * In the bottom left corner, a Yes or No indicates if this button is enabled to be displayed in the title bar. Furthermore, when it is enabled, the font color turns yellow. * The yellow number in the bottom right corner indicates the position of this title bar button in the total order of the visible title bar buttons. * Unavailable buttons for the title bar will be grayed out. 6. Enable or disable the settings you want to have in the title bar. The order of enabling the settings defines the order of the buttons in the title bar. The buttons will be set from right to left in the title bar.\ It is possible to change the order of the title bar buttons within the Title Buttons tab. This tab will be displayed when Edit Title Bar is enabled.\ The Title Buttons tab displays a list of buttons, that are active for the title bar. The selected entry can be moved up or down in the list. This changes the order of the buttons in the title bar.\ It is here also possible to remove single buttons or all buttons from the title bar, or to load the default again. When Edit Title Bar is enabled, a gray number in the tabs of the context menus indicates for how many settings a title bar button can be enabled. ***   ### []()Patch [Section titled “Patch”](#patch-2) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Enabling Show 3D Positions in the title bar of the Patch or Live Patch menu opens a 3D area on the right side of the patch menu. Selecting fixtures there allows to directly position them while being in the Patch menu. Therefore, the 3D encoder bar appears when setting the focus into the 3D area. By tapping and holding the vertical divider between the patch area and the 3D area it is possible to change the size of the 3D area. Tapping 3D Positions Settings opens a context menu. It allows to change the settings of the 3D area. The Misc tab offers these settings: * **Wireframe**: Enables the rendering of the 3D scene as wireframe. By default this setting is disabled. * **Beam**: Changes the visualization of the beam. Available values are “Simple” and “Line” (Default: Simple). * **BodyQuality**: Changes the visualization of the fixture body. Available values are “Box”, “Standard”, and “Ultra” (Default: Standard):  * Box: The whole bounding box of the fixture is visualized as one box. * Standard: The fixture is visualized with its original meshes until the vertex limit of 1 200 vertices is reached. If the overall vertex count of the fixture exceeds 1 200 vertices, the fixture is visualized with default meshes. * Ultra: The fixture is visualized with its original meshes no matter of its vertex count. A description of the settings of the tab Label can be found in the [3D topic](/grandma3/2-4/patch_3d_viewer/#toc_header_anchor_8). **Hint:**\ Body quality is not considered for environmental fixture types. Environmental fixture types are always rendered with their original meshes. The selection in the 3D Positions area is synchronized with the selection in the grid of the Patch menu. The dimmer of selected fixtures is visualized with an output of 100 % in the 3D area. The zoom of a fixture is visualized with the default value of the zoom attribute. Or respectively with the value of the Beam Angle of its Beam Geometry, if a fixture does not have a zoom attribute. Other functions of the fixture (for example color, iris, or gobo) are not visualized in the 3D area in the patch. **Hint:**\ Fixtures in the 3D Positions area do not visualize the current show output. For this purpose use a 3D window outside of the Patch or Live Patch.   To adjust static fixtures (all fixtures that do not have a pan or tilt attribute), towards a position in the 3D stage, use the focus tool (![](/img/grandma3/2-4/icon_focustool_fixed_15_v1_9-761928.png)).\ To do so: Select some fixtures, activate the focus tool, and then click the desired position in the 3D window. The fixtures will change their rotation towards this point. This tool is also in the 3D Viewer available when it has Setup enabled.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Subfixtures get the names of their geometries assigned when patching new multi-instance fixtures. ***   ### []()Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The Layer Toolbar in the Encoder Bar is rearranged:\ The buttons Values and Timings, Phaser Overall, and Phaser Steps group the single layers together. The individual layers are displayed on the right side of the layer group buttons.\ The single layers are grouped as follows: * Values and Timings: * Absolute * Relative * Fade * Delay * Phaser Overall: * Speed * Speed Master * Phase * Measure * Phaser Steps: * Acceleration * Deceleration * Transition * Width When switching between the different layer groups, the selection of the layer in the former layer group is remembered. When clearing the programmer, the selected layer group returns to **Values and Timings** and the **Absolute** layer. The selection of the layers in Phaser Overall and Phaser Steps stays as it is after clearing the programmer. The indicator bar of the layer group buttons indicate which layer will be selected when tapping the layer group button. For example, Phaser Overall and Phaser Steps are purple, but the user can choose different colors per phaser-related layer in the color theme. **Hint:**\ The colors for each phaser-related layer can be changed in the color theme in the ColorGroup “ProgLayer”. ***   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When the pop-ups (when swiping) of Link Timing or Link Phaser in the encoder bar, offer more settings. These pop-ups still allow to change the link setting of the encoders between the values **Single** and **Feature**, and for timing layers and phaser layers in addition to **AtFilter**.\ Furthermore, the new buttons Active Only and MultiStep Only (only timing related layers and phaser related layers) allow to limit which attributes may be affected: * Active Only: When enabled, only attributes which have already values active in the programmer get the new values applied. For example, Pan has active absolute values, and Tilt is knocked out. Link Timing is set to **Feature** and has Active Only enabled: Turning on the fade encoder of Pan changes only the fade time for Pan. When Active Only is disabled, Tilt would also get the fade values set. * MultiStep Only: When it is enabled, the new values are only applied to attributes that have two or more steps active. The defaults are: * Link Value: **Single** * Link Timing: **Feature** * Active Only: **Enabled** * MultiStep Only: **Disabled** * Link Phaser: **AtFilter** * Active Only: **Disabled** * MultiStep Only: **Enabled** When clearing the programmer, Link Value will be reset to **Single**.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The MAtricks button in the encoder bar shifts the MAtricks label to the top, when an MAtricks pool object was called. In all other cases, the label MAtricks stays in the center of the button. ***   ### []()Tracking [Section titled “Tracking”](#tracking) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release In the Sequence Sheet it is possible to define a break per cue. A break stops values of attributes being tracked over the break.\ When defining a break for a cue, a filter or world needs to be entered into the Break cell. To do so, edit the Break cell in the sequence sheet.\ This allows to define breaks only for certain fixtures or attributes. For example, the dimmer could track further and all other attributes are stopped from tracking via the break.\ The Break cell displays the [Feature Group Indicator Bar](/grandma3/2-4/key_rn_v1_9/#FeatureGroupIndicatorBar), too. **Hint:**\ To set a full cue break, select Filter ‘All’ or World ‘All’. ***   ### []()XYZ [Section titled “XYZ”](#xyz) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release XYZ with values on the relative layers is implemented. This means, for example, that a relative XYZ phaser can be run around an absolute PanTilt position. All combinations of PanTilt and XYZ, and absolute and relative are supported. **Important:**\ When mixing absolute PanTilt with relative XYZ, the value of the Distance attribute in the PanTilt feature is important. This value defines where the relative XYZ values are added. The relative values for the attributes X, Y, and Z are relative to the size of the stage if no MArker fixture is set up on the relative layer for the MArker attribute. When a MArker fixture is set up on the relative layer for the MArker attribute, the relative XYZ values are relative to the movement space of the MArker fixture.\ The OffWhenOverriden setting of sequences turns off playbacks with relative PanTilt when relative XYZ is played back, and vice versa. Calling relative XYZ presets or hard values knocks out relative PanTilt values, and vice versa.\ When knocking in attributes of one position type (PanTilt or XYZ) while the other one has active values in the programmer or is played back, the values will be converted to the knocked in position type and converted to match the same position on stage. If several playbacks with values for both positioning systems are running, Pan, Tilt, and Distance will be knocked in. When the user wants to knock in the Position feature group while a transition from one system to the other one is happening, Pan, Tilt, and Distance will be knocked in.\ On FeatureGroup “Position”.”XYZ” knocks in all XYZ attributes, while On EncoderPage “Position”.2 will knock in only the attributes that are currently on this encoder page (in most cases this will be X, Y, Z, and Flip). When the value of the MArker attribute on the relative layer is 0, the absolute MArker value will be used. The hidden XYZ attribute “Mode” is not needed anymore. Therefore, it is not part of show files in v1.9. The physical readout of the attributes X, Y, and Z displays the values in meters of the stage (when MArker is set to 0), or of the size of the target space of the selected MArker fixture. When a fixture does not have XYZ values active in the programmer or played back, activating the MArker attribute will set the values for X, Y, and Z in the programmer to 0. Turning the encoders of the attributes X, Y, and Z by one click in the encoder resolution Coarse changes the value in physical readout and natural readout by 1m. The other encoder resolutions and encoder factors are also based on this size. The DMX channel of each XYZ attribute can be inverted per fixture type that uses XYZ attributes. ***   ### []() 3D [Section titled “ 3D”](#3d-2) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release To generate grid values for the selected fixtures, use the 3D view to Selection Grid tool (![](/img/grandma3/2-4/icon_3d_selgrid-376363.png)) in the toolbar of the 3D Viewer.\ 3D view to Selection Grid works for all levels of selected fixtures for main fixtures and subfixtures. \ The grid values are determined by the position of the selected fixtures and subfixtures in the 3D Viewer. The grid values depend on a perspective representation of the camera that is selected in the 3D Viewer. To create perspective grid values from a selection, select fixtures or subfixtures and tap ![](/img/grandma3/2-4/icon_3d_selgrid-376363.png) in the 3D Viewer. A high-resolution representation of the positions of the fixtures in the selection grid is created.\ To reduce the resolution of the grid, use the Auto Remove Gaps functionality of the Selection Grid.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release If the 3D Viewer is set to Stage All Stages, it displays all stages with their specific position and rotation. When on an onPC station the driver of the GPU has issues with OpenGL the 3D Viewer informs the user about the driver issue instead. In this case, the 3D Viewer also does not try to render 3D scenes anymore. Show Tool Bar in the 3D Viewer settings allows to hide or display the tool bar on the left side of the 3D Viewer window. When Show Tool Bar is off and the user enables the Setup in the title bar the 3D Viewer, the tool bar is displayed automatically. To adjust static fixtures (all fixtures that do not have a pan or tilt attribute), towards a position in the 3D stage, use the focus tool (![](/img/grandma3/2-4/icon_focustool_fixed_15_v1_9-761928.png)). For more information, read the [Patch section](/grandma3/2-4/key_rn_v1_9/#Patch) above. For this tool the 3D Viewer needs Setup enabled. Shapers are visualized also if less than 4 blades are present in the fixture type. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-2) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Running fades of playbacks are continued when updating/storing other attributes in the playback. Fades that were running when saving a show file will resume when loading the show file again. Leaving the patch or inviting/dismissing stations continues running fades.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The PSN menu opened on a connected station displays position, speed, and rotation values from incoming PSN trackers.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Universes that receive PSN data, display “PSN In” in the universe pool.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) OSC: * DataPools can be addressed in an OSC message via the **/DataPool** address. * Addressing a fader or button without specifying a page addresses the executor on the currently selected page. * OSC Messages now contain the cue name, sequence name and the cue number.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) IfOutput, IfActive, and IfProg syntax: All three keywords executed on its own, selects only fixtures of the current command line default. **Requirement:**\ Command line default needs to be set to the Custom ID Type Houselights. * To select any fixture that has a houselight CID, and that has output on stage, type: User name\[Houselights]> IfOutput * To select the fixtures with the houselight CIDs 2 to 5 that have output on stage, type: User name\[Houselights]> IfOutput 2 Thru 5   All three keywords can be combined with the keywords of the different IDTypes in order to select only fixtures with corresponding CIDs, no matter which command line default is set. * To select all fixtures that have active values in the programmer and have a NonDim CID assigned, type: User name\[Fixture]> IfActive NonDim   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The following object types display a reference icon (![](/img/grandma3/2-4/icon_referenced_fixed_v_1_7_1-d508cb.png)) when they are referenced to another object: * Appearances * Scribbles * Views * Presets assigned to executors * Macros assigned to executors * Worlds assigned to executors   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Macro Editor displays the value in the Wait cell of the last macro line in red in order to indicate that this value is not used. The Wait value defines the trigger time/type for the next macro line.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Keyboard shortcuts are available on grandMA3 onPC stations to open or close the displays 2 to 7. By default, the shortcuts are Ctrl + Alt + 2 (screen 2) to Ctrl + Alt + 7 (screen 7).   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New keyword **SwitchTograndMA3Software** . For more information, see [SwitchTograndMA3Software keyword](/grandma3/2-4/keyword_switchtograndma3software/).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The property UseForVisualization of DMXCurves allows defining if the DMX output, as defined by the DMXCurve, shall be visualized in the 3D or not. **Important:**\ When enabling this property for DMXCurves that were created by color-calibrated fixtures, the colors in the 3D will not match the real output on stage!   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) When copy and paste fixtures in the Patch, the pasted fixtures get a cyan text at the right side of the Name cell. The cyan text tells the user which fixture was the source of the pasted fixture. The show data of the source fixture will be cloned to the pasted fixture when leaving the Patch. Therefore, the text says “Cloned \”, for example, “Cloned 2” when the fixture Fixture ID 2 was the source fixture.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Clone: * Cloning across different attributes is possible. Syntax:\ Clone Fixture \[“Source\_Fixture\_Name” or Source\_Fixture\_Number] Attribute \[“Source\_Attribute\_Name” or Source\_Attribute\_Number] At (Fixture \[“Destination\_Fixture\_Name” or Destination\_Fixture\_Number]) Attribute \[“Destination\_Attribute\_Name” or Destination\_Attribute\_Number] (If \[Object] \[“Object\_Name” or Object\_Number])\ This allows to clone data to different fixtures even when they have different attributes for the same functionality, for example.\ When leaving out the destination fixtures, the attribute cloning will be done for the source fixtures only. For more information, see [clone keyword](/grandma3/2-4/keyword_clone/). **Hint:**\ Enter the real name of the attribute (not the pretty name) for “Source\_Attribute\_Name” and “Destination\_Attribute\_Name”.\ A list of attributes with all their settings can be displayed in Menu - Patch - Attribute Definitions, or when executing List Attribute. * A frame selection (dragging a lasso around fixtures in the Layout Viewer or the 3D Viewer) can be used to specify a clone destination. * The current selection can be used in clone commands by using the [Selection](/grandma3/2-4/keyword_selection/) keyword. * Cloning supports the usage of the option keyword **/NoDependencies**. When **/NoDependencies** is used in a clone command, the fixtures that are not part of a referenced object, are cloned only with hard values. When **/NoDependencies** is not added to a clone command, the destination fixtures will also be cloned in the referenced objects. For more detailed examples and more information, see [/NoDependencies](/grandma3/2-4/ok_nodependencies/).   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) []()Presets, Worlds, and Filters can display the Feature Group Indicator Bar at their lower edge. This bar is visible when an object has attributes of two or more feature groups stored. All presets have always the feature group indicator bar visible.\ The feature group indicator bar has a square for each feature group, displayed in white, gray, or red color. * White: Indicates that values of attributes of the corresponding feature group are stored in the preset. * Gray: Indicates, that no values of attributes of this feature group are stored in the preset. * Red: Indicates that at least one attribute of this feature group is not accessible at the moment. For example, when having a world with a limited set of attributes active.\ The square turns also red, when the currently selected world does not contain fixtures that can make use of the attribute data in the preset. The order of the squares is similar to the order of feature groups in the encoder bar, from left to right: * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shaper * Video If a show file contains additional feature groups, more squares will be added automatically to the bar.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The Oops overlay displays the history of the commands that can be undone (oopsed) in form of a grid.\ To open the Oops overlay follow these steps: 1. Press and hold Oops. 2. The Oops overlay opens. or 1. Execute the command Menu “OopsOverlay”. 2. The Oops overlay opens. The grid has these columns: * Elapsed Time / Session Time: The time that has passed since the command was executed or the absolute time when the command was executed. For more information see below the Columns setting. * Name: The command that was executed or the action that was done. The selected row(s), indicated by a blue background, are oopsed when tapping Undo last Action or Undo x Actions. The x indicates how many events will be oopsed.\ Only the last event or a coherent bunch of events, starting with the last event can be oopsed. In the Oops overlay, Create Oops, Oops Views, Oops Programmer and Oops Selection operate the corresponding settings of the [UserProfile](/grandma3/2-4/user_settings/).\ When Create Oops is disabled, no oops events will be created at all. In this case, the other oops settings are grayed out. The setting Oops Confirmation can be set to these values: * **Always**: Every time the user oopses at least one event, the user needs to confirm it. * **Main**: Only oopsing important actions need to be confirmed. For example, storing, moving, or deleting objects. * **Never**: No confirmation when oopsing events is needed. Scrolling with the screen encoder in the Oops menu selects/deselects entries, and pressing the screen encoder will oops the selected events. The title bar button Columns can be switched to the values Elapsed Time or Session Time: * **Elapased Time**: Displays the time that has passed since the command was executed. This time counts up every second. * **Session Time**: The absolute time of the session time when the command was executed is displayed in the Session Time column. When doing changes in the Patch or Live Patch, the Oops entries are cleared.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Oopsing an event on a station checks if the object was modified already by another station in the session. If the object was already changed by another station, the first station displays a failed message in the command line, telling the user, that it cannot perform the oops because the object was changed on a different station.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The option keyword **/NoDependencies** can be used when importing XML files. When specifying this option keyword during import, only the main elements of the XML file will be imported, and not the other elements that were exported as dependencies of the main element(s). For example, when a macro with an appearance assigned was exported. Usually, if during export **/NoDependencies** was not used, the XML file contains the macro as main element, and the appearance as dependent object. * In order to only import the macro to macro pool object 42 and do not import the appearance in addition, type: User name\[Fixture]> Import Macro Library “my exported macro.xml” At Macro 42 /NoDependencies When importing this macro again and not using the **/NoDependencies** option keyword, the macro and the appearance will be imported together. In addition, the Import/Export menu has toggle buttons in both sub-menus (Import and Export) in order to define if dependencies shall be imported or not. When Include Dependencies is enabled, dependencies will be exported or imported. When entering the Import/Export menu, Include Dependencies will always be enabled. Include Dependencies in the Import and Export sub-menus are linked together. **Important:**\ Importing Pages via the Import section of the Import/Export menu will only import executors. Include Dependencies is disabled, when selecting Pages in the Import/Export menu.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Adding a new node for preparation in Output Configuration, adds all possible options of xPort Nodes and I/O Nodes.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When leaving the session during an active show download the station will fall back to the previously loaded show file that was loaded before the show download started.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Global Preset Update was renamed Total Reference Update. Improved the speed of the Total Reference Update mechanism.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Session Data Merge: * The option Merge All Data is back. * The Session Data Merge pop-up lists the object types that have differences between the two show files.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Data protection is now shown to users within a multi-user session. When a user modifies an object the object will be locked directly and parent objects will be locked indirectly so that other users cannot edit the same object at the same time. The modifying user takes the ownership for the locked object. The ownership is indicated on the locked object using a blinking red lock icon (![](/img/grandma3/2-4/icon_padlock_15_v1-0_1-b5dd31.png)), and additional text information about the station (name and IP) and the user that is working on the object. Indirectly locked objects are indicated using a blinking yellow lock icon (![](/img/grandma3/2-4/icon_padlock_15_v1-0_1-b5dd31.png)).  When a user tries to edit such a locked object, a pop-up appears informing the user about the station and the user who owns the object. The pop-up has a countdown of 10s. By tapping into the pop-up the countdown is stopped. It is also possible to get the objects listed that are locked by ownerships by using the **ListOwnership** keyword.\ To get all ownerships listed, type: User name\[Fixture]> ListOwnership To get only the ownership information for a single object, for example group 1, type: User name\[Fixture]> ListOwnership Group 1 In this case, if the object is not owned, the command line feedback returns “not owned” as information. To list ownerships for all the child objects of a single object use a dot after the object ID. For example, to see which Macro lines of Macro 1 are owned, type: User name\[Fixture]> ListOwnership Macro 1 In this case, all Macro lines will be listed and show which are owned and which are not owned. When a user is logged in at several stations, the station where the user started editing an object, that calls values into the programmer (for example, groups, presets, or cues), displays the borders of the involved windows (for example fixture sheet) in green color. In addition, the same windows indicate in a yellow color that these are not the stations where the edit was started. But it is possible to continue and/or finish the editing also on the other stations with the same user as well. **Hint:**\ Objects can also be locked by automatic processes that are started as a follow-up of actions the user does. For example, when the user updates a preset, the Total Reference Update mechanism locks the needed objects with an ownership while it is running. If a user wants to edit an object, that is owned by a different user, the keyword **DropOwnership** can be used to force the release of an ownership. For example, to release group 1 from its current owner, type: User name\[Fixture]> DropOwnership Group 1 A pop-up with a 10 second timeout will appear and informs the user about trying to drop the ownership. The pop-up will appear on the console, where the user who owns the object is currently logged in.\ In order to drop the ownership, the user can confirm the pop-up. To keep object owned the user can decline the request.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is possible to mark and copy the text of the Lua Code Templates. Pasting the copied code later in the Lua editor is also possible. This allows to add a template or parts of a template into a Lua component, instead of overwriting the whole code when tapping Use Template.    ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Preset pool windows and Sequence pool windows have a Action setting in their context menus, which defines what should happen when the user taps a pool object. Preset pools allow the following values for the Action setting: * **SelFix/At**: When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again, calls then the preset into the programmer. When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. That is the default behavior. * **At**: When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it, calls the preset into the programmer. * **Flash**: Flashes a selective preset as long as it is tapped. Flash ignores fade times. * **Go+**: Tapping a selective preset plays it back. * **Temp**: Plays back a selective preset as long the user keeps it pressed. Temp respects the fade times. * **Toggle**: Toggles a selective preset between playing it back and off. Sequence pools allow these values for the Action setting: * **Select**: Tapping a sequence selects it. This is the default behavior. * **Flash**: Flashes a sequence as long as it is tapped. Flash ignores fade times. * **Go+**: Starts a sequence playback or goes to the next cue in the sequence. * **Temp**: Plays back a sequence as long the user keeps it pressed. Temp respects the fade times. * **Toggle**: Tapping a sequence plays it back or switches it off, depending on its current playback state. Pool windows of pools that support the Action setting, indicate the selected action in the top right corner of the pool title object with the corresponding icon.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When a trigger type is set for the OffCue of a sequence, Wrap Around will be disabled. Enabling Wrap Around for a sequence removes the trigger type for the OffCue.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The clock window allows to hide the fractions of a second when it displays the time of a timecode slot or timer. To do so, disable Show Fractions in the context menu of the clock window.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The setting Time Readout of user profiles changes also the readout of the countdown timer in the Agenda window when the countdown time is smaller than 1 day.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The LogIn button in the User Configuration Menu offers to log in with the selected user immediately. When having several users selected, the user that was selected first will be logged in.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Render Qualities: * Added setting DilutionType: Dilution Type defines the dilution intensity of the beam and the spot regarding the distance. There are three different dilution types available (The default is **None**): * None: The beam and spot are keeping their brightness over the distance. * Linear: Corresponds to a linear attenuation of the intensity over the distance. * Correct: Corresponds to a more realistic attenuation. * Added setting Dilution Scale: Dilution Scale defines the beam intensity dilution of the beam dilution. As higher the value, as less the beam is attenuated, resulting in a beam that remains visible over further distance. The default value is **100%**. * Added setting Native Colors: This fader interpolates between the native representation of colors and the intensities of the beams and spots. An automatic method that changes the colors and intensities so that the rendered beams are easier to separate. A higher value for native colors can make it impossible to distinguish between individual overlapping beams but provides stronger colors and higher contrasts. The default value is **0%**.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Selection Grid: * Added cursor movement by using the arrow keys of the keyboard, or by using MA + 2 / 4 / 6 / 8 on the number block of grandMA3 hardware. * A rectangular area of grid cells can be selected in order to fill the rectangle with fixtures afterwards. To do so, place the cursor at the start point. Then press and hold Shift and tap at the desired end point of the rectangle. Or press and hold Shift and use the arrow keys of the keyboard to define the size of the rectangle. * The grid position 0/0/0 is marked with a white frame. * The number of currently selected fixtures is shown in the title bar. * The fixture ID and custom IDs of fixtures are displayed at the center top of a fixture in the selection grid. In case, that a fixture has only one ID (FID or CID) then only this single ID is displayed. When several fixtures are placed at the same grid position, the IDs are displayed below each other. In case of having a lot of fixtures at the same grid position, a ”..” indicates that not all IDs can be displayed. * Renamed Auto Remove X Gaps to Auto Remove Gaps. Auto Remove Gaps removes the gaps in the selection grid on all axes. * New setting Auto Remove Offset removes empty space between the beginning of the grid and the first fixture when it is enabled.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) If the Off Menu is set to My Playbacks Only, Everything Off changes to My Everything Off. This disables everything in the same user profile.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Kill can be assigned as a button function for an executor. Pressing the executor button plays the sequence or preset back using the kill functionality. All other playbacks or presets of the same Playback Master will be disabled using their OffCue Fade and/or Delay times. In addition, sequences and presets can be protected against kill. To do so, edit the settings of the desired sequence/preset, and enable Kill Protect. This sequence or preset will not be disabled if kill will be executed on another sequence or preset. Sequences or presets without playback master kill only those sequences or presets which do not have playback master either.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) If the Patch window has Split View enabled and the DMX Universes tab is selected, fixtures that have a patch collision will be displayed in Conflicts.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Insert New Fixtures dialog with Used Only enabled, displays only the used fixture modes and their specific used count.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When copying objects with a size of more than 1GB, the user is asked for confirmation.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The copy command supports additional arguments to provide for example, a name for a new object in advance. **Copy \[Object] \[“Source\_Name” or Source\_Number] At \[Object] \[“Destination\_Name” or Destination\_Number] Property “Property\_Name” “Value”** To do so, type: User name\[Fixture]> Copy Preset 1.1 At Preset 1.2 Property “Name” “This is the Copy”   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The number of selected fixtures is displayed in the title bar of the Fixture Sheet, Selection Grid and  3D Window.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Preferences and Timing menu got a clean up: Empty areas are not visible anymore.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) It is possible to compare color themes and transfer colors and color definitions from one color theme to another color theme. This can be useful, when the user customized a color theme in an older grandMA3 version already and now needs the colors that were introduced with a new grandMA3 software version.\ The compare functionality can be found here: Menu - Desk Lights Color Theme - Compare. On the left side, the currently active color theme will be taken as the base for the comparison. On the right side, the user is asked for importing the comparing color theme (mainly the old one from the example above).\ As soon as this is done, the vertical indicator areas between both areas indicate where the differences in the color themes are by orange or green indicator bars. Scrolling down the list of colors to such an indicator displays also the line in the color theme in the same color. The colors of the indicators are: * Orange: This color exists in the base color theme, but not in the compared color theme. * Green: This color was transferred from the base to the compared color theme. It is possible to transfer colors from one color theme to the other. To do so, select the color that shall be transferred. Then tap the button with one arrow to the left or right. The arrow changes its direction depending in which color theme the color was selected.\ To transfer all differences into the compared color theme, tap the button with three arrows to the left or right. No selection is needed for this action.\ To see only the colors that are different, enable the filter button.\ Tapping the buttons with an arrow up or arrow down jumps to the lines that are different. The user can also edit the colors directly after transferring them into the compared color theme. To change the base color theme or the compared color theme, tap Select Base Theme or Select Compare Theme at the top of the menu. It is also possible to modify the base color theme in this menu. In order to apply the changes permanently, a modified color theme needs to be exported. Both color themes can be exported. Depending on the focus in the menu, the Export button displays the name of the color theme that will be exported when tapping Export ‘\’ As …\ When the user tries to leave the compare menu without exporting the color theme before, a pop-up appears. The user can decide in the pop-up whether to stay in the editor (Stay in Editor), export the color theme and exit the editor (Export and Exit), or to exit the editor without exporting the changes (Exit). **Known Limitation:**\ It is only possible to scroll both areas together by using the arrow up and arrow down buttons. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The station settings can be accessed via the StationSettings keyword.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Lua function Dump() now lists read-only information, too.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The user profile setting Color Readout can be set to the values RGB or CMY. Depending on the set value, the encoders for the attributes ColorRGB\_R, ColorRGB\_G, and ColorRGB\_B are switching between RGB and CMY color mixing system.\ In addition, the fixture sheet, sequence sheet, content sheet, phaser editor have the Color Mode setting, which allows changing the readout individually between **Auto** (= the set value in the user profile), **RGB**, or **CMY**.\ The values applied via command line to these attributes take the value of the user profile setting into account:\ Attribute “ColorRGB\_B” At 56 sets Y to 56% when Color Readout is set to CMY.\ Attribute “ColorRGB\_R” At 42 sets R to 42% when Color Readout is set to RGB.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) When copying a huge amount of data at once, a pop-up warns the user that this may take some time.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When turning a selective preset into a recipe, the selective fixtures are automatically added as selection into the recipe.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Help Viewer: * The Zoom Factor setting in the title bar allows to zoom the content of the help viewer smoothly. To do so, tap, hold, and scroll Zoom Factor. Only tapping Zoom Factor opens a pop-up that allows selecting a fixed zoom factor. * While the help window has focus pressing Home, End, Page Up, or Page Down scrolls accordingly to the beginning or end of the displayed topic, or scrolls up or down inside the displayed topic. When the focus is set to the search field, Home and End jumps to the beginning or end of the input text.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) After a console received update files, a pop-up asks the user if they want to Update and Reboot, Update Later and Cancel Reboot, or Discard Update and Cancel Reboot. In the case of tapping Discard Update and Cancel Reboot, the received update files are deleted. When a station has update files received, and the reboot was postponed by the user, a red indicator on ![](/img/grandma3/2-4/icon_power_15_v1-0_1-204153.png) in the control bar will appear. The button labels change accordingly when the station has received update files and the user laters wants to shut down the station.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Speed masters can be set via command line using the speed readouts BPM, Hertz, or Seconds: To set the first speed master to a speed of 42 BPM, type: User name\[Fixture]> Master 3.1 At BPM 42 To set the first speed master to a speed of 2 Hertz, type: User name\[Fixture]> Master 3.”Speed1” At Hz 2 To set the first speed master to a speed of 0.69 Seconds, type: User name\[Fixture]> Master 3.”Speed1” At Seconds 0.69 This is also valid for speed masters of other objects, that is sequences and presets.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Pool windows can be set to display a dedicated data pool only. To do this, the context menu (tap MA in the title pool object) of pools that are part of data pools offers the setting Data Pool.\ This setting can be set to any existing data pool. In this case, the pool window displays the data of this specific data pool. When the setting is set to **\** the pool window will display the data of the selected data pool.\ The pool title object displays the number of the data pool that is displayed by the pool window on the left side above the name of the pool. The data pool number is only displayed if the window has a fixed data pool selected. In the case of choosing **\**, no number is displayed.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The context menu of the DMX Sheet got minimally rearranged. Furthermore, it has the possibility to add an Appearance to the DMX Sheet.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The timecode window can have an Appearance assigned.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) When storing a world while having only the main fixture of a multi-instance fixture selected, all following subfixtures can be accessible when being in the world. This works also when storing a grouping fixture into a world.\ The new setting Selection of worlds (accessible via EditSetting of a world) defines if subfixtures are accessible or not. Selection can be set as the following: * **Normal**: Subfixtures are part of the world, also when they were not selected at the time the world was stored. * **Strict**: Only the fixtures and subfixtures that were selected when storing the world are accessible. **Important:**\ Changes are not visible immediately, when changing Selection values for the world that is currently selected. A different world has to be selected before selecting the desired world again. **Hint:**\ When storing a world, the Selection property can be specified within the command: Store World \[“World\_Name or World\_Number] Property “Selection” \[“Value”]   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Windows IoT (grandMA3 command wing XT and grandMA3 onPC rack-unit): * New user interface for the main menu of the operating system.\ The available buttons are rearranged. * The different start options (Clean Start and Terminal) of each software version are grouped together and are accessible via dropdown. * The desired startup application can be defined by tapping ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) and selecting an option in the autostart dropdown. * The Tools area on the left side allows to add individual program shortcuts. To add a new shortcut, tap ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png), tap +, and then choose a program. To change the shortcut order, use ![](/img/grandma3/2-4/arrow_up_15px_1-96e39c.png) or ![](/img/grandma3/2-4/icon_arrow_down_15_v1-5_1-79c10c.png). To delete a shortcut, select it and tap -.  To change the name of a shortcut, double click the entry and enter a new name.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The design of pool objects that can be played back (for example, sequences, presets, and timecodes) was reworked. The playback icon is now in the top right corner. The fade bar at the bottom is now smaller.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The plugin editor displays a warning if the size of the LuaComponent exceeds the maximum allowed size of the editor. Confirming the warning displays as much as possible of the code, but does not allow to edit it. This needs to be done in an external code editor. In case, that the Lua code is of Source **Resource**, the warning displays also the path to the Lua file.\ The read-only property Source of LuaComponents tells the user where the Lua code is located: * **Showfile**: The code is part of the show file. * **Resource**: The Lua code was imported from a Lua file.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved message boxes created by Lua: The elements in the message box are sorted in alphabetical order.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Assign Menu: * When the Assign menu is open, Assign + pressing any executor button keeps the same tab of the Assign menu open for the new chosen executor. * The buttons for a fader function, a key function, or an encoder function can also be operated as a swipe button. Still opens the complete function list by tapping any of these buttons.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Cue Settings mask by the addition of these columns: Duration, Speed Master, Speed Scale, and Appearance.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the file size limit of grandMA3 show files. They can be bigger than 2 GB.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) It is possible to keep the terminal window open by adding the KEEPCONSOLE parameter to the Windows onPC shortcut:\ C:\Program Files\MALightingTechnology\gma3\_v.x.y.z\bin\app\_system.exe” HOSTTYPE=onPC KEEPCONSOLE=“1”   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved calculator entry. Entering values with a percentage sign (%) in front of the value into a calculator scales the former value by the new value. For example, the old value is 50, and entering % 50 results in a value of 25.​   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Extract command: * Extract Selection knocks in deactivated values, and extracts them. Active values get extracted. * To only get the active attributes extracted and keep deactivated values untouched, use the /Active option keyword in the command. * Extract combined with a feature group or feature extracts only the targeted object.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)  Added new files to the symbols library, which are importable into the Symbols pool.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added Reset Screens in the Touch Configuration menu. Reset Screens allows recalling the default screen configuration in case of misconfiguration of the screens.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved selector pop-ups in the Layout Viewer and the Timecode Viewer: They offer to switch to a different data pool in order to be able to not only select objects from the currently selected data pool.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the buttons in the label dialog. Yellow icons display active areas.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) A pop-up opens when deleting cue parts. It is possible to either delete cue parts and their values or delete cue parts, and move values into part 0 of the same cue. To be able to use this feature also via command line, the option keyword /MoveValues was introduced.\ To delete part 5 of cue 7 in the selected sequence, and move the values to part 0 of cue 7, type: User name\[Fixture]> Delete Cue 7 Part 5 /MoveValues   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved toolbars. All tools are visible and automatically rearranging when the window size changes. The improvements are valid, for example, for example, Layout Viewer, 3D Viewer, MAtricks Editor, or Timecode Editor.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The position and rotation of geometries can be changed in the fixture type editor of the Live Patch now.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the stability of the grandMA3 software when using the web remote feature.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in the DMX Protocols menu: The option Output Delay offers to compensate for the differences in the DMX protocols. The output delay can be set up for every DMX protocol separately.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to enter values for different channel functions of an attribute when using the command line. When an attribute has several channel functions, the Attribute keyword supports entering values for a different channel function. To do so, the name of the channel function needs to be specified instead of the attribute name.\ For more information, see [Attribute keyword](/grandma3/2-4/keyword_attribute/).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the appearance of variable names: GetUserVariable and GetGlobalVariable now return variable names in quotation marks. ***   ## []()Changes [Section titled “Changes”](#changes-2) * The abbreviations of these keywords changed: * ChannelSet: **Chann** -> **ChannelS** * ChangeDestination: **Ch** -> **Chang** (**CD** is still available) * RunningTimecode: **RunningT** -> **RunningTimec** * SwitchTograndMA2Software: **Sw** -> **SwgMA2** * ​The shortcuts of these keywords changed: * Set: Assign + Assign + Assign -> MA + Assign * These keywords were renamed: * **CancelUpdate** -> **CancelSoftwareUpdate** * ****Cleanup** -> **CleanUp ​**** * **Cmdline** -> **CommandLine** * **ColorDef** -> **ColorDefinition** * **CueAbs** -> **CueAbsolute** * **CueRel** -> **CueRelative** * **DelGlobalVar** -> **DeleteGlobalVariable** * **DelUserVar** -> **DeleteUserVariable** * **DeleteOtherVersions** -> **DeleteOtherVersion** * **FaderX** -> **FaderCrossFade** * **FaderXA** -> **FaderCrossFadeA** * ****FaderXB** -> **FaderCrossFadeB**** * **GetGlobalVar** -> **GetGlobalVariable** * **GetUserVar** -> **GetUserVariable** * **GridPos** -> **GridPosition** * **IfProg** -> **IfProgrammer** * **KeyboardShortCuts** -> **KeyboardShortcut** * **Knockin** -> **KnockIn** * ****Knockout** -> **KnockOut**** * ******ListOwner** -> **ListOwnership****** * **ListRef** -> **ListReference** * **Login** -> **LogIn** * ****Logout** -> **LogOut**** * ******MemInfo** -> **MemoryInfo****** * **Node** -> **NetworkNode** * **PU** -> **ProcessingUnit** * **ReloadPlugins** -> **ReloadAllPlugins** * **RTChannel** -> **RealtimeChannel** * **ScreenConfig** -> **ScreenConfiguration** * **SelFix** -> **SelectFixture** * **SetGlobalVar** -> **SetGlobalVariable** * **SetUserVar** -> **SetUserVariable** * **Shutdown** -> **ShutDown** * **SwitchGma2Mode** -> **SwitchTograndMA2Software** * **Swop** -> **Swap** * **UnBlock** -> **Unblock** * **UnLock** -> **Unlock** * **UnPark** -> **Unpark** * **UnPress** -> **Unpress** * **/CopyCueDst **->** /CopyCueDestination** * **/CopyCueSrc **->** /CopyCueSourc** * **/NoConfirm** -> **NoConfirmation** * **/NoUndo** -> **NoOops** **Known Limitation:**\ Macros and commands, for example in cues, are not migrated to the new naming of these keywords! * New keywords: * **Kill** * **MyRunningTimer** * **Note** * **Quickey** * **RunningTimer** * **SpeedMaster** * **StationSettings** * **SwitchTograndMA3Software** * **Timer** * **DropOwnership** * **/DMXProtocols** * **/LocalSettings** * **/MoveValues** * **/NoShowData** * **/OutputStations** **Hint:**\ For more information about the new keywords, please read the corresponding sections above. * **​**These keywords were removed: * **CommandLine** * **Escape** * **ExecKeyStatus** * **Font** * **HardwareStatus** * **LearnRate** * **Monitor** * **System** * **Texture** * **/OriginalFixtureOnly** * **/Highlight** * **/Lowlight** * These properties were renamed: * 3D Priority -> Priority * Config -> ExecutorConfiguration * CustomText -> CustomTextText * EncoderLeftCmd -> EncoderLeftCommand * EncoderRightCmd -> EncoderRightCommand * KeyCmd -> KeyCommand * MAEncoderLeftCmd -> MAEncoderLeftCommand * MAEncoderRightCmd -> MAEncoderRightCommand * MAKeyCmd -> MAKeyCommand * PositionH -> Height * PositionW -> Width * ReceiveCmd -> ReceiveCommand * SendCmd -> SendCommand * ShowAppearance -> FixtureAppearance * SwopProtect -> SwapProtect (Sequences and Presets) * TextAlignmentH -> CustomTextAlignmentH * TextAlignmentV -> CustomTextAlignmentV  * TextColor -> CustomTextColor * UndoGeneral -> CreateOops * UndoProgrammer -> OopsProgrammer * UndoViews -> OopsViews -   New color theme colors: * ColorDefinitions * Global.ClonedHint * Global.DarkOrangeIndicator * Global.SymbolsFrame * Global.TransparentWhite * Global.TransparentWhite25 * PoolDefault.Functionals * PoolDefault.Quickey * PoolDefault.Timers * Colors * Assignment.Quickey * Assignment.Timers * ColorThemeCompare.MissingRow * ColorThemeCompare.MergedRow * ColorThemeCompare.VisibleRows * DBObjectGrid.WarningText * DBObjectGrid.WarningBackground * EncoderBar.MultiStep * Exec.TextBright * FixtureSheetCell.BackgroundActiveIntegratedSpeedMaster * FixtureSheetCell.BackgroundActivePresetSpeedMaster * FixtureSheetCell.BackgroundActiveValueSpeedMaster * FixtureSheetCell.SymbolsBackground * FixtureSheetCell.SymbolsForeground * FixtureSheetCell.SymbolsFrame * FixtureSheetCell.TextProgValueSpeedMaster * FixtureSheetCell.TextSelectedPlaybackSpeedMaster * FixtureSpecials.ClonedHint * Help.ScrollThumb * Help.ScrollTrack * PoolButton.ActivePlayback * PoolWindow\.Functionals * PoolWindow\.Quickeys * PoolWindow\.Timers * PresetButton.ActiveFeatureGroupIndicator * PresetButton.FeatureGroupIndicatorBackground * PresetButton.FeatureGroupIndicatorDifferentWorld * PresetButton.InactiveFeatureGroupIndicator * ProgLayer.BackgroundActiveSpeedMaster * ProgLayer.SpeedMaster * Overlay.EditMixInNotOwner * SelectionGrid.Box000 * SelectionGrid.SelectionCountText * Timer.CountdownConfirmed * Timer.CountdownDisplay * Timer.CountdownProgress * Timer.StopwatchProgress * Timer.StopwatchDisplay * TimerButton.Countdown * TimerButton.Stopwatch * TitleButton.DataPoolIcon * TitleButton.DataPoolShadow * TitleButton.DataPoolText * TitleButton.SelectionCountIcon * TitleButton.SelectionCountText * TitleButton.SelectionCountShadow * TrackSheet.FullBreak * TrackSheet.FilteredBreak * Window\.EditMixInNotOwner * Window\.Quickeys - Deleted color theme colors: * Colors * PresetButton.TextConnectedCount * ScrollBar.BarH * ScrollBar.BarV * ScrollBar.Text - New grandMA3 Lua Functions: * DrawPointer * GetClassDerivationLevel * GetDependencies * GetLineAt * GetLineCount * GetReferences * HasDependencies * HasReferences * PropertyInfo - The default button function of speed masters assigned to special executors in new shows is LearnSpeed. - The button function in the default executor configurations Masters, and Playback Masters is Flash, and for the executor configuration Speed Masters it is LearnSpeed. - The value list of Master Priorities in the Network menu is sorted from High to Never in descending order. - The GridPosition layer is not displayed in the layer toolbar of the encoder bar. Executing GridPosition still displays the GridPosition layer in the fixture sheet when the layer to display is set to Auto. In addition, it is still possible to display the GridPosition layer in the fixture sheet by tapping GridPos in the layer toolbar of the fixture sheet. - No pop-up is displayed anymore, when using the syntax Fixture x At Fixture y. The data in the programmer is cloned immediately with the **/HighPrioMerge** option. The options **/Overwrite** and **/LowPrioMerge** also work when entered together with the command. - When two or more fixtures have conflicts in the patch addresses, the patch address of both fixtures will be displayed in red. - In new shows world 1 and filter 1 are labeled ‘All’. - Output Configuration in the main menu was renamed to Connector Configuration. - Multi-line editors, except in the Plugin editor, create a new line when pressing Shift + Please. A Please only applies the input. This applies, for example, in the Description input field in the Backup Menu, or in the Notes editor. - When calling a preset while having only the main fixture of a multi-instance fixture selected, the subfixtures get the preset now only applied when the main fixture itself does not have the attribute. - The setting MIDI via onPC command wing in the onPC Settings only toggles MIDI (in and out) for the command wing. MIDI from other USB devices is not toggled by this setting anymore, but is always enabled. - The dimmer value in layout elements does not display the percent sign(%) anymore. - The position and the IDs of Preset Pools, Groups, Sequences, Plugins, Macros, MAtricks, Executor Configurations, Pages, Layouts, and Timecodes within a data pool shifted by one number. This results, that for example, the strings send out via OSC are having a different ID for sequences. - The settings **DMX Offset** and **DMX Break** in Geometries with the Type **GeometryReference** can no longer be changed in the Live Patch. - The total number of Stages is limited to 128. - The minimum required operating system version for grandMA3 onPC running on Apple® macOS® changed from Apple® macOS® 10.13 High Sierra to Apple® macOS® 10.15 Catalina. for More information, see [onPC System Requirements](/grandma3/2-4/onpc_system_requirements/). ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-3) ### 3D [Section titled “3D”](#3d-3) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Two 3D Viewers having different stages with different surfaces selected, displayed the same surfaces. This bug is fixed. | | If several 3D Viewers were open and one of them had Setup enabled, all 3D Viewer windows displayed magenta preview boxes, even if they had a different stage selected. This bug is fixed. 3D Viewers only display preview boxes that belong to the stage that they have selected. | | Exporting fixture type into GDTF file failed, when a channel function had more than one logical channel and the first logical channel was not set to be the default one. This bug is fixed. | | GlTF meshes where exported into the 3ds folder of the GDTF file during export. This bug is fixed. GlTF meshes are exported into the glb folder when exporting a fixture type as GDTF. | | The first child of a grouping fixture did not have the correct label drawn in the magenta preview box when using Arrangement mode. | | The color space label in the title bar of the color picker window was not updated when switching from one color space to another. | | Render Quality in the 3D window title bar did not show a label when the selected render quality had the default name. | | Entering values in the calculator of an encoder did not always produce the expected output if the readout of the encoder bar was set to “Percent”. | | The lasso selection of some fixtures in the 3D viewer after changing a value did not reset the current selection, but added the newly selected fixtures. | | The color picker did not work correctly if a fixture type had only a “Saturation” (HSB\_Saturation) attribute without a “Hue” and “Brightness” attribute. | | The software could crash when clicking on a 3D model inside the 3D Viewer window. This bug is fixed. |   ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-3) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Turning Off all users or user profiles kept the selection for the own user profile. This bug is fixed. Off User Thru or Off UserProfile Thru clears the values and selection of all user or user profiles. | | The /NoConfirm option keyword was ignored when using it with the CleanUp command. This bug is fixed. CleanUp \[Object] \[“Object\_Name” or Object\_Number] /NoConfirm suppresses the confirmation pop-up. | | It was possible to add recipes to cues. This bug is fixed. Recipes can only be added to presets and cue parts. | | Plugging or unplugging a USB drive executed the Select Drive command several times. This bug is fixed. Select Drive commands are only executed once when plugging or unplugging a USB drive. | | Entering several numbers connected with a + into a pop-up opened by a macro and using the numerical keypad did not execute the +. This bug is fixed. Entered + in pop-ups from macros are interpreted correctly. | | Moving recipes from one cue part to another cue part by using the graphical user interface was not possible. This bug is fixed. Moving recipes using the graphical user interface (for example Move + tap source recipe line + tap destination cue part) works fine. | | When spinning the inner ring of the Rotate encoder of the layout encoder bar and then switching to the outer ring, the rotation value snapped back to. Continuous spinning of outer ring did not change the value. This bug is fixed. Switching from inner ring to the outer ring or vice versa of the Rotate encoder is possible without snapping values back to 0 or encoders not changing their value. | | When starting grandMA3 onPC on Windows and specifying a non-existent plugin in the RUNPLUGIN argument, the application tried endlessly to find the plugin. This bug is fixed. When the specified plugin of the RUNPLUGIN argument is not found, the application will start, display an error message and returns more information to the system monitor. To load plugins with spaces in the filename, the RUNPLUGIN argument must be escaped. For example: “C:\Program Files\MALightingTechnology\gma3\_x.x.x\bin\app\_system.exe” HOSTTYPE=onPC RUNPLUGIN=\“file name.xml\“-1 | | The update menu listed a preset as update target, when only calling the preset into the programmer. This bug is fixed. Objects that are not changed are not offered to be updated in the update menu. | | When storing a preset, the LED of the Update key was still lit up. Or calling the same preset again switched off the LED of the Update key, also when there was a running playback that could be updated. This bug is fixed. The LED of the Update key indicates correctly if there are objects available to be updated, or not. | | When storing a range of dotted cues in between existing cues (for example, Store Cue 2.1 Thru 2.3 when having cues 1 to 3 already), created only the first dotted cue. This bug is fixed. Storing several dotted cues at once in between existing cues creates dotted cues as the user specified it in the command. | | Encoders did not switch to the channel function that was stored in the preset. The preset needs to have values stored for a different channel function of an attribute than the default channel function. This bug is fixed. When turning the encoder for an attribute after calling a preset with a value of a different channel function, the encoder changes the value now in the correct channel function. | | When a cue command was executed in a session, it was executed by using the selected data pool of the user that was logged at the GlobalMaster station. This bug is fixed. Cue commands are executed on the GlobalMaster station in a session by respecting the selected data pool of the user who plays back the cue with the cue command. | | When exporting the keyboard shortcuts, the resulting XML files were created in a wrong directory. This bug is fixed. Keyboard shortcuts have now a dedicated folder, The folder is located in gma3\_library/userprofiles. Exporting and importing keyboard shortcuts is using this directory. | | Tapping Edit Selected in the layout encoder bar could fail, when the layout had a smaller number of layout elements than the corresponding layout has as index. This bug is fixed. Using Edit Selected in the layout encoder bar works always when having layout elements selected. | | When copying user profiles, the Layout Element Defaults were not copied. This bug is fixed. Copying a user profiles copies also the Layout Element Defaults. | | When recording a timecode show while in a session and with different users, the displayed playhead was not properly synchronized after stopping and resuming the recording across all stations. This bug is fixed. The playhead of a timecode show is synchronized across all stations in the session during when stopping and resuming a recording. | | Having “Run as Administrator” activated for the grandMA3 onPC application on Windows, kept the terminal window open. This bug is fixed. The terminal window of grandMA3 onPC hides also when “Run as Administrator” is enabled for grandMA3 onPC on Windows computers. | | The Dual Encoder Press Factor of the encoder resolutions was not respected. This bug is fixed. The Dual Encoder Press Factor is taken into account during the press, hold, and turn of the outer encoder. | | When loading a show file the Oops stack was not cleared This bug is fixed. The list of events that can be oopsed is reset when loading a different show file. | | It was not possible to set the Universe and Address at the same time in the Address calculator of the Tester Encoder Bar in the DMX Sheet. This bug is fixed. Setting a relative DMX address (for example 2.1) in the Address calculator of the Tester Encoder Bar is possible. | | When selecting a channel function on an attribute encoder, the readout of the values was always in the readout of the first channel function. This bug is fixed. The displayed value on an encoder follows the selected readout of the user profile. | | Store /All or /AllForSelected only stored values in the cue. This bug is fixed. The preset references are stored if store/all or /AllForSelected is used. | | If “Lo” was entered in the command line and executed, the root object was locked. This bug is fixed. Lock and Unlock now require a target and the abbreviation is “Loc”. | | When editing two objects right behind each other without closing the editor first, for example macros, the command line did not revert back to the root when closing the editor. This bug is fixed. Closing the editor after editing several objects of the same type right behind each other, brings the command line back to the root. | | Copying cues with several cue parts and duplicate values created empty parts at the copy destination. This bug is fixed. Copying cue parts copies them correctly to the destination. | | The Update function was not available if a clone operation was performed before. This bug is fixed. Update is available after doing a clone operation. | | When the selected sequence was played back, pressing Goto Please or Load Please did not open the Goto or Load pop-up. | | Importing a sequence after exporting it did not work correctly when it used embedded presets. This bug is fixed. Embedded presets are exported correctly. Embedded presets that were exported with grandMA3 v1.8 or prior cannot be imported correctly. Please export embedded presets with v1.9 or later in order to be able to import them later correctly. | | Oopsing the deletion of a preset did not restore the references in cues to the preset. This bug is fixed. Preset references in cues are restored when oopsing the deletion of presets. | | Copying a sequence with a recipe did not cook the recipe in the copy. This bug is fixed. Copied sequences are automatically cooked. | | Commands in macros that ended with a quote were corrupted in a way that the last quote was ignored and therefore the words in the quote could be interpreted as keywords. This bug is fixed. Quotes in commands are treated correctly. | | The software crashed when executing Copy Attribute \[Source\_Attribute\_Number] At \[Destination\_Attribute\_Number]. This bug is fixed. The software does not crash anymore when executing such syntax. To transfer data from one attribute to another attribute, attribute cloning is implemented (see above). | | The Update key could blink even when there were no active values in the programmer. This bug is fixed. The Update key blinks only when there are active values that can be updated into active objects. | | The software could crash when deleting objects via Plugins. This bug is fixed. The software does not crash anymore when objects are deleted by Plugins. | | The software could freeze when the user entered an invalid value into a timing calculator, for example, **2’56 UP**. This bug is fixed. Entering invalid values into timing calculators ignores the values and applies no new values. | | Align stayed on when entering values for an attribute after using Align on a different attribute. This bug is fixed. Align is switched off when changing values of an attribute after using Align with a different attribute. | | Align stayed on when changing to a different encoder in an encoder bar of a window, for example the 3D window. This bug is fixed. Align is switched off when changing to a different encoder in an encoder bar of a dedicated window. | | The first four gobos in the gobo image pool could be unlocked. This bug is fixed. The fist four gobos in the gobo image pool are system locked and cannot be unlocked. | | When starting a new show, processing units sent out DMX values of 0. This bug is fixed. Processing units do not send DMX when a new show is started. | | The programmer was cleared when specifying a non-existing object in a command. This bug is fixed. Objects specified in commands that do not exist are not clearing the programmer anymore. | | Commands in command cells that were separated with semicolons were not applied correctly. This bug is fixed. Entering commands separated with semicolons are applied correctly in command cells. | | It was possible to import data from XML files that had forbidden characters in their file names. This bug is fixed. XML files with forbidden characters in the file name cannot be imported. | | When moving blocked cues, the values were not displayed in the correct color afterwards, and unblocking did not work correctly. This bug is fixed. Moving blocked cues correctly recalculates the tracking. | | When executing Macro, Macro +, or Macro -, the next cue was triggered. This bug is fixed. Invalid commands with the macro keyword does nothing anymore. | | When creating scribbles in a session, they were first only visible on the station they were created on. This bug is fixed. Scribbles can now be seen by other session members immediately after they were created. | | Oopsing a clone command on a connected console did not work. This bug is fixed. | | The wildcard (\*) at the beginning of a string or in between a string returned wrong results. This bug is fixed. | | When store merge Remove values into step 2 or above, an empty step remained. This bug is fixed. When removing values from steps, resulting empty steps will be also deleted. | | When calling a preset with individual timings and MAtricks timings into the programmer, the timings were summed up in the programmer. This bug is fixed. MAtricks timings of presets override the individual timings of presets. | | When storing a world in a multi-user environment the active attributes of other users were mixed together with the current selection. This bug is fixed. Only the selection and active attributes of the own programmer are taken into account when creating a new world. | | Pressing Oops several times in order to delete text from the command line did not delete quoted text. This bug is fixed. | | Cooked attribute values were not handled correctly during import and export. This bug is fixed. Recipes keep the information of cooked values. | | Exporting an object with a recipe did not export the used group as a dependent object. This bug is fixed.  | | The Goto or Load pop-up did not open when setting Goto or Load as EncoderClick function to special executors 30 or 40. This bug is fixed.  | | Storing a cue part to a range of cues did store a lot of cues with point cue numbers in between. This bug is fixed. For example, Store Cue 2 Thru 4 Part 1 stores cue part 1 in cues 2, 3, and 4. | | Values were not cloned to the correct sub-fixture, when multi-instance fixtures are cloned to different multi-instance fixtures. This bug is fixed. Note: This works only when cloning to fixtures of the same fixture type. | | The software could crash when editing the encoder resolution of an attribute that was added to the show by importing a user profile. This bug is fixed. | | Editing a scribble of a scribble pool object only transferred the content to other stations in the session when changing another property of the scribble afterward. This bug is fixed. Changing a scribble transfers the changes immediately to the other stations of the session. | | While being in a session, copying many sequences took a long time. This bug is fixed. | | When switching to a different channel function, the value was displayed in the natural readout of the attribute on the encoder. This bug is fixed. Encoders display the value in the natural readout that is defined for the attribute of the channel function while having the readout set to Natural. | | In the Layout view, cloning fixture positions only worked if the target fixtures did not previously exist in this layout. | | When recasting a preset that was used in a recipe, selective data for the fixtures used in the recipe was added to the cue / preset. This bug is fixed. Recasting presets excludes recipes in which the preset is used. | | When editing another sequence while having the sequence editor open, the settings of the previous sequence were edited instead. This bug is fixed. | | Calling channel sets of fixtures with subfixtures did not set the value of the channel set or set it for the wrong subfixture in some cases. | | Mirroring a sequence onto an existing sequence overwrote the existing one without confirmation. This bug is fixed. Assigning a sequence to an existing one asks the user if they want to do so. | | Executing ineffectual commands with **Edit**, for example, Edit Set, edited the root. This bug is fixed. Generally, editing the root is now blocked. | | Recasting a preset that had MAtricks removed the values, that were generated by the MAtricks, from the cue where the preset was used. This bug is fixed. Recast respects the MAtricks values. | | Storing with the option /Merge overwrote the existing attributes of a world with active attributes. This bug is fixed. Store /Merge with Worlds merges the data correctly. | | Fixture At Group commands or Group At Group commands did not apply the correct values to the destination fixtures. This bug is fixed. | | When tapping on a single fixture in the fixture sheet in order to create a clone command, tapping the first fixture after entering **At** into the command line the clone command was executed immediately. This bug is fixed. It is possible to specify multiple fixtures as a clone destination by tapping the fixtures in the fixture sheet. The clone command will be executed when the user presses Please. | | Oopsing a clone operation in the programmer did not work when the clone operation was performed by a user who did not use the Default user profile. This bug is fixed. Clone operation can be oopsed, no matter which user profile is used. | | When entering keyboard shortcuts on a macOS station by using Command, the resulting keyword could be stuck in the command line. This bug is fixed. | | The Destination Cue value in the Copy Cue pop-up was not recalled correctly from the saved preferences. This bug is fixed. | | When turning an attribute encoder, clearing the selection, selecting a new fixture, and turning the encoder again could snap the value back to default. This bug is fixed. Quickly changing selections while turning encoders does not snap back the attribute value to default. | | When creating a recipe in a cue, existing data of the cue could be deleted from the cue, also the recipe did not address the deleted attributes. This bug is fixed. | | When cooking a recipe, only the fixtures and attributes of the selected world and the selected filter were used. This bug is fixed. Cooking a recipe is now independent of the selected world and the selected filter. | | The Total Reference Update used only the fixtures and attributes of the selected world and the selected filter. This bug is fixed. The Total Reference Update is now independent of the worlds and filters. | | The dual encoder factors did not work when the encoder resolution was set to Fine. This bug is fixed. | | The number of fixtures using this preset did not update when the values on the fixtures were changed manually, for example, by turning the encoders. This bug is fixed. Presets update the number of times the preset is used correctly. | | When cloning in the programmer and the source fixture had a selective presets active that the destination fixture was not part of, created also a preset reference for the destination fixture to the selective preset. This bug is fixed. When cloning in the programmer and selective presets are involved, only hard values will be created. | | When copying a layout element, the set Action was not copied. This bug is fixed. | | When cloning in the programmer, the values in the programmer of another user profile could be reset to default. This bug is fixed. | | When copying an object and the target object already exists, the target was overwritten. This bug is fixed. If the target object in a copy command is not empty, a pop-up opens and asks for confirmation to overwrite the target. | ### Connections [Section titled “Connections”](#connections-2) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When connecting a display to a console that is currently in Desk Lock, the Desk Lock was not enabled for the new display. This bug is fixed. Adding a display to a locked console locks also the connected display. | | When calling OSCData by name instead of the index number, the OSC command was not executed properly. This bug is fixed. When sending OSC commands the OSCData line can be addressed using the name. | | When receiving PSN from two or more different senders (different IP and/or port) only one PSN stream was read correctly. This bug is fixed. PSN input from two or more different senders is now handled correctly. | | When sending the same Art-Net universe to different unicast receivers, the Art-Net Sequence Counter was counting the packets in total for all receivers together. This bug is fixed. The Art-Net Sequence Counter is independent per unicast receiver. | | The software could crash when receiving OSC messages while loading a show file. This bug is fixed. Loading a show file while receiving OSC messages does not crash the software. | | In Agenda, triggering a macro was only possible via command. This bug is fixed. A macro in agenda can be triggered through a selected object and an action. | | When receiving MIDI timecode with a rate of 25 fps, the incoming signal stuck for a moment every full minute. This bug is fixed. Receiving MIDI timecode with a rate of 25 fps works without issues. | | An incoming timecode signal on a grandMA3 onPC station was jumping when a visualizer with a viz-key was running on the same computer. This bug is fixed. Visualizers with a viz-key connected do not interrupt the incoming timecode signal on the same station. | | Master faders did not work as expected, after receiving a MIDI message with value 0 for that fader. This bug is fixed. Faders with the Master function still work after receiving a MIDI message for the same master. | | OSC echoes in the system monitor for sent OSC messages did not address the correct sequence when the sequence had no custom name. This bug is fixed. | | grandMA3 onPC (Windows) only offered Intel VLAN adapters. This bug is fixed. All virtual network interfaces (except Bluetooth interfaces) are available in the grandMA3 onPC software. Slow interfaces with a speed lower than 100 MBit/s are not available. | | The console could stop sending DMX for a short moment when a different network interface was selected for MA-Net and a USB device was connected. This bug is fixed. DMX output does not pause when a USB device will be connected. | | The software could crash when receiving OSC data and the user deleted the corresponding OSC data configuration at the same time. This bug is fixed. |   ### Patch [Section titled “Patch”](#patch-3) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | DMX Curves assigned to 16 bit attributes caused the DMX output of these DMX channels to behave like an 8 bit channel. This bug is fixed. DMX Curves work correctly with 16 bit attributes. | | The software crashed when changing the DMX Curve for an attribute while editing a fixture. This bug is fixed. When editing a fixture DMX Curves can be set to attributes of the fixture. | | When adding new fixtures to the show, the universal fixture could be added to universal presets where a fixture holds the universal data. This bug is fixed. No fixtures are added to presets when adding new fixtures to the show. Unless the data gets cloned because the fixtures were created by copying them in the patch. | | If a Highlight Preset was reset to original and you left the patch, the  user would not be asked to confirm this action. This bug is fixed. Changing a Highlight requires confirmation when leaving the patch. | | When entering the patch again after assigning different feature groups and features to attributes, these changes were reset. This bug is fixed. The assignment of different feature groups and features to attributes remains, also when doing other changes in the patch later. In case of assigning different feature groups and features, the affected cells have a orange font color. Tapping Reset to Default will revert all changes in the Attribute Definitions to default. | | When creating a DMX Curve that should mimic a switch curve a warning was displayed. This bug is fixed. Custom curves that mimic a switch curve can be created and visualized. | | Files in the folder gma3\_library/fixturetyperesources/meshes were deleted when an MVR file was imported. This bug is fixed. | | Fixtures imported from an MVR file could have a wrong rotation. This bug is fixed. | | Importing GDTF files with a Geometry of Type “Display” caused a crash. This bug is fixed. | | Storing individual special values, for example, default values, for XYZ attributes was impossible. This bug is fixed. | | When storing special values the content of all programmers in the show file was taken. This bug is fixed. Only the programmer content of the user who executes a store special values operation is taken into account. | | When trying to assign a newly created feature to an attribute, and the feature is part of a feature group with several features, the feature drop-down did not open the first time. | | The patch menu disappeared when the user started to edit a macro, and left the command line in the patch destination. This bug is fixed. Editing macros is not possible while being in the patch. | | When changing the DMX Invert properties of fixtures in the Live Patch, the output did not change immediately. This bug is fixed. | | When adding new DMX channels in between the existing ones in a fixture type, the default values of existing DMX channels could change. This bug is fixed. | ### Phaser [Section titled “Phaser”](#phaser-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was not possible to create phasers that used values from different channel functions of the same attribute. This bug is fixed. Phasers with values of different channel functions are working as expected. | | It was not possible to adjust the Acceleration, Deceleration, Transition, or Width of a phaser when channel sets were used as absolute values in the steps. This bug is fixed. Phasers can be adjusted as requested, also when using channel sets. | | When there were phasers for different attributes in the programmer, and each phaser had a different number of steps, the phaser with the lower number of steps could get additional steps when changing the values on the Measure, Phase, or Speed layer for the second phaser. This bug is fixed. Phasers do not get additional steps when adjusting a different phaser. | | When exchanging the fixture type of a fixture, the MAtricks phase values of recipes could get ignored. This bug is fixed. | | When changing the MAtricks of a preset that was used in a recipe, the changed MAtricks were not always transferred into the recipe. This bug is fixed. | ### Playback [Section titled “Playback”](#playback-3) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When a sequence or preset had AutoStart disabled, it was not possible to play back the object by using Flash or Temp. this bug is fixed. Flash and Temp play back a sequence or preset, also when AutoStart is disabled. | | The DMX output could shortly jump when updating/storing cues or activating values in the programmer. This bug is fixed. The DMX output does not jump when storing or updating cues or knocking values into the programmer. | | Programmer values could return after dismissing processing units from the session, clearing the programmer, and then inviting the processing units again. This bug is fixed. Programmer values do not come back when clearing the programmer after dismissing processing units and then taking them again into the session. | | The Invert MAtricks settings of recipes did not work. This bug is fixed. MAtricks Inverts in recipe work again as expected. | | The output of a sequence could change when cooking a preset again, and oopsing recipe changes before. This bug is fixed. Oopsing changes on recipes are undone correctly. | | When changing a preset that was used together with another preset in a phaser the MAtricks values in the recipe of the other preset could get lost in the cue. This bug is fixed. Changing presets does not remove MAtricks values in cues of other presets. | | Restart Next Cue did not start the last cue of a sequence when Wrap Around was disabled. This bug is fixed. Restart Next Cue works also in combination with disabled Wrap Around setting. | | If a sequence was mirrored and a world filter applied, the cue timings were not displayed correctly anymore. | | Timecode events were not triggered anymore when the AfterRoll was running. This bug is fixed. | | The output of a sequence could not be correct when being in a session, when appearances were assigned via cue commands to the same sequence. This bug is fixed. |   ### Windows [Section titled “Windows”](#windows-4) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When opening grandMA3 onPC on Windows again after disconnecting an additional monitor, the window of the application was still put on the non-existing monitor. This bug is fixed. GrandMA3 onPC windows are moved to the remaining monitors when starting grandMA3 onPC after disconnecting a monitor. | | The Content Sheet did not display the values of linked sequences properly. This bug is fixed. Values of linked sequences are displayed in the content sheet properly. | | The Pan and Tilt values in the Stage Calibration dialog were always displayed as Hex24 values. This bug is fixed. The Stage Calibration dialog follows the readout of the user profile to display the Pan and Tilt values. | | It was possible to close the Patch menu while the MVR Import dialog was open. This bug is fixed. The Patch menu cannot be closed anymore when the MVR Import dialog is still open. | | The Update menu closed itself when changing a property in it. This bug is fixed. Changing a property inside the update menu keeps the update menu open. | | Setting the font size in windows to 10 or 12 did not make any difference in the resulting look. This bug is fixed. Font sizes 10 or 12 in windows look different in sizes now. | | The order of the software versions in the Select Update pop-up in the Software Update menu was mixed. This bug is fixed. The order of the software versions in the Select Update pop-up is sorted by name. | | The background of the button functions of executors 130 and 140 in the executor label in the playback window or the executor bar had a circular background. This bug is fixed. The icons of button functions for all executors in the playback window or executor bar have a square background. | | When scrolling inside the Master tab in the Object-section of the Assign menu, the focus was not set to the next parent in the tree when reaching the end of a parent. This bug is fixed. Scrolling in the expanded list of Masters in the Object-section of the Assign Menu works without jumping focus. | | When switching to a different object type in the Object-section of the Assign Menu and then going back to the former object type, the currently assigned object could not be selected again. This bug is fixed. The currently selected object in the Assign Menu can be selected again after temporarily switching to a different object type. | | The Insert New Fixtures dialog had a View Mode button without functionality. This bug is fixed. The View Mode button in the Insert New Fixtures dialog is removed. | | When enabling Show Connectors on consoles, a connected grandMA3 extension displayed the wrong connectors. This bug is fixed. The extension displays a correct connector view. | | If the grandMA3 software was booted and the network menu was opened for the first time, all categories would collapse. This bug is fixed. All categories are expanded when opening the network menu.  | | When creating a new show using the command line while the phaser overlay was open, the software could crash. This bug is fixed. The NewShow command can be used while the phaser overlay is open. | | When having a filter editor open and changing the name of the filter, the title bar of the filter editor did not update to the new name. | | It was possible to disable display 1 in the display selector on onPC stations. This bug is fixed. On onPC stations display 1 cannot be disabled anymore in the display selector. | | When editing the start time or start date of an agenda event, the corresponding pop-up did not open. This bug is fixed. | | When scrolling inside the API Description list the focus did not always follow the selected item. This bug is fixed. Inside the list of API Descriptions in the plugin editor, the focus is always on the selected item. | | It might have happened that the text in the layout elements overlapped with the dimmer bar. This bug is fixed. | | Processing units in standalone mode displayed the XRLs in green, which pretended output. This bug is fixed. Outputs are displayed as disabled if the processing unit is in standalone mode. | | The on screen keyboard could not enter a space when Shift or Caps Lock was active. This bug is fixed. | | The Assignment Editor did not search for numbers. This bug is fixed. Searching in the Assignment Editor for just numbers is possible. | | When changing the display preferences of the Assign menu, while the Edit tab was open, only the Edit tab changed to the new display. this bug is fixed.  | | The clock window did not update the list of timecode slots, when a timecode slot was renamed. This bug is fixed. | | The calculator for the Tester Output encoder of the DMX Tester Encoder Bar in the DMX Sheet displayed a wrong input range. This bug is fixed. | | The Render Quality section in the Import section of the Import/Export menu did not offer the predefined render qualities for import. This bug is fixed. | | Entering a password into the login pop-up showed the password in readable text. This bug is fixed. The password input in the login pop-up masks the entered password with a \* for every character. | | Disabling Show Bottom Menu in the sMArt window blocked the possibility to open the settings menu for the sMArt window. This bug is fixed. | | Calling a view with a DMX Sheet did not jump to the selected fixtures, when Only Selection was enabled. This bug is fixed. | | The MVR Merge dialog displayed rotation values in quaternions. This bug is fixed. Rotation values are displayed in degrees. | | The screen encoder did not scroll in the System Monitor window or the Command Line History window. This bug is fixed. | | The sizes of the sequence settings pop-up were different and were dependent on the size of the sequence sheet from where the pop-up was opened. This bug is fixed. The size of the sequence setting pop-up should be the same for all sequence sheets on the same display. | ***   ## []()Appendix  [Section titled “Appendix ”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations  [Section titled “Known Limitations ”](#known-limitations) Software update via network to onPC stations requires confirmation during the install process at the destination system. When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations. Recast will only recast presets to cues if there is a preset link in the absolute layer. Loading show files that were saved in previous versions deletes the programmer content. # Release Notes 2.0 > Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail w * [Get Started](/grandma3/2-4/key_rn_v2_0/#h2__1435677565) * [Bug Fix Version 2.0.2.0](/grandma3/2-4/key_rn_v2_0/#h2_1781474115) * [Other Enhancements](/grandma3/2-4/key_rn_v2_0/#h3__1137860005) * [Bug Fixes](/grandma3/2-4/key_rn_v2_0/#h2_72787598) * [Release Version 2.0.0.4](/grandma3/2-4/key_rn_v2_0/#h2__1841900993) * [Features](/grandma3/2-4/key_rn_v2_0/#h2_1142862430) * [Single Digit Input](/grandma3/2-4/key_rn_v2_0/#h3__1621154093) * [Fixture Type Presets](/grandma3/2-4/key_rn_v2_0/#h3__625988645) * [Show Creator](/grandma3/2-4/key_rn_v2_0/#h3__711745471) * [Tracking](/grandma3/2-4/key_rn_v2_0/#h3_1351829368) * [Tracking Shield](/grandma3/2-4/key_rn_v2_0/#h4_1351829368) * [Cue Zero](/grandma3/2-4/key_rn_v2_0/#h4_3660909) * [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005) * [MIB](/grandma3/2-4/key_rn_v2_0/#h3__1085121338) * [Sheet Column Editing](/grandma3/2-4/key_rn_v2_0/#h3_2074549335) * [Fixture Sheet](/grandma3/2-4/key_rn_v2_0/#h3__704133460) * [Layouts](/grandma3/2-4/key_rn_v2_0/#h3_457312679) * [Windows, Views, and View Bar](/grandma3/2-4/key_rn_v2_0/#h3__526547644) * [Selection and Selection Grid](/grandma3/2-4/key_rn_v2_0/#h3__429320065) * [Encoder Bar](/grandma3/2-4/key_rn_v2_0/#h3_611477531) * [Encoder Bar Pool](/grandma3/2-4/key_rn_v2_0/#h4_828587241) * [Knob UI Style and Encoder UI Style](/grandma3/2-4/key_rn_v2_0/#h4_1480500119) * [Generators](/grandma3/2-4/key_rn_v2_0/#h3_1134998295) * [Random](/grandma3/2-4/key_rn_v2_0/#h3_1134998295) * [Bitmap](/grandma3/2-4/key_rn_v2_0/#h4_2012165831) * [Sounds](/grandma3/2-4/key_rn_v2_0/#h3_1838296282) * [Timecode](/grandma3/2-4/key_rn_v2_0/#h3_1779041226) * [Clone Window](/grandma3/2-4/key_rn_v2_0/#h3_1395527696) * [Special Dialog Window](/grandma3/2-4/key_rn_v2_0/#h3_304211589) * [Color Picker](/grandma3/2-4/key_rn_v2_0/#h4_1475112279) * [Shapers Dialog](/grandma3/2-4/key_rn_v2_0/#h3_304211589) * [3D](/grandma3/2-4/key_rn_v2_0/#h3__1137860005) * [MVR-xchange](/grandma3/2-4/key_rn_v2_0/#h3__985159704) * [Other Enhancements](/grandma3/2-4/key_rn_v2_0/#h2_1198082799) * [Changes](/grandma3/2-4/key_rn_v2_0/#h2__656690415) * [Bug Fixes](/grandma3/2-4/key_rn_v2_0/#h2__146634055) * [Appendix](/grandma3/2-4/key_rn_v2_0/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v2_0/#h2__1852571500) *** ## Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com/). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the [Online Manuals](https://www.malighting.com/training-support/online-manuals/) on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](/grandma3/2-4/qsg/) and join the MA e-Learning - it’s free of charge and available on the [MA Lighting website](https://www.malighting.com/). Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | *** ## Bug Fix Version 2.0.2.0 [Section titled “Bug Fix Version 2.0.2.0”](#bug-fix-version-2020) ### Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the Select NDI Bandwidth setting for video pool objects set to Source **NDI**: The user can choose between the values **Lowest** and **Highest**. Select NDI Bandwidth defines the quality at which the NDI stream is request from the sender. By default, the value is set to **Lowest**. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Import and Export in the Show Creator menu: * The Gaps setting in the Import and Export tabs are now independent from each other. * When entering Import or Export, the default states of Gaps for Import and Export are applied: * Import: Gaps on * Export: Gaps off *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | ---------------------------------------------------------------------------------------------- | | The software could crash while loading a show file when using materials in meshes extensively. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | In order to preserve your looks on stage, the output for the following described recipe bugs is not corrected automatically, when loading a show file from v2.0.0.4. If you want to re-cook all recipes in your show file, execute Cook DataPool Thru /MergeLowPriority. |   | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When  importing a timecode show, the Cue Destination of timecode events was not imported if the timecode event had Go+ set up as a token. | | When exporting and importing data pools or pages, the assigned objects could be moved to different executors. This bug is now fixed. When exporting data pool or pages, the executors are always exported with gaps, even if Gaps is disabled. | | When importing data pools the information about the assigned object in cue recipes for the value property was lost. | | When moving timecode events while being in a session on other stations the selected events were moved to the same time. The distance of the events to each other was discarded. | | Having several recipes using the same selection and using different selective presets caused incorrect cooking results. | | When changing recipes, the cooked data from other recipes that used selective presets was discarded. | | The data of recipes without MAtricks could not be cooked when several recipes used the same selection but only one of them used MAtricks. | | The hostname of xPort nodes was set to “Waiting” when the interface was set to use DHCP and no DHCP server was available. | | The software could crash when doing a screenshot while the scale factor of the display was not set to 1. | ### Patch [Section titled “Patch”](#patch) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------- | | The order of columns in the Patch menu was different compared with v1.9.7.0.  | | In the Live Patch it was possible to change the Coarse, Fine, and Ultra DMX channels of fixture types. | | When importing fixture types that have two or more geometries with identical names, the linking of the attributes to the geometries were lost. | ### Windows [Section titled “Windows”](#windows) | Description | | ------------------------------------------------------------------------------------------------------------------------- | | The tool bar and the Record button could not be displayed in the Timecode Viewer window when switching on the Setup mode. | *** ## Release Version 2.0.0.4 [Section titled “Release Version 2.0.0.4”](#release-version-2004) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.0.0.4 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. *** ### Single Digit Input [Section titled “Single Digit Input”](#single-digit-input) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Single Digit Input multiplies all input integer dimmer values below 10 by 10. To enable/disable Single Digit Input go to Menu - Settings - User Configuration - Profiles. When Single Digit Input is enabled, the following rules apply: * Only whole numbers from 1 to 9 are applied as values 10, 20, 30, 40, 50, 60, 70, 80, or 90. * Digits with decimal place, for example 1.5, are deemed as 1.5. * When specifying any attribute in a command (Attribute “Dimmer” …) single digit input is not applied. * When using the At command without any additional attributes being specified, the value is taken by the natural readout of the dimmer of the user profile. To apply a dimmer value of 50 to the currently selected fixtures as single digit input type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> At 5 | To apply a dimmer value of 40 to fixtures 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture 1 Thru 4 At 4 | See also [User Settings](/grandma3/2-4/user_settings/). *** ### Fixture Type Presets [Section titled “Fixture Type Presets”](#fixture-type-presets) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Fixture Type Presets allow to store presets directly in a fixture type. This can be useful, for example, when you have to use a fixture type in a different show file, and want to save time by creating your standard set of presets again. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Fixture Type Presets are not part of the GDTF DIN Specification. Therefore, Fixture Type Preset can be only transferred to different show files when using grandMA3 Fixture Types during export and import. | Using the new keyword AutoStore allows to store presets into fixture types.\ The syntax AutoStore FixtureType \[“FixtureType\_Name” or FixtureType\_Number] or AutoStore Fixture \[“Fixture\_Name” or Fixture\_Number] makes it possible to store the presets into the corresponding fixture type.\ When choosing the fixture type as target, presets that are only available for a special mode are also cloned as Fixture Type Preset for all other modes.\ When choosing a fixture as target, presets are only added as Fixture Type Presets to their corresponding modes.   To break down feature groups or attributes even further, specify a filter in the If keyword. Executing the store command with fixtures or fixture types triggers a pop-up that asks the user whether to Merge the existing FixtureType Presets or to Overwrite them. Explore FixtureType Presets when editing a fixture type. To do so, go to Menu - Patch - Fixture Types - select the desired Fixture Type - Edit - select the desired mode - Edit - FT Presets. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The FixtureType editor now separates the different modes of a fixture type. To change a channel of a mode, select the mode first and then edit it. |   To create presets out of a fixture type, use the AutoCreate keyword: AutoCreate Fixture \[“Fixture\_Name” or Fixture\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Creating presets merges them with the already existing presets of the same name. As soon as a dedicated target is defined, the name resolving is ignored, and the presets are stored to the specified target location.   Instead of using the command line to store presets into fixture types or creating presets out of fixture types, the Show Creator menu can be used.\ To learn more about this new menu, please [read below](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_457312679). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitations:** | | | - Only presets that have a name, can be used for creating FixtureType Presets. | * At the moment, all presets are stored to a fixture type, but it should only be possible to store global and universal presets to fixture types. * Presets that contain attributes of different feature groups discard these attributes during import. | See also [AutoStore](/grandma3/2-4/keyword_autocreate/), [AutoCreate](/grandma3/2-4/keyword_autocreate/), [Store Presets to Fixture Types](/grandma3/2-4/sc_fixture_type_presets/), and [Create Presets from Fixture Types](/grandma3/2-4/sc_autocreate_groups/). *** ### Show Creator [Section titled “Show Creator”](#show-creator) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Show Creator menu (Menu - Show Creator) combines the former Import/Export menu with new menus. The Show Creator stores presets into fixture types and auto-creates presets out of fixture types (see [FixtureType Presets](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3__625988645) above).\ The Show Creator menu offers different tabs: * Import: The only changes here are: * The addition of Gaps. When Gaps is enabled, the gaps that are part of the XML file will be imported, too. * The additon of Clear Collection for the Local area. Tapping Clear Collection resets the collection of items. - Export: The only change here is the addition of Gaps. When Gaps is enabled, the collected and empty pool objects will be exported as gaps into the XML file.\ Learn more about Gaps in the [/Gaps Option Keyword topic](/grandma3/2-4/ok_gaps/). * Create Groups: Creates groups based on the current patch. * Left area: Select objects you want to create a group for. Tapping Fixture Types switches to Classes and then to Layers. * The right area displays the group pool. The user can collect single places in the group pool where they want to create groups. * The Advanced mode changes the menu when it is enabled: * A center area appears that allows to select only a reduced set of fixtures that are matching the selected objects in the left area. * Tapping Clear Collection resets the collection of items.​ * Tap AutoCreate Groups /All or AutoCreate Groups /Single in order to create a group with all fixtures in it, or to create single fixture groups of every selected fixture. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about AutoCreate, see [AutoCreate Keyword](/grandma3/2-4/keyword_autocreate/). | * Create Presets: Creates universal dimmer or color presets: * The top bar allows to switch between the creation of Dimmer or Color presets. * The left area is dependent if Dimmer or Color has been chosen: * Dimmer: Dimmer Increment defines the increase in value from one preset to the next. Dimmer presets are created from 0 % to 100 %. The input range for Dimmer Increment is from 5 % to 50 %. * Color: When creating color presets, presets will be created by the combination of Hue and Saturation. Therefore the user can define how many Hue values (Amount Hue) and Saturation values (Amount Saturation) will be combined when creating the presets. Sort By defines if the presets will be ordered by **Hue** or **Saturation** values. When enabling Book, the user can select whole swatch books or selected gels to create presets from. * The right area allows to collect the preset spots where the presets shall be created. * Tapping Clear Collection resets the collection of items. * Tapping Generate Dimmer or Generate Color creates the corresponding presets. Only the button of the chosen type is not grayed out. * Create Presets from FT: Creates presets in the show using the presets that are stored in fixture types. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When collecting at least one preset in the pool before auto creating presets, the name resolution of presets will be ignored. | * The FixtureTypes area on the left side displays the fixture types used in the show. Select the fixture type you want to create presets. When unfolding the fixture types, it is also possible to select only a dedicated mode of the fixture type in order to create the presets. Only modes that contain Fixture Type Presets are listed. When Fixtures is enabled, this area displays the patched fixtures instead of the fixture types. In this mode, also only fixtures are listed where the fixtures types and modes contain Fixture Type Presets. * The right side allows to define which presets (filtered by feature group or attributes) are to be created out of the fixture types. Tapping ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) expands the feature group filter area for you to display the attributes’ filter. In this case the At Filter is also temporarily activated. * The Advanced mode changes the menu in this way when it is enabled: * The feature group/attribute filter area is replaced by a preset pool area. The user can then collect single places in the preset pool where they want the presets to be created.  If you collect presets before creating them, the resulting name will be ignored. The feature groups bar known from the Import/Export tabs appear on the top. * The FixtureTypes area occupies only the left side of the menu. * The center area displays the presets that are part of the selected fixture type. * Tapping Clear Collection resets the collection of items. * The Source can be toggled between **FixtureType Presets** and **ChannelSets**: * **FixtureType Presets**: Creates presets from the presets stored in the fixture type. * **ChannelSets**: Creates presets based on the channel sets (that have a name) that are defined in the fixture type. By default Source is set to **ChannelSet**. * When a fixture type is selected, and the desired presets, feature groups, or attributes are selected, tap AutoCreate Presets. A pop-up asks whether to Overwrite or Merge existing presets, or to Cancel the operation.​​ * Store Presets to FT: Allows to store existing and named presets of the show file into the fixture types in use. * The selector next to the left sidebar allows to define which presets (filtered by feature group or attributes) will be stored into fixture types. Tapping  ![](/img/grandma3/2-4/triangle_right_15_1-492f3b.png) expands the display of the attributes filter. In this case, also the At Filter is temporarily activated. * The FixtureTypes area lists all fixture types used in the show. The user needs to select the desired fixture types they want to store presets to. Enabling Fixtures will display the patched fixtures instead of the fixture types. * The Advanced mode in the title bar changes the menu when it is enabled: *  The feature group/attribute filter area is replaced by a preset pool area. The user can collect single presets they want to store into the fixture types by clicking them. The feature groups bar known from the Import/Export tabs appear on the top. * The FixtureTypes area occupies only the center of the menu. * The right side displays the presets that are allready part of the fixture type. * When presets, feature groups or attributes and a fixture type are selected, tap AutoStore Presets in order to transfer the desired presets into the fixture type. A pop-up asks whether the user wants to Overwrite or Merge existing Fixture Type Presets or Cancel the operation. In the case of Overwrite, only the presets of the selected feature group are overwritten. Presets of other feature groups remain in the fixture type. See also [Show Creator](/grandma3/2-4/show-creator/).To store all possible presets to fixture type 9, overwriting existing fixture type presets, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoStore Preset \*.\* At FixtureType 9 /Overwrite /NoConfirmation | To store possible color presets to the fixture type of fixture 1, merging existing fixture type presets, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoStore Preset 4.1 Thru At Fixture 1 /Merge /NoConfirmation | To create color presets out of fixture type 9, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset 4.\* | To create all presets out of fixture type 9 and match them by name, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset \* | To create universal dimmer presets with a value incrementation of 25%, and the first preset is the 11th dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset1.11 “DimmerIncrement” 25 | To create universal color presets with four different hues, 5 different saturations, get them sorted by saturation, and start at color preset 42, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset 4.42 “AmountHue” 4 “AmountSaturation” 5 “SortColor” “Saturation” | To create universal color presets with the gels 2 and 10 of the MA Lighting swatch book, and get them created at color preset 4.2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate Universal 1 At Preset 4.2 “GelList” Gel 1.2 + 10 | To create a universal color preset with the Mauve gel of manufacturer Lee as color preset 4.126, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate Universal 1 At Preset 4.126 “GelList” Gel “Lee”.”Mauve” | To create global beam presets out of the channel sets of fixture type 9, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AutoCreate FixtureType 9 At Preset \* If FeatureGroup “Beam” /ChannelSet | *** ### Tracking [Section titled “Tracking”](#tracking) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * Improved the asserting of cues: The new value \*\*X-Assert \*\*asserts values that were saved in previous cues together with the timing of the cue where X-Assert is set. Individual timings that track into the cue with the X-Assert are not respected, and the general cue timing is used. * Improved the Copy Cue pop-up: Due to the adjustments needed for Tracking Shield, the Copy Cue pop-up was enhanced: * The top part is about handling the data of the source cue, and the lower part gives access to options that define how the data is added to the destination cue. * Renamed “Source Cue” section “Copy Values from Source Cue”. * Renamed “Tracking into Destination Cue” section “Existing Values tracking into Destination”. * Renamed the value “Keep” Retain. * Renamed the value “Force Release” Replace with Release. * Renamed the value “Force Default” Replace with Default. * Refactored the “Cue Only” section into “Copy Values”: * Tracking: Stores the values at the destination as normal tracking values. * Cue Only: Stores the values at the destination as values only into this cue. The following cue Only stores previous values. (= Cue Only principle). * Added the new section “Protect from Tracking”: * Dimmer Cue Only: Stores only the dimmer values at the destination following the Cue Only principle when it is enabled. All other attributes will be stored as tracking values. For more information see [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005). * Added a Tracking Shield section: * Off * ![](/img/grandma3/2-4/icon_15_trackshield_rising0_v2_0-b9b43c.png) * ![](/img/grandma3/2-4/icon_15_trackshield_greater0_v2_0-b461e9.png) * To learn more about this topic, see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). * Improved the Store Cue pop-up: * The “Store Values” column allows to define if the values will be be stored using the Tracking principle or if they will be stored using Cue Only. * The “Protect from Tracking” column allows to define if dimmer values only will be stored using Cue Only. This is the case when Dimmer Cue Only is enabled. This options works only when Tracking is selected. If it is not selected, it will be selected automatically when enabling Dimmer Cue Only. For more information see [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005). * The column “Shield tracked values” allows to use Tracking Shield. If you select any mode in the “Shield tracked values” section, while Cue Only is selected in the “Store Values” section, Tracking will also be automatically selected. For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). * Improved the Delete Cue pop-up: * The user can now decide if they want to delete the values using the Tracking principle, Cue Only princple, or the Dimmer Cue Only principle. * Also, Tracking Shield modes were added.\ For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368) and [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005). | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The Delete Cue pop-up uses the Store preferences. Therefore, changing the preferences on one side will change the preferences on the other side as well. | #### Tracking Shield [Section titled “Tracking Shield”](#tracking-shield) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Tracking Shield is a tracking store mode that protects already tracked attributes from being changed unintentionally in cues where the dimmer value is above zero. The Tracking Shield has two modes: * ![](/img/grandma3/2-4/icon_15_trackshield_rising0_v2_0-b9b43c.png) (Dimmer rising from 0): Protects attributes in the next cue where the dimmer value increases starting from zero. * ![](/img/grandma3/2-4/icon_15_trackshield_greater0_v2_0-b461e9.png) (Dimmer above 0): Protects attributes in the next cue where the dimmer value is above zero no matter the value it had before. For more information see [Tracking Shield](/grandma3/2-4/cue_tracking_shield/). **Examples** Requirement: ![](/img/grandma3/2-4/trackingshield_start-80a2e1.png) * Example 1: Store Fixture 1 to cue 3 with an intensity of 75 % and in blue. The look of cue 5 will be preserved. In this case, both modes of Tracking Shield will give the same result: ![](/img/grandma3/2-4/trackingshield_example1-16c1ef.png) * Example 2: We start again with the state of the situation in the requirement. We now want to store fixture 1 with an intensity of 75 % and in blue again, but this time to cue 5. When using the mode “Dimmer rising from 0”, the following cues, where the dimmer rises again from 0, will be protected. The mode also preserves look of the following cues: ![](/img/grandma3/2-4/trackingshiled_example2_raising-23e9c3.png) * Example 3: We start again with the state of the situation in the requirement. We now want to store fixture 1 with an intensity of 75 % and in blue again to cue 5. When using the mode “Dimmer above 0”, the look of the non-dimmer attributes in the next cue (cue 6) is preserved. In some cases this will result in the same outcome as as if storing /CueOnly: ![](/img/grandma3/2-4/trackingshield_example3_above-5a415e.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Tracking Shield only protects non-dimmer attributes. If you want to preserve the look of the next cue for the dimmer too, combine Tracking Shield with the new option [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005) when storing. | The new [/TrackingShield](/grandma3/2-4/ok_trackingshield/) option keyword allows to define directly which tracking shield mode shall be used: Syntax: /TrackingShield \[“Value”] These are the possible values: * **Off**: Tracking Shield will not be used. * **DimmerRisingFromZero** (DRZ): The principle of Tracking Shield in mode “Dimmer rising from 0” will be used. * **DimmerAboveZero** (DAZ): The principle of Tracking Shield in mode “Dimmer above 0” will be used. #### Cue Zero [Section titled “Cue Zero”](#cue-zero) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)  New in this release The Sequence settings offer Cue Zero Mode. This setting can be set to different values: * **Off**: Cue Zero is not used in the sequence. This is the default setting. * **All Used Attributes**: Cue Zero contains all default values of every fixture that is stored in the sequence. * **Only Used Dimmers**: Cue Zero only contains default dimmer values of every fixture that is stored in the sequence. See also [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). #### Dimmer Cue Only [Section titled “Dimmer Cue Only”](#dimmer-cue-only) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When storing or copying cues using the Tracking principle, the existing Cue Only option was extended.\ **Cue Only** disabled is now called Tracking.\ **Cue Only** enabled stays as is and is mutually exclusive. The extension of Cue Only is the addition of the new mode **Dimmer Cue Only**. When selecting this value, only the dimmer attributes will be stored using the Cue Only principle. All other attributes will be stored as normal tracking values. When Tracking Shield is enabled the Tracking Shield principle is used to store values.\ To use **Dimmer Cue Only** via command line, use the existing [/CueOnly option keyword](/grandma3/2-4/ok_cueonly/): * /CueOnly “DimmerOnly”: Uses Dimmer Cue Only and releases the recently stored dimmer attributes in the next cue. * /CueOnly “DimmerOnlyDefaultNew”: Uses Dimmer Cue Only and sets recently stored dimmer attributes to the default value in the next cue. *** ### MIB [Section titled “MIB”](#mib) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release When MIB is in progress, the MIB indicator in the Fixture Sheet will indicate this: * Fast flashing: Fixtures fade out in order to perform an MIB. * Slow flashing: Fixtures perform an MIB fade. The OffCue no longer displays MIB indicators.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Hold is a special value that can be set to prevent an MIB action. It can only be applied to a dimmer attribute and is equivalent to a value of 0.\ To prevent all fixtures (for example, scrollers) from performing an MIB action in the same cue, Hold can be used to distribute the movement across multiple cues. To expressly perform a movement with an open dimmer between two cues, Hold can be used to enhance individual fixtures. To learn more about Hold, please see the [Hold keyword](/grandma3/2-4/keyword_hold/), and [Move In Black](/grandma3/2-4/cue_mib/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release MIB also works when the dimmer raises from 0 on the relative layer. *** ### Editing of Sheet Columns [Section titled “Editing of Sheet Columns”](#editing-of-sheet-columns) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The columns of sheets are configurable in certain windows. These windows are the Sequence Sheet, Content Sheet, Fixture Sheet, the Layout Editor, the Agenda Viewer, RDM Devices Viewer, the Timecode Editor and Timecode Viewer.\ The arrangement can be stored to the preferences of the window and recalled from there. Furthermore, the arrangement is also stored with the window inside a view. To get the different options for column editing: Start a 2 Finger Scroll gesture in the header row of the desired sheet. The ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol appears in the left corner. Tap ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When using the trackpad on an Apple Mac computer, the gesture is the same as described. However the white focus frame inside the grid scrolls as well. | * Enter Column Editing: Enables the editing mode, where the user can show or hide columns or change the order of the columns. * Leave Column Editing: Allows to leave the editing mode. * Reset Column Filter: Resets the hidden columns to be displayed. * Reset Column Order: Resets the order of the columns to default. To change the order or visibility of a column: 1. Tap Enter Column Editing to start editing. 2. Tap a column header to show or hide this column. 3. Tap and hold a column, and drag it to the desired location. 4. The target location is indicated by a vertical red line. The red line appears shortly after starting to move the finger to the left or right. 5. Release the finger as soon as the desired location is reached. 6. Tap Leave Column Editing to exit the edit mode. To move a column without entering column editing: 1. Long press and hold a column until the vertical red target line appears. 2. Move the finger to the left or right. 3. Release the finger as soon as the desired location is reached. Attribute columns, for example, in the fixture sheet and track sheet mode of the sequence sheet, cannot be filtered out.\ In some sheets, for example in the Sequence Sheet, there are two areas of columns that can be sorted. First the area with the Lock, No, Part, and Name columns, and second the area with all other columns. The column header in such grids will turn red when you try to move a column around. This indicates the area to which you cannot move the column you are currently touching. The Column Editing replaces the following Mask settings in the Timecode Viewer window:  Show Appearance, Show Target, and Note.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Columns can be edited or saved as Column Sets in the Sequence Sheet, Agenda Viewer, or RDM Devices Viewer. Also, a selector for different column sets can be displayed in the title bar of the corresponding windows. To edit the column sets of a window follow these steps:  1. Tap MA to enter the window settings.  2. Enter the Columns tab.  To create a new Column Set: 1. Tap, hold, and swipe Columns. 2. Move your finger above New. 3. Release your finger. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When creating a new Column Set, the currently selected Column Set will be used as a template; Only columns that were visible in the sheet at a time already are offered in the Column Set editor. | To enable or disable the visibility of columns: Do a two-finger edit on Yes / No in the Visible column.\ By tapping Set All Visible or Set All Invisible, all columns will be set to Visible Yes, or Visible No. To change the order of the columns: Select the column, you want to move and change its position using ![](/img/grandma3/2-4/arrow_up_15px-2a9197.png) and ![](/img/grandma3/2-4/icon_arrow_down_15_v1-5-1acd2f.png).\ As soon as the order of columns has changed, it is possible to reset the order by tapping Reset Order.\ A white horizontal line divides the two different column areas where within each of them the columns can be reordered. To recall the changed columns set, the window needs to be stored in a view or to a window preference. To make the column set selector visible in the title bar of a window: 1. Tap MA to enter the window settings.  2. Enter the Columns tab. 3. Enable Edit Title Bar and then toggle Columns to Yes. By tap and hold on Columns in the title bar of a window, a Columns Set editor will open. It offers the same tools as described above.\ When entering Label into the command line and then tapping Columns in the title bar of a sheet, the label pop-up for the selected set opens. In the Sequence Sheet, the Column Sets replace the different mask settings of Cue Settings, Cue Timing, Preset Timing, Note, Command, and MIB Settings.\ When loading a show file from grandMA3 v1.9.7 or prior to grandMA3 v2.0 or later, the stored setting of masks is automatically migrated into Column Set 1.\ The Sequence Sheet also provides three additional sets, Track, MIB, and Timing.\ Each of these sets display the corresponding columns that the masks provided in previous versions.\ The normal Sequence Sheet mode and the Track Sheet mode each remember which column set was previously selected. *** ### Fixture Sheet [Section titled “Fixture Sheet”](#fixture-sheet) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The fixture sheet offers new Sheet Modes: * **Dimmer+**: Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. * **Sheet/Filter**: The Dimmer+ sheet mode has a similar look as the **Channel** mode. It displays all attributes unless the user defines a filter in the Mask tab of the Fixture Sheet Settings. Both modes have these features in common: * Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. * Both modes are able to display the Fixture Graphics, but won’t display the Feature Graphics.  The Merge Cells setting now differs between merging values per Feature or per FeatureGroups. Therefore, the toggle button changed a swipe button, and offers the values **None**, **Feature**, and **Feature Group**. Feature equals to the former enabled state of Merge Cells. In the sheet mode Channel, Dimmer+, Sheet/Filter it is possible to open a calculator for the attribute instead of editing the patch of the fixture. To edit the attribute, long press on the attribute, to open the patch, long press the Fixture ID. Switching off a fixture using the fixture sheet in Channel, Dimmer+, or Sheet/Filter mode switches off the whole fixture. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release New Fixture Sheet setting Show Name Field allows to display or hide the name of the fixtures when the fixture sheet is set to Sheet Mode Channel. The new Fixture Sheet mask setting Show ID Type defines the displayed ID Type between the modes **Channel**, **Dimmer+**, or **Sheet/Filter**.\ When using these modes, and Show ID Type is enabled, the Fixture ID and CID are displayed together as soon as they are different, for example, 1:101. When both IDs are identical, only one number is displayed.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release It is possible to assign filters, worlds, and the selections to reduce the number of fixtures or attributes displayed. As soon as a filter or world is assigned to the fixture sheet, the title bar informs the user about the assigned object and offers a button to remove the object from the fixture sheet.\ When the selection is assigned, the displayed fixtures change dynamically as the selection itself changes. Switching the fixture sheet to display the selection can be done by assigning the selection to the fixture sheet (Assign + Fixture + Fixture and tapping the title bar of the desired fixture sheet window), or by enabling Filter Selection in the MAsk tab of the Fixture Sheet context menu.\ To assign a filter or world to a fixture sheet, enter an Assign command into the command line and then tap into the title bar of the desired fixture sheet: 1. Enter a assign command into the command line: Assign Filter \[“Filter\_Name” or Filter\_Number] or Assign World \[“World\_Name” or World\_Number] 2. Tap the title bar of the desired fixture sheet. Furthermore, the Filter setting in the Mask tab of the Fixture Sheet Settings pop-up can be used to select a world. This also applies to the Sequence Sheet. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release  The Channel Set setting defines the readout of values that are part of channel sets: * **Value**: Only the value is displayed. * **Value+Name**: The value and the name of the channel set are displayed. * **Name**: Only the name of the channel set is displayed. This also applies the Sequence Sheet and the Content Sheet. See also [Window Settings](/grandma3/2-4/wvm_settings/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * The fixture sheet displays now DMX values instead of the value inside a channel function, when a channel function was active.  * Opening the calculator of an attribute on the Output Layer or the DMX Layer opens it for the Absolute layer. * When going through a selection by using Next and Prev and Fixture Sort is enabled, the main selected fixtures will be displayed first, and then the sub-selected fixtures will be displayed. * When the Layer setting of the fixture sheet is set to **Auto**, the resulting output value will be displayed, although the selected layer of the user profile is the Absolute layer. The value of the Absolute layer will be displayed when selecting the **Absolute** value of the Layer setting in the Fixture Sheet. *** ### Layouts [Section titled “Layouts”](#layouts) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * When assigning the selection to a layout, only the selected fixtures are taken. Sub selected fixtures are not assigned to the layout. * Assigning an object such as a sequence to a blank element in the layout view creates a new element in both setup and normal mode. * Added useful minimum and maximum for Position X, Position Y, Dimension W, and Dimension H. * When Dimension W and Dimension H are set to 0, and FitType is set to Canvas, ZoomToFit is not offered anymore. Also, AutoZoom is doing nothing under that condition. * The displayed appearance on a layout element can be rotated and mirrored using Rotatation and Mirror in the layout element editor. * The custom text of an object can be orientated vertically as well. * Scribbles assigned to objects can be displayed in layout elements. * The Auto tool (![](/img/grandma3/2-4/icon_15_layout_autotool_v2_0-fee11b.png)) changes the function depending on the object area: * Tapping inside the area of a layout element, the move function is used. * Tapping outside of a layout element at the edges, allows to change the size of the element of the used axis. * Tapping outside of a layout element at the corners, uses the resize function to change the size. This tool does not respect the ratio. * Holding MA and tapping outside of a layout element at the corners, uses the resize tool with fixed ratio. * Improved the custom text properties: * Text Horizontal was renamed Align Horizontal. * Align Horizontal offers new values **Outside Left** and **Outside Right**, which would place the custom text outside of the layout element on the left or right side. * Text Vertical was renamed Align Vertical. * Align Vertical offers the new value **Below**, which places the text outside below the layout element. * The new setting Vertical displays the custom text in vertical direction, when it is enabled. * When the Layout Viewer is in Setup mode, the overall selection frame around all selected elements exceeds the outside corners. * When Show Selection in the Layout window is disabled, the border of layout elements that have an object assigned is hidden. * The Selection Mode setting of the Layout window defines if the lasso selection inside a Layout window shall result in a linear selection or in a 2D Grid selection arrangement in the selection grid.\ Depending on the selected mode, the frame color will be different: * 2D Grid: Green * Linearize: Yellow * In addition to the Selection Mode setting, tapping ![](/img/grandma3/2-4/icon_selection-grid_15_v1-9-58833f.png) in the Layout Viewer window arranges the selection in the selection grid correspondingly to the fixture positions of the currently displayed layout. * The Lasso Filter settings defines which layout elements will be selected when making a lasso selection: * **All**: All layout elements will be selected. * **Fixtures**: Only layout elements that have fixtures assigned get selected. * **Others**: Layout elements that have anything else than fixtures assigned will be selected. * Window Preferences can be stored and loaded in the Layout Viewer Window. See also [Layout View Settings](/grandma3/2-4/layout_view_settings/) and [Edit Layout Elements](/grandma3/2-4/layout_elements_edit/). *** ### Windows, Views, and View Bar [Section titled “Windows, Views, and View Bar”](#windows-views-and-view-bar) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * The View Bar can be positioned horizontally. To switch the position, open the Configure Display dialog and tap ![](/img/grandma3/2-4/icon_view-bar-move_15_v2-0-cd455e.png) above ShowViewBar. * The View Bar can show up to 3 columns of view buttons. To adjust the amount, use the + and - below ShowViewBar. * The View Bar can be scrolled. Each column offers up to 100 view buttons.\ When a view bar is scrolled above the initial count, tapping ![](/img/grandma3/2-4/icon_15_view_scrollup_v2_0-ef0667.png) in the upper right (vertical arrangement) or tapping ![](/img/grandma3/2-4/icon_15_view_scrollleft_v2_0-97cf35.png) upper left (horizontal arrangement) allows to quickly return to the top of the view bar.\ The View Bars can be either scrolled vertically or horizontally. This is determined by the position of the View Bar. * View buttons indicate the type of object assigned to them by a colored indicator bar and the corresponding icon of the object type. * While pressing MA, the icon unhides the pool ID of the assigned object on a view button. * Views that have 2 or more screens stored are displayed by an additional screen icon, for example: ![](/img/grandma3/2-4/icon_15_view_screens_v2_0-a69743.png). The white squares in the icon indicate which screens are part of the view. * Tapping an empty view button clears the screen, and the command line history will display the information “(Click on empty ViewButton)” in addition to the execution of the Delete ScreenContent command. * When storing a view, a screenshot button (![](/img/grandma3/2-4/icon_screenshot_15_v2-0-cf14ce.png)) in the top left corner of the store dialog offers to do a screenshot when enabled. After tapping OK, a new appearance will be created and then assigned to the view.\ As soon as two or more screens are selected in the Store View pop-up, the screenshot functionality will be temporarily grayed out.\ To remove the assignment of an Appearance from a View, edit the view, or a command that is based on this syntax:\ Assign Appearance At View \[“View\_Name” or View\_Number] * These objects can also be assigned to a view button: * [Encoder Bars](/grandma3/2-4/key_rn_v2_0/#h3_611477531) * Macros * MAtricks * Plugins * Quickeys * ScreenConfigurations * Timers * Users * When tapping view buttons that have filters, or worlds assigned, the object itself will be selected in the pool. * Improved View editor: Select the screen content mask in a similar way to a view button store. See also [View Bar and View Buttons](/grandma3/2-4/ws_ui_view_bar_and_buttons/).   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Pool windows, for example, the Group Pool window, allow to set Pool Columns in their settings. The Pool Title Object displays an icon (![](/img/grandma3/2-4/icon_pool-limited_12_v2-0-71e0d7.png)) if a pool column is set. Using Pool Columns retains the initial look in a pool window even if the pool window was resized after arranging the pool objects. To see how the pool columns works, try this example: 1. Open a Group Pool window using the complete screen size. 2. Store some groups and arrange them in a nice layout that fits the placement of the fixtures on stage. 3. Make the Group Pool window smaller. 1. As a result, the groups are shifted around in the window. 4. Set Pool Columns to the value 18 (the amount of a pool window, when it is opened using the full screen, while the view bar is enabled). As a result, the arrangement of the pool object inside the window stays consistent. When Pool Columns is set to a value that is smaller than the current width of the window, the remaining space will be displayed in black.\ To get back to a dynamic pool window, set Pool Columns to the value **Not Defined**. See also [Window Settings](/grandma3/2-4/wvm_settings/#h2__522911071). *** ### Selection and Selection Grid [Section titled “Selection and Selection Grid”](#selection-and-selection-grid) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * The title bar buttons of the Selection Grid window can be configured by enabling Edit Title Bar in the Selection Grid Window Settings. * It is possible to align the selection to the left, the center, or the right of the whole selection, by tapping ![](/img/grandma3/2-4/icon_15_align_left_v2_0-055034.png), ![](/img/grandma3/2-4/icon_15_align_center_v2_0-e16f03.png), ![](/img/grandma3/2-4/icon_15_align_right_v2_0-cf184f.png) in the tool bar. * The settings Auto Remove Gaps and Auto Remove Offset are combined in the new setting Preserve GridPositions. When Preserve GridPositions is enabled, the original grid position, for example, from the called group, will be applied. When it is disabled, all gaps and the offset to the origin of the grid will be suppressed. When tapping into the selection grid, Preserve GridPositions will be enabled in order to allow to add the next selection at the defined position.\ Also when storing a selection into an object, for example, a group, the state of Preserve GridPositions of the group will be recalled as long as Preserve GridPositions is disabled before calling the group. * Tapping ![](/img/grandma3/2-4/icon_15_remove_gaps_v2_0-410c36.png) (Remove Gaps) takes out all gaps between the selected fixtures. * ![](/img/grandma3/2-4/icon_15_remove_offset_v2_0-b53980.png) (Remove Offset) removes the offset between the origin and the selection. * The multiply and divide tool (\*2 and /2) multiplies or divides the space on the x-axis relatively between fixtures inside the selection grid. * Tapping  transforms the current selection to be symmetrical. * The MAtricks Transformation setting allows to retain the initial grid view when applying MAtricks. When it is disabled, the fixtures will not be displayed stacked in the selection grid, as soon as the user applies MAtricks. It is enabled by default. * Tapping ![](/img/grandma3/2-4/icon_15_matricks_v2_0-3ddf5f.png) (Use MAtricks position and reset MAtricks) keeps the fixtures at their MAtricks transformed coordinates and removes the MAtricks. * The Move Grid Cursor setting in the title bar represents the Move Grid Cursor setting of the user profile. When selecting fixtures, Move Grid Cursor will work as specified in the user profile. If fixtures are selected through a group, the Move Grid Cursor setting from the called group gets applied. When switching the Move Grid Cursor value, the cursor changes immediately to a new grid position representing the new mode. * The Move Grid Cursor settings (Store Preferences, Groups, Preferences and Timing - Groups) have new values available: **\**, **Newline**, and **None**: * **\**: The setting of the user profile is taken when calling a group. * **Newline**: The grid cursor will be set to the first empty line (in Y direction) after selecting new fixtures. * **None**: The cursor won’t move when selecting fixtures or groups. * It is possible to open a temporary Selection Grid overlay when tapping Selection in the Encoder Bar. * The grid tools Align, Flip, Linearize, Rotate, and Transpose work now relative on the current grid position. * The Selection Grid window can display red center lines for the current selection. They can be enabled or disabled separately for X and Y in the context menu of the Selection Grid window by toggling Centerline X and Centerline Y. The color can be changed via the color definition SelectionGrid.Centerline in the color theme. * The font size of the fixture numbers in the selection grid boxes can be defined by the Font Size setting in the Selection Grid window settings. When it is set to **Automatic**, the font size depends on the size of the Selection Grid window and the zoom in the Selection Grid window. * The Selection Grid window has per default the Align Bar visible at its bottom. To hide the Align Bar, disable Align Bar in the settings menu of the Selection Grid window. * Off + tapping a fixture in the selection grid knocks out the fixture in the programmer. Whenever Setup mode is enabled, it is possible to knock out multiple fixtures at once using Off  and dragging a lasso around your selection. * The Selection Grid window displays a green outline around the overall selection. With the new Setup mode, it is possible to move fixtures around in the selection grid. Example: 1. Select some fixtures, for example, Fixture 1 Thru 10. 2. Open a Selection Grid window. 3. Enable Setup in the title bar of the Selection Grid window. 4. Tap a fixture to select it. In case you want to move several fixtures at once, tap more fixtures, or do a lasso selection to select several fixtures. 5. Tap, hold and drag one of the selected fixtures to the new position. 6. When done with adjusting the grid positions, disable Setup. Use the Grid tools in the setup mode with partly selected fixtures.  Setup mode can be left by executing ClearAll (3x Clear).\ Selecting fixtures again while being in Setup mode will toggle the selection state of the fixtures.\ When the Setup mode is enabled, Selection in the encoder bar will indicate this by a pulsating yellow indicator bar.   The Selection Grid allows to place fixtures on negative grid coordinates.   MAtricks X,Y and Z directions are now relative to the entire range of selected fixtures.\ This means that when moving through a selection with Next or Prev, if the selection does not start at grid 0/0/0, it is not necessary to continue moving through the grid until the first fixture will be mainly selected. This applies for Next/Previous, NextY/PreviousY, and NextZ/PreviousZ).   When having multi-instance fixtures selected, pressing Down arranges the sub fixtures depending on the arrangement of the subfixtures inside the main fixture. It is also possible to go Up again to the former selection. This works for all levels of sub fixtures inside fixtures. Each level of selection can have its own MAtricks. The grid positions of sub fixtures are automatically determined by the positions defined by the geometries inside the fixture type. Furthermore, the Geometries tab inside the fixture type editor offers new columns in order to modify the grid positions manually: * **Grid Auto**: Can change between Auto and Manual. In Auto mode (default value), the positions are determined automatically. When set to Manual, the user can define the grid positions by their own using the following properties. * **Grid Swap XY**: Interchanges the grid positions between the X and Y axis. * **Grid Inv X**: Inverts the grid positions on the X-axis. * **Grid Inv Y**: Inverts the grid positions on the Y-axis. * **Grid Inv Z**: Inverts the grid positions on the Z-axis. * **Grid X**: Defines the position of the geometry on the X-Axis. * **Grid Y**: Defines the position of the geometry on the Y-Axis. * **Grid Z**: Defines the position of the geometry on the Z-Axis. The GridStore command transfers the grid positions in the selection grid of the selected subfixtures into the fixture. To do so: 1. Arrange the subfixtures in the selection grid. 2. Execute GridStore using the command line.   The new Align Range functionality (Rx, Ry, and Rz in the MAtricks window) allows to define if the alignment of values is to be made across the whole selection (=Align Range is disabled), or if the values are to be aligned per row/column individually. This can be defined individually per axis.\ When an Align Range is enabled, the green frame around the selection in the Selection Grid window changes. Around each row or column (depending on the direction and the status of the different Aling Range settings), a dark sea green colored frame will be displayed. Improved the behavior when storing groups. Therefore, Group preferences are now located in the Preferences and Timings menu: * When Move Grid Cursor 1D Selection is enabled, **Move Grid Cursor** will be enabled in the group that was stored, given the Selection Grid has a selection only in one dimension. *  Move Grid Cursor 2D/3D Selection will enable **Move Grid Cursor** in the group that was stored, given the Selection Grid has a selection in at least two dimensions. When assigning a group to an executor, define the desired group mode by changing Mode. Once you change it manually to anything else but None, this setting will not apply. *** ### Encoder Bar [Section titled “Encoder Bar”](#encoder-bar) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * In a world, the Encoder Bank Bar (read below in the [Encoder Bar Pool paragraph](/grandma3/2-4/key_rn_v2_0/#h4_828587241)) in the Encoder Bar now only displays Encoder Banks with attributes within that world, or with the attributes of the fixtures within that world. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release  The Encoder Bar window allows to switch the GUI style of the encoders to fader style. To do so, open the settings of the Encoder Bar window, and enable Fade Encoder. The encoder area in the Encoder Bar windows changes to fader style.\ It is also possible to show or hide the different elements of the encoder bar by enabling or disabling the different settings in the Encoder Bar window settings: * Title Bar: Shows or hides the title bar. Press both  MA or Ctrl + Alt  to temporarily show the title bar.  * User Profile Settings: Shows or hides the buttons on the left side of the encoder bar that contain these user profile settings: Sync, Single Step, Align, and Readout. * Grand Master: Shows or hides the grand master fader. * Encoder Bank: Toggles the visibility of the [Encoder Bank](/grandma3/2-4/key_rn_v2_0/#h3_611477531) buttons. * Tool Pop-Ups: Shows or hides the tool buttons to the right of the encoder bank button: Selection, Phaser, and MAtricks. * Timing Buttons: Shows or hides the buttons Prog Time and Exec Time. * Encoder Page: Shows or hides the Encoder Page selector. * Layer Toolbar: Shows or hides the Layer Toolbar. * Step Buttons: Shows or hides step buttons.  * Encoder Label: Shows the active value and the name above the encoder. This function works only when Fade Encoder is enabled. * Function Selector: Shows or hides the channel function area. * Fader Encoders: Changes the classic encoder to a fade encoder  * The Encoder Bar is also available as an overlay. To open the Encoder Bar overlay, tap ![](/img/grandma3/2-4/icon_encoder_bar_15p-e44e5b.png)   in the Control Bar. The overlay always displays the encoder in fader style. * The Encoder Bar window allows to save and load Window Preferences. The Encoder Bar overlay displays only the following elements: Buttons Left, the Encoder Bank buttons, the encoder page selector, the Value button, the Layer tool bar, the Step Selector, and the five dual encoders. #### #### Encoder Bar Pool [Section titled “Encoder Bar Pool”](#encoder-bar-pool) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The encoder bar pool defines the arrangement of attribute encoders. Each UserProfile has its own encoder bar pool. To create an encoder bar pool, open the Add Window dialog, and tap Encoder Bars in the Pool tab. Encoder bar pool object 1 is the default encoder arrangement as known. This pool object cannot be modified by the user. To always go back to a functional arrangement of attribute encoders based on the patched attributes and their feature groups select encoder bar pool object 1. When selecting an Encoder Bar, the first Encoder Bank of the new selected Encoder Bar will be selected. Store a new encoder bar or copy the default one to start. The encoder bar area and the encoder bar window follows the selected pool object. When switching from one encoder bar to another, encoder bank 1 gets selected. The structure of the encoder bar:\ Inside an encoder bar pool object, the main elements are the encoder banks. Encoder banks represent the top button bar in the encoder bar. In the MA default encoder bar, these buttons are labeled with the names of the used feature groups.\ An encoder bank has children called Encoder Pages. To switch an encoder page, use the button on the left side of the Link Value button in the encoder bar.\ An encoder page has 5 dual encoder children, with settings for Inner Object and Outer Object. If only one attribute is assigned to a dual encoder inner or outer ring, the other ring is assigned to the same attribute and the dual encoder factor of the user profile is applied. Edit the Inner Object or Outer Object cell of an Encoder to assign a function to it.\ In the Assignment Editor, tap Attribute, and select the desired attribute from the list. It is also possible to search for an attribute. By using Filter in the title bar, you can also filter the list of attributes by all attributes that are used by fixture types in the show (**Used in Show**), by all attributes that are not used in the show (**Not Used**), or by all attributes that are used by the currently selected fixture (**Selection**). Switching this setting back to **All** displays all attributes that are part of the Attribute Definition in the Patch menu. As long as the Encoder Bar editor stays open, the set Filter and Search term are remembered when opening the Assignment Editor again.\ To clear the assignment of an encoder, choose Empty in the Assignment Editor. Instead of attributes, dual encoders can have other functions assigned to them, such as controlling the X and Y direction of the screen encoder. To achieve this, edit either the Inner Object or Outer Object of an Encoder and select the desired direction in the ScreenEncoderDirection tab in the Assignment Editor. As long as all Encoders on an Encoder Page have no used attribute assigned, the Encoder Page name will be displayed in red in the editor. As long as all Encoder Pages inside an Encoder Bank are empty, the name of the Encoder Bank will also be displayed in red. Unused attributes are also displayed in red when assigned to an encoder. When an encoder has only unused attributes assigned, it will also be displayed in red. Attributes are also marked in red when they are not available in the currently selected world. When an encoder has for the inner object or outer object nothing assigned or an unused attribute assigned, while the other object is a used attribute, the whole dual encoder gives access to the used attribute. In this case, the empty object of the encoder displays the function of the other object in angular brackets, for example, **<3 ‘Tilt’>**.\ When an encoder is empty on the inner and outer object or has both unused attributes assigned, the encoder won’t be displayed in the encoder bar at all. Encoders that have the same functionality on the inner and outer encoder, display this by the encoder icon where the inner and outer encoder are white. As the EncoderPage keyword was removed, the encoder pages can be addressed by using the EncoderBank keyword (MA + X15 | Page + X15 | Page + X15 | Page). To switch between the encoder bars, use the EncoderBar keyword (MA + X15 | Page + X15 | Page). To switch to the second encoder page of the fifth encoder bank, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Select EncoderBank 5.2 | To switch to the second encoder page of the fifth encoder bank of the second encoder bar, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Select EncoderBar 2.5.2 | To switch to the encoder page named ‘Song 2’ of the encoder bank called ‘Show’, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Select EncoderBank “Show”.”Song 2” | Each EncoderBank allows to execute a command when the Encoder Bank is selected. To define a command, the **Command** cell in the Encoder Bar editor of the desired Encoder Bank needs to be edited. The EncoderBank setting **SpecialDialog Tab** defines to which tab the [Special Dialog window](/grandma3/2-4/key_rn_v2_0/#h3_304211589) should switch, when this encoder bank gets selected. If the Special Dialog window should not switch the tab, set this setting to None.\ In addition to this encoder bank setting, the Special Dialog setting Link Encoder Bank needs to be enabled.\ For Encoder Bar pool object 1, all encoder banks, except Color and Shaper, are set to None. Color and Shaper encoder banks are set to Color tab and Shaper tab. To switch the encoder bank by using a shortcut, press: Preset + 1/2/3/…/9. Furthermore, the Encoder Bank buttons display their corresponding ID in the upper left corner. Encoder Bar pool objects can be assigned to ViewButtons. #### Knob UI Style and Encoder UI Style [Section titled “Knob UI Style and Encoder UI Style”](#knob-ui-style-and-encoder-ui-style) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Knob UI Style setting in the user profile defines how knobs in the user interface can be operated by using the following windows:\ Playback window, XKeys window, Custom Master Section window, and their respective overlays. The Encoder UI Style setting in the user profile defines how encoders in the user interface can be operated by using the following windows:\ Encoder Bar window, Encoder Bar are on screen 1, command wing Bar window, and their respective overlays. To change these setting, go to Menu - Settings - User Configuration - Profiles. These are the possible values: * **None**: Only available for the Encoder Style.  You cannot use gestures to change the values of encoders. * **Drag**: The fader overlay can be used to change values on encoders and knobs. * **Rotate**: To change values, use the [virtual encoder gesture](/grandma3/2-4/ws_gestures/) on encoders and knobs. To operate knobs or encoders when the Knob Style or Encoder Style is set to Drag: 1. Tap and hold the knob/encoder, drag it outside the knob/encoder, and release the finger. 2. A fader overlay opens. Depending on the drag direction, it opens horizontally or vertically. 3. Tap into the fader area and hold it. 4. To change the value, move the finger in the direction of the bar. 5. When the value is set, release the finger. 6. The overlay closes automatically when releasing the finger outside of the knob. 7. Tapping the fader opens a calculator. 8. If the position is held for more than one second, the fader value will be locked.  The buttons - and + in the fader overlay allow changing the value by 10%.\ Tapping Resolution in the knob overlay changes the value between **Slow** and **Fast**. Depending on the resolution that was set, the value of the fader will either change in a slower or faster manner when the fader is moved in the overlay.\ Tapping Resolution in the encoder overlay changes the value between **Coarse**, **Fine**, **Increment**, and **Native**. Learn more about the encoder resolution in the [Encoder Resolution](/grandma3/2-4/operate_encoder_resolution_multiplier/) topic. Each knob/encoder overlay displays which fader function is assigned to the knob/encoder.\ When Encoder Left Command or Encoder Right Command are assigned to a knob, the fader overlay can also be used to operate the knob accordingly. Instead of - and +, the buttons in the overlay will display the assigned function for Encoder Left Command and Encoder Right Command. *** ### Generator [Section titled “Generator”](#generator) #### ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release [Section titled “ New in this release”](#new-in-this-release) Generators are objects that allow a dynamic value generation for special purposes, like randomization of values on attributes.\ Learn more about the different purposes in the following sub-chapters. Executing the ListReference command for a generator object, for example, a Random object, informs the user where this generator is used.\ When editing a generator object that is already used in a preset or cue, the values in the referenced object arealso updated. #### Random [Section titled “Random”](#random) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The generator type Random allows the randomization of values of attributes in different ways. Randoms are organized in the Generator pool. The Generator pool is part of the data pools. To address the generator pool objects, use the Generator keyword. To create and edit a new Generator object, open a Generator pool window (Data Pools-tab in the Add Window dialog), and edit an empty object.\ The Generator editor allows to set different values for the parameters of a Random Channel:\ The top area of the Random editor allows to manage the different Random Channels. Each Random Channel can be set to an attribute by editing the Attribute cell. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When no attribute is set, the Random Channel will be applied later to all attributes. | With the different Random Channels inside a Generator pool object it is possible to set up different randomizations for different attributes. Random channel parameters can be modified either using the table at the top area or the faders in the bottom area of the editor. The parameter are as following: * Speed: Defines the speed of how fast the values are randomized. This value is relative to the current playback speed. * Speed Variance: Defines through the selection how big the speed may differ. * Phase: Sets the Phase of the Random between 0° and 360°. * Phase Variance: Defines the size of variance of the Phase value. If the selected fixtures use the Random feature and this value is not 0%, their behavior will change.  * Low: Defines the lowest value the random can reach. * Low Variance: Defines the degree of variation of the Low value. This adds some variation through the selected fixtures for the Low value. This variance acts only on the positive side of the Low value. * High: Defines the highest value the random can reach. * High Variance: Defines the size of value variance of the High value. This adds some variation through the selected fixtures for the High value. This variance acts only on the negative side of the High value. * Attack: Defines the size of the linear transition towards the High value. * Decay: Defines the size of the linear transition towards the Low value. * Ratio: Defines the ratio of how long fixtures will use the Low or High value. * Ratio Variance: Defines the amount of variance in the Ratio value. * Random Start: If Random Start is disabled, the Random will always start with the same random look every time the Random gets started. This might be useful in environments that need a predictable start. If Random Start is enabled, the random will start differently every time it will be started. * Speed Once: When Speed Once is disabled, speed changes are applied immediately to the running random. When it is enabled, the user has to call the random again. * Phase Once: When Phase Once is disabled, changes to the phase parameters are applied immediately. By default this setting is enabled. When the Generator editor is closed, the changes are applied to the Generator object. While editing a Generator object, tapping Revert discards all current changes back to the values that were valid when the Generator editor was opened.\ Tapping At applies the Generator to the current selection. When the Generator editor is open, the encoder displays the Generator Encoder Bar which provides access to the properties Speed, Speed Variance, Phase, Phase Variance, Low, Low Variance, High, and High Variance of the selected Random Channels.  To apply a Generator to fixtures, select the desired fixtures, and tap the Generator pool object. To call the second Generator for the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> At Generator 2 | To apply the Generator called ‘Flicker’ to the Zoom attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Attribute “Zoom” At Generator “Flicker” | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | We provide six different random generators that can be imported into your Generator pool. | #### Bitmap [Section titled “Bitmap”](#bitmap) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The generator type Bitmap allows to use media files (for examples, images, gobos, or videos) for mapping them to a selection of fixtures. Bitmaps are organized in the Bitmap pool. The Bitmap pool is part of the data pools. To address the Bitmap pool objects, use the Bitmap keyword. To create and edit a new Bitmap object, open a Bitmap pool window (Data Pools-tab in the Add Window dialog), and edit an empty object. The Bitmap editor has different areas to setup the Bitmap generator: The top area allows access to the Bitmap Configurations, and to the Bitmap Channels. To switch from one to the other, tap Config or Channel in the tab bar on the left side. * Bitmap Configurations: With the Bitmap Configurations, several media files can be set up inside one Bitmap Generator object. The Bitmap Configuration with the green background is the selected Bitmap Configuration that is output. To select a different Bitmap Configuration, tap the desired Bitmap Configuration then tap Select Bitmap Config.\ The media file of the selected Bitmap configuration is displayed in the Bitmap pool object. These are the Bitmap Configuration properties: * Content: The media file to be played back by the Bitmap Configuration. * Width / Height: The size of the canvas to which the source is mapped. The default size is 64 x 64 pixels. * Interpolate: Smoothens the transition from fixture to fixture when playing back a media file. * Alpha: When enabled, the alpha channel of the used media file is taken into account. * Content Mode: Can be set to None, Clip (media file uses the whole canvas size), or Wrap (media file is displayed several times across the canvas). * Control X / Y: Moves the canvas in X and Y direction. * Control Zoom: Zooms the canvas and keeps the aspect ratio. * Control Aspect: Changes the aspect ratio of the canvas in Y direction. * Control Rotate: Rotates the canvas. * Color R / G / B: Changes the color of the played back media files. When inserting a new Bitmap Configuration, the values for Control, Width, and Height will be set to the values of the selected Bitmap Configuration. * Bitmap Channels:  A Bitmap Channel allows to setup to which attributes the media file should respond to: * Attribute: The attribute that the bitmap generator should use to create values for the selected fixtures. * Virtual Dimmer: The Bitmap Channel with this setting set to Yes, defines how virtual dimmers in fixtures are handled by the Bitmap. * Source: Defines which part of the used media file should be analyzed to create the final values for the attributes. * Value Low / High: Defines the value range of the attribute to which the source should be mapped. The bottom area grants always access via faders to the Control attributes of the selected Bitmap Configuration.\ Tap Reset All to set the settings that are available through the faders to their default. Furthermore, tapping Reset under a fader resets this particular fader. All settings that are available as faders can also be changed by using the Bitmap Generator Encoder Bar. This encoder bar appears when the Bitmap Generator Editor is open.\ While editing a Bitmap Generator object, tapping Revert discards all current changes back to the values that were valid when the Bitmap Generator editor was opened. Control Fixture defines which Bitmap Control fixture (see below) controls this Bitmap Generator right now.\ Enabling Link Control Fixture selects the set Bitmap Control Fixture in the Selection 2, and applies the Bitmap Generator to it. When selecting a Control Fixture, Link Control Fixture will be enabled automatically. Tap SpeedMaster to assign a speed master to the Bitmap Generator. The Speed Master setting of a Bitmap Generator controls the speed of the played back videos in this Bitmap Generator. Tapping At applies the Bitmap Generator to the current selection. Tapping Dimensions From Selection changes the Width and Height of the selected Bitmap Configuration so that it matches the size of the current selection in the selection grid.\ Auto Format: When this is enabled, Format Selection will be executed automatically as soon as the Bitmap Generator is applied to a new selection.\ When tapping Format Selection, the selection will be scaled in the selection grid so that it fits as close as possible to the size of the canvas. The ratio of the selection in the selection grid is taken into account when scaling the selection. To be able to output a Bitmap generator to fixtures, it is necessary to select fixtures and arrange them in the Selection Grid. Furthermore, the canvas of the selected Bitmap Configuration needs to be aligned in the selection grid with the selected fixtures. This can be done by using the Control attributes: X,Y, Zoom, Aspect, and Rotate.\ The canvas is used to map the media file of the Bitmap Generator object to the fixtures.\ The canvas is represented by a purple rectangle in the Selection Grid window. It is visible as long as one attribute of the selection uses a Bitmap Generator as a value.\ The selected Bitmap Generator pool object defines the canvas that will be displayed in the Selection Grid window. Bitmap Generator objects can be applied to a selection by applying them to the selected fixtures by using this syntax: At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] Using this way, Bitmaps can be stored as values into selective presets or cues. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For testing purposes, we provide three simple video clips you can import into your Video pool. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If NDI input is used in a setup with several consoles and processing units, the NDI stream must be available at all calculating stations. | ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release With the new MA Lighting fixture type Bitmap Control, it is also possible to program the Bitmap Generators more versatile into cues or presets. To do so, 1. Patch at minimum one fixture using the MA Lighting Bitmap Control fixture type. Give it at least a FID. 2. Select the fixtures you want to apply the Bitmap Generator to. Make sure that they are arranged in the selection grid properly. 3. Apply the desired Bitmap to them, by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. 4. Select the Bitmap Control fixture. 5. Apply the desired Bitmap to the Bitmap Control fixture by tapping the Bitmap generator object in the pool or by using the At Bitmap syntax. This will set the Bitmap Generator as value on the Object attribute in the Gobo feature group of the Bitmap Control fixture. To apply a different BitmapConfiguration, scroll through the Config attribute. The attributes X, Y, R, G, B, and Zoom of the Bitmap Control fixture modifies the corresponding settings of the Bitmap generator. *** ### Sounds [Section titled “Sounds”](#sounds) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release It is possible to import audio files into the sound pool. These audio files can be played back by using Go+ or to stop the playback by using Off in combination with the sound pool object, or by playing it back via an executor when the sound pool object is assigned to an executor. To select the sound interface that should output the sound go to Menu - Settings - Local Settings / onPC Local Settings and change the Audio Out Device to the desired interface. The Grand Sound Out master needs to be above 0 % to get an output. By using the master fader of a sound pool object the volume of each sound can be adjusted individually. In order to adjust the level of a sound file, the setting dB can be set to a value between -6 and +6. Sounds that are played back are also listed in the Off Menu and the Running Playbacks window, and can be switched off from there as well. The progress bar on sound pool objects display the playback progress. | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The Sound Pool is limited to 100 MB. Sounds are only output at stations, that are GlobalMaster, IdleMaster, or Standalone. | Audio files that exceed the file size limit will be highlighted in red in the import dialogs.\ This applies also to images and video files when being imported. It is also possible to use third-party USB sound cards connected to the grandMA3 consoles. MA Lighting cannot guarantee that all USB sounds cards will work with grandMA3 consoles, as the number of different USB sound cards out in the field may be very high. In general, audio interfaces that are HD Audio-compliant and that are supported by the snd-hda-intel module should work.\ MA Lighting tested successfully these HD Audio-compliant devices: * Focusrite Saffire USB * M-Audio Air Hub * Palmer PLI 04 USB * Radial USB-Pro *** ### Timecode [Section titled “Timecode”](#timecode) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Sound pool objects can be assigned to tracks in timecode shows. Or when recording a timecode show, and then playing back a sound, the sound will also be recorded as a track in the timecode show.\ Sounds that are part of a timecode show will display the waveform of the sound file in the timecode track. A horizontal center line divides the left from the right audio track. During the playback of a timecode show, the sounds will also be played back through the defined Audio Out Device. For more information read above the [Sounds](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1838296282) paragraph. The color of the waveform can be changed via the color theme: Color definition Global.WaveForm is used by color Timecode.WaveFormColor. In case the audio file in use is corrupted, the ![](/img/grandma3/2-4/icon_15_warning_sign_v2_0-7772b2.png) icon will be displayed on the left side of the track in use. Tapping this icon opens a pop-up and informs the user that the waveform could not be fully generated. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release Several Timecode Viewer windows are connected together when they are set up to display the selected timecode show. This can be useful for example, in order to have the view mode Timeline in one window and the text view in another. The selected tools, View Modes, etc. can be set individually for each window.\ When several Timecode Viewer windows display the same timecode show, but it is not the selected timecode show, they are not linked together. The title bar buttons of the Timecode Viewer window can be configured like other windows like other windows. As soon as the displayed timecode show is set to a timecode slot that is not the internal, the Timecode Viewer window and the Timecode Editor will grant access to the Offset TC Slot  directly in the title bar.  ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release In Menu - Preferences and Timings - Global, the setting Timecode Events Recording from defines which user actions will be recorded: * **All Users** records the playback actions from all others. * **Single User** records only the playback actions from the user who started the timecode recording. This is the default. When Timecode Events Recording from is set to **Single User**, the timecode editor will display a dark yellow record button, when a different user records already into the same timecode show. The new setting Playback and Record of Timecode shows defines which types of events will be played back and recorded: * **Manual Events**: Only actions triggered by the user are recorded and played back. All automatically recorded events, for example, Follow Cues are not recorded, nor played back. If this value is set, any prior automatically recorded events will be displayed as a small black dot. Later changes of cue commands are respected when playing back the timecode show. This is the default value of the Playback and Record setting. * **All Events**: All events will be recorded and played back. When this value is set, the Execute Command cells display a ”---” to indicate, that the user cannot override the command execution of cue commands within the timecode show. Cue commands are recorded and later changes of the commands in cues are not part of the timecode show. With the introduction of Playback and Record the Ignore Follow setting got obsolete and is removed. The setting Record Remote Event defines whether playback action that are triggered by remote actions are recorded or not. When this setting is enabled, all remote events are recorded, regardless of the status of the Timecode Events Recording from setting. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * Improved the export and import of timecode shows: * The property FaderToken exits only for FaderSubTracks. * Added the missing Play and Rec properties when exporting or importing timecode shows. * Track groups are expanded upon creation in the timecode editor. * Markers are created in the selected track group instead of the track group with the last selected track. * When a fader is moved and the sequence AutoStart or AutoStop is used to start or stop the sequence, a cue event will be also recorded. Timecode shows from v1.9.7.0 or prior will add such an event when migrating to v2.0 or later. * Automatically recorded events display an icon next to the event diamond (![](/img/grandma3/2-4/icon_15_timecode_diamond_v2_0-52a08c.png)), indicating the type of the event: * ![](/img/grandma3/2-4/icon_15_timecode_clock_v2_0-0a379a.png): This event was recorded as it was a timed cue, for example, triggered by the Follow time of a cue. * ![](/img/grandma3/2-4/icon_15_timecode_cmd_v2_0-ea3fdd.png): * Right side of the event diamond: This event triggers also a command. * Center of the event diamond: This event was created when a command was executed in a cue. * ![](/img/grandma3/2-4/icon_15_timecode_shared_v2_0-b8a2d4.png): This event was triggered by a cue command. * ![](/img/grandma3/2-4/icon_24_timecode_fader_v2_0-ab3a11.png): This event was triggered by moving a fader and AutoStart or AutoStop of the assigned sequence started or stopped the sequence. * ![](/img/grandma3/2-4/icon_15_timecode_seq_v2_0-4fa96c.png): When a playback was switched off via Off When Overriden. * ![](/img/grandma3/2-4/icon_15_timecode_macro_v2_0-8983c3.png): The event was created by executing a macro. * ![](/img/grandma3/2-4/icon_15_timecode_xlr_v2_0-ecf7c7.png): The event was created via a DMX remote. * ![](/img/grandma3/2-4/icon_15_timecode_note_v2_0-ef561f.png): The event was created via a MIDI remote. * ![](/img/grandma3/2-4/icon_15_timecode_shared_v2_0-b8a2d4.png): The event was created via a DC remote. * The CMD icon (![](/img/grandma3/2-4/icon_15_timecode_cmd_v2_0-ea3fdd.png)) of events with disabled commands (either by disabling them in the timecode show by setting Execute Command to No, or by switching off Command Enable in a sequence) will be displayed in red. * The Target cell of a track displays the assigned object with its name now with a line break. * The default value of Record Go setting changed to **as Goto (Status)**. * Command Execution can also override the commands of recorded Off Cues. * The read-only column AbsTime reports the absolute time of events inside the timecode show. The column Time reports the time of events inside their Time Range. The Time encoder in the Timecode Encoder Bar displays as TC the absolute time, and with TR the time inside the Time Range. Both times are only displayed when the time and the absolute time are different. * The default value for Cursor Mode of Timecode Viewer windows changed to **Center**. * When recording new events, toggle events are recorded as Go+ and Off events, depending on whether the toggle started or stopped the sequence. * The new setting Fade Override per event allows to define a fade time for the event that overrides the cue fade time when the timecode show is played back. * Only faders that the user moves are recorded. Touching a fader without changing the fader level will no longer record the sequence. * Improved the behavior of the 2 finger scroll gesture in the timecode editor. * When two or more events are visually almost at the same place (+/- 1 pixel) an additional icon (![](/img/grandma3/2-4/icon_tc_multievents_v2_0-b704af.png)) is displayed to inform the user that not all events at this place can be displayed. The indicator disappears when zooming in, as there may be enough room to place the events side by side on the timeline. * The Settings menu of a timecode show privodes to lock or unlock the timecode show by tapping Lock. *** ### Clone Window [Section titled “Clone Window”](#clonewindow) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Clone operations can be done easily within the Clone window. Execute Clone in the command line. This will open the Clone window as a temporary overlay.\ When specifying a source and destination in the clone command, these fixtures will be put into the Clone window as source and destination.\ The settings of the Clone window that were active upon closing the window, will be recalled if you open it again. The Clone window is separated in two areas by several filter options that are placed between those areas. The Clone Source is on the left side, and the Clone Destination on the right side.  To set source or destination fixtures or groups follow these steps: 1. Tap on source or destination side to set the focus to the desired side. 2. Tap + and select fixtures or groups in the pop-up. Then tap Add. 3. Or tap Add Selection at the bottom of the corresponding area in order to add the current selection as source or destination. When doing a 2 finger right-click gesture on an existing entry in one of the list, the fixture selection pop-up will also open. This allows to easily replace existing fixtures easily.\ If one side has fewer fixtures selected than the other one, the list of fixtures is repeated until they are equal. It’s possible to restrict the cloning process using the At Filter, Sequences, Groups, Presets, Worlds, or Layouts. Tapping All Items To All sets sequences, groups, presets, worlds, and layouts to all. All Items To None sets all these object types to none.\ Tapping Sequences, Groups, Presets, Worlds, or Layouts opens a pop-up where the user can select a subset of objects and then tap Choose, or they can tap Select None or Select All in order to deselect all objects or select all objects of the corresponding object type. When all object types are set to None, the clone operation takes place in the programmer.\ Depending on the selection state, the label of the buttons can differ between All, None, and Chosen: For example, All Sequences, No Sequences, or Chosen Sequences. And also the indicator bar of these buttons and the Clone button change accordingly: * Green: All items will be cloned. * Yellow: Some items are selected. * Gray: No object will be cloned. The selection and scrolling of entries is synchronized across both areas. The line which has the focus is highlighted with a white border at the top and bottom of the line. Also, the corresponding line in the other area shows the white border at the bottom and the top of the line. These tools and functions are available: * ![](/img/grandma3/2-4/icon_copy-15_v0-92-107b85.png): Copies the selected fixtures to the clipboard. * ![](/img/grandma3/2-4/icon_paste-15_v0-92-23d3dd.png): Pastes the fixtures of the clipboard to the position of the focus. * ![](/img/grandma3/2-4/icon_cut-15_v0-92-28c948.png): Cuts the fixtures to the clipboard. * ![](/img/grandma3/2-4/icon_add_15_v1-5-png-png-b4d606.png): Adds fixtures to the list. In the pop-up the user can choose between fixtures or groups. When choosing group, the fixtures of the group will be added. * ![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png): Removes the selected fixtures from the list. * ![](/img/grandma3/2-4/arrow_up_15px-cad4c3.png): Moves the selected fixtures up in the list. This applies only to manually added fixtures. Automatically added fixtures cannot be moved. * ![](/img/grandma3/2-4/icon_arrow_down_15_v1-5-f61cf9.png): Moves the selected fixtures down in the list. This applies only to manually added fixtures. Automatically added fixtures cannot be moved. * ![](/img/grandma3/2-4/icon_15_clone_flip_v2_0-150046.png): Interchanges the fixtures of source list and destination list. * Add Selection: Adds the selected fixtures of the programmer to the list. * Clear List: Clears the list completely. * Include Dependencies: During the resulting clone operation, the fixtures in use will also be cloned in the referenced objects. For example, when cloning a sequence that uses presets, the fixtues will also be cloned in the presets that are used. * Clone: Starts the clone operation for the clone setup you created. Depending on the state of the selected objects, the button is labeled as Clone Show (All items set to All), Clone Selected Objects (Some items have a subset of objects selected), or Clone Programmer (All items set to None). * Tapping Reset in the title bar resets the whole Clone menu back to default. When a clone operation is executed the command line history returns the resulting clone command. *** ### Special Dialog Window [Section titled “Special Dialog Window”](#special-dialog-window) The Special Dialog window combines specialized windows for certain functionalities, for example, the color picker for operating the color engines of fixtures and the shapers dialog for operating the shapers engine of fixtures. To open a special dialog window, open the Add Window pop-up, go to Common or Tools, then tap Special Dialog.\ To switch between the different functions, tap Color or Shapers on the left side in the Special Dialog window. The settings of the Color Picker and the Shapers Dialog can be accessed via the context menu of the Special Dialog window, and then tapping on Color or Shapers.\ The Show Tabs setting on the Display tab lets the user decide whether or not to see the tab bar on the left. The setting Tab defines which functionality will be displayed in the Special Dialog window. This setting changes its value dynamically when tapping Color or Shapers on the left side in the Special Dialog window. The Link Encoder Bank setting defines if the Special Dialog window follows the selected tab the encoder bank. To learn more about this setting, read the [Encoder Bar Pool section](/grandma3/2-4/key_rn_v2_0/#h4_828587241) above. #### Color Picker [Section titled “Color Picker”](#color-picker) This is the Color Picker as it is known from previous versions. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | All Color Picker windows in show files from v1.9.7.0 or prior or migrated to the Special Dialog window when loading the show file in v2.0 or later. | #### Shapers Dialog [Section titled “Shapers Dialog”](#shapers-dialog) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Shapers Dialog offers to change the shapers of fixtures in a graphical way. The vaues that are used to visualize the shapers are ones from the DMX layer. The titlebar of the Shapers Dialog offers different settings, modes and views to control the blades of shaper fixtures. * Auto POV: Sets the POV (Point of View) rotation of the fixture in relation to the 3D positioning. | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Auto POV is not available at moment! | * Show POV: When enabled, a fader to manually rotate the POV is displayed. * Mini Faders: Displays faders in the window depending on the set value: * **None**: No faders are displayed. * **Full**: Faders for rotation and blades are displayed. The function of the faders for the blades depend on the value of the Control setting. * **Blades**: Faders for the blades are displayed. The function of the faders depend on the value of the Control setting.  * **Rotation**: A fader for the rotation is displayed. * The Link setting defines if other blades will be moved as well when moving one blade: * **None**: Each shaper can be controlled on its own. * **All**: Moving one shaper moves the other 3 shapers accordingly. * **Parallel**: When moving one shaper, the shaper on the opposite of the beam will be moved accordingly. * **Mirrored**: Moving one shaper will also move the shaper on the opposite of the beam symmetrically.  * To change the control mode of the faders, tap Control: * **Ins+Rot** The user defines the depth of insertion (I) and the rotation (R) of the blades. * **A+B**: Operates the corners (A & B) of the blades. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All modes can be used, no matter the type of shaper engine of the fixture that is physically built in. The grandMA3 software converts the different modes to the correct DMX values. | * To change the display mode, tap View. Select between:  * **Graphical**: Shows shaper visualization. * **Fader**: Only shows faders. The displayed faders are dependend of the Control setting. A Rotation faders is always displayed in this View mode. In the graphical view mode the main area of the Shapers Window is divided into two parts: * Center: Displays a graphical representation of the shapers unit. The blades are labeled from 1 to 4. The corners of the blades are labeled with A and B in addition to the number of blades. The white lines display how far the blades are inserted into the beam.\ Tap and hold one of the labels and drag it to change the shaper/corner accordingly. When tapping outside a label, the closest label will be taken, - Right: Depending on the Mini Faders setting, the faders are displayed. When the Shapers Window has focus, the encoder bar will display the Shapers Encoder Bar. Depending on the mode you selected, the encoders display the corresponding functions. To enable the Reset Bar, enter the window settings and enable Reset Bar. The reset bar is now displayed at the bottom of the window: * Reset Shaper: Resets blades and rotation. * Reset Blades: Resets the blades only. The faders that are visible, have also reset buttons: * Reset POV: Resets the POV rotation. * Reset Rot: Resets rotation of the shaper unit. * Reset 1 / 2 / 3 / 4: Resets the single blades. *** ### 3D [Section titled “3D”](#3d-1) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new Shadow Quality setting defines the quality/resolution of the rendered shadow that an object casts, when fixture’s beam hits the object.\ The Shadow Quality setting can be defined per fixture in the Patch menu. It is only available for fixtures that are not using environmental fixture types.\ With the introduction of the per fixture Shadow Quality setting, the Shadow \[Px] setting of Render Qualities has become obsolete and has been removed. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release The 3D Viewer window setting Lum. Spread (Luminous Spread) controls how visible the difference in brightness between different fixture types is.\ Recap: The fixture type with the highest luminous intensity defines that this intensity as 100% brightness in the 3D Viewer window. When there are also fixture types used that have a much lower Luminous Intensity, they will be rendered much darker at their 100% dimmer output. To allow the user to adjust this intensity difference (and therefore deviate from reality) to better see the darker fixture, the Luminous Spread setting can be used with different values: * When this setting is set to 100%, the Luminous Intensities are rendered as before. * Setting Luminous Spread to 0% renders all beams of fixtures with the same maximum brightness. * The default of Luminous Spread in the 3D Viewer window settings is set to 80%. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * Improved the performance of the Follow tool in the 3D Viewer window when using multi-pixel fixtures. * To toggle the display of the environment objects in the 3D Viewer, use the setting Render Environmental. * The arrangement tool of the 3D Viewer Encoder Bar respects the selection grid. The selected fixtures are arranged in the order of their position on the x-axis in the selection grid. This means that multiple fixtures with the same x-position in the selection grid are treated as one fixture by the arrangement tool. *** ### MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The MVR-xchange feature allows to connect several devices, for example, grandMA3 console, Visualizers, and CAD software, in order to exchange the data via MVR directly by using a network connection. This makes the manual transport of MVR files via USB drives obsolete. The MVR-xchange is specified in the DIN SPEC 15801:2023-12. To configure the MVR-xchange in the grandMA3 software, go to Menu - In & Out - MVR. The top area provides these elements: * Group: Enter a name in order to define your own exchange group. All devices that have the same group name, belong to the same exchange group. * Interface: Defines which network interface will be used for the exchange of MVR files. Interface is part of the local settings of a device. * Enable: In order to be able to exchange MVR files with other stations, make sure to activate Enable. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Your station needs to be part of a grandMA3 session in order to be able to do the MVR-xchange. | The bottom area changes its content via the three different tabs: * Local: The Local tab lists all MVR files of the stations that are committed into the MVR-xchange group. For more information on how to commit MVR files see the Files tab further down in  this list of tabs. * Services: This tab lists all stations that are part of the same MVR-xchange group.\ Once a station joins an MVR-xchange group, a connection to this station will be automatically established. Existing connections are indicated by a green background of the station in the list.\ In order to interrupt this connection, select the station and tap Leave. The background of the station will turn red. To establish the connection again, select the station, and tap Join. * Files: In the Files tab it is possible to provide an MVR file for other stations, or to download MVR files from other stations. All MVR files that are shared within the same MVR-xchange group are listed here. * In order to provide an MVR file, tap Commit MVR. A file browser pop-up opens. From there select the MVR file, and tap Commit. The file is now provided for other stations. * If you want to download and use an MVR file of a different station, select it in the list, and tap Request. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The MVR-xchange needs to be enabled in order to be able to commit or request files, or to see the other stations of the same MVR-xchange group. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you change the name of the group or enable the MVR-xchange, the list of stations in the Services tab will be cleared and the stations will be discovered anew. This may take a while.Oopsing changes is only possible in the Local tab.The exchange of MVR files with other stations other than grandMA3 stations is only supported by the following products at the moment :\* Production Assist | * BlenderDMX | The SendMVR keyword was introduced for this feature. It can be used in order to commit or request MVR files, or to join or leave the connection to other devices. Syntax: SendMVR \[“Type”] \[Number] SendMVR “Commit” \[“Path/to/folder/name”] \[“Name”] To establish a connection to the third service device, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Send MVR “Join” “3” | To end the connection to the first service device, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SendMVR “Leave” “1” | To commit the MVR file “BestShow\.mvr” (which is located at C:\ProgamData\MA Lighting Technology\gma3\_library\mvr) to the MVR-xchange group, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SendMVR “Commit” “C:\ProgramData\MA Lighting Technology\gma3\_library\mvr\BestShow” “BestShow” | To request the second file, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SendMVR “Request” “2” | For more information see [SendMVR keyword](/grandma3/2-4/keyword_sendmvr/). *** ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the help: The version 2.0 rolls out a new help system that offers more features. It is possible to: * Watch videos\ To view how a video is displayed in the new system see [Videos in the Help](/grandma3/2-4/atm_videos_in_the_help/). * Use breadcrumbs to navigate in articles * Magnify screenshots if necessary.\ To magnify a screenshot, tap it once. * Read pop-up texts for more information\ To view how a pop-up text is displayed see [CurrentUser()](/grandma3/2-4/lua_objectfree_currentuser/) The help viewer has a new structure.\ For more information see [About the Help](/grandma3/2-4/about_the_manual/).  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved demo content: * Updated the MVR demo file (Demostage\_MVR): Updated fixtures and their models and updated environment models. * Updated the Simple\_Show * Updated the Demoshow\_grandMA3 * Updated the MA\_Startshow: * The user is now allowed to rename the groups without breaking the functionality of the used macros. * Also the Dimmer and Phaser sequences can be renamed. * New macros are added per group of fixtures, that change the Selection Mode of the recipes between Normal and Strict. * Improved the Speed macros. * Updated the predefined panic macro and added the DumpLog macro. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Backup Menu: * The Backup Menu disables Load or New Show if none of the four checkbox buttons (Show Data, Local Settings, Output Stations, and DMX Protocols) is selected. * The header of all sub-menus of the Backup Menu are identical. * When selecting several rows, the complete rows will be displayed as marked. * When the drive of an older software version is selected in the Backup menu, Save, Save as, and New Show are grayed out. If the user has selected the drive of an older software version using the command line and executes the SaveShow command, a pop-up will inform the user that the showfile could not be saved. * When loading a show file from a future version (for example, from v2.1), a pop-up informs the user that the show file cannot be loaded as it comes from a future version. * The button to open the onscreen keyboard for the Description field moved from the right side to the left side of the Description field.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Update menu: * An additional set of columns is displayed when the show file has more than one data pool. This helps identify which data pool contains the objects that can be updated. * To gain more space for the list of objects that can be updated, the buttons with the different settings were moved an area that can be collapsed or expanded. This is valid for both: Presets and Sequences.\ Each area always displays the values of the settings in a compressed representation.\ To expand a setting area, tap ![](/img/grandma3/2-4/triangle-right-4d3382.png) in one of the areas. * Replaced the Cue Only setting in the Sequence area with the “Cue ” section where the user can decide between Tracking and Cue Only when updating. * The new “Protect from Tracking” section allows to use Dimmer Cue Only for Update, and the “Shield tracked values” section offers access to the different Racking Shield modes for Update.\ For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368) and [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the update operation: * When updating, the software now uses the Use Selection value **Active** for all update operations, unless the user specifies a different value by using the command line. For example, [/All](/grandma3/2-4/ok_all/), [/AllForSelected](/grandma3/2-4/ok_allforselected/), or [/ActiveForSelected](/grandma3/2-4/ok_activeforselected/). * Select an entire cue instead the single Parts as an Update target. If values already exist in single parts and you update with the setting Sequence Update Mode set to **Add New Content**, the values will be updated in their respective parts.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Store /Merge operation when using programmer parts or cue parts: * Attributes per fixture that already exist in cue parts will be stored into their respective cue parts when doing a Store /Merge operation. The programmer part where the values are in will be ignored in this case. * Attributes per fixture that are active in a programmer part, but do not yet exist in a part of the target cue, will be stored into a cue part that has the same part number as the programmer part. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the input of Notes in the label dialog:\ The numeric keypad on the grandMA3 hardware can now be used to enter characters or apply changes. Oops can also be used as backspace when editing notes.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved pop-ups: Pop-ups now open at the position where the user tapped on the screen.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Title Bar Buttons: Title bar buttons can also be configured for temporary menus, such as the Edit Sequence menu or the Edit tab of the Assign menu.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Timers: * The playback commands Flash and Temp can be used to control a timer. * Reworked the Timer Link Type setting: The user can choose between: * **Not Linked**: Triggering a sequence will not trigger the timer. * **\**: Triggering the selected sequence will trigger the timer. * **Link Last**: Triggering any sequence will trigger the timer. * **Sequence x**: Triggering this dedicated sequence will trigger the timer. All sequences of the same data pool are offered. When a sequence has a custom name, only the sequence number and the sequence name will be displayed in the list. * For each timer, three colors define the appearance of the time when it is displayed in the Clock Viewer window or on the timer pool object. The colors are: Stopwatch Color, Countdown Color, and Countdown Confirmed. * Timers have a read-only property “ElapsedTime”. Countdown timers in addition, have a read-only property “RemainingTime”. * When changing the Timer Mode of a running timer, the timer will not continue to run, and reset its time.    ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MAtricks: * When entering speed values for MAtricks using the command line it is possible to define the desired speed readout with the speed value.\ To apply the speed value of 10Hz to the Speed From X property of the selection MAtricks, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” “Hz 10” | When setting a speed value in the MAtricks without a unit, the value is set in the unit that is defined as the speed readout of the user profile. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Loading show files created in previous versions that contain macros with the MAtricks **Speed To X** and **Speed From X** properties set will have a different result. These macros must be adjusted accordingly. | * MAtricks properties Groups for all axes allow to set a value of 1.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved macro triggers: * Go+ Macro \[“Macro\_Name” or Macro\_Number].\[“Macroline\_Name” or Macroline\_Number]: Executes the defined macro line and all further macro lines. * Call Macro \[“Macro\_Name” or Macro\_Number].\[“Macroline\_Name” or Macroline\_Number]: Executes only defined macro line.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Lua/Plugins: * Improved the Lua function file. For more information on how to create the Lua function file, read [HelpLua](/grandma3/2-4/keyword_helplua/). * The coroutine.yield function of Lua can wait until the show status is active or until a specified time has elapsed. To wait until the show file is in active state or after 1 second, use this code:\ coroutine.yield({activeShowstatus=1.0}) * The path of user plugins was added to the package.path. This includes the relative paths: ”./?.lua” as well as ”./requirements/?.lua”. * LightUserData can be converted to strings by using the tostring() function. In this case, the function ToAddr() is called. Also concatenating works in this case. For example,\ Cmd(“At “..myPreset)\ has the same functionality as\ Cmd(“At “..myPreset:ToAddr())​​​ * The Lua CleanUp() function can execute all grandMA3 API functions. * It is possible to access the Collection via Lua by using the BaseObject property. To get the name of the pool, the currently collected objects are part of, use this code:\ Printf(CurrentProfile().Collection.BaseObject.Name) * Improved the ToAddr() Lua function. Instead of a number in the address of an object, the name will be used. Therefore, the boolean option “with\_name” was added:ToAddr(light\_userdata:handle, boolean:with\_name): string:address * lmproved the Addr() Lua function: If the new argument boolean:force\_commandline\_index-based\_address is set to true the returned address uses the indices of the command line.\ Addr(light\_userdata:handle\[, light\_userdata:base\_handle\[, boolean:force\_parent-based\_address\[, boolean:force\_commandline\_index-based\_address]]]): string:numeric\_root\_address * To see the difference, try out this function: return function() — Stores the handle in a variable. local mySequence = DataPool().Sequences\[1] — Converts the handle to a numerical address and store in variable. local mySequenceAddress1 = ToAddr(mySequence, false) — Converts the handle to an address including name and store in variable. local mySequenceAddress2 = ToAddr(mySequence, true) — Send a go command with the numerical address appended. Cmd(“Go %s”, mySequenceAddress1) — Send a go command with the address including name Cmd(“Go %s”, mySequenceAddress2) end * The elements of the MessageBox() function are able to get a defined order. If there is a mixture of ordered and unordered elements, first the unordered elements are sorted by name and then the ordered elements are added, sorted by their given order. To define the order, the parameter order needs to be added with an integer value, for example  **order=1**.\ Here is an example of the MessageBox() where all elements are defined in an order: local function main() — create inputs: local states = { {order=4, name = “Color”, state = true, group = 1}, {order=3, name = “Gobo”, state = false, group = 1}, {order=2, name = “Position”, state = true, group = 2}, {order=1, name = “Dimmer”, state = false, group = 2} } local inputs = { {order=3, name = “Numbers Only”, value = “1234”, whiteFilter = “0123456789”}, {order=1, name = “Text Only”, value = “TextOnly”, blackFilter = “0123456789”}, {order=2, name = “Maximum 10 characters”, value = “abcdef”, maxTextLength = 10} } local selectors = { { name=“Swipe Selector”, selectedValue=2, values={Xylophone=3, Piano=2, Drums=3, \[“some stuff”]=4}, type=0}, { name=“Radio Selector”, selectedValue=2, values={grandMA2=1, grandMA=2, grandMA3=3}, type=1} } local commands={ {value=1, name=“Ok”, order=4}, {value=0, name=“Cancel”, order=3}, {value=4, name=“What?”, order=2}, {value=3, name=“Wait”, order=1} } — open messagebox: local resultTable = MessageBox( { title = “Messagebox example”, message = “This is a message”, message\_align\_h = Enums.AlignmentH.Left, message\_align\_v = Enums.AlignmentV.Top, states = states, inputs = inputs, selectors = selectors, commands = commands, backColor = “Global.Default”, — timeout = 10000, —milliseconds — timeoutResultCancel = false, icon = “logo\_small”, titleTextColor = “Global.AlertText”, messageTextColor = “Global.Text” } ) — print results: Printf(“Success = “..tostring(resultTable.success)) Printf(“Result = “..resultTable.result) for k,v in pairs(resultTable.inputs) do Printf(“Input ‘%s’ = ‘%s’“,k,v) end for k,v in pairs(resultTable.states) do Printf(“State ‘%s’ = ‘%s’“,k,tostring(v)) end for k,v in pairs(resultTable.selectors) do Printf(“Selector ‘%s’ = ‘%d’“,k,v) end end return main * It is possible to read the time of timecode slots using the ObjectList() function. Using Time returns the absolute value of the time, while TimeString returns the time in a format that a human can read. See this function on how to read the time of timecode slot 1: local function main() local t1 = ObjectList(“TimecodeSlot 1”)\[1].Time local t2 = ObjectList(“TimecodeSlot 1”)\[1].TimeString Echo(t1) Echo(t2) end return main * The read only properties **Full Path** and **File Exists** of Lua Components tell the user the whole path of the used Lua file, and inform if the configured Lua file exists at the destination. In case it does not exist, the text color will turn to red for the whole row of the Lua Component. * The content of a Lua Component can be listed. However, it is limited to 1024 characters including overhead. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Connector Configuration: * MIDI Mode is split up into MIDITC Mode and MIDIData Mode: * MIDITC Mode defines whether MIDI Timecode is input (In), output (Out), or input and also output again (Through). * MIDIData Mode defines whether MIDI Notes, MIDI Program Changes, or MIDI Control Changes are input, output, or input and output again. * The new column Devices in Session informs the user about connected and expected devices in the session. For more information on colors, read the following text below. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the System Info window: * The Network tab informs the user about the number of connected and expected stations in the session. When a number is green, the expected number of devices is connected. If it is red, the number of connected devices is also displayed. The number of the expected devices is displayed in parentheses. Furthermore, the background of the area will pulsate. * The title bar of the System Info window can be hidden by disabling Show Title Bar.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Network Menu: * It remembers the sorting within the columns when it is opened again. * The inputs for HostName, Session, and Location now check for the maximum input length of 31 characters and also for characters that are allowed. * When the Network Menu is open, and devices of station types that are not listed still appear, they will be displayed directly. * Added the new tab Station Control. It allows to enable and disable the most common network related settings of the grandMA3 system. All settings of this tab are also located in other places, too. The settings are organized by station-related (for example, Web Remote, Remote HID, Send Art-Net If IdleMaster, and other) and session-related settings (RDM, DC Remotes, DMX Remotes, MIDI Remotes, PSN, MVRxchange, Art-Net Input, sACN Input, and other).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improvements in the Graphical User Interface: * The graphics of the encoders in the Playback Window, XKeys Window, and Custom Master Section Window improved. * Changed the Update icon that appears on objects that can be updated while the Update Menu is open. * Faster initial drawing of a view when calling a view. * Sequences display their playback priority in the sequence pool and on executors with icons: * Super: ![](/img/grandma3/2-4/icon_15_sequprio_super_v2_0-4a204a.png) * Swap: ![](/img/grandma3/2-4/icon_15_sequprio_swap_v2_0-943c49.png) * HTP: ![](/img/grandma3/2-4/icon_15_sequprio_htp_v2_0-536397.png) * Highest: ![](/img/grandma3/2-4/icon_15_sequprio_highest_v2_0-04b9b6.png) * High: ![](/img/grandma3/2-4/icon_15_sequprio_high_v2_0-e5f7c3.png) * LTP: No icon * Low: ![](/img/grandma3/2-4/icon_15_sequprio_low_v2_0-330785.png) * Lowest: ![](/img/grandma3/2-4/icon_15_sequprio_lowest_v2_0-b1968b.png) * While pressing MA, IDs that are too long to be properly displayed in their designated area, are scrolling through. This can be useful, for example, when a sequence from a different data pool is assigned to an executor. * The buttons in the Shutdown menu are labeled in addition to the icons. On consoles, the Shutdown menu offers an additional Reboot button. * When touching a column or window in the area to resize them, a resize icon appears. In addition, when resizing columns a white vertical line appears to display the edge of the column. The color line can be adjusted in the color theme. * Improved some icons in the tool bars. * Improved the status of the battery indicator in the command line on grandMA3 full-size and light consoles.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Off Menu and the Running Playbacks Window: * The different object types are now available via a horizontal tab bar at the top of the window. There are now buttons for disabling playbacks of different types of objects. * In addition, the All tab displays all running playbacks. The playbacks in the All tab are grouped together by their object types. * The displayed objects are filtered by the current user, but can also be changed by tapping Started by. When My Playbacks Only is activated Started by will be temporarily deactivated. * An additional DataPool filter can also be applied to filter the playbacks by Data Pools. * When Off Mode is enabled, the Running Playbacks window allows switching off playbacks by tapping them. * The Running Playbacks and the Off Menu display appearances. * The buttons in the title bar of the Running Playbacks window can be configured using the Edit Title Bar functionality in its context menu. * When opening the Off Menu, the focus is set to Everything Off. * The Sheet Style mode displays also the priority of a running sequence. * The Off Menu and the Running Playbacks Window also display running [sound files](/grandma3/2-4/key_rn_v2_0/#h3_1838296282). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command line interaction (CLI) of Go+ \[large], Go- \[large], and Pause \[large]: When pressing Go+ \[large], Go- \[large], or Pause \[large], they do not interact with the content of the command line any longer.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved XYZ: * The fading of fixtures from XYZ to PanTilt or vice versa is improved. * When opening the calculator to set a value for the MArker attribute, the Channel Sets tab lists the patched MArker fixtures. As soon as MArkers are patched on two or more stages, the button labels also display the stage the MArker is patched into. * When blocking cues that have tracked PanTilt and XYZ data, the positioning system that was used last in the cues before will get blocked.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Recipes: * If a recipe contains data that cannot be cooked, the name of the recipe is displayed in red. For example, a selection that cannot call the selected preset.\ The recipe is displayed in red, when an ingredient is missing at all. * If several cues are selected, all recipes included will be displayed, allowing editing of multiple recipes at a time. * When editing selection, values, or MAtricks the pop-up allows filtering. * Improved cooking of Recipes: The current Cook /Merge behavior is now available as Cook /MergeLowPriority.\ Cook /Merge removes values that are flagged as cooked, then cooks the values from the recipes and also replaces values at the destination based on the recipe ingredients. * The Recipe setting Selection Mode defines how subfixtures are handled when only main fixtures are part of the selection of the recipe: * **Normal**: Values are passed down to the subfixtures. * **Strict**: Values are strictly applied to only the fixtures that are part of the selection. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When migrating show files from v1.9.7.0. or earlier, the Selection Mode setting will be set to Strict in existing recipes. | * The Value cells display the icons for selective, global, and universal data, MAtricks and phaser, when a preset is used. Therefore, the Stored Data column got obsolete and was removed. * [Generators](/grandma3/2-4/key_rn_v2_0/#h4__2007147697) and [Bitmaps](/grandma3/2-4/key_rn_v2_0/#h4_2012165831) are available as values for recipes. * The setting Filter allows to assign a Filter or World to a recipe.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Window Preferences: When creating a new window, the first stored preferences of a window are loaded by default. This applies to all windows, except pool windows.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Sequence Sheet: * It is possible to test a command that is entered for a cue, without activating the cue. To do so, enable Show Command Test in the Mask tab of the Sequence Sheet context menu. When this is done, the command cells that contain commands a ![](/img/grandma3/2-4/triangle-right-4d3382.png) will be displayed on the left side of the cell. Tapping the play icon executes the command of the cue. * To view a sequence in a sequence sheet, use the Assign command in combination with sequence (Assign Sequence \[“Sequence\_Name” or Sequence\_Number]) and tap the title bar of the Sequence Sheet. * Empty phaser steps show tracked values of the previous step. * In new shows Cue Part Appearance is set to **Num+Name**.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command input in macros and command cells: The command input, for example, in macros, cues, or agenda events, displays a preview of the entered command. This helps to see if the entered commands will be interpreted by the software as intended before applying the input. Furthermore, the command input pop-up has the setting Resolve Executor Assignments. When this setting is enabled, and executors are pressed while inputting a command, not the page and executor will be entered, but the handle of the object that is assigned to the pressed executor. When a handle is used, object type, number, and name will be displayed with yellow text color in the preview. For example: Sequence 1 ‘Go Look’. A handle is an ID and name-independent identifier of an object. This makes it possible to rename the object later or move it within the pool without the need to adjust the macro, too. Handles can also be used in the command line directly: To set the variable “MyHandle” to the Handle of Macro 1, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetUserVariable “MyHandle” #\[Macro 1] | or | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable “MyHandle” At Macro 1 | To go to the next cue in sequence 23 using the handle of the sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Go+ #\[Sequence 23] | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Using handles instead of the object number or object name to call an object, eliminates the need to update macros and commands after moving the object to a different location or changing the name of the object. | The command input allows to go through the command line history, by pressing Arrow Up or Arrow Down. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the macro editor: *  Adding a new line in the macro editor, directly opens the command input. * The macro editor allows to undo all current changes ever since opening the editor at once by tapping Revert was possible.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the usage of values in commands: When specifying values for option keywords, especially number values, the input was simplified. Before: /XResolution = “64” After: /XResolution=64   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Appearances: * The name of a new appearance will be determined by the media file (image or video) that is used in the appearance.\ If the name is the default name, appearances that use an image do not display the name on the appearance object in the Pool window. * Media objects that can be used in an appearance (images, videos, symbols, and gobos) can be assigned to an appearance. Also assigning images to an empty appearance creates a new appearance with the image. * Appearances used in pool windows are displayed in the background of the pool window. Empty pool elements do not display the pool appearance. * Assigning an appearance to another appearance creates a copy of the first appearance. * The Appearance editor allows to undo the current changes directly by tapping Revert.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved images: It is possible to store screenshots of views or NDI streams directly as images. To do so, use the [/Screen](/grandma3/2-4/ok_screen/) option keyword or [/NDI option keyword](/grandma3/2-4/ok_ndi/) in combination with [Store](/grandma3/2-4/keyword_store/) and [Image](/grandma3/2-4/keyword_image/) keywords.\ The option keyword [/ScreenOnly](/grandma3/2-4/ok_screenonly/) allows to define which parts of the screen will be used: * /ScreenOnly “Yes” (this is the default, also when the /ScreenOnly is not defined at all): The screenshot only includes the area that can be defined by the user. * /ScreenOnly “No”: The whole screen including view bar, encoder bar, and other is used for taking the screenshot. To store a screenshot of screen 1 as image 5 of the area that can be defined by user, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Image 3.5 /Screen “1” | To store a screenshot of the whole screen 1, with encoder bar, view bar, and other as image 6, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Image 3.6 /Screen “1” /ScreenOnly “No” | See also [/ScreenOnly option keyword](/grandma3/2-4/ok_screenonly/). To store a screenshot of the first NDI stream 1 as image 13, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Image 3.13 /NDI=0 | See also [/NDI option keyword](/grandma3/2-4/ok_ndi/). When executing Store for an empty image, a store menu opens and offers the choice of a source and resolution. The  resolution can be defined via the command line as well by using the [/XResolution option keyword](/grandma3/2-4/ok_xresolution/) and [/YResolution option keyword](/grandma3/2-4/ok_yresolution/).   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Clock Viewer: When selecting a timer to be displayed, also timers from a different data pool can be displayed.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved ListReference: * The references and dependencies returned to provide additional information in the Info column, for example when a fixture is part of the selection of a different user, which has highlight enabled, the Info cell informs the current user about highlight in the selection. * The behavior when executing ListRefrence in combination with the Info window improved: * If no Info window is open, or if Auto List Reference is set to **None** in either of the open windows, the Info pop-up will be opened. * As soon as Auto List Reference is set to **None** in at least one or more Info windows, the information returned will be displayed in the Info windows. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Info window when working with appearances: When the new Info window setting Use Target Appearance is enabled, the appearance of the displayed object will be shown.          ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The If keyword can be used in commands combined with the [FeatureGroup](/grandma3/2-4/keyword_featuregroup/) and the [EncoderBank](/grandma3/2-4/keyword_encoderbank/) keywords. For example, in order to filter by Groups, Worlds, Presets, Filters, or Selection.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)  MA on the internal keyboard works in the same way as MA on the surface of the consoles and command wings.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved date and time configuration on onPC stations: The functionality Set Date and Time to OS Settings in the onPC Local Settings resets the date and time of the grandMA3 onPC application back to the date and time of the operating system.  ​ ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the System Monitor Window: * The system monitor timestamp uses the UTC time. * The system monitor displays per row now 1. time 2. the name of the service and the message in a row.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to transfer values of properties to other objects: In order to set properties of an object to the same value as another object, the Set command has been extended. General Syntax:\ Set \[Object\_Type] \[“Target\_Object\_Name” or Target\_Object\_Number] Property \[“Property\_Name”] At \[Object\_Type] (\[“Source\_Object\_Name” or Source\_Object\_Number]) (Property \[“Property\_Name”]) To transfer the value of the Priority setting of sequence 1 to sequence 42, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Set Sequence 42 Property “Priority” At Sequence 1 | To transfer the name of the selected sequence to the name of group 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Label Group 5 At Sequence | For more information see [Set keyword](/grandma3/2-4/keyword_set/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The SetUserVariable and SetGlobalVariable commands also support the properties of objects.  To set the user variable “myVar” to the CueFade value of Cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetUserVariable “myVar” At Cue 1 Property “CueFade” | To set the global variable “PositionX” to the 3D X coordinate of fixture 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetGlobalVariable “PositionX” At Fixture 1 Property “PosX” | To set the global variable “myShow” to the name of the loaded show file, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetGlobalVariable myShow At Root “MANetSocket” Property “Showfile” | You can get the name using the /Look option keyword for properties that have an index with a corresponding name.     To set the user variable “mySeqPrioIdx” to the Priority index value of the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetUserVariable “mySeqPrioIdx” At Sequence Property “Priority” | To set the user variable “mySeqPrioName” to the Priority name of sequence 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetUserVariable “mySeqPrioName” At Sequence 42 Property “Priority” /Look | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Stomp command: If Stomp is used in a FeatureGroup without selection, stomp will be executed in all fixtures.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) IfOutput is now working with Full or Zero for fixture selection.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the special values: At Highlight and At Lowlight load the highlight/lowlight values of the selected fixtures into the programmer.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Output Configuration does not create a new entry if the station IP changes.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Preset Pool settings: * The setting Display Mode has a new value called **Auto**. When this value is set, only the appearance of the preset is displayed. This only applies to presets that have an appearance assigned. Presets without an appearance will still display their names. * The setting Action has a new value called **SelFix/Extract**. This value acts similarly to **SelFix/At**, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Align: The Align Bar offers access to the new **XY Rotation** setting. The entered value will rotate the following alignment of values across the selection grid.\ Use tap, hold and drag inside the circle graphics of the XY Rotation setting to graphically adjust the value. The arrow in the circle snaps at 0°, 45°, 90°, 135°, 180°, 225°, 270°, and 315°. Example: Requirement: Load the Demoshow\_grandMA3 1. Select the group “LED Tiles Back”. 2. Set RotXY in the Align Bar to 45°. 3. At 0 Thru 100 The dimmer values will be aligned at a 45° angle across the selection grid. This can also be done with all other attributes.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Total Reference Update: When the Total Reference Update is shorter than 500 ms, no progress bar will be displayed.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the MemoryInfo keyword: Added the new option keywords /Limit and /Sort: * /Limit: Defines how many entries will be displayed. It expects a number as value. Syntax: MemoryInfo /Limit \[Limit\_Number] * /Sort: Defines how to sort the results MemoryInfo displays. Possible values are: “Asc”, “Desc”, and “None”. Syntax: MemoryInfo /Sort \[“Sort\_Name”] To display the 5 objects that are occupying the most memory, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> MemoryInfo /Sort “Desc” /Limit 5 |   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the scribble editor in the label dialog: It has now the same style and buttons as when editing a scribble in the scribble pool.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Command Line History: * By performing a right-click gesture on a command a pop-up opens which allows you to: * Copy: Copies the command to the clipboard. * Execute Again: Executes the command again. * Copy and Overwrite to Command Line: Copies the command into the command line. Existing command line content will be discarded. * Add to Command Line: Copies the command at the end of existing command line content. This pop-up can also be opened by pressing Please on the internal keyboard or by pressing the screen encoder. * When tapping Jump to Bottom in the Command Line History window, the focus jumps down to the newest command line history entry. * When pressing Clear, the Command Line History will show what type of clear was executed. * Increased the maximum number of lines that the Command Line History Window can display to 2 048.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Main Menu overlay: The installed software version is displayed in the title bar.    ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the handling of sessions: The first 32 session slots (Category A) are reserved for 16 consoles and 16 processing units, additional consoles and processing units will join the session as Category B session members.\ For example, this can be used in order to get up to 250,000 parameters in a session by only using processing unit M. Or when using only processing unit M and wanting to have more than 1 console in the session.\ When adding several devices to the session at the same time, they will be added following their internal order in the software. This order is represented by the No column in the Network menu. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added commands to remote control devices more efficiently in a session: * Disconnect: Disconnects the specified station from the session. Compared with Dismiss, Disconnect only disables the network of the station and but does not reset the session name and location of the device. Disconnect can only be executed for stations that are part of the same session. * Reconnect: Takes the specified station back into session that is specified by its name and location at the station. Reconnect works only for stations that have the same Session Name and Location as the device that sends the Reconnect command. The sending device needs to be part of the session. To learn more about the commands and their syntax, please read [Disconnect](/grandma3/2-4/keyword_disconnect/) and [Reconnect](/grandma3/2-4/keyword_reconnect/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the behavior of Session Data Merge: The Include Playback setting in the Station Control tab of the Network Menu defines per station if the changes of playbacks are to be consired in the Session Data Merge.  If it is enabled, the changes made on playbacks will be taken into account. Include Playbacks is enabled by default.   ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) The /Wait option keyword delays the execution of the store command. It also defines the countdown time of the pop-ups of ShutDown, Restart, Reboot, and so on. Enter the waitime milliseconds.\ To delay the Store Cue 5 command by 3 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Cue 5 /Wait 3000 | To set the countdown of the ShutDown pop-up to 20 seconds, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown /Wait 20000 | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the tool tips for elements in the user interface: Add Window dialog, At Overlay.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the preview feature NDI: * Updated NDI to version 5.6.0. * Third-Party software does not need to be enabled anymore to use NDI. * When the NDI source provides a resolution bigger than FullHD, a low bandwidth stream will be requested. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The SFTP access can be enabled or disabled by tapping SFTP Access in the Station Control tab of the Network menu, or via command line. To disable the SFTP access, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Set Root “MANetSocket” Property “EnableSFTP” “No” | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the grandMA3 onPC for macOS installer: When the Security setting **Allow applications downloaded from** is set to “App Store and identified developers”, the installer can be opened immediately by double-clicking the .pkg file.\ In case of having this setting set to “App Store”, right-click on the .pkg file, click **Open**, click **Open** in the pop-up. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved color selection dialogs, for example, in the Scribble Editor: When tapping into the color area, the set brightness stays as is. In addition, the color interface of the Appearance editor got a brightness fader as well. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Hue fader in the color picker: The indicator bar on top of the fader label displays the set hue color. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved filters: * Select Filter \[“Filter\_Name” or Filter\_Number] selects the filter permanently. The filter that was selected, will be indicated by a yellow frame. * Call Filter \[“Filter\_Namne” or Filter\_Number] selects the filter temporarily for the next action (Store, Update, At, and Clone) only. The filter that was called is indicated by a flashing yellow frame. * The Filter pool windows allow to set the Action to Select or Call. The default is Call. * When a Filter is selected, it has the yellow selected border in the pool.\ When a filter is called, the called filter pool object will get a flashing yellow frame. As soon as the At filter is modified no filter is called anymore.\ In this case the selected border will disappear from the selected filter pool object. Instead the indicator bar at the top is highlighted in yellow. * The At Filter applies always, also when applying values in the programmer, or when blocking/unblocking cues. Encoders and the dimmer wheel are excluded from that rule. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The Force Login setting forces the user to log in with a user when starting the grandMA3 Software. To enable Force Login, go to Menu - Settings - Local Settings / onPC Settings.         ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Assignment Editor: When no object is assigned, the Assignment Editor opens displaying the second tab, instead of the first tab (Empty tab). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the columns in the Patch menu: The columns Pan Offset, Tilt Offset, Pan DMX Invert, Tilt DMX Invert, Pan Enc Invert, and Tilt Enc Invert are grouped into the parent columns Offset, DMX Invert, and Enc Invert. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the Local Settings menu for consoles. It can be accessed via Menu - Settings - Local Settings. It offers to change the Audio Out Device and the Force Login setting. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Network Interfaces menu of grandMA3 xPort Nodes: The IP address of the first interface is now displayed in the first row. The second IP is displayed in the second row. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | With the adjustment of the sorting of the network interfaces of xPort nodes, the DHCP setting in the first row applies now also to the IP address of the first row. | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the My Interfaces menu of consoles and onPC stations: The Extended tab allows to change the Gateway, DHCP Timeout, and DNS server settings per interface. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Agenda Viewer Window: The title bar buttons are configurable. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command line operation in order to add more objects into a closed If statement: When an If statement is already closed with an EndIf, pressing + removes the EndIf, and an additional object can be added. After adding the object the EndIf is also added again. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the feedback when exporting fixture types: A progress abr appears now when exporting fixture types. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the importing of fixture types: * The caching of the fixture type library is faster. This caching happens when importing a fixture type the first time after the installation of a new software version. * When searching for a fixture type, the file name of the fixture type XML files are also taken into account. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the User Configuration/Web Remote: * The users Admin, Guest, and 3D cannot login on web remote devices. * When the logged in user at a web remote device gets deleted, the user will get a Login prompt displayed. * When the Remote user has set up a password, the user has to enter the password when logging in on a web remote device. * The passwords the user can set for the Admin user gets reset when loading the show. The password of the Guest cannot be changed anymore. * Specify name and password in the URL in order to connect to a station. This is how to do it: https\://\[IP]:8080/?user=\[User name]\&Password=\[password],\ for example **:8080/?user=Michael\&Password=qwerty** ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the attribute calculator: * When All Channel Sets is active, the Channel Sets area displays the channel sets of all channel functions at the same time. This setting is per attribute. The User Attribute Preferences editor (Menu - Settings - User Configuration - Profiles - Edit Encoder Bar) allows also to change this setting by editing the corresponding cell in the IgnoreChannelFunctions column. * When a different filter other than filter 1 is called or selected, the calculator displays a filter icon (![](/img/grandma3/2-4/icon_filter_15px-78282b.png)) in its title bar. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the handling of HSB attributes: The expected physical range of the HSB\_Saturation and HSB\_Brightness attributes is now percentage. Fixture types from older versions will be automatically migrated if their HSB\_Saturation and/or HSB\_Brightness channel functions have a physical range from 0 to 1. The same applies to show files that will be converted from grandMA2 to grandMA3 using the show file converter (in Mode 2) and the import of GDTF files. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the fixture type editor: * Improved the geometries: The beam types **PC**, **Fresnel**, and **Glow** were added to the Beam Types property of a beam geometry according to the GDTF DIN SPEC 15800:2022. **PC** and **Fresnel** are visualized the same as **Wash** in the 3D Viewer, while **Glow** is visualized as **None**. * Improved Channel Functions: The custom names of the Channel Functions are now forced to be unique for each Logical Channel. * An error message is displayed in the Show Conflicts pop-up of the fixture type editor if a channel function cannot be controlled because the maximum number of channel functions in the show file has been exceeded.  ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)  Added setting **Dive Into** per Fixture Type DMX Mode: When Dive Into is set to **Yes**, the encoder bar can control attributes of subfixtures, when the main fixture is selected and does not have the same attribute available.\ When Dive Into is set to No, the encoder bar controls only the attributes of the selected fixtures and cannot change the values of lower subfixtures anymore. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Playback window, XKeys window, Custom Master Section window, command wing Bar window, and System Info window: Their title bars can be hidden when disabling Show Title Bar in the settings. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Masters: * Masters that are assigned to executors: When the Master is set to Toggle, and the Master is switched on, the executor label will change its background to green. The color can be defined in the color theme: Exec.GrandMasterActive. * When the Grand MAster is pulled down, the Grand Master label in the encoder bar will flash red. In addition, when the Grand Master is assigned to an executor or special executor, these ones will flash red as well. * Masters that are set to Toggle can be executed with the button function Temp when they are off. They will then be temp’ed to the their current master fader level. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Encoders: When assigning a function to EncoderLeftCommand or EncoderRightCommand, the Encoder setting will be ignored. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the handling of USB drives: More USB drives will be detected with their correct names instead of a long number as name. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Extended the maximum depth of levels in presets (embedded presets and recipe presets) from 5 to 10. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added functionality to + and - when keeping them pressed: During press and hold of + and - it is possible to select or deselect fixtures in the fixture sheet. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added COMMAND parameter for Windows onPC: The value of COMMAND will be executed when starting grandMA3 onPC. The COMMAND needs to be added to the Target of the grandMA3 shortcut. This is the format: COMMAND="""command to be executed""". For example, COMMAND="""Go+ Macro 1""". ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the power loss pop-up: If the grandMA3 full-size and light consoles are running on the internal battery, an additional pop-up appears as soon as 50% of the battery’s capacity are reached. This pop-up informs the user that the show file will be automatically saved once 60 seconds have elapsed. If there are no changes in the show file, the pop-up will not appear. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Store Settings overlay (long-press Store): * Added more space between the different sections. * Refactored the “Cue Only” section into “Copy Values”: * Tracking: Stores the values at the destination as normal tracking values. * Cue Only: Stores the values at the destination as values only into this cue. The following Cue Only stores previous values. (= Cue Only principle). * Added the new section “Protect from Tracking”: * Dimmer Cue Only: Stores only the dimmer values at the destination following the Cue Only principle when it is enabled. All other attributes will be stored as tracking values. For more information see [Dimmer Cue Only](/grandma3/2-4/key_rn_v2_0/#h4__1071679005). * Added a Tracking Shield section: * Off * ![](/img/grandma3/2-4/icon_15_trackshield_rising0_v2_0-b9b43c.png) * ![](/img/grandma3/2-4/icon_15_trackshield_greater0_v2_0-b461e9.png) * For more information see [Tracking Shield](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/features/a/h3_1351829368). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved OSC: The OSC buffer size was extended to 2 048 bytes, for sending and receiving OSC. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MVR Import: When the MVR Merge pop-up has Columns set to Full, the column **My Stage** allows to define on which stage the fixture shall be imported. If the fixture to be imported exists already in the show file, the My Stage cell of the fixture has the corresponding stage entered. If the fixture does not exist, yet, Stage 1 is set up. *** ## Changes [Section titled “Changes”](#changes) * New keywords: * [AutoStore](/grandma3/2-4/keyword_autostore/) * [Bitmap](/grandma3/2-4/keyword_bitmap/) * [Disconnect](/grandma3/2-4/keyword_disconnect/) * [EncoderBank](/grandma3/2-4/keyword_encoderbank/) * [EncoderBar](/grandma3/2-4/keyword_encoderbar/) * [Generator](/grandma3/2-4/keyword_generator/) * [GridStore](/grandma3/2-4/keyword_gridstore/) * [Hold](/grandma3/2-4/keyword_hold/) * [MyRunningSoundFile](/grandma3/2-4/keyword_myrunningsoundfile/) * [MyRunningTimecode](/grandma3/2-4/keyword_myrunningtimecode/) * [Reconnect](/grandma3/2-4/keyword_reconnect/) * [RunningSoundFile](/grandma3/2-4/keyword_runningsoundfile/) * [SendMVR](/grandma3/2-4/keyword_sendmvr/) * New option keywords: * [/ChannelSet](/grandma3/2-4/ok_channelset/) * [/Limit](/grandma3/2-4/ok_limit/) * [/NDI](/grandma3/2-4/ok_ndi/) * [/ScreenOnly](/grandma3/2-4/ok_screenonly/) * [/Sort](/grandma3/2-4/ok_sort/) * [/TrackingShield](/grandma3/2-4/ok_trackingshield/) * [/Wait](/grandma3/2-4/ok_wait/) * [/XResolution](/grandma3/2-4/ok_xresolution/) * [/YResolution](/grandma3/2-4/ok_yresolution/) * Removed keywords: * EncoderPage | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | - New color theme colors: * ColorDefinitions: * Global.WaveForm * PoolDefault.Bitmaps * PoolDefault.EncoderBar * PoolDefault.Generators * Colors: * Assignment.EncoderBar * Assignment.Filter * Assignment.UpdatePreset * Assignment.UpdateSequence * CloneUI.All * CloneUI.Chosen * CloneUI.None * ColumnSetGrid.Separator * DBObjectGrid.WarningBackground * DBObjectGrid.WarningText * EndlessFader.Background * EndlessFader.FaderLocked * EndlessFader.Knob * EndlessFader.StripActive * EndlessFader.StripInactive * EndlessFader.TextActive * EndlessFader.TextInactive * Exec.GrandMasterActive * FixtureSheetCell.ExtendedSheetModeFrame * Global.Charging * Global.Running * Help.Breadcrumb * Help.TableHead * Help.TableRowEven * Help.TableRowOdd * LayoutView\.EditFrame * PoolButton.UpdateFront * PoolButton.UpdateBack * PoolButton.UpdateBackground * PoolButton.UpdatePreset * PoolButton.UpdateSequence * PoolWindow\.Bitmaps * PoolWindow\.EncoderBars * PoolWindow\.Filler * PoolWindow\.Generators * RotationButton.Arrow * RotationButton.Circle * RotationButton.Marking * SelectionGrid.BitmapOutline1 * SelectionGrid.BitmapOutline2 * SelectionGrid.Centerline * SelectionGrid.SelectionOutline1 * SelectionGrid.SelectionOutline2 * SelectionGrid.SetupActiveIndicator * SelectionGrid.SetupLasso * ShowCreator.DirectionIcon * ShowCreator.Section * Timecode.CommandExistsButDisabled * Timecode.CommandExistsButDisabledSelected * Timecode:IncompleteWaveFormWarning * Timecode.LinkOverlayColor * Timecode.RecordSingleUserActive * Timecode.SkippedNonUserEvents * Timecode.TriggerIcon * Timecode.TriggerIconSelected * Timecode.WaveFormColor * UIGrid.ResizeLine * UIGrid.UserFilterHiddenFactor * UpdateMenu.CellAltBackground * UpdateMenu.CellBackground * UpdateMenu.ExtendedOptionsBackground * UpdateMenu.OptionsLabelText * UpdateMenu.OptionsSummaryLabelText * UpdateMenu.OptionsSummaryValueText - Removed color theme colors: * ColorDefinitions: * PoolDefault.Functionals * Colors: * PoolWindow\.Functionals * New grandMA3 Lua Functions: * CmdlineChildren() * CurrentCue() * CurrentScreenConfig() * FirstDmxModeFixture() * GetScreenContent() * GetSelectedAttribute() * GridMoveSelection() * GridsGetColumnById() * GridsGetExpandedHeaderCellState() * GridsGetRowById() * IsLocked() * NeedShowSave() * NextDmxModeFixture() * ReleaseProfiling() * SelectedFeature() * SelectedLayout() * SelectedTimecode() * SelectedTimer() * SetChildrenRecursive() * TestPlaybackOutput() * TestPlaybackOutputSteps()  * Renamed the MIDIMode property in the Output Configuration MIDITC Mode. * The Lua PopupInput() function returns the actual Lua index of the items table, which starts counting at 1. * The At command uses the natural readout when no attribute is specified. As soon as an attribute is specified when using At, the readout of the encoder bar/user profile is taken into account. This can be overruled with specifying the readout together with the value. * In new shows, the existing and selected sequence is also assigned to executor 201. * Changed the button text from Reset Selected to Reset MAtricks in the EditSettings menu of presets. * If new objects are assigned in a layout, the insert position will be centered at the touch location. * It is no longer possible for two geometries to have the same name. The same applies to Emitters, Filters, DMX Modes and Wheels. The name must be unique. * XYZ was removed in the fixture type editor. To toggle XYZ for each DMX mode, directly edit the XYZ cell. * The FixtureType editor now separates the different modes of a fixture type. To change a channel of a mode, select the mode first and then edit it. * If a show file created in prior versions is loaded in the current version, trailing empty steps which do not contain absolute or relative values in cues, will be removed. * Moved these symbol files from lib\_symbols to lib\_symbols/symbols: * 0\_degree\_black.png * 0\_degree\_white.png * 180\_degree\_black.png * 180\_degree\_white.png * 270\_degree\_black.png * 270\_degree\_white.png * 360\_degree\_black.png * 360\_degree\_white.png * 90\_degree\_black.png * 90\_degree\_white.png * in\_order\_black.png * in\_order\_white.png * mirrored\_black.png * mirrored\_white.png * non\_mirrored\_black.png * non\_mirrored\_white.png * shuffle\_black.png * shuffle\_white.png * Value sorting of columns changed from long-press of the header cell to tap, hold and swipe down. Right-click on a header cell for sorting did not change. * The passwords the user can set for the Admin user gets reset when loading the show. The password of the Guest user cannot be changed anymore. * The screen configuration and rights of the default users (Guest, Admin, 3D, and Remote) cannot be changed anymore. * The IsMArker property of fixture types changed to Special Purpose. It can have the values **MArker** and **BitmapController**. * Renamed RGB/HSB Space setting in the color picker Color Space. * onPC Settings renamed to onPC Local Settings. * Removed the word “Show” from all buttons in the settings pop-up of the Custom Master Section window. * The buttons to open the Custom Master Section overlay (![](/img/grandma3/2-4/icon_special_master_15px-c10e14.png)) and the Playbacks overlay (![](/img/grandma3/2-4/icon_playback_15_v1-9-fe46cd.png)) interchanged their positions in the Control Bar. *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-2) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The 3D Viewer did not display the red lock symbol when the displayed camera was locked. This bug is fixed. | | If 3D priority was disabled, the software did not react directly to it. This bug is fixed. | | Making changes in the Arrangement tool in the 3D Viewer Encoder Bar did not create entries in the Oops History. This bug is fixed. Changes on the arrangement can be oopsed. | | The dimensions of the stage bounding box in the 3D Viewer window were not instantly enlarged when a fixture was moved out of it using the 3D Viewer Encoder Bar to move it. This bug is fixed. | | No shadow was displayed in the beam if Render Quality setting Beam was set to Standard, the settings Shadow and Gobo were enabled. This bug is fixed. | | In some cases, beams from fixture types with rectangular beams were cut off mid-air or did not create spots on the ground when shadows were enabled. This bug is fixed. | | The size of rectangular beams did not match the size of the spot when shadows were enabled or Gobo was set to Animated in the used Render Quality. This bug is fixed. | | Fading between Gobo slots was not displayed correctly for Render Qualities with the Gobo property set to “Animated”. This bug is fixed. | | Beams could cause visual artifacts when using a 2D camera in the 3D Viewer. This bug is fixed. | | When using a render quality with Beam set to “High” and Multi Led Beam Mode set to “Single Beam Dynamic Gobo” in the 3D Viewer, the color of the beams and spots were incorrect. This bug is fixed. | | Textures in the 3D Viewer window were not displayed when running grandMA3 onPC on Windows PCs that use an Intel Iris graphics card. This bug is fixed. | | The previous selection was not reset when selecting new fixtures after changing values in the 3D Viewer or Layout Viewer Encoder Bar. This bug is fixed. | | The selection of fixtures could be reset when selecting new fixtures in the 3D Viewer window after deselecting fixtures of the selection. This bug is fixed. | | The grandMA3 software could crash when loading a show file that contained a lot of materials. This bug is fixed. | | Fixture types with multiple beam geometries that have different luminous intensities could appear too dark in the 3D Viewer window. This bug is fixed. | | glTF meshes could have incorrect position offsets when using the internal mesh offsets of glTF files. This bug is fixed. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The calculator of the Speed Master layer did not allow to select speed masters that had a space in their names. This bug is fixed. | | When assigning a sequence to another sequence while being in a session, the action could not be oopsed the first time. This bug is fixed. Mirroring a sequence can be oopsed. | | When executing Edit List the current cue was edited. This bug is fixed. Executing Edit List returns “Not Allowed” in the command line and does nothing else. | | Custom names of speed masters were displayed with capital letters in the calculator of the Speed Master layer. This bug is fixed. | | When using the Arrangement tool in the Layout Viewer, the proposed arrangement was not in the same order as the user selected the fixtures. This bug is fixed. | | The different Export functions of Lua returned nil in case of successful export. This bug is fixed. Lua returns boolean values when executing any export function. | | Progress bars initiated by plugins displayed the progress starting at 1. This bug is fixed. The progress of progress bars takes the defined start and end values of the SetProgressRange() function into account. | | A hook on RunningSequences in a plugin only returned information if the Off menu was open at the same time. This bug is fixed. | | At commands were not taken into account by the CreateUndo() Lua function. This bug is fixed. | | When using the filter function in dropdowns opened with the Lua function PopupInput(), the returned value did not match the total index of the selected item. This bug is fixed. | | When trying to switch off the selected element of a pool by specifying only the pool, for example Off Timecode, the selected sequence was switched off. This bug is fixed. Off combined with an object keyword switches either all elements of the given object type off (for example, Off Preset) or switches off the selected object in a pool (for example, Off Timer). | | When selecting elements in a layout, two Oops events were created. This bug is fixed. | | Custom Gels could not be exported or imported. This bug is fixed. Custom Gels are exported to gma3\_library/userprofiles/gels. From there they can also be imported. | | It was not possible to use Delete, Copy, and Insert in combination with events in the Agenda Viewer when it was in Setup mode and View Mode was set to Month, Week, or Day. This bug is fixed. | | It was impossible to use a variable as value for an option keyword, for example, Store View 1 /Screen $“Var”. This bug is fixed. | | Extract /Single could not be oopsed. This bug is fixed. | | When moving the cursor in between an existing command and then pressing hardkeys, put the keywords or numbers at the end of the command. This bug is fixed. Pressing hardkeys enters the keywords or numbers at the position of the cursor to the existing command. | | Oops was not possible after cancelling a label pop. This bug is fixed. | | MA + Please on the internal keyword did not work.  | | It was not possible to create a line break in the Notes tab of the Info window. This bug is fixed. | | When patching a fixture using the Patch command, the feature graphics could disappear in the fixture sheet. This bug is fixed. | | When storing individual times into a cue and choosing the release store option, the individual times were not stored. This bug is fixed. | | When an image was mirrored or rotated inside an appearance, the image disappeared when zooming a layout where this appearance was used. This bug is fixed. | | The software could crash if many PSN trackers were created and deleted right after. This bug is fixed. | | Pressing Off + Time + Please on a newly created show did crash the software. This bug is fixed. | | Park Thru and Unpark Thru did not work as expected. When executing Park Thru or Unpark Thru, the command is completed to Park Fixture Thru or Unpark Fixture Thru.  | | Adding a new user profile deactivated the programmer content of users. This bug is fixed.  | | The software could crash if you used, for example, a **Pan only** filter for a sequence that has Pan, Tilt, and XYZ attributes stored. This bug is fixed. | | It was not possible to set values using the command line in the physical readout in 0.01 steps. This bug is fixed.  | | Using MA + 2 or MA + 8 while the focus was set to the command line in order to scroll through the last commands, the commands disappeared whenever you released 2 or 8. This bug is fixed. | | When adding a new line or a space to a note in the notes area of the Sequence Sheet or in the Info Window, the new line or space was trimmed if you did not enter text shortly after. This bug is fixed. Notes will not be trimmed as long as the notes area has focus. | | When activating a channel set within an attribute calculator, the corresponding attributes of the activation group stayed inactive. This bug is fixed. | | The software could crash if you did collapse a track group inside a timecode show after the user moved tracks from one to the other track group. This bug is fixed. | | When doing mathematical calculations inside the MAtricks calculators, the results could be wrong. This bug is fixed. | | When a user was labeling an object, while another user tried to drop the ownership from this object, and the first user decided to keep the ownership, the label pop-up was also closed. This bug is fixed. | | When creating and editing a scribble by right-clicking it in the Scribble pool, and then closing the editor without doing any changes, the scribble pool object looked like it had content. This bug is fixed. Editing a newly created scribble and then closing the editor without applying these changes made the Scribble be empty. | | Move Grid Cursor did not work as expected when the order of the selected fixtures was not straight in the patch. This bug is fixed. The patch order of fixtures in the patch is not relevant anymore for Move Grid Cursor. | | A Timer linked to a sequence lost the reference if the sequence was moved afterward. This bug is fixed. | | No spaces before + and - were added when pressing + or - while having focus on a command input pop-up. This bug is fixed. | | It was possible to change the content of locked plugins. This bug is fixed. | | When trying to set a value for an attribute that exists in the show file but the selected fixtures do not have, the value was applied to the selected attribute. This bug is fixed. If the selected fixtures do not have the specified but existing attribute, the desired value will not be set at all. | | If multiple fixtures were selected, and the first fixture in the selection did not have the specified attribute, the command did not work. This bug is fixed. The values are set to the attribute for the fixture in the selection that has the specified attribute. | | The software could crash when listing the cues to update in the Temp destination. This bug is fixed. | | The software could crash when the user changed the geometry setting of the automatically created XYZ channels inside a fixture type. This bug is fixed. The geometry setting of XYZ channels are locked now. | | When pressing Help and then a different key with an action keyword, for example, Copy, the Help keyword in the command line was overwritten with Copy. This bug is fixed. | | If the new selection had no attributes on the current encoder page, the user had to cycle through all encoder pages until useable attributes were reached. This bug is fixed. When changing the selection, the selected encoder page will switch to the first encoder page with attributes the current selection uses. | | When having only fixtures patched that do not use all feature groups, the wrong encoder bank buttons could be highlighted when selecting a different feature group. This bug is fixed. | | The indicator bar of encoder bank buttons of custom-created feature groups were not colored correctly. This bug is fixed. | | Timecode events whose time matched the timecode duration time weren’t triggered. This bug is fixed. | | The software could crash when adding or manipulating a lot of configurations for Art-Net or sACN at the same time. This bug is fixed. | | The software crashed when the user tried to copy ScreenContent 1 at ScreenContent 2. This bug is fixed. | | If a command was prepared in the command line, it was not possible to complete it with the keyboard. This bug is fixed. | | When loading a show file along with its Output Configuration, duplicate entries could be created in the Connector Configuration. This bug is fixed. | | The attribute calculators did not apply ranges correctly when they contained at least one negative value. This bug is fixed. | | When pressing Alt, AltGr, or option the input of the command line could get selected. This bug is fixed. | | Sometimes not all properties of an appearance were applied to layout elements. This bug is fixed. | | Storing offset values in a multi-user session, stored the offset values for all active fixtures in all programmers. This bug is fixed. Only the programmer of the user who executes Store Offset will be taken into account. | | Cue commands that contained parentheses were not executed anymore. This bug is fixed. In addition, when working in a multi-user session, the pop-up will appear on the GlobalMaster station only when the same user is logged in as the user who triggered the cue. | | When auto creating a group, the command line could return a nothing to be done message, although the group was created correctly. This bug is fixed. | | Tapping an empty but existing group several times toggled the current selection. This bug is fixed. Tapping empty groups does not affect the current selection anymore. | | When executing macros while the focus was set to screen 6 or 7, not all popups triggered by the macro appeared. This bug is fixed. | | Cloning fixtures to a layout, where the destination fixtures were already part of the layout did not move their layout elements to the position of the source fixtures. This bug is fixed. | | The software crashed when executing a command, that required the specification of an index value by using the Index keyword, but the index value was not specified by the user. This bug is fixed. | | When loading a different show or when deleting the plugin, while a plugin is running, kept the plugin running. This bug is fixed. | | When storing a cue into a seqeunce before a cue that had a Break applied, the wrong value could be added to the cue that had the break applied. This bug is fixed. | | It was not possible to delete empty groups from layouts. This bug is fixed. | | When cloning without using dependencies within a sequence and the source and destination fixtures have different values in the used color preset of the cues, the correct preset reference was created but the destination fixture values in the cues were incorrect. This bug is fixed. | | When entering value ranges into the calculators of the color picker encoders, the values were not always applied correctly. This bug is fixed. | | Multiple cue part 0 could be created by oopsing the deletion of cues with several cue parts. This bug is fixed. | | When switching from the inner to the outer dual encoder or vice versa and both encoders had the same attribute assigned, Align was reset. This bug is fixed. | | Window preferences were not transmitted into the session, when storing them. This bug is fixed. | | Copied recipes were not automatically cooked. This bug is fixed. | | Values in cues after a cue break could change when changing the values in cues before the break. This bug is fixed. | | The tracking of relative values did not stop at cues that had a break defined. This bug is fixed. | | CleanStart of grandMA3 onPC did not work on macOS Sonoma. This bug is fixed. | | The pop-up warning the user that due to changes in the patch the data was incompatible for Session Data Merge was gone. This bug is fixed. | | Relative math operations in the calculators of the MAtricks properties did not deliver the expected result. This bug is fixed. | | Copied recipes could lose their reference to the preset or group in use. This bug is fixed. In case a recipe has selective data and a reference to an object, the selective data is discarded.  | | Fixtures that were not part of the stage the 3D was showing, could not be assigned to a layout. This bug is fixed. | | Absolute programmer vaues were discarded when calling a relative MAgic preset. This bug is fixed. | | Copying a cue to another one did not overwrite the recipes correctly if the user had chosen to overwrite the destination cue. This bug is fixed. | | The software could crash when the login pop-up appeared on the web remote after refreshing the page in the browser. This bug is fixed. | | Changing the value of the Brightness fader or Quality fader in the Color Picker in some cases could result in incorrect colors. This bug is fixed. | | If a new keyboard shortcut was created using an already existing combination, the old one was not properly removed. This bug is fixed. | | When assigning a different user profile to the admin user, this assignment was reset when loading the show again. This bug is fixed. | | When importing a data pool using the Include Dependencies option, the MAtricks value of imported recipes was cleared. This bug is fixed. | | When using the color picker with subfixtures, the color of the main instance was included as well to the resulting color. This bug is fixed. | | Offset values were not removed when executing Store Offset /Remove. This bug is fixed. | ### Connections [Section titled “Connections”](#connections) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Remotely triggered sequences were using the executor time of the admin user. This bug is fixed. The executor time of the logged-in user on the station where the remote event is executed is used when triggering a sequence remotely. | | The timecode generator of a timecode slot did not continuously output timecode when Generator Looped was enabled. This bug is fixed. | | When a network connection was set to value Yes of the Slow property, it stayed at this value until the next full-install. This bug is fixed. The user can change the Slow setting manually again. | | When using an onPC command wing and a onPC fader wing at the same station connecting an additional usb device changed the Connector Configuration. This bug is fixed. | | The DMX Remotes had to be toggled off and on again to continue the functionality after changes were made in the session. This bug is fixed. | | OSC command messages were sent even if the network was disabled. This bug is fixed. | ### Patch [Section titled “Patch”](#patch-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Geometries’ type got lost and pasted back as geometry type “Geometry” whenever geometries were copied. They also lost the value of their properties during copying. This bug is fixed. | | The software would crash if fixtures were cut from one stage and pasted directly on the new stage row instead of the fixture row. This bug is fixed. | | The fixture type library displayed a blank manufacturer name and blank fixture name if the fixture type description contained the special characters ”<” or ”>”. This bug is fixed. | | The default name of a custom fixture type was exported as empty. This bug is fixed. The default name is now exported. Example: Manufacturer\@Fixture\_type 1.xml | | The default name of a custom attribute was exported as empty. This bug is fixed. When a user creates an attribute, the user is prompted to name the attribute. | | The resulting rotation of geometries could be wrong if they were rotated along 2 or 3 axes. This bug is fixed. | | When editing the geometries of a fixture type, a crash could occur when cutting and pasting geometry references from one parent to another. This bug is fixed. | | When editing the geometries of a fixture type, a crash occurred if an infinite loop was created with geometry references that referenced each other. This bug is fixed. A message is displayed in the Fixture Type Errors in case of creating such an infinite loop. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The Measure encoder always displayed 1 as value when no value was active. This bug is fixed. As long as no value is active on the Measure layer, the encoder won’t show any value. | | The automatic cooking of recipes using phaser presets did not always apply the new values immediately. This bug is fixed.  | | When mirroring position phasers using MAtricks pool objects, it could happen that they were not mirrored correctly. This bug is fixed. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | A running sequence or preset was not fixed when enabling AutoFix for it. This bug is fixed. | | During the recording of timecode shows, cues with already existing timecode events were not recorded. However, their cue commands were recorded again. This bug is fixed. Cue commands will not be recorded, if the cue is already recorded in the timecode show. | | If a CMD Delay for the off cue was longer than the fade time of the cue, the CMD got triggered at the wrong time. This bug is fixed. | | Flash and Temp buttons would not release properly if the command line was not empty. This bug is fixed. | | Moving recipes from one to another cue part inside a sequence did not work as expected. This bug is fixed. | | When pressing and releasing the Temp buttons of executors very fast, it could happen that the sequence did not turn off again. This bug is fixed. | | Sequences could not be played back when the first cue was empty, MIB should happen for the second cue, and OffWhenOverriden was enabled. This bug is fixed. | | When executing a secondary executor button function (MA + Executor Button) and releasing MA first, kept the playback function, for example, Flash, active when releasing the Executor Button afterwards. | | When playing back a preset with a recipe and changing the ingredients at the same time, the cooked result was wrong. This bug is fixed. | | When a remote (DC, DMX, or MIDI) triggered a playback, the playback was started by the Remote user, but not by the user profile of the Remote user. This bug is fixed. | | Fixtures did not fade to their new values in other attributes when MIB was enabled and the dimmer was also fading to 0 in the same cue. This bug is fixed. | | When using <<< or >>> to go to a cue, and then updating it, while the original cue fade would have still be running, the playback engine faded into the cue. This bug is fixed. | | The resulting phaser could be wrong when using a phaser preset in a recipe of a different preset.This bug is fixed. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The help window went back to the start page when the user changes the color theme. This bug is fixed. | | When adding a scribble to an object by having the label dialog opened on a small screen, tapping Apply did nothing. This bug is fixed. | | The input range in the Speed Master calculator was wrong. This bug is fixed. The input range in the calculator of the Speed Master layer is now set from 0 to 16. | | The Feature Group Indicator Bar was displayed in some cases, also when the attributes were available within the selected world. This bug is fixed. | | The Feature Group Indicator Bar displayed indicators for Shapers and Video feature groups even when no attributes of those feature groups were used in the show. This bug is fixed. | | The input to the Store View pop-up was not displayed on all displays. This bug is fixed. The Store View pop-up is synchronized across all displays. | | It was possible to select several entries in the Load and Save As sections of the Backup menu. This bug is fixed. In the Backup menu, it is only possible to select one entry at a time. | | When opening an Assignment Editor, the focus was not always set to the input field. This bug is fixed. Opening an Assignment editor sets the focus on the input field. Pressing Please applies the first entry of the list. | | The scroll position of the Align Bar, Selection Bar, and Step Bar was not stored in views. This bug is fixed. | | Assign Menu offered Master as a fader function for timers. This bug is fixed. Timers do not have any fader function they can use. | | When switching from Mode2 to grandMA3 software on a grandMA3 console, it could happen, that the End User License Agreement was displayed again, also when it was already accepted by the user in the past. | | Opening the Import/Export menu twice on two screens made it impossible to select an object type and the command line was stuck in the data pool destination. This bug is fixed. The Import/Export menu can only be opened once at the same time. | | When opening the Link Values dropdown on screen 8 of a grandMA3 light or full-size console, it could briefly display buttons for Active Only and MultiStep Only. This bug is fixed. | | When scrolling with a mouse inside the Agenda Viewer, two days displayed the yellow selection frame. This bug is fixed. | | When opening the macro editor, the width of the columns was reset to default. This bug is fixed. The macro editor remembers the individual width of the columns. | | When doing a lasso selection in the timeline area of the timecode editor for the first time, it could happen that no or not all events were selected. This bug is fixed. | | The Power Loss pop-up on grandMA3 full-size and light consoles did not appear when another pop-up was open. This bug is fixed. The Power Loss pop-up appears always when the power to a grandMA3 full-size or light console gets lost. | | The icon of the appearance and the name of a filter or world moved to the right in the sequence sheet, the bigger the height of the line was. This bug is fixed. | | If User1 command was active and you called a view containing more than one screen, the Playback bar in screen 2 was replaced by the Xkeys bar. | | The EULA and Release Notes were not displayed at the small screens of CRV consoles. The EULA could not be accepted on the small screens of Light and Full-Size Consoles. This bug is fixed. | | The Color Picker did not show load or save options for the window setting. This bug is fixed. | | The color output of fixtures with CIE attributes did not correspond to the shown color in the fixture sheet and selection grid. This bug is fixed. | | The pan/tilt calculator did show wrong values when using it with the natural readout set to physical on the relative layer. This bug is fixed. | | A long press on the input field of the label dialog opened a second text input pop-up. This bug is fixed | | Calling a view using a sequence sheet where Auto Scroll was activated, always scrolled down starting in cue 1 and ending in the current cue. This bug is fixed.  | | Environmental objects with fixture ID could not be selected in the fixture sheet set to channel mode. This bug is fixed. | | Editing a fixture with Edit and tapping a fixture in the fixture sheet that is in channel mode did not open the patch. This bug is fixed. | | Using the different Bar windows (for example, Align Bar, Step Bar, and Selection Bar), the sizes of the buttons through the different windows would look different. This bug is fixed. When the Bar windows are the same size, the size of the buttons is now better aligned. | | The colors Fixture Graphic icon could be different across different fixtures. This bug is fixed. | | When recalling the displayed layout in the Layout Viewer, the stored position and zoom of the layout were not recalled correctly. This bug is fixed. | | When tapping a cell in the Sheet mode of the Phaser Editor, the corresponding step was not always selected. This bug is fixed. | | When loading a show file or creating a new show with Output Stations enabled, the name of the used Output Configuration was not cleared. This bug is fixed. | | When latching MA in the Command Section overlay, and closing it, the latched MA status was released. This bug is fixed. A latched MA button now remains latched until the user releases it. | | When a user with ‘View’ user rights had a Clock Viewer window open, it always displayed the clock. This bug is fixed. The Clock Viewer window displays always the clock source that was selected, no matter of the user rights. | | In the timecode show and timecode slot settings, User Bits could not be entered using the hexadecimal format. This bug is fixed. | | The Save and Load Preferences feature was not working when using the Content Sheet. This bug is fixed. | | When adding a padding to a Layout Element, it was added outside the element border. This bug is fixed. Paddings for Layout Elements are added inside the border of the Layout Element. | | Doing a right-click into the text input area when editing the command cell of a macro line, opened a second text input. This bug is fixed. | | When editing a value cell in the Content Sheet or in the Sequence Sheet in Track Sheet Mode, the value was not recalled correctly into the calculator. This bug is fixed. | | The Info window did not display the notes correctly when calling a view with an Info window. This bug is fixed. | | The Transpose setting in the Sequence sheet window did not work. This bug is fixed. | | The software could freeze when opening an attribute calculator in the Content Sheet after doing a losso selection from bottom to top. This bug is fixed. | | When a value in the speed layer was applied and a calculator was opened again, the value was not displayed properly. This bug is fixed. | | The software could crash if an old showfile was loaded and the delete tool of the phaser editor was used. This bug is fixed. | | The Notes tab in the Info window did not display the appearance of the window. This bug is fixed. | | When opening the command line history, the screen encoder could flicker. This bug is fixed. | | The on screen keyboard of the password input in the login pop-up did not mask the entered password. This bug is fixed. | | When rotating a selection of fixtures in the Layout Viewer, for example, by 90°, the resulting values were not correct. This bug is fixed. | | When having several color pickers open, and changing color in one of them, could cause the faders in the other ones to jitter. This bug is fixed. | | Small Selection Grid windows did not display the grid position cursor when using Auto Scroll. This bug is fixed. | | The Menu did not open when pressing Menu, while the Add Window pop-up was open. This bug is fixed. | | Message boxes created by plugins did not had scroll bars when the content was bigger than the pop-up size could display. This bug is fixed. | | The 3 or More Finger Scroll gesture did not work if you showed or hid the title bar of a window. This bug is fixed. | | The Sequence Sheet Encoder Bar did not display encoders for fade and delay of custom feature groups. This bug is fixed. | | The Update menu did not refresh its content when Sequence Mode was set to Selected or LastGo and the selected sequence or the last sequence executed did change in between opening the Update menu, closing it, and opening it again. This bug is fixed. | | The list of presets in the Import and Export tabs of the Show Creator did not update when switching between the different feature groups. This bug is fixed. | | When changing the width or height of a display, it was not possible to set a value that was twice the previous value. This bug is fixed. | | When opening calculators, for example in the 3D Encoder Bar, they could open on the screen where the corresponding window was open. This bug is fixed. The calculators of encoder bars now open on the screen that belongs to the encoder bar, no matter where the window is located that opened the encoder bar. | | Relative values were displayed in the Content Sheet in gray. This bug is fixed. The Content Sheet displays relative values with its normal pink. | | The font color of the MAtricks button in the encoder did not turn yellow, when the MAtricks were active. This bug is fixed. | | When Lock Position was enabled in a Layout Window, Show Title Bar could not be toggled. This bug is fixed. | | The Xkeys windows and Command control overlay did not display the correct keyboard shortcuts for the Xkeys. This bug is fixed. | | Entering ListReference into the command line and then tapping an executor in a letter box screen could open the Info pop-up on the letter box screen. This bug is fixed. The Info pop-up opens in such cases on the corresponding big screen. | | When enabling the Layer toolbar or the Recipe area in the Sequence editor, they were not displayed. This bug is fixed. | *** ## Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. *** ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations.  | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer.  | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Loading show files that were saved in previous versions deletes the programmer content.  | # Release Notes 2.1 > ](/grandma3/2-4/keyrnv21/#h22047761382) * [Get Started](/grandma3/2-4/key_rn_v2_1/#GetStarted) * [Bug Fix Version 2.1.1.5](/grandma3/2-4/key_rn_v2_1/#offline-topic) * [Other Enhancements](/grandma3/2-4/key_rn_v2_1/#h2__989068108)[\ ](/grandma3/2-4/key_rn_v2_1/#h2__2047761382) * [Changes](/grandma3/2-4/key_rn_v2_1/#h2__2047761382) * [Bug Fixes](/grandma3/2-4/key_rn_v2_1/#h2__473760171) * [Release Version 2.1.1.2](/grandma3/2-4/key_rn_v2_1/#h2__1841901983) * [Features](/grandma3/2-4/key_rn_v2_1/#h2_613882109) * [Partial Show Read (PSR)](/grandma3/2-4/key_rn_v2_1/#h3__228527687) * [3D](/grandma3/2-4/key_rn_v2_1/#h3_1570501958) * [Geometry Viewer](/grandma3/2-4/key_rn_v2_1/#h3__139560060) * [Other Enhancements](/grandma3/2-4/key_rn_v2_1/#OtherEnhancements) * [Changes](/grandma3/2-4/key_rn_v2_1/#h2__656690415) * [Bug Fixes](/grandma3/2-4/key_rn_v2_1/#BugFixes) * [Appendix](/grandma3/2-4/key_rn_v2_1/#Appendix) * [Known Limitations](/grandma3/2-4/key_rn_v2_1/#KnownLimitations) ***   ## []()Get Started [Section titled “Get Started”](#get-started) Do you need help getting started in grandMA3? Perfect - here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning within the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. You would like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any of them. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](https://help.malighting.com/Page/grandMA3/grandMA3_Quick_Start_Guide/en) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software - Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | ***   ## Bug Fix Version 2.1.1.5  [Section titled “Bug Fix Version 2.1.1.5 ”](#bug-fix-version-2115) ## Other Enhancements  [Section titled “Other Enhancements ”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the notifications when loading show files: If a show file contains corrupted presets or cues, the Message Center will list the corrupted and discarded presets and cues in the System Errors mode of the message center.  *** ## Changes [Section titled “Changes”](#changes) * Reverted a Playback Bugfix from version 2.1.1.2: If you had a Sequence with absolute and relative dimmer values and turned off Soft LTP for the sequence, the dimmer did not behave correctly when playing back the sequence. *** ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The duration of cues in newly created sequences after using Partial Show Read was always set to 0 seconds. | | The assignment of a sound to a track in a timecode show got lost when loading an older show file in v2.1.1.2. | | Recipes in the programmer that had selective presets selected would not cook on a connected station if a sequence was already running for the targeted fixtures and attributes. | | The software could crash when loading a show file from a previous version that used XYZ. | | When loading a show file using Partial Show Read the Cue Destination in the timecode shows of the local show file got lost. | | The software could crash when deleting sequences while being in a world. | | If the mode of a fixture type was changed, for example from “Basic” to “Extended”, fixtures of this type did not share previous values of global preset data anymore. Instead only the first patched fixture kept values of the global preset data. | ### Patch [Section titled “Patch”](#patch) | Description | | ---------------------------------------------------------------------------------------------------------- | | With some GDTF files, there were no DMX modes visible in the library, and the files could not be imported. | ### Playback [Section titled “Playback”](#playback) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you updated a preset that was part of a running sequence, the updated values did not appear in the output of that running sequence until you restarted it. | | New cue values were not output when clearing the programmer after updating or storing into the running cue if the DMX mode of a fixture was changed before. This problem only occured in a session with other grandMA3 devices. | ### Windows [Section titled “Windows”](#windows) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------- | | It could happen that the Scale fader in the Layout Viewer window settings could only be at minimum or maximum value, but not at a value in between. | | Preset pools did not display the cyan pool number indicating how many fixtures currently use the preset. | ***   ## Release Version 2.1.1.2  [Section titled “Release Version 2.1.1.2 ”](#release-version-2112) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.1.1.2 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. ***   ### Partial Show Read (PSR) [Section titled “Partial Show Read (PSR)”](#partial-show-read-psr) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release Partial Show Read allows to transfer objects from a different show into the currently loaded show file. Especially when dealing with objects that contain fixture data, Partial Show Read is able to transfer the data to the different patch of the loaded show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The show file to be PSR’ed needs to be saved with the current version that is running on the station where you do the PSR. | To access the PSR menu, go to Menu - Show Creator - PSR.\ A tab bar at the top with tabs in arrow shape guide the user through the different PSR steps. In a first step, select a show file you want to PSR into your current loaded show file. This will be done in the Show tab. Select the desired show file from a drive, and then tap Patch in the tab bar or Select at the bottom for the next step. PSR offers only show files from the internal drive (of the current version) or from an USB drive. A pop-up asks the user if they want to save the show file with a different name. This offers the possibility to continue with a new copy of the original show file.\ The show file will be saved with the new name. Enter the new name and then tap Rename. If you don’t want to rename the show file, just tap Do Not Rename. Not changing the name and tapping Rename has the same outcome as tapping Do Not Remame. If the selected file is suitable for PSR, the PSR menu will shift to the Patch tab. In this Partial Show Read Prepare menu the user can adjust the patch of both show files.\ The left side (PSR Patch) is the patch of the show file to be imported. The right side (Local Patch) represents the patch of the currently loaded show file. The title bars of both sides also display the show file names. To reset all changes and filters, tap Reset. When Hide Environmental is enabled, the environmental fixtures are not displayed in the menu. In order to adjust the patch of the to be PSR’ed show file towards the resulting patch, the user can change the Stage, FixtureID, IDType, and CID by editing the corresponding cells. When the user changes any of these properties, the font color turns from white to cyan. The Default value for Stage means that the fixtures are imported into the same stage as in the PSR show file.\ Cells that cannot be edited have a darker background color. This applies to the PSR Patch and the Local Patch areas.\ In the IDType cells on the PSR Patch side, two names of IDTypes may appear in one cell. This happens when an IDType was renamed in the PSR show. They will be displayed with this naming scheme: Name in PSR Show (Name in Local Show). The names of the IDTypes of the PSR Show cannot be taken over into the Local Show. Also when changing the IDType of a fixture on the PSR Patch side, both IDType names may be displayed.\ Rows with fixtures on both sides are called matched.\ The fixtures inside the Patch are grouped together and follow this order: 1. Fixtures that are taken from the local show file. 2. Fixtures taken from the PSR show file. 3. Not taken fixtures from the local show file. 4. Not taken fixtures from the PSR show file. These four blocks are separated by each other with white lines on both sides. When entering the Patch tab the software automatically matches the fixtures in this order: 1. Fixture ID 2. Custom ID 3. Name 4. GUID The fixtures with a green background will exist with their respective fixture types in the show file after completing the Partial Show Read Prepare step. To define which fixtures are used, use the tools that are located between both areas: * ![](/img/grandma3/2-4/icon_ok_15_v2-1-06633f.png) (Use selected fixture): The selected fixtures will be marked to be used. * ![](/img/grandma3/2-4/icon_flip_left_to_right_15px-ac8e85.png) (Swap selected fixture): The fixture on the other side will be marked. * ![](/img/grandma3/2-4/icon_cancel_15_v2-1-bf5fad.png) (Don’t use selected fixtures): The marking of the selected fixtures will be removed. It is possible to use different fixtures on the right side and the left side. But it is not possible to use the fixtures of both sides of the same row. Using the search field allows to filter the patches by fixture names, FixtureID and CID.\ Additional filters are available to filter the lists: * Stage: Displays the fixtures of the selected stage.  * Match Type: Displays the fixtures depending on their matching state. * **None**: No filtering applies. * **Matched**: Displays only fixture pairs that are matched together. * **Unmatched**: Displays only the fixtures that are not matched together. * **Conflicted:** Displays only the conflicting fixtures. * FixtureType: Displays only the fixtures of the selected fixture type. * Layer: Displays only the fixtures of the selected layer. * Class: Displays only the fixtures of the selected class. To reset all filters at once, tap Reset Filters. The buttons at the bottom allow fast selection of which fixtures will be taken: * Use PSR Only: The resulting patch contains only the fixtures from the PSR show file. * Use Local Only: The resulting patch contains only the fixtures of the local show file. * Merge PSR: The fixtures that exist only in the PSR show file are added to the fixtures of the local show file. Fixtures that exist on both sides will result in taking the ones of the current show file. * Merge Local: The fixtures that exist only in the local show file are added to the fixtures of PSR show file. Fixtures that exist on both sides will result in taking the ones of the PSR show file. If you applied filters to the lists, these buttons will only include the filtered items. In case that a fixture might not have a Fixture ID and CID anymore in the resulting patch, the fixture will be set to the new IDType PSR and get a consecutive CID.\ This can happen when different fixtures may be set to the same IDType/CID combination and one of them has no Fixture ID set. It is not allowed to match an environmental fixture with a normal fixture. In this case the system monitor informs the user.\ The resulting patch will use the Universal fixture, Universal fixture type, and the DMX Universe settings of the local show file. When done with matching the patch, tap Import in the tab bar or Proceed at the bottom in order to switch over to import objects of the PSR show file. Before the Import tab will be entered, a summary pop-up informs the user about how many fixtures are taken from the PSR show file and how many are taken from the local show file, how many are matched, replaced and deleted, and how many fixtures from the PSR show file are not taken over to the local show file. To return to the patch without applying the displayed changes, tap Cancel in the summary pop-up. The PSR Import menu is divided into two areas: * The left area displays a tree view of the show file to be PSR’ed with its different pools, and displays the objects the user selected last for the selected object type in the tree of the left area.\ The title bar also displays the name of the show file. * The right side displays the corresponding pool in the local show file. The title bar also displays  the name of the show file.  Navigate in the object tree to the objects you want to import.\ To unfold a level in the tree, tap  ![](/img/grandma3/2-4/triangle-right-4d3382.png) .\ To mark an object for import, tap its checkbox.\ If you select objects to import them, they will be listed in the center area, and will get a yellow checkmark in the tree view. To indicate that some child objects are selected for import, the parent object (for example the Filter pool when selecting a filter)  shows a gray checkmark.\ When selecting an object that has a reference, the reference will be marked for import as well. In this case, the referenced object will get a purple checkmark. For example, when selecting an appearance, the referenced image will get the purple checkmark.\ The number behind the checkmark box indicates the level of hierarchy the object is in. This happens due to the automatic import because of a reference. The colors of the indicator bars indicate the following states: * Green: Compared to the local show file, this element contains newer data in the show file that PSR will read. * Orange: The children of this element are a mixture of older and newer data in the PSR show file. * Red: Compared to the local show file, this element contains only older data in the PSR show file. The center area allows to define at which spot in the pool the object will be imported. Therefore change the Import Index property to the desired value, or use the pool in the Local area. The orange collected frames in the pool view on the right side will inform the user where the object will be imported. Only the objects that are selected in the PSR area can be defined where to be imported when tapping into the pool at the Local area. The Import Index value can also be set to \. In this case, the same object exists in both show files, for example when both show files have the same show file as origin. When the Import Index is set to \, the object to be imported will be merged to the matching object in the local show file. When the desired objects are selected, tap Import in order to transfer the objects into the local show file.\ After tapping Collapse All the tree will be collapsed. The whole tree will be expanded when tapping Expand Selected.\ The selected elements will be cleared when tapping Clear Selection. Objects that were imported are marked as imported in the object tree. They can not be imported again. To remove already imported items from the PSR tree, tap Cleanup. This helps to see what has not been imported yet. Going back to the Show tab closes also the Partial Show Read process. Also doing structural changes in the current show file, for example, changing the patch will close the Partial Show Read process. System locked objects, for example, filter 1 or world 1, are not offered to be imported during PSR. | | | | -------------------------------------------------- | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitations:** | | | - By entering the Import tab, the programmer gets cleared. | * References from fixtures to custom appearances in the PSR show cannot be preserved when importing the fixtures. * A Partial Show Read is only possible if the console is in Standalone or Idle master state.  | For more information about PSR see the [Partial Show Read (PSR)](/grandma3/2-4/sc_psr/) topic in the help manual. ***   ### 3D [Section titled “3D”](#3d) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Render Qualities define how haze is displayed in the 3D Viewer window.\ To do so, edit a Render Quality pool object, tap Haze Settings and enable Enabled.\ These are the settings the user can alter in order to change the rendering of the haze: * Particle Quality: How accurate the clouds of haze are rendered. * Particle Size: How much haze will be in the air. * Haze Scale: Changes the resolution of the used haze texture. * Layers: How many layers of haze are used in depth. The higher the value, the more spatial the haze looks.​ * Blend: Defines the visibility of the haze in the beams. * Animation Speed: The speed at which haze moves around. The movement of the haze is only visible when the 3D Viewer window has Priority mode enabled. Three pre-defined Render Qualities with haze enabled were added to the Render Quality pool in new shows.\ They are also available for import into older show files. The existing settings of Render Qualities are part of the new Main Settings tab in the Render Quality editor. If the fixtures are positioned in a resulting volume that is too big, the 3D Viewer window displays a message in the top right corner. Haze will not be rendered in this case. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The more realistic the haze setting, the more performance is needed. Use it wisely! We recommend using haze only on a separate onPC station. | | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | As soon as 90% of the 10GB Show Data limit are reached, the Haze feature will be disabled automatically. The 3D Viewer window will display a corresponding text when this is the case. | For more information about Render Qualities and Haze see the [Render Quality](/grandma3/2-4/patch_render_quality/) topic in the help manual. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved in this release * The 3D Viewer window can now display 3 gobo wheels of a fixture at the same time. * Beams are now cut off at the boundaries of the stage bounding box in the 3D Viewer window even if Shadow is disabled. * Dilution set to **Linear** or **Correct** as well as Shadow enabled in the Render Quality settings now work even if Gobo is disabled. ***   ### Geometry Viewer [Section titled “Geometry Viewer”](#geometry-viewer) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The Geometry Viewer offers a 3D view of the selected geometry tree inside the Geometry tab of the Fixture Type editor. The selected part of the geometry is displayed with a yellow color inside the 3D area on the right.\ The following tools are available: * ![](/img/grandma3/2-4/icon_camera-15_v0-1-8895af.png)(Camera focus): When enabled, the camera moves so that the selected geometry is in the center of the 3D area. * ![](/img/grandma3/2-4/icon_globe_15_v1-7-048d78.png)(World model transformation): Defines if the axis will follow the world or the selected geometry. * ![](/img/grandma3/2-4/icon_move-15_v0-1-644ef1.png)(Translation mode): Lets you move around the selected geometry. To do so, tap and hold the arrow of the selected axis and move it around. When finished, release your finger. * ![](/img/grandma3/2-4/icon_rotate-15_v0-1-95b64e.png)(Rotation mode): Lets you rotate the selected geometry. * ![](/img/grandma3/2-4/icon_resize_15_v1_5-aacfe0.png)(Scale mode): Lets you scale the selected geometry. When you tap the block in the center of the axis indicators, all 3 axis are scaled together. For more information about Geometry Viewer see the [Link Models to Geometries](/grandma3/2-4/ft_link_models_geometries/) topic in the help manual. ***   ## []()Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Improved the  grandMA2 to grandMA3 Show Converter: To see the improvements, go to the [grandMA2 Release Notes document](https://help.malighting.com/grandMA2/en/help/release_notes/key_releasenotes.html). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated predefined content: * Demoshow\_grandMA3.show * Simple\_Show\.show​ * Predefined views in new shows ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved executor labels: When you use Encoder Left Command or Encoder Right Command on the 300 or 400 row, the executor label displays 2 icons on the left side  indicating the current function. Only icons for the predefined functions can be displayed. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Assign menu: When assigning a function to an Encoder, functions that have already been assigned to Encoder Left Command and Encoder Right Command will be cleared, and vice versa. They are mutually exclusive. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command wing Bar window: The command wing Bar window offers the same settings for configuration of the encoder bar area as the Encoder Bar window. The settings to configure the encoder bar area are located in the Encoder Bar tab of the window settings pop-up.\ The Custom Master Section tab has the settings related to the master section, and the Playbacks tab has all settings for the playback bar area.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) The possibility to transfer values of properties to other objects also supports the following selected objects: * Camera, Encoder Bar, and Render Quality * Filter, World * DataPool, ExecutorConfiguration, Filter, Layout, Page, and World * User * Attribute and FeatureGroup To label group 1 with the name of the selected attribute, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Label Group 1 At Attribute | To set the user variable myEncoderBar to the name of the selected encoder bar, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> SetUserVariable myEncoderBar At EncoderBar Property “Name” | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the behavior when using the Help pop-up: * Help Please: Opens the temporary Help pop-up and keyboard focus is set to the Search field + Lists all keywords in the command line history. * Press and hold Help and then press Any key: The temporary Help pop-up opens with the corresponding topic of the key. * Help Any key Please: The temporary Help pop-up opens with the corresponding keyword topic. * To open the help article that was opened last time, press 2x Help or tap 2x ?. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Help Viewer: * The Search input field can be used with the on-screen keyboard. * When opening a search result, all results remain open on the left side to jump quickly to a another topic. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Knob UI Style in the user profile: The value None is now also available. When set to None, operating a knob in the UI does nothing. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Clone Menu: The Filter pop-up in the Clone menu lets you select a filter from the filter pool when you tap Filter Pool. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Info window: * Renamed Window Mode (before Link Type). The Window Mode setting now works when the Info window displays a macro. * New value **All Cues** of the Window Mode setting allows you to see the notes of all cues at a glance.\ When a cue has an appearance assigned and Use Target Appearance is enabled and Notes Appearance is set to **Label + Note**, the title row of the cue will display the image of the appearance and the note area of the cue will display the background part of the appearance.\ The current cue has a green border, same as in the Sequence Sheet.\ When Auto Scroll is enabled, the list of notes scrolls automatically further when going through the sequence. * New value **Sequence and Cues** of the Window Mode is similiar to All Cues, but it also displays the sequence and its note at the top if the list. * Renamed Link Type (before Auto List Reference). * The notes of cue parts are also displayed in the Info window. * The Settings pop-up allows you to change all settings. They were previously only available in the title bar. It is also possible to configure which settings should appear in the title bar. * New settings were added to the Info window: * Tabs: When disabled, the tab bar in the Info window is hidden. * Selected Tab: Defines which tab is the selected one in the tab bar. * Edit Note: When enabled, all cues will be displayed, no matter of the Show Empty status. Also a notes area for every cue will be displayed. Tapping into the note area of the cue sets the cursor into the area and lets you edit the note of the cue. This button is displayed in the title bar by default. * Show Empty: Defines whether cues without notes are displayed or not. This setting is enabled by default. * Notes Appearance: Defines which parts in the Note tab display the appearance: * **Off**: No appearance will displayed. * **Note**: The note area only displays the appearance. * **Label + Note**: The appearance will be displayed in the note area and the title row of the cue. * The Info window lets you save and load window preferences. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to display the name of the media files in case the name is automatically hidden or the pool object has a custom name. To do so, press and hold MA. In this case, the Appearance pool, Gobo pool, Image pool, Mesh pool, Sound pool, and Symbol pool will display the file names of the used files. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Import dialog for Media Pool objects: Removed the Name column of the Import pop-up. The FileName column is still present. The FileSize column displays now the file size of the image. Removed unnecessary columns. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Lua: * The Lua Core has been updated to Lua v5.4.6. * The ObjectList() API function got some options: * selected\_as\_default: Whent set to true, the selected object of the defined object type will be returned. To get the selected encoder bar, use this:\ ObjectList(‘EncoderBar’,{selected\_as\_default=true}) * reverse\_order: When set to true, the order of the list will be inverted. * The GetObject() function has been added.  It returns the first object matching the syntax, or the selected object if no unique match. * The MessageBox() function got the AutoCloseOnInput property. When it is set to true (default) the message box will close when pressing Please. If it is set to false, pressing Please will set the focus to the next text input when the focus is already in a text input. In this example the property is set to false: local function main() — create inputs: local states = { {name = “State A”, state = true, group = 1}, {name = “State B”, state = false, group = 1}, {name = “State C”, state = true, group = 2}, {name = “State D”, state = false, group = 2} } local inputs = { {name = “Numbers Only”, value = “1234”, whiteFilter = “0123456789”}, {name = “Text Only”, value = “TextOnly”, blackFilter = “0123456789”}, {name = “Maximum 10 characters”, value = “abcdef”, maxTextLength = 10} } local selectors = { { name=“Swipe Selector”, selectedValue=2, values={\[“Test”]=1,\[“Test2”]=2}, type=0}, { name=“Radio Selector”, selectedValue=2, values={\[“Test”]=1,\[“Test2”]=2}, type=1} } — open messagebox: local resultTable = MessageBox( { title = “Messagebox example”, message = “This is a message”, message\_align\_h = Enums.AlignmentH.Left, message\_align\_v = Enums.AlignmentV.Top, commands = {{value = 1, name = “Ok”}, {value = 0, name = “Cancel”}}, states = states, inputs = inputs, selectors = selectors, backColor = “Global.Default”, — timeout = 10000, —milliseconds — timeoutResultCancel = false, icon = “logo\_small”, titleTextColor = “Global.AlertText”, messageTextColor = “Global.Text”, autoCloseOnInput = true } ) — print results: Printf(“Success = “..tostring(resultTable.success)) Printf(“Result = “..resultTable.result) for k,v in pairs(resultTable.inputs) do Printf(“Input ‘%s’ = ‘%s’“,k,v) end for k,v in pairs(resultTable.states) do Printf(“State ‘%s’ = ‘%s’“,k,tostring(v)) end for k,v in pairs(resultTable.selectors) do Printf(“Selector ‘%s’ = ‘%d’“,k,v) end end return main * Labels linked to UI Objects, for example the labels of inputs, are highlighted with yellow text color as soon the input field has focus. * Added the possibility for Lua to wait for a number of Lua cycles:\ coroutine.yield({lua=x}), where x is the number of cycles to wait. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Improved the display of file sizes: The file sizes of images, meshes and plugin components are displayed in the best matching unit. The unit is also displayed with the file size. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)Improved the Off Menu and the Running Playbacks window: * When My Playbacks Only is enabled, Started by is disabled, and its value switches to the same user. Disabling My Playbacks Only resets Started by to its previous value. * The number in the lower right corner of each tab indicates how many playbacks of its object type are currently running. As soon as My Playbacks Only is active, or Started by is set to something else than **\**, or DataPool is set to something else than **All DataPools**, two numbers will be displayed: x / y. * x represents the number of running playbacks based on the made settings. * y represents the number of all running playbacks. * It is possible to move the Off menu to a different screen using the Screen Selector ( ![](/img/grandma3/2-4/icon_display_15_v1-9-de61bb.png)). * The Sheet Style displays additional information, for example: * Sequences: Cue Number, Cue Name, Trigger, and User * Macros: Trigger, Line Number, Line Name, and User * Timecodes: User and Cursor * Presets: Trigger, Feature Group, and User * Timers: Trigger, Elapsed Time, Remaining Time, Timer Mode, and User * The Trigger column indicates which object started the playback, for example, by an executor, by a cue, from the pool itself, the command line, etc. As soon as the starting object, for example, the pool window from where the playback was started, does not exist anymore, the Trigger cell will be cleared. * When Hold List is enabled, playbacks that are switched off after enabling this feature are grayed out. This prevents the Off Menu and the Running Playbacks window from changing the list of running playbacks too much, especially if a lot of sequences are flashing all the time. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the command editor (macros, cue commands, and many more): When Preview Variables is enabled, the preview of the command displays the content of the specified variable. This only works if the variable already exists at that time. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the behavior of the Time key: No matter what value Time Key Target in the user profile is set to, once At is part of the command line, pressing Time will cycle through the value layer keywords. For example pressing At 5 0 Time will result in the command At 50 Fade. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the playback output when updating or storing cues: * When updating or storing untouched fixtures do not assert their playback state anymore. * When updating individual fade or delay times in the current cue, the ouput is not asserted again. * When updating cues that are currently running one or more phasers, the speed and transition of the running phasers stays untouched. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the workflow with GDTF: * GDTF files with the file extension .GDTF can now be imported. * Improved the compliance with GDTF v1.2 (DIN SPEC 15800:2022-02): * The following geometry types are visible in the user interface but their specific properties are not listed or editable in the user interface or the data structure: * Added these Geometry types: * Laser  * Protocol * Wiring Object * PinPatch * Inventory * Structure * Support * Magnet * The following properties are available in the user interface: * Added ColorSpace. * Added the Default Channel Function setting to the DMX Channels of fixture types. * The following properties are not visible and not editable within the user interface or the data structure: * Added EmitterSpectrum property for the Beam geometry type * Added Gamut * Added the Properties collect * Added Animation System properties to Wheel Slot. * Added DominantWaveLength and DiodePart properties to the Emitter * Added Color property to a Filter * Added Gamut, ColorSpaceData, OriginalAttribute and CustomName property to the Channel Function * Added Fixture Type Macros * Added UserID and ModifiedBy properties to the Revision | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The added properties, collects, and geometry types are saved in the show file and exported when exporting a GDTF or grandMA3 fixture type. This also applies if the GDTF is created as part of an MVR export. | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Camera editor: The Roll property of cameras is now available in the editor. The properties have also been rearranged a bit and are better grouped. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Content Sheet: The recipes of the currently displayed cue will be displayed in the same recipe area as in the sequence sheet when Show Recipes in the Mask tab of the window settings is enabled. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Special Dialog Shaper: * The Shaper Dialog now supports fixtures that have less than 4 blades. * The Shaper Dialog now supports fixtures that only have blade insert attributes, but not blade rotate attributes. * When a fixture has less then 4 blades, or does not have a full set of attributes to control a blade, the faders of the missing blades or functions will be grayed out. * When there are three attributes per blade used in a fixture type, the Conflicts pop-up will inform the user about this misconfiguration. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the network interfaces: It is possible to renew the DHCP Lease of an interface by setting RenewDHCP in the My Interfaces menu to Yes. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Fixture Sheet: * Dimmer+ and Sheet/Filter sheet modes: The separator lines between a fixture and its subfixtures are thinner and are dashed. * The new Mask setting Hide Subfixtures does not display subfixtures in the fixture sheet when it is enabled. * When enabling Fixture Sort in the Fixture Sheet Settings: When you select all fixtures and go through them by pressing Next, the selected fixture is always displayed in the center of the sheet. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Handles: It is possible to address the children of an object for which the handle was used:\ \#\[Object].Children To delete macro lines 1 to 5 of macro 42 by using the handle of macro 42, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Delete #\[Macro 42].1 Thru 5 | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved cue commands in sequences: Commands can be disabled per cue part. The existing column for Command Delay is grouped together with the new Enabled column in a grouping column called Command. The single Command column stays separated in order to be able to change its size independently.\ The Enabled column can be set to Yes or No, and defines if the command of the cue part will be executed or not. It is only possible to edit this cell if there is a command set up in the cue part. In addition, the Cue Command (former Command Enable) property of Sequences was adjusted: It can be set to these values: * Enabled: The commands are executed per cue part respecting the Enabled setting of the cue part.  * Force No: No command of any cue part will be executed. The Enabled setting of each cue part is overruled by this value. * Force Yes: The commands of all cue parts will be executed. the Enabled setting of each cue part is overruled by this value. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the display of setting that is overruled: For example, Cue Command and MIB Mode settings of cue parts can be overruled by settings of the sequence (Cue Command and MIB with their Force values).\ If the overruling is active, the cells in the Sequence sheet display the overruled value surrounded by exlamation marks.\ For example: !Yes!\ In addition, the column header displays the forced value.\ For example:\ Enabled\ Force No ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the display and resizing of single columns that are part of a grouped column in the Sequence Sheet (for example, the Trig group column): * To indicate a clear separation of the single columns within the group column, a gray separator line is displayed in the header row. * Tap and hold the new separator line to resize single columns within grouped columns. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Pool Columns setting of pool windows: * Take Current Width in the calculator of Pool Columns applies the current set width of the pool window as value for Pool Column. * Scrolling is only possible in vertical direction for pool windows with Pool Column set to a value that is less or equal to the maximum number of columns the pool window could display. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the View Bar: By tapping ![](/img/grandma3/2-4/icon_triangle-down_15_v1-8-783c4b.png) at the bottom of the View Bar, it is possible to scroll the View Bar to the next set of View Buttons. When having a horizontal View Bar, tapping ![](/img/grandma3/2-4/triangle-right-4d3382.png) scrolls further to the next set of View Buttons.\ The size of scrolling depends on the number of View Buttons in the View Bar. To enable this feature, go to Menu - Configure Display and enable ![](/img/grandma3/2-4/icon_triangle-down_15_v1-8-783c4b.png). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the display of the DMX Footprint when importing fixture types: Fixture Types that have geometry references display now their correct DMX Footprint in the Import dialog. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the merging of fixture type geometries:\ By default, geometries that do not have attributes that are used further down in the geometry tree will be merged together.\ With the **Merge Geometries** option in the Geometries tab of the fixture type editor, you can define manually whether geometries will be merged.\ For example, when setting Merge Geometries to No the merging for all geometries of an Martin MAC Aura in Extended mode, the fixture sheet will have this tree structure in the fixture sheet: * Base instance with no attributes * Yoke instance with pan attribute * Head instance with tilt attribute * Beam instance with dimmer, color, beam focus, and control attributes * Aura instance with dimmer, color, and shutter attributes When keeping the geometries merged together (Merge Geometries set to Yes), the structure for the same mode looks like this: * Main instance with position attributes * Beam instance with dimmer, color, beam focus, and control attributes * Aura instance with dimmer, color, and shutter attributes ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the fixture type editor when working with geometries: * When setting DMX break offsets of multiple geometry references at once, the offsets are automatically calculated depending on the linked DMX mode with the largest offset. * The pop-up when selecting a link to a geometry of a DMX channel now displays the geometries in a tree view. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to see a preview of the subfixtures and attributes of a fixture mode within the Fixture Type Editor:\ The new tab Subfixture Overview when editing the Mode of a Fixture Type (Menu - Patch - Fixture Types - Edit - DMXModes - Edit) displays the different subfixtures of the DMX Mode along with the attributes each instance is using. This gives a preview of the structure and the distribution of the attributes across the subfixtures without the need to apply all changes to the patch and see the result in the fixture sheet only.\ When a subfixture has more than 128 attributes, the overhead will not be displayed.\ Attributes that are displayed in orange indicate that the attribute has no channel function that uses a valid attribute. For example, dimmer is a valid attribute and Dummy is an invalid attribute. Such attributes are not displayed in the fixture sheet. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to set a Default value for each Channel Function of a DMX Channel and select a Channel Function for the Default value of a DMX Channel of a fixture type:\ When editing the DMX Mode of a fixture type the column Default Channel Function defines which channel function of the DMX Channel is used for the Default value of the DMX Channel.This allows, for example, to set the default of the Gobo1 DMX Channel to the Gobo Rotation channel function instead of the Gobo Indexing channel function.\ The Default value of the DMX Channel is set into angular brackets, for example <30>. This indicates, that the value is coming from the Channel Function that is set as Default Channel Function. Changing it at one place will change it at the other place, too.\ When a ChannelFunction does not have a Default value set, the DMX From value of the Channel Function will be used. Furthermore, by expanding the DMX Channel in the Fixture Type Editor down to the Channel Functions, the user can set a Default Value per Channel function.\ In addition the attribute calculator (pressing an encoder or editing a cell in the fixture sheet or in sheet mode of the sequence sheet) offers ChannelFunction Default in the Specials tab to set the value of the attribute to default value of the selected channel function. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Select Mode pop-up in the Patch: It is now possible to search for modes. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)  Improved the display of presets: When creating a circular reference from one preset recipe to another preset recipe, an infinity symbol (![](/img/grandma3/2-4/icon_15_infinity_v2-1-b47483.png)) appears. Furthermore, the Info window will display such references/dependencies in red font color.    ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added an indicator for cooked values from recipes: In Track Sheet mode, the Sequence Sheet displays a green square in the top right corner of the value cell when the value is a cooked value from a recipe.\ Also the color for recipes (for example, the cooking pot icon when there is no error in the recipe) changed in general from orange to green.  ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added a recipe related setting to presets: If Recipe Template setting is enabled in a recipe preset, the recipe itself will be loaded into the programmer part and will be cooked there. Presets that have this setting enabled, are shown with a cooking pot icon with the lid open ((![](/img/grandma3/2-4/icon_cooking_template_15_v2-1-331af6.png)).\ With this new setting and the already existing functionality, these workflows are possible: *  Recipes and Receipe Template enabled: Recipe itself will be loaded as recipe into the programmer part. *  Recipe with selection and Recipe Template disabled: Cooked data will be loaded into the programmer. Attributes reference to the recipe preset. *  Recipes without selection and Recipe Template disabled: Cooked data will be loaded into the programmer. Attributes reference to the preset used in the recipe. If Recipe Template is enabled, there is no need to cook a recipe preset itself. In this case, Cook will be grayed out. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the indication why recipes could not be cooked: When a group used in the recipe is empty, the selection of the recipe cannot use the preset, the MAtricks don’t allow to cook data for the selection of the recipe, or when the selected filter of the recipe hinders from cooking, the corresponding cell gets marked with red text color.\ When the selection of a recipe could not be fully cooked, the font color will turn orange. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the CleanUp functionality for recipes. If the recipe is not cooked it gets deleted in the cleanup process.\ To clean up all recipes in all parts of all cues in sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Sequence 1.\*.\*.\* | ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png)\*\* \*\* Added Flip to the list of Codes for Quickeys. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the opportunity to cancel long running operations, for example when copying or storing a huge amount of data.\ To do so, press and hold for 5s: * MA + ESC or * Shift + Esc During the 5s, a red progress bar will appear at the bottom of the screen and informs about the initiation of the cancellation. A following red progress bar may appear when it takes a few moments to stop the running operation and oops the already done changes. At this time the user can release the pressed hard keys. Operations that cannot be cancelled display a lock symbol on the left side of the progress bar. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the Network Time Protocol (NTP): The Network Time Protocol allows to set the Session Time to an external time source. To do so: 1. Go to Menu - Settings - Date and Time - Time Server. 2. Set Extern TimeSync Mode from **None** to **NTP**. 3. Enter the IP or URL of the NTP server you want to use at Server IP or Server Name. Once TimeSync Mode is set to **NTP**, date and time in the Session Time tab cannot be changed manually anymore.\ The IdleMaster or GlobalMaster station distributes the time into the session, even if other stations in the session have a different NTP server set up. The right area in the Time Server tab displays the System Monitor messages that are related to the NTP feature. When a Server Name is entered, the URL is automatically resolved to the IP of the server, and the IP is displayed as well at Server IP. The time a NTP server will deliver is always the UTC time. To match it to your local time, adjust the Time zone in the Session Time tab. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Playback window: The Playback window lets you save and load window preferences.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the display of the lock symbol (![](/img/grandma3/2-4/icon_padlock_15_v1-0-ac3f34.png)). Each type has a different color: * Orange: Locked by user via the [Lock command](/grandma3/2-4/keyword_lock/). * Gray: Position locked. These objects cannot be moved around. For example, Timecode Slots. * Red: System locked. These objects cannot be modified by the user at all. For example, World1 or Encoder Bar 1. In addition, the Lock column in sheets displays different kinds of locks using more intuitive abbreviations: * UL: User Lock * PL: Position Lock * SL: System Lock ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the workflow when managing pages: Page 1 can now be deleted or moved to a different page. But as page 1 always has to exist, a new page 1 will be automatically created when moving or deleting page 1. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added Stomp, SelFix, and Assign to the list of keys where the user can do several successive operations while pressing and holding the key. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Add Window dialog: The All tab now also shows the window icons. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Command Section overlay: It is possible to change the dimmer value by scrolling with the mouse wheel while the mouse is above the dimmer wheel area. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the handling of the universal fixture type: It is not possible anymore to delete the Default DMX Mode. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the DMX Mode pop-up: Used modes of a fixture type are listed first, then all unused ones.   ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Timecode Viewer: When the View Mode is set to Text, the Play and Rec columns now also stay visible. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the System Info window: All graphs that can be viewed display in addition also the current value. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Session Data Merge: Added the possibility to keep the show file currently running on your station. To do so, tap Keep my Show File in the Session Data Merge pop-up. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Layouts: Layout elements will not be displayed anymore, when the IDs of the assigned fixture get removed. The layout editor still displays these layout elements, but changes the font color of the whole row to red. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the workflow when using MVR-xchange: A message appears when commiting a file in MVR-xchange that was already commited before. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added indirect color mixing to the color picker: The color picker supports indirect color mixing in a defined RGB Color Space. A color space must be defined in the fixture type for indirect color mixing. To define the color space, edit the fixture type and go to the PhysicalDescriptions tab. Here you will find the Color Space collect. Add a new ColorSpaceData.\ You can choose between the predefined color spaces “sRGB” (Adobe sRGB, HDTV IEC 61966-2-1:1999), “ProPhoto” (Kodak ProPhoto ROMM RGB ISO 22028-2:2013) and “ANSI” (ANSI E1.54-2021). Or define a custom color space via “Custom”.\ The color space needs to be linked by the “ColorSpaceData” property of the channel functions of the ColorRGB\_R, ColorRGB\_G and ColorRGB\_B channels used to control the indirect color mixing. ***   ## Changes [Section titled “Changes”](#changes-1) * New keywords: * [ChannelFunctionDefault](/grandma3/2-4/keyword_channelfunctiondefault/) * [GoboImage](/grandma3/2-4/keyword_goboimage/) * [PSR](/grandma3/2-4/keyword_psr/) * New option keywords: * [/SubTab](/grandma3/2-4/ok_subtab/) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The /SubTab option keyword is only used by the PSR menu so far. But as the user has to follow a certain workflow through the PSR menu, it is not possible for the user to change the sub tabs of the PSR menu by using commands. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | * New color theme colors: * ColorDefinitions: * Global.ButtonAdditionalText * Global.Cooked * Colors: * BandFader.Background * BandFader.FaderLocked * BandFader.Knob * BandFader.StripActive * BandFader.StripInactive * BandFader.TextActive * BandFader.TextInactive * ColorPicker.HSBIcon * FixtureSheetCell.FullyCookedIndicator * PoolButton.PositionLocked  * PoolButton.SystemLocked * PoolButton.UserLocked * Progress.NotCancellable * Progress.CancelBarLeft * Progress.CancelBar Right * Progress.CancelText * PSR.DefaultText * PSR.DisabledText * PSR.MatchMixBK * PSR.MatchOlderBK * PSR.MatchSameBK * PSR.MatchYoungerBK * PSR.Selected * PSR.SelectedDependency * PSR.SelectedInTree * PSR.SelectedText * PSR.Separator * TrackSheet.HeaderHintColor * UIGrid.ActiveBackground * UIGrid.SubColumnIndicator * UITab.AdditionalInfoText * UITab.ArrowBackground * Changed color theme colors: * PoolButton.Cooking references now from Global.Cooked * PoolButton.Global references now from Global.GlobalPreset * PoolButton.Matricks references now from Global.Cooked * Removed color theme colors: * Colors: * EndlessFader.Background * EndlessFader.FaderLocked * EndlessFader.Knob * EndlessFader.StripActive * EndlessFader.StripInactive * EndlessFader.TextActive * EndlessFader.TextInactive * PoolButton.Locked - New grandMA3 Lua Functions: * GetAttributeColumnId(light\_userdata:handle, light\_userdata:attribute): integer:column\_id  * GetObject(string:address): light\_userdata:handle  * SelectedDrive(nothing): light\_userdata:handle * The ActiveOnly property of filters was removed. * The file permission of the grandMA3 onPC app on macOS changed to 775. * Renamed the Slow column in the My Interfaces menu to Speed Mb/s. Also the values 100 or 1000 are displayed instead of Yes or No. * Changed the icon for the test functionality in the Command cell in the Sequence Sheet to ![](/img/grandma3/2-4/icon_15_cmd_test_v2_1-beb694.png). * Renamed the SoundFiles tab in the Off menu and Running Playbacks window to Sounds. * Renamed the sequence setting Command Enable to Cue Command. * The Settings dropdown in the main menu does not offer the Touch Configuration anymore on onPC stations, as this is handled by the operating system. * Info Window: * Renamed Window Mode (before Link Type) * Renamed Link Mode (before Auto List Reference) * When the Multicast Input limit for sACN (20 inputs) is reached, instead a pop-up a text at the bottom of the sACN menu will inform the user. * “Dive Into” for DMX Modes in the Fixture Type editor can no longer be toggled in the Live Patch. * The general color of recipes changed from orange to green. * The maximum number for Fixture ID and CID was limited to 1 000 000. Show files with higher IDs won’t be adjusted. The fixtures still work as expected, but when changing the IDs, no IDs above the limit can be set anymore. * The scroll wheel direction for the 3D viewer zoom was inverted. ***   ## []()Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### 3D [Section titled “3D”](#3d-1) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Assigning a fully transparent appearance to the bounding box of the stage did not hide the bounding box. | | The 3D Window Settings pop-up was too big for screens 6 and 7. | | For big stages, the intensity of the Point Light was too bright. | | With many fixtures in a show, it could happen that shadows were displayed in the wrong beam in the 3D Viewer window. | | Under certain circumstances, not all beams and spots of multi pixel fixtures were displayed in the 3D Viewer window when Multi Led Beam Mode was set to **Single Beam Dynamic Gobo** or **Single Beam Dynamic Gobo** and Shadow was enabled. | | Visual artifacts could occur in the 3D Viewer window when Shadow was enabled while the Light Scale or Render Scale setting was set to a very low value. | | The state of the gear indicating the rendering of a frame while the 3D Viewer window is running below 2 fps could be wrong if Render Scale or Light Scale was set to a value below 100%. | | Beams could be drawn several times in the 3D Viewer window if Shadow was enabled while the 3D Viewer window was iterating. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The display of a handle was not restored correctly when oopsing the deletion of the referenced object. | | The auto-generated names of individual fixture groups could contain an additional counter,  if the fixture names themselves were already numbered consecutively. | | The command Fixture Thru. was not working anymore. | | When setting a sequence in the Timer Link Type setting from the command line, the specified sequence was not always entered. | | When importing a sequence that references a speed master or rate master, the reference was lost when importing the sequence. This bug is now fixed. The reference in the imported sequence is adjusted to the speed master with the same number in the new show file. | | The color of the resulting string in the preview of the command editor was wrong when concatenating strings and variables. | | Concatenation of numbers and variables in order to create cue numbers, for example Store cue 1.$number, created a cue part. | | Macros that contained only Clone as command in a macro line did nothing when being executed. | | The space bar of the internal keyboard did not work in the Lua editor if keyboard shortcuts were enabled. | | When editing a macro line that contained a handle, the first characters of the handle declaration ( #\[ ) could be cut off. | | The software could crash when repeatedly selecting multi-instance fixtures that had an invalid subfixture index. | | The software could crash when moving a cue part to a different cue part. | | A cue part could get lost when moving it to a different cue. | | Return, the arrow keys, and Backspace could get blocked when CapsLock was active for a longer time when using grandMA3 onPC running on macOS. | | It could happen that the folders of installed previous grandMA3 versions were not available on grandMA3 onPC running on macOS. | | When changing properties of objects, such as the Wait property of macro lines, where the value can be a number or a name, the new value was not set when using a name as property value. | | The POV value for the Shaper unit was not applied to the fixture when using the calculator of the POV fader in the Shaper Dialog. | | The notes of presets got lost when updating presets that contained notes and MAtricks. | | When using handles of sequences in commands for playing back sequences, additional specified timings were not used. | | Adressing cues by using handles was only possible, if the cue was adressed first and then the sequence. | | A string followed by a handle was breaking the automatically added space in macros. | | When a desk was locked, the faders could still be moved and influenced the playback. This bug is now fixed. Faders can still be moved during desk lock, but they don’t change the playback anymore. When leaving the desk lock, the faders will return to their correct levels. | | Commands that used a handle to an encoder bar were not working after loading the show file again, as the handle to the encoder bar got corrupted. | | The calculators for color faders, for example, in the Appearance editor did not apply the entered values correctly. | | The software could crash when oopsing the deletion of a sequence while a filter was active. | | Changes in cue recipes were not always taken into account when the value of the recipe was preset recipe. | | The display of the charge level of the UPS on grandMA3 full-size and light consoles was inaccurate. | | When cloning data only in one preset by using the Clone Menu, the resulting operation cloned data only in the programmer. | | When storing active values into a preset that were coming from a recipe, a reference to the recipe was stored as well, although storing embedded was disabled. | | Using the Clone Menu for cloning from or to fixtures by adressing them via their CID did not work. | | The software looked like freezed when doing large AutoStore operations. This bug is now fixed. A progress bar appears now in case of larger AutoStore operations. | | Stations left the session when moving a recipe from one part to a another part of the same cue. | | The option keyword /NoConfirmation did not work when using it in a Cook command. | | When copying cues the cooking state of values was also copied to the destination, although the recipe itself was not copied. This lead to the problem when cooking later a different recipe in the destination cue, the other values were cleared as there was no corresponding recipe in the cue anymore. | | When editing a cooked value in the tracking sheet, the cooking state of the vaue was not removed. | | Storing data directly into a recipe set the wrong preset mode for the recipe. | | When editing commands, for example in macros, were misinterpreted when a string inside the command contained a pound sign (#). | | When taking screenshots for the appearance of views, the entire screen was used, not just the user-defined area, if the display scale was not set to 1. | | Recipes could not be cooked when the used selection did not start at grid coordinate 0/0/0 and MAtricks in use had a value set for X, Y, or Z. | | When knocking out the relative layer on a connected station while the absolute layer still had active values, the output did not update correctly. | | Oopsing the removal of fixtures in a group did not auto cook the corresponding recipes. This bug is fixed. | | Recipe settings like FadeFrom or FadeTo could be applied to previous recipes in the same cue. | | When inviting processing units again into session all stations of the session could briefly output the playback state of the invited processing units. | | Filters did not work as expected when the Phaser layers were excluded in the filter. | | When assigning appearance to a range of cues, cues with dotted cue numbers were ignored. | | The software could crash when toggling the control bar off and on using the screen encoder. | | When enabling highlight while being in session with processing units, the fixtures that were highlighted last could flash up briefly with their highlight values. | | The software could crash when cutting timecode events in the the Timecode Editor while the Selection Mode was set to TimeRanges. | | When deleting an embedded preset the presets that were embedded did not update their reference indicator. | | Normal timecode events could be mistakenly treated as automatically recorded events which did not play them back when Playback and Record was set to **Manual Events**. | | When creating and labeling cues within the same operation, the consecutive numbering of the cue labels did not work as expected. | | Editing the value of an attribute using fixture sheet did not apply the new value when doing it the first time after enabling All Channel Sets. | | Changing the Store Settings of the user profile using the command line applied the new settings after the next store operation. | | When changing the size of an executor the assigned handles that were not from the executor configuration in use were overwritten by the handles of the executor configuration, | | When targeting an non-existing attribute in a command, the command was instead executed for the selected attribute. | | The software could crash when disabling Preserve Grid Position in the Selection Grid window while fixtures were selected that did not had a grid X value set up in the fixture type. | | The Encoder Bar broke if a value was applied via a command to an attribute that did not exist in the selected Encoder Bar. | | The At Filter did not change the displayed attributes according to the selected world. | | Typing a $ into a macro command could cause the command to break. | | During show migration, empty column sets were reset to visible in the sequence sheet with track sheet mode enabled. | | Encoders in physical read-out could be stuck on a specific value. | | If the destination of the command line was changed, the Go+ \[large], Go- \[large], and Pause \[large] keys did not work. | | When changing wing IDs via command, the console could crash. | | It was possible to move a Timecode event beyond the beginning of the time range.  | | Objects the user locked in grandMA3 v1.9 could not be unlocked in grandMA3 v2.0. | | The DMX Priority Input Merge did not work correctly for XYZ attributes. | | Recipes that had empty groups assigned were not automatically cooked when the group was filled with fixtures. | | The software could crash when letting the fader move automatically  for a long time and in parallel change the appearances of the assigned sequences all the time. | | Knob UI Style set to None, allowed using the Rotate gesture to change values. | | When starting the grandMA3 software, an additional output configuration could be created. | | Preserve Grid Position in the Selection Grid window did not work when having Preview enabled. | | The Layout editor did not allow to set the Action of layout elements that had a World assigned to ‘Select’. | | The values of shaper attributes could jump around when having Link in the Shaper Dialog set to the value All. | | The software could crash when trying to move or copy fixtures from one stage into a space. | | Executing the command Lua “GetTokenNameByIndex(550)” crashed the software. | | The secondary handles (press and hold MA) on an encoder executor were not mutually exclusive between Encoder and Encoder Left/Right Command. | | Macro lines that used handles were not executed correctly when the macro line had Execute set to No. | | Exported user profiles contained invalid entries for non existing attributes. This increased the size of the user profile file. | | Imported MAtricks from v1.9.7.0 or prior did not set the same values as they did in the past. | | Commands could stay in the command line when they were coming from Quickeys that were triggered by macros. | | When deleting a cue  with recipes and deciding that the data should be moved to 0, the recipes were not moved to part 0. | | Moving cues to different sequences let a timecode event point to the cue in the new sequence, although the timecode track was pointing to the old sequence. This bug is now fixed. When moving a cue to a different sequence the corresponding timecode event get invalid: The Cue Destination and Token will be removed from the event. The cells in the text view will display a red background. Th events in the timeline view will display a **?**. Show files with timecode shows that have such a setup will be cleaned up when loading them the first time in v2.1 or later. | | When a Quickey was executed by a macro the Code of the Quickey stayed in the command line and was executed until pressing Esc. | | It was not possible to unlock several locked objects at the same time using the user interface. For example, multiple cues in the Sequence sheet. | | The predefined macros for circular copy were outdated. | | In some cases when a timecode show was recorded and Playback and Record setting was set to **All Events** and changed to **Manual Events** afterwards, the events were not editable. | | When executing Cook /Overwrite for objects that contained empty recipes, all values were removed from the cue. | | When importing a preset that was previously exported, the values in the imported preset sometimes where changed. | | A cue did not store a phaser when the phaser was running in programmer part 2. | | When patching or unpatching fixtures in the Live Patch, the DMX Sheet did not update correctly when DMX Channels in the Tester Encoder Bar was set to **Patched** or **Unpatched**. | | If you had several programmer parts and executed  Store Cue x Part y, only the data of programmer part y was stored. This bug is now fixed. Store Cue x Part y stores the content of all programmer parts into part y. | | It was not possible to store a new sequence onto an executor when a cue was edited at the same time by a different user. | | When using From/To for Fade, Delay, Phase or Speed within the MAtricks in order to generate the values, the Rx, Ry, or Rz of the MAtricks was always treated as disabled. | | It was not possible to export or import Quickeys. | | It was not possible to record the levels of group masters or masters into timecode shows. | | When oopsing the change of the Tester Output in the Tester Encoder Bar while having several channels selected, pressing Oops 1x oopsed it only for the last selected channel. | | When using AutoStore to store presets into a fixture type and using the Sheet Style in the Advanced Mode of the Show Creator, most times all presets were stored instead of the selected ones. | | When pressing Time and toggling through the layer keywords, the last character of the command in the command line was removed with every cycle. | | It was not possible to oops the adjustments of faders in the Bitmap Editor or the Generator Editor. | | When the Selection Mode of the Layout Viewer window was set to 2D Grid and the user executed Ctrl + A, the fixtures of assigned presets and sequences in the layout were selected, too. | | The TimeOffset for onPC stations was also processed by consoles when loading a show file. | | It was not possible to apply division or multiplication directly to timing inputs. | | CuePart numbers of Preset Pools were not respected when storing presets to a cue. | | When opening the Off Menu by pressing Off twice, one Off still remained in the command line. This bug has been fixed. Now the command line gets cleared after pressing Off twice. | ### Connections [Section titled “Connections”](#connections) | Description | | ----------------------------------------------------------------------------------------------------------------- | | When using MIDI Control Changes to flash, black, or temp a sequence, the playback did not stop when releasing. | | When receiving sACN multicast packets again on the same station, not all packets were recognized. | | OSC send feedback of the previous cue when going into the next cue. | | Faders that were controlled by a Remote would not work properly if the input range did not cover the whole range. | | | | - | ### Patch [Section titled “Patch”](#patch-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The applied Offset values for Pan or Tilt were sometimes off by 1. | | The software sometimes crashed when patching a fixture type that had a relation to a different geometry than the follower of the relation. | | When exporting a fixture type using the Patch menu, the GDTF tab was also selectable when exporting a fixture type of source grandMA2. | | When entering a LongName for a new fixture type, the LongName was lost when leaving and re-entering the patch. | | The software could crash when toggling **Dive Into** for the DMX Mode in the Live Patch. | | If an appearance was assigned to a DMX universe, the DMX Universe List displayed neither the universe name in the name cell nor the appearance name in the appearance cell. | | When copying fixtures in the patch, the following clone process did not clone layout elements. | | The software could crash when using XYZ and when the user deleted all DMX Modes of the universal fixture type. | | Geometry references that referenced another geometry reference did not have a model linked. | | The geometries of fixture types were internally created several times which increased the show file size. | | The software crashed when building an endless loop of two geometry references referencing each other. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When multiple steps were selected and then the values were stolen from the programmer, the step selector in the encoder bar told the user that they are in step 1. This bug is now fixed. In this case, the step selector now correctly displays that all steps are still selected. | | When building a color phaser, the fixture sheet in **Dimmer+** or **Sheet/Filter** was only displaying the color of the current step in the graphic.  | | Changed values of phaser layers in a preset could get lost if  the MAtricks of the preset were changed afterwards. | | The dimmer attribute was knocked in into step 1 when tapping Select All Steps in the encoder bar or in the Phaser Editor. | | When tapping T\|T (Mirror Time) in the Phaser Editor while having only an absolute value step 1 and having multi-step values on other value layers, the absolute value was moved to step 2. | | The software could crash when creating the third step of a phaser using this type of command: Step 3 Preset 1.3. | | In a multi user session Stomp affected multiple users. | | It was sometimes not possible to Oops Stomp in a session. | ### Playback [Section titled “Playback”](#playback-1) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | When updating a preset it could happen that a running cue could also be updated with the new preset, but the Update Menu would close and not offer to update the cue when it was opened again. | | When having keyboard shortcuts enabled, Shift + scrolling the mouse wheel did not execute the MAEncoderLeft and MAEncoderRight functions of a encoder knob. | | When changing the Tracking Distance setting of a cue, the output of the current cue did not change if it was affected by the changed tracking distance. | | When attributes were released by the end of a tracking distance, the attributes snapped to their new values instead of using the respective fade time of the cue. | | Sequences that contained a relative phaser where in step a 0 was stored were immediately switched off when Off When Overriden was enabled. | | Sequences were not always switched off when trying to switch them off using the Off command while the sequence was going through automatically triggered cues, for example, follow cues. | | When starting a preset playback using the Flash function, the playback stayed on upon the release of Flash. | | Recipes in the programmer with MAtricks that use the Transform setting were not correctly played back as soon as a second recipe used the same selection. | | The image color of a Generator was not reset when the playback stopped. | | Generator values could remain in a cue after the corresponding Generator was deleted, and newly created Generators could be automatically linked to that cue. | | If you had a Sequence with absolute and relative dimmer values and turned off Soft LTP for the sequence, the dimmer did not behave correctly when playing back the sequence. | | It was possible that after loading a show file MIB pre-positioned attributes already while the dimmer was not closed, yet. | | Cues with absolute values in the cue and relative values from a recipe in the cue could have not the mixed output of both layers. | | Recipes that used Generators as Value and used filters did not filter correctly. | | The console could crash when replacing a video that was played back by a Bitmap.  | | The software crashed when a cue was played back that contained recipes with PanTilt presets and XYT presets for the same selection. This bug is fixed now. In these cases, the data of the last recipe will be used now. When loading show files from v2.0 or prior into v2.1 or later, all recipes will be automatically cooked again. | | MIB could pre-position attributes in cues already when in a later cue part MIB was set to Early. although the dimmer was not-closed between both cues. | | Timecode shows that include sequences were not triggered properly when using **Auto Start** or **Auto Stop**. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It was not possible to select multiple fixture types in the Advanced mode of the Show Creator. | | When editing a note while keyboard shortcuts were active, pressing Space did not add a space. | | When moving a layout element using the encoders, the yellow selection frame in the layout did not move immediately with the element. | | When using the web remote with a user profile other than the default user profile, the Shaper Dialog always displayed the information of the default user profile. | | The Clone menu generated wrong syntax when the user wanted to clone from or to subfixtures. | | The Clone menu did not update the selected objects when new objects were added while the Clone menu was open. This bug is now fixed. When creating a new object, such as a sequence, while the Clone menu is open, the sequence button will change from All Sequences to Chosen Sequences. | | When closing and reopening a full-screen display on a second screen in Microsoft Windows, the position of the mouse cursor was not displayed correctly. | | The content of the encoder bar area on grandMA3 compact and compact XT consoles could be mixed up when the user had a Timecode Viewer window in Setup mode, pressed U1 or U2 twice and then set focus back to the Timecode Viewer window. | | The software could crash when using a color theme that did not contain all color definitions of v2.0 and then opening an Encoder Bar window that should display the endless faders. | | The faders of the Shaper Dialog did not work when calling a view that had the View Mode of the Shaper Dialog set to **Faders**. | | The software could crash when using the POV fader of the Shaper Dialog with fixtures that had a blade rotation attribute assigned instead of the shaper rotation attribute. | | The Patch Offset buttons in the Insert new Fixtures dialog and the Edit Patch dialog had different styles. | | The software crashed when the Clone menu was open and the user executed the command. | | The height of the buttons did not change immediately when tapping Line Height in the Filter overlay of the Clone menu. | | The Fixture Sheet did not display values for color attributes of multi-instance fixtures when the Sheet Mode was set to **Dimmer+** or **Sheet/Filter**. | | The Off Menu and the Running Playbacks window had unused space at their bottoms. | | When making changes in the Shaper Dialog and calling the same view again, the changes were not overwritten by the settings of the view. | | The sheet modes Dimmer+ and Sheet/Filter of the fixture sheet displayed dimmer values always as snapping in the feature graphics area. | | It was not possible to change the encoder resolution for an encoder which had only an attribute assigned to the outer encoder. | | The dimmer bar in the fixture sheet could display a wrong value of the dimmer, when the master fader of the playback was not at 100 %. | | The numbers in the Clock Viewer window could have different styles for the same window size but different position on the screen. | | It was not possible to scroll in the Content Sheet when using the 2 finger scroll gesture. | | The Fixture Sheet set to Sheet Mode **Dimmer+** or **Sheet/Filter** did not release the blue background when a cue fade had finished. | | The Fixture Sheet set to Sheet Mode **Dimmer+** or **Sheet/Filter** displayed always all attributes, also when they were not available in the current world. | | The Content Sheet set to Sheet Mode **Channel** did not always display all Fixture IDs or CIDs. | | When the Off menu was open or a Running Playbacks window was visible, the Oops History got unnecessary entries added as soon as a playback was started or switched off. | | The fixture and feature graphics in the Fixture Sheet could be scaled wrong when using Sheet Modes **Dimmer+** or **Sheet/Filter**. | | The Step Selector in the Phaser Editor or the Encoder Bar always displayed step 1 after calling phaser preset instead of 1/n. This bug is now fixed. When callign a 2 step phaser preset the Step Selector displays 1/2. | | The encoder bar showed graphical glitches in the web remote  during connection to a grandMA3 compact console. | | The Settings button in the title bar was not displayed in the Sequence Editor when it was displayed on screen 7. | | When scrolling horizontally in Content Sheet that was set to Cue Mode Manual the divider between the cue area and the data area could also be moved. | | When running grandMA 3 onPC on macOS it was not possible to hide the title bar, if the software was not in fullscreen mode.  | | Horizontal scrolling in the System Monitor was not possible if the front size was set to 28 or higher.   | | When creating a new filter no attributes were selected, and the select all button was not reacting at the first tap. | | The Sequence Sheet was sometimes executing Auto Scroll, even if the setting was disabled. | | The order of buttons in the control bar on the web remote was not identical to the control bar on the station itself. | | When the Fixture Sheet had Feature Sort enabled, the selected feature group was not always moved to the left side when changing the feature group directly after selecting some fixtures. | | The Edit Sound popup was missing buttons for Notes and Installed. | | The columns editor did not display the different column sets when you tapped through them. | | In some cases in the calculator the mouse wheel could not be used to scroll the list of channel sets. | | The fixture sheet did not indicate a position change with a blue marker when Wrap Around was enabled and the first cue was triggered by pressing Go +. | | When changing the colors by hovering over a fader and scrolling in the fader mode of the color picker, the other faders within the same grouping would jump to different positions. | | Pools did not display existing objects when Show Empty was disabled and the fixture selection could not use the object. | | It was not possible to see which fixtures where selected in the Patch window, when they were the selected at the cells that displayed the existing appearance of the fixture. | | The 1D graphs in the Phaser Editor could display the curve incorrectly. | | When assigning a filter to the content sheet it sometimes was not applied immediately. | | The Calibrate Position menu of the 3D Viewer window could not be closed by pressing Esc. | | In the Running Playbacks window the focus sometimes jumped away from the window to the command line when switching tabs. | | In a session the connected station always displayed the group master marker in the fixture sheet when it was active previously. | | Assignment editor pop-ups sometimes displayed a New Object line, for example when tapping Input Filter in the Preset Pool Window settings pop-up. | | When opening dropdowns, the focus could be set to an entry that was not the entry of the current value. | | When storing a view on a web remote device, the screenshot of the display on the host device was taken. | ### Additional Bug Fixes [Section titled “Additional Bug Fixes”](#additional-bug-fixes) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In new shows the User Attribute Preferences were not initialized properly. | | If you had a fixture selected and executed Unblock Cue Thru, in some cases the output of the fixture would be turned off. | | Updating a preset or cue could change their output. | | If Oops was applied after updating a cue, the restored values in the DMX Output and Fixture Sheet were wrong. | | The software crashes when loading showfiles from version 1.5 or prior that contained plugins. | | The Thickness option in Scribbles did not work. | | Setting a time, such as a cue fade, where the value came from a variable did not work. | | When importing fixtures using PSR, the positions of subfixture layout elements could change.Also, dimmer values in cues and presets could change to 0.This happened if a multi-instance fixture type had CanHaveChildren enabled. | | In the speed calculator of the generators, the BPM only accepted values between 0 and 1. All results resulted in a Stop. | | Updating a preset could switch off other fixtures that were generating phaser output in the same cue where the updated preset is also used. | | When loading a show in the PSR menu, mirrored sequences in the local show file broke. | | The fixture sheet could display wrong DMX values after leaving Preview mode. | | When playing back a cue using X-Assert, the timing of other cue parts than cue part 0 used always the timing of cue part 0 | | Updating a preset could remove the preset references of other presets on the relative layer in later cues. | | In rare cases it could happen that a playback would get stuck and ignore commands such as Off, On, Go, or when toggling Off when Overridden. | | The software could crash when streaming data in the network. | ***   ## []()Appendix [Section titled “Appendix”](#appendix) * It is recommended to use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols it is recommended to use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different compared with the default executor configuration is to create a new executor configuration, do the changes in the new configuration and save the changes. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## []()Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system.  | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | When multiple GlobalMasters exist on the network, each having the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster for all stations.  | | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer.   | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Loading show files that were saved in previous versions deletes the programmer content. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | When using Partial Show Read, the models of fixture types that have no DMX channels (environmental fixture types) are not imported correctly. | # Release Notes 2.2 > Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail wh * [Let’s Get Started](/grandma3/2-4/key_rn_v2_2/#h2__1435677565) * [Bug Fix Version 2.2.5.2](/grandma3/2-4/key_rn_v2_2/#h2_1781471903) * [Bug Fixes](/grandma3/2-4/key_rn_v2_2/#h2_1399259183) * [Bug Fix Version 2.2.5.0](/grandma3/2-4/key_rn_v2_2/#h2_1781474115) * [Other Enhancements](/grandma3/2-4/key_rn_v2_2/#h2_594496323) * [Bug Fixes](/grandma3/2-4/key_rn_v2_2/#h2__1190835831) * [Release Version 2.2.1.1](/grandma3/2-4/key_rn_v2_2/#h2_727740091) * [Features](/grandma3/2-4/key_rn_v2_2/#h2_727740091) * [Tags](/grandma3/2-4/key_rn_v2_2/#h3_1566500637) * [Recipe Editor](/grandma3/2-4/key_rn_v2_2/#h3__1639612175) * [Other Enhancements](/grandma3/2-4/key_rn_v2_2/#h2_1198082799) * [Changes](/grandma3/2-4/key_rn_v2_2/#h2_1879708368) * [Bug Fixes](/grandma3/2-4/key_rn_v2_2/#h2__146634055) * [Deprecated](/grandma3/2-4/key_rn_v2_2/#h2__756870347) * [Appendix](/grandma3/2-4/key_rn_v2_2/#h2__1835053169) * [Known Limitations](/grandma3/2-4/key_rn_v2_2/#h2__1393830384) ***   ## []()Let’s Get Started [Section titled “Let’s Get Started”](#lets-get-started) Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning in the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! To leave the Release Notes, tap I agree on the top right corner. The main screen of grandMA3 software opens. On the right side, you can see predefined views on view buttons. To switch between the views, tap the view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. Would you like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any demo show in the list. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](/grandma3/2-4/qsg/) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun with using our grandMA3 software! Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | ***   ## Bug Fix Version 2.2.5.2 [Section titled “Bug Fix Version 2.2.5.2”](#bug-fix-version-2252) ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes) ### 3D [Section titled “3D”](#3d) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | If you calibrated a fixture that was part of a grouping fixture, for example a truss, with the Position Calibration dialog, the position of the fixture was displaced after tapping Solve. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro) | Description | | ------------------------------------------------------------------------------------- | | If you set a custom command in an executor and executed it, the software could crash. | | Changing MAtricks in a recipe could lead to a crash in the software. | ### Connections [Section titled “Connections”](#connections) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | In some cases, leaving the patch on a station with a web remote connected would crash the software. | | In some cases, the touch response of faders was not working correctly. The touch response of the fader was either missing or displayed without the fader being touched. | ### Playback [Section titled “Playback”](#playback) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Updating a preset with XYZ values that was used in an earlier cue could assert pan and tilt values instead of XYZ values in the current output. | | In some rare cases the main sequence unexpectedly jumped to the first cue when pressing Go+. | | If the MIB delay was set to a time less than 1 second and the playback faded from a dimmer phaser to a closed dimmer, the MIB values would be applied before the dimmer was fully closed. | ***   ## Bug Fix Version 2.2.5.0  [Section titled “Bug Fix Version 2.2.5.0 ”](#bug-fix-version-2250) ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)  Improved the recipe editor: * The recipe editor has a **Lock** column in its grid. If the recipe line is set to UL (UserLock) and you tap CleanUp, the corresponding lines will not be cleaned up. If you deselect objects, for example, presets during recipe editing, the lock will be respected and the corresponding objects cannot be deselected while they are locked. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the patch menu: * When moving fixtures in the patch via Cut and Paste or via a command and the destination is not on the same level within the same parent, a pop-up opens. The pop-up allows you to choose between keeping the Absolute position and rotation in 3D space or keeping the Relative position and rotation offset of the parent. Tap Cancel to cancel the action altogether. /NoConfirmation will suppress the pop-up if the default is set to Absolute. /Type “Relative” sets the conversion mode to relative.  /Type “Absolute” sets the conversation mode to absolute. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Increased the tolerance for small jumps in external timecode signals. ***   ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-1) ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | It was possible to use the command line to assign object actions to objects, even if these actions were not a part of options in the UI. | | Turning an empty encoder would execute commands in the command line. | | If a timecode event was assigned and triggered by an encoder and then Delete was pressed, the software could crash. | | Handles of macros could break after a PSR. For example #\[Group ‘StartShow Group 1 Linear’] turned to #\[FFFFFFFFFFFFFFFF]. | | A cue part would not be automatically recooked if the Allow Duplicates column was set to **Yes** after the cue part was cooked with values of the same attributes as in the cue. | | If you created a recipe with a group that contained subfixtures without a valid ID and applied MAtricks, the MAtricks would not be applied correctly. | | On some mac devices, the grandMA3 onPC application did not appear in the settings, which meant that the sound input did not work. | | If you created a recipe using the recipe editor and stored it to multiple cues, the recipe would only be stored to one of the cues. | | When cooking recipes it could happen that not all fixtures of the selection used the selected values, even if they were capable to do so. | | If blocked attributes have been unblocked, the values of unrelated fixtures that were still blocked would be displayed as unblocked in cyan in the track sheet. | | If you used macOS, the onPC software sometimes would not start. | | If presets had Cue Part settings other than the default and you created a recipe with the recipe editor, the presets would not be added to the defined programmer part but in the order they were selected. | | In some cases, if you executed valid commands using a macro or plugin that for example included /CueOnly, the command line history would falsely display errors. | | If you executed DumpLog /NoAutoClose while no USB drive was connected, the pop-up would ignore /NoAutoClose and a countdown would appear. | | Storing recipes in a cue with the same group but a different preset did not store the recipe in a new recipe line. | | If you copied a recipe line with values that refer to another recipe line to a new recipe line, the **Value** cell would remain empty. | | If you migrated a show file from v2.1.1.5 into v2.2, the software could freeze. | | The console could crash when importing an MVR file into a show during a session. | | If **Allow Duplicates** was disabled and you created a recipe with a preset in a cue and another recipe with a phaser that used the same attribute in a cue part, cooking would not work if the cooking mode was set to Low Priority. | | If Wrap Around was disabled for a sequence, the sequence was not triggered by an agenda event. | | It was possible to assign a tag to itself by executing an incomplete assign command. | | Renumbering some cues of a sequence also renumbered cues of the sequence that were not selected. | | If you moved an image in the image pool quickly after moving another image, the software could crash. | | In certain show files, when you changed the XYZ values to pan tilt in the programmer, the pan and tilt values were incorrect. | | If you imported a sequence, most MIB settings would be lost. | | If you migrated a show file to the new software version, in some cases presets would wrongly be selective instead of global. | | The DoubleSpeed, HalfSpeed, and Speed 1 commands were passed to the speed master assigned to the sequence, but should have only affected the sequence. | | The software could crash when importing fixtures with custom meshes that used textured materials via Partial Show Read. | | In some cases the software would crash if you tapped Rename in the Rename Show File pop-up. | | Changing the speed in sequences that had the same speed master assigned using DoubleSpeed, HalfSpeed or Speed1 would lead to different speeds in the sequences and speed master. | ### Connections [Section titled “Connections”](#connections-1) | Description | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a console was disconnected from a session and a fader was moved, the fader position would not be synchronized in the data merge process. This would lead to two different positions of the same fader. | | If a console was disconnected from a session and a preset or executor configuration was changed, two different versions of the same preset or executor configuration would exist on different devices after merging the session data. | | If the master console with a higher priority unexpectedly dropped out of a session and a different show file was loaded in the session, the show file of the higher priority master would be used in the session without a warning as soon as it rejoined the session. | | DMX channels 511 and 512 of an incoming DMX signal were  not recognized and the DMX universe displayed no incoming values. | | If you selected a USB stick in the backup menu, the software could crash. | | If you had two sessions with the same session index but different software versions, one of them in version 2.2, in the same network, devices in the session would crash. | | If a session was created with normal priority, then a high priority station was invited and Keep Session’s Show File was selected, a processing unit that was additionally invited would not accept the current show file. Instead, it triggered another session data merge pop-up. | | If you were in a session and loaded a different show file on the connected station, the show file would not be loaded on all devices in the session. | | In some cases, the previously saved show file of a station with a higher priority could falsely be overwritten after inviting a station to a session and keeping the session’s show file. | | If you had a console and an onPC in session, connected via web remote to the console and then started a new show on the onPC, the console could crash. | | Pressing the sleep button on an external keyboard connected to a console could cause the console to freeze. | ### Patch [Section titled “Patch”](#patch) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The offsets of DMX channels of fixture types using breaks could be wrong. | | Patching MArkers and changing their rotation in the patch would not show their rotation values if you reentered the patch. | | If you changed the size of a target space of a MArker, the XYZ values of fixtures that were spread across the space of that MArker would not be automatically updated. | | In sessions, it could happen, that X, Y, and Z values would all change if you turned an encoder to change one of the values. | | When fixtures were copied in the patch, relative pan/tilt values could be lost. | | Creating multipatch fixtures in the patch could cause the software to crash. | | Defective fixture types could lead to preset and cue data being lost if you migrated a show file to the new software version. In addition, a notification now informs the user to adjust the invalid fixture types. | ### Phaser [Section titled “Phaser”](#phaser) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Updating a dimmer preset, that was part of a phaser step, stored into a cue, did not apply the phaser with the updated value in the cue. | | If a cue already had reference data of phaser presets in it, and new phaser data was stored in a step of the phaser, this would result in lost phaser data in the cue. | | If you had an open phaser editor, turned the first or second encoder and changed from 2D Bar to Phaser Bar, the software could crash. | ### Playback [Section titled “Playback”](#playback-1) | Description | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If a running cue was deleted, the cue would still be played back and the sequence would not be stopped. This bug is fixed. Now the sequence will be disabled after the running cue is deleted. | | A Goto event during encoder movement caused the value to snap or jump to 0. This bug is improved to prevent values from jumping to 0. | ### Windows [Section titled “Windows”](#windows) | Description | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you migrated a show file to the new software version, the pool action of the plugins pool would be set to **None** instead of **Call**. | | If timecode events were recorded using pool objects, they were displayed as events triggered by DC Remotes in the timeline. | | In the login pop-up, the password field could not be reached pressing Tab. | | The label pop-up on screen six and seven would not automatically change to appearance tab if new appearance was created and entered. Instead it stayed on the keyboard tab. | | The names and numbers of groups that only contained a single fixture were not displayed in Selection of recipe lines. | | If you recorded a timecode and disabled Setup, the record button would disappear but the timecode recording would still be running. | | Filtered sheets would not automatically update to include recently added fixtures if the fixtures met the filter criteria. | | If the At filter was set to exclude Relative, cooking would fail and recipe lines would be displayed in red. | | Editing a sequence or an executor could lead to multiple Lua errors in the system monitor. | | The info window sometimes did not display the notes, when changing the selected sequence. | | After restarting the software on Windows or Mac, some feature groups could be missing in the encoder bar. | | In the timecode viewer, rows of track groups would be displayed too big and needed to be opened manually every time, instead of staying opened. | | Appearances would not be displayed in the load and goto pop-up for sequences when toggling Cue Appearance. | | If you turned a preset into a recipe, inserted a new recipe line, and opened the value selector, there would be no option to select other recipe lines. | | If a quickey pool was visible and then the selected data pool was changed, quickeys of the previous data pool would still be triggered, given that empty objects of the new quickey pool of the selected data pool were selected. | | The current cue was not displayed in the title bar of the sequence sheet. | | Adding a group to the selection using the clone dialog would change the original fixture selection order of that group. | | If you had a session with multiple output stations that were displayed in a layout and one device was dismissed from the session, the color of the layout element only would change if the status of a second station was changed, too. | | When loading a show file in v2.2, pools lost their assigned appearances. | | It was not possible to call a view by tapping it in the layout viewer. | | For the object action load the wrong icon was displayed on the object in the pool. | ***   ## Release Version 2.2.1.1 [Section titled “Release Version 2.2.1.1”](#release-version-2211) ## Features [Section titled “Features”](#features) The latest release of grandMA3 version 2.2.1.1 rolls out several enhancements that enrich your lighting experience. Besides numerous improvements based on your highly appreciated feedback, many new and clever features have found their way into the software. Read on for a quick introduction and find links for more information. ***   ### Tags [Section titled “Tags”](#tags) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) New in this release The new Tags feature allows you to organize, link and cross-reference objects throughout the software. It is also a great tool for busking shows. All objects that have the same tag can be triggered or selected together. To open the Tags pool, open the Add Window dialog and go to Pools - Tags. There are three ways to assign tags to objects: * Open the editor of a tag pool object, tap Add New Tag Reference, select an element and then tap Assign. * Open the editor of a pool object, for example a sequence, tap Settings - Tags - Assign. * Use the command line. Syntax: Assign Tag \[“Tag\_Name” or Tag\_Number] At \[Object] \[“Object\_Name” or Object\_Number]   For more information on how to use tags in the command line see the [Tag keyword](/grandma3/2-4/keyword_tag/). When a tag is assigned to a pool object, ![](/img/grandma3/2-4/icon_tags_15px-46e799.png) is displayed on the pool object. The names and numbers of assigned tags are displayed on Tags in the pool object settings. Editors like the Sequence editor or the Macro editor display the assigned tags of the object in an area between the title bar and the grid. They can be edited and perform pool actions like the pool objects. The background color of the appearance assigned to the tag defines the background color of the tag displayed in the editor. To open the tags pop-up 1. Open the EditSettings pop-up for pool objects or the Edit Sequence pop-up for sequences. 2. Tap Tags. 3. Select a tag and tap Unassign or Assign.  Already assigned tags can be unassigned or vice versa. The left side of the pop-up shows tags that are assigned to the corresponding pool object. The right side shows tags that are not assigned.\ In the pop-up, tags can also be locked and unlocked and protected against Kill Instant and Kill Delayed (see below). The default action of objects in the tags pool is ListReference.  The Tag Editor shows the objects the tag is assigned to in the grid offering information about: * **Datapool**\*\*:\*\* Shows the corresponding Data Pool. * **Class**\*\*:\*\* Shows the object type of the assigned reference. * **No:** Shows the number of the corresponding pool object. * **Name**\*\*:\*\* Shows the name of the pool object. * **Protect:** The assigned reference is protected against Kill Instant and Kill Delayed. The default is **No.** Multiple objects can be assigned to a tag at the same time using  Add New Tag Reference in the tag editor. In the Add Tag References pop-up, multiple objects can be selected and assigned consecutively. To do so, select an object line and tap Assign. If you enable Settings in the title bar of tag editor,  Name, Scribble, Appearance, Tags, Note, and Tag Type can be set and Forward Commands can be toggled on or off. Tags are recursive, meaning it is possible to assign a tag to another tag. The following Tag Types can be selected: * **Kill Instant**: Other playbacks using the same tag will start their OffCue immediately when starting the sequence. * **Kill Delayed**: Sequence that was started will complete its fade in first and then the other playbacks using the same tags will start their OffCue. For tag types to function, the tag and tag type need to be set before triggering the sequence. Otherwise, the tag type will work as soon as the corresponding sequences have been triggered once.  When a playback is started by a tag, the **Trigger** column in the Off Menu and Running Playbacks window will report the tag. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Kill Protect does not protect a sequence from being disabled by Kill Instant or Kill Delayed if executed by a tag. For more information on Kill Protect see [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) and [Kill Keyword](/grandma3/2-4/keyword_kill/). | If Forward Commands is toggled on, playback commands can be executed for all references of a tag. It is on by default.\ This applies to >>>, <<<, Go+, Go-, Goto, HalfSpeed, Load, On, Off, Pause, Rate1, Speed1, Toggle, and Top. ***   ### Recipe Editor [Section titled “Recipe Editor”](#recipe-editor) \*\*![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) \*\*Improved in this release The Recipe Editor is introduced to improve and speed up the workflow for creating and editing recipes. This is done by using the user interface to define selections (Groups), values (Presets, Bitmaps, Generators), filters (Filters, Worlds), and MAtricks. Recipes are cooked when a recipe is generated based on LTP. The Recipe Editor replaces and is based on the Programmer Parts window. The Recipe Editor can be found in the Add Window   pop-up in Tools - Recipe Editor. To create a recipe using the recipe editor, enable the edit recipe mode. There are multiple ways to do this:​ * Tap Edit Recipe in the title bar of the recipe editor * Enable Edit Recipe in the **At Overlay** * Press MA + Edit + Please For more information on how to edit recipes using the command line see the [EditRecipe keyword](/grandma3/2-4/keyword_editrecipe/). To disable the edit recipe mode, press   Esc or use one of the options described to enable it. Once the edit recipe mode is disabled, all pools work as usual. While the edit recipe mode is enabled, Edit and Esc flash alternately. Each object type that can be used for a recipe will have its pool window marked with a green ![](/img/grandma3/2-4/icon_cooking-pot_12_v1-7-c4818c.png).  The following windows use the recipe indicator: * Groups * Preset Pools * MAtricks * Worlds * Filters * Layout Viewer * Fixture Sheet | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Make sure you set the Pool Action setting in the corresponding pools to **SelFix/At** or **At** so you can use them for recipes. | To create a recipe: 1. Enable the edit recipe mode. 2. Select fixtures, for example, Group 1.\ The selected groups are indicated by a green frame around the pool objects.\ Multiple groups can be selected at the same time. 3. Select the values, for example, a color preset At Preset 4.4. Presets that are not compatible with fixtures of the selected group will be grayed out.\ All objects selected for recipes are indicated by a green frame in their pool windows. Tap on a selected object again to deselect it.\ You can add multiple values to a selection, a single recipe line is created for each selected value.\ A feature group indicator bar at the bottom of the group objects show the feature groups that are active in the recipe for for this very group. 4. Store the new recipe to a cue or a preset.\ Storing a recipe clears the recipe editor and only groups will remain as selected objects.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The order of recording selections and values has an impact on how the recipe is handled. The last recipe line determines the output if several recipe lines with the same selection referring to the same attribute. | | | | | ------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is possible to create recipes with empty groups. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is not possible to directly enter values into a recipe, they have to be stored in a preset first. If no preset is selected, the values are stored into the programmer. | Executing EditRecipe with a corresponding cue or preset, for example, EditRecipe Cue 1, ***EditRecipe 1***, or ***EditRecipe Preset 2.2***, enables the edit mode for the specific object in the recipe editor. With sequences and executors, for example, ***EditRecipe Sequence 1***, ***EditRecipe Page 1.204***, the running cue is edited. Tap CleanUp in the title bar to delete all recipes that use the same selection with multiple presets of the same feature group. Only the last object that generates the output is kept. For example, when Group 1 + Red + Yellow + Blue is selected and then CleanUp is tapped, the recipe lines for Group 1 + Red + Yellow will be deleted. If you tap an already selected preset again to deselect it, the corresponding recipe line will also be deleted. CleanUp is only active when the same fixtures are used with multiple items of one feature group. Otherwise the button will be grayed out. With Edit Recipe disabled this button is not visible. Off Group \[“Group\_Name” or Group\_Number], Off Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number], or Off and tap a group or a preset can also be used to remove the corresponding recipe line. If a group has multiple lines linked, all of them are removed in the recipe. You can define a different selection, for example, by tapping Group 2. A brown frame around pool objects indicates the values for previous selections, for example, Group 1. Tap Group 1 again and the previously defined values for this selection are highlighted in green again. Open the MAtricks overlay to define specific MAtricks values to the recipe lines. While using the MAtricks editor to edit a recipe, the editor is displayed with “(Recipe)” and the green pot icon in the title bar. * Pool objects of MAtricks, Worlds, and Filters have a brown colored frame around them when they are used by a recipe. * MAtricks values that do not come from a pool object, Worlds, or Filters are indicated by small green icons (![](/img/grandma3/2-4/icon_15_matricks_v2_0-3ddf5f.png), ![](/img/grandma3/2-4/icon_world_v2-1-7edec9.png), or![](/img/grandma3/2-4/icon_filter_15px-78282b.png)) on the right in the Name cell of recipes. * If the fixtures of the selected group are only partly used, the text in the values column is displayed in orange. This happens for example if not all fixtures of the selection in use can use the selected preset or a world is added to a recipe line. Use the Columns tab in the window settings to adjust the columns of the recipe editor individually. Find more improvements for recipes below in [Other Enhancements](/grandma3/2-4/key_rn_v2_2/#Improved_Recipes). ***   ## Other Enhancements [Section titled “Other Enhancements”](#other-enhancements-1) ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated predefined content: * Predefined views in new shows * New predefined macros * Updated demo shows: * MA\_StartShow * Simple\_Show ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated Carallon fixture library to v19.9. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Recipes: * Added Enabled column to recipes. To disable recipe lines for cooking, right-click  **Yes** in the corresponding recipe line of the Enabled column. The recipe line is marked red and Enabled is set to **No**. * Improved the pop-up of the Values column. The Edit Values pop-up displays preset, bitmaps and generators pools on the left and their pool objects on the right. Tapping on a preset pool expands its presets. Use the filter to filter for pool object names and pool numbers of the corresponding preset. The appearance and scribble are also previewed. Tap DataPool in the title bar of the Edit Values pop-up to change the data pool. * In the Show Recipes mask in the sequence sheet, the sequence editor and the content sheet, it is now possible to [adjust the columns](/grandma3/2-4/ws_ui_adjustable_columns/). * Added CleanUp Recipes to the Ed**it Setting** of presets to remove recipes in the editor. * The MAtricks properties “X”, “Y”, and “Z” were added to recipes. * The + and - on the left side can add or delete Programmer Parts and Recipes. In previous versions they added or deleted Programmer Parts only. \*\*![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) \*\*Improved the Sequence Sheet: * When the Executor Time or Executor Crossfade overrides cue timings, a yellow text will appear above the corresponding cue timings in the Sequence Sheet, indicating the Executor Time in seconds or the Executor Fader in percent. A **!** next to the cue’s original cue time indicates that the cue is currently being overwritten by the executor time. * The setting Show Recipes is enabled by default in new shows and user profiles. In the title bar, Show Recipes is displayed by default. * Added a column to the sequence sheet called **Individual Timing**.\*\* \*\*It influences the prioritization of general cue timings (**Cue Fade**, **Cue Delay**) and individual timings (**Indiv Fade**, **Indiv Delay**).\ There are two values: * Default: Individual timings are prioritized over general cue timings. * Normalized: General cue timings are set as the maximum time for individual timings. If individual timings have a range of values, these values will be scaled to the new maximum time set by the corresponding general cue timings. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the behavior when changing properties of cues or sequences:\ When a sequence is running, commands like, CueFade 5, will address the running cue. When the sequence is off, the sequence itself will be addressed. This applies to properties of sequences and cues. For example, the name: Label will address the sequence when the sequence is off, and it will address the running cue when the sequence is on. **![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)** Improved Preferences and Timings: * Added 50 Timing Masters that can be set to a value between 0 seconds and 10 seconds. The following properties can be set to a timing master instead of a numeric value: * Timings in sequences, except for Command Delay, Snap Delay and Trig Time. * Playback Timings in Preferences and Timings (new, see below) To set a timing master:  * Use the calculator that appears when editing the value of one of these properties.\  To set different timing masters for in and out timings, type it manually into the CueFade or CueDelay calculators (when condensed timing is enabled in the sequence sheet). For example, Timing1/Timing2 (no spaces in front or inside the string!). * Use the command line. Syntax: Cue \[“Cue\_Name” or Cue\_Number] CueFade “Timing1”  * Use timing masters for playback commands: ***Goto Cue 5 Fade “Timing5”***  - Improved the Masters tab: * To label a master, type Label + tap a master. * To assign the master quickly, for example to an executor, type Assign + tap a master. * Added Playback Timings to the Timings tab: This menu allows you to set the default values for actions triggered by Goto, Go-, >>>, and <<<. They can be set to **CueTiming**, using the timings set in the cue (only for Goto and Go-), a numeric value, or a timing master. **CueTiming** sets the timing values of the target cue and ignores the timings of other cues. Values that are tracked into the target cue, and therefore do not have a defined timing in that cue, will use the timing of Part 0. The default values are: * Goto: CueTiming * Go-: CueTiming * \>>>: 0 * <<<: 0 \*\*![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) \*\*Improved Content Sheet: * The setting Show Recipes is available in the title bar by default. * Added CuePart Appearance to the content sheet settings. Choose between **Off**, **Number**, and **Num+Name** as options for how the appearances of cues are displayed in the content sheet.  ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added a special value to Specials in the attribute calculator called **Deactivate**: * It deactivates data in the programmer, for example, to exclude specific attribute data from being stored in a cue.\ Deactivate can also be used in a command. For more information on how to use deactivate in the command line see the [Deactivate keyword](/grandma3/2-4/keyword_deactivate/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Layouts: * The Layout Element editor has the Load from Default and Save as Default feature. It is possible to set defaults and save, for example, a ppearances, notes, size, and scribbles. * It is now possible to create Layout Element Defaults. Either in the Layout editor or in the Menu - Preferences and Timings - Layout Elements. * Output Stations can be assigned to a Layout, for example, Assign onPC 1 At Layout 1. The appearance of the object shows the device type. Editing the assigned Output Station will open a device configuration menu.\ Assigned output stations display their current network state in an indicator bar. The colors displayed in the indicator bar are based on the defined network colors. Edit and tapping an assigned ouput station will open the generic editor. Therefore, **Stati\*\*\*\*on** was added to Layout Element Defaults. * The Align Selection (![](/img/grandma3/2-4/icon_snap_to_grid_15-b0efaa.png)) function was added to the Layout window. Enable Setup. A toolbar opens on the left side of the window. Lasso all relating elements that should be aligned. Then tap ![](/img/grandma3/2-4/icon_snap_to_grid_15-b0efaa.png) in the toolbar. * Select using the contents of the layout pool, for example,  SelectFixtures Layout 1. Only fixtures within the corresponding layout, and no other fixtures that may be part of other object types, for example, groups in the layout, will be selected. * Action in the **General** settings of the Edit pop-up for layout elements now follows the individual Object Action set for pool objects. When set to **\**, it follows the Object Action of the object itself.  * Renamed the value **\** of the Action (prior **\**). * Renamed 2 Finger Edit in the Layout Viewer (prior Right Click to Edit). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Gel Editor: * Tap Color to open a color picker pop-up and to adjust the color of the gel. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Appearance Editor: * The editor now displays the hex color code of the selected color above the color picker field. Tap the area with hex code to open an edit pop-up and adjust the hex code manually or use the HSB faders. * Redesigned the UI, tightened the spaces and added more descriptions. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the display of selected cells in conjunction with appearances:\ Cells that are selected by the user and that display an appearance now also display a thick blue frame and the appearance in the center. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Scribbles Editor: * Added Save to save changes and close the editor. * Apply saves and applies changes without closing the editor. * Revert takes back all recent changes to the initial status before opening the editor. * Tapping ![](/img/grandma3/2-4/icon_cancel_15_v2-1-bf5fad.png) displays a pop-up to confirm that changes are saved. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Label Dialog: * Added Appearance (![](/img/grandma3/2-4/icon_appearance_15px-ad09e7.png)) to the title bar to show or hide the appearance editor. * Added Tags (![](/img/grandma3/2-4/icon_tags_15px-46e799.png)) to the title bar to assign or unassign the corresponding tags of the object. * Scribbles (![](/img/grandma3/2-4/icon_scribble-15_v2-0-188783.png)) are saved directly to the Scribbles pool in the editor by using Save. * Added a Scribble button to the title bar to select scribbles in a dropdown menu, including a scribble preview.\ The button is not displayed for objects in the scribble pool as scribbles cannot be assigned to other scribbles. * Added an Appearance button to the title bar to choose between all appearances in the Appearance pool. The selected appearance is shown in the editor.\ The button is not displayed for objects in the appearance pool as appearances cannot be assigned to other appearances. * The areas for scribble, appearance, and tags are mutually exclusive in the Label Editor. Due to screen space, only one can be displayed at a time. * In the small screens, the onscreen keyboard cannot be displayed simultaneously on the areas for scribbles, appearance and tags due to limited space on the screen. If you disable one of the latter, the onscreen keyboard will be displayed if it was active before opening the other tab, otherwise only the name and note fields will be displayed. * When starting to draw a scribble, and there is no Scribble pool object selected, a new scribble will be created automatically in the Scribble pool. As soon as there is no scribble selected, Name and Note are grayed out. * When moving a fader or using the Color Picker on an empty appearance, a new appearance will be created automatically in the Appearance pool. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Text Input: * The cursor is synchronized on all screens. This applies to the name and note input in the label editor as well as the command line. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added languages to the onscreen keyboard: * Spanish * Portuguese ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Notes: * Spaces and empty lines before or after notes will not be cropped anymore. The only exceptions are notes in the sequence sheet, where empty lines are cropped for displaying purposes. However, the note itself will keep the empty lines.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Notes in the Info Window: * The text of the notes field will be wrapped according to the window size. The Info window allows to scroll through the note’s text by pressing Arrow Up or Arrow Down. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Help:  * The Help pop-up now stays open when you perform actions outside the pop-up. To close the Help pop-up, tap ![](/img/grandma3/2-4/icon_cancel_15_v2-1-bf5fad.png) in the top left corner or press Esc. * In the Help window, the font size can now be reduced to a smaller size than before, making it possible to fit more text on the screen. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the 3D Viewer: * Added Resolution to the encoder bar (is displayed when Setup is enabled) to adjust the encoder resolution. This also works in the 3D Positions area in the patch. * **Coarse**: 10 cm / 1 degree per click.  * **Fine**: 1 cm / 0,1 degree per click. * **Increment**: 1 mm / 0,01 degree per click. * Renamed Change on Encoder (prior Change on Encoder Event) * Renamed the values of Direction setting of the Arrangement Mode grid : * First X then y to X before Y * First Y then X to Y before X * First X then Z to X before Z * First Z then X to Z before X * First Y then Z to Y before Z * First Z then Y to Z before Y ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved PSR: * Added error message to the command line when a DataPool is missing. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Clock Viewer: * Added Style in the Title Bar (when Clock Source is set to session time) offering the following options: * **Digital**: Displays the time in in the 24 hours format. * **Digital AM/PM**: Displays the time in AM/PM. * **Date DD-MM-YYYY**: Shows the date starting with the day. * **Date MM-DD-YYYY**: Shows the date starting with the month. * **Dawn**: Shows time to dawn or the time elapsed after dawn. * **Sunrise**: Shows the time left to sunrise or the elapsed time after sunrise. * **Sunset**: Shows the time left to sunset or the elapsed time after sunset. * **Dusk**: Shows the time left to dusk or the elapsed time after dusk. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The corresponding name in the title bar changes accordingly to the selected style, for example, when “Digital AM/PM” is selected, the title bar will display “Clock PM” at midday. | * When Clock Source is set to **Time Zone**, Style is added to title bar offering the **Digital** and **Digital AM/PM** options. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Fixture Sheet: * DMX tester values are indicated by the same color as the DMX tester background color in the DMX layer and any other layer of the fixture sheet. Also the name cell of the corresponding fixtures and the attributes whose DMX channel with active tester values, are displayed with a white marker. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Universes Pool: * Pool objects can now be locked via Lock. * The selected Merge Mode is displayed in the top right corner of the Pool Object: * **P**: Prio * **H**: HTP * **L**: LowTP ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Network: * The Network menu now has the option to change MulticastBase. Tap to open the dropdown menu. Now you can change the MANet multicast address from the **Default** address to an **Alternative** address. The alternative multicast base address is 239.4.1.0, default uses the address that has previously been used. If you do change the address while you are in a session, all devices in that session will also change their address. All grandMA 3 devices with a network interface can configure the multicast base address. Changing the multicast base address cannot be oopsed.\ A pop-up informs the user about the possible drawback of this change and asks for confirmation. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Be careful when changing the MulticastBase address as it affects the entire network structure. Each grandMA3 device must have the same multicast address to allow communication between the devices. | * Added Flow Control Level column to the network menu for monitoring congestion. It displays, on a scale of 0 to 255, the intensity of flow control. * Added  NACK Count column to the network menu. All connected devices display nacks (negative acknowledgements) to the master of the session. It splits up in Per 1m/5m/10m, displaying all nacks in the last one, five, and ten minutes, and Total, which lists all nacks from the beginning of a session. The total count can be reset using the 2 finger edit gesture. Doing this also resets the nacks in the other column. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Please check the network environment of a device if rates of NACKs are constantly above 0. | * Added a DSCP (Differentiated Services Field Codepoints) setting to the Network menu. It allows a prioritization of data packets and data protocols during a session. Set DSCP in Menu - Network - Station Control in the  **Session** area. Tap DSCP to define DSCP values for this separated types of network packets: * MA-Net DMX * MA-Net Data * Network Update * DMX Protocols * In/Out Protocols * Tapping one of the buttons mentioned above will open a dropdown menu with multiple values. The default values are marked “(Default)”. - | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about the individual values, see . | | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | On grandMA3 onPC for Windows® the DSCP values are overwritten with the default value CS0. | * Added a TTL (Time To Live) button to the Network menu. Set TTL in  Menu - Network - Station Control in the  **Session** area. The TTL value specifies the lifespan of an IP packet. Each time the packet passes the next hop (for example, a router or gateway), its TTL is reduced by one, and it is discarded when the value reaches zero. Tap TTL and set a value using the calculator. The **Default** value is “8”. * Added Failure Mode (x) to the Output Configuration: Users can predefine a failure behavior for DMX Ports. For example, if a console crashes, **Hold** will send the output that was lastly calculated to the fixtures. The user can select one of 7 timestamps of the output between 10 seconds and 1 hour and **Hold**. **Timeout 10s** is the default. Any value other than the default is displayed with a **T** for a timeout value or an **H** for Hold in the lower right corner of the DMX Port cell. * Improved the DMX output when creating a new show while being in session: The DMX output will be set to no DMX / High-Z instead of 0. * Improved the grandMA3 session behavior in general. * If a device reconnects unsuccessfully multiple times within a short period of time (five times within one minute), it will stop trying to join the session again. * Processing units do not load show files from previous version from their hard drive anymore. They will receive the migrated show file from the GlobalMaster station. * If the data negotiation master is lost during the data negotiation process, the corresponding pop-ups are closed automatically on other stations.  * Preconfigured nodes and onPC stations retain their preconfigured connector configuration in a session. Make sure you remove the configurations for absent devices on the session master first. If stations are already set up and join the session, their port configuration is retained unless they have already been configured in the show file. * Improved Session Data Merge: For a console with a higher prio that is joining a session, a pop-up gives you the options to Keep Session’s Show File, Keep My Show File, or Cancel. * If a console with a higher priority than the current master is invited to the session, a pop-up gives you the options to Keep Session’s Show File, Take the Invited Station’s Show File, or Cancel. The invited stations name and IP is shown in red text in the pop-up. The additional checkbox Merge All Data If Compatible lets you decide if you want to merge all data or just keep a specific show file. This pop-up also replaces the session data merge dialog in this case. * Added settings to define the defaults for the Session Data Merge per station to the Session area in  Menu - Network - Station Control: * Data Merge Default Mode: The mode that is pre-selected when the Session Data Merge pop-up opens. This mode is also executed automatically when the countdown expires. By default it is set to **Merge**, the other options are **Cancel** and **Use Master**. * Data Merge Default Timeout: Allows the user to change the countdown of the Session Data Merge pop-up. By default the value is set to 1 minute. In case of choosing the value **Unlimited**, the pop-up will stay open until the user makes a choice. In case of setting it to **0s**, no pop-up will appear and the default mode selected will be executed immediately. * | | | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Changes to DSCP, TTL, Data Merge Default Mode, and Data Merge Default Timeout require admin rights. | | The new [Session keyword](/grandma3/2-4/keyword_session/) addresses all stations that belong to the same session. This allows, for example, to reboot or dismiss all stations using the same session credentials at once. | | * The NetworkSpeedTest keyword allows to execute a test of the network connection for the specified devices. When done, a pop-up informs the user about **Station**, **IP**, **TCP Speed**, and \*\*UDP Speed. \*\*  Syntax: NetworkSpeedTest \[DeviceType] \[“Device\_Name” or Device\_Number]  For more information on how to test the speed of the network see the [NetworkSpeedTest keyword](/grandma3/2-4/keyword_networkspeedtest/). | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | TCP and UDP Speed are displayed in percent. 100% refers to the recommended bandwith. For more information, see [Network Design](/grandma3/2-4/network_design/). | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved NDI: * Streams are limited to 1920 x 1080p resolution. If higher resolution streams are received, the stream will be blocked. To indicate a blocked stream, the corresponding Video Pool object displays this pulsing icon ![](/img/grandma3/2-4/icon_ndi_v2-2-cb6a9b.png). You must reduce the video resolution of the source and restart the stream to get it to play again. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Art-Net input: * If the Sequence field in an ArtDmx packet is set to 0x00, the grandMA3 software will no longer try putting incoming Art-Net packets into the correct order. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MIDI: * Added **In & Out** to MIDI Data Mode: With MIDI Data Mode set to **In & Out**, MIDI data can be received and different MIDI data can be output without outputting the incoming data. * Renamed **In & Out & Thru** (prior Thru). * Improved the System Monitor regarding changes of the MIDI Input/Output: Changing the MIDI mode now will be displayed over the system monitor. If the connection is lost, the system monitor will show the reason for the disconnection, for example, “Data Mode input disabled”. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png)   Improved the Message Center: * Added notifications  to the Message Center:\ New messages and changes regarding the message center will now be displayed in the upper right corner of all big screens. These notifications are displayed for all devices in the session and have the same background color as the indication in the message center (red, orange, or green).\ Messages can have different priorities and the following icons: Alert (![](/img/grandma3/2-4/icon_alert_v2-2_15px-7ae71a.png)), Error (![](/img/grandma3/2-4/icon_error_v2-2_15px-458d02.png)), Spam (![](/img/grandma3/2-4/icon_spam_v2-2_15px-a127d2.png)), Warning (![](/img/grandma3/2-4/icon_warning_v2-2_15px-fdb389.png)). \ All messages can be disabled by disabling Notifications in the title bar of the message center. * Added Notification Type. To display notifications only for a span of 5 seconds, select **Timed;** To display the notifications permanently until closing them, select **Permanent**. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Pool Action settings: * Several pools, such as timecodes, timecode slots, macros, and plugins now have the Pool Action setting. * The **Call** value can now be set in macros and plugins pools: To execute this function, tap the object. This is also the default value. * Use **Toggle** to turn macros on and off tapping on the pool object.  * Use **Top** to start at the beginning of a timecode. This function is located in the Timecode Pool. * Use **Toggle**, **Off** and a **Pause** action with Timecode Slots. * Use \*\*Goto \*\*and \*\*Load \*\*with Sequences. * Pools with the setting Pool Action now have an additional value called **None**. * The action SelFix/At now has an icon: ![Update this description text.](/img/grandma3/2-4/icon_selfix_at_v2-2_15px-eb32f8.png) * Changed the icon of SelFix/Extract to ![Update this description text.](/img/grandma3/2-4/icon_selfix_extrakt_v2-2_15px-5929bb.png) * Changed the icon of At to ![Update this description text.](/img/grandma3/2-4/icon_at_preset_v2-2_15px-1fa869.png) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added Individual Object Action Settings: * Object Action settings are now available in individual sequences and presets. The Object Action settings in the individual objects are the same as the Pool Action settings in pools. They can be set in the **EditSetting** pop-up of the individual object. * Use Object Action has been added to the pool settings of sequences and presets. When enabled, the selected object action is executed instead of the selected pool action.  Pool windows with Use Object Action enabled, are marked with a (**+**). * Pool objects indicate the selected object action setting with a light grey icon in the background of the object, if Use Object Action is enabled. The icons are: * ![Update this description text.](/img/grandma3/2-4/icon_selfix_at_v2-2_15px-eb32f8.png): SelFix/At (Presets) * ![Update this description text.](/img/grandma3/2-4/icon_selfix_extrakt_v2-2_15px-5929bb.png): SelFix/Extract (Presets)  * ![Update this description text.](/img/grandma3/2-4/icon_at_preset_v2-2_15px-1fa869.png): At (Presets) * ![Update this description text.](/img/grandma3/2-4/icon_flash_15_v2-1-f18512.png): Flash * ![Update this description text.](/img/grandma3/2-4/icon_goplus_15_v2-1-381189.png): Go+ * ![Update this description text.](/img/grandma3/2-4/icon_temp_15_v2-1-290073.png): Temp * ![Update this description text.](/img/grandma3/2-4/icon_toggle_15_v2-1-8614b5.png): Toggle * ![Update this description text.](/img/grandma3/2-4/icon_select_s_v2-2_15px-f56d1a.png): Select (Sequences) * ![Update this description text.](/img/grandma3/2-4/icon_goto_v2-1-096e62.png): Goto (Sequences) * ![Update this description text.](/img/grandma3/2-4/icon_load_v2-2-edf9a2.png): Load (Sequences) * Extended the Assign command in order to assign playback keywords as object action. It is now possible to use a sequence or preset as target in the assign command. While doing so, the playback command will be entered as the object action of the specified sequence or preset.\ Example: To set Temp as object action in sequence 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Temp At Sequence 5 | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Timecode Pool: * Objects in the Timecode pool now display the Timecode Slot in the upper left corner below the pool number. They are displayed in the color defined in the settings of the timecode slot object. The currently selected timecode slot is displayed in angle brackets.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Window Settings: * If you create a new window and preferences have already been stored in the settings of the same type of window, the top preference will be applied automatically. * The settings and preferences are now separated per Preset pool. Exception: The preset pools of custom feature groups still share their settings and preferences. * Added 2 Finger Edit to the settings of the preset pools and the sequence pool. Toggling this button disables or enables the possibility to edit objects by right-clicking or using the two-finger gesture. * Renamed 2 Finger Edit in the Layout Viewer (prior Right Click to Edit). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the resizing of windows: * Double tap the title bar to resize the window to the largest possible size on the screen. In pool windows double tap on the title field below the MA logo. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved New Show Files: * When starting a new show file it is now directly initialized and the standard set of preset pools and the feature groups in the encoder bar are available right away. * If you do not clear all data, the name of the old show file and the data that was taken over will be displayed in the description of the new show file. * In new shows, the Settings bar is enabled by default. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Configure Display Pop-up: * The pop-up displays in the title bar the number of the display that is to be configured. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Syntax when storing new Objects: * If you do not specify a target during storing, the new object will be placed to the first free spot of the pool. For example, instead of Store Group 5 (where 5 is the explicit target in the group pool), a Store Group is enough to create a new group. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Add Window Menu: * Unnecessary borders around icons have been removed. The maximum size of icons is reduced to 256 x 256 pixels. * Pressing an alpha-numeric key automatically opens the All tab and the keyboard input is entered into the search field. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Handle tab of the **Assign Menu** and **Executor Configurations** pop-up: * Icons for the Executor rows are now more realistic and similar to the actual Executors. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Patch Menu: * The fixture type editor now has the CIE color picker for color wheels. It is possible to select colors outside the sRGB colorspace. Faders **x**, **y**, and **Y** were also added. * A DMX Footprint column was added to the fixture type editor. The DMX Footprint is the number of DMX Channels a mode occupies, including not used DMX channels in between. * The DMX Footprint is now displayed in brackets in the DMXChannels tab in the DMXMode editor, located in the Fixture Type editor. * Speeded up the patch conversion in general, when exiting the patch after making changes to it. * Fixture types with DMX breaks now display their DMX footprint per break in the fixture library. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Hardware Detection of grandMA3 onPC running on Windows: * Made the hardware detection a bit more tolerant. * A checkbox allows to suppress the pop-up on the next start in case of insufficient VRAM or RAM reports. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Clone Window: * Fixtures that are cut from the Clone Source or the Clone Destination are indicated by a red background color. * Added a total count of fixtures. Next to Clone Source and Clone Destination, the numbers in parentheses indicate the total number of fixtures on each side.  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Preset Pools:\ Presets with infinite circular references of recipes have an additional light red icon (![](/img/grandma3/2-4/icon_15_infinity_v2-1-b47483.png)) in the background of the pool object. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the automatic naming of presets, for example embedded presets:\ The mechanism uses the name of one preset of each used function group before using other preset names of the same function groups. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Playback Bar: Indicators for Masters are displayed in the top right corner of executors and special executors.\ They are: * SM: Selected Master * GM: Grand Master * SP: Speed Master * PB: Playback Master * TM: Timing Master ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Selection button in the Encoder Bar: If a fixture is placed at a position in the selection grid other than 0/0/0, the button indicates which axis the fixture is positioned on with X, Y, and Z labels. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Random Generators:\ It is now possible to set a speed master for a generator. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Speed of the Total Reference Update Mechanism:\ The order of references to be updated was changed so all references of running playbacks are updated first. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the Command Line History:\ Commands, that are executed through macros and cue commands, now display the source of the commands in front of them.\ For example:  | | | | ---- | ----------------------------------------------------- | | OK : | Call Macro 1 | | | (Macro 1 ‘Select EncoderBar’) OK: Select EncoderBar 1 | ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved Lua: * Expanded the PropertyInfo() function: PropertyInfo(light\_userdata:handle, integer:property\_index): {‘ReadOnly’=boolean:read\_only\_flag, ‘ExportIgnore’=boolean:export\_ignore\_flag, ‘ImportIgnore’=boolean:import\_ignore\_flag, ‘EnumCollection’=string:enum\_collection\_name} * Sequences have a LoadedCue field which can be retrieved using Lua: GetObject(“Sequence 1”).LoadedCue * SetProgPhaser() and GetProgPhaser() changed to \[‘measure’=integer:percent]. * The Version() function has been improved: It is possible to get the individual parts of the version number as separate numbers;  return function() local textVersion, major, minor, streaming, ui = Version(); Printf(“Software version is: %s”, textVersion) Printf(“Major version number is: %i”, major) Printf(“Minor version number is: %i”, minor) Printf(“Streaming version number is: %i”, streaming) Printf(“UI version number is: %i”, ui) end ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the keyword **Label**: * If no object type is specified after the keyword, Label is automatically applied to a cue. For example: Label 1 “Awesome” will label the first cue of the selected sequence with the new name “Awesome”. ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to asynchronously execute remote commands, using the /Async option keyword.  For more information on how to use /Async see the [/Async option keyword](/grandma3/2-4/ok_async/). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to assign an object to multiple targets at the same time: * To do so, enter into the command line Assign \[Object] \[“Object\_Name” or Object\_Number] and then keep At pressed and select the objects you want to assign the first object to. * Example: If you assign appearance 1 to sequences 1, 2, and 3, the command will look as follows: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance 1 At Sequence 1 + 2 + 3 | ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added new keyword **Copy\*\*\*\*CrashLog:** * CopyCrashLog allows you to copy crash logs to connected USB drives. If more than one USB drive is connected to your device, a pop-up will appear asking you to select the USB drive you would like to copy the crash logs to. If no USB drive is connected, a pop-up will ask if the file should be stored on the internal drive. For more information on how to use CopyCrashLog see the [CopyCrashLog keyword](/grandma3/2-4/keyword_copycrashlog/). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the **option /Remove** as an extended functionality to **the CopyCrashLog keyword**. In combination with the CopyCrashLog keyword, the /Remove option keyword deletes crash logs on the device after copying. For more information on how to use /Remove in combination with CopyCrashLog see the [/Remove option keyword](/grandma3/2-4/ok_remove/). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added new keyword **List\*\*\*\*CrashLog**. ListCrashLog lists all crash logs in the command line history. For more information on how to use ListCrashLog see the [ListCrashLog keyword](/grandma3/2-4/keyword_listcrashlog/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the keyword **DumpLog**: * When there is one USB drive connected the log file will be stored on the USB drive directly. When there are several external drives connected, a pop-up will appear asking you to select the USB drive you would like to dump the log to. If no external USB drive is connected to your grandMA3 device, a pop-up will appear asking you if the file should be stored on the internal drive. * Using the /Limit option keyword in combination with DumpLog keyword defines the number of lines that will be copied to the resulting file. The number you specify using the /Limit option keyword specifies the number of lines starting at the bottom of the list. For more information on how to use /Limit in combination with the DumpLog keyword see the [/Limit option keyword](/grandma3/2-4/ok_limit/). ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the If command: * Objects can be used as an if filter for commands:\ Example: Label Group Thru If Appearance 20 will open a label editor for all groups where appearance 20 is assigned.\ For more information see the [If keyword](/grandma3/2-4/keyword_if/).  ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved the CleanUp keyword: * The [/Type option keyword](/grandma3/2-4/ok_type/) now works in combination with the [CleanUp](/grandma3/2-4/keyword_cleanup/)[ keyword](/grandma3/2-4/keyword_cleanup/). The user has to define a value for /Type. These are the values: * NoReference: Deletes all objects that do not have any reference in the specified range. For example, it will delete presets that are not used in cues or recipes. * Recipe: Deletes recipes in the specified object that do not generate output. * The new [/Recipe option keyword](/grandma3/2-4/ok_recipe/) can only be used if the type is set to **Recipe** in the Cleanup command. Using this option it is possible to define even more precisely which recipes are to be deleted: * NoOutput: Recipes that do not generate output are deleted. This combines the following values (NotCooked and CookedButOverwritten). When specifying /Type “Recipe” but not using /Recipe in addition, this action will take place. * NotCooked: This removes recipes that are not fully functional. For example, when the assigned preset cannot be used by the selection or when the assigned group is empty. * CookedButOverwritten: Deletes all recipes that could be cooked successfully but do not generate output. For example, when a later recipe in the same selection uses a preset with values of the same attributes.  Example: * To clean up all recipes that do not generate output in cue 2 part 0 of sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” | or | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Sequence 1 Cue 2 Part 0 /Type “Recipe” /Recipe “NoOutput” | ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added new keyword **HelpKeyword**. HelpKeyword directly triggers the list of keywords in the command line history. Execute **HelpKeyword** and subsequently tap ![Update this description text.](/img/grandma3/2-4/icon_ma_15_v1-7-c0ee8b.png) on the left in the command line.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | It is still possible to trigger the list executing Help + Please, however, it will be removed in a future version. | For more information on how to use HelpKeyword see the [HelpKeyword keyword](/grandma3/2-4/keyword_helpkeyword/). ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added the possibility to unassign objects from other objects (for example Tags from Sequences, or Appearances from Groups) by using commands that combine **Assign** and **Off**: Assign Off \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] Example: To unassign the appearance called “Red” from the group “Spots DS”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Off Appearance “Red” At Group “Spots DS” | ***   ## Changes [Section titled “Changes”](#changes) * New keywords: * [CopyCrashLog](/grandma3/2-4/keyword_copycrashlog/) * [Deactivate](/grandma3/2-4/keyword_deactivate/) * [EditRecipe](/grandma3/2-4/keyword_editrecipe/) * [HelpKeyword](/grandma3/2-4/keyword_helpkeyword/) * [ListCrashLog](/grandma3/2-4/keyword_listcrashlog/) * [NetworkSpeedTest](/grandma3/2-4/keyword_networkspeedtest/) * [Session](/grandma3/2-4/keyword_session/) * [Tag](/grandma3/2-4/keyword_tag/) * New option keywords: * [/Async](/grandma3/2-4/ok_async/) * [/Recipe](/grandma3/2-4/ok_recipe/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about the new keywords, please read the corresponding sections above. | New color theme colors: * ColorDefinitions: * Global.DmxTest * PoolDefault.Executor * PoolDefault.Station * PoolDefault.Tags * Colors: * Action.None * Action.Select * Action.Flash * Action.Go * Action.Temp * Action.Toggle * Assignment.Executor * Assignment.Station * GroupedProgLayerActive.DmxTest * GroupedProgLayerHas.DmxTest * Network.Missing * Network.OtherSession * OutputStation.Connected * OutputStation.GlobalMaster * OutputStation.Missing * OutputStation.OtherSession * OutputStation.Standalone * PoolWindow\.Recipes * PoolWindow\.Tags * RecipeEditing.Active * RecipeEditing.SoftFrame * RenderData.ButtonBackground * RenderData.EmptyButton * RenderData.EmptyButtonHover * RenderData.ExecuteIcon * RenderData.SelectedRowBorder * RenderData.Text * RenderData.TextBlack * SelectionGrid.XyzTextColor * Subfixture.DimmerBarBackground * Subfixture.DimmerBarForeground * Subfixture.DimmerBarFrame * Subfixture.MarkerBackground * TrackProgLayerActive.DmxTest * TrackProgLayerHas.DmxTest * Changed color definitions: * SequenceGrid.ProgressTrig references now to SheetColor.Delay * Network.GlobalMaster is now blue instead of cyan * Removed color theme colors: * Colors:  * Assignment.UpdatePreset * Assignment.UpdateSequence  * New grandMA3 Lua Functions: * Acquire(light\_userdata:handle\[, string:class\[, light\_userdata:undo]]): light\_userdata:child\_handle * CloseMessageQueue(string:queue name): boolean:success * CopyFile(string:srcPath, string:dstPath): boolean:result * GetTextScreenLine(nothing): integer:internal line number * GetTextScreenLineCount(\[integer:starting internal line number]): integer:line count * OpenMessageQueue(string:queue name): boolean:success * SampleOutput(table:sampling points): table with results | boolean:false, string:result text * SendLuaMessage(string:ip/station, string:channel name, table:data): boolean:success * Renamed Pool Action (prior Action) * Changed the icon for SelFix/Extract to ![Update this description text.](/img/grandma3/2-4/icon_selfix_extrakt_v2-2_15px-5929bb.png) * Changed the icon for At to ![Update this description text.](/img/grandma3/2-4/icon_at_preset_v2-2_15px-1fa869.png) * Renamed the MIDI Mode In & Out & Thru (prior Through) * Changed the minimum width and height of layout elements from 20 to 1 * The new Recipe Editor replaces the Programmer Parts window. * Renamed Change on Encoder (prior Change on Encoder Event). * Renamed 2 Finger Edit (prior Right Click to Edit). * Renamed the values of Direction setting of the Arrangement Mode grid : * First X then y to X before Y * First Y then X to Y before X * First X then Z to X before Z * First Z then X to Z before X * First Y then Z to Y before Z * First Z then Y to Z before Y * Removed the abbreviation **Net** in the ***NetworkNode keyword***. This keyword uses the abbreviations **Node** and **NetworkN**. The ***NetworkspeedTest keyword*** uses the abbreviation **Net**.\ For more information see the keywords [NetworkNode](/grandma3/2-4/keyword_networknode/) and [NetworkSpeedTest](/grandma3/2-4/keyword_networkspeedtest/).  ***   ## Bug Fixes [Section titled “Bug Fixes”](#bug-fixes-2) ### 3D [Section titled “3D”](#3d-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------- | | Pointing beams into the 2D camera lead to visual artifacts. | | If the 3D viewer was open and different groups were selected, illegal array values in 3D caused the console to freeze. | | Incompatible diver versions for AMD RX 5700 XT and RX 570 graphic cards could cause the software to crash when opening the 3D viewer. | | When using Position Calibration, the calibration points were not displayed in the 3D Viewer window. | ### Command Line and Macro [Section titled “Command Line and Macro”](#command-line-and-macro-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pressing and holding Help and then pressing Page+, Page-, or Oops executed the command additionally to opening the help viewer. This bug is now fixed. Now the corresponding topic opens in the help viewer without executing the command. | | If you edited a macro, the command preview would sometimes be wrong. | | If you assigned a sequence to an empty sequence, a pop-up would ask whether you wanted to overwrite the new sequence although it was empty. If you pressed Yes, the sequence would be successfully assigned, however, the command line would show an “Illegal Object”. | | If you used the Label keyword to label cues of a selected sequence, the command line would show an “Illegal Object Error”. | | Assigning a sequence to another sequence using the command line without writing “sequence” a second time, for example Assign Sequence 1 at 2, did not work. | | It was not possible to assign appearances and scribbles to mirrored sequences.  | | Assigning objects to sequences created new and empty sequences in the pool. | | If you selected fixtures by typing the FIDs connected with a + in the command line, for example 1+2+3, all attributes would be knocked in into all fixtures except for the first fixture. | | A pop-up opened by a macro, that required an input which was not a string, only appeared on the screen that was in focus. This bug is now fixed. The pop-up now appears on all screens. | | Oopsing lasso selection in the layout was not possible. Instead the command line was oopsed. | | If you copied fixtures from one layout to a different layout that already included the copied fixtures and tapped on “Create Empty Element” in the appearing pop-up, duplicates of the selected fixtures would be inserted. | | It was possible to store and overwrite view buttons after their view has been locked. | | Assigning a sequence to an empty view button did not delete the screen content. | | Elements were hidden by default when assigning fixtures to layouts. | | Keyboard shortcuts Ctrl+Z and Ctrl+Y both triggered Oops. Now only Ctrl+Z triggers Oops. | | Commands that employ a defined range of objects using handles could fail. | | If you opened the Off Menu pressing Off twice, one Off would still remain in the command line. This bug was fixed. Now the command line will be cleared after pressing Off twice. | | It was not possible to use properties of encoder banks in variables. | | If you tried to delete an object in a layout that was not in setup mode, a pop-up would inform you that this is not possible, but Delete would still be shown in the command line and Delete would still light up. | | If you created a customized encoder bar and made changes to the patch, this would occasionally break the selector of the encoder bank. | | MAtricks From/To properties are returned as integers instead of floats, for example, when using Lua “Printf(ObjectList(‘Cue 1 Part 0.1’)\[1].FadeFromX)”. | | If you edited a macro line or cue command and pressed Oops, the characters would not be deleted in the expected order. | | Updating fixtures in other cue parts, except for part 0, could cause them to be moved to part 0 of the cue. | | Updating a specific cue with the command line while another cue was running, for example ***Update Cue 1***, did not update the specific cue, but the running one | | Changes to the device configuration, output configuration and local settings did not trigger a pop-up asking the user to save the show file. | | If you imported a layout that contained multiple fixtures with the same name, only the first fixture with that name would appear in the imported layout. | | If you changed the Action setting in a sequence pool to something other than Select and tapped on an empty tile in the pool, an empty sequence would still be created and selected. | | When a gel was stored and recalled outside the sRGB color space, the stored gel was recalled on the edge of the sRGB color space.  | | The software could crash after deleting a track or a single event in Timecode due to invalid memory access. | | Cutting and Pasting\*\* \*\*multiple timecode events while you are in a session, may have caused other stations to drop out of the session. | | In some cases, timecode events behaved as if Assert previous Events was enabled even if it was not. | | The software could crash when executing EditSetting for a recipe in a programmer part. | | The command line, command line history, and system monitor would show an illegal property if you opened the color picker in the Special Dialog window in the Book  view and tapped on View  or Sort By. | | Some invalid syntax in the command line, for example ***Page 1.201 thru 1.203 at 100***, created multiple unwanted objects. | | If you stored a cue using tracking shield, in some cases values from a previously referenced preset would be stored as hard values in the cue without the preset reference. The data output was not altered by this. | | If you had multiple fixtures with the same name in a layout, copied them and pasted them to a different layout, only the first line would reference a fixture, the other lines would not display the selected fixtures. | | If you selected a grouping fixture in the fixture sheet, sometimes the software would crash or the GUI would freeze. | | If you imported pages with playback masters from a show file using PSR, the playback master would be an empty executor object. | | If you were renumbering cues, the incremental delta used to enumerate cues would not be taken from the first one in the list, but all cues would be processed. | | Sometimes the selected color of a fixture was bound to the sRGB color space, even if the fixture was capable of having colors outside of this color space. | | When having a lot of objects in a layout selected and then opening the layout editor the software scrolled through all selected items, and when finished it was not possible to select items. | | Layout elements did not have dependencies to their assigned objects. This bug is now fixed. When exporting and importing layouts or importing layouts using PSR, the dependencies are imported as well. When fixtures are exported as dependency, they need to exist in the destination show file as well. Sequences are not exported as dependencies, as they have usually also a lot of dependencies. | | The software could crash when overwriting an existing user profile during the import of user profiles. | | Importing of environmental fixtures via PSR did not import the 3D models correctly. | | The software could crash after selecting a show file for PSR and initializing the PSR process. | | When fixing or unfixing a page, the assigned objects did not change their fix indication immediately. | | The software could crash when storing a preset using DMX as data source while having several programmer parts with duplicate values. | | If you cloned a large number of unordered fixtures, the cloning could fail and the command line history would only display a green bar instead of the syntax. | | Importing files with an apostrophe in the name could lead to the name of the file being interpreted as command line input and the file not being imported. | | If you were in a session and added a note to a cue using the command line, the note would not be visible on the connected stations. | | Using Dimmer Cue Only would sometimes track the stored dimmer value into the next cue if a fixture had two or more attributes in which dimmer was set in the special column in the attribute definitions. | | Starting the PSR process could lead to broken handles in commands. | | In imported layouts that were previously exported, the appearance of some layout elements would sometimes not be imported. | | Imported sequences that had previously been exported had wrong values for individual timings below 0.1 seconds. | | If you overwrote an existing cue, the name of the cue would be reset. | | If you extracted values from a preset and another preset could be updated with those values, Update would not light up. | | On some mac devices an error appeared, stating that the hard drive was full. This can happen if the folder permissions are set up in a way that do not allow a “shows” folder to be created. This has been improved. A pop-up now informs the user about this and tells to check the folder permissions. | | Deleting a generator in data pool 2 or higher deleted the entire data pool. | | When editing Column Sets while being in session, the changes were not immediately transferred to the other stations. | | When storing to an existing view with an appearance and the screenshot functionality was not used when storing, the appearance was removed from the view. | | When Color Readout was set to **CMY** and channel sets of ColorRGB attributes were used, the values were not inverted. | | When you loaded a show file where the Layout Element Defaults were renamed, a new set of Layout Element Defaults would be imported. This bug is now fixed. It is no longer possible to rename Layout Element Defaults. In v2.2, show files with renamed Layout Element Defaults are corrected when loading the show file. After that renaming is no longer allowed. | | If you imported a plugin in the show converter and then selected and imported another one, the first plugin would be added to Local a second time. | | If you executed a command with IfOutput, all fixtures would be displayed on grid position 1/1 in the selection grid. This bug is now fixed. Now the fixtures are displayed as a linear selection in the selection grid for all except for selective presets. | | If you changed the FID of a fixture using Lua, the software would crash. | | If you exported a user profile after enabling Hide Environmental in the PSR Patch and imported it into a show file, the software would crash. | | If you included an empty group in a command, the command would not be executed. | | If you created a new page by pressing Page+ and assigned an executor configuration to that page, assigning an appearance to the new page would cause the executor configuration to be lost the first time. | | Changing values for specific cue parts did not take the corresponding cue part into account. Instead, part 0 was used. | | Show file names that contained a ’ in the file name could not be loaded. | | The software could freeze when multiple pop-ups were open at the same time and the user tried to close the top one. | | Assigning a Sequence to a ViewButton created a hidden object on this button. Afterwards it was not possible to move a View onto this ViewButton. | | The Preset Timings defaults for cues in the Preferences and Timings menu displayed empty buttons when no additional feature groups were existing. | | The software would sometimes crash when executing ListRef. | ### Connections [Section titled “Connections”](#connections-2) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | It could happen that a device was displayed twice in the output configuration if you joined and left a session several times and used Remove Absent in between. | | When the Root Bridge of an RSTP changed, the session did not work anymore. | | If DMX Remotes **In From** and **In To** were inverted (255-0), the resulting fader movements for the assigned object would not be executed. | | If you left a session with the master device, changed the sACN configuration and then rejoined the session and merged all data, the devices in the session would have different sACN configurations. | | If you joined a session with a different show file, a Session Data Merge pop-up would appear despite the show files not being compatible. | | While in a session, a station could drop out of the session if a sequence was deleted. | | If two devices in a session were receiving two Art-Net or SACN streams input on the same local universe with HTP, the output of the connected station would flicker. | | PSR import of show file from external USB drive failed with an “PSR input file invalid” error message. | | grandMA3 onPC on running on Windows only listed real network interfaces. This bug is now fixed. grandMA3 onPC running on Windows also lists virtual network interfaces. | | When the grandMA3 software sent an RDM packet to an RDM fixture, for example when changing the DMX Personality, it could happen that the RDM packet was sent with the previous value instead of the new one. | | Sound input was not transferred to other devices in a session. | | When connecting to a processing unit using an older show state than on the console, an unnecessary Session Data Merge pop up appeared. | | Inviting or dismissing grandMA3 stations to a session changed the output when the current output was coming from tracked values and playbacks with blocked values in the background were still active. | ### Patch [Section titled “Patch”](#patch-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | If you deleted data in a fixture type in the fixture type editor and then oopsed the deletion, physical descriptions that were linked would not be oopsed. | | If you changed the pretty name of the dimmer in the attribute definitions tab of the patch, all sheet modes, except for the fixture, would appear blank in the fixture sheet. | | In some cases, if a station joined a session, there would be no option for the merge of show data. Instead, a pop-up would ask the user to choose between two show files without displaying the affected data. This could for example happen, if a station with a high priority dropped out of a session and rejoined the session after changes were made to preset data that was used as a default in the patch, resulting in patch changes. | | Alphabetical sorting of the Fixture Type column in the patch did not work. | | If you performed a Partial Show Read with Merge PSR after changing the Attribute Definitions in the Patch, the changes would not be kept in the merged show file. This bug is now fixed. The Attribute Definitions of the local show file will be used when using Partial Show Read. | | With Partial Show Read some fixture of the local running show were deleted.  | | If the stages in the local show file had the same name (or default names), the same size and the same orientation, when you performed a Partial Show Read, stages of the local running show other than Stage 1 were deleted and all patched fixtures of the local show were added to Stage 1. | | PSR did not work with files that were stored on an external USB flash drive. | | If the mode of a fixture type was changed, for example from “Basic” to “Extended”, fixtures of this type would not share previous values of global preset data anymore. Instead, only the first patched fixture would keep values of the global preset data. | | If fixtures had been exchanged in the patch, recipes of cues containing the exchanged fixtures had to be recooked or merged again. | | When editing a fixture type and then deleting the DMX Mode rows, conflicts would occur when pressing Oops. | | If a mode of a fixture type had conflicting attributes in geometry, for example two different color mixing systems, the fixture type could not be imported  in any mode, even if other modes did not have any conflicting attributes. This bug is now fixed. Now in the fixture type editor, conflicting modes and their channels are displayed in red and can be adjusted. Additionally, information about conflicting attributes in geometry are shown in the conflicts information window. All other modes work as expected. | | Rearranging the order of stages in the patch would hide all fixtures. | | If a fixture had unused DMX channels, the DMX Footprint shown in the Library in the Patch would be wrong. | ### Playback [Section titled “Playback”](#playback-2) | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Entering the desk lock while touching the faders kept the faders highlighted after releasing the fingers of the faders. | | If you oopsed a preset selection for a recipe in the programmer, the value in the programmer would be lost instead of returning to the previously selected preset. | | Bitmaps and generators in programmer recipes did not generate output. | | If you used the bitmap generator, switching off the source did not switch off the output. | | The Zoom fader of the bitmap generator did not refer to the center of the input, but to the center of the canvas. | | When increasing the value of virtual dimmers by using the relative layer, the color tone of the other ColorRGB channels increased further even if the first ColorRGB channel had already reached 100%. | | If a sequence was not running, executing Go- or <<< would always trigger the first cue. This bug is now fixed. Now if a sequence is not running and Restart Mode is set to **First Cue**, executing Go- or <<< triggers the first cue. If Restart Mode is set to **Current Cue** or **Next Cue** it behaves the same way as Go+. | | When addressing a non-existent cue in a playback command, either the first cue was executed if the sequence was off, or the current cue was executed again if the sequence was on. This bug is now fixed. When addressing a non-existent cue in a playback command, the command line now returns an error. | | The output for mirrored sequences was not updated immediately. Instead, the sequence had to be restarted to see the changes. | ### Windows [Section titled “Windows”](#windows-1) | Description | | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | The error pop-up “Load show failed.” could appear on any screen. This bug is now fixed. Now the pop-up always appears on all screens. | | If you changed the width of a column in the sequence sheet, the column editor sometimes would not display all columns. | | A screenshot that was previously stored on a view button would not disappear if you disabled the screenshot function and stored the view again. | | Pool window preference settings were not applied directly after saving. This bug is fixed. When storing a pool window on the screen the first preference stored is used in all pool settings except for preset pools. | | The Edit Columns pop-up in the sequence sheet could be opened several times. | | Removing fixtures in the selection grid by pressing - did not consider MAtricks positions, so the wrong fixtures were removed. | | If Setup was enabled in the selection grid, the selection of fixtures would not be cleared after moving them around and then selecting different fixtures. Pressing Clear now sets all fixtures as partly selected. Therefore, the workflow “Select -> Change -> Select” is possible. | | Symbol and gobo previews were not displayed when imported from the symbols and gobos pool. | | Properties of sounds were not displayed in the sounds tab of the running playbacks window. | | If you toggled through the different column sets within the column set editor, the column area would be blank when cycling through the sets the first time. | | When the login pop-up appeared, the cursor was set to the Password input field. This bug is now fixed. The cursor is now set to the User input field. | | It was not possible to change the display intensity and color theme on xPort nodes and I/O nodes. | | The indicators for parked and DMX Tester did not analyze fine and ultra channels. | | If you adjusted the hue value of a color using the color picker after changing the saturation, the saturation would jump to a different value. | | If you created a square using the shaper dialog and tried to adjust it afterwards, the shapers would sometimes not work as expected and could jump to full or zero. | | If you resized layout elements in y direction in a layout in setup mode, the snap grid setting would not be respected and the elements could be resized without restriction. | | If you scrolled in the help using the two-finger gesture, the scrolling of the page would not be in sync with the movement of the fingers. | | It was not possible to edit a note in the Info Window by tapping anywhere below the last item in the note tab due to a very small text field. Now the text box extends to the bottom of the window and can be easily edited. | | Recipes were displayed in the Notes tab of the Info window if they were children of cue part 1 or higher. | | When editing an appearance in the appearance pool, the fader for Background Color showed different values than those entered using the calculator. | | In the Appearance Pool, it was not possible to select a color from the Color Picker if the RGB values were set to 0%. | | If you changed values in the HSB color picker and then used the hue encoder within 2 seconds, the color picker unexpectedly jumped to the wrong position. | | If you changed values in the dimmer encoder bank and then changed the encoder bank, and then pressed  Off + tapped the Dimmer encoder bank button, you could not enter the dimmer encoder bank again. | | Fixtures were deselected when doing a 2 finger scroll gesture in a Layout Viewer window while it had Setup enabled. | | If you opened the on-screen keyboard for the command line and typed in Help, the help pop-up would not open. | | If you assigned elements to an Xkey and then tried to edit the Xkey, the **Edit** overlay would open on the small Screen 7, making it unusable. This is fixed and the Editor now opens on Screen 1. | | If display 1 was not connected on CRV\*\*\*\* consoles, windows with encoder bar functions, such as the 3D Viewer window in Setup mode, did not display their encoder bar on the letterbox screen of the console. | | Help overlay was displayed defective on small screens. | | When using the virtual keyboard to write a description in the Backup menu, the text was not saved when tapping Please. | | Entering special characters in notes using the on-screen keyboard resulted in incorrect text being entered in the note. | | The list of stations in the Software Update menu did not refresh automatically after reboot. | | Layout elements of fixtures could be displayed at full intensity but the intensity of the fixture was not set to 100%. | | Changing the mode of a fixture could lead to data from a global preset not being applied to that fixture anymore. | | If you had a user-defined area that was bigger than the display and had a special dialog window open on the shapers tab, scrolling down would lead to the visual being displayed on top of the command line instead of being hidden by it. | | If the fixture sheet was in channel mode, in some cases fixtures would be displayed with a red background despite not having active values in the programmer. | | In the Generator Editor, the Speed fader did not allow values above 60 BPM. This bug is now fixed. Now the maximum is 255 BPM with the fader and 3600 BPM with the calculator.  | | In the Info window, if you wrote a note for a sequence, after the fist letter the text would jump to the cue. | | If Setup was enabled in the Layout Viewer, shutting down and restarting the console would shift the view by 50 px. | | The ViewMode pop-up of the Agenda window did not display its items with the correct width.  | | If you loaded a new show file and Clock Source was set to **Timer**, the Clock Window\*\* \*\*would not display the default stopwatch from the Timers pool. | | Some editors, for example for macros and MAtricks, would stay open whenever logging in with a different user. | | If you created a view with a help window and stored it with a changed the zoom factor, the content of the help window would not be zoomed if you recalled the view later. | | If you wanted to select elements in a window and the lasso was ended outside of the valid area, the selection would not be made. | | The output layer in the Layout Viewer did not show the output of unpatched fixtures. | | If you had a grouping fixture that had a multi-instance fixture as a child, in some cases Hide Subfixtures would not hide the subfixtures of the multi-instance fixture. | | If Show Title Bar was toggled off in window settings, it was not possible to tap elements below the MA logo in the lower right corner. | | If you opened the network menu in the tab Station Control, it would be possible to operate some elements of the Stations tab if you tapped on the black areas. | | When activating the Setup mode of the Layout Viewer again, former selected layout elements could be displayed as selected. | | Reset 1, Reset 2, Reset 3, and Reset 4 in the Encoder Bar of the Shapers Dialog did not work.  | | The Recipe area in the Content Sheet did not display the recipes immediately after starting the sequence. | | If you pressed Please in the Label Dialog while having text in the Notes area selected, the selected text would be deleted and the remaining text would be applied at once. This bug is now fixed. Pressing Please in the Label Dialog while having text selected does not delete the selected text anymore, but applies the current state. | | The software could crash if you switched the Window Mode in the Info window. | | The Layout Viewer window did not display the information about the selected layout elements so that it was readable. | | Enabling Transpose in the sequence sheet settings would lead to unnecessary line breaks and text being cut off. | | When adjusting values in the Special Encoder bar of the Shaper Dialog, it could happen that the shaper jumped or the shapers did not move. | | AutoCreate for dimmer presets did not work when Dim2, Dim3, … were used in the show file, and when they had the Special property set to Dimmer in the Attribute Definitions. | | Recipe icons would display the wrong status in the sequence sheet if recipes in a cue part could not be cooked. | | Vertical alignment for text did not work for layout elements that had  fixtures assigned. The text field was always above the fixture. | ***   ## Deprecated [Section titled “Deprecated”](#deprecated) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The following is deprecated and will be removed in the software in the near future. Make sure you read the sections stated below, so you can adjust your macros and plugins accordingly, if necessary. | * The command Help + Please no longer opens the list of all keywords and option keywords. It was replaced by the new **HelpKeyword** keyword. For more information see HelpKeyword in \ [Other Enhancements](/grandma3/2-4/key_rn_v2_2/#h2_1198082799). * The Lua function Aquire() is deprecated. It was replaced by Acquire(). For more information on the new Lua function Acquire() see [Changes](/grandma3/2-4/key_rn_v2_2/#h2_1879708368). ***   ## Appendix [Section titled “Appendix”](#appendix) * We recommend you use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols we recommend you use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different, compared with the default executor configuration, is to create a new executor configuration, do the changes in the new configuration and save them. * XML files with exported executor configurations from grandMA3 v1.2 and prior cannot be properly imported to grandMA3 v1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 v1.3 and prior cannot be properly imported to grandMA3 v1.4 or later due to structural changes. ***   ## Known Limitations [Section titled “Known Limitations”](#known-limitations) | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system. | | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | When multiple GlobalMasters exist on the network, each with the same session and location name, the station with the higher priority takes over automatically. If all stations have the same priority, the station with the longest Online Time becomes the GlobalMaster of all stations. | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Recast will only recast presets to cues if there is a preset link in the absolute layer. | | | | | ----------------------------------------- | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Loading show files that were saved in previous versions deletes the programmer content. | # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-21e7b6.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-29c9ba.png)     **Caution**– Risk of electric shock  *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_6-0be960.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-427876.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_fader_wing_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-75f0cb.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_fader_wing_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF. # Sécurité > Avertissement– Zone de danger # ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-21e7b6.png) **Avertissement** – Zone de danger *** ![lightning](/img/grandma3/2-4/lightning_1-29c9ba.png)     **Attention** – Risque de choc électrique *** ### Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_6-0be960.png) ![](/img/grandma3/2-4/danger-of-electric-shock_63-f618d6.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-427876.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur. Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_rack_unit_disposal-1-2/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-75f0cb.png) Déclaration de conformité. Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_grandma3_onpc-rack_unit-1-2/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité. | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_safety-1-2/#h2_1453644028) et les [limitations d’usages](/grandma3/2-4/key_onpc_rack_unit_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ; * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement :** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales  [Section titled “Consignes de sécurité générales ”](#consignes-de-sécurité-générales) | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important :** La fiche de l’appareil et la fiche de la ligne d’alimentation servent de séparateur. - Pour couper l’alimentation électrique, débranchez la fiche de l’appareil et / ou la fiche d’alimentation. | Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ; * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ; * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ; * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les potentiomètres, les interrupteurs, les connecteurs ou sur les écrans ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ; * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ; * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible ; * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ; * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheitshinweise > Warnung– Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-21e7b6.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-29c9ba.png)     **Vorsicht**– Stromschlaggefahr *** ### Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen und/oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr eines elektrischen Schlages.  ![](/img/grandma3/2-4/danger-of-electric-shock_6-0be960.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/weee_1-427876.png) Das Gerät ist als Sondermüll zu entsorgen. Die örtlichen Vorschriften beachten. Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_rack_unit_disposal-1/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-75f0cb.png) Konformitätserklärung. Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_grandma3_onpc-rack_unit-1/). *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein.  Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_safety-1-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_onpc_rack_unit_limitations-1/).  Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und am Gerät vermerkt sind, befolgen. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden.  | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden. Um dieses Restrisiko zu vermeiden, befolgen Sie die Sicherheitsanweisungen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den Privatgebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben. | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.  Befolgen Sie die Sicherheitsanweisungen, um Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen.  * Keine festgeschraubten Abdeckungen am Gehäuse öffnen.  * Gerät nur im technisch einwandfreien Zustand nutzen.  * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen.  * Gerät nicht Regen oder Feuchtigkeit aussetzen.  * Gerät nicht in Wasser tauchen.  ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Der Gerätestecker und der Netzstecker der Zuleitung dienen als Trennvorrichtung. Ziehen Sie den Geräte- und/oder Netzstecker um das Gerät spannungsfrei zu schalten. | Um Verletzungen vorzubeugen oder Schäden am Gerät zu vermeiden: * Beim Bedienen nicht in das Gerät hineingreifen.  * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten.  * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät spannungsfrei schalten.  * Bei längerer Nichtverwendung das Gerät spannungsfrei schalten.  * Vor dem Reinigen das Gerät spannungsfrei schalten.  * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit einem trockenen Tuch reinigen.  * Gerät nicht in der Nähe von Wasser nutzen.  * Gerät nicht einer feuchten Umgebung aussetzen.  * Keine Flüssigkeiten auf das Gerät schütten.  * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung.  * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und/oder Stromschlag verursachen können.  * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen an denen die Kabel das Gehäuse verlassen.  * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet.   * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen.  * Keine schweren Gegenstände auf dem Gerät abstellen.  * Keine übermäßige Gewalt auf Tasten, Knöpfe, Fader, Drehknöpfe, Schalter, Verbindungen oder Monitor Wing ausüben.  * Ist das Netzkabel oder der Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden.  * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Flächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen.  * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden.  * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden darf.  * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen.  **Sollte einer der folgenden Punkte zutreffen, das Gerät spannungsfrei schalten und den Kundendienst kontaktieren!** * Netzkabel und/oder Verbindung ist/sind beschädigt, spröde oder brüchig.  * Eintritt von Wasser.  * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt.  * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte.  * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Select > Pressing Select enters the Select keyword into the command line. Pressing Select enters the Select keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select | For more information about Select, see the [Select keyword](/grandma3/2-4/keyword_select/). ## Location [Section titled “Location”](#location) Select is located in the command section. ![](/img/grandma3/2-4/button_select_v01-24f5f1.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_select_v0-1-e89058.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # SelFix [SelectFixtures] > Pressing SelFix enters the SelectFixtures keyword into the command line. Pressing SelFix enters the SelectFixtures keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelFix | For more information about SelFix, see the [SelectFixtures keyword](/grandma3/2-4/keyword_selectfixtures/). ## Location [Section titled “Location”](#location) SelFix is located in the command section. ![](/img/grandma3/2-4/button_selfix_v0-1-486280.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_selfix_v0-1-df1009.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Sequ [Sequence] > Pressing Sequ enters the Sequence keyword into the command line. Pressing Sequ enters the Sequence keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Sequence | For more information about Sequence, see the [Sequence keyword](/grandma3/2-4/keyword_sequence/). ## Location [Section titled “Location”](#location) Sequ is located in the command section. ![](/img/grandma3/2-4/button_sequ_v0-1_1-749132.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_sequ_v0-1-9ce467.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Set > Pressing Set toggles the activation status of MAtricks in the command line. Pressing Set toggles the activation status of MAtricks in the command line. | | | | ---- | ------------------------------- | | OK : | Set Selection Property “Active” | For more information about MAtricks, see the [MAtricks keyword](/grandma3/2-4/keyword_matricks/). Step Toggle Executor Pressing MA + Set executes the **Step Toggle Executor** command in the command line. | | | | ---- | -------------------- | | OK : | Step Toggle Executor | Location Set is located in the command section. ![](/img/grandma3/2-4/button_set_v0-1-1f8c43.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_set_v0-1-50c1fa.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # / [Slash] | * [Asterisk/Multiply] > Pressing / enters the / into the command line. Pressing / enters the / into the command line. | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store View 1 / Screen “2” | For more information about /, see the [/\[Slash\] keyword](/grandma3/2-4/keyword_slash/). Asterisk Pressing MA+/ enters the \* keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group “Mac\*” | For more information about \*, see the [\* \[Asterisk\] keyword](/grandma3/2-4/keyword_asterisk/). ## Location [Section titled “Location”](#location) ## / is located in the numeric keys section. [Section titled “/ is located in the numeric keys section.”](#is-located-in-the-numeric-keys-section) ![](/img/grandma3/2-4/button_slash_v0-1-a52ce8.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-4/buttons_wings_slash_v0-1-b7536b.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Solo > Pressing Solo directly executes solo selection and enables or disables Solo. Pressing Solo directly executes solo selection and enables or disables Solo. For more information about Solo, see the [Solo keyword](/grandma3/2-4/keyword_solo/). ## Location [Section titled “Location”](#location) Solo is located in the command section. ![](/img/grandma3/2-4/button_solo_v0-1-c1c4a5.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_solo_v0-1-7ed28b.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Stomp > Pressing Stomp enters Stomp into the command line. Pressing Stomp enters Stomp into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Stomp | For more information on Stomp, see the [Stomp keyword](/grandma3/2-4/keyword_stomp/). Capture Pressing Stomp Stomp enters Capture into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Capture | For more information on Capture, see the [Capture keyword](/grandma3/2-4/keyword_capture/). ## Location [Section titled “Location”](#location) Stomp is located in the command section. ![](/img/grandma3/2-4/button_stomp_v0-1-efe120.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_stomp_v0-1-f07c3d.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Store > Pressing Store enters the Store keyword into the command line. Pressing Store enters the Store keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store | For more information about Store, see the [Store keyword](/grandma3/2-4/keyword_store/). ## Location [Section titled “Location”](#location) Store is located in the command section. ![](/img/grandma3/2-4/button_store_v0-1-8e3343.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_store_v0-1-31b0da.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Thru > Pressing Thru enters the Thru keyword into the command line. Pressing Thru enters the Thru keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Thru | For more information about Thru, see the [Thru keyword](/grandma3/2-4/keyword_thru/). ## Location [Section titled “Location”](#location) Thru is located in the numeric keys section. ![](/img/grandma3/2-4/button_thru_v0-1-54da8c.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_thru_v0-1-87d5ad.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Time > The default functionality of Time depends on the "Time Key Target" setting in the current user profile. The default functionality of Time depends on the “Time Key Target” setting in the current user profile. If the “Time Key Target” is set to “Cue” and the command line is empty, pressing Time will toggle between CueFade and CueDelay in the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade | For more information about Time, see the [CueFade keyword](/grandma3/2-4/keyword_cuefade/) or [CueDelay keyword](/grandma3/2-4/keyword_cueindelay/). If the “Time Key Target” is set to “Cue” and the command line contains a fixture selection, pressing Time will toggle between Fade and Delay in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group 1 Delay | For more information about Time, see the [Fade keyword](/grandma3/2-4/keyword_fade/) or [Delay keyword](/grandma3/2-4/keyword_delay/). If the “Time Key Target” is set to “Fixture” and the command line is empty, pressing Time will toggle between Fade and Delay in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delay | For more information about Time, see the [Fade keyword](/grandma3/2-4/keyword_fade/) or [Delay keyword](/grandma3/2-4/keyword_delay/). If the “Time Key Target” is set to “Fixture” and either Store or Cue is in the command line, pressing Time will toggle between CueFade and CueDelay in the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store CueFade | For more information about Time, see the [CueFade keyword](/grandma3/2-4/keyword_cuefade/) or [CueDelay keyword](/grandma3/2-4/keyword_cueindelay/). Regardless of the “Time Key Target” setting, pressing MA Time will toggle between Relative, Fade, Delay, and Absolute. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Relative | For more information about Time, see the [Relative keyword](/grandma3/2-4/keyword_relative/), [Fade keyword](/grandma3/2-4/keyword_fade/), [Delay keyword](/grandma3/2-4/keyword_delay/), or [Absolute keyword](/grandma3/2-4/keyword_absolute/). Regardless of the “Time Key Target” setting, additionally adding At to the command and pressing Time will cycle through the value layer keywords. Example: At 5 0 Time | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At 50 Fade | ## Location [Section titled “Location”](#location) Time is located in the command section. ![](/img/grandma3/2-4/button_time_v0-1-691d55.png) *Location on grandMA3 full-size and grandMA3 light consoles* *** ![](/img/grandma3/2-4/buttons_wings_time_v0-1-f8eb7c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Transportation > Transport locking in a grandMA3 full-size | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** - Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_consoles_limitations/). - After the transport check the device. - If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 console to power! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Be careful when moving or lifting a grandMA3 console, otherwise you may injure your back or other parts of your body. | * The grandMA3 console must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * Secure the monitor wing using the transport locking on each side of the device;  * In addition to the **transportation regulations UN 38.3** also follow your country’s transportation regulations; | | | | ------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The CRV versions of the grandMA3 console do not have a transport locking.  | ![](/img/grandma3/2-4/img_transport-locking-1a9f57.png) *Transport locking in a grandMA3 full-size* * The user is responsible for securely fastening the products for transport and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage;  * Do not place the grandMA3 console on unstable surfaces; * Do not place any objects on top of the grandMA3 console. # Transport > Transportsicherungsbügel einer grandMA3 full-size #   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_consoles_limitations-1/). - Nach dem Transport das Gerät auf Beschädigungen prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), das Gerät nicht an die Stromversorgung anschließen! | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um Verletzungen am Rücken oder anderen Körperteilen zu vermeiden, die grandMA3 Konsolen nur vorsichtig bewegen oder heben. | * Die grandMA3 Konsolen während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Den Monitor Wing mit den Transportsicherungsbügel auf jeder Seite sichern. * Zusätzlich zu den **UN-Transportvorschriften 38.3** die Transportvorschriften des eigenen Landes beachten. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Die CRV-Versionen der grandMA3 Konsolen haben keine Transportsicherungsbügel. | ![](/img/grandma3/2-4/img_transport-locking-1a9f57.png) ![]() *Transportsicherungsbügel einer grandMA3 full-size* * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 Konsolen nicht auf eine instabile Oberfläche stellen. * Keine weiteren Gegenstände auf die grandMA3 Konsolen stellen. # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Soyez prudent lorsque vous déplacez ou soulevez les grandMA3 consoles, sinon vous risquez de vous blesser au dos ou à d’autres parties de votre corps. | * Les grandMA3 consoles doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 consoles sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 consoles.  | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](/grandma3/2-4/key_consoles_limitations-1-2/). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 console au réseau électrique ! | # U1 > Pressing U1 executes the User1 command in the command line. Pressing U1 executes the User1 command in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>User1 | This key is only present on grandMA3 compact, grandMA3 compact XT, grandMA3 onPC command wing and grandMA3 onPC command wing XT. For more information about U1, see [User1 keyword](/grandma3/2-4/keyword_user1/). ## Location [Section titled “Location”](#location) U1 is located in the command section on the left side of the numeric keys. ![](/img/grandma3/2-4/buttons_wings_u1_v0-99-df74e7.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wings* # U2 > Pressing U2 executes the User2 command in the command line. Pressing U2 executes the User2 command in the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>User2 | This key is only present on grandMA3 compact, grandMA3 compact XT, grandMA3 onPC command wing and grandMA3 onPC command wing XT. For more information about U2, see the [User2 keyword](/grandma3/2-4/keyword_user2/). ## Location [Section titled “Location”](#location) U2 is located in the command section on the left side of the numeric keys. ![](/img/grandma3/2-4/buttons_wings_u2_v0-99-064625.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wings* # Up > Pressing Up navigates up in the fixture/subfixture structure. Pressing Up navigates up in the fixture/subfixture structure. ## Location [Section titled “Location”](#location) Up is located in the command section on the left side of the five dual encoders. ![](/img/grandma3/2-4/button_up_v0-1-1926d2.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_up_v0-1-0a3456.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Update > Pressing Update enters the Update keyword into the command line. Pressing Update enters the Update keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update | For more information about Update, see the [Update Keyword](/grandma3/2-4/keyword_update/). Pressing MA + Update enters the Cook keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook | For more information about Cook, see the [Cook Keyword](/grandma3/2-4/keyword_cook/). ## Location [Section titled “Location”](#location) Update is located in the command section. ![](/img/grandma3/2-4/button_update_v0-1-502c70.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_update_v0-1-ed10cc.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals   [Section titled “CE and FCC Standards and Approvals  ”](#ce-and-fcc-standards-and-approvals) **Manufacturer:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ D 97297 Waldbüttelbrunn\ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 viz-key *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) \*\*2014/30/EU \*\* * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** Waldbüttelbrunn, November 01, 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_2-2ff2a2.png)    ![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 viz-key *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** Waldbüttelbrunn, 1. November 2020 Dipl.-Ing. Michael Adenau (Geschäftsführer)  ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_2-2ff2a2.png) ![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Déclaration de conformité > Fabricant : ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ \ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 viz-key *** *est conforme aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** Waldbüttelbrunn, 01 novembre 2020 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau_5_-1-_2-2ff2a2.png)![](/img/grandma3/2-4/ma_logo_120_3_3-701619.png) # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country’s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Das Gerät ist gemäß der Richtlinie 2011/65 EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten.  Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 viz-key transmits encrypted show data from a grandMA3 device to an external 3D visualizer. The grandMA3 viz-key transmits encrypted show data from a grandMA3 device to an external 3D visualizer. All grandMA3 components, despite different hardware solutions, use the same software. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Der grandMA3 viz-key überträgt verschlüsselte Showdaten von einem grandMA3-Gerät an einen externen 3D Visualisierer. Der grandMA3 viz-key überträgt verschlüsselte Showdaten von einem grandMA3-Gerät an einen externen 3D Visualisierer. Alle grandMA3-Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Alle grandMA3-Komponenten und -Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur von geschultem Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > La viz-key grandMA3 est une clé de visualisation pour transmettre des données chiffrées d'un appareil grandMA3 à un visualiseur 3D externe. La viz-key grandMA3 est une clé de visualisation pour transmettre des données chiffrées d’un appareil grandMA3 à un visualiseur 3D externe. Tous les composants grandMA3, indépendamment des solutions matérielles différentes, utilisent le même logiciel.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to +40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to +40 °C / 32 °F up to 104 °F # Betriebsgrenzen > Betrieb: 0 °C bis +40 °C / 32 °F bis 104 °F ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis +40 °C / 32 °F bis 104 °F Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à +40 °C / 32 °F jusqu'à 104 °F ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à +40 °C / 32 °F jusqu’à 104 °F Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Maintenance | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | * Disconnect the USB-C cable before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleanser or compressed air;  * Do not use solvent;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht!  | * Vor dem Reinigen das Gerät vom USB-C-Kabel trennen. * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  | * Débranchez le câble USB-C avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Hardware-Related Instances > Color deviations in hardware, for example in housing, and deviations in surface texture are subject to technical tolerances during manufacturing of such materia ## Color deviations in hardware, for example in housing, and deviations in surface texture are subject to technical tolerances during manufacturing of such materials. This does neither depict defects nor malfunctions. It merely states instances that may occur during the manufacturing process. ## [Section titled “”](#-1) # Quick Start > 1. USB-C port ![](/img/grandma3/2-4/img_gm3_viz-key_front_callouts-f1efb0.png)   1. USB-C port 2. Mode LEDs\ 1 Power on\ 2 Successful USB connection to PC\ 3 Successful connection to onPC software ### Start-Up [Section titled “Start-Up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Connect the grandMA3 viz-key via one of the USB-C cables to a PC or laptop with installed grandMA3 onPC software. 4. To power off the grandMA3 viz-key, disconnect the USB-C cable. 5. To update your grandMA3 device, download the latest software version on [www.malighting.com](https://help.malighting.com/grandMA3/2.4/HTML/www.malighting.com).\ For more information see [Connect grandMA3 viz-key](/grandma3/2-4/fs_connect_viz_key/) in the online manual. # Quick Start > 1. USB-Port Typ C ![](/img/grandma3/2-4/img_gm3_viz-key_front_callouts-f1efb0.png) 1. USB-Port Typ C 2. Modus-LEDs\ 1 An\ 2 USB-Verbindung mit PC\ 3 Verbindung mit onPC-Software ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen.  3. Den grandMA3 viz-key mit einem USB-C-Kabel mit einem PC oder Laptop mit installierter grandMA3 onPC-Software verbinden. 4. Zum Ausschalten des grandMA3 viz-key die USB-Verbindung trennen. 5. Um die aktuelle Software herunterzuladen, gehen Sie auf [www.malighting.com](https://www.malighting.com/).\ Um mehr Information zum Software-Update zu erhalten, lesen Sie im grandMA3 User Manual das Kapitel [Update grandMA3 viz-key](/grandma3/2-4/update_viz_key/). # Guide de démarrage > 1. USB port type C ![](/img/grandma3/2-4/img_gm3_viz-key_front_callouts-f1efb0.png) 1. USB port type C 2. LEDs de mode\ 1 Actif\ 2 USB connecté avec PC\ 3 Connecté avec onPC software ### Démarrage [Section titled “Démarrage”](#démarrage) 1. Déballer l’appareil. 2. Retirez l’emballage et le matériel de rembourrage. 3. Connectez la grandMA3 viz-key à un PC ou un ordinateur portable équipé du logiciel grandMA3 onPC à l’aide d’un des câbles USB-C. 4. Pour éteindre la grandMA3 viz-key, déconnectez le câble USB-C.   5. Pour mettre à jour un appareil grandMA3, téléchargez le logiciel grandMA3 sur [www.malighting.com](https://www.malighting.com/).\ Pour plus d’information sur Software Update, veuillez lire [Update grandMA3 viz-key](/grandma3/2-4/update_viz_key/). # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) **Warning** – Danger area *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png) **Caution –** Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock.  ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_dmx_key_disposal/). *** ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png) Declaration of conformity. For more information see [Declaration of Conformity](/grandma3/2-4/key_viz_key_conformity/). *** Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_dmx_key_safety/#h2__2044492547) further down and [Limitations](/grandma3/2-4/key_dmx_key_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  | ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and USB-C cable must be kept away from children; * Children are not allowed to play with the device; * During thunderstorms, disconnect the USB-C cable of the device and the onPC system that is connected to it. * Disconnect the USB-C cable if it is unattended for a longer period of time; * Disconnect the USB-C cable before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose the device to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the USB-C cable. Protect it from being walked on or pinched, particularly at the connector and where the USB-C cable exits the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * If the USB-C cable is defective, replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power radio devices or cell phones near the device;  * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the USB-C cable and call your local distributor or the technical support!** * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sicherheitshinweise > Warnung– Gefahrenbereich ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) ![]() *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_viz_key_disposal-1/). ***  ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png)  Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_viz_key_conformity-1/). *** Alle Anweisungen in diesem Quick Manual aufmerksam durchlesen und befolgen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_viz_key_safety-1/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_viz_key_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind, befolgen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden. | Dieses Gerät entspricht dem neuesten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Alle Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom USB-C-Kabel und dem onPC-System trennen. * Bei längerer Nichtverwendung Gerät vom USB-C-Kabel trennen. * Vor dem Reinigen Gerät vom USB-C-Kabel trennen. * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das USB-C-Kabel stellen; Nicht auf das USB-C-Kabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen das Kabel das Gehäuse verlässt. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Ist das USB-C-Kabel beschädigt, muss dieses umgehend ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur USB-C-Kabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom USB-C-Kabel trennen und den Kundendienst kontaktieren!** * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-b251ab.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-1ec0a6.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_19-b8c99b.png) ![]() *** ![](/img/grandma3/2-4/weee_56x80-eafbaa.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_viz_key_disposal-1-2/). ***  ![](/img/grandma3/2-4/ce-fcc_130x45-c7506b.png)  Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_viz_key_conformity-1-2/). *** | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_viz_key_safety-1-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_viz_key_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité. | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais. | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau.   ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble USB-C doivent être tenus à l’écart des enfants ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez le câble USB-C pendant les orages ;  * Débranchez le câble USB-C si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez le câble USB-C avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble USB-C. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où le câble USB-C sort de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * Si le câble USB-C est défectueux, remplacez-le immédiatement ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez le câble USB-C et appelez votre distributeur local ou le \*\***support technique !** * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about operation, software features, software installations, or troubleshooting. ### Help [Section titled “Help”](#help) Find our help in the onPC software.  * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f6dfd4.png) twice in the control bar. * To use our context-sensitive help, tap ![question\_mark](/img/grandma3/2-4/question_mark_1-f6dfd4.png) in the control bar and tap a UI element to open the corresponding help topic. For more information on the help see [About the Help](/grandma3/2-4/about_the_manual/). ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### MA Forum [Section titled “MA Forum”](#ma-forum) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2 (including dot2), and grandMA. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see: [h](https://www.malighting.com/training-support/fixture-shares)[ttps://www.malighting.com/training-support/fixture-shares](https://www.malighting.com/training-support/fixture-shares). ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on  in Training and Support. Your request will automatically be sent to\*\* [support@malighting.com](mailto:support@malighting.com?subject=support@malighting.com) \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In cases of device-related or show-related emergency during or shortly before a show, please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is for emergency cases only. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see: . # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Hilfe [Section titled “Hilfe”](#hilfe) So finden Sie unsere Hilfe in der onPC-Software: * In der Kontrollleiste das ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) zwei mal antippen. * Um die kontextsensitive Hilfe zu nutzen, das ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. Mehr Info unter [About the Help](/grandma3/2-4/about_the_manual/). ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehen Sie auf . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehen Sie auf . ### MA Forum [Section titled “MA Forum”](#ma-forum) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehen Sie auf . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share, kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Retrouvez nos pages d’aide dans le logiciel. * Tapez deux fois sur ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) dans la barre de contrôle. * Pour utiliser l’aide contextuelle, tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-da0805.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. Pour plus d’informations sur l’aide, voir [About the Help](/grandma3/2-4/about_the_manual/). # Technical Data ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key) ![](/img/grandma3/2-4/img_gm3_viz-key_3d-0ad9b1.png)   | Technical Data |   | | ----------------- | ------------------------------------------------------------ | | Parameters | 512 | | Display | N/A | | Operating voltage | USB-powered (5 V DC) | | Net weight | 0.1 kg / 3.6 oz | | Dimensions | 80 x 51 x 17 mm / 3.2 x 2 x 0.7  in (width x depth x height) | |   |   | # Technische Daten ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key)  ![](/img/grandma3/2-4/img_gm3_viz-key_3d-0ad9b1.png)    | Technische Daten |   | | ------------------------- | ---------------------------------------------------------- | | Parameter | 512 | | Display | Nicht vorhanden | | Betriebsspannung | USB-betrieben  (5 V DC) | | Gewicht (ohne Verpackung) | 0,1 kg / 3,6 oz | | Maße | 80 x 51 x 17 mm / 3,2 x 2 x 0,7 in (Breite x Tiefe x Höhe) | |   |   | # Données techniques ## grandMA3 viz-key [Section titled “grandMA3 viz-key”](#grandma3-viz-key)  ![](/img/grandma3/2-4/img_gm3_viz-key_3d-0ad9b1.png)  | Données Techniques |   | | ------------------ | -------------------------------------------------------------------- | | Paramètres | 512 | | Affichage | Aucun | | Tension | Alimenté par USB (5 V DC) | | Poids net | 0,1 kg / 3,6 oz | | Dimensions | 80 x 51 x 17 mm / 3,2 x 2 x 0,7  in (largeur x profondeur x hauteur) | |   |   | # Transportation > Noncompliance with the safety instructions can result in personal injury or material damage; * The grandMA3 viz-key must be protected from environmental factors such as jolting and vibration during transportation; * Remove all cables before transportation; * The user is responsible for securely fastening the products for transportation and for following the manufacturer’s safety instructions when transporting the device;\ Noncompliance with the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 viz-key on unstable surfaces; * Do not place any objects on top of the grandMA3 viz-key. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Pay attention to temperature and humidity during transportation. For more information see [Limitations](/grandma3/2-4/key_xport_nodes_limitations/). After transportation check the device. If the device is damaged (dented, bent, or broken), do not connect the grandMA3 viz-key to your grandMA3 device! | # Transport > zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. # * Den grandMA3 viz-key während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers\ zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Den grandMA3 viz-key nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf den grandMA3 viz-key stellen. | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Informationen siehe [Betriebsgrenzen](/grandma3/2-4/key_viz_key_limitations-1/). Nach dem Transport das Gerät prüfen. Wenn das Gerät beschädigt  (verbeult, verbogen oder gerissenen), den grandMA3 viz-key nicht anschließen! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; * La grandMA3 viz-key doit être protégé des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas la grandMA3 viz-key sur des surfaces instables ; * Ne placez aucun objet sur la grandMA3 viz-key.  | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_viz_key_limitations-1-2). Après le transport, vérifiez l’appareil. Si l’appareil est endommagé (cabossé, tordu ou cassé), ne connectez pas la grandMA3 viz-key à votre système onPC ! | # Gerätespezifische Gegebenheiten > Gerätespezifische Farbabweichungen, beispielsweise am Gehäuse, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. ## Gerätespezifische Farbabweichungen, beispielsweise am Gehäuse, unterliegen technischen Toleranzen bei der Herstellung solcher Materialien. Dies stellt keinen Mangel oder Fehlfunktion dar. Es handelt sich lediglich um Gegebenheiten, die während des Herstellungsprozesses auftreten können. ## [Section titled “”](#-1) # Événements > Les déviations de couleur dans le matériel, par exemple dans le boîtier, et les déviations dans la texture de la surface sont soumises à des tolérances techniqu Les déviations de couleur dans le matériel, par exemple dans le boîtier, et les déviations dans la texture de la surface sont soumises à des tolérances techniques lors de la fabrication de ces matériaux. Ceci ne décrit ni les défauts ni les dysfonctionnements. Ceci indique simplement les cas qui peuvent se manifester au cours du processus de fabrication. # X1 | Clone > X1 | Clone is executor 291. X1 | Clone is executor 291. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | Clone Pressing and holding MA + X1 | Clone enters the Clone keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone | ​For more information about Clone, see the [Clone keyword](/grandma3/2-4/keyword_clone/). ## Location [Section titled “Location”](#location) X1 | Clone is located in the command section. ![](/img/grandma3/2-4/button_x1_v0-1-91c8e9.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x1_v0-1-0dd708.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X10 > X10 is executor 192. X10 is executor 192. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X10 is located in the command section. ![](/img/grandma3/2-4/button_x10_v0-1-4cb5d2.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x10_v0-1-14639d.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X11 > X11 is executor 193. X11 is executor 193. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X11 is located in the command section. ![](/img/grandma3/2-4/button_x11_v0-1-932bee.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x11_v0-1-3a438c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X12 > X12 is executor 194. X12 is executor 194. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | |  All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X12 is located in the command section. ![](/img/grandma3/2-4/button_x12_v0-1-cfdbf0.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x12_v0-1-8d162e.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X13 | Phaser > X13 | Phaser is executor 195. X13 | Phaser is executor 195. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | Phaser Pressing and holding MA + X13 | Phaser opens the [Phaser Editor](/grandma3/2-4/phaser_editor/). ​For more information about Phasers, see [Phasers](/grandma3/2-4/phaser/) and [Phaser Editor](/grandma3/2-4/phaser_editor/). ## Location [Section titled “Location”](#location) X13 | Phaser is located in the command section. ![](/img/grandma3/2-4/button_x13_v0-1-61184f.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x13_v0-1-404a33.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X14 | Macro > X14 | Macro is executor 196. X14 | Macro is executor 196. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | Macro Pressing and holding MA + X14 | Macro enters the Macro keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Macro | ​For more information about Macro, see the [Macro keyword](/grandma3/2-4/keyword_macro/). Plugin Pressing and holding MA + X14 | Macro + X14 | Macro enters the Plugin keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Plugin | ​For more information about Plugin, see the [Plugin keyword](/grandma3/2-4/keyword_plugin/). Quickey Pressing and holding MA + X14 | Macro + X14 | Macro + X14 | Macro enters the Quickey keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Quickey | ​For more information about Quickey, see the [Quickey keyword](/grandma3/2-4/keyword_quickey/). ## Location [Section titled “Location”](#location) X14 | Macro is located in the command section. ![](/img/grandma3/2-4/button_x14_v0-1-1e4fb9.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x14_v0-1-471d19.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X15 | Page > X15 | Page is executor 197. X15 | Page is executor 197. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | |  All Xkeys behave like executors. | Page Pressing and holding MA + X15 | Page enters the Page keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Page | ​For more information about Page, see the [Page keyword](/grandma3/2-4/keyword_page/). ## Location [Section titled “Location”](#location) X15 | Page is located in the command section. ![](/img/grandma3/2-4/button_x15_v0-1-3a42ed.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x15_v0-1-4f66cc.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X16 | Exec > X16 | Exec is executor 198. X16 | Exec is executor 198. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | Executor Pressing and holding MA + X16 | Exec enters the Executor keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Executor | ​For more information about Executor, see the [Executor keyword](/grandma3/2-4/keyword_executor/). SpecialExecutor Pressing and holding MA + X16 | Exec + X16 | Exec enters the SpecialExecutor keyword into the command line. | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SpecialExecutor | ​For more information about SpecialExecutor, see the [SpecialExecutor keyword](/grandma3/2-4/keyword_specialexecutor/). FaderMaster Pressing and holding MA + X16 | Exec + X16 | Exec + X16 | Exec enters the FaderMaster keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderMaster | ​For more information about FaderMaster, see the [FaderMaster keyword](/grandma3/2-4/keyword_fadermaster/). ## Location [Section titled “Location”](#location) X16 | Exec is located in the command section. ![](/img/grandma3/2-4/button_x16_v0-1-23e70a.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x16_v0-1-51a3f0.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X2 | Link > X2 | Link is executor 292. X2 | Link is executor 292. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | ## Location [Section titled “Location”](#location) X2 | Link is located in the command section. ![](/img/grandma3/2-4/button_x2_v0-1-d24b15.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x2_v0-1-2892c8.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X3 | Grid > X3 | Grid is executor 293. X3 | Grid is executor 293. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | # X4 | Layout > X4 | Layout is executor 294. X4 | Layout is executor 294. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | Layout Pressing and holding MA + X4 | Layout enters the Layout keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Layout | ​For more information about Layout, see the [Layout keyword](/grandma3/2-4/keyword_layout/). Appearance Pressing and holding MA + X4 | Layout + X4 | Layout enters the Appearance keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Appearance | ​For more information about Appearance, see the [Appearance keyword](/grandma3/2-4/keyword_appearance/). Scribble Pressing and holding MA + X4 | Layout + X4 | Layout + X4 | Layout enters the Scribble keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Scribble | ​For more information about Scribble, see the [Scribble keyword](/grandma3/2-4/keyword_scribble/). ## Location [Section titled “Location”](#location) X4 | Layout is located in the command section. ![](/img/grandma3/2-4/button_x4_v0-1-cba4c4.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x4_v0-1-907625.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X5 | Step > X5 | Step is executor 295. X5 | Step is executor 295. | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | Step Pressing and holding MA + X5 | Step enters the Step keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Step | ​For more information about Step, see the [Step keyword](/grandma3/2-4/keyword_step/). ## Location [Section titled “Location”](#location) X5 | Step is located in the command section. ![](/img/grandma3/2-4/button_x5_v0-1-188f81.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x5_v0-1-7e2514.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X6 | TC > X6 | TC is executor 296. X6 | TC is executor 296.  | | | | ------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors.  | Timecode Pressing and holding MA + X6 | TC enters the Timecode keyword into the command line. | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Timecode | ​For more information about Timecode, see the [Timecode keyword](/grandma3/2-4/keyword_timecode/). TimecodeSlot Pressing and holding MA + X6 | TC + X6 | TC enters the TimecodeSlot keyword into the command line. | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>TimecodeSlot | ​For more information about TimecodeSlot, see the [TimecodeSlot keyword](/grandma3/2-4/keyword_timecodeslot/). Timer Pressing and holding MA + X6 | TC + X6 | TC + X6 | TC enters the Timer keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Timer | ​For more information about Timer, see the [Timer keyword](/grandma3/2-4/keyword_timer/). ## Location [Section titled “Location”](#location) X6 | TC is located in the command section. ![](/img/grandma3/2-4/button_x6_v0-1-5f06ab.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x6_v0-1-3b2488.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X7 | View > X7 | View is executor 297. X7 | View is executor 297. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | |  All keys behave like executors. | View Pressing and holding MA + X7 | View enters the View keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>View | ​For more information about View, see the [View keyword](/grandma3/2-4/keyword_view/). ViewButton Pressing and holding MA + X7 | View + X7 | View enters the ViewButton keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ViewButton | ​For more information about ViewButton, see the [ViewButton keyword](/grandma3/2-4/keyword_viewbutton/). ScreenContent Pressing and holding MA + X7 | View + X7 | View + X7 | View enters the ScreenContent keyword into the command line. | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ScreenContent | ​For more information about ScreenContent, see the [ScreenContent keyword](/grandma3/2-4/keyword_screencontent/). ## Location [Section titled “Location”](#location) X7 | View is located in the command section. ![](/img/grandma3/2-4/button_x7_v0-1-a19883.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x7_v0-1-501733.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X8 | DMX > X8 | DMX is executor 298. X8 | DMX is executor 298. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | DMXUniverse Pressing and holding MA + X8 | DMX enters the DMXUniverse keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DMXUniverse | ​For more information about DMXUniverse, see the [DMXUniverse keyword​](/grandma3/2-4/keyword_dmx_universe/). DMXAddress Pressing and holding MA + X8 | DMX + X8 | DMX enters the DMXAddress keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DMXAddress | ​For more information about DMXAddress, see the [DMXAddress keyword](/grandma3/2-4/keyword_dmx_address/). ## Location [Section titled “Location”](#location) X8 | DMX is located in the command section. ![](/img/grandma3/2-4/button_x8_v0-1-ee0bdc.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x8_v0-1-73920a.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # X9 > X9 is executor 191. X9 is executor 191. | | | | ------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All Xkeys behave like executors. | ## Location [Section titled “Location”](#location) X9 is located in the command section. ![](/img/grandma3/2-4/button_x9_v0-1-4ef5f8.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_x9_v0-1-37171c.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Xkeys > Pressing Xkeys enters the Xkeys keyword into the command line. Pressing Xkeys enters the Xkeys keyword into the command line. | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>XKeys | ## Location [Section titled “Location”](#location) Xkeys is located in the command section. ![](/img/grandma3/2-4/button_xkeys_v0-1-410466.png) *Location on grandMA3 full-size and grandMA3 light consoles​* *** ![](/img/grandma3/2-4/buttons_wings_xkeys_v0-1-3f9fe5.png) *Location on grandMA3 compact consoles and grandMA3 onPC command wing* # Declaration of Conformity > Manufacturer: ## CE and FCC Standards and Approvals [Section titled “CE and FCC Standards and Approvals”](#ce-and-fcc-standards-and-approvals) \*\*Manufacturer: \*\* MA Lighting Technology GmbH Dachdeckerstraße 16\ 97297 Waldbüttelbrunn \ GERMANY *** *declares that the product* *** **Name of product:** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *is conform to the following directives and harmonized standards*  *** \*\*Safety: \*\* **2014/35/EU (Low Voltage Directive)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMC – Electromagnetic Compatibility:** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Additional information:** All data lines and signal lines must be shielded and the shielding must be connected to the grounding or the housing of the connector.    Waldbüttelbrunn, November 01, 2019 Dipl.-Ing. Michael Adenau (CEO) ![](/img/grandma3/2-4/img_signature_m-adenau-154546.png)  ![](/img/grandma3/2-4/ma_logo_120-fe818b.png) # Konformitätserklärung > Hersteller: # ## CE und FCC Normen und Zulassungen [Section titled “CE und FCC Normen und Zulassungen”](#ce-und-fcc-normen-und-zulassungen) **Hersteller:** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ Deutschland *** *erklärt, dass das Produkt* *** **Produkt:** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *den folgenden Richtlinien sowie harmonisierten Normen entspricht* *** \*\*Sicherheit: \*\* **2014/35/EU (Niederspannungsrichtlinie)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** **EMV (Elektromagnetische Verträglichkeit):** **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A) **2014/30/EU** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/EU (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Zusätzliche Informationen:** Alle Daten- und Signalleitungen müssen geschirmt sein und der Schirm muss mit der Masse bzw. dem Gehäuse des entsprechenden Steckers verbunden sein.   Waldbüttelbrunn, 1. November 2019 Dipl.-Ing. Michael Adenau (Geschäftsführer) ![](/img/grandma3/2-4/img_signature_m-adenau_5-d60a11.png)![](/img/grandma3/2-4/ma_logo_120_3-e9162d.png) # Déclaration de conformité > Fabricant : # ## Normes et approbations CE et FCC [Section titled “Normes et approbations CE et FCC”](#normes-et-approbations-ce-et-fcc) **Fabricant :** MA Lighting Technology GmbH\ Dachdeckerstraße 16\ 97297 Waldbüttelbrunn\ ALLEMAGNE *** *déclare que les produits* *** **Nom de produit :** * grandMA3 2Port Node / 4Port Node / 8Port Node * grandMA3 2Port Node PoE / 4Port Node PoE / 8Port Node PoE * grandMA3 onPC 2Port Node 2k / onPC 4Port Node 4k / onPC 8Port Node 4k * grandMA3 onPC 2Port Node 2k PoE / onPC 4Port Node 4k PoE / onPC 8Port Node 4k PoE *** *sont conformes aux directives et normes harmonisées suivantes*  *** \*\*Sécurité: \*\* **2014/35/UE (Directive Basse Tension)** * IEC/EN/UL 62368-1:2014  * CAN/CSA-C22. No. 62368-1:2014 *** \*\*CEM - Compatibilité électromagnétique \*\* **FCC** * 47 CFR, Part 15, Subpart B: 2019 (Class A)   **2014/30/UE** * EN55032:2016-02 (Class A) * EN61000-3-2 * EN55035:2018-04 *** **RoHS:** **2011/65/UE (RoHS II)** * EN50581:2012 * WEEE-Reg.-NR. DE 14150988 *** **Informations complémentaires :** Toutes les lignes de données et de signaux doivent être blindées et le blindage doit être relié à la terre ou au boîtier du connecteur.  Waldbüttelbrunn, 01 novembre 2019 Dipl.-Ing. Michael Adenau (PDG) ![](/img/grandma3/2-4/img_signature_m-adenau-154546.png)  ![](/img/grandma3/2-4/ma_logo_120-fe818b.png) # Maintenance | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** All repair and service work has to be exclusively performed by qualified service technicians as live parts may be exposed when opening and/or removing coverings. Touching live parts may cause electric shock. | * Disconnect power supply before cleaning;  * Clean the surface with a dry cloth only;  * Do not use liquid cleaner or compressed air;  * Do not use solvent;  * Check if the ventilation holes are blocked;  * Depending on the environment, we recommend to professionally clean the device every 2 to 5 years. # Wartung | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich vom geschulten Personal durchgeführt werden, da beim Öffnen von Abdeckungen spannungsführende Teile freigelegt werden können. Spannungsführende Teile nicht berühren, da die Gefahr von Stromschlag besteht! | * Vor dem Reinigen das Gerät vom Netz trennen (Netzstecker ziehen). * Die Oberflächen nur mit einem trockenen Tuch reinigen. * Keine flüssigen Reinigungsmittel oder Druckluft zum Reinigen verwenden. * Kein Lösungsmittel verwenden. * Überprüfen ob Belüftungsöffnungen frei sind. * Je nach Umgebungsbedingung ist es ratsam, das Gerät alle 2 bis 5 Jahre durch einen Servicetechniker professionell reinigen zu lassen. # Entretient | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens qualifiés, car les pièces sous tension peuvent être exposées lors de l’ouverture et/ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique. | * Débranchez l’alimentation électrique avant le nettoyage; * Nettoyez la surface à l’aide d’un chiffon sec uniquement;  * N’utilisez pas de nettoyant liquide ou d’air comprimé;  * N’utilisez pas de solvant;  * Vérifiez si les orifices de ventilation sont obstrués;  * En fonction de l’environnement, nous recommandons de nettoyer l’appareil professionnellement tous les 2 à 5 ans. # Quick Start > grandMA3 4Port Node front panel ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d_callouts-fea0e0.png) *grandMA3 4Port Node front panel* 1. Display  2. Rotary knob   ![](/img/grandma3/2-4/img_gm3_8port_node_rear_callouts-8df922.png) *grandMA3 8Port Node rear panel* 1. Power switch 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. [Ethernet](/grandma3/2-4/fs_connect_ethernet/) with [L (link) and G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/#Ethernet_LEDs) 4. [USB port](/grandma3/2-4/fs_connect_usb/) 5. [DMX](/grandma3/2-4/fs_connect_dmx/)   ### Start-up [Section titled “Start-up”](#start-up) 1. Unpack the device. 2. Remove the packaging and cushioning material.  3. Place the device indoors on a stable surface.  4. Connect the grandMA3 xPort Node with your PC or laptop (with an onPC software), or a grandMA3 console using etherCON/RJ45 connector. 5. Start the grandMA3 console or grandMA3 onPC. 6. Switch on the grandMA3 xPort Node: \ -Insert powerCON TRUE1 into the corresponding jack. \ -Connect the main power plug.\ -Turn on the power switch:\ -Set it to position **I**.\ -The power switch lights up in red.\ OR  \ Connect the grandMA3 xPort Node PoE with a PoE switch, or a PoE injector. 7. The device starts booting.  8. To make basic settings, turn the rotary knob on the front panel of the device. 9. To turn off the grandMA3 xPort Node, set the power switch to position **O** or disconnect the RJ45 connector to turn off the grandMA3 xPort Node PoE. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** You can disconnect the grandMA3 xPort Node using the grandMA3 console or the grandMA3 onPC software. The DMX output will then be interrupted immediately.  | ### Update the software [Section titled “Update the software”](#update-the-software) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Turn on the grandMA3 device.  6. The grandMA3 device starts to boot. 7. Follow the onscreen instructions during the update process. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Control other MA Devices](/grandma3/2-4/comad_xport_nodes/) * [Update the Software](/grandma3/2-4/update/) * [Network Update](/grandma3/2-4/update_network/) # Quick Start > grandMA3 4Port Node Vorderseite #   ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d_callouts-fea0e0.png) *grandMA3 4Port Node Vorderseite* 1. Display 2. Drehregler ![](/img/grandma3/2-4/img_gm3_8port_node_rear_callouts-8df922.png) *grandMA3 8Port Node Rückseite* 1. Netzschalter 2. [powerCON TRUE1](/grandma3/2-4/key_power/) 3. [Ethern](/grandma3/2-4/fs_connect_ethernet/)[et mit ](/grandma3/2-4/fs_connect_ethernet/)[L (link) und G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 4. [USB-Anschluss](/grandma3/2-4/fs_connect_usb/) 5. [DMX](/grandma3/2-4/fs_connect_dmx/)   ### Inbetriebnahme [Section titled “Inbetriebnahme”](#inbetriebnahme) 1. Gerät auspacken. 2. Verpackungsmaterial entfernen. 3. Gerät in einem geschlossenen Raum auf eine stabile Fläche stellen. 4. Den grandMA3 xPort Node mit dem PC, Laptop, oder einer grandMA3 Konsole mit einem etherCON/RJ45-Stecker verbinden. 5. Die grandMA3 Konsole oder grandMA3 onPC einschalten. 6. Den grandMA3 xPort Node einschalten: \ -powerCON TRUE1 mit der dafür vorgesehenen Buchse verbinden. \ -Hauptstecker an die Steckdose anschließen. \ -Netzschalter auf **I** stellen. \ -Netzschalter leuchtet rot.\ ODER\ -Den grandMA3 xPort Node PoE direkt über einen PoE Switch oder PoE Injector ans Netz anschließen. 7. Das Gerät startet. 8. Um Grundeinstellungen vorzunehmen, den Drehregler an der Frontblende bedienen. 9. Um den grandMA3 xPort Node auszuschalten, Netzschalter auf **O** stellen oder beim grandMA3 xPort Node PoE den RJ45 Stecker ziehen. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sie können den grandMA3 xPort Node ebenfalls über die grandMA3 Konsole oder grandMA3 onPC Software deaktivieren. Der DMX-Ausgang wird dann abrupt unterbrochen.   | ### Software aktualisieren [Section titled “Software aktualisieren”](#software-aktualisieren) 1. Besuchen Sie [www.malighting.com](http://www.malighting.com/), um die aktuellste Software herunterzuladen.\ Der benötigte Installer heißt grandMA3 Software x.x.x.x. 2. Die Zip-Datei “grandMA3\_stick\_v.x.x.x.x.zip” entpacken und die Ordner EFI und ma sowie die Datei update.scr in das Root-Verzeichnis Ihres USB-Sticks kopieren. 3. Den USB-Stick in den USB-Anschluss am Gerät stecken. 4. Das grandMA3 Gerät ausschalten. 5. Das grandMA3 Gerät einschalten. 6. Das grandMA3 Gerät bootet. 7. Den Bildschirmanweisungen während des Update-Vorgangs folgen. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Um das Gerät zu konfigurieren oder ein Update oder Downdate durchzuführen, verwenden Sie eine grandMA3 Konsole oder Ihren PC oder Ihr Laptop mit grandMA3 onPC Software. Für weitere Informationen siehe die Abschnitte [Control Other MA Devices](/grandma3/2-4/control_other_ma_devices/) und [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update_network/) im [grandMA3 Online Benutzerhandbuch](https://help.malighting.com/grandMA3/2.4/HTML/help.html) unter [www.malighting.com.](https://www.malighting.com/) | # Guide de démarrage > grandMA3 4Port Nodeanneau avant # ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d_callouts-fea0e0.png) \_grandMA3 4Port Node \_panneau avant 1. Affichage 2. Bouton rotatif ![](/img/grandma3/2-4/img_gm3_8port_node_rear_callouts-8df922.png) \_grandMA3 8Port Node \_panneau arrière 1. Interrupteur de courant 2. [powerCON TRUE1](/grandma3/2-4/fs_connect_power/) 3. [Ethernet avec ](/grandma3/2-4/fs_connect_ethernet/)[L (link) et G (gigabit) LEDs](/grandma3/2-4/fs_connect_ethernet/) 4. [USB port](/grandma3/2-4/fs_connect_usb/) 5. [DMX](/grandma3/2-4/fs_connect_dmx/)   ### Mise en service [Section titled “Mise en service”](#mise-en-service) 1. Déballer l’appareil. 2. Enlever le matériel de protection.  3. Placer l’appareil à l’intérieur sur une surface stable.  4. Brancher la xPort Node grandMA3 à votre PC ou laptop ou une console en utilisant un connecteur etherCON/RJ45. 5. Démarrer la console grandMA3 ou le logiciel grandMA3 onPC. 6. Allumer la xPort Node grandMA3: \ -Insérer le connecteur IEC au branchement correspondant. \ -Brancher la prise principale de courant.\ -Allumer l’interrupteur de courant:\ -Mettre en position **I**. \ -L’interrupteur s’illumine en rouge.\ OU\ Connecter la xPort Node PoE grandMA3 au réseau électrique à l’aide d’un commutateur PoE ou d’un injecteur PoE. 7. L’appareil se met en marche. 8. Pour faire des ajustements de base, tourner le bouton rotatif en avant de l’appareil. 9. Pour éteindre la xPort Node grandMA3, mettre l’intérupteur en position **O**. Pour éteindre la xPort Node PoE grandMA3, débrancher le connecteur RJ45. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Vous pouvez déconnecter la xPort Node grandMA3 en utilisant le logiciel de la grandMA3 onPC. La sortie DMX sera alors interrompue immédiatement.    | ### Software update [Section titled “Software update”](#software-update) 1. Pour mettre à jour un appareil grandMA3, télécharger le logiciel grandMA3 sur [www.malighting.com](http://www.malighting.com/).\ L’installateur requis est appelé grandMA3 Software x.x.x.x. 2. Extrayer le fichier zip “grandMA3\_stick\_v.x.x.x.x.zip” et copier les dossiers EFI, ma, et le fichier update.scr dans le répertoire\ racine de votre clé USB. 3. Insérer la clé USB dans un port USB. 4. Éteigner l’appareil grandMA3. 5. Allumer l’appareil grandMA3. 6. L’appareil grandMA3 commence à démarrer. 7. Suivre les instructions à l’écran pendant le processus de mise à jour. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Pour configurer l’appareil ou pour faire un update ou downdate, utiliser la console grandMA3 ou le logiciel grandMA3 onPC. Pour plus d’information, voir les sections [Control Other MA Devices](/grandma3/2-4/comad_xport_nodes/) et [Update the Software](/grandma3/2-4/update/) via [Network Update](/grandma3/2-4/update/) dans le [Mode d’emploi](https://help.malighting.com/grandMA3/2.4/HTML/help.html). | # Disposal > According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive. According to the directive 2011/65 EU (RoHS) the device was produced in the European Union, and is hence to be disposed of as stated in the directive.  If the device is used within the European Union, follow the directive WEEE 2012/19/EU. If the device is used outside the European Union, the corresponding country´s waste disposal regulations apply. # Entsorgung > Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. # Das Gerät ist gemäß der Richtlinie 2011/65/EU (RoHS) der Europäischen Gemeinschaft hergestellt und muss dementsprechend entsorgt werden. Falls das Gerät innerhalb der Europäischen Union betrieben wird, ist die WEEE 2012/19/EU zu beachten. Falls das Gerät außerhalb der Europäischen Union betrieben wird, sind die nationalen Entsorgungsvorschriften im jeweiligen Verwenderland zu beachten. # Élimination > Selon la directive 2011/65 UE (RoHS), l'appareil a été fabriqué dans l'Union européenne et doit donc être éliminé conformément à la directive. # Selon la directive 2011/65 UE (RoHS), l’appareil a été fabriqué dans l’Union européenne et doit donc être éliminé conformément à la directive.  Si l’appareil est utilisé dans l’Union européenne, suivre la directive WEEE 2012/19/EU. Si l’appareil est utilisé en dehors de l’Union européenne, les règlements d’élimination des déchets du pays correspondant s’appliquent. # Intended Use > The grandMA3 nodes and grandMA3 onPC nodes – 8Port Node, 4Port Node and 2Port Node – control all kinds of lighting genres such as conventional, moving lights, L The grandMA3 nodes and grandMA3 onPC nodes – **8Port Node, 4Port Node and 2Port Node** – control all kinds of lighting genres such as conventional, moving lights, LEDs, video, and media via DMX signal or within a network environment. All grandMA3 components, despite different hardware solutions, use the same software. All components are fully integrable into the network environment. Use all grandMA3 components and accessories within closed rooms and in the permissible environmental conditions only. Installation and connection of the devices are explicitly to be carried out by trained personnel in compliance with all safety regulations. # Bestimmungsgemäßer Gebrauch > Die grandMA3 xPort Nodes und grandMA3 onPC xPort Nodes steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnlic ## Bestimmungsgemäße Verwendung [Section titled “Bestimmungsgemäße Verwendung”](#bestimmungsgemäße-verwendung) Die grandMA3 xPort Nodes und grandMA3 onPC xPort Nodes steuern alle Arten von Lichttechnik wie konventionelles Licht, intelligentes Licht, LED, Video und ähnliche Medien mit Hilfe von DMX-Signalen oder in einer Netzwerkumgebung. Alle grandMA3 Komponenten verwenden die gleiche Software, ungeachtet unterschiedlicher Hardware. Sämtliche Komponenten können komplett ins Netzwerk integriert werden. Alle grandMA3 Komponenten und Zubehör dürfen ausschließlich in geschlossenen Räumen und innerhalb zulässiger Umgebungsbedingungen verwendet werden. Installation und Anschluss von Geräten dürfen nur vom geschulten Personal, unter Einhaltung aller Sicherheitsvorschriften, durchgeführt werden. # Usage prévu > Les Nodes grandMA3 et grandMA3 onPC xPort Nodes contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidé Les Nodes grandMA3 et grandMA3 onPC xPort Nodes contrôlent tous genres de projecteurs tels que les projecteurs conventionnels, les motorisées, les LEDs, la vidéo et les média, en utilisant le signal DMX ou dans un environnement réseau.  Toutes les composantes grandMA3, malgré des solutions matérielles différentes, utilisent le même logiciel.  Tous les composants sont entièrement intégrables dans l’environnement du réseau.  Utilisez tous les composants et accessoires de grandMA3 uniquement dans des locaux fermés et dans les conditions environnementales autorisées. L’installation et le raccordement des appareils doivent être effectués explicitement par un personnel qualifié, en conformité avec toutes les règles de sécurité. # Limitations > Operation: 0 °C up to 40 °C / 32 °F up to 104 °F ### **Temperature** [Section titled “Temperature”](#temperature) Operation: 0 °C up to 40 °C / 32 °F up to 104 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Caution:** Higher temperatures can stress the cooling system of the device and destroy hardware components.  | Storage / Transport: -10 °C up to +50 °C / 14 °F up to 122 °F ### **Humidity** [Section titled “Humidity”](#humidity) Operation: 20 % up to 90 % relative humidity (no condensation) Storage / Transport: 10 % up to 90 % relative humidity (no condensation) ### **Environment​** [Section titled “Environment​”](#environment) * Follow all safety instructions; * Only use the device within its operating limits; * Only use the device indoors;  * Air must be free of dust and any hazardous or explosive substances;  * Avoid jolting;   * This device is not protected against splash water. Do not use it near water;  * Do not use the device in rain or moisture; * Do not place the device where it can come in contact with corrosive gases or saline air as this can cause maloperation. # Betriebsgrenzen > Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F # ### **Temperatur** [Section titled “Temperatur”](#temperatur) Betrieb: 0 °C bis 40 °C / 32 °F bis 104 °F | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Achtung:** Hohe Temperaturen können das Kühlsystem des Gerätes überfordern und zum Ausfall von elektrischen Komponenten führen. | Lagerung / Transport: -10 °C bis +50 °C / 14 °F bis 122 °F ### **Luftfeuchte** [Section titled “Luftfeuchte”](#luftfeuchte) Betrieb: 20 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) Lagerung / Transport: 10 % bis 90 % relative Luftfeuchtigkeit (nicht kondensierend) ### **Umgebung** [Section titled “Umgebung”](#umgebung) * Alle Sicherheitshinweise beachten; * Das Gerät innerhalb der Betriebsgrenzen betreiben; * Des Gerät nur in geschlossenen Räumen betreiben;  * Die Umgebungsluft muss staubfrei und frei von gefährlichen und explosiven Stoffen sein;  * Erschütterungen vermeiden;   * Das Gerät ist nicht gegen Spritzwasser geschützt. Nicht in der Nähe von Wasser benutzen;  * Das Gerät nicht in der Nähe von Regen oder Nebel betreiben. * Das Gerät nicht an einem Ort platzieren, an dem es in Kontakt mit korrosiven Gasen oder salzhaltiger Luft gelangen könnte. Dadurch kann es zu Fehlfunktionen kommen. # Limitations > Fonctionnement: 0 °C jusqu'à 40 °C / 32 °F jusqu'à 104 °F # ### **Température** [Section titled “Température”](#température) Fonctionnement: 0 °C jusqu’à 40 °C / 32 °F jusqu’à 104 °F | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** Des températures plus élevées peuvent solliciter le système de refroidissement de l’appareil et détruire des composants matériels.  | Stockage / Transport: -10 °C jusqu’à +50 °C / 14 °F jusqu’à 122 °F ### **Humidité** [Section titled “Humidité”](#humidité) Fonctionnement: 20 % jusqu’à 90 % d’humidité relative (sans condensation) Stockage / Transport: 10 % jusqu’à 90 % d’humidité relative (sans condensation) ### **Environnement​** [Section titled “Environnement​”](#environnement) * Suivez toutes les consignes de sécurité ; * N’utilisez l’appareil que dans ses limites de fonctionnement ; * N’utilisez l’appareil qu’à l’intérieur ; * L’air doit être dépourvu de poussière et de toute substance dangereuse ou explosive ; * Évitez les secousses ; * Cet appareil n’est pas protégé contre les éclaboussures d’eau. Ne l’utilisez pas à proximité de l’eau ; * N’utilisez pas l’appareil sous la pluie ou l’humidité ; * Ne placez pas l’appareil à un endroit où il peut entrer en contact avec des gaz corrosifs ou de l’air salin car cela peut provoquer un mauvais fonctionnement. # Safety Instructions > Warning – Danger area ## Symbols and Warning Labels [Section titled “Symbols and Warning Labels”](#symbols-and-warning-labels) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-1c4a64.png) **Warning** – Danger area  *** ![lightning](/img/grandma3/2-4/lightning_1-a1ce59.png)     **Caution**– Risk of electric shock *** ## Risk of Electric Shock [Section titled “Risk of Electric Shock”](#risk-of-electric-shock) The device is to be serviced by qualified personnel only as live parts may be exposed when opening and/or removing coverings.  Touching live parts may cause electric shock. ![](/img/grandma3/2-4/danger-of-electric-shock_11-e6c20f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-0aa712.png) Dispose of as hazardous waste. Follow the applicable regulations. For more information see [Disposal](/grandma3/2-4/key_xport_nodes_disposal/). *** ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-735a33.png) Declaration of conformity. For more information see [Conformity](/grandma3/2-4/key_xport_node_conformity/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Operating voltage ON/OFF.   | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** The device has to be grounded. Do not ignore the safety purpose of the grounding-type plug. A grounding-type plug has two blades and a third grounding connection. The third connection is provided for your safety.  | Read all the instructions in this Quick Manual thoroughly, especially the [General Safety Instructions](/grandma3/2-4/key_xport_nodes_safety/#general_safety_instructions) further down and [Limitations](/grandma3/2-4/key_xport_nodes_limitations/).  Follow the instructions and keep this Quick Manual for future use. Follow all cautions and warnings stated in this Quick Manual and indicated on the device. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** All repair and service work has to be exclusively performed by qualified service technicians. | * This device is state-of-the-art technology; * However, residual risks cannot be ruled out; * To avoid risks, follow the safety instructions; * This device is intended for professional use only and is not suitable for residential use. MA Lighting Technology GmbH does not bear the damage which may occur due to the inobservance of the safety instructions.   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** Changes or modifications to these devices not expressly approved by the party responsible for the compliance could void the user’s authority to operate them. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note:** These devices have been tested and found to comply with the limits of a Class A digital device, pursuant to Part 15 of the FCC Rules and the CE Standards. These limits are designed to provide reasonable protection against possible interference when the devices are operated in a commercial environment. These generate, use, and can radiate radio frequency energy and, if not installed and used in accordance with this Quick Manual, may possibly cause interference to radio communications. Operation of these devices in a residential area is likely to cause interference in which case the user will be required to correct the interference at their own expense.  |   ## Avoid Risks Caused by Electric Current [Section titled “Avoid Risks Caused by Electric Current”](#avoid-risks-caused-by-electric-current) A defective device or defective power cable can cause severe or fatal injury due to electrical shock. Follow the safety instructions to avoid the risks caused by electric current. * Do not use a defective power cable;  * Do not open screwed down covers from the housing;  * Use the device only if it is in a technically impeccable condition; * Do not repair the device on your own; * Do not reverse engineer the device, and make any changes to its components, and accessories; * Do not expose the device to rain or moisture;  * Do not submerge the device in water. ## []()General Safety Instructions [Section titled “General Safety Instructions”](#general-safety-instructions) To avoid injury or damage to the device: * Do not put your hands inside the device during operation; * Device and power cable must be kept away from children under the age of 8; * Children are not allowed to play with the device; * Disconnect the power supply from electric voltage during thunderstorms;  * Disconnect the power supply from electric voltage if it is unattended for a longer period of time; * Disconnect the power supply before cleaning the device;  * Do not use any liquid or spray cleaner. Use a dry cloth only; * Do not use the device in the vicinity of water;  * Do not expose it to a humid environment; * Do not pour any liquids over the device. * Do not block or cover any ventilation holes in the housing. These are essential for the airflow within the device and protect the device from overheating; * Do not insert any objects into the ventilation holes of the device as these could get in contact with live parts or could cause short circuits, fire and/or an electric shock; * Do not place any objects on the power cable. Protect it from being walked on or pinched, particularly at the connector and where the cables exit the device; * When using an extension cable, make sure the rated output of all devices connected in series does not exceed the maximum rated output of the extension cable; * Do not support yourself on the device; * Do not place any heavy objects on top of the device; * Do not use excessive force on keys, buttons, switches, connectors, or rotary knob; * If the power cable or the main power plug is defective, let a qualified technician replace it immediately; * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and break; * Only use power cables which are safety-marked; * Do not use any high-power walkie-talkies or cell phones near the device;  * The device is provided with a safety plug. This plug can only be used with safety outlets. * As with all industrially manufactured goods, the use of substances that induce an allergic reaction such as aluminum cannot be generally excluded. If you develop an allergic reaction (such as a skin rash, frequent sneezing, red eyes or respiratory difficulties), consult a physician immediately to determine the cause. **If one of the following conditions occurs, disconnect the main power plug and call your local distributor or the technical support!** * Power cable or the main power plug is damaged or worn; * Ingress of liquids;  * The device was exposed to rain or high ambient humidity; * The device does not function properly, even if you followed all the instructions of this Quick Manual. Only operate the controls as stated in the Quick Manual. Incorrect control settings may damage the device; * The device fell damaging the housing. # Sécurité > Avertissement– Zone de danger ## Symboles et consignes de sécurité [Section titled “Symboles et consignes de sécurité”](#symboles-et-consignes-de-sécurité) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-1c4a64.png) \*\*Avertissement \*\*– Zone de danger  *** ![lightning](/img/grandma3/2-4/lightning_1-a1ce59.png)     **Attention** – Risque de choc électrique *** ## Risque de choc électrique [Section titled “Risque de choc électrique”](#risque-de-choc-électrique) L’appareil ne doit être entretenu que par du personnel qualifié, des parties sous tension risquant d’être exposées lors de l’ouverture et / ou du retrait des couvercles. Le contact avec des pièces sous tension peut provoquer un choc électrique.  ![](/img/grandma3/2-4/danger-of-electric-shock_11-e6c20f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-0aa712.png) Éliminer comme déchets dangereux. Respecter la réglementation en vigueur.  Pour plus d’informations, voir [Élimination](/grandma3/2-4/key_xport_node_conformity-1-2/). ***  ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-735a33.png) Déclaration de conformité Pour plus d’informations, voir [Conformité](/grandma3/2-4/key_xport_node_conformity-1-2/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Tension de service Marche / Arrêt   | | | | ----------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** L’appareil doit être mis à la terre. Ne pas ignorer la fonction de sécurité d’une prise avec terre. Une prise avec terre a deux contacts électriques et un troisième contact de terre. Le troisième contact est prévu pour votre sécurité.  | Lisez attentivement toutes les instructions de ce guide rapide, en particulier les [consignes générales de sécurité](/grandma3/2-4/key_xport_nodes_safety-2/#h2_1453644028) ci-dessous et les [limitations d’usages](/grandma3/2-4/key_xport_nodes_limitations-1-2/).  Suivez les instructions et conservez ce guide rapide pour une utilisation ultérieure. Respectez toutes les mises en garde et tous les avertissements mentionnés dans ce guide rapide et indiqués sur l’appareil. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) |  **Important:** Tous les travaux de réparation et d’entretien doivent être effectués exclusivement par des techniciens de service qualifiés. | * Cet appareil est à la pointe de la technologie ; * Cependant, des risques résiduels ne peuvent être exclus ;  * Pour éviter les risques, suivez les consignes de sécurité ; * Cet appareil est destiné uniquement à un usage professionnel et ne convient pas à un usage résidentiel. MA Lighting Technology GmbH ne prend pas en charge d’éventuels dommages pouvant survenir en cas de non-respect des consignes de sécurité.   | | | | ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Avertissement:** Des changements ou des modifications à ces appareils non expressément approuvés par la partie responsable de la conformité pourraient annuler le droit de l’utilisateur de les utiliser. | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Note :** Ces appareils ont été testés et jugés conformes aux limites d’un appareil numérique de classe A, conformément à la partie 15 des règles de la FCC et aux normes CE. Ces limites sont conçues pour fournir une protection raisonnable contre de possibles interférences lorsque les appareils sont utilisés dans un environnement commercial. Ceux-ci génèrent, utilisent et peuvent émettre de l’énergie radiofréquence et, s’ils ne sont pas installés et utilisés conformément à ce guide rapide, peuvent éventuellement causer des interférences aux communications radio. L’utilisation de ces appareils dans une zone résidentielle est susceptible de causer des interférences, auquel cas l’utilisateur devra corriger ces interférences à ses propres frais.   | ## Dangers causés par le courant électrique [Section titled “Dangers causés par le courant électrique”](#dangers-causés-par-le-courant-électrique) Un appareil ou un câble d’alimentation défectueux présente un risque de blessures graves ou mortelles dues à un choc électrique. Suivez les consignes de sécurité pour éviter les risques liés au courant électrique. * N’utilisez pas de câble d’alimentation défectueux ;  * Ne pas ouvrir les couvercles vissés de l’appareil ;  * N’utilisez l’appareil que s’il est dans un état technique impeccable ; * Ne réparez pas l’appareil par vos propres moyens ; * N’effectuez pas d’ingénierie inverse sur l’appareil et n’apporter aucune modification à ses composants et accessoires ; * N’exposez pas l’appareil à la pluie ou à l’humidité ;  * Ne pas plonger l’appareil dans l’eau. ## []()Consignes de sécurité générales [Section titled “Consignes de sécurité générales”](#consignes-de-sécurité-générales) Pour éviter des blessures ou des dommages à l’appareil : * Ne mettez pas vos mains à l’intérieur de l’appareil pendant le fonctionnement ; * L’appareil et le câble d’alimentation doivent être tenus à l’écart des enfants de moins de 8 ans ; * Les enfants ne sont pas autorisés à jouer avec l’appareil ; * Débranchez l’alimentation électrique du réseau pendant les orages ;  * Débranchez l’alimentation électrique du réseau si l’appareil est laissé sans surveillance pendant une longue période ;  * Débranchez l’alimentation électrique avant de nettoyer l’appareil ;  * N’utilisez pas de nettoyant liquide ou en aérosol. Utilisez uniquement un chiffon sec ; * Ne pas utiliser l’appareil à proximité de l’eau ;  * Ne l’exposez pas à un environnement humide ; * Ne versez aucun liquide sur l’appareil ; * Ne bouchez pas ou ne couvrez pas les trous de ventilation de l’appareil. Ceux-ci sont essentiels à la circulation de l’air à l’intérieur de l’appareil et protègent l’appareil contre la surchauffe ; * N’insérez aucun objet dans les trous de ventilation de l’appareil car ceux-ci pourraient entrer en contact avec des pièces sous tension ou provoquer des courts-circuits, un incendie et / ou un choc électrique ; * Ne placez aucun objet sur le câble d’alimentation. Protégez-le contre tout risque de piétinement ou de pincement, en particulier au niveau du connecteur et à l’endroit où les câbles sortent de l’appareil ; * Lors de l’utilisation d’un cable de rallonge, assurez-vous que la puissance nominale de tous les appareils connectés en série ne dépasse pas la puissance nominale maximale du cable de rallonge ; * Ne vous appuyez pas sur l’appareil ; * Ne placez aucun objet lourd sur l’appareil ; * N’utilisez pas de force excessive sur les touches, les boutons, les interrupteurs, les connecteurs ou sur les boutons tournants ; * Si le câble d’alimentation ou la fiche d’alimentation principale sont défectueux, faites-les remplacer immédiatement par un technicien qualifié ;  * Placez l’appareil uniquement sur des surfaces stables. S’il est placé sur des surfaces instables, il peut tomber et se casser ; * N’utilisez que des câbles d’alimentation homologués avec marquage ; * N’utilisez pas de talkie-walkie puissant ou de téléphone portable à proximité de l’appareil ;  * L’appareil est équipé d’une fiche de sécurité. Cette fiche ne peut être utilisé qu’avec des prises de sécurité compatible. * Comme pour tous les produits fabriqués industriellement, l’utilisation de substances induisant une réaction allergique telle que l’aluminium ne peut généralement pas être exclue. Si vous développez une réaction allergique (éruption cutanée, éternuements fréquents, yeux rouges ou difficultés respiratoires), consultez immédiatement un médecin pour en déterminer la cause. \*\*Si l’une des conditions suivantes se produit, débranchez la fiche d’alimentation principale et appelez votre distributeur local ou le \*\***support technique !** * Le câble d’alimentation ou la fiche principale est endommagé ou usé ; * Pénétration de liquides ;  * L’appareil a été exposé à la pluie ou à une forte humidité ambiante ; * L’appareil ne fonctionne pas correctement, même si vous avez suivi toutes les instructions de ce guide rapide. N’utilisez les commandes que comme indiquées dans le guide rapide. Des paramètres incorrects peuvent endommager l’appareil ; * L’appareil est tombé et le boitier est endommagé. # Sicherheitshinweise > Warnung– Gefahrenbereich # ## Symbole und Warnzeichen [Section titled “Symbole und Warnzeichen”](#symbole-und-warnzeichen) ![exclamation\_mark](/img/grandma3/2-4/exclamation_mark_1-1c4a64.png) \*\*Warnung \*\*– Gefahrenbereich *** ![lightning](/img/grandma3/2-4/lightning_1-a1ce59.png)     **Vorsicht**– Stromschlaggefahr *** ## Stromschlaggefahr [Section titled “Stromschlaggefahr”](#stromschlaggefahr) Die Wartung des Gerätes darf ausschließlich von geschultem Personal durchgeführt werden, da beim Öffnen und / oder Entfernen von Abdeckungen spannungsführende Teile freigelegt werden könnten. Spannungsführende Teile nicht berühren – Gefahr von Stromschlag! ![](/img/grandma3/2-4/danger-of-electric-shock_11-e6c20f.png) *** ![icon\_garbage\_bin](/img/grandma3/2-4/icon_garbage_bin-0aa712.png) Das Gerät ist als Sonderabfall zu entsorgen. Die örtlichen Vorschriften beachten! Für weitere Informationen siehe [Entsorgung](/grandma3/2-4/key_xport_nodes_disposal-1/). ***  ![ce\_and\_fcc](/img/grandma3/2-4/ce_and_fcc_1-735a33.png)  Konformitätserklärung Für weitere Informationen siehe [Konformität](/grandma3/2-4/key_xport_node_conformity-1/).  *** ![on\_off](/img/grandma3/2-4/on_off_15-9c4344.png) Betriebsspannung AN/AUS   | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Das Gerät muss geerdet sein. Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. | Alle Anweisungen in diesem Quick Manual aufmerksam lesen, vor allem die [Allgemeinen Sicherheitsanweisungen](/grandma3/2-4/key_xport_nodes_safety-3/#h2_632920942) weiter unten in diesem Kapitel und die [Betriebsgrenzen](/grandma3/2-4/key_xport_nodes_limitations-1/). Das Quick Manual für den späteren Gebrauch aufbewahren. Alle Vorsichtsmaßnahmen und Warnhinweise befolgen, die in diesem Quick Manual und auf dem Gerät selbst vermerkt sind.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Sämtliche Reparatur- und Wartungsarbeiten dürfen ausschließlich von geschultem Personal durchgeführt werden.  | Dieses Gerät entspricht dem neusten Stand der Technik, trotzdem kann ein Restrisiko nicht komplett ausgeschlossen werden.  Um dieses Restrisiko zu vermeiden, die Sicherheitsanweisungen befolgen. Dieses Gerät ist nur für den professionellen Gebrauch bestimmt und nicht für den privaten Gebrauch geeignet. MA Lighting Technology GmbH kommt für den Schaden nicht auf, der aufgrund von Nichtbeachtung der Sicherheitsanweisungen entstehen könnte. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** Durch den Nutzer herbeigeführte Modifikationen an diesen Geräten, die nicht ausdrücklich von der für die Übereinstimmung verantwortlichen Stelle genehmigt wurden, führen zum Verbot der Benutzung der Geräte. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Diese Geräte wurden getestet und entsprechen den Grenzwerten eines digitalen Geräts der Klasse A gemäß der FCC-Bestimmungen Teil 15 und der CE-Regularien. Diese Grenzwerte bieten im professionellen Betrieb einen angemessenen Schutz gegen störende Interferenzen. Die Geräte erzeugen, verwenden und strahlen möglicherweise Funkwellen aus. Wenn sie nicht gemäß dieser Anleitung installiert und verwendet werden, können sie den Funkverkehr stören. Der Betrieb dieser Geräte im privaten, häuslichen Bereich kann u. U. Funkstörungen verursachen. In diesem Fall muss der Benutzer die Störungen selbst beheben.   | ## Vermeiden von Stromschlag [Section titled “Vermeiden von Stromschlag”](#vermeiden-von-stromschlag) Ein beschädigtes Gerät oder Netzkabel kann schwere oder tödliche Verletzungen verursachen.   Sicherheitsanweisungen befolgen, um die Verletzungen, die durch elektrischen Strom verursacht werden können, zu vermeiden.  * Kein beschädigtes Netzkabel nutzen. * Keine festgeschraubten Abdeckungen am Gehäuse öffnen. * Gerät nur im technisch einwandfreien Zustand nutzen. * Gerät niemals selbst reparieren. * Gerät nicht modifizieren und keine Änderungen an dessen Komponenten und Zubehör vornehmen. * Gerät nicht Regen oder Feuchtigkeit aussetzen. * Gerät nicht in Wasser tauchen. ## []()Allgemeine Sicherheitsanweisungen [Section titled “Allgemeine Sicherheitsanweisungen”](#allgemeine-sicherheitsanweisungen) Um Verletzungen vorzubeugen oder Schaden am Gerät zu vermeiden:  * Beim Bedienen nicht in das Gerät hineingreifen. * Gerät und Netzkabel von Kindern unter 8 Jahren fernhalten. * Kinder nicht mit dem Gerät spielen lassen.  * Bei Gewitter das Gerät vom Netz trennen (Netzstecker ziehen). * Bei längerer Nichtverwendung Gerät vom Netz trennen (Netzstecker ziehen). * Vor dem Reinigen Gerät vom Netz trennen (Netzstecker ziehen). * Keine flüssigen Reinigungsmittel oder Sprühreiniger verwenden. * Nur mit trockenem Tuch reinigen. * Gerät nicht in der Nähe von Wasser nutzen. * Gerät nicht einer feuchten Umgebung aussetzen. * Keine Flüssigkeiten auf das Gerät schütten. * Belüftungsöffnungen im Gehäuse nicht blockieren – diese sind für den Luftstrom innerhalb des Gerätes wichtig und schützen es vor Überhitzung. * Keine Fremdkörper in die Belüftungsöffnungen stecken, da diese mit spannungsführenden Teilen in Kontakt kommen und Kurzschlüsse, Feuer und / oder Stromschlag verursachen können. * Keine Gegenstände auf das Netzkabel stellen; Nicht auf das Netzkabel treten oder zusammendrücken, besonders am Stecker und an Stellen, an denen die Kabel das Gehäuse verlassen. * Wird ein Verlängerungskabel genutzt, muss sichergestellt werden, dass die Summe der Nennleistungen der an das Kabel angeschlossenen Geräte die Nennleistung des Verlängerungskabels nicht überschreitet. * Sich nicht mit dem Körpergewicht auf dem Gerät abstützen. * Keine schweren Gegenstände auf dem Gerät abstellen. * Keine übermäßige Kraft auf Tasten, Knöpfe, Schalter, Verbinder oder Drehknöpfe ausüben. * Sind Netzkabel oder Stecker beschädigt, müssen diese umgehend von einer Fachkraft ausgetauscht werden. * Gerät nur auf stabilen Oberflächen platzieren; Wird es auf instabilen Oberflächen platziert, kann das Gerät herunterfallen und stark beschädigt werden. * Nur Netzkabel mit Sicherheitsprüfzeichen nutzen. * Keine leistungsstarken Funkgeräte oder Mobiltelefone in der Nähe des Gerätes verwenden. * Das Gerät hat ein Schutzkontaktstecker, der nur in Verbindung mit einer Schutzkontaktsteckdose genutzt werden kann. Sollte der Schutzkontaktstecker nicht in die Steckdose passen, muss diese von einem Elektriker ausgetauscht werden. * Nicht den Sicherheitszweck eines Schutzkontaktsteckers ignorieren. Ein Schutzkontaktstecker hat zwei Stromkontakte und einen dritten Erdungskontakt. Der dritte Erdungskontakt dient Ihrer Sicherheit. * Wie bei allen industriell gefertigten Gütern kann die Verwendung von Stoffen, die Allergien hervorrufen können, wie z.B. Aluminium, nicht gänzlich ausgeschlossen werden. Sollten allergische Reaktionen (wie z.B. Hautausschlag, ständiges Niesen, gerötete Augen oder Atemwegsbeschwerden) auftreten, ist umgehend ein Arzt zur Ursachenklärung aufzusuchen. **Sollte einer der folgenden Punkte zutreffen, das Gerät vom Strom nehmen und den Kundendienst kontaktieren!** * Netzkabel oder -Stecker sind beschädigt, spröde oder brüchig. * Eintritt von Wasser. * Gerät wurde Regen oder hoher Luftfeuchtigkeit ausgesetzt. * Gerät funktioniert bei Einhaltung von Bedienungsanweisungen, die im Quick Manual stehen, nicht einwandfrei. Steuerelemente so einstellen wie im Quick Manual beschrieben, da eine falsche Einstellung das Gerät beschädigen könnte. * Gerät ist heruntergefallen und dabei wurde das Gehäuse beschädigt. # Support > Contact us for any questions about your MA product. Contact us for any questions about your MA product. MA Lighting and its extensive distributor network offer unparalleled technical support. Call on our expertise for help with any problem, no matter if it is about the operation, software features, software installations, or troubleshooting. ### Help Pages [Section titled “Help Pages”](#help-pages) The help pages are included in every software installer package and are automatically loaded into the software. To access and read the help pages, press Help + Please. The help pop-up opens on the main screen. To jump directly into a special help topic, use the context-sensitive help: * Press and hold Help and tap the desired user interface element (UI element) to open the corresponding help topic. * Tap ![question\_mark](/img/grandma3/2-4/question_mark_1-7e6930.png) in the control bar and tap a UI element to open the corresponding help topic. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) All MA product-related manuals are available as online versions. Just select your MA product and click on the respective link. All further documents can be found in our download area. Go to [https://www.malighting.com/training-support/online-manuals.](https://www.malighting.com/training-support/online-manuals) ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Get tips and tricks from our MA experts on your MA product. MA offers a whole range of videos on how to use your MA product in the best possible way. Just select your series and click on the links to watch the videos on our YouTube channel. Go to [https://www.malighting.com/training-support/video-tutorials.](https://www.malighting.com/training-support/video-tutorials) ### Community [Section titled “Community”](#community) Share your knowledge and get help from other MA users. A community can be stronger and better than the individual. Be part of the MA community! Go to [https://www.malighting.com/training-support/community.](https://www.malighting.com/training-support/community) ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) In our MA Fixture Share you will find a comprehensive database of different fixture types for grandMA3, grandMA2, and dot2. You can also find the grandMA2 GDTF Converter there. Simply upload the GDTF file and it will be converted into a grandMA2 Fixture Profile.\ \ The GTDF Share contains a comprehensive library of all available GDTF files with all relevant modes and firmware versions. Like the MA Fixture Share, this database is continuously updated. For more information see:  ### Local Support [Section titled “Local Support”](#local-support) If you have a question regarding your MA Lighting product, please first of all contact your local MA product specialists. ### Central Support [Section titled “Central Support”](#central-support) If you are in need of further assistance or manufacturer support, please fill out an email request on [www.malighting.com in](http://www.malighting.com%C2%A0in) Training and Support. Your request will automatically be sent to\*\*  \*\*(in English or German). This email service is monitored during MA Lighting’s regular business hours in Germany from 8.30 am until 5 pm, Monday through Friday. ### Emergency Hotline [Section titled “Emergency Hotline”](#emergency-hotline) In any case of a show critical emergency please contact the MA Lighting support hotline. Phone +49 5251 68 88 65 99 Please note that this 24/7 hotline is strictly for emergency cases. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology has registered multiple patents, trademarks, design patents, and utility models for its products.\ We will take legal action against the violation of this intellectual property. For more information see:  # Support technique > Contactez-nous pour toute question concernant votre produit MA. Contactez-nous pour toute question concernant votre produit MA. MA Lighting et son vaste réseau de distributeurs offrent un support technique incomparable. Faites appel à notre expertise pour tout problème, qu’il s’agisse de fonctionnement, de fonctionnalités logicielles, d’installations logicielles ou de dépannage. ### Pages d’aide [Section titled “Pages d’aide”](#pages-daide) Les pages d’aide sont incluses dans chaque logiciel d’installation et sont automatiquement chargées dans le logiciel. Pour accéder et lire les pages d’aide, appuyez sur Help + Please. La fenêtre contextuelle d’aide s’ouvre sur l’écran principal. Pour accéder directement à une rubrique d’aide spéciale, utilisez l’aide contextuelle : * Appuyez et maintenez enfoncé le bouton Help et touchez l’élément d’interface utilisateur (élément IU) souhaité pour ouvrir la rubrique d’aide correspondante. * Tapez sur ![question\_mark](/img/grandma3/2-4/question_mark_1-7e6930.png) dans la barre de contrôle et appuyez sur un élément de l’IU pour ouvrir le sujet d’aide correspondant. ### Guides en ligne [Section titled “Guides en ligne”](#guides-en-ligne) Tous les guides relatifs aux produits MA sont disponibles en ligne. Choisissez simplement votre produit MA et cliquez sur le lien correspondant. Tous les autres documents sont disponibles dans notre espace de téléchargement. Visitez . ### Tutoriels vidéo [Section titled “Tutoriels vidéo”](#tutoriels-vidéo) Obtenez des conseils et astuces de nos experts MA sur votre produit MA. MA vous propose toute une gamme de vidéos sur la meilleure façon d’utiliser votre produit MA. Sélectionnez simplement votre série et cliquez sur les liens pour regarder les vidéos sur notre chaîne YouTube. Visitez . ### Communauté [Section titled “Communauté”](#communauté) Partagez vos connaissances et obtenez l’aide d’autres utilisateurs de MA. Une communauté peut être plus forte et meilleure que l’individu. Faites partie de la communauté MA ! Visitez . ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Dans notre MA Fixture Share, vous trouverez une base de données complète des différents types de luminaires pour grandMA3, grandMA2 et dot2. Le partage GTDF contient une bibliothèque complète de tous les fichiers GDTF disponibles avec tous les modes et versions de micrologiciel pertinents. Tout comme MA Fixture Share, cette base de données est continuellement mise à jour. Pour plus d’informations, voir:  ### Support local [Section titled “Support local”](#support-local) Si vous avez une question concernant votre produit MA Lighting, veuillez tout d’abord contacter votre spécialiste MA local. ### Support central [Section titled “Support central”](#support-central) Si vous avez besoin de plus d’aide ou d’assistance de la part du fabricant, veuillez remplir une demande par e-mail à [www.malighting.com](https://www.malighting.com/) sous Training and Support. Votre demande sera automatiquement envoyée à **** (en anglais ou en allemand). Ce service de messagerie électronique est surveillé pendant les heures d’ouverture habituelles de MA Lighting en Allemagne, de 8h30 à 17h, du lundi au vendredi. ### Hotline d’urgence [Section titled “Hotline d’urgence”](#hotline-durgence) En cas d’urgence, veuillez contacter le support technique de MA Lighting. Téléphone +49 5251 68 88 65 99 Veuillez prendre note que cette ligne d’assistance 24 heures sur 24 et 7 jours sur 7 est strictement réservée aux cas d’urgence. ### Propriété intellectuelle [Section titled “Propriété intellectuelle”](#propriété-intellectuelle) MA Lighting Technology a déposé plusieurs brevets, marques de commerce, brevets de conception et modèles d’utilité pour ses produits. Nous intenterons une action en justice contre la violation de cette propriété intellectuelle. Pour plus d’informations, voir:  # Support > Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. # Bei Fragen zu Ihren MA Produkten wenden Sie sich bitte an uns. MA Lighting bietet mit dem angeschlossenen umfassenden Distributionsnetzwerk einen einmaligen technischen Support. Sollten wider Erwarten Probleme auftreten, stehen wir Ihnen mit unserem Know-how zur Seite, ganz gleich worum es sich handelt – Bedienung, Software-Features, Software-Installation oder Fehlerbeseitigung. ### Offline Hilfe [Section titled “Offline Hilfe”](#offline-hilfe) Die Offline Hilfe ist in jedem Software Installer enthalten und wird automatisch in die Software geladen. Zum Aufrufen der Hilfe die Tasten Help + Please drücken. Das Hilfe Fenster öffnet sich auf dem Hauptmonitor. Um ein spezielles Hilfethema direkt anzuspringen, die Kontextsensitive Hilfe verwenden. Um das entsprechende Hilfethema zu öffnen: * Taste Help drücken und halten und das gewünschte Bedienelement antippen. * Das ![question\_mark](/img/grandma3/2-4/question_mark_1-7e6930.png) in der Kontrollleiste und das gewünschte Bedienelement antippen. ### Online Manuals [Section titled “Online Manuals”](#online-manuals) Alle Benutzerhandbücher der MA Produkte sind als Online-Versionen verfügbar. Einfach auswählen, für welches MA Produkt Sie eine Bedienungsanleitung benötigen. Gehe zu . ### Video Tutorials [Section titled “Video Tutorials”](#video-tutorials) Hier erhalten Sie Tipps und Tricks von unseren MA Experten für Ihr MA Produkt. MA Lighting bietet eine große Anzahl an Tutorial-Videos an, damit Sie Ihr MA Produkt bestmöglich nutzen können. Wählen Sie dafür einfach eine Serie aus und sehen Sie alle Videos dazu auf unserem YouTube Kanal. Gehe zu . ### Community [Section titled “Community”](#community) Teilen Sie Ihr Wissen mit anderen MA Usern. In der Gemeinschaft ist man effektiver. Werden Sie Mitglied der MA Community! Gehe zu [https://www.malighting.com/de/training-support/community](https://www.malighting.com/de/training-support/community/). ### Fixture Shares [Section titled “Fixture Shares”](#fixture-shares) Im MA Fixture Share finden Sie eine umfassende Bibliothek der unterschiedlichsten Fixture Typen für alle grandMA3, grandMA2 und dot2 Serien. Im GTDF Share finden Sie eine umfassende Bibliothek aller verfügbaren GDTF Files mit allen relevanten Modi und Firmware Versionen. Diese Datenbank wird, wie das MA Fixture Share kontinuierlich aktualisiert. Mehr Info unter . ### Lokaler Support [Section titled “Lokaler Support”](#lokaler-support) Bei Fragen zu Ihren MA Lighting Produkten wenden Sie sich bitte als erstes an Ihre MA Produktspezialisten vor Ort. ### Zentraler Support [Section titled “Zentraler Support”](#zentraler-support) Wenn Sie weitere Hilfe oder Herstellerunterstützung benötigen, schicken Sie uns bitte ein [ausgefülltes E-Mail-Formular](https://www.malighting.com/de/training-support/support-anfrage) unter , Training und Support. Diese Anfrage wird automatisch an \*\* \*\*(in Englisch oder Deutsch) gesendet. Dieser E-Mail-Service ist während der regulären Geschäftszeiten von MA Lighting von 8.30 Uhr bis 17 Uhr von Montag bis Freitag erreichbar. ### Notfall-Hotline [Section titled “Notfall-Hotline”](#notfall-hotline) In show-kritischen Situationen nehmen Sie bitte Kontakt zur MA Lighting Support-Hotline auf. Tel. +49 5251.68 88 65 99 Diese Hotline ist 24 Stunden am Tag und 7 Tage in der Woche besetzt. Sie ist nur für Notfälle. ### Intellectual Property [Section titled “Intellectual Property”](#intellectual-property) MA Lighting Technology hat für seine Produkte zahlreiche Patente, Marken, Geschmacksmuster und Gebrauchsmuster angemeldet. Im Falle der Verletzung dieses geistigen Eigentums werden wir rechtliche Schritte einleiten. Mehr Info unter . # Technical Data > grandMA3 8Port Node and grandMA3 8Port Node PoE | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** grandMA3 nodes PoE can also be powered by a direct power connection using a PoE switch, or a PoE injector. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Only use adequately protected power cables (min. Ø = 3 x 1.0 mm²). The required power cable must meet the country’s standards. **Only qualified personnel is allowed to perform work on the power cable!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Use the USB port for updates only. Do not connect any peripheral devices (for example, mouse, keyboard). Each 5pin DMX512-A Out can be individually configured as DMX In.\*\* \*\* | * DMX: The maximum length of the cable is 350 m (in ideal conditions). * Use CAT-5e Ethernet cable or higher. Max. length of the cable 75 m.   **grandMA3 8Port Node and grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d-666eb7.png) *grandMA3 8Port Node – front panel* | Technical Data |   | | ----------------------------------- | ---------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 8Port Node and Outputs grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port_node_rear_3-731745.png) *grandMA3 8Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x  | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 4Port Node and grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port-node_front_3d-264007.png) *grandMA3 4Port Node – front panel* | Technical Data |   | | ----------------------- | --------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 4Port Node and grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port_node_rear_3-a29128.png) *grandMA3 4Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x  | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 2Port Node and grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port-node_front_3d-6d1d28.png) *grandMA3 2Port Node – front panel* | Technical Data |   | | ----------------------- | --------------------------------------------------------- | | Parameters | None | | Display | 3.9 ” TFT color  | | Operating voltage | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **Outputs grandMA3 2Port Node and grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port_node_rear_3-3873af.png) *grandMA3 2Port Node – rear panel* | Number | Connector | | ------ | ------------------------------------------------------------------ | | 1 x | powerCON TRUE1 (registered trademark of Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), for update via USB flash drive only. |   **grandMA3 onPC 8Port Node 4k and grandMA3 onPC 8Port Node 4k PoE** | Technical Data |   | | ----------------------------------- | ---------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af, 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (width x depth x height) | **grandMA3 onPC 4Port Node 4k and grandMA3 onPC 4Port Node 4k PoE** | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | **grandMA3 onPC 2Port Node 2k and grandMA3 onPC 2Port Node 2k PoE** | Technical Data |   | | ----------------------------------- | --------------------------------------------------------- | | Parameters | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode2) | | Display | 3.9 ” TFT color  | | Operating voltage (electrical grid) | 100-240 V AC, 50/60 Hz | | Operating voltage (PoE) | IEEE 802.3af; 48 V DC/max. 12 W  | | Net weight | 2 kg / 5 lbs | | Power | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (width x depth x height) | # Technische Daten > grandMA3 8Port Node und grandMA3 8Port Node PoE # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hinweis:** Die grandMA3 xPort Nodes PoE können auch durch einen PoE Switch oder PoE Injector mit Strom versorgt werden. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Ausreichend isolierte und geschützte Netzkabel verwenden (min. Ø = 3 x 1,0 mm²). Das Netzkabel muss den Standards des Landes entsprechen. **Arbeiten am Netzkabel dürfen ausschließlich von qualifiziertem Personal durchgeführt werden!** | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Wichtig:** Den USB-Anschluss nur für Software-Aktualisierungen verwenden. Keine Geräte anschließen (zum Beispiel Tastatur oder Maus). Jeder 5-polige DMX512-A Out kann auch als DMX In konfiguriert werden. | * DMX: maximale Kabellänge beträgt 350 m (unter idealen Bedingungen). * CAT-5e Ethernet-Kabel Kategorie oder höher verwenden; die maximale Kabellänge beträgt 75 m.   **grandMA3 8Port Node und grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d-666eb7.png) *grandMA3 8Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA  | | Maße | 482 x 189 x 43 mm / 19 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 8Port Node und grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port_node_rear_3-731745.png) *grandMA3 8Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 4Port Node und grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port-node_front_3d-264007.png) *grandMA3 4Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | -------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 4Port Node und grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port_node_rear_3-a29128.png) *grandMA3 4Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 2Port Node und grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port-node_front_3d-6d1d28.png) *grandMA3 2Port Node – Vorderseite* | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | Keine | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **Steckverbinder grandMA3 2Port Node und grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port_node_rear_3-3873af.png) *grandMA3 2Port Node – Rückseite* | Anzahl | Steckverbinder | | ------ | ----------------------------------------------------------------- | | 1 x | powerCON TRUE1 (eingetragene Marke der Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5-polig XLR (DMX512-A Out) | | 1 x | USB 2.0 (Typ A) |   **grandMA3 onPC 8Port Node 4k und grandMA3 onPC 8Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 482 x 189 x 43 mm / 19 x 8 x 2 in (Breite x Tiefe x Höhe) | **grandMA3 onPC 4Port Node 4k und grandMA3 onPC 4Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | -------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | **grandMA3 onPC 2Port Node 4k und grandMA3 onPC 2Port Node 4k PoE** | Technische Daten |   | | -------------------------------- | --------------------------------------------------------- | | Parameter | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode 2) | | Anzeige | 3,9 ” TFT Farbmonitor | | Betriebsspannung (Netzanschluss) | 100-240 V AC, 50/60 Hz | | Betriebsspannung (PoE) | IEEE 802.3af; 48 V DC/max. 12 W | | Gewicht (ohne Verpackung) | 2 kg / 5 lbs | | Anschlussleistung | max. 15 VA | | Maße | 207 x 184 x 43 mm  / 9 x 8 x 2 in (Breite x Tiefe x Höhe) | # Données techniques > grandMA3 8Port Node et grandMA3 8Port Node PoE # | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Indice:** Les xPort Nodes PoE grandMA3 peuvent être alimentés par une connexion électrique directe utilisant un commutateur PoE ou un injecteur PoE. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** N’utilisez que des câbles électriques suffisamment protégés (Ø min. = 3 x 1,0 mm²). Le câble d’alimentation requis doit être conforme aux normes du pays. **Seul un personnel qualifié est autorisé à effectuer des travaux sur le câble d’alimentation!** | | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Utilisez le port USB uniquement pour les mises à jour. Ne connectez aucun périphérique (par exemple, souris, clavier). Chaque sortie DMX512-A à 5 broches peut être configurée individuellement comme entrée DMX.  | * DMX: la longueur maximale du câble est de 350 m (dans des conditions idéales). * Utilisez un câble Ethernet CAT-5e ou supérieur. La longueur maximale du câble est de 75 m.   **grandMA3 8Port Node et grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port-node_front_3d-666eb7.png) *grandMA3 8Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ------------------------------------------------------------------ | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 8Port Node et grandMA3 8Port Node PoE** ![](/img/grandma3/2-4/img_gm3_8port_node_rear_3-731745.png) *grandMA3 8Port Node – panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 8 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 4Port Node et grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port-node_front_3d-264007.png) *grandMA3 4Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 4Port Node et grandMA3 4Port Node PoE** ![](/img/grandma3/2-4/img_gm3_4port_node_rear_3-a29128.png) *grandMA3 4Port Node –panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x  | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 4 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 2Port Node et grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port-node_front_3d-6d1d28.png) *grandMA3 2Port Node – panneau avant* | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | Aucun | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **Sorties grandMA3 2Port Node et grandMA3 2Port Node PoE** ![](/img/grandma3/2-4/img_gm3_2port_node_rear_3-3873af.png) *grandMA3 2Port Node –Panneau arrière* | Nombre | Connecteur | | ------ | -------------------------------------------------------------- | | 1 x | powerCON TRUE1 (marque déposée de Neutrik AG, Liechtenstein) | | 1 x | etherCON/RJ45 | | 2 x | 5pin XLR (DMX512-A Out) | | 1 x | USB 2.0 (type A), pour la mise à niveau via clé-USB seulement. |   **grandMA3 onPC 8Port Node 4k et grandMA3 onPC 8Port Node 4k PoE** | Données Techniques |   | | ------------------------------- | ------------------------------------------------------------------ | | Paramètres | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 482 x 189 x 43 mm / 19 x 8 x 2 in (largeur x profondeur x hauteur) | **grandMA3 onPC 4Port Node 4k et grandMA3 onPC 4Port Node 4k PoE** | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) / 2 048 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | **grandMA3 onPC 2Port Node 2k et grandMA3 onPC 2Port Node 2k PoE** | Données Techniques |   | | ------------------------------- | ----------------------------------------------------------------- | | Paramètres | 4 096 (HTP/LTP) / 1 024 (HTP/LTP) (Mode2) | | Affichage | 3.9 ” TFT color  | | Tension | 100-240 V AC, 50/60 Hz | | Tension de fonctionnement (PoE) | IEEE 802.3af, 48 V DC/max. 12 W | | Poids net | 2 kg / 5 lbs | | Puissance | max. 15 VA  | | Dimensions | 207 x 184 x 43 mm / 9 x 8 x 2 in (largeur x profondeur x hauteur) | # Transportation > Noncompliance of the safety instructions can result in personal injury or material damage; * The grandMA3 xPort Nodes must be protected from environmental factors such as physical shocks and vibration during transportation; * Remove all cables before transport; * The user is responsible for securely fastening the products for transport and for following the manufacturer´s safety instructions when transporting the device;\ Noncompliance of the safety instructions can result in personal injury or material damage; * Do not place the grandMA3 xPort Nodes on unstable surfaces; * Do not place any objects on top of the grandMA3 xPort Nodes. | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warning:** -Pay attention to temperature and humidity during transport. For more information see [Limitations](/grandma3/2-4/key_xport_nodes_limitations/). -After the transport check the device. -If the device or its display is damaged (dented, bent or broken), do not connect the grandMA3 xPort Node to power! | # Transport > Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ; # * Les grandMA3 xPort Nodes doivent être protégés des influences environnementales telles que les chocs physiques et les vibrations pendant le transport ; * Retirez tous les câbles avant le transport ;  * L’utilisateur est responsable de la sûreté de la fixation des produits pour le transport et du respect des consignes de sécurité du fabricant lors du transport de l’appareil ;\ Le non-respect des consignes de sécurité peut entraîner des dommages corporels ou matériels ;  * Ne placez pas les grandMA3 xPort Nodes sur des surfaces instables ; * Ne placez aucun objet sur les grandMA3 xPort Nodes.  | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Attention:** -Faites attention à la température et à l’humidité pendant le transport. Pour plus d’informations, voir [Limitations d’usage](https://malighting.clickhelp.co/smart/project-waduc_qa_grandma3-user-manual/key_xport_nodes_limitations-1-2). -Après le transport, vérifiez l’appareil. -Si l’appareil ou son écran est endommagé (cabossé, tordu ou cassé), ne connectez pas le grandMA3 xPort Node au réseau électrique ! | # Transport * Die grandMA3 xPort Nodes während des Transports vor Umwelteinflüssen wie Erschütterungen und Vibrationen schützen. * Alle Kabel vor dem Transport entfernen. * Der Benutzer ist dafür verantwortlich, das Gerät beim Transport sicher zu befestigen und die Sicherheitshinweise des Herstellers zu beachten. Die Nichteinhaltung der Sicherheitshinweise kann zu Personen- oder Sachschäden führen. * Die grandMA3 xPort Nodes nicht auf eine instabile Oberfläche stellen. * Keine weiteren Objekte auf die grandMA3 xPort Nodes stellen. | | | | ----------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | **Warnung:** - Beim Transport die zulässigen Werte für Temperaturen und Luftfeuchte beachten. Für weitere Information, siehe [Betriebsgrenzen](/grandma3/2-4/key_consoles_limitations-1/). - Nach dem Transport das Gerät prüfen. - Wenn das Gerät oder sein Display beschädigt ist (verbeult, verbogen oder kaputt), nicht an die Stromversorgung anschließen! | # Keys > A shortcut is a series of one or several keys that invoke the software to perform a pre-programmed action. A shortcut is a series of one or several keys that invoke the software to perform a pre-programmed action. In grandMA3, we differentiate between the term key and button A key is a (hard) key on the console or on the (integrated) keyboard. A button is an element in the User Interface. The keys F9, F10, F11, Pause and Print Screen provide system-wide shortcuts on all operating systems always available in all contexts as long as the program is running. These shortcuts cannot be edited. The following shortcuts are available on all OS through several input methods: **Desk lock:** * Keyboard * F9  * Pause  * Key * MA + MA + Pause | Fix * Button * Lock **Toggle keyboard shortcuts:** * Keyboard * F10 * Button * ShCuts **Print screen:** * Keyboard * F11 * Print **Reload UI (If the color theme is set to unreadable values):** * Key * MA + MA + Clear | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Shift keys on the keyboard correspond with the MA keys on the console. | All other shortcuts can be edited by the user. For more information on see [Keyboard Shortcuts](/grandma3/2-4/do_shortcuts_keyboard/).  This overview displays shortcuts for a quick execution of commands. | Press key | Command | Description | | ----------------------------------------- | --------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | . | . | Enters . \[Dot] into the command line. For more information see the [. \[Dot\] keyword](/grandma3/2-4/keyword_dot/). | | . . | Zero | Sets the dimmer value of the selected fixtures to 0. | | MA . | Default | Sets the attributes to their default values. | | <<< | <<< | Enters <<< \[GoFastBackward] into the command line. For more information see the [<<< \[GoFastBackward\] keyword](/grandma3/2-4/keyword_gofastbackward/). | | Press and hold <<< | | Allows several successive operations. | | MA <<< | Black | Enters Black into the command line. For more information see the [Black keyword](/grandma3/2-4/keyword_black/). | | Press and hold <<< | | Allows several successive operations. | | >>> | >>> | Enters >>> \[GoFastForward] into the command line. For more information see the [>>> \[GoFastBackward\] keyword](/grandma3/2-4/keyword_gofastforward/). | | Press and hold >>> | | Allows several successive operations. | | MA >>> | Flash | Enters Flash into the command line. For more information see the [Flash keyword](/grandma3/2-4/keyword_flash/). | | Press and hold >>> | | Allows several successive operations. | | - | - | Enters - \[Minus] into the command line. For more information see the [- \[Minus\] keyword](/grandma3/2-4/keyword_minus/). | | - - | At Percent - 10 | Decreases the intensity of the selected fixtures by 10%. | | MA- | Previous | Enters the Previous keyword in the command line. For more information see [Previous keyword](/grandma3/2-4/keyword_previous/). | | + | + | Enters + \[Plus] into the command line. For more information see the [Plus keyword](/grandma3/2-4/keyword_plus/). | | + + | At Percent + 10 | Increases the intensity of the selected fixtures by 10%. | | MA+ | Next | Enters the Next keyword in the command line. For more information see [Next keyword](/grandma3/2-4/keyword_nexty/). | | / | / | Enters / \[Slash] into the command line. For more information see the [/ \[Slash\] keyword](/grandma3/2-4/keyword_slash/). | | MA / | \* | Enters \* \[Asterisk] into the command line. For more information see the [\* \[Asterisk\] keyword](/grandma3/2-4/keyword_asterisk/). | | At | At | Enters At into the command line. For more information see the [At keyword](/grandma3/2-4/keyword_at/). | | At At | Normal | Sets the intensity to the Normal value in the selected fixtures. | | MA At | Integrate | Enters Integrate into the command line. For more information see the [Integrate keyword](/grandma3/2-4/keyword_integrate/). | | MA At At | Extract | Enters Extract into the command line. For more information see the [Extract keyword](/grandma3/2-4/keyword_extract/). | | Press and hold At |   | Opens the At Filter. For more information see [At Filter](/grandma3/2-4/worldfilter_at_filter/). | | Store At | /Embed | Enters /Embed into the command line. For more information see the [/Embed option keyword](/grandma3/2-4/ok_embed/). | | Assign | Assign | Enters Assign into the command line. For more information see the [Assign keyword](/grandma3/2-4/keyword_assign/). | | Assign Assign | Label | Enters Label into the command line. For more information see the [Label keyword](/grandma3/2-4/keyword_label/). | | MA Assign | Set | Enters Set into the command line. For more information see the [Set keyword](/grandma3/2-4/keyword_set/).  | | Press and hold Assign | | Allows several successive operations. | | Align | Align | Cycles through the different align modes. | | Press and hold Align | Align “Off” | Sets the align mode to off. | | MA Align | AlignTransition | Cycles through the different align transitions. | | Press and hold MA Align | AlignTransition “Linear” | Sets the align transition to linear. | | Blind | Blind | Toggles the blind mode. For more information see the [Blind keyword](/grandma3/2-4/keyword_blind/).  | | Clear | Clear | Clears the selected fixtures. For more information see the [Clear keyword](/grandma3/2-4/keyword_clear/). | | Clear Clear | Clear | Clears the active values. For more information see the [Clear keyword](/grandma3/2-4/keyword_clear/). | | Clear Clear Clear | Clear | Clears the programmer. For more information see the [Clear keyword](/grandma3/2-4/keyword_clear/). | | Press and hold Clear | ClearAll | Clears the programmer and command filter. You can also press 3 x Clear. For more information see the [ClearAll keyword](/grandma3/2-4/keyword_clear_all/). | | Channel | Channel | Enters Channel into the command line. For more information see the [Channel keyword](/grandma3/2-4/keyword_channel/).  | | Channel Channel | ChannelGenericand other ID types in use | Pressing Channel repeatedly switches through Channel, Generic, and other ID types in use. If ID types are not assigned to patched fixtures, they are not use and hence will not be toggled in the command line. For more information see the [Channel key](/grandma3/2-4/key_channel/), [Generic keyword](/grandma3/2-4/keyword_generic/), [Command Line - Change the Default Keyword](/grandma3/2-4/ws_ui_command_line/). | | Copy | Copy | Enters Copy into the command line. For more information see the [Copy keyword](/grandma3/2-4/keyword_copy/).  | | Copy Copy | Paste | Enters Paste into the command line. For more information see the [Paste keyword](/grandma3/2-4/keyword_paste/). | | Copy Copy Copy | Insert | Enters Insert into the command line. For more information see the [Insert keyword](/grandma3/2-4/keyword_insert/). | | MA Copy | Cut | Enters cut into the command line. For more information see the [Cut keyword](/grandma3/2-4/keyword_cut/). | | Press and hold Copy | | Allows several successive operations. | | Ctrl |   | Press and hold to use multi-selection in sheets. To initiate a clean start press and hold when the Mode Selector pop-up appears during the boot process. | | Cue | Cue | Enters Cue into the command line. For more information see the [Cue keyword](/grandma3/2-4/keyword_cue/). | | Cue Cue | Part | Enters Part into the command line. For more information see the [Part keyword](/grandma3/2-4/keyword_part/).  | | MA Cue | Programmer | Enters Programmer into the command line. For more information see the [Programmer keyword](/grandma3/2-4/keyword_programmer/).  | | Down | Down | Navigates downward in the structure of fixtures or subfixtures. | | Delete | Delete | Enters Delete into the command line. For more information see the [Delete keyword](/grandma3/2-4/keyword_delete/).  | | Delete Delete | Remove | Enters Remove into the command line. For more information see the [Remove keyword](/grandma3/2-4/keyword_remove/).  | | Delete Delete Delete | Release | Enters Release into the command line. For more information see the [Release keyword](/grandma3/2-4/keyword_release/). | | Press and hold Delete | | Allows several successive operations. | | ESC |   | Closes pop-ups, returning keyboard focus to the command line. If there are no open pop-ups, ESC will delete unexecuted commands in the command line. | | Press and hold for 5 seconds MAESC | | Cancels operations that take a longer period of time to process. For example, such operations are copying or storing large amount of data.  | | Edit | Edit | Enters Edit into the command line. For more information see the [Edit keyword](/grandma3/2-4/keyword_edit/). | | Edit Edit | EditSetting | Enters EditSetting into the command line. For more information see the [EditSetting keyword](/grandma3/2-4/keyword_editsetting/).  | | MAEdit | EditRecipe | Enters EditRecipe into the command line. For more information see the [EditRecipe keyword](/grandma3/2-4/keyword_editrecipe/). | | Freeze | Freeze | Toggles the Freeze function. | | Full | Full | Sets the intensity to 100% in the selected fixtures. For more information see the [Full keyword](/grandma3/2-4/keyword_full/). | | Fixture | Fixture | Enters Fixture into the command line. For more information see the [Fixture keyword](/grandma3/2-4/keyword_fixture/).  | | Fixture Fixture | Selection | Enters Selection into the command line. For more information see [Selection keyword](/grandma3/2-4/keyword_selection/).  | | Fixture Fixture Fixture | Collection | Enters Collection into the command line. For more information see the [Collection keyword](/grandma3/2-4/keyword_collection/).  | | Group | Group | Enters Group into the command line. For more information see the [Group keyword](/grandma3/2-4/keyword_group/). | | Group Group | World | Enters World into the command line. For more information see the [World keyword](/grandma3/2-4/keyword_world/). | | Group Group Group | Filter | Enters Filter into the command line. For more information see the [Filter keyword](/grandma3/2-4/keyword_filter/). | | MA Group | Tag | Enters Tag into the command line. For more information see the [Tag keyword](/grandma3/2-4/keyword_tag/). | | Goto | Goto | Enters Goto into the command line. For more information see the [Goto keyword](/grandma3/2-4/keyword_goto/).  | | Goto Goto | Load | Enters Load into the command line. For more information see the [Load keyword](/grandma3/2-4/keyword_load/).  | | MA Goto Goto | Loaded | Enters Loaded into the command line. For more information see the [Loaded keyword](/grandma3/2-4/keyword_loaded/).  | | Go+ \[Large] | Go+ Executor | Executes Go+ Executor into the command line and affects the selected sequence. For more information see the [Go+ keyword](/grandma3/2-4/keyword_goplus/). | | MA Go+ \[Large] | Go+ Loaded | Executes Go+ Loaded into the command line. For more information see the  [Loaded keyword](/grandma3/2-4/keyword_loaded/).  | | Go- \[Large] | Go- Executor | Executes Go- Executor into the command line and affects the selected sequence. For more information see the [Go- keyword](/grandma3/2-4/keyword_gominus/).  | | Go+ \| Temp | Go+ | Enters Go+ into the command line. For more information see the [Go+ keyword](/grandma3/2-4/keyword_goplus/).  | | Press and hold Go+ \| Temp | | Allows several successive operations. | | Go+ \| TempGo+ \| Temp | Unpark | Enters Unpark into the command line. For more information see the [Unpark keyword](/grandma3/2-4/keyword_unpark/).  | | MA Go+ \| Temp | Temp | Enters Temp into the command line. For more information see the [Temp keyword](/grandma3/2-4/keyword_temp/).  | | Press and hold MAGo+ \| Temp | | Allows several successive operations. | | MA Go+ \| Temp Go+ \| Temp | Toggle | Enters Toggle into the command line. For more information see the [Toggle keyword](/grandma3/2-4/keyword_toggle/).  | | Go- \| Top | Go- | Enters the Go- into the command line. For more information see the [Go- keyword](/grandma3/2-4/keyword_gominus/).  | | Press and hold Go- \| Top | | Allows several successive operations. | | MA Go- \| Top | Top | Enters Top into the command line. For more information see the [Top keyword](/grandma3/2-4/keyword_top/).  | | Press and hold MA Go- \| Top | | Allows several successive operations. | |  MA Go- \| Top Go- \| Top | Kill | Enters Kill into the command line. For more information see the [Kill keyword](/grandma3/2-4/keyword_kill/).  | | Help | Help | Enters Help into the command line. For more information see the [Help keyword](/grandma3/2-4/keyword_help/).  | | Highlt | Highlight | Toggles the highlight function on and off. For more information see the [Highlight keyword](/grandma3/2-4/keyword_highlight/).  | | MA Highlt | Lowlight | Toggles the lowlight function on and off. For more information see the [Lowlight keyword](/grandma3/2-4/keyword_lowlight/).  | | If | IfOutput If EndIf | If the command line is empty, IfOutput will be entered into the command line. For more information see the [IfOutput keyword](/grandma3/2-4/keyword_ifoutput/). If any other command has already been entered, pressing If again will enter If into the command line. For more information see the [If keyword](/grandma3/2-4/keyword_if/).  If If has already been entered into the command line, pressing If will enter EndIf into the command line. For more information see the [EndIf keyword](/grandma3/2-4/keyword_endif/). | | If If | IfActive | Enters IfActive command into the command line. For more information see the IfActive keyword.  | | If If If | IfProgammer | Enters IfProgrammer into the command line. For more information see the [IfProgrammer keyword](/grandma3/2-4/keyword_ifprogrammer/).  | | If If If If | If | Enters If into the command line. For more Information see the [If keyword](/grandma3/2-4/keyword_if/).  | | Learn \| Rate1 | LearnSpeed | Enters LernSpeed into the command line. For more information see the [LearnSpeed keyword](/grandma3/2-4/keyword_learnspeed/). | | Press and hold Learn \| Rate1 | | Allows several successive operations. | | MA Learn \| Rate1 | Rate1 | Enters Rate1 into the command line. For more information see the [Rate1 keyword](/grandma3/2-4/keyword_rate/).  | | Press and hold Learn \| Rate1 | | Allows several successive operations. | | List | List | Enters List into the command line. For more information see the [List keyword](/grandma3/2-4/keyword_list/).  | | Press and hold List + press Preset | | Opens preset pool. | | Press and hold List + press Sequ | | Opens sequence pool. | | Press and hold List + press Group | | Opens group pool. | | Press and hold List + press X15 \| Page | | Opens page pool. | | Press and hold List + press X14 \| Macro | | Opens macro pool. | | Press and hold List + press X7 \| View | | Opens view pool. | | MA List | ListReference | Enters ListReference into the command line. For more information see the [ListReference keyword](/grandma3/2-4/keyword_listreference/).  | | Press and hold MA + any other key | | Pressing and holding MA in combination with other keys provides shortcuts to other functions. It works the same as using Shift on a keyboard. | | Press and hold MA | | If the name of a pool object is hidden or the pool object displays a custom name, pressing and holding MA displays the name of media files. This works with the following pools: Appearance pool, Gobo pool, Image pool, Mesh pool, Sound pool, and Symbol pool. It willl also show numbers of assigned objects on view buttons and scroll thorugh the address string of the assigned object on executors if they are in other data pools. | | MA Please |   | Sets focus to the command line. | | Menu |   | Opens the menu pop-up. | | Menu Menu | SaveShow | Saves the show file using the current name. For more information see the [SaveShow keyword](/grandma3/2-4/keyword_saveshow/). | | Move | Move | Enters Move into the command line. For more information see the [Move keyword](/grandma3/2-4/keyword_move/). | | Move Move | Exchange | Enters Exchange into the command line. For more information see the [Exchange keyword](/grandma3/2-4/keyword_exchange/).  | | Press and hold Move | | Allows several successive operations. | | Next | Next | Executes Next in the command line. For more information see the [Next keyword](/grandma3/2-4/keyword_nexty/).  | | MA Next | Next Step | Executes Next Step in the command line. For more information see the [Step keyword](/grandma3/2-4/keyword_step/).  | | Oops | Oops | Undoes the last operation or selection. For more information see the [Oops keyword](/grandma3/2-4/keyword_oops/).  | | Press and hold Oops |   | Opens the Oops window. | | On | On | Enters On into the command line. For more information see the [On keyword](/grandma3/2-4/keyword_on/).  | | OnOn | Call | Enters Call into the command line. For more iformation see the [Call](/grandma3/2-4/keyword_call/)[ keyword](/grandma3/2-4/keyword_call/).  | | Press and hold On | | Allows several successive operations. | | Off | Off | Enters Off into the command line. For more information see the [Off keyword](/grandma3/2-4/keyword_off/).  | | Off Off |   | Opens the Off Menu. | | MA Off | Deactivate | Enters Deactivate into the command line. For more information see the [Deactivate keyword](/grandma3/2-4/keyword_deactivate/). | | MA MA Off |   | Closes any active RemoteHID connections. | | Press and hold Off | | Allows several successive operations. | | Pause \[Large] | Pause Executor | Toggles pause on and off in the selected sequence. For more information see the [Pause keyword](/grandma3/2-4/keyword_pause/). | | Pause \| Fix | Pause | Enters Pause into the command line. For more information see the [Pause keyword](/grandma3/2-4/keyword_pause/).  | | Press and hold Pause \| Fix | | Allows several successive operations. | | Pause \| Fix Pause \| Fix | Park | Enters Park into the command line. For more information see the [Park keyword](/grandma3/2-4/keyword_park/). | | MA Pause \| Fix | Fix | Enters Fix into the command line. For more information see the [Fix keyword](/grandma3/2-4/keyword_fix/). | | MA MA Pause \| Fix |   | Toggles the desk lock. | | Press and hold MAPause \| Fix | | Allows several successive operations. | | Page+ | Next Page | Calls the next page. For more information see the [Page keyword](/grandma3/2-4/keyword_page/).  | | Page-  | Previous Page | Calls the previous page. For more information see the [Previous keyword](/grandma3/2-4/keyword_previous/). | | Press and hold Page-  | Page | Calls page 1. | | Please |   | Executes the command entered in the command line. | | Please Please |   | Activates all attributes in the selected fixtures. If you keep on repeatedly pressing Please, the activation will be toggled. | | Power |   | Powers up or powers down the console.  | | Preset + 1 , 2  | Select EncoderBank 1, 2 | Changes between encoder banks. | | Preset | Preset | Enters Preset into the command line. For more information see the [Preset keyword](/grandma3/2-4/keyword_preset/). | | Preset Preset | Attribute | Enters Attribute in the command line. For more information see the [Attribute keyword](/grandma3/2-4/keyword_attribute/). | | Preset Preset Preset | Gel | Enters Gel into the command line. For more information see the [Gel keyword](/grandma3/2-4/keyword_gel/). | | MA Preset | FeatureGroup | Enters FeatureGroup into the command line. For more information see the [FeatureGroup keyword](/grandma3/2-4/keyword_featuregroup/). | | MA Preset Preset | DataPool | Enters DataPool into the command line. For more information see the [DataPool keyword](/grandma3/2-4/keyword_datapool/).  | | Prev | Previous | Executes Previous in the command line. For more information see the [Previous keyword](/grandma3/2-4/keyword_previous/) .  | | MA Prev | Previous Step | Executes Previous Step in the command line. For more information see the [Step keyword](/grandma3/2-4/keyword_step/). | | Select | Select | Enters Select into the command line. For more information see the [Select keyword](/grandma3/2-4/keyword_select/).  | | Select Select | Collect | Enters Collect into the command line. For more information see the [Collect keyword](/grandma3/2-4/keyword_collect/).  | | Press and hold Select | | Allows several successive operations. | | SelFix | SelectFixtures | Enters SelectFixtures into the command line. For more information see the [SelectFixtures keyword](/grandma3/2-4/keyword_selectfixtures/). | | SelFix SelFix | Shuffle | Enters Shuffle into the command line. For more information see the [Shuffle keyword](/grandma3/2-4/keyword_shuffle/). | | Press and hold SelFix | | Allows several successive operations. | | Sequ | Sequence | Enters Sequence into the command line. For more information see the [Sequence keyword](/grandma3/2-4/keyword_sequence/).  | | Set | Set Selection Property “Active” | Toggles MATricks on and off. For more information see the [MAtricks keyword](/grandma3/2-4/keyword_matricks/). | | MA Set | Step Toggle | Toggles between the firstly selected step and all selected steps. | | Solo | Solo | Toggles the solo function on and off. For more information see the [Solo keyword](/grandma3/2-4/keyword_solo/). | | Stomp | Stomp | Enters Stomp into the command line. For more information see the [Stomp keyword](/grandma3/2-4/keyword_stomp/). | | Stomp Stomp | Capture | Enters Capture into the command line. For more information see the [Capture keyword](/grandma3/2-4/keyword_capture/). | | Press and hold Stomp | | Allows several successive operations. | | Store | Store | Enters Store into the command line. For more information see the [Store keyword](/grandma3/2-4/keyword_store/). | | Press and hold Store |   | Opens Store Settings. | | Thru | Thru | Enters Thru into the command line. For more information see the [Thru keyword](/grandma3/2-4/keyword_thru/). | | Time | | Toggles CueFade and CueDelay, or through Relative, Fade, Delay, and Absolute. Which layers are toggled depends on two things: the Time Key Target of your user profile settings and the content of the command line. For more information see these keywords [CueFade](/grandma3/2-4/keyword_cuefade/), [CueDelay](/grandma3/2-4/keyword_cuedelay/), [Relative](/grandma3/2-4/keyword_relative/), [Fade](/grandma3/2-4/keyword_fade/), [Delay ](/grandma3/2-4/keyword_delay/)and [Absolute](/grandma3/2-4/keyword_absolute/). For more information on the Time Key Target see [User Settings](/grandma3/2-4/user_settings/). | | Up | Up | Navigates upward in the structure of fixtures or subfixtures. | | Update | Update | Opens the Update menu. | | MA Update | CookOffset | Enters Cook into the command line. For more information see the [Cook keyword](/grandma3/2-4/keyword_cook/). If there is already Store in the command line, this key combination will enter Offset into the command line. For more information see the [Offset keyword](/grandma3/2-4/keyword_offset/).  | | X1\|Clone |   | At the moment all Xkeys behave as executors. X1 is executor 291. | | MA X1 \| Clone | Clone | Enters Clone into the command line. For more information see the [Clone keyword](/grandma3/2-4/keyword_clone/). | | MA X1 \| Clone X1 \| Clone | Recast | Enters Recast into the command line. For more information see the [Recast keyword](/grandma3/2-4/keyword_recast/). | | X2 \| Link |   | At the moment all Xkeys behave as executors. X2 is executor 292. | | X3 \| Grid |   | At the moment all Xkeys behave as executors. X3 is executor 293. | | MA X3 \| Grid | Grid | Enters Grid into the command line. For more information see the [Grid keyword](/grandma3/2-4/keyword_grid/). | | X4 \| Layout |   | At the moment all Xkeys behave as executors. X4 is executor 294. | | MA X4 \|  Layout | Layout | Enters Layout into the command line. For more information see the [Layout keyword](/grandma3/2-4/keyword_layout/). | | MA X4 \| Layout X4 \| Layout | Appearance | Enters Appearance into the command line. For more information see the [Appearance keyword](/grandma3/2-4/keyword_appearance/). | | MA X4 \| Layout X4 \| Layout X4 \| Layout | Scribble | Enters Scribble into the command line. For more information see the [Scribble keyword](/grandma3/2-4/keyword_scribble/).  | | X5 \| Step |   | At the moment all Xkeys behave as executors. X5 is executor 295. | | MA X5 \| Step | Step | Enters Step into the command line. For more information see the [Step keyword](/grandma3/2-4/keyword_step/). | | X6 \| TC |   | At the moment all Xkeys behave as executors. X6 is executor 296. | | MA X6 \| TC | Timecode | Enters Timecode into the command line. For more information see the [Timecode keyword](/grandma3/2-4/keyword_timecode/). | | MA X6 I TC X6 I TC | TimecodeSlot | Enters Timecode Slot into the command line. For more information see the [TimecodeSlot keyword](/grandma3/2-4/keyword_timecodeslot/). | | MA X6 I TC X6 I TC X6 I TC | Timer | Enters Timer into the command line. For more information see the [Timer keyword](/grandma3/2-4/keyword_timer/). | | X7 \| View |   | At the moment all Xkeys behave as executors. X7 is executor 297. | | MA X7 \| View | View | Enters View into the command line. For more information see the [View keyword](/grandma3/2-4/keyword_view/). | | MA X7 \| View X7 \| View | ViewButton | Enters ViewButton into the command line. For more information see the [ViewButton keyword](/grandma3/2-4/keyword_viewbutton/). | | MA X7 \| View X7 \| View X7 \| View | ScreenContent | Enters ScreenContent into the command line. For more information see the [ScreenContent keyword](/grandma3/2-4/keyword_screencontent/). | | X8 \| DMX |   | At the moment all Xkeys behave as executors. X8 is executor 298. | | MA X8 \| DMX | DMXUniverse | Enters DMXUniverse into the command line. For more information see the [DMXUniverse keyword](/grandma3/2-4/keyword_dmx_universe/). | | MA X8 \| DMX X8 \| DMX | DMXAddress | Enters DMXAddress into the command line. For more information see the [DMXAddress keyword](/grandma3/2-4/keyword_dmx_address/). | | X9 |   | At the moment all Xkeys behave as executors. X9 is executor 191. | | X10 |   | At the moment all Xkeys behave as executors. X10 is executor 192. | | X11 |   | At the moment all Xkeys behave as executors. X11 is executor 193. | | X12 |   | At the moment all Xkeys behave as executors. X12 is executor 194. | | X13 \| Phaser |   | At the moment all Xkeys behave as executors. X13 is executor 195. | | MA X13 \| Phaser | Menu “PhaserEditorOverlay” | Opens a temporary version of the Phaser Editor. For more information see [Phasers](/grandma3/2-4/qsg_phasers/). | | X14 \| Macro |   | At the moment all Xkeys behave as executors. X14 is executor 196. | | MA X14 \| Macro | Macro | Enters Macro into the command line. For more information see the [Macro keyword](/grandma3/2-4/keyword_macro/). | | MA X14 \| Macro X14 \| Macro | Plugin | Enters Plugin into the command line. For more information see the [Plugin keyword](/grandma3/2-4/keyword_plugin/). | | MA X14 \| Macro X14 \| Macro X14 \| Macro | Quickey | Enters Quickey into the command line. For more information see the [Quickey keyword](/grandma3/2-4/keyword_quickey/).  | | X15 \| Page |   | At the moment all Xkeys behave as executors. X15 is executor 197. | | MA X15 \| Page | Page | Enters Page into the command line. For more information see the [Page keyword](/grandma3/2-4/keyword_page/). | | X16 \| Exec |   | At the moment all Xkeys behave as executors. X16 is executor 198. | | MA X16 \| Exec | Executor | Enters Executor into the command line. For more information see the [Executor keyword](/grandma3/2-4/keyword_executor/).  | | MA X16 \| Exec X16 \| Exec | SpecialExecutor | Enters SpecialExecutor into the command line. For more information see the [SpecialExecutor keyword](/grandma3/2-4/keyword_specialexecutor/). | | MA X16 \| Exec X16 \| Exec X16 \| Exec | FaderMaster | Enters FaderMaster into the command line. For more information see the [FaderMaster keyword](/grandma3/2-4/keyword_fadermaster/). | ## Subtopics [Section titled “Subtopics”](#subtopics) * [. Dot](/grandma3/2-4/key_dot/) * [<<< GoFastBackward | Black](/grandma3/2-4/key_gfb/) * [>>> GoFastForward | Flash](/grandma3/2-4/key_gff/) * [- Minus](/grandma3/2-4/key_minus/) * [+ Plus](/grandma3/2-4/key_plus/) * [/ Slash | \* Asterisk/Multiply](/grandma3/2-4/key_slash/) * [Align](/grandma3/2-4/key_align/) * [Assign](/grandma3/2-4/key_assign/) * [At](/grandma3/2-4/key_at/) * [Blind](/grandma3/2-4/key_blind/) * [Clear](/grandma3/2-4/key_clear/) * [Channel](/grandma3/2-4/key_channel/) * [Copy](/grandma3/2-4/key_copy/) * [Ctrl](/grandma3/2-4/key_ctrl/) * [Cue](/grandma3/2-4/key_cue/) * [Delete](/grandma3/2-4/key_delete/) * [Down](/grandma3/2-4/key_down/) * [Edit](/grandma3/2-4/key_edit/) * [Esc](/grandma3/2-4/key_esc/) * [Fixture](/grandma3/2-4/key_fixture/) * [Freeze](/grandma3/2-4/key_freeze/) * [Full](/grandma3/2-4/key_full/) * [Go+ | Temp](/grandma3/2-4/key_go_p/) * [Go+ large](/grandma3/2-4/key_go_p_l/) * [Go- large](/grandma3/2-4/key_go_m_l/) * [Go- | Top](/grandma3/2-4/key_go_m/) * [Goto](/grandma3/2-4/key_goto/) * [Group](/grandma3/2-4/key_group/) * [Help](/grandma3/2-4/key_help/) * [Highlt Highlight](/grandma3/2-4/key_highlt/) * [If](/grandma3/2-4/key_if/) * [Learn | Rate1](/grandma3/2-4/key_learn/) * [List](/grandma3/2-4/key_list/) * [MA](/grandma3/2-4/key_ma/) * [Menu](/grandma3/2-4/key_menu/) * [Move](/grandma3/2-4/key_move/) * [Next](/grandma3/2-4/key_next/) * [Numeric Keys | Arrows](/grandma3/2-4/key_nummeric/) * [Off](/grandma3/2-4/key_off/) * [On](/grandma3/2-4/key_on/) * [Oops](/grandma3/2-4/key_oops/) * [Page-](/grandma3/2-4/key_page_m/) * [Page+](/grandma3/2-4/key_page_p/) * [Pause large](/grandma3/2-4/key_pause_l/) * [Pause | Fix](/grandma3/2-4/key_pause/) * [Please](/grandma3/2-4/key_please/) * [Power](/grandma3/2-4/key_power/) * [Preset](/grandma3/2-4/key_preset/) * [Prev Previous](/grandma3/2-4/key_prev/) * [Prvw Preview](/grandma3/2-4/key_prvw/) * [Select](/grandma3/2-4/key_select/) * [SelFix SelectFixtures](/grandma3/2-4/key_selfix/) * [Sequ Sequence](/grandma3/2-4/key_sequ/) * [Set](/grandma3/2-4/key_set/) * [Stomp](/grandma3/2-4/key_stomp/) * [Solo](/grandma3/2-4/key_solo/) * [Store](/grandma3/2-4/key_store/) * [Thru](/grandma3/2-4/key_thru/) * [Time](/grandma3/2-4/key_time/) * [Up](/grandma3/2-4/key_up/) * [Update](/grandma3/2-4/key_update/) * [U1](/grandma3/2-4/key_u1/) * [U2](/grandma3/2-4/key_u2/) * [X1 | Clone](/grandma3/2-4/key_x1/) * [X2 | Link](/grandma3/2-4/key_x2/) * [X3 | Grid](/grandma3/2-4/key_x3/) * [X4 | Layout](/grandma3/2-4/key_x4/) * [X5 | Step](/grandma3/2-4/key_x5/) * [X6 | TC](/grandma3/2-4/key_x6/) * [X7 | View](/grandma3/2-4/key_x7/) * [X8 | DMX](/grandma3/2-4/key_x8/) * [X9](/grandma3/2-4/key_x9/) * [X10](/grandma3/2-4/key_x10/) * [X11](/grandma3/2-4/key_x11/) * [X12](/grandma3/2-4/key_x12/) * [X13 | Phaser](/grandma3/2-4/key_x13/) * [X14 | Macro](/grandma3/2-4/key_x14/) * [X15 | Page](/grandma3/2-4/key_x15/) * [X16 | Exec](/grandma3/2-4/key_x16/) * [Xkeys](/grandma3/2-4/key_xkeys/) # Absolute > To enter the Absolute keyword in the command line, use one of the options: To enter the Absolute keyword in the command line, use one of the options: * Press MA + Time + Time + Time + Time * Type \*\*Absolute \*\* * Type the shortcut **Ab** ## Description [Section titled “Description”](#description) The Absolute keyword is used to address the absolute layer.  ## Syntax [Section titled “Syntax”](#syntax) Absolute (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Absolute \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to absolute, type:  | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Absolute |   * To set the color red to 10 in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “ColorRGB\_R” At Absolute 10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Attribute%20%22ColorRGB_R%22%20At%20Absolute%2010) # Acceleration > To enter the Acceleration keyword in the command line, use one of the options: To enter the Acceleration keyword in the command line, use one of the options: * Type **Acceleration** * Type the shortcut **Acc** ## Description [Section titled “Description”](#description) The Acceleration keyword is used to set the acceleration curve of a step in the phaser.   For more information see [Phasers](/grandma3/2-4/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Acceleration (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Acceleration \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to accelerate, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Acceleration |   * To set the acceleration curve of the dimmer to 70, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Acceleration 70 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%20Acceleration%2070) # Action > To enter the Action keyword in the command line, use one of the options: To enter the Action keyword in the command line, use one of the options: * Type **Action** * Type the shortcut **Actio** ## Description [Section titled “Description”](#description) The Action keyword is used to call functions that do not have a designated keyword.  ## Syntax [Section titled “Syntax”](#syntax) \*\*Action \[“Function”] \*\* ## Examples [Section titled “Examples”](#examples) * To store the pan/tilt position to calibration point 1 of the currently selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Action “StoreCalibrationPoint1” | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Action%20%22StoreCalibrationPoint1%22)  * To call the pan/tilt position of the currently selected fixture of calibration point 2 into the programmer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Action “CallCalibrationPoint2” |   *  To solve the stage calibration, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Action “SolveCalibration” | # ActivationGroup > To enter the ActivationGroup keyword in the command line, use one of the options: To enter the ActivationGroup keyword in the command line, use one of the options: * Type **ActivationGroup** * Type the shortcut **AG** or type **Act** ## Description [Section titled “Description”](#description) The ActivationGroup keyword represents attributes that are activated together.  For more information see [Activation Group](/grandma3/2-4/patch_attribute_activation_group/).  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] ActivationGroup** ## Example [Section titled “Example”](#example) * To list all activation groups, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List ActivationGroup | # Agenda > To enter the Agenda keyword in the command line, use one of the options: To enter the Agenda keyword in the command line, use one of the options: * Type **Agenda** * Type the shortcut **Age** ## Description [Section titled “Description”](#description) The Agenda keyword represents the single agenda events. For more information see [Agenda](/grandma3/2-4/agenda/).  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Agenda \[“Agenda\_Name” or Agenda\_Number] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Agenda keyword uses the following option keywords: * [/Date](/grandma3/2-4/ok_date/) ## Examples [Section titled “Examples”](#examples) * To assign sequence 1 to the agenda event 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Assign Sequence 1 At Agenda 1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Assign%20Sequence%201%20At%20Agenda%201) * To give the first agenda event the name “Sunset”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Label Agenda 1 “Sunset” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Label%20Agenda%201%20%22Sunset%22) * To change the mode of the second agenda event to “Dawn”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Agenda 2 Property “Mode” “Dawn”  | # Align > To enter the Align keyword in the command line, use one of the options: To enter the Align keyword in the command line, use one of the options: * Press Align  * Type **Align** * Type the shortcut **Al** ## Description [Section titled “Description”](#description) The Align keyword is a function keyword which is used to toggle through the align modes of the attribute encoders.  To toggle through the modes, repeatedly press Align.  | Align Mode | Index Number | | ---------- | ------------ | | Off | 0 | | / | 1 | | < | 2 | | > | 3 | | >< | 4 | | <> | 5 | For more information on the align modes, see [Operate Fixtures - Align](/grandma3/2-4/operate_align/). ## Syntax [Section titled “Syntax”](#syntax) Align \[“Align\_Mode” or Align\_Index\_Number] ## Examples [Section titled “Examples”](#examples) * To set the encoders to the first align mode, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Align ”<” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Align%20%22%3C%22)  * To disable the align mode altogether, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Align 0 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Align%200) # AlignTransition > To enter the AlignTransition keyword in the command line, use one of the options: To enter the AlignTransition keyword in the command line, use one of the options: * Type **AlignTransition** * Type the shortcut **Alignt** ## Description [Section titled “Description”](#description) The AlignTransition keyword is used to toggle between the align transition modes: | AlignTransition Mode | Index Number | | -------------------- | ------------ | | Linear | 0 | | Sinus | 1 | | Slow | 2 | | Fast | 3 | ## Syntax [Section titled “Syntax”](#syntax) AlignTransition \[“AlignTransition\_Name” or AlignTransition\_Index\_Number] AlignTransition \[Function] ## Examples [Section titled “Examples”](#examples) * To set the AlignTransition to Sinus, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> AlignTransition “Sinus” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?%C2%A0AlignTransition%20%22Sinus%22%0A)  * To toggle the AlignTransition to the previous align mode, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AlignTransition Previous |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?AlignTransition%20Previous)  * To toggle the AlignTransition to the next align mode, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AlignTransition Next |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?AlignTransition%20Next) # Appearance > To enter the Appearance keyword in the command line, use one of the options: To enter the Appearance keyword in the command line, use one of the options: * Press MA + X4 + X4 * Type **Appearance** * Type the shortcut **Ap** ## Description [Section titled “Description”](#description) The Appearance keyword is used to assign an appearance to an object.    For more information see [Appearance](/grandma3/2-4/appear/).  ## Syntax [Section titled “Syntax”](#syntax) **Assign Appearance \[“Appearance\_Name” or Appearance\_Number] At \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To assign appearance 3 to group 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance 3 At Group 1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Assign%20Appearance%203%20At%20Group%201)  * To assign appearance “Sunset” to group 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance “Sunset” At Group 2 | # Assign > To enter the Assign keyword in the command line, use one of the options: To enter the Assign keyword in the command line, use one of the options: * Press Assign * Type **Assign** * Type the shortcut **As** ## Description [Section titled “Description”](#description) The Assign keyword is a function which is used to assign objects to other objects.  To unassign objects in other objects, use the **Assign Off** command. To set parameters for objects, use the [Set keyword](/grandma3/2-4/keyword_set/). For more information see: * [Assign macros to keys and buttons](/grandma3/2-4/macro_assign/) * [Create new presets](/grandma3/2-4/presets_create/) * [Use appearances](/grandma3/2-4/appear_use/) * [Store and recall views](/grandma3/2-4/wvm_store_recall/) ## Syntax [Section titled “Syntax”](#syntax) Assign \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] Assign Off \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Assign keyword uses the following option keywords: * [/Tab](/grandma3/2-4/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To assign macro 2 to executor page 1 executor 402, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Macro 2 At Page 1.402 |   * To assign view 2 to display 2 and view button 3, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign View 2 At ViewButton 2.3 |    [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Assign%20View%202%20At%20ViewButton%202.3) * To assign appearance 3 to group 5, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance 3 At Group 5 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Assign%20Appearance%203%20At%20Group%205)  * To assign appearance 1 to the sequences 2, 3 and 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance 1 At Sequence 2 + 3 + 4 | # * (Asterisk) > To enter the  [Asterisk] in the command line, use one of the options: To enter the \* \[Asterisk] in the command line, use one of the options: * Press and hold Shift + 8 on the internal keyboard * Press and hold MA + /\* on the numeric keypad of the console ## Description [Section titled “Description”](#description) The \* \[Asterisk] is a placeholder which is used to substitute any other character or characters in a name. * If used in calculations, the asterisk would define a multiplication. * If used as object number, the asterisk would reperesent all objects within the specified object type. * If used with names, the asterisk would act as a wildcard to match multiple objects. ## Syntax [Section titled “Syntax”](#syntax) \[Command] “Name\*” \[Command] \[Object] \* | | | | ------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The \* \[Asterisk] can be positioned anywhere within the name string. | ## Examples [Section titled “Examples”](#examples) * To select the fixtures of all groups beginning with “Mac” in the group pool object name, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group “Mac\*” |   *  To select all fixtures with a name beginning with “backt” and ending with “blue”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture “backt\*blue” |   * To enable all macro lines in macro 5, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Macro 5.\* Property “Enabled” “Yes” | # At > To enter the At keyword in the command line, use one of the options: To enter the At keyword in the command line, use one of the options: * Press At  * Type **At** * Type the shortcut \*\*A \*\* ## Description [Section titled “Description”](#description) The At keyword is a function keyword and a helping keyword at once. * As a function keyword it is used to apply values. * As a helping keyword it is used along with other function keywords to indicate destination.  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | At applies values live in the programmer. For information on how to apply values throughout the show file see the [Clone keyword](/grandma3/2-4/keyword_clone/).  | At is “the exception that proves the rule”. At is one of the few functional keywords which accept objects before the function. As a starting keyword, At is a function that applies values in the programmer to the current selection. If value type Fade or Delay is used, the value list will be applied as individual fade/delay times. Following an object list, At is a function that applies values to the object list. If the object list does not support the At function, the object list is resolved into a selection list and At applies values in the programmer. Following an object list that follows a function, At is a helping keyword for the starting function. ## General Syntax [Section titled “General Syntax”](#general-syntax) At (\[Value\_Type]) \[Value] At \[Object] \[“Object\_Name” or Object\_Number] \[Object] \[“Object\_Name” or Object\_Number] At (\[Value\_Type]) \[Value] \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] \[Destination] At \[Source] (If \[Object] \[“Object\_Name” or Object\_Number]) (/Option) ### Syntax as a Helping Keyword [Section titled “Syntax as a Helping Keyword”](#syntax-as-a-helping-keyword) \[Function] \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number]  ## Examples [Section titled “Examples”](#examples) * To set the MasterFader of the sequence 1 to 30 %, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderMaster Sequence 1 At 30 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?FaderMaster%20Sequence%201%20At%2030)  * To set the dimmer attributes of the current selection to 75%, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At 75 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%2075)  * To set the fixture selection to the values of cue 3 in the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Cue 3 |   *  To set the pan attribute of the selected fixtures to 20, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At 20 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Attribute%20%22Pan%22%20At%2020)  * To set an individual delay time of 2 seconds to attribute 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute 2 At Delay 2 |   *  To copy group 4 to group 10, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Group 4 At 10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Copy%20Group%204%20At%2010)  * To set a speed to 60 using the speed readout specified in the user profile (for example, BPM), type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Speed 60 |   | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you use the At command without specifying additional attributes, the natural readout of the dimmer of the user profile will be used.  | **Requirement:** Enable single digit input first. For more information on single digit input and how to enable it see [User Settings](/grandma3/2-4/user_settings/). * To apply a dimmer value of 50 to the currently selected fixtures as single digit input, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At 5 | * To apply a dimmer value of 40 to fixtures 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 4 At  4 | # Attribute > To enter the Attribute keyword in the command line, use one of the options: To enter the Attribute keyword in the command line, use one of the options: * Press Preset Preset * Type **Attribute** * Type the shortcut **Att**  ## Description [Section titled “Description”](#description) The Attribute keyword is an object keyword which is used to set attributes of a fixture. The default function of attributes is Call. If you call an attribute, you can use the encoders to modify the values. Calling attributes also selects the attributes in the fixture sheet. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The number of an attribute may vary if new fixtures and attributes are added to the show file. We recommend you use the unique library name of attributes.  | | | | | ------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | - Attributes are organized by subattributes; | * Subattributes are organized by features; * Features are organized by feature groups. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] Attribute \[“Attribute\_Name” or Attribute\_Number] ## Examples [Section titled “Examples”](#examples) * To view the list of attributes along with their corresponding names and numbers in the command line history, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List Attribute |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?List%20Attribute)  *  To set the attribute “Pan” to 120 degrees in the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At 120 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Attribute%20%22Pan%22%20At%20120)  * To knock out the first attribute, which is Dimmer, in the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Off Attribute 1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Off%20Attribute%201)  **Requirement:** Load the demo show and select fixture 1. * To set the random strobe (channel function 4) of the selected fixture to a value of 4 Hz, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Shutter1StrobeRandom” At 4 | # AutoCreate > To enter the AutoCreate keyword in the command line, use one of the options: To enter the AutoCreate keyword in the command line, use one of the options: * Type \*\*AutoCreate \*\* * Type the shortcut \*\*Ac \*\*or **Au** ## Description [Section titled “Description”](#description) The AutoCreate keyword creates objects depending on predefined source objects. It can, for example, create groups in the fixture types of the patched fixtures.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If your selection is defined as source list, the active MAtricks settings will be taken into cosideration whenever executing AutoCreate. | ## Syntax [Section titled “Syntax”](#syntax) **AutoCreate \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At \[Destination\_Object] \[“Destination\_Object\_Name” or Destination\_Object\_Number] (/Option)** *** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The AutoCreate keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/ChannelSet](/grandma3/2-4/ok_channelset/) * [/Merge](/grandma3/2-4/ok_merge/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Single](/grandma3/2-4/ok_single/) ## Examples [Section titled “Examples”](#examples) * To create single fixture groups starting with group pool object 1 using all selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate Selection At Group 1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?AutoCreate%20Selection%20At%20Group%201)  * To create single fixture groups for fixtures 1 to 10 starting with group pool object 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate Fixture 1 Thru 10 At Group 1 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?AutoCreate%20Fixture%201%20Thru%2010%20At%20Group%201)  \*\*Requirement: \*\* 1. Insert at least ten fixture types in the show file and patch at least two fixtures of every fixture type. * To create a group in the group pool object 42 containing all fixtures of fixture type 10, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureType 10 At Group 42 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?AutoCreate%20FixtureType%2010%20At%20Group%2042)  **Requirement:** 1. Create layers and classes within the patch. 2. Set fixtures to these layers and classes. | | | | ------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The demo show already uses these settings. | # AutoStore > To enter the AutoStore keyword in the command line, use one of the options: To enter the AutoStore keyword in the command line, use one of the options: * Type **AutoStore** * Type the shortcut **Autos** ## Description [Section titled “Description”](#description) The AutoStore keyword is used to directly store presets in a fixture type. This can be useful, for example, when you have to use a fixture type in a different show file, and want to save time by creating your own standard set of presets. Syntax AutoStore FixtureType \[“FixtureType\_Name” or FixtureType\_Number] AutoStore Fixture \[“Fixture\_Name” or Fixture\_Number]  AutoStore Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] At FixtureType \[“FixtureType\_Name” or FixtureType\_Number]  ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The AutoStore keyword uses the following option keywords: * [/Merge](/grandma3/2-4/ok_merge/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) ## Examples [Section titled “Examples”](#examples) * To store your presets into the fixture type Mac Aura XB, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoStore FixtureType “Mac Aura XB” | # Bitmap > To enter the Bitmap keyword in the command line, use one of the options: To enter the Bitmap keyword in the command line, use one of the options: * Type **Bitmap** * Type the shortcut **Bi** ## Description [Section titled “Description”](#description) The Bitmap keyword allows you to use media files such as images or videos, also called bitmap generator objects, and map them to the selection of fixtures.  Syntax At Bitmap \[“Bitmap\_Name” or Bitmap\_Number] ## Example [Section titled “Example”](#example) \*\*Requirement:\ \*\*Select fixtures and arrange them in the selection grid. By doing so you create a “fixture canvas” which, on the other hand, is used to map the media file of this bitmap object to your selection of fixtures.  * To apply the bitmap generator object “Unicorn” to your selection of fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Bitmap “Unicorn” | # Black > To enter the Black keyword in the command line, use one of the options: To enter the Black keyword in the command line, use one of the options: * Press MA + <<< * Type **Black** * Type the shortcut **Bla** ## Description [Section titled “Description”](#description) Black is a playback keyword that is used to temporarily override the master level to zero on executing objects.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Black (On or Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To override the master level of executor 201 to zero, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Black On Executor 201  |   * To return the master level of executor 201 to the master fader, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Black Off Executor 201 | # Blind > To enter the Blind keyword in the command line, use one of the options: To enter the Blind keyword in the command line, use one of the options: * Press Blind  * Type **Blind** * Type the shortcut **B** ## Description [Section titled “Description”](#description) The Blind keyword is used to suppress the output of the live programmer. It is possible to program without putting the content live. Disabling Blind activates the programmer and the changes made during the mode.  Use the [DMX sheet](/grandma3/2-4/patch_dmx_sheet/) to see that the output is set to 0. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Blind is a toggle function which means that entering Blind without using a helping keyword enables or disables it. | ## Syntax [Section titled “Syntax”](#syntax) Blind (On or Off) ## Example [Section titled “Example”](#example) * To enable Blind and to disable the output of the programmer in return, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Blind | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Blind%0A) # Block > To enter the Block keyword in the command line, use one of the options: To enter the Block keyword in the command line, use one of the options: * Type **Block** * Type the shortcut **Blo** ## Description [Section titled “Description”](#description) Block is a function used to add data and prevent them from tracking. Tracked values are converted to stored values. If the object list does not contain any references to any cues, the Block function is applied to the selected sequence. If syntax does not contain any selection list filter, all fixtures will be used. If syntax does not contain any attribute list filter, all attributes will be used. ## Syntax [Section titled “Syntax”](#syntax) Block (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] (If Fixture \[“Fixture\_Name” or Fixture\_Number] FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number] or Attribute \[“Attribute\_Name” or Attribute\_Number] EndIf) ## Examples [Section titled “Examples”](#examples) * To block all parameters in cue 2 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Block Cue 2 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Block%20Cue%202%0A) To unblock parameters, use the [Unblock keyword](/grandma3/2-4/keyword_unblock/).    *  To block pan and tilt of fixture 4 in cue 5 of the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Block Cue 5 If Fixture 4 FeatureGroup “Position” EndIf | # BPM > To enter the BPM keyword in the command line, use one of the options: To enter the BPM keyword in the command line, use one of the options: * Type **BPM** * Type the shortcut **Bp** ## Description [Section titled “Description”](#description) The BPM keyword is used to set the speed of a fixture selection or a speed master using the unit BPM.  ## Syntax [Section titled “Syntax”](#syntax) **At Speed BPM \[Value]** **Master \[Master\_Number] At BPM \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 5 bpm, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Speed BPM 5 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%20Speed%20BPM%205%0A)  * To set the first speed master to 75 bpm, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.1 At BPM 75 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Master%203.1%20At%20BPM%2075%0A) # Call > To enter the Call keyword in the command line, use one of the options: To enter the Call keyword in the command line, use one of the options: * Press On On * Type **Call** * Type the shortcut **Cal** ## Description [Section titled “Description”](#description) The Call keyword is used to apply an object or its content. ## Syntax [Section titled “Syntax”](#syntax) Call \[Object] \[“Object\_Name” or Object\_Number] **(/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Call keyword uses the following option keywords:  * [/Screen](/grandma3/2-4/ok_screen/) ## Examples [Section titled “Examples”](#examples) * To call view button 2.1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call ViewButton 2.1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Call%20ViewButton%202.1%0A)  * To call macro 2, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call Macro 2 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Call%20Macro%202%0A) # Camera > To enter this keyword into the console, use one of the options: To enter this keyword into the console, use one of the options: * Type \*\*Camera \*\* * Type the shortcut \*\*Cam \*\* ## Description [Section titled “Description”](#description) The Camera keyword selects\*\* \*\*a camera in the camera pool.   ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Camera \[“Camera\_Name” or Camera\_Number] ## Examples [Section titled “Examples”](#examples) * To display the auto camera of the 3D, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Camera 1 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Camera%201)  * To select the front camera of the 3D, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Camera “Front” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Camera%20%22Front%22) # CancelSoftwareUpdate > To enter the CancelSoftwareUpdate keyword in the command line, use one of the options: To enter the CancelSoftwareUpdate keyword in the command line, use one of the options: * Type \*\*CancelSoftwareUpdate \*\* * Type the shortcut **Can** ## Description [Section titled “Description”](#description) The CancelUpdateSoftware keyword is a function keyword which is used to cancel the running process of sending grandMA3 update files to other grandMA3 devices in the network. ## Syntax [Section titled “Syntax”](#syntax) CancelSoftwareUpdate  ## Example [Section titled “Example”](#example) **Requirement:** * Device must be in the network; * Device must send update files to other stations.   * To cancel the running process of sending update files to other stations, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> CancelSoftwareUpdate  | # Capture > To enter the Capture keyword in the command line, use one of the following options: To enter the Capture keyword in the command line, use one of the following options: * Press Stomp Stomp * Type **Capture** * Type the shortcut **Cap** ## Description [Section titled “Description”](#description) The Capture keyword is a command keyword which is used to activate the current output values of specified parameters. Capturing parameters during a running phaser or cue fade activates the actual values at the moment the command is executed. The result is a single step of static values resembling a freeze frame of the output. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The capture command produces only numeric values, losing any existing preset references. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The capture command translates the output of each parameter into the appropriate value on the absolute layer while activating a 0 value on the relative layer. For any parameter where the output was previously composed of a combination of absolute and relative values, the output will appear the same while relying only on the absolute layer with no relative offset. | ## Syntax [Section titled “Syntax”](#syntax) **Capture \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To capture all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Capture |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Capture)  * To capture only the position attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Capture FeatureGroup “Position” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Capture%20FeatureGroup%20%22Position%22) # ChangeDestination > To enter the ChangeDestination keyword in the command line, use one of the options: To enter the ChangeDestination keyword in the command line, use one of the options: * Type **ChangeDestination** * Type the shortcut \*\*CD \*\*or ****Chang**** ## Description [Section titled “Description”](#description) The ChangeDestination keyword is a function keyword used to change the current destination of the command line.  ## Syntax [Section titled “Syntax”](#syntax) ChangeDestination \[“Element\_Name” or Element\_Number] ChangeDestination Root ChangeDestination .. ## Examples [Section titled “Examples”](#examples) * To enter the first element of the current destination, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination 1  | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?ChangeDestination%201) Result: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@MessageCenter>  | # ChangeMulticastBase > To enter the ChangeMulitcastBase keyword in the command line, use one of the options: To enter the ChangeMulitcastBase keyword in the command line, use one of the options: * Type **ChangeMulticastBase** * Type the shortcut ****Changem**** ## Description [Section titled “Description”](#description) The ChangeMulticastBase keyword is a function keyword used to change the current address of the Multicast Base.  For more information see [Session](/grandma3/2-4/network_session/). ## Syntax [Section titled “Syntax”](#syntax) ChangeMulticastBase \[Device\_Type] \[“Device\_Name” or Device\_Number] /Type “Type\_Value” ChangeMulticastBase IP \[IP] /Type “Type\_Value” ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ChangeMulticastBase keyword uses the following option keywords: * [/Type](/grandma3/2-4/ok_type/) ## Examples [Section titled “Examples”](#examples) ## * To change the address of multicast base to **Alternative**, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeMulticastBase Processing Unit Thru /Type “Alternative” |     * To change the address of multicast base to **Default** on the device with the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeMulticastBase IP 192.168.0.4 Thru /Type “Default” | # Channel > To enter the Channel keyword in the command line, use one of the options: To enter the Channel keyword in the command line, use one of the options: * Press Channel * Type **Channel** * Type the shortcut **Ch** * Type **F** + **1** ## Description [Section titled “Description”](#description) The Channel keyword is an object keyword used to select fixtures of the ID type Channel. Use the Channel keyword as a default keyword for the command line when programming with channels. For more information see [Workspace - Command Line - Change the Default Keyword](/grandma3/2-4/ws_ui_command_line/). ## Syntax [Section titled “Syntax”](#syntax) Channel \[“Channel\_Name” or Channel\_Number] ## Example [Section titled “Example”](#example) * To select channel ID 10, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Channel 10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Channel%2010) # ChannelFunctionDefault > To enter the ChannelFunctionDefault keyword in the command line, use one of the options: To enter the ChannelFunctionDefault keyword in the command line, use one of the options: * Type **ChannelFunction\*\*\*\*Default** * Type the shortcut **Channelf** ## Description [Section titled “Description”](#description) The ChannelFunctionDefault keyword is used to set all attributes to the default value of the first channel function. ## Syntax [Section titled “Syntax”](#syntax) **ChannelFunctionDefault** **Fixture \[“Fixture\_Name” or Fixture\_Number] At ChannelFunctionDefault** ## Example [Section titled “Example”](#example) * To set the all attributes of fixture 1 to their channel function default values, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture 1 At ChannelFunctionDefault | # ChannelSet > To enter the ChannelSet keyword in the command line, use one of the options: To enter the ChannelSet keyword in the command line, use one of the options: * Type **ChannelSet** * Type the shortcut **Channels** ## Description [Section titled “Description”](#description) The ChannelSet keyword is used to take channel sets, such as gobos, actively into the programmer.  ## Syntax [Section titled “Syntax”](#syntax) **At ChannelSet \[“ChannelSet\_Name” or ChannelSet\_Number]** ## Example [Section titled “Example”](#example) * To activate the values of channel set 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At ChannelSet 4 | # Chat > To enter the Chat keyword in the command line, use one of the options: To enter the Chat keyword in the command line, use one of the options: * Type **Chat** ## Description [Section titled “Description”](#description) The Chat keyword is used to send messages via the world server in chat channels that were already joined. These chat messages are displayed in the message center.  ## Syntax [Section titled “Syntax”](#syntax) **Chat “Text”** ## Example [Section titled “Example”](#example) **Requirement:** Join a chat channel using the [ChatJoin Keyword](/grandma3/2-4/keyword_chatjoin/)   * To send the text “Cyan is a great color” as a chat message to all devices that joined the same chat channels, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Chat “Cyan is a great color” | # ChatJoin > To enter the ChatJoin keyword in the command line, use one of the options: To enter the ChatJoin keyword in the command line, use one of the options: * Type **ChatJoin** * Type the shortcut **Chatj** ## Description [Section titled “Description”](#description) The ChatJoin keyword is used to join a chat channel. ## Syntax [Section titled “Syntax”](#syntax) **ChatJoin \[“ChatChannel\_Name”]** ## Example [Section titled “Example”](#example) * To join the chat channel “Color”, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChatJoin “Color” | # ChatLeave > To enter the ChatLeave keyword in the command line, use one of the options: To enter the ChatLeave keyword in the command line, use one of the options: * Type **ChatLeave** * Type the shortcut **Chatl** ## Description [Section titled “Description”](#description) The ChatLeave keyword is used to leave a chat channel. ## Syntax [Section titled “Syntax”](#syntax) **ChatLeave \[“ChatChannel\_Name”]** ## Example [Section titled “Example”](#example) **Requirement:** Join a chat channel first * To leave the chat channel “Color”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChatLeave “Color”  |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?ChatLeave%20%22Color%22) # CleanUp > To enter the CleanUp keyword in the command line, use one of the options: To enter the CleanUp keyword in the command line, use one of the options: * Type **CleanUp** * Or type the shortcut **Clean** ## Description [Section titled “Description”](#description) The CleanUp keyword is a command keyword that is used to delete objects that are not used and do not contain references in the show file. For example, you can clean up sequences that are not assigned to an executor. ## Syntax [Section titled “Syntax”](#syntax) CleanUp \[Object] \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The CleanUp keyword uses the following option keywords: * [/Recipe](/grandma3/2-4/ok_recipe/) * [/Selective](/grandma3/2-4/ok_selective/) * [/Type](/grandma3/2-4/ok_type/) ## Examples [Section titled “Examples”](#examples) * To delete all unassigned sequences, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Sequence Thru |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?CleanUp%20Sequence%20Thru)  * To delete all unused color presets in preset pool 4, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Preset 4.\* |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?CleanUp%20Preset%204.%2A)  * To delete all images without reference, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CleanUp Image 3.1 Thru |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?CleanUp%20Image%203.1%20Thru) # Clear > To enter the Clear keyword in the command line, use one of the options: To enter the Clear keyword in the command line, use one of the options: * Press Clear * Type **Clear** * Type the shortcut **Cl** ## Description [Section titled “Description”](#description) The Clear keyword is a function keyword which is used to clear the selection, active values, or the programmer. Depending on the status of the programmer the Clear keyword successively: 1. Clears selection (deselects all fixtures); 2. Clears active values (deactivates all values); 3. Clears all (empties the entire programmer). For information on the key see the [Clear Key](/grandma3/2-4/key_clear/). For more information on each function of the Clear keyword see [ClearSelection](/grandma3/2-4/keyword_clear_selection/), [ClearActive](/grandma3/2-4/keyword_clear_active/), [ClearAll](/grandma3/2-4/keyword_clear_all/).  ## Syntax [Section titled “Syntax”](#syntax) Clear ## Example [Section titled “Example”](#example) * To clear the selection, active values or the programmer depending on the status or the content of the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clear |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Clear) # ClearActive > To enter the ClearActive keyword in the command line, use one of the options: To enter the ClearActive keyword in the command line, use one of the options: * Type **ClearActive**  * Type the shortcut **Ca** or **Clearac** ## Description [Section titled “Description”](#description) ​The ClearActive keyword is used to deactivate all values in the programmer.  For information on the key see the [Clear Key](/grandma3/2-4/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-4/keyword_clear/), [ClearAll](/grandma3/2-4/keyword_clear_all/), [ClearSelection](/grandma3/2-4/keyword_clear_selection/).  ## Syntax [Section titled “Syntax”](#syntax) ClearActive ## Example [Section titled “Example”](#example) * To deactivate active values in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ClearActive | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?ClearActive) # ClearAll > To enter the ClearAll keyword in the command line, use one of the options: To enter the ClearAll keyword in the command line, use one of the options: * Type \*\*ClearAll \*\* * Type the shortcut **Cleara** ## Description [Section titled “Description”](#description) The ClearAll function clears the selection and discards all values in the programmer. For information on the key see the [Clear Key](/grandma3/2-4/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-4/keyword_clear/), [ClearActive](/grandma3/2-4/keyword_clear_active/), [ClearSelection](https://help.malighting.com/grandMA3/2.4/HTML/4c76b40d-6276-44d0-9e78-2dd9eed14a40.html). ## Syntax [Section titled “Syntax”](#syntax) ClearAll ## Example [Section titled “Example”](#example) * To clear the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ClearAll  | # ClearSelection > To enter the ClearSelection keyword in the command line, use one of these options: To enter the ClearSelection keyword in the command line, use one of these options: * Type **ClearSelection** * Type the shortcut **CS or Clears** ## Description [Section titled “Description”](#description) The ClearSelection keyword is a function keyword which is used to deselect the selected fixtures. For information on the key see the [Clear Key](/grandma3/2-4/key_clear/). For more information on the additional functions of the Clear keyword see [Clear](/grandma3/2-4/keyword_clear/), [ClearActive](/grandma3/2-4/keyword_clear_active/), [ClearAll](/grandma3/2-4/keyword_clear_all/). ## Syntax [Section titled “Syntax”](#syntax) ClearSelection ## Example [Section titled “Example”](#example) * To deselect selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ClearSelection | # Clone > To enter the Clone keyword in the command line, use one of the options: To enter the Clone keyword in the command line, use one of the options: * Press MA + X1 | Clone * Type **Clone** * Type **Clo** ## Description [Section titled “Description”](#description) Clone replicates data from one fixture or selection to another throughtout the show file. For more information on applying values live in the programmer only, see the [At keyword](/grandma3/2-4/keyword_at/).  Syntax Clone \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] (If \[Object] \[“Object\_Name” or Object\_Number] /Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Clone keyword uses the following option keywords: * [/MergeLowPriority](/grandma3/2-4/ok_mergelowpriority/) * [/MergeHighPriority](/grandma3/2-4/ok_mergehightpriority/) * [/NoDependencies](/grandma3/2-4/ok_nodependencies/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) ## Examples [Section titled “Examples”](#examples) * To clone the entire show data from fixture 1 to fixture 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 | # Collect > To enter the Collect keyword in the command line, use one of the options: To enter the Collect keyword in the command line, use one of the options: * Press Select Select * Type \*\*Collect \*\* * Type the shortcut **Coll** ## Description [Section titled “Description”](#description) The Collect keyword is used to add objects of the same type to a collection. For more information on collection see [Collection Keyword](/grandma3/2-4/keyword_collection/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is possible to collect empty pool objects during import or when storing. | ## Syntax [Section titled “Syntax”](#syntax) **Collect \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To add the second preset of the color preset pool to the collection, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Collect Preset 4.2 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Collect%20Preset%204.2)  * To add a different color preset to the collection, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Collect Preset 4.10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Collect%20Preset%204.10)  * To reset a collection, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Collect  |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Collect) # Collection > To enter the Collection keyword in the command line, use one of the options: To enter the Collection keyword in the command line, use one of the options: * Press Fixture + Fixture + Fixture * Type \*\*Collection \*\* * Type the shortcut **Collecti** ## Description [Section titled “Description”](#description) The Collection keyword is an object keyword used to represent the current collection of objects.  | | | | ------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | A collection stays always at the same spot it was collected at.  | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Pool objects that are part of a collection have an orange frame around them. They also display the order of the collection which is located on top of a pool object.  | .Syntax **\[Function] Collection At \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) \*\*Requirement: \*\*Create a collection of color presets   * To move the collection to the twentieth color preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Move Collection At Preset 4.20 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Move%20Collection%20At%20Preset%204.20) # Color > To enter the Color keyword in the command line, type Color. To enter the Color keyword in the command line, type **Color**. ## Description [Section titled “Description”](#description) The Color keyword is an object keyword which is used, for example, to adjust the color of the color theme to your liking. ## Syntax [Section titled “Syntax”](#syntax) Set Color \[“ColorGroup\_Name”.”Text”] Property \[“Property\_Name” “Property\_Value”] ## Examples [Section titled “Examples”](#examples) * To set the color of the color theme to green, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Color “Global”.”Text” Property “RGBA” “00FF00FF” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Set%20Color%20%22Global%22.%22Text%22%20Property%20%22RGBA%22%20%2200FF00FF%22) # ColorDefinition > To enter the ColorDefinition keyword in the command line, use one of the options: To enter the ColorDefinition keyword in the command line, use one of the options: * Type **ColorDefinition** * Type the shortcut **Colord** ## Description [Section titled “Description”](#description) The ColorDefinition keyword is an object keyword which is used, for example, to adjust the color defintion of the color theme to your liking. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ColorDefinition \[“ColorDefinitionGroup\_Name” or ColorDefinitionGroup\_Number]\(.\[“ColorDefinition\_Name” or ColorDefinition\_Number]) (Property \[“Property\_Name”] \[“Property\_Value”]) ## Examples [Section titled “Examples”](#examples) * To set the color defintion “Text” in the ColorDefinitionGroup “Global” to red, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set ColorDefinition “Global”.”Text” Property “RGBA” “FF0000FF” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Set%20ColorDefinition%20%22Global%22.%22Text%22%20Property%20%22RGBA%22%20%22FF0000FF%22) # ColorTheme > To enter the ColorTheme keyword in the command line, use one of the options: To enter the ColorTheme keyword in the command line, use one of the options: * Type **ColorTheme** * Type the shortcut **Col** ## Description [Section titled “Description”](#description) ColorTheme is an object keyword which is used, for example, to adjust the color theme. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ColorTheme ## Examples [Section titled “Examples”](#examples) * To list all the elements of the color theme, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List ColorTheme |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?List%20ColorTheme)  * To enter the ColorTheme folder in the data structure, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination ColorTheme | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?ChangeDestination%20ColorTheme) # CommandDelay > To enter the CommandDelay keyword in the command line, use one of the options: To enter the CommandDelay keyword in the command line, use one of the options: * Type **CommandDelay** * Type the shortcut **Com** ## Description [Section titled “Description”](#description) The CommandDelay sets the delay time when executing commands in a cue. ## Syntax [Section titled “Syntax”](#syntax) CommandDelay \[CommandDelay\_Value] (\[Function]) (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] CommandDelay \[CommandDelay\_Value] ## Example [Section titled “Example”](#example) * To create cue 3 and set the cue’s command delay to 4 seconds, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>​Store Cue 3 CommandDelay 4 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20Cue%203%20CommandDelay%204) # Configuration > To enter the Configuration keyword in the command line, use one of the options: To enter the Configuration keyword in the command line, use one of the options: * Type **Configuration** * Type the shortcut **Con** ## Description [Section titled “Description”](#description) A configuration contains a set of different button, key, fader, and encoder functions. It can be assigned to an executor.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Configuration \[“Configuration\_Name or Configuration\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To assign configuration 2 to executor 101, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Configuration 2 At Executor 101 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Assign%20Configuration%202%20At%20Executor%20101) # Console > To enter the Console keyword in the command line, use one of the options: To enter the Console keyword in the command line, use one of the options: * Type **Console** * Type the shortcut **Cons** ## Description [Section titled “Description”](#description) The Console keyword is an object keyword which is used to address all grandMA3 consoles in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Console \[“Console\_Name” or Console\_Number] ## Examples [Section titled “Examples”](#examples) * To list all consoles that are in the same network, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Console |   * To invite console “FOH” to the session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite Console “FOH” | # Cook > To enter the Cook keyword in the command line, use one of the options: To enter the Cook keyword in the command line, use one of the options: * Press MA + Update * Type **Cook** * Type the shortcut **Coo** ## Description [Section titled “Description”](#description) The Cook keyword is a command keyword which is used to concoct recipes of objects without accessing the editor. For more information see [Recipes](/grandma3/2-4/recipes/).  ## Syntax [Section titled “Syntax”](#syntax) Cook \[Object] \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Cook keyword uses the following option keywords: * [/Merge](/grandma3/2-4/ok_merge/) * [/MergeLowPriority](/grandma3/2-4/ok_mergelowpriority/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Remove](/grandma3/2-4/ok_remove/) ## Example [Section titled “Example”](#example) * To cook the recipes of the first dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook Preset 1.1 | For more information see [Recipes](/grandma3/2-4/recipes/). # Copy > To enter the Copy keyword in the command line, use one of these options: To enter the Copy keyword in the command line, use one of these options: * Press Copy * Type **Copy** * Type the shortcut **Co** ## Description [Section titled “Description”](#description) The Copy keyword\*\* \*\*is a function keyword which is used to create copies of an object. If no object type is given and the command line destination is root (no destination), the default object type **–** \*\*Cue – \*\* is used for this function. ## Syntax [Section titled “Syntax”](#syntax) Copy \[Object] \[“Source\_Name” or Source\_Number] At \[“Destination\_Name” or Destination\_Number] (/Option) **Copy \[Object] \[“Source\_Name” or Source\_Number] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Copy keyword uses the following option keywords: * [/CopyCueDestination](/grandma3/2-4/ok_copycuedestination/) * [/CopyCueSource](/grandma3/2-4/ok_copycuesource/) * [/Default](/grandma3/2-4/ok_default/) * [/Look](/grandma3/2-4/ok_look/) * [/Merge](/grandma3/2-4/ok_mergehightpriority/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/Overwrite ](/grandma3/2-4/ok_overwrite/) * [/Release](/grandma3/2-4/ok_release/) ## Examples [Section titled “Examples”](#examples) * To copy group 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Group 1 At 5 |   * To copy group 1 to group 11; group 2 to group 12; and group 3 to group 13, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Group 1 Thru 3 At 11 |   * To copy group 2 to group 6, 7, and 8, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Group 2 At 6 Thru 8 |   * To copy cue 2 to cue 6 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Copy Cue 2 At 6 |   * To copy macro 2 to macro 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Macro 2 At 6 | # CopyCrashLog > To enter the CopyCrashLog keyword in the command line, use one of the options: To enter the CopyCrashLog keyword in the command line, use one of the options: * Type **CopyCrashLog** * Type the shortcuts **Copyc** ## Description [Section titled “Description”](#description) CopyCrashLog is a function keyword that is used to copy crash logs into the crash logs folder in the gma3\_library folder on any device. ## Syntax [Section titled “Syntax”](#syntax) CopyCrashLog (If Drive \[“Drive\_Name” or Drive\_Number] /Option) # Cue > To enter the Cue keyword in the command line, use one of the options: To enter the Cue keyword in the command line, use one of the options: * Press Cue * Type **Cue** * Type the shortcut **C** ## Description [Section titled “Description”](#description) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Cue is the only object type that accepts numerical IDs as decimal fractions. The ID which is allowed for cues ranges from 0.001 to 9999.999. In all other objects, a dot indicates the ID of a parent or a child object. | \*\*Cue \*\*is an object type holding a look on stage. Cues are arranged in sequences and are divided into parts. For more information see the [Cue and Sequence section](/grandma3/2-4/cue_sequence/). The **Cue** keyword is an object keyword. Object keywords must have a function keyword in front of them to create a complete command. For more information on how to use the command syntax, see [General Syntax Rules](/grandma3/2-4/csk_syntax_rules/). Cue has a default function called [SelFix](/grandma3/2-4/keyword_selectfixtures/). This selects all the fixtures that have stored values in the cue. If a sequence is not specified, then the selected sequence is used in the command. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Cue \[“Cue\_Name” or Cue\_Number] \[Function] Sequence \[“Sequence\_Name” or Sequence\_Number] Cue \[“Cue\_Name” or Cue\_Number] (\[Setting] \[“Setting\_Value”] (/Option) Assign \[Object] \[“Object\_Name” or Object\_Number] At (Sequence \[“Sequence\_Name” or Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] ## Settings [Section titled “Settings”](#settings) In some settings you have to assign an object. These can be assigned using the [Assign keyword](/grandma3/2-4/keyword_assign/). Other settings may contain a text option or a value. Use the [Set keyword](/grandma3/2-4/keyword_set/) for these settings. Cues can also contain settings for MAtricks and recipe values. These can be changed using the [Set Keyword](/grandma3/2-4/keyword_set/). ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Cue keyword uses the following option keywords: * [/Active](/grandma3/2-4/ok_active/) * [/ActiveForSelected](/grandma3/2-4/ok_activeforselected/) * [/AddNewContent](/grandma3/2-4/ok_addnewcontent/) * [/All](/grandma3/2-4/ok_all/) * [/AllForSelected](/grandma3/2-4/ok_allforselected/) * [/Ask](/grandma3/2-4/ok_ask/) * [/CopyCueDestiation](/grandma3/2-4/ok_copycuedestination/) * [/CopyCueSource](/grandma3/2-4/ok_copycuesource/) * [/CreateSecondCue](/grandma3/2-4/ok_createsecondcue/) * [/CueOnly](/grandma3/2-4/ok_cueonly/) * [/Default](/grandma3/2-4/ok_default/) * [/DMX](/grandma3/2-4/ok_dmx/) * [/GridMergeMode](/grandma3/2-4/ok_gridmergemode/) * [/Look](/grandma3/2-4/ok_look/) * [/Merge](/grandma3/2-4/ok_merge/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/Output](/grandma3/2-4/ok_output/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Programmer](/grandma3/2-4/ok_programmer/) * [/Release](/grandma3/2-4/ok_release/) * [/Remove](/grandma3/2-4/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures with values stored in cue 3 of a selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 3 | The default function for **Cue** is **SelFix** so Cue 3 is the same as SelFix Cue 3.   * To delete cue 2.5 in the selected sequence, type:  | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Cue 2.5 |   * To store cue 2 in sequence 5, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 5 Cue 2 |   * To store cue 3 in sequence 5 with a cue fade time of 7 seconds and an outfade of 11, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 5 Cue 3 CueFade 7/11 | # CueAbsolute > To enter the CueAbsolute keyword in the command line, use one of the options: To enter the CueAbsolute keyword in the command line, use one of the options: * Type **CueAbsolute** * Type the shortcut **Cuea** ## Description [Section titled “Description”](#description) CueAbsolute is a layer keyword. It is used to change the selected layer to the CueAbsolute layer. This layer can show information in, for instance, the fixture sheet. The layer shows the cue ID number for each parameter that has an absolute value from the active cues. If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. A cue is composed of **\[Sequence\_Number].\[Cue\_Number]:\[Part\_Index]** ## Syntax [Section titled “Syntax”](#syntax) CueAbsolute ## Examples [Section titled “Examples”](#examples) * To select the CueAbsolute layer, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueAbsolute  | # CueDelay > To enter the CueDelay keyword in the command line, use one of the options: To enter the CueDelay keyword in the command line, use one of the options: * Press Time Time (If the Time Key Target is set to Cue. For more information see [User Settings](/grandma3/2-4/user_settings/) and [Time Key](/grandma3/2-4/key_time/).) * Type **CueDelay** * Type the shortcut **Cued** ## Description [Section titled “Description”](#description) CueDelay can set both the indelay and the outdelay time of a cue. To do so, use a /. See examples further down. For more information on how to set the delay times in objects see the [Delay Keyword](/grandma3/2-4/keyword_delay/). ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueDelay \[CueDelay\_Time] (Cue \[“Cue\_Name” or Cue\_Number])\*\*\*\* CueDelay \[CueInDelay\_Time]/\[CueOutDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter a delay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueDelay 5  |   * To set an indelay of 6 seconds and an outdelay of 12 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueDelay 6/12  |   * To adjust the CueInDelay to 3 seconds, but leave the CueOutDelay as it was, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueDelay 3/ |   * To enter a delay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 Thru 4 CueDelay 5 | # CueFade > To enter the CueFade keyword in the command line, use one of the options: To enter the CueFade keyword in the command line, use one of the options: * Press Time (If the Time Key Target is set to Cue. For more information see [User Settings](/grandma3/2-4/user_settings/) and [Time Key](/grandma3/2-4/key_time/).) * Type **CueFade** * Type **Cuef** ## Description [Section titled “Description”](#description) CueFade can set both the infade and the outfade time of a cue. To do so, use a /. See examples further down.  As a helping keyword for programming functions (for example Store), this keyword sets the fade time of a cue or a cue part. ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueFade \[CueFade\_Time] (Cue \[“Cue\_Name” or Cue\_Number]) CueFade \[CueInFade\_Time]/\[CueOutFade\_Time] ## Examples [Section titled “Examples”](#examples) * To enter a fade of 5 seconds in a cue, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade 5 |   * To set an infade of 6 seconds and an outfade of 12 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> CueFade 6/12 |   * To adjust the CueInFade to 3 seconds, but leave the CueOutFade as it was, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade 3/ |   * To enter a fade of 5 seconds in cues 1 to 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 Thru 4 CueFade 5 |   * To enter a fade time of 1 hour 22 minutes 56.3 seconds in cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 CueFade 1h22m56.3 | Or press:  Time 1 … 2 2 . . 5 6 . 3   * To double the CueFade time, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade \* 2  |   * To subtract 3 seconds from the CueFade time, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueFade - 3 | # CueInDelay > To enter the CueInDelay keyword in the command line, use one of the options: To enter the CueInDelay keyword in the command line, use one of the options: * Type **CueInDelay** * Type the shortcut **Cueind** ## Description [Section titled “Description”](#description) CueInDelay sets the delay time of a cue.  ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name or Cue\_Number]) CueInDelay \[CueInDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter an indelay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> CueInDelay 5 |   * To enter an indelay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 Thru 4 CueInDelay 5 | # CueInFade # CueOutDelay > To enter the CueOutDelay keyword in the command line, use one of the options: To enter the CueOutDelay keyword in the command line, use one of the options: * Type **CueOutDelay** * Type the shortcut **Cueoutd** ## Description [Section titled “Description”](#description) CueOutDelay sets the outdelay time of a cue.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | CueOutDelay is only used by dimmer parameters that go to a lower value in the cue. | ## Syntax [Section titled “Syntax”](#syntax) (Cue \[“Cue\_Name” or Cue\_Number]) CueOutDelay \[CueOutDelay\_Time] ## Examples [Section titled “Examples”](#examples) * To enter an outdelay of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueOutDelay 5 |   * To enter an outdelay of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 Thru 4 CueOutDelay 5 | # CueOutFade > To enter the CueOutFade keyword in the command line, use one of the options: To enter the CueOutFade keyword in the command line, use one of the options: * Type **CueOutFade** * Type the shortcut **Cueo** ## Description [Section titled “Description”](#description) CueOutFade sets the outfade time of a cue. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | CueOutFade is only used by dimmer parameters that go to a lower value in the cue. | ## **(Cue \[“Cue\_Name” or Cue\_Number]) CueOutFade \[CueOutFade\_Time]** [Section titled “(Cue \[“Cue\_Name” or Cue\_Number\]) CueOutFade \[CueOutFade\_Time\]”](#cue-cue_name-or-cue_number-cueoutfade-cueoutfade_time) ## Examples [Section titled “Examples”](#examples) * To enter an outfade of 5 seconds in the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueOutFade 5 |   * To enter an outfade of 5 seconds in cues 1 to 4 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cue 1 Thru 4 CueOutFade 5 | # CueRelative > To enter the CueRelative keyword in the command line, use one of the options: To enter the CueRelative keyword in the command line, use one of the options: * Type **CueRelative** * Type the shortcut **Cuer** ## Description [Section titled “Description”](#description) CueRelative is a layer keyword. It is used to change the selected layer to the CueRelative layer. This layer can show information in, for instance, the fixture sheet. The layer shows the cue ID number for each parameter that has a relative value from the active cues. If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. A cue is composed of **\[Sequence\_Number].\[Cue\_Number]:\[Part\_Index]** ## Syntax [Section titled “Syntax”](#syntax) CueRelative ## Example [Section titled “Example”](#example) * To select the CueRelative layer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CueRelative | # CueUpdate > To enter the CueUpdate keyword in the command line, use one of the options: To enter the CueUpdate keyword in the command line, use one of the options: * Type **CueUpdate** * Type the shortcut **Cueu** ## Description [Section titled “Description”](#description) CueUpdate keyword is an object keyword which addresses all cues that can be updated. ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] \*\*CueUpdate \[CueUpdate\_Number] ## Examples [Section titled “Examples”](#examples) * To list all the cues that can be updated in the command line feedback, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List CueUpdate | It is the same list shown in the  [Update menu](/grandma3/2-4/cue_update/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The number relates to the first element in the list. It does not represent the cue number.  | * To update the first cue in the list, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update CueUpdate 1 | # CurrentUser > To enter the CurrentUser keyword in the command line, use one of the options: To enter the CurrentUser keyword in the command line, use one of the options: * Type **CurrentUser** * ​Type the shortcut **CU** or **Cur** ## Description [Section titled “Description”](#description) CurrentUser represents the user that is currently logged in. ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentUser (\[“Property”] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To list all properties and their values of the current user, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List CurrentUser |   * To set the right of the current user to admin, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set CurrentUser “Rights” “Admin” | # CurrentUserProfile > To enter the CurrentUserProfile keyword in the command line, use one of the options: To enter the CurrentUserProfile keyword in the command line, use one of the options: * Type **CurrentUserProfile** * Type the shortcut **CUP** * Or type the shortcut **Currentuserp** ## Description [Section titled “Description”](#description) The CurrentUserProfile keyword represents the profile of the current user.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentUserProfile (\[“Property”] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To set single step in the current user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set CurrentUserProfile “SingleStep” “Yes” |   * To set the wheel resolution to normal in the current user profile, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set CurrentUserProfile “Wheelresolution” “Normal” | # CurrentEnvironment > To enter the CurrentEnvironment keyword in the command line, use one of the options: To enter the CurrentEnvironment keyword in the command line, use one of the options: * Type **CurrentEnvironment** * Type the shortcut\*\* CurEnv or Currente\*\* ## Description [Section titled “Description”](#description) The CurrentEnvironment keyword addresses the currently selected environment of the current user - Live or Preview.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] CurrentEnvironment (Property \[“Property\_Name”] \[“Value”]) ## Example [Section titled “Example”](#example) * To set the align mode to >< (butterfly) in the current environment, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set CurrentEnvironment Property “AlignMode” ”><” | # Cut > To enter the Cut keyword in the command line, use one of the options: To enter the Cut keyword in the command line, use one of the options: * Press MA + Copy * Type **Cut** ## Description [Section titled “Description”](#description) The Cut keyword\*\* \*\*is a function keyword used to specify the source objects for a two-step action. ## Syntax [Section titled “Syntax”](#syntax) Cut \[Object] \[“Object\_Name” or Object\_Number] The object is temporarily stored for later use as source object for the following Paste command. For more information on Cut & Paste see the [Paste Keyword](/grandma3/2-4/keyword_paste/). ## Example [Section titled “Example”](#example) * To prepare the color preset 1 to be moved using the Paste keyword, type:  | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cut Preset 4.1 | # DataPool > To enter the DataPool keyword in the command line, use one of the options: To enter the DataPool keyword in the command line, use one of the options: * Press MA + Preset + Preset * Type **DataPool** * Type the shortcut **Da** ## Description [Section titled “Description”](#description) The DataPool keyword is used to address a data pool or objects outside the data pool you are currently in. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DataPool \[DataPool\_Number] (\[Object] \[“Object\_Name” or Object\_Number]) ## Example [Section titled “Example”](#example) * To go to the next cue in sequence 2 in the data pool 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ DataPool 2 Sequence 2 | # Deactivate > To enter the Deactivate keyword in the command line, use one of the options: To enter the Deactivate keyword in the command line, use one of the options: * Press MA + Off * Type **Deactivate** * Type the shortcut **Dea** ## Description [Section titled “Description”](#description) The Deactivate keyword deactivates active data in the programmer. Values will not be stored when storing cues or presets as values are subject to store settings. For more information see [Store Settings and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Deactivate Attribute \[“Attribute\_Name” or Attribute\_Number] ## ## Example [Section titled “Example”](#example) * To deactivate the pan attribute in the currently selected fixutres, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Deactivate Attribute “Pan” | # Deceleration > To enter the Deceleration keyword in the command line, use one of the options: To enter the Deceleration keyword in the command line, use one of the options: * Type **Deceleration** * Type the shortcut **Dec** ## Description [Section titled “Description”](#description) The Deceleration keyword is used to set the deceleration curve of a step in the phaser.   For more information see [Phasers](/grandma3/2-4/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Deceleration \[At] Deceleration \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to deceleration, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Deceleration |   * To set the deceleration curve of the dimmer to 85, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Deceleration 85 | # Decimal16 > To enter the Decimal16 keyword in the command line, use one of the options: To enter the Decimal16 keyword in the command line, use one of the options: * Type **Decimal16** * Type the shortcut **Decimal1** ## Description [Section titled “Description”](#description) The Decimal16 keyword is used to set the values of a fixture selection using the 16bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal16 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer for the selected fixtures on the absolute layer to 65535 in Decimal16, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Decimal16 65535 |   * To set the pan attribute for the selected fixtures on the absolute layer to 32768 in Decimal16, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Absolute Decimal16 32768 | # Decimal24 > To enter the Decimal24 keyword in the command line, use one of the options: To enter the Decimal24 keyword in the command line, use one of the options: * Type **Decimal24** * Type the shortcut **Decimal2** ## Description [Section titled “Description”](#description) The Decimal24 keyword is used to set the values of a fixture selection using the 24bit decimal notation.   ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal24 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to 1677721 in decimal24, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Decimal24 1677721 |   * To set the pan value in the absolute layer to 800000 in Decimal24, type:  | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “pan” At Absolute Decimal24 800000 | # Decimal8 > To enter the Decimal8 keyword in the command line, use one of the options: To enter the Decimal8 keyword in the command line, use one of the options: * Type **Decimal8** * Type the shortcut **Deci** ## Description [Section titled “Description”](#description) The Decimal8 keyword is used to set the values of a fixture selection using the 8bit decimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Decimal8 \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to 255 in decimal8, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Decimal8 255 |   * To set the pan value in the absolute layer to 128 in Decimal8, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “pan” At Absolute Decimal8 128 | # Default > To enter the Default keyword in the command line, use one of the options: To enter the Default keyword in the command line, use one of the options: * Press MA +  .  * Type **Default** * Type the shortcut **Def** ## Description [Section titled “Description”](#description) The Default keyword is used to reset the attributes of your fixture selection to default values. If there is no attribute list, all attributes of the selected fixtures will be set to their default values.  ## Syntax [Section titled “Syntax”](#syntax) **Default** \*\*Fixture \[“Fixture\_Name” or Fixture\_Number] At Default (\*\*FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number])  **Store Default (/Option)** ## Examples [Section titled “Examples”](#examples) * To set the dimmer of fixture 1 to its default values, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture 1 At Default |   * To set the position attribute of fixture 2 to default, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 2 At Default FeatureGroup 2 | # Delay > To enter the Delay keyword in the command line, use one of the options: To enter the Delay keyword in the command line, use one of the options: * Press Time Time (If the Time Key Target is set to Fixture. For more information see [User Settings](/grandma3/2-4/user_settings/) and [Time Key](/grandma3/2-4/key_time/).) * Press MA Time Time Time * Type **Delay** * Type the shortcut **Dela** ## Description [Section titled “Description”](#description) Delay sets the delay time of an object. For more information on the delay times for cues see [CueDelay Keyword](/grandma3/2-4/keyword_cuedelay/). ## Syntax [Section titled “Syntax”](#syntax) Delay \[Delay\_Time] ## Example [Section titled “Example”](#example) * To set an individual delay time of 4 seconds in the current selection, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Delay 4 | # Delete > To enter the Delete keyword in the command line, use one of the options: To enter the Delete keyword in the command line, use one of the options: * Press Delete * Type \*\*Delete \*\* * Type the shortcut **D** ## Description [Section titled “Description”](#description) The Delete keyword is a function keyword which is used to remove data in a show file. ## Syntax [Section titled “Syntax”](#syntax) Delete \[Object] \[“Object\_Name” or Object\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Delete keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) ## Examples [Section titled “Examples”](#examples) * To delete group 1 in the group pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Delete Group 1 |   * To delete cue 2 in the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Cue 2 | # DeleteGlobalVariable > To enter the DeleteGlobalVariable keyword in the command line, use one of the options: To enter the DeleteGlobalVariable keyword in the command line, use one of the options: * Type **DeleteGlobalVariable** * Type the shortcut **Deleteg** ## Description [Section titled “Description”](#description) The DeleteGlobalVariable keyword is used to delete global variables in a show.  ## Syntax [Section titled “Syntax”](#syntax) DeleteGlobalVariable \[“Name of Variable”] ## Example [Section titled “Example”](#example) * To delete the global variable Urban Blues 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DeleteGlobalVariable “Urban Blues 3” | # DeleteOtherVersion > To enter the DeleteOtherVersion keyword in the command line, use one of the options: To enter the DeleteOtherVersion keyword in the command line, use one of the options: * Type **DeleteOtherVersion** * Type the shortcut **Deleteo** ## Description [Section titled “Description”](#description) The DeleteOtherVersion keyword is a function keyword that is used to delete the installation files of the software versions in a grandMA3 device.  ## Syntax [Section titled “Syntax”](#syntax) DeleteOtherVersion “release\_type\_x.x.x.x.xml;/Path/to/MALightingTechnology/installation\_packages” ## Example [Section titled “Example”](#example) * To delete the installation files of the version 1.6.3.67 on your Windows® computer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DeleteOtherVersion “release\_stick\_v1.6.3.67.xml;C:/ProgramData/MALightingTechnology/installation\_packages” | # DeleteUserVariable > To enter the DeleteUserVariable keyword in the command line, use one of the options: To enter the DeleteUserVariable keyword in the command line, use one of the options: * Type **DeleteUserVariable** * Type the shortcut **Deleteu** ## Description [Section titled “Description”](#description) The DeleteUserVariable keyword is used to delete user-specific variables. ## Syntax [Section titled “Syntax”](#syntax) **DeleteUserVariable** \[“Name of Variable”] ## Example [Section titled “Example”](#example) * To delete the user-specific variable “Green 5”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DeleteUserVariable “Green 5” | # Disconnect > To enter the Disconnect keyword in the command line, use one of the options: To enter the Disconnect keyword in the command line, use one of the options: * Type **Disconnect** * Type the shortcut **Disc** ## Description [Section titled “Description”](#description) The Disconnect keyword disconnects the station from session. Contrary to Dismiss, the Disconnect keyword only disables the network of the station and does not reset the name of session and location of the device. Disconnect only works in devices that take part in the same session.  ## Syntax [Section titled “Syntax”](#syntax) Disconnect IP \[IP\_Number] Disconnect \[DeviceType] \[“DeviceType\_Name” or DeviceType\_Number] ## Example [Section titled “Example”](#example) * To disconnect the console with the name “SystemTech” from the session, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Disconnect Console “SystemTech” | # Dismiss > To enter the Dismiss keyword in the command line, use one of the options: To enter the Dismiss keyword in the command line, use one of the options: * Type **Dismiss** * Type the shortcut **Di** ## Description [Section titled “Description”](#description) The Dismiss keyword is used to throw stations out of your session. ## Syntax [Section titled “Syntax”](#syntax) Dismiss \[DeviceType] \[“Device\_Name” or Device\_Number] Dismiss IP \[IP\_Address] Find the device number in the [Network menu](/grandma3/2-4/network_session/): * To show the devices, unfold the device type. * Along with other information, each device displays number, IP address, and name. ## Examples [Section titled “Examples”](#examples) * To dismiss the console with the name “FOH2”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Dismiss Console “FOH2”  |   * To dismiss the Processing Unit with the number 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Dismiss ProcessingUnit 1 |   * To dismiss the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Dismiss IP 192.168.0.10 | # Display > To enter the Display keyword in the command line, use one of the options: To enter the Display keyword in the command line, use one of the options: * Type **Display** * Type the shortcut **Disp** ## Description [Section titled “Description”](#description) Display is an object keyword which is used to manage the displays. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Display \[Function] Display \[Display\_Number] ## Examples [Section titled “Examples”](#examples) * To list all open displays, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List Display |   * To close display 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Display 2 |   * To retrieve display 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Display 2 | # DMXAddress > To enter the DMXAddress in the command line, use one of the options: To enter the DMXAddress in the command line, use one of the options: * Press MA + X8 | DMX + X8 | DMX * Type \*\*DMXAddress \*\* * Type the shortcut **DMXA** ## Description [Section titled “Description”](#description) The DMXAddress keyword is used to access DMX addresses directly using an absolute numbering method. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DMXAddress \[DMXAddress\_Number] **DMXAddress \[DMXAddress\_Number] At** (\[Readout]) \[Value] ## Examples [Section titled “Examples”](#examples) * To select the fixture patched to universe 2, address 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures DMXAddress 513 |   * To output 50% on the third DMX channel of universe 1 using the DMX testing function, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DMXAddress 3 At 50 |   * To output 42% on the DMX channels 8 to 15 on universe 2 using the DMX testing function, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DMXAddress 520 Thru 527 At 42 |   * To disable the DMX testing function on all DMX channels of all universes, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off DMXAddress Thru | # DMXLayer > To enter the DMXLayer keyword in the command line, use one of the options: To enter the DMXLayer keyword in the command line, use one of the options: * Type **DMXLayer** * Type the shortcut **DMXL** ## Description [Section titled “Description”](#description) DMXLayer is a layer keyword. It is used to change the selected layer to the DMXLayer. This layer can show information in, for instance, the fixture sheet. The DMXLayer shows the values of the DMX sheet.  If a fixture sheet is set to **Auto** layer, then it will automatically change to show the selected layer. ## Syntax [Section titled “Syntax”](#syntax) DMXLayer ## Example [Section titled “Example”](#example) * To select the DMXLayer, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> DMXLayer | # DMXUniverse > To enter the DMXUniverse in the command line, use one of the options: To enter the DMXUniverse in the command line, use one of the options: * Press MA + X8 | DMX * Type \*\*DMXUniverse \*\* * Type the shortcut **DMX** ## Description [Section titled “Description”](#description) The DMXUniverse keyword is used to access DMX universes or all DMX channels of a universe. ## Syntax [Section titled “Syntax”](#syntax) \[Function] DMXUniverse \[“DMXUniverse\_Name” or DMXUniverse\_Number] DMXUniverse \[“DMXUniverse\_Name” or DMXUniverse\_Number] At (\[Readout]) \[Value] ## Examples [Section titled “Examples”](#examples) * To patch all DMX channels of universe 1 to universe 11, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> ​Move DMXUniverse 1 At DMXUniverse 11 |   * To select the fixture patched to universe 2.001, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures DMXUniverse 2.001 | # DMXReadout > To enter the DMXReadout keyword in the command line, use one of the options: To enter the DMXReadout keyword in the command line, use one of the options: * Type **DMXReadout** * Type the shortcut **DMXR** ## Description [Section titled “Description”](#description) The DMXReadout keyword is used to set the readout of DMX values in the user profile. It affects the display of values when editing a fixture type or the normal value in the user profile.  ## Syntax [Section titled “Syntax”](#syntax) DMXReadout \[“DMXReadout\_Name” or DMXReadout\_Number] ## Example [Section titled “Example”](#example) * To set the DMXReadout to Hex8, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DMXReadout “Hex8” | # $ (Dollar Sign) > To enter the $ (dollar sign) in the command line, type $. To enter the $ (dollar sign) in the command line, type **$**.  ## Description [Section titled “Description”](#description) The $ (dollar sign) character is used to address variables using the command line. For more information on how to set variables see [SetUserVariable keyword](/grandma3/2-4/keyword_setuservariable/) and the topic [Variables](/grandma3/2-4/macro_variables/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] $\[Variable\_Name] *** ## Example [Section titled “Example”](#example) * To log into user, whose name is stored in the variable “JanePublic”, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LogIn $JanePublic | # . (Dot) # DoubleSpeed > To enter the DoubleSpeed keyword in the command line, use one of the options: To enter the DoubleSpeed keyword in the command line, use one of the options: * Type **DoubleSpeed** * Type the shortcut **DS** or **Dou** ## Description [Section titled “Description”](#description) The DoubleSpeed keyword is a playback keyword which is used to change the speed of the speed masters, presets, or sequences to double the speed. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) DoubleSpeed\*\* \*\*\[Object] \[“Object\_Name” or Object\_Number]  ## Example [Section titled “Example”](#example) * To double the speed of sequence 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DoubleSpeed Sequence 2 | # Down > To enter the Down keyword in the command line, use one of the options: To enter the Down keyword in the command line, use one of the options: * Press Down * Type **Down** * Type the shortcut **Do** For more information see the [Down Key](/grandma3/2-4/key_down/).  ## Description [Section titled “Description”](#description) The Down keyword is a function keyword which is used to address the subfixture within the main fixture.  ## Syntax [Section titled “Syntax”](#syntax) Down ## Example [Section titled “Example”](#example) * To select the subfixtures in the selected fixtures in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Down | # Drive > To enter the Drive keyword in the command line, use one of the options: To enter the Drive keyword in the command line, use one of the options: * Type \*\*Drive \*\* * Type the shortcut **Dr** ## Description [Section titled “Description”](#description) The Drive keyword is used to address physical drives, for instance, USB flash drives and the internal hard drive.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Drive \[“Drive\_Name” or Drive\_Number]** \[Command] If Drive \[“Drive\_Name” or Drive\_Number] ## Examples [Section titled “Examples”](#examples) * To display all available drives, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Drive |   * To load the show “Timecode” from the internal drive, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “Timecode” If Drive 1 | # DropOwnership > To enter the DropOwnershipeyword in the command line, use one of the options: To enter the \*\*DropOwnership \*\*keyword in the command line, use one of the options: * Type **DropOwnership** * Type the shortcut **Dro** ## Description [Section titled “Description”](#description) The DropOwnership keyword is used when a user wants to edit an object that is currently owned by a different user. DropOwnership sends a request to release the ownership of an object.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If a running process owns the object to protect data integrity, DropOwnwership might not work right away. If this should be the case, we recommend you use the command again.  | ## Syntax [Section titled “Syntax”](#syntax) DropOwnership \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To request dropping ownership of group 1, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> DropOwnership Group 1 |   * To request dropping ownership of macro 1, line 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DropOwnership Macro 1 | or type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DropOwnership Macro 1.1 | or | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DropOwnership Macro 1.\* | # DumpLog > To enter the DumpLog keyword in the command line, use one of the options: To enter the DumpLog keyword in the command line, use one of the options: * Type **DumpLog** * Type the shortcuts **Du** ## Description [Section titled “Description”](#description) DumpLog is a function keyword that is used to deposit the output of the system monitor in form of a text file in case you should experience any inconsistencies or errors in the software. Hence, use this keyword if you are prompted by the tech support. Regardless of the location the files are stored to – internally or to a USB drive – the path is always \*\*gma3\_library. \*\* | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you insert one USB drive only, the logs will be automatically dumped onto this drive. If you insert more than one USB drive, you will have to specify the drives you would like to save the logs to. | ![Update this description text.](/img/grandma3/2-4/popup_dump-system-monitor-to-drive_v2-2-54f4d6.png) Select Drive to Dump the Logs Syntax DumpLog ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The DumpLog keyword uses the following option keywords: * [/Limit](/grandma3/2-4/ok_limit/) ## Example [Section titled “Example”](#example) * To deposit the output of the system monitor, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>DumpLog | # Echo > To enter the Echo keyword in the command line, use one of these options: To enter the Echo keyword in the command line, use one of these options: * Type **Echo** * Type the shortcut **Ec** ## Description [Section titled “Description”](#description) The Echo keyword is used to display feedback in the windows **Command Line History** and the **System Monitor**.  ## Syntax [Section titled “Syntax”](#syntax) Echo \[“Feedback\_Text”] ## Example [Section titled “Example”](#example) * To feedback “Hello, world!”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Echo “Hello, world!” | Result: | | | | - | ------------- | | | Hello, world! | | | | | ---- | -------------------- | | OK : | Echo “Hello, world!” | # Edit > To enter the Edit keyword in the command line, use one of the options: To enter the Edit keyword in the command line, use one of the options: * Press Edit * Type **Edit** * Type the shortcut **E** ## Description [Section titled “Description”](#description) Edit is a function keyword which is used to modify values. ## Syntax [Section titled “Syntax”](#syntax) **Edit \[Object] \[“Object\_Name” or Object\_Number]** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Edit keyword uses the following option keywords: * [/Tab](/grandma3/2-4/ok_tab/) ## Example [Section titled “Example”](#example) * To edit sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Sequence 1 | The Edit Sequence pop-up opens. # EditRecipe > To enter the EditRecipe keyword in the command line, use one of the options: To enter the EditRecipe keyword in the command line, use one of the options: * Press MA +  Edit * Type **EditRecipe** * Type the shortcut **Editr** ## Description [Section titled “Description”](#description) The EditRecipe is a function keyword that enables the recipe editor.  ## Syntax [Section titled “Syntax”](#syntax) **EditRecipe (\[Object] \[“Object\_Name” or Object\_Number] or \[“Recipe\_Name” or Recipe\_Number])** ## Examples [Section titled “Examples”](#examples) * To enable the edit mode in the recipe editor, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe | * To enable edit mode in cue 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe Cue 1 | or type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe 1 | * To enable edit mode in the second position preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe Preset 2.2 | * To enable edit mode in the running cue in sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe Sequence 1 | * To enable the edit mode in the running cue on executor 204, page 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditRecipe Page 1.204 | # EditSetting > To enter the EditSetting keyword in the command line, use one of the options: To enter the EditSetting keyword in the command line, use one of the options: * Press Edit Edit * Type **EditSetting** * Type the shortcut **Edits** ## Description [Section titled “Description”](#description) EditSetting is a function keyword which is used to modify the settings of an object. ## Syntax [Section titled “Syntax”](#syntax) **EditSetting \[Object] \[“Object\_Name” or Object\_Number]** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The EditSetting keyword uses the following option keywords: * [/Tab](/grandma3/2-4/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To edit the object settings of group 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditSetting Group 1 | The group settings pop-up opens.   * To edit the settings of object 5 in preset pool 21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>EditSetting Preset 21.5 | The Preset settings pop-up opens.   * To change the Cue Part default, enter EditSetting into the command line and then tap the preset.\ The Preset settings pop-up opens. * Tap Cue Part, enter the new value and apply it by tapping Please. # Effect > To enter the Effect keyword in the command line, use one of the options: To enter the Effect keyword in the command line, use one of the options: * Press Channel until Effect appears in the command line * Type **F** + **7** * Type **Effect** * Type the shortcut **Ef** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Effect keyword, make sure you assign the Effect ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Effect keyword is an object keyword which is used to call fixtures of the ID type Effect in the programmer. The name of this keyword can change because it is a custom ID type. For more information see [Custom ID Type](/grandma3/2-4/patch_what_are_fixtures/).  ## Syntax [Section titled “Syntax”](#syntax) Effect \[“Effect\_Name” or Effect\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Effect ID 10, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Effect 10 | # Eject > To enter the Eject keyword in the command line, use one of the options: To enter the Eject keyword in the command line, use one of the options: * Type **Eject** * Type the shortcut **Ej** ## Description [Section titled “Description”](#description) The Eject keyword is used to eject a USB flash drive. ## Syntax [Section titled “Syntax”](#syntax) Eject Drive \[“Drive\_Name” or Drive\_Number] ## Examples [Section titled “Examples”](#examples) * To eject drive 2 (USB flash drive) from the console, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Eject Drive 2 |   * To eject drive Enceladus, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Eject Drive “Enceladus” | # EncoderBank > To enter the EncoderBank keyword in the command line, use one of the options: To enter the EncoderBank keyword in the command line, use one of the options: * Press  MA + X15 | Page + X15 | Page + X15 | Page  * Type **EncoderBank** * Type the shortcut **Encoderban** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can define commands for each encoder bank. The command will be executed once you select the encoder bank. To do so, edit the command cell in the Encoder Bar editor first. | ## Description [Section titled “Description”](#description) The EncoderBank keyword is an object keyword which addresses encoder banks. Syntax \[Function] EncoderBank \[“EncoderBank\_Name” or EncoderBank\_Number].(\[“EncoderPage\_Name” or EncoderPage\_Number]) ## Examples [Section titled “Examples”](#examples) * To select the encoder bank “Fancy Stuff”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select EncoderBank “Fancy Stuff” | # EncoderBar > To enter the EncoderBar keyword in the command line, use one of the options: To enter the EncoderBar keyword in the command line, use one of the options: * Press  MA + X15 | Page + X15 | Page * Type **EncoderBar** * Type the shortcut **En** ## Description [Section titled “Description”](#description) # EndIf # Environment > To enter the Environment keyword in the command line, use one of the options: To enter the Environment keyword in the command line, use one of the options: * Type **Environment** * Type the shortcut **Env** ## Description [Section titled “Description”](#description) The Environment keyword is used to grant access to the two environments of the user profile - normal and preview. Each environment has its own programmer, selection, At filter and other.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Environment \[Environment\_Number] (Property \[“Property\_Name”] \[“Property\_Value”]) ## Examples [Section titled “Examples”](#examples) * To list the environments, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Environment |   * To enable Single Step for Preview, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Environment 2 Property “SingleStep” “Yes” | # = (Equal) > To enter the = [Equal] character in the command line, type =. To enter the = \[Equal] character in the command line, type **=**.  ## Description [Section titled “Description”](#description) The = \[Equal] character is used when assigning a value to an object setting. Many objects have different settings and these settings can be set using the setting name followed by the equal sign and then the desired value. It is used in conjunction with the [Set keyword](/grandma3/2-4/keyword_set/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The equal character can be omitted in the command. In case a command could be misinterpreted, use this character.  | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] \[“Setting”] = \[“Option”] ## Example [Section titled “Example”](#example) * To set the setting Enabled in macro line 1 of macro 3 to No, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Macro 3.1 “Enabled” = “No” | # Exchange > To enter the Exchange keyword in the command line, use one of the options: To enter the Exchange keyword in the command line, use one of the options: * Press Move Move * Type **Exchange** * Type the shortcut **Exc** ## Description [Section titled “Description”](#description) The Exchange keyword is a function keyword used to swap places. ## Syntax [Section titled “Syntax”](#syntax) Exchange \[Object] \[“Object\_Name” or Object\_Number] At \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To exchange macro 1 for macro 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Exchange Macro 1 At Macro 3 | # Executor > To enter the Executor keyword in the command line, use one of the options: To enter the **Executor** keyword in the command line, use one of the options: * Press MA + X16 | Exec * Type **Executor** * Type the shortcut **Ex** ## Description [Section titled “Description”](#description) The Executor keyword is an object keyword used as a control handle for other objects. The default function for Executor objects is **Select**. This means that calling executors without any function specified selects the object assigned to the executor. This selection is now also controllable with the 100 mm fader section. If you apply a function or reference a property not supported by the Executor object, the command will be passed on to its child: key, fader, or the object assigned to the executor. ## Syntax [Section titled “Syntax”](#syntax) **Executor \[Executor\_ID]** Select Page \[Page\_ID] Executor \[**Executor\_**ID] **Set Executor \[Executor\_ID] \[Setting] = \[Setting\_Option**\*\*]\*\* ## For more information on setting the executor assignments using the interface, see the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) and the [Executor Configurations](/grandma3/2-4/executor_configurations/). ## Examples [Section titled “Examples”](#examples) * To remove executor 205 on the current page, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Executor 205 | It does not delete the object assigned to the executor. It just deletes the assignment.   * To delete cue 3 of the sequence assigned to executor 205, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Executor 205 Cue 3 |   * To select executor 102 on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Page 4.102 |   * To change the setting “Key” of executor 201 to “Flash”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Executor 201 “Key” = “Flash” |   For more information see [Executors](/grandma3/2-4/executor/). # Export > To enter the Export keyword in the command line, use one of the options: To enter the Export keyword in the command line, use one of the options: * Type **Export** * Type the shortcut **Exp** ## Description [Section titled “Description”](#description) Export is a function keyword which is used to save objects from the current show file as a smaller file. If no file name is used in the command, the file name will use the name of the object. By default, files will be exported to the relevant folder within the library folder structure, either on the local drive of the console or onPC station, or on a selected USB drive. For more information on grandMA3 folders see [Folder Structure](/grandma3/2-4/fm_folder_structure/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When exporting several objects at a time without indicating a file name for each pool object, a separate XML file will be exported.  When exporting several objects at a time indicating a file name, all pool objects will be exported into a shared XML file.  | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Import and Export buttons offer a graphical user interface for import and export functions within the Show Creator Menu. For more information, see [Import/Export](/grandma3/2-4/import-export/).  | ## Syntax [Section titled “Syntax”](#syntax) Export \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) (/Option) (“Option\_Value”) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Export keyword uses the following option keywords: * [/Gaps](/grandma3/2-4/ok_gaps/) * [/GDTF](/grandma3/2-4/ok_gdtf/) * [/HighPrecision](/grandma3/2-4/ok_highprecision/) * [/NoDependencies](/grandma3/2-4/ok_nodependencies/) * [/Path ](/grandma3/2-4/ok_path/) * [/Type](/grandma3/2-4/ok_type/) ## Examples [Section titled “Examples”](#examples) * To export macro 1 as the XML file “test”, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Macro 1 “test” |   * To export macro 1 using the macro name, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Export Macro 1 |   * To export several macros to single XML files at a time, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Export Macro 1 Thru 42 |   * To export macro 1 “test” to the first connected USB drive, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Macro 1 “test” If Drive 2 | # Extension > To enter the Extension keyword in the command line, use one of the options: To enter the Extension keyword in the command line, use one of the options: * Type **Extension** * Type the shortcut **Exte** ## Description [Section titled “Description”](#description) The Extension keyword is an object keyword which is used to address all extensions in the network.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Extension \[“Extension\_Name” or Extension\_Number] ## Examples [Section titled “Examples”](#examples) * To list all extensions that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Extension |   * To invite extension “FOH3” to the station where you execute the command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite Extension “FOH3” | # Extract > To enter the Extract keyword in the command line, use one of the options: To enter the **Extract** keyword in the command line, use one of the options: * Press MA + At + At * Type **Extract** * Type the shortcut **Ext** ## Description [Section titled “Description”](#description) The Extract keyword is a command keyword used to call the values of presets without references. ## Syntax [Section titled “Syntax”](#syntax) Extract \[Object] \[“Object\_Name” or Object\_Number] (/Option)  ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Extract keyword uses the following option keywords: * [/Single](/grandma3/2-4/ok_single/) ## Example [Section titled “Example”](#example) * To call color preset 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Extract Preset 4.2  | # Fade > To enter the Fade keyword in the command line, use one of the options: To enter the **Fade** keyword in the command line, use one of the options: * Press Time (If the Time Key Target is set to Fixture. For more information see [User Settings](/grandma3/2-4/user_settings/) and [Time Key](/grandma3/2-4/key_time/).) * Press MA Time Time * Type **Fade** ## Description [Section titled “Description”](#description) The Fade keyword is a helping keyword which is used to indicate fade times. As a helping keyword for playback functions (for example Goto), this keyword sets the time which is used to execute the function. If it is used as a starting keyword, Fade will apply individual timing in the programmer for the current selection and attributes. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | As long as the command starts with a function, the Fade keyword and the fade value can be randomly used within the command. | To set the fade times for cues, read more in the [CueFade keyword](/grandma3/2-4/keyword_cuefade/). ## Syntax [Section titled “Syntax”](#syntax) **(\[Function] \[Object] \[“Object\_Name” or Object\_Number]) Fade \[Fade\_Value]** ## Examples [Section titled “Examples”](#examples) * To crossfade to cue 3 in the selected sequence in 4 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 3 Fade 4 |   * To set the individual fade time of 2 seconds to the dimmer of the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fade 2 |   * To set the dimmer value of the current fixture selection to 50 % and apply an individual fade time of 2 seconds to the dimmer of the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At 50 Fade 2 | # FaderCrossFade > To enter the FaderCrossFade keyword in the command line: To enter the FaderCrossFade keyword in the command line: * Type **FaderCrossFade** * Type the\*\*\*\* shortcut \*\*FaderX \*\*or **Faderc** ## Description [Section titled “Description”](#description) The FaderCrossFade keyword represents the crossfade function of a sequence. Crossfade gradually activates the next cue of a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFade At \[Object] \[“Object\_Name” or Object\_Number] FaderCrossFade \[Object] \[“Object\_Name or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFade as executor 302, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderCrossFade At Executor 302 |   * To set the FaderCrossFade value of the fader range to 10% in sequence 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderCrossFade Sequence 5 At 10 | # FaderCrossFadeA > To enter the FaderCrossFadeA keyword in the command line: To enter the FaderCrossFadeA keyword in the command line: * Type **FaderCrossFadeA** * Type the shortcut **FaderXA** ## Description [Section titled “Description”](#description) The FaderCrossFadeA keyword represents the crossfade A function of a sequence. Crossfade A gradually fades out dimmer attributes of a current cue in a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFadeA At \[Object] \[“Object\_Name” or Object\_Number] FaderCrossFadeA \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFadeA as fader function as executor 303, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Assign FaderCrossFadeA At Executor 303 |   * To set the FaderCrossFadeA value to 10% of the fader range for sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderCrossFadeA Sequence 5 At 10 | # FaderCrossFadeB > To enter the FaderCrossFadeB keyword in the command line: To enter the FaderCrossFadeB keyword in the command line: * Type **FaderCrossFadeB** * Type the shortcut **FaderXB** ## Description [Section titled “Description”](#description) The FaderCrossFadeB keyword represents the crossfade B function of a sequence. Crossfade B gradually fades in dimmer attributes of the next cue in a sequence in accordance with the position of the fader. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function). ## Syntax [Section titled “Syntax”](#syntax) \[Function] FaderCrossFadeB At \[“Object\_Name” or Object\_Number] FaderCrossFadeB \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Example [Section titled “Example”](#example) * To assign FaderCrossFadeB as fader function to executor 304, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderCrossFadeB At Executor 304 |   * To set the FaderCrossFadeB value of the fader range to 10% in sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderCrossFadeB Sequence 5 At 10 | # FaderMaster > To enter the FaderMaster keyword in the command line, use one of the options: To enter the FaderMaster keyword in the command line, use one of the options: * Type \*\*FaderMaster \*\* * Type the shortcut **Faderm** * Press MA + X16 | Exec + X16 | Exec + X16 | Exec ## Description [Section titled “Description”](#description) The FaderMaster keyword applies the Master function to a number of objects such as executors, sequences, groups, masters, and other. The master function controls the intensity of the assigned object. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-4/cue_sequence/), [Groups](/grandma3/2-4/group/), or  [Masters](/grandma3/2-4/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderMaster At \[Object] \[“Object\_Name” or Object\_Number] FaderMaster \[Object] \[“Object\_Name” or Object\_Number] At \[Value] (Fade \[Time]) Only sequences and presets can move the master using a fade time. Other objects snap to the value. ## Examples [Section titled “Examples”](#examples) * To assign FaderMaster to executor 204, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderMaster At Executor 204 | * To move FaderMaster 205 at position 50% in a 5 seconds fade: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderMaster 205 At 50 Fade 5 | # FaderRate > To enter the FaderRate keyword in the command line, use one of the options: To enter the FaderRate keyword in the command line, use one of the options: * Type **FaderRate** * Type the shortcut **Faderr** ## Description [Section titled “Description”](#description) The FaderRate keyword applies the Rate function to a number of objects such as executors, sequences, groups, masters, presets, and other. Rate divides or multiplies the fade and delay time in a sequence by the value of the fader. If Speed from Rate is enabled, it is then also valid for the speed stored in cues. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-4/cue_sequence/), [Presets](/grandma3/2-4/presets/), [Groups](/grandma3/2-4/group/), or [Masters](/grandma3/2-4/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderRate At \[Object] \[“Object\_Name ” or Object\_Number] FaderRate \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderRate to executor 205, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Assign FaderRate At Executor 205 |   *  To move the rate fader of sequence 1 to 1:1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderRate Sequence 1 At 100 | # FaderSpeed > To enter the FaderSpeed keyword in the command line, use one of the options: To enter the FaderSpeed keyword in the command line, use one of the options: * Type **FaderSpeed** * Type the shortcut **Faders** ## Description [Section titled “Description”](#description) The FaderSpeed keyword applies the Speed function to a number of objects such as executors, sequences, groups, masters, and other. It controls the speed of a phaser in a cue. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-4/cue_sequence/), [Groups](/grandma3/2-4/group/), or  [Masters](/grandma3/2-4/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderSpeed At \[Object] \[“Object\_Name” or Object\_Number] FaderSpeed \[Object] \[“Object\_Name” or Object\_Number] At \[Speed\_Readout] \[Speed\_Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderSpeed to executor 206, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderSpeed At Executor 206 |   * To set the FaderSpeed of sequence 2 to 6 BPM, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderSpeed Sequence 2 At BPM 6 | # FaderTemp > To enter the FaderTemp keyword in the command line, use one of the options: To enter the FaderTemp keyword in the command line, use one of the options: * Type **FaderTemp** * Type the shortcut **Fadert** ## Description [Section titled “Description”](#description) The FaderTemp keyword applies the Temp function to a number of objects such as executors, sequences, groups, masters, and other. Temp crossfades the first cue on when pulled up, and off when pulled down. For more information see [Executors](/grandma3/2-4/executor_assign/#Change%20Fader%20Function), [Cues and Sequences](/grandma3/2-4/cue_sequence/), [Groups](/grandma3/2-4/group/), or  [Masters](/grandma3/2-4/masters/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderTemp At \[Object] \[“Object\_Name” or Object\_Number] FaderTemp \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderTemp to executor 301, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderTemp At Executor 301 |   * To set the temp fader of sequence 2 to 42%, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> FaderTemp Sequence 2 At 42 | # FaderTime > To enter the FaderTime keyword in the command line, use one of the options: To enter the FaderTime keyword in the command line, use one of the options: * Type **FaderTime** * Type the shortcut **Faderti** ## Description [Section titled “Description”](#description) The FaderTime keyword applies the Time function to a number of objects such as executors, sequences, groups, masters, and other. It is used to overwrite the stored cue part times by setting a time value and activating the time function.  For more information about cue time overwriting see [Cue Timing](/grandma3/2-4/cue_timing/). For more information on how to activate and deactivate the function see [Time](/grandma3/2-4/keyword_time/). ## Syntax [Section titled “Syntax”](#syntax) Assign FaderTime At \[Object] \[“Object\_Name” or Object\_Number] FaderTime \[Object] \[“Object\_Name” or Object\_Number] At \[Value] ## Examples [Section titled “Examples”](#examples) * To assign FaderTime function to executor 207 on the selected page, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign FaderTime At Executor 207 |   * To set the FaderTime value to 50% of the time range for the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> FaderTime At 50 |   * To set the FaderTime value to 10% of the time range for sequence 5, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FaderTime Sequence 5 At 10 | # FastSync > To enter the FastSync keyword in the command line, use one of the options: To enter the FastSync keyword in the command line, use one of the options: * Type **FastSync** * Type the shortcut **Fas** ## Description [Section titled “Description”](#description) The FastSync keyword is a playback keyword that is used to determine the starting point of the phaser. The first step of the phaser is immediately started. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **FastSync \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To set the starting point of the phaser running in the sequence that is assigned to executor 128, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>FastSync Executor 128 | # FeatureGroup > To enter the FeatureGroup keyword in the command line, use one of the options: To enter the FeatureGroup keyword in the command line, use one of the options: * Press MA + Preset * Type **FeatureGroup** * Type the shortcut **FG** or **Fe** ## Description [Section titled “Description”](#description) The FeatureGroup keyword is used to address feature groups. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FeatureGroup \[“FeatureGroup\_Name” or FeatureGroup\_Number] ## Example [Section titled “Example”](#example) * To set the value Remove in all attributes of the FeatureGroup “Dimmer” in the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Remove FeatureGroup “Dimmer” | # Filter > To enter the Filter keyword in the command line, use one of the options: To enter the Filter keyword in the command line, use one of the options: * Press Group Group Group * Type **Filter** * Type the shortcut **Fil** ## Description [Section titled “Description”](#description) The Filter keyword is used to call a filter. It represents an attribute and a layer filter. For more information see [Worlds and Filters](/grandma3/2-4/worldfilter/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Filter \[“Filter\_Name” or Filter\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Filter keyword uses the following option keywords: * [/Overwrite](/grandma3/2-4/ok_overwrite/) ## Example [Section titled “Example”](#example) * To call filter 4, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Filter 4 | # Fix > To enter the Fix keyword in the command line, use one of the options: To enter the Fix keyword in the command line, use one of the options: * Press MA + Pause * Type **Fix** ## Description [Section titled “Description”](#description) Fix is a function keyword which is used to latch executors on a page. The executors that are latched will always be displayed, even if you change the page. Fix is a toggle function. This means that using Fix without any helping keyword toggles the fixing of the executors between enable and disable. ## Syntax [Section titled “Syntax”](#syntax) Fix (On or Off) Executor \[Executor\_Number] Fix (On or Off) Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] ## Examples [Section titled “Examples”](#examples) * To fix executor 101 through 105 on the current page, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fix On Executor 101 Thru 105 |   * To toggle executor 103 between changing page, or not changing page, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fix Executor 103 | # Fixture > To enter the Fixture keyword in the command line, use one of the options: To enter the Fixture keyword in the command line, use one of the options: * Press Fixture * Type **Fixture** * Type the shortcut **F** or **Fi** ## Description [Section titled “Description”](#description) The Fixture keyword is used as an object keyword to access fixtures that have a fixture ID.  ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] Fixture \[“Fixture\_Name” or Fixture\_Number].\[“SubFixture\_Name” or SubFixture\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Fixture keyword uses the following option keywords: * [/OddEven](/grandma3/2-4/ok_oddeven/) ## Examples [Section titled “Examples”](#examples) * To select fixture 2, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture 2 |   * To select the fifth subfixture of fixture 10, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 10.5  |   * To call values of fixture 1 of the next cue in the selected sequence to programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 At Cue Next | * To call values of fixture 5 of the previous cue in the selected sequence to programmer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 5 At Cue Previous | # FixtureClass > To enter the FixtureClass keyword in the command line, use one of the options: To enter the FixtureClass keyword in the command line, use one of the options: * Press MA + Fixture + Fixture + Fixture * Type **FixtureClass** * Type the shortcuts **FC** or **Fixturec** ## Description [Section titled “Description”](#description) FixtureClass is an object keyword which addresses the fixture classes of a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureClass \[“FixtureClass\_Name” or FixtureClass\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureClass keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Single](/grandma3/2-4/ok_single/) ## Examples [Section titled “Examples”](#examples) **Requirement:** Create the class “Spots” in the patch and link fixtures to it.   * To create a group in the group pool object 301 that contains all patched fixtures that are set to class “Spots” in the patch, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureClass “Spots” At Group 301 |   * To select all fixtures that are set to the class “Spots” in the patch, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixture FixtureClass “Spots” | # FixtureLayer > To enter the FixtureLayer keyword in the command line, use one of the options: To enter the FixtureLayer keyword in the command line, use one of the options: * Press MA + Fixture + Fixture * Type **FixtureLayer** * Type the shortcuts **FL** or **Fixturel** ## Description [Section titled “Description”](#description) FixtureLayer is an object keyword which addresses the layers of fixtures in a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureLayer \[“FixtureLayer\_Name” or FixtureLayer\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureLayer keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/](/grandma3/2-4/ok_single/)[Single](/grandma3/2-4/ok_single/) Example **Requirement:** Create the layer “Backtruss” in the patch and link fixtures to it. * To select all fixtures that are set to layer “Backtruss” within the patch, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures FixtureLayer “Backtruss” | # FixtureType > To enter the FixtureType keyword in the command line, use one of the options: To enter the FixtureType keyword in the command line, use one of the options: * Press MA + Fixture * Type **FixtureType** * Type the shortcuts **FT** or **Fixturet** ## Description [Section titled “Description”](#description) FixtureType is an object keyword which addresses the fixture types of a show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Most edits and command line actions with the keyword FixtureType has to be done while in the Edit Setup mode. For more information, see [ChangeDestination keyword](/grandma3/2-4/release_notes/). | ## Syntax [Section titled “Syntax”](#syntax) \[Function] FixtureType \[“FixtureType\_Name” or FixtureType\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The FixtureType keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Single](/grandma3/2-4/ok_single/) ## Examples [Section titled “Examples”](#examples) **Requirement:** * Enter the Patch menu first.\ For more information see [Patch and Fixture Setup](/grandma3/2-4/patch/).   * To assign fixture type 2 to fixtures 1 through 4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/Patch/Stages/Stage 1> Assign FixtureType 2 At 1 Thru 4 |   * To select all patched fixtures of fixture type 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures FixtureType 3 | # Flash > To enter the Flash keyword in the command line, use one of the options: To enter the Flash keyword in the command line, use one of the options: * Press MA +  >>> * Type **Flash** * Type the shortcut **Fla** ## Description [Section titled “Description”](#description) The Flash keyword is a playback keyword which is used to temporarily overwrite master level in order to set it to full on executing objects without using times. If the executor is disabled and Flash is applied, the executor is temporarily activated using zero timing.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Flash (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To overwrite the master level of executor 201 and to start in first step, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flash On Executor 201 |   * To recall the overwriting, and set the executor to master fader and disable it, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flash Off Executor 201 | # Flip > To enter the Flip keyword in the command line, use one of the options: To enter the Flip keyword in the command line, use one of the options: * Type **Flip** * Type the shortcut **Fli** ## Description [Section titled “Description”](#description) The Flip keyword is used to access the different pan/tilt combinations that direct a moving head in the same direction.  Flip adds 180 degrees to the pan value of the fixtures and inverts the tilt angle. If the fixtures reach their physical breakpoint, the pan and tilt values will be set to the smallest possible value.\ That is, Flip directs the fixture in the same direction using a different pan/tilt combinations.  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | -If no selection list is entered, Flip is applied to the fixture selection. -If no number is entered, the function toggles through the different possible combinations. -The number of combinations depends on the possible degree value the fixture can pan in.  | ## Syntax [Section titled “Syntax”](#syntax) Flip (\[Flip\_Number] \[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To set the pan and tilt of the fixture selection to the next pan/tilt combination, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flip |   * To set the pan and tilt of group 7 to the second pan/tilt combination that directs the fixtures in the same direction, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flip 2 Group 7 | # Fog > To enter the Fog keyword in the command line, use one of the options: To enter the **Fog** keyword in the command line, use one of the options: * Press Channel until Fog appears in the command line * Type **F** + **6** * Type **Fog** * Type the shortcut **Fo** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Fog keyword, make sure you assign the Fog ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Fog keyword is an object keyword which is used to call fixtures of the ID type Fog in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-4/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Fog \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Fog ID 7, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fog 7 | # Freeze # Full # Gel > To enter the Gel keyword in the command line, use one of the options: To enter the **Gel** keyword in the command line, use one of the options: * Press Preset Preset Preset * Type **Gel** ## Description  [Section titled “Description ”](#description) The keyword Gel provides the opportunity to edit or apply swatch book colors using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] **Gel \[“Swatch\_Name”.”Gel\_Name”]** \[Function] **Gel \[Swatch\_Number].\[Gel\_Number]** \[Function] ****Gel \[Swatch\_Number]**** \[Function] ****Gel \[“****Swatch\_Name****”]**** ## Examples [Section titled “Examples”](#examples) * To set the color of the selected fixtures to Lee’s color Mauve, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Gel “Lee”.”Mauve” |   * To set the color of the selected fixtures to the 44th color of the eighth swatch book, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Gel 8.44 |   * To export the “Lee” swatch book, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Gel 8 | # Generator > To enter the Generatoreyword in the command line, use one of the options: To enter the \*\*Generator \*\*keyword in the command line, use one of the options: * Type **Generator** * Type the shortcut **Gen** ## Description  [Section titled “Description ”](#description) The Generator keyword is an object keyword which is used to address the Generator pool objects. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At Generator \[“Generator\_Name” or Generator\_Number] *** ## Examples [Section titled “Examples”](#examples) * To call the second generator in the selected fixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Generator 2 |   * To apply the generator “Flicker” to the zoom attribute of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Zoom” At Generator “Flicker” | # Generic > To enter the Genericeyword in the command line, use one of the options: To enter the \*\*Generic \*\*keyword in the command line, use one of the options: * Press  Channel until Generic appears in the command line * Type **F + 2** * Type **Generic** * Type the shortcut **Generi** ## Description [Section titled “Description”](#description) The Generic keyword is an object keyword wich is used to call fixtures of the ID type Generic in the programmer. ## Syntax [Section titled “Syntax”](#syntax) Generic\[“Generic\_Name” or Generic\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Generic ID 1, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Generic 1  | # GetGlobalVariable > To enter the GetGlobalVariable keyword in the command line, use one of the options: To enter the GetGlobalVariable keyword in the command line, use one of the options: * Type **GetGlobalVariable** * Type the shortcut **Getg** ## Description [Section titled “Description”](#description) The GetGlobalVariable keyword is used to display global variables along with their values in the command line history.  ## Syntax [Section titled “Syntax”](#syntax) **GetGlobalVariable \[“Variable \_Name”\*\*\*\*]** ## Examples [Section titled “Examples”](#examples) * To display all variables in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetGlobalVariable ”\*” |   * To display all variables beginning with the letter f, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetGlobalVariable “f\*” | # GetUserVariable > To enter the GetUserVariable keyword in the command line, use one of the options: To enter the GetUserVariable keyword in the command line, use one of the options: * Type **GetUserVariable** * Type the shortcut **Get** ## Description [Section titled “Description”](#description) The GetUserVariable keyword is used to display user-specific variables along with their values in the command line history.  ## Syntax [Section titled “Syntax”](#syntax) **GetUserVariable \[“Variable\_Name”\*\*\*\*]** ## Examples [Section titled “Examples”](#examples) * To display all user-specific variables in the command line history, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable ”\*”  |   * To display all user-specific variables beginning with the letter f, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable “f\*” | # GoboImage > To enter the GoboImage keyword in the command line, use one of the options: To enter the GoboImage keyword in the command line, use one of the options: * Type **GoboImage** * Type the shortcut **Gob** ## Description [Section titled “Description”](#description) The keyword GoboImage is an object keyword. It is used to manage images of gobos using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] GoboImage \[“GoboImage\_Name” or GoboImage\_Number] ## Examples [Section titled “Examples”](#examples) * To edit gobo image 1 in the gobo pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit GoboImage 1 |   * To list all gobo images in the gobo pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List GoboImage | # <<< (GoFastBackward) > To enter th<<< [GoFastBackward] keyword in the command line, use one of the options: To enter the\*\* \*\*<<< \[GoFastBackward] keyword in the command line, use one of the options:  * Press <<<\*\* \*\* * Type **<<<** * Type the shortcut **<** ## Description [Section titled “Description”](#description) The <<< \[GoFastBackward] keyword is a playback keyword which is used to jump to the previous cue in a sequence, without using cue timing. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Instead of Goto it is also possible to use <<< in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) <<< \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the previous cue in sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> <<< Sequence 3 |   * To jump to the previous cue in the sequence assigned to executor 103 (on the current page), type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> <<< Executor 103 |   * To jump to the previous cue on all sequences assigned to executors on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]><<< Page 4 | For information on the key see the [<<<](/grandma3/2-4/key_gfb/) \[GoFastBackward] key. # >>> (GoFastForward) > To enter the >>> [GoFastForward] keyword in the command line, use one of the options: To enter the >>> \[GoFastForward] keyword in the command line, use one of the options: * Press >>> * Type **>>>**  * Type the shortcut **>**  ## Description [Section titled “Description”](#description) The\*\*\*\* >>> \[GoFastForward] keyword is a playback keyword which is used to jump to the next cue in a sequence without using cue timing. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Instead of Goto it is also possible to use >>> in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) \>>> \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the next cue in sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> >>> Sequence 3 |   * To jump to the next cue in the sequence assigned on executor 103, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> >>> Executor 103 |   * To jump to the next cue on all sequences assigned to executors on page 4, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> >>> Page 4 |   * To jump to the next cue in the sequences assigned to executor 211 on page 5, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> >>> Page 5.211 | For more information on the key see the [>>>](/grandma3/2-4/key_gff/) \[GoFastForward] key. # Go- > To enter the Go- keyword in the command line, use one of the options: To enter the Go- keyword in the command line, use one of the options: * Press Go- | Top  * Type **Go-** ## Description [Section titled “Description”](#description) The Go- keyword is a playback keyword that is used to activate the previous cue.  If the target object has cues, it will go back to the previous cue.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Instead of Goto it is also possible to use Go- in order to go to a specified cue. | ## Syntax [Section titled “Syntax”](#syntax) Go- \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To go to the previous cue of executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go- Executor 101 | # Go+ > To enter the Go+ keyword in the command line, use one of the options: To enter the Go+ keyword in the command line, use one of the options: * Press Go+ | Temp  * Type **Go+** * Type the shortcut **Go** ## Description [Section titled “Description”](#description) The Go+ keyword is a playback keyword and it operates as a start signal for commands to be executed. If the target object has cues, it will proceed to the next cue.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Go \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To go to the next cue of executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Go+ Executor 101 |   * To start macro 2, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ Macro 2 | # Goto > To enter the Goto keyword in the command line, use one of the options: To enter the **Goto** keyword in the command line, use one of the options: * Press Goto * Type **Goto** * Type the shortcut **Got** ## Description [Section titled “Description”](#description) Goto is a function keyword that is used to jump in a list using the original cue timing of the cue where the values were initially stored. Setting fade times using the Goto keyword overrides the original cue timing. For more information see [Relevant Playback Commands](/grandma3/2-4/cue_playback/#h2__483879150).   | | | | ------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | A set fade time overrides the original cue timing. | ## Syntax [Section titled “Syntax”](#syntax) Goto \[Object]\[“Object\_Name” or Object\_Number or Next/Previous] (Fade \[Fade\_Time]) ## Examples [Section titled “Examples”](#examples) * To go to cue 103 of the selected executor, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 103 |   * To go to cue 105 of executor 104, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 105 Executor 104 |   * To go to cue 10 of executor 201 using a fade time of 2 seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 10 Executor 201 Fade 2 | * To go to the next cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue Next | * To go to the previous cue in sequence 42, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Sequence 42 Cue Previous | # Grid > To enter the Grid keyword in the command line, use one of these options: To enter the Grid keyword in the command line, use one of these options: * Press MA + X3 * Type **Grid** * Type the shortcut **Gri** ## Description [Section titled “Description”](#description) The Grid keyword is used to set the grid cursor or span a grid area in the selection grid window. After the cursor is set, it is possible to arrange fixtures in the selection grid window. To position fixtures with a z-axis in the selection window, use the Grid keyword. To set the grid cursor using the user interface see [Selection Grid Window](/grandma3/2-4/operate_selection/). The grid command supports a space or a / (slash) as delimiters for command line input. ## Syntax [Section titled “Syntax”](#syntax) Grid \[x-axis]/\[y-axis]/\[z-axis] Grid \[x-axis] \[y-axis] \[z-axis] ## Examples [Section titled “Examples”](#examples) * To move the blue grid cell cursor in the selection window to column 2, row 2, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 2/2 |   * To position fixtures in a defined area in the selection window, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 2/2 Thru 4/4 | # GridPosition > To enter the GridPosition keyword in the command line, use one of the options: To enter the GridPosition keyword in the command line, use one of the options: * Type **GridPosition** * Type the shortcut **Gridp** ## Description [Section titled “Description”](#description) GridPosition is a layer keyword which represents the xyz grid coordinates of fixtures at a time as values were set in attributes. It is used to change the selected layer to GridPosition. This layer can show information in, for instance, the fixture sheet. ## Syntax [Section titled “Syntax”](#syntax) GridPosition ## Example [Section titled “Example”](#example) * To select the layer GridPosition, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GridPosition | # GridStore > To enter the GridStore keyword in the command line, use one of the options: To enter the GridStore keyword in the command line, use one of the options: * Type **GridStore** * Type the shortcut **GS** or **Grids** ## Description [Section titled “Description”](#description) GridStore transfers grid positions of subfixtures to fixture types.  Syntax **GridStore** ## Example [Section titled “Example”](#example) **Requirement:** 1. Patch fixtures containing subfixtures, for example a Robe Spiider and select Mode4.\ For more information on patching see [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). 2. Select one of the fixtures you patched and select subfixtures. To do so, press Down in the command area of your device or the command section of the onPC, or type the [Down keyword](/grandma3/2-4/keyword_down/) in the command line. 3. Arrange the subfixtures in the selection grid.\ For more information see [Selection Grid](/grandma3/2-4/operate_selection/).  * To store the grid positions of subfixtures to the fixture type, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GridStore | # Group > To enter the Group keyword in the command line, use one of the options: To enter the Group keyword in the command line, use one of the options: * Press Group * Type \*\*Group \*\* * Type the shortcut **G** ## Description [Section titled “Description”](#description) The Group keyword is an object type that contains a certain selection of fixtures in a specific order along with xyz-coordinates used in the [Selection window](/grandma3/2-4/operate_selection/). The default function of the Group keyword is SelFix. This means that calling groups without specifying any function selects the fixtures within the group. For more information see the [SelFix keyword](/grandma3/2-4/keyword_selectfixtures/). ## Syntax [Section titled “Syntax”](#syntax)  (\[Function]) Group \[“Group\_Name” or Group\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Group keyword uses the following option keywords: * [/GridMergeMode](/grandma3/2-4/ok_gridmergemode/) * [/Merge](/grandma3/2-4/ok_merge/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Remove](/grandma3/2-4/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures stored in group 3, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group 3  |   * To list all stored groups of the group pool in the command line history, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Group   | # HalfSpeed # #[Object] > To enter the #[Object] character in the command line, type #[Object]. To enter the #\[Object] character in the command line, type **#\[Object]**.  ## Description [Section titled “Description”](#description) The #\[Object] is used instead of object numbers or names in order to address an object. Using #\[Object] makes it unnecessary to update macros or commands if the object was moved or the name of the object was changed. ## Syntax [Section titled “Syntax”](#syntax) \[Function] #\[Object “Object\_Name”] \[Function] #\[Object Object\_Number] ## ## Examples [Section titled “Examples”](#examples) ## [Section titled “”](#-1) * To set the variable “MyHandle” to the handle of macro 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable “MyHandle” #\[Macro 1] | # Help > To enter the Help keyword in the command line, use one of the options: To enter the Help keyword in the command line, use one of the options: * Press Help * Type **Help** * Type the shortcut **H** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information on how to open the help see [Open the Help in the Console](/grandma3/2-4/atm_open_help_console/). | ## Description [Section titled “Description”](#description) Help is a function keyword which is used to open the Help pop-up for you to search for topics or to use the context sensitive help. ## Syntax [Section titled “Syntax”](#syntax) Help \[“Search\_Term”] Example\   - [Section titled “Example  ”](#example) * To list all keywords starting with an f, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Help f\* | # HelpKeyword > To enter the HelpKeyword keyword in the command line, use one of the options: To enter the HelpKeyword keyword in the command line, use one of the options: * Type **HelpKeyword** * Type the shortcut **Helpk** ## Description [Section titled “Description”](#description) HelpKeyword is a function keyword which is used to list all grandMA3 keywords. Syntax **HelpKeyword (\[“Search\_Term”])** ## Examples [Section titled “Examples”](#examples) * To list all grandMA3 keywords in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>HelpKeyword | # HelpLua > To enter the HelpLua keyword in the command line, use one of the options: To enter the HelpLua keyword in the command line, use one of the options: * Type **HelpLua** * Type the shortcut **Helpl** ## Description [Section titled “Description”](#description) HelpLua is a function keyword which is used to export a list of all grandMA Lua functions. To learn more about Lua and the plugins, see [Plugins](/grandma3/2-4/plugins/). ## Syntax [Section titled “Syntax”](#syntax) **HelpLua** ## Example [Section titled “Example”](#example) * To list all specific grandMA3 Lua functions, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>HelpLua | The Lua functions are exported into the file “grandMA3\_lua\_functions.txt” in the [grandMA3 library folder](/grandma3/2-4/fm_folder_structure/). # Hex16 > To enter the Hex16 keyword in the command line, use one of the options: To enter the Hex16 keyword in the command line, use one of the options: * Type **Hex16** * Type the shortcut **Hex1** ## Description [Section titled “Description”](#description) The Hex16 keyword is used to set the values of a fixture selection using the 16bit hexadecimal notation.   ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex16 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer for the selected fixtures on the absolute layer to FFFF in Hex16, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Hex16 “FFFF” |   * To set the pan attribute for the selected fixtures on the absolute layer to 8000 in Hex16, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Absolute Hex16 “8000” | # Hex24 > To enter the Hex24 keyword in the command line, use one of the options: To enter the Hex24 keyword in the command line, use one of the options: * Type **Hex24** * Type the shortcut **Hex2** ## Description [Section titled “Description”](#description) The Hex24 keyword is used to set the values of a fixture selection using the 24bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex24 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to FFFFFF in Hex24, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Hex24 “FFFFFF” |   * To set the pan value in the absolute layer to 800000 in Hex24, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “pan” At Absolute Hex24 “800000” | # Hex8 > To enter the Hex8 keyword in the command line, use one of the options: To enter the Hex8 keyword in the command line, use one of the options: * Type **Hex8** * Type the shortcut **Hex** ## Description [Section titled “Description”](#description) The Hex8 keyword is used to set the values of a fixture selection using the 8bit hexadecimal notation.  ## Syntax [Section titled “Syntax”](#syntax) **At \[Layer] Hex8 \[“Value”]** ## Examples [Section titled “Examples”](#examples) * To set the absolute layer to FF in Hex8, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Hex8 “FF”  |   * To set the pan value in the absolute layer to DE in Hex8, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “pan” At Absolute Hex8 “DE” | # Highlight > To enter the Highlight keyword in the command line, use one of the options: To enter the Highlight keyword in the command line, use one of the options: * Press Highlt  * Type \*\*Highlight \*\* * Type the shortcut **Hi** ## Description [Section titled “Description”](#description) The Highlight keyword is a playback keyword that is used to apply the defined highlight values on fixtures that are selected. It is a toggle function. This means, entering Highlight without a helping keyword enables or disables the Highlight mode. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To manually fade from the current value to the highlight value and back, use the Highlight fader. For more information see [Master Controls](/grandma3/2-4/ws_master_controls/).  | # Hold > To enter the Hold keyword in the command line, use one of the options: To enter the Hold keyword in the command line, use one of the options: * Press  MA + 0 * Type **Hold** * Type the shortcut **Ho** ## Description [Section titled “Description”](#description) The Hold keyword is a special value that prevents an MIB action while the dimmer is closed. Hold can only be applied to a dimmer attribute and is equivalent to a value of 0.  To prevent all fixtures (for example, scrollers) from performing an MIB action in the same cue, Hold can be used to distribute the movement across multiple cues. To expressly perform a movement between two cues using an open dimmer, Hold can be used to enhance individual fixtures. ## Syntax [Section titled “Syntax”](#syntax) (At) Hold ## Example [Section titled “Example”](#example) * To set the selected fixtures to the value Hold, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Hold | # Houselights > To enter the Houselights keyword in the command line, use one of the options: To enter the **Houselights** keyword in the command line, use one of the options: * Press Channel until Houselights appears in the command line * Type **F** + **3** * Type **Houselights** * Type the shortcut **Hou** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Houselights keyword, make sure you assign the Houselights ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Houselights keyword is an object keyword which is used to call fixtures of the ID type Houselights in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-4/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Houselights \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Houselights ID 5, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Houselights 5 | # Hz > To enter the Hz (Hertz) keyword in the command line, type: Hz To enter the Hz (Hertz) keyword in the command line, type: **Hz** ## Description [Section titled “Description”](#description) The Hz (Hertz) keyword is used to set the speed of a fixture selection or a speed master using the unit hertz.  ## Syntax [Section titled “Syntax”](#syntax) **At Speed Hz \[Value]** Master \[Master\_Number] At Hz \[Value] ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 60 hertz, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Speed Hz 60 |   * To set the first speed master to 3 hertz, type:  | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.1 At Hz 3 | # If # IfActive > To enter the IfActive keyword in the command line, use one of the options: To enter the IfActive keyword in the command line, use one of the options: * Press If If * Type **IfActive** * Type the shortcut **Ifa** ## Description [Section titled “Description”](#description) IfActive is a function keyword that selects fixtures with active values in the programmer. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Executed on its own, the IfActive keyword only selects fixtures of the current command line default. | | | | | ------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | IfActive only works with dimmer values. | If no filter is entered, IfActive will select all fixtures with active values. If a filter is entered, IfActive will select all fixtures which have this filter and also fixtures that have active values in the programmer. ## Syntax [Section titled “Syntax”](#syntax) IfActive (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To select all fixtures with active values in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfActive |   * To select fixtures within group 5 which also have active values in the programmer, type:  | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfActive Group 5 | # IfOutput > To enter the IfOutput keyword in the command line, use one of the options: To enter the IfOutput keyword in the command line, use one of the options: * Press If * Type **IfOutput** * Type the shortcut **Ifo** ## Description [Section titled “Description”](#description) IfOutput is a function keyword that selects fixtures based on their current output. This function works with presets and sequences only. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Executed on its own, the IfOutput keyword only selects fixtures of the current command line default. | ## Syntax [Section titled “Syntax”](#syntax) IfOutput (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To select all fixtures of the current command line default which have output on stage, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfOutput |   * To select all fixtures that output the values stored in sequence 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfOutput Sequence 1 |   * To select all fixtures that use the color preset “Green”, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfOutput Preset “Color”.”Green” |   **Requirement:** Select several fixtures where the dimmer is enabled and select several groups right after. * To only select fixtures where the dimmer is open, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>IfOutput Selection | # IfProgrammer > To enter the IfProgrammer keyword in the command line, use one of the options: To enter the IfProgrammer keyword in the command line, use one of the options: * Press If If If * Type **IfProgrammer** * Type the shortcut **Ifp** ## Description [Section titled “Description”](#description) IfProgrammer is a function keyword that selects fixtures that contain values in the programmer. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Executed on its own, the IfProgrammer keyword only selects fixtures of the current command line default. | # Image > To enter the Image keyword in the command line, use one of the options: To enter the Image keyword in the command line, use one of the options: * Type **Image** * Type the shortcut **Ima** ## Description [Section titled “Description”](#description) The keyword Image is an object keyword. It is used to manage images using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Image \[ImagePool\_Number].\[Image\_Number] ## Examples [Section titled “Examples”](#examples) * To edit image 1 in the custom image pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Image 3.1 |   * To delete image 2 in the custom image pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Image 3.2 | # Import > To enter the Import keyword in the command line, use one of the options: To enter the Import keyword in the command line, use one of the options: * Type **Import** * Type the shortcut **Im** ## Description [Section titled “Description”](#description) Import is a function keyword that incorporates small portions of exported show file data, available as XML files, into the current show file. The Import command loads data into the specified destination occupying the first free pool object when no certain pool object is given.  By default, files will be imported from the relevant folder within the library folder structure, either on the local drive of the console or onPC station, or on a selected USB flash drive. For more information on this folder structure see [Folder Structure](/grandma3/2-4/fm_folder_structure/). ## Syntax [Section titled “Syntax”](#syntax) Import \[Object] Library “File Name.xml” (If Drive \[Drive\_Number]) (At \[“Object\_Name” or Object\_Number]) (/Option) (“Option\_Value”) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Import keyword uses the following option keywords: * [/Path](/grandma3/2-4/ok_path/) * [/Gaps](/grandma3/2-4/ok_gaps/) * [/NoDependencies](/grandma3/2-4/ok_nodependencies/) * [/NoRefresh](/grandma3/2-4/ok_norefresh/) * [/Type](/grandma3/2-4/ok_type/) ## Examples [Section titled “Examples”](#examples) **Requirements:** Destination is changed to fixture types. * To import a MAC Aura XB as a new fixture type in the show file, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/Patch/FixtureTypes> Import Library “MAC Aura XB” |   **Requirements:** Destination is changed to macros. * To import the macro color.xml to the first free pool object, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/DataPools/Default/Macros> Import Library “color.xml” |   * To import the same macro to macro 42 in the macro pool without changing the command line destination, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Macro Library “color.xml” At Macro 42 |    **Requirements:** Destination is changed to macros. * To import all macros from the library into the show file, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/DataPools/Default/Macros> Import Library “\*.xml” | # Index > To enter the Index keyword in the command line, use one of the options: To enter the Index keyword in the command line, use one of the options: * Type **Index** * Type the shortcut **Ind** ## Description [Section titled “Description”](#description) Index keyword is a command keyword that addresses values where a property can have more than one value. For example, a fixture with at least two DMX breaks. The patch property has 2 values for this fixture. | | | | ------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The values of the Index keyword are zero nominated. | ## Syntax [Section titled “Syntax”](#syntax) Set \[Object] \[“Object\_Name” or Object\_Number] \[“Property”] Index \[Index\_Number] \[“Value”] ## Examples [Section titled “Examples”](#examples) **Requirement:** * Fixture 1 has to have at least two DMX breaks.\ For example, the fixture type LED Wall 20x20   * To set the patch address of the second break to universe 2 address 1 without affecting the first address, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Fixture 1 “Patch” Index 1 “2.1” |   * To disable the dimmer attribute in filter 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Filter 6 Property “Attributes” Index 0 “0” | # Insert > To enter the Insert keyword in the command line, use one of the options: To enter the **Insert** keyword in the command line, use one of the options: * Press Copy Copy Copy * Type **Insert** * Type the shortcut **In** ## Description [Section titled “Description”](#description) The Insert keyword is a function keyword which is used to insert pool objects between two other and already occupied pool objects. The following pool objects will be moved to the next empty destination. ## Syntax [Section titled “Syntax”](#syntax) \*\*Insert \*\*\[Object] \[“Object\_Name” or Object\_Number] At \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To move Group 5 onto Group 9 and move the latter one cell further, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Insert Group 5 At 9 | # Integrate > To enter the Integrate keyword in the command line, use one of the options: To enter the Integrate keyword in the command line, use one of the options: * Press MA + At * Type **Integrate** * Type the shortcut **Int** ## Description [Section titled “Description”](#description) The Integrate keyword integrates step 1 of a preset into other steps of the programmer. These steps can be stored into presets and cues. ## Syntax [Section titled “Syntax”](#syntax) Integrate Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Step \[Step\_Number] ## Examples [Section titled “Examples”](#examples) **Requirement: Example 1** * There are already active values in step 1 in the programmer   * To integrate step 1 of preset 1.1 into step 2 of the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Integrate Preset 1.1 Step 2 | # Interface > To enter the Interface keyword in the command line, use one of the options: To enter the Interface keyword in the command line, use one of the options: * Type **Interface**\*\*\*\* * Type the shortcut **Inter** ## Description [Section titled “Description”](#description) Interface is an object keyword which is used to set the network interface using the command line. For more information see [Interfaces and IP](/grandma3/2-4/network_interface/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Interface Interface \[Number] ## Examples [Section titled “Examples”](#examples) * To list all network interfaces, enter the Interface folder in the data structure first: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination Interface |   * To list the interfaces, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List | # Invert > To enter the Invert keyword in the command line, use one of the options: To enter the **Invert** keyword in the command line, use one of the options: * Type **Invert** * Type the shortcut **Inve** ## Description [Section titled “Description”](#description) Invert is a function to invert the selection status of fixtures. If a fixture is selected, using this keyword deselects the fixtures. If a fixture is not selected, using the Invert keyword selects the fixtures.  ## Syntax [Section titled “Syntax”](#syntax) Invert Fixture \[“Fixture\_Name” or Fixture\_Number] ## Example [Section titled “Example”](#example) **Requirement:** Fixtures 1, 3 and 5 are selected * To invert the state of selection in the fixtures 1 to 6, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Invert Fixture 1 Thru 6 | # Invite > To enter the Invite keyword in the command line, use one of the options: To enter the Invite keyword in the command line, use one of the options: * Type **Invite** * Type the shortcut **Inv** ## Description [Section titled “Description”](#description) Invite is a function keyword which is used to invite other stations into the session. ## Syntax [Section titled “Syntax”](#syntax) Invite IP \[Device\_IP] Invite \[Device\_Type] \[“Device\_Name” or Device\_Number] | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [Node](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Station](/grandma3/2-4/keyword_station/), [Extension](/grandma3/2-4/keyword_extension/). | ## Examples [Section titled “Examples”](#examples) * To invite console 6 to the session, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite Console 6 |   * To invite the node named “Truss” to the session, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite Node “Truss” |   * To invite the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite IP 192.168.0.10 | # IP > To enter the IP keyword in the command line, type IP. To enter the IP keyword in the command line, type **IP**. ## Description [Section titled “Description”](#description) IP is an object keyword which is used to manage devices with IP addresses. It interacts with other function keywords and the IP address of the corresponding device. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] IP \[IP Address]** ## Examples [Section titled “Examples”](#examples) For information on IP examples see: * [Dismiss keyword](/grandma3/2-4/keyword_dismiss/) * [Reboot keyword](/grandma3/2-4/keyword_reboot/) * [RemoteCommand keyword](/grandma3/2-4/keyword_remotecommand/) * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) # JoinSession > To enter the JoinSession keyword in the command line, use one of the options: To enter the JoinSession keyword in the command line, use one of the options: * Type **JoinSession** * Type the shortcut **J** ## Description [Section titled “Description”](#description) JoinSession is a function keyword which is used to join a session. ## Syntax [Section titled “Syntax”](#syntax) JoinSession IP \[Device\_IP] **JoinSession \[DeviceType] \[“Device\_Name” or Device\_Number]** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [Node](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Station](/grandma3/2-4/keyword_station/), [Extension](/grandma3/2-4/keyword_extension/). | ## Examples [Section titled “Examples”](#examples) * To join the session of console 6, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>JoinSession Console 6 |   * To join the session on the station with the IP address 192.168.10.21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>JoinSession IP 192.168.10.21 |   * To join the session of the node “Truss”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>JoinSession Node “Truss” | # Key > To enter the Key keyword in the command line, use one of the options: To enter the Key keyword in the command line, use one of the options: * Type **Key** * Type the shortcut **K** ## Description [Section titled “Description”](#description) The Key keyword is used to address the network keys. For more information on what network keys are see [Create a Custom Key](/grandma3/2-4/network_session_key/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Key \[“Key\_Name” or Key\_Number] (Property \[“Property\_Name” ] \[“Value”]) ## Examples [Section titled “Examples”](#examples) * To store a new key, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Key 2 |   * To list all keys, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Key |   * To set a different password for a newly created key, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Key 2 Property “Seed” “Concord Dawn” |   * To not use key 2 for MAnet, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Key 2 Property “MANET” “No” | # Keyboard > To enter the Keyboard keyword in the command line, use one of the options: To enter the Keyboard keyword in the command line, use one of the options: * Type **Keyboard** * Type the shortcut **Keyb** ## Description [Section titled “Description”](#description) Keyboard is an object keyword which is used to change the language of the on-screen keyboard. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Keyboard Keyboard \[“Keyboard\_Language” or Keyboard\_Number] ## Examples [Section titled “Examples”](#examples) * To list the keyboard languages, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List Keyboard |   * To set the keyboard to German, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Keyboard 1 | # KeyboardShortcut > To enter the KeyboardShortcuts keyword in the command line, use one of the options: To enter the KeyboardShortcuts keyword in the command line, use one of the options: * Type **KeyboardShortcut** * Type the shortcut **Keyboards** ## Description [Section titled “Description”](#description) The KeyboardShortcut keyword is an object keyword that is used to work with keyboard shortcuts using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] KeyboardShortcut \[KeyboardShortcut\_Number] (\*\***Property \[“Property\_Name”] \[“Value”])** ## Examples [Section titled “Examples”](#examples) * To list all keyboard shortcuts, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> List KeyboardShortcut |   * To assign, for example, the property “Shortcut” to the value “Space”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set KeyboardShortcut 161 Property “Shortcut” “Space” |   *  To delete the keyboard shortcut number 160, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete KeyboardShortcut 160 | # Kill > To enter the Killeyword in the command line, use one of the options: To enter the \*\*Kill \*\*keyword in the command line, use one of the options: * Press MA + Go- + Go- * Type **Kill** * Type the shortcut **Ki** ## Description [Section titled “Description”](#description) The Kill keyword is a function keyword that executes the Go+ function on sequences and presets and disables all other played back sequences and presets.  If the sequences and presets are not protected against kill, they will be disabled by the Kill keyword. For more information on Kill Protect see [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). ## Syntax [Section titled “Syntax”](#syntax) Kill \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To jump to the next cue on executor 102 and disable all other playbacks, type:  | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Kill Executor 102 | # KnockIn > To enter the KnockIn keyword in the command line, use one of the options: To enter the KnockIn keyword in the command line, use one of the options: * Type **KnockIn** * Type the shortcut **Kn** ## Description [Section titled “Description”](#description) KnockIn is used to take values that are located for example in sequences or presets actively into the programmer.  This is useful to the effect that you can actively take values that have already been stored into the programmer.  ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] KnockIn\*\* \*\*\[“Attribute\_Name” or Attribute\_Number]/\[“FeatureGroup\_Name” or FeatureGroup\_Number] KnockIn Fixture \[“Fixture\_Name” or Fixture\_Number] **Attribute \[“Attribute\_Name” or Attribute\_Number] At KnockIn** ## Examples [Section titled “Examples”](#examples) * To knock in the attribute Color RGB\_R in fixture 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 KnockIn Attribute “ColorRGB\_R” |   * To knock in all attributes of fixture 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>KnockIn Fixture 2  |   * To knock in only the dimmer values of fixtures 11 through 15, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Fixture 11 Thru 15 At KnockIn | # KnockOut > To enter the Off keyword in the command line, use one of the options: To enter the Off keyword in the command line, use one of the options: * Type **KnockOut** * Type the shortcut **Knocko** | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The KnockOut keyword is used as a synonym of the Off keyword. | ## Description [Section titled “Description”](#description) The KnockOut keyword is used as a function and value keyword to: * Knock out selections in the programmer * Knock out active attributes in the programmer ## Syntax [Section titled “Syntax”](#syntax) Fixture \[“Fixture\_Name” or Fixture\_Number] KnockOut \[“Attribute\_Name” or Attribute\_Number]/\[“FeatureGroup\_Name” or FeatureGroup\_Number] KnockOut Fixture \[“Fixture\_Name” or Fixture\_Number] Attribute \[“Attribute\_Name” or Attribute\_Number] At KnockOut ## Examples [Section titled “Examples”](#examples) * To knock out the parameters of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>KnockOut Fixture 2 + 4 |   * To knock out the attribute Color RGB\_R in the selected fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “ColorRGB\_R”  At KnockOut |   * To knock out the dimmer attribute in fixture 5, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 5 At KnockOut | # Label > To enter the Label keyword in the command line, use one of the options: To enter the Label keyword in the command line, use one of the options: * Press Assign Assign * Type **Label** * Type the shortcut **L** ## Description [Section titled “Description”](#description) The Label keyword is used to give objects a name. If multiple objects are labeled, and the name contains a free-standing number, the number will be enumerated for each object. If you do not label an object, a pop-up appears. If no object is specified when using the Label keyword, the cue in the selected sequence will be addressed. If the selected sequence is disabled, the sequence will be addressed. ## Syntax [Section titled “Syntax”](#syntax) **Label \[Object] \[“Object\_Name” or Object\_Number] \[“Name”]** | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The name must not contain the following characters: \ ” $ & \* ? , . ; ^ { \| } \~  | ## Examples [Section titled “Examples”](#examples) * To label group 3 “Higgs Boson”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Group 3 “Higgs Boson” |   * To label fixtures 1 to 10 as “Mac700 1”, “Mac700 2” and so on, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Fixture 1 Thru 10 “Mac700 1” |   *  To rename the color preset “Red” to “Dark Red”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Preset “Color”.”Red” “Dark Red” |   * To label group 1 using the name of the selected attribute, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Group 1 At Attribute | * To label cue 1 “Insomnia”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label 1 “Insomnia” | * To address the current cue of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label | * To label cue 42 in the selected sequence given that the sequence is running, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label 42 | # Layout > To enter the Layout Keyword in the command line, use one of the options: To enter the Layout Keyword in the command line, use one of the options: * Press MA + X4 * Type **Layout** * Type the shortcut **Lay** ## Description [Section titled “Description”](#description) **Layout** is an object keyword representing a layout of fixtures and other objects. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Layout \[“Layout\_Name” or Layout\_Number]** ## Examples [Section titled “Examples”](#examples) * To create layout 5 and add fixture selection to this layout, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Layout 5 |   * To add group 5 as a button in layout 4, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Group 5 At Layout 4 | # Learn > To enter the Learn keyword in the command line, use one of the options: To enter the Learn keyword in the command line, use one of the options: * Type **Learn** * Type the shortcut **Lear** ## Description [Section titled “Description”](#description) The Learn keyword is a playback keyword that is used to determine the starting point and the speed of a phaser at the same time. It is a combination of [LearnSpeed](/grandma3/2-4/keyword_learnspeed/) and [ReSync](/grandma3/2-4/keyword_resync/) keywords.  For more information on the function Learn and phasers see [Phasers](/grandma3/2-4/phaser/).            ## Syntax [Section titled “Syntax”](#syntax) **Learn(\[Object] \[“Object\_Name” or Object\_Number])** ## Example [Section titled “Example”](#example) Requirement for the first example below: Select a sequence * To apply Learn to the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Learn | * To adjust the effects onto the phase and speed of the phaser in sequence 15, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Learn Sequence 15 | # LearnSpeed > To enter the LearnSpeed keyword in the command line, use one of the options: To enter the LearnSpeed keyword in the command line, use one of the options: * Press Learn | Rate1 * Type **LearnSpeed** * Type the shortcut **Learns** ## Description [Section titled “Description”](#description) The LearnSpeed keyword is a playback keyword that is used to set the speed in phasers. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **LearnSpeed \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) To set the speed in a phaser: * Press and hold Learn | Rate1 and press the executor key several times using the speed you would like to have your phaser at. The phaser learns the speed you press the executor key at. # LeaveSession > To enter the LeaveSession keyword in the command line, use one of the options: To enter the LeaveSession keyword in the command line, use one of the options: * Type **LeaveSession** * Type **Leave** * Type the shortcut **Le** ## Description [Section titled “Description”](#description) LeaveSession is a function keyword which is used to leave the session you are currently in. ## Syntax [Section titled “Syntax”](#syntax) **LeaveSession** ## Example [Section titled “Example”](#example) * To leave the current session, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> LeaveSession | # Library > To enter the Libraryeyword in the command line, use one of the options: To enter the **Library** keyword in the command line, use one of the options: * Type **Library** * Type the shortcut **Lib** ## Description [Section titled “Description”](#description) Library is an object keyword that is used to access the corresponding library folder down to the root on the hard drive. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Library** ## Examples [Section titled “Examples”](#examples) **Requirements:** Change destination to macros. For more information see [ChangeDestination Keyword](/grandma3/2-4/release_notes/). * To list all macros stored in the macro library, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\@Root/ShowData/Pools/Global/Macros> List Library |   * To import the first macro library, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\@Root/ShowData/Pools/Global/Macros> Import Library 1 |   **Requirements:** Change destination to fixture types. For more information see [ChangeDestination Keyword](/grandma3/2-4/release_notes/). * To list all fixture types stored in the fixture types library, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\@Root/ShowData/LivePatch/FixtureTypes> List Library | # List > To enter the List keyword in the command line, use one of these options: To enter the List keyword in the command line, use one of these options: * Press List * Type **List** * Type the shortcut **Li** ## Description [Section titled “Description”](#description) The List keyword displays show data, including objects and their properties, in the command line history. It is possible to list any object or any property of: * Cues of the selected executor * Groups * Presets If the List command does not specify any type of object, the data of the current command line destination is displayed. The List command can also display the contents of library folders on the console, onPC station, or connected USB drives. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The /Path option instructs the software to access folders other than the defaults. For more information on the default folder structure, see the [Folder Structure](/grandma3/2-4/fm_folder_structure/) topic.  | The List keyword is a function keyword. ## Syntax [Section titled “Syntax”](#syntax) **List** \[Object] \[“Object\_Name” or Object\_Number] List \[Object] Library (If Drive \[Drive\_Number]) (/Path \[FolderPath]) (/Type \[FileType]) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When specifying a type, the word “System” or “User” must be capitalized. For more information see the option keyword [/Type](/grandma3/2-4/ok_type/).  | ## Examples [Section titled “Examples”](#examples) * To list the first ten fixtures of the Fixture Edit Setup, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Fixture Thru 10 |   * To list all existing attributes in the show file, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Attribute |   * To list the first 5 groups of the group pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Group Thru 5 |   * To list the macros available to import from the default macro library folder on the first connected USB drive, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Macro Library If Drive 2 |   *** ## Example - List Properties of a Parent and Their Children’s Properties [Section titled “Example - List Properties of a Parent and Their Children’s Properties”](#example---list-properties-of-a-parent-and-their-childrens-properties) | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | In case the children of an object should have various properties, they will be listed using names and numbers when executing List within the parent object. To display the properties of a child directly, you have to specifically list the child. However, the steps described here can also be used in other constellations consisting of a parent and their children.  | In the following example we use StationSettings as the parent and DeskLightsCollect as one of their children.  1. Change the destination of the command line first: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination StationSettings | Result:  | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@StationSettings> |   2. To list the properties of the station settings, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) |  User name\@StationSettings> List | The children are now displayed in the command line history: ![](/img/grandma3/2-4/window_command-line-history_list-keyword_v1-7-705967.png) The children of the Station Settings are listed   3. To list the properties of one child, for example DeskLightsCollect, type:  | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@StationSettings> List DeskLightsCollect | The properties of the child DeskLightsCollect are now displayed in the command line history: ![](/img/grandma3/2-4/window_command-line-history_properties-of-a-child_v1-7-c01ced.png) The properties of DeskLightsCollect are listed   4.  To access the folder DeskLightsCollect within Station Settings, type:   | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@StationSettings> ChangeDestination DeskLightsCollect | Result: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@StationSettings/DeskLightsCollect> |   5.  To list the properties of the children of DeskLightsCollect, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@StationSettings/DeskLightsCollect> List |   The children’s properties are now displayed.  ![](/img/grandma3/2-4/window_command-line-history_list_desklightscollect_v1-7-1a1bfd.png) Properties of DeskLightsCollect listed in the command line history # ListCrashLog > To enter the ListCrashLog keyword in the command line, use one of the options: To enter the ListCrashLog keyword in the command line, use one of the options: * Type **ListCrashLog** * Type the shortcuts **Listc** ## Description [Section titled “Description”](#description) ListCrashLog is a function keyword that is used to list all crash logs in the system monitor. ## Syntax [Section titled “Syntax”](#syntax) ListCrashLog ## Example [Section titled “Example”](#example) * To list all crash logs in the system monitor, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListCrashLog | # ListOwnership > To enter the ListOwnership keyword in the command line, use one of the options: To enter the ListOwnership keyword in the command line, use one of the options: * Type **ListOwnership** * Type the shortcut **Listo** ## Description [Section titled “Description”](#description) ListOwnership is used as a troubleshooting keyword in case of a multi-user access conflict. If a multi-user access conflict occurs, use the ListOwnership keyword. It lists the objects that are currently locked for all users in the session, hence causing the conflict.  ## Syntax [Section titled “Syntax”](#syntax) ListOwnership (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To display all objects that are locked for all users and that might cause a multi-user conflict, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListOwnership |   * To display the ownership in macro 1 line 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListOwnership Macro 1 |  or type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListOwnership Macro 1.1 | or: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListOwnership Macro 1.\* | # ListReference > To enter the ListReference keyword in the command line, use one of the options: To enter the ListReference keyword in the command line, use one of the options: * Press MA + List * Type **ListReference** * Type the shortcut **Listr** ## Description [Section titled “Description”](#description) ListReference is used to display references and/or dependencies in your show file.  Examples of references between objects, only to mention a few: * Layout to group, to macro, or to fixture  * Preset to cue, to preset (embedded preset) These references and/or dependencies depend on the use of the object in the show file. ## Syntax [Section titled “Syntax”](#syntax) ListReference \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To list the references and dependencies of group 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ListReference Group 1 | The info pop-up opens listing references and/or dependencies: ![](/img/grandma3/2-4/popup_info_references_v1-9-70f4b3.png) Current references, dependencies, or notes ## Subtopics [Section titled “Subtopics”](#subtopics) * [Info Window](/grandma3/2-4/si_info_window/) # Load > To enter the Load keyword in the command line, use one of the options: To enter the Load keyword in the command line, use one of the options: * Press Goto Goto * Type **Load** ## Description [Section titled “Description”](#description) The Load keyword is a playback keyword which is used to prepare an executor to jump to another cue rather than jumping to the next cue when a [Go+](/grandma3/2-4/keyword_goplus/) is performed on the executor. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) ****Load \[Object] \[“Object\_Name” or Object\_Number]**** ## Examples [Section titled “Examples”](#examples) * To load cue 3 on the [selected](/grandma3/2-4/keyword_select/) executor, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load Cue 3 | Cue 3 is loaded. To indicate that a cue is loaded, the display toggles between Cue 3 and Cue “Name”.   * To load cue 5 on executor 114, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load Executor 114 Cue 5 |   * To load cue +2 on executor 114, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load +2 Executor 114 |   * To load the previous cue on executor 114, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load Previous Executor 114 | # Loaded # LoadShow > To enter the LoadShow keyword in the command line, use one of the options: To enter the LoadShow keyword in the command line, use one of the options: * Type **LoadShow** * Type the shortcut **Lo** ## Description [Section titled “Description”](#description) The LoadShow keyword is a function keyword that loads a show from the folders: shows, demo shows, or backup\*\*.\*\* For more information on the folder structure of shows, demo shows, and backups, see [Show File ](/grandma3/2-4/show_file_management/#FolderStructure)[Handling](/grandma3/2-4/show_file_management/#FolderStructure) and [Folder Structure](/grandma3/2-4/fm_folder_structure/).  ## Syntax [Section titled “Syntax”](#syntax) LoadShow \[“Show\_Name”] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The LoadShow keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/DMXProtocols](/grandma3/2-4/ok_dmxprotocols/) * [/LocalSettings](/grandma3/2-4/ok_localsettings/) * [/NoSave](/grandma3/2-4/ok_nosave/) * [/NoShowData](/grandma3/2-4/ok_noshowdata/) * [/OutputStations](/grandma3/2-4/ok_outputstations/) * [/Path](/grandma3/2-4/ok_path/) * [/Save](/grandma3/2-4/ok_save/) * [/Type](/grandma3/2-4/ok_type/) ## Examples [Section titled “Examples”](#examples) * To load the show file with the file name “MacBeth”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “MacBeth” |   * To create a new show file with the name “Henrietta”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “Henrietta” |   | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | To load the new show again, save the new show file after loading it. For more information see [SaveShow keyword](/grandma3/2-4/keyword_saveshow/). | # Lock > To enter the Lock keyword in the command line, use one of the options: To enter the Lock keyword in the command line, use one of the options: * Type **Lock** * Type the shortcut **Loc** ## Description [Section titled “Description”](#description) The Lock keyword is a function keyword that locks objects.  Objects that are locked are indicated by a padlock.  For more information on locks and their types see [Lock and Unlock Pool Objects](/grandma3/2-4/wvm_pool_lock_unlock/). ## Syntax [Section titled “Syntax”](#syntax) Lock \[Object] \[“Object\_Name” or Object\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Lock keyword uses the following option keywords: [/Recursive](/grandma3/2-4/ok_recursive/) ## Examples [Section titled “Examples”](#examples) * To lock macro 1, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lock Macro 1 | To unlock objects see the [Unlock Keyword](/grandma3/2-4/keyword_unlock/).   * To lock the second color preset 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lock Preset 4.2 |   * To lock sequence 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lock Sequence 3 | # LogIn > To enter the LogIn keyword in the command line, use one of the options: To enter the LogIn keyword in the command line, use one of the options: * Type \*\*LogIn \*\* * Type the shortcut **Log** ## Description [Section titled “Description”](#description) The LogIn keyword is a function keyword to log in another user. ## Syntax [Section titled “Syntax”](#syntax) LogIn **\[“User\_Name”] \[“Password”]** ## Example [Section titled “Example”](#example) * To log out the current user and log in as user Jimmy Page with the password mac, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LogIn “Jimmy Page” “mac” | # LogOut > To enter the LogOut keyword in the command line, use one of the options: To enter the LogOut keyword in the command line, use one of the options: * Type **LogOut** * Type the shortcut **Logo** ## Description [Section titled “Description”](#description) The LogOut keyword is a function keyword which is used to log out the user and change to guest user. ## Syntax [Section titled “Syntax”](#syntax) LogOut ## Example [Section titled “Example”](#example) * To log out the user and change to guest user, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LogOut | # Lowlight > To enter the Lowlight keyword in the command line, use one of the options: To enter the Lowlight keyword in the command line, use one of the options: * Press MA + Highlt * Type **Lowlight** * Type the shortcut **Low** ## Description [Section titled “Description”](#description) The Lowlight keyword is a playback keyword that is used to apply the defined lowlight values in fixtures that are subselected when highlight is enabled.  Lowlight is also a toggle function meaning that entering Lowlight without using a helping keyword enables or disables the Lowlight mode.  For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Lowlight (On/Off) ## Example [Section titled “Example”](#example) *  To apply the lowlight values to selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lowlight  | ## Example: Special Values **Requirement:** Activate values in the programmer:    -Call a preset or turn the attribute encoders.   * To store the currently active values as lowlight values, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Lowlight | For more information on the special values see [Parameter List](/grandma3/2-4/patch_parameter_list/).   * To load the lowlight values of the selected fixtures into the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Lowlight | # Lua > To enter the Lua keyword in the command line, use one of the options: To enter the Lua keyword in the command line, use one of the options: * Type **Lua** * Type the shortcut **Lu** ## Description [Section titled “Description”](#description) The Lua keyword is used to execute commands in the script language Lua.  After entering Lua into the command line, type in the script language Lua version 5.4. The grandMA3 will directly execute the commands written in Lua. To learn more about the grandMA3 specific Lua functions, see [Plugins](/grandma3/2-4/plugins/) . ## Syntax [Section titled “Syntax”](#syntax) Lua \[“LuaCode”] ## Examples [Section titled “Examples”](#examples) * To output “Hello World” in the Command Line History, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lua “Printf(‘Hello World’)” | Result:   Hello World   * To output “Hello World” in the system monitor, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lua “Echo(‘Hello World’)” | Result:   Hello World # LuaFile > To enter the LuaFile keyword in the command line, use one of the options: To enter the LuaFile keyword in the command line, use one of the options: * Type **LuaFile** * Type the shortcut **Luaf** ## Description [Section titled “Description”](#description) The LuaFile keyword is used to execute a Lua file directly without the need to import it into the grandMA3 show file. ## Syntax [Section titled “Syntax”](#syntax) LuaFile \[“AbsolutePathToLuaFile/FileName.lua”] ## Example [Section titled “Example”](#example) * To execute the Lua file “execute\_example.lua”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LuaFile “C:\ProgramData\MALightingTechnology\gma3\_1.6.3\shared\resource\lib\_plugins\examples\execute\_example\execute\_example.lua” | # Macro > To enter the Macro keyword in the command line, use one of the options: To enter the **Macro** keyword in the command line, use one of the options: * Press MA + X14 | Macro * Type **Macro** * Type the shortcut **M** ## Description [Section titled “Description”](#description) The Macro keyword is an object keyword which is used to access Macros. The default function for macro is Go+. This means calling macros without specifying any function starts the macro. For more information see [Macros](/grandma3/2-4/macros/). ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Macro** \[“Macro\_Name” or Macro\_Number] \[Function] DataPool \[“DataPool\_Name” or DataPool\_Number] Macro \[“Macro\_Name” or Macro\_Number] ## Examples [Section titled “Examples”](#examples) * To start macro 5, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Macro 5 |   * To set the wait time of macro 3 line 4 to Go, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Macro 3.4 “Wait” “Go” |   * To store a new and empty macro 2, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Macro 2 | # MArker > To enter the MArker keyword in the command line, use one of the options: To enter the MArker keyword in the command line, use one of the options: * Press Channel until MArker appears in the command line * Type **F** + **9** * Type **MArker** * Type the shortcut **Mar** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the MArker keyword, make sure you assign the MArker ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The MArker keyword is an object keyword that is used to select fixtures of the ID type MArker.  ## Syntax [Section titled “Syntax”](#syntax) MArker \[“MArker\_Name” or MArker\_Number] ## Example [Section titled “Example”](#example) * To select MArker 30, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>MArker 30 | # Master > To enter the Master keyword in the command line, use one of the options: To enter the **Master** keyword in the command line, use one of the options: * Type **Master** * Type the shortcut **Mas** ## Description [Section titled “Description”](#description) The Master keyword is an object keyword that is used to address the different master functions, e.g., for the selected sequence, grand masters, speed masters and playback masters. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Master** \[“MasterCategory\_Name” or MasterCategory\_Number].\[“Master\_Name” or Master\_Number] Master \[MasterCategory\_Number].\[“Master\_Name” or Master\_Number] At \[SpeedReadout] \[SpeedReadout\_Value] ## Examples [Section titled “Examples”](#examples) * To assign the master to the selected sequence on executor 206, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Master 1.1 At Executor 206 |   *  To assign the grand master to executor 207, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Master 2.1 At Executor 207 |   * To label the second speed master “Great Speed”, type:   | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Master 3.2 “Great Speed” |   * To assign the playback master 3 to executor 209 on page 6, type:  | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Master 4.3 At Page 6.209 |  For more information on how to assign objects to executors see [Assign Object to an Executor](/grandma3/2-4/executor_assign/).    * To set the first speed master to a speed of 42 BPM, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.1 At BPM 42 | * To set the first speed master to a speed of 2 hertz, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.”Speed1” At Hz 2 | * To set the first speed master to a speed of 0.69 seconds, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.”Speed1” At Seconds 0.69 | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can also set the speed readout of other objects such as sequences and presets.  | # MAtricks > To enter the MAtricks keyword in the command line, use one of the following options: To enter the MAtricks keyword in the command line, use one of the following options: * Type \*\*MAtricks \*\* * Type the shortcut **Mat** ## Description [Section titled “Description”](#description) The MAtricks keyword behaves as an object type. Used with an ID, MAtricks represents MAtricks objects stored in the MAtricks pool. With the helping keywords On, Off, and Toggle, the MAtricks of the two selections may temporarily be enabled or disabled. Furthermore, you can set the values of the MAtricks of the two selections. ## Syntax [Section titled “Syntax”](#syntax) Set Selection (Selection\_Number) MAtricks (Property) \[“Property\_Name” or Property\_Value] \[Function] MAtricks \[“MAtricks\_Name” or MAtricks\_Number] ## Properties [Section titled “Properties”](#properties) | X | Y | Z | | -------- | -------- | -------- | | XBlock | YBlock | ZBlock | | XGroup | YGroup | ZGroup | | XWings | YWings | ZWings | | XWidth | YWidth | ZWidth | | XShuffle | YShuffle | ZShuffle | | XShift | YShift | ZShift | ## Examples [Section titled “Examples”](#examples) * To set the MAtricks X to 2 in the active selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Selection MAtricks “X” 2 |   * To set the MAtricks XBlock to 4 in selection 2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Selection 2 MAtricks “XBlock” 4 |   * To disable MAtricks in the active selection, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Selection MAtricks |   * Toggle to activate MAtricks in the active selection, press Set or type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Toggle Selection MAtricks |   * To reset the MAtricks in the first selection, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reset Selection 1 MAtricks | ##   * To call the first MAtricks object in the MAtricks pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MAtricks 1 |   * To label MAtricks 2 “Great”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label MAtricks 2 “Great” |   * To assign the fourth MAtricks object of the pool to the first recipe in cue 1 part 0 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign MAtricks 4 At Cue 1 Part 0.1 |   * To apply the speed value of 10 Hz to the speed of the X property of the MAtricks selection, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” “Hz 10” | # Measure > To enter the Measure keyword in the command line, use one of the options: To enter the Measure keyword in the command line, use one of the options: * Type **Measure** * Type the shortcut **Mea** ## Description [Section titled “Description”](#description) The Measure keyword is used together with the phaser speed (speed layer) to define the length of time of a phaser. Knocking in the measure layer without specifying a value, will take the number of steps of the running phaser as the value.  For more information see [Phasers](/grandma3/2-4/phaser/).  | | | | ------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The measure layer also affects how the width of each step is calculated.  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When using the measure layer, multiple width value combinations can produce identical results. To ensure predictable timing, we recommended you consider the width value of a step as the percentage of a beat and ensure that the total width of all steps in the phaser equals the number of beats specified in the measure layer. | # Media > To enter the Media keyword in the command line, use one of the options: To enter the **Media** keyword in the command line, use one of the options: * Type **F** + **5** * Type **Media** * Type the shortcut **Med** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Media keyword, make sure you assign the Media ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Media keyword is an object keyword which is used to call fixtures of the ID type Media in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type](/grandma3/2-4/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Media \[“IDType\_Name” or IDType\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the Media ID 2, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Media 2 | # MemoryInfo > To enter the MemoryInfoeyword in the command line, use one of the options: To enter the \*\*MemoryInfo \*\*keyword in the command line, use one of the options: * Type **MemoryInfo** * Type the shortcut **Me** ## Description [Section titled “Description”](#description) The MemoryInfo keyword is a command keyword that is used to indicate how much memory is occupied.  ## Syntax [Section titled “Syntax”](#syntax) **MemoryInfo** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The MemoryInfo keyword uses the following option keywords: * [/Limit](/grandma3/2-4/ok_limit/) * [/Sort](/grandma3/2-4/ok_sort/) ## ## Example [Section titled “Example”](#example) * To check how much memory is occupied, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>MemoryInfo | # Menu > To enter the Menueyword in the command line, use one of the options: To enter the \*\*Menu \*\*keyword in the command line, use one of the options: * Type **Menu** * Type the shortcut **Men** ## Description [Section titled “Description”](#description) The Menu keyword is an object keyword which is used to address menus. ## Syntax [Section titled “Syntax”](#syntax) **(\[Function]) Menu \[“Menu\_Name” or Menu\_Number]** ## Examples [Section titled “Examples”](#examples) * To open the menu Network, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “Network”    | # Mesh > To enter the Mesheyword in the command line, use one of the options: To enter the \*\*Mesh \*\*keyword in the command line, use one of the options: * Type **Mesh** ## Description [Section titled “Description”](#description) The Mesh keyword is an object keyword which is used to address meshes. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Mesh \[“Mesh\_Name” or Mesh\_Number] ## Example [Section titled “Example”](#example) * To list all meshes of the show file, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Mesh | # MessageCenter > To enter the MessageCenter keyword in the command line, use one of the options: To enter the MessageCenter keyword in the command line, use one of the options: * Type **MessageCenter** * Type the shortcut **Mes** ## Description [Section titled “Description”](#description) The MessgeCenter keyword is an object keyword which is used to address the message center. Syntax Call MessageCenter (\[“Category.Priority”]) ## Examples [Section titled “Examples”](#examples) * To confirm all messages in the message center, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MessageCenter |   * To confirm all messages of the priority Error in MA-Net, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MessageCenter “MA-Net.Errors” | * To confirm all messages of the category Warning, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MessageCenter ”.Warning” | * To confirm all messges of the category Power and of the priority Error, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MessageCenter “Power.Error” | * To confirm all messages of the category Power, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Call MessageCenter “Power.” | # - (Minus) > To enter the - [Minus] keyword in the command line, use one of the options: To enter the - \[Minus] keyword in the command line, use one of the options: * Press - * Type **-** \[Minus] ## Description [Section titled “Description”](#description) The - \[Minus] keyword is used to remove objects from a list or to indicate negative values.  If the - \[Minus] keyword is used in order to indicate values, it will indicate absolute or relative values: * A space between the - \[Minus] and the value is automatically added. The space makes the value relative * To obtain an absolute value, remove the space between the - \[Minus] ## Syntax [Section titled “Syntax”](#syntax) (\[Attribute] \[“Attribute\_Name” or Attribute\_Number]) At - \[Value] \[Object] \[“Object\_Name or Object\_Number] - \[Object] \[“Object\_Name” or Object\_Number] \[Number] ## Examples [Section titled “Examples”](#examples) * To reduce the percentage readout of pan by 10 percent, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At - 10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Attribute%20%22Pan%22%20At%20-%2010)  * To reduce 10 % from the current dimmer value in the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At - 10 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%C2%A0-%C2%A010)  * To select the entire group 5 without selecting fixture 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group 5 - Fixture 2 |   * To remove fixtures 5, 6, and 7 in the current selection of fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>- Fixture 5 Thru 7 | # Move > To enter the Move keyword in the command line, use one of the options: To enter the Move keyword in the command line, use one of the options: * Press Move * Type **Move** * Type the shortcut **Mo** ## Description [Section titled “Description”](#description) The Move keyword is a function keyword which is used to move objects to another location giving them a new object ID.  If the destination is already occupied, the object will be moved to the target object. The previous target object will be moved to the next object until an empty object will be occupied. ## Syntax [Section titled “Syntax”](#syntax) Move \[Object] \[“Object\_Name” or Object\_Number] At **\[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To move macro 1 to macro 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Move Macro 1 At 3 | # Multipatch > To enter the Multipatch keyword in the command line, use one of the options: To enter the Multipatch keyword in the command line, use one of the options: * Press Channel until Multipatch appears in the command line * Type **F + 10** * Type **Multipatch** * Type the shortcut\*\* Mu\*\* | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Multipatch keyword, make sure you create a Multipatch in an existing fixture first. | ## Description [Section titled “Description”](#description) The Multipatch keyword is a keyword which is used to address the multipatch fixtures of a fixture. ## Syntax [Section titled “Syntax”](#syntax) Multipatch\*\* \*\*\[Absolute\_Multipatch\_ID]  Fixture \[“Fixture\_Name” or Fixture\_Number] Multipatch \[Multipatch\_ID]  ## Examples [Section titled “Examples”](#examples) * To select the second multipatch fixture of fixture 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 4 Multipatch 2 |   * To patch the third multipatch fixture of fixture 2 to DMX address 6 in DMX universe 42, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Patch Fixture 2 Multipatch 3 42.6 | # MyRunningMacro > To enter the MyRunningMacro keyword in the command line, use one of the options: To enter the MyRunningMacro keyword in the command line, use one of the options: * Type **MyRunningMacro** * Type the shortcut **Myrunningm** ## Description [Section titled “Description”](#description) The MyRunningMacro keyword addresses macro playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running macros are not equal to the numbers of the macro in the macros data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningMacro \[“MyRunningMacro\_Name” or MyRunningMacro\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first macro that you started and that is currently running, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningMacro 1 |   * To list all your running macros, change destination first and type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination MyRunningMacro |   * Then type:  | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningMacro Property “SelectedPlaybackType” “Macro” Property “SelectedMine” “Yes” | * After that:  | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # MyRunningPlayback > To enter the MyRunningPlayback keyword in the command line, use one of the options: To enter the MyRunningPlayback keyword in the command line, use one of the options: * Type **My\*\*\*\*RunningPlayback** * Type the shortcut **My\*\*\*\*Runningpl** ## Description [Section titled “Description”](#description) The MyRunningPlayback keyword addresses playbacks that were started by my user profile and that are currently playing back.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running playbacks are not equal to the numbers in the playback pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] MyRunningPlayback \[“MyRunningPlayback\_Name” or MyRunningPlayback\_Number] ## Examples [Section titled “Examples”](#examples) * To disable all of your playbacks that are currently running, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningPlayback |   * To list all of my running playbacks, change destination first and type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination MyRunningPlayback | # MyRunningPreset > To enter the MyRunningPreset keyword in the command line, use one of the options: To enter the MyRunningPreset keyword in the command line, use one of the options: * Type **MyRunningPreset** * Type the shortcut **Myrunningp** ## Description [Section titled “Description”](#description) The MyRunningPreset keyword adresses preset playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running presets are not equal to the numbers in the preset pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningPreset \[“MyRunningPreset\_Name” or MyRunningPreset\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the second and currently running preset started by my user profile, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningPreset 2 |   * To list my running presets, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination MyRunningPreset | * Then type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningPreset Property “SelectedPlaybackType” “Preset” Property “SelectedMine” “Yes” | * Ater that type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # MyRunningSequence > To enter the MyRunningSequence keyword in the command line, use one of the options: To enter the MyRunningSequence keyword in the command line, use one of the options: * Type **MyRunningSequence** * Type the shortcut **My** ## Description [Section titled “Description”](#description) The MyRunningSequence keyword addresses sequence playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running sequences are not equal to the numbers of sequences in the sequences data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningSequence \[“MyRunningSequence\_Name” or MyRunningSequence\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first sequence that is running and which you started, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningSequence 1 |   * To list all your running sequences, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningPlayback | * Then type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningSequence Property “SelectedPlaybackType” “Sequence” Property “SelectedMine” “Yes” | * After that: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # MyRunningSoundFile > To enter the MyRunningSoundFile keyword in the command line, use one of the options: To enter the MyRunningSoundFile keyword in the command line, use one of the options: * Type **MyRunningSoundFile** * Type the shortcut **Myrunningso** ## Description [Section titled “Description”](#description) The MyRunningSoundFile keyword addresses sound playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running sound files are not equal to the numbers of sound files in the sound pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningSoundFile \[“MyRunningSoundFile\_Name” or MyRunningSoundFile\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first sound file that is running and which you started, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningSoundFile 1 |   * To list all your running sound files, change destination first and type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination MyRunningSoundFile |            * Then type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningSoundFile Property “SelectedPlaybackType” “Sound” Property “SelectedMine” “Yes” | # MyRunningTimecode > To enter the MyRunningTimecode keyword in the command line, use one of the options: To enter the MyRunningTimecode keyword in the command line, use one of the options: * Type **MyRunningTimecode** * Type the shortcut **Myrunningt** ## Description [Section titled “Description”](#description) The MyRunningTimecode keyword addresses timecode playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running timecodes are not equal to the numbers of timecodes in the timecode data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningTimecode \[“MyRunningTimecode\_Name” or MyRunningTimecode\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timecode that is running and which you started, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningTimecode 1 |   * To list all your running timecodes, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningPlayback |         * Then type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningTimecode Property “SelectedPlaybackType” “Timecode” Property “SelectedMine” “Yes” | # MyRunningTimer > To enter the MyRunningTimer keyword in the command line, use one of the options: To enter the MyRunningTimer keyword in the command line, use one of the options: * Type **MyRunningTimer** ## Description [Section titled “Description”](#description) The MyRunningTimer keyword adresses timer playbacks that were started by my user profile and are currently running. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running timers are not equal to the numbers of timers in the timers data pool. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function]** MyRunningTimer \[“MyRunningTimer\_Name” or MyRunningTimer\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timer that is running and which you started, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off MyRunningTimer 1 |   * To list all your running timers, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningPlayback | * Then type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set MyRunningTimer Property “SelectedPlaybackType” “Timer” Property “SelectedMine” “Yes” | # Natural > To enter the Natural keyword in the command line, use one of the options: To enter the Natural keyword in the command line, use one of the options: * Type **Natural** * Type the shortcut **Na** ## Description [Section titled “Description”](#description) The Natural keyword is used to set the values of a fixture selection using the notation that is defined as natural in the different attributes. For information on how to define which readout is used as natural readout in each attribute in the user interface, see [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/).  ## Syntax [Section titled “Syntax”](#syntax) **Attribute \[“Attribute\_Name”] At Natural \[Value]** ## Example [Section titled “Example”](#example) * To set the pan attribute of the selected fixtures to value 26 using the readout that is defined as natural readout, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Natural 26 | # NDI > To enter the NDI keyword in the command line, use one of the options: To enter the NDI keyword in the command line, use one of the options: * Type **NDI** * Type the shortcut **ND** ## Description [Section titled “Description”](#description) The keyword NDI is an object keyword that addresses NDI streams within the NDI folder of the video pool.  For more information on NDI and how to use it see [Video - Use an NDI Source](/grandma3/2-4/videos/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] NDI ## Example [Section titled “Example”](#example) *  To list all NDI streams that are used in the show file, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List NDI | # NetworkNode > To enter the NetworkNode keyword in the command line, use one of the options: To enter the NetworkNode keyword in the command line, use one of the options: * Type **NetworkNode** * Type the shortcuts **Node** or **Networkn** ## Description [Section titled “Description”](#description) The NetworkNode keyword is an object keyword which is used to display the grandMA3 nodes in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] NetworkNode \[“NetworkNode\_Name” or NetworkNode\_Number] ## Examples [Section titled “Examples”](#examples) * To list all nodes that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List NetworkNode |   * To invite node “FOH3” into the session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite NetworkNode “FOH3”  | # NetworkSpeedTest # NewShow > To enter the NewShow keyword in the command line, use one of the options: To enter the NewShow keyword in the command line, use one of the options: * Type \*\*NewShow \*\* * Type the shortcut **New** ## Description [Section titled “Description”](#description) The NewShow keyword is a function keyword that is used to create new shows. ## Syntax [Section titled “Syntax”](#syntax) ****NewShow**** \[“**Show\_Name”] (/Option)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The NewShow keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/DMXProtocols](/grandma3/2-4/ok_dmxprotocols/) * [/LocalSettings](/grandma3/2-4/ok_localsettings/) * [/NoShowData](/grandma3/2-4/ok_noshowdata/) * [/OutputStations](/grandma3/2-4/ok_outputstations/) * [/Path](/grandma3/2-4/ok_path/) ## Example [Section titled “Example”](#example) * To create a new show file with the file name “La Bohème”, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NewShow “La Bohème” | # Next > To enter the Nexteyword in the command line, use one of the options: To enter the \*\*Next \*\*keyword in the command line, use one of the options: * Press  Next or MA + * Type **Next** * Type the shortcut **N** | | | | ------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | To execute the command directly, press Next. | ## Description [Section titled “Description”](#description) If no fixtures are selected and the default keyword is Fixture, the Next keyword selects the fixture with the lowest fixture ID. If only one fixture is selected and the default keyword is Fixture, the Next keyword selects the following fixture. If multiple fixtures are selected, the Next keyword selects the following fixture one after the other within the selected block of fixtures.  For more information see [MAtricks and Shuffle](/grandma3/2-4/matricks/).  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The logic of object-related operations was extended using the Next keyword. For more information see the [Store keyword](/grandma3/2-4/keyword_store/) and the [Update keyword](/grandma3/2-4/keyword_update/). | ## Syntax [Section titled “Syntax”](#syntax) **Next** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Next keyword uses the following option keywords: * [/Wrap](/grandma3/2-4/ok_wrap/) ## Examples [Section titled “Examples”](#examples) * To step through single fixtures in the selected block of fixtures, press Next.  ![](/img/grandma3/2-4/img_next-keyword_v0-99-86e426.png) *Using Next in a selected block of fixtures* * To go to the next page in the page pool, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next Page | * To load the next cue in selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load Next | # NextY > To enter the NextY keyword in the command line, use one of the options: To enter the **NextY** keyword in the command line, use one of the options: * Type **NextY** ## Description [Section titled “Description”](#description) The NextY keyword is a command keyword that is used to move the main selection from fixture to fixture on the y-axis. This can be observed in the selection grid for example.  ## Syntax [Section titled “Syntax”](#syntax) **NextY** ## Examples: [Section titled “Examples:”](#examples) **Requirement:** * Select more than one fixture on the y-axis: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 0/0 Thru 4/4 | | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 25 |   * To move this selection downward, that is, on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NextY | # NextZ > To enter the NextZ keyword in the command line, use one of the options: To enter the **NextZ** keyword in the command line, use one of the options: * Type **NextZ** ## Description [Section titled “Description”](#description) The NextZ keyword is a command keyword that is used to move the main selection from fixture to fixture on the z-axis. This can be observed in the selection grid for example.  ## Syntax [Section titled “Syntax”](#syntax) **NextZ** ## Examples [Section titled “Examples”](#examples) **Requirement**: * Select more than one fixture on the z-axis: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 0/0/0 Thru 4/0/4 | | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 25 | * To move this selection upward, that is, on the z-axis, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NextZ | # NonDim > To enter the NonDim keyword in the command line, use one of the options: To enter the **NonDim** keyword in the command line, use one of the options: * Press Channel until NonDim appears in the command line * Type **F** + **4** * Type **NonDim** * Type the shortcut **Non** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the NonDim keyword, make sure you assign the NonDim ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The NonDim keyword is an object keyword which is used to call fixtures of the ID type NonDim in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type Topic](/grandma3/2-4/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) NonDim \[“NonDim\_Name” or NonDim\_Number] ## Example [Section titled “Example”](#example) * To select the fixture that uses the NonDim ID 1, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NonDim 1  | # Normal > To enter the Normaleyword in the command line, use one of the options: | | | | ------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Pressing At twice instantly executes the Normal keyword. | To enter the \*\*Normal \*\*keyword in the command line, use one of the options: * Press At At  * Type **Normal** * Type the shortcut **No** ## Description [Section titled “Description”](#description) The Normal keyword is an object keyword which is used to set the dimmer of the fixtures to the defined normal value. For information on how to change th enormal value see [User Settings](/grandma3/2-4/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) Normal ## Example [Section titled “Example”](#example) * To set the dimmer of the selected fixtures to the normal value, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Normal  | # Note > To enter the Note keyword in the command line, use one of the options: To enter the Note keyword in the command line, use one of the options: * Type **Note** * Type the shortcut **Not** ## Description [Section titled “Description”](#description) The Note keyword is used to add or edit a short note in an object.  For more information see [Notes](/grandma3/2-4/notes/).  ## Syntax [Section titled “Syntax”](#syntax) Note \[Object] \[“Object\_Name” or Object\_Number] (\[“Text”]) ## Examples [Section titled “Examples”](#examples) * To add a note in macro 5, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Note Macro 5 |   * To add a note called “Important” in plugin 42, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Note Plugin 42 “Important”  | # NShot > To enter the NShot keyword in the command line, use one of the options: To enter the NShot keyword in the command line, use one of the options: * Type **NShot** * Type the shortcut **Ns** ## Description [Section titled “Description”](#description) The NShot keyword is used to set the number of phaser cycles. The NShot keyword also uses numbers with fractions.  For more information on how to use NShot see [Phasers](/grandma3/2-4/qsg_phasers/). Syntax At NShot \[NShot\_Number] ## Examples [Section titled “Examples”](#examples) * To to set the number of phaser cycles to 5, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At NShot 5 |    * To set the number of phaser cycles to 2.5, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At NShot 2.5 |  The phaser will complete two and a half cycles. # Off > To enter the Off keyword in the command line, use one of the options: To enter the Off keyword in the command line, use one of the options: * Press Off * Type **Off** * Type the shortcut **Of** ## Description [Section titled “Description”](#description) The Off keyword is used as a function keyword to: * Stop an executor * Knock out parameters in the programmer * Knock out selections in the programmer * Knock out active attributes in the programmer For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) ****Off** \[Object] \[“Object\_Name” or Object\_Number]** ## Examples [Section titled “Examples”](#examples) * To knock out the parameters of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Fixture 2 + 4 |   * To knock out the values of sequence 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Sequence 1  |   * To turn off all sequences containing loaded cues, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Loaded | # Offset > To enter the Offset keyword in the command line, use one of the options: | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Store Offset is more precise when the resulting offsets are as small as possible.  It is also possible to use relative values in the programmer. | To enter the Offset keyword in the command line, use one of the options: * Press MA + Update * Type **Offset** * Type the shortcut **Offs** | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If you use the key combination MA + Update to enter the Offset keyword in the command line, make sure you enter the Store keyword in the command line first. | Description The Offset keyword is a helping keyword that helps calculate the pan and tilt offset in fixtures.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Offset  ## Example [Section titled “Example”](#example) **Requirement:** 1. Call a preset into the programmer or play a cue in the fixtures where you want to calculate the offset; 2. The position of the fixtures in 3D have to be aligned with the fixtures on real stage; 3. Adjust the pan and tilt values in the programmer so that the fixtures are in the same position on real stage. * To calculate and use offset in the selected fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Offset | # On > To enter the On keyword in the command line, use one of the options: To enter the On keyword in the command line, use one of the options: * Press On  * Type **On**  ## Description [Section titled “Description”](#description) The On keyword is used as a playback or as a helping keyword.  Use the On keyword as a playback keyword to: * Start or restart an executor; * Activate selection in the programmer; * Activate attributes in the programmer. Use the On keyword as a helping keyword to: * Indicate the start of a temporary function; * Enable the state of a toggle function. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Function keyword: On \[Object] \[“Object\_Name” or Object\_Number] Helping keyword: \[Function] On ## Examples [Section titled “Examples”](#examples) * To activate the attributes of fixture 2 and 4 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>On Fixture 2 + 4 |   * To activate sequence 3, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>On Sequence 3 | # onPC > To enter the onPC keyword in the command line, use one of the options: To enter the onPC keyword in the command line, use one of the options: * Type **onPC** * Type the shortcut **onp** ## Description [Section titled “Description”](#description) The onPC keyword is an object keyword which is used to display all onPC stations in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] onPC \[“onPC\_Name” or onPC\_Number] ## Examples [Section titled “Examples”](#examples) * To list all onPC stations that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List onPC |   * To invite the onPC station “FOH3” to the session, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite onPC “FOH3” | # Oops # OSC > To enter the OSCeyword in the command line, use one of the options: To enter the \*\*OSC \*\*keyword in the command line, use one of the options: * Type **OSC** * Type the shortcut **Os** ## Description [Section titled “Description”](#description) The OSC keyword represents the open sound control data. OSC keyword lists, exports or imports open sound control data in Remote Inputs.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] OSC** ## Examples [Section titled “Examples”](#examples) **1. List all OSC data in an interface**   1. []()Change destination to OSC: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination OSC | Result: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/OSCBase>  |   2. To list OSC data in the interface, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/OSCBase> List |   **2. Import OSC data in Remote Input** **Requirement:** Change destination to OSC.  For more information see [Example 1](/grandma3/2-4/keyword_osc/#example1).    * To import OSC data, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/OSCBase> Import |  If the target already exists, the import pop-up will appear asking you to choose an option: ![](/img/grandma3/2-4/popup_import-osc_v0-99-98ccfc.png) *Target is occupied* * Choose an option. The OSC is imported. # OutputLayer > To enter the OutputLayer keyword in the command line, use one of the options: To enter the OutputLayer keyword in the command line, use one of the options: * Type **OutputLayer** * Type the shortcut **Ou** ## Description [Section titled “Description”](#description) OutputLayer is a layer keyword. It is used to change the selected layer to the OutputLayer. This layer can show information in, for instance, the fixture sheet. ## Syntax [Section titled “Syntax”](#syntax) OutputLayer ## Example [Section titled “Example”](#example) * To select the OutputLayer, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>OutputLayer | # Page > To enter the Page keyword in the command line, use one of the options: To enter the Page keyword in the command line, use one of the options: * Press MA + X15 | Page * Type **Page** * Type the shortcut **P** | | | | ------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Before calling a page, create a page in the page pool first. | ## Description [Section titled “Description”](#description) The Page keyword is an object keyword which is used to access pages. ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Page \[“Page\_Name” or Page\_Number] (\[/Option] \[“Option\_Value”]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Page keyword uses the following option keywords: * [/Tab](/grandma3/2-4/ok_tab/) ## Examples [Section titled “Examples”](#examples) * To change to page 2, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Page 2 |   * To label page 2 “Ray”, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Page 2 “Ray” |   * To call the page with the name “Ray”, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Page “Ray” |   * To change to the next page, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next Page | # Park > To enter the Park keyword in the command line, use one of the options: To enter the Park keyword in the command line, use one of the options: * Press Pause Pause * Type **Park** ## Description [Section titled “Description”](#description) The Park keyword is a command keyword which is used to prevent DMX channels of fixtures to change their value. ## Syntax [Section titled “Syntax”](#syntax) Park \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To park fixture 1 with all its attributes, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Park Fixture 1 |   * To park the current selection, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Park | It is also possible to enter Park into the command line and tap a cell in the fixture sheet to park a certain attribute. To unpark fixtures and/or attributes, see the [Unpark Keyword](/grandma3/2-4/keyword_unpark/). | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When parking a fixture and/or attribute it will park the corresponding DMX channel. | # Part > To enter the Part keyword in the command line, use one of the options: To enter the Part keyword in the command line, use one of the options: * Press Cue Cue * Type **Part** * Type the shortcut **Par** ## Description [Section titled “Description”](#description) The Part keyword is an object keyword which is used to segment cues in parts.  Parts are useful for the assignment and the edit of different timings of groups of fixture parameters.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Part \[“Part\_Name” or Part\_Number] ## Examples [Section titled “Examples”](#examples) * To create a second part of cue 3 in the selected executor, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 3 Part 2 |   * To delete part 3 of cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Cue 1 Part 3 | # Paste > To enter the Paste keyword in the command line, use one of the options: To enter the Paste keyword in the command line, use one of the options: * Press Copy Copy * Type **Paste** * Type the shortcut **Pas** ## Description [Section titled “Description”](#description) The Paste keyword pastes or moves previously cut or copied objects.  For more information see the [Cut keyword](/grandma3/2-4/keyword_cut/) and the [Copy keyword](/grandma3/2-4/keyword_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Paste Object \[“Object\_Name” or Object\_Number] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Paste keyword uses the following option keywords: * [/Date](/grandma3/2-4/ok_date/) ## Examples [Section titled “Examples”](#examples) * To cut and then paste group 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cut Group 1 | | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Paste Group 5 | * To copy and then paste cue 5 to cue 15, type: # Patch > To enter the Patcheyword in the command line, use one of the options: To enter the \*\*Patch \*\*keyword in the command line, use one of the options: * Type **Patch** * Type the shortcut **Pat** ## Description [Section titled “Description”](#description) The Patch keyword is used to edit the patch address of single fixtures or entire fixture selections.  ## Syntax [Section titled “Syntax”](#syntax) **Patch Fixture \[“Fixture\_Name” or Fixture\_Number] \[Universe.Address]** **Patch Fixture \[“Fixture\_Name” or Fixture\_Number] Thru \[“Fixture\_Name” or Fixture\_Number]** ## Examples [Section titled “Examples”](#examples) * To patch fixture 2 to the patch address 123 on universe 3, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Patch Fixture 2 3.123 |   * To edit the patch address of fixtures 1 through 10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Patch Fixture 1 Thru 10 | The Edit Patch opens: ![](/img/grandma3/2-4/window_edit-patch_patch-keyword_v1-9-1d8e24.png) Edit patched fixtures You can now patch the fixtures to a new patch address or unpatch them using the user interface. # Pause > To enter the Pause keyword in the command line, use one of the options: To enter the Pause keyword in the command line, use one of the options: * Press Pause * Type **Pause** * Type the shortcut **Pau** ## Description [Section titled “Description”](#description) The Pause keyword is a playback keyword which is used to pause: * Crossfades between steps and cues; * Timecode shows; * Macros. | | | | ------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Pause is a toggle function between **Pause On** and **Pause Off**. | For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Pause (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To pause an active phaser in the sequence on executor 201, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pause Executor 201 |   * To restart the phaser in the sequence of executor 201, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pause Executor 201 | # % (Percent) > To enter the % [Percent] keyword in the command line, type %. To enter the % \[Percent] keyword in the command line, type %.  ## Description [Section titled “Description”](#description) The % \[Percent] keyword is a helping keyword that can be used as a scaling operator. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At % \[Value] ## Examples [Section titled “Examples”](#examples) **Requirement:** Set the dimmer to 70 % * To reduce the dimmer value from 70 % to 35 % in a selected fixture, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At % 50 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%20%25%2050)  *  To set the tilt to 90 % of the current value in a selected fixture, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Tilt” At % 90 |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Attribute%20%22Tilt%22%20At%20%25%2090) # Percent > To enter the Percent keyword in the command line, use one of the options: To enter the Percent keyword in the command line, use one of the options: * Type **Percent** * Type the shortcut **Pe** ## Description [Section titled “Description”](#description) The Percent keyword is used to set the values of a fixture selection using the percent (%) notation.  ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) Percent \[Value]** ## Example [Section titled “Example”](#example) * To set the pan value in the absolute layer to 50 in percent, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Absolute Percent 50 | # PercentFine > To enter the PercentFine keyword in the command line, use one of the options: To enter the PercentFine keyword in the command line, use one of the options: * Type **PercentFine** * Type the shortcut **Percentf** ## Description [Section titled “Description”](#description) The PercentFine keyword is used to set the values of a fixture selection taking into consideration two decimal places.  ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) PercentFine \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer on the absolute layer to 50.35% in PercentFine, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute PercentFine 50.35 |   * To set the pan value in the absolute layer to 75.50%, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Absolute PercentFine 75.50 | # Phase > To enter the Phase keyword in the command line, use one of the options: To enter the Phase keyword in the command line, use one of the options: * Type **Phase** * Type the shortcut **Ph** ## Description [Section titled “Description”](#description) Phase is an object keyword that is used to set the Phase layer.  For more information see [Phasers](/grandma3/2-4/phaser_editor/).  ## Syntax [Section titled “Syntax”](#syntax) Phase At Phase \[Value] (Thru \[Value]) ## Examples [Section titled “Examples”](#examples) * To change to the phase layer, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Phase  |   **Requirement:** In this example, at least 2 steps have to be active in the programmer. * To set a phase of 0 through 360° in the selected attribute, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Phase 0 Thru 360 | # Physical > To enter the Physical keyword in the command line, use one of the options: To enter the Physical keyword in the command line, use one of the options: * Type **Physical** * Type the shortcut **Phy** ## Description [Section titled “Description”](#description) The Physical keyword is used to set the physical values of a fixture selection using the Physical notation. It comprises RPM (rounds per minute), Hz (Hertz), degrees, or intensity. ## Syntax [Section titled “Syntax”](#syntax) **(Attribute \[“Attribute\_Name” or Attribute\_Number]) At (\[Layer]) Physical \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the dimmer value to 1.0 in the absolute layer using Physical, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Absolute Physical 1.0 |   * To set the pan value in the absolute layer to 75.60 degrees using Physical, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At Absolute Physical 75.60   | # Plugin > To enter the Plugin keyword in the command line, use one of the options: To enter the Plugin keyword in the command line, use one of the options: * Press MA + X14 | Macro + X14 | Macro * Type **Plugin** * Type the shortcut **Pl** ## Description [Section titled “Description”](#description) The Plugin keyword is an object keyword which is used to access plugins.  The default function of the Plugin keyword is [Go+](/grandma3/2-4/keyword_goplus/). ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Plugin \[“Plugin\_Name” or Plugin\_Number]\(.\[“LuaComponent\_Name” or LuaComponent\_Number]) (“Argument\_Value”) ## Examples [Section titled “Examples”](#examples) * To edit plugin 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Plugin 2  |   * To label plugin 1 “Weakon,” type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Plugin 1 “Weakon”  | *** ## Call a Plugin and Specify an Argument [Section titled “Call a Plugin and Specify an Argument”](#call-a-plugin-and-specify-an-argument)  **Requirement:** * Create a plugin that uses an argument when calling a function. In this example our plugin is plugin 1 of the plugin pool and the argument is called name in the definition of the function.  | | | -------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function(display\_handle, name) | ```plaintext Printf("My name is "..name) ``` end ```| - To generate the sentence "My name is Richard Roe" in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Plugin 1 "Richard Roe"  | Result: | | | | ---------------------- | ---------------------- | | OK : | Plugin 1 "Richard Roe" | | My name is Richard Roe | | Response in the command line history "My name is Richard Roe" is now displayed in the command line history. --- ## Call a Dedicated LuaComponent **Requirement: ** - Create at least two lua components in the plugin. For more information on how to create lua components see [Plugins](/grandma3/2-4/plugins/). - To call the second LuaComponent of plugin 1, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Plugin 1.2  | ``` # + (Plus) > To enter the + [Plus]eyword in the command line, use one of the options: To enter the + \[Plus]\*\* \*\*keyword in the command line, use one of the options: * Press + * Type **+** ## Description [Section titled “Description”](#description) The + \[Plus] keyword is a helping keyword that has various functions. It is used to combine multiple objects in a list or to indicate relative values. When used as a relative indicator without a value, value 1 is used. If used as a starting keyword, the + \[Plus] keyword creates a selection list which is added to the current selection. ## Syntax [Section titled “Syntax”](#syntax) (Attribute \[“Attribute\_Name” or Attribute\_Number]) At + \[Value] \[Function] \[Object] \[“Object\_Name” or Object\_Number] + \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To delete cue 1 and 2 on the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Delete Cue 1 + 2 |   * To add 5 % to the current dimmer value, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At + 5 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?At%20%2B%C2%A05)  *  To add fixtures 5, 6 and 7 to the current selection, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>+ Fixture 5 Thru 7 | # Preset > To enter the Preset keyword in the command line, use one of the options: To enter the Preset keyword in the command line, use one of the options: * Press Preset * Type **Preset** * Type the shortcut **Pr** ## Description [Section titled “Description”](#description) With the Preset keyword, it is possible to: * Select the fixtures stored in a preset; * Apply the At function on the preset within the fixture or channel selection; * Set a property in a preset. A command containing only the Preset keyword and the preset ID performs the default function SelectFixtures. For more information see [SelectFixtures keyword](/grandma3/2-4/keyword_selectfixtures/). To give the fixture attributes a link to the preset, the At keyword needs to be added in front of the Preset keyword and the preset ID. For more information see [At Keyword](/grandma3/2-4/keyword_at/). ## Syntax [Section titled “Syntax”](#syntax) Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] (\[Setting] \[“Setting\_Value”] \[/OptionKeyword]) Assign \[Object] \[“Object\_Name” or Object\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] ## Settings [Section titled “Settings”](#settings) Some settings need an object assigned. These can be assigned using the [Assign Keyword](/grandma3/2-4/keyword_assign/). Other settings contain a text option or a value. The [Set keyword](/grandma3/2-4/keyword_set/) is used for these settings. The following table displays the settings that need an object: | Setting | Object | Description | | ----------- | -------------- | ---------------------------------------------------------------- | | Appearance | ”Appearance 1” | Assigns the appearance to the pool object. | | InputFilter | ”Filter 12” | Assigns a filter or world as an input filter to the pool object. | | Scribble | ”Scribble 1” | Assigns the scribble to the preset pool object. |   The following table displays the settings that need an option or value: | Setting | Option/Value | Description | | -------------- | ----------------------------------- | ------------------------------------------------------------------ | | Name | ”Preset Name” | Sets the name of the preset pool object. | | MoveGridCursor | ”Yes” or “No” | This defines if the grid cursor is moved after calling the preset. | | CuePart | ”Default” or a specific part number | This is the programmer cue part the preset will be called into. | | MAgic | ”Yes” or “No” | This defines if the preset is a magic preset or not. | | PresetMode | Read only | This is information only about the preset mode. | | StoredData | Read only | This is information only about the stored data. | Presets can also contain settings for MAtricks and recipe values. These can be changed using the [Set keyword](/grandma3/2-4/keyword_set/). ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Preset keyword uses the following option keywords: * [/Active](/grandma3/2-4/ok_active/) * [/ActiveForSelected](/grandma3/2-4/ok_activeforselected/) * [/AddNewContent](/grandma3/2-4/ok_addnewcontent/) * [/All](/grandma3/2-4/ok_all/) * [/AllForSelected](/grandma3/2-4/ok_allforselected/) * [/Ask](/grandma3/2-4/ok_ask/) * [/Auto](/grandma3/2-4/ok_auto/) * [/DMX](/grandma3/2-4/ok_dmx/) * [/Embed](/grandma3/2-4/ok_embed/) * [/ForceGlobal](/grandma3/2-4/ok_forceglobal/) * [/Global](/grandma3/2-4/ok_global/) * [/GridMergeMode](/grandma3/2-4/ok_gridmergemode/) * [/InputFilter](/grandma3/2-4/ok_inputfilter/) * [/KeepActivation](/grandma3/2-4/ok_keepactivation/) * [/Look](/grandma3/2-4/ok_look/) * [/MAtricks](/grandma3/2-4/ok_matricks/) * [/Output](/grandma3/2-4/ok_output/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/PhaserData](/grandma3/2-4/ok_phaserdata/) * [/Programmer](/grandma3/2-4/ok_programmer/) * [/Selective](/grandma3/2-4/ok_selective/) * [/Universal](/grandma3/2-4/ok_universal/) ## Examples [Section titled “Examples”](#examples) * To select the fixtures that can use preset 5 of the dimmer feature group, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelFix Preset 1.5  |   * To select the fixtures stored in any preset with the name “DarkRed”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelFix Preset \*.”DarkRed”  |   * To call a reference to preset 21.45 (“All 1” preset number 45) to the attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Preset 21.45  |   * To set the name of the position preset 3 to be “Stage Left”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Preset 2.3 Name “Stage Left”  |   * To assign world 5 as an input filter on position preset 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign World 5 At Preset 2.4  | # PresetUpdate > To enter the PresetUpdate keyword in the command line, use one of these options: To enter the PresetUpdate keyword in the command line, use one of these options: * Type **PresetUpdate** * Type the shortcut **Presetu** ## Description [Section titled “Description”](#description) The PresetUpdate keyword is an object keyword that contains all presets that can be currently updated. To show the preset list, use the [List keyword](/grandma3/2-4/keyword_list/). ## Syntax [Section titled “Syntax”](#syntax) *** \*\*\[Function] \*\*PresetUpdate (\[“PresetUpdate\_Name” or PresetUpdate\_Number]) ## Examples [Section titled “Examples”](#examples) * To list all the presets that can be updated in the command line feedback, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List PresetUpdate  | The same list is displayed in the  [Update Menu](/grandma3/2-4/cue_update/).   * To update the second preset that is part of the PresetUpdate List , type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update PresetUpdate 2  | # Press > To enter the Press keyword in the command line, type Press. To enter the Press keyword in the command line, type **Press**.  ## Description [Section titled “Description”](#description) The Press keyword is used to simulate the pressed state of a key.  It is possible to assign this state to macros. For more information see [Macros](/grandma3/2-4/macros/).  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Press \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To execute Flash on the executor 203, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flash Press Executor 203  | To unpress a key, see [Unpress Keyword](/grandma3/2-4/keyword_unpress/). # Preview > To enter the Preview keyword in the command line, use one of the options: To enter the Preview keyword in the command line, use one of the options: * Press Preview * Type **Preview** * Type the shortcut **Previe** ## Description [Section titled “Description”](#description) The Preview keyword is used to toggle the preview mode. For more information on preview see [What is the Programmer](/grandma3/2-4/operate_programmer/).  ## Syntax [Section titled “Syntax”](#syntax) Preview (On/Off) ## Example [Section titled “Example”](#example) * To toggle the preview mode, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preview  | The title bar and the frame around the windows that display the preview mode turn red. # Previous > To enter the Previous keyword in the command line, use one of the options: To enter the Previous keyword in the command line, use one of the options: * Press Prev or MA - * Type **Previous** * Type the shortcut **Prev** ## Description [Section titled “Description”](#description) The Previous keyword has several functions: * If no fixture is selected, the fixture with the highest ID number will be selected. * If one fixture is selected, the fixture before this fixture will be selected. * If MAtricks are active, the Previous keyword has special functions depending on the selected MAtricks options. For more information on MAtricks see [MAtricks and Shuffle](/grandma3/2-4/matricks/).  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The logic of object-related objects was extended using the Previous keyword. For more information see the [Store keyword](/grandma3/2-4/keyword_store/) and the [Update keyword](/grandma3/2-4/keyword_update/). | ## Syntax [Section titled “Syntax”](#syntax) (\[Function]) Previous (\[Object]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Previous keyword uses the following option keywords: * [/Wrap](/grandma3/2-4/ok_wrap/) ## Examples [Section titled “Examples”](#examples) * To select the last fixture of the selected fixtures in the selection order, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Previous  |   * To go to the previous page in the page pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Previous Page  |   * To load the previous cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Load Previous   | # PreviousY > To enter the PreviousY keyword in the command line, use one of the options: To enter the **PreviousY** keyword in the command line, use one of the options: * Type **Previousy** ## Description [Section titled “Description”](#description) The PreviousY keyword is a command keyword that is used to  move the main selection from fixture to fixture back to the previous position on the y-axis. This can be observed in the selection grid for example. ## Syntax [Section titled “Syntax”](#syntax) PreviousY *** ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Select more than one fixture on the y-axis | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 0/0 Thru 4/4  | | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 25  |   * To move this selection to the previous position on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>PreviousY  | # PreviousZ > To enter the PreviousZ keyword in the command line, use one of the options: To enter the **PreviousZ** keyword in the command line, use one of the options: * Type **Previousz** ## Description [Section titled “Description”](#description) The PreviousZ keyword is a command keyword that is used to  move the main selection from fixture to fixture back to the previous position on the z-axis. This can be observed in the selection grid for example. ## Syntax [Section titled “Syntax”](#syntax) PreviousZ *** ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Select more than one fixture on the z-axis | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid 0/0/0 Thru 4/0/4 | | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 25  | # ProcessingUnit > To enter the ProcessingUnit keyword in the command line, use one of the options: To enter the ProcessingUnit keyword in the command line, use one of the options: * Type **ProcessingUnit** * Type the shortcut **PU** or **Proc** ## Description [Section titled “Description”](#description) The ProcessingUnit keyword is an object keyword which is used to address the grandMA3 processing units in the network. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ProcessingUnit \[“ProcessingUnit\_Name” or ProcessingUnit\_Number] ## Examples [Section titled “Examples”](#examples) To list all processing units that are currently in the same network, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List ProcessingUnit  |   To invite processing unit “FOH3” into the session, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite ProcessingUnit “FOH3”  | # Programmer > To enter the Programmer keyword in the command line, use one of the options: To enter the Programmer keyword in the command line, use one of the options: * Press MA + Cue * Type **Programmer** * Type the shortcut **Pro** ## Description [Section titled “Description”](#description) ​The Programmer keyword represents the programmer playback. It is used to enable, disable, or pause values in the programmer. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Programmer (\[ProgrammerPart\_Number]) ## Examples [Section titled “Examples”](#examples) **Requirement:** Phasers are running * To pause all phasers and transitions running in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pause Programmer  |   * To create programmer part 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Programmer 42 | # Property > To enter the Property keyword in the command line, use one of the options: To enter the Property keyword in the command line, use one of the options: * Type **Property** * Type the shortcut **Prop** ## Description [Section titled “Description”](#description) ​The Property keyword is an object keyword which is used to communicate with the console for you to set a specific property. It is used in conjunction with the [Set keyword](/grandma3/2-4/keyword_set/), the [SetUserVariable keyword](/grandma3/2-4/keyword_setuservariable/), or the [SetGlobalVariable keyword](/grandma3/2-4/keyword_setglobalvariable/).  Syntax \[Function] \[Object] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”]\(At + \[Object] \[“Object\_Name” or Object\_Number]) \[“Value”] ## Examples [Section titled “Examples”](#examples) * To set the ValueReadout to Hex8 in the current user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set CurrentUserProfile Property “ValueReadout” “Hex8” |   * To assign the filter “Only Dimmer” of cue 5 to “Break”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Cue 5 Property “Break” At + Filter “Dimmer Only” | # PSR > To enter the PSR keyword in the command line, use one of the options: To enter the PSR keyword in the command line, use one of the options: * Press Channel until PSR appears in the command line * Type **F** + **11** * Type **PSR** * Type the shortcut **Ps** | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the PSR keyword, make sure you assign the PSR ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The PSR keyword is an object keyword which is used to select fixtures of the ID type PSR in the programmer. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The PSR ID type will be automatically allocated when using PSR to ensure that all fixtures have at least a CID of the ID type PSR. For more information see [Partial Show Read](/grandma3/2-4/sc_psr/). | Syntax PSR \[“PSR\_Name” or PSR\_Number] ## Example [Section titled “Example”](#example) * To select the the fixture that uses the PSR ID 2, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>PSR 2 | # Pyro > To enter the Pyro keyword in the command line, use one of the options: To enter the Pyro keyword in the command line, use one of the options: * Press Channel until Pyro appears in the command line * Type **F** + **8** * Type **Pyro** * Type the shortcut **Py** | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To use the Pyro keyword, make sure you assign the Pyro ID type and a custom ID to a fixture first. | ## Description [Section titled “Description”](#description) The Pyro keyword is an object keyword which is used to call fixtures of the ID type Pyro in the programmer. The name of this keyword can change because it is a custom ID type. For more information see the [Custom ID Type Topic](/grandma3/2-4/patch_what_are_fixtures/). ## Syntax [Section titled “Syntax”](#syntax) Pyro \[“Pyro\_Name” or Pyro\_Number] ## Example [Section titled “Example”](#example) * To select the the fixture that uses the pyro ID 8, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Pyro 8  | # Quickey > To enter the Quickey keyword in the command line, use one of the options: To enter the Quickey keyword in the command line, use one of the options: * Press MA + X14 | Macro + X14 | Macro + X14 | Macro * Type **Quickey** * Type the shortcut **Q** ## Description [Section titled “Description”](#description) The Quickey keyword is an object keyword that is used to address quickeys in the pool. For more information see [Quickeys](/grandma3/2-4/quickeys/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Quickey \[“Quickey\_Name” or Quickey\_Number] ## Example [Section titled “Example”](#example) * To edit quickey 1 in the quickey pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Quickey 1  | # Rate1 > To enter the Rate1 keyword in the command line, use one of the options: To enter the Rate1 keyword in the command line, use one of the options: * Press MA + Learn * Type **Rate1** * Type the shortcut **Ra** ## Description [Section titled “Description”](#description) The Rate1 keyword is a playback keyword that is used to reset the rate of a phaser to 1:1. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **Rate1 \[Object] \[“Object\_Name” or Object\_Number]** *** *** ## Example [Section titled “Example”](#example) * To reset the rate of executor 105 back to 1:1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Rate1 Executor 105  | # RDM > To enter the RDM keyword in the command line, use one of the options: To enter the RDM keyword in the command line, use one of the options: * Type **RDM** * Type the shortcut **Rd** ## Description [Section titled “Description”](#description) The keyword RDM is an object keyword that addresses RDM objects within the RDM folder.  For more information on RDM and how to use it see [RDM](/grandma3/2-4/rdm/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] RDM ## Examples [Section titled “Examples”](#examples) *  Access the RDM folder first, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RDM  | Result: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/RDMData> |   * To list all RDM objects in this folder, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/RDMData>List | # Readout # RealtimeChannel > To enter the RealtimeChannel keyword in the command line, use one of the options: To enter the RealtimeChannel keyword in the command line, use one of the options: * Type **RealtimeChannel** * Type the shortcut **Real** ## Description [Section titled “Description”](#description) The RealtimeChannel keyword is used to address realtime channels. ## Syntax [Section titled “Syntax”](#syntax) \[Function] RealtimeChannel ## Example [Section titled “Example”](#example) * To list all realtime channels in a show file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List RealtimeChannel  | Realtime channels are also displayed in the parameter list of the patch. For more information see [Patch and Fixture Setup](/grandma3/2-4/patch/). # Reboot > To enter the Reboot keyword in the command line, use one of the following options: To enter the Reboot keyword in the command line, use one of the following options: * Type **Reboot** * Type the shortcut **R** ## Description [Section titled “Description”](#description) The Reboot keyword is a function keyword that is used to shut down the station in use and boot it up again. A confirmation pop-up opens on the station in use. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [NetworkNode](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Session](/grandma3/2-4/keyword_session/), [Station](/grandma3/2-4/keyword_station/), and [Extension](/grandma3/2-4/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) Reboot (/Option) Reboot IP \[IP\_Address] (/Option) Reboot \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) Option Keywords The Reboot keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/NoSave](/grandma3/2-4/ok_nosave/) * [/Save](/grandma3/2-4/ok_save/) * [/Wait](/grandma3/2-4/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To reboot the connected grandMA3 processing unit 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reboot ProcessingUnit 1  |   * To reboot the connected grandMA3 processing unit called “Stage Right”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reboot ProcessingUnit “Stage Right”   |   * To reboot the console that uses the IP address 192.168.0.4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reboot IP 192.168.0.4  | # Recast > To enter the Recast keyword in the command line, use one of the options: To enter the Recast keyword in the command line, use one of the options: * Press MA + X1 | Clone + X1 | Clone * Type **Recast** * Type the shortcut **Reca** ## Description [Section titled “Description”](#description) The Recast keyword is a command keyword which is used to update attributes that were added or removed in the presets. It will add or remove these values in cues where the preset is used.  Furthermore, recast can be used when configuring executors. When an executor configuration is used on several executors, and the assignment of handle for one of these executors changes, the changes will not automatically be transmitted to other executors using this configuration. When storing the changes into the executor configuration, it is possible to recast the executor configuration. All other executors using this configuration will then get the new handle assignment. For more information on executor configurations see the [Executor Configurations](/grandma3/2-4/executor_configurations/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | Recast will only recast presets to cues where a preset link exists in the absolute layer. | ## Syntax [Section titled “Syntax”](#syntax) Recast Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] Recast Configuration \[“ExecutorConfiguration\_Name” or ExecutorConfiguration\_Number] Example ## * The dimmer is open and the color is red in ten fixtures in the All preset 21.1. This preset is used in sequence 1. We now add position to the preset. To recast preset 21.1, type:  | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Recast Preset 21.1  | # Reconnect > To enter the Reconnect keyword in the command line, use one of the options: To enter the Reconnect keyword in the command line, use one of the options: * Type **Reconnect** * Type the shortcut **Recon** ## Description [Section titled “Description”](#description) The Reconnect keyword takes the station that was previously disconnected back to session. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Reconnect only works from station to station where session credentials are the same (same name of session and location). | ## Syntax [Section titled “Syntax”](#syntax) Reconnect IP \[IP\_Number] Reconnect \[“StationType\_Name” or StationType\_Number].\[“Station\_Name” or Station\_Number] ## Example [Section titled “Example”](#example) * To reconnect the device with the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reconnect IP 192.168.0.4 | # Record > To enter the Record keyword in the command line, use one of the options: To enter the Record keyword in the command line, use one of the options: * Press MA + Store * Type **Record** * Type the shortcut **Rec** ## Description [Section titled “Description”](#description) The Record keyword is used to record a timecode show using the command line.  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) **Record (On/Off) Timecode \[“Timecode\_Name” or Timecode\_Number]** *** ## Example [Section titled “Example”](#example) * To start recording timecode 3 in the timecode pool, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Record Timecode 3  | # Relative > To enter the Relative keyword in the command line, use one of the options: To enter the Relative keyword in the command line, use one of the options: * Press MA + Time * Type \*\*Relative \*\* * Type the shortcut **Relativ** ## Description [Section titled “Description”](#description) The Relative keyword is an object keyword which is used to set the relative layer.  ## Syntax [Section titled “Syntax”](#syntax) Relative Attribute \[“Attribute\_Name”] At Relative \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to relative, type:  | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Relative  |   * To set the color red to 10 in the programmer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “ColorRGB\_R” At Relative 10  | # Release > To enter the Release keyword in the command line, use one of the options: To enter the **Release** keyword in the command line, use one of the options: * Press Delete Delete Delete * Type **Release** * Type the shortcut **Rel** ## Description [Section titled “Description”](#description) The Release keyword enters release values in the programmer depending on attributes specified and the fixtures that were selected. Release values that are stored using the merge function release previously tracked values in the tracking list. The fixtures use their default values. If you release an object, the release is applied to the corresponding layer. ## Syntax [Section titled “Syntax”](#syntax) **Release \[Object] \[“Object\_Name” or Object\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To enter release values in the programmer in all attributes of the fixture selection in the corresponding layer, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Release  |   * To enter release values in the programmer in the attribute “Pan” of the fixture selection in the corresponding layer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Release Attribute “Pan”  |   * To enter release values in the programmer in fixture 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Release Fixture 1  | # ReloadAllPlugins > To enter the ReloadAllPlugins keyword in the command line, use one of the options: To enter the ReloadAllPlugins keyword in the command line, use one of the options: * Type **ReloadAllPlugins**  * Type **Reloada** * Type the shortcut **RP** ## Description [Section titled “Description”](#description) The ReloadAllPlugins keyword is a function keyword that is used to reload the content of the external Lua files. It is necesssary to reload the external Lua files after you edited them, as the edits can influence how Lua behaves. You may want to test the integrity of the Lua system to make sure that it behaves as expected next time you load the show. This is important as the show file saved does not contain a snapshot of the Lua memory. It only contains the integrated functions and the code in the defined plugins. When the show file is loaded, the external Lua files and the code of the plugins are reloaded. That is, the code of the Lua file on the harddrive is reread and loaded into the show file again. This then may result in a different state than that after you powered down the console or saved the show file.  | | | | ------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Double-check the executed command in the system monitor. | ## Syntax [Section titled “Syntax”](#syntax) **ReloadAllPlugins** *** ## Example [Section titled “Example”](#example) * To restart the content of the external Lua files after programming using Lua, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ReloadAllPlugins  | # ReloadUI > To enter the ReloadUI keyword in the command line, use one of the following options: To enter the ReloadUI keyword in the command line, use one of the following options: * Type \*\*ReloadUI \*\* * Type **Relo** * Type the shortcut **RU** ## Description [Section titled “Description”](#description) The ReloadUI keyword is a function keyword that is used to refresh the user interface of the console. ## Syntax [Section titled “Syntax”](#syntax) ReloadUI ## Example [Section titled “Example”](#example) * To refresh the user interface of the console, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ReloadUI | # Remote > To enter the Remote keyword in the command line, use one of the options: To enter the Remote keyword in the command line, use one of the options: * Type **Remote** * Type the shortcut **Rem** ## Description [Section titled “Description”](#description) The Remote keyword is an object keyword that is used to access the remote input types. You can store or delete remote input types and set parameters. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Remote \[“RemoteInputType\_Name” or RemoteInputType\_Number].\[“Remote\_Name” or Remote\_Number] (Property \[“Property\_Name”] \[“Property\_Value”]) Assign \[Object] \[“Object\_Name” or Object\_Number] At Remote **\[“RemoteInputType\_Name” or RemoteInputType\_Number].\[“Remote\_Name” or Remote\_Number] (Property \[“Property\_Name”] \[“Property\_Value”])** The following table displays the available remote input types and their remote input type IDs. | Remote Input Type | Remote Input Type ID | | ----------------- | -------------------- | | DC Remote | 1 | | MIDI Remote | 2 | | DMX Remote | 3 | The IDs in the input type have to be in an order and have to start with 1. ## Properties [Section titled “Properties”](#properties) The following table displays the properties you can set using the command line with the help of the [Set Keyword](/grandma3/2-4/keyword_set/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If an option or any other part of the keyword command requires two quotation marks, the outer quotation marks are ”+” and the inner quotation marks are ’+’. | | Property | Property Value | Description | | ---------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Lock | ”Yes”, “No” | Sets the lock status. | | Name | ”This is the name of the remote” | Sets the name of the remote. | | Target | ”World”, “Sequence”, “Macro”, “Group”, “Plugin”, “View”, “Master” | Sets the target of the action when the contact is active. | | Fader | ”Master”, “X”, “Temp”, and all the fader functions. | Sets the fader the console should activate. | | Key | ”Fix”, “Select”, “SelFix”, and all the key functions. | Sets the key the console should activate. | | TriggerOn | ”0%…100%“ | Sets the value at which the trigger will be set to on. | | TriggerOff | ”0%…100%“ | Sets the value at wich the trigger will be set to off. | | InFrom | ”0%…100%“ | Sets the starting point of the range of the incoming signal in use. | | InTo | ”0%…100%“ | Sets the end point of the range of the incoming signal in use. | | OutFrom | ”0%…100%“ | Sets the starting point of the range of the outgoing signal in use. | | OutTo | ”0%…100%“ | Sets the end point of the range of the outgoing signal in use. | | Enabled | ”Yes”, “No” | Sets the status to enabled or not enabled. | | **Only for DMX remotes:** Address | 1.001…1024.512 \[universe].\[dmx address] | Sets the DMX universe and address. | | **Only for DMX remotes:** Resolution | ”8bit”, “16bit”, “24bit” | Sets the DMX resolution. For 16 bit and 24 bit, the DMX channels have to be consecutive. | | **Only for MIDI remotes:** MIDIChannel | ”1, 2, 3, …, 16” | Sets the MIDI channel. | | **Only for MIDI remotes:** MIDIIndex | ”1, 2, 3, …, 128” | Sets the MIDI index. | | **Only for MIDI remotes:** MIDIType | ”Note”, “NoteAttack”, “NoteAttackDecay”, “Control” | Sets the MIDI type. Note = MIDI note only NoteAttack = MIDI note and uses the velocity to regulate the master except note off NoteAttackDecay = MIDI note and uses the velocity to regulate the master with note off Control = Control change (CC) messages. | | **Only for DC remotes:** DC start signal | ”1, 2, 3, …, 64” | Sets the DC start signal. | The start signal and the MIDI offset of the desired input console for [DC Remotes](/grandma3/2-4/remote_inputs_dc/) and [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/) have to be set in the [Output Configuration Menu](/grandma3/2-4/dmx_port_config/).  Examples * To set the key of the first DMX remote to Go+, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Remote 3.1 “Key” “Go+”  |   * To store a new MIDI remote, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Remote 2.1  |   * To assign sequence 2 to the second DMX remote, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Sequence 2 At Remote “DMXRemotes”.2  | # RemoteCommand > To enter the RemoteCommand keyword, use one of the options: To enter the RemoteCommand keyword, use one of the options: * Type **RemoteCommand** * Type **RC** * Type **Remotec** ## Description [Section titled “Description”](#description) The RemoteCommand keyword remotely sends commands to other stations. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [NetworkNode](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Session](/grandma3/2-4/keyword_session/), [Station](/grandma3/2-4/keyword_station/), and [Extension](/grandma3/2-4/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) RemoteCommand IP \[IP] \[“Command to be Executed”] RemoteCommand \[Device\_Type] \[“Device\_Name” or Device\_Number] \[“Command to be Executed”] ## Example [Section titled “Example”](#example) * To remotely execute the command “Call ViewButton 2.1” on the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 “Call ViewButton 2.1”  |   * To remotely lock the desk on the station with the IP address 192.168.0.10, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 ‘Menu “DeskLock” ’  | **Alternatively type:** | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteCommand IP 192.168.0.10 “Menu ‘DeskLock’ ”  | For more information on the usage of quotation marks see [General Syntax Rules](/grandma3/2-4/csk_syntax_rules/).  For more mutual examples see the [Station Keyword](/grandma3/2-4/keyword_station/). # RemoteHID > To enter the RemoteHID keyword, use one of the options: To enter the RemoteHID keyword, use one of the options: * Type **RemoteHID** * Type **Remoteh** ## Description [Section titled “Description”](#description) The RemoteHID keyword connects a mouse and/or an external keyboard with different stations. ## Syntax [Section titled “Syntax”](#syntax) RemoteHID IP \[IP Address] RemoteHID onPC \[**“onPC\_Name” or onPC\_Number]** ## Examples [Section titled “Examples”](#examples) * To connect with the station which uses the IP 192.168.0.4, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteHID IP 192.168.0.4  |   * To connect with the onPC station that is called “3D”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteHID onPC “3D”  | # Remove > To enter the Remove keyword in the command line, use one of the options: To enter the **Remove** keyword in the command line, use one of the options: * Press Delete Delete * Type **Remove**  * Type the shortcut **Remov** ## Description [Section titled “Description”](#description) The Remove keyword enters remove values in the programmer depending on the attributes specified and the fixtures that were selected. Remove values that are stored using the merge function remove previously stored values. If a stored value is removed, values from the previous cue will be tracked again. ## Syntax [Section titled “Syntax”](#syntax) **Remove Object \[“Object\_Name” or Object\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To set all attributes of the current selection to Remove, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Remove  |   * To set the Remove value in all attributes of the feature group Position, however in only the selected layer, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Remove FeatureGroup “Position”  | # RenderQuality > To enter the RenderQuality keyword in the command line, use one of the options: To enter the RenderQuality keyword in the command line, use one of the options: * Type **RenderQuality** * Or type the shortcut\*\* Ren\*\* ## Description [Section titled “Description”](#description) The RenderQuality keyword is an object keyword that is used to address the objects within the render qualities pool. | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The first eight render quality objects are locked by default. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RenderQaulity \[“RenderQuality\_Name” or RenderQuality\_Number] ## Examples [Section titled “Examples”](#examples) * To list all render qualities, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List RenderQuality  |   * To label the render quality 9 “Fabulous”, type:  | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label RenderQuality 9 “Fabulous”  | # Reset > To enter the Reset keyword in the command line, use one of the options: To enter the Reset keyword in the command line, use one of the options: * Type **Reset** * Type the shortcut **Rese** ## Description [Section titled “Description”](#description) The Reset keyword is a function keyword used to clear the settings of objects, for example the MAtricks. ## Syntax [Section titled “Syntax”](#syntax) **Reset \[Object]** *** ## Example [Section titled “Example”](#example) * To reset the MAtricks settings of the current selection, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Reset Selection MAtricks  | # Restart > To enter the Restart keyword in the command line, use one of the options: To enter the Restart keyword in the command line, use one of the options: * Type **Restart** * Type the shortcut **Res** ## Description [Section titled “Description”](#description) The Restart keyword is a function keyword that is used to restart the application. Restart behaves the same as closing the program and reopening it without shutting down the console. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [NetworkNode](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Session](/grandma3/2-4/keyword_session/), [Station](/grandma3/2-4/keyword_station/), and [Extension](/grandma3/2-4/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) Restart (/Option) Restart \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) Restart IP \[IP\_Address] (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Restart keyword uses the following option keywords: * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/NoSave](/grandma3/2-4/ok_nosave/) * [/Save](/grandma3/2-4/ok_save/) * [/Wait](/grandma3/2-4/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To restart the application of the console, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Restart  |   * To restart the application of the station using the IP address 192.168.0.32, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Restart IP 192.168.0.32  | # ReSync > To enter the FastSync keyword in the command line, use one of the options: To enter the FastSync keyword in the command line, use one of the options: * Type **Re\*\*\*\*Sync** * Type the shortcut **Resy** ## Description [Section titled “Description”](#description) The ReSync keyword is a playback keyword that is used to gradually synchronize phasers. The starting point of the phaser is gradually adjusted to the execution of the ReSync keyword. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/). ## Syntax [Section titled “Syntax”](#syntax) **ReSync \[Object] \[“Object\_Name” or Object\_Number]** ## Example [Section titled “Example”](#example) * To gradually adjust the phaser running in a sequence which is assigned to executor 128, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ReSync Executor 128 | # Root # RunningMacro > To enter the RunningMacro keyword in the command line, use one of the options: To enter the RunningMacro keyword in the command line, use one of the options: * Type **RunningMacro** * Type the shortcut **Runningm** ## Description [Section titled “Description”](#description) The RunningMacro keyword addresses macros that are playing back.  It allows you to list or disable all running macros in a show file. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running macros are not equal to the numbers of macros in the macros data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningMacro \[“RunningMacro\_Name” or RunningMacro\_Number] ## Example [Section titled “Example”](#example) * To disable the first macro that is currently running, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningMacro 1  |   * To list all running macros, change destination first and type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningMacro | # RunningPlayback > To enter the RunningPlayback keyword in the command line, use one of the options: To enter the RunningPlayback keyword in the command line, use one of the options: * Type **RunningPlayback** * Type the shortcut **Runningpl** ## Description [Section titled “Description”](#description) The RunningPlayback keyword addresses all running playbacks. It allows you to list or disable all of the running playbacks in a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningPlayback \[“RunningPlayback\_Name” or RunningPlayback\_Number] ## Examples [Section titled “Examples”](#examples) * To disable all running playbacks, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningPlayback |   * To list all running playbacks, change destination to the running playbacks first: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningPlayback | Result:  | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks> |   * To list all running playbacks, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # RunningPreset > To enter the RunningPreset keyword in the command line, use one of the options: To enter the RunningPreset keyword in the command line, use one of the options: * Type **RunningPreset** * Type the shortcut **Runningp** ## Description [Section titled “Description”](#description) The RunningPreset keyword addresses presets that are playing back.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running presets are not equal to the numbers in the preset pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningPreset \[“RunningPreset\_Name” or RunningPreset\_Number] ## Example [Section titled “Example”](#example) * To disable currently running presets, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningPreset  | * To list all running presets, change destination first and type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningPreset | * Then type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set RunningPlayback Property “SelectedPlaybackType” “Preset” | * After that type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # RunningSequence > To enter the RunningSequence keyword in the command line, use one of the options: To enter the RunningSequence keyword in the command line, use one of the options: * Type **RunningSequence** * Type the shortcut **Run** ## Description [Section titled “Description”](#description) The RunningSequence keyword addresses sequences that are playing back. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running sequences are not equal to the numbers in the preset pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningSequence \[“RunningSequence\_Name” or RunningSequence\_Number] ## Examples [Section titled “Examples”](#examples) * To disable currently running presets, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningSequence 1 | * To list all running sequences, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningSequence | * Then type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set RunningPlayback Property “SelectedPlaybackType” “Sequence” | * After that type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # RunningSoundFile > To enter the RunningSoundFile keyword in the command line, use one of the options: To enter the RunningSoundFile keyword in the command line, use one of the options: * Type **RunningSoundFile** * Type the shortcut **Runningso** ## Description [Section titled “Description”](#description) The RunningSoundFile keyword addresses sounds that are playing back.  It allows you to disable all running sounds in a show file. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running sounds are not equal to the numbers of sounds in the sound pool. | ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] \*\*RunningSoundFile \[“RunningSoundFile\_Name” or RunningSoundFile\_Number] *** ## Examples [Section titled “Examples”](#examples) * To disable the first sound that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningSoundFile 1 |   * To list all running sounds, change destination first and type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningSoundFile | * Then type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set RunningPlayback Property “SelectedPlaybackType” “Sound” |              * After that type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>List | # RunningTimecode > To enter the RunningTimecode keyword in the command line, use one of the options: To enter the RunningTimecode keyword in the command line, use one of the options: * Type **RunningTimecode** * Type the shortcut **Runningt** ## Description [Section titled “Description”](#description) The RunningTimecode keyword addresses timecodes that are playing back.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running timcodes are not equal to the numbers of timecodes in the timecodes data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningTimcode \[“RunningTimecode\_Name” or RunningTimecode\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timecode that is currently running, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningTimecode 1  |   * To list all running timecodes, change destination first and type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningTimecode |   * Then type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@Temp/Cmdlines/Cmdline 1/RunningPlaybacks>Set RunningPlayback Property “SelectedPlaybackType” “Timecode” | # RunningTimer > To enter the RunningTimer keyword in the command line, type RunningTimer. To enter the RunningTimer keyword in the command line, type **RunningTimer**. ## Description [Section titled “Description”](#description) The RunningTimer keyword addresses running timers. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The numbers of the running timers are not equal to the numbers of timers in the timers data pool. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] RunningTimer \[“RunningTimer\_Name” or RunningTimer\_Number] ## Examples [Section titled “Examples”](#examples) * To disable the first timer that is currently running, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off RunningTimer 1  | * To list all running timers, change destination first and type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination RunningTimer | # SaveShow > To enter the SaveShow keyword in the command line, use one of the options: To enter the SaveShow keyword in the command line, use one of the options: * Type **SaveShow** * Type the shortcut **Sa** ## Description [Section titled “Description”](#description) The SaveShow keyword is a function keyword which is used to save the current show file. If you do not enter a new show name, the show will be saved using the name of the current show. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If there is already a show file with the same show name, the console overwrites the existing show file. | For more information on the folder structure of shows, demo shows, and backups, see [Show File Handling](/grandma3/2-4/show_file_management/#FolderStructure). ## Syntax [Section titled “Syntax”](#syntax) SaveShow (“Show\_Name”) (/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The SaveShow keyword uses the following option keywords: * [/Enumerate](/grandma3/2-4/ok_enumerate/) * [/Path](/grandma3/2-4/ok_path/) ## Examples [Section titled “Examples”](#examples) * To save the show as “Rhapsody”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SaveShow “Rhapsody”  |   * To save the show that is currently opened, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SaveShow  | # ScreenConfiguration # ScreenContent > To enter the ScreenContent keyword in the command line, use one of the options: To enter the ScreenContent keyword in the command line, use one of the options: * Type **ScreenContent** * Type the shortcut **Scre** ## Description [Section titled “Description”](#description) The ScreeContent keyword is used to represent the windows of a display. ## Syntax [Section titled “Syntax”](#syntax) \[Function] ScreenContent \[Function] ScreenContent \[Screen\_Number].\[“Window\_Name” or Window\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ScreenContent keyword uses the following option keywords: * [/AutoFit](/grandma3/2-4/ok_autofit/) ## Examples [Section titled “Examples”](#examples) * To delete all windows on all screens, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete ScreenContent \*.\*  |   * To delete all windows on screen 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete ScreenContent 1.\*  |   * To set the width of the first window you created to 12 half columns in screen 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set ScreenContent 1.1 “W” “12”  | # Scribble > To enter the Scribble keyword into the command line, use one of the options: To enter the Scribble keyword into the command line, use one of the options: * Press MA + X4 + X4 + X4 * Type **Scribble** * Type the shortcut **Scr** ## Description [Section titled “Description”](#description) Scribbles are little drawings that are used as visualizations instead of labels. The scribble keyword is an object keyword that is used to access scribbles with a scribble ID. It is also possible to label scribbles and address them by their label.  For more information about scribbles see [Scribbles](/grandma3/2-4/scribbles/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Scribble \[“Scribble\_Name” or Scribble\_Number] (At \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To edit scribble 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Scribble 1  | The edit scribble pop-up opens.   *  To assign scribble 1 to group 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Scribble 1 At Group 5  |   * To delete scribble 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Scribble 1  | # Seconds > To enter the Seconds keyword in the command line, use one of the options: To enter the Seconds keyword in the command line, use one of the options: * Type **Seconds** * Type the shortcut **Sec** ## Description [Section titled “Description”](#description) The Seconds keyword is used to set the speed of a fixture selection using the unit seconds.  ## Syntax [Section titled “Syntax”](#syntax) **(\[Object] \[“Object\_Name” or Object\_Number]) At Speed Seconds \[Value]** ## Examples [Section titled “Examples”](#examples) * To set the speed layer to 20 seconds, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Speed Seconds 20  |   * To set the first speed master to 6 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Master 3.1 At Seconds 6  | # Select > To enter the Select keyword in the command line, use one of the options: To enter the Select keyword in the command line, use one of the options: * Press Select * Type **Select** * Type the shortcut **Sel** ## Description [Section titled “Description”](#description) The Select keyword selects objects as default objects. Every selected object is indicated by a yellow frame. * The **selected sequence** is the target for all sequence-related commands, e.g., Store Cue 4. * The **selected sequence** is displayed in the Sequence Sheet, if\*\* \*\*the **Link Type** is set to **Selected**. * The **selected camera** is displayed in the 3D View, if the **Camera Selection** is set to **Link Selected**. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Select \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To select the sequence assigned on executor 105, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Executor 105  |   * To select page 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Page 2  |   * To select world 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select World 1  |   * To select data pool 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select DataPool 3  | # SelectFixtures > To enter the SelectFixtures keyword in the command line, use one of the options: To enter the **SelectFixtures** keyword in the command line, use one of the options: * Press SelFix * Type **SelectFixtures** * Type the shortcut **Selectf** ## Description [Section titled “Description”](#description) The SelectFixtures keyword is a function keyword that is used to create selections of fixtures in the programmer. If only fixtures are selected, the SelectFixtures keyword adds additional fixtures to the selection. If fixtures are selected and activated in the programmer, the SelectFixtures keyword replaces the selection by the SelectFixtures selection. If the exact same SelectFixtures command is successively used: * using it the second time activates all attributes of the selected fixtures in the programmer  * using it the third time deactivates all attributes of the selected fixtures in the programmer SelectFixtures is the default function of most objects, for example, fixture or group or preset. To clear the selection, press Clear. ## Syntax [Section titled “Syntax”](#syntax) SelectFixtures\*\* \[Object] \[“Object\_Name” or Object\_Number]\*\* ## Examples [Section titled “Examples”](#examples) * To select all fixtures or channels stored in a sequence of the executor 101, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures Executor 101  |   * To select all fixtures stored in dimmer preset 1.1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SelectFixtures Preset 1.1  | # Selection > To enter the Selection keyword in the command line, use one of the options: To enter the Selection keyword in the command line, use one of the options: * Press Fixture Fixture * Type **Selection** * Type the shortcut **Selecti** ## Description [Section titled “Description”](#description) The Selection keyword is an object keyword that is used to represent the current selection of fixtures in the programmer. Each user profile has two selections – Selection 1 and Selection 2. For more information see [MAtricks and Shuffle](/grandma3/2-4/matricks/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Selection (\[Selection\_Number]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Selection keyword uses the following option keywords: * [/All](/grandma3/2-4/ok_all/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Single](/grandma3/2-4/ok_single/) ## Examples [Section titled “Examples”](#examples) * To disable all programmer values of the current fixture selection, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Selection  | * To switch to selection 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Selection 2 | # ; (Semicolon) > To enter the : (Semicolon) in the command line, type ;. To enter the : (Semicolon) in the command line, type ;.  ## Description [Section titled “Description”](#description) The semicolon separates multiple commands. ## Syntax [Section titled “Syntax”](#syntax) \[Command]; \[Command] ## Example [Section titled “Example”](#example) * To turn off sequence 5 and delete group 3, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Sequence 5; Delete Group 3 | # SendMIDI # SendMVR > To enter the SendMVR keyword in the command line, use one of the options: To enter the SendMVR keyword in the command line, use one of the options: * Type **SendMVR** * Type the shortcut **Sendmv** ## Description [Section titled “Description”](#description) The keyword SendMVR can be used to commit and request MVR files, or to join and leave the connection to other devices during MVR-xchange. ## Syntax [Section titled “Syntax”](#syntax) **SendMVR \[“Connection\_Type”] \[“Number]** SendMVR “Commit” \[“Path\_to\_Folder/Name”] \[“Name”] *** ## Examples [Section titled “Examples”](#examples) * To establish a connection to the third service device, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SendMVR “Join” “3” |   * To end connection to the the first service device, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SendMVR “Leave” “1” | * To commit the MVR file “BestShow\.mvr” (which is located on C:\ProgamData\MA Lighting Technology\gma3\_library\mvr) to the MVR-xchange group, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SendMVR “Commit” “C:\ProgramData\MA Lighting Technology\gma3\_library\mvr\BestShow” “BestShow” | * To request the second file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SendMVR “Request” “2” | # SendOSC > To enter the SendOSCeyword in the command line, use one of the options: To enter the **SendOSC** keyword in the command line, use one of the options: * Type **SendOSC** * Type the shortcut **Sen** ## Description [Section titled “Description”](#description) The SendOSC keyword is a command keyword that is used to send an OSC command. For more information see [Remote In and Out](/grandma3/2-4/remote_inputs/#OSC). ## Syntax [Section titled “Syntax”](#syntax) **SendOSC \[ID] ”/\[OSCAddress],\[OSC Type],\[Value]”** *** The supported types are: * Int(i) * Float(f) * Blob(b) * String(s) * True(T) * False(F) * Null(N) * Impulse(I) * Timetag(t) It is not necessary to set a value (Payload) for: * True * False * Null * Impulse * Timetag | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When using the OSC types True, False, Nil/Null, Impulse and Timetag it is not necessary to enter a value. | | | | | ------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Several values can be sent at once when separated by commas. | | | | | ------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When addressing an executor, a page must be specified as well. | Instead of using page and executor numbers, it is also possible to address them by name. When addressing executor keys, a value of 0 will be interpreted as not pressed. Values greater 0 will be interpreted as button press. If a prefix is specified for an OSCData entry, then this very prefix will be added to the sent string when using the OSCSend command. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The supported OSC types to control faders, executor knobs, and buttons are: Integer32, Float32, True, False and Nil/Null.A True will be interpreted as 1, while a False will be interpreted as 0. | # Sequence > To enter the Sequence keyword in the command line, use one of the options: To enter the Sequence keyword in the command line, use one of the options: * Press Sequ * Type **Sequence** * Type **Seq** ## Description [Section titled “Description”](#description) The sequence keyword is an object keyword that is used to select sequences in the sequence pool. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Sequence \[“Sequence\_Name” or Sequence\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Sequence keyword uses the following option keywords: * [/CreateSecondCue](/grandma3/2-4/ok_createsecondcue/) * [/DMX](/grandma3/2-4/ok_dmx/) * [/Merge](/grandma3/2-4/ok_merge/) * [/Output](/grandma3/2-4/ok_output/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Programmer](/grandma3/2-4/ok_programmer/) * [/Release](/grandma3/2-4/ok_release/) * [/Remove](/grandma3/2-4/ok_remove/) * [/Selection](/grandma3/2-4/ok_selection/) ## Examples [Section titled “Examples”](#examples) * To select sequence 5 in the sequence pool, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Sequence 5  |   * To block all cues in sequence 5, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Block Sequence 5  | # Session > To enter the Session keyword in the command line, use one of the options: To enter the Session keyword in the command line, use one of the options: * Type **Session** * Type the shortcut **Ses** ## Description [Section titled “Description”](#description) The Session keyword is an object keyword which is used to address all sessions in the network. If the name and number of session is not specified, your own session will be addressed.  The name of the session consists of the  network properties “Session” and “Location” which are connected by @ – “Session\@Location”.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Session \[“Session\_Name” or Session\_Number] ## Examples [Section titled “Examples”](#examples) * To restart all devices that have the same session credentials as your station, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Restart Session | * To shut down all devices that use the session name “Athena” with location “Caledonia”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown Session “Athena\@Caledonia” | ## # Set > To enter the Set keyword in the command line, use one of the options: To enter the Set keyword in the command line, use one of the options: * Press MA + Assign * Type **Set** ## Description [Section titled “Description”](#description) The Set keyword sets values to properties of objects. It is also used to transfer values of properties to other properties, to other objects, and to different properties of other objects. It is used in conjunction with the [Property keyword](/grandma3/2-4/keyword_property/) or the [= \[Equal\] keyword.](/grandma3/2-4/keyword_equal/) ## Syntax [Section titled “Syntax”](#syntax) Set \[Object\_Type] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”] \[“Property\_Value”] Set \[Object\_Type] \[“Target\_Object\_Name” or Target\_Object\_Number] Property \[“Property\_Name”] At \[Object\_Type] (\[“Source\_Object\_Name” or Source\_Object\_Number]) (Property \[“Property\_Name”]) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Set keyword uses the following option keywords: * [/PatchOffset](/grandma3/2-4/ok_patchoffset/) * [/Look](/grandma3/2-4/ok_look/) ## Examples [Section titled “Examples”](#examples) * To set sequence 8 to priority HTP, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Sequence 8 “Priority” 3 | * To transfer the value of the Priority setting of sequence 1 to sequence 42, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Sequence 42 Property “Priority” At Sequence 1 | * To transfer the name of the selected sequence to the name of group 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Group 5 Property “Name” At Sequence Property “Name” | * To transfer the value of the CueFade property of cue 9 to the CueDelay property of cue 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Cue 6 Property “CueDelay” At Cue 9 Property “CueFade”  | * To set CueFade and CueDelay of cue 1 to three seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Cue 1 Property “CueFade” + “CueDelay” 3 | * To transfer CueFade and CueDelay of cue 3 to cue 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Set Cue 1 Property “CueFade” + “CueDelay” At Cue 3 | * To set a range of values for FadeX in the first recipe of cue 1, part 0 of the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Cue 1 Part 0.1 Property “FadeX” “0 Thru 5” | # SetGlobalVariable > To enter the SetGlobalVariable keyword in the command line, use one of the options: To enter the SetGlobalVariable keyword in the command line, use one of the options: * Type **SetGlobalVariable** * Type the shortcut **Setg** ## Description [Section titled “Description”](#description) The SetGlobalVariable keyword is used to set global variables in a show. It also supports the use of values in properties of other objects as a value of the variable.  ## Syntax [Section titled “Syntax”](#syntax) SetGlobalVariable \[“Name of Variable”] \[Numeric Value] SetGlobalVariable \[“Name of Variable”] \[“Text\_Value”] SetGlobalVariable \[**“Name of Variable”] At \[Object] \[“Object Name” or Object Number] Property \[“Property\_Name”] (/Look)** ## Examples [Section titled “Examples”](#examples) * To set the global variable “Urban Blues” to the value of 3, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetGlobalVariable “Urban Blues” “3” | # SetUserVariable > To enter the SetUserVariable keyword in the command line, use one of the options: To enter the SetUserVariable keyword in the command line, use one of the options: * Type **SetUserVariable** * Type the shortcut **Setu** ## Description [Section titled “Description”](#description) The SetUserVariable keyword is used to set user-specific variables. It also supports the use of values in properties of other objects as a value of the variable. ## Syntax [Section titled “Syntax”](#syntax) SetUserVariable \[“Name of Variable”] \[Numeric Value] SetUserVariable \[“Name of Variable”] \[“Text\_Value”] SetUserVariable \[**“Name of Variable”] At \[Object] \[“Object\_Name” or Object Number] Property \[“Property\_Name”] (/Look)** ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The SetUserVariable keyword uses the following option keywords: * [/Look](/grandma3/2-4/ok_look/) ## Examples [Section titled “Examples”](#examples) ## * To set the user variable “Green” to the value 5, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable “Green” 5 | # Shape > To enter the Shape keyword in the command line, use one of the options: To enter the Shape keyword in the command line, use one of the options: * Type **Shape** * Type the shortcut **Sha** ## Description [Section titled “Description”](#description) The Shape keyword is an object keyword that is used to access shapes in the shape pool. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Shape \[“Shape\_Name” or Shape\_Number] ## Example [Section titled “Example”](#example) * To store shape 21, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Shape 21 | # Shuffle > To enter the Shuffle keyword in the command line, use one of the options: To enter the Shuffle keyword in the command line, use one of the options: * Press SelFix SelFix * Type **Shuffle** * Type the shortcut **Shuf** ## Description [Section titled “Description”](#description) Shuffle is a command keyword which is used to shuffle the order of the fixture selection. Shuffle is part of the MAtricks toolset. For more information, see [MAtricks and Shuffle](/grandma3/2-4/matricks/). ## Syntax [Section titled “Syntax”](#syntax) MAtricks **\[Axis]** **\[Value]** text MAtricks **\[Axis]** + | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The plus is a replacement of the value. You can either use plus/minus or a value. | ## Examples [Section titled “Examples”](#examples) * To shuffle the current selection on the y-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>MAtricks “YShuffle” +  | * To shuffle the current selection on the z-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>MAtricks “ZShuffle” +  | * It is also possible to set a certain value to any of the three shuffle settings. To set the shuffle to 4 for the x-axis, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>MAtricks “XShuffle” 4  | # ShutDown > To enter the ShutDown keyword in the command line, use one of these options: To enter the ShutDown keyword in the command line, use one of these options: * Type \*\*ShutDown \*\* * Type the shortcut **Sh** ## Description [Section titled “Description”](#description) The ShutDown keyword powers down the grandMA3 console or closes the grandMA3 onPC. It requires a confirmation in the local station and can be canceled within 10 seconds using a remote station. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The device types are: [Console](/grandma3/2-4/keyword_console/), [NetworkNode](/grandma3/2-4/keyword_networknode/), [onPC](/grandma3/2-4/keyword_onpc/), [ProcessingUnit](/grandma3/2-4/keyword_processingunit/), [Session](/grandma3/2-4/keyword_session/), [Station](/grandma3/2-4/keyword_station/), and [Extension](/grandma3/2-4/keyword_extension/). | ## Syntax [Section titled “Syntax”](#syntax) ShutDown (/Option) ShutDown \[Device\_Type] \[“Device\_Name” or Device\_Number] (/Option) ShutDown IP \[IP\_Address] (/Option) ### Option Keywords [Section titled “Option Keywords”](#option-keywords) The ShutDown keyword uses the following option keywords: * [/NoAutoClose](/grandma3/2-4/ok_noautoclose/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/NoSave](/grandma3/2-4/ok_nosave/) * [/Save](/grandma3/2-4/ok_save/) * [/Wait](/grandma3/2-4/ok_wait/) ## Examples [Section titled “Examples”](#examples) * To shut down the current station and provoke a countdown pop-up, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown  |   * To shut down the station with the IP address 192.168.0.4, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown IP 192.168.0.4  | # / (Slash) > To enter the / [Slash] in the command line, press /. To enter the / \[Slash] in the command line, press /. Description The slash character has two functions: * It is used to set options during a command.\ For more information see the [Option Keywords](/grandma3/2-4/option_keywords/). * It is used as a separator in the calculator. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When adding option keywords to your commands, make sure to use the slash without spaces. | ## Syntax [Section titled “Syntax”](#syntax) \[Command] /Option \[“Option\_Value”] ## Example [Section titled “Example”](#example) * To store screen 2 on view button 2.7, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store ViewButton 2.7 /Screen “2” |  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20ViewButton%202.7%20%2FScreen%20%222%22) #### # SnapDelay > To enter the SnapDelay keyword in the command line, use one of the options: To enter the SnapDelay keyword in the command line, use one of the options: * Type **SnapDelay** * Type the shortcut **Sn** ## Description [Section titled “Description”](#description) The SnapDelay keyword sets a snap time. The snap time is a delay time for attributes that do not fade, for example a gobo wheel or a color wheel. ## Syntax [Section titled “Syntax”](#syntax) **SnapDelay \[Value]** *** ## Examples [Section titled “Examples”](#examples) * To set the snap time of the current cue of the selected sequence to 4 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SnapDelay 4  | # SoftwareImport > To enter the SoftwareImport keyword in the command line, use one of the options: To enter the SoftwareImport keyword in the command line, use one of the options: * Type **SoftwareImport** * Type the shortcut **So** ## Description [Section titled “Description”](#description) The SoftwareImport keyword is a function keyword which is used to import installation packages of a grandMA3 installer permanently to the hard drive of your grandMA3 console or the grandMA3 onPC using a given path.  ## Syntax [Section titled “Syntax”](#syntax) SoftwareImport “release\_type\_vx.x.x.x.xml;Path/to/the/location/of/the/installer” ## Example [Section titled “Example”](#example) * To import the installation packages of the grandMA3 stick v1.6.3.7 on the USB drive “Software” that is recognized as drive D on a Windows® computer, and where the files are located within the ma folder, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SoftwareImport “release\_stick\_v1.6.3.7.xml;D:/Software/ma”  | # SoftwareUpdate > To enter the SoftwareUpdate keyword in the command line, use one of the options: To enter the SoftwareUpdate keyword in the command line, use one of the options: * Type **SoftwareUpdate**  * Type the shortcut **Softwareu** ## Description [Section titled “Description”](#description) The SoftwareUpdate keyword is a function keyword which is used to update the software of every MA device or program in the network. For more information on how to update the software and requirements see [Update grandMA3 Consoles](/grandma3/2-4/update_consoles/). ## Syntax [Section titled “Syntax”](#syntax) SoftwareUpdate \[StationType] \[ID/”Name”] “release\_type\_x.y.z.a.xml;/Path/to/MALightingTechnology/installation\_packages” ## Example [Section titled “Example”](#example) **Requirement:** 1. The grandMA3 onPC runs on Windows® 2. Copy the files of the ma folder of the grandMA3\_stick\_v1.6.3.7.zip file to C:\ProgramData\MALightingTechnology\installation\_packages * To update the first console within your network to grandMA3 v1.6.3.7, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SoftwareUpdate Console 1 “release\_stick\_1.6.3.7.xml;C:/ProgramData/MAlightingTechnology/installation\_packages”  | # Solo > To enter the Solo keyword in the command line, use one of the options: To enter the Solo keyword in the command line, use one of the options: * Press Solo * Type **Solo** * Type **Sol** ## Description [Section titled “Description”](#description) The Solo keyword is a function keyword which is used to set the intensity values of fixtures - that are not selected - to zero. Only the fixtures that are selected generate visible output on stage. If Solo is used standalone, it toggles between Solo on and Solo off. To manually fade from the current value to solo and vice versa, use the Grand Solo. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Solo (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To enable Solo, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Solo On  | # Sound > To enter the Sound keyword in the command line, use one of the options: To enter the Sound keyword in the command line, use one of the options: * Type **Sound** * Type the shortcut **Sou** ## Description [Section titled “Description”](#description) The Sound keyword addresses sound objects in the sound pool. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Sound \[“Sound\_Name” or Sound\_Number]** *** ## Example [Section titled “Example”](#example) * To assign sound 5 to executor 401 on page 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Sound 5 At Page 1.401                 | # SoundChannel > To enter the SoundChannel keyword in the command line, use one of the options: To enter the SoundChannel keyword in the command line, use one of the options: * Type **SoundChannel** * Type the shortcut **SC** or **Soundc** ## Description [Section titled “Description”](#description) The SoundChannel keyword represents sound codes in the attribute calculators. ## Syntax [Section titled “Syntax”](#syntax) **\[Attribute List] \[At] SoundChannel \[ID/”Name”]** *** ## Example [Section titled “Example”](#example) * To set the value for Pan of the selected fixtures to Band1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At SoundChannel 5  | For more information about using sound input, see [Sound Window](/grandma3/2-4/sound_viewer/). # SpecialExecutor > To enter the SpecialExecutor keyword in the command line, use one of the options: To enter the SpecialExecutor keyword in the command line, use one of the options: * Press MA + X16 | Exec + X16 | Exec * Type **SpecialExecutor** * Type the shortcut **SE or Sp** ## Description [Section titled “Description”](#description) The SpecialExecutor keyword addresses special executors. For more information on the configuration see [Special Executors](/grandma3/2-4/executor_special/) and [Executor Configurations](/grandma3/2-4/executor_configurations/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] SpecialExecutor \[“SpecialExecutor\_Name” or SpecialExecutor\_Number] ## Examples [Section titled “Examples”](#examples) * To open the menu **Special Executor Configuration**, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign SpecialExecutor 7  |   *  To assign the functionality of grand master to SpecialExecutor 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Master 2.1 At SpecialExecutor 2  | # Speed > To enter the Speed keyword in the command line, type Speed. To enter the Speed keyword in the command line, type **Speed.** ## Description [Section titled “Description”](#description) The Speed keyword is used to set the speed of phasers.   For more information see [Phasers](/grandma3/2-4/phaser/).  **Requirement:**\ To set values to speed, there must be at least 2 steps in the programmer. ## Syntax [Section titled “Syntax”](#syntax) \[At] Speed \[Value] ## Examples [Section titled “Examples”](#examples) * To set the selected layer to speed, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Speed  |   * To set the speed of the dimmer to 70 hertz, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Speed Hz 70  | # Speed1 > To enter the Speed1 keyword in the command line, use one of the options: To enter the Speed1 keyword in the command line, use one of the options: * Type **Speed1** * Type the shortcut **Spee** ## Description [Section titled “Description”](#description) The Speed1 keyword is used to reset the speed to 60 BPM. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Speed1 \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To reset the speed master of the sequence that is assigned to executor 201, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Speed1 Executor 201  | # SpeedMaster > To enter the SpeedMaster keyword in the command line, use one of the options: To enter the SpeedMaster keyword in the command line, use one of the options: * Type **SpeedMaster** * Type the shortcut **Speedm** ## Description [Section titled “Description”](#description) The SpeedMaster is a layer keyword. It defines which speed master the phaser is to adapt its speed to in each attribute.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can set speed masters using the speed readouts BPM, Hertz, or Seconds. For more informations see the [Master keyword](/grandma3/2-4/keyword_master/). | ## Syntax [Section titled “Syntax”](#syntax) **SpeedMaster** (Attribute \[“Attribute\_Name” or Attribute\_Number]) At SpeedMaster \[SpeedMaster\_Number] *** ## Examples [Section titled “Examples”](#examples) * To set the layer to speed master, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SpeedMaster  |   * To set attribute “Pan” to SpeedMaster 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Attribute “Pan” At SpeedMaster 1  | # Stage > To enter the Stage keyword in the command line, use one of the options: To enter the Stage keyword in the command line, use one of the options: * Type **Stage** * Type the shortcut **Sta** ## Description [Section titled “Description”](#description) The Stage keyword addresses stages in the 3D space. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Stage \[ID/”Name”] \[“Property”] \[“Value”] ## Examples [Section titled “Examples”](#examples) * To store a new stage, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Stage 2  |   *  To list all stages in the command line history, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Stage  |   * To set the center of stage 1 to 5 meters in the x direction of the Cartesian coordinate system, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Stage 1 “POSX” “5”  | # Station > To enter the Station keyword in the command line, use one of the options: To enter the Station keyword in the command line, use one of the options: * Type **Station** * Type the shortcut **Stat** ## Description [Section titled “Description”](#description) The Station keyword is an object keyword which is used to address all stations in the network. You can also [invite](/grandma3/2-4/keyword_invite/) stations to your session or [dismiss](/grandma3/2-4/keyword_dismiss/) them. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Station \[“DeviceType\_Name” or DeviceType\_Number].\[“Device\_Name” or Device\_Number] ## Examples [Section titled “Examples”](#examples) * To list all existing stations types in the same network, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Station  |   * To invite console “FOH3” to your session, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Invite Station “Console”.”FOH3”  | # StationSettings > To enter the StationSettings keyword in the command line, use one of the options: To enter the StationSettings keyword in the command line, use one of the options: * Type **StationSettings** * Type the shortcut **Stations** ## Description [Section titled “Description”](#description) StationSettings keyword is used to address settings of your station. ## Syntax [Section titled “Syntax”](#syntax) **\[Function] StationSettings (\[“StationSettings\_Name” or StationSettings\_Number] Property \[“Property\_Name”] \[Value])** *** ## Examples [Section titled “Examples”](#examples) * To list all station settings, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List StationSettings  |   * To set your desk light to 25%, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set StationSettings “DesklightsCollect”.”DeskLights” Property “Master” 25  | # Step > To enter the Step keyword in the command line, use one of the options: To enter the Step keyword in the command line, use one of the options: * Press MA + X5 | Step * Type **Step** * Type **Ste** ## Description [Section titled “Description”](#description) The Step keyword is a command keyword which is used to define the step of the At command.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Step \[Step\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Step keyword uses the following option keywords: * [/Wrap](/grandma3/2-4/ok_wrap/) ## Example [Section titled “Example”](#example) **Requirement**: Step 1 has to contain information   * To select the next step in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next Step  | * To select the previous step in the programmer, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Previous Step | # Stomp > To enter the Stomp keyword in the command line, use one of the options: To enter the Stomp keyword in the command line, use one of the options: * Press Stomp * Type **Stomp** * Type the shortcut **Stom** ## Description [Section titled “Description”](#description) The Stomp keyword is a command keyword which is used to stop a running phaser. Stomp knocks in the single-step value which was lastly used in the absolute layer of the attribute. In the relative layer, stomp knocks in a value of 0.\ This can be a value which is being used in the programmer or a playback. If there is no single-step value, Stomp will use the default value. ## Syntax [Section titled “Syntax”](#syntax) Stomp (\[Object] \[“Object\_Name” or Object\_Number]) ## Examples [Section titled “Examples”](#examples) * To stomp the phasers in the selected fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Stomp  |   * To stomp the phasers of the feature group “Position” in the selected fixtures, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Stomp FeatureGroup “Position”   |   * To stomp the running phasers in fixtures 1 to 10, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Stomp Fixture 1 Thru 10  |   *  To stomp the phasers in all fixtures that are stored in the group “All Spots”, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Stomp Group “All Spots”  | # Store > To enter the Store keyword in the command line, use one of the options: To enter the **Store** keyword in the command line, use one of the options: * Press Store * Type **Store** * Type the shortcut **S** ## Description [Section titled “Description”](#description) The Store keyword is a function keyword which is used to store objects in the show file.  If no object type or destination is given, the object type **Cue** will be used in the selected sequence. If you do not specify a target during storing, the new object will occupy the first free spot in the pool. However, you can store an object at a certain spot or later in a pool. To do so, use the Window Settings and set First Index. For more information see [Common Window Settings](/grandma3/2-4/wvm_settings/#h2__522911071). ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number or Next/Previous]\(/Option) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Store keyword uses the following option keywords: * [/Active](/grandma3/2-4/ok_active/) * [/ActiveForSelected](/grandma3/2-4/ok_activeforselected/) * [/All](/grandma3/2-4/ok_all/) * [/AllForSelected](/grandma3/2-4/ok_allforselected/) * [/Ask](/grandma3/2-4/ok_ask/) * [/Auto](/grandma3/2-4/ok_auto/) * [/AutoFit](/grandma3/2-4/ok_autofit/) * [/CreateSecondCue](/grandma3/2-4/ok_createsecondcue/) * [/CueOnly](/grandma3/2-4/ok_cueonly/) * [/Embed](/grandma3/2-4/ok_embed/) * [/ForceGlobal](/grandma3/2-4/ok_forceglobal/) * [/Global](/grandma3/2-4/ok_global/) * [/InputFilter](/grandma3/2-4/ok_inputfilter/) * [/KeepActivation](/grandma3/2-4/ok_keepactivation/) * [/Look](/grandma3/2-4/ok_look/) * [/MAtricks](/grandma3/2-4/ok_matricks/) * [/Merge](/grandma3/2-4/ok_merge/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/PhaserData](/grandma3/2-4/ok_phaserdata/) * [/Recipe](/grandma3/2-4/ok_recipe/) * [/Remove](/grandma3/2-4/ok_remove/) * [/Screen](/grandma3/2-4/ok_screen/) * [/ScreenOnly](/grandma3/2-4/ok_screenonly/) * [/Selective](/grandma3/2-4/ok_selective/) * [/Universal](/grandma3/2-4/ok_universal/) * [/Wait](/grandma3/2-4/ok_wait/) For more information see [Store Options and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/). ## Examples [Section titled “Examples”](#examples) * To store cue 2 in the selected sequence, type:  | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store 2  | For more information see [Store Cues](/grandma3/2-4/cue_store/).   * To store the programmer values as cue 1 through cue 10 and cue 20 through cue 30, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 Thru 10 + 20 Thru 30  |   * To store the programmer values as cue 42 of the selected sequence and directly label it, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 42 “Return of the Paranoid Android”  |   * To store a new group to the first free spot in the groups pool, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Group | * To store new values to the already existing cue 5 in the selected sequence, whlile cue 4 is active, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue Next | The Store Cue pop-up opens and you can now define how the values will be stored into the cue. * To store values to the second next existing cue, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue Next 2 | # Swap > To enter the Swap keyword in the command line, use one of the options: To enter the Swap keyword in the command line, use one of the options: * Type **Swap** * Type the shortcut **Swa** ## Description [Section titled “Description”](#description) The Swap keyword is a playback keyword that starts the playback of a sequence and pulls down the dimmer of all other fixtures that are not part of the sequence or that are protected against Swap. For more information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  * To disable the executor, release the executor key. Pressing the executor button plays back the sequence using the swap functionality.\ If you swap sequences that have the same playback master, one will go to zero should it not be swap-protected.  For more information on Swap Protect see [Sequence Settings](/grandma3/2-4/cue_sequence_settings/).  ## Syntax [Section titled “Syntax”](#syntax) Swap (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To playback sequence 5 and pull down the dimmers of all other running playbacks to 0, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Swap Sequence 5  | # SwitchTograndMA2Software > To enter the SwitchTograndMA2Software keyword in the command line, use one of the options: To enter the SwitchTograndMA2Software keyword in the command line, use one of the options: * Type **SwitchTograndMA2Software** * Type the shortcut **SwgMA2** or **Sw** ## Description [Section titled “Description”](#description) The SwitchTograndMA2Software keyword is a command keyword that is used to remotely switch to Mode2 on a grandMA3 station.  ## Syntax [Section titled “Syntax”](#syntax) SwitchTograndMA2Software IP \[IP\_Address] ## Example [Section titled “Example”](#example) * To remotely switch the grandMA3 station with the IP 192.168.0.4 to Mode2, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SwitchTograndMA2Software IP 192.168.0.4  | # SwitchTograndMA3Software > To enter the SwitchTograndMA3Software keyword in the command line, use one of the options: To enter the SwitchTograndMA3Software keyword in the command line, use one of the options: * Type **SwitchTograndMA3Software** * Type **SwitchTograndMA3** * Type the shortcut **SwgMA3** ## Description [Section titled “Description”](#description) The SwitchTograndMA3Software keyword is a command keyword that is used to remotely switch to grandMA3 software on a grandMA3 station that is currently running in Mode2. ## Syntax [Section titled “Syntax”](#syntax) SwitchTograndMA3Software IP \[IP\_Address] ## Example [Section titled “Example”](#example) * To remotely switch a grandMA3 station with the IP 192.168.0.4 from Mode2 to grandMA3 software, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SwitchTograndMA3Software IP 192.168.0.4  | # Tag > To enter the Tag keyword in the command line, use one of the options: To enter the Tag keyword in the command line, use one of the options: * Press MA +  Group * Type **Tag** * Type the shortcut **Ta** ## Description [Section titled “Description”](#description) The Tag keyword is a function keyword used to address tags.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Tag \[“Tag\_Name” or Tag\_Number] (At \[Object] \[“Object\_Name” or Object\_Number])** ## Examples [Section titled “Examples”](#examples) * To assign tag 1 to sequence 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Tag 1 At Sequence 1 | * To unassign tag “RTFM” in sequence 2 , type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Off Tag “RTFM” At Sequence 2 | * To delete the tag “Encore”, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Tag “Encore” | # Temp > To enter the Temp keyword in the command line, use one of the options: To enter the Temp keyword in the command line, use one of the options: * Press MA + Go+ * Type **Temp** * Type the shortcut **Te** ## Description [Section titled “Description”](#description) The Temp keyword is a function keyword that enables an executor as long as you hold the executor key. The Temp keyword follows cue timing, off timing, and the position of the master fader on the executor. * To disable the executor, release the executor key For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Temp (On/Off) \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To temporarily enable executor 104, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Temp On Executor 104  |   * To temporarily disable executor 104, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Temp Off Executor 104  | # Thru > To enter the Thru keyword in the command line, use one of the options: To enter the Thru keyword in the command line, use one of the options: * Press Thru * Type **Thru** * Type the shortcut **T** ## Description [Section titled “Description”](#description) The Thru keyword indicates the range of objects or values. If the beginning or the end of the range is not defined, the objects or values that were used last are used again. ## Syntax [Section titled “Syntax”](#syntax) \[Beginning of Range] Thru \[End of Range] ## Examples [Section titled “Examples”](#examples) * To select fixture 3 through 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 3 Thru 6  |   * To select all fixtures starting with the first fixture and ending with fixture 10, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture Thru 10  |   * To delete all cues, beginning with cue 3 in the selected sequence, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Cue 3 Thru  |   * To select all fixtures in the fixture sheet of the current world, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture Thru  |   * To disable all executors in the current page, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off Thru  | # Time > To enter the Time keyword in the command line, type Time. To enter the Time keyword in the command line, type **Time.** ## Description [Section titled “Description”](#description) The Time keyword is used to toggle the time overwrite function on sequences.   For more information see [Cue Timing topic](/grandma3/2-4/cue_timing/). For more information on how to set time see [FaderTime keyword](/grandma3/2-4/keyword_fadertime/). For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Time (On/Off) \[Object] \[“Object\_Name” or Object\_Number] | | | | ------------------------------------------ | ---------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the sequence ID is not defined, the sequence that is selected will be affected. | ## Examples [Section titled “Examples”](#examples) * To toggle the time function on the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Time  |   * To enable the time overwrite in sequence 4, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Time On Sequence 4  | # Timecode > To enter the Timecode keyword in the command line, use one of the options: To enter the Timecode keyword in the command line, use one of the options: * Press MA + X6 * Type **Timecode** * Type the shortcut **Ti** or **TC** ## Description [Section titled “Description”](#description) The Timecode keyword is an object keyword used to select the timecode by default. Using the Timecode keyword you can: * store * play (go) * record * edit * label * set properties of * rewind (top) timecode shows. For more information see [Timecode](/grandma3/2-4/timecode/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] Timecode \[“Timecode\_Name” or Timecode\_Number] **\[“Property\_Name” or “Property\_Value”]** text ## Property [Section titled “Property”](#property) The following table displays the properties that can be assigned using the [Set Keyword](/grandma3/2-4/keyword_set/). | Property | Property Value | Description | | ------------------------------------------------------ | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Name | ”Timecode show name” | Set the name of timecode show. | | Time |   | Set position of the time cursor. | | Duration | 0s to 255h59m58.96s | Set the entire length of timecode show. | | Offset | 0s to 255h59m58.96s | To move the entire timecode show forward, set an offset in the timecode show. | | Loop Mode | Loop Pause Off | Basic settings for Loop and how to pause or stop. | | Loop Count | ”Endless Repeat” (0), “No Repeat” (1), 2..1000 | **Only for timecode shows syncing to the internal clock.** Set if the timecode show runs: Endless (Endless Repeat) Once and stop (No Repeat) A specific number of times (number between 2 and 1000) | | TimeMarkers |   | Time markers are used to select the track. They will be stored. | | TCSlot | ”Internal” (-2), “Link Selected” (-1), “Slot1” (0), “Slot2” (1), “Slot3” (2),  etc. | Set the timecode show to a timecode slot. | | AutoStart (only available with external timecode slot) | “Yes”, “No” | **Only available when syncing to an external source.** If a timecode signal is received, the timecode show switches from the off mode to the play mode. | | AutoStop | ”Yes”, “No” | **Only available when syncing to an external source.** If a timecode signal is received, the timecode show switches from the play mode to the off mode. | | User Bits | 0 .. FFFFFFFF, 0 .. 4294967296 | **Only available when syncing to an external source.** To transmit several kinds of information, for example, a second Timecode Stream, set user bits in hex or decimal. So several incoming Timecode Streams can be discerned. | ## Examples [Section titled “Examples”](#examples) * To set timecode show “Intro” to a duration of 55 seconds, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Timecode “Intro” “Duration” “55”  |   * To store a new timecode show called “Napalm Skies” in the timecode pool, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Timecode “Napalm Skies”  |   * To rename timecode show “Intro” “Prelude”, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Timecode “Intro” “Name” “Prelude”  |   *  To start the timecode show “Prelude”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go Timecode “Prelude”  |   *  To rewind the timecode show “Prelude”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Top Timecode “Prelude”  |   * To label timecode show 3 in the timecode pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Timecode 3  | The label pop-up opens and you can now label the timecode show. # TimecodeSlot > To enter the TimecodeSlot keyword in the command line, use one of the options: To enter the TimecodeSlot keyword in the command line, use one of the options: * Press MA + X6 + X6 * Type **TimecodeSlot** * Type **Timecodes** ## Description [Section titled “Description”](#description) The TimecodeSlot keyword is an object keyword which is used to address the timecode slots. For more information see **[What are Timecode Slots](/grandma3/2-4/timecode_slots/).** ## Syntax [Section titled “Syntax”](#syntax) **\[Function] TimecodeSlot \[“TimecodeSlot\_Name” or TimecodeSlot\_Number]** *** ## Examples [Section titled “Examples”](#examples) * To select timecode slot 4, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select TimecodeSlot 4  |   *  To start the timecode generator of TimecodeSlot 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go+ TimecodeSlot 2  |   * To stop the timecode generator of timecode slot 2, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Off TimecodeSlot 2   | # Timer > To enter the Timer keyword in the command line, use one of the options: To enter the Timer keyword in the command line, use one of the options: * Press  MA + X6 | TC + X6 | TC + X6 | TC * Type **Timer** ## Description [Section titled “Description”](#description) **Timer** is an object keyword which is used to access the timer objects. Timers are stored in the Timer pool. There are two types of timers: * **Stopwatch** - counting up from zero. * **Countdown** - counting down to zero. They can be controlled using the Timer pool or the command line. For more information on timers see [Timers topic](/grandma3/2-4/timers/). ## Syntax [Section titled “Syntax”](#syntax) \*\*\[Function] Timer \*\*\[“Timer\_Name” or Timer\_Number] (Property \[“Setting”] \[“Setting\_Value”]) *** ## Settings [Section titled “Settings”](#settings) In some settings you have to assign an object. To do so use the [Assign Keyword](/grandma3/2-4/keyword_assign/). Other settings contain a text option or a value. Use the [Set keyword](/grandma3/2-4/keyword_set/) for these settings. The following table displays the settings that have to have an object: | Setting | Object | Description | | ---------- | -------------- | ----------------------------------------------- | | Appearance | ”Appearance 1” | Assigns the appearance to the pool object. | | Scribble | ”Scribble 1” | Assigns the scribble to the preset pool object. | The following table displays the settings that have to have an option or value: | Setting | Option/Value | Description | | ------------------- | ------------------------------------ | ------------------------------------------------------------------ | | Name | ”Timer Name” | Sets the name of the timer pool object. | | Note | ”This is a note” | This is the note to the timer pool object. | | TimerMode | ”Stopwatch” / “Countdown” | Modes of the timer. | | TimeReadout | One of the four readout options | Readout options in the timer. | | RestartOption | ”Continue on Go+” / “Reset on Go+“ | Sets if the timer should restart or continue with a new Go+. | | TimerLinkType | One of the five link options | Timers can be linked to sequences and can be activated or toggled. | | CountdownAlertType | One of the four alert type options | Defines what should happen once the countdown has elapsed. | | CountdownAlertRange | ”Local” / “All Stations” | Defines where an alert pop-up should appear. | | CountdownDuration | Time value | Sets the duration of the countdown. | | AlertCommand | ”Command Line Input” | The command that can be executed once the countdown has elapsed. | | AlertText | ”Text that appears in a pop-up” | The text is displayed in an alert pop-up. | | FrameFormat | One of the five frame format options | A setting that defines which of five formats is used in the timer. | | AlertDuration | Time value | Displays the duration of the alert pop-up. | For more information on the settings of the Timer see [Timer](/grandma3/2-4/timers/). ## Examples [Section titled “Examples”](#examples) * To run timer 1, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Go Timer 1  | * To change the timer mode in timer 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Timer 2 “TimerMode” “Countdown”  | * To set timer 2 to a countdown time of 25 seconds, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Timer 2 “CountdownDuration” 25  | # Toggle > To enter the Toggle keyword in the command line, use one of the options: To enter the Toggle keyword in the command line, use one of the options: * Press and hold MA and press Go+ Go+ * Type **Toggle** * Type the shortcut **To** ## Description [Section titled “Description”](#description) The Toggle keyword is a playback and a helping keyword that behaves as an On or Off keyword, depending on the on/off status of an object, function, or mode it is applied to. If an object, function, or mode is enabled, Toggle disables it. If an object, function, or mode is disabled, Toggle enables it. For more information see the [On](/grandma3/2-4/keyword_on/) and [Off Keywords](/grandma3/2-4/keyword_off/). For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Toggle \[Object] \[“Object\_Name” or Object\_Number]xt ## Examples [Section titled “Examples”](#examples) * To disable the running executor 104, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Toggle Executor 104 | # Top > To enter the Top keyword in the command line, use one of the options: To enter the Top keyword in the command line, use one of the options: * Press MA + Go- * Type **Top** ## Description [Section titled “Description”](#description) The Top keyword is a playback keyword which is used to jump to the beginning of a cue list or to set a timecode marker at the beginning of a timecode show. For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) Top \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To jump to the top of the cue list on executor 105, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Top Executor 105  |   * To jump to the top of the cue list on executor 105 in 3 seconds, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Top Executor 105 Fade 3  |   * To jump to the top of the timecode show 1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Top Timecode 1  | # TopUp > To enter the TopUp keyword in the command line, use one of the options: To enter the TopUp keyword in the command line, use one of the options: * Press Set + Up * Type **TopUp** * Type the shortcut **Topu** ## Description [Section titled “Description”](#description) The TopUp keyword is a function keyword which is used to select the highest level in the hierarchy of multi-instance fixtures whenever subfixtures are selected.  ## Syntax [Section titled “Syntax”](#syntax) TopUp ## Example [Section titled “Example”](#example) * To jump to the main instance of the fixture within which subfixtures are selected, type: | | | | ------------------------------------------------------------------ | ------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>TopUp | # Transition > To enter the Transition keyword in the command line, use one of the options: To enter the Transition keyword in the command line, use one of the options: * Type **Transition** * Type the shortcut **Tr** ## Description [Section titled “Description”](#description) The Transition keyword is used to determine the length of the period in a step. For more information see [Phasers](/grandma3/2-4/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Transition \[At] Transition \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to transition, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Transition  |   * To shorten the transition of a step to a half, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Transition 50  | # Type > To enter the Type keyword in the command line, use one of the options: To enter the Type keyword in the command line, use one of the options: * Type **Type** * Type the shortcut\*\* Ty\*\* ## Description [Section titled “Description”](#description) The Type keyword is used to address children of an object.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[Number/“Name”] Type “Name of Type”** *** ## Example [Section titled “Example”](#example) * To store cue part 1 in a newly created sequence without specifying the cue number, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Part 1 Type “Part”   | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To circumvent the pop-up “Select type of object”, press an executor immediately after typing this command. | # UIChannel > To enter the UIChannel keyword in the command line, use one of the options: To enter the UIChannel keyword in the command line, use one of the options: * Type **UIChannel** * Type the shortcut\*\* Ui\*\* ## Description [Section titled “Description”](#description) The UIChannel is an object keyword which represents an attribute in the fixture sheet.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Depending on the fixtures that are patched in the show file, the attributes that are represented in a UIChannel may differ. | ## Syntax [Section titled “Syntax”](#syntax) **\[List] UIChannel** **UIChannel \[UIChannel\_Number] At \[Value]** *** *** ## Examples [Section titled “Examples”](#examples) * To list all UIChannels in the command line, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List UIChannel  |   * To set the UIChannel 9 to a value of 42, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>UIChannel 9 At 42  | # UIGridSelection > To enter the UIGridSelection keyword in the command line, use one of the options: To enter the UIGridSelection keyword in the command line, use one of the options: * Type **UIGridSelection** * Type the shortcut **Uig** ## Description [Section titled “Description”](#description) UIGridSelection keyword is used by the system to hold information about which objects are selected in a grid window. Grid windows include sheets. It **does not include** the Selection Grid window. The keyword is primarily used internally by the system, but the selection can be used for normal operations that are executed on the selected objects. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The grid with the selection must have a focus so the UIGridSelection command can actually work. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] UIGridSelection ## Example [Section titled “Example”](#example) **Requirement:** * Several cues in a sequence. * A macro containing a Copy UIGridSelection command. This is important so you can execute the command without moving the focus.   * To copy a selection of the cues to cue 41 using the UIGridCommand, follow these steps: 1. Select the desired cues in the sequence sheet. 2. Run the macro using the command keys (Important to use the keys to keep the focus in the cue selection). 3. Now the following command can be entered and executed in the command line: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Paste Cue 41  | # Unblock # Unlock # Unpark > To enter the Unpark keyword in the command line, use one of the options: To enter the Unpark keyword in the command line, use one of the options: * Press Go+ Go+ * Type **Unpark** * Type **Unp** ## Description [Section titled “Description”](#description) The Unpark keyword is a command keyword which is used to release a parked DMX channel or universe.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you unpark a universe, the blue **P** icon disappears in the universe pool. | ## Syntax [Section titled “Syntax”](#syntax) Unpark \[Object] \[“Object\_Name” or Object\_Number] ## Examples [Section titled “Examples”](#examples) * To unpark fixture 1 with all its attributes, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Unpark Fixture 1  |   * To unpark the current selection, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Unpark  |   * To unpark DMX universe 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Unpark DMXUniverse 2  | # Unpress > To enter the Unpress keyword in the command line, use one of the options: To enter the Unpress keyword in the command line, use one of the options: * Type \*\*Unpress \*\* * Type the shortcut **Unpr** ## Description [Section titled “Description”](#description) The Unpress keyword is used to simulate the unpressed state of a key.  It is possible to assign this state to macros. For more information see [Macros](/grandma3/2-4/macros/).  For information on how to assign executors see [Assign Objects to an Executor](/grandma3/2-4/executor_assign/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Unpress \[Object] \[“Object\_Name” or Object\_Number] ## Example [Section titled “Example”](#example) * To disable Flash on the executor 203, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Flash Unpress Executor 203  | #### # Up > To enter the Up keyword in the command line, use one of the options: To enter the Up keyword in the command line, use one of the options: * Press Up * Type **Up** ## Description [Section titled “Description”](#description) The Up keyword is a function keyword which is used to navigate upward in the fixture structure. ## Syntax [Section titled “Syntax”](#syntax) Up ## Example [Section titled “Example”](#example) * To go back to the main fixture in the fixture sheet in an upward manner, type: | | | | ------------------------------------------------------------------ | ---------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Up | # Update > To enter the Update keyword in the command line, use one of the options: To enter the Update keyword in the command line, use one of the options: * Press Update * Type **Update** * Type the shortcut **U** ## Description [Section titled “Description”](#description) The Update keyword is a function keyword which is used to update values in their source objects. ## Syntax [Section titled “Syntax”](#syntax) Update \[Object]\[“Object\_Name” or Object\_Number or Next/Previous] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The Update Keyword uses the following option keywords: * [/AddNewContent](/grandma3/2-4/ok_addnewcontent/) * [/ForceGlobal](/grandma3/2-4/ok_forceglobal/) * [/Global](/grandma3/2-4/ok_global/) * [/InputFilter](/grandma3/2-4/ok_inputfilter/) * [/OriginalContentOnly](/grandma3/2-4/ok_originalcontentonly/) * [/Selective](/grandma3/2-4/ok_selective/) * [/Universal](/grandma3/2-4/ok_universal/) ## Examples [Section titled “Examples”](#examples) * To update Preset 4.1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Preset 4.1  | | | | | ------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The following examples can only be applied to already existing cues! | * To update the previous cue to the current cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Cue Previous | * To update the second previous cue to the current cue in the selected sequence type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Cue Previous 2 | | | | | ------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The examples that use **Previous** can use **Next** to **do the opposite**. | # UpdateContent > To enter the UpdateContent keyword in the command line, use one of the options: To enter the UpdateContent keyword in the command line, use one of the options: * Type **UpdateContent** * Type the shortcut **UC** or **Updatec** ## Description [Section titled “Description”](#description) The UpdateContent keyword is used to scan a media pool, for example images, and create XML files for media files. ## Syntax [Section titled “Syntax”](#syntax) **UpdateContent \[Object] \[“Object\_Name” or Object\_Number]** *** ## Example [Section titled “Example”](#example) The following example is explained using images.  **Requirement:** 1. A media file, for example an image, was added to the corresponding media folder, for example in grandMA3\_lib/media/images, without an XML file. 2. Enter the media pool folder and then the image folder. \ For more information see [ChangeDestination keyword](/grandma3/2-4/release_notes/).    * To create the XML files that are missing in the image folder of the media pool, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/MediaPools/Images>UpdateContent Image  | # User > To enter the User keyword in the command line, use one of the options: To enter the User keyword in the command line, use one of the options: * Type **User** * Type the shortcut **Us** ## Description [Section titled “Description”](#description) The User keyword is used to log in or to change the user settings. For more information on users and different settings see [User Setting](/grandma3/2-4/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) User \[“User\_Name” or User\_Number] \[Function] User \[“User\_Name or User\_Number] (\[Setting] \[Setting\_Value]) ## Settings [Section titled “Settings”](#settings) The User keyword uses a number of settings. Change the settings using the [Set Keyword](/grandma3/2-4/keyword_set/). If a setting has to have a pool object, use the [Assign keyword](/grandma3/2-4/keyword_assign/) to assign an object to the setting. Here are the settings: | Setting | Object/Option/Value | Description | | ------------ | -------------------------------------------------------------------- | ------------------------------------------------------------- | | Name | Text | The name of the user. This can be used as user ID. | | Scribble | Scribble pool object | The Scribble assigned to the User object. | | Appearance | Appearance pool object | The Appearance assigned to the User object. | | Password | Text | The password is not shown in clear text. | | Profile | UserProfile object | The assigned User Profile. | | ScreenConfig | Screen configuration object | The active screen configuration. | | Rights | ”Admin”, “Setup”, “Program”, “Preset”, “Playback”, “View”, or “None” | The access right assigned to the user. | | Language | ”de”, “en”, “ru”, or “dk” | The language assigned to the user. | | Keyboard | ”German”, “English”, “Russian”, or “Danish” | The keyboard layout assigned to the user’s onscreen keyboard. | ## Example [Section titled “Example”](#example) * To list the details of all users, type:  | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List User  |   * To log in as “Admin”, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>User Admin  | Alternatively see the [Login Keyword](/grandma3/2-4/keyword_login/).   * To assign appearance number 1 to User 2 | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Appearance 1 At User 2  |   * To change the rights to Playback for user Remote, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set User “Remote” “Rights” “Playback”  | # User1 # User2 # UserProfile > To enter the UserProfile keyword in the command line, use one of the options: To enter the UserProfile keyword in the command line, use one of the options: * Type **UserProfile**  * Type **Userp** * Type the shortcut **UPR** ## Description [Section titled “Description”](#description) The UserProfile keyword is an object keyword. It can be used to adjust settings in the UserProfile. For more information on user profiles see [Create User](/grandma3/2-4/user_create/). For information on different settings see [User Settings](/grandma3/2-4/user_settings/). ## Syntax [Section titled “Syntax”](#syntax) \[Function] UserProfile \[“UserProfile\_Name” or UserProfile\_Number] (Property \[“Property\_Name”] \[Property\_Value]) ## ## Examples [Section titled “Examples”](#examples) * To list all available user profiles, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List UserProfile  |   * To turn off the screen encoder in the default user profile, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set UserProfile “Default” “ScreenEncoder” “No”  | # Version > To enter the Version keyword in the command line, use one of the options: To enter the Version keyword in the command line, use one of the options: * Type **Version** * Type the shortcut **Ve** ## Description [Section titled “Description”](#description) The Version keyword is a function keyword which is used to grant access to details of the version in the console or in the onPC software. It displays the following details in the command line history: * Version number * Release type * Build type * Code type * Host type * Host sub type * Station serial number * Date of compilation * Repository branch * Repository hash * Version number of Lua * Version number of Lua sockets * Version number of Lua file system ## Syntax [Section titled “Syntax”](#syntax) Version ## Example [Section titled “Example”](#example) * To view the details of the version, type: | | | | ------------------------------------------------------------------ | ----------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Version   | ![](/img/grandma3/2-4/window_command-line-history_version-keyword_v1-5_1-e8a44f.png) *Version details in the command line history window* The version details are displayed in the command line history window. # Video > To enter the Video keyword in the command line, use one of the options: To enter the Video keyword in the command line, use one of the options: * Type **Video** * Type the shortcut **Vid** ## Description [Section titled “Description”](#description) The Video keyword is an object keyword. It is used to address videos using the command line.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Video \[“Video\_Name” or Video\_Number] ## Examples [Section titled “Examples”](#examples) * To edit video 1 in the video pool, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Video 1  |   * To delete video 1 in the video pool, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Video 1  | # View > To enter the View keyword in the command line, use one of the options: To enter the View keyword in the command line, use one of the options: * Press MA + X7 | View * Type **View** * Type the shortcut **V** ## Description [Section titled “Description”](#description) The View keyword calls or stores views on a screen. ## Syntax [Section titled “Syntax”](#syntax) View \[“View\_Name” or View\_Number] (/Option \[“Option\_Value”]) \[Function] View \[“View\_Name” or View\_Number] (/Option \[“Option\_Value”]) ## Settings [Section titled “Settings”](#settings) The following table displays the properties that can be assigned using the [Set keyword](/grandma3/2-4/keyword_set/). | Setting | Option/Value | Description | | ----------------- | ----------------------------------------- | --------------------------------------------------------------------- | | Name | View name, for instance, “Stage External” | The name of the view. | | Scribble | Scribble pool object | The assigned scribble object. | | Appearance | Appearance pool object | The assigned appearance object. | | ScreenContentMask | 1 to 127 | An internal number that indicates the screens used when it was saved. | | RequestedW | 1 to 327 | The width of the view (grid width). | | RequestedH | 1 to 327 | The height of the view (grid height). | ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The View keyword uses the following option keywords: * [/Screen](/grandma3/2-4/ok_screen/) ## Example [Section titled “Example”](#example) * To call view 2 in the view pool on the screen where it is stored, type: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>View 2  | # ViewButton > To enter the ViewButton keyword in the command line, use one of the options: To enter the ViewButton keyword in the command line, use one of the options: * Press MA + X7|View + X7|View * Type **ViewButton** * Type the shortcut **ViewB** * Type **VB** ## Description [Section titled “Description”](#description) The ViewButton keyword is an object keyword which is used to call or store the object assigned on the view button. Calling a view button only works if the object assigned to it supports it. For more information see the [Call Keyword](/grandma3/2-4/keyword_call/). ## Syntax [Section titled “Syntax”](#syntax) ViewButton \[Screen\_Number].\[“ViewButton\_Name” or ViewButton\_Number] (/Option “\[Option\_Value]”) \[Function] ViewButton \[Screen\_Number].\[“ViewButton\_Name” or ViewButton\_Number] (/Option “\[Option\_Value]“) ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The ViewButton keyword uses the following option keywords: * [/Screen](/grandma3/2-4/ok_screen/) ## Examples [Section titled “Examples”](#examples) * To call the view assigned to ViewButton 4 on screen 2, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ViewButton 2.4  | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If you do not specify the screen location using the /Screen option keyword, the view will be called to the screen that currently has focus. | # Width > To enter the Width keyword in the command line, use one of the options: To enter the Width keyword in the command line, use one of the options: * Type **Width** * Type the shortcut **Wi** ## Description [Section titled “Description”](#description) The Width keyword is used to determine the width incorporating transition of the entire step.  For more information see [Phasers](/grandma3/2-4/phaser/).  ## Syntax [Section titled “Syntax”](#syntax) Width \[At] Width \[Value] ## Examples [Section titled “Examples”](#examples) * To set the layer to width, type: | | | | ------------------------------------------------------------------ | -------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Width  |   * To create a PWM effect, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At Transition 0 + Width 50  | # World > To enter the World keyword in the command line, use one of the options: To enter the World keyword in the command line, use one of the options: * Press Group Group * Type **World** * Or type the shortcut **W** ## Description [Section titled “Description”](#description) The World keyword is an object keyword which is used to call worlds along with their filters, and limit the access to the parameters in the world. By default, World 1 is always locked. That is, it neither can be edited nor deleted. World 1 includes all parameters (fixtures and attributes) of the show. ## Syntax [Section titled “Syntax”](#syntax) \[Function] World \[“World\_Name” or World\_Number] ## Option Keywords [Section titled “Option Keywords”](#option-keywords) The World keyword uses the following option keywords: * [/GridMergeMode](/grandma3/2-4/ok_gridmergemode/) * [/Merge](/grandma3/2-4/ok_merge/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/Remove](/grandma3/2-4/ok_remove/) ## Examples [Section titled “Examples”](#examples) * To call world 3, type: | | | | ------------------------------------------------------------------ | ---------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>World 3  |   * To label the world 3 “All Fixtures”, type:  | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label World 3 “All Fixtures”  | # Zero > To enter the Zero keyword in the command line, use one of the options: To enter the Zero keyword in the command line, use one of the options: * Press . . * Type **Zero** * Type the shortcut **Z** ## Description [Section titled “Description”](#description) The keyword Zero is a helping keyword which is used to set the intensity of the dimmer to zero if fixtures or channels are selected. ## Syntax [Section titled “Syntax”](#syntax) **\[Object List] Zero** *** ## Examples [Section titled “Examples”](#examples) * To set the intensity of the selected fixtures or channels to zero, type: | | | | ------------------------------------------------------------------ | ------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Zero |   * To set the intensity of fixture 1 trough 10 to zero, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 10 Zero  | # Create a Layout > Layouts are created in the Layout pool and can be edited in the Layout window or the Layout editor. Layouts are created in the Layout pool and can be edited in the Layout window or the Layout editor. Default layout elements can be defined in the Preferences and Timings menu: Press Menu  and tap Preferences and Timings, then tap Layout Elements on the left side of the menu: ![](/img/grandma3/2-4/menu_preferences_and_timings-46791a.png) Arrange the layout pool and the layout viewer on one screen to operate the layouts more efficiently and have them all in view at a glance. See [Add Window](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_layout-20window_layout-20pool_2-2-b7b761.png)\ *Layout viewer and layout pool* ## Adding fixtures to Layouts [Section titled “Adding fixtures to Layouts”](#adding-fixtures-to-layouts) 1. Select the fixtures you want to assign to the layout. The selected fixtures’ selection grid positions are assigned to layouts. For more information, refer to the [Selection Grid](/grandma3/2-4/operate_selection/).  2. Press Assign and tap an empty layout poll object, or tap the area in the layout viewer where you want to assign them. 3. A new layout pool is created with the selected fixtures. 4. Label the new layout pool. See [Label Pool Objects](/grandma3/2-4/wvm_pool_label/). ![](/img/grandma3/2-4/window_assign-20fixtures-20to-20layouts_v-2-2-9c6639.png)\ Layout viewer and layout pool ## Adding subfixtures to Layouts [Section titled “Adding subfixtures to Layouts”](#adding-subfixtures-to-layouts) Some fixtures may comprise several subfixtures that can also be assigned to layouts. For the following example, patch eight Ayrton AlienPix and select “Extended - 8bit” mode. To add subfixtures, repeat steps 1 and 2 above; this is what it looks like in the fixture sheet: ![](/img/grandma3/2-4/window_sub-fixture_selection_2-2-0b9711.png) 1. A new layout pool is created with the selected fixtures. 2. Label the new layout pool. See [Label Pool Objects](/grandma3/2-4/wvm_pool_label/). ![](/img/grandma3/2-4/window_layout_sub-fixtures-4-c364b9.png)\ *Layout viewer with the prominent fixture and its subfixtures added* # Edit Layout > Requirements: **Requirements:**\ A created layout. For more information, see **[Create a Layout ](/grandma3/2-4/layout_create/)***.* * To edit a layout, use the swipey command or press Edit, then tap the layout pool object. The Edit Layout menu opens: ![](/img/grandma3/2-4/menu_edit_layout-f159c6.png)\ *Edit layout menu* Tap Settings in the title bar to enable the settings buttons. The following is a description of the buttons: * To rename the layout, tap Name, enter the new name, tap Enter on the virtual keyboard, or press Please. For more information, see [Label Objects](/grandma3/2-4/wvm_pool_label/). * To add a scribble to the layout pool object, tap Scribble. For more information, see [Scribbles](/grandma3/2-4/scribbles/). * To add an appearance to the layout pool object, tap Pool Appearance. For more information, see [Appearances](/grandma3/2-4/appear/). * To add a canvas appearance to the layout, tap Canvas Appearance. This will apply to the layout window background. For more information, see [Appearances](/grandma3/2-4/appear/). * Tap Tags to add a tag. For more information, see [Tags](/grandma3/2-4/tags/). * Tap Notes to add a note. For more information, see [Notes](/grandma3/2-4/notes/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no dedicated canvas appearance is set, the pool appearance will be taken as canvas appearance. | Tap the following buttons to set the position and size of the canvas: * To set the start X position, tap PositionX. * To set the start Y position, tap PositionY. * To set the width dimension, tap DimensionW. * To set the horizontal dimension, tap DimensionH. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | This feature allows you to store two layouts with the same fixtures but with different positions and zoom values. | The following buttons can be toggled: * When enabled, the layout property Markers displays the layer markers of fixtures at their corresponding layout elements. * Enabling Value Colors in the layout settings displays the dimmer values of fixtures in their corresponding layout elements, using the same colors as those in the fixture sheet. When the background of the dimmer attribute cell in the fixture sheet is colored, the shadow of the value in the layout element gets colored equally. * When ViewPosActive is switched on, loading a layout again will recall the previously stored view zoom and position values. This button is switched off by default. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To see the same colors for values in a layout element as in the fixture sheet, the layout element needs to have a fixture with a dimmer assigned. The visibility fo the value needs to be enabled for the layout element, too. | ViewPosX, ViewPosY, and ViewPosScale are the stored values for the layout view position and zoom. * When Executor Style is enabled, sequences are displayed with their cues in layouts like in the executor bar. *** ## Layout Element Defaults [Section titled “Layout Element Defaults”](#layout-element-defaults) In the Layout Elements defaults tab, you can change templates for layout elements, such as groups, worlds, or sequences.  Layout element defaults are part of the user profile and will be applied as the default template when assigning an object to a layout.  2 Finger Edit a cell in the Appearance column to use a custom appearance for layout elements and select a new one. 1. To set the default values for layout elements, press Menu, then tap Preferences and Timings. On the left-hand side, tap Layout Elements or 1. Press Edit and then tap a layout pool object. 2. Tap Layout Element Defaults on the left side of the editor window. ![](/img/grandma3/2-4/menu_layout_element_default_editor-bc5460.png) *Layout Element Defaults editor* #### # Edit Layout View > To open the layout view, follow the instructions under Add Windows. To open the layout view, follow the instructions under [Add Windows](/grandma3/2-4/wvm_add_window/). In the Add Window pop-up: 1. Tap Tools.  2. Tap Layout Viewer.\ The layout view opens.  | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When Setup is enabled, it allows the editing of single layout elements. When disabled, it provides editing as in the programmer. | Add a Layout Element Tap Setup in the layout viewer window title bar to enable setup mode. The toolbar is displayed on the left side of the window. * To add a layout element in the layout window, tap +. * Tap or tap and drag an empty area in the window, and a new empty layout element is added. (Empty yellow square) ![](/img/grandma3/2-4/window_layout_view_add_element-7d1e16.png)\ *Layout viewer with setup mode enabled* * To assign an object to the element you created in the layout, open the new element with the 2 Finger Edit or press Edit and tap the new element.\ The edit layout element pop-up opens: ![](/img/grandma3/2-4/menu_edit_layout_element-f5263d.png) Edit Layout element menu # Edit Layout Elements > To edit a layout element: | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The grandMA3 system has a locking mechanism that temporarily prevents multiple users from editing the same object. For mor information, see: [Object Ownership](/grandma3/2-4/user_ownership/). | To edit a layout element: 1. Tap Setup to enable the setup mode in the Layout View window. 2. Tap ![](/img/grandma3/2-4/icon_select-15_v0-1-92bf61.png) and open the element with the [2 Finger Edit](/grandma3/2-4/ws_gestures/). -Or- 1. Tap Setup to activate the Layout Encoder Bar. 2. Select the layout elements to edit in the Layout View window. 3. Tap Edit Selected in the Layout Encoder Bar to open the layout element editor. The Edit Layout window is separated into three tabs: General, Arrangement, and Custom Text. ## General Tab [Section titled “General Tab”](#general-tab) Manages all properties regarding the object assigned to the layout element. ![](/img/grandma3/2-4/menu_edit_layout_element-f5263d.png)\ Edit Layout Elements # Layout Encoder Bar > Use the layout encoder bar to position and arrange layout elements. Use the layout encoder bar to position and arrange layout elements. **Requirements:** * A visible layout pool and a visible layout viewer. For more information on how to add a window, see [Add Windows](/grandma3/2-4/wvm_add_window/). The layout encoder bar has two function settings: **Position** and **Arrangement**. ## Layout Encoder Bar Function Set to Position [Section titled “Layout Encoder Bar Function Set to Position”](#layout-encoder-bar-function-set-to-position) 1. Create a layout and select it. See [Create a Layout](/grandma3/2-4/layout_create/). 2. Tap Setup in the title bar to enable **Setup**; the layout encoder bar is displayed. 3. Tap Function in the layout encoder bar until it is set to **Position**. 4. Select the layout element (e.g., fixture) you wish to position. 5. Use the encoders to position and/or resize the element. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When multiple elements are selected, use the **Align** function combined with the dual encoders to spread your selection evenly. | # Assign Multipatch Fixture > Requirement: **Requirement:** Patched multipatch fixtures. See [Add Multipatch Fixtures](/grandma3/2-4/patch_add_multipatch/). Multipatch fixtures can be selected via the command line by typing their CID number or global position order in the patch. See [Add Multipatch Fixtures](/grandma3/2-4/patch_add_multipatch/). The following is an example of how to assign primary fixture 1 and its multipatch fixtures to a layout. Before doing so, ensure that you have read [‘Create a Layout’](). To assign fixture 1 multipatch fixtures 1 thru 5: 1. Select the new layout pool object you have created. 2. Write the following syntax in the command line. | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Fixture 1 Multipatch 1 Thru 5 | 3. Tap in the layout view where you want the multipatch fixtures to be assigned. ![](/img/grandma3/2-4/window_multipatch_v2-0-7c4fdc.png) Layout 3 The selection color is light red instead of yellow (the default color). When a multipatch fixture is selected, the primary ID will flash between yellow and light red in the fixture sheet. # Layout View Settings > To open the Layout View window, follow the instructions under Add windows. To open the Layout View window, follow the instructions under [Add windows](/grandma3/2-4/wvm_add_window/). In the Add Window pop-up: 1. Tap Tools.  2. Tap Layout Viewer. ![](/img/grandma3/2-4/window_layout-viewer_1-9-97e818.png) Layout View window ## Open Layout View Settings [Section titled “Open Layout View Settings”](#open-layout-view-settings) * To open the Layout View Settings, tap ![ma\_logo](/img/grandma3/2-4/ma_logo_1-443a44.png) in the upper left corner of the layout window. The Layout View Settings pop-up opens.  ![](/img/grandma3/2-4/windows_layout_viewer_settings_v2-1-a607b4.png) Layout View Settings pop-up This describes each button in the layout view settings. ### Display Tab [Section titled “Display Tab”](#display-tab) * **Layout**:\ Link selected, select an existing layout or create a new one.  * \*\*Setup: \ \*\*Toggle on or off Setup mode. * **Layer**:\ Select the layer readout between **DMX**, **Value**, or **Output**. * \*\*Lasso Filter:\ \*\*Specifies the type of layout element to select when a lasso selection is made. * **All**: All layout elements will be selected. * **Fixtures**: Only fixtures will be selected. * **Others**: Everything but fixtures will be selected. * **Show Selection:**\ Displays the selected fixtures in a yellow frame in the layout view or not. Show Selection is not available in the Setup mode. * **Right Click To Edit**:\ When this button is toggled on, it will allow editing of objects assigned to layout elements by right-clicking or using the two-finger edit gesture.\ Toggle this button off to disable the right-click and two-finger edit gesture to prevent accidental editing of objects. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To edit an object when this button is toggled off, press Edit and tap the assigned object you wish to edit. | * **Lock Position**:\ Toggle on to protect the layout arrangement. * \*\*Selection Mode:\ \*\*This defines how the fixtures are selected and positioned in the [Selection Grid](/grandma3/2-4/operate_selection/). The selection mode has two different options: * **2D Grid**: Using the lasso selection adds them as a two-dimensional selection to the Selection Grid. * \*\*Linearize: \*\*The selection is linearized to only the X-axis of the Selection Grid.  - **Auto Fit**:\ Toggle on to fit elements according to the window size. - **Canvas Fit Mode**:\ There are three fit modes: **Bar** will fit the entire canvas, **Crop** fits the canvas to its total width, and **Stretch** fits the canvas to its total height. - **Fit Type**:\ Toggle to fit the **Elements**, the **Canvas**, or **Both**. - **Snap To Grid**:\ Toggle on to snap objects to the grid when in setup mode. - **Snap Grid**:\ Tap to open the calculator, then enter a snap value between 1 and 14 000 pixels.\ Reduce this number to make the layout view as precise as possible when moving elements. - **Visible Grid**:\ Tap the calculator icon, then enter a value for the visible grid size. - **Grid Color**:\ Use the edit grid color pop-up to create the desired grid color. - **Grid Style**:\ Select the grid style between **Off**, **Lines**, or **Dots**. - **Scale**:\ When Auto Fit is off, the fader can scale the layout. - \*\*Show Title Bar:\ \*\*Display or hide the title bar. ## Layout View Title Bar [Section titled “Layout View Title Bar”](#layout-view-title-bar) * **![](/img/grandma3/2-4/icon_selection-grid_15_v1-9-58833f.png):**\ Transfers the currently selected arrangement of fixture positions in the layout to the Selection Grid. * **Zoom to fit**:\ Tap to zoom out to see the entire canvas. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no values are set for Dimension H and Dimension W, Zoom to fit is unavailable. | # Layouts > Layouts are two-dimensional drafts where you can arrange fixtures, macros, groups, and other pool objects. Layouts are two-dimensional drafts where you can arrange fixtures, macros, groups, and other pool objects.   * Layouts are created in the Layouts pool. * Layouts are displayed and edited in the Layout Viewer. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The maximum number of elements per layout is 10 000. | To set the defaults for new layout elements, press Menu, tap Preferences and Timings, then tap Layout Elements on the left side of the window. For more information, see [Layout Element Defaults](/grandma3/2-4/layout_edit/#h2_654138962). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a Layout](/grandma3/2-4/layout_create/) * [Assign Multipatch Fixture](/grandma3/2-4/layout_multipatch/) * [Edit Layout](/grandma3/2-4/layout_edit/) * [Layout View Settings](/grandma3/2-4/layout_view_settings/) * [Edit Layout View](/grandma3/2-4/layout_edit_view/) * [Edit Layout Elements](/grandma3/2-4/layout_elements_edit/) * [Layout Encoder Bar](/grandma3/2-4/layout_encoder_bar/) # Local Settings ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create User](/grandma3/2-4/user_create/) # What is Lua > Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and d Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and data-driven programming. Lua is implemented as a library, written in *clean* C (a common subset of ANSI C and C++). For more information on scripting with Lua, see [www.lua.org](https://www.lua.org/).   The grandMA3 software supports Lua version 5.4.6 and all the built-in standard libraries. Use the [Version keyword](/grandma3/2-4/keyword_version/) in the command line to check which Lua version your device is currently running. # Handle - light_userdata > Many functions require a handle as an argument or return a handle. Many functions require a handle as an argument or return a handle. The handle is a custom data type called “light\_userdata”. The handle is a unique identifier that refers to a grandMA3 object, for instance, a specific sequence, cue, preset, or fixture. The object the handle refers to has some properties. Some can be changed, and some are read-only. The object might also have child objects. The object always has **Name**, **Class**, and **Path** information. The path is the same as an **address** that identifies where the object exists in the structure of the showfile. ## Related Functions [Section titled “Related Functions”](#related-functions) * [Addr()](/grandma3/2-4/lua_object_addr/) - Converts a handle into a numbered address path. * [AddrNative()](/grandma3/2-4/lua_object_addrnative/) - Converts a handle into a named address path. * [FromAddr()](/grandma3/2-4/lua_objectfree_fromaddr/) - Converts a numbered or named address into a handle. * [HandleToStr()](/grandma3/2-4/lua_objectfree_handletostring/) - Converts a handle into a string with a hexadecimal number. * [HandleToInt()](/grandma3/2-4/lua_objectfree_handletoint/) - Converts a handle into an integer. * [StrToHandle()](/grandma3/2-4/lua_objectfree_strtohandle/) - Converts a hexadecimal number string into a handle. * [IntToHandle()](/grandma3/2-4/lua_objectfree_inttohandle/) - Converts an integer into a handle. * [ToAddr()](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/lua_objectfree_toaddr) - Object-free version - Converts a handle into an address string. * [ToAddr()](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/lua_object_toaddr) - Object version - Converts a handle into an address string. # Interface Functions > There are several Lua functions related to creating and displaying interface elements. There are several Lua functions related to creating and displaying interface elements. They are often some of the most complex functions that can need a lot of different input elements that allow adjustment to specific needs. Some of them can also return user input to Lua functions. Individual functions are described like all others, but there are sub-topics here to explain further and provide a collection of functions. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | Not all Lua functions are described yet. This part of the manual will expand in the future. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Progress Bar](/grandma3/2-4/lua_interface_progressbar/) # Progress Bar > The Progress Bar is a Lua function that can create a moving progress bar on the screens. The Progress Bar is a Lua function that can create a moving progress bar on the screens. There are several Lua functions that are connected to creating and running a progress bar. See links to the topics below the example. ## Example [Section titled “Example”](#example) This example uses all the progress bar functions: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- create the progress bar local progressBarHandle = StartProgress("myProgressTitle") -- set start index and end index of the progress bar local progressRangeStart, progressRangeEnd = 1, 10 -- Define the range of the progress bar SetProgressRange(progressBarHandle, progressRangeStart, progressRangeEnd) -- Define the text of the progress bar SetProgressText(progressBarHandle, "This is my ProgressBar Text") -- Set the progress bar value to the start of range SetProgress(progressBarHandle, progressRangeStart) -- Loop that goes through the progress bar for i = progressRangeStart, progressRangeEnd do -- Add a yield to allow other functions and delay the progress coroutine.yield(1) -- Increment the progress state of the progress bar IncProgress(progressBarHandle, 1) end -- remove the progress bar: StopProgress(progressBarHandle) ``` end ```| ### Related Functions - [StartProgress](/grandma3/2-4/lua_objectfree_startprogress/) - [SetProgressRange](/grandma3/2-4/lua_objectfree_setprogressrange/) - [SetProgress](/grandma3/2-4/lua_objectfree_setprogress/) - [SetProgressText](/grandma3/2-4/lua_objectfree_setprogresstext/) - [IncProgress](/grandma3/2-4/lua_objectfree_incprogress/) - [StopProgress](/grandma3/2-4/lua_objectfree_stopprogress/) ``` # Lua Functions - Object API > Object API means Lua functions that are functions/methods of an object. Object API means Lua functions that are functions/methods of an object.   All of the object functions take a handle as an argument. This can often be omitted if the function is used with the colon notation. This is the most common use with object functions. Syntax with the handle: object.function(object-handle) Syntax with colon operator: object:function()   Most examples in the object subtopics use the colon operator notation. Subtopics * [Addr(handle\[, handle\[, boolean\]\])](/grandma3/2-4/lua_object_addr/) * [AddrNative(handle\[, handle\[, boolean\]\])](/grandma3/2-4/lua_object_addrnative/) * [Children(handle)](/grandma3/2-4/lua_object_children/) * [Count(handle)](/grandma3/2-4/lua_object_count/) * [Dump (handle)](/grandma3/2-4/lua_object_dump/) * [Export(handle, string, string)](/grandma3/2-4/lua_object_export/) * [Get(handle, string\[, integer\])](/grandma3/2-4/lua_object_get/) * [GetChildClass(handle)](/grandma3/2-4/lua_object_getchildclass/) * [GetClass(handle)](/grandma3/2-4/lua_object_getclass/) * [GetDependencies(handle)](/grandma3/2-4/lua_object_getdependencies/) * [GetReferences(handle)](/grandma3/2-4/lua_object_getreferences/) * [GetFaderText(handle, {\[string\], \[integer\]})](/grandma3/2-4/lua_object_getfadertext/) * [GetUIEditor(handle)](/grandma3/2-4/lua_object_getuieditor/) * [GetUISettings(handle)](/grandma3/2-4/lua_object_getuisettings/) * [HasActivePlayback(handle)](/grandma3/2-4/lua_object_hasactiveplayback/) * [Import(handle, string, string)](/grandma3/2-4/lua_object_import/) * [Ptr(handle, integer)](/grandma3/2-4/lua_object_ptr/) * [SetFader(handle, {\[number\], \[boolean\], \[string\]})](/grandma3/2-4/lua_object_setfader/) * [Set(handle, string, string\[, integer\])](/grandma3/2-4/lua_object_set/) # Addr(handle[, handle[, boolean]]) > The Addr Lua object function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The **Addr** Lua object function converts a handle to an address string that can be used in commands. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument. This is the handle to the object where the address is requested.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/).   * **Handle** (optional):\ The returned address is from the root as a default. This optional handle can specify a different base location. It must still be a base location in the address path from the root to the object. * **Boolean | nil** (optional):\ This can be useful if there is a difference between the ToAddr() and Addr(). Setting this to “true” uses the index number from the ToAddr() instead of the Addr() index number. See the example below. The ToAddr() object function returns the address as a text string using names. Learn more in the [ToAddr() topic](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/lua_object_toaddr). * **Boolean** (optional):\ In some edge cases, the cue address is not resolved correctly. Setting this boolean to true will fix this. ## Return [Section titled “Return”](#return) * **String**:\ Text string with the address in a parent-child number format separated by dots. ## Example [Section titled “Example”](#example) This example prints different versions of the address to a cue in a sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Creates a cue in sequence 1 Cmd("Store Sequence 1 Cue 100 /Merge /NoConfirmation") --Store a handle to the created cue local cueObject = ObjectList("Sequence 1 Cue 100")[1] --Print different version of the handle address Printf("ToAddr: " .. cueObject:ToAddr()) Printf("Addr: " .. cueObject:Addr()) Printf("Addr(Parent, false, false): " .. cueObject:Addr(cueObject:Parent(), false, false)) Printf("Addr(Parent, true, false): " .. cueObject:Addr(cueObject:Parent(), true, false)) Printf("Addr(Parent, false, true): " .. cueObject:Addr(cueObject:Parent(), false, true)) Printf("Addr(Parent, true, true): " .. cueObject:Addr(cueObject:Parent(), true, true)) ``` end ```| ``` # AddrNative(handle[, handle[, boolean]]) > The AddrNative Lua object function converts a handle to an address string that can be used in commands. ## Description [Section titled “Description”](#description) The AddrNative Lua object function converts a handle to an address string that can be used in commands. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle as an argument. This is the handle to the object where the address is requested.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **Handle** (optional):\ The returned address is from the root as a default. This optional handle can specify a different base location. It still needs to be a base location in the address path from the root to the object. * **Boolean** (optional):\ Set this to “true” to get the returned names in quotation marks.  ## Return [Section titled “Return”](#return) * **String**:\ Text string with the address in a parent-child name format separated by dots. ## Example [Section titled “Example”](#example) This example prints the address of the first sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle to the first sequence. local mySequence = DataPool().Sequences[1] -- Print the native address. Printf("The full address is: " .. mySequence:AddrNative()) -- Stores a handle to the default DataPool. local myDataPool = DataPool() -- Print the native address to the datapool using the default datapool as a base. Printf("The address in the datapool is: " .. mySequence:AddrNative(myDataPool)) -- Print the native address to the datapool, using the default datapool as a base, with names as strings. Printf("The address in the datapool with quotes around the names is: " .. mySequence:AddrNative(myDataPool, true)) ``` end ```| ``` # Children(handle) > The Children Lua function creates a table of handles for the children of an object. ## Description [Section titled “Description”](#description) The **Children** Lua function creates a table of handles for the children of an object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with handles for the child objects. If there are no children, then it returns an empty table. ## Example [Section titled “Example”](#example) This example returns the name of the cues in the first sequence of the selected data pool: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle for sequence 1 in a variable. local mySequence = DataPool().Sequences[1] if mySequence ~= nil then -- Use the "Children()" funciton to store a table with all the children in a new variable. local cues = mySequence:Children() -- For loop that uses the length operator on the cue variable. for i = 1, #cues do -- Text is printed for each child. Printf("Sequence 1 Child " .. i .. " = " .. cues[i].name) end else ErrPrintf("Sequence could not be found.") end ``` end ```| ``` # Count(handle) > The Count function returns an integer number indicating the number of child objects. ## Description [Section titled “Description”](#description) The **Count** function returns an integer number indicating the number of child objects. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer indicating the number of children of the object. ## Examples [Section titled “Examples”](#examples) This example prints the selected sequence’s number of children (cues). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext local numberChildren = SelectedSequence():Count() Printf("The selected Sequence has " .. numberChildren .. " cues.") ``` end ```| ``` # Dump (handle) > The Dump function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. ## Description [Section titled “Description”](#description) The **Dump** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation for object-oriented calls. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) The function returns nothing but outputs information about the object in the [Command Line History window](/grandma3/2-4/ws_ui_command_line/). ## Examples [Section titled “Examples”](#examples) These examples all print information about the selected sequence in the Command Line History. The first example using the colon operator: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dump() is called on a function Printf("=============== START OF DUMP ===============") SelectedSequence():Dump() Printf("================ END OF DUMP ================") ``` end ````|  The second example uses a variable with the same result: | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () --Stores the handle for the selected sequence in a local variable. local mySeqHandle = SelectedSequence() -- Dump() is called on the variable. Printf("=============== START OF DUMP ===============") mySeqHandle:Dump() Printf("================ END OF DUMP ================") end ``` | ```` # Export(handle, string, string) > The Export object Lua function exports an object into an XML file. ## Description [Section titled “Description”](#description) The **Export** object Lua function exports an object into an XML file. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **String**:\ This is a string with the file path for the exported file. * **String**:\ This is a string containing the file name of the exported file. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating if the export was a success. ## Examples [Section titled “Examples”](#examples) This example exports the selected sequence into an XML file: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end --The path is stored in a variable. local exportPath = GetPath(Enums.PathType.UserSequences) --The actual export function. local success = selectedSequence:Export(exportPath, "mySelectedSequence.xml") --Print some feedback. if success then Printf("The sequence is exported to: " .. exportPath) else ErrPrintf("The sequence could not be exported.") end ``` end ```| ##  Related Object Functions [Import](/grandma3/2-4/lua_object_import/) - object function used to import an XML table. ``` # Get(handle, string[, integer]) > The Get function returns a string with information about a specified property of the object, for instance, the object's name, class, or path. ## Description [Section titled “Description”](#description) The **Get** function returns a string with information about a specified property of the object, for instance, the object’s name, class, or path. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **String**:\ The string must be the name of a valid property for the object. * **Integer**  (optional):\ A valid role integer can be supplied. This will make the returned value a text string. ## Return [Section titled “Return”](#return) * **String:**\ The function returns the value of the property. If the property is a boolean, then the return is “0” or “1” unless a role is defined (see optional integer argument above). When the role is supplied, a boolean is returned as “No” or “Yes”. ## Examples [Section titled “Examples”](#examples) This example prints information about the “Tracking” property of the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Check if there is a selected sequence. If not, then exit the function. if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end -- Set a variable with the property name. local propertyName = "Tracking" -- Get the value of the property. local propertyValue = selectedSequence:Get(propertyName) local propertyValueString = selectedSequence:Get(propertyName, Enums.Roles.Edit) -- Return some feedback. if propertyValue ~= nil then Printf("The selected sequence's property " .. propertyName.. " has the value '" .. propertyValue .. "' and a string value of '" .. propertyValueString .. "'.") else ErrPrintf("The property could not be found.") end ``` end ```| ``` # GetChildClass(handle) > The GetChildClass function returns a string with the name of the class of the object's children. ## Description [Section titled “Description”](#description) The **GetChildClass** function returns a string with the name of the class of the object’s children. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the class of the object’s children. ## Examples [Section titled “Examples”](#examples) This example prints the class name of the selected sequences’ children. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gets the class name of children of the selected sequence. Printf("The class name is " .. SelectedSequence():GetChildClass()) ``` end ```| ``` # GetClass(handle) > The GetClass function returns a string with information about the class for the object. ## Description [Section titled “Description”](#description) The **GetClass** function returns a string with information about the class for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns the text string with the name of the object’s class. ## Examples [Section titled “Examples”](#examples) This example prints the class name of the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gets the class name of the selected sequence. Printf("The class name is " .. SelectedSequence():GetClass()) ``` end ```| ``` # GetDependencies(handle) > The GetDependencies function returns a table with the objects' dependencies. ## Description [Section titled “Description”](#description) The **GetDependencies** function returns a table with the objects’ dependencies. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with the handles for the different dependency objects. ## Examples [Section titled “Examples”](#examples) This example prints a dump of the selected sequence’s first object in the returned table. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the dependcies for the sequence. local seqDependencies = selectedSequence:GetDependencies() -- Check if there are any dependicies and output a relevant feedback. if seqDependencies ~= nil then -- There is a dependency table returned. Print a dump of the first table element. Printf("=============== START OF DUMP ===============") seqDependencies[1]:Dump() Printf("================ END OF DUMP ================") else Printf("No dependencies found") end ``` end ```| ``` # GetFaderText(handle, {[string], [integer]}) > The GetFaderText function returns a text string indicating a fader value for the object. ## Description [Section titled “Description”](#description) The **GetFaderText** function returns a text string indicating a fader value for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument. It can be omitted when using the colon notation on an object. See the examples below. * **Table**:\ The table can contain two different elements: Token and Index. The important element is the token. * **Token**: This is used to specify which fader the value is requested for. These are the valid values: * FaderMaster * FaderX * FaderXA * FaderXB * FaderTemp * FaderRate * FaderSpeed * FaderHighlight * FaderLowlight * FaderSolo * FaderTime ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string indicating the fader value. ## Examples [Section titled “Examples”](#examples) This example prints the fader value text of the Master and Rate faders for the selected sequence. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the value for the Master fader. Since it is the default, no token needs to be defined. local faderMasterText = selectedSequence:GetFaderText({}) -- Get the value for the Rate fader. local faderRateText = selectedSequence:GetFaderText({token="FaderRate"}) -- Print feedback with the values. Printf("The selected sequence Master fader value text is: ".. tostring(faderMasterText)) Printf("The selected sequence Rate fader value text is: ".. tostring(faderRateText)) ``` end ```| ``` # GetReferences(handle) > The GetReferences function returns a table with handles for the objects referencing this object. ## Description [Section titled “Description”](#description) The **GetReferences** function returns a table with handles for the objects referencing this object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **Table**:\ The function returns a table with the handles for the different objects referencing this object. ## Examples [Section titled “Examples”](#examples) This example prints a dump of the selected sequence’s first object in the returned table. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the references for the sequence. local seqReferences = selectedSequence:GetReferences() -- Check if there are any references and output a relevant feedback. if seqReferences ~= nil then -- There is a reference table returned. Print a dump of the first table element. Printf("=============== START OF DUMP ===============") seqReferences[1]:Dump() Printf("================ END OF DUMP ================") else Printf("No references found") end ``` end ```| ``` # GetUIEditor(handle) > The GetUIEditor function returns a text string with the name of the UI editor for the object. ## Description [Section titled “Description”](#description) The **GetUIEditor** function returns a text string with the name of the UI editor for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the object’s UI editor. ## Examples [Section titled “Examples”](#examples) This example prints the name of the selected sequence’s editor. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the name of the editor for the sequence object. local seqEditor = selectedSequence:GetUIEditor() -- Print some feedback. if seqEditor ~= nil then Printf("The name of the editor is: " .. seqEditor) else Printf("The object doesn not appear to have an editor.") end ``` end ```| ``` # GetUISettings(handle) > The GetUISettings function returns a text string with the name of the UI settings for the object. ## Description [Section titled “Description”](#description) The **GetUISettings** function returns a text string with the name of the UI settings for the object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **String**:\ The function returns a text string with the name of the object’s UI settings. ## Examples [Section titled “Examples”](#examples) This example prints the name of the selected sequence’s settings. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Get the name of the editor for the sequence object. local seqSettings = selectedSequence:GetUISettings() -- Print some feedback. if seqSettings ~= nil then Printf("The name of the settings is: " .. seqSettings) else Printf("The object doesn not appear to have an editor.") end ``` end ```| ``` # HasActivePlayback(handle) > The HasActivePlayback Lua function returns a boolean indicating if an object has a currently active playback, for instance, if a sequence has an active cue. ## Description [Section titled “Description”](#description) The **HasActivePlayback** Lua function returns a boolean indicating if an object has a currently active playback, for instance, if a sequence has an active cue. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating the playback status: * **True**: There is active playback. * **False**: There is no active playback. ## Example [Section titled “Example”](#example) To return the information if the selected sequence has an active playback, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle of the selected sequence. local selectedSequence = SelectedSequence() -- The following 'if' gives different feedback based on the playback status. if selectedSequence:HasActivePlayback() then Printf("Sequence '" ..selectedSequence.name.. "' has active playback.") else Printf("Sequence '" ..selectedSequence.name.. "' has NO active playback.") end ``` end ```| ``` # Import(handle, string, string) > The Import object Lua function imports an object written in XML format. ## Description [Section titled “Description”](#description) The Import object Lua function imports an object written in XML format. | | | | -------------------------------------------------- | -------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The imported files need to exist already to be imported. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The Lua import will merge the content of the XML file into the object without any confirmation pop-up. | ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **String**:\ This is a string with the path to the file location. * **String**:\ This is a string containing the file name of the desired file. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean indicating if the import was a success. ## Example [Section titled “Example”](#example) This example imports the content of an XML file into the selected sequence. The file is called “MySelectedSequence”, and it is located at ”../gma3\_library/datapools/sequences”. The file can be created using the example in the [Export object function](/grandma3/2-4/lua_object_export/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --SelectedSequence() creates a handle to the selected sequence. -- The imported object will be merged into this sequence. local selectedSequence = SelectedSequence() -- Check if there is a selected sequence - if not then exit the function. if selectedSequence == nil then ErrPrintf("The selected sequence could not be found.") return end --The path is stored in a variable. local path = GetPath(Enums.PathType.UserSequences) --The actual import function. local success = selectedSequence:Import(path, "mySelectedSequence.xml") --Print some feedback. if success then Printf("The sequence is imported from: " .. path .. GetPathSeparator() .. "mySelectedSequence.xml") else ErrPrintf("The object could not be imported.") end ``` end ```| ## Related Object Function [Export](/grandma3/2-4/lua_object_export/) - object function used to export an XML table. ``` # Ptr(handle, integer) > The Ptr Lua function returns the handle to a child object. ## Description [Section titled “Description”](#description) The **Ptr** Lua function returns the handle to a child object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **Integer**:\ This is the index number for the desired child object. This index is 1-based. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the child object. If the child object does not exist, then it returns nil. ## Example [Section titled “Example”](#example) This example prints the data connected to the first child of the selected sequence. It uses the Dump() function. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/).   | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Check that a handle was returned - if not then exit function. if selectedSequence == nil then ErrPrintf("There is no selected sequence.") return end -- Get a handle to the first child object. local firstChild = selectedSequence:Ptr(1) -- Print some feedback. if firstChild ~= nil then Printf("=============== START OF DUMP ===============") firstChild:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The object do not have a child object.") end ``` end ```| ``` # Set(handle, string, string[, integer]) > The Set function sets a value to a specified property of the object, for instance, the object's name. ## Description [Section titled “Description”](#description) The **Set** function sets a value to a specified property of the object, for instance, the object’s name. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **String**:\ The string must be the name of a valid property for the object. * **String**:\ This string must be the desired value for the property. * **Integer**  (optional):\ ? ## Return [Section titled “Return”](#return) This function does not return anything.  ## Examples [Section titled “Examples”](#examples) This example changes the “Tracking” property of the selected sequence to “No”. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Set a variable with the property name. local propertyName = "Tracking" -- Set the property. selectedSequence:Set(propertyName, "No") ``` end ```| ``` # SetFader(handle, {[number], [boolean], [string]}) > The SetFader function sets a fader to a specified level. It must be used on an object that has faders. ## Description [Section titled “Description”](#description) The **Set\*\*\*\*Fader** function sets a fader to a specified level. It must be used on an object that has faders. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The function takes a handle of the type “light\_userdata” as an argument.\ It can be omitted when using the colon notation on an object. The Colon Notation is a way to omit the handle as the first argument when using the Object functions. This is the general syntax with the colon notation: object:function() This is the general syntax with standard handle notation: object.function(object) Learn more in the [Lua Functions - Object API topic](/grandma3/2-4/lua_object/). * **Table**:\ The table can contain up to three named elements using the key/value methods. * **“value”**:\ This is a float number indicating the fader position on a scale from 0 to 100. This should always be part of the table. * **“token”**:\ This is a string indicating the fader. The string must start with “Fader”. It can be omitted, and then the value will be assigned to the Master fader. The fader name must be valid for the object being used. Possible tokens include: * “FaderMaster” * “FaderX” * “FaderXA” * “FaderXB” * “FaderTemp” * “FaderRate” * “FaderSpeed” * “FaderHighlight” * “FaderLowlight” * “FaderTime” * “FaderSolo” * **“faderEnabled”**:\ If the fader can be toggled, then this boolean can be used to enable or disable the fader. A true value sets the fader to enabled. ## Return [Section titled “Return”](#return) This function does not return anything.  ## Examples [Section titled “Examples”](#examples) This example changes the selected sequences’ Master fader to 100% and the Time fader to 5 seconds and enables the time fader. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- SelectedSequence() creates a handle to the selected sequence. local selectedSequence = SelectedSequence() -- Set the master fader to 100. The FaderMaster is the default token, so it can be omitted. selectedSequence:SetFader({value=100.0}) -- Set the time fader to 5 seconds and enable the fader. selectedSequence:SetFader({value=50.0, faderEnabled=1, token="FaderTime"}) ``` end ```| ``` # Lua Functions - Object-Free API > Object-Free API means Lua functions that are not functions/methods of objects. Object-Free API means Lua functions that are not functions/methods of objects. ## Subtopics [Section titled “Subtopics”](#subtopics) * [AddFixtures(table)](/grandma3/2-4/lua_objectfree_addfixtures/) * [AddonVars(string)](/grandma3/2-4/lua_objectfree_addonvars/) * [BuildDetails()](/grandma3/2-4/lua_objectfree_builddetails/) * [CheckDMXCollision(handle, string, integer, integer)](/grandma3/2-4/lua_objectfree_checkdmxcollision/) * [CheckFIDCollision(integer, integer, integer)](/grandma3/2-4/lua_objectfree_checkfidcollision/) * [ClassExists(string)](/grandma3/2-4/lua_objectfree_classexists/) * [CloseAllOverlays()](/grandma3/2-4/lua_objectfree_closealloverlays/) * [CloseUndo(handle)](/grandma3/2-4/lua_objectfree_closeundo/) * [Cmd(string, handle)](/grandma3/2-4/lua_objectfree_cmd/) * [CmdIndirect(string, handle, handle)](/grandma3/2-4/lua_objectfree_cmdindirect/) * [CmdIndirectWait(string, handle, handle)](/grandma3/2-4/lua_objectfree_cmdindirectwait/) * [CmdObj()](/grandma3/2-4/lua_objectfree_cmdobj/) * [ConfigTable()](/grandma3/2-4/lua_objectfree_configtable/) * [Confirm(string, string, integer, boolean)](/grandma3/2-4/lua_objectfree_confirm/) * [CreateMultiPatch({handles}, integer, string)](/grandma3/2-4/lua_objectfree_createmultipatch/) * [CreateUndo(string)](/grandma3/2-4/lua_objectfree_createundo/) * [CurrentEnvironment()](/grandma3/2-4/lua_objectfree_currentenvironment/) * [CurrentExecPage()](/grandma3/2-4/lua_objectfree_currentexecpage/) * [CurrentProfile()](/grandma3/2-4/lua_objectfree_currentprofile/) * [CurrentScreenConfig()](/grandma3/2-4/lua_objectfree_currentscreenconfig/) * [CurrentUser()](/grandma3/2-4/lua_objectfree_currentuser/) * [DataPool()](/grandma3/2-4/lua_objectfree_datapool/) * [DefaultDisplayPositions()](/grandma3/2-4/lua_objectfree_defaultdisplaypositions/) * [DelVar(handle, string)](/grandma3/2-4/lua_objectfree_delvar/) * [DeskLocked()](/grandma3/2-4/lua_objectfree_desklocked/) * [DeviceConfiguration()](/grandma3/2-4/lua_objectfree_deviceconfiguration/) * [DirList(string, string)](/grandma3/2-4/lua_objectfree_dirlist/) * [DrawPointer(integer,table,integer)](/grandma3/2-4/lua_objectfree_drawpointer/) * [DumpAllHooks()](/grandma3/2-4/lua_objectfree_dumpallhooks/) * [Echo(string)](/grandma3/2-4/lua_objectfree_echo/) * [ErrEcho(string)](/grandma3/2-4/lua_objectfree_errecho/) * [ErrPrintf(string)](/grandma3/2-4/lua_objectfree_errprintf/) * [Export(filename, export\_data)](/grandma3/2-4/lua_objectfree_export/) * [ExportCSV(filename, export\_data)](/grandma3/2-4/lua_objectfree_exportcsv/) * [ExportJson(filename, export\_data)](/grandma3/2-4/lua_objectfree_exportjson/) * [FileExists(string)](/grandma3/2-4/lua_objectfree_fileexists/) * [FindTexture(string)](/grandma3/2-4/lua_objectfree_findtexture/) * [FirstDmxModeFixture(handle)](/grandma3/2-4/lua_objectfree_firstdmxmodefixture/) * [FixtureType()](/grandma3/2-4/lua_objectfree_fixturetype/) * [FromAddr(string, handle)](/grandma3/2-4/lua_objectfree_fromaddr/) * [GetApiDescriptor()](/grandma3/2-4/lua_objectfree_getapidescriptor/) * [GetAttributeByUIChannel(integer)](/grandma3/2-4/lua_objectfree_getattributebyuichannel/) * [GetAttributeCount()](/grandma3/2-4/lua_objectfree_getattributecount/) * [GetAttributeIndex(string)](/grandma3/2-4/lua_objectfree_getattributeindex/) * [GetButton(handle)](/grandma3/2-4/lua_objectfree_getbutton/) * [GetChannelFunction(integer, integer)](/grandma3/2-4/lua_objectfree_getchannelfunction/) * [GetChannelFunctionIndex()](/grandma3/2-4/lua_objectfree_getchannelfunctionindex/) * [GetClassDerivationLevel(string)](/grandma3/2-4/lua_objectfree_getclassderivationlevel/) * [GetCurrentCue()](/grandma3/2-4/lua_objectfree_getcurrentcue/) * [GetDebugFPS()](/grandma3/2-4/lua_objectfree_getdebugfps/) * [GetDisplayByIndex(integer)](/grandma3/2-4/lua_objectfree_getdisplaybyindex/) * [GetDisplayCollect()](/grandma3/2-4/lua_objectfree_getdisplaycollect/) * [GetDMXUniverse(integer, boolean)](/grandma3/2-4/lua_objectfree_getdmxuniverse/) * [GetDMXValue(integer, integer, boolean)](/grandma3/2-4/lua_objectfree_getdmxvalue/) * [GetExecutor(integer)](/grandma3/2-4/lua_objectfree_getexecutor/) * [GetFocus()](/grandma3/2-4/lua_objectfree_getfocus/) * [GetFocusDisplay()](/grandma3/2-4/lua_objectfree_getfocusdisplay/) * [GetObjApiDescriptor()](/grandma3/2-4/lua_objectfree_getobjapidescriptor/) * [GetPath(string, boolean | integer)](/grandma3/2-4/lua_objectfree_getpath/) * [GetPathOverrideFor(string|integer, string, boolean)](/grandma3/2-4/lua_objectfree_getpathoverridefor/) * [GetPathSeparator()](/grandma3/2-4/lua_objectfree_getpathseparater/) * [GetPathType(handle, integer)](/grandma3/2-4/lua_objectfree_getpathtype/) * [GetRTChannel(integer)](/grandma3/2-4/lua_objectfree_getrtchannel/) * [GetPresetData(handle, boolean, boolean)](/grandma3/2-4/lua_objectfree_getpresetdata/) * [GetRTChannelCount()](/grandma3/2-4/lua_objectfree_getrtchannelcount/) * [GetRTChannels(integer,boolean OR handle,boolean)](/grandma3/2-4/lua_objectfree_getrtchannels/) * [GetSample(string)](/grandma3/2-4/lua_objectfree_getsample/) * [GetScreenContent(handle)](/grandma3/2-4/lua_objectfree_getscreencontent/) * [GetSelectedAttribute()](/grandma3/2-4/lua_objectfree_getselectedattribute/) * [GetShowFileStatus()](/grandma3/2-4/lua_objectfree_getshowfilestatus/) * [GetSubfixture(integer)](/grandma3/2-4/lua_objectfree_getsubfixture/) * [GetSubfixtureCount()](/grandma3/2-4/lua_objectfree_getsubfixturecount/) * [GetTokenName(string)](/grandma3/2-4/lua_objectfree_gettokenname/) * [GetTokenNameByIndex(int)](/grandma3/2-4/lua_objectfree_gettokennamebyindex/) * [GetTopModal()](/grandma3/2-4/lua_objectfree_gettopmodal/) * [GetTopOverlay()](/grandma3/2-4/lua_objectfree_gettopoverlay/) * [GetUIChannelCount()](/grandma3/2-4/lua_objectfree_getuichannelcount/) * [GetUIChannelIndex(integer, integer)](/grandma3/2-4/lua_objectfree_getuichannelindex/) * [GetUIChannels(integer,boolean OR handle,boolean)](/grandma3/2-4/lua_objectfree_getuichannels/) * [GetUIObjectAtPosition(integer, table)](/grandma3/2-4/lua_objectfree_getuiobjectatposition/) * [GetVar(handle, string)](/grandma3/2-4/lua_objectfree_getvar/) * [GlobalVars()](/grandma3/2-4/lua_objectfree_globalvars/) * [HandleToInt(handle)](/grandma3/2-4/lua_objectfree_handletoint/) * [HandleToStr(handle)](/grandma3/2-4/lua_objectfree_handletostring/) * [HookObjectChange(function, handle, handle, handle)](/grandma3/2-4/lua_objectfree_hookobjectchange/) * [HostOS()](/grandma3/2-4/lua_objectfree_hostos/) * [HostSubType()](/grandma3/2-4/lua_objectfree_hostsubtype/) * [HostType()](/grandma3/2-4/lua_objectfree_hosttype/) * [Import(string)](/grandma3/2-4/lua_objectfree_import/) * [IncProgress(handle, integer)](/grandma3/2-4/lua_objectfree_incprogress/) * [IntToHandle(integer)](/grandma3/2-4/lua_objectfree_inttohandle/) * [IsClassDerivedFrom(string, string)](/grandma3/2-4/lua_objectfree_isclassderivedfrom/) * [IsObjectValid(handle)](/grandma3/2-4/lua_objectfree_isobjectvalid/) * [KeyboardObj()](/grandma3/2-4/lua_objectfree_keyboardobj/) * [MasterPool()](/grandma3/2-4/lua_objectfree_masterpool/) * [MessageBox(table)](/grandma3/2-4/lua_objectfree_messagebox/) * [MouseObj()](/grandma3/2-4/lua_objectfree_mouseobj/) * [NeedShowSave()](/grandma3/2-4/lua_objectfree_needshowsave/) * [ObjectList(string, table)](/grandma3/2-4/lua_objectfree_objectlist/) * [Patch()](/grandma3/2-4/lua_objectfree_patch/) * [Printf(string)](/grandma3/2-4/lua_objectfree_printf/) * [Programmer()](/grandma3/2-4/lua_objectfree_programmer/) * [ProgrammerPart()](/grandma3/2-4/lua_objectfree_programmerpart/) * [Pult()](/grandma3/2-4/lua_objectfree_pult/) * [ReleaseType()](/grandma3/2-4/lua_objectfree_releasetype/) * [Root()](/grandma3/2-4/lua_objectfree_root/) * [SelectedFeature()](/grandma3/2-4/lua_objectfree_selectedfeature/) * [SelectedLayout()](/grandma3/2-4/lua_objectfree_selectedlayout/) * [SelectedSequence()](/grandma3/2-4/lua_objectfree_selectedsequence/) * [SelectedTimecode()](/grandma3/2-4/lua_objectfree_selectedtimecode/) * [SelectedTimer()](/grandma3/2-4/lua_objectfree_selectedtimer/) * [Selection()](/grandma3/2-4/lua_objectfree_selection/) * [SelectionCount()](/grandma3/2-4/lua_objectfree_selectioncount/) * [SelectionFirst()](/grandma3/2-4/lua_objectfree_selectionfirst/) * [SelectionNext()](/grandma3/2-4/lua_objectfree_selectionnext/) * [SerialNumber()](/grandma3/2-4/lua_objectfree_serialnumber/) * [SetLED(handle,table)](/grandma3/2-4/lua_objectfree_setled/) * [SetProgress(handle, integer)](/grandma3/2-4/lua_objectfree_setprogress/) * [SetProgressRange(handle, integer, integer)](/grandma3/2-4/lua_objectfree_setprogressrange/) * [SetProgressText(handle, string)](/grandma3/2-4/lua_objectfree_setprogresstext/) * [SetVar(handle, string, value)](/grandma3/2-4/lua_objectfree_setvar/) * [ShowData()](/grandma3/2-4/lua_objectfree_showdata/) * [ShowSettings()](/grandma3/2-4/lua_objectfree_showsettings/) * [StartProgress(string)](/grandma3/2-4/lua_objectfree_startprogress/) * [StopProgress(handle)](/grandma3/2-4/lua_objectfree_stopprogress/) * [StrToHandle(string)](/grandma3/2-4/lua_objectfree_strtohandle/) * [TextInput(string, string, integer, integer)](/grandma3/2-4/lua_objectfree_textinput/) * [Time()](/grandma3/2-4/lua_objectfree_time/) * [Timer(string, integer, integer, string, handle)](/grandma3/2-4/lua_objectfree_timer/) * [TouchObj()](/grandma3/2-4/lua_objectfree_touchobj/) * [Unhook(integer)](/grandma3/2-4/lua_objectfree_unhook/) * [UnhookMultiple(function, handle, handle)](/grandma3/2-4/lua_objectfree_unhookmultiple/) * [UserVars()](/grandma3/2-4/lua_objectfree_uservars/) # AddFixtures(table) > The AddFixture Lua function adds fixtures to the patch. The argument for the function is a table, which must contain valid data for the function to succeed. The ## Description [Section titled “Description”](#description) The **AddFixture** Lua function adds fixtures to the patch. The argument for the function is a table, which must contain valid data for the function to succeed. The function returns a “true” boolean value if the addition was a success. The function must be run with the command line in the correct patch destination. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The table must contain valid data. This is a list of possible table elements. It is not necessary to add all elements. * **mode**:\ This must be a **handle** to a valid “dmx\_mode”. This defines a specific fixture type in a specific mode. * **amount**:\ This is an **integer** number that defines how many fixtures should be added. * **name** (optional):\ This is a string with the name of the (first) fixture. * **fid** (optional):\ This is a **string** with the fixture’s FID. * **cid** (optional):\ This is a **string** with the CID for the fixture. This table field is only valid if the “idtype” is not “Fixture”. * **idtype** (optional):\ This is a **string** with the name of the ID Type. This is only needed if the type is different than “Fixture”. * **patch** (optional):\ This is a **table** with up to eight **strings**. The string must indicate a universe and a start address in the universe. The two must be separated by a dot. Each table element is used for the up to eight DMX breaks in the patch. * **layer** (optional):\ This is a **string** with the layer name. * **class** (optional):\ This is a **string** with the class name. * **parent** (optional):\ This is a **handle** of the parent fixture. It is only needed if the fixture should be a subfixture of an existing fixture. * **insert\_index** (optional):\ This is an **integer** indicating an insert index number. * **undo** (optional):\ This is a **string** with an undo text. ## Return [Section titled “Return”](#return) * **Boolean** or **nil**:\ The function returns a true boolean if the AddFixture function succeeded. It does not return anything (nil) if it fails. ## Example [Section titled “Example”](#example) This example adds a dimmer fixture with FID and CID 301 and patch address “10.001”. It is a requirement that the generic dimmer type is already added to the show, that the ID and patch address are available, and that the stage is called “Stage 1”. The example does not perform any check for availability. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Change the command line destination to the root. Cmd("ChangeDestination Root") -- Enter the "Patch". Cmd('ChangeDestination "ShowData"."Patch"') -- Enter the fixture location for the "Stage 1" object. Cmd('ChangeDestination "Stages"."Stage 1"."Fixtures"') -- Create a table. local myAddFixtureTable = {} -- Set the mode to a 8-bit Dimmer fixture type. myAddFixtureTable.mode = Patch().FixtureTypes.Dimmer.DMXModes["Mode 0"] -- Set the amount of fixtures. myAddFixtureTable.amount = 1 -- Set the FID for the fixture. myAddFixtureTable.fid = "301" -- Set the IdType - it is not needed if the type is "Fixture". myAddFixtureTable.idtype = "Channel" -- Set the CID - Use only this when the "idtype" is different than Fixture. myAddFixtureTable.cid = "301" -- Set the name of the fixture. myAddFixtureTable.name = "AddedDimmer 301" -- Create a patch table with an address. myAddFixtureTable.patch = {"10.001"} -- Add the fixture to the patch using the table data. Store the result in a local variable. local success = AddFixtures(myAddFixtureTable) -- Provide some feedback. if success ~= nil then Printf("Fixture " .. myAddFixtureTable.fid .. " is added with patch address " .. myAddFixtureTable.patch[1]) else Printf("AddFixture failed!") end -- Return the command line to the root destination. Cmd("ChangeDestination Root") ``` end ```| ``` # AddonVars(string) > The AddonVars function returns a handle to the set of variables connected to a specific addon. ## Description [Section titled “Description”](#description) The **AddonVars** function returns a handle to the set of variables connected to a specific addon. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The addon variable set is not helpful at the moment. | ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string needs to be the name of the addon. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of variables. ## Example [Section titled “Example”](#example) This example prints information connected to the “Demo” addon variable set. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores the handle to a variable set connected to the addon named 'Demo'. local variableSet = AddonVars("Demo") -- Check if the return is nil and print an error message if variableSet == nil then ErrPrintf("The variable set does not exists") return end Printf("=============== START OF DUMP ===============") variableSet:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # BuildDetails() > The BuildDetails function returns a table with key-value pairs about the software build. ## Description [Section titled “Description”](#description) The BuildDetails function returns a table with key-value pairs about the software build. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Build details**:\ This is the table with key-value pairs. These are the possible keys in the table: * **GitDate**: String with the date for the repository branch of the software. * **GitHead**: String with the branch of the repository. * **GitHash**: String with the hash for the repository. * **CompileDate**: String with the date for the compile. * **CompileTime**: String with the time for the compile. * **BigVersion**: String indicating the software version. * **SmallVersion**: String with the small version number of the software. Devices that only listen to a DMX data stream need to have this version to “understand” the streaming data. * **HostType**: String with the host type, for instance, “Console” or “onPC”. * **HostSubType**: String with the host sub-type, for instance, “FullSize” or “Light”. * **CodeType**: String showing the type of code, for instance, “Release”. * **IsRelease**: Boolean indicating if the software is a release version. ## Example [Section titled “Example”](#example) This example prints the content of the BuildDetails table: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Store the build detials table local myBuild = BuildDetails() --Print the content of the table Printf("GitDate: " .. myBuild.GitDate) Printf("GitHead: " .. myBuild.GitHead) Printf("GitHash: " .. myBuild.GitHash) Printf("CompileDate: " .. myBuild.CompileDate) Printf("CompileTime: " .. myBuild.CompileTime) Printf("BigVersion: " .. myBuild.BigVersion) Printf("SmallVersion: " .. myBuild.SmallVersion) Printf("HostType: " .. myBuild.HostType) Printf("HostSubType: " .. myBuild.HostSubType) Printf("CodeType: " .. myBuild.CodeType) Printf("IsRelease: " .. tostring(myBuild.IsRelease)) ``` end ```| ### Related Lua Functions - [Version()](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/lua_objectfree_version) - [HostType()](/grandma3/2-4/lua_objectfree_hosttype/) - [HostSubType()](/grandma3/2-4/lua_objectfree_hostsubtype/) ``` # CheckDMXCollision(handle, string[, integer[, integer]]) > The CheckDMXCollision Lua function checks if a specific DMX address range is available or already used. ## Description [Section titled “Description”](#description) The **CheckDMXCollision** Lua function checks if a specific DMX address range is available or already used. It uses the number of DMX channels in a specific “DMX mode” of a fixture type to calculate the number of DMX channels that should be available from a specified DMX start address. All fixture types have at least one defined DMX mode. But fixtures often have more than one mode. This Lua function uses a specific DMX mode of a fixture type. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle must be for a “DMX mode”. This is used to calculate how many DMX channels should be available in the range. * **String**:\ This must be a DMX address expressed as a string. This defines the start of the range to be checked. * **Integer** (optional)|**nil**:\ This optional integer is a count of subsequent “DMX Modes” that should also be checked. The default value is **1**.\ For instance, if the provided “DMX Mode” uses 10 DMX channels and the count is set to 5, then there must be 50 unpatched DMX channels from the start address for a positive result. * **Integer** (optional):\ This optional integer indicates the break\_index. The default value is **0**, which is the first “DMX break” defined for the “DMX mode”. All fixture types have at least one defined “DMX break”. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The DMX address is available as a start address. * **False**:\ The DMX address is unavailable as a start address for the calculated number of DMX channels. ## Example [Section titled “Example”](#example) This example prints feedback to the DMX collision check based on a DMX address of “1.001” and the DMX mode of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Set the DMX universe - range 1-1024. local myDMXUniverse = 1 -- Set the DMX address in the universe - range 1-512. local myDMXAddress = 1 -- Set the optional count for the number of fixtures (break_index channel amount) to check. local myCount = 1 -- Set the optional break_index number for fixtures with multiple breaks. -- Default value is 0 to indicate the first break. local myBreakIndex = 0 -- Creates the string used for the DMX address. local startOfRange = string.format("%d.%03d", myDMXUniverse, myDMXAddress) -- Check if there is a selection and exit if there isn't. if SelectionFirst() == nil then Printf("Please make a selection and try again.") return end -- This gets the handle for the first fixture a patched generic Dimmers 8-bit mode. local myDmxMode = GetSubfixture(SelectionFirst()).ModeDirect if myDmxMode == nil then -- Exit the function if the DMX mode returns nil. else -- Do the actual collision check and provide useful feedback. if CheckDMXCollision(myDmxMode, startOfRange, myCount, myBreakIndex) then Printf("The DMX address " .. startOfRange .. " is available.") return else Printf("The DMX address " .. startOfRange .. " cannot be used as a start address for this patch.") return end end ``` end ```| ``` # CheckFIDCollision(integer[, integer[, integer]]) > The CheckFIDCollision Lua function checks if a specific (range of) ID is available or already used. It can be used to check FID and any type of CID by adding a ## Description [Section titled “Description”](#description) The **CheckFIDCollision** Lua function checks if a specific (range of) ID is available or already used. It can be used to check FID and any type of CID by adding a type integer. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is the ID that should be checked. * **Integer** (optional):\ This optional integer is a count of subsequent IDs that should also be checked. The default value is **1**. For instance, if FID 21 to 25 should be checked, then the count integer should be **5**. * **Integer** (optional):\ This optional integer indicates the IDType. The default value is **0**, which is the “Fixture” ID Type. See the example below for other valid integers. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The ID is available. * **False**:\ The ID is already used. ## Example [Section titled “Example”](#example) This example prints feedback to the FID check: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a variable with the FID you want to check. local myFID = 2001 -- Create a variable with the number of subsequent ID's to also check. local myCount = 10 -- Create a variable with the IDType you want to check. -- Default value is 0. This is the "Fixture" type. -- Valid integers are: --- 0 = Fixture --- 1 = Channel --- 2 = Universal --- 3 = Houseligths (default name) --- 4 = NonDim (default name) --- 5 = Media (default name) --- 6 = Fog (default name) --- 7 = Effect (default name) --- 8 = Pyro (default name) --- 9 = MArker --- 10 = Multipatch local myType = 0 -- Check if the count is more than one. if myCount > 1 then -- Check if there is a collision and print valid feedback. if CheckFIDCollision(myFID, myCount, myType) then Printf("The FID " .. myFID .. " to " .. (myFID + myCount) .. " is available.") return else Printf("The FID " .. myFID .. " to " .. (myFID + myCount) .. " gives an FID collision.") return end else if CheckFIDCollision(myFID, nil, myType) then Printf("The FID " .. myFID .. " is available.") return else Printf("The FID " .. myFID .. " gives an FID collision.") return end end ``` end ```| ``` # ClassExists(string) > The ClassExists Lua function returns a boolean indicating whether the provided string is a class. ## Description [Section titled “Description”](#description) The **ClassExists** Lua function returns a boolean indicating whether the provided string is a class. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string containing a single word that could be a class. ## Return [Section titled “Return”](#return) * **Boolean**:\ The function returns a boolean. * **True**:\ The provided word is a class. * **False**:\ The provided input is not a class. ## Example [Section titled “Example”](#example) This example asks if the word “Display” is a class and returns proper feedback. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a string with the class name local className = "Display" -- Check if the class exists and then provide proper feedback if ClassExists(className) then Printf("The class '%s' exists", className) else Printf("The class '%s' does not exists", className) end ``` end ```| ``` # CloseAllOverlays() > The CloseAllOverlays function closes any pop-ups or menus (overlays) open on any screen. ## Description [Section titled “Description”](#description) The **CloseAllOverlays** function closes any pop-ups or menus (overlays) open on any screen. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example simply closes any overlay. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext CloseAllOverlays() ``` end ```| ``` # CloseUndo(handle) > The CloseUndo Lua function closes an open undo list. The function returns a boolean indicating if the function succeeds. ## Description [Section titled “Description”](#description) The **CloseUndo** Lua function closes an open undo list. The function returns a boolean indicating if the function succeeds. Undo lists need to be created to be closed. See more about this in the [CreateUndo](/grandma3/2-4/lua_objectfree_createundo/) function. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of a created undo list. ## Return [Section titled “Return”](#return) * **Boolean**: * True: The undo list was closed. * False: The undo list is still in use and cannot be closed. ## Example [Section titled “Example”](#example) This example creates an undo list, performs a series of commands that are added to the undo list, and closes the undo list. Now the series of commands can be oopsed with one oops command. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Create the undo object local MyNewUndo = CreateUndo("MySelection") --Create command actions connected to the undo object Cmd("ClearAll", MyNewUndo) Cmd("Fixture 1", MyNewUndo) Cmd("Fixture 2", MyNewUndo) Cmd("Fixture 5", MyNewUndo) Cmd("Fixture 7", MyNewUndo) --Close the undo group and store it's return in a variable local closeSuccess = CloseUndo(MyNewUndo) --Print the feedback from the closing action - 1 = Success / 0 = Failure. if closeSuccess == false then ErrPrintf("The CloseUndo was not successful") elseif closeSuccess == true then Printf("The CloseUndo was successful") else Printf("The CloseUndo did not return a meaningful result") end ``` end ```| ``` # Cmd(string[, handle]) > The Cmd Lua function executes a command in the grandMA3 command line. It is executed in a Lua task - not the Main task (standard typed commands are run in the M ## Description [Section titled “Description”](#description) The **Cmd** Lua function executes a command in the grandMA3 command line. It is executed in a Lua task - not the Main task (standard typed commands are run in the Main task). It is executed synchronously, and it blocks the Lua task while executing. This means that a bad command has the potential to block the system. Alternative functions are [CmdIndirect()](/grandma3/2-4/lua_objectfree_cmdindirect/) and [CmdIndirectWait()](/grandma3/2-4/lua_objectfree_cmdindirectwait/). ## Argument [Section titled “Argument”](#argument) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo topic](/grandma3/2-4/lua_objectfree_createundo/). * **…** (optional):\ Additional arguments relevant for the command.  ## Return [Section titled “Return”](#return) * **String**:\ A string is returned with the execution feedback known from the command line feedback * **OK**:\ Command executed. * **Syntax Error**:\ The command was not executed because of a syntax error. * **Illegal Command**:\ Command not executed because of some illegal command or action. The returned string does not need to be used. ## Example [Section titled “Example”](#example) This example executes the command “ClearAll” in the command line. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Execute the command directly Cmd("ClearAll") ``` end ```| ``` # CmdIndirect(string[, handle[, handle]]) > The CmdIndirect Lua function executes a command within the grandMA3 command line. It is executed asynchronously in the Main task. It does not block the Lua exec ## Description [Section titled “Description”](#description) The **CmdIndirect** Lua function executes a command within the grandMA3 command line. It is executed asynchronously in the Main task. It does not block the Lua execution since it is not executed in the Lua Task. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo topic](/grandma3/2-4/lua_objectfree_createundo/). * **Handle** (optional):\ This is a handle for the target for the command. The target can be a specific screen. See the example below. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “1” and “2” in the Command Line History and let the main task open the [Configure Display pop-up](/grandma3/2-4/ws_ui_display_configuration/) on screen 2. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Print something Printf("1") --Use the 'CmdIndirect' to open a pop-up CmdIndirect("Menu DisplayConfig", nil, GetDisplayByIndex(2)) --Print something else Printf("2") ``` end ```| The Command Line History shows: | | | | ---- | -------------------- | | OK : | Call Plugin 49 | | 1 | | | 2 | | | OK : | Menu "DisplayConfig" | ``` # CmdIndirectWait(string[, handle[, handle]]) > The CmdIndirectWait Lua function executes a command within the grandMA3 command line. It does not block the Lua execution and is executed synchronously in the m ## Description [Section titled “Description”](#description) The **CmdIndirectWait** Lua function executes a command within the grandMA3 command line. It does not block the Lua execution and is executed synchronously in the main task. Synchronous commands wait for the command to be executed before executing any following command. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A string with the command to be executed in the command line. Do not add a please or enter to execute the command. * **Handle** (optional):\ A handle to an undo (oops) list. Learn more in the [CreateUndo](/grandma3/2-4/lua_objectfree_createundo/) topic. * **Handle** (optional):\ This is a handle for the target for the command. The target can be a specific screen. See the example below. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “1” and “2” in the Command Line History and lets the main task open the [Configure Display pop-up](/grandma3/2-4/ws_ui_display_configuration/) on screen 2. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Print something Printf("1") --Use the 'CmdIndirectWait' to open a pop-up CmdIndirectWait("Menu DisplayConfig", nil, GetDisplayByIndex(2)) --Print something else Printf("2") ``` end ```| The Command Line History shows: | | | | ---- | -------------------- | | OK : | Call Plugin 50 | | 1 | | | OK : | Menu "DisplayConfig" | | 2 | | ``` # CmdObj() > The CmdObj Lua function returns information about the command line object. ## Description [Section titled “Description”](#description) The **CmdObj** Lua function returns information about the command line object. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the command line object. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-4/lua_object_dump/)ump() function on the command object. It lists all the properties and lists the children and some extra examples of how the command line object can be used: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Store the handle to the command object local cmd = CmdObj() --Print all information about the command object Printf("=============== START OF DUMP ===============") cmd:Dump() Printf("================ END OF DUMP ================") --Print some selected elements from the command object - this is currently not in the online manual Printf("Current text in the command line: " ..cmd.cmdtext) Printf("Current cmd edit object: " ..tostring(cmd.editobject and cmd.editobject:ToAddr())) Printf("Current cmd destination: " ..tostring(cmd.destination and cmd.destination:ToAddr())) Printf("Current user of the command line: " ..tostring(cmd.user and cmd.user:ToAddr())) Printf("Current profile of the command line: " ..tostring(cmd.profile and cmd.profile:ToAddr())) Printf("Current DMX readout: " ..cmd.dmxreadout) Printf("Current amount steps: " ..cmd.maxstep) Printf("Current selected object: " ..tostring(cmd:GetSelectedObject() and cmd:GetSelectedObject():ToAddr())) ``` end ```| ``` # ConfigTable() > The ConfigTable Lua function returns a table with some configuration information. This is information only. The function does not have any actual functions. The ## Description [Section titled “Description”](#description) The **ConfigTable** Lua function returns a table with some configuration information. This is information only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains key value pairs with configuration information. See the example below. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the content of the ConfigTable for key,value in pairs(ConfigTable()) do Printf(key .. " : " .. value) end ``` end ```| ``` # Confirm(string[, string[, integer[, boolean]]]) > The Confirm Lua function provides a simple confirmation pop-up for a true/false query. It is part of the user interface functions. ## Description [Section titled “Description”](#description) The **Confirm** Lua function provides a simple confirmation pop-up for a true/false query. It is part of the user interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string is the title for the pop-up. * **String** (optional):\ This string is the text in the pop-up. * **Integer** (optional):\ This integer is not used since the pop-up appears on all screens. The value can be *nil*. * **Boolean** (optional):\ This boolean defines if there is a Cancel button in the pop-up or not. * true: There is a Cancel button in the pop-up. This is the default option used if it is not defined. * false: There is only an OK button in the pop-up. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The pop-up was confirmed with the OK. * False / 0: The pop-up was not confirmed with Cancel. This is only a possible option if the Cancel button is visible. ## Example [Section titled “Example”](#example) This example creates a confirmation pop-up with printed feedback in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Creates a pop-up asking to be confirmed and prints a useful text. if Confirm("Confirm me", "Tap OK or Cancel", nil, true) then Printf("Pop-up result: OK") else Printf("Pop-up result: Cancel") end ``` end ```| ``` # CreateMultiPatch({handles}, integer[, string]) > The CreateMultiPatch Lua function creates a series of multi patch fixtures to a table of fixtures. ## Description [Section titled “Description”](#description) The **CreateMultiPatch** Lua function creates a series of multi patch fixtures to a table of fixtures. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The table must contain **handles** to the fixtures who should have the multi patch fixtures. * **Integer**:\ The number of multi patch fixtures to create. * **String** (optional):\ The string is an optional undo text. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Integer** | **nil**:\ The returned integer indicates the amount of multi patch fixtures created. ## Example [Section titled “Example”](#example) This example creates two multi patch fixtures to the first fixture (excluding the “Universal” fixture) in the patch. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Enter Patch. Cmd("ChangeDestination Root"); -- Enter the SetupPatch. Cmd("ChangeDestination 'ShowData'.'Patch'"); -- Get the handle for the first fixture in the patch. local myFixture = Patch().Stages[1].Fixtures[2] -- Add the handle a list element in an table. local myFixtureTable = {myFixture} -- Add a variable with the amount of multipatch fixtures needed. local multiPatchAmount = 2 -- Count the number of elements in the fixture table and store in a variable. local count = 0 for _ in pairs(myFixtureTable) do count = count + 1 end -- Create an unto text string. local undoText = string.format("Create %d multipatch fixtures for up to %d fixtures", multiPatchAmount, count) -- Create the multipatch fixtures to the each fixture handle in the table and store the returned value. local multiPatchAmount = CreateMultiPatch(myFixtureTable, multiPatchAmount, undoText) if multiPatchAmount ~= nil then Printf(multiPatchAmount .. " multi patch objects was created") else Printf("An error occured") end -- Return the command line destination to the root. Cmd("ChangeDestination Root") ``` end ```| ``` # CreateUndo(string) > The CreateUndo Lua function returns a handle to a list of commands and function calls grouped in the same oops action. ## Description [Section titled “Description”](#description) The **CreateUndo** Lua function returns a handle to a list of commands and function calls grouped in the same oops action. Functions can be executed with a reference to the undo handle. This adds the function to the undo list. Undo lists need to be closed using the [CloseUndo](/grandma3/2-4/lua_objectfree_closeundo/) function. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A text string must be added. It can be used to identify the undo list. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the undo list. ## Example [Section titled “Example”](#example) This example creates an undo list, performs a series of commands being added to the undo list, and closes the undo list. Now, the series of commands can be oopsed with one oops command. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create the undo group. local MyNewUndo = CreateUndo("MySelection") -- Make some command line actions linked to the undo. Cmd("ClearAll", MyNewUndo) Cmd("Fixture 1", MyNewUndo) Cmd("Fixture 2", MyNewUndo) Cmd("Fixture 5", MyNewUndo) Cmd("Fixture 7", MyNewUndo) -- Closing the undo group and store it's return in a variable. local closeSuccess = CloseUndo(MyNewUndo) -- Print the feedback from the closing action - 1 = Success / 0 = Failure. if closeSuccess == false then ErrPrintf("The CloseUndo was not successful") elseif closeSuccess == true then Printf("The CloseUndo was successful") else Printf("The CloseUndo did not return a meaningful result") end ``` end ```| ``` # CurrentEnvironment() > The CurrentEnvironment Lua function returns a handle to the current users' selected environment. ## Description [Section titled “Description”](#description) The **CurrentEnvironment** Lua function returns a handle to the current users’ selected environment. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the environment. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current environment Printf("=============== START OF DUMP ===============") CurrentEnvironment():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentExecPage() > The CurrentEnvironment Lua function returns a handle to the current users' selected executor page. ## Description [Section titled “Description”](#description) The **CurrentEnvironment** Lua function returns a handle to the current users’ selected executor page. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the executor page. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current executor page Printf("=============== START OF DUMP ===============") CurrentExecPage():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentProfile() > The CurrentProfile Lua function returns a handle to the current users' profile. ## Description [Section titled “Description”](#description) The **CurrentProfile** Lua function returns a handle to the current users’ profile. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the user profile. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current executor page Printf("=============== START OF DUMP ===============") CurrentProfile():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentScreenConfig() > The CurrentScreenConfig Lua function returns a handle to the current users' screen configuration. ## Description [Section titled “Description”](#description) The **CurrentScreenConfig** Lua function returns a handle to the current users’ screen configuration. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the screen configuration. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current screen configuration Printf("=============== START OF DUMP ===============") CurrentScreenConfig():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # CurrentUser() > The CurrentUser Lua function returns a handle to the current user. ## Description [Section titled “Description”](#description) The **CurrentUser** Lua function returns a handle to the current user. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the user. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the current user Printf("=============== START OF DUMP ===============") CurrentUser():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # DataPool() > The DataPool Lua function references the currently selected DataPool and is used to read or edit properties within the data pool. ## Description [Section titled “Description”](#description) The **DataPool** Lua function references the currently selected DataPool and is used to read or edit properties within the data pool. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the DataPool object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-4/lua_object_dump/)Dump() function on the data pool object. Dump lists all the properties and lists the children. Finally, the example also prints the name of the first sequence in the data pool. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the datapool object. Printf("=============== START OF DUMP ===============") DataPool():Dump() Printf("================ END OF DUMP ================") -- Prints the name of the first sequence. Printf("Name of sequence 1: " .. DataPool().Sequences[1].Name) ``` end ```| ``` # DefaultDisplayPositions() > The DefaultDisplayPositions Lua function returns the handle of the conventional default display positions, which contains the first seven screens as children. ## Description [Section titled “Description”](#description) The **DefaultDisplayPositions** Lua function returns the handle of the conventional default display positions, which contains the first seven screens as children. For example, whether the command line, view bar, and encoder/playback bar are displayed. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the command line object. ## Examples [Section titled “Examples”](#examples) This example prints all the information about display 1 (child 1 of the default displays) using the [](/grandma3/2-4/lua_object_dump/)Dump()\*\*\*\* function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a handle to display 1 (child 1 of the default displays). local display1 = DefaultDisplayPositions():Children()[1] -- Dumps information about the display. Printf("=============== START OF DUMP ===============") display1:Dump() Printf("================ END OF DUMP ================") ``` end ````|  This example toggles the [Control Bar](/grandma3/2-4/ws_ui_control_bar/) for display 1 with the help of the DefaultDisplayPositions object: | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() -- Store a handle to display 1 (child 1 of the default displays). local display1 = DefaultDisplayPositions():Children()[1] -- Toggles the 'ShowMainMenu' setting. display1.ShowMainMenu = not display1.ShowMainMenu end ``` | ```` # DelVar(handle, string) > The DelVar Lua function deletes a specific variable in a set of variables. To learn more about the variables in plugins, have a look at the Variable Functions t ## Description [Section titled “Description”](#description) The **DelVar** Lua function deletes a specific variable in a set of variables. To learn more about the variables in plugins, have a look at the [Variable Functions](/grandma3/2-4/lua_variables/) topic. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The variable was deleted. * False / 0: The variable was not deleted. If the variable does not exist, then false is also returned. ## Example [Section titled “Example”](#example) This example deletes a variable called “myUserVar” in the set of user variables. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Deletes the variable called 'myUserVar' in the 'UserVars' variable set. local success = DelVar(UserVars(), "myUserVar") -- Prints the outcome of the deletion outcome. if success then Printf("Variable is deleted.") else Printf("Variable is NOT deleted!") end ``` end ```| ``` # DeskLocked() > The DeskLocked Lua function returns a boolean indicating if the station is locked. ## Description [Section titled “Description”](#description) The **DeskLocked** Lua function returns a boolean indicating if the station is locked. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Boolean**:\ The boolean indicates if the station is desk locked or not. * **True** (or 1): The station is locked. * **False** (or 0): The station is not locked. ## Example [Section titled “Example”](#example) This example prints the boolean number indicating the “DeskLocked” status to the [Command Line History](/grandma3/2-4/ws_ui_command_line/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The DeskLocked() return is printed. Printf("The desk is locked: " .. tostring(DeskLocked())) ``` end ```| ``` # DeviceConfiguration() > The DeviceConfiguration Lua function returns a handle to the DeviceConfiguration object. ## Description [Section titled “Description”](#description) The **DeviceConfiguration** Lua function returns a handle to the DeviceConfiguration object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the DeviceConfiguration. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the DeviceConfiguration object. Printf("=============== START OF DUMP ===============") DeviceConfiguration():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # DirList(string[, string]) > The DirList Lua function returns a table of files at a specified path. The returned list can be filtered using an optional filter argument. ## Description [Section titled “Description”](#description) The **DirList** Lua function returns a table of files at a specified path. The returned list can be filtered using an optional filter argument. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The desired path in a string format. * **String** (optional):\ The optional filter string. The \* can be used as a wildcard in the string. See the example below. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table has elements of other tables. Each of these table elements has the following keys: * name: The name of the file. The value of name is returned as a string. * size: The size of the file in bytes. The value of size is returned as a number. * time: The timestamp for the file. The value of time is returned as a number. ## Example [Section titled “Example”](#example) This example prints the show files in the showfile directory. It uses the GetPath() function. The GetPath Lua function delivers a string with the path of a grandMA3 folder. Learn more in the [GetPath() topic](/grandma3/2-4/lua_objectfree_getpath/ "GetPath(string\[, boolean]) help topic."). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the path to the show files. local path = GetPath(Enums.PathType.Showfiles) -- Make a filter to only list .show files. local filter = "*show" -- Use the DirList function to get a table of the files. local returnTable = DirList(path, filter) -- Print the information of the files in the returned table. for _, value in pairs(returnTable) do Printf(value['name'] .. " - Size: " .. value['size'] .. " bytes - Time: " .. os.date("%c", value['time'])) end ``` end ```| ``` # DrawPointer(integer,table[,integer]) > The DrawPointerunction draws a red pointer on the display. There can only be one pointer at a time on each station. ## Description [Section titled “Description”](#description) The **DrawPointer** function draws a red pointer on the display. There can only be one pointer at a time on each station. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This integer is the display index where the pointer should be drawn. * **Table**:\ This key-value table must have ‘x’ and ‘y’ keys with values indicating a position on the display. See the example below. * **Integer** (optional):\ This optional integer defines a duration for the pointer in milliseconds. It fades out. If a duration is not set, then it stays visible. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example draws a pointer on display 1 for 5 seconds: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Set a display index local displayIndex = 1 --Create and set the position in a table local position = {} position.x = 150 position.y = 25 --Set a 5 seconds duration - in milliseconds local duration = 5000 --Draw the actual pointer DrawPointer(displayIndex,position,duration) ``` end ```| ``` # DumpAllHooks() > The DumpAllHooks function prints a list of the hooks in the system. The list is only shown in the System Monitor. ## Description [Section titled “Description”](#description) The **DumpAllHooks** function prints a list of the hooks in the system. The list is only shown in the [System Monitor](/grandma3/2-4/si_system_monitor/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) The function does not return anything. It does print a list in the system monitor. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See also these related functions: [HookObjectChange](/grandma3/2-4/lua_objectfree_hookobjectchange/), [Unhook](/grandma3/2-4/lua_objectfree_unhook/), [UnhookMultiple](/grandma3/2-4/lua_objectfree_unhookmultiple/). | ## Example [Section titled “Example”](#example) This example prints the list of hooks in the system monitor. The system monitor shows what is happening at the station. This includes feedback on user commands. It logs the different things happening in the background. It also shows warnings, errors, and changes to the system. Learn more in the [System Monitor topic](/grandma3/2-4/si_system_monitor/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps a list of all the hooks in the System Monitor. Printf("=============== START OF HOOK DUMP ===============") DumpAllHooks() Printf("================ END OF HOOK DUMP ================") ``` end ```| ``` # Echo(string) > The Echo Lua function prints a string in the System Monitor. ## Description [Section titled “Description”](#description) The **Echo** Lua function prints a string in the [System Monitor](/grandma3/2-4/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the System Monitor. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “Hello World!” on the System Monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints 'Hellow World!' in the system monitor in yellow text. Echo("Hello World!") ``` end ```| ``` # ErrEcho(string) > The ErrEcho Lua function prints a red error message on the System Monitor. ## Description [Section titled “Description”](#description) The **ErrEcho** Lua function prints a red error message on the [System Monitor](/grandma3/2-4/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text is to be printed to the System Monitor. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This prints “This is a red error message!” on the system monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints an error message in the system monitor in red text. ErrEcho("This is an error message!") ``` end ```| ``` # ErrPrintf(string) > The ErrPrintf Lua function prints a red error message in the Command Line History and System Monitor. ## Description [Section titled “Description”](#description) The **ErrPrintf** Lua function prints a red error message in the [Command Line History](/grandma3/2-4/ws_ui_command_line/) and [System Monitor](/grandma3/2-4/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the Command Line History. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “This is a red error message!” in the Command Line History and System Monitor: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Prints an error message in the command line feedback in red text. ErrPrintf("This is an error message!") ``` end ```| ``` # Export(filename, export_data) > The object-free Export Lua function exports a Lua table in XML format. ## Description [Section titled “Description”](#description) The object-free **Export** Lua function exports a Lua table in XML format. This Lua function correlates with the [Import Lua function](/grandma3/2-4/lua_object_import/). There is a related object version of [Export](/grandma3/2-4/lua_object_export/). ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.xml" --The actual export (in xml format) using the path and the table - the result boolean stored in a variable. local success = Export(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed") end ``` end ```| ``` # ExportCSV(filename, export_data) > The object-free ExportCSV Lua function exports a Lua table in CSV format. ## Description [Section titled “Description”](#description) The object-free **ExportCSV** Lua function exports a Lua table in CSV format. | | | | -------------------------------------------------- | -------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The output CSV file might not formatted correctly. | ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success. * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.csv" --The actual export (in csv format) using the path and the table - the result boolean stored in a variable. local success = ExportCSV(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed.") end ``` end ```| ``` # ExportJson(filename, export_data) > The object-free ExportJson Lua function exports a Lua table in JSON format. ## Description [Section titled “Description”](#description) The object-free **ExportJson** Lua function exports a Lua table in JSON format. | | | | -------------------------------------------------- | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The JSON file might not be formatted in proper JSON format. | ## Arguments [Section titled “Arguments”](#arguments) * **Filename**:\ This is a string containing the file name of the exported file. It should contain the file name, including the entire path. See the example below. * **Export\_data**:\ This is the data that is going to be exported. It should be a table object. ## Return [Section titled “Return”](#return) * **Boolean**:\ This function returns a boolean. * **True**:\ The export was a success. * **False**:\ The export failed. ## Example [Section titled “Example”](#example) To export the build details table, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- 'BuildDetails()' creates a table with information about the software build. local build = BuildDetails() --The path and filename is stored in a variable. local exportPath = GetPath(Enums.PathType.Library) .. "/BuildDetails.json" --The actual export (in JSON format) using the path and the table - the result boolean stored in a variable. local success = ExportJson(exportPath, build) --Print feedback about the export path. if success then Printf("The export was stored at: " .. exportPath) else Printf("The export failed.") end ``` end ```| ``` # FileExists(string) > The FileExists Lua function checks if a file exists and returns a boolean with the result. ## Description [Section titled “Description”](#description) The FileExists Lua function checks if a file exists and returns a boolean with the result. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string must include the path and filename for the file that should be checked. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The file exists. * False / 0: The file does not exist. ## Example [Section titled “Example”](#example) This example returns feedback for the first file in the show file folder. The example uses the GetPath() and DirList() functions. The **GetPath** Lua function delivers a string with the path of a grandMA3 folder. Learn more in the [GetPath() topic](/grandma3/2-4/lua_objectfree_getpath/). The **DirList** Lua function returns a table of files at a specified path. Learn more in the [DirList() topic](/grandma3/2-4/lua_objectfree_dirlist/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the path to the show files. local path = GetPath(Enums.PathType.Showfiles) -- Get a table of files at the path. local dirTable = DirList(path) -- Get the file name for the first file. local firstFile = dirTable[1]['name'] -- Create a string with the path and filename. local filepath = string.format("%s%s%s", path, GetPathSeparator(), firstFile) -- Check if the file exist and return useful feedback. if FileExists(filepath) then Printf('The file "' .. firstFile .. '" exist at path "' .. path .. '"') else Printf('The file "' .. firstFile .. '" does not exist') end ``` end ```| ``` # FindTexture(string) > The FindTixture Lua function returns a handle to the texture matching the input text string - if the texture exists. ## Description [Section titled “Description”](#description) The **FindTixture** Lua function returns a handle to the texture matching the input text string - if the texture exists. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The text string must be the name of the texture without the file type. See the example below. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns the texture handle or nil if it does not exist.  ## Example [Section titled “Example”](#example) This example prints the information about the “button” texture. The example uses the Dump() function. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Set a texture name. local textureName = "button" -- Get the handle of the texture. local textureHandle = FindTexture(textureName) -- Check if textureHandle returned something and provide feedback. if textureHandle == nil then ErrPrintf("Texture does not exist.") else Printf("=============== START OF DUMP ===============") FindTexture(textureName):Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # FirstDmxModeFixture(handle) > The FirstDmxModeFixture Lua function returns a handle to the first fixture matching the supplied DMX mode. ## Description [Section titled “Description”](#description) The **FirstDmxModeFixture** Lua function returns a handle to the first fixture matching the supplied DMX mode. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ This must be a handle to a DMX mode. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the first fixture matching the DMX mode. ## Example [Section titled “Example”](#example) If it exists, this example prints the data connected to the first “Dimmer” fixture using “Mode 0” - if the fixture type exists in the show. It uses the Dump() functions: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get the handle for the Dimmer fixture. local fixtureTypeHandle = Patch().FixtureTypes['Dimmer'] -- Check if fixture type returned something and provide feedback. if fixtureTypeHandle == nil then ErrPrintf("The fixture type does not exist in this show. Try adding it or edit this plugin.") else -- Get the handle for the DMX mode of a Dimmer fixture. local fixtureDMXMode = fixtureTypeHandle.DMXModes["Mode 0"] -- Check if fixtureDMXMode returned something and provide feedback. if fixtureDMXMode == nil then ErrPrintf("The fixture type does not contain a 'Mode 0' DMX mode. Try adding it or edit this plugin.") else -- Dumps information about the first fixture matching the DMX mode. Printf("=============== START OF DUMP ===============") FirstDmxModeFixture(fixtureDMXMode):Dump() Printf("================ END OF DUMP ================") end end ``` end ```| ``` # FixtureType() > The FixtureType Lua function returns a handle to the fixture type. The function does not accept any arguments, but the function must be executed when the comman ## Description [Section titled “Description”](#description) The FixtureType Lua function returns a handle to the fixture type. The function does not accept any arguments, but the function must be executed when the command line destination is at a fixture type. If the command line destination is not a valid fixture type, then the function returns “nil”. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle** or **nil**:\ The handle for the fixture type or nil. ## Example [Section titled “Example”](#example) This example prints the information about the second fixture type in the show: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The function returns the handle to the fixture at the current command line destination. -- Change to the "FixtureType" destination. Cmd("ChangeDestination FixtureType") -- Change to the second fixture type in the show. Cmd("ChangeDestination 2") -- Dump information about the Fixture Type handle. Printf("=============== START OF DUMP ===============") FixtureType():Dump() Printf("================ END OF DUMP ================") -- Return the command line destination to the Root. Cmd("ChangeDestination Root") ``` end ```| ``` # FromAddr(string[, handle]) > The FromAddr Lua function converts a numbered string address into a handle that can be used in commands. ## Description [Section titled “Description”](#description) The **FromAddr** Lua function converts a numbered string address into a handle that can be used in commands. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ A text string identifying an object. It can be a numbered or named address. * **Handle** (optional):\ The default is to write the address from the root location. This optional handle can specify a different base location. It still needs to be a base location in the address path from the root to the object. ## Return [Section titled “Return”](#return) * **Handle**:\ The handle for the addressed object. ## Example [Section titled “Example”](#example) This example prints the address of the first sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Converts the string to a handle and store in a variabel. local mySequenceHandle = FromAddr("14.14.1.6.1") -- Converts the handle back to a numbered string and prints it. Printf("The address is: " ..mySequenceHandle:Addr()) -- Converts the handle to a named string and prints it. Printf("The address is: " ..mySequenceHandle:AddrNative()) -- Store the handle of the selected datapool. local myDataPool = DataPool() -- Prints the address of the selected datapool. Printf("The datapool address is: " ..myDataPool:Addr()) --- The follwoing example uses the name of a sequence in the sequence pool. --- Please adjust the "Default" name in the next line to match an existing named sequence. -- Finds the address based on the base location and a text string with names. local alsoMySequenceHandle = FromAddr("Sequences.Default", myDataPool) -- Converts the handle back to a numbered string and prints it. Printf("The address is: " ..alsoMySequenceHandle:Addr()) -- Converts the handle to a named string and prints it. Printf("The address is: " ..alsoMySequenceHandle:AddrNative()) ``` end ```| ``` # GetApiDescriptor() > The GetApiDescriptor Lua function returns a table with a description of all the object-free Lua functions. These are descriptions only. The function does not ha ## Description [Section titled “Description”](#description) The **GetApiDescriptor** Lua function returns a table with a description of all the object-free Lua functions. These are descriptions only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains elements with other tables. * **String**:\ This is the Api function name. * **String**:\ This is the description of the Api arguments. * **String**:\ This is the description of the Api returns. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This returns information about all the Lua "object-free" functions. -- GetApiDescriptor() returns a table with all the functions. -- Each table element is another table with the name, argument description, and return description. for key,value in ipairs(GetApiDescriptor()) do if value[1] ~= nil then Printf("Api " .. key .. " is: " .. value[1]) end if value[2] ~= nil then Printf("Arguments: " .. value[2]) end if value[3] ~= nil then Printf("Returns: " .. value[3]) end Printf("---------------------------------------") end ``` end ```| ``` # GetAttributeByUIChannel(integer) > The GetAttributeByUIChannel Lua function returns the handle to an attribute based on a "UI Channel Index". The index number can be found in the Parameter List. ## Description [Section titled “Description”](#description) The **GetAttributeByUIChannel** Lua function returns the handle to an attribute based on a “UI Channel Index”. The index number can be found in the [Parameter List](/grandma3/2-4/patch_parameter_list/). ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the UI Channel index number. ## Return [Section titled “Return”](#return) * **Handle**:\ The handle to the attribute connected to the UI Channel. ## Example [Section titled “Example”](#example) This example prints the “native” address to the first attribute of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get a handle to the first fixture in the current selection local fixtureIndex = SelectionFirst() -- Get the UI Channel Index number for the first attribute for the fixture local channelIndex = GetUIChannelIndex(fixtureIndex,0) -- Print the native address for the attribute with the handle Printf("The native addr for the attribute is: %s",GetAttributeByUIChannel(channelIndex):AddrNative()) ``` end ```| ``` # GetAttributeCount() > The GetAttributeCount Lua function returns the total number of attribute definitions in the show. ## Description [Section titled “Description”](#description) The **GetAttributeCount** Lua function returns the total number of attribute definitions in the show. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of attribute definitions in the show file. ## Example [Section titled “Example”](#example) This example prints the returned number in the Command Line History. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Attribute count is %i", GetAttributeCount()) ``` end ```| ``` # GetAttributeIndex(string) > The GetAttributeIndexua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. ## Description [Section titled “Description”](#description) The **GetAttributeIndex** Lua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string text of the attribute system name. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of patched fixtures on all the stages in the show file. ## Example [Section titled “Example”](#example) This example prints the index number of the attribute in Command Line History if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- store the returned index or nil of "Gobo1" local attributeIndex = GetAttributeIndex("Gobo1") -- Check if the returned value is not nil and print a useful feedback if attributeIndex~=nil then Printf("Attribute is index number %i", attributeIndex) else Printf("The attribute is not found") end ``` end ```| ``` # GetButton(handle) > The GetButtonua function returns a key-value pairs table indicating, with a boolean value, whether a button is pressed on an MA3Module. ## Description [Section titled “Description”](#description) The **GetButton** Lua function returns a key-value pairs table indicating, with a boolean value, whether a button is pressed on an MA3Module. Below the example is a table listing all the grandMA3 hardware modules and which index number matches which button on the hardware module. ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ The handle for the MA3 module. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table is a key-value pairs table with a set of 512 pairs with a boolean value. A **true** boolean value indicates that the button is pressed or the fader is touched. The table key is 1-indexed.  ## Example [Section titled “Example”](#example) This example requests the buttons states on the master module on a grandMA3 full-size console: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --- grandMA3 full-size modules are: --- Master Module (MM): "UsbDeviceMA3 2" --- Fader Module Encoder (MFE): "UsbDeviceMA3 3" --- Fader Module Crossfader (MFX): "UsbDeviceMA3 4" -- Get a handle to the Master Module on a grandMA3 full-size. local usbDeviceHandle = Root().UsbNotifier.MA3Modules["UsbDeviceMA3 2"] -- Create a table with the button status. local buttonTable = GetButton(usbDeviceHandle) -- Check if the table is nil and then print an error. if buttonTable == nil then ErrPrintf("nil") return end -- If the table is not nil, then print a usefull feedback about pressed buttons. for key,value in pairs(buttonTable) do if tostring(value) == "true" then Printf("The button with the index " .. key .. " is pressed.") end end ``` end ```| ## Hardware Modules Button Table This table provides a list of index numbers (0-indexed and 1-indexed). The numbers are matched with elements on the three different kinds of hardware modules. Notice that the naming here comes from the internal hardware definition and might not exactly match the print on the keys or the official name. | 0-Index | 1-Index | grandMA3 Master Module(MM) | grandMA3 Fader Module Encoder(MFE) | grandMA3 Fader Module Crossfader(MFX) | | ------- | -------- | -------------------------- | ---------------------------------- | ------------------------------------- | | 0 | 1 | | | | | 1 | 2 | | | | | 2 | 3 | ENCODER\_INSIDE4 | EXEC\_108 | EXEC\_108 | | 3 | 4 | ENCODER\_OUTSIDE3 | EXEC\_110 | EXEC\_110 | | 4 | 5 | | | | | 5 | 6 | | | | | 6 | 7 | | | | | 7 | 8 | | | | | 8 | 9 | | | | | 9 | 10 | ENCODER\_INSIDE2 | EXEC\_211 | EXEC\_211 | | 10 | 11 | EXEC\_GrandKnob | EXEC\_212 | EXEC\_212 | | 11 | 12 | MENU | EXEC\_213 | EXEC\_213 | | 12 | 13 | | EXEC\_214 | EXEC\_214 | | 13 | 14 | ENCODER\_OUTSIDE2 | EXEC\_215 | EXEC\_215 | | 14 | 15 | ENCODER\_INSIDE1 | | | | 15 | 16 | ENCODER\_OUTSIDE1 | | | | 16 | 17 | | EXEC\_209 | EXEC\_209 | | 17 | 18 | | EXEC\_210 | EXEC\_210 | | 18 | 19 | | EXEC\_208 | EXEC\_208 | | 19 | 20 | | | | | 20 | 21 | | | | | 21 | 22 | | | DEF\_GO | | 22 | 23 | | EXEC\_115 | EXEC\_115 | | 23 | 24 | | EXEC\_114 | EXEC\_114 | | 24 | 25 | | EXEC\_113 | EXEC\_113 | | 25 | 26 | | EXEC\_112 | EXEC\_112 | | 26 | 27 | | EXEC\_207 | EXEC\_207 | | 27 | 28 | | EXEC\_206 | EXEC\_206 | | 28 | 29 | | EXEC\_205 | EXEC\_205 | | 29 | 30 | | | | | 30 | 31 | | | | | 31 | 32 | | | | | 32 | 33 | | EXEC\_105 | EXEC\_105 | | 33 | 34 | ENCODER\_OUTSIDE4 | EXEC\_106 | EXEC\_106 | | 34 | 35 | | EXEC\_107 | EXEC\_107 | | 35 | 36 | | | | | 36 | 37 | | | | | 37 | 38 | | EXEC\_109 | EXEC\_109 | | 38 | 39 | | EXEC\_204 | EXEC\_204 | | 39 | 40 | | EXEC\_203 | EXEC\_203 | | 40 | 41 | | EXEC\_202 | EXEC\_202 | | 41 | 42 | | EXEC\_201 | EXEC\_201 | | 42 | 43 | | | EXEC\_XFade2Btn | | 43 | 44 | | | DEF\_PAUSE | | 44 | 45 | | | EXEC\_XFade1Btn | | 45 | 46 | | EXEC\_111 | EXEC\_111 | | 46 | 47 | ENCODER\_OUTSIDE5 | EXEC\_101 | EXEC\_101 | | 47 | 48 | ENCODER\_INSIDE5 | EXEC\_102 | EXEC\_102 | | 48 | 49 | | EXEC\_103 | EXEC\_103 | | 49 | 50 | | EXEC\_104 | EXEC\_104 | | 50 | 51 | ENCODER\_INSIDE3 | | DEF\_GOBACK | | 51 | 52 | | | | | 52 | 53 | | | | | 53 | 54 | | | | | 54 | 55 | | | | | 55 | 56 | | | | | 56 | 57 | | | | | 57 | 58 | | | | | 58 | 59 | | FADER\_211 | FADER\_211 | | 59 | 60 | | FADER\_212 | FADER\_212 | | 60 | 61 | | FADER\_213 | FADER\_213 | | 61 | 62 | | FADER\_214 | FADER\_214 | | 62 | 63 | | FADER\_215 | FADER\_215 | | 63 | 64 | | | FADER\_XFade1 | | 64 | 65 | | | | | 65 | 66 | | | | | 66 | 67 | ESC | FADER\_312 (Disabled) | FADER\_312 (Disabled) | | 67 | 68 | CLEAR | FADER\_311 (Disabled) | FADER\_311 (Disabled) | | 68 | 69 | | | | | 69 | 70 | | | | | 70 | 71 | | | | | 71 | 72 | | | | | 72 | 73 | | | | | 73 | 74 | HELP | FADER\_413 (Disabled) | FADER\_413 (Disabled) | | 74 | 75 | | EXEC\_411 | EXEC\_411 | | 75 | 76 | GOTO | EXEC\_412 | EXEC\_412 | | 76 | 77 | | | | | 77 | 78 | ALIGN | FADER\_414 (Disabled) | FADER\_414 (Disabled) | | 78 | 79 | COPY | FADER\_411 (Disabled) | FADER\_411 (Disabled) | | 79 | 80 | OFF | FADER\_412 (Disabled) | FADER\_412 (Disabled) | | 80 | 81 | FULL | EXEC\_415 | EXEC\_415 | | 81 | 82 | | EXEC\_414 | EXEC\_414 | | 82 | 83 | PLEASE | EXEC\_413 | EXEC\_413 | | 83 | 84 | NUM4 | | | | 84 | 85 | NUM5 | | | | 85 | 86 | UNDO | | | | 86 | 87 | GROUP | | | | 87 | 88 | THRU | | | | 88 | 89 | NUM6 | | | | 89 | 90 | NUM2 | | | | 90 | 91 | | | | | 91 | 92 | STORE | | | | 92 | 93 | ASSIGN | | | | 93 | 94 | | | | | 94 | 95 | | | | | 95 | 96 | | | | | 96 | 97 | AT | EXEC\_312 | EXEC\_312 | | 97 | 98 | MA1 | FADER\_313 (Disabled) | FADER\_313 (Disabled) | | 98 | 99 | SLASH | EXEC\_311 | EXEC\_311 | | 99 | 100 | NUM1 | | | | 100 | 101 | CUE | | | | 101 | 102 | TIME | | | | 102 | 103 | | | | | 103 | 104 | SEQUENCE | | | | 104 | 105 | | | | | 105 | 106 | CHANNEL | | | | 106 | 107 | NUM7 | | | | 107 | 108 | NUM8 | | | | 108 | 109 | NUM9 | | | | 109 | 110 | NUM3 | EXEC\_313 | EXEC\_313 | | 110 | 111 | MINUS | FADER\_315 (Disabled) | FADER\_315 (Disabled) | | 111 | 112 | NUM0 | FADER\_314 (Disabled) | FADER\_314 (Disabled) | | 112 | 113 | DOT | EXEC\_314 | EXEC\_314 | | 113 | 114 | IF | EXEC\_315 | EXEC\_315 | | 114 | 115 | PLUS | FADER\_415 (Disabled) | FADER\_415 (Disabled) | | 115 | 116 | | | | | 116 | 117 | | | | | 117 | 118 | | | | | 118 | 119 | | | | | 119 | 120 | | | | | 120 | 121 | | FADER\_209 | FADER\_209 | | 121 | 122 | | FADER\_210 | FADER\_210 | | 122 | 123 | | | FADER\_XFade2 | | 123 | 124 | | | | | 124 | 125 | | | | | 125 | 126 | | | | | 126 | 127 | | | | | 127 | 128 | | | | | 128 | 129 | | | | | 129 | 130 | | | | | 130 | 131 | | FADER\_307 (Disabled) | FADER\_307 (Disabled) | | 131 | 132 | LEARN | FADER\_306 (Disabled) | FADER\_306 (Disabled) | | 132 | 133 | | | | | 133 | 134 | | | | | 134 | 135 | | | | | 135 | 136 | | | | | 136 | 137 | | | | | 137 | 138 | FADER\_297 (Disabled) | FADER\_408 (Disabled) | FADER\_408 (Disabled) | | 138 | 139 | X5 | EXEC\_406 | EXEC\_406 | | 139 | 140 | X6 | EXEC\_407 | EXEC\_407 | | 140 | 141 | | | | | 141 | 142 | FADER\_298 (Disabled) | FADER\_409 (Disabled) | FADER\_409 (Disabled) | | 142 | 143 | FADER\_295 (Disabled) | FADER\_406 (Disabled) | FADER\_406 (Disabled) | | 143 | 144 | FADER\_296 (Disabled) | FADER\_407 (Disabled) | FADER\_407 (Disabled) | | 144 | 145 | GOFAST | EXEC\_410 | EXEC\_410 | | 145 | 146 | X13 | EXEC\_409 | EXEC\_409 | | 146 | 147 | X14 | EXEC\_408 | EXEC\_408 | | 147 | 148 | | | | | 148 | 149 | | | | | 149 | 150 | | | | | 150 | 151 | | | | | 151 | 152 | | | | | 152 | 153 | | | | | 153 | 154 | DELETE | | | | 154 | 155 | X15 | | | | 155 | 156 | GOBACKFAST | | | | 156 | 157 | X8 | | | | 157 | 158 | | | | | 158 | 159 | | | | | 159 | 160 | | | | | 160 | 161 | STOMP | EXEC\_307 | EXEC\_307 | | 161 | 162 | SELECT | FADER\_308 (Disabled) | FADER\_308 (Disabled) | | 162 | 163 | | EXEC\_306 | EXEC\_306 | | 163 | 164 | | | | | 164 | 165 | | | | | 165 | 166 | | | | | 166 | 167 | | | | | 167 | 168 | | | | | 168 | 169 | X16 | | | | 169 | 170 | X7 | | | | 170 | 171 | | | | | 171 | 172 | ON | | | | 172 | 173 | MOVE | | | | 173 | 174 | FIXTURE | EXEC\_308 | EXEC\_308 | | 174 | 175 | PRESET | FADER\_310 (Disabled) | FADER\_310 (Disabled) | | 175 | 176 | EDIT | FADER\_309 (Disabled) | FADER\_309 (Disabled) | | 176 | 177 | UPDATE | EXEC\_309 | EXEC\_309 | | 177 | 178 | | EXEC\_310 | EXEC\_310 | | 178 | 179 | | FADER\_410 (Disabled) | FADER\_410 (Disabled) | | 179 | 180 | | | | | 180 | 181 | | | | | 181 | 182 | | | | | 182 | 183 | | | | | 183 | 184 | | | | | 184 | 185 | | | | | 185 | 186 | | | | | 186 | 187 | | FADER\_203 | FADER\_203 | | 187 | 188 | | FADER\_204 | FADER\_204 | | 188 | 189 | | FADER\_205 | FADER\_205 | | 189 | 190 | | FADER\_206 | FADER\_206 | | 190 | 191 | | FADER\_207 | FADER\_207 | | 191 | 192 | | FADER\_208 | FADER\_208 | | 192 | 193 | | | | | 193 | 194 | | | | | 194 | 195 | PAUSE | FADER\_302 (Disabled) | FADER\_302 (Disabled) | | 195 | 196 | GOBACK | FADER\_301 (Disabled) | FADER\_301 (Disabled) | | 196 | 197 | | | | | 197 | 198 | | | | | 198 | 199 | | | | | 199 | 200 | | | | | 200 | 201 | | | | | 201 | 202 | FADER\_293 (Disabled) | FADER\_403 (Disabled) | FADER\_403 (Disabled) | | 202 | 203 | SOLO | EXEC\_401 | EXEC\_401 | | 203 | 204 | HIGHLIGHT | EXEC\_402 | EXEC\_402 | | 204 | 205 | | | | | 205 | 206 | FADER\_294 (Disabled) | FADER\_404 (Disabled) | FADER\_404 (Disabled) | | 206 | 207 | FADER\_291 (Disabled) | FADER\_401 (Disabled) | FADER\_401 (Disabled) | | 207 | 208 | FADER\_292 (Disabled) | FADER\_402 (Disabled) | FADER\_402 (Disabled) | | 208 | 209 | GO | EXEC\_405 | EXEC\_405 | | 209 | 210 | LIST | EXEC\_404 | EXEC\_404 | | 210 | 211 | PAGE\_DOWN | EXEC\_403 | EXEC\_403 | | 211 | 212 | | | | | 212 | 213 | | | | | 213 | 214 | | | | | 214 | 215 | | | | | 215 | 216 | SELFIX | | | | 216 | 217 | MA2 | | | | 217 | 218 | | | | | 218 | 219 | PAGE\_UP | | | | 219 | 220 | XKEYS | | | | 220 | 221 | BLIND | | | | 221 | 222 | | | | | 222 | 223 | | | | | 223 | 224 | | | | | 224 | 225 | X10 | EXEC\_302 | EXEC\_302 | | 225 | 226 | X11 | FADER\_303 (Disabled) | FADER\_303 (Disabled) | | 226 | 227 | X12 | EXEC\_301 | EXEC\_301 | | 227 | 228 | | | | | 228 | 229 | | | | | 229 | 230 | | | | | 230 | 231 | | | | | 231 | 232 | PREVIEW | | | | 232 | 233 | FREEZE | | | | 233 | 234 | DOWN | | | | 234 | 235 | PREV | | | | 235 | 236 | SET | | | | 236 | 237 | UP | | | | 237 | 238 | X1 | EXEC\_303 | EXEC\_303 | | 238 | 239 | X2 | FADER\_305 (Disabled) | FADER\_305 (Disabled) | | 239 | 240 | X3 | FADER\_304 (Disabled) | FADER\_304 (Disabled) | | 240 | 241 | X4 | EXEC\_304 | EXEC\_304 | | 241 | 242 | X9 | EXEC\_305 | EXEC\_305 | | 242 | 243 | NEXT | FADER\_405 (Disabled) | FADER\_405 (Disabled) | | 243 | 244 | | | | | 244 | 245 | | | | | 245 | 246 | | | | | 246 | 247 | | | | | 247 | 248 | | | | | 248 | 249 | | FADER\_201 | FADER\_201 | | 249 | 250 | | FADER\_202 | FADER\_202 | | 250 | 251 | | | | | 251 | 252 | | | | | 252 | 253 | | | | | 253 | 254 | | | | | 254 | 255 | | | | | 255 | 256 | | | | | 256 | 257 | | | | | 257 | 258 | | | | | 258 | 259 | | EXEC\_RateBtn2 | | | 259 | 260 | | EXEC\_ExecBtn1 | | | 260 | 261 | | | | | 261 | 262 | | | | | 262 | 263 | | | | | 263 | 264 | | | | | 264 | 265 | | | | | 265 | 266 | | | | | 266 | 267 | | | | | 267 | 268 | | | | | 268 | 269 | | | | | 269 | 270 | | | | | 270 | 271 | | EXEC\_ProgEncoder | | | 271 | 272 | | EXEC\_ExecEncoder | | | 272 | 273 | | | | | 273 | 274 | | | | | 274 | 275 | | | | | 275 | 276 | | | | | 276 | 277 | | | | | 277 | 278 | | | | | 278 | 279 | | | | | 279 | 280 | | | | | 280 | 281 | | | | | 281 | 282 | | | | | 282 | 283 | | | | | 283 | 284 | | | | | 284 | 285 | | | | | 285 | 286 | | | | | 286 | 287 | | | | | 287 | 288 | | | | | 288 | 289 | | EXEC\_SpeedBtn1 | | | 289 | 290 | | EXEC\_RateBtn1 | | | 290 | 291 | | EXEC\_SpeedBtn2 | | | 291 | 292 | | | | | 292 | 293 | | | | | 293 | 294 | | | | | 294 | 295 | | | | | 295 | 296 | | | | | 296 | 297 | | | | | 297 | 298 | | | | | 298 | 299 | | EXEC\_ProgBtn1 | | | 299 | 300 | | EXEC\_ProgBtn2 | | | 300 | 301 | | EXEC\_ProgBtn3 | | | 301 | 302 | | | | | 302 | 303 | | | | | 303 | 304 | | | | | 304 | 305 | | EXEC\_ExecBtn3 | | | 305 | 306 | | EXEC\_ExecBtn2 | | | 306 | 307 | | | | | 307 | 308 | | | | | 308 | 309 | | | | | 309 | 310 | | | | ``` # GetChannelFunction(integer, integer) > The GetChannelFunction Lua function returns a handle to a channel function based on two index inputs. ## Description [Section titled “Description”](#description) The **GetChannelFunction** Lua function returns a handle to a channel function based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is a UI Channel Index. This can be found in the [Parameter List](/grandma3/2-4/patch_parameter_list/) or by the [GetUIChannelIndex()](/grandma3/2-4/lua_objectfree_getuichannelindex/) Lua function. * **Integer**:\ This integer is an Attribute Index (0-based). This can be found in the [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/) or by the [GetAttributeIndex()](/grandma3/2-4/lua_objectfree_getattributeindex/) Lua function. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the channel function. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Select the first fixture in the current selection. local subfixtureIndex = SelectionFirst() -- End the function if there is no selection. if subfixtureIndex == nil then ErrPrintf("Please select a fixture with a Dimmer") return end -- Get the Attribute index and UIChannel index. local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(subfixtureIndex,attributeIndex) Printf("The UIChannel Index is: %i. The Attribute Index is: %i. ",uiChannelIndex, attributeIndex) -- End the function if any of the index return nil. if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something wrong happened, maybe your first selected fixture don't have a Dimmer - Please try again") return end -- The following prints the dump for the dimmer channel function. Printf("=============== START OF DUMP ===============") GetChannelFunction(uiChannelIndex,attributeIndex):Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetChannelFunctionIndex() > The GetChannelFunctionIndex Lua function returns the integer matching a channel function based on two index inputs. ## Description [Section titled “Description”](#description) The **GetChannelFunctionIndex** Lua function returns the integer matching a channel function based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is a UI Channel Index. This can be found in the [Parameter List](/grandma3/2-4/patch_parameter_list/) or by the [GetUIChannelIndex()](/grandma3/2-4/lua_objectfree_getuichannelindex/) Lua function. * **Integer**:\ This integer is an Attribute Index (0-based). This can be found in the [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/) or by the [GetAttributeIndex()](/grandma3/2-4/lua_objectfree_getattributeindex/) Lua function. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer to a channel function. ## Example [Section titled “Example”](#example) This example prints the indexes based on the fixture selection and the “Dimmer” attribute. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the Attribute index and UIChannel index. local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(SelectionFirst(),attributeIndex) -- End the function if any of the index return nil. if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something wrong happened, maybe your first selected fixture don't have a Dimmer - Please try again") return end -- Get the Channel Function Index and store it in a variable. local channelFunctionIndex = GetChannelFunctionIndex(uiChannelIndex,attributeIndex) Printf("The UIChannel Index is: %i. The Attribute Index is: %i. The Channel Function Index is: %i", uiChannelIndex, attributeIndex, channelFunctionIndex) ``` end ```| ``` # GetClassDerivationLevel(string) > The GetClassDerivationLevel Lua function returns an integer indicating the derivation level index for a class based on a class name. ## Description [Section titled “Description”](#description) The **GetClassDerivationLevel** Lua function returns an integer indicating the derivation level index for a class based on a class name. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string needs to be the name of a class. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer indicates the class derivation level. ## Example [Section titled “Example”](#example) This example prints the index integer for the Pool class in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index integer for the "Pool" class. local classDerivationLevel = GetClassDerivationLevel("Pool") -- Create a valid Printf return. if classDerivationLevel == nil then Printf("The return is nil") else Printf("The ClassDerivationLevel index for 'Pool' is: %i", classDerivationLevel) end ``` end ```| ``` # GetCurrentCue() > The GetCurrentCue Lua function returns a handle to the last activated cue in the selected sequence. ## Description [Section titled “Description”](#description) The **GetCurrentCue** Lua function returns a handle to the last activated cue in the selected sequence. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the cue. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Dumps information about the last activated cue in the selected sequence Printf("=============== START OF DUMP ===============") GetCurrentCue():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetDebugFPS() > The GetDebugFPS Lua function returns a float number with the frames per second. ## Description [Section titled “Description”](#description) The **GetDebugFPS** Lua function returns a float number with the frames per second. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Number**:\ The returned number indicates the current frames per second. ## Example [Section titled “Example”](#example) This example prints the FPS number: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the current frames per second. Printf("Current FPS: " .. GetDebugFPS()) ``` end ```| ``` # GetDisplayByIndex(integer) > The GetDisplayByIndexua function returns a handle to the display object matching the provided index number. ## Description [Section titled “Description”](#description) The **GetDisplayByIndex** Lua function returns a handle to the display object matching the provided index number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This function needs an index number for one of the displays. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the display object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for "Display 1" local displayIndex = GetDisplayCollect()["Display 1"].INDEX -- return error text in case the index number is nil if displayIndex == nil then ErrPrintf('Something went wrong. It appears that there is no "display 1"') return end -- Dump all information about the display with the index number Printf("=============== START OF DUMP ===============") GetDisplayByIndex(displayIndex):Dump() Printf("================ END OF DUMP ================") ``` end ```| ## Subtopics - [GetDisplayCollect() topic](/grandma3/2-4/lua_objectfree_getdisplaycollect/) ``` # GetDisplayCollect() > The GetDisplayCollect Lua function returns a handle to the DisplayCollect object. ## Description [Section titled “Description”](#description) The **GetDisplayCollect** Lua function returns a handle to the DisplayCollect object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the DisplayCollect. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the DisplayCollect object. Printf("=============== START OF DUMP ===============") GetDisplayCollect():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetDMXUniverse(integer[, boolean]) > The GetDMXUniverseua function returns a table with the DMX channels and their current value. ## Description [Section titled “Description”](#description) The **GetDMXUniverse** Lua function returns a table with the DMX channels and their current value. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the universe number. The valid range is 1 to 1024. * **Boolean** (optional):\ The boolean indicates if the returned value is in percent or DMX value. * True:\ The returned value is in percent. The range is 0 to 100. * False:\ The returned value is in DMX value. The range is 0 to 255. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table lists all the DMX addresses and the corresponding values. — OR — * **Nil**:\ Nil is returned if the universe is not granted or the input value is out of range.\   ## Example [Section titled “Example”](#example) This example prints the table in a list for DMX universe 1 (if it is granted): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This gets a table for universe 1 with the returned value in percent. local tableDMXUniverse = GetDMXUniverse(1,true) -- Check the returned table and print information if nil. if tableDMXUniverse == nil then Printf("No value is returned. The univer is not granted or input is out of range") return end -- Prints the table if not nil. for addr, value in ipairs(tableDMXUniverse) do Printf("DMX Addr: %i - DMX value : %i", addr, value) end ``` end ```| ``` # GetDMXValue(integer[, integer, boolean]) > The GetDMXValueua function returns a number indicating the DMX value of a specified DMX address. ## Description [Section titled “Description”](#description) The **GetDMXValue** Lua function returns a number indicating the DMX value of a specified DMX address. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer is the DMX address. This value should be from 1 to 512 if a universe integer is provided. If a universe is not provided, this should be the absolute DMX address ranging from 1 to 524 288. * **Integer** (optional):\ The integer is the universe number. * **Boolean** (optional):\ The boolean indicates if the returned value is in percent or DMX value. * True:\ The returned value is in percent. The range is 0 to 100. * False:\ The returned value is in DMX value. The range is 0 to 255. ## Return [Section titled “Return”](#return) * **Integer** or **nil**:\ The returned integer value corresponds with the value of the selected DMX address or nil if the DMX address is not granted. ## Example [Section titled “Example”](#example) This example prints the value for DMX address 2 in Universe 1 (if it is granted): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This prints the value of DMX address 2 in universe 1 in a range of 0 to 255 local address = 2 -- The DMX address local universe = 1 -- The DMX universe local percent = false -- Readout in percent or DMX value local value = GetDMXValue(address, universe, percent) if value == nil then Printf("The DMX address did not return a valid value") else Printf("DMX address %i.%03d has a value of %03d", universe, address, value) end ``` end ```| ``` # GetExecutor(integer) > The GetExecutorua function returns the handles of the executor and the page based on the executor number. ## Description [Section titled “Description”](#description) The **GetExecutor** Lua function returns the handles of the executor and the page based on the executor number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer number for the executor. ## Return [Section titled “Return”](#return) * **Handle - Executor**:\ The returned handle to the executor. * **Handle - Page**:\ The returned handle to the page. ## Example [Section titled “Example”](#example) This example stores the handles for executor number 201. It then uses the Dump() function to show the data for the two handles. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This saves the handles for executor 201 on the selected page. local executorHandle, pageHandle = GetExecutor(201) -- exit the function and print an error message if any of the handles are nil. if executorHandle == nil or pageHandle == nil then ErrPrintf("There is not a valid object on executor 201, please assign something and try again.") return end -- The following prints the dumps of the two handles. Printf("============ START OF EXEC DUMP =============") executorHandle:Dump() Printf("================ END OF DUMP ================") Printf("============ START OF PAGE DUMP =============") pageHandle:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetFocus() > The GetFocus Lua function returns a handle to the object that currently has focus in the UI. ## Description [Section titled “Description”](#description) The **GetFocus** Lua function returns a handle to the object that currently has focus in the UI. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the object who currently got focus. Printf("=============== START OF DUMP ===============") GetFocus():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetFocusDisplay() > The GetFocusDisplay Lua function returns a handle to the display object that currently has focus in the UI. ## Description [Section titled “Description”](#description) The **GetFocusDisplay** Lua function returns a handle to the display object that currently has focus in the UI. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the display object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the display object who currently got focus. Printf("=============== START OF DUMP ===============") GetFocusDisplay():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetObjApiDescriptor() > The GetObjApiDescriptor Lua function returns a table with a description of all the object Lua functions. These are descriptions only. The function does not have ## Description [Section titled “Description”](#description) The **GetObjApiDescriptor** Lua function returns a table with a description of all the object Lua functions. These are descriptions only. The function does not have any actual functions. The table is not sorted. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains elements with three values. * **String**:\ This is the API function name. * **String**:\ This is the description of the API arguments. * **String**:\ This is the description of the API returns. ## Example [Section titled “Example”](#example) This example prints the content of the returned table. | | | -------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | | — This returns information about all the Lua “object” functions. | | — GetObjApiDescriptor() returns a table with all the functions. | | — Each table element is another table with the name, argument description, and return description. | ```plaintext for key,value in ipairs(GetObjApiDescriptor()) do if value[1] ~= nil then Printf("Api " .. key .. " is: " .. value[1]) end if value[2] ~= nil then Printf("Arguments: " .. value[2]) end if value[3] ~= nil then Printf("Returns: " .. value[3]) end Printf("---------------------------------------") end ``` end ```| ``` # GetPath(string[, boolean] | integer) > The GetPath Lua function returns a string with the path of a grandMA3 folder. ## Description [Section titled “Description”](#description) The **GetPath** Lua function returns a string with the path of a grandMA3 folder. The function has two possible argument types - use one of them with each function call. ## Argument [Section titled “Argument”](#argument) * **String**:\ A text string with the folder name. * **Boolean** (optional with string):\ If this boolean is true, then the folder at the path is created if it does not exist.\ \ \- OR -\   * **Integer**:\ An integer identifying an index in the “Enum.PathType” table. | | | | -------------------------------------------------- | ------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Folder creation only works with string arguments. | ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the *first found* full path related to the provided argument. ## Example [Section titled “Example”](#example) This example prints the paths of the show folder on the system monitor twice. It demonstrates the two different input types: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This prints a path based on a string input and it creates the folder if it does not exists. Printf("Path of show files (string) is: " .. GetPath("shows", true)) -- This prints the path based on an integer. The integer is looked-up using the 'PathType' enum. Printf("Path of show files (integer) is: " .. GetPath(Enums.PathType.Showfiles)) ``` end ```| ``` # GetPathOverrideFor(string|integer, string[, boolean]) > The GetPathOverrideFor Lua function delivers a string with the path of a grandMA3 folder. The function is relevant when the path should be on a removable drive ## Description [Section titled “Description”](#description) The **GetPathOverrideFor** Lua function delivers a string with the path of a grandMA3 folder. The function is relevant when the path should be on a removable drive connected to a console. ## Argument [Section titled “Argument”](#argument) * **String**:\ A text string with the folder name. * **String**:\ The base path in a string format. * **Boolean** (optional with string):\ If this boolean is true, then the folder at the path is created if it does not exist.\ \ \- OR -\   * **Integer**:\ An integer identifying an index in the “Enum.PathType” table. * **String**:\ The base path in a string format. * **Boolean**:\ If this boolean is true, then the folder at the path is created if it does not exist. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the *first found* full path related to the provided argument. ## Example [Section titled “Example”](#example) This example prints the override path of the macro folder on the system monitor. It should be run on a console with a removable drive connected. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Set a path for the first removable media. -- Set the initial value to nil. local myBasePath = nil -- Itereate the drives and find the first 'Removeable' drive and store the path. for _, value in ipairs(Root().Temp.DriveCollect) do local driveType = value.drivetype if driveType == "Removeable" then myBasePath = value.path break end end -- If no removeable drive was found, then provide feedback and exit the function. if myBasePath == nil then ErrPrintf("No removeable drive could be found. Please insert one and try again") return end -- Get the integer for the UserMacros path type. local myPathType = Enums.PathType.UserMacros -- Gey the string for the path override. local myOverridePath = GetPathOverrideFor(myPathType, myBasePath) -- Print the returned string. Printf("The path is: " .. myOverridePath) ``` end ```| ``` # GetPathSeparator() > The GetPathSeparator function returns a string with the path separator for the operating system. ## Description [Section titled “Description”](#description) The **GetPathSeparator** function returns a string with the path separator for the operating system. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The string is a single character indicating the path separator based on the operating system. ## Example [Section titled “Example”](#example) This example prints the path separator: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --- This prints the path seperator. It is different between a Linux and macOS (/) and a Windows (\) operating system. Printf("The path seperator is " .. GetPathSeparator()) ``` end ```| ``` # GetPathType(handle[, integer]) > The GetPathType Lua function returns a string with a name for the path type. This function can be useful when importing objects. ## Description [Section titled “Description”](#description) The **GetPathType** Lua function returns a string with a name for the path type. This function can be useful when importing objects. ## Argument [Section titled “Argument”](#argument) * **Handle**:\ The handle should match the object type for which the path type is needed. * **Integer** (optional):\ The optional integer can be used to specify if the returned string should match the user path type or the system path type. See the example below.\ The Enums.PathContentType can be used, or just use **0** for the system path and **1** for the user path. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the name of the path type. ## Example [Section titled “Example”](#example) This example prints the path type name for the first macro object - if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Get a handle to the first Macro. local myMacro = DataPool().Macros[1] if myMacro == nil then ErrPrintf("An error occurred, possibly because the first macro does not exist.") ErrPrintf("Please create one and try again.") return end -- Get the user name of the path type. local myPathTypeNameUser = GetPathType(myMacro, Enums.PathContentType.User) if myPathTypeNameUser ~= nil then Printf("The user name of the path type is: " .. myPathTypeNameUser) else ErrPrintf("There was an error getting the path type.") end -- Get the system name of the path type. local myPathTypeNameSystem = GetPathType(myMacro, Enums.PathContentType.System) if myPathTypeNameSystem ~= nil then Printf("The system name of the path type is: " .. myPathTypeNameSystem) else ErrPrintf("There was an error getting the path type.") end ``` end ```| ``` # GetPresetData(handle[, boolean[, boolean]]) > The GetPresetData Lua function returns a table with the preset data based on the preset handle. ## Description [Section titled “Description”](#description) The **GetPresetData** Lua function returns a table with the preset data based on the preset handle. The returned table is quite complex and has tables inside the table. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle\*\*\*\* of the preset from which the data will\*\*\*\* be collected. * **Boolean** | **nil** (optional):\ This boolean determines whether the returned table should only contain phaser data. The default value is “false”. * **Boolean** (optional):\ This boolean defines if there should be an extra object in the returned table. The default value is “true”. The extra table object has the key “by\_fixtures”, and it contains the same table content as the returned table, but the keys are the fixture ID number instead of the UI Channel Index. ## Return [Section titled “Return”](#return) * **Table** | **nil**:\ The returned table contains the preset data. It has multiple levels of tables. ## Example [Section titled “Example”](#example) This example prints information about the first level table in the preset data and the first level of the first fixture in the preset. It uses dimmer preset 1, which must exist. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the handle for the first Dimmer preset. local myPreset = DataPool().PresetPools[1][1] -- Get the Preset Data of the handle. local myPresetData = GetPresetData(myPreset, false, false) -- Check if the GetPresetData returns something. if myPresetData == nil then ErrPrintf("Dimmer preset 1 does not exist. Please create one and try again.") return end -- Print the myPresetData table. for Key, value in pairs(myPresetData) do if type(value) == "table" then Printf("Key: " .. Key .. " ; Value type is: " .. type(value)) else Printf("Key: " .. Key .. " ; Value type is: " .. type(value) .. " ; Value: " .. value) end end -- Create a table object to hold all the integer keys in the myPresetData table. local myIntegerTableKeys = {} -- Fill the table. for key,_ in pairs(myPresetData) do if type(key) == "number" then table.insert(myIntegerTableKeys, key) end end -- Sort the table table.sort(myIntegerTableKeys) -- Print the elements of the fixture with the lowest ui_channel_index in the preset. local tableIndex = myIntegerTableKeys[1] if tableIndex ~= nil then Printf("=============== TABLE CONTENT START - Table Key: " .. tableIndex .." ===============") for Key, value in pairs(myPresetData[tableIndex]) do if type(value) == "table" then Printf("Key: " .. Key .. " ; Value type is: " .. type(value)) else Printf("Key: " .. Key .. " ; Value type is: " .. type(value) .. " ; Value: " .. tostring(value)) end end Printf("================ TABLE CONTENT END - Table Key: " .. tableIndex .." ================") end ``` end ```| ``` # GetRTChannel(integer) > The GetRTChannel Lua function returns a table with information about the related RT Channel. ## Description [Section titled “Description”](#description) The **GetRTChannel** Lua function returns a table with information about the related RT Channel. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for an RT Channel. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table contains related numbers, tables, and handles with a named identifying key: * handle “fixture” * handle “subfixture” * handle “dmx\_channel * integer “dmx\_default” * integer “dmx\_highlight” * integer “dmx\_lowlight” * integer “ui\_index\_first” * integer “rt\_index” * integer “freq” * table “info” * table “patch” ## Example [Section titled “Example”](#example) This example prints all information related to the first RT Channel for the first fixture in the selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for the first RT Channel for the first fixture in the current selection local channelRTIndex = GetRTChannels(SelectionFirst())[1] -- Print an error message if returnd index is nil if channelRTIndex == nil then ErrPrintf("Please select a fixture and try again") return end -- Print all information about the RT Channel if it does not return nil local rtChannel = GetRTChannel(channelRTIndex) if rtChannel == nil then Printf("An RTChannel could not be found. Please try to selct a different fixture and try again.") return end Printf("================= RT CHANNEL =================") Printf("ui_index_first = " .. rtChannel["ui_index_first"]) Printf("dmx_lowlight = " .. rtChannel["dmx_lowlight"]) Printf("dmx_highlight = " .. rtChannel["dmx_highlight"]) Printf("dmx_default = " .. rtChannel["dmx_default"]) Printf("freq = " .. rtChannel["freq"]) Printf("rt_index = " .. rtChannel["rt_index"]) Printf("========== RELATED DMX CHANNEL DUMP ==========") rtChannel["dmx_channel"]:Dump() -- Handle for relevant DMX channel Printf("============ RELATED FIXTURE DUMP ============") rtChannel["fixture"]:Dump() -- Handle for relevant fixture Printf("========== RELATED SUBFIXTURE DUMP ===========") rtChannel["subfixture"]:Dump() -- Handle for relevant subfixture Printf("=================== INFO =====================") Printf("normed_phaser_time = " .. rtChannel["info"]["normed_phaser_time"]) Printf("================ INFO FLAGS ==================") Printf("group_master = " .. rtChannel["info"]["flags"]["group_master"]) Printf("additive_master = " .. rtChannel["info"]["flags"]["additive_master"]) Printf("solo = " .. rtChannel["info"]["flags"]["solo"]) Printf("highlight = " .. rtChannel["info"]["flags"]["highlight"]) Printf("lowlight = " .. rtChannel["info"]["flags"]["lowlight"]) Printf("=================== PATCH ====================") Printf("break = " .. rtChannel["patch"]["break"]) Printf("coarse = " .. rtChannel["patch"]["coarse"]) Printf("fine = " .. rtChannel["patch"]["fine"]) Printf("ultra = " .. rtChannel["patch"]["ultra"]) ``` end ```| ``` # GetRTChannelCount() > The GetRTChannelCountua function returns a number indicating the total amount of RT channels. ## Description [Section titled “Description”](#description) The **GetRTChannelCount** Lua function returns a number indicating the total amount of RT channels. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of RT channels. ## Example [Section titled “Example”](#example) This example prints the number of RT channels to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The number of RT channels is " .. GetRTChannelCount()) ``` end ```| ``` # GetRTChannels(integer[,boolean] OR handle[,boolean]) > The GetRTChannels Lua function returns a table with RT Channel indexes or a table with handles to the RT Channel objects. There are two different types of argum ## Description [Section titled “Description”](#description) The **GetRTChannels** Lua function returns a table with RT Channel indexes or a table with handles to the RT Channel objects. There are two different types of arguments for this function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for a (sub)fixture. * **Boolean** (Optional): * **True**:\ The returned table contains handles for RT Channel objects. * **False** (default):\ The returned table contains integers index values to the RT Channel objects. \- OR - * **Handle**:\ The handle should relate to a (sub)fixture object. * **Boolean** (Optional): * **True**:\ The returned table contains handles for RT Channel objects. * **False** (default):\ The returned table contains integers index values to the RT Channel objects. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table can be a list of RT Channel indexes or handles to the same RT Channels. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) This example prints a list of RT Channel indexes for the first fixture in the selection. It uses an index number as input: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for the first fixture in the current selection local fixtureIndex = SelectionFirst() -- Get the indexes of the RT channels local rtChannels = GetRTChannels(fixtureIndex, false) -- Print an error message if returnd table is nil if rtChannels == nil then ErrPrintf("Please select a fixture and try again") return end -- Print the table content for key,value in ipairs(rtChannels) do Printf("List index number ".. key .." : RTChannel index number = ".. value) end ``` end ````| ### Example 2 This example prints a list of RT Channel indexes and attributes for the first fixture in the selection. It uses a handle as the input: | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() -- Get a handle to the first fixture in the current selection local fixtureHandle = GetSubfixture(SelectionFirst()) if fixtureHandle == nil then ErrPrintf("Please select a fixture and try again") return end -- Creates a table of handles to the RT channels of the first selected fixture. local rtChannels = GetRTChannels(fixtureHandle, true) if rtChannels == nil then ErrPrintf("Please select a fixture and try again") return end -- Print DMX addresses of the RT Channels for the fixture for key,value in ipairs(rtChannels) do Printf("List index number ".. key .. ": RTChannel Index = %i, Coarse DMX addr. = %s, Fine DMX addr. = %s", value.INDEX, value.COARSE, value.FINE) end end ``` | ```` # GetSample(string) > The GetSample Lua function returns a number representing a percentage usage based on a string input. ## Description [Section titled “Description”](#description) The **GetSample** Lua function returns a number representing a percentage usage based on a string input. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ Only a specific list of strings can be input: * MEMORY * CPU * CPUTEMP * GPUTEMP * SYSTEMP * FANRPM ## Return [Section titled “Return”](#return) * **Number**:\ A number (float) is returned. ## Example [Section titled “Example”](#example) This example stores the different samples in a table and then prints the content of the table: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Gather the sample information in a table local sample = {} sample["MEMORY"] = GetSample("MEMORY") sample["CPU"] = GetSample("CPU") sample["CPUTEMP"] = GetSample("CPUTEMP") sample["GPUTEMP"] = GetSample("GPUTEMP") sample["SYSTEMP"] = GetSample("SYSTEMP") sample["FANRPM"] = GetSample("FANRPM") -- Print the collected data Printf("Memory ; ".. sample["MEMORY"]) Printf("CPU ; ".. sample["CPU"]) Printf("CPU temperature ; ".. sample["CPUTEMP"]) Printf("GPU temperature ; ".. sample["GPUTEMP"]) Printf("System temperature ; ".. sample["SYSTEMP"]) Printf("Fan RPM ; ".. sample["FANRPM"]) ``` end ```| ``` # GetScreenContent(handle) > The GetScreenContent Lua function returns a handle to the screen content based on a provided handle to a screen configuration. ## Description [Section titled “Description”](#description) The **GetScreenContent** Lua function returns a handle to the screen content based on a provided handle to a screen configuration. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ This must be a handle to a screen configuration. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the screen content. ## Example [Section titled “Example”](#example) This example prints the data connected to the screen content handle. It uses the CurrentScreenConfig() and Dump() functions: The **CurrentScreenConfig** Lua function returns a handle to the current users’ screen configuration. Learn more in the [CurrentScreenConfig topic](/grandma3/2-4/lua_objectfree_currentscreenconfig/). # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a handle for the current screen configuration. local myCurrentScreenConfig = CurrentScreenConfig() -- Create a handle for the screen content based on the screen configuration. local myScreenContent = GetScreenContent(myCurrentScreenConfig) -- Print the Dump of the handle. Printf("=============== START OF DUMP ===============") myScreenContent:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetSelectedAttribute() > The GetSelectedAttribute Lua function returns a handle to the currently selected attribute. ## Description [Section titled “Description”](#description) The **GetSelectedAttribute** Lua function returns a handle to the currently selected attribute. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the selected attribute. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the currently selected attribute Printf("=============== START OF DUMP ===============") GetSelectedAttribute():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetShowFileStatus() > The GetShowFileStatus Lua function returns a string with the current device's show file status, for example, "NoShow", "ShowLoaded", "ShowDownloaded", "ShowSavi ## Description [Section titled “Description”](#description) The **GetShowFileStatus** Lua function returns a string with the current device’s show file status, for example, “NoShow”, “ShowLoaded”, “ShowDownloaded”, “ShowSaving”, and “DataNegotiationActive”. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the enum string from “Enums.ShowFileStatus” that matches the current status. ## Example [Section titled “Example”](#example) This example prints the current device’s show file status in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Prints the current showfile status Printf("ShowfileStatus: "..GetShowFileStatus()) ``` end ```| ``` # GetSubfixture(integer) > The GetSubfixture Lua function returns the handle of the fixture specified by its patch index number. ## Description [Section titled “Description”](#description) The **GetSubfixture** Lua function returns the handle of the fixture specified by its patch index number. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The patch index number for a fixture. This is also known as the “subfixtureindex”. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the fixture object matching the provided index number. ## Example [Section titled “Example”](#example) This example uses a fixture selection to print all the information (in the Command Line History) about the first fixture in the selection using the [](/grandma3/2-4/lua_object_dump/)Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Check for a fixture selection, by returning an index for the first fixture if (SelectionFirst()) then -- There is a fixture selection, store the index for the first fixture local fixtureIndex = SelectionFirst() -- Dump all information about the fixture Printf("=============== START OF DUMP ===============") GetSubfixture(fixtureIndex):Dump() Printf("================ END OF DUMP ================") else -- There needs to be a selection of at least one fixture Printf("Please select a fixture") end ``` end ```| ### Related Functions - [SelectionFirst](/grandma3/2-4/lua_objectfree_selectionfirst/) - [SelectionNext](/grandma3/2-4/lua_objectfree_selectionnext/) - [GetSubfixtureCount](/grandma3/2-4/lua_objectfree_getsubfixturecount/) ``` # GetSubfixtureCount() > The GetSubfixtureCountua function returns the total number of fixtures that are patched within the show file. ## Description [Section titled “Description”](#description) The **GetSubfixtureCount** Lua function returns the total number of fixtures that are patched within the show file. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer number represents the total amount of patched fixtures on all the stages in the show file. ## Example [Section titled “Example”](#example) This example prints the total number of patched fixtures in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext Printf('Total number of patched fixtures: %i', GetSubfixtureCount()) ``` end ```| ``` # GetTokenName(string) > The GetTokenName Lua function returns a string with the full keyword based on the short version string input or nil if there is no corresponding keyword. ## Description [Section titled “Description”](#description) The **GetTokenName** Lua function returns a string with the full keyword based on the short version string input or nil if there is no corresponding keyword. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string input should correspond to a short version of a keyword. ## Return [Section titled “Return”](#return) * **String**:\ A string with the full keyword is returned. \- OR - * **Nil**:\ If there is no corresponding keyword, then nil is returned. ## Example [Section titled “Example”](#example) This example returns the full keyword matching the short “seq” string: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a short string to be used as input local shortToken = 'seq' -- Get the full token name local tokenName = GetTokenName(shortToken) -- Print useful output if nil is not returned if tokenName ~= nil then Printf("The full version of '".. shortToken .. "' is '" .. tokenName .. "'") end ``` end ```| ``` # GetTokenNameByIndex(int) > The GetTokenNameByIndex Lua function returns a string with the keyword based on the index number provided. ## Description [Section titled “Description”](#description) The **GetTokenNameByIndex** Lua function returns a string with the keyword based on the index number provided. Each keyword is described in the [Command Syntax and Keywords section](/grandma3/2-4/command_syntax_keywords/). ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer input is the index number for a corresponding keyword. There is no apparent logic to the index number and the keyword. ## Return [Section titled “Return”](#return) * **String**:\ A string with the full keyword is returned. \- OR - * **Nil**:\ If there is no corresponding keyword, then nil is returned. ## Example [Section titled “Example”](#example) If the keyword exists, this example returns the keywords matching the first 443 index numbers: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a variable to hold the keyword string local tokenName = "" -- Print the keywords to the first 443 indexes if possible for index = 1, 443, 1 do tokenName = GetTokenNameByIndex(index) if tokenName ~= nil then Printf("Token index " .. index .. " = " .. tokenName) end end ``` end ```| ``` # GetTopModal() > The GetTopModal Lua function returns a handle for the modal at the top. Modal is the internal name for pop-ups that interrupt the system's normal operation. A m ## Description [Section titled “Description”](#description) The **GetTopModal** Lua function returns a handle for the modal at the top. Modal is the internal name for pop-ups that interrupt the system’s normal operation. A modal blocks other UI elements from being used while it is open. For example, when opening a window’s settings pop-up, it is not possible to use the command line. The settings pop-up is a modal. Modals can also be identified by the rest of the UI, which darkens a bit when it is open. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the top modal UI object if there is one. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-4/lua_object_dump/)ump() function to show information about the StagePopup selection pop-up. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Open a Modal / Pop-up. Cmd('Menu "StagePopup"') -- Add a small wait. coroutine.yield(0.5) -- Get the handle for the modal / pop-up. local modalHandle = GetTopModal() -- If there is a handle then dump all information else print en error feedback. if modalHandle ~= nil then Printf("=============== START OF DUMP ===============") modalHandle:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The Modal UI object could not be found.") end -- Close the modal / pop-up by pressing the Escape key. Keyboard(1,'press','Escape') Keyboard(1,'release','Escape') ``` end ```| ``` # GetTopOverlay() > The GetTopOverlay Lua function returns a handle for the overlay at the top of the display with the provided index number. Overlay is the internal name for what ## Description [Section titled “Description”](#description) The **GetTopOverlay** Lua function returns a handle for the overlay at the top of the display with the provided index number. Overlay is the internal name for what is called pop-ups or menus in the rest of this manual. ## Argument [Section titled “Argument”](#argument) This function does not have any arguments. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ The function returns a handle to the top overlay UI object if there is one. ## Example [Section titled “Example”](#example) This example uses the D[](/grandma3/2-4/lua_object_dump/)ump() function to show information about the MenuSelector pop-up - it is the one opening when pressing the [Menu key](/grandma3/2-4/key_menu/). # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Open the MenuSelector overlay. Cmd('Menu "MenuSelector') -- Add a small delay. coroutine.yield(0.5) -- Get the handle for the overlay on the display with index 1. local overlayHandle = GetTopOverlay(1) -- Add a small delay. coroutine.yield(0.5) -- Close the MenuSelector overlay. Cmd('Menu "MenuSelector') -- Check if there is a handle and print appropriate feedback. if overlayHandle ~= nil then Printf("=============== START OF DUMP ===============") overlayHandle:Dump() Printf("================ END OF DUMP ================") else ErrPrintf("The Overlay UI object could not be found.") end ``` end ```| ``` # GetUIChannelCount() > The GetUIChannelCountua function returns a number indicating the total amount of UI channels. ## Description [Section titled “Description”](#description) The **GetUIChannelCount** Lua function returns a number indicating the total amount of UI channels. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of UI channels. ## Example [Section titled “Example”](#example) This example prints the number of UI channels to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The number of UI channels is " .. GetUIChannelCount()) ``` end ```| ``` # GetUIChannelIndex(integer, integer) > The GetUIChannelIndex Lua function returns the index integer matching a UI channel based on two index inputs. ## Description [Section titled “Description”](#description) The **GetUIChannelIndex** Lua function returns the index integer matching a UI channel based on two index inputs. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The first integer is the patch index of a fixture. * **Integer**:\ This integer is an attribute index (0-based). This can be found in the Attribute Definitions or by the GetAttributeIndex() Lua function. # Attribute Definition [Section titled “Attribute Definition”](#attribute-definition) Attributes are the building blocks of fixture types. The same building blocks are used throughout the console and they are what is controlled using the Encoder bar when operating fixtures. Attributes definitions describe the relation between Main Attributes and sub-attributes. Learn more in the [Attribute Definition topic](/grandma3/2-4/patch_attribute_definitions/). # GetAttributeIndex() [Section titled “GetAttributeIndex()”](#getattributeindex) The **GetAttributeIndex** Lua function returns the (0 based) index number of the attribute definition based on the system name of the attribute. Learn more in the [GetAttributeIndex() topic](/grandma3/2-4/lua_objectfree_getattributeindex/). ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer to a channel function. ## Example [Section titled “Example”](#example) This example prints the UI channel index of the “Dimmer” attribute of the first fixture in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the Attribute index and UIChannel indexes local attributeIndex = GetAttributeIndex("Dimmer") local uiChannelIndex = GetUIChannelIndex(SelectionFirst(),attributeIndex) -- End the function if any of the index return nil if (attributeIndex == nil or uiChannelIndex == nil) then ErrPrintf("Something went wrong, maybe your first selected fixture don't have a Dimmer - Please try again") return end Printf("The UI Channel Index is " .. uiChannelIndex) ``` end ```| ``` # GetUIChannels(integer[,boolean] OR handle[,boolean]) > The GetUIChannels Lua function returns a table with UI Channel indexes or a table with handles to the UI Channel objects. There are two different types of argum ## Description [Section titled “Description”](#description) The **GetUIChannels** Lua function returns a table with UI Channel indexes or a table with handles to the UI Channel objects. There are two different types of arguments for this function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer should be the index number for a (sub)fixture. * **Boolean** (Optional): * **True**:\ The returned table contains handles for UI Channel objects. * **False** (default):\ The returned table contains integer index values to the UI Channel objects. \- OR - * **Handle**:\ The handle should relate to a (sub)fixture object. * **Boolean** (Optional): * **True**:\ The returned table contains handles for UI Channel objects. * **False** (default):\ The returned table contains integer index values to the UI Channel objects. ## Return [Section titled “Return”](#return) * **Table**:\ The returned table can be a list of UI Channel indexes or handles to the same UI Channel indexes. ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) This example prints a list of UI Channel indexes for the first fixture in the selection. It uses an index number as input: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Creates a table of indexes of the UI channels of the first selected fixture. local uiChannels = GetUIChannels(SelectionFirst()) if uiChannels == nil then ErrPrintf("Please select a fixture and try again") return end for key,value in ipairs(uiChannels) do Printf("List index number ".. key .. " : UIChannel Index = " .. value) end ``` end ````| ### Example 2 This example prints a list of UI Channel indexes and attributes for the first fixture in the selection. It uses a handle as the input: | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function() local fixtureHandle = GetSubfixture(SelectionFirst()) -- Creates a table of handles to the UI channels of the first selected fixture. local uiChannels = GetUIChannels(fixtureHandle, true) if uiChannels == nil then ErrPrintf("Please select a fixture and try again") return end for key,value in pairs(uiChannels) do Printf("List index number ".. key .. ": UIChannel Index = %i, (Sub)Attribute = %s", value.INDEX-1, value.SUBATTRIBUTE) end end ``` | ```` # GetUIObjectAtPosition(integer, table) > The GetUIObjectAtPosition Lua function returns the handle of the UI Object at a specified position on a specified display. ## Description [Section titled “Description”](#description) The **GetUIObjectAtPosition** Lua function returns the handle of the UI Object at a specified position on a specified display. ## Argument [Section titled “Argument”](#argument) * **Integer**:\ The integer should be the index number of the display with the UI object. * **Table**:\ The table must have two elements with the following keys: * x: This is the X position on the display. The value must be a number indicating the desired pixel position. It is counted from the left side of the display. * y: This is the Y position on the display. The value must be a number indicating the desired pixel position. It is counted from the top of the display. ## Return [Section titled “Return”](#return) * **Handle** | **nil**:\ If a UI object is at the provided position, then the handle to the object is returned. Otherwise, it returns nil. ## Example [Section titled “Example”](#example) This example prints the Dump of the UIObject at a specific position on display 1. It also uses the DrawPointer function to draw a red pointer at the position. # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). The DrawPointer function draws a red pointer at a display. Learn more about it in the [DrawPointer() topic](/grandma3/2-4/lua_objectfree_drawpointer/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the index number for "Display 1" local displayIndex = GetDisplayCollect()["Display 1"].INDEX -- Create a table with X and Y position local positionTable = {} positionTable.x = 1000 positionTable.y = 500 -- Get the UI object handle local uiObjectAtPositionHandle = GetUIObjectAtPosition(displayIndex,positionTable) -- Dump all information about the display with the index number if not nil if uiObjectAtPositionHandle == nil then Printf("The returned value was not a valid handle.") return end -- Draw a pointer at the posiiton for 5 seconds DrawPointer(displayIndex,positionTable,5000) --Dump of the UIObject Printf("=============== START OF DUMP ===============") uiObjectAtPositionHandle:Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # GetVar(handle, string) > The GetVar Lua function returns the value of a specific variable in a set of variables. To learn more about the variables in plugins, look at the Variable Funct ## Description [Section titled “Description”](#description) The GetVar Lua function returns the value of a specific variable in a set of variables. To learn more about the variables in plugins, look at the [Variable Functions](/grandma3/2-4/lua_variables/) topic. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. ## Return [Section titled “Return”](#return) * **Value**:\ This is the value of the variable. If the variable does not exist, then nil is returned. ## Example [Section titled “Example”](#example) This example returns the value of a variable called “myUserVar” in the set of user variables if it exists: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the value from a user variable called "myUserVar" - assuming it already exists local varValue = GetVar(UserVars(), "myUserVar") -- Print en error feedback or the value of the variable if varValue == nil then Printf("Variable returns nothing!") else Printf("Variable value is: " .. varValue) end ``` end ```| ``` # GlobalVars() > The GlobalVars function returns a handle to the set of global variables. Read more about these in the Variables topic in the Macro section. ## Description [Section titled “Description”](#description) The GlobalVars function returns a handle to the set of global variables. Read more about these in the [Variables](/grandma3/2-4/macro_variables/) topic in the Macro section. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of global variables. ## Example [Section titled “Example”](#example) This example sets, gets, and deletes a global variable: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores a local Lua variable with the handle for the global variable set. local variableSet = GlobalVars() -- Sets a global variable with an integer value using the SetVar() function. SetVar(variableSet, "myGlobalVar", 42) -- Prints the global variable using the GetVar() function. Printf("The value of myGlobalVar is: " .. GetVar(variableSet, "myGlobalVar")) -- Deletes the global variable using the DelVar() function. DelVar(variableSet, "myGlobalVar") ``` end ```| ``` # HandleToInt(handle) > The HandleToInt Lua function converts a handle into an integer format. ## Description [Section titled “Description”](#description) The **HandleToInt** Lua function converts a handle into an integer format. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of the object. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned integer is the handle converted to an integer. ## Example [Section titled “Example”](#example) This example prints the handle integer number for the selected sequence. It also converts the integer back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The integer number for the handle of the selected sequence: %i", HandleToInt(SelectedSequence())) ``` end ```| ``` # HandleToStr(handle) > The HandleToStr Lua function converts a handle into a string in a hexadecimal number format. ## Description [Section titled “Description”](#description) The **HandleToStr** Lua function converts a handle into a string in a hexadecimal number format. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of the object. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the handle number converted to a hexadecimal format. ## Example [Section titled “Example”](#example) This example prints the handle hex number for the selected sequence. It also converts the string back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The string (in hex format with 'H#' in front) for the handle of the selected sequence: %s",HandleToStr(SelectedSequence())) ``` end ```| ``` # HookObjectChange(function, handle, handle[, handle]) > The HookObjectChangeua function automatically calls a function when a grandMA3 object changes. ## Description [Section titled “Description”](#description) The **HookObjectChange** Lua function automatically calls a function when a grandMA3 object changes. ## Arguments [Section titled “Arguments”](#arguments) * **Function**:\ This must be the name of a function. This function is triggered every time the provided grandMA3 object changes. * **Handle**:\ This is the handle for the grandMA3 objects that should be monitored for changes. The triggered function passes this handle on as the first argument. * **Handle**:\ The handle must be for the plugin creating this HookObjectChange - it is the handle for “this” plugin. * **Handle** (optional):\ This optional handle is for an object that will be passed on to the triggered function (as the third argument). ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer identifying the hook. This can be saved to unhook the object later. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See also these related functions: [DumpAllHooks](/grandma3/2-4/lua_objectfree_dumpallhooks/), [Unhook](/grandma3/2-4/lua_objectfree_unhook/), [UnhookMultiple](/grandma3/2-4/lua_objectfree_unhookmultiple/). | ## Example [Section titled “Example”](#example) To call a function every time the content of the sequence pool changes, create a plugin with this code: | | | --------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | — Get the handle to this Lua component. | | local luaComponentHandle = select(4,…) | function Main() — Get a handle to the sequence pool. local hookObject = DataPool().Sequences — Get a handle to this plugin. local pluginHandle = luaComponentHandle:Parent() — Create the hook and save the Hook ID. SequenceHookId = HookObjectChange(MySequencePoolCallback, hookObject, pluginHandle) — Print the returned Hook ID. Printf(“HookId: ” .. SequenceHookId) end — This function is called when there are changes in the sequence pool. function MySequencePoolCallback(obj) Printf(tostring(obj.name) .. ” changed!”) end return Main ```| ``` # HostOS() > The HostOS Lua function returns a string with the type of operating system of the device where the plugin is executed (for instance, "Windows", "Linux", or "Mac ## Description [Section titled “Description”](#description) The **HostOS** Lua function returns a string with the type of operating system of the device where the plugin is executed (for instance, “Windows”, “Linux”, or “Mac”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the operating system of the grandMA3 hardware or grandMA3 onPC computer. ## Example [Section titled “Example”](#example) This example prints the operating system of the device in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostOS is "..HostOS()) ``` end ```| ``` # HostSubType() > The HostSubType Lua function returns a string with the host sub type of the station where the plugin is executed (for example, "FullSize", "Light", "RPU", "onPC ## Description [Section titled “Description”](#description) The **HostSubType** Lua function returns a string with the host sub type of the station where the plugin is executed (for example, “FullSize”, “Light”, “RPU”, “onPCRackUnit”, “Undefined”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the host sub-type of the device. ## Example [Section titled “Example”](#example) This example prints the host sub-type of the station in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostSubType is "..HostSubType()) ``` end ```| ``` # HostType() > The HostType Lua function returns a string with the host type of the device where the plugin is executed (for example, "Console" or "onPC"). ## Description [Section titled “Description”](#description) The **HostType** Lua function returns a string with the host type of the device where the plugin is executed (for example, “Console” or “onPC”). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the host type of the device. ## Example [Section titled “Example”](#example) This example prints the host type of the device in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The HostType is "..HostType()) ``` end ```| ``` # Import(string) # IncProgress(handle, integer) # IntToHandle(integer) > The IntToHandle Lua function converts an integer number into a handle. The integer needs to correlate with an actual handle. The **IntToHandle** Lua function converts an integer number into a handle. The integer needs to correlate with an actual handle. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The integer that correlates to an object’s handle. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle of the object correlates with the integer. ## Example [Section titled “Example”](#example) This example prints the handle integer number for the selected sequence. It also converts the integer back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Convert the handle of the currently selected sequence to an integer local handleInt = HandleToInt(SelectedSequence()) -- Print the handle integer Printf("The handle integer number of the selected sequence: %i", HandleToInt(SelectedSequence())) -- Convter the integer back to a hanndle and use it to get the sequence name Printf("The name of the selected sequence is: %s", IntToHandle(handleInt).name) ``` end ```| ``` # IsClassDerivedFrom(string, string) > The IsClassDerivedFrom Lua function returns a boolean indicating if a class is derived from a different class. ## Description [Section titled “Description”](#description) The **IsClassDerivedFrom** Lua function returns a boolean indicating if a class is derived from a different class. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ This string needs to be the name of the class that might be derived from a different class. * **String**:\ This string needs to be the name of the class that might be the base class. ## Return [Section titled “Return”](#return) * **Boolean**:\ The returned boolean indicates if the class is derived from the base class. ## Example [Section titled “Example”](#example) This example checks if a class is derived from a different class and returns useful feedback. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Set the value of the two strings. local derivedName = "World" local baseName = "Group" -- Check if the derivedName is the name of a class derived from the baseName class. local isDerived = IsClassDerivedFrom(derivedName, baseName) -- Provide feedback. if isDerived then Printf(derivedName .. " is derived from " .. baseName) else Printf(derivedName .. " is not derived from " .. baseName) end ``` end ```| ``` # IsObjectValid(handle) > The IsObjectValidunction returns a boolean true or nil depending on whether the supplied argument is a valid object. ## Description [Section titled “Description”](#description) The **IsObjectValid** function returns a boolean true or nil depending on whether the supplied argument is a valid object. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The argument should be the handle to a possible object. ## Return [Section titled “Return”](#return) * **Boolean or nil**:\ The returned value is a boolean True if the handle is a valid object or it returns nil if it is not a valid object. ## Example [Section titled “Example”](#example) This example below examines if “Root()” is a valid object and prints meaningful feedback: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext --Create a variable with the possible object local myObject = Root() --Check if it is an object local myReturn = IsObjectValid(myObject) --Print the result if myReturn == nil then ErrPrintf("It is not a valid object") else Printf("It is an object") end ``` end ```| ``` # KeyboardObj() > The KeyboardObj function returns the handle to the first found keyboard object. ## Description [Section titled “Description”](#description) The **KeyboardObj** function returns the handle to the first found keyboard object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the keyboard object. ## Example [Section titled “Example”](#example) This example prints the information of the keyboard object. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the KeyboardObj object Printf("=============== START OF DUMP ===============") KeyboardObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # MasterPool() > The MasterPool Lua function returns the handle to the masters. ## Description [Section titled “Description”](#description) The **MasterPool** Lua function returns the handle to the masters. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the pool of masters. ## Example [Section titled “Example”](#example) This example prints the information of the MasterPool object. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the MasterPool object Printf("=============== START OF DUMP ===============") MasterPool():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # MessageBox(table) > The MessageBox Lua function is used to create pop-up message boxes. These can be simple or complex information pop-ups with many different options and user inpu ## Description [Section titled “Description”](#description) The MessageBox Lua function is used to create pop-up message boxes. These can be simple or complex information pop-ups with many different options and user inputs. The message box contains multiple elements that must be defined in a table. This table is the single input argument to the function. The elements in the message box are displayed in alphabetical order. This function is part of the User Interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **Table**:\ The input to the function must be formatted as a table using key-value pairs. The needed elements have default values that will be used if not overwritten. The values can be defined in any order if the key is defined.\ The table can have the following elements: * **title**:\ This is the title of the pop-up message box. * **titleTextColor**:\ This is the text color for the title text. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **backColor**:\ This is the color of the frame or border of the pop-up. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **icon**:\ This is an icon that can be shown in the upper left corner of the pop-up. The value can be an integer or a string that refers to the number or name of a texture image (without the file format).\ The icons can be listed by navigating to the texture folder ChangeDestination GraphicsRoot/TextureCollect/Textures and then doing a List command.\ This shows a long list with numbers and names of all the textures in the Command Line History window. * **message**:\ This message text string is displayed in the main part of the pop-up. A new line can be created by adding a “\n” in the text. * **messageTextColor**:\ This is the text color for the message text. The value is a number or string that refers to the **UI Colors** in the color theme. See the link below. * **autoCloseOnInput**:\ This option defines if a Please (or Enter) from an input field closes the message box pop-up. The default value is **true**. Setting this to **false** keeps the message box open until it is explicitly closed. See example 5 below. * **timeout**:\ The timeout value is an integer that indicates how long the message box is displayed in milliseconds. It will show a countdown timer at the top of the message area. When the countdown runs out, it will close the pop-up.\ When the timeout closes the pop-up, it returns a **success** element with a **true** value (see more about the return below). It was closed “normally”. * **timeoutResultCancel**:\ This element can change the return to mimic a cancel of the pop-up, which returns a **false** instead of a **true** for the **success** element. * **timeoutResultID**:\ When the timeout closes the pop-up with the **success** value = **true**, a special return result can be defined using this, for instance, setting the value to 99 - then 99 is returned when the message box is closed by the timeout. * **commands**:\ The commands are buttons at the bottom of the message box pop-up. The input here is a table of objects using the following structure: * **value**:\ This integer value will be returned as the result value - see more about the return below. * **name**:\ This is a string which will be shown on the button. * **inputs**:\ The inputs are user input fields where text or numbers can be input. The input fields will be displayed in alphabetical order.\ The input fields are defined using an table with the following structure (see example 5 below): * **name**:\ This is a string value - the text will be shown as a label for the input field. * **value**:\ This is a string value - it is a default input value for the input field. * **blackfilter**:\ This is a string value - it defines input characters that are not allowed. * **whitefilter**:\ This is a string value - it defines which input characters are allowed. * **vkPlugin**:\ This is a string value - it is the name of the input pop-up, which is opened if the on-screen keyboard icon (![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png)) is tapped in the pop-up. Example 5 below has a list of possible vkPlugin values. * **maxTextLength**:\ This is an integer value - it defines the maximum number of characters for the input. * **states**:\ The states are buttons in the pop-up. State buttons have a small checkbox and can have a true or false state. The buttons will be displayed in alphabetical order.\ The buttons are defined using a table with the following structure (see example 4 below): * **name**:\ This is a string value - the text will be shown on the button. * **state**:\ This is the initial state of the button checkbox. * **selectors**:\ Selector buttons are two different types of buttons. Each type can have a selected value based on a list of available values. The two types are **Swipe** button (type 0) and **Radio** button (type 1).\ The buttons are defined in a table with the following structure: * **name**:\ This is a string value - the text will be shown on the button (swipe button) or as a label above the buttons (radio buttons). * **selectedValue**:\ This is an integer value - it defines the default selected value * **type**:\ This is an integer value - it defines the type of selector button. The options are: * **0**:\ This defines the button as a swipe button. * **1**:\ This defines the button as a radio button. * **values**:\ This is another table containing the different values available for the selector button. Each value element in the table has the following structure: \[“string”]=integer\ The string is the name displayed for the value. The integer is the value returned and the one used for **selectedValue** (see above). See example 6 below for an example of use. The table can contain some or all of the elements described above. The colors mentioned above can be a string or number value. It refers to a defined UI Color in the color theme, for instance, **“Global.Text”** or **1.27**. See more in the [Color Theme topic](/grandma3/2-4/ws_colors_color_theme/). A message box pop-up should have at least a title, message, and \_either \_a timeout *or* some basic command buttons. See the first three examples below. ## Return [Section titled “Return”](#return) * **Table**:\ The return from a message box pop-up is formatted in a table. The returned table adjusts to match the elements of the message box. For instance, if there are selection buttons in the message box, then there is another table inside the result table containing the return from the selection buttons. See the examples for details on how to retrieve the results. The table can contain the following elements: * **success**:\ This is a boolean - it returns true if the message box was closed by tapping a command button or by a timeout (see **timeoutResultCancel** above for exceptions). * **result**:\ This is an integer - it returns the value of the tapped command button or the timeout result ID. * **inputs** (only if the message box has inputs fields):\ This is a table with a list of the input fields’ name and string value in a key-value pair table. * **states** (only if the message box has state buttons):\ This is a table with a list of the state buttons’ name and boolean value in a key-value pair table. * **selectors** (only if the message box has selector buttons):\ This is a table with a list of the selector buttons’ name and integer value in a key-value pair table. An error is thrown if the message box does not have inputs, states, and selectors, but the script tries to use the table elements. See the examples to see how to extract the results. ## Examples [Section titled “Examples”](#examples) There are six different examples demonstrating different elements of the message box. The elements can be combined, but the examples highlight different functions. ### Example 1 [Section titled “Example 1”](#example-1) A simple message box pop-up that shows a single confirm button: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- This creates a small pop-up with a single button. local returnTable = MessageBox( { title = "Please confirm This", commands = {{value = 1, name = "Confirm"}} } ) -- Print the content of the returned table. Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) ``` end ````| ### Example 2 This example opens a pop-up with some text and two command buttons: | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is the title", message = "This is a message That can have multiple lines", commands = defaultCommandButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) end ``` | ### Example 3 This example displays a message box for 3 seconds and then closes itself: | | | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- This variable contains the table used as argument for the messagebox local messageTable = { title = "Do not worry", message = "This message will self destruct Goodbye!", timeout = 3000, timeoutResultCancel = false, timeoutResultID = 99, } -- This creates the messagebox pop-up and store the return table in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) end ``` | ### Example 4 This example adds state buttons to the message box. The buttons are added to a table for a better overview. | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with three state buttons -- The buttons will be displayed alphabetically in the pop-up local stateButtons = { {name = "State B", state = false}, {name = "State A", state = false}, {name = "New State", state = false} } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is state buttons", message = 'Toggle the states and click "Ok"', commands = defaultCommandButtons, states = stateButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the state of the stateButtons for name,state in pairs(returnTable.states) do Printf("State '%s' = '%s'",name,tostring(state)) end end ``` | ### Example 5 This example shows the input fields. | | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with three input fields -- The fields will be displayed alphabetically in the pop-up based on name local inputFields = { {name = "Numbers Only", value = "1234", whiteFilter = "0123456789", vkPlugin = "NumericInput"}, {name = "Text Only", value = "abcdef", blackFilter = "0123456789"}, {name = "Maximum 10 characters", value = "", maxTextLength = 10} } -- Possible vkPlugin values: -- - "TextInput" : same as default - standrd on-screne keyboard -- - "TextInputNumOnly" : text input but only with number buttons -- - "TextInputNumOnlyRange" : text input but only with number and related range buttons -- - "TextInputTimeOnly" : text input styled for time input - includes buttons for time values -- - "NumericInput" : general number input -- - "CueNumberInput" : number input styled for cue number -- - "RelCueNumberInput" : number input with the relative "delta" button -- - "IP4Prefix" : designed for inputting an IPv4 address allowing CIDR notation -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is input fields", message = 'Change the values in the input fields and click "Ok"', commands = defaultCommandButtons, inputs = inputFields, autoCloseOnInput = false } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the values of the input fields for name,value in pairs(returnTable.inputs) do Printf("Input '%s' = '%s'",name,tostring(value)) end end ``` | ### Example 6 This example shows the different selector buttons. | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [Copy Code](javascript:void\(0\))Lua | | ``` return function () -- A table with two default buttons for the pop-up local defaultCommandButtons = { {value = 2, name = "OK"}, {value = 1, name = "Cancel"} } -- A table with selector buttons -- The buttons will be displayed alphabetically in the pop-up based on name local selectorButtons = { { name="Swipe Selector", selectedValue=1, type=0, values={["Swipe1"]=1,["Swipe2"]=2}}, { name="Radio Selector", selectedValue=2, type=1, values={["Radio1"]=1,["Radio2"]=2}}, { name="Another Radio", selectedValue=3, type=1, values={["Radio3"]=3,["Radio4"]=4}} } -- State button to show grouping with swipe Selector button local stateButton = { {name = "State Button", state = false}, } -- A table with the elements needed for the pop-up local messageTable = { icon = "object_smart", backColor = "Window.Plugins", title = "This is input fields", message = 'Change the values in the input fields and click "Ok"', commands = defaultCommandButtons, states = stateButton, selectors = selectorButtons, } -- The creation on the actual pop-up with the result stored in a variable local returnTable = MessageBox(messageTable) -- Print the content of the returned table Printf("Success = "..tostring(returnTable.success)) Printf("Result = "..returnTable.result) -- Print a list with the values of the selection buttons for name,value in pairs(returnTable.selectors) do Printf("Input '%s' = '%s'",name,tostring(value)) end -- Print a list with the state of the stateButton for name,state in pairs(returnTable.states) do Printf("State '%s' = '%s'",name,tostring(state)) end end ``` | ```` # MouseObj() > The MouseObj function returns the handle to the first found mouse object. ## Description [Section titled “Description”](#description) The **MouseObj** function returns the handle to the first found mouse object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the mouse object. ## Example [Section titled “Example”](#example) This example prints the information of the mouse object. Is uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the MouseObj object Printf("=============== START OF DUMP ===============") MouseObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # NeedShowSave() > The NeedShowSave Lua function returns a boolean indicating if there are unsaved changes to the showfile. ## Description [Section titled “Description”](#description) The **NeedShowSave** Lua function returns a boolean indicating if there are unsaved changes to the showfile. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Boolean**:\ The boolean returns True if there are unsaved changes to the show file. False indicates that the show file has not changed since the last save. These indications do not include changes to the playback state of the show. ## Example [Section titled “Example”](#example) This example prints feedback indicating if the show file should be saved or not. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Check if the show should be saved. if NeedShowSave() then Printf("You should save your showfile.") else Printf("You do not need to save your showfile.") end ``` end ```| ``` # Patch() > The Patch Lua function returns a handle to the patch object. ## Description [Section titled “Description”](#description) The **Patch** Lua function returns a handle to the patch object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the patch. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- This example dumps all information about the patch object Printf("=============== START OF DUMP ===============") Patch():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Printf(string) > The Printf Lua function prints a string in the Command Line History and System Monitor. ## Description [Section titled “Description”](#description) The Printf Lua function prints a string in the Command Line History and System Monitor. # Command Line History [Section titled “Command Line History”](#command-line-history) The **Command Line History** window shows feedback from the system based in the user input. Learn more in the [Command Line History topic](/grandma3/2-4/ws_ui_command_line/). # System Monitor [Section titled “System Monitor”](#system-monitor) The **System Monitor** window shows what is happening at the station. This includes feedback on user commands. It is a log of the different things happening in the background. It also shows warnings, errors, and changes to the system. Learn more in the [System Monitor topic](/grandma3/2-4/si_system_monitor/). ## Argument [Section titled “Argument”](#argument) * **String**:\ The string text to be printed to the Command Line History. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example prints “Hello World!” in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Hello World!") ``` end ```| ``` # Programmer() > The Programmer Lua function references the current programmer object. ## Description [Section titled “Description”](#description) The **Programmer** Lua function references the current programmer object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Programmer object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-4/lua_object_dump/)Dump() function on the programmer object: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dumps information about the programmer object. Printf("=============== START OF DUMP ===============") Programmer():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ProgrammerPart() > The ProgrammerPart Lua function references the current programmer part object. ## Description [Section titled “Description”](#description) The **ProgrammerPart** Lua function references the current programmer part object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the programmer part object. ## Example [Section titled “Example”](#example) This example uses the [](/grandma3/2-4/lua_object_dump/)Dump() function on the programmer part object: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Dumps information about the current programmer part object. Printf("=============== START OF DUMP ===============") ProgrammerPart():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Pult() > The Pult Lua function returns a handle to the current "Pult" object at position Root/GraphicsRoot/PultCollect. The "Pult" object contains display and device inf ## Description [Section titled “Description”](#description) The **Pult** Lua function returns a handle to the current “Pult” object at position Root/GraphicsRoot/PultCollect. The “Pult” object contains display and device information. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle to the pult object. ## Example [Section titled “Example”](#example) This example prints the data connected to the handle. It uses the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The following prints the dump for the pult object Printf("=============== START OF DUMP ===============") Pult():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ReleaseType() > The ReleaseType Lua function returns a string with the type of release for the MA software. All the software versions available from MA Lighting will return "Re ## Description [Section titled “Description”](#description) The ReleaseType Lua function returns a string with the type of release for the MA software. All the software versions available from MA Lighting will return “Release”. Internally and during development, there can be other release types. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the release type of the grandMA3 software. ## Example [Section titled “Example”](#example) This example prints the release type in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("The ReleaseType is "..ReleaseType()) ``` end ```| ``` # Root() > The Root Lua function returns a handle to the object at the root position. ## Description [Section titled “Description”](#description) The **Root** Lua function returns a handle to the object at the root position. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Root object. Example This simple example prints the information of the Root object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- The following prints the dump for the root object Printf("=============== START OF DUMP ===============") Root():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedFeature() > The SelectedFeatureua function returns the handle of the selected feature. ## Description [Section titled “Description”](#description) The **SelectedFeature** Lua function returns the handle of the selected feature. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected feature. ## Example [Section titled “Example”](#example) This example prints all information about the selected feature in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected feature object Printf("=============== START OF DUMP ===============") SelectedFeature():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedLayout() > The SelectedLayoutua function returns the handle of the selected layout. ## Description [Section titled “Description”](#description) The **SelectedLayout** Lua function returns the handle of the selected layout. Layouts are two-dimensional drafts where it is possible to arrange fixtures, macros, groups, and other pool objects. Learn more in the [Layout topics](/grandma3/2-4/layouts/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected layout. ## Example [Section titled “Example”](#example) This example prints all information about the selected layout in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected layout object Printf("=============== START OF DUMP ===============") SelectedLayout():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedSequence() > The SelectedSequenceua function returns the handle of the selected sequence. ## Description [Section titled “Description”](#description) The **SelectedSequence** Lua function returns the handle of the selected sequence. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected sequence. ## Example [Section titled “Example”](#example) This example prints all information about the selected sequence in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected sequence object Printf("=============== START OF DUMP ===============") SelectedSequence():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectedTimecode() > The SelectedTimecodeua function returns the handle of the selected timecode object. ## Description [Section titled “Description”](#description) The **SelectedTimecode** Lua function returns the handle of the selected timecode object. The selected timecode object is the Timecode show currently selected in the Timecodes pool. Learn more in the [Timecodes topics](/grandma3/2-4/timecode/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected timecode object. ## Example [Section titled “Example”](#example) This example prints all information about the selected timecode show in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected timecode object local myTimecodeShow = SelectedTimecode() if myTimecodeShow ~= nil then Printf("=============== START OF DUMP ===============") myTimecodeShow:Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # SelectedTimer() > The SelectedTimerua function returns the handle of the selected timer object. ## Description [Section titled “Description”](#description) The **SelectedTimer** Lua function returns the handle of the selected timer object. The selected timer object is the Timer currently selected in the Timers pool. Timers are stopwatch and timers that can be used to measure time. Learn more in the [Timers topics](/grandma3/2-4/timers/). ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle for the selected timer object. ## Example [Section titled “Example”](#example) This example prints all information about the selected timer in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the selected timer object local myTimer = SelectedTimer() if myTimer ~= nil then Printf("=============== START OF DUMP ===============") myTimer:Dump() Printf("================ END OF DUMP ================") end ``` end ```| ``` # Selection() > The Selection Lua function returns a handle to the object holding the current selection of fixtures. ## Description [Section titled “Description”](#description) The Selection Lua function returns a handle to the object holding the current selection of fixtures. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the Selection object. ## Example [Section titled “Example”](#example) This example prints the information of the Selection object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the selection Printf("=============== START OF DUMP ===============") Selection():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # SelectionCount() > The SelectionCountua function returns a number indicating the total amount of currently selected fixtures. ## Description [Section titled “Description”](#description) The **SelectionCount** Lua function returns a number indicating the total amount of currently selected fixtures. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer number depicting the total amount of fixtures in the current selection.\ If there is no selection, then it returns 0. ## Example [Section titled “Example”](#example) This example prints the number of fixtures in the current selection to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf('Number of fixtures in the current selection: %i', SelectionCount()) ``` end ```| ``` # SelectionFirst() > The SelectionFirst Lua function returns a set of integers for the selection's first fixture. It is the patch index number and the XYZ grid values in the selecti ## Description [Section titled “Description”](#description) The **SelectionFirst** Lua function returns a set of integers for the selection’s first fixture. It is the patch index number and the XYZ grid values in the selection grid. It is not required to use all four returned integers, but they are returned in order. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned number is the patch index of the first fixture in the current selection. It is not the FID or CID. The index is 0-based. * **Integer**:\ The returned number is the current position on the X-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Y-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Z-axis in the selection grid. The selection grid is 0-based. ## Example [Section titled “Example”](#example) This example prints the returned numbers of the first fixture in the selection, to the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store the return in a local variable local fixtureIndex, gridX, gridY, gridZ = SelectionFirst(); -- Cancel the plugin if no fixture is selected assert(fixtureIndex,"Please select a fixture and try again."); -- Print the index number of the first fixture in the selection Printf("First selected fixture has index number: "..fixtureIndex .." and gridX value: "..gridX .." and gridY value: "..gridY .." and gridZ value: "..gridZ); ``` end ```| ### Related Functions - [SelectionNext](/grandma3/2-4/lua_objectfree_selectionnext/) - [GetSubfixture](/grandma3/2-4/lua_objectfree_getsubfixture/) - [GetSubFixtureCount](/grandma3/2-4/lua_objectfree_getsubfixturecount/) ``` # SelectionNext() > The SelectionNext function returns a set of integers for the next fixture in a selection based on the index number input as an argument. It is the index number ## Description [Section titled “Description”](#description) The SelectionNext function returns a set of integers for the next fixture in a selection based on the index number input as an argument. It is the index number in the patch and the XYZ grid values in the selection grid. It is not required to use all four returned integers, but they are returned in order. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ The index number is used to find the next fixture. The index number needs to be part of the current selection. ## Return [Section titled “Return”](#return) * **Integer**:\ The returned number is the patch index of the first fixture in the current selection. It is not the FID or CID. The index is 0-based. * **Integer**:\ The returned number is the current position on the X-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Y-axis in the selection grid. The selection grid is 0-based. * **Integer**:\ The returned number is the current position on the Z-axis in the selection grid. The selection grid is 0-based ## Example [Section titled “Example”](#example) This example prints the patch index number and grid positions of all the fixtures in the current selection: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store the return in a local variable local fixtureIndex, gridX, gridY, gridZ = SelectionFirst() -- Cancel the plugin if no fixture is selected assert(fixtureIndex,"Please select a (range of) fixture(s) and try again.") -- Loop that prints the index and gridpositions of all the fixtures in the selection while fixtureIndex do Printf('The fixture has index number: %i and gridposition %i / %i / %i', fixtureIndex, gridX, gridY, gridZ); -- Here is SelectionNext actually used to find the next fixture in the selection fixtureIndex, gridX, gridY, gridZ = SelectionNext(fixtureIndex) end ``` end ```| ### Related Functions - [SelectionFirst](/grandma3/2-4/lua_objectfree_selectionfirst/) - [GetSubfixture](/grandma3/2-4/lua_objectfree_getsubfixture/) - [GetSubfixtureCount](/grandma3/2-4/lua_objectfree_getsubfixturecount/) ``` # SerialNumber() > The SerialNumberua function returns the serial number of the grandMA3 hardware or grandMA3 onPC. ## Description [Section titled “Description”](#description) The **SerialNumber** Lua function returns the serial number of the grandMA3 hardware or grandMA3 onPC. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **String**:\ The returned string is the serial number of the grandMA3 hardware or grandMA3 onPC. ## Example [Section titled “Example”](#example) This example prints the serial number in the Command Line History: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext Printf("Serial number: " .. SerialNumber()) ``` end ```| ``` # SetLED(handle,table) > The SetLED Lua function sends a table with a set of LED brightness values to an MA3Module. After around two seconds, the system automatically sets the LED value ## Description [Section titled “Description”](#description) The **SetLED** Lua function sends a table with a set of LED brightness values to an MA3Module. After around two seconds, the system automatically sets the LED values to what it believes it should be. Below the example is a table listing all the grandMA3 hardware modules and which index number matches which LED on the hardware module. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Setting a value above 0 for a table index number not connected to an LED can cause the module to crash and reboot | ## Arguments [Section titled “Arguments”](#arguments) * **Handle:**\ This function does not accept any arguments. * **Table:**\ The table should be an indexed table with a set of integer values. The value range is from 0 to 255. This range indicates a brightness level. A special value of “-1” is used to release the LED to the system. The table should contain 1024 indexes. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets the LEDs on encoder 1 to green on a full-size console: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create the LED table local myLedTable = {} -- Fill the table with default "release" value for index=1,256 do myLedTable[index] = -1; end -- Set values in the table -- Encoder_inside1 = green myLedTable[7] = 0 myLedTable[10] = 255 myLedTable[22] = 0 -- Encoder_outside1 = green myLedTable[8] = 0 myLedTable[11] = 255 myLedTable[23] = 0 -- Get the handle for the MasterModule on a console local usbDeviceHandle = Root().UsbNotifier.MA3Modules["UsbDeviceMA3 2"] -- Set the values for the LEDs SetLED(usbDeviceHandle, myLedTable) ``` end ```| ## Hardware Modules LED Table This table provides a list of index numbers (indexed from 1). The numbers are matched with elements on the three different kinds of hardware modules that are relevant. Notice that the naming here comes from the internal hardware definition and might not match exactly the print on the keys or the official name. | Index | grandMA3 Master Module(MM) | grandMA3 Fader Module Encoder(MFE) | grandMA3 Fader Module Crossfader(MFX) | | ----- | ---------------------------- | ---------------------------------- | ------------------------------------- | | 0 |   |   |   | | 1 | ENCODER\_INSIDE4 Red | Executor 108 Button | Executor 108 Button | | 2 | ENCODER\_OUTSIDE3 Red | Executor 110 Button | Executor 110 Button | | 3 | ENCODER\_INSIDE2 Red | Executor 211 Button | Executor 211 Button | | 4 | EXEC\_GrandKnob Red | Executor 212 Button | Executor 212 Button | | 5 | MENU | Executor 213 Button | Executor 213 Button | | 6 | ENCODER\_OUTSIDE2 Red | Executor 214 Button | Executor 214 Button | | 7 | ENCODER\_INSIDE1 Red | Executor 215 Button | Executor 215 Button | | 8 | ENCODER\_OUTSIDE1 Red | Executor 209 Button | XFade1Btn Knob Red | | 9 | EXEC\_GrandKnob  Green | Executor 210 Button | XFade2Btn Knob Red | | 10 | ENCODER\_INSIDE1 Green | Executor 208 Button | Executor 209 Button | | 11 | ENCODER\_OUTSIDE1 Green | Executor 115 Button | Executor 210 Button | | 12 | ENCODER\_INSIDE2 Green | Executor 114 Button | Executor 208 Button | | 13 | ENCODER\_OUTSIDE2 Green | Executor 113 Button | XFade1Btn Knob Green | | 14 | ENCODER\_INSIDE3 Green | Executor 112 Button | XFade2Btn Knob Green | | 15 | ENCODER\_OUTSIDE3 Green | Executor 207 Button | DEF\_GO | | 16 | ENCODER\_INSIDE4 Green | Executor 206 Button | Executor 115 Button | | 17 | ENCODER\_OUTSIDE4 Green | Executor 205 Button | Executor 114 Button | | 18 | ENCODER\_INSIDE5 Green | Executor 105 Button | Executor 113 Button | | 19 | ENCODER\_OUTSIDE5 Green | Executor 106 Button | Executor 112 Button | | 20 | ENCODER\_OUTSIDE4 Red | Executor 107 Button | Executor 207 Button | | 21 | EXEC\_GrandKnob Blue | Executor 109 Button | Executor 206 Button | | 22 | ENCODER\_INSIDE1 Blue | Executor 204 Button | Executor 205 Button | | 23 | ENCODER\_OUTSIDE1 Blue | Executor 203 Button | XFade2 Fader Red | | 24 | ENCODER\_INSIDE2 Blue | Executor 202 Button | XFade2 Fader Green | | 25 | ENCODER\_OUTSIDE2 Blue | Executor 201 Button | XFade2 Fader Blue | | 26 | ENCODER\_INSIDE3 Blue | Executor 111 Button | Executor 105 Button | | 27 | ENCODER\_OUTSIDE3 Blue | Executor 101 Button | Executor 106 Button | | 28 | ENCODER\_INSIDE4 Blue | Executor 102 Button | Executor 107 Button | | 29 | ENCODER\_OUTSIDE4 Blue | Executor 103 Button | XFade1Btn Knob Blue | | 30 | ENCODER\_INSIDE5 Blue | Executor 104 Button | XFade2Btn Knob Blue | | 31 | ENCODER\_OUTSIDE5 Blue | Executor 312 Fader Red | Executor 109 Button | | 32 | ENCODER\_OUTSIDE5 Red | Executor 311 Fader Red | Executor 204 Button | | 33 | ENCODER\_INSIDE5 Red | Executor 413 Fader Red | Executor 203 Button | | 34 | ENCODER\_INSIDE3 Red | Executor 411 Button | Executor 202 Button | | 35 | ESC | Executor 412 Button | Executor 201 Button | | 36 | CLEAR | Executor 414 Fader Red | XFade2Btn Button | | 37 | HELP | Executor 411 Fader Red | DEF\_PAUSE | | 38 | GOTO | Executor 412 Fader Red | XFade1Btn Button | | 39 | ALIGN | Executor 415 Button | Executor 111 Button | | 40 | COPY | Executor 414 Button | Executor 101 Button | | 41 | OFF | Executor 413 Button | Executor 102 Button | | 42 | FULL | Executor 411 Fader Green | Executor 103 Button | | 43 | PLEASE | Executor 412 Fader Green | Executor 104 Button | | 44 | NUM4 | Executor 413 Fader Green | DEF\_GOBACK | | 45 | NUM5 | Executor 414 Fader Green | XFade1 Fader Red | | 46 | UNDO | Executor 415 Fader Green | XFade1 Fader Green | | 47 | GROUP | Executor 311 Fader Green | XFade1 Fader Blue | | 48 | THRU | Executor 312 Fader Green | Executor 312 Fader Red | | 49 | NUM6 | Executor 313 Fader Green | Executor 311 Fader Red | | 50 | NUM2 | Executor 314 Fader Green | Executor 413 Fader Red | | 51 | STORE | Executor 315 Fader Green | Executor 411 Button | | 52 | ASSIGN | Executor 312 Button | Executor 412 Button | | 53 | AT | Executor 313 Fader Red | Executor 414 Fader Red | | 54 | MA1 | Executor 311 Button | Executor 411 Fader Red | | 55 | SLASH | Executor 411 Fader Blue | Executor 412 Fader Red | | 56 | NUM1 | Executor 412 Fader Blue | Executor 415 Button | | 57 | CUE | Executor 413 Fader Blue | Executor 414 Button | | 58 | TIME | Executor 414 Fader Blue | Executor 413 Button | | 59 | SEQUENCE | Executor 415 Fader Blue | Executor 411 Fader Green | | 60 | CHANNEL | Executor 311 Fader Blue | Executor 412 Fader Green | | 61 | NUM7 | Executor 312 Fader Blue | Executor 413 Fader Green | | 62 | NUM8 | Executor 313 Fader Blue | Executor 414 Fader Green | | 63 | NUM9 | Executor 314 Fader Blue | Executor 415 Fader Green | | 64 | NUM3 | Executor 315 Fader Blue | Executor 311 Fader Green | | 65 | MINUS | Executor 313 Button | Executor 312 Fader Green | | 66 | NUM0 | Executor 315 Fader Red | Executor 313 Fader Green | | 67 | DOT | Executor 314 Fader Red | Executor 314 Fader Green | | 68 | IF | Executor 314 Button | Executor 315 Fader Green | | 69 | PLUS | Executor 315 Button | Executor 312 Button | | 70 | LEARN | Executor 415 Fader Red | Executor 313 Fader Red | | 71 | Executor 297 Knob Red | Executor 307 Fader Red | Executor 311 Button | | 72 | Executor 295 "X5 \| Step" | Executor 306 Fader Red | Executor 411 Fader Blue | | 73 | Executor 296 "X6 \| TC" | Executor 408 Fader Red | Executor 412 Fader Blue | | 74 | Executor 298 Knob Red | Executor 406 Button | Executor 413 Fader Blue | | 75 | Executor 295 Knob Red | Executor 407 Button | Executor 414 Fader Blue | | 76 | Executor 296 Knob Red | Executor 409 Fader Red | Executor 415 Fader Blue | | 77 | GOFAST | Executor 406 Fader Red | Executor 311 Fader Blue | | 78 | Executor 195 "X13 \| Phaser" | Executor 407 Fader Red | Executor 312 Fader Blue | | 79 | Executor 196 "X14 \| Macro" | Executor 410 Button | Executor 313 Fader Blue | | 80 | Executor 295 Knob Green | Executor 409 Button | Executor 314 Fader Blue | | 81 | Executor 296 Knob Green | Executor 408 Button | Executor 315 Fader Blue | | 82 | Executor 297 Knob Green | Executor 406 Fader Green | Executor 313 Button | | 83 | Executor 298 Knob Green | Executor 407 Fader Green | Executor 315 Fader Red | | 84 | DELETE | Executor 408 Fader Green | Executor 314 Fader Red | | 85 | Executor 197 "X15 \| Page" | Executor 409 Fader Green | Executor 314 Button | | 86 | GOBACKFAST | Executor 410 Fader Green | Executor 315 Button | | 87 | Executor 298 "X8 \| DMX" | Executor 306 Fader Green | Executor 415 Fader Red | | 88 | STOMP | Executor 307 Fader Green | Executor 307 Fader | | 89 | SELECT | Executor 308 Fader Green | Executor 306 Fader Red | | 90 | Executor 295 Knob Blue | Executor 309 Fader Green | Executor 408 Fader Red | | 91 | Executor 296 Knob Blue | Executor 310 Fader Green | Executor 406 Button | | 92 | Executor 297 Knob Blue | Executor 307 Button | Executor 407 Button | | 93 | Executor 298 Knob Blue | Executor 308 Fader Red | Executor 409 Fader Red | | 94 | Executor 198 "X16 \| Exec" | Executor 306 Button | Executor 406 Fader Red | | 95 | Executor 297 "X7 \| View" | Executor 406 Fader Blue | Executor 407 Fader Red | | 96 | ON | Executor 407 Fader Blue | Executor 410 Button | | 97 | MOVE | Executor 408 Fader Blue | Executor 409 Button | | 98 | FIXTURE | Executor 409 Fader Blue | Executor 408 Button | | 99 | PRESET | Executor 410 Fader Blue | Executor 406 Fader Green | | 100 | EDIT | Executor 306 Fader Blue | Executor 407 Fader Green | | 101 | UPDATE | Executor 307 Fader Blue | Executor 408 Fader Green | | 102 | PAUSE | Executor 308 Fader Blue | Executor 409 Fader Green | | 103 | GOBACK | Executor 309 Fader Blue | Executor 410 Fader Green | | 104 | Executor 293 Knob Red | Executor 310 Fader Blue | Executor 306 Fader Green | | 105 | SOLO | Executor 308 Button | Executor 307 Fader Green | | 106 | HIGHLIGHT | Executor 310 Fader Red | Executor 308 Fader Green | | 107 | Executor 294 Knob Red | Executor 309 Fader Red | Executor 309 Fader Green | | 108 | Executor 291 Knob Red | Executor 309 Button | Executor 310 Fader Green | | 109 | Executor 292 Knob Red | Executor 310 Button | Executor 307 Button | | 110 | GO | Executor 410 Fader Red | Executor 308 Fader Red | | 111 | LIST | Executor 302 Fader Red | Executor 306 Button | | 112 | PAGE\_DOWN | Executor 301 Fader Red | Executor 406 Fader Blue | | 113 | Executor 291 Knob Green | Executor 403 Fader Red | Executor 407 Fader Blue | | 114 | Executor 292 Knob Green | Executor 401 Button | Executor 408 Fader Blue | | 115 | Executor 293 Knob Green | Executor 402 Button | Executor 409 Fader Blue | | 116 | Executor 294 Knob Green | Executor 404 Fader Red | Executor 410 Fader Blue | | 117 | SELFIX | Executor 401 Fader Red | Executor 306 Fader Blue | | 118 | MA2 | Executor 402 Fader Red | Executor 307 Fader Blue | | 119 | PAGE\_UP | Executor 405 Button | Executor 308 Fader Blue | | 120 | XKEYS | Executor 404 Button | Executor 309 Fader Blue | | 121 | BLIND | Executor 403 Button | Executor 310 Fader Blue | | 122 | Executor 192 "X10" | Executor 401 Fader Green | Executor 308 Button | | 123 | Executor 193 "X11" | Executor 402 Fader Green | Executor 310 Fader Red | | 124 | Executor 194 "X12" | Executor 403 Fader Green | Executor 309 Fader Red | | 125 | Executor 291 Knob Blue | Executor 404 Fader Green | Executor 309 Button | | 126 | Executor 292 Knob Blue | Executor 405 Fader Green | Executor 310 Button | | 127 | Executor 293 Knob Blue | Executor 301 Fader Green | Executor 410 Fader Red | | 128 | Executor 294 Knob Blue | Executor 302 Fader Green | Executor 302 Fader Red | | 129 | PREVIEW | Executor 303 Fader Green | Executor 301 Fader Red | | 130 | FREEZE | Executor 304 Fader Green | Executor 403 Fader Red | | 131 | DOWN | Executor 305 Fader Green | Executor 401 Button | | 132 | PREV | Executor 302 Button | Executor 402 Button | | 133 | RESET | Executor 303 Fader Red | Executor 404 Fader Red | | 134 | UP | Executor 301 Button | Executor 401 Fader Red | | 135 | Executor 291 "X1 \| Clone" | Executor 401 Fader Blue | Executor 402 Fader Red | | 136 | Executor 292 "X2 \| Link" | Executor 402 Fader Blue | Executor 405 Button | | 137 | Executor 293 "X3 \| Grid" | Executor 403 Fader Blue | Executor 404 Button | | 138 | Executor 294 "X4 \| Layout" | Executor 404 Fader Blue | Executor 403 Button | | 139 | Executor 191 "X9" | Executor 405 Fader Blue | Executor 401 Fader Green | | 140 | NEXT | Executor 301 Fader Blue | Executor 402 Fader Green | | 141 | All LEDs on the Keyboard | Executor 302 Fader Blue | Executor 403 Fader Green | | 142 | Small Screen Backlight | Executor 303 Fader Blue | Executor 404 Fader Green | | 143 | Letterbox Screen Backlight | Executor 304 Fader Blue | Executor 405 Fader Green | | 144 |   | Executor 305 Fader Blue | Executor 301 Fader Green | | 145 |   | Executor 303 Button | Executor 302 Fader Green | | 146 |   | Executor 305 Fader Red | Executor 303 Fader Green | | 147 |   | Executor 304 Fader Red | Executor 304 Fader Green | | 148 |   | Executor 304 Button | Executor 305 Fader Green | | 149 |   | Executor 305 Button | Executor 302 Button | | 150 |   | Executor 405 Fader Red | Executor 303 Fader Red | | 151 |   | RateBtn2 | Executor 301 Button | | 152 |   | ExecBtn1 | Executor 401 Fader Blue | | 153 |   | SpeedBtn1 | Executor 402 Fader Blue | | 154 |   | RateBtn1 | Executor 403 Fader Blue | | 155 |   | SpeedBtn2 | Executor 404 Fader Blue | | 156 |   | ProgBtn1 | Executor 405 Fader Blue | | 157 |   | ProgBtn2 | Executor 301 Fader Blue | | 158 |   | ProgBtn3 | Executor 302 Fader Blue | | 159 |   | ExecBtn3 | Executor 303 Fader Blue | | 160 |   | ExecBtn2 | Executor 304 Fader Blue | | 161 |   | Executor 201 Fader Red | Executor 305 Fader Blue | | 162 |   | Executor 201 Fader Green | Executor 303 Button | | 163 |   | Executor 201 Fader Blue | Executor 305 Fader Red | | 164 |   | Executor 202 Fader Red | Executor 304 Fader Red | | 165 |   | Executor 202 Fader Green | Executor 304 Button | | 166 |   | Executor 202 Fader Blue | Executor 305 Button | | 167 |   | Executor 203 Fader Red | Executor 405 Fader Red | | 168 |   | Executor 203 Fader Green | Executor 201 Fader Red | | 169 |   | Executor 203 Fader Blue | Executor 201 Fader Green | | 170 |   | Executor 204 Fader Red | Executor 201 Fader Blue | | 171 |   | Executor 204 Fader Green | Executor 202 Fader Red | | 172 |   | Executor 204 Fader Blue | Executor 202 Fader Green | | 173 |   | Executor 205 Fader Red | Executor 202 Fader Blue | | 174 |   | Executor 205 Fader Green | Executor 203 Fader Red | | 175 |   | Executor 205 Fader Blue | Executor 203 Fader Green | | 176 |   | Executor 206 Fader Red | Executor 203 Fader Blue | | 177 |   | Executor 206 Fader Green | Executor 204 Fader Red | | 178 |   | Executor 206 Fader Blue | Executor 204 Fader Green | | 179 |   | Executor 207 Fader Red | Executor 204 Fader Blue | | 180 |   | Executor 207 Fader Green | Executor 205 Fader Red | | 181 |   | Executor 207 Fader Blue | Executor 205 Fader Green | | 182 |   | Executor 208 Fader Red | Executor 205 Fader Blue | | 183 |   | Executor 208 Fader Green | Executor 206 Fader Red | | 184 |   | Executor 208 Fader Blue | Executor 206 Fader Green | | 185 |   | Executor 209 Fader Red | Executor 206 Fader Blue | | 186 |   | Executor 209 Fader Green | Executor 207 Fader Red | | 187 |   | Executor 209 Fader Blue | Executor 207 Fader Green | | 188 |   | Executor 210 Fader Red | Executor 207 Fader Blue | | 189 |   | Executor 210 Fader Green | Executor 208 Fader Red | | 190 |   | Executor 210 Fader Blue | Executor 208 Fader Green | | 191 |   | Executor 211 Fader Red | Executor 208 Fader Blue | | 192 |   | Executor 211 Fader Green | Executor 209 Fader Red | | 193 |   | Executor 211 Fader Blue | Executor 209 Fader Green | | 194 |   | Executor 212 Fader Red | Executor 209 Fader Blue | | 195 |   | Executor 212 Fader Green | Executor 210 Fader Red | | 196 |   | Executor 212 Fader Blue | Executor 210 Fader Green | | 197 |   | Executor 213 Fader Red | Executor 210 Fader Blue | | 198 |   | Executor 213 Fader Green | Executor 211 Fader Red | | 199 |   | Executor 213 Fader Blue | Executor 211 Fader Green | | 200 |   | Executor 214 Fader Red | Executor 211 Fader Blue | | 201 |   | Executor 214 Fader Green | Executor 212 Fader Red | | 202 |   | Executor 214 Fader Blue | Executor 212 Fader Green | | 203 |   | Executor 215 Fader Red | Executor 212 Fader Blue | | 204 |   | Executor 215 Fader Green | Executor 213 Fader Red | | 205 |   | Executor 215 Fader Blue | Executor 213 Fader Green | | 206 |   | Desklights | Executor 213 Fader Blue | | 207 |   | Letterbox Screen Backlight | Executor 214 Fader Red | | 208 |   | Small Screen Backlight | Executor 214 Fader Green | | 209 |   |   | Executor 214 Fader Blue | | 210 |   |   | Executor 215 Fader Red | | 211 |   |   | Executor 215 Fader Green | | 212 |   |   | Executor 215 Fader Blue | | 213 |   |   | Desklights | | 214 |   |   | Letterbox Screen Backlight | | 215 |   |   | Small Screen Backlight | ``` # SetProgress(handle, integer) > The SetProgress Lua function defines a value on the range for a progress bar. A handle input argument defines the progress bar. The progress bar needs have been ## Description [Section titled “Description”](#description) The SetProgress Lua function defines a value on the range for a progress bar. A handle input argument defines the progress bar. The progress bar needs have been created using the [StartProgress](/grandma3/2-4/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-4/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **Integer**:\ The desired value indicating the current status or position of the progress bar. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a range value for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the current value to 5 for a progress bar with the matching handle SetProgress(progressHandle, 5) ``` end ```| ``` # SetProgressRange(handle, integer, integer) > The SetProgressRange Lua function defines a range for a progress bar. ## Description [Section titled “Description”](#description) The SetProgressRange Lua function defines a range for a progress bar. A handle input argument defines which progress bar it defines a range for. The progress bar must exist to have a handle. Progress bars can be created using the [StartProgress](/grandma3/2-4/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-4/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **Integer**:\ The start value for the range. * **Integer**:\ The end value for the range. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a range for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the range of a progress bar with the matching handle SetProgressRange(progressHandle, 1, 10) ``` end ```| ``` # SetProgressText(handle, string) > The SetProgressText Lua function defines a text string to be displayed in a progress bar next to the progress bar title text. The title cannot be changed after ## Description [Section titled “Description”](#description) The SetProgressText Lua function defines a text string to be displayed in a progress bar next to the progress bar title text. The title cannot be changed after creation, but this text can be changed. It could be used to describe the current step in the progress. A handle input argument defines which progress bar it defines a text for. The progress bar must exist for it to have a handle. Progress bars can be created using the [StartProgress](/grandma3/2-4/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-4/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar. * **String**:\ The text string to be displayed. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example sets a text string for the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the text next to progress title SetProgressText(progressHandle, "- This is text next to the progress title") ``` end ```| ``` # SetVar(handle, string, value) > The SetVar Lua function sets a value to a specific variable in a set of variables. To learn more about the variables in plugins, look at the Variable Functions ## Description [Section titled “Description”](#description) The SetVar Lua function sets a value to a specific variable in a set of variables. To learn more about the variables in plugins, look at the [Variable Functions](/grandma3/2-4/lua_variables/) topic. If the variable exists, then the value is overwritten. If it does not exist, then it is created with value. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle of variable set. * **String**:\ The name of the variable. It needs to be in quotation marks. * **Value**:\ The value can be a string, integer, or double. ## Return [Section titled “Return”](#return) * **Boolean**: * True / 1: The variable was set. * False / 0: The variable was not set. ## Example [Section titled “Example”](#example) This example sets a value to the variable called “myUserVar” in the set of user variables if it exists. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Sets the value of user variable "myUserVar" to "Hello World" and store the returned boolean in a Lua variable local success = SetVar(UserVars(), "myUserVar", "Hello World") -- Prints the ressult if success then Printf("Variable is stored.") else Printf("Variable is NOT stored!") end ``` end ```| ``` # ShowData() > ShowData is an object-free function that returns a handle to the object at position Root/ShowData. ## Description [Section titled “Description”](#description) ShowData is an object-free function that returns a handle to the object at position Root/ShowData. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the ShowData object. Example This simple example prints the information of the ShowData object in the Command Line History using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the show data Printf("=============== START OF DUMP ===============") ShowData():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # ShowSettings() > ShowSettings is an object-free function that returns a handle to the object at Root/ShowData/ShowSettings. ## Description [Section titled “Description”](#description) ShowSettings is an object-free function that returns a handle to the object at Root/ShowData/ShowSettings. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle to the ShowSettings object. ## Example [Section titled “Example”](#example) This simple example prints the information of the ShowSettings object using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- The following prints the dump for the object for the show settings Printf("=============== START OF DUMP ===============") ShowSettings():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # StartProgress(string) > The StartProgress Lua function creates and displays a progress bar on all screens. A string input argument creates a title for the progress bar. The function re ## Description [Section titled “Description”](#description) The StartProgress Lua function creates and displays a progress bar on all screens. A string input argument creates a title for the progress bar. The function returns a handle that is used to further interact with the progress bar. Executing the function displays the progress bar on the screens. It only disappears using the [StopProgress](/grandma3/2-4/lua_objectfree_stopprogress/) function - which needs the handle. So it is highly recommended to store the returned handle from the start function. See the [ProgressBar topic](/grandma3/2-4/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string is used as the title for the progress bar. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle is the identifier for the progress bar. ## Example [Section titled “Example”](#example) This creates and displays a progress bar on all screens. The progress bar does not disappear using this example - see the example in the StopProgress (link above) function to remove: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create and display a progress bar with a title -- IMPORTANT: The Lua variable 'progressHandle' is needed to remove the progressbar again - StopProgress() progressHandle = StartProgress("ProgressBar Title") ``` end ```| ``` # StopProgress(handle) > The StopProgress Lua function removes a progress bar. A handle input argument defines which progress bar it removes. The progress bar must exist before it can b ## Description [Section titled “Description”](#description) The StopProgress Lua function removes a progress bar. A handle input argument defines which progress bar it removes. The progress bar must exist before it can be removed. Progress bars are created using the [StartProgress](/grandma3/2-4/lua_objectfree_startprogress/) function. See the [ProgressBar topic](/grandma3/2-4/lua_interface_progressbar/) for more info regarding progress bars and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **Handle**:\ The handle for the progress bar to be stopped. ## Return [Section titled “Return”](#return) This function does not return anything. ## Example [Section titled “Example”](#example) This example stops the progress bar created using the example in the StartProgress topic (link above): | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stops and closes the progress bar with the matching handle StopProgress(progressHandle) ``` end ```| ``` # StrToHandle(string) > The object-free StrToHandle Lua function converts a string with a hexadecimal number format into a handle. The string needs to correlate with an actual handle. The object-free StrToHandle Lua function converts a string with a hexadecimal number format into a handle. The string needs to correlate with an actual handle. See the [Handle topic](/grandma3/2-4/lua_handle/) for more info regarding handles and links to other related functions. ## Arguments [Section titled “Arguments”](#arguments) * **String**:\ The string with a handle number in a hexadecimal format. ## Return [Section titled “Return”](#return) * **Handle**:\ The returned handle based on the string with a hexadecimal number. ## Example [Section titled “Example”](#example) This example prints the handle hex number for the selected sequence. It also converts the string back to a handle and uses this to print the name of the sequence: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Store a variable with the string of the handle converted to hex local mySeqStr = HandleToStr(SelectedSequence()) -- Print some feedback with the handle in a string version Printf("The handle for the selected sequence (string version): %s", mySeqStr) -- Print some feedback where the string is converted back to a handle Printf("The name of the selected sequence is: %s", StrToHandle(mySeqStr).name) ``` end ```| ``` # TextInput([string[, string[, integer[, integer]]]]) > The TextInput Lua function opens a text input pop-up and returns the typed input as a string. It is part of the user interface functions. ## Description [Section titled “Description”](#description) The **TextInput** Lua function opens a text input pop-up and returns the typed input as a string. It is part of the user interface functions. ## Arguments [Section titled “Arguments”](#arguments) * **String** (optional):\ This string is the title for the pop-up. The title bar has a default “Edit” text at the beginning of the title that cannot be removed. * **String** (optional):\ This string is the text already in the input field - can be used to provide user guidance. * **Integer** (optional):\ This integer defines a position on the x-axis where the pop-up should appear (on all screens). “0” is on the left side of the screen. Nil or undefined is centered. * **Integer** (optional):\ This integer defines a position on the y-axis where the pop-up should appear (on all screens). “0” is at the top of the screen. Nil or undefined is centered. ## Return [Section titled “Return”](#return) * **String**:\ The returned user input. ### Example [Section titled “Example”](#example) To open a text input and print the entered value in the Command Line History, create a plugin with this code: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Create a pop-up with the title and an input field containing some default text -- The returned text is store in a Lua variable local input = TextInput("This is the title","Please provide your input here") -- Print the returned text value Printf("You entered this message: %s",tostring(input)) ``` end ```| ``` # Time() > The Time function returns the time (in seconds) the station has been on, as a number (float). It is basically a stopwatch that starts when the grandMA3 applicat ## Description [Section titled “Description”](#description) The **Time** function returns the time (in seconds) the station has been on, as a number (float). It is basically a stopwatch that starts when the grandMA3 application starts. It is not the current time of day or the session online time. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Number**:\ The returned number (float) is the on-time for the station. ## Example [Section titled “Example”](#example) This example finds, formats, and prints the time. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Get the current time local time = Time() --Calculate the different elements local days = math.floor(time/86400) local hours = math.floor((time % 86400)/3600) local minutes = math.floor((time % 3600)/60) local seconds = math.floor(time % 60) --Print the result Printf("The time is %d:%02d:%02d:%02d", days, hours, minutes, seconds) ``` end ```| ``` # Timer(string, integer, integer[, string[, handle]]) # TouchObj() > The TouchObj function returns the handle to the first found touch object. ## Description [Section titled “Description”](#description) The **TouchObj** function returns the handle to the first found touch object. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns the handle to the touch object. ## Example [Section titled “Example”](#example) This example prints information about the touch object using the Dump() function: # Dump() [Section titled “Dump()”](#dump) The **Dump()** function returns a string with information about the object, for instance, the name, class, path of the object, its properties, and children. Learn more in the [Dump() topic](/grandma3/2-4/lua_object_dump/). | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Print all informatin about the TouchObj object Printf("=============== START OF DUMP ===============") TouchObj():Dump() Printf("================ END OF DUMP ================") ``` end ```| ``` # Unhook(integer) > The Unhookua function removes a hook. ## Description [Section titled “Description”](#description) The **Unhook** Lua function removes a hook. Hooks are an automatically triggered function that activates when a grandMA3 object changes. A hook can be created using the [HookObjectChange](/grandma3/2-4/lua_objectfree_hookobjectchange/) function. ## Arguments [Section titled “Arguments”](#arguments) * **Integer**:\ This must be the integer matching the hook that should be unhooked. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | All hooks can be listed using the [DumpAllHooks](/grandma3/2-4/lua_objectfree_dumpallhooks/) function, but this does not reveal the corresponding hook integer ID. Use the [UnhookMultiple](/grandma3/2-4/lua_objectfree_unhookmultiple/) function if the integer is unknown. | # UnhookMultiple(function, handle, handle) > The UnhookMultipleua function unhooks multiple hooks based on an input. This input acts like a filter to identify all the hooks that should be unhooked. ## Description [Section titled “Description”](#description) The **UnhookMultiple** Lua function unhooks multiple hooks based on an input. This input acts like a filter to identify all the hooks that should be unhooked. The [DumpAllHooks](/grandma3/2-4/lua_objectfree_dumpallhooks/) function can be used to list all the existing hooks in the system. ## Arguments [Section titled “Arguments”](#arguments) * **Function** or **nil**:\ This must be the name of a triggered function or nil. * **Handle** or **nil**:\ This must be the handle for the target object or nil. * **Handle** or **nil**:\ The must be the handle for the context object or nil. The target and context names can be seen using the [DumpAllHooks](/grandma3/2-4/lua_objectfree_dumpallhooks/) function. ## Return [Section titled “Return”](#return) * **Integer**:\ The function returns an integer indicating how many hooks were unhooked. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See also these related functions: [DumpAllHooks](/grandma3/2-4/lua_objectfree_dumpallhooks/), [HookObjectChange](/grandma3/2-4/lua_objectfree_hookobjectchange/), [Unhook](/grandma3/2-4/lua_objectfree_unhook/). | ## Example [Section titled “Example”](#example) This example unhooks all hooked related to the function created in the example for the [HookObjectChange](/grandma3/2-4/lua_objectfree_hookobjectchange/) - please run the example from that topic before running this one. | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function () | ```plaintext -- Unhooks all hooks related to the "MySequencePoolCallback" function. local amount = UnhookMultiple(MySequencePoolCallback) -- Print how many hooks that were unhooked. Printf(amount .. " hook(s) were unhooked.") ``` end ```| ``` # UserVars() > The UserVars function returns a handle to the set of user variables. Read more about these in the Variables topic in the Macro section. The UserVars function returns a handle to the set of user variables. Read more about these in the [Variables](/grandma3/2-4/macro_variables/) topic in the Macro section. ## Arguments [Section titled “Arguments”](#arguments) This function does not accept any arguments. ## Return [Section titled “Return”](#return) * **Handle**:\ The function returns a handle of the set of user variables. ## Example [Section titled “Example”](#example) This example sets, gets, and deletes a user variable: | | | ------------------------------------ | | [Copy Code](javascript:void\(0\))Lua | | \`\`\` | | return function() | ```plaintext -- Stores a local Lua variable with the handle for the user variables. local variableSection = UserVars() -- Sets a user variable with an integer value using the SetVar function. SetVar(variableSection, "myUserVar", 42) -- Prints the user variable using the GetVar function. Printf("The value of myUserVar is: " .. GetVar(variableSection, "myUserVar")) -- Deletes the user variable using the DelVar function. DelVar(variableSection, "myUserVar") ``` end ```| ``` # Variable Functions > This topic is not about local variables in Lua plugins. This is about interactions with variables outside the plugins. For instance, the same user and global va This topic is not about local variables in Lua plugins. This is about interactions with variables outside the plugins. For instance, the same user and global variables can be used in macros and the regular command line. Read more about these in the [Variables](/grandma3/2-4/macro_variables/) topic in the Macro section. There are two different sets of variables. The sets are: * [UserVars()](/grandma3/2-4/lua_objectfree_uservars/) - These are the variables stored as User variables. * [GlobalVars()](/grandma3/2-4/lua_objectfree_globalvars/) - These are the variabels stored as Global variabels. There are three functions regarding interaction with variables in a set: * [GetVar()](/grandma3/2-4/lua_objectfree_getvar/) - Gets the value from a specific variable in one of the sets. * [SetVar()](/grandma3/2-4/lua_objectfree_setvar/) - Sets a value in a specific variable in one of the sets. This also creates the variable if it does not exist. * [DelVar()](/grandma3/2-4/lua_objectfree_delvar/) - Deletes a specific variable in a set of variables. Common for the three functions is a need to know the variable’s name. The user and global variables can be listed using the [GetUserVariable](/grandma3/2-4/keyword_getuservariable/) and [GetGlobalVariable](/grandma3/2-4/keyword_getglobalvariable/) keywords combined with an asterisk wildcard. # Assign Macros to Keys and Buttons > The macros can be assigned to executors or view buttons for easy access. The macros can be assigned to executors or view buttons for easy access.  The macro is still in the macro pool. The executor or view button simply runs the macro in the pool. It is therefore required to have the macro in the pool before assigning it anywhere. There are different ways to assign macros to keys or buttons: ### Assign Macros by Using the Keys [Section titled “Assign Macros by Using the Keys”](#assign-macros-by-using-the-keys) **Requirements**: A visible macro pool and a stored macro. This is maybe the fastest way to assign the macro when using a console: 1. Press Assign. 2. Press MA while pressing X14 | Macro. 3. Enter the macro number using the numeric keys. 4. Press the button or tap the key where the macro is to be assigned. Alternatively, if the macro pool is visible: 1. Press Assign. 2. Tap the macro to be assigned in the macro pool. 3. Press the button or tap the key where the macro is to be assigned. ### Assign Macros by Using the Swipey Commands [Section titled “Assign Macros by Using the Swipey Commands”](#assign-macros-by-using-the-swipey-commands) **Requirement:** Have the macro pool visible on the screen. 1. Tap and hold the macro pool object. 2. Swipe out of the pool object. The swipey commands open. 3. Swipe to the Assign button and release the screen. 4. Press the button or tap the key where the macro is to be assigned. The macro is assigned to a key. ### Assign Macros by Using the Assign Menu for Executors [Section titled “Assign Macros by Using the Assign Menu for Executors”](#assign-macros-by-using-the-assign-menu-for-executors) 1. Press Assign and press the desired executor. The Assign Menu opens: ![](/img/grandma3/2-4/window_assign_menu-33051f.png) 1. Tap Object on the left. 2. Tap Macro at the top of the menu. 3. Tap the desired macro in the list. 4. Close the Assign Menu. The macro is assigned to an executor.   ### Assign to an Executor Using the Command Line [Section titled “Assign to an Executor Using the Command Line”](#assign-to-an-executor-using-the-command-line) To assign a macro to an executor on a specific page, use this syntax: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Macro \[“Macro\_Name” or Macro\_Number] At Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] | To assign a macro to the current page, use this syntax: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Macro \[“Macro\_Name” or Macro\_Number] At Executor \[Executor\_Number] | # Create Macros > Create a macro using the GUI editor or the command line. Create a macro using the GUI editor or the command line. For a better understanding of macros, see the [Macros topic](/grandma3/2-4/macros/). ### Create a Macro [Section titled “Create a Macro”](#create-a-macro) Requirement: A visible macro pool. Open the Add window dialog, tap Data Pools, then tap Macros.  1. Pressing Edit, then tapping an empty macro pool object, creates a new macro and opens the editor: ![](/img/grandma3/2-4/window_edit_macro_example_6-9ac4a4.png) 2. Tap Insert New Macro Line. The command editor opens: ![](/img/grandma3/2-4/window_command_editor_v2-2-3-1e6fed.png) 3. Write a command in the editor. See [Examples](/grandma3/2-4/macro_examples/) for more information. 4. Repeat steps 2 and 3 to add several lines. There are several buttons in the editor. Here is a short explanation of the specific buttons: * Settings:\*\*\*\* Enable Settings in the title bar to display the Name, Scribble, Appearance, Note, Lock, and CLI buttons. * Test Macro Line:\*\*\*\* Tests only the selected line. * Test Macro:\*\*\*\* Tests the macro. * List References: For more information, see [Info Window](/grandma3/2-4/si_info_window/). * Tapping Import will open a pop-up containing predefined macros. See [Import Macros](/grandma3/2-4/macro_import/). * CLI: Command Line Interaction. See [Command Line Interaction](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/command-line-interaction). # Edit Macros > There are two ways to edit macros: The GUI and the command line. There are two ways to edit macros: The GUI and the command line. ## Edit a Macro by Using the GUI [Section titled “Edit a Macro by Using the GUI”](#edit-a-macro-by-using-the-gui) **Requirement:** * An open Macro Pool on one of the screens. To edit a macro by using the GUI: 1. Tap, hold, and swipe out of the macro in the macro pool that is to be edited. 2. Swipe to the Edit swipey command and release the screen.\ The editor opens. 3. Edit the fields that are to be changed. 4. Close the editor when the macro is correct.  Read the [Create Macros ](/grandma3/2-4/macro_create/)topic to learn about adding lines and labeling a macro. Macro lines can be deleted by selecting the line and then tapping the Delete button in the editor. ## Edit a Macro by Using the Command Line [Section titled “Edit a Macro by Using the Command Line”](#edit-a-macro-by-using-the-command-line) **Requirement:** * The **command-line feedback** is very helpful to have visible. Remember that the [List](/grandma3/2-4/keyword_list/) command displays the content at the current location and can be used at any time. This is the editing process: 1. Navigate to the macro that is to be edited: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination Macro \[“Macro\_Name” or Macro\_Number] | 2. Edit the fields using the [Set ](/grandma3/2-4/keyword_set/)command. This overwrites the current content in the field. 3. When done editing, return to the root location: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>ChangeDestination Root | Read the [Create Macros](/grandma3/2-4/macro_create/) topic to learn about adding lines and labeling a macro.   ## Delete a Macro Row Using the Command Line [Section titled “Delete a Macro Row Using the Command Line”](#delete-a-macro-row-using-the-command-line) To delete a macro row by using the command line: 1. Navigate to the macro where the row is to be deleted: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination Macro \[“Macro\_Name” or Macro\_Number] | 2. Use the [Delete](/grandma3/2-4/keyword_delete/) command followed by the row number: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>Delete \[Macro\_Row\_Number\_List] | | | | | ------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To delete multiple rows, type a list of numbers. | 3. When done deleting rows, return to the root location: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/DataPools/Default/Macros/Macro #>ChangeDestination Root | The macro rows are deleted. # Example Macros > This topic has some example macros. They are meant as inspiration for other macros. In addition, they show some of the possibilities with macros. This topic has some example macros. They are meant as inspiration for other macros. In addition, they show some of the possibilities with macros. ### Calling Macros by Macros [Section titled “Calling Macros by Macros”](#calling-macros-by-macros) This example shows how macros triggered by other macros can have different results. 1. Create two Macros as shown below: Macro 1 | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ------------------------------------------------ | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | Macro 2; Echo “Macro 1 Line 1 - Trigger Macro 2” | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Echo “Macro 1 Line 2” | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | Echo “Macro 1 Line 3” | Follow | Yes | No | Yes | |   | 4 | MacroLine 4 | Echo “Macro 1 Line 4” | Follow | Yes | No | Yes | |   | 5 | MacroLine 5 | Echo “Macro 1 Line 5 - Last” | Follow | Yes | No | Yes | Macro 2  | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ---------------------------- | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | Echo “Macro 2 Line 1” | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Echo “Macro 2 Line 2” | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | Echo “Macro 2 Line 3” | Follow | Yes | No | Yes | |   | 4 | MacroLine 4 | Echo “Macro 2 Line 4” | Follow | Yes | No | Yes | |   | 5 | MacroLine 5 | Echo “Macro 2 Line 5 - Last” | Follow | Yes | No | Yes | 2. Tap Macro 1. As a result, all lines except line 5 of macro 2 are executed. 3. Disable lines 3 and 4 of Macro 1. As a result, Lines 1, 2, and 5 of Macro 1 are executed, and Lines 1 and 2 of Macro 2 are executed. Macros triggered by other macros in this way will also stop when the first macro stops. In order to overcome this, Call Macro X command should be used. ### Change User [Section titled “Change User”](#change-user) This macro opens the login window where you can enter a new username and password. | Lock | No | Name | Command | Wait | Enabled | AddToCmdl | Execute | | ---- | -- | ----------- | ------- | ------ | ------- | --------- | ------- | |   | 1 | MacroLine 1 | LogIn | Follow | Yes | No | Yes | ### World Is Selection [Section titled “World Is Selection”](#world-is-selection) This predefined macro will create a temporary world for the selected fixtures. | Lock | No | Name | Command | Wait | Enable | AddToCmdl | Execute | | ---- | -- | ----------- | -------------------------------- | ------ | ------ | --------- | ------- | |   | 1 | MacroLine 1 | Delete World 999 /NoConfirmation | Follow | Yes | No | Yes | |   | 2 | MacroLine 2 | Store World 999 | Follow | Yes | No | Yes | |   | 3 | MacroLine 3 | World 999 | Follow | Yes | No | Yes | ### Block Sequence [Section titled “Block Sequence”](#block-sequence) This macro will prompt you for a sequence ID and a cue number to block. | Lock | No | Name | Command | Wait | Enable | AddToCmdl | Execute | | ---- | -- | ----------- | --------------------------------------- | ------ | ------ | --------- | ------- | |   | 1 | MacroLine 1 | Block Sequence (Sequence #) Cue (Cue #) | Follow | Yes | No | Yes | | | | | ------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no cue number is entered, the entire sequence will be blocked | # Import Macros > Requirement: ### Importing a Macro from the Macro Library [Section titled “Importing a Macro from the Macro Library”](#importing-a-macro-from-the-macro-library) **Requirement:** * Have a Macro Pool visible on one of the screens. For more information, see [Create Macros](/grandma3/2-4/macros/). To import a macro by using the macro pool: 1. Edit an empty pool object. This automatically creates a new macro and opens the Editor. 2. Tap Import at the bottom of the editor. This opens the macro library. 3. You can use the search function or scroll through the list to find a macro, select it, and then tap Import. The macro is imported. *** ### Importing Macros by Using the Import/Export Menu [Section titled “Importing Macros by Using the Import/Export Menu”](#importing-macros-by-using-the-importexport-menu) See the [Show Creator](/grandma3/2-4/show-creator/) menu for more information. Predefined macros can be imported from the internal library, for example: 1. Press Menu. 2. Tap Show Creator and then tap Import. The Import menu opens. 3. Tap Macros in the Data Pools column. The import macros menu opens: ![](/img/grandma3/2-4/menu_import_macro_v2-1-60614f.png) Import menu 4. To select a macro from the library, tap a macro from the list on the left side of the window. 5. Tap an empty pool object (on the right side of the window) where you want to import the macro. 6. Tap Import at the bottom of the window. 7. The macro is imported. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no pool object is selected, the macro will be imported at the next available empty pool object. | # Variables > Variables can be used in macros or command line entries. Variables can be used in macros or command line entries. Variables have a user-defined name that the variable content replaces when executing the command. A variable can contain three different types of data: * **Integer**: A signed whole number. * **Double**: A signed fixed-point number with six decimals. * **Text**: Any text string. Signed numbers can be negative numbers, for instance, -7. Variables are typeless. This means an existing variable can be changed to contain a different type. The name of a variable can be composed of any character. Variable names are case-sensitive. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is not required, but avoiding spaces in variable names is a good idea. Instead, consider using camelCase or PascalCase for variable names. | There are two different variable scopes. Variables can be scoped to the user or made global. User variables can only be seen and used by the user profile that creates them, while global variables can be seen and used by all users in the session. *** ## SetGlobalVariable and SetUserVariable [Section titled “SetGlobalVariable and SetUserVariable”](#setglobalvariable-and-setuservariable) Creating a variable is the same whether it is a user or global variable, but we use two different keywords to set one or the other: [SetGlobalVariable](/grandma3/2-4/keyword_setglobalvariable/) or [SetUserVariable](/grandma3/2-4/keyword_setuservariable/). This is the syntax: SetGlobalVariable \[“Variable\_Name”] \[“Content text with or without spaces”] SetGlobalVariable \[“Variable\_Name”] \[Integer or Double] SetUserVariable \[“Variable\_Name”] \[“Content text with or without spaces”] SetUserVariable \[“Variable\_Name”] \[Integer or Double] | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Quotation marks are very important when the variable name contains spaces. If the name does not contain spaces, then they can be omitted. The same is true for text strings as the variable content. Variable content must be in quotation marks to ensure the software stores a text string. | ### Examples [Section titled “Examples”](#examples) | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable MyFavoriteNumber 9 | | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable MyFavoriteText “9” | These two commands create two variables that might seem to have the same content, but the first is a number, and the second is a text. So, it is not because of the names but the quotation marks in the second example. ## Single and Double Quotation Marks [Section titled “Single and Double Quotation Marks”](#single-and-double-quotation-marks) It might be needed to store a variable with a text string that includes something in quotation marks. This presents an issue with how the software interprets the input and how it is interpreted when the variable is called during runtime. The variable system supports single and double quote pairs. This means that text strings can contain quoted text as long as the other quotation marks are used.  ### Examples [Section titled “Examples”](#examples-1) Working with a specifically named group (“Spots Grid”) in different contexts is necessary. A variable with “Group” and the name can be stored as a variable: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable MySpecialGroup “Group ‘Spots Grid’ ” | Notice the single quotes around the group name and the double quotes around the variable text string. These two pairs can be reversed for the same result. Now, the variable can be used to address the group: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>$MySpecialGroup At 80 | The $ is placed before the command so we can recall the variable.  This is the software’s reply: OK: Group  “Spots Grid”  At  80 ## GetGlobalVariable and GetUserVariable [Section titled “GetGlobalVariable and GetUserVariable”](#getglobalvariable-and-getuservariable) The variables’ content and type can be listed using the [GetGlobalVariable](/grandma3/2-4/keyword_getglobalvariable/) or [GetUserVariable](/grandma3/2-4/keyword_getuservariable/) keywords. These keywords need to know which variable to show. The syntax is: GetGlobalVariable \[“Variable\_Name”] GetUserVariable \[“Variable\_Name”] These commands show information about the variable name, content type, and content in the [Command Line Feedback window](/grandma3/2-4/ws_ui_command_line/). They only show the variables in their scope. This means that the global version shows only global variables, and the user version shows only user variables. This assumes that the variable names are known. The [asterisk (\*)](/grandma3/2-4/keyword_asterisk/) wildcard can show all variables or a filtered list of variables for which a part of the name is known. ### Examples [Section titled “Examples”](#examples-2) The current content of the variable called “MySpecialGroup” can be shown using this command: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable MySpecialGroup | This is the feedback in the command line window: “MySpecialGroup”: Type = Text, Value = “Group ‘Spots Grid’ “\ OK: GetUserVariable  “MySpecialGroup” The following example shows a list of all the global variables where the name contains the word “Our”: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable \*ur\* | The “O” is replaced with an asterisk to ensure the variables beginning with “Our” are also shown. The asterisk wildcard at the beginning indicates that there must be additional letters before the letters we specify. In reality, the example will also show variables beginning with “Hour” or, in fact, any variable with “ur” somewhere in its name. To specify variables starting with “Our,” use the following example: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable Our\* | This example shows all the user variables: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>GetUserVariable \* | ## Use Variables [Section titled “Use Variables”](#use-variables) Variables are used when the variable’s value is needed.  The following variable was used in a previous example: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>$MySpecialGroup At 80 | The variable’s text string (“Group ‘Spots Grid’ ”) replaces the **$MySpecialGroup**. This works because the variable contains a text string with commands. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Using quotation marks when using variables is essential and makes a difference. | If the variable is used with quotation marks: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>$“MySpecialGroup” At 80 | This will fail because the content of the variable is explicitly called as a string, and the resulting feedback is: Illegal object: Fixture  “Group ‘Spots Grid’”  At  80 The software tries to use the variable content as a text string and does not interpret it as a command. This might be useful in other cases. When the variable name contains a text string that should be used as text, it must be in quotation marks. See the example below. #### Example [Section titled “Example”](#example) This example uses a variable that contains the name of a group: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable MyGroupName “Spots Grid” | Now, this variable can be used where the text would be used otherwise: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group $“MyGroupName” At 80 | It will fail If the quotation marks are omitted: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Group $MyGroupName At 80 | Illegal object: Group  “Spots”  Grid At  80 The text string is interpreted as a command. #### Example [Section titled “Example”](#example-1) Let’s assume you are running a musical show with multiple songs that will run off timecode.\ The following macro example creates a variable that prepares the desk for each song. Opened windows requirement: * Macro Pool * Pages Pool * Timecode Pool * Sequence Pool * Playbacks * Timecode Viewer * Sequence Sheet It could look like this: ![](/img/grandma3/2-4/window_variable_example-6dc09e.png) # Macros > Macros are commands stored in a pool object. ### What are Macros [Section titled “What are Macros”](#what-are-macros) Macros are commands stored in a pool object. The commands can be simple, very complex, and everything in between. Macros can make programming faster and more convenient. They allow you to perform trivial or complex operations with a button push. ### []()Macro Pool [Section titled “Macro Pool”](#macro-pool) Macros are stored in the **Macro Pool** but can be assigned to physical keys and view buttons. The macro pool is shared between all users in the show file. For example, if User A stores a macro on pool object number 10, it will also be available for User B as macro number 10. A Macro Pool can be created like any other window. [See Pools Window topic](/grandma3/2-4/wvm/). It is under the **Data Pools** tab. The Macro Pool could look like this: ![](/img/grandma3/2-4/window_macro_pool-ff0935.png) *Macro pool*   ### []()Elements in a Macro [Section titled “Elements in a Macro”](#elements-in-a-macro) A macro consists of one or more rows. ![](/img/grandma3/2-4/window_macro_editor-c13c43.png)\ *Macro Editor* Each row has information about a **Command** that the row executes. Each row has several cells that specify how the row is handled: The **Wait** cell adds a wait time before moving to the next row in the macro. This wait time is added after the command in the row is executed. It is relevant if there is more than one row in a macro. The first row will execute, wait the specified time, and then execute the next row. There are two special wait commands. They are not a time value but a special value: * **Follow**: This is the same as having a wait time of 0. The next row will be executed as soon as this row has executed the command. * **Go**: This special value pauses the macro after this row until it receives a new Go+ command. The **Enabled** field indicates if the row is enabled. This is a **Yes** or **No** field. If it is **Yes**, it is executed when the macro row is triggered. The **AddToCmdline** function allows you to append the command from the macro line to existing content in the command line. This is a **Yes** or **No** field. If set to **Yes,** it is added to the command line. The **Execute** field determines whether the macro row is executed automatically. If set to **Yes**, the row is executed (an automatic “Please” is executed at the end of the row). If set to  **N\*\*\*\*o**, the command will be placed on the command line, ready for user interaction. ### Importing Macros from the Library [Section titled “Importing Macros from the Library”](#importing-macros-from-the-library) A factory library of macros can be imported using the import command. For more information on how to import macros, read the [Import Macros](/grandma3/2-4/macro_import/) topic. Read more about importing in the [Import Keyword topic](/grandma3/2-4/keyword_import/). Subtopics * [Command Editor](/grandma3/2-4/command-editor/) * [Create Macros](/grandma3/2-4/macro_create/) * [Import Macros](/grandma3/2-4/macro_import/) * [Edit Macros](/grandma3/2-4/macro_edit/) * [Assign Macros to Keys and Buttons](/grandma3/2-4/macro_assign/) * [Variables](/grandma3/2-4/macro_variables/) * [Properties](/grandma3/2-4/use-property/) * [Example Macros](/grandma3/2-4/macro_examples/) # Masters > Masters are timing and level overrides. There are six different types of masters that fulfil different purposes. Read more about them in the masters subtopics. Masters are timing and level overrides. There are six different types of masters that fulfil different purposes. Read more about them in the masters subtopics. Masters can be assigned to fader executors or any of the special executors in the [master section](/grandma3/2-4/do_consoles/#master_section), [custom section](/grandma3/2-4/do_consoles/#custom_section), or the [grand master](/grandma3/2-4/do_control_grand/).\ They can be assigned using the [assign menu](/grandma3/2-4/executor_assign/#h2_420566424). Tap Object in the top-left corner, then Master at the top of the menu to display a tree structure separated into the five groups of masters.\ For more information on assigning objects to executors see [Assign Object to an Executor](/grandma3/2-4/executor_assign/).\ Masters can also be assigned and adjusted using the [Master keyword](/grandma3/2-4/keyword_master/). Quick access to all of the selected masters and grand masters is available in the master controls menu. For more information on this menu see [Master Controls](/grandma3/2-4/ws_master_controls/). *** ## Master Modes [Section titled “Master Modes”](#master-modes) Masters have a mode that defines how they operate. There are three available modes: * **Toggle**:\ Switch the master **On** or **Off**. The fader value of the master can always be changed and affects the output when the master is on. The indicator colors are gray (Off) and green (On).\ Masters that are set to toggle can be executed with the button function Temp when they are off. They will then be temp’ed to their current master fader level. For more information about Temp, see [Temp Keyword](/grandma3/2-4/keyword_temp/). * **Always On**:\ The master is always On and cannot be switched Off. The fader value of the master can always be changed and affects the output. The indicator color for **Always On** is white. * **Disabled**:\ The master is off and its fader value internally uses its default value. For example, the grand master uses 100% and the program time uses 0s. The indicator color for **Disabled** is red. The modes of all masters can be changed in Menu – Preferences and Timings – Masters. ![](/img/grandma3/2-4/window_masters_01_v3-2-2-9c87b3.png) Masters settings in Preference and Timings menu This menu displays the masters separated by their type and their membership in the show file. Masters can have a global membership which means that these masters are controlled by all users of the show file. Masters with a user membership are located within the user profile which means that every user profile has its own individual set of these masters. Changing one of these masters does not affect the same master in a different user profile. The section of masters that are controlled by the user profile displays the name of the user behind their type, for example, Selected (Admin) for the masters that control the selected sequence of the Admin user. Masters of the global membership display (Global) behind their type, for example, Playback (Global). The mode can be changed by tapping the current mode of the master. This toggles through the three modes. This menu also shows the current value of each master. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Selected Masters](/grandma3/2-4/masters_selected/) * [Grand Masters](/grandma3/2-4/masters_grand/) * [Time Control](/grandma3/2-4/masters_grand_time/) * [Highlight, Lowlight, Solo](/grandma3/2-4/highlight_lowlight_solo/) * [Speed Masters](/grandma3/2-4/masters_speed/) * [Playback Masters](/grandma3/2-4/masters_playback/) * [Timing Masters](/grandma3/2-4/masters_timing/) # Grand Masters > The Grand Masters are a selection of 14 different masters that can be assigned to executors and special executors. The Grand Masters are a selection of 14 different masters that can be assigned to executors and special executors. They are: * \*\*Master 2.1 ‘Master’\ \*\*This is the grand master. This has a dedicated virtual fader, but can also be assigned to any executor or special executor. * \*\*Master 2.2 ‘World’\ \*\*Functions like a grand master but only for fixtures included in the selected world. For more information on worlds, see the [Worlds and Filters topic](/grandma3/2-4/worldfilter/). * \*\*Master 2.3 ‘Highlight’\ \*\*Inhibits the effect of the highlight function on selected fixtures. It offers proportional control over dimmer as well as all other highlighted attributes. It also works as an inhibitor for the lowlight function. For more information on highlight, see the [Highlight keyword topic](/grandma3/2-4/keyword_highlight/). * \*\*Master 2.4 ‘Lowlight’\ \*\*Inhibits the effect of the lowlight function on highlighted fixtures. It offers proportional control over all lowlighted attributes. For more information on lowlight, see the [Lowlight keyword topic](/grandma3/2-4/keyword_lowlight/). * \*\*Master 2.5 ‘Solo’\ \*\*Inhibits the effect of the solo function on selected fixtures. It offers proportional control over dimmer attributes. For more information on solo, see the [Solo keyword topic](/grandma3/2-4/keyword_solo/). * \*\*Master 2.6 ‘Rate’\ \*\*Modifies the fade and delay time in sequences. For more information on rate, see the [FaderRate Keyword topic](/grandma3/2-4/keyword_faderrate/). * **Master 2.7 ‘Reserved’**\ This master is only necessary for background processes and not functional. * \*\*Master 2.8 ‘ProgramTime’\ \*\*Modifies the fade time used by the programmer. For more information on program time, see the [Time Control topic](/grandma3/2-4/masters_grand_time/). * \*\*Master 2.9 ‘ProgramXFade’\ \*\*Crossfades new programmer values to the output. It affects all programmer values changed after ProgramXFade is activated. * \*\*Master 2.10 ‘ExecutorTime’\ \*\*Overrides stored cue timing. For more information on exec time, see the [Time Control topic](/grandma3/2-4/masters_grand_time/). * \*\*Master 2.11 ‘ExecutorXFade’\ \*\*Crossfades one or multiple executors. It is like a crossfade for a single executor but affects all executors triggered after the ExecutorXFade is activated. * \*\*Master 2.12 ‘Blind’\ \*\*Inhibits the effect of the blind function. It offers proportional control over dimmer as well as all other attributes. For more information on blind, see the [Blind keyword topic](/grandma3/2-4/keyword_blind/). * \*\*Master 2.13 ‘SoundOut’\ \*\*Volume of the console’s audio output. * \*\*Master 2.14 ‘SoundIn’\ \*\*Inhibits incoming audio signals. For more information about using sound input, see the [Sound Window](/grandma3/2-4/sound_viewer/) topic. * \*\*Master 2.15 ‘SoundFade’\ \*\*Adjusts how quickly the console responds to changes in incoming audio signals. For more information about using sound input, see the [Sound Window](/grandma3/2-4/sound_viewer/) topic. # Time Control > When enabled, the Program Time and Executor Time masters can override playback timing within the programmer and executors, respectively, with a time range of 0 When enabled, the Program Time and Executor Time masters can override playback timing within the programmer and executors, respectively, with a time range of 0 seconds to 10 seconds. They can be assigned to executors as well as special executors in the [Master Area](/grandma3/2-4/do_control_master/), [Custom Area](/grandma3/2-4/do_control_custom/), or the [Grand Master](/grandma3/2-4/do_control_grand/). This gives physical control of their activation and level. Quick access to these masters is available in the master controls menu. For more information on this menu, see the [Master Controls topic](/grandma3/2-4/ws_master_controls/). ## Program Time [Section titled “Program Time”](#program-time) Program Time adds a fade time to changes of attribute values in the programmer. Set the master to the desired value and activate Program Time by pressing On or Toggle on an executor assigned to the program time master, or tap Prog Time in the master controls menu so there is a green marker. The set time will be used for all value changes in the programmer except for those made by turning an encoder or the dimmer wheel. To deactivate program time, press Off or Toggle on an executor assigned to the program time master, or tap Prog Time again in the master controls menu. The green marker will disappear. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Recalling presets that include individual fade time and delay time will continue to use their stored times. Presets with no individual fade time will respect the program time setting. | ## Executor Time [Section titled “Executor Time”](#executor-time) Executor Time overrides cue fade times during sequence playback, regardless of whether the sequence is running from an executor or directly from the sequence pool. Set the master to the desired value and activate Executor Time by pressing On or Toggle on an executor assigned to the executor time master, or tap Executor Time in the master controls menu so there is a green marker. Cues stored with only basic timing will change values using the specified executor time. Individual fade and delay and times will continue to playback as stored. Cues with follow or time triggers will continue to use the stored triggers. To deactivate executor time, press Off or Toggle on an executor assigned to the executor time master, or tap Executor Time again in the master controls menu. The green marker will disappear. If the Use Executor Time option in the sequence settings menu is enabled, the sequence will follow the executor time master. Disabling Use Executor Time allows all of the cues in the sequence playback using their stored timing. For more information on the sequence settings menu, see the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) topic. # Playback Masters > 50 different Playback Masters can be assigned to executors and special executors. 50 different Playback Masters can be assigned to executors and special executors. Playback Masters can be assigned as playback settings of sequences. The masters function as an inhibitive dimmer control for the assigned sequences. All sequences with the same playback master assigned can be simultaneously inhibited by that master. Read more about assigning playback masters to executors in the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) topic. Read about assigning a playback master to a sequence in the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) topic. # Selected Masters > Selected masters give access to the individual masters of the selected sequence. They adjust the levels and timing of the selected sequence. Selected masters give access to the individual masters of the selected sequence. They adjust the levels and timing of the selected sequence. Selected masters can be [assigned](/grandma3/2-4/executor_assign/) to executors and special executors. Read more about the functions of the masters and assigning masters to executors in the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) topic, especially the [Change Fader Function](/grandma3/2-4/executor_assign/#h2_556425614) section. The selected masters are: * \*\*Master 1.1 ‘Master’\ \*\*Controls the intensity. * **Master 1.2 ‘XFade’** - this is also called Crossfade.\ Crossfades between the current cue and the next cue. * **Master 1.3 ‘XFadeA’** - this is also called CrossfadeA or XA.\ Is the first of a manual crossfade between two cues. Works along with XFadeB. * **Master 1.4 ‘XFadeB’** - this is also called CrossfadeB or XB.\ Is the second of a manual crossfade between two cues. Works along with XFadeA. * \*\*Master 1.5 ‘Temp’\ \*\*Crossfades the cue on when pulled up, and off when pulled down. * \*\*Master 1.6 ‘Rate’\ \*\*Modifies the fade and delay time in a sequence by the value of the rate master. If Speed from Rate is on, it is also valid for phaser speed stored in cues - see [Sequence Settings topic](/grandma3/2-4/cue_sequence_settings/). * \*\*Master 1.7 ‘Speed’\ \*\*Controls the phaser speed in a cue. * **Master 1.8 ‘Highlight’** * \*\*Master 1.9 ‘Lowlight’\ \*\* * \*\*Master 1.10 ‘Solo’\ \*\* * \*\*Master 1.11 ‘Time’\ \*\*Sets the time for the time overwrite. For more information on time, see the [Time Keyword](/grandma3/2-4/keyword_time/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Highlight, Lowlight, and Solo masters are only functional for the grand masters. For more information, see [Grand Masters](/grandma3/2-4/masters_grand/). | # Speed Masters > There are 16 different speed masters. They can be used to determine and synchronize the speed of objects and elements such as cues or phasers. There are 16 different speed masters. They can be used to determine and synchronize the speed of objects and elements such as cues or phasers. Speed masters have values between 0 and 225 BPM. Speed masters can be assigned to executors and special executors. For more information see [Assign Object to an Executor](/grandma3/2-4/executor_assign/). The green square in the speed master label in the [playback bar](/grandma3/2-4/ws_playback_bar/) blinks in accordance with the speed if a speed master is assigned to an executor. This gives visual feedback about the current speed of the master. The speed of speed masters can be manipulated by applying a multiplier or divider to the master.  To do so, use the settings **Speed Scale** and **Learn Mode**.\ The easiest way to change the settings of a speed master is the Edit Setting tab in the [assign menu](/grandma3/2-4/executor_assign/#h2_1346742513).\ To access the speed master settings in the assign menu, the master has to be assigned to an executor or special executor. *** ## Synchronize Output Using Speed Masters [Section titled “Synchronize Output Using Speed Masters”](#synchronize-output-using-speed-masters) Speed masters can be assigned to sequences, cues, cue parts, attributes, presets, generators, and phasers. This makes it easy to synchronize output to the same speed.\ To do so, assign the same speed master to multiple elements. Speed masters that are assigned to an attribute are always synchronized to the speed master in the active cue or sequence.\ If the same speed master is assigned to a sequence or cue part and an attribute, the speed master will be removed from the attribute when updating or storing the sequence or cue. *** ## BPM Master [Section titled “BPM Master”](#bpm-master) Speed master 16 is a BPM master. It is controlled by incoming audio and automatically adopts the detected beats per minute (BPM) as the master speed. For more information on the BPM master and using sound input see [Sound Viewer](/grandma3/2-4/sound_viewer/#h2__1355491982). If the BPM master fader is moved, the BPM master adjusts to the nearest multiple of the detected BPM. For example: If a song has a speed of 60 BPM and the speed master fader is manually moved to 130 BPM, the speed master will move to 120 BPM. # Timing Masters > There are 50 different timing masters. There are 50 different timing masters.  They can have values between 0 seconds and 10 seconds. Timing masters can be set for playback timings instead of a numeric value. They can also be used for timings in combination with [playback commands](/grandma3/2-4/cue_playback/#h2__483879150). The following properties can be set to a timing master: * Timings in sequences: CueIn Fade, CueOut Fade, CueIn Delay, CueOut Delay, Feature Group Fade, and Feature Group Delay\ For more information about using timing masters in sequences see [Cue Timing – Timing Masters](/grandma3/2-4/cue_timing/#h2_1670677255). * Playback timings in **Preferences and Timings**:\ To show and edit these default playback timings, go to\*\* Menu - Preferences and Timings - Timings\*\*.\ For more information about default playback timings see [Cue Timing – Playback Timing](/grandma3/2-4/cue_timing/#h2_2018780083). To set a timing master, edit the value of one of these properties and select a timing master in the [calculator](/grandma3/2-4/ws_calculator/). ![Update this description text.](/img/grandma3/2-4/window_timing-20masters_01_v3-2-2-817926.png) Calculator Cue Fade with timing masters To set different timing masters for in and out timings when **C\*\*\*\*ondensed Timing** is enabled in the sequence sheet, type manually into the Cue Fade or Cue Delay calculators. For example, Timing1/Timing2 (no spaces between name and number). To use a timing master in combination with [playback commands](/grandma3/2-4/cue_playback/#h2__483879150), type the timing master instead of a numeric value. **Example:**  | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Goto Cue 5 Fade “Timing5” | Timing masters can be assigned to executors. Read more about assigning masters to executors in the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) topic. To change the name of a timing master or add a scribble, an appearance, a note, or tags go to the Edit Setting tab of the [assign menu](/grandma3/2-4/executor_assign/#h2_420566424) or use the [Label](/grandma3/2-4/keyword_label/) keyword. # MAtricks and Shuffle > MAtricks is a tool that can be used to divide a selection of fixtures into sub-selections. MAtricks is a tool that can be used to divide a selection of fixtures into sub-selections. The general workflow involves selecting fixtures and applying different MAtricks settings to them within the primary selection. For example, ten fixtures are selected, and you want to step through them one at a time to correct their positions. MAtricks is the tool used for this purpose. The selection can be shuffled using a set of shuffle tools. Read more [below](/grandma3/2-4/matricks/#shuffle_selection). ## MAtricks Tools [Section titled “MAtricks Tools”](#matricks-tools) One way to work with MAtricks is through the MAtricks toolbar or window. The MAtricks tools are available in a window that can be created like any other. ![](/img/grandma3/2-4/window_matricks_speedfromx_v2-3-633171.png) A menu version of the MAtricks window can be opened by tapping MAtricks in the [Encoder bar](/grandma3/2-4/ws_encoder_bar/). The two versions have the same buttons and options. The following topics provide details about the different options. Tap Grid, Layers, or Shuffle to display or hide the corresponding group in the title bar. The MAtricks window is divided into three sections, one for each axis. The X-axis section has a red background, the Y-axis section has a blue background, and the Z-axis section has a green background. Tap X, Y, or Z in the toolbar on the left side to display or hide the corresponding axis. Each axis section has its properties grouped. Here are the groups and their properties: * **Grid**: Axis (X, Y, Z), Block, Group, Wings, and Width. * **Layers**: Fade From/To, Delay From/To, Speed From/To, and Phase From/To. Tap ![](/img/grandma3/2-4/swap_15_v3_2-3-cae3ff.png) between the input fields to swap the from/to values.   - **Shuffle**: Shuffle and Shift. The **Layers**\*\*\*\* speed readout format can be set to Hz, BPM, or Seconds in the User Profile. See [User Settings](/grandma3/2-4/user_settings/).  For the following example, the speed readout format is set to Hertz. To apply the speed value of 10Hz to the Speed From X property of the selection MAtricks using the command line, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set Selection MAtricks “SpeedFromX” 10 | This is the result: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Blocks](/grandma3/2-4/matricks_block/) * [Groups](/grandma3/2-4/matricks_group/) * [Wings](/grandma3/2-4/matricks_wings/) * [Widths](/grandma3/2-4/matricks_width/) * [Shuffle](/grandma3/2-4/matricks_shuffle/) * [Transform](/grandma3/2-4/matricks_transform/) # Blocks > The blocks function in the MAtricks creates blocks of fixtures of the specified size. The blocks function in the MAtricks creates blocks of fixtures of the specified size. This treats blocks of fixtures as one fixture. It is better explained with examples. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.  ![](/img/grandma3/2-4/window_matricks_x-20at-201_v2-0-0-4-37e3ad.png)\ Ten fixtures with MAtricks X at 1 - No XBlock It looks like this in the Selection Grid and Fixture Sheet windows. (Fixture Sheet Mode set to Channel and Output layer selected). For more information, see [Fixture sheet](/grandma3/2-4/operate_fixture_sheet/). ![](/img/grandma3/2-4/window_selection-grid_fixture-sheet_matricks-blocks-1v2-0-0-4-b4261c.png)\ Ten fixtures with MAtricks X at 1 - XBlock set to None # Groups > Groups in the MAtricks are used to separate the selection into the number of groups set. Groups in the MAtricks are used to separate the selection into the number of groups set. It alternates through the selection, putting fixtures into each group. It is best explained with an example. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on the X-axis.  Tap + in the X settings MAtricks window or press Next to make the MAtricks X value 1.  ![](/img/grandma3/2-4/window_matricks_x-20at-201_v2-0-0-4-37e3ad.png)\ Ten fixtures with MAtricks X at 1 - No XGroup It looks like this in the Selection Grid and Fixture Sheet (Channel SheetMode and Output layer selected) window. ![](/img/grandma3/2-4/window_selection-grid_fixture-sheet_matricks-blocks-1v2-0-0-4-b4261c.png)\ Ten fixtures with MAtricks X at 1 - No XGroup # Shuffle > Shuffle shuffles the selection order of the current fixture selection. Shuffle shuffles the selection order of the current fixture selection. The shuffle function is described in more detail in the [MAtricks and Shuffle topic](/grandma3/2-4/matricks/). This example uses the **MAtricks window**, the **Selection Grid window**, the **Fixture Sheet window,** the **Group Pool**, the **Color Preset Pool**, and the **All 1 Preset Pool**. It is helpful to have them visible on the screens. This is an example of a shuffle on two axes. The main setup comprises 20 fixtures and four global color presets (Red, Green, Blue, and Magenta). 1. Select fixtures 101 thru 105 and tap the red color preset. 2. Select fixtures 106 thru 110 and tap the green color preset. 3. Select fixtures 111 thru 115 and tap the blue color preset. 4. Select fixtures 116 thru 120 and tap the magenta color preset. 5. Select fixtures 101 thru 120. 6. Use the MAtricks tool to set XWidth to 5. This arranges the fixtures nicely in a 5 x 4 grid. 7. Store a group with this grid arrangement. 8. A 25% to 100% dimmer range is applied by pressing At 2 5 Thru 1 0 0 Please.  9. Press Store and tap an empty All 1 preset pool object. It looks like this: ![](/img/grandma3/2-4/window_matricks_shuffle-9033f3.png) # Transform > Transform is a setting in the MAtricks window. It is found in the Invert Options at the bottom of the MAtricks window. Transform is a setting in the MAtricks window. It is found in the [Invert Options](/grandma3/2-4/matricks/) at the bottom of the MAtricks window. If Transform is set to Mirror, the values will be mirrored depending on the other MAtricks settings, such as Blocks, Groups, and Wings. Transform allows: * Quickly create symmetrical objects. * Keep a symmetrical impression with an odd fixture selection. ## Example [Section titled “Example”](#example) How to set Transform in a simple example: 1. Select some fixtures and set the dimmer to full. 2. Open a [Phaser Editor](/grandma3/2-4/phaser_editor/) window using the Add Window pop-up. Or tap the Phaser button in the Encoder Bar. 3. Select 2D and then tap the ![](/img/grandma3/2-4/icon_phaser_add_relative_15px-09feac.png) button in the left tool button bar of the phaser window. 4. Set two points, “1” and “2,” like in the image below: ![](/img/grandma3/2-4/window_phaser_editor_transform_v1-9-17e2a6.png) Phaser with relative position. 4. To change the phaser to a circle form, select ![](/img/grandma3/2-4/icon_phaser_form_saw_15px-0cddb6.png) in the left button toolbar and then select ![](/img/grandma3/2-4/icon_phaser_form_circle_15px-9d7005.png) on the right button toolbar in the phaser window. ![](/img/grandma3/2-4/window_phaser_editor_transform-2_v1-9-bdf2d6.png) Phaser with circle form 5. Open the MAtricks window and set XWings to 2. 6. To set Transform to Mirror, tap and hold Transfom. A pop-up opens. Tap Mirror. ![](/img/grandma3/2-4/popup_matricks_transform_v1-8-8ebd17.png) Transform Mirror pop-up 7. The result is shown in the image below: ![](/img/grandma3/2-4/window_matricks_transform-f9c1ec.png) If Transform is set to Mirror:  * The font color of the Transform button is yellow. * InvertStyle changes to Pan. If Transform is set to None: * Inverts are switched off. # Widths > Width can appear to give the same result as groups. The difference is that groups place the grouped fixtures in the same grid positions, where width moves the f Width can appear to give the same result as groups. The difference is that groups place the grouped fixtures in the same grid positions, where width moves the fixtures out on the next axis. This makes it possible to combine several axes in the MAtricks selection. It can be a great tool for fixtures arranged in grids. Having the fixtures in MAtricks with a width and storing a group in the [Group pool](/grandma3/2-4/group_create/) also stores the current selection grid setup. The MAtricks width is best explained with an example. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.   It looks like this in the Selection Grid and Fixture Sheet (Channel SheetMode and Output layer selected) window: ![](/img/grandma3/2-4/window_matricks_x-20at-201_v2-0-0-4-37e3ad.png)\ Ten fixtures with MAtricks X at 1 - No Width # Wings > Wings in the MAtricks separate the selection into the number of wings set and select devices from each wing from opposite directions. Wings in the MAtricks separate the selection into the number of wings set and select devices from each wing from opposite directions. It is better explained with examples. ## Example - Ten Fixtures One Axis [Section titled “Example - Ten Fixtures One Axis”](#example---ten-fixtures-one-axis) In this example, there are ten fixtures (1 through 10). They are selected from 1 to 10 without any specific grid information. Highlight is activated. Since there is no grid information, the fixtures are only on one axis - the X-axis. Press Next to make the MAtricks X value 1.   ![](/img/grandma3/2-4/window_matricks_x-20at-201_v2-0-0-4-37e3ad.png)\ Ten fixtures with MAtricks X at 1 - No XWings # Meshes > Meshes are stored in the MeshPool. Meshes 1 thru 9 are locked and can not be edited. Meshes are stored in the **Mesh**\*\* Pool\*\*. Meshes 1 thru 9 are locked and can not be edited. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The total size of the media pools is limited to 300 MB. For more information on **Meshes**, see [Build fixture types](/grandma3/2-4/ft_insert_models/). | Open a **Mesh Pool** window. For information, see the [Add window](/grandma3/2-4/wvm_add_window/) topic. ![](/img/grandma3/2-4/window_mesh_pool_v2-0-08ae1e.png) Mesh pool In  the\*\* Add\*\*\*\* Window\*\* pop-up, tap Pools, then in the **Media** column, tap Meshes. Edit a mesh pool object using one of the following options: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. The Edit **UserMesh** pop-up opens: ![](/img/grandma3/2-4/window_edit_mesh-37b25f.png) Change the mesh material’s color in the appearance column or assign an appearance to the pool object. See [Appearances](/grandma3/2-4/appear_use/). *** ### Import Meshes [Section titled “Import Meshes”](#import-meshes) To import meshes: 1. Repeat option 1 or 2 above. 2. In the **Edit** **UserMesh** pop-up, tap Import. The **Import mesh** pop-up opens. 3. Select the source from the title bar, for example, Internal. 4. Select the mesh to import. 5. Tap Import. The new mesh pool object is imported. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936282495?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Message Center > The message center displays messages produced by the system. The message center displays messages produced by the system. The envelope icon (![](/img/grandma3/2-4/icon_message_15px-a09bd6.png)) on the right side of the command line changes color to indicate new messages in the message center.\ The icon is displayed in the color of the new message with the highest priority. A number underneath the envelope icon indicates the number of new messages, excluding information messages. The categories for messages are: * System * Command Line * Power * MA-Net * USB * Chat USB and chat messages are specific to the device. They are not displayed on other devices in the session. Messages have different priorities. * \*\*Information \*\*(green): Information about internal system processes that generally don’t require user activity or input. * **Warning** (yellow): Information that is important and should be taken care of. * **Error** (brown): Information on invalid actions and malfunctions in the software. * **Alert** (red): Information on critical events. Messages in the alert category generally require immediate action. ![Update this description text.](/img/grandma3/2-4/window_message-20center_01_v3-2-4-66e970.png) Main view of the message center # Networking > Networking allows for the expansion of a single standalone console to a complete system with DMX nodes and extra processing powers. Networking allows for the expansion of a single standalone console to a complete system with DMX nodes and extra processing powers. The rear panel of all the consoles has three Ethernet connectors, which can be used to connect to three different networks. Networking is used for: * Connecting several MA3 devices in a session * Output and input Ethernet-based DMX * MVR-xchange to link compatible software * Internet connection  ## MA Session [Section titled “MA Session”](#ma-session) Sessions are a way to expand a single console. They allow for connecting multiple consoles in a multi-user setup where several programmers can work in the same show. grandMA3 Processing Units can be added to move DMX calculations away from the consoles and into processors located where needed. grandMA3 xPort Nodes listen to a session and function as DMX interfaces, allowing decentralized synchronized DMX distribution. A session is needed to connect grandMA3 devices. Read about [sessions here](/grandma3/2-4/network_session/). ## Ethernet DMX [Section titled “Ethernet DMX”](#ethernet-dmx) grandMA3 can output DMX using Art-Net and sACN. It is possible to set up a specific Ethernet port to output the network DMX. Read more in the [DMX In and Out topics](/grandma3/2-4/dmx/). ## MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) MVR-xchange can be used to exchange MVR information in a network. Learn more about this in the [MVR-xchange topic](/grandma3/2-4/remote_inputs_mvr/). ## Internet Connection [Section titled “Internet Connection”](#internet-connection) The grandMA3 system is designed to connect to the Internet, more specifically, to World Servers. These servers can provide different services to the connected stations. It is recommended to separate the light network from the Internet and use one of the three Ethernet connectors on the back of the MA hardware stations to connect to a network with Internet access. This will maintain a separation between the Internet and the light network and still provide access to the services on the world server. For more information, see the [World Server topic](/grandma3/2-4/system_world/) and the [Interfaces and IP topic](/grandma3/2-4/network_interface/). An Internet connection also makes it possible to see the manual videos in the software version of the manual.  ## Internal Connections [Section titled “Internal Connections”](#internal-connections) A console uses internal network connections to connect different sections of the internal components. This might be visible at some locations but should never be changed by users. ### []()Enabling or Disabling the Network Connection [Section titled “Enabling or Disabling the Network Connection”](#enabling-or-disabling-the-network-connection) The network needs to be enabled to communicate. This includes transmitting DMX using Ethernet. Turning network On or Off is done from the **Network menu** - read about the network menu in the [Sessions topic](/grandma3/2-4/network_session/). In the lower right corner of the network menu, there is a button to toggle the network connection. ![](/img/grandma3/2-4/icon_network-enable_v0-91-94165c.png) *Network enable button* If the icon is red, the network is turned Off. If it is green, it is On. Subtopics * [Interfaces and IP](/grandma3/2-4/network_interface/) * [Session](/grandma3/2-4/network_session/) * [Web Remote](/grandma3/2-4/network_webremote/) * [Network Design](/grandma3/2-4/network_design/) * [Network Tests](/grandma3/2-4/network_tests/) * [Regulations and Standards](/grandma3/2-4/network_regulations/) * [Station Control](/grandma3/2-4/network_station_control/) # Network Design > Creating a robust network for a grandMA3 system can be complex as the system scales. Creating a robust network for a grandMA3 system can be complex as the system scales. Small systems might not require expensive switches and infrastructure to work, but pushing the grandMA3 system also pushes the network infrastructure. ## General Control System Requirements [Section titled “General Control System Requirements”](#general-control-system-requirements) * The output of an MA Lighting control system only changes by intention (of the user). * The output of an MA Lighting control system complies with the standards, proprietary open standards, and protocols (see a complete list in the [Regulations and Standards topic](/grandma3/2-4/network_regulations/)): * DMX512-A. * sACN. * SMPTE Timecode. * Open Sound Control (OSC). * DIN SPEC 15800 (GDTF). * Art-Net. * PSN. * MVR. * The output of an MA Lighting control system is synchronized for all physical output ports over all attached MA devices and all transmitted protocols. * The output of an MA Lighting control system is considered to be “real-time” (The term “real-time” can be defined by: All latencies between input events and output reactions are determined and known.) * Show files are upward compatible, and exceptions shall be announced. (This might not always be possible due to rare technical reasons. If so, MA will state this with the release notes of the software update as ‘known limitations’!) The list above defines a set of rules that must be true within a correctly configured network. *** ## Network Speed [Section titled “Network Speed”](#network-speed) The amount of data transmitted over a grandMA3 network varies with the number of grandMA3 devices and configured parameters. A grandMA3 system is always defined based on one (1) maximum utilized session in a network. This maximum is defined in the [Session topic](/grandma3/2-4/network_session/). With this in mind, a network speed of 1 Gbit/s is required for the MA-Net3 protocol. This means that the ports on the switches should be configured as “Access” ports and have a minimum capacity of 1 Gbit/s. The switches should be “non-blocking”. The maximum latency on the “broadcast domain” should be 2 milliseconds or less. The MA-Net3 protocol uses multicast, and all grandMA3 devices support IGMP membership requests. All devices should use the same bandwidth capacity. This means that if there is an older network node translating a DMX streaming protocol (like Art-Net) only capable of 100 Mbit/s speed, this protocol should be separated to a different VLAN (or network) limited to this speed. In a Gigabit network, the average bandwidth reserved for MA-Net3 is 200 Mbit/s. MA-Net3 does not allow for traffic shaping. ## Cable Quality and Lengths [Section titled “Cable Quality and Lengths”](#cable-quality-and-lengths) Since the network speed is defined as 1 Gbit/s, the quality of the copper cabling should be Cat.5e or better. The cable length is defined in a set of standards for fixed installations (EN 50173). These specify a set of rules for installations that should be followed. For “flying installations” or “one-offs”, a different type of cable is used (stranded core / “patch” cables). This type does not support the same lengths as a proper fixed installation (using solid core cables). Using a maximum length of 75 meters / 246 feet between devices is recommended for these systems. This length is tested by MA Lighting using new quality cables. If the cable is damaged, it should not be used. These lengths are about the distance between devices, such as a grandMA3 console and the switch. Connecting switches can have higher demands. The speed between the switches might be higher than 1 Gbit/s and thus have higher quality demands on the cabling. ## Switch Settings [Section titled “Switch Settings”](#switch-settings) If more than one switch is used, and the switches are used for more than MA-Net3, then it is recommended to separate the MA-Net3 into a different VLAN. Please consider that the MA-Net3 should have 1 Gbit/s available, so if the switches do other things as well, there needs to be more than 1 Gbit/s connection between the switches. When using multiple switches, please ensure the switches support Protocol Independent Multicast (PIM) to route the multicast correctly between the switches. Switches should have all ports go online simultaneously after a reboot. Delayed port-by-port reboot behavior is not supported at this time. The IP addresses used in a MA system should follow the recommendation RFC-1918 about address allocation in private internets. If the MA Worldserver is desired, then a VLAN (or separate network) should be used. This network segment should be routed to the Internet. ## EEE or Green Ethernet [Section titled “EEE or Green Ethernet”](#eee-or-green-ethernet) Energy-Efficient Ethernet (IEEE 802.2az) or Green Ethernet is a system supported by some network switches. The idea is to save some energy on the network ports that do not have a lot of traffic. This includes some negotiations between the switch and the connected device. Unfortunately, this does not always result in a successful setting, and the network port could be disabled and enabled when the negotiation fails. This is not good in a MA-Net3 setup. Disabling any energy-saving functions in the network switch is highly recommended. If the switch is unmanaged with EEE enabled, it is recommended not to use it. ## Bandwidth Calculation for Best Practise Networks [Section titled “Bandwidth Calculation for Best Practise Networks”](#bandwidth-calculation-for-best-practise-networks) The DMX output of MA devices needs a refresh rate of 30Hz. Therefore all “real-time” data needs to be present within 33ms. To avoid any visible jitter, the synchronization data packet is allowed to have a maximum latency over the whole system of 2ms. Within each refresh of 33ms, all necessary data must be transferred to the end devices. The maximum possible number of parameters will be 262 144 with 24-bit DMX data. Only a mixed calculation is possible with a 1 024 DMX universe limit. The maximum for 262 144 parameters each of 16bit will end up in 1024 DMX universes and therefore: 1 024 Universes \* 512 packets \* 10 bit \* 30 Hz = 158 MBit/s This will be the average bandwidth needed to allow the “real-time” traffic (as described in the requirements above) to pass through. At the same time, the latency cannot be more than 2ms. This is a worst-case scenario with the maximum possible DMX data. There is more data to be transmitted than just the DMX data; therefore, the average bandwidth for Gigabit systems is set to 200 MBit/s. Higher bandwidth for faster show upload might be required, especially in bigger installations. More bandwidth is needed if additional DMX-over-Ethernet protocols are used in parallel and/or Web-Remote(s). The calculation will be the same, and the bandwidth of additional DMX-over-Ethernet data must be added. ## DSCP and QoS [Section titled “DSCP and QoS”](#dscp-and-qos) The different types of grandMA3 network traffic is divided into five categories. Each category can have its own setting defining how the switches should prioritize the network packages for this category. These settings can alter the traffic flow and should only be done if a specific need exists. Learn more in the [Station Control topic](/grandma3/2-4/network_station_control/). ## Testing the Network Environment [Section titled “Testing the Network Environment”](#testing-the-network-environment) A grandMA3 network system will be recognized as a smooth operating system if there are no data retransmissions and no DMX dropouts on any device in the session. Any retransmission of data packages in the overall system will be shown in the System Monitor of every device within the session. Session stability and reliability are measures of network quality and vice versa. The Network Menu has columns showing the number of negative acknowledgments (NACKS) for each connected station in the system. NACKS are indicators of packages being dropped or not getting through to the recipient. The **Network Menu** is used to see all the stations and sessions in a network. Learn more in the [Session topic](/grandma3/2-4/network_session/). Retransmission means a data package has not reached its destination in order or at all. The question arises of which retransmission count is acceptable. In other words, when to worry about network stability. The answer cannot be a quantity – the answer is a situation-dependent measure. Here are some guidelines for quality insurance of the network session handling: * A few Retransmissions (0 – 50) on a regular or irregular basis – The system is considered stable. * Multiple Retransmissions (> 50) on an irregular basis – The system has issues. * Multiple Retransmissions (>100) on a regular basis – The system needs investigations! * High number of Retransmissions (> 200) on an irregular basis – The system needs investigations! | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | During a show upload, the number of retransmissions can be very high due to the heavy use of communication on all layers, and retransmissions are expected. The system is considered to be stable. | A network speed test can be performed to test the network speed. This will test the connections between the station activating the test and the selected stations. The result will show if the connection has issues. Do not perform this test while in a show. Learn more in the [NetworkSpeedTest keyword topic](/grandma3/2-4/keyword_networkspeedtest/). **DMX dropouts are not allowed within the session at any time.** Subtopics * [Protocol Details](/grandma3/2-4/network_design_protocols/) * [Wireless Networks WLAN - WiFi](/grandma3/2-4/network_design_wlan/) # Protocol Details > The grandMA3 system supports different network protocols. The grandMA3 system supports different network protocols. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See a list of protocols in the [Regulations and Standards topic](/grandma3/2-4/network_regulations/). | The following are some details about each protocol that might be useful for setting up rules in network switches and routers. ## MA-Net3 [Section titled “MA-Net3”](#ma-net3) ### General Traffic [Section titled “General Traffic”](#general-traffic) **Transport layer:** UDP - Multicast **Port number:** 30020 **IP addresses (default Base address):** * 236.4.1.0 - Administration group for all devices and sessions * 236.4.1.1 - General communication (session data) * 236.4.1.2 - Extended communication (session data) * 236.4.1.3 - Extended DMX (session data) * 236.4.1.4 - Reserved (session data) **Additional Information:** The IP addresses mentioned above belong to the session with index number 1. Subsequent session indexes use different addresses using the formula “BaseIP+4\*X” where “X” is the session index number, and “IP” is the address mentioned above. This only changes the last octet of the address. So the default IP addresses specific to session index 3 are: * 236.4.1.13 * 236.4.1.14 * 236.4.1.15 * 236.4.1.16 This allows for 32 sessions in a network. ### Alternate Multicast Base [Section titled “Alternate Multicast Base”](#alternate-multicast-base) The default multicast base address (236.4.1.X) is within an IANA reserved block (according to RFC5771 - IANA Guidelines for IPv4 Multicast Address Assignments). If this causes any problem in the network environment, then an alternative multicast base address can be selected in the [Network Menu](/grandma3/2-4/network_session/).  The option called **Alternative** uses the 239.4.1.X address as a base. The fourth number is the same as described above. ### Alternate Traffic [Section titled “Alternate Traffic”](#alternate-traffic) **Transport layer:** TCP - Unicast **Port number:** 30022+ **Additional Information:** This is used when a station needs to send a lot of information to a different station, for instance, with a network update. ### MA Worldserver [Section titled “MA Worldserver”](#ma-worldserver) **Transport layer:** TCP - Unicast **Port number:** 30021 **Additional Information:** This must be routed to the Internet to access the official worldserver from MA Lighting. ### MA Web-Remote - HTTP [Section titled “MA Web-Remote - HTTP”](#ma-web-remote---http) **Transport layer:** TCP - Unicast **Port number:** 80 ### MA Web-Remote - Websocket [Section titled “MA Web-Remote - Websocket”](#ma-web-remote---websocket) **Transport layer:** TCP - Unicast **Port number:** 8080 ## Art-Net (revision 1.4db) [Section titled “Art-Net (revision 1.4db)”](#art-net-revision-14db) **Transport layer:** UDP - Broadcast **Port number:** 6454 and **Transport layer:** TCP - Unicast **Port number:** 6454 **Additional Information:** In Auto-Mode, grandMA3 Art-Net will be sent as Unicast unless there are more than five receivers (default value in Broadcast Threshold) of the same DMX universe in the network. Then the protocol switches automatically to Broadcast. The default Broadcast Threshold is set to five but can be changed in the [Art-Net menu](/grandma3/2-4/dmx_ethernet_artnet/). ## sACN [Section titled “sACN”](#sacn) **Transport layer:** UDP - Multicast **Port number:** 5568 **IP addresses:** 239.255.x.y and **Transport layer:** TCP - Unicast **Port number:** 5568 **Additional Information:** The default uses a Multicast address for each sACN DMX universe corresponding to a specific universe. The first two numbers in the IPv4 address are fixed. The two following numbers are calculated to match the universe number. For instance, sACN universe 1 is on IP 239.255.0.1, and sACN universe 256 is on IP 239.255.1.0 ## PSN - PosiStageNet [Section titled “PSN - PosiStageNet”](#psn---posistagenet) **Transport layer:** UDP - Multicast **Port number:** 65565 **IP addresses:** 236.10.10.10 **Additional Information:** The Multicast address and port number can be changed in the [PSN menu](/grandma3/2-4/remote_inputs_psn/). ## OSC - OpenSoundControl [Section titled “OSC - OpenSoundControl”](#osc---opensoundcontrol) **Transport layer:** TCP / UDP **Port number:** 8000 **Additional Information:** The transport layer protocol, address, and port number can be changed in the [OSC menu](/grandma3/2-4/remote_inputs_osc/). ## NDI - Network Device Interface [Section titled “NDI - Network Device Interface”](#ndi---network-device-interface) ### mDNS communication [Section titled “mDNS communication”](#mdns-communication) **Transport layer:** UDP - Multicast **Port number:** 5353 **IP addresses:** 224.0.0.251 ### Alternate Discovery [Section titled “Alternate Discovery”](#alternate-discovery) **Transport layer:** TCP - Unicast **Port number:** 5959 ### Base TCP Connection for Stream [Section titled “Base TCP Connection for Stream”](#base-tcp-connection-for-stream) **Transport layer:** TCP - Unicast **Port number:** 5961+ ### UDP Shared with TCP Connections [Section titled “UDP Shared with TCP Connections”](#udp-shared-with-tcp-connections) **Transport layer:** UDP - Multicast **Port number:** 5960+ ### UDP / TCP Receiving [Section titled “UDP / TCP Receiving”](#udp--tcp-receiving) **Transport layer:** UDP / TCP **Port number:** 6960+ ### UDP / TCP Sending [Section titled “UDP / TCP Sending”](#udp--tcp-sending) **Transport layer:** UDP / TCP **Port number:** 7960+ ## MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange) ### mDNS communication for discovery [Section titled “mDNS communication for discovery”](#mdns-communication-for-discovery) **Transport layer:** UDP - Multicast **Port number:** 5353 **IP addresses:** 224.0.0.251 ### MVR-xchange [Section titled “MVR-xchange”](#mvr-xchange-1) **Transport layer:** TCP **Port number:** 42424 **Additional Information:** Only TCP exchange is supported at the moment. Learn more about MVR-xchange in the [MVR-xchange topic](/grandma3/2-4/remote_inputs_mvr/). ## SFTP [Section titled “SFTP”](#sftp) **Transport layer:** TCP - Unicast **Port number:** 22 ## SNMP [Section titled “SNMP”](#snmp) **Transport layer:** UDP - Multicast **Port number:** 161 and 162 **Additional Information:** SNMP v1 and v2c. Public community. ## AVAHI [Section titled “AVAHI”](#avahi) **Transport layer:** UDP - Multicast **Port number:** 5353 # Wireless Networks WLAN - WiFi > A wireless connection should only be used with the web remote. A wireless connection should only be used with the web remote. Do not try to run a session on a WiFi connection. Please read the [Network Design topic](/grandma3/2-4/network_design/) and understand why it is not possible. Wireless networks (WiFi) manipulate the data packets to optimize the wireless network. This works for standard HTTP and HTTPS traffic, but not for MA-Net3. Please use proper access points for the wireless network. The access points shall be connected to a port on a network switch, and all access points should be in a separate VLAN. This ensures that all multicast traffic can be filtered out of the wireless network. The access points must be filtered to only allow MA Web Remote traffic “on air” to avoid delays caused by too much traffic between the wireless device used for MA Web Remote and the rest of the MA System. This filtering could be done in the switch or the access points. In the software, the maximum resolution transmitted for the Web Remote can be set (and limited) to allow for better performance in a slow wireless network - see the [Web Remote topic](/grandma3/2-4/network_webremote/). # Interfaces and IP > The Network Interface menu lists the available interfaces, and in the grandMA3 hardware, it can be used to change the settings. The Network Interface menu lists the available interfaces, and in the grandMA3 hardware, it can be used to change the settings. ## Open the Network Interface Menu [Section titled “Open the Network Interface Menu”](#open-the-network-interface-menu) 1. Press Menu.\ \- Opens the [menu select pop-up](/grandma3/2-4/wvm_menus/). 2. Tap Network.\ \- Opens the Network menu. 3. Tap My Interfaces.\ \- Opens the Network Interfaces pop-up: Click this button to open the pop-up. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%27RemoteIpEditor%27) ![The image shows the standard tab of the My Network Interfaces pop-up.](/img/grandma3/2-4/popup_my-network-interfaces_standard_v2-4-4c3131.png) *See the Standard tab in Network Interfaces* # Regulations and Standards > The grandMA3 system conforms to and suggests a series of network-related regulations and standards. The grandMA3 system conforms to and suggests a series of network-related regulations and standards. * ISO/IEC 11801:2002 - International standard for structured data cabling * EN 50173 - European standard for structure data cabling * ANSI/TIA-568 - Standard for commercial building cabling products and services * ANSI/IEEE 802.3 IEEE - Standard for Information Technology (Cabling) * ANSI/IEEE 802.11 IEEE - Standard for Information Technology (WiFi) * RFC 1918 - Address Allocation for Private Internets * RFC 9776 - Internet Group Management Protocol, version 3 (IGMP v3) * RFC 4594 - Configuration Guidelines for DiffDerv Service Classes * ANSI E1.11 - 2008 (R2018) Entertainment Technology USITT DMX512-A Asynchronous Serial Digital Data Transmission Standard for Controlling Lighting Equipment and Accessories (DMX) * ANSI E1.31 - 2018 Entertainment Technology Lightweight streaming protocol for transport of DMX512 using ACN (sACN) * ANSI E1.20 - 2010 Entertainment Technology RDM Remote Device Management Over DMX512 Networks (RDM) * Art-Net 4 - revision 1.4db * PSN 2.03 * NDI 5.6 * DIN SPEC 15800:2022 – Entertainment Technology - General Device Type Format (GDTF) Some of the protocols have some more details in the [Protocol Details topic](/grandma3/2-4/network_design_protocols/). # Session > MA devices are connected in Sessions. MA devices are connected in **Sessions.** Controlling devices (grandMA3 onPC, grandMA3 replay unit, and grandMA3 consoles) are called **Stations**. Multiple sessions can exist in the same network and are identified by a session name and location. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Learn more about different ways the grandMA3 system can work in a networked environment in the [System Overview](/grandma3/2-4/system/). | ## Session Rules [Section titled “Session Rules”](#session-rules) The grandMA3 Session is an essential part of a working system. The rules for accomplishing and maintaining a stable session are listed below to help understand the system’s behavior. * A session always creates a **Master** station. * A session always creates a unique, matching **Session Index**, which the user cannot set. * A session always needs a unique, matching **Session Name** across all members. * A session always needs a matching **Location** across all members. * All session members (stations) are displayed with a green background in the **Stations** tab in the **Network Menu**. * All members must have the same **Streaming Version** of the software - the first three numbers of a software version number. * Devices can be invited or intentionally join the session. * Devices can be protected from being invited. * Devices that lost the connection to their session will be auto-invited when coming back online - if stated in the network list of the show file and the Invite button is activated. * Two devices with the same Session Index in the same network will cause a session data conflict when both are in Master states. The session data conflict only needs user interaction if the system cannot solve it automatically. * All DMX network protocols will be output from the **Master** station only. * A maximum of 32 sessions are possible in one network domain with a maximum of 1 fully loaded session (262 144\*\*\*\* Parameter) as a total. * Consoles in session with the same user logged in will work in **Full-Tracking Mode**. * Consoles in session with different users logged in will work in **Multi-User Mode**. * The network needs a latency of less than 2ms for data-package transmission (for synchronization) to avoid output jitter! * The session timeout (before action will be taken when a station loses connection) is 5s! Many of the elements above can be seen and edited in the network menu. MA devices recognized in the network can be seen in the network menu. The menu can be accessed in multiple ways. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When stations are in network overload, up to three progress bars indicate the stations that are most overloaded. This can be the case when transferring huge amount of data in the session, for example when copying a huge data pool or during show data negotiation. | ### Open the Menu Using the Command Line [Section titled “Open the Menu Using the Command Line”](#open-the-menu-using-the-command-line) Type the following command in the command line input and execute it: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “Network” | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%27Network%27) ### Open the Menu from the Menu Pop-up [Section titled “Open the Menu from the Menu Pop-up”](#open-the-menu-from-the-menu-pop-up) This is a combination of keys and buttons. It executes the same command as above. 1. Press Menu. 2. Tap Network on the menu selection pop-up. ### Open the Menu Using the Dedicated Button [Section titled “Open the Menu Using the Dedicated Button”](#open-the-menu-using-the-dedicated-button) The [Command Line](/grandma3/2-4/ws_ui_command_line/) has a dedicated button for the network menu (it can have different colors): ![](/img/grandma3/2-4/img_network-button_v0-91-2ce84b.png) Tap this button to open the menu. ![This is the network menu showing the stations in system.](/img/grandma3/2-4/menu_network_v2-2-36a7da.png) *The Network menu lists all MA devices in the network* The title bar has the normal close button (![](/img/grandma3/2-4/icon_cross_15px-9b559c.png)). Next to this are buttons that display the device’s current status, a filter button, and a button that opens a [My Interfaces pop-up]() where the network interfaces are listed and can be modified. The possible filters are: * **All**:\ This lists all stations. * **My Session**:\ This only lists the stations that are in the same session as this station. * **Not My Session**:\ This lists the stations that are not part of this station’s session. * **Wrong Version**:\ This lists stations that have software version numbers that are different from this station. * **My Location**:\ This lists the stations that have the same **Location** value. Read about the location setting below. The tool buttons on the left side have four buttons: Stations, [Keys](/grandma3/2-4/network_session_key/), [Web Remote](/grandma3/2-4/network_webremote/), and [Station Control](/grandma3/2-4/network_station_control/). There are four buttons on the left side at the bottom: [Invite Station](/grandma3/2-4/network_session_invite/), [Dismiss Station](/grandma3/2-4/network_session_dismiss/), [Join Session](/grandma3/2-4/network_session_join/), and [Leave Session](/grandma3/2-4/network_session_leave/). Some input buttons change the session settings for the station being operated. This is a short explanation of each field: * **HostName**:\ The name of this device. The name can be changed freely. It does not influence the session. It can be used to identify individual devices. It can only be edited when the station is not in a session. * **Session**:\ The name of the session. Three elements need to match before devices can connect in the session. The session name, the **Location**, and the **Key**. It can only be edited when the station is not in a session. * **Location**:\ The session location. It can be anything. It does not need to be the actual location for the session. It is used together with the session name to identify the session. It can only be edited when the station is not in a session. * **Multicast Base**:\ The multicast base value defines the first three numbers in the multicast IPv4 address for the MA-Net3 session. The options are **Default** and **Alternative**. Learn more about the multicast addresses in the [Protocol Details topic](/grandma3/2-4/network_design_protocols/). Changing this setting while in a session also changes this setting for all grandMA3 devices in the session. Changing it while not in a session only changes the setting for this station.\ Changing the base address opens a pop-up that warns about the potential drawbacks of the change and asks for confirmation. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Be careful when changing the Multicast Base address, as it affects the entire network structure. Each grandMA3 device must use the same multicast address to enable communication between devices. | * **MA-Net Interface**:\ Tapping the Interface field opens a small **Select Interface pop-up**. This lists the possible network interfaces, including an Auto option (Read more about this option [below](/grandma3/2-4/network_session/#auto_option)). Read more about changing the IP addresses in [Interfaces and IP](/grandma3/2-4/network_interface/). * **World Server**:\ This input field is used to define what world server to contact. Read more about it in the [World Server topic](/grandma3/2-4/system_world/). * **Key**:\ The key is a password for the session. Tapping this field opens a small **Select Key pop-up** that lists the possible keys - including the option to create a new one. Read more about key creation in [Create a Custom Key](/grandma3/2-4/network_session_key/). * **Master Priority**:\ This field is used to set the priority for this device. Tapping this field opens the small **Select MasterPriority pop-up**. It can only be edited when the station is not in a session.\ There are several levels of priority: **Never** (not able to be master), **Very Low**, **Low**, **Normal**, and **High**. If stations have the same priority, then the station with the lowest slot number becomes master. Slot numbers are automatically assigned depending on the order of devices joined in the session. The slot number is listed in the station table. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Each station in a session has a priority. The session needs to have one station, which is the master in the session. If there is only a station with the never priority, then the session is terminated since this station can never become the master. | * **Invite**:\ This On/Off button toggles **Invites**. Disabling this prevents this station from being invited into a session. It is still possible to join a session from this station, but it is an action that needs to be performed locally at the station. * **Web Remote**:\ This On/Off button toggles the **Web Remote** access. Turning this off prevents web remote connections. * **Remote HID**:\ This On/Off button toggles **Remote HID**. Learn more about this in the [Remote HID topic](/grandma3/2-4/comad_remotehid/). * **RDM**:\ This is a global RDM On/Off button. Learn more about RDM in the [RDM section](/grandma3/2-4/rdm/). * **Enable button** (![](/img/grandma3/2-4/icon_power_15_v1-0-642ae2.png)):\ This button [enables or disables](/grandma3/2-4/network/) the network connections. * A red icon means the network connection is disabled. The text beneath the icon describes whether a session is created or joined if the network is enabled. * A green icon means the network connection is enabled. * A green icon with a red background means the connection is enabled, but the interface is not connected. ## []()Auto Option in MA-Net Interface Select Interface Pop-up [Section titled “Auto Option in MA-Net Interface Select Interface Pop-up”](#auto-option-in-ma-net-interface-select-interface-pop-up) The dropdown for selecting the interface used for MA-Net in the network menu has an **Auto** option. When the MA-Net interface is set to Auto, the grandMA3 software determines the interface to use. In this case, the IP of the selected interface is set into angle brackets on the MA-Net Interface button, for example, <192.168.0.4>. The order of the following rules specifies the automatically determined interface in Auto mode: 1. When a Class C IP address (192.168.x.y) is found, the interface with this IP will be taken. No matter the link state of this interface. (With onPC on Mac, the interface link state must be active.) 2. When no Class C IP is found, the software searches for a Class B IP (172.16.x.y). Only if the interface has an active link state. 3. If also no Class B IP address is available, a Class A IP in the range of 10 (10.x.y.z) will be searched only if the interface has an active link state. 4. If this also fails, a Class A IP in the range of 2 (2.x.y.z) will be searched only if the interface has an active link state. 5. The loopback interface will be used if no Class A IP is available. Changing the selected interface from Auto to the preferred interface is always possible. After a full install, the first interface will be selected as the default interface on grandMA3 consoles, processing units, and xPort nodes. Per default, grandMA3 onPC on Windows and macOS will be set to Auto. *** The **Stations** view of this menu displays all the MA devices organized by type. The devices with the green background are connected devices. The device with green text is the one you are currently viewing. This is a short description of the columns: * **Lock**:\ A row can be locked by the user. Editing the field toggles between empty and “UL” (User Locked). * **No**:\ This is the row number. Notice that a row can be a child of a parent object. If there is a number in parentheses, then it is the number of children in the parent object.  * **Name**:\ This is the name of the device or device type. * **Type**:\ This shows the type for each device. OnPCs might be listed as “Undefined”. * **IP**:\ This is the IP address for the device’s MA-Net interface. * **Session**:\ This is the name of the session the device is a part of. * **Location**:\ This is the location for the session. For devices to connect, the session name, location, and key must match. * **Show File**:\ This is the name of the active show file on the device. * **Status**:\ This is the device’s session status. * **Master Prio**:\ This is the priority for the station. * **Version Big**:\ This is the software version for the device. The **Version Big** number indicates the version number that needs to match for stations and processing units to connect in a session. * **Version Small**:\ This is the software number that needs to match for grandMA xPortNodes to be able to connect to a session. * **Enabled**:\ This shows if the network connection is enabled. * **Online Time**:\ This is the time the device has been online in the session. When the station connects to a session, then the online time resets. * **Session Index**:\ Each session is automatically assigned a number. This is the session number for each device. There is a maximum of 32 sessions in the same network. * **Session Slot**:\ Each station in a session has a unique slot ID. This is the ID number for each device. * **Remote IP**:\ Some MA devices are connected to a station. For instance, the grandMA3 extension. This field shows the IP address of the station these devices are connected. * **Mask**:\ This is the station’s sub-net mask. * **Flow Control Level**:\ This shows information about congestion and data loss in a session. It displays, on a scale of 0 to 255, the intensity of flow control. * **NACK Count Per 1m/5m/10m**:\ This shows information about negative acknowledgments (Nack). Nack’s can happen when network packages fail to properly get though the network.\ This shows the amount of nacks in the last one, five, and ten minutes. It can be reset by editing the cell. This also resets the total count (read below). * **NACK Count Total**:\ This shows the total amount of nacks since the session started. It can be reset by editing the cell. This also resets the nack counters described above. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Please check the network environment of a device if rates of nacks are constantly above 0. | | | | | ------------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The NACK’s are only shown on the master station in a session. | ## Session Maximums [Section titled “Session Maximums”](#session-maximums) There are some maximum numbers for a session. These describe some limits in a session that can be good to know. There should only be one fully loaded session in a network domain. If more is needed, great care should be taken to ensure the network can manage the traffic without creating bottlenecks. These numbers are for one session. A session can control up to **262 144 parameters**. The [Parameters topics](/grandma3/2-4/system_parameter/) explain this and how the parameters can be expanded to the limit. ### MA Devices [Section titled “MA Devices”](#ma-devices) All MA devices in a session belong to one of the following three categories.  **Category A** - maximum **32 devices** in a session. These stations and devices calculate the show file information and parameters for the output. This includes grandMA3 consoles, grandMA3 replay-units, grandMA3 onPC stations, and grandMA3 processing units. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When adding several devices to the session simultaneously, they will be added following their internal order in the software. This order is represented by the No column in the Network menu. | A grandMA3 onPC counts as one station, no matter how many onPC wings are connected. The grandMA3 onPC wings do not count as devices in the session. All category A devices should be on the same switch or at least on directly connected switches. **Category B** - maximum **64 devices** in a session. Depending on their task, these stations and devices handle specific show file information. This includes grandMA3 consoles, grandMA3 replay-units, and grandMA3 onPC stations which have session priority “Never”. Also, grandMA3 processing units can be in category B. The system automatically moves processing units into this category whenever category A is full. In this way, the maximum parameter count in a session can be reached, no matter how many processing units of a specific type (M, L, or XL) are needed. **Category C** - maximum **128 devices** in a session. These are MA devices that use the calculated parameters and are in session. MA Nodes running in grandMA3 mode are category C devices. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Network nodes that run in sACN or Art-Net mode do not count against the limitation. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create a Session](/grandma3/2-4/network_session_create/) * [Join a Session](/grandma3/2-4/network_session_join/) * [Leave a Session](/grandma3/2-4/network_session_leave/) * [Invite a Station into a Session](/grandma3/2-4/network_session_invite/) * [Dismiss Stations from a Session](/grandma3/2-4/network_session_dismiss/) * [Create a Custom Key](/grandma3/2-4/network_session_key/) * [Session Master Selection](/grandma3/2-4/network_session_master/) # Create a Session > Requirement: **Requirement:** Network connections must be established, and the correct IP address configured. For more information, see [Interfaces and IP](/grandma3/2-4/network_interface/). ## Create a Session with the User Interface [Section titled “Create a Session with the User Interface”](#create-a-session-with-the-user-interface) 1. Open the Network menu. 2. Tap the buttons at the bottom that need to be edited.\ \- Make sure the correct interface is selected.\ \- Make sure the Session name and Location values are correct.\ \- Make sure the correct Key is selected. 3. If the network connection is disabled (the network icon (![](/img/grandma3/2-4/icon_network_15-e9dc76.png)) in the [Command Line](/grandma3/2-4/ws_ui_command_line/) is red), then tap the big enable/disable button in the lower right corner of the Network menu.\ \- The network icon should become green. # Dismiss Stations from a Session > Stations that are part of a session can be dismissed by another station. Stations that are part of a session can be dismissed by another station. **Requirement:** A session needs to be running, and the station being operated needs to be part of the session. The station to be dismissed also needs to be in the same session. See how to create sessions in the [Create a Session topic](/grandma3/2-4/network_session_create/). ## Using the User Interface [Section titled “Using the User Interface”](#using-the-user-interface) Stations are located and dismissed using the [Network menu](/grandma3/2-4/network_session/). 1. Navigate to the Network menu - see how using the link above. 2. Locate and tap the station in the list of stations that are connected to the session (stations with a green background color). 3. Tap Dismiss Station at the bottom of the Network menu. The selected station is now kicked out of the session. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Stations are dismissed using the [Dismiss keyword](/grandma3/2-4/keyword_dismiss/). # Invite a Station into a Session > Stations can be invited into a session if Invite is turned On in the Network menu on the station being invited. Stations can be invited into a session if **Invite** is turned On in the [Network menu](/grandma3/2-4/network_session/) on the station being invited. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If the priority of the joining station is higher than the current session master, the show file from the joining station will be used instead of the show file used in the session before the invite. | **Requirement:** A session needs to be running, and the station being operated needs to be part of the session. See how in the [Create a Session topic](/grandma3/2-4/network_session_create/). ## Using the User Interface [Section titled “Using the User Interface”](#using-the-user-interface) Stations are located and invited using the [Network menu](/grandma3/2-4/network_session/). 1. Navigate to the Network menu. See how to use the link above. 2. Locate and tap the station in the list of available stations (stations in the network but not connected to a session). 3. Tap Invite Station at the bottom of the Network menu. ## Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Stations are invited using the [Invite keyword](/grandma3/2-4/keyword_invite/). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Inviting a station into a session is only possible if the joining station has the same key in the key registry as the one currently selected on the inviting station when the Invite button is tapped. | # Join a Session > Requirement: **Requirement:** Network connections need to be made, and the correct IP address should be set - For more information, see [Interfaces and IP](/grandma3/2-4/network_interface/). There needs to be a running session that can be joined. When a console or onPC station wants to join a session or gets invited into a session, the session recognizes that the station joining was already a part of the session at a previous point. If this is not the case, the station joins the session and gets the show file. If the same show file is loaded on both sides, the grandMA3 software can merge both show files. This is useful in undetected scenarios, such as a station being disconnected for a time from the rest of the session (maybe because of a defect in the network cable or other causes of failure). If, on both sides (the remaining session and the disconnected station), users worked further on the show file, they had to choose between one of the two show files. This means they had to reprogram the changes of the lost show file to the one that is kept. The Merge All Data option combines the data of both show files in one show file. This is the small pop-up asking what to do: ![](/img/grandma3/2-4/popup_session-data-merge_v2-2-fba5cc.png) Session Data Merge pop-up | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The default selected option and the timeout time can be adjusted in the Station Control menu. Learn more in the [Station Control topic](/grandma3/2-4/network_station_control/). | The **Session Data Merge** pop-up is visible for a set amount of time (default is 60 seconds). After the timeout has elapsed without a response, the session data merge will use the default option. To pause the timeout counter, tap in the text area of the pop-up. When a station, as described above, joins the session again, a pop-up informs the user about a Session Data Merge. The pop-up lists the affected data. It is the elements that are different between the shows. There are four options to choose from: * **Merge All Data**:\ Merges the changes of all connecting stations into one show file. * **Keep Only Master Data**:\ The changes in the show file data of the connecting devices are ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices, the show file will be saved automatically on the connecting stations. * **Keep My Show File**:\ Choosing this option means that the show data on this station will be the new session show data. This deletes any unsaved data on the other stations. * **Cancel**:\ The connecting stations will not join the session of the Master side and be made Standalone. Then it can be investigated which show file is correct, back up each show file, etc. Merging the data of two show files is supported for these object types at the moment: * Sequences with Cue and Cue Part * Presets * Recipes * Programmer and Programmer Parts * Timecodes * Macros, Plugins, and PluginComponents * Pages and Executors * Images and Videos * DataPools * Groups * All other pools not explicitly mentioned here | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | - Changes made to the patch during the disconnection of a station disable the possibility of merging.- Merging the deletion of parts of objects during the disconnection of a station is not fully working yet. (for example, deleting one macro line or deleting a recipe line)- Merging the movement of objects during the disconnection of a station creates duplicates: At the original spot and the new spot. This may result, for example, in having different sequences assigned to the same executor on different stations. | ## Joining Station with Higher Priority [Section titled “Joining Station with Higher Priority”](#joining-station-with-higher-priority) When a station with a higher priority joins a session, a choice needs to be made about which show file to use. The high priority station might have the most important show file, but the session show file might be the important one. This situation prompts a warning pop-up like this: ![Warning about a joining High Priority station.](/img/grandma3/2-4/popup_warning-high-prio-station-join_v2-2-f4c3aa.png) Warning pop-up about the joining station’s higher priority. This warning pop-up has some information about the show file takeover. It has some options. * **Merge All Data If Compatible**:\ This is a toggle option that is valid when a show file is transferred. When it is active, it tries to merge the two show files, but it prioritizes the selected show file. * **Keep Session’s Show File**:\ This option will prioritize the session’s show file. If **Merge All Data If Compatible** is inactive, the joining station will load the show file from the current session master.   * **Keep My Show File**:\ This option will use the show file running on this joining station. If **Merge All Data If Compatible** is inactive, the joining station will transfer its show file to the session members. This deletes any unsaved data on the other stations. * **Cancel**:\ This will cancel the join process. This warning pop-up appears instead of the **Session Data Merge pop-up** described above. ## Inviting a Station with Higher Priority [Section titled “Inviting a Station with Higher Priority”](#inviting-a-station-with-higher-priority) When a station with a higher priority is invited into a session, a pop-up appears asking for a decision about the show file. ![Update this description text.](/img/grandma3/2-4/popup_warning-high-prio-station-invite_v2-2-c2b995.png) Warning pop-up about the invited station’s higher priority. The pop-up shows information about the station name, type, and IP address. Most of the options are described above. * **Take the Invited Station’s Show File**:\ This option will prioritize the show file on the invited station. If **Merge All Data If Compatible** is inactive, the joining station will transfer its show file to the session members. This deletes any unsaved data on the other stations. ## Join a Session Using the User Interface [Section titled “Join a Session Using the User Interface”](#join-a-session-using-the-user-interface) 1. Open the Network menu. 2. Tap the buttons at the bottom that needs to be edited:\ \- Make sure that the correct interface is selected.\ \- Make sure the correct Key is selected. 3. Tap the station with the desired running session. 4. Tap Join Session.\ \- The network icon and the stations should become green. 5. If the **Session Data Collision pop-up** appears, then select the desired option. ## Join a Session Using the Command Line [Section titled “Join a Session Using the Command Line”](#join-a-session-using-the-command-line) 1. Use the [JoinSession keyword]() to join an existing session or create a new one. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | It is only possible to join a session if the joining station has the same key as the currently active key on the selected station (step 3 above) currently in the session.This means that the station that wants to join a session selects a station already in the session. The station already in the session got a selected key. The joining station needs to have the same key selected to be able to join the session. | # Create a Custom Key > Keys are passwords for sessions. Keys are passwords for sessions. The same default key is a part of every new show file. It is used unless a custom key is created and used instead. The key is a long hexadecimal hash value generated by a seed word or a set of characters. Keys can be Inserted/Created, Deleted, Imported, and Exported. Locked keys cannot be edited or deleted. Keys are used when a [session is created](/grandma3/2-4/network_session_create/) and when stations are [invited](/grandma3/2-4/network_session_invite/). All the described key operations are done from the **Network Key Registry** menu. ![](/img/grandma3/2-4/menu_network-key-registry_v2-1-927159.png) *Open the Network Key Registry from the Network menu* ## Open the Network Key Registry Menu [Section titled “Open the Network Key Registry Menu”](#open-the-network-key-registry-menu) 1. Press the Menu key. 2. Tap the Network button. 3. Tap the Keys button on the left menu. This opens a menu like the one in the image above. There are a few columns in the menu: * **Lock**:\ This column indicates if the key is locked. The default key is locked as a default. When a seed is changed, the key is automatically locked. Edit this field to unlock a key. * **No**:\ This is the key number. * **Name**:\ This is a user-friendly name for the key. The name can be edited if the key is unlocked. * **Seed**:\ The seed is a hash value. This can be edited on unlocked keys. Any text input can be a seed to create a hash value. The hash value cannot be manually input as this would create a new hash using the input as a seed. The original seed input needs to be known to be able to recreate the hash manually. The default value for a new key is the same seed value as the default key. * **MAnet**:\ When this is set to **Yes**, the key gives access to the MAnet area. This is, for instance, the possibility of joining a session. * **Remote Call**:\ When this is set to **Yes**, the key gives access to the Remote Call area, which is, for instance, the possibility to use the web remote into a station, network updating the software, [RemoteCommand](/grandma3/2-4/keyword_remotecommand/), and other commands that affect other stations (for instance, reboot and shut down of other devices). * **Terminal**:\ When this is set to **Yes**, the key gives access to the Terminal area. This is, for instance, access to a station’s terminal interface. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Please leave the **MAnet**, **Remote Call**, and **Terminal** columns set to “Yes” for the default key. Changing these might give unexpected results. | ## Using Keys in Sessions [Section titled “Using Keys in Sessions”](#using-keys-in-sessions) The key is selected before the session is started. If a custom key is selected, other stations need to have the key in the registry list to join or be invited into a session. The keys can be exported to a USB memory stick and imported into other stations. Or, if the seed is known, the custom key can be recreated on other stations using the same seed value. If a station does not have the key used when the session was created, it cannot be a part of it. The joining station does not need to have the key selected in the **Network Menu** but must be in the **Network Key Registry** list. **Requirement for the next few operations:** The **Network Key Registry** menu is opened. ## Create a new Key [Section titled “Create a new Key”](#create-a-new-key) Keys are created like most new elements. 1. Select the row where the key should be inserted. 2. Tap Insert new Key. 3. (Optional) Edit the **Name** field to give the key a useful name. 4. Edit the **Seed** field and type a word or a random set of characters. This input is converted to a hash number. Notice that the row is locked as soon as the seed field changes. It can be unlocked and edited afterward. The lock is to prevent accidental change of the key. | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the same seed text is applied, the key can be reproduced on other stations. | ## Delete a Key [Section titled “Delete a Key”](#delete-a-key) A locked key cannot be deleted. Follow these steps to delete a key. 1. Select the row with the key to be deleted. 2. Edit the **Lock** field to unlock the row - the field should be empty for unlocked. 3. Tap Delete. The key is now deleted. ## Export a Key [Section titled “Export a Key”](#export-a-key) Keys can be exported and brought to other stations manually. 1. Select the row with the key to be exported. 2. Tap Export. 3. Select the desired drive in the pop-ups title bar. 4. Give the exported file a name. 5. Tap Export in the pop-up. The key is now exported to the selected drive. ## Import a Key [Section titled “Import a Key”](#import-a-key) Keys can be imported into a station. 1. Select the “New Key” row. 2. Tap Import. 3. Select the desired drive in the pop-ups title bar. 4. Select the desired file. 5. Tap Import in the pop-up. The key is now imported to the station. # Leave a Session > Requirement: **Requirement:** The station needs to be a session member to be able to leave the session. ## Leave a Session Using the User Interface [Section titled “Leave a Session Using the User Interface”](#leave-a-session-using-the-user-interface) 1. Open the [Network menu](/grandma3/2-4/network_session/). 2. Tap Leave Session or turn the network Off using the network connection button. ## Leave a Session Using the Command Line [Section titled “Leave a Session Using the Command Line”](#leave-a-session-using-the-command-line) * Use the [LeaveSession keyword](/grandma3/2-4/keyword_leavesession/) to leave the session. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When leaving the session during an active show download, the station will fall back to the previously loaded show file that was loaded before the show download started. | If there are other stations in the session with a priority above never, then the session is still active. # Session Master Selection > Some rules define what station becomes the master of a session. Some rules define what station becomes the master of a session. A key element to this is the stations’ priorities. ## Inviting Stations into a Session [Section titled “Inviting Stations into a Session”](#inviting-stations-into-a-session) A session always has a master. If there is only one station in the session, it is **IdleMaster**. If there are more stations, it is **GlobalMaster**. Adding another station to the session can have different outcomes: * The joining station has a **lower priority**:\ The station joins the session and downloads the showfile. The station’s status becomes **Connected**. * The joining station has the **same priority**:\ The station joins the session and downloads the showfile. The station’s status becomes **Connected**. * The joining station has a **higher priority**:\ The station joins the session, takes over the **GlobalMaster** status, and uploads its show to all connected stations. The show is replaced. ## Session Master Selection Rules [Section titled “Session Master Selection Rules”](#session-master-selection-rules) A set of rules takes effect in a situation where a new master needs to be selected among the remaining stations. This situation can appear if the current session master disappears. For instance, if the network connection disappears. It also happens when several stations booting up were previously part of a session. Three rules define how the master is selected. They are in prioritized order: 1. The station with the highest priority wins. If there is more than one station with the same priority, go to rule two. 2. The stations’ online time defines the master. The highest online time (+/- 5 seconds) wins. If more than one station has the same online time (+/- 5 seconds), go to rule three. 3. The station with the lowest IP address becomes the master. The online time can be seen in the [Network Menu](/grandma3/2-4/network_session/). # Station Control > The Station Control menu provides quick access to settings for station and session communication. The Station Control menu provides quick access to settings for station and session communication. Many of the settings in this menu can also be found elsewhere in the system. ![This image shows the Station Control menu.](/img/grandma3/2-4/menu_station-control_v2-4-24d38c.png) Station Control menu The menu is split into two sides. The left side is settings related to this specific station. The right side is settings that relate to the entire session. ## Station [Section titled “Station”](#station) The station side has two columns: **General** and **Session Data Merge**. General has the following toggle buttons: * **Invite**:\ This is the same as the **Invite** setting in the [Network Menu](/grandma3/2-4/network_session/). * **Web Remote**:\ This is the same as the **Web Remote** setting in the [Network Menu](/grandma3/2-4/network_session/). * **Remote HID**:\ This is the same as the \*\*Remote HID \*\*setting in the [Network Menu](/grandma3/2-4/network_session/). * **SFTP Access**:\ This setting toggles whether this station can be accessed using the SFTP connection. Learn more about SFTP in the [SFTP Connection topic](/grandma3/2-4/fm_sftp/). * **Send Art-Net If IdleMaster**:\ This is the same as the **Send Art-Net If IdleMaster** setting in the [Art-Net Menu](/grandma3/2-4/dmx_ethernet_artnet/). * **Send sACN If IdleMaster**:\ This is the same as the **Send sACN If IdleMaster** setting in the [sACN Menu](/grandma3/2-4/dmx_ethernet_sacn/). * **USB Network**:\ Turning this On enables USB networking. This feature allows the station to access the World Server using the internet connection on a mobile device with USB-internet sharing activated. Learn more in the [Interfaces and IP topic](/grandma3/2-4/network_interface/). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Phone tethering is only supported on devices that are compatible with Android™ and iOS™. Compatibility with all mobile phones is not guaranteed. | Session Data Merge only has one toggle button:  * **Include Playbacks**: This defines if the changes of playbacks are to be considered in the Session Data Merge. If it is enabled, the changes made on playbacks will be taken into account. Session Data Merge happens when stations connect in a session, and the data from two stations are merged.   ## Session [Section titled “Session”](#session) The session side has three columns: **General**, **In & Out**, and **DMX Protocols**. General has the following buttons: * **RDM**:\ This is the same as the \*\*RDM \*\*setting in the [Network Menu](/grandma3/2-4/network_session/). * **DSCP**:\ DSCP settings define the Quality of Service (QoS) setting for the data packages. This is information added to the package, and the network switches have settings defining the prioritization of the data packages. Read more [below](/grandma3/2-4/network_station_control/#h2_1932358400). * **Data Merge Default Mode**:\ This defines the default data merge mode. This is the preselected option in the Session Data Merge pop-up. This option will be selected when the timeout (read below) expires unless the user manually selects an option. The options are: * **Cancel**:\ The connecting stations will not join the session of the Master side and be made Standalone. Then, it can be investigated which show file is correct, back up each show file, etc. * **Merge All Data**:\ Merges the changes of all connecting stations into one show file. * **Keep Only Master Data**:\ The changes in the show file data of the connecting devices are ignored. The show file of the Master side is maintained. Before overriding the show file of the connecting devices, the show file will be saved automatically on the connecting stations. This pop-up allows the user to select how data is merged between the session and connecting stations. It is described in the [Join a Session topic](/grandma3/2-4/network_session_join/). * **Data Merge Default Timeout**:\ This defines the timeout time for the Session Data Merge pop-up. **Unlimited** is an option. This disables the timeout, and the user must make a manual selection. If the time is set to 0, then the pop-up will not appear and the default mode (see above) is used.  This pop-up allows the user to select how data is merged between the session and connecting stations. It is described in the [Join a Session topic](/grandma3/2-4/network_session_join/). * **TTL** (Time To Live): The TTL value specifies the lifespan of an IP packet. Each time the packet passes the next hop (for example, a router or gateway), its TTL is reduced by one, and the packet is discarded when the value reaches zero. Tap TTL and set a value using the calculator. The Default value is “8”. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Admin rights are needed to change DSCP, Data Merge Default Mode, Data Merge Default Timeout, and TTL. | In & Out has the following toggle buttons: * **DC Remotes**:\ This is the same as the **Enable Input** setting in the [DC Remotes menu](/grandma3/2-4/remote_inputs_dc/). * **MIDI Remotes**:\ This is the same as the **Enable Input** setting in the [MIDI Remotes menu](/grandma3/2-4/remote_inputs_midi/). * **DMX Remotes**:\ This is the same as the **Enable Input** setting in the [DMX Remotes menu](/grandma3/2-4/remote_inputs_dmx/). * **OSC Input**:\ This is the same as the **Enable Input** setting in the [OSC menu](/grandma3/2-4/remote_inputs_osc/). * **OSC Output**:\ This is the same as the **Enable Output** setting in the [OSC menu](/grandma3/2-4/remote_inputs_osc/). * **PSN**:\ This is the same as the **Enable Input** setting in the [PSN menu](/grandma3/2-4/remote_inputs_psn/). * **MVR-xchange**:\ This is the same as the **Enable** setting in the [MVR menu](/grandma3/2-4/remote_inputs_mvr/). * **MSC Input**:\ This is the same as the **Enable Input** setting in the [MSC menu](/grandma3/2-4/remote_inputs_msc/).  * **MSC Output**:\ This is the same as the **Enable Output** setting in the [MSC menu](/grandma3/2-4/remote_inputs_msc/).  DMX Protocols has the following toggle buttons: * **Art-Net Input**:\ This is the same as the **Art-Net Input** setting in the [Art-Net Menu](/grandma3/2-4/dmx_ethernet_artnet/). * **Art-Net Output**:\ This is the same as the **Art-Net Output** setting in the [Art-Net Menu](/grandma3/2-4/dmx_ethernet_artnet/). * **Art-Net Setup**:\ This is the same as the **Art-Net Setup** setting in the [Art-Net Menu](/grandma3/2-4/dmx_ethernet_artnet/). * **sACN Input**:\ This is the same as the **sACN Input** setting in the [sACN Menu](/grandma3/2-4/dmx_ethernet_sacn/). * **sACN Output**:\ This is the same as the **sACN Output** setting in the [sACN Menu](/grandma3/2-4/dmx_ethernet_sacn/). * **sACN Setup**:\ This is the same as the **sACN Setup** setting in the [sACN Menu](/grandma3/2-4/dmx_ethernet_sacn/). ## DSCP [Section titled “DSCP”](#dscp) The network data packages from a session are divided into five different categories. Each category has a setting defining the DSCP value. The higher the value, the higher the priority. Read about the setting above. Editing the DSCP setting opens the **Edit DSCP Configuration pop-up**. ![Example of the DSCP Configuration Editor.](/img/grandma3/2-4/popup_edit-dscp-configuration_v2-2-5259bf.png) Edit DSCP Configuration pop-up. The five categories are: * MA-Net DMX * MA-Net Data * Network Update * DMX Protocols * In/Out Protocols The different options for each category are: | DSCP Name | DSCP Value | | ----------- | ---------- | | CS0 | 0 | | CS1 | 8 | | AF11 | 10 | | AF12 | 12 | | AF13 | 14 | | CS2 | 16 | | AF21 | 18 | | AF22 | 20 | | AF23 | 22 | | CS3 | 24 | | AF31 | 26 | | AF32 | 28 | | AF33 | 30 | | CS4 | 32 | | AF41 | 34 | | AF42 | 36 | | AF43 | 38 | | CS5 | 40 | | Voice-Admit | 44 | | EF | 46 | | CS6 | 48 | | CS7 | 56 | It is recommended that the default value be changed only if there is a specific need to do so.  Learn more about DSCP on [Wikipedia (external link)](https://en.wikipedia.org/wiki/Differentiated_services) or [iana.org (external link)](https://www.iana.org/assignments/dscp-registry/dscp-registry.xhtml). | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | On grandMA3 onPC for Microsoft Windows® the DSCP values are overwritten with the default value CS0. | # Network Tests > When the network is built and the devices are connected, different tools can help troubleshoot or gather information about the network. When the network is built and the devices are connected, different tools can help troubleshoot or gather information about the network. ## Flow Control Level [Section titled “Flow Control Level”](#flow-control-level) The flow control number shows information about congestion and data loss in a session. It displays, on a scale of 0 to 255, the intensity of flow control. The higher the number, the more congestion at the station. If the number is above 0 for a prolonged time, then it could indicate a lack of bandwidth in the network, a bad connection, or a poorly configured network switch. The flow control level number can be seen in the [Stations tab in the Network menu](/grandma3/2-4/network_session/). ## Nack Count [Section titled “Nack Count”](#nack-count) Another indicator of the network status is also found in the Session view in the Network menu. On the Global Master of the session, a Nack count can be seen for the connected stations. Nacks are negative acknowledgments. Nacks can happen when network packages fail to get through the network properly. There are four different numbers. The first three show the number of nacks in the last minute, five minutes, and 10 minutes. If these numbers are consistently above 0, then some issues prevent network packages from being transmitted between the master and the station - for instance, a bad connection or missing bandwidth (overflow of packages). The last number shows the total amount of nacks since the session started or since it was last reset. ## NetworkSpeedTest Command [Section titled “NetworkSpeedTest Command”](#networkspeedtest-command) Using the command line, a network speed test can be performed. This gives an indication of the connection from the devices used to perform the test to the devices being tested. This means when the test is performed by a console, to all the processing units (PU) in the network, then the result indicates the connection speed between the console and each processing unit. The test does not have a dedicated graphical user interface. The test is performed using the [NetworkSpeedTest keyword](/grandma3/2-4/keyword_networkspeedtest/) in the command line input. The result from the test is displayed in a pop-up. The test can be performed on specific devices based on their device type number or name. It is also possible to test the connection to all the devices in the session. The following devices can be tested: * Console * onPC * ProcessingUnit (PU) * NetworkNode The list of devices can be seen in the [Stations tab in the Network Menu](/grandma3/2-4/network_session/). Here, the devices are organized in sections with the different types. The device number can be seen in the “No” column. The name is in the “Name” column. An alternative way to see a list of the devices, including their numbers and names, is with the Command Line History window and the [List Keyword](). For example, to list all the consoles in the network, execute the following command: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Console | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?List%20Console) The syntax to test a specific device is NetworkSpeedTest \[DeviceType] \[“Device\_Name” or Device\_Number] Example testing the network speed to console number 1:  | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NetworkSpeedTest Console 1 | Example testing the network speed to an onPC named “Main-Backup”: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NetworkSpeedTest onPC “Main-Backup” | The syntax to test all devices of a specific type is NetworkSpeedTest \[DeviceType] Thru It is possible to test all the devices in a session with one command.  The syntax to test all devices in a session is NetworkSpeedTest Session (\[Session\_Number]) If the number is omitted, then the session number for the station is used. Example testing the network speed for all devices in session number 2: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NetworkSpeedTest Session 2 | Example testing the network speed for all devices in the current session (for the station executing the command): | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NetworkSpeedTest Session | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?NetworkSpeedTest%20Session) When the command is executed, a pop-up appears asking for confirmation that the test should be performed. ![Update this description text.](/img/grandma3/2-4/popup_warning_perform-network-test_v2-3-420910.png) Pop-up asking for confirmation Tap OK to perform the test. Tapping Cancel will stop the test. # Web Remote > The stations can be remotely controlled by any modern browser connected to the system. This includes Wi-Fi-connected devices. The stations can be remotely controlled by any modern browser connected to the system. This includes Wi-Fi-connected devices. A maximum of five devices can connect to a single station simultaneously. Each remote device connects to a specific station. The remote browser shows the same controls and encoder view at the bottom of the display as the grandMA3 Compact, grandMA3 Compact XT, and grandMA3 onPC display 1. The user-definable area is the same as screen 1 on any console or onPC. The web remote will try to log in as the user **Remote** when connecting, and the view and windows on screen 1 follow the logged-in user’s screen configuration. The web remote can log in as a different user than the one currently logged in on the connected station. Learn more about multiuser setups in the [Single User and Multi User Systems section](/grandma3/2-4/user/). | | | | -------------------------------------------------- | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Admin, Guest, and 3D users cannot log in to web remote devices. | Any window or view that can be created on a console or onPC can be used in the remote. The system will try to provide a high refresh rate of the content, but it is affected by the connection speed and the resolution. ## Connect with a Web Remote [Section titled “Connect with a Web Remote”](#connect-with-a-web-remote) Web remotes need to be enabled in the station. This can be done in the **Network Menu** - see the [Session topic](/grandma3/2-4/network_session/) to learn how to access this menu. The network menu and [Station Control](/grandma3/2-4/network_station_control/) have a toggle button that turns the web remote On or Off. The same setting is mirrored in the actual **Web Remote** menu, which can be accessed by tapping Web Remote on the left side of the network menu. ![The image shows the Web Remote menu with a single connection.](/img/grandma3/2-4/menu_web-remote_v2-4-a8dac3.png) Web Remote menu with one connection 1. Make sure web remote is turned On in the station. 2. Open a browser on a network-connected device. 3. Type the IP address of the station and include :8080 after the address to specify the port number or use a phone/tablet to scan the QR code with the link address.\ The result should be a browser window with a grandMA3 display. Now, there is access to remote control of the station with the user rights provided by the logged-in user. Each network interface on the station displays a QR code, which can be scanned to open the same browser page as described above. If the interface does not have a link, then the QR code is shown in red. A special pop-up can be displayed using the following command: Menu “WebremoteView” [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22WebremoteView%22) This pop-up shows the QR codes. A new show file has a user called **Remote**. This uses the default user profile but with a different screen configuration. Remote is also a keyword, so if it is desired to log in as this user, type the following in the command line: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LogIn “Remote” | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Putting the user name in quotation marks is essential for the software to treat it as a name, not as a keyword. | It is possible to log in as a specific user, including a user password directly in the URL typed in the browser. This is the format: http\://\[IP]:8080/?user=\[User name]\&password=\[password] For example,  :8080/?user=McClane\&password=YippeeKiYay *** The Web Remote menu shows the connected devices. It is just information about the IP address, operating system, and browser. Three different settings can be changed in the menu. The remote connection can be turned On or Off. A **Resolution Limit** can be set. There are options to limit it to 480p, 720p, 1080p, 1440p, 4K, or unlimited. This limit is the same for every device that connects. Different hardware has different resolution limitations. The limitation is the maximum resolution the device can transmit. * grandMA3 consoles and grandMA3 replay unit: 1440p * grandMA3 command wing XT: 4K * grandMA3 onPC: Unlimited If a device with a lower resolution connects, the transmitted resolution is adapted to the receiving device’s resolution. **Connection Limit** can be used to set a number between 1 and 5. This is the maximum amount of simultaneous connections allowed on the grandMA3 onPC. A grandMA3 console or grandMA3 replay unit supports up to 2 connections. *** ## Linked Command Lines [Section titled “Linked Command Lines”](#linked-command-lines) A button on the connected remote device is next to the host command line input. ![](/img/grandma3/2-4/img_command-line-input_link-command-line_v1-5-08b502.png) This can be activated to link the remote command line input to the host command line input. Linked command lines change the background color on both the remote and the host station. It could look like this: ![](/img/grandma3/2-4/img_command-line-input_linked-command-line_example_v1-5-019d7b.png) Linked command line example Notice that the command input in the image above is not a valid command. It is just an example. Any command input on any linked command line is immediately shown on all the linked command lines where the users are logged in with the same user profile. Any commands are executed at the host station. # New in the Manual > We updated the manual, added new topics and enhanced other topics and sections. We updated the manual, added new topics and enhanced other topics and sections. Learn about the latest changes in the following tables. # Notes > The Notes feature allows to add useful information to objects. Each object that has Notes available, has a Note button in its editor or a Note cell. For example The Notes feature allows to add useful information to objects. Each object that has Notes available, has a Note button in its editor or a **Note** cell. For example: * Presets * Groups * Macros * Cues * Fixture Types Notes can be added to pool objects via the label command. For more information on how to label pool objects, see [Label pool objects](/grandma3/2-4/wvm_pool_label/). Notes can be added via the note keyword, too. For more information, see [Note keyword](/grandma3/2-4/keyword_note/). Notes are part of the object information and can be seen and edited from the info window. For more information, see [Info window](/grandma3/2-4/si_info_window/). ![](/img/grandma3/2-4/window_info_references_2_v2-1-5e79a7.png)\ *Info Window* To learn more about notes in particular, continue with the following subtopics and their examples: ## Subtopics [Section titled “Subtopics”](#subtopics) * [Notes in Pool Objects](/grandma3/2-4/notes_pool_objects/) * [Notes in Cues](/grandma3/2-4/notes_cues/) # Notes in Cues > The following example shows how to add a note to a cue. Notes, for example, can inform the operator of primary on-stage procedures to trigger the next cue. For The following example shows how to add a note to a cue. Notes, for example, can inform the operator of primary on-stage procedures to trigger the next cue. For information about cues, refer to the [Cues and Sequences](/grandma3/2-4/cue_sequence/) topic. Notes can also be displayed and edited in the Info window, see [Info Window](/grandma3/2-4/si_info_window/). ## * **Requirement**: The grandMA3 demo show is loaded.  To add a note to a cue: 1. Open the Add window menu, tap Common, and then tap Sequence Sheet. 2. Tap and hold Link Type on the sequence sheet toolbar. From the dropdown menu, tap **Selected**. 3. Open the Sequence Pool window (See [Add Window](/grandma3/2-4/wvm_add_window/)) and tap sequence 1 “Look”. Sequence 1 is now selected, or type in the command line: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Sequence “Look” | Or | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Sequence 1 | 4. Press Edit, then tap in a note cell in a cue; the text input editor opens. After finishing typing the note, tap Save or Please on the on-screen keyboard, or press Please. ![](/img/grandma3/2-4/window_cue_notes_v2-3-a23bc3.png) Sequence 1 with different Notes added. *** ## Multi-Line Editor [Section titled “Multi-Line Editor”](#multi-line-editor) The text editor in notes is a multi-line editor. Multiple lines can be added by pressing Shift + Please when the text editor is open. For more information about the text editor, see [Text Input Editor](/grandma3/2-4/notes_pool_objects/#h2_801589522). *** ## Changing the Line Height [Section titled “Changing the Line Height”](#changing-the-line-height) To change the line height manually: 1. Tap  MA on the top left corner of the sequence sheet, and the Sequence Sheet Settings opens. 2. Tap the Mask tab. 3. Tap Line Height. The line height of the sequence sheet changes. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When Line Height is set to Auto, the row adjusts its height based on the number of lines. For more information about the sequence sheet settings, see [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/). | ![](/img/grandma3/2-4/window_sequence_setting_line_height_v2-3-781b03.png) The height of the rows is adjusted dynamically when Line Height is set to Auto. # Notes in Pool Objects > The following example shows how to add a note to a macro. For more information about macros, refer to the Macros topic. The following example shows how to add a note to a macro. For more information about macros, refer to the [Macros topic](/grandma3/2-4/macros/). * **Requirement**: The grandMA3 demo show is loaded.  For an overview of the example below, have a look at this video: [Vimeo video](https://player.vimeo.com/video/1026460754?title=0\&byline=0\&portrait=0\&color=ffeb0f) To add a note to a macro, follow these steps: 1. Open the Add Window dialog, tap Data Pools, and then tap Macros. The Macro Pool window opens. 2. Press Edit and then tap the first macro pool object called Select EncoderBar. The macro editor opens. 3. Enable Settings in the title bar. ![](/img/grandma3/2-4/menu_edit_macro_note_v2-2-f5c2c0.png) Macro Editor. # /Active > To enter the /Activeption keyword in the command line, use one of the options: To enter the **/Active** option keyword in the command line, use one of the options: * Type **/Active** * Type the shortcut **/Ac** ## Description [Section titled “Description”](#description) The /Active option keyword stores all active values of the programmer no matter the selection.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object]\*\* \*\*\[“Object\_Name” or Object\_Number] /Active ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Active option keyword: * [Cue key](/grandma3/2-4/keyword_cue/)[word](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Active values in the programmer   * To store all active values in cue 1 of the selected sequence, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /Active | # /ActiveForSelected > To enter the /ActiveForSelectedption keyword in the command line, use one of the options: To enter the \*\*/ActiveForSelected \*\*option keyword in the command line, use one of the options: * Type **/ActiveForSelected** * Type the shortcut **/Activef** ## Description [Section titled “Description”](#description) The /ActiveForSelected option keyword stores all active attributes of the selected fixtures in the programmer.   ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /ActiveForSelected ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ActiveForSelected option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Selected fixtures with active values in the programmer   * To store all active attributes of the selected fixtures in cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /ActiveForSelected  | # /AddNewContent > To enter the /AddNewContentption keyword in the command line, use one of the options: To enter the \*\*/AddNewContent \*\*option keyword in the command line, use one of the options: * Type **/AddNewContent** * Type the shortcut **/Ad** ## Description [Section titled “Description”](#description) The /AddNewContent option keyword updates existing values of attributes and adds new values in presets or cues.   ## Syntax [Section titled “Syntax”](#syntax) Update \[Object] \[“Object\_Name” or Object\_Number] /AddNewContent ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AddNewContent option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) **Requirement:** * Create presets or cues * Playback presets or cues or activate presets in the programmer * At least one attribute must have active values in the programmer   * To update existing and new attribute values in Preset 1.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Preset 1.1 /AddNewContent  | # /All > To enter the /Allption keyword in the command line, use one of the options: To enter the \*\*/All \*\*option keyword in the command line, use one of the options: * Type **/All** * Type the shortcut **/Al** ## Description [Section titled “Description”](#description) The /All option keyword stores the values of all attributes when using Data Source Output or DMX.   ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /All** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /All option keyword: * [AutoCreate keyword](/grandma3/2-4/keyword_autocreate/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [FixtureClass keyword](/grandma3/2-4/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-4/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-4/keyword_fixturetype/) * [LoadShow keyword](/grandma3/2-4/keyword_loadshow/) * [NewShow keyword](/grandma3/2-4/keyword_newshow/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The /All option keyword also works in conjunction with the [/Look option keyword](/grandma3/2-4/ok_look/). | ## Examples [Section titled “Examples”](#examples) * To store all attributes in cue 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /All   | * To load the entire data of the show “Fiddler on the Roof”, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “Fiddler on the Roof” /All   |   * To create a new show file called “Rocky Horror Picture Show” and clear all previous settings, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NewShow “Rocky Horror Picture Show” /All   |   **Requirement:** 1. Select eight fixtures. 2. Set MAtricks XGroup to 2. 3. Set MAtricks X to 0. * To create group 21 in the group pool containing all main fixtures of the selection (odd fixtures of the current selection), type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate Selection At Group 21 /All   | \*\*Requirement: \*\*Create layers and classes and set fixtures to these. For more information and how to use fixture classes and fixture layers see Patch and [Fixture Setup - Classes and Layers](/grandma3/2-4/patch_classes_layers/).  | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The demo show runs using this setting. For more information see [Backup, Demo, and Template Show Files](/grandma3/2-4/sfh_backup/). | * To create a group at group pool object 301 with all fixtures that are set to class “Spots” within the patch, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureClass “Spots” At Group 301 /All   | * To create a group at group pool object 201 with all fixtures that are set to layer “Backtruss” within the patch, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureLayer “Backtruss” At Group 201 /All   | * To create a group at group pool object 42 with all patched fixtures of fixture type 9, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureType 10 At Group 42 /All  | #### # /AllForSelected > To enter the /AllForSelectedption keyword in the command line, use one of the options: To enter the \*\*/AllForSelected \*\*option keyword in the command line, use one of the options: * Type **/AllForSelected** * Type the shortcut **/Allf** ## Description [Section titled “Description”](#description) The /AllForSelected option keyword stores all attributes of the selected fixtures in the programmer.   ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /AllForSelected** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AllForSelected option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The /AllForSelected option keyword also works in conjunction with the [/Look option keyword](/grandma3/2-4/ok_look/). | ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Selected fixtures with values in the programmer   * To store all attributes of the selected fixtures in cue 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /AllForSelected  | # /Ask > To enter the /Askption keyword in the command line, use one of the options: To enter the \*\*/Ask \*\*option keyword in the command line, use one of the options: * Type **/Ask** * Type the shortcut **/A** ## Description [Section titled “Description”](#description) The /Ask option keyword is a default setting which is used to define the store option in an object that already has values. The /Ask option keyword triggers a pop-up where it is possible to set the store options.  ## Syntax [Section titled “Syntax”](#syntax) **Store \[Object] \[“Object\_Name” or Object\_ID] /Ask** *** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Ask option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Filter keyword](/grandma3/2-4/keyword_filter/) * [Group keyword](/grandma3/2-4/keyword_group/) * [MAtricks keyword](/grandma3/2-4/keyword_matricks/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) * [Store keyword](/grandma3/2-4/keyword_store/) * [World keyword](/grandma3/2-4/keyword_world/) ## Example [Section titled “Example”](#example) **Requirement:** An existing cue    * To store the new value to the existing cue and define how to store data to the destination, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 3 Cue 1 /Ask  | # /Async > To enter the /Asyncption keyword in the command line, use one of the options: To enter the \*\*/Async \*\*option keyword in the command line, use one of the options: * Type **/Async** * Type the shortcut\*\* /Asy\*\* ## Description [Section titled “Description”](#description) The /Async option keyword is used to asynchronously execute remote commands.  ## Syntax [Section titled “Syntax”](#syntax) RemoteCommand IP \[IP\_Address] \[“Command to be Executed”] /Async RemoteCommand \[DeviceType] \[“Device\_Name” or Device\_Number] \[“Command to be Executed”] /Async ## Example [Section titled “Example”](#example) * To asynchronously execute the command “Delete Macro 1” on the console named “DimmerBeach”, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>RemoteCommand Console “DimmerBeach” “Delete Macro 1 /NoConfirmation” /Async | # /Auto > To enter the /Autoption keyword in the command line, use one of the options: To enter the \*\*/Auto \*\*option keyword in the command line, use one of the options: * Type **/Auto** * Type the shortcut\*\* /Au\*\* ## Description [Section titled “Description”](#description) The /Auto option keyword is used to store and update presets. Executing the /Auto option keyword sets the preset mode to **Auto**. For more information see [Presets](/grandma3/2-4/presets/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_ID].\[“Preset\_Name” or Preset\_ID] /Auto ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Auto option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To store the active values into color preset 3 using the Preset Mode “Auto”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 4.3 /Auto  | # /AutoFit > To enter the /AutoFitption keyword in the command line, use one of the options: To enter the \*\*/AutoFit \*\*option keyword in the command line, use one of the options: * Type **/AutoFit** * Type the shortcut\*\* /Autof\*\* ## Description [Section titled “Description”](#description) The /AutoFit option keyword is used to position any window in the next unoccupied area of a specified screen respecting the minimum requirements of the window. If you are in a help topic, use the Command Bot which opens the corresponding UI window using this logic. For more information on our bot see [Navigate in the Help](/grandma3/2-4/atm_navigate_in_the_help/).        Syntax Store ScreenContent \[Display\_Number or Default] \[“Window\_Name”] /AutoFit ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AutoFit option keyword: * [ScreenContent keyword](/grandma3/2-4/keyword_screencontent/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * To open the fixture sheet in a free area of the screen you have currently the focus in, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store ScreenContent Default “WindowFixtureSheet” /AutoFit                 | # /AutoStart > To enter the /AutoStartption keyword in the command line, use one of the options: To enter the \*\*/AutoStart \*\*option keyword in the command line, use one of the options: * Type **/AutoStart** * Type the shortcut\*\* /Autos\*\* ## Description [Section titled “Description”](#description) The /AutoStart option keyword is used to define which sequences will start if you enter the preview mode.        Syntax Preview Sequence \[“Sequence\_Name” or Sequence\_Number] /AutoStart (“Option Value”) ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /AutoStart option keyword: * [Preview keyword](/grandma3/2-4/keyword_preview/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Values [Section titled “Values”](#values) The /AutoStart option keyword uses these values: * Off  – if several sequences are selected, using “Off”\*\* \*\*starts none of the sequences.  * Single – if several sequences are selected, using “Single” starts the last sequence. * Multi – If several sequences are selected, all of them will be started. ## Example [Section titled “Example”](#example) * To load sequences 1 to 3 into preview mode and start the last sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preview Sequence 1 Thru 3 /AutoStart “Single”                          | # /ChannelSet > To enter the /ChannelSetption keyword in the command line, use one of the options: To enter the \*\*/ChannelSet \*\*option keyword in the command line, use one of the options: * Type **/ChannelSet** * Type the shortcut\*\* /Ch\*\* ## Description [Section titled “Description”](#description) The /ChannelSet option keyword is used in conjuction with the AutoCreate keyword – whereby the AutoCreate command creates objects out of channel sets. ## Syntax [Section titled “Syntax”](#syntax) AutoCreate \[Source\_Object] \[“Source\_Object\_Name” or Source\_Object\_Number] At \[Destination\_Object] \[“Destination\_Object\_Name” or Destination\_Object\_Number] /ChannelSet General Keywords General keywords that use the /ChannelSet option keyword: * [AutoCreate keyword](/grandma3/2-4/keyword_autocreate/) ## Example [Section titled “Example”](#example) * To create global beam presets out of channel sets of fixture type 9, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureType 9 At Preset \* If FeatureGroup “Beam” /ChannelSet | # /CopyCueDestination > To enter the /CopyCueDestinationption keyword in the command line, use one of the options: To enter the \*\*/CopyCueDestination \*\*option keyword in the command line, use one of the options: * Type **/CopyCueDestination** * Type the shortcut \*\*/CopyCued \*\*or /**CCD** ## Description [Section titled “Description”](#description) The /CopyCueDestination option keyword defines how the copied data is used in the destination cue when copying cues.  For more information see [Copy Cues](/grandma3/2-4/cue_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Copy (Sequence \[“Source\_Sequence\_Name” or Source\_Sequence\_ID]) Cue \[“Source\_Cue\_Name” or Source\_Cue\_ID] At (Sequence \[“Destination\_Sequence\_Name” or Destination\_Sequence\_ID]) Cue \[“Destination\_Cue\_Name” or Destination\_Cue\_ID] /CopyCueDestination “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CopyCueDestination option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Copy keyword](/grandma3/2-4/keyword_copy/) ## Values [Section titled “Values”](#values) The /CopyCueDestination option keyword uses these values: * Merge * Overwrite ## Example [Section titled “Example”](#example) **Requirement:** Create cues 1 and 2 * To copy cue 1 to cue 2 and merge the data of cue 1 with cue 2, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /CopyCueDestination “Merge”  | # /CopyCueSource > To enter the /CopyCueSourception keyword in the command line, use one of the options: To enter the \*\*/CopyCueSource \*\*option keyword in the command line, use one of the options: * Type **/CopyCueSource** * Type the shortcut \*\*/Cop \*\*or **/CCS** ## Description [Section titled “Description”](#description) The /CopyCueSource option keyword defines how data is extracted in the source cue when copying cues.  For more information see [Copy Cues](/grandma3/2-4/cue_copy/).  ## Syntax [Section titled “Syntax”](#syntax) Copy (Sequence \[“Source\_Sequence\_Name” or Source\_Sequence\_ID]) Cue \[“Source\_Cue\_Name” or Source\_Cue\_ID] At (Sequence \[“Destination\_Sequence\_Name” or Destination\_Sequence\_ID]) Cue \[“Destination\_Cue\_Name” or Destination\_Cue\_ID] /CopyCueSource “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CopyCueSource option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Copy keyword](/grandma3/2-4/keyword_copy/) ## Values [Section titled “Values”](#values) The /CopyCueSource option keyword uses these values: * Content * Status * Look ## Example [Section titled “Example”](#example) * To copy the status of cue 1 to cue 2, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /CopyCueSource “Status” | # /CreateReferenceObject > To enter the /CreateReferenceObjectption keyword in the command line, use one of the options: To enter the \*\*/CreateReferenceObject \*\*option keyword in the command line, use one of the options: * Type **/CreateReferenceObject** * Type the shortcut **/Creater** ## Description [Section titled “Description”](#description) The /CreateReferenceObject option keyword creates a referenced object when an object is imported. For example, an appearance which uses the imported image.  For more information on importing references see [Import/Export Menu](/grandma3/2-4/import-export/).  ## Syntax [Section titled “Syntax”](#syntax) Import \[Object Type] Library “File Name.file\_type” At \[Object Type] (\[Object\_Number] \[Object\_ID]) /CreateReferenceObject ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CreateReferenceObject option keyword: * [Import keyword](/grandma3/2-4/keyword_import/) * [Image keyword](/grandma3/2-4/keyword_image/) ## Example [Section titled “Example”](#example) * To import an image and automatically create an appearance which references to the imported image, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Image Library “Cloud.png” At Image 3.11 /CreateReferenceObject  | # /CreateSecondCue > To enter the /CreateSecondCueption keyword in the command line, use one of the options: To enter the \*\*/CreateSecondCue \*\*option keyword in the command line, use one of the options: * Type **/CreateSecondCue** * Type the shortcut **/C** ## Description [Section titled “Description”](#description) The /CreateSecondCue option keyword stores a cue using the next whole number provided the sequence has only one cue.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (Sequence \[“Sequence\_Name” or “Sequence\_ID”]) /CreateSecondCue ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CreateSecondCue option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * To store a second cue in the selected sequence, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store /CreateSecondCue  | # /CueOnly > To enter the /CueOnlyption keyword in the command line, use one of the options: To enter the \*\*/CueOnly \*\*option keyword in the command line, use one of the options: * Type **/CueOnly** * Type the shortcuts \*\*/CO \*\*or **/Cu** ## Description [Section titled “Description”](#description) The /CueOnly option keyword blocks tracked values in the next cue or cue part to preserve the previous look on stage.  For more information see [Store Cues](/grandma3/2-4/cue_store/) and [Store Settings and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (Sequence \[\*\*“**Sequence\_Name” or** \*\*Sequence\_Number]) Cue \[“Cue\_Name” or Cue\_Number] /CueOnly \[“Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /CueOnly option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Delete keyword](/grandma3/2-4/keyword_delete/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Values [Section titled “Values”](#values) The /CueOnly option keyword uses these values: * DimmerOnly – uses the Dimmer Cue Only and releases the recently stored dimmer attributes in the next cue.  * DimmerOnlyDefaultNew – uses the Dimmer Cue Only and sets recently stored dimmer attributes to the default value in the next cue.  * Off – does not use CueOnly  * On –  uses CueOnly * OnDefaultNew – uses Cue Only and sets new attributes within the sequence to the default value in the next cue. ## Examples [Section titled “Examples”](#examples) * To store the current programmer values in cue 8 and to preserve the previous look in the following cue after cue 8, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 8 /CueOnly  | * To store the current programmer values in cue 6 and release the recently stored dimmer values in the next cue, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 6 /CueOnly “DimmerOnly” | * To store the current programmer values in cue 5 and set the dimmer attributes to default values in the next cue, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 5 /CueOnly “DimmerOnlyDefaultNew” | # /Date > To enter the /Dateption keyword in the command line, use one of the options: To enter the \*\*/Date \*\*option keyword in the command line, use one of the options: * Type **/Date** * Type the shortcut\*\* /Da\*\* ## Description [Section titled “Description”](#description) The /Date option keyword changes the start date of an agenda event that is to be pasted from clipboard. All other settings of this agenda event will not be changed and stay the same.  ## Syntax [Section titled “Syntax”](#syntax) Paste Agenda \[Agenda\_Number] /Date “DD.MM.YYYY” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Date option keyword: * [Agenda keyword](/grandma3/2-4/keyword_agenda/) * [Paste keyword](/grandma3/2-4/keyword_paste/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*An existing agenda event was copied to the clipboard.   * To copy agenda event 1 to the clipboard, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Agenda 1  |   * To paste agenda event 1 back from the clipboard to create an agenda event 2 with a new start date 11.11.2011 , type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Paste Agenda 2/Date “11.11.2011”  | # /Default > To enter the /Defaultption keyword in the command line, use one of the options: To enter the \*\*/Default \*\*option keyword in the command line, use one of the options: * Type **/Default** * Type the shortcut\*\* /D\*\* ## Description [Section titled “Description”](#description) The /Default option keyword is used when copying cues. It replaces non-existing data in the destination cue by default values.  ## Syntax [Section titled “Syntax”](#syntax) Copy Cue \[“Cue\_Name” or Cue\_Number] /Default ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Default option keyword: * [Copy keyword](/grandma3/2-4/keyword_copy/) * [Cue keyword](/grandma3/2-4/keyword_cue/) ## Example [Section titled “Example”](#example) * To copy cue 1 to cue 5 using default values, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Cue 1 At Cue 5 /Default  | # /DiscardChanges > To enter the /DiscardChangesption keyword in the command line, use one of the options: To enter the \*\*/DiscardChanges \*\*option keyword in the command line, use one of the options: * Type **/DiscardChanges** * Type the shortcut\*\* /DC\*\* or **/Di** ## Description [Section titled “Description”](#description) The /DiscardChanges option keyword is used to leave the Patch without storing the changes.  ## Syntax [Section titled “Syntax”](#syntax) ChangeDestination \[Object] (\[“Object\_Name” or Object\_Number]) /DiscardChanges ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DiscardChanges option keyword: * [ChangeDestination keyword](/grandma3/2-4/release_notes/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*You are in the Patch and you made edits.   * To leave the patch without storing your recent edits in Stage1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/Patch/Stages/Stage1/Fixtures>ChangeDestination Root /DiscardChanges  | # /DMX > To enter the /DMXption keyword in the command line, use one of the options: To enter the \*\*/DMX \*\*option keyword in the command line, use one of the options: * Type **/DMX** * Type the shortcut\*\* /Dm\*\* ## Description [Section titled “Description”](#description) The /DMX option keyword is used to store incoming DMX data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-4/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /DMX \[/AllForSelected or /All] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DMX option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the incoming DMX data to sequence 1 cue 42 in all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /DMX /AllForSelected  | # /DMXProtocols > To enter the /DMXProtocolsption keyword in the command line, use one of the options: To enter the \*\*/DMXProtocols \*\*option keyword in the command line, use one of the options: * Type **/DMXProtocols** * Type the shortcut **/Dmxp** ## Description [Section titled “Description”](#description) The /DMXProtocols option keyword is used to load the DMX protocol settings (Art-Net and sACN) of the show file.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /DMXProtocols ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /DMXProtocols option keyword: * [LoadShow](/grandma3/2-4/keyword_loadshow/) * [NewShow](/grandma3/2-4/keyword_newshow/) ## Examples [Section titled “Examples”](#examples) * To load the DMX protocols of the show file “A Midsummer Night’s Dream” and its show data, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /DMXProtocols  |   * To create a new show and clear all DMX protocols, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>NewShow “Phobos” /DMXProtocols  | # /Embed > To enter the /Embedption keyword in the command line, use one of the options: To enter the \*\*/Embed \*\*option keyword in the command line, use one of the options: * Type **/Embed** * Type the shortcut\*\* /E \*\*or **/EB** ## Description [Section titled “Description”](#description) The /Embed option keyword is used to store presets that are active in the programmer into a preset. The values in the new preset reference the preset that was active in the programmer.  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Embed ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Embed option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Presets are activated in the programmer.    * To store the preset values that are currently active in the programmer together with the reference of these values into the second dimmer preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /Embed  | # /Enumerate > To enter the /Enumerateption keyword in the command line, use one of the options: To enter the \*\*/Enumerate \*\*option keyword in the command line, use one of the options: * Type **/Enumerate** * Type the shortcut\*\* /En\*\* ## Description [Section titled “Description”](#description) The /Enumerate option keyword is used to add a count to the name of a show file.  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The number is a three-digit number. If the name of the show file along with the enumeration reaches the limit of 31 characters, the excess characters will be cut and replaced by the enumeration instead. | ## Syntax [Section titled “Syntax”](#syntax) SaveShow “Show\_Name” /Enumerate ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Enumerate option keyword: * [SaveShow keyword](/grandma3/2-4/keyword_saveshow/) ## Example [Section titled “Example”](#example) * To enumerate a show file type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SaveShow /Enumerate  | # /File > To enter the /Fileption keyword in the command line, use one of the options: To enter the \*\*/File \*\*option keyword in the command line, use one of the options: * Type **/File** * Type the shortcut\*\* /Fi\*\* ## Description [Section titled “Description”](#description) The /File option keyword is used to specify the file name of objects during import or export.   ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) /File \[“File\_Name”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /File option keyword: * [Export keyword](/grandma3/2-4/keyword_export/) * [Import keyword](/grandma3/2-4/keyword_import/) ## Example [Section titled “Example”](#example) * To export the preset file Endor, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Preset 2.5 /File “Endor”  | # /ForceGlobal > To enter the /ForceGlobalption keyword in the command line, use one of the options: To enter the \*\*/ForceGlobal \*\*option keyword in the command line, use one of the options: * Type **/ForceGlobal** * Type the shortcut\*\* /Forceg\*\* ## Description [Section titled “Description”](#description) The /ForceGlobal option keyword adds global data to a preset already containing selective data. Selective data which is not used will be removed in the preset of fixtures of the same fixture type. /ForceGlobal removes selective data when updating or storing using the merge option. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /ForceGlobal ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ForceGlobal option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To replace the selective data by global data in all fixtures of the same fixture type in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /ForceGlobal | # /ForceUniversal > To enter the /ForceUniversalption keyword in the command line, use one of the options: To enter the \*\*/ForceUniversal \*\*option keyword in the command line, use one of the options: * Type **/ForceUniversal** * Type the shortcut\*\* /Forceu\*\* ## Description [Section titled “Description”](#description) The /ForceUniversal option keyword adds universal data to a preset and sets preset mode to universal. Selective and global data will be removed in the preset. ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /ForceUniversal ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ForceGlobal option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To replace selective and global data by universal data  in the second dimmer preset and set its preset mode to universal, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /ForceUniversal | # /Gaps > To enter the /Gapsption keyword in the command line, use one of the options: To enter the \*\*/Gaps \*\*option keyword in the command line, use one of the options: * Type **/Gaps** * Type the shortcut\*\* /Ga\*\* ## Description [Section titled “Description”](#description) The /Gaps option keyword retains or suppresses empty spaces when importing or exporting a range of pool objects. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | **/Gaps** or **/Gaps “Yes”** retains empty spaces when importing or exporting a range of pool objects.**/Gaps “No”** suppresses empty spaces when importing or exporting a range of pool objects. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Gaps (“Yes” or “No”) ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Gaps option keyword: * [Import keyword](/grandma3/2-4/keyword_import/) * [Export keyword](/grandma3/2-4/keyword_export/) ## Example [Section titled “Example”](#example) * To import all macros from the library “mymacros.xml,” starting with macro 11, while suppressing any empty spaces included in the library, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Macro Library “mymacros.xml” At Macro 11 /Gaps “No”  | # /GDTF > To enter the /GDTFption keyword in the command line, use one of the options: To enter the \*\*/GDTF \*\*option keyword in the command line, use one of the options:  * Type **/GDTF** * Type the shortcut\*\* /Gd\*\* ## Description [Section titled “Description”](#description) The /GDTF option keyword is used during export of a fixture type that uses the GDTF format.  ## Syntax [Section titled “Syntax”](#syntax) Export FixtureType \[“FixtureType\_Name” or FixtureType\_Number] “filename.gdtf” /GDTF ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /GDTF option keyword: * [Export keyword](/grandma3/2-4/keyword_export/) ## Example [Section titled “Example”](#example) **Requirement:** Select a drive you would like to export your fixture to.   * To export a Mac Aura XB to the currently selected drive, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export FixtureType “Mac Aura XB” “filename.gdtf” /GDTF  | # /Global > To enter the /Globalption keyword in the command line, use one of the options: To enter the \*\*/Global \*\*option keyword in the command line, use one of the options: * Type **/Global** * Type the shortcut\*\* /G\*\* ## Description [Section titled “Description”](#description) The /Global option keyword is used to store or update global data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Global ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Global option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To store the current programmer content as global data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /Global  | # /GridMergeMode > To enter the /GridMergeModeption keyword in the command line, use one of the options: To enter the \*\*/GridMergeMode \*\*option keyword in the command line, use one of the options:  * Type **/GridMergeMode** * Type the shortcut\*\* /Gr\*\* or **GMM** ## Description [Section titled “Description”](#description) The /GridMergeMode option keyword is used when storing fixtures with their selection grid data into objects using the merge mode. For more information see [Store Settings and Preferences](/grandma3/2-4/cue_store_settings_preferences/). ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Merge /GridMergeMode “Value” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /GridMergeMode option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Group keyword](/grandma3/2-4/keyword_group/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [World keyword](/grandma3/2-4/keyword_world/) ## Values [Section titled “Values”](#values) The /GridMergeMode option keyword uses these values: * AppendX * Off ## Examples [Section titled “Examples”](#examples) * To merge the currently selected fixtures in group 27 and append the new fixtures in the selection grid on the x-axis following the fixtures that were alrady stored, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Group 27 /GridMergeMode “AppendX”  |   * To merge the currently selected fixtures in group 28 and place them on their original position in the selection grid, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Group 28 /GridMergeMode “Off”  | # /HighPrecision > To enter the /HighPrecisionption keyword in the command line, use one of the options: To enter the \*\*/HighPrecision \*\*option keyword in the command line, use one of the options: * Type **/HighPrecision** * Type the shortcut\*\* /H\*\* ## Description [Section titled “Description”](#description) The /HighPrecision option keyword is used to increase the precision of metrics in fixture types during their export.  Beam exported **without using** /HighPrecision:  \Export FixtureType 3 /HighPrecision                 | # /Indirect > To enter the /Indirectption keyword in the command line, use one of the options: To enter the \*\*/Indirect \*\*option keyword in the command line, use one of the options: * Type **/Indirect** * Type the shortcut\*\* /Ind\*\* ## Description [Section titled “Description”](#description) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The /Indirect Option keyword can be used with all object types to which you can assign other objects. | The /Indirect option keyword is used to directly edit an assigned object. Executing a command containing this option keyword opens the editor for the object to be modified.  ## Syntax [Section titled “Syntax”](#syntax) Edit \[Object] \[“Object\_Name” or Object\_Number] Property \[“Property\_Name”] /Indirect ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Indirect option keyword: * [Edit keyword](/grandma3/2-4/keyword_edit/) * [Property keyword](/grandma3/2-4/keyword_property/) ## Examples [Section titled “Examples”](#examples) * To open the appearance editor and edit the appearance that is assigned to group 8, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Group 8 Property “Appearance” /Indirect  |   * To edit the object that is triggered by the first agenda entry, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Agenda 1 Property “Object” /Indirect  | # /InputFilter > To enter the /InputFilterption keyword in the command line, use one of the options: To enter the \*\*/InputFilter \*\*option keyword in the command line, use one of the options: * Type **/InputFilter** * Type the shortcut\*\* /I\*\* ## Description [Section titled “Description”](#description) The /InputFilter option keyword is used to enable or disable the filter of a feature group when storing or updating presets.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /InputFilter \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /InputFilter option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To disable the input filter when storing the third dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.3 /InputFilter “No”  | # /KeepActivation > To enter the /KeepActivationption keyword in the command line, use one of the options: To enter the \*\*/KeepActivation \*\*option keyword in the command line, use one of the options: * Type **/KeepActivation** * Type the shortcut\*\* /KA\*\* or **/K** ## Description [Section titled “Description”](#description) The /KeepActivation option keyword is used to keep the programmer content still active after storing the preset.  ## Syntax [Section titled “Syntax”](#syntax) Store Peset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /KeepActivation ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /KeepActivation option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * To store the current programmer content in the third dimmer preset and keep this data active in the programmer, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.3 /KeepActivation | # /Limit > To enter the /Limitption keyword in the command line, use one of the options: To enter the \*\*/Limit \*\*option keyword in the command line, use one of the options: * Type **/Limit** * Type the shortcut\*\* /Li\*\* ## Description [Section titled “Description”](#description) The /Limit option keyword defines how many entries will be displayed in the command line history. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can use\*\* /Limit\*\* together with the [/Sort option keyword](/grandma3/2-4/ok_sort/). | Syntax MemoryInfo /Limit \[Limit\_Number] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Limit option keyword: * [DumpLog keyword](/grandma3/2-4/keyword_dumplog/) # /LocalSettings > To enter the /LocalSettingsption keyword in the command line, use one of the options: To enter the \*\*/LocalSettings \*\*option keyword in the command line, use one of the options: * Type **/LocalSettings** * Type the shortcut **/Loc** ## Description [Section titled “Description”](#description) The /LocalSettings option keyword is used to load the local settings of a show file. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /LocalSettings ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /LocalSettings option keyword: * [LoadShow](/grandma3/2-4/keyword_loadshow/) * [NewShow](/grandma3/2-4/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load local settings together with the show data of the show file “A Midsummer Night’s Dream”, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /LocalSettings  | # /Look > To enter the /Lookption keyword in the command line, use one of the options: To enter the \*\*/Look \*\*option keyword in the command line, use one of the options: * Type **/Look** * Type the shortcut\*\* /L\*\* ## Description [Section titled “Description”](#description) The /Look option keyword stores all dimmer values of all fixtures in the show.  If the dimmer value of a fixture is zero, the /Look option keyword only stores dimmer values of the fixture as there is no visible output onstage.  If the dimmer value of a fixture is above zero, the /Look option keyword stores the values of all attributes of the fixture. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Look ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Look option keyword: [](/grandma3/2-4/keyword_copy/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [SetUserVariable keyword](/grandma3/2-4/keyword_setuservariable/) * [SetGlobalVariable keyword](/grandma3/2-4/keyword_setglobalvariable/) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The /Look option keyword can be used together with the [/All option keyword](/grandma3/2-4/ok_all/) or the [/AllForSelected option keyword](/grandma3/2-4/ok_allforselected/). | ## Examples [Section titled “Examples”](#examples) * To store all dimmer values and all attributes in fixtures, with dimmer open in cue 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /Look  |   * To store the dimmer values and all active attributes of the selected fixtures in the programmer to the second preset in the first All preset pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 21.2 /AllForSelected /Look  | * #### To set the user variable “mySeqPrioName” to the priority name of sequence 42, type:​​ [Section titled “To set the user variable “mySeqPrioName” to the priority name of sequence 42, type:​​”](#to-set-the-user-variable-myseqprioname-to-the-priority-name-of-sequence-42-type) #### | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>SetUserVariable “mySeqPrioName” At Sequence 42 Property “Priority” /Look | # /MA > To enter the /MAption keyword in the command line, use one of the options: To enter the \*\*/MA \*\*option keyword in the command line, use one of the options: * Type **/MA** ## Description [Section titled “Description”](#description) The /MA option keyword is used to address a secondary function of an executor. ## Syntax [Section titled “Syntax”](#syntax) Assign \[Function] At Page \[“Page\_Name” or Page\_Number].\[“Executor\_Name” or Executor\_Number] /MA Assign \[Function] At Executor \[“Executor\_Name” or Executor\_Number] /MA ## ## Example [Section titled “Example”](#example) * To assign Goto to MA + executor of page 1, executor 201, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Goto At Page 1.20 /MA | # /MAtricks > To enter the /MAtricksption keyword in the command line, use one of the options: To enter the \*\*/MAtricks \*\*option keyword in the command line, use one of the options: * Type **/MAtricks** * Type the shortcut\*\* /Mat\*\* ## Description [Section titled “Description”](#description) The /MAtricks option keyword is used to store the MAtricks settings in the preset whenever the MAtricks are active. ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /MAtricks ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MAtricks option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * To store the currently active MAtricks settings in the third dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.3 /MAtricks  | # /Merge > To enter the /Mergeption keyword in the command line, use one of these options: To enter the \*\*/Merge \*\*option keyword in the command line, use one of these options: * Type /**Merge** * Type the shortcut **/M** ## Description [Section titled “Description”](#description) The /Merge option keyword merges new values with existing values. The most recent values have a higher priority than the preexisting and will effectively overwrite these. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Merge ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Merge option keyword: * [Assign keyword](/grandma3/2-4/keyword_assign/) * [AutoCreate keyword](/grandma3/2-4/keyword_autocreate/) * [AutoStore keyword](/grandma3/2-4/keyword_autostore/) * [Cook keyword](/grandma3/2-4/keyword_cook/) * [Copy keyword](/grandma3/2-4/keyword_copy/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Group keyword](/grandma3/2-4/keyword_group/) * [Layout keyword](/grandma3/2-4/keyword_layout/) * [MAtricks keyword](/grandma3/2-4/keyword_matricks/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [World keyword](/grandma3/2-4/keyword_world/) ## Example [Section titled “Example”](#example) * To merge the values of cue 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /Merge  | # /MergeHighPriority > To enter the /MergeHighPriorityption keyword in the command line, use one of these options: To enter the \*\*/MergeHighPriority \*\*option keyword in the command line, use one of these options: * Type /**MergeHighPriority** * Type the shortcut **/Mergeh** ## Description [Section titled “Description”](#description) The /MergeHighPriority option keyword adds all data that is in the source to destination. Data originating in the source overwrite the entire data at destination.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Source\_Object] \[“Object\_Name” or Object\_Number] At \[Destination\_Object] \[“Object\_Name” or Object\_Number] /MergeHighPriority ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MergeHighPriority option keyword: * [Clone keyword](/grandma3/2-4/keyword_clone/) ## Example [Section titled “Example”](#example) * To clone fixture 1 to fixture 2 overwriting the entire content of fixture 2 in the programmer, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /MergeHighPriority  | # /MergeLowPriority > To enter the /MergeLowPriorityption keyword in the command line, use one of these options: To enter the \*\*/MergeLowPriority \*\*option keyword in the command line, use one of these options: * Type /**MergeLowPriority** * Type the shortcut **/Mergel** ## Description [Section titled “Description”](#description) The /MergeLowPriority option keyword adds data that is in the source to the destination only where it does not contain data. This option keyword preserves existing data at destination and is the least extreme form of merging.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /MergeLowPriority ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MergeLowPriority option keyword: * [Clone keyword](/grandma3/2-4/keyword_clone/) * [Cook keyword](/grandma3/2-4/keyword_cook/) ## Examples [Section titled “Examples”](#examples) * To clone data from fixture 1 to fixture 2 as a low priority merge in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /MergeLowPriority  | * To cook recipes in the cue parts of sequence 5 using low priority merge, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook Sequence 5 /MergeLowPriority | # /MoveValues > To enter the /MoveValuesption keyword in the command line, use one of the options: To enter the \*\*/MoveValues \*\*option keyword in the command line, use one of the options: * Type **/MoveValues** * Type the shortcut\*\* /MV\*\* or **/Mo** ## Description [Section titled “Description”](#description) The /MoveValues option keyword is used to move values to part 0 when deleting cue parts.  ## Syntax [Section titled “Syntax”](#syntax) Delete Cue \[“Cue\_Name” or Cue\_Number] Part \[“Part\_Name” or Part\_Number] /MoveValues ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MoveValues option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Delete keyword](/grandma3/2-4/keyword_delete/) * [Part keyword](/grandma3/2-4/keyword_part/) ## Example [Section titled “Example”](#example) * To delete part 5 of cue 7, and move the values to part 0 of cue 7, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Cue 7 Part 5 /MoveValues  | # /MVR > To enter the /MVRption keyword in the command line, use one of the options: To enter the \*\*/MVR \*\*option keyword in the command line, use one of the options: * Type **/MVR** ## Description [Section titled “Description”](#description) The /MVR option keyword is used to export the patch as MVR file instead of a grandMA3 XML file.  ## Syntax [Section titled “Syntax”](#syntax) Export \[Object] \[“Object\_Name” or Object\_Number] /File \[“File\_Name”] (If Drive \[“Drive\_Name” or Drive\_Number]) /MVR ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /MVR option keyword: * [Export keyword](/grandma3/2-4/keyword_export/) [](/grandma3/2-4/keyword_stage/) ## Example [Section titled “Example”](#example) * To export the entire patch as MVR file to drive 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Stage If Drive 1 /MVR | # /NDI > To enter the /NDIption keyword in the command line, use one of the options: To enter the \*\*/NDI \*\*option keyword in the command line, use one of the options: * Type **/NDI** * Type the shortcut\*\* /Nd\*\* ## Description [Section titled “Description”](#description) The /NDI option keyword stores screenshots of NDI streams directly as images.                     ## Syntax [Section titled “Syntax”](#syntax) Store Image \[“MediaPool\_Name” or MediaPool\_Number].\[“Image\_Name” or Image\_Number]  /NDI=\[NDI\_Number] General Keywords General keywords that use the /NDI option keyword: # /NoAutoClose > To enter the /NoAutoCloseption keyword in the command line, use one of the options: To enter the \*\*/NoAutoClose \*\*option keyword in the command line, use one of the options: * Type **/NoAutoClose** * Type the shortcuts **/Noa** ## Description [Section titled “Description”](#description) The /NoAutoClose option keyword is used to suppress the countdown in pop-ups.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] (\[“Object\_Name” or Object\_Number]) /NoAutoClose ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoAutoClose option keyword: * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the station you are working with at the moment suppressing the countdown in the shutdown pop-up, type: | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Shutdown /NoAutoClose  | # /NoConfirmation > To enter the /NoConfirmationption keyword in the command line, use one of the options: To enter the \*\*/NoConfirmation \*\*option keyword in the command line, use one of the options: * Type **/NoConfirmation** * Type the shortcuts **/N** or **/NC** ## Description [Section titled “Description”](#description) The /NoConfirmation option keyword is used to suppress the confirmation pop-ups when storing objects or shutting down the station.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /NoConfirmation ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoConfirmation option keyword: * [AutoStore keyword](/grandma3/2-4/keyword_autostore/) * [Delete keyword](/grandma3/2-4/keyword_delete/) * [Oops keyword](/grandma3/2-4/keyword_oops/) * [Reboot keyword](/grandma3/2-4/keyword_reboot/) * [Restart keyword](/grandma3/2-4/keyword_restart/) * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Examples [Section titled “Examples”](#examples) * To shut down the station you are working with without provoking a confirmation pop-up, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Shutdown /NoConfirmation  |   * To store the programmer values as cue 2 without displaying the confirmation pop-up, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 2 /NoConfirmation  | # /NoDependencies > To enter the /NoDependenciesption keyword in the command line, use one of the options: To enter the \*\*/NoDependencies \*\*option keyword in the command line, use one of the options: * Type **/NoDependencies** * Type the shortcuts **/Nod** ## Description [Section titled “Description”](#description) The /NoDependencies option keyword is used to import or export data without the dependent objects. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /NoDependencies ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoDependencies option keyword: * [Clone keyword](/grandma3/2-4/keyword_clone/) * [Export keyword](/grandma3/2-4/keyword_export/) * [Import keyword](/grandma3/2-4/keyword_import/) ## Examples [Section titled “Examples”](#examples) * To import the sequence in the file “Mimas.xml” to sequence 4 without dependent objects, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Sequence Library “Mimas.xml” At Sequence 4 /NoDependencies  |   **Requirement:** Fixture 1, which uses a selective preset, is stored in a cue of sequence 1. Only fixture 1 is part of this preset. * To clone the data of fixture 1 to fixture 2 and use hard values in sequence 1 in fixture 2 where fixture 1 uses the selective preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 If Sequence 1 /NoDependencies   | # /NoOops > To enter the /NoOopsption keyword in the command line, use one of the options: To enter the \*\*/NoOops \*\*option keyword in the command line, use one of the options: * Type **/NoOops** * Type the shortcut **/NU** or **/Noo** ## Description [Section titled “Description”](#description) The /NoOops option keyword does not generate oops events when executing commands.  ## Syntax [Section titled “Syntax”](#syntax) **\[Command] /NoOops** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) Almost all of the keywords in the grandMA3 software can be combined with the /NoOops option keyword.  ## Example [Section titled “Example”](#example) * To store a new dimmer preset without creating an oops event for this action, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.4 /NoOops  | # /NoRefresh > To enter the /NoRefreshption keyword in the command line, use one of the options: To enter the \*\*/NoRefresh \*\*option keyword in the command line, use one of the options: * Type **/NoRefresh** * Type the shortcut **/Nor** ## Description [Section titled “Description”](#description) The /NoRefresh option keyword is used to suppress the refresh of libraries during import or export of objects. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When listing the library files of a certain type and/or path, it may take a while to type the path and the options into the command line. When a file is to be imported after a type and/or path has been specified during a previous command, the type and/or path will typically need to be entered again as part of the import command. Using the **/NoRefresh** option, it is not necessary to reenter [/Type](/grandma3/2-4/ok_type/) and/or [/Path](/grandma3/2-4/ok_path/) as part of the import command. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] Object \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) (/Option) (“/Option\_Value”) ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoRefresh option keyword: * [Export keyword](/grandma3/2-4/keyword_export/) * [Import keyword](/grandma3/2-4/keyword_import/) ## Examples [Section titled “Examples”](#examples) To use the /NoRefresh option to avoid reentering drive and path specifications: * List all macro libraries within a specific path on a specific drive: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Library If Drive 2 /Path “/My\_grandMA3\_files/macro/archive”  |   * To import the second library from the list without reentering the drive and path, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Library 2 /NoRefresh  | # /NoSave > To enter the /NoSaveption keyword in the command line, use one of the options: To enter the \*\*/NoSave \*\*option keyword in the command line, use one of the options: * Type **/NoSave** * Type the shortcut **/NS** or **/Nosa** ## Description [Section titled “Description”](#description) The /NoSave option keyword defines for the show file not to be saved when loading a show, or shuttig down, restarting, or rebooting the console or your onPC.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The /NoSave option keyword only works in the conjunction with the [/NoConfirmation option keyword](/grandma3/2-4/ok_noconfirmation/). | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] (\[Object] \[“Object\_Name” or Object\_Number]) /NoConfirmation /NoSave** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoSave option keyword: * [LoadShow keyword](/grandma3/2-4/keyword_loadshow/) * [Reboot keyword](/grandma3/2-4/keyword_reboot/) * [Restart keyword](/grandma3/2-4/keyword_restart/) * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the grandMA3 console without saving the show file, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown /NoConfirmation /NoSave  | # /NoShowData > To enter the /NoShowDataption keyword in the command line, use one of the options: To enter the \*\*/NoShowData \*\*option keyword in the command line, use one of the options: * Type **/NoShowData** * Type the shortcut **/Nosh** ## Description [Section titled “Description”](#description) The /NoShowData option keyword is used to keep current show data when loading shows.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /NoShowData ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoShowData option keyword: * [LoadShow](/grandma3/2-4/keyword_loadshow/) * [NewShow](/grandma3/2-4/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load all data, except the show data of the show file “A Midsummer Night’s Dream” and keep the current show data, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /NoShowData  | # /NoSubfolders > To enter the /NoSubfoldersption keyword in the command line, use one of the options: To enter the \*\*/NoSubfolders \*\*option keyword in the command line, use one of the options: * Type **/NoSubfolders** * Type the shortcut\*\* /Nos\*\* ## Description [Section titled “Description”](#description) The /NoSubfolders option keyword is used to exclude subfolders when importing library files or listing libraries.  | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Subfolders are created by the users. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /NoSubfolders ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /NoSubfolders option keyword: * [List keyword](/grandma3/2-4/keyword_list/) * [Import keyword](/grandma3/2-4/keyword_import/) ## Examples [Section titled “Examples”](#examples) * To only show color themes in the main folders when listing, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List ColorTheme /NoSubfolders  |   It might as well happen that there are two files with the same name located in the main folder and a subfolder.  * To import the macro library file “bestmacro.xml” located in the main folder, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import Macro Library “bestmacro.xml” At Macro 5 If Drive 2 /NoSubfolders  | # /OddEven > To enter the /OddEvenption keyword in the command line, use one of the options: To enter the \*\*/OddEven \*\*option keyword in the command line, use one of the options: * Type **/OddEven** * Type the shortcut\*\* /Od\*\* ## Description [Section titled “Description”](#description) The /OddEven option keyword is used to form two groups – odd and even – out of fixtures of a specific fixture type, class or layer, and range of fixtures and selection. ## Syntax [Section titled “Syntax”](#syntax) AutoCreate \[SourceObject] \[“SourceObject\_Name” or SourceObject\_Number] At \[DestinationObject] \[“DestinationObject\_Name” or Destination\_Object\_Number] /OddEven ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OddEven option keyword: * [AutoCreate keyword](/grandma3/2-4/keyword_autocreate/) * [Fixture keyword](/grandma3/2-4/keyword_fixture/) * [FixtureClass keyword](/grandma3/2-4/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-4/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-4/keyword_fixturetype/) * [Selection keyword](/grandma3/2-4/keyword_selection/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * To auto create odd and even groups out of all patched fixtures using fixture type 13 starting in group 21, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>AutoCreate FixtureType 13 At Group 21 /OddEven | # /OriginalContentOnly > To enter the /OriginalContentOnlyption keyword in the command line, use one of the options: To enter the \*\*/OriginalContentOnly \*\*option keyword in the command line, use one of the options: * Type **/OriginalContentOnly** * Type the shortcut **/Or** ## Description [Section titled “Description”](#description) The /OriginalContentOnly option keyword updates already existing values of attributes in their original location in presets or cues.  ## Syntax [Section titled “Syntax”](#syntax) Update \[Object] \[“Object\_Name” or Object\_Number] /OriginalContentOnly ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OriginalContentOnly option keyword: * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) **Requirement:** * Create presets or cues * Playback presets or cues or activate presets in the programmer * The different attributes must have active values in the programmer   * To only update the existing values in preset 1.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Update Preset 1.1 /OriginalContentOnly  | # /Output > To enter the /Outputption keyword in the command line, use one of the options: To enter the \*\*/Output \*\*option keyword in the command line, use one of the options: * Type **/Output** * Type the shortcut\*\* /Ou\*\* ## Description [Section titled “Description”](#description) The /Output option keyword is used to store incoming output data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-4/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Output \[/AllForSelected or /All] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Output option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the incoming output data to sequence 1 cue 42 in all attributes of the selected fixtures, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /Output/AllForSelected  | # /OutputStations > To enter the /OutputStationsption keyword in the command line, use one of the options: To enter the \*\*/OutputStations \*\*option keyword in the command line, use one of the options: * Type **/OutputStations** * Type the shortcut **/Outputs** ## Description [Section titled “Description”](#description) The /OutputStations option keyword is used to overwrite the current output stations with the output stations of the show file that will be loaded.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Show\_Name”] /OutputStations ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /OutputStations option keyword: * [LoadShow](/grandma3/2-4/keyword_loadshow/) * [NewShow](/grandma3/2-4/keyword_newshow/) ## Example [Section titled “Example”](#example) * To load the output stations of the show file “A Midsummer Night’s Dream” together with its show data, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “A Midsummer Night’s Dream” /OutputStations  | # /Overwrite > To enter the /Overwriteption keyword in the command line, use one of the options: To enter the \*\*/Overwrite \*\*option keyword in the command line, use one of the options: * Type **/Overwrite** * Type the shortcut\*\* /O\*\* ## Description [Section titled “Description”](#description) The /Overwrite option keyword is used to overwrite existing values.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Overwrite ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Overwrite option keyword: * [AutoStore keyword](/grandma3/2-4/keyword_autostore/) * [Cook keyword](/grandma3/2-4/keyword_cook/) * [Clone keyword](/grandma3/2-4/keyword_clone/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Filter keyword](/grandma3/2-4/keyword_filter/) * [Group keyword](/grandma3/2-4/keyword_group/) * [MAtricks keyword](/grandma3/2-4/keyword_matricks/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) * [Store keyword](/grandma3/2-4/keyword_store/) * [World keyword](/grandma3/2-4/keyword_world/) ## Examples [Section titled “Examples”](#examples) * To overwrite the existing values of cue 5 in sequence 1, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 1 Cue 5 /Overwrite  |   * To clone the programmer data of fixture 1 to fixture 2 and overwrite all the data of fixture 2 in the programmer, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Clone Fixture 1 At Fixture 2 /Overwrite  | # /PatchOffset > To enter the /PatchOffsetption keyword in the command line, use one of the options: To enter the \*\*/PatchOffset \*\*option keyword in the command line, use one of the options: * Type **/PatchOffset** * Type the shortcut\*\* /Patc\*\* ## Description [Section titled “Description”](#description) When patching the /PatchOffset option keyword sets the offset of DMX addresses in fixtures. The DMX address has to be specified using breaks of the fixture type. ## Syntax [Section titled “Syntax”](#syntax) Set (Object) \[Object\_Number] Property “Break\[Number]” **\[“DMXAddress”] /PatchOffset \[PatchOffset\_Value]** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /PatchOffset option keyword: * [Set keyword](/grandma3/2-4/keyword_set/) ## Example [Section titled “Example”](#example) \*\*Requirement: \*\*Go to the Live Patch For information on the Live Patch and how to use it in the grandMA3, see [Live Patch](/grandma3/2-4/patch_live/).    * To set an offset of 50 starting at DMX address 10.1 in the first 13 fixtures in the patch, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Set 2 Thru 14 Property “Break1” “10.1” /PatchOffset 50 | # /Path > To enter the /Pathption keyword in the command line, use one of the options: To enter the \*\*/Path \*\*option keyword in the command line, use one of the options: * Type **/Path** * Type the shortcut **/Pa** ## Description [Section titled “Description”](#description) The /Path option keyword defines the folder path where an imported or exported file is saved.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | -Enter a path beginning with a letter or number if the path is incorporated with the default folder structure.-Enter a path beginning with the forward-slash (/) character if the path begins at the root of the device.-Entering a path that does not already exist creates the necessary folders. | ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] (If Drive \[Drive\_Number]) /Path “The/Path/To/My/Files” ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Path option keyword: * [Export keyword](/grandma3/2-4/keyword_export/) * [Import keyword](/grandma3/2-4/keyword_import/) * [LoadShow keyword](/grandma3/2-4/keyword_loadshow/) * [SaveShow keyword](/grandma3/2-4/keyword_saveshow/) ## Examples [Section titled “Examples”](#examples) * To export macro 1, with the name “test,” to a folder labeled “myfavorites” at the root of the first connected USB drive, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Export Macro 1 “test” If Drive 2 /Path “/myfavorites”  |   * To load the show file with the name “Fabulous” which was placed in the subfolder structure “/test” on the USB drive, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>LoadShow “Fabulous” If Drive 2 /Path “/test”  | # /PhaserData > To enter the /PhaserDataption keyword in the command line, use one of the options: To enter the \*\*/PhaserData \*\*option keyword in the command line, use one of the options: * Type **/PhaserData** * Type the shortcut\*\* /Ph\*\* ## Description [Section titled “Description”](#description) The /PhaserData option keyword is used to define if attribute data will be stored in presets.  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /PhaserData \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /PhaserData option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) **Requirement:** 1. Select 10 fixtures. 2. Set XWings to 2. 3. Type in the command line: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>At 0 Thru 100  |   * To store all data, except the active programmer data, into the first preset of the third All preset pool, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 23.1 /PhaserData “No”  | # /Programmer > To enter the /Programmerption keyword in the command line, use one of the options: To enter the \*\*/Programmer \*\*option keyword in the command line, use one of the options: * Type **/Programmer** * Type the shortcut\*\* /P\*\* ## Description [Section titled “Description”](#description) The /Programmer option keyword is used to store active programmer data to cues or presets. For more information on data sources see [Store Settings and Preferences](/grandma3/2-4/cue_store_settings_preferences/).  ## Syntax [Section titled “Syntax”](#syntax) Store \[Object] \[“Object\_Name” or Object\_Number] /Programmer ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Programmer option keyword: * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Example [Section titled “Example”](#example) * To store the programmer data to sequence 1 cue 42, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 1 Cue 42 /Programmer  | # /Recipe > To enter the /Recipeption keyword in the command line, use one of the options: To enter the \*\*/Recipe \*\*option keyword in the command line, use one of the options: * Type **/Recipe** * Type the shortcut\*\* /Rec\*\* ## Description [Section titled “Description”](#description) The /Recipe option keyword can only be used together with the [CleanUp keyword](/grandma3/2-4/keyword_cleanup/) and only if the [/Type option keyword](/grandma3/2-4/ok_type/) is set to **Recipe**. Using /Recipe allows you to define more precisely which recipes are to be deleted. ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] (/Type “Recipe”)(/Recipe “Recipe\_Value”) ## General Keywords and Option Keywords [Section titled “General Keywords and Option Keywords”](#general-keywords-and-option-keywords) General keywords and option keywords that use the /Recipe option keyword. * [CleanUp keyword](/grandma3/2-4/keyword_cleanup/) * [Store keyword](/grandma3/2-4/keyword_store/) * [/Type option keyword](/grandma3/2-4/ok_type/) ## Values [Section titled “Values”](#values) The /Recipe option keyword uses these values: * **NoOutput**\*\*:\*\*\ Recipes that do not generate output are deleted. This combines the following values – NotCooked and CookedButOverwritten. When specifying /Type “Recipe” and not using /Recipe in addition, NoOutput will be applied. * **NotCooked:**\ If the assigned preset cannot be used by the selection or if the assigned group is empty, **NotCooked** will remove such non-functional recipes.  * **CookedButOverwritten:**\ If a later recipe uses a preset with the values of the same attributes in the same selection, **CookedButOverwritten** will delete all recipes that could have been cooked successfully, but which do not generate output. * **Normal:**\ Is only used in combination with the Store keyword. When storing recipes into a preset **Normal** keeps the selection of recipes of the programmer.  * \*\*NoSelection:\ \*\*Is only used in combination with the Store keyword. **NoSelection** stores recipe presets without selection. # /Recursive > To enter the /Recursiveption keyword in the command line, use one of the options: To enter the \*\*/Recursive \*\*option keyword in the command line, use one of the options: * Type **/Recursive** * Type the shortcut\*\* /Recu\*\* ## Description [Section titled “Description”](#description) The /Recursive option keyword is used to define which levels of objects you can lock or unlock.  ## Syntax [Section titled “Syntax”](#syntax) \[Function]\[Object]\[“Object\_Name” or Object\_Number] /Recursive ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Recursive option keyword: * [Lock keyword](/grandma3/2-4/keyword_lock/) * [Unlock keyword](/grandma3/2-4/keyword_unlock/) ## Examples [Section titled “Examples”](#examples) * To lock all levels within data pool 1, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Lock Datapool 1 /Recursive | **Requirement:** Lock at least two levels of objects. * To unlock sequence 1 with all its cues but to keep cue parts locked, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Unlock Sequence 1 /Recursive 1 | # /Release > To enter the /Releaseption keyword in the command line, use one of the options: To enter the \*\*/Release \*\*option keyword in the command line, use one of the options: * Type **/Release** * Type the shortcut\*\* /Rel\*\* ## Description [Section titled “Description”](#description) The /Release option keyword is used when copying cues. It replaces non-existing data in the destination cue by released values.  ## Syntax [Section titled “Syntax”](#syntax) Copy Cue \[“Cue\_Name” or Cue\_Number] /Release ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Release option keyword: * [Copy keyword](/grandma3/2-4/keyword_copy/) * [Cue keyword](/grandma3/2-4/keyword_cue/) ## Example [Section titled “Example”](#example) * To copy cue 1 to cue 2 using released values, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Cue 1 At Cue 2 /Release  | # /Remove > To enter the /Removeption keyword in the command line, use one of the options: To enter the \*\*/Remove \*\*option keyword in the command line, use one of the options: * Type **/Remove** * Type the shortcut\*\* /R\*\* ## Description [Section titled “Description”](#description) The /Remove option keyword is used to remove values that are stored in attributes and active programmer values.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[“Object\_Name” or Object\_Number] /Remove ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Remove option keyword: * [Assign keyword](/grandma3/2-4/keyword_assign/) * [Cook keyword](/grandma3/2-4/keyword_cook/) * [CopyCrashLog](/grandma3/2-4/keyword_copycrashlog/) * [Cue keyword](/grandma3/2-4/keyword_cue/) * [Group keyword](/grandma3/2-4/keyword_group/) * [Layout keyword](/grandma3/2-4/keyword_layout/) * [MAtricks keyword](/grandma3/2-4/keyword_matricks/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) * [World keyword](/grandma3/2-4/keyword_world/) ## Examples [Section titled “Examples”](#examples) * To remove the values that are active in the programmer and that are stored in cue 5 of sequence 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 1 Cue 5 /Remove |   * To remove all cooked data from sequence 1, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook Sequence 1 /Remove  |   * To delete crash logs on your device after copying them to a USB drive, type: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>CopyCrashLog /Remove | # /Save > To enter the /Saveption keyword in the command line, use one of the options: To enter the \*\*/Save \*\*option keyword in the command line, use one of the options: * Type **/Save** * Type the shortcut **/Sa** ## Description [Section titled “Description”](#description) The /Save option keyword defines for the show file to be saved when loading a show, shuttig down, restarting, or rebooting the console or your onPC. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The /Save option keyword only works in the conjunction with the [/NoConfirmation option keyword](/grandma3/2-4/ok_noconfirmation/). | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] (\[Object] \[“Object\_Name” or Object\_Number]) /NoConfirmation /Save** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Save option keyword: * [LoadShow keyword](/grandma3/2-4/keyword_loadshow/) * [Reboot keyword](/grandma3/2-4/keyword_reboot/) * [Restart keyword](/grandma3/2-4/keyword_restart/) * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) ## Example [Section titled “Example”](#example) * To shut down the grandMA3 console and saving the current show file suppressing the confirmation pop-up, type: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown /NoConfirmation /Save  | # /Screen > To enter the /Screenption keyword in the command line, use one of the options: To enter the \*\*/Screen \*\*option keyword in the command line, use one of the options: * Type **/Screen** * Type the shortcut\*\* /S\*\* ## Description [Section titled “Description”](#description) The /Screen option keyword addresses screens when storing or calling views. It can be used in conjunction with the [/ScreenOnly option keyword](/grandma3/2-4/ok_screenonly/).  ## Syntax [Section titled “Syntax”](#syntax) \[Function] \[Object] \[“Object\_Name” or Object\_Number] /Screen ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Screen option keyword: * [Call keyword](/grandma3/2-4/keyword_call/) * [Store keyword](/grandma3/2-4/keyword_store/) * [View keyword](/grandma3/2-4/keyword_view/) * [ViewButton keyword](/grandma3/2-4/keyword_viewbutton/) ## Examples [Section titled “Examples”](#examples) * To store screen 1 on the view button 1, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store View 1 /Screen “1”  | # /ScreenOnly > To enter the /ScreenOnlyption keyword in the command line, use one of the options: To enter the \*\*/ScreenOnly \*\*option keyword in the command line, use one of the options: * Type **/Screen** * Type the shortcut\*\* /Screeno\*\* ## Description [Section titled “Description”](#description) The /ScreenOny option keyword defines which parts of the screen will be used when taking screenshots. It is used in conjunction with the [/Screen option keyword](/grandma3/2-4/ok_screen/), the [/XResolution option keyword](/grandma3/2-4/ok_xresolution/) and the [/YResolution option keyword](/grandma3/2-4/ok_yresolution/).  ## Syntax [Section titled “Syntax”](#syntax) Store Image \[“MediaPool\_Name” or MediaPool\_Number].\[“Image\_Name” or Image\_Number] /ScreenOnly \[“Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /ScreenOnly option keyword: * [Image keyword](/grandma3/2-4/keyword_image/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Values [Section titled “Values”](#values) The /ScreenOnly option keyword uses these values: * Yes - This is the default if /ScreenOnly is not defined. The screenshot only includes the area that can be defined by the user.  * No - The entire screen will be used, including view bar, encoder bar and other. ## Example [Section titled “Example”](#example) * To store a screenshot of the entire screen 1 as image 6, including view bar, encoder bar, and other, type: | | | | ------------------------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Image 3.6 /Screen “1” /ScreenOnly “No” | # /Selection > To enter the /Selectionption keyword in the command line, use one of the options: To enter the \*\*/Selection \*\*option keyword in the command line, use one of the options: * Type **/Selection** * Type the shortcut\*\* /Selectio\*\* ## Description [Section titled “Description”](#description) The /Selection option keyword defines if the current selection will be stored in a recipe.  For more informtion on how recipes work see [Recipes](/grandma3/2-4/recipes/).  ## Syntax [Section titled “Syntax”](#syntax) Store Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number].\[“Recipe\_Name” or Recipe\_Number] /Selection \[“Option\_Value”] Store Sequence \[“Sequence\_Name” or Sequence\_Number] Cue \[“Cue\_Name” or Cue\_Number] Part \[“Part\_Name” or Part\_Number].\[“Recipe\_Name” or Recipe\_Number] /Selection \[“Option\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Selection option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) * [Store keyword](/grandma3/2-4/keyword_store/) ## Example [Section titled “Example”](#example) * In order not to store the current selection into the recipe, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 3.2.1 /Selection “No”  | # /Selective > To enter the /Selectiveption keyword in the command line, use one of the options: To enter the \*\*/Selective \*\*option keyword in the command line, use one of the options: * Type **/Selective** * Type the shortcut\*\* /Se\*\* ## Description [Section titled “Description”](#description) The /Selective option keyword is used to store or update selective data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Selective ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Selective option keyword: * [CleanUp keyword](/grandma3/2-4/keyword_cleanup/) * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Examples [Section titled “Examples”](#examples) * To store the current programmer content as selective data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /Selective  |   * To remove selective data in the first color preset, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cleanup Preset 4.1 /Selective  | # /Single > To enter the /Singleption keyword in the command line, use one of the options: To enter the \*\*/Single \*\*option keyword in the command line, use one of the options: * Type **/Single** * Type the shortcut **/Si** ## Description [Section titled “Description”](#description) The /Single option keyword is used when extracting presets or when autocreating single fixture groups.  When extracting embedded presets or phaser presets where presets are integrated in the steps, Extract will call directly the values of the source presets. Using the **/Single** option keyword together with the Extract keyword makes it possible to extract one level down in the hierarchy of presets. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The combination of the Extract keyword together with the /Single option keyword currently works with presets that are active in the programmer. | ## Syntax [Section titled “Syntax”](#syntax) **\[Function] \[Object] \[“Object\_Name” or Object\_Number] /Single** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Single option keyword: * [AutoCreate keyword](/grandma3/2-4/keyword_autocreate/) * [Extract keyword](/grandma3/2-4/keyword_extract/) * [FixtureClass keyword](/grandma3/2-4/keyword_fixture_class/) * [FixtureLayer keyword](/grandma3/2-4/keyword_fixture_layer/) * [FixtureType keyword](/grandma3/2-4/keyword_fixturetype/) ## Examples [Section titled “Examples”](#examples) ### Extract Example [Section titled “Extract Example”](#extract-example) **Requirement:** 1. Create 2 color presets. 2. Embed these color presets into a different color preset:\ Embed the second color preset into the All preset 21.1. 3. Select fixtures and apply the All preset on them. * To call the embedded color preset into the programmer, type once: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Extract Selection /Single | # /Sort > To enter the /Sortption keyword in the command line, use one of the options: To enter the \*\*/Sort \*\*option keyword in the command line, use one of the options: * Type **/Sort** * Type the shortcut\*\* /So\*\* ## Description [Section titled “Description”](#description) The /Sort option keyword defines how to sort results in the command line history. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can use **/Sort** together with the [/Limit option keyword](/grandma3/2-4/ok_limit/).  | Use the following sort names to define the order you are using /Sort with: | Sort Name | Description | | --------- | ------------------------------------------ | | Asc | Sorts results in an ascending order. | | Desc | Sorts results in an descending order.  | | None | Sorts results in the order of destination. | ## Syntax [Section titled “Syntax”](#syntax) MemoryInfo /Sort \[“Sort\_Name”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Sort option keyword: # /SubTab > To enter the /SubTabption keyword in the command line, use one of the options: To enter the \*\*/SubTab \*\*option keyword in the command line, use one of the options: * Type **/SubTab** * Type the shortcut **/Su** ## Description [Section titled “Description”](#description) The /SubTab option keyword is used to switch between tabs within tab bars in the PSR menu.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Currently the /SubTab option keyword is solely used by the PSR menu itself. As there is a defined order how to navigate in the PSR menu, only the PSR menu can use this option keyword and you cannot execute the command using the command line. | # /Tab > To enter the /Tabption keyword in the command line, use one of the options: To enter the \*\*/Tab \*\*option keyword in the command line, use one of the options: * Type **/Tab** * Type the shortcut **/Ta** ## Description [Section titled “Description”](#description) The /Tab option keyword is used to define which tab will open in the assign menu.  ## Syntax [Section titled “Syntax”](#syntax) **\[Function] Page \[“Page\_Name” or Page\_Number].\[“Executor\_Name” or Executor\_Number] /Tab \[“Option\_Value”]** *** ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Tab option keyword: * [Assign keyword](/grandma3/2-4/keyword_assign/) * [Edit keyword](/grandma3/2-4/keyword_edit/) * [EditSetting keyword](/grandma3/2-4/keyword_editsetting/) * [Page keyword](/grandma3/2-4/keyword_page/) ## Values [Section titled “Values”](#values) The /Tab option keyword uses these values: * Edit * EditSetting * Handle * Object ## Examples [Section titled “Examples”](#examples) * To open the edit tab of executor 201 on page 1 using the assign command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign Page 1.201 /Tab “Edit” |   * To open the assign menu and display the handle tab using the edit command, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Page 1.201 /Tab “Handle” | # /TrackingShield > To enter the /TrackingShieldption keyword in the command line, use one of the options: To enter the \*\*/TrackingShield \*\*option keyword in the command line, use one of the options: * Type **/TrackingShield** * Type the shortcut\*\* /T\*\* or **/TS** ## Description [Section titled “Description”](#description) The /TrackingShield option keyword is used to protect tracked attributes when storing values. For more information see [W](/grandma3/2-4/cue_tracking/)[hat is Tracking](/grandma3/2-4/cue_tracking/) and [Tracking Shield](/grandma3/2-4/cue_tracking_shield/).          ## Syntax [Section titled “Syntax”](#syntax) \[Function] Cue \[“Cue\_Name” or Cue\_Number] /TrackingShield \[“TrackingShield\_Value”] ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /TrackingShield option keyword: # /TransferProgrammer > To enter the /TransferProgrammerption keyword in the command line, use one of the options: To enter the \*\*/TransferProgrammer \*\*option keyword in the command line, use one of the options: * Type **/TransferProgrammer** * Type the shortcut\*\* /TP\*\* or type **Transferp** ## Description [Section titled “Description”](#description) The /TransferProgrammer option keyword is used to transfer the programmer into preview mode.        Syntax Preview Sequence \[“Sequence\_Name” or Sequence\_Number] /TransferProgrammer ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /TransferProgrammer option keyword: * [Preview keyword](/grandma3/2-4/keyword_preview/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Example [Section titled “Example”](#example) * To transfer content of the programmer into the preview programmer when entering preview of sequence 42, type: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preview Sequence 42 /TransferProgrammer                                              | # /TransferSelection > To enter the /TransferSelectionption keyword in the command line, use one of the options: To enter the \*\*/TransferSelection \*\*option keyword in the command line, use one of the options: * Type **/TransferSelection** * Type the shortcut\*\* /Tran\*\* ## Description [Section titled “Description”](#description) The /TransferSelection option keyword is used to transfer the selection of fixtures into preview mode.        Syntax Preview Sequence \[“Sequence\_Name” or Sequence\_Number] /TransferSelection ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /TransferProgrammer option keyword: * [Preview keyword](/grandma3/2-4/keyword_preview/) * [Sequence keyword](/grandma3/2-4/keyword_sequence/) ## Example [Section titled “Example”](#example) * To transfer the selection of fixtures into the preview mode when entering preview of sequence 42, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Preview Sequence 42 /TransferSelection  | # /Type > To enter the /Typeption keyword in the command line, use one of the options: To enter the \*\*/Type \*\*option keyword in the command line, use one of the options: * Type **/Type** * Type the shortcut\*\* /Ty\*\* ## Description [Section titled “Description”](#description) The /Type option keyword can have different values depending on the keyword it is combined with. The Import keyword and the Export keyword can be both used with the /Type “User” and “System”.\ The LoadShow keyword can be used with the /Type “Demo”.\ In a nutshell – the Import and the Export keyword both use library files and the LoadShow keyword uses show files. \ The ChangeMulticastBase keyword uses the /Type “Default” and “Alternative”. When importing the desired file may be either a “User” file, which has been previously exported, or a “System” file, which is predefined and included with the system software. If this option is not defined within the import syntax, the console will first search the user library for the specified file name. If the file does not exist within the user library, the console will then search within the system files. * **/Type “User”** restricts the console to only search within the user library of the selected drive. * **/Type “System”** restricts the console to only search within the system files, ignoring the user library. * **/Type “Demo”** restricts the console to only search within demo shows folder. * **/Type “Template”** restricts the console to only search within the template shows folder. * **/Type “NoReference”** deletes all objects that do not have any reference in the specified range. For example, “NoReference” will delete presets that are not used in cues or recipes. * **/Type “Recipe”** deletes recipes in the specified object that do not generate output. * **/Type “Default”** uses the default address of multicast base. * **/Type “Alternative”** uses a different address should the default address cause any problems within the network environment. For more information see [Protocol Details](/grandma3/2-4/network_design_protocols/).  * **/Type “GridPosition”** removes gaps in grid positions and resets the offset to origin in groups. It can only be used with the [CleanUp keyword](/grandma3/2-4/keyword_cleanup/). # /Universal > To enter the /Universalption keyword in the command line, use one of the options: To enter the \*\*/Universal \*\*option keyword in the command line, use one of the options: * Type **/Universal** * Type the shortcut\*\* /U\*\* ## Description [Section titled “Description”](#description) The /Universal option keyword is used to store or update universal data into presets regardless their mode.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number] /Universal ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Universal option keyword: * [Preset keyword](/grandma3/2-4/keyword_preset/) * [Store keyword](/grandma3/2-4/keyword_store/) * [Update keyword](/grandma3/2-4/keyword_update/) ## Example [Section titled “Example”](#example) * To store the current programmer content as universal data in the second dimmer preset, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Preset 1.2 /Universal | # /Wait > To enter the /Waitption keyword in the command line, use one of the options: To enter the \*\*/Wait \*\*option keyword in the command line, use one of the options: * Type **/Wait** * Type the shortcut\*\* /Wa\*\* ## Description [Section titled “Description”](#description) In conjunction with the Store keyword /Wait option keyword defines the latency time in milli seconds after which your command will be executed. When used with remote calls such as reboot, restart or shut down, the /Wait option keyword defines the time in the countdown of the the pop-up that consequently appears after executing the command. Syntax # /Wrap > To enter the /Wrapption keyword in the command line, use one of the options: To enter the \*\*/Wrap \*\*option keyword in the command line, use one of the options: * Type **/Wrap** * Type the shortcut\*\* /W\*\* ## Description [Section titled “Description”](#description) The /Wrap option keyword loops through all steps and selects the first step after reaching the last step. This option keyword works in both directions using Next and Previous.  ## Syntax [Section titled “Syntax”](#syntax) \[Function] Step /Wrap ## General Keywords [Section titled “General Keywords”](#general-keywords) General keywords that use the /Wrap option keyword: * [Next keyword](/grandma3/2-4/keyword_next/) * [Previous keyword](/grandma3/2-4/keyword_previous/) * [Step keyword](/grandma3/2-4/keyword_step/) ## Example [Section titled “Example”](#example) * To loop through all steps in the selected fixtures and subsequently select the first step in the selection, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Next Step /Wrap | # /XResolution > To enter the /XResolutionption keyword in the command line, use one of the options: To enter the \*\*/XResolution \*\*option keyword in the command line, use one of the options: * Type **/XResolution** * Type the shortcut\*\* /X\*\* ## Description [Section titled “Description”](#description) The /XResolution option keyword defines the resolution of images on the x-axis during storing. Syntax # /YResolution > To enter the /YResolutionption keyword in the command line, use one of the options: To enter the \*\*/YResolution \*\*option keyword in the command line, use one of the options: * Type **/YResolution** * Type the shortcut\*\* /Y\*\* ## Description [Section titled “Description”](#description) The /YResolution option keyword defines the resolution of images on the y-axis during storing. Syntax # grandMA3 onPC > MA Lighting offers the perfect solutions for getting started with. Simply download the grandMA3 onPC software and connect to any of the grandMA3 onPC products t MA Lighting offers the perfect solutions for getting started with. Simply download the grandMA3 onPC software and connect to any of the grandMA3 onPC products to unlock parameters. The amount of DMX outputs varies with each grandMA3 onPC product but all of them unlock parameters for the full grandMA3 software functionality. There is no compromise in feature set and the range of products allow you to make the right choice for your budget or individual needs. You have a wide variety of options for onPC solutions: the grandMA3 onPC command wing, which offers the ultimate grandMA3 mobile solution, the grandMA3 onPC command wing XT, featuring a built-in MA mother board, the grandMA3 onPC xPort Nodes, which offer the most cost-effective DMX output solution for software only show control, the grandMA3 onPC DMX-key and the grandMA3 onPC DMX-key starter, which offer two DMX outputs in the most compact solution, and the grandMA3 onPC fader wing, which gives you additional faders in your grandMA3 onPC system. # macOS® Installation > To install grandMA3 onPC on macOS®: To install grandMA3 onPC on macOS®: 1. Download the installation file from .  2. On the left side of the web page, select the grandMA3 series. 3. Click on  Software + Release Notes. 4. Click grandMA3 onPC Software for macOS, x.x.x.x to download the installer. 5. The EULA and Third-Party Acknowledgments pop-up opens: ![](/img/grandma3/2-4/window_eula_acknowledgment-29003d.png) 6. Click Accept and download. 7. Navigate to your Downloads folder and double-click on grandMA3\_onPC\_mac\_vx.x.x.x.zip. The package is unzipped, creating an “ma” folder. ![](/img/grandma3/2-4/010_finder-082677.jpg) 8. Expand the “ma” folder and double-click the installation program grandMA3\_onPC\_x.x.x.x.pkg. The Installer opens: ![](/img/grandma3/2-4/001_install_grandma3-fcef4d.jpg) 7. Click Continue. The software license agreement opens: ![](/img/grandma3/2-4/002_license-55a515.jpg) 9. Click Continue: ![](/img/grandma3/2-4/003_-20agree-47b82c.jpg) 1. Click Agree, and the installation utility opens: ![](/img/grandma3/2-4/004_standar-20install-07a225.jpg) 1. Click Install to finally start the installation. ![](/img/grandma3/2-4/005_succesfull-929e5b.jpg) 1. Click Close. The software is installed in the standard Applications directory. The resources are located in /Users/\/MA Lighting Technology. ### Install Location options [Section titled “Install Location options”](#install-location-options) When two or more hard drives or USB drives are detected, the installer offers to change the installation location: ![](/img/grandma3/2-4/011_install-20options-7fb68c.jpg) 1. Click Change Install Location, then select a location: ![](/img/grandma3/2-4/change-20location-98e962.jpg) 10. Click Continue, and resume by following steps 11 and 12 above. # onPC Local Settings > The onPC Local Settings allow various settings for grandMA3 onPC. In the grandMA3 console software, there is a similar but smaller settings pop-up called Local The onPC Local Settings allow various settings for grandMA3 onPC. In the grandMA3 console software, there is a similar but smaller settings pop-up called [Local Settings](/grandma3/2-4/local_settings/). To learn more about MIDI, read the topics [Connect MIDI](/grandma3/2-4/fs_connect_midi/) in [First Steps](/grandma3/2-4/first_steps/), and [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/) in [Remote In and Out](/grandma3/2-4/remote_inputs/). To learn more about Sound, see [Sound](/grandma3/2-4/sound_viewer/). For more information about viz-key, see [Update grandMA3 viz-key](/grandma3/2-4/update_viz_key/). For more information about how to create a password, see [Create User](/grandma3/2-4/user_create/) in [Single User and Multi User Systems](/grandma3/2-4/user/). ## Open the onPC Local Settings [Section titled “Open the onPC Local Settings”](#open-the-onpc-local-settings) To open the settings menu on grandMA3 onPC software: 1. Click ![gear](/img/grandma3/2-4/icon_setup_24px-28edc1.png) on the control bar. The Menu opens. 2. Click Settings. The Setting pop-up opens. 3. Click onPC Local Settings. The onPC Local Settings menu opens. ![](/img/grandma3/2-4/menu_onpc_settings_v2-4-1eda2c.png) onPC Settings menu ### MIDI [Section titled “MIDI”](#midi) * MIDI via onPC command wing: To enable or disable MIDI from grandMA3 onPC command wing.\ If disabled, the device configured in MIDI In Device and MIDI Out Device is used.\ If enabled, the command wing MIDI and the device configured in MIDI In Device and MIDI Out Device are used. * MIDI In Device: This opens a pop-up with possible MIDI devices. Tap one to select it.  * MIDI Out Device: This opens a pop-up with possible MIDI devices. Tap one to select it.   * MIDI Offset: This opens the calculator. For more information, see [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/#h2__2027674017). * MIDI Timecode Slot: Adjusts the MIDI Timecode Slot. ### Sound [Section titled “Sound”](#sound) * Audio In Device: This opens a pop-up with possible Audio devices. Tap one to select it. * Audio Out Device: This opens a pop-up with possible Audio devices. Tap one to select it.  ## viz-key [Section titled “viz-key”](#viz-key) * Connect to viz-key: Enabled, to attach the viz-key dongle to the onPC. * Connect to viz-key: Disabled, to attach the viz-key dongle to a visualizer that is running on the same computer as the onPC. ## Other [Section titled “Other”](#other) * Reset Date and Time: Resets the date and time of the grandMA3 onPC application to the date and time of the operating system. * Force Login: Forces the user to enter a password after starting up the grandMA 3 onPC application. # Optimize macOS® > The grandMA3 onPC software is available for macOS™® and Windows™®. The grandMA3 onPC software is available for macOS™® and [Windows™®](/grandma3/2-4/onpc_optimize_windows/). Please refer to the [system requirements topic](/grandma3/2-4/onpc_system_requirements/) for more information on computer specifications. For more information about the grandMA3 onPC software and the terminal app, read the [Installation of grandMA3 onPC topic](/grandma3/2-4/onpc_windows_installation/). To run the grandMA3 onPC software even more efficiently, we recommend adjusting the following settings on your computer. Follow the following steps for the best results. | | | | ------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The same settings may be available for other operating system versions. | ## Apple® macOS® 26 (Tahoe) [Section titled “Apple® macOS® 26 (Tahoe)”](#apple-macos-26-tahoe) * Open System Preferences, then click on  Battery. * Set **Low Power Mode** to Never. ![](/img/grandma3/2-4/macos_26_battery_menu-3e25de.jpg) ### On the bottom right side of the menu, click on Options: [Section titled “On the bottom right side of the menu, click on Options:”](#on-the-bottom-right-side-of-the-menu-click-on-options) ![](/img/grandma3/2-4/macos-20_26_battery_options-976538.jpg) * Enable  **Slightly dim the display on battery**. * Enable **Prevent automatic sleeping on power adapter whe the display is off**. * Set **Wake for network acces** to\*\*\*\* Never. * Desable **Optimise video streaming while on battery**. ### Lock Screen [Section titled “Lock Screen”](#lock-screen) Open System Preferences, then click on  Lock Screen: ![](/img/grandma3/2-4/macos-2026_-20lock-20screen-5a309f.jpg) Set **Turn display off on power adapter when inactive** to Never. *** ## Apple® macOS® 10.15 (Catalina) [Section titled “Apple® macOS® 10.15 (Catalina)”](#apple-macos-1015-catalina) * Click Energy Saver in System Preferences. ![](/img/grandma3/2-4/img_mac_installer_2_v1-2-93b2c0.png) System Preferences ### Settings for Battery [Section titled “Settings for Battery”](#settings-for-battery) * Automatic graphics switching: Off * Turn display off after: Any time. * Put hard disks to sleep when possible: Off * Slightly dim the display while on battery power: Off * Enable power nap while on battery power: Off ![](/img/grandma3/2-4/img_mac_installer_4_v1-2-956111.png) Battery | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Working with grandMA3 onPC under MacOS® using only the battery would also require high performance settings. It is recommended to always connect the computer to the power supply. | ### Settings for Power Adapter [Section titled “Settings for Power Adapter”](#settings-for-power-adapter) * Automatic graphics switching: Off * Turn display off after: Never. * Prevent the computer from sleeping automatically when the display is off: On * Put hard disks to sleep when possible: Off * Wake for Wi-Fi network access: Off * Enable power nap while plugged into a power adapter: Off ![](/img/grandma3/2-4/img_mac_installer_3_v1-2-e2eae3.png) Power Adapter ***   ## Apple® macOS® 13 (Ventura) [Section titled “Apple® macOS® 13 (Ventura)”](#apple-macos-13-ventura) ### Settings for Battery [Section titled “Settings for Battery”](#settings-for-battery-1) 1. Click Battery in System Preferences, then click Options. ![](/img/grandma3/2-4/img_macosventura_optimize_v1-9_1-346033.png) Battery settings * Enable Power Nap: Never * Put hard disks to sleep when possible: Never * Wake for network access: Never * Automatic graphics switching: Off * Optimize video streaming while on battery: Off ### Settings for Display [Section titled “Settings for Display”](#settings-for-display) 1. Click Displays in System Preferences, then click Advanced. ![](/img/grandma3/2-4/img_macosventura_optimize_2_v1-9_1-cc4d3d.png) Display settings *  Slightly dim the display on battery: Off * Prevent automatic sleeping on power adapter when the display is off: On ### Lock Screen settings [Section titled “Lock Screen settings”](#lock-screen-settings) 1. Click Lock Screen in System Preferences. ![](/img/grandma3/2-4/img_macosventura_optimize_3_v1-9-de7e49.png) Lock Screen settings * Start Screen Saver when inactive: Any time * Turn display off on battery when inactive: Any time * Turn display off on power adapter when inactive: Never # Optimize Windows™® > Please refer to the system requirements topic to learn more about the computer specifications. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 onPC software is available for Windows™® and [macOS®](/grandma3/2-4/onpc_macos_installation/). | Please refer to the [system requirements topic](/grandma3/2-4/onpc_system_requirements/) to learn more about the computer specifications. For more information about the grandMA3 onPC app, the terminal app, and the different version icons, read the [Installation of grandMA3 onPC topic](/grandma3/2-4/onpc_windows_installation/). To run the grandMA3 onPC software even more efficiently, we recommend adjusting the following settings on your computer. *** ## Turn on High-Performance Power Plan [Section titled “Turn on High-Performance Power Plan”](#turn-on-high-performance-power-plan) To turn on the high-performance power plan: 1. Click the Start button. 2. Type Control Panel in the search bar. 3. In the search bar of the Control Panel, type power options. 4. Click Power Options. 5. Under Preferred plans, click High performance. ![](/img/grandma3/2-4/img_power_options_v1-1-df73b5.png) The high-performance power plan is turned on. *** ## Optimize High-Performance Power Options [Section titled “Optimize High-Performance Power Options”](#optimize-high-performance-power-options) * Turn off everything that can interrupt the grandMA3 onPC. To optimize the power options: 1. Click Change plan settings next to High performance ![](/img/grandma3/2-4/img_power_options2_v1-1-c11739.png) 2. For **Turn off the display**, choose Never. 3. For **Put the computer to sleep**, choose Never. ![](/img/grandma3/2-4/img_power_options3_v1-1-f70044.png) 4. Click Save changes. 5) Click Change advance power settings. ![](/img/grandma3/2-4/img_power_options4_v1-1-0c5900.png) 6. To set Turn off hard disk after to Never, delete the number in the field Setting (Minutes). 7. Click OK. The power options are optimized. *** ## Disable the Screen Saver [Section titled “Disable the Screen Saver”](#disable-the-screen-saver) To conserve the graphic card resources, disable the screen saver. 1. Open the Control Panel. 2. In the search box, type Screen Saver. 3. Click Change Screen Saver to open the menu. 4. In the Screen saver select (None). 5. Click OK. ![](/img/grandma3/2-4/img_power_options5_v1-1-4e4d98.png) The screen saver is disabled. *** ## System Requirement Warning [Section titled “System Requirement Warning”](#system-requirement-warning) When starting the grandMA3 onPC software, a warning pop-up may appear due to hardware performance. To suppress the system requirement pop-up, enable the Do not show this message again checkbox and then tap Yes. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Note that each time you update grandMA3 onPC for Windows™®, the system requirements pop-up will appear again. | ![Update this description text.](/img/grandma3/2-4/popup_windows_requirements-d5c3a7.png) System Requirement Warning An error pop-up may appear when starting the grandMA3 onPC software. ![Update this description text.](/img/grandma3/2-4/popup_windows_requirements_error_v2-2-94ef5f.png) System Requirement Error # System Requirements > If you would like to run grandMA3 on your PC, here is what it takes. If you would like to run grandMA3 on your PC, here is what it takes. | Type | Minimum | Recommended | | ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------------- | | Operating system | Windows® 10 64bit version 1803 or later, Windows® 11 64bit version 21H2 or later, Apple® macOS® Monterey (version 12) or later, Admin rights are required for all operating systems. | | | Processor | 6th Generation Intel® Core CPU™ processor-based platform or later with 4 or more cores and SSE 4.2 or comparable AMD® CPU, AVX2,  Apple® M1® SoC CPU with 8 or more cores or later. | | | RAM | 8 GB | 16 GB | | Hard disk | 32 GB of available space | type SSD | | Graphics card | Any graphic card with hardware acceleration, OpenGL 4.1 support, and 1024 MB VRAM, or Apple® M1® SoC GPU with 8 or more cores or later. | 4 096 MB VRAM 32 GB unified memory | | Resolution | 1 920 x 1 080 or higher. |   | | Network card | 1000BASE-T |   | Additional requirements: * To use the grandMA3 onPC in session with grandMA3 consoles, a minimum of 16 GB of RAM (24GB Unified Memory when using Apple® M1® SoC or later) is required. * To use the online help and download the latest version of grandMA3 onPC, make sure that you have internet access. * To save the software on a USB flash drive, use a USB 2.0 or 3.0 port. # onPC Terminal App > The terminal app can be used to connect to the same station or any other grandMA3 station inside your network with the command line or the system monitor of the The terminal app can be used to connect to the same station or any other grandMA3 station inside your network with the command line or the system monitor of the main app using the Terminal. * To monitor the software of a connected network station, start the terminal app. * To connect to the system monitor of a station in the network, enter: sysmon \[IP Address] ## grandMA3 Terminal App on Windows [Section titled “grandMA3 Terminal App on Windows”](#grandma3-terminal-app-on-windows) In Windows®, the grandMA3 Terminal app can be found in the start menu in the folder MA Lighting after the grandMA3 onPC software is installed: ![](/img/grandma3/2-4/window_terminal_app_windows_v1-5-fa4728.png) ## grandMA3 Terminal App on macOS [Section titled “grandMA3 Terminal App on macOS”](#grandma3-terminal-app-on-macos) In macOS®, click grandMA3 Terminal to start the grandMA3 Terminal after the granMA3 onPC software is installed: ![](/img/grandma3/2-4/window_terminal_app_macos_v1-5-2089ba.png) ### Example: [Section titled “Example:”](#example) 1. Open the grandMA3 Terminal app on the computer. 2. Enter sysmon 127.0.0.1 in the command section in the grandMA3 Terminal app. Press Enter. ![](/img/grandma3/2-4/image_terminal_app_sysmon-5c60cb.png) grandMA3 Terminal app with sysmon command 3. The terminal app is now connected to the system monitor of the grandMA3 onPC that is running on the same computer. # Windows™® Installation > To run the grandMA3 onPC software, copy and install the program files on your PC. To run the grandMA3 onPC software, copy and install the program files on your PC. The installation is possible in every root directory or in the **standard directory** “C:\Program Files\MALightingTechnology”. To download the grandMA3 software: 1. Go to \*\*. \*\* ![](/img/grandma3/2-4/img_downloads-085af3.png) Website malighting.com Downloads 2. Click **grandMA3** in the bar on the left. ![](/img/grandma3/2-4/img_downloads_2-7d0fe1.png) grandMA3 section 3. Click **Software + Release Notes** to find the latest software version. ![](/img/grandma3/2-4/img_downloads_3-4090f9.png) grandMA3 Software section 4. Click grandMA3 onPC Software x.x.x.x for Windows to download the desired installation package. The download process starts. *** * Extract the zip file. * Go to the subfolder “ma”. * Double-click the installation program grandMA3\_onPC-vx.x.x.x.exe. * Confirm with Execute.\ The installation program opens: ![](/img/grandma3/2-4/img_installer_5_v2-3-d141e4.png) * Click Next. The End User License Agreement (EULA) appears: ![](/img/grandma3/2-4/img_installer_6_v2-3-e220d4.png) * Click I Agree to accept the agreement. The Install Location window appears: ![](/img/grandma3/2-4/img_installer_7_v2-3-519eb9.png) * Watch out for the suggested directory and change it if you would like to do so. * The standard directory for the resources and user files is “C:\Program Files\MALightingTechnology”. * To learn more about the folder structure, read the [Folder Structure topic](/grandma3/2-4/fm_folder_structure/) in [File Management](/grandma3/2-4/file_management/). * To confirm the installation directory, click Install. * The program files are copied into the selected directory. ![](/img/grandma3/2-4/img_installer_9_v2-3-c82ceb.png) 1. To install a USB driver, connect a usb stick before the installation. 2. During the installation, a pop-up window appears asking to install an USB driver. Tap Install. 3. Click Next to finish the installation. ![](/img/grandma3/2-4/img_installer_8_v2-3-798352.png) At the end of the installation process, you can choose to set a link to the terminal app or not. ![](/img/grandma3/2-4/img_installer_1_v2-3-8068e3.png) It is disabled by default. Click the checkbox if you want to create a desktop link to the terminal app. ![](/img/grandma3/2-4/img_installer_4_v1-2-537bab.png) ## grandMA3 onPC for Windows [Section titled “grandMA3 onPC for Windows”](#grandma3-onpc-for-windows) As soon as the installation is finished, the MA icon appears on the desktop. If several versions of the software have been installed, several subfolders are created in the main folder “C:\ProgramData\MALightingTechnology”. The MA icon on the desktop will always link to the latest version: ![](/img/grandma3/2-4/img_installer_3_v1-2-57e687.png) This is the main app. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | grandMA3 onPC applications need to be run in administrator mode. For more information on how to force applications to run in administrator mode, see [Optimize Windows™®](/grandma3/2-4/onpc_optimize_windows/#h2_493540574). | # Align > A dedicated Align key, an Align Keyword, and an Align Bar can be created as a window. Align is accessible on the left side of the encoder bar. A dedicated Align key, an [Align Keyword](), and an **Align Bar** can be created as a window. Align is accessible on the left side of the encoder bar. Align is used to distribute attribute values between two or more values. There are five different align modes. Read about them below. This is a convenient window if align is used frequently. Read the descriptions below to understand the different modes. The default is a linear transition between the values, which can also be adjusted. There are four different **Align Transition** options: * **Linear** (default):\ Spreads the values with the same spacing. * **Sinus**:\ Spreads the values as if the fixtures were placed on a sine curve. The values themselves will not represent the sinus form. Depending on the Align mode, this results in smaller value gaps at the beginning and end of the range and larger gaps towards the center, or vice versa. * **Slow**:\ The gaps between the values will be small at the beginning of the range and increase toward the end. * **Fast**:\ The gaps between the values will be large at the beginning of the range and decrease toward the end. These can be accessed using the [AlignTransition keyword](/grandma3/2-4/keyword_aligntransition/), the **Align key**, or the **Align Bar**. The Align function can be used for different attributes. Dimmer, position, and color are the most common. The examples below use tilt or dimmer attributes. By default, the align mode is set to Off, and the transition is Linear. The result is that the encoder will adjust all the selected fixtures equally. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The selected order of the fixtures is important. The attribute will be adjusted proportionally to the selected order. | The align mode is active until a new attribute is adjusted. ## []()Align Bar [Section titled “Align Bar”](#align-bar) The **Align Bar Window** provides quick access to all align functions. It has both the align modes and the align transitions. It can be created like any other window using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). It is located in the More tab. ![](/img/grandma3/2-4/window_align_bar-bb1c0c.png)\ *Align Bar window* # Clone > Cloning can be used for the following occasions: Cloning can be used for the following occasions: * To clone data in the patch from existing fixtures to new fixtures, for example, if an additional truss is to be used in a rig on a stage. * To transfer attribute values from one fixture to another in the programmer. * To transfer values from one attribute to another attribute, for example, from Gobo1 to Gobo2. * To transfer values from fixtures to fixtures throughout the show file, including Sequences, Groups, Presets, Worlds, and Layouts.  Cloning can be triggered via the command line or a clone dialog in the user interface. For more information about the command line syntax, see [Clone Keyword](/grandma3/2-4/keyword_clone/). How to use the clone feature is described in the following topics. # Use Clone to Transfer Values ## Subtopics [Section titled “Subtopics”](#subtopics) * [Operate Fixtures](/grandma3/2-4/operate_fixtures/) * [Clone](/grandma3/2-4/operate_clone/) * [Clone](/grandma3/2-4/operate_clone/) * [Clone Keyword](/grandma3/2-4/keyword_clone/) * [Cloning Show Data](/grandma3/2-4/operate_clone_overlay/) * [At Filter](/grandma3/2-4/worldfilter_at_filter/) * [Filters](/grandma3/2-4/worldfilter/) * [/MergeLowPriority Option Keyword](/grandma3/2-4/ok_mergelowpriority/) * [/MergeHighPriority Option Keyword.](/grandma3/2-4/ok_mergehightpriority/) * [/Overwrite Option Keyword.](/grandma3/2-4/ok_overwrite/) * [Select Fixtures](/grandma3/2-4/operate_select_fixtures/) * [Gestures](/grandma3/2-4/ws_gestures/) # Clone Fixtures in the Patch > The cloning feature is a useful tool for duplicating existing fixtures and their data to new fixtures in the Patch menu for immediate use. The copy-and-paste fu The cloning feature is a useful tool for duplicating existing fixtures and their data to new fixtures in the Patch menu for immediate use. The copy-and-paste functions automatically create a complete clone of the show data for the corresponding fixtures. The following topics offer additional information: * For general information about cloning, see [Clone Function](/grandma3/2-4/operate_clone/). * To understand the Patch menu, see [Patch and Fixture Setup](/grandma3/2-4/patch/) and [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). * To position fixtures in the 3D viewer, see [Position Fixtures in the 3D Space](/grandma3/2-4/patch_position_fixtures/). Take a look at the following example to better understand cloning fixtures. *** #### Example of Cloning Fixtures in the Patch [Section titled “Example of Cloning Fixtures in the Patch”](#example-of-cloning-fixtures-in-the-patch) Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/904434044?title=0\&byline=0\&portrait=0\&color=ffeb0f) **Requirements:** * Load the grandMA3 demo show file and enter the Patch menu. # Using the Color Picker > The Color Picker is part of the Special Dialog window and can be selected by tapping on the left side of the window or via the window settings. For more informa The **Color Picker** is part of the Special Dialog window and can be selected by tapping on the left side of the window or via the window settings. For more information, see [Special Dialog](/grandma3/2-4/operate_special/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Color Picker windows in show files created in software version 1.9.7.0 or earlier are migrated to the Special Dialog window when the show file is loaded in software version 2.0 or later. | The Color picker can select a color in fixtures with a mixed color system or color wheel(s). The color picker provides convenient access to mix the desired color using several color mixing and selection options. The method is independent of the fixture’s color mix system (LED emitters or color subtraction) and color wheel. *** ## Open the Color Picker [Section titled “Open the Color Picker”](#open-the-color-picker) Open a Special Dialog window. See [Add window](/grandma3/2-4/wvm_add_window/). Tap Color on the left side of the window. RGB and HSB color space: Tap Color Space in the color picker’s title bar to switch the color picker’s color space. There are four options: * **Fixture Type**\*\*:\*\* The color space is defined by the emitters of the respective fixture type. * **Standard:** Plasa Standard E1.54 for Color Communication in Entertainment Lighting. * **Rec.2020:** ITU-R BT.2020 or\*\* \*\*Rec. 2020 is an audiovisual industry standard for ultra-high definition (UHDTV). * **Rec.709:** ITU-R BT 709 or Rec. 709 is an audiovisual industry standard for high definition (HDTV). *** Tap MA in the top left corner of the Special Dialog window to open the settings. ![Update this description text.](/img/grandma3/2-4/popup_color_picker_settings_v2-1-74aa4e.png) Special Dialog Window Settings - Color The Mode can be selected using the buttons in the title bar. This is a short description of the different modes. * **CIE:** A CIE color space area picker with Brightness, Quality, x, and y on-screen faders. * **HSB:** An HSB area with Brightness and Quality on-screen faders. * **Fader:** On-screen faders to adjust RGB, CMY, HSB, Brightness, and Quality. * **Book:** This is a swatch book with colors from different gel manufacturers. Tap Edit Title Bar to define which buttons appear in the color picker window’s title bar. ![Update this description text.](/img/grandma3/2-4/window_color_picker_title_bar_v2-1-b3ae66.png) Special Dialog Window Settings - Edit Title Bar *** ## Quality [Section titled “Quality”](#quality) The Q fader, or Quality fader, is available when the fixtures have a color-mixing system with more than three colors. It controls how the colors are mixed.\ Q at 100 results in small-band mixing (the specialized emitters are used). 0% results in a broadband mix. That uses as many emitters as possible to mix the color. CIE ![](/img/grandma3/2-4/window_special-dialog_collor-picker_cie-20v2-0-90a2f7.png)\ *Special Dialog - Color Picker CIE mode* The CIE (Commission Internationale de l’éclairage) standard uses a figure depicting the visible spectrum.  The RGB triangle shows the colors that the specific fixture can mix. Requirements: Fixtures with color attributes are selected. * To select a color, tap inside this area. If the fixture has more than three mixing colors, the shaded part will become smaller. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The [Align](/grandma3/2-4/operate_align/) function can be used together with the color picker. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/944470549?title=0\&byline=0\&portrait=0\&color=ffeb0f) The color picker offers the Constant Brightness Mode, which can be enabled by tapping Constant Brightness in the title bar. The default setting is off. If Constant Brightness is disabled, the selected color is mixed with maximum brightness when the brightness fader is set to 100%. In this case, the fixture’s output intensity is not kept constant but changes with the color. If the constant brightness mode is enabled, the maximum overall brightness is limited to the darkest emitter’s brightness. Changing the color in constant-brightness mode does not change the fixture’s output intensity.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When enabling the constant brightness mode while the brightness fader is positioned above the constant brightness color mixing range, the CONST B fader turns red, indicating a value > 100 %. The fader must be set to <= 100 % to ensure constant brightness when mixing colors. | | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Color mixing and constant brightness mode work better the more accurate the emitter data for the fixture type is. | Except for the Fixture Type color space, the gamut of the selected color space is displayed in the CIE color picker with a white line. The shaded area only depends on the fixture’s emitters. It does not change with the Color Space (only the small white triangle changes with the selected color space). Color mixing in the RGB tab and the HSB Color Picker depends on the color coordinates of the RGB primaries of the selected color space. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If a color is picked in the CIE Color picker outside of the gamut of the selected color space, the faders in the RGB tab will show values below 0% or above 100%.  | The CIE Color Picker displays the spectral profile (or **curve**) at a specific temperature corresponding to a specific peak wavelength and vice versa. As the temperature of the black body increases, the peak wavelength decreases (Wien’s Law). The intensity (or flux) at all wavelengths increases as the temperature of the black body increases. That is what we call the **black body curve**. *** ## HSB Field [Section titled “HSB Field”](#hsb-field) Tap the HSB field symbol in the title bar to adjust the color mix, also known as a Color Picker. Here, you can tap a color in the HSB field. The x-axis (left/right) is the Hue value. The y-axis (up/down) is the Saturation value, and Brightness is the B-fader on the right side. ![](/img/grandma3/2-4/window_special-dialog_collor-picker_hsb-20v2-0-8f779e.png)\ *Special Dialog - Color Picker HSB mode* *** Fader On-screen RGB, CMY, HSB, Brightness, and Quality faders. # Encoder Resolution > Sometimes precise handling is required, and you may want to change an encoder's resolution. Sometimes precise handling is required, and you may want to change an encoder’s resolution. The default encoder resolution of attributes can be defined from the user configuration menu: 1. ​Press Menu, tap Settings, and tap User Configuration. The user configuration menu opens. 2. On the left side of the window, tap Profiles. 3. Select the **Profile** to be edited. 4. Tap Edit Encoder Bar at the bottom of the window, and the User Attribute Preferences menu opens: ![](/img/grandma3/2-4/window_user_attribute_peeferences-9c4c90.png) The encoder resolution can be changed directly on the encoder. For more information, see [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). To do so: 1. Press and hold MA, this will display the possible resolutions in the channel function area of each encoder. 2. The resolution can be changed for a single feature or a feature group. To toggle between the two options, hold MA and tap Link Resolution.\*\* \*\*Then tap the resolution area of an encoder; the encoder’s selected resolution will change to the next resolution. Read about in [Feature Group](/grandma3/2-4/patch_attribute_feature_group/) and [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/). 3. When the desired resolution is selected, release MA. ![](/img/grandma3/2-4/window_encoder_bar_resolution-e5c180.png)\ *Encoder bar attribute resolution* | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | - For one rotation, an encoder has 24 clicks. - 5 rotations of an encoder are needed to cross the whole range of the attribute from its minimum to maximum. | The possible resolutions are: 1. **Coarse**: One encoder turn click will change the value depending on the readout: * Percent: 1 * PercentFine: 1 * Physical: (MaxValue-MinValue)/ (24\*5)\ When multiple fixture types are selected, the smallest physical range among them is used to determine the size of one click. This allows the same value to change when, for example, the tilt encoder is turned. * Dec8: 255/(24\*5), therefore 1 click equals 2.125 * Dec16: 65 535/(24\*5), therefore 1 click equals 546.125 * Dec24: 1 677 216/(24\*5), therefore 1 click equals 13 976.8 * Hex8: 255 (=FF)/(24\*5), therefore 1 click equals 2.125 * Hex16: 65 535 (FFFF)/(24\*5), therefore 1 click equals 546.125 * Hex24: 1 677 216 (=FFFFFF)/(24\*5), therefore 1 click equals 13 976. 2. **Fine**: Fine has a 10x finer resolution than coarse. 3. **Increment**: When the resolution is set to Increment, a single encoder turn click changes the lowest digit of the displayed readout. 4. **Native**: The value Layers absolute and relative offer this mode, which directly accesses the smallest possible change in the parameter resolution. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When Native mode is selected, if a dimmer channel is based on 8/16/24 bit, one encoder turn always results in a one-digit change in DMX output. |  An encoder displays the current resolution in the center of the encoder symbol within the encoder bar: ![](/img/grandma3/2-4/img_encoder_resolution_coarse_v1-5_1-b9827b.png) Encoder resolution coarse ![](/img/grandma3/2-4/window_encoder_fine_1-46d8ee.png) Encoder resolution fine ![](/img/grandma3/2-4/img_encoder_resolution_increment_v1-5_1-69f85e.png) Encoder resolution increment ![](/img/grandma3/2-4/window_encoder_native_1-8c115a.png) Encoder resolution native Furthermore, the factors of value change between turning the inner encoder and all other encoder actions can be defined. See [User Settings](/grandma3/2-4/user_settings/) for more information. All factors can be selected from a list of predefined factors: | Predefined Factors | Background Used Factors | | ------------------ | ----------------------- | | Div50 | 0.02 | | Div25 | 0.04 | | Div10 | 0.1 | | Div5 | 0.2 | | Div2.55 | 0.39 | | Div2 | 0.5 | | One | 1 | | Mul2 | 2 | | Mul2.55 | 2.55 | | Mul5 | 5 | | Mul10 | 10 | | Mul25 | 25 | | Mul50 | 50 | | Disable | 0 | # Graphics > Graphics can be set for features and fixtures. Graphics can be set for features and fixtures. ### Feature Graphic [Section titled “Feature Graphic”](#feature-graphic) The attributes of the features **Dimmer**, **PanTilt**, **Gobo**, **RGB, and Color1** can have a small symbol displaying a graphic representation of the attribute values:  ![](/img/grandma3/2-4/window_feature_graphic-457194.png) * Tapping Feature Graphic in the Fixture Sheet settings window, the Content Sheet settings window and the Sequence Sheet settings window will show or hide these symbols in the corresponding sheet. ![](/img/grandma3/2-4/window_fixture_sheet_settings_v2-1-98194a.png) ### *** ### Fixture Graphic [Section titled “Fixture Graphic”](#fixture-graphic) A graphic representation of different output values can be displayed in all sheet modes except Channel Sheet Mode: ![](/img/grandma3/2-4/window_fixture_graphic-53c92b.png) Open the fixture sheet settings and tap Fixture Graphics. There are four values: 1. **None**: No icon will be displayed. 2. **Flip**: Only the flip indicator bar will be displayed. 3. **Simple**: A square icon will display the intensity and color output combination. 4. **Gobo**: The intensity, color output, and the used gobo are displayed. Only the gobo of one gobo wheel is displayed at a time. For example, when gobo 1 is set to open, gobo 2 is displayed. The flip indicator bar is visible except when **None** is selected. It is displayed as a vertical bar with a white rectangle. The rectangle’s position indicates the flip area (combination of pan and tilt values) where the fixture is located. More significant is the range of pan and tilt; the more combinations of pan and tilt are possible that point to the same position on stage. Tap Fixture Graphic Source to define which values to visualize. These are the different values: * **Auto**: The values are visualized according to the selected layer of the Layer Toolbar. * **Value**: The icon displays the output of the Absolute Layer and the Relative Layer. * **Output**: The values are visualized according to the Output Layer. * **DMX**: The values are visualized as the resulting DMX values. # Fixture Sheet > The fixture sheet lists all patched objects in the show file with assigned FIDs or CIDs. For more information, see Fixture Sheet Modes. This is usually every ob The fixture sheet lists all patched objects in the show file with assigned FIDs or CIDs. For more information, see [](/grandma3/2-4/patch/)[Fixture Sheet Modes](/grandma3/2-4/fixture-sheet-modes/). This is usually every object that needs to be controlled in the show. Read the [Patch and Fixture Setup](/grandma3/2-4/patch/) topic to learn how to add objects to the show. The fixture sheet is a window that can be created like any other window. For more information, see [Add Window](/grandma3/2-4/wvm_add_window/). Open the Add Window menu and tap Fixture Sheet under the Common tab. The fixture sheet opens: ![](/img/grandma3/2-4/window_fixture-sheet_absolute-mode-53e2ee.png)\ *Fixture sheet with layer toolbar enabled* Four fixture sheet modes are available: **Fixture**, **Channel**, **Dimmer+**, and **Sheet/Filter**. For more information, see [Fixture Sheet Modes](/grandma3/2-4/fixture-sheet-modes/). The layer toolbar gives quick access to all available layers. See [Programmer Layers](/grandma3/2-4/fixture-sheet-dmx-layer/) for more information. Filters, worlds, and the selection can be assigned to the fixture sheet. This will, for example, reduce the number of fixtures and/or attributes displayed on the sheet. Information about the filter is shown in the title bar. For more information, see [Create a World](/grandma3/2-4/worldfilter_world_create/) and [Create a Filter](/grandma3/2-4/worldfilter_filter_create/). # Operate Fixtures > When the fixtures are added and patched in the show, see Patch and Fixture Setup. The next step is to select and operate them. When the fixtures are added and patched in the show, see [Patch and Fixture Setup](/grandma3/2-4/patch/). The next step is to select and operate them. Different fixture types can perform different tasks. Most fixtures have some intensity control, but if it is a moving light, it will also have pan-and-tilt control. If the fixture can change color, it will have a color wheel, an RGB, a CMY, or a scroller. If it is a media server, there are many other settings to control, such as which clip to play. All these different control elements are referred to as [Attributes](/grandma3/2-4/patch_attribute_definitions/). | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Knowing the patched fixtures and their capabilities (attributes) is essential. Do not waste time trying to mix the perfect color if the fixture has a fixed color wheel. | To learn more about the fixture sheet and attributes, see [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) and [Attribute definitions](/grandma3/2-4/patch_attribute_definitions/). One of the primary ways to operate fixtures is via the [E](/grandma3/2-4/ws_encoder_bar/)[ncoder Bar](/grandma3/2-4/ws_encoder_bar/).  ![](/img/grandma3/2-4/window_encoder_bar-20v2-0-0-4-ed5604.png)\ *Encoder Bar* The **Encoder Bar** provides quick access to available attributes for the selected fixtures and can be customized. See [Encoder Bar Pool](/grandma3/2-4/ws_eb_encoder_pool/). The [Dual Encoders](/grandma3/2-4/do_control_encoder/) change function depending on the selected [Feature Group](/grandma3/2-4/ws_eb_feature_group_control_bar/), for instance, Position.  There is a window for color and shapers control, the [S](/grandma3/2-4/operate_special/)[pecial Dialog](/grandma3/2-4/operate_special/). It is an excellent tool for selecting a color independently of the fixture’s color system. The [Smart View](/grandma3/2-4/operate_smart/) provides quick access to fixture-defined values. For instance, most fixtures with a gobo wheel display information on the required value to select the gobo slots. ### Dimmer [Section titled “Dimmer”](#dimmer) Dimmer is a universal attribute because most fixtures provide some form of intensity control. There are many ways to set the dimmer value on selected fixtures. Here are some of them: * Use the level wheel to set the value. * Use the numeric keys to set a specific value, for example, At 3 0 Please. * Press Full to give the fixture 100% intensity. * Select **Dimmer** in the encoder bar and use the dual encoders to set a value. * Select **Dimmer** in the encoder bar and press on the inner ring of the dual encoder to open the [calculator](/grandma3/2-4/ws_calculator/). Use this to set a specific value. * Tap and hold a cell in the fixture sheet under the **Dimmer** column to open the calculator and set a value. * Use a dimmer preset. * Enter the **Normal Value** by pressing At At. See [User Settings](/grandma3/2-4/user_settings/). Subtopics * [Align](/grandma3/2-4/operate_align/) * [Select Fixtures](/grandma3/2-4/operate_select_fixtures/) * [Graphics](/grandma3/2-4/operate_fixture_graphic/) * [Encoder Resolution](/grandma3/2-4/operate_encoder_resolution_multiplier/) * [Parent Child Fixture Behavior](/grandma3/2-4/parent-child-fixture/) * [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) * [Selection Bar](/grandma3/2-4/operate_selection_bar/) * [The Programmer](/grandma3/2-4/operate_programmer/) * [Clone](/grandma3/2-4/operate_clone/) * [Special Dialog](/grandma3/2-4/operate_special/) * [Gels Pool](/grandma3/2-4/operate_gel_pool/) * [sMArt](/grandma3/2-4/operate_smart/) * [Selection Grid](/grandma3/2-4/operate_selection/) # Gels Pool > The Gels Pool displays manufacturers and their corresponding gel series. Each gel series has different amounts of gel in its pool. Manufacturer gel pools are lo The Gels Pool displays manufacturers and their corresponding gel series. Each gel series has different amounts of gel in its pool. Manufacturer gel pools are locked by default. Gels can be added and edited in a custom gel pool. For more general information about pools, see [Pool Windows](/grandma3/2-4/wvm_pool/). * If you want to know about the gel keyword, see [Gel Keyword](/grandma3/2-4/keyword_gel/). * The Color Picker uses a Book list with many filter options for gels. See [Using the Color Picker](/grandma3/2-4/operate_color_picker/) for more information. Each gel in the manufacturer’s pool displays: 1. Gel name. 2. Key catalog number. 3. Appearance. ![Update this description text.](/img/grandma3/2-4/window_pools_gels_v2-1-f352dd.png) Gels Pool To open the Gels Pool: * Tap Pools and Gels in the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). To select a specific manufacturer’s catalog: 1. Tap \ under the MA Logo in the top left corner. A dropdown menu opens. 2. Select a manufacturer. The dropdown menu closes, and the corresponding gel pool is shown in the Gel Window. *** Edit a Gel Color The following video shows an example of editing a color using the Custom Gel Pool: [Vimeo video](https://player.vimeo.com/video/1026121766?title=0\&byline=0\&portrait=0\&color=ffeb0f) Press Edit and tap a gel pool object to open the gel editor. The Gel Editor is divided into two areas, the **Label** area (left) and the **Gel** area (right). ![Update this description text.](/img/grandma3/2-4/popup_editgel_v2-2-0ef3c9.png) Gels Pool - Editor To edit the gel color to green: 1. Tap Color. The color editor opens.  2. Set the RGB faders to **000/100/000**. The color has changed to green. ![Update this description text.](/img/grandma3/2-4/popup_colorgel_scaled_v2-2-f727c1.png) Gels Pool - Color Editor 3. Tap Ok. The editor closes, and the gel color has changed. *** Custom Gel Pool The Custom Gel Pool lets you store gels however you prefer. In the custom gel pool, you can create your own gels or copy from existing manufacturer gel pools. To copy gels in the custom gel pool: 1. Open a manufacturer gel pool and a custom pool next to each other. 2. Use the copy function in the swipey command on the manufacturer’s gel to be copied. For more information, see Swipey Commands in [Pool Windows](/grandma3/2-4/wvm_pool/). 3. Tap an empty object in the custom gel pool, and the gel is copied into it. To edit a gel in the custom pool: 1. Do the Swipey Command on the corresponding gel pool.  2. Swipe to Edit. The editor opens. 3. Edit the pool object.  4. Tap X. The editor closes, and the gel has been edited. To store the color of the last selected fixture as a new gel pool object: 1. Open the Custom gel pool. 2. Press Store and then tap an empty pool object in the gel pool. The color is stored as a new gel pool object. The pop-up closes and the gel is stored. *** Gels Pool Settings To open the Pool settings, tap MA in the top left corner. The Pool Settings pop-up opens. * **Show Empty**: This toggle button can hide or show empty pool objects. * **Appearance**: This sets which appearance is applied behind the pool objects. * **Pool Columns**: This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-4/icon_pool-limited_12_v2-0-71e0d7.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Font Size**: This sets the font size property from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **Pool Color**: This is the color for the title button in the pool. * **Empty Color**: This color is applied to empty pool objects. * **Reset Colors**: This resets the colors to the colors in the default color theme. # The Programmer > The programmer is a temporary memory location where edited values are placed. The values can then be stored or released. The programmer is a temporary memory location where edited values are placed. The values can then be stored or released. Every user profile has a programmer. The programmer has three levels: * Selected fixture * Active programmer values * Deactivated programmer values The programmer’s values usually affect the system’s output. However, there is a [Blind](/grandma3/2-4/keyword_blind/) function that allows hiding the programmer’s values from the output. Selected fixtures will be affected by encoder input or command line entries. For example: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 At Preset 2.1 | For more information, see [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). Active and deactivated programmer values can affect the output, but only active values will be stored. For more information, see [Store Options](/grandma3/2-4/cue_store_settings_preferences/).  Selected fixtures can be identified by a yellow name and ID text. The Fixture Sheet colors for active attribute layers are explained in detail in the [System Colors](/grandma3/2-4/ws_colors_system/) topic.  ![](/img/grandma3/2-4/window_fixture-sheet_example-09f522.png)\ *Values in programmer* # Select Fixtures > First, fixtures must be selected to operate and change attribute values (for example, dimmer, pan, tilt, or zoom). First, fixtures must be selected to operate and change attribute values (for example, dimmer, pan, tilt, or zoom). To select fixtures, use one of the following methods: * Type the fixture ID in the command line using the numeric keys. * Tap at the fixtures in a [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/). * Draw a lasso around the fixtures in the [3D Viewer](/grandma3/2-4/patch_3d_viewer/). * Tap a Group Pool object. See [Create Groups](/grandma3/2-4/group_create/). * Tap a Preset Pool object. See [Create New Presets](/grandma3/2-4/presets_create/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See the [System Colors](/grandma3/2-4/ws_colors_system/) topic to learn more about the font colors used when selecting or deselecting fixtures in the fixture sheet. | *** ## Examples [Section titled “Examples”](#examples) Requirements: * 10 patched fixtures. See [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). * A fixture sheet window is open.    To select fixtures 1 thru 5, press the following hardkeys on the console or use the command section menu ![](/img/grandma3/2-4/icon_command_section-562fd8.png) : Fixture 1 Thru 5 Please This command is visible in the command line input: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 5 | Fixtures 1 thru 5 are selected. The five selected fixtures are in a yellow font in the Fixture Sheet window: ![](/img/grandma3/2-4/window_fixture_selection_example-793f65.png) *** To exclude fixtures from a selection, for example, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 10 - 6 Thru 8 | Fixtures 1 to 5 are selected, 6 to 8 are deselected, and 9 and 10 are selected: ![](/img/grandma3/2-4/window_fisture_selection_example-2-117075.png) *** To make the same selection of fixtures as shown in the example above, using a different syntax, type: | | | | ------------------------------------------------------------------ | ------------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 5 + 9 Thru 10 |  To select fixtures in two commands, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1 Thru 5 | | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 9 + 10 | To select fixtures 9 and 10 in the example above, use + or Thru. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Some keys are used to navigate the fixture sub-selection within the [MAtricks](/grandma3/2-4/matricks/) function. The keys have an on-screen version called the [Selection Bar,](/grandma3/2-4/operate_selection_bar/) which can also be used to select fixtures. |   ## Recursive Selection of Fixtures [Section titled “Recursive Selection of Fixtures”](#recursive-selection-of-fixtures) Some fixtures have multiple subfixtures. The following examples demonstrate how to select fixtures and their subfixtures in various orders and hierarchies using an additional dot (.) character. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | See the [First Patch](/grandma3/2-4/qsg_first_patch/) topic in the [Quick Start Guide](/grandma3/2-4/qsg/) to learn more about subfixtures. | Requirement for this example: * 10 Ayrton Alienpix - RS Ex 16-bit patched. See [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). * Fixtures are numbered from 301 to 310. * A fixture sheet window is open. To select fixture 301, type: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 301 | Only the main fixture is selected. * A dot (.) can be added to the main fixture’s selection syntax to select all subfixtures quickly. To select fixture 301 and all its subfixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 301. | ![](/img/grandma3/2-4/window_recursive_selection_1-23f0c7.png) All AlienPix (fixtures and subfixtures) are selected. To select the main fixtures and all subfixtures of fixtures 301 thru 303, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 301 Thru 303. | ![](/img/grandma3/2-4/window_recursive_selection_2-0b8f80.png) All AlienPix ( fixtures and subfixtures) are selected. * The dot selects the subfixtures downwards from the specified level. Therefore, selecting only the pixels of an AlienPix is also possible. To select all pixels of an AlienPix, type: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 301.1. Thru | ![](/img/grandma3/2-4/window_recursive_selection_3-eb52de.png) All pixels of an AlienPix are selected. To select pixels of an AlienPix in particular, type: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 301.1. Thru 4 + 6 | ![](/img/grandma3/2-4/window_recursive_selection_4-bfc13f.png) Particular selection of pixels. *** ## General Fixture Selection [Section titled “General Fixture Selection”](#general-fixture-selection) To select all fixtures and subfixtures, type: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture Thru . | To select all parents of all fixtures, type: | | | | ------------------------------------------------------------------ | -------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture Thru | # Selection Grid > Fixtures can have information about their position in a 3D selection grid. Fixtures can have information about their position in a 3D selection grid. Each fixture is represented by a box in the grid, which establishes the spatial relationships between fixtures for use with MAtricks, phasers, selection order, and effects.  The grid organizes the fixtures relative to each other, but not necessarily their positions in the 3D Viewer. Tap ![](/img/grandma3/2-4/icon_3d_selgrid-376363.png) in the 3D Viewer toolbar to apply the current selection in 3D perspective to the selection grid. See [3D Viewer](/grandma3/2-4/patch_3d_viewer/) for more information. Tap a space on one of the screens to add the **Selection Grid** window. See [Add Window](/grandma3/2-4/wvm_add_window/). ## Adjust the Selection Grid [Section titled “Adjust the Selection Grid”](#adjust-the-selection-grid) The grid can be rotated by pressing the window with a single finger and moving the finger around the screen. The grid can be zoomed using a pinch gesture with two fingers on a touchscreen or by scrolling the wheel on a mouse. The grid can be moved by touching the screen with two fingers and dragging them across it. Alternatively, you can move it with the mouse by holding down the right mouse button while moving it. ### Grid Cursor [Section titled “Grid Cursor”](#grid-cursor) Fixtures are positioned based on the grid cursor’s position, which is the blue cell. The grid origin, 0/0/0, is marked with a white frame. ![](/img/grandma3/2-4/window_selection-grid_v1-9-222-6-6d9d85.png)\ *Selection Grid window* When a cell other than the origin 0/0/0 is selected, Preserve GridPositions in the title bar will be enabled. When it’s disabled, all gaps and offsets to the origin will be removed.\ The state of Preserve GridPosition can be recalled if it is disabled before storing the selection into an object. When selecting fixtures, the Move Grid Cursor setting in the title bar will work as specified in the user profile. For more information, see [User Settings](/grandma3/2-4/user_settings/). These are the three modes for the Move Grid Cursor. After a selection is made: 1. **None**: The cursor will stay at its position when the selection is made. 2. **Append X**: The Cursor will move to the next available X-axis cell on the grid. 3. **Newline**: The cursor moves to X=0 on the following line. Small icons in the upper left corner of the Selection button in the encoder bar display the used axes and the selected Move Grid Cursor  setting: * ![](/img/grandma3/2-4/icon_axis_x_15_v3-2-4-7d227f.png):  x-axis * ![](/img/grandma3/2-4/icon_axis_y_15_v3-2-4-1bd3a4.png): y-axis * ![](/img/grandma3/2-4/icon_axis_z_15_v3-2-4-5590ee.png): z-axis * ![](/img/grandma3/2-4/icon_cursor_none_15_v3-2-4-f957db.png) : None * ![](/img/grandma3/2-4/icon_cursor_appendx_15_v3-2-4-8fa29c.png) : Append X * ![](/img/grandma3/2-4/icon_cursor_newline_15_v3-2-4-2ed933.png) : Newline Tapping the Selection button in the encoder bar opens a temporary selection grid window. Tap\*\* ![](/img/grandma3/2-4/icon_show_grid_15px-e46475.png) \*\*in the title bar to toggle the grid’s visibility. When tapping in the title bar\*\*, ![](/img/grandma3/2-4/icon_fit-15_v0-9-484448.png) \*\*the window is reset to fit all the fixtures and the grid cursor in the selection grid window. *** Tap the MA logo on the left side of the Selection Grid window’s title bar to open the **Selection Grid Window Settings**. ![](/img/grandma3/2-4/window_selection_grid_settings-b52fa1.png)\ *Selection Grid Window Settings* Buttons in the display column: # Selection Bar > The Selection Bar is a toolbar that provides access to some of the most commonly used hard keys for selecting fixtures. The Selection Bar is a toolbar that provides access to some of the most commonly used hard keys for selecting fixtures. It is a window that can be created like any other. Learn how in the [Add Windows topic](/grandma3/2-4/wvm_add_window/). It is found in the **More** tab. ![](/img/grandma3/2-4/window_selection-bar_v1-9-3-78618b.png) \_Selection Bar \_ This window can be half the field height. ![](/img/grandma3/2-4/window_selection_bar_half_height-2baa79.png) To change the appearance, tap the MA logo in the title bar. There are four buttons in the Selection Bar: * [Previous](/grandma3/2-4/key_prev/) - Select the previous fixture. * [Set](/grandma3/2-4/key_set/) - Resets the MAtricks. * [Next](/grandma3/2-4/key_next/) - Select the next fixture. * [Full](/grandma3/2-4/key_full/) - Sets the selected fixtures to full intensity on the dimmer. These soft keys behave just like the hard keys. Follow the links to learn about them. They are also handy when working with [MAtricks](/grandma3/2-4/matricks/). # Using the Shapers Dialog > The Shapers dialog, part of the Special Dialog window, provides a graphical user interface for controlling shaper attributes in fixtures. The values that are us The Shapers dialog, part of the Special Dialog window, provides a graphical user interface for controlling shaper attributes in fixtures. The values that are used to visualize the shapers come from the DMX layer. For more information, see [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) and [Layouts](/grandma3/2-4/layouts/). Watch the following video to get an overview of the Shapers dialog feature. [Vimeo video](https://player.vimeo.com/video/904394004?title=0\&byline=0\&portrait=0\&color=ffeb0f)                                                              **Requirements:** * A fixture type with a shaper is selected in the programmer, for example, Ayrton Eurus. For more information, see [Import Fixture Types](/grandma3/2-4/ft_import/) and [What is the Programmer](/grandma3/2-4/operate_programmer/). To open the Shapers Dialog window: 1. Open the Add Window dialog. 2. Tap Common and Special Dialog. The Special Dialog window opens. 3. Tap the Shapers tab on the left. The Shapers dialog opens. ![Shapers Dialog window is open](/img/grandma3/2-4/window_shapers_dialog_1_v2-2-eebce3.png) *Shapers Dialog window* The title bar of the Shapers Dialog provides some options for controlling blades and shapers of fixtures. For more information, see [Title Bar Configuration](/grandma3/2-4/wvm_title_bar_configuration/). * Tapping Reset Shaper resets blades and rotation. Tapping Reset Blades resets only the blades. * Use the POV fader to manually rotate the Point of View (POV) to match the real-life fixture orientation. * To\*\* \*\*change the number of displayed faders, tap Mini Faders in the title bar. * None: No faders are displayed. * Full: The faders for blades and rotation are displayed depending on the value of Control. * Blades: The faders for blades are displayed depending on the value of Control. * Rotation: A fader for the shaper rotation is displayed. - Tap\*\*\*\* Link in the title bar to\*\* **define how the movement of one or more blades works together.** \*\* * None: Each blade can be controlled individually. * All: Moving one blade moves all other blades proportionally. * Parallel: Moving one blade will also move the opposite blade. * Mirrored: Moving one blade will mirror the opposite blade. - To\*\* \*\*change the control mode, tap Control in the title bar. The Shaper Encoder Bar also follows the control selection. See below.  * Ins+Rot: The depth of insertion (1-4 -“I”) and the blade rotation (1-4-”R”) can be defined. * A+B: The blade corners (A,B) can be defined. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The software converts different types of shaper engines to the correct DMX values, allowing all modes to be used regardless of the fixture type. Blade misconfigurations are shown in the [Conflicts in Fixture Types](/grandma3/2-4/ft_conflicts_in_fixture_types/). | # sMArt > The sMArtindow is a dynamic pool that gives quick access to fixture-defined channel sets. The channel sets are a part of the fixture types. Depending on the fix The **sMArt** window is a dynamic pool that gives quick access to fixture-defined channel sets. The channel sets are a part of the fixture types. Depending on the fixture selection and the selected attribute in the encoder bar, the pool objects in the sMArt window will change. Each pool object represents a channel set defined in the fixture profile. See also, [Build Fixture Types](/grandma3/2-4/ft_build/), [Create Presets from Fixture Types](/grandma3/2-4/sc_autocreate_groups/), and [Store Presets to Fixture Types](/grandma3/2-4/sc_fixture_type_presets/). To open the window, use the [Add Windows](/grandma3/2-4/wvm_add_window/) pop-up, tap Tools, then sMArt, and the window opens: ![](/img/grandma3/2-4/window_smart_v2-4-1-6-5b6f53.png) *Smart Window showing a gobo wheel* * Select some fixtures, and the sMArt window could look like this: ![](/img/grandma3/2-4/window_smart-view_example-1-68db77.png) Tapping an object in the sMArt window will enter the corresponding value into the programmer. The bottom of the sMArt window shows the attribute selection bar. This makes it easy to select the desired attribute in the currently selected feature group. The example above shows the **Gobo** feature group, the selected **Gobo Wheel 1** (G1) attribute, and the other attributes for the **Gobo** feature group, G1<>, Anim 1, and Anim Pos. Tap the MA logo in the top-left corner of the window to open the sMArt Window Settings. For more information, see the [Pool Settings](/grandma3/2-4/wvm_settings/#pool_settings). ### Edit sMArt Object [Section titled “Edit sMArt Object”](#edit-smart-object) To edit the channel set values for a corresponding pool object: 1. Select a fixture. 2. Press Edit and tap a pool object or use the Swipey command. The Edit Fixture Type window opens: ![](/img/grandma3/2-4/window_edit_smart_object-d738d2.png) 1. Enable Settings in the title bar, then change the values. For more information, see [Insert DMX Modes and DMX Channels](/grandma3/2-4/ft_insert_dmx/). 2. Tap ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png) to close the editor. The channel set values are changed. # Special Dialog > The Special Dialog window provides a user-friendly way to control attributes within a feature group in a single window. These attribute functions can be accesse The Special Dialog window provides a user-friendly way to control attributes within a feature group in a single window. These attribute functions can be accessed through different tabs in the Special Dialog window. To learn more about attributes and feature groups, see [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/) and [Feature Group](/grandma3/2-4/patch_attribute_feature_group/). The Special Dialog window can be found in the Add Window dialog -  Common / Tools - Special Dialog. For more information about adding windows, see [Add Window](/grandma3/2-4/wvm_add_window/). *** Tab on the following video to get an overview of the Special Dialog and the Settings. [Vimeo video](https://player.vimeo.com/video/904401740?title=0\&byline=0\&portrait=0\&color=ffeb0f) The Color tab and the Shapers tab on the left side of the Special Dialog window can be used to switch between the different functions. In the Special Window settings, these tabs can be shown or hidden by toggling Tabs. For more information about window settings in general, see [Window settings](/grandma3/2-4/wvm_settings/). ![](/img/grandma3/2-4/window_special_dialog-97ec9b.jpg)\ *Special dialog window with color mode* The Special Window settings are separated into three tabs: Display, Color, and Shapers. #### Display Settings [Section titled “Display Settings”](#display-settings) * Tabs\*\*:\*\* Enables/disables the tabs on the left side of the Special Dialog window. * Tab\*\*:\*\* Tap to switch between the different Special dialog windows. * Link Encoder Bank\*\*:\*\* Links an encoder bank to a specific Special Dialog window. ![](/img/grandma3/2-4/popup_special_dialog_settings_v2-1-d5e543.png) | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Pressing MA in the title bar opens the settings of the currently open tab. | To learn more about the specific functions of the Special Dialog window, read the following topics. Subtopics * [Using the Color Picker](/grandma3/2-4/operate_color_picker/) * [Using the Shapers Dialog](/grandma3/2-4/operate_shapers/) # Option Keywords > Option keywords can be seen as temporary filters in commands. You can use them to define your command in an even more detailed manner. Option keywords can be seen as temporary filters in commands. You can use them to define your command in an even more detailed manner. The result is always a single event – that is, it will not be set permanently as it is the case with settings for example. ## Subtopics [Section titled “Subtopics”](#subtopics) * [/Active](/grandma3/2-4/ok_active/) * [/ActiveForSelected](/grandma3/2-4/ok_activeforselected/) * [/AddNewContent](/grandma3/2-4/ok_addnewcontent/) * [/All](/grandma3/2-4/ok_all/) * [/AllForSelected](/grandma3/2-4/ok_allforselected/) * [/Ask](/grandma3/2-4/ok_ask/) * [/Auto](/grandma3/2-4/ok_auto/) * [/Async](/grandma3/2-4/ok_async/) * [/ChannelSet](/grandma3/2-4/ok_channelset/) * [/AutoFit](/grandma3/2-4/ok_autofit/) * [/CopyCueDestination](/grandma3/2-4/ok_copycuedestination/) * [/AutoStart](/grandma3/2-4/ok_autostart/) * [/CopyCueSource](/grandma3/2-4/ok_copycuesource/) * [/CreateReferenceObject](/grandma3/2-4/ok_createrefernceobject/) * [/CreateSecondCue](/grandma3/2-4/ok_createsecondcue/) * [/CueOnly](/grandma3/2-4/ok_cueonly/) * [/Date](/grandma3/2-4/ok_date/) * [/Default](/grandma3/2-4/ok_default/) * [/DiscardChanges](/grandma3/2-4/ok_discardchanges/) * [/DMX](/grandma3/2-4/ok_dmx/) * [/DMXProtocols](/grandma3/2-4/ok_dmxprotocols/) * [/Embed](/grandma3/2-4/ok_embed/) * [/Enumerate](/grandma3/2-4/ok_enumerate/) * [/File](/grandma3/2-4/ok_file/) * [/ForceGlobal](/grandma3/2-4/ok_forceglobal/) * [/GDTF](/grandma3/2-4/ok_gdtf/) * [/Gaps](/grandma3/2-4/ok_gaps/) * [/Global](/grandma3/2-4/ok_global/) * [/ForceUniversal](/grandma3/2-4/ok_forceuniversal/) * [/GridMergeMode](/grandma3/2-4/ok_gridmergemode/) * [/Indirect](/grandma3/2-4/ok_indirect/) * [/InputFilter](/grandma3/2-4/ok_inputfilter/) * [/HighPrecision](/grandma3/2-4/ok_highprecision/) * [/KeepActivation](/grandma3/2-4/ok_keepactivation/) * [/Limit](/grandma3/2-4/ok_limit/) * [/LocalSettings](/grandma3/2-4/ok_localsettings/) * [/Look](/grandma3/2-4/ok_look/) * [/MAtricks](/grandma3/2-4/ok_matricks/) * [/Merge](/grandma3/2-4/ok_merge/) * [/MergeHighPriority](/grandma3/2-4/ok_mergehightpriority/) * [/MergeLowPriority](/grandma3/2-4/ok_mergelowpriority/) * [/MoveValues](/grandma3/2-4/ok_movevalues/) * [/MA](/grandma3/2-4/ok_ma/) * [/NoAutoClose](/grandma3/2-4/ok_noautoclose/) * [/NoConfirmation](/grandma3/2-4/ok_noconfirmation/) * [/MVR](/grandma3/2-4/ok_mvr/) * [/NDI](/grandma3/2-4/ok_ndi/) * [/NoDependencies](/grandma3/2-4/ok_nodependencies/) * [/NoOops](/grandma3/2-4/ok_nooops/) * [/NoRefresh](/grandma3/2-4/ok_norefresh/) * [/NoSave](/grandma3/2-4/ok_nosave/) * [/NoShowData](/grandma3/2-4/ok_noshowdata/) * [/NoSubfolders](/grandma3/2-4/ok_nosubfolders/) * [/OriginalContentOnly](/grandma3/2-4/ok_originalcontentonly/) * [/Output](/grandma3/2-4/ok_output/) * [/OutputStations](/grandma3/2-4/ok_outputstations/) * [/OddEven](/grandma3/2-4/ok_oddeven/) * [/Overwrite](/grandma3/2-4/ok_overwrite/) * [/PatchOffset](/grandma3/2-4/ok_patchoffset/) * [/Path](/grandma3/2-4/ok_path/) * [/PhaserData](/grandma3/2-4/ok_phaserdata/) * [/Programmer](/grandma3/2-4/ok_programmer/) * [/Release](/grandma3/2-4/ok_release/) * [/Remove](/grandma3/2-4/ok_remove/) * [/Recipe](/grandma3/2-4/ok_recipe/) * [/Save](/grandma3/2-4/ok_save/) * [/Screen](/grandma3/2-4/ok_screen/) * [/ScreenOnly](/grandma3/2-4/ok_screenonly/) * [/Selection](/grandma3/2-4/ok_selection/) * [/Selective](/grandma3/2-4/ok_selective/) * [/Single](/grandma3/2-4/ok_single/) * [/Sort](/grandma3/2-4/ok_sort/) * [/SubTab](/grandma3/2-4/ok_subtab/) * [/Recursive](/grandma3/2-4/ok_recursive/) * [/Tab](/grandma3/2-4/ok_tab/) * [/TrackingShield](/grandma3/2-4/ok_trackingshield/) * [/Type](/grandma3/2-4/ok_type/) * [/Universal](/grandma3/2-4/ok_universal/) * [/Wait](/grandma3/2-4/ok_wait/) * [/Wrap](/grandma3/2-4/ok_wrap/) * [/XResolution](/grandma3/2-4/ok_xresolution/) * [/YResolution](/grandma3/2-4/ok_yresolution/) * [/TransferProgrammer](/grandma3/2-4/ok_transferprogrammer/) * [/TransferSelection](/grandma3/2-4/ok_transferselection/) # Advanced Examples > The examples below are in addition to those in the OSC topic. The examples below are in addition to those in the [OSC topic](/grandma3/2-4/remote_inputs_osc/). ## Executor Control [Section titled “Executor Control”](#executor-control) For more information, see [Executor Control](/grandma3/2-4/remote_inputs_osc/#h3_977962818) in OSC. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If no EncoderLeft or EncoderRight function is assigned, the Encoder function is used. If an EncoderLeft or EncoderRight function is assigned, it overrides the Encoder function and the Encoder function is ignored.   | # Use Cases > The use of OSC in different situations is described in the following topics. The use of OSC in different situations is described in the following topics. ## Subtopics [Section titled “Subtopics”](#subtopics) * [TouchOSC](/grandma3/2-4/osc_touchosc/) * [QLab](/grandma3/2-4/osc_qlab/) * [Open Stage Control](/grandma3/2-4/osc_open_stage_control/) * [zactrack](/grandma3/2-4/osc_zactrack/) * [Protocol Viewer](/grandma3/2-4/osc_protocol_viewer/) # Open Stage Control > Open Stage Control is a free program for building a simple OSC interface. When you first open the program, the network configuration settings appear. Besides te [Open Stage Control](https://openstagecontrol.ammd.net/) is a free program for building a simple OSC interface. When you first open the program, the network configuration settings appear. Besides telling it which network interface to use on the computer, the only thing to fill in here is the port: ![](/img/grandma3/2-4/img_openstagecontrol_1_v1-5-ea92ee.png) This needs to match the port set on the corresponding OSCData line in the console. Port 8000 is the default. Afterwards, the Open Stage Control session can be started.   ### Fader [Section titled “Fader”](#fader) This example will control the fader for Executor 230 on Page 1: ![](/img/grandma3/2-4/img_openstagecontrol_2_v1-5-4ded68.png)   Notes: * Assumes the OSCData line on the console is configured with a “gma3” prefix. If the prefix is empty, this would just be /Page1/Fader230. * Assumes the “Page” and “Fader” cells on the OSCData line in the console are set to “Page” and “Fader” respectively (this is the default). * All of the settings in the picture above are at their defaults except for: * fader settings: range: change the ‘max’ to 100 instead of 1 * osc settings: address ### Executor button [Section titled “Executor button”](#executor-button) This example will press the button for Executor 229 on Page 1: ![](/img/grandma3/2-4/img_openstagecontrol_3_v1-5-36b9aa.png)   Notes: * Assumes the OSCData line on the console is configured with a “gma3” prefix. If the prefix is empty, this would just be /Page1/Key229. * Assumes the “Page” and “Key” cells in the OSCData line on the console are set to “Page” and “Key” respectively (this is the default). * All of the settings in the picture above are at their defaults except for the address in the osc settings. * Open Stage Control buttons default to ‘toggle’ mode; you may wish to change this to ‘tap’. ### Command Line Syntax [Section titled “Command Line Syntax”](#command-line-syntax) Here we have a button that will execute command line syntax on the console, in this case, triggering the Selected Sequence: ![](/img/grandma3/2-4/img_openstagecontrol_4_v1-5-ed342c.png) Notes: * Assumes the OSCData line on the console is configured with a “gma3” prefix. If the prefix is empty, this would just be /cmd. * Requires Receive Command to be enabled for that OSCData line on the console. * All of the settings in the picture above are at their defaults except for: * button mode set to “momentary” * address * preArgs - this is where you enter the syntax string you wish to execute # Protocol Viewer > The Protokol app by Hexler is a test/monitoring tool to check OSC. It works on any device, including smartphones. The [Protokol app](https://hexler.net/protokol) by Hexler is a test/monitoring tool to check OSC. It works on any device, including smartphones.\ ![](/img/grandma3/2-4/img_osc-zactrack_6_v1-9-5b0857.png) # QLab > QLab is sound, video, and lighting control for macOS by qlab.app. QLab is sound, video, and lighting control for macOS by [qlab.app](https://qlab.app/). QLab is fairly simple to use with OSC. The QLab network settings are shown below. To configure the network: 1. Click ![](/img/grandma3/2-4/icon_gear_15_v1-0-2ad84a.png) in the bottom right corner of the window. The workspace settings pop-up opens. 2. Click Network. The network setting opens: ![Update this description text.](/img/grandma3/2-4/img_qlab_network-751c6c.png) QLab - Network Settings 3. Set a Name, for example, **gma3**. 4. Select the Type, **grandMA3**. 5. Select the Network protocol. 6. Select the Interface. The network interface on your computer connected to the grandMA3 system. 7. Select the Destination. 1. The IP address of the grandMA3 system. 2. The Port should match the setting in the OSC menu of the grandMA3 system. The default is **8000**. 8. The Passcode should be empty. 9. Click Done. The network is configured. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Make sure you use the same IP range for communication between grandMA3 and Qlab. For more information, see [Interfaces and IP](/grandma3/2-4/network_interface/). | *** Example 1 To configure a cue to trigger the grandMA3 system: 1. Click the Network icon. A new cue is generated. 2. Click the newly generated cue. The cue settings open. 3. Click the Settings tab. The settings mask opens. 4. Set the Patch to the configured network configuration; in our case, it is **gma3**. 5. Set the Category to **Command line control**. 6. Set Use Prefix to **Yes**. 7. Set a Prefix, such as **gma3**. 8. Set a Command, such as **Go Sequence 2** 9. Click Send. The command is sent. ![Update this description text.](/img/grandma3/2-4/img_qlab_cue-6892c8.png) QLab - Cue Settings # TouchOSC > TouchOSC is a modular OSC and MIDI control surface for Windows, macOS, and Android by hexler.net. TouchOSC is a modular OSC and MIDI control surface for Windows, macOS, and Android by [hexler.net](https://hexler.net/). It supports sending and receiving Open Sound Control and MIDI messages over Wi-Fi, CoreMIDI inter-app communication, and compatible hardware. For detailed information about TouchOSC, refer to their manual [Getting Started · OSC](https://hexler.net/touchosc/manual/getting-started-osc). ### Fader [Section titled “Fader”](#fader) This example will control the fader of Executor 230 of Page 1: ![](/img/grandma3/2-4/img_touchosc_1_v1-5-de2c3a.png) Notes: * Assumes the OSCData line on the console is configured with a “gma3” prefix. If the prefix is empty, this would just be /Page1/Fader230. * Assumes the “Page” and “Fader” cells in the OSCData line on the console are set to “Page” and “Fader” respectively (this is the default).   ### Executor Button [Section titled “Executor Button”](#executor-button) This example will press the button for Executor 230 of Page 1: ![](/img/grandma3/2-4/img_touchosc_2_v1-5-1fca9d.png) Notes: * Assumes the OSCData line on the console is configured with a “gma3” prefix. If the prefix is empty, this would just be /Page1/Key230. * Assumes the “Page” and “Key” cells in the OSCData line on the console are set to “Page” and “Key” respectively (this is the default). * The {Send on Press} and {Send on Release} settings (not pictured above) should both be enabled/checked. # zactrack > zactrack is an automated full-tracking follow system designed for open-air events, theater stages, and studios. Any number of performers can be placed in a 2D o [zactrack](https://www.zactrack.com/) is an automated full-tracking follow system designed for open-air events, theater stages, and studios. Any number of performers can be placed in a 2D or 3D space. zactrack precisely aligns output devices and special effects equipment and sends XYZ coordinates to grandMA3. ### Example 1: [Section titled “Example 1:”](#example-1) Trigger cues on a grandMA3 console with a performance area defined by a 3x3 2D grid. The position will trigger cues in that specific zone number when walking with a tracker. 1. Enter the console IP and Port. 2. Enter the exact string address and argument that the console expects. In the example below, in the console, it is executor 202 on page 1. ![](/img/grandma3/2-4/img_osc-zactrack_1_v1-9-2c8f43.png)   3. Define the Coordinate System using calibration points (via Pucks / Trackers / Disto). 4. Set the grid size and order. ![](/img/grandma3/2-4/img_osc-zactrack_2_v1-9-e26eb2.png)\ The 2D grid is created.   ### Example 2: [Section titled “Example 2:”](#example-2) Trigger a fader on a grandMA3 console. When walking in defined axis with a Tracker the position will trigger for example, linear intensity, for that specific fader. 1. Enter the console IP and Port. 2. Enter the exact string address the console expects. In the example, it is the fader of executor 201 on page 1 of the grandMA3 software. 3. Set Range (int) as Mode. ![](/img/grandma3/2-4/img_osc-zactrack_4_v1-9-05c424.png)   4. Define the Axis Output, X only. 5. Define the Coordinate System. 6. Set the X Range for the fader. These values must match the corresponding setting in the grandMA3 software. The default value is 0 to 100. ![](/img/grandma3/2-4/img_osc-zactrack_5_v1-9-8c364b.png) # Parent Child Fixture Behavior > When a fixture has one or more subfixtures, changing the values of an attribute of a subfixture that doesn't exist will change the values of the corresponding a When a fixture has one or more subfixtures, changing the values of an attribute of a subfixture that doesn’t exist will change the values of the corresponding attribute of the main fixture. See [Parent Child Concept](/grandma3/2-4/csk_parent_child/). To understand better, follow the steps below. Requirements for the following examples: 1. Patch an Ayrton AlienPix RS and select mode Extended 16 Bit (52 ch). For more information, see [Patch and Fixture Setup](/grandma3/2-4/patch/). 2. Set the fixture ID (FID) to 1. 3. Leave the patch and tap Save and Exit. 4. Open a fixture sheet. See [Add Window](/grandma3/2-4/wvm_add_window/). 5. Expand the fixture sheet by typing the arrow on the left-hand side of the window. The fixture sheet looks like this in Fixture Sheet Mode. See [Fixture Sheet Modes](/grandma3/2-4/fixture-sheet-modes/). ![](/img/grandma3/2-4/window_fixture-sheet_sub-fixture_no-20selection-b7f202.png) ### Changing Values of Non-Existing Attributes [Section titled “Changing Values of Non-Existing Attributes”](#changing-values-of-non-existing-attributes) For the following example, follow these steps: 1. Enter in the command line: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Fixture 1.1.1 | 2. Tap Position in the encoder bar. 3. Press the inner ring of the **Pan** encoder wheel to open the calculator. 4. Enter 50 and tap Please. Since there is no **Pan** attribute for subfixture 1.1.1, the **Pan** attribute value for fixture 1.1 was changed to 50 even if it was not selected. See the image below. ![](/img/grandma3/2-4/window_parent_child_fixture_exemple-a56cb8.png) # Patch and Fixture Setup > Fixtures need to be added to the show file before they can be controlled or operated. Fixtures need to be added to the show file before they can be controlled or [operated](/grandma3/2-4/operate_fixtures/). Fixtures are added to the show using the **Patch** menu. ![](/img/grandma3/2-4/menu_patch_v2-4-a8df01.png) *The patch menu with some fixtures patched* The patch menu also gives access to [Fixture Types](/grandma3/2-4/fixture_types/), [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/), [Parameter List](/grandma3/2-4/patch_parameter_list/), [DMX Universes](/grandma3/2-4/patch_dmx_universe/), [Stages](/grandma3/2-4/patch_stage/), and [DMX Curves](/grandma3/2-4/patch_dmx_curves/). The bottom of the patch menu has several buttons. This is a short explanation of them: * **Insert New Fixture** / **Insert**:\ Tapping this inserts a new fixture or object in a new row above the currently selected row. * **Delete**:\ Deletes the selected row(s). * **Cut**:\ Tapping this cuts the selected row(s) into the clipboard. This can be combined with Paste (see below) to reorder the objects in the patch. * **Copy**:\ Tapping this copies the selected row(s) into the clipboard.  * **Paste**:\ Tapping this button pastes the clipboard’s content into new rows above the currently selected row. * **Edit DMX Mode**:\ This opens the fixture type editor for the current DMX mode for the first of the selected fixtures. Learn more about editing the fixtures in the [Fixture Types section](/grandma3/2-4/fixture_types/). * **Export**:\ Tapping this opens a Patch Export pop-up. This can be used to export the entire patch or only the selected fixtures. The export can be in the grandMA3 format (XML file in the **/gma3\_library/patch** folder) or the MVR format (MVR file in the **/gma3\_library/mvr** folder). * **Patch**:\ Tapping this opens the Edit Patch pop-up for the selected fixture(s). Learn more about this pop-up in the [Add Fixtures to the Show topic](/grandma3/2-4/patch_add_fixtures/). * **Create Multipatch**:\ Tap this to add multipatch fixtures to the currently selected fixture(s). Learn more in the [Add Multipatch Fixtures topic](/grandma3/2-4/patch_add_multipatch/). * **Select Up** / **Select Down**:\ These two buttons can be used to navigate up and down in the patch structure. For instance, when a grouping fixture contains fixtures and it is currently selected, then the subfixtures can be selected by tapping Select Down. Navigating back to the grouping fixture can be done by tapping Select Up.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Import of MVR can be found in the [Partial Show Read](/grandma3/2-4/sc_psr/) section of the Show Creator. Export MVR is part of the Patch Export pop-up that opens when tapping Export. See more above. | Buttons might be grayed out if they are not available. The patch menu has two different modes. The image above shows the **Condensed** mode. This mode hides a lot of columns that might not be needed. The other mode is called **Full**. This shows all columns in the patch menu. The mode can be toggled by tapping Columns in the title bar. The fixture list can also be filtered using the filter settings in the title bar or by activating Split View. Split view filters the fixtures by different column properties. ![](/img/grandma3/2-4/menu_patch_full_split-view_v2-4-4dcf42.png) The full Patch menu in Split View The different split options appear as tabs that can be selected to filter the fixture list. The list of fixtures is separated into two sides. The left side lists the different elements of the selected split filter. The right side lists the fixtures that qualify based on the object selected on the left side. The tabs and split options (in Full mode) are: * **Fixture Types**:\ The left side lists the imported fixture types, including \ (all fixtures) and \ (fixtures without an assigned fixture type). Learn more about fixture types in the [Fixture Types section](/grandma3/2-4/fixture_types/). * **DMX Universes**:\ The left side lists the DMX universes, including \ (all universes) and \ (fixtures without an assigned DMX address). Learn more about DMX universes in the [DMX Universes topic](/grandma3/2-4/patch_dmx_universe/). * **Filters**:\ The left side lists the filters in the Filter pool, including \ (all fixtures). Learn more about filters in the [World and Filters section](/grandma3/2-4/worldfilter/). * **Hierarchy**:\ The left side lists the hierarchical structure of the patch. It lists the parent elements and can be unfolded. The right side displays the elements directly dependent on the selected object on the left side. * **ID Types**:\ The left side lists the different defined ID types, including \ (all fixtures) and \ (fixtures without an assigned FID or CID). Learn more about ID types in the [What are Fixtures topic](/grandma3/2-4/patch_what_are_fixtures/). * **Layers**:\ The left side lists the different defined layers, including \ (all fixtures) and \ (fixtures without an assigned layer). Learn more about layers in the [Classes and Layers topic](/grandma3/2-4/patch_classes_layers/). * **Classes**:\ The left side lists the different defined classes, including \ (all fixtures) and \ (fixtures without an assigned class). Learn more about classes in the [Classes and Layers topic](/grandma3/2-4/patch_classes_layers/). It is possible to have a small version of the 3D stage open in the patch. It can be toggled On or Off with Show 3D Positions in the title bar. It is visible in the first example image above. When it is On, it is visible on the right side of the menu. It can be adjusted in size by moving the separator. Also, when it is On, a 3D Positions Settings appears in the title bar. Tapping this opens a limited version of the settings for the 3D viewer. The settings have two tabs: **Misc** and **Label**. The tab Misc offers these settings: * **Wireframe**:\ Enables the rendering of the 3D scene as wireframe. By default, this setting is disabled. * **Beam**:\ Changes the visualization of the beam. Available values are “Simple” and “Line”. Simple is the default value. * **BodyQuality**:\ Changes the visualization of the fixture body: * **Box**:\ The whole bounding box of the fixture is visualized as one box. * **Standard** (Default):\ The fixture is visualized with its original meshes until the vertex limit of 1 200 vertices is reached. If the overall vertex count of the fixture exceeds 1 200 vertices, the fixture is visualized with default meshes. * **Ultra**:\ The fixture is visualized with its original meshes, no matter its vertex count. The Label settings are the same as for the normal 3D (link below). When the 3D area has focus (for instance, when tapped), the encoder toolbar changes to the 3D encoder toolbar. The 3D area in the patch does not visualize the current DMX output. The selected fixture in the patch shows an intensity output of 100%. The zoom of a fixture is visualized with the default value of the zoom attribute or, respectively, with the value of the Beam Angle of its Beam Geometry if a fixture does not have a zoom attribute. Other functions of the fixture (for example, color, iris, or gobo) are not visualized in the 3D area in the patch. Learn more about 3D and the setting in the [3D Viewer topic](/grandma3/2-4/patch_3d_viewer/). Subtopics * [What are Fixtures](/grandma3/2-4/patch_what_are_fixtures/) * [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/) * [Add Multipatch Fixtures](/grandma3/2-4/patch_add_multipatch/) * [My Virtual Rig (MVR)](/grandma3/2-4/patch_mvr/) * [Live Patch](/grandma3/2-4/patch_live/) * [DMX Sheet](/grandma3/2-4/patch_dmx_sheet/) * [DMX Universes](/grandma3/2-4/patch_dmx_universe/) * [Remove Fixtures from the Show](/grandma3/2-4/patch_remove_fixtures/) * [Position Fixtures in the 3D Space](/grandma3/2-4/patch_position_fixtures/) * [3D Viewer](/grandma3/2-4/patch_3d_viewer/) * [Render Quality](/grandma3/2-4/patch_render_quality/) * [Camera Pool](/grandma3/2-4/patch_3d_camera/) * [Stages in grandMA3](/grandma3/2-4/patch_stage/) * [Classes and Layers](/grandma3/2-4/patch_classes_layers/) * [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/) * [Parameter List](/grandma3/2-4/patch_parameter_list/) * [DMX Curves](/grandma3/2-4/patch_dmx_curves/) # Camera Pool > The cameras are used in the 3D viewer to see the fixtures in the 3D virtual stage. The cameras are used in the [3D viewer](/grandma3/2-4/patch_3d_viewer/) to see the fixtures in the 3D virtual stage. Multiple cameras can be arranged to see fixtures and 3D objects from different angles and with different camera settings. The cameras are all in the **Camera Pool**. ![](/img/grandma3/2-4/window_cameras-pool_v2-2-e237e5.png) *Camera pool with some cameras and a selected camera* There are some default cameras in the pool in a new show. Most of these can be edited, but the “Auto” camera is locked. The “Auto” camera is a special camera that automatically zooms and pans to keep the selected fixtures in the center of the 3D window. When no fixtures are selected, it shows the entire stage. A camera can be selected by tapping it in the pool or using the command line. For example, selecting camera number 3 can be done with this command: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Select Camera 3 | [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Select%20Camera%202) The selected camera has a yellow frame. Editing an empty pool object creates a new camera that copies the currently selected camera.   Editing an existing camera object opens the **Edit Camera** pop-up: ![](/img/grandma3/2-4/popup_edit-camera_v2-2-25fd62.png) *Edit Camera pop-up for the front camera.* This pop-up contains all the values needed for the camera. Changing the values here changes the camera. * **Name:**\ This input box can be used to change the name of the camera. * **Scribble**:\ A scribble can be assigned to the camera pool object. * **Appearance**:\ An appearance can be assigned to the camera pool object. * **Tags**:\ Tags can be assigned to cameras. * **Note**:\ A note can be added to the camera. * **Camera Mode**:\ The cameras can have a 3D perspective or a flat 2D projection. Editing this field allows selecting one of the predefined 2D camera angles. Selecting a 2D camera disables some of the other values in this pop-up.\ The 3D camera mode gives access to all values in this pop-up. * **FOV** (Field Of View):\ The Field of view or Field of vision describes how wide or narrow the camera looks at the 3D stage. * **Roll**:\ The roll value can be used to roll the camera. The value specifies the degree to which the camera will be rolled. A positive value rolls the camera clockwise. A negative value rolls the camera counterclockwise. The default value is “0”, which makes the camera horizontal. * **Zoom**:\ The zoom value is very useful with 2D cameras. The zoom value goes from 0.01 to 1. It goes from narrow to wide. * **Pos X:**\ This is the camera position on the X-axis. * **Pos Y:**\ The camera’s position on the Y-axis. * **Pos Z:**\ The camera’s position on the Z-axis. * **Pan:**\ This value pans the camera. Positive values turn the camera clockwise. * **Tilt:**\ This tilts the camera up and down. A positive value points the camera down. Moving the camera and changing the pan and tilt values directly in the 3D window might be easier. There are nice tools for manipulating the camera. Read more about this in the [3D window](/grandma3/2-4/patch_3d_viewer/) topic. The values are applied to the camera when Reload Camera is tapped. Close the pop-up by tapping the ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png) in the upper right corner of the pop-up. # 3D Viewer > The 3D Viewer shows a 3D visualization of the virtual space where fixtures and 3D elements can be positioned and rotated. The 3D Viewer shows a 3D visualization of the virtual space where fixtures and 3D elements can be positioned and rotated. The fixtures can project a light beam that moves and changes color when the values for the fixtures are changed. Haze can be rendered to make the beams look more realistic in the air. Learn more in the [Render Quality topic](/grandma3/2-4/patch_render_quality/). All the fixtures and other stage objects can be [positioned and rotated](/grandma3/2-4/patch_position_fixtures/) in the [Patch](/grandma3/2-4/patch_add_fixtures/), [Live Patch](/grandma3/2-4/patch_live/), or using this window. ![](/img/grandma3/2-4/window_3d-viewer_v2-1-36d91f.png) *The 3D Viewer with some fixtures* The **Stage** object can be visualized as a box or just a floor. The box can be looked into, but not out of. Read more [below](/grandma3/2-4/patch_3d_viewer/#window_settings). Fixtures can be interacted with in the 3D Viewer like the [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/). For instance, it can be used in combinations with commands. Virtual cameras are used to see 3D space. These define the position, direction, and other settings from where and how the 3D space is viewed. The cameras are stored in the [Camera Pool](/grandma3/2-4/patch_3d_camera/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | When on an onPC station, the driver of the GPU has issues with OpenGL, the 3D Viewer informs the user about the driver issue instead. In this case, the 3D Viewer does not try to render 3D scenes anymore. | ## []()Title Buttons [Section titled “Title Buttons”](#title-buttons) There are several default buttons in the title bar. The available buttons in the title bar can be edited using the window settings. Learn more in the [Title Bar Configuration topic](/grandma3/2-4/wvm_title_bar_configuration/). Some of the default buttons are swipe buttons that open a list of the available options. Three toggle buttons turn On or Off labels and turn On or Off the Setup mode. The others give fast access to select Selection Mode, Stage object, Render Quality, and Camera selection. There can be several stages in the patch. Each 3D Viewer can show one of these stages or all stages. Read more about stages in the [Stages topic](/grandma3/2-4/patch_stage/). Read about all the settings [below](/grandma3/2-4/patch_3d_viewer/#window_settings). ## Left Side Tool Buttons [Section titled “Left Side Tool Buttons”](#left-side-tool-buttons) There can be a toolbar on the left-hand side of the window. These tools control what happens when the window is touched and change camera positions (read more about the cameras below). The ones that change the touch mode are tapped to select the mode, and when the window is touched, the mode dictates what happens. The selected mode is displayed in the window title bar. Most tools are grayed out and disabled if the selected camera is locked. This is the explanation of the different tool buttons: * ![](/img/grandma3/2-4/icon_select-15_v2-0-7a17d1.png) **(Select):**\ Sets the touch mode to **Select**. This is used to select fixtures in the window. The fixtures can be tapped or selected using a selection lasso. * **![](/img/grandma3/2-4/icon_follow-15_v0-9-c6bc3f.png)(Follow):**\ Sets the touch mode to **Follow**. This makes all the selected moving lights point to the touched stage area. The follow function obeys the [Align](/grandma3/2-4/operate_align/) settings. * ![](/img/grandma3/2-4/icon_move-15_v0-1-644ef1.png) **(Move):**\ The mode is set to **Camera Move**. Move means changing the camera’s position without changing the camera’s pan and tilt values. The scroll wheel on a mouse moves the camera forward and backward in the view based on the location of the pointer (not necessarily the center). * ![](/img/grandma3/2-4/icon_rotate-15_v0-1-95b64e.png) **(Rotate Center):**\ Sets the mode to **Camera Orbit**. This mode orbits the camera around the center of the window, keeping it pointed toward the center. The scroll wheel on a mouse moves the camera closer to or away from the location of the pointer (not necessarily the center). * ![](/img/grandma3/2-4/icon_zoom-15_v0-1-f190ed.png) **(Zoom):**\ Changes the mode to **Camera Zoom**. This mode moves the camera in and out of the 3D Viewer. This can also be done in the other modes using a scroll wheel on a mouse. * **![](/img/grandma3/2-4/icon_rotate-pivot-15_v0-1-1800b6.png) (Rotate Pivot):**\ Changes the mode to **Camera Pivot**. This pivots the camera around a pivot point that does not have to be the center. The pivot point can be set (read about the next button) and is remembered until a new point is set. The scroll wheel functions just like the rotate center mode. * **![](/img/grandma3/2-4/icon_rotate-set-pivot-15_v0-1-15d5c4.png) (Set Pivot):**\ This button is used to set a new pivot point in the window. The rotate pivot mode is selected as soon as the point has been set (by clicking or touching the window). * ![](/img/grandma3/2-4/icon_suspension_15_v1-9-a8ae6f.png)**(Focus)** - only available when **Setup** is On:\ This tool can focus static fixtures (fixtures without position attributes). Select the desired fixture, tap this tool, and tap the location in the 3D Viewer where the fixture should be pointed. This tool affects the rotation values of the fixture. * ![](/img/grandma3/2-4/icon_fit-15_v0-9-484448.png)**(Fit):**\ Tapping this button moves the camera to fit the entire stage area into the view. * ![](/img/grandma3/2-4/icon_fit-selected-15_v0-9-6c0f38.png) **(Fit Selected):**\ Tapping this button moves the camera to fit the selected fixtures into the view without orbiting the camera. * ![](/img/grandma3/2-4/icon_camera-15_v0-1-8895af.png) **(Camera):**\ This button reloads the selected camera to the settings set in the [camera pool object](/grandma3/2-4/patch_3d_camera/). * ![](/img/grandma3/2-4/icon_selection-grid_15_v1-9-58833f.png)**(3D view to Selection Grid)**:\ Tapping this tool creates grid values for the [Selection Grid](/grandma3/2-4/operate_selection/), using the current view of the fixtures.\   ## []()Moving the Camera [Section titled “Moving the Camera”](#moving-the-camera) The cameras are pool objects in the [Camera Pool](/grandma3/2-4/patch_3d_camera/). A camera can be moved to different locations and pointed in different directions. This information can be edited in the pool, but the position and direction are easier to change in the 3D Viewer - read about the left-hand side tool buttons above. A scroll wheel on a mouse moves the camera closer to or away from the location of the pointer. Editing the camera in the pool allows changing the camera mode and type. Read more in the camera pool topic (link above). ## []()Moving the Fixtures [Section titled “Moving the Fixtures”](#moving-the-fixtures) The fixtures’ position and rotation can be set in the [patch](/grandma3/2-4/patch_add_fixtures/) or [live patch](/grandma3/2-4/patch_live/). But they can also be positioned live in the 3D Viewer. Read more about this in the [Position Fixtures in the 3D Space topic](/grandma3/2-4/patch_position_fixtures/). ## []()3D Viewer Settings [Section titled “3D Viewer Settings”](#3d-viewer-settings) The settings can be opened by tapping the MA logo in the upper left corner of the 3D Viewer. This opens a settings pop-up. This pop-up has tabs called **Rendering**, **Misc**, and **Label**. ### Rendering Settings [Section titled “Rendering Settings”](#rendering-settings) The rendering settings are about light levels, colors, and rendering quality. ![](/img/grandma3/2-4/popup_3d-window-settings_rendering_v2-3-e77214.png) *Rendering tab in 3D View Settings*   There are four on-screen faders: * **Beam:**\ This is the visibility of the light beam from all fixtures. * **Spot**:\ This is the general intensity of the visualization of the light beam reflection where it hits a surface. * **Ambient**:\ This is the ambient light level inside and outside the stage box. It is a very diffuse light that removes some of the contrast in the 3D Viewer. * **Point Light**:\ This is a light source from the direction of the camera. It is used to light up the elements in the 3D space. * **Lum. Spread** (Luminous Spread):  This controls how visible the difference in brightness between different fixture types is. The fixture type with the highest luminous intensity defines this intensity as 100% brightness in the 3D Viewer window. When fixture types are used that have a much lower Luminous Intensity, they will be rendered much darker at their 100% dimmer output. To allow adjustment to this intensity difference (and therefore deviate from reality) to better see the darker fixture, the Luminous Spread setting can be used with different values: * When this setting is set to 100%, the Luminous Intensities are rendered as before. * Setting the Luminous Spread to 0% renders all fixtures beams with the same maximum brightness. * The default of Luminous Spread in the 3D Viewer window settings is set to 80%. The ambient and point light can be colored, similar to putting a gel in front of the light. The area above the faders can be tapped to open a color selector pop-up. The **Background** can also be colored. The ambient light must be turned up for this color to be visible. There are some buttons: * **Dyn. Gobo Res.** (Dynamic Gobo Resolution):\ This is the resolution of dynamically created gobos. * **Bloom Intensity**:\ The blooming effect can be turned On or Off. Tapping this button toggles between the two. * **Setup**:\ Turning the setup On makes it possible to move the fixtures and 3D objects using the 3D Viewer and encoder bar. Read more about this in the [Position Fixtures in the 3D Space topic](/grandma3/2-4/patch_position_fixtures/). * **Camera**:\ This is used to select one of the cameras from the camera pool. If it is set to follow the selected camera, the name is inside angled brackets. Read more about cameras in the [Camera Pool topic](/grandma3/2-4/patch_3d_camera/). * **Stage**:\ This selects what stage the 3D Viewer shows. A single stage can be selected, or all stages can be shown. Read more about stages in the [Stages topic](/grandma3/2-4/patch_stage/). * **Render Quality**:\ This is used to select one of the render qualities. Read more in the [Render Quality topic](/grandma3/2-4/patch_render_quality/). Some of these are swipe buttons, so remember that the options can be reached easily by swiping out of the button.   ### Misc Settings [Section titled “Misc Settings”](#misc-settings) The second tab is called **Misc**. ![](/img/grandma3/2-4/popup_3d-window-settings_misc_v2-4-5ef183.png) *Misc tab in the 3D View Settings* The Misc. tab has the following settings: * **Show fps:**\ Turning this On displays frames per second information in the upper right corner of the window. * **Wireframe:**\ Turning this On shows the 3D Viewer as a wireframe instead of a shaded view. * **Priority**:\ Turning this On gives the 3D Viewer a high priority. It is only recommended to turn this On when used on a computer with a high-quality graphics card. It takes away resources from a console interface, making it react slower to user input. * **Mark Faulty Meshes**:\ This marks meshes that are unloaded or faulty. * **Show Selection**:\ Selected fixtures are marked with a yellow body color for the primary fixtures and a light red color for multipatch fixtures when this is On. Learn more about multipatch in the [Add Multipatch Fixtures topic](/grandma3/2-4/patch_add_multipatch/). * **Lens Shading**:\ This defines whether the selection is shown on the lens of a geometry type “Beam”. The shaded selection is drawn when it is On. * **Touch Mode**:\ Touching and swiping in the 3D Viewer can interact with the window differently. This setting defines how. Tapping it toggles through the following options: **Select, Follow, Focus**(Only valid when Setup is On)**, Camera Orbit**, **Camera Zoom**, **Camera Pivot, Camera Move**, and **Camera Set Pivot**.\ The Camera options move the camera - Read more [above](/grandma3/2-4/patch_3d_viewer/#move_camera). The **Select** option is used to select fixtures in the view. * **Selection Mode:**\ This defines how the fixtures are selected and positioned in the [Selection Grid](/grandma3/2-4/operate_selection/). The selection mode has two different options: * **2D Grid**:\ The 2D grid selection offers two different modes, **Planar** and **Perspective**. Using the lasso selection to select fixtures in the 3D Viewer adds them as a two-dimensional selection to the selection grid. In planar mode, the camera position does not affect the selection order. Only the real position of the fixtures is significant. In perspective mode, the camera’s orientation also influences the selection’s order in the selection grid.  To select fixtures in the 3D Viewer using the planar selection, draw a lasso starting with a horizontal or vertical mouse movement. The color of the lasso changes to green when the selection is locked to planar mode. To select fixtures in perspective mode, draw a lasso starting with a diagonal mouse movement. The color of the lasso changes to cyan when the selection is locked to perspective mode. * **Linearize**: \ The selection is linearized to only the X-axis of the selection grid depending on which direction the selection lasso was created (top/bottom - left/right). This selection mode is indicated with a yellow lasso. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The projection distortion of the camera of the 3D Viewer may affect the position of the fixtures in the selection grid if the perspective selection is used. To prevent this, use a 2D camera in the 3D Viewer. | - **Mark Unpatched**:\ This marks the body of unpatched fixtures with a dark red color when On. - **Prism Lines**:\ This shows a line for each prism facet when the **Beam Quality** is set to **Line**. - **Point of Origin**:\ This shows a point of origin axis marker. It is typically at the zero point of the stage. - **Show Pigtails**:\ This shows the “Pigtail” element if the GDTF model defines it. - **Arrangement**:\ This is a collection of settings for visualizing the purple arrangement “ghosts” markers. They are seen when using the arrangement tool to position fixtures. * **Mark Type**:\ There are two options: **Dynamic** or **Small**. Dynamic shows a box matching the size of the fixture. Small is just a small square marker. * **Depth**:\ Set if the depth of the 3D space is considered when showing the marks. This could lead to marks being hidden behind objects. If the depth is switched off, the marks are always drawn in front of other objects. * **Alpha**:\ Define the transparency of the marker objects. - **Show Lines**: This can display the direction of the fixture beam with a thin colored line running from the fixture’s light source. Unselected fixtures have a red line, selected fixtures have a yellow line, and subselected fixtures have a brown line. * **None**: The lines are not displayed. * **All**: A line is displayed from all fixtures except those with Beam Type set to None and Glow. Learn more about Beam Types in the [Geometries topic](/grandma3/2-4/ft_insert_geometries/). * **All Dimmer 0**: All moving fixtures with a dimmer value of zero display the lines. * **Selected**: All selected moving lights display the lines. * **Selected Dimmer 0**: All selected moving lights with a dimmer value of zero display the lines. - **Render Environmental**:\ This toggles if the environmental elements are rendered or hidden. - **Draw Target Spaces**:\ This setting show or hide a square wireframe for MArker fixtures’ target spaces. - **Show Title Bar**:\ This setting shows or hides the title bar for the window. - **Show Tool Bar**:\ This shows or hides the toolbar on the left-hand side. The toolbar is always visible when **Setup** is On. - **Follow Preview**:\ The 3D Viewer will show the preview space when this is active. Turning this setting Off, will keep the 3D viewer in the live space. ### Label Settings [Section titled “Label Settings”](#label-settings) The tab is called Label. It is settings about the labels that can be turned On or Off for the spots and the fixture bodies. ![](/img/grandma3/2-4/popup_3d-window-settings_label_v2-4-05571c.png) *Label tab in the 3D View Settings* * **Show Label on Body**:\ This On / Off button enables labels to be drawn on the fixture’s body. * **Show Environmental**:\ This On / Off button enables labels to be drawn on environmental fixtures. * **Show Label on Spot**:\ This On / Off button enables labels to be drawn in the center of the fixture’s spot. A fixture can also be selected using the rubber band selection on a label. * **Select by Label**:\ This setting is possible when **Show Label on Spot** is active. It makes it possible to select fixtures by selecting the spot labels in the 3D Viewer when this setting is On. * **Add Fixture ID** / **Add CID** / **Add Patch** / **Add Name**:\ These On/ Off buttons define the information displayed on the label. * **Background Alpha**:\ This on-screen fader sets the transparency of the label’s background. * **Text Alpha**:\ This on-screen fader sets the transparency of the text displayed on the label. * **Font Size**:\ This button sets the font size of the text displayed on the label. Tapping this toggles through the available Font Sizes. It can be swiped to open a small Select Label Font Size pop-up with all the size options. * **Max Label Count**:\ This input field sets the maximum count of labels that are displayed at the same time. If the number of labels exceeds the maximum label count, the labels closest to the camera will be displayed. * **Selection Only**:\ This On / Off button defines whether labels are displayed for all fixtures or only for selected or partly selected fixtures. * **Selection Priority**:\ This On / Off button defines whether labels of selected fixtures are displayed on top of not selected fixtures. * **Spot Subfixture ID**:\ This On / Off button defines if the label of the spots shows the Fixture ID of the corresponding sub fixture (On). Otherwise, all spots of a fixture show the Fixture ID of the main fixture (Off). * **Reset Properties**:\ Tap this button to reset the label properties to their factory defaults. ## Setting Up a 3D Computer [Section titled “Setting Up a 3D Computer”](#setting-up-a-3d-computer) The grandMA3 consoles can show a 3D Viewer with the fixtures and the stage setup. However, the consoles are optimized to be the human interface used to program the light. If a high-quality and high-framerate 3D render machine is needed, the best solution is to have a high-performing computer with good graphics cards. This computer must have the grandMA3 onPC installed and optimized for 3D graphics. The grandMA3 onPC needs to be in a session with the console. The grandMA3 onPC could be logged in as the default 3D user who uses a different **Screen Configuration** but has the same user profile as the default admin user. The grandMA3 onPC should be logged in with a user with the same profile as the user looking at the 3D computer. This ensures that the 3D computer follows the user into preview mode. **Screen Configurations** contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen configuration also contains information about what is assigned to the View Buttons. Learn more in the [Screen Configuration](/grandma3/2-4/user_screen_config/) topic. The 3D computer could have one big 3D Viewer with all the render settings set to the best quality, and the 3D Viewer setting called **Priority** should be On (see settings above). The window can also be set to hide the title bar to maximize 3D viewing space using the [Window Settings](/grandma3/2-4/wvm_settings/). Other elements, like the view buttons, encoder bar, etc., can also be hidden using the [Configure Display pop-up](/grandma3/2-4/ws_ui_display_configuration/). # Add Fixtures to the Show > This is the process of adding new fixtures (or devices) to the show and the patch using the GUI. This is the process of adding new fixtures (or devices) to the show and the patch using the GUI. | | | | ------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Quick Steps in a new show:** | | | 1. Open the Patch Menu. | 2. Follow the steps in the wizard: 1. Select the fixture type. 2. (optional) Add a custom name. 3. Type the quantity. 4. Type the first ID number. 5. (If in **Full** mode) Select a Layer and class (**None** is an option). 6. Type the patch address for the first fixture. 7. Tap Apply. 3. Close the Patch menu and tap Save and Exit to save the changes.These are steps needed for adding the first fixtures to a new show - read below for details. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994942576?title=0\&byline=0\&portrait=0\&color=ffeb0f) | | | | ------------------------------------------ | ------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Quick Steps in a show with existing fixtures:** | | | 1. Open the Patch Menu. | 2. Select the row where the new fixtures should be inserted and tap the Insert New Fixture button. 3. Make sure the desired source is selected. 4. Select the desired fixture type (use the filter to limit the list) and tap Select. 5. Fill in the rest of the fields in the wizard and tap Create !. 6. Edit any desired field in the patch grid before closing the Patch menu. 7. Close the Patch menu and save the changes.These are steps needed to add more fixtures in an existing show - read below for details. | Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994950488?title=0\&byline=0\&portrait=0\&color=ffeb0f) Everything about adding fixtures is done from the Patch menu.  ## Navigate to the Patch Menu [Section titled “Navigate to the Patch Menu”](#navigate-to-the-patch-menu) The Patch menu needs to be open to add fixtures. 1. Press the Menu key. 2. Tap the Patch button in the menu pop-up. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%27Patch%27.%27Edit%27) The patch menu is now open. ![](/img/grandma3/2-4/menu_patch_v2-3-f64715.png) *The open Patch menu - in condensed mode - with some fixtures* When the menu is opened the first time, a wizard helps to add the first fixtures to the show, and instead of the patch menu, there is a guide through the fixture selection and the **Insert New Fixtures** pop-up (see below). ## []()Insert a Device in the Patch [Section titled “Insert a Device in the Patch”](#insert-a-device-in-the-patch) Each fixture needs a row in the patch menu. The fixtures belong to a “parent” stage object. The default parent is **Stage 1**. Several stages can be created - read more in the [Stage topic](/grandma3/2-4/patch_stage/). The selected stage can be changed using the stage button in the title bar. 1. Select the stage where the fixtures should be added using the button in the title bar. 2. Tap the New Fixture area on the list if it needs to be added to the bottom, or tap an existing fixture to insert new fixtures above the selected fixture. 3. Tap Insert New Fixture. This opens the **Insert New Fixture** wizard pop-up on the **Select DMX Mode to use** part. ![](/img/grandma3/2-4/popup_insert-new-fixtures_select-fixture_v1-9-fbec8e.png) *Select a fixture in the libraries* Below the search bar are two tabs: **Show** and **Library**. Show lists the fixture types already imported into the show file. This list can be limited to only showing the patched fixture types. This can be done by activating the Used only button. The **Library** tab lists the different fixture types that can be used. With library selected, there are extra buttons available on the right side. One button selects the drive. This makes it possible to select the internal drive, previously installed versions library, or an external USB drive. In the image above, it is the Internal button. The button is labeled to show the selected drive. Next to this button, there are small toggle buttons that select different sources. The sources are MA ![](/img/grandma3/2-4/icon_ma_15_v1-7-c0ee8b.png) (grandMA2 converted fixture files and grandMA3 fixture files), User ![](/img/grandma3/2-4/icon_user_15_v1-7-7e47bb.png), and Shares ![](/img/grandma3/2-4/icon_globe_15_v1-7-048d78.png) (GDTF share and grandMA3 fixture share). The share button is only available when there is an active connection to a World Server (learn more in the [World Server topic](/grandma3/2-4/system_world/)). | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | grandMA2 fixture files cannot be loaded directly into the grandMA3. The grandMA2 converted source mentioned above is the grandMA2 library converted to match the grandMA3 structure. Fixture files are converted when a grandMA2 file is stored as a grandMA3 file. Learn more in the grandMA2 manual / Using the Backup Menu / Save as grandMA3. | 4. Select the desired drive and activate the desired sources. The fixture libraries are sorted by manufacturers in the left column. Selecting a manufacturer lists the fixtures from that manufacturer in the center column. Selecting a fixture lists the available modes in the right column. At the bottom, a Description button can show an area with extra information about the selected fixture type file. 5. The list can be filtered by typing a word in the **Search** input. The search is across manufacturers, fixtures, and modes (If a fixture has multiple modes, it will show them all, but only fixtures that include the searched mode). 6. Select the desired fixture and mode from the list and tap Select. This reveals the **Insert New Fixtures Wizard**. This has a list of elements that need information to add the fixtures to the patch. The wizard comes in two different modes, depending on the **Columns** mode of the patch. This mode can be toggled in the Columns button in the title bar. When the mode is **Full,** then there are more elements (ID Type, CID, Layer, and Class). This is the full version of the pop-up: ![](/img/grandma3/2-4/popup_insert-new-fixtures_name_full_v2-3-1271b1.png) *Fill out all the desired fields in the right column to insert fixtures* 7. All the fields in the right column can be filled with information. The required fields have a value suggestion. These can be edited to suit the needs. All the information can also be edited afterward in the patch menu. The area on the right side adapts to help fill out the selected field. It might have suggestions for input. 8. Accept the suggested values, or edit them to suit the needs. 9. Tap Create ! to add the fixtures. A row now represents each new fixture in the patch menu. Read below for an explanation of each column in the patch menu and detailed information about changing some values. ## []()Short Explanation of Most Columns in the Patch Menu [Section titled “Short Explanation of Most Columns in the Patch Menu”](#short-explanation-of-most-columns-in-the-patch-menu) The patch menu has many columns. This is a short explanation of each. Remember that the patch menu has a condensed and full mode. Select Full to see all the columns. * **FID**:\ This is the Fixture ID of the fixture. Read more in the **Assign an ID to fixtures** below. * **IDType**:\ This is the ID Type of the fixture. Read more in the **Assign an ID to fixtures** below. * **CID**:\ This is the fixture’s CID. Read more in the **Assign an ID to fixtures** below. * **Name**:\ This is the name of the fixture. If there are subfixtures, then a right-pointed arrow can be tapped to unfold the subfixtures. * **FixtureType**:\ This is the name of the selected fixture type. * **Mode**:\ This is the mode of the selected fixture. * **Patch**:\ This is the first DMX address of the fixture. Read more in the **Assign DMX address to fixtures** below. * **Layer**:\ Fixtures can be organized in Layers. This is the layer information for the fixture. Read more in the [Classes and Layers topic](/grandma3/2-4/patch_classes_layers/). * **Class**:\ Fixtures can be organized in Classes. This is the class information for the fixture. Read more in the [Classes and Layers topic](/grandma3/2-4/patch_classes_layers/). * **Offset Pan**:\ This offset value can offset the DMX output for the Pan attribute.\ It is applied just before the DMX output, which means the offset is not shown in the programmer, cues, or presets. The offset can be useful if, for instance, a fixture is hung differently than what has been programmed, especially in a touring situation where it is not a permanent change. The offset value can be set in physical degrees. * **Offset Tilt**:\ This is the same as the Offset Pan but for the tilt attribute. Read above. * **DMX Invert Pan**:\ The Pan DMX output can be inverted by editing this field. This can be useful depending on how the fixtures are mounted. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **DMX Invert Tilt**:\ The Pan DMX output can be inverted by editing this field. This can be useful depending on how the fixtures are mounted. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **Invert 3D Pan**:\ This setting inverts the pan attribute in the grandMA3 3D visualizer without affecting the DMX output. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **Invert 3D Tilt**:\ This setting inverts the tilt attribute in the grandMA3 3D visualizer without affecting the DMX output. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **Enc Invert Pan**:\ Editing this field allows the pan to be inverted for the encoder rotation, which can be useful depending on how the fixtures are mounted. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **Enc Invert Tilt**:\ Editing this field allows tilt to be inverted for the encoder rotation. Depending on how the fixtures are mounted, this can be useful. See more below in [What Should Be Inverted](/grandma3/2-4/patch_add_fixtures/#h2_1236786919). * **Pos X**:\ This is the fixture’s position on the X-axis in the 3D window. * **Pos Y**:\ This is the fixture’s position on the Y-axis in the 3D window. * **Pos Z**:\ This is the fixture’s position on the Z-axis in the 3D window. * **Rot X**:\ It is the rotation of the fixture on the X-axis in the 3D window. * **Rot Y**:\ It is the rotation of the fixture on the Y-axis in the 3D window. * **Rot Z**:\ It is the rotation of the fixture on the Z-axis in the 3D window. * **Scale X**:\ This can scale the fixture/object on the X-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Scale Y**:\ This can scale the fixture/object on the Y-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Scale Z**:\ This can scale the fixture/object on the Z-axis in the 3D window. The scale value is a factor, with 1 being the default. A higher number makes the object bigger, and a lower number makes it smaller. * **Gel Color**:\ Here, a color that will be added to the fixture’s output can be defined. This is useful for adding gels to conventional fixtures. This is visualized in the console and 3D Viewer. * **Note**:\ This adds a multiline note to the fixture. * **Tags**:\ Tags can be assigned to the fixture. * **Beam Angle**:\ Here, the fixture’s beam angle can be defined. This is useful for conventional fixtures where different angles might be needed. This is visualized in the 3D window. * **Shadow Quality**:\ This setting defines the render quality of the shadows created when this fixture’s light beam hits a different object that casts shadows. A higher level of quality improves the real-world look, but it also increases the calculations needed for the 3D visualization. The options are **None**, **Low**, **Medium**, **High**, and **Very High**.\ Cast Shadows need to be set to Yes for the shadows to be rendered (see below). This setting is not available for environmental fixture types. * **Cast Shadow**:\ Each fixture can cast a shadow or not. This setting defines if this fixture should cast a shadow. * **Follow Target**:\ Turning this to Yes makes the fixtures or 3D objects something that can be selected or picked using the **Follow** function in the 3D Viewer. * **Selectable 3D**:\ This is a Yes or No (text is hidden) field. Yes means that the fixture can be selected using the selection tool in the [3D Viewer](/grandma3/2-4/patch_3d_viewer/). Turning this off (No option) for stage elements that do not need to be controlled can be useful. * **Visible 3D**:\ This is a Yes or No (text is hidden) field. Yes means that it is shown in the [3D Viewer](/grandma3/2-4/patch_3d_viewer/). * **MIB**:\ This can be set to **Yes** to disable the MIB function for the fixture and its attributes. Learn more about MIB in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **Target Space**:\ The MArker fixtures use this. This is the selected target space for the MArker fixture. It defines the available space where fixtures can move their light beams when selecting this MArker fixture. Learn more in the [MArker Fixture topic](/grandma3/2-4/xyz_marker/). * **Movement Space**:\ The MArker fixtures use this. This is the selected movement space for the MArker fixture. It defines the space wherein the MArker fixture can move. Learn more in the [MArker Fixture topic](/grandma3/2-4/xyz_marker/). * **Master React**:\ This setting has three options: **None**, **Group**, and **Grand**. This defines if the intensity is affected by a master. If Grand is selected, then group masters will also affect the fixture. If Group is selected, then additive group masters are not affected by the grand master. None makes the fixture ignore both group masters and grand masters. None also excludes this fixture from the solo function. Learn more about solo in the [Solo keyword](/grandma3/2-4/keyword_solo/). * **Grid Rot and Inv**:\ These six settings allow for modifying the arrangement of subfixtures in the selection grid. For instance, if a linear LED bar has multiple LED cells defined in the fixture type, it will use the information in the fixture type to show the individual cells when the subfixtures are shown in the selection grid. The Grid settings can be used to rotate and invert the representation of subfixtures in the Selection Grid. * **Material Overwrite**:\ A fixture type’s material can be overwritten for specific fixtures using this setting. Editing this cell opens a **Select Material Overwrite pop-up** with all the appearances. Selecting one will use the selected to overwrite the material defined in the Fixture Type. This feature can be very useful for environmental elements. For instance, to use a several planes as different video walls or displays with content from different NDI appearances. * **Appearance**:\ An appearance can be assigned to the fixture. This appearance is used in the patch menu and in the Fixture Sheet if the sheet has the setting Fixture Appearance set to “Enabled ” or “Graphic”. ## Assign an ID to Fixtures [Section titled “Assign an ID to Fixtures”](#assign-an-id-to-fixtures) The fixtures need at least one ID to be selected and controlled. There are two types of ID numbers for each fixture. Fixtures can have both or just one of the two - but it needs at least one. The **FID** is the default fixture ID. The number here is used with the [Fixture](/grandma3/2-4/keyword_fixture/) keyword. The **CID** is the second ID. This can be used if the **IDType** differs from “Fixture”. Editing the IDType field opens the **Select IDType** pop-up. ![](/img/grandma3/2-4/popup_select-idtype_v2-4-9b3484.png) *Select the desired IDType* This lists the different valid IDTypes. Select one that is not “Fixture” to use the CID. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | There are types called **Generic**, **MArker**, and **PSR**. Generic is a special type that can be used for fixtures that can be used to contain generic or universal values. MArker is used for special MArker fixtures used to change Pan Tilt values by referencing points in the 3D stage. PSR is used with Partial Show Read. These IDTypes should not be used for normal fixtures. | 1. Select the ID fields in one of the two ID columns (FID or CID) for the fixture rows where an ID is to be assigned. The selection order is important. 2. Type a number on the keyboard and assign the number by pressing Please. Now, the fixtures have an ID. The numbers are assigned sequentially based on the selection order. ## Assign DMX Address to Fixtures [Section titled “Assign DMX Address to Fixtures”](#assign-dmx-address-to-fixtures) The fixtures need to be assigned a DMX universe and address before being able to create any output. There are two primary options for giving the fixtures an address. One is to type the desired address directly in the patch field, and the other is to use the dedicated **Edit Patch** pop-up. **Type the number:** 1. Select the fields in the Patch column for the fixture rows where the address will be assigned. The selection order is important. 2. Type the DMX universe and address separated by a dot (for example, **2.1**) on the keyboard and assign the address by pressing Please. **Use the Edit Patch menu:** 1. Select the fields in the Patch column for the fixture rows where the address will be assigned. The selection order is important. 2. Right-click the blue selected areas or tap the Patch button - this opens the **Edit Patch** pop-up. ![](/img/grandma3/2-4/popup_edit-patch_v2-3-c37408.png) *Use the Edit Patch pop-up to get a visual overview of the DMX universe* This pop-up is divided into two sides. On the left side, there are all the selected fixtures. On the right side is a view with all the DMX universes and addresses. The purpose of the menu is that fixtures can be selected on the left side, and the universe list on the right side shows where there is available space in the universes. There are several ways to navigate universes and assign the fixtures to the selected DMX address. The numbers on the right side are red if the universe is not granted. The pop-up also opens a dedicated encoder toolbar: ![](/img/grandma3/2-4/img_encoder-bar_edit-patch_v2-3-1c05e5.png) *Edit patch encoder toolbar is used for easy navigation* This toolbar can be used to select fixtures, universe, and address. This is one way to do it: 1. Select the fixtures in the correct order. 2. Use the encoders to navigate to the desired address. 3. Tap the **Address** encoder to assign the fixtures to the address. The Edit Patch pop-up has several buttons at the bottom: * **PatchTo**:\ Opens a small pop-up where the desired patch address can be typed. * **Unpatch**:\ This removes the patch address from the fixtures. * **Move Patched To Selected Universe**:\ This moves the fixtures to the selected universe and keeps the DMX address. * **AddressMode**:\ This toggle button changes how the DMX address is displayed. They can be split up into universes and a range DMX address from 1 through 512 - this option is called **Univ.addr**. The other option is **Absolute**, which shows the addresses continuously starting from number 1 and upwards. * **Patch To Next Free Address**:\ This gives the fixtures the next available DMX addresses. * **Patch To Next Free Universe**:\ This patches the fixtures to the next empty universe. * **SkipPatched**:\ This will skip addresses that have patched fixtures when scrolling through the universes. * **PatchOffset**:\ This can set the desired number of DMX channels between the fixtures. If the number is lower than the number of channels the fixtures use, they are patched as close as possible. If the number is more than the used channels, then the PatchOffset number is used. The **Edit Patch** menu auto closes when all the selected fixtures are patched. ## []()Filtering the Patch Menu [Section titled “Filtering the Patch Menu”](#filtering-the-patch-menu) Filtering in the patch menu can be useful when there are a lot of fixtures and stage elements. There are several ways to filter the fixtures in the patch menu. An existing filter can be assigned using the Filter input in the title bar. Tapping this opens a small select pop-up that lists all existing filters (read about creating a filter in the [Create a Filter topic](/grandma3/2-4/worldfilter_filter_create/)). Two other options are **None** (no filter) and **New** (create a new filter). Select the desired filter. Filtering needs to be turned On for the filter to be active. Tap the filter icon (![](/img/grandma3/2-4/icon_filter_15px-78282b.png)) (between Filter and Columns) to turn it On. This button toggles On or Off. Turning filters On also exposes column filters. An extra row is displayed above the fixture rows just below the column titles. Any column value can filter the patch simply by editing the filter field for a column. Only one filter value can be applied to each column. Edit a column filter field to assign a value. Some fields open a small selection pop-up with a list of available values, while others are input fields where text needs to be written. The column filters can be combined with a filter from the pool. The **Split View** is also a way to filter the patch. Learn more about the split view in the [Patch and Fixture Setup topic](/grandma3/2-4/patch/). ## Closing the Patch Menu [Section titled “Closing the Patch Menu”](#closing-the-patch-menu) There is a pop-up asking what to do when exiting the patch menu. ![](/img/grandma3/2-4/popup_leave-the-patch_v1-5-9d0b19.png) *Leave patch pop-up with options* This asks if the changes should be kept. Tap Save and Exit to save the changes and leave the patch menu. Tap Discard and Exit to cancel any changes and leave the patch menu. Tap Stay in Patch to stay in the patch menu. *** ## What Should Be Inverted [Section titled “What Should Be Inverted”](#what-should-be-inverted) Pan and Tilt attributes can be inverted using three different invert functions. Which one is the correct one in different scenarios? The problem can be identifying the correct issue. ### Situation 1 - Pan/Tilt direction is not the same in grandMA3 3D and the real world (including 3rd-party visualizer) [Section titled “Situation 1 - Pan/Tilt direction is not the same in grandMA3 3D and the real world (including 3rd-party visualizer)”](#situation-1---pantilt-direction-is-not-the-same-in-grandma3-3d-and-the-real-world-including-3rd-party-visualizer) There is probably an error in the physical description for the Fixture Type. The fixture type definition includes information about the rotation of the moving head in relation to the DMX value. The DMX channel called “Yoke\_Pan” often has a defined DMX range of 0 to 255 and a Physical range of 270 to -270 degrees. And a default DMX value of 127. The issue is the physical rotation direction when the DMX value increases. The physical value defines one direction, but if this doesn’t match the real fixture, then the grandMA3 3D will turn the fixture in the opposite direction from the real fixture. Inverting the 3D in the patch can be used in this situation to change the rotation direction in the grandMA3 3D. This inversion does not change the DMX output. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If XYZ is activated for the fixture type, then the physical description in the fixture type should be changed to match the real direction. If both Invert 3D and XYZ are active, then the DMX value is inverted! | ### Situation 2 - Pan/Tillt is inverted for some or all fixtures in the real world compared to both grandMA3 3D and a 3rd-party visualizer [Section titled “Situation 2 - Pan/Tillt is inverted for some or all fixtures in the real world compared to both grandMA3 3D and a 3rd-party visualizer”](#situation-2---pantillt-is-inverted-for-some-or-all-fixtures-in-the-real-world-compared-to-both-grandma3-3d-and-a-3rd-party-visualizer) If fixtures are turning in the opposite direction in the real world than shown in grandMA3 3D and 3rd-party visualizers, then the DMX values should be inverted. It might be better to invert the pan or tilt in the fixtures (if they have that setting). The difference is whether the DMX is inverted from the source (grandMA3 system) or at the destination (the fixture). The result is the same. Choose the one that is the easiest. Also, keep in mind the possible workload of updating stored positions in the showfile. ### Situation 3 - Some fixtures are positioned opposite other fixtures of the same type and should move in the same direction when turning the encoders [Section titled “Situation 3 - Some fixtures are positioned opposite other fixtures of the same type and should move in the same direction when turning the encoders”](#situation-3---some-fixtures-are-positioned-opposite-other-fixtures-of-the-same-type-and-should-move-in-the-same-direction-when-turning-the-encoders) Imagine two rows of fixtures standing on the floor. The fixtures are oriented towards the space between the rows. Turning the Tilt encoder makes the fixture tilt down towards the fixture on the other row. Now turning the Pan encoder makes the two rows turn in opposite directions. It might be nicer if the two rows turned to the same side. This can be achieved by inverting the encoder for one of the rows.  Tilt encoder inversion can be helpful if the desire is for hanging and standing fixtures to tilt up or down together rather than in opposite directions. # Add Multipatch Fixtures > Multipatch fixtures are virtual fixtures where every parameter follows the primary fixture (the fixture they mirror). Multipatch fixtures are virtual fixtures where every parameter follows the primary fixture (the fixture they mirror). These multipatch fixtures can be used when multiple physical fixtures are controlled by the same ID. The virtual fixtures do not require any extra parameters as long as the primary fixture has a patched and granted DMX address. They can have their own patch address, and there will be DMX output to these addresses. For more information about granted in DMX Universes, see [DMX Universes](/grandma3/2-4/patch_dmx_universe/). The multipatch fixtures can be assigned to [layouts](/grandma3/2-4/layouts/) and positioned in the [3D](/grandma3/2-4/patch_3d_viewer/). They are not part of the selection grid and can, therefore, not be used in MAtricks. Changing the parameters on a selected multipatch fixture actually changes the parameters of the primary fixture. All multipatched fixtures to this primary fixture will reflect the changed values.   Changing the location of the primary fixtures in the patch or adding multipatch fixtures to other fixtures might renumber all the multipatch fixtures. Multipatch fixtures can be selected individually. The selection color is light red instead of yellow (default colors). In the fixture sheet, the primary ID will flash between yellow and light red when a multipatch fixture is selected. They can be selected using the command line using their unique multipatch CID or by an index number of the primary fixture. ### Example [Section titled “Example”](#example) Have a setup like this: ![](/img/grandma3/2-4/img_live-patch_multi-patched-fixtures_v2-4-586591.png) Patch with two fixtures with two multipatched fixtures each The first multipatch fixture on FID 2 has the hidden multipatch CID number of 3 - it is the third multipatch fixture in the entire patch. It can be selected by this syntax: Multipatch 3 or Fixture 2 Multipatch 1. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The hidden multipatch CID should not be used to select the fixtures. The CID number will possibly change if changes are made to the patch. The number is not fixed. It is recommended to use the index number based on the primary fixture (the second example above). | Learn more about the keyword in the [Multipatch keyword](/grandma3/2-4/keyword_multipatch/) topic. ## Add Multipatch Fixtures [Section titled “Add Multipatch Fixtures”](#add-multipatch-fixtures) **Requirement:** Have some fixtures patched to the show. 1. Enter the Patch menu by pressing Menu and then tap Patch. 2. Select the primary fixture that needs multipatched fixtures. 3. Tap Create Multipatch. 4. Enter the number of needed multipatch fixtures in the **Amount of MP fixtures** pop-up and confirm it by tapping Please. The new multipatched fixtures can now get a DMX patch address. The multipatch fixtures are limited in what can be changed, but name and location information are part of what can be changed for the fixtures. 5. When all the needed information is assigned to the new multipatch fixtures, the patch menu can be closed by tapping ![](/img/grandma3/2-4/icon_cross_v0-1-191551.png) and saving the changes. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/994966153?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Activation Group > An activation group is used when there are several attributes where it makes sense that they are activated together. An activation group is used when there are several attributes where it makes sense that they are activated together. For instance, storing pan and tilt values together often makes sense. Having them in the same activation group makes this possible. Activating one of them also activates the other. There are factory-defined groups that are used with the factory-defined attributes. Custom groups can be made and then used in the [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/). The group needs to be created before it can be used. ![](/img/grandma3/2-4/menu_patch_activation-groups_v2-4-433c78.png) *The standard Activation Groups* The menu has the following columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number. * **Name**:\ This is the name of the activation group. * **Attrib Count**:\ This is a counter showing how many attributes are part of the group. * **Deactivation Group**:\ This column selects a **Deactivation Group** for two or more activation groups. Read more about this in the [Deactivation Group topic](/grandma3/2-4/patch_attribute_deactivation_group/). Each column can be filtered by entering input in the gray-green input fields at the top of each column. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Editing the existing Activation Groups is not recommended. Editing them can result in not automatically storing all expected values. | ## Create and Use a New Activation Group [Section titled “Create and Use a New Activation Group”](#create-and-use-a-new-activation-group) To create a new activation group: 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Tap Activation Groups on the top tabs. 5. Select the line in the list, where the new group should be above. 6. Tap Insert New ActivationGroup at the bottom. 7. Edit the name field to add a descriptive name. 8. Optionally edit the **Deactivation Group** cell to add a deactivation group. 9. Tap Attribute Definitions on the top tabs. 10. Assign the new group to the relevant attributes in the **Attribute Definitions** menu. 11. When finished, close the menus and tap Save and Exit in the pop-up asking if the changes should be kept. For more information on how to use the **Activation Group** read the [Attribute Definition topic](/grandma3/2-4/patch_attribute_definitions/). # Deactivation Group > Deactivation Groups are groups of Activation Groups. A deactivation group makes sure that only one set of valid attribute values are active for the actual DMX c **Deactivation Groups** are groups of **Activation Groups**. A deactivation group makes sure that only one set of valid attribute values are active for the actual DMX channels being output. This is to avoid DMX channels getting conflicting information. The deactivation group knocks out other groups of attributes when a value is assigned to a different activation group than the one already active. For example, when having active pan and/or tilt values in the programmer, the deactivation group “Position” takes care that these attributes will be knocked out when activating XYZ attributes instead. ![](/img/grandma3/2-4/menu_patch_deactivation-groups_v2-4-b27e04.png) Default deactivation groups By default, there are 2 automatically generated deactivation groups: Position and Color. The menu has the following columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number. * **Name**:\ This is the name of the activation group. * **Act Groups Count**:\ This is the number of activation groups using the deactivation group. Each column can be filtered by entering input in the gray-green input fields at the top of each column. The deactivation groups are assigned to activation groups in the **Activation Groups** tab. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Editing the existing Deactivation Groups is not recommended. Editing them can result in conflicting values being stored. | ## Create and Use a New Deactivation Group [Section titled “Create and Use a New Deactivation Group”](#create-and-use-a-new-deactivation-group) Create a new deactivation group following these steps. 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Tap Deactivation Groups on the top tabs. 5. Select the line in the list, where the new group should be above. 6. Tap Insert New DeactivationGroup at the bottom. 7. Edit the name field to add a descriptive name. 8. Tap Activation Groups on the top tabs. 9. Assign the new deactivation group to the relevant activation groups in the **Activation Groups** menu. 10. When finished, close the menus and tap Save and Exit in the pop-up asking if the changes should be kept. # Attribute Definitions > Attributes are the building blocks of fixture types. The same building blocks are used throughout the console, and they are what is controlled using the Encoder Attributes are the building blocks of [fixture types](/grandma3/2-4/fixture_types/). The same building blocks are used throughout the console, and they are what is controlled using the [Encoder bar](/grandma3/2-4/ws_encoder_bar/) when [operating fixtures](/grandma3/2-4/operate_fixtures/). Each show file has a limitation of 1 024 different attributes. Attribute definitions describe the relation between Main Attributes and sub-attributes. Attributes are organized in [Activation Groups](/grandma3/2-4/patch_attribute_activation_group/), [Feature Groups](/grandma3/2-4/patch_attribute_feature_group/), and [Deactivation Groups](/grandma3/2-4/patch_attribute_deactivation_group/). There is a set of 366 predefined attributes with a complete setup and relations. They can be edited, and custom attributes can be created. It is all done from the sub menus in the patch menu. ![](/img/grandma3/2-4/menu_patch_attribute-definitions_v2-4-529216.png) *Attribute Definitions* The attribute definitions have the following columns: * **Lock**:\ This column can be used to lock the rows and protect them from editing. * **No**:\ This is an auto-generated row number. * **Name**:\ This name needs to be a unique identifier. When it is typed, it is locked and cannot be edited. * **Pretty**:\ This is the name displayed above the encoders. This input accepts local country characters if typed using grandMA3 onPC. * **Main Attribute**:\ This is used to define a hierarchy between the attributes. Editing a cell in this column opens a small **Select Main Attribute** pop-up. Selecting the main attribute makes this attribute a subattribute of the main attribute. * **Activation Group**:\ Activation groups are used to activate a group of attributes as soon as one of the members in the group is activated. Read more in the [Activation Group topic](/grandma3/2-4/patch_attribute_activation_group/). * **Feature**:\ Features are part of the hierarchy system. Attributes need to be a part of a feature. Read more in the [Feature Group topic](/grandma3/2-4/patch_attribute_feature_group/). * **Special**:\ This is information only. It shows how the attribute is visualized in the [3D window](/grandma3/2-4/patch_3d_viewer/). * **Special Index**:\ This is information about the index number for the special value. * **Physical Unit**:\ The physical units describe the physical properties of the attribute. Read more [below](/grandma3/2-4/patch_attribute_definitions/#physical_unit). * **Geometry Type**:\ This can be used as a standard geometry type when using the attribute in new Fixture Types. Read more about geometry types in the [Fixture Types topic](/grandma3/2-4/fixture_types/). * **Color**:\ Any attribute can have a color but it is only relevant for the attributes that use “ColorComponent” as the physical unit. Here the color information defines the color of the LED emitter. * **Intensity**:\ The intensity value can be used to define the relationship between the Color Components. It is used by the color engine to compensate if, for instance, the blue emitters are much brighter than the green. This intensity information can also be defined in the fixture types. The information in the attribute definition is used if nothing is defined in the fixture type. * **Natural Readout**:\ This is the readout type used when **Natural** readout is selected. * **Encoder Resolution**:\ This defines the resolution of the encoder controlling the attribute. * **Log Channels**:\ This is information only. It shows how often the attribute is used in logical channels of fixture types added to the show. * **Channel Functions**:\ This is information only. It shows how often the attribute is used in channel functions of fixture types added to the show. * **Hide**:\ This can be used to hide the attribute on the interface. It will not be visible on encoder bars or on any sheets. If the attribute is matched with a DMX channel then it will still be visible in the DMX sheet. * **MIB**:\ This can be used to deactivate MIB for an attribute. Edit the cell to set it to Disabled to exclude this attribute. Learn more about MIB in the [Move In Black topic](/grandma3/2-4/cue_mib/). Each column can be filtered by entering input in the gray-green input fields at the top of each column. ## []()Add an Attribute Definition [Section titled “Add an Attribute Definition”](#add-an-attribute-definition) It is recommended to use one of the factory-defined attributes, if possible. Custom attribute definitions can be created following these steps: 1. Press Menu. 2. Tap Patch. 3. Tap Attribute Definitions on the left side. 4. Select the line in the list, where the new definition should be above. 5. Tap Insert New Attribute at the bottom. 6. Fill in all the relevant cells. 7. Close all the menus and tap Ok to accept the changes to the setup. Now the definition exists and can be used to create new custom devices. ## []()Physical Units [Section titled “Physical Units”](#physical-units) The physical units are used to describe the physical part of the attribute - if relevant. For some attributes, this is not relevant. For instance, the selection of a Gobo is linked to an image of the gobo projected, but it is not defined as a physical unit (it is a wheel slot information). Physical unit information is relevant for the attributes that define the rotation of the selected gobo. So the attribute defining the gobo position (index) uses **Angle** as a physical unit. The attribute defining the continuous rotation of the gobo uses **AngularSpeed** as the physical unit. Editing the cells for physical units (see the column descriptions above) opens the **Select Physical Unit** pop-up. There are many physical units available on the list. Select the one matching the needed unit. Subtopics * [Activation Group](/grandma3/2-4/patch_attribute_activation_group/) * [Feature Group](/grandma3/2-4/patch_attribute_feature_group/) * [Deactivation Group](/grandma3/2-4/patch_attribute_deactivation_group/) # Feature Group > Feature groups are part of the structure and hierarchy of the entire show. Feature groups are part of the structure and hierarchy of the entire show. This structure is visible and used in the [Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/) in the default [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Be aware that editing the Feature Groups settings can have serious consequences for the structure of the show. Editing the existing groups is only recommended if the consequences is known. Maybe use the custom [Encoder Bars](/grandma3/2-4/ws_eb_encoder_pool/) to manage encoder set up. | A **Feature Group** contains at least one **Feature**. The feature is assigned to attributes in the [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/). All attributes need to have an assigned feature. A feature group automatically has a **Preset Pool** where the attributes in the feature group can store values. Read more about presets in the [Presets topics](/grandma3/2-4/presets/). The feature group and feature need to be created before they can be used. ![](/img/grandma3/2-4/menu_patch_feature-groups_v2-4-5594f1.png) *The standard Feature Groups with Features* The menu has 6 columns: * **Lock**:\ This can be used to lock the row from being edited. * **No**:\ This is an auto-generated row number for the feature group. The number in parentheses is the number of features inside the group. * **Name**:\ This is the name of the feature. This needs to be a unique name. * **Pretty**:\ This is a custom label for the feature group. It can have local characters or a different spelling. For instance “Color” could be labeled “Colour”. * **Preset Mode**:\ This is the default type used when storing values in the preset pool. * **Attrib Count**:\ This is information only. This is a counter showing how many attributes use the feature. * **Log Channels**:\ This is information only. It shows how often the feature is used in logical channels of fixture types added to the show. Each column can be filtered by entering input in the gray-green input fields at the top of each column. ## Create and Use a New Feature Group and Feature [Section titled “Create and Use a New Feature Group and Feature”](#create-and-use-a-new-feature-group-and-feature) Create a new feature group and feature following these steps. 1. Press Menu on the console. 2. Tap Patch to select the patch menu. 3. Tap Attribute Definitions on the left side. 4. Tap Feature Groups on the top tab. 5. Select the row in the list, where the new group should be above. 6. Tap Insert New Feature Group at the bottom. 7. Fill in the name of the group. 8. Tap the triangle icon ![triangle-right](/img/grandma3/2-4/triangle-right-4d3382.png) next to the new group to expand the group. 9. Tap the New Feature area in the new group. 10. Tap Insert and write the name of the feature. Repeat until all the needed features have been created. 11. Tap Attribute Definitions on the top tab. 12. Assign the new features to the relevant attributes. 13. When finished close all the menus and tap Save and Exit in the pop-up asking if the changes should be kept. For more information on how to use the **Feature Group** read the [Attribute Definition topic](/grandma3/2-4/patch_attribute_definitions/). # Classes and Layers > Fixtures can be organized and grouped in both Class and Layer. Fixtures can be organized and grouped in both **Class** and **Layer**. It is inherited from the MVR (My Virtual Rig) import and from the CAD drawing programs, where fixtures can be organized using classes and layers. In grandMA3 there is no real difference between a class or a layer. Each fixture can have one of each assigned. The class and/or layer can be used when applying [filters in the patch](/grandma3/2-4/patch_add_fixtures/#filter). Classes and layers can be created manually. ## Create a Class or Layer [Section titled “Create a Class or Layer”](#create-a-class-or-layer) The following description is for a layer, but the process is the same for classes. Just exchange all the places it says “Layer” or “FixtureLayer” with “Class”. 1. Press Menu. 2. Tap Patch in the menu pop-up -> this opens the patch menu. 3. Activate Full columns in the title bar. 4. Activate Split View in the title bar. 5. Tap Layers. 6. Tap the location in the list where the new layer should be or tap New Fixture Layer at the bottom of the list. 7. Tap Insert new Fixture Layer. A new class or layer is now added. The name can be changed. Classes and layers can also be created by editing the class or layer field for the fixture. See the description below, but instead of selecting an existing class or layer, tap New. This creates a new class or layer, and the name pop-up appears to give the new class or layer a name. ## Assign a Class or Layer to a Fixture [Section titled “Assign a Class or Layer to a Fixture”](#assign-a-class-or-layer-to-a-fixture) Classes and layers can be assigned to fixtures in the [patch menu](/grandma3/2-4/patch_add_fixtures/) when it is in **Full** column mode or when the **Split View** is active in layers or classes. When the column mode is full, they also appear as options in the Fixture Wizard (read about it following the link above). Editing the class or layer cells opens small select pop-ups where the existing classes or layers can be selected. There is also the option to select **None**. This can be used to remove a class or layer from a fixture. # DMX Curves > Attributes use DMX curves. As a default, they use a linear transition from 0% to 100%. Other DMX curves can be created and assigned to parameters. Attributes use DMX curves. As a default, they use a linear transition from 0% to 100%. Other DMX curves can be created and assigned to parameters. There are three types of DMX curves: MinMax, Switch, and Custom. | | | | -------------------------------------------------- | ----------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | A show file can contain 9 999 DMX curves. | Importing fixture types that use special DMX curves adds the curves to the list. Curve values can be seen and edited in different readouts. These can be changed in the menu at the bottom by tapping the DMXReadout button. Other buttons at the bottom give access to Cut, Copy, and Paste the curves in the list. There is also a button that deletes a curve. If the curve is used, it might be impossible to delete it. The curves are displayed, created, and edited in the DMX Curves menu found in the patch. ## Open the DMX Curves Menu [Section titled “Open the DMX Curves Menu”](#open-the-dmx-curves-menu) 1. Press Menu. 2. Tap Patch. 3. Tap DMX Curves on the left side. ![](/img/grandma3/2-4/menu_patch_dmx-curves_v2-2-6325bd.png) DMX Curve menu The DMX Curve menu is split into left and right sides. The left side lists the curves, and the right displays the selected curve. The curve settings are listed on the left side. The curves can be unfolded (tap the white right-pointing triangle), and the different points on the curves can be seen and edited in the table mode. In and Out show the relationship between the incoming value and what it is translated to in the curve. The right side can also be used to edit curves. It has a standard toolset for selection (![](/img/grandma3/2-4/icon_select-15_v0-1-92bf61.png)), addition of point (![](/img/grandma3/2-4/icon_add_15_v1-5-png-png-b4d606.png)), removal of point (![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png)), move point (![](/img/grandma3/2-4/icon_move-15_v0-1-644ef1.png)), and move point handle (![](/img/grandma3/2-4/icon_move_handle_15_v1_5_2-347b22.png)). Not all tools not available for all curve modes. The column called **UseForVisualization** defines whether the DMX output, as defined by the DMXCurve, shall be visualized in the 3D Viewer. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When enabling this property for DMXCurves created by color-calibrated fixtures, the colors in the 3D Viewer will not match the actual output on stage! | All DMX curve changes are made inside the patch menu. This means that the menu needs to be closed and changes saved for them to take effect. To finish all DMX curve changes, leave and save the patch changes. Or exit without saving to cancel any changes. ## Create a New MinMax Curve [Section titled “Create a New MinMax Curve”](#create-a-new-minmax-curve) MinMax curves are linear DMX transitions from a minimum to a maximum value. These can be useful to limit output values in, for instance, dimmers or the pan and tilt movements of fixtures. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom - the default curve mode for a new curve is **MinMax**. 4. Edit the name to give it a custom name. 5. Edit the Min and Max values to match the needs. ## Create a New Switch Curve [Section titled “Create a New Switch Curve”](#create-a-new-switch-curve) Switch curves use two points to create a switch point where the output value instantly changes from one output value to the other. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom. 4. Edit the Curve Mode value to open the small **Select Curve Mode** pop-up. 5. Tap Switch in the pop-up. 6. Edit the name to give it a custom name. 7. Edit the Min and Max values of the two points to match the needs. Having two points in the switch allows for setting a value needed for switching On and another value for switching Off. This can help with hysteresis. **Example:** 1. Create a new switch curve. 2. Set the **Min** point to In = 70% Out = 0% 3. Set the **Max** point to In = 80% Out = 100% This creates a switch that needs a value of 80% and above to turn On (output 100%) and a value of 0% to 70% to turn Off (0% output) ## Create a New Custom Curve [Section titled “Create a New Custom Curve”](#create-a-new-custom-curve) Custom curves can be used for many different things, such as matching the emitter output of LED fixtures. 1. Open the DMX Curves menu. 2. Tap a location in the curves list on the left side where the new curve should be. 3. Tap Insert new Dmx Curve at the bottom. 4. Edit the Curve Mode value to open the small **Select Curve Mode** pop-up. 5. Tap Custom in the pop-up. 6. Edit the name to give it a custom name. 7. Points can be added using the Add tool on the right side or by creating a New Dmx Curve Point in the table view on the left side.\ To create a point using the tools: 1. Tap the Add tool (**+**) 2. Tap in the curve where the point should be added 8. Edit the Min and Max values and the Accel (acceleration) and Decel (deceleration) of the points to match the needs. This can be done in the table or by using the graph editor on the right side. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | A curve might give a warning if the output at some point is lower than a previous output value.Curves with a warning have the name displayed with a red text color. | ## Export and Import Curves [Section titled “Export and Import Curves”](#export-and-import-curves) Curves can be exported to a drive. 1. Select the desired drive. 2. Tap Export. 3. Select the desired drive. 4. Write a name in the name input field. 5. Tap Export in the pop-up. Curves can be imported to the show. 1. Select a location in the curve list. 2. Tap Import. 3. Select the desired source drive. 4. Select the desired curve. 5. Tap Import in the pop-up. ## Assign Curve to a Parameter [Section titled “Assign Curve to a Parameter”](#assign-curve-to-a-parameter) The curves can be assigned to parameters in the [Parameter List](/grandma3/2-4/patch_parameter_list/). This applies the curve to a specific DMX channel. 1. Open the Parameter List in the menu on the left side. 2. Locate the parameter that needs to use the custom curve. 3. Edit the DMX Curve field and select the custom curve in the small select pop-up. ## Assign Curve to a Fixture Type [Section titled “Assign Curve to a Fixture Type”](#assign-curve-to-a-fixture-type) DMX Curves can be assigned to an attribute in a [Fixture Type](/grandma3/2-4/fixture_types/). This applies the curve to the selected attribute for all the fixtures of this type. 1. Open the Fixture Types in the menu on the left side. 2. Select the desired fixture in the list. 3. Tap Edit in the menu at the bottom. 4. Tap the DMXModes tab at the top. 5. Edit the DMX Curve field for the desired attribute. 6. Select the wanted curve in the pop-up. 7. Close the FixtureType editor pop-up by tapping the X in the upper right corner. # DMX Sheet > The DMX sheet displays the actual DMX output from the system. It shows the result from the sequences, programmer, incoming merged DMX, and any masters that migh The DMX sheet displays the actual DMX output from the system. It shows the result from the sequences, programmer, incoming merged DMX, and any masters that might limit the output. The sheet can be created as a window on any empty space on the screens. The minimum size is 1.5 squares wide and 2 high. It is created like any other window using the [add windows](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_dmx-sheet_v2-2-7b9280.png) *DMX sheet with patched fixtures*   The main part of this window displays a big grid with every DMX address represented by its own square. This makes it a very long list (all 1024 universes are there). The first column on the left side is a label for the second column. There are two ways to see the DMX address: Absolute DMX address and the normal Universe divided. This can be changed in the [Sheet Settings](/grandma3/2-4/patch_dmx_sheet/#h2__190436926). The absolute address mode displays the DMX addresses as a continuous number. This means that the first address in the second universe will not be written as “2:001” but as “513” (512 addresses from the first universe + 1 from the second). The top row displays the column number. Since the grid is a matrix, the column number should be added to the address shown in the vertical bar - the actual calculation for the square number is the number in the left column plus the number in the top row minus one. Each square can display up to three different types of information: * **Value**:\ This setting shows or hides the DMX value of the DMX channel in the sheet. * **Attribute**:\ Toggling this setting shows or hides the attribute related to the DMX channel in the sheet. * **ID**:\ This setting shows or hides the FID and CID number assigned to the fixture patched to the DMX channel in the sheet. The three elements can be turned On or Off individually in the mask settings (read the [Sheets Settings](/grandma3/2-4/patch_dmx_sheet/#h2__190436926) below for more about the settings). If a fixture uses more than one DMX channel, the rounded corners are on the first and last attribute/DMX channel. The background color alternates between two shades of gray to indicate different fixtures. ![](/img/grandma3/2-4/window_dmx-sheet_detail_v2-2-6c3fa7.png) *Detail of the DMX sheet* In the example above, some RGB LED fixtures are patched. The selected fixture (FID 201) gets a yellow text color in attributes and FID:CID. If labels in the leftmost column have red text, then the channels/universes are not granted. Read more about getting more parameters in the [Expand the Amount of Parameters topic](/grandma3/2-4/system_parameter_expand/). If the cursor is moved to a square, information about that square is displayed in a text line at the bottom of the window (see the image above for an example). The two images show two different ways the value can be visualized in the DMX sheet. The first is called **Background**, and the second is **Bar**. They can be changed or turned Off in the [Sheet Settings](/grandma3/2-4/patch_dmx_sheet/#h2__190436926). The setting is called **Level Bar**. A third option for this is the **Progammer**. It shows the same background color as the fixture sheet. ![DMX Sheet showing Programmer colors.](/img/grandma3/2-4/window_dmx-sheet_programmer_v2-4-6a2d1e.png) DMX Sheet using the Programmer view style See more in the sheet settings below. ## []()Sheet Settings [Section titled “Sheet Settings”](#sheet-settings) The DMX sheet has some settings that define how the sheet shows the data. Tap the MA logo in the upper left corner of the window to open the settings. It opens the Display tab as a default. ![](/img/grandma3/2-4/window_dmx-sheet_settings_display_v2-4-2fdbb9.png) DMX Sheet Settings - Display tab This is a short description of all the Display settings for the DMX Sheet: * **Only Selection**:\ \*\*\*\*This On/Off button when enabled, automatically scrolls to the universe of the first fixture selected in the programmer. It automatically turns Off if a specific universe is selected. * **#Columns**:\*\*\ \*\*This input button sets the number of columns a sheet should display.The settings **Transpose** and **Adjust Columns** must be switched On except in the DMX Sheet. * **Universe**:\*\*\ \*\*This input button can change the universe a sheet should display. Tapping it opens a number input where a universe number can be typed. There is a special option called **Selected**. This makes the sheet scroll to the selected universe. * **Appearance**:\*\*\ \*\*This button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **DmxTestBar** (only when Edit Title Bar is On):\ This setting is only visible when the Edit Title Bar is On. Thus, changing the setting is only possible when the setting is visible in the title bar.\ The setting is an On/Off button that shows or hides the DMX tester encoder bar when the DMX Sheet has focus. Learn more in the [DMX Tester section](/grandma3/2-4/patch_dmx_sheet/#h2_1956195346). * **Adjust Columns**:\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Address**:\ This input button opens a calculator where a DMX address can be typed. This address defines the address the sheet should scroll to. * **Font Size**:\*\*\ \*\*This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Readout**:\*\*\ \*\*This selects the value readout for DMX channels. It is a swipe button that opens a list of readout types with the following options: * **Percent**:\ This is a range from 0 to 100. * **Decimal**:\ This is a decimal range from 0 to 255. * **Hex**:\ This is a hexadecimal range from 00 to FF. * **Address Mode**:\ This toggle button changes how the DMX address is displayed. It can be split up into universes and a range of DMX addresses from 1 through 512 - this option is called **Univ. add**. The other option is **Absolute**, which shows the addresses continuously starting from number 1 and upwards. * **Level Bar**:\ This input field changes the level bar setting in the sheet. There are three options: * **Off**:\ The value only visualizes the level. * **Background**:\ The background changes from dark green to bright green as the value rises. * **Bar**:\ The value is visualized as a bar that moves from left to right as the value rises. * **Programmer**: \ The value is visualized in the same color as in the programmer. * **Auto Columns**:\ This On/Off button activates a function that automatically adjusts the number of columns in the DMX Sheet.\ **Adjust Columns** need to be active for this to work. **#Columns** is automatically adjusted by this function. * **Universe Up** (only when Edit Title Bar is On):\ This is not a traditional setting. It is a button that can be visible in the title bar. Tapping the button will select the next universe.\ This setting is only visible when **Edit Title Bar** is On. Thus, using the button is only possible when it is visible in the title bar. * **Follow Preview**:\ When enabled and preview is disabled, then the live output is displayed. When both are enabled, then the preview output is displayed. When disabled, the live output is always displayed.  * **Auto Column Width**:\ This On/Off button activates a function that automatically adjusts the number of columns in the DMX Sheet.\ **Adjust Columns** need to be active for this to work. **#Columns** is automatically adjusted by this function. * **Universe Down** (only when Edit Title Bar is On):\ This is not a traditional setting. It is a button that can be visible in the title bar. Tapping the button will select the previous universe.\ This setting is only visible when **Edit Title Bar** is On. Thus, using the button is only possible when it is visible in the title bar. The mask tab contains the three On/Off toggle buttons called **Value, A\*\*\*\*ttribute**, and **ID**. They are described in the text above. ## []()DMX Tester [Section titled “DMX Tester”](#dmx-tester) The DMX channels can have output from the DMX tester. This can be done using the [DMXAddress](/grandma3/2-4/keyword_dmx_address/) and [DMXUniverse](/grandma3/2-4/keyword_dmx_universe/) keywords. It can also be done using the **DMX Tester** encoder bar. It can be shown by turning on the Tester Encoder Bar in the title bar of the DMX Sheet. ![](/img/grandma3/2-4/img_encoder-bar_dmx-tester_v2-1-ee93f5.png) Encoder bar - DMX Tester This encoder bar allows fast access to DMX addresses, a test value, and the option to patch the selected address to an existing fixture. A row of buttons gives fast access to some useful functions. On the left side of the bottom row, there is a button that changes the address mode for the encoders. It can be Uni for **Universe** and **Address** separation on the first and second encoder or Abs for absolute DMX addressing on the second encoder. The third encoder (Tester Output) defines the DMX value used for the test. Changing the readout for the DMX sheet also changes the readout for this encoder. The fourth encoder can be tapped to open a **Fixture(s) to Patch** pop-up. This can be used to select an existing fixture that should be patched to the selected DMX address. DMX addresses can also be selected by tapping on the DMX sheet. The buttons above the encoder control have the following functions: * **Retain**:\ Turning this On will keep the value from the tester active in output for any DMX address selected using the tester. Retain Off releases the previous addresses from the tester. * **DMX Channels**:\ This button toggles between three different values: * **All**:\ Any DMX address can be selected using the encoders. * **Patched**:\ This allows only patched DMX addresses to be selected using the encoders. * **Unpatched**:\ This allows only unpatched DMX addresses to be selected using the encoders. * **Select All**:\ Tapping this selects all the DMX addresses affected by the DMX tester. * **Release Selected**:\ This will release the currently selected DMX address from being affected by the DMX tester. * **Release Unselected**:\ This will release all other DMX addresses except the currently selected one from being affected by the DMX tester. * **Release All**:\ This will release all DMX addresses from being affected by the DMX tester. * **Park Selected**:\ This can park the currently selected DMX address at the current DMX value. * **Unpark Selected**:\ This can be used to unpark the currently selected DMX address. When a DMX tester affects a DMX channel, the background color for the value is white. ![](/img/grandma3/2-4/img_dmx-sheet_active-testing_v1-8-6e68df.png) DMX address 2 is being tested The [DMX Universe pool](/grandma3/2-4/patch_dmx_universe/) shows when a universe has parked DMX addresses with a small ![](/img/grandma3/2-4/icon_parked_14_v1-8-45c108.png) icon. Universes where the tester affects DMX channels also have a small ![](/img/grandma3/2-4/icon_dmx-tester_14_v1-8-9cadbd.png) icon. It could look like this in the pool: ![](/img/grandma3/2-4/img_universe-pool_parked-tester_v2-1-7d575a.png) DMX universe pool with parked addresses and actively testing addresses # DMX Universes # Live Patch > The Live Patch menu is a version of the Patch menu with limited functionality. It looks like the patch menu, but some buttons are missing and some columns have The **Live Patch** menu is a version of the [Patch menu](/grandma3/2-4/patch_add_fixtures/) with limited functionality. It looks like the patch menu, but some buttons are missing and some columns have a dark background - these columns cannot be edited. The idea behind Live Patch is that it is only possible to change the elements that do not require a new show upload to the system. This means that fixtures/objects cannot be added or removed. In the live patch it is possible to change the following columns: * Name * Patch * Offset Pan * Offset Tilt * DMX Invert Pan * DMX Invert Tilt * Invert 3D Pan * Invert 3D Tilt * Enc Invert Pan * Enc invert Tilt * Position and Rotation * Gel Color * Note * Tags * Beam Angle * Shadow Quality * Cast Shadow * Follow Target * Selectable 3D * Visible 3D * Master React * Values for automatic position calculation * Grid rotation and invert values * Material Overwrite * Appearance The automatic position calculation columns are for the four points used for automatic fixture position calculation. Read more about this in the [Position Fixtures in the 3D Space](/grandma3/2-4/patch_position_fixtures/) topic. Follow the link to the Patch menu (above) to read more about the other columns. Changes made in the live patch are applied immediately. The lowest button on the left side gives access to an additional RDM Fixtures menu. This lists fixtures discovered using RDM. Learn more about RDM in the [RDM section](/grandma3/2-4/rdm/). # My Virtual Rig (MVR) > MVR (My Virtual Rig) is a file format that is used to share data for a stage set up between a lighting console, a visualizer, a CAD program or similar tools. Th MVR (My Virtual Rig) is a file format that is used to share data for a stage set up between a lighting console, a visualizer, a CAD program or similar tools. This allows for transferring parametric and geometric data between different programs. It is a complementary system to the GDTF files. MVR is described in the GDTF help pages (external link): *** ## Import MVR [Section titled “Import MVR”](#import-mvr) Partial Show Read has been enhanced to support MVR integration. For more information, see the [Partial Show Read (PSR)](/grandma3/2-4/sc_psr/). *** ## Export MVR [Section titled “Export MVR”](#export-mvr) To export the patch as an MVR file, open the **Patch** menu. The exported file will be saved in the following directory on the selected drive: MALightingTechnology\gma3\_library\mvr. At the bottom of the menu, tap the Export button to open the **Patch Export** pop-up window, which could look like this:\ ![Update this description text.](/img/grandma3/2-4/popup_patchexport_v2-4-604a95.png) Patch menu - Export In this window, you can: * Select the desired drive. * Enter a file name in the **Name** field. * If you leave it as ``, the current show file name will be used automatically. * View existing MVR files on the selected drive. ### Export Options [Section titled “Export Options”](#export-options) There are two export file types: * grandMA3 * MVR (selected by default) For more information, see [Patch and Fixture Setup](/grandma3/2-4/patch/).  On the right side of the pop-up, you can choose the scope of the export: * Entire Patch: Exports the entire patch including fixture files, stage elements, and organizational elements like the [Classes and Layers](/grandma3/2-4/patch_classes_layers/). * Selected Fixtures: Exports the selected fixtures including fixture files, stage elements, and organizational elements. Tap Export to begin the export process and generate the MVR file.\ Tap Delete to remove the currently selected file from the list.  /MVR exports fixtures in MVR format. For more information, see [/MVR keyword](/grandma3/2-4/ok_mvr/) topic. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is a good idea to store the show file **before** exporting it to the MVR file. | # Parameter List > The Patch menu gives access to the list of all the parameters by tapping the Parameter List button in the menu on the left of the Patch Menu. The Patch menu gives access to the list of all the parameters by tapping the Parameter List button in the menu on the left of the [Patch Menu](/grandma3/2-4/patch/). These parameters are also called RTChannels (Realtime Channels). This menu lists all the parameters in the show. ![](/img/grandma3/2-4/menu_parameter-list_v2-3-a83dc5.png) Parameter List menu The menu is a big table with the parameters in rows. This is a short explanation of the different columns: * **Lock**:\ This indicates a “PL” (Position Locked) if the row is locked. * **No**:\ This is the parameter number. * **Name**:\ This is the name of the fixture. * **FID**:\ This is the FID of the fixture using the parameter. * **IDType**:\ This is the ID number of the fixture ID type. * **CID**:\ This is the CID for the fixture using the parameter. * **ChannelName**:\ This is the name of the channel in the fixture definition. * **Default**:\ This is the default value for the parameter. * **Default Preset**:\ If the default value is referencing a preset, then the preset number and name are shown here. * **Highlight**:\ This is the highlight value for the parameter. * **Highlight Preset**:\ If the highlight value is referencing a preset, then the preset number and name are shown here. * **Lowlight**:\ This is the lowlight value for the parameter. * **Lowlight Preset**:\ If the lowlight value is referencing a preset, then the preset number and name are shown here. * **Coarse**:\ This is the DMX address for coarse control of the parameter. * **Fine**:\ This is the DMX address for fine control of the parameter. * **Ultra**:\ This is the DMX address for ultra-fine control of the parameter. * **DMX Curve**:\ This field can be used to select one of the existing DMX curves. Learn about DMX curves in the [DMX Curve topic](/grandma3/2-4/patch_dmx_curves/). Only the default, highlight, lowlight values and presets, and the DMX curves can be changed in this list. A filtered version of this list is also shown when a fixture is edited. It is filtered to only show the attributes (or RTChannels) for the fixture being edited. *** ## Change the Default, Highlight, and Lowlight Values [Section titled “Change the Default, Highlight, and Lowlight Values”](#change-the-default-highlight-and-lowlight-values) The values in the Default, Default Preset, Highlight, Highlight Preset, Lowlight, and Lowlight Preset columns can be edited in this menu or when editing the fixture. It is also possible to store the programmer’s content to these elements. It automatically assigns presets that might be in the programmer into the preset column. To reset any of the special values, set the corresponding attributes to remove values in the programmer and Store /Merge them to the desired type of special values. Or set any value for the corresponding attributes and do a Store /Remove. It is done using the [Default](/grandma3/2-4/keyword_default/), [Highlight](/grandma3/2-4/keyword_highlight/), and [Lowlight](/grandma3/2-4/keyword_lowlight/) keywords and the [/Remove](/grandma3/2-4/ok_remove/) and [/Merge](/grandma3/2-4/ok_merge/) option keywords. ### Examples: [Section titled “Examples:”](#examples) Store a new default position for a group of fixtures. 1. Clear the programmer for any existing values and selection. 2. Select the desired fixtures. 3. Give them the desired position, for instance, from a preset. 4. Be careful not to have undesired values in the programmer (for instance, intensity values). 5. Execute this command: Store Default. 6. Clear the programmer and verify the new default position.   Remove the currently stored highlight values for a selection of pan and tilt attributes. 1. Clear the programmer for any existing values and selection. 2. Select the desired fixtures. 3. Give the pan and tilt attributes some value - the actual value does not matter. It only matters that there are active programmer values for the desired attributes. 4. Be careful not to have undesired values in the programmer (for instance, intensity values). 5. Execute this command: Store Highlight /Remove. 6. Clear the programmer and verify the new highlight position. To reset the special values of default and lowlight, follow the example above but replace Highlight with Default, or Lowlight. In addition, storing with the [/Release](/grandma3/2-4/ok_release/) option keyword to the special values will do the same as Remove. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | For which fixtures the special values will be changed when using the command line approach, the Use Selection setting and the If not empty setting of the Store Options are important.To learn more about the Use Selection setting and the If not empty setting, read in the [Store Options topic](/grandma3/2-4/cue_store_settings_preferences/). | | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | It is only possible to store special values using absolute values. Relative values will be ignored. | | | | | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Presets with more than 1 step (“Phaser presets”) will only use step 1 when using them as special values. | # Position Fixtures in the 3D Space > The 3D Viewer Window shows a 3D visualization of the fixtures and objects in a 3D space. The [3D Viewer Window](/grandma3/2-4/patch_3d_viewer/) shows a 3D visualization of the fixtures and objects in a 3D space. The fixtures need to be positioned in the 3D space for this to truly be a powerful tool. The virtual fixtures should be positioned and rotated to match the real-world fixtures. There are three primary ways to change the fixture position: [Using the patch](/grandma3/2-4/patch_position_fixtures/#h2_1201591992), [using the 3D Viewer](/grandma3/2-4/patch_position_fixtures/#h2_1696709667), or [position calibration](/grandma3/2-4/patch_position_fixtures/#h2_2046232340). ## []()Position Fixtures Using the Patch [Section titled “Position Fixtures Using the Patch”](#position-fixtures-using-the-patch) The best way to position the fixtures from the patch is from the [Live Patch](/grandma3/2-4/patch_live/): 1. Press Menu. 2. Tap Live Patch. 3. Make sure the menu is in **Full** column mode. In the patch, there are rows for each fixture, and there are columns with position and rotation values: ![](/img/grandma3/2-4/img_patch_fixture-position_v2-2-f77756.png) *Position and Rotation values in the Patch.* New fixtures are always added at the zero-point location and with zero rotation. The zero points are 0.000 meters for all three position axes (X, Y, and Z) and 0.00° for all three rotation axes.   * X position is usually regarded as the Stage Left and Stage Right indication. A positive value is in the stage left direction. * Y position is usually the Downstage and Upstage direction. A positive value would move the fixture more upstage. * Z position is the height. A positive value would move the fixture above the stage. * X rotation is rotating the fixture around the fixture’s own X-axis. A positive value is rotating the top of the fixture towards downstage. * Y rotation is rotating around the fixtures’ own Y-axis. A positive value rotates the top towards stage left. * Z rotation is rotating around the fixtures’ own Z-axis. A positive value rotates the fixture counter-clockwise, as seen from the top. The grandMA3 software currently only works with meters and degrees. *** Do the following steps to edit the fixtures’ position and rotation:  1. Locate the rows for the fixtures that need to be positioned. 2. Edit the needed fields. 3. Type the new position. The Show 3D Positions can be activated to show the 3D space with the fixtures. The fixtures represented by the selected rows are highlighted in yellow in the 3D space. ## []()Position Fixtures Using the 3D Viewer [Section titled “Position Fixtures Using the 3D Viewer”](#position-fixtures-using-the-3d-viewer) The 3D Viewer can be used to position and rotate the fixtures. It needs to be in **Setup** mode, which can be activated by tapping Setup in the title bar. This mode changes the encoder toolbar into this: ![](/img/grandma3/2-4/img_encoder-bar_3d-viewer_position_v2-3-d9b51e.png) *Use the encoders to position and rotate fixtures* Different buttons in this toolbar change how the fixtures are affected by the encoders. Some standard functions do not change; others change depending on selected functions. The general workflow is this: 1. Select the fixtures that need to be moved. 2. Change the settings in the toolbar to match the wanted action. 3. Use the encoders to adjust the values.   The values on the encoders show the relevant values depending on the selected fixtures. Turning the encoders changes the values and, thus, the position or rotation of the selected fixtures. These are the different standard buttons for position and rotation: * **Function**:\ This button toggles between two different modes: **Position/Rotation** and **Arrangement**. This changes the function of the encoders to either change the position and rotation of the selected fixtures or to different arrangement types. Read about the Arrangement tool [below](/grandma3/2-4/patch_position_fixtures/#h3__386717161). * **Resolution**:\ This setting has three different resolutions. The setting affects the encoder resolution in both **Position/Rotation** and **Arrangement**. The options are: * **Coarse**:\ Each click on the encoder moves 10 cm or turns 1 degree. * **Fine**:\ Each click on the encoder moves 1 cm or turns 0,1 degrees. * **Increment**:\ Each click on the encoder moves 1 mm or turns 0,01 degrees. * **Axis**:\ The axis is used when a fixture is moved or rotated. The two options here are **Stage** and **Object**. This means that the selected fixtures can be positioned and rotated using their own axis (Object) or the stage or world axis (Stage). * **Rotation Mode:**\ When multiple fixtures are selected, the rotation mode can be changed between **Single** or **Group**. This determines if rotation is done for each fixture or if the selection of fixtures is treated as a group and thus rotated as one object. * **Calibrate Position**:\ This opens the Position Calibration menu. Read more about it [below](/grandma3/2-4/patch_position_fixtures/#h2_2046232340). * **Change on Encoder Event**:\ This determines when changes are distributed through the network to other stations. When it is On, then the new position is sent immediately. When it is Off, then the new information is sent two seconds after the encoders stop turning. * **Reset Position:**\ Tap this button to reset the fixture position to 0 in all positions. * **Reset Rotation**:\ Tap this button to reset the rotation to 0 on all axes.   ### []()Position Arrangement Tool [Section titled “Position Arrangement Tool”](#position-arrangement-tool) The position arrangement tool consists of three different arrangement or layout types. It can be used to arrange the selected objects in a **Line**, **Grid**, or **Circle**. The tool is accessed by changing the Function in the encoder toolbar to **Arrangement**. Each of the three layout types has its own encoder functions and their own buttons. There are some common arrangement buttons: * **Layout Type**:\ There are three types of arrangement: **Line**, **Grid**, and **Circle**. These different types change the available buttons in the encoder bar and the functions of the encoders. * **Reset Encoder Values**:\ Resets the values on the encoder to the default values. * **Apply on Change**:\ This controls whether arrangement changes are applied and distributed immediately (On) or only marked by a purple indicator of the would-be location (Off). * **Apply**:\ If **Apply on Change** is Off, then this button needs to be tapped to confirm the new arrangement location. * **Center**:\ This is active in **Grid** or **Circle**. It sets the center of the grid or circle to the 0 point based on the **Axis Group Type** (read below). This function is applied immediately and does not obey the **Apply on Change** setting. When an arrangement is being adjusted, then there are purple fixtures in the 3D window with ID numbers to indicate where the fixtures would end up if the arrangement settings are applied. **Line** This is used to position the fixture on a single row.  ![](/img/grandma3/2-4/img_encoder-bar_3d-viewer_position_arrangement-line_v2-3-47abed.png) Line Arrangement Encoder Toolbar The encoders change to set a start and a length for all three axes. There is a special button called **Line up**. Tap this to align the base of the fixture to match the line. **Grid** The grid arrangement moves the fixtures into rows and columns. It is a 2D grid. ![](/img/grandma3/2-4/img_encoder-bar_3d-viewer_position_arrangement-grid_v2-3-06b905.png) Grid Arrangement Encoder Toolbar The encoders change to set the number of columns and rows and the interval spacing between the columns and rows. There are some special buttons: * **Axis Group Type**:\ This sets the orientation of the grid. It shows the two axes that are used as columns and rows. * **Reset Z** / **Reset X** / **Reset Y**:\ This button resets the position on the third axis. The one not affected by the grid. * **Direction**:\ This changes the direction of the grid. It changes the order of the two axes. * **Row Order**:\ Tap this button to reverse the direction of the row. * **Column Order**:\ Tap this button to reverse the direction of the row.   **Circle** The circle arrangement tool is used to position fixtures in circles and spirals. ![](/img/grandma3/2-4/img_encoder-bar_3d-viewer_position_arrangement-circle_v2-3-42f314.png) Circle Arrangement Encoder Toolbar The encoders change to set the Radius Start size, Radius Delta (sets if the radius changes size), Angle Start, and Angle Range. Angle Start sets where the first fixture is on the circle. Angle Range is used when creating semi-circles (value below 360) or even multiple circles (value above 360). There are some special buttons: * **Axis Group Type**:\ This sets the orientation of the circle. It shows the two axes that are used. * **Reset Z** / **Reset X** / **Reset Y**:\ This button resets the position on the third axis. The one not affected by the circle. * **Rotate to Circle Center**:\ This rotates the fixture bases to match the circle. Tapping this button several times rotates the fixtures, each time to a different rotation.   ## []()Position Fixtures Using Position Calibration [Section titled “Position Fixtures Using Position Calibration”](#position-fixtures-using-position-calibration) The fixture position calibration system calculates the fixture position based on the pan and tilt values needed to hit three or four known points in the real world. While using only points one, two, and three can be enough, the best result is achieved using all four points. The four points do not need to be the same for all fixtures. Each fixture can have its own four points. The points are visible in the 3D window as a red, green, blue, and yellow octahedron when the window is in setup mode, and the **Position Calibration** pop-up is open. The pop-up is opened by tapping the Calibrate Position on the encoder bar - read [above](/grandma3/2-4/patch_position_fixtures/#h2_1696709667). ![](/img/grandma3/2-4/popup_position-calibration_v2-4-acc1d8.png) *Position calibration pop-up with some selected fixtures and their values* The pop-up shows the selected fixtures as rows and four colored sections of columns. Each color section has X, Y, and Z values for the calibration point, and the Pan and Tilt values needed to hit the point. At the bottom, there are buttons to store and recall the pan and tilt values for each point. There is also the Solve needed to start the position calculation. To record the pan/tilt position that matches the calibration point, tap Store Px. Call Px can be used to recall a stored position to refine it. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Four calibration points are recommended. Using three calibration points deteriorates the quality of the calibration. |   To calibrate fixtures, use this workflow: 1. Open the **Position Calibration** pop-up. 2. Select the fixtures to calibrate. 3. Define the real-world coordinates of the calibration points (P1 - P4) in the position calibration pop-up for each fixture. 4. Position each fixture using pan and tilt to each of the calibration points, and store these positions. 5. Tap Solve. 6. Close the pop-up. Now, the fixtures should move and rotate in the 3D window to match the real-world values. ### Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) Storing calibration points, calling calibration points, and solving the calibration can be done using the [Action keyword](/grandma3/2-4/keyword_action/). # Remove Fixtures from the Show > Removing or deleting a fixture row in the Patch menu removes all programmed information from the show. Removing or deleting a fixture row in the [Patch menu](/grandma3/2-4/patch/) removes all programmed information from the show. It can not be done from the Live Patch menu. Removing the DMX address or the ID number does not remove the programmed values, but the fixture can no longer be edited, and it does not produce any output. It is also not visible in the [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/). ## Remove a Fixture from the Patch [Section titled “Remove a Fixture from the Patch”](#remove-a-fixture-from-the-patch) **Requirement:** Patched fixtures. 1. Open the Patch Menu. 1. Press Menu 2. Tap Patch 2. Select the fixtures in the patch. 3. Tap Delete 4. Close the Patch menu and tap Ok to accept the changes. The fixtures are deleted and all programming with those fixtures is lost. It cannot be oopsed. # Render Quality > The render quality defines how the light and fixture bodies are rendered in the 3D Viewer. The render quality defines how the light and fixture bodies are rendered in the [3D Viewer](/grandma3/2-4/patch_3d_viewer/). All the render settings are stored in a **Render Quality** pool object and can be easily selected in the pool. ![Render Qualities pool.](/img/grandma3/2-4/window_render-qualities-pool_v2-4-ca39ff.png) Render Qualities pool There are some predefined render qualities in the pool. There is always a selected object. The 3D Viewer can use any render qualities or be linked to the selected pool object. New pool objects can be made and edited to change the render settings. ![The Render Quality Editor on the Main Settings tab.](/img/grandma3/2-4/popup_edit-render-quality_main_v2-3-16144f.png) Render Quality Editor - Main Settings The editor has two different tabs. The one called “Main Settings” deals with the general settings defining how detailed the rendering should be. The main settings contain the following: * **Name**:\ This is the name of the pool object. Tapping it allows changing the name. * **Scribble**:\ This is the assigned scribble, and tapping it allows selecting a scribble or creating a new one. * **Appearance**:\ This is the assigned appearance. Tapping allows for selecting an appearance or creating a new one. * **Tags**:\ Tags can be added to the render quality. * **Note**:\ A note can be added to a render quality. * **Lock**:\ The render quality can be locked to prevent unwanted changes. * **Beam**:\ This toggles through a list of different simulation qualities that can be selected for the light beam. It goes from low to high quality. The higher quality uses more computer resources. * **No Beam**:\ This does not render any beams. This mode does not show any gobos or spot rendering. * **Line**:\ This renders a simple line as the beam. This mode does not show any gobos or spot rendering. * **Standard**:\ This is a simple light beam from the fixture. * **High**:\ This mode adds more reality to the light beam. * **High Fancy**:\ This is a more precise calculation of light dissipation. * **Shadow**:\ Turns On or Off if the beam shall throw shadows when hitting another object. Therefore, the 3D object needs the setting Cast Shadow enabled within the patch, and the fixture’s Shadow Quality must be set to a value above **None**. Each fixture has a Shadow Quality setting in the Patch. Learn more in the [Add Fixture to the Show topic](/grandma3/2-4/patch_add_fixtures/). * **Gobo**:\ This setting defines whether gobos shall be rendered within the beam and spot. It has three different options: * **Disabled**:\ Gobos are not rendered. * **Enabled**:\ Gobos are rendered. * **Animated**:\ This means that in addition to the gobo, gobo animations like gobo shake or gobo wheel spin are rendered. When gobo is only set to enabled, these animations will not be rendered. * **Multi LED Beam Mode**:\ This defines how multi-emitter fixtures render the light beam. The options are: * **Separated Beams**:\ This renders a beam for each emitter. * **Single Beam Mean Color**:\ This renders a single beam using the mean color. * **Single Beam Dynamic Gobo**:\ This takes the output of the emitters and creates a “virtual dynamic gobo”. This is then rendered as a single beam. * **Body Quality**:\ This defines the quality of the fixture body rendering. The options are * **None**:\ No meshes of fixtures are visualized. Nevertheless, environmental objects are displayed. * **Box**:\ A whole fixture’s body is visualized as one box. This box has the dimensions of the fixture. * **Low**:\ Every geometry of a fixture is visualized as a box. This is not changed if one of the fixture’s meshes is a default cylinder. * **Simple**:\ Fixtures with a common geometrical structure of a moving head (Base - Yoke - Head - Lens with or without Pigtail) are visualized with grandMA3 default meshes. All other fixtures are visualized in “Low” mode. * **Standard**:\ Fixtures with a vertex count above 1 200 are visualized in “Simple” quality mode. The meshes of fixtures with a vertex count lower than 1 200 are not changed. * **High**:\ Fixtures with a vertex count above 10 000 are visualized in “Standard” quality mode. The meshes of fixtures with a vertex count lower than 10 000 are not changed. * **Ultra**:\ The fixtures are visualized with their original meshes, no matter the vertex count. * **Dilution Type**:\ This defines the dilution intensity of the beam and the spot relative to the distance. These are the options: * **None**:\ The beam and spot keep their brightness over the distance. * **Linear**:\ Corresponds to a linear attenuation of the intensity over the distance. * **Correct**:\ Corresponds to a more realistic attenuation. * **Light Scale**:\ This changes the resolution of the light rendering in the 3D Viewer. 100% means that the 3D Viewer is rendered with its native resolution. 10% means that the resolution of the light in the 3D Viewer is divided by 5 in width and height. * **Render Scale**:\ This changes the resolution of the whole rendering in the 3D Viewer. 100% means that the 3D Viewer is rendered with its native resolution. 10% means that the resolution of the 3D Viewer is divided by 5 in width and height. * **Native Colors**:\ This fader interpolates between the native representation of colors and the intensities of the beams and spots. An automatic method that changes the colors and intensities so that the rendered beams are easier to separate. A higher value for native colors can make distinguishing between individual overlapping beams impossible but provides stronger colors and higher contrasts. * **Dilution Scale**:\ This defines the beam intensity dilution of the beam dilution. The higher the value, the less the beam is attenuated, resulting in a beam that remains visible over further distance. Render Scale and Light Scale can be used in combination. Setting both to 1/2 means that the whole 3D Viewer is rendered with half of its resolution, while the light is rendered with a quarter of its resolution. The Import button allows for importing the settings of the exported render quality objects.  Pool objects can be exported using the [Show Creator menu](/grandma3/2-4/show-creator/) or the [Export Keyword](/grandma3/2-4/keyword_export/). *** The Haze Settings tab looks like this: ![The Render Quality Editor on the Haze Settings tab.](/img/grandma3/2-4/popup_edit-render-quality_haze_v2-2-4d5b96.png) Render Quality Editor - Haze Settings These settings are about an animated haze that can be visualized in the 3D Viewer. This requires some graphic powers that exceed the intended use of the graphics cards in the consoles. It is recommended that this feature be used on a grandMA3 onPC with a powerful graphics card. Using this feature makes the 3D Viewer look more realistic. The 3D Viewer must activate the Priority setting to visualize the haze animation. The priority mode is used to prioritize the 3D rendering. It takes away resources from displaying other UI elements. Learn more about it in the [3D Viewer topic](/grandma3/2-4/patch_3d_viewer/#h3__206664939). The haze exists inside a volume space. The space is defined by the location of the patch’s non-environmental devices positioned in the stage space. If this volume space is too big, the haze rendering is disabled. If this happens, a warning will appear in the upper left corner of the 3D Viewer: “Haze has been automatically disabled as the maximum volume defined by the non-environmental fixtures is in \[size of volume]% overload.”. The haze rendering is enabled again when the volume space is made smaller. It is an internal setting that defines whether or not the haze is rendered. This does not change the “Enable” setting mentioned below. Another restriction to the haze rendering is the show data limit on the show file. As soon as 90% of the 10GB data limit is reached, the haze rendering will be disabled, and a corresponding warning text will be displayed in the 3D Viewer. These are the haze settings: * **Enable**:\ This toggles if the haze rendering is activated. Limitations might internally disable the haze rendering, so this setting defines if the rendering is desired. * **Particle Quality**:\ This defines how accurately the clouds of haze are rendered. The higher the value, the better the quality.  * **Particle Size**:\ This defines the size of the haze particles. A low value makes the haze more like clouds. A higher value makes the haze more dense. * **Haze Scale**:\ This changes the resolution of the haze texture. The higher the number, the more detailed the texture, and then more resources are needed to calculate the rendering. * **Layers**:\ This defines how many layers of haze are used in depth. The higher the value, the more spatial the haze looks. * **Blend**:\ This defines how well the haze is blended in the air. The lower the values, the more it blends into the air and seems more even. A higher value makes it appear more realistic. * **Animation Speed**:\ The speed at which haze moves around. The haze will not be animated if the 3D viewer does not have Priority enabled. # Stages in grandMA3 > In grandMA3 there are virtual stages. The fixtures added to the patch are placed in a stage. The fixtures can be positioned in this 3D virtual stage. In grandMA3 there are virtual stages. The fixtures [added to the patch](/grandma3/2-4/patch_add_fixtures/) are placed in a stage. The fixtures can be [positioned](/grandma3/2-4/patch_position_fixtures/) in this 3D virtual stage. It is possible to create more stages. This could be useful in a house with several physical stages, a television station with several studios, a theme park with several different areas, or for adding a festival rig to a touring show. The stages have location and dimension information. ## Add a Stage in the Patch [Section titled “Add a Stage in the Patch”](#add-a-stage-in-the-patch) 1. Press Menu. 2. Tap Patch in the menu pop-up. 3. Tap Stages on the left side. 4. Tap Insert new Stage at the bottom. A new stage has now been added above the line that had focus. ![](/img/grandma3/2-4/menu_patch_stages_v2-2-62e168.png) *Stages menu with two stages* The stages can be named for organizational purposes. Tags can be assigned to a stage, and the stage can have a note. The standard size for a new stage is 30 meters wide (X) and deep (Y), with a zero in the middle. The height (Z) is from zero to 15 meters high. The stage displayed in the 3D window will automatically expand the visible box, but will not change the dimension defined for the stage object. The stage setup allows for changing the positions and rotation of the stages. A 3D Viewer can show one or all of the stages. The buttons at the bottom make it possible to insert new stages. The stages can also be deleted. Be careful with this! | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Fixtures are patched inside the stages. Deleting a stage also deletes all the fixtures in that stage, including all the information programmed about those fixtures. | If the stages need to be reorganized, they can be copied, cut, and pasted to move them in the list. A stage can also be exported and imported. Remember that the stage contains the fixtures. The exported stage object contains the patched fixtures and any other stage objects inside the stage. For more information about adding fixtures to the stage, please follow the first link at the top. ## Edit a Stage [Section titled “Edit a Stage”](#edit-a-stage) A selected stage in the stage menu can be edited by tapping Edit at the bottom. This opens the **Edit Stage** menu. ![](/img/grandma3/2-4/menu_edit-stage_v2-2-335b03.png) *Edit stage menu for stage 1* The top part of this editor has input fields for almost the same settings as the **Stage** menu. The lower part is used to add and edit a stage **Space** object and stage **Elements**. The elements are flat surfaces that can be combined to create boxes or areas that the light can hit. A stage space defines a volume in the stage. This space is relevant when using XYZ programming. It defines the size of the space the fixtures can point to. Read more about this in the [XYZ section](/grandma3/2-4/xyz/). A stage space can have multiple stage elements inside. These elements are defined by four corners, each with an X, Y, and Z coordinate. Stage spaces and elements can be created, deleted, copied, cut, pasted, oopsed, imported, and exported like many other objects. Export and Import are especially nice if a lot of time has been spent on creating a 3D set using stage elements. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | More complex 3D objects can be added to the Patch. They are found in the “Set” manufacturer. | A new stage always has a Stage Space and a default Stage Element (the “floor”). Adding MArker fixtures automatically adds stage spaces for Target and, if needed, for the Movement. Read more about this in the [MArker Fixture topic](/grandma3/2-4/xyz_marker/). # What are Fixtures > Fixtures are the different devices that can be controlled by the grandMA3. Fixtures are the different devices that can be controlled by the grandMA3. Fixtures are added using the patch menu. Each fixture is a row in the patch menu. Each row has some settings organized in columns. Two of the columns are **Fixture Type** and **Mode**. Fixture Type is the definition or description of the physical fixture, and the DMX definition of the fixture might be separated into different modes. Each fixture type can have several different modes. Only one mode can be selected for each fixture in the patch. Read more about editing and creating fixture types in the [Fixture Types section](/grandma3/2-4/fixture_types/). Fixtures contain different **Attributes** or **Parameters**. The parameters can have different values. Individual parameters are the ones manipulated when controlling the fixtures’ attributes. For instance, changing the dimmer attribute for ten fixtures changes the dimmer parameter on each of the ten fixtures. Read more about attributes in the [Attribute Definitions topic](/grandma3/2-4/patch_attribute_definitions/). Fixtures in the grandMA3 are selected using an ID. There are 12 different **ID Types**. These ID Types can be used to organize the fixture list. Six of the ID Types are **Generic**, **Fixture**, **Channel**, **MArker**, **Multipatch**, and **PSR** - they are locked and cannot be renamed. The **Generic** type can be used to completely preprogram the show. And then onsite the fixture type can be replaced with the local ones. **PSR** is a fixture type that the system uses when utilizing the Partial Show Read function. It should not be used when manually adding an ID.\ **Multipatch (MP)** ID type is a special type used to create multi-patch versions of a fixture - learn more in the [Add Multipatch Fixture](/grandma3/2-4/patch_add_multipatch/) topic.\ The remaining six ID types can be renamed to match the needs of the show. These are called **Custom ID** because they can be customized. The default names are **Houselights**, **NonDim**, **Media**, **Fog**, **Effect**, and **Pyro**. Each of these is a keyword. Renaming them changes the corresponding keywords. Read about the ID type keywords following these links: [Fixture](/grandma3/2-4/keyword_fixture/), [Channel](/grandma3/2-4/keyword_channel/), [Generic](/grandma3/2-4/keyword_generic/), [Houselights](/grandma3/2-4/keyword_houselights/), [NonDim](/grandma3/2-4/keyword_nondim/), [Media](/grandma3/2-4/keyword_media/), [Fog](/grandma3/2-4/keyword_fog/), [Effect](/grandma3/2-4/keyword_effect/), [Pyro](/grandma3/2-4/keyword_pyro/), [MArker](/grandma3/2-4/keyword_marker/), [Multipatch](/grandma3/2-4/keyword_multipatch/), and [PSR](/grandma3/2-4/keyword_psr/). Partial Show Read is used to access elements from a different show file. The function needs to compare the patch, and that is why this ID type exists. When the patch is compared and possibly combined, then elements can be transferred from the other show into the recurrent one. Learn more in the [Partial Show Read topic](/grandma3/2-4/sc_psr/). A fixture can have a **Fixture ID** (FID) and one other **ID Type** (CID) with the same or a different ID number. A fixture needs at least one ID to be [operated](/grandma3/2-4/operate_fixtures/). Fixtures are added to a stage. In a new, empty show, there is a standard stage (Stage 1). More stages can be added to organize the setup. Read more about Stages in the [Stages topic](/grandma3/2-4/patch_stage/) and about placing fixtures in the [Position Fixtures in the 3D Space topic](/grandma3/2-4/patch_position_fixtures/). Fixtures can have **Class** and **Layer** information. These are two different ways to organize or group the fixtures. Read more in the [Classes and Layers topic](/grandma3/2-4/patch_classes_layers/). The patch menu can be filtered to hide or show fixtures, for instance, using specific classes or layers. Another way to organize the patch is to add fixtures as a “child” (structurally below a “parent”) to another fixture. A special **Grouping** fixture is very useful for this. It is an “empty” fixture in the generic manufacturer group. This can be useful if there are many fixtures of one type, for instance, 100 LED panels. A grouping fixture would be added to the patch, and the LED panels would be added inside or below the grouping fixture. The grouping fixture can have an ID. Selecting this ID then controls the LED panels inside or below the grouping fixture. An example of this structure can be seen in the demo showfile. Fixtures also need to be patched to a DMX address in the grandMA3. If it does not have a DMX address, then the system does not know where to send the parameter values. ### Example 1 [Section titled “Example 1”](#example-1) A row is added to the patch menu. A Robe MegaPointe is assigned to the row. Now, the fixture exists in the patch menu. The fixture needs an ID to be selected and controlled. The fixture gets FID (Fixture ID) 1. Now, the fixture can be selected using the Fixture 1 command. For the fixture to react, it needs to have the same DMX address as set in the fixture itself, and it needs to be connected to a DMX port set to the correct universe. The fixture gets address 3.54. The universe number is 3, and the DMX address in that universe is 54 - this needs to match the fixture setting. ### Example 2 [Section titled “Example 2”](#example-2) A row is added to the patch menu. A generic dimmer (8-bit) is assigned as the mode. The fixture is a part of the building and is used for house lights. The ID Type is changed to **Houselights**, and CID (Channel ID / Custom ID, depending on the ID type) is changed to 101. It does not get an FID. It can now be selected by pressing Channel three times to get the houselights keyword and the numbers 1 0 1. The fixture gets the Patch address 1.101 (universe 1, address 101). | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The channel key is used to get all other ID types than **Fixture**. Pressing it multiple times toggles through the ID types. | # Phasers > Use phasers to create dynamic output from a single preset or cue. Use phasers to create dynamic output from a single preset or cue. Phasers change the output for attributes using a set of information in two or more steps. A normal, static cue or preset only contains one step of information. Adding additional steps creates a phaser. ### Example [Section titled “Example”](#example) A phaser has two steps with an absolute dimmer value of 100% in step 1 and an absolute dimmer value of 0% in step 2. With all other phaser layers at their default values, the resulting output is a smooth, repeating fade of the dimmer output from 100% to 0% and back to 100%. *** ## Layers [Section titled “Layers”](#layers) ### Value Layers [Section titled “Value Layers”](#value-layers) Each phaser step can include attribute value information. These values can be an absolute value (for instance, a dimmer value of 50%) or a relative value (for instance, a dimmer value of -20%). Steps can contain both absolute and relative values simultaneously. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The grandMA3 software handles storage, editing, and playback of absolute values and relative values separately. This separation allows the user to combine different absolute and relative values as desired. | ### Step Layers [Section titled “Step Layers”](#step-layers) Each phaser step also includes additional layers, which define the overall width of the step, the percentage of the step dedicated to transitioning to the new value, and the amount of acceleration and deceleration used when changing to the new value. * **Width** ![](/img/grandma3/2-4/img_phaser-layer_width_v1-9-bd712f.png) Phaser Editor showing steps with various widths. The Width layer defines the total amount of time from the beginning of a step to the beginning of the next step. Width is shown as a percentage of one beat as defined by the Speed layer. The image above shows the first step with 100% width, so the change in value takes place over the time of one beat. The second step has a width of 0%, so the values change instantaneously and the next step begins immediately. The third step has a width of 200%, so the values change over the time of two beats. * **Transition** ![](/img/grandma3/2-4/img_phaser-layer_transition_v1-9-42359f.png) Phaser Editor showing steps with various transitions. The Transition layer defines how much of the step width is used to adjust values to their new levels. The transition of a step is shown as a percentage of the width of that step. The image above shows the first step with a transition of 100%, so the values change during the entire time of the step. The second step has a transition of 10%, so the values change during the first 10% of the width of the step, then remain at the new level until the end of the step. The third step has a transition of 90%, so the values change during the first 90% of the width of the step, then remain at the new level until the end of the step. * **Accel** ![](/img/grandma3/2-4/img_phaser-layer_acceleration_v1-9-c2e417.png) Phaser Editor showing steps with various acceleration values. The **Accel** layer defines how abruptly or gently the attributes begin to change from the value defined by the current step toward the value of the next step (acceleration). In the image above, the first step shows an acceleration of -100%, resulting in a smooth start to the transition away from the value at the end of the step. The second step shows an acceleration of 200%, resulting in an abrupt start to the transition away from the value at the end of the step. In this example, Spline is set to **Proportional** in the acceleration calculator. This means that the acceleration value is relative and proportional to the difference between the values of two consecutive steps. As a result, the shape of the curve stays similar, even if the step values are changed. When Spline is set to **Free**, the acceleration or deceleration value is absolute and not influenced by the step values. Whether the spline is set to **Proportional** or **Free** is indicated by **P** or **F** in front of the acceleration value in the fixture sheet. * **Decel** ![](/img/grandma3/2-4/img_phaser-layer_deceleration_v1-9-16fc26.png) Phaser Editor showing steps with various deceleration values. The Decel layer defines how abruptly or gently the attributes reach the value defined by the current step (deceleration). In the image above, the second step shows a deceleration of -100%, resulting in a smooth end to the transition into the value for the step. The third step shows a deceleration of 200%, resulting in an abrupt end to the transition into the value for the step. In this example, Spline is set to **Proportional** in the acceleration calculator. This means that the acceleration value is relative and proportional to the difference between the values of two consecutive steps. As a result, the shape of the curve stays similar, even if the step values are changed. When Spline is set to **Free**, the acceleration or deceleration value is absolute and not influenced by the step values. Whether the spline is set to **Proportional** or **Free** is indicated by **P** or **F** in front of the acceleration value in the fixture sheet. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For linear transitions, keep Accel and Decel values at 0%. For smooth transitions, closely resembling sinus or cosinus waves, Accel and Decel values of -100%. | ### Phaser Layers [Section titled “Phaser Layers”](#phaser-layers) Each phaser additionally includes layers, which affect all steps of the phaser. Each attribute of each fixture can have its own speed, speed master, phase, and measure value in a phaser, but these values will be the same for all steps in a phaser. * **Speed** Speed defines the overall rate at which the console plays back the steps of a phaser. The grandMA3 displays speed in units of either BPM (beats per minute), Hz (beats per second), or Seconds (seconds per beat).  * **SpeedMaster** SpeedMaster defines per attribute to which master of the type speed the phaser adapts its speed to. Phasers speeds can be assigned to executors by using speed masters. For more information, see [SpeedMaster keyword](/grandma3/2-4/keyword_speedmaster/). * **Phase** ![](/img/grandma3/2-4/img_phaser-layer_phase_v1-8-e5ba48.png) Phaser editor showing a range of phase offsets. Phase defines the timing offset of each fixture’s attributes within a phaser. Phase is displayed in degrees (º). The image above shows a selection of fixtures in a circle phaser with phase offsets ranging from 0 to 90 degrees. The Phaser Editor displays this offset in both the 2D and 1D layouts. * **Measure** The optional Measure layer defines the number of beats in the repeating phaser loop. In combination with the speed layer it defines the length of time of a phaser. For example, a phaser with a measure of 4 beats and a speed of 120 BPM will repeat every 2 seconds. Knocking in the measure layer without specifying a value will take the number of steps of the running phaser as the value while keeping the same speed. For example, if a phaser has four steps and you knock in the measure layer, the measure will be 4 beats. All phaser layers, as well as a step selection tool, appear in the [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) any time attributes are mapped to the encoders. Phaser layers are indicated by a dark purple color. Phaser layers behave just like other attribute layers when activating, deactivating, storing, and clearing. For more information about attribute encoders and layers see [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/). The phaser editor provides a graphical view and powerful manipulation of phaser layer information. *** ## Steps [Section titled “Steps”](#steps) The grandMA3 offers multiple tools and methods for creating, selecting, and deleting phaser steps. One intuitive method to quickly create steps based on presets involves the Step key. To create steps using this method, press and hold the Step key, then tap a preset for each desired step. ### Example [Section titled “Example”](#example-1) To create a 3-step color phaser from white to red to blue: 1. Select the desired fixtures. 2. Press and hold the Step key. 3. Tap the white color preset. 4. Tap the red color preset. 5. Tap the blue color preset. 6. Release the Step key. When using this method, the software will only create the next step when tapping a new preset, which contains any of the same attributes as the current step. This behavior allows each step to reference multiple presets as long as those presets apply to different attributes. ### Example [Section titled “Example”](#example-2) To create a 2-step phaser, where each step contains both color and position presets: 1. Select the desired fixtures. 2. Press and hold the Step key. 3. Tap the desired color preset for step 1. 4. Tap the desired position preset for step 1. This preset is added to step 1. 5. Tap the desired color preset for step 2. Step 2 is automatically created. 6. Tap the desired position preset for step 2. This preset is added to step 2. 7. Release the Step key. The Step key can also quickly change which preset is referenced by a step. ### Example [Section titled “Example”](#example-3) Start with the 3-step color example above, but afterward, change the blue step to yellow: 1. Follow all directions in the 3-step color example above. 2. Press and release Step. 3. Press and release 3. 4. Tap the yellow color preset. Delete specific steps from the programmer using standard syntax with the Delete keyword. For example, to delete step 3, type: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Step 3 | Alternatively, delete specific steps from the programmer by selecting the steps in the Step Bar and deleting the [programmer](/grandma3/2-4/keyword_programmer/). | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Programmer | An easy way to access this command (especially on grandMA3 onPC) is to tap Delete Steps in the [At Filter Pop-Up](/grandma3/2-4/ws_ui_control_bar/#h2__206276703) in the control bar. *** ## Stomp [Section titled “Stomp”](#stomp) The stomp function stops a phaser, running either in the programmer or from a playback, and resolves the stomped attributes to a single, static step. The console calls and activates the last static output value for each stomped attribute into step 1 of the programmer. All other steps of the stomped phaser are discarded. With the programmer in step 1, calling a static preset onto any attributes currently running in a phaser automatically uses the stomp function to stop the phaser and output only the static look from the preset. Phasers follow this behavior whether the static preset is called directly in the programmer or as part of a recipe. *** ## Sync [Section titled “Sync”](#sync) The Sync option ensures that phasers recall with predictable timing and phase offsets. When calling phasers into the programmer, the Sync option is available in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). When recalling phasers stored in cues, the Sync option is available as a setting for each cue part in the Sequence Sheet. For more information about settings in cues and cue parts, see the [Look at Cues and Sequences](/grandma3/2-4/cue_sequence_sheet/) topic. Subtopics * [Phaser Editor](/grandma3/2-4/phaser_editor/) * [Create a Sinus Dimmer Phaser](/grandma3/2-4/phaser_create_dimmer/) * [Create a Circle Phaser](/grandma3/2-4/phaser_create_circle/) * [Create a Circle Phaser Around a Position Preset](/grandma3/2-4/phaser_create_circle_preset/) * [Create Color Rainbow Phaser](/grandma3/2-4/phaser_create_rainbow/) # Create a Circle Phaser > This topic presents an example of one method for creating a simple circle phaser. It uses absolute position values and will always move the lights in the specif This topic presents an example of one method for creating a simple circle phaser. It uses absolute position values and will always move the lights in the specified circle. See the [Create Circle Phaser Around Position](/grandma3/2-4/phaser_create_circle_preset/) topic for an example that covers creating a relative phaser circle, which can be used with different absolute base positions. **Requirements:** * Have a show with some moving lights patched - for instance, the demo show. * An open [Phaser Editor](/grandma3/2-4/phaser_editor/) window is needed. * Arranging the fixtures in the [3D window](/grandma3/2-4/patch_3d_viewer/) can be useful, but it is not a requirement. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For phasers that use position values, it is recommended to use a slower speed than the default of 60 BPM, such as 20 BPM. Otherwise, the fixtures may not be able to move properly. | Follow these steps to create a circle: 1. Select the desired fixtures and bring their dimmers to full.\ The Phaser Editor shows a white beam in the center of the blue 2D grid. 2. Tap the A+ button on the left of the editor. 3. Tap somewhere in the blue grid; for instance, just below the center. ![](/img/grandma3/2-4/img_phaser-create-circle_01_v1-7-21ae77.png) *Phaser Editor with fixtures turned on and one absolute position* This creates the first absolute point. The selected fixtures move to this static position. This is an absolute position value in step one. 4. Tap somewhere else in the blue grid to create a second absolute position. Please tap 90 degrees vertically to the first point and do not cross the horizontal blue line - otherwise, the circle becomes a figure 8. ![](/img/grandma3/2-4/img_phaser-create-circle_02_v1-7-cc6467.png) *Two absolute positions - one in each step* Now, the fixtures move between the two absolute points (two steps). 5. Tap the **Select All Steps** button (![](/img/grandma3/2-4/icon_step-select-all_15_v1-7-b66932.png)).\ This selects both steps. 6. Tap the **Move Handle** button (![](/img/grandma3/2-4/icon_phaser_move-handle_15_v1-7-759140.png)). 7. Tap one of the two points and drag horizontally. 8. Release the screen when there is a nice circular movement. ![](/img/grandma3/2-4/img_phaser-create-circle_03_v1-7-de5dd6.png) *The fixtures now move in a circle* 9. Tap the **Edit phase** button (![](/img/grandma3/2-4/icon_phaser_angle_15_v1-7-763e3a.png)) on the left menu. 10. Tap 360 in the menu on the right\ This distributes the fixtures evenly along with the form. The finished result could look like this: ![](/img/grandma3/2-4/img_phaser-create-circle_04_v1-7-1e0bda.png) *Finished circle phaser* The **Change Phase** part of the phaser editor represents each fixture as a yellow dot in a grid where the horizontal axis is the phase value. The circle phaser is now finished and can be stored into a cue or a preset. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Following the steps above exactly results in an active dimmer value in the first step of the phaser. If you prefer that your circle phaser only contain position values, deactivate the dimmer attribute before storing. | # Create a Circle Phaser Around a Position Preset > This topic presents an example of one method for creating a simple relative circle phaser. This topic presents an example of one method for creating a simple relative circle phaser. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Combining relative phasers with separate absolute presets provides greater flexibility for creating dynamic looks.  | **Requirements:** * Have a show with some moving lights patched. The following examples reference presets included in the demo show. * An open [Phaser Editor](/grandma3/2-4/phaser_editor/) window is needed. * Arranging the fixtures in the [3D window](/grandma3/2-4/patch_3d_viewer/) can be useful, but it is not a requirement. This example shows one possible workflow for creating a relative phaser. Alternate workflows can also produce the same results. Follow these steps to create a relative circle preset: 1. Select all of the desired fixtures. 2. Tap R+ on the left side menu in the **Phaser Editor**. 3. Tap just above the center of the blue 2D grid. ![](/img/grandma3/2-4/phaser_create_circle_preset-2024-04-24-2-2fc444.png) *The first point in a relative circle* 4. Tap just below the center of the blue 2D grid.\ This creates two relative position points. ![](/img/grandma3/2-4/phaser_create_circle_preset-2024-04-24-3-25682b.png) *Two steps /points are the basis for the circle* 5. Tap the Select Form (![](/img/grandma3/2-4/icon_phaser_form_saw_15px-0cddb6.png)) button. 6. Tap the Circle (![](/img/grandma3/2-4/icon_phaser_form_circle_15px-9d7005.png)) button. ![](/img/grandma3/2-4/phaser_create_circle_preset-2024-04-24-4-44ee93.png) *The relative circle with all selected fixtures moving simultaneously.* 7. Tap the Change Phase (![](/img/grandma3/2-4/icon_phaser_angle_15_v1-7-763e3a.png)) button on the left menu. 8. Tap 360 in the menu on the right. ![](/img/grandma3/2-4/phaser_create_circle_preset-2024-04-24-5-26f5f2.png) *The relative circle with selected fixtures aligned evenly around the form.* 9. Store this as a preset.   [Vimeo video](https://player.vimeo.com/video/941870934?title=0\&byline=0\&portrait=0\&color=ffeb0f) Follow these steps to create a cue combining this relative circle phaser with a static absolute position: 1. Select the desired fixtures. 2. Tap dimmer preset 2 “Open” to bring the fixtures to full. 3. Tap position preset 3 “Center” to move the lights to the downstage-center position. 4. Tap the new preset with the relative circle. The resulting output shows the fixtures moving in a circle around the downstage-center position. ![](/img/grandma3/2-4/phaser_create_circle_preset-2024-04-24-6-73a6c9.png) *Fixtures moving in a circle around the downstage-center position.* Continue editing as desired or store this as a new preset or store as a cue. [Vimeo video](https://player.vimeo.com/video/941872119?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Create a Sinus Dimmer Phaser > This topic details a couple of examples of how to create a sinus dimmer phaser using keys and buttons as well as the phaser editor and encoder bar. There are ma This topic details a couple of examples of how to create a sinus dimmer phaser using keys and buttons as well as the phaser editor and encoder bar. There are many ways to reach the same goal in grandMA3. Many of the steps in the examples below are interchangeable while producing identical results. These examples use a combination of keys and the calculator interface. If you are working with the onPC software, it might be easier to type commands into the command line rather than use the on-screen keys. It is recommended to read the [Phasers topic](/grandma3/2-4/phaser/) and the [Phaser Editor topic](/grandma3/2-4/phaser_editor/) before this topic. **Requirements:** * Have a show with some lights patched. * An open [Phaser Editor](/grandma3/2-4/phaser_editor/) window with the Step Bar enabled is recommended, though it is also possible to use the temporary Phaser Editor. * Arranging the fixtures in the 3D window can be useful, but it is not a requirement. * As it is highly recommended to use presets while programming, an open Dimmer preset pool is recommended with presets for dimmer values of 100% and 0%. *** ## Quickly Create Steps and Apply Adjustments with the Phaser Editor [Section titled “Quickly Create Steps and Apply Adjustments with the Phaser Editor”](#quickly-create-steps-and-apply-adjustments-with-the-phaser-editor) 1. Select the desired fixtures. For example: Fixture Thru Please 2. Choose a dimmer preset for step one: Press and hold Step and tap the preset with the 0% dimmer value. 3. Choose a dimmer preset for step two: While still holding Step, tap the preset with the 100% dimmer value. This is the base for the phaser. There are now two steps with a dimmer preset of 0% in the first step and a preset of 100% in the second step. All of the fixtures are changing together from step one to two with a linear fade (not yet using a sine curve). The Sheet view mode of the **Phaser Editor** shows: ![](/img/grandma3/2-4/img_phaser_sine-dim_01-linear_v1-7-5fafca.png) Linear Dimmer Phaser with No Phase Distribution Adjust the curve of both steps using tools in the Phaser Editor: 4. Select all steps by tapping the ![](/img/grandma3/2-4/icon_step-select-all_15_v1-7-b66932.png) button at the right end of the Step Bar or at the bottom of the left-hand tool bar. 5. Tap to select the Select Form tool (![](/img/grandma3/2-4/icon_phaser_form-saw_15_v1-7-462bd1.png)) in the left-hand tool bar. 6. In the right-hand tool bar, tap the sine wave button (![](/img/grandma3/2-4/icon_phaser_form-sin_15_v1-7-007a2e.png)) to select the sine wave form. ![](/img/grandma3/2-4/img_phaser_sine-dim_02-sine_v1-7-07ac98.png) Sinus Dimmer Phaser with No Phase Distribution Adjust the phase of all fixtures using tools in the Phaser Editor: 7. Tap to select the Edit Phase (![](/img/grandma3/2-4/icon_phaser_angle_15_v1-7-763e3a.png)) tool in the left-hand tool bar. 8. In the right-hand tool bar, tap the 360 button to evenly distribute the selected fixtures over the wave form. ![](/img/grandma3/2-4/img_phaser_sine-dim_03-phased_v1-7-222e09.png) Sinus Dimmer Phaser with Full Phase Distribution Store the phaser into a preset or a cue.  [Vimeo video](https://player.vimeo.com/video/941921800?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ## Alternate Methods to Create a Sinus Dimmer Phaser [Section titled “Alternate Methods to Create a Sinus Dimmer Phaser”](#alternate-methods-to-create-a-sinus-dimmer-phaser) Follow these steps to create a sinus dimmer phaser: 1. Select the desired fixtures. For example: Fixture Thru Please. 2. Set them at a dimmer value of 0: At 0 Please. 3. Create step 2 and select it: MA + Next (Next Step). 4. Set the fixtures at full: Full. This is the base for the phaser. There are now two steps with a dimmer value of 0 in the first step and a value of 100 in the second step. All the fixtures are changing together from step one to two in a linear direction and do not fade using a sine curve. It looks like this in the **Phaser Editor**: ![](/img/grandma3/2-4/img_phaser_sine-dim_small_01-linear_v1-7-e07394.png) The curve is corrected by adjusting the acceleration and deceleration in both steps. 5. Select both steps: MA + Set (Step Toggle). 6. The steps need to have an accelerate value of -100. This is done using the [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/). 1. Tap Dimmer to make sure it is selected. 2. Tap Accel to select the acceleration layer. 3. Tap the left attribute encoder to open the calculator. 4. Tap +/- 1 0 0 Please. This gives a known and precise value. If **Handles** are used then it might not be as precise as typing a value. 7. Do the same for the Decel layer. Now the attribute accelerates out of and decelerates into each step. The curve now looks like this: ![](/img/grandma3/2-4/img_phaser_sine-dim_small_02-sine_v1-7-52b7e1.png) 8. The final thing to do is to spread out the fixtures using the phase value. This is also done from the encoder toolbar. 1. Tap Phase to select the phase layer. 2. Tap the left attribute encoder to open the calculator. 3. Tap 0 Thru 3 6 0 Please. Now the fixtures are spread out equally over the entire phase of the phaser loop. ![](/img/grandma3/2-4/img_phaser_sine-dim_small_03-phased_v1-7-3d9fc8.png) This is a sinus phaser that can be stored in a cue or preset. It is created using a specific selection of fixtures so remember to select the desired **Preset Mode** when [storing a preset](/grandma3/2-4/presets_create/). # Create Color Rainbow Phaser > This topic presents an example of one possible workflow for creating a rainbow color phaser. This example creates the rainbow chase using three steps with a pri This topic presents an example of one possible workflow for creating a rainbow color phaser. This example creates the rainbow chase using three steps with a primary color in each step. An additional example at the end shows an easy way to change the color used in one of the steps. **Requirements:** * Have a show with some fixtures that have a color mixing system (not color wheels with static colors). The steps below reference fixtures and presets included in the demo show. * Have three color presets with Red, Green, and Blue colors stored using the color mixing system. The additional example also uses a White preset. These presets exist in the demo show file. * An open [Phaser Editor](/grandma3/2-4/phaser_editor/) window is needed. * An open Color preset pool for quickly calling the desired presets. * Arranging the fixtures in the [3D window](/grandma3/2-4/patch_3d_viewer/) can be useful, but it is not a requirement. Follow these steps needed to create the phaser. 1. Select the desired fixtures. The following screenshots use fixtures 1 thru 8 in the demo show. 2. Bring the dimmers to full so the beams are visible. 3. Press and hold the X5 | Step key, and tap the red color preset. 4. While still holding the X5 | Step key, create the second step by tapping the green color preset. 5. While still holding the X5 | Step key, create the third step by tapping the blue preset. The phaser editor shows the three steps and all referenced presets. ![](/img/grandma3/2-4/img_phaser-create-rainbow_steps_v1-7-9b3c09.png) *Phaser Editor with a three-step, three-color phaser* All the fixtures now change color together through the rainbow colors. If this is the desired result then store this in a cue or preset. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Following the steps above exactly results in an active dimmer value in the first step of the phaser. If you prefer that your rainbow phaser only contain color values, deactivate the dimmer attribute before storing. | To spread the rainbow across the selected fixtures, adjust the Phase: 1. Tap the Change Phase (![](/img/grandma3/2-4/icon_phaser_angle_15_v1-7-763e3a.png)) button on the left menu in the **Phaser Editor**. 2. Tap 360 on the right menu in the **Phase Editor** to spread the fixtures evenly. The 3D window shows the result: ![](/img/grandma3/2-4/img_phaser-create-rainbow_3d-rgb_v1-7-03b478.png) *Rainbow chase across a range of fixtures* This can be stored as a preset or in a cue. *** ## Quick Workflow for Changing the Preset Referenced in a Step [Section titled “Quick Workflow for Changing the Preset Referenced in a Step”](#quick-workflow-for-changing-the-preset-referenced-in-a-step) In the case that a different combination of colors is desired, the following workflow allows for such adjustments to be made quickly. With the rainbow from the above example still active in the programmer, use the following command to change the preset used in step two from green to white, so that the fixtures transition from red to white, then to blue: Press X5 | Step then 2 and tap the white preset. ![](/img/grandma3/2-4/img_phaser-create-rainbow_3d-rwb_v1-7-8e175d.png) Red, white, and blue phaser The resulting phaser now references the red, white, and blue presets.  [Vimeo video](https://player.vimeo.com/video/941847841?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Phaser Editor > The Phaser Editor is a diverse tool for manipulating phasers. The **Phaser Editor** is a diverse tool for manipulating phasers. It offers multiple means of visualizing running phasers as well as tools for dynamically creating and editing phasers. It can also be used as a simple trackpad to adjust the position attributes of fixtures. Open a storable **Phaser Editor** window using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). Alternatively, open a temporary version of the **Phaser Editor** by tapping the Phaser button in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). ![](/img/grandma3/2-4/window_phaser-editor-auto_v1-9a-7c0abc.png) *Create and manipulate phaser steps in the phaser editor* The image above shows the Phaser Editor in the Auto view mode. Choose between multiple available view modes using the radio buttons in the title bar or the drop-down button in the Window Settings pop-up. Read below for images and descriptions of the other available view modes. The blue grid on the left represents the entire pan range (horizontally) and the entire tilt range (vertically). This is called the 2D layout. The smaller blue grids on the right are 1D layouts. Each attribute with more than one step in the phaser is displayed in its own 1D layout. The bold, vertical, blue lines in the 1D layouts represent beats, based on the speed of the phaser. The example above shows pan and tilt attributes, each with two steps. When fixtures are selected, they are visualized by small yellow cross-hairs. The beams can be represented in the 2D layout by toggling the Show Beams button in the Window Settings pop-up. When Show Beams is enabled, the intensity and color of each fixture are visualized as a larger circle behind the corresponding yellow cross-hair. Adding points in the 2D layout adds steps to the programmer. The first point moves the fixtures to the specified position. Each subsequent point adds another step to the programmer. When a step contains both an Absolute point (shown as a yellow or cyan-filled square) and a Relative point (shown as a hollow, yellow or cyan square), a thin red line connects the relative point and the related absolute point. The cyan-colored points show that the value is from a preset. Yellow-colored points are hard values from the programmer. Selected points have a yellow circle around them. A green line describes the path of the fixtures. A row of buttons immediately below the title bar includes one button for each attribute included in the active phaser. These buttons function as a direct link to the [At Filter](/grandma3/2-4/worldfilter_at_filter/). Phaser adjustments apply to any attributes with a yellow bar and yellow text. Attributes with a grey bar and grey text will ignore adjustments. Tap the button immediately to the right of the last attribute button in this bar to enable or disable all attributes in the bar. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If any or all attributes in the bar are disabled, the first tap of the button to the right of the attributes enables all displayed attributes. If all displayed attributes are already enabled, tapping this button disables them all. | The tool buttons on the left side are mouse or touch tools, and the tool buttons on the right are operational functions and shortcuts - read more below. The right side tool buttons might change depending on the selected tool on the left side. *** ## Step Bar [Section titled “Step Bar”](#step-bar) The Step Bar appears across the bottom of the Phaser Editor. The Step Bar is a quick step selection tool. This element is optional in the Phaser Editor window, and it is enabled by default. Tap the Step Bar button in the Window Settings pop-up to show or hide the Step Bar. A storable window version of the Step Bar is also available in the **More** tab in the [Add Windows pop-up](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_step-bar_v1-9-9c911e.png) *Step Bar window with step one selected* Each step has a small square, which displays a status of empty, deselected, or selected. Empty steps are steps that do not have any values. They have a dark background color. Deselected steps have values in them, but they are not selected and are not affected by step-specific adjustments. Deselected steps have a light gray background color and an On/Off toggle icon in the upper-right corner. Selected steps have values in them and are affected by step-specific adjustments. Selected steps have yellow text and a yellow On/Off toggle icon in the upper-right corner. Tapping any of the steps toggles the selected status. Additional controls appear on the right side of the Step Bar. These controls include left and right arrows used to change between single steps. An informative field appears between the arrows, showing which step is currently selected and the number of steps that contain values in the active phaser. If multiple steps are selected, the first selected step is shown with two dots after it (for example, 1../3). If all steps are selected, the first number is replaced with an asterisk (for example, \*/3). Tap the ![](/img/grandma3/2-4/icon_step-select-all_15_v1-7-b66932.png) button to the right of the right arrow in the Step Bar to select all steps. Tapping this selects all not-empty steps if only one step is currently selected. If more than one step is already selected, then only step 1 is selected. Tapping the button executes this command: Step Toggle Executor. The Step Bar in the Phaser Editor window includes three radio buttons. Tap one of these buttons to call up the desired encoder toolbar. The Preset Bar opens the standard attribute [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) with access to all layers and all attributes. See below for Images and descriptions of the 2D Bar and Phaser Bar. | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The storable window version of the Step Bar does not include the encoder toolbar radio buttons. | *** ## 2D View Mode [Section titled “2D View Mode”](#2d-view-mode) ![](/img/grandma3/2-4/window_phaser-editor-2d_v1-9-be59b9.png) Phaser Editor in 2D View Mode The 2D view mode removes other layout elements and expands the 2D layout to cover the main area of the window. This view mode is helpful when working with position phasers. The Values button in the title bar allows or prevents the display and editing of absolute points or relative points. Tap to cycle through the available options or tap and swipe to open a list of available options. Options include: * Absolute - Displays and allows editing of absolute points and their handles. * Relative - Displays and allows editing of relative points and their handles. * Abs+Rel - Displays and allows editing of absolute and relative points, as well as their handles. *** ## 1D View Mode [Section titled “1D View Mode”](#1d-view-mode) ![](/img/grandma3/2-4/window_phaser-editor-1d_v1-9-277c15.png) Phaser Editor in 1D View Mode showing Values The 1D view mode removes other layout elements and expands the 1D layouts to cover the main area of the window. This view mode displays a layout for every attribute included in the active phaser. To change the height of the attribute lines, tap the MA logo in the upper-left corner of the window, then tap LineHeight in the **Window Settings** menu, enter the desired height, and press Please. The checkboxes to the left of the attribute lines represent the status of those attributes in the **At Filter**. These checkboxes relate directly to the attribute buttons across the top of the Phaser Editor. A yellow checkmark indicates that adjustments are allowed on the corresponding attribute. An empty, grey box indicates that adjustments are not allowed. Tap the 1D Mode button at the right end of the title bar to toggle between the two available 1D drawing modes. These modes change the vertical scale of the 1D layouts. * Value - In this mode, the vertical scale of each 1D layout equals the full range of values available for the displayed attribute. * Transition - In this mode, the bottom of the vertical axis represents the beginning value for each step, and the top represents the ending value for the step. ![](/img/grandma3/2-4/window_phaser-editor-1d-transition_v1-9-d73aef.png) Phaser Editor in 1D View Mode showing Transitions *** ## Sheet View Mode [Section titled “Sheet View Mode”](#sheet-view-mode) ![](/img/grandma3/2-4/window_phaser-editor-sheet_v1-9-c005b4.png) Phaser Editor displayed using Sheet View Mode The sheet view mode displays phaser steps using a configurable spreadsheet format similar to the fixture sheet. Beneath all of the relevant spreadsheet data, this mode also includes 1D layouts for each attribute included in the phaser. The default configuration of the sheet view mode arranges phaser steps as columns and layers as rows. Layers that affect all steps of the phaser appear only under step 1. Each cell in the sheet displays an overview of all values for the layer in that step. In cases where the cell includes multiple values or presets, the sheet displays the lowest and highest values in the cell separated by two dots. *** ## Tools [Section titled “Tools”](#tools) The tool buttons on the left side are: ![](/img/grandma3/2-4/window_phaser-editor_tools_v1-7-34a333.png) Phaser Editor left side toolbar   * **1 - Move Area**:\ Moves the entire blue pan/tilt square to show relative values that can be outside the position range. * **2 - Select**:\ Selects single steps or uses lasso selection for multiple steps. The selection can be filtered to **Absolute** and **Relative** steps by toggling the respective buttons in the title bar. * **3 - Add Absolute**:\ Adds a step using absolute value. The encoder bar follows the absolute layer. A filled rectangle represents absolute values. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while adding an absolute point. * **4 - Add Relative**:\ Adds a step using a relative value. The encoder bar follows the relative layer. An empty rectangle represents relative values. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while adding a relative point. * **5 - Move Point**:\ Moves selected steps. It is also possible to use the Align function. The **Single Step Mode** is automatically activated as long as you hold a finger or the mouse cursor in the editor while moving a single point. * **6 - Move Handles (The yellow highlight shows this is the current tool.)**:\ Move handles of selected steps. It is also possible to use the **Align** function. Each point/step has two handles to influence acceleration and deceleration at the same time. Each handle has a cyan line connected to the point it controls. Move both handles of a point by touching the point and dragging in the desired direction. A handle can be moved individually by touching and moving the handle (small yellow circle). * **7 - Change Size**:\ Enlarges/reduces all selected steps evenly from the center point of the selection. It is also possible to use the **Align** function.\ Pressing MA while changing the size enlarges/reduces all selected steps from the center point of the selection on the horizontal or vertical axis. * **8 - Change Rotation**:\ Rotates the selected steps around the center of the selection. It is also possible to use the **Align** function.\ Pressing MA while changing the rotation, rotates the selected steps around the center of the selection in 5-degree increments. * **9 - Change Phase**:\ Opens an overlay with yellow dots that symbolize the value of the phase for each fixture. Here the phase value can be shifted independently from the selected steps for the selected fixtures. The **At** filter can be used to move phases for individual attributes. It is also possible to use the **Align** and the **Transition** mode functions. If several attributes are displayed along with different phases, the selected feature groups are displayed in a brighter color. If the fixtures are allocated to grid positions, the values of the phases can be vertically or diagonally aligned. Selecting this also changes the functions on the right side to quick selections for alignment. This changes the tool buttons on the right side to give quick access to standard phase values and a Reset and Invert button. * **10 - Change Width:**\ The width can be changed with this tool. It changes the functions on the right side to shortcuts of different percentages. If all steps are selected and the Speed shortcut is tapped, then the movement speed is equalized between the steps. Default is that each step has the same width with no regard to the distance the fixtures are moving in the step. Equalizing the step width makes the fixture move at the same speed by adjusting the width. There is a Reset shortcut that resets the width. Default is a width of 100%. This means that each step has the same width with no regard to the travel distance of the fixtures in each step. * **11 - Select Form:**\ Selecting a form overwrites the values of the transition layer, accel layer, and decel layer to create the desired effect. Available forms are listed in the toolbar on the right side and include Rectangle, Sawtooth, Sine, and Circle. * **12 - Change Speed:**\ Tap to display various speed tools in the right side toolbar. Available speed tools include functions which multiply or divide the current speed of the phaser by a given amount. Special speed options include: * **Loop:** Tap Loop to multiply the current phaser speed by the number of steps currently in the phaser. * **Fixture:** Tap Fixture to divide the current phaser speed by the number of fixtures in the current selection. * **13 - Select all Steps**:\ This is not a tool like the others. Tapping this toggles between all steps selected or the selection of single steps. It keeps the previously selected tool active. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Some tools don’t require the user to precisely touch points in the 2D and 1D layouts to adjust them. Instead, make sure the desired steps are enabled in the **Step Bar**, and use the blue grid areas in the **Phaser Editor** as trackpads to make the desired adjustments. | The standard operational functions on the right side are: ![](/img/grandma3/2-4/window_phaser-editor_functions_v1-5-067999.png) * **1 - Reset**:\ Reset spline of the selected steps. * **2 - Delete**\ Deletes the selected steps. * **3 - Cut Programmer**:\ Removes all programmer values in the currently selected fixtures and moves them to the clipboard. * **4 - Copy Programmer**:\ Copies all programmer values in the currently selected fixtures and moves them to the clipboard. * **5 - Paste Programmer**:\ Inserts all values from the clipboard to the currently selected fixtures in the programmer. * **6 - Mirror X**:\ Mirrors all selected points on the x-axis. * **7 - Mirror Y**:\ Mirrors all selected points on the y-axis. * **8 - Mirror Time**:\ Swaps the order of the steps. Select all steps first. This is the same as reversing the direction of the movement. * **9 - Swap XY**:\ Swaps the X and Y axes of the selected steps. * **10 - Flip**:\ Flips the position of the selected fixtures. * **11 - Reset Zoom**:\ Resets the area with the blue square.  *** ## Phaser Encoder Toolbar [Section titled “Phaser Encoder Toolbar”](#phaser-encoder-toolbar) Depending upon the type of encoder toolbar selected with the radio buttons in the bottom-right corner of the **Phaser Editor**, the encoder toolbar changes to display helpful tools, which are specific to the manipulation of Phaser data. ### 2D Bar [Section titled “2D Bar”](#2d-bar) To enable the 2D Bar, tap 2D Bar in the bottom-right corner of the Phaser Editor. ![](/img/grandma3/2-4/img_encoder-bar_encoder-toolbar_2d_v1-7-567416.png) 2D Phaser Encoder Bar This encoder toolbar includes the following encoder controls: * **MoveX:** Turn the inner encoder to adjust the X position in the 2D Phaser grid of all steps currently enabled in the **Step Bar**. * **MoveY:** Turn the inner encoder to adjust the Y position in the 2D Phaser grid of all steps currently enabled in the **Step Bar**. * **Size:** Turn the inner encoder to adjust size of all steps currently enabled in the **Step Bar**. This allows encoder access to the **Change Size** tool mentioned above. * **Handle:** Turn the outer encoder to adjust the handle length of all steps currently enabled in the **Step Bar**. This allows encoder access to the **Move Handles** tool mentioned above. * **Rotate:** Turn the outer encoder to rotate all steps currently enabled in the **Step Bar**. This allows encoder access to the **Change Rotation** tool mentioned above. * **Aspect:** Turn the outer encoder to adjust the aspect ratio of all steps currently enabled in the **Step Bar**. This tool simultaneously adjusts positions of points as well as length and direction of handles in order to create a wider or taller version of the current 2D form. * **Select Step:** Turn the inner or outer encoder to select individual steps. Press the inner encoder or the outer encoder key to toggle between selecting all steps and a single step. ### Phaser Bar [Section titled “Phaser Bar”](#phaser-bar) To enable the Phaser Bar, tap Phaser Bar in the bottom-right corner of the Phaser Editor. ![](/img/grandma3/2-4/img_encoder-bar_encoder-toolbar_1d_v1-7-c59db2.png) Phaser Bar This encoder toolbar allows for adjustment of **Speed**, **Phase**, **Transition**, **Width**, and **Measure**, based upon the current fixture and step selection, as well as the current status of the **At Filter**. *** ## Window Settings [Section titled “Window Settings”](#window-settings) The Window Settings pop-up includes some [Common Window Settings](/grandma3/2-4/wvm_settings/) as well as some that are specific to the Phaser Editor. ![](/img/grandma3/2-4/popup_phaser-display-settings_v1-9-9e0dec.png) Display tab of the Phaser Window Settings Pop-up * View Mode - The view mode defines how the different data and information are displayed in the view. The view mode can be changed in the settings or the title bar of the window. * **Auto:**\ Displays the 2D and 1D layouts. * **2D:**\ Displays the 2D layout. * **1D:**\ Displays a 1D layout for every attribute included in the active phaser.  * **Sheet:**\ Displays phaser steps in a spreadsheet format and the 1D layouts for the phaser attributes. * Line Height - Defines the height of the 1D layouts. Valid options range from 50 to 500. **Auto** adjusts the lines to the size of the Phaser Editor within this range.  * Appearance - Tapping this button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * Font Size - This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * Show Beams - Tap to show or hide the beams in the 2D layout. * 1D Mode - Tap to toggle between the two 1D drawing modes. These modes change the vertical scale of the 1D layouts. * **Value:**\ The vertical scale of each 1D layout equals the full range of values available for the displayed attribute. * **Transition:**\ The bottom of the vertical axis represents the beginning value for each step, and the top represents the ending value for the step. * Attributes -  Defines which position attributes are used when creating a position phaser. Tap to toggle between PanTilt, XY, XZ, and YZ. * Step Bar - Tap to show or hide the Step Bar. * Layer Bar - Tap to show or hide the Layer Bar. * EncoderBar - Defines which encoder bar is displayed in addition to the step bar. Tap to toggle between 2D Bar, Phaser Bar and Preset Bar. ![](/img/grandma3/2-4/popup_phaser-window-settings_v1-9-ea34c5.png) Sheet Tab of the Phaser Window Settings Pop-up * Readout - This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-4/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * Speed -  It sets how the speed value is displayed. It has the following options: Auto (following the User Profile setting), Hertz, BPM (Beats Per Minute), and Seconds. * Preset - This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. * Color Mode - This switches the color readout between Auto (following the User Profile setting), RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-4/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * Attribute Sheet - Tap to show or hide individual rows for each attribute included in the phaser. If Layer Sheet is enabled, each layer will include all of these individual layers. * Layer Sheet - Tap either show all layers simultaneously or hide most layers, showing only the layer that is currently accessible on the attribute encoders. * Transpose - This On/Off button flips the columns and rows in windows. * Show Empty Rows - Tap to show or hide empty rows. # Plugins > Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and d ## What is LUA [Section titled “What is LUA”](#what-is-lua) Lua is a scripting language designed to support general procedural programming. It offers support for object-oriented programming, functional programming, and data-driven programming. Lua is implemented as a library, written in *clean* C (a common subset of ANSI C and C++). For more information on scripting with Lua, see [www.lua.org](https://www.lua.org/). The grandMA3 software supports Lua 5.4.8 and all standard built-in libraries. Use the [Version keyword](/grandma3/2-4/keyword_version/) in the command line to check which Lua version your device is currently running. In addition to the standard Lua libraries, there are custom grandMA3 functions. A list of all the current grandMA3 functions can be created by using the [HelpLua keyword](/grandma3/2-4/keyword_helplua/). This keyword creates a file called “grandMA3\_lua\_functions.txt” in the **gma3\_library** folder. Learn more about how to find this in the [Folder Structure topic](/grandma3/2-4/fm_folder_structure/). This list separates the functions into two categories: Object-Free API and Object API.  Lua code can be executed from plugins or directly in the command line using the [Lua keyword](/grandma3/2-4/keyword_lua/). ## What are Plugins [Section titled “What are Plugins”](#what-are-plugins) Plugins are pieces of Lua code that can add features or functionality to the grandMA3. With plugins, it is possible to do more than what can be achieved with macros. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The creation and use of plugins can go deeper into the system than the “normal” usage of a console. Therefore, plugins might have to be rewritten when migrating show files to future grandMA3 software versions. The technical support team at MA Lighting does not offer support for plugins or Lua scripts. | The plugins are stored in the Plugins Pool. ![](/img/grandma3/2-4/window_plugin_pool_v2-2-56b04c.png) Plugin pool window The pool can be created like any other using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). ## Create a New Plugin [Section titled “Create a New Plugin”](#create-a-new-plugin) To create or add a plugin to the plugin pool, edit an empty pool object using any edit method. The **Edit UserPlugin** pop-up opens: ![](/img/grandma3/2-4/popup_edit-userplugin_v2-2-f0617f.png) Edit Plugin window This editor can show the settings for the plugin if Setting is On in the title bar. These are the settings: * **Name**:\ The name of the plugin. Tap this to edit the name. * **Scribble**:\ The assigned scribble. Tap this to select a scribble or open the editor to create a new one. * **Appearance**:\ The assigned appearance. Tap this to select an appearance or open the editor to create a new one. * **Tags**:\ Tags can be assigned to the plugin. * **Note**:\ A note can be added to the plugin. * **Lock**:\ Toggle this On to lock the plugin from changes. * **Author**:\ This can be used to add the name of the plugin author. * **Version**:\ This custom field can be used to indicate a version of the plugin. * **Path**:\ This is a path (sub-folders) for the files inside the plugin folder (gma3\_library/datapools/plugins). * **UserRights**:\ This can be used to set the needed user rights for running this plugin. A plugin can contain several Lua components, but should at least have 1. ## Create and Edit a Component [Section titled “Create and Edit a Component”](#create-and-edit-a-component) A Lua component contains the Lua code. Each component is usually one file. Add the component by pressing and holding the New Component Lua. A new component can also be added by selecting a line in the component list and tapping Insert New Component Lua. This creates a new line above the selected line. ![](/img/grandma3/2-4/popup_edit-userplugin_new-component_v2-2-0b93c9.png) Plugin with 1 added Lua component Each component has some settings and some information. It is the different columns in the list. * **Name**:\ This is the name of the component. * **Scribble**:\ This is the assigned scribble - this is not displayed anywhere. * **Appearance**:\ This is the assigned appearance - this is not displayed anywhere. * **Note**:\ A note can be added to the component. * **Tags**:\ Tags can be assigned to the component. * **FileName**:\ This is the file name for the Lua component file. A file name is needed if the plugin is exported. Giving the component a name also creates a file name. * **FilePath**:\ This is a sub-folder path for the Lua file inside the plugin folder (gma3\_library/datapools/plugins). * **FileSize** (Information only):\ This displays the file size of the Lua component file in bytes. * **Source** (Information only):\ This is information only. It indicates whether the component is located in the showfile or the library. * **Installed**:\ If this is set to Yes, the Lua components will be updated from the file archive they were imported from. This is useful when Lua files are edited and copied into the folder using an external editor.\ To update any changes in these Lua components, the [ReloadAllPlugins keyword](/grandma3/2-4/keyword_reloadallplugins/) must be executed. * **IsResource** (Information only):\ This indicates if the Lua file is an internal resource stored in an internal library. These files are not stored in the showfile and are not streamed. * **InStream** (Information only):\ Yes means that the Lua code is saved in the show file and streamed in the session but stays as saved in the show file.\ No means that the Lua code is locally saved on the hard drive. The content of this Lua code can be updated using the [ReloadAllPlugins keyword](/grandma3/2-4/keyword_reloadallplugins/).\ Setting **Installed** to Yes will set InStream to No. * **UserRights**:\ This can be used to set user rights on specific components. * **SyntaxError** (Information only):\ If syntax errors prevent the Lua component from being loaded into the Lua engine, the SyntaxError property turns to Yes, and the component line turns red. * **Full Path** (Information only):\ This shows “\” or the full path for the file. * **File Exists** (Information only):\ This is information only. It indicates “Yes” if the file is found or “No” if it is not found. This is only relevant if the source is the Library. Select the component that needs to be edited and tap Edit. This opens the **Lua Input** pop-up: ![](/img/grandma3/2-4/popup_lua-input_v2-3-450c75.png) Empty Lua Input pop-up Text can be copied into the pop-up from an external editor (when using the grandMA3 onPC), or it can be written directly in the pop-up. Editing existing code can also be done in the Lua Input pop-up. Line numbers help when troubleshooting code or as general help (the numbers are not part of the code). The number of the active line is in white color, and the others are in gray color. When Tab is used to indent text, a gray ”>” appears where the tab was pressed. When the desired code is input, it needs to be saved by tapping Save in the title bar. The title bar has other buttons: * ![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png) **(Virtual Keyboard)**:\ This toggles the on-screen virtual keyboard. * **Lua Code Templates**:\ This toggles the Lua Code Templates that can be used as templates for writing new code. Learn more about this [below](/grandma3/2-4/plugins/#lua_code_template). * **API Description**:\ This toggles the grandMA3-specific Lua API description on the right-hand side of the Lua Input. Learn more about this [below](/grandma3/2-4/plugins/#api_description). * ![](/img/grandma3/2-4/icon_undo-arrow_15_v1-8-c938d0.png) **(Undo)**:\ This undoes the last edit. * ![](/img/grandma3/2-4/icon_redo-arrow_15_v1-8-0be0a0.png) **(Redo)**:\ Thie redoes undoed actions. After the code is saved, the Lua Input pop-up can be closed by tapping the ![](/img/grandma3/2-4/icon_cross_v0-1-191551.png) in the upper right corner. ## Run a Plugin [Section titled “Run a Plugin”](#run-a-plugin) The plugins can be run by tapping them in the pool or using the [Plugin keyword](/grandma3/2-4/keyword_plugin/). Running the plugin will execute the first component. This component needs to call other components, or specific components can be called directly using this syntax: Plugin \[Plugin\_Number or “Plugin\_Name”].\[Component\_Number or “Component\_Name”] Plugins can also be assigned to executors and view buttons. Learn how in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). ## []()Lua Code Templates [Section titled “Lua Code Templates”](#lua-code-templates) The templates are example codes that can be copied into the editor. | | | | -------------------------------------------------- | ----------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Using a template will delete any existing code. | Tap Lua Code Templates in the title bar to show the templates. ![](/img/grandma3/2-4/popup_lua-input_templates_v1-8-f30485.png) The Lua code templates The different templates are shown next to each other, and there is a horizontal scroll bar, making it possible to scroll through the different templates. To import one of the templates, select it (yellow frame) and tap Use Template. The templates can be closed without importing a template by tapping Lua Code Templates in the title bar or the Back in the lower left corner. ## API Description [Section titled “API Description”](#api-description) The API description can be shown on the right side of the Lua Input pop-up. It can be toggled On or Off by tapping API Description in the title bar. It lists all the grandMA3-specific Lua functions and shows a short explanation of the required arguments and the return values. ![](/img/grandma3/2-4/popup_lua-input_api-description_v2-2-5836ad.png) The API description There are three elements to the description. At the top is a search input field where text can be input to search the list of functions. Below is the actual list of functions in alphabetic order. Selecting one shows the description of the selected function below the list. Tapping the ![](/img/grandma3/2-4/icon_plus_15_v1-5-dc1987.png) in the description area adds the function to the Lua input code, with the arguments, at the cursor’s current location. ## Export a Plugin [Section titled “Export a Plugin”](#export-a-plugin) The plugin can be exported from the **Edit UserPlugin** by tapping Export. This creates an XML file for the plugin. If the Lua components have a file name ending in “.lua”, an extra LUA file is exported for the component. If there is no valid file name for the component, it is then stored in the XML file, coded in the “base64” format. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The Lua files are only exported if the Lua component has “Yes” in the “InStream”. | ## Import a Plugin [Section titled “Import a Plugin”](#import-a-plugin) All the required files are needed to import a plugin successfully. The XML file is always needed; if the Lua components are stored as extra Lua files, they are also needed. These files must be in the ../gma3\_library/datapools/plugins folder on the desired drive. 1. Create a new plugin. 2. Tap Import. 3. Select the desired drive and XML file. 4. Tap Import. 5. The plugin is imported, and the editor can be closed. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Handle - light\_userdata](/grandma3/2-4/lua_handle/) * [Interface Functions](/grandma3/2-4/lua_interface/) * [Variable Functions](/grandma3/2-4/lua_variables/) * [Lua Functions - Object-Free API](/grandma3/2-4/lua_objectfree/) * [Lua Functions - Object API](/grandma3/2-4/lua_object/) # Presets > A preset can hold information about attribute and timing values for a selection of fixtures and may be referenced and used in cues, recipes, or in the programme A preset can hold information about attribute and timing values for a selection of fixtures and may be referenced and used in cues, recipes, or in the programmer. The principle of presets is to store a labeled reference, rather than the actual value itself. Or use presets for busking, where presets are called into the programmer or played back on the fly. Updating the preset means the cues or recipes do not need to be updated, since they reference the preset, not its content. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The images and mentions of pool colors in this topic use the colors from the default Color Theme. The pools can have different default colors. Each feature group pool, all the “All Preset” pools, and the Dynamic preset pool can have their own default pool color. Learn more in the [Color Theme topic](/grandma3/2-4/ws_colors_color_theme/). | Presets are marked with a cyan marker. This marker is visible on cues that use presets and on the values themselves, for instance, in the tracking sheet or the fixture sheet. Read more in the [Marker topic](/grandma3/2-4/ws_colors_markers/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Using presets when programming facilitates the work, especially when working with a show which is used in different locations and for various customers. | ## Preset Pools [Section titled “Preset Pools”](#preset-pools) Presets are stored in pools. There are pools for each feature group. These pools have a default input filter that only allows the values for that feature group to be stored in the preset pool. There are also five preset pools called “All 1” to “All 5”. These do not have a default input filter and can be used to store any attribute values. Learn more about the pools in the [Preset Pool topic](/grandma3/2-4/presets_pools/). ## []()Preset Modes [Section titled “Preset Modes”](#preset-modes) Preset modes are used when the preset is stored (or updated) and when the preset is called. Regardless of how the preset is stored, it can be called using a different mode. There are three different preset modes: Selective, Global, and Universal. Each preset has letters showing the preset mode and the stored values. It can be one or up to three letters showing the relevant modes. For instance, a preset stored as Selective and set to Selective mode will only display an “S”, while a stored preset containing Global and Selective values, but set to Universal mode, will display “UGS”. More letters only appear when the stored data is from a higher level than the preset mode is actually set to. **Example:** ![](/img/grandma3/2-4/img_preset_mode-markers_v2-4-9c8b70.png) Preset 4 has all three modes The three modes are: * **Selective (S)**:\ The data is selective and valid for each fixture with active stored data. * **Global (G)**:\ The data is global data. One fixture from each fixture type has data that is valid for all the fixtures of that type. If there are several fixtures of the same fixture type but with different values, then the global data will be determined by the fixture with the lowest ID. Selective data will be added for the other fixtures that have divergent data. The preset will indicate both Global and Selective data. * **Universal (U)**:\ Data will be added as universal data and will be valid for all fixtures that contain the stored attributes. When a preset is stored or updated, there are three more options: * **Default**:\ When updating or storing into an existing preset, the preset mode of the preset or preset pool will be respected.\ In the case of global preset mode, selective data will be added to the preset when at least one fixture that can use the preset is active with new values.\ When creating a new preset, Default mode will take the mode defined by the pool and apply the rules for that mode. * **Force Global**:\ Using this mode during the update process will remove any selective data from the preset. * **Force Universal**:\ Using this mode during the update process will remove any selective and global data from the preset. Force Global and Force Universal act differently depending on whether the preset is stored or updated. Learn more in the [Create New Preset](/grandma3/2-4/presets_create/) and [Edit or Update Preset](/grandma3/2-4/presets_edit/) topics. Each preset can store all three modes or some combinations of modes. Each preset pool has a setting for a default mode. This mode is indicated by one of the letters in the upper right corner of the pool title field. ![](/img/grandma3/2-4/img_preset_mode-marker-title-field_v2-4-c8219a.png) Position preset pool title field with Selective as the default mode for the pool This default can be used when storing the preset or a different mode can be used. Learn more in the [Create New Presets topic](/grandma3/2-4/presets_create/) and the [Use Preset topic](/grandma3/2-4/presets_use/). ## Absolute and Relative Values [Section titled “Absolute and Relative Values”](#absolute-and-relative-values) Presets can store absolute and/or relative values. Relative values are often used with multistep presets but it is not limited to this use. **Example:** ![](/img/grandma3/2-4/img_preset_absolute-relative-markers_v1-7-9c9260.png) Preset with absolute, relative, and both types of values Presets with only absolute values do not have a marker. The absolute marker is a square dark red marker with rounded corners. Relative values are indicated by a dark pink square with rounded corners. Presets can contain both absolute and relative values - they will have both markers in the pool object. Learn more about the different programmer layers in the [What is the Programmer topic](/grandma3/2-4/operate_programmer/). Learn more about the markers in the [Markers topic](/grandma3/2-4/ws_colors_markers/). ## Timing Values [Section titled “Timing Values”](#timing-values) Timing values can be stored in presets. The timing layers are Fade and Delay. **Example:** ![](/img/grandma3/2-4/img_preset_fade-delay-markers_v1-7-6e7d7e.png) Preset with fade, delay, and both types of values The Fade marker is green. The Delay marker is orange. Timing values can be combined with absolute and relative values. The timing preset can be used when calling values into the programmer.  A timing-only preset cannot be stored or referenced in a cue. Suppose an attribute value (absolute or relative) is called together with a timing-only preset and stored in a cue. In that case, the timing information is stored as individual timing without a preset reference. Presets that contain both attribute values and timing values are stored in cues with a preset reference. ## []()Pool Action and Object Action [Section titled “Pool Action and Object Action”](#pool-action-and-object-action) A preset pool window has a pool action for the pool objects. The individual pool objects can also have an object action. The object action is used if the **Use Object Action** is active in the **Preset Pool Settings** (link below). The defined pool or object action is performed when the preset is tapped in the pool without a (relevant) keyword in the command line. A small icon in the upper right corner of the pool title object indicates the selected pool action. If **Use Object Action** is activated in the settings, a pointing finger icon will be displayed next to the pool action. See the example image below. A big semi-transparent icon is added to the pool object when **Use Object Action** is activated. The pool object is grayed out if the object action is set to **None** (see preset 10 in the example below). There is no icon displayed if the object action is set to \*\*Pool Default \*\*(see preset 11 in the example below). ![Example showing the different preset pool objects default action overlay.](/img/grandma3/2-4/img_preset-pool_object-actions-overlay_v2-4-295623.png) Example of a dimmer preset pool with pool objects assigned all the possible default actions. The pool action is set in the [Preset Pool Settings](/grandma3/2-4/presets_pools/#preset_pool_settings). The object action is set in the object editor described in the [Edit or Update Presets topic](/grandma3/2-4/presets_edit/#h2__416715531). The functions are also described in the [Window Settings topic](/grandma3/2-4/wvm_settings/#pool_action). Follow the links to learn more. ## []()Feature Group Indicator Bar [Section titled “Feature Group Indicator Bar”](#feature-group-indicator-bar) This bar is visible when a preset has attributes of two or more feature groups stored. The bar is always visible on All presets. ![](/img/grandma3/2-4/img_preset_feature-group-indicator-bar_v2-4-3cb178.png) Feature Group Indicator Bar at the bottom of the preset The feature group indicator bar has a square for each feature group, displayed in white, gray, or red. * **White**:\ Indicates that values of attributes of the corresponding feature group are stored in the preset. * **Gray**:\ Indicates that no values of attributes of this feature group are stored in the preset. * **Red**:\ Indicates that at least one attribute of this feature group is not accessible at the moment. For example, when having a world with a limited set of attributes active.\ The square also turns red when the currently selected world does not contain fixtures that can make use of the attribute data in the preset. The order of the squares is similar to the order of feature groups in the encoder bar, from left to right: * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shaper * Video If a show file contains additional feature groups, more squares will be added automatically to the bar. The bar can also be visible in [Worlds and Filters](/grandma3/2-4/worldfilter/). ## []()Embedded Presets [Section titled “Embedded Presets”](#embedded-presets) A preset can contain a link to a different preset. It is the same as cues storing a reference to a preset - just for other presets. This can be useful, for instance, when a show is built using a set of general presets and other presets are created using these as building blocks.  **Example:** In this example, there is a universal dimmer preset that has values for the universal fixture. This is used to create a new global preset for fixture types. This is again used to create a selective preset for only some fixtures. If the fixture type changes, then the global preset needs to be updated. The selective preset links to the global preset values and do not need to be updated. The universal value is unaffected by the fixture change as long as the fixture used to store the value still has the attribute. ![](/img/grandma3/2-4/img_preset_embedded-markers_v1-7-bfcbfb.png) Preset 1 is used in an embedded preset. Preset 2 contains embedded data and is also used in a different embedded preset. Preset 3 contains embedded data. The “source” preset has a downward pointing arrow that points to a line. This indicates that this preset is referenced by other presets (or cues). The preset with embedded data has an icon with an arrow and a line above to indicate that this preset uses referenced data. Presets with embedded data that is also referenced has the arrow and a line above and below the arrow. If a new name is not defined, then the name is also referenced (referenced names are in square brackets). This means that changing the name of the source preset also updates the name of the new preset. Learn more in the [Create New Presets](/grandma3/2-4/presets_create/) topic. Presets can be a part of a chain of embedded presets. If the chain’s depth gets too long, a warning can be shown in the presets at the end of the chain. ![Update this description text.](/img/grandma3/2-4/img_preset_embedded-warning_v2-4-6c24c2.png) Embedded preset with a warning Preset with the warning can still work, but they might not update correctly if there are changes in the chain. The depth of a preset can be seen in the [Info window](/grandma3/2-4/si_info_window/) or pop-up using the [ListReference keyword](/grandma3/2-4/keyword_listreference/). ## []()Recipe Presets [Section titled “Recipe Presets”](#recipe-presets) Presets can have recipe information. A recipe is one or more lines with information about a selection, value, MAtricks, individual fade, delay, speed, and phase values. This information can be used to “cook” values into the preset or programmer. If the source information changes, the preset can be cooked again to reflect the changes. For instance, if a group is used in a recipe and it changes after the initial cooking, then the preset can be cooked again, and the changes will now reflect the group’s changes. A preset can be a **Recipe Template** that can be used to load the recipe into the programmer. Learn more in the [Recipe Presets](/grandma3/2-4/presets_recipes/) topic. **Example:** ![](/img/grandma3/2-4/img_preset_cook-markers_v2-1-4aa6f3.png) Presets with recipe information A small pot icon indicates a preset with recipes. Recipe Templates have a pot icon with an open lid. Recipe presets can contain presets with recipes. There can be up to 10 levels of recipes within recipes. A circular reference can be created between recipe presets. If that is the case, there is a small red infinity icon on the presets. **Example**: ![Example showing the infinite icon on presets.](/img/grandma3/2-4/img_preset_infinite-marker_v2-4-f6c609.png) Presets with infinite circular references ## []()MAgic Presets [Section titled “MAgic Presets”](#magic-presets) MAgic presets are presets where value points in a range are defined. This range can then be applied to a dynamic selection of fixtures. For instance, two fixtures are stored in a MAgic preset with dimmer values of 0% and 100%. MAgic presets should be stored as a selective preset, but that does not mean that only the selected fixtures can use it - it only means that they contain values for a selection of fixtures. The MAgic preset uses the values to define the points in a range. A different fixture selection can be made and the range of values between the points is assigned to the fixtures when the MAgic preset is called into the programmer. These values are calculated based on the points and then taken into the programmer as hard values. There is no reference back to the MAgic preset. There can be up to five defined points in the range (on each axis in the selection grid). MAgic presets have a small wizard hat icon in the preset pool object ![](/img/grandma3/2-4/img_preset_magic-marker_v1-7-335308.png) Position preset with MAgic information **Example:** A path needs to be defined to control a color range from blue to yellow. The wish is to have the range go through the red area in a CIE color picker - instead of going through white. Three fixtures are needed to define the range. The first fixture is blue, the second is magenta, and the third is yellow. This is then stored as a MAgic preset. Now this range through three points can be used by multiple fixtures to create the desired path. ![](/img/grandma3/2-4/img_preset_magic_example-01_v1-4-d6cd49.png) Result of a three-point MAgic color preset applied to multiple fixtures Learn the details on how to create this MAgic preset in the [Create New Presets](/grandma3/2-4/presets_create/) topic. ## Multistep Presets [Section titled “Multistep Presets”](#multistep-presets) Presets can contain values in multiple steps (Phasers). Presets with only one step usually have the values stored in step one.  If a preset has multiple steps, it is called a multistep or Phaser preset. Presets can also contain a Phaser Recipe, which is also a multistep preset. **Example:** ![](/img/grandma3/2-4/img_preset_multistep-marker_v2-4-812520.png) Multistep preset Multistep presets have a three-dot icon to indicate multistep values. If the preset contains a Phaser Recipe, then it also has a purple pot icon. ## MAtricks Presets [Section titled “MAtricks Presets”](#matricks-presets) MAtricks information can be stored in presets. Having MAtricks information in the programmer and storing a preset will add the MAtricks information into the preset (if the [Store Settings](/grandma3/2-4/cue_store_settings_preferences/) allow it). **Example:** ![](/img/grandma3/2-4/img_preset_matricks-marker_v1-7-4ce4b5.png) Preset with MAtricks information The MAtricks icon is a green icon with nine dots in a grid. ## []()Filtered Presets [Section titled “Filtered Presets”](#filtered-presets) The entire preset pool has a default input filter - except the All preset pools. The default filter is on feature group preset pools. They automatically filter the attributes in the feature group. The input filter can be changed to a custom filter for any preset pool, including the All presets. If the input filter is different than the default, then there is an input filter icon on the preset pool title field. Besides an entire preset pool having an input filter, it is also possible to have an input filter on individual presets. Learn more about input filters in the [Edit Presets](/grandma3/2-4/presets_edit/) topic. **Example:** ![](/img/grandma3/2-4/img_preset_filter-marker_v1-7-703555.png) Preset with input filter The input filter icon is a gray filter icon with a small right-pointed arrow. *** ## Extract Preset Data [Section titled “Extract Preset Data”](#extract-preset-data) The values stored in presets can be extracted from the preset. This will take the values stored in the preset and put them into the programmer. There will not be a link to a preset when the values are extracted. This can be done using the [Extract keyword](/grandma3/2-4/keyword_extract/). Different sources can be specified with the extraction. If there is a selection of fixtures with references to presets in the programmer, then the entire selection can be extracted. The command for this would be: Extract Selection Specific fixtures can be specified instead of extracting the entire selection. It can be single fixtures or a selection of fixtures: Extract Fixture \[Fixtures\_Numbers or “Fixture\_Names”] Specific presets can also be extracted into the current selection of fixtures: Extract Preset \[FeatureGroup\_Number or “FeatureGroup\_Name”].\[Preset\_Number or “Preset\_Name”] All presets from a cue can also be extracted to a selection of fixtures: Extract Cue \[Cue\_Number or “Cue\_Name”] | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When extracting by specifying a fixture, selection, cue, feature group, or attribute, presets must be active in the programmer for the desired fixtures. | When extracting embedded presets or phaser presets which have presets integrated into their steps, extract will call directly the values of the source presets. Using the **/Single** option together with extract makes it possible to extract one level down in the hierarchy of the presets. ### Example [Section titled “Example”](#example) Create 2 color presets (“red” and “blue” presets) that are embedded into a different color preset (“odd/even red/blue”). The second color preset (“odd/even red/blue”) is embedded into All preset 21.1 (“cool look”). Select some fixtures and apply the All preset (“cool look”) to them. Executing Extract Selection /Single calls the second color preset (“odd/even red/blue”) into the programmer. Executing Extract Selection /Single again calls the first color presets (“red” and “blue” presets) into the programmer. When executing Extract Selection /Single a third time, the result is the same as using Extract Selection in the first step: The hard red and blue values without a preset link. *** ## Delay To Phase [Section titled “Delay To Phase”](#delay-to-phase) Each preset can have a **Delay To Phase** setting turned On. The setting relates to phasers with delay values.  When enabled, the phase calculation for each attribute begins as the values start to change at the end of the delay time. Because this delay timing may be different for different attributes or fixtures within a single preset, the resulting output may appear to include different phase offsets than originally stored within the phaser. For instance, multiple “waves” of the phaser appears to be running at the same time. Basically, each attribute starts the phaser when the delay ends, so each attribute is no longer in phase with the others. When disabled, the phase calculation for all attributes starts when the preset is triggered, regardless of any individual delay times. Each attribute will join the phaser playback when its delay ends, but in sync with the running phase. This allows for more predictable, synchronized phaser playback, even with different individual delay times. Learn how to change the setting in the [Edit or Update Presets topic](/grandma3/2-4/presets_edit/). Subtopics * [Preset Pools](/grandma3/2-4/presets_pools/) * [Create New Presets](/grandma3/2-4/presets_create/) * [Recipe Presets](/grandma3/2-4/presets_recipes/) * [Use Preset](/grandma3/2-4/presets_use/) * [Edit or Update Presets](/grandma3/2-4/presets_edit/) # Create New Presets > Please read the general Preset topic and the Preset Pool topic before this topic to get an understanding of the presets and how they are organized. Please read the general [Preset ](/grandma3/2-4/presets/)topic and the [Preset Pool](/grandma3/2-4/presets_pools/) topic before this topic to get an understanding of the presets and how they are organized. Creating and using presets requires some fixtures patched in a show file. For more information on patching fixtures, see [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/). When presets are stored, some defaults are used unless other choices are actively made. Some of these choices are accessible in the **Store Options** pop-up. This is opened by keeping Store pressed for approximately one second. The pop-up has a section regarding the presets: ![](/img/grandma3/2-4/popup_store-options_presets_v2-4-55a8f0.png) The preset section in Store Options pop-up | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Changing a setting here without saving this as the new preference only uses the changed setting for the next store action. Learn more about it in the [Store Options and Preferences topic](/grandma3/2-4/cue_store_settings_preferences/). | Read about [**Embedded**](/grandma3/2-4/presets_create/#embedded) below. **MAtricks** allows storing MAtricks settings in the preset. **Keep Activation** means that when the preset is stored, the newly created preset is active in the programmer and ready to be stored in, for instance, a cue. Turning this setting Off stores the preset but leaves the values as inactive in the programmer. **Preset Mode** is the last of the preset options in the temporary store options pop-up. The preset pool has a default setting, but a different mode can be chosen by tapping Preset Mode until it has the desired mode. Learn about the presets modes in the [Presets](/grandma3/2-4/presets/) topic and the [Preset Pools](/grandma3/2-4/presets_pools/) topic. See examples of storing using the different modes [below](/grandma3/2-4/presets_create/#h2__967108713). ## []()Input Filter [Section titled “Input Filter”](#input-filter) The I**nput Filter** setting in the store options determines whether input filtering in preset pools is used. If this option is active, then it is only possible to store attribute values inside the preset pools if the filter allows it. If the input filter setting is empty, a feature group filter is applied to the relevant feature group preset pools. This means that only attributes of the corresponding feature group can be stored in the preset pool. For instance, pan attributes can be stored in the Position preset pool but not in the Color preset pool. All preset pools do not have any default feature group filtering. Any attribute can be stored, regardless of the Input Filter setting in the store options. Custom filters and worlds can be assigned to the preset pool or individual presets using the preset pool settings or individual preset settings. Filters and worlds can also be assigned using the following syntax: Assign Filter \[“Filter\_Name” or Filter\_Number] At Preset \[“FeatureGroup\_Name” or FeatureGroup\_Number].\[“Preset\_Name” or Preset\_Number]. Substitute filter with world if a world needs to be assigned as an input filter. Learn more about filters and worlds in the [Worlds and Filters](/grandma3/2-4/worldfilter/) section. Learn about the preset pool settings in the [Preset Pools](/grandma3/2-4/presets_pools/) topic. ## Simple Static Preset [Section titled “Simple Static Preset”](#simple-static-preset) Storing a preset with simple static values is very easy: 1. Select some fixtures. 2. Give some of the fixture attributes a value in the programmer. 3. Store this in the relevant empty pool object. This is the general workflow. If the values in the programmer are allowed to pass the input filter (read above), they are stored in the preset. The best way to work with presets is to have the desired preset pool available on a touch screen. The pool can then be tapped to store and call the presets. If it only contains values in **step** one and does not have recipe information, it is considered a static preset, which means that the values do not change dynamically or by updates to other presets. Read the [Phaser]() topic to learn what the steps are, and the [Recipe Presets]() topic to learn about recipes in presets. ## Global Preset Data [Section titled “Global Preset Data”](#global-preset-data) The global data is stored on real fixtures within the patch. When storing new global presets, the global data is automatically created within the new preset. When all data for the fixture type is the same, the fixture with the lowest ID, from the stored data, is used to hold the global data within the preset. Each fixture type has its own global data value, allowing the global value to be adjusted per fixture type. When selective data is added to the preset for one of the fixtures that holds the global data or when the fixture is deleted from the show, the global data is moved to the first patched fixture for the fixture type. If the global data was held by the first fixture before, it is moved to the next patched fixture of this fixture type. When editing a preset with global data, the fixtures with the global data in the programmer will display a yellow square marker in the top right corner of the attribute cell within the fixture sheet. ![](/img/grandma3/2-4/img_preset_-20global_edit-example_v2-4-38d371.png) Example showing a preset with fixture 1 holding global data and fixture 3 holding selective data. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When converting old show files from grandMA3 v1.5 or prior to grandMA3 v1.6 or later, the data from the global fixture type object will be migrated to the first patched fixture of the same fixture type that is not already holding selective data. | The method to determine the global data across several attributes considers all attributes of the same activation group. This will result in taking all attributes of the same activation group of one fixture and not taking the different attributes from different fixtures. ## Universal Preset Data [Section titled “Universal Preset Data”](#universal-preset-data) Storing a universal preset will store data for the first active fixture when the preset was stored. Universal data stored in presets can be used by any fixture that has the stored attribute. Universal data stored in a preset has two yellow square markers in the top right corner of the attribute cell within the fixture sheet. ![Update this description text.](/img/grandma3/2-4/img_preset_-20global_edit-example-2_v2-4-96233e.png) Example showing a preset with universal dimmer data stored. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When calling universal color, it will be transformed through the color engine. If, for instance, a 7-color LED is used to create a color and call that data universal, a similar color will be called on an RGBA fixture. | ## []()Embedded Preset [Section titled “Embedded Preset”](#embedded-preset) The concept of embedded preset is explained in the [Presets](/grandma3/2-4/presets/) topic. This is the workflow: 1. Select the desired fixtures. 2. Recall an existing preset to load it into the programmer. 3. Store a new preset with the **Embedded** store option active. A recipe preset could be an alternative to an embedded preset. Learn more about them in the [Recipe Presets](/grandma3/2-4/presets_recipes/) topic. ## Preset Mode Conflict [Section titled “Preset Mode Conflict”](#preset-mode-conflict) When a preset is stored, the system analyses the programmer data. If the system detects a discrepancy between the programmer data and the preset mode used for the store process, then a pop-up appears. The pop-up informs about the discrepancy, and it suggests a different preset mode. ![Update this description text.](/img/grandma3/2-4/popup_preset-mode-conflict_v2-4-16911b.png) Example when storing a Global preset with programmer content suggesting it should be Selective. The pop-up adjusts the text to the relevant situation. There are three buttons in the pop-up. The left one is the preset mode defined by the store settings, the middle one is the suggested mode, and the right button cancels the store operation.  Select the appropriate option to proceed. ## Store Selective Preset [Section titled “Store Selective Preset”](#store-selective-preset) 1. Select one or more fixtures. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Selective**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. ## Store Global Preset [Section titled “Store Global Preset”](#store-global-preset) 1. Select one fixture from one or more fixture types. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Global**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. ## Store Universal Preset [Section titled “Store Universal Preset”](#store-universal-preset) 1. Select one or more fixtures or the universal fixture. 2. Give the fixture attributes some values in the programmer. 3. Press and hold Store until the **Store Settings** open. 4. Tap Preset Mode until the mode is **Universal**. 5. Tap the desired preset pool object - ensure it is valid for the attribute values. ## []()MAgic Presets [Section titled “MAgic Presets”](#magic-presets) The concept of MAgic presets is explained in the [Presets](/grandma3/2-4/presets/) topic. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The MAgic presets only work if the stored fixtures have different grid positions on the relevant axes, and the best result is if they start at grid position 0 and the fixtures are next to each other. This does not need to match the real-world position; it is only for the individual positions between the fixtures. | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Calling a MAgic preset in the programmer does not create a link to the preset. The fixture values are calculated based on the selection and stored as hard values. The only way to keep a reference to the MAgic preset is if the preset is used in a recipe. Learn more about recipes in the [Recipe Preset topic](/grandma3/2-4/presets_recipes/). | This is the general workflow for creating a MAgic preset: 1. Select all the needed fixtures. 2. Use Next to give the first fixture values to match the first point in the range. 3. Press Next to select the next fixture and give it values for the next point in the range. 4. Repeat step 3, if needed, to have a maximum of five fixtures (on each axis in the selection grid). 5. Select all the used fixtures using Set. 6. Store the preset in an appropriate preset pool. 7. Edit the preset settings and tap MAgic to turn the MAgic function On. The new preset can now be used by as many fixtures as needed. Learn more about editing the [Edit Presets topic](/grandma3/2-4/presets_edit/). | | | | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | A MAgic preset must be stored with selective data, as multiple points cannot be defined across universal or global fixtures. Existing MAgic presets can be used as global or universal. Learn more in the [Use Presets topic](/grandma3/2-4/presets_use/).  | ### Example: [Section titled “Example:”](#example) A path must be defined to control a color range from blue to yellow. The wish is to have the range go through the magenta/red area in a CIE color picker - instead of going through white or the blue/green area. Three fixtures are needed to define the range. **Requirement:** * Patch several fixtures (10 or more) with color mixing possibilities. * Create a view with the Special Dialog - Color Picker (in CIE mode) and an All preset pool. Follow these steps: 1. Select three of the fixtures. 2. Turn the fixture intensity to 100%. 3. Press Next to select the first of the three fixtures. 4. Tap the blue area in the color picker. 5. Press Next to select the second fixture. 6. Tap the magenta area in the color picker. 7. Press Next to select the third fixture. 8. Tap the yellow area in the color picker. 9. Press Set to select all three fixtures again. 10. Press Store. 11. Tap an empty pool object in the All preset pool. 12. Use the [swipey menu](/grandma3/2-4/wvm_pool/#swipey) to select Edit Settings. 13. Tap MAgic to turn On the option and close the settings. Now, there is a preset that looks something like this: ![](/img/grandma3/2-4/img_preset_magic_example-02_v2-1-86f407.png) MAgic preset in the preset pool 14. Clear the programmer. 15. Select all the fixtures. 16. Tap the MAgic preset. The result should look similar to this in the color picker: ![](/img/grandma3/2-4/img_preset_magic_example-01_v2-1-2ba259.png) Result of the MAgic preset used on multiple fixtures The dimmer values are not needed for this example; it just makes it easier to see the result. ## Multistep Preset [Section titled “Multistep Preset”](#multistep-preset) Multistep presets are presets that contain values in more than one step. It is explained in a little bit more detail in the [Presets](/grandma3/2-4/presets/) topic. For an explanation of steps, please read the [Phasers](/grandma3/2-4/phaser/) section. With Phaser information in the programmer, a preset can be stored. This will then be a multistep preset. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Presets can be used for more advanced functions with Recipes. Please read the [Recipe Presets topic](/grandma3/2-4/presets_recipes/) for more about recipes. | # Edit or Update Presets # Preset Pools > There is a preset pool for each Feature Group in the show. A show with no custom feature groups will have nine preset pools named after the default feature grou | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If pools are new to you, please read the [Pool Windows topics](/grandma3/2-4/wvm_pool/) first. | There is a preset pool for each **Feature Group** in the show. A show with no custom feature groups will have nine preset pools named after the default feature groups. For instance, Dimmer. These pools can have a feature group filter besides the standard input filter (read more below). | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Create custom preset pools using Feature Groups. For more information, see [Feature Group](/grandma3/2-4/patch_attribute_feature_group/). | In addition to the feature group preset pools, there are five “All” preset pools. These do not filter based on feature groups. The “All” preset pools can be labeled to match the needs. For instance, one of the pools could be used for storing multistep phaser presets or different parts of the show. There is a unique preset pool called “Dynamic”. This is not a preset pool in itself. It automatically changes between the feature group preset pools based on the selected feature group in the [Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/). The preset pools are created like any other window in the user-defined areas using the [Add window pop-up](/grandma3/2-4/wvm_add_window/). They are all under the **Presets** tab: ![](/img/grandma3/2-4/popup_add-window_presets_v2-4-c1a572.png) *Open the Presets* The preset pools look and behave like many other pools, but small differences exist. Read more about pools in general in the [Pool Windows topics](/grandma3/2-4/wvm_pool/). The default preset mode for the preset pool is indicated by a letter in the upper right corner of the pool title field. Read more about the preset modes in the [Preset topic](/grandma3/2-4/presets/) and below for information about setting the default. There is a colored indicator bar at the top of each pool object. If nothing is selected, it is colored like the pool color. This color can be edited in the [Color Theme](/grandma3/2-4/ws_colors_color_theme/). The pool object is dimmed if there is a selection, but none of the currently selected fixtures can use a preset. If a preset can be used by all the fixtures currently selected, then the colored bar is green. It is yellow if the preset is only valid for some of the selected fixtures. These are the default colors. They can be edited in the pool settings (see below). ![Example of a preset pool with a colored bar at the top.](/img/grandma3/2-4/window_pool_all4-preset_v2-2-4ac94e.png) Presets in the All 4 pool The cyan number below the pool number is the number of fixtures currently using the preset. See preset 2 in the example image above. ## []()Preset Pool Settings [Section titled “Preset Pool Settings”](#preset-pool-settings) Enter the pool settings by tapping the MA logo in the pool title field. This is an example of the preset pool settings. ![Preset Pool Settings pop-up showing all the settings for a preset pool.](/img/grandma3/2-4/popup_preset-pool-settings_v2-4-0ec6b1.png) Settings for the All 1 preset pool window These are the settings for the preset pool windows: * **Name**:\ This sets the name for pools for instance, the five All preset pools. The other preset pools are named from the feature group. * **Input Filter**:\ This can be used to select an input filter for the entire pool. [Worlds and Filters](/grandma3/2-4/worldfilter/) can be used. An input filter blocks some elements. The blocked elements cannot be stored in the pool. Tap this to open an **Assignment Editor**. Here filters or worlds can be selected, or it can be set to Empty. * **Show Empty**:\ This toggle button can hide or show empty pool objects. * **Appearance**:\ This sets which appearance is applied behind the pool objects. * **Cue Part**:\ This sets the cue part where presets call their values in. By default, presets call their values into programmer part 0. Use this setting to specify a different programmer part for presets for this pool. This setting can also be changed for individual presets in the pool. Learn more about programmer parts in the [What is the Programmer topic](/grandma3/2-4/operate_programmer/). * **Pool Columns**:\ This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-4/icon_pool-limited_12_v2-0-71e0d7.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Display Mode**:\ This is used to define what the pool object displays. It has the following options: * **Text and Symbol**:\ Both the text (name) and symbol are shown on the pool object if they are different than the default values and not empty. * **Text**:\ Only the pool object’s name is shown. If the pool object only has the default name, it is not shown. * **Symbol**:\ Only the symbol is shown. If no symbol is generated, then the pool object is empty. * **Auto**:\ This results in only the symbol being displayed if a symbol exists. Otherwise, the text (name) is displayed. * **Font Size**:\ This sets the font size property from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **DataPool**:\ This defines what data pool the pool window shows data from. This makes it possible to have pools showing objects from different data pools. For instance, a group pool window from the default data pool can be shown next to a different group pool window showing groups from a different data pool. * **Pool Color**:\ This is the color for the title button in the pool.\ This only changes the color for this specific instance of the preset pool. The default colors for each preset pool can be changed in the [Color Theme](/grandma3/2-4/ws_colors_color_theme/). * **Empty Color**:\ This color is applied to empty pool objects. * **Reset Colors**:\ This resets the colors to the colors in the default color theme. * **Store From**:\ This defines where a new pool object should be stored. When set to **Default** the new pool object gets stored to the first empty slot. Set a value between **1 - 9999** to define where a pool object should be stored.  An individually defined index is indicated by an \*\*>=x \*\*in the top left corner of the corresponding pool.  To store an object to the slot set in Store From, use Store without a specific number: Store \[Pool] Please Only exception are Preset Pools. The number followed by “Preset”, indicates the preset pool. For example, to store a dimmer preset using the Store From setting, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Preset 1 | * **For All**:\ This color is used when the preset can be used by all of the selected fixtures. * **For Some**:\ This color is used when some of the selected fixtures can use the preset. * **For None**:\ This color is used when the preset is not usable by any of the selected fixtures or when none of the selected fixtures are in the group. * **Preset Mode**: This adjusts the preset mode of the entire pool and changes the mode of presets stored in the pool. The drop-down displays the following options: * **Selective**:\ Changes the preset to a selective preset. * **Global**: \ Changes the preset to a global preset. * **Universal**:\ Changes the preset to a universal preset. Learn more about preset modes in the [Presets topic](/grandma3/2-4/presets/). * **Pool Action:**\ This defines the default action executed when a pool object is tapped without a (relevant) keyword in the command line.\ Pools can have some of the following actions (the available actions depend on the type of pool): * **At** (![Update this description text.](/img/grandma3/2-4/icon_at_preset_v2-2_15px-1fa869.png)):\ When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it calls the preset into the programmer. * **Call**(![](/img/grandma3/2-4/icon_small_call_12_v2-1-c62bb2.png)) - default action for filters:\ This action calls the tapped pool object. * **SelFix/At** (![](/img/grandma3/2-4/icon_selfix_at_v2-2_15px-eb32f8.png)) - default action for presets:\ When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again calls the preset into the programmer.\ When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. * **SelFix/Extract** (![](/img/grandma3/2-4/icon_selfix_extrakt_v2-2_15px-5929bb.png)):\ This value acts similarly to SelFix/At, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer. * **Select** (![](/img/grandma3/2-4/icon_execute_select_15_v1-9-2f7c57.png)) - default action for sequences:\ Tapping the pool object selects it. * **Toggle** (![](/img/grandma3/2-4/icon_small_execute_toggle_10_v1-9-afea79.png)):\ Tapping a pool object activates it or switches it off, depending on its current state. * **Go+** (![](/img/grandma3/2-4/icon_small_execute_go_10_v1-9-9f318d.png)):\ Starts playback of the pool object or goes to the next cue in the sequence. * **Flash** (![](/img/grandma3/2-4/icon_small_execute_flash_10_v1-9-a54ae9.png)):\ Flashes a pool object as long as it is tapped. Flash ignores fade times. * **Temp** (![](/img/grandma3/2-4/icon_small_execute_temp_10_v1-9-1175e9.png)):\ Plays back a pool object as long the pool object is pressed. Temp respects the fade times. * **Top** (![](/img/grandma3/2-4/icon_top_15_v2-3-01ecde.png)):\ Restarts the timecode pool object at the beginning. * **Pause** (![](/img/grandma3/2-4/icon_playback_pause_15_v1-9-c22421.png)):\ Pauses the timecode pool object. Tap again to play it back.  * **Off** (![](/img/grandma3/2-4/icon_off_15_v2-1-3efcdb.png)):\ Stops the recording of the timecode pool object and pauses it when it is played back.  * **Goto** (![](/img/grandma3/2-4/icon_goto_v2-1-096e62.png)):\ Opens a pop-up to play back a specific cue from the sequence pool object.  * **Load** (![](/img/grandma3/2-4/icon_load_15_v2-1-01a94e.png)):\ Opens a po-up to load a specific cue from the sequence pool object.  * \*\*None \*\*():\ No action is triggered when tapping on the pool object.  * **Use Object Action**:\ This defines if the selected object action is executed instead of the selected pool action. Pool windows with Use Object Action enabled, are marked with a (![](/img/grandma3/2-4/icon_clicking_hand_14_v2-3-5b5382.png)). Pool objects indicate the selected object action setting with a light grey icon in the foreground of the object. If the object action is set to **None**, there is a gray overlay on top of the pool object. * **2 Finger Edit**:\ This toggle button enables the possibility to edit objects by using the two-finger gesture or right-clicking.  Some of the settings described above can also be set for individual presets. The individual preset settings have a higher priority than the preset pool setting. # Recipe Presets > Please read the Recipe topics before this topic. Please read the [Recipe topics](/grandma3/2-4/recipes/) before this topic. This topic explores how to build recipes by editing a preset. Recipes can also be build in the programmer and stored in a preset. This workflow is described in the [Edit Recipe Mode topic](/grandma3/2-4/edit-recipe-mode/). Recipes can be added to presets that do not contain attribute values when using the user interface. Presets with attribute data offer to turn the existing attribute data into a recipe (by tapping Turn into Recipe - read more below). ## Adding Recipe Lines [Section titled “Adding Recipe Lines”](#adding-recipe-lines) Recipe lines are added to presets using the **Edit Preset Object** pop-up. This can be accessed using the [Swipey](/grandma3/2-4/wvm_pool/#swipey) on a preset pool object. ![](/img/grandma3/2-4/popup_preset_edit_v2-4-d2997c.png) Edit options for a preset The middle part of this pop-up is about the recipes and, for instance, grid values. The preset settings can be visible at the top; most of them are described in the [Preset Pools topic](/grandma3/2-4/presets_pools/). There is a setting specifically for the recipes: **Recipe Template**. This can be enabled to turn the preset into a Recipe Template. If the **Recipe Template** setting is enabled in a recipe preset, the recipe itself will be loaded into the programmer part and will be cooked there. Presets that have this setting enabled are shown with a green cooking pot icon with the lid open. The bottom of the editor has different buttons: * **Insert \[selected object]**  - (this button is available when the preset is turned into a recipe preset):\ Creates a new recipe line. Adding additional recipe lines will reference the values from the first line when values are stored in the first line. When the first line contains a preset, the reference to this preset is copied. Additional lines also automatically reference the MAtricks values from the first line. * **Cut**:\ Cuts the selected object. * **Paste**:\ Paste the copied or cut object. * **Delete**:\ Delete the selected object. * **Copy**:\ Copies the selected object. * **Oops**:\ Oops the last action. * **CleanUp Recipes**:\ Tap this to remove unused recipe lines. Multiple lines can be created with the same selection and values for the same attributes, but only one line can send values to the attribute. Clean Up removes the unused lines.  * **Reset MAtricks for Selected**:\ Resets the MAtricks for the selected recipe line. * **Turn Into Recipe**:\ Tap this button to turn a preset containing attribute value into a recipe preset. * **Take Selection**:\ This allows using a selection of fixtures instead of a group. Tap this button to make the current programmer fixture selection the new selection for the selected recipe line. * **List References**:\ Tapping this opens a pop-up listing all elements that reference and depend on the preset. * **Edit**:\ Closes the editor and takes the selected recipe line into the programmer in edit mode. * **Recast Preset**:\ This will recast the preset where it is referenced. This means that if attributes are added or deleted after the preset is used in cues, then the preset might need to be recast for the cues to reflect the new content. Read about this in the [Cue Recipes topic](/grandma3/2-4/presets_recipes/). * **Cook**:\ This will cook the preset recipes. This might be necessary for the preset to reflect the recipe content. * **At**:\ Tapping this applies the preset’s current settings to the selection. ## Create a New Standard Recipe Preset Using the Edit Preset Object Pop-Up [Section titled “Create a New Standard Recipe Preset Using the Edit Preset Object Pop-Up”](#create-a-new-standard-recipe-preset-using-the-edit-preset-object-pop-up) Open the editor for an empty preset. Tap Add Standard Recipe in the menu at the bottom. This turns the preset into a recipe preset and creates the first recipe line. It is almost always relevant to at least add a preset reference value. To do this, tap the Values field in the recipe row. Use the context area to select the desired preset. Add the desired values in the other columns. Add a selection if desired - from a group or by tapping Take Selection. If the recipe line is edited, then the preset is automatically cooked when the edit pop-up is closed. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The[ Recipe Editor topic](/grandma3/2-4/recipe-sheet/) describes all the details about the Recipe Editor. | ## Example [Section titled “Example”](#example) We want a preset that can take the current selection of fixtures to a new position in two wings and with a ranged time. **Requirement:** Have a show with some moving heads patched and placed in a row. The show also needs a position preset and dimmer preset where the fixtures are at full. This example uses the Demoshow. Follow these steps to create the recipe preset: 1. Tap an empty position preset pool object and swipe the finger outside the preset to open the Swipey menu. 2. Select Edit Setting in the Swipey menu. 3. Tap Add Standard Recipe to create a recipe line. 4. Tap the first field in the “Values” column. 5. Tap Pool and then 1 Dimmer and then the preset where the intensity is at full (Open). 6. Tap and hold New Recipe and select Standard Recipe to create a second line. 7. Select the values field for the second recipe line. 8. Tap 2 Position and select a position preset (Roof Floor). 9. Select both recipe lines in the MAtricks columns and make sure “X” is active in the row with toggle buttons. Expand the MAtricks settings to see all the MAtricks columns. 10. Tap Editor to open the MAtricks editor in the context area. 11. Set the “XWing” value to “2”. 12. Set the “Fade From X” value to “1”. 13. Sel the “Fade To X” value to “3”. It should look like this: ![Image of the example editor.](/img/grandma3/2-4/img_preset_recipe_example-01_v2-4-9acfd9.png) The finished recipe 14. Close the editor. 15. Select some fixtures (for instance, group 2). 16. Tap the new recipe preset and see the fixtures move while they turn on. If the move and fade should start from the center, then open the edit preset object pop-up again and set the InvertStyle to “All” and the InvertX to “Yes” for both recipe lines. *** ## Working with Recipe Presets [Section titled “Working with Recipe Presets”](#working-with-recipe-presets) There are three suggested workflows with presets using recipes: * Preset containing recipe lines with a selection and Recipe Template disabled. * Preset containing recipe lines without a selection and Recipe Template disabled. * Preset containing recipe lines and Recipe Template enabled. ### Preset Containing Recipe Lines With a Selection and Recipe Template Disabled [Section titled “Preset Containing Recipe Lines With a Selection and Recipe Template Disabled”](#preset-containing-recipe-lines-with-a-selection-and-recipe-template-disabled) The recipe preset is cooked and will be referenced by the fixtures in the programmer ([Recipe Editor window](/grandma3/2-4/recipe-editor-window/)). These values can be stored or removed/overwritten in the programmer. For example, if a recipe preset contains one line with a group as the selection and a value referencing color preset 5. The preset is cooked in the preset. Tapping the recipe preset will result in a reference to the recipe preset in the programmer. Recipe presets with a selection can be played back from executors. Learn more bout this in the [Use Presets topic](/grandma3/2-4/presets_use/). ### Preset Containing Recipe Lines Without a Selection and Recipe Template Disabled [Section titled “Preset Containing Recipe Lines Without a Selection and Recipe Template Disabled”](#preset-containing-recipe-lines-without-a-selection-and-recipe-template-disabled) This recipe works with the programmers’ current selection of fixtures. The recipe preset is not loaded into the programmer. Instead, the recipe value links and grid values are used with the current selection of fixtures to cook values directly to the programmer. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When a recipe preset does not contain a selection, two different scenarios are valid regarding the values stored in the recipe lines. If hard values are stored in the recipe and the recipe preset is called, the values will be called into the programmer also as hard values without a preset link.If presets are stored as values in the recipe and the recipe preset is called, the values will be called into the programmer with preset links. | This is a great way to have a bunch of template objects in the preset pools that allow for quickly calling complex looks based on grid values and MAtricks ranges. ### Preset Containing Recipe Lines and Recipe Template Enabled [Section titled “Preset Containing Recipe Lines and Recipe Template Enabled”](#preset-containing-recipe-lines-and-recipe-template-enabled) Recipe Templates load the recipe lines into the active programmer part. This means the recipe lines are cooked in the programmer when the lines contain a selection. If the recipe includes a selection, then it is cooked immediately. If the recipe lines do not contain a selection, it must be added, for instance, using the [Recipe Editor window](/grandma3/2-4/recipe-editor-window/). For example, if a Recipe Template contains one line with a group as the selection and a value referencing color preset 5, tapping the recipe preset will result in a recipe in the programmer part with a recipe line that references color preset 5. # Use Preset > Presets are often used for live playback or as building blocks in cues. Presets are often used for live playback or as building blocks in cues. ## Calling Preset Into the Programmer [Section titled “Calling Preset Into the Programmer”](#calling-preset-into-the-programmer) The basic use of a preset is calling the preset into the programmer. The preset can be used by fixtures that have the attributes stored in the preset, and if the preset has a Preset Mode that makes it valid for the fixture selection. The attribute match is simple. If, for instance, the preset contains values for Pan and Tilt, then the selected fixtures must have the Pan and Tilt attributes for the preset to be usable. The Preset Mode can be set for the entire preset pool or for individual presets. If the preset has a mode that allows the preset to be used by the fixture selection, then it can be called. * Universal presets can be used by all fixtures having the relevant attributes. * Global presets can be used by the fixtures of the same fixture type as the fixture selection. * Selective presets can only be used by the fixtures stored in the preset.  The first step is to select the desired fixtures and then call the preset into the programmer. The workflow is the same for every type of preset (MAgic, Recipe, Multistep, standard single step, etc.). If the programmer does not have a fixture selection and a preset is tapped, then the first tap selects all the fixtures that can use the preset. In this case, it works like a group. Tapping a preset with a fixture selection in the programmer calls the preset if it is valid for the selected fixtures. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Please be aware that the **Default Pool Action** could be changed. This text assumes the factory default **SelFix/At** action. Learn more about default pool action in the [Windows Settings topic](/grandma3/2-4/wvm_settings/). | Timing values can be stored together with attribute values in the preset, and calling a preset that includes timing information calls the values into the programmer using the preset timing. Calling presets that only contain timing values call the timing values into the timing lavers of the programmer. Another way to use timing with presets is the **Programmer Time** master. Learn more about the master in the [Time Control](/grandma3/2-4/masters_grand_time/) topic. Presets with stored timing values have a higher priority than the **Programmer Time** master, and the stored timing will be used when the preset is called. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | Calling a MAgic preset into the programmer will extract the data and not reference the preset. It is recommended to use MAgic presets in combination with recipes to maintain referenceable data. | ## Calling Presets Using a Temporary Mode [Section titled “Calling Presets Using a Temporary Mode”](#calling-presets-using-a-temporary-mode) It is possible to call presets using a specific mode using the command line. Even presets that have a mode that makes the preset not valid. As long as the preset contains values for valid attributes. The temporary mode can be specified by adding “/Selective”, “/Global”, or “/Universal” at the end of the command.  #### Example [Section titled “Example”](#example) A dimmer preset is stored as Selective, and it is also the preset’s current mode. In this example, it is preset number 3 in the Dimmer Preset Pool (1). The goal is to use this preset for fixture 7, which is not a part of the selection stored in the preset. 1. Clear the programmer: ClearAll 2. Select the fixture 7: Fixture 7 3. Call the preset: At Preset 1.3 /Universal Fixture 7 now has the preset assigned to the dimmer attribute. ## Presets Running from Executors [Section titled “Presets Running from Executors”](#presets-running-from-executors) Presets can be assigned to executors using the [Assign keyword](/grandma3/2-4/keyword_assign/) or the Assign menu. Learn more about this in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). If the preset mode is global or universal, the executor button should use the **At** command to call the preset values. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Using the At command on presets assigned to executors does not playback the values from the executor. The values are called into the selected fixtures in the programmer just like described above - if the preset is valid for the fixture selection. | Other playback commands (like Go+, Toggle, Flash, etc.) are relevant for presets with Selective data. This also means that presets with selective data can be played back from the preset pools using, for instance, a Go+ command. Opening the Edit Setting tab of an executor’s assign menu with a preset assigned offers some of the same settings as for sequences. For more information on playback settings, see the [Sequence Settings topics](/grandma3/2-4/cue_sequence_settings/). Edit the general preset playback settings in Menu - Preferences and Timing - Preset. The **OffFade** setting of preset playbacks determines the fade time when switching off a selective preset playback. ## Store Presets in Cues [Section titled “Store Presets in Cues”](#store-presets-in-cues) When a preset is in the programmer, it can be stored in cues. Learn more about storing cues in the [Store Cues](/grandma3/2-4/cue_store/) topic. A reference to the preset is stored for the specific fixture attributes. This means that the value stored in the preset is not stored in the cue, but a reference to the preset is stored. So if the value stored in the preset is changed after the cue is stored, then the cue still looks in the preset to get the value when the cue is played back, and the values in the preset will be used. Be aware that the **Absolute** and **Relative** value layers are connected to the Fade and the Delay layers. Individual fade and delay times for an attribute use the Fade and Delay layers. Storing a value in an attribute’s absolute or relative layer in a preset can also add values from the fade and delay layers. This means that if a preset contains absolute or relative values, it also connects to possible values in the fade and delay layers. If the fade or delay values are later added, changed, or updated, this change will be reflected in the cue referencing the absolute or relative value. Fade and Delay values connected to an absolute value has a higher priority than fade and delay values connected to a relative value. For instance, if two presets are called, each with fade and delay values, but one is for absolute values, and the other is for relative values. The phaser layers (**Speed**, **Phase**, **Measure**, **Accel**, **Decel**, **Transition**, and **Width**) are also linked. Adding one of these layers in a preset effectively adds all the phaser layers. This is very important to keep in mind when updating the preset information. If attributes are added to or deleted from the preset after it is used in a cue, the stored cues referencing the preset need to reflect this new change, so the preset needs to be recast. This can be done using the [Recast](/grandma3/2-4/keyword_recast/) keyword or the [Edit Preset Object pop-up](/grandma3/2-4/presets_edit/). Recasting a preset removes or adds attributes to the fixtures in the cue. The recast function only recasts presets to cues where a preset reference exists for the absolute layer. When presets are used in cues and later deleted, the preset values are transferred to the cue (hardcoded values in the cue). ## Assign Presets to Attributes in the Tracking Sheet [Section titled “Assign Presets to Attributes in the Tracking Sheet”](#assign-presets-to-attributes-in-the-tracking-sheet) When a value is edited in the [Track Sheet](/grandma3/2-4/cue_sequence_sheet/#track_sheet_mode), the available presets can be chosen in the [Calculator](/grandma3/2-4/ws_calculator/#track_sheet_calculator). ## Extract Preset Values [Section titled “Extract Preset Values”](#extract-preset-values) Preset values can be extracted to the selected fixtures. The preset needs to be valid for the selected fixtures. The [Extract](/grandma3/2-4/keyword_extract/) keyword is used for this. The values stored in the preset will be pulled into the programmer without a reference to the preset. The values are then like any other typical programmer values. # Preview > In preview mode, operators can view objects without affecting the live show output. When preview is active, the programmer's content is isolated from the actual ### In preview mode, operators can view objects without affecting the live show output. When preview is active, the programmer’s content is isolated from the actual output. For example, the operator can run through a sequence in preview while the output stays unchanged.  | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Preview is enabled for all users that share the same user profile. This means that in a session with multiple users a separate user profile must be used if one user wants to work in the preview environment while another user stays in the live environment. | To preview a sequence or cue: * Press Prvw and tap a sequence pool object. * Press Prvw  Sequ  1 Cue  5  Please. If other objects are loaded in the preview environment, they will be removed from the preview environment. | | | | ------------------------------------------ | ----------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Preview of a running sequence starts the preview playback on the running cue. | Once preview is enabled, you can add or remove objects from the preview environment.\ To do so: * To add or remove objects, press and hold Prvw and tap a sequence pool object.  * To remove objects using keys, press Prvw Off Sequ 2 Please. Orange flashing binoculars (![](/img/grandma3/2-4/icon_preview_red_15px-05d276.png)) in the pool object indicate the primary previewed object. This is the object that is selected in preview.\ White flashing binoculars (![](/img/grandma3/2-4/icon_preview_status_15px-92bddb.png)) indicate objects that are not selected but that are loaded in the preview environment.\ If multiple objects are added to the preview environment, by default, the primary previewed object is the object that was added last. Storing or updating objects in preview directly stores or updates them in the live environment. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Storing or updating sequences or cues in preview can affect live output, for example if you update a running cue or a previous cue with tracking enabled. | To switch between the preview environment and the live environment, double press Prvw.  To leave preview, you can also press Prvw + Off.\ When you enter preview, the preview environment opens to its previous state. # Programmer Parts > When presets are called into the programmer, the data is called into the selected programmer part unless the Cue Part setting of the preset pool or preset is ch When presets are called into the programmer, the data is called into the selected programmer part unless the Cue Part setting of the preset pool or preset is changed. To change the Cue Part setting of a preset pool, follow the steps below. Requirements: 1. Patched fixtures, see [Patch and Fixture Setup](/grandma3/2-4/patch/). 2. Stored and labeled dimmer and position presets. See [Create New Presets](/grandma3/2-4/presets_create/). 3. A visible dimmer preset pool. 4. A visible position preset pool. 5. A visible recipe editor. 6. A visible sequence sheet. See [Add Window](/grandma3/2-4/wvm_add_window/) for steps 3 to 6. Tap the MA logo on the dimmer preset pool title object to open the preset pool settings: ![](/img/grandma3/2-4/window_preset-pool_settings-70e71c.png) Tap Cue Part and set it to 1. Repeat the above procedure with the position preset pool and set Cue Part to 2. 1. Select some fixtures. 2. Tap one of the dimmer presets you have created. 3. Tap one of the position presets you have created. The Recipe Editor could look like this: ![](/img/grandma3/2-4/window_recipe-editor_part-cue-b8c3ce.png) Parts 1 and 2 have been added for the dimmer and position preset. 1. In the command line, type: | | | | ------------------------------------------------------------------ | ------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Sequence 10 Cue 1 | # grandMA3 Quick Start Guide ![](/img/grandma3/2-4/logo_3_grey-26cc28.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [00 - Welcome](/grandma3/2-4/qsg_welcome/) * [01 - New Show and Setup](/grandma3/2-4/qsg_new_show_setup/) * [02 - First Patch](/grandma3/2-4/qsg_first_patch/) * [03 - First View Setup](/grandma3/2-4/qsg_first_view/) * [04 - Control Simple Fixtures](/grandma3/2-4/qsg_control_fixtures/) * [05 - 3D Fixture Setup](/grandma3/2-4/qsg_3d_setup/) * [06 - Groups](/grandma3/2-4/qsg_group/) * [07 - Appearances](/grandma3/2-4/qsg_appear/) * [08 - Scribbles](/grandma3/2-4/qsg_scribble/) * [09 - Macros](/grandma3/2-4/qsg_macros/) * [10 - Store Cues and Use Executors](/grandma3/2-4/qsg_cue_executor/) * [11 - Add Moving Lights](/grandma3/2-4/qsg_add_moving/) * [12 - Control Moving Lights](/grandma3/2-4/qsg_control_moving/) * [13 - Presets](/grandma3/2-4/qsg_presets/) * [14 - Phasers](/grandma3/2-4/qsg_phasers/) * [15 - Sequence with Multiple Cues](/grandma3/2-4/qsg_multicue_sequence/) * [16 - Network and How to Output DMX](/grandma3/2-4/qsg_output_dmx/) * [17 - Recipes](/grandma3/2-4/qsg_recipes/) # 05 - 3D Fixture Setup > The grandMA3 software has a virtual 3D stage area. ## 3D Window [Section titled “3D Window”](#3d-window) The grandMA3 software has a virtual 3D stage area. The fixtures we patched exist in this environment, and other elements can be imported to match the stage and set elements. It is a visualization tool where the fixtures can be positioned to match real-world positions, and the fixtures can be rotated to point in the correct direction. You can create a new window to see the 3D stage area. The window is located in the **Common** tab of the **Add Window** pop-up. It is called **3D Viewer**. This is what it currently looks like: ![](/img/grandma3/2-4/qsg_05_stage-empty_v2-4-136575.png) When the fixtures are patched, they are positioned at the zero position. This is where we see a green and red line in the image above. It is on the floor in the middle of the stage area as a default. We are looking at the stage area through a virtual camera. There are several default cameras, but for now, we are just gonna use the one called **Front**. You can see the camera we use in the ‘Camera’ button in the title bar. The 3D space and the light beams in the space can have different render qualities. This can include the simulation of haze in the 3D space. The different render qualities can be selected in a pool, like the cameras, and you can see the currently selected render quality in the title bar. The toolbars on the left side of the window have different tools that allow for fixture selection and view manipulation. If the window you created is less than seven squares high in the user-definable area, then the toolbar menu is split into two columns. If the height is even smaller, the toolbar is split into smaller sections. The first toolbar column, in the image above, is about fixture selection and moving the camera: * ![](/img/grandma3/2-4/icon_select-24_v2-1-2bdac8.png) **Select** - For selecting fixtures or other objects. * ![](/img/grandma3/2-4/icon_follow_24_v0-1_1-748d71.png)**Follow** - We are not gonna cover this function in this topic. It points moving lights at the position you click in the window. * ![](/img/grandma3/2-4/icon_move_24_v2-1-18c723.png)**Move** - This moves the camera around. * ![](/img/grandma3/2-4/icon_rotate_24_v0-1_1-4598d3.png)**Orbit** - This rotates the camera around the center (0,0,0) position. * ![](/img/grandma3/2-4/icon_zoom_24_v0-1_1-b3ca71.png)**Zoom** - Zooms in and out from the position clicked. * ![](/img/grandma3/2-4/icon_rotate-pivot_24_v0-1_1-81ba5e.png)**Pivot** - Rotates the camera around a set pivot point. * ![](/img/grandma3/2-4/icon_rotate-set-pivot_24_v0-1_1-11e15b.png)**Set Pivot** - Sets the pivot point for the rotate function above. The second toolbar column has the following tools: * ![](/img/grandma3/2-4/icon_fit_24_v0-1_1-a7610b.png)**Zoom to Fit** - Moves the virtual camera to fit all elements. * ![](/img/grandma3/2-4/icon_fit-selected_24_v0-1_1-f855d3.png)**Fit Selected** - Moves the camera to fit the selected fixtures. * ![](/img/grandma3/2-4/icon_camera_24_v0-1_1-8ed76f.png)**Camera Reset** - Moves the virtual camera to its default position. * **![](/img/grandma3/2-4/icon_selgrid_24_v1-9-69d094.png)3D view to Selection Grid** - We will not cover this function in this topic. Tapping it uses the 3D fixture arrangement in a different view called **Selection Grid**. Try out the different camera tools and get comfortable moving the camera around. Did you notice that the fixtures appear to be under the floor? This is because the fixture’s insert point is usually its hanging point. For this to be useful, we need to position and rotate fixtures to match our setup. The 3D window has a mode called **Setup**. Setup is turned Off when you do not want to change the fixture position and rotation but simply want to use the window. Setup is turned On when you want to change the fixture setup. The mode can be changed by toggling the ‘Setup’ button in the 3D Windows title bar. Select fixture 1. Turn the setup mode On. Now, the encoder toolbar has been changed to allow you to use the encoders to change the fixture position and rotation. ![](/img/grandma3/2-4/qsg_05_3d-encoder-bar_v2-4-13c801.png) The 3D axes are X, Y, and Z, which can represent positive or negative numbers. The X-axis is usually set up to be stage left and right. Stage right will be negative numbers if 0 is on the centerline. The Y-axis is usually downstage and upstage. Positive numbers are upstage. The Z-axis is the height. Positive numbers are typically above the floor. The inner encoders move the fixture around, and the outer encoder ring changes the fixture’s rotation. Try moving and rotating a selected fixture. Notice that when you change one of the rotation values, the values for the two other rotation axes may also change. On the right side of the encoder bar, there are buttons to reset the fixture position and rotation. The position and rotation values are actually a part of the patch information. Changing the values using the 3D window writes the values to the patch. If you are changing a lot of fixtures and you know the values, then it might be easier to make the changes in the patch. Click the ![](/img/grandma3/2-4/icon_gear_24_v1-9-17627a.png) icon in the control bar (or Menu) and click Live Patch. **Live Patch** is a version of the patch menu that allows you to make live changes without modifying the show configuration. This means that, for instance, you cannot add or delete fixtures to the show, but we can change the DMX address to which a fixture is patched. We can also change the fixture position and rotation. We can show a version of the 3D Viewer in the patch. Click Show 3D Positions. Now, we can see a version of the 3D Viewer inside the patch. This can be very useful when positioning the fixtures in the 3D space. In this version of the 3D Viewer, we have an extra tool that is also visible in the actual 3D Viewer when it is in “Setup” mode. The icon looks like this: ![](/img/grandma3/2-4/icon_focus_24_v1-9-edc6dd.png). It can be used to rotate conventional fixtures to point at a location in the 3D space.   The patch menu has two different column modes. They are **Condensed** and **Full**. Condensed only shows a few common columns. Full shows all the different columns and settings available for the fixtures. The mode can be changed by toggling the ‘Columns’ button in the patch menu title bar. Change it to **Full**. Now, you can see all the different fixture settings that belong to the patch. There are position and rotation columns for the fixture. Change the numbers to match the following table. You can select multiple cells with lasso selection or by holding Ctrl on a keyboard while clicking cells. | FID | Name | Type | Patch | X-Pos | Y-Pos | Z-Pos | X-Rot | Y-Rot | Z-Rot | | --- | ---------- | --------------------------- | ----- | ------ | ------ | ----- | ------ | ------ | ------ | | 1 | Dim 1 | Dimmer - Mode 0 | 1.001 | -4.00m | -4.00m | 3.30m | 60.20 | -3.50 | -6.00 | | 2 | Dim 2 | Dimmer - Mode 0 | 1.002 | -3.67m | -4.00m | 3.30m | 61.25 | -9.00 | -15.75 | | 3 | Dim 3 | Dimmer - Mode 0 | 1.003 | -3.33m | -4.00m | 3.30m | 63.20 | -14.00 | -25.65 | | 4 | Dim 4 | Dimmer - Mode 0 | 1.004 | -3.00m | -4.00m | 3.30m | 66.14 | -18.75 | -36.00 | | 5 | Dim 5 | Dimmer - Mode 0 | 1.005 | 3.00m | -4.00m | 3.30m | 66.14 | 18.75 | 36.00 | | 6 | Dim 6 | Dimmer - Mode 0 | 1.006 | 3.33m | -4.00m | 3.30m | 63.20 | 14.00 | 25.65 | | 7 | Dim 7 | Dimmer - Mode 0 | 1.007 | 3.67m | -4.00m | 3.30m | 61.25 | 9.00 | 15.75 | | 8 | Dim 8 | Dimmer - Mode 0 | 1.008 | 4.00m | -4.00m | 3.30m | 60.20 | 3.50 | 6.00 | | 9 | Dim 9 | Dimmer - Mode 0 | 1.009 | -4.00m | 0.00m | 2.80m | 16.00 | -45.00 | 0.00 | | 10 | Dim 10 | Dimmer - Mode 0 | 1.010 | -4.00m | 0.00m | 2.40m | 16.00 | -57.50 | 0.00 | | 11 | Dim 11 | Dimmer - Mode 0 | 1.011 | -4.00m | 0.00m | 2.00m | 16.00 | -70.00 | 0.00 | | 12 | Dim 12 | Dimmer - Mode 0 | 1.012 | 4.00m | 0.00m | 2.80m | 16.00 | 45.00 | 0.00 | | 13 | Dim 13 | Dimmer - Mode 0 | 1.013 | 4.00m | 0.00m | 2.40m | 16.00 | 57.50 | 0.00 | | 14 | Dim 14 | Dimmer - Mode 0 | 1.014 | 4.00m | 0.00m | 2.00m | 16.00 | 70.00 | 0.00 | | 20 | Blinders | Grouping |   |   |   |   |   |   |   | | 21 | Blinder 1 | COB - Blinder 2x100w - 1 ch | 1.015 | -2.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 22 | Blinder 2 | COB - Blinder 2x100w - 1 ch | 1.016 | -1.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 23 | Blinder 3 | COB - Blinder 2x100w - 1 ch | 1.017 | 1.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 24 | Blinder 4 | COB - Blinder 2x100w - 1 ch | 1.018 | 2.00m | 0.50m | 4.70m | -73.00 | 0.00 | 0.00 | | 25 | Blinder 5 | COB - Blinder 2x100w - 1 ch | 1.019 | -3.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 26 | Blinder 6 | COB - Blinder 2x100w - 1 ch | 1.020 | -2.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 27 | Blinder 7 | COB - Blinder 2x100w - 1 ch | 1.021 | -0.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 28 | Blinder 8 | COB - Blinder 2x100w - 1 ch | 1.022 | 0.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 29 | Blinder 9 | COB - Blinder 2x100w - 1 ch | 1.023 | 2.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 30 | Blinder 10 | COB - Blinder 2x100w - 1 ch | 1.024 | 3.50m | 2.00m | 4.20m | -73.00 | 0.00 | 0.00 | | 31 | Blinder 11 | COB - Blinder 2x100w - 1 ch | 1.025 | -2.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 32 | Blinder 12 | COB - Blinder 2x100w - 1 ch | 1.026 | -1.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 33 | Blinder 13 | COB - Blinder 2x100w - 1 ch | 1.027 | 1.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | | 34 | Blinder 14 | COB - Blinder 2x100w - 1 ch | 1.028 | 2.00m | 3.50m | 3.70m | -73.00 | 0.00 | 0.00 | When the numbers match, you can close the patch menu and accept the changes if the software asks. Now the fixtures are positioned and rotated, and the 3D window should look something like this: ![](/img/grandma3/2-4/qsg_05_stage-complete_v2-4-20335d.png) Try to turn on the fixtures to see the fixtures’ light and move the camera around to see them from different positions. When you are happy, remember to turn the 3D window “Mode” back to **Standard** by turning Off the Setup button. You can store this as a new view or store it on top of the default “3D” view. The blinder fixtures are, as mentioned, children of the Blinder grouping fixture. This includes their position and rotation. The position and rotation are relative to the parent fixture. Currently, the grouping fixture is at the zero position, so the blinder fixtures, for instance, are positioned 4 meters above the stage - in reality, they are actually 4 meters above the location of the parent fixture. If we move the parent fixture 2 meters, then the child fixture remains 4 meters above the parent fixture, but it is now 6 meters above the stage. This explains the move pop-up we got in Chapter 2. The system asked if we wanted the current position and rotation values to be relative to the parent fixture or if the values should be adjusted based on the parent’s location. Let me explain this with a simple example. We have a fixture and a grouping fixture. Both are 2 meters above the stage floor. The fixture and the grouping fixture are rotated 90 degrees. Now we move the fixture to be a child of the grouping fixture. If we choose ‘Absolute’, then the fixture does not move in the 3D virtual space. The values are adjusted to accommodate the position and rotation of the grouping fixture. If we choose ‘Relative’, then the values for the fixture and the grouping fixtures remain unchanged. The result is that the fixture is now 2 meters higher and rotated another 90 degrees.   The 3D window offers many settings that let you adjust it to match your preferences. For instance, it can be set up to have priority and run on a grandMA3 onPC on a powerful graphics computer, giving you high-quality real-time visualization with a more realistic haze. The quality can also be scaled down to run on a console, where the user interface and cue control are prioritized. For now, we are just gonna use it with the default settings. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at the 3D Viewer window and positioned the fixtures in the 3D virtual space. If you want to learn details about the 3D window, read the [3D Window](/grandma3/2-4/patch_3d_viewer/) topic. The [Position Fixtures in the 3D Space topic](/grandma3/2-4/patch_position_fixtures/) explores fixture positioning in more detail. In future chapters, we will add more interesting fixtures to our patch and 3D space. The [next chapter](/grandma3/2-4/qsg_group/), however, is about groups. # 11 - Add Moving Lights > In this chapter, we will return to the patch and add some moving lights. In this chapter, we will return to the patch and add some moving lights. We are going to add a variety of fixtures and hang them on our fictive fixture pods. ## World Server [Section titled “World Server”](#world-server) This time, we are going to get the fixtures from the Internet. The files come from [https://gdtf-share.com.](https://gdtf-share.com/) You can find and download fixtures from the website. We can also import them directly from the grandMA3 onPC or console when connected to a **World Server**. MA Lighting offers a public world server for connection. Let us start by checking the connection. The command line input bar displays a globe icon on the right-hand side when a connection to a world server is established. ![](/img/grandma3/2-4/qsg_11_world-server-globe_online_v2-3-5c3ff8.png) A green globe indicates a good connection to the server. If this is true, you can jump to [Fixture Share Library](/grandma3/2-4/qsg_add_moving/#h2_1910645447) below. Keep reading to learn how to change the world server’s address. If the globe is gray, there is no internet connection, or the server address is wrong. I cannot help you with the internet connection, but we can check that the world server address is correct. We need to have a look at the **Network menu**. We will return to networking in a future chapter. For now, we will concentrate on the world server. Click the ![](/img/grandma3/2-4/icon_gear_15_v1-9-bcb58d.png) (or press Menu) and click Network in the pop-up. This is the interesting part: ![](/img/grandma3/2-4/qsg_11_world-server_address_v1-8-591a4c.png) The World Server address must be correct when the computer running grandMA3 onPC has an internet connection. Type worldserver.malighting.de into the WorldServer input. It should already be this in a new empty show, but it is good to check. Consoles need internet access on one of the Ethernet connectors on the back or using a mobile tether to connect to the server. The server is the same for consoles and onPC. You can close the network menu. Hopefully, the globe will turn green. ## []()Fixture Share Library [Section titled “Fixture Share Library”](#fixture-share-library) We are going to import fixtures from the world server. If you cannot access the server, just use the standard library. The fixture types may not be as good, but they will function for us in the rest of the quick start guide. We need to get back into the Patch. You should remember how; otherwise, review [chapter 2](/grandma3/2-4/qsg_first_patch/). Select New Fixture at the bottom of the list - make sure to select the one outside the Blinder grouping fixture. Click Insert New Fixture. We need to import new fixtures from a library, so click Library. The upper right corner of the pop-up has some buttons that can be used to select different library sections. The default is that the MA library (![](/img/grandma3/2-4/icon_ma-logo_15_v1-9-cb914b.png)) and the user created files (![](/img/grandma3/2-4/icon_user_15_v1-9-061460.png)) are active, but we can also activate the library section from the world server by turning On the globe icon ![](/img/grandma3/2-4/icon_world-server_15_v1-9-64e557.png). ![](/img/grandma3/2-4/qsg_11_library-selection_v1-9-37d1e4.png) Now, we can also search through the online fixture libraries. Here, we can access user-created fixtures and fixtures created by the manufacturers themselves. We want to import an “Impression X4 Bar 10” fixture from GLP in a “Single Pixel High Resolution” mode. ![](/img/grandma3/2-4/qsg_11_patch_x4-import_v2-3-f5ecc1.png) We can see some details about a fixture by turning On the ‘Description’. It is a button in the lower left corner. In the description, we can see the **Source** information. In the example above, we can see that the source is “GDTF Share”. We can also see next to “Fixture” in the list above that there is a globe icon next to the fixture type I have selected. Please make sure you select exactly the same fixture and mode as the one in the image above. There might be more versions on the world server by different **Creators**. Select the one uploaded by **User** “Gubii”. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If you cannot access the world server, just select the one from the “MA” library. It might not look correct in the 3D viewer, but it controls and behaves the same. | When you click Select, it might take a few seconds to download and import the fixture type. You need to add 7 fixtures starting with the name “X4 Bar 1” and FID “101”. They need to be patched to Universe 2 from address 1. ![](/img/grandma3/2-4/qsg_11_insert-wizard_x4bar_v2-2-590311.png) Remember to click Create! to add the fixtures to the actual patch. The next fixture type we need is the “Robin MegaPointe” from Robe Lighting using “Mode 1”. Again, from the GDTF Share. ![](/img/grandma3/2-4/qsg_11_patch_megapointe-import_v2-3-ecf380.png) Notice in the image above that the manufacturer has uploaded their fixtures under the Manufacturer name “Robe Lighting”. These are the fixtures we need. Manufacturer-uploaded fixtures get a factory icon next to the fixture type name. Again, we need 7 fixtures. They should be in Universe 4 from address 1. The name for the first fixture should be “MegaP 1”. The FID begins at “201”. ![](/img/grandma3/2-4/qsg_11_insert-wizard_megapointe_v2-1-338a2f.png) The next fixture type is from Martin Professional. The fixture type “MAC Aura XB” in “Standard” mode. I would select the files uploaded by the factory. 7 fixtures beginning from FID “301”, name “AuraXB 1”, and in Universe 5 beginning with address 1. ![](/img/grandma3/2-4/qsg_11_insert-wizard_auraxb_v2-1-976e9d.png) The last fixture type is from Clay Paky. It is a “Sharpy” in mode “Standard Lamp on”. I would select the fixture type from the MA library. Again 7 fixtures from FID “401”, name “Sharpy 1” in mode “Standard Lamp on”, and starting at DMX address “6.1” ![](/img/grandma3/2-4/qsg_11_insert-wizard_sharpy_v2-1-e15209.png) This table contains information about the new fixtures, including the position of the new fixtures. Remember that you have to change the patch menu to show **Full** columns to see the position columns. | FID: | Name: | Manufacturer: | Fixture: | Mode: | Patch: | X-Pos: | Y-Pos: | Z-Pos: | | ---- | -------- | ------------------- | ---------------------- | ------------------------------ | ------ | ------ | ------ | ------ | | 101 | X4 Bar 1 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.001 | -1.5 | 0.5 | 4.5 | | 102 | X4 Bar 2 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.090 | 1.5 | 0.5 | 4.5 | | 103 | X4 Bar 3 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.179 | -3.0 | 2.1 | 4.0 | | 104 | X4 Bar 4 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.268 | 0.0 | 2.1 | 4.0 | | 105 | X4 Bar 5 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 2.357 | 3.0 | 2.1 | 4.0 | | 106 | X4 Bar 6 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 3.001 | -1.5 | 3.6 | 3.5 | | 107 | X4 Bar 7 | GLP | 5 Impression X4 Bar 10 | 5 Single Pixel High Resolution | 3.090 | 1.5 | 3.6 | 3.5 | | 201 | MegaP 1 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.001 | -1.5 | 0.8 | 4.5 | | 202 | MegaP 2 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.040 | 1.5 | 0.8 | 4.5 | | 203 | MegaP 3 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.079 | -3.0 | 2.4 | 4.0 | | 204 | MegaP 4 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.118 | 0.0 | 2.4 | 4.0 | | 205 | MegaP 5 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.157 | 3.0 | 2.4 | 4.0 | | 206 | MegaP 6 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.196 | -1.5 | 3.9 | 3.5 | | 207 | MegaP 7 | Robe Lighting | 6 Robin MegaPointe | 1 Mode 1 - Standard 16 - bit | 4.235 | 1.5 | 3.9 | 3.5 | | 301 | AuraXB 1 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.001 | -1.0 | 0.8 | 4.5 | | 302 | AuraXB 2 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.015 | 2.0 | 0.8 | 4.5 | | 303 | AuraXB 3 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.029 | -2.5 | 2.4 | 4.0 | | 304 | AuraXB 4 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.043 | 0.5 | 2.4 | 4.0 | | 305 | AuraXB 5 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.057 | 3.5 | 2.4 | 4.0 | | 306 | AuraXB 6 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.071 | -1.0 | 3.9 | 3.5 | | 307 | AuraXB 7 | Martin Professional | 7 Mac Aura XB | 1 Standard (16 ch) | 5.085 | 2.0 | 3.9 | 3.5 | | 401 | Sharpy 1 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.001 | -2.0 | 0.8 | 4.5 | | 402 | Sharpy 2 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.017 | 1.0 | 0.8 | 4.5 | | 403 | Sharpy 3 | Clay Paky | 8 Sharpy | 2  Standard Lamp on | 6.033 | -3.5 | 2.4 | 4.0 | | 404 | Sharpy 4 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.049 | -0.5 | 2.4 | 4.0 | | 405 | Sharpy 5 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.065 | 2.5 | 2.4 | 4.0 | | 406 | Sharpy 6 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.081 | -2.0 | 3.9 | 3.5 | | 407 | Sharpy 7 | Clay Paky | 8 Sharpy | 2 Standard Lamp on | 6.097 | 1.0 | 3.9 | 3.5 | When your patch matches, exit the patch and save the new setup. The 3D Viewer should look like this: ![](/img/grandma3/2-4/qsg_11_3d_v2-2-8effb5.png) ## Create new Groups [Section titled “Create new Groups”](#create-new-groups) Create the following new groups: | Group No.: | Group Name: | Fixtures: | | ---------- | ----------- | ------------------------------- | | 6 | All X4 Bar | 101 Thru 107 | | 7 | All MegaP | 201 Thru 207 | | 8 | All Aura | 301 Thru 307 | | 9 | All Sharpy | 401 Thru 407 | | 10 | Pod 1 | 21 + 22 + 101 + 201 + 301 + 401 | | 11 | Pod 2 | 23 + 24 + 102 + 202 + 302 + 402 | | 12 | Pod 3 | 25 + 26 + 103 + 203 + 303 + 403 | | 13 | Pod 4 | 27 + 28 + 104 + 204 + 304 + 404 | | 14 | Pod 5 | 29 + 30 + 105 + 205 + 305 + 405 | | 15 | Pod 6 | 31 + 32 + 106 + 206 + 306 + 406 | | 16 | Pod 7 | 33 + 34 + 107 + 207 + 307 + 407 | You can create and assign appearances to the groups if you like. Mine looks like this - no appearances or scribbles: ![](/img/grandma3/2-4/qsg_11_groups-all_v2-2-f65625.png)   *** ## Recap [Section titled “Recap”](#recap) In this chapter, we have added moving light fixtures to our stage and created new groups. The [next chapter](/grandma3/2-4/qsg_control_moving/) is about controlling these fixtures. # 07 - Appearances > Appearances are a defined look that can be applied to most objects. In this chapter, I will introduce you to appearances, but we will not create specific appear Appearances are a defined look that can be applied to most objects. In this chapter, I will introduce you to appearances, but we will not create specific appearances that we will use later. You are, however, very welcome to continue to add appearances to objects in future chapters. The appearances are organized in an **Appearance** pool. A new show already has some appearances in the pool. These can be used like any other appearance you create. Most objects in the grandMA3 have the option to add an appearance. The purpose is to customize the look of the objects. This can be used as an indicator of different fixture types or special cues, or to add symbols or images to elements for faster identification. ### Symbols [Section titled “Symbols”](#symbols) Before creating an appearance, let us have a look at a different pool. Appearances can use user images, symbols, and even videos. We are going to load a symbol and use it in the appearance. Clear some space in the user area and create a **Symbols** pool. It can be found in the **Pools** tab in the **Add Window** pop-up. There are already some default symbols in the pool. These are auto-created in a new show. There is a large symbol library in the software. We can import any of these symbols into the symbol pool and use them in appearances. In the symbols pool, scroll down until you see an empty pool element. I had to scroll down to number 44. Right-click the empty pool element. This opens an **Edit Symbol** pop-up. Click the Import button in the pop-up. This opens another pop-up called **Select Image for Import** (it may take a moment to load).  You can scroll through the library, or in the \*\*Filter, \*\*you can write lightbulb. We want the symbol called “lightbulb.png.xml”. Select it and click Import. Now, the editor should look like this: ![](/img/grandma3/2-4/qsg_07_symbol-editor_v2-3-9a1800.png) Now close the symbol editor by clicking the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png)​ in the upper right corner. Now, the symbol is in the pool and can be used in appearances. ![](/img/grandma3/2-4/qsg_07_symbol-pool_v2-2-ee4f76.png) ### Back to Appearance [Section titled “Back to Appearance”](#back-to-appearance) You create an appearance by editing an empty appearance object in the appearance pool. The **Appearances** pool can also be found in the **Pool** tab in the **Add Window**. There are already some predefined appearances, so you might need to scroll through the pool to find an empty pool object. I had to scroll to number 16. Edit an empty appearance pool object. The editor looks like this: ![](/img/grandma3/2-4/qsg_07_appearance-editor_v2-4-398896.png) The left side allows you to change the name, add an image, control how the image is adjusted to the size, and see a preview. The right side has two sections with color selection. The top one adjusts the image color. The bottom one adjusts the background color. It can only subtract existing colors from the image. It can, however, add color to a transparent background. Click Image. It defaults to using the “Images” pool as the source. This can be changed. Click the ImageSouce button until it says “Symbols” - and most likely becomes bigger. ![](/img/grandma3/2-4/qsg_07_select-image_v2-3-469cf5.png)​ Select the lightbulb symbol we imported. Now, adjust the colors to match your needs. Close the editor when you are happy. Here is where I ended: ![](/img/grandma3/2-4/qsg_07_appearance-editor_result_v2-4-5f7cbf.png) The appearance can be assigned to a lot of different objects. In the previous chapter, we looked at the Swipey menu. One of the options here is ‘Assign’. This can be used to assign the appearance. Let us try to assign the new appearance to the first group. You need to have the Appearances pool and Groups pool visible. Open the Swipey menu on the appearance and select the Assign option. Now, click the first group. This assigns the appearance to the group. Use the Swipey menu on the group and select the Edit Settings option. This opens the editor for the group pool object. ![](/img/grandma3/2-4/qsg_07_edit-group_v2-3-55a783.png) Many editors have an appearance setting that can be used to select an appearance. Tap the Appearance button. This opens a small select pop-up with all the appearances and the options to select ‘None’ and ‘New’. Select the desired appearance - this closes the select pop-up. Close the **Edit Group** pop-up by clicking the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper left corner. You cannot assign an appearance to other appearance pool objects. Other pool objects that apply a look to an object, such as symbols, cannot have an appearance assigned. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at appearances and Symbols as tools to create custom indications and markings of objects. The main manual also has a section for [Symbols](/grandma3/2-4/symbols/),  [Images](/grandma3/2-4/images/), and [Appearances](/grandma3/2-4/appear/). They have more details on the different functions. We will not talk more about appearance, but feel free to add more and use them in the rest of the chapters. The [next chapter](/grandma3/2-4/qsg_scribble/) is about another useful customization tool - Scribbles. # 04 - Control Simple Fixtures > In this chapter, we will look at controlling the dimmers we patched in Chapter 2. In this chapter, we will look at controlling the dimmers we patched in Chapter 2. The grandMA3 system uses a **Programmer** as a temporary memory to hold values until they are stored or released. To do something with a fixture, we need to select it first. Click one of the fixtures in the **Fixture Sheet**. Fixtures with a yellow ID text are selected fixtures. ![](/img/grandma3/2-4/qsg_04_selected-fixture_v2-4-e174b2.png) Fixture 1 is selected in the image above. Selected fixtures can get a dimmer value using many different methods. If you have grandMA3 hardware, for example, from the console range or a grandMA3 onPC command wing model, there is a level wheel on the right side. This can be scrolled up and down to adjust the dimmer value. A value can also be typed using the numeric keys. Type this: At 5 0 Please. Now the fixture’s dimmer value is 50%. Other physical keys can be used to set a value. For instance, ‘Full’. This will take the dimmer value to 100%. Pressing ‘At’ twice takes the dimmer to a defined value called **Normal**. The default for this is also 100%, but it can be modified. Double-pressing ’.’ (dot) sets the dimmer to **Zero**. Pressing the ‘MA’ key and the ’.’ (dot) simultaneously puts the **Default** keyword in the command line; this can be executed by ‘Please’. The Default value is often 0% for dimmers. Try these keys and see the results in the fixture sheet and the command line history. To click the ‘MA’ key and another key at the same time on the grandMA3 onPC, latch the ‘MA’ key by left-clicking it, then hold the mouse button, move the cursor out of the button area, and release the mouse button. Now, other buttons change their label and can be clicked to add the new keywords to the command line. To unlatch the ‘MA’ key, simply click it shortly again. Another control option is the encoders. There are five dual encoders on the control hardware. The **Encoder Bar** we saw in the last chapter shows us what the encoders are controlling. It should look something like this: ![](/img/grandma3/2-4/qsg_04_encoder-bar_v2-4-2a8755.png) There are three rows in the encoder bar. In the top row, there are **Feature Groups** - we will return to these when we have fixtures with more than dimmers. Right now, we only have a “Dimmer” feature group, and it is selected (yellow text). On the right side, there are buttons for quick access to various features. Ignore these for now. We will also return to the second row in later chapters. It has buttons that do different things and a row of layer selection buttons. At the bottom are the encoder labels. We also call this **Attribute Control** because it can be used to control various attributes of fixtures. Our current fixtures only have the dimmer attribute. We can use this to control the dimmer value. If you have the physical hardware, you can turn the left-most encoder to change the value. The inner encoder changes the value in larger steps than the outer encoder. If you use grandMA3 onPC, there are different ways to mimic the hardware. You can place the mouse pointer in the white encoder icon and then scroll the mouse wheel (if you have one). Another option is to use an invisible on-screen encoder. You can also click and hold the encoder icon and, while holding the mouse button, move the pointer to another area of the screen. This is now the center of the encoder. While keep holding the mouse button, you can now draw circles around the center of your invisible encoder. The farther away from the center you draw the circle, the finer the resolution. Smaller circles clustered around the center make the value change faster (lower resolution). You can release the mouse button when you are happy with the value. Finally, you can click the red area or briefly press the inner encoder. This opens the **Calculator** pop-up. ![](/img/grandma3/2-4/qsg_04_calculator_v2-3-db255f.png) The calculator pop-up gives access to type a value on the on-screen keypad. There is also access to “Specials” (button in the middle of the calculator), with buttons for the keys we learned about above - ‘Full’, ‘Default’, ‘Normal’, and ‘Zero’. Fixture types might also have **Channel Sets**. These are named values defined in the fixture type. Dimmers often have ‘Open’ and ‘Closed’ to represent 100% and 0%, respectively. This pop-up is named The Calculator because we can do some arithmetic with it. In my example, the dimmer is at 50%. If I click + 1 0 Please, I add 10 to the current value. We can also subtract, divide, and multiply. If we have selected more than one fixture, we can even type a value range using ‘Thru’. Clicking ‘Please’ closes the pop-up. You can also close it without making any changes by clicking ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper-right corner of the pop-up. Try selecting multiple fixtures either by clicking and dragging on the fixture sheet or by typing. For instance, 1 Thru 1 0 Please. Now open the calculator and click 1 0 Thru 1 0 0 Please. The result should be a nice range of values from 10% to 100% across the selected fixtures. This is also where the fixture selection order matters. The value is spread out across the fixtures in the selection order. So if we selected the same fixtures in a different order - for instance, 10 thru 1 - and then applied the same value range, then the result would be reversed.   The programmer has three levels of information. It is the **selected** fixtures, \*\*activated \*\*values, and **deactivated** values. We can remove each level by shortly pressing ‘Clear’. A long press clears all three levels at once, and all values in our programmer are gone. If we, on the other hand, just press ‘Clear’ once, then we release the selection of fixtures. This means that we do not have any selected fixtures, and trying to give a value does not change anything. If we do not have a fixture selection and we press ‘Clear’, then we deactivate the active values. This means the value is still sent to the output, but is typically not stored if we try to. If we press ‘Clear’ without a fixture selection and with no active values, then the deactivated values are cleared from the programmer. ![](/img/grandma3/2-4/qsg_04_programmer-levels_v2-4-2a4990.png) The image above shows the programmer levels. Fixtures 1 and 5 are selected. Fixtures 2 and 5 have active values. Fixture 3 has deactivated values. Fixture 4 has nothing in the programmer. Notice the two colored indicators. They indicate the programmer status. Red represents active values, and white represents deactivated values.   A final programmer tool I will introduce you to is the **At Pop-up**. This is very useful, especially when you are using the grandMA3 onPC. ![](/img/grandma3/2-4/qsg_04_at-overlay_v2-4-beecc0.png) It can be opened by clicking the At in the Control Bar or pressing F1 on a keyboard. It can also be opened using a command: Menu “AtOverlay” The pop-up includes buttons for many useful commands, including Clear, Zero, Full, and Normal.   And remember that often-used keys can be added to the Quickey pool. I have added the ‘Clear’ key to my pool. ## Selecting Fixtures [Section titled “Selecting Fixtures”](#selecting-fixtures) We discussed selecting fixtures in the fixture sheet, but they can also be selected using the keypad in the command section. When we look at the command line, it should look like this: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]> | The yellow fixture part of this is the default keyword. This means that if we do not define a different beginning keyword, the system assumes we want to begin our command with **Fixture**. Fixtures can be selected using their ID numbers. You can select fixture 1 simply by writing 1 in the command line and executing the command. If you look at the **Command Line History** window. It says | | | | ---- | --------- | | OK : | Fixture 1 | You can add a fixture to the selection by writing + 2 and executing the command. Removing a fixture from the selection can be done using minus.  A range of fixtures can be selected using thru. Write the following in the command line and run the command: 9 Thru 14 As long as we have not assigned values to the fixtures, we keep adding fixtures to our selection. If you assign a value to the selected fixtures using any of the methods described above, the system assumes that the next fixture selection means you are done with the previous selection and automatically clears it before selecting the new fixtures. A single ‘Clear’ will clear the fixture selection. If numbers are not added on the sides of the “Thru” keyword, then the range will go as far as possible. This means that **Fixture Thru** selects from the lowest to the highest number. This is often all the fixtures.   The 14 blinders have their own individual FID numbers but are also children of the **Blinders** grouping fixture. We also call these **Sub-fixtures**. This means that they can also be selected using a subfixture index number. **Fixture 20.11** is the same as **Fixture 31**. There are a lot of different combinations of commands that allow you to use this recursive selection of subfixtures. We will explore a few of them. Start by clearing the programmer completely. Select fixture 20. This selects only the grouping fixture, not the subfixtures. The grouping fixture has no attributes, but we can still change the dimmer attribute. This is because the children inherit the dimmer values. Try setting the fixture’s dimmer value. You can see that all the children get the value without being selected. Press the Down key (not the down arrow). We have moved down the hierarchy, and all the children have been selected. Since multiple fixtures are selected, we can use the calculator to apply a range of values. Try to apply 0 Thru 65. Your result should look similar to this: ![](/img/grandma3/2-4/qsg_04_sub-fixture-levels_v2-4-a527d1.png) Pressing Up moves back up the hierarchy to the grouping fixture. Clear the programmer again. Now do Fixture 20. (remember the dot at the end). Adding the dot at the end will select the main fixture 20 and all the subfixtures. Clear the programmer again. Now type Fixture 20.2 thru 10 This selects subfixtures 2 thru 10 in fixture 20. Try other fixture selection combinations until you are comfortable selecting fixtures and subfixtures.   Finish this chapter by clearing the programmer. *** ## Recap [Section titled “Recap”](#recap) This topic taught us about the programmer, fixture selection, and how to assign dimmer values. The primary manual has a section titled [Operate Fixtures](/grandma3/2-4/operate_fixtures/). This section of topics has information about the programmer and fixture control. Noteworthy keywords from this chapter are [Fixture](/grandma3/2-4/keyword_fixture/), [Thru](/grandma3/2-4/keyword_thru/), [Clear](/grandma3/2-4/keyword_clear/), [ClearAll](/grandma3/2-4/keyword_clear_all/), [-\[minus\]](/grandma3/2-4/keyword_minus/), [+\[plus\]](/grandma3/2-4/keyword_plus/), [At](/grandma3/2-4/keyword_at/), [Down](/grandma3/2-4/keyword_down/), and [Up](/grandma3/2-4/keyword_up/). In the [next chapter](/grandma3/2-4/qsg_3d_setup/), we will look at the 3D virtual space. # 12 - Control Moving Lights > In the previous chapter, we added some moving lights. In this chapter, we will look at how to control these fixtures. We are not adding any new content or fixtu In the previous chapter, we added some moving lights. In this chapter, we will look at how to control these fixtures. We are not adding any new content or fixtures in this chapter. If you are comfortable controlling the fixtures, feel free to skip this chapter. I do recommend reading it as you might learn something new. We will need another version of the fixture sheet. The first one we made primarily shows the intensity attributes using the “Dimmer+” mode. We need a new one that allows us to view all the other attributes. Create a new fixture sheet. Let us adjust some of the sheet settings. Tap the MA icon in the upper left corner of the sheet. Ensure both ‘Fixture Sort’ and ‘Feature Sort’ are On and that the ‘Sheet Mode’ is set to Fixture. We also want the ‘Fixture Appearance’ set to “Enabled”, ‘Fixture Graphic’ should be “Gobo”, and ‘Fixture Graphic Source’ should be “Output”. ![](/img/grandma3/2-4/qsg_12_fixture-sheet-settings_v2-3-2164d1.png) That is it for now. Please close the settings. Store this as a new view. ## Controlling Moving Lights [Section titled “Controlling Moving Lights”](#controlling-moving-lights) In the previous chapters, we looked at controlling the dimmer attribute. But now we have many more attributes. The key to controlling these attributes is the **Feature Group Control Bar**. ![](/img/grandma3/2-4/qsg_12_feature-group-control-bar_v2-1-116794.png) With this, you can control which feature group you control with the encoders. All fixture attributes are separated into different sections. These are called feature groups. The bar will display the feature groups you have access to. If you select fixture 101 (or group 6), the bar above each button might change (from gray to red). This indicates the feature groups you can use for the selected fixture. If you clear your programmer and try to select fixture 1, you can see that only the ‘Dimmer’ button has a red bar. Selecting a feature group also selects the feature, and the encoders give access to the first attributes in the feature. Fixtures are structured in a hierarchy. The attributes are organized inside features, and features are organized inside feature groups. The image below shows the dimmer feature group selected. Below the feature group is a button showing the feature (the button says “Dimmer 1 of 1”). Below the feature, the first encoder controls the first attribute (Dim) in the dimmer feature. ![](/img/grandma3/2-4/qsg_12_hierarchy_v2-1-202585.png) There can be several encoder pages for a feature. That is why the feature button says “1 of 1”; it is page one of one page. We need a second page if a feature has more attributes than we have encoders. To get a better feeling for controlling fixtures, we should try the different elements of the MegaPointe. Clear your programmer and select group 7. ### Dimmer [Section titled “Dimmer”](#dimmer) You can assign a dimmer value using the methods you learned in the previous chapters, or you can select the Dimmer feature group by touching the bar and turning the left encoder to turn up the lights. Please turn the fixtures to full. ### Position [Section titled “Position”](#position) Select Position by tapping it in the bar. Notice how your encoder changes function according to your selected feature group. With the “Position”, your encoders look like this: ![](/img/grandma3/2-4/qsg_12_position_v2-1-b6b2de.png) Turning the encoders changes the values. Turning them with the encoder pressed changes the value faster. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The outer ring on the dual encoders cannot be pressed. Pressing the small key next to the outer ring on the left side equals pressing the ring. | If you want to make smaller movements with a turn (increasing the resolution), you can press and hold the MA key and select a different resolution. On the grandMA3 onPC, you need to open the command section (F3), click and hold the MA button, slide the mouse out of the button, and then release the mouse button to latch the MA button. This changes the small area next to the encoder readout. ![](/img/grandma3/2-4/qsg_12_position-resolution_v2-1-42ef70.png) These set the resolution of the encoder. Play around with it and choose the one you are comfortable with. Notice that the Pan and Tilt can have negative values (below 0). This is because the fixture types are created with a default zero position in the middle of the movement range. So the fixtures can be moved in both directions from their default starting point. ### Gobo [Section titled “Gobo”](#gobo) Gobos can be added if the fixtures contain the attributes. The manufacturers design the fixture to control the gobo in different ways. Some manufacturers have a lot of functions on the same DMX channels, and others spread the functions out on different DMX channels. The MegaPointe has two gobo wheels with different gobos. The first wheel is physically a single metal plate with different cutouts. We can choose what cutout to have in front of the light. The wheel can have different operational modes. For instance, spin continually. The second gobo wheel is a wheel with replaceable gobos whose rotation can be position indexed or continuously rotated. Let us give the second wheel a try. Tap Gobo in the feature group control bar. Now we have the gobo controls on the encoders. The first encoder is “G1” - this is gobo wheel one. The second encoder selects a gobo on the second gobo wheel. Gobos are often defined in the fixture type definition, and the gobos in the different “wheel slots” are often defined. These definitions include small images that match the actual gobos in the fixture. Try to press the second encoder shortly or click on the value area of the encoder label. This opens the calculator that we talked about in Chapter 4. Around the calculator’s middle is the ‘Channel Sets’ button. Please click this. Now, the right side displays the defined gobos on the second wheel. ![](/img/grandma3/2-4/qsg_12_gobo_calculator_v2-3-8adbe4.png) When an encoder controls different functions, they can be separated into different sections of values. At the top of the calculator, there are several tabs. The second tab can select the same gobos but with a gobo rotation mode. Select one of the gobos in the first (Index) mode. The third encoder controls the rotation index of the selected gobo on gobo wheel 2. This encoder also has several different modes. They are Index (G2<>), continuous rotation (Rotate), Shake Index (G2<>), and Shake Rotation (Rotate). We can change the mode by clicking the area on the left of the encoder label. We also need to give it a value after the mode selection before the fixture does what we want. ![](/img/grandma3/2-4/qsg_12_gobo_encoderbar_v2-4-f0dc43.png) Try the different rotation and index functions. Remember, you can see the result in the 3D window if the dimmer is turned up - the shake function is not visualized. A very good tool with fixtures that have defined Channel Sets like the gobos is the **sMArt** window. This can be created on an empty user-defined area. It can be found in the **Tools**\*\* \*\*tab in the **Add Window** pop-up. ![](/img/grandma3/2-4/qsg_12_gobo_smart-view_v2-3-ebf62e.png) This gives access to the defined channel sets by a dynamic pool that changes content based on the selected feature (“Gobo” is the feature in the example above). Notice that the gobos appear several times. Once for each mode. ### Color [Section titled “Color”](#color) Let us have a look at the colors. The first three encoders control red, green, and blue. This does not match the physical properties of what is inside the MegaPointe (it has a subtractive CMY color system). The grandMA3 system has a color engine that gives us the same unified control no matter what color system the fixtures use. This means we control the MegaPointe and the Auras (additive RGBW color system) using the same controls. We could use the encoders to change the colors, but we have a better tool. It is called **Color Picker**, it is part of a window called **Special Dialog**, a window that can be created like any other window. It is found in the **Tools** tab. ![](/img/grandma3/2-4/qsg_12_color_picker-cie_v2-2-b0a9d2.png) The left side of the window has two vertical tabs called “Color” and “Shapers”. Shapers are used with fixtures that have motorized beam shaper functions. None of our fixtures has this, so we are just going to look at the color tab. The color picker has four different modes. The first one we see is the **CIE**. The modes can be changed in the title bar. CIE is a CIE 1931 chromaticity diagram. The crossed-out area is the color area that the selected fixture cannot output. The area changes if we had fixtures with more color options (for instance, fixtures with LED emitters of more than the standard red, green, and blue types) or if the fixtures are measured against their real emitters. A color can be selected by clicking in the color area. The next mode is called **HSB** and is represented by a colored square. This can also be clicked to select a color. The **Fader** mode gives access to different faders that can be used to select the desired color. Finally, the **Book** mode can select different defined filters sorted by manufacturers. The book can be searched by filter name or number. Selecting a filter gives a color as close as possible based on the known information about the fixture. The color picker only affects the color mixing system in a fixture if it exists. This means it only changes the color wheels in fixtures if color wheels are the only option. We have patched some Sharpys, and they only have a color wheel. If we want to change colors in a Sharpy, it works much like the gobo control, and the best tool can be the **sMArt** window. The color wheels (C1, C2, etc.) may be on different feature pages. So, you might need to change the page by clicking the feature button to access these functions on the encoders. Try the different color modes of the color picker and play around with the on-screen faders in the color picker. The “Q” fader is about color quality, and it becomes relevant in RGB+ LED fixtures, where different sets of LEDs have different ways to reach the same colors. ### Beam [Section titled “Beam”](#beam) The beam feature group has controls for shutters, iris, prism, and other beam effects. The MegaPointe has some prisms, and the 3D can visualize these. On feature page 2, there is a “Prism1” where different prisms can be selected. The “Prism 1 Pos” attribute can be used to rotate the prism. This can be used to rotate or index the prisms. A rotating gobo and a rotating prism can give some very interesting looks. Try this while looking at the 3D. ### Focus [Section titled “Focus”](#focus) The focus feature group has controls for the focus. But it also has the **Zoom** attribute. Zoom is visualized in the 3D window. Focus is not visualized. ### Control [Section titled “Control”](#control) The final feature group we have with the patched fixtures is the Control. This is where we find attributes used to reset and set different modes in the fixtures. These are often attributes that we do not store in cues. The exception is possibly a sequence that can be used to turn the lamp on and off in the fixtures. *** ## Recap [Section titled “Recap”](#recap) This chapter looked at different ways to control moving head fixtures. There is an entire section in the manual about [operating fixtures](/grandma3/2-4/operate_fixtures/). It gives more details about the different elements we discussed in this chapter. The [next chapter](/grandma3/2-4/qsg_presets/) is about **Presets**. # 10 - Store Cues and Use Executors > There are different terms that you need to learn before we continue. There are different terms that you need to learn before we continue. ### Cue [Section titled “Cue”](#cue) A **Cue** stores different values from fixture attributes. They can contain more than just the attribute values; it is all about the output of the fixtures. Cues also have information on how to transition between different cues. Each cue has a unique cue number. Cues actually consist of **Cue Parts**. This means that if we store values in cue 5. Then, the values are actually stored in cue 5 part 0. We often just talk about this as cue 5 and only mention the parts when they are relevant, and there is more than just part 0. ### Sequence [Section titled “Sequence”](#sequence) The cues are stored in a **Sequence**. The sequences have a list of cues sorted by the cue number. This means that cue number 4 cannot be before cue number 3. The grandMA3 can handle an almost unlimited number of sequences and many cues for each sequence. The sequences are stored in a sequence pool. When we playback (or “run”) a cue, it is actually played back from the sequence pool. There is always a selected sequence. A thick yellow frame is the default color for indicating a selected pool object. If we do not specify a sequence, the grandMA3 assumes that a sequence command is for the selected sequence. ### Executors [Section titled “Executors”](#executors) **Executors** are used to control different objects. One of the objects is the sequences. Executors can also be called **Playbacks**. Different executor hardware exists: Executor Buttons, Executor Faders, and Executor Knobs. All faders and knobs have a button attached. Not all buttons have a fader or knob attached. On the grandMA3 onPC, you can open an on-screen version of the executor hardware by pressing F5. It is important to know that the sequences are not playing back from the executors. The executor sends control commands to the sequences running from the sequence pool. This also means that if several executors control the same sequence, they share the sequence status. *** ## Create Some Cues [Section titled “Create Some Cues”](#create-some-cues) We will create some cues, but first of all, we need a window where we can see the sequence. Click the default view called “Sequence Sheet”. It is a starting point; you can modify it if you want. The window you need is called **Sequence Sheet**, and if you want to create one from scratch, it can be found in the “Tools” tab in the **Add Window** pop-up. The sequence sheet shows the selected sequence. We have not created a sequence yet, but the first sequence pool object is already selected. The lower part of the sequence sheet might display the Recipe information for the cue. We are looking at recipes in Chapter 17. The Recipe area can be hidden by entering the window settings (tapping the MA logo in the upper left corner of the window). In the “Mask” tab, disable “Show Recipe” by tapping it.   Start by clearing the programmer completely. Then select group 1 and give the fixtures a value of 100%. Press Store and then Please. Now, we have stored the active programmer values into **Cue 1** in **Sequence 1**. When we did not specify a location, the selected sequence was used, and it stores the values in the first available cue.  You can see the cue in the sequence sheet. ![](/img/grandma3/2-4/qsg_10_sequence-sheet_one-cue_v2-4-57d17d.png) Cues are rows in the sheet. The different columns represent different settings for the cue. A sequence always contains two default cues: CueZero and OffCue. The OffCue controls different timings when the sequence is turned Off. There are many columns in the sequence sheet - let us look at some of the most important ones. **No** is the cue number. **Part** is the cue part number. **Name** is the cue (part) name. In the group of three **Trig** columns, there is one called **Type**. It describes what triggers the cue. If you look at Cue 1, the type is “Go”. This means that to execute the cue, you must press a ‘Go’ key or perform a “Go” action on the sequence. **Cue Fade** defines the time it takes to fade to the stored values in the cue. **Cue Delay** defines whether there should be a delay between the trigger and the fade start. ## Run the Cue [Section titled “Run the Cue”](#run-the-cue) We want to trigger the cue. We will do this using a combination of the command line and the Sequence Pool. If you do not have a visible Sequence Pool, please make room for one and create it in the user-defined area. ![](/img/grandma3/2-4/qsg_10_sequence-pool_v2-3-b363d2.png) Write Go in the command line and tap the sequence in the pool. Now, the sequence is outputting the stored values in cue 1. ![](/img/grandma3/2-4/qsg_10_sequence-pool-playback_v2-3-5f55ae.png) Notice that the pool object shows the active cue and a green playback icon in the upper right corner. An easier way to control the sequence is the executors and **Master Area**. On the grandMA3 hardware, the master area is the two long faders and the three dedicated buttons for ‘Go+’, ‘Go-’, and ‘Pause’. Some hardware also has some extra buttons and knobs above the faders. On the grandMA3 onPC, we can open an on-screen version of the master area by pressing F7 on a keyboard - here, it is the middle part of the pop-up. ![](/img/grandma3/2-4/qsg_10_master-area_v2-4-bc09a5.png) The master area always controls the selected sequence. The default function for the left fader is an output master. Moving it up and down adjusts the sequence’s output level. ### Assign Sequence Control to Executors [Section titled “Assign Sequence Control to Executors”](#assign-sequence-control-to-executors) We can also assign sequence controls to other executors. Sequence 1 is already assigned to an executor, as a default in a new show. The on-screen version of the executors can be opened by pressing F5 on a keyboard. ![](/img/grandma3/2-4/qsg_10_executors_default_v2-4-2526ff.png) The on-screen executors can be created as a window. It is called **Playbacks** and is in the ‘More’ tab. I have created a window with the playbacks for the next step. If you are on the onPC, I suggest you do the same.   On the grandMA3 hardware, these executor buttons are not numbered as they are in the software. They have small horizontal lines on the buttons indicating the hundreds number. The leftmost column of executors are the first. This means that the bottom executor in the lower-left corner is executor 101. It has one horizontal line. The button above this is 201; it is connected to the fader. The button above the fader is 301, and it got a rotating knob. The top button is 401, and it also got a rotating knob. The next column is the second’s executors for each hundred: 102, 202, 302, and 402. Each executor is its own and can send control commands to different objects. But they can also be grouped together.   With sequence 1 already assigned to executor 201, we can move the left executor fader, and it also controls the master intensity for the sequence. Notice that the master in the Master Area also moves. Both faders do the same thing for Sequence 1. ## Create More Sequences [Section titled “Create More Sequences”](#create-more-sequences) Now, we are going to create more sequences. Clear your programmer and select group 2. Give the fixtures 100% intensity. Press the **Store** Quickey and then the executor button 202. Now we have two faders, each controlling its own fixtures. ![](/img/grandma3/2-4/qsg_10_executors_seq-2_v2-4-21e0bc.png) When we pressed the executor button, the grandMA3 software automatically created a new cue 1 in a new sequence and assigned the sequence as the object on executor 202.   Clear the programmer, repeat the steps above for group 4 (Even Blinders), and store them to executor 203. And finally, store group 5 at 100% on executor 204. We should name/label the four sequences in the sequence pool to match the group names. Now, you have four faders that each control some of the fixtures. ![](/img/grandma3/2-4/qsg_10_executors_seq-4_v2-4-e757f1.png) ## Modify the Executors [Section titled “Modify the Executors”](#modify-the-executors) Let us try to modify the controls to give us some more buttons. We would like to use the 101, 102, 103, and 104 as flash buttons for the sequences above. We could make these buttons separately control the sequences and just have a flash button on them, but we could also expand the executor and group the executors for each sequence. Press Assign and press executor 201. This opens the **Assign Menu**: ![](/img/grandma3/2-4/qsg_10_assign-menu_start_v2-4-7b5f61.png) This menu can be used to adjust the height and width of the assigned objects, in this case, sequences. It is also used to change the functions assigned to the buttons, faders, and rotating knobs. In the center part, we can use the four corners to change the size. Pressing and holding the object title (in the image above the red “Front”) can be used to move the object to other available executors. Tapping a button, fader, or knob in the center part gives it focus (a brighter yellow frame), and the right side can be used to assign a function to the selected button, fader, or knob. We wanted to add the 101 to our control. Press and hold one of the lower corners of the highlighted Go+ button. Now move it down to include the 101. Select the 101 button and select ‘Flash’ on the right side. ![](/img/grandma3/2-4/qsg_10_assign-menu_first-done_v2-4-ab5e21.png) This has now changed the function (or command) assigned to the button. It has a cyan icon in the top left corner to indicate that this is different from the default assignment of the executor configuration. The text in the ‘Executor Config.’ button in the title bar is also cyan.  We can save this change to the default configuration. Tap Executor Config. in the title bar of the Assign Menu. This opens a pop-up where we can perform different actions on the executor configurations. Let us store the current settings to the “Default Sequence” configuration by tapping Save. Now tap the 202 button in the menu and change the size to include the 102. Now the flash is automatically assigned to the 102 button because it is the default configuration. Repeat this for 203 and 204. Close the Assign Menu by tapping the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner. ![](/img/grandma3/2-4/qsg_10_executors_done_v2-4-b7420c.png) Let us try the new function. Clear the programmer. Turn down all the faders and press executor button 101. You should see the fixture flash in the 3D window and the fixture sheet. Flash can be combined with having the faders up. If the fader is at 100%, then the flash does not have a function, but having the faders at 25% and flashing is a visible combination. Now the executors look like this in a **Playback** window: ![](/img/grandma3/2-4/qsg_10_executors_final_v2-4-b62738.png) Notice that the sequence called “Front” has a yellow color in the executor label. This indicates that this is the selected sequence. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we stored some cues in different sequences and made some executors control the sequences. We also adjusted the executors to match our needs. Read the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/) to learn details about the Sequence Sheet window. The Assign menu is described in detail in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). The [next chapter](/grandma3/2-4/qsg_add_moving/) is about adding moving lights. **Your onPC or console needs access to the internet for the best result in the next chapter.** # 02 - First Patch > The new show file we created is empty! The new show file we created is empty! We need to add some devices to our **Patch** to do something meaningful with the grandMA3. We are going to create a mock-up festival rig. It will not be the perfect rig, but it will give us a very diverse and flexible rig that we can use to try some of all the features in the software. The setup will have 7 “pods”, each with the same fixtures. But before we add many complex fixtures, we will start with the conventional fixtures in our setup. The conventional fixtures will be front light, some sidelight, and blinders. We will start with these simple fixtures to get a basic understanding of the workspace and how to structure the patch and show file.   Everything about fixture setup is done in the patch. Some tools might give us easier access to fixture properties (we will get back to these in future chapters), but every fixture property ultimately lives in the patch. Fixture properties include the fixture type and mode, the DMX patch address, and the fixture’s position in a virtual 3D space. There are different tools available to us for organizing the fixture setup. I am going to explain some of them before we start adding fixtures. ### Grouping Fixtures [Section titled “Grouping Fixtures”](#grouping-fixtures) A fixture is typically represented as a single row in a **Fixture Sheet**. This makes it possible to see all the different values a fixture may have. If we have a lot of fixtures, it might be a very long list. Fixtures can be grouped inside a special grouping fixture. This is especially nice for fixtures that often do the same thing. The grouping fixture is a virtual fixture that can have an ID number. Using this ID to select fixtures actually applies the values to the fixtures inside. The grouping fixture itself does not contain any values. Fixtures within a grouping fixture must have their own ID and can be accessed individually by their ID. Having fixtures inside grouping fixtures creates a hierarchy. There are many hierarchies in grandMA3, and they can have many layers. Two terms often used with hierarchies are **Parent** and **Child**. When talking about grouping fixtures, the actual fixtures are the children inside the parent (the grouping fixture). The child fixtures can be selected by their unique ID, as mentioned above, or by the parent ID and a child index number. We’ll explore this more in Chapter 4. ### Subfixtures [Section titled “Subfixtures”](#subfixtures) Some fixtures have subfixtures. This is often the case when a fixture has multiple elements that do the same. For instance, an LED fixture with multiple LED cells that can be controlled individually. There would be a parent fixture with all the shared functions, for instance, pan and tilt. Then, there would be a child or subfixture for each LED element. These subfixtures are addressed as a sub-ID from the parent fixture ID. The parent and child IDs are separated by a dot (.). For example, a Clay Paky A.leda B-EYE K10 can have the LEDs separated into 19 different individually controlled LEDs (Standard RGB mode). If the fixture has ID 17, selecting 17 would only select the main parent fixture. If the main and all the subfixtures need to be selected, then you need to select “17.” - that is the ID followed by a dot. Selecting fixture 17.1 would only select the first LED element - the first subfixture. ### IDTypes [Section titled “IDTypes”](#idtypes) The fixtures can be organized in different **IDTypes**. There are eight different types that we can use. Two of those are **Fixture** and **Channel**. The other six can be renamed to match our needs. The default names are **Houselights**, **NonDim**, **Media**, **Fog**, **Effect**, and **Pyro**. Each IDType has its own number range starting at 1. A fixture can have two different ID numbers. The first one is always the **Fixture** IDType, which is called **FID**. The second can be one of the other IDTypes and is called **CID**. A fixture needs at least one ID so we can select and ultimately control it. ## Enter the Patch [Section titled “Enter the Patch”](#enter-the-patch) Here is the goal for this chapter: * Add 14 standard dimmer channels that we can control. * Add another 14 dimmer channels that are audience blinders. * Organize the blinders in a Grouping fixture. We need to get to the patch. Press Menu (or the Gear Icon ![](/img/grandma3/2-4/icon_gear_24_v1-9-17627a.png) in the onPC) and then click Patch. ### Insert New Fixtures Wizard [Section titled “Insert New Fixtures Wizard”](#insert-new-fixtures-wizard) The first time we open the patch, it is empty, and we are presented with the **Insert New Fixture wizard**, which helps us provide the necessary information to add\*\* \*\*fixtures. ![](/img/grandma3/2-4/qsg_02_empty-patch_v2-4-73982a.png) The cursor is ready in the **Filter** input field and can be used to filter the list presented to us. The list is the **Library**. The default is the MA and user fixtures on the local hard drive (Internal). Other libraries can be chosen, but this is fine for the first fixtures. We need dimmers, so type dim in the filter. Now, the list is limited to fixtures that have \*\*“dim” \*\*somewhere in the manufacturer name, fixture name, or fixture mode. It might look like this: ![](/img/grandma3/2-4/qsg_02_filtered-list_v2-4-081631.png) The library has three columns. The left column shows the different manufacturers. The center column is the fixture models from the selected manufacturer. The right column lists the different modes available for the selected fixture model. We need the Generic Dimmer in “Mode 0”. Make sure the correct elements are selected (with a darker gray background and yellow text, as in the image above), then click Select in the lower-right corner. Now, you can give the fixtures a name. If the name ends with a space and a number, the fixtures are automatically numbered starting from the number you type. Just leave it as the default “Dim 1” and click Please. Next is the quantity, meaning how many fixtures we want to add. Type 28 and click Create ! in the lower right corner (not the ‘Please’ in the number input). Now we have 28 dimmers named “Dim” followed by a number. They are patched to DMX address 1 in DMX universe 1 and upwards. They have an FID from 1 to 28. ![](/img/grandma3/2-4/qsg_02_first-fixtures_v2-4-c63bcb.png) This solves some of our goals for this chapter. Next, we need to add the grouping fixture. Scroll to the end of the list, select the cell called “New Fixture”, and click Insert New Fixture in the menu. We are now back at the **Insert New Fixture wizard**. We can take a quick look at the other tab by clicking Show. There is only the generic dimmer, which is nice if we want to add more dimmers. The idea is that there are different fixture types across different libraries, and we import a copy of each fixture type from a library into our show. We need to add a new fixture type, the grouping fixture, to our show. This is in the Library, so click the Library tab below the filter input. Now type group in the filter input, select the Generic Grouping fixture in “Default” mode, and click Select. Name the fixture Blinders. We only need 1, but we want it to have FID 20 - type 20 in the FID input. This gives us a red background in the FID input to show us that there is a problem: ![](/img/grandma3/2-4/qsg_02_add-grouping_v2-2-a92f0d.png) Ignore the problem for now and click Create !. The problem was that we already had a fixture with FID 20, and since FIDs must be unique, the previous fixture 20 now has “None” in the FID column. We need to fix this and will renumber all the blinder fixtures. The blinders are the last 14 dimmer fixtures on the list. We need to select the FID for these fixtures. Left-click and hold the FID 15 and drag down to FID 28 and release. It should look like this: ![](/img/grandma3/2-4/qsg_02_blinder-fixtures_v2-4-c48275.png) Now, we need to edit this. It is easy to do with a mouse; just right-click in the blue area. On the console, you can press Edit and then tap in the blue area. A number pop-up appears where we need to click 2 1 and confirm with Please. Now, the fixtures are renumbered. We also need to move them to be children of the grouping fixture. To keep the selection, simply click Cut to cut them from the list into the clipboard. The result is that they are now marked with a red background in the fixture list. We need to paste them to the new location. Click the triangle arrow next to the Blinders fixture to unfold it, then select **New Fixture** within “Blinders”. Like this: ![](/img/grandma3/2-4/qsg_02_blinder-unfolded_v2-4-db66b1.png) It is important that you do not select the lowest **New Fixture** as this is outside the “Blinders”. Now click Paste. You are now asked about the fixtures’ position and rotation in the 3D virtual space. ![](/img/grandma3/2-4/qsg_02_move-fixtures_pop-up_v2-3-059634.png) At the moment, all the fixtures are at the zero position in the 3D virtual space. So, it does not matter whether you select ‘Absolute’ or ‘Relative’. But select one of them.  In chapter 5, we will examine the 3D virtual space and the positioning of the fixtures. After the move, the fixtures are now children of the blinder grouping fixture. These were all the goals for the chapter, but there is one more thing we should do now that we are in the patch. The fixtures have a shape in a 3D virtual space. This shape is defined by the fixture type we select. Let us change the fixture for the blinders and find another fixture. Select the 14 fixtures again, but this time in the **FixtureType** column, and edit the value by right-clicking. Now, we are back to the fixture-finding pop-up. Here, we must select the Library tab and type blinder in the filter. Select the “Briteq” manufacturer, the “COB Blinder 2x100W,” and the “1 channel” mode. Confirm the choice by clicking Select. Finally, let us change the name of the blinders. Select all the blinders in the name column and edit the name. Type Blinder 1 and confirm with Enter/Please. The patch should look something like this: | FID | Name | FixtureType | Mode | Patch | | --- | ---------- | -------------------- | ----------- | ----- | | 1 | Dim 1 | 1 Dimmer | 2 Mode 0 | 1.001 | | 2 | Dim 2 | 1 Dimmer | 2 Mode 0 | 1.002 | | 3 | Dim 3 | 1 Dimmer | 2 Mode 0 | 1.003 | | 4 | Dim 4 | 1 Dimmer | 2 Mode 0 | 1.004 | | 5 | Dim 5 | 1 Dimmer | 2 Mode 0 | 1.005 | | 6 | Dim 6 | 1 Dimmer | 2 Mode 0 | 1.006 | | 7 | Dim 7 | 1 Dimmer | 2 Mode 0 | 1.007 | | 8 | Dim 8 | 1 Dimmer | 2 Mode 0 | 1.008 | | 9 | Dim 9 | 1 Dimmer | 2 Mode 0 | 1.009 | | 10 | Dim 10 | 1 Dimmer | 2 Mode 0 | 1.010 | | 11 | Dim 11 | 1 Dimmer | 2 Mode 0 | 1.011 | | 12 | Dim 12 | 1 Dimmer | 2 Mode 0 | 1.012 | | 13 | Dim 13 | 1 Dimmer | 2 Mode 0 | 1.013 | | 14 | Dim 14 | 1 Dimmer | 2 Mode 0 | 1.014 | | 20 | Blinders | 2 Grouping | 1 Default |   | | 21 | Blinder 1 | 3 COB Blinder 2x100w | 1 1 Channel | 1.015 | | 22 | Blinder 2 | 3 COB Blinder 2x100w | 1 1 Channel | 1.016 | | 23 | Blinder 3 | 3 COB Blinder 2x100w | 1 1 Channel | 1.017 | | 24 | Blinder 4 | 3 COB Blinder 2x100w | 1 1 Channel | 1.018 | | 25 | Blinder 5 | 3 COB Blinder 2x100w | 1 1 Channel | 1.019 | | 26 | Blinder 6 | 3 COB Blinder 2x100w | 1 1 Channel | 1.020 | | 27 | Blinder 7 | 3 COB Blinder 2x100w | 1 1 Channel | 1.021 | | 28 | Blinder 8 | 3 COB Blinder 2x100w | 1 1 Channel | 1.022 | | 29 | Blinder 9 | 3 COB Blinder 2x100w | 1 1 Channel | 1.023 | | 30 | Blinder 10 | 3 COB Blinder 2x100w | 1 1 Channel | 1.024 | | 31 | Blinder 11 | 3 COB Blinder 2x100w | 1 1 Channel | 1.025 | | 32 | Blinder 12 | 3 COB Blinder 2x100w | 1 1 Channel | 1.026 | | 33 | Blinder 13 | 3 COB Blinder 2x100w | 1 1 Channel | 1.027 | | 34 | Blinder 14 | 3 COB Blinder 2x100w | 1 1 Channel | 1.028 | Exit the patch by clicking ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner. You are now asked whether you want to keep the changes. Confirm this by clicking Save and Exit. Finally, save the show. Let us do this by using the command line. Type the following keyword shortcut: | | | | ------------------------------------------------------------------ | ------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]>sa | And execute the command with ‘Enter’/Please. Now, the show is saved with the same name. We used the short version of the **SaveShow** keyword. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we have added simple dimmer fixtures to the patch, and we can now begin learning to control them. You could look at some sections of the manual to learn more details about the patch. The topic titled [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/) covers what we did and includes detailed information. We will return to the patch in a later chapter and look closely at some of its functions. If you want to learn about fixture types, there is a whole section called [Fixture Types](/grandma3/2-4/fixture_types/). We used one keyword in the command line - follow this link to learn a little more about it: [SaveShow Keyword](/grandma3/2-4/keyword_saveshow/). I suggest simply continuing to the [next chapter](/grandma3/2-4/qsg_first_view/) in this guide. # 03 - First View Setup > In the previous chapter, we added some dimmer fixtures. In the previous chapter, we added some dimmer fixtures. We need to see the fixtures and set up our screens to show the relevant windows. ## Quick Interface Introduction [Section titled “Quick Interface Introduction”](#quick-interface-introduction) First, we need to have a quick look at the interface. This is display 1 on the grandMA3 onPC: ![](/img/grandma3/2-4/qsg_03_interface_v2-4-591a6f.png) There are six different areas indicated in the picture above. The areas have different purposes: 1. **Control Bar** - Very useful when using the grandMA3 onPC. It has shortcuts to different windows and menus. 2. **Title Bar** - This is the Windows title bar (Mac OS has a similar title bar). It shows the display number, the software version, and the name of the show file. 3. **User-defined Area** - This area is where you can create views with different windows. 4. **Command Line** - This row includes indicators and buttons for quick access to various menus. The center part is the **Command Line Input**. Here, you can write commands to the software. 5. **Encoder Bar** - This area is often used to apply values to the different attributes of the fixtures. The right side has controls for the **Grand Master** for the console. On the full-size and light consoles, this area is on the letterbox screen 8. 6. **View Bar** - This bar features buttons called ViewButtons, where we can store and recall different elements, such as views. The interface dynamically adjusts when you are using a grandMA3 onPC. The user-defined area can expand and contract based on the display size. It can also be configured to hide some areas or scale the interface. This is done using the **Configure Display** pop-up. This can be accessed when the Menu selection pop-up is visible. Do this by clicking the gear icon (![](/img/grandma3/2-4/icon_gear_24_v1-9-17627a.png)) in the control bar. Then click Configure Display in the smaller “Display” pop-up. ![](/img/grandma3/2-4/qsg_03_configure-display_v2-3-b47a11.png) Here, the different areas can be toggled On or Off. When something has a yellow text color, it is On or selected.  Width and Height define the number of square fields in the user-definable area. Scale can be used to visually scale the entire interface. Close the pop-up by clicking ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper corner.  ## Predefined Views [Section titled “Predefined Views”](#predefined-views) When we talk about a **view**, we mean the arrangement of **windows** within the user-defined area. These views can be stored and recalled. They can be assigned to buttons, such as the ones in the **View Bar** on the right side of the interface. If you change a view and would like to keep the change, then you simply store the view again. A new show file has some predefined views that can be very useful. Click the one called Fixture. Depending on your display size, you might see a view that is cut off on the bottom and/or the right side. This is because the stored view is wider and taller than the current size of the user-defined area. A thin brown frame indicates that the view is bigger. Scroll bars appear, allowing you to scroll to other parts of the view. If you have touch screens, a three-finger touch and scroll also move the view inside the user-defined area. ## Fixture Sheet [Section titled “Fixture Sheet”](#fixture-sheet) We are going to create our own view. First, we need to create an empty user-defined area. Again, we can use the Menu selection pop-up. Click the gear icon (![](/img/grandma3/2-4/icon_gear_15_v1-9-bcb58d.png)) or press the Menu key. All screens now have a small pop-up in the lower right corner. Click Delete This Screen in the small **Display** pop-up. Now, the user-defined area is empty again. We want to create a window that displays the fixture’s dimmer values in our show. So far, we only have fixtures with dimmers. Click the dark upper left corner in the user-defined area. An **Add Window** pop-up appears. This pop-up gives access to all the different windows in the system. They are organized into different tabs. One of the tabs is called “All”. This has all the windows in one alphabetically sorted list. We need the window called **Fixture Sheet**. This can be found in the **Common** tab. Click Common and then Fixture Sheet. Now we have a fixture sheet that fills the entire user-definable area. This window shows the fixtures in rows and the attributes (primarily “Dimmer” in this case) in columns. The **Blinders** fixture is collapsed and does not show the child fixtures. This can be changed by clicking the white triangle arrow either at the top of the left column or the arrow next to the **Blinder** name. We can change how the window appears when we are only interested in the dimmer values. This is done in the **Settings** for the window. All windows have an MA logo in the upper left corner. Click this to open the window’s settings. Different windows have different settings. Some are common settings, and others are specific to a particular type of window. The settings are often organized into different tabs. We want to change a setting called  **Sheet Mode**. It is found in the **Display** tab. Click SheetMode until it says **Dimmer+**. The settings should look like this: ![](/img/grandma3/2-4/qsg_03_fixture-sheet-settings_v2-3-a9ccda.png) Now, the Fixture Sheet has been updated to show tiles with the ID, the dimmer value, and a square indicating the output. Close the settings by tapping the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner of the settings pop-up. This fixture sheet window is much bigger than needed, and we can adjust it to match our needs. The lower right corner of the window looks like this: ![](/img/grandma3/2-4/qsg_03_resize-corner_v1-4-f8a831.png). This can be used to resize the window. Click and hold the resize corner, then move it to a new location within the user-defined area. Release the mouse button (or the screen) at a location where the window looks good to you. ## Store the View [Section titled “Store the View”](#store-the-view) We want to store the new view on one of the **ViewButtons** on the right side. Let us begin by clearing a button for our new view. We need to press the ‘Delete’ key. If you use a grandMA3 onPC, then there is an on-screen version of the physical keys of the **Command Area** of the consoles. This can be opened by clicking the ![](/img/grandma3/2-4/icon_key_24_v1-9-1958f1.png) icon in the command bar on the left or by pressing F3 on a keyboard. It can be closed again by clicking the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner or pressing F3 again. I am going to write “press” a key. This might mean that you open this on-screen representation of the command keys and click the representation of the key. But I will write about them as if you had the physical keys on a console. So, Press Delete, close the Command Area pop-up, then click the top ViewButton on the right (the one that says “Fixture”). Now, the ViewButton should be empty. Next, we want to store the current look of the user-defined area on the empty ViewButton. Instead of pressing the ‘Store’ key, we will use the command line input. Click the command line input where it says “Admin\[Fixture]>”. Now write Store, so the command line looks like this: | | | | ------------------------------------------------------------------ | --------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]>Store | Now, click the empty ViewButton. This opens a **Store View Options** pop-up. ![](/img/grandma3/2-4/qsg_03_store-view-popup_v2-2-7ab5ab.png) Here, we can see that we are currently storing the windows on display “Internal 1”, and we can give the view a name or label. Write Dimmer as the name/label and click OK. The view is now stored on the button and can be recalled at any time by clicking the view button. ## Command Line History [Section titled “Command Line History”](#command-line-history) Another view that can be useful to have visible is the **Command Line History** window. Often, it is advantageous to see how the console responds to your input. The **Command Line History** window continually gives you a lot of information. It shows how the software interprets our user input and whether the input is understood or results in an error. Do not be confused about all the information. We will go through it when needed. Let us create the window. When we made the fixture sheet, we clicked in the upper-left corner, and the window took up all the available space. Now, we are going to try a different technique. Click and hold below the fixture sheet (make it smaller first if needed), then drag a square to the size you want the window to be. Now, release the mouse/screen. Now, the **Add Window** pop-up appears again, and in the **Common** tab, click Command Line History. Now, you have a **Command Line History** window. You can still adjust the size if you are not happy with the size you made. A window can be moved by clicking the title bar and dragging. If there is insufficient space, the window will resize automatically on the right and bottom sides. ## Update the View [Section titled “Update the View”](#update-the-view) We are going to add one more element to the view. Below the command line history, we need to create a new window. Click and drag the area below the window. In the Add Window pop-up, we need to click Data Pools and then Quickeys. When we first create a pool, it is often empty and just has a lot of “containers” for objects or elements. Pools are often limited to only contain one kind of element. Sometimes, we need to store into an empty pool element; other times, we edit an empty element to define what it should do. **Quickeys** are virtual hardware keys that can be organized in a pool. Instead of opening the **Command Section** every time we need to press a key, we can add the key to the Quickey pool. Let us create the first key in the pool. Right-click the first empty pool object where it says “1”. This opens the **Edit Quickey 1** pop-up. We need to edit the “Code” input. Clicking this opens a big pop-up with all the different hard keys. Click Store in the pop-up. This also changes the name of the quickey. ![](/img/grandma3/2-4/qsg_03_edit-quickey-popup_v2-3-e9e995.png) Close the editor pop-up. Now, we have an on-screen version of the ‘Store’ key. Once a quickey is created, it works exactly as a physical key. We explore pools more in Chapter 6. When you are happy with the window’s size, location, and look, you can store the view on the view button again. Click the new Store quickey and then tap the view button. Confirm the name and the store action by clicking OK in the **Store View Options** pop-up. Here is my result. I have changed the **#Columns** option in the fixture sheet settings to 15. This makes the fixtures align nicely in the sheet. ![](/img/grandma3/2-4/qsg_03_result_v2-4-4dd49f.png) You should save your show. *** ## Recap [Section titled “Recap”](#recap) This chapter briefly introduced the user interface and the command line input. We also looked at creating windows in the user-defined area and storing the windows, their settings, and their arrangement on a view button. The manual has an entire section with details about the windows and view. It is called [Windows, Views, and Menus](/grandma3/2-4/wvm/). The fixture sheet is described in detail in the [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) topic. The command line and the **Command Line History** window are described in detail in the [Command Line](/grandma3/2-4/ws_ui_command_line/) topic. And naturally, there is also a section about the [Quickeys](/grandma3/2-4/quickeys/). In the [next chapter](/grandma3/2-4/qsg_control_fixtures/), we will control the dimmers. # 06 - Groups > Fixture selection can be made using the methods explored in Chapter 4. However, when fixtures are often used together and need to be selected together, there is Fixture selection can be made using the methods explored in Chapter 4. However, when fixtures are often used together and need to be selected together, there is another option called **Groups**. In a **Group**, we store the fixture selection and the order of the fixture selection. Groups are organized in a **Group Pool**. This can be created as a window for easy creation, overview, and selection. Make room in a user-defined area to create a group pool window. The **Groups** window is created like other windows and can be found in the **Data Pools** tab in the **Add Window** pop-up. The pool looks like this when empty: ![](/img/grandma3/2-4/qsg_06_group-pool_empty_v2-1-3d9bc1.png) The square on the top left is the **Title Field**. All pools have one of these. It tells you what kind of pool it is, and the MA logo is used to access the settings - just like the logo in the left corner of other windows’ title bar. Pools often have fewer settings than more complex windows, like the fixture sheet. The other squares in the pool window are where we can store pool objects. The objects we store in the group pool are groups. A lot of the things we create are stored in pools. For instance, the views we have stored and modified are stored in a **Views** pool. The quickeys we have created are also in a pool. ## Create Group [Section titled “Create Group”](#create-group) We are going to create a few groups with our current fixtures. The first group will be the front lights. Make sure to start with an empty programmer and then select fixtures 1 thru 8. You do not need to give them a dimmer value. Now, click and hold the first group field until a group object appears. Looking at the **Command Line History** window, you can see feedback like this: | | | | ---- | ------------- | | OK : | Store Group 1 | Try to clear your programmer and then click the group. Now you have reselected the fixtures. The group does not have a name, but we can easily label the group. The last thing we touch or click gets focus. This is indicated with a white frame. When a pool object has focus, and we start writing on our keyboard, the system assumes we are giving it a label. You can simply start typing: Front - this opens the “Label” pop-up. Complete the labeling by pressing ‘Enter’ on the keyboard. Now, the group has a name. There are other ways to do this. Pool objects have a special **Swipey** menu that gives access to some common functions. The menu is accessed by clicking and holding the group and then moving the pointer out of the group pool object. ![](/img/grandma3/2-4/qsg_06_swipey-menu_v2-3-987eea.png) The menu has seven buttons that appear around the pool object. The top center button can be used to give the group a new label. The menu is visible as long as you hold the mouse button pressed or as long as you touch the screen. Move the pointer/finger to the desired button and release. You can release it outside the buttons if you do not want to do anything. Create a second group with fixtures 9 thru 14. Label it “Sides”. Make sure it only contains the desired fixtures. Our third group is all the blinders (fixtures 21 thru 34). Label it “All Blinders”. We are going to make two more groups. It is two selections of blinders. These two groups are all blinders, but we will make two symmetrical selections. Group four is fixtures 21, 24, 25, 27, 28, 30, 31, and 34 - label this “Even Blinders”. It is not strictly the even numbers, but just ignore this. The last group contains the remaining blinders, which are not a part of group four. We can make this selection using a different selection method. Clear the programmer and then write the following command in the command line and execute it: | | | | ------------------------------------------------------------------ | --------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]>Group 3 - Group 4 | Let us break down this command and look at what happens. “Group 3” selects the fixtures in group number three (all the blinders). ”- Group 4” subtracts the fixtures that are in group four (the “Even Blinders”). The result is that we have a selection containing the blinders that are not in group four. Store this as group five and label this “Odd Blinders”. Now we have the groups we need. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at groups as a selection tool and created some useful groups. Groups are described in detail in the [Groups section](/grandma3/2-4/group/) of the main manual. The [next chapter](/grandma3/2-4/qsg_appear/) is about appearance. # 09 - Macros > A macro is a command or a set of several commands that can be executed when the macro is called. A macro is a command or a set of several commands that can be executed when the macro is called. Macros are stored in the **Macros** Pool (found in the Data Pool tab). The previous chapter introduced the pools and how to use them. So, create a macro pool in the user-defined area and edit the first empty pool object. The macro editor looks like this - with ‘Settings’ toggled On in the title bar: ![](/img/grandma3/2-4/qsg_09_macro-editor-empty_v2-3-d0b29e.png) In the editor, we can create macro lines. Each line is executed one by one. A macro needs at least one line. The commands are the same as the ones we use in the command line input. We do not write a please command at the end. The command is automatically run if the **Execute** column says **Yes**. Click Insert New Macro Line. Now we have a macro line where we can add a **Command**. We get a command editor where we can write a command and see how the system would interpret the command. We are going to create a simple macro that saves the show. Edit the command field in the editor and write SaveShow. ![](/img/grandma3/2-4/qsg_09_command-editor_v2-4-a9ff44.png) It is important that it is one word. Confirm the input with a ‘Please’ / ‘Enter’. Edit the Name input button at the top of the editor and write Quicksave. If you do not see a ‘Name’ button at the top, click Settings in the title bar to show the settings at the top. Close the editor and click the macro in the pool: ![](/img/grandma3/2-4/qsg_09_macro-pool_v2-2-628299.png) This was one of the simplest macros. A single keyword that saves our show. Macros can be more complex using elements like user-defined variables and something called “Handles”. That is outside the scope of this Quick Start Guide. We are going to create another macro. It uses multiple lines and a temporary group (number 999). Edit a new empty macro pool object. Add a new macro line and write Delete Group 999 /NoConfirmation in the command editor. This deletes any group stored at number 999 without asking for confirmation. Make sure to click New Macro Line below the command we just added, and then Insert New Macro Line. Now, we have a new macro line that will be executed right after the first line. Write Store Group 999 /Merge. This stores the current selection in a new group. We need another line with the command Fixture Thru - Group 999. This selects all fixtures except the ones in group 999. The next line should be At 0. This gives the selected fixtures a dimmer value of 0 %. The next line is Group 999. This reselects the original fixtures. The final line is the same as the first line Delete Group 999 /NoConfirmation. This is a bit of house cleaning, removing the group we no longer need. All these lines are executed one after the other as fast as possible. This is nice, but some actions might take milliseconds to perform, such as storing a big group. So, we want to add a small delay between the macro lines. The **Wait** column defines the wait time before the next line is performed. It currently says “Follow”. This means that the next line follows as fast as possible. Select all the lines in the **Wait** column and edit the value to 0.1. This introduces a 100-millisecond wait time before executing the next macro line. Edit the name of the macro and change it to “RemOff”. The result should look like this (I have added notes to each line for information only): ![](/img/grandma3/2-4/qsg_09_macro-2-final_v2-2-fa647e.png) Notice that the wait time in the last line is in red text. This is because no more lines exist, and the wait is not performed or needed. Let us do one more macro. Edit a new empty macro pool object. Now click Import. This opens a long list of previously exported macros and factory-created macros. Filter the list or scroll down to find “help context sensitive.xml”, select it, and click Import. Now, you have imported all the settings for this macro, including a macro name. One of the settings is the **Execute** setting. This is set to “No”. This means that the macro line is not automatically executed. It basically just adds the command to the command line and then waits for a user action that executes the command. You can close the macro editor. This macro can be used to open relevant help pages. Try it out by clicking the macro and then the macro pool title field. This opens the help page about macros.   Close the help pop-up and add more macros if you feel like it. ![](/img/grandma3/2-4/qsg_09_macro-pool_final_v2-2-b7d168.png) You can click the macros in the pool to run them. A command can also trigger them, for example, Macro 1. *** ## Recap [Section titled “Recap”](#recap) This chapter was a quick look at the macro system. The main manual has an entire [Macro section](/grandma3/2-4/macros/) about macros. Feel free to add more macros in the following chapters if you feel it makes sense. In the [next chapter](/grandma3/2-4/qsg_cue_executor/), we are finally going to create some cues. # 15 - Sequence with Multiple Cues > Now, we are going to create a new sequence with multiple cues. Now, we are going to create a new sequence with multiple cues. We will use the moving heads and some of the presets we created in Chapter 13. Because of the differences in our preset, your result will look different than mine. That is okay. It is meant as a demonstration, and we will use the sequence to look at different functions. The actual preset values are not important. ## Create the Sequence [Section titled “Create the Sequence”](#create-the-sequence) We begin by getting some values into our programmer. Start by clearing the programmer. Now select Group 7 (all the Mega Pointe) and turn them to 100%. Select a position preset and a color preset. This is our first cue in a new sequence, so let us store it: Press Store and then the executor button 206. Now we have a new sequence (number 5), and executor 206 controls it. Press Select Sequ 5 Please to select the sequence. This makes it easier when we are going to work with the sequence. Have a look at the sequence sheet. Notice that the cue name gets the names from the presets. ![](/img/grandma3/2-4/qsg_15_sequence_first-cue_v2-4-4b2664.png) First Cue in the New Sequence Press the Go+ key in the master section to run the cue. The master section can be opened temporarily by pressing F7 on a keyboard or be created as a window. Turn off the Mega Pointes (0%) and Press Store Cue 2 Time 3 Please. This stores cue 2 with a cue fade time of 3 seconds. Clear the programmer. Now you are back to cue 1. Press Go+ in the master area to run the second cue. Select all the Auras. Turn them On, and select a color and a position. Store this as cue 3 with a fade time of 4. Give them a new position and adjust the color. Store this as cue 4 with a fade time of 3 seconds. Clear the programmer and run the two new cues in the sequence. ![](/img/grandma3/2-4/qsg_15_sequence_cue-four_v2-4-510a62.png) Cue 4 is active Select the X4 Bars. Give them a dimmer value, a color, and a position, and adjust the zoom. Store this as cue 5 with a fade time of 2 seconds. Clear the programmer and run cue 5. Select the Mega Pointe. Give them a new position, intensity, color, and add a gobo. Select the Auras and turn them Off. Store this as cue 6. Run the cue and *then* clear the programmer. This allows you to go to the cue without any changes to the output when we clear the programmer. Now, we are going to change the cue timing. Press Time 2 / 5 Please. This changed the current cue time. We could have specified a cue number, and you can do this if you want to change a different cue than the current one. We also specified two different numbers separated by a forward slash. This means that the cue now has fade and outfade times. The outfade time (5 seconds) will be used by the dimmer going down in value (the Auras). All other attributes change values using the normal fade time (2 seconds). The final cue is going to be a blackout. Select the Mega Pointes and the X4 Bars and give them 0% intensity. Store this as cue 7 with a fade time of 0. This was the sequence. Try to run through it a couple of times. ![](/img/grandma3/2-4/qsg_15_sequence_cue-seven_v2-4-cd1417.png) All Cues Created ## Edit the Sequence [Section titled “Edit the Sequence”](#edit-the-sequence) Let us make some changes to the sequence using the sequence sheet. We would like cue 4 to automatically run, shortly after cue 3 is done. This can be done by changing the trigger for cue 4. The default trigger type is “Go” as we saw in chapter 8. Edit the “Type” field for cue 4, select Time, edit the time column, and give it a value of 6 seconds. These settings mean that when we trigger cue 3 with a Go, cue 3 runs with a fade time of 4 seconds, and a timed countdown of 6 seconds is also started for cue 4. So, 6 seconds after we trigger cue 3, cue 4 is triggered and starts fading. There are other ways to achieve the same result. This is just one way to do it.   With cue 6, we created a cue where the Mega Pointes turn On, and the Auras turn Off. We know this because we just did it. If we return to this show after some time has passed, we might not remember that it is the Auras that use the outfade time. So, let us change this to a different solution that makes what is happening more obvious. We are going to create a part cue with the Auras. Select the Auras and give them 0%. Press Store Cue 6 Cue 2 Time 5 Please. Notice that pressing ‘Cue’ changes the keyword that will be used - the next time we press the key - to the “Part” keyword. This command might give you a rather complex popup asking you how to store the values. Make sure “Tracking” is selected and that the pop-up looks like this: ![Update this description text.](/img/grandma3/2-4/qsg_15_sequence_store-cue-6-popup_v2-4-ffda40.png) Store cue 6 pop-up Confirm the settings by clicking Store. This stores the Auras dimmer value to cue 6 part 2 with a cuefade of 5. So now we can change the cue fade in cue 6 part 0 to 2. Press Cue 6 Time 2 Please. If we do not specify a part number, the software assumes we mean part 0. ![](/img/grandma3/2-4/qsg_15_sequence_cue-part-2_v2-4-e133cc.png) Cue 4 with a Time Trigger and Cue 6 with a Cue Part Separating the Auras in their own part instead of just using the outfade time can seem like extra work. In the end, it is a matter of personal programming style. I wanted to show you two ways this look could be achieved. I like to separate attributes that have different timing in part cues. It makes it easier for others to decode what is happening in the cue. Now, we should name the part something that tells us what we put in the part. Let us give all the cues a name. You can rename them by editing the name field for each cue and cue part. Here are the names I use: | Cue | Part | Name | | --- | ---- | ------------ | | 1 | 0 | Entrance | | 2 | 0 | Ready | | 3 | 0 | Scene 1 | | 4 | 0 | - - Auto - - | | 5 | 0 | Scene 2 | | 6 | 0 | Scene 3 | | 6 | 2 | - - Aura 0% | | 7 | 0 | BO | We should also name the sequence. Click in the command line input and type Label Sequence 5 “My Show” and execute the command. If you, for some reason, have a different sequence number, then please adjust the command to reflect the correct sequence number. ![](/img/grandma3/2-4/qsg_15_sequence_cue-named_v2-4-f43c32.png) New Names for the Cues Another feature I would like to introduce is the appearance of the sequence and the cues. We can give the sequence an appearance. This can give it a distinguished look on the executors and the sequence pool. Let us start by creating the appearances we need. Make an **Appearance** pool somewhere. How you use appearance is all up to you. Maybe you do not like the way I do it, and that is, of course, completely OK. But try to follow what I do, and then you can always change it afterward. We need to create 3 new appearances. Edit an empty pool object. You might need to scroll in the pool to get to some empty pool objects. In the **Background Color** fader, set the “R” fader to 0%, the “G” and “B” faders to 100%, and the “Alpha” fader to 30% (right-click the on-screen fader to open the calculator). Name this appearance “30% Cyan”. The next appearance is named “40% Red”. The faders are “R” = 100%, “G” = 0%, “B” = 0%, and “Alpha” = 40%. The final appearance is named “50% Green”. The faders are “R” = 0%, “G” = 100%, “B” = 0%, and “Alpha” = 50%. Those were the appearances we needed. ![](/img/grandma3/2-4/qsg_15_appearance-pool_v2-3-873e18.png) Now, we need to have a Sequence Sheet and the Appearance pool visible. We are going to assign appearances to cues. To be able to see these, we need to adjust the **Sequence Sheet Settings**. Click the MA logo in the upper left corner of the sheet. Click the Display tab to make sure it is the selected tab. There is a setting called **CuePart Appearance**. Set this to “Num+Name”. ![](/img/grandma3/2-4/qsg_15_cue-part-appearance_v2-1-263977.png) Close the settings. The easiest way to assign the appearances to cues (or technically the cue parts) is by using the Swipey menu in the Appearance pool. If you forgot about Swipey, please revisit [chapter 6](/grandma3/2-4/qsg_group/). Use the assign option and assign the “30% Cyan” to cue 4 (part 0) and cue 6 part 2. Assign the “40% Red” on cue 2 and cue 7. The result should look something like this: ![](/img/grandma3/2-4/qsg_15_sequence-sheet_colors_v2-4-41a7f7.png) Cues with Appearances Marking the cues with colors can help you quickly distinguish special cues from others. I like to mark “dangerous” cues, like blackouts, and cues that I do not need to worry about, like those that run automatically. Finally, let us give the sequence an appearance. Click the Settings in the title bar of the sequence sheet. These are the settings for the actual sequence. In the first column, there is a setting called “Appearance”. Click this and select the “50% Green” appearance in the list. This colors the sequence in the sequence pool and gives the executor the green color. This can make it fast to identify the sequence on the executors. Below this setting, there is another setting called “Prefer Cue Appearance”. Turning this On will give the executor, and the sequence pool object the color from the active cue (part 0) if there is one. Otherwise, it will use the sequence appearance. Turn this On if you like, and then close the settings. ## Tracking [Section titled “Tracking”](#tracking) We can see what is stored in the cues by changing the sequence sheet into a tracking sheet. Do this by turning On the Track Sheet in the title bar of the sequence sheet. It then looks like this (I have scrolled the sheet horizontally): ![](/img/grandma3/2-4/qsg_15_sequence-sheet_tracking_v2-4-7d630c.png) Sequence Sheet in Track Sheet Mode Here, we can see how an attribute changes through the cues. For instance, the dimmer value of fixture 201 is at 100% (Open) in cue 1 and then at 0% (Closed) in cue 2. This then tracks to cue 6, where the value again is at 100%. There are some colors here that are a bit interesting for us. The cyan text color indicates that it is a new value. This value will use the **Cue In Fade** time. The green text colors are dimmer values going to a lower value, and they will use the **Cue Out Fade** to change the value. The **Cue Out Fade** is the same as the **Cue In Fade** unless you specify a different time. The magenta text color indicates tracking values. This means that the value is not stored in the cue, but it is the value that the sequence will output. Another text color that can be on the tracking sheet is white. This indicates values stored in the cue at the same value as they would have if it were a tracking value. So, in essence, it does not need to be stored in the cue. We can edit a value directly in the tracking sheet. Let us try this. We will make a change for only one cue, so the first thing we want to do is turn On the Cue Only button in the title bar. We would like to change some other settings. Open the Sequence Sheet settings, turn on “Feature Sort”, and set “ChannelSet” to “Value+Name”. This will order attributes of the same type next to each other and allow us to see the stored values. ![](/img/grandma3/2-4/qsg_15_sequence-sheet_tracking_feature-sort_v2-4-674da7.png) Feature Sort Activated Now, use the mouse to click and drag through all the cells for fixtures 101 to 107 in cue 5 to mark them with a blue frame. Next, you want to right-click (Edit) the selected cells. This opens the calculator. We can select valid presets by clicking the Presets button around the middle of the calculator. For now, we just want to change the dimmer value to a different value. Click 5 0 Please (if they already were at 50%, then select a different new value). Now it looks something like this: ![](/img/grandma3/2-4/qsg_15_sequence-sheet_tracking_final_v2-4-83eb49.png) Dimmer Values Edited in Track Sheet If we did not do this as “Cue Only”, the new value would have been tracked through cue 6. ## Move In Black [Section titled “Move In Black”](#move-in-black) You might have noticed that, when running the cues, the fixtures faded to a new position, color, and gobo, along with the dimmer values. If we want the fixtures to already be at the next position, with the color and gobos ready, then you could store the color, gobo, and position values in the previous cue, but we can also make the software work for us. It is a function called MIB (Move In Black). To use MIB, we must turn off the Track Sheet again (toggle the button in the title bar). Scroll the sheet horizontally until you see columns called something with MIB. You can see the **MIB Mode** is set to “\”. Values inside <> are usually values set in a setting somewhere else. We can change this value in four of the cues. These are the cues where dimmer values go from 0% to a value above 0% while other values also change. These cues can have attributes auto-pre-positioned. Change the MIB Mode to “Early” for cue 3 by editing the cell in the sheet. We might want a different default than “None”. Click Settings in the title bar of the Sequence Sheet. On the right side, there is a setting called **MIBMode**. Change this to “Late” and close the settings. You can see that cue 3 still has the mode we specifically selected, but all the other cues use a different default MIB mode. ![](/img/grandma3/2-4/qsg_15_sequence-sheet_mib_v2-4-877c7b.png) MIB Result The result in the output is that we do not see fixtures move while dimmers are On except cue 4, where we have stored a new position and color while the fixtures are On. Again, there are other ways to achieve the same look. This was one way to solve this.   There are more details and information to know about tracking and MIB, but they are outside the scope of this quick start. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we created a sequence with multiple cues. We edited two cues using the standard programmer, looked at the tracking information, and edited the values in the tracking sheet. There is a whole section of the manual dedicated to cues and sequences. I have linked to it in chapter 8, but here it is again - [Cue and Sequences section](/grandma3/2-4/cue_sequence/). This also has a topic about [Tracking](/grandma3/2-4/cue_tracking/). We had a short look at MIB. There are many settings related to this, which can be quite complex when Phaser steps are included. If you want to, you can read more about it in the [Move In Black topic](/grandma3/2-4/cue_mib/). The [next chapter](/grandma3/2-4/qsg_output_dmx/) explores how we can output DMX from the system. # 01 - New Show and Setup > There might be a running show when you open the onPC or console. It always boots up with the last loaded show. We are going to build our show from scratch. ## A Fresh Start [Section titled “A Fresh Start”](#a-fresh-start) There might be a running show when you open the onPC or console. It always boots up with the last loaded show. We are going to build our show from scratch. This starts with the **Backup Menu**. This is where we store, load, or delete show files.  Locate and tap the gear ![](/img/grandma3/2-4/icon_gear_24_v1-9-17627a.png) icon in the left menu (the Command Bar) on the onPC. This menu is not visible by default on the consoles. On the console, you need to press the Menu button. Another way to access this menu in the future is to press the ‘F2’ key on the keyboard. Now, the menu pop-up appears. This gives access to several essential menus and settings. We will come back to some of them in later chapters. It is an important pop-up that gives you access to many menus and system settings. We need the backup menu now, so click the Backup button. This opens the backup menu. This is used to create, load, and save shows. It refers to a selected drive (hard drive, USB, or another external storage device). The drive can be changed by tapping the drive button in the title bar (at the top-right corner of the window). The default drive is “Internal”. This is where you can select a USB flash drive as the selected drive. Select the internal drive or a flash drive (if you have one). Now tap or click the New Show button. The software gives a suggested name that includes the current date and time. The name pop-up can be expanded to include an on-screen keyboard. This might be useful on some devices, such as Compact consoles. Tap the keyboard icon (![](/img/grandma3/2-4/icon_keyboard_24_v1-9_1-e99f85.png)) in the right corner of the name input field. This opens a new small “Edit NameInput” pop-up. Now click the keyboard icon in the upper left corner of the new pop-up to show or hide the keyboard - try it out. When you are happy with the look of the name pop-up, name the show QuickStart. If you are on a console or computer that you share with others, it might be a good idea to add your name before the show name. This ensures that you create a new show and do not modify others’ show files. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is always a good idea to store your show in multiple locations. For instance, keep a USB flash drive with your show files, and always remember to have it with you. Then you have the original file, and if it is changed in the console, you can always load the original. Hardware might also be destroyed or stolen. But that should not mean that your show is lost. | Create a new, completely empty show by clicking Check All and then clicking New Show. Now, you might be asked if you want to save any changes to the currently active show file. The options are **Save** or **Do Not Save** - selecting **Cancel** will cancel the new show creation. I do not know the answer to this question in your case. But if I am in doubt, I often choose not to save. It is the programmer’s responsibility to store their show before leaving it. If you are employed in a company, there might be a policy regarding this. If not, then this might be an excellent opportunity to get one. Select the option you are most comfortable with. You might be asked if you want to create a new show - we want this, so please click New Show. Now, we have created a new, completely empty show. ## Log in as Admin [Section titled “Log in as Admin”](#log-in-as-admin) We might be logged in as a guest user. But we need to have administrative rights to make any changes to the show. So, the first thing we might need to do is log in as the Admin. The current user can be seen in the Command Line input. It could look like this: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Guest\[Fixture]> | This example shows that the user is **Guest,** and the default keyword is **Fixture**. The default keyword is the one the console assumes we will use if we do not specify anything else. More on this later. The grandMA3 is a command line console. This means that most things can be done using commands entered at the command line. This might not be the most useful method, but simple operations can be faster to type on a keyboard. Especially when working with the onPC. The command line system also gives us very powerful macro and plugin tools - more on this in later chapters. It is very helpful to know the most common commands and their short versions. A short version means that you do not have to type (and correctly spell) the entire command. There is often a shorter version of the command. Now, we will log in as Admin. This user exists in all shows, and the username and password should not be changed. We need to use the **Login** keyword, followed by the username and password. Login is a short word, so I prefer to write the entire word, but the short version is **Log**. Type and execute the following command: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Guest\[Fixture]>Login Admin | If a user has a password, it needs to be added after the login name, and be aware that the password is case-sensitive. Now, we should have the following command line input: | | | | ------------------------------------------------------------------ | ---------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]> | *** ## Recap [Section titled “Recap”](#recap) In this chapter, we created a new, empty show and logged in as the default administrator. It lays the foundation for everything following. It is not necessary in order to proceed to the next topic, but if you want to read details on some of the things we did, then these are some suggestions: The backup menu is described in the [Show File Handling topic](/grandma3/2-4/show_file_management/). Every keyword in the console is described in more detail. Here is a link to the [Login](/grandma3/2-4/keyword_login/) keyword. Any keyword can be found by searching for it. If you want to browse through the keywords, then have a look at the [General Keywords topic](/grandma3/2-4/csk_general_keywords/). The grandMA3 is made to accommodate multiple users working together in the same show. This is one of the reasons for having different users. Read more about users and how to create them in the [Single User and Multi User Systems topics](/grandma3/2-4/user/). When you are happy, then move on to the [next chapter](/grandma3/2-4/qsg_first_patch/). # 16 - Network and How to Output DMX > This chapter is only information. We are not going to add anything to the show. This chapter is only information. We are not going to add anything to the show. It is possible to connect multiple grandMA3 hardware devices on a network. This allows multiple operators to work together on the same showfile. It also offers backup in case some hardware stops working. There are two directions to go in a grandMA3 network. The first direction is a grandMA3 onPC solution where the computing hardware is a Windows or Mac computer running the grandMA3 onPC software. We are not permitted to output anything from the grandMA3 onPC software unless we have some grandMA3 hardware that unlocks parameters/attributes for us. If we use an onPC solution, the limit is 4 096 parameters. We can patch these parameters in any of the 1 024 universes available to the system. We need something that can convert the DMX into actual physical DMX universe outputs if we need to control fixtures without an Ethernet port. The other direction is using grandMA3 consoles as the primary computing hardware. A console-based system can have grandMA3 onPC in the same system, but the limitation mentioned above is not valid. The console system provides you with certain parameters from the start, depending on the console model. The way to expand the parameters in a console system is by adding grandMA3 processing units - this is the only way to add more parameters when there is a console in the system. Much of the grandMA3 hardware has physical DMX ports. These can (as a general rule) be used as DMX inputs or outputs. ## Session [Section titled “Session”](#session) The grandMA3 devices need to be connected to a network switch and have IP addresses. We are not going into details on how to do this. Then, a **Session** needs to be set up. There is always a master device in a session - this needs to be what we call a station. A **Station** is any grandMA3 device capable of creating and running a session. Other grandMA3 hardware in the network can join the session. This is controlled from the **Network Menu**. Click the gear icon ![](/img/grandma3/2-4/icon_gear_15_v1-9-bcb58d.png) in the control bar or press the Menu key, and then click Network. ![](/img/grandma3/2-4/qsg_16_network-menu_onpc_v2-4-32f266.png) Other grandMA3 hardware on the network will appear in this menu and can be selected and invited into the session. ## Configuring a DMX Port on grandMA3 Hardware [Section titled “Configuring a DMX Port on grandMA3 Hardware”](#configuring-a-dmx-port-on-grandma3-hardware) The DMX ports on any connected grandMA3 hardware can be configured from any station. Open the menu pop-up again, and this time, click Connector Configuration. ![](/img/grandma3/2-4/qsg_16_output-configuration_v2-4-411212.png) In the example image above, you can see a full-size console with DMX ports. The onPC has ports that match a grandMA3 onPC command wing and all possible connected grandMA3 onPC devices. A grandMA3 onPC command wing is not connected in my current setup; instead, a grandMA3 Viz-key is connected. Up to two grandMA3 onPC fader wings can be connected to each grandMA3 onPC station. One of each of the two different grandMA3 onPC DMX-keys can also be connected to each grandMA3 onPC station. Their ports appear as children of the onPC station. A (not connected) Network Node with a port configuration also exists. Editing the fields for any port allows you to select which universe it should output or input DMX into. ## Network DMX [Section titled “Network DMX”](#network-dmx) Another option is to output (or input) DMX using Art-Net or sACN. To do this, open the menu pop-up again and then click DMX Protocols. There are two options on the left side where you can select Art-Net or sACN. ![](/img/grandma3/2-4/qsg_16_dmx-protocols_sacn_v2-3-1251c6.png) It is outside the scope of this Quick Start Guide to describe this in detail. There is a link below to learn details about the Art-Net and sACN. But generally, you can set up the grandMA3 system to output any combination of universes. Then, you will need a DMX node from any manufacturer that supports Art-Net or sACN, and remember that you need some grandMA3 hardware to unlock the parameters, even when using Art-Net or sACN to output DMX. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at what is needed to output DMX. A session, unlocked parameters, grandMA3 DMX ports, or DMX via a network. Learn more about unlocking parameters in the [Parameters](/grandma3/2-4/system_parameter/) topic and the sub-topics. You can see the grandMA3 hardware lineup on MA Lighting’s website ([External Web Link](https://www.malighting.com/grandma3/products/)). The Network menu is described in detail in the [Networking](/grandma3/2-4/network/) section. Details about setting up output from the grandMA3 hardware can be found in the [DMX Port Configuration topic](/grandma3/2-4/dmx_port_config/). The [Ethernet DMX](/grandma3/2-4/dmx_ethernet/) and its sub-topics describe DMX output via the network. This was the final chapter in the original version of the Quick Start Guide. Since then, we have added a new chapter about recipes. Future chapters might also get added as new chapters at the end of the guide. The idea is to let users skip the entire quick start guide and just load their “old” quick start showfile to continue learning about the new stuff. This does not mean that the previous chapters do not contain new information (for instance, Quickeys was added since the first versions of this Quick Start Guide), but these new functions that deserve a chapter will be added at the end. So, the [next chapter](/grandma3/2-4/qsg_recipes/) is about Recipes. # 14 - Phasers > We often desire to have our fixtures move around and possibly change colors or any combination of values changing dynamically. This is often achieved using some We often desire to have our fixtures move around and possibly change colors or any combination of values changing dynamically. This is often achieved using some kind of effect engine. The effect engine in grandMA3 is called **Phaser**. Phasers can be complex, and we are not going into a lot of details, but we are going to look at the basics of Phasers. A phaser uses **Steps**. The cues and presets we have stored until now have one step. If we do not specify anything else, we store the values in step 1. A step contains a set of values. Normally, you would need two or more steps to have a Phaser. Each step contains a set of values. We sometimes refer to objects with a Phaser as “multi-step” objects. Phasers can be stored just like cues and presets. The Phaser plays each step one at a time and loops through the steps during playback. A **Speed** value defines how fast this loop runs. If all the fixtures are doing the same steps simultaneously, then we say they have the same **Phase** value. But often, we want to spread the fixtures out so they are in different places in the loop. This is done by giving the fixtures different phase values. Do not confuse the **Phase** value with the concept of **Phasers**. *** ## Create a Dimmer Phaser [Section titled “Create a Dimmer Phaser”](#create-a-dimmer-phaser) To try some of these concepts, let’s create a simple dimmer chaser that fades between two values with the Even Blinders. Clear the programmer. Select Group 4. Give them an active dimmer value of 0%. Notice this small area on the encoder toolbar: ![](/img/grandma3/2-4/qsg_14_step-bar_step-1_v2-3-637d05.png) It is called the “Step Bar”. It currently says “1”. This shows us that we are working with values for step 1. Everything we have done so far in all the previous chapters has happened in step one. We need to add another step with a new value. Click the right-pointing arrow in the step bar. Now it should say “2/2”. ![](/img/grandma3/2-4/qsg_14_step-bar_step-2_v2-3-531fbc.png) Since we have not given the fixtures any value yet, we still only have 1 step, but we have selected step 2 and are ready to add some values. Give the fixtures 100%. Now, the fixtures are looping between the two steps in the output. Have a look at the fixture sheet. You can probably not see the value changes because we are looking at a layer called “Absolute”. This shows you the values you have requested in the programmer. We are currently looking at the values from step 2. Different elements, such as a phaser, can affect the output. We can change the fixture sheet to look at the actual output. We must turn On the **Layer toolbar** in the Fixture sheet if it is not currently visible. Click the MA logo in the upper right corner of the sheet window to open the settings for the fixture sheet. Toggle the setting called “Layer Toolbar” On (yellow text). Close the settings by clicking the X in the upper right corner of the settings pop-up. Now, a layer toolbar is at the bottom of the fixture sheet. The layer toolbar can be used to select different layers. We are not going into details about the layer toolbar. But if you click Output, you can see that the values of the fixtures are dynamically changing the output. ![](/img/grandma3/2-4/qsg_14_fixture-sheet-layer-toolbar_v2-3-e7c6e7.png) There is a version of the Layer Toolbar included in the Encoder Toolbar: ![](/img/grandma3/2-4/qsg_14_layer-toolbar_v2-1-ce29b5.png) The layers are organized into three different groupings. The first group (Values and Timings) is currently shown. The two other groups are layers relevant to Phasers. Phaser layers are marked with a purple bar at the top. The same colored indicator is also displayed in the fixture sheet on the values that a Phaser affects. The layer toolbar in the encoder bar defines what “layer” the encoders are controlling. The layer toolbar in the fixture sheet defines what layer we are looking at.  Click Phaser Overall and then Speed in the layer toolbar in the encoder toolbar. Now, the first encoder controls the speed. The default readout for the speed is BPM - Beats Per Minute. Each beat is a single step. So, if we had a Phaser with 60 steps running at 60 BPM, it would take one minute to run through all the steps. The speed encoder is currently empty. This means a speed is not defined, and the Phaser currently uses the default value (60 BPM). The fixture sheet shows that the blinders are currently moving together. We can change this by giving them different values in the **Phase** layer. Click Phase in the encoder toolbar. Then, click or short-press the encoder to open the calculator. In the “Specials” section, click 0 thru 360. Now, the fixtures are spread out equally over the entire loop. You can see this by selecting the “Phase” layer in the fixture sheet. If you cannot see the ‘Phase’ button, you can scroll the layer toolbar in the fixture sheet by clicking and holding both the left and right mouse buttons while moving the bar to the side. On the console, you must touch the layer bar with two fingers and scroll sideways. ![](/img/grandma3/2-4/qsg_14_phase-layer_v2-3-cecf4a.png) Notice that the values assigned are not actually from 0 to 360. This is because the phase value is defined as a degree on a circle. Imagine all the steps looping as a circle. On a circle, the values of 0 degrees and 360 degrees are the same location. So if the console literally did 0 to 360, then the first and last fixture would do the same. The phase values we have now look like this on a circle: ![](/img/grandma3/2-4/qsg_14_phase_destribution_v1-8-bd0482.png) ## Store and Use the Phaser [Section titled “Store and Use the Phaser”](#store-and-use-the-phaser) Store this in a new All Preset in preset pool 22 on the first preset. ![](/img/grandma3/2-4/qsg_14_phaser-preset_v2-3-603117.png) Click the preset to have the reference to it active in your programmer. Press/Click Store and then click executor 103. Now we get a new pop-up: ![](/img/grandma3/2-4/qsg_14_store-popup_v2-3-a5c97c.png) We want to store the Phaser as cue number 2. We could have been precise with our store command, but then you would not have seen this pop-up. It asks this question because we can store the values in the existing cue, or we can create a second cue. The default store settings have an option called “If not empty”. The default action when storing is set to “Ask”. This pop-up is the question. Click Create second cue. Now, you can use the “Go+” button on executor 203 to toggle between the two cues. ## Create Second Phaser [Section titled “Create Second Phaser”](#create-second-phaser) Here is a little more explanation about the controls for how a value changes from one step to another. Two Phaser (step) layers are called **Accel** (Acceleration) and **Decel** (Deceleration). These control if there is a curve to the fade to and from a step. The **Transition** layer defines how much of the available time between different steps should be used on the value transition. These three sets of values define how the value gets from one step to the next. The default values give us a linear fade using all of the available time.   We will make a third cue with a similar phaser, but where the values snap from one step to the other instead of fading between the values. Turn off the executor if it is active (Off and then executor 103) and clear the programmer. Many of the values we stored in the All Preset can be reused. Click it twice to call the phaser into the programmer. We did nothing to make the blinders fade from one step to the other. The default values make this happen.   We could achieve our goal by using the phaser layers as we did with the phase value, but let us look at the **Phaser Editor**. The encoder bar has a button that opens a temporary version of the Phaser Editor, but it can also be created as a window. Click Phaser in the encoder bar. ![](/img/grandma3/2-4/qsg_14_phaser-editor_2d-linear_v2-3-e8f176.png) This is the Phaser Editor. It is outside the scope of this quick start guide to explain all the elements and options in this editor. There is a link to the phaser topics in the recap if you want to learn all the details about the editor. The big green “V” in the editor is the path between the two steps for the dimmer values. Step 1 is at the bottom of the “V” (0%), and step 2 is at the top left. You can see the numbers on the blue line at the bottom. The fixtures’ different dimmer values are the yellow markers moving along the green line. The square on the left side (with the white frame) can be used when creating position phasers. It represents pan and tilt. For now, we are going to concentrate on the dimmer. We want to change the shape of the green line. Currently, the values are fading in a straight line between the two values. A button in the tools on the left-hand side can help us with this. Click the **Select Form** button. ![](/img/grandma3/2-4/qsg_14_phaser-editor_select-form_v1-8-b8d9e5.png) This gives us a new toolset on the right-hand side: ![](/img/grandma3/2-4/qsg_14_phaser-editor_form-tools_v1-8-9013eb.png) Click the top button. Now, the form has changed to this: ![](/img/grandma3/2-4/qsg_14_phaser-editor_square-form_v2-1-1f901b.png) Here, we can see that the green line is straight vertical. This means that the value jumps or snaps to the new value. We have actually turned the **Transition** value to 0% for both steps. The transition values can differ for each step to make very creative Phasers. Close the Phaser Editor by clicking the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner. ## Store and Use the Second Phaser [Section titled “Store and Use the Second Phaser”](#store-and-use-the-second-phaser) Store this as a new All Preset in the 22 preset pool. You should label the two presets with useful names. I have called them “Even Blind Soft” and “Even Blind Snap”. ![](/img/grandma3/2-4/qsg_14_phaser-editor_preset-pool_v2-3-102a8d.png) Click the second preset so it is active in your programmer, and press/click Store and then executor 103. This time, it does not ask us what we want to do. When there are at least two cues in a sequence, and we just store in the sequence, the system assumes we want to store a new cue using the next whole number as the cue number. If we want something else, we need to specify it. Great, clear the programmer and try out the three different cues on the executor. The best way to experience it is in the 3D window. ## Modify the Executor [Section titled “Modify the Executor”](#modify-the-executor) There are some things we should adjust to make this better. Right now, the sequence resets when we turn the master all the way down. It might be better if it stayed at the last cue we selected. And maybe we would like to be able to control the speed dynamically. Let us make these two changes. We need to open the **Assign Menu**. Click Assign and then one of the executor buttons for the Even Blinder sequence. We need to be on the **Handle** page in the menu. If it is not already active, click Handle on the left side. We want to expand the executor even further upwards. Click and move one of the upper corners up to include the next row above. The key assignment might have changed (because we changed the size). Again, we want the lower executor button to be “Flash”. We want the key for the 300 button to be “Speed1” and the Encoder for the 300 knob to be “Speed”. The handle assignment should look like this: ![](/img/grandma3/2-4/qsg_14_executor-handle_v2-3-ff22a8.png) Now, we need to adjust the executor’s settings. Click Edit Setting on the left side to open the settings for the sequence. There are many different settings. The one we want to change is “Restart Mode”, which is near the middle of the menu. This setting has three options. Click the button until it says “Current Cue”. ![](/img/grandma3/2-4/qsg_14_restart-mode_v2-3-d3f914.png) This means the sequence will restart on the cue where we left it. Finally, close the **Assign Menu**. Play around with the new speed knob and the fader in combination with the three cues. The button below the rotating knob resets the speed back to 60 BPM. The knobs on the onPC can be turned like the encoders. Be aware that this is the speed of the entire sequence, not the Phasers - although since the Phasers are in the sequence, they will be affected by the sequence speed. ## Create Phasers for the Odd Blinders [Section titled “Create Phasers for the Odd Blinders”](#create-phasers-for-the-odd-blinders) Now, repeat everything we just did, but this time for the Odd Blinders, and set up their executor the same way. Store the Phasers in new All Presets. When you have done all that, continue to the next chapter. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at simple dimmer Phasers. There is an entire section in the manual called [Phaser](/grandma3/2-4/phaser/) - this gives you all the details about Phaser creation, and there are some examples of more advanced Phasers. You can use this show to try the examples. We also looked at the layer toolbar in the fixture sheet. This has a little bit more description - [Fixture sheet layer toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/). We often keep the Auto layer selected in the fixture sheet unless we want to see something specific. This means it follows the selected layer in the encoder toolbar. We also briefly touched the Store Settings. We will not talk more about them in this quick start guide. You can learn more about the Store Setting in the [Store Settings and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/) topic. In the [next chapter](/grandma3/2-4/qsg_multicue_sequence/), we are going to create a new sequence. # 13 - Presets > We have looked at storing values in cues. We have looked at storing values in cues. There is another option - storing the values in presets. Presets are pool objects that can contain values and a selection of fixtures that can use the values. These are often created as building blocks in cues but can also be used for busking shows. One of the advantages of using presets as building blocks in cues is that the cue stores a **reference** to the preset and not the value stored in the preset. Should the preset values change, the cue will still look in the preset for the values. There is no need to update the cue. A preset pool looks a lot like the other ones we have looked at. There are several preset pools, so they have their own tab in the Add Window pop-up. The preset pools are created as windows in the user-defined area. Each feature group has its own preset pool. The default setting is that you can only store values from a feature group in its respective pool. There are also five **All** preset pools. They can store values from all feature groups. Let us have a look at color presets. Clear your programmer if you still have values there. Create a color preset pool on your screen. ![](/img/grandma3/2-4/qsg_13_color-preset_empty_v2-4-ccac3f.png) Press Group 6 Please. Press Full to turn them On. Tilt them forward a little (a negative tilt value). Finally, give them a nice color. Now, we have active programmer values in dimmer, tilt, and colors. ![](/img/grandma3/2-4/qsg_13_fixture-sheet_active-values_v2-3-d74115.png) My fixture sheet uses the “Value” option in the “ChannelSet” setting in the Fixture Sheet Settings, and I have activated ‘Prog Only’ in the title bar. **Prog Only** means programmer only, and this filters the sheet to display only the programmer content. Notice that we have selected the “main” part of the X4 fixtures. The dimmer and tilt are part of this main part. The main part does not have any color attributes. The values shown for the row with the main part are slightly dimmed. This indicates that the value shown is actually from the child or subfixture. The color attributes are actually in the subfixtures. We do not need to select the subfixtures explicitly to apply the color. Since the main fixture does not have this attribute, it is passed on to the subfixtures when applied to the main fixture. Have a look at the dimmer attribute. The main fixture and subfixtures all have dimmer attributes. The value is only applied to the selected (main) fixture. The subfixtures’ default dimmer value is at 100%, so the result is a colored light output. Ok, back to presets. Press Store and click the first preset pool object in the color preset pool - not the title field, but the one with a small “1” in the upper left corner. Two things happened. First, our fixture sheet changed. ![](/img/grandma3/2-4/qsg_13_fixture-sheet_inactive-values_v2-3-e9f29c.png) The color values are now inactive values in the programmer. The dimmer and tilt attributes are still active values. This indicates that the color values have gone somewhere, and the dimmer and tilt have not. Also, the color values are replaced with “4.1”. This is the number of the preset where the color values have gone. The first number is the feature group / preset pool number. The second number is the pool object. ![](/img/grandma3/2-4/qsg_13_preset-color_one_v2-4-9748e9.png) So we got this new color preset. Notice the small “U” in the upper right corner of the preset. This indicates that the preset is a **Universal** preset. Let us have a look at what is actually stored in the preset. Clear the programmer. Press Edit and then click the preset. Now the fixture sheet changes and looks like this: ![](/img/grandma3/2-4/qsg_13_fixture-sheet_edit-global_v2-4-882b8a.png) These are now values in our programmer, and it is actually output. We see here that the value is only stored for the last subfixture of the last X4 fixture, and there is are two small square yellow color indicators above each value. This indicates that a value is a universal value. All fixtures that have these attributes can use the universal values. Clear your programmer and press Esc. Click the color preset. This first preset “call” selects all the fixtures that can use a preset - when we do not already have a selection of fixtures. Notice that we select all the subfixtures and all the Mega Pointe and Auras. We only want the X4 Bars, so clear the programmer again and then click group 6. Click the preset again. Now, we have called the preset reference into our programmer for the selected fixtures (group 6). Notice that the preset number shows in the fixture sheet value cells. If we want to turn On and tilt the X4 bars again, we can press Full to turn them On and use the tilt encoder to tilt them forward. Now, we are going to store a couple of other presets. Please make a **Position** preset pool and a **Dimmer** preset pool. Now press Store and click the first preset in the position pool. And we are going to store the first dimmer preset as well. Now you should have presets that look like this (The color preset might not be the same): ![](/img/grandma3/2-4/qsg_13_presets_v2-4-8d0b0b.png) The position preset got a small red “S”. This tells us it is a **Selective** preset. Selective presets only contain values that can be used by the fixtures that had the values when the preset was stored. Try to clear your programmer completely and click the position preset once. Now, you have selected all the X4 main fixtures. Clicking it again assigns the reference to the preset. If you edit the preset, you can see in the fixture sheet that the same tilt value is stored for all the X4 fixtures. The fixture sheet can be expanded or collapsed by tapping the white triangle arrow in the upper left corner. ![](/img/grandma3/2-4/qsg_13_fixture-sheet_edit-selective_v2-3-6a6428.png) Clear the programmer again and exit the edit mode by pressing Esc. Now click the dimmer preset once. This selects *all the fixtures*. That is because all the fixtures we have patched have a dimmer attribute, and the preset can be applied to all dimmer attributes. Notice that it also has the small “U” in the upper right corner. Clicking it again. Now, all the fixtures are at full. Clear the programmer. There is a third mode called **Global**. This means that the preset has stored values for a specific fixture type. It is indicated by a small “G” in the preset’s upper right corner and as a single small yellow square when editing the preset.  So, we could simplify it like this: Universal means stored values for the attribute. Any fixture with that attribute can use the preset. Global means values stored for a specific fixture type. Any fixture of the same type as the stored one can use the preset. Selective means stored value for the specific fixtures stored in the preset. There are details to this that make it less strict when the preset is called, but these are the general rules.  Why did the presets get stored with these different preset modes? It is because we did not change the default store settings. These say that the preset should be stored using the “Auto” option for the preset mode. Auto means that the preset pool mode is used. Each preset pool title field also has one of the mode letters showing the mode for the entire pool. This can be changed by clicking the MA logo in the title field for the pool. This opens the pool settings. ![](/img/grandma3/2-4/qsg_13_preset-pool-settings_v2-4-81b908.png) I am not going to explain all the different settings. But there is the **Preset Mode** for the entire pool. Clicking the button toggles between the three different modes. Please leave it in the mode it was. Close the settings pop-up by clicking the ![](/img/grandma3/2-4/icon_cross_v0-1_1-e1c355.png) in the upper right corner of the pop-up.   Let us move on. Create an **All** preset pool. There are five different All preset pools. They do the same; it does not matter which one you choose to create. There are several ways to organize the pools and store different content in different pools - should you choose to. If we want to recreate the first look with the X4 bar, we need to select the X4 fixtures and apply the three presets. You could do this by clicking group 6, but we can also click the position preset first to select the X4 bars. After making the selection, you can click the three presets. Now, we have the references to the three presets in our programmer. We want to store this in an All preset, but we would like to keep the references to presets - just like if we stored a cue. To do this, we need to make a small change to the store settings. Press and hold the Store key until the store options open. ![](/img/grandma3/2-4/qsg_13_store-settings_v2-4-b50e55.png) The store options are separated into different areas. One of them is about the preset. In this area, there is a button called “Embedded”. Click it to activate it. Now, click the first preset in the All preset pool. You might need to close the Store Settings to click the preset pool. We will do this again - almost and create a second All preset, and then we can look at what happened. Clear the programmer. Click the position preset twice and then the dimmer and color preset. Now store the second All preset without changing the store settings. The result should look something like this: ![](/img/grandma3/2-4/qsg_13_presets-all_v2-4-dec916.png) The first All preset got an icon in the upper right corner area with a horizontal line and a down-pointing arrow below the line. This means that the preset is referencing other objects. The three presets we started with each have a different icon with a horizontal line and a down-pointing arrow above the line. This means that the preset is used as a reference somewhere else. Clearing the programmer and clicking any of the two All presets gives the same output. But try to use the edit method and look at the two presets in the fixture sheet. The first All preset has the references as values, and the second preset has values for the attributes. This means that the default when storing presets is that we extract the values from any selected preset and store these values in the new preset.   To explore this further, clear your programmer and exit the edit mode. Select group 6 and click the color preset (not any of the All presets). Change the color to something different. Now the ‘Update’ key is flashing. This means that we can update something. Press Update. This opens the update menu. ![](/img/grandma3/2-4/qsg_13_update_v2-4-47f1c7.png) The left side shows the color preset (shown in the image above). Click the preset. Now we have updated the color preset, and it could look something like this: ![](/img/grandma3/2-4/qsg_13_presets-all-updated_v2-4-a4dc71.png) Notice that nothing in the two All presets has actually changed! But the output is obviously different. The first All preset is still just referencing the first color preset - and this color preset *has* changed. The second All preset has attribute values stored, which have not changed.   Alright, this is all the preset knowledge we need at the moment. Please create five different color presets, including all the fixtures that can change color. Also, create five position presets, some gobo presets, and some All presets. Please create the position preset for all the fixtures that can move. Having presets with the default values (Open white, No Gobo, Home position, etc) is always a good idea. When you have created the desired presets, please clear your programmer, and do not forget to save the show once in a while. *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at different presets and made some presets for use in later chapters. We touched on different areas, including the [Update Menu](/grandma3/2-4/cue_update/) and the [Store Settings](/grandma3/2-4/cue_store_settings_preferences/). The manual has an entire section with details about [presets](/grandma3/2-4/presets/). In the [Next Chapter](/grandma3/2-4/qsg_phasers/), we are going to look at Phasers. # 17 - Recipes > In Chapter 15, we created a sequence with multiple cues using different presets. In Chapter 15, we created a sequence with multiple cues using different presets. Recipes can produce a similar result, but in a very flexible setup. This means we can program a show knowing that our fixtures might adjust in the future - both the amount and type. We can then choose to program our show so we are ready for future adjustments. Let us have a look at the theory behind the recipes. A recipe line can contain a set of information. This often involves a selection of fixtures (possibly from a group), a set of values (often from a preset), and information on how to apply those values to the fixtures. This information is then “cooked” into a cue or a new preset. If an element is changed, the recipe can be re-cooked, and the cue or preset will reflect the updated information. The element containing information about how to apply the values to the selection is what makes the recipe unique compared to using all presets with embedded presets (like we did in chapter 13) and the flexibility in updating a few groups and then re-cooking an entire sequence, makes the recipes a unique and very flexible tool when you often have to make adjustments to your show setup - for instance in a touring show. A recipe can contain multiple recipe lines. Each line can contain one set of information, making the entire recipe capable of having multiple sets of information. This graphic is from the recipe topic: ![](/img/grandma3/2-4/qsg_17_recipe_data-flow_v1-9-688339.png) This shows us that a recipe can be stored in a cue part or preset, which can then be used in a cue part. It also shows an element called “MAtricks”, which is currently out of the scope of the quick start guide. If a cue part contains its own recipes and uses recipe-based presets, it can be complex for the software to determine what output the fixture should produce. Ultimately, each fixture can only have output from one source at any given time. So I suggest keeping it as simple as possible. You can create incredibly complex programming, and the software will still figure out what to do. There is a greater risk of confusing yourself and your colleagues. Okay, let us do something and look at how it works. ## View Setup [Section titled “View Setup”](#view-setup) We should set up a view with the elements we will use. We need a sequence sheet to look at the sequence - create one on an empty user area or call a view with a sequence sheet. We also need a group pool with an empty group pool object. And we need the All preset pool number 1. It might also be useful to have a 3D Viewer visible. We need to make sure the sequence sheet displays the recipe lines. It might show this by default, but to ensure it does, click the MA logo in the upper left corner of the sheet, then click the Mask tab. This tab contains settings for customizing the appearance of the sequence sheet. Click Show Recipes to toggle it On. This setting might also have a button in the title bar called ‘Show Recipe’. This toggles the same setting as the one in ‘Mask’. We also want to set how presets are displayed in the recipe lines. Change the setting called Recipe Preset until it says ID+Name. ![](/img/grandma3/2-4/qsg_17_sequence-sheet-settings_mask_v2-4-20da71.png) Close the settings. Now, the bottom part of the sequence sheet shows an area where recipes can be created and edited. My view looks like this: ![](/img/grandma3/2-4/qsg_17_view-setup_v2-4-d45e9a.png) ## Cue with a Recipe [Section titled “Cue with a Recipe”](#cue-with-a-recipe) We are going to create a cue that uses a recipe. Start by clearing the programmer and turn off any active sequences. Then, store a new sequence and select it. For me, it will be sequence number 6. The new sequence should contain an empty cue 1. You can assign an executor to control the sequence if you want. We are going to create a recipe that uses a group. Select fixtures 201 and 202 and store this as a new group. This will be my group number 17. We now have all the building blocks we need for our cue recipe. You can see the recipe area at the bottom of the sequence sheet. Click cue 1 to select it - you may need to click the cue part number. The separation between the normal sequence sheet and the recipe area can be adjusted by clicking and moving the gray bar, separating the two areas up or down. Right-click New Recipe in the recipe area. Select Standard Recipe in the small pop-up. This line has a lot of columns that can contain settings for the recipe line. It is outside the scope of this quick start guide to explain what each column does. Right-click (or Edit) the field in the “Selection” column. This opens a selection pop-up with all the groups. Select the new group with the two Mega Pointes. Now right-click the “Values” field and select a color preset. Now we can see the cue name changed, and it got a small “pot” (![](/img/grandma3/2-4/icon_cooking_12_v1-9-2dfaa0.png)) icon. ![](/img/grandma3/2-4/qsg_17_cue-name-with-recipe_v2-2-c76fad.png) Run the first cue of the sequence. We don’t see anything. Select the group and give the fixtures a dimmer value. Store this into cue 1 using merge and clear the programmer. We can see that the fixtures get the color from the preset cooked into the cue, and the dimmer values are stored directly into the cue without referencing a preset or a recipe. Turn on Track Sheet to see what is stored in the cue. It appears that the color is just coming from the preset, just like if we stored it manually into the cue. Only the small green dot in the upper right corner of the value and the pot icon in the name indicate that some attributes are affected by a recipe. Notice that the pot has changed color (orange). This is because we now have a mix of values from a cooked preset and those stored directly in the cue. You should have some dimmer presets, including one with a low level and one with 100%. If you do not, then please create these (as universal presets). Let us create a new recipe line for cue 1, so we have two lines. This time, do this by clicking the existing recipe line, then the dark cyan plus icon in the menu on the left.  ![](/img/grandma3/2-4/qsg_17_add-standard-recipe_v2-4-af9370.png) We also want the group to be the “selection” for this line. It might automatically already be the case, it not, use the swipey menu of the group and select Assign. Now, click the new recipe line. This assigns the group as the selection. Use either of the two methods to select a dimmer preset with a lower dimmer value as the “value”. ![](/img/grandma3/2-4/qsg_17_cue-recipe_two-lines_v2-4-f40671.png) Notice that this does not change the output. This is because the cue’s manually stored “hard” values have a higher priority than the recipe data. The second line’s name is red, and the pot icon in the cues’ name is red. This indicates that some recipe values are not cooked. Let us try to change the fixture selection in the group. Select group 7 and store the new selection into the group used in the recipe - in my example, group 17. You can choose to merge or overwrite the group. The result is that the other spots turn on in my selected color and the lower dimmer value - they reference both the dimmer and color preset. The pot icon turned orange. That is because the cue contains cooked recipe data, and there is selective data overwriting some recipe data. We will now remove the stored “hard” dimmer values from the cue. With the group selection, give the fixtures a dimmer value - the actual value does not matter; we just need the active programmer value. Execute the following command: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Cue 1 /Remove | Clear the programmer. All the “hard-coded” dimmer values are now removed from the cue, and the fixtures have the dimmer values from the recipe. The recipe was automatically cooked with the store action, and the pot is green again. We can also manually cook the cue or sequence again. Let us try the manual approach. Execute the following command: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook Sequence 6 | If your sequence is not number 6, please adjust the number to match. This gives us a pop-up: ![](/img/grandma3/2-4/qsg_17_cook-popup_v2-4-e12b94.png) We did not specify how the values should be cooked into the cue in our command, so the software asks us what we want. Note that we can also use the cook command to remove recipe data. We want to merge the recipe data, so click Merge. The fixture now uses the dimmer preset. Let us try to change the dimmer preset in the second recipe line. Select a different dimmer preset with a high output. You can use the assign method or right-click the values field in the line and select the desired preset. Notice how the cue name adjusts to represent the referenced presets. Add a third recipe line and use the same group as the selection and a position preset as the value. When the value and selection are added, it is automatically cooked into the cue, and the fixtures reflect the output. The final change we will make is adjusting the fade and delay times for the dimmer recipe line. Scroll the recipe to the right to show the MAtricks section. Click the black triangle icon to unfold all the MAtricks columns. Scroll to the “Fade X” and “Delay X” columns.  It is outside the scope to explain the X, but the fade and delay allow us to add a value range for the selection. Edit the “Fade X” cell and in the calculator pop-up click 3 Thru 1 0 Please. The “Delay X” value should be 1. The result should look like this: ![](/img/grandma3/2-4/qsg_17_recipe-lines-fade-delay_v2-4-7dc47a.png) Try to turn off the sequence and then run the cue. You can see that the individual fixtures use the individual fade times, matching the range in the recipe. It might be easier to see in a fixture sheet. Finally, edit the group (Group 17) to contain only fixtures 201 and 202, and use the “overwrite” method to store only these two fixtures in the group. The output is now updated. If not, try turning off the sequence and running the cue again to see how the output adjusts to the new selection. ## Preset Recipe [Section titled “Preset Recipe”](#preset-recipe) We are going to create a preset containing a recipe. Clear the programmer and turn off the sequence. We are going to adjust the view to include the “Recipe Editor” window found in the Tools section. We do not need the preset pools. My view looks like this: ![Update this description text.](/img/grandma3/2-4/qsg_17_view-setup-2_v2-4-8fd691.png) The Recipe Editor is a window we can use to build and edit a recipe in the programmer. We will use this to create a new recipe and store it in a new preset. Now we can build a recipe in the programmer. Click Add Standard Recipe. This adds a recipe line. Click the “Selection” cell. Now, the bottom part lets you select one of the groups. The bottom part changes to display the relevant pool or editor depending on the selected cell. On the bottom left, there are three buttons that control how the pools are displayed or whether a relevant editor is displayed. Click the group with the two fixtures (my group 17). Click the “Values” cell in the same recipe line. At the top of the bottom part, we can now select a preset pool in a bar that can be hard to read. We need a dimmer preset, so click 1 Dimmer in the bar, then select one of the high value presets. Now we need the second line. Click Add Standard Recipe again. The group should be added automatically, so we need to click the color preset button 4 Color, and then one of the color presets. My result looks like this: ![](/img/grandma3/2-4/qsg_17_recipe-editor-build_v2-4-9f25e1.png) These are programmer values, and they can be stored in a cue or a preset. Store this as a new “All 1” preset. My first available preset is number 3. The preset is created, and the active programmer values are removed. Clear the programmer. Now, try the preset by clicking it twice. The fixture should turn on in the selected color. Let us try to adjust the preset. Right-click the preset. The recipe lines are called back into the Recipe Editor, and the editor has a green frame to indicate the general edit mode. We want to add a fade value for the color. This can be done by selecting the “Name” column in the color preset row. Now the bottom part displays an MAtricks editor. Here, we need to change the “Fade From X” value to 2. ![](/img/grandma3/2-4/qsg_17_recipe-editor-edit_v2-4-fe6aa9.png) Click Update and then OK to update the preset. Clear the programmer and try clicking the preset twice to test the change. The color should fade in. Click the group with all the Mega Pointe (Group 7) and store (merge) the selection into the group used in the recipe (my group 17). This does not update the output. The programmer still only has the recipe information for the two fixtures. The added fixtures are not automatically cooked into our programmer. Click the preset to call the recipe values for the entire group. ## Recipe Preset without a Selection [Section titled “Recipe Preset without a Selection”](#recipe-preset-without-a-selection) Clear the programmer again. We will now create a recipe preset that does not contain a selection. A preset without a selection can be applied to the current selection. The valid values are then cooked into the programmer. Use the swipey menu on an empty preset in the All 1 preset pool. For me, the first empty pool object is number 4. In the swipey menu, select Edit Settings. This opens an editor for the pool object. This is a big editor that uses a lot of space. We can get a bit more space for our needs if we turn off the ‘Settings’ in the title bar. ![](/img/grandma3/2-4/qsg_17_preset-editor_empty_v2-4-d19f26.png) This big editor has the same recipe section as the Recipe Editor. We need to add a recipe line. Click Add Standard Recipe. This gives us the first recipe line. The input defaults to the selection, but we want to add a value. Please select the “Values” cell. Select a color preset as the value. Select the name cell and in the MAtricks editor at the bottom, please edit the “XWings” to a value of 2 and the “Fade From X” value to 3, the “Delay From X” to 0 and “Delay To X” to 5.  Add an extra standard recipe line and a dimmer preset with a high value for the recipe line. The result should look something like this: ![](/img/grandma3/2-4/qsg_17_preset-editor_final_v2-4-879afe.png) Notice the MAtricks part changes to show the settings for the selected line. Close the editor. Ensure the programmer is empty. Select the group containing all the Auras, then click the new preset. This calls the preset into the programmer using the fade and delay times and the recipe values. The programmer content does not refer to the recipe preset but to the content of the recipe preset. This can be seen in the Fixture Sheet. A preset like this can be used to busk and play back values on the fly or to build other presets. Clear the programmer. ## Add Recipe Preset to the Sequence [Section titled “Add Recipe Preset to the Sequence”](#add-recipe-preset-to-the-sequence) Click the first preset we created twice. Store this as cue number 2 in our recipe sequence. Clear the programmer and run the two cues. It seems to work. The fixtures do what we wanted. Turn off the sequence again. Select fixtures 201 and 202 and store (Overwrite) the selection in the recipe group (Group 17). Clear the programmer and run the two cues again. Cue 1 looks as expected, but cue 2 still affects all the fixtures. Clicking the preset twice confirms that the preset actually updated to use the new group. The problem with cue 2 is that the link to the preset was never updated to the new group content. The cue does not know that the recipe preset was changed to a smaller selection. Let us fix the problem and simply add a recipe for the second cue. The recipe line in the second cue should have our recipe group (Group 17) as the selection and the All preset as the “values”. Now we need to cook the sequence using the following command: | | | | ------------------------------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Cook Sequence 6 /Overwrite | If your sequence is not number 6, please adjust the number to match. Overwrite can be a very dangerous function, but in this case, it makes a lot of sense to use it because we only want the cues to contain the recipe content. The output is updated, but turn Off the sequence, clear the programmer, and try running the two cues again. You can continue to play around with recipes if you want to explore further. Remember to store your show when you are done. *** ## Recap [Section titled “Recap”](#recap) This final chapter was a big one. Recipes can be an extensive topic, and we only scratched the surface. There are many more details to recipes, but the hope is that you can see some of the advantages of using recipes in a show where flexibility is needed. Recipes are explained in more detail in the [Recipes topics](/grandma3/2-4/recipes/). Using recipes in cues is explained in the [Cue Recipes topic](/grandma3/2-4/cue_recipe/). Using them in presets is described in the [Recipe Presets topic](/grandma3/2-4/presets_recipes/). *** ## Finally [Section titled “Finally”](#finally) This is the end of the Quick Start Guide. Thank you for reading it. I hope you have enjoyed it and learned something. We did not create the best show ever, but that was not really the goal. The goal was to introduce you to some of the many features and functions of the software. The manual is a great resource to get detailed information about grandMA3. There are also the release notes with each new release to keep you updated on changes. If you want to learn more, there is online E-learning and in-classroom learning - see more on MA Lightings website and possibly contact your local distributor. I also want to mention the official forum. It is a great resource for getting help from other users and professionals. There are also a lot of different videos online - both official and unofficial that provide great insight and information about grandMA3. **Happy Programming** # 08 - Scribbles > Scribbles are another way to add a custom indication to different objects. Scribbles are another way to add a custom indication to different objects. These are small, simple drawings that you can create and use. They also live in a pool. Create the **Scribbles** pool in your user-defined area and edit the first empty pool object. This is the scribble editor: ![](/img/grandma3/2-4/qsg_08_scribble-editor_v2-3-5fb102.png) The left side is the drawing area. The right side is used to select a drawing color and line thickness. You can also give it a name, and there are buttons to clear, oops, change some color, apply changes, and save the drawing to the pool. Try the different drawing options. When you are happy with your drawing, you can close the editor. Scribbles are applied like appearances. They are mostly applied to pool objects, where appearances can also be applied to a wider range of elements, such as backgrounds, windows, or even the user-defined area. When we label an object that can create a new scribble, there is an icon (![](/img/grandma3/2-4/icon_scribble_15_v2-1-b214d7.png)) near the upper left corner of the **Edit Name pop-up**: ![](/img/grandma3/2-4/qsg_08_edit-name_scribble-icon_v2-2-0dc292.png) The icon with the fountain pen tip (![](/img/grandma3/2-4/icon_scribble_15_v2-1-b214d7.png)) is the scribble icon. Clicking this opens the scribble editor at the bottom of the edit name pop-up. Creating a new scribble and applying it to the object adds the scribble to the pool so it can be used again on other objects. The ‘Scribble’ button near the upper right corner can be clicked to open a small select pop-up where existing scribbles can be selected.   When both scribble and appearance are assigned to an object, the appearance is at the back, the scribble is on top of the appearance, and the object’s name is at the front. It could look like this: ![](/img/grandma3/2-4/qsg_06_result_v2-3-2dfe68.png) *** ## Recap [Section titled “Recap”](#recap) In this chapter, we looked at Scribbles as tools to create custom indications and marking of objects. The main manual also has a section for [Scribbles](/grandma3/2-4/scribbles/). They have more details on the different functions. We will not talk more about scribbles, but feel free to add more and use them in the rest of the chapters. The [next chapter](/grandma3/2-4/qsg_macros/) is about another useful pool - Macros. # 00 - Welcome > This guide is a quick tour of some of the most used elements of the grandMA3 software. This guide is written using version 2.4. If you are on a different versio This guide is a quick tour of some of the most used elements of the grandMA3 software. This guide is written using version 2.4. If you are on a different version, then there might be elements that function slightly differently. The general functions and principles are the same. We will try to keep this guide up to date with the latest version. It is meant to be a more personal and loose reading experience than the main manual. It is a collection of tutorials in which you (the reader) follow the steps I (the author) explain as we go along together. The main manual is better if you are looking for short explanations of how to do a specific thing. This guide has a lot of text and description behind the steps - hopefully, it is also a little fun to read. It is highly recommended that you read the numbered chapters in order. You should read this online since it is the most up-to-date version. But you can also create this as a PDF and maybe print it. You could save the paper, take the PDF, and read it on your favorite electronic device instead. One favorite option could be the console or onPC, where this guide is available in the help system, so you do not need to create a PDF. The Quick Start Guide is meant to be read from start to finish and is for users new to the grandMA3 software. You should use the main manual if you are looking for help on a specific topic. To get the best result, you should try to do precisely what is written. If you change something that is not described, you might get a different result. We will create a new show with some fixtures with standard functions. We will create something with a cue sequence and some busking setup that can be used for a more dynamic live playback. ## Preface [Section titled “Preface”](#preface) This guide is primarily written using the grandMA3 onPC. The thought is that most users who go through this are on the onPC platform. You can go through this guide if you have a grandMA3 console or a grandMA3 onPC command wing. It will be explained if there is any difference in how to operate the onPC or console. The primary difference is that you do not need to open windows with virtual keys and executors if you have real hardware. A mouse/trackball is recommended. Often, the guide will say something like “click the button”. This is the same as tapping it on a console or a touch screen. We might need to “Right-click” something with the mouse. It is the same as pressing the Edit key and tapping the object on a console. You can use an external mouse/trackball on the console; it’s up to you, but the interface is built to be touched. If you are using the onPC, you will spend a lot of time on the “virtual displays”. The screens on the console are numbered like this. ![](/img/grandma3/2-4/img_screen_order_fs_v1-1-6b954c.png) The grandMA3 onPC is a little different: * Display 1 is a combination of console screens 1 and 8. * Display 2 is a combination of console screens 2 and 9. * Display 3 is a combination of console screens 3 and 10. * Display E4 is an external screen 4. * Display E5 is an external screen 5. * Display S6 is the console screen 6. * Display S7 is the console screen 7. The displays can be toggled using the **Display** pop-up found in the **Control Bar** on the left side of the displays. It is a button with a screen icon(![](/img/grandma3/2-4/icon_display_24_v1-9_1-20de27.png)). It is not possible to turn off Display 1. The **Control Bar** also gives access to virtual controls. There is the virtual **Command Section**, the **Master Controls**, the **Playback Controls**, and the **Custom/Master Section**. These can also be toggled using the F3, F4, F5, and F7 keys on a keyboard. We will come back to all these controls later. ## Markup in the Quick Start Guide [Section titled “Markup in the Quick Start Guide”](#markup-in-the-quick-start-guide) In this guide, there are different markups in different situations. Even though this is written using an onPC, there will be some (virtual) key presses. If you should press or click keys, then it is displayed like this: Store Cue 1 Please. If we are just talking about a key, it will be written in single quotes like this: The ‘Store’ key. If it is an area on the screens you need to click or press, it is written like this: Internal. This could be a tab in a menu, a button on the screen, or a clickable area. If we are talking about a term, it will look like this: **Store** is a function to save something.  If you need to use a keyboard and write something in the command line (we are going to look at what this is later), then it will look like this: | | | | ------------------------------------------------------------------ | --------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | Admin\[Fixture]>Store Cue 1 | All input like this should be executed with a press on the ‘Enter’ key on your keyboard. The Enter is not displayed. It is the same as the Please key on the grandMA3 hardware. ‘Please’ or ‘Enter’ is not a visible command - it is the key that executes the typed command. A default keyword is displayed in the command line input above. It is the yellow word inside the square brackets. You do not need to write this; it is already there - it might be different than the one displayed above. Feedback from the system is displayed like this: | | | | ---- | ----------- | | OK : | Store Cue 1 | Notice that the Please or Enter is not displayed. The feedback can be seen in the Command Line Feedback window (more on this later). If you need to write something on the keyboard that is not for the command line, the keyboard input will look like this: **My Favorite Cue**. This could, for instance, be a name. There might be hints, important information, or restrictions throughout the guide. These are written in boxes with icons and a small headline showing the type of information. | | | | ------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | This is what a hint would look like. | *** ## Recap [Section titled “Recap”](#recap) Each chapter ends with a short recap of what we did. It might also include links to relevant topics in the main manual. These links are meant as guides to relevant sections of the manual where you can find more detailed information on specific topics covered in the guide chapter. You can take a break from the guide and read the manual topics if you want to, but you do not need to read them to continue to the next chapter. For this chapter and introduction, I could add the following links: Learn how to install grandMA3 onPC in the [Installation of grandMA3 onPC topic](/grandma3/2-4/onpc_windows_installation/). For details on setting up the console, see the [First Steps section](/grandma3/2-4/first_steps/). If you want to learn more about the command line input, then read the [Command Line Topic](/grandma3/2-4/ws_ui_command_line/). At the end of the recap, there is a link to [the next chapter](/grandma3/2-4/qsg_new_show_setup/) - go ahead and click it when you are ready. # Quickeys > Quickeys allow you to create soft versions of various hardkeys and functions. #### Overview [Section titled “Overview”](#overview) Quickeys allow you to create soft versions of various hardkeys and functions. #### Accessing Quickeys [Section titled “Accessing Quickeys”](#accessing-quickeys) You can access Quickeys by either: * Using the Quickey Pool. Open the Add Window dialog, tap Data Pools, and then tap Quickeys. For more information about pools in general, see [Pool Windows](/grandma3/2-4/wvm_pool/). * Using the [Quickey keyword](/grandma3/2-4/keyword_quickey/). # Quickey Editor > 1. To open the Quickey editor, use Swipey on an empty pool object and then tap Edit. 1. To open the Quickey editor, use Swipey on an empty pool object and then tap Edit.  2. The Quickey editor opens: ![](/img/grandma3/2-4/popup_edit_quickey_v2-2-f6ff0b.png) Quickey editor | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To edit an existing Quickey, enable CLI in the Quickey Pool Settings or use the command line, for example, Edit Quickey 1. For more information, see [Command Line Interaction](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/command-line-interaction). |   The following six settings are available in the Quickey editor: * **Name:**\ This is the name of the pool object.\ Selecting Code first takes precedence over the function name.\   * **Scribble:**\ Assigns a scribble to the pool object. See [Scribble](/grandma3/2-4/scribbles/).\   * **Appearance:**\ Assigns an appearance to the pool object. See [Appearances](/grandma3/2-4/appear/). * **Tags**:\ Opens the Tags pop-up. See [Tags](/grandma3/2-4/tags/).\                           * **Note:**\ Edits a note to the pool object. See [Notes](/grandma3/2-4/notes/).\   * **Lock:**\ When enabled, the pool object is looked for further changes.\   * **Code:**\ Opens the code list. Tapping Code in the pool editor opens the Quickey code list. To filter codes, tap ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) and type the function into the text field. For more information about the individual functions, see [Keys](/grandma3/2-4/keys/). ![](/img/grandma3/2-4/popup_code_quickey_v2-1-dc19a7.png) Select Code pop-up. # Create Quickey > To select fixtures 9 through 13: #### Requirements [Section titled “Requirements”](#requirements) * The demo show is loaded. * The fixture sheet is open. * The Quickeys pool is open. * Clear the Programmer and turn off any active playbacks. For more details, refer to the sections [Clear Key](/grandma3/2-4/key_clear/) and [Running Playbacks](/grandma3/2-4/executor_running_playbacks/). #### Fixture Selection [Section titled “Fixture Selection”](#fixture-selection) To select fixtures 9 through 13: 1. Type `Fixture 9 Thru 13` into the command line. 2. Press Please to confirm. #### Creating a Quickey [Section titled “Creating a Quickey”](#creating-a-quickey) 1. To open the Quickey editor, use [Swipey](/grandma3/2-4/wvm_pool/) on an empty pool object and release your finger above Edit. ![](/img/grandma3/2-4/window_swipey_quickey_v1-9-a426ad.png) Swipey 2. To open the code list, tap Code. 3. To open the filter bar, tap ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) and type “full”: ![](/img/grandma3/2-4/popup_full_v1-9-086998.png) Filter 4. Tap FULL. The code list closes. 5. Tap ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png) to close the editor. A new Quickey pool object is created.   6. Create a second Quickey with the BLIND function. The pool should look like this: ![](/img/grandma3/2-4/window_quickey_example_v1-9-3_2-f6234d.png) Quickey pool 7. To set the dimmer of the selected fixtures to 100%, tap FULL in the Quickey pool. 8. To toggle blind, tap BLIND repeatedly. For more detailed information on the keywords used, see [Full](/grandma3/2-4/keyword_full/) and [Blind](/grandma3/2-4/keyword_blind/). # Use Quickey Pool Objects > To activate or deactivate a Quickey, tap on the particular pool object. To activate or deactivate a Quickey, tap on the particular pool object. A virtual LED in the top right corner of each pool object indicates the current status of the Quickey, depending on the LED color: * **Black**:\*\*\*\* Quickey is off. Some Quickeys are triggered without an LED color, for example, MENU or NUM1. ![](/img/grandma3/2-4/window_quickey_led4_v1-9_1-77024e.png) * **White**: Quickey is active. ![](/img/grandma3/2-4/window_quickey_led3_v1-9-85598e.png) * **Grey**: Certain Quickeys trigger keywords. The appropriate keyword is entered into the command line when the virtual LED is grey. ![](/img/grandma3/2-4/window_quickey_led_v1-9-48aca7.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Quickeys MA1 and MA2 can be latched. For more information about latch, see [Command area](/grandma3/2-4/ws_command_area/). | # RDM (Remote Device Management) > Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixt Remote Device Management is a protocol that allows bi-directional communication between a grandMA3 device and RDM-ready devices attached to it (= RDM-ready fixtures) over a standard DMX line. RDM protocol allows grandMA3 devices to send commands and receive messages from specific moving lights for device configuration and status monitoring. For example adjusting the DMX starting address. This is especially useful for devices installed in a remote area. The [parameters](/grandma3/2-4/rdm/#h2_1163065709) of each fixture determine which commands can be send and which messages can be received between the fixture and the grandMA3 device. ANSI E1.20 - 2010 by PLASA specifies the RDM standard as an extension of the DMX 512-A protocol (ANSI E1.11). RDM is integrated in DMX without influencing the connections. The RDM data is transmitted via the standard XLR-poles – new DMX cables are not required. RDM-ready and conventional DMX devices can be operated in one DMX line. The RDM protocol sends its own data packages in the DMX512 data feed and does not influence conventional devices. *** ## Enable RDM [Section titled “Enable RDM”](#enable-rdm) To use RDM, it has to be enabled in two different spots: 1. Globally within the show file:  * Press Menu - Network: Enable the RDM button in the \*\*[Stations](/grandma3/2-4/network_session/#h3_1753514110) \*\*tab. * Or Press Menu - Network: Enable the RDM button in the **[Station Control](/grandma3/2-4/network_station_control/)** tab.  * Or press Menu - Live Patch: Enable the RDM button in the **RDM** tab. * Or press Menu - Connector Configuration: Enable the RDM button on the bottom right. All four RDM buttons are linked to each other and RDM is enabled globally.  2. Per XLR port that shall use RDM. Therefore, the mode of an XLR Port in the Connector Configuration needs to be set from Out to RDM. Tap and hold in the cell of the desired Port. An editor opens: ![](/img/grandma3/2-4/window_device_rdm_v2-1-f85fd2.png) Tap Mode A and change it to RDM. Confirm the changes by tapping Apply. The background color of the port turns to turquoise:  ![Connector Configuration options with Port A in RDM mode and RDM activated globally in the bottom right.](/img/grandma3/2-4/menu_output_config_rdm_v2-1-ae9fe4.png) Connector Configuration options with Port A in RDM mode and RDM activated globally in the bottom right. In RDM mode, DMX data is only sent when there are changes of DMX values. In addition, every 500ms a refreshing packet will be sent so that DMX fixtures will not switch into DMX fail mode. This RDM output mode allows more time on the DMX line for RDM configuration. *** ## RDM Devices Window [Section titled “RDM Devices Window”](#rdm-devices-window) Open the RDM devices window via the [Add Window](/grandma3/2-4/wvm_add_window/) dialog in the Tools tab. The RDM Devices window lists all devices that are discovered through RDM. The same list is also displayed in Menu - Live Patch - RDM. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowRDM%22%20%2FAutoFit) When an RDM device is detected on an XLR port, a section called RDMPorts will be included in the list of RDM devices. Within each RDMPort, all fixtures that are detected via RDM on this physical XLR port are listed. An RDM port is labeled with the IP of the device and the XLR port of the device, e.g., 192.168.0.4 - XLR D. If the device is not detected anymore, the font color turns red. The RDM devices window with **RDMFixtureTypes** and **RDMPorts** detected could look like this: ![RDM devices window with RDMPorts in expanded mode. ](/img/grandma3/2-4/menu_rdm_devices_v2-1-fa4c6a.png) RDM devices window with RDMPorts in expanded mode.  For every fixture type identified by RDM, a new child will be added to the **RDMFixtureTypes** in the RDM Devices window. Each RDMFixtureType contains general information of the RDM fixtures, that is similar to all fixtures of the same product, e.g., the parameter description, or the available DMX personalities. Expanding with ![](/img/grandma3/2-4/triangle_right_15_1-d9ca8a.png) next to the RDM fixture shows all the different parameters of the fixture: ![RDM devices window with one active RDM fixture in a expanded view.](/img/grandma3/2-4/window_rdm_devices_v2-1-acfde9.png) RDM devices window with one active RDM fixture in a expanded view. *** ## RDM Parameters [Section titled “RDM Parameters”](#rdm-parameters) The grandMA3 creates RDMFixtureTypes by itself depending on these three parameters: ManufacturerID, DeviceModelID, and SoftwareID.\ As soon as the same physical type of lighting fixtures have different software IDs due to different firmware versions, different RDMFixtureTypes are created. Only the cells of properties that an RDM fixture provides as set-able can be edited in the RDM devices window. Not all RDM parameters can be set by the user. There are three different kinds of commands for each Parameter: * Set: Parameters that are adjustable on the console. * Get: Parameters that are only receivable. * Set and Get: Parameters that can be sent and also received by a device. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The RDM devices window also displays all Parameters individual commands under a specific column called [Command](/grandma3/2-4/rdm/#h2__469026232).  | The following RDM parameters are supported by grandMA3: # Recipe Editor Window > The Recipe Editor window is useful for working with Programmer Parts and offers a visualization of recipe lines. For more information on programmer parts and th ## Recipe Editor Window [Section titled “Recipe Editor Window”](#recipe-editor-window) The Recipe Editor window is useful for working with Programmer Parts and offers a visualization of recipe lines. For more information on programmer parts and the programmer, read [What is the Programmer](/grandma3/2-4/operate_programmer/). The programmer can have several parts (Maximum: Part Zero + 239 individual parts = 240 parts). The Recipe Editor window shows all parts of the current programmer. Parts can be labeled here directly. The columns of the recipe editor sheet and the context area, are described in the [Recipe Editor](/grandma3/2-4/recipe-sheet/) topic.  With the the recipe editor window you can create standard and phaser recipes, and store them directly into cues, cue parts, and presets. All recipe lines can be edited.  The Recipe Editor window can be found in the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up in Tools - Recipe Editor.\   ![Update this description text.](/img/grandma3/2-4/recipe_editor_window_v-2-4-7b3d96.png) Recipe Editor window with a ‘StandardRecipe 1’ selected and an additional ‘PhaserRecipe 1’ To enable the edit recipe mode, tap Edit Recipe in the title bar. For more more information, read [Edit Recipe Mode](/grandma3/2-4/edit-recipe-mode/).  Tap on a Part to select it for creating recipes. # Recipe Editor > The recipe editor with its multiple columns is part of recipes in cue parts, presets, and the Recipe Editor window. Besides minor differences, the recipe editor The recipe editor with its multiple columns is part of recipes in [cue parts](/grandma3/2-4/cue_recipe/), [presets](/grandma3/2-4/presets_recipes/), and the [Recipe Editor window](/grandma3/2-4/recipe-editor-window/). Besides minor differences, the recipe editor covers the same information in all three places. For settings that are mutually exclusive for the recipe editor window, read [Recipe Editor window](/grandma3/2-4/recipe-editor-window/).  To create a new standard or phaser recipe, tap and hold the cell **New Recipe**, or select the cell and tap + on the top left side. A pop-up opens:  ![](/img/grandma3/2-4/select_recipe_pop-up_2-4-d81c5f.png) Alternatively, you can add recipes tapping Add Standard Recipe and Add Phaser Recipe on the right side of the context area. For more information on the context area, read [below](/grandma3/2-4/recipe-sheet/#h2__1449911386). *** ## Columns of the Recipe Editor [Section titled “Columns of the Recipe Editor”](#columns-of-the-recipe-editor) # Recipes > Recipes can be a very useful tool for touring shows or when the changes are expected. Recipes can be a very useful tool for touring shows or when the changes are expected. Recipes can be stored in cue parts and presets. ![](/img/grandma3/2-4/img_recipe_data-flow_v1-7-d3bf5a.png) Recipe data flowchart There is a possibility to create some conflicting data using recipes and stored values in both cue parts and in presets. Values can be stored in a cue part. Cue parts can also contain recipe data. The cue part recipe needs to be cooked into the cue part. If this is cooked with the “Merge” option then existing values in the cue part are not overwritten by the recipe. If the “Overwrite” option is selected, then all existing values are overwritten by the recipe - values that are not affected by the recipe are removed from the overwritten cue. Preset recipes are automatically cooked into the preset, and a preset can be used in a cue part. All this means that an attribute can potentially get a value from four different locations, but only one of these values can be output: * The cue part * The cue part recipe * The preset * The preset recipe Values stored in the cue part have higher priority than the cue part recipe value. Values stored in the preset have a higher priority than the preset recipe values. Storing a preset to a cue part creates the preset reference to the preset so in that case the output is decided by the preset priority. This flow chart can be used to determine where the output comes from in a sequence: ![](/img/grandma3/2-4/img_recipe_output-decision-flow_v1-7-541800.png) Output decision flowchart *** A recipe contains one or multiple recipe lines describing what should happen based on a set of information. The recipe can “cook” values into the cue part, preset, or programmer. This cooked data is marked by a small pot icon ![](/img/grandma3/2-4/icon_cooking-pot_12_v1-7-c4818c.png) and the cooked data can easily be removed again if needed. A recipe line can contain information about a selection of fixtures, group, preset, MAtricks, individual fade, delay, speed, and phase values. Values from recipes can be combined with conventionally stored values. The flexibility in the recipe system allows for a variety of uses. The recipes could be used to: * Create recipe presets for groups referencing other presets for a flexible fixture setup. * Create template presets with ranged values that can be applied to a flexible selection of fixtures. * Cues that contain a recipe on how different elements create the desired look. If a recipe is present in a cue, then there is a small pot icon. It is an indicator for the most recent running cooking process: * ![](/img/grandma3/2-4/icon_pot-green_12_v2-1-26915a.png) Green pot: The most recent cooking process including all its recipe lines was successful. * ![](/img/grandma3/2-4/icon_pot-red_12_v2-1-c23b88.png) Red pot: At least one recipe line of the most recent cooking process did not cook. * ![](/img/grandma3/2-4/icon_pot-green-open_12_v2-1-269c0e.png) Open pot: This is a standard recipe template. * ![](/img/grandma3/2-4/phaser_recipe_pot-b0f83e.png) Open violet pot: This is a phaser recipe template. * ![](/img/grandma3/2-4/icon_pot-orange_12_v2-3-3f0125.png) Orange pot: After the most recent cooking process, there is data from recipes (cooked) and uncooked data in the cue or cue part.  * ![](/img/grandma3/2-4/icon_cooking-pot_v3-2-4-a51f58.png) Violet pot: This is a phaser recipe. *** The grandMA3 software offers multiple tools and methods to create and edit recipes. Read the [Cue Recipe](/grandma3/2-4/cue_recipe/) and [Preset Recipe](/grandma3/2-4/presets_recipes/) topics for details on how to create and edit recipes directly in cues and presets. Additionally recipes can be created with the programmer, the [Recipe Editor Window](/grandma3/2-4/recipe-editor-window/), and the [Edit Recipe Mode](/grandma3/2-4/edit-recipe-mode/). # grandMA3 Release Notes ![](/img/grandma3/2-4/csm_gm3-fs-mode3_sum_less_border_8113969f0d-2c5d5a.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Release Notes 2.4](/grandma3/2-4/release-notes-2-4/) * [Release Notes 2.3](/grandma3/2-4/key_releasenotes_2-3/) * [Release Notes 2.2](/grandma3/2-4/key_rn_v2_2/) * [Release Notes 2.1](/grandma3/2-4/key_rn_v2_1/) * [Release Notes 2.0](/grandma3/2-4/key_rn_v2_0/) * [Release Notes 1.9](/grandma3/2-4/key_rn_v1_9/) * [Release Notes 1.8](/grandma3/2-4/key_rn_v1_8/) * [Release Notes 1.7](/grandma3/2-4/key_rn_v1_7/) * [Release Notes 1.6](/grandma3/2-4/key_rn_v1_6/) * [Release Notes 1.5](/grandma3/2-4/key_rn_v1_5/) * [Release Notes 1.4](/grandma3/2-4/key_rn_v1_4/) * [Release Notes 1.3](/grandma3/2-4/key_rn_v1_3/) * [Release Notes 1.2](/grandma3/2-4/key_rn_v1_2/) * [Release Notes 1.1](/grandma3/2-4/key_rn_v1_1/) * [Release Notes 1.0](/grandma3/2-4/key_rn_v1_0/) # Release Notes 2.4 > Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail wh ## Let’s Get Started [Section titled “Let’s Get Started”](#lets-get-started) Do you need help getting started in grandMA3? Perfect! Here we describe a few quick steps to get you rolling. The manual will explain functionality in detail while the MA e-Learning in the MA University offers you all kinds of training. All information can be accessed through the MA Lighting website [www.malighting.com](http://www.malighting.com). Let’s go! Boot your console or open your onPC and find predefined views on view buttons on the right. To switch between the views, tap the corresponding view buttons. If this is your first time starting grandMA3 software, patch some fixtures first. Or you can load one of the demo shows delivered with the software. Either way, press Menu. If you use grandMA3 onPC software, there is a ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol in the top left corner there. Clicking the ![](/img/grandma3/2-4/icon_gear_15_v1-0_1-64afe6.png) symbol is the same as pressing Menu on a console. Tap Backup and then Load, now you are ready to load shows. Would you like to get right on it? Switch Shows to Demo Shows in the title bar first. To do so, tap Shows repeatedly until it says Demo Shows. Once Demo Shows is displayed, it is possible to select any demo show in the list. After you selected a demo show, tap Load.\ In case a show was already loaded, a pop-up will appear asking if you want to save the current show first before loading the new one. It’s up to you! Here we go! Now you are ready to work with the grandMA3 software. It is as easy as that! Again - there are view buttons there, which change the screen content. At the bottom, you will find the encoder bar and the command line. Technically that is all you need to get started. For more information, see the grandMA3 help menu. To access the help in the console or the onPC, tap the view buttons named Help or visit the Online Manuals on the MA Lighting website. If you want to learn the grandMA3 software step by step, please see the [Quick Start Guide](/grandma3/2-4/qsg/) and join the MA e-Learning - it’s free of charge and available on the MA Lighting website. Have fun using our grandMA3 software! Find all the improvements and changes of this software version further down. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The grandMA3 software will start using the show file (or status) that was in operation before the software was shut down. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Features 2.4](/grandma3/2-4/rn_features-2-4/) * [Other Enhancements 2.4](/grandma3/2-4/rn_otherenhancements-2-4/) * [Changes 2.4](/grandma3/2-4/rn_changes-2-4/) * [Bug Fixes 2.4](/grandma3/2-4/rn_bugfixes-2-4/) * [Deprecated 2.4](/grandma3/2-4/rn_deprecated-2-4/) * [Appendix and Known Limitations 2.4](/grandma3/2-4/rn_appendix-2-4/) # Remote In and Out > Remote Inputs and Outputs are handled through the In & Out menu. The In & Out menu can be used to define parameters, for example, to trigger a command via a rem Remote Inputs and Outputs are handled through the In & Out menu. The In & Out menu can be used to define parameters, for example, to trigger a command via a remote controller. Press Menu and then tap In & Out. The In & Out menu opens. The menu is separated into six tabs: \ \ [DC Remotes](/grandma3/2-4/remote_inputs_dc/), [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/), [DMX Remotes](/grandma3/2-4/remote_inputs_dmx/), [OSC](/grandma3/2-4/remote_inputs_osc/), [PSN](/grandma3/2-4/remote_inputs_psn/), and **[MVR](/grandma3/2-4/remote_inputs_mvr/)**. *** ## Common Procedures [Section titled “Common Procedures”](#common-procedures) The **DC Remotes**-, **MIDI Remotes**-, and **DMX Remot\*\*\*\*es**- tabs share several options. These are explained below. For the options specific to each Remote, see the corresponding topics. * Enabled: Toggle between **Yes** and **No** to enable the Input for the corresponding configuration line. * Target: Set a target in the Assignment Editor. * Fader: Sets the Fader to the corresponding target. * Key: Sets the Key to the corresponding target. - Trigger On / Trigger Off: These values define the key reaction’s range. If the Trigger On, for example, is set to 75 %, the Remote reacts as soon as the incoming signal exceeds this value. If the Trigger Off, for example, is set to 25%, the Remote stops reacting as soon as the incoming signal falls below this value. * In From / In To: These values define the range of the input signal reaction for the defined fader. * Out From / Out To: These values recalculate the input signal range to match the output signal range. The fader’s range is defined by the output signal range. If a fader, for example, should not be moved to 100 %, restrict the Out To value to 90 %.In / Out: These columns at the end of the table display the signal value of the incoming signal (In) and the resulting value for the selected fader function (Out). * In / Out: These columns at the end of the table display the signal value of the incoming signal (In) and the resulting value for the selected fader function (Out). * Note: Opens the note editor of the corresponding configuration line. *** ## Output Configuration Settings for Remotes [Section titled “Output Configuration Settings for Remotes”](#output-configuration-settings-for-remotes) The Connector Configuration menu offers multiple options for DMX, Timecode, and Remotes. The Output Configuration options for remotes are explained here. For all other configurations, see [Connector Configuration](/grandma3/2-4/dmx_port_config/).  * MIDI Data Mode: Select the Mode for MIDI. For more information, see [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/). * **In**: Receiving MIDI data. * **Out**: Sending MIDI data. * **In & Out & Thru**: Outputs and transmits received MIDI data. * **In & Out**: MIDI data can be received, and different MIDI data can be output without sending the incoming data. * MIDI Offset: Changes the MIDI Index. For more information, see [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/). * DC Start: Set the DC Remote trigger. For more information, see [DC Remotes](/grandma3/2-4/remote_inputs_dc/). * OSC Interface: These settings mirror those in the In & Out menu. For more information, see [Interfaces and IP](/grandma3/2-4/network_interface/). * PSN Interface: These settings mirror those in the In & Out menu. *** Examples ### Example 1 [Section titled “Example 1”](#example-1) To add a new element, such as DC Remote: | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Make sure that the corresponding hardware is connected properly. For more information, see [First Steps](/grandma3/2-4/first_steps/). | Each step of the example is shown in the video below or in the text below. [Vimeo video](https://player.vimeo.com/video/998092213?title=0\&byline=0\&portrait=0\&color=ffeb0f) 1. Open the In & Out menu. 2. Tap DC Remotes. 3. Tap Insert new DCRemote. A new DC remote configuration line is added. 4. To enable the Remote Input, tap Enable Input. The button turns yellow. For more information about session and station communication, see Station Control.   5. Set the Signal of the remote, for example, 1. 6. Two-finger-tap the corresponding configuration line in the Target column. The Assignment Editor opens. 7. Select the target, for example, a view. The target is selected, and the editor closes. ![Update this description text.](/img/grandma3/2-4/popup_assignement_editor_select_v2-2-11b2b4.png) Assignment Editor 8. To select a key function, right-click or tap and hold Key. The Select Key pop-up opens.\ ![Update this description text.](/img/grandma3/2-4/popup_analog_remote_v2-1-e5787f.png) Select Key pop-up 9. Trigger the DC Remote signal. The In and Out values go to 100%. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | DC Remotes and DMX Remotes thresholds are defined in percent, while MIDI Remotes thresholds are defined between 1 and 127 MIDI velocity. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The different readout options take effect on the Trigger On/Off, In From/To, Out From/To values. | ### Example 2 [Section titled “Example 2”](#example-2) | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | grandMA3 onPC products, such as the grandMA3 command wing, can switch on and off but do not fade. For more information, see [Connect DC Remote In](/grandma3/2-4/fs_connect_dc_remote_in/) | To add a fader remote: 1. Follow steps 1-6 from above. 2. Select a Target, e.g., **Master**. 3. Set Fader to **Master**. 4. Move the fader on the remote, and the In and Out values change accordingly. ![Update this description text.](/img/grandma3/2-4/menu_dc_remotes_v2-2-7d09c6.png) In & Out - DC Remotes ### Example 3 [Section titled “Example 3”](#example-3) In some cases, scaling of the input and output values is needed. The range of the incoming and outgoing values can be modified. To set In From to 20%: 1. Right-click or tap and hold In From. The calculator opens: ![](/img/grandma3/2-4/popup_calculator_in_from_v2-1-f51495.png) *Calculator In From* 1. Tap and hold Dec8. A dropdown opens. 2. Tap Percent. The entity has changed. 3. Press 2 0 and press Please. The In From value is entered. 4. Move the fader on the remote, and the In and Out values change accordingly. ![Update this description text.](/img/grandma3/2-4/menu_inandout_v2-2-ef1618.png) In & Out - DC Remotes | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For detailed information about the values, read the [Remote keyword](/grandma3/2-4/keyword_remote/) topic. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [DC Remotes](/grandma3/2-4/remote_inputs_dc/) * [MIDI Remotes](/grandma3/2-4/remote_inputs_midi/) * [DMX Remotes](/grandma3/2-4/remote_inputs_dmx/) * [OSC (Open Sound Control)](/grandma3/2-4/remote_inputs_osc/) * [PSN (PosiStageNet)](/grandma3/2-4/remote_inputs_psn/) * [MVR-xchange](/grandma3/2-4/remote_inputs_mvr/) * [MSC (MIDI Show Control)](/grandma3/2-4/remote_inputs_msc/) * [DEC-HEX- ASCII Table](/grandma3/2-4/remote_inputs_dec/) # DC Remotes > The DC Remotes tab is used to configure the DC Remote Control input on the rear panel of the console, command wing, or I/O node. The DC Remotes tab is used to configure the DC Remote Control input on the rear panel of the console, command wing, or I/O node. To learn more about the hardware part of the input, read the [Connect DC Remote In topic](/grandma3/2-4/fs_connect_dc_remote_in/). *** Example # DEC-HEX- ASCII Table > This table compares the decimal, hexadecimal, Art-Net, and ASCII numbers. It could be useful for systems that use different number systems. This table compares the decimal, hexadecimal, Art-Net, and ASCII numbers. It could be useful for systems that use different number systems.  The following keywords can be helpful to use as well: * [Hex8 Keyword](/grandma3/2-4/keyword_hex8/) * [Hex16 Keyword](/grandma3/2-4/keyword_hex16/) * [Hex24 Keyword](/grandma3/2-4/keyword_hex24/) * [Decimal8 Keyword](/grandma3/2-4/keyword_decimal8/) * [Decimal16 Keyword](/grandma3/2-4/keyword_decimal16/) * [Decimal24 Keyword](/grandma3/2-4/keyword_decimal24/)            | Decimal (beginning at 0) | Percent | Decimal (beginning at 1) | Art-Net (decimal) | Hex | ASCII | | ------------------------ | ------- | ------------------------ | ----------------- | --- | ------- | | 0 | 0.00% | 1 | 0 : 0 | 00 | NULL | | 1 | 0.39% | 2 | 0 : 1 | 01 | SOH | | 2 | 0.78% | 3 | 0 : 2 | 02 | STX | | 3 | 1.18% | 4 | 0 : 3 | 03 | ETX | | 4 | 1.57% | 5 | 0 : 4 | 04 | EOT | | 5 | 1.96% | 6 | 0 : 5 | 05 | ENQ | | 6 | 2.35% | 7 | 0 : 6 | 06 | ACK | | 7 | 2.75% | 8 | 0 : 7 | 07 | BEL | | 8 | 3.14% | 9 | 0 : 8 | 08 | BS | | 9 | 3.53% | 10 | 0 : 9 | 09 | TAB | | 10 | 3.92% | 11 | 0 : 10 | 0A | LF | | 11 | 4.31% | 12 | 0 : 11 | 0B | VT | | 12 | 4.71% | 13 | 0 : 12 | 0C | FF | | 13 | 5.10% | 14 | 0 : 13 | 0D | CR | | 14 | 5.49% | 15 | 0 : 14 | 0E | SO | | 15 | 5.88% | 16 | 0 : 15 | 0F | SI | | 16 | 6.27% | 17 | 1 : 0 | 10 | DLE | | 17 | 6.67% | 18 | 1 : 1 | 11 | DC1 | | 18 | 7.06% | 19 | 1 : 2 | 12 | DC2 | | 19 | 7.45% | 20 | 1 : 3 | 13 | DC3 | | 20 | 7.84% | 21 | 1 : 4 | 14 | DC4 | | 21 | 8.24% | 22 | 1 : 5 | 15 | NAK | | 22 | 8.63% | 23 | 1 : 6 | 16 | SYN | | 23 | 9.02% | 24 | 1 : 7 | 17 | ETB | | 24 | 9.41% | 25 | 1 : 8 | 18 | CAN | | 25 | 9.80% | 26 | 1 : 9 | 19 | EM | | 26 | 10.20% | 27 | 1 : 10 | 1A | SUB | | 27 | 10.59% | 28 | 1 : 11 | 1B | ESC | | 28 | 10.98% | 29 | 1 : 12 | 1C | FS | | 29 | 11.37% | 30 | 1 : 13 | 1D | GS | | 30 | 11.76% | 31 | 1 : 14 | 1E | RS | | 31 | 12.16% | 32 | 1 : 15 | 1F | US | | 32 | 12.55% | 33 | 2 : 0 | 20 | (space) | | 33 | 12.94% | 34 | 2 : 1 | 21 | ! | | 34 | 13.33% | 35 | 2 : 2 | 22 | ” | | 35 | 13.73% | 36 | 2 : 3 | 23 | # | | 36 | 14.12% | 37 | 2 : 4 | 24 | $ | | 37 | 14.51% | 38 | 2 : 5 | 25 | % | | 38 | 14.90% | 39 | 2 : 6 | 26 | & | | 39 | 15.29% | 40 | 2 : 7 | 27 | ’ | | 40 | 15.69% | 41 | 2 : 8 | 28 | ( | | 41 | 16.08% | 42 | 2 : 9 | 29 | ) | | 42 | 16.47% | 43 | 2 : 10 | 2A | \* | | 43 | 16.86% | 44 | 2 : 11 | 2B | + | | 44 | 17.25% | 45 | 2 : 12 | 2C | , | | 45 | 17.65% | 46 | 2 : 13 | 2D | - | | 46 | 18.04% | 47 | 2 : 14 | 2E | . | | 47 | 18.43% | 48 | 2 : 15 | 2F | / | | 48 | 18.82% | 49 | 3 : 0 | 30 | 0 | | 49 | 19.22% | 50 | 3 : 1 | 31 | 1 | | 50 | 19.61% | 51 | 3 : 2 | 32 | 2 | | 51 | 20.00% | 52 | 3 : 3 | 33 | 3 | | 52 | 20.39% | 53 | 3 : 4 | 34 | 4 | | 53 | 20.78% | 54 | 3 : 5 | 35 | 5 | | 54 | 21.18% | 55 | 3 : 6 | 36 | 6 | | 55 | 21.57% | 56 | 3 : 7 | 37 | 7 | | 56 | 21.96% | 57 | 3 : 8 | 38 | 8 | | 57 | 22.35% | 58 | 3 : 9 | 39 | 9 | | 58 | 22.75% | 59 | 3 : 10 | 3A | : | | 59 | 23.14% | 60 | 3 : 11 | 3B | ; | | 60 | 23.53% | 61 | 3 : 12 | 3C | < | | 61 | 23.92% | 62 | 3 : 13 | 3D | = | | 62 | 24.31% | 63 | 3 : 14 | 3E | > | | 63 | 24.71% | 64 | 3 : 15 | 3F | ? | | 64 | 25.10% | 65 | 4 : 0 | 40 | @ | | 65 | 25.49% | 66 | 4 : 1 | 41 | A | | 66 | 25.88% | 67 | 4 : 2 | 42 | B | | 67 | 26.27% | 68 | 4 : 3 | 43 | C | | 68 | 26.67% | 69 | 4 : 4 | 44 | D | | 69 | 27.06% | 70 | 4 : 5 | 45 | E | | 70 | 27.45% | 71 | 4 : 6 | 46 | F | | 71 | 27.84% | 72 | 4 : 7 | 47 | G | | 72 | 28.24% | 73 | 4 : 8 | 48 | H | | 73 | 28.63% | 74 | 4 : 9 | 49 | I | | 74 | 29.02% | 75 | 4 : 10 | 4A | J | | 75 | 29.41% | 76 | 4 : 11 | 4B | K | | 76 | 29.80% | 77 | 4 : 12 | 4C | L | | 77 | 30.20% | 78 | 4 : 13 | 4D | M | | 78 | 30.59% | 79 | 4 : 14 | 4E | N | | 79 | 30.98% | 80 | 4 : 15 | 4F | O | | 80 | 31.37% | 81 | 5 : 0 | 50 | P | | 81 | 31.76% | 82 | 5 : 1 | 51 | Q | | 82 | 32.16% | 83 | 5 : 2 | 52 | R | | 83 | 32.55% | 84 | 5 : 3 | 53 | S | | 84 | 32.94% | 85 | 5 : 4 | 54 | T | | 85 | 33.33% | 86 | 5 : 5 | 55 | U | | 86 | 33.73% | 87 | 5 : 6 | 56 | V | | 87 | 34.12% | 88 | 5 : 7 | 57 | W | | 88 | 34.51% | 89 | 5 : 8 | 58 | X | | 89 | 34.90% | 90 | 5 : 9 | 59 | Y | | 90 | 35.29% | 91 | 5 : 10 | 5A | Z | | 91 | 35.69% | 92 | 5 : 11 | 5B | \[ | | 92 | 36.08% | 93 | 5 : 12 | 5C | \\ | | 93 | 36.47% | 94 | 5 : 13 | 5D | ] | | 94 | 36.86% | 95 | 5 : 14 | 5E | ^ | | 95 | 37.25% | 96 | 5 : 15 | 5F | \_ | | 96 | 37.65% | 97 | 6 : 0 | 60 | \` | | 97 | 38.04% | 98 | 6 : 1 | 61 | a | | 98 | 38.43% | 99 | 6 : 2 | 62 | b | | 99 | 38.82% | 100 | 6 : 3 | 63 | c | | 100 | 39.22% | 101 | 6 : 4 | 64 | d | | 101 | 39.61% | 102 | 6 : 5 | 65 | e | | 102 | 40.00% | 103 | 6 : 6 | 66 | f | | 103 | 40.39% | 104 | 6 : 7 | 67 | g | | 104 | 40.78% | 105 | 6 : 8 | 68 | h | | 105 | 41.18% | 106 | 6 : 9 | 69 | i | | 106 | 41.57% | 107 | 6 : 10 | 6A | j | | 107 | 41.96% | 108 | 6 : 11 | 6B | k | | 108 | 42.35% | 109 | 6 : 12 | 6C | l | | 109 | 42.75% | 110 | 6 : 13 | 6D | m | | 110 | 43.14% | 111 | 6 : 14 | 6E | n | | 111 | 43.53% | 112 | 6 : 15 | 6F | o | | 112 | 43.92% | 113 | 7 : 0 | 70 | p | | 113 | 44.31% | 114 | 7 : 1 | 71 | q | | 114 | 44.71% | 115 | 7 : 2 | 72 | r | | 115 | 45.10% | 116 | 7 : 3 | 73 | s | | 116 | 45.49% | 117 | 7 : 4 | 74 | t | | 117 | 45.88% | 118 | 7 : 5 | 75 | u | | 118 | 46.27% | 119 | 7 : 6 | 76 | v | | 119 | 46.67% | 120 | 7 : 7 | 77 | w | | 120 | 47.06% | 121 | 7 : 8 | 78 | x | | 121 | 47.45% | 122 | 7 : 9 | 79 | y | | 122 | 47.84% | 123 | 7 : 10 | 7A | z | | 123 | 48.24% | 124 | 7 : 11 | 7B | { | | 124 | 48.63% | 125 | 7 : 12 | 7C | \| | | 125 | 49.02% | 126 | 7 : 13 | 7D | } | | 126 | 49.41% | 127 | 7 : 14 | 7E | \~ | | 127 | 49.80% | 128 | 7 : 15 | 7F | DEL | | 128 | 50.20% | 129 | 8 : 0 | 80 | Ç | | 129 | 50.59% | 130 | 8 : 1 | 81 | ü | | 130 | 50.98% | 131 | 8 : 2 | 82 | é | | 131 | 51.37% | 132 | 8 : 3 | 83 | â | | 132 | 51.76% | 133 | 8 : 4 | 84 | ä | | 133 | 52.16% | 134 | 8 : 5 | 85 | à | | 134 | 52.55% | 135 | 8 : 6 | 86 | å | | 135 | 52.94% | 136 | 8 : 7 | 87 | ç | | 136 | 53.33% | 137 | 8 : 8 | 88 | ê | | 137 | 53.73% | 138 | 8 : 9 | 89 | ë | | 138 | 54.12% | 139 | 8 : 10 | 8A | è | | 139 | 54.51% | 140 | 8 : 11 | 8B | ï | | 140 | 54.90% | 141 | 8 : 12 | 8C | î | | 141 | 55.29% | 142 | 8 : 13 | 8D | ì | | 142 | 55.69% | 143 | 8 : 14 | 8E | Ä | | 143 | 56.08% | 144 | 8 : 15 | 8F | Å | | 144 | 56.47% | 145 | 9 : 0 | 90 | É | | 145 | 56.86% | 146 | 9 : 1 | 91 | æ | | 146 | 57.25% | 147 | 9 : 2 | 92 | Æ | | 147 | 57.65% | 148 | 9 : 3 | 93 | ô | | 148 | 58.04% | 149 | 9 : 4 | 94 | ö | | 149 | 58.43% | 150 | 9 : 5 | 95 | ò | | 150 | 58.82% | 151 | 9 : 6 | 96 | û | | 151 | 59.22% | 152 | 9 : 7 | 97 | ù | | 152 | 59.61% | 153 | 9 : 8 | 98 | ÿ | | 153 | 60.00% | 154 | 9 : 9 | 99 | Ö | | 154 | 60.39% | 155 | 9 : 10 | 9A | Ü | | 155 | 60.78% | 156 | 9 : 11 | 9B | ø | | 156 | 61.18% | 157 | 9 : 12 | 9C | £ | | 157 | 61.57% | 158 | 9 : 13 | 9D | Ø | | 158 | 61.96% | 159 | 9 : 14 | 9E | × | | 159 | 62.35% | 160 | 9 : 15 | 9F | ƒ | | 160 | 62.75% | 161 | 10 : 0 | A0 | á | | 161 | 63.14% | 162 | 10 : 1 | A1 | í | | 162 | 63.53% | 163 | 10 : 2 | A2 | ó | | 163 | 63.92% | 164 | 10 : 3 | A3 | ú | | 164 | 64.31% | 165 | 10 : 4 | A4 | ñ | | 165 | 64.71% | 166 | 10 : 5 | A5 | Ñ | | 166 | 65.10% | 167 | 10 : 6 | A6 | ª | | 167 | 65.49% | 168 | 10 : 7 | A7 | º | | 168 | 65.88% | 169 | 10 : 8 | A8 | ¿ | | 169 | 66.27% | 170 | 10 : 9 | A9 | ® | | 170 | 66.67% | 171 | 10 : 10 | AA | ¬ | | 171 | 67.06% | 172 | 10 : 11 | AB | ½ | | 172 | 67.45% | 173 | 10 : 12 | AC | ¼ | | 173 | 67.84% | 174 | 10 : 13 | AD | ¡ | | 174 | 68.24% | 175 | 10 : 14 | AE | « | | 175 | 68.63% | 176 | 10 : 15 | AF | » | | 176 | 69.02% | 177 | 11 : 0 | B0 | ░ | | 177 | 69.41% | 178 | 11 : 1 | B1 | ▒ | | 178 | 69.80% | 179 | 11 : 2 | B2 | ▓ | | 179 | 70.20% | 180 | 11 : 3 | B3 | │ | | 180 | 70.59% | 181 | 11 : 4 | B4 | ┤ | | 181 | 70.98% | 182 | 11 : 5 | B5 | Á | | 182 | 71.37% | 183 | 11 : 6 | B6 | Â | | 183 | 71.76% | 184 | 11 : 7 | B7 | À | | 184 | 72.16% | 185 | 11 : 8 | B8 | © | | 185 | 72.55% | 186 | 11 : 9 | B9 | ╣ | | 186 | 72.94% | 187 | 11 : 10 | BA | ║ | | 187 | 73.33% | 188 | 11 : 11 | BB | ╗ | | 188 | 73.73% | 189 | 11 : 12 | BC | ╝ | | 189 | 74.12% | 190 | 11 : 13 | BD | ¢ | | 190 | 74.51% | 191 | 11 : 14 | BE | ¥ | | 191 | 74.90% | 192 | 11 : 15 | BF | ┐ | | 192 | 75.29% | 193 | 12 : 0 | C0 | └ | | 193 | 75.69% | 194 | 12 : 1 | C1 | ┴ | | 194 | 76.08% | 195 | 12 : 2 | C2 | ┬ | | 195 | 76.47% | 196 | 12 : 3 | C3 | ├ | | 196 | 76.86% | 197 | 12 : 4 | C4 | ─ | | 197 | 77.25% | 198 | 12 : 5 | C5 | ┼ | | 198 | 77.65% | 199 | 12 : 6 | C6 | ã | | 199 | 78.04% | 200 | 12 : 7 | C7 | Ã | | 200 | 78.43% | 201 | 12 : 8 | C8 | ╚ | | 201 | 78.82% | 202 | 12 : 9 | C9 | ╔ | | 202 | 79.22% | 203 | 12 : 10 | CA | ╩ | | 203 | 79.61% | 204 | 12 : 11 | CB | ╦ | | 204 | 80.00% | 205 | 12 : 12 | CC | ╠ | | 205 | 80.39% | 206 | 12 : 13 | CD | ═ | | 206 | 80.78% | 207 | 12 : 14 | CE | ╬ | | 207 | 81.18% | 208 | 12 : 15 | CF | ¤ | | 208 | 81.57% | 209 | 13 : 0 | D0 | ð | | 209 | 81.96% | 210 | 13 : 1 | D1 | Ð | | 210 | 82.35% | 211 | 13 : 2 | D2 | Ê | | 211 | 82.75% | 212 | 13 : 3 | D3 | Ë | | 212 | 83.14% | 213 | 13 : 4 | D4 | È | | 213 | 83.53% | 214 | 13 : 5 | D5 | ı | | 214 | 83.92% | 215 | 13 : 6 | D6 | Í | | 215 | 84.31% | 216 | 13 : 7 | D7 | Î | | 216 | 84.71% | 217 | 13 : 8 | D8 | Ï | | 217 | 85.10% | 218 | 13 : 9 | D9 | ┘ | | 218 | 85.49% | 219 | 13 : 10 | DA | ┌ | | 219 | 85.88% | 220 | 13 : 11 | DB | █ | | 220 | 86.27% | 221 | 13 : 12 | DC | ▄ | | 221 | 86.67% | 222 | 13 : 13 | DD | ¦ | | 222 | 87.06% | 223 | 13 : 14 | DE | Ì | | 223 | 87.45% | 224 | 13 : 15 | DF | ▀ | | 224 | 87.84% | 225 | 14 : 0 | E0 | Ó | | 225 | 88.24% | 226 | 14 : 1 | E1 | ß | | 226 | 88.63% | 227 | 14 : 2 | E2 | Ô | | 227 | 89.02% | 228 | 14 : 3 | E3 | Ò | | 228 | 89.41% | 229 | 14 : 4 | E4 | õ | | 229 | 89.80% | 230 | 14 : 5 | E5 | Õ | | 230 | 90.20% | 231 | 14 : 6 | E6 | µ | | 231 | 90.59% | 232 | 14 : 7 | E7 | þ | | 232 | 90.98% | 233 | 14 : 8 | E8 | Þ | | 233 | 91.37% | 234 | 14 : 9 | E9 | Ú | | 234 | 91.76% | 235 | 14 : 10 | EA | Û | | 235 | 92.16% | 236 | 14 : 11 | EB | Ù | | 236 | 92.55% | 237 | 14 : 12 | EC | ý | | 237 | 92.94% | 238 | 14 : 13 | ED | Ý | | 238 | 93.33% | 239 | 14 : 14 | EE | ¯ | | 239 | 93.73% | 240 | 14 : 15 | EF | ´ | | 240 | 94.12% | 241 | 15 : 0 | F0 | ­­ | | 241 | 94.51% | 242 | 15 : 1 | F1 | ± | | 242 | 94.90% | 243 | 15 : 2 | F2 | ‗ | | 243 | 95.29% | 244 | 15 : 3 | F3 | ¾ | | 244 | 95.69% | 245 | 15 : 4 | F4 |   | | 245 | 96.08% | 246 | 15 : 5 | F5 | § | | 246 | 96.47% | 247 | 15 : 6 | F6 | ÷ | | 247 | 96.86% | 248 | 15 : 7 | F7 | ¸ | | 248 | 97.25% | 249 | 15 : 8 | F8 | ° | | 249 | 97.65% | 250 | 15 : 9 | F9 | ¨ | | 250 | 98.04% | 251 | 15 : 10 | FA | · | | 251 | 98.43% | 252 | 15 : 11 | FB | ¹ | | 252 | 98.82% | 253 | 15 : 12 | FC | ³ | | 253 | 99.22% | 254 | 15 : 13 | FD | ² | | 254 | 99.61% | 255 | 15 : 14 | FE | ■ | | 255 | 100.00% | 256 | 15 : 15 | FF |   | # DMX Remotes > The DMX Remotes tab uses DMX channels as remote triggers. The DMX source can also be the console itself. The **DMX Remotes** tab uses DMX channels as remote triggers. The DMX source can also be the console itself. * To learn more about the hardware part of the input, read the [Connect DMX topic](/grandma3/2-4/fs_connect_dmx/). * To learn more about the general Remote settings, see [Remote In and Out](/grandma3/2-4/remote_inputs/). The following parameters are used in the DMX Remotes configuration: * Address: Sets the DMX Address. * Resolution: Sets the DMX Resolution. * Trigger On Session Change: If set to **Yes**, the target is triggered every time the DMX calculation of the session changes.\ This includes, for example, the startup of a console or adding a processing unit to the session. This is valid as long as the DMX address is within the range of values between Trigger On and Trigger Off. This means if Trigger On is set to **0**, the target is triggered even if there is no external DMX signal. If Trigger On Session Change is disabled, a change in the DMX calculation will not trigger the target. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Trigger On Session Change is set to **Yes** in the show files that were saved in version 2.3 or prior. This matches the behavior in these versions. In the new show files, Trigger On Sesssion Change is disabled by default. | *** ## Example [Section titled “Example”](#example) 1. To adjust the settings of the DMX Remotes, tap DMX Remotes. The DMX Remotes menu opens: 2) To set the DMX address the DMX Remote input should listen to, right-click or tap and hold Address. ![](/img/grandma3/2-4/popup_dmx_remote_edit_address_v1-9-c9a058.png) DMX address pop-up 3. To adjust the DMX resolution, open the Resolution cell of the DMX Remote entry you want to edit. ![](/img/grandma3/2-4/window_analog_remote_9_v1-5-22c8de.png) DMX resolution pop-up | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The DMX Remote can be controlled by 16 bit or 24 bit DMX channels. This allows for more precise control. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | On the controlling DMX device, the 16 bit and 24 bit channels must be patched directly after the 8 bit channel. | # MIDI Remotes > MIDI stands for Musical Instrument Digital Interface. MIDI is used as a worldwide standard protocol that allows communication between different digital devices, MIDI stands for **M**usical **I**nstrument **D**igital **I**nterface. MIDI is used as a worldwide standard protocol that allows communication between different digital devices, for example: * a MIDI keyboard and a grandMA3 command wing. * a MIDI pad controller and a grandMA3 console. * a grandMA3 console and an audio mixing console. The MIDI Remotes tab is used to define actions for incoming MIDI notes or MIDI Control Changes (CC). | | | | -------------------------------------------------- | --------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | MIDI does not transmit an audio signal. | To learn more about the hardware part of the input, read the [Connect MIDI topic](/grandma3/2-4/fs_connect_midi/). This topic is divided into several chapters: * [Output Configuration Window](/grandma3/2-4/remote_inputs_midi/#h2__2027674017) * [In & Out Menu](/grandma3/2-4/remote_inputs_midi/#h2__1279301565) * [Examples](/grandma3/2-4/remote_inputs_midi/#h2__1406500097) * [Control an External MIDI Device](/grandma3/2-4/remote_inputs_midi/#h3__1959648189) * [Receive MIDI](/grandma3/2-4/remote_inputs_midi/#h3__2047067536) * [Send MIDI](/grandma3/2-4/remote_inputs_midi/#h3_1633374073) * [MIDI Connection via USB](/grandma3/2-4/remote_inputs_midi/#h3_583608197) *** ## Output Configuration Window [Section titled “Output Configuration Window”](#output-configuration-window) Adjusting the MIDI Offset will shift the MIDI Index. The MIDI Offset can be adjusted in the Output Configuration window as follows: 1. To set the MIDI Offset, open the [Output Configuration](/grandma3/2-4/dmx_port_config/) menu. 2. Open the product in the Output Configuration category tree using the arrows ( ![](/img/grandma3/2-4/triangle-right-4d3382.png)). ![](/img/grandma3/2-4/window_output_configuration_midi_in_v2-1-c3ec77.png) Output Configuration menu 3. To set the MIDI Offset to a new value, for example, -2, right-click or tap and hold MIDI Offset in the product row. A pop-up opens: ![](/img/grandma3/2-4/popup_midi_offset_v1-8_1-7fd588.png) MIDI Offset pop-up 4. The MIDI Offset is adjusted. For example, MIDI Index 50 is changed to 48, after MIDI Offset is set to -2, as shown below: ![](/img/grandma3/2-4/window_system_monitor_offset_v1-9-3-6adda2.png) MIDI Offset changes the MIDI Index (note) shown in the System Monitor. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If data input is disabled, a text message in the System Monitor next to the actual MIDI Note will inform the user. | # MSC (MIDI Show Control) > MIDI Show Control (MSC) is a method for remotely controlling the system. To read more about MSC in general and the MSC command structure, visit https://midi.org ### MIDI Show Control (MSC) is a method for remotely controlling the system. To read more about MSC in general and the MSC command structure, visit [https://midi.org](https://midi.org/). grandMA3 devices can be controlled by other devices via MSC, and vice versa. To determine whether MSC can be transmitted or received, adjust the \*\*MIDI Data Mode \*\*setting in the [output configuration](/grandma3/2-4/dmx_port_config/). The default is **In & Out**. MSC is transmitted via MIDI 5pin cable. For more general information on how to connect MIDI, read [Connect MIDI](/grandma3/2-4/fs_connect_midi/).    | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | MSC uses the \*\*Remote  \*\*user profile for remote input and output. For more information about user profiles, see [Create User](/grandma3/2-4/user_create/). | *** ## MSC Menu  [Section titled “MSC Menu ”](#msc-menu) The MSC menu is located in Menu – In & Out – MSC. The menu is divided into three areas (**Input**, **Output**, and **Executor Mapping**) with multiple input fields and a monitor field: ![Update this description text.](/img/grandma3/2-4/menu_msc_v2-4-1c15f9.png) MSC menu with Input and Output enabled. **Input:** * **Enable Input:**\ The device can receive MSC from other devices. * **Input Device:**\ Set the input device ID number. * **Input Group:**\ Set the input group ID number. * \*\*Input Data Pool:\ \*\*The input data pool is linked to the selected data pool of the remote user by default. This is indicated by brackets **<>** around the number. To set an individual pool ID, tap and hold Input Data Pool and use the calculator. To link it again, tap Link Remote in the calculator. * \*\*Input Command:\ **Select the command format to receive MSC.**\ \*\* * \*\*Extensions:\ \*\*Extensions command format (hex 00). * **General Light:**\ General lights command format (hex 01). * **Moving Light:**\ Moving Light command format (hex 02). * **All:**\ All type command format (hex 7F). * **Display Input in System Monitor:**\ The system monitor displays accepted MSC messages that match with MSC input settings. **Output:** * **Enable Output:**\ If enabled, the device can send MSC to other devices. * **Output Device:**\ Set the device ID number that MSC is transmitted to. * **Output Group:**\ Set the group ID number that MSC is transmitted to. - \*\*Output Data Pool: \ \*\*The output data pool is linked to the selected data pool of the remote user by default. This is indicated by brackets <> around the number. To set an individual pool ID, tap and hold Output Data Pool and use the calculator. To link it again, tap Link Remote in the calculator. - \*\*Output Command:\ \*\*Select the command format to transmit MSC. * \*\*Extensions:\ \*\*Extensions command format (hex 00). * **General Light:**\ General lights command format (hex 01). * **Moving Light:**\ Moving Light command format (hex 02). * **All:**\ All type command format (hex 7F). All equipment should respond to this format. - **Display Output in System Monitor:**\ The system monitor displays all transmitted MSC messages. - **Output Executor:** * **Default:**\ MSC commands go to and from the selected executors on the master station only. * **Executor.Page:**\ MSC commands are sent to a specific executor. The page and executor number must be separated by a “period” character (hex = 2E) * **Executor Page:**\ MSC commands are sent to a specific executor. The page and executor number must be separated by a “NULL” character (hex = 00). - **Send To:** * **Group:**\ The station transmits MSC to the specified group number (1 to 15). * **Device:**\ The station transmits MSC to the specified device number (0 to 111). * **All:**\ The station transmits MSC to all connected devices. **Executor Mapping:** * **Key Row 400 Start - Key Row 100 Start:**\ The start index can be separately defined for each executor row. For example, tap Key Row 100 Start to open the calculator and set a value between 0 and 1 000 to define the starting point of the corresponding executor row. If multiple rows have the same input index value, the highest executor row will be addressed. The priority of the other rows becomes secondary. * **Fader Row 400 Start - Fader Row 100 Start:**\ The start index can be separately defined for each row of fader executors. For example, tap Fader Row 100 Start to open the calculator and set a value between 0 and 127 to define the starting point of the corresponding fader row. If multiple rows have the same input index value, the highest fader row will be addressed. The priority of the other rows becomes secondary. **Monitor:** * The monitor field displays MSC data feedback. * The messages inside the monitor are displayed in different colors depending on their status. Incoming commands are displayed in yellow, transmitted commands are displayed in green. * The system monitor window also displays MSC data. Use the buttons Display Input in System Monitor and Display Output in System Monitor to determine which data to display in the system monitor. *** ## [Section titled “”](#-1) ## Commands [Section titled “Commands”](#commands) grandMA3 supports seven different command types: * **Go (01)**:\ This is the same as the Go+ command in grandMA3. It is usually followed by a cue number. - **Stop (02)**:\ This is the same as the Pause On command in grandMA3. This can be followed by a cue number. * **Resume (03)**:\ This is the same as the Pause Off command in grandMA3. This will restart a cue that was paused. If a specific cue is paused, the number of the cue will have to be specified with this command.  * **Timed\_Go (04)**:\ This can be used to perform a Goto with a specific fade time. Use both, the time and the cue number, exactly in that order. * **Set (06)**:\ Set can be used to set the position of faders. Use fader number and page followed by position. Adding an optional time in MSC standard time format allows you to fade the fader to the given position at the given time.  - **Fire (07)**:\ This can be used to trigger macros. The macro number has to follow the command. Only macro 1 to 127 can be triggered. Macro 1 is mapped to FIRE  01. | | | | -------------------------------------------------- | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | The command type Fire (07) is only implemented for MSC input. | - **Go\_Off (0B)**:\ This command can be used to “Off” (disable) a sequence. This has to be followed by a cue number. | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | In preview mode, the device does not transmit or receive MSC. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Without a specific number followed by a command, the selected object of the remote user is executed if the object is linked to the data pool and assigned to an executor. If no page is set in the input, the MSC Monitor will display page 0 which is mapped to the selected page of the remote user.  | # MVR-xchange > The MVR menu provides a way to exchange and manage MVR files over a network connection instead of using a USB drive. For more information about MVR files in gen The MVR menu provides a way to exchange and manage MVR files over a network connection instead of using a USB drive. For more information about MVR files in general, see [My Virtual Rig (MVR)](/grandma3/2-4/patch_mvr/). The MVR-xchange is specified in the DIN SPEC 15801:2023-12. For more information, see the external link . The idea behind the MVR menu is to send MVR files from a station to a defined network and share them with other stations. For more information about the appropriate keyword, see[ SendMVR Keyword](/grandma3/2-4/keyword_sendmvr/). To open the MVR menu: 1. Press Menu. The menu opens. 2. Tap In & Out.  3. Tap MVR. The MVR menu opens. The three elements on top of the menu are described as follows: * Group: The standard group name is **Default**. The group name can be edited. Stations with identical group names share the same exchange group. * Interface: Defines the network interface. | | | | ------------------------------------------ | ------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To share data between devices, they need to be on the same network. | | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To share data between devices, a network connection must be established. For more information, see [Enabling or Disabling the Network Connection](/grandma3/2-4/network/#h3_800718561). | * Enable: To exchange MVR files, make sure it is activated. For more information about station and session communication, see [Station Control](/grandma3/2-4/network_station_control/). # OSC (Open Sound Control) > Open Sound Control (OSC) is a client-server protocol that defines a message addressing pattern used to address elements on the receiving server. Open Sound Cont Open Sound Control (OSC) is a client-server protocol that defines a message addressing pattern used to address elements on the receiving server. Open Sound Control allows devices of different types to control other devices via a peer-to-peer messaging protocol. OSC messages are human-readable, so they are more than just numbers and strings (unlike, for example, MIDI Show Control or MSC). The grandMA3 software supports the new data types introduced in OSC 1.1. For more general information about OSC, e.g., OSC Packets, see [https://ccrma.stanford.edu/groups/osc/spec-1\_0.html.](https://ccrma.stanford.edu/groups/osc/spec-1_0.html) *** ## OSC Structure [Section titled “OSC Structure”](#osc-structure) OSC messages follow a specific pattern: ”(/prefix)/\[OSC Address],\[OSC Type],\[Value]” ### **Prefix:** This is optional, depending on your system setup. It can be used in a more complex OSC network to distinguish messages intended for one set of devices (e.g., lighting consoles) from those intended for another (e.g., sound consoles). If a prefix is specified, only OSC messages beginning with the specified prefix are processed, and the prefix is prepended to outgoing OSC messages. | | | | ------------------------------------------ | ---------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The prefix must not contain any slashes (”/”). | **OSC Address:** This is the target you are controlling on the receiving device(s). For example, /Fader201 is the address to move the fader for executor 201 in grandMA3. Sometimes the address will be more complex; for example, /Page1/Fader201 moves the fader for executor 201 on page 1 in grandMA3. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Only OSC messages are supported when receiving or sending an OSC packet. OSC Bundle messages are currently not supported. | **OSC Type:** This is the type of value you’re sending, for example: i = integer f = float s = string T = true F = false **Value:** This is the value you send to the target. An example OSC command to set the fader for executor 201 to 100 might be: * “/Page1/Fader201,i,100” * or with a prefix to specify only, e.g. grandMA3 devices: “/gma3/Page1/Fader201,i,100” *** ## OSC Menu [Section titled “OSC Menu”](#osc-menu) To open the OSC Menu: * Menu - In & Out - OSC. The OSC Menu opens: ![Open OSC Menu without any values.](/img/grandma3/2-4/menu_osc_v2-2-02f8a4.png) OSC Menu At the top of the menu, the following four options can be set: * Preferred IP: The preferred IP address or address range used by the OSC protocol. * Interface: Tap this button to open the **Select Interface pop-up** to select the desired network interface. For more information, see [Interfaces and IP](/grandma3/2-4/network_interface/). * Enable Output: This toggle button must be enabled to transmit OSC. See [Station Control](/grandma3/2-4/network_station_control/) in Network preferences for more information. * Enable Input: This toggle button must be enabled to receive OSC. See [Station Control](/grandma3/2-4/network_station_control/) for more information. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When receiving OSC messages, Enable Input will highlight its title bar in yellow. When sending OSC messages, the title bar of Enable Output will be highlighted. | The following are the specific parameters that can be set in the OSC menu: * Name: Sets the name for this configuration. * Destination IP: Sets the IP address to which OSC data is sent. A specific IP address or a broadcast IP can be set. * Tags: Opens the Tags editor. * Mode: OSC packets can be sent via UDP or TCP. * Port: Specifies the network port of the incoming and/or outgoing OSC packets. * Prefix: A prefix can be set by the user if he needs to. A prefix can be used as a criterion to limit the range of possible receivers; for example, /lighting would only take packets with /lighting into account and discard OSC packets with the /sound-prefix. * Page: Specifies which OSC Address of incoming OSC messages is routed to pages. * Fader: Specifies which OSC Address of incoming OSC messages is routed to faders. * ExecutorKnob: Specifies which OSC Address of incoming OSC messages is routed to the mini encoders. * Key: Specifies which OSC Address of incoming OSC messages is routed to keys. * FaderRange: Specifies the OSC value range used for the fader, e.g., FaderRange 255 maps OSC 0-255 to 100%. * Receive: Specifies if OSC data (but no commands) shall be received. * Send: Indicates whether this OSC configuration sends OSC data (but not commands). * Receive Command: Specifies if commands for the command line will be received via OSC. This setting is independent of the general receive setting. * Send Command: Specifies if commands of the command line will be sent via OSC. This setting is independent of the general send setting. * EchoInput: Specifies if the input data shall be displayed in the system monitor. * EchoOutput: Specifies if the output data shall be displayed in the system monitor. * Note: Sets a note for this configuration. With the buttons Receive All, Receive None, Send All, Send None, Receive Command All, Receive Command None,Send Command All, and Send Command None, all OSC configuration lines can be modified together for the properties Receive, Send, Receive Command, and Send Command. *** ## Receive OSC [Section titled “Receive OSC”](#receive-osc) **Requirement:** * A network connection is established, and the Interface is on both devices. For more information, see [Enabling or Disabling the Network Connection](/grandma3/2-4/network/#h3_800718561). * Make sure that the network protocol (UDP, TCP), and the port are set correctly. Please note that the port configuration is used for sending and receiving OSC data. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you want to use different ports for sending and receiving, you can create multiple configuration lines. | ### Example [Section titled “Example”](#example) Example to receive OSC packets on a grandMA3 light console: 1. Open the In & Out menu / OSC. 2. Tap Enable Input. The input is enabled. 3. Two-finger tap the first row below Receive in the grid. The parameter is set to **Yes**. | | | | ------------------------------------------ | --------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When receiving OSC messages, Enable Input will highlight its title bar in yellow. | | | | | ------------------------------------------ | ------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Please note that in the example above, no prefix is defined. | For more examples, see [Advanced Examples](/grandma3/2-4/osc_advanced_examples/#h2_977962818). ## Command Line Control [Section titled “Command Line Control”](#command-line-control) The entirety of the grandMA3 command line can be accessed via OSC by using the “/cmd” OSC Address and the string ‘s’ OSC Type. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To receive OSC messages for the command line, set Receive Command to **Yes** in the corresponding OSC configuration line. | Examples that can be sent from another console to the receiving console: * *SendOSC 1 “/cmd,s,FaderMaster Page 1.201 At 50”*: Brings fader 201 on page 1 to 50% (same as the examples above but using gMA3 command line syntax instead). * *SendOSC 1 “/cmd,s,FaderMaster Page 1.201 At 50 Fade 5”*: Brings fader 201 on page 1 to 50% and additionally adds a fade time of five seconds * *SendOSC 1 “/cmd,s,Fixture 1 At 75*”: grandMA3 command line syntax is used to execute the command “Fixture 1 At 75” in the command line. * *SendOSC 1 “/cmd,s,Go+ Exec 402”*: Triggers executor 402. * *SendOSC 1 “/cmd,s,Patch Fixture 1 3.42”*: Patches fixture 1 to address 42 in Universe 3.  ​ ### Object Playback Control [Section titled “Object Playback Control”](#object-playback-control) The Playback of the following pool objects is controlled through OSC: * Sequences * Masters * Groups * Presets * Sounds * Worlds * Plugins * Screen Configuration * Timers Pool objects are addressed by their enumerated address in the grandMA3 directory structure. For more information about the grandMA3 structure, see [List keyword](/grandma3/2-4/keyword_list/).  | Target | Addresses | Type Tags | Arguments | Results | Example | | ---------- | ------------ | --------- | ----------------------------------- | ----------------------------------------------------------------------------- | ----------------------- | | Sequence X | /13.13.1.6.X | si | \,1 | Press the Key of the given Key function. | /13.13.1.6.1,si,Flash,1 | | - | - | si | \,0 | Release the Key of the given Key function | | | - | - | sif | \,3,0 … 100 | Set the Fader of the given Fader function to the given value as a percentage. | | | - | - | sii | \,0 … 3, -100 … 100 | Incrementally move the Fader in the Fader function by the given percentage. | | | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The address in the grandMA3 directory structure may change between software versions. Be sure to check the addresses when performing a software update. | All playback functions available when assigning the object type to an Executor can also be controlled through OSC. For more information, see [Assign Object to an Executor](/grandma3/2-4/executor_assign/#h2_420566424). ### Example [Section titled “Example”](#example-1) To display the argument of a playback control function in the System Monitor: 1. On the reciving device, press Menu - tap In & Out - tap OSC menu. 2. Tap Enable Input. 3. Set Receive to **Yes** in the corresponding OSC configuration Line. 4. Set Echo Input to **Yes**. 5. Tap to close the In & Out menu. 6. Open Add Window - More - System Monitor. 7. Execute a playback command, e.g., move Fader201 on the sending device. The playback argument is displayed in the System Monitor of the receiver. ![System Monitor is shown.](/img/grandma3/2-4/window_system_monitor_osc_v2-1-8f0d2f.png) System Monitor To retrieve the enumerated address of an object and display it in the Command Line History: 1. Tap the command line. 2. Type  *Lua “Printf( ObjectList( ‘Master 1’ )\[ 1 ]:Addr() )”* and press Please ( Replace the *Master 1* in the example with another object). The enumerated address is shown in the command line history. ![Update this description text.](/img/grandma3/2-4/window_commandline_osc_v2-1-d34a15.png) Command Line History For more information, see the [Printf(string)](/grandma3/2-4/lua_objectfree_printf/) Lua function. *** ## Send OSC [Section titled “Send OSC”](#send-osc) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about sending OSC, see [SendOSC keyword](/grandma3/2-4/keyword_sendosc/). | ### Example 1 [Section titled “Example 1”](#example-1-1) To send OSC packets from a grandMA3 onPC station: 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Two-finger tap Destination IP in the first row of the grid. The editor opens. 4. Set the Destination IP of the receiving device, then press Please. 5. Two-finger tab the first row below Send Command. The parameter is set to **Yes.** 6. Send data to the receiving device, e.g by using the command: *SendOSC 1 “/Page1/Fader201,i,50”*. 7. The title bar of Enable Output turns yellow,\*\* \*\*and OSC packets are sent from grandMA3 onPC to the grandMA3 light console. ![Title bar of the OSC Menu is shown with Enable Output in yellow.](/img/grandma3/2-4/menu_osc_enable_input_v2-1-a6a7cf.png) Title Bar of the Enable Output button is yellow when sending data | | | | ------------------------------------------ | ------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When sending OSC messages, the title bar of Enable Output will be highlighted. | ### Object Playback Feedback [Section titled “Object Playback Feedback”](#object-playback-feedback) | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To send OSC messages for playback action, set Send to **Yes** in the corresponding OSC configuration line. | Playback actions generate OSC output on the following objects, which can be used in the System Monitor when Echo Output is enabled: * Sequences * Masters * Groups * Presets * Sounds * Worlds * Plugin Components * Screen Configuration * Timers For more information on Plugin Components, see [Plugins](/grandma3/2-4/plugins/). ### Example 2 [Section titled “Example 2”](#example-2) To send a command, e.g., a playback control function, to a grandMA3 console: 1. On the sending device, press Menu - tap In & Out - tap OSC menu. 2. Tap Enable Output. 3. Set Send to **Yes** in the corresponding OSC configuration line. 4. Set Echo Output to **Yes**. 5. Tap X to close the In & Out menu. 6. Open Add Window - More - System Monitor. 7. Execute a playback command, e.g., move Fader201. The command is sent to the receiver. ### Example 3 [Section titled “Example 3”](#example-3) To send OSC data from a grandMA3 onPC workstation and receive it on a console: **Requirement**: * The IP addresses are set up correctly, and the network is enabled on both devices. * Some Fixtures are patched on the receiving console. **Sender:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Set Send Command to Yes. 4. Tap the command line in grandMA3 onPC: 5. Type \_*SendOSC 1 “/cmd,s,Fixture 1 At 75*” \_ and press Please.\*\*\*\* **Receiver:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Input. The input is enabled. 3. Set Receive Command to **Yes**. 4. If the command is received, Fixture 1 on the console is dimmed down to 75%. ### Example 4 [Section titled “Example 4”](#example-4) To send OSC data from a grandMA3 onPC workstation to a third-party device, e.g., a videoserver: **Requirement**: * The IP addresses are set up correctly on both devices  **Sender:** 1. Open the In & Out Menu / OSC. 2. Tap Enable Output. The output is enabled. 3. Set Send Command to **Yes**. 4. Tap the command line in grandMA3 onPC: 5. Type ***SendOSC 1 “/Videoserver/Master,i,100*”** and press Please. For more examples, see [Advanced Examples](/grandma3/2-4/osc_advanced_examples/#h2__2094987871). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Advanced Examples](/grandma3/2-4/osc_advanced_examples/) * [Use Cases](/grandma3/2-4/osc_examples/) # PSN (PosiStageNet) # Appendix and Known Limitations 2.4 * We recommend you use a dedicated and a separate physical network for each grandMA3 session. * When using DMX protocols we recommend you use a dedicated physical network for each protocol. * The recommended workflow for executor configurations that are different, compared with the default executor configuration, is to create a new executor configuration, do the changes in the new configuration and save them. * XML files with exported executor configurations from grandMA3 version 1.2 and prior cannot be properly imported to grandMA3 version 1.3 or later due to structural changes. * XML files with exported analog remote setups from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. * XML files with exported timecode shows from grandMA3 version 1.3 and prior cannot be properly imported to grandMA3 version 1.4 or later due to structural changes. *** | | | | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | Software update via network to onPC stations requires confirmation during the install process at the destination system.  | # Bug Fixes 2.4 ### 3D [Section titled “3D”](#3d) # Deprecated 2.4 | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The following is deprecated and will be removed in the software in the near future. Make sure you read the sections stated below, so you can adjust your macros and plugins accordingly, if necessary. | * The Lua function **HasActivePlayback()** is deprecated. It was replaced by **IsRunningPlayback()**. For more information on the new Lua function **IsRunningPlayback()** see [Release Notes 2.4](/grandma3/2-4/rn_changes-2-4/). * **/Selective** combined with **CleanUp** is deprecated. It was replaced by the /Type option keyword, which now works in combination with the CleanUp keyword. For more information see [Release Notes 2.2](/grandma3/2-4/key_rn_v2_2/#cleanup_keyword). * The command Help + Please is deprecated. It was replaced by the new **HelpKeyword keyword**. For more information see HelpKeyword in [Release Notes 2.2](/grandma3/2-4/key_rn_v2_2/#h2_1198082799). * The Lua function **Aquire()** is deprecated. It was replaced by **Acquire()**. For more information on the new Lua function **Acquire()** see [Release Notes 2.2](/grandma3/2-4/key_rn_v2_2/#h2_1879708368). # Features 2.4 > Phasers can now be created as recipes. * [Phaser Recipes and Shapes](/grandma3/2-4/rn_features-2-4/#h3_1771291726) * [Presets](/grandma3/2-4/rn_features-2-4/#h3_956339510) * [MIDI Show Control (MSC)](/grandma3/2-4/rn_features-2-4/#h3_1421197665) * [Preview](/grandma3/2-4/rn_features-2-4/#h3__2122125854) * [Improved MVR and Partial Show Read](/grandma3/2-4/rn_features-2-4/#h3_173775998) * [Phone Tethering via USB](/grandma3/2-4/rn_features-2-4/#h3_235466206) ### Phaser Recipes and Shapes [Section titled “Phaser Recipes and Shapes”](#phaser-recipes-and-shapes) ![](/img/grandma3/2-4/icon_plus_v0-9-131aa6.png) Added in this release: Phasers can now be created as recipes.\ Phaser recipes are recipes that have 2 or more steps. To create a phaser recipe: 1. Open the [recipe editor](/grandma3/2-4/recipe-sheet/#h2_1768861353). 2. Tap Add Phaser Recipe. 3. Add a selection and values in the recipe lines. To add steps to a phaser recipe, tap New Step below the phaser recipe.\ If additional steps are added to a phaser recipe, some values are inherited from previous steps. Phaser recipes in presets are indicated with a violet ![](/img/grandma3/2-4/icon_cooking-pot_v3-2-4-a51f58.png). When editing a phaser preset, a temporary version of the recipe editor opens in the edit window.\ To add phaser recipes to cue parts, open the sequence sheet, enable Show Recipes in the window settings, and tap on the violet ![](/img/grandma3/2-4/icon_plus_cooking_15_v3-2-4-107484.png) on the left side of the recipe lines.         Recipe lines of phaser recipes are indicated by a violet background in the recipe editor and can be edited like standard recipe lines, which are indicated by a green background.\ The colors for both standard and phaser recipes can be changed in the color theme. # Other Enhancements 2.4 > Read more about the context area and new recipe editor settings in Features. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Updated predefined content: * Updated demo shows: * Demoshow\_grandMA3 * MA\_StartShow * Simple\_Show * Updated the predefined MVR demo stage. * Changed the default render qualities in the render qualities pool. The new defaults are **No Beam**, **Line**, **Low**, **Standard**, **High**, and **Ultra**. By default, **Standard** is selected in a new show. * New predefined macros * New predefined filters * New predefined symbols * Added predefined phaser recipe presets. * Updated predefined phaser presets.  * Added predefined shapes. * Improved the Sequence Sheet view of new shows. * Group By ID Type is enabled by default in the fixture sheet settings. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved tags: * The tags pool now has Pool Action. [Pool ac](/grandma3/2-4/wvm_settings/#h3_1520802561)[tions](/grandma3/2-4/wvm_settings/#h3_1520802561) can be set up per tags pool or individually per object. * You can assign tags as layout elements in the layout viewer. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved pools: * Added First Index to the pool settings of presets and the following pools: Filters, Groups, MAtricks, Sequences, Shapes, and Worlds.  * Set values between **1 - 9999** to define where a pool object should be stored. An individually defined first index is indicated by **>=x** in the top left corner of the corresponding pool. For example, setting First Index to **195** in the sequence pool and then executing Store Sequence will create a pool object at slot 195. If the slot is occupied, the next free slot will be used instead. * First Index can be set up per user profile. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved MAtricks: * Linked and unlinked shuffle modes now work in combination with Rx, Ry, and Rz: * Rx, Ry, or Rz are toggled **on**: Only existing grid positions on the selected axis are taken into account. * Rx, Ry, or Rz are toggled **off**: The entire range on the axis is taken into account. * **Linked**\*\*:\*\* Fixtures that are located on the same point of the selected axis are triggered at the same time. * **Unlinked**\*\*:\*\* Parallel lines are shuffled independently to each other. * The value **0°** is now available as a predefined input option for phase values. * MAtricks objects with more than one property are indicated by ![](/img/grandma3/2-4/icon_15_matricks_v2_0-3ddf5f.png) in the pool object. ![](/img/grandma3/2-4/icon_arrow_up_right_v0-9-ccf6e7.png) Improved presets: * The new recipe context area is displayed in the lower part of the preset editor. To access the recipe editor settings, tap ![](/img/grandma3/2-4/gear-8cbf36.png) in the top left corner.\ Read more about the context area and new recipe editor settings in [Features](/grandma3/2-4/rn_features-2-4/#h3_1771291726). * Removed **Auto** in Preset Modes of the Store Settings pop-up. Read more about presets in [Features](/grandma3/2-4/rn_features-2-4/#h3_1771291726). * If a recipe is stored into an empty preset, the preset mode automatically changes to **Selective**. * Added Recipe Mode to the [Store Settings](/grandma3/2-4/cue_store_settings_preferences/) pop-up, when storing recipes into presets. The options are:  * **Normal**: Stores recipe presets with the selected fixtures in the programmer. * **NoSelection**: Stores recipe presets without the selection.\ To store a recipe without selection via command line, use this syntax: Store \[“FeatureGroup\_Name” or FeatureGroup\_Number] /Recipe “NoSelection” # Create Presets from Fixture Types > Here is how to create presets using presets that were previously stored to fixture types: ## Create Presets from Fixture Type (FT) [Section titled “Create Presets from Fixture Type (FT)”](#create-presets-from-fixturetypeft) Here is how to create presets using presets that were previously stored to fixture types: To open the Show Creator menu, press Menu and tap Show Creator. The Show Creator menu opens. * Requirement: Patched fixture types previously stored using the **Store Presets to FT** menu or AutoStore keyword. For more information, see [Store Presets to FT](/grandma3/2-4/sc_fixture_type_presets/). On the left side of the Show Creator menu window, tap Create Presets from FT. ![](/img/grandma3/2-4/window_create_presetfrom_ft-f4135a.png)\ *Create Presets from Fixture Types (FT) menu in normal mode* The left area displays only the **Fixture Types** and modes that contain **Fixture Type Presets**.\ When Fixtures is enabled in the title bar of this area, the patched fixtures are displayed instead of the fixture types. Here also, only fixtures whose fixture types contain fixture type presets are listed. The right area lets users define which presets will be created from fixture types.\ The At Filter is temporarily activated by tapping ![](/img/grandma3/2-4/icon_playback_forwards_15_v1-9-587781.png) on the title bar in the right area, and the feature group area is expanded to display the attributes filter. ![](/img/grandma3/2-4/window_create_preset-20from_ft_at-filter-e85a73.png)\ *Create Presets from FT menu with Fixtures enabled and expended At Filter area* This is the workflow to create presets from fixture types: 1. Select fixtures or fixture types. 2. Select the feature groups, features, or attributes. 3. Tap AutoCreate Presets at the bottom right of the window. A pop-up will ask to Overwrite or Merge existing presets or Cancel the operation: ![](/img/grandma3/2-4/auto-create-presets_v2-a90c8f.png) *** Tapping Advanced in the main title bar will display the **Fixture Types** in the left area, the available **Fixture Type Presets** for the selected **Fixture Types** in the center, and the **Presets** pool on the right. ![](/img/grandma3/2-4/window_create_preset-20from_ft_advanced-e1824b.png)\ *Create Presets from FT menu when Advanced is enabled in the*\_ title bar\_ The feature groups tabs are displayed above the window. For more information, see [Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/).  This is the workflow to create presets when Advanced is active: 1. Select the fixtures or fixture types. 2. Select a feature group from the tab at the top of the window. 3. Select the desired **Fixture Type Presets** from the center area. 4. Tap an empty pool object in the **Presets** area. 5. Tap AutoCreate Presets at the bottom right of the window. # Create Groups > Creating groups based on your current patch is easy and quick. Creating groups based on your current patch is easy and quick.\ To do so, press Menu and tap Show Creator. On the left side of the **Show Creator** window, tap Create Groups. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/927145966?title=0\&byline=0\&portrait=0\&color=ffeb0f) The **Create Groups** menu opens. ![](/img/grandma3/2-4/window_create_groups-c91c2c.png)\ *Create Groups menu* The left side of the window displays fixture types that are available based on your patch. Tapping Fixture Types in the title bar switches to **Classes** and **Layers**. To learn more, see [Classes and Layers](/grandma3/2-4/patch_classes_layers/). The group pool is displayed on the right side of the window. Tap DataPool in the title bar to select the desired **Data Pool** from the dropdown list; tap Sheet Style to change the display to sheet style. To create groups: 1. In the left area, select the fixture type, class, or layer for which you want to create a group. 2. In the right area, tap an empty pool object. 3. Tap Create Groups /All to create a group with all fixtures for the selected objects or Create Groups /Single to create single fixture groups. Create Groups /OddEven creates two groups with the fixtures of the selected fixture type, class, or layer. It alternately stores the fixtures of the specified object in a first odd group and a second even group. To learn more, see the [AutoCreate](/grandma3/2-4/keyword_autocreate/) keyword. When tapping Advanced on the Create Groups title bar, a center area appears. This area allows the creation of groups based on a reduced set of fixtures. *![](/img/grandma3/2-4/window_create_groups_advenced-2d5f1e.png)\ Create Groups menu with Advanced mode enable* Create groups with Advanced enabled: 1. Select the objects you want to create a group in the left area. The center area now displays the fixtures for the selected objects. 2. From the center area, select the fixtures for which you want to create a group, for example, all odd fixtures. 3. Tap an empty pool object in the right area. 4. Tap  Create Groups /All. 5. A new group with odd fixtures is created. # Create Presets > You can easily create universal dimmer or color presets. You can easily create universal dimmer or color presets. To learn more about presets, please read the [Create New Preset](/grandma3/2-4/presets_create/) topic. ## Create Universal Dimmer Presets. [Section titled “Create Universal Dimmer Presets.”](#create-universal-dimmer-presets) This is the workflow to create universal dimmer presets: 1. Press Menu, then tap Show Creator. 2. On the left side of the window, tap Create Presets. 3. On the window’s feature group bar, tap Dimmer. 4. Tap Dimmer Increment to define the increasing percentage from one preset to the next. Presets are created from 0% to 100%. The allowed increment input range is from 5% to 50%. 5. In the **Presets** area, tap an empty pool object. This will define the starting point for generating presets. 6. Tap Create Dimmer on the bottom right of the window. ![](/img/grandma3/2-4/window_create_dimmer_presets-15c2eb.png)\ *Create dimmer presets menu* # Store Presets to Fixture Types > It is an excellent habit to save already stored and named presets directly to the Fixture Types used in your show file; you can then create presets from these F It is an excellent habit to save already stored and named presets directly to the Fixture Types used in your show file; you can then create presets from these Fixture Types when you use them again on another show file. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Fixture Type Presets are not part of the GDTF specification. They can only be transferred to other show files using grandMA3 Fixture Types during export and import. | # Partial Show Read (PSR) > The Partial Show Read menu transfers objects, especially those containing fixture data, from another show to the currently loaded show file. The Partial Show Read menu transfers objects, especially those containing fixture data, from another show to the currently loaded show file. For more information, see [PSR](/grandma3/2-4/keyword_psr/). | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The show file to be PSR’ed must have been saved to the same software version as the running show file on the station where you performed the PSR. | | | | | ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/warning-99d629.png) | The partial show read can’t be oopsed; it is strongly recommended that the loaded show file be renamed before proceeding with PSR. | | | | | -------------------------------------------------- | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Phaser recipes will lose the link to referenced shapes when performing PSR | To access the PSR menu: * Press Menu, tap Show Creator, tap Partial Show Read on the bottom left side of the menu. The PSR menu opens: ![](/img/grandma3/2-4/window_select_psr_file_2-0d8a02.png) The arrow-shaped tabs at the top will guide you through the different steps. 1. Tap Show at the top-right side of the menu. 2. Select a drive (on the right side of the title bar) 3. Select a show file. 4. Tap Select at the bottom of the window or tap Patch in the arrow shape tab bar on top. The Rename Show File pop-up opens: ![](/img/grandma3/2-4/rename-20show-20file-20pop-20up-f6f1cb.png) Enter the new name and tap Rename. Tap Do Not Rename if you don’t want to rename the show file.\ If you don’t enter a new name, tapping Rename will result in the same outcome as tapping Do Not Rename. *** ### PSR Prepare Menu [Section titled “PSR Prepare Menu”](#psr-prepare-menu) If the selected file is suitable, the PSR Prepare menu will open: ![](/img/grandma3/2-4/window_psr_prepare_v2-4-44e0f6.png) When entering the PSR Prepare menu, the software matches the fixtures in the following order: 1. Fixture ID 2. Channel ID 3. GUID 4. Name The menu is divided into two areas: * On the left, **PSR Patch** displays the patch for the show file to be imported, along with its name in the title bar. * On the right, **Local Running Patch** displays the currently loaded show file and its name in the title bar. Editing the corresponding cell of the **PSR Patch** allows you to change the properties for **Stage**, **FixtureID**, **IDType**, and **CID**.\ Changed properties are displayed in a cyan font. Cells that cannot be edited have a darker background color. When an IDType is renamed in the PSR Show, two names may appear in one cell of the IDType of the **PSR Patch**. They are displayed with this naming scheme: Name in **PSR Show** (Name in **Local Show**). The names of the IDTypes in the **PSR Show** can’t be carried over to the **Local Show**. When fixtures are not set to the same IDType/CID combination, or one has no Fixture ID, they will be set to the new IDType PSR and get a consecutive CID. Rows with corresponding fixtures on both sides are called matched. Patch, Position, and Rotation properties can be imported individually. Define which properties will be used by using the buttons between the two patches: * ![](/img/grandma3/2-4/psr_use_property-0c1213.png) Use the selected property in the resulting patch. * ![](/img/grandma3/2-4/psr_remove_property-04b4bf.png) Remove the selection from property. Use the buttons between the two patches to define which fixtures will be used in the resulting patch: * ![](/img/grandma3/2-4/psr_use-42d62d.png) Use the selected fixtures in the resulting patch.  * ![](/img/grandma3/2-4/psr_swap-ec0a7b.png) Use the fixtures from the opposite patch in the resulting patch. * ![](/img/grandma3/2-4/psr_remove-dd8a70.png) Remove the selected fixtures in the resulting patch. Marked fixtures have a green background. After the PSR Prepare process, they will exist in the currently loaded show file with their respective fixture types.\ Different fixtures can be used from the right and left sides, but not fixtures on the same row. Fixture types can be exchanged from the PSR Prepare menu. Select the fixtures to be exchanged in the Fixture Type column (PSR Patch on the left side). The Insert New Fixture Type pop-up opens. Select a fixture type and tap Select. The fixture types are now exchanged in the PSR Patch and are indicated in the Fixture Type column in cyan font: ![](/img/grandma3/2-4/window_psr_prepare_v2-4-6-b7e42a.png) Changes to a single property for matching fixtures are highlighted in orange on the left. To add data from the patch column to the resulting patch, tap Use PSR Patch Column.\ To add data of the position and rotation columns to the resulting patch, tap Use PSR Position/Rotation Columns.  Environmental fixtures can be hidden by tapping Hide Environmental in the title bar. To perform a partial show read where fixtures in the PSR Patch and fixtures on the Local Running Patch need to be kept, edit a cell in the GUID column of the fixtures in the PSR Prepare menu. The selection pop-up opens: ![](/img/grandma3/2-4/window_select_guid-3540d5.png) Tap New. Use the search field to filter the patches by fixture names.\ Other filters are available: * Stage: Displays the fixtures of the selected stage. * Match Type: Displays the fixtures depending on their matching state: 1. **Non\*\*\*\*e**: No filters applied. 2. **Matched**: Displays only fixture pairs that are matched together. 3. **Unmatched**: Displays only fixtures that do not match together. 4. **Conflicted**: Displays the conflicting fixtures. Here’s an example of **Conflicted** fixtures:\ Having 3 fixtures with IDs 1 through 3 and changing all IDs to 1 in the PSR Patch, these IDs are now conflicting and will be displayed in the Match Type **Conflicted** filter. * Fixture Type: Displays only the fixtures of the selected fixture type. * Layer: Displays only the fixtures of the selected layer. * Class: Displays only the fixtures of the selected class. * Reset Filters: Resets all filters. For a fast selection of fixtures to be taken, tap one of the four buttons at the bottom of the window: * Use PSR Only: The resulting patch contains only fixtures from the **PSR** show file. * Use Local Only: The resulting patch contains only fixtures from the **Local** show file.  * Merge PSR: Add all unmatched or unselected fixtures from the **PSR** show list to the resulting patch.  * Merge Local: Add all unmatched or unselected fixtures from the Local show list to the resulting patch.  Tap Reset in the menu title bar to reset all changes and filters. * When done, tap Proceed in the bottom-right corner of the window, or Import at the top of the menu, the Patch Summary pop-up opens: ![](/img/grandma3/2-4/window_psr_patch_summary-4bee81.png) Tap OK to proceed with the PSR Import menu or Cancel. *** ### - PSR Import Menu [Section titled “- PSR Import Menu”](#--psr-import-menu) The menu is divided into three areas: 1. The left area (PSR) shows the different pools of the show file to be PSR’ed, and the title bar displays the name of the show file. Navigate the object tree to the objects you want to import. Tap ![](/img/grandma3/2-4/icon_playback_forwards_15_v1-9-544021.png) to unfold a level in the tree. Tap the checkboxes for the objects to be imported. Selected objects get a yellow checkmark and are displayed in the center area. Parent objects get a gray check mark to indicate that some child objects are selected. When selecting an object with a reference, the reference is also marked for import and receives a purple checkmark. A number behind the checkbox indicates the hierarchy level of an object. The colors of the indicator bar indicate the following states: * Green: This element contains newer data than the local show file. * Orange: The children of this element are a mixture of older and newer data in the PSR show file. * Red: This element contains only older data in the PSR show file. *![](/img/grandma3/2-4/window_psr_import_v2-0-3-198be1.png)\ PSR Import menu* 1. The center area displays the last selected object type in the left area and allows you to define the **Import Index** (the spot in the pool where it will be imported). Edit a cell in the **Import Index** column or tap a pool object in the right area (Local). When the Import Index is set to \, the same object exists in both show files, and the object will be merged with the matching object in the locally running show file. 1) The right area (Local Running) displays the corresponding pool in the local show file. The title bar also displays the show file’s name. The orange collected frames indicate where the objects will be imported. When tapping into the pool in the Local Running area, only selected objects in the PSR area will be imported.  ### Import non-default DataPool [Section titled “Import non-default DataPool”](#import-non-default-datapool) To import a data pool other than the default one, select a non-default data pool by tapping its checkboxes. Then tap on the referring parent DataPools object in the tree structure. The right area (Local Running) now displays DataPools.  Select a tree pool object in the right area. A pop-up window appears:  ![](/img/grandma3/2-4/window_create_new_data_pool-872dc7.png) Confirm by tapping **OK**. A new DataPool, using the non-default DataPool of the PSR, has been created in the locally running show file.  Tap Import to transfer the selected object into the local show file. Objects that were imported are marked as imported in the object tree. Tap Cleanup to remove imported items from the PSR. System-locked objects, for example, world 1 or filter 1, can’t be imported. An error message is added to the command line when a data pool is missing. | | | | -------------------------------------------------- | --------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Known Limitation:** | | | - The programmer is cleared when Import is entered. | * When importing the fixtures, references from fixtures to custom appearances will not be preserved. * The console must be in a standalone or Idle master state to perform a Partial Show Read. | [](/grandma3/2-4/keyword_psr/)[](/grandma3/2-4/keyword_psr/)[](/grandma3/2-4/keyword_psr/) | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Use the PSR keyword in the programmer to select fixtures of the ID type PSR. For more information, see [PSR keyword](/grandma3/2-4/keyword_psr/#h2_873740972). | #### *** #### The Partial Show Read menu also supports MVR Integration. [Section titled “The Partial Show Read menu also supports MVR Integration.”](#the-partial-show-read-menu-also-supports-mvr-integration) | | | | ------------------------------------------------ | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | MVR integration via Partial Show Read will clear the programmer. | #### Open the PSR menu, press Menu, tap Show Creator, tap Partial Show Read on the bottom left side of the menu. The PSR menu opens: [Section titled “Open the PSR menu, press Menu, tap Show Creator, tap Partial Show Read on the bottom left side of the menu. The PSR menu opens:”](#open-the-psr-menu-press-menu-tap-show-creator-tap-partial-show-readon-the-bottom-left-side-of-the-menu-the-psr-menu-opens) ![](/img/grandma3/2-4/window_select_psr_file_2-0d8a02.png) * Tap MVR at the top right side of the menu, and the PSR menu displays options for the MVR integration: ![](/img/grandma3/2-4/window_mvr_interagtion_via_psr-0ff501.png) 1. Select between User or Demo MVR  files in the top right corner of the menu. 2. Select the MVR file on the left side of the menu. 3. Check the MVR object types to be integrated on the right side of the menu. **Fixtures** and **Group Objects** are checked by default. 4. Tap Select at the bottom right corner of the menu. The Rename Show File pop-up opens: ![](/img/grandma3/2-4/widow_mvr_rename_pop-up-9e307c.png) Enter the new name and tap Rename. Tap Do Not Rename if you don’t want to rename the show file.\ If you don’t enter a new name, tapping Rename will result in the same outcome as tapping Do Not Rename: The PSR Prepare menu opens: ![](/img/grandma3/2-4/window_psr-prepare_mvr-d2e3a2.png) The menu is divided into two areas: * On the left, **MVR Patch** displays the patch for the MVR file to be imported, along with its name in the title bar. * On the right, **Local Running Patch** displays the currently loaded show file and its name in the title bar. Editing the corresponding cell of the **MVR Patch** allows you to change the properties for **Stage**, **FixtureID**, **IDType**, and **CID**.\ Changed properties are displayed in a cyan font. Cells that cannot be edited have a darker background color. When an IDType is renamed in the local show, two names may appear in one cell of the IDType of the **MVR Patch**. They are displayed with this naming scheme: Name in **MVR Show** (Name in **Local Show**). The names of the IDTypes in the **MVR Show** can’t be carried over to the **Local Show**. Rows with corresponding fixtures on both sides are called matched. Patch, Position, and Rotation properties can be imported individually. Define which properties will be used by using the buttons between the two patches: * ![](/img/grandma3/2-4/psr_use_property-0c1213.png) Use the selected property in the resulting patch. * ![](/img/grandma3/2-4/psr_remove_property-04b4bf.png) Remove the selection from property. Use the buttons between the two patches to define which fixtures will be used in the resulting patch: * ![](/img/grandma3/2-4/psr_use-42d62d.png) Use the selected fixtures in the resulting patch.  * ![](/img/grandma3/2-4/psr_swap-ec0a7b.png) Use the fixtures from the opposite patch in the resulting patch. * ![](/img/grandma3/2-4/psr_remove-dd8a70.png) Remove the selected fixtures in the resulting patch. Marked fixtures have a green background. After the PSR Prepare process, they will exist in the currently loaded show file with their respective fixture types.\ Different fixtures can be used from the right and left sides, but not fixtures on the same row. Fixture types can be exchanged from the PSR Prepare menu. Select the fixtures to be exchanged in the Fixture Type column (MVR Patch on the left side). The Insert New Fixture Type pop-up opens. Select a fixture type and tap Select. The fixture types are now exchanged in the MVR Patch and are indicated in the Fixture Type column in cyan font: Changes to a single property for matching fixtures are highlighted in orange on the left. To add data from the patch column to the resulting patch, tap Use MVR Patch Column.\ To add data of the position and rotation columns to the resulting patch, tap Use MVR Position/Rotation Columns.  Environmental fixtures can be hidden by tapping Hide Environmental in the title bar. To perform a partial show read where fixtures in the MVR Patch and fixtures on the Local Running Patch need to be kept, edit a cell in the GUID column of the fixtures in the PSR Prepare menu. The selection pop-up opens: ![](/img/grandma3/2-4/window_select_guid-3540d5.png) Tap  New. Use the search field to filter the patches by fixture names.\ Other filters are available: * Stage: Displays the fixtures of the selected stage. * Match Type: Displays the fixtures depending on their matching state: 1. **Non\*\*\*\*e**: No filters applied. 2. **Matched**: Displays only fixture pairs that are matched together. 3. **Unmatched**: Displays only fixtures that do not match together. 4. **Conflicted**: Displays the conflicting fixtures. * Fixture Type: Displays only the fixtures of the selected fixture type. * Layer: Displays only the fixtures of the selected layer. * Class: Displays only the fixtures of the selected class. * Reset Filters: Resets all filters. For a fast selection of fixtures to be taken, tap one of the four buttons at the bottom of the window: * Use MVR Only: The resulting patch contains only fixtures from the **MVR** show file. * Use Local Only: The resulting patch contains only fixtures from the **Local** show file.  * Merge MVR: Add all unmatched or unselected fixtures from the **MVR** show list to the resulting patch.  * Merge Local: Add all unmatched or unselected fixtures from the Local show list to the resulting patch.  Tap Reset in the menu title bar to reset all changes and filters. When done, tap Finish in the bottom-right corner of the window, the Patch Summary pop-up opens: ![](/img/grandma3/2-4/window_psr_patch_summary-4bee81.png) Tap OK to finish the MVR Import or Cancel. #### [Section titled “”](#-1) #### [Section titled “”](#-2) #### [Section titled “”](#-3) #### [Section titled “”](#-4) # Screenshots > Screenshots can be created by pressing the Print Screen key or the shortcut F11 on a built-in or external keyboard. A green flash on all screens indicates that Screenshots can be created by pressing the Print Screen key or the shortcut F11 on a built-in or external keyboard. A green flash on all screens indicates that the screenshot has been taken. An image from each screen is stored as an individual PNG file in the image folder. The file names are generated using this template: YYYYMMDD\_hhmmss\_displayX.png Images can be imported into the [image pool]() or copied from a console via an SFTP connection. For more information, see [Networking ─ SFTP connection](/grandma3/2-4/fm_sftp/). *** ## Storing Screenshots on a USB Stick [Section titled “Storing Screenshots on a USB Stick”](#storing-screenshots-on-a-usb-stick) Screenshots can be stored on a USB memory stick. They are stored as PNG files. The USB drive needs to be the selected drive when the Print Screen key is pressed. A list of the drives can be seen in the [Command Line History window](/grandma3/2-4/ws_ui_command_line/) by running the following command: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Drive | It is drive number two if no other USB devices are connected. Select the drive using this syntax: Select \[“Drive\_Name” or Drive\_Number] Now press Print Screen. Bring the USB to a computer. Screenshots are saved to the **/gma3\_library/media/images** folder. On USB drives, the **gma3\_library** folder is located in the **grandMA3** folder. ## Copy Screenshots using SFTP [Section titled “Copy Screenshots using SFTP”](#copy-screenshots-using-sftp) When accessing the console’s internal drive using SFTP, the **gma3\_library** folder is located at the root of the visible folder structure. Open an [SFTP connection](/grandma3/2-4/fm_sftp/), navigate to the images folder, and copy the relevant files from the console. For more information on folder structure, see the [Folder Structure](/grandma3/2-4/fm_folder_structure/) topic. *** Screenshots of views and NDI streams can be stored directly as images. For more information about NDI Streams, see [Video](/grandma3/2-4/videos/). To store screenshots and NDI stream as an image: Use the [/Screen](/grandma3/2-4/ok_screen/) or [/NDI](/grandma3/2-4/ok_ndi/) option keyword in combination with the [Store](/grandma3/2-4/keyword_store/) and [Image](/grandma3/2-4/keyword_image/) keywords. The [/ScreenOnly](/grandma3/2-4/ok_screenonly/) option keyword allows to define which part of the screen will be used. * /ScreenOnly “Yes” The screenshot only includes the user-definable area. This is the default, or if /ScreenOnly is not defined. * /ScreenOnly “No” The entire screen, including the view bar, encoder bar, and other elements, is used to take the screenshot. To store a screenshot of screen 1 as image 5 of the area that can be defined by the user, type: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Image 3.5 /Screen “1” | # Scribbles > Scribbles are small drawings that are created in the software and can be assigned to objects. Scribbles are small drawings that are created in the software and can be assigned to objects. All scribbles are stored in the scribbles pool. For more information on opening the scribbles pool see [Add Window](/grandma3/2-4/wvm_add_window/). [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowScribblePool%22%20%2FAutoFit) # Assign Scribbles > Scribbles in the scribbles pool can be assigned to objects. Additionally, new scribbles can be created and assigned directly when editing objects. Scribbles in the scribbles pool can be assigned to objects. Additionally, new scribbles can be created and assigned directly when editing objects.  | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To avoid spamming the scribbles pool, create scribbles in the pool and then assign them to other objects.  | There are multiple ways to assign scribbles: * **Scribble Pool Objects** 1. Press Assign. 2. Tap a scribble in the scribbles pool. 3. Tap the object you want to assign the scribble to. or 1. Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on an object in the scribbles pool and select Assign.  2. Tap the object you want to assign the scribble to. * **Other Objects** 1. Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on the object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example, sequences or macros, additionally tap Settings in the title bar of the pop-up. 2. Tap Scribble. The select scribble dropdown opens. 3. Select a scribble. * **Command Line**  \ For more information on assigning scribbles using the command line, see  [Scribble Keyword](/grandma3/2-4/keyword_scribble/).   The scribble is assigned to the selected object. Tap New in the select scribble dropdown to create and assign a scribble directly to an object. # Create Scribbles # Delete Scribbles > To delete scribbles, use one of the following options: To delete scribbles, use one of the following options: * Press Delete and tap the scribble you want to delete in the scribbles pool. * Use the swipey commands on the pool object in the scribbles pool.\ For information, see [Pool Windows – Swipey](/grandma3/2-4/wvm_pool/#h2__1144791563). * Use the command line.\ For more information on deleting pool objects, see [Delete Pool Objects](/grandma3/2-4/wvm_pool_delete/). For more information on the Delete keyword, see [Delete Keyword](/grandma3/2-4/keyword_delete/). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If scribbles are assigned to other objects, deleting individual scribbles in the scribble pool will delete the links to the objects. This action can be oopsed. | # Selection Grid Tool Bar > When the Selection Grid Tool Bar is enabled, it is visible on the left side of the Selection Grid window. The tools can be used to modify the arrangement of the ### Selection Grid Tool Bar [Section titled “Selection Grid Tool Bar”](#selection-grid-tool-bar) When the Selection Grid Tool Bar is enabled, it is visible on the left side of the Selection Grid window. The tools can be used to modify the arrangement of the selected fixtures. ![](/img/grandma3/2-4/window_selection-grid_tool-20bar-644883.png)\ *Selection Grid toolbar* Here’s a description of what the tools can do: * ![](/img/grandma3/2-4/icon_linearize_24_v1-8-243028.png) **Linearize Grid Numerical**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. The new fixture order is in ascending order by Fixture ID (and, secondarily, by CID). * ![](/img/grandma3/2-4/icon_left-to-right_24_v1-8-1df856.png) **Linearize Grid Left To Right, then Top to Bottom**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. Based on the current grid arrangement, the new fixture order is determined to work from left to right first, then from top to bottom. * ![](/img/grandma3/2-4/icon_top-to-bottom_24_v1-8-d97f14.png) **Linearize Grid Top to Bottom, then Left to Right**: The currently selected fixtures are rearranged into a line starting at Grid 0/0/0. Based on the current grid arrangement, the new fixture order is determined to work from top to bottom first, then from left to right. * ![](/img/grandma3/2-4/icon_compress_24_v1-8-217f9d.png) **Remove Gaps:** Remove gaps between fixtures. * **![](/img/grandma3/2-4/icon_15_remove_offset_v2_0-b53980.png) Remove Offset:** Removes the offset between the origin and the selection\*\*.\*\* * **![](/img/grandma3/2-4/icon_15_align_left_v2_0-055034.png) Apply Left Alignment to Grid:** Align the selection to the left of the whole selection. * **![](/img/grandma3/2-4/icon_15_align_center_v2_0-e16f03.png) Apply Center Alignment to Grid:** Align the selection at the center of the grid.  * **![](/img/grandma3/2-4/icon_15_align_right_v2_0-cf184f.png) Apply Right Alignment to Grid:** Align the selection to the right of the whole selection.  * ![](/img/grandma3/2-4/icon_transpose_24_v1-8-373632.png) **Transpose Grid**: Interchanges the X and Y grid coordinates of every selected fixture. * ![](/img/grandma3/2-4/icon_rotate-cw_24_v1-8-1a87f0.png) **Rotate Grid by 90 Degrees to the right**: Rotate the currently selected fixtures 90° clockwise in the XY plane. * ![](/img/grandma3/2-4/icon_rotate-ccw_24_v1-8-7970fb.png) **Rotate Grid by 90 Degrees to the left**: Rotate the currently selected fixtures 90° counterclockwise about the XY plane. * ![](/img/grandma3/2-4/icon_mirror-x_24_v1-8-5d2ed7.png) **Mirror Grid at X-axis**: Mirrors the fixtures in the grid along a vertical mirror line. * ![](/img/grandma3/2-4/icon_mirror-y_24_v1-8-ceac8f.png) **Mirror Grid at Y-axis**: Mirrors the fixtures in the grid along a horizontal mirror line. * \*2 **Multiply Grid Coordinates by 2:** Relatively multiplies the space between fixtures on the x-axis. * /2 \*\*Divide Grid Coordinates by 2: \*\*Relatively divide the space between fixtures on the x-axis.  * **![](/img/grandma3/2-4/icon_15_grid_symmetrical_v2_0-8bab5a.png) Make Grid Symmetrical:** Transforms the current selection to be symmetrical.  * **![](/img/grandma3/2-4/icon_15_matricks_v2_0-3ddf5f.png) Use MAtricks Positions and Reset MAtricks:** keep the fixtures at their MAtricks transformed coordinates and remove MAtricks.  Use the Grid keyword to trigger the grid tools from the command line. For example, to trigger the **Transpose** tool, type: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid “Transpose” | These are the commands for each tool: * Linearize Grid Numerical: **Grid “Linearize” “Numerical”** * Linearize Grid Left To Right, then Top to Bottom: **Grid “Linearize” “LeftToRight”** * Linearize Grid Top to Bottom, then Left to Right: **Grid “Linearize” “TopToBottom”** * Remove Gaps: **Grid “RemoveGaps”** * Remove Offsets: **Grid “RemoveOffset”** * ****Apply Left Alignment to Grid:** Grid “Align” “Left”** * Apply Center Alignment to Grid: **Grid “Align” “Center”** * Apply Right Alignment to Grid: **Grid “Align” “Right”** * Transpose Grid: **Grid “Transpose”** * Rotate Grid by 90 Degrees to the right: **Grid “Rotate” “Right”** * Rotate Grid by 90 Degrees to the left: **Grid “Rotate” “Left”** * Mirror Grid at X-axis: **Grid “Flip” “X”** * Mirror Grid at Y-axis: **Grid “Flip” “Y”** * Multiply grid coordinates by 2: **Grid “Multiply” 2** * Divide grid Coordinate by 2: **Grid “Divide” 2** * Make grid symmetrical: **Grid “MakeSymmetrical”** * Use matricks positions and reset matricks: **Grid “UseMatricksPositions”** Grid Coordinates can be multiplied or divided by values other than 2. For example, to multiply the grid coordinates by the factor 6, type: | | | | ------------------------------------------------------------------ | ------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Grid “Multiply” 6 | # Selection Grid Setup Mode # Backup and Template Show Files > Show files are categorized into multiple folders. Shows is where the regular saved show files are stored, in Backup Shows  a show file is automatically generate Show files are categorized into multiple folders. Shows is where the regular saved show files are stored, in Backup Shows  a show file is automatically generated when saving a show file.  Demo Shows are the predefined show files by MALighting. See [Demo Shows](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/demo-shows). Iin Template Shows predefined show files can be added by the user.  To load a backup file, a demo show file, or a template show: 1. Open the Backup Menu and tap Load. 2. Tap Shows to toggle between Shows, Backup Shows, Demo Shows and Template Shows. 3. You can load a previously saved backup or a demo show. | | | | -------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | It is not possible to save or create a new show file in the Backup Shows, Demo Shows, or Template Shows folder. | * Up to 10 backup files can be stored from the same show file. A backup is automatically generated when a show file is saved. * The name of a backup show file contains: * Showfile Name * Backup * Date and Time in UTC format ![](/img/grandma3/2-4/menu_backup_backup_shows_v2-3-f72cd5.png) Backup Files *** ## Template Shows [Section titled “Template Shows”](#template-shows) To display show files in the Template Shows folder, the show file must be manually placed in a specific folder in the local device’s library. For more information, see [Folder Structure](/grandma3/2-4/fm_folder_structure/). To place an already saved show file into the template show folder on a grandMA3 console, use an external SFTP client. For more information, see [SFTP Connection to a Console](/grandma3/2-4/fm_sftp/) . # Load a Show File > Show files are separated into Shows, Backup Shows, Demo Shows, and Template Shows. For more information, see Backup, Demo, and Template Show Files. Show files are separated into Shows, Backup Shows, Demo Shows, and Template Shows. For more information, see [Backup, Demo, and Template Show Files](/grandma3/2-4/sfh_backup/). For more information about Show History and Show Description, see [Organize Show Files](/grandma3/2-4/shf_organize/). Use the search field to filter for specific show files. To load a show file: 1. Open the Backup menu and tap Load. 2. Tap the search field and start typing. The show file list is filtered 3. Select a show file and tap Load. ![](/img/grandma3/2-4/menu_backup_load_v2-3-265af0.png) Load menu in the Backup menu with the four checkbox buttons on the right side. To load a show via the command line, use the [LoadShow keyword](/grandma3/2-4/keyword_loadshow/). ***   ## Load Show Segments [Section titled “Load Show Segments”](#load-show-segments) The following checkbox buttons define which segments of a show file are loaded: * Show Data: Loads the show-relevant data from the show file. This includes the patch, pool objects, user, and user profiles. Show Data is enabled by default. * Local Settings: Loads the local settings. For example, this includes web remote settings and onPC settings. * Output Stations: Includes configuring all DMX ports, SMPTE settings, and MIDI settings. * DMX Protocols: Loads the configuration of all available DMX protocols (Art-Net and sACN). If a segment is not checked, the currently loaded settings are kept for that segment. * Check All is a quick way to select all checkboxes. * Load: The show file will be loaded. If no checkbox button is enabled, Load is disabled.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Show files that were saved with grandMA3 v1.8.8.2 or prior do not contain Local Settings, Output Configuration, and DMX Protocols saved inside. The show file needs to be saved first with grandMA3 v1.9 or higher. | # New Show File > To create a new show file: To create a new show file: 1. Open the Backup menu and tap New Show. ![](/img/grandma3/2-4/menu_new_show_v2-2-4c34cf.png) Backup menu - New Show 2. Type to overwrite the file name or keep the automatically generated show file name. 3. Select the show segments you would like to omit from the new show file. The description changes accordingly. 4. Tap New Show in the bottom right corner. 5. When the currently loaded show file has unsaved changes, a Warning pop-up appears. 6. Tap Save to store the currently loaded show. This might not be the right option. Tap Do not Save to not make any changes to the loaded show file. Tap Cancel to cancel the creation of a new show.\ -or-\ When the currently loaded show file has no unsaved changes, the Create New Show pop-up appears. Tap New Show. A new show file has been created. Use the [NewShow keyword](/grandma3/2-4/keyword_newshow/) to create a new show from the command line. | | | | ------------------------------------------ | ---------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is possible to use local letters in the filename, like æ, õ, and ä. | *** ## Clear Show Segments [Section titled “Clear Show Segments”](#clear-show-segments) To define which segments of the current show file should be cleared for the new show, use the four checkbox buttons on the right side: * Clear Show Data: Clears the show-relevant data from the show file. Includes the patch, pool objects, user, and user profiles. This checkbox is marked as default. * Clear Local Settings: Clears the local settings. For example, this includes web remote settings and onPC settings. * Clear Output Stations: Clears the setup of all DMX ports, the SMPTE settings, and the MIDI settings. * Clear DMX Protocols: Clears the configuration of all available DMX protocols (Art-Net and sACN). Selected data will be cleared after tapping New Show. * Check All is a quick way to select all checkboxes. * All enabled show segments will be omitted from the newly created show file. * An automatically generated description text of the kept show segments can be found in the Description area. After creating a new show file, you can change the description in the backup menu. | | | | ------------------------------------------ | ------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Make sure to select at least one checkbox to enable New Show. | # Save a Show File > To select and change the drive to save a show file on, for example, the USB drive: ### Save To a Drive [Section titled “Save To a Drive”](#save-to-a-drive) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Saving a show file to an external drive automatically saves it to the internal drive. | To select and change the drive to save a show file on, for example, the USB drive: 1. Open the Backup menu. 2. Tap and hold Internal in the top right corner. A dropdown menu opens. 3. Select a drive, for example, the external USB drive **Removable D:\\**.  Save To Internal automatically changes its name to the drive name. 4. Tap Save to Removable D:/ to save the show on the selected USB drive. *** ### Quick Save [Section titled “Quick Save”](#quick-save) To save the show file quickly: * Press Menu and tap Quick Save. \- OR- * Pressing Menu 2x quickly also creates a Quick Save. To save a show by using the command line, use the [SaveShow keyword](/grandma3/2-4/keyword_saveshow/). *** ### Auto Save [Section titled “Auto Save”](#auto-save) To save the show automatically in regular intervals: 1. Press Menu. The menu opens. 2. Tap  Backup and AutoSave Interval. A dropdown menu opens. 3. Select the desired Auto Save Interval, for example, **15 Minutes**. ![Update this description text.](/img/grandma3/2-4/menu_autosave_v2-2-d8919a.png) AutoSave Interval 4. Auto save is enabled, and a countdown to the next auto save will be displayed in the title bar of the Backup menu.  ![Update this description text.](/img/grandma3/2-4/menu_backup_titlebar_v2-2-d2492f.png) Backup menu - Titlebar with Autosave Interval enabled. # Shapes > A shape is an object containing a single recipe that defines how values are transferred between steps over time. A shape is an object containing a single recipe that defines how values are transferred between steps over time. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Shapes are most useful in combination with [phaser recipes](/grandma3/2-4/recipe-sheet/). Use shape objects in phaser recipes to quickly and easily determine curves and other values in the recipe. For more information on creating phaser recipes and using shapes in them, see [recipes section](/grandma3/2-4/recipes/). | Shapes are stored in the shapes pool. To open this pool, see the Data Pools tab in the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. If a shape contains attribute information, a feature group indicator bar is displayed in the bottom of the shape. White squares indicate that values of attributes of the corresponding feature group are stored in the shape.\ Shapes that are generic and do not contain attribute values do not have a feature group indicator bar.  There are 22 predefined shapes in the pool. Some predefined shapes are specific to an attribute, some are generic and can be applied to multiple or all attributes.  ![Update this description text.](/img/grandma3/2-4/window_shapes_01_v3-2-4-c26ad5.png) Shapes pool with predefined shapes Shapes include **Transition**, **Width**, **Acceleration**, and **Dec\*\*\*\*eleration** values.\ Additionally, **Attributes**, **Speed**, **Measure**, **Adaptive Measure**, **Adaptive Width**, and **Adaptive XY Rotation** can be set in the shape. Shapes that contain information about one or more attributes can be called into the [programmer](/grandma3/2-4/operate_programmer/) and output directly. The values that are set in the shape will be applied to the attributes that are defined in the shape for the current selection.\ If a generic shape is called into the programmer, the values that are set in the shape will be applied to active attributes in the programmer with multi-step values. To access the settings for the pool, tap MA in the upper left corner of the pool. \[+] [Show Pool Settings](javascript:void\(0\)) \[-] [Hide Pool Settings](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_shapes_05_v3-2-4-970dd3.png) Shape pool settings * \*\*Show Empty\ \*\*This toggle button can hide or show empty pool objects. * \*\*Appearance\ \*\*This sets which appearance is applied behind the pool objects. * \*\*Pool Columns\ \*\*This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-4/icon_pool-limited_12_v2-0-71e0d7.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * \*\*Font Size\ \*\*This sets the font size property from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * \*\*DataPool\ \*\*This defines what data pool the pool window shows data from. This makes it possible to have pools showing objects from different data pools. For instance, a group pool window from the default data pool can be shown next to a different group pool window showing groups from a different data pool. * \*\*Pool Color\ \*\*This is the color for the title button in the pool. * \*\*Empty Color\ \*\*This color is applied to empty pool objects. * \*\*Reset Colors\ \*\*This resets the colors to the colors in the default color theme. *** ## Edit Shapes  [Section titled “Edit Shapes ”](#edit-shapes) To edit a shape, use the [swipey gesture](/grandma3/2-4/wvm_pool/#h2__1144791563) on the pool object or press Edit and tap the pool object.\ The shape editor has two tabs. The sheet tab provides access to all properties of the shape in a sheet format, the 1D tab provides a visualization of the shape in a [1D layout](/grandma3/2-4/phaser_editor/#h2_1092127547). The 1D editor is also displayed in the [context area](/grandma3/2-4/recipe-sheet/#h2__1449911386) of the recipe editor when you edit a shape or curve value in a phaser recipe. *** ### Sheet Tab [Section titled “Sheet Tab”](#sheet-tab) The sheet view provides access to the properties that can be defined in the shape. For more information about these properties, see [Recipe Editor](/grandma3/2-4/recipe-sheet/#h2__36274158). ![Update this description text.](/img/grandma3/2-4/window_shapes_02_v3-2-4-ca7c56.png) Sheet tab ob the shape editor As in the recipe editor, each grid line corresponds to one step in the shape. Properties that correspond to the same attribute are grouped in a numbered **Value Source** header. Tap the arrow (![](/img/grandma3/2-4/icon_triangle_lef_15px-481fa9.png)) on the left of the header to unfold or collapse the group and display more or less columns for the attribute. By default, the group is collapsed. If multiple attributes are active in one phaser step, the attributes and their corresponding values are displayed next to each other. To sort the recipe lines by attributes, enable Group by Attribute in the title bar. The grid layout changes. One recipe line now corresponds to one attribute. Properties that correspond to the same step are grouped in a numbered **Step** header. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_shapes_03_v3-2-4-9a87d3.png) Sheet layout if Group By Attribute is enabled *** ### 1D Tab [Section titled “1D Tab”](#1d-tab) The 1D tab provides quick and easy access to a [1D layout](/grandma3/2-4/phaser_editor/#h2_1092127547) of the attributes in the shape and **Accel X**, **Decel X**, **Trans X**, **Width X**, **Value Absolute**, and **Value Relative** for each step.\ The blue grid in the 1D layout displays the width on the x-axis with bolder separating lines at 100 %. The step numbers are displayed in the center of each step. ![Update this description text.](/img/grandma3/2-4/window_shapes_04_v3-2-4-8040bc.png) 1D tab of the shape editor To modify the curves, move the handles or change the values in the buttons. The curves of all enabled attributes are modified collectively. If there are more than two steps, the two selected steps are highlighted in gray. Attributes are displayed as toggle buttons at the top. To edit a shape of an attribute, enable the corresponding button.\ To display the curves of disabled attributes in a darker green color, enable Show All Attributes in the settings. To hide the curves of disabled attributes, disable Show All Attributes. In addition to the attributes, there are five buttons in the row above the 1D layout: * ![](/img/grandma3/2-4/icon_10_filter_15px-bc6347.png)\ Enable or disable all attributes. * **Show Step Values**\ If this button is disabled, the actual value range of the shape is displayed to span across the full height of the 1D layout. If it is enabled, the height of the 1D layout represents the full available range of values. * ![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png) **Attribute**\ Delete the selected attributes from a phaser recipe. * ![](/img/grandma3/2-4/icon_plus_15_v1-5-dc1987.png) **Attribute**\ Add an attribute to the shape. * ![](/img/grandma3/2-4/icon_minus_15_v1-5-87f767.png) \*\*Step\ \*\*Delete the selected step of a shape. The number of the step that is to be deleted is displayed in the button. * ![](/img/grandma3/2-4/icon_plus_15_v1-5-dc1987.png) **Step**\ Add a step to a shape. The step is added at the end of the phaser. # Organize Show Files > To display the show file history: ## Show File History [Section titled “Show File History”](#show-file-history) To display the show file history: 1. Tap Load in the backup menu. Enable Show History in the bottom left corner of the menu. 2. Select a show file. The history of the selected show file is displayed at the bottom of the backup menu. When loading the show file, the history gives information regarding: * Date: Shows the date and time the show file was saved. * Version: This shows the software version in which the show file was saved. * Type: This shows the software type, for example, Release. * Name: This shows the name of the show file. * Description: This shows the description of the show file. * TZ: This shows the time zone. * UTC: This shows the date and time in UTC. A new entry within the history will be entered when the show file is saved again, and one of these criteria has changed: * Version * Type * Name * Time zone * Description The newest entry is at the top of the history list. ![Show file name with description and time stamp](/img/grandma3/2-4/window_backup_show_history_v1-9-a7891d.png) Show file name with description and time stamp ***   ## Add a Description [Section titled “Add a Description”](#add-a-description) To add a description to the current show file, use the description area at the top of the backup menu. To add another line, press Please. Modifying or entering a description will only be applied to the show file when saving it afterward. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When you create a new show file with kept show segments, the defined show segments are displayed in the Description area. For more information, see [New Show File](/grandma3/2-4/sfh_new/). | ![Backup Menu New Show](/img/grandma3/2-4/description_line_backup_menu_v2-2-cdd5d9.png) Show file name with description line *** ## Display the Description [Section titled “Display the Description”](#display-the-description) To see the description of a show file: 1. Press Menu and then tap Backup. The backup menu opens. 2. Tap Load. The first line of the description is already shown in the **Description** column. 3. Enable Show Description and select a show file. The whole description of the selected show file is shown. The description can also be edited via Save As and displayed via Delete in the backup menu. ![Backup Menu](/img/grandma3/2-4/menu_description_v2-1-5b5c95.png) Backup menu - Show file description *** ## Add Automatic Numbering [Section titled “Add Automatic Numbering”](#add-automatic-numbering) The setting Enumerate Show File Name When Description Changes in the backup menu automatically increments a 3-digit number. The number will be appended to the show file name if the description is changed when saving the show. * To separate the show file name from the number, add a hyphen (-), an underscore (\_), or any other character to separate the name from the numbers at the end of the show file name. * Enumerating a show file can also be called with the /Enumerate option. For more information, see [/Enumerate option keyword](/grandma3/2-4/ok_enumerate/). | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the original show file name is too long to add the number, the command line will return an error. In this case, the former show file name will be used again. | # Show File Handling > The show file contains all the information that is related to the show, including: The show file contains all the information that is related to the show, including:  * Patch * Fixture profiles * Cues * Timings * 3D information * Users and user profiles # Show Creator > The Show Creator menu lets you Import and Export various object types, Create Groups, Create Presets, Create Presets from Fixture Types,nd Store Presets to Fixt The Show Creator menu lets you **[Import](/grandma3/2-4/import-export/)**[ and ](/grandma3/2-4/import-export/)**[Export](/grandma3/2-4/import-export/)** various object types, **[Create Groups](/grandma3/2-4/sc_create_groups/)**, **[Create Presets](/grandma3/2-4/sc_create_presets/), [Create Presets from Fixture Types](/grandma3/2-4/sc_autocreate_groups/),** and **[Store Presets to Fixture Types](/grandma3/2-4/sc_fixture_type_presets/).** To transfer objects from another show to the currently loaded show file, use the [Partial Show Read (PSR)](/grandma3/2-4/sc_psr/) menu, also part of the **Show Creator** menu. To learn more about **Import** and **Export**, see [Import Keyword](/grandma3/2-4/keyword_import/) and [Export Keyword](/grandma3/2-4/keyword_export/). To learn more about creating various object types, for example, **Groups**, see [AutoCreate Keyword](/grandma3/2-4/keyword_autocreate/). To learn more about how to **Store Presets to Fixture Types**, see [AutoStore Keyword](/grandma3/2-4/keyword_autostore/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Import / Export](/grandma3/2-4/import-export/) * [Create Groups](/grandma3/2-4/sc_create_groups/) * [Create Presets](/grandma3/2-4/sc_create_presets/) * [Create Presets from Fixture Types](/grandma3/2-4/sc_autocreate_groups/) * [Store Presets to Fixture Types](/grandma3/2-4/sc_fixture_type_presets/) * [Partial Show Read (PSR)](/grandma3/2-4/sc_psr/) # Shut Down the System > Before shutting down the system, save the show file via the Backup menu. Before shutting down the system, save the show file via the [Backup menu](/grandma3/2-4/show_file_management/). To start the shutdown procedure, use one of the following options: ### Use the Software User Interface [Section titled “Use the Software User Interface”](#use-the-software-user-interface) * Tap the ![](/img/grandma3/2-4/icon_power_15_v1-9-d78a4e.png) icon at the top of the control bar. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%27ShutdownMenuOverlay%27%0A) The shutdown menu opens: ![Shutdown Menu buttons are shown](/img/grandma3/2-4/menu_shut-down_v2-0-a26dd6.png) Shutdown Menu - Buttons * To shut down, tap the ![](/img/grandma3/2-4/icon_power_15_v1-9-d78a4e.png) icon. * To reboot,  tap the Reboot ![](/img/grandma3/2-4/icon_refresh_arrow_15_v1_5-0e1e1b.png) icon. This button is only available on consoles. * To restart, tap the Restart ![](/img/grandma3/2-4/icon_refresh_arrow_15_v1_5-0e1e1b.png) icon. * To lock the desk, tap the ![](/img/grandma3/2-4/icon_padlock_15_v1-0-ac3f34.png) icon. For more information, see [desk lock](/grandma3/2-4/ws_ui_desk_lock/). ### Use the Power Key [Section titled “Use the Power Key”](#use-the-power-key) * Press the [power key](/grandma3/2-4/key_power/) on the front panel. ### Use a Keyword [Section titled “Use a Keyword”](#use-a-keyword) * [Reboot keyword](/grandma3/2-4/keyword_reboot/) * [Restart keyword](/grandma3/2-4/keyword_restart/) * [ShutDown keyword](/grandma3/2-4/keyword_shutdown/) ### Shutdown Warning Pop-Up [Section titled “Shutdown Warning Pop-Up”](#shutdown-warning-pop-up) One of the following warning pop-ups appears: ![](/img/grandma3/2-4/popup_shut-down_2_v1-9-7fced3.png) ![](/img/grandma3/2-4/popup_shut-down_v1-9-d8e8de.png) * Tap OK. The grandMA3 device shuts down. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When using the [ShutDown keyword](/grandma3/2-4/keyword_shutdown/), you can choose an option without a shutdown pop-up or without timer. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If an attempt is made to shut down before saving the show file, a save show file pop-up will appear. For more information, see [Save Show File](/grandma3/2-4/sfh_save/). | * To shut down the current station without confirmation, type: | | | | ------------------------------------------------------------------ | -------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown /NoConfirmation | * To shut down the current station without a timer, type: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ShutDown /NoAutoClose | # Clock > Open the Clock Viewer window with the Add Window pop-up in the Tools tab. Open the Clock Viewer window with the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up in the Tools tab.  [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Store%20ScreenContent%20Default%20%22WindowClock%22%20%2FAutoFit) # Date and Time > Sets date and time. Sets date and time. To access **Date and Time**: 1. Press Menu. 2. Tap Settings. A drop-down menu opens. 3. Tap\*\*\*\* Date and Time. The Date and Time window opens.    ## Session Time [Section titled “Session Time”](#session-time) The Session Time tab provides an overview about the current **Time**, **Date** and **Location**. ![Date and Time window with Session Time settings](/img/grandma3/2-4/menu_date_and_time_session_time_v2-1-0abdaa.png) Date and Time window with Session Time settings #### Date and Time: [Section titled “Date and Time:”](#date-and-time) To set date and time manually: 1. Go to Session Time. 2. Tap the buttons with a gray title bar. The calculator opens. 3. Enter values and tap Please. Date and time are set.  | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If Date and Time is NTP synchronized, it is not possible to adjust the values manually. Go to the Time Server tab first. Set Extern TimeSync Mode to None. Now go back to Session Time and adjust manually. | | | | | -------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | When using grandMA3 onPC with **m\*\*\*\*acOS**, avoid changing the system time in the general system settings of macOS as it can cause critical time conflicts in different parts of the onPC software. Adjusting the session time in the onPC software with macOS is safe. | #### #### Location: [Section titled “Location:”](#location) The time zone refers to the international time standard UTC.  1. To enter the current location, tap each of the buttons –Timezone, Longitude, Latitude – on the right of the column Location.\ The calculator opens. 2. Enter values and tap Please. Location is set. *** ## Daylight Info [Section titled “Daylight Info”](#daylight-info) The Daylight Info tab, displays yesterday’s, today’s, and tomorrow’s dawn, sunrise, sunset, and dusk. ![Date and Time window with Daylight Info settings](/img/grandma3/2-4/menu_date_and_time_daylight_v2-1-0cd724.png) Date and Time window with Daylight Info settings All times are based on the Location settings in the tab Session Time. The times are calculated at sea level without any elevation on the horizon. Maximum precision for all times is +/- 1 minute. Dawn and Dusk are calculated using nautical twilight. *** ## Time Server [Section titled “Time Server”](#time-server) The Time Server tab allows you to synchronize the Session Time with an external time source through Network Time Protocol (NTP).  ![Date and Time window with Time Server settings and NTP Monitor](/img/grandma3/2-4/menu_date_and_time_time_server_v2-1-4729fc.png) Date and Time window with Time Server settings and NTP Monitor The Time Server tab offers several options: * **Extern TimeSync Mode**: When set to NTP, Time and Date are synchronized with the NTP settings referring to Server IP and Server Name. Setting it to None, Date and Time can be set manually in the [Session Time](/grandma3/2-4/si_date_and_time/#h2__1681385269). * **Server IP**: Tap on Server IP. A calculator opens. Type in any IP address from an NTP server. The NTP server now provides Date and Time.   * **Server Name**: Type in any Server Name of an NTP server. This displays the Server IP automatically. The NTP server now provides Date and Time.    The **NTP Monitor** on the right side displays details about the server’s connection.  | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The NTP server delivers always Coordinated Universal Time (UTC +0:00). To match it to your local time, adjust the Time zone in the **[Session Time](/grandma3/2-4/si_date_and_time/#h2__1681385269)** tab. | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The **IdleMaster** or **GlobalMaster** station determines the time of the session, even if other stations in the session have different NTP servers set up. | # Desk Lights > This topic describes how to set desk lights. This topic describes how to set desk lights. To learn more about color themes, see [Color Themes](/grandma3/2-4/ws_colors_color_theme/). To access the Desk Lights Color Theme menu: 1. Press Menu. 2. Tap Desk Lights & Color Theme. 3. The Desk Lights Color Theme menu opens. ![](/img/grandma3/2-4/menu_desk_lights_color_theme_1_v1-9-4d99ba.png) Desk Lights & Color Theme menu * Desk Lights:\  Move the fader up or down to adjust the desk light intensity. * Screens:\ Adjusts the overall brightness of all screens. * To adjust the brightness of individual screens, tap Details below the Screens fader. Then, move the respective screen fader up or down. | | | | -------------------------------------------------- | ---------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The Screen External fader currently has no function. | * LED Master:\ Adjusts the overall intensity of all LEDs. * To adjust the LED intensity of the individual elements, tap Details below the LED Master fader.  * LED Background:\  Adjusts the overall LED background intensity, such as for encoders and keys. * To adjust the LED background intensity of the individual elements, tap Details below the LED Master fader. * LED Feedback:\ Adjusts the intensity with which the LEDs respond to input. * To adjust the LED Feedback intensity of the individual elements, tap Details below the LED Feedback fader. # Info Window > The Info window is a helpful tool to show the operator references, dependencies, and notes for objects in the show file. The Info window is a helpful tool to show the operator references, dependencies, and notes for objects in the show file. To learn more about displaying dependencies and references in the Command Line History, see the [ListReference Keyword](/grandma3/2-4/keyword_listreference/). To open the Info window, tap More and then tap Info in the Add window dialog. ![](/img/grandma3/2-4/window_info_references_2_v2-1-5e79a7.png) Info window The Info window is seperated into three tabs: **Referenced by (x)**, **Depends on (x)**, and **Note (x)**. Referenced by (x) tab displays the following information: * **(x)**, displays the number of references for this object. * **Type,** displays the targeted object reference type. * **No,** displays the targeted object reference number. * **Name,** displays the targeted object reference name.  Depends on (x)tab displays the following information: * **Type,** displays the type of the targeted object dependencies. * **No,** displays the number of the targeted object dependencies. * **Name,** displays the name of the targeted object dependencies. The Note (x)tab displays the notes of an object. Depending on the size of the Info window, the notes are resized to fit the window. For more information about Notes, see [Notes](/grandma3/2-4/notes/) topic.   *** ## List Reference [Section titled “List Reference”](#list-reference) * To list all references and/or dependencies in your show file, type ListReference into the command line and press Please. The Info window pop-up opens: ![Update this description text.](/img/grandma3/2-4/window_info_references_all_v2-2-b40408.png) Info window pop-up - All References / Dependencies of the show file are shown To list the references of an object, for example, a sequence pool object or macros: **Requirements:** * grandMA3 demo show file is loaded. * Open Sequence pool and Info window. 1. Tap List Reference in the title bar of the Info window or type **ListReference** in the command line. 2. Tap Look in the Sequence pool. The related information about the selected sequence pool object is shown in the Info window. ![](/img/grandma3/2-4/window_info_references_v2-1-bcb3ed.png) Info window displaying information of Sequence 1. # System Information > System Info combines system and performance monitoring for the console. System Info combines system and performance monitoring for the console.  To add a System Info window, follow the instructions under [Add windows](/grandma3/2-4/wvm_add_window/). In the Add Window pop-up: 1. Tap More. 2. Tap System Info.\ The System Info window opens. ![](/img/grandma3/2-4/window_system_info_v2-0-fe20ce.png) *System Info – details on onPC* To adjust the System Info window settings, follow the instructions under [Window Settings](/grandma3/2-4/wvm_settings/). \   ## Temperature Check [Section titled “Temperature Check”](#temperature-check) CPU, GPU, and system temperatures can be displayed on: * grandMA3 full-size * grandMA3 light * grandMA3 replay unit * grandMA3 compact XT ![](/img/grandma3/2-4/window_gm3_temperature_v1-9-152c2e.png) Example of temperature windows The grandMA3 compact can only display CPU and system temperatures. These products are not able to display temperature information: * grandMA3 extension * grandMA3 processing unit * grandMA3 nodes * grandMA3 viz-key * All grandMA3 onPC solution devices ## Fan Check [Section titled “Fan Check”](#fan-check) The fan view in the System Info window displays the system/CPU cooling fan speed in correlation to its maximum speed. Fan speeds can be displayed on: * grandMA3 full-size * grandMA3 light * grandMA3 replay unit * grandMA3 compact (XT) These products are not able to display fan speed information: * grandMA3 extension * grandMA3 processing unit * grandMA3 nodes * grandMA3 viz-key * All grandMA3 onPC solution devices System Info is divided into different views, which can be selected using the button in the title bar on the right-hand side. Tap and hold the button to toggle between: * Realtime: Displays the system’s workload in milliseconds per DMX frame. * Timing: Displays the time required to render the console screens. MainLoop, Swap, and End show the internal processing and the displays on which it takes place. * CPU: CPU displays the workload of the main processor. * Memory: Displays the system’s RAM in GB. * CPU Temp: Displays the console’s current temperature. * GPU Temp: Displays the current temperature of the console’s graphics processing unit. * Sys Temp: Displays the current temperature of the central computer board. * Fan: Displays the cooling system fan’s rotational speed in RPM. * Details: Displays other relevant system info, such as the serial number or the build date. * HDD: Lists relevant information about available hard drives. * Network: Lists the number of connected and expected stations in the session. Green numbers show the expected numbers of devices. Red shows when a device is disconnected.  | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Graphs such as the Memory graph show the current used value on the left and the total value on the right. | The title bar can be enabled or disabled by tapping Show Title Bar in the System Info Window Settings. # System Monitor > The system monitor is a window that can be created like any other window using the Add Window pop-up. The system monitor is a window that can be created like any other window using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_system-monitor_v2-1-7240d6.png) System Monitor It shows what is happening at the station. This includes feedback on user commands. It is a log of the different things happening in the background. It also shows warnings, errors, and changes to the system. It is a debugging window that can provide useful information if the system has any problems. There are only two settings for the window. * **Appearance**:\ This button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. The default background is black. The bottom line shows the latest update. If the system monitor is scrolled up, the background turns red to indicate that it is not the latest data, and the auto-scrolling function that shows the latest info is inactive. Scroll back down to the bottom to reactivate the auto-scroll function. # Sound > The grandMA3 system can receive and transmit sound. See how to connect audio devices in the Connect Audio In and Connect Sound Out topics. The grandMA3 system can receive and transmit sound. See how to connect audio devices in the [Connect Audio In](/grandma3/2-4/fs_connect_audio_in/) and [Connect Sound Out](/grandma3/2-4/fs_connect_sound/) topics. The Sound Viewer can be used to show the received sound. **Sound Viewer** is a window that can be created using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). Received sounds can be used in phasers to dynamically change attribute values or in sequences where incoming sounds can be used to trigger cues. Learn more about received sound in the Sound Viewer topic (link below). Sound files can be imported into the **Sounds** Pool. Imported sounds can be played back from the pool, and they can be added to timecode tracks. Learn more about importing sound in the Sounds Pool topic (link below). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Sound Viewer](/grandma3/2-4/sound_viewer/) * [Sounds Pool](/grandma3/2-4/sound_pool/) # Sounds Pool > The Sounds Pool can contain sound files. The pool is part of the media pools. The **Sounds Pool** can contain sound files. The pool is part of the media pools. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The Sounds Pool has a limit of 100 MB for all objects. Files exceeding the limit will be highlighted with a red color in the import pop-up.The total size of all media pools is limited to 300 MB. | Sound pool objects can be played back in the pool or added as a track in a timecode object. ![The Sounds pool with imported sound files.](/img/grandma3/2-4/window_sounds-pool_v2-0-ef512e.png) *Sounds Pool with imported sound files* # Sound Viewer > The grandMA3 system can receive a sound signal. This signal can be used in Phasers, and different Sound Channels can be used to give value to attributes or trig The grandMA3 system can receive a sound signal. This signal can be used in Phasers, and different **Sound Channels** can be used to give value to attributes or trigger cues. The **Sound Viewer** displays an incoming audio signal as a raw waveform. This window also breaks down the strength of that signal into several bands of a few different widths. The **Sound Viewer** also displays calculations performed by the console to find steady beats within the signal. **Requirement:**\ Active sound input is required in order for the console to display useful information in the **Sound Viewer**. For information about connecting an audio input to a console, see the [Connect Audio In](/grandma3/2-4/fs_connect_audio_in/) topic. The grandMA3 onPC software uses any sound input hardware designated by the operating system.  The **Add Window** pop-up includes the **Sound Viewer** under the Tools tab. See the [Add Windows topic](/grandma3/2-4/wvm_add_window/) for more information about the Add Window pop-up. The right corner of the **Sound Viewer** title bar includes a View Mode button. Tap this button to cycle through available display mode options, or tap and swipe to open a pop-up menu containing all of the available display mode options for the **Sound Viewer**. On the grandMA3 onPC, there is another button in the title bar called Audio In Device. This is a list of available sound devices on the computer that can be used as sound input devices. The used input can be selected here or in the onPC settings. These settings define different settings specifically for the onPC. Learn more in the [onPC Settings topic](/grandma3/2-4/onpc_onpc_settings/#h3_1554795451). *** ## Wave View Mode [Section titled “Wave View Mode”](#wave-view-mode) ![](/img/grandma3/2-4/window_sound_wave-display_v1-9-931954.png) Sound window in Wave view mode The left side of the window includes a simple VU meter, which is shown as a vertical bar. The main area of the window shows the raw waveform of the incoming audio signal. The right side of the window includes quick access to the **Sound In** master. Adjusting the **Sound In** master changes the volume of the input signal. This change is immediately visible in both the VU meter and the waveform. For more information about the **Sound In** master, see the [Grand Masters](/grandma3/2-4/masters_grand/) topic. *** ## Sound View Mode [Section titled “Sound View Mode”](#sound-view-mode) ![](/img/grandma3/2-4/window_sound_sound-display_v1-9-5052fa.png) Sound window in Sound view mode The **Sound** view mode of the **Soun\*\*\*\*d Viewer** displays the incoming audio signal as a series of bars representing the volume of different bands of frequencies. When a given bar reaches a peak, a dot appears above the bar. This dot represents a possible sound trigger based on that frequency band. The eleven bars shown in the window break down the frequencies of the audio signal in three different ways, displaying all three breakdowns simultaneously. The first bar represents the volume of the whole signal. The next three bars divide the signal into **Bass**, **Mid**, and **High** frequencies. And the remaining seven bars divide the frequencies equally into narrower bands. These eleven bars relate directly to the first eleven **Sound Channels** and inversely to the remaining **Sound Channels**. Available **Sound Channels** include: 1. **All** 2. **Bass** 3. **Mid** 4. **High** 5. **Band1** 6. **Band2** 7. **Band3** 8. **Band4** 9. **Band5** 10. **Band6** 11. **Band7** 12. **InvAll** 13. **InvBass** 14. **InvMid** 15. **InvHigh** 16. **InvBand1** 17. **InvBand2** 18. **InvBand3** 19. **InvBand4** 20. **InvBand5** 21. **InvBand6** 22. **InvBand7** Set the value of any parameter to follow one of the **Sound Channels** in the command line using the [SoundChannel](/grandma3/2-4/keyword_soundchannel/) keyword or the Sound Codes tab of the [Calculator.](/grandma3/2-4/ws_calculator/#sound_codes_calculator) The right side of the window includes quick access to the **Sound Fade** master. Adjusting the **Sound Fade** master changes the fall-off speed of all of the channels. While a lower number results in more accurate tracking of quickly changing dynamics, the response may appear undesirably erratic. A higher value results in a smoother response. For more information about the **Sound Fade** master, see the [Grand Masters](/grandma3/2-4/masters_grand/) topic. *** ## Beat View Mode [Section titled “Beat View Mode”](#beat-view-mode) ![](/img/grandma3/2-4/window_sound_beat-display_v1-9-420481.png) Sound window in Beat view mode The **Beat** view mode of the **Sound Viewer** displays the incoming audio signal after some additional processing. This processing looks for repeating beats. The processed signal appears as a series of hills and valleys. Deeper valleys form where louder pulses in the incoming signal line up more consistently over time. Dim, yellow, vertical lines appear in the valleys with the most consistent repeated pulses. These lines represent beat candidates, which the **BPM** speed master can follow. A bold, yellow, vertical line appears when the **BPM** master locks onto a beat. The **BPM** master adjusts automatically to follow any changes detected in the incoming signal. The right side of the window includes quick access to the **BPM** speed master fader. For more information about the **BPM** speed master, see the [Speed Masters](/grandma3/2-4/masters_speed/) topic. # Status Center > Status icons indicate activities and statuses in the software. They are displayed on the right side in the command line next to the command line input field. Status icons indicate activities and statuses in the software. They are displayed on the right side in the command line next to the command line input field. All status settings are set per user profile. For some statuses you can choose to see the corresponding status for all user profiles. To show or hide a status icon in the command line, swipe the status in the message center window.\ A drop-down displays the following options: * **Never**: No icon for the status is displayed. The indicator bar of the corresponding status is gray. * **On Activity**: Displays the icon when a setting or function is active. The indicator bar is white. * **Always**: The icon is always displayed in the command line. If the setting or function is not active, the icon is grayed out. The indicator bar is green. Most statuses additionally have three **Blink** options: * **None**: The background of the status in the command line does not blink when the status is active. * **Once**: The background of the status blinks red once when active. * **Always**: The background of the status blinks red continuously when the status is active. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For the statuses **Highlight**, **Blind**, **Solo**, **Grand Master**, **World Master**, and **Disk Space** “Blink” is set to **Always** by default. | Additionally, the icon and title bar of a status light up in the corresponding color if the status is active. The default display mode for statuses in the **Programmer**, **Filter**, and Universe/Patch section is **On Activity**.\ The default display mode for statuses in the **More** and **Toggles** section, except for Battery, is **Always**. The default for Battery depends on the device. For some statuses (Highlight; Lowlight; Solo; Timecode Record) you can select different sources for the status in the drop-down:  * **My**: The status is active if triggered by the current user profile. If **My** is selected as user profile, ![](/img/grandma3/2-4/icon_user_15_v1-7-7e47bb.png) is displayed in the status cell. * **All**: The status is active if triggered by any user profile. If **All** is selected as user profile, ![](/img/grandma3/2-4/icon_users_v2-3-f2e7a7.png) is displayed in the status cell. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the user profile is set to \*\*All \*\*and highlight, lowlight, solo, or a timecode record is triggered by another user profile, **e\*\*\*\*xt** or **m\*\*\*\*y+ext** is displayed below the icons. **ext** is displayed if the function is only triggered by another user profile. **my+ext** is displayed if the function is triggered by both the current and another user profile. If the function is triggered by the currently active user profile, no text is displayed below the icon.  | The following statuses are available: **Programmer:** * **Highlight** (![](/img/grandma3/2-4/icon_status_highlight_v2-2-e7f66b.png)): [Highlight](/grandma3/2-4/keyword_highlight/) is active. Tap the icon to open the temporary master controls. * **Lowlight** (![](/img/grandma3/2-4/icon_lowlight_v2-3-9a8d79.png)): If [Lowlight](/grandma3/2-4/keyword_lowlight/) is active, the icon turns blue. Tap the icon to open the temporary master controls. * **Solo** (![](/img/grandma3/2-4/icon_status_solo_v2-2-c91620.png)): [Solo](/grandma3/2-4/keyword_solo/) is active. Tap the icon to open the master controls. * **Blind** (![](/img/grandma3/2-4/icon_status_blind_v2-2-0ba4ce.png)): [Blind](/grandma3/2-4/keyword_blind/) is active. Tap the icon to open the master controls.  * **Preview** (![](/img/grandma3/2-4/icon_status_preview_v2-3-3d3ec2.png)): If [Preview](/grandma3/2-4/keyword_preview/) is active, the icon is orange. * **Timecode Record** (**![](/img/grandma3/2-4/icon_status_timecode_recording_v2-3_15px-2cbe0b.png)**): A [timecode recording](/grandma3/2-4/timecode_create/#h2_1497943987) is active. When a timecode is recorded, the icon starts to blink. Tap the icon to open the off menu in the timecodes tab. * **Recipe Editing** (![](/img/grandma3/2-4/icon_cooking-pot_12_v1-7-c4818c.png)): If the [recipe editor](/grandma3/2-4/recipes/#h2_1768861353) is active, the icon is green. * **Grand Master** (![](/img/grandma3/2-4/icon_fader_master_15_v3-2-4-749a36.png)): Grand master is not at full. Tap the icon to open the temporary master controls.  * **World Master** (![](/img/grandma3/2-4/icon_fader_master_15_v3-2-4-749a36.png)): World master is not at full. Tap the icon to open the temporary master controls.  * **Grand Rate** (![](/img/grandma3/2-4/icon_fader_master_15_v3-2-4-749a36.png)): Grand rate master is not at 1:1. Tap the icon to open the temporary master controls.  **Filter:** * **Filter** (![](/img/grandma3/2-4/icon_filter_15px-78282b.png)): A [filter](/grandma3/2-4/worldfilter/#h2_271449867) other than Filter 1 is called or selected. * **World** (![](/img/grandma3/2-4/icon_status_world_v2-2-34aa13.png)): A [world](/grandma3/2-4/worldfilter/#h2__1253470035)  other than World 1 is selected.   **Universe/Patch:** * **Parked** (![](/img/grandma3/2-4/icon_status_parked_v2-2-b8f575.png)): If fixtures are [parked](/grandma3/2-4/keyword_park/), the icon is blue. * **DMX Tester** (![](/img/grandma3/2-4/icon_status_dmx_tester_output_v2-2-a24a68.png)): If the [DMX tester](/grandma3/2-4/patch_dmx_sheet/#DMX%20Tester) generates output, the icon is white.  * **Not Enough Parameters** (![](/img/grandma3/2-4/icon_not_enough_parameters_15_v3_2-3-99f2d6.png)): The limit of [parameters](/grandma3/2-4/system_parameter/) is exceeded. If the system is in overload and the DMX output refresh rate is slowing down, **Overload** is displayed below the icon. * **No Fixtures Patched** (![](/img/grandma3/2-4/icon_nofixture_15_v3-2-3-ec84e3.png)): No fixtures are patched in the current show. * **Patch Open** (![](/img/grandma3/2-4/status_patch_v2-4-962b29.png)): Another user is in full patch.  **More:** * **World Server** (![](/img/grandma3/2-4/icon_worldserver_24_v1-9-0bc73e.png)): Displays if there is a connection to the [world server](/grandma3/2-4/system_world/). * **Encoder Bar** (![](/img/grandma3/2-4/icon_encoder_bar_15p-e44e5b.png)): A different encoder bar and not the default encoder bar is selected.  * **Phasers**: Graphically indicates the current processing workload dedicated to [phaser](/grandma3/2-4/phaser/) calculation in a bar in the command line. A green indicator rises with the number of parameters with actively running phasers. The exact value is displayed as a [tooltip](/grandma3/2-4/atm_open_help_console/#h2__1802410938) in the command line. * **Flow Control**: Graphically indicates the current workload of the network with a green indicator in the bar next to the envelope icon (![](/img/grandma3/2-4/icon_message_15px-a09bd6.png)) in the command line. The exact intensity of the flow control is displayed on a scale of 0 to 255 as a [tooltip](/grandma3/2-4/atm_open_help_console/#h2__1802410938) in the command line. The flow control level is also displayed in the network menu. For more information see [Session](/grandma3/2-4/network_session/#stations_view). **Hardware:** * **B\*\*\*\*attery** (![](/img/grandma3/2-4/battery_icon_15_v2-2-ec0efb.png)): Displays the [power status](/grandma3/2-4/system_message_center/) of the device. On full-size, light, full-size CRV, and light CRV consoles, the icon is displayed by default. Tap the icon to open the battery status pop-up. For stations with no battery, the icon is crossed (![](/img/grandma3/2-4/icon_battery_none_v2-3-1c9c8e.png)).\ If a device runs on battery, the system differentiates between the battery status of your own device and those of other devices in the session. Depending on the configuration, **e\*\*\*\*xt** or **m\*\*\*\*y+ext** is displayed below the icons to indicate which device is affected. **ext** is displayed if a different device is affected, **my+ext** is displayed if the current device and a different device are affected. If the current device is affected, no text is displayed below the icon. The tooltip in the command line and alert message in the message center provide further information.  \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![](/img/grandma3/2-4/window_status-20center_02_v3-2-4-c51996.png) For more information on the battery and power status, see [UPS Battery](/grandma3/2-4/do_ups_battery/). * **USB Network** (![](/img/grandma3/2-4/icon_status_usb_network-be37e6.png)): USB network is active. This status is not available in the onPC software. For more information, see [USB Network](https://malighting.clickhelp.co/smart/grandma3-user-manual-publication/rn_beta_features-2-4/a/h2_235466206) in Features.   * **ShowData** (![](/img/grandma3/2-4/icon_showdata_15px-8cd6c5.png)): Previously named Memory. * \*\*CPU \*\*(![](/img/grandma3/2-4/icon_cpu_15px-895666.png)): Displays the CPU usage as a percentage below the status icon in the command line.  * **Memory**\*\* \*\*(![](/img/grandma3/2-4/icon_memory_15px-1f3403.png)): Displays the memory usage in MB below the status icon in the command line. * **CPU Temperature** (![](/img/grandma3/2-4/icon_cpu_15px-895666.png)): Displays the CPU temperature in °C below the status icon in the command line.  * **GPU Temperature** (![](/img/grandma3/2-4/icon_gpu_15px-75751b.png)): Displays the GPU temperature in °C below the status icon in the command line.  * **Fan Speed** (![](/img/grandma3/2-4/icon_fan_15px-58b268.png)): Displays the fan speed as a percentage below the status icon in the command line.   * **Disk Space** (![](/img/grandma3/2-4/icon_status_diskspace_v2_4-0c4327.png)): Displays the available free space in GB of the HDD below the status icon in the command line. **Toggles:** * **Keyboard Shortcuts** (![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png)): If [keyboard shortcuts](/grandma3/2-4/do_shortcuts_keyboard/) are active, the icon is yellow. # Structure of the Help Manual # Symbols > Symbols are stored in the Symbol Pool. Symbols are stored in the **Symbol Pool**. | | | | ------------------------------------------------ | ------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The total size of the media pools is limited to 300 MB. | Symbols 1 through 29 are locked; they can be unlocked and edited. Open a **Symbol Pool** window. For information, see the [Add window](/grandma3/2-4/wvm_add_window/) topic. In the **Add Window** pop-up, tap Pools, then in the **Media** column, tap Symbols. ![](/img/grandma3/2-4/window_symbol_pool-b76d49.png) Symbol pool  Edit a symbol pool object using one of the following options: 1. Press Edit and then tap the desired pool object. 2. Open the swipey commands on the pool object and choose Edit. ### Assign Symbols to Appearances [Section titled “Assign Symbols to Appearances”](#assign-symbols-to-appearances) To assign a symbol to an appearance: 1. Open an Appearances pool window. 2. Open the swipey command on the pool object, select **Edit** or press Edit, and tap an appearance pool object. The **Edit Appearance** pop-up opens. 3. Tap Image. The **Select Image** pop-up opens. 4. From the title bar, tap and hold ImageSource and select **Symbols**. The Select Image pop-up opens. 5. Select an image and close the pop-up. 6. Edit the new appearance if needed and close the **Edit Appearance** pop-up. A new appearance is created. Tap the video below to see the example. [Vimeo video](https://player.vimeo.com/video/936292653?title=0\&byline=0\&portrait=0\&color=ffeb0f) Subtopics * [Import Symbols](/grandma3/2-4/symbols_import/) * [Delete Symbols](/grandma3/2-4/symbols_delete/) # Delete Symbols > Deleting symbols is the same as deleting any other pool object. The symbol disappears in any appearance where it might be used. Deleting symbols is the same as deleting any other pool object. The symbol disappears in any appearance where it might be used. There are three common ways to delete symbols. ### Using the Command Line [Section titled “Using the Command Line”](#using-the-command-line) The important keyword for this is: [Delete](/grandma3/2-4/keyword_delete/). This is the syntax for deleting a single symbol: \[Function] Image \[“ImagePoll\_Name” or “ImagePool\_Number”].\[“Image\_Name” or Image\_Number] For example, if symbol 4 needs to be deleted: | | | | ------------------------------------------------------------------ | ------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Image 2.4 | It is also possible to delete a range of symbols using the standard range syntax (Thru, +, and—). For example, if symbols 15 to 20 need to be deleted: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete Image 2.15 Thru Image 2.20 | *** ### Using the Symbol Pool on a Screen [Section titled “Using the Symbol Pool on a Screen”](#using-the-symbol-pool-on-a-screen) **Requirement:** A visible symbol pool on one of the screens. 1. Press Delete. 2. Tap the symbol in the pool. The symbol is deleted. *** ### Using the Swipey Commands [Section titled “Using the Swipey Commands”](#using-the-swipey-commands) **Requirement:** A visible symbol pool on one of the screens. 1. Tap and hold the symbol you wish to delete. 2. Swipe out of the pool object without releasing the screen. 3. Swipe to the Delete swipey and release the screen. The symbol is deleted. # Import Symbols > Symbols can be imported using the command line. ### Import Predefined Symbols [Section titled “Import Predefined Symbols”](#import-predefined-symbols) Symbols can be imported using the command line. 1. Navigate to the symbol pool: | | | | ------------------------------------------------------------------ | --------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>ChangeDestination Image 2 | 2. Now import the predefined library images: | | | | ------------------------------------------------------------------ | --------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/MediaPools/Symbols> Import Library “\*.xml” | This command imports the symbol files from MA into the symbols pool. 3. Return to the command line root: | | | | ------------------------------------------------------------------ | -------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\@ShowData/MediaPools/Symbols> ChangeDestination Root | For more information, see [ChangeDestination keyword](/grandma3/2-4/release_notes/). ### Using the Symbol Pool [Section titled “Using the Symbol Pool”](#using-the-symbol-pool) Workflow: 1. Tap Edit, then tap an empty pool object or open the swipey commands and choose Edit. 2. From the **Edit Symbols** pop-up, tap Import. This opens the **Select Image** pop-up. 3. Select the drive, then select the symbol to import. 4. Tap Import. 5. If needed, label the new imported symbol, then close the **Edit Symbols** pop-up. Tap the video below to see the example. # System Overview > This section examines the different possibilities of a standalone console and the options for expanding the system This section examines the different possibilities of a standalone console and the options for expanding the system ## Subtopics [Section titled “Subtopics”](#subtopics) * [Standalone Device](/grandma3/2-4/system_standalone/) * [Locally Networked Devices](/grandma3/2-4/system_local/) * [World Server](/grandma3/2-4/system_world/) * [Parameters](/grandma3/2-4/system_parameter/) # System > This section holds system windows that provide information on the system, operational views, and overall system settings. This section holds system windows that provide information on the system, operational views, and overall system settings. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Date and Time](/grandma3/2-4/si_date_and_time/) * [Clock](/grandma3/2-4/si_clock/) * [Desk Lights](/grandma3/2-4/si_desklights/) * [System Information](/grandma3/2-4/si_system_info/) * [System Monitor](/grandma3/2-4/si_system_monitor/) * [Info Window](/grandma3/2-4/si_info_window/) * [Message and Status Center](/grandma3/2-4/system_message_center/) # Locally Networked Devices > When more stations are connected in a session, then it is a networked system. Local networked systems are sessions running in the same network. This might be a When more stations are connected in a [session](/grandma3/2-4/network_session/), then it is a networked system. Local networked systems are sessions running in the same network. This might be a big network spanning a big area, but if it is a closed system without contact with the rest of the world (for instance, through the internet), then it is considered a local networked system.  The smallest networked system is two stations running in a session together, where one is the master of the session, and the other is connected and running as a backup. A single station that outputs DMX locally is considered a [standalone system](/grandma3/2-4/system_standalone/). Many systems have one console with one backup console or onPC and some networked devices to output the DMX. If the devices that translate Ethernet data to DMX are MA nodes, then the DMX output is in sync, no matter where the DMX is output. So, a blackout cue on LED fixtures is in sync when some LEDs get a signal from the console and some LEDs from a node somewhere in the system. Besides the stations, there are a lot of different devices that can be added to the system. Read more about the different devices in the [Device Overview topics](/grandma3/2-4/device_overview/). In all networked systems, there is one station, the session master, called **GlobalMaster**. This station is in charge of communication and executes commands triggered by remote inputs or from a command in a sequence. Other stations in the system are in a **Connected** status. They are connected to the master station. Traditionally, we recommend creating local networks with good-quality switches, cables, and equipment. Most systems are local systems without any connection to the outside world. # Message and Status Center > The message and status center display information on processes in the software. They also allow you to configure the information displayed on your screens. The message and status center display information on processes in the software. They also allow you to configure the information displayed on your screens. The message center window is divided into two tabs: 1. **Messages**\ Displays messages produced by the system. 2. **Status**\ Configure how and when status icons are displayed in the [command line](/grandma3/2-4/ws_ui_command_line/). For more information on the two tabs, see [Message Center](/grandma3/2-4/messages/) and [Status Center](/grandma3/2-4/statuses/). *** ## Open the Message and Status Center [Section titled “Open the Message and Status Center”](#open-the-message-and-status-center) To open the message center window, tap Message Center in the **More** tab in the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. For more information on adding windows, see [Add Window](/grandma3/2-4/wvm_add_window/).\ Message center windows that are stored in a view open in the tab or list of messages that was stored. To open a temporary version of the message or status center: * Tap the envelope icon (![](/img/grandma3/2-4/icon_message_15px-a09bd6.png)). * Tap any of the [status icons](/grandma3/2-4/system_message_center/#h2_1959773104) on the right side of the command line. The temporary message and status center open to the tab or list of messages that was opened last. To close the temporary message or status center, tap one of the icons in the command line again or tap ![cross](/img/grandma3/2-4/icon_cross_v21-62dd5f.png) in the upper right corner of the window. To select a different screen on which to display the temporary message or status center: 1. Tap ![monitor](/img/grandma3/2-4/icon_display_15_v1-9-de61bb.png) in the title bar. 2. Tap the screen you want to display the message or status center on.  The message or status center is displayed on the selected screen every time you open a temporary version. To reset the display selection to default, tap ![monitor](/img/grandma3/2-4/icon_display_15_v1-9-de61bb.png) and then tap Clear. *** ## Window Settings [Section titled “Window Settings”](#window-settings) To access the settings for the message center window, tap MA in the upper left corner of the window.\ The settings are not available in the temporary message center. **Display** * **Tabs**\ Toggle to show or hide the tab bar on the left side of the message center window. * **Tab**\ Select whether the **Messages** or the **Status** tab is displayed in the message center window. **Messages**\ These settings apply to the [list of messages](/grandma3/2-4/messages/#h2_2081744399). * **Appearance**\ This button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **#Columns**\ This input button sets the number of columns a sheet should display. The settings **Transpose** and **Adjust Columns** have to be enabled. * **Adjust Columns**\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns.In the message center window, this setting is always enabled. * \*\*Transpose\ \*\*This On/Off button flips the columns and rows in windows. #### Subtopics- [Message Center](/grandma3/2-4/messages/) [Section titled “Subtopics- Message Center”](#subtopics--message-center) * [Status Center](/grandma3/2-4/statuses/) # Parameters > Most people are used to thinking in DMX channels when considering the number of fixtures a system can control. Most people are used to thinking in DMX channels when considering the number of fixtures a system can control. MA Lighting cares more about **Parameters**. ## What are Parameters [Section titled “What are Parameters”](#what-are-parameters) Parameters are the different functions in the patched fixtures that the system needs to calculate to output DMX data to the fixture. The different parameters in the show file can be seen in the [Parameter List](/grandma3/2-4/patch_parameter_list/).  The software calculates the different parameters with a higher precision than what is output via DMX. So, the software calculates the parameter once, and it is then scaled to the number of DMX channels a fixture uses - typically one or two per attribute. It is possible that several parameters are relevant for the same DMX channel. For instance, if XYZ is activated, then a fixture has more parameters. In this case, pan/tilt parameters or XYZ parameters are prioritized, and the DMX value is calculated and sent to the fixture’s actual functions. So, a fixture might have virtual parameters. Parameters are often compared with the control **Attributes** in the software. But there might be small differences. We consider attributes to be the different elements we can control in a fixture. The parameters are the elements the system needs to calculate to translate our control input into DMX values. ## Why Counting in Parameters and Not DMX [Section titled “Why Counting in Parameters and Not DMX”](#why-counting-in-parameters-and-not-dmx) It is to your advantage. In the MA world, you do not pay extra for fixtures that are running 16-bit or 24-bit instead of the 8-bit used by one DMX channel. More networked nodes or devices might be needed to output all the parameters that can be controlled. **Example:** A simple moving head with a dimmer might use 5 DMX channels. The channels can be defined like this: | Definition: | DMX Channel: | | ----------- | ------------ | | Dimmer | 1 | | Pan | 2 | | Pan Fine | 3 | | Tilt | 4 | | Tilt Fine | 5 | The pan and tilt are one attribute each. Even though both pan and tilt each use two DMX channels, they are only counted as one each in the parameter count. This means that the fixture only costs 3 parameters. | Definition: | DMX Channel: | Parameter cost: | | ----------- | ------------ | --------------- | | Dimmer | 1 | 1 | | Pan | 2 | 2 | | Pan Fine | 3 | free | | Tilt | 4 | 3 | | Tilt Fine | 5 | free | This can be a big advantage when many fixtures have 16-bit (or fine) channels. ## What about Preprogramming and Parameters? [Section titled “What about Preprogramming and Parameters?”](#what-about-preprogramming-and-parameters) The show can be preprogrammed and visualized in the [3D window](/grandma3/2-4/patch_3d_viewer/) without any parameter unlocking hardware. The lights are still visualized. If third-party visualizers are used, then grandMA3 hardware is needed to give access to the parameters. The grandMA3 viz-key can be added to unlock visualization on a third-party visualizer. Learn more about the grandMA3 viz-key in the [Connect grandMA3 viz-key topic](/grandma3/2-4/fs_connect_viz_key/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Calculate Parameters](/grandma3/2-4/system_parameter_calculate/) * [Expand the Number of Parameters](/grandma3/2-4/system_parameter_expand/) # Calculate Parameters > Calculating the needed number of parameters can be a big task, depending on the size of the setup. Calculating the needed number of parameters can be a big task, depending on the size of the setup. It is generally true that most modern fixtures use fewer parameters than DMX channels. The best way to see how many parameters a show needs is to patch all the fixtures and then open the **Details** in the\*\*\*\* [System Info Window](/grandma3/2-4/si_system_info/). Here, the number of needed (used) parameters can be seen, as well as the number of currently available parameters. Read the [Expand the number of parameters](/grandma3/2-4/system_parameter_expand/) topic to learn how to get more. ## Parameter Count [Section titled “Parameter Count”](#parameter-count) Some devices provide parameters: * **grandMA3 full-size and grandMA3 full-size CRV:**\ 20 480 parameters. * **grandMA3 light and grandMA3 light CRV:**\ 16 384 parameters. * **grandMA3 extension:**\ none parameters. * **grandMA3 replay unit:**\ 8 192 parameters. * **grandMA3 compact XT:**\ 8 192 parameters. * **grandMA3 compact:**\ 8 192 parameters. * **grandMA3 processing unit XL:**\ 16 384 parameters. * **grandMA3 processing unit L:**\ 8 192 parameters. * **grandMA3 processing unit M:**\ 4 096 parameters. * **grandMA3 8Port Node**:\ none parameters. * **grandMA3 4Port Node:**\ none parameters. * **grandMA3 2Port Node:**\ none parameters. * **grandMA3 8Port Node DIN-Rail**:\ none parameters. * **grandMA3 4Port Node DIN-Rail**:\ none parameters. * **grandMA3 2Port Node DIN-Rail**:\ none parameters. * **grandMA3 onPC rack-unit**:\ 4 096 parameters. * **grandMA3 onPC command wing XT:**\ 4 096 parameters. * **grandMA3 onPC command wing:**\ 4 096 parameters. * **grandMA3 onPC fader wing**:\ 4 096 parameters. * **grandMA3 onPC 8Port Node 4k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 4Port Node 4k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 2Port Node 2k:**\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 1 024 parameters). * **grandMA3 onPC 8Port Node DIN-Rail 4k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 4Port Node DIN-Rail 4k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 2 048 parameters). * **grandMA3 onPC 2Port Node DIN-Rail 2k**:\ 4 096 parameters (when connected to grandMA2 onPC this node provides only 1 024 parameters). * **grandMA3 onPC Software**:\ none parameters. * **grandMA3 onPC Software with a connected grandMA3 onPC DMX-key**:\ 4 096 parameters. * **grandMA3 onPC Software with a connected grandMA3 onPC DMX-key starter**:\ 1 024 parameters. * **grandMA3 onPC Software with a connected grandMA3 viz-key**:\ 512 parameters. # Expand the Number of Parameters > The grandMA3 processing units are thonly units that expand the parameter count when using grandMA3 consoles. The grandMA3 processing units are the **only units** that expand the parameter count when using grandMA3 consoles. **Every grandMA3 processing unit added to the network also adds a number of parameters depending on the model!** There is a **maximum limit of 262 144 parameters** in a grandMA3 session. The grandMA3 processing units help with parameter calculations. ### Examples: [Section titled “Examples:”](#examples) 1 grandMA3 full-size (20 480) + 1 grandMA3 processing unit XL (16 384) = 36 864 parameters 1 grandMA3 full-size (20 480) + 15 grandMA3 processing unit XL (16 384) = 262 144 parameters (the calculation is 266 240, but the limit is 262 144) 1 grandMA3 light (16 384) + 1 grandMA3 processing unit M (4 096) = 20 480 parameters 1 grandMA3 light (16 384) + 15 grandMA3 processing unit XL (16 384) = 262 144 parameters 1 grandMA3 full-size (20 480) + 1 grandMA3 light (16 384) = 20 480 parameters (consoles cannot expand the parameter count, so the parameters from the console with the highest number are unlocked) 1 grandMA3 light (16 384) + 15 grandMA3 onPC 2Port Node 2k (4 096) = 16 384 parameters (nodes cannot expand the parameter count with consoles, so the parameters from the console are used) 1 grandMA3 light (16 384) + 1 onPC computer with a grandMA3 onPC command wing (4 096) = 16 384 parameters (onPC command wings cannot expand the parameter count with consoles, so the parameters from the console are used) ## Using a grandMA3 onPC [Section titled “Using a grandMA3 onPC”](#using-a-grandma3-onpc) When a grandMA3 onPC is used as the primary station (the system does not include any grandMA3 consoles), some grandMA3 **onPC** hardware is needed to unlock parameters. The grandMA3 processing units also unlock parameters in an onPC system. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The maximum number of parameters allowed in a grandMA3 onPC system is 4 096. | Any amount of onPC hardware and processing units can be used with a computer or the grandMA3 onPC rack-unit. Every piece of hardware will add its parameters until the limit of 4 096 parameters is reached. grandMA3 xPort Nodes need to be onPC versions to unlock parameters. These are the only two rules for parameters with grandMA3 onPC. Remember, more units can be added to get more DMX ports even after reaching the parameter limit. ### Examples: [Section titled “Examples:”](#examples-1) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC 2Port Node 2k (4 096) = 4 096 parameters (the limit) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC 4Port Node 4k (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC rack-unit (4 096) + grandMA3 onPC command wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC command wing XT (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC 2Port Node 2k (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC fader wing (4 096) = 4 096 parameters (the limit) grandMA3 onPC + grandMA3 onPC 2Port Node DIN-Rail 2k (4 096) = 4 096 parameters grandMA3 onPC + grandMA3 onPC 2Port Node 2k (4 096) + grandMA3 8Port Node (none) = 4 096 parameters (the 8Port Node is not an onPC node) grandMA3 onPC + grandMA3 onPC command wing (4 096) + grandMA3 onPC 8Port node 4k (4 096) = 4 096 parameters (the limit is reached and cannot be exceeded) grandMA3 onPC + 1 grandMA3 processing unit M (4 096) = 4 096 parameters (the limit) grandMA3 onPC + 1 grandMA3 processing unit XL (16 384) = 4 096 parameters (the limit is reached and cannot be exceeded) grandMA3 onPC + connected grandMA3 viz-key (512) = 512 parameters grandMA3 onPC + connected grandMA3 onPC DMX-key (4 096) = 4 096 parameters # Standalone Device > If a console is not connected to anything, then it is a Standalone system. It is also a standalone system using a grandMA3 onPC with a connected grandMA3 onPC c If a console is not connected to anything, then it is a **Standalone** system. It is also a standalone system using a grandMA3 onPC with a connected grandMA3 onPC command wing. Any grandMA3 device that can create and run a [session](/grandma3/2-4/network_session/) is called a **Station**. Stations with network disabled are in **Standalone** mode. A station is in **IdleMaster** mode when the network is On, and it is ready to be in a session with other stations, but currently, it is alone. A console connected to a network but not in a session with other stations is considered a master, ready to connect to other stations. The current status is displayed in the [Network menu](/grandma3/2-4/network_session/). The title bar has an area that displays the status. The current status is also displayed in the icon area on the right in the [Command Line](/grandma3/2-4/ws_ui_command_line/). * ![](/img/grandma3/2-4/img_network-icon_gray_v2-2-ea7b98.png) This icon indicates the **IdleMaster** status. * ![](/img/grandma3/2-4/img_network-icon_red_v2-2-77fa24.png) This icon indicates the **Standalone** status and that the network connection is turned off. * ![](/img/grandma3/2-4/img_network-icon_green_v2-2-bf9cef.png) This icon indicates that the station is in a session as a **Connected** member. Learn more in the [Locally Networked Devices topic](/grandma3/2-4/system_local/). * ![](/img/grandma3/2-4/img_network-icon_blue_v2-2-5723ab.png) This icon indicates that the station is in a session as a **GlobalMaster**. Learn more in the [Locally Networked Devices topic](/grandma3/2-4/system_local/). If the station is in a session and it needs to be set to Standalone mode, then turn off the network. This can be done using the [GUI](/grandma3/2-4/network_session_leave/) or the command line ([LeaveSession keyword](/grandma3/2-4/keyword_leavesession/)).   In **Standalone** or **IdleMaster** mode, the station is limited to controlling only the number of [parameters](/grandma3/2-4/system_parameter/) the console/onPC unlocks. It is only possible to use the DMX ports on the console/wings. If DMX is output over an Ethernet connection, the console must be in a session. Even though it is not connected to other stations, it still needs to run an active session as IdleMaster. # World Server > Each station can be connected to the internet and a world server. Each station can be connected to the internet and a world server. The station automatically tries to connect to a world server if an internet connection is detected. The connection status of the world server can be displayed in the [Command Line](/grandma3/2-4/ws_ui_command_line/). A globe icon indicates the connection status. ![](/img/grandma3/2-4/icon_worldserver_24_v1-9-0bc73e.png) If the globe is green, then the station is connected to the server. Learn more about networking in the [Networking topic](/grandma3/2-4/network/). Learn more bout how to display icons in the command line in the [Message Center topic](/grandma3/2-4/system_message_center/). The address of the official world server, provided by MA Lighting, is **worldserver.malighting.de** The server address can be changed in the Network Menu. Learn more about this in the [Session topic](/grandma3/2-4/network_session/). The server offers two functions: Fixture type files and Crash Log upload. ## Fixture Type Files [Section titled “Fixture Type Files”](#fixture-type-files) Fixture type files from the GDTF-share and grandMA3 Share are provided as a direct import to the show file. Learn more about manually importing GDTF in the [Import GDTF topic](/grandma3/2-4/ft_import_gdtf/) and patching fixtures in the [Add Fixtures to the Show topic](/grandma3/2-4/patch_add_fixtures/). ## Crash Logs [Section titled “Crash Logs”](#crash-logs) A station creates a crash log if it crashes. These log files are automatically sent to the server when there is a connection. This means that the file is sent the next time the station is connected. This is also true if the station returns from a job and is connected to the world server when it returns to the workshop and is connected to the Internet. If Tech Support is needed, please make sure the station has been online and provide the Tech Support date and time the crash happened, and the station’s serial number (grandMA3 onPC stations also have a generated serial number). The serial number can be found using the [Version Keyword](/grandma3/2-4/keyword_version/) - grandMA3 onPC has an automatically generated unique serial number. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If these functions are not desired, then change the server address in the **Network menu** to “0”. | # Tags > Tags allow you to organize, link and cross-reference objects throughout the software. They are also a great tool for busking shows. All objects that have the sa Tags allow you to organize, link and cross-reference objects throughout the software. They are also a great tool for busking shows. All objects that have the same tag can be triggered or selected together. Tags are organized in the tags pool. To open this pool, see the Pools tab in the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. ![Update this description text.](/img/grandma3/2-4/window_tags_01_v3-2-4-7949c1.png) Tags pool To access the settings for the pool, tap MA in the upper left corner of the pool. *** ## Assign Tags [Section titled “Assign Tags”](#assign-tags) Tags can be assigned to other objects, like sequences or groups. It is possible to assign a tag to another tag. Multiple tags can be assigned to the same object. There are multiple ways to assign tags to objects: * **Tag Pool Objects** 1. Press Edit and tap on an object in the tags pool. The tag editor opens. 2. Tap Add New Tag Reference. A pop-up opens. 3. Select an object. 4. Tap Assign. * **Pool Objects** 1. Open the [swipey commands](/grandma3/2-4/wvm_pool/#h2__1144791563) on the pool object and select Edit or Edit Setting​. A pop-up opens.\ For some pool objects, for example sequences or macros, additionally tap Settings in the title bar of the pop-up. 2. Tap Tags. The **Edit Tags** pop-up opens. 3. Select a tag and tap Assign. * **Other Objects**\ This applies for example to recipes, cues, or macro lines. 1. Edit the cell in the **Tags** column. The **Edit Tags** pop-up opens. 2. Select a tag and tap Assign. * **Command Line**\ For more information on assigning tags using the command line, see [Tag Keyword](/grandma3/2-4/keyword_tag/). Already assigned tags can also be unassigned using the options listed above. ![Update this description text.](/img/grandma3/2-4/window_tags_2_v3-2-4-420732.png) Edit Tags pop-up The left side of the **Edit Tags** pop-up displays tags that are assigned to the corresponding pool object. The right side displays tags that are not assigned.\ In the pop-up, tags can also be locked and unlocked and protected against **Kill Instant** and **Kill Delayed** (see [below](/grandma3/2-4/tags/#Tag_Types)). When a tag is assigned to a pool object, ![](/img/grandma3/2-4/icon_tags_15px-46e799.png) is displayed on the pool object. The names and numbers of assigned tags are displayed on Tags in the pool object settings. ![Update this description text.](/img/grandma3/2-4/window_tags_02_v3-2-2-cbb21f.png) Sequence pool with tags assigned to sequences 1 and 3 In the sequence sheet and editors like the sequence editor or the macro editor, the assigned tags are displayed in the area between the title bar and the grid. They can be edited and perform pool actions like the objects in the tags pool. The background color of the appearance assigned to the tag defines the background color of the tag displayed in the editor. ![Update this description text.](/img/grandma3/2-4/window_tags_04_v3-2-4-b99b7c.png) Sequence sheet with two assigned tags *** ## Edit Tags [Section titled “Edit Tags”](#edit-tags) To edit a tag, press Edit and tap on an object in the tags pool. The tag editor displays the objects the tag is assigned to and the following information: * **Data Pool**\*\*:\*\* The corresponding data pool. * **Class**\*\*:\*\* The object type of the assigned reference. * **No:** The number of the corresponding pool object. * **Name:** The name of the pool object. * **Protect:** If set to **Yes**, **Kill Instant** and **Kill Delayed** do not affect the assigned reference. The default is **No**. ![Update this description text.](/img/grandma3/2-4/window_tags_05_v3-2-4-b84245.png) Tag editor Multiple objects can be assigned to a tag at the same time using Add New Tag Reference in the tag editor. In the **Add Tag References** pop-up, multiple objects can be selected and assigned consecutively. To do so, select an object line and tap Assign. If you enable Settings in the title bar of tag editor, Name, Scribble, Appearance, Tags, Note, Tag Type, and Action can be set and Forward Commands can be toggled on or off. The actions that are selectable for the pool objects are the same as for the [pool](/grandma3/2-4/tags/#pool_action). The following tag types are available: * **Kill Instant:** Other playbacks using the same tag will start their OffCue immediately when starting the sequence. * **Kill Delayed:** The sequence that was started will complete its fade in first and then the other playbacks using the same tags will start their OffCue. For tag types to function, the tag and tag type need to be set before triggering the sequence. Otherwise, the tag type will work as soon as the corresponding sequences have been triggered once. When a playback is started by a tag, the **Trigger** column in the [Off Menu](/grandma3/2-4/executor_running_playbacks/#h2__845100434) and [Running Playbacks](/grandma3/2-4/executor_running_playbacks/) window reports the tag. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | **Kill Protect** does not protect a sequence from being disabled by **Kill Instant** or **Kill Delayed** executed from a tag. For more information on **Kill Protect** see [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) and [Kill Keyword](/grandma3/2-4/keyword_kill/). | | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For temporary playback actions (Flash, Temp, Swap, and Black) **Kill Instant** and **Kill Delayed** do not switch off other playbacks permanently. | If Forward Commands is toggled on, [playback commands](/grandma3/2-4/cue_playback/#h2__483879150) can be executed for all references of a tag at the same time. It is enabled by default.\ This applies to >>>, <<<, Go+, Go-, Goto, Halfspeed, Load, On, Off, Pause, Rate1, Speed1, Toggle, and Top. *** ## Example 1 – Apply Kill Instant and Kill Delayed [Section titled “Example 1 – Apply Kill Instant and Kill Delayed”](#example-1--apply-kill-instant-and-kill-delayed) **Requirements:** * Have a show with some lights patched, for example the demo show. * An open 3D Viewer is recommended to see the effects of the tags more clearly. Create three individual sequences 2, 3, and 4 for fixtures 9, 11, and 13 with the same cue: * Dimmer 100% * Fade 2 seconds Set up tag 1: 1. Edit tag 1: 1. Press Edit. 2. Tap on the first pool object in the tags pool. 2. Add tag references: 1. Tap Add New Tag Reference. 2. Select sequences 2 thru 4. 3. Tap Assign. 3. Tap Settings in the title bar of the editor.​ 4. Set Tag Type to **Kill Instant**. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_tags_07_v3-2-4-e8a6ad.png) Editor tag 1 Trigger one of the sequences that have tag 1 assigned. **Result:** Other sequences that have tag 1 assigned are disabled immediately. Edit tag 1 and change Tag Type to **Kill Delayed**. **Result:** Other sequences are disabled after the triggered sequence has completed its fade in. See the effects of the tag types **Kill Instant** and **Kill Delayed** in this video: [Vimeo video](https://player.vimeo.com/video/1178813278?title=0\&byline=0\&portrait=0\&color=ffeb0f)  Edit tag 1 and set **Protect** to **Yes** for sequence 3. **Result:** * If you trigger sequence 2, it deactivates sequence 4 but not sequence 3. * Sequence 3 deactivates sequence 2 and sequence 4. See how **Protect** is applied to a sequence in the following video: [Vimeo video](https://player.vimeo.com/video/1178819209?title=0\&byline=0\&portrait=0\&color=ffeb0f) *** ## Example 2 – Apply Forward Commands [Section titled “Example 2 – Apply Forward Commands”](#example-2--apply-forward-commands) **Requirements:** * Have a show with some lights patched, for example the demo show. * An open 3D Viewer is recommended to see the effects of the tags more clearly. Create two or more sequences with different groups of fixtures, for example all spots and LED wall: * Dimmer 100% * Color blue Set up tag “Blue”: 1. Press Edit. 2. Tap on an object in the tags pool. 3. Add tag references: 1. Tap Add New Tag Reference. 2. Select the sequences you created. 3. Tap Assign. 4. Tap Settings in the title bar of the editor. 5. Set Name to “Blue”. 6. Set Appearance to blue. 7. If Forward Commands is disabled, enable it. \[+] [Show Image](javascript:void\(0\)) \[-] [Hide Image](javascript:void\(0\)) ![Update this description text.](/img/grandma3/2-4/window_tags_6_v3-2-4-8ec21e.png) Editor Tag “Blue” Press Go+ and tap tag Blue. **Result:** Go+ is executed for all sequences that have the tag Blue assigned. # Update Does Not Work > There may be several reasons for a software update to fail: There may be several reasons for a software update to fail: ### Broken Installer Package [Section titled “Broken Installer Package”](#broken-installer-package) | | | | -------------------------------------------------- | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The installer package zip file may be broken after the download. | 1. Delete the old installer package. 2. Download a new installer package. ### Installation from the Zip File [Section titled “Installation from the Zip File”](#installation-from-the-zip-file) | | | | -------------------------------------------------- | ---------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Do not install the software from the zip file. | 1. Unzip the file to your computer’s hard drive. 2. Install the software from the uncompressed folder. ### Broken USB Flash Drive [Section titled “Broken USB Flash Drive”](#broken-usb-flash-drive) | | | | -------------------------------------------------- | ---------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Older USB flash drives may be worn and cannot be read correctly. | * Format the USB flash drive. * Replace the USB flash drive with a new one. | | | | ------------------------------------------ | ----------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | New out-of-the-box USB flash drives may come without a partition table. | 1. Check the USB flash drive by copying and pasting other files and folders from one computer to another. 2. Copy the installation packages if the USB flash drive works perfectly. 3. Perform a software update. ### Broken USB Port [Section titled “Broken USB Port”](#broken-usb-port) | | | | -------------------------------------------------- | ------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The USB port on the grandMA3 device or the computer may be broken. | * Use a different USB port. * Update the USB port driver. * Replace the broken USB port. ### Broken USB Cable [Section titled “Broken USB Cable”](#broken-usb-cable) | | | | -------------------------------------------------- | ---------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The USB cable may be broken. | * Use a different USB cable. # Time Ranges > Time Ranges can be used to mark a specific area in a Track. This could indicate a specific grouping of Events in the track. Time Ranges can be used to mark a specific area in a **Track**. This could indicate a specific grouping of **Events** in the track. When a track is created, a Time Range is automatically created. This range automatically has the duration of the timecode show. ![Timecode show with multiple time ranges.](/img/grandma3/2-4/window_timecode-viewer_time-ranges_v2-2-5b1da9.png) An example image with multiple time ranges in the timecode show A track can have multiple time ranges, and they can overlap. Events are children of the time range.  This is useful if there is a group of events that repeats. Then, the events can be stored in their time range, and this range can be copied to multiple locations. The events’ **Time** value is relative to the beginning of the time range. Moving the time range changes an event’s calculated (Event Time + Time Range Start) **Absolute Time**, but not the **Time**. A time range can be added to a track by tapping **+** followed by tapping the track when the setting **Selection Target** is **TimeRanges**. Tapping and dragging in the track will add the time range and the duration based on the range dragged. Watch the video to see how to add a time range: [Vimeo video](https://player.vimeo.com/video/1061560921?title=0\&byline=0\&portrait=0\&color=ffeb0f) The move tool (![](/img/grandma3/2-4/icon_move-15_v0-1-644ef1.png)) can move the start time for the time range. The resize tool (![](/img/grandma3/2-4/icon_resize_15_v1_5-aacfe0.png)) can adjust the duration for the time range. Time ranges can be copied or cut and then pasted into tracks using the tools in the toolbar on the left. Deleting the time range by pressing Delete or tapping **-** followed by the time range also deletes the events in the time range. Time ranges can have a label. The timeline view shows the name and appearance on the track and subtracks. Notes and tags can only be seen in the text view. Learn about the different views in the [Timecode Viewer topic](/grandma3/2-4/timecode_viewer/). # Timecode Show > Timecode shows can execute events and move faders to a timed recording or at specific points in time based on a running time counter. This running time counter Timecode shows can execute events and move faders to a timed recording or at specific points in time based on a running time counter. This running time counter can be an internal timecode from the session master or an external timecode source. The timecode show is organized into **Tracks** inside a **Track Group**. Timecode shows are stored in the **Timecode** pool. ![The Timecode pool with two shows](/img/grandma3/2-4/window_tiemcode-pool_v2-2-671c46.png) The timecode pool with a selected show and a running show The selected timecode show is indicated by a yellow frame. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Timecode Viewer](/grandma3/2-4/timecode_viewer/) * [Track Groups](/grandma3/2-4/timecode_track_groups/) * [Markers](/grandma3/2-4/timecode_markers/) * [Tracks](/grandma3/2-4/timecode_tracks/) * [Time Ranges](/grandma3/2-4/timceode_time_ranges/) * [Events](/grandma3/2-4/timecode_events/) * [Timecode Slots](/grandma3/2-4/timecode_slots/) * [Create a Timecode Show](/grandma3/2-4/timecode_create/) * [Timecode Settings](/grandma3/2-4/timecode_settings/) * [External Connections](/grandma3/2-4/timecode_external_connections/) # Create a Timecode Show > There are two basic ways to create a timecode show. The time-coded events can be recorded or added manually. There are two basic ways to create a timecode show. The time-coded events can be recorded or added manually. The two workflows can be combined. A timecode show needs to be created in the Timecode pool. A new show can be added by performing a store or edit action on an empty pool object. This creates an empty timecode show. This show is created using the default settings. Many settings are connected to timecode shows and timecode elements, like the viewer and the slots. Learn about the settings in the [Timecode Settings](/grandma3/2-4/timecode_settings/) topic. If the edit action is used on the pool object, a pop-up editor appears, which functions like the **Timecode Viewer** with **Setup** enabled. ![Empty timecode show in the Timecode Viewer.](/img/grandma3/2-4/window_timecode-viewer_edit-empty_v2-2-58b491.png) The timecode pop-up editor displays an empty timecode show with Setup enabled The pop-up editor is missing some toolbar tools on the left that are available in the Timecode Viewer with Setup active. So, it might be better to use the Timecode Viewer. The Timecode Viewer is described in the [Timecode Viewer topic](/grandma3/2-4/timecode_viewer/). This includes detailed descriptions of the different tollbars in the viewer. ## Time Source [Section titled “Time Source”](#time-source) One of the most important elements is the time source. Each timecode show has a setting called **TC Slot**. This can be “Internal” or one of the Timecode Slots. Learn more about the timecode slots in the [What are Timecode Slots](/grandma3/2-4/timecode_slots/) topic. There are a lot of different settings related to the timecode shows. Learn more about them in the [Timecode Settings Topic](/grandma3/2-4/timecode_settings/). If it is internal, it can be run by a Go command to the timecode show. This will put the show in play mode and run the time. The show’s playback actions are accessible via the easy-access Playback Toolbar at the bottom of the Timecode Viewer window. This includes a play button(![](/img/grandma3/2-4/icon_playback_15_v2-2-420ab3.png)). This toolbar allows control of the playback status of the timecode show. When the setup mode is active, the extra record button is available. Learn more in the [Timecode Viewer](/grandma3/2-4/timecode_viewer/#h2__2056348116) topic. If the time source is one of the timecode slots, the timecode show must be in playback mode, and the timecode slot can then generate the time, or an external source can drive the time in the timecode slot. Initially, a new timecode show is set to use the internal time source. If the timecode show uses an external source, the source must be set up, and the timecode show must be configured to listen to the relevant timecode slot. Learn how to set up external sources in the [External Connections](/grandma3/2-4/timecode_external_connections/) topic. ## Record a Timecode Show [Section titled “Record a Timecode Show”](#record-a-timecode-show) The timecode show can be recorded using the Record keyword. It also has a quick access button (![](/img/grandma3/2-4/icon_record_15_v2-2-a2dc2d.png)) on the Playback Toolbar at the bottom of the Timecode Viewer when Setup is enabled. The Record keyword is used to start the recording mode of the timecode show. Learn more in the [Record Keyword topic](/grandma3/2-4/keyword_record/). This toolbar allows control of the playback status of the timecode show. When the setup mode is active, the extra record button is available. Learn more in the [Timecode Viewer](/grandma3/2-4/timecode_viewer/#h2__2056348116) topic. When the record mode is enabled and the selected time signal runs, the executor actions are automatically added to the show in relevant tracks. This includes the fader movements. The different events are added to tracks. Each track represents a target. A target object can be a sequence, preset, sound, group master, master, or another timecode show or slot. This requires that objects are assigned to executors and that these executors are valid timecode show target objects. Learn about the valid object in the [Tracks](/grandma3/2-4/timecode_tracks/) topic. The recording can be stopped using the stop button (![](/img/grandma3/2-4/icon_stop_15_v2-2-cc9f92.png)) or the Off command on the timecode show pool object. The recorded events can be edited after the recording. By default, tracks are added to the same Track Group and Time Range. Track Groups are a way to organize the tracks. Learn more in the [Track Groups topic](/grandma3/2-4/timecode_track_groups/). Time Ranges are ranges of the time in the timeline. Time ranges are a part of the tracks. Each track must have one time range. Learn more in the [Time Ranges](/grandma3/2-4/timceode_time_ranges/) topic. If the Timecode Settings have **Record Remote Events** active and the **Playback and Record** setting is **All Events**, then events that trigger cues or other valid actions are automatically added to the timecode show. These settings also record events triggered by the cues in the timecode show. For instance, follow cues or cue commands.  The timecode settings contain all settings for the timecode show object. Learn more in the [Timecode Settings](/grandma3/2-4/timecode_settings/) topic. ## Manually Add Events [Section titled “Manually Add Events”](#manually-add-events) Events can be manually added to tracks. The track must exist, and it can be created manually. The tracks must exist inside a Track Group. The track group must be created in an empty show before the track can be added. | | | | -------------------------------------------------- | ------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Subtracks cannot be manually created. | ### Add a Track Group [Section titled “Add a Track Group”](#add-a-track-group) Follow these steps to create a Track Group manually: 1. Make sure the **Timecode Viewer** is visible and that **Setup** is activated. 2. Select the timecode show to be edited from the Timecode Pool or from the **Timecode Viewer Settings**.  3. Tap and hold New Track Group. A new track group has now been added. It can be unfolded by tapping the right-pointing white triangle (![](/img/grandma3/2-4/triangle-right-4d3382.png)). This reveals that it already has one track with a time range. ### Add a Track to a Track Group [Section titled “Add a Track to a Track Group”](#add-a-track-to-a-track-group) Follow these steps to add a track to the track group: 1. Make sure the **Timecode Viewer** is visible and that **Setup** is activated. 2. Select a timecode show from the **Timecode Pool** or from the **Timecode Viewer Settings**. 3. Unfold the desired **Track Group**. 4. Tap and hold New Track. A new track has been added to the track group. 1. Now, edit the **Target** cell for the track. This opens the Assignment Editor pop-up. 2. Select the desired object type by tapping one of the tabs at the editor’s top. 3. Select the desired target object in the list. The track is now ready to get some events. Points 5 to 7 can also be used to edit the desired target. Be aware that this will break existing events in the track. ### Add a Single Event to a Track [Section titled “Add a Single Event to a Track”](#add-a-single-event-to-a-track) Single events can be added to the selected track. There are two ways to add events. The beginning is the same for both ways: The first involves the green cursor: 1. Make sure the **Timecode Viewer** is visible and that **Setup is activated**. 2. Ensure the viewer displays the correct **Timecode Show** by either displaying the selected timecode show and selecting the proper show, or selecting the correct timecode show in the timecode settings. 3. Unfold the desired **Track Group**. 4. Select the desired **Track**. 5. Make sure the **Selection Target** is **Events** by tapping Selection Target in the title bar or by opening and changing the settings. If the Timecode Viewer with setup active is used, tapping the ![](/img/grandma3/2-4/icon_tc-events_12_v2-2-813198.png) icon selects the events as the selection target. The first method involves the green cursor: 1. Move the cursor to the desired time. The cursor can be moved by tapping and holding it while moving it in the timeline or by using the [Timecode Encoder Toolbar](/grandma3/2-4/timecode_viewer/#h2_1465173453). 2. Tap ![](/img/grandma3/2-4/icon_add_event_15_v1-5-png-0738cf.png) in the toolbar on the left. This adds the default event to the track. These two steps can be repeated until all the events exist. The second method involves tapping the track: 1. Activate the Add tool (![](/img/grandma3/2-4/icon_plus_15_v1-5-dc1987.png)) in the toolbar on the left. 2. Tap the track where the event should be. Repeat point 7 until all desired events exist. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Manually created cue events only trigger follow cues, timed cues, or cue commands if the **Playback and Record** setting is **Manual Events**. Learn more about this in the [Timecode Settings](/grandma3/2-4/timecode_settings/) topic. | ### Add Multiple Events to a Track [Section titled “Add Multiple Events to a Track”](#add-multiple-events-to-a-track) Multiple events can be added to the selected track: 1. Make sure the **Timecode Viewer** is visible and that **Setup**\*\*\*\* is activated. 2. Select a timecode show from the **Timecode Pool** or from the **Timecode Viewer Settings**.  3. Unfold the desired **Track Group**. 4. Select the desired **Track**. 5. Make sure the **Selection Target** is **Events** by tapping Selection Target in the title bar or by opening and changing the settings. If the Timecode Viewer with setup active is used, tapping the ![](/img/grandma3/2-4/icon_tc-events_12_v2-2-813198.png) icon selects the events as the selection target. 6. Move the cursor to the desired time. The cursor can be moved by tapping and holding it while moving it in the timeline or using the [Timecode Encoder Toolbar](/grandma3/2-4/timecode_viewer/#h2_1465173453). 7. Tap ![](/img/grandma3/2-4/icon_add_multi_events_15_v1-5-060204.png) in the toolbar on the left. This opens the **Add multiple events** pop-up. # Events > The tracks can have Events positioned on the timeline. Events can have a Token assigned. Tokens are the actions an event triggers. The tracks can have Events positioned on the timeline. Events can have a **Token** assigned. Tokens are the actions an event triggers. The assigned token is executed when the cursor (green timeline) reaches an event. A diamond marks the event in the timeline. ![Example of en event in the timeline.](/img/grandma3/2-4/img_timecode-viewer_event_v2-2-71e790.png) An event diamond in the timeline The diamond is black when it is not selected and yellow when selected. There are some icons and text around the diamond. The visibility of these and the actual diamond can be changed in the window settings. Learn more about the settings in the [Timecode Viewer](/grandma3/2-4/timecode_viewer/#h2_1412431149) topic. The green icon above the diamond indicates the token action. Each action has its icon. The token can be edited in text mode or by pressing the event encoder in the encoder toolbar when in setup mode. This is the list of available tokens for a cue: ![Select Token pop-up allows toe user to select what the event should do.](/img/grandma3/2-4/popup_select-token_v2-2-bb60f2.png) Select Token pop-up Some tokens have an extra status setting. For instance, **Flash**. This token can be On or Off to indicate the status of the token. The different status changes the icon in the timeline. To add an event, follow the steps below: 1. Edit a timecode pool object, for example, by using the swipey command. See [Pool windows](/grandma3/2-4/wvm_pool/) for more information. The timecode editor opens. 2. Select the track where you want to add the event. 3. Position the cursor in the timeline where you want to add the event. 4. Tap ![](/img/grandma3/2-4/icon_add_event_15_v1-5-png-0738cf.png) in the toolbar on the left side of the window. 5. The event is added. Watch the video to see how to add an event: [Vimeo video](https://player.vimeo.com/video/1061564428?title=0\&byline=0\&portrait=0\&color=ffeb0f) Events automatically recorded will display an icon next to the event diamond or in the center of it: * ![](/img/grandma3/2-4/icon_15_timecode_clock_v2_0-0a379a.png) This event was recorded as a timed cue, for example, triggered by the follow or time triggers. * ![](/img/grandma3/2-4/icon_15_timecode_cmd_v2_0-ea3fdd.png) Command icon:\ When displayed on the right side of the event diamond, a command was executed by the timecode event.\ When displayed in the center of the event diamond, a command was executed in the triggered cue.  -  ![](/img/grandma3/2-4/icon_faders_15_v1-9-59bc4b.png) This event was triggered by moving a fader, and the assigned sequence’s **Auto Start** or **Auto Stop** started or stopped the sequence. - ![](/img/grandma3/2-4/icon_15_timecode_seq_v2_0-4fa96c.png) When playback is switched off via Off When Overridden, for more information, see [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). - ![](/img/grandma3/2-4/icon_15_timecode_macro_v2_0-8983c3.png) The event was created by executing a macro. For more information, see [Create Macros](/grandma3/2-4/macro_create/). - ![](/img/grandma3/2-4/icon_tc_multievents_v2_0-b704af.png) This icon is displayed when two or more events are too close to one another to be displayed. It disappears when zooming in. - ![](/img/grandma3/2-4/icon_small_execute_toggle_10_v1-9-afea79.png) This icon is displayed when a toggle event is recorded. It will be accompanied by this icon ![](/img/grandma3/2-4/icon_15_sequprio_high_v2_0-e5f7c3.png) if the toggle starts the sequence or  ![](/img/grandma3/2-4/icon_stop_v0-93-446d7d.png) if the toggle stops the sequence. - ![](/img/grandma3/2-4/icon_15_timecode_xlr_v2_0-ecf7c7.png) The event was created via a DMX remote. - ![](/img/grandma3/2-4/icon_15_timecode_note_v2_0-ef561f.png) This event was created via MIDI remote. - ![](/img/grandma3/2-4/icon_15_timecode_shared_v2_0-b8a2d4.png) This event was created via a DC remote. For more information about remotes, see [Remote In and Out](/grandma3/2-4/remote_inputs/). For events with disabled commands, the command icon will be displayed in red if you set **Execute Command** to **No** in the timecode show or by switching off Command Enable in the sequence. See the [Create a Timecode Show](/grandma3/2-4/timecode_create/) to learn about adding events. # External Connections > External connections allow the timecode slots to receive a time source from SMPTE/LTC, MIDI timecode, and ArtTimeCode. It is also possible to transmit SMPTE/LTC External connections allow the timecode slots to receive a time source from SMPTE/LTC, MIDI timecode, and ArtTimeCode. It is also possible to transmit SMPTE/LTC and MIDI timecode from the timecode slot generator. When a received signal is correctly configured and accepted, the timecode slots indicate the signal type with a small icon and a play icon. ![The timecode slot pool receiving external timecode signals.](/img/grandma3/2-4/window_timecode_slot_pool-114731.png) Timecode slot pool receiving three different external timecode signals. The example above shows the timecode slot pool with an SMPTE signal in slot 1, a MIDI signal in slot 2, and an ArtTimeCode signal in slot 3. The received times are displayed in green at the bottom of the pool objects.  ## Set Up SMPTE/LTC and MIDI Timecode [Section titled “Set Up SMPTE/LTC and MIDI Timecode”](#set-up-smpteltc-and-midi-timecode) Physical connections must be made for the time signals to be received or transmitted. Learn how in the [Connect LTC](/grandma3/2-4/fs_connect_smpte_ltc/) and [Connect MIDI](/grandma3/2-4/fs_connect_midi/) topics. With the connections in place, the next step is to access the **Output Configuration**. The menu can be opened by tapping the gear icon (![](/img/grandma3/2-4/icon_gear_15px-4a7044.png)) on the Control Bar or by pressing Menu. Then, tap Connector Configuration. ![Update this description text.](/img/grandma3/2-4/img_output-connection_timecode-section_v2-2-caac30.png) Output Connection menu showing the timecode relevant columns. Four columns are relevant for the timecode in this menu. * **SMPTE Mode**:\ This mode has two possible options that can be toggled: * **In**:\ The 3-pin female XLR connector marked LTC on the station is used to receive a SMTPE timecode signal. * **Out**:\ The 3-pin female XLR connector marked LTC on the station is used to transmit a SMPTE time signal. * **SMPTE TC**:\ This is used to select the timecode slot to which the physical port relates. * **MIDI TC Mode**:\ This mode has three options that can be edited and selected using the small Select MIDI TC Mode pop-up. * **In**:\ The 5-pin DIN connector marked MIDI In on the station receives the incoming MIDI timecode signal. * **Out**:\  The 5-pin DIN connector marked MIDI Out on the station transmits the outgoing MIDI timecode signal. * **In & Out & Thru**:\ The MIDI In connector can receive a MIDI timecode signal, which is then output on the MIDI Out port. The system can also generate a MIDI timecode signal transmitted from the MIDI Out port. * **MIDI TC**:\ This is used to select the timecode slot to which the physical port relates. Several stations can receive a signal related to the same Timecode Slot. The device receiving the signal first is the one the slot listens to. When multiple stations are in Out mode, the master transmits the time signal. The [Timecode Slot Settings](/grandma3/2-4/timecode_slots/#h3_681682073) display the station’s **Source IP** address that provides the time signal for the slot. The text “No Cable” in the Source IP button can be an indicator that: * Indicates that no network cable is connected to the selected MA-Net-Interface. * No timecode show is currently running on the selected TCSlot. * The time is running on another timecode slot. ## Set Up ArtTimeCode [Section titled “Set Up ArtTimeCode”](#set-up-arttimecode) ArtNet can be used to transmit timecode using ArtTimeCode.  This can be set up in the DMX Protocols menu. The menu can be opened by tapping the gear icon (![](/img/grandma3/2-4/icon_gear_15px-4a7044.png)) on the Control Bar or pressing Menu. Then, tap DMX Protocols and then Art-Net. ![](/img/grandma3/2-4/window_imecode_arttimecode-0acc06.png) The Art-Net menu with timecode columns. # Markers > Markers can be used to mark specific places in a Track Group. This could be used to mark when a specific part of a song or event is happening. Markers can be used to mark specific places in a **Track Group**. This could be used to mark when a specific part of a song or event is happening. A vertical line indicates the position of a basic marker through all tracks in the track group. Markers can be labeled. The name is shown in the track group. An appearance is displayed vertically through all tracks. The marker might need a duration for the appearance to be visible. ![Timecode show with markers.](/img/grandma3/2-4/window_timecode-viewer_markers_v2-2-c01c05.png) Timecode show with markers The example above shows three different markers. The first one (at time 0) has a name. The second one is a simple marker with a label. The third one has a range, name, and appearance. The two M<< and >>M buttons in the playback toolbar jump to the previous and next markers in the timeline. Notes and Tags on markers are not indicated in the timeline view. They can be seen in text mode. Learn about the different modes in the [Timecode Viewer topic](/grandma3/2-4/timecode_viewer/). ## Add Markers to the Track Group [Section titled “Add Markers to the Track Group”](#add-markers-to-the-track-group) To add a marker, the Setup mode must be active. Then, follow these steps: 1. Make sure the **Selection Target** is set to **TimeRanges**. This can be done by tapping ![](/img/grandma3/2-4/icon_tc-time-ranges_12_v2-2-f181a9.png) in the toolbar on the left. If the Selection Target is visible in the title bar, tap it to change the target. 2. Select the track group where the marker should be added. 3. Position the cursor at the correct location in the timeline. 4. Tap ![](/img/grandma3/2-4/icon_add_time_marker_15_v1-5-4efdeb.png) in the toolbar. The Edit Name pop-up opens. 5. Enter a name for the new marker and press Please or press Enter on an external keyboard. 6. The new marker is added.​ Watch the following video to see how to add a marker: [Vimeo video](https://player.vimeo.com/video/1060959468?title=0\&byline=0\&portrait=0\&color=ffeb0f) A duration can be applied to a Marker using the following methods: * Timecode encoder bar: 1. Enter edit mode by tapping  Setup in the title bar. 2. Tap ![](/img/grandma3/2-4/icon_tc-time-ranges_12_v2-2-f181a9.png) in the toolbar on the left to set the **Selection Target** to **TimeRanges**. 3. Tap TimeRange in the timecode encoder bar and select the desired time range from the drop-down list. 4. Tap Duration in the timecode encoder bar and enter the duration in the calculator or rotate the outer ring of the encoder wheel to the desired duration. * A more precise method is through the **Text** view mode. See **View Mode** - Text in the [Timecode Viewer topic](/grandma3/2-4/timecode_viewer/). * Another option to add a marker is the quick marker tool +M: 1. Make sure the **Selection Target** is set to **TimeRanges**. This can be done by tapping ![](/img/grandma3/2-4/icon_tc-time-ranges_12_v2-2-f181a9.png) in the toolbar on the left. If the Selection Target is visible in the title bar, tap it to change the target. 2. Select the track group where the marker should be added. 3. A marker is added whenever +M is tapped. This can be useful during recording as it does not prompt for a name during creation. # Timecode Slots > A timecode slot is an integrated interface that interprets a timecode signal in hours (h), minutes (m), seconds (s), and frames (f). | | | | ------------------------------------------ | -------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The timecode slots can be edited but not added, copied, deleted, or moved. | A timecode slot is an integrated interface that interprets a timecode signal in hours (h), minutes (m), seconds (s), and frames (f). The grandMA3 can receive up to 16 external timecode signals simultaneously.  Timecode slots are located in the Timecode Slots pool. ![Update this description text.](/img/grandma3/2-4/window_timecode_slot_pool-114731.png) The Timecode Slots pool Each pool object represents a timecode slot. The slot can listen to external time sources and start counting when a time signal is received. Each slot can also generate a time signal. # Track Groups > Timecode shows are arranged in a hierarchical structure, with Track Groups as children of the timecode show. Track groups can contain one or more Tracks. Timecode shows are arranged in a hierarchical structure, with **Track Groups** as children of the timecode show. Track groups can contain one or more **Tracks**. **Markers** can be assigned to the track group. **Time Ranges** are assigned to tracks. Read the following topics to learn more about these elements. To add a track group to a timecode show, follow these steps: 1. Edit an empty timecode pool object, for example, by using the swipey command. See [Pool Windows](/grandma3/2-4/wvm_pool/) for more information. This will open the timecode editor. 2. Tap and hold New Track Group. A new track group has been added: # Tracks > A Track Group can contain multiple Tracks. The track contains one or multiple Time Ranges. The time range can contain Events. The Track can have one or multiple A **Track Group** can contain multiple **Tracks**. The track contains one or multiple **Time Ranges**. The time range can contain **Events**. The Track can have one or multiple **Subtracks**. Subtracks contain information about fader positions and movements. A track should have a **Target**. The target can be one of the following objects: * Sequence * Sound * Timecode * Timecode Slot (TCSlot) * Preset * Group * Master To add a target to a track, follow these steps: 1. Edit a timecode pool object, for example, by using the swipey command. See [Pool Windows](/grandma3/2-4/wvm_pool/) for more information. The timecode editor opens. 2. Tap the arrow (![](/img/grandma3/2-4/icon_15_sequprio_low_v2_0-330785.png)) next to the track group name to expand it. 3. Edit the cell under the target column, and the assignment editor opens. 4. Select the object you want to add as a target. 5. The target is added. ## Subtracks [Section titled “Subtracks”](#subtracks) Subtracks contain information about fader positions and transitions. ![Example timecode show with a subtrack.](/img/grandma3/2-4/window_timecode-viewer_subtrack_v2-2-7eea49.png) An example timecode show with a Master subtrack Subtracks can be added by starting a recording and then moving a fader or rotating a knob. The timecode show will record a series of events containing a fader value. These points will recreate the fader movement. The events can be edited only to contain the relevant events. Be aware that if **Auto Start** and **Auto Stop** are activated, moving the master fader to and from zero may also record cue events. Subtracks appear as rows nested in the tracks. The rows have no settings that can be changed and appear with a black background. The name column indicates what fader type it affects. Only the events in the subtrack can be edited. Subtracks can be deleted by pressing Delete and then tapping the subtrack. ## Sound Track [Section titled “Sound Track”](#sound-track) Sound pool objects can be assigned to tracks and will display the waveform in the timecode show. For more information, see [Sounds Pool](/grandma3/2-4/sound_pool/). The left and right of the audio track are divided by a horizontal line across the waveform. The sound assigned to a track is played back when the timecode show is played. For more information, see [Local Settings](/grandma3/2-4/local_settings/) and [Connect Sound Out](/grandma3/2-4/fs_connect_sound/). ![An example showing a timecode show with a sound track.](/img/grandma3/2-4/window_timecode-viewer_sound_v2-2-84b869.png) A timecode show with a soundtrack Events cannot be added to the soundtrack. A warning icon (![](/img/grandma3/2-4/icon_15_warning_sign_v2_0-7772b2.png)) will be displayed on the left side of the track if the sound file is corrupted. # Timecode Viewer > The timecode viewer can be created as a window. It gives access to control the timecode show and can be in setup mode, where it can be edited. The timecode viewer can be created as a window. It gives access to control the timecode show and can be in setup mode, where it can be edited. ![Update this description text.](/img/grandma3/2-4/window_timecode-viewer_v2-2-a8e320.png) Timecode viewer window in normal mode # Timers > The Timer pool can be used to manage stopwatches and countdowns. The Timer pool can be used to manage stopwatches and countdowns. The pool can be created like any other pool window using the [Add Window pop-up](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_timers-pool_v2-1-391ff8.png) Timers pool with different timers. The Timers pool has a default action indicated by an icon in the title field’s upper right corner. The factory default action is **Toggle** (![](/img/grandma3/2-4/icon_small_execute_toggle_10_v1-9-afea79.png)). The default action is applied when a pool object is tapped without a valid keyword in the command line. Learn more about Pool Actions in the [Window Settings topic](/grandma3/2-4/wvm_settings/#pool_action). There are two different types of timers: Stopwatch and Countdown. Each of these two types has their own topics. Follow the links below or in the menu on the left. Each object in the Timers pool can be one or the other. Changing the type from one to the other will stop and reset the timer if it is active. The first pool object is a stopwatch that is locked from being edited, although it can be used. Timers can be controlled using the pool objects or the [Timer keyword](/grandma3/2-4/keyword_timer/). Active timers can be seen in the pool with the time and a progress bar at the bottom of the pool object. Active timers can also be seen in the [Running Playbacks window](/grandma3/2-4/executor_running_playbacks/). Running timers have a green play icon pointing right for stopwatches (![](/img/grandma3/2-4/icon_playback_forwards_15_v1-9-544021.png)) and left for countdowns (![](/img/grandma3/2-4/icon_playback_backwards_15_v1-9-b2642d.png)) in the upper right corner of the pool object. A paused timer has the pause icon (![](/img/grandma3/2-4/icon_playback_pause_15_v1-9-c22421.png)) in the corner. Stopped timers do not have a playback icon. Timers can be assigned to executors. Learn more in the [Assign Object to an Executor topic](/grandma3/2-4/executor_assign/). The running state of the timer is not saved with the showfile. The time on the timer will be saved, and the timer will be on the saved time in a paused state when the showfile is reloaded. Timers have a read-only property called “ElapsedTime”. This can be used to read the current timer value. All the different timer properties can be seen using the following commands in the command line and watching the Command Line History: | | | | ------------------------------------------------------------------ | ------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Timer | ## Playback Actions [Section titled “Playback Actions”](#playback-actions) A timer can be started with a **Go+** command or toggled On if it is Off or paused. It will start to count up or down in real-time. A timer can be paused in its running. This keeps the current time on the timer. Restarting the timer with a Go+ command can either restart the timer or let it continue. This can be set in the setting for the timer. The **Top** command will reset the time. If the timer is running, it will continue to run. If the timer is paused, the time will be reset, and the timer will be stopped. **Flash** and **Temp** commands can be used to trigger timers. The timer will run while the function is active and pause when the command is stopped. For instance, a stopwatch can run while a flash executor button is pressed. Stopping a timer resets the time to zero for stopwatches and to the set time value for countdowns. Besides running timers manually, they can also be automatically triggered with specific sequence actions. See more below in the settings. ## Using the Clock to See the Time [Section titled “Using the Clock to See the Time”](#using-the-clock-to-see-the-time) The [Clock Viewer](/grandma3/2-4/si_clock/) can be used to show and control the timers. The Clock Source should be set to **Timer**. Then, the Timer can be used to select the desired timer object. ![](/img/grandma3/2-4/img_timer_clocks_v1-9-3-b0255e.png) Two clocks showing a stopwatch and a countdown The controls in the title bar adjust to match the selected timer. ## Create and Edit a New Timer [Section titled “Create and Edit a New Timer”](#create-and-edit-a-new-timer) A new timer can be created by editing an empty pool object. Editing a timer pool object opens the editor: ![](/img/grandma3/2-4/popup_edit-timer_v2-0-061e1d.png) Timer editor There are some common settings for the two types of timers. ### Label [Section titled “Label”](#label) * **Name**:\ This is the name of the timer object. * **Scribble**:\ This is used to assign a scribble to the pool object. * **Appearance**:\ This is used to assign an appearance to the pool object. * **Note**:\ This is used to add a note to the pool object. ### Settings [Section titled “Settings”](#settings) * **Timer Mode**:\ This is used to select one of the two modes: **Stopwatch** or **Countdown**. * **Timer Link Type**:\ Tapping this opens a select pop-up. It contains a list of all the sequences in the show, plus three special options. The options are: * **Not Linked**:\ Nothing happens when starting a sequence playback. * **\**:\ Triggering the selected sequence will trigger the timer. * **Link Last**:\ Triggering any sequence will trigger the timer. * **\[Sequence]**:\ Triggering the specific sequence will trigger the timer. * **Timer Trigger**:\ This setting defines what action triggers a timer. * **Restart Option**:\ This has two possible options: * **Continue**:\ When a stopped or paused timer is triggered, it will continue to run the time. * **Reset**:\ When triggered, a stopped or paused timer will be reset and start from its default time. ### Colors [Section titled “Colors”](#colors) The timer has a color defined. This color is used in the clock viewer and in the bar at the bottom of the pool objects. The default color for stopwatches is white text color. Countdowns have numbers in red color with a countdown bar at the bottom of the timer and green color for a confirmed countdown. These colors can be changed for each timer. ### Format [Section titled “Format”](#format) There are two settings in the format column: * **Frame Format** * **Time Readout** These are available for each timer object. They are described in the [User Settings topic](/grandma3/2-4/user_settings/). Subtopics * [Stopwatch](/grandma3/2-4/timers_stopwatch/) * [Countdown](/grandma3/2-4/timers_countdown/) # Countdown > Stopwatches are the default mode for timers. The mode can be changed to the Countdown mode. Learn more in the Timers topic. Stopwatches are the default mode for timers. The mode can be changed to the Countdown mode. Learn more in the [Timers topic](/grandma3/2-4/timers/). Countdowns count time down from a set value; when zero is reached, a trigger can fire an alert pop-up and a command. The countdown timer has an hourglass icon (![](/img/grandma3/2-4/icon_hourglass_15_v1-9-430d63.png)) in the upper right corner of the pool object. Besides the “ElapsedTime” property mentioned in the Timers topic (link above), the Countdown also has a “RemainingTime” read-only property.  ## Countdown Settings [Section titled “Countdown Settings”](#countdown-settings) The countdowns have more settings besides the common settings described in the Timer topic. ### Countdown [Section titled “Countdown”](#countdown) * **Countdown Time**:\ Sets the duration time of the countdown. The maximum possible countdown time is limited to 14 days. The calculator sets the duration time in seconds, minutes, hours, and days. * **Countdown Alert Type**:\ The alert type defines what should happen when the countdown reaches zero. There are four options: * **None**:\ Nothing happens when the timer runs out, except it stops. * **Pop-Up**:\ A pop-up appears with the text set in the **Alert Text** setting (see below). The pop-up appears for as long as the **Alert Duration** is set (see below). * **Command**:\ The timer executes the command set in the **Alert Command** setting (see below). * **Command & Pop-Up**:\ The pop-up appears, and the command is triggered. ### Alert [Section titled “Alert”](#alert) * **Alert Duration**:\ Defines how long the pop-up should be displayed when the Countdown Timer reaches zero. An alert duration of zero seconds means the pop-up stays until confirmed. The countdown alert type needs to include “Pop-Up” for this setting to be active. * **Alert Range**:\ The countdown alert range defines where the pop-up appears. * **Local**:\ The alert pop-up appears on the stations with users logged in using the same user profile as the one who started the countdown. * **All Stations**:\ The alert pop-up appears on all stations in the session. Countdowns with this setting have a small G icon (![](/img/grandma3/2-4/icon_small_global_11_v1-9-b904b1.png)) in the upper right corner of the pool object to indicate that it is a global countdown.\ The pop-up has a confirmation button to close the alert (before the duration closes it). Confirm only confirms for the station where it is tapped. Confirm All Stations confirm the alert on all stations. * **Alert Command**:\  When the countdown reaches zero, the command is executed on the GlobalMaster/IdleMaster station or the Standalone station. The **Countdown Alert Type** needs to include “Command” for this setting to be active. * **Alert Text**:\ The defined text of this setting is displayed in the alert pop-up when the countdown reaches zero. The countdown alert type needs to include “Pop-Up” for this setting to be active. # Stopwatch > Stopwatches are the default timer. Learn more in the Timers topic. Stopwatches are the default timer. Learn more in the [Timers topic](/grandma3/2-4/timers/). They count time up from 0 and do not have a practical upper limit. The stopwatch timer has a stopwatch icon (![](/img/grandma3/2-4/icon_stopwatch_15_v1-9-6f6b6a.png)) in the upper right corner of the pool object. A stopwatch will run for several days if it is not stopped or paused. Stopwatches do not have any special settings. # Troubleshooting > In case your grandMA3 device does not work as expected, the topics below include helpful general troubleshooting steps as well as detailed solutions to some pos In case your grandMA3 device does not work as expected, the topics below include helpful general troubleshooting steps as well as detailed solutions to some possible issues. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Clean Start](/grandma3/2-4/ts_clean_start/) * [Update Does Not Work](/grandma3/2-4/tc_update_does_not_work/) * [Station Does Not Connect](/grandma3/2-4/ts_station_does_not_connect/) * [Panic Macro](/grandma3/2-4/ts_panic_macro/) # Clean Start > A clean start clears the current show and all user settings as the grandMA3 software boots. This may be a helpful troubleshooting step in cases where the softwa A clean start clears the current show and all user settings as the grandMA3 software boots. This may be a helpful troubleshooting step in cases where the software boots normally but encounters an issue when the show file loads. ## Clean Start a grandMA3 console, Replay Unit, or Processing Unit [Section titled “Clean Start a grandMA3 console, Replay Unit, or Processing Unit”](#clean-start-a-grandma3-console-replay-unit-or-processing-unit) | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | This process relies on the Ctrl or control key commonly found at or near the bottom-left or bottom-right corner of an alpha-numeric keyboard. For devices without an integrated keyboard, an external USB keyboard is required. | To perform a clean start on a grandMA3 console, replay unit, or processing unit: 1. Make sure the integrated keyboard is functional or connect an external USB keyboard. 2. Boot or reboot the device, watching for the mode selection pop-up. 3. When the mode selection pop-up appears, press and hold the Ctrl key. 4. While holding the Ctrl key, tap the desired mode in the mode selection pop-up. 5. Once the mode selection pop-up disappears, release the Ctrl key. 6. The device completes the boot process with no show file loaded and all user settings reset to factory defaults. ## Clean Start grandMA3 onPC [Section titled “Clean Start grandMA3 onPC”](#clean-start-grandma3-onpc) * To perform a clean start on a Windows system, go to the “MA Lighting” folder in the Start Menu on your Windows system (or go to C:\ProgramData\Microsoft\Windows\Start Menu\Programs\MA Lighting). Run the “grandMA3 onPC x.x.x.x Clean Start” application.  * To perform a clean start on a macOS system, press and hold the option key on the keyboard and then open the grandMA3 onPC application. An alert pop-up appears, confirming the clean start operation. Click Continue to proceed with the clean start. Otherwise, click Cancel. The software starts with no show file loaded and all user settings reset to factory defaults. # Panic Macro > In different cases, for example, if a show file is not working as expected before a show, it can be useful to use the "Panic" macro. | | | | ------------------------------------------------ | ----------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Make sure to save the show file before executing the Panic macro. | | | | | -------------------------------------------------- | ---------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Do not use the Panic macro during a live show. | | | | | ------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Be aware that using the panic macro can have a severe impact on the show. | In different cases, for example, if a show file is not working as expected before a show, it can be useful to use the “Panic” macro. The panic macro will restore the general settings to their defaults. These general settings are listed below: 1. Warning pop-up 2. Warning pop-up 3. Clear the Programmer (ClearAll) 4. Change the Command Line back to the root destination 5. Turn off Web Remote 6. Turn off Remote HID 7. Turn off RDM 8. Turn off Agenda 9. Turn off DC/ MIDI/ DMX Remotes 10. Turn off OSC Input 11. Turn off OSC Output 12. Turn off PSN Input 13. Go to World 1 14. Select Filter 1 15. Turn off Freeze 16. Turn off Preview 17. Turn off Plugins 18. Turn off Sequences 19. Turn off Timecodes 20. Turn off all Executors 21. Turn off Timecode Slots 22. Turn off the Master Mode of Groups 23. Set the Master Fader of all Groups to 100% 24. Turn Off DMX Tester 25. Set the Grand Master to 100% 26. Set the World Master to 100% 27. Set the Highlight Master to 100% 28. Turn off Highlight 29. Set the Lowlight Master to 100% 30. Turn off Lowlight 31. Set Solo Master to 100% 32. Turn off Solo 33. Set Grand Rate to 1 34. Set Grand Speed to 60 BPM 35. Set Programmer Time to 0s 36. Turn off Programmer Time 37. Set Programmer X Fade to 0s 38. Turn off Programmer X Fade 39. Set Executor Time to 0s 40. Turn off Executor Time 41. Set Executor X Fade to 0s 42. Turn off Executor X Fade 43. Set all Speed Masters to 60 BPM 44. Set the Blind Master to 100% 45. Turn off Blind 46. Enable Sync for Phasers in the Programmer 47. Disable SingleStep for Phasers in the Programmer 48. Switch off Align 49. Set Value Readout to Natural 50. Set Wheel Mode to Additive 51. Request all Universes 52. Set Merge Mode of all Universes to HTP 53. Turn off Art-Net and sACN Output 54. Turn off Art-Net and sACN Input 55. Clear Programmer for all Users 56. Select Encoder Bar 1 57. Switch to the first Feature Group 58. Reload the User Interface 59. Turn off all Macros 60. Import Default Color Theme 61. Reset Multicast Base 62. Delete unused Attributes 63. Turn off MSC Input 64. Turn off MSC Output | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To see the list from above in the software, press Edit and then tap the Panic macro in the macro pool. | *  To learn more about macros, see [Macros](/grandma3/2-4/macros/). ### Import and Execute Panic Macro [Section titled “Import and Execute Panic Macro”](#import-and-execute-panic-macro) 1. Search for Panic in the import list. For more information about importing macros, see [Create Macros](/grandma3/2-4/macro_create/). 2. After import, tap Panic in the Macros pool window. The text editor opens. 3. To confirm the panic macro, press Please Please. 4. The panic macro is executed. # Station Does Not Connect > If a station or a wing does not connect, reset the station settings with a Clean Start. If a station or a wing does not connect, reset the station settings with a [Clean Start](/grandma3/2-4/ts_clean_start/). If the command wing or fader wing fails to connect to the onPC software, try switching the product off and then on again. Reasons that can prevent an onPC command wing or fader wing communication with a computer: * A damaged USB port on the command wing or fader wing. * A damaged USB port on the computer. * A damaged USB cable. * Recently installed operating system updates or power settings. * An incomplete or corrupted onPC software installation. # Uninstalling Previous Versions of grandMA3 onPC (macOS) > Unlike other macOS applications, previous versions of grandMA3 onPC are not completely removed when the application bundle is deleted from the Applications fold Unlike other macOS applications, previous versions of grandMA3 onPC are not completely removed when the application bundle is deleted from the Applications folder. Additional version-specific files are stored inside the MALightingTechnology folder in the user’s home directory. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** Before uninstalling a previous version, make sure that any required show files, user profiles, plugins, fixtures, or other custom files have been saved or backed up. | | | | ![Update this description text.](/img/grandma3/2-4/home_malightingtechnology1-015291.png) Home - MALightingTechnology To fully remove older versions of grandMA3 onPC from a macOS system, follow these steps: 1\. In the Finder, open the Applications folder. ![Update this description text.](/img/grandma3/2-4/applications-d504f8.png) Applications 2\. Right-click the grandMA3 application. 3\. Select Show Package Contents. ![Update this description text.](/img/grandma3/2-4/contents-de8523.png) Contents 4\. Open the following folders in order: * Contents * MacOS 5\. Locate the folders corresponding to previously installed grandMA3 versions. ![Update this description text.](/img/grandma3/2-4/macos1-5cc870.png) MacOS 6\. Delete the folders for the versions you want to remove. Only the selected version folders are removed. The currently installed grandMA3 application and shared user data remain unchanged. Deleting the MALightingTechnology folder entirely is not recommended unless all installed grandMA3 versions and related files should be removed from the system. | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | There is no separate uninstaller application for grandMA3 onPC on macOS. Removing the application from the Applications folder only deletes the visible application bundle and does not automatically remove older installed versions stored inside the application package. | # Update the Software > Every grandMA3 device is delivered with the latest version of the grandMA3 software. Every grandMA3 device is delivered with the latest version of the grandMA3 software. All devices in a network with software versions higher than 1.0 can see and update each other. This is to provide information on how to update or downgrade the grandMA3 software, if needed. For more information, see [Network Update](/grandma3/2-4/update_network/). To check which version your device is currently running, use the [Version keyword](/grandma3/2-4/keyword_version/) on the command line (this does not work with PUs and Nodes). ## Check for Updates and Download the Latest Version [Section titled “Check for Updates and Download the Latest Version”](#check-for-updates-and-download-the-latest-version) To check if there is a new grandMA3 software update: 1. Go to [www.malighting.com](https://www.malighting.com/), click \*\*Downloads. \*\* ![](/img/grandma3/2-4/img_downloads_v2-2-ebc11b.png) Website malighting.com Downloads 2. Click **grandMA3** in the bar on the left. ![](/img/grandma3/2-4/img_downloads_2_v2-2-e0ef40.png) grandMA3 section 3. Click **Software + Release Notes** to find the latest software version. ![](/img/grandma3/2-4/img_downloads_3_v2-3-6dd415.png) grandMA3 Software section 4. Click the current version to download the desired installation package. The download process starts. ## Available Installation Packages [Section titled “Available Installation Packages”](#available-installation-packages) There are six installation packages available, as shown in the table below: | Software / Package | Device | | --------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | | grandMA3 Software x.x.x.x / grandMA3\_stick\_vx.x.x.x.zip | Console, RPU, processing unit, xPort Node, and I/O Node | | grandMA3 onPC Software x.x.x.x for windows / grandMA3\_onPC\_win\_vx.x.x.x.zip | Windows operating systems, e.g., PC or laptop, command wing XT, rack-unit, viz-key | | grandMA3 onPC Software x.x.x.x for macOS / grandMA3\_onPC\_mac\_vx.x.x.x.zip | macOS | | grandMA3 Software x.x.x.x for grandMA3 viz-key, grandMA3 net duct / grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip | viz-key only, grandMA3 net duct | | grandMA3 Full Package / grandMA3\_vx.x.x.x\_full\_package.zip | Contains all the installation packages listed above (\_stick, \_onPC\_win, \_onPC\_macOS, \_viz\_key\_net\_duct)  | | grandMA3 onPC Windows Hardware Image x.x.x.x / grandMA3\_Windows\_Hardware\_Image\_vx.x.x.x.zip | Windows system recovery of command wing XT and rack-unit, including grandMA3 onPC | | | | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | For network updates, the target software installation package must also be downloaded. For example, when updating a console via grandMA3 onPC. | ## Store the Installation Packages  [Section titled “Store the Installation Packages ”](#store-the-installation-packages) All files for each device type are included in the corresponding zip-file. To update the software via network from an onPC station: 1. Open the installation package zip-file.  2. Open the ma folder: * For Windows systems, copy the files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages. * On macOS, copy the files from the ma folder to the directory \~/MALightingTechnology/installation\_packages. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Do not unzip the installation package, simply copy the zipped files from the MA folder to the installation\_packages directory. | To create a USB flash drive containing all the installation files, see [Update grandMA3 Consoles](/grandma3/2-4/update_consoles/). * For information on installing windows grandMA3 onPC, see [Windows™® Installation](/grandma3/2-4/onpc_windows_installation/). * For information about macOS grandMA3onPC installation, see [macOS® Installation](/grandma3/2-4/onpc_macos_installation/). Follow all the onscreen instructions that appear during the update. ## Download an Older Version [Section titled “Download an Older Version”](#download-an-older-version) To downgrade a grandMA3 device to an older software version, e.g., in a permanent installation, follow these steps: 1. Follow steps 1 through 3 above.  2. Scroll down and click **Archive** to find older software versions. ![](/img/grandma3/2-4/img_downloads_archive_v2-3-9bb28c.png) grandMA3 Software archive To open the folder, click the desired version, e.g. Version 2.1.1.2. ![](/img/grandma3/2-4/img_downloads_archive_files_v2-3-352fc6.png) grandMA3 Software archive versions The download process starts. #### Subtopics\* [Update grandMA3 Consoles](/grandma3/2-4/update_consoles/) [Section titled “Subtopics\* Update grandMA3 Consoles”](#subtopics-update-grandma3-consoles) * [Update grandMA3 Nodes](/grandma3/2-4/update_nodes/) * [Update grandMA3 onPC Windows Hardware](/grandma3/2-4/update_windows_hardware/) * [Update grandMA3 viz-key](/grandma3/2-4/update_viz_key/) * [grandMA3 net duct](/grandma3/2-4/update_net_duct/) * [Network Update](/grandma3/2-4/update_network/) * [Delete Update Files](/grandma3/2-4/update_delete_files/) * [Troubleshooting Update Process](/grandma3/2-4/update_troubleshooting/) # Update grandMA3 Consoles > This topic describes the software update  and its additional options, such as factory reset. This topic describes the software update  and its additional options, such as factory reset. For a simple software update via the user interface, follow the instructions in the [Network Update topic](/grandma3/2-4/update_network/). For a processing unit, the following update process is also valid. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | - The folders EFI, ma, and the update.scr file have to be directly accessible on the flash drive and must not be located in an extra folder. - The USB flash drive’s data system has to be FAT32. | ## Download the Software Package [Section titled “Download the Software Package”](#download-the-software-package) 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](https://www.malighting.com/).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  ## Turn off the console [Section titled “Turn off the console”](#turn-off-the-console) 1. Press the [power key](/grandma3/2-4/key_power/) on the front panel.\ A warning pop-up appears:\ ![](/img/grandma3/2-4/popup_shut-down_v1-5_1_1-173b5e.png) 2) Tap OK.\ The grandMA3 console shuts down. 3) Turn off the power switch on the rear panel ## Install the Software Package on the Console [Section titled “Install the Software Package on the Console”](#install-the-software-package-on-the-console) 1. Turn on the power switch on the rear panel. 2. Insert the USB flash drive in a USB port. 3. For devices without an integrated keyboard (e.g., grandMA3 compact console), connect an external keyboard with a USB port.  4. Press the power key on the front panel. The grandMA3 device starts. 5. Press the 8/F8 key on the internal or external keyboard several times.\ The **Boot Manager** opens. 6. Scroll down to EFI USB Device using the arrow keys. 7. Press Enter on the (external) keyboard. \ The console starts to boot. The EULA screen opens. 8. Accept the EULA. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | If the USB flash drive contains more than 1 version, select the version you would like to install first. | The Install Selector dialog appears: ![](/img/grandma3/2-4/img_installer-dialog_v0-9_3-07bf28.png) * Select option 1 to keep the shows and user data. * Select option 2 to delete the shows and user data.  * Select option 3 for a complete factory reset to clean the system before installing the software. * Select option 4 to save the shows on the USB flash drive.  * Select option 5 to reboot the grandMA3 device.  1. Press Enter on the (external) keyboard. \ Wait for completion. The grandMA3 device reboots. 2. Remove the USB flash drive.  The Mode Selection dialog appears.  ![](/img/grandma3/2-4/img_select-mode_v0-9_3-427e5b.png) *Select mode* 3. Select one of the modes.  For more information about grandMA3 mode2, read the [Mode2 topic](https://help.malighting.com/grandMA2/en/help/grandma3_mode2/index.html) in the section grandMA3 Mode2 of the [grandMA2 User Manual](https://help.malighting.com/Page/grandMA2/grandma2/en/).\ If no selection is made, the device automatically starts in grandMA3 mode. 4. Screens 1, 2, and 3 are initializing.\ The letterbox screens enter self-test mode (red, green, blue, white, and black color changers).\ The command screens stay black.\ It can take several seconds for them to start initializing.  5. The installation is complete. # Delete Update Files > To free up space on the hard drive, we recommend deleting unused update files. To free up space on the hard drive, we recommend deleting unused update files. To delete update files from the hard drive: 1. To access the software update window, tap ![](/img/grandma3/2-4/icon_gear_15px-4a7044.png). 2. Tap Settings.\ The settings drop-down menu opens. ![](/img/grandma3/2-4/popup_settings_v1-5-a3ba5a.png) Settings drop-down 3. Tap Software Update.\ The Software Update window opens. 4) Tap Delete Update Files.\ The Select Update pop-up opens. ![](/img/grandma3/2-4/popup_selectupdate_v1-7-33b76d.png) Select update pop-up 5. Select the update file to be deleted. 6. Tap Select.\ The Delete packets pop-up opens. ![](/img/grandma3/2-4/popup_delete_packets_v1-7-cd1bef.png) Delete packets pop-up 6. Tap Yes.  The selected update file is deleted from the hard drive. # grandMA3 net duct > The grandMA3 net duct serves as the basis for the MA-Net3 connection between grandMA3 devices and external tracking systems or media servers. To connect a track The grandMA3 net duct serves as the basis for the MA-Net3 connection between grandMA3 devices and external tracking systems or media servers. To connect a tracking system or media server to your grandMA3 system via MA-Net3, the grandMA3 net duct must be installed in the third-party software, which must be the same version as your grandMA3 devices. **Requirements:** * Download the latest grandMA3 net duct software version from[ www.malighting.com](https://www.malighting.com/downloads/products/grandma3/). For more information, see [update the software](/grandma3/2-4/update/). * Have an external tracking system or media server ready that supports the grandMA3 net duct. *** ## Install and Update grandMA3 net duct [Section titled “Install and Update grandMA3 net duct”](#install-and-update-grandma3-net-duct) ### Install and Update per USB Stick [Section titled “Install and Update per USB Stick”](#install-and-update-per-usb-stick) | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For the first initialization and also to update, the external device must be running in the update mode. For more information, see the manual of the external device. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To establish a connection, the external device has to be updated to match the current version of the grandMA3 device.  | **Requirement:** The USB flash drive’s file system must be FAT32.  1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip and copy the ma folder into the root directory of the USB flash drive. 2. Insert the USB flash drive in the grandMA3 onPC or console USB port. Follow the next steps from point 4. ### Install and Update via the Local Hard Drive [Section titled “Install and Update via the Local Hard Drive”](#install-and-update-via-the-local-hard-drive) 1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip. 2. Open the folder ma. 3. On Windows, copy the files from the ma folder to C:\ProgramData\MALightingTechnology\installation\_packages. On macOS, copy the files from the ma folder to the directory \~/MALightingTechnology/installation\_packages. For more information, see [Folder Structure](/grandma3/2-4/fm_folder_structure/). 4. To access Software Update, tap ![gear](/img/grandma3/2-4/icon_gear_15px-4a7044.png). 5. Tap Settings. 6. Tap\*\* \*\*Software Update. The Software Update window opens. 7. Tap Select and Import Update Files. The Select Update pop-up opens.\ ![](/img/grandma3/2-4/popup_update_net_duct_v2-2_-dfede4.png)\ *Select Update pop-up* 8. Select the location that contains the update files (internal or any plugged-in external device). Select the release\_viz\_key\_net\_duct\_vx.x.x.x.xml file. 9. Tap Select. The pop-up closes, and the End User License Agreement (EULA) opens. 10. Confirm the End User License Agreement (EULA) by scrolling down and then tapping I agree. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The currently selected update file is displayed at the title bar of the software update window.                    | 11. In the device list, tap the external device you want to install the grandMA3 net duct. The selected devices turn into bright blue. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Only devices with the \*\*Type “\*\*TrackingServer”  or “MediaServer” can be updated. The devices are listed in the NetworkNode category. | 12. Tap Update Devices. The software update starts copying files. 13. After the files are transferred, you might need to restart the external device and follow its manual.  ![Update this description text.](/img/grandma3/2-4/menu_network_netduct_v2-2-633e5e.png) Network menu #### # Network Update > Use Software Update to update one or more stations on a network. Use Software Update to update one or more stations on a network. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Make sure that all devices are in the same network (check network adapter). To learn more about network settings, read the Networking, [Interfaces and IP](/grandma3/2-4/network_interface/) topic. | ### Preliminary Procedures [Section titled “Preliminary Procedures”](#preliminary-procedures) * Connect all grandMA3 devices to a network with an etherCON/RJ45 connector. * Download the required installation packages from [www.malighting.com](http://www.malighting.com), \*\*Downloads. \*\* * Copy all installation packages for grandMA3 software into the root directory of your USB flash drive. For more information, see [Update the Software](/grandma3/2-4/update/). Insert the USB flash drive in the device’s USB port. * Or on Windows, copy the zipped files from the ma folder to C:\ProgramData\MALightingTechnology\installation\_packages. * Or on macOS, copy the files from the ma folder to the directory \~/MALightingTechnology/installation\_packages. ### Procedure [Section titled “Procedure”](#procedure) To update the grandMA3 device, follow the onscreen instructions that appear during the update. To access Software Update: 1. Press Menu or tap ![gear](/img/grandma3/2-4/icon_gear_15px-4a7044.png). 2. Tap Settings and then tap Software Update. The Software Update window opens, as shown in the image below: ![](/img/grandma3/2-4/img_network_update_v2-2-a0ade4.png) Software Update window 3. To select a file, tap Select and Import Update File. The Select Update pop-up opens: ![](/img/grandma3/2-4/popup_update_full_package_v2-3-cac9cd.png) Select Update pop-up 4. Make sure the correct update file location is selected (Internal or external device). Select the desired update file.  5. Tap Select. The pop-up closes, and the End User License Agreement (EULA) opens. 6. Scroll down to read the complete EULA. The I agree button in the upper-right corner of the pop-up turns white. To close the EULA, tap I agree. 7. Select the desired device(s). The selected devices are marked in blue. 8. Tap Update Devices. The software update starts copying files. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The selected update file will be displayed in the title bar of the software update menu. | * Cancel Software Update Process: Tap to cancel the current update process. For more information, see [CancelSoftwareUpdate keyword](/grandma3/2-4/keyword_cancelsoftwareupdate/). | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | It is also possible to update the grandMA3 [onPC](/grandma3/2-4/onpc/), [consoles](/grandma3/2-4/update_consoles/), [xPort Nodes](/grandma3/2-4/update_nodes/), [onPC command wing XT](/grandma3/2-4/update_windows_hardware/), [processing unit](/grandma3/2-4/update_consoles/), and [onPC rack-unit](/grandma3/2-4/update_windows_hardware/) directly. Select the correct XML file for each device. For more information on which XML file to use for which device, see [Update the Software](/grandma3/2-4/update/#h2_2074272643).  | Update Confirmation After copying the files to the grandMA3 device, a warning pop-up will appear: ![](/img/grandma3/2-4/popup_network_update_v1-9-b91766.png) Pop-up in the update process * **Update and Reboot:** Updates and reboots the device. * **Update Later and Cancel Reboot:** Delays the update and leaves a red indicator in the control bar ![](/img/grandma3/2-4/icon_power_15_v1-9-d78a4e.png). * **Discard Update and Reboot:** Aborts the update and reboots the device. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The update will start automatically when the countdown in the pop-up window expires. | Tap ![](/img/grandma3/2-4/icon_power_15_v1-9-d78a4e.png) in the Shutdown Menu to install delayed updates. This will open a second warning pop-up. ![](/img/grandma3/2-4/popup_shut_down_update_v1-9-fb3623.png) Shutdown pop-up * **Update and Reboot:** Updates and reboots the device. * **Update Later and Cancel Shutdown:** Delays the update and leaves a red indicator in the control bar ![](/img/grandma3/2-4/icon_power_15_v1-9-d78a4e.png). * **Discard Update and Shutdown:** Aborts the update and shuts down the device. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Tapping ![](/img/grandma3/2-4/icon_refresh_arrow_15_v1_5-0e1e1b.png) (Restart) in the Shutdown Menu opens an Update Confirmation pop-up as well. | For more information about shutting down, see [Shut Down the System](/grandma3/2-4/shutdown_the_system/). # Update grandMA3 Nodes > Requirement: | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | We recommend formatting with every update. Whenever formatting, the IP address will be reset back to the default (DHCP).  | | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | - The folders EFI, ma, and the update.scr file have to be directly accessible on the flash drive and must not be located in an extra folder. - The USB flash drive’s data system has to be FAT32. - Use a USB flash drive with USB, USB 2.0, or USB 3.0 standard. | **Requirement:** 1. To update a grandMA3 device, download the latest software version from [www.malighting.com](http://www.malighting.com).\ The required installer is called grandMA3 Software x.x.x.x. 2. Extract the zip file “grandMA3\_stick\_v.x.x.x.x.zip” and copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  3. Insert the USB flash drive in the device’s USB port. 4. Turn off the grandMA3 device. 5. Turn on the grandMA3 device. 6. Follow the onscreen instructions during the update process. ![](/img/grandma3/2-4/img_mode2_xportnode_update_2-30925e.png) *Update notification* *  Press the rotary knob. ![](/img/grandma3/2-4/img_mode2_xportnode_package-corrupted_v3-5_1-7b1c3f.png) *Corrupted installer package* ![](/img/grandma3/2-4/img_mode2_xportnode_formatting_v3-5_1-3b8311.png) *Format the hard drive* ![](/img/grandma3/2-4/img_update_xportnode_v1-0-b6197a.png) *grandMA3 xPort Node is updating* ![](/img/grandma3/2-4/img_mode2_xportnode_update-complete_v3-5_1-1c1345.png) *Update completed* # Troubleshooting Update Process > During the update process, different problems may occur. During the update process, different problems may occur. ## Corrupted Files on USB Flash Drive [Section titled “Corrupted Files on USB Flash Drive”](#corrupted-files-on-usb-flash-drive) ![](/img/grandma3/2-4/img_mode2_xportnode_package-corrupted_v3-5_1-7b1c3f.png) *Corrupted installer package* If the installer package is corrupted, try the following: * Remove the USB flash drive from the grandMA3 device. * Shut down the grandMA3 device. * Format the USB flash drive (FAT32). * Copy the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive.  * Update the grandMA3 device with the USB flash drive. If the error message shows up again, try the following: * Use a different USB flash drive. * Format the USB flash drive (FAT32). * Start a new download of the latest software version from [www.malighting.com](http://www.malighting.com). * Extract the zip file before copying the folders EFI, ma, and the update.scr file into the root directory of your USB flash drive. ## Corrupted Show File [Section titled “Corrupted Show File”](#corrupted-show-file) If the grandMA3 device does not stop updating, the show file saved on the grandMA3 device may be corrupted. If the show file is corrupted, try the following: * Remove the USB flash drive from the grandMA3 device. * Reboot the grandMA3 device. * Save the corrupted show file to another USB flash drive. * Delete the corrupted show file from the grandMA3 device. * Update the grandMA3 device with the other USB flash drive. ## Unrecognized USB Flash Drive [Section titled “Unrecognized USB Flash Drive”](#unrecognized-usb-flash-drive) * Make sure to follow the sequence for connecting the USB flash drive as described in [Update grandMA3 Consoles](/grandma3/2-4/update_consoles/#h2__1509860294). ## Failures during the Update Process [Section titled “Failures during the Update Process”](#failures-during-the-update-process) If the grandMA3 device starts updating, but fails to update one of the hardware sections, try the following: * Remove the USB flash drive from the grandMA3 device. * Reboot the grandMA3 device. If the measures above do not help, try the following: * Save any show file to another USB flash drive. * Delete any show file from the grandMA3 device. * Update the grandMA3 device with the other USB flash drive. To avoid failure when updating grandMA3 Nodes, make sure you use a USB flash drive that meets the USB, USB 2.0, or USB 3.0 standard. # Update grandMA3 viz-key > The required installer is called grandMA3 Software x.x.x.x for grandMA3 viz-key. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The grandMA3 onPC software includes the grandMA3 viz-key software. There is no additional installation required to use the grandMA3 viz-key. In case that the grandMA3 onPC software is not installed on the computer that is running the visualizer, the separate grandMA3 viz-key software needs to be installed. | | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the grandMA3 viz-key hardware is connected to a grandMA3 onPC station or visualizer, the running software version is sent to the grandMA3 viz-key hardware. | * Download the latest grandMA3 viz-key software version from [www.malighting.com](http://www.malighting.com). For more information, see [update the software](/grandma3/2-4/update/).\ The required installer is called grandMA3 Software x.x.x.x for grandMA3 viz-key. ## Update Standalone Third-Party Visualizer Using a USB Stick [Section titled “Update Standalone Third-Party Visualizer Using a USB Stick”](#update-standalone-third-party-visualizer-using-a-usb-stick) **Requirement:** The USB flash drive’s file system must be FAT32.  1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip. and copy the ma folder into the root directory of the USB flash drive. 2. Insert the USB flash drive in the grandMA3 onPC or console USB port. Follow the next steps from point 3. ## Update Standalone Third-Party Visualizer Using the Local Hard Drive [Section titled “Update Standalone Third-Party Visualizer Using the Local Hard Drive”](#update-standalone-third-party-visualizer-using-the-local-hard-drive) 1. Extract the zip file grandMA3\_viz\_key\_net\_duct\_vx.x.x.x.zip.  2. For Windows systems, copy the files from the ma folder into the directory C:\ProgramData\MALightingTechnology\installation\_packages.\ For macOS systems, copy the files from the ma folder into the directory \~/MALightingTechnology/installation\_packages. For more information, see [Folder Structure](/grandma3/2-4/fm_folder_structure/). 3. To access Software Update, tap ![gear](/img/grandma3/2-4/icon_gear_15px-4a7044.png). 4. Tap Settings. 5. Tap\*\* \*\*Software Update. The Software Update window opens: | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The third-party visualizer must be running in the update mode. For more information, see the manual of the third-party software. |   ![](/img/grandma3/2-4/menu_network_update_viz_v2-2-28f8f2.png) Software Update Window with selected update file 6. Tap Select and Import Update Files.\ The Select Update window opens. ![](/img/grandma3/2-4/popup_update_net_duct_v2-2_-dfede4.png) Select Update pop-up 8. Select the location that contains the update files (internal or any plugged-in external device). Select the release\_viz\_key\_net\_duct\_vx.x.x.x.xml file. 9. Tap Select. 10. The pop-up closes, and the End User License Agreement (EULA) opens.\ Confirm the End User License Agreement (EULA).\ The selected update file is displayed in the title bar of the software update window. 11. Select the third-party visualizer that supports viz-key. The selected devices turn into bright blue. 12. Tap Update Devices. 13. The software update starts copying files. 14. Once the file has been transferred, restart the third-party visualizer using the viz-key support software. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To learn more about how to connect, visit [https://www.malighting.com/viz-key.](https://www.malighting.com/viz-key) | # Update grandMA3 onPC Windows Hardware > Updating the grandMA3 onPC software on Windows hardware, such as the grandMA3 onPC command wing XT or grandMA3 onPC rack-unit, is similar to the update process Updating the grandMA3 onPC software on Windows hardware, such as the grandMA3 onPC command wing XT or grandMA3 onPC rack-unit, is similar to the update process for the Windows version of grandMA3 onPC. For more information on updating a grandMA3 on PC for Windows, see the [Windows installation](https://help.malighting.com/grandMA3/2.4/HTML/key_onpc_windows_installation.html) topic. | | | | ------------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Select the grandMA3 onPC installer for Windows from the download section! | ## Reset to Factory Defaults [Section titled “Reset to Factory Defaults”](#reset-to-factory-defaults) Use the following instructions to fully clean the drive or remove your files from it. Install the complete Windows recovery installation package on the hard drive. This includes information on the operating system and the grandMA3 onPC software. The Windows recovery installation package always installs the latest version of the grandMA3 onPC software and the Windows updates!  To download the Windows recovery installation package: 1. Go to the download area of grandMA3. 2. Click on grandMA3 onPC Windows Hardware Image x.x.x.x. The EULA and Third-Party Acknowledgements pop-up opens. 3. Click Accept and download. A pop-up opens. 4. Enter the serial number and pin as described in the pop-up: ![](/img/grandma3/2-4/download_winrecoveryinstallation_popup-1a7296.png) 5. Click Start Download to download the file. To install the Windows recovery installation package: 1. Extract all data from the zip file and copy it to a USB flash drive (FAT32-formatted, minimum 8 GB).  2. Insert the USB flash drive. 3. Power up the grandMA3 onPC command wing XT or grandMA3 onPC rack-unit. 4. If necessary, tap F8 to choose Boot device and select boot from USB. 5. Choose a keyboard layout, for example, US. ![](/img/grandma3/2-4/img_windows_installer_02-e5b75c.png) 6. Click Recover from a drive. ![](/img/grandma3/2-4/img_windows_installer_03-2b46bc.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If the “Recover from a drive” option does not appear, the USB flash drive may be faulty. Try another USB flash drive and make sure that the files are properly unzipped. | 7. Click Just remove my files. If you want to perform a complete clean install without keeping any user files, select Fully clean the drive. ![](/img/grandma3/2-4/img_windows_installer_04-000363.png) 8. Click Recover. The License Agreement opens. ![](/img/grandma3/2-4/img_windows_installer_06-0d0a68.png) 9. Click Accept. The system restarts several times. ![](/img/grandma3/2-4/img_windows_installer_10-1ba2da.png) The system restarts several times. ![](/img/grandma3/2-4/img_windows_installer_12-69a303.png) 10. The MA Shell Launcher starts for the first time. ![](/img/grandma3/2-4/img_windows_installer_11-513fb3.png)   ## Configure the Settings [Section titled “Configure the Settings”](#configure-the-settings) 1. To configure the touch screens, click Touch Settings. ![](/img/grandma3/2-4/img_touch_configuration-6e50ff.png) 2. To set the desired screen configuration, click Display Settings. ![](/img/grandma3/2-4/img_display_setting-2a2959.png) 3. To set the desired screen configuration, click Display Settings. ![](/img/grandma3/2-4/img_ip_configuration-990e9b.png) | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If an incorrect motherboard is installed or if the Windows recovery installer package is installed on a different device, you receive the following error message. | ![](/img/grandma3/2-4/img_windows_installer_13-debe9b.png) # Properties > Values of object properties can be set via the command line. For more information, see Property keyword. Values of object properties can be set via the command line. For more information, see [Property keyword](/grandma3/2-4/keyword_property/). Requirements for the following examples: Patched fixtures. See [Add Fixtures to the Show](/grandma3/2-4/patch_add_fixtures/).\ Stored preset 2.1. See, [Create New Preset](/grandma3/2-4/presets_create/).\ Stored group 8. See [Create New Groups](/grandma3/2-4/group_create/). The property of an object can be displayed in the Command Line History. For example, to view all properties for preset position 2.1, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>List Preset 2.1 | # Single User and Multi User Systems > The grandMA3 system can handle small and big systems with one or many users simultaneously. The grandMA3 system can handle small and big systems with one or many users simultaneously. grandMA3 systems are often referred to as a **Session**. An Ethernet network can have several sessions running. A session can have one, some, or many MA devices as members or listeners. This page describes some differences between the two primary ways to have a system. ## Single User Session [Section titled “Single User Session”](#single-user-session) In a single-user session, there is one operator/programmer. This person might have one or several stations (consoles or onPC). When there is only one user, all stations are logged in as the same **User**. This is also called a **Full Tracking Backup**. The stations are all in sync and share views, and the programmer content is the same on all stations. This is useful for the single operator. If one station fails, the operator can move to another station and continue working without losing anything. A version of this involves a single operator adding multiple **Users** with the same **User Profile** but different **Screen Configurations**. This allows the user to have different views on the stations’ screens while still having the same programmer content.  The single operator will usually have full admin rights to the entire system. ## Multi User Session [Section titled “Multi User Session”](#multi-user-session) In a multi-user session, there are several operators. They might use the same stations and take turns (working in shifts or at different process phases). It can also be a system with multiple users working simultaneously on different stations. For this setup, the operators must create more **Users** and, most likely, more **User Profiles**. Each operator will then log into the station using their User and may control the complete system or just a part of the system. The stations share the show file, and the sequences are all in sync, but the users can have different views on the screens, and their programmer is not shared - the output is. Sometimes systems are a combination of multi-users and full tracking backups. There are several operators (Multi User), but each operator has two (or more) stations logged in with their user (Full Tracking Backup). In a multi-user system, it is possible to have users with different operator rights. There are several levels of rights. They span from complete access to only being allowed to change the view. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Create User](/grandma3/2-4/user_create/) * [User Settings](/grandma3/2-4/user_settings/) * [Object Ownership](/grandma3/2-4/user_ownership/) * [Screen Configuration](/grandma3/2-4/user_screen_config/) # Create User > A User is also a login name. A **User** is also a login name. Some things are connected to the user. For instance, each user can have different operating rights and different languages. Read more in the [User Settings topic](/grandma3/2-4/user_settings/). The users are stored in a **User pool**. Read more about creating windows in the [Add Windows topic](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_users-pool_v2-4-cb0f57.png) *The User pool with logged-in Admin user* The currently logged-in users have a green colored top bar.  Tapping one of the other users logs in as this user. If the user has a password, then a **Please Login pop-up** appears. ![](/img/grandma3/2-4/popup_please-login_v2-1-a23e67.png) *Please Login pop-up asking for password* # Object Ownership > A multi-user setup presents a situation where multiple users can try to edit the same object. This could cause unpredictable problems. A multi-user setup presents a situation where multiple users can try to edit the same object. This could cause unpredictable problems. The grandMA3 system has a locking mechanism that temporarily prevents multiple users from editing the same object. When a user starts to edit an object, the other users are presented with a pulsing lock icon and some text offering information about the station and the user editing the object. ![](/img/grandma3/2-4/img_pool-object_locked-by-other-user_v2-2-9e2502.png) Position preset 1 is being edited by a different user An object can be fully locked by another user editing the entire object. A big red lock indicates this (see the example above). A big yellow lock indicates that an object is partially locked. This means that only a part of the object is being edited and is currently locked. Other elements of the object can still be edited. ![](/img/grandma3/2-4/img_pool-object_partially_locked-by-other-user_v2-2-4dac5e.png) A macro line is being edited by a different user All users can use the objects while they are being edited, but using the object before the edit is done might not reflect the edited values. The user editing the object has ownership of the object while it is being edited. The station being used to edit the object will have a green frame in the relevant window while it is being edited. Suppose the editing user is logged into several stations. In that case, other stations with this user display a yellow frame around the windows to indicate the user has started editing an object on a different station. If a different user tries to edit a temporarily locked object, a pop-up appears with additional information: ![](/img/grandma3/2-4/popup_ownership-conflict_v1-9-20f58d.png) Ownership Conflict pop-up The pop-up has a 10 seconds countdown that automatically closes the pop-up. It can be closed before the countdown ends by tapping Ok. A user can try to get ownership of a temporarily locked object using the [DropOwnership keyword](/grandma3/2-4/keyword_dropownership/). This presents a pop-up at the stations belonging to the user who owns the object: ![](/img/grandma3/2-4/popup_drop-ownership_v1-9-8dabfa.png) Drop Ownership pop-up In this pop-up, the current owner can choose to drop the ownership by tapping Drop Ownership or keep it by tapping Keep Ownership. This pop-up also has a countdown of 10 seconds. If the time runs out, then the ownership is dropped. This is the default action that allows other users to get objects currently owned by a user who has left the stations and simultaneously allows a user to keep ownership as an active choice. The [ListOwnership keyword](/grandma3/2-4/keyword_listownership/) can list all or specific ownerships in a session. The result is shown in the [Command Line History window](/grandma3/2-4/ws_ui_command_line/). | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Objects can also be locked by automatic processes that start as a follow-up of the user’s actions.For example, when a user updates a preset, the Total Reference Update mechanism locks the needed objects with ownership while running. The automatic process owns the objects while the update process is running. | # Screen Configuration > Screen Configurations contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen **Screen Configurations** contain information about which windows are visible in the different User-Defined Areas and the size of the user-defined areas. The screen configuration also contains information about what is assigned to the View Buttons. The User-Defined Areas are the areas on screens 1 through 7 where windows can be added and arranged to be stored and recalled as views. Learn more about this in the [User-Defined Area topic](/grandma3/2-4/ws_ui_user_defined_area/). The view buttons can be used to store and recall views and clear the screen. They can also have other objects than views assigned. Learn more about View Buttons in the [View Bar and View Button topic](/grandma3/2-4/ws_ui_view_bar_and_buttons/). The screen configurations do not have a pool of objects to interact with. They are part of the user profile, which means that each user profile has its own set of screen configurations. Each user has one of the screen configurations assigned. The current configuration can be changed in the [User Settings](/grandma3/2-4/user_settings/). Screen configurations can be assigned to Executors and View Buttons. This makes it possible to change the current user’s assigned screen configuration quickly. Screen configurations can also be called using the [ScreenConfiguration keyword](/grandma3/2-4/keyword_screenconfiguration/). Follow the link to the keyword to see examples of creating, calling, and assigning screen configurations. The screen configurations can be used to have different sets of views on the screens and different View Button setups. ## Examples of Use [Section titled “Examples of Use”](#examples-of-use) ### Example 1 - Operator with Main and Backup Console: [Section titled “Example 1 - Operator with Main and Backup Console:”](#example-1---operator-with-main-and-backup-console) A single operator has two consoles. If the operator has one User with a User Profile, then both consoles would be logged in with this User, and the consoles would have the same programmer content and the same views on the screens. Instead of having a mirrored console, the operator could expand the workspace and actively use the backup console to show other views. In this case, the operator creates a second User, “MyBackupConsole”. This user has the same User Profile but has a different Screen Configuration. The backup console then uses this new User. Now, the backup console still has the same programmer content but can show different views than the main console. The operator can now actively use both consoles and still have the backup function in case of failure. ### Example 2 - Operator with a Console and a 3D Computer: [Section titled “Example 2 - Operator with a Console and a 3D Computer:”](#example-2---operator-with-a-console-and-a-3d-computer) A single operator has one console and a computer with powerful graphic capabilities. The desire is to use the computer as a 3D visualizer that the operator can use to show the playback state and to see blind programmer content. The blind function hides programmer values from the output. This can be used to program elements without it being shown in the output. Learn more in the [What is the Programmer topic](/grandma3/2-4/operate_programmer/#h2__952389555). To be able to follow the operator into blind, the onPC in the computer needs to log in as a User with the same User Profile as the operator, but to avoid it showing the same views as the console, it can be a User with a different Screen Configuration. Now, the onPC can show a single big 3D Viewer window, and the operator can freely use the console. The 3D Viewer shows a virtual 3D space with the stage setup. Learn more in the [3D Viewer topic](/grandma3/2-4/patch_3d_viewer/). ### Example 3 - Operator on a Console and Designer with a Web Remote: [Section titled “Example 3 - Operator on a Console and Designer with a Web Remote:”](#example-3---operator-on-a-console-and-designer-with-a-web-remote) An operator is using a console to program a show. The lighting designer wants to see some information about the sequence and fixture values. One way to accomplish this is by allowing the designer to connect their laptop to the lighting network using WiFi. The designer can open a browser window and log in on the console using their own User with their own Screen Configuration. The designer User has limited rights but uses the same User Profile as the operator to see programmer content and to be able to manipulate some attribute values. If the operator needs to help the designer set up the windows or change a setting, then the operator can change to the same Screen Configuration, make the changes, and then change back to their own Screen Configuration. ## Create a New Screen Configuration [Section titled “Create a New Screen Configuration”](#create-a-new-screen-configuration) The examples in the [ScreenConfiguration keyword](/grandma3/2-4/keyword_screenconfiguration/) include an example of creating a new Screen Configuration using the command line. It is also possible to create a new screen configuration when editing the **ScreenConfig** setting in the [User Settings](/grandma3/2-4/user_settings/). Edit the setting and tap New. This does not give access to label the screen configuration. This still needs to be done using the command line. ## Copy a Screen Configuration [Section titled “Copy a Screen Configuration”](#copy-a-screen-configuration) The examples in the keyword topic (link above) show how to create a new Screen Configuration, but it could also be relevant to copy an existing screen configuration. This can be done using the following syntax: Copy ScreenConfiguration \[“ScreenConfiguration\_Name” or ScreenConfiguration\_Number] At ScreenConfiguration \[“ScreenConfiguration\_Name” or ScreenConfiguration\_Number] The copy operation can be used to create a new screen configuration or copy into an existing one. # User Settings > Many settings are connected to the User and the User Profile. Many settings are connected to the **User** and the **User Profile**. ## User Settings [Section titled “User Settings”](#user-settings) There are two places in the GUI where the settings can be viewed and edited. The first place is the Users pool. Editing a pool object opens an editor where the settings can be changed. Learn more about the users pool in the [Create User topic](/grandma3/2-4/user_create/). The second place is the **User Configuration menu**. Navigate to it using these steps: 1. Press the Menu key. 2. Tap the Settings button. 3. Tap the User Configuration button. The User Configuration menu can also be opened using this command Menu “UserConfiguration”. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22UserConfiguration%22%20%2FTab%20%22Users%22)  This opens the list of users in the show. Edit any field to change the setting. There are some different user settings. * **Name**:\ This is the name of the user. This is the login name used with the [LogIn keyword](/grandma3/2-4/keyword_login/).\*\*\*\* * **Scribble**:\ A user can have a scribble assigned. The scribble is only used in the [User pool](/grandma3/2-4/user_create/). * **Appearance**:\ A user can have an appearance. The appearance is used in the user pool and when the station is locked. * **Note**:\ A note can be added to the user. * **Tags**:\ Tags can be assigned to the user. * **Password**:\ This is an optional password that can be set to the user. It needs to be provided when the user is logging in. * **Profile**:\ Each user has a User Profile assigned. Read more [below](/grandma3/2-4/user_settings/#h2_989550839). * **Screen Config**:\ Different screen configurations can be created. This input field defines the selected screen configuration. The selected screen configuration is called when the user logs in. Learn more in the [Screen Configuration topic](/grandma3/2-4/user_screen_config/). * **Rights**:\ There are six different levels of rights. Read more [below](/grandma3/2-4/user_settings/#h2__2113361792). * **Keyboard**:\ The on-screen keyboard can have different layouts. This setting can be used to select one of the available layouts. * **Privacy Policy** (Only in the User Configuration menu):\ This setting can be toggled between Yes and No. Yes means that this user has agreed to the **Privacy Policy**. The policy can be found in Menu - Settings - Software Update - Privacy Policy. * **Web Remote Login** (Only in the User Configuration menu):\ This is information only. It indicates if the user can log in using the web remote.   ## []()User Profile Settings [Section titled “User Profile Settings”](#user-profile-settings) The user profiles contain most of the settings relevant to the users. The programmer information, views, selected elements, values, preferences, and much more. Many of these elements are stored and selected by using the software. Some settings can be set in the **User Profiles** menu. Navigate to the menu: 1. Press the Menu key. 2. Tap the Settings button. 3. Tap the User Configuration button. 4. Tap the Profiles button on the left menu. The user profile settings can also be opened using this command Menu “UserConfiguration” /Tab “Profiles”. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22UserConfiguration%22%20%2FTab%20%22Profiles%22)  Some of these settings can also be changed in relevant places in the software. For instance, the value readout setting can be changed in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Name**:\ This is the name of the user profile. * **Note**:\ This is a note for the user profile. * **Tags**:\ Tags can be added to the user profile. * **DMX Readout**:\ This is used to change the readout of DMX values. This is useful when editing [fixture types](/grandma3/2-4/fixture_types/). * **Normal Value**:\ This is the intensity value used when the [Normal keyword](/grandma3/2-4/keyword_normal/) is used - typically by pressing the [At key](/grandma3/2-4/key_at/) twice. It is a DMX value, so the DMX readout setting affects how to input a value in this field. * **Wheel Resolution**:\ This can be used to change the resolution of the wheels on the consoles. The options are: Coarse, Normal, and Fine. * **Wheel Mode**:\ This setting changes how the wheels work. Read more [below](/grandma3/2-4/user_settings/#h2_1355706332). * **Knob UI Style**:\ This defines how on-screen rotating knobs can be adjusted. There are three modes: * **None**: This disables using gestures to adjust the values of knobs. * **Rotate**: Change the value by rotating around the encoder or knob. * **Drag**: This can open a special pop-up that can be used to edit the value. Read more in the [Gestures topic](/grandma3/2-4/ws_gestures/).  * **Encoder UI Style**:\ This defines how on-screen encoders can be adjusted. There are two modes: * **None**: This disables using gestures to adjust the values of encoders.  * **Rotate**: Change the value by rotating around the encoder or knob. * **Drag**: This can open a special pop-up that can be used to edit the value. Read more in the [Gestures topic](/grandma3/2-4/ws_gestures/). * **Precise Edit**:\ This function is used when editing values in sheets. It can be difficult to hit a field precisely in a sheet with fingers. Turning this Off makes it easier to select a field without accidentally creating a new selection. Learn more about this in the [Gesture topic](/grandma3/2-4/ws_gestures/). * **Screen Encoder**:\ When this option is enabled, the rightmost dual encoder becomes a screen encoder. Turning the inner encoder moves the focus in a vertical direction while the outer encoder scrolls in a horizontal direction. To create a lasso selection in a grid, like in the patch menu, press, hold and turning the inner encoder. Press and release the inner encoder or the dual encoder key to edit the currently focussed object.\ The screen encoder label in the encoder also displays which display the encoder is currently active. This option is enabled by default. * **Time Key Target**:\ The [Time key](/grandma3/2-4/key_time/) can have two different targets: Cue or Fixture. This defines if the key defaults to keywords relating to cue timing or fixture layers. * **Encoder Bar Type**:\ This setting can be useful in grandMA3 onPC or the grandMA3 compact consoles. It changes the look of the Encoder Toolbar at the bottom of screen 1. See also the [User1](/grandma3/2-4/keyword_user1/) and [User2](/grandma3/2-4/keyword_user2/) keywords. * **Default**: The standard Encoder Bar is displayed. * **Exec**: The Executor Bar is displayed with labels for the executors. * **Xkeys**: The labels for the Xkeys are displayed. * **TCSlot**:\ This displays the currently selected timecode slot. Read more in the [What are Timecode Slots](/grandma3/2-4/timecode_slots/) topic. * **Value Readout**:\ This is the default value readout. Many sheets can be set to show a readout, which can be a specific readout type or follow this default type. This setting can be changed in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Speed Readout**:\ This is the default speed readout. The options are Hertz, BPM, and Seconds. Speed is used in [Phasers](/grandma3/2-4/phaser/). * **Preset Readout**:\ This changes the way presets are displayed in Fixture and Sequence Sheets. The preset can be displayed with a combination of three elements: * **ID**: The ID number of the preset. * **Name**: The name of the preset. * **Value**: The values in the preset. * **Help Popup Zoom Factor**:\ This is the default zoom factor in the help pop-up. * **Overlay Fade**:\ This time sets a fade time used by pop-ups and menus in the user interface. The default time is 250 ms. * **Time Readout**:\ This is the default time readout for the user profile. Read more about the readout [below](/grandma3/2-4/user_settings/#time_readout). * **Frame Readout**:\ This is the default frame readout for the user profile. Read more about the readout [below](/grandma3/2-4/user_settings/#frame_readout). * **Color Readout**:\ This is the default color readout. This default is used in the [encoder toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) and most sheets - unless a different readout is selected for the sheet. * **Oops Views**:\ This setting toggles if view operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Oops Programmer**:\ This setting toggles if programmer operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Oops Selection**:\ This setting toggles if selection operations are oopsable. **Create Oops** needs to be enabled for this function to work. * **Create Oops**:\ This setting toggles if the Oops function in general is turned On or Off. “Yes” means that the Oops function is On. * **Oops Confirmation**: * **Always**: All oops actions need confirmation. * **Main**: This will require a confirmation for the following actions: * Create * Delete * Exchange * File actions while loading from a file. * Insert * Layout * Move * Remove * **Never**: Actions are oopsed without confirmation. * **Mirror Special Executor Pages**:\ This setting is for the custom section of the [grandMA3 extension](/grandma3/2-4/do_extension/). If the setting is “Yes” then the extension has the same assignment as the custom section of the station the extension is connected to. If the setting is “No”, then each extension can have its own assignments in the custom section. grandMA3 extensions with the same WingID are always mirrored - they are essentially defined as the same. Learn more about connecting grandMA3 extensions in the [Connect grandMA3 extension topic](/grandma3/2-4/fs_connect_extension/). * **Show Appearance In Cue Input**:\ This setting is used to define if the cue appearances are shown in pop-ups where cues can be selected. For instance, the pop-ups that appear using the [Goto](/grandma3/2-4/keyword_goto/) and [Load](/grandma3/2-4/keyword_load/) commands without a specified target. * **Show Settings In Editors**:\ Toggling this shows or hides the settings in some editors. This setting is also in the title bar of the editors, where this can be toggled. * **Single Digit Input**:\ If this is set to “Yes”, then all input integer dimmer values below 10 are multiplied by 10. The following rules apply: * Whole numbers from 1 to 9 are applied as values 10, 20, 30, 40, 50, 60, 70, 80, or 90. * Digits with decimal places, for example, 1.5, are deemed as 1.5. * When specifying any attribute in a command (Attribute “Dimmer” …), single digit input is not applied. * When using the At command without any additional attributes being specified, the value is taken by the natural readout of the dimmer of the user profile. * **Resolve Executor Assignments**:\ This setting is used in the [Command Editor](/grandma3/2-4/macro_create/). When it is “Yes” and a command is edited by pressing executor buttons, then the handle of the object is used instead of the reference to the executor. * **Preview Variables**:\ This setting changes how variables are previewed in the [Command Editor](/grandma3/2-4/macro_create/). When this is “Yes”, the command preview displays the specified variable’s content. This only works if the variable already exists at that time. * **Create Command Handle**:\ When this is set to “Yes”, then **Create Handle** is active by default in the **Edit Command pop-up**. Learn more in the [Command Editor](/grandma3/2-4/command-editor/). * **Show Connectors**:\ This setting shows or hides the Connector image pop-up. Learn more about the Connector image in the [Output Configuration topic](/grandma3/2-4/dmx_port_config/). * **DMX Tester Address Mode**:\ The following settings relate to the [DMX Tester](/grandma3/2-4/patch_dmx_sheet/#DMX_tester). * **Uni**: This splits the DMX address into universes and universe addresses. * **Abs**: This shows the DMX address as an absolute DMX address. * **DMX Tester Retain Mode**:\ Toggles the retained mode in the DMX tester. * **DMX Tester Mode**: * **All**: All DMX addresses are available for testing. * **Patched**: Only patched addresses can be tested. * **Unpatched**: Only unpatched addresses can be tested. * **DMX Tester Test Value**:\ This is the test values used by the DMX tester. * **Move Grid Cursor**:\ This is the same setting as the one available in the **Selection Grid** window. Learn more in the [Selection Grid Window topic](/grandma3/2-4/operate_selection/). * **KnockIn MIB**:\ Learn details about this feature in the [Move In Black topic](/grandma3/2-4/cue_mib/). * **Off**: The feature is not active and will not knock in any attribute values. * **Post**: When pre-positioned fixtures (MIB state) are selected and the dimmer attribute is activated above 0, all the pre-positioned values of the selected fixtures are activated in the programmer. ## []()User Attribute Preferences [Section titled “User Attribute Preferences”](#user-attribute-preferences) From the profile setting, the **User Attribute Preferences** can be accessed by tapping Edit Encoder Bar. This is used to set the user profiles preferred readout type for the natural readout. It also has different resolutions and encoder press resolution multipliers. Resolution multipliers define the factor by which an encoder changes a value when the encoder is pressed or, in the case of the dual encoders, the difference between the inner and outer ring. At the top, there are some settings: * **Time Layer Resolution**:\ Sets the encoder resolution for the time-related layers. * **Phase Layer Resolution**:\ Sets the encoder resolution for the phaser-related layers. * **Dual Encoder Factor**:\ This defines the multiplier the outer encoder ring uses in relation to the inner encoder ring. * **Dual Encoder Press Factor**:\ This defines the multiplier for the outer encoder ring when the dual encoder key is pressed while turning the outer encoder ring. * **Link Resolution**:\ This setting defines how the encoder resolution is linked between features. The options are **Single** and **Feature Group**. Learn more about this setting in the [Encoder Toolbar topic](/grandma3/2-4/ws_eb_encoder_toolbar/). The rest of the pop-up lists all the attributes in rows. Three different columns with values can be changed for each attribute: * **Natural Readout**:\ The Natural readout allows defining the desired readout type per attribute. For instance, dimmer values are best displayed in percentage readout. In contrast, pan or tilt values are better readable using the physical readout, which displays the pan and tilt values as degrees. This setting selects the desired readout when Natural is selected in sheets and encoders.\ The user-defined readout has a higher priority than the readout defined for the attribute. The user-defined readout can be linked to the default (from the attribute definition). This option is called Default, and the actual readout is shown in angle brackets. * **Encoder Resolution**:\ The encoder resolution defines how big an attribute value change will be when turning a dual encoder by 1 click. This setting can also be changed by pressing MA and tapping the channel function area in the encoder toolbar. Learn how in the [Encoder Resolution topic](/grandma3/2-4/operate_encoder_resolution_multiplier/). * **Encoder Press Factor**:\ This multiplier is used when the inner encoder is pressed and turned for this attribute. * **Ignore Channel Functions**:\ When this is set to “Yes”, the Channel Sets area displays the channel sets of all channel functions at the same time Learn more about the different resolutions available in the [Encoder Resolution topic](/grandma3/2-4/operate_encoder_resolution_multiplier/). *** ## []()Wheel Mode [Section titled “Wheel Mode”](#wheel-mode) There are four different level wheel modes: **Additive**:\ Additive keeps the difference between dimmer values until they reach 0% or 100%, using the level wheel. After 0% or 100 % is reached, the values will be leveled out. Example:\ Fixture 1 has a value of 50, and fixture 2 is at 60. When the level wheel is used to take them both up to 100 and then back down, they both go down from 100 at the same time and at the same level. **Incremental:**\ Incremental would always keep the difference between the dimmer values, even if you reached 0% or 100% by using the dimmer wheel. Example:\ Fixture 1 has a value of 50, and fixture 2 is at 60. When the level wheel is used to take them both up to 100 and then back down, fixture 1 will start coming down first, and then fixture 2 will follow when fixture 1 is at 90. **Prop.+** (Proportional positive):\ When using the level wheel to turn up the dimmer values, the difference in the dimmer values will **decrease**. Turning up to 100% will make all channels reach 100% at the same time. **Prop.-** (Proportional negative):\ When using the level wheel to turn up the dimmer values, the difference in the dimmer values will **increase**. Turning down the values will make all channels reach 0% at the same time. ## []()User Rights [Section titled “User Rights”](#user-rights) There are seven different levels of user rights in the system. They are a user setting - read more above. ![](/img/grandma3/2-4/popup_select-rights_v1-7-116999.png) *Select Rights pop-up is used to select one of the rights levels* The settings are: * **Admin**:\ This is the right to change everything in the console, system, and show. * **Setup**:\ This will limit access to some of the elements in the console. There are other console settings that can be accessed. * **Program**:\ At this level, the user cannot make major changes to the patch. It only gives access to the “Live Patch”. Most programming operations can be done. * **Presets**:\ This level allows for updating existing presets. However, the user cannot edit the cue content. * **Playback**:\ This level allows playback and running a programmed show. But the user cannot store anything. * **View**:\ With this user right, it is not allowed to use a programmer. The user is allowed to call views and log in as a different user. * **None**:\  The user is only allowed to log in as a different user. ## []()Time and Frame Readout [Section titled “Time and Frame Readout”](#time-and-frame-readout) The applied values are used in most places the time is displayed. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The Readout can be changed for individual sheets in the [window settings](/grandma3/2-4/wvm_settings/). | There is a hierarchy of the readout/format settings. The default is set in the user profile. If this default is changed in a window, then the window setting is used. Timecode is an example of an area with many layers in the hierarchy. Read more about the timecode in the [Timecode section](/grandma3/2-4/timecode/). | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The user profile defined time readout is used in the encoder bar even if the readout for an, for instance, fixture sheet is changed separately. | The timing calculator value indicator is aligned with the preselected frame readout. To provide better optical representation, the trailing zeros from frames or seconds are always suppressed. When the frame readout is set to a frame unit, the times will always display trailing zeros. To easily distinguish between fractions of a second and frames, fractions of a second are separated from second using a dot (.), while frames are separated from seconds using a colon (:). The time options are: * **10d11h23m45**:\ The time is separated into days, hours, minutes, and seconds using letters as separators. * **251h23m45**:\ This is separated into hours, minutes, and seconds using letters as separators. The hour number can become more than 24 if time is more than a day. * **10.11:23:45**:\ The time is separated into days, hours, minutes, and seconds using a dot and colons as separators. * **251:23:45**:\ This is separated into hours, minutes, and seconds using colons as separators. The hour number can become more than 24 if time is more than a day. ## []() The frame options are: * **Seconds** * **24 fps** * **25 fps** * **30 fps** * **60 fps** | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If frame readouts (24, 25, 30, 60 fps) are used, fractions are separated by a colon, and fractions of seconds are divided by dots. | Fps means frames per second. # Videos > Videos can be used as a source for an appearance or in a Bitmap. Videos can be used as a source for an appearance or in a Bitmap. The bitmaps are an effect that can “project” a video or image on a set of fixtures. Learn more in the [Bitmap topic](/grandma3/2-4/bitmap/). Videos can be imported into the Videos Pool. ![](/img/grandma3/2-4/window_video-pool_v2-1-7d6f6c.png) Videos pool The Videos Pool holds the imported videos, but can also have streaming video sources using the NDI format. Video objects can be used as image sources in Appearances. Learn more about appearances in the [Appearances section](/grandma3/2-4/appear/). The video will then play back in a loop everywhere the appearance is used. If the video is used on a bitmap, it should not exceed 60 Hz. 30 Hz is recommended, as the DMX output is not faster than 30 Hz. The system can overload and crash if a high-resolution (8K) video is previewed. It is recommended that the video file should not exceed a resolution of 1 920 x 1 080 pixels. | | | | -------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Third-Party Software needs to be activated and agreed to in Menu / Settings / Software Update / EULA for videos to be played back. The button is in the lower right corner. Turning it On opens a pop-up that needs to be agreed to. | | | | | -------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | The storage limit for the entire Videos Pool is a maximum of 100 MB. The total size of all media pools is limited to 300 MB. | ## Import a Video [Section titled “Import a Video”](#import-a-video) The video file needs to be in the correct folder to be imported. The folder is /gma3\_library/media/videos. Learn more about folders in the [Folder Structure topic](/grandma3/2-4/fm_folder_structure/). 1. Edit an empty video pool object. This opens the **Edit Video** pop-up: ![](/img/grandma3/2-4/popup_edit-video_v2-1-25af76.png) Edit video pop-up 2. Tap Import to start the import process. This opens a new pop-up: ![](/img/grandma3/2-4/popup_select-image-for-import_v2-2-64b3b2.png) Select image for import pop-up This lists all the video files in the video folder. 3. If needed, then tap Internal in the title bar of the pop-up to change the selected drive. 4. Tap the desired video file. The video should play back in the preview area. If it does not appear, then it is not a supported format, or third-party software is not activated. 5. Tap Import. This returns to the **Edit Video** pop-up: ![](/img/grandma3/2-4/img_video-import-with-file-selected_v2-1-2fa506.png) Edit video pop-up with a file selected The editor now shows relevant data like video width, height, and file size. 6. Edit the name if desired. 7. The file is imported, and the editor can be closed by tapping ![](/img/grandma3/2-4/icon_cross_v0-1-191551.png). ## Update Imported Videos [Section titled “Update Imported Videos”](#update-imported-videos) Activating the Installed button will ensure that the files will be updated from the file archive from which they were imported. Files can be uploaded to the console folder using an [FTP connection](/grandma3/2-4/fm_sftp/) or copied to the folder on a computer running grandMA3 onPC. Uploading and replacing a file with the same name will automatically update the file in the show. ## Use an NDI Source [Section titled “Use an NDI Source”](#use-an-ndi-source) An NDI streaming video source can be used instead of importing a video file. **Requirement:** An NDI stream needs to be on the network. 1. Edit an empty video pool object. This opens the **Edit Video** pop-up. 2. Tap Source. 3. Tap NDI in the **Select Source** pop-up. 4. Tap Select Source. This opens the **Select NDISource** pop-up. 5. Tap the desired NDI source. If the list is empty, then there are no NDI sources in the network. 6. Select the desired bandwidth setting. 7. Close the editor by tapping the ![](/img/grandma3/2-4/icon_cross_v0-1-191551.png). Two bandwidth options are available. The bandwidth option defines the requested quality of the stream. The higher quality uses more bandwidth, and the network setup should be considered when choosing the bandwidth setting. ## Create an Appearance with Video [Section titled “Create an Appearance with Video”](#create-an-appearance-with-video) Adding a video to an appearance is almost the same as adding an image from the image pool. The difference is that ImageSource needs to change to “Videos” in the title bar of the **Select Image** pop-up. Learn how in the [Create Appearances](/grandma3/2-4/appear_create/) topic. # Workspace > In general, Workspaceeals with the visual elements on screens and input modes such as: In general, **Workspace** deals with the visual elements on screens and input modes such as: * Windows * Views * Coloring * Executor bar * Encoder bar * Gestures * Keyboard shortcuts It represents the usage of the working area in the grandMA3 console.  Subtopics * [User Interface](/grandma3/2-4/ws_user_interface/) * [Gestures](/grandma3/2-4/ws_gestures/) * [Command Area](/grandma3/2-4/ws_command_area/) * [Oops Menu](/grandma3/2-4/ws_oops_overlay/) * [Master Controls](/grandma3/2-4/ws_master_controls/) * [Playback Controls](/grandma3/2-4/ws_playback_controls/) * [Displays in grandMA3 onPC](/grandma3/2-4/ws_onpc_displays/) * [Encoder Bar](/grandma3/2-4/ws_encoder_bar/) * [Calculator](/grandma3/2-4/ws_calculator/) * [Playback Bar](/grandma3/2-4/ws_playback_bar/) * [command wing Bar](/grandma3/2-4/ws_command_wing_bar/) * [Colors](/grandma3/2-4/ws_colors/) # Worlds and Filters > Worlds and filters can be used as tools for programming, playback, or filtering information in some windows and sheets. Both are Pool Windows. Worlds and filters can be used as tools for programming, playback, or filtering information in some windows and sheets. Both are [Pool Windows](/grandma3/2-4/wvm_pool/). Worlds are used to limit access to fixtures and attributes. This is especially useful in a multi-user session, so every user works in a designated world with specific fixtures and attributes. Filters can be used to prevent attributes to pass a filter. Typically in store, update, and recall actions or for sheet masking. The selected world and the selected or called filter always dictate what is possible using the programmer. Worlds and filters can be assigned to some objects. For instance, a sequence or a preset. Additionally, worlds and filters are assignable to specific sheets for sheet masking. For more information, see the [Sheet Masking](/grandma3/2-4/worldfilter_filter_rules/) section.  A small icon on the pool object, for example, the sequence pool, indicates if a world or filter is assigned as an Input Filter (![](/img/grandma3/2-4/worldfilter-2024-09-09-6d8a44.png)), an Output Filter (![](/img/grandma3/2-4/worldfilter-2024-09-10-2-7c2217.png)), or both (![](/img/grandma3/2-4/worldfilter-2024-09-10-3388f9.png)). In that case, the world or filter dictates what can be played back from or stored into the object. Learn more about Input and Output Filters for pool objects in [Create New Presets](/grandma3/2-4/presets_create/#h2_1781461980) and [Sequence Settings](/grandma3/2-4/cue_sequence_settings/#OutputFilter). *** ## []()Worlds [Section titled “Worlds”](#worlds) Worlds contain information about fixtures and attributes. Worlds are used to prevent access. Fixtures and attributes not in the active world are removed in some windows and cannot be used in programmer actions. They are stored in the Worlds pool. This can be created like any window using the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. ![](/img/grandma3/2-4/window_worlds-pool_v2-3-120716.png) *World pool with world 1 selected* There is always a selected world. The selected world has a yellow frame around it. There is a default world from the factory. It is always world number 1 and in a new show it is called “Full”. This automatically contains all fixtures and all attributes. This world is locked and cannot be edited. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Fixtures of different worlds can be stored in one sequence, allowing multiple users working in different worlds to program one sequence together. | For more specific information on how to create a world, see the [Create a World](/grandma3/2-4/worldfilter_world_create/) section. *** ## []()Filters [Section titled “Filters”](#filters) Filters contain information about attributes, filter rules, and programming layers. Filters are used to block values from being stored or recalled. For instance, assigning a filter that blocks dimmer values as a playback filter on a sequence prevents the dimmer values from being played back from that sequence. Assigning a filter that blocks certain ID Types to a [Layout](/grandma3/2-4/layouts/) will hide these fixtures in the layout viewer. Depending on static or dynamic filter rules (![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png)), filters can be used to block values or for sheet masking. Sheet masking is used in the Fixture sheet, Content sheet, and in the Tracking sheet. For more information, see [Filter Rules](/grandma3/2-4/worldfilter_filter_create/#h3_363473175). Filters are stored in the Filters pool. This can be created like any window using the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. ![](/img/grandma3/2-4/window_filters-pool_v2-3-1690d7.png) *Filter pool with filter 1 selected and filter 2 in a called state* The selected filter usually has a yellow frame around it. A filter can also be called using the [Call keyword](/grandma3/2-4/keyword_call/). A called filter will have a yellow pulsating frame. When the called filter is different than the selected filter or the [At Filter](/grandma3/2-4/worldfilter_at_filter/) is modified, then the selected filter is marked with a yellow line above the filter. See the example image above. Filter 2 is called, and Filter 1 is selected. The called filter will be used for the next action (Store, Update, At, and Clone) only. The pool action setting determines whether an object is selected or called upon tapping it. For more information, see the [Preset Pools](/grandma3/2-4/presets_pools/) topic. A new show will have some default filters from the factory. The first one is called “All”. It contains all attributes and layers. If the attribute structure changes, then this filter is automatically updated. The filter is locked and cannot be edited. If a different filter than number 1 is the selected or called filter, then the [At key](/grandma3/2-4/key_at/) flashes to indicate that there is an active filter. For more information about how to create a filter, see the [Create a Filter](/grandma3/2-4/worldfilter_filter_create/) section. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Importing filter objects that were exported in version 2.2.5.2 or earlier is not fully supported in version 2.3.2.0 or higher. Fixture patch information filters will be discarded after import. To migrate these settings, first import the filter objects into a show file in version 2.2.5.2, and then migrate them to the current version.  | *** ## Feature Group Indicator Bar [Section titled “Feature Group Indicator Bar”](#feature-group-indicator-bar) This bar is visible at the bottom of the world or filter pool object when a world or filter does not have all feature groups stored. Learn more about the bar in the [Preset topic](/grandma3/2-4/presets/#feature_group_indicator_bar). Subtopics * [Create a World](/grandma3/2-4/worldfilter_world_create/) * [Create a Filter](/grandma3/2-4/worldfilter_filter_create/) * [At Filter Window](/grandma3/2-4/worldfilter_at_filter/) * [Sheet Masking](/grandma3/2-4/worldfilter_filter_rules/) # At Filter Window > The At Filter window is a tool to see, add, and store current filter settings of filters. The At Filter window is a tool to see, add, and store current filter settings of filters. It can be added like any other [window](/grandma3/2-4/wvm_add_window/). Additionally tap and hold the ![](/img/grandma3/2-4/icon_10_filter_24px-689d00.png) icon in the control bar to open a temporary **At Filter menu**. Most of the settings and functions are similar to edit filter menu. For more general information see [Create a Filter](/grandma3/2-4/worldfilter_filter_create/).  *** ### Create Filter with the At Filter Window [Section titled “Create Filter with the At Filter Window”](#create-filter-with-the-at-filter-window) To create individual filter settings, add the **At Filter** window and the **Filter** pool: ![At Filter window and Filter pool with a default All filter enabled.​](/img/grandma3/2-4/window_at_filter_v2-3-87998a.png) At Filter window and Filter pool with a default **All** filter enabled.​ Tap on the yellow marked cells to disable the filter for this specific element. Tap on cells under the column **Feature Groups**, to automatically deactivate the related \*\*Features \*\*and **Attributes**. Store a new filter by pressing Store followed by tapping an empty pool object or specify the filter using keys or commands. To change the size of the attribute buttons, tap Line Height. To select all buttons, tap Select All. To deselect all buttons, tap Select None. [Vimeo video](https://player.vimeo.com/video/1001987201?title=0\&byline=0\&portrait=0\&color=ffeb0f) # Create a Filter > Filters are stored in the filter pool. All, Prog Only, Only Dimmer, Only Position, Only Color, Selection Only, and Parked Only are the default pool objects. Filters are stored in the filter pool. All, Prog Only, Only Dimmer, Only Position, Only Color, Selection Only, and Parked Only are the default pool objects.  ![](/img/grandma3/2-4/window_filters-pool_v2-3-1690d7.png) Filter pool with default filters There are three main ways to create filers: * Create a filter using the pool by editing one of the empty pool objects. This opens the **Edit Filter menu.** * Store a new filter pool object using the current filter settings. * Assign an object, such as a group object, to a filter pool object. The [At Filter window](/grandma3/2-4/worldfilter_at_filter/) is a nice tool for seeing the current filter settings. *** ## Create Filter from the Pool [Section titled “Create Filter from the Pool”](#create-filter-from-the-pool) The filter editor is divided into two sections: left and right. An adjustable bar separates them. To rearrange the size of each section: 1. Use the two-finger tab and hold by placing one finger on each side of the menu. 2. Drag your fingers to the left or the right side. The size of the sections is rearranged. Enabling Settings in the title bar lets you add object information, such as name, scribble, appearance, tags, and notes.\ The  ![](/img/grandma3/2-4/icon_display_15_v1-9-de61bb.png) allows the filter editor to be moved to a different display. \ If an filter object has a lock, the lock icon is displayed next to the object name in the title bar. If the object has dynamic filter rules, ![](/img/grandma3/2-4/icon_dynamic_filter_wave_px15-c2fc03.png) \*\*Dynamic Filte\*\*\*\*r \*\*is displayed underneath the object name. If it is static, no text appears. At the bottom of the editor, filter rules can be imported and exported using Import and Export.  Cut, Paste, Ooops, Delete, and Copy can be used for a selected filter rule configuration line. List References shows the related elements to the filter object. For instance, if the filter is assigned to a preset. # Sheet Masking > Sheet masks are used to show or hide fixtures and attributes in specific sheets. Sheet masks can be used in the Fixture Sheet, the Content Sheet, and the Track Sheet masks are used to show or hide fixtures and attributes in specific sheets. Sheet masks can be used in the **Fixture Sheet**, the **Content Sheet**, and the **Track Sheet**. Filter and world objects can be assigned to mask sheets. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The functionality for **Programming Layers** (prior Layers) in filter objects has not changed. Please note that programming layers are not compatible with sheet masking or input and output filtering. | *** ## Create a Sheet Mask [Section titled “Create a Sheet Mask”](#create-a-sheet-mask) A filter pool object including filter rules is required. For more information, see the [Filter Rules](/grandma3/2-4/worldfilter_filter_create/#h3_363473175) section. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For this section, we will use the fixture sheet as an example, but the process for setting up sheet masks is the same for the content sheet and the track sheet. | Tap MA and tap Mask Buttons to open the user interface for setting up masks, which could look like this: ![](/img/grandma3/2-4/window_settings_mask_buttons_tab_v2-3-e6036e.png)\ Fixture Sheet Settings - Mask Buttons * **Mask1-16**: \ This displays the assigned object for sheet masking. Tapping a sheet mask button, for example Mask 1, opens the Assignment Editor.  * **Mask Toolbar**: \ This enables the Mask Toolbar in the sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled. # Create a World > Worlds are created in the programmer and stored in the world pool. Worlds are created in the programmer and stored in the world pool. Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and being in a world may block programmer access to rows and/or columns in sheets.  The created world will contain the rows of the current fixture selection and the columns of any active attribute. All columns/attributes are included in the created world if no attributes were active. If no fixtures were selected, then all fixtures are a part of the world. If a world, other than World 1 is selected, a world icon (![](/img/grandma3/2-4/icon_world_v2-1-7edec9.png)) is displayed in the title bar of sheets and windows that are affected of the world selection. Additionally, the status is displayed in the command line with the number of the selected world, if the status is set to **On Activity** in the [Status Center](/grandma3/2-4/statuses/).  Worlds from the world pool can also be used for sheet masking. For more information read the [Sheet Masking](/grandma3/2-4/worldfilter_filter_rules/) topic.   *** ## Examples [Section titled “Examples”](#examples) **Requirement:** Have a world pool and [fixture sheet](/grandma3/2-4/operate_fixture_sheet/) visible on a screen. ### Create a World with Fixture 1 to 5 [Section titled “Create a World with Fixture 1 to 5”](#create-a-world-with-fixture-1-to-5) 1. Clear the programmer. 2. Select fixtures 1 thru 5 (or any 5 fixtures in your show). 3. Press Store followed by an empty world in the **World Pool**. 4. Tap the newly created world. Now there is only programming access to fixtures 1 thru 5, reflected by the fixture sheet. All attributes are available. ![Fixture sheet with World named "Fixt 1 Thru 5" active.](/img/grandma3/2-4/window_fixture_sheet_world_example1_v2-1-c1341f.png) Fixture sheet with World named “Fixt 1 Thru 5” active. # Calculator > When editing a field that accepts numeric values, the calculator appears. This includes pressing one of the dual encoders while it is displaying an editable val When editing a field that accepts numeric values, the calculator appears. This includes pressing one of the dual encoders while it is displaying an editable value. The calculator is a dynamic window, and its appearance changes depending upon the edited item and the type of value to be entered. ## Example [Section titled “Example”](#example) * Edit a dimmer attribute ![](/img/grandma3/2-4/popup_calculator_01_v3-2-1-45084b.png) *The calculator editing a dimmer attribute* The title bar displays several useful pieces of information about what the calculator is currently editing: * **Layer:** If applicable, the first set of brackets contains the value layer. * **Attribute** or **parameter:** The name of the attribute or parameter appears after the word “Edit.” * **Value Range:** The last set of brackets contains the allowed range of input values. All Channel Sets: Shows the channel sets of all channel functions per attribute. For more information, see [Encoder Resolution](/grandma3/2-4/operate_encoder_resolution_multiplier/). ![](/img/grandma3/2-4/icon_filter_15px-78282b.png): A filter icon in the title bar indicates a filter selection. *** ## Input Field [Section titled “Input Field”](#input-field) The input field appears below the title bar. When the calculator opens, the input field displays the current value of the edited object. The text of this value is completely selected so that any immediate entry will replace the existing value. Alternatively, the text can be deselected and retained as part of the entry. Entering values with a percentage sign (%) in front of the value scales the former value by the new value. For example, the old value is 50, and entering % 50 results in a value of 25. *** ## Standard Buttons [Section titled “Standard Buttons”](#standard-buttons) The following buttons appear in all calculators. ### Number Pad [Section titled “Number Pad”](#number-pad) The calculator displays a number pad on the left. These buttons share the same functions in the calculator as the number keypad in the command section of the console. ### Function Buttons [Section titled “Function Buttons”](#function-buttons) Function buttons appear to the right of the number pad. These buttons include: * Back: Tap to delete characters to the left of the cursor. * Del: Tap to delete characters to the right of the cursor. * Home: Tap to set the cursor at the beginning of the input field. * End: Tap to set the cursor at the end of the input field. * <: Tap to move the cursor to the left. * \>: Tap to move the cursor to the right. * +/-: Tap to insert a negative or a positive value. For more information see [- \[Minus\] Key](/grandma3/2-4/key_minus/) or the [+ \[Plus\] Key](/grandma3/2-4/keyword_plus/). * %: Tap to enter the percent sign. * \=: Tap to enter the equals sign. * Clear: Tap to delete the entire entry. * Please: Tap to confirm and apply the value. The calculator closes. # Colors > grandMA3 uses several colors to provide information about states of values and their origin. There are two editable color themes included in the software, and i grandMA3 uses several colors to provide information about states of values and their origin. There are two editable color themes included in the software, and it is possible to create, import, and export additional color themes. The following topics give an overview of the colors defined in the default color theme, as well as an introduction to the color theme editor. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Use caution when editing the color theme, as it can make information on the screens difficult or impossible to read; for example, selecting the same color for both text and the background behind the text. | | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | MA + MA + Clear activates the default color theme and resets all values of that theme to the manufacturer defaults. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [System Colors](/grandma3/2-4/ws_colors_system/) * [Colored Indicators](/grandma3/2-4/ws_colors_markers/) * [Color Theme](/grandma3/2-4/ws_colors_color_theme/) * [Compare Tool](/grandma3/2-4/ws_compare_tool/) # Color Theme > Color themes allow for the customization of a wide variety of colors within the graphical user interface of the console. Alternate color themes can be activated Color themes allow for the customization of a wide variety of colors within the graphical user interface of the console. Alternate color themes can be activated quickly, changing the look of the interface on demand. Color themes can be exported to and imported from external sources. The console initially includes two color themes. The “default” color theme provides optimal readability when using the console under most lighting conditions. The “defaultDAYLIGHT” color theme creates a bolder interface for use in brighter conditions, such as daylight.   ## Activating Alternate Color Themes [Section titled “Activating Alternate Color Themes”](#activating-alternate-color-themes) Color themes can be imported using the menu. 1. Open the Menu. 2. Tap Desk Lights & Color Theme in the top-right corner. 3. Tap Active Color Theme. This button will also display the name of the current color theme. For example, ‘default’.\ The Import Color Theme pop-up opens. 4. Tap the desired color theme. If the color theme is on a USB drive, tap Internal in the title bar to select the drive. 5. Tap Import. The color theme is imported. Color themes can also be imported using the command line. For example, use the following command to activate the “defaultDAYLIGHT” color theme: | | | | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Import ColorTheme Library “defaultDAYLIGHT.xml” AT ColorTheme /NoConfirmation |   ## Editing the Current Color Theme [Section titled “Editing the Current Color Theme”](#editing-the-current-color-theme) Press Menu, tap Desk Lights & Color Theme and then tap Edit in the bottom-right corner. The color theme editor opens: ![](/img/grandma3/2-4/menu_color-theme-editor_v2-2-9f5713.png) Color theme editor The left side of the color theme editor includes a list of color definitions. These function like color presets for user interface elements. Any changes to color definitions will be reflected in all of the UI elements referencing those definitions. Find an explanation for each column in the grid, such as Name or RGBA, in the [Compare Tool](/grandma3/2-4/ws_compare_tool/) topic. #### The right side of the color theme editor includes a list of user interface elements. This list shows the name of the UI color, a reference to a color definition, and the actual color defined by that reference. Changing the color definition reference to reference another color definition changes the color used for that element without altering any other elements. Deleting the reference for a UI element allows for a direct color definition for that element. This is analogous to storing a cue with hard values instead of referencing a preset. Tap Export As… at the bottom of the menu to export the current color theme, either to the internal drive or to an external USB drive. To delete a color, tap a color configuration line and tap Delete. # Colored Indicators # System Colors # Command Area > This menu displays the Command Area of a console. This menu displays the Command Area of a console. Consoles have a command area with physical hard keys. This on-screen version of the command area is useful when using an onPC. To open the Command Section, tap ![key](/img/grandma3/2-4/icon_button_24_v1-0-9ffd17.png) in the control bar on the left of the screens 1 to 7 or F3 on a keyboard. ![](/img/grandma3/2-4/menu_command-section_v2-3-185953.png) *Command area* Apart from the command area, this menu also displays: 1. [Xkeys](/grandma3/2-4/keys/) 2. [Grand master](/grandma3/2-4/do_control_grand/) 3. [Level wheel](/grandma3/2-4/do_control_level/) The on-screen level wheel in this command area can be scrolled using a mouse with a scroll wheel. Move the pointer above the level wheel and scroll the wheel up or down to change the level.  To use the latch function, tap and swipe a MA key. The MA key turns yellow, and the keys of the Command Section changed, as shown below: ![](/img/grandma3/2-4/menu_command_section_latch_v2-3-78d198.png) To unlatch, tap the latched MA key. # command wing Bar > The command wing bar combines a small version of the playback bar, including two sections of executors and the master area, with a compressed version of the enc The **command wing bar** combines a small version of the [playback bar](/grandma3/2-4/ws_playback_bar/), including two sections of executors and the [master area](/grandma3/2-4/do_control_master/), with a compressed version of the [encoder bar](/grandma3/2-4/ws_encoder_bar/). This combined bar is helpful for optimizing screen space and minimizing the views necessary to move between programming and playback, especially when using the grandMA3 onPC software. The executors displayed on the playback side of the bar coincide with the executor sections available on the grandMA3 onPC command wing and command wing XT. In the grandMA3 onPC software, tap ![](/img/grandma3/2-4/icon_commandwingbar_15_v2-3-f08e02.png) in the [control bar](/grandma3/2-4/ws_ui_control_bar/) to toggle the **encoder bar** to the **c****om****mand wing bar**. The command wing bar is also available as a window in the More tab in the **Add Window** pop-up. For more information on adding windows see [Add Window](/grandma3/2-4/wvm_add_window/). ![](/img/grandma3/2-4/window_command-20wing-20bar_01_v3-2-2-33de6a.png) command wing Bar Tap MA in the upper-left corner of the command wing bar window to access the settings for the command wing bar window. ![](/img/grandma3/2-4/window_command-wing-bar_02_v3-2-3-fcb7f0.png) Command wing bar window settings pop-up This pop-up includes the following tabs: ### Playbacks: [Section titled “Playbacks:”](#playbacks) * **Title Bar:**\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. * **Wing ID:**\ This defines which wing the window displays. Tap this setting to open a small **Select WingID** pop-up where the desired wing can be selected. * **Page:**\ This sets the executor page the window relates to. * **Mode Executors:**\ Tap to toggle the display of the executors in the window between Labels and Hardware Buttons. ### Custom Master Section: [Section titled “Custom Master Section:”](#custom-master-section) * **Title Bar:**\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. * **Master Section:**\ This toggle button hides or shows the master section. * **Mode Masters:**\ Tap to toggle the display of the special masters in the window between Labels and Hardware Buttons. ### Encoder Bar: [Section titled “Encoder Bar:”](#encoder-bar) This tab includes the same settings as the encoder bar window settings. For more information on these settings, see [Encoder Bar Window Settings](/grandma3/2-4/ws_encoder_bar/#h2_2054056638). #### # Compare Tool > The color theme compare tool is part of the Desk Lights & Color Theme menu. The color theme compare tool is part of the Desk Lights & Color Theme menu. The compare tool is a useful feature when it comes to: * Comparing color themes with each other. * Easily find distinctions when comparing color themes via color indicators and colored rows. * Transfer colors between one color theme and another. * Live color editing. The color indicators and colored rows are defined as the following: * **Orange**: This color exists in the base color theme, but is missing in the compared color theme, or vice versa. * **Green**: This color was transferred from the base to the compared color theme, or vice versa.  For more information about color themes, see [Color Theme](/grandma3/2-4/ws_colors_color_theme/) topic. To open the compare tool: 1. Open the Menu. 2. Tap Desk Lights & Color Theme. 3. Tap Compare. The compare tool opens. The currently active color theme will be taken as the base for comparison. 4. When opening the compare tool for the first time, a import pop-up opens. Select a color theme, for example defaultDAYLIGHT, and tap Import. ![](/img/grandma3/2-4/window_compare_1_v2-2-d6a4c9.png) Compare tool is open The different buttons of the compare tool are described below: * Filter:\ Filters the color name\*\*.\*\*\   * Clear Filter\*\*:\*\*\ Clears the filter.\   * Select Base Theme:\ Opens the import base color theme pop-up.\   * Select Compare Theme\*\*:\*\*\ Opens the import compare color theme pop-up.\   * ![](/img/grandma3/2-4/arrow_up_15px-cad4c3.png) (Arrow up):\ Shows previous missing or merged color in the theme.\   * ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) (Object Filter):\ Shows only unmatched colors.\   * ![](/img/grandma3/2-4/icon_arrow_down_15_v1-5-f61cf9.png) (Arrow down):\ Shows next missing or merged color in the theme.\   * **![](/img/grandma3/2-4/icon_merge_all_left_15px-027dab.png)** (Merge all left):\ Merges all unmatched colors from the right into the left theme.\   * **![](/img/grandma3/2-4/icon_merge_all_right_15px-b92099.png)** (Merge all right)**:**\ Merges all unmatched colors from the left into the right theme.\   * **![](/img/grandma3/2-4/icon_merge_left_15px-b91000.png)** (Merge left):\ Merges only selected unmatched colors from the left into the right theme.\   * **![](/img/grandma3/2-4/icon_merge_right_15px-5aeded.png)** (Merge right):\ Merges only selected unmatched colors from the right into the left theme. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To change the direction of the merge arrows, tap into the grid area of the specific color theme. | The grid is categorized in different columns: * **Lock**:\ When it is set to “Yes”, no color values can be changed. * **No**:\ This is the color index number. Value in the bracket (x) shows the amount of colors in the particular structure tree. * **Name**:\ Color name. * **RGBA**:\ Shows the color definition. * **Used**:\ This is the amount of color related references. * **ColorDefRef**:\ See [Color Theme](/grandma3/2-4/ws_colors_color_theme/). * **Auto Generated**:\ Displays “Yes” in green within the configuration line when a color is merged.\ Alternatively, the value can be manually set to “Yes”, for example, to visually highlight configuration lines that still require review. * **Unmatched**:\ Is set to “Yes” and indicated in orange when a color is not matching the compared theme. ## Example for a Color Theme Merge [Section titled “Example for a Color Theme Merge”](#example-for-a-color-theme-merge) **Requirements:** * Default is selected as base color theme. * DefaultDAYLIGHT is selected as compare color theme. * A color is deleted in the DefaultDAYLIGHT color theme. In the example below, FullBreak. 1. To quickly move the scroll bar to the next unmatched color in the color theme, tap ![](/img/grandma3/2-4/icon_arrow_down_15_v1-5-f61cf9.png).  The unmatched color is marked in orange, as shown below: ![](/img/grandma3/2-4/window_compare_scroll-bar_v2-3-facf8c.png) Unmatched colors are marked in orange. 2. To merge all unmatched colors,  tap ![](/img/grandma3/2-4/icon_merge_all_right_15px-b92099.png).\ All merged colors are displayed in green rows. Notice that the column Auto Generated is set to Yes and the column Unmatched is set to No automatically in the defaultDAYLIGHT color theme as shown below:\   ![](/img/grandma3/2-4/window_compare_scroll-bar_2_v2-3-e6f5ae.png) Missing colors merged into defaultDAYLIGHT color theme are shown in green. 3. To show only Auto Generated and Unmatched colors, tap ![](/img/grandma3/2-4/icon_filter_15px-78282b.png).  When enabling filter, the button turns yellow and the columns names “Auto Generated” and “Unmatched” get a yellow filter icon as well:  4. To change RGBA values for “FullBreak”, right click the color in the RGBA column. The color editor opens. 5. Change the R value to 20 by using the dynamic color scroll bar. Tap Ok to close the editor. The color value has changed: ## Export Color Theme [Section titled “Export Color Theme”](#export-color-theme) If closing the color editor without exporting the color theme first, the following pop- up with opens: ![](/img/grandma3/2-4/pop-up_compare_exit_v1-9-129c23.png) Export color theme pop-up. * Stay in Editor:\ Pop-up closes and the color theme editor stays open.\   * Export and Exit:\ Changes are exported to the color theme\*\*\*\* listed above.\   * Exit:\ Closes the color theme editor. Changes will get lost after a shutdown.\   To export the defaultDAYLIGHT.xml color theme as a new theme: 1. Tap into the right grid area of the compare tool to link the Export button to the corresponding defaultDAYLIGHT.xml file. 2. Tap Export Compare Theme as … The Export Compare Theme pop-up opens. 3. Type defaultDAYLIGHT\_new\.xml and then tap Export. The color theme is exported. # Encoder Bar Pool > The Encoder Bar Pool can be used to create customizable encoder bars. The customization can be made in an editor, for example, defining the functionality per en The Encoder Bar Pool can be used to create customizable encoder bars. The customization can be made in an editor, for example, defining the functionality per encoder, and defining the number of encoder banks and their encoder objects. To always have a backup with the original feature group structure, the encoder bar pool object 1 is set as default and can not be deleted or edited, as it is system locked. For more information, read the [Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/) topic. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Copy the default encoder bar to an empty pool object to use it as a template. Simply press Copy, tap the default encoder bar pool object and then tap an empty pool object. | When tapping on a pool object, the Encoder Bar and the Encoder Bar window change the user interface according to the settings previously made for those pools. * To address Encoder Banks and Encoder Pages directly, use the [EncoderBank Keyword](/grandma3/2-4/keyword_encoderbank/). * To switch between encoder bars, use the [EncoderBar Keyword](/grandma3/2-4/keyword_encoderbar/). *** Encoder Bar Structure  The following graphic and the numbered list displays the basic structure and terminology of the encoder bar: ![](/img/grandma3/2-4/encoder_bar_pool_numbers_v2-3-1007af.png) 1. **Encoder Bar Pool:** This pool contains all the encoder bar pool objects. Each user profile has its own encoder bars pool. 2. **Encoder Bar Pool Object:** A pool can have several pool objects. For more information on how to setup pool objects, see\*\* **[**Pool Windows**](/grandma3/2-4/wvm_pool/)**. \*\* 3. **Encoder Bank Button:** There can be several encoder banks inside an encoder bar pool object. Allows you to link to Special dialog tab.   4. **Encoder Page:** Each encoder bank can have several encoder pages. Encoders get arranged in Encoder Pages.  5. **Encoder:** An encoder page can contain up to five dual encoders. *** #### Create New Encoder Bar Pool Object [Section titled “Create New Encoder Bar Pool Object”](#createnew-encoder-bar-pool-object) To open the Encoder Bars pool: 1. Open the Add Window dialog. 2. Tap Pools and then tap Encoder Bars. The Encoder Bars pool is open. To create a new Encoder Bar Pool object: * Press Edit and tap an empty encoder bar pool object. A pool object is added and the Encoder Bar editor opens. To copy the default encoder bar pool object to an empty pool object: * Press Copy, tap Encoder BarPool Object 1 and then tap an empty encoder bar pool object in the Encoder Bars Pool. To assign an Encoder Bar pool object to a ViewButton: * Press Assign, tap an encoder bar pool object, and then tap an empty view button. # Encoder Toolbar > The encoder toolbar represents the largest portion of the encoder bar. The encoder toolbar is context-sensitive and displays different sets of controls as diffe The encoder toolbar represents the largest portion of the encoder bar. The encoder toolbar is context-sensitive and displays different sets of controls as different editors become active. The default set of controls in the encoder toolbar provides access to and display of attribute encoder information. ![](/img/grandma3/2-4/img_encoder-bar_encoder-toolbar_v1-9-6b5554.png) Encoder toolbar Attribute controls available in the encoder toolbar include: 1. **Encoder Page:** This button displays the name of the current feature. It also indicates the total number of pages available in the current encoder bank. \ Tap to cycle through features or tap and swipe to open a pop-up with available features. Encoder Pages can be customized, see [Encoder Bar Pool](/grandma3/2-4/ws_eb_encoder_pool/).\ For more information about features and feature groups, see the [Feature Group](/grandma3/2-4/patch_attribute_feature_group/) topic.  2. **Channel function of the attribute:** These buttons display the current channel function of the attribute displayed directly to the right. They also display additional channel functions when available.\ Tap to cycle through subattributes or tap and swipe to open a pop-up with available subattributes. 3. **Attribute encoder display:** These buttons display the names of the attributes currently linked to the encoders, and show the values of those attributes.\ The center of the encoder icon includes an additional image, which changes depending on the current resolution of the encoder. For more information on encoder resolution, see the [Encoder Resolution](/grandma3/2-4/operate_encoder_resolution_multiplier/) topic.\ To open the calculator, tap the attribute name field or the attribute value field. For more information about attributes and subattributes, see the [Attribute Definitions](/grandma3/2-4/patch_attribute_definitions/) topic.\ For more information about the gesture for rotating a virtual encoder, see the [Gestures](/grandma3/2-4/ws_gestures/) topic. 4. **Link button:** In cases where the same value, timing, phaser, or resolution adjustments should apply to multiple attributes, the link button offers a few options for defining multiple, simultaneous attribute destinations. For more information about the link button, see the section [below](/grandma3/2-4/ws_eb_encoder_toolbar/#h2__786220226). 5. **Layer toolbar:** The default layer is absolute. Tap any layer button in the toolbar to access the desired layer on the attribute encoders. For more information about the layer toolbar, see the [section below](/grandma3/2-4/ws_eb_encoder_toolbar/#LayerToolbar). 6. **Screen encoder:** If the screen encoder is enabled in the user profile settings of the current user, this area displays the basic functionality of the screen encoder. If the screen encoder is disabled in the current user profile, the functionality of the fifth dual encoder will be similar to that of the other four, and the display in this area will also be similar to the displays above the other four encoders. For more information about the screen encoder, see the [User Settings](/grandma3/2-4/user_settings/) topic. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Setting Screen Encoder to **No** in the User Profile settings enables a fifth encoder for controlling attributes. | 7. **Step bar:** The left and right arrows allow navigation between phaser steps in the programmer. The step number button displays the current phaser step in the programmer. Tap the step number button to open a calculator to choose a specific step. Tap the button to the right (![](/img/grandma3/2-4/img_phaser_select_reset_15px-8ab0ab.png)) of the right-arrow to select all phaser steps. For more information about phaser steps, see the [Phasers](/grandma3/2-4/phaser/) topic. *** ## Link Button [Section titled “Link Button”](#link-button) The link button maintains different link settings for the different types of layers found in the layer toolbar as well as encoder resolution. The text in the link button will update automatically to show the link setting of the current layer type. The available link settings are: * \*\*Single:\ \*\*Adjustments made on one encoder apply only to the attribute on that encoder. * **Feature:**\ Adjustments made to one encoder within a feature apply simultaneously to all attributes in the feature. * **AtFilter:** Adjustments made to one encoder apply simultaneously to all attributes currently enabled in the at filter. * **Active Only (**![](/img/grandma3/2-4/icon_active_15px-aad58c.png))\*\*:\ \*\*If enabled, only attributes with active values in the programmer will get new values. * **MultiStep Only (**![](/img/grandma3/2-4/iocn_multi_step_15px-e8d128.png))**:**\ If enabled, new values are only applied to attributes with two or more active steps. ### Link Values [Section titled “Link Values”](#link-values) Value layers include: * Absolute * Relative When a value layer is selected, tap Link Values to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for value layers include: * Single * Feature ### Link Timing [Section titled “Link Timing”](#link-timing) Timing layers include: * Fade * Delay When a timing layer is selected, tap Link Timing to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for timing layers include: * Single * Feature * AtFilter *** ## Link Phasers [Section titled “Link Phasers”](#link-phasers) ### Overall [Section titled “Overall”](#overall) The overall phaser layers include: * Speed * SpeedMaster * Phase * Measure ### Steps [Section titled “Steps”](#steps) The phaser step related layers include: * Accel * Decel * Transition * Width ## Phaser Overall and Phaser Steps [Section titled “Phaser Overall and Phaser Steps”](#phaser-overall-and-phaser-steps) When a phaser layer is selected, tap Link Phaser to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for phaser layers include: * Single * Feature * AtFilter * Active Only  * MultiStep Only ## Link Resolution [Section titled “Link Resolution”](#link-resolution) While the MA key is pressed and held, tap Link Resolution to cycle through the link options or tap and swipe to open a pop-up with all of the available link options. The available link options for encoder resolution include: * Single * FeatureGroup *** ## []()Layer Toolbar [Section titled “Layer Toolbar”](#layer-toolbar) Presets and cues can store and recall multiple layers of data for each attribute. The layer toolbar provides access to all available layers. Layers are color-coded. Markers and text backgrounds using matching colors in the attribute encoder displays, encoder bank buttons, fixture sheet, and sequence sheet denote active or stored data for the corresponding layer. For more information about colors, see the [Colors](/grandma3/2-4/ws_colors/) topic. Tap a button in the layer toolbar to access data for the desired layer. The attribute encoders and any sheet with a layer selection set to auto will display the desired layer. For more information about value and timing layers, see the [What is the Programmer](/grandma3/2-4/operate_programmer/) topic. For more information about phaser layers, see the [Phasers](/grandma3/2-4/phaser/) topic. For more information about using GridPosition to create MAgic presets, see the [Create New Presets](/grandma3/2-4/presets_create/#magic) topic. When the programmer is clear, the bars across the top of the attribute encoder and the channel function displays are gray. The selected layer group returns to **Values and Timings** and the **Absolute** layer. The layer selection in Phaser Overall and Phaser Steps stays as selected after clearing the programmer. As the selection changes, the bars across the top of any attributes and channel functions available in the current selection change color. The color coordinates with the color of the current layer in the layer toolbar.\ The lights under the dual-encoders also follow the same behavior. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The colors for each phaser-related layer can be changed in the color theme in the ColorGroup “ProgLayer”. For more information, see [color theme](/grandma3/2-4/ws_colors_color_theme/). | # Default Feature Group Control Bar > The default feature group control bar appears along the top of the encoder bar. Each feature group used in the show file appears in the form of a radio button. The default feature group control bar appears along the top of the encoder bar. Each feature group used in the show file appears in the form of a radio button. The feature group control bar is the MA default encoder bar. To create a customized Encoder bar, see the [Encoder Bar Pool](/grandma3/2-4/ws_eb_encoder_pool/) topic. ![](/img/grandma3/2-4/img_feature-group-control-bar_v1-0-6f95e5.png) *Feature group control bar with Dimmer selected* Adding fixtures, which use additional feature groups, to the patch automatically adds the necessary feature groups to the feature group control bar. When the programmer is clear, the bars across the top of the feature group buttons are grey. As the selection changes, the bars across the top of any feature groups available in the current selection change color. The color coordinates with the color of the current layer in the layer toolbar. *** ## Select a Feature Group  [Section titled “Select a Feature Group ”](#select-a-feature-group) To select a feature group in the control bar, tap the desired feature group. The radio button is enabled, and the encoder toolbar adjusts to display the attributes of the selected feature group. To change the feature group using a shortcut, press and hold Preset + press one of the numbers from 1 to 9 on the numeric keypad. For example, to change to the color feature group, press Preset + 4. *** ## Active Programmer Values [Section titled “Active Programmer Values”](#active-programmer-values) To activate the attributes of a feature group in the programmer, tap twice on the desired feature group. The information activates and a colored marker appears on the feature group button. To deactivate, tap the feature group once again. | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The color of the marker or markers on the feature group button corresponds to the active layer or layers of information. These markers will appear as long as there are active values, no matter how the values were activated. | | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To activate information in a specific layer, tap the desired layer in the layer control bar in the encoder toolbar before tapping the feature group. | *** ## Feature Group as the Object of a Command [Section titled “Feature Group as the Object of a Command”](#feature-group-as-the-object-of-a-command) Many function keywords (including On, Off, Park, Unpark, Remove, Release, Stomp, and Default) can execute their commands using feature groups as their destination objects. ### Example [Section titled “Example”](#example) To remove all dimmer values within the current selection from the programmer: * Press Off and tap Dimmer. The dimmer values of the current selection are removed from the programmer. # Encoder Bar > The encoder bar displays the attributes or functions linked to the encoders. The encoder bar also includes shortcuts for quick access to a selection of user pro The encoder bar displays the attributes or functions linked to the encoders. The encoder bar also includes shortcuts for quick access to a selection of user profile settings and programming tools. On the grandMA3 full-size, the grandMA3 full-size CRV, the grandMA3 light, and the grandMA3 light CRV; the encoder bar appears on screen 8. By default, the encoder bar appears at the bottom of screen 1 on all other grandMA3 consoles and the grandMA3 onPC software. To show or hide the encoder bar on screen 1 on any grandMA3 console or the grandMA onPC software, tap Show Encoder Bar in the configure display menu on screen 1. For more information on the configure display menu, see the [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/) topic. The Encoder Bar ![](/img/grandma3/2-4/icon_encoder_bar_15p-e44e5b.png) is available as a window under the **More** and **All** tabs in the **Add Window** pop-up. For more information on adding windows, see the [Add Windows](/grandma3/2-4/wvm_add_window/) topic. The Encoder bar is also available as a pop-up. To open the encoder bar pop-up, tap ![](/img/grandma3/2-4/icon_encoder_bar_15p-e44e5b.png) in the control bar.  ![](/img/grandma3/2-4/img_encoder-bar_v2-3-491550.png) Encoder bar  The encoder bar includes the following main sections, for easier identification, they are marked with red numbers in the image above. 1. User profile settings and align mode. * Tap Sync to disable or enable synchronized playback of phasers in the programmer. For more information on sync, see the [Phasers](/grandma3/2-4/phaser/) topic. * Tap Single Step to enable or disable single step. For more information on using steps in general, see the [Phasers](/grandma3/2-4/phaser/) topic. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Single Step is automatically enabled temporarily when you tap a color in the color picker or when using follow mode in the 3D Viewer. | * Tap Align to cycle through align modes or tap and swipe to open a pop-up menu containing all of the available align modes. For more information on align, see the [Align](/grandma3/2-4/operate_align/) topic. * Tap Readout to cycle through attribute value readout options or tap and swipe to open a pop-up menu containing all of the available readout options. For more information on readout, see the [User Settings](/grandma3/2-4/user_settings/) topic. 2. The encoder bank buttons appear along the top of the encoder bar. For more information, continue to the following subtopics. 3. The encoder toolbar occupies most of the area in the encoder bar. The layer toolbar is part of the encoder toolbar. For more information, [Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/) and [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/). 4. Tap Selection to open a temporary version of the [](/grandma3/2-4/operate_selection/)Selection Grid. For more information on the Selection Grid, see the [Selection Grid](/grandma3/2-4/operate_selection/) topic. 5. Tap Phaser to open a temporary version of the Phaser Editor window. For more information on the Phaser Editor window, see the [Phaser Editor](/grandma3/2-4/phaser_editor/) topic. 6. Tap MAtricks to open a temporary version of the MAtricks window. The background, top bar, and three dots in the upper-right corner of this button will change color to indicate that MAtricks is active. For more information on MAtricks, see the [MAtricks and Shuffle](/grandma3/2-4/matricks/) topic. 7. Time Control. Two on-screen fader controlling two different timing elements. They are called **Prog Time** (Program Time) and **Exec Time** (Executor Time). For more information, see [time control](/grandma3/2-4/masters_grand_time/). 8. The Grand Master appears at the right edge of the encoder bar. For more information on the grand master, see the [Grand Master](/grandma3/2-4/do_control_grand/) topic. *** ## Encoder Bar Window Settings [Section titled “Encoder Bar Window Settings”](#encoder-bar-window-settings) The elements in the Encoder Bar window can be enabled or disabled. To open the Encoder Bar Window Settings 1. Open the Add window dialog, open the More tab and then tab Encoder Bar. The Encoder Bar window opens. 2. Tap MA in the title bar of the window. The Encoder Bar window settings opens. Tap the following settings to show or hide various elements of the Encoder Bar window: * \*\*Title Bar:\ \*\*Press MA + MA (or Ctrl + Alt) to temporarily show the title bar. * \*\*User Profile Settings:\ \*\*Buttons on the left. * \*\*Encoder Bank:\ \*\*The buttons top left. * \*\*Tool Pop-Ups:\ \*\*The buttons top right. * \*\*Timing Buttons:\ \*\*The buttons Prog Time and Exec Time. * \*\*EncoderPage:\ \*\*The encoder page selector. * \*\*Layer Toolbar: \ \*\*The layer toolbar in the middle. * \*\*Step Buttons:\ \*\*The step buttons on the right. * \*\*Encoder Label:\ \*\*The active value and the name above the encoder.  * \*\*Function Selector:\ \*\*The channel function area. * **Fader Encoders:**\ Changes the encoder to a fader style in the graphical user interface. * \*\*Grand Master:\ \*\*The grand master fader. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) * [Default Feature Group Control Bar](/grandma3/2-4/ws_eb_feature_group_control_bar/) * [Encoder Bar Pool](/grandma3/2-4/ws_eb_encoder_pool/) # Gestures > Use gestures on the grandMA3 console's touchscreens to quickly navigate and adjust settings. Use gestures on the grandMA3 console’s touchscreens to quickly navigate and adjust settings. ![tap](/img/grandma3/2-4/tap_1_v2-2-36df4d.png) * **Tap** Briefly tap the surface with a fingertip. *** ![tap\_and\_hold](/img/grandma3/2-4/tap_and_hold_1_v2-2-59592e.png) * **Tap & Hold** **​**Tap the surface and hold it for at least one second. *** ![zoom](/img/grandma3/2-4/zoom_1_v2-2-105d07.png) * **Zoom** **​**Tap the surface using two fingers and move them apart or toward each other. *** ![resize](/img/grandma3/2-4/resize_1_v2-2-771023.png) * **Resize** 1. Tap the title bar or the title field using any finger of one hand and hold it. 2. Briefly tap anywhere on the surface using a second finger. 3. Release both fingers. 4. The window is resized. *** ![1\_finger\_swipe](/img/grandma3/2-4/1_finger_swipe_1_v2-2-a799b2.png) * **1 Finger Swipe** Tap and brush in any direction. *** ![2\_finger\_scroll](/img/grandma3/2-4/2_finger_scroll_1_v2-2-0bd609.png) * **2 Finger Scroll** To scroll within a window, tap the screen with two fingers and swipe in the desired direction. | | | | ------------------------------------------ | -------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If using a mouse, hold down the left and right mouse buttons and move the mouse. | *** ![3\_or\_more\_finger\_scroll](/img/grandma3/2-4/3_or_more_finger_scroll_1_v2-2-e00521.png) * **3 or More Finger Scroll** **Requirement:** * Set the height and/or width of the user-defined area larger than the available screen space. For more information, see the [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/) topic. To scroll the user-defined area within the available screen space, tap the screen with three or more fingertips and brush in the desired direction. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When using a mouse, press and hold the option key (on macOS) or Alt key (on Windows), then hold down the right and left buttons and move the mouse. | *** ![drag\_and\_drop](/img/grandma3/2-4/drag_and_drop_1_v2-2-8dbd5d.png)​​ * **Drag & Drop** Use this gesture to move and resize windows within the user-defined area as well as objects and elements within certain graphical editors (such as the 3D, Layout, Phaser Editor, or Timecode window). 1. ​Tap and hold with one finger. 2. Move the finger to the desired position. 3. Release the finger. *** ![two\_finger\_edit](/img/grandma3/2-4/two_finger_edit_v2-2-e2622f.png) * **2 Finger Edit** In sheets and other similar grids:\ The **Precise Edit** user profile setting controls the behavior of the **2 Finger Edit** gesture when used in sheets and similar grids (such as the macro editor or patch menu). **Precise Edit** disabled: 1. Tap the desired cell. 2. Tap with two fingers anywhere within the same window of the desired cell. **Precise Edit** enabled: 1. **​**Tap and hold one finger in the desired cell. 2. Tap anywhere on the same screen with a second finger. 3. Release both fingers. In pools:\ The **Precise Edit** user preference setting does not change the behavior of the **2 Finger Edit** gesture when it is used to edit objects within pools. To edit a pool object, follow the steps above under “**Precise Edit** enabled.” For more information about user profile settings, such as **Precise Edit**, see the [User Settings](/grandma3/2-4/user_settings/) topic. *** * \*\*On-screen Encoder and Rotating Knob \*\* The on-screen encoders and rotating knobs types each have a setting in User Profile settings that defines how the on-screen elements work. The User Profile settings have all the settings that apply to the user profile. See all the settings in the [User Settings topic](/grandma3/2-4/user_settings/). ### Rotate Style [Section titled “Rotate Style”](#rotate-style) To change the value using a gesture in the user interface: 1. Tap and hold the desired encoder or knob icon. The encoder icon turns dark. 2. Draw circles around the center of the encoder or knob in the direction of the desired change. Turning clockwise increases the value, and turning counterclockwise decreases it. 3. If desired, drag the pointer to another area of the screen. This moves the virtual center of the on-screen encoder to this new point. Larger circles result in finer control resolution. For more information about the on-screen encoder, see the [Encoder Toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) topic. For more information about the on-screen knobs, see the [Executor](/grandma3/2-4/executor/#h2__770195381) topic. ### Drag Style [Section titled “Drag Style”](#drag-style) Here is how to operate the encoders (including knobs) on a screen using the fingers: 1. Tap and hold the encoder, drag it outside the encoder, and release the finger. 2. A fader pop-up opens. Depending on the drag direction, it opens horizontally or vertically (see example below). 3. Tap into the fader area and hold it. 4. Moving the finger toward the bar changes the value. 5. When the desired value is set, release the finger. 6. The pop-up closes automatically when you lift your finger outside the encoder. 7. Tapping the encoder fader opens a calculator. 8. If the position is held for more than one second, the fader value gets locked. This is an example of the horizontal drag encoder pop-up: ![Image showing the Drag style of the encoder pop-up](/img/grandma3/2-4/popup_encoder-style-drag_v2-0-3ae141.png) Horizontal version of the Drag rotating knob style There are small differences between the knob and encoder styles. The buttons - and + in the small pop-up allow changing the value by 10%. If there are assigned commands to the knobs for left and right rotation, then these are on the - and + buttons instead. Tapping Resolution changes the value between the available resolutions. The knobs have **Slow** and **Fast**. The encoders have the resolutions available on the physical encoders. Depending on the chosen value, the value will change slower or faster when moving the fader in the pop-up.   The encoders have multiple resolutions. Typically, they are **Coarse**, **Fine**, **Increment**, and **Native**. Learn more in the [Encoder Resolution topic](/grandma3/2-4/operate_encoder_resolution_multiplier/). Each encoder pop-up displays which fader function is assigned to the encoder. # Master Controls > The menu Master Controls displays all selected and grand masters. The menu Master Controls displays all selected and grand masters. To open Master Controls, tap ![faders](/img/grandma3/2-4/icon_faders_15_v1-9-59bc4b.png) in the control bar on the left of screens 1 to 7 or press F4 on a keyboard. ![](/img/grandma3/2-4/master_controls_2-4-d82738.png) # Displays in grandMA3 onPC > The Displays pop-up allows toggling, showing, or hiding all 7 screens on the grandMA3 onPC. The **Displays** pop-up allows toggling, showing, or hiding all 7 screens on the grandMA3 onPC. To open the Displays pop-up on the grandMA3 onPC, tap ![](/img/grandma3/2-4/icon_display_15_v1-9-de61bb.png) in the [control bar](/grandma3/2-4/ws_ui_control_bar/). ![](/img/grandma3/2-4/popup_displays_v2-4-a1a5b0.png) *Displays pop-up* Displays can be toggled On or Off by tapping the relevant buttons. | | | | -------------------------------------------------- | --------------------------------------------- | | ![](/img/grandma3/2-4/restriction_gray-968e2d.png) | **Restriction:** | | | Display 1 cannot he toggled. It is always On. | The number and the indicator turn yellow on the displays that are shown. The pop-up can be closed by tapping the icon again in the control bar or by tapping the X in the upper right corner of the pop-up. For information on menu locations, see [Change Menu Locations](/grandma3/2-4/wvm_change_location/). # Oops Menu > The Oops menu displays the history of completed actions. Completed actions are displayed as a list and in chronological order. The action at the bottom shows th The Oops menu displays the history of completed actions. Completed actions are displayed as a list and in chronological order. The action at the bottom shows the latest entry. The latest action or multiple actions can be Oopsed. It is also possible to use Oops filters for various actions. For more information about Oops, see [Oops keyword](/grandma3/2-4/keyword_oops/) and [Oops hardkey](/grandma3/2-4/key_oops/). | | | | ------------------------------------------------ | ---------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | All Oops entries are cleared when changing the Patch or loading a show file. | To get a first impression of the Oops menu, watch the video below: [Vimeo video](https://player.vimeo.com/video/1057870932?title=0\&byline=0\&portrait=0\&color=ffeb0f) To open the Oops menu: * Press and hold Oops. * Open the add window dialog. Tap More and then tap Oops. * Execute the command Menu “OopsOverlay”. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22OopsOverlay%22) ![](/img/grandma3/2-4/overlay_oops_v2-1-791e23.png) Oops menu   The menu is separated into two columns: * **Name**: Shows the executed command or the action that has been done. * **Elapsed Time / Session Time**: Shows the elapsed time since the action has been executed. To toggle between different time units, tap Columns in the title bar: * Elapsed Time: # Playback Bar > The playback bar displays the labels of the objects that are currently assigned to the corresponding executors. | | | | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | For more information about executors, page navigation, and the playback window and settings see [What are Executors](/grandma3/2-4/executor/). | The playback bar displays the labels of the objects that are currently assigned to the corresponding executors. The bar includes: * The playback status of each object * The controls assigned to the executor keys, faders, and knobs * In some cases: * [Master Area](/grandma3/2-4/do_control_master/) * [Custom Area](/grandma3/2-4/do_control_custom/) * Page navigation controls * Xkeys ![](/img/grandma3/2-4/window_playback-20bar_01_v3-2-2-b8e01a.png) Playback bar with custom area and page navigation # Playback Controls > The Playback Controls menu shows an on-screen version of the physical faders of a console and/or wings. The Playback Controls menu shows an on-screen version of the physical faders of a console and/or wings. To open Playback Controls, tap ![](/img/grandma3/2-4/icon_playback_15_v1-9-fe46cd.png) in the control bar on the left of screens 1 to 7 or F5 on a keyboard. For more information on the functionality of executors, see [Executors](/grandma3/2-4/executor/). ![](/img/grandma3/2-4/img_playback-controls_v2-4-e7c104.png) *Playback Controls from the Demoshow* # Adjustable Columns > In certain windows and sheets, the column arrangements can be customized. The following sections will be covered in this topic: In certain windows and sheets, the column arrangements can be customized. The following sections will be covered in this topic: | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | To save and recall your arrangements, store them as Views or use Preferences. For more information, see [Store and Recall Views](/grandma3/2-4/wvm_store_recall/), [Store Settings, and Store Preferences](/grandma3/2-4/cue_store_settings_preferences/) | There are two ways to customize the columns: enable column editing in the grid and use gestures, or define the column arrangements in column sets. The following windows and sheets in the Add Window pop-up use column editing to adjust the columns. See [gestures](/grandma3/2-4/ws_gestures/) for more information. ### * Content Sheet * Fixture Sheet * Track Sheet * Layouts and Layout Editor * Timecode Editor and Timecode Viewer In addition, the following windows and sheets are using [Column Sets](/grandma3/2-4/ws_ui_adjustable_columns/#h2__1793373853):[](/grandma3/2-4/ws_ui_adjustable_columns/#h1__1190983073) * Agenda Viewer. * RDM Devices Viewer. * Sequence Sheet. * Track Sheet. *** ## Column Editor in the Grid [Section titled “Column Editor in the Grid”](#column-editor-in-the-grid) The following video provides a basic overview of the column editing feature using gestures. ### [Section titled “”](#-1) ### [Vimeo video](https://player.vimeo.com/video/907845098?title=0\&byline=0\&portrait=0\&color=ffeb0f) [Section titled “Vimeo video”](#vimeo-video) ### Open Column Editing [Section titled “Open Column Editing”](#open-column-editing) To edit specific columns, open column edit mode in the corresponding window. To open column editing: 1. Open the corresponding window, for example, the fixture sheet via the [Add window dialog](/grandma3/2-4/wvm_add_window/). 2. Perform a 2-finger scroll gesture in the header row of the window. A gear icon (![](/img/grandma3/2-4/icon_gear_15px-4a7044.png)) appears in the top left corner of the header. 3. Tap ![](/img/grandma3/2-4/icon_gear_15px-4a7044.png) within three seconds. Three available buttons for column editing are shown. 4. Tap Enter Column Editing. The window contents will be displayed in light gray, and the columns are now ready for editing, as shown in the image below. ![Fixture sheet window with enabled column editing mode](/img/grandma3/2-4/window_fixture_sheet_edit_column_v2-0-6fc40e.png) *Fixture Sheet - Column Editing* ### [Section titled “”](#-2) ### Edit Columns [Section titled “Edit Columns”](#edit-columns) ### [Section titled “”](#-3) A drag-and-drop gesture is used to change the column order. To change the column order in the corresponding window, for example, the fixture sheet: 1. Tap and hold a column header with one finger, for example, the Color header. 2. Drag the column left or right to the desired position. A red vertical line indicates the potential position of the column when releasing the finger. 3. Release the finger. The column has now moved to the new position. To reset all columns to their initial positions, tap Reset Column Order. 4. Tap Leave Column Editing. The edit column mode is closed. ![Fixture sheet with enabled column editing mode and a red vertical line.](/img/grandma3/2-4/window_fixture_sheet_edit_column_2_v2-0-3e4c35.png) Fixture Sheet - Column Editing mode with a red vertical line # Command Line > The following categories are highlighted in this topic: The following categories are highlighted in this topic: * [Show or Hide the Control Bar](/grandma3/2-4/ws_ui_command_line/#h2__161440591) * [Open the Command Line History](/grandma3/2-4/ws_ui_command_line/#h2_472441094) * [Open the Virtual Keyboard](/grandma3/2-4/ws_ui_command_line/#h2__1232432911) * [Information in the Command Prompt](/grandma3/2-4/ws_ui_command_line/#h2__895363515) * [Change the Default Keyword](/grandma3/2-4/ws_ui_command_line/#h2__1056423551) * [Set the Cursor in the Command Line](/grandma3/2-4/ws_ui_command_line/#h2_1930382764) * [Session Status and Quick Access to the Network Menu](/grandma3/2-4/ws_ui_command_line/#h2__450173061) * [Hidden Progress Bar](/grandma3/2-4/ws_ui_command_line/#h2_1717885788) * [Message Center](/grandma3/2-4/ws_ui_command_line/#h3__364189110) The main purpose of the command line is to display active command syntax as it is entered and to display any errors generated by failed syntax. The command line also includes several helpful status indicators and quick-access buttons to frequently used features. By default, the command line is located at the bottom of screen 1. It can also appear at the bottom of screens 2, 3, 4, 5, 6, and 7. ![](/img/grandma3/2-4/img_command-line_v2-0-4f40e4.png) *Command line as it appears on screen 7* *** ## Show or Hide the Control Bar [Section titled “Show or Hide the Control Bar”](#show-or-hide-the-control-bar) Tap the left arrow at the left edge of the command line to show or hide the control bar along the left edge of the screen. *** ## Open the Command Line History [Section titled “Open the Command Line History”](#open-the-command-line-history) To open a temporary window showing the Command Line History: * Tap MA on the left side of the command line The Command Line History opens. ![](/img/grandma3/2-4/popup_command-line-history_v2-0-32d08e.png) Command Line History To close the window: * Tap MA once again -or- * Tap ![cross](/img/grandma3/2-4/icon_cross_v21-62dd5f.png) in the upper right corner of the window To open the window version of the Command Line History: 1. Open the Add Window dialog 2. Tap Common + Command Line History. To show or hide the Command Line in the Command Line History window: 1. To open the Command Line History Window Settings, tap MA. 2. Enable Show Command Line. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The content of the command line is synchronized across all visible command line inputs at the very same station. To synchronize the command line between a station and a connected web remote, see [Linked Command Lines](/grandma3/2-4/network_webremote/#h2_1692143775). | To select a recent command in the command line history: 1. Tap and hold a recent command in the history. When the command is selected, a pop-up opens, and the Command Line History background turns red. 2. Select one of the following options from the pop-up: 1. Copy: Copies the command in the clipboard. 2. Execute Again: Executes the command again. 3. Copy and Overwrite to Command Line: Copies the command into the command line. Existing command line content will be discarded. 4. Add to Command Line: Copies the command to the end of the existing command line content. 3. Tap Jump To Bottom to set the Command Line History to the latest entry. The Command Line History can display up to 2 048 lines. For more information, see [Add Window](/grandma3/2-4/wvm_add_window/). *** ## Open the Virtual Keyboard [Section titled “Open the Virtual Keyboard”](#open-the-virtual-keyboard) To open a temporary command line window with a virtual keyboard: * Tap ![virtual\_keyboard](/img/grandma3/2-4/virtual_keyboard-2dfe2c.png) on the left of the command line. The window opens with a virtual keyboard. ![](/img/grandma3/2-4/img_virtual-keyboard_v2-3-462ffe.png) *Open virtual keyboard* To minimize the virtual keyboard: * Tap ![virtual\_keyboard](/img/grandma3/2-4/virtual_keyboard-2dfe2c.png). To close the virtual keyboard: * Execute a command by tapping Please. * Tap ![cross](/img/grandma3/2-4/icon_cross_v21-62dd5f.png) in the upper right corner of the window. To change the language on the keyboard: * To cycle through the languages, tap the key that displays the language, for example, English, on the keyboard. For more information, see [Keyboard Keyword](/grandma3/2-4/keyword_keyboard/). *** ## Information in the Command Prompt [Section titled “Information in the Command Prompt”](#information-in-the-command-prompt) The command prompt is the point where the entered syntax appears. The prompt ends with the ’>’ symbol, but it includes two pieces of helpful information before it. * **User Name**\ The logged-in user’s username appears first in the command prompt. * **Default Keyword**\ The default keyword appears in yellow text in square brackets after the user name. The console uses the displayed default keyword for any numerical syntax entered without a specified object keyword. It is possible to navigate the software’s directory structure using the command line. In this case, the current directory location replaces the default keyword displayed on the command line. When returning to the root directory, the default keyword replaces the directory path display. *** ## Change the Default Keyword [Section titled “Change the Default Keyword”](#change-the-default-keyword) Possible default keywords of the command line can include: * [Fixture](/grandma3/2-4/keyword_fixture/) * [Channel](/grandma3/2-4/keyword_channel/) * [Universal](/grandma3/2-4/keyword_generic/) * [Houselights](/grandma3/2-4/keyword_houselights/) * [NonDim](/grandma3/2-4/keyword_nondim/) * [Media](/grandma3/2-4/keyword_media/) * [Fog](/grandma3/2-4/keyword_fog/) * [Effect](/grandma3/2-4/keyword_effect/) * [Pyro](/grandma3/2-4/keyword_pyro/) * [MArker](/grandma3/2-4/keyword_marker/) * [Multipatch](/grandma3/2-4/keyword_multipatch/) * [PSR](/grandma3/2-4/keyword_psr/) | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Some of the listed keywords can be customized. For more information, see [Custom ID](/grandma3/2-4/patch_what_are_fixtures/). | To change the default keyword: 1. Enter the desired keyword into the command line. For example, press the Channel key. 2. Press Please. *** ## Set the Cursor in the Command Line [Section titled “Set the Cursor in the Command Line”](#set-the-cursor-in-the-command-line) When entering command line syntax using a keyboard, it is necessary to bring the keyboard focus to the command line. To set the cursor in the command line: * Tap the command line \- or - * Press Esc one or more times. Once all open menus and pop-ups are closed, the keyboard focus returns to the command line. \- or - * Press and hold MA and subsequently press Please ![](/img/grandma3/2-4/img_command-line_v2-0-4f40e4.png) *Set cursor in the command line* The cursor is set and starts blinking after the prompt, and a white box surrounds the command line. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | A triangle symbol (![](/img/grandma3/2-4/icon_playback_backwards_15_v1-9-b2642d.png)) appears if the prompt is longer than the command line. | For more information, see [Command Syntax and Keywords](/grandma3/2-4/command_syntax_keywords/). *** ## ## Session Status and Quick Access to the Network Menu [Section titled “Session Status and Quick Access to the Network Menu”](#session-status-and-quick-access-to-the-network-menu) An indicator of network session status appears on the right side of the command line. Tapping the indicator toggles the network menu open or closed. The color of the network icon indicates one of the following session states: * **Red:** Standalone * **Black:** Startup * **Gray:** IdleMaster * **Light Blue:** GlobalMaster * **Green:** Connected For more information about networking, see the [Networking](/grandma3/2-4/network/) topic. *** Show or Hide the View Bar Tap the right arrow at the right edge of the command line to show or hide the bar of view buttons along the right edge of the screen. *** ## Hidden Progress Bar [Section titled “Hidden Progress Bar”](#hidden-progress-bar) The process, e.g. when sending an update from a grandMA3 onPC station to a grandMA3 console, is indicated by a circle with a number in it on the right side of the command line. The number inside the circle indicates how many processes are running in the background. ![Update this description text.](/img/grandma3/2-4/img_cmd_progressbar_v2-2-697ac0.png) Command Line - Hidden Progress Bar Tap the circle to show the regular progress bar. # Control Bar > The control bar provides quick access to the shutdown command, essential menus, additional displays (in grandMA3 onPC), online help, and the At filter. The control bar provides quick access to the shutdown command, essential menus, additional displays (in grandMA3 onPC), online help, and the At filter. On console displays, the control bar is hidden by default on all screens. Within the onPC application, the control bar is shown along the left edge of screens 1 through 5 by default. In consoles and the onPC application, the control bar can appear along the left edge of screens 1 through 7. To show or hide the control bar, tap Show Control Bar in the Configure Display pop-up for the desired screen or press the left arrow at the left side of the command line. For more information about the display configuration, see [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/). Another quick and easy way to toggle the control bar is to tap on the ![](/img/grandma3/2-4/icon_triangle_lef_15px-481fa9.png) icon in the command line. ![](/img/grandma3/2-4/img_control-bar_v2-0-5ed077.png) Control bar * Tap the ![](/img/grandma3/2-4/icon_power_24px-5ef667.png) icon at the top of the control bar to open the [shutdown menu](/grandma3/2-4/shutdown_the_system/). * Tap the ![](/img/grandma3/2-4/icon_setup_24px-28edc1.png) icon in the control bar to open the main menu. For more information, see [Menus](/grandma3/2-4/wvm_menus/). * Tap the ![](/img/grandma3/2-4/icon_button_24_v1-0-9ffd17.png)  icon in the control bar to open the command section pop-up. For more information, see [Command Section](/grandma3/2-4/ws_command_area/).  * Tap the ![](/img/grandma3/2-4/icon_fader_24px-2f5423.png)  icon in the control bar to open the master controls pop-up. For more information, see [Master Controls](/grandma3/2-4/ws_master_controls/). * Tap the ![](/img/grandma3/2-4/icon_special_master_24px-3c9670.png) icon in the control bar to open the custom master section pop-up. For more information, see [Special Executors](/grandma3/2-4/executor_special/). * Tap the ![](/img/grandma3/2-4/icon_master_fader_24px-21f9ad.png)  icon in the control bar to open the playback controls pop-up. For more information, see [Playback Controls](/grandma3/2-4/ws_playback_controls/). * Tap the ![](/img/grandma3/2-4/icon_encoder_bar_25px-8c621e.png) icon in the control bar to open the Encoder Bar pop-up.  * Tap the ![](/img/grandma3/2-4/icon_display_24px-676105.png)  icon in the control bar for access to all of the available displays within the grandMA3 onPC application. This option is only available in grandMA3 onPC. For more information, see [Displays in grandMA3 onPC](/grandma3/2-4/ws_onpc_displays/). * Tap the ![](/img/grandma3/2-4/icon_question_mark_24px-ed19c0.png)  icon in the control bar to enter the Help keyword into the command line. For more information, see [Help keyword](/grandma3/2-4/keyword_help/). * Tap the ![](/img/grandma3/2-4/icon_commandwingbar_24px-a986b6.png) icon in the control bar to toggle the main encoder bar to the command wing bar in the grandMA3 onPC application. This option is only available in grandMA3 onPC. For more information, see [Command Wing Bar](/grandma3/2-4/ws_command_wing_bar/). * Tap the ![](/img/grandma3/2-4/icon_10_filter_24px-689d00.png) icon in the control bar to open the At Filter pop-up. For more information, see below. *** ## At Filter Pop-Up [Section titled “At Filter Pop-Up”](#at-filter-pop-up) ## The At ![](/img/grandma3/2-4/icon_10_filter_15px_white-8d1b50.png) allows quick access to various programmer functions and special values. [Section titled “The At  allows quick access to various programmer functions and special values.”](#the-atallows-quick-access-to-various-programmer-functions-and-special-values) ![](/img/grandma3/2-4/img_control-bar_at-menu_v2-3-eb7e84.png) At Filter pop-up * Tap At Filter to open the temporary At Filter menu. * Tap Cut Programmer, Copy Programmer, and Paste Programmer to cut, copy, and paste the contents of the programmer. For more information, see the [What is the Programmer](/grandma3/2-4/operate_programmer/) topic. * Tap Delete Steps to delete the current phaser step or steps from the programmer. For more information, see the [Phasers](/grandma3/2-4/phaser/) topic. * Tap Clear to access the same three clear keywords available by pressing the Clear key. For more information, see the [Clear Key](/grandma3/2-4/key_clear/) topic. * Tap Full, Zero, Default, Normal, On, Off, Release, or Remove to apply the desired special attribute value to the selection. On and Off apply to the selection. Full, Zero, Default, Release, and Remove apply to the selection’s dimmer attribute. For more information, see the Specials section in the [Calculator](/grandma3/2-4/ws_calculator/) topic. * Tap Edit Recipe to enable edit recipe mode. For more information, see [Recipe Editor Window](/grandma3/2-4/recipes/#h2_1768861353). * Tap and hold At ![](/img/grandma3/2-4/icon_10_filter_15px_white-8d1b50.png)  to open the temporary At Filter. For more information, see [At Filter Window](/grandma3/2-4/worldfilter_at_filter/). # Desk Lock > The desk lock is a useful tool that keeps unauthorized people from accessing the desk. The desk lock is a useful tool that keeps unauthorized people from accessing the desk. To lock the desk, use one of these options: * Press MA + MA + Pause. For more information, see [Pause | Fix Key](/grandma3/2-4/key_pause/). * Press Pause on the keyboard. * Press F9 on the keyboard. * Tap the ![](/img/grandma3/2-4/icon_power_15_v1-0-642ae2.png) icon at the top of the [control bar](/grandma3/2-4/ws_ui_control_bar/) to open the [shutdown menu](/grandma3/2-4/shutdown_the_system/). Then tap the ![](/img/grandma3/2-4/icon_padlock_15_v1-0-ac3f34.png) icon. ![](/img/grandma3/2-4/window_desklock_locked_v1-0-e9bd57.png) *Desk Locked* The desk is locked. To unlock the desk, use one of these options: * Press MA + MA + Pause. * Press Pause on the keyboard. * Press F9 on the keyboard. * Tap the upper left corner, lower right corner, upper right corner, and lower left corner of any screen. ![](/img/grandma3/2-4/window_desklock_unlock_v1-0-44952d.png) *Touch pattern to unlock the desk.* The desk is unlocked. # Configuration of Displays > The displays are populated with a user-defined area and a collection of additional display elements. The additional elements offer quick access to helpful featu The displays are populated with a user-defined area and a collection of additional display elements. The additional elements offer quick access to helpful features, and their availability differs from screen to screen. The following video gives an overview of the display configuration. [Vimeo video](https://player.vimeo.com/video/953039503?title=0\&byline=0\&portrait=0\&color=ffeb0f) Pressing Menu then tapping Configure Display on any screen (excluding screens 8, 9, 10, 11, and 12) opens the Configure Display pop-up for that screen. The number of the display to be configured is displayed in the title bar of the pop-up. This pop-up can also be opened by tapping any empty user-defined area on the desired screen and tapping Configure in the upper-right corner of the Add Window pop-up. ![The image shows an open configure display pop-up window.](/img/grandma3/2-4/popup_configure-display_v2-2-41172d.png) *Tap areas to activate or deactivate them* This pop-up is used to configure or change the display’s appearance. It has different areas: * \*\*Show Title Bar: \ \*\*Activate this button to see the window frame in the grandMA3 onPC. This is not an option in the MA hardware. * \*\*Show Control Bar: \ \*\*Activate this to see the control bar on the left side of the display. For more information, see [Control Bar](/grandma3/2-4/ws_ui_control_bar/). * \*\*Appearance: \ \*\*Tap this to open the Select Appearance pop-up and select one of the existing appearances for this display. The appearance is added as a background for the screen area. Read more in the [Appearance section](/grandma3/2-4/appear/). * \*\*Reset size:\ \*\*Tap this to reset the size of the user-defined area. * **Width:**\ Tapping Width opens the calculator, and the width can be edited. * \*\*Height:\ \*\*Tapping Height opens the calculator, and the height can be edited. * \*\*Scale: \ \*\*The scale can be used to adjust the interface’s size. This option is only available on onPC and on external screens. It is very useful for high-DPI screens or for screens with a lower resolution than Full HD. Tap and hold Scale to open the dropdown menu and select a value. * \*\*Show Feedback: \ \*\*Activates a small feedback pop-up at the bottom of the display. This feedback appears briefly when the show is saved. * \*\*Show View Bar: \ \*\*Activates the column of view buttons. For more information on the View Bar, see [View Bar and View Buttons](/grandma3/2-4/ws_ui_view_bar_and_buttons/). * \*\*Show Command Line: \ \*\*Activate this to see the command line input bar at the bottom of the display. For more information, see [Command Line](/grandma3/2-4/ws_ui_command_line/). * \*\*Show Encoder Bar or Show Playback Bar: \ \*\*Activates the encoder bar or the playback bar at the bottom of the display. | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The user-defined area can be shared by multiple users using the corresponding Screen Config. A user-defined area bigger than the display will appear within a brown frame. A user-defined area smaller than the screen will be grayed out. For more information, see [User-Defined Area](/grandma3/2-4/ws_ui_user_defined_area/). | The ![cross](/img/grandma3/2-4/icon_cross_v21-62dd5f.png) in the title bar closes the pop-up. These additional elements can be hidden to increase the available user-defined area, or shown in different combinations on most screens, whether internal screens or external monitors. ![](/img/grandma3/2-4/window_screen-configure_empty_v2-1-94c6ae.png) Screen 1 with additional display elements hidden, allowing more user-defined area. ![](/img/grandma3/2-4/window_screen-configure_full_v2-1-89358a.png) Screen 1 with all additional display elements shown. ![](/img/grandma3/2-4/img_feedback_show-saved_v2-3-3b79f0.png) Command line with additional feedback pop-up. *** ## Screen 1, Screen 2, and Screen 3 [Section titled “Screen 1, Screen 2, and Screen 3”](#screen-1-screen-2-and-screen-3) Screen 1, Screen 2, and Screen 3 are the main screen workspaces on the console. The displays on these screens offer the largest available user-defined area on any of the internal screens. They can be configured with a selection of additional display elements. By default, screen 1 includes the command line and the view bar. It can also be configured to display the control bar and encoder bar. By default, screens 2 and 3 include the view bar. In addition, the grandMA3 compact XT includes the command line on screen 2. They can also be configured to display the command line, control bar, and playback bar. *** ## Screen 4 and Screen 5 [Section titled “Screen 4 and Screen 5”](#screen-4-and-screen-5) Screens 4 and 5 are on the optional external monitors. The displays on these screens offer a large amount of user-defined area. They can be configured with a selection of additional display elements. They can be configured to display the view bar, command line, control bar, and playback bar. The scale option is available on screens 4 and 5 to support monitors with different resolutions. *** ## Screen 6 and Screen 7 [Section titled “Screen 6 and Screen 7”](#screen-6-and-screen-7) Screens 6 and 7 are the right and left command screens, respectively. The displays on these screens offer a small amount of user-defined area. They can be configured with a selection of additional display elements. Screen 6 can be configured to display the view bar, command line, and control bar. Screen 7 can be configured to display the view bar, command line, control bar, and playback bar. The playback bar available on screen 7 shows the status of objects assigned to the Xkeys. ![](/img/grandma3/2-4/window_screen-configure_screen-7_v1-9-abd8cc.png) Screen 7 with view bar and playback bar visible, showing the assignments of the Xkeys. *** ## Screen 8, Screen 9, Screen 10, Screen 11, and Screen 12 [Section titled “Screen 8, Screen 9, Screen 10, Screen 11, and Screen 12”](#screen-8-screen-9-screen-10-screen-11-and-screen-12) Screens 8, 9, 10, 11, and 12 are the letterbox screens, which are available on the grandMA3 full-size, light, and extension. The displays on these screens offer no user-defined area. The configurations of these displays cannot be changed. These screens are dedicated to displaying specific information and accepting user input. Screen 8 displays the encoder bar and grand master. Screen 9 displays the playback bar and master section. Screens 10, 11, and 12 display the playback bar and custom section encoders and wheels. #### # Using Tables > In tables, you can actively enter, change, and modify values. Tables can be found, for example, in the Patch menu or the fixture type editor. In tables, you can actively enter, change, and modify values. Tables can be found, for example, in the Patch menu or the fixture type editor. Tables can have parents and children in form of new “object lines”. * A parent is the main object  * A child is the sub-object of the parent * A child can have several siblings and also children In some tables, for example, the fixture type editor, the adding of children can be disabled or enabled. Therefore tap ‘New object’ line. Other tables do not have this option, for example, the patch. In the patch, it is always possible to add a fixture or a subfixture. Simplify operation and edit in tables: * **Move/Select** * To move the focus in a table, tap to select an object and use the arrow buttons of the integrated or virtual keyboard. * To move the selection from one column to another, tap the heading of the corresponding column. * Tap the heading twice to select the entire column. * **Inertial scrolling** * Use two fingers to tap and quickly brush the table in either direction.  * Depending on the momentum, the scroll slows down after a while until it comes to a halt. # Temporary Filtering > Certain menus and windows, such as the Patch Menu, the Agenda window, or the Layout Editor, allow you to temporarily filter and search for specific terms in the Certain menus and windows, such as the Patch Menu, the Agenda window, or the Layout Editor, allow you to temporarily filter and search for specific terms in the grid. | | | | ------------------------------------------ | ------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | You can use multiple column filters simultaneously to refine the results. | * The filter area is displayed as a yellow row between the header row and the grid’s first row. Tapping ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) in the window title bar enables or disables the filter area. * The ![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png) in the filter area marks text input fields and the three dots (…) mark the selection fields. * Applied filters are indicated with a yellow ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) in the header of the corresponding column. * To delete applied filters, tap ![](/img/grandma3/2-4/icon_filter_non_15-v2-1-07b089.png) in the title bar or close the corresponding window. ![Update this description text.](/img/grandma3/2-4/window_edit_layout_filter_v2-1-53fe29.png) Edit Layout - Filter  ### Example [Section titled “Example”](#example) The following video gives you an overview. [Vimeo video](https://player.vimeo.com/video/1058605416?title=0\&byline=0\&portrait=0\&color=ffeb0f) To select a filter in the Layout Editor: 1. Open the grandMA3 Demoshow.\ [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?LoadShow%20%22Demoshow_grandMA3.show%22%20%2FType%20%22Demo%22%20%2FSave) 2. Type Edit Layout 1 into the command line and then press Please. The editor opens. For more information about Layout Editor, see [Edit Layout](/grandma3/2-4/layout_edit/). 3. Make sure ![](/img/grandma3/2-4/icon_filter_15px-78282b.png) is enabled in the title bar. 4. Tap … in the **Assign Type** column. A pop-up opens. 5. Select Fixture. The pop-up closes, and the grid shows only the rows with Assign Type set to Fixture. To use the text input field filter in the Layout Editor: 1. Follow steps 1-3 from above. 2. Tap ![](/img/grandma3/2-4/icon_filter_non_15-v2-1-07b089.png) to clear all filters. 3. Tap ![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png) in the **Name** column. A text input field opens. 4. Type **Wash** and press Please. The pop-up closes, and the grid displays rows with “Wash” in their names. or 1. Tap the area to the right of the ![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png) in the **Name** column. A text cursor is set. 2. Start typing. The Name column is filtered as you type. | | | | ------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | If you disable the filter area (![](/img/grandma3/2-4/icon_filter_15px-78282b.png)) while a filter is set and then enable it again, the previously set filter will still be active. | # Trackpad Window > The trackpad window allows precise control of the mouse cursor and serves as an alternative method for positioning selected fixtures. The trackpad window allows precise control of the mouse cursor and serves as an alternative method for positioning selected fixtures. The trackpad window can appear within the user-defined area of screens 1 through 7. Views can store and recall the appearance and settings of the trackpad window. For more information on adding windows to the user-defined area, see the [Add windows](/grandma3/2-4/wvm_add_window/) topic. Tap the Mode button in the upper-right corner of the trackpad window to toggle between mouse mode and pan/tilt mode, or tap and swipe to see a menu of available modes. *** ## Mouse Mode [Section titled “Mouse Mode”](#mouse-mode) ![](/img/grandma3/2-4/window_trackpad_mouse_v1-9-83d0ce.png) Trackpad window in mouse mode ### Trackpad Mouse Cursor [Section titled “Trackpad Mouse Cursor”](#trackpad-mouse-cursor) While in mouse mode, tapping inside the main area of the trackpad window and swiping in any direction both show a cursor and move it in the direction of the swipe. The main cursor in the console’s user interface appears as a black arrow with a white outline. This cursor is not affected by the trackpad window. A separate cursor appears when using the trackpad in mouse mode. The trackpad mouse cursor appears as a white arrow with a light gray outline. ![](/img/grandma3/2-4/window_trackpad_cursor_v1-2-633404.png) Trackpad mouse cursor The trackpad cursor initially appears slightly larger than normal. After three seconds, it reverts to its normal size. After five seconds of idle time, the trackpad cursor disappears. The trackpad mouse cursor can move freely across the console’s user interface on screens 1 through 5. Although the trackpad window can appear on screens 6 and 7, the trackpad cursor cannot appear on these screens. ### Trackpad Window Buttons in Mouse Mode [Section titled “Trackpad Window Buttons in Mouse Mode”](#trackpad-window-buttons-in-mouse-mode) The main area of the trackpad window in mouse mode includes two buttons: * Left: Tap for a left mouse click. This selects the item under the trackpad cursor. Tap and hold while swiping in the main area of the trackpad window with a second finger to mimic a 1 finger swipe gesture. * Right: Tap for a right mouse click. This generates the same result as a 2-finger edit gesture. The trackpad title bar in mouse mode includes tools that control its behavior. These tools include: * Reset Mouse: Tap to respawn the trackpad mouse cursor in the center of screen 1. * Tap for Click: When enabled, tapping anywhere in the main area of the trackpad window, except for the Right button, executes a left mouse click. When disabled, only a tap on the Left button executes a left mouse click. * Resolution: Tap to cycle through the available resolution options for the trackpad, or tap and swipe to see a menu of options. This resolution setting is separate from the resolution setting in pan/tilt mode. *** ## Pan/Tilt Mode [Section titled “Pan/Tilt Mode”](#pantilt-mode) ![](/img/grandma3/2-4/window_trackpad_pan-tilt_v1-9-ecb40a.png) Trackpad Pan/Tilt mode While in pan/tilt mode, horizontal swipes within the main area of the trackpad window adjust the pan attribute of any selected fixtures. Vertical swipes adjust the tilt attribute. Diagonal and curved swipes adjust both pan and tilt accordingly. The main area of the trackpad window in pan/tilt mode displays a simple grid as a visual guide. The trackpad title bar in pan/tilt mode includes tools that control its behavior. These tools include: * P/T Mode: Tap to cycle through the available pan/tilt modes, or tap and swipe to see a menu of available pan/tilt mode options. These options include: * Pan Only: This mode allows adjustment only of the pan attribute, ignoring vertical movement. * Tilt Only: This mode allows adjustment of the tilt attribute only, ignoring horizontal movement. * Both: This mode allows simultaneous adjustment of both the pan and tilt attributes. * Invert Mode: Tap to cycle through the available invert modes, or tap and swipe to see a menu of available invert mode options. These options include: * Off: Both pan and tilt are adjusted normally. * Pan Invert: Pan inputs are interpreted in reverse of the normal direction. Tilt inputs remain normal. * Tilt Invert: Tilt inputs are interpreted in reverse of the normal direction. Pan inputs remain normal. * Both: Both pan and tilt inputs are interpreted in reverse of the normal direction. * Resolution: Tap to cycle through the available resolution options for the trackpad’s pan and tilt controls, or tap and swipe to see a menu of options. This resolution setting is separate from the resolution setting in mouse mode. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | The **TrackpadMode**, **Mouse Resolution**, **P/T Resolution**, **P/T Invert Mode**, and **P/T Mode** settings are also available in the **Trackpad Window Settings** pop-up. To open this pop-up, tap MA in the upper-left corner of the **Trackpad** window. | # User-Defined Area > The user-defined area is located on screens 1 through 7. It appears as a grid of small dots. The user-defined area is located on screens 1 through 7. It appears as a grid of small dots. ![](/img/grandma3/2-4/img_user-defined_area_blank_v1-2-65f55a.png) Empty user-defined area with a grid of small dots This is the area where windows can be added and arranged to be stored and recalled as views. For information on managing windows in the user-defined area and views, see [Windows, Views, and Menus](/grandma3/2-4/wvm/). The Configure Display menu allows you to adjust the grid size within the user-defined area. It is possible to configure the grid of the user-defined area to a size larger or smaller than the available display space. For more information on the Configure Display menu, see [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/). ![](/img/grandma3/2-4/img_user-defined_area_bigger_v1-2-85f3f5.png) Grid of the user-defined area configured larger than the available display space If the grid is larger than the available display space, a dark orange outline appears around the edge of the user-defined area. Horizontal and vertical scroll bars appear, allowing access to the full grid area. The 3 finger scroll gesture also scrolls the user-defined area within the visible portion of the display. For more information on gestures, see the [Gestures](/grandma3/2-4/ws_gestures/) topic. ![](/img/grandma3/2-4/img_user-defined_area_smaller_v1-2-b2c09e.png) Grid of the user-defined area configured smaller than the available display space If the grid is smaller than the available display space, a partially transparent gray area appears over the excess area. Any previously stored views that utilize this area will still be recalled as stored. The gray area allows interaction with the contents of the windows beneath it, but windows cannot be resized or created outside the user-defined area. # View Bar and View Buttons > Screens can have View Bars visible. The View bar can be on the right or at the top of the screen. The View Bar contains View Buttons. Screens can have View Bars visible. The View bar can be on the right or at the top of the screen. The View Bar contains View Buttons. The view buttons can be used to store and recall views and clear the screen. Other objects than views can be assigned. The following objects are supported: * Encoder Bars * Macros * MAtricks * Plugins * Quickeys * Screen Configurations * Timers * Users * Views If a store action is performed on an empty view button without a specified object, the default object is a new view. The screen size might limit how many view buttons are visible, but the view bar can be scrolled. If the view bar is scrolled, then there is an arrow icon (![](/img/grandma3/2-4/icon_scroll-top_15_v2-0-3126cd.png) or ![](/img/grandma3/2-4/icon_playback-fastbackward_15_v2-1-4de609.png)) to scroll back to the first buttons.  The screen on the consoles can show 10 view buttons in a single column, with the view bar on the right, and 19 view buttons in a row at the top. ## Configure the View Bar [Section titled “Configure the View Bar”](#configure-the-view-bar) Editing an empty area on the user-definable area opens the Configure Display pop-up: ![Configure Display Pop-up](/img/grandma3/2-4/popup_configure-display_v2-1-affd76.png)\ *Configure Display Pop-up* This pop-up can also be opened using the Menu “DisplayConfig” command. [![](/img/grandma3/2-4/robot-icon_white-1ac0d2.png)       Paste to Command Line](#ma_cmd?Menu%20%22DisplayConfig%22)   There are other methods to open the pop-up. The right side of the pop-up has the option to toggle the view bar by tapping Show View Bar. There is an arrow icon (![](/img/grandma3/2-4/icon_view-bar-move_15_v2-0-cd455e.png)) that toggles the view bar position between the right and top sides of the screen. There is also the option to add up to three columns or three rows (depending on the view bar position) by tapping + or limiting again down to one by tapping - below the Show View Bar. Each column or row begins with its own hundred number, so there can be a total of 300 view buttons on each screen.  The downward-pointing triangle (![](/img/grandma3/2-4/icon_triangle-down_15_v1-8-783c4b.png)) adds a button (![](/img/grandma3/2-4/icon_triangle-down_15_v1-8-783c4b.png) or ![](/img/grandma3/2-4/triangle-right-4d3382.png)) to the last view button. Tapping this button scrolls the view buttons to the next set. The view bars on each screen work independently, so they can have different sizes, locations, and scroll positions. View button 4 on screen 1 is “ViewButton 1.4”. View button 4 on screen 2 would be “ViewButton 2.4”.  Tapping an empty view button clears the screen. Tapping and holding a view button activates the store view function, which opens the Store View pop-up. Read more about storing views in the [Store and Recall Views topic](/grandma3/2-4/wvm_store_recall/). ## View Button Information [Section titled “View Button Information”](#view-button-information) The view buttons show an icon in the upper right corner and a colored bar at the top indicating the object type. ![View Bar with different pool objects - showing icons](/img/grandma3/2-4/img_view-bar_diffrent-objects_v2-1-df3adf.png) The example above shows different objects in the view bar. Pressing and holding MA show the object number instead of the object icon. ![View Bar with different pool objects - showing numbers](/img/grandma3/2-4/img_view-bar_diffrent-objects_numbers_v2-1-1444aa.png) Notice that the icon for the view object is only shown if the view contains information about just one screen. If the view contains information for two or more, then the icon is replaced by an icon showing which screens it relates to - see view button 6 above. Tapping objects in the view bar is the same as tapping the object in the respective pool - It executes the default pool action. For instance, tapping view button 9 in the image above selects user number 2 in the user pool. # User Interface > This section covers the control elements that help you operate the grandMA3 efficiently and effectively. This section covers the control elements that help you operate the grandMA3 efficiently and effectively. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Configuration of Displays](/grandma3/2-4/ws_ui_display_configuration/) * [Desk Lock](/grandma3/2-4/ws_ui_desk_lock/) * [User-Defined Area](/grandma3/2-4/ws_ui_user_defined_area/) * [Command Line](/grandma3/2-4/ws_ui_command_line/) * [Control Bar](/grandma3/2-4/ws_ui_control_bar/) * [Using Tables](/grandma3/2-4/ws_ui_grids_in_general/) * [View Bar and View Buttons](/grandma3/2-4/ws_ui_view_bar_and_buttons/) * [Adjustable Columns](/grandma3/2-4/ws_ui_adjustable_columns/) * [Temporary Filtering](/grandma3/2-4/ws_ui_temporary_filtering/) * [Trackpad Window](/grandma3/2-4/ws_ui_trackpad/) # Windows, Views, and Menus > Windows are created on the Screens. The screens are the monitors. The different sizes of grandMA3 hardware have different amounts of screens. The grandMA3 onPC **Windows** are created on the **Screens**. The screens are the monitors. The different sizes of grandMA3 hardware have different amounts of screens. The grandMA3 onPC has quick access to open 5 displays with a large screen area and 2 displays with a small screen area. This offers access to the same primary screens as a grandMA3 full-size. For more information, see [Screen Allocation](/grandma3/2-4/do_screen_allocation/). There are several possible **Screen Configurations** for each user profile. A user always has a screen configuration assigned. Each screen configuration stores a set of view button assignments and the current window set up on the screens. The screen configurations can be selected in the [User menu](/grandma3/2-4/user_settings/). Most screens are empty in a new show. An empty screen is a blank space where each user can create their own arrangement of windows. This arrangement can be stored as a **View**. On the right side or top of each screen, there can be a number of **View Buttons**. Views can be assigned to these buttons. This allows for fast access to recall a stored view or update a view by storing it again. A new show has six factory-made views assigned to the first six view buttons on each of the big screens. The two smaller screens have four and two views assigned. These can be changed or deleted. A **Menu** is a big pop-up that covers most of the screen. The software has several menus that give access to setting up the console, system, fixtures, and much more. For more information, see [Menus](/grandma3/2-4/wvm_menus/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add Window](/grandma3/2-4/wvm_add_window/) * [Rearrange Windows](/grandma3/2-4/wvm_rearrange/) * [Store and Recall Views](/grandma3/2-4/wvm_store_recall/) * [Remove Windows from a Screen](/grandma3/2-4/wvm_remove_windows/) * [Common Window Settings](/grandma3/2-4/wvm_settings/) * [Title Bar Configuration](/grandma3/2-4/wvm_title_bar_configuration/) * [Menus](/grandma3/2-4/wvm_menus/) * [Change Menu Locations](/grandma3/2-4/wvm_change_location/) * [Pool Windows](/grandma3/2-4/wvm_pool/) # Add Window > Windows are added to the user definable areas on the screens. Windows are added to the [user definable areas](/grandma3/2-4/ws_ui_user_defined_area/) on the screens. The best way to add a window is by tapping inside an empty screen area. The window is added with the new window’s upper left corner, where the screen is tapped. Another option is to tap and draw a square on the empty screen to define the window size. Tap the screen to open the **Add Window** pop-up: ![](/img/grandma3/2-4/popup_add-window_v2-0-8aaa5b.png) *Tap a button with the desired window to create it* Windows are divided into tabs: **Common**, **Data Pools,** **Presets, Pools, Tools**, **More**, and **All**. Tapping the different tabs reveals buttons with windows for each section. Tap the desired button to create the window. This creates a new window. By default, the first stored preferences of a window are loaded. This applies to all windows except pool windows. The pop-up’s title bar has two buttons. The red Delete Screen button removes all windows from the screen. []()The Configure button opens the **Configure Display** pop-up. This can be used to customize some settings regarding tools on the side of the display and change the size of the user area. Read more in the [Configurations of Displays topic](/grandma3/2-4/ws_ui_display_configuration/).   List of current windows that can be created using the **Add Window** pop-up: ### Common [Section titled “Common”](#common) A fixed selection of commonly used windows. (These windows are also represented in other tabs): * [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) * [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/) * [Content Sheet](/grandma3/2-4/cue_content_sheet/) * [Phaser Editor](/grandma3/2-4/phaser_editor/) * [3D Viewer](/grandma3/2-4/patch_3d_viewer/) * [Layout Viewer](/grandma3/2-4/layouts/) * [Selection Grid](/grandma3/2-4/operate_selection/) * [Special Dialog](/grandma3/2-4/operate_special/) * [MAtricks Editor](/grandma3/2-4/matricks/) * [Playbacks](/grandma3/2-4/executor/) * [Xkeys](/grandma3/2-4/ws_playback_bar/) * [Command Line History](/grandma3/2-4/ws_ui_command_line/#h2_472441094) * [DMX Sheet](/grandma3/2-4/patch_dmx_sheet/) ### Data Pools [Section titled “Data Pools”](#data-pools) All object pools that are part of a data pool: * [](/grandma3/2-4/executor_configurations/)[Bitmaps](/grandma3/2-4/bitmap/) * [Executor Configurations](/grandma3/2-4/executor_configurations/) * [Filters](/grandma3/2-4/worldfilter/) * [Generators](/grandma3/2-4/generator/) * [Groups](/grandma3/2-4/group/) * [Layouts](/grandma3/2-4/layouts/) * [Macros](/grandma3/2-4/macros/) * [MAtricks](/grandma3/2-4/matricks/) * [Pages](/grandma3/2-4/executor/) * [Plugins](/grandma3/2-4/plugins/) * [Quickeys](/grandma3/2-4/quickeys/) * [Sequences](/grandma3/2-4/cue_sequence/) * [Timecodes](/grandma3/2-4/timecode/) * [Timers](/grandma3/2-4/timers/) * [Worlds](/grandma3/2-4/worldfilter/)   ### Presets [Section titled “Presets”](#presets) All [preset](/grandma3/2-4/qsg_presets/) pools: * Dynamic * All 1 * All 2 * All 3 * All 4 * All 5 * Dimmer * Position * Gobo * Color * Beam * Focus * Control * Shapers * Video ### Pools [Section titled “Pools”](#pools) All pools that are part of the show data or the user profiles: Show Data: * [Appearances](/grandma3/2-4/appear/) * [Data Pools](/grandma3/2-4/datapool/) * [Gels](/grandma3/2-4/operate_gel_pool/) * [Scribbles](/grandma3/2-4/scribbles/) * [Tags](/grandma3/2-4/tags/) * [Timecode Slots](/grandma3/2-4/timecode_slots/) * [Universes](/grandma3/2-4/patch_dmx_universe/) * [Users](/grandma3/2-4/user_create/) Media: * [Gobos](/grandma3/2-4/gobos/) * [Images](/grandma3/2-4/images/) * [Meshes](/grandma3/2-4/meshes/) * [Sounds](/grandma3/2-4/sound_pool/) * [Symbols](/grandma3/2-4/symbols/) * [Videos](/grandma3/2-4/videos/) User Profile: * [Cameras](/grandma3/2-4/patch_3d_camera/) * [Encoder Bars](/grandma3/2-4/ws_eb_encoder_pool/) * [Render Qualities](/grandma3/2-4/patch_render_quality/) * [Views](/grandma3/2-4/wvm_store_recall/) ### Tools [Section titled “Tools”](#tools) General windows for displaying show data: Sheets: * [Content Sheet](/grandma3/2-4/cue_content_sheet/) * [DMX Sheet](/grandma3/2-4/patch_dmx_sheet/) * [Fixture Sheet](/grandma3/2-4/operate_fixture_sheet/) * [Sequence Sheet](/grandma3/2-4/cue_sequence_sheet/) Programmer Tools: * [At Filter](/grandma3/2-4/worldfilter_at_filter/) * [Recipe Editor](/grandma3/2-4/recipes/) * [Selection Grid](/grandma3/2-4/operate_selection/) * [sMArt](/grandma3/2-4/operate_smart/) * [Special Dialog](/grandma3/2-4/operate_special/) Viewers and Editors: * [3D Viewer](/grandma3/2-4/patch_3d_viewer/) * [Agenda Viewer](/grandma3/2-4/agenda/) * [Clock Viewer](/grandma3/2-4/si_clock/) * [Layout Viewer](/grandma3/2-4/layouts/) * [MAtricks Editor](/grandma3/2-4/matricks/) * [Phaser Editor](/grandma3/2-4/phaser/) * [RDM Devices Viewer](/grandma3/2-4/rdm/) * [Sound Viewer](/grandma3/2-4/sound_viewer/) * [Timecode Viewer](/grandma3/2-4/timecode/) ### More [Section titled “More”](#more) All different bars, playback windows, or info and system-related windows: Bars: * [Align Bar](/grandma3/2-4/operate_align/) * [command wing Bar](/grandma3/2-4/ws_command_wing_bar/) * [Encoder Bar](/grandma3/2-4/ws_encoder_bar/) * [Selection Bar](/grandma3/2-4/operate_selection_bar/) * [Step Bar](/grandma3/2-4/phaser_editor/) Playback: * [Custom Master Section](/grandma3/2-4/do_control_custom/) * [Running Playbacks](/grandma3/2-4/executor_running_playbacks/) * [Playback](/grandma3/2-4/executor/) * [Xkeys](/grandma3/2-4/ws_playback_bar/) Info and System: * [Command Line History](/grandma3/2-4/ws_ui_command_line/) * [Help](/grandma3/2-4/about_the_manual/) * [Info](/grandma3/2-4/si_info_window/) * [Message Center](/grandma3/2-4/ws_ui_command_line/#message_center) * [System Info](/grandma3/2-4/si_system_info/) * [System Monitor](/grandma3/2-4/si_system_monitor/) * [Trackpad](/grandma3/2-4/ws_ui_trackpad/) ### All [Section titled “All”](#all) The **All** tab contains all windows in an alphabetical list that can be filtered and sorted. # Change Menu Locations > Some menus can be moved between the screens. Some menus can be moved between the screens. Menus that can be moved have a display icon in the title bar: ![](/img/grandma3/2-4/img_display-icon-title-bar_v1-9-03a2c1.png) *Display icon next to the close X* ## Move a Menu to a Different Screen [Section titled “Move a Menu to a Different Screen”](#move-a-menu-to-a-different-screen) **Requirement:** * Open a menu that can be moved. For instance the [Playback Controls](/grandma3/2-4/ws_playback_controls/) Menu. 1. Tap the display icon in the title bar.\ The **Edit Display Preference pop-up** appears: ![](/img/grandma3/2-4/popup_edit-display-preference_v1-9-2cccd1.png) *Use the Edit Display Preference pop-up to select a new location* 2. Tap the button corresponding to the desired screen. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Tap the Clear button or the ![](/img/grandma3/2-4/icon_cross_15px-9b559c.png) to cancel the move. | ## Move all Menus to a Screen [Section titled “Move all Menus to a Screen”](#move-all-menus-to-a-screen) It is possible to select a screen where all moveable menus open. 1. Open the [Menu and Display pop-up](/grandma3/2-4/wvm_menus/). 2. In the Display pop-up tap the Set Dialog to This Display button on the screen where the menus should open. ## Reset Movable Menus Screen [Section titled “Reset Movable Menus Screen”](#reset-movable-menus-screen) The screen selection can be reset. This is useful if a show changes from a smaller hardware platform. For instance, if the show is programmed on a grandMA3 full-size and menus are moved to screen 3 and now the show is opened on a grandMA3 light without screen 3. 1. Open the [Menu and Display pop-up](/grandma3/2-4/wvm_menus/). 2. In the Display pop-up tap the Set Dialog Positions to Default button on the screen where the menus should open. # Menus > There are many different menus in the grandMA3 software. Most are described in relevant sections. For instance, the patch menu is described in the Patch section There are many different menus in the grandMA3 software. Most are described in relevant sections. For instance, the patch menu is described in the [Patch section](/grandma3/2-4/patch/). There is a **Menu pop-up** that gives access to many of the different menus. ![](/img/grandma3/2-4/popup_menu_v2-1-989e27.png) *Menu pop-up with buttons that open a lot of menus* This pop-up can be opened in multiple ways: * On physical hardware, there is a Menu key. Press this to open the pop-up. * In the [Control Bar](/grandma3/2-4/ws_ui_control_bar/) on the left side of most displays, on the onPC, there is a gear icon ![](/img/grandma3/2-4/icon_gear_15px-4a7044.png). Tap this to open the pop-up. * It can be opened using the command line: | | | | ------------------------------------------------------------------ | --------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Menu “MenuSelector” |   The menu pop-up gives access to the following menus: * **Patch**:\ This is where fixtures are added and is all about fixture setup. Read more in the [Patch and Fixture Setup section](/grandma3/2-4/patch/). * **Live Patch**:\ This menu gives access to the fixture setup, which can be changed without a new show upload. Read more in the [Patch and Fixture Setup section](/grandma3/2-4/patch/). * **Connector Configuration**:\ The [connector configuration](/grandma3/2-4/dmx_port_config/) changes the local physical DMX ports on the MA equipment. * **Desk Lights & Color Theme**:\ This opens a pop-up that gives access to [customize the look of the software](/grandma3/2-4/ws_colors_color_theme/). * **Network**:\ This menu is used to set up all about the network and sessions. Read more in the [Networking section](/grandma3/2-4/network/). * **In & Out**:\ This opens the [In & Out menu](/grandma3/2-4/remote_inputs/) with settings for DC remote, MIDI remote, DMX remotes, OSC, and PSN. * **DMX Protocols**:\ This menu is used to set up DMX [network protocols](/grandma3/2-4/dmx_ethernet/). * **Settings**: This opens a small sub-menu that has these options: * **User Configuration**:\ This menu is used to set up users and user profiles. Read more in the [Single User and Multi-User Systems section](/grandma3/2-4/user/). * **Date and Time**:\ This menu is used to change the time and date in the console. Read more in the [Date and Time topic](/grandma3/2-4/si_date_and_time/). * **USB Configuration**:\ This is used to configure USB devices. This should normally not be changed manually. * **Software Update**:\ This menu is used to [update the software](/grandma3/2-4/update/). * **Touch Configuration** (consoles only):\ This menu is used to assign touch screens to the USB inputs. * **Extension Configuration**:\ This menu shows the connected grandMA3 extensions. * **onPC Local Settings** (onPC only):\ This is a pop-up with [onPC settings](/grandma3/2-4/onpc_onpc_settings/). * **Local Settings** (consoles only):\ This is a pop-up with settings for the [local console](/grandma3/2-4/local_settings/). * **Backup**:\ The backup menu is used to save and load shows. Read more in the [Show File Handling topic](/grandma3/2-4/show_file_management/). * **Quick Save**:\ This is not a menu but a shortcut to saving the show with the same show file name. * **Show Creator**:\ This opens the [Show Creator](/grandma3/2-4/show-creator/) menu that can be used to create presets and groups. It is also possible to import and export different objects of the show file. * **Preferences and Timings**: In this menu many different default and timing settings can be set. The sub-menu has the following options: * **Cues**:\ In this tab cue timings and MIB preferences can be set. Read more in the [Cue Timing](/grandma3/2-4/cue_timing/) and [Move In Black](/grandma3/2-4/cue_mib/) topic.  * **Sequences**:\ In this tab default sequence settings can be set. Read more in the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/) topic.  * **Presets**:\ In this tab default settings regarding presets can be set. Read more in the [Presets](/grandma3/2-4/qsg_presets/) topic. * **Timecodes**:\ In this tab default settings for timecodes can be set. Read more in the [Timecode Settings](/grandma3/2-4/timecode_settings/) topic. * **Layout Elements**:\ In this tab templates for layout elements can be adjusted. Read more in the [Edit Layout](/grandma3/2-4/layout_edit/) topic. * **Keyboard Shortcuts**:\ Use this tab to customize keyboard shortcuts. Read more in the [Keyboard Shortcuts](/grandma3/2-4/do_shortcuts_keyboard/) topic.  * **Executor Config.**:\ This tab allows setting default executor configurations for each object type, except for quickeys. Read more in the [Executor Configurations](/grandma3/2-4/executor_configurations/#h2_1184230023) topic.  * **Timings**:\ In this tab playback timings and MIB timings can be set. Read more in the [Assign Object to an Executor](/grandma3/2-4/executor_assign/) and [Move In Black](/grandma3/2-4/cue_mib/). * **Masters**:\ In this tab, all masters are represented by a swipe button and can be set to **Always On**, **Toggle**, or **Disabled**. Read more in the [Masters ](/grandma3/2-4/masters/)topic.  * **Groups**:\ Here group masters default settings and store settings can be set. Read more in the [Group Masters](/grandma3/2-4/group_master/) topic.  * **Global**:\ In this tab global and miscellaneous settings can be set. Read more in the [Timecode Settings](/grandma3/2-4/timecode_settings/#h2_608284945) [](/grandma3/2-4/group_master/)topic.   | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | It depends on the setting and the object itself when the defaults are applied. For example, for cues, sequences, presets, and timecodes, the defaults are applied when a new object is created. Changing the default action of a layout element immediately changes a linked layout element action. Be sure to check the topics linked to each tab for more information on how and when defaults are applied. | ### Display Pop-up [Section titled “Display Pop-up”](#display-pop-up) Opening the **Menu pop-up** also opens a **Display pop-up**. ![](/img/grandma3/2-4/popup_display_v2-1-0879a4.png) *Display pop-up in the right-hand lower corner of all screens* This pop-up appears on all screens except the letterbox screens. Most of the actions performed using this pop-up relate to the specific screen where the menu is touched. For instance, deleting a screen (removing the windows from the screen). * **Delete This Screen**:\ This clears all windows from this screen. Read more in the [Remove Windows from a Screen topic](/grandma3/2-4/wvm_remove_windows/). * **Delete All Screens**:\ This clears all windows from screens. Read more in the [Remove Windows from a Screen topic](/grandma3/2-4/wvm_remove_windows/). * **Configure Display**:\ This opens the Configure Display pop-up. Read more in the [Configuration of Displays topic](/grandma3/2-4/ws_ui_display_configuration/). * **Set Dialogs to This Display**:\ This makes all menus open on this screen. Read more in the [Change Menu Locations topic](/grandma3/2-4/wvm_change_location/). * **Set Dialog Positions to Default**:\ This resets all menus to open on the default screen. Read more in the [Change Menu Locations topic](/grandma3/2-4/wvm_change_location/). # Pool Windows > Most of the show data in grandMA3 are organized in pools, which are part of a Data Pool. So, in essence, everything except the patch and fixture setup are store Most of the show data in grandMA3 are organized in pools, which are part of a **Data Pool**. So, in essence, everything except the patch and fixture setup are stored inside a Data Pool. This makes having several shows with the same fixture setup but different data pools easy. Pools contain a lot of different data. For instance, the [Groups pool](/grandma3/2-4/group/) contains information about the selections of fixtures. The [Views pool](/grandma3/2-4/wvm_store_recall/) contains information about the arrangement of windows on a screen. Pools are made like any other window - read more in the [Add Windows topic](/grandma3/2-4/wvm_add_window/). Pool arrangement and resizing are just like any other window - read more in the [Rearrange topic](/grandma3/2-4/wvm_rearrange/). This is an example of the Groups pool: ![](/img/grandma3/2-4/window_group-pool_v2-1-5d60c1.png) *Groups pool* Each pool has a title field. In the example above it is the first blue square with the MA logo, the pool icon (if available), and the name of the pool. Tapping the logo opens the settings for the entire pool - read more about the window settings in the [Window Settings](/grandma3/2-4/wvm_settings/) topic. Read the relevant topics for details about the pool or preset specific settings. Some pools have specific uses. This topic and the following subtopics describe the general concepts. Read the specific topics to learn the details of each type of pool. ## []()Pool Object [Section titled “Pool Object”](#pool-object) All other fields except the title field contain a **Pool Object**. If something is stored in the pool object, it has a lighter gray color (default color) and a label (see the example pool above). It can also contain pool-specific information like a master level or icons that show information about the content or pool object settings. The number in the upper left corner of each pool object is the unique pool number identifier. It can be used when the object is called. For instance, using Group 1 in the command line is the first object in the groups pool. The name of the pool object can also be used to call the group. For example, Group “All Spots” calls (all) the groups with that name. Asterisk can be used as a joker sign when using object names. Typing Group “All\*” calls all the group objects where the name starts with **All**. Working with or using pool objects can be done in many ways. The examples in the subtopics use the command line, but many of the operations could also be performed using the keys, screens, or any combination thereof. Some pools have **Selected** pool objects. It is visualized with a yellow frame around the selected pool object. ![](/img/grandma3/2-4/window_worlds-pool_v2-1-0a0e5c.png) *World 1 is selected* A different pool object can usually be selected by tapping the object in the pool or using the [Select keyword](/grandma3/2-4/keyword_select/). ## []()Swipey Commands [Section titled “Swipey Commands”](#swipey-commands) Each pool object can open a set of **Swipey Commands**. They give quick access to some common operations with the pool object. This is how to open the swipey commands: 1. Tap and hold the pool object. 2. Move the finger/cursor outside the pool object while keep pressing the screen. ![](/img/grandma3/2-4/img_swipe-menu_v0-0-b3fb81.png) *The open Swipey Commands* 3. Keep the screen pressed and move the finger/cursor to the desired command. 4. Release the screen.   These are the available commands with the swipeys: * **Assign:**\ This adds “Assign” and the pool object type and number in the command line. Waiting for more user input. * **Edit**:\ This starts the edit mode for the pool object - this is about the content of the pool object. * **Edit Setting**:\ This opens a small editor that gives access to editing this pool object’s settings - this is about the settings for the pool object. * **Store:**\ This executes “Store” plus the pool object type and number. This is useful for storing new pool objects - for instance, groups. * **Label**:\ This executes “Label” plus the pool object type and number. * **Delete:**\ This executes “Delete” plus the pool object type and number - The result is deleting the pool object. * **Move**:\ This adds “Move” plus the pool object type and number in the command line. Waiting for the user to tap the new location. * **Copy**:\ This adds “Copy” plus the pool object type and number in the command line. Waiting for the user to tap the new location. Subtopics * [Create Pool Objects](/grandma3/2-4/wvm_pool_create/) * [Move Pool Objects](/grandma3/2-4/wvm_pool_move/) * [Insert Pool Objects](/grandma3/2-4/wvm_pool_insert/) * [Copy Pool Objects](/grandma3/2-4/wvm_pool_copy/) * [Lock and Unlock Pool Objects](/grandma3/2-4/wvm_pool_lock_unlock/) * [Delete Pool Objects](/grandma3/2-4/wvm_pool_delete/) # Copy Pool Objects > Pool objects can be copied to an empty location using the Copy keyword. Pool objects can be copied to an empty location using the [Copy](/grandma3/2-4/keyword_copy/) keyword. A single object or a selection of several objects can be copied at once. Using the selection order, they are positioned at the new location. ### Example [Section titled “Example”](#example) Copy sequence 1 at pool object 22 using the following command: | | | | ------------------------------------------------------------------ | ----------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Copy Sequence 1 At 22 | If the destination is not empty, then the old object will be overwritten. There is a pop-up asking if this is desired. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is also possible to copy a pool object using a [Swipey Command](/grandma3/2-4/wvm_pool/#h2__1144791563).  | # Create Pool Objects > This is a general description of how to create pool objects. This is a general description of how to create pool objects. The [Store keyword](/grandma3/2-4/keyword_store/) is used when creating pool objects. This stores the relevant information in the pool object if the relevant information is available. For instance, to store a preset, the programmer needs to have valid values. If the relevant values are not available, an empty pool object is created. Some pool objects are a bit more complex. For instance, storing a pool object in the image pool. The pool that can be added on a screen, is not just called “Images” as the title suggests. It is actually image “pool” 3. So, storing something on pool object 2 needs the following input: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Image 3.2 | This only stores an empty pool object.  Some objects are better to [Edit](/grandma3/2-4/keyword_edit/) when creating them. This opens the relevant editor to create the object. Images are an example of such an object. | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Edit Image 3.2 | This command creates the pool object and immediately opens the editor for the image pool object. Read more about images in the [Images section](/grandma3/2-4/images/). Some pool objects can be created by pressing and holding an empty pool object. If there is relevant information in the programmer, then this might be stored in the new pool object. For instance, having a selection of fixtures in the programmer and pressing and holding an empty group pool object for about 2 seconds will create a new group with the fixture selection. It is also possible to use the Store keyword in combination with a pool but without a specific number: | | | | ------------------------------------------------------------------ | ------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store Group | This stores a new pool object with the relevant information at the first available empty spot in the pool.  | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is also possible to create a pool object using a [Swipey Command](/grandma3/2-4/wvm_pool/#h2__1144791563).  | # Delete Pool Objects > Removing pool objects can be done using the Delete keyword. Removing pool objects can be done using the [Delete](/grandma3/2-4/keyword_delete/) keyword. When an object is deleted, grandMA3 will try to make everything look the same. For instance, deleting a preset will move the values stored in the preset into the different cues where the preset was used. This is not always possible, for instance, if an executor is controlling a sequence and the sequence is deleted, then it is gone, and the executor is empty. ### Example [Section titled “Example”](#example) Delete view 42: | | | | ------------------------------------------------------------------ | ---------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete View 42 | It can also be a range of numbers, for instance. | | | | ------------------------------------------------------------------ | ------------------------------------------ | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Delete View 42 Thru 90 | Deleting pool objects can be undone with [Oops](/grandma3/2-4/keyword_oops/). It will bring back the pool objects, but it might not restore links to the object. | | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | It is also possible to delete a pool object using a [Swipey Command](/grandma3/2-4/wvm_pool/#h2__1144791563).  | # Insert Pool Objects > Pool objects can be inserted between other pool objects of the same type. This can be useful for organizing the pools. Pool objects can be inserted between other pool objects of the same type. This can be useful for organizing the pools. It is done using the [Insert](/grandma3/2-4/keyword_insert/) keyword. The inserted pool object is inserted before the destination object number. ### Example [Section titled “Example”](#example) For example, inserting view 42 between views 9 and 10: | | | | ------------------------------------------------------------------ | ---------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>insert View 42 At 10 | The old view 10 and other views from 10 to the next empty pool object are then moved one number up. # Label Objects > All objects can be labeled using the label pop-up. The label pop-up can contain a name, a note, a scribble, and an appearance. It differs depending on the type All objects can be labeled using the label pop-up. The label pop-up can contain a name, a note, a scribble, and an appearance. It differs depending on the type of object. For example, there are no scribbles available for labeling cues. All options are available for pool objects. The name can be changed using the [Label](/grandma3/2-4/keyword_label/) keyword. It can be written in the command line. Write **Label** followed by the object you want to name and then the name in quotation marks. For instance, if group 1 needs to be named “Stage Right Spots” use the following command: | | | | ------------------------------------------------------------------ | ----------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Label Group 1 “Stage Right Spots” | The label command can be accessed by pressing the Assign twice. The syntax is the same no matter how the command is created: Label \[Object\_Type] \[“Current\_Object\_Name” or Object\_Number] “New\_Object Name” If the object name is omitted in the command, an **Edit Label** pop-up appears: ![](/img/grandma3/2-4/label_pop-up_poolobjects_v2-1-9db1b5.png) Label pop-up for a pool object The keyboard icon (![](/img/grandma3/2-4/icon_keyboard_15_v1-9-3cfa21.png)) opens an on-screen keyboard. If the keyboard is visible, then the icon is yellow. The [Scribble](/grandma3/2-4/scribbles_create/) icon (![scribble](/img/grandma3/2-4/icon_scribble-15_v2-0-188783.png)) opens the **Scribble pad**. If the Scribble pad is visible, then the icon is yellow. When starting to scribble in the blank scribble editor, a new scribble in the scribble pool will be created.  The [Appearance](/grandma3/2-4/appear/) icon (![](/img/grandma3/2-4/icon_appearance_15px-ad09e7.png)) opens the appearance editor. If the appearance editor is visible, then the icon is yellow. When starting to tap around in the blank appearance editor, a new appearance will be created in the appearance pool.  The tags icon (![](/img/grandma3/2-4/icon_tags_15px-46e799.png)) opens the tags pop-up to assign and unassign tags.  | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | On small screens all buttons behave as radio buttons. On big screens, the keyboard button is a toggle, the scribble, appearance and tags button behave as radio buttons. | Tap Scribble in the title bar to select scribbles in a dropdown menu. Tap Appearance in the title bar to choose between all appearances in the appearance pool. The selected appearance is shown in the editor.  The label pop-up also has easy access to add a note to the object. Learn more in the [Notes topic](/grandma3/2-4/notes/). The last touched pool object has a white frame around it. If the keyboard is used, the keyboard text input is often interpreted as a new label input, which can be used to label all pool objects. This is the fastest way to label newly created objects. ## Learn more about scribbles in the [Scribble section](/grandma3/2-4/scribbles/). ## [Section titled “”](#-1) Learn more about appearances in the [Appearance section](/grandma3/2-4/appear/). # Lock and Unlock Pool Objects # Move Pool Objects > Pool objects are moved using the Move keyword. Pool objects are moved using the [Move](/grandma3/2-4/keyword_move/) keyword. A single object can be moved, or a selection of objects can be moved at once. ### Example [Section titled “Example”](#example) Macro 5 needs to be moved to the empty macro pool object 20: | | | | ------------------------------------------------------------------ | -------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Move Macro 5 At 20 | If the destination is not empty, then the existing object will move one place further. If this object is also occupied, it will move further, and so on, until no occupied object has to move anymore. Thus potentially moving all the arranged pool objects. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Please have a look at the [Exchange keyword](/grandma3/2-4/keyword_exchange/) for objects exchanging positions. | # Rearrange Windows > Tapping a free space on a screen opens the Add Window pop-up. The tapped grid field is used as the upper left corner of the created window. From here, the windo Tapping a free space on a screen opens the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up. The tapped grid field is used as the upper left corner of the created window. From here, the window takes all the available space it can and becomes as big as possible, trying to fill all available space on the screen. Tap, hold, and drag on an empty screen to draw a square. Releasing the screen opens the [Add Window](/grandma3/2-4/wvm_add_window/) pop-up, and the selected window fills the drawn square. The window size can often be made smaller. In the lower right corner of each window, there is a small resize corner: ![](/img/grandma3/2-4/img_resize-corner_v0-1-cfecaf.png) Tap or click, and holding this corner allows it to be moved. Moving it resizes the window. Windows can also be resized by tapping and holding in the title bar while tapping another location on the screen. The window will fill the available space. Double tap the title bar to resize the window to the largest possible size on the screen. In pool windows double tap on the title field below the MA logo. Windows can also be moved or resized by moving the entire window. Tap or click and hold the title bar while moving it on the screen. It will show the grid, and the window can be dragged and dropped to a new position. Windows cannot overlap each other, so they can only be as big as the free space allows. If a window is moved up against another window, it will resize. # Remove Windows from a Screen > There are three different ways to remove or delete a window from a screen: A single window can be deleted, all windows on a screen can be deleted, or all window There are three different ways to remove or delete a window from a screen: A single window can be deleted, all windows on a screen can be deleted, or all windows can be deleted on all screens. This can be done using the command line or the GUI. This topic is about the GUI method. For information about the command method, please see the [Delete keyword](/grandma3/2-4/keyword_delete/) and the [ScreenContent keyword](/grandma3/2-4/keyword_screencontent/). ## Delete a Single Window on a Screen [Section titled “Delete a Single Window on a Screen”](#delete-a-single-window-on-a-screen) **Requirement:**\ A window needs to be on the screen. 1. Tap the MA icon in the windows title bar.\ \- The settings pop-up appears. 2. Tap the Delete Window button in the title bar of the settings pop-up. The window is now deleted from the screen. *** ## Delete All Windows from a Screen [Section titled “Delete All Windows from a Screen”](#delete-all-windows-from-a-screen) There are several methods to do this. Use the **Add Window pop-up**, the **Display pop-up**, or tap an empty View Button. ### Add Window Method [Section titled “Add Window Method”](#add-window-method) **Requirement:**\ An empty area on the screen. 1. Tap the empty area on the screen. 2. Tap the Delete Screen button in the **Add Window** pop-up. All windows are now deleted from the screen. ### Display Method [Section titled “Display Method”](#display-method) 1. Open the Menu and Display pop-up by pressing the Menu key or tap the ![](/img/grandma3/2-4/icon_gear_15px-4a7044.png) icon in the **[Control Bar](/grandma3/2-4/ws_ui_control_bar/)**. 2. In the Display pop-up, tap the Delete This Screen button on the screen that needs to be deleted. All windows are now deleted from the screen. *** ## Delete All Windows from All Screens [Section titled “Delete All Windows from All Screens”](#delete-all-windows-from-all-screens) 1. Open the Menu and Display pop-up by pressing the Menu key or tap the ![](/img/grandma3/2-4/icon_gear_15px-4a7044.png) icon in the **[Control Bar](/grandma3/2-4/ws_ui_control_bar/)**. 2. In the Display pop-up, tap the Delete All Screens button on any of the screens. All windows are now deleted from all screens. # Common Window Settings > All windows have settings. All windows have settings. The settings can be accessed by tapping the MA logo in the title bar or title field. The settings vary depending on the window. The settings are organized in different sections, visualized by different tabs. The **Display** section looks like this for the **Fixture Sheet**: ![This image shows an example of the window settings. The example is for the Fixture Sheet.](/img/grandma3/2-4/popup_fixture-sheet-settings_display_v2-0-6a2f4e.png) *Fixture Sheet Settings - Display tab* There are some common buttons in the settings title bar. The red Delete Window button deletes the window from the screen. The ![cross](/img/grandma3/2-4/icon_cross_v21-62dd5f.png) closes the settings pop-up. To show or hide buttons in the title bar, tap Edit Title Bar. See [Title Bar Configuration](https://help.malighting.com/grandMA3/2.2/HTML/wvm_title_bar_configuration.html) for more information.  The Save button stores the current settings as a user preference. The Load button is used to load stored preferences. Read more [below](/grandma3/2-4/wvm_settings/#h2_35385864) to learn more about how to store and load preferences. The number of tabs changes depending on the window. Some windows have a lot of settings; some have fewer. Changing a setting does not close the settings pop-up. Some settings open small selection pop-ups listing the different properties for the setting. *** ## Display / Sheet [Section titled “Display / Sheet”](#display--sheet) This tab has settings regarding the way the window displays sheet information. The settings here vary a lot depending on the window. The settings that are special for a single window type are described in the topic about the window. Some of these settings are in a Display tab in the Phaser Editor some of the settings are in the Sheet tab. The following is a list of the settings that are shared between two or more windows: * \*\*2 Finger Edit: \ \*\*This toggle button enables the possibility to edit objects by using the two-finger gesture or right-clicking.  * **#Columns:**\ This input button sets the number of columns a sheet should display. * **Adjust Columns:**\ This On/Off button makes a sheet adjust the column width to match the window size and the number of columns. * **Appearance:**\ This button opens a **Select Appearance** pop-up that lists all the defined appearances and the possibility of creating a new appearance. Selecting one will apply that appearance to the window. * **Auto Scroll:**\ This On/Off button activates the auto-scrolling function. This will keep the active object visible in the window by scrolling the sheet or grid. * **Channel Set**:\ This setting defines the readout of values that are part of channel sets. It has three options: * **Value**:\ Displays only the value. * **Value + Name**:\ Displays the value and channel set name. * **Name**:\ Displays only the channel set name. * **Color Mode**:\ This switches the color readout between RGB and CMY. The default value is to follow the setting in the [User Profile](/grandma3/2-4/user_settings/#h2_989550839). The user profile setting is shown between ”<>”. * **Cue Only**:\ This defines if the cue only function is On/Off when editing values.[](/grandma3/2-4/cue_tracking/)This setting is valid for the Sequence Sheet in Track Sheet mode and Content Sheet. The Sequence Sheet can be in “Track Sheet” mode where the attribute values are shown and can be edited. Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/#h2__1270272113). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-4/cue_content_sheet/). * **Display Mode**:\ This is used to define what the pool object displays. It has the following options: * **Text and Symbol**:\ Both the text (name) and symbol are shown on the pool object if they are different than the default values and not empty. * **Text**:\ Only the pool object’s name is shown. If the pool object only has the default name, it is not shown. * **Symbol**:\ Only the symbol is shown. If no symbol is generated, then the pool object is empty. * **Auto**:\ This results in only the symbol being displayed if a symbol exists. Otherwise, the text (name) is displayed. * **Executors**:\ This is an On/Off button that shows or hides the executors. If executors are hidden and labels are shown, they look like the executor labels in the Playback Bar on the letterbox screens.This setting is valid for the Playback and Xkeys windows. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-4/executor/#h2__770195381). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-4/ws_playback_bar/). * **Feature Graphic**:\ This shows or hides a small graphic next to each feature in the sheets showing the features. * **Feature Sort**:\ This On/Off button activates feature sorting. The selected feature is moved before the other features in the sheets showing features. * **Fixed Target**:\ This setting defines the sequence a sheet displays if the **Link Type** is **Fixed**. Tapping this setting opens an **Assignment Editor** pop-up where a sequence can be selected. * **Fixture Appearance**:\ This defines how the appearance of the fixtures is shown in the sheets. There are three options: * **None**:\ The fixture appearance is not shown. * **Enabled**:\ The appearance of the fixture type is shown. * **Graphic**:\ The appearance is shown with a colored background to match the output. This is valid for the Fixture Sheet and Content Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-4/cue_content_sheet/). * **Fixture Graphic**:\ This defines which graphics are displayed in front of the name column in sheets showing the fixture graphic. Resizing the name column to a very small size will hide the graphic.\ This setting has the following options: * **None**:\ No graphic is shown. * **Flip**:\ Adds the flip indicator for fixtures with position attributes on the left side of the **Name** column. * **Simple**:\ Adds a simple square graphic indicating combined color and dimmer values next to the flip indicator in the **Name** column. * **Gobo**:\ Adds a gobo image on the simple graphic. It only displays the gobo of one gobo wheel at a time. Gobo wheels in ascending order define which gobo is displayed. For example, when Gobo 1 is set to open, then the gobo of Gobo 2 is displayed. * **Fixture Sort**:\ This On/Off button activates the sorting of fixtures. The fixtures are sorted in the selection order to the top or left hand side of the sheet showing the fixtures. * **Font Size**:\ This selects the font size in the window. It is a swipe button that opens a list of sizes from 10 to 32. There is also a **Default** property. The default is the same as size 18. * **Frame Readout**:\ This defines the frame readout for this window. It can be used to overwrite the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). * \*\*Follow Preview: \ \*\*When enabled and preview is disabled, then the live output is displayed. When both are enabled, then the preview output is displayed. When disabled, the live output is always displayed.  * **Labels**:\ This is an On/Off button that shows or hides the labels. This setting is valid for the Playback and Xkeys windows. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-4/executor/#h2__770195381). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-4/ws_playback_bar/). * **Layer:**\ This selects which layer is displayed in the window. It is a swipe button that opens a list of the layers. A special property is **Auto**. This property makes the window follow the selected layer in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Layer Toolbar**:\ This On/Off button shows or hides a [layer toolbar](/grandma3/2-4/ws_eb_encoder_toolbar/) at the bottom with the different Layers. * **Link Type**:\ This setting defines which sequence is shown in the sheet. \ There are three different link types. The options are: * **Fixed**:\ The sheet displays the information from a specific sequence. The selection is made in the Sheet Settings. Read about the **Fixed Target** setting above. It can also be set using the [Assign](/grandma3/2-4/keyword_assign/) and [Sequence](/grandma3/2-4/keyword_sequence/) keywords and tapping the sheet’s title bar. * **Selected**:\ The sheet displays information from the selected sequence. * **LastGo**:\ This automatically shows the latest sequence to receive one of the trigger commands (<<<, >>>, Go+, Go-, Goto, Load, On, Select, Top, Temp, Flash, Toggle On, Pause). This includes if the sequence is triggered from a running timecode recording. A sequence can be excluded from LastGo by turning Off the **Include Link Last Go** setting in the [Sequence Settings](/grandma3/2-4/cue_sequence_settings/). LastGo only shows sequences triggered by the same user profile. This is valid for the Sequence Sheet and the Content Sheet. The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-4/cue_content_sheet/). * **Merge Cells**: This allows to merge cells to show a value only once if the adjacent cell has the same value and belongs to the same feature or feature group. For instance, if all red, green, and blue values are “100”, then “100” are only shown once. * **None**:\ Cells are not merged. * **Feature**:\ The values of a feature are merged to only be shown once if the two or more adjacent values are the same. * **Feature Group**:\ The values of a feature group are merged to only be shown once if the two or more adjacent values are the same. * **Page**:\ This sets the executor page the window relates to. This setting is valid for the Playback window, command wing Bar window, and the Xkeys window. The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-4/executor/#h2__770195381). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-4/ws_command_wing_bar/). The Xkeys Window shows an on-screen version of the XKeys buttons and labels.\ Learn more in the [Playback Bar topic](/grandma3/2-4/ws_playback_bar/). * **Preset**:\ This defines how the preset information is displayed in the sheets. There are six properties which are different combinations of these three elements: * **ID**:\ Shows the ID number of the preset. * **Name**:\ Shows the name of the preset. * **Value**:\ Shows the values stored in the preset. This is valid for the Fixture Sheet, Sequence Sheet, and Phaser Editor. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/). The Phaser Editor is an editor that can be used to see, create, and edit Phaser information and values.\ Learn more in the [Phaser Editor topic](/grandma3/2-4/ws_command_wing_bar/). * **Readout:**\ This selects the value readout for fixture attributes. It is a swipe button that opens a list of readout types with the following options: * **Auto**:\ This makes the sheet follow the selected readout in the [Encoder Bar](/grandma3/2-4/ws_encoder_bar/). * **Natural**:\ Each attribute has a defined Natural readout. This is defined in the [Attribute Definition](/grandma3/2-4/patch_attribute_definitions/). Selecting this option will show the different readouts defined for the attributes. * **Percent**:\ This is a range from 0 to 100. * **PercentFine**:\ This is a range from 0.00 to 100.00. * **Physical**:\ This uses the physical range defined in the fixture type definition. * **Decimal8**:\ This is a decimal range from 0 to 255. * **Decimal16**:\ This is a decimal range from 0 to 65 535. * **Decimal24**:\ This is a decimal range from 0 to 16 777 215. * **Hex8**:\ This is a hexadecimal range from 00 to FF. * **Hex16**:\ This is a hexadecimal range from 0000 to FFFF. * **Hex24**:\ This is a hexadecimal range from 000000 to FFFFFF. * **Setup**:\ This changes the window into a setup mode, where the content or setup of the window elements can be manipulated. * **Sheet Mode**:\ The sheet mode changes how the sheets look. There are four different modes: * **Fixture**:\ This shows a matrix with the fixtures in rows and the attributes in columns. * **Channel**:\ This shows the fixtures as tiles with the dimmer attribute. * **Dimmer+**:\ Looks similar to the **Channel** mode. However, it additionally displays the attributes of the selected feature group. Vertical gray separators are displayed when there is a jump in IDs and when the IDType changes for fixtures that do not have a fixture ID. This mode can display the **Fixture Graphics**, but does not display the **Feature Graphics**. * **Sheet/Filter**:\ Similar to **Dimmer+**. However, it displays all attributes unless there is a defined filter in the **Mask** tab of the sheet settings. This setting is valid for the Fixture Sheet and the Content Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Content Sheet shows the cue content. It can show the current, previous, next, or specific cue. The sheet also displays the attribute values, which can be edited in the sheet.\ Learn more in the [Content Sheet topic](/grandma3/2-4/cue_content_sheet/). * **Show Grand Master**:\ This shows or hides the Grand Master section in the window. This is valid for the Custom Master Section window, command wing Bar window, and Encoder Bar window. The Custom Master Section is a window that shows on-screen versions of the two custom areas, the master area, and the grand master knob. It also shows the labels for these elements.\ Learn more in the [Special Executors topic](/grandma3/2-4/ws_command_wing_bar/). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-4/ws_command_wing_bar/). The Encoder Bar window shows on-screen versions of the encoder bar. It can be useful to create custom interfaces.\ Learn more in the [Encoder Bar topic](/grandma3/2-4/ws_encoder_bar/). * **Show Master Area** or **Show Master Section:**\ This shows or hides the Master area in the window. This is valid for the Custom Master Section window and command wing Bar window. The Custom Master Section is a window that shows on-screen versions of the two custom areas, the master area, and the grand master knob. It also shows the labels for these elements.\ Learn more in the [Special Executors topic](/grandma3/2-4/ws_command_wing_bar/). The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-4/ws_command_wing_bar/). * **Show Title Bar / Title Bar**:\ This shows or hides the window’s title bar. It is On by default. If it is Off, then the title bar can be shown temporarily by pressing both MA keys in the control area. In grandMA3 onPC, the title bar can be temporarily shown by pressing Ctrl + Alt on Windows and Ctrl + Option on Mac. This is valid for Clock Viewer, Encoder Bar window, and Layout Viewer. The Clock Viewer shows the time. It can be the system time, the time of a timezone, the timer of a timer, or timecode slot.\ Learn more in the [Clock viewer topic](/grandma3/2-4/si_clock/). The Encoder Bar window shows on-screen versions of the encoder bar. It can be useful to create custom interfaces.\ Learn more in the [Encoder Bar topic](/grandma3/2-4/ws_encoder_bar/). The Layout Viewer shows a layout. The shown layout can follow the selected layout or always show a specific layout.\ Learn more in the [Layout topics](/grandma3/2-4/layouts/).[](/grandma3/2-4/si_clock/) * **Speed**: This sets how the speed value is displayed. It has the following options: Auto (following the User Profile setting), Hertz, BPM (Beats Per Minute), and Seconds. This setting is valid for the Fixture Sheet and Phaser Editor. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Phaser Editor is an editor that can be used to see, create, and edit Phaser information and values.\ Learn more in the [Phaser Editor topic](/grandma3/2-4/ws_command_wing_bar/). * **Step:**\ This selects which step to display. Steps are used with [Phasers](/grandma3/2-4/phaser/). It is a property input button that opens a calculator pop-up. This setting is valid for the Fixture Sheet and Sequence Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/). * **Time Format**:\ This defines the time format for the windows. This can be used to select a different format than the default set in the [user profile](/grandma3/2-4/user_settings/#time_frame_readout). This setting is valid for the Fixture Sheet and Sequence Sheet. The Fixture Sheet is a window that shows all the patched fixtures that have an ID. It has different modes that can use different versions of the attribute values for each fixture.\ Learn more in [Fixture Sheet topic](/grandma3/2-4/operate_fixture_sheet/). The Sequence Sheet shows the cues in a sequence and all the settings related to cue transition. It also has a mode called Track Sheet that shows the attributes values in the cues.\ Learn more in the [Sequence Sheet topic](/grandma3/2-4/cue_sequence_sheet/). * **Transpose:**\ This On/Off button flips the columns and rows in windows. * **View Mode**:\ The view mode defines how the different data and information are displayed in the view. The view mode can be changed in the settings or the title bar of the window. The Agenda Viewer has the following view modes: Sheet, Year, Month, Week, and Day.\ The Phaser Editor has the following view modes: Auto, 2D, 1D, and Sheet.\ The Sound Viewer has the following view modes: Wave, Sound, and Beat.\ The Timecode Viewer has the following view modes: Text, Timeline, and Both. * **Wing ID:**\ This defines which wing the window displays. Tap this setting to open a small **Select WingID** pop-up where the desired wing can be selected. This setting is valid for the command wing Bar window and Playback window. The command wing Bar is a window that shows labels matching the grandMA3 onPC command wing hardware. It can also be helpful when using the grandMA3 onPC on a single FullHD monitor.\ Learn more in [command wing Bar topic](/grandma3/2-4/ws_command_wing_bar/). The Playback Window shows on-screen executors and their labels.\ Learn more in [Executors topic](/grandma3/2-4/executor/#h2__770195381). | | | | ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | Showing a window that has the **Show Title Bar** setting in a true full-screen version can be achieved by hiding all other visual elements on the screen using the [Configure Display pop-up](/grandma3/2-4/ws_ui_display_configuration/) and then turning Off the Show Title Bar setting for the window. | *** ## Mask [Section titled “Mask”](#mask) All sheets (fixture, sequence, content, and DMX sheet) and the layout viewer have a mask tab in the window settings. All settings offer different options to show or hide information in the window and how content is sorted.  ![Update this description text.](/img/grandma3/2-4/popup_fixture-sheet-settings_mask_v2-3-37f020.png) *Fixture Sheet Settings - Mask tab* The following is a list of the settings that are shared between two or more windows: * \*\*Group By ID Type:\ \*\*This organizes the sheet by ID type, grouping together fixtures with the same ID type.  * **Show Fixture Name:\ **This shows the name of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture** in the fixture sheet.**** In the sequence sheet this setting is only relevant when Track Sheet is enabled.  * \*\*Show ID Type:\ \*\*This shows the ID Type of the fixtures on the sheet. This setting is only relevant when the **Sheet Mode** is different than **Fixture**. * \*\*Show Notes:\ \*\*This On/Off button shows or hides the notes for the selected cue at the bottom of the sheet. Read more about it in the [Notes topic](/grandma3/2-4/notes/). * \*\*Sorted By:\ \*\*This defines how the sheet is sorted. The two options are:  * **FID:**\ The sheet is sorted by FID. * \*\*CID: \*\*\ The sheet is sorted by CID. *** ## Mask Buttons [Section titled “Mask Buttons”](#mask-buttons) For all sheets, use the Mask Buttons tab to assign filters and worlds for [Sheet Masking](/grandma3/2-4/worldfilter_filter_rules/) and filtering content of the sheet.  ![Update this description text.](/img/grandma3/2-4/window_settings_mask_buttons_tab_v2-3-e6036e.png) *Fixture Sheet Settings - Mask Buttons tab* These are the settings of the Mask Buttons tab: * **Mask 1-16**:\ This displays the assigned object for sheet masking. Tapping a sheet mask button, for example Mask 1, opens the Assignment Editor.  * **Mask Toolbar**: \ This enables the Mask Toolbar in the sheet. To display the mask toolbar in the sequence sheet, Track Sheet must be enabled.  *** ## Pool Settings [Section titled “Pool Settings”](#pool-settings) Most pools have the same few settings. Some pools might have extra settings. The Group and Preset pools have three extra settings regarding the colored bar above each pool object. The [Smart window](/grandma3/2-4/operate_smart/) behaves much like a pool and shares most of the pool settings. ![](/img/grandma3/2-4/popup_pool-window-settings_v2-4-e318cc.png) *General pool window settings* These are the common settings for pools: * \*\*First Index:\ \*\*This defines where a new pool object should be stored. When set to **Default** the new pool object gets stored to the first empty slot. Set a value between **1 - 9999** to define where a pool object should be stored.  An individually defined index is indicated by an \*\*>=x \*\*in the top left corner of the corresponding pool.  To store an object to the slot set in Store From, use Store without a specific number: Store \[Pool] Please Only exception are Preset Pools. The number followed by “Preset”, indicates the preset pool. For example, to store a dimmer preset using the Store From setting, type: | | | | ------------------------------------------------------------------ | ----------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]> Store Preset 1 | * **Show Empty**:\ This toggle button can hide or show empty pool objects. * **Appearance**:\ This sets which appearance is applied behind the pool objects. * **Pool Columns**:\ This defines the width for the pool objects. It does not change the size of the window. It defines how many columns of pool objects are in the window. If the window is wider than the number of columns, then the extra space is displayed as black (default color). If the window is smaller than the number of columns, the pool window can be scrolled horizontally. If the pool has a set width, then there is an icon (![](/img/grandma3/2-4/icon_pool-limited_12_v2-0-71e0d7.png)) in the upper right corner of the title field.\ The **Not Defined** value dynamically sets the width to match the window size even when the window is resized.\ The **Take Current Width** sets the width to match the current size of the window. It does not dynamically change if the window is resized. * **Font Size**:\ This sets the font size property from 10 to 32. There is also a default property. This is the same as size 18. This simply changes the font size on the pool objects. * **DataPool** (only available for some pools):\ This defines what data pool the pool window shows data from. This makes it possible to have pools showing objects from different data pools. For instance, a group pool window from the default data pool can be shown next to a different group pool window showing groups from a different data pool.    The data pool number is shown in the lower right corner of the pool title button. The number is only shown if the pool window supports showing different data pools and if there is more than one data pool in the show. ![](/img/grandma3/2-4/img_pool-title-buttons_data-pool-indicator_v1-9-3-b56de2.png) Two group pools with different data pools * **Pool Color**:\ This is the color for the title button in the pool. * **Empty Color**:\ This color is applied to empty pool objects. * **Reset Colors**:\ This resets the colors to the colors in the default color theme. * \*\*Use Object Action:\ \*\*This defines if the selected object action is executed instead of the selected pool action. Pool windows with Use Object Action enabled, are marked with a (![](/img/grandma3/2-4/icon_clicking_hand_14_v2-3-5b5382.png)). Pool objects indicate the selected object action setting with a light grey icon in the foreground of the object. If the object action is set to **None**, there is a gray overlay on top of the pool object. Preset and group pools also have: * **For All**:\ This color is used when the preset can be used by all of the selected fixtures. * **For Some**:\ This color is used when some of the selected fixtures can use the preset. - **For None**:\ This color is used when the preset is not usable by any of the selected fixtures or when none of the selected fixtures are in the group. Tapping one of the color settings opens an **Edit Color** pop-up. The buttons in the title bar are the same as the ones for other window settings - read above. *** ### Default Pool Action [Section titled “Default Pool Action”](#default-pool-action) This defines the default action executed when a pool object is tapped without a (relevant) keyword in the command line.\ Pools can have some of the following actions (the available actions depend on the type of pool): * **At** (![Update this description text.](/img/grandma3/2-4/icon_at_preset_v2-2_15px-1fa869.png)):\ When there is no selection in the programmer, tapping a preset does nothing. When the programmer has a selection, tapping it calls the preset into the programmer. * **Call**(![](/img/grandma3/2-4/icon_small_call_12_v2-1-c62bb2.png)) - default action for filters:\ This action calls the tapped pool object. * **SelFix/At** (![](/img/grandma3/2-4/icon_selfix_at_v2-2_15px-eb32f8.png)) - default action for presets:\ When there is no selection in the programmer, tapping a preset will select the fixture that can use the preset. Tapping it again calls the preset into the programmer.\ When the programmer has a selection, tapping a preset the first time will call the preset into the programmer. * **SelFix/Extract** (![](/img/grandma3/2-4/icon_selfix_extrakt_v2-2_15px-5929bb.png)):\ This value acts similarly to SelFix/At, but instead of calling the preset reference into the programmer, the values will be called extracted into the programmer. * **Select** (![](/img/grandma3/2-4/icon_execute_select_15_v1-9-2f7c57.png)) - default action for sequences:\ Tapping the pool object selects it. * **Toggle** (![](/img/grandma3/2-4/icon_small_execute_toggle_10_v1-9-afea79.png)):\ Tapping a pool object activates it or switches it off, depending on its current state. * **Go+** (![](/img/grandma3/2-4/icon_small_execute_go_10_v1-9-9f318d.png)):\ Starts playback of the pool object or goes to the next cue in the sequence. * **Flash** (![](/img/grandma3/2-4/icon_small_execute_flash_10_v1-9-a54ae9.png)):\ Flashes a pool object as long as it is tapped. Flash ignores fade times. * **Temp** (![](/img/grandma3/2-4/icon_small_execute_temp_10_v1-9-1175e9.png)):\ Plays back a pool object as long the pool object is pressed. Temp respects the fade times. * **Top** (![](/img/grandma3/2-4/icon_top_15_v2-3-01ecde.png)):\ Restarts the timecode pool object at the beginning. * **Pause** (![](/img/grandma3/2-4/icon_playback_pause_15_v1-9-c22421.png)):\ Pauses the timecode pool object. Tap again to play it back.  * **Off** (![](/img/grandma3/2-4/icon_off_15_v2-1-3efcdb.png)):\ Stops the recording of the timecode pool object and pauses it when it is played back.  * **Goto** (![](/img/grandma3/2-4/icon_goto_v2-1-096e62.png)):\ Opens a pop-up to play back a specific cue from the sequence pool object.  * **Load** (![](/img/grandma3/2-4/icon_load_15_v2-1-01a94e.png)):\ Opens a po-up to load a specific cue from the sequence pool object.  * \*\*None \*\*():\ No action is triggered when tapping on the pool object.  A small icon in the upper right corner of the pool title object indicates the default action. ![](/img/grandma3/2-4/img_pool-actions_v1-9-3-8ff550.png) Pools with default pool actions *** ## Save and Load Preferences [Section titled “Save and Load Preferences”](#save-and-load-preferences) Setting preferences can be stored and loaded for each window and pool. These preferences are stored in the user profile. This means that exporting and importing a user profile includes these preferences. Tapping Save opens a **Save Preferences** pop-up: ![](/img/grandma3/2-4/popup_save-preference_v1-5-0e7530.png) *Save Preference pop-up* ### Save a New Preference [Section titled “Save a New Preference”](#save-a-new-preference) 1. Open the **Settings** pop-up. 2. Tap Save in the settings title bar. 3. Tap Insert new \[Type] (this button changes a little for each window, and the type shows what type of settings are being inserted). 4. Edit the name field and give it a name. 5. Tap Save in the preference pop-up. | | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/tip_gray-639af3.png) | **Hint:** | | | When saving a new preference, no preference exists yet, and the focus is on “New …”, it is enough to tap Save to save the preference. | ### Update the Preference [Section titled “Update the Preference”](#update-the-preference) 1. Open the **Settings** pop-up. 2. Tap Save in the settings title bar. 3. Tap the desired preference in the list. 4. Tap Save in the preference pop-up. ### Load a Preference [Section titled “Load a Preference”](#load-a-preference) ![](/img/grandma3/2-4/popup_load-preference_v1-5-8a2507.png) *Load preference pop-up* 1. Open the **Settings** pop-up. 2. Tap Load in the settings title bar. 3. Select the desired preferences. 4. Tap Load in the preference pop-up to confirm. # Store and Recall Views > The arrangement of windows is called a View. Views are stored in a View Pool. The pool can be created as a window. The arrangement of windows is called a **View**. Views are stored in a **View Pool**. The pool can be created as a window. ![](/img/grandma3/2-4/window_views-pool_v2-0-16c6dd.png) *View pool window* Views can be assigned to **View Buttons** and **Executors**. ViewButtons are located in the View Bar. The view bar is usually located on the right side of screens. View bars can be shown or hidden and they can be on the right side or the top of screens. Learn more in the [View Bar and View Button Topic](/grandma3/2-4/ws_ui_view_bar_and_buttons/). Executors are handles used to control other objects. They are often used to control sequences, but they can control other objects. For instance, calling different views. Learn more in the [Executor topic](/grandma3/2-4/keyword_executor/). ## []()Store Views [Section titled “Store Views”](#store-views) A view is stored using the standard store syntax and the [View keyword](/grandma3/2-4/keyword_view/). This means it is possible to use the keys, keys in combination with buttons on the screens, or the command line. Storing a view opens the **Store View Options** pop-up. ![](/img/grandma3/2-4/popup_store-view-options_v2-0-91c19f.png) *Select what screens to store in a view.* This is used to directly label the view and select which screens should be stored in the view. Each screen has a button that can be turned On or Off. The last touched screen is selected as a default. There are two buttons at the bottom that give fast access to select All or None of the screens. Tap OK to store the window arrangement of the selected screens or press Please to confirm the options. It is also possible to store a screenshot of the view if a single screen is selected. This can automatically be created by toggling the screenshot button (![](/img/grandma3/2-4/icon_screenshot_15_v2-0-cf14ce.png)). Activating the screenshot function automatically creates an image, which is assigned to an appearance, which in turn is assigned to the view pool object. It also removes the text label. A label can be added again. This will be on top of the image. View number 17, in the image above, has a screenshot. If a view has stored information about two or more screens, then there is an icon on the view pool object indicating the relevant screens in a brighter color than the others in a grid matching the screen grid in the Store View Options pop-up. View number 20, in the image above, has stored windows for Internal 1 and 2. If the command line is used, the screens can be specified using the [/Screen option keyword](/grandma3/2-4/ok_screen/). For more information, please read the [Store keyword](/grandma3/2-4/keyword_store/) and [View keyword](/grandma3/2-4/keyword_view/) topics.  ### Store Using Keys [Section titled “Store Using Keys”](#store-using-keys) 1. Press Store. 2. Press and hold MA while pressing X7 | View.\ This puts the [View keyword](/grandma3/2-4/keyword_view/) in the command line. 3. Use the numeric keys to type the view number. 4. Execute the command by pressing Please. 5. Select the desired screens in the pop-up and press Please to confirm the options. If point 3 is skipped (not adding a number), the first available view in the pool is stored.   ### Store Using a Combination of Keys and Touch Screens [Section titled “Store Using a Combination of Keys and Touch Screens”](#store-using-a-combination-of-keys-and-touch-screens) **Requirement:** * A visible **View Pool** on one of the screens. To store a new view: 1. Press Store. 2. Tap an available pool object in the view pool to create a new view or one of the existing pool objects to overwrite the existing view. 3. Select the desired screens in the pop-up and tap OK to confirm the options. The last touched object (the object with the white frame) can be labeled if you start typing on the keyboard. Any of the labeling methods described in the [Label Pool Objects](/grandma3/2-4/wvm_pool_label/) topic can also be used. ### Store Using Command Line [Section titled “Store Using Command Line”](#store-using-command-line) Storing using the command line is very simple. The two keywords needed are [Store](/grandma3/2-4/keyword_store/) and [View.](/grandma3/2-4/keyword_view/) For example, storing the window arrangement on screens 1 and 2 as view 15 with the “layout” label: | | | | ------------------------------------------------------------------ | -------------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Store View 15 “layout” /Screen “1,2” | See more in the [View keyword](/grandma3/2-4/keyword_view/) topic. ## []()Store a View Directly on a View Button [Section titled “Store a View Directly on a View Button”](#store-a-view-directly-on-a-view-button) A new view can be stored on a **[View Button](/grandma3/2-4/ws_ui_view_bar_and_buttons/)**. This creates a view in the view pool and immediately assigns it to the view button. 1. Press Store. 2. Tap a view button. 3. Select the desired screens in the pop-up and tap OK to confirm the options. \- OR - 1. Press and hold a view button until the pop-up appears. 2. Select the desired screens in the pop-up and tap OK to confirm the options. Now, there is a new view in the pool, and it is assigned to the view button. Any of the [described label functions](/grandma3/2-4/wvm_pool_label/) can be used with the view buttons.   ## []()Assign Existing View to a View Button [Section titled “Assign Existing View to a View Button”](#assign-existing-view-to-a-view-button) The above method is for creating a new view and having it available on a view button. Existing views can also be assigned to the view buttons. Again, there are three primary ways to do it: Keys, keys and screens, and command line. ### Assign View Using Keys [Section titled “Assign View Using Keys”](#assign-view-using-keys) 1. Press Assign. 2. Press and hold MA while pressing X7 | View once. 3. Use the numeric keys to type the view number. 4. Press At. 5. Press and hold MA while pressing X7 | View twice (this gives the [ViewButton](/grandma3/2-4/keyword_viewbutton/) keyword). 6. Use the numeric keys to type the view button number. 7. Execute the command by pressing Please. **Example:** To assign view four at view button seven on screen number one, the following key presses are needed: Assign MA + X7 | View 4 At MA + X7 | View MA + X7 | View 1 . 7 Please This is the command result: | | | | ------------------------------------------------------------------ | --------------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign View 4 At ViewButton 1.7 | ### Assign View Using Keys and Screens [Section titled “Assign View Using Keys and Screens”](#assign-view-using-keys-and-screens) **Requirement:** * A visible **View Pool** on one of the screens and visible view buttons. To assign a view: 1. Press Assign. 2. Tap the desired view in the view pool. 3. Tap the desired view button. ### Assign View Using the Command Line [Section titled “Assign View Using the Command Line”](#assign-view-using-the-command-line) The [Assign](/grandma3/2-4/keyword_assign/), [View](/grandma3/2-4/keyword_view/), and [ViewButton](/grandma3/2-4/keyword_viewbutton/) keywords are needed for this command. Assign View \[“View\_Name” or View\_Number] At ViewButton \[“Display\_Name” or Display\_Number].\[ViewButton\_Number]   ## []()Assign Existing Views to an Executor [Section titled “Assign Existing Views to an Executor”](#assign-existing-views-to-an-executor) Existing views can be assigned to executors. Again, there are three primary ways to do it: Keys, keys and screens, and the command line. ### Assign View Using Keys [Section titled “Assign View Using Keys”](#assign-view-using-keys-1) When objects are assigned to executors on a specific page using the keys and command line, then the object needs to be assigned to the child of the page using the [Page](/grandma3/2-4/keyword_page/) keyword. The executors are children of the page. If the object needs to be assigned to executors on the active page, it can be assigned to the executor using the [Executor](/grandma3/2-4/keyword_executor/) keyword. 1. Press Assign. 2. Press and hold MA while pressing X7 | View once. 3. Use the numeric keys to type the view number. 4. Press At. 5. Press and hold MA while pressing X16 | Exec once. 6. Use the numeric keys to type the executor number (executor on the active page). 7. Execute the command by pressing Please. **Example:** To assign view 9 at executor  X1 | Clone (executor 291) on executor page 3, the following key presses are needed: Assign MA + X7 | View 9 At MA + X15 | Page 3 . 2 9 1 Please This is the command result: | | | | ------------------------------------------------------------------ | ----------------------------------------------- | | ![](/img/grandma3/2-4/icon_commandline-input_logo_v2-0-a59235.png) | User name\[Fixture]>Assign View 9 At Page 3.291 | ### Assign View Using Keys and Screens [Section titled “Assign View Using Keys and Screens”](#assign-view-using-keys-and-screens-1) **Requirement:** * A visible **View Pool** on one of the screens and access to executors. To assign a view: 1. Press Assign. 2. Tap the desired view in the view pool. 3. Tap the desired executor. ### Assign View Using the Command Line [Section titled “Assign View Using the Command Line”](#assign-view-using-the-command-line-1) The [Assign](/grandma3/2-4/keyword_assign/), [View](/grandma3/2-4/keyword_view/), and [Page](/grandma3/2-4/keyword_page/) or [Executor](/grandma3/2-4/keyword_executor/) keywords are needed for this command. Assign View \[“View\_Name” or View\_Number] At Executor \[“Executor\_Name” or Executor\_Number] Assign View \[“View\_Name” or View\_Number] At Page \[“Page\_Name” or Page\_Number].\[Executor\_Number] ## []()Recall Views [Section titled “Recall Views”](#recall-views) Stored views are recalled to load the view. If a view is recalled without specifying a destination (which screen should the view be recalled to), then it, by default, opens on the screen where it was stored. The destination can be set using the /Screen preference. See the example below and learn more in the [View keyword](/grandma3/2-4/keyword_view/) topic. If the view is stored with two or more screens, then the views are always recalled on the stored screens. When the view is assigned to a view button, then pressing the view button recalls the view on the same screen as the view button. Tapping a view in the pool recalls the view on the same screen as the tapped view pool. Pressing an executor to recall a view uses the default behavior described above. If a view is recalled using the command line without specifying a destination, it is recalled on the screen where the command line has focus (the command line can be on several screens). Specifying a destination in the command line overrides this default behavior. (Call) View \[“View\_Name” or View\_Number] (Call) View \[“View\_Name” or View\_Number] /Screen “\[Screen\_Number]“ ## []()Update Views [Section titled “Update Views”](#update-views) A view is updated simply by storing it again and overwriting the existing view. This can be done directly in the view pool or on the view button using the methods described above. ## Edit a View Object [Section titled “Edit a View Object”](#edit-a-view-object) A view object can be edited. This opens the View Editor. ![](/img/grandma3/2-4/popup_edit-view_v2-0-f614ec.png) This editor has a table view with each window as a row and all the different settings for the windows in columns. The window objects (called “ViewWidget”) can be unfolded by tapping the white arrow. This exposes all the settings for the window. At the top of this editor, the settings can be visible (like in the example above). This has the standard settings for Name, Scribble, Appearance, Note, and Lock. There are also three settings specific to the views. The **ScreenContentMask** is a numeric representation of which screens are stored in the view. Tapping this opens a small **Edit Screen Content Mask** pop-up. ![](/img/grandma3/2-4/popup_edit-screen-content-mask_v2-0-915f7f.png) This is similar to the screen grid from the **Store View Options** pop-up. The **RequestedW** and **RequstedH** settings define the size this view would like the screen to have. Selecting a window in the list and tapping Edit in the bottom bar opens the relevant window settings pop-up. # Title Bar Configuration > Many windows with a title bar can edit the arrangements of the buttons in the title bar. Many windows with a title bar can edit the arrangements of the buttons in the title bar. These settings follow the user profile so that different users can have different default preferences. The setting is also stored with the view. For instance, a view can have several fixture sheets with some buttons in one window and others in a different window. The title bar buttons can be edited in the window settings. Open the settings by tapping the MA logo in the upper left corner. The settings title bar has an Edit Title Bar. Toggling this On changes how the setting pop-up works and looks. ![](/img/grandma3/2-4/img_fixture-sheet_edit-title-bar_v2-1-76b9d3.png) Fixture Sheet Setting with Edit Title Bar On Some settings can have a button in the title bar. These settings can be toggled to **Yes** in the different tabs in the setting pop-up. The number on the lower right side of the settings shows the order of the button counting from right to left. The latest activated button will have the highest number and be on the left side in the title bar. The green number in the tab displays how many settings are set to **Yes** out of the possible settings in the tab. For instance, “3/13” is three out of 13 possible settings with a button in the title bar. Turning the edit mode On also adds an extra tab called Title Buttons. ![](/img/grandma3/2-4/title_buttons_v-2-2-735360.png) Title Buttons tab This tab is split into two sides. The left side lists all the active title bar buttons. The Selected button can be moved up or down using the arrow buttons on the left side. The selected button can also be deleted by tapping the ![](/img/grandma3/2-4/icon_trash_15_v1-9-fb772b.png) icon. The top button is on the right side of the title bar. The right side of this tab has two buttons. Load Defaults loads the default button configuration for the window. Delete All delete all the buttons from the title bar. # XYZ > Fixtures can be programmed using XYZ values instead of PanTilt values. Fixtures can be programmed using XYZ values instead of PanTilt values. This offers some advantages over standard PanTilt programming. For instance, when fixtures move from one position to another, they do it in a straight line from position A to B when using XYZ values. When using PanTilt, the fixtures fade from DMX value A to B, this means that two fixtures often do not follow the same path. XYZ values can, just like PanTilt, be relative and absolute. PanTilt values can be mixed with XYZ values in a sequence. All combinations of PanTilt and XYZ, and absolute and relative, are supported. When XYZ position parameters are added, a Distance attribute is also added. Distance is connected to Pan and Tilt. Pan and Tilt values can, in combination with a Distance (from the fixture) and the fixture’s known position, be calculated into XYZ position information. And vice versa.  | | | | ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | When mixing absolute PanTilt with relative XYZ, the value of the Distance attribute in the PanTilt feature is important. This value defines where the relative XYZ values are added. | Calling XYZ presets with absolute values or hard values in the absolute layer knocks out absolute PanTilt values. The same is true with relative values. Absolute PanTilt values can be combined with relative XYZ values and vice versa. When knocking in attributes of one position type (PanTilt or XYZ) while the other one has active values in the programmer or is played back, the values will be converted to the knocked-in position type and converted to match the same position on stage. If several playbacks with values for both positioning systems run, Pan, Tilt, and Distance will be knocked in. If the position feature group is knocked in while a transition from one system to the other is happening, Pan, Tilt, and Distance will be knocked in. On FeatureGroup “Position”.”XYZ” knocks in all XYZ attributes, while On EncoderPage “Position”.2 will knock in only the attributes that are currently on this encoder page (in most cases, this will be X, Y, Z, and Flip). The **OffWhenOverriden** setting of sequences turns off playbacks with relative PanTilt when relative XYZ is played back, and vice versa. ## XYZ Attribute Range [Section titled “XYZ Attribute Range”](#xyz-attribute-range) The absolute XYZ attributes range from 0 to 100 % of the space they use. The relative XYZ attributes range from -100 to 100% of the space they use. The default space for the absolute values is the default stage space volume. Read about stage spaces in the [Stages topic](/grandma3/2-4/patch_stage/). The physical readout of the XYZ attributes displays the values in meters of the stage (when MArker is set to 0) or of the size of the target space of the selected MArker fixture. Turning the encoders of the XYZ attributes by one click in the encoder resolution Coarse changes the value in physical readout and natural readout by 1 meter. The other encoder resolutions and encoder factors are also based on this size. When a MArker fixture is set up on the relative layer for the MArker attribute, the relative XYZ values are relative to the movement space of the MArker fixture. When a fixture does not have XYZ values active in the programmer or played back, activating the MArker attribute will set the values for XYZ in the programmer to 0. When the value of the MArker attribute on the relative layer is 0, the absolute MArker value will be used. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | XYZ needs to be activated for fixtures that want to use MArker fixtures. See the [MArker Fixture topic](/grandma3/2-4/xyz_marker/) for more information about this special fixture. | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Activating XYZ for Fixture Types](/grandma3/2-4/xyz_activate/) * [MArker Fixture](/grandma3/2-4/xyz_marker/) # Activating XYZ for Fixture Types > XYZ needs to be activated for a fixture type to get access to the XYZ attributes. XYZ needs to be activated for a fixture type to get access to the XYZ attributes. | | | | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | Turning On XYZ adds extra virtual parameters for each fixture using the fixture type mode. These extra virtual parameters do not count against the parameter limit, but they are shown in the [System Info window](/grandma3/2-4/si_system_info/). | XYZ is turned on in the Fixture Type Editor. 1. Press Menu. 2. Tap Patch. 3. Tap Fixture Types in the menu on the left. 4. Select the fixture type that needs XYZ. 5. Tap Edit in the menu at the bottom. 6. Edit the XYZ cell for the desired DMX Mode so it says “Yes”. 7. Close the editor and the patch and save the changes. Now, XYZ can be used for the selected fixture type mode. XYZ is activated for the selected fixture type mode. So make sure it is activated for the mode that is used. # MArker Fixture > A fixture type called MArkerrom the manufacturer MA Lighting is part of the fixture library for the MA source. A fixture type called **MArker** from the manufacturer MA Lighting is part of the fixture library for the MA source. A MArker is a virtual fixture, that allows operating (for instance, moving around or rotating) objects such as fixtures, actors, or stage props in the 3D stage environment. Learn more about this in the [3D window](/grandma3/2-4/patch_3d_viewer/). It can also function as a target for XYZ-enabled fixtures. Learn how to activate XYZ in the [Activating XYZ for Fixture Types topic](/grandma3/2-4/xyz_activate/). MArker fixtures have a **Target Space** in the Stage. The **Space** defines the volume around the MArker. This space is also the boundary for X, Y, and Z attribute values for the fixtures pointing to the MArker. For instance, if the target space is 2 meters wide on the X-axis, then a fixture pointing to this MArker can move inside this 2-meter wide space volume. Setting the X attribute to 0 will move the fixture to the minimum X position in the MArkers target space. The default size for a target space is 200 meters on the X and Z axes (very much bigger than the default stage space). Moving MArker fixture also has a Movement Space. This defines the space volume in which the MArker fixture can be moved. The default values for this space are also 200 meters in X, Y, and Z. Read more about the spaces in the [Stage topic](/grandma3/2-4/patch_stage/). ## MArker as an Object Mover [Section titled “MArker as an Object Mover”](#marker-as-an-object-mover) For each object or group of objects that shall be moved separately, a MArker fixture needs to be added to the patch in the **Moving** mode. As soon as a MArker fixture is patched, other patched fixtures can be added as children of the MArker. After applying these changes to the patch, the MArker fixture can be operated like any other fixture in the show. The MArker fixture provides these attributes: * X, Y, and Z are used to move the MArker and all its children together along the corresponding axes. * Rot X, Rot Y, and Rot Z rotate the MArker and all its children together around the corresponding axes. These attributes are located within the features XYZ and Rotation within the feature group Position in the encoder bar. Select the MArker fixture and turn the encoders for the described attributes in order to see the MArker and its children moving around in the 3D window. The children of a MArker are always moved around relative to the position set up of the MArker itself. This means that if the fixtures are already at a height of 5 meters and then attached to a MArker that is at a height of 0 meters, then the MArker needs to move below zero to move the fixtures below 5 meters. | | | | ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | A MArker fixture needs to have a DMX address patched in order to be able to see its changes within the 3D window. | ## MArker as a Target [Section titled “MArker as a Target”](#marker-as-a-target) The MArker fixtures can be a target for other fixtures that are XYZ enabled. Read about activation in the [Activate XYZ for Fixture Types topic](/grandma3/2-4/xyz_activate/). The MArker fixtures need to have the MArker IDType in the patch and a CID number. The MArker fixtures can be of the Moving or Still mode. Still markers can be positioned using the patch or any other method described in the [Position Fixtures in the 3D Space](/grandma3/2-4/patch_position_fixtures/) topic. Still MArkers are meant to be used for positions in the 3D space that do not move around. Moving MArkers are meant to be used with positions that can move in the 3D space. The fixtures with XYZ enabled have a MArker attribute. Giving this attribute a number makes the fixture point to the MArker fixture with the matching number. Moving the MArker, makes the light fixtures pointing at the MArker move the beams to match the MArker fixtures’ position. If the light fixtures pointing to MArker fixture, are be moved using a different MArker fixture while pointing to a MArker, then the light fixture will try to keep the light beam pointing to the MArker. ## Moving the MArkers by a Tracking System [Section titled “Moving the MArkers by a Tracking System”](#moving-the-markers-by-a-tracking-system) The input of PSN trackers can be linked to moving MArkers. This allows moving around the MArker and its children via an external tracking system. To do so, set up the number of markers needed, and add the desired children to them within the grandMA3 software. Then set up the PSN system and configure the [PSN input](/grandma3/2-4/remote_inputs_psn/) within the grandMA3 software. Within the PSN menu, the columns called IDType and ID allows entering the MArker IDType and ID of the MArker fixture that shall be linked to the input of each tracker. The column DMX Priority defines at which level of the grandMA3 playback priorities the PSN data shall be processed. This allows overwriting the input of the PSN system by using a sequence with a higher priority if needed. | | | | ------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ![](/img/grandma3/2-4/important_gray-89eed8.png) | **Important:** | | | The DMX universes the marker fixtures are patched to which are receiving data from PSN trackers need to be set to the [merge mode Prio](/grandma3/2-4/patch_dmx_universe/). | # MA Network Switch ![](/img/network/12_ma_network_switch_user_manual-f97115.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Introduction](/network/key_introduction/) * [Device Overview](/network/key_device_overview/) * [First Steps](/network/key_first_steps/) * [Display Navigation](/network/key_display_navigation/) * [Ports / Groups](/network/key_ports_groups/) * [Presets / Filters](/network/key_presets_filters/) * [General Settings](/network/key_general_settings/) * [Specifications](/network/key_specifications/) * [Support](/network/key_support/) * [Glossary](/network/key_glossary/) # Access the Web Interface > Follow these steps to access the web interface of the MA Network Switch. Follow these steps to access the web interface of the MA Network Switch. **Requirements:** * Power (indicated by a green power LED) * Hardware connection between the MA Switch and a computer (indicated by a green or an orange blinking link LED) 1\. Open the **web browser**.\ 2\. Type the **switch IP address** in the address bar. **Hint:**\ The IP address is displayed in the front end display in the upper right corner. The username and password dialog box opens. 3\. Use **administrator** as the username.\ 4\. Use **admin** as the password for the first time. **Important:**\ We recommend to [change the password](/network/key_change_password/) after the first login. The status page of web interface opens. ![](/img/network/img_start-screen_v3-4-153257.png) *Web interface of MA Network Switch* # Apply Filters to Ports > Instead of apply presets to ports you can also apply filters to ports. Instead of [apply presets to ports](/network/key_assign_presets_to_ports/) you can also apply filters to ports. If a filter is set to allow, all other network packets not matching this filter, will be blocked\*\*.\*\* **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1\. Click **Edit Presets**. 2\. Scroll down to the end of the page and click in the bottom right corner **Extended filter and preset config**.\ \ ![](/img/network/extended_mode_access_3_1-028143.png)\ *Figure 1: Access Extended Mode*\ \    The extended mode opens.\ \ ![](/img/network/extended_mode_3_1-e2d784.png)\ *Figure 2: Extended Mode* **Information:**\ To change the filter status from blocked to allow or vice versa, change the preset status. **Hint:**\ If allow is selected, all network packets matching the filter port will be forwarded. If a protocol needs more than one port, you have to apply multiple filters. 3\. To change the status of the filter (allowed= displayed by a green color) (blocked= displayed by a red color), click the **preset number** or **preset name** in the header. ![](/img/network/manual_preset_3_1-0b56c0.png)\ *Figure 3: Filters Applied* 4\. Select the filters for the port by clicking. If a preset was assigned to the port, the preset changes to **filters applied**. 5\. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The selected filters are applied and saved in the startup configuration. A filter icon is visible right beside the group name on the front display. To create new filter, see [Create New Filter](/network/key_create_new_filter/). # Assign Groups to Ports > You can assign one group for each port. Two devices must be part of the same group to communicate. You can assign one group for each port. Two devices must be part of the same group to communicate. Groups are a logical segment of network users (= VLAN). With groups it is possible to send different signals in different groups via the same network cable without affect the other signal. For example sound and light signals. The groups for port 1 through 13 can be manually configured at the Edit Ports / Groups Window.\ By default, all groups are managed groups.\ The assigned group has a green dot. The switch has eight different groups. 1. Group01 (Red) 2. Group02 (Yellow) 3. Group03 (Green) 4. Group04 (Cyan) 5. Group05 (Blue) 6. Group06 (Magenta) 7. Trunk (White) 8. Manage (Gray) **Important:**\ If more than one switch is in a network and more than one group is in use, use a Trunk to forward all group packets to other switches. The Trunk comprises all groups that are available (1 to 6 and 8).  **Important:**\ You need at least one manage group in the network.\ If no manage port is in the network, you can not configure the switch anymore. A [factory reset](/network/key_reset_settings/) is necessary. **Hint:**\ Use port 13 on the front panel as management port to connect the PC for switch configuration via the web interface. ![](/img/network/edit_groups_3_1-691c41.png) *Assign Groups* **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click on the Group you want to assign to the port.\ The green dot is visible next to the group. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The selected group is assigned to the port and saved in the startup configuration.\ The group LED at the front panel indicates the assigned group in the group color. # Assign Presets to Ports > You can assign one preset per port. You can assign one preset per port. For general information about presets, see [What are presets?](/network/key_presets_filters/). ![](/img/network/assign_presets_3_1-48c184.png)\ *Figure: Edit Presets* **Requirem\*\***ent:****\*\* [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Presets**.\ \ **Information:**\ If manual filters are assigned to a port, you have to remove the filters first to assign a preset.\ You can identify that manual filters are assigned if the presets are written in grey font.\   2. To block the protocol in a port, click a preset once. The status is displayed by a red dot.\ To allow the protocol in a port, click a preset twice. The status is displayed by a green dot. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The preset is assigned and saved in the startup configuration. A filter icon is displayed right beside the group name in the front end display.\ The assigned preset is visible in the web interface overview in green or red, depending on the selected status. To remove a preset from a port, click on the preset until the status dot is grey. To create a new preset, see [Create New Presets](/network/key_create_new_presets/). # Change Default Gateway > You can change the default gateway of the MA Network Switch. You can change the default gateway of the MA Network Switch.\ The default gateway IP address is 0.0.0.0.\ If your network has no specified gateway leave the IP address 0.0.0.0 in it. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Type the default gateway in the **default gateway field**. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The new default gateway is applied and saved in the startup configuration. # Change DHCP Client > If the network is equipped with a DHCP server, enable the DHCP client of the switch, for it to receive automatically an IP address from the DHCP server. If the network is equipped with a DHCP server, enable the DHCP client of the switch, for it to receive automatically an IP address from the DHCP server. If DHCP is enabled, the settings for static IP address, static subnet mask, and the static default gateway, are not changeable anymore.\ The previous assigned IP address will be used if there is no DHCP server available. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Click under DHCP client **enabled** or **disabled**. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The DHCP client is enabled or disabled. The DHCP settings are saved in the startup configuration. # Change Group Name > You can change the group name of every group except Trunk and Manage. For a better overview every group name is displayed in a different color. You can change the group name of every group except Trunk and Manage. For a better overview every group name is displayed in a different color. **Important:**\ The group name is a label for better overview and does not affect the VLAN. ![](/img/network/groupnames_3_1-2853d0.png) *Edit Ports / Groups - Group Names* **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. In the **group names column**, delete the old group name and type a new group name. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The new group name is applied and saved in the startup configuration. # Change ID > The ID is used for better identification in the network. The ID is used for better identification in the network. You can change the ID of the MA Network Switch. The allowed characters are 1…999. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Enter the new ID, e.g. 2. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The MA Network Switch has a new ID. The new ID is saved in the startup configuration. # Change IP Address > You can change the IP address of the MA Network Switch. You can change the IP address of the MA Network Switch.\ The IP address will be used to reach the web interface.\ The current IP address is displayed at the upper right corner of the front display and in the title bar of the web interface. **Important:**\ If you change the IP address and the new IP address is within another subnet, it is necessary to [set the IP address on your computer](/network/key_set_the_ip_address_on_the_pc/) to connect to the web interface.\ If the computer and the switch are in different subnet, the connection to the web interface is not possible. **Important:**\ Make sure that every device in the network has its unique IP address. If two devices have the same IP address in a network, the devices might not be reachable. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Type the new IP address in the **IP address field**. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**.\ The new IP address is displayed at the front end display of the switch. The IP address is changed and saved in the startup configuration. To access the web interface, type the new IP address in the **address field** of the browser and press **Enter**. # Change Name > You can change the name of the MA Network Switch. You can change the name of the MA Network Switch.\ The name is displayed at the front end display and in the title bar of the web interface. The maximum length of the name are 12 characters.\ The following characters are allowed. * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools /** **Edit General Settings**. 2. Enter the new name, e.g. Stage Left. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The new name is applied and saved in the startup configuration. The front end display and the title bar of the web interface displays the new name.\\ # Change Password > You can change the password of the MA Network Switch. You can change the password of the MA Network Switch.\ The password is necessary to login into the web interface.\ The default password is **admin**. ![](/img/network/changepassword_3_1-d62aa3.png)\ *Figure 1: Change Password* The following characters are allowed. * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Click **Change password**. 3. Type the old password, type the new password, type the new password again to confirm it, and then click **Apply new password**.\ The new password is applied and saved in the startup configuration. The Authentication Required pop-up opens.\ \ ![](/img/network/authentication-required_v3-1-86b48e.png)*Figure 2: Authentication Required*\   4. Type the new password and click **OK**. The password is changed and you are logged in with the new password. If you have forgotten the password, you can reset the password to the default by a [factory reset](/network/key_reset_settings/). # Change Port Description > To have a better overview about what is connected to what port you can change the port description of each port. To have a better overview about what is connected to what port you can change the port description of each port. ![](/img/network/port-description_v3-1-cc7d8e.png)\ *Change Port Description* The port description has a maximum length of 8 characters. The following characters are allowed: * Upper case letters A…Z * Lower case letters a…z * Numbers 0…9 * Spaces, minus (-), plus (+), underscore (\_) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Type the port description in the description box below the port number. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The port description is applied and saved in the startup configuration. The port description is visible in the web interface overview. # Change Subnet Mask > You can change the subnet mask of the MA Network Switch. You can change the subnet mask of the MA Network Switch.\ The subnet mask is used to determine where the network number in an IP address ends and the device number in and IP address begins. **Example:**\ IP address: 192.168.1.129\ Subnet mask: 255.255.255.0 The network number is 192.168.1. The device number is 129.\ All devices in the network need to have the same first three blocks, 192.168.1. and the last block needs to be different. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools /** **Edit General Settings**. 2. Type the subnet mask in the **subnet mask field**. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The new subnet mask is applied and saved in the startup configuration. # Change VLAN ID > All groups of the switch have a default VLAN ID, except Trunk. All groups of the switch have a default VLAN ID, except Trunk.\ If you implement the switch in an existing network, it can be necessary to change the VLAN ID of the groups.\ You can change the VLAN ID of group 1 through group 6. The VLAN ID of group 8 (= manage group) is 1 and fixed.\ Possible VLAN IDs are from 1 to 4095. | Group | Default VLAN ID | | ----- | --------------- | | 1 | 100 | | 2 | 200 | | 3 | 300 | | 4 | 400 | | 5 | 500 | | 6 | 600 | **Important:**\ It is possible to use a single VLAN ID per group. As changing IDs is sequentially handled, changing the IDs from 100, 200, 300, 400, 500, 600 to 200, 300, 400, 500, 600, 700 only changes the last group. Therefore, the remaining groups have at least dual VLAN IDs for a short period of time.  **Important:**\ If you change the VLAN ID of a group, you need to change the VLAN ID of each switch using this group.\ The VLAN IDs of the groups which should communicate with each other, have to be the same.\ If the VLAN IDs of groups are not the same, they do not communicate with each other. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click **edit** right beside VLAN ID.\ The VLAN IDs are editable. 3. In the **VLAN ID column**, delete the old VLAN ID of the group you want to change, and type in a new VLAN ID. 4. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The new VLAN ID for the group is applied and saved in the startup configuration. # Connect the Hardware > Requirement: **Requirement:**\ Shielded twisted pair cable with RJ45 connector, min. Cat 5e\ \- or -\ etherCON cable with Neutrik etherCON connector.\   ## Connection with a PC [Section titled “Connection with a PC”](#connection-with-a-pc) 1. Plug in the power cable into the switch.\ The switch starts booting. 2. Plug in a network cable into one of the Ethernet ports of the switch.\ For the PC connection and for further configuration, you have to use a manage group port. We recommend port 13 at the front. 3. Plug in the other end of the network cable into the Ethernet port on the PC.\ A green or orange link LED on the switch indicates a successful connection. The MA Network Switch is connected with the PC. ## Connection with a grandMA2 [Section titled “Connection with a grandMA2”](#connection-with-a-grandma2) 1. Plug in the power cable into the switch.\ The switch starts booting. 2. Plug in a network cable into one of the Ethernet ports of the switch. 3. Plug in the other end of the network cable into the Ethernet port 1 of the grandMA2 console.\ A green or orange link LED on the switch indicates a successful connection. The MA Network Switch is connected with the grandMA2. # Create New Filter > You can create 85 new filters, additional to the 43 predefined filters. You can create 85 new filters, additional to the 43 predefined filters. **Important:**\ The combination of filter name, data type and addressing must be unique for each filter. If this data are not unique, it is not possible to create a new filter. ## []()Open Edit Filters pop-up [Section titled “Open Edit Filters pop-up”](#open-edit-filters-pop-up) **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Presets**. 2. Click at the bottom right corner **Extended filter and preset config**. 3. Click at the bottom right corner **Custom filters**.\ The Edit filter pop-up opens.\ \ ![](/img/network/create_filter_3_1-d15602.png)\ *Figure 1: Edit filters pop-up* The edit filters pop-up is open. *** ## Create Ethernet Filter [Section titled “Create Ethernet Filter”](#create-ethernet-filter) To create an Ethernet filter: 1. Open the Edit Filters pop-up. 2. Enter the **Filter name**.\ Each filter name must be unique. The filter name contain letters, numbers, and hyphens (-). 3. Select the **Data type Ethernet**. 4. Select in the drop down if the **Addressing** is\ \- Any\ \- Unicast\ \- Multicast\ \- Broadcast 5. Enter the **Ethertype**.\ Valid Ethertypes are\ \- 0x600 - 0x7ff\ \- 0x801 - 0x805\ \- 0x807 - 0x86dc\ \- 0x86de - 0xfff 6. Click **Create filter**. The Ethernet filter is created and visible the end of the filter tables. The filter is saved in the startup configuration. *** ## Create IPv4 UDP Filter or IPv4 TCP Filter [Section titled “Create IPv4 UDP Filter or IPv4 TCP Filter”](#create-ipv4-udp-filter-or-ipv4-tcp-filter) **Information:**\ The mask is used to determine the range of the IP destination.\ **Example 1:**\ IP destination: 192.168.1.129\ IPv4 mask: 255.255.255.255\ All packets send to IP address 192.168.1.129 match the filter.\ **Example 2:**\ IP destination: 192.168.1.129\ IPv4 mask: 255.255.255.0\ All packets send to IP address 192.168.1.0 - 192.168.1.255 match the filter. To create an IPv4 UDP filter or IPv4 TCP filter: 1. Open the Edit Filters pop-up. 2. Enter the **Filter name**.\ Each filter name must be unique. The filter name contain letters, numbers, and hyphens (-). 3. Select the **Data type**. IPv4 UDP or IPv4 TCP. 4. Select in the drop down if the **Addressing** is\ \- Any\ \- Unicast\ \- Multicast\ \- Broadcast 5. Select the **DPort type** (= destination port type). Choose between **Single Port** or **Port Range**. 6. Enter the **DPort** (= destination port number). Valid port numbers are between 0 - 65535. 7. Enter the **IPv4 destination**. 8. Enter the **IPv4 mask**. 9. Click **Create filter**. The IPv4 UDP or TCP filter is created and visible the end of the filter tables. The filter is saved in the startup configuration. *** ## Create IPv6 UDP Filter or IPv6 TCP Filter [Section titled “Create IPv6 UDP Filter or IPv6 TCP Filter”](#create-ipv6-udp-filter-or-ipv6-tcp-filter) To create an IPv6 UDP filter or IPv6 TCP filter: 1. Open the Edit Filters pop-up. 2. Enter the **Filter name**.\ Each filter name must be unique. The filter name contain letters, numbers, and hyphens (-). 3. Select the **Data type**. IPv6 UDP or IPv6 TCP. 4. Select in the drop down if the **Addressing** is\ \- Any\ \- Unicast\ \- Multicast\ \- Broadcast 5. Select the **DPort type** (= destination port type). Choose between **Single Port** or **Port Range**. 6. Enter the **DPort** (= destination port number). Valid port numbers are between 0 - 65535. 7. Click **Create filter**. The IPv6 UDP or TCP filter is created and visible the end of the filter tables. The filter is saved in the startup configuration. *** ## Create ARP Filter [Section titled “Create ARP Filter”](#create-arp-filter) To create an ARP filter: 1. Open the Edit Filters pop-up. 2. Enter the **Filter name**.\ Each filter name must be unique. The filter name contain letters, numbers, and hyphens (-). 3. Select the **Data type ARP**. 4. Select in the drop down if the **Addressing** is\ \- Any\ \- Unicast\ \- Multicast\ \- Broadcast 5. Click **Create filter**. The ARP filter is created and visible the end of the filter tables. The filter is saved in the startup configuration. *** ## Paste Filter Configuration [Section titled “Paste Filter Configuration”](#paste-filter-configuration) If you already have a filter configuration for a new filter, you can paste the configuration data into the field. **Important:**\ You have to use the same style as it is displayed in the configuration data field. Write the configuration in one row. If you are using new lines, the configuration can not be applied. **Requirement:** [Open edit filters pop-up](#Open%20Edit%20Filters%20pop-up). 1. Paste the configuration data into the field. 2. Click **Create filter**. The filter is created and visible at the end of the filter tables. The filter is saved in the startup configuration. # Create New Presets > You can create up to 24 new presets additional to the 7 predefined presets. You can create up to 24 new presets additional to the 7 predefined presets. If you need more customized presets than 24, you can delete the 7 predefined presets and create in total 31 customized presets. A created preset contains the applied filters. If you use the same filter assignment frequently, you should save the filter assignment as a preset. **Requirement:** [Applied Filters to Ports](/network/key_apply_filters_to_ports/). **Information:**\ The new preset will be applied for the selected port after saving. 1. Click at the end of the filter list **Save as preset**.\ \ ![](/img/network/extended_mode_save_preset_3_1-a7b24b.png)\ *Figure 1: Extended Mode - Save as Preset*\   2. The save presets pop-up opens.\ \ ![](/img/network/save_preset_3_1-704e2d.png)\ *Figure 2: Save Presets*\   3. Enter a name for the new preset, e.g. Telnet All. 4. Click **Create preset**. The new preset is created and applied for the selected port. The new preset is saved in the startup configuration.A filter icon is visible right beside the group name on the front end display. # Dangers caused by Electric Current > If the device or the power cable is damaged, there is a risk of death by an electrical shock. If the device or the power cable is damaged, there is a risk of death by an electrical shock. Follow the safety instructions to avoid the risks by electric current. * Do not use a damaged power cable. * Do not open screwed covers from the body housing. * Use the device only, if it is in a technical perfect condition. * A broken device can be repaired only by an authorized serviced personal. Do not repair the device by your own. * Do not make changes on the device, its components, and accessories. * Do not expose the device to rain or moisture. * Do not dive the device in water. # Delete Filter > If you have created custom filters that you no longer use or need, you can delete them. If you have created custom filters that you no longer use or need, you can delete them.\ You can delete custom filters and predefined filters. **Warning:**\ After you delete a customized filter, you can not restore them.\ The predefined filters can be restored by a [factory reset](/network/key_reset_settings/). **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Presets**. 2. Scroll down to the end of the page and click **Extended filter and preset config**. 3. Scroll down to the end of the page and click **Custom filters**.\ The Edit filters pop-up opens.\ \ ![](/img/network/create_filter_3_1-d15602.png)\ *Figure: Edit Filters pop-up*\   4. Select the filter you want to the delete in the drop down. 5. Click **Delete filter**.\ A warning asks if you really want to delete this filter.\ \ **Information:**\ If the filter you tried to delete is contained in a preset, a warning asks if you want to delete this filter anyway. 6. Click **OK**. The selected filter is deleted from the startup configuration. # Delete Presets > If you created presets that you no longer use or need, delete them. If you created presets that you no longer use or need, delete them.\ You can delete previous created presets and the predefined presets. **Warning:**\ After you delete a customized presets, you can not restore them.\ The predefined presets can be restored by a [factory reset](/network/key_reset_settings/). **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Presets**. 2. Click in the bottom right corner **Extended filter and preset config**.\ \ ![](/img/network/extended_mode_access_3_1-028143.png)\ *Figure 1: Access Extended Mode*\ \ The extended mode opens. 3. Click in the bottom right corner **Delete presets**.\ The delete presets pop-up opens.\ \ ![](/img/network/delete_presets_3_1-f3303b.png)\ *Figure 2: Delete Presets Pop-Up*\   4. Select in the drop down the preset you would like to delete and click **Delete preset**.\ A warning asks if you really want to delete this preset. Click **OK**. The preset is deleted from the startup configuration. If the deleted preset was applied to a port, the filters in the preset are still applied to this port. # Device Overview > The following chapter gives you an overview about the device of the MA Network Switch. The following chapter gives you an overview about the device of the MA Network Switch. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Front Panel](/network/key_front_panel/) * [Rear Panel](/network/key_rear_panel/) * [LED Indicators](/network/key_led_indicators/) * [Factory Defaults](/network/key_factory_defaults/) # Display Navigation > The display offers basic information about the MA Network Switch. The display offers basic information about the MA Network Switch. Views consist of: * **Title bar** – displays the name of the view or MA Switch and the IP address. * **Icons:** **​**\ ![yellow\_filter](/img/network/yellow_filter-3557ae.png) – If presets or filters are applied to a port, a yellow filter is displayed next to the group name. ![red\_r](/img/network/red_r-090d7d.png) – If RSTP is disabled in a port, this icon is displayed next to the group name. ![yellow\_heart](/img/network/yellow_heart-a8ce93.png) – If the port detects an MA device, this icon is displayed next to the group name. The icon indicates incoming MA-Net2. ![white\_heart](/img/network/white_heart_1-6b65c4.png) –  The white heart icon indicates an incoming MA-Net3. ![half\_a\_heart](/img/network/half_a_heart_1-ec0270.png) – The half a heart icon indicates that both MA-Net2 and MA-Net3 were found.  The version of the MA Network Switch is displayed in the right corner at the bottom of the name view. To change the view, press the menu button. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Groups View](/network/key_groups_view/) * [Name View](/network/key_navigation_name_view/) * [Workload View](/network/key_workload_view/) * [LAG View](/network/key_navigation_lag_view/) * [Reset View](/network/key_reset_view/) # Edit IGMP Querier > Important: **Important:**\ IGMP snooping requires at least one switch in a group (VLAN) to act as a querier, to ensure IGMP snooping functionality. Querier register the multicast packets to the corresponding ports.\ If more than one querier is activated per group, the switch with the lowest IP address will be elected as querier.\ This election process is automated. ![](/img/network/igmpquerier_3_1-ac344f.png) IGMP querier is disabled by default. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click in the **IGMP Querier column**, that box you want to enable or disable. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. IGMP querier is enabled or disabled for the selected group and saved in the startup configuration. # Edit IGMP Snooping > IGMP snooping avoids ports to be flooded with undesired multicast packets. IGMP snooping avoids ports to be flooded with undesired multicast packets.\ It is a smart way to manage multicast packets, and forward them to the registered ports. ![](/img/network/igmpsnooping_3_1-3e1972.png) IGMP snooping is disabled by default. **Hint:**\ To forward only known multicast network packets, enable IGMP Snooping and IGMP Querier. Disable unknown flooding. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click in the **IGMP Snooping column**, that box you want to enable or disable. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. IGMP snooping is enabled or disabled for the selected group, and saved in the startup configuration. # Edit RSTP > Rapid Spanning Tree Protocol (RSTP) uses point-to-point wiring and provides rapid convergence of the spanning tree. Rapid Spanning Tree Protocol (RSTP) uses point-to-point wiring and provides rapid convergence of the spanning tree. If there are more than one point-to-point connections between two switches, RSTP manages the redundant link unless the original connection fails. **Important:**\ The MA Network Switch supports an implementation of RSTP that is compatible with the IEEE 802.1w standard and that does not support RSTP per VLAN. This means that the MA Network Switch sends and expects to receive untagged RSTP messages. ![](/img/network/img_rstp_v3-3-da3f53.png) *Edit RSTP* By default, RSTP is enabled. * Disabled = Red dot\ The switch does not run RSTP for this port. If RSTP is disabled, LLDP (Link Layer Discovery Protocol) is disabled as well. * Enabled = Green dot\ The switch runs RSTP for this port. If RSTP is enabled, LLDP (Link Layer Discovery Protocol) is enabled as well. If RSTP is enabled, it either displays: * **active**:\ The MA Network Switch uses the connection. -or- * **blocking**:\ The MA Network Switch blocks the connection. **Hint:**\ If the original connection (active) is interrupted, the redundant link (blocking) is set to active. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. To enable or disable RSTP, click the **RSTP** box of the corresponding port. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. RSTP is enabled (no icon) or disabled (indicated by a **red R** in the Groups View, Name View, LAG View) in the port you have selected and its settings are saved in the startup configuration. ## Example [Section titled “Example”](#example) If you accidentally have connected two MA Network Switches with two Trunk ports. And you have more than one connection between two devices, then RSTP is required. If you then disable RSTP, there is no connection. # Edit Speed Setting > You can edit the port speed of each port on the MA Network Switch. You can edit the port speed of each port on the MA Network Switch.\ The selected speed is visible at the status page on the web interface.\ If a port is connected, the link LED is blinking in the speed color. Refer to, [LED Indicators](/network/key_led_indicators/). ![](/img/network/speed_3_1-bb40a0.png) There are three speed settings available: * Auto: The port detects automatically the speed of the connected device (default). * 100Mbit * 1Gbit **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click on the speed you want to select, e.g. 1Gbit.\ The green dot displays the current settings. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. The selected speed is applied and saved in the startup configuration. # Edit Unknown Flooding > Unknown flooding is for multicasted frames destined for an address for which the switch has not seen a join. Unknown flooding is for multicasted frames destined for an address for which the switch has not seen a join.\ In that case the switch uses the flooding mask to forward that frame to every port. Unknown flooding can be global enabled or disabled for all groups.\ By default, unknown flooding is enabled. ![](/img/network/unknownflooding_3_1-9091e0.png) * Yes = All unknown packages will be forwarded * No = All unknown packages will be dropped **Hint:**\ To forward only known multicast network packets, enable IGMP Snooping and IGMP Querier. Disable unknown flooding. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Edit Ports / Groups**. 2. Click in the column **unknown flooding** at the gray box. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**. Unknown flooding is enabled or disabled and saved in the startup configuration. # Factory Defaults > The following tables describes the factory defaults and what will happen to various settings when you reset the switch. The following tables describes the factory defaults and what will happen to various settings when you reset the switch. If you want to reset the switch, refer to [General Settings - Reset Settings](/network/key_reset_settings/). ## General Settings Defaults [Section titled “General Settings Defaults”](#general-settings-defaults) This table describes the general settings defaults and what will happen to the general settings when you reset the switch. | Reset mode | Items affected | | ------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | Reset ALL settings to factory default by using the web interface- and -Hard reset with the menu button at the front panel | - Reset IP address to the default IP address, displayed at the front end display. The default IP address is always the factory-given IP address per device. | * Reset subnet mask to 255.255.255.0 * Reset default gateway to 0.0.0.0 * Reset password to “admin” * Reset name to “MA Switch” * Reset ID to “1” * IGMP Snooping “No” * IGMP Querier “No” * Unknown Flooding “Yes” * Disable filters * Disable speed * RSTP enabled * All ports are manage ports | ## Preset Defaults [Section titled “Preset Defaults”](#preset-defaults) The following lists describes what preset includes what filters by default and what will happen to the presets when you reset the switch. ### Preset MA-Net2 [Section titled “Preset MA-Net2”](#preset-ma-net2) The preset MA-Net2 contains the following filters by default: * MA-Net2 crtl IPv4 * MA-Net2 data IPv4 ### Preset dot2-Net [Section titled “Preset dot2-Net”](#preset-dot2-net) The preset dot2-Net contains the following filters by default: * dot2-Net wing data * dot2-Net wing * dot2-Net wing ctrl * dot2-Net ctrl IPv6 * dot2-Net data IPv6 ### Preset Art-Net [Section titled “Preset Art-Net”](#preset-art-net) The preset Art-Net contains the following filters by default: * Art-Net ### Preset MA-Remote [Section titled “Preset MA-Remote”](#preset-ma-remote) The preset MA-Remote contains the following filters by default: * HTTPS (dport 443) * HTTPS (sport 443) * HTTP (dport 80) * HTTP (sport 80) * MA Webremote (dport 8080) * MA Webremote (sport 8080) * MA Remote (7003) * MA Remote (7002) * MA Remote (7001)  ### Preset MA-Net1 [Section titled “Preset MA-Net1”](#preset-ma-net1) The preset MA-Net1 contains the following filters by default: * MA-Net ### Preset grandMA2 [Section titled “Preset grandMA2”](#preset-grandma2) The preset grandMA2 contains the following filters by default: * PSN * DNS * NTP * SSH (dport 22) * SSH (sport 22) * syslog * AVAHI * SNMP trap * SNMP * KiNet * Art-Net * sACN * MA-Net2 ctrl IPv4 * MA-Net2 data IPv4 * MIDI Show Control * VPU remote (dport 7005) * VPU remote (sport 7005) * VPU remote (dport 7004) * VPU remote (sport 7004) * HTTPS (dport 443) * HTTPS (sport 443) * HTTP (dport 80) * HTTP (sport 80) * MA Webremote (dport 8080) * MA Webremote (sport 8080) * MA Remote (7003) * MA Remote (7002) * MA Remote (7001) * Telnet (dport 30000) * Telnet (sport 30000) * Telnet (dport 23) * Telnet (sport 23) * nmbd (tcp) * nmbd (udp) * SMB (tcp 139) * SMB (udp 138) * SMB (udp 137) * NFS (tcp) * NFS (udp) * FTP * CITP MA * CITP * ShowNet * PathPort * ETC Net2 ### Preset sACN [Section titled “Preset sACN”](#preset-sacn) The preset sACN contains the following filters by default: * sACN ## Filter Defaults [Section titled “Filter Defaults”](#filter-defaults) The following tables describes what filters exist by default along with their frame match and what will happen to the filters when you reset the switch. | Filter | Frame Match | | ------------------------- | ------------------------------ | | PSN Standard | IPv4 UDP dport 56565 | | DNS | IPv4 UDP dport | | NTP | IPv4 UDP dport 123 | | SSH (dport 22) | IPv4 TCP sport 22 | | SSH (sport 22) | IPv4 TCP dport 22 | | syslog | IPv4 UDP dport 514 | | AVAHI | IPv4 UDP dport 5353 | | SNMP trap | IPv4 UDP dport 162 | | SNMP | IPv4 UDP dport 161 | | KiNet | IPv4 UDP dport 6038 | | Art-Net | IPv4 UDP dport 6454 | | sACN | IPv4 UDP dport 5568 | | MA-Net2 ctrl IPv4 | IPv4 UDP dport 29998 | | MA-Net2 data IPv4 | IPv4 UDP dport 29999 | | dot2-Net wing data | IPv6 UDP dport 30014 | | dot2-Net wing | IPv6 UDP dport 30013 | | dot2-Net wing ctrl | IPv6 UDP dport 30012 | | dot2-Net ctrl IPv6 | IPv6 UDP dport 30010 | | dot2-Net data IPv6 | IPv6 UDP dport 30011 | | MIDI Show Control | IPv4 UDP dport range 6000-6020 | | MA-Net | IPv4 UPD dport 9138 | | VPU remote (dport 7005) | TCP dport 7005 | | VPU remote (sport 7005) | TCP sport 7005 | | VPU remote (dport 7004) | TCP dport 7004 | | VPU remote (sport 7004) | TCP sport 7004 | | HTTPS (dport 443) | IPv4 TCP sport 443 | | HTTPS (sport 443) | IPv4 TCP dport 443 | | HTTP (dport 80) | IPv4 TCP sport 80 | | HTTP (sport 80) | IPv4 TCP dport 80 | | MA Webremote (dport 8080) | IPv4 TCP dport 8080 | | MA Webremote (sport 8080) | IPv4 TCP sport 8080 | | MA Remote (7003) | TCP dport 7003 | | MA Remote (7002) | TCP dport 7002 | | MA Remote (7001) | TCP dport 7001 | | Telnet (dport 30000) | TCP dport 30000 | | Telnet (sport 30000) | TCP sport 30000 | | Telnet (dport 30001) | TCP dport 30001 | | Telnet (sport 30001) | TCP sport 30001 | | Telnet (dport 23) | TCP dport 23 | | Telnet (sport 23) | TCP sport 23 | | nmbd (tcp) | IPv4 TCP dport 445 | | nmbd (udp) | IPv4 UDP dport 445 | | SMB (tcp 139) | TCP dport 139 | | SMB (udp 138) | UDP dport 138 | | SMB (udp 137) | UDP dport 137 | | NFS (tcp) | TCP dport 111 | | NFS (udp) | UDP dport 2049 | | FTP | TCP dport 21 | | CITP MA | TCP dport 30002 | | CITP | UDP dport 4809 | | ShowNet | UDP dport 2501 | | PathPort | UDP dport 3792 | | ETC Net2 | UDP dport 6107 | # First Steps > This chapter describes, how to prepare the MA Network Switch for usage. This chapter describes, how to prepare the MA Network Switch for usage. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Install Mini-GBIC (SFP)](/network/key_install_mini-gbic_-sfp-/) * [Connect the Hardware](/network/key_connect_hardware/) * [Set the IP Address on the PC](/network/key_set_the_ip_address_on_the_pc/) * [Access the Web Interface](/network/key_access_web_interface/) # Front Panel ![](/img/network/frontpanel1-37c8ec.png) * 13 x Link LEDs * 13 x Group LEDs * 1 x 10/100/1000 Mbps shielded Neutrik etherCON connector * 1 x Power LED * 1 x Status LED * 1 x Menu Button * 1 x Front End Display # General Settings > To access the general settings, click Tools / Edit General Settings in the lower left corner of the overview. To access the general settings, click **Tools / Edit General Settings** in the lower left corner of the [overview](/network/key_access_web_interface/).  ![](/img/network/img_general-settings_v3-4-636f65.png) *General Settings* The following topics describe how to edit the general settings of the MA Network Switch. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Change Name](/network/key_change_name/) * [Change ID](/network/key_change_id/) * [Change DHCP Client](/network/key_change_dhcp_client/) * [Change IP Address](/network/key_change_ip_address/) * [Change Subnet Mask](/network/key_change_subnet_mask/) * [Change Default Gateway](/network/key_change_default_gateway/) * [Change SNMP Status](/network/key_general_settings_change_snmp/) * [Change Password](/network/key_change_password/) * [Update Firmware](/network/key_update_firmware/) * [Fallback to Backup Firmware](/network/key_general_settings_fallback_old_firmware/) * [Get Switch Configuration](/network/key_get_switch_configuration/) * [Edit Port Mirroring](/network/key_general_settings_port_mirroring/) * [Upload Switch Configuration](/network/key_upload_switch_configuration/) * [Reset Settings](/network/key_reset_settings/) * [Web Interface and grandMA2](/network/key_general_settings_webinterface_grandma2/) # Change SNMP Status > SNMP (Simple Network Management Protocol) is an internet standard that collects and organizes information about devices managed on IP networks. The SNMP also mo SNMP (Simple Network Management Protocol) is an internet standard that collects and organizes information about devices managed on IP networks. The SNMP also modifies the information collected and organized to change the behavior of the device.  **Requirement:** * [Connection to the web interface](/network/key_access_web_interface/) 1. Click **Tools / Edit General Settings**. 2. Below **SNMP:** click enabled or disabled. 3. Click **Apply settings and stay where you are** or **Apply settings and leave edit**.  The SNMP is enabled or disabled, depending on what was set. The settings are saved in the startup configuration. # Fallback to Backup Firmware > You can downgrade the firmware of the MA Network Switch to the previous firmware version. You can downgrade the firmware of the MA Network Switch to the previous firmware version.\ The current firmware is displayed in the right corner at the bottom of the MA Network Switch display and in the web interface. We recommend that the switches always run the same firmware in the same network. ![](/img/network/updatefirmware_3_1-795c5e.png) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools / Edit General Settings**. 2. Click **Update firmware**. 3. Click **Fallback to this firmware**.\ A warning pop-up appears. ![](/img/network/popup_downdating-to-older-firmware_v3-3-6f1fdb.png) *Downdating to older firmware* 4. Click **OK**. The MA Network Switch starts to install the backup firmware and then reboots. # Edit Port Mirroring > In Port Mirroring, the entire traffic that arrives at a port is mirrored onto a mirror port of the MA Network Switch. In Port Mirroring, the entire traffic that arrives at a port is mirrored onto a mirror port of the MA Network Switch.  It is most commonly used in debugging or for the analysis of the network traffic such as the network load.  **Important:**\ The MA Network Switch mirrors several source ports to one destination port. Vice versa, it is possible to set a single destination port at a time.  ## Use the Web Interface [Section titled “Use the Web Interface”](#use-the-web-interface) Requirement: * [Connection to the web interface](/network/key_access_web_interface/) 1. Click **Tools / Edit General Settings**.  2. Click **Edit Port Mirroring**.  3. The editor opens. ![](/img/network/img_edit-port-mirroring_v3-3-087b27.png) *Edit port mirroring* 4. To select a destination port, click the corresponding port in the upper column of the editor.  5. Select the source ports:\ -Click the corresponding ports in the lower column of the editor.  6. Click **Apply settings and stay where your are** or **Apply settings and leave edit**.  Settings have been adjusted and are saved in the startup configuration.  **Hint:**\ A port is never destination and source at the same time. # Web Interface and grandMA2 > Some settings can be made in the MA Network Configuration on the console, others can only be made in the web interface of the MA Network Switch. Some settings can be made in the MA Network Configuration on the console, others can only be made in the [web interface of the MA Network Switch](/network/key_access_web_interface/).  These settings can also be made in the menu **MA Network Configuration** of the grandMA2. For more information see **Control the MA Network Switch** in the grandMA2 online manual: * IP address * DHCP * Hostname * Switch ID * Groups * RSTP * Speed * Name All other settings, such as filters or group names, can only be made if the port is in VLAN (group 8 Manage). Furthermore, you have to have the same subnet. # General Safety Instructions > Follow the safety instructions, to avoid physical injury or material damage: Follow the safety instructions, to avoid physical injury or material damage: * Do not grab inside the device during it is running. * The device and the power cable needs to keep away from children below 8 years. * Children are not allowed to play with the device. * Do not use any liquid or spray cleanser. Use a dry cloth. * Do not block or cover any ventilation slots in the housing - they are necessary for the essential airflow within the unit and protect it against overheating. * Place the device on stable surfaces only. If it is placed on unstable surfaces, it may fall and become damaged. # Get Switch Configuration > The configuration is the customized set of parameters that you have selected to run the switch. The configuration is the customized set of parameters that you have selected to run the switch.\ You can export the current switch configuration for later import.\ This is useful if the same configuration must be used in multiple switches. ![](/img/network/getconfig_3_1-f3e8b1.png) **Requirement:** [Connection to the web interface.](/network/key_access_web_interface/) 1. Click **Tools / Edit General Settings**. 2. Click **Switch configuration**. 3. Click **Get the current switch configuration.**\ A browser window opens. 4. Click **Save File** and **OK**.\ Depending on the browser settings, the browser asks to choose the folder.\ You can also rename the file. The switch configuration is downloaded and saved as a config.json file or the given file name, for later upload. For more information to the upload, see [Upload Switch Configuration](/network/key_upload_switch_configuration/). # Glossary > Art-Net: ## A [Section titled “A”](#a) **Art-Net:**\ Art-Net 3 Ethernet communication standard. A protocol for transmitting the lighting control protocol DMX 512-A over the User Datagram Protocol of the Internet Protocol suite. **ARP** (= Address Resolution Protocol):\ A telecommunication protocol used for resolution of network layer addresses into link layer addresses, a critical function in multiple-access networks. To create ARP filter, see [Create New Filter](/network/key_create_new_filter/). ## D [Section titled “D”](#d) **DHCP** (Dynamic Host Control Protocol):\ Is a standardized network protocol used on Internet Protocol (IP) networks for dynamically distributing network configuration parameters, such as IP addresses for interfaces and services. With DHCP, computers request IP addresses and networking parameters automatically from a DHCP server, reducing the need for a network administrator or a user to configure these settings manually. ## E [Section titled “E”](#e) **Ethernet:**\ Is a local network with bus topology, what allows multiply devices access at the same time. It is used for communication between light consoles. ## G [Section titled “G”](#g) **[]()Groups**:\ A logical segment of network users and resources grouped by function, team, or application. This segmentation is without regard to the physical location of the users and resources. Also known as VLAN. ## I [Section titled “I”](#i) **IGMP** (Internet Group Management Protocol):\ A protocol that manages how adapters and other components join and leave multicast groups. IGMP snooping is a feature of IGMP that allows Ethernet switches to look (snoop) inside packets to determine which destinations really need to receive the data. ## K [Section titled “K”](#k) **KiNET:**\ A protocol used by Color Kinetics to control their LED fixtures and power supplies. ## L [Section titled “L”](#l) **LLDP** (Link Layer Discovery Protocol):\ Used by network devices for advertising their identity, capabilities, and neighbors on an IEEE 802 local area network. LLDP will be disabled or enabled along with RSTP. For more information, see [Edit RSTP](/network/key_edit_rstp/). ## M [Section titled “M”](#m) **MA-Net2**:\ Integral part of the MA System architecture. All MA series 2 devices are connected via the MA-Net2 as if they were one device. All of these components contain all system data that is needed to control the processes and to synchronize the outputs in real-time. **Mbps** (Megabit per second):\ Unit of data transfer rate. The data transfer rate of the etherCON ports is 10/100/1000 Mbps. **Mini-Gbic** (Gigabit Interface Converter):\ A transceiver that converts electric currents (digital highs and lows) to another signal types. Mostly optical signals. The Gbic is typically employed in fiber optic and Ethernet systems as an interface for high-speed networking. The data transfer rate is one gigabit per second (1 Gbps) or more.\ There are two Mini-Gbic cages at the rear panel and two inside of the MA Network Switch. ## R [Section titled “R”](#r) **RSTP** (Rapid Spanning Tree Protocol):\ Provides significantly faster spanning tree convergence after a topology change, introducing new convergence behaviors and bridge port roles to do this. ## S [Section titled “S”](#s) **sACN** (streaming Architecture for Control Networks)\ ANSI E1.31-2009. A protocol to transport DMX512 data over IP networks. **SFP** (Small form-factor pluggable):\ A specification for a new generation of optical modular transceivers. The devices are designed for use with small form factor (SFF) connectors, and offer high speed and physical compactness. **Spanning Tree**:\ Used with network topologies that provide more than one physical path between two devices, spanning tree protocol manages path redundancies while preventing undesirable loops in the network. If a fault should occur on an active port, the switch will begin transmitting out one of the blocked ports. ## T [Section titled “T”](#t) **Trunk**:\ This is the name given to the interconnection links between switches in a network. The Trunk links are meant to forward the groups based packets. In most case, the Trunk links will be the redundant links. ## V [Section titled “V”](#v) **VLAN** (Virtual local-area network):\ Refer to, [Groups](#Groups). # Groups View > The groups view is displayed after you have booted the MA Network Switch. The groups view is displayed after you have booted the MA Network Switch. ![](/img/network/img_groups-view_v3-4-dfc63a.png) *Groups View* The groups view displays the assigned group of each port in the group color. The title bar displays the assigned switch name and the IP address. If the background of a port starts to flash in red, the workload of the port is over 80 %. # Install Mini-GBIC (SFP) > The MA Network Switch comes with up to four SFP cages. These cages accept mini-GBIC transceivers. The MA Network Switch comes with up to four SFP cages. These cages accept mini-GBIC transceivers.\ Two are at the rear panel, port 9 and 10. Two are inside the MA Switch. For information on the compatibility see [SFP Transceiver Compatibility](/network/key_sfp_transceiver_compatibility/).  To install mini-GBIC transceivers inside the switch at port 11 and port 12, call your local distributor. ## Install mini-GBIC at port 9 and 10 [Section titled “Install mini-GBIC at port 9 and 10”](#install-mini-gbic-at-port-9-and-10) ![](/img/network/port9and10_3_1-df3fc8.png) 1\. Remove the mini-GBIC from its protective packaging. Be aware of the insertion direction.\ Port 9 must have the bail wire delatch on the top.\ Port 10 must have the bail wire delatch at the bottom. 2\. Install the mini-GBIC into the slot 9 or 10 at the rear panel, until the mini-GBIC clicks into place. For detailed description of your mini-GBIC transceiver, refer to the transceiver manual. ## Remove mini-GBIC from port 9 and 10 [Section titled “Remove mini-GBIC from port 9 and 10”](#remove-mini-gbic-from-port-9-and-10) 1. Open the ball wire delatch to disengage and remove the mini-GBIC transceiver. 2. Replace the protective plastic cover on the mini-GBIC. The mini-GIBC is removed from the port. # Installation in a Rack > The MA Network Switch is 1U high and will fit in most standard 19-inch racks. The MA Network Switch is 1U high and will fit in most standard 19-inch racks. 1. Insert the switch into the 19-inch rack and secure with suitable screws.\ Ensure the ventilation holes are not obstructed. 2. Connect the switch to the power supply. 3. Connect the cables. The MA Network Switch is installed in a rack. # Intended Use > The MA Network Switch is intended to be operational right out of the box as a standard switch. In the default configuration, it will forward packets between con The MA Network Switch is intended to be operational right out of the box as a standard switch. In the default configuration, it will forward packets between connecting devices after power up. Every other use is not intended and could follow personal injury and damage to property. MA Lighting does not cover damages which can result of a not intended use of the console. # Introduction > The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch and networking devices provides the easiest The MA Network Switch is the perfect device for a full lighting control solution. The combination of console, switch and networking devices provides the easiest solution even for complex lighting systems. Designed to simplify the set-up and management of today’s lighting networks, the MA Network Switch is backed by the industry leading MA technical support team. Standard lighting terminology is used allowing most common lighting protocols to be filtered via a web interface designed specifically for lighting technicians. The tiered interface also allows advanced functionality for experienced network engineers. The MA Network Switch provides a local display for port status, applied filters and recognized MA equipment. Additionally it shows workload status of the switch and every single port for easier fault finding. The MA network switch is compliant with IEEE 802.3ab Gigabit Ethernet and can be seamless integrated into existing Ethernet networking infrastructures. The ability to define port filtering with the common entertainment protocols combined with standard Ethernet protocols like IGMP and RSTP allow the switch to perform best in fixed installation as well as in temporary installations. The MA Network Switch is housed in a typically robust 1RU chassis, with color coded filter and data indicators front and rear. The front panel features a single etherCON port and display screen. The rear panel incorporates 8 etherCON ports and 2 SFP cages to suit mini-GBIC fiber connections. Additionally, the MA Network Switch can be fitted with 2 optional heavy duty fiber connections for extended cable runs! The following figure displays how a MA network with a MA Network Switch could look like in principle. ![](/img/network/configuration_v3-1-79477a.png)\ *Figure: Principle Network Schematic* ## Subtopics [Section titled “Subtopics”](#subtopics) * [Intended Use](/network/key_intended_use/) * [Dangers caused by Electric Current](/network/key_dangers_caused_by_electric_current/) * [General Safety Instructions](/network/key_generals_safety_instructions/) * [System Requirements](/network/key_system_requirements/) * [SFP Transceiver Compatibility](/network/key_sfp_transceiver_compatibility/) # LED Indicators > The following tables shows the LED indicators for the MA Network Switch along with the explanation of each indicator. The following tables shows the LED indicators for the MA Network Switch along with the explanation of each indicator. ## Power LED [Section titled “Power LED”](#power-led) | Status | Meaning | | --------- | --------------- | | Off | No power | | Green | Power supply OK | | Red blink | Error | ## Status LED [Section titled “Status LED”](#status-led) | Status | Meaning | | ----------- | ------- | | Green | All OK | | Green blink | Update | | Red | Error | ## Link LED [Section titled “Link LED”](#link-led) | Status | Meaning | | ------------ | ---------------------- | | Off | No link | | Green blink | Gigabit connection | | Orange blink | 10/100 Mbps connection | ## Group LED [Section titled “Group LED”](#group-led) | Status | Meaning | | ------- | ------- | | Red | Group 1 | | Yellow | Group 2 | | Green | Group 3 | | Cyan | Group 4 | | Blue | Group 5 | | Magenta | Group 6 | | White | Trunk | | Off | Manage | # LAG View > To open the LAG view on the display of the MA Network Switch, press the yellow menu button. To open the LAG view on the display of the MA Network Switch, press the yellow menu button.  ![](/img/network/img_display-nav_lag-view_v3-3-ad0b8f.png) *LAG View* The column on the left and right is displayed in the same manner as in the [Name View](/network/key_navigation_name_view/). # Name View > To open the name view on the display of the MA Network Switch, press the yellow menu button. To open the name view on the display of the MA Network Switch, press the yellow menu button.  ![](/img/network/img_display-nav_name-view_v3-3-866fa6.png) *Name View* The column on the left of the display represents the back ports. The column on the right is divided into three sections: * SFP A * SFP B * Front Port # Ports / Groups > This chapter provides information about ports / groups options provided through the web interface. This chapter provides information about ports / groups options provided through the web interface. For information about how access the web interface, refer to [First Steps - Access the Web Interface](/network/key_access_web_interface/). ## Subtopics [Section titled “Subtopics”](#subtopics) * [Change Port Description](/network/key_change_port_description/) * [Assign Groups to Ports](/network/key_assign_groups_to_ports/) * [Edit LAGs](/network/key_ports_groups_edit_lags/) * [Edit RSTP](/network/key_edit_rstp/) * [Edit Speed Setting](/network/key_edit_speed_setting/) * [Change Group Name](/network/key_change_group_name/) * [Edit IGMP Snooping](/network/key_edit_igmp_snooping/) * [Edit IGMP Querier](/network/key_edit_igmp_querier/) * [Edit Unknown Flooding](/network/key_edit_unknown_flooding/) * [Change VLAN ID](/network/key_change_vlan_id/) # Edit LAGs > The LAG (Link Aggregation Group) combines several physical ports to create a single high-bandwidth data path as well as to implement the traffic load shared amo The LAG (Link Aggregation Group) combines several physical ports to create a single high-bandwidth data path as well as to implement the traffic load shared among the member ports in a group.  LAG enhances the connection reliability and efficiency.  **Important:**\ The first port that joins an LAG sets its settings to default settings of the LAG. All ports that are in an LAG have the same settings.  **Requirement:** [Connection to the web interface](/network/key_access_web_interface/) 1. Click **Edit Ports / Groups**. 2. To change the names of the LAGs in the table **LAG Names**, click in the row and type the name. ![](/img/network/menu_edit-ports-groups_lag-names_v3-3-0aa1a0.png) *Edit LAG names* 3.  Click **Apply settings and stay where you are** or **Apply settings and leave edit**.  The names of the LAGs have been adjusted and saved in the startup configuration.  4. Assign a port to an LAG in **Choose LAG**:\ -Click the LAG you would like to assign a port to.\ -A green dot is displayed in the LAG. **Hint:**\ -The ports that are connected to one and the same LAG must have the same LAG ID in a switch.\ -The ports in a counterpart switch must have an identical LAG ID as well. This LAG ID does not have to correspond another switch´s LAG ID.\ -For reasons of clarity, we recommend you use the same LAG IDs for the same LAG in different switches. ![](/img/network/menu_edit-ports-groups_edit-lag_v3-3-f78413.png) *Assign LAGs to ports* 5. Click **Apply settings and stay where you are** or **Apply settings and leave edit**.  The LAGs are assigned to the ports and are saved in the startup configuration. # Presets / Filters > This chapter provides information about the preset and filter options provided trough the web interface. This chapter provides information about the preset and filter options provided trough the web interface. ## What are presets? [Section titled “What are presets?”](#what-are-presets) It is useful to apply presets or filters to ports for a higher network performance or for safety reasons, e.g. to block Telnet. A preset contains collection of filters. Presets are used to allow or to block the protocol you have selected. If a preset is set to allow (= green), the network packets matching the filters in the preset are allowed. All other network packets not matching the filters of this preset, will be blocked.\ If a preset is set to block (= red), the network packets matching the filters in the presets are blocked. All other network packets not matching the filters of this preset, will be allowed. **Important:**\ Filters are applied in the outbound and the inbound network traffic of the specific physical connector. There are seven predefined presets available: * MA-Net2 * dot2-Net * Art-Net * MA-Remote * MA-Net1 * grandMA2 * sACN **Important:**\ Use presets only if a filter function is required. If you use the MA Network Switch in a MA System it is not mandatory to use the grandMA2 preset. For more information, see [apply presets](/network/key_assign_presets_to_ports/). For more information about the predefined presets, see [factory defaults](/network/key_factory_defaults/). ## What are filters? [Section titled “What are filters?”](#what-are-filters) Instead of using presets, you can use filters. For more information, see [apply filters](/network/key_apply_filters_to_ports/). Filters are objects consisting of: * data type * addressing * further parameters depending on the data type There are 43 predefined filters available. To get an overview about the predefined filters, go to the extended mode in the web interface. For more information about the predefined filters, see [factory defaults](/network/key_factory_defaults/). If you are a network configuration expert, you can create new presets and new filters. For more information, see [create new preset](/network/key_create_new_presets/) and [create new filter](/network/key_create_new_filter/). The following table displays the always forwarded filters to provide basic network functionality. These filter cannot be blocked. | Filter | Frame Match | | ----------- | ------------------------- | | IPMCv6 | IPv6 next-header 58 | | IPMCv4 | IPv4 protocol nr 1 (ICMP) | | IGMP | IPv4 protocol nr 2 (IGMP) | | DHCP client | IPv4 UDP port 68 | | DHCP | IPv4 UDP port 67 | | ARP | arp | ## Subtopics [Section titled “Subtopics”](#subtopics) * [Assign Presets to Ports](/network/key_assign_presets_to_ports/) * [Apply Filters to Ports](/network/key_apply_filters_to_ports/) * [Create New Presets](/network/key_create_new_presets/) * [Update Presets](/network/key_update_presets/) * [Create New Filter](/network/key_create_new_filter/) * [View Filters](/network/key_view_filters/) * [Delete Presets](/network/key_delete_presets/) * [Delete Filter](/network/key_delete_filter/) # Rear Panel ![](/img/network/rearpanel1-8fe155.png) * 2 x Optical Fiber Connectors (optional) * 2 x Optical Fiber Link LEDs * 2 x Optical Fiber Group LEDs * 1 x USB2 Type B connector * 2 x SFP cage for Mini-Gbic complaint transceiver (external) * 2 x SFP cage for Mini-Gbic complaint transceiver (internal) * 2 x Mini-Gbic Link LEDs * 2 x Mini-Gbic Group LEDs * 8 x 10/100/1000 Mbps shielded Neutrik Ethercon connectors * 8 x etherCON Link LEDs * 8 x etherCON Group LEDs * 1 x powerCON Connector # Reset Settings > By resetting the MA Network Switch, you return the switch to the state it was in when it was first time powered. By resetting the MA Network Switch, you return the switch to the state it was in when it was first time powered.\ This is useful for troubleshooting problems that might be caused by manual changes after first time powered.\ Refer to, [factory defaults](/network/key_factory_defaults/) for a complete list of all settings and information they are reset. Resetting the MA Switch is not reversible. After a reset, all previous settings are lost and cannot be recovered. ## Use the Web Interface [Section titled “Use the Web Interface”](#use-the-web-interface) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools /** **Edit General settings**. 2. Click **Reset ALL settings to factory defaults**.\ A warning asks if you are really sure to reset to factory default. 3. Click **OK**. It might take a little while for the process to complete. The MA Network Switch restarts. All settings are set back to the [factory defaults](/network/key_factory_defaults/). ## Use the Menu Button [Section titled “Use the Menu Button”](#use-the-menu-button) 1. Press the **menu button** on the switch for at least 5 seconds until the reset screen appears. 2. Press the **menu button** again for at least 5 seconds until the booting screen appears. The MA Network Switch turns off and restarts. All settings are set back to the [factory defaults](/network/key_factory_defaults/). # Reset View > To open the reset view, press and hold the menu button for about 5 seconds. To open the reset view, press and hold the menu button for about 5 seconds. The reset view opens. ![](/img/network/reset-view_v3-1-4723fd.png)\ *Figure: Reset View* To reset the switch to its [factory defaults](/network/key_factory_defaults/), follow the display instructions.\ For more information, see [Edit General Settings - Reset Settings](/network/key_reset_settings/). # Set the IP Address on the PC > The default IP address of the switch is a 192.168.100.xxx. It is displayed at the front end display. The default IP address of the switch is a 192.168.100.xxx. It is displayed at the front end display.\ The default subnet mask of the switch is 255.255.255.0. This means your PC must be temporarily set to a compatible IP address. ![](/img/network/ipv4_windows_3_1-d2135a.png) 1. Unplug the computer from the Local Area Network (LAN). 2. Go to the **Control Panel** on the computer. 3. Go to **Network and Sharing Center** and click on **Change adapter settings**. 4. Right-click the connection for your LAN, and then click **Properties**.\ If you´re prompted for an administrator password or confirmation, type the password or provide confirmation. 5. Click the **Networking** tab. Under **This connection uses the following items**, click **Internet Protocol Version 4 (TCP/IPv4)**, and then click **Properties**. 6. Select **Use the following IP address** and enter a compatible IP address e.g. **192.168.100.10** and the default subnet mask **255.255.255.0**. The PC is set to a compatible IP address. # SFP Transceiver Compatibility > The following SFP transceivers were tested and proved compatible with the MA Network Switch. The following SFP transceivers were tested and proved compatible with the MA Network Switch. * Cisco MGBT1 Gigabit 1000 Base-T Mini-GBIC SFP Transceiver * Cisco MGBSX1 Gigabit SX Mini-GBIC SFP Transceiver * Cisco GLC-SX-MM * ​Cisco MGBLH1 Gigabit LH Mini-GBIC SFP Transceiver * Emcore 871312 * Finisar FTRJ8519P1BNL-B1 * Finisar FTLF8519P2BNL # Specifications ## Connectivity [Section titled “Connectivity”](#connectivity) | | | | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Network | 9 x 10/100/1000 Mbps shielded Neutrik etherCON connectors 1 on the front, 8 on the rear4 SFP cages (mini-GBIC) 2 on the rear, 2 inside the MA Network Switch | | Power | 1 x Neutrik powerCON In |   ## Switch Features [Section titled “Switch Features”](#switch-features) | | | | ----------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rapid Spanning Tree Protocol (RSTP) | Yes | | Groups (=VLANs) | Yes | | Link Aggregation (LAG) | Yes | | Port mirroring | Yes | | Fan | 2 | | Ethernet Compliance | IEEE 802.1Q VLAN IEEE 802.1w Rapid Spanning Tree Protocol IEEE 802.3, IEEE 802.3i, IEEE 802.3u, IEEE 802.3z IEEE 802.3x Flow Control, IEEE 802.3ab Gigabit Ethernet IEEE 802.3ad Link Aggregation | | Supported Protocols | MA-Net2, MA-Net, sACN, Art-Net, and many more. IEEE 802.1p CoS (Class of Service) DiffServ (DSCP) IEEE 1588 PTP V2 | | Sound Protocol Compliance | Yes, Low jitter | | Ethernet Switch Type | Full non blocking wire-speed switching performance | | Memory | 4Mb | | MAC Address Table | 8912 Entries | | Address Learning / Aging | Self learning, Auto aging | | Switching Throughput | 32Gbps | | IGMP Support | Yes | | IGMP Snooping | Yes |   ## Port Features  [Section titled “Port Features ”](#port-features) | | | | -------------- | ------------------------------------------------------- | | Port Sensing | Auto negotiation | | Auto Crossover | MDI / MDIX (allow to use straight or cross wired cable) | | Auto Sensing | Full or Half Duplex (Gigabit is Full Duplex) |   ## Status Reports  [Section titled “Status Reports ”](#status-reports) | | | | ------------------------ | ---------------------- | | Front End Display | Yes | | Ethernet Port Connection | Link, Group | | Ethernet Port Speed | 100/1000Mbps LED | | Device | Status LED (Green/Red) | | Power | Status LED (Green/Red) |   ## Management  [Section titled “Management ”](#management) | | | | ------------- | ---------------------- | | Configuration | Via the web interface. |   ## Power Input [Section titled “Power Input”](#power-input) | | | | ----------------- | ---------------------- | | Power Input | 100 - 240VAC 50 - 60Hz | | Power Consumption | Maximum 1A |   ## Environmental  [Section titled “Environmental ”](#environmental) | | | | ------------------------- | ------------------------------- | | Operating Temperature | 0 °C to +45 °C 32 °F to 113 °F | | Storage Temperature | -10 °C to +60 °C14 °F to 140 °F | | Humidity (non condensing) | 20 % to 80 % relative humidity |   ## Physical  [Section titled “Physical ”](#physical) | | | | -------------------------------------- | ------------------------------------- | | Enclosure | Metal housing | | Dimensions (W x D x H) | 483 x 233 x 43 mm 19” x 9.17” x 1.69” | | Weight without optical fiber connector | 3.5 kg7.7 pounds | | Weight with optical fiber connector | 3.7 kg8.2 pounds |   ## Approvals  [Section titled “Approvals ”](#approvals) | | | | --------------- | --- | | CE | Yes | | EN 55103-1 | Yes | | EN 55103-2 | Yes | | EN 60950-1 | Yes | | RoHS Compliance | Yes | # Support > To access the help, click at the bottom right corner in the web interface, ## Access the Help [Section titled “Access the Help”](#access-the-help) To access the help, click at the bottom right corner in the web interface, * with no internet access, click **Help (PDF)**. The help pdf opens. * with internet access, click **Online help**. The online help opens. ## MA System Specialist Training [Section titled “MA System Specialist Training”](#ma-system-specialist-training) To become a MA System Specialist visit the MA University. The MA System Specialist Training gives you information about complex networking constructions e.g. with lighting panels, specifics of the MA system, or specifics of networks in the lighting world, see the MA System Specialist Training. ## Technical Service and Support [Section titled “Technical Service and Support”](#technical-service-and-support) MA Lighting and its extensive distributor network offer an unparalleled technical service. Call on our expertise for help with any problem, no matter if it is regarding operation, software features, software installations or trouble shooting.\ \ Please send an e-mail (in English or German) to tech.support(at)malighting.com with your contact details and subject information. This e-mail service is monitored during MA Lighting’s regular business hours in Germany from 8.30 a.m. until 5 p.m., Monday through Friday.\ \ **For emergency services please contact your local MA distributor or the MA Lighting Service Hotline. Call: +49.5251.688865-99.\ Please note, this 24/7 hotline is strictly for emergency cases – for people being in trouble out in the field.** # System Requirements > To use the web interface, your browser should have the following requirements: To use the web interface, your browser should have the following requirements: * Microsoft® Internet Explorer® 11 * Mozilla Firefox 40 * Google Chrome 45 * Apple Safari 8 To use the online help manual, you need internet access. # Unpack the Device * Unpack the MA Network Switch. Remove all packing material, strips and protection films. * Keep the packing material for transport. # Update Firmware > You can update the firmware of the MA Network Switch. You can update the firmware of the MA Network Switch.\ The current firmware is displayed in the right corner at the bottom of the MA Network Switch display and in the web interface.\ Download the latest version of the switch on [www.malighting.com](http://www.malighting.com). ![](/img/network/updatefirmware_3_1-795c5e.png) **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Download the latest firmware on [www.malighting.com](http://www.malighting.com) and save it. 2. Click **Tools / Edit General Settings**. 3. Click **Update firmware**. 4. Click **Browse** and select the .update file of the new firmware. 5. Click **Upload and install**. The switch starts to update and then reboots. This can take up to 5 minutes. **Hint:**\ After the switch has rebooted view the current version of the firmware and the previous version as the backup firmware in the window Update firmware (see image above). # Update Presets > You can modify the filter assignment for existing preset and update them. You can modify the filter assignment for existing preset and update them. **Requirement:** [Applied preset to a port](/network/key_assign_presets_to_ports/). 1. Click **Edit Presets** and then click **Extended filter and preset config**. 2. Modify the filter assignment for the preset in the assigned port column. 3. Click **Save as preset** at the end of the port column.\ The save presets pop-up opens.\ \ ![](/img/network/save_preset_3_1-704e2d.png)\ *Figure: Update Preset*\   4. Select in the drop down the preset you want to update. 5. Click **Update existing preset**. The preset is updated with the new filter assignment and saved in the startup configuration. # Upload Switch Configuration > You can upload a previous exported switch configuration, or parts of switch configuration. You can upload a previous exported switch configuration, or parts of switch configuration.\ This is useful if you have to configure several switches with the same configuration. ![](/img/network/getconfig_3_1-f3e8b1.png)\ *Figure 1: Switch Configuration* **Important:**\ The configuration file uploaded via the onPC does not affect the IP address. The configuration file uploaded via the web interface, however, does affect the IP address.  **Important:**\ The configuration file has to be written in a JSON (JavaScript Object Notation) data format. If it is not in a JSON data format, the switch can not read the configuration file. **Hint:**\ If you are not sure how to write the configuration file, [get the current switch configuration](/network/key_get_switch_configuration/) and modify this file. **Important:**\ If you upload only parts of switch configuration, e.g. only the filters, it is necessary that the entire filters configuration part is included in the configuration file. If parts are missing in the configuration file, the configuration upload does not work. **Requirement:** [Connection to the web interface](/network/key_access_web_interface/). 1. Click **Tools /** **Edit General Settings**. 2. Click **Switch configuration**. 3. Click **Browse**.\ The explorer opens. 4. Select the switch configuration for upload. 5. Click **Upload and apply custom configuration**.\ A warning asks if you really want to apply the configuration. 6. Click **OK**.\ The switch configuration is uploading. The update screen opens.\ \ ![](/img/network/update-firmware-progress_v3_1-8a212c.png)\ *Figure 2: Update Screen*\ \ The update process can take about 60 seconds. 7. Follow the screen instructions and click **Reload**. The switch configuration is uploaded and saved in the startup configuration. # View Filters > If you are not sure what data a filter has, you can view the filter data of the existing filters. If you are not sure what data a filter has, you can view the filter data of the existing filters. **Requirement:** [Connection to the Web Interface](/network/key_access_web_interface/). 1. Click **Edit Presets**. 2. Scroll down to the end of the page and click **Extended filter and preset config**. 3. Scroll down to the end of the page and click **Custom filters**.\ The Edit filters pop-up opens.\ \ ![](/img/network/create_filter_3_1-d15602.png)\ *Figure 1: Edit Filters pop-up*\   4. Select the filter you want to view in the drop down. 5. Click **View filter**. A pop-up opens what displays the filter data. ![](/img/network/view-filter_v3-1-d3d0a1.png)\ *Figure 2: View Filter pop-up* # Workload View > To open the workload view at the front end display, press the menu button. To open the workload view at the front end display, press the menu button. ![](/img/network/load-view_v3-1-f2f203.png) *Workload View* In the title bar is  the switch load and the network load in percent. The switch load displays how much the CPU of the switch is used at the moment.\ A high percentage means that the web interface or processes that are running require a lot of CPU resources, which can slow down your switch. The network load in the title bar displays the average load of every connected ports. The percentage and the green load bar on every port, displays the in and out total network load per port. # MA Fixture Builder ![](/img/utility/11_dot2_fixture_builder_user_manual-8baead.png) ## Subtopics [Section titled “Subtopics”](#subtopics) * [Introduction](/utility/key_introduction_fixture_builder/) * [First Steps](/utility/key_first_steps/) * [Fixture Type Information](/utility/key_fixture_type_information/) * [Attributes](/utility/key_attributes/) * [Channel Function Ranges](/utility/key_channel_function_ranges/) * [Function Sets](/utility/key_function_sets/) * [Export and Import](/utility/key_export_and_import/) * [Release Notes](/utility/key_inline_releasenotes/) # Add DMX channels > Hint: **Hint**:\ It is recommended that the the DMX channels be added directly in the correct order. This avoids rearranging channels und setting correct patch breaks afterwards. * To add DMX channels to the fixture, click on **Add** below the table Attributes. * The window Channel Function opens. ![](/img/utility/add-attribute_window_channel-function_v1_3_1-d0afa4.png) *Add DMX channels* All DMX channels have to be added complying the selected mode. 1. Select the **preset type tab** of the DMX channel, for example **Color**. 2. Select the \*\*attribute \*\*by scrolling down in the Choose Attribute, for example **C1**.\ For more information on mix color attributes see [Mix color attribute table](/utility/key_mix_color_attribute_table/).  3. Type the **coarse** DMX\*\*\*\* channel, e.g., **13**. 4. If the attribute has an additional **fine** DMX channel, check the checkbox **16-Bit**.\ The program automatically inserts the next number after the coarse channel number. 5. Type the **fine** DMX channel if the automatically inserted channel number is incorrect. 6. Type the **highlight value** corresponding to the encoder readout.\ The highlight value is the output of the fixture for this attribute if you press Highlt on the console.\ If the field is empty and you press Highlt, the programmer values do not change.\ We recommend you use full dimmer and white color as highlight values. This helps you to find the fixture in a rack or on the stage. 7. To save and close the window, click **Save and Close**.\ -or-\ To save and add the next channel, click **Save and Add**.\ To close the window Channel Function, click **Cancel**.  The DMX channel is now saved and added to the DMX channel list. For information on how to delete DMX channels see [Delete DMX Channels](/utility/key_delete_dmx_channels/). # Add channel function ranges > Requirement: **Requirement:** * Select attribute in the table Attributes. For more information see [Attributes](/utility/key_attributes/).  To add channel function ranges, click on \*\*Add \*\*below the table Channel Function Ranges.\ The window Add Channel Function opens. ![](/img/utility/add_channel_function_v1_3_1-2eb8fe.png) *Add channel function ranges* 1. Select the **3D SubAttribute** in the drop-down list.  2. Enter the DMX ranges in the columns **Dmx From** and **Dmx To**. 3. Select an entry unit on the right of the window.  4. Enter the encoder ranges in the input fields **Encoder From** and **Encoder To**. 5. Enter the physical range for the 3D in the input fields **Physical From** and **Physical To**.  6. To save and close the window, click **Save**. 7. To abort the operation, click **Cancel**.  The channel function range is now added. **Important:**\ Please make sure that the DMX channel ranges do not overlap. For information on how to delete a function in the table see [Delete channel function ranges](/utility/key_delete_channel_function_ranges/). \\ # Add a function set > It is possible to add function sets: It is possible to add function sets: 1. Click **Add** below the table Function Sets.  2. The window Add Function opens.  ![](/img/utility/add_function_set_v1_3_1-26e98a.png) *Add a function set* 3. Enter the function name in the corresponding input field.  4. Enter the DMX range in the input fields Dmx From and Dmx To. 5. Select the slot in the drop-down list. 6. To save the function set, click Save.  7. To abort the operation, click Cancel.  8. The settings are now saved. # Attributes > The Attributes display the purpose of each DMX channel. The Attributes display the purpose of each DMX channel.  It is possible to: * [Add](/utility/key_add_dmx_channels/) * [Delete](/utility/key_delete_dmx_channels/) DMX channels in the table Attributes. * To edit the attributes, double-click the cell below a column. The cell is selected and is displayed in blue. Type to edit using the keyboard of your PC.  ![](/img/utility/attributes_v1_3_1-6deb0a.png) *Attributes* The table Attributes consists of six columns. * **Coarse:** Displays the coarse 8 bit DMX address. * **Fine:** Displays the fine 16 bit DMX address. * **Attribute:** Displays the fixture attribute. **Start Address:**\ All attributes share a start patch number after a start address. This allows the creation of fixtures using multiple DMX start addresses. DMX channel 1 is always a start address. If another DMX channel is set to a start address, it is displayed as two horizontal black lines. * **Break:** Displays the DMX start address of a fixture. There are up to four DMX start addresses in a fixture type. * **Highlight:** Displays the highlight value. * **Default:** Displays the default value.\*\* \*\* * **DMX Entry\ 0-100:** Displays values in percent.​ \ **0-255:** Displays values in decimal 8 bit. \ **0-65535:** Displays values in decimal 16 bit. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Mix color attribute table](/utility/key_mix_color_attribute_table/) * [Add DMX channels](/utility/key_add_dmx_channels/) * [Delete DMX channels](/utility/key_delete_dmx_channels/) # Channel Function Ranges > Channel Function Ranges display the subattributes of the selected DMX channel. Channel Function Ranges display the subattributes of the selected DMX channel. The basic functions will be created automatically in the Function Sets after a DMX channel was added. It is possible to: * [Add](/utility/key_add_function_ranges/) * [Delete](/utility/key_delete_channel_function_ranges/) channel function ranges. * To edit the ranges of the channel function, double-click the cell below a column. The cell is selected and displayed in blue. Type to edit using the keyboard on your PC.  ![](/img/utility/channel_function_ranges_v1_3_1-bb8ed5.png) *Channel Function Ranges* The table Channel Function Ranges displays seven columns: * **3D Subattributes:** Displays the subattributes to the selected DMX channel. * **DmxFrom:** Displays on which DMX value the subattribute starts. * **DmxTo:** Displays on which DMX value the subattribute ends. * **EncFrom:** Displays the start entry of subattributes. * **EncTo:** Displays the end entry of subattributes.  * **PhysFrom:** Displays the start of the physical range used by the 3D.  * **PhysTo:** Displays the end of the physical range used by the 3D. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add channel function ranges](/utility/key_add_function_ranges/) * [Delete channel function ranges](/utility/key_delete_channel_function_ranges/) * [Wizard](/utility/key_wizard/) # Delete channel function ranges > It is possible to delete channel function ranges. It is possible to delete channel function ranges.  1. Click to select the channel function in the table **Channel Function Ranges**. 2. Click **Delete**.  3. The function is now deleted. # Delete DMX channels > It is possible to delete single DMX channels in the table Attributes. It is possible to delete single DMX channels in the table Attributes. ## Delete a single DMX channel [Section titled “Delete a single DMX channel”](#delete-a-single-dmx-channel) 1. Select the DMX channel in the table Attributes and click \*\*Delete \*\*below the table Attributes. 2. A warning pop-up appears. ![](/img/utility/warning-pop-up_delete-dmx-channels_v1_3_1-88934b.png) *Warning pop-up* 3. To delete the DMX channel, click **Delete**.\ To abort the operation, click **Cancel**.   The DMX channel is now deleted. **Important:**\ The DMX addresses Fine and Coarse may have to be adjusted for the following attributes in some cases. # Delete a function set > It is possible to delete function sets. It is possible to delete function sets. 1. Click to select a row in the table **Function Sets**.  2. Click **Delete**. 3. The function set is now deleted. # Export and Import > It is possible to export the fixtures created from the MA Fixture Builder as an .xml file and save it to a USB drive or a folder. It is possible to [export the fixtures created](/utility/key_export_fixture/) from the MA Fixture Builder as an .xml file and save it to a USB drive or a folder. This .xml file can be imported into the console or the onPC software. You can also [import ](/utility/key_import_fixture/).xml files from the subfolder “library” of dot2 and gma2.  This may be useful if you would like to adjust fixtures or adjust an already existing one. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Export fixture](/utility/key_export_fixture/) * [Import fixture](/utility/key_import_fixture/) # Export fixture > You can export fixtures to a USB drive or a folder. You can export fixtures to a USB drive or a folder.\ After the export it is possible to import these files to the console or the onPC software of both systems – dot2 and grandMA2. ## Export a Fixture to a USB Drive [Section titled “Export a Fixture to a USB Drive”](#export-a-fixture-to-a-usb-drive) 1. Click **File**. 2. Click **Export to USB Drive**.\ The window Export opens. ![](/img/utility/export_fixture_usb_drive_v1_3_1-90e6d5.png) *Export fixture to USB drive* 3. Select the USB device and click **Save to USB**. The fixture file is exported to the selected USB drive. The file is then saved into the subfolders “library” of dot2 and gma2. *** ## Export a Fixture to a Folder [Section titled “Export a Fixture to a Folder”](#export-a-fixture-to-a-folder) 1. Click **File**. 2. Click **Export to Folder**. 3. Choose the destination and click **Save To Folder**. The file is exported and saved into the selected folder. # First Steps > This chapter describes how to install the MA Fixture Builder and start the program. This chapter describes how to [install the MA Fixture Builder](/utility/key_installation_on_your_computer/) and [start the program](/utility/key_start_the_program/). It shows you also the [program surface](/utility/key_program_surface/) for a better overview. ## Subtopics [Section titled “Subtopics”](#subtopics) * [System requirements](/utility/key_first_steps_system_requirements/) * [Installation on your computer](/utility/key_installation_on_your_computer/) * [Start the program](/utility/key_start_the_program/) * [Program surface](/utility/key_program_surface/) # System requirements > If you want to run the MA Fixture Builder on your PC, here is what it takes. If you want to run the MA Fixture Builder on your PC, here is what it takes.   | Operating system | Minimum | | ---------------- | --------------------------- | |   | Microsoft Windows® 7 | |   | Microsoft Windows® 8 | |   | Microsoft Windows® 8.1 | |   | Microsoft Windows® 10 | |   | Apple OS X 10.10.5 Yosemite | Additional requirements to use certain features: * To use the online help and download the latest version of MA Fixture Builder you need internet access. * To save on an USB stick you need an USB 2.0 or 3.0 port. We recommend you visit your PC manufacturer´s website for information on updated drivers and hardware compatibility. # Fixture Type Information > Open the MA Fixture Builder. Open the MA Fixture Builder. ![](/img/utility/fixture_type_information_v1_3_1-a9c64d.png) *Fixture Type Information* The required fixture type information can be found in the fixture type manual. Fill out the following fields: * FixtureType Name * Mode * Manufacturer * Beam Angle Short Name and Short Manufacturer are automatically generated.\ If you would like to change Short Name and Short Manufacturer, type into the input field. Select the 3D type in the first drop-down called Type.\ Choose between: * None * Headmover * Conventional (can also be used for LED spots) * Mirror (can also be used for scanners) * LED (use for LED tiles only) Select the beam in the second drop-down called Beam.\ Choose between: * None * Spot * Wash * Effect * Fibre To set the beam intensity in lumens, type the number into the input field. # Function Sets > Function sets display the function of each subattribute and offer quick access to specific functions. Function sets display the function of each subattribute and offer quick access to specific functions.  These function sets are displayed in calculators of grandMA2 and dot2.  **Requirement:** * Set channel function ranges For more information see [Channel Function Ranges](/utility/key_channel_function_ranges/).  ![](/img/utility/function_sets_v1_3_1-ca62a4.png) *Function sets* The table Function Sets consists of six columns:  * **Function Name:** Displays the name of the channel function in the console, for example the label in the calculator or in a preset. * **Dmx From:** Displays on which DMX value the subattribute starts. * **Dmx To:** Displays on which DMX value the subattribute ends. * **Slot:** Displays the slot of a wheel if the fixture has a color or a gobo wheel. * **Auto-Create:** Displays if a preset will be generated by the auto create function in the console (grandMA2 only) * **3D Subattribte:** Displays the corresponding subattribute the function set belongs to.  It is possible to: [Add](/utility/key_add_function_set/) [Delete](/utility/key_delete_function_set/) function sets in the corresponding table Function Sets. 1. To edit function sets, double-click a row in the table Function Sets.  2. The window Add Function opens.  ![](/img/utility/edit_function_set_v1_3_1-967025.png) *Edit function set* 3. Adjust the settings of the row you clicked. 4. To save the settings edited, click **Save**. 5. The function set is now edited. ## Subtopics [Section titled “Subtopics”](#subtopics) * [Add a function set](/utility/key_add_function_set/) * [Delete a function set](/utility/key_delete_function_set/) # Import fixture > It is possible to import fixtures from: It is possible to import fixtures from: * MA Fixture Builder * The subfolder “library” of dot2 * The subfolder “library” of gma2 1. Click **File**. 2. Click **Import**. 3. Select the .xml file and click **Open**. The selected .xml file is imported into the MA Fixture Builder and can now be edited. # Release Notes ## MA Fixture Builder version 1.9 [Section titled “MA Fixture Builder version 1.9”](#ma-fixture-builder-version-19)   ## Enhancements/Fixed Bugs in the MA Fixture Builder [Section titled “Enhancements/Fixed Bugs in the MA Fixture Builder”](#enhancementsfixed-bugs-in-the-ma-fixture-builder) | Description | | ------------------------------------------ | | Updated list of attributes to version 1.9. | # Installation on your computer > Download the latest version from www.ma-dot2.com or www.malighting.com. Download the latest version from [www.ma-dot2.com](http://www.ma-dot2.com) or [www.malighting.com](http://www.malighting.com). The installation is possible in every root directory or in the standard directory “MA Lighting Technologies\MA Fixture Builder” in the folder “Program Files”. **Administration rights:**\ You should have administration rights to install the program. If you downloaded only the MA Fixture Builder, start the installation file MA\_Fixture\_Builder\_vx.x.exe with a double click. If you downloaded the MA software release package, extract the file into a temporary folder and start the installation file MA\_Fixture\_Builder\_vx.x.exe with a double click. On the screen appears the installation program. You get detailed hints and information regarding the installation. Watch out for the suggested directory and change it if you want to. The installation directory is not changeable in the program. # Introduction > The MA Fixture Builder is a tool to create fixture types. The MA Fixture Builder is a tool to create fixture types. It is developed to import fixture types created with the MA Fixture Builder into MA consoles or onPC software.\ A fixture type created with the MA Fixture Builder ensures a visualization in the MA 3D and dot2 3D. The following manual includes descriptions of the functions and introduce you step by step in the application. # Mix color attribute table > This table displays the array of the mix color attributes with their corresponding colors. This table displays the array of the mix color attributes with their corresponding colors.  For more information on how to add DMX channels see [Add DMX Channels](/utility/key_add_dmx_channels/).  | Attribute | Color | | ---------- | ------------ | | COLORRGB1 | Red | | COLORRGB2 | Green | | COLORRGB3 | Blue | | COLORRGB4 | Amber | | COLORRGB5 | White | | COLORRGB6 | Warm white | | COLORRGB7 | Cool white | | COLORRGB8 | Orange | | COLORRGB9 | Red orange | | COLORRGB10 | Purple | | COLORRGB11 | Indigo | | COLORRGB12 | Cyan | | COLORRGB13 | Magenta | | COLORRGB14 | Yellow | | COLORRGB15 | UV | | COLORRGB16 | Green cyan | | COLORRGB17 | Medium white | | COLORRGB18 | Mint green | | COLORRGB19 | Lime | | COLORRGB20 | Congo blue | | COLORRGB21 | Royal blue | | COLORRGB22 | Light green | # Program surface > The program surface is divided into four areas. The program surface is divided into four areas. * [Fixture Type Information](/utility/key_fixture_type_information/):\ Type basic information referred to the fixture type and modules. * [Channel Function Ranges](/utility/key_channel_function_ranges/):\ Add and delete functions ranges of subattributes. * [Function Sets](/utility/key_function_sets/):\ Add and delete specific functions of subattributes. * [Attributes](/utility/key_attributes/):\ Add and delete purpose of DMX channels.  ![](/img/utility/program_surface_v1_3_1-16c3da.png) *Program surface* # Start the program > Start the MA Fixture Builder after installation. Start the MA Fixture Builder after installation.\ To open the MA Fixture Builder, double-click on the desktop icon with the name **MA Fixture Builder v.x.x**. A folder called **MA Fixture Builder v.x.x**. is located in the start menu (Start - All Programs - MA Fixture Builder v.x.x.). Open and uninstall the MA Fixture Builder in this folder. * To open the program, click on **MA Fixture Builder v.x.x**. * To uninstall the program, click on **MA Fixture Builder v.x.x remove**.   ![](/img/utility/start_v1_3_1-d9dd8d.png) *Start MA Fixture Builder* # Wizard > The table Channel Function Ranges offers a Color Wheel or a Gobo Wheel Wizard, depending on attribute – color or gobo. The table Channel Function Ranges offers a Color Wheel or a Gobo Wheel Wizard, depending on attribute – color or gobo.  **Requirement:** * Add a gobo or a color wheel in the column Attributes. * To enable the corresponding wizard, click the attribute first. The following is described on the basis of the on the Color Wheel Wizard.  Open the wizard: 1. Click the Color Wheel Wizard after enabling.  2. The wizard opens.  ![](/img/utility/color_wheel_wizard_channel-function-ranges_v1_3_1-f33896.png) *Using the color wheel wizard* 3. Select the manufacturer by clicking the drop-down list **All**.\ Or display the array of colors by the number:\ -Enter the number in the input field **Search Number**.  4. To add the colors to the column on the right, double-click a color. 5. To remove single colors in the table on the right, click a line to mark it.\ Then, click **Remove Selected**. 6. The line is now removed. 7. If you would like to remove all lines on the right, click **Remove All**.  8. To create new channel sets on exiting the subattributes, check the checkbox **Create New ChannelSets on Exit**.  **Important:**\ Checking **Create New ChannelSets on Exit** overwrites all existing function sets of the subattribute.  9. If the settings are adjusted, click **Done**. 10. The wizard closes and the settings are now applied. To abort the operation, click **Cancel**.